FS2- The Soviet Union

I vote yes.

And please: If my turn is on Friday, please skip me. After friday morning I cannot play before sunday.
 
Strauss said:
Got it. Will be playing tomorrow afternoon (GMT).
great. P.s. Farare, i like your fourms. hope to see the one about Cricopolis updated soon.
 
Preturn: Looking at the known world, I see that there IS copper visible: 2 sources (both to the north). I send the 2nd archer to explore to the north. Research started on Pottery.

IBT 1: We are greeted by the much too arrogant Frederick of Germany. We will have to "liberate" his people from such an unworthy leader.


Turn 1(2360 BC): As expected, our scouts reach the ocean to our east. Our workers start building a pasture in order to tame the strange animals, dubbed "sheep".

Turn 2 (2320 BC): It is silent in the world.

Turn 3: (2280 BC):
Not much has changed in forty years......

Turn 4: (2240 BC): The world is much too quiet. Tsarina Catherine is starting to shoot people at random with her bow.

Turn 5 (2200 BC):
A forest grows near Moscow! A monumentous event in Russian history!

IBT 6: Our brave archers are attacked by vicious wolves, but Russia's men are not so easily killed. The wolves are slaughtered.

Turn 6 (2160 BC):
Our glorious archers have taken some losses (2.7/3 left) but continue exploring.

Turn 7 (2120 BC):
Our great explorers are starting to discover some quite valuable land (screenshot shown at end of report).

Turn 8 (2080 BC): We have learned how to make pots to store stuff. Our workers start building houses on the flooded plains east of Moscow. These should eventually become small cities of their own, increasing our wealth. Our thinkers now start developing a way to communicate through better ways than hieroglyphics.

Turn 9 (2040 BC): We send our exploring archers back towards our borders, in order to see if the coast is clear for our colonists, who are nearly ready to set out on their adventurous journey.

Turn 10 (2000 BC): Our brave colonists are ready to be sent out by my successor. I will to end my reign here as Tsarina Catherine has been overenthusiastic with her bow again. I think I now know what happened to JOE.....

(I have left the settler sleeping in the city so that ThERat can decide where to move him. Don't forget to wake him! Our northern archer has a good line of sight to watch for incoming animals and can be used as escort once they meet up.)

Overview of the known world:


Dotmap:

Explanation:

Red Dot would grab five resources, including the valuable copper. The green dot would give us horses and fresh water, but also a lot of tundra. The yellow dot would give us sheep and more valuable land, but we would lose fresh water.

Of course we could also settle to the south, but I don't have the time to look at it now. It's all up to our next player anyway..

Good luck ThERat
 
Order of play:

1) Farae
2) Vovan
3) JesusonEez
4) Strauss ---> just played
5) Therat ---> up to play now!
6) HOM ----> on the bench
7) Pvblivs
 
We should settle on red dot. Everything else is too far away for the beginning. And please: scout some more around our capital. I dont want to build a glorious empire into the tundra. Not at all!!! Not until we can afford to build cities just because of resources. And this will not be within the next 2500 years...
 
Pvblivs said:
We should settle on red dot. Everything else is too far away for the beginning. And please: scout some more around our capital. I dont want to build a glorious empire into the tundra. Not at all!!! Not until we can afford to build cities just because of resources. And this will not be within the next 2500 years...

Lol, I don't know why I keep suggesting those far-away resource sites for early cities...

I did try to scout around our capital, but the scout was so far south that it took me most of my turnset to get him back north;)
 
got it, will play tonight, red dot looks good to me though it has 2 desert tiles.
 
ThERat said:
got it, will play tonight, red dot looks good to me though it has 2 desert tiles.

The desert tiles are indeed the downside of that city site, but I think this is more or less offset by the resources within its range.
 
save

Pre-Turn
send settler out to red dot
change build to archer, we need more defense against upcoming barbs and we want to explore more as well

1. 1960BC
zzz

2. 1920BC
arrive at red dot

3. 1880BC
found Leningrad to honour our big leader and father of the nation (not St. Petersburg, yuck)

4. 1840BC
research on writing speed up now
send out new archer to the north

5. 1800BC
zzz

6. 1760BC
we get writing, we need to find iron, so research set, the first barb warrior shows up int the south

7. 1720BC
Moscow grows to pop 5 now, set it on growth since we can be at pop 6 for happiness

8. 1680BC
Leningrads borders expand and we spot Greek borders to the north already

9. 1640BC
exploring archer runs into a 2 barb warriors :eek:

10. 1600BC
our archer comrade defends against both warriors in a heroic battle and remains unharmed
spot a new source of horses to the west

we need to explore that area further

I set Leningrad on a worker, we need more of them for faster development
Leningrad should go for archer/settler or library next

fs21600.jpg
 
since we will ultimately cut the trees above the silk tiles anyway, we might as well chop them to rush the library or settler
 
Hi folks,

since HOM will make his turns fast (I believe) and I am not capable of playing until Sunday :sad: evening (CET), please skip me or roll me 3 slots down in the roster that I can play on some evening in the next work-week.

If you'd like to :-)

Thx.!

Pvblivs
 
Objectives:

Do no harm!

Pre Turn:

Just getting my hands on the game I set out to see what the empire looks like.

Turn 1: 1600BC

Send archer west.

Heal northern scout.

Turn 2: 1560BC

Archer continues to explore west.

Scout heals.

Turn 3: 1520BC

Archer finds barb warrior.
barbs.jpg


Cottage finishes. I'm going to have him chop the forests on top of the silks so we can use the shields now.

Turn 4: 1480BC

ZzzzZzzzz

Turn 5: 1440BC

Archer kills off a barb warrior.

Barracks come in and I start Moscow on a Library.

Turn 6: 1400BC

ZzzzZzzzz

Turn 7: 1360BC

Alex asks for OB, I say sure as he has no heathen religion to spread.

Judaism is FIDAL.

Turn 8: 1320BC

IW comes in. I start on Math so we can get those silks hooked up soonish.

We have Iron near Moscow.

Turn 9: 1280BC

Start mining iron and send Leningrad's new worker to the corn.

We meet Mr. Mali himself and he offers us peace.

Turn 10: 1200BC

I start Moscow on a settler as it's at its happiness limit.

We've found Mao's borders to our east.

All in all, a decent turn set, but nothing spectacular.

Our empire as it stands:

culture.jpg


goodies.jpg


units.jpg


EDIT:

Whoops, I guess it would be a good idea to include the save:View attachment 114800
 
HOM said:
Whoops, I guess it would be a good idea to include the save:

Sulla is still teasing me about the times I failed to send the RB1 save. :lol:

It happens. :)


Lots of barb activity in these parts. Religious heathens. "They must be shown that there is no god!" :satan: Or something like that. :lol:


- Sirian
 
IamSid said:
OMG!!!! There is a ton of rescources around you.....

Seriously theres a crapload of resources and since you're Catherine infamous for being a great isolationist leader i doubt you'll have any problems in this game. It's almost guaranteed you guys are gonna win now.
 
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