Igor1, Team I.A.A.

We should use our next leaders to rush some small wonders where we need some cultural expansion.
Otherwise that looks good Daghda.
Nice unit names.
 
Preturn- I want to get moving on steam power, so science on full, steam in 14. The sooner we get a jump building rails, the better off we'll be. Start a couple granaries and a market.

IBT- Keshik defends successfully against a Persian LB.

Turn 1 (860AD) Build an army with Kublai. He’s several turns away from a major town, and I don’t want to waste any chance at another MGL. Found Har-Aryag. Rush a granary in Color me bad. Whack a Roman archer.

IBT- Quiet

Turn 2 (870AD) Keshik army brings down a defending spear, and with it Pompeii.

IBT- India declares on Hiawathadude.

Turn 3 (880AD) Veii and Pisae defended by spears fall to Keshik armies. Horse, spear and archer in various states of disrepair taken out by 2 keshiks and a medieval guy who promotes.

IBT- America declares on Iroquois. Japan and India ally against same.

Turn 4 (890AD) Kill a Roman settler pair by Choybalsan.

IBT- Iro and Zulu sign peace. Zulu and Greece building Smiths

Turn 5 (900AD) Get an MGL for attacking Rome. Kill 3 more spears and we have Rome along with the Great Lighthouse.

Trade Iroquois medicine for MT and WM. Upgrade 17 keshiks to cav.

IBT- Lost our ivory supply

Turn 6 (910AD) Cumae is defended by 3 spears. 2 cav and a keshik take care of that. Get three workers. Add a couple clowns.

IBT- Rome drops off an archer

Turn 7 (920AD) Kill the Roman archer. Hurry a galleon in Pompeii.

Ibt- Get kicked out of Indian lands

Turn 8 (930AD) Load up army with 3 cav. Transport a 3 keshik army by galleon to Roman lands.

IBT- Idiot academy completes Heroic Epic, starts Military Academy.

Turn 9 (940AD) MGL rushes the Military Academy in Idiot Academy. Start bank. Send a recon Keshik army to see Punjab has reg rifle. Kill a spear at Ravenna, the new Roman capital.

IBT- quiet

Turn 10 (950AD) Nayalah founded. Ravenna defended by 2 spears brought down by Keshik Army. Load another Keshik army at Pompeii and sail for Lugdunum. And done.

Post turn- Rome is down to 3 towns. They’ll give up 2 for peace. Steam in 5. I upgraded several more keshiks, so we can go after India any time as the peace treaty is up. 22 Cav currently in inventory. There are several trades that can be made by next up to acquire a couple luxes.

4 civs are up Nationalism and that’s it. #1 in production, so when rail kicks in, so much the better. ;)

The save
 
preturn -
i sign peace with Jules, liberating his last 2 cities, WM, TM and 5g.
keep that solitary beakerhead going.
Persia seems to have reverted to its natural 1CC.
leave it be.

IBT- im still looking for those ex-roman towns.

1- Almarikh cav > cav, Tsontengel? > musket, Har-ayag worker > worker,
not at war :confused: where can i get some?
moving some troops to Lake Shore drive - good staging point against the Aztecs or Indians.

2- Tabriz bank > lib,
Aztecs want shakes.
:sleep:

IBT- aztecs want help getting featherhead. :dance: but no.
russian-indian embargo ends.
Iroquis and Babylon sign peace.

3- Shiny hill bank > lib, Snniffin cav >cav, Desert retreat cav > cav,
Zulu declare on Iroquis.
cant lower sci without losing a turn. pray for coal....

IBT russian-Iroquis peace is signed.

4- Steam is in, Industry is the way. lower sci to 80, so we make 13gpt.
drumroll please....
Spoiler :
we have ONE coal connected near Persepolis
god darn, smack under it.

Calix worker > worker,
Engllish are building Smiths :eek: :lol:

start the great railways.

5- remember that we cant build any smart builds. change all those libs i ordered up to cavs.
pentagon in 7.
coninue railing.

all in all , a very :sleep: turnset.

oh, and a power shot
igor1_sw_32.jpg


save me, so :sleep:, atleast you can rail some ;)
 
I suppose that would make me up, but I cannot touch this until Friday evening. I have picked up a part time job as well, (Marraige is expensive) and my free time has dwindled even more.
I will be able to play on Friday, but if some brave soul wants to jump in and play, that would be groovy.
 
romeothemonk said:
I will be able to play on Friday, but if some brave soul wants to jump in and play, that would be groovy.
is that a hint, romeo? ;)
wont bite...
i got bitten and im just now getting to the peak of the feeding frenzy :eek:
4 more to go.
 
Unless I hear anything the other way around, I'll have my ol', broomed in the corner 10 played by friday.
 
I looked at the save, re-read the previous turnlogs, tried working out scenarios in my brain, but the gremlins in there are whispering endlessly: what do we do now ?!

We clearly don't want to win by wonder, culture or space (or do we?), so diplo, domination and conquest sound like the ways to go. This might sound weird, but I can't seem to convince myself of pushing the western front in either (Aztec or Indian) fronts, as they both have nationalism, and we don't have artillery. I'm in need of advice and will let the pros enlighten the path.

So, nvm my vacation skipped 10 turns.
 
I will get to the game this evening. I will layeth the smack down. This scattering of variants stuff is kind of why I didn't want to play so much anyway, but we are in good shape, if I keep the variants straight. Our research capacity sucketh, and we should probably be buying and stealing now.
 
I'm not ready to buy anything right this minute. We have the monopoly on steam, and that should be used to our advantage, rather than trading it away. Trouble is, the workers are being used very ineffectively. They are scattered all over.

Here's my general strategy with steam. There are 3 priorities.

Energize the core- Railing tiles of the most efficient cities, generally found in the core, give overall production the biggest boost. Core cities should all be 15-20 shields before factories and coal plants where the population/happiness levels support it.

Rail lines to the remaining cities- Generally priority goes towards the direction of threat civs, in this case Aztecs or India. That is where military action is focused. Then rail out to coastal areas to provide a ready counter to coastal landings.

Enhancing production or growth outside the core- For the most part this is getting cities without factory or coal plant to 10 shields where corruption is moderate. Otherwise the heavily corrupt city rail focuses on irrigated tiles to enhance growth. This allows us to in turn spin off more workers or assign specialists, i.e. police and civil engineers.

But the workers should be packed together so that they can rail a tile a turn. What we have now is scattered workers that do not provide us with an immediate return. In one case we are mining a hill that is not a worked tile. If we have these single workers scattered on the fringe, they should stop their projects and get moving in the direction of the core so that they can be combined into effective work groups.

We also have towns building wealth. That should be changed to workers immediately. The whole idea is we want to get the biggest jump on our production curve before the AI starts their own railing. It would be better if we can generate even more workers in general outside the core cities.

We have Pentagon in 7. We should get the armies together and hammer the Aztecs (they have better lands to conquer than India) once the 4th unit (cav) can be added to the armies. Don't worry about no artillery. Cav armies can take out anything up to and including vet mech infantry in a pop 24+ city. As soon as Idiot Academy finishes the bank, it should start on armies. The work crews should really work to get that city efficient. As soon as Industrialization comes in, then we can add the factory and coal plant. Here we're shooting for at least an army every 10 turns.
 
Actually M60, Armies can be cashrushed. I will be cashrushing armies whenever possible.
That way we can max out on armies rather quickly, and will have to suspend mass conquest plans when infantry come out.
I would plan on using armies indiscrimiately until infantry, and then only slightly more carefully after that.
 
Armies can be cashrushed
They certainly can and when we turn res down we can spit em out if we want to. Tried that on the "Blind leading the blind"-SG and it worked nicely. IIRC the prob was building cossacs enough to fill them (small exaggeration). Also did the same rail strat as propoused by M60 and that's a good one too. Core 100% first, then Hicksville.
Last time I looked at it, it smelled domination long way even with no cult allowed.

A screenie of the "core railing"-set up, also note what Kazan is doing ;) :

rail.jpg
 
romeothemonk said:
That way we can max out on armies rather quickly, and will have to suspend mass conquest plans when infantry come out.

On a world map? That I'd like to see. :crazyeye: True, we did that in LK101, but that was with an insane number of MGLs from our warmongering crew.
 
IHT: Get an updated WM and Free artistry from Cleo for Medicine.
IBT: Persia iro peace.
Turn 1: Not much happened. Our workers are all over. Slowly trying to get them to Igoropolis. I started Smiths.
IBT: Smolensk deposed to the russians.
Turn 2: Really railing and trying to see what we can do.
IBT: ROme and Aztecs ally vs Iro. IRo get more dogpile this time from England.
Turn 3: MOving to put an end to the Russians.
IBT: Lots of embargoes end.
Turn 4: Actually getting to the capitol/core.
Turn 5: Burn 1 of our few wars here and declare on the Ruskies. Sign in Aztecs for 300 gold. Read the variants and see that smiths is a no go. Swap back to the pentagon.
Turn 6: Getting repetitive with the MM.
IBT: Dalanzalgrad flips to the aztecs with some of our iron and it takes a few of our cavs with it.
Turn 7: Not much going on here.
Turn 8: Our flip risk goes down a bunch with russia getting whacked.
Turn 9: Get some RR done
Turn 10: Get some more RR done.

THe Aztecs have a ton of stuff.
I would wait a touch before our next planned war. We only get 2 more this age.
igor1aa2.jpg

http://www.civfanatics.net/uploads10/Igor1AA_1100ad.SAV
 
Back
Top Bottom