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Iron Rule - Rise of Mother Russia

I'm in the Niagara area but my older son is in TO.
 
just wanted to spend a few moments re organizing myself after last nights game.
Thought I would start up & readjust some finer details that I had overlooked over the past few turns.
...then...
suicidesettler.jpg


The very first thing they do is drop a settler off right in freshly conquered territory... they get a town built AND flip Riobamba :mad::mad::mad:
that will teach me to try & "spend a few minutes" doing anything in this game.
I am weak at the moment. very spread out and not organized for this...
I end up destroying their new town and recapturing Riobamba....oh yeah, I forgot (or blocked out...) they even managed to capture Huan Pampa (it was undefended and taken by a Spear that came literally out of nowhere!)

this war felt very unorganized for me. I was not pleased w/ the time it took (although they did have many towns that needed capturing & a lot of blessings from the RNG gods who seemed to love the Incans)...
but finally...
fragileinca.jpg


edit*
lol@ spending half the night playing & kicking them off my land, photoshopping the little jpg's ...blah blah blah...only to wipe them out in anti-climatic fashion in a few a.m 'clean-up" turns...smh.
 
so by 1170AD we are lone scientist/chem in 38...hmmm...definitely too slow for my liking. I bump the tech slider up and pull my Lux's down & am set to learn Chem in 18...better.

As I predicted, the Carthaginians want the open land in my far North. They try to send settlers through my territory but when that doesn't pan out for them they send ships...they settle two towns in my Northern regions. I am displeased. Also the Egyptians have sent a ship/settler/chariot combo. Great.
Perhaps my ego interferes w/ my goals...what do I care if the Carths have two lame duck towns in the tundra?...is it just foolish pride that makes me want to wipe them from my lands? I have plenty of new land to launch a win from...they have taken no resources...& these towns will very likely never see size 3....oh but still I want them gone so bad!...
not now. I must reorganize. I must build & upgrade. I must learn...yes learn...
my people seek knowledge. We have a ridiculous amount of dyes. Perhaps now they are more valuable to the AI. I try to trade them around but the most anyone will offer is 60g. not what i was hoping for. I was also shocked to see that instead of making war & trouble for each other, it looked like the AI was HELPING each other! Only a very short time ago I was leading most in tech...but now:
techs.jpg


I am so far behind that I have thrown all hope of a peaceful win out of the window. The entire game the AI has been reluctant to trade w/ me. I have kept my rep clean as far as i know. I am still much wealthier than all of them but they won't even sell me their techs for a large sum of gold.

My game plan as of the moment is as follows:

We are building vet musketmen in for all cities/towns/metros. I want a solid defender in all of them. This game is not going well as far as i'm concerned and i have a feeling that it is all about to turn sour. There have been almost no major conflicts the entire game. The AI has been allowed to build their techs&troops non stop and none are wanting anything to do w/ me.

I have crusaders being pumped out every 5 turns and they are being sent south.
Those two empty armies are being sent to Yakutsk along w/ some defensive troops in case wasr in required against the Carths. T'ver is slowly gathering units as well as she is also in close proximity to a Cartheginian town
I am thinking that I should move on the Mayans, the Aztec & the French...
and i am thinking to do it simultaneously. All three at once. I know this is a large undertaking, but if i could pull it off I would be a giant in the game. Lack of wars has allowed everyone (even the weak) to grow. These three civs are so weak at the moment I think i could devour them. The best part is, none have MPP at this point in the game.

here's some shots of the newest borders...

Spoiler :
newborders_south.jpg

Spoiler :
newborders_north.jpg


Spoiler :
newborders_east.jpg


1275AD
rawgreed.jpg

well at least he's honest. why do i feel a dogpile coming on?

1300AD
Got raped at the trade table, but I was able to acquire Gems from the Americans for my world map+60g.
proceeded to trade my world map all over for other civ's territory maps.
here's a mini map of the world:
1300mini.jpg
 
A couple friendly tips for you:

1. Don't raise the lux slider trying to prevent flips. I think that has zero effect on preventing culture flips. (Unless it affects civil disorder or we love the king day) Razing cities and replacing them with your own settlers is best for preventing culture flips. That's not always what you want to do as razing is diplomatically damaging somehow (I don't quite remember precisely)

Things you can do to prevent flipping:

-Garrison units. Each military unit (not boats, air, artillery, or workers) decreases the chance a bit. They also quell resistors which help a lot for flipping. The downside is that you lose the units when the city flips anyways.

-Starve those foreigners out! Anyone not resisting should be a specialist, so that those foreigners get reduced. Sometimes building workers helps, usually not for me though. Never join slaves to a captured city as that increases the foreigners. Resistors count double, so I usually have outdated or defensive units in the cities trying to quell them.

-Get rid of civil disorder, and get WLTK day maybe. Entertainers are the best as it increases happiness in one city (where the lux slider is all cities) to get out of disorder and usually helps in starving the city. I don't think WLTK day is usually feasible, but it can help in larger cities. You need no resistors and at least six population and no unhappy people. (Make 'em entertainers.)

-Take the neighboring cities. Each foreign tile in the city's radius adds to the flipping chance so sometimes the best thing is to move on and come back later if it flips.

-Build more total culture. Part of the formula takes into account total culture ratios of you and the enemy civ. This helps more if you are way behind in culture. If you already have a strong culture, the law of diminishing returns applies.

-Change the distance to the capitals. The distance to your capital and the enemies is taken into account. Usually your capital is in a fixed location, and the only thing you can do to keep conquering the enemies capital to move it away from those cities prone to flipping.

2. MGLs can't hurry wonders in conquests. That's what SGLs are for. (The increase science option is broken so SGLs should always hurry wonders.) MGLs are usually used for armies, or possible important small wonders like the forbidden palace, but use them up quickly because you can only have one MGL at a time. (You can have more SGLs at a time.)

I hope it helps. Nice read so far, I hope you keep going.
 
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