Math09: RaR, OCC, Space - take two

Dave, I certainly understand that you are more interested in the DGs, but and OCC SG isn't much of a commitment. Please don't post a 'got it' if you don't intend to play.

I've got it now.
 
1250 BC (0)
Change research to Weaving

IT: Weaving >> Fermentation

1225 BC (1)
We have wool, further emphasizing my misplacement of our city.
Colonize Incense, send TG back to Lhasa. No need to defend colony.

IT: Fermentation >> Classical Education

1200 BC (2)
Sell Fermentation and Weaving to Mongols for 175 gold.

1175 BC (3)
IT: Academy >> Colossus

1150 BC (4)
Rush Colossus

IT: Colossus >> (Slave Market)

1125 BC (5)

1100 BC (6)
IT: Slavery >> Mythology Iron Working
Slave Market >> Slave Trade

1075 BC (7)
Mythology costs 61 beakers. Our current max is 60 bpt, so opt for IW first. We'll grow in two turns, then Mythology will require only one turn of research.

1050 BC (8)
Mongols have Civil Engineering

IT: Iron Working >> Mythology

1025 BC (9)
Lux 20%

IT: Mythology >> Poetry

1000 BC (10)
We have 42 shields in Slave Trade. Although it is a must-have wonder, we don't necessarily need it asap. Other production options include Palace Gardens, or Water Mill if we trade for Civil Engineering.
 
I think I'll go for ASAP water mill (trade-dependant), the gardens and slave trade 3rd. Playing.

edit - omg wool :lol:
 
Pre-Turn: Fiddle with Lhasa a bit, find out that we can run 12-12-17-17 shields and get PG's in 4 turns at 0 shields waste. That's the plan.
Will trade civ eng when I get the chance.

Fiddle with Genghis and find this out:

Math09-2.jpg


So scratch PG and re-write WM.

T1.
Scouts get dedicated to unveiling sea routes for eventual trades.

T2.
We learn Poetry, Mongols learn Aristocracy. I don't think we'll need a FP anytime soon though.
Beeline to literature goes Drama in 3.

T3.
I misunderestimated our jewel of a city, and it now makes a clear 19spt (forgot slave mart and al.)

T4.
Get Water mill on growth, PG due in 4 with some MM.

T7.
I gift France Dynasticism. We'll need continental powers to oppose the mongols, and she's not exactly got a head start.

T8.

Math09-3.jpg


We get literature, Mongols get something (can't remember)
Start beelining for monasticism, Polytheism due in 2.

Slave trade due in 10, 220 shields at 22spt. We could increase rate to 30spt, get it in 8, but reduce growth and research. I'll take 16 food rather than 2 more turns of slave trade. However, it is still changeable: just work the hill and nothing is lost, 8 turns slave trade. We'll even get 8 extra shields on growth, so it's possibly just as good to switch to max shields by then, it'd take it 8 turns, but with a smaller city.

Get trade for Poetry + 65g from Mongols.

T10.
Polytheism - monotheism (2)
Mongols learn naval warfare.

Sorry for the big uploads, we were due for embassies. And looking here, no wonder Joan ... well ... blows.
Spoiler Embassies :

Math09-4.jpg

Math09-5.jpg

Math09-6.jpg


Math09-7.jpg


btw, when you hit the save, take a look at Orleans: possibly the best OCC location I've ever seen.
 
Looks good, but why is that TG back on the colony? There are no barbarians, so defending the colony is pointless. If the Mongols declare war on us for any reason, I'd rather defend our city than a nearly useless colony.
 
They had too many warrior scouts around it, and since we're really close to monasticism, I figured we should make sure to keep it safe a little 10-15 turns. You're probably right though.

Smart UP
DaveShack on deck
 
I have never seen an AI declare war by attacking a colony. If we're concerned about possibly not having Incense, which I'm not, then we should build Temple while we can. Monestary requires Temple, but not Incense.
 
Ok, I guess we're really really not in a hurry, then. I don't really play OCC much, so I'm not used to building colonies anyways.

On a side note, I just noticed that both Mongols and Celts have a settler at home waiting for an escort to get out, and a single defender in both cases. Weaker military in RaR?
 
Sorry, I did play just not fast enough. I'm also a Stargate SG-1 / Atlantis fan -- opened the game, watched TV, forgot, went to bed... :blush: Guess it's a good thing I refreshed the page before posting a log and save. :(

Comparatively my play wasn't all that good anyway. :blush:
 
SG-1 is just that good :D
Smart plays fast usually, so you're probably best not to go too far away ;)
 
Pre-turn
MM to get Slave Trade in 6 turns.
Lower science slider to 60%, Monotheism is still in 3 turns
Trade with Mongols: Aristocracy + Naval Warfare + 3gpt for IW and Polytheism.

Turn 3
Buy Riding and 12 gpt for Monotheism, drama, and 87 gold

Turn 6
Monasticism > Currency
S.Trade > Library
Lower lux to 10%
Upgrade TG to Spearman for 30 gold

Turn 7
Lhasa grows, lux to 20%

Turn 8
Currency > Military Training
Lib > Temple

IT
Mongols demanded Monasticism, I give...

Turn 10
We are in the new Era! Researching Warrior Code.
Temple > Monastery. Lux slider down to 10%.
Worker roads forest, next player can choise what he will do. Maybe colony on Spices?
 
Dave UP
Math on deck

New era :)
 
Preferred research is Naval Spirit, then head for Clockworks.

Monastery is 110 shields, School of Scribes is 50, and Philosopher's School is 40. All of them have the same effect, so we should build the latter two first. (Monastery does not require incense.)

Colony on spices is out of the question. It would be completely useless.
 
550 BC Turn 0
Switch to Naval Spirit (2) and Philosopher's School (2)

530 BC Turn 1
Research to 70%

510 BC Turn 2
Naval Spirit->Invention (2 @ 80%)
Philosophers School->School of Scribes

490 BC Turn 3
Mongols start hanging gardens
Research to 40%

470 BC Turn 4
Invention->Milling (2 @ 60%)

450 BC Turn 5
School of Scribes -> Voyage of Discovery
Not sure on this one, surmised it was the reason to do Naval Spirit?
I'm no expert on RaR..

Sci 50%

430 BC Turn 6
Milling->Clockworks (2 @ 80%)
Celts start building Stonehenge

410 BC Turn 7
Mongols have elephant training, like we can use it...

390 BC Turn 8
Clockworks->Scientific Method (2 @ 80%)

370 BC Turn 9
Nada

350 BC Turn 10
Scientific Method->Athletics (for SGL chance, next player may change)

Voyage of Discovery (2) can convert to Town Clock(1) with no shield loss, or
several other possible items, or be completed.

Closed the game without hitting prtscreen first. :smoke:
And I'm dead tired, sorry...
 
I'm really unsure why we'd want VoD ... Safe sea travel? Have we got ships?

Math up - he'll know what to do with it :)
B on deck - will have it clear by then
 
Naval Spirit = Longboat = Can enter ocean
VoD does help, but isn't necessary. I'll decide whether to build it or not when I play... which will be very soon.
 
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