McCIV-01 Prince McShuffle

okay after reading the pm i have retooken my turns except i only did 5 i decided to let you guys have the rest

Turn 1: Banking is finished started on economics
Stratagy idea: since our Ecodomy looks like crap i realy think we should change our Legal Civic to Nationhood which would lower it just a thouht

Battle for Gordium

Cosak kills longbowman
Cosak kills spearman
cosak kills archer

We take Gordium and burn it to the ground :woohoo:

Turn 2: Our Glorius Golden age ends. troops moblize torwards Bactra
Turn3: Troops still moving to Bactra. I send a carvel back to pick up merchent.
tunr4 Arbela is fully devolped started on Theter to incresse Culture
cosak kills a random Swordsman

Turn5: Battle for Bactra
Cosak dies against Longbowman
Cosak kills Archer
axeman kills archer
We burn Bactra to the ground :woohoo:

Startagy: We shouldnt invade those on our continet i see a better opertinetly across the seas. Monty is the lowest civ (other than cyrus) and Cupac is the highest civ (other than us) so invadeing the other contient is way better than invadeding our allies on our contient

Heres a small view of our situation

Civ4ScreenShot0006.jpg


On to Armstrong
 
Nice job Xtream :goodjob:

I didn't realize we had a Great Merchant. Caravel + GM = Trade Mission? Not a bad choice. It's kind of like winning the lottery. We might also consider researching with him. I believe he'd get economics for us.

By the way. You forgot to post the save.
 
AAHHHHHH!!!!! i cant belive i forgot again for the 5th time (ive also forgot on other SGs) well here it is View attachment 129160
Also i was thinking about a sea borne invasion of the other contient mabey we should build up our navy (just a thought) EDIT: I dint get economics but im sure we are the first
 
Xtream_Rockstar said:
Stratagy idea: since our Ecodomy looks like crap i realy think we should change our Legal Civic to Nationhood which would lower

Our economy isn't as bad as you think :) We may be running at 50-60%, but our GDP is twice everyone else thanks to us being financial and the tag team of the Colossus & Great Lighthouse. What's hurting us the most are distance costs. There are two real ways to get around that: 1) build the Forbidden Palace in Pasargadae, or 2) run state property.

I think if we switch our Legal Civic, we should go for Free Speech for the +2 commerce/town. The main use of nationalism is to draft troops, but we could only draft Musketmen at the moment.

We actually have a lot of choices for new civics:

Government: We'll want universal suffrage at some point for the +1 hammer/town.

Legal: I think Free Speech is best, the only problem is that we'll lose the +50% hammer bonus in our only good military town (as well as the commerce bonus that stacks with our academy there.)

Economy: Mercantilism, Free Market, and State Property could all be useful. Right now, I'm leaning towards not switching until we get State Property, but I'd love to here other opinions :) In particular, if we clear our continent and delay Astronomy then we won't have any foreign trade routes anyway, so there's not real cost to Mercantilism except for the turn or two of anarchy. And since we're running Representation, you can basically think of it as a lean 6 beakers/city (+3 for Library/University) per city. Not chump change. We haven't created many GP's yet - if we combined it with a switch to Pacifism and ran specialists in a few of our high food cities, we could probably give birth to 3-4 GP in a short window of time, and then switch out of it when State Property comes along. On the other hand, we can probably research State Property at about the same time we've finished off Qin.

Religion: We could do free religion for better relations with the buddhists, thoecracy for troop experience, or (and I'm kinding of leaning towards this one) Pacifism for more GP's. I think Pacifism would really help us (especially if we go Mercantilism.)

Labor: Slavery is fine for now, I think - it's cheap and useful for our high food cities.

Xtream Rockstar said:
Turn3: Troops still moving to Bactra. I send a carvel back to pick up merchent.

McLMan said:
I didn't realize we had a Great Merchant. Caravel + GM = Trade Mission? Not a bad choice. It's kind of like winning the lottery. We might also consider researching with him. I believe he'd get economics for us.

We don't have a merchant yet, but we will get one once Economics comes in since we know no one will beat us to it.

Xtream Rockstar said:
Startagy: We shouldnt invade those on our continet i see a better opertinetly across the seas. Monty is the lowest civ (other than cyrus) and Cupac is the highest civ (other than us) so invadeing the other contient is way better than invadeding our allies on our contient

This is interesting. We need to capitalize on our Cossacks while we have them, so we should at least take out Qin... but Huayna could be useful to keep around. He's friendly to us, and the #1 civ other than us right now. He would be a very reliable trading partner (both techs and routes) and will never "fear [we're] becoming too advanced."

In a recent Monarch game, I shared a continent and religion with Saladin (and some other civilizations who didn't quite make it ;)) and ended up with my fastest space ship launch (ever - on any level, and I wasn't even financial!) by really taking advantage of tech trading with him. I kept a spy in his capital, and watched what he was researching and chose something else to trade for it. If he lagged behind, I'd just give him the techs to catch up. Since I also had a defensive pact with him, I didn't worry about building any military at all once Apollo was completed. I was even trading space ship part techs with him, since my spies told me I had much better (and more organized) production :)

That being said, I don't know how trustworthy Huayna is, or if we want to go for a Space victory. If we go for Domination, it will be easier to strike overseas with destroyers & transports, so we might as well clear Huayna off the map - with his lands, even if our economy goes down hill, we'll be able to outproduce anyone.

What do you all think about tech paths? As I mentioned before, I think a beeline Chemistry->Scientific Method->Communism is solid. We get spies, State Property, and the Kremlin. Getting State Property means we don't have to build the Forbidden Palace and we can turn any city into a 30-60 hammer production monster (except for our fishing village, of course!)

If we end up going against Huayna, and he gets Grens or Rifles before we can take him out, we can split off and grab Steel for Cannons.

Xtream Rockstar said:
On to Armstrong

Need the save first ;)
 
Take out both HC and Qin. A trading partner sure is nice, but why have his cities research for him and trade for it, when they might as well research (and build stuff) for us?
It wouldn't even take that long or cost that much, since cossacks are a pretty strong unit even on tech parity, and we're quite far ahead of everyone else here. Going over to the other continent is costly. We need galleons, then build enough of them, along with a sizeable invasion force, transport the whole thing over, send reinforcements later, and so on. Maintenance cost will be huge until state property. The question is, what do we gain that we can't get much easier out of our own continent?

Actually I think we don't even need those trading partners overseas. After we have our continent, we'll have like 3 times the research of everyone else, and I predict MFG to be at least 3 times of the next in line.
For domination then we'd need to invade them, but the foundations have to be layed on our continent. After we have that, we've basically won.

Civic...let's see. Do we have so many towns already that Universal Suffrage would be useful? I think probably not. Mercantilism is the way to go, we can't get trade from overseas yet and won't get much more out of Qin and HC. Representation combined with Mercantilism is very nice, especially in a big empire like ours.
I just finished a game by domination with these two, and towards the end I ran at 0% science for the money and those specialists alone made me research education in like 8 turns!
Actually we might think about adding caste system to the mix. We could get a scientist in the cities which don't have a library (many, after the conquering), or maybe an artist if we want fast culture expansion somewhere. I understand we have some high food cities, but maybe it's time to let them grow to the limits now, they'll generate more income and produce things rather fast anyway. If they have too much food, ok, fine, more specialists!
We're in a Bureaucracy now, right? I think the time for Free Speech might not yet have come, I don't see any benefit about Nationhood, but Vassallage might be something to think about. On the other hand we don't really need the XP on our army, they are strong enough as they are. If you want to change I'd pick Vassalage, but I'm fine with leaving this as it is.
Religious is the most difficult one I think. Everything, and I mean everything, has its benefits. Well, except Paganism obviously. I'd discard Free Religion; we don't get overseas trades and I doubt they'll have much techs to trade, so I'd just not care about the relations. 10% science is a bad joke. OR is very nice for all the stuff we'll have to build after the conquering, and for the missionaries we'll need. Theocracy is basically the same as Vassallage for what it does, but since we'd need to switch out of OR for it, I'd rather pick Vassallage instead. Pacifism, however, looks very appealing in conjunction with Mercantilism, Representation, and Caste System. If you want to go crazy on GP, pick this. Since it's expensive, though, considering that we're going to do some fighting, I'd prefer OR for now, and switch later.

So, my conclusion:
Representation, Mercantilism -> Caste System -> Vassallage -> Pacifism. In that order.
If, as I assume, we are in Representation right now, and can switch to Mercantilism and Caste System in one turn, my advice would be doing that.
If we can switch to Mercantilism, Caste System, and Vassallage in 2 turns, I'd also do that.
If none of these apply (ie 1 extra turn for each), only switch to Mercantilism.

In my opinion, the XP on our cossacks really doesn't matter much. The only promotions that are useful are the generic combat ones, since we'll be facing mostly archers, so each promotion makes them 10% stronger. Out of the box, we get 19.8 strength (10% from barracks). Either XP civic, or one battle, makes that 21.6. Two XP civics don't change anything here. Now if we were fighting units that roughly equal our strength, I'd say every bit counts, but as it's longbows we're facing, it just doesn't matter. The difference between 3x% and 6x% (just below or just above opponent's strength) is huge, but between 85% and 90% I don't think it's really worth a civic change.

Ugh, that was long. Amen.
 
Interesting points Thrar. I disagree with the switch to Caste System, at least right now. While I see the benefits of Caste System in conquered cities, we still have infrastructure to build in low hammer/high commerce cities, in particular Banks - I think we need to keep it up for at least one more turn of whips to get those up.

On the religious front, I like Pacifism, but maybe a switch to that along with Caste System after the next batch of whipping?

I don't see a need for Vassalage - I'd prefer Bureaucracy. The hammer boost in our only decent military city is worth the extra xp, I think, and the commerce, with our academy, is big.

So, my current two cents:

Keep the same
Representation (no change)
Bureacracy (no change)

Change now
Decentralization -> Mercantilism

Change eventually
Slavery -> Caste System
Organized Religion -> Pacifism

If we can get away with a "free" civic switch, I'd lean towards OR -> Pacifism. I really think we need the whip for a little bit more...
 
Okay, a bit of a longish report here - I have 14 (!) screen shots, so I'll need to split this into a few posts... and my use of smilies will be sparse... ;)

Goals

My goals during this turnset were to:

1. Research towards Communism (since I didn't hear any disagreement with that route, though I stopped playing when Chemistry came in if we want to go a different route.)
2. Finish Cyrus
3. Position our forces to attack Qin

Unfortunately, the southern force is being a bit laggardly in getting north, but I think we have things in position to Qin the turn after next if McLMan is itching to declare.

I had hard time figuring out what to do with our army of workers, so I went through each city and marked what terrain improvements I think we should work with signs. I do this in my SP games, too. It's satisfying to see the signs disappear as work gets done, and it makes things a lot less hectic :) Of course, there's probably discussion to be had by my choices, as well. Btw, to remove a sign, click "Alt-S" and then click on the sign.

Actually, since I wrote that, I think I managed to get rid of almost all the signs, i.e., just about all of our improvements are done with the cities I inherited (but still lots of work to do in our new cities.)

I've put all the gory details in a spoiler block:

Spoiler :

Moscow: Moscow has one unhappy and is stagnating, though it's because of war weariness (WW), so it will be over soon. I have Rostov steal a plains river cottage from Moscow - in return, Moscow takes a grass town.

St. Pete: It has room to grow, so I move folks from plains cottages to costal tiles if there's no loss of commerce. It's Courthouse is coming is still coming in 3 turns, at which point it will be whipped for something (a bank, probably.) It has a farm it doesn't need, and two tiles that can be cottaged I mark with signs.

Novgorod: It has a university coming in 6 turns, and we can whip the city in 3. It really needs a grocer for health. I take some workers off farms such that it will still grow to 14 (happiness cap with slavery+ww) next turn, and then assign the rest as priests. Assuming we want to have it keep it's towns, it doesn't need any worker turns.

Rostov: As mentioned before, it swapped cottages with Moscow. I move some folks from a 2F1C cottage to the iron mine, speeding up it's Cossack by 2 turns.

Yaroslavl': In order to balance out at an even number of food, we'll need to windmill it's mine. I mark that, and also mark the various spots it still needs cottages. For now, though, it's basically just working the coast. I whip it's market in (it only takes 1 population, and saves 8 turns) and move it's miner onto coast.

Yekaterinburg: I wonder if this name comes from "ye"+"katerin"+"burg" - named after us? :) In order to work those nice 7C incense, it needs four more food. We can do that by windmilling two river hills (take advantage of financial ;)) and farming it's last two forests. It's not going to grow big enough that health will be a problem, so I think it's fine to chop 'em down. I mark those with signs :)

Yakutsk: At some point, we should decide if we want a cottage or a workshop on it's little forest tile, though it's not pressing ;) Wow, this city is a testament to the Colossus+Great Lighthouse+Financial combo. It's our #3 commerce city, behind only St. Pete & Moscow, and the only worker turns we had to take was to build that mine! It has an aqueduct coming in 4, at which point it can whip a bank or somesuch.

Pasargadae: This is a really great city. I move it to work all of it's spices now that they're being harvested, mostly for the taste, but also because they're 3F :) It's growing at +7 food, so I whip in it's University for 3 pop. It has two farms that it doesn't really need, so I mark them down to be replaced with cottages.

Persepolis: Ouch, this city needs some TLC. It's been double-whipped, so we can't whip it again for 24 turns. It's also really upset about the war with Cyrus, and wanting to rejoin him. I move one of it's floodplain cottage workers to the iron to speed up the University - we should be able to build it without slavery in the time it takes for the memory of the last two whippings to wear off.

Tarsus: It's a solid city, but it's more or less stagnating until Biology comes in. We can speed it's growth with some grass farms, but it will be growing at 3 food when Cyrus is finished, so that's decent. It has 3 forests left - I don't know if we want to chop down 1 or all 3... I marked the two plains forests with signs "cottage/health"

Susa: For some reason it wasn't working it's hill pigs. It's a great city. It needs one windmill to be able to work all of it's tiles. Since it's coastal, we can put a forge and maybe factory eventually in here, and, with universal suffrage and it's plains cottages + hills, will be a good production/commerce hybrid.

Arbela: I've never seen this before. It's generating +2 culture for some reason - the description is "+2 music free commerce." What's that mean? The culture slider is at 0%. :confused: I guess we don't really need a theatre there thanks to this mystery culture, but I'll keep it going since we'll want one eventually for happiness control.

Okay, those are our cities! Now - on to our potential cities! I'm pretty sure Tyre is worth keeping, since it has two food resources, one of which we don't have yet (snow crabs) that gives us a +1 health (+2 to coastal cities.) It will be a fishing vilage, with some tundra lumbermills eventually. The barbarian city, Anasazi, is a real keeper - pigs + deer + 9 (!) hills, and it's possible to irrigate it eventually.


Phew, okay, so that's the pre-turn stuff.

Here we go! <press enter>

Turn 294, 1424 AD

Economics comes in, begin research Engineering for faster troop movements and a prereq for Chemistry.

Yaroslavl' finishes Market -> Bank
Pasagadae finishes University -> Forge (it has some decent production)
Susa finishes Harbor -> Forge (also good production)

Hanno is born in Moscow. (yay!) He begins patiently waiting for the "bus."

Our catapults begin rolling back up north, with only two cities left to take in the south, while our cossacks head towards Anasazi or moving to staging grounds against Qin.

I take a look around diplomatically. I cancel open borders with Gandhi - it doesn't help us until Astronomy, and he seems to be the most divisive on the continent because he's the only Jewish civ.

Turn 295, 1430 AD

cyruspeace.jpg


"Sorry, you press us too hard."

The barbarians conveniently send an archer out of their city.
Our cossacks attack Anasazi, capturing it with no losses. The city is kept since it has two food resources and 9 hills. Wow, we just got it in the nick of time! Huayna has an impressive force in waiting:

hstack.jpg


We have unhappiness in 5 of our cities, 10% of our commerce is now focused on new music for our people.

I MM Novgorod a bit - it's university will now come in in 5 turns, the same time it will spawn a Great Person. Unfortunately, since it wasn't running too many specialists, it has a 59% chance of a great artist due to the Taj Mahal and National Epic... we need to make sure to keep at least a few priests running there all the time.

Whoops, all that talk about changing civics and I almost forgot! :blush: I go take a look.

It's one turn per civic. I'm going to hold off until we research Engineering for the movement bonus when marshalling our troops, and then revolt just to Mercantilism, since there's no benefit for doing 2 or 3 at once.

Hmm... actually, Fred has Engineering already - so does Qin! It might make things rough for our Cossacks. Hopefully he won't have too many pikemen. I wasted a turn researching it, but Fred offers a deal I can't refuse:

fredtrade.jpg


Okay Fred, "our trade relations have been fair and forthright."

Paper is a 1300 non military tech. Engineering is a 2300 beaker military tech (and we had 1600 left on it.) Unbelievably, we get a +2 to relations for it also!

With Engineering in hand, we revolt to Mercantilism.
 
Turn 296, 1436 AD

A barbarian galley threatens the Tango. Grr. We should win, but it will be hit or miss.

tangotrouble.jpg


Our cossacks regroup in Anasazi and rest a turn before heading to finish off Cyrus. Other cossacks are poised by Qin's cities.

I go through all of our cities figuring out what to do with the specialists...

Otherwise, it's a very quiet round.

IBT:

The Tango is sunk! Grr! We need to get another ship of some kind down their to protect our fishes. I order the remaining caravel over there.

Hatty cancels open borders with us. She's at -4 due to her closed-minded Buddhist views.

Turn 297, 1442 AD

St. Pete finishes Courthouse -> Bank.
Rostov finishes Cossack -> Forge.

Otherwise, quiet.

Turn 298, 1448 AD

Arbela finishes Theatre -> Courthouse
Yakutsk finishes Aqueduct -> Bank

There's a Barbarian city down where Bactra was. It's actually in a better spot (coastal, doesn't overlap the sheep, has it's own deer) but probably not worth having:

newbarbcity.jpg


Hanno boards the caravel and heads to Alex's land.

Qin got a great engineer, let's see what he's going to build for us... :mischief:

Turn 299, 1454 AD

Hatsheput demands Guilds. What are you going to do if we say no? Send a caraval to scout our lands? I refuse her.

Anasazi comes online, begins work on a Theatre (though, I noticed later we're getting the mystery +2 culture from that city as well, even with culture slider at 10% - where's that coming from?)

Qin builds the Hagia Sophia in Xian. Perfect to speed up our workers as we take over his lands. :D

Arbela's clams gets pillaged, and it switches to a workboat. Susa had queued up a caravel, and whips it this turn to defend the rest of our resources.

Doh, Cyrus has a CD2 longbowman, I need to wait a turn for a healthier Cossack to arrive to attack. Looks like Persia is going to last another turn...

Turn 300 (wow!), 1460 AD

The end of the Persian empire. Well, Cyrus made it 300 turns, not bad all things considered! Turn the culture slider back down to 0% since war weariness is over.

Zhang Qian, a great merchant, is born in Novgorod (wasn't expecting that!) Our caravel in Susa sinks the marauding galley and rests up. Zhang Qian moves towards it (I think a trade mission is definitely worthwhile here, but I won't have him set sail yet.)

Whip Banks in St. Pete and Yakutsk.

Turn 301, 1466 AD

Yak finishes Bank -> Market (for happiness)
Novgorod finishes University -> Grocer (for health)

I noticed Qin has a CR Macer out near Pasargadae, so I move our crossbowmen there. Send a CR2 axe over with the catapults by his little town in the middle of our land.

Turn 302, 1472 AD

Moscow finishes Cossack -> Cossack

Otherwise very quiet as our troops move around.

Turn 303, 1478 AD

Quiet again. Chemistry comes in. Here are our current forces:

Northern force:

betaforce.jpg


Southern force: (note the cossack just to the north, who can take the path to join up next round.) We can upgrade the axer to a CR2 Gren if we dial down research for one turn (worth it, I think, since we have not one but two great merchants.) Qin has a pikeman in the city, but as far as our religious scouting shows, it's the only one he's built so far.

gammaforce.jpg


The "really" southern force, our a-team, but wounded and just now finally getting back to our road network. There are 5 experienced cossacks, including a medic. Once they hit the roads it won't take 'em long to get back north.

alphaforce.jpg


Also note a second barbarian galley, but we have a caravel down there ready to block his path (but it needs to move 1s first):

newbarbgalley.jpg


Great Merchant and (still-wounded) caravel in Susa:

merch1.jpg


The other Great Merchant, almost to Alex's lands:

merch2.jpg


Tech wise, Chemistry just finished so nothing to lose if you want to switch out of Scientific Method. We can go Divine Right (heck no), Constitution (need for a lot of stuff), Replaceable Parts (lumbermills), Scientific Method (my vote, for Communism) or Steel (my second pick.) At 100% research (which we'll be able to maintain for a long time once both our merchants complete missions) it will take 15 turns to Communism. State Property will save us 42 gpt and we can workshop cities to improve our poor production.

Speaking of production, I've been building forges in some cities to help out with our production. Pasargadae, Susa, Rostov, and Yekaterinburg in particular all have or have almost completed forges. I'd recommend, once they finish, to build barracks (if they need it) in those cities and pop out a few batches of cossacks.

Qin's cities are mostly weak, but this one could be trouble:

qinscout1.jpg


Also, he has a few units he could send in to Pasargade, but it's currently got an xbowmen, longbowmen, and an axer that could be upgraded to a gren (can you upgrade longbowmen/xbowmen to grens, too?)

Oh, I traded maps with Huayna on my last turn, to give us a fresh view of the continent. He gave us a little bit of coin, too, but not much.

Oh, I almost forgot... the save!
 
I dont look at the thread for a couple of days and we've done loads :)

I'll have a look at the game tonight and try to post some useful points but off the top of my head i reckon we should head for Communism and look to kill off Qin and Huayna, once the continent is ours we'll be able to take on anyone without much trouble.

The screenshot of Xian doesn't look pretty with promoted longbows on a hill, i think we need some cats to do some bombarding and suiciding before we send cossacks in there otherwise i see us losing alot of units.
 
It's really not as bad as it seems...longbows are no match for cossacks under (almost) any circumstances.
The best I see there is a CDII longbow. That guy gets:
CDI: +20%
CDII: +25%
longbow on hill: +25%
longbow in city: +25%
fortified: +25%
hill bonus: +25%
city defense: at worst +60%

impressive? Well, yes, that's a combined +205% (right now +185% for the culture). But...6*3.05 = 18.3. A combat I cossack is at 19.8 and thus gets odds around 65-70% I expect. Gets even better for those combat II and probably combat III ones we should have around somewhere.

It should save a cossack or two if we bomb the defenses down to 0 first, but I don't think suiciding a cat is really necessary. If we have the time, do the bombardment, but if not, we don't even have to.
Remember this, we're not talking longbows vs macers (the even match), nor longbows vs grenadiers, not even longbows vs cavalry. We're sending cossacks against those guys!!!
 
Good work on the maths front, those odds are looking morre favourable than the ones i was guessing at!
 
Thrar said:
impressive? Well, yes, that's a combined +205% (right now +185% for the culture). But...6*3.05 = 18.3. A combat I cossack is at 19.8 and thus gets odds around 65-70% I expect. Gets even better for those combat II and probably combat III ones we should have around somewhere.

It should save a cossack or two if we bomb the defenses down to 0 first, but I don't think suiciding a cat is really necessary. If we have the time, do the bombardment, but if not, we don't even have to.
Remember this, we're not talking longbows vs macers (the even match), nor longbows vs grenadiers, not even longbows vs cavalry. We're sending cossacks against those guys!!!

Wow, I guess this is where Cossacks really shine :)

Cavalry would be chewed up on that hill at 20-40% odds. That being said, it's worth sending our cat stack there (Xian is on the way to Beijing, too) and I think it might be worth suiciding a cat if the odds are <80% - remember, a cat only costs 1/3 of a cossack, so suiciding 3 is cheaper than losing one cossack. Do to sheer numbers, we'll need to wait for the "a-team" down south to get up there, too. But if I remember the map Xian will be the 4th city we'd strike.
 
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