MP7 - War Mongols

I've used feudalism a few times (during ICS games actually). The only problem we might face is it has some war weariness and the pop rush.
 
That dotmap looks pretty good--quite similar to what I had done on my own here after clarifying the growth thing. One thing: do we want to try to fit a second city on that river by Sumer, or just go with one? It might be worth it to put one close ot Sumer to get two on that river. Just a thought.

I don't see war weariness being a problem in this game, even if we are in Feudalism and only Karakorum can build non-military buildings. Cities will not go past size 6 (with a few exceptions), and by my count, there are five luxuries in the area that we have already explored. I am guessing that we will be in control of those luxuries (or most of them) by the time we have been in Feudalism for a while. :mischief:

There is one more thing I want to clarify. If we take over cities with non-military buildings in them, what are we to do? Options include keeping them as they are, selling all non-military improvements but keep GW's, or sell them all and abandon cities with GW's. Just want to make sure we stick to our own rules. ;)
 
There is room for one more city on Karakorum's river, and room for three cities total on Sumer's river.

I don't have any problems with keeping all useful buildings in captured cities.
 
Pre-turn – Everything looks fine.

2950 (1) – Karakorum gran->settler.

2900 (2) – Meet Rome. Julius is up Alpha and down Pots. He won’t trade, though. Karakorum appears to be on a perfect 4 turn settler factory now, so don’t disturb it.

2850 (3) - :sleep:

2800 (4) – Move science to 50% and get Wheel in 6 instead of 9, -1 gpt.

2750 (5) – Karakorum settler->settler. Sumeria has CB now. Send the settler towards the ivory. Lower lux to 30%.

IBT – Wow, an unescorted AI settler. Tis a rare sight indeed. :lol:

2710 (6) - :sleep:

2670 (7) - :sleep:

2630 (8) – Inca now have the Wheel. Raise lux to 40%, Wheel due next turn.

IBT – The Wheel ->IW.

2590 (9) – Karakorum settler->settler. Lower lux to 20%. Move settler to the NE to block Sumerian expansion. Lower Sci to 10%, +1 gpt, IW due in 50.
We have horses to the SE!
Trade Rome Pottery and Wheel for Alpha and 10 gold. Trade Sumeria Wheel for CB and 10 gold. Trade Inca Alpha for Masonry.
We’re now up CB on Inca, CB and Masonry on Rome, and Alpha and Masonry on Sumeria, and they’re all broke, while we have 32 gold (+1 gpt).

2550 (10) – Increase Lux to 30%.
I left both settlers unmoved. The one to the north can settle on the spot, unless we want to settle on the ivory. I moved it here to block off Sumerian expansion quicker. We can decide where to send the other settler. Another settler is due in 3 turns.

Also, some stuff on Feudalism:

Unit cost is 3 instead of 1 gpt. Unit support is 5 for a town, 2 for a city, and 1 for a metropolis, so we should try to keep cities low in pop. WW is low, but cities can have up to 3 MP, too. Combined with the 5 6 luxes (incense in Rome) around our start, we shouldn’t have any trouble with happiness.
 
I got it.

Things are looking good. There is going to be a little MM'ing to get Karakorum initially on the 4-turn path, because right now, it still has two turns to grow to 5, but only 3 turns to a settler. That shall be fixed shortly.

As for cities, I am thinking that the first settler will build where he is (i.e. next to the ivory). I think that the second settler should build on the river close to Karakorum to get the best production going. Cutting off Sumerian expansion would be nice, but I do not see them being around to long to expand, so long as we get a couple cities building horsemen--if you catch my drift.

I will play this shortly, but I will give some time for everybody to chime in on city placement if you would like to do so.
 
Pre-turn: MM so that we are actually on a 4-turn settler factory (was at growth in 2, settler in 3). We are up at least one tech on everybody we know. --> Actually, this is part of the first turn, as the game had already been advanced.

2550 BC (1): Fishophant founded next to the ivory. Fishophant set to worker, because we need lots of workers at the moment for all these plains.

2510 BC (2): Scouts continue exploring. Second settler moves into place.

2470 BC (3): Karakorum grows, so lux is raised to 40% to keep the city from rioting. MM to get settler and growth in 2 turns. Kazan founded and set to barracks. Since Kazan is one of the few cities that can grow, I figured the need for workers was offset by the desire to let the city grow. Other non-river cities can build workers.
Oh, and as if there were not already enough luxuries within access, a scout finds three silks to the north of Rome.

2430 BC (4): Scouts explore.

2390 BC (5): Karakorum settler --> settler. Settler sent to the game/horse region, where it will found a wonderfully productive city. One worker is sent to get the ivory connection going. The other worker is sent to get Kazan up and running. Scouts continue exploring. Luxuries back to 30%.

2350 BC (6): zzzzz

2310 BC (7): Karakorum grows, luxuries back to 40%.

2270 BC (8): zzzzz

2230 BC (9): Kara settler --> settler. Settler sent to NE river. Luxuries back to 30%. Make sure that Karakorum is set to be using the irrigated cow when it builds a settler. That is all the MM'ing it needs. Almarikh built and set to warriors-->this can be changed to barracks. We need some military, as we have nothing at the moment, but at the same time, getting some more workers out would be quite useful. I leave the decision to the next person.

2190 BC (10): zzzzz

Some notes: Settler is headed to the spot just south of the gold mountain. I think another river city would be useful two spaces to the west of that.

There are lots of great spaces to the SE, especially considering that cities are not going to grow past 6. There are a lot of BG's, a cow, furs, etc. So settling that way is easy.

We have horses in our territory already, and considering Sumeria's low aggressiveness, I think that mostly going for offensive units (i.e. horsemen) is the way to go. That is all I have to say.

And our lands:

MP72190BCMap.JPG


And the save:
MP7_2190BC.SAV
 
I like where the settler is going. I think we should expand as much as we can, distance wise, then worry about filling in the gaps.

Also our military should be 99% horses - if you get what I'm saying. :hammer: Horsemen->Keshik->Cavalry.

I think science-wise we should be going for writing so we can trade for the AI's techs. We should trade Rome for Iron working before he meets the Sumerians or Inca and trades it for their techs first.

Roster
- MeteorPunch
- IroquoisPlisken
- Yaype
- CoolioVonHoolio - up
- dl123654 - on deck
 
Save

Preturn -1 2190BC: :confused:
Turn 39, someone missed a turn, will play one extra.

Preturn 2150BC:
Fishophant worker->worker
See green

IBT:
Sumer settler pair approaches

Turn 2 2070BC:
Find Green (Persia)
Karakorum Settler->settler
Kazam barrack->spear

Turn 3 2030BC:
Almarikh warrior->barrack

Turn 4 1990BC:
Sumer beats us to both the proposed city site and the furs.
Ivory online

IBT:
Inca want 25gold, gives
Up science because most have IW

Turn 5 1950BC:
Karakorum Settler->Settler
Find Blue (Maya)
Trade Persia IW for Alp and 8 gold
We don't have any iron, closest is in Rome, they have 2 in their 2 cities. :crazyeye:
Writing in 19 turns

Turn 8 1830BC:
Found Tabriz in the south, Barrack

IBT:
Sumer demands IW, refuse and they back down

TUrn 9 1790BC:
Found Ulaanbaatar in the east, wall
Find light blue (Hitties), they have writing :confused: , give CB,Mas,Wheel,IW for it and their cash
Making a full run for Philo 80% sci in 12
Get Myst from Sumer for IW

Turn 10 1750BC:
Karakorum Settler->Settler
Fishophant worker->worker
Found Hovd in the west, barrack
Left the settler unmoved

Notes:
We have been almost boxed in by Sumer
We should start building up military but barracks first and walls in boarder cities
 
IBT:
Sumer demands IW, refuse and they back down
That was dangerous...did we have military to defend anything?

I think maybe a couple more cities, then it's nothing but military until Sumer is gone at least?

I'll play tonight.
 
1750
The Sumerians have really cramped us in, taking two of our best city spots.
Switch tax dude to scientist and raise science to 90%.

1725
TRADE Writing to the Maya for 2 slave workers. We are really short of workers and the Maya are neighbors to the Hittites who have Writing already.

1700
1675
1650
1625
1600
Darhan founded.

1575
Dalanzadgad founded.
Contact with Arabian warrior.
TRADE Writing,Mysticism,and 61gold to Persia for Horseback Riding. A rip off, I know, but I rather be building Horsemen than upgrading chariots @ 30 gold each.

1575 IT
Philosophy discovered. I take the useless Map Making for trading purposes.
TRADE Philosophy to Inca for Mathematics and 44 gold.

1550
1525
TRADE Map Making,Philosophy, and 14 gold to Maya for Polytheism.
TRADE Map Making to Inca for 61 gold.

- next player: switch Kazan,Almarikh,and Tabriz to Horsemen on the next turn (worker will have roaded the horses).
- settler should build a town where he is.
- new towns should build: worker(unless we have enough), barracks, horsemen.

MP7_04.gif


Roster
- MeteorPunch - just played
- IroquoisPlisken - up
- Yaype - on deck
- CoolioVonHoolio
- dl123654
 
...it's my turn again?!? :lol:

OK, I should be able to play later today. If Sumer backed down from their demand when we had basically no military, they can't have much either, so they shouldn't be too hard to take out.
 
Wow. I just played my turn yesterday, and I am already on deck. Nice work. :thumbsup:

I just checked out the save, and I have two things to say.

First of all, Kazan needs to be switched, because we are not supposed to be building any non-military buildings outside of Karakorum.

Secondly, we can still squeeze a few more cities out of the SE area, seeing as those cities are not going to get past size 6. But we need to get the military going as well, because before we know it, we will have the settlers built that will fill up the area.
 
Sorry, couldn't get to this today.

If Yaype wants to swap, he can play now and I'll play after him...on second thought, if it's anything like last night, we may be able to get through every one again. :crazyeye:
 
Yaype said:
First of all, Kazan needs to be switched, because we are not supposed to be building any non-military buildings outside of Karakorum.
:lol: That temple there is a prebuild for a horseman. Not a big deal really, as long as the temple doesn't get built (and it shouldn't).
 
MeteorPunch said:
:lol: That temple there is a prebuild for a horseman. Not a big deal really, as long as the temple doesn't get built (and it shouldn't).
My bad. :blush: I suppose I should pay more attention to what I just read in your turnlog before opening the save and checking things out.

@ Iroquois: Keeping up the pace is nice and all, but we don't need to be skipping people just because they can't get their turns done within a couple hours of the last person. If you have a problem getting it done tomorrow, then we can swap.
 
Pre-turn – Things look good.

IBT – Horses are connected.

1475 (1) – Found Mandalgovi ->barracks. Switch Kazan, Almarikh, and Tabriz to horses.

IBT – Our people want to build the FP.

1450 (2) – Karakorum settler->settler. Kazan horse->horse.

1425 (3) - :sleep:

1400 (4) – Hire a taxman in Dalandzadgad.

1375 (5) – Darhan barracks->horse. Found Choybalsan ->worker.

IBT – Romans start the Oracle.

1350 (6) – Karakorum settler->settler. Almarikh horse->horse.

1325 (7) – Tabriz horse->horse. Dalandzadgad worker->worker.

IBT – Inca start MoM.

1300 (8) – Move some troops around to keep Tabriz and Almarikh happy without needing to increase Lux.

1275 (9) – Found Erdenet ->barracks. Lower Sci to 70%.

1250 (10) – Karakorum settler->settler. Hovd barracks->horse. Mandalgovi barracks->horse. Lower Sci to 60%, Lit due next turn.

I left the settler unmoved. I’m wondering if instead of settling that red dot by Karakorum in Meteor’s dot map, if it should be moved 1 north. The center tile always makes 2 food, 1 shield, and 1 gold, so it would be better to settle on the plains to get the extra grassland, I think. I’m not that great at city placement, though.
 
I got it, and I will start playing immediately.

Do we have any GL plans? I did not think so, but I wanted to check before I get too far into my turns.
 
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