Open SG -> Genghis Khan : AWN + Pangaea

Tatran

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Joined
Aug 23, 2002
Messages
4,184
Let's see how everyone is doing with this masterpiece(CIV).

Settings :
- Game speed : normal
- Map : pangaea
- Size : small
- Climate : temperate
- Sea level : low
- Era : ancient

One goal : conquest
(Although all victory conditions for the AIs are on.)

Rules :
- No trading allowed at the first meeting,just declare war.
- A got it means deliver a log + save within 24 hours.
- Everyone plays 15 turns.
- Please post some pics with the log,so this thread will be a pleasure to follow.

GK4000BC.jpg
 
4000 BC
Karakorum founded.
Start to research Archery.

3800 BC
Warrior finished.Start another one.
Goody hut gives gold.

3760 BC
Archery is in,start to research Mining.

3680 BC
Buddism is founded somewhere.
Goody hut gives again gold.

3560 BC (turn 12)
Mining is in,start to research Bronze Working.

3520 BC
First contact.

Meet_Cathy.jpg


We meet Catherine.Too bad,I like that pony-tail.
War declared.

3440 BC
Second warrior is ready,start building barracks.

3400 BC (turn 16)
First battle is won.
Warrior kills Russian scout.

Mongol empire 3240 BC

Mongolia_3240BC.jpg
 
3200 BC - Hinduism founded in distant land

3160 BC - Contact with Julius Caesar

3120 BC - Bronze Working completed
Iron Wroking Started (assuming we are going for military strength)
Did not adopt slavery yet... don't want revolution just yet!
Found Isabella of Spain (She's the one who founded Buddhism)

3080 BC - nothing much - just exploring

3040 BC - Barracks done.
Starting Archer (we are at war and a wolf just appeared)

3000 BC - just exploring
2960 BC - same
2900 BC - same
2840 BC - still exploring with scout
2800 BC - exploring is boring
2760 BC - exploring...
2720 BC - hope something happens soon!

2680 BC - Archer Done. (Trained City Defense)
Should start Settler or Worker soon, but went for 1 more Archer first
Ciy will grow before archer is done:

Civ4ScreenShot0002.JPG

2640 BC - exploring
2600 BC - Last Turn: exploring
Done.

We should build a worker or settler as soon as archer is done.
Good variety of resources around:
Civ4ScreenShot0003.JPG

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@nevs69:
You didn't declare war on JC and Isabella.
AWN = Always War Noble.

Tatran, if you do this again you may want to set the AW flag in the custom setup...
 
wow... i thought i was at war automatically... didn't even notice that we weren't... the roman warrior has been moving directly toward our city as if we were at war... i even ran away with the scout... sorry, I thought that it was set to be at war automatically... next time i will check... sorry guys
 
2560 peace? that early??

gengis01.jpg


deny peace,
declare on Izzy,
declare on JC,
Move archer out of Kara, towards spanish warrior
hit enter

2520 Enemy scout shows up near Kara
Kill scout (promote)

gengis02.jpg


Discover one of our warriors, who discovers a lion, when he moves towards a river.

2480 We have entered the Classical Era! That means, we know Iron working. Iron is SW, near the spanish, who just sent
another warrior to follow their scout. Good thing is, we don't have workers, so we don't need to be afraid. Bad thing is,
we don't have workers, we cannot build mines or other cities. Kara will expand borders in 12 turns, to give us access to copper/decent troops

Why is our archer promoted a city defender?? He can't kill stuff if he has to defend a city first...! Anyway.
Promote another first strike on the archer

2440 Judaism has been founded in a distant land...
Spanish warrior is moving towards the copper, not moving towards our archer, who is healing in the woods. Smart
move.

gengis03.jpg


I queue up a worker, to be able to make use of the sheep and horses. Copper can wait, till we got some chariots
to protect ourselves. The warrior to the right is trying to scout/not to get killed, a scout in the south (not in the pic)
tries to do the same.

2400 more unfriendlies. Roman scout shows up south of Kara, Roman warrior marches towards our capital (on to the
sheep). Archer finishes. Good thing to build one, think I'll delay the worker and go for another archer. We don't want to be afraid, to attack the warriors if they come anywhere near our city.
Apparantly Isa of Spain was the one who founded Judaism, cause she's in Organized religion civic now.
I feel, we can't get a worker to the horses alive without enough military to protect him, so I switch Kara to full production/no growth to get the archer out sooner (and to be able to start the worker earlier).

2360 Spanish Copper guarding warrior leaves the Copper, Roman sheep guarding warrior leaves the sheep. Seems they are scouting.
Our scout killing archer kills another scout. Can't let the enemy scout. Zhi ji zhi bi. As the saying goes.

2320 Scout in the south scouts rome.

gengis04.jpg


Archers move towards hills, to be able to scout the enemy.

2280 Kara finally starts to work on a worker. Archer finished (learns hill defense and heads for the copper, now that the
warrior is gone. The spanish/roman warriors move towards the north. Maybe
they are looking for our second city?!
Warrior in the east discovers another source of iron.

2240 Scout kills wolf, archer kills lion. Archer promotes. First strike/forest defense. And continues to move towards the spanish capital.

2200 Nothing.

2160 We are now at war with mighty France.

gengis05.jpg


Discover animal husbandry, start farming.

2120 Not much, find some animals.

2080 Kill some animals, fortify on the hills next to Spain.

2040 nothing

2000 Kara expands borders. Scout killer archer and forest first strike defender stay fortified. Worker is about to finish, but I will leave it to the next player to use him.

Here's some screens.

Hill-Defense archer looking for 2 warriors who seem to be dissapeared.

gengis06.jpg



Not much action at the spanish front:

gengis08.jpg



And a resource map

gengis07.jpg



I really don't know where to settle yet. I prefer the pig and wheat(corn?) spot, for maximum food, which equals power early
game.
Quite curious what will happen next...

Good luck!
parachute
 
2000-1400 BC: Pillaging for Fun and Profit

You don't win any conquest games by defending, but my forces were too weak to capture any enemy cities yet. I did the next best thing instead: I sent my forces blazing through enemy territory, crushing any improvements they could find.

2000-1840:
After the attacking animals died, I sent the 2 archers & scout on Catherine's borders into her land. My newly-trained worker constructed an elephant camp to provide extra hammers while I built a warrior to raid the Romans; their stone mine was producing too many hammers for my comfort.

The next technology I research is Horsemanship, a no-brainer. Now all I need are the horses.

pillage.jpg

My faithful archers wreck a Spanish mine. They proceeded to destroy a corn farm and an elephant camp, cutting the enemy's food/hammers by half.

I discovered Catherine had already made another town and defended it with two warriors. I should have razed it to the ground then and there, but you can't capture a city if it only has 1 population. When I found the copper node nearby, the town's borders had already expanded, its defense was up 20%, and attacking it would be suicide for my archers.

1800-1600
My raiding force manages to scout all of Catherine's territory, including the nearby copper node. I plant an archer right on top of it, planning to starve her out of the minerals. She needed to kill my archer to mine it to get axemen, but my archer was fortified so well she would need axemen to kill it.

neighbors.jpg

My Roman attack force discovers Caesar's new settlement is encroaching on my territory. He's volunteering to be destroyed first!

Back at the ranch, my workers build the sheep pasture and the wheat farm. I need copper or horses to access the advanced units and my culture isn't growing fast enough to get them within our borders soon, so I start constructing our first settler. The scouts from the northeast return after concluding the only interesting thing up there is other scouts.

1560-1400
An iron node in Roman territory has me concerned, but then I notice he built a farm on top of it. Guess he hasn't discovered Iron Working yet. My warrior leaves it alone and razes his Stone Quarry instead, following with his Rice Farm for an encore.

My scouts push past Catherine's territory and not only discover Isabelle's main city, but...

mine.jpg

...an iron node about to be sucked into Catherine's border. I move my 2nd archer unit to camp it as well.

french.jpg

...French troops from the southwest. Am I getting close to Louis's hideout?

Conclusion:
My razing campaign was a success, and I doubt either of my neighbors will have the resources necessary to build anything above an archer. My suggested strategy:
1. Send the settlers NE and settle on the hill next to the river. (Settlement #1) They'll get minerals, horses and its the perfect spot to start an attack on the Romans.
2. Keep the warriors & archers on razing duty. Two archers can raze any mines Catherine builds, one warrior can raze any mines Caesar builds. They'll be stuck slowly cranking out inferior units, giving us enough time to trample them with Keshiks.
3. Obliterate the Romans. With them destroyed, we'll have the entire eastern side of the continent to ourselves. Then we can set up an offensive front against all the other civilizations. Next target: Catherine!

settlements.gif

Two potential settlement sites. I'd choose #1 for the horses and the hills.

I also set up a couple strategy notes on the map. To edit them, click the Globe View icon above your minimap, then click "Shows the strategy layer" (leftmost button above the minimap).

Immediate To-Do:
-Send 2nd archer to camp iron node by Catherine.
-Build a 2nd settlement.
-Crush Romans.
 
Mike Lemmer said:
1800-1600
..., including the nearby copper node. I plant an archer right on top of it, planning to starve her out of the minerals. She needed to kill my archer to mine it to get axemen, but my archer was fortified so well she would need axemen to kill it.

Now that's the way to do it! Good job!:goodjob:
 
She could take out my Archer with 2 Archers, but I don't think the computer AI does that often. I've never gone on an active razing campaign in enemy territory before.
 
I don't think the AI will attack if it has only two units in the city. (First one dies, second one has to leave to finish the archer -> city would be empty. AI is not gonna do this.) So it has to build one more unit. Even if the archer is going to die, the spanish(?) will have to pay for it... There's nothing like an archer on a hill... - Maybe he can be upgraded to longbow in the future?:rolleyes: :lol:
 
You can only upgrade units if they're in your territory, and we should be pushing deep into Catherine's lands by the time Longbowmen arrive. I'd rather send a Longbowman to relieve the Archer then leave the iron node unguarded while he marches back to my territory, upgrades and returns.

The longer I look at it, the harder it will be to keep Catherine starved. There's also two minerals nodes further east of her that we should deny access to. Settling our 4th city next to her border would cut off her access and start establishing our main front. Perhaps we should do that before building a port city. The Mongols weren't known for enjoying naval combat anyway.

Anyway, I predict Caesar will hunker down under our assault & Catherine will try to expand E/SE. I wish we could spare a unit to keep an eye on the jungle, but they're already stretching out too far.
 
If nobody takes it, I will take it. Here's the turnlog:

1360 BC (inherited turn) We are at war with Russia, Spain, France and Rome. Time to get into action!

We have two archers next to the first spanish settlement. One on a hill, "guarding" copper (City defense/first strike), another one right at the gates of the city(Lvl2 first strike). Lvl 3 archer vs Lvl 1 warrior. Let's see....

gengis10.jpg


I boldly attack and win (1,7 strength left). Second archer (1 first strike) will have a 56% chance of winning vs the second warrior. If he loses the warrior is going to have left about 45% of his HP (strength), This equals 0,9. I calculate the chances of the second archer (1,7) to finish him off, in case the unwounded archer fails. Modified warrior strength (0,9 x 1,7= 1,6 approx) vs 1,7 = 63%
So I move the copper guarding archer in position to attack the city next turn.

The calculator is a great tool indeed!

The archer's being moved, I turn my attention towards Karakorum to find that the worker is farming the corn resource and has pastured the sheep already, but failed to build a road, connecting the sheep with the capital. While rivers do automatically connect resources to the trade network, lakes obviously don't.

Our settler will be finished in 3, I pillage some roman roads on a rice field in the south and hit enter.

1320 BC Caesar is not taking this war lightly. He has 3 archers in his capital already, while founding a second city south of our capital. Our archer, who is near Rome ATM takes the route through a roman farm to check this roman city (Antium) out...

Attacking St. Petersburg, our backup archer dies, leaving the remaining warriors with 1,3 strength in the city. That means, he didn't perform too well, which probably is, why he died. The city is size 3. Would be nice to have. I use the calculator again (still gotta get a feeling for combat odds...) 1,7 vs 2,2 has a chance of 1,7% to win, so I order the wounded archer to get the hell out there. But still, that's interesting:
3 vs 3,4 has 63% 1,7 vs 1,6 has >60% but 1,7 vs 2,2 has <2% chance to win...!

At home in Karakorum the worker starts to road the wheat, while the warrior on sentry duty on the sheep leaves for Karakorum, to make sure the settler can be protected by an archer, once he is finished (2 turns)

1280 Enemies have been spotted everywhere. Including next to the hill our wounded archer just moved to. He wanted to heal, but now he will have to fight yet again. Unfortunately it's barbarians, so he won't promote, in case he survives.

2 Roman warriors and 1 french warrior have shown their presence near Karakorum. This is the situation during that turn:

overview

1240 Twig wearing Louis and pyjama dressed Cajus both beg for peace. I happily deny. Archer survives barbarian onslaught without a scratch and--- promotes..?! :dance: That was his tenth experience point. Ah right, barbs give up to 10 pts not 5!
With so many warriors around, I get him another level of first strike. It seems to be most effective when on the attack.

Settler finishes and heads off to that spot.
Research of horseback riding finishes, start pottery, cause we're not going to build libraries or temples in the near future. We're the mongols, we'll be whipping troops some day.

Warrior in the south continues to pillage everything the roman worker had been building, farm, road to farm, road to stone resource while the southern archer, continues to scout towards Antium after pillaging the farm.

IT : Our pillaging warrior manages to TAKE OUT a roman assault squad (well, warriors... :rolleyes:) attacking him. Good job, brother. You'll get a horse too, if you ever get home. I promise. He's down to 0,1 strength, so I promote him to forest defense and tell him to get up that hill to the SE with all those trees on it, to keep some cover. Our pillaging crew seems to have attracted the attention of old JC and he sends his 2 warriors towards the scouting archer in the south.

1200 BC Warrior SE, Archer moves east.

Kara finishes an archer -> starts another one. Unpromoted Archer moves out of the city to see if he can manage to take the hill SE of Kara.

Wounded archer heals.
Settler scouts and returns to the cover of an Archer.

I switch Karakorum to full growth to grow in three (Archer in three) before producing the next settler there.

1160 JC moves his 2 warriors towards our elephants. Archer promotes 1st strike and covers elephants.

IT archer kills warrior and protects our "luxurious resources"

gengis13.jpg


1120 The remaining roman warrior crosses river and now threatens the city itself and the ivory. Our Archer fortifies. Karakorum will get an additional defender at the end of our turn.

Settler moves on.

1080 Our archer easily kills off the remaining warrior who had tried to flee on a hill. It's not across a river, and we are using lvl 2 first strike now. So I figure our chances should be >75%. I attack and use Arathrons calculator afterwards.Result is >90% Wow! I didn't have to be THAT afraid it seems. (Maybe it's some CivIII hangover, where I would never ever use elites to attack anything before redlining it with catas first :D

I have to set Karakorum to growth again (was not able to grow in schedule because of barbs, err, romans blocking the floodplains) and build another warrior in the meantime.

Looking at the scout in the west, I finally realize that it was russian city, not a spanish one, that survived the archer attack on turn 0/1 (ooops!) Anyway, I will now simply call enemy troops "enemy troops" in the future instead of trying to keep track of whom they actually belong to. That's what they are afterall: Enemy cities and enemy troops.
Moving towards the spot for our second city, our archer meets a nasty surprise: barbarian warriors right next to the place, the city is supposed to be founded. I don't dare to settle yet and delay for one turn to see if our archer survives the attack.

1040 Archer kills barbs and Beshbalik is founded.

Our healed St. Petersburg archer again takes position on that very hill, he already fortified on a couple of hundred years ago...
I don't know what to do with him now and hope to spot some "enemy troops" in advance from that hill.

Research in pottery is finished, start masonry. Karakorum builds a worker first. Beshbalik starts a barracks.

1000 (turn 9) In St. Petersburg our scout that is hanging around there since he had to flee from the enemies in the west finds, that the enemy is trying to get the copper online.He cannot kill the worker though (what a wimp!) so he moves right onto the copper, supposing the worker cannot kill him as well.

gengis15.jpg


In the south there's quite some troop movement going on...

gengis16.jpg


I use Arathorn's calculating machine once again to find out about the chances of an archer assault on St. Petersburg. There is one archer and one warrior inside. The chances that our St. Petersburg-elite-archer can kill the defending noobie archer are not very good. 6,9% to be precise. A lvl 1 Keshik however has a chance of 72,86829462348126%

975 Archers near Rome kill enemy warrior. He spoke barbarian like all barbarians do.

950 An enemy warrior rushes out of St. Petersburg. Is it possible that there is only one archer inside now??
No, there are two archers in St. Petersburg. Our scout runs for his life (well, he actually dies, cause I forget to move him). St-Petersburg-Archer starts moving towards St. Petersburg again. "This copper is not to be mined without bloodshet", Gengis proclaims. He is a man of great vision (indeed). He knows that Keshiks won't do very well against bronze worked tips of bronze time spears.

North of Rome our wounded archer doesn't mind putting himself in danger as he pillages a road that is built on a source of iron.

925 BC As masonry comes by, someone suggests to Gengis, to erect stones and watch the stars. Gengis is :mad: to say the least and orders that the man is to be drowned in the lake north of Karakorum. Right before the man dies, he angrily throws his spear into the lake. The spear accidentially hits a sturgeon which is promptly delivered to the Khan. Gengis is quite amused and orders that there shall be more investigation in what dwells in that lake north of Karakorum. (starts research on fishing)

At this point of the game I realize with terror, that Gengis is NOT creative as is his fellow mongolian leader Kubilai. That means, Beshbalik is not doing any border expansion anytime soon. It will take 4 turns to research mysticism, and another 7 turns to build an obelisk, that will take 10 turns to expand borders so we can use the horses...! That's 21 turns+3 turns to build the pasture. I am shocked.

I survive a heart-attack, get something to drink and start research on mysticism. The man suggesting it in the first place is dead however. Poor fellow...

900 (turn 13) newly built worker starts road towards St. Petersburg. Troops movement.

875 (turn 14) Troop movement and healing. Worker starts road on sheep.

850 Mysticism finishes, Worker finishes road, but I do not move it, because I would move it into the forest to speed up the obelisk construction. Beshbalik has not started yet...
Roman harrasment troops stay untouched as well. Research project not yet picked. The St. Petersburg archer however discovers that nobody is working on the copper yet.

To do's: Found 3rd city, build an obelisk(:blush:), get horses online, conquer/pillage/harass St. Petersburg.
I was thinking about this spot for the 3rd city, using the worker to chop some trees to get the obelisk done, that is needed, if you want the iron while playing as Gengis Khan's mongolia.........

gengis17.jpg


Have fun!
parachute
 
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