Race Wars 1: Nordic Sagas

I'm running 1.22. What is the aversion to 1.22 over 1.15?

If needed I can take a stab at running both builds. It shouldn't be a problem as I still have plenty of disk available.

Thanks for putting me down in the play order list. As I'm new to SG's it will help me to draw upon the opening moves and tactics of the others. In other words, I think I'll do less damage by going later. :lol:
 
1.22 does not support saved games from before 1.22.

Most of us are in SGs that are using 1.15, so if we started a new game on 1.22, it would be annoying to switch back and forth from patch to patch every time we wanted to play a game.
 
Oblivion@ 20 the first players turn, then 10 from that point on.

jb@ I believe everyone else in the game is running 1.15 so it'd be a good idea to have 2 versions running, or switch from 1.15 to 1.22. It's pretty tricky doing it that way, but will save space. EIther wise just make a directory for 1.15 and 1.22
 
Turn 0: 4000 BC

Move worker onto wines, doesn't reveal anything except for a plains tile.
FOund Trondheim on the spot.
Science @pottery on max, 14 turns.
Set Trondheim to Curragh

Turn 1: 3950 BC

Worker starts to irrigate wine

Turn 2: 3900 BC

Nothing

Turn 3: 3850 BC

Nothing

Turn 4: 3800 BC

Nothing

Turn 5: 3750 BC

Worker finishes irrigating wine. Starts to road it.

Turn 6: 3700 BC

Nothing

Turn 7: 3650 BC

Nothing

Turn 8: 3600 BC

Curragh built, Barracks as Granary prebuild.
Worker finished roading. Goes to mine BG.

Turn 9: 3550 BC

Exploring.

Turn 10: 3500 BC

Trondheim expands.

Turn 11: 3450 BC

Exploring is revealing a lot of tundra on our island right now

Turn 12: 3400 BC

Yay more Tundra.

Turn 13: 3350 BC

Pottery --> Writing in 36 turns. Berlin switched to granary.

Turn 14: 3300 BC

Wow one big tundra coastline right now.

Turn 15: 3250 BC

Finished mining BG, start roading it.

Turn 16: 3200 BC

Still Tundra and Mountains on our Southern Coast.

Turn 17: 3150 BC

An American Scout pops into view and takes our goody hut. He gets a warrior.
He is up Masonry, we are up Alphabet and WC. He trades Masonry and 11 gold for
Alphabet. Find american borders with curragh. They are on east coast.

Turn 18: 3100 BC

Road on BG finished. Move to irrigate the next wine.
:) The only american worker is on a volcano clearing damage. That will take you
a while mate ;)

Turn 19: 3050 BC

Egyptian conscript meets our borders. They are up BW and CB. They trade BW, CB
and 11 gold for Alphabet. Americans also have BW.
Americans have dyes outside borders.

Turn 20: 3000 BC

Nothing.

END.

Trondheim growth in four, granary in seven. Needs lux tax at size four. 25 gold,
0 gpt, writing in 25 turns. Tech leader over Egyptians and Americans. Curragh
outside american borders.

Too late to put up a picture sorry, im going to bed.
 
Looks like good turns Oblivion. I'm gonna look at the save tonight, and will probably post a screen shot or 2 for ya.

Oblivion <== Just Played
Bede <== Up
Alerum <== On Deck
SK
JB
SmellinCoffee
 
Ok, a few uninstalls, installs, a copy, 3 downloads and updates and I'm up on both loads. What fun.

Oh yea, nice turns.

:)
 
hehehehe... sounds like alot of work, but it'll be worth it JB.;)

Oblivion, you didn't pop the goodie hut with the worker before working the wines? I did it that way and got Pottery.:p
 
Got it.

Play tonight.

Expect dispatches tomorow.
 
SCs in 'bama so that's EDT too. Or maybe it's Mountain Time.... care to let us know when you get back this weekend SC? Since SC has some RL issues going on, I'm going to slot him last.


Actually, Alabama is in Central. The EDT line starts with Georgia. ;-)

We just got our power back on (we had to replace a fuse box, and then the power company forgot to repair the power line, which they cut... :mad: ) so, I'll be here to pick up the save when it's my turn..
 
Our little empire
RW1_Nordic1.jpg



RW1_Nordic2.jpg



3000BC
We have 2 other nations on our little island...expansionist America and religious Egypt. So America has a scout running around somewhere. Decide to trade him Ceremonial Burial before he meets Egypt and buys it from her. Net 24g in the deal. It's good to see science at 100%. We may win the race to Writing and we may not, but even if we don't we will have enough invested in it to get it cheap.



America's scout zips in and out of the fog and is shadowed by the Egyptian warrior.

1-2950
Curragh exploring
2-2900
Shift citizens around to get granary in 3, growth in 5. ensuring a full food store when the city grows and delaying the increase in lux tax.
3-2850
Map
4-2800
America founds New York on east coast
5-2750
Finish granary and start curragh as I want a look across the strait.
Egypt has learned pottery.
6-2710
Sail around island in east. Raise lux to 10%
7-2670
Egypt has learned Warrior Code.
8-2630
Sailing and growing
Send citizens fishing as it raises beaker output by two but doesn't cut growth or slow curragh build.
9-2590
Finish curragh and start worker.
10-2550
Second curragh reaches other side of strait.

We need more map data before we can determine settlement locations. I would recommend using a 3-4 spacing, preserve the one turn unit move from town center to town center. The worker a-building can explore while making roads to the next city site, which should probably be coastal as the gold advantage to seafaring civs is a big one. I would also plan cities so that border expansion is driven by settlement, not culture. It is cheaper in the long run and produces more gpt during the critical early stages of growth. A sequence of worker/settler in the capitol should work very nicely. The next two towns should build barracks first and produce miltary only. Expansionist America should do a good job of managing barbarians on the island and keeping them out of our face but it is always nice to have archers to go barb hunting. Don't build spears. Two warriors take as much time and make better barbarian defenders then one spear. Judging from the state of the other treasuries they are running 100% science as they didn't grow at all during this set. Once we reach our research goal (I'm thinking currency which should be worth all the Ancient Age technologies if we know enough nations by then)) it might pay us to turn off research completely. Just keep in touch with the other guys and be open to any trading opportunities.

The known world

RW1_Nordic9.jpg


Our little corner of it
RW1_Nordic10.jpg


RW1_Nordic11.jpg


RW1_Nordic12.jpg


Roster check
Oblivion-made a great start
Bede-built on that foundation
alerum-up
SK-on deck
JB
SmellinCoffee
 
Nice start. Anyone worried that our capitol is going to get sacked?

Also, nice Advisor mods. I think I'll keep these screenshots away from my wife. :)
 
On sacking, nope. The Americans have scouts running around picking off goody-huts and barb camps as do the Egyptians. As I don't think we are going for an early rush on the neighbors, it's pretty safe to build settlers and workers and such in the capitol. At this point in the game I wouldn't have any military in the capitol anyway, they would be out exploring. The only use for military is MP duty and with the coastal gold bonus and the worker/settler churn entertainment taxes shouldn't be a problem.
 
Everythings looking good.;) I got the save, and will play it tonight or tommorow. One thing is I don't aggree with currency being our research path. We're already started on the Philosphy path. I say we keep max reasearch on that and I think we'll be the first to reach it. We may need to keep Writing to do that though. I think it'll be a very good draw for techs, as well as giving us the free tech when we are the first. Map Making anyone? With Phil and MM we'll have a solid trading platform... as for the adviors mod... That's part of the reason that I said I'd be looking forward to Bede's post.;0
 
alerum68 said:
Everythings looking good.;) I got the save, and will play it tonight or tommorow. One thing is I don't aggree with currency being our research path. We're already started on the Philosphy path. I say we keep max reasearch on that and I think we'll be the first to reach it. We may need to keep Writing to do that though. I think it'll be a very good draw for techs, as well as giving us the free tech when we are the first. Map Making anyone? With Phil and MM we'll have a solid trading platform... as for the adviors mod... That's part of the reason that I said I'd be looking forward to Bede's post.;0

Either currency or philosophy are good choices. The difference being that Currency is worth twice philosophy and therefore makes even better trade bait...
 
Bede said:
Either currency or philosophy are good choices. The difference being that Currency is worth twice philosophy and therefore makes even better trade bait...

hummm... if we get philo, can we Queue up Currency to become our free tech? They let you go to the tech tree and choose, but do we have everything required to learn Currency? That may be a better choice, if it's possible.

EDIT: Bede, Where's the save?
 
We need Math for Currency.

And I forgot to attach the save....:blush:
 
Preturn (2550BC)
Pulling in writing in 10 turns, lossing 1gpt. The pop of Trondheim is the only thing that's stopping us from getting it in 9 turns lossing 1gpt. Even shaving off that 1 point is not worth hurting growth, so leave it as it is. Everything checks out ok. We're up WC on America. Par with Egypt.

IBT
Pliny's Happiest Nations report comes up. Our rivals are:
Celts
Aztecs
Arabs
Americans
Japanese
Carthaginians
Egyptians
and of course we're at the bottom of the pile.

Turn 1 (2510BC)
Explore with curraghs. Northern Curragh finds a yellow Border. Think it's Egypt. At least we're not going to be on the same island as the Celts and Aztecs. Bloody war there.

IBT
Trondheim worker == > Settler. It looks like the build cycle is going to be warrior, worker, settler... It's a bit messy, but it works that way. If someone can find a better way of MMing it, to get a better/quicker cycle that would be great. It's a 10 turn warrior/worker/settler cycle now. We could slip it down to an 8 turn worker/settler factory, but there's a chance we may loose population if we're not careful.

Turn 2 (2470BC)
Send worker south to join his fellow on making that mine for the BG.
Exploring with northern curragh shows more yellow border, but no cities or units. No diplo contacts pop up so it's probably just Egypt.
America doesn't have WC up there anymore, but they had no gold last turn, so they must have traded someone tech for tech on a tech we already had.


IBT
zzz

Turn 3 (2390BC)
Workers finish mine. Send both of them se to mine last BG.
Western Curragh shows us that the land to our west is a narrow isthmus. Not good for settling. Eastern Curragh shows an sea route heading further east. I think I'll take it next turn.

IBT
zzz

Turn 4 (2350BC)
Trondheim grows and lux goes up to 30, and we have to drop sci down to 70. Loose a turn on writing.
Workers build mine on last BG.
Eastern Curragh makes the leap across the ocean and enters coastal space.

IBT
zzzz

Turn 5 (2310BC)
Ouch. The country to the east of ours has a completely mountianous coast. I'd not want to defend that beachhead.
MM Trondheim to get growth and settler on the same turn.

IBT
zzz
Turn 6 (2270 BC)
What a waste of time... The western curragh finishes the circut he was started on only to discover they we have a HUGE Island ocean. This is a strange looking world. I don't think we'll be able to really see how strange it until the world is completely exposed to us.... Interesting war plans though.;)
MM Trondheim so one citizen is made an entertainer, luxury is dropped to 10%, and sci is raised to 90%, shaving a turn off writing.


IBT
Trondheim Settler ==> Warrior

Turn 7 (2230BC)
Worker finish mine and start to road. Makes no sense for a second worker to start on a 3-turn road, so I send second worker east.
Taking Bede's advice I start to make a very TIGHT build of 4 spaces. I can't bring myself to do the 1-turn move spacing just because I don't see much warfare with America and Egypt as our neighbors, and not very close either. It's C3C so RCP won't matter so we can tighten up later.
Curraghs explore some more
Lux goes back up to 20, which means we lost that turn of writing. Oh well, it's good to stay in practice.;)
Egypt gains The Wheel. Cleo can make her UU now.

IBT
zzz

Turn 8 (2190BC)
Second worker starts road.

IBT
Trondheim warrior ==> Worker

Turn 9 (2110BC)
Send warrior out exploring for prime land.
Settler lands on spot where I'll settle next turn.
Worker finishes road. Send him east.
Bergen founded 4se of capitol. Is nestled between 4 BGs. Set to Barracks due in 10. Is borrowing the mined BG from Tondheim. Next leader will have to make sure to switch it back and forth.
MM Trondheim so Writing will come in next turn with us getting a net gain of +5. All that MMing and it still took 10 turns to get writting! Maybe we should let the govern run the game like back in our Chieftian days.;)


IBT
Writing Comes in. 13 turns til Philosophy, lossing 1gpt. It's a good shot IMHO.
Trondheim Worker ==> Settler. Again, this will have to be watched closely.

Turn 10
After I reset the entertainer to a citizen, I have to redo luxury. Adds a few turns to Phil bringing it to 16 turns.
Exploring turns up nothing interesting.
Cleo's up the wheel on us, but I don't think we should trade writing til the end of the next leaders turns to keep our Philo chances alive. If one of the civs we know learns it, then sell it to the other, but not until then.

Notes:
Trondheim needs to be handle a very special way to maintain the build cycle. You have to put the citizen on the forest after the settler is built and the pop goes back to 5. Set to warrior. Warrior will take 2 turns, and growth will take 4. After warrior builds, set to worker. This will build a worker, and bring pop back to 5. Then you'll have to play to get the settler out. It's messy, but it worked. We can use that later if we want ot push out a warrior/worker and never shrink in pop.

These cities are going to be hard to MM I think. We'll have to share alot, and almost every turn will need to be interchanged between each other.

DO NOT trade writing, no matter how tempting it is! Wait until we're at least half way through philo, if not further, before we trade. The whole point is being the first to philo.

Feels like we're starting off slow but we're about even with the AI. Clean has a third city, while we just build our second, and America has had a second since my 10 turns.

Have fun!:)

Here's the save.

Screenshot in next post, as always.;)
 
Here's our Homeland.

RW_2070BC.JPG


Strange land formations going on here... Very strange!

RW1_STRANGE_LAND.JPG


Oblivion
Bede
Alerum
SK <== Skipped due to Vacation
JB <== Up
SmellinCoffee <== On Deck
 
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