Race Wars 1: Nordic Sagas

Wow, only Bede's around to reply... maybe I should have taken the full 17 turns... SK, are you going to be able to play in the next couple of days?
 
My vote's for you to extend the number of turns. If no reply from SK then I'll swap turns w/ him.

Good turns. I agree w/ Bede's comments and am still interested in building SoZ.

Any thoughts on taking on the American's in the not too distant future to relieve them of their iron?
 
@alerum,
Go ahead and play it out to even.
 
I will be able to play as soon as I have played the 2 SGs i am up in
 
I'll play 10 more today, just to keep the progress going, and not mess with the turn order. Sk, will you be able to play your turns in the next 72 hours after my post?
 
Turn 0 (1250BC)
ChangeTrondhiem from Settler to Harbor. Will stun growth if I have to, to prevent him from getting to size 7.
Reykjevik is off it's equal turns for worker/growth cycle, so have to switch him over to barracks. It has alot of good terrian and will be a good unit maker.

IBT
Some movement by americans in American lands... nothing much else.

Turn 1(1225BC)
Ost Wind explores.
Find a Barb camp near American homeland... they can reach our cities too, so decide I'll take them out next turn.
When Bergen grows in 10 turns, it will be able to make an archer every 2 turns. Wish I could speed up growth, but oh well. Now it takes 3 turns.
Only deal out there is Arabia's 73 gold for Republic. I take it now instead of having them research it in 4 turns.

IBT
Bergen Archer > archer
Copenhagen Archer > Worker

Turn 3 (1200BC)
Send both archers towards Oslo, due in 4 turns.
Warrior takes on barb camp. He wins, promotes, and gets the 25 gold.;)
MM Trondheim to get growth and harbor next turn, but pulling in an extra 2 gold.


IBT
Trondheim Harbor > Settler
Oslo worker > worker

Turn 4 (1175BC)
CRAP! While I was exploring, I made a mistake and went west instead of south and our curragh was left in the ocean.
Move workers near Reykjavik from their last roading job to a forest to chop it and get the barracks in Reykjavik quicker.
MM Trondheim to make it a 5 turn settler factory... albeit an odd one... I just hope I timed things right and growth doesn't happen to quickly.
Trade Arabia a worker for 109 gold. It's below market value and figure it a fair trade. Move him from Trondheim to start connecting the ivory.
MM Copenhagen to get growth and worker in 3 turns.

IBT
Exploring warrior is kicked out of Egypt.
Our Curragh survives the sea!

Turn 5 (1150BC)
Workers finish last mine that Trondheim needs, and starts heading towards Copenhagen.
Ostwind is sent to explore the north!


IBT
Egypt tells us to leave or declare war. We leave.
Notice that America has 2 settler pairs out there, but the only have Ice bergs to inhabit. War MUST come soon.
Egypt sends out a settler pair.
Bergen archer > archer

Turn 6 (1125BC)
Arabia has 70 gold... wonder what they spent the other 30 on so quickly...

IBT
Copenhagen worker > Archer
Chopped timed just right and Reykjavik builds a barracks. Set to Archer

Turn 7(1075BC)
Exploring and continue to try and connect Ivory.
Trondheim builds a settler next turn, and then we'll know if it's a 4 of 5 turn factory.

IBT
Trondheim Settler > settler. Alright, I'm getting 5 shields and 5 food out of this city, or else 4 food and 7 shields. It'll be cutting it close I think as a 5 turn factory, and the next leader HAS to watch it and let the team now how it reacts.
Bergen archer > archer
Americans and Egyptians start Pyramids.

Turn 8 (1050BC)
Explore a bit. Nothing major.
Egypt has 50 gold this turn... hum, wonder how.

IBT
Get the boot from Egypt
Copenhagen Archer > archer

Turn 9 (1025BC)
zzz

IBT
zzz
Turn 10 (1000BC)
Met Japan, but they don't have anything to offer. 0 gold, but a interesting tidbit... they went the same research path as us... pretty much. The only tech we're up on them is Polytheism.
Go to talk to Arabia and they have Map Making As well as being up a bit of gold... I think they met Japan a turn before us, and that's how everyone over there evened up a bit.
Still up at least 2 techs on everyone else, with them having no gold. We're at at parity with Arabia, and have alot more gold then they do. I wouldn't trade with them until you trade with Japan first.
MM is a 5 turn factory now, BUT it has to be MMed specially... after the settler builds, set it so growth is in 2, and settler comes out in 6. After 2 turns, and we get growth then switch the fish to the regular BG. This gives us both growth and settler in 3.
Turn up Luxury to make up for Trondheim's 2 unhappy citizens. Sending a warrior from oslo over in a chain, but the warrior won't make it in time, so you'll have to run lux at 10 for 1 turn.

Notes:
Turns are even again. That last turn I played was listed as turn 80. Should be right back on par now. Was weird taking over my own turns...

Bergen should be MMed next turn when it grows to try and get 10 shields pt. This will allow an archer every 2 turns, which means we'll have a nice little army for our zerks... you have to admit... having the Viks with no Iron around was the best possible bet...

Not sure where to send the settler, just know I want to settle him around the forest game...
Anyone want to put together a dotmap to finish up our lands?

Here's the save.
 
Nice job, alerum.

With the four core cities set up the way they are the next ones are space fillers and training camps so placement becomes a matter of resources or food. Given the nature of the Vikings te best thing to do is settle up both coasts, then fill in the plains later. Space 3 tiles apart, or no more than 4 and make sure borders close.
 
Good job.

It would be interesting to play a solo game in increments and then take a day off and reevaluate your goals and position. Turn it into a one man SG and see if it improves your play. I think I have an experiment in the making.

I'll take a stab at a dot map when I get home from work but Bede’s description of a settlement plan sounds pretty good.
 
Yeah, bede's plan should work perfectly. Just make sure that the less productive cities are 3-spaces apart for military movement. Inside the core, I think it's a bit to tight, but the outlying cities is perfect for a tight build like that, espcially since we're going to be pumping out workers by the boatload.
 
For my education, why do you foresee pumping out scads of workers? I tend to play my games by the seat of my pants so it would be good to hear from someone that’s thinking more than just a couple steps ahead.
 
There are two key destinations:food and gold. Workers build the road to both.
And of these two food is most important because it produces the other.

Food: population is power! More people more commerce, more commerce, more science, more science, more commerce and science producing infrastructure, more commerce and and more science, more and better military....

So..the more workers on the ground the faster the terrain is improved to deliver food and gold.

The rule of thumb is 1.5-3 per town. It really depends upon the terrain and how fast the population in each town is growing. An optimum solution would have enough workers assigned at each town so that terrain development matches population growth. In other words, if the town grows in 5 turns then you need the number of workers at that town so that each citizen has a birthright of improved terrain to work. Alternatively you don't wnat the ground over-improved, in other words improved terrain with no citizen available to work it.

So what's the answer: three or four workers split between two towns until the town grows to pop7. Develop a tile at Town A. Town A grows, citizens works newly improved tile. Develop terrain at Town B, citizen works newly improved tile. And so forth.

After Despotism and growth past 7 the plan has to change. So, discussion of that later.
 
Nice explanation Brother Bede. Workers are my favorite unit. THey are the backbone of any empire.
 
I will be able to play and I got it.

SK.

Edit: Just to clear things in my mind, are we settling the coast as much as possible then filling in the land after? That is the impression I am getting from the above posts, but just needed to clarify, any other comments welcome guys :).
 
Sorry, didn't see your edit there SK. Yeah, settle the coast first... rest of the interior is far from great, so the coast is our best option. Also, prepare to go to war with America fairly quickly... we need our iron from them.
 
Think carefully about war with America for iron. It may not be necessary until we get to Steam Power and need to build rails. The mighty 'zerk is twice the attack and the same defense as a sword and has defensive bombard against attackers. And the amphibious 'zerk is almost invincible until the Industrial Age. An army of zerks in a boat is unstoppable.

For a good example of what zerks can do take a look at Sesn01

Poor Warmongering Fools
 
I aggree that a zerk army is powerful, but there are more reasons to take america out now too. They have good lands, and are close. They have a nice penisula that I can see making a very nice worker farm. I made about 10 archers in my turns, for the sole purpose of becoming zerks.;) You don't think we should go to war?
 
I have made a rough dotmap for the coastal settlement, any comments?
 

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alerum68 said:
I aggree that a zerk army is powerful, but there are more reasons to take america out now too. They have good lands, and are close. They have a nice penisula that I can see making a very nice worker farm. I made about 10 archers in my turns, for the sole purpose of becoming zerks.;) You don't think we should go to war?

I would go to war if it delivers some sustainable advantage. If we can get workers out of Abe's lands and they are better suited than ours for agriculture, then go for it.

Unless you are heading for an early rush, war too early can really hurt the long term development picture, as you are building troops when you could be building the towns to powerhouses.

Not a pacifist, just try to be thoughtful about it.
 
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