Rat 07 - English Role Play

and the new Roster

Roster:
zyxy - up
Vol - on deck
pindicator - please tell us about your status
ThERat
 
I cannot play tonight, but I can play tomorrow night. If someone can get a turnset in before that, then a swap is fine with me.
 
Not I, Saturday night would be the earliest for me.

Fine work with Russia, ThERat.
 
205 (900AD): inherited turn. All is in good order, I just order up a few more settlers and that's all.

IT: Spain lands some troops at Orenburg. Ger starts Shake.

206 (910AD): Spain has Chem. Gift Orenburg to America. We have 63 units, 41 cities.

IT: resistance in Smolensk ends.

207 (920AD): Spain keeps hoarding money. We land at Toledo.

IT: Russia and Spain ally vs France. (Russia declares).

208 (930AD): Trebs at Toledo go 0/2. Land some more troops.

IT: London starts Epic. Ger start Smith.

209 (940AD): Burn Toledo to the ground, killing three muskets. Lots of retreats, but no losses. Got 3 slaves. Next target: Pamplona.
Germany now has Chemistry, so Ger: Chem <-> Saltpeter + 60 gpt + WM. Saltpeter is value at more than 20 gpt, WM at less than 1 gpt.
Then Fra: Astro + 3 <-> Chem, and Ame: Gems <-> Furs + Monotheism. lux to 0%, min sci to Metall.

IT: kill Spa longbow. Barcelona built Bach.

210 (950AD): forces need to heal. Kill an exposed Spa musket. I am shifting the target to Barcelona :evil:.

IT: get to build another addition to our slightly extravagant palace :). Paris completes Shakes, Madrid Magellans.

211 (960AD): zzzz

IT: several Spanish muskets leave Barca! :D

212 (970AD): landing troops at Barca.

IT: two muskets return to Barcelona :(. York built uni, wondering why...

213 (980AD): Spain now has Metall. Trebs show Barca has 5 muskets at least. Landing more troops.

214 (990AD): lose 3 knights, kill 4 or 5 muskets and 1 longbow at Barca, and raze the city (5 slaves). No more Bach for Spain :D :evil: :cool:
Next target could be Pamplona, and then Santander (saltpeter!), but I'll leave that for the next player to decide.

IT: Spain moves a settler to where Toledo was :D.

215 (1000AD): Arabs will talk, for a few turns already, but I forgot in the excitement :). We make peace with Arabs, nothing changes hands. I gift them with Gunpowder, Chemistry and Astronomy. Hopefully they'll research Physics for us.
Land some troops next to Spanish settler. Some units have (full) movement left.

The save

Rat1000AD.jpg
 
great that we were able to raze 2 Spanish cities, the more harm we do to them, the higher their WW. I loaded the save and saw that Spain is a monarchy already :)
We must be careful because we have to time the wars correctly. Once the IA is closer, we need to start shifting units over to that Manchester Island to be able to hit Germany and take out all their cities their first.
I agree with the settler to move to that spot.

Roster:
zyxy
Vol - up
pindicator - on deck??
ThERat

variant conditions:
war again against France at turn 226 (in 11 turns)
war against Germany as soon as we hit the IA, 4 more techs to reach it
peace with Spain then
 
Got it. Fantastic work against Spain!
 
Fantastic work against Spain!
I am also surprised what a steam roller this is. But I realized that I play here with some great players...now if only pindicator would return...
 
Spain is suffering from the multiple war syndrome, on several occasions their troops were leaving my attack point, apparently to go to France or Germany :D. Also, they seem to be training muskets and longbows mainly, no knights. If we can take out their saltpeter, we will not see cavs either, and we might sell them saltpeter when in peace :).

It would be real nice if we could get ToG as last MA tech, that might give us time to load up a few armies in galleons to deal some damage to Germany. Good thinking about the island! There is at least 1 German knight there, but you're right, we should be able to save it.

I should have mentioned perhaps that I've been putting our workers in South Russia on forestry duty. I didn't check very carefully for what was chopped already, but it seems CivAssist gives this info.
 
The funny thing is that former Russia actually has access to lakes, but it's not possible to irrigate to the north. This would only be possible if one could irrigate hills...

Yes, we should try and get magnetism first and then start to get our UU that can spam slave ships. With this, we can ship our armies over to Germany and create havoc. I would start with that Island, razing the German towns, then continue with the German mainland.

One thing, though, I am not sure whether are we allowed to fight Spain again. The variant suggests that during the IA, we stay at peace with them. Luckily, the AI's are nicely fighting each other, so a diplomatic loss seems unlikely.
Spain was a democracy and revolted, this added to their slow response when fighting them. Now, as a monarchy, it might be different, but research will be much slower for them :)
 
Okay, I'm back.

I'm really sorry about that guys. It's been a crazy week. I had a trip to the ER that turned out all right, but was a really scary day. The biggest scare of course will be the impending hospital bill and I redoubled my efforts to pitch my resume at every job opening I could imagine instead of playing games.

But I shouldn't have just walked off like that, I'm sorry :( I'm glad you skipped me and went ahead. Looks like you've done well without me! I remember Spain being a problem last I looked.
 
Pindicator,

Good to see you back! :wavey: Of course your health and a job are more important than a game :). I hope everything will work out ok for you.
 
(0|215)1000 AD

Diplomacy Situation: (has gotten a bit complicated)
Rat07_1000AD_Diplomacy_Situation.jpg


We have a bunch of outstanding trades, as well:
Rat07_1000AD_Current_Trades.gif

Lots of income returns to us next turn.

Trading Germany both Saltpeter and 61 gpt when we have to war with them soon... :dubious:

Other trades options:
Rat07_1000AD_Trade_Options.gif

There is a trade option available with buying Economics from Germany and trading that to Spain for Printing Press and Navigation, however these are all optional techs, would empty our treasury, and send even more money to our next opponent, Germany. So I pass on that idea.

We must declare war on Germany and sue for peace with Spain upon entering the IA. However, after much consideration, I decide this game-changing event is a ways off. We lack Metallurgy, Physics, Magnetism and Theory of Gravity. Spain has Metallurgy, but otherwise there are 4 techs to go for everyone who matters. Entering the IA (getting Theory of Gravity) is very much our decision, so we may very well want to postpone it briefly if our current war (Spain) is going well and we are unprepared for the next war (Germany).

We are significantly outclassed in score, culture, and power by both Spain and Germany. We need more land, which means more cities, and then more units (both allowed and produced). Spain is reeling as-is, and we have positively have to take advantage of our current situation. We must make serious progress against Spain. :ar15: I interpret the variant rules to mean that, at least, we must have peace with Spain throughout the IA, and it is up for debate if we can fight again in Modern Times.

Thus, the plan is to move south to Madrid (Magellan's and Leo's) and north to Pamplona. Spain has only one saltpeter, at Santander in the north (on a hill, on the coast), which will be considered as a target if the forces are available. Finally, the northeast island must be reinforced for the German war.

67 units, 40 cities, plenty of room for more units.

I rush and change some builds. Start upgrading Galleys to Caravels.

(IT) Germany demand Dyes.
Rat07_1000AD_German_Demand.jpg

With Knights on the northeast island on our border, I cave.

Russia and France sign a peace treaty. This was surely a pseudo-war, as France would have had to go through Spanish waters (whom they are at war with), to reach the lone Russian city.

Volcano at Yaroslavl' becomes active.

The tempting Spanish Settler retreats to the north 3 tiles along the road.

Spain does not attack the stack intruding towards Madrid.

(1|216)1010 AD Our peace deal with France, in which we were paying 32 gold per turn, can be renegotiated, so I remove the gold per turn, and sign a straight peace-for-peace deal. Although our repuation is already broken from previous dealings with France, so it doesn't really matter.

Move and shift around units.

(IT) France also wants to renegotiate the luxury trade, in which we gave Incense and Furs for 19 gpt. I have no idea how we negotiated a per-turn deal with France, who we broke a per-turn deal with before, and thus I am unable to get anything in return for our per-turn luxuries (not even 5 gold lump sum for 3 luxuries).

(2|217)1020 AD
France discovers Physics. It cannot be traded for. Stealing it would be 945 or 1890 gold (Immediately and Safely respectively). We make +114 gold per turn currently.

The force moving on Madrid is 9 Knights, 2 Musketmen, and 8 Trebuchet. Interesting note: the Spanish island also lacks rivers or lakes for irrigation. :rolleyes:

I decide to give Banking to Arabia... in exchange for war against Spain. Arabia declares war on Spain.

(IT) Spain wants to talk peace. I'll have none of that. A Medieval Infantry retreats one of our Knights. A Spanish Caravel lands a Conquistador in old Russian lands.

Well, this comes as no surprise:
Rat07_1030AD_Lost_Leicester.jpg


(3|218)1030 AD
Found Bath on the little hill peninsula.
Rat07_1030AD_Found_Bath.jpg


That Spanish settler has come back, and this time I kill the Musketman defending it and snag the two slaves.
Kill a stray Longbowman that left Madrid.
Kill the Conquistador with our patrolling Knight Armies (that can't get to Spain until Magnetism and Galleons).

We're ready to attack Madrid next turn:
Rat07_1030AD_Madrid_Force.jpg


(IT) France tries to trade Territory Maps. Nah.
 
(4|219)1040 AD
The Battle of Madrid is bloody, and we lose about half of the Knights. However...
Rat07_1040AD_Capture_Madrid.jpg

Since it has both Leo's and Magellan's, which are immensely useful, global, and never obsoleted, we have to keep Madrid. Oh yeah, and it has the Oracle for tourism.

:woohoo:

Germany needs to be slowed down, and they're willing to sign against Spain as well for Furs, so I do it.

(IT) We defend against some Conquistadors at Madrid, and get a Knight promoted. Spain lands a Musketman and two Longbowman near Madrid.

We complete the Heroic Epic.

(5|220)1050 AD
Kill the stray units around Madrid after some nice bombardment.
Settlers and defenders trickle down from the north to eventually occupy the Spanish lands.

(IT) Spain moves a stack of two Medieval Infantry and a stack of a Musketman and Longbowman around.
Palace expansion.

We lose Yaroslavl:
Rat07_1060AD_Yaroslavl_Volcano.jpg

I'm not inclined to replace it.

(6|221)1060 AD
Another round of killing stray units with Elite units yields:
Rat07_1060AD_Madrid_Leader.jpg

Now we have an Army on the Spanish continent! :goodjob:

Found "The Mumbles" in some old Russian hills. Is a fishing town at best, but gives us more unit capability. Also, this is a really odd name for a town... silly English.

(IT) Spain moves around stacks of 2. Really weak for a DG opponent...
Cities continue to change hands between France and Spain. France now has Jaen on the Spain main island.

(7|222)1070 AD
Kill some stray junk.
Get in place to found some cities in the Spanish lands, which will make operating (and conquering) there much easier.

Germany has Metallurgy now as well. The cost to buy it from them is too steep, and would fund our next opponent.

(IT) Odd... Russia and France sign an alliance against America. Lots of war... very very good thing.
Another palace expansion.

(8|223)1080 AD
Found Nottingham to the northeast of Madrid. This closes our cultural borders, and also bring Wines into our empire.
Found Canterbury at the Spanish chokepoint, west of the Horses. This divides Spain in two, creating a chokepoint we can control. I move the Spanish-continent Army here.

(IT) Spain lands another lone Conquistador in mountainous Russian lands.
France begins Newton's University.

(9|224)1090 AD
Not much.

(IT) Barbarians sighted in unclaimed Russian wilderness. I'll send the Army over.

(10|225)1100 AD
Didn't move much, leave it to next player to decide their path.

Notes:
I have been using three Armies stationed along the coast (near Vladivostok, Ipswich, and Reading) to defend the whole distance. They have sufficient movement and capability for everything we've seen so far.

There are Caravels in Breakfast that are for taking units to the German island.

We have Leonardo's, so keep cheap upgrading in mind. And Magellan's, which is a major enabler for our Man-O-War aspirations.

There's three settlers on the Spanish island, and quite a few troops. Combined with the Army, progress against Spain should be significant.

The lone scientist is in Yakutsk to the far south.

Spain, France, and Germany are all at war with each other. Life is good. :D

Germany will trade us Metallurgy for Incense, Wines (our only source for now...), and 459 gold, no per-turn gold. But I don't think you can do anything with it (like trade with France for Physics, since they won't accept per-turn payment). If this trade is done, make sure you claim more Spanish Wines with those settlers from Nottingham, and fix Her Majesty's Desert, the only city sensitive to losing Wines (at least, its the only one that required an entertainer prior to getting them).

I say hold off the IA until the northeastern island is well stocked (get Galleons and some Armies up there!), and Spain is either conquered or we're gassed. A nice beachhead has been established, Spain should be another steam-rollin'. :hammer:

Except for Madrid, I'm a fan of raze-and-replace for Spain. Keeply lively with Madrid relative to its flip chance. Keep a garrison there this turn and the resistance should be over, which will help considerably. Otherwise, just keep the units outside the city, let it flip, and re-take. Between that, and starving it, Madrid should be manageable.

The Spanish Situation:
Rat07_1100AD_Spanish_Situation.jpg


Minimap:
Rat07_1100AD_Minimap.jpg


--- The Save ---

We have been at Peace with France since turn 196. We must have War on turn 226 (1110 AD, next turn).
We have 82 units, and 43 cities. 4 more units allowed.

Roster:
zyxy
Vol - just played, and wrote too much
pindicator - UP! If he wants, otherwise...
ThERat


Finally,
AnsarKing101: You need to stop spamming our thread, and all of the other ones for that matter. :nono:
 
great write-up as usual. I really love playing this SG due to all the nice posts, but one thing I have to agree

AnsarKing101: You need to stop spamming our thread, and all of the other ones for that matter. :nono:

Now, I would say we try and get the whole Spanish Island before we enter the IA. Also, for the sake of stopping Germany, maybe we can sign them in to fight France as well next turn. Oh, I saw Germany is fighting France, so no need to sign them in.
We need to keep Madrid, starving to pop 1 is necessary and keeping it light, I agree. We shouldn't have any issue now razing the rest of the Spanish towns. Don't keep them, since they have this other Island left.
I hope we can get a nice bounty, once we make peace. This brings up another question. It states, we have to be at war with Spain until we get to the IA. Does this mean we can make peace if the techs that get us to IA are inside the deal? I am just wodnering about that.
 
Great going!

Spain looks like dead fish. Germany on the other hand is awfully big :eek:. Fortunately we'll get MoW soon, and can truly rule the waves. That should stop any of Otto's invasion ideas.

ThERat said:
Now, I would say we try and get the whole Spanish Island before we enter the IA. Also, for the sake of stopping Germany, maybe we can sign them in to fight France as well next turn. Oh, I saw Germany is fighting France, so no need to sign them in.

At least we'll need the area around Madrid to lower flip risks. We could take the rest of the main island, or leave Spain with a rump state up north and on the other island. They will quickly fall behind in tech and we could sign them up against Germany, they would do slightly better if we leave them with more land. I don't really know what's best.

Also, we have some deals going with Germany. Is it against the rules to break these deals? In that case we have to wait going to the IA.

I hope we can get a nice bounty, once we make peace. This brings up another question. It states, we have to be at war with Spain until we get to the IA. Does this mean we can make peace if the techs that get us to IA are inside the deal? I am just wodnering about that.

Good point.
I would say no, as we would put peace on the table before getting techs from Spain.
 
Considering we're still 4 techs from the IA and have lots of war to do with Spain, I figured we were at least 20 turns from fighting Germany. Hence the deals.

Edit: On second thought, I agree with zyxy's interpretation on Peace with Spain.
 
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