Rat 10 - Revenge of the warmongers

Turn 0 IBT - Scout defeats wolf.

Turn 2 Scout pops hut, gets 5 exp.. bleh. Kinda pointless when it's stuck on an island eh. Maybe we can ship him off later.

Turn 5 - Agriculture -> Fishing

Turn 9? (I'm losing track..) worker finished in Moscow, making warriors until we hit size 3.

Gotta love how it takes 8 turns to make a farm on epic..

Rat10_New_Whaling_Station.jpg


Looks like this will be our new whaling station.


Turn 15? Fishing -> Sailing. I'm putting off archery until sailing's done.
Scout finds hut (warrior).. and it seems like there's more land to the east than we thought.

Turn 16 - Looks like there's some fish by the bronze site. There's also some islands(?) to our south.

Turn 17 - Warrior -> Warrior.. quite a few warriors, but they're always good for fogbusters. Being alone on a continent can mean a lot of barbies.

Turn 18 - Farm's finally done...

Turn 19 - Synchronized Moscow to finish the warrior & grow to 3 on the same
turn.

Turn 20 - NW is completely explored. North still needs a bit more work. East side and the little dark spot on the south side also. There may be some kind of isthmus, but I really doubt it as we would've seen a scout by now if there was.

Rat10_World_As_We_Know_It_2000BC.jpg


It seems that our newer city sites are fairly poor, but there are a few decent ones. CopperFish looks decent, and WineCow to the east looks decent too (tad far for 2nd city). I'd suggest either CopperFish for 2nd city, or maybe north for Pig/Wine or East for just the cow. I think we should definately settle CopperFish by the 3rd city at the latest. Could use the copper for Colossus (If we go for it.. and I see no reason not to with the way this map is looking).

Good luck Dimy!
 
maybe the second site near the copper indeed though a bit far away.
I would like to get a galley out asap to check all those little Island there, maybe something worth down there

we could also settle the site south of our captial catching the fish and another ivory, even though it's a little crammed
 
I think we should settle cities without major overlaps for now. We probably want to cover as much ground as possible early on, because if we can settle on other people's continents, they can surely do the same to us.

CopperFish is a bit far walking, but it's actually fairly close distance wise (if that's what you're worried about, upkeep). Though I wouldn't be against settling in between the two first.
 
Dimy? :bump:
 
Turn 0 2000 BC:
Checking out the map, this is some horrible starting continent….lot’s of desert and tundra, few grasslands.

image001.jpg


Anyway here’s some ideas where I suggest our 2nd and 3rd city, the 3rd city on top of Copper, because that way we’ll have more land tiles (3 grassland tiles) to work on plus the fish. If we settle on the grassland to the west we have the fish as well, but only 1 grassland tile to work and lot’s of sea tiles.

Turn 2 1950 BC:
Our scout in the east ends up right next to some Lions… bad luck, he’ll probably get eaten IBT.

IBT:
image002.jpg


image003.jpg


Our Warriors on a Wood Hill north of Moscow are attacked by Bears and win, they’re Woodsmen so the bonus was sure helpful there. Our Scouts won from the Lions as well!

Turn 3 1925 BC:
Moscow is size 3 now, I start on a settler. This will take 14 turns!

Turn 8 1800 BC:
We discover Sailing, Going for Archery, I think we need decent defence now against barbs.

Turn 10 1750 BC:
Our scout got attacked again, this time by a pack of wolves… once again we win!

IBT:
Our northern Warrior Explorers got attacked by Wolves… we win and I promote them to Woodsman II.

Turn 14 1650 BC:
image004.jpg


Our Woodsman II Warrior was attacked by Lions but survived. First barb warriors discovered in the west.

Turn 17 1575 BC:
We discover Archery, going for The Wheel and Pottery so we can connect our resources and build some cottages. I suggest going for Masonry after so we can build The Great Lighthouse. Settler finished in Moscow, starting a Lighthouse.

Turn 18 1550 BC:
Two more barb Warriors around. Our Warriors are fortified on Hills nearby though, so shouldn’t be a problem.

Turn 19 1525 BC:
Barb Warrior attacks our fortified Warrior on Hill and gets killed. Our Warrior need 5 turns to heal.

Turn 20 1500 BC:
image005.jpg


St. Petersburg is found on 2nd City Site, starting Lighthouse. Change from Lighthouse to Galley in St. Petersburg, as soon as Wheel comes up we should start roading and connect St. Petersburg with Moscow and building a road towards the 3rd City Site. When the Galley is completed Moscow should hit size 4. So we can build another Settler then. Lighthouse and Barracks are in the build queue as both have got some hammers already.
 
Roster:
ThERat
Xarathas
Dimy
Greebley - up
goraemon - on deck
 
I played to 1000 BC.

We got Wheel, Pottery and started Animal Husbandry. Went for pottery to build Cottages and Granaries.

A barbarian killed our Scout and we killed one warrior.
Finished the galley that is finding many size 1 islands.

We have a settler. Someone marked the Copper as the thrird city site. Not sure if that is the best spot. I would like to settle so we are using pretty much every square. Last time I think we were too spread out. Fortunately, the Tundra in the north has lots of rivers to make it viable. Similarly, we should grab ocean for the commerce and not waste it (where-ever a city will gain more than it costs).
 
Turn 0 (1000BC): Switch granary in capital to worker as we need workers. 4 turns.

EOT Animal husbandry researched. We have horse north of capital:
View attachment 109069
Along with pig and some hills, looks like a viable spot for a future city.

Turn 1 (980 BC): Seems to me we're not going to try for religions as we've
been researching just about everything else but don't even have mysticism.
So instead of stonehenge or oracle, I decide to shoot for the great lighthouse by researching masonry. 6 turns. Pyramid seems like too tall of an order as we don't have stone (or was it marble?) to speed it up.

Turn 2 (960 BC): :hammer:

Turn 3 (940 BC): Travelling galley meets Caesar!
View attachment 109070
I belatedly decided the sole current worker is better off working the ivory rather than the cottage. Immediate 3 gold/production boost is beneficial right now; as Moscow grows it'll be able to use that tile immediately.

Turn 4 (920 BC): Worker built in Moscow. Looks like lighthouse had been queued for next. Works with me. Move worker to adjacent forest-hill for chopping.

Turn 5 (900 BC): Settler has been moving all this time into position for 3rd city.

Turn 6 (880 BC): Novgorod founded 1 west of copper. Research begins to hurt at -6 @ 100%. I begin worker at that city to stunt its growth; we've got enough unworked tiles right now and need commerce amongst others, not to mention road network. Also we're going to need more cities soon so to keep the new cities' size in check for commerce to catch up.

Turn 7 (860 BC): Masonry founded. Begin writing (9 turns)

Turn 8 (840 BC): :hammer:

EOT Lighthouse choprushed in Moscow.

Turn 9 (820 BC): Begin Great Lighthouse. Other worker finishes camp on ivory tile. Move both workers to adjacent forest.

Turn 10 (800 BC): :hammer:

EOT: We're a "great" wealthy city. Not for long:p
View attachment 109072

Turn 11 (780 BC): :hammer:

Turn 12: (760 BC): Worker completed in St. Petersburg. Apparently lighthouse was auto-queued there too. But I try to go for a couple archers 1st. Move worker to build pasture.

Turn 13 (740 BC): Workers action mostly. More chopping, etc.

EOT: Barb warrior alert near Novgorod/St. Petersburg.
View attachment 109073
Turn 14 (720 BC): :hammer:

EOT: Our fortified warrior defeats barb warrior.

Turn 15: (700 BC): :hammer:
 
Our empire:
View attachment 109074
Writing due to finish EOT. Workers choprushing near Moscow. Another round of choprushing by both workers (hopefully not too close to Moscow) should get the job pretty close to done.

Also we should probably get to building a 4th settler (and then a 5th, then a 6th..) while beginning to pay some serious attention to commerce about now. Moscow is ripe to be a commerce/production powerhouse, with those river/grasslands in addition to the worked camps, so as soon as GL finishes cottages should be the prime order of the day. Same with the other cities I suppose, after building up some archer and/or axemen defense. With this kind of start we don't really have to focus on early military (except as to hold off barbs), but rather on cities and infrastructure so we can bring the medieval (or later) can of whoopass.

Galley is still exploring south but has not met any other civilizations besides Julius.
View attachment 109075
Finally was it 15 or 20 turns each at this point? I played 15 to be on the safer side.
 
got it...from now onwards 10 turns each I think

by the way, once the borders of Novgorod expands we can work fish, so i rather build a work boat for faster growth than a worker. And yes, we do need some archers urgently. Once the barbs show up with archers, we look very vulnerable.
So, GL and few archers and then next phase of expansion. I will try and come up with a dot map now that we have horses.
I would try and get to alphabet as well as soon as possible so we can trade techs with the AI.

maybe it is benefiscial to have no religion at the moment so we can trade with the AI without the religion rep hit.
 
save

Pre-Turn
first thing I do is to change the name of the game
change Novogorod to work boat in 13
wary of the barbs, MM St. Peter for archer in 6 instead of 8

IT what I fear is true, more barb warriors showing up,
writing is in, go for IW next so we can fight them properly

1. 680BC
need to send out warrior to face the barb warrior so we can protect our land
to improve our relations, agree on open borders with Caesar

IT more warriors from the north pouring in

2. 660BC
we need to be lucky now else we are in big trouble
forest chops are done and GL ready in 7 with stagnant growth for now
warrior retreats to St. Peter, chances of survival are better there
northern warrior retreats to forrest for higher chances of survival against 2 barbs

3. 640BC
warrior steps next to St. Peter, either we win this fight or we are out

D-Day in Russia :eek:
rat10640.jpg


IT big time luck as we win all 3 battles, that was close

4. 620BC
we need more archers for now even without a rax
workers at Moscow will start the cottage business, we need that earlier

5. 600BC
we get our first archer and order another one

6. 580BC
MM Moscow back to growth since it can still get GL in 3

7. 560BC
start to work a cottage in Moscow so we get it bigger sooner

8. 540BC
spot another warrior north of moscow where our woodsman 2 warrior is heading
start to chop a forest at St. Peter so we get more archers
then my compuer completely reboots, wow didn't have that for a long time

9. 520BC
rat10620.jpg

warrior next to ours, set Moscow on archer as well

10. 500BC
our warrior wins on defense, play 15 since to get to even number of turns
with the situation a little safer, swap Moscow to settler due in 11

11. 480BC
yet another archer appears in the north
forest chop near St. Peter is done

12. 460BC
and another one appears in the northeast
decide to build one more archer in St. Peter
the Oracle has been built somewhere

IT we get iron working, alphabet for trading next
our woodsman 2 warrior defeats archer on defense :)

13. 440BC
Novogorod has a work boat, set to granary to let it grow first
also find out that we do have iron in a great spot, we should settle there next :dance:
need to reduce science to 90%

14. 420BC
set St. Peter on granry forst an start a cottage there as well
we have also completed the road bewteen St. Peter and Moscow and health is no issue for now

15. 400BC
Moscow is building a settler due in 6 to be sent to a power iron/wine site
let Novgorod grow before going on a worker
after a cottage we could forest chop to help St. Peter finish the granary
I left 2 archers within our borders to keep unit cost down

the galley had hit a dead end in the south and is now sailing counterclockwise around that southern continent
not met anyone else yet
once alphabet is in, hope we can trade techs then

suggested tentative dotmap with the fourth city next to iron and wine
rat10400a.jpg


galley
rat10400b.jpg
 
Roster:
ThERat - just played
Xarathas - up
Dimy
Greebley
goraemon

I suggest to play 10 turns from now. i would also suggest to go for a different approach this time. We face Romans anyway, so we better don't fight early. I think we should nicely build up our empire, try and go for caravels first to circumnavigate, then after meeting everyone, we should try and decide to pick an enemy and take out one after another.
We should not rush into war like the last time round. If we can manage to get a tech lead, we can take out the enemy easier.

I would try and maintain good relations with Rome and whoever else. Trading will help us a lot.
 
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