Rat 10 - Revenge of the warmongers

Just a brief synopsis as I'm constrained for time..

Nothing too much happened during my turns and there were no new cities founded or anything. Worker just got moved to the colony via ferry but hadn't started working the gem site (I delayed his move a couple turns so that he could finish working his cottage). Novgorod just exceeded its happiness limit, oversight on my part, so there is one unhappy citizen there right now but i'm building an archer due in a few turns that will rectify the problem (with library queued afterwards). Travelling galley did meet Cyrus as well. I held off on trading either alphabet or mathematics (which we discovered during my turns). Both our neighbors only have mysticism for trade atm so any trade would be fairly lopsided against us, but the option is there if anyone wants to go for a trade.

Running at 70% with profit to boot and gem site still yet to be mined, we can afford another city or two soonish, one by the pig/horse site on the original continent north of St. Petersburg, and the other by the pig/stone site west to our Diamond Colony. That'd give us 7 cities to work off of. We're 5th or something in terms of land mass so that'd help boost our standings.

The barbarian city was left untouched but they aren't an immediate threat. There are only a couple archers there now as I've parked our megapromoted warrior beside it and another archer right behind him. A couple swordsmen/axemen or something like that could do the job whenever. I was in the process of choprushing 2-3 libraries as well, so perhaps someone can finish that at Rostov.

We're #1 in GNP BY FAR (41 while the next highest civ is 21) and a close #2 in production atm despite our relatively small size. Let's cultivate them further. Currency is due in less than 10 turns.

View attachment 110053

View attachment 110054
 
got it,

I think I will still gift ivory to Ceasar. I would like to cultivate our relation with him so we can focus on other opponents first. In this game, I would like to wait for warfare until we can make use of Cossacks. By that time we should be able to travel across the sea to pick a victim.

For now, we should be able to support 2 more towns, I agree. We can even take that barb town. Once we have currency, we should also try and get to CoL for courts since we are founding cities further away.

I agree trading maths and alphabet for a cheap tech isn't really worth it,. But when I checked last time, we did have a cheap tech oursleves to trade. By now I guess we missed that opportunity. :(
 
save

Pre-Turn
looking at our cities, I doubt we need more workers at the moment. swap Moscow to sword
since we have a worker at the diamond colony already, swap build to work boat

also gift ivory to Caesar

1. 310AD
a barb axe shows up, this could spell trouble

2. 320AD
forest chop speeds up the library in Rostov

3. 330AD
spot 2 Roman galleys, one with a settler pair, we need to monitor those
St. Peter has a library now

4. 340AD
zzz

IT our archer defeats the axe

5. 350AD
promote archer to guerilla II, we get our first sword in Moscow, let it built an axe next

6. 360AD
Rostov now has a library as well thanks to another chop
our finances are in better shape, running science at 80% at -4gpt

7. 370AD
zzz

IT currency is in, CoL next for courts

8. 380AD
spot that Caesar has 200 gold which we need
sell him maths for mysticism and 200gold, Cyrus has CoL already now but refuses to trade
new techs show up which we can't trade just yet
change research to compass which we need to get overseas as soon as possible
increase science to 100% at -19gpt, but compass now in 8

9. 390AD
Moscow finished an axe
this time dial up Cyrus and trade alphabet for meditation, polytheism and 40 gold
he is pleased now as well
but he still doesn't want to trade metal casting or CoL, guess because only he knows the tech

10. 400AD
compass is done in 6 turns, maybe then go for CoL if Cyrus still refuses to trade
I went for growth in Rostov. With gems online in about 7 turns (4 turn for mine + roading)
we can set all cities for growth.
Novgorod is building another settler with the accompanying archer built in St. Peter
I can see that the southern spot is already taken by Rome, so suggest to settle next to horses
We should also aim for monarchy since it will give us the valuable wine

we do have a sword next to the barb city, but I did not attack yet, another axe is arriving soon, but it's on a hill and odds
are only slightly in our favor. We might want to build another sword to be safe to take it.

rat10400.jpg



Roster:
ThERat
Xarathas - up
Dimy - on deck
Greebley
goraemon
 
ThERat said:
currently Caesar likes us pretty much. As long as we don't adopt the wrong religion we have a nice partner for a start. I rather befriend the Romans in the early game.

Oh, I didn't mean that we are going to war with them :) but if you make it too tempting for the AI, they may just declare war even if they like you. I know some AIs will and some AI won't.. I haven't dealt with Caesar much so I have no idea.



PS: Got it, will play tonight.
 
Okay, playing now. To answer the lurker question from before, yes, I think a city with Gem is definately worth the distance penalty upkeep. working the gem itself is already a good amount of commerce, not to mention that it's a coastal city so that it would definately more than make up its money in the long run. Happiness (+2 with forge) also means 1~2 less units you need in every city (since we'll be in hereditary rule for a good portion of the game), even that alone is worth the upkeep.

Turn 0 - City inspection. I decided to delay granary in Moscow by 5 turns for another swords to take over barb city. Our swords have a barely favorable odds and the odds for the axeman is pretty lousy. Would have to heavily rely on luck to take over that city even with the help of the archer nearby.


Turn 1 - Move a worker towards the Horse/Pig site to chop the forest on our City site. It's a bit far, so wouldn't net the full amount of hammers but it's still better than letting it go to waste.

Turn 2 - Ivory to Cyrus for Corn. Normally, I wouldn't do this, but since we're most likely going to be buddy buddy with Cyrus for a while I see no harm in doing this. This should help our relations with Cyrus a bit.

IBT - Barb city gets 3rd archer, and attacks our swordsmen. Sweet, our Swordsmen will now have City attack 2.

Turn 3 - Settler done and on way to PigHorse.

Turn 4 - Gem done, Diamond colony is now making 12 beakers at 100% science, despite being size one :)

Turn 5 - Swordsmen done in Moscow. Moscow's currently making 1 food surplus, but I decided to take one of the ivory square's citizen off and made him a great scientist. Reasoning being that 1) It doesn't change our science output. 2) We're about 35 points from popping our first great person.. and as it is right now, it's going to be a Merchant 100%. I decided to speed that up a bit and give it an outside(fat) chance of getting scientist. Instead of taking another 18 or so turns to get one, we'll now get a great person in roughly 7 turns. Getting scientist will GREATLY help our science output in moscow, and getting a merchant will aid the growth in Moscow (basically, trading the 7 turns of +1 food for 11 turns of +1 food), and give us an extra 3 gold a turn for 11 turns. I think it's a good trade either way. In the case that we get a merchant (most likely), I suggest we sacrifice a different city's production/growth for a while to run 2 scientists so that we can get an academy in Moscow ASAP.

Turn 6 - Compass Discovered, Cyrus still refuses to trade us code of laws. Julius Caesar converts to Judaism. Code of Laws would be nice for courthouses, but I decided that getting Colossus would be even nicer as most of our cities are coastal. It's dirt cheap to make, for one, and getting forges earlier means that we can grow our city one pop more for free. Yaroslavl founded. Turned science down to 80% (-8).

Turn 7 - Gem connected, Avoid growth turned on in Novgorod.

Turn 8 - Our galley down south could proceed no further :( turns back around. Diamond Colony finishes fishboat, worker's was in queue, but I really don't see the point of making a worker down there at this moment as there are very few tiles to work on. We're doing upstairs okay worker wise also. I decided to start on library instead, as this city is already a commerce powerhouse. 45 turns to completion, but with a clam and wheat ready to be worked in the near future it should be easily whippable in ~10 turns.

Turn 9 - St. Pete: Lighthouse -> Harbor. Barbarian city taken without a loss (luckily). Got us a bit more cash to maintain our current science rate.

Turn 10 - Moscow at 149/150 GP point, estimating a 7~8% chance for great scientist next turn(wish us luck). Sending Axemen north of barbie city to do sentry duty.

Regarding the specialist city, if we should need it, Novgorod looks like the best site for it, unless we want to wait 15~25 turns for Gem city to whip a library and grow to size 4 (I don't recommend this).

Good luck.
 
good call on the specialist, I would swap Moscow back to growth next turn, it looks as if Novgorod is the better specialist city at the moment with it's happiness limit
as for research, would beeline for CoL and optics for caravels

Roster:
ThERat
Xarathas
Dimy - up
Greebley
goraemon
 
I read through Rat09 yesterday, and just read this one today. I must say that I thoroughly enjoy reading these games. :goodjob:
 
Turn 0 500 AD:
Checking out our cities and the AI… seems like Cyrus is running away with techs, we’ve got to stop that, compared to Caesar we’re doing fine though. Novgorod will need to finish the library before I can assign scientist specialists (3 turns).

Turn 1 510 AD:
A great merchant is born in Moscow, I switch Moscow to max food so it will grow to size 7 in 6 turns. I have him join the city for +1 food and +6 commerce. With the extra food the city will grow in 5 turns even.

Turn 2 520 AD:
Phrygian comes out of resistance and starts on a Lighthouse.

Turn 3 530 AD:
Library finished in Novgorod and starting on Harbor. I assign two Scientist Specialists in Novgorod, we’re getting +6 Great Person points there now (Great Scientist due in 50 turns).

IBT:
Barb Axe attacks our Archer in the north east tundra, we win.

Turn 4 540 AD:
Start road to connect Phrygian with Yaroslavl.

Turn 5 550 AD:
We discover Metal Casting, CoL due in 7 turns, I lowered science to 70% as we’re running out of money. I check for any possible trades, but there is none.

Turn 6 560 AD:
Start pastry on the Horses near Yaroslavl. Moscow grows to size 7 and is at max happiness. I micromanage the city and assign two scientist specialists, city growth is stagnant now.

Turn 7 570 AD:
Moscow finished Granary and starts on Forge.

Turn 10 600 AD:
For some weird reason my PC suddenly shuts down… I never had such problem before, luckily I have autosave set to save every turn.
St. Petersburg finished Harbor and starts on Forge. Moscow is generating +8 Great Person points now and has 46/300 points in the bag, so 32 turns left before the next Great Person will be born there…It will most likely become a Great Scientist, odds are currently 47% Great Scientist and 52% Great Merchant (don’t know where that other % went), but from the 8 points/turn 6 are Great Scientist points. Novgorod is at 42/300 points @ 6 points/turn and 100% Great Scientist.
 
Roster:
ThERat
Xarathas
Dimy
Greebley - up
goraemon - on deck

I strongly suggest going for optics after we have done CoL. We need to explore the world for the extra movment and more contacts for trading and deciding the strategy whom to attack first.
 
Ok, Not a whole lot happened. I felt we had stopped growing and that isn't good, so I did something about it. We have courthouses now so can have more cities. Additionally I went for Monarchy before heading toward optics. We have wine and and can use the MP to increase our city size.

I saw 5 sites that looked good for a city in the near future. I built/am building 2 settlers, plus we can build 3 more in a bit. I would rather get our future towns down and growing now than waiting too long. Our total city count still is below the OCN.

Another way of looking at it that we are playing conquest and will need more towns to build units at some point in the future.

Here are the spots I see us settling.

Rat10_AD700.jpg


Rat10_AD700a.jpg


Rat10_AD700b.jpg


Rat10_AD700c.jpg
 
I got it, I got it!:) Expect a more focused effort from me this time around as I'm not as pressed for time as I was previously.
 
Slight change of plan, I'm just going to post my progress here as I go instead of finishing the game and reporting. Might even take some inputs from you folks if I take long enough between turns:p

Here is our situation now as of my turn 0:
View attachment 110487

I took a look at our demo, and we're still #1 in GNP and now #1 in production as well:goodjob:
View attachment 110489

We're under hereditary rule aside from caste system? That I didn't realize:eek: This was obviously a recent change too. I'll have to take a 2nd look at our cities and their happiness cap.
View attachment 110490

Took a brief look at our tech tree. I understand we're currently beelining for optics. Looks like quite a few turns left for machinery. I thought of going for literature (5 turns of research at current settings) first as the GL would definitely help our cause, but it's rather expensive and we don't have marble so I'm hesitating. Aside from the wonders though, literature is also the preferred prereq (I'd imagine - you can either research lit or drama) to music, which in itself is a prereq to military tradition which we definitely want at some point for Cathy's UU. It's a close call but I think I'll just invest 5 turns max for literature now before going back to machinery as it opens up our options more I think. After we are able to travel around the world, we'd need to go for civil service etc. to open up bureaucracy but that's a long ways off.

Good to see we're ahead of both our neighbors technologically.:D

We have only 4 workers!:blush:
View attachment 110491
with only 3 of them on our main continent to boot. Lots of cities are building forges and strategic chopping could really accelerate that, but I feel we can't really afford it atm with so few workers as there's more pressing needs unfortunately.

Speaking of which, all but one of our cities so far is coastal. So how about going for Colossus in our capital? We already have a great lighthouse there and getting great merchant bonus and Colossus will only add to that. Besides, we get double speed with copper which we have. So it'll probably take less than 10 turns with some MM and chopping. Look:
View attachment 110492

So I think I'll go for it, eh? :groucho: We're ahead of our 2 known neighbors in tech so although it's not a lock, I surmise we can probably get it.

So that's our turn 0 in a nutshell. Think I'll start playing now:lol:
 
Turn 0 EOT:
Our culture is "fine.";)
View attachment 110494
Also got an archer barb moving in from north.

Turn 1:
Move one of our archers to forest adjacent to barb archer hoping to be attacked. We have a couple swordsmen, move them east as well just in case and to help clear fogs. Move a couple warriors north and east for fog-clearing.

As to 2 of our 3 workers main continent, stop their current task and begin moving them in position for forest chopping near Moscow. The other worker plans to chop lighthouse (or something else, haven't decided yet) in another city.

Also last turn I switched a couple of the cities from forges to workers. They'll pay off in the long run I imagine.

Up research a bit, literature will come in 3 turns instead of 4 now.

Turn 1 EOT:

We defeat barb archer. One more barb archer retreating.

Turn 2: Oh yeah, just realized that Colossus requires forge and we don't have that built in capital yet:blush: That's alright, a few turns delay.

Turn 2 EOT: Diamond Colony grows in size. St. Petersburg builds another settler. We have 2 settlers now. Forge was queued for next. Works for me.

Turn 3: 1st Settler is already south of Moscow ready to found a city but I'm holding off on it, thinking whether to settle on hill or forest. Think I'll go for the hill. I gain an extra grassland this way, instead of an ocean square, and I can still grab the nice ocean resource this way:
View attachment 110496

Sure we lose a mine to work but since this city is primarily coastal I'm guessing this will be more commerce-oriented anyway, plus we've got ivory, a pasture and a hill tile so we can work those anyhow.

As for the 2nd settler just produced, not too sure where to go with him. Anyway I proceed to move him eastwards. Mostly desert there, but there are a couple resources, either cow or crab depending on where we go:
View attachment 110498

I'm inclined to go coastal by the far east. It seems to me that we don't have a crab resource yet (we do have a cow resource already) so that's a plus. ALso, a majority of our cities are coastal so with our great lighthouse and maybe colossus it fits in better to our overall scheme of things. It's a bit further to get there and will need to be escorted well though. Got a few turns before actually settling so if I can get any inputs before then that'd be nice (I'm about to pack it in for tonight and will play more tomorrow).

Turn 3 EOT:

Someone founded Christianity in a distant land.:eek:
Literature comes in, machinery next.

Turn 4: Looks like Julius Caesar might be the founder of Christianity:
View attachment 110502

His religion is still Judaism though.

I founded Yekaterinburg south of Moscow:
View attachment 110503

Income takes a hit at 60% science, not bad though. I'd imagine 50% science is acceptable for a bit as we develop more land. Begin workboat. Borders will grow soon so we can grab that ocean resource.

Turn 4 EOT:
A great scientist is born........in Rome :o

To be continued...

{edit} I'll packing it in for now. If there are inputs thus far I'll listen to them before playing later today.
 
plans look good to me, Colossus would be nice to get. I agree with the city sit south of Moscow on hill.

As for the eastern settler, go for the coast I'd say. if we run into monetary issues, Caesar seems to have some cahs which we could get for a cheap tech (like litarature)

I would grab the crabs with a city on a tiny Island in the north. That could actually get 2 crabs. I think I indicated that city quaite some time ago.

by the way when I looked at the save, Novgorod had was on no growth when happiness would allow it to grow one more pop. Why not do that?
 
Yeah if I remember correctly, Novgorod was the city I switched temporarily from forge to worker (it was going to be built most quickly there), then a bit later I saw that it could be allowed to grow 1 more so I switched back to forge. But next turn it didn't grow(??) even though it was 1 turn to growth the previous turn. I'm thinking if there's a worker sitting in queue the city won't grow even if I'm currently building something else? I'll take a look at it later to see if my memory serves me correctly, but I was like ah, screw it and just switched back to worker at that point.

{EDIT} Oh yeah, you see that final screenshot in my previous post? Novgorod is in it; it shows that it's 1 turn from growth and you see I switched it to forge to allow for that growth. By turn 4 {EDIT: meant to say turn 5} though (where I stopped), I don't think the city grew in fact.
 
Ya, when I mentioned I went for monarchy, I meant we also revolted and got Hereditary rule (and caste sytem on the side). That was around turn 8. All cities will have +1 happiness because of the unit guarding it and +1 assuming the winery was completed and connected. I also started bringing units back into the cities for additional happiness and growth - the warriors and such are good for MP duty.

Getting Monarchy for Hereditary rule always seems a good early goal. Cities can then grow to arbitrary size - at the cost of a unit per happiness.
 
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