Rat 10 - Revenge of the warmongers

OK, playing on:

Turn 5:

Keep moving settler and escort eastwards. As for the capital, I try a little something. Since Colossus gets 100% speed boost from copper, that means that chopping a tree will give 2x as many hammers as it normally would, as long as the city's current production is set to the Colossus. I see that one of the workers is about to finish chopping this turn. Normally, this gives 45 hammers, as Moscow is currently building forge (prereq for Colossus).

But it seems that I can temporarily switch production to Colossus, even though I'm not finished building forge. I won't be able to actually proceed building the Colossus this way (it'll stay at 0 hammers until forge is finished), except I can instantly get chopped hammers in its queue. It's kind of analogous to your not being able to build anything while in anarchy, but you can still chop-rush stuff (I think). So, instead of 45 hammers I get 90 hammers added instantly to my Colossus queue:
View attachment 110594

:crazyeye: Cool. I sometimes find myself doing this when I'm building something that gets speed bonus either due to having a special resource (stone, marble etc), or due to trait (i.e. double speed university/banks for Elizabeth if I remember correctly?). This is not an exploit or anything now is it? Obviously the chopped hammers were specifically designed to increase in accordance with these factors anyway, so I don't think it is.

Now I'll switch back to forge production and the overflow for Colossus will remain for when I get to it.

Turn 5 EOT:

Phrygian finishes lighthouse with chop assistance. Begin on..erm, er..library. Right now the city is small and its production is completely dismal so it'll need to be chopped. But it'll be decent for commerce soon enough and might as well capitalize on it soon.
Archer barbarian up north chooses not to attack our double-hill-promoted archer stationed on forest-hill, and instead moves himself right onto a defenseless tundra land. Incidentally, that's right next to our swordsman.:lol:

Socrates is born! In...a far away land. :o
Hmm, Julius Caesar converts to Christianity.

Turn 6:
Our swordsman (99% win rate) takes out barb archer.
Another worker is due to finish chopping next to capital this turn again, so use the same switch-to-Colossus-switch-back strategy.

Turn 6 EOT:
Yaroslavl finishes worker. Forge queued.

Turn 7:

Nothing much here. Keep moving military units north to help clear fog, settler moving towards position, worker sets out to work a winery.

Turn 7 EOT:

A barb axeman appears from the north :eek:
Library finished in Diamond Colony. Worker was queued for next @ 6 turns. I think I'll leave it as is and instead ferry the existing worker back to the main continent to help out with terraforming.

Turn 8:
Hmm, barbarian galley...
View attachment 110582

Move one of our archer on forest/hill, the other archer advances past barb axeman towards the north forest. Swordsman (slightly injured) is not far behind. Barb cannot attack either of our archers this turn as they're 2 tiles away now...he'll need to make a decision as to whether to move north or south.

Proceed to board our worker on colony to galley to transport him back to the homeland.

Turn 8 EOT:

Barb moves north towards our unpromoted archer. Think i'll play tag with him for a bit until he tries to move south.

Turn 9:

Two workers are chopping the final forest tile in our capital. Trying to time it right...

Turn 10:

Another 90 hammers added to Moscow.
View attachment 110587
That's 270 out of 375 hammers just from 3 chops:lol: Switch back to forge, set to finish this turn.

As for the 2nd settler, I've delayed settling him both for the GNP concern and to achieve a semi-consensus prior to it. I'm inclined to settle right on the desert. Leaving the continent to settle on the little island on the north just became more dangerous with the barb galley, not to mention more time-consuming. Getting two crabs is nice, but the thing is that island has jack for production so we won't be able to build anything there w/o slavery until..uh..we get universal suffrage.
View attachment 110595

Watch out for that axe barb. I'm going to save the game while leaving that swordsman active so next player gets the option to move him onto the forest/hill together with that promoted archer. Should the axeman choose to attack this turn, odds are in our favor but if he wins, he'll be on that tile with that megadefense bonus making things more difficult. Moving swordsman to the east will at least prevent that scenario.
View attachment 110592
 
save

Pre-Turn
there is a lot to do for our workforce, we have not connected a single winery and have quite a few.
We could also settle a spot in the far north to grab whale and crab
ket our sword heal, as it is we have too many units outside our borders and pay unit support a lot

IT archer defeats the barb axe

1. 810AD
workforce will now concentrate on wine and nothing much else
Novgorod had the turn off growth button activated, switch it off
sell Rome monarchy for his 150gold, we can use it to speed up research

2. 820AD
finally we finish our first winery

3. 830AD
set Moscow back to growth, Colossus still done in 2

4. 840AD
decide to found Yakutskovia in the east, oncome drops for
Cyrus has now 120gold, maybe from sacking a barb town

5. 850AD
we get machinery and we get the Colossus
MM and we can run at 70% science at -11gpt for the time being
Set St. Peter to growth

defeat 2 barbs ion the north on defense

6. 860AD
zzz

7. 870AD
another winery is done

8. 880AD
zzz

9. 890AD
nothing much

10. 900AD
St. Peter and Phyrigian grew again. Keep cities growing until they hit the happy limit

Optics will be done in 3 at some deficit. I would like us to settle that northern whaling station soon.
Moscow and Novgorod should work on caravels so we can sail in both directions to meet others and get the
circumnavigation as soon as possible.
we don't have a single court yet, once Diamond colony has a lighthouse (in 6 turns) swap to court
Yaroslav has a growth problem before we can spread irrigation. It could be our unit pump

as for trades, Caesar now has 4gpt, we could renegotiate ivory and get the money from him.
Cyrus does not have literature and machinery, we can always sell him lit for his 140gold to keep our research up and running

the site where we could plant a whaling city
rat10900.jpg
 
Roster:
ThERat
Xarathas - up
Dimy - on deck
Greebley
goraemon
 
Yeah, I never use them in my SP games (in fact I never use any city governor options, preferring manual adjustments) though so I missed it at the time.
 
Turn 0 - City inspection, did some minor MM in Novgorod to speed up growth. Sold Literature to Cyrus for $$. Canceled Ivory deal with Caesar, and traded him a wine for 4 gpt.

Turn 1 - I noticed that we can actually bribe Caesar to declare war on Cyrus.. quite costly though and not worth it at the moment, but something to keep in mind. Nothing slows down their teching like a nice war.

Turn 2 - Barb Galley show up to our eastern fishing town. Wish our galley luck. Judaism spreads to St. Petersburg! Time to do some preaching. Although, we should consider trying for Islam. I believe we're only 2 techs away from it and 1 tech (theology) should be dirt cheap if not obtainable from Caesar. Chopping the forest on grassland at Phrygian, that would be our only tile for that city that can make more than 2 food, so going to irrigate it.

Turn 3 - Our Galley is victorious. Optics is done.. Theology->Islam is tempting, but I decided that Civil Service for beauraucracy is better for us. We desperately need a city with good production and we don't really have one atm. Wine to Cyrus for 4gpt.

Turn 4 - Chopping a grassland forest near the river at Rostov too. We could use another farm there to support that Iron mine.


Turn 5 - Hatty sighting (Well, not really). Sheep for Wheat, Ivory for Incense, and Open borders. She wouldn't trade us any techs, her score is between Cyrus & Caesar's. She's also the founder of buddhism... Buddhism spreads to Novgorod, which I assume is what triggered the contact because I sure as hell don't see her anywhere. Come to think of it, we probably could have gotten both the sheep and incense for just the ivory, but oh well, feel free to toy with that in 10 turns.

Turn 6 - Lighthouse done in Diamond colony. I told the scientist there to go fishing instead. The worker there is out of things to do so I picked him up and is ferrying him to mainland.

Turn 7 & 8 - meh.

Turn 9 - Cow to Cyrus for Gold! good deal.

Turn 10 - Caravel done in Moscow, I decided to take a worker off the ivory and put it on the grassland/farm to speed up the growth. We're very far under our pop cap right now.

Okay. Novgorod's caravel will be done shortly. I suggest sacrificing growth (and the cottage tile) on that town until we get a great scientist. We can move the cottage tile worker to work the sea tile for 2 food, and remove that worker on copper to turn him into a scientist. That'll give us 2 food growth & 2 scientists. if you would rather have production, could just leave the worker on copper instead. Caravel near Moscow should be sent west and Novgorod's caravel should be sent east. Settler for whaling station is halfway done. I suggest making one more settler sometime in the near future to settle here:

Rat10_1000AD.jpg


Good site with 2 seafood, and a hill to boot. With colossus this should be a very good income/science city. Could even make this our GP city in the future if we can get the improvements built in it :p

Civil service done in one turn, and switching to Beauraucracy would greatly help our science & production. I suggest giving Theology(check with Caesar) -> Divine Right a shot, or alternatively just ignore religion and go for Paper->Education->Philosophy(tradeable, maybe)->Liberalism.

Good luck.
 
good progress and we are now #1 in score :). let's hope the caravels will reveal more Civ's and we secure the circumnavigation.

We can run science at 70%, so I suggest to settle the 2 suggested spots soon.

As for techs, I would chose paper/PP ect rather than a religion. It will only give us a negative modifier and does not really benefit us at this moment.

As for wars, I think our UU is a great starting point for a war. By the time we get cossacks, we need to have a good navy to be able to ship our units. We shall see who is the best target, maybe Cyrus using Romans to help us?
 
Turn 0 1000 AD:
No wonder Moscow isn’t growing…the city is still on Avoid Growth! So I switch that off and switch the city to maximum food to have it grow as quickly as possible. I agree with Xarathas to go for a Great Scientist so we can build the Academy in Moscow asap so run a 2nd scientist specialist in Novgorod.

Turn 1 1005 AD:
We discover Civil Service, going for Theology… Caesar doesn’t want to trade this yet.

Turn 2 1010 AD:
2nd Caravel ready in Novgorod, I’m running 3 scientists there now to get +9 Great Person Points per turn.

Turn 3 1015 AD:
Build fishing boats on the Crabs outside Yakutskovia. Revolt to Bureaucracy.

image009.jpg


Our exploring Caravel meets Montezuma of the Aztec, they’re on a continent west of ours.

Turn 4 1020 AD:
image010.jpg


The Egyptians have build a city on one of the small Islands of our south coast! I don't know how they got there though... haven't seen any Egyptian Caravels or Galleys... can you even load a settler in a Caravel?

Turn 5 1025 AD:
Settler ready in Yaroslavl’ starting on a Courthouse to reduce city upkeep.

Turn 6 1030 AD:
We discover Theology, Devine Right is due in 13 turns.

IBT:
Caesar is asking Metal Casting from us…no matter how much I like him, I’m not going to give away an expensive tech like that. I do sell him Literature for 110 Gold though. Both Taoism and Christianity has spread in our lands.

Turn 7 1035 AD:
Our Caravels keep exploring… one going east the other west.

Turn 8 1040 AD:
image011.jpg


Our Caravel Exploring east meets with Mao of the Chinese, Mao has 4 techs that we don’t have yet…. But we have 5 that he doesn’t. Unfortunately he’s not willing to trade with us for techs.

image012.jpg


New Whaling Station is founded in the far north :lol:

Turn 10 1050 AD:
Nothing happens, Novgorod will produce a Great Scientist in 8 turns at it’s current rate, please remove the scientist specialists after the Great Scientist is born so we can switch the city back to growth and production. Moscow is on max food, it’s size 9 now and will grow again in 2 turns, it can grow to size 13 max.

image013.jpg


We're ranked quite low on Mfg Goods, this is because Moscow is currently running at max food to have it grow to size 13 asap and Novgorod has 3 scientist specialists to have our Great Scientist born and build an Academy.
 
I had a look at the save. Some comments:

I would not let Moscow work a unimproved 2food tile. Either get a cottage there or work a phant instead. growth will still occur in 2. We also need to irrigate the plains there to get faster growth.

Diamond Colony looks like a nice GP city once it hits its happy limit.

Generally I think we need more military otherwise we get sneak attacked. Get at least 3 units up in our Colony otherwise we can't defend it at all.

As for contacts, nobody knows each other except for Cyrus and Caesar. That's why those guys are pretty reluctant to trade. They all believe they got monopoly techs :crazyeye:

Monte seems hopeless in techs and could be a nice 1st victim for our cossacks

Roster:
ThERat
Xarathas
Dimy
Greebley - up
goraemon
 
Oops on that halt growth thing :P I didn't realize that it was on.

Since it looks like we are going to be able to grab islam, just keep in mind that we can still spread the religion without switching over to that religion. If we're afraid of pissing someone off, just don't convert to that religion until we're ready to.

or.. better yet, just spread all the religions we got (including islam), and we'll be ready for free religion in 4 techs.
 
I like the idea of free religion, it will give us the happy bonus as well as 10% research bonus. And we won't aggitate others
 
----------------------------New entries----------------------------
Turn 240 (1050 AD)
User comment: Novgorod on 3 scientists is non-optimal. I put them all to work and we have 1 less science, +6 food (we can grow 4), and 4 more gold. This is because coast squares are 4 commerce. We can go back to specialists when we grow.

Turn 241 (1055 AD)


Turn 242 (1060 AD)

Turn 243 (1065 AD)
Taoism has spread: Rostov

Turn 244 (1070 AD)

Turn 245 (1075 AD)
Contact made: Mongolian Empire

Turn 246 (1080 AD)

Turn 247 (1085 AD)
Tech learned: Divine Right
Islam founded in Phrygian
Islam has spread: Phrygian

Turn 248 (1090 AD)
Research begun: Feudalism

Turn 249 (1095 AD)
Islam has spread: Moscow

Turn 250 (1100 AD)
User comment: I transported a Maceman into our Colony.

Notes:
I wanted Feudalism for the Longbows to defend our home cities. After that since this is a conquest game, I would beline for Military tradition. A strength 18 unit seems very nice. We can make some progress with that.

There is one settler at the spot I think we should settle. In general, anyplace that has shields, we can make a coastal settlement for decent coinage.

I am building a second settler. I don't think we should allow Egypt to be uncontested. I would build on the given dot below. Hopefully, we can get there before the next border expansion.

We met Khan.

Rat10_AD1100.jpg
 
Greeb, it's non-optimal when you only consider the amount of tech we gain & other resources, but you should take into account of how much science an earlier academy would net us. Perhaps 3 scientists is a bit overkill, but I think it's definately worth it to have at least 2 scientists in that city.
 
Roster:
ThERat- on deck
Xarathas
Dimy
Greebley
goraemon - up

I agree on beelining to mil tradition after feudalism. Since the AI still don't know each other trading is almost impossible.
I would try and get another town for those 2 fishes in the south. After that. we should concentrate to get Cossacks as soon as possible.

Mil tradition needs music and nationalism, but for cossacks we need gunpowder as well and that means feudalism (we get that in 2), guilds and gunpowder. So, in all we are 6 techs away from there.
We should be able to get there within the next round of turns. Then we need to decide whom to take on first.

I see several options:
Monte: he is always a troublemaker
Khan: pretty much backwards
and my favourite Cyrus or Caesar, they don't like each other
Cyrus is ahead of us in score and a threat. On the other hand he likes us more than Caesar does. I would go for Cyrus actually
 
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