Rat26 - Random AWE

Why not?

Count me in at your own risk. ;)
 
Played 15 to round off turns.

Early: Kill an Arab Warrior. Build Barracks (capitol)

Mid: Barbarians to the South. Build Archer, Archer (capitol).
Kill 2 Barbarian Warrior and 2 Horse. 25 gold from Barbs

Late: Horses Connected. Settler timed with growth past size 6.
Started 3 man Chariot. Built Segras.

Notes:
A temple in Tarsus was tempting, but we are going to get Lit sooner than the palace builds so I made it the prebuild.
I misplaced Segras based on previous dot map. I suggest the 2 yellow dots for towns. Has the advantage of grabbing both whales. ? would be possible, but seems too tight to me.
3 Man chariots are nearly locked in but there is a way out.
You can see the iron in the picture. We get an expansion next turn to bring the Iron in.
MMing the capitol to share the cow tile makes sense if you can remember to do it. We want our Wonder town to grow. I would also send the workers to build mines on the grasslands near Tarsus next.

Points to discuss:
Do we want to let our capitol grow and make units to attack Arab, or build more cities first? I think I lean toward building at least 2-3 more towns. Perhaps we can make our front line as hill towns.
UU or Swords?Our UU has the advantage of fast movement, but with Iron right there, I am more inclined to work towards swords and use the UU to defend (fast defense/offense is nice). In that case we only need a few.
I would only go for our GA early if we plan on an all out attack on the Arabs. Otherwise hold off unless our UU is needed to save a town.

Rat26_BC1500.jpg
 
welcome Elear :D

Roster
El Filet
ThERat
TheOverseer714
Greebley
Elephantium - up
Elear


I would swap to sword and hold off with the GA when we need it to complete the Great Library much later. We should expand a bit more before taking the capital off the settler duty. Yellow dots seem fine. As long as we only face one enemy, we should do fine with continued expansion and limited defense.
 
Agree to building swords first, it's too early for a GA. Either finish that 3MC and keep it as a reserve in a back town, or build a settler. That iron is at least 10 turns from hooking up, so we can't build any swords now. In the mean time, I would build another settler and an archer.
 
I think building at least 1 UU will be useful for defense even if we don't use it. The extra speed means it could be used to save a town in danger. At least that was my plan on building it.

A settler works too however, if the next player prefers that. I just like keeping the town size large.

I think we need more workers We have a lot to do - hook up Iron, get Wonder city up to snuff, get water to Ugarit, etc. I would put the next two settled cities on building a worker first off and perhaps one in the capitol if it seems to make sense.
 
Agreed Greebley.

Although I'm tempted to want to make the 3MC a settler, since getting to 6-7 cities is an additional priority, because we will have a lot more shields to work with. Right now we're rather limited; one city is stuck on a pre-build while the others are frantically trying to take care of all our needs.
 
1500 BC
Despotism 0.8.2
24 gold, -2gpt
Math 10 turns

Cities:

Rat26 - size 5, growth in 1, 3MC in 1
Tarsus - size 3, growth in 3, Palace in 61
Ugarit - size 2, growth in 3, rax in 17
Segras - size 1, growth in 9, rax in 19

Military:

3 Worker
5 Warrior
2 Archer
1 Spear

11/16 allowed units.
No support costs.

Diplomacy:

War with Arabia. None of their units are visible.

Pre-turn:

Switch the 3MC to a Settler. It will drop Rat26 to size 4, but we'll bounce back up fairly quickly. Besides, Rat26 will have happiness issues if it grows more.

IT:

Rat26: Settler->Archer
culture borders expand, Iron is now within our culture borders :D

Turn 1 (1475 BC):

Move the new Settler towards the northern yellow dot.
Sliders to 0.9.1, no riots pending and Math due in 8 instead of 9.

IT:

Zzz...

Turn 2 (1450 BC):

Zzz...

IT:

Tarsus grows.

Turn 3 (1425 BC):

Send an extra Warrior to Tarsus to prevent a riot.
Ugarit also needs attention, but we have no one close enough. Lux slider to 20%.

IT:

Rat26: Archer->Archer

Turn 4 (1400 BC):

Settle Hattusha on the first yellow dot. Making Worker.
Lux slider back to 10%; we have an archer MP in Ugarit.

IT:

Mongols complete the Colossus.

Turn 5 (1375 BC):

Zzz...

IT:

Arabs settle Anjar uncomfortably close to our borders. They're asking for it :trouble:

Turn 6 (1350 BC):

Lux slider to 20% to prevent Rat26 from rioting.

IT:

Rat26: Archer->Settler
We get a Low Treasury warning.

Turn 7 (1325 BC):

Sci slider to 70%, Math still due in 1.

IT:

Math->Writing

Turn 8 (1300 BC):

Sci slider to 80%. Writing due in 12 (but we can only sustain this research rate for 5 turns).

IT:

Turn 9 (1275 BC):

Zzz...

IT:

Ugarit: Rax->Worker
Segras riots. :blush: I should have caught that, sorry team.

Turn 10 (1250 BC):

Zzz...

Handoff Notes:

We're low on workers. I suggest letting Hattusha and Ugarit finish their workers, then move on to other things.
In Rat26, I suggest finishing the Settler, then building two Archers and a Sword. Once this sword completes, Rat26 will be size 6 and can be MMed for 2-turn Archers or 3-turn Swords.

Spoiler :
rat_endturn_1250BC.JPG


Save: http://forums.civfanatics.com/uploads/95212/Rat26_BC1250.SAV
 
Got it. :)
 
I would work on building swords. After this settler see if we start a 'prebuild' for our first sword. 2 swords with 2 Archers should be able to take out the closer city though 3 swords is safer. I would like to do some damage to Arabs before we meet anyone else.

We probably can't keep the city, but I would if we have the choice.
 
<edit: post cleared>
 
LOG
(played 10 turns)

Pre-turn:

1250 BC
Despotism
Writing in 8 (0.8.2 rate), 6 gold, -3 gpt

Cities:

Rat26 - size 5, growth in 1, settler in 1
Tarsus - size 3, growth in 3, Palace in 61
Ugarit - size 2, growth in 3, barracks in 17
Segras (DISORDER) - size 2, no growth, barracks in 10
Hattusha - size 1, growth in 3, worker in 3

Units:

13/20 allowed units.
No support costs.

3 worker
5 warrior
4 archer
1 spearman

Adjustments: Science slider from 80 -> 70. Writing 8 -> 9, gpt -3 -> 0

IT: Arabian scout runs to our borders and back.
Rat26 completes settler -- starts building archer.
Order restored in Segras.

Turn 1 - 1225 BC

Archer moved to Segras for MP, restore other citizen to work BG.

Start moving settler towards final yellow dot.

IT: Arabian scout moves onto hill NE of Tarsus and N of Rat26.

Turn 2 - 1200 BC

Start new mine near Tarsus with 2 workers.

IT: Arabian scout moves to mountain N of Tarsus. Barbarian horse appears and destroys him.

Turn 3 - 1175 BC

The barbarian horseman is within striking distance of killing the 2 workers. I don't chance this of course, so I move two archers from Rat26 to cover the workers temporarily. Why 2? So if the first is attacked and loses, the horseman can be killed off easily. Why from Rat26? The warriors in Tarsus are keeping the city happy.

Change Rat26 production to swordsman from archer.

IT: Barbarian Horseman moves onto the mountain 2 NE of Tarsus.

Hattusha completes worker, starts on settler. (If there is disagreement here, please say so. I quite agree with Greebley on wanting more cities.)

Turn 4 - 1150 BC

Attack and kill barbarian horseman on the mountain with no hp loss. Fortify other archer to maintain protection on the

workers.

IT: Ugarit completes Worker. Production set on swordsman.

Turn 5 - 1125 BC

Just some worker movements. I continue to use an archer as a guard for the two worker stack working by Tarsus. The other archer returns to Rat26.

IT: Rat26 swordsman -> swordsman

Turn 6 - 1100 BC

More worker movements. Research to 60 percent. Writing maintained at 4 turns remaining, with +2 gpt added.

IT: Barbarian warrior appears on a hill several tiles NE of Tarsus and several times NW of Rat26.

Segras barracks -> swordsman

Turn 7 - 1075 BC

Found Tyrana. Begin worker.

Move archer from Rat26 onto mountain south of barb warrior.

IT: Arabs start ToA. Barb warrior fortifies.

Turn 8 - 1050 BC

I copy the fortification with the archer.

Turn 9 - 1025 BC

Adjust slider to 50 percent science.

IT: Writing in. Set research to Literature. Up research to 60 percent.

Turn 10 - 1000 BC

Set luxury slider to 30 percent. (To prevent next turn rioting in Rat26 and Segras)

QSC Stats

Despotism

Literature in 16, -1 GPT
(1.6.3 rate)

6 cities:

Rat26 - Growth in 1, Swordman in 1
Tarsus - Growth in 3, Palace in 17
Ugarit - Growth in 10, Swordsman in 12
Segras - Growth in 1, Swordsman in 7
Hattusha - Growth in 4, Settler in 24
Tyrana - Growth in 7, Worker in 7

Units:

16/24 allowed units.
No support costs.

5 worker
5 warrior
4 archer
1 spearman
1 swordsman

Notes for next player: I took care of Tarsus. The last mine is being finished up. Worker attention should now be directed to Rat26 (irrigate plains) and Segras (note the unmined BG near Segras). Watch out for barbarians until you can get the workers working safer jobs deeper inside our territory. Figure out what to do with the barb warrior in the north. Keep a close eye on Tarsus and the research slider to ensure it does not finish the pre-build before we can get Lit.

Spoiler :
rat26qsc.JPG


The save: http://forums.civfanatics.com/uploads/104555/Rat26_BC1000.SAV
 
got it

should be able to play tomorrow. capital will likely alternate swords and settlers. will switch hattuma to something else (rax, granary, worker). keeping an eye on research seems to be the most important thing right now...when glib is in, guess we'll stop research. with spears, swords, uu and libraries, we got all we need for a while.
 
nice turns from the players so far :goodjob: Great job covering our workers

I would out the next city next to the iron on the hill for better forward defense. I would start to produce more swords so we can go on the offense. We don't have that much land to settle any more, thus need to advance.

Roster
El Filet - up and got it
ThERat - on deck
TheOverseer714
Greebley
Elephantium
Elear
 
Turn 0:
lux to 20%
Hattusha: switch to cat

IBT:
arab ministack moves toward horses


Turn 1:
capital: sword->settler
cattle back to capitol for settler in 3.

IBT:
barbs attack archer on iron
arabs move on horse


Turn 2:
destroy stack, but expose warrior to prevent pillage on horse and protect worker nearby.
switch capital to sword

IBT:
we lose warrior. if i had attacked with warrior first an killed of the stack with sword, we could have saved a unit here.


Turn 3:
kill archer and get leader->army :woohoo:
science to 60%, -1gpt

Turn 4:
capital: sword->settler
fill army with swords

Turn 5:
move army toward anjar, spot another ministack

IBT:
HE message
somebody founded city on landmass/island east of us. there's iron.


Turn 6:
kill archer with army

Turn 7:
capital: settler->sword
segras: sword->spear
hattusha: cat->settler
tyrana: worker->cat
capture anjar->rax

IBT:
our archer on mountain w of ugarit falls to arab archer
resistance in anjar ended


Turn 8:
ugarit: sword->spear
hire scientists in anjar to starve arabs
found aleppo->rax

IBT:
barb attack on aleppo, spear wins
arabs move toward anjar


Turn 9:
kill some units around anjar

IBT:
arabs start HG
anjar starved to size 1


Turn 10:
worker movement
rename ugarit to Horsietown
rename tarsus to GLib
rename anjar to Incense
rename Tyrane to South's End
rename aleppo to IronMine


Notes for next player:
worker on his way to connect incense.
use worker 2W of horsietown to irrigate tile for aleppo.
build roads with workers around segras, then they can mine/irrigate together.
attacks on horsietown have stopped with conquest of incense.
you'll have to secure incense to free army, only few units on their way.
capital mm'd for last turn of growth/sword. mm back next turn.

El Filet: played
ThERat: up
 

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:goodjob: Nice turn.

Was that the 1st elite victory? Second?
 
great to get an army :goodjob:

hope we can use it to expand and taker out Arabia


btw, I can't see the save
 
loading it up might help...attached it to the previous post. sry

sword promoted on first fight and spawned leader with second, our first elite victory. :cool:


btw, hope you're ok with renaming. helps me keeping track of things with increasing city numbers.
 
I have tried many things to keep track of types of cities, and I think that something we're doing in CBob03 might work best. We're using *(asterisk) for settler factories, #(pound) for worker factories, and @(at) for cities with all cultural improvements. In a recent personal game, I added ^ for specialist farms. That way types of cities are together on the domestic advisor screen.
 
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