RB16 - The Renny Teamer

Well you should definitely be able to finish the MT Whiplash (my own term) early in your turnset, so probably your first priority should be to pave the way for full military buildup... help Boney get those horses hooked up, then "ask and ye shall receive" from him.

The third GA is due within 1-3 turns (can't remember exactly when); after that, Moscow can be shifted to production - it will finish the forge in a few turns and it can then start on Cossacks. St. Petersburg has the iron mine and some other minable hills near it - workers could maybe focus on building mines there. It will be done with its' forge in a few turns IIRC... it needs a military unit in it so that it can grow one more pop point (there's no mili in it, so it's at its happy limit).

The longbow in Monty's lands will hopefully survive to the next turn, then you can use it to scout or cause trouble or whatever... there was no time or room in my turnset to produce any missionaries or settlers. Perhaps Moscow can pump a couple settlers and missionaries out before switching to cossacks? I'm thinking that Moscow could still continue to produce GA's (for when we war), and have decent production; I think it'd be nice to have 2 different GP ready to trigger a GA for when we fully switch to mili production.

There are some happy resources still unexploited that could be hooked up to allow some more growth; our econ will need some help I think also - when we start mass producing military units, it might be in danger of nosediving even at 0% science. Speaker would be the best judge of that though

Just some of my thoughts - take them as you will! :)
 
Just checked and noticed this was Monarch level. I had thought we we’re going to play on Emperor?

Turn 125 (1375 AD)
Methos: MM Novgorod so the forge will be done the same turn we learn MT.
Methos: Lyons theatre will be done in three, and it'll take two for the borders to expand. We won't have the horse connected for them by than. See what I can do about that.
Methos: I stop the southeastern worker from his road work and send both workers to the horses. We need to get that tile improved and connected before anything else.
Methos: Moved a couple workers towards the plains hill tile near Moscow. Need to get some productive tiles ready.
Methos: Liberalism is due in four and our third artist is due in three. Looks like our MT switch is falling into place nicely.
Methos: It looks like Napoleon didn't waste any time getting Musketeers out, though Vicky isn't doing so well.
Methos: There's still land to be settled, but with MT coming available soon I believe we should focus on warmongering now instead. I'll work on finishing wartime infrastructure.

Turn 126 (1400 AD)
Methos: Looks like Napoleon shaved a turn off that theatre. It'll be done in one now.
Novgorod grows: 5
Judaism has spread: Novgorod
Rostov grows: 5

Turn 127 (1425 AD)
Methos: Had to lower research to 40% due to a loss of gpt. We'll still finish Liberalism in two.
Ling Lun (Great Artist) born in Moscow
St. Petersburg finishes: Forge

Turn 128 (1450 AD)
St. Petersburg begins: Catapult
Methos: I was going to rename our artist Pushkin, as that's the only Russian literature writer I know. A very good one I might add. Only I can't remember how to rename units.
Tech learned: Nationalism
Methos: I hate to do it, but it appears our longbowman is going to have to step out into the clear for a moment. I'm expecting Monty to take advantage of this unfortunately.
Methos: Napoloeon's borders expand just as we finish roadwork on the horses. We start the pasture.
Methos: I MM Moscow to boost production. We're still running a couple of merchant artists.
Novgorod finishes: Forge
Longbowman defeats (4.08/6): Aztec Catapult
Longbowman loses to: Aztec Maceman (3.68/8)

Turn 129 (1475 AD)
Novgorod begins: Barracks
Research begun: Military Tradition
Methos: :mad: Vicky was the one who got the free tech! Crap!!
Methos: As expected, our longbowman falls in battle. He did manage to take out a cat first.
Methos: A great scientist would grant us beakers towards MT, but it values many other techs more than MT. In other words, it looks like we're self-researching it.
Methos: I switch Moscow to scientist instead to help speed up MT. Production is still running strong there for the moment.
Methos: I talk Napoleon and Vicky into researching MT.
St. Petersburg finishes: Catapult

Turn 130 (1500 AD)
St. Petersburg begins: Longbowman
Methos: The horse pasture is complete and I start a road towards their city.
Moscow finishes: Forge

Turn 131 (1510 AD)
Moscow begins: Barracks
Methos: The horses are connected and Napoleon is only too thrilled to give them to us.
Moscow finishes: Barracks
St. Petersburg finishes: Longbowman
Novgorod finishes: Barracks

Turn 132 (1520 AD)
Moscow begins: Knight
St. Petersburg begins: Knight
Novgorod begins: Knight
Methos: I start production on knights as they can be upgraded to cossacks.

Turn 133 (1530 AD)
Moscow finishes: Knight
Rostov finishes: Forge

Turn 134 (1540 AD)
Moscow begins: Knight
Rostov begins: Barracks
Methos: Wow, if we don't get started soon both Vicky and Napoleon will win this for us.
Novgorod grows: 6

Turn 135 (1550 AD)

That sucks on the free tech miss. I’m curious on team play how the ‘first to research’ civ is determined.

I have several knights under construction with a couple already built. Once MT is learned we could turn off research and upgrade them all.

Roster:
Speaker- On Deck
Yosh-RB
Methos- Just Played
Bede- Up
 
:lol: The best laid plans of Mice and Men....

What tech did she actually take? We may as well swap out of the GP civics at this point and develop our land and spread missionaries to all our cities. Maybe look to build Taj (or at least start it in one city and leave it in the queue to "reserve" it) before one of our AI "allies" snipes that tool
 
Goldurmit!! Snaps fingers in frustration.

Got it and play it Thursday night
 
Speaker said:
What tech did she actually take?

That's the odd thing, as I couldn't figure out what tech she took. There's no tech in the F4 screen that she has and we didn't gain a tech from her. In other words, I have no idea. What I do know is the game stated that Vicky was the first to research Liberalism.
 
Hmm... that is really the stink in the kitty litter box!

I thought that the player ALWAYS wins ties when it comes to wonders/techs/etc... it would seem that Speaker could be right in his assessment that this is a bug.

Vicky probably took Astronomy as her tech, as the AI usually favors that. Easy way to check? See if you can build Galleons in the coastal cities.

Getting delayed like this might not be the worst thing that could happen - it might give us time to build another city, spread religion around, and prepare vital military infra.
 
Right after Speaker posted the save from his first turns of the game it looked so interesting that I grabbed it and in one sitting played it to conclusion (is this kosher? I won't talk about it of course), however I did get to choose the free tech, in my game it did not go to Vicky.
 
Turn 135 (1550 AD)
Research begun: Military Tradition
Looks like the order of the day is build Knights and research to MilTrad. Now when I look at it appears our allies are doing the same thing in the same time frame, so why not shut off the research and and start building the kitty for upgrades? Turns out that doesn't work, blame it on my lack of familiarity with allied nations.
Next thing it looks like we need to do is swap civics to Serfs and Theocracy for the experince bump on the new knights and the quicker workers
So take the hit
Both allies have made some progress against the enemies as the Queen has taken Edo from the Japanese and the Corporal has taken an Aztec town.


Turn 136 (1560 AD)
St. Petersburg begins: The Taj Mahal

Put the Taj into the queue at St Pete as it will capture the lumber from a forest chop
Then add a scientist at Moscow to keep the research to MilTrad the same but put one gold coin in the Treasury pocket
Moscow finishes: Knight
St. Petersburg grows: 7
St. Petersburg finishes: Knight
Novgorod finishes: Knight

There is a nasty little battle shaping up for the now French ville of Tlatelolco
1560.jpg


Turn 137 (1570 AD)
St. Petersburg begins: Knight
Hook up the marble at St Pete and get 50 hammers from the trees towards the Taj. Will swap back to a knight next turn to keep the hammers in the Taj
Moscow begins: Knight
Novgorod begins: Knight
Monte failed in his bid to recapture Tlatelolco but only by a whisker, though it cost him a cat and a hurting elephant
1570.jpg


The Corporal has a wounded musketeer in the town and one on the road in.

Moscow grows: 11
Rostov grows: 6

Turn 138 (1580 AD)
St. Petersburg begins: Knight
Moscow is going to need a market and an 'duct if it is going to grow past pop11.
Moscow finishes: Knight
Rostov finishes: Barracks

Turn 139 (1590 AD)
1590.jpg


I accept as it means I can move a knight out of Moscow to St Pete
Moscow begins: Knight
Rostov begins: Catapult

Turn 140 (1600 AD)
Moscow finishes: Knight
Novgorod finishes: Knight

Turn 141 (1610 AD)
Novgorod begins: Courthouse
Moscow begins: Catapult
Moscow finishes: Catapult
St. Petersburg grows: 8
St. Petersburg finishes: Knight
Rostov finishes: Catapult

Turn 142 (1620 AD)
St. Petersburg begins: Catapult
Moscow begins: Catapult
Rostov begins: Taoist Monastery
Moscow finishes: Catapult
St. Petersburg finishes: Catapult
Novgorod finishes: Courthouse

Turn 143 (1630 AD)
Moscow begins: Pikeman
Novgorod begins: Catapult
Rostov finishes: Taoist Monastery

Turn 144 (1640 AD)
Rostov begins: Taoist Missionary
Moscow finishes: Pikeman
Novgorod grows: 7
Novgorod finishes: Catapult

Turn 145 (1650 AD)
St. Petersburg begins: Pikeman
Novgorod begins: Knight
Moscow begins: Knight

Looks like I blew out the research settings as I expected to have MilTrad in hand at the end of the turn set. It will however finish on the IT

The Little Corporal dealt with the Aztecs in the eastern corner and is now driving southeast into the Aztec heartland.

1640_01.jpg


Vicki on the other hand is being challenged at Edo.

1650.jpg


There is a nice force of knights, cats and some pikes at St Pete setting up for a move into Azteca.
We will be training Cossacks soon!

The workers have concentrated on cottages on the grass and getting the luxuries connected.

Rostov built a Monastery and is set to produce its first Missionary to convert Novgorod and is pretty well set up to pop out traveling salesmen for the Russian way

We could consider a temple at Moscow for the Priest to build a Taoist shrine if we think things will last that long

The Taj still needs another 200 hammers but there are a couple of workers close by to chop them out if we want to go that route.

The pikes were trained to provide additional coverage for the siege engines against all the elephants running around out there.

The domestic scene is quiet but 10% on the culture budget is need to keep Moscow happy

I kept managing for commerce and happiness. Next player might consider rearranging the citizens for hammers. The sugar in the north will connect soon so that will help at Moscow with happiness, health is another issue
 
Methos: I was going to rename our artist Pushkin, as that's the only Russian literature writer I know. A very good one I might add. Only I can't remember how to rename units.

Ahh Pushkin! Just click the name of the unit in the bottom left box of the UI and a rename box will come up.

Other possible RUSSIAN artist names: Chekov, Dostoevsky, Prokofiev, Shostakovitch... there are plenty out there :)

Sounds like ya did good there bede... I'll be ready for when Speaker hands over the reins to me! :)
 
1650AD (IT): Ask our good pal Vicky to "lend" us 176 gold and Silk. This lets me drop the culture tax, so we can focus all our commerce on upgrades. Nappy is also willing to "lend" us his 142 gold and wine.

MM Moscow for growth. The bigger the city, the more benefit from Bureaucracy and Heroic Epic (which I anticipate we will get soon).

I also sneak in a Theatre in Moscow, which will make our culture tax more efficient and gain a happy face from dyes.

I also send our catapults toward the front, as they will need a head start on our soon-to-be-Cossacks (aka: Knights).

1655AD (1): Missionary heads toward Novgorod. Our 8 upgrades will cost 728, 482 of which we have. I get 5 of the 8 in one turn.

1660AD (2): Upgrade 1 more knight to Cossack.

1665AD (3): Upgrade another knight. Nappy and Vicky are contributing a nice 28gpt to us, between themselves. We are researching Printing Press by the way, for the economic boost and the path to Rifling. Constitution would have been a decent choice too. Then again, so would Chemistry.

1670AD (4): Chop a few forests around Rostov. With so little food, it won't grow enough to make use of all those tiles. So we turn trees into Cossacks.

1675AD (5): GA is launched with the completion of Taj Mahal in St. Petersburg. All four cities are on Cossack production.

IT- Japanese capture Edo back.
RB16_-_Edo.jpg


I divert 3 Cossacks up there to "keep the peace." We have other matters at hand in the south for the rest. :hammer:

1680AD (6): A Great Scientist is born in St. Petersburg and he finishes all but 20 more beakers of Printing Press for us. Saving 7 turns.

Our rivals have researched Chemistry, as evidenced by their Grenadiers. They will be slaughtered.
RB16_-_Tenoch.jpg


1685AD (7): More Cossack building.

IT- English capture Satsuma and Japanese capture it back--instantly. :lol: Simultaneously moving AIs is pretty funny. They are playing "hot Satsuma"
RB16_-_Satsuma.jpg


1690AD (8): More Cossack training.

IT- Vicky kindly offers Cows, which I accept. Nappy offers Copper. Uh, thanks guys. You do realize we're doing just fine guys, right? Right? We're not some charity case. Here, I'll prove it.
RB16_-_Power.jpg


1695AD (9): War weariness hits +6. Uh, have we even fought a single battle? Culture goes to 30%. Any ideas why this happened?

1700AD (10): English recapture Edo and our Cossacks are nearly there to bolster it. The Cossack gang, 16 units strong begins its march. I slot a Caravel into the top of the queue in each of our coastal cities, so we can get a sentinel net in the sea. Moscow can build a bank in 1 turn, so I set it to do so, on this last turn of golden age.

We should also build some sort of unit to stay at home in each of our cities. +3 unhappiness is unnecessary for lack of mp. I forgot to do it in Rostov and St. Pete.

RB16_-_Cossack_March.jpg


Uh, have fun! :hammer:

Something about "kind words and a gun" being more effective than just kind words...
 
The battles begin :woohoo:

Good times to be had be all.
 
Speaker said:
1695AD (9): War weariness hits +6. Uh, have we even fought a single battle? Culture goes to 30%. Any ideas why this happened?

I fought a couple battles in my turn set, though not on purpose. Our exploring longbowman had to step out in the open. He did destroy a cat before falling to a macemen.

That’s only one loss that I recall. Would that be enough to raise war weariness that high? I’m guessing that playing quick speed probably increases the rate of ww.

Roster:
Speaker- Just Played
Yosh-RB- Up
Methos- On Deck
Bede
 
Methos said:
That’s only one loss that I recall. Would that be enough to raise war weariness that high? I’m guessing that playing quick speed probably increases the rate of ww.
One loss =/ +6 ww. We must be getting some of the AIs WW or something. Is it additive in team games? I've never seen it so high so early. Maybe because the AI units fight each other non-stop, rather than two humans who play like North and South Korea across the DMV until a major skirmish.
 
See it - I will likely play tomorrow night.

Thanks for the setup Speaker! Time to reall put down the :hammer:
 
Ok so I took a bunch of screenshots, but apparently I didn't REALLY take them, since they didn't end up in my SS folder... oh well you'll have to deal with the text-only version!

Sorry if it's a bit bland - I wanted to capture the important details, but have been pressed for time and couldn't write up a detailed report:

Aighty, it's time to lay the smack down on that "Axis of Evil"!

I take some time to take stock of the situation; Speaker has set me up to do some really nice pounding of our enemies.

Nothing really to do right now, so I hit Next turn and launch into turn 1

1705 AD(1):

Bank finishes up in Moscow and a Cossack begins - I see no reason to change it so I leave it as is.

I start some workers on cottages and get others to chop more forests to "Feed" our army.

The police force of Cossacks up near Vicky get moved closer to the Japanese border - I'm not sure what defenses Toku has in Tokyo, but I want to be near enough to take advantage if I am able.

Using some of Napoleon's musketeers as cover, I also advance the pike/Catapult SoD towards Monty's city. The main strike force of Cossacks will be there shortly to begin the battle in earnest.

1710 AD(2):

Caravel finishes in Novgorod and I send it out to act as a sentinel - I'll cozy it up near Toku's coast and get some intel

Toku thinks that some knights will stop the vaunted Cossacks?!? Think again! I promote that Cossack to a Medic so that he can help anyone that is hurt later.

1715 AD(3):

Second caravel finishes and heads towards the deep Monty Coast for scouting. Cossacks finish in various places, and I switch St. Petersburg to catapult production - we'll need them in the North I'm thinking.

Ghenghis and Toku have both sent strike forces against Vicky, but they are separated and sparse - Vicky should have no trouble handling them. I decide to take on a grenadier:

Hmm! Tokyo isn't as highly defended as I thought it would. Still, 3 cossacks won't be enough to take it, so I pull back, satisfied that I have cost them a grenadier.

WW bumps up again(?!?), so I'm forced to turn culture to 40%... I start some workers on yet more cottages, as we are at 20% science and losing money.

The Southern Strike Force encounters and defeats a Monty Musket - onward!

Genghis is also moving forces against Boney - he might have a tough time keeping Tlatelolco, but there's nothing I can do about it at this time.

I'm also forced to have Moscow build a grocer, as we are getting into a precarious cash situation; Rostov will need a defender to help combat unhappiness, so I start it on a Longbowman since that will take the fewest turns to complete.

1720 AD(4):

The Southern Strike Force of cats and pike move into position to begin bombardment of Tenochtitlan - the Cossack main arm will be there in two more turns

I send the Northern Police Force deeper into JApanese territory to pillage and in general make nuisances of themselves until reinforcements are in place to take cities; upcoming Cossacks from Russia will help mop up the various invading forces that Genghis and Toku have in England

IBT: Monty starts throwing a kitchen sink at our cat force; cats and knights - we lose a pike to a knight(!), and a catapult to a grenadier. No matter, as the city will be ours soon! The Battle For Tenochtitlan has begun!

1725 AD(5):

I have a couple Cossacks take out some Grenadiers that Monty is moving to reinforce Tenoch with, but the main force will unfortunately have to weather one more turn while the cats do their suicide plunge. I also split up the cossack army to reduce collateral damage.

Meanwhile, up North, Cossacks entering the front lines help take out Genghis and Toku's raiders

IBT: Our Cossack in the South loses to a *Grenadier*? We will have to step up our training programs - that is disgraceful!

1730 AD(6):
I send in 4 suicide cats, and they do their usual sterling job at weakening Monty's defenses, but even after that, my Cossacks have a 28% chance of winning agaist a City raider 3 Grenadier... no choice but to take the losses and hopefully the city...

Cossack loses to Grenadier(9.8)
Cossack loses to Grenadier(3.7)
Cossack defeats Grenadier(8.1)
Cossack defeats Musketman(8.8)
Cossack defeats Grenadier(18)
Cossack defeats Longbowman(13)
Cossack defeats War Elephant(13.3)
Cossack defeats longbow(18)
Cossack defeats Grenadier(18)
Cossack defeats Knight(18)
Cossack defeats Catapult(16.2)

The city is ours! Since we can't afford it, I raze it; one less Aztec city!

With the plunder from Tenochtitlan, I increase our science rate up to 40%, giving us replaceable parts in 5 turns, with a deficit of 25 gold/turn.

1735 AD(7):

The reinforcement Cossack force is ready in England, and moves towards Japanese territory; once they link up with the existing Force in Japan, they will be a juggernaut!

WW is now up to a ridiculous 11! I have to bump up the culture slider past 50% and the science down as a result to compensate.

The siege of Teothicuan has begun! Even though we don't have catapult support, I decide to attack anyway due to our overwhelming technological advantage, and advantage in numbers.

Cossack withdraws against longbow (1.8 cossack, .7 lb)
Cossack defeats longbowman (12.6)
Cossack LOSES to Crossbowman(!) (3)
Cossack defeats Crossbowman (3.4)

Hmm... I guess that I'll have to wait until next turn to finish the .7 strength Longbowman that is the remaining garrison there.

IBT: Tokugawa loses 2 knights to our one Cossack that is going to pillage his Ivory source... sucks to be him!

1740 AD(8):

More strategic maneuvering - sending reinforcements up North, worker movement (I'm having them lay down cottages to reinforce our econ), getting catapults moved to the front. The biggest issue we're having right now IMO is the logistics one - the front lines are NOT close by, so getting slow units to the front is requiring some forethought. Fortunately for us, our Cossacks are still so dominant that we can do without catapults for the time being.

The siege of Teo... continues!

Cossack defeats Maceman (9.4)
Cossack defeats longbowman (9.7)

We take the city and I decide to keep it - it has furs, which we desperately need to combat WW, and is a pretty good site commerce-wise. It will be good to have a base of operations to rest and heal in. If it turns out to be too expensive, we can always gift it to Boney.

Ahh! Finally we see Genghis' main attack force... I think. After our cossacks finish with them, there won't be much of an attack force left heh heh.

Cossack defeats Knight (18)
Cossack defeats Knight (13.7)
Cossack defeats Knight (15.8)
Cossack defeats Knight (18)
Cossack defeats X-bowman (16)
Cossack defeats catapult (18)


Texcoco is sighted, and it looks like it will be a decent battle - Ok, who am I kidding? It will be a slaughter when the Cossacks arrive!


IBT: Toku loses a Grenadier and most of a longbowman, at the cost of one of our Cossacks.

1745 AD(9):

Genghis really has a bunch of units he's throwing around! It would be good to start putting some pressure on him as soon as is possible to slow his production down a bit. He's sent forces to assist in Monty's Last Stand... fruitless as his efforts will be!

I send a couple workers that I couldn't find a different use for towards the front lines; once there they should construct roads to assist in logistics.

Up North, the battle of Satsuma begins as our Cossacks commence their assault:

Cossack defeats Grenadier (7.6)
Cossack defeats musketman (5.4)
Cossack defeats Grenadier (2.7)
Cossack defeats Catapult (14)


I also start a Theatre in Rostov, which will take just 4 turns, and a Tao temple in Moscow, which will take 1 turn. I'm hoping this will offset some of the rampant WW we have.

IBT: Holy geez! A Mongolian Caravel sinks one of our caravels! Good thing we have that sentinel net; we might have to watch out for a naval invasion!

1750 AD(10):

Temple finishes in Moscow - there's still ':(' faces there, but I start Heroic Epic there anyway; it will take 2 turns.

I MM St. Petersburg so that it will not grow next turn into unhappiness.

I put a Cossack on Go-To to send it towards the Monty Front - just so the next person takes note of this!

I ask and Victoria kindly donates her sole Gems to our cause - another notch of WW reduced (more so even in cities with Forges!)

Forces are positioned in anticipation of attacking Texcoco.

The battle of Satsuma resumes:

Cossack defeats Knight (14.8)
Cossack defeats catapult (12.2)

We take and raze the city!

I left a some cossacks and such un-moved for the next player. Hopefully, there will be enough forces in place soon to take Texcoco, and possibly Tokyo.

Hope I didn't :smoke: too much!

Replaceable Parts is due in 1 turn; it'll be nice to get some more things to combat WW since it is so crushing in some cities.

Enjoy!
 
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