RB2b - Mali - Noble - Just Win Baby!

-Asoka has two galleys near our border. We should probably get some sort of defensive navy in case Asoka starts pillaging our coastal tiles.
-I'm not sure how good it's worth but we could go Literature (2 turns) and than Music for the free Great Artist. The Artist makes a great combat unit.
-I find it a little odd that since we're getting ready to go to war we're not building any military at all. I suggest having at least one city build units, preferrably two. Especially as when our military heads off to fight our happiness is going to drop significantly.

We seem to be doing okay. Looks like I might get to do a little fighting (which to be honest is the one thing I need a lot of practice on).
 
Methos said:
-I'm not sure how good it's worth but we could go Literature (2 turns) and than Music for the free Great Artist. The Artist makes a great combat unit.
It seems like there have been a lot of great people popped lately. I'm in doubt as to whether the great artist is still available. If we want a free great person, I think that liberalism or whatever the one for the great engineer is would be the way to go.
 
Veovim said:
It seems like there have been a lot of great people popped lately. I'm in doubt as to whether the great artist is still available.

True, we might want to check the turn log and see. It should mention if a great person was born and we should be able to figure if it's an artist or not.

In case anyone didn't know, Ctr-Tab opens the turn log.
 
Jester’s Fourth Turn

We’ve got both stone and marble, and we’re fairly far ahead in technology. I take this as a good sign, and figure that we could probably nab a couple wonders if we went for them. I’m going to wait for the bank to finish at Timbuktu, but then switch it up to a wonder.

(0) 1200 AD: I trade theology to Peter for compass and 100 gold. Asoka already has it, so we’re not at monopoly anymore there. I set our tech to optics, hoping to get Magellan’s Voyage (which is so awesome in this game it hurts.)

(1) 1210: Awdaghost finishes what it was building (courthouse, I think?) and switches to The Sistine Chapel. 14 turns seems quick enough to race the wonder, even with other people getting it. If not, it’s money in the bank, more than can be said for that city generally. Mencius builds the Masjid al-Haram in Djenne. Timbuktu becomes Judeo-Islamic. Our troops move into position. Next turn, we’ll get this started.

(2) 1220: Kumbi Salesh finishes courthouse, starts on Chichen Itza. It’s only 14 turns. Maybe I’m prioritizing these wonders far too high, but if we have the resources, and we’re on noble, I say “Why not?” I declare war on Asoka, and move our troops into position. Finally our plan comes to fruition!

(3) 1230: Timbuktu finishes bank, switches to the Spiral Minaret. Tadmeka finishes a forge, and switches to a library. Bombay’s defenses go down to 33%, but I hold off attacking. They’ve got a longbow there now (must have upgraded) so I’m not in quite such a hurry. I increase our research to 80%, where we’re losing 2 gold per turn, but I figure it’s worth it, especially if any of these wonders fail.

(4) 1240: Peter demands monarchy. I refuse. There might be trouble there soon, so we should probably look into getting some defense. Optics comes in, and I set us towards gunpowder. One can never have too powerful defense, especially when Peter is starting to get irritable. Djenne finishes a bank, so I order a longbow. On the Bombay front, I bombard the city down to 6%. With city raider, that gives us pretty fair odds, but I don’t want to chance it. I’ll wait until next turn, then use the catapults to do collateral damage.

(5) 1250: Asoka sent a pillaging chariot, which sacked our stone quarry. Bah, that’s at least a couple turns off Versailles and the Sistine Chapel. Ah, well. I bombard Bombay down to 0%, and attack with some city raider upgraded maces. Everyone survived, and I even had a catapult left over to show the chariot what for. The bad news is that Asoka has two galleys filled with axemen heading down south. That’s not going to be pretty. I upgrade the warrior at Timbuktu to a maceman, just in case. Expensive, but it’s insurance.

(6) 1260: Axemen land outside of Tekeda. Walata finishes bank, switches to longbow. I upgrade the skirmisher in Takeda to a longbow. 4 axemen vs. 1 maceman and 1 longbow, in a city with 20% defense? It’s not bad, but I don’t like those odds terribly. The only alternative to chancing it is to turn our catapult at the marble into a suicide bomber, and charge it into the stack. I figure it’s better than taking risks, so I do it. It took one down to 3.9, and another down to 4.4. Hardly the greatest attack ever, but anything that increases our odds has to be a good thing. In case they come after Timbuktu rather than Tekeda, I upgrade the skirmisher there to a longbow, and upgrade its city garrison.

(7) 1270: Our longbow at Tekeda wins twice in a row, suffering almost no damage. Djenne builds a longbow, and I switch it to a catapult. Our fishing boats die to a marauding Indian galley. The price you pay for war, I guess. The Indians disperse their remaining wounded force, and send a horse archer in as well. I mop them all up with macemen. We’ve only lost the one catapult so far in this war, so I’m still optimistic about our chances, especially with gunpowder coming in 2 turns. The only problem is that I’ve bankrupted us, but we can always run zero science for a few turns to recover some cash.

(8) 1280: Archimedes is born in Nianni. A great engineer! Hallelujah! I’ll leave him at Nianni for the moment, but basically, that guy is a walking wonder. And what a steal! The chances against were something like 20:1! So, note for next person: Archimedes is slept at Nianni. We’ll pick what do with him after my turn. He could rush Versailles, but that seems like such a waste. Maybe the statue of liberty, once it’s available?

(9) 1290: Gunpowder comes in. Now we can really get a defensive force up and running! I pick drama, hoping to still manage to be the first to music (only 6 turns away, total!) Djenne finishes a catapult, and starts on our first musket. I notice Peter has a horse archer at our border. I am not happy about this development, but hopefully he’s not planning anything sneaky. We’re not equipped for it. Just to be on the safer side, I turn down our research to 60%, just to give us an emergency longbow fund.

(10) 1300 AD: A remarkably uneventful turn, just moving workers around.

So, here’s the status at the end of my turn. Three wonders are due in the next 10 turns: Sistine in 4, Chichen Itza in 5, and the Spiral Minaret in 7. All of them will be nice to have. After those, muskets are our first priority, with banks shoved in whenever we’re feeling lucky. Versailles will be here in 14, or the middle of the turn after next. That ought to reduce our maintenance, and our economy will then be in wonderful shape, for this stage of the game.

Asoka isn’t putting up much of a fight. We’ll be able to press on during the next 10 turns. Our troops are just healing up and putting down resistance in Bombay, and that should all be done in a turn or two.

I realize now I’ve neglected caravels, which would be a good idea, methinks. Maybe one in Gao after the forge, and one in Walata after the longbow?

Oh, and one more thing: We have a great engineer, just sitting in Nianni!

Good luck, Methos,

-Jester

http://www.civfanatics.net/uploads10/RB2b_AD-1300.Civ4SavedGame
 
One thing about some of the later wonders - a great engineer won't finish it if it's too many shields. I dno't know how many hammers the statue of liberty is but if it's 1000 then it will only do part of it.

Also, we should probably get a navy going to protect our fishing boats and such if (once?) we declare on Peter.
 
I had a look at the save, and here are some thoughts in no particular order:

Why is Takedda building wealth? I think that swapping it to a lighthouse would be better, so we can grow it without sacrificing any of Timbuktu's squares. After that, a harbor might be a good idea.

At Walata - Moving the citizen off of the grass/forest and onto one of the hills would give it another shield or two, and lots of commerce from the gold hill. It's at its happiness limit, so sacrificing growth won't hurt.

At Tadmekka - When it grows in two turns, make sure we get the new citizen on the grass/hill. It could use some more production, and maybe I'm just being paranoid, but I'm not sure that I trust the governor to know that.

How far are we going to try to press the war with Asoka? Seeing as Bombay is at a choke point, I might be tempted to hold position there, get horseback riding for peace, and gear up for Peter very soon. Taking Yakutsk for the furs would be nice, and his other northern city has his iron. Defending Kumbi and Gao would be a little bit hairy, though.

What do we want to research? Some possibilities:
  1. Music > Nationalism > Mil Trad
  2. Paper > Education > Liberalism or Economics
  3. Paper > Printing Press
  4. Nationalism > Constitution > Democracy
Number 1 would get us to cavalry quickly, which would be good if we want to fight Asoka, and bad if we want to fight Peter (Cossacks get a bonus vs other mounted units). Number 2 would get us the ability to build universities, and get us either a free tech, or a free great merchant. Plus, we're probably going to want to swap to free market once we explore some more and can set up some good trade routes. The third option is a relatively fast option, and gets us more commerce from towns and villages. The last option gets us to the statue of liberty for our great engineer.

I guess there's probably no "right" choice, so we'll just have to see how things look as this batch of wonders comes in.
 
Whoops, Takeda building wealth was intended as a one turn thing. Don't quite remember why, I must have been :smoke: a little too heavily.

Statue of Liberty is 1500 shields, double speed production with copper. An engineer would be close to good enough.

-Jester
 
Thanks Veoim, makes it easier for me to know what to look for. I'm not for sure about my opinion on what our tech path should be. I can't recall exactly how things are going in this game.

So should we continue on with our war or stop at a certain point? Is it possible for us to wipe Asoka out quickly or would it be a long war?

I'll play tonight.
 
I don't have Civ with me but I thought Bombay was Asoka's only city on our island (that the rest of the Indians were on another isle). If that's the case (and maybe even if not) I vote for just ending after we take Bombay.

As far as tech goes I vote 2. Paper > Education > Liberalism or Economics
 
regoarrarr said:
I don't have Civ with me but I thought Bombay was Asoka's only city on our island (that the rest of the Indians were on another isle).
It looked like it would be that way back when Bombay was partially in the fog, but there's actually a tiny landbridge to the rest of his territory.
 
Sorry, my notes weren't very good this time around. I learned its not good to play when your rushed for time or doing multiple different things.

1300 Start Literature
1310 Literature>Music
1330 Meet Spain
1340 Sistine Chapel completed
1350 Chichen Itza completed
1370 Paper>Education. Spiral Minerate completed.

Somewhere along there we finished researching Music and went to Paper. I was hoping to be able to trade world maps but no one seems to want to.

I also sent a force over to attack Delphi with the intent to pillage around the city. After seeing all those villages about to become towns I couldn't bring myself to do it. Instead I just attacked the city. Didn't lose any units (except one suicide cat) and Delphi shouldn't stand up to another attack. The force is currently healing so should be ready fairly soon. One of the Macemen has the medic promotion so that should help. Weird, two of the suicide cats retreated and didn't die. Guess they just couldn't bring themselves to go through with it.:D

My apologies for rushing through this turnset. I didn't put a lot of thought into my tech choices so wish I'd have just waited and played later.

Here's the save.
 
regoarrarr said:
I will probably play tomorrow night unless my house blows away before then.

I don't know where you're located but in central Missouri we're having the same problem here. When my wife tried to get out of the car the wind caught the door and pulled her out!
 
Was Delhi bombarded? I just loaded up the save to take a look, and its defense is at 60%. Does defense regenerates whenever you begin a new session? If that's the case, I imagine it's going to make succession games more "interesting."

On a similar note, what do people think about the current situation around Delhi? Keep in mind that the weakest maceman is a full 5 turns away from healing, and there's a catapult in the city that may suicide against us. Sorry if I'm sounding pessimistic, but I don't think our current situation is going to cut it unless they get absolutely NO reinforcements for whatever reason. With Delhi being their capital, that doesn't seem likely. I'm thinking that we should pull back until we can field more troops. Then again, I may just be overly cautious (at least I hope I'm just being overly cautious).
 
I suicided three cats against Delhi, though only lost one of them. Wasn't paying attention at how low I got their defense down to. That cat of theirs has been sitting there for several turns and has done nothing against our little force. I believe they have been sitting there for a couple turns now with absolutely no activity against us.

I wouldn't move the units until they've healed some. There is a medic amongst them that is granting them +10% health per turn. Wait a little bit and see if Asoka does anything. If not take Delhi when possible.

In all honesty had I not rushed myself I'm not for sure if I would have moved towards Delhi with such a small force, or with so little behind it. Oh well, this is a way to learn.
 
1400 (0) - Survey the system. Delhi has a lot of folks in there but I decide to see what I can do. 2 cat hits (1 after I promoted one of the cats) knocks the city defenses down to 36%. Even when that gets down to 0 I think we're going to have a heckuva time taking Delhi. Our cities are a lot bigger than they were last time I had this game :) Timbuktu has 4 unhappy faces so I switch it to Islamic temple.

1410 (1) - Walata Cat->Duct, Awda Lighthouse->Caravel. Speaking of that we apparently have exactly 0 navy. Asoka has 2 galleys on the way. Switch Kumba to a CAravel hopefully it will build in time to save the fishing boats. Delhi's defenses now down to 12%. It has 4 strength-6 units in it. I decide to hold off one more turn to let our macemen heal as well as knock down the final 12% and maybe send in a suicide cat.

1420 (2) Tadmekka builds a temple - I put in 3 scientists and take it off growth as it is currently at its happiness limit. Cat knocks Delhi down to 0 and the other one goes in and retreats! Our City Raider 3 Maceman is healed so goes in at 8.0-5.7 and wins, going down to 2.9. CR2 Mace goes in at 8.0 to 5.4 and wins, going down to 6.7. Our other healed maceman is the medic so I don't want to risk him, even though it's 8.8-6.3, so I wait another turn.

1430 (3) Education comes in. We look to be leaders, so I assume nobody has Liberalism. Take Philo to lead to LIberalism. Cat at 0.7 dies as expected but does some damage. Promoting our CR2 mace to cR3 heals him to 7.4/8 - so he goes in, winning but going down to 3.8. Mostly healed mace goes in at 7.7-4.3, winning and going down to 5.3. It's at this point I think we can take Delhi. I'll probably take peace after that though. Medic mace goes in at 8.8-4, winning and going down to 4.9. Workers, Missionaries and galleys don't count as units, so I think there are only 2 units left in Delhi. Conveniently we have 2 units left :). 5.9 mace goes in at 6.4-2.5 and wins going down to 1.6. Our last unit is only even odds so I hold off. Hopefully they won't reinforce it tooo much.

1440 (4) Tim Cat->Colosseum. Kumba Caravel->MAce, Awd Carvel->Colosseum. They put a longbow in Delhi but that's it. Cr2->Cr3 heals our mace to 6.6, but at 6.6-4.1 odds he dies! Grr. 4.8 mace at 4.8-2.0 odds finishes off the bow. Next mace goes in at 4.1-3.2 and takes Delhi. I take Horseback Riding, 30 gold, and 1 gpt (all he has) for peace. He wouldn't give Madras whcih is his only city (besides the new capital Bangalore). We could probably fit in another city on the western edge of this subcontinent. And needless to say, we could definitely take the last 2 cities in 10 turns. Peter will give me 290 gold for Literature - done. There are 2 workers in Delhi that can't do anything till borders expand and can't get back to our lands because it goes through Indian land. I'm fortifying them there - hoepfully we won't forget about them :) I'm staging part of our in 10 turns invasion force in Walata to be caravelled over. Change Walata to a settler to fit in that last city.

1450 (5) I just realized we now have the Hindu holy city (Delhi). Start training a jewish missionary to convert em

1460 (6) Philo->Liberalism

1470 (7) Versailles comes in. Someone circumnavigates the globe (must be one of the folks we haven't met). We spread judaism to Bombay.

1480 (8) We meet Mao. We trade Gold, Pig Wheat (our extras) for Cow, Rice and Spices. Jewish Missionary->Notre Dame in Tim.

1490 (9) Stuff.

1500 (10) Awd CAravel->National epic. Check that - we want the National epic in Nianni since that's our specialist city. But it needs a library first. Put Awd on a university. And as I try to load our settler on to our caravel I realize that caravel's can't load units? :smoke: :smoke: Might be okay for our settler / missionary as Delhi will expand (hopefully) next turn so that should give us a path. Rene Descartes is born. I also see we have a great engineer in Niani. Going to break here to get team feedback.

Settler on his way to the land bridge to settle in the west. Missionary there with musket and cat to spread judaism to Delhi. Guess we need to build some galleys to transport troops to Bangalore / Madras, unless we just want to take them overland. Either way it shouldn't be hard. We can declare in 4 turns.

Niani should get the National epic after the library.

Liberalism will come in next turn. I think I vote for Printing press as the free tech and then Replaceable Parts so we can build lumbermills on all our forests.

We have 2 great people. We could go for a golden age. Or we could use them to get some techs or use the engineer to hurry / complete a wonder, which also has its benefits. I checked our cities and we're not going to get any more great people any time soon. So if we use one of them we should use them both (rather than saving one for a golden age). Another option is to take Economics with Liberalism. If we're first (and we should be), then we get a free great merchant, which we could use with the scientist for a golden age, and use the engineer on either notre dame or the national epic. The only thing with that - I don't know if you click golden age with 3 great people, how it figures out which 2 you want to use. So we might want to wait till we use the engineer. I think this sounds like the best plan.

http://www.civfanatics10.net/uploads/RB2b_AD-1500.Civ4SavedGame (fixed the link)

Jester
Methos
regoarrarr - just played
StarrySurprise - up
Own - on deck?
Veovim
 
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