Joker.ru
Chieftain
Hi folks,
It's been a while since i played RI (or CIV for that matter) and it seems that there are multitude of major changes in a latest SVN revision (4546) so I've decided to give it a shot hoping to learn as we go and ultimately get input/advise from more experienced players as well as creators of RI mod.
First off, i would like to thank RI (former TR) team for all the hard work and dedication they've put into making this awesome mod. Ever since I stumbled upon TR, number of years ago, CIV was never the same to me. Vanilla CIV, mo matter what version, just can't compete with variety and diversity of RI - great job guys, thanks for making CIV the way it was meant to be
Now, as i mentioned before, i am hoping to get active discussions going on various strategies, RI mechanics, analysis, next moves, etc., so i will be making pauses between moves to give people a chance to analyse and post comments.
Let's start:
Difficulty - Emperor
Map size - Standard
Number of Civilizations - 10
Settings:
Civilization: Celts
Unique Units:
1. Gaesatae (Melee)
This unit comes at the same time as Axemen, but is 16P cheaper and more powerful against both Archers and Melee (pure strength without promotions or UU bonuses like Fear). Should be good addition to first assault stacks
2. Fianna (Melee)
3. Highland Clansmen (Gunpowder)
Unique Buildings:
1. DUN (Walls) available with Archery and Architecture
Notes: 20H cheaper than Walls. Provides 10% more protection against Mounted and Light Mounted units. Also Robert the Bruce can get 50% more Hammers when building this. Must be built in time with Despotism civic change to maximize benefits.
Might also make sense to go for Ishtar Gate WW (+2 ESP in all cities) with cheaper Walls
2. NEMETON (Pagan Temple) available with Mysticism
Notes: only valid with Paganism so need to watch economy when switching to any other religion. Needs health surplus but bonuses to Productions and Gold are substantial. Need to build early in cities with high Production and/or Commerce
3. BEER HALL (Tavern) available with Tolls and Taxes
Notes: bonus for Wheat means that this now becomes Luxury resource and has to be traded or settled at priority. Build in Military cities to get extra XP point for Melee units
Leader: Robert the Bruce
Notes: well-balanced leader with good early city growth potential (+2 happy faces with Dun and Monument) and good base military promotions.
1. Military:
No particular reason for selecting Celts, mainly that Ive never played them before and they seem to be what I would call an average, evenly balanced CIV. High level strategy based on Civilization and Leader traits would be to quickly develope 2-3 cities (if economy permits) to max out population (with Monument and Walls). Build Nemeton(s) in production/commerce cities. Connect Copper (if available), build Bronze Smith and go for early Axemen and Gaesatae rush (cripple rivals, capture strategic resources). Details will be based on location, and again, comments are welcome
Location
Strategic
I have moved warrior W to the hill to get better view of the surroundings:
WEST: Large river flowing through valley to the West means that city built there will be connected by trade route (which cannot be sabotaged), as soon as Fishing is discovered. Two forest squares (green stars) will probably have to be chopped to remove defensive bonuses for any attackers coming from W and SW (white arrows to the left).
There is also a river to far NW (hard to see but its also hinted by yield of top left plains square)
EAST: There seems to be coast line to the East, but even if its just a narrow passage to more land, this front (white arrow to the right) can be easily defended by fortifying archers on forested hill (green pentagon) along with chopped W squares
NORTH: unknown but should be defendable by archer on N hill with Coffee (green pentagon)
SOUTH: looks relatively flat and bland which means that it will most likely be developed last. However attacks directly from South should not cause problems due to natural barrier (lake).
Notes: overall this is a promising starting position that is easily defendable on two sides (E and S). Settling on a hill will give bonus to city defenders and access to river (via the lake) will help connecting future cities. Access to sea is also very important for naval operations later on as well as ability to construct various resource enhancing buildings (fishing docks, lighthouse, harbor, etc.) and WWs.
Fertile valley to the East is a prime candidate for second city, depending on what resources are revealed by Metal Lore and Stone working
With that in mind I will settle in place
Resources
So far we have luxury resource (coffee x2) and food + health (clam)
1. Coffee on a grassland hill (2) 2F-2P-1G good working squares right off the bet without any improvements. Problem with such resources is that removing forest early to build plantation will only swap one hammer for one gold (2F-1P-2G) until Commerce Code (CC) and Merchant Adventures (MA) are discovered (2F-1P-4G).
So options are:
Also need to be careful as removing a Forest will deduct 0.5 health points from the city, so -2 forest squares = -1 health
2. Clam (NO health bonus with Judaism) will need Fishing boats (+1F) and will gradually produce more food with various techs and buildings (Compass, Steel Hull, Fishing Docks, Lighthouse, etc.). With Fishing Boats (48P) and Fishing Docks (40P) (both available with Fishing tech) will produce 4F-1G plus 1HP.
3. Islands on Coast and Lake these squares cannot be developed by Celts (only Japan AFAIK) but are already very strong squares. Fishing Docks (Fishing) and Lighthouse (Shipbuilding) will make them even stronger (3-1-3 for the lake, and 2-1-3 for coastal). Also as a bonus, these cannot be pillaged by barbarians and lake island cannot even be blocked
NOTES: I would love to have more food resources available but abundance of fresh water grassland tiles should offset shortage of resources. Also this location has a good potential for discovering more hidden resources.
High Level Plan for next 50 turns:
Lay of the Land first warrior will continue scouting NW-N. I will probably send second warrior S to lift FOW and potentially sentry him there right before Barbs show up (~T50)
Build queue I usually like to let city grow before building workers and settlers, which in this case also make sense as there is nothing that needs immediate development. First job for our worker would be chopping two forests W of the city, but this can wait. If I am not completely off in my calculations, city will grow by turn 17 and will produce 1.9 of warriors (only 1 turn left for second) so I will start worker on turn 18 and it will take another 18 turn to complete. This means that we can start chopping on turn 37 (+1 for forest move) so hopefully he should be able to chop one square before barbs show up (13 turns to chop). Net result by turn 50 would be: 2 Warriors, 1 Worker, extra gold and production from second citizen, 1 chopped forest. Also, getting warriors out faster will mean more intel and XP from animals (hopefully).
Doing worker first will net roughly same result, but with 14P gain in Production (from second chop) and loss of 21 Gold (less population in city until worker is built).
Ideally we also need to upgrade one or two warriors to archers by T50. Gold can be saved on research or by looting tribal villages.
Research pretty much all of early techs are equally important, however we need to pick one so:
1. Fishing this seems like the obvious choice given that only reachable resource we have is out in sea, but we already have two powerful squares (coffee) to work on for next ~50 or so turns and we wont gain much benefit for developing clams until we need more food (to support mines for example). Skip for now
2. The Wheel although its pre-requisite for Writing (Despotism and Open Borders) we have no Horses and dont really need to connect any resources yet (cart path). Skip for now
3. Agriculture our main food supply for this city will come from farming but at a later stage. Also our city has plenty of Health from forests and river, so no need for wells yet. Skip for now
4. Storytelling Storytelling Circle is nice (+2 SCI and +1 CUL) and it is also needed for Sculpture (Monuments). Can wait until we get base infrastructure in place.
5. Tool Making also not very useful on its own, this tech is effectively a pre-requisite for almost all techs including Woodworking, which is needed to chop forests, we well as Archery. Will start with that
6. Metal Lore another obvious choice as it reveals four critical resources (gold, silver, gems, and cooper). Since we wont have any workers to take advantage of these resources for a while or any settlers to grab them, there is no pressing need to research it immediately.
Since we cannot chop forests until T37, when first worker comes online, research path will be as follows: Toolmaking->Metal Lore->Woodworking->Archery. All of these should be finished by T50 and I will also adjust the plan when we have more intel from scouting.
Let me know your thoughts on this and To Be Continued...
It's been a while since i played RI (or CIV for that matter) and it seems that there are multitude of major changes in a latest SVN revision (4546) so I've decided to give it a shot hoping to learn as we go and ultimately get input/advise from more experienced players as well as creators of RI mod.
First off, i would like to thank RI (former TR) team for all the hard work and dedication they've put into making this awesome mod. Ever since I stumbled upon TR, number of years ago, CIV was never the same to me. Vanilla CIV, mo matter what version, just can't compete with variety and diversity of RI - great job guys, thanks for making CIV the way it was meant to be

Now, as i mentioned before, i am hoping to get active discussions going on various strategies, RI mechanics, analysis, next moves, etc., so i will be making pauses between moves to give people a chance to analyse and post comments.
Let's start:
Difficulty - Emperor
Map size - Standard
Number of Civilizations - 10
Settings:
Spoiler :

Civilization: Celts

Spoiler :
Unique Units:
1. Gaesatae (Melee)
- 1 First Strike
- +25% Hills Defense
- +50% Attack vs. Archery Units
- +50% Attack vs. Melee Units
- +50% vs. Melee Units
- Targets any Melee Units first in combat outside cities
- Inflicts Fear (-1 first strike to enemy forces)
- Provides Assault Aid (+3%-6%-12% strength to stack)
- Upgrades to Highland Clansmen (NU)
- Technology: Weapon Smithing
- Resources: Bronze or Iron
This unit comes at the same time as Axemen, but is 16P cheaper and more powerful against both Archers and Melee (pure strength without promotions or UU bonuses like Fear). Should be good addition to first assault stacks
2. Fianna (Melee)
- 1 First Strike
- +50% Forest/Jungle Attack
- +25% Forest/Jungle Defense
- +50% vs. Mounted Units
- +25% Attack vs. Melee Units
- +25% vs. Melee Units
- Targets any Mounted Units first in combat outside cities
- Inflicts Fear (-1 first strike to enemy forces)
- Provides Assault Aid (+3%-6%-12% strength to stack)
- Upgrades to Light Infantry
- Technology: Military Engineering
- Resources: Iron
3. Highland Clansmen (Gunpowder)
- 0-1 First Strike
- +55% City Defense
- +25% Hills Defense
- +50% Attack vs. Mounted Units
- +50% Attack vs. Melee Units
- +25% vs. Melee Units
- +25% Attack vs. Light Mounted Units
- Inflicts Fear (-1 first strike to enemy forces)
- Provides Ranged Aid (+3%-6%-12% city and hills defense, 0-1-2 first strikes)
- Upgrades to Scottish Fusilier
- Technology: Arquebus
- Resources: Sulfur
Unique Buildings:
1. DUN (Walls) available with Archery and Architecture

Notes: 20H cheaper than Walls. Provides 10% more protection against Mounted and Light Mounted units. Also Robert the Bruce can get 50% more Hammers when building this. Must be built in time with Despotism civic change to maximize benefits.
Might also make sense to go for Ishtar Gate WW (+2 ESP in all cities) with cheaper Walls
2. NEMETON (Pagan Temple) available with Mysticism

Notes: only valid with Paganism so need to watch economy when switching to any other religion. Needs health surplus but bonuses to Productions and Gold are substantial. Need to build early in cities with high Production and/or Commerce
3. BEER HALL (Tavern) available with Tolls and Taxes

Notes: bonus for Wheat means that this now becomes Luxury resource and has to be traded or settled at priority. Build in Military cities to get extra XP point for Melee units
Leader: Robert the Bruce

Spoiler :

Notes: well-balanced leader with good early city growth potential (+2 happy faces with Dun and Monument) and good base military promotions.
1. Military:
- +1 to stack size before penalties kick in
- Free promotions (+20% city defense, 1extra 1st strike chance) are good for defending own cities as well as repelling any counterattacks during conquest. These promotions are good for almost entire game (archers to gunpowder)
- +50% GG emergence inside Cultural Borders more GG from early Barbarian attacks. Can be used to beat rivals to Doctrines and to build Traditions (Melee).
- +50% faster Archery range bundled with Free promotions will produce amazing city defenders
- 50% faster Dun (walls) will give +1 happy face sooner. Needs Despotism (Writing) or Monarchy NOTE that +50% means that city will produce 50% more Hammers when building Dun (not 50% cheaper price). Might also make sense to go for Ishtar Gate WW (+2 ESP in all cities) with cheaper Walls
- +1 happy face from Monument (Sculpture) - City Square - Broadcast Tower
No particular reason for selecting Celts, mainly that Ive never played them before and they seem to be what I would call an average, evenly balanced CIV. High level strategy based on Civilization and Leader traits would be to quickly develope 2-3 cities (if economy permits) to max out population (with Monument and Walls). Build Nemeton(s) in production/commerce cities. Connect Copper (if available), build Bronze Smith and go for early Axemen and Gaesatae rush (cripple rivals, capture strategic resources). Details will be based on location, and again, comments are welcome

Location
Strategic
Spoiler :

I have moved warrior W to the hill to get better view of the surroundings:
WEST: Large river flowing through valley to the West means that city built there will be connected by trade route (which cannot be sabotaged), as soon as Fishing is discovered. Two forest squares (green stars) will probably have to be chopped to remove defensive bonuses for any attackers coming from W and SW (white arrows to the left).
There is also a river to far NW (hard to see but its also hinted by yield of top left plains square)
EAST: There seems to be coast line to the East, but even if its just a narrow passage to more land, this front (white arrow to the right) can be easily defended by fortifying archers on forested hill (green pentagon) along with chopped W squares
NORTH: unknown but should be defendable by archer on N hill with Coffee (green pentagon)
SOUTH: looks relatively flat and bland which means that it will most likely be developed last. However attacks directly from South should not cause problems due to natural barrier (lake).
Notes: overall this is a promising starting position that is easily defendable on two sides (E and S). Settling on a hill will give bonus to city defenders and access to river (via the lake) will help connecting future cities. Access to sea is also very important for naval operations later on as well as ability to construct various resource enhancing buildings (fishing docks, lighthouse, harbor, etc.) and WWs.
Fertile valley to the East is a prime candidate for second city, depending on what resources are revealed by Metal Lore and Stone working
With that in mind I will settle in place
Resources
Spoiler :
Green Square = Farm
Yellow Circle = Cottage
Green Star = Lumber mill
Red Arrow = Mine
Question Mark = potential hidden resource
Yellow Circle = Cottage
Green Star = Lumber mill
Red Arrow = Mine
Question Mark = potential hidden resource

So far we have luxury resource (coffee x2) and food + health (clam)
1. Coffee on a grassland hill (2) 2F-2P-1G good working squares right off the bet without any improvements. Problem with such resources is that removing forest early to build plantation will only swap one hammer for one gold (2F-1P-2G) until Commerce Code (CC) and Merchant Adventures (MA) are discovered (2F-1P-4G).
So options are:
- Leave them as-is (2F-2P-1G) = 5
- Cottage (2F-1P-4G) = 7
- Plantations (2F-1P-4G) when CC and MA are ready = 7 + happiness + trading possibility
Also need to be careful as removing a Forest will deduct 0.5 health points from the city, so -2 forest squares = -1 health
2. Clam (NO health bonus with Judaism) will need Fishing boats (+1F) and will gradually produce more food with various techs and buildings (Compass, Steel Hull, Fishing Docks, Lighthouse, etc.). With Fishing Boats (48P) and Fishing Docks (40P) (both available with Fishing tech) will produce 4F-1G plus 1HP.
3. Islands on Coast and Lake these squares cannot be developed by Celts (only Japan AFAIK) but are already very strong squares. Fishing Docks (Fishing) and Lighthouse (Shipbuilding) will make them even stronger (3-1-3 for the lake, and 2-1-3 for coastal). Also as a bonus, these cannot be pillaged by barbarians and lake island cannot even be blocked
NOTES: I would love to have more food resources available but abundance of fresh water grassland tiles should offset shortage of resources. Also this location has a good potential for discovering more hidden resources.
High Level Plan for next 50 turns:
Lay of the Land first warrior will continue scouting NW-N. I will probably send second warrior S to lift FOW and potentially sentry him there right before Barbs show up (~T50)
Build queue I usually like to let city grow before building workers and settlers, which in this case also make sense as there is nothing that needs immediate development. First job for our worker would be chopping two forests W of the city, but this can wait. If I am not completely off in my calculations, city will grow by turn 17 and will produce 1.9 of warriors (only 1 turn left for second) so I will start worker on turn 18 and it will take another 18 turn to complete. This means that we can start chopping on turn 37 (+1 for forest move) so hopefully he should be able to chop one square before barbs show up (13 turns to chop). Net result by turn 50 would be: 2 Warriors, 1 Worker, extra gold and production from second citizen, 1 chopped forest. Also, getting warriors out faster will mean more intel and XP from animals (hopefully).
Doing worker first will net roughly same result, but with 14P gain in Production (from second chop) and loss of 21 Gold (less population in city until worker is built).
Ideally we also need to upgrade one or two warriors to archers by T50. Gold can be saved on research or by looting tribal villages.
Research pretty much all of early techs are equally important, however we need to pick one so:
1. Fishing this seems like the obvious choice given that only reachable resource we have is out in sea, but we already have two powerful squares (coffee) to work on for next ~50 or so turns and we wont gain much benefit for developing clams until we need more food (to support mines for example). Skip for now
2. The Wheel although its pre-requisite for Writing (Despotism and Open Borders) we have no Horses and dont really need to connect any resources yet (cart path). Skip for now
3. Agriculture our main food supply for this city will come from farming but at a later stage. Also our city has plenty of Health from forests and river, so no need for wells yet. Skip for now
4. Storytelling Storytelling Circle is nice (+2 SCI and +1 CUL) and it is also needed for Sculpture (Monuments). Can wait until we get base infrastructure in place.
5. Tool Making also not very useful on its own, this tech is effectively a pre-requisite for almost all techs including Woodworking, which is needed to chop forests, we well as Archery. Will start with that
6. Metal Lore another obvious choice as it reveals four critical resources (gold, silver, gems, and cooper). Since we wont have any workers to take advantage of these resources for a while or any settlers to grab them, there is no pressing need to research it immediately.
Since we cannot chop forests until T37, when first worker comes online, research path will be as follows: Toolmaking->Metal Lore->Woodworking->Archery. All of these should be finished by T50 and I will also adjust the plan when we have more intel from scouting.
Let me know your thoughts on this and To Be Continued...