Discussion in 'Civ4 - Succession Games' started by Jusos2108, Jan 18, 2012.
I'm here; I have class today, but I will play tonight.
One simple Skirmisher produced so much gold! Deserves to be named
Turn 0: 914 AD: Nothing
Turn 1: 916 AD: A Byzantine Horseman approahces our skirmisher so I withdraw the skirmisher into Central Anaolia (1 tile SW of Lake Tuz) and away from Byzantine borders.
Our Horse Archer destroys a Javelinman on the outskirts of Kerman. Workers begin a farm near Mazar-e-Sharif, a winery near Herat and another worker begins walking to Gwadar.
Turn 2: 918 AD: The Byzantine Horseman still manages to find and kill our skirmisher; at least we won't have to pay its maintence costs anymore.
I instruct workers to expedite the completion of the farm under construction near Samakand. I complete the farm and move a citizen working the mine to the farm.
Turn 3: 920 AD: HA steals worker near Kerman even though he hasn't finished healing from two turns ago, I feel the AI cannot win by attacking with either a single spearman or single javelinman.
A rebel javelinman blocks the road for our Caravan so I take a detour by Namak Lake
Turn 4: 922 AD: Khavakand finishes Madrasah; begins mosque. Barbarian axeman approaches Herat. I insruct workers near Samarkand & Mazar-e-Sharif to construct more farms.
Near Kerman, our Injured HA & worker play cat and mouse with the rebel's newly built archer. I cannot cross the desert so I hide in the hills to the NW.
Turn 5: 924 AD: Samarkand finishes HA; I begin Madrasah. Marv finishes settler. I send the HA & settler down the Syr Darya. Rebel javelinman destroys barb near Herat.
Turn 6: 926 AD: HA begins escorting the Kerman worker back to Gwadar. Spy arrives in Mesopotomia. Our caravan is still lost near Yazd. Workers mine gold in Herat.
Turn 7: 928 AD: Workers build more farms. Spy arrives in Wasit and begins to sleep. Wake him up in four turns and see what we can do.
Turn 8: 930 AD: The Javelinman that had been exploring Ghanza province is instructed head towards to Gwadar.
Turn 9: 932 AD: Worker arrives in Gwadar and is in poition to begin iron mine when borders pop next turn. Our Horse Archer has healed and heads back to Kerman.
Turn 10: 934 AD: Gwadar finishes workboat, begins another; I send workboat to the fish. Our Horse Archer has terrible odds against Kerman's archer so I withdraw the HA.
Buyids spawn and declare war on Abassids.
A few pictures of our growing empire are attached for your viewing pleasure.
Thoughts about the future:
Build city along the Syr Darya.
I like to build a shortcut road between Samarkand and Tocharistan as you can see in this screenshot (my final attachment) from an earlier Samanid game I played (with Balkh & Kunduz instead of Mazar-e-Sharif). Now that Mazar-e-Sharif and Samarkand are almost fully improved, I think it would be worthwhile to use our workers to build that road as it can be very handy to have it when the Kara-Khanid Khanate invades.
In any case, we need to do a military buildup to counter the Kara-Khanid as well as Ghanza/Ghorids. We also need to assemble an invasion fleet at Gwadar for Mecca.
We should try to take Kerman soon: 2 catapults from Gwadar & 2 HAs are probably enough.
Also, how to deal with the Seljuks, and later Khwarezmid? Let cities go, or fight? If we let them go, we would have a buffer against the Mongols and could focus on northern India (which is far superior land anyway). And, the cities about to flip should mainly produce troops.
I wonder why you guys are going towards future Seljuk land. Herat and Merv will flip. Indian land is much better in terms of keeping long term.
I think we should deny the Seljuk flip, but let Samarqand go to Khwarezmia. Timurids would flip it anyways later on. The mongols would then only really treathen Marv, which is quite easy to defend on open land with Heavy Horse Archers.
Okey, after looking at the save, I would say that we shouldn't found the Syr Darya city, since it isn't that good of spot and it is annoying to defend. So I'll detour the settler to found Fargfana. We will deny the Timurid flip anyways (they'd flip our capital).
Turn 0 (82) I reroute the settler towards Fargfana. Switch Samarqand to Horse Archer. We currently have 16 gold and are at 0gpt at 40% science.
Turn 1 (83) Khavakend finishes Sunni Mosque, next library. Mazar finishes Barracks, next Sunni Madrasah. I manually emphasize growth all around our empire, since we have lots of happy cap. We upgrade the Honey deal with Abbasids to 4gpt. 16 gold, 0gpt at 50% science.
Turn 2 (84) Nothing happens.
Turn 3 (85) We trade Long Distance Trade to Buyids for Religious Philosophy and OB with them.
Turn 4 (86) Marv finishes Sunni Mosque, next Sunni Madrasah. Farghana is founded.
Turn 5 (87) We research Crucible Steel, next Astrolable (6 turns) for Coast trading and War Galleys. We ask Abbasids for 60 gold and get it.
Turn 6 (88) Iron next to Gwadar is finally mined.
Turn 7 (89) Nothing happens.
Turn 8 (90) I conduct a trade mission in Baghdad for 82 gold. 144 gold, -10gpt at 60% science.
Turn 9 (91) Samarqand finishes a HA, next Sunni Missionary.
Turn 10 (92) Astrolable in, next Engineering (29 turns) for quicker movement and Kutlug Timur.
Turn 11 (93) Marv finishes Sunni Madrasah, next market for quick money + merchant slot. Farghana finishes Dihgan Archer, next Blacksmith.
Turn 12 (94) Samarqand finishes Sunni Missionary, next HA. I sell Astrolable to Abbasids for 80 gold and finish the turnset with 170 gold and -5gpt at 60% science. Engineering is now due in 24 turns.
Notes and suggestions:
-Use the Horse Archer near Gwadar to explore the coast from Gwadar to Basra, so that we can include Gwadar into our trading network.
-Build some troops to take Kerman (there is no hurry though). The vets can then go on to Mecca via Sea.
-Samarqand is our HA city and shouldn't pretty much anything besides them. The Sunni Missionary is there to eventually carry the relic to, for example, Gwadar before the Khwarezmids flip it.
-Marv, Khavakend and Mazar-e Sharif should focus on economy, blacksmiths -> libraries -> markets. Farghana needs a granary after the blacksmith, otherwise it won't grow.
What about researching cash cropping ourselves? Happiness+health is no problem, so slavery+agrarianism would be pretty helpful as we have quite some farms and plantations. The earlier the better.
I will play in about 12 hours from now.
Yeah, I thought about that, but decided to take a risk that someone will research it for us soon. Someone might even have it already, we should meet other civs soon too. Byzantine is usually willing to trade techs even at annoyed...
Good turn sets.
Slight delay last night folks, we had unexpected guests drop in. I won't be able to play until tonight now, some 12 hours from here. If someone else wants to take the next turns before then, I can swap in the order and play the following turn set. Otherwise I will play tonight.
I will be unable to play until tomorrow night (24 hours), so I can't skip ahead at the moment. It's just 12 hours anyway
There's no rush, so I think that we can wait for blizzrd to play tonight and then rrosen can play tomorrow night.
Did the Spy get any promotions? Or still sleeping in Wasit?
Why nobody ever try to capture that really far easternmost city on the Silk road? It never flips to anybody
Turn 0: 958AD
Trade Gems to Abbasids for Cotton. Request 20g from Buyids for 10 turns of peace. Change build order in Gwadar to put Barracks in front of the current Catapult. Minor micromanagement of some tiles worked in various cities. We have 190g -13gpt at 60% science. Engineering is due in 29 turns.
Turn 1: 960AD
Mazar finishes Madrassah, starts a Blacksmith. Spy in Wasit successfully steasls from Abbasids but unfortunately returns to Gwadar. It's a long way to walk back from Gwadar to Iraq without any roads.
Turn 2: 962AD
Ghaznavids spawn, they are at war with us. I am not afraid. Spy starts the trek towards Iraq.
Turn 3: 964AD
Khavakand finishes Library, starts Blacksmith. Barb axeman has approached Marv. Our waiting Horse Archer attacks the Barb axeman and wins (at 96% odds) but only just survives with 0.6% health. The HA promotes to L3 though, so will heal fast enough.
Turn 4: 966AD
HA heals in Marv. Not much going on this turn.
Turn 5: 968AD
Gwadar finishes Barracks, I also put a Granary infront of the partially completed Catapult. Gwadar is now connected to our trade network.
Turn 6: 970AD
Fatimids spawn. We have no contact with them (or Byzantines) though.
Turn 7: 972AD
Barb axeman approaches Herat. I move our Javelinman onto the Gold Hills tile. Our Horse Arche roaming the northern coast of the Persian Gulf moves inland through the Buyid cities en-route to Iraq and the Mediterranean, to open up some more trade contacts.
Turn 8: 974AD
Javelinman kills Barb Axe near Herat. We get this cool event:
I say we should try to go for it. We'll need to beat the Ghaznavids to this Rebel city though. I start to shuffle some of our Horse Archers towards Herat, in case we need to rush to complete the quest.
Turn 9: 976AD
Herat finishes Madrassah, starts Blacksmith. Deer near Farghana is improved. We could try to swap our Honey deal for 4gpt with Abbasids for this surplus Deer resource perhaps soon.
Turn 10: 978AD
Gwadar finishes Granary, now will finally compelte that Catapult. We make contact again with Byzantines. They are Furious, but I ask for cease fire and they agree. Still Furious though.
I would say that we postpone the attack to Kerman indefinetly until our Greed has been satisfied, so we should direct the Kerman taskforce (cata and a sword?) to Zaranj and send some reinforcements from Herat. However, we should also keep in mind that the Kara-Khanids will spawn soon..
What course of actions against the Ghazvanids? Try to make peace as quickly as possible, conquer, or stalemate?
Guys, that barb invasion will start around ~1000, we need way more HAs in Samarkand and Merv! Please dont send any HAs south for now.
I'd say make peace asap, and deal with the Seljuks first. Maybe the road to Iraq should be pillaged, to stop the Seljuk HAs from reaching Merv fast. Trade with Gwadar is interrupted anyway.
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