USSG 01 - Polar Bears

No, but if you hover over their lands it shows you what percentage nationality it is. Sneaky way of finding out who neighbors are!


On another note, I'll be without Civ access until Friday. Still have forum access, but if my turn comes back up, I'll need to take a skip unless folks are willing to be generous!
 
OK, here we go. Let me know if I screwed up badly.

The gist I got from previous posts were: 1) Secure Wines, 2) Keep Barbs at Bay, 3) Secure Fish, and 4) Breed More Ruskies! I took those to be my goals.

325BC:

St Pete Workboat---> Lighthouse (to get more food from the coastline)

Seeing that the pressure from the barbs was coming from the SE, and that we had settled the NW enough to have one tile of fog, I moved the scout up there on the Rice towards the Beavers, and the Archers on the Cows towards the rice in the SE.

Archer in Moscow took out the archers IBT, so they have a promo to use. I didn't use it, as nothing got near enough to Moscow to force the CGII promotion, but warriors are coming now, so it should be done soon.

WB sent to Fishes

Workers feverishly securing wines to W of Moscow

300BC: Fishes secured

275BC: :coffee:

250BC:
Iron Working --> Metal Casting (11 turns) Figured this stayed in line with our variant, as Forges come with MC

We've got Iron:


And More Iron:


We are in the serious Red in cash flow, and Research gets dialed down to 70% to stay above 0 gold.

225BC: :drool:

200BC:

Barbs have Axes:


Archer gets promoted to Hill I and anchors into the hills for the upcoming battles.

IBT Archers beat Axes

175BC: :bounce:

IBT: Warriors take out wounded Hill I Archers. There no developed tiles between Barbs and Moscow, so I let them be for now, as they will probably beeline for our defended city, lemmings that they are. Here Kitty Kitty Kitty :clap:

150BC: :twitch:

125BC:

St. Pete Lighthouse --> Axes (need soldiers to take out the Wild Folk in the Wood, and I thought we needed them sooner rather than after making Barracks)

Great Lighthouse BIDaL

Novogrod starts pre-programmed Barracks after finishing Library

100BC:

Workers at Wine NE of Moscow are programmed to make a road to Moscow. This was just done, so change it if you want.

Worker pair W of Moscow should secure Beavers after Barb Warriors are taken care of.

And here's the save:
 
Good job on your first SG turns! Your writeup was great. Lots of info and good pics.

One thing tho, those archers you took from the cows at the start... were supposed to go defend Rostov. Sorry if I didn't make that clear!

In any case, it looks like hooking up the northern iron will be easier and faster for us. Next player up should remember that once MC finishes researching we must drop everything in all cities and get forges built - this includes making sure cities are using every hammer available. Does our variant allow current builds to be completed, or must they be paused while the forges get completed?
 
bobrath said:
One thing tho, those archers you took from the cows at the start... were supposed to go defend Rostov. Sorry if I didn't make that clear!

Sorry about that Bobrath, I missed it.

In retrospect, I think it might have worked out for the better shortterm, as it kept the Barb axemen from getting onto Moscow's doorstep, and we are fogless save one tile in the NW portion of the continent. Longterm we need army support for Rostov. Let's keep my mistake in mind.
 
Yuri2356 said:
3) Glorious Five-Year-Plan(s)
The true power of a nation lies in it's industry, no expense can be spared in making Russia's workers stronger! When available, any building which can directly boost out power to create must be prioritized, and every hand available set to the task of seeing it completed. When making any building which directly improves production, (Forge, Factory, Power plants, Dry docks, Etc.) a city must be optimized for production without question. All our greatest hammer-producing tiles must be occupied, and every space for engineers filled. The remaining persons are tasked as 'citizen' specialists, leaving only enough food production so that the city will not loose a population point before the building is completed. (At which time, things can return to normal)

I interpret this to mean that a city must stop it's current production to take up the production of the forge, factory, etc.
 
Damn, server was down and chewed up my post before. I'll summarise:

Mind telling us if you veto something in future - I thought I'd done metal casting earlier.
Good job figman - any chance of pressing just PrintScreen though? Those boxes are annoying :)
Can we get a clarification? I was under the impression that we'd at least be allowed to finish existing builds before switching to forges (factories, etc) - if not, then we end up delaying the techs to get some other stuff built, which is really gamey.
 
The variant rule was just about what to do when we build a forge/factory/whatever, rather than what priority we place on making them. Besides, if we did it than way, then newfound towns would be forced to crank out forges and factories and an agonizingly small size one with little to no chance for growth. For now, let cities finish their original builds. For ones we found after metal Casting, let them reach Size five before the forge, ten before factories.
 
Yuri2356 said:
The variant rule was just about what to do when we build a forge/factory/whatever, rather than what priority we place on making them. Besides, if we did it than way, then newfound towns would be forced to crank out forges and factories and an agonizingly small size one with little to no chance for growth. For now, let cities finish their original builds. For ones we found after metal Casting, let them reach Size five before the forge, ten before factories.

Sounds like a plan.
 
At last, to my turns.

For the motherland!

Turn 1: (75BC)

-Our Glorious scouting party fends of a savage Barbarian Warrior. Their leader is awarded the people's Star.
-Little else happens. I move some workers arround with intent to mine some of our hills.

Turn 2: (50BC)

-In a testimate to the inginuety and brilliance of our mighty working class, an engineer by the name of Imhotep arises in Moscow to the service of his people!
-Comrade Imhotep rests, as he devises his life's work.

Turn 3: (25BC)

-A library is completed in Moscow, and its shelves rapidly stocked with copies of the Party Manifesto.
-More Men of the Axe are added to Russia's mighty armies, and even more are ordered trained.
-Imhotep's grand vision is revealed, a mighty temple to be known as the "Parthenon". When asked why he chose to build a Temple if gods do not exist, he hesitated a moment and was executed. The structure was ordered built anyway by the party to inspire such greatness in all people, and remind them to know thier place. Thanks to Comrade Imhotep's work, it will completed within twenty-five years.

In other news, a Barb Axe is spotted on the border.

Turn 4: (0)

-Imhotep's "Parthenon" is finished, and his body placed there on display.
-The hostile axes continue to draw near. Moscow's citizens are ordered to train themselves in the fine art of axe-wielding in preparation for their arival.
-Novogord Spreads Soviet influence farther across the lands.

Turn 5: (25AD)

-In a far off land, a man named "Christ" is born, lives, and dies. Some misguided locals are lead to think this man the son of God, and proceed to worship him after his death.
-The barbarians come ever closer, and I say, "Let them come!". Our archer is made ready with further training in the ways of guarding cities.

Turn 6: (50AD)

-A barbarian Axeman is cut down in a hail of arrows. The second moves to attack position and an Archer follows in the distance. No doubt these savages have formed some crude excuse for a settlement. It is an offense to the people and must be purged.
-More axes are trained in the east, and work begins on sending forth brave pioneers to claim the wilderness from these Barberous thugs.

Turn 7: (75AD)

-For a second time the axes come, and sent home in pieces by the defenders of Moscow. The leader of these brave men is promoted to Captain of the Red Guard.
-More axes make their way to Moscow to reinforce the valiant Red guard, as an enemy archer seeks to chalenge them.

Turn 8: (100AD)

-Our reserachers have mastered the art of casting metal. With this new Knowledge, we can begin a new Era of production. The people's forges will mold the steel that shall cleave our enemies in twain.
-Research begins in creating a formal code of laws, to better organize the workers and keep the cost of settling disputes down.
-Moscow is the first to be set down the path to greatness, as all labours are focussed on completing the mighty forges which shall fuel our armies! (Forge build time droped from 17 turns to 9 via 5-Year-Plan)
-A team of our Valiant Axemen cleave their way through barbarian Archers, and their leader is made a Field Marshal.
-More barb Axes Are spotted in the southlands.

Turn 9: (125AD)

-Troops are moved, not much else.

Turn 10: (150AD)

-We catch sigh of the barbarians again, an Archer and an Axe. They definately have a city up, and all of our axes are on the warpath.
-Novogord Completes a Granary, and is prapared to forge ahead with their industry. (10 Turns to Forge)

Screenies:

Bring it on!
Moscow, 5-Y-P'd
And Novogord
Once more, upon the field of battle!
State of the Union:
Army Placement
Culture

I'll be gone for the next four days, so if my turns comes up again in that time, considder me skipped.


That's all folks.
 
Got it. I'll have my turns posted tonight or by tommorrow afternoon at the latest.
I'm curious about who's out there, I'm thinking about a build up of the Soviet navy during my turns.
 
DarthBeer said:
Got it. I'll have my turns posted tonight or by tommorrow afternoon at the latest.
I'm curious about who's out there, I'm thinking about a build up of the Soviet navy during my turns.

I have a feeling we have a barb city to the south, with the number of barbs coming from there. You might want to scout it out and see if there is one.

Also, which Iron resource are you going to try and acquire with the settler in St. Pete? I am thinking it might be best to place the city one tile N of the iron rescource on the coast. I would be nice to have another city able to produce naval units.

Thoughts?
 
Well I wanted to start on our navy, that didn’t happen. But our glorious 5 year plan is beginning to be realized and the peoples industry is forging ahead.
I could not settle 1 north of the iron on the coast because it’s too warm up there! The hearty Russian people have no need for such warm weather!

Turn highlights:

200AD- Adjusted Novgorod for max hammer production.

225AD- St. Pete’s finishes settler, starts forge and I adjust for max production.

275AD- Yaroslavl is founded on hill north of Moscow, starts on obelisk so we can nab the iron and horsed soon. Start worker chopping forest near Rostov.

300AD- Axes to the south are set up in a loose screen to respond to barb incursions.

325AD- Forest is done chopping, forge in 25 in Rostov.

350AD- That Roman city to the northwest borders expand and we meet Caesar. He has 6 cities and is behind us in points. I don’t sign open borders with him for now.

400AD- Moscow finishes archer, sets off for garrison duty in Rostov as it is unguarded atm.

425AD- I start St. Pete’s on the Colossus. Feel free to veto this, I was going to build a library there but it is only generating 2 beakers atm, and Moscow is our great person city but 1 extra gold per ocean tile is always nice. Plus it will only take 8 turns to finish. Then again getting some galleys out there wouldn’t hurt either.

I did scout out the southern-tier of our empire and didn’t see any black borders anywhere, but we continue to get a steady stream of archers, axes, and warriors. Our axes to the south will be 10xp field marshals in no time!

Detailed turnlog:
Turn 122 (175 AD)
Rostov finishes: Lighthouse

Turn 123 (200 AD)
Rostov begins: Forge
St. Petersburg finishes: Settler
Axeman defeats (4.30/5): Barbarian Axeman
Axeman defeats (3.75/5): Barbarian Archer

Turn 124 (225 AD)
St. Petersburg begins: Forge

Turn 125 (250 AD)

Turn 126 (275 AD)
Yaroslavl' founded
Yaroslavl' begins: Obelisk

Turn 127 (300 AD)
Moscow finishes: Forge
St. Petersburg grows: 7
Axeman defeats (2.90/5): Barbarian Archer
Axeman defeats (5.00/5): Barbarian Warrior

Turn 128 (325 AD)
Moscow begins: Archer
Contact made: Roman Empire
Axeman defeats (4.55/5): Barbarian Warrior

Turn 129 (350 AD)
Novgorod finishes: Forge

Turn 130 (375 AD)
Novgorod begins: Axeman
Moscow grows: 8
Moscow finishes: Archer

Turn 131 (400 AD)
Moscow begins: Archer
St. Petersburg finishes: Forge
Novgorod finishes: Axeman

Turn 132 (425 AD)
St. Petersburg begins: The Colossus
Novgorod begins: Axeman
 

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Nothing for days and then up in 2 games at once? Isn't that always the way? Will get to playing after work tomorrow with any luck.
 
We seem to be 2 turns ahead of ourselves somehow - I'll play eight to even it out.

IHT 425AD:

Hire an Engineer in St Petersburg to speed the Colossus by a turn and get some GPPs.

Turn 1 450 AD:

Homer the Great Artist is born in Moscow, and a new Settler is started there. I'm not quite sure what to do with him - discovering Monotheism's completely pointless, so I'm tempted to use him to make a Great Work in the middle of our island somewhere to push back the fog - that could be a bit of a waste, though. The settler'll be ready right at the end of my turns, so I guess it'll be up to the next player.

Somebody left an archer on goto, it seems - tsk tsk!

Turn 2 - 475 AD:

Few barbs still hanging around. Code of Laws is complete, I start Mathematics partly for the Hanging Gardens access (I can see us building lots of wonders here, with our high production and many engineers due to Parthenon and a Philosophical leader) but mainly because it leads to the much-needed Currency. Remember to open borders with Caesar.

Turn 3 - 500 AD:

Given what I just wrote, start Chichen Itza in Novgorod, tweaking its citizens to have it done in 15 turns. Clear out a few barbs in the south.

Turn 7 - 580 AD:



Another wonder for the great Russian state - our feats of engineering are unparalleled! Coastal tiles with a lighthouse now give us 2f/3g per turn. Neat!

Start our first, horribly delayed, Galley in St Pete.

Turn 8 - 600 AD:

Realise I'd failed to follow the variant rules for a second in Rostov - sorry guys. Hire a Citizen, bringing its Forge time down to 10 turns (and getting 3 beakers thanks to Representation, which is rather nice).

Mathematics discovered, giving us access to the Hanging Gardens (more engineer points!). Currency begun, due in 9 turns.

There's a settler due next turn from Moscow, who should probably head to one of the city sites near Moscow in order to try and avoid maintenance costs rising too much, unless you want to send him farther afield and use the artist to push back all that fog (which would reduce our military support costs somewhat).

The fog is now pretty much confined to the extreme south and east, in the ice and tundra. No new barbs have been spotted for several turns, either - I doubt we'll need any more military for a while.

Overview shots:



 
Ok, I see it and will try to play tonight or tomorrow.
 
Turn 140 (0) (600 AD)
Looking around, I see that the beavers that were pillaged 1300 years ago are still not reconnected - must fix that. Also, we only have 3 great workers for our great land. We must inspire more people to improve the mother land. Finally, our beautiful forges will not inspire fear and dread into the enemies if we don't have any iron to work!
Moscow finishes: Settler
St. Petersburg's borders expand



Turn 141 (1) (620 AD)
Moscow begins: Worker
St. Petersburg finishes: Galley
I pull a scout from fog busting and send him to meet up with the galley to 'explore' JC's land.

IBT:
While defending, Field Marshal Vladingson (Axeman) defeats (0.20/5): Barbarian Axeman
I was re-jigging our fog screen when Field Marshal moved into the open (ie no forest) and next to a barb axe - lucky the axe attacked across a river.


Turn 142 (2) (640 AD)
St. Petersburg begins: Worker

Turn 143 (3) (660 AD)
Yekaterinburg founded
Yekaterinburg begins: Barracks
Yaroslavl' finishes: Archer

Turn 144 (4) (680 AD)
Yaroslavl' begins: Barracks
Moscow finishes: Worker
St. Petersburg finishes: Worker
The great library is build somewhere - that means they have lit AND time to build the wonder.

Turn 145 (5) (700 AD)
Moscow begins: Worker
St. Petersburg begins: Worker

Turn 146 (6) (720 AD)
nada

Turn 147 (7) (740 AD)
Novgorod begins: Worker
St. Petersburg finishes: Worker
Do you believe it - 1 turn from getting a 25% bonus in all our cities and someone else competes it. Oh well, I for one prefer the 399 gold.

Turn 148 (8) (760 AD)
St. Petersburg begins: Library
Moscow finishes: Worker
Novgorod finishes: Worker
Yaroslavl''s borders expand
Yekaterinburg grows: 2

Turn 149 (9) (780 AD)
Moscow begins: Granary
Novgorod begins: Archer
Tech learned: Currency
Rostov finishes: Forge

Turn 150 (10) (800 AD)
Rostov begins: Library - must expand this city - it is a pretty crappy location.
Research begun: Calendar - for our spices

Post
Well, we now have 8 workers, iron connected and the beavers / fur up and running. We also started trading some wine for suger to JC.
 
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