USSG 01 - Polar Bears

Getting the glorious Soviet Union back on track...

Turn 1:

A couple of units get built on the homefront, and we confirm once and for all the the world is indeed round when our sailors make their way arround it. We seriously need to think of where we'll place out FP, since the oconomy is in a world of pain right now. I'm thinking somewhere near our recently added Roman city on the mainland, then we can use Versailles to keep maintainence down in some far off, yet to be conquered land.

At the front lines, I begin the attacks on Ravenna. One suicide cat survives, dealing light damage to the longbow and archer there. A second Cat isn't so lucky, but manages to further wound our enemies. Cat 3 stikes and runs away, bringing the longbow down to 2.3 St. Cat #4 takes a city raider promo and defeats the feeble Roman Longbowman. And... In a daring amphibious raid a team of Soviet crossbows capture the city! The people's liberation army marches on! Power ot the Roman Worker! :hammers:

Turn 2:

Yakutsk enters yet another iteration of out glorious five-year-plan.

Our armies recove form the last battle and prepare to continue their advance against the Roman Bourgoise. Mostly moving troops here.

Turn 3:

More building, more moving. Not much here.

Turn 4:

Raiding Roman chariots kill one of our catapults. Not to worry, vengance will be ours! Moments later our Elite Crossbow unit whipes them out.

France offers open borders. We accept.

Bombardment of Antium begins, and the first reinforcements from the motherland begin to arrive.

Turn 5:

Enemies of the revolution are purged from Ravenna, allowing the State control of the city. We begin a theatre to showcase our mastery of the Arts. Bombing of Antium brings defences to zero. Attacks to follow next turn.

Turn 6:

Hagia Sophia, being an industrial/engineering wonder, is started in Moscow. As a testimate to the worker, it will encourage them to be even more productive.

First suicide Cat at Antium, does a good job of softening them up. Cat #2 succesfully kills a defending Spearman. Cat 3 obliterates an injured Longbowman. Cat 4 finishes the job, slaughtering a Chariot and taking the city. We plunder hundreds of Gold from the hands of the bloated Roman merchants, may it go to furthering the cause.

Turn 7:

Not much happens.

Turn 8:

Guilds discovered, move on to Gunpowder since two of the other options could found unwanted religions, and we could always use some bang on the front lines.

Higa Sophia built in FaL. Moscow switched to grocer.

Turn 9:

Not much.

Turn 10:

Gandi asks for engineering. I kick him in the face.

Antium calms down and we start work on another theatre.


Our forces are in position in Antium, ready to strike at our next target. Being hot enough already, the order is passed down to the commanders of the Roman campaign to "Burn the Nation." Odly, a scribe misswrites the line, slurring it into "Burnination."


Save:
 
Sorry - middle of vacation here and I will need a skip too.
 
Sorry for the delay! RL jumped up on me all of a sudden. Got the turns played tho.

First off, there were Galleys on GoTo orders.... WHY???:mad: Even worse they were being moved away from the front with JC? I bring them back to prevent any naval invasion attempts (of where there were two). I really don't get the decision to move the galleys away from JC. They can't reach Isabella and will be needed for defense and eventually to bring our army back home from the Roman continent.

I noticed we're not running Theocracy... I thought we were supposed to adopt that to keep other religions out. I left it off - but only becaue the game founder was previous to me and I know I set Theocracy on during my previous turns - so someone must have decided to turn it off. Discussion???:confused:


1565 - Razed Pisae. Hurt our troops a bit - it was actually the counter attack by an invasion force that hurt more. Caused me to pause and heal the units. Our army is nearly in position to take Neapolis - I'd suggest not pillaging the horses there because we will be able to capture this city (its south of the line) and that's an improvement we can use. I'm moving against Pisae to 1) remove horses from JCs arsenal and 2) to consolodate our border a bit. Rome and Cumae (Longbow, Archer, and Axe defenders in Cumae - unknown in Rome) will fall easily enough. Be sure to pillage the iron by Rome soon to make our lives easier.

I completed Gunpower research (Saladin has it as well) and we're two turns away from Banking. I went Banking to get our economy out of the ditch. Chemistry will probably make sense next so we can get Frigates in preparation for our next invasion. Astronomy for Galleons could come after that - Maybe before just to open the sea trading routes and thus improving our income. Before we research this (or others get it) we need to decide what to do on the Theocracy front - religion will spread to us once those borders open up.

Here's the picture at Neapolis. Should be a quick and easy capture. Try to plan your attacks to prioritize experience.
civ4screenshot00073fy.jpg


There's a pillaging Chariot and Horse Archer south of Antium. We don't really have counter attack units down that way (two macement are 1-2 turns away from transport ready positions). I whipped the walls in Antium just in case JC gets itchy on attack instead of pillage.

Still finishing up happieness builds and some market improvements. Made sure to get Colloseums out to combat War Weariness.

We did pop a Great Merchant and instead of having him give us the relativly cheap Banking, I've got him on a caravel heading to the other big contient. A trade mission should do wonders for our treasury. Next player can look at what tech he'll give us after we get Banking and choose wisely.

I moved our barb watch forces around a bit. I really want our double medic promoted unit to be free for the next war - he'll be a huge help. We get one or two Barbs every ten turns still. Can't really cover as best we can - going to get expensive with those military units south. Whenever a southern city pops its borders, look to see if we can adjust the barb watch. Perhaps founding a city between Arretium and Bantu would work... There is Iron there (nothing else yet tho).

The turn after we complete Banking - we'll be negative on income again so be ready to adjust downward.

The Turn Log:
Spoiler :

Turn 221 (1555 AD)
Novgorod begins: Grocer
User comment: We're not in Theocracy...why? I'll flip to it when I start building units again.
Arretium's borders expand
User comment: Why in the HECK were Galleys let on goto orders???

Turn 222 (1560 AD)
Maceman promoted: Woodsman I
Crossbowman promoted: City Garrison I
Bantu begins: Theatre
Yekaterinburg finishes: Market

Turn 223 (1565 AD)
Yekaterinburg begins: Grocer
Maceman promoted: Combat I
Maceman defeats (2.80/8): Roman Spearman
Maceman promoted: Combat I
Maceman defeats (6.08/8): Roman Spearman
Swordsman defeats (6.00/6): Roman Catapult
Captured Pisae (Julius Caesar)
Razed Pisae
Pisae lost
User comment: And we Destroy Pisae
Novgorod grows: 10
Galley defeats (0.56/2): Roman Caravel

Turn 224 (1570 AD)
Galley promoted: Flanking I
Swordsman promoted: City Raider II
Catapult loses to: Roman Crossbowman (6.00/6)
Maceman promoted: Medic I
Maceman promoted: Cover
St. Petersburg finishes: Colosseum
Rostov finishes: Market
Yekaterinburg's borders expand
Maceman defeats (3.20/8): Roman Crossbowman
Swordsman defeats (3.12/6): Roman Horse Archer
Swordsman defeats (3.12/6): Roman Horse Archer
Maceman defeats (2.00/8): Roman Crossbowman
Maceman loses to: Roman Archer (3.00/3)

Turn 225 (1575 AD)
St. Petersburg begins: Maceman
Rostov begins: Barracks
Maceman defeats (6.96/8): Roman Axeman
Swordsman promoted: City Raider II
Maceman defeats (3.36/8): Roman Axeman
Moscow finishes: Grocer
Rostov grows: 5
Smolensk finishes: Barracks
Ravenna finishes: Theatre

Turn 226 (1580 AD)
Smolensk begins: Harbor
Ravenna begins: Harbor
Ravenna begins: Lighthouse
Maceman promoted: Combat II
Moscow begins: Aqueduct
Novgorod finishes: Grocer
Yaroslavl' finishes: Grocer
Smolensk grows: 5

Turn 227 (1585 AD)
Novgorod begins: Colosseum
Yaroslavl' begins: Theatre
Tech learned: Gunpowder
St. Petersburg finishes: Maceman
Pytheas (Great Merchant) born in St. Petersburg
Arretium grows: 3
Antium grows: 6

Turn 228 (1590 AD)
Research begun: Banking
St. Petersburg begins: Grocer
Crossbowman defeats (0.90/6): Roman Chariot
Vladivostok grows: 4
Axeman defeats (1.40/5): Barbarian Axeman

Turn 229 (1595 AD)
Crossbowman promoted: Drill III
Moscow finishes: Aqueduct
Yaroslavl' finishes: Theatre
Yekaterinburg grows: 9
Ravenna's borders expand

Turn 230 (1600 AD)
Moscow begins: Colosseum
Yaroslavl' begins: Granary
Horse Archer promoted: Flanking I
Galley loses to: Roman Galley (1.24/2)
Bantu grows: 3
Arretium finishes: Library
Antium finishes: Theatre

Turn 231 (1605 AD)
Arretium begins: Barracks
Antium begins: Walls
Galley defeats (1.20/2): Roman Galley
Axeman promoted: Woodsman I
User comment: Great Merchant can be shipped to the other big Contient for a huge gold payoff - better then tech
Crossbowman promoted: City Garrison I
User comment: Banking to improve our Economy - but Chemistry should prolly be next for Frigates


Our Cultural Outlook:
Civ4ScreenShot0006.JPG

And The Save:
 
Those Galleys were being moved back to ports in order to pick up more soldiers for the war. They would have returned to the channel after getting those reinforcements.

As to Theocracy, It was off when I picked up my turns and I left it there for now in order to avoid the greater upkeep cost. I also didn't want to interrupt the production of of units so early in the war. Now that the war is going smoothly, we've got grocers coming into play and banks are arround the corner, the next player should see to the switch. ASAP.
 
I think the units will move just as fast/faster on the roads to the NW tip of our contienent instead of using the 3 move per turn galleys. Plus when the galleys are there, they can defend our coast from JC. Or is there something special about picking up soldiers in ports that makes it worth the delay?
 
Ummm.... What the heck happened to this game???

Current roster: (?)
1. Yuri2356 -> At the Ready
2. <Reserved>
3. DarthBeer
4. BeefontheBone *On hold*
5. ruff_hi
6. bobrath -> Just Played
7. Thefigman -> Playing

So Thefigman... got it?
 
Yeah whats going on, both my sg's seem to have stalled. :cry:
Are we skipping over thefigman or what, whats the call yuri?
 
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