COTM 12 - First Spoiler (End of Ancient Age)

Does the palace jump work the same way in conquests as it does in PTW? Thinking of jumping my palace further south into conquered territory...
 
No, in fact a palace jump is quite often a negative to your empire as the once prosperous core is now quite corrupt.

To summarize a SirPleib article (I wasn't able to find the link), try to build the FP as early as possible in the direction you expect to be expanding.
 
Thanks, Denyd. Well, I've just finished my FP on the edge of my empire bordering Russia, in the same spot I think I saw someone building their 20k city. So that should work out ok for me.
 
Open, NoAIPatrol=0. My goal of late seems to be Domination, by the usual means of peacful then aggressive expansion.

QSC period.

Following A'AbarachAmadan's amd Redbad's thinking I send scout sw-sw. Don't see anything. Then settler se. Then scout e-e, and found Mecca one se of starting spot. I do a bad job of early-early exploring, and miss the cow with my second scout heading North. I settle my second city on the river with two game to the SE.

In 2510 BC A lone Ottoman rWarrior has strolled to the hills one SE of Mecca. I just finished a second rWarrior MP. I can't imagine he's going to declare, but that's just what he does. Their warrior loses a HP while killing one of my warriors. He then retreats E to the desert. They didn't pose much of a threat after that. Especially after what happens to them later.

My third city is to claim the silks, and horses, next to the Ottomans. It was about 2000 BC when I first uncovered the second game, which was still available to the north, but the cow was taken by the Russians. My fourth city claimed those two game and two incense. It's great having so many lakes around, and not needing to be on the river. :) Great Map!
I was at war with Russia with no real action until much later.

At 1000 BC I still hadn't claimed the wine. Or maybe even worse, still hadn't sent an extra scout that I had sitting on the sugar, just "watching for Russians" over the land bridge. :crazyeye: Cold War wastage.

I was just so damned happy I had horses. I thought the rest was to be easy. ;)

1000 BC

QSC stats: 4 cities, 12 pop, 2 temples, 2 barracks, 1 settler, 3 workers, 1 scout, 5 warriors, 1 spear, 2 horse.

In about 500 years I'll see the 2 wheats over the bridge, and get 3 settlers out there.

In 530 BC I notice that the Ottomans' Iron has depleted! Haha. And they didn't get a new one pop up for them. I originally thought it jumped to the island but later learned that was there all along. Don't know where it went...yet.

In 130 BC, at peace with the world, I reach Middle Ages. I have a settler about to claim the only Iron on the continent, near Korea. Ottomans have a city on Iron Island, but no harbor. I also have all the horses so far, and I'm just about to begin my aggressive expansion on France to get my Furs and Wine. Slow, but stlyin' [party]
130 BC
 
Open class

The Ancient Age (4000bc - 350bc)

1. Victory condition: domination or conquest. I want the game to be fairly quick to play, and with a fair score to give my global player ranking a bit of a boost. The Arabs' expansionism and their fast knights make either military victory easier. Whether I dominate or conquer will probably depend upon the percentage of land available to me on the starting continent.

2. Do I move my settler? It's a bad start, but I can't see where the good land is, so there's no point wandering in a random direction. Settle in place. This is no place for a settler factory, so I won't put a granary here. Build orders are 2 scouts and a warrior, followed by a settler.

3. Second city: by now I see that there are settler factory locations in three directions. NW is marginally closer, secures the incense, and can act as a springboard to go for 3 more resources (silk, horses, wine). I settle SW of the two deer, planning for another city to share the deer and take the cow.

4. Scouts? Doing good business. I meet Korea (3350bc), Russia and the Ottoman (3200bc), and France (3100bc). I get Bronze from a hut, a warrior and a worker. The worker was an error - it was a long way from home and I had forgotten to block with my build queue. However, it was this worker who explored his way across Korea and popped a hut SE of Seoul which gave Arabia its third town!

5. Resource grabbing: My third city is next to the the SE deer, and the fourth claims the silks which Russia thought were hers. This will be a source of friction, and Russia will repeatedly send a small stack of warriors into my land, whereupon I give Cath some extravagant per-turn deal and the stack goes home again. The fifth city is similarly aggressive; discontiguous with my empire, one tile north of the Ottoman iron, thus securing the southern silks as well as the iron. Cheap temples will help me in these little culture battles. The northern wine is claimed at the same time as the the horses in the SE, in 1525bc.

6. Techs and AIs: France is backward (I bought her workers, and she failed to put up any decent infrastructure) but the rest of us all keep the same sort of pace. I make several bad-with-hindsight research choices, and thrice in the ancient age I buy a tech from Osman which I will research myself in 1 or 2 turns. The French and Ottoman meet early, and they meet the Russians later although I manage to settle across the continent so that the French and Russians do not border each other. Russia gets the horses W of Arabia, and the Ottoman gets the furs. Korea remains isolated as I block the isthmus NE of the start with a scout, and later (850bc) a city, but they do secure their nearest iron source.

7. War! My appeasement of Russia finally fails in 1350bc. At this stage my empire is a sinuous curve from the northern wine to the southern iron, and it is hard to rush defenders to the Russian front. The war focuses on my silk-stealing town, and I come to thank my decision to site this town on a hill. Several Russian archers are repelled by staunch warriors and spears in this town. Peace is agreed in 1150bc for pretty even terms.

8. The slingshot? Yes, I get the slingshot without ever expecting to do it. Writing was bought from the AI, and then I research Philosophy in 1275bc. I take Monarchy and revolt in 1250bc.

9. QSC stats: 10 towns with 27 citizens. 1 settler, 14 workers, 2 scouts, 15 military units. All ancient techs except Construction, Laws, Republic, Literature. MapStat estimates a QSC score of 4428, but I wasn't in time to submit :(

10. And on to the medieval... Laws and Literature are researched at max, but then I slack off and start stockpiling cash while I build horses, so I can upgrade a decent force to ansars. In 410bc the Forbidden Palace is built in Najran, the town by the Russian silk which kicked off the earlier war. This is a strong town and starts to specialise in wonders. Under Monarchy, the nearby game town makes an easy 4-turn settler factory, and I have 18 towns when, in 350bc, Construction is traded from the Ottoman and I enter the medieval era.
 
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