Round 6: to 1110 AD
Yes, a lot of turns this round. A lot happened, and after the previous unsatisfying round, this one just got better and better, so I succumbed to "one more turn" syndrome. I mean, just look at the time on this post!
To start things off, I declared war on Montezuma by snatching a badly-needed worker from him:
I also changed several of the builds, based on feedback from this thread, such as abandoning Nottingham's walls. That city still had to face the brunt of Monty's wrath, but it did so quite well. The worst indignity it suffered was the pillaging of the pig pasture and the road to it.
I finished researching Construction, grabbed Hunting in one turn for Spearmen to counter Monty's Chariots, and then went after Alphabet. When I had that in hand, I went shopping. No surprise, I got the biggest bang for my buck from Washington:
Not a bad deal, I thought. And it turns out I have two sources of iron available immediately, including one right beside Nottingham, and a couple of others not too far outside my borders. This was the only tech trade I did, however. I have a considerable advantage over Washington and I am reluctant to give it up. I even researched Calendar on my own, though both Washington and Izzy had it. I just didn't want to give them something like Metal Casting for it.
One other suggestion taken and executed was the next build in London:
I gotta say I'm growing more and more fond of Great Prophets. They pop a lot of useful techs right through to mid-game, they build lucrative shrines, and when all that's done, they make very profitable super-specialists. Having priest specialists contribute an extra hammer doesn't suck, either.
Speaking of Great Prophets, AW meant I popped the next one shortly thereafter:
Unfortunately, someone beat me to Theology and Christianity. With all the diversionary tech research, I'm not too surprised. I have two holy cites, and I plan on capturing two more, so I'm philosophical about it. (Heh. Philosphical. Get it? I discovered philosophy, remember? Hmph. If you have to explain it, it ain't funny...)
I still used the GP for Theology so I could run the theocracy civic. The only problem was I had converted to Buddhism and only had that religion in two cities, one of which, Hastings, was going to be my science city and therefore would not be building military units. No problem: I built a Buddhist monastery there--10% research bonus, remember--and then produced some Buddhist missionaries to convert some military cities.
Speaking of military: the war with Monty went as predicted. He threw Jaguars and Chariots at me, I countered with Axemen and Spears. I razed two annoying little cities, first the one east of York, then another one he plunked down south of that city in the desert, right on top of the incense. Meanwhile I was busily building Catapults. Some of them I whipped, but many of my cities were getting productive enough to not need the whip, and with war weariness escalating, I was reluctant to add to it. Unless the WW got really bad; then I put various items in the queue and checked to see if whipping would solve the happiness problem. A few times (such as rushing a forge in Coventry), it did. So the use of the whip is still very much alive in this game, though I suspect there are others who yeild it far more effectively than me.
Eventually, with the help of several catapults, I took the Aztec capital:
I had to pause for a few turns and let most of my units heal. Even after the cultural defenses were removed, Tenochtitalan's defenders, fortified on a hill, were not easy to dislodge.
In fact, this was my second attempt to take the city. I'd tried earlier after my first and only Catapult removed the defenses then did some collateral damage. But I lost several axes trying to take out the still-strong defenders. The end result was frustrating: there was one Archer left defending the city, at 0.8 strength, but I was out of attackers. I had the wounded Cat and three CR Axes left and thought I could take it on the next turn, but then Monty reinforced it. So I had to wait until fresh troops arrived. The second time, with more catapults, I fared much better.
And there was more good news. Despite escalating war weariness and with the help of some mines and chops, Hastings finished its first wonder:
I know you can just run a couple of science specialists to approximate the Great Library's effects, but the extra GP points towards a GS are great too. And the GL's specialists don't disappear if citizens become unhappy because, oh, I dunno, you're at war or someting.
Speaking of that. War weariness was, indeed, becoming a problem. I had taken three cities, and each time you do that, it escalates. I had also lost a few units in the process, and not just catapults, as I mentioned, and losing units also makes WW worse. On top of which, the war dragged on. I started it a little sooner than I liked in order to snag a worker, and it took a long time to get catapults and roads built.
So I took my only extra resource around to my buddy George:
Normally I wouldn't trade a metal, but remember George had Iron Working, and I had seen Axemen in his cities, so he had iron. Rather than being dangerous, then, I was just making it easier for him to build a Taoist Pagoda.
Or the Colossus. Hmmmm...
Meanwhile, Isabella is getting positively dewey-eyed over me:
Batting eyelashes and heaving bosoms aside, the little minx plunked down a city just north of Coventry--right next to the cow tile, in fact, threatening to take it via border expansion. It's acting as barb bait, but it's annoying. Isabella, sweetie, I hate to say it, but...you're next.
I have Macemen now, and she doesn't even have Feudalism for Longbows. I know she'll bee-line to it if I attack her, but no matter. Longbows can't stand up to Cats and Maces in large numbers. I just gotta set aside some cash to upgrade my best CR units.
And while most of my cities were producing military units, London had other things to do. Such as wonders, like this one:
YES!!! The dream of a cultural win is very much alive. Three religions, soon to be four, and the Sistine Chapel. The SC is not essential to a cultural win, but if you're not a Creative civ, it certainly does help.
Another thing that will help, but in a different way, is this:
With my research plunging because of the war, and with several sea-based resources near my cities, the Colossus was very attractive. It, together with Currency (which I finished researching on the same round) took me from the red to the black at 40% research right away. I'm also, finally, starting to build courthouses. And thanks to Currency I'm building markets in my most lucrative cities, like London.
I took several more of Monty's cities (and must remember to rename the unpronouncable things). I have elected to keep almost all of these older, larger, more established cities. Otherwise, the AI civs would just settle in their locations. One, Teotihuacan, gave me immediate access to dye once it emerged from revolt. The others are more strategic than anything else. All of them are under pressure from either American or Spanish cultural encroachment, so I'll have to rush missionaries down to them. I need to go after Drama soon for theatres.
Or maybe I'll just kick some a**. Like this:
"Cry God for Vicky, England, and SAINT GEOOOOOOOOOOOOORGE!!!"
And Monty is no more. He's passed on. He has ceased to be. He's expired and gone to meet his maker. He's kicked the bucket, he's shuffled off his mortal coil, run down the curtain and joined the bleedin' choir invisibile!! HE IS AN EX-MONTY!!
Yes, that's a Level 5 unit! I'm building the Heroic Epic in York and I'm now set to later build West Point there as well.
Thanks to that good ol' Financial trait and some cottage spam, my economy is not a complete shambles. Yes, I'm making a diversionary run for Music--taking a gamble on getting the GA--but after that and Drama, it's back to the Redcoat path.
Now I have to start thinking about war with Isabella. One question is, how soon? As I said, she doesn't have feudalism yet, but as soon as she does, you know she'll upgrade all her Archer to more formidable Longbows, requiring me to follow suit and upgrade several of my Axes and Spears to Macemen.
I have to think about religion, too. Do I stick with Buddhism or switch? Washington is still Hindu, and I now have its holy city, and shortly, once I get another Great Prophet, I could have its shrine. Don't forget I have Taoism and Confucianism as well, and Divine Right is still available for Islam; I could use the GP to help with that.
And my economy! I need more markets, and more cottages. Thankfully, I have a lot more workers now, thanks to several captures during the war. So I should be able to bring my calendar resources on-line soon and cottages, cottages, cottages. I'm also building lighthouses in my coastal cities to take advantage of the Colossus.
And now I also need to start thinking about National Wonders. As I mentioned, I'm building Heroic Epic in York, but I could be persuaded to abandon it. Still, I think that's a good location for it. York has limited growth potential as a city, but it makes for a good military production centre. I've said before that I don't like putting HE and WP in my best production city.
Now, what about Forbidden Palace? I need a few more courthouses, and then it will be available. Should I build it soon or hold off and put it in Spain somewhere? Before we decide on that, if I GP-rush Divine Right, that also gives me a leg up on Versailles.
And a GP farm? Probably one of the cities in the jungle I took from Monty. Which one, and how soon?
And if I'm keeping the Cultural victory option open, I need to start thinking about the three cities. London is obviously one. But what about the others? I don't see any obvious candidates yet; I'll have to select them and start working towards it.
And by the way, I may skip playing tomorrow night and not post an ALC round as a result. Between this and World Cup, I need to catch up on my sleep!
Here's the save: