Summary of Strategy and Play
Preplay discussion (to be written).
Since we have no libraries, we're running 0% research to start, saving up gold for later.
Turnset 1, turns 0-18, 1285-1375 AD, Backwards Logic:
(x-18) -- By turn 9 we've discovered we're cut off to our north and to Gandhi's west. There's a nice site (cows, clams, IRON) NW of India that we must settle before Gandhi to limit him to longbows, so we can then throttle him. With luck we'll keep him to 2 cities. We discuss peacefully hemming him in with settler spam versus a more direct approach (steal workers, pillage, threaten any settlers). The latter method wins and BL revises his spreadsheets to produce a settler by turn 19 (for the iron site) and give us a decent military. Gandhi pops a Great Sci on turn 18, which is probably better for us than him getting a Great Artist who would put more cultural pressure on us. We do not road/camp the river ivory, figuring that it will eventually flip to Gandhi. Our continent is pretty well explored now, and we see an icy fish/silver/iron island to our SE.
Turnset 2, turns 18-33, 1375-1450 AD, CommandoBob:
(18-23) ||
(23-27) ||
(28-33) -- We finish buiilding our first settler in Moscow and send him to the iron/cows/clams site NW of Gandhi, then concentrate on building barracks and units. By turn 23, Gandhi is roading his ivory, and next starts a camp. We attack on turn 25 and steal 2 workers. On turn 29 we capture another worker and continue pillaging everything in sight.
Turnset 3, turns 33-50, 1450-1535 AD, Xcalibrator:
(33-37) ||
(38-43) ||
(44-45) ||
(45-50) -- Apart from one road and Delhi's clams (and we take out those soon with a trireme), we've pillaged everything Gandhi has and start shifting workers over to the west to keep the land clear of fog while roading. A little late--there's a barb axeman, but no barb cities. We meet Mao on turn 35. Broberg finishes a worker (we have 9!) to hook up the iron and cows and then starts a trireme. Moscow works on a settler for the 5-seafood site up north while a worker roads toward it. St Pete concentrates on military units and chop-rushes a knight as soon as we gain cultural control over the horses. Just in time, as the next turn (43) Gandhi culture bombs us and we lose a lot of tiles, including the horses, but we found Seaside (with 5 seafood) up north. Then, Gandhi moves a longbow next to Broberg; after some discussion, we move a pike to protect the iron from pillaging, and the longbow moves away--phew! But... on turn 45, a barb galley unloads a mace and spear on the cows next to Moscow, which has only a warrior guarding it.
BL does some tests and after more discussion we decide to roll the dice and upgrade the warrior to a mace using our cash stash (duh) and take our chances.
Our mace will have 91% odds if the barb mace attacks and may/might have enough strength after that to dissuade the spear from attacking. The next turn the barb mace attacks and dies, but then the spear attacks! We survive, barely (1.6/8 strength). After that we kill some units that Gandhi foolishly sends out, capture another worker, and get back to our growth plan.
Turnset 4, turns 50-75, 1535-1660 AD, BL:
(52-57) ||
(58-61) ||
(62-66) ||
(67-71) ||
(72-75) -- We lose a pike attacking a catapult by Bombay but finish building a mace in St Pete. We meet Roosevelt via caravel and see that the barbs have set up their own little empire to our east. After settling our first GP, an Engineer, Moscow finishes a market and starts another settler, and Seaside starts on the National Epic since we're going to be running
lots of specialists up there with all that seafood. Gandhi has a pair of caravels wandering around aimlessly, but we're worried he'll sit on Broberg's clams. We found Silverton (1610/turn 65) and help it get started with a workboat sent from Moscow. Gandhi's culture (courtesy of Bombay and the Sistine Chapel
) has infected St Pete to the extent that we now have 1 point of motherland unhappiness there. We meet DeGaulle, leaving just one more AI to find. Delhi builds a settler and Bombay pops a Great Merchant; both just sit there stupidly, along with the workboat in Delhi that was built ages ago. Come out and fight, cowards! Horsetropolis is founded on the coastal desert tile with horses and 2 seafood in BFC south of Moscow in 1640 (turn 71).
We then pause for, um, creative discussions of teching strategy (what to research, bulbing vs academies, etc.). We decide to drop Astro, which we've been working on since the beginning with 0% research, and go for Nationalism in order to be able to rush the Taj for a Golden Age with a Great Engineer we plan to pop from St Pete, and then go on to Constitution (for Representation) and Democracy (to build the Statue of Liberty--we're Industrious and will have copper once we settle to Gandhi's SW). Astro opens up trade routes, but since most/all of the AI will be running mercantilism for quite awhile that won't do us any good (apart from the 25% beaker bonus from observatories). Nor are we in a big hurry for Scientific Method since that obsoletes monasteries and we're hoping to catch and spread some more religions for the 10% beaker bonuses and Free Religion happiness (from Liberalism). We should be able to trade Nationalism for Education (or whatever) and then all the other available techs, hoping that an AI will have Liberalism available for trade by the time we get Constitution and still have a turn or two on our Golden Age to do the revolt to Representation and Free Religion. We'll hold a Great Sci (from Seaside) in reserve in case we need to bulb Printing Press as trade bait, but otherwise plan to use our first two Great Sci's for academies in Moscow and Seaside. Once the National Epic is finished and Seaside has grown to its happy cap to run specialists we'll burn a turn in revolt to Caste System to run unlimited scientists. We work on a Confucian missionary to send to Seaside (which has only Islam) to take advantage of the 100% GPP rate bonus from Pacifism during the Taj Golden Age, and to allow us to build a Confu monastery for the 10% beaker bonus.
But...
then we get another barb invasion. Two barb galleys approach Horsetropolis. Both are sunk but one deposits a mace and spear. We chop a longbow in Horsey and then
(74-75) sacrifice a worker to lure the spear onto a plains tile and next turn kill it with a crossbow.
Turnset 5, turns 75-92, 1660-1718 AD, Xcal:
(75-80) ||
(80-86) ||
(87-88) ||
(89) ||
(89-92) -- After much discussion of our teching strategy, we decide to stick with Serfdom and not revolt to Caste Sytem. Instead we concentrate on growing our cities to run as many specialists as possible during the Taj Golden Age, and we give St Pete time to pop a Great Engineer with 100% confidence. Caste would let us run lots of specs now, but then Seaside would pop its Great Person before St Pete.
Back to the barbs. The mace kills our wounded Xbow but one of our longbows kill him. Also on turn 76 (1665AD) we meet the last AI, Churchill. The next turn he discovers Liberalism and takes Astronomy. We lose a healing mace to Gandhi out west. Seaside (our big seafood city) builds an Islamic monastery to spread the word and future happiness via Free Religion. Gandhi finally builds a settler in Delhi but we have him pretty well boxed in.
During
turns 80-86 we finally crank up the research from 0 to 100%. We lose our best mace attacking a Gandhi catapult despite 97% odds, and trade our map around for gold, getting Mao's in the bargain, which reveals a lot. Gandhi attacks one of our pikes and loses, giving us our first Great General; we're saving these for Military Academies later. Moscow starts a settler for the crabs/copper site in the far southwest; we want the copper to speed the Statue of Liberty, as well as to deprive anyone else of that site. We're having some trouble containing Gandhi, but managing.
During
turns 87-88 and
89 we keep building libraries in our minor cities and then crank up the food production to grow. We sacrifice a worker to lure an Indian longbow off Broberg's eastern hill so we can mine it and lose a mace while attacking, this time with 95% odds.
We finish off the Lbow with one of ours. Meanwhile we're playing musical chairs with a barb galley in the east, using our caravel to prevent it from dropping troops on our mainland or on Silverton's island. At least Churchill doesn't attack us, after being in WHEOOHRN for quite awhile and then moving a galleon toward Broberg, to which we reacted with restrained panic. When we get to within 1 turn of finishing Nationalism we drop to 0% research to delay it and allow time to get the Great Eng, grow our cities, and build up more gold to run 100% throughout the Golden Age.
We've spread Islam to Moscow so it can build its own monastery and crank out some missionaries to other cities. Islam is Churchill's religion and since we're going to run Pacifism during the Taj Golden Age (for the GP bonus) we need to pick a religion, and Islam is the only foreign one we have--might as well please somebody. In Xcal's
last session (89-92, 1718 AD) we get our Great Engineer in St Pete but lose our naval grip on Delhi when Gandhi kills one of our 2 caravels with his new caravel (of 2). Our lone ship sails north to Broberg, hoping to survive (Gandhi has the circumnavigation bonus) and help ferry a missionary from Moscow to Broberg before the Golden Age.
Turnset 6, turns 92-, 1718- AD, BL: After a few turns of running at 0% research to build up gold we build the Taj to start a Golden Age and run lots and lots of specialists. During the next 20 turns we get 7 more Great People, using one of them to extend the Golden Age. Along the way we discover Nationalism and sequentially trade that for Liberalism, Education, Printing Press, Economics, and Gunpowder. We discover Constitution by ourselves and revolt to Representation midway through the double GA. The 2nd GA ends in 1760, when war breaks out with Churchill and Roosevelt against Mao. More details later.