The Tribal Elders of Delphi

(( Turn 0 // 600 AD
>We have such a bad reputation that we can't even trade copper with Casimir for his silver... Too bad. I've moved a few units around to prepare the western area.
> Decide to go for a hilly farm near Khirra

Turn 1 // AD
> Chinese complete hanging gardens
> Casimir denounces us, guess we're gonna get ganged on this
> Chinese are exploring the area for future expansion... Oh goody...
> Roads everywhere!
> Also, move a worker above Muang so we can get those deer up
> Interestingly, we got a new prophet. So let's enhance our religion.

Just skip the first turn and ask to enhance and look at the options. Right now, I'm pending for peace gardens or maybe choral music [if we want culture] and perhaps religious texts or religous unity to help spread and power up on our +2 gold per city following the religion.

Thoughts?))
 
((Your selection of Choral Music as the 2nd Follower Belief is I think a good one. I also like the look of Peace Gardens (when gardens are built they're worth an extra +2 :) happiness in a city). I leave it up to your judgement, though.

As for Enhancer Belief, I have a few options which I think are worth considering. Interested to hear everyone else's views, though:

  • Itinerant Preachers will spread our religion to cities 30% further away
  • Religious Texts will spread religion 25% faster (50% once we discover Printing Press)
  • Defender of the Faith would be good if we were expecting to fight defensive wars, but I'm not sure that we are


A thought about the potential Chinese colonisation attempts in the west . . . maybe bring Pytheas's scouts south through Chinese territory to help keep an eye on the west. Also, maybe send out chariots out west, too. I think we want good reconnaissance of the region to keep an eye on Chinese movements there, and I think we need to acquire a settler through whatever means as soon as is reasonable. Not to immediately settle (it will slow down our adoption of representation, which we don't want), but I think we should have a settler sitting where we want it to eventually settle and keep our military units keeping an eye out for any Chinese settlers. If they see any, pull the trigger and settle. Otherwise, hold off until we adopt representation.

On another topic, just reinforcing that the dead king Alexander the Great was definitely right to insist on the construction of the Notre Dame. Our unhappiness problems will go away in one swoop.))
 
((I'm torn between buying the cargo ship and allying Zurich tbh.

EDIT: I'm placing here where I'm guessing we will want our future city to be. I'm guessing right of the top crab, where we can work truffles and salt in the future [third tier expansion]?

Grose, you play in strategic view!? but yup thats the spot.

Buying an alliance with Zurich will cost 500 gold for 30 influence, which will diminish 1 point per turn. So for all that money we will only enjoy the benefits of an alliance for about 10 turns.

As for religion I can go with either choral music or peace gardens. For enhancer beliefs: I'd like to see Religious Texts to help spread our religion. Our religion is barely spreading to our original cities and we just doubled our empire. Might as well get all the free faith and gold we got coming to us.
 
((I don't play in strategic, but it seemed better to place the strategic view in this case, just as an overview ;)

I'm down for religious texts too, we are not spreading it enough as it is, so that's an easy decision. As for the choral or gardens, I don't know really. How hard is it to get 5 followers in a city? I really don't have a notion on this. Since we'd like to have more culture, this would be an easy way, without the religious buildings (they were all taken already unfortunately). How starved of hapiness do you guys think we'll be in the predictable future?

Ok, so point taken on the alliance, 500 for 10 turns seems rather weak. I'm now pending on buying a settler so we can do what Melda suggests, to get him in the west and wait for the time to build. Also, I've already moved 2 chariots and the spearman to check the west, I think we won't need the scout with all that I'm sending there, and I'd rather check the whole chinese area that we haven't explored.

Once I decide on the music/gards belief, I'll play the rest of the turns)).
 
Well I'm starting to lean toward Choral Music then since shrines are cheep and available early, and gardens are only really useful in cities with a lot of specialists.
 
((I'm tapping out of the religion enhancement question because I'm woefully unqualified to comment. :lol:

However I had a thought that I want to throw in here: instead of enhancing Hellenism at this stage, would it be worth looking into the possibility of using the prophet to spread the religion to four cities?))
 
((Hmmm, the more we wait, the less options we have when upgrading our religion. So they might even take the options we want. I think that enhancing even if just for the spread speed is worth it. Also, 1889 touched on something I hadn't considered: the base use of each of the buildings. Shrines can be built pretty much everywhere, gardens are more limited.

Since Melda taps out of the whole decision, and I agree with the shrine being more useful as it is, I'm also on for choral music. I'll play the rest of the turns today and write up)).
 
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Story
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Once the council left after the meeting, Bazil stayed behind, thinking on how there was so much to do, and so many hard decisions ahead. A broken kingdom was no kingdom at all. Even if he was not the true ruler, he had to once more rebuild it for the future king to rule, for that was the way it had been before, and that would probably be the way again.

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Bazil's personal logs
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Turn 0 - Game Turn 140 // 600 AD

Our reputation seems to have taken a turn, and now we can't even trade copper with Casimir for his silver, so we can't solve our happiness problem like that. I've moved a few units around to prepare the western area for the future expansion.

Decide to build a hilly farm near Khirra
Spoiler :
C82982490DCB76680CFBAB98625D8EABC2EE88E3


Turn 1 - Game Turn 141 // 620 AD

China completes a great work they called "The Hanging Gardens". Sounds very majestic, I'd like to visit it some day.

Casimir denounces us to the other leaders, as he believes we're a threat. I cannot blame him since we've waged a 20 year war on Siam, we must not be well seen outside. But they could not understand how much Siam and us had problems. It matters not now.
Spoiler :
087148784A5343B8DA8C1DF553362B5BE1787463


I do notice that China is investigating the western area the council asked to settle in the future. This does not bode well for us, we need to send emissaries to prevent that from happening. But if they fail, we need to be ready to settle the area in a thunder's flash. Thus, we're gonna use our vast accumulated gold to pay for a new group of settlers to be ready and explore the area. Also, our batallions that once waged war will now be used to secure the area.

Khirra is now ready to start working on our first cargo ship, we need the gold it can provide. We will also need to get more iron for our kingdom, so a new mine is comissioned near Khirra. Muang is a broken city still, we need to support the city, and a deer camp seems like the best first step. Also, we need to build the needed roads to connect the kingdom once more.

Interestingly, a new prophet was discovered today, and he brings a lot of new ideas.
Spoiler :
F76EBC8A34DA9B24BA843B0F049C269B8FF7A60C

> He spoke to us on how music can enhance our own culture (Choral Music) and suggested we start taking notes of our own religion's thoughts and bases, to help it spread far and wide (Religious Texts)


Turn 2 - Game Turn 142 // 640 AD

Milan and Zanzibar have declared an alliance with Poland, and I do not like Milan becoming a threat to us. I send an emissary with 250 gold as a gift, to keep Zurich friendly, or that'd be a possible hapiness hit, and we can't take that now.

I've received a map of how the western area is being watched
Spoiler :
D4B7CB1790CC6847C96BE5EE5F62308B4A9D15B9


Dostana finished building a granary that should help our people handle the harsh winters, I've requested a new work boat to be built.


Turn 3 - Game Turn 143 // 660 AD

Finally a worker has arrived to build a camp near Muang, let's hope this apeases the people there. The Meldian Highway keeps on growing in the meantime and our settling party moves west as normal. Our research finishes and our scientists suggest looking into a new explosive powder they have taken to calling "gunpowder". I wonder what they'll come up with.


Turn 4 - Game Turn 144 // 680 AD

A scout sent from our western area brings news, it seems a new barbarian camp on the southern part of the area was found. A map is brought to better see its location
Spoiler :
9B43E26498308BB47D8E0C720DEAEA9E5E51F008

The settler has been protected with the chariot for now, but in order to attack the camp safely, we need to trade chariot with the spearman.

Further exploration near Milan allows us to see the missing Silk they have been trading away in the last few years. Also, a chinese cargo ship is seen trading with Milan. Since Beijing is the only coastal city, it's expect that they are doing a Milan - Beijing trade route, which should be profitable. Maybe we should try to get into that trade later.
Spoiler :
7297A28945F7E5A6C01915E49B5B572C45A4072D


Turn 5 - Game Turn 145 // 700 AD

Khirra keeps on getting more built around it, as we have more people ready for work. However, we'll have to consider moving most of our expert workers to the north to rebuild our war-thorn areas, as Si Satchanalai has moved out of resistance and seems more open to rebuilding now.

A new trade route with Zurich is established, since it's close and gives us enough gold. I stayed 2 nights in Zurich, at the house of the royal Scientist. By exchanging a few words with him, I've managed to understand that the Netherlands have 4 technologies we do not know of (unfortunately my knowledge doesn't allow me to understand the basics of them), yet, they say we're more advanced in war, and they estimate we've got two technologies they do not have. It's expected since we're specializing so much, but we need to correct that somehow. I'll meet with the council later to analyze this.
Spoiler :
A814869085640C6AA62F9A1AB6D3EEB68B871B5C



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The meeting
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Current state:

Delphi Nova
Spoiler :
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Khirra
Spoiler :
0F47DB6F2FE4E861BAFC692214E52C3F3A1DDE57


Dostana
Spoiler :
EE0A776110B05FC71CB3D38F753D8761A75A9DDE


I'd like to get feedback from the council on the following topics:

1) Khirra will finish the cargo ship, suggest either a trirerme or the massive statue named Colossus ((12 turns, would boost our trades nicely, even though it's kind of late already)). Also, we're very unknowledgable in the ways of the sea, we should consider dedicating some research to it, if we want to secure our water trade routes. Another possibility is to produce a new work boat to use the fish already available on the coast ((we can't grow just yet, but we will in 2 turns)).

2) Delphi finishes the Notre Dame in 2 turns, I'd suggest either a workshop to move production, a caravansary to base all our land routes from the capital, or a market to boost our economy.
 
((I'm going straight from work to class tonight, so I might not get a chance to look at the save and comment intelligibly for another [timer=05/06/2015 10:00 AM UTC;Round Over][/timer] or so.

In the meantime, though, I like the idea of a mighty bronze colossus. Anyone agree or disagree?

I also believe once we acquire the mysterious black powder we should look into investing heavily in maritime research, to bolster our naval forces.))
 
Nice work Bazil, things are starting to fall into place. The Meldian Highway should bring in about 8 gold.

I've noticed a few things looking at the save. A light house is available now, that will blow Dostana up! A cheep little lighthouse there will add something like 5 food and 3 production per turn! BTW if you adjust the tiles you can finish the work boat in 6 turns.

I'm really bumbed that Delphi is stagnant already at only size 10. Unhappiness is part of the problem but a few farms there would also help once a worker is available. As for production, I think a caravan might be good so we can get our maximum number of trade routes back up.

I would not recommend the Colossus in Kirrha. looking at the map more closely I see that ice blocks its access to the wider oceans. It can only trade with Zurich. Oops, sorry guys. Luckily its not a bad trade route. The city can use a pair of good old fashion work boats though, and a lighthouse too (4 food and 2 production per turn)

After gunpowder we can start steeling techs. Hopefully that will work out well for us, but in the mean time we probably need Drama and Poetry and Philosophy. Those techs are prerequisite to the whole top half of the tech tree. Unfortunately Gunpowder is still a whopping 19 turns away.

If you will permit me one final observation. The lack of defense at Delphi concerns me. There is ample room for barbarian camps to spawn to the south. Even though we have the largest military in the world it is largely composed of siege units. Considering the size of the area we now control I think we need some more modern mounted units. Delphi may be able to produce those after the caravan.
 
Nice work Bazil, things are starting to fall into place.

Team work ;)

A cheep little lighthouse there will add something like 5 food and 3 production per turn! BTW if you adjust the tiles you can finish the work boat in 6 turns.

Would you suggest finishing the boat or going straight for the lighthouse? I'll look into the citizens too, I haven't paid much attention to it. It's one of my weaker points when playing civ.

I would not recommend the Colossus in Kirrha. looking at the map more closely I see that ice blocks its access to the wider oceans. It can only trade with Zurich. Oops, sorry guys. Luckily its not a bad trade route.

Ouch, you're right on that one. Too bad really. I dont' think that doing that in Dostana as it is would be feasible. Think the Colossus won't be our friend in this game Melda :(

Unfortunately Gunpowder is still a whopping 19 turns away.

Should we be commiting 19 turns without any other research? Do we have any alternatives when it comes to that part? Also, we should have in mind that in two turns, we'll grow again, and maybe those 19 turns will decrease (hopefully).

The lack of defense at Delphi concerns me. There is ample room for barbarian camps to spawn to the south. Even though we have the largest military in the world it is largely composed of siege units. Considering the size of the area we now control I think we need some more modern mounted units. Delphi may be able to produce those after the caravan.

We can do that, or we could try to upgrade some units. Still, I can move a unit south, I think we have a swordsman that could check the area.
 
Think the Colossus won't be our friend in this game Melda :(

((Alas! ;)

And a request: is there any way you can let me know which citizens you move from where to where? An unusual request, I'll grant; I'm trying to keep track of the citizens for a purpose which will become clear soon enough. :)))
 
In his short time on the council Aplistios had already developed a reputation as a schemer. It would not have been so embarrassing if his schemes ever turned out successfully.

He had pushed to get the merchant fleet built but now with hulls afloat and fitting out nearly done he learned from the sailors of Dostana that his proposed route was unfeasible. “Ice? Ice?” he stammered. What did the Kirrhans know of ice? How could such a thing stop his ships? How could he allow it to stand in the way of his dreams of wealth? How could he fix this before it upset his investors?

He fooled few and amused many on the council when he asked for a commission to investigate alternative routes. Aplistios’ face burned with embarrassment but at least the councilors were well mannered enough to hid their smiles and feign fits of coughing when chuckles burst from clenched lips.

Aplistios’ hated being an object of amusement but he had what he needed. He saddled up his “royal” commission and headed east toward Dostana.

In his absence the council chamber erupted in laughter. Aplistios was an unpleasant person so it was hard not to enjoy it when misfortune struck, but nobody truly hated him. In fact they thought they were doing him a favor. The council knew how heavily indebted Aplistios had made himself. So sure was he that the cargo ships would prove an easy windfall. It was too precious that his plans would be stymied by such a foolish miscalculation. Most of them simply thought the commission was a thinly veiled excuse to escape his debtors for a little while.

But one councilor wasn’t so sure. Enyseis had been on the council a long time. He knew how politics played with people’s minds. He had seen what it turned King Alexander into but more than that he was a keen student of human nature. He knew what men were capable of. After all it was not politics only that drove Akeres and Zelios to murder their king, there was greed too. Greed and politics, that is what Enyseis saw in Aplistios. What danger such a man could cause in Dostana is the only thing that baffled him.
 
((Alas! ;)

And a request: is there any way you can let me know which citizens you move from where to where? An unusual request, I'll grant; I'm trying to keep track of the citizens for a purpose which will become clear soon enough. :)))

Most of the added production just comes from working the Iron instead of the Pearls. That saves three turns on the workboat. Working an unimproved plains instead of fish saves one more turn.
 
((I'll open the save today and decide on which citizens stay where. After my 5 turns, I'll always place the current status of the citizens, and I'll note in my comments when I change them. You'll be able to keep track, don't worry Melda.

Kundos 1889's on that setup for Aplistios, that was a nice addition, I like where you're taking your character :D))
 
((I'll open the save today and decide on which citizens stay where. After my 5 turns, I'll always place the current status of the citizens, and I'll note in my comments when I change them. You'll be able to keep track, don't worry Melda.

((Excellent, thanks. :D))

Kundos 1889's on that setup for Aplistios, that was a nice addition, I like where you're taking your character :D))

((Yeah, I too am enjoying it. ;)))
 
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