Round 5: 2080 BC to 685 BC
I started the round by heeding oyzar's advice and put a Worker ahead of the Barracks in Karakorum. He definitely proved useful. I sent the Settler west to found the production city 1N of the cows that several of you were advocating:
Beshbalik's first build was a barracks, which was also the capital's next build. Then I started pumping out Axemen (and one Spearman, yes, thanks, VoU!). A good thing, too, as the barbarians started showing up and converging on my 2nd city from the fog. My Axes earned a lot of free XPs out of that.
I finished researching Writing and started on Alphabet. Rather than go around and ask for Open Borders agreements which I don't really need, I let the AI come to me, which they gradually did. I got the 1st fur tile hooked up for additional happiness as well as Beshbalik's cows and 2nd copper. I wasn't going to adopt a religion, but then Mansa came by for a visit:
Well, why not? For the cost of 1 turn of anarchy I have additional happiness in the capital, so it can keep growing, and a diplomatic bonus with Mansa and Churchill.
Speaking of the British bulldog, he came by on the very same turn:
Again, why not? I'm planning on attacking Brennus soon anyway. Now I have an additional diplomatic bonus with Churchill, which I think is good, as it may be some time before my hordes can make it all the way north to deal with him.
As my stack of Axes was building to critical mass, I got some news that made the Celtic capital an even more delectable treat:
Hoo boy, a holy city, and now a wonder, too! My concern, however, was that this would significantly increase the city's cultural defenses--and I'm several turns away from Catapults. So I kept building Axemen, beyond the half-dozen I'm usually content with. Hey, if there's one thing I know about this game, it's that you can always find a use for Axemen!
I finished researching and checked the tech board:
As you can see, I was going to go after Mathematics towards Construction, but then I noticed that Churchill was unwilling to trade Iron Working (no doubt because he has a monopoly on it). So I switched research to IW. Remember, I want Bibracte, and was growing concerned that I'd need Swordsmen to pry it open. In addition, knowing where Iron is will tell my Keshiks were to pillage to ensure they don't face any of those despised Spearmen. (Kindly picture a mustachioed Mongol horseman spitting at the very mention of the word, if you will.)
Meanwhile, I went to see the low man on the totem pole about some techs:
This was the only tech trade I made in this round. I'm hanging on to Horseback Riding for awhile to get the best deal possible for it--also to keep it out of the hands of potential enemies. Ditto for Alphabet. Besides, with a Keshik rush imminent, I can potentially extort as many techs as I can trade for.
I had 4 Axemen, 1 Spearman, and an Archer on Celtia's borders, outside of some new city Brennus had placed there to my north, next to Winery Hill. I declared war and moved the stack into position:
Well, this was going to be easy. Two unpromoted Archers in a city too young to have any cultural defenses? Not a problem. As you can see, I'd been holding off on promotions until I knew what sort of opposition I was facing; since my melee units already have Combat I, I feel more comfortable doing that than usual, and there are more initial promotion possibilities, too.
I promoted two Axemen to City Raider I and another to CR II (he'd earned some XPs fending off barbs). As it turned out, I only needed the first two--they both won their fights against Archers at about 66% odds.
I razed it. I don't like its location. It misses the marble to the southwest and the gems to the northeast (Brennus already has a city up there, another tempting target), and it would crowd the fishing village we have planned 1S of the plains wine. Soon afterwards I started building a Settler in Beshbalik to found a city hereabouts.
My stack hung around in the woods for a while to heal, which fortunately was accelerated by one Axeman I gave Medic I. Brennus was generous enough to send an Archer and a Settler to the exact same spot Tolosa had occupied--free XPs and a free Worker! Another Axe now has Combat II and Cover.
Once everyone's owies were healed, I moved the reinforced stack towards Bibracte. I was nervous. This was the capital, which the AI jealously defends; also, its borders had just popped to the 3rd ring, no doubt thanks to the Temple of Artemis' culture, which meant its cultural defenses were probably at 60%.
Well, I was half-right:
Oh my. Two City Garrison I Archers facing off against my 7 Axemen (4 with CR II, 1 with Combat II and Cover, 1 with Medic I, and one unpromoted), 1 Spearman (Combat II), and Archer (City Garrison I). Even so, I was nervous as I hit ENTER to go to the next turn. I was certain that the AI would move several units in to defend the capital, maybe even whip one. But it didn't! Only the two Archers remained to oppose my stack.
I attacked with my CR II Axemen. I lost the first two at around 26% odds--par for the course. But that meant the next two CR II Axes faced 96% odds against the badly-mauled Archers. Both won their battles, and the city was mine:
So as it turns out, the half-dozen Axes cabert suggested would have been plenty, and the Spearman turned out to be no more than a security blanket. Still, it was a good idea to bring the extras along. This easily could have been a much more difficult battle.
I could have kept going, but I'm kind of anxious to get the Mongol hordes unleashed. So I decided to try to get Brennus to cough up a couple of techs:
Since he's the sole Hindu, no one likes him, so I won't get any penalties for declaring war on him again. Assuming, of course, that he
remains Hindu--since I just took his holy city, that could change. Even so, I'm not too worried. I mean, I'm planning on declaring war on everyone at some point anyway!
I was going to end the round here, but then I noticed that I had all of 6 turns to go before knowing where Iron Working was located. Since iron is the last of the early game strategic resources, and its locations are key strategic points, I decided to play ahead a few turns so we could have more information for discussion.
So here's how the tech board looks vis-a-vis Mansa:
I wouldn't mind getting Meditation from Churchill or maybe Mansa to spread Buddhism, but as I recall I would have to give them either HBR or Alphabet to get it. Best to wait until they have another, better tech to offer with it. My cities are all well under their happiness limit at the moment anyway.
Now for a look at the map. The Mongolian south first, with gridlines for dotmapping. Now that iron is revealed, it would be wise to revise the existing dotmaps.
Remember there are two more whale tiles to the south; the flying camera, remember, makes the gridlines reappear, but makes the southernmost resource indicators vanish.
The northwest, much of it still unexplored:
Another advantage of a temporary peace with Brennus is I am able to move my Scout west, past Celtic territory, to clear the fog that remains in this area. (Now that the SW horse site is not as big a priority, I could probably move my other Scout up there too.) You see, my Woodsman II Scout spent most of the round exploring the northeast:
No wonder Julius is in next-to-last place--his territory kind of sucks.
So what next? I have a Settler and an Archer just north of Karakorum. I was thinking of settling on Kniteowl's "orange X", 1 NE of the marble, but now it looks like I should instead move them to found the Ironwine fishing village (1S of the plains wine). It could be a half-decent commerce city if I cottage most of those riverside tiles nearby.
As for builds, Karakorum and Beshbalik both nearly have their Gers finished, but it will be a few turns before the horses are hooked up by road. I think both cities should build a Worker in the interim, before the build-up of the horde begins.
We should also start giving some thought to city specialization. A marble-corn (-wine?) city north of Karakorum might make for a good commerce and science city, especially if I build the Great Library there.
Bibracte could be a good Great People farm, with its clams, bananas, and pigs plus several grassland tiles (and the horses and some hills for decent production). It will be prejudiced towards Great Merchants because of the Temple of Artemis, so maybe I should exploit that. The Great Lighthouse has not yet been built; should I get a Lighthouse going in Bibracte next, then the wonder? And perhaps I should also get Metal Casting before too long and build a forge and the Colossus in Bibracte? What techs to Great Merchants lightbulb, anyway? Exploiting GMs might be cool, I haven't tried that before. And Caste System would let us pump them out like there's no tomorrow.
What about techs? I have chosen Mathematics with an eye towards Construction for War Elephants and Catapults. Metal Casting for the Colossus as noted above might be nice, but I think it can wait, especially if I take a whack at the Great Lighthouse first.
This is turning into a fun romp, I have to say.