RPC: The 11-Headed Hydra (OCC with Gandhi)

Techs: Invention, Constitution, Gunpowder, Printing Press, Banking, Glass Blowing, Optics, Political Philosophy, Divine Right, Clockworks, Matchlock, Cartography, Astronomy, Leadership, Armor Crafting, Drama, Metallurgy, Physics, Naval Warfare, Ship Building, Chemistry, Perspective, Oil Painting, Flintlock, Nationalism, Compass, Navigation, Mercantilism, Economics, Replaceable Parts, (Steam Power for free), Corporation, Liberalism, (Assembly Line for Free)

I didn't track the complete build order, since it generally consists of "Whatever wonders/buildings were unlocked by the last tech", along with extra crossbows/maces when necessary. Initially, that's University -> Oxford University, with Artesian Well relatively close behind (though we haven't been able to get rice in a trade yet). We also have sent a few of our Macemen out to explore, since our map is very incomplete.

We discover that Sury is willing to accept our lead as a gift. This seems somewhat broken, but we continue giving lead away to whoever will accept it throughout the round. He also asks us to re-declare war on Bismarck, which we do. We need to be able to scout his lands somehow.

We decide to take 4 turns to build one of the new wonders in 2.71:

e9d2a066.jpg


I doubt we will do much pillaging, but it gets us merchant points and denies the wonder to anyone else. After we finish gunpowder, we ask the question: do we have sulphur?

Spoiler :
909740d3.jpg

No! It's 2 squares too far north. I guess we won't be getting early bombards, arquebusiers, and musketmen, we have to wait for someone else to tech gunpowder to be able to trade it to us.

Bismarck finally sends some units into our territory from the on-and-off war at this point, 2 horse archers, 2 light cavalry, and a catapult. He manages a decent battle of attrition, killing 2 of our units due to a lack of sufficient pikemen. A few turns later, we manage to get a small stack to send into German territory looking for great general experience.

fdbcbfef.jpg


We manage to get some form of attack of opportunity from our siege weaponry. We make sure there are 5 trebuchets in each of our stacks from this point onward.

6e28f270.jpg


Since Bismarck is content to attack our stack fortified in the jungle, we just sit and let him. I think we have some form of a bug in ranged bombardment. ANyhow, this gives us a great general, which we settle.

Bismarck continues attacking our stack to no real effect. A Woodsman 3 maceman on a wooded hill is very resilient to 2 attacks per turn from other melee units. After that unit gets to 26 experience (for a woodsman 3 / medic 1 supermedic), we decide enough is enough and take peace. It's faster to get our units back into our territory this way.

And we get another very useful wonder, Marco Polo's Embassy.

fdd1954a.jpg


We are currently running 14 priests, plus 4 free ones, giving us 54 raw hammers per turn just from priests. Unfortunately, since we are in the middle of the single continent, there aren't any great trade routes so far, but 4 gold per trade route isn't that bad.

We get a demonstration of why we didn't build the Apostolic Palace, as Wang Kon decides to try for the victory:

256bce33.jpg


He fails miserably, of course. Catherine gets 50 more votes than he does, and is still nowhere near the votes needed. Since there was another diplomatic vote a few turns later that was similarly unsuccessful, I assume that this is the only legal vote at the current time.

We have been assembling a minor stack of about 20 units to attack our good friend Cathy with, in order to raze the annoying AP. However, she is willing to give us glassware resource for free, so we hold off on the attack. We need to wait 8 turns until Astronomy finishes so we can build an observatory, so no harm taking it for free and getting a mandatory 10 turn peace treaty. We build an alchemist's lab as well with the glassare.

At very low odds, the Himeji Samurai castle gives us a great merchant. I suppose more food is never bad. We also finish another wonder, The Spiral Minaret. This one is mainly for denial purposes, we don't really need the gold and will be in Free Religion^W Secular soon enough.

We also finish a wonder that relies on the glassware we got from Cathy.

82758c31.jpg


Speaking of Cathy, I seem to recall a war that we owed her.

43fddc6c.jpg


Our goal is to just destroy Moscow, and to get a bunch of experience while doing so. No other cities are going to be razed, to hopefully not destroy our relationship. Cathy bribes Sury to declare on me, but we can handle both of them fairly easily.

We get a decent sized attack force from Cathy into our territory of about 10 units of varied composition. However, the expeditionary force decides to attack my mixed stack which is fortified in a forest, so the macemen die to crossbows, the pikes to macemen, and the mounted units to pikemen. And for some reason, Moscow is terribly undefended.

904cfe2f.jpg


We give her a chance to attack our stack, which conveniently causes our Trebuchets to bombard the city defenses down to 0 in attacks of opportunity, while about 10 of her units suicide on our stack. And the next turn:

c09ca70a.jpg


The hated AP is no more! And thus, we take peace with her, she's willing to give us a small amount of gold. Sury sends a small force of 4 units into our lands, that dies relatively quickly. After it is gone, we get peace quickly there as well. By the end of the turnset both are at Pleased.

We do a bunch of quiet building of units; we have enough money to upgrade a lot of crossbows/maces to riflemen later on.

We finish the last of the 11 shrines on the same turn that Delhi becomes legendary, and finish a wonder on the next turn.

a6e025d5.jpg


0db58f41.jpg


The Taj gives us another Golden Age for civic changes, this should be our last batch until we get Redentor. However, we have neither Free Market nor Private welfare unlocked yet. We actually start building research to speed Economics along. We manage to get Usury in trade from Cathy.

Once we finish Economics, we adopt Free Market as well as Church Welfare. We also adopt Secular, deciding that the religious bonuses are less critical, and the +11 happiness is nice. Before the golden age ends we also adopt Patrician, to help super-charge our gold production. We hang on to the great merchant for a possible corporation.

We also got another war declaration from Bismarck around this time. He crashed a stack against our northern defences, which gave us some GG points and cost us only one unit.

Once we finish Replaceable Parts, we finally take one of our free techs, revealing 2 sources of coal in our cultural borders.

b4c77550.jpg


That same turn, we get another Great Prophet. Since all the shrines are done, we can start to settle these guys for hammers and wealth.

We continue to give in to Cathy's demands for diplomatic reasons, even with the -5 due to the war we still get along reasonably well.

84ab63a5.jpg


We decide that after Corporation, now is the time to finally go for Liberalism. While researching that, we finish the other wonder that will super-charge our gold production, A Smith's Trading Company. +1 trade route and +1 gold/specialist give our economy a significant boost; we are now at +378 gold per turn.


And we finally get Liberalism:

f23302c0.jpg


We take Assembly Line, the most expensive tech available to us. And stop here.

The city, taken a few turns back:

360a34b2.jpg


I doubt we will run out of priest slots. We're running engineers in hopes of getting one for Mining Inc. We're not in great shape with regards to having resources for corporations, but that is to be expected. I'm not sure if a food corporation is going to be better than Standard Ethanol for us. On the Mining Inc. side, it will probably come down to which corporate building is more useful.

The graphs:

d04f1556.jpg


We're reasonably competitive in power. Once we get rifles, we will likely re-obtain parity for a while. Napoleon was killed off by Wang Kon within the past 5 turns. He'd been terribly far behind for a long time (and one of his cities was stuck in slave revolt), he's better off now.

I won't give a tech picture, just note that both Constitution and Paper are both still monopoly techs of ours.

Diplomacy is pretty much divided into two blocks, and I'm in the bigger one:

960a0fa0.jpg


So, I think the plan at this point is pretty straightforward. Build/upgrade into a bunch of rifles (with Pankration if possible) and cavalry, and continue to tech/wonderspam as much as possible. When only considering the wonders I would want (not Great Artist points, can be built with 1 city), the last ones I missed were Chichen Itza and the Hanging Gardens.

I'm somewhat unsure what to do about the Encyclopedia. On the one hand, it's pretty inexpensive for us. On the other hand, it's terribly overpowered, and not having it might make the late game more interesting.
 
Tech Path: Rifling, Anatomy, Battlefield Medicine, Steel, Cavalry Tactics, Military Tradition, Railroad, Scientific Method, Electricity, Thermodynamics, Biology, Telegraph, Radio, Marxism

We decide that we do want the Encyclopedia after all, as Cathy and Wang Kon will probably both pass us in tech rate eventually.

Kublai asks us to re-declare against Bismarck, and we do so, forgetting that our fast workers were on the border with him. We lose all 4 of them, and are forced to squeeze some in while building the encyclopedia.

Of course, rifles versus medieval units is a rout.

42ea47e7.jpg


I don't believe we have a single battle at worse than 99% odds during the war. Thanks to Chiefdom, we got 2XP from each of these battles, letting us get level 5+ units very quickly. The war is rather quiet, we take peace quickly.

We finish the encyclopedia, and get: Heraldry, Fundamentalism, Horseback Riding, Horse Breeding, Elephant Riding, Mounted Archery, Stirrup, and Armored Cavalry.

We get our next Great General and take peace. Gunpowder units now start at 10XP (4 great generals and a Garrison). Our cavalry start at 11XP.

We also buy peace between Wang Kon and Kublai Khan, to prevent Kublai's pending destruction.

29b6749f.jpg


Unfortunately, Kublai is down to one source of Horse, so it's unlikely we'll be able to make cavalry for very long (this turns out to be incorrect, our free horse lasts throughout the round). We rush-buy every few turns (2430 gold for a 540 hammer unit, sounds good enough) to ensure we get a cavalry almost every turn while we can. Our production is only 155 hammers with a +100% multiplier right now.

Once we get a dozen Cavalry built, we decide we have enough for now, and start on the Ironworks. We also decide that now is the time for Scientific Method. We don't mind losing the monasteries *that* much, and we want techs such as Electricity and Biology that require it.

Sci Method costs us 247 beakers per turn, and one thing we don't have is Oil. Fortunately, both Sury and Khan have 2 land sources, so we should get it in a reasonable amount of time. We also get the beakers back from most of the next techs; building a museum gives 18, electricity gives 64, each settled great scientist gives 28, and so on.

We get a great deal from Cathy, rice for steel (we have two sources of steel, the steel mill and Ironworks). We also continue to spam cavalry. These will be useful both now and after they are upgraded to gunships.

In 1340AD, Bismarck declares on us again, sniping 2 of our fast workers. He has 2 decent stacks poised to attack our lands.

69fecedf.jpg


3169a669.jpg


Unfortunately for him, he still has medieval units going up against rifles, this time with Cavalry as well. We take out the stack with a bunch of trebuchets in it, though the ranged bombard is very annoying to our stack. We take a turn to heal, then take out most of the other stack. A few of the units left, since we bribed Sury and Khan to join us. We get another stack a few turns later, that gets massacred as well.

We get an event that can be best classified as "better late than never":

b5b04d2d.jpg


Even now, the priest is well worth the -1 diplomacy hit.

And we continue to recover our scientific base from the hits it takes due to obsoleting techs with Edison's Workshop, giving us another +50% science. We follow up with Broadway for the resources.

We take peace with Bismarck once he seems tired of throwing stacks at us, and get him to take peace with Khan as well. I'm concerned that if Wang Kon takes over Khan's lands, I will be in more trouble, and I can't open borders to gift Khan troops.

By 1420 AD, we've assembled a stack of 5 cavalry and 10 riflemen (including a Woodsman 3 Medic 1 unit I no longer care about) that we want to give to the Khan, with 2 trebuchets to aid in self-defense. We also have our own large stack to kill Wang's units. He's opening up a sizable score and power lead, and we can't allow that.

06be4462.jpg


We don't intend to really do much city razing, but if his cities are this poorly defended, we really have no choice but to raze them:

ab73c985.jpg


I'm sure Wang Kon can deal with losing those free Irrigation Canals in a bunch of cities. He does have a large stack nearby, but it isn't going to help him now. How big? It doesn't fit on one screen, but since almost all of the units are in the stack we can just look at the military advisor.

fe4712e3.jpg


That's about 60 units in one stack. It tears through my 2 cavalry and 2 riflemen that I sent to pillage cities with almost no casualties due to the ranged bombard.

A few turns later, operation Gun Runner is complete. Our stack has arrived in Mongolia, and we give it all away!

676dbf81.jpg


This takes Kublai from 1.8x our power to 1.1x . We also discover that Wang's main stack is attacking from the Northwest, near his border with Bismarck. We prepare for an epic battle. We send in the cavalry first (with trebuchets providing support), to try to destroy as many of the siege weapons as possible. Once the hwachas and trebs are all destroyed (9 cavalry attacks, 8 successful), it's just a matter of mopping up. We throw almost every unit we have at the stack, leaving only about 6 riflemen in Delhi (most of which were axemen at the beginning of the turn) and draining all of our other out of town fortifications, at 100.00% odds for the riflemen, and something close for other units. At the end of the turn, Wang Kon's stack has been severely depleted, and we have about 50 units in our main stack.

97813198.jpg


So we invite Kublai to join the war to take back some of his cities. Kublai has better units, and Wang Kon just lost a ton of materiel, so he should be able to recover.

A few turns later, our machinations begin to bear fruit, as Turfan is reclaimed by Mongolia. Ning-hsia falls a few turns later.

We take peace with Wang Kon, forcing him into Chiefdom as part of the deal.

Kublai takes enough cities that I can reach him without entering Korean territory, and I give him a few more rifles at that point. Eventually, Kublai takes peace, and gives back one of the cities along that path.

We finish a key wonder to let us change civics:

c47eb4b7.jpg


And 2 turns later, we ... unlock one of those civics we don't want, since we really wanted Fascist, not Marxist. Oh well, we needed police station for espionage points anyhow, and want the Communism great spy sooner as well. We also get a Great Person - another scientist, not the engineer I was hoping for to found corporations.

We save here.

Delhi:

5036437c.jpg


No real happiness problems, but health continues to be troublesome. I don't think we will end up building the National Park here, so it will probably get worse before it gets better. Refrigeration should help, at least. We are more concerned about the GPP pool than pure production, so we are running engineers in hopes of being able to found Mining Inc / CreateCon.

Techs

5f66fd5a.jpg


Cathy looks to be only 15 or so techs behind, while everyone else is at least 10 techs behind her. We don't really mind this, as we will need someone to trade us modern resources.

Graphs and Demographics

Spoiler :

84f70aa1.jpg


Note the enormous spikes in power from my gift to Kublai and the destruction of Wang Kon's SOD.

320af529.jpg


The score has been relatively competitive throughout, which is what we want.

6a1ea843.jpg


Our production still compares favorably to the AI. Having 3-hammer priests and lots of forested watermills is a big help here.

4f7a02ab.jpg


We have a lot of nice trade routes, and are competitive on most of the other metrics.


So we just have to continue teching and building military, the path to a space race win seems rather straightforward. I'm not 100% sure which corporations will be best, the food/hammers will be mostly irrelevant. Getting either free resources (Aluminum from that corp) or the building bonuses (+24% food from Cereal Mills) will be the more interesting factor.
 
Since you're only running one city, you're well on your way to Labor Union to get Socialized Welfare. Is healthiness a priority for you at this point, considering how unhealthy it is?
 
Back
Top Bottom