Nero04: Skipping some levels? It's training day

Pre-flight: Change Madrid to Library (16 turns)
Salamanca to Knight (15 turns)
Toledo to Knight (8 turns)
Pamplona to Knight (51 turns)
Vitoria to Knight (9 turns)
Murcia to Knight (10 turns)
Jaen to Knight (18 turns)
Stavanger to Knight (59 turns)
Santander to Knight (25 turns)
Palma to Knight (20 turns)
Almeria to Knight (35 turns)
Logrono to Knight (10 turns)

IBT- Barcelona- Mace<Knight (7 turns)
Ivory City- Mace<Knight (6 turns)

Turn 1 (590 AD)
Move Cats out of Trondheim
Settler joins Trondheim, size 6
Move 2 Mace toward Herald
Cats bomb Oslo, 1 hit

IBT- Berserk comes out of Oslo, kills Mace that was on Ivory (0-1)
Trondheim flips
Stockholm riots, buy 2 clowns, change to Temple
Seville- Mace<Forbidden Palace (13 turns)

Turn 2 (600 AD)
Cats fail to bomb Oslo
2 Mace killed to spear at Oslo (0-3)
Sword loses to spear at Trondheim (0-4)
Settler joins Aarhus, size 3

IBT- Aarhus riots, turn into a tax collector
Teruel- Barracks< Knight (35 turns)
Valencia- Harbor<Knight (24 turns)
Persians build Leo’s Workshop
Zulus build Copernicus

Turn 3 (610AD)
Cats bomb Oslo, 1 hit
Mace kills spear, captures Trondheim (1-4)
Settler joins Odense, size 6

IBT- Bergen riots, turn into scientist
Berserk comes out of Herald, loses to Mace (2-4)
Berserk kills sword that was on iron near Oslo (2-5)
Copenhagen riots, turn into scientist
Murcia riots, 3 scientists
Valencia riots, buy a clown
Vitoria riots, buy 2 clowns
Stavanger riots, 3 scientists
Santander riots, 3 clowns
Jaen riots, 3 clowns
Odense riots, buy 4 clowns
Logrono riots, buy 2 clowns
English up Banking & Astronomy, won’t trade
Ottomans will trade Wine for Dyes & Horses, take that
Persia will trade Furs & 9gpt for Iron, take that
Persia will trade 19gpt for Dyes & Ivory, take that
Zulus offer peace straight up, take that
Zulus will trade Gems for Ivory & Dyes
Arabs will trade WM & 7 gold for Education, take that
Vikings offer 12 gold + 6 gpt for peace

Turn 4 (620 AD)
Cats bomb Berserk near Oslo, red line him
Stack of Mace attack Oslo, lose 2, kill spear (3-7)
Captures Oslo- Barracks (40 turns)
Sword loses to Berserk (3-8)
Mace kills Berserk (4-8)

IBT- Order is restored in many towns

Turn 5 (630AD)
Moved Cat stack south of Oslo
Moved Mace stack NE of Oslo

IBT- Palace expands
Aarhus is in disorder, buy a clown

Turn 6 (640AD)
Mace stack attack Hareid, 3 Mace killed, 1 Pike goes down (5-11)
Settler joins Copenhagen, size 6

IBT- Copenhagen riots, buy 2 clowns
Ivory City- Knight<Knight (6 turns)
Barcelona- Knight<Knight (7 turns)

Turn 7 (650AD)
Mace stack NW of Hareid attack, kill Pike (6-12)
Mace stack SW of Hareid attack, kill Pike & Spear (8-12)
Capture Hareid, build Barracks (40 turns)
Sign peace treaty with Vikings, straight up

IBT- Change economy to 4.2.4
We love the Queen Day in many towns
Toledo- Knight<Knight (10 turns)

Turn 8 (660AD)
Settler joins Stockholm, size 4

IBT- zzzzzzzzz

Turn 9 (670AD)
Clear some jungle
Build an embassy in Istanbul

IBT- zzzzzzzzz

Turn 10 (680AD)
Cleared some jungle
Moved Knights & Mace close to English border

End of turnset stats
28 cities
1 Settler
30 Workers
2 Archers
1 Spear
6 Sword
3 Horseman
1 Pike
3 Knights
8 Cats
21 Maces

Culture Value- 728
Tech- Gunpowder (5 turns left)
English up Music Theory, Gunpowder, Banking, and Astronomy
Ottomans up Music Theory, Gunpowder, Banking, and Astronomy
Persia up Music Theory, Gunpowder, Banking, and Astronomy
Zulus up Music Theory, Gunpowder, & Astronomy
Arabs up Music Theory
Babylon up Music Theory & Gunpowder
Vikings even

Economy- 316 gold, +19gpt (but will decrease once trade with Persia runs out)
 
Screenshot.
 
Good job on the Vikings! Now to make the English disappear from Spain.

I just downloaded the save; haven't looked at it.

Three knights in action, many more being made: good.
Lots of maces to help them, better.

The MA with England expires sometime this turnset, IIRC.

England has 11 cities on Spain, 10 on South Spain and one up the coast. She has two or three cities on islands; two on the island east of England and maybe one sharing an island with Persia north of Salamanca. I am using the mini-map on the screen shot as a guide for this and that city does not have enough territory for me to be sure of which civ it belongs to.

England has several cities over size six, so defenders get an extra bonus. We will need the catapults to hurt them and reduce the city size down to five or so.

Need to find the English iron/saltpeter and disconnect it. Or pillage roads for the cities we want to attack. Pillage three tiles and York is disconnected from iron, cannnot tell about Coventry from the screen shot.

York is surrounded by four incense. We have only one, four spare could be useful to trade.

The funs not over yet! :D
 
Long Range Goals
  • Be the first Spainard to the Stars.
  • Need to greatly increase research ability to learn faster.
  • Need to greatly increase production ability to make stuff faster.
  • Need to greatly decrease AI's ablity to research and produce.

Mid Range Goals
  • Remove England from the land of Spain.
  • Create a second production core in the south of Spain.

Short Range Goals
  • The Forbidden Palace completes this turnset. I would like to try to jump the Palace from Seville to Trondheim. This would make our southern cities much more productive. Will have to coordinate with CivAssist to make sure the jump comes out like we want. May not be able to do the Palace Jump in my turns.
  • If the Palace Jump does occur, need to resettle Madrid.
  • Tweak science to learn Gunpowder faster, if possible.
  • Straighten out the road to York to allow our new units to get to the front faster.
  • Prepare for war on England. Concentrate forces for attack on York and raids to deny England access to Iron and Saltpeter.

The road to York needs three tiles to be roaded to make the road straighter and faster.

Road to York 680 AD
680AD_RoadToYorkDotted.jpg

Our Knights are coming from the north and have to pass by Odense on the way to England. By roading the three yellow-line tiles, we take advantage of the existing road system and provide a direct path to feed units to the front.

Getting ready for England
England has Gunpowder and probably built some Musketmen. Until we find and disrupt England's supply of Saltpeter, we will face some tough battles in the larger cities as Knights face Muskets.

York is the nearest city to our current production core. It is the northwest most of the English cities and has good defensive terrain for us. Our advance into England will be along the NW-SE axis.

I see us attacking one city at a time, not several at one time as we did with the Vikings. We face very strong defensive units in Pikes and Muskets in large cities. Once Iron and Saltpeter are found and denied to England, we can begin to attrition the defenders in her cities. Catapults will lead the way, followed by Maces and Knights. We have many maces that can be used to attack England once the Palace Jump is complete and the risk of cities flipping has been reduced.

I see us attacking York, then Hasting, then Newcastle and then London. By then I would expect the English counter attacks to have ceased and we could hold in London and dispatch forces to capture Coventry and Warwick. At this point England becomes much narrower and our larger forces could support each other much easier than further north.

At a guess, and just a guess, I would expect it to take from 25 to 40 turns to remove England from Spain.
 
End of Turnset Eighteen Stats:

Science: Gunpowder 5 turns
Treasury: 316 gold, +19 gpt; 4.2.4
Trade: -
Military:
  • 01 Settlers, 00 in production
  • 30 Workers, 00 in production
  • 02 Archers, 00 in production
  • 01 Spearman, 00 in production
  • 06 Swordsman, 00 in production
  • 03 Horseman, 00 in production
  • 01 Pikeman, 00 in production
  • 03 Knight, 16 in production
  • 08 Catapults, 00 in production
  • 21 Medieval Infantry, 01 in production
  • 09 Slaves (?)
Total units: 76 Allowed units: 0 Army Support Cost: 76 gpt


Current Builds:
  • Library - 2 (Madrid and Zaragoza)
  • Barracks - 5 (Trondheim, Copenhagen, Reykjavik, Oslo and Hareid)
  • Temple - 4 (Bergen, Stockholm, Aarhus and Odense)
  • vKnight - 6 (Barcelona, Toledo, Murcia, Santander, Jaen and Teruel)
  • rKnight - 10 (Almeria, Ivory City, Salamanca, Valencia, Pamplona, Vitoria, Stavanger, Logrono, Palma and Cordoba)
  • rMI - 1 (Valladoid)
  • Forbidden Palace - 1 (Seville)



[IBT 680 AD the Pre-flight]
At 100% science, learn Gunpowder in one turn and -67 gold.
Tweak cities to stay happy and not revolt for one turn.
Did not change any build orders.

Examine all workers
Worker08, 09 and 10: takes 4WT to irrigate grassland and 3WT spent. Move 09 and 10 SE to hill to road for Road to York (north most hill on PreGame map).
Worker12 and 13, making mines singlely outside Trondheim. Wake and auto move to road the south most hill of the Road to York (SW of Oslo).
Worker24, clearing jungle north of Odense. Wake and move to grassland SE of Odense, middle tile to road on the Road to York.
WorkerZaragoza, WorkerAlmeria and Worker19, clearing jungle SW of Almeria. Wake and move 2N to road the hill and make a shorter road for units to use to get to Almeria and attack Norwich.
Worker20 and FirstEnglishWorker, making mine NE of Valladoid. Wake and move SE to combine with some other workers. Need to pair up with another slave.
Worker05 NE of Reykjavik, clearing jungle. Wake and begin road.
Viking8, N of Reykjavik, clearing jungle. Wake and move SW to help Worker05 make road.
Worker15 and 25, clearing jungle NE of Bergen. Wake and auto move to south hill on Road to York.
Viking9, clearing jungle SW of Bergen. Wake and move towards jungle stack east of Aarhus.
Worker06 and 26, clearing jungle SE of Reykjavik. Wake and move SE to road to Stockholm.
Worker Stack east of Aarhus, clearing jungle. Wake Spanish workers to begin road, let slave clear jungle.

Hit enter.

We learn Gunpowder. Begin to learn Banking to learn Economics as a tradable tech.
Madrid library -> settler

Zulus are building Bach's thingee.

1 690 AD

Fiddle with smart and happy sliders. At 4.4.2 we learn Banking in 14 turns at +15gpt.
Examine all cities to make sure they stay happy.
We have Saltpeter on the hill S and SE of Seville. And it is already connected.
England has no Saltpeter! Good news for Spain.
Learn that Hastings sits on Horses.
Confirmed that England has only one Iron, near London.

Worker moves
Worker06 and 26 road (2WT); 3 turns.
Viking8 helps Worker05 road (1.5WT); 6 turns.
Viking9 joins the Worker Stack.
Worker01 and 07 in that stack help Worker14 road (3WT); 3 turns.
Worker18 and 22 begin forest road (2WT); 3 turns.
WorkerZaragoza, WorkerAlmeria and Worker19 begin road (3WT); 2 turns.
WorkerToToledo begins road will Worker02 and 03 finish irrigating (1WT); 3 turns.
Worker09 and 10 begin road on hill (2WT); 3 turns.
Worker20 and FirstEnglishWorker move to Madrid.

Unit moves
One mace and three knights added to our forces. Move mace and 2 knights towards England. Knight at Logrono stays put to protect us from England and Persia.
Trading


[IBT]
Stockholm temple -> worker, 10 turns.
Zaragoza library -> university, 67 turns.

2 700 AD

Worker moves
Viking9 helps other slaves clear jungle (2.5WT); 9 turns.
Worker24 roads; 3 turns.
Worker02 finishes irrigating; moves SW to grassland. Will road next turn.
Worker03 finishes irrigating; helps WorkerToToledo finish road (2WT); one turn.
Worker16 and 21 finish irrigating; move towards plain SW of Vitoria.
Worker20 and FirstEnglishWorker move towards Toledo.

Unit moves
Wake all catapults and move towards the Road to York.
Move a mace to protect workers on the south hill of the Road to York.


Trading

[IBT]
England is building Magellan's Voyage.
And Persia, too.
English warrior is sniffing around Trondheim on his side of the border.

3 710 AD

Worker moves
Worker12 and 13, now in place, begin to road the south hill to York (2WT); 3 turns.
Worker17, 23 and WorkerCordoba finish mine, begin road, on the hill north of Valladolid (3WT), 2 turns.
Worker20 and FirstEnglishWorker auto move to road desert SW of Pamplona.
WorkerZaragoza, WorkerAlmeria and Worker19 move SW to road hill to connect Zaragoza and Almeria more directly.
Worker08 finishes irrigating, begins to road; 3 turns.
Worker03 and WorkerToToledo move SW to irrigate.
Worker02 roads as they move in.
Auto move Viking6 and 7 to the Jungle Stack near Aarhus.

Unit moves


Trading
Checked MapStat. England and Persia lack Saltpeter.
Cannot buy Banking.

[IBT]
Ivory City Knight -> rax, 4 turns.

4 720 AD

Worker moves
Worker15 and 25 help road the south hill.
Viking4 and 5 finish mountain road; move SE to connect to Hareid.
Viking13 and 14 finish mining the cow NE of Oslo, move to help Viking 4 and 5 with their mountain road to Hareid.
WorkerZaragoza, WorkerAlmeria and Worker19 road the hill (3WT), 2 turns.
Worker18 and 22 move NE to make another forest road. Do not want to chop for a unit.
Worker09 and 10 finish the road on the north hill of the Road to York. Begin to mine (2WT), 3 turns.
Worker16 and 21 irrigate the plain (2WT), 2 turns.
Worker03 and WorkerToToledo irrigate.
Worker04, 11, Viking 3 and 10 move SE to help Worker05 and Viking8 complete their jungle road.
Worker06 and 26 make mine (2WT); 3 turns.
Worker01, 07 and 14 finish the road for the Jungle Stack and move SE to the iron near Bergen and mine (3WT); 2 turns.

Unit moves

Trading

Forbidden Palace completes this turn. Saved game.

[IBT]
Seville FP -> vKnight, 5 turns.
Road to York is completed.

5 730 AD

Worker moves
Viking4, 5, 13 and 14 begin mountain road to Hareid.
Worker18 and 22 begin forest road.
Worker20 and FirstEnglishWorker begin a road in desert SW of Pamplona (1.5WT); 2 turns.
Worker17, 23 and WorkerCordoba move SE to mine and road the hill NE of Valladolid.
Worker04 and 11 help Worker05 and Viking8 finish the jungle road this turn.
Worker12 and 13 build mine on south hill (2WT); 3 turns.
Worker15 and 25 move NW to road the plains. Worker24 joins them.
Auto move Viking 3, 8 and 10 to Jungle Stack.

Unit moves
All catapults in place; fortify them.
Move two mace and two knights into Trondheim.
Move three mace towards Trondheim.

Trading
When the capital city is razed or abandoned, each city in the empire scores

3 points per national citizen
1 point per foreign citizen
1 point per neighboring town (1-6)
2 points per neighboring city (7-12)
3 points per neighboring metropolis (13+)
1 point per military unit

from “Free Palace Jump” by DavidMcW

Seville has 49 points, Trondheim has 22.
[IBT]

6 740 AD

Worker moves
Worker15, 24 and 25 road the plain, start to finish.
Worker16 and 21 road the plain, two turns.
Worker08 joins Worker09 and 10 in making a mine; 3 turns.
Worker17, 23 and WorkerCordoba mine (3WT); 4 turns.
WorkerZaragoza, WorkerAlmeria and Worker19 mine the hill (3WT), 4 turns.
Worker02, 03 and WorkerToToledo move towards Trondheim.
Worker04, 05 and 11 move towards Trondheim.
Auto move Viking2 to Jungle Stack.

Unit moves
Move maces and knights towards Trondheim.
Move spear out of Seville.
Wake units near Oslo and move to Trondheim, including the catapults.

Trading

Increase science to 50%; learn Banking in 5 turns instead of 7, at -10 gpt.

[IBT]

7 750 AD

Worker moves
Worker15, 24 and 25 move west to road the plain and connect Trondheim more directly to Oslo.
Viking2, 3, 6, 7, 8 and 10 join the Jungle Stack, two turns to clear their first jungle tile.
Worker20 and FirstEnglishWorker finish desert road, move 2SE to mountain with Saltpeter to connect second resource. All saltpeter, except for one, is in mountains.
Worker02, 03 and WorkerToToledo move to grassland NW of Trondheim.
Worker04, 05 and 11 move to grassland SW of Trondheim.

Unit moves
Move troops into Trondheim to get its ranking higher. Twenty-one units in the city, some are catapults and may not count; just not sure.

[IBT]
Ottomans want to swap territory maps. No.
England wants to swap their world map for our world map and seven gold. No.
Ivory City rax -> vKnight, 7 turns.

8 760 AD

Save game. Check CivAssist II for Palace Jump stats.
Catapults do not count as military units. Game shows 21 units, CAII shows 13. (8 catapults in city).

Worker moves
Worker04, 05 and 11 mine.
Worker02, 03 and WorkerToToledo mine.
Worker15, 24 and 25 start and finish road in the plains.
Worker20 and FirstEnglishWorker begin mountain road (1.5WT), 6 turns.
Worker16 and 21 to hill between Murcia and Jaen, to mine and road.
Worker01, 07 and 14 to roaded hill between Bergen and Stavanger to mine.
Settler joins Trondheim.
Worker18 and 22 move to forest nearest Pamplona to add road.

Unit moves
Woke up catapults and moved out of Trondheim.
Wake rSword and move into Bergen to 'reeducate' the resisters.
Fortify remaining units (easier to manage during the turn).
Wake and auto move two maces from near Hareid to Trondheim.
Wake vMace in Odense and move to Trondheim.
Four units moved into Trondheim this turn; all fortified.
Trading

Save and examine with CAII.
Seville: 48 points; Trondheim: 45 points; need 4 more military units.

[IBT]
Trondheim revolts

9 770 AD

Worker moves
SettlerNewMadrid (new in Madrid) moves NE to hang around.
Worker18 and 22 begin forest road.
Worker16 and 21 mine.
Worker01, 07 and 14 mine.
Move the Jungle Stack (SecondEnglishWorker, Viking1, 2, 3, 6, 7, 8, 9, 10, 11 and 12) to roaded jungle NE of Bergen to chop (5.5WT); 5 turns.
Worker15, 24 and 25 move NE.
Worker08, 09 and 10 move to mountain between Odense and Santander to road. This mountain cost has stopped several of my units when I have been moving. Get a road here and solve the problem.

Unit moves
Three mace arrive in Trondheim; fortified.

Trading

Lower science to 40% and still get Banking next turn; +22 gpt better than -13 gpt at 50%.


[IBT]
We learn about Banking and begin to learn about Economics.
England is building Smith's Trading Company. We are not the first to Economics.
England, Persia, Zululand and the Ottomans have Economics.
Order restored in Trondheim.
Resistance has stopped in Bergen.
Save gave; check CAII on Palace Jump.
Seville: 50 (garrison of 1)
Trondheim: 48 (garrison of 20, 23 needed)

10 780 AD

Worker moves
Worker15, 24 and 25 begin and finish roading the plains.
Worker04, 05 and 11 finish mine, begin and finish road.
Worker02, 03 and WorkerToToledo finish mine, begin and finish road.
Worker06 and 26 move east to hill, to mine and road.
Worker17, 23 and WorkerCordoba finish mine and begin to road the hill.
Worker19, WorkerAlmeria and WorkerZaragoza to grassland 2NW of Zaragoza to road first (increase in commerce) and then mine. This unimproved tile is currently being worked by Zaragoza citizens.
Worker08, 09 and 10 begin mountain road (3WT); 3 turns.
Viking4, 5, 13 and 14 move to hill east of Oslo to road.

Unit moves
Two knights arrive in Trondheim.
Wake Mace and send into Aarhus to quell resistance. Should have done this sooner.
vKnight from Seville moves towards England.
rSword in Bergen heads to Copenhagen to quell resistance.


Trading


[IBT]
Save
Seville: 49
Trondheim: 50
Play
Abandon Madrid.
Trondheim is the new Capital.
SettlerNewMadrid founds New Madrid on the ruins of Madrid.
New Madrid, grows in 4, library in 80.

[MM]
Trondheim rax, 1 turn (unchanged)
Bergen temple -> vKnight, 6 turns.
Copenhagen rax, 5 turns (unchanged)
Reykjavik rax, 6 turns (unchanged)
Stockholm worker -> rax, 5 turns.
Odense temple -> rax, 3 turns.

Switch from learning Economics to Chemistry, which no one else knows, according to MapStat.
At 50% research, we learn Chemistry in 11 turns and +9 gpt.


End of Turnset Nineteen Stats:

Science: Chemistry 11 turns
Treasury: 322 gold, +9 gpt; 3.5.2
Trade: -
Military:
  • 01 Settlers, 00 in production
  • 30 Workers, 00 in production
  • 02 Archers, 00 in production
  • 01 Spearman, 00 in production
  • 06 Swordsman, 00 in production
  • 03 Horseman, 00 in production
  • 01 Pikeman, 00 in production
  • 13 Knights, 18 in production
  • 08 Catapults, 00 in production
  • 22 Medieval Infantry, 01 in production
  • 09 Slaves (?)
Total units: 87 Allowed units: 0 Army Support Cost: 87 gpt


Current Builds:
  • Library - 2 (New Madrid and Aarhus)
  • Barracks - 7 (Trondheim, Copenhagen, Reykjavik, Oslo, Stockholm, Odense and Hareid)
  • vKnight - 9 (Bergen, Barcelona, Seville, Toledo, Ivory City, Murcia, Santander, Jaen and Teruel)
  • rKnight - 9 (Almeria, Salamanca, Valencia, Pamplona, Vitoria, Stavanger, Logrono, Palma and Cordoba)
  • University - 1 (Zaragoza)
  • rMI - 1 (Valladoid)
And the save is >here<.
 
The focus on these turns was to complete the Road to York and attempt the Palace Jump to Trondheim. Both of these were accomplished.

Workers
All worker orders were examined and occasionally changed. Too many effective Spanish workers were assigned to clearing jungle. This is better left for slave workers for now. It takes 24 worker turns to clear one tile of jungle or 48 turns for one slave. We only have 30 Spanish workers and we needed more things than just cleared jungle.

Most of the Spanish workers are now in groups of three. Roading and mining is done in multiples of three worker turns; irrigating in multiples of four. Most of what we are doing now is making roads and building mines, so groups of three are easy to handle. It takes 3WT to build a road in the plains or grassland; move three workers into that tile on turn 1 and on turn 2 start and finish the road. Quick and neat and allows units to move through that tile that turn.

The slaves are in two groups: the Jungle Stack near Bergen (11 slaves) and a road building stack near Hareid (four slaves). As long as the Slave stack tries to clear roaded jungle tiles, it will do well. It will take 5 turns to clear one jungle with that stack. If we add one more slave to the Jungle Stack, making it a stack of 12 slaves, it can clear a jungle tile in 4 turns. If we can get 16 slaves together, it would do the same job in 3 turns. But if we have 13, 14 or 15 slaves, it still takes 4 turns; the excess work is wasted.

Two workers are connecting to a second source of Saltpeter.

War with England
Except for the Road to York, little specific preparations were made for the upcoming war with England. We have over 20 units in Trondheim that were fortified to make the turn maintenance easier. Several more are on their way.

The cities around Trondheim are building barracks, which seems excessive but could be necessary. England lacks Saltpeter, so unless she has traded for it, Muskets will not be a problem. However, she can still make Knights, and they are pretty strong units. Plus, she has access to iron and will have Pikes for defense.

We may need to Muskets to defend against the English Knights. None are currently being built.

Trading
The Vikings and the Arabs both lack knowledge of Gunpowder and Banking. However, both of them are near broke. We could only get around 50 gold for selling knowledge to them. I did not try.

We have some deals expiring soon that will decrease our gold by 28 or 29 gpt. This could affect how fast we learn Chemistry.
 
IBT- Trondheim- Barracks<Library (8 turns)
Logrono- Knight< Knight (9 turns)

Turn 1 (780 AD)
Move Knight on road to York
Settler joins Trondheim, size 10, now 7 turns to Library
Move knight from Logrono to Almeria, to attack English at Norwich
Upgrade Horseman fortified in Murcia to Knight for 80 gold

IBT- Pamplona- Knight<Musketman (20 turns)
Palace expands

Turn 2 (800 AD)
Move Mace closer to Norwich
Move Knight to road to York

IBT- Valencia- Knight<Knight (12 turns)
Santander- Knight<Knight (18 turns)
Odense- Barracks< Musketman (12 turns)
Cordoba- Knight< Knight (35 turns)

Turn 3 (810 AD)
Trade Dyes to English for 7gpt
Ottomans will trade 4gpt for Ivory, take that
Zulus will trade 8gpt for Dyes, no deal
Arabs will trade Printing Press, Music Theory & WM for Gunpowder & Banking, take that
Move Knights & Maces into 2 stacks, declare war on English
Capture 1 English slave
Move 1 tile closer to York & Norwich

IBT- English Knight attacks our stack of Mace, is redlined
English Mace attacks our stack of Knight, kills one (0-1)
Vitoria- Knight<Knight (12 turns)
Seville- Knight<Knight (4 turns)
Barcelona- Knight<Knight (10 turns)

Turn 4 (820 AD)
Move Knight up close to Cordoba to cover possible Viking attack
Move stack of Cats just north of English territory
Knight from Seville kills English Warrior (1-1)
English Pike kills Knight (1-2)
Mace kills English Pike at Norwich (2-2)
Knight kills English Warrior (3-2)
Knight kills English Mace (4-2)
Mace kills English Knight (5-2)

IBT- Trade Iron & Saltpeter to Persia for Furs & 17gpt
Trade Dyes & Horses to Ottomans for Wine & 3gpt
English Knight kills Mace near Hareid (5-3)
Copenhagen- Barracks<Knight (24 turns)
Stockholm- Barracks<Knight (9 turns)
Teruel- Knight<Musketman (15 turns)

Turn 5 (830 AD)
Mace kills English Knight near Hareid (6-3)
Knights kill English Spear & Longbow near Norwich
Capture Norwich & 2 Slaves, build Library (80 turns)
Move Mace out of Trondheim to defend Stockholm from English Warrior approaching
Stack of Mace attack York, kill Pike, 2 Spears, and 1 Sword. Lose 1 Mace (10-4)
Capture York & 1 Slave, build Temple (30 turns)

IBT- Persia wants to renew trade of 19gpt for our Dyes & Iron, take that
Persia also will trade 14gpt for Incense, take that
English Knight kills Mace near Oslo (10-5)
Bergen- Knight<Knight (10 turns)
Reykjavik- Barracks<Mace (14 turns)

Turn 6 (840 AD)
Knight kills English Warrior (11-5)
Knight stack kills 2 English Spear, lose 1 Knight (13-6)
Capture Hastings, build Temple (15 turns)
Knight is killed by English Knight near Oslo (13-7)
Knight kills English Knight near Oslo (14-7)

IBT- Zulu will trade 16gpt for Incense & Dyes, take that
Vikings will trade Astronomy for Gunpowder & Banking, take that
Vikings will also trade WM & 40 gold for Music Theory, take that
Increase economy to 2.6.2, reduce 1 turn for Chemistry
Valladolid- Mace<Caravel (14 turns)
Ivory City- Knight<Knight (10 turns)

Turn 7 (850AD)
Move Knight to join stack close to Hastings
Move Mace & Cats to hill just north of Newcastle

IBT- Zulus demand TM & 38 gold, give it to them
English Longbow kills Mace outside Newcastle (14-8)
Chemistry is completed. Research Metallurgy (9 turns)
Trondheim- Library<Knight (6 turns)
Seville- Knight<Knight (4 turns)
Toledo- Knight<Knight (10 turns)
Oslo- Barracks<Musketman (20 turns)
Palace expands
Persia builds JS Bach’s

Turn 8 (860 AD)
Cats redline English Longbow near Newcastle
Sword kills English Longbow (15-8)
Seville & Trondheim buy a Clown & Scientist

IBT- Hareid- Barracks<Musketman (20 turns)
Pamplona- Knight<Knight (17 turns)
English Longbow loses to Knight near Coventry (16-8)
Hurry production on Knight in Stavanger, cost 52 gold

Turn 9 (870AD)
Knight stack attacks London, loses 3 Knights, kills 3 Pikes (19-11)
Captures London & 3 Slaves, build Temple (15 turns)

IBT- English will give Economics & 17 gold for peace, not enough
Trade Chemistry to Babylon for Econ & WM
Barcelona buys a scientist
Seville buys a clown
Logrono- Knight<Knight (9 turns)
Stavanger- Knight<Knight (24 turns)

Turn 10 (880 AD)
Cats bomb Newcastle, kill 1 citizen, destroy Temple
Stack of 3 Knight attack Coventry, kill 1 Spear, lose a Knight (20-12)
Knight loses to English Knight on mountain next to London (20-13)
Sword kills English Spear, English Pike kills Knight (21-14)
Capture Newcastle & 4 slaves, build Barracks (40 turns)

End of turnset stats
33 cities
189 citizens
53 Workers (23 Slaves)
Score- 1119
Culture- 1184
Gold- 389 +25gpt
Techs- Ottomans, Persia, & Zulu up Navigation
Vikings & Arabs down Chemistry & Econ
Units:
2 Archers
1 Spear
6 Swords
2 Horsemen
1 Pike
20 Knights
8 Cats
18 Mace
 
Couple of questions and suggestions again.

Try to pick easy fights and try to lure the AI into traps. Attacking knights on mountains should be prevented. Sometimes there just might not be another way but usually one can prevent the need for that.

There are still resisters in former Viking cities, put a unit in those and they will come to their senses in a turn or two. There's a stack in Tronhem for some reason use a couple of those and send the rest to the front.

Luxes is too high. Could drop it to 10% and make 62gpt or raise science. Usually I would keep science at max or min, not in between like it's set now. We are still about par so if we can up science just a little we can overtake the AI, and sell them our techs to increase our science even more.

Why haven't you pillaged the english iron during start of the war? It's quite close to the shore. Without it the English wouldn't have knights. Should be done asap with some of the knights from London.

There are a lot of gaps also on Trondheim ring. Get some settlers from the biggest cities, get those down in size to furtehr down lux, then get markets. English are as good as gone anyway, just need a couple more knights. Could rush those as there's some gold.

You're taking a big risk keeping the English cities. Lodon has a 25% flip chance. Better to raze them, that way you're sure you won't have to conquesr them twice.

Muskets are not very usefull. Better change those builds to something else. After the english are gone take out the 1 Persian city (after deals end) and the continent will be easily kept with some knights to fight landings. I'd also change the university to a market first.

There are several knights under construction in cities without barracks, I'd change those mostly to aquaducts and markets. When war is conducted wisely 10 more knights should be enough, there are enough cities with barracks to produce those.

Oh, and congrats on your victory :goodjob: , no way you 're gona loose this. Just dicide how you want to win and it's yours.
 
Nice set of turns. Capturing five English cities is no easy task. I hope I can do as well as you did.

From the way our forces are set up it looks like the easiest plan of action is to start with the northmost English of Coventry and just march down the east coast, capturing English cities as we go. No saltpeter and soon to be no iron; they will not have long to remain English.

When I checked the territory tab on CivAssistII it shows that we are working some unimproved tiles. I will try and fix that.

Will play with the city builds and the happy and smart sliders.

Will take care of the resisters.

New Cities
Below are some dot maps of possible new city placements around Trondheim with the RCP of 5.

Trondheim 880 AD Ring 1
880AD_Ring1Dotted.jpg

I will try to plant the light blue dot northwest of Trondheim. This will improve the jungle tile in one turn. This city will be next to a river so it can grow without help to size 12. But it has a lot of jungle around.
Stockholm will need to be razed and relocated to the pink dot, just 2 SE of where it is now. It looses the river but will still have access to the flood plains. If we keep Stockholm, we increase the corruption in the other five, soon to be six, cities on the first ring.

The Northwest on Ring 2 880 AD
880AD_Ring2NWDotted.jpg

In the northwest we can gain a net of one city on Ring 2. Stavanger and Bergen will need to be relocated. I think the pink dot is next to a river, but did not confirm that. The mountains and coastline limit what we can do.

The Southeast on Ring 2 880 AD
880AD_Ring2SEDotted.jpg

Newcastle will need to be relocated to either the red or white dot and a new city can take the open spot.

Rings 3 and Greater
With seven cities on Ring 1 (Reykjavik, New City1, Copenhagen, Odense, Oslo, York and New Stockholm) and nine on Ring 2 (Hastings, New Newcastle, New City2, Coventry, Santander, Teruel, New Stavanger, New City3 and New Bergen), I think that the corruption on Ring 3 and greater will be too much and the cities outside of Ring 2 will not be greatly productive for us. For now, it seems best to leave them alone and let them be worker farms or specialist cities.

The only city I will try and place will be the New City on Ring 1. The others we need to discuss, including Stockholm.

Here is how I plan to reduce Stockholm, size 5:
First turn: start a worker.
Second turn: rush the worker; size is 4.
Third turn: start a settler.
Fourth turn: rush the settler; size is 2.
Fifth turn: start a settler.
Sixth turn: rush the settler, city is abandoned.
Growth will have to be at zero for this to work.

Then the two settlers will build New Stockholm and add to New Stockholm.
 
Commando- I like your ideas as long as you can defeat the English in your turnset first. Once we have wiped them off of our continent, then we can move cities around on the proper rings, and work on building culture. We won't need as much military units as we do, just need a coastal defense.
 
I don't mind waiting on the cities for a little bit, but I would like to have the city swapping done before we learn Steam Power. Once we get Metallurgy we have three required techs to learn before we get to the Industrial Age: Physics, Theory of Gravity and Magnetism. Not sure if we need Military Tradition; I would like it for Calvary, but a lot depends on world politics. Once we get into the IA, the first thing to research would be Steam Power.

City swapping should be a task of a turnset. We could do it now, but as you pointed out, we are at war. We need to reduce England to a much smaller size before we really focus and act on the city swapping. And since we will need to cash-rush some units, we need more in the bank account also.

Jungle Clearing
I am going to put almost all the slaves together into one stack and have them work on clearing out jungle tiles. According to CivAssist, we have 27 slaves, and we only need 24 for this to work. A stack of 24 slaves can clear a jungle tile in 2 turns, and we have a lot of jungle to clear north and west of our new capital. I will start clearing out the jungles around Copenhagen, since it is out of non-jungle tiles for its citizens to work. These slaves will only clear out jungle tiles with roads, so some other workers will be roading jungle tiles that need to be cleared. I plan to keep these slaves on roads so that their work will get done faster; they will not spend a turn moving into the jungle and then a turn moving out of the just cleared tile.

The plan is to clear out three jungle tiles around Copenhagen, might even get four cleared. If the roads get built just right, all the jungles that choke our Ring 1 cities could be gone by the time we get to Steam Power.

Generally, I prefer to have the slaves do the long and nasty jobs and use native workers for building roads, mining and irrigating. Slaves are good for jungle and mountain work. Not a hard and fast rule; just what I prefer to do.
 
End of Turnset Twenty Stats:

Science: Metallurgy 7 turns
Treasury: 389 gold, +25 gpt; 2.6.2
Military:
  • 30 Workers, 00 in production
  • 02 Archers, 00 in production
  • 01 Spearman, 00 in production
  • 06 Swordsman, 00 in production
  • 02 Horseman, 00 in production
  • 01 Pikeman, 00 in production
  • 20 Knights, 18 in production
  • 08 Catapults, 00 in production
  • 18 Medieval Infantry, 01 in production
  • 09 Slaves (?)
Total units: 88

Current Builds:
  • Library [3] (New Madrid, Aarhus and Norwich)
  • Temple [2] (London, York, and Hastings)
  • Barracks [1] (Newcastle)
  • vKnight [11] (Trondheim, Bergen, Barcelona, Copenhagen, Seville, Toledo, Ivory City, Stockholm, Murcia, Santander and Jaen)
  • rKnight [9] (Almeria, Salamanca, Valencia, Pamplona, Vitoria, Stavanger, Logrono, Palma and Cordoba)
  • University [1] (Zaragoza)
  • vMI [1] (Reykjavik)
  • vMusket [4] (Oslo, Odense, Hareid and Teruel)
  • Caravel [1] (Valladoid)

[IBT 880 AD the Pre-flight]
Drop the happy slider to 10%.
Set the smart slider to 70%.
Learn Metallurgy in 6, +23 gpt.

Change build orders:
London temple -> worker, 3 turns.
Barcelona, fire one clown, city now at zero growth, not shortage.
York temple -> settler, 5 turns.
Seville needs a grassland irrigate or a forest chopped in order to grow.
Reykjavik vMace -> vKnight, 14 turns.
Almeria rKnight -> aqueduct, 20 turns.
Hastings temple -> settler, 4 turns.
Oslo vMusket -> vKnight, 22 turns.
Salamanca rKnight -> aqueduct, 11 turns.
Newcastle rax -> worker, 10 turns.
Valencia rKnight -> library, 9 turns.
Pamplona rKnight -> aqueduct, 26 turns.
Vitoria rKnight -> market, 11 turns.
Stavanger rKnight -> granary, 20 turns.
Odense vMusket -> vKnight, 8 turns.
Logrono rKnight -> library, 10 turns.
Valladolid caravel -> library, 24 turns.
Palma rKnight -> market, 7 turns.
Hareid vMusket -> vMace, 13 turns.
Cordoba rKnight -> harbor, 33 turns.
Teruel vMusket -> vMace, 9 turns.

Workers: too many clearing unroaded jungles.
Wake workers clearing jungle by Stavanger. Auto move to Copenhagen. If any jungle needs to be cleared Copenhagen is the place to clear.

Wake maces in Trondheim.
Send one rMace to Copenhagen, send another to Reykjavik. Send the rest, 4 mace and 1 horse, towards Coventry.
Wake units in London and almost evacuate the city. Fortify rKnight and leave redlined knight. Move others east, fortify eKnight and vKnight in case English eKnight feels brave.
Move 2 wounded vKnights at 3/4, 1 vKnight at 1/4 and 1 rKnight at 1/3 onto English iron.
The English knight on the mountain next to London has four choices: the city (2 knights), the 2 knights in the grassland, the 4 knights on the iron or the 1 knight and 2 workers near Hastings. I expect it will just fortify and dare us to attack.
If London flips we lose two units, but have an eKnight and a vKnight adjacent to recapture it.
Wake vKnight in Hastings and move to protect 2 slaves east of city that English knight could get if he desired.

After Metallurgy are three required techs: Physics, Theory of Gravity and Magnetism.
Military Tradition could be useful if our pointy-stick diplomacy needs to be carried out overseas.
Otherwise, we need to get Steam Power, in the Industrial Age, as quick as possible.

Lots of people building wonders so that Spain can capture them. Nice.

Copenhagen needs its jungles removed. 24 slaves could clear one tile in two turns.
Will get slaves together to do this. Will get Spanish workers together to road the jungles that will need to be cleared. This will allow the slaves to finish a jungle tile and start on another without wasting a turn moving into the jungle.
Wake stack of 11 slaves near Reykjavik and move them towards Copenhagen. Others will follow.
Hit Enter.

Knight attacks London and loses.
Archer/Longbowman attacks Knight outside Coventry and Knight retreats.
Knight on hill attacks London and kills Knight defending.
Persian units fidget.
London riots. Buy a clown.
Jaen riots. Fire geek; buy clown and a second clown.
 
1 890 AD

Worker moves
Auto move 9 English slaves and 4 Viking slaves to jungle due south of Copenhagen.
WorkerZaragoza and friends start and finish road.
Worker02, 03 and WorkerToToledo (3WT) begin jungle road.

Unit moves
Move Knights toward Coventry to protect redlined Knight; move retreated Knight (redlined) to Spanish land to heal.
Catapults stay in place to allow their defenders, 2 vMace, to heal.
MPs arrive in Reykjavik and Copenhagen.
vKnight 1/4 pillages iron.
Move knight out of London.

eKnight vs. eKnight 2/5 SE of London, our eKnight dies, English eKnight at 1/5 (0 of 1).
vKnight vs. eKnight 1/5, vKnight wins and is redlined (1 of 2).

MM
According to CivAssist, we are making 285 beakers per turn and when we learn Metallurgy we will have an overrun of 241 beakers.
To finish Metallurgy in 4 turns instead of 5 turns, we need 296 beakers per turn or 11 more than we have right now.
New Madrid, grows in 1, with 4 surplus food. Hire two geeks. Recount beakers. New Madrid produces 8 with no geeks and 4 + 2 with geeks, for a net loss of 2. Undo changes.
Trondheim, working two unroaded tiles; 21 beakers. Work roaded plains and grassland, 27 beakers, gain of 6 beakers per turn. Change vKnight to vMace, for crowd control, 1 turn.
Seville, 20 beakers, work the coast instead of unroaded mine on a hill, 22 beakers, gain of 2, +8 overall.
Salamanca, 7 beakers, work the coast instead of unimproved hill, 8 beakers, gain of 1, +9 overall.
Valencia, 5 beakers, work the coast instead of mined plains, 6 beakers, gain of 1, +10 overall.
Stavanger, 5 beakers, work the roaded mountain next to the river instead of the other roaded mountain, 6 beakers, gain of 1, +11 overall.
Odense, 15 beakers, work the roaded jungle next to the river instead of the roaded mountain, 16 beakers, gain of 1, +12 overall.
Check with CivAssist. It only shows a gain of 8, to 293.
Valladolid, 5 beakers, work the mined gold hill instead of the mined hill, 7 beakers, gain of 2, +14 overall.
Palma, 5 beakers, work the coast instead of unimproved hill, 6 beakers, gain of 1, +15 overall.
Hareid, 4 beakers, work the roaded mountain gold instead of roaded hill, 6 beakers, gain of 2, +17 overall.
Cordoba, 2 beakers, work the coast instead of unimproved forest, 3 beakers, gain of 1, +18 overall.
Now CivAssist shows 301 beakers per turn and learning Metallurgy in 4 turns, with a 20 beaker overrun. The game shows 5 turns.

[IBT]
Persia fidgets.
Jaen calms down.
Copenhagen resistance ceases.
One resister squelched in Reykjavik.

2 900 AD

Worker moves
3 Spanish workers (sWorkers) start and finish road near Trondheim.
3 sWorkers finish clearing jungle, start and finish road near Odense.
3 sWorkers begin mountain road in mined mountain tile near Salamanca.
3 sWorkers begin to road a hill NW of Santander.
Move 3 sWorkers to hill east of Palma, to road and mine.
Two slaves finish mining near Norwich, begin roading.

Unit moves
Move rSword NW of Warwick.
Move vKnight from English iron to hill due west of Oxford.
Units near London stay in place to heal.
Move catapults and headed Maces 1 SE and will head to Warwick.

Units around Coventry (rPike defending)
4 vKnights and 1 vKnight 1/4
1 vHorse
1 vMace and 3 rMace

Units moving towards Coventry
1 vKnight and 2 rKnights
1 vMace and 1 rMace.

Trading
Try to buy Navigation from the Ottomans, but they say no deal.

MM
Swap clown for a geek in Jaen.
Now we learn Metallurgy in 3 turns, not 4!

[IBT]
Babylon learned Democracy and sold it around, now at 299 gold.
Longbowman leaves Coventry to attack rSword near Warwick. Wins, but cannot defend Coventry.
Mace attacks vKnight near Oxford, loses and promotes the Knight to Elite.
Reykjavik starves its resister.

3 910 AD

Worker moves
3 sWorkers move into jungle north of Copenhagen to road.
3 sWorkers move into jungle 2N of Odense to road.
3 sWorkers begin road on hill east of Palma.
2 sWorkers move into jungle south of Teruel to road.

Unit moves
Move vKnight to hill west of Oxford.
Move new eKnight west to heal.

Battle of Coventry
vMace vs. rPike, vMace wins with 1HP, Coventry defended by rSpear (2 of 3).
rMace vs. rSpear, rMace loses but redlines rSpear, Coventry defended by rSpear 1/3 (2 of 4).
vKnight vs. rSpear 1/3, vKnight wins and Coventry is now Spanish (3 of 5).
Coventry is on Ring 2 so do not raze. It has 5 resisters. Set it to build a worker in 10 turns.
Move a strong peace keeping force (7 units) into Coventry to overcome the English resistance.

Want to move catapults next to Warwick, but wounded English Longbowman is in that tile.
Send vMace to battle.
vMace vs. rLongbowman 2/3, vMace wins flawlessly (4 of 6).
Move catapults, with 2nd vMace, next to Warwick.
Catapults and maces joined by 3 vKnights and 1 vHorse not used at the battle of Coventry.

Trading
Ottomans not trade for Navigation, offer 3 gpt for Incense. Will wait and offer Incense and gold for Navigation.

[IBT]
Trondheim riots!
London flips. No Spanish troops in the city.
Barcelona riots.
Copenhagen shuts down.
Seville shuts down.
Toledo shuts down.
Hastings shuts down.
Ivory City shuts down.
Salamanca shuts down.
Newcastle's resister quits and Newcastle shuts down.
Murcia shuts down.
Vitoria shuts down.
Santander shuts down.
Jaen shuts down.
Odense shuts down.
Logrono shuts down.
15 cities out of commission. Must be War Weariness.
York builds settler.

1 resister quelled in Coventry.

Babylonians are building Magellan's Voyage.

4 920 AD

With the happy slider at 30%, only Jaen is still cranky.
Forced to buy a clown there.

Worker moves
3 sWorkers start and finish roading a plain south of Trondheim.
3 sWorkers begin to road a mined hill near Trondheim.
3 sWorkers begin to road their jungle tile north of Copenhagen.
2 sWorkers begin to road their jungle tile south of Teruel.
3 sWorkers begin to road their jungle tile south east of Teruel.
3 sWorkers move to jungle NW of Odense to build road.
3 sWorkers begin to mine a roaded hill NW of Santander.
3 sWorkers begin to mine a roaded hill SE of Stockholm.


Unit moves
Battle of London Round 2
vKnight vs. rSpear, vKnight loses, but redlines rSpear, London defended by rSpear 1/3 (4 of 7).
rKnight 2/3 vs. rSpear 1/3, rKnight wins and London is again Spanish (5 of 8).
London is outside of Ring 2, has flipped once and is therefore razed. 3 more slaves.

Battle of Warwick
Catapult hits rPike; Warwick defends with rPike 2/3.
Catapult hits rPike 2/3; Warwick defends with rSpear.
Catapult hits rSpear; Warwick defends with rSpear 2/3.
Catapult kills citizens; Warwick now size 5.
Catapult kills citizens; Warwick now size 4.
Catapult kills citizens; Warwick now size 3.
Catapult misses.
Catapult misses.
vKnight vs. rSpear 2/3, vKnight takes 1HP and wins, Warwick defended by rPike 1/3 (6 of 9).
vKnight vs. rPike 1/3, rPike wins and promotes, Warwick now defended by vPike 2/4 (6 of 10).
vMace vs. vPike 2/4, vMace wins flawlessly and Warwick is Spanish (7 of 11).
Warwick is small and on the coast and could make a good specialist city, so we keep it.
Set Warwick to build a worker in 10 turns. It has two resisters.

Move vKnight in Newcastle to Warwick.

Move units through Warwick toward Oxford.
Units around Oxford:
1N: 1 vKnight, 1 rKnight
1NW: 2 vKnight, 1 rKnight
1W: 1 vKnight, 1 vKnight 2/4, 1 rKnight
1SW: 1 vKnight, 1 vHorse
Total: 5 vKnight, 3 rKnight, 1 vHorse, 1 wounded vKnight.

An English Knight moved 1S of the English Iron on the IBT, but did not attack. After all movement done, realized that the slaves from London are undefended and 5 roaded tiles away. None of the tiles are Spanish. If the English knight takes the slaves, it will not do anything else.

Trading
Babylon will trade gold for Ivory and Spices and Saltpeter. We want Navigation.

[IBT]
Persia wants to talk. Wants us to pay 2 gold to swap WMs. Nope.
We learn Metallurgy and begin to learn Physics, 7 turns at current rate.
English knight attacks our stack of wounded knight and kills a knight, but not our wounded elite knight.
English knight is redlined during the exchange.
Ottomans are building Magellan's Voyage.
Civil order restored in all cities.
Drop science to 60% and gold changes from -43 to -3, with Physics in 8 turns.

5 930 AD

Worker moves
All the slaves are together to clear jungle. Rename them to Tarzan01 to 23; miskeyed one to Control-N instead of Shift-N.
3 sWorkers make jungle road 2NW of Odense.
3 sWorkers mine the roaded hill east of Palma.
3 sWorkers move to the unroaded yet mined hill NE of Seville.
Hastings built a settler, move towards Ring 1, near Copenhagen.
2 slaves near Norwich move into mountain that separates Norwich from Logrono; will build road.

Unit moves
Move catapults and defending maces to be 1NW of Oxford.
Move vMace out of Warwick.
Units around Oxford hold their positions.

eKnight 3/5 vs. rKnight 1/3, eKnight wins but does not promote (8 of 12).

Trading
Saw that Navigation is not a required tech.
Arabs and the Ottomans not able to trade for incense; sell to Babylon for 7gpt.


[IBT]
Nothing.
 
6 940 AD

Worker moves
3 sWorkers move to hill west of Trondheim to road and mine.
2 slaves begin a mountain road to connect Logrono and Norwich.
2 sWorkers road the mined hill NE of Seville.

Unit moves
Battle of Oxford
Catapult misses.
Catapult misses.
Catapult misses.
Catapult destroys barracks.
Catapult misses.
Catapult misses.
Catapult misses.
Catapult misses.
vMace vs. vPike, vMace takes 1HP, wins and promotes; rPike now defends Oxford (9 of 13).
vMace vs. rPike, vMace loses, rPike is redlined; rPike 1/3 now defends Oxford (9 of 14).
vKnight vs. rPike 1/3, vKnight wins flawlessly and Oxford is now Spanish (10 of 15).
We keep the city. It has three resisters. It begins to build a worker, due in 10 turns.
We capture 1 slave and send it towards Copenhagen.

Move units through Oxford to Nottingham, the current English capital.

[IBT]
Palma market -> aqueduct, 17 turns.
Resistance in Norwich ends.

7 950 AD

Worker moves
1 sWorker joins the 2 sWorker group making jungle roads.
3 sWorkers finish one jungle road and to adjacent jungle to road it, NW of Odense.
3 sWorkers finish one jungle road and to adjacent jungle to road it, NW of Copenhagen.
3 sWorkers begin to road the hill west of Trondheim.
3 sWorkers move to hill due east of Stockholm, to road and mine.

Unit moves
Move units to be next to Nottingham.
Move catapults towards Nottingham.
Try to occupy tiles to deny food to Nottingham. Have 10 units adjacent to Nottingham.

[IBT]
Norwich shuts down.
Persia builds Magellan's Voyage in Tarsus.

8 960 AD

Worker moves
3 sWorkers begin to road the hill due east of Stockholm.
The Tarzans finish their first jungle clearing and move NW (from Dyes to Dyes) to clear again.
3 sWorkers begin jungle road NW of Copenhagen.
3 sWorkers move from jungle to jungle NE of Copenhagen.
3 sWorkers move from jungle to jungle N of Trondheim.
3 sWorkers begin jungle road NW of Odense.
3 sWorkers move to hill west of Santander and begin to mine.
3 sWorkers move to hill east of New Madrid to road and mine.

Unit moves
Catapults arrive next to Nottingham.
Move other units up and around Nottingham.

Units around Nottingham:
1 SW: 1 vKnight, 1 vHorse
1 W: 2 vKnight
1 NW: 2 vKnight, 1 vMace
1 N: 2 vKnight, 1 rKnight, 1 vMace
1 NE: 2 rKnight, 2 rMace, 8 catapults
1 E: 2 vKnight
Total 9 vKnight, 3 rKnight, 1 vHorse, 2 vMace, 2 rMace, 8 catapults

Trading
Should have sold Metallurgy last turn.
Sell it to the Ottomans for 16 gold (all) and WM.

[IBT]
Norwich is still rioting, my bad. Buy 1 clown.
English rMace comes out of Brighton and heads north towards Nottingham and destruction.

9 970 AD

Worker moves
3 sWorkers to hill west of Almeria, to road and mine.
3 sWorkers road the hill NW of Seville.
3 sWorkers begin jungle road NE of Copenhagen.
3 sWorkers begin jungle road SE of Copenhagen.
3 sWorkers finish their road and begin mining, W of Trondheim.

Unit moves
Battle of Nottingham
Catapult misses.
Catapult hits rPike, Nottingham now defended by rPike.
Catapult misses.
Catapult kills citizens; Nottingham now size 7.
Catapult misses.
Catapult misses.
Catapult misses.
Catapult hits rPike, Nottingham now defended by vSpear.
vKnight vs. vSpear, vKnight is redlined and retreats after causing 1HP, Nottingham now defends with vSpear (10 of 16).
vKnight vs. vSpear, vKnight is redlined (again!) and retreats, inflicting NO damage on defender; Nottingham now defends with vSpear (10 of 17).
vMace vs. vSpear, vMace wins, taking 1HP; Nottingham now defends with rPike 2/3 (11 of 18).
vKnight vs. rPike 2/3, vKnight is redlined but destroys vPike; Nottingham now defends with rPike 2/3 (12 of 19).
vKnight vs. rPike 2/3, vKnight wins flawlessly; Nottingham is now defended with vSpear 3/4 (13 of 20).
rMace vs. vSpear 3/4, rMace is destroyed but puts 1HP on vSpear; Nottingham is now defended with vSpear 2/4 (13 of 21).
vKnight vs. vSpear 2/4, vKnight wins flawlessly and Nottingham is now Spanish (14 of 22).
We keep the city and begin to build a worker in 10 turns.
Nottingham has six resisters.

English capital is now Canterbury.

vKnight vs. rMace, vKnight wins, taking 2HP (15 of 23).

Move units towards Canterbury. Move new units southwards.

[IBT]
Troops quell one resister in Nottingham.
Valencia library -> aqueduct, 20 turns.
Zaragoza university -> market, 12 turns.
Norwich settles down.

10 980 AD

Worker moves
Jungle tile cleared, move Tarzan01 to 24 to jungle 2SE of Copenhagen and begin clearing.
3 sWorkers begin to road the hill west of Almeria.
3 sWorkers finish the road and begin mining the hill east of Stockholm.

Unit moves
Battle of Canterbury
vKnight vs. rSpear, vKnight wins with 1HP; Canterbury now defends with rSpear (16 of 24).
vKnight vs. rSpear, vKnight is redlined and retreats, inflicts 1HP on rSpear; Canterbury now defends with rSpear 2/3 (16 of 25).
vKnight vs. rSpear 2/3, vKnight wins flawlessly and Canterbury is Spanish (17 of 26).
We raze the city after we capture 4 slaves.

English capital is now Brighton, due west of Canterbury.

Units adjacent to Brighton:
1E: 3 vKnight, 3 rKnight, 1 vHorse
1E, 1NE: 1 eKnight, 2 vKnight, 1 vMace

[IBT]
Arabs want to talk. They want to swap Territory Maps. Nope.
Nottingham flips. We lose 1 vKnight.
Vitoria riots.
Logrono library -> market, 13 turns.
 
11 990 AD


Worker moves
3 sWorkers begin jungle road NW of Copenhagen.
3 sWorkers move to get to jungles east of Copenhagen.
3 sWorkers finish road and begin mining NW of Seville.

Unit moves
Battle of Nottingham Round 2
Catapult misses.
Catapult misses.
Catapult misses.
Catapult hits rSpear; rSpear 2/3 now defends Nottingham.
Catapult misses.
Catapult misses.
Catapult misses.
Catapult misses.
rMace vs. rSpear 2/3, rMace wins with 1HP and Nottingham is Spanish again (18 of 27).
We keep this city; it can be a specialist farm.
Five resisters in city. Start a worker, due in 10 turns.

Battle of Brighton
vKnight vs. rPike, vKnight takes 1HP and wins; Brighton now defends with rSpear (19 of 28).
vKnight vs. rSpear, vKnight dies and inflicts 1HP; Brighton now defends with rSpear 2/3 (19 of 29).
vKnight vs. rSpear 2/3, vKnight dies and promotes rSpear to vSpear; Brighton now defends with vSpear 2/4 (19 of 30).
rKnight vs. vSpear 2/4, rKnight retreats, Brighton now defends with vSpear 2/4 (19 of 31).
rKnight vs. vSpear 2/4, rKnight wins and Brighton is now Spanish (20 of 32).
We raze the city.
We capture 1 slave.

Dover, on the two city island off the east coast of south Spain, is the new English capital.
Trading
Make peace with England for 6 gold (all), Navigation and the city of Liverpool.


[IBT]
New Madrid library -> market, 15 turns.
Ottomans build Smiths Trading Company in Istanbul.
Zulus are building Shakespeare's Theater.

12 1000 AD

Worker moves
3 sWorkers move to jungle west of Copenhagen to road it.
3 sWorkers begin a jungle road, west of Copenhagen.
3 sWorkers move to jungle 3NW of Copenhagen.
3 sWorkers finish their road and begin to mine the hill west of Almeria.
3 sWorkers move to hill due south of Santander, to road and mine.
3 sWorkers mine the cleared jungle grassland south of Copenhagen.

Unit moves
Move catapults into Nottingham. Cost 320 to upgrade to cannon. Have 472 in the bank, will wait to upgrade.
Move lots of wounded units in Nottingham to heal with its barracks.
Trading

37 slaves
31 sWorkers

[IBT]

End of Turnset Twenty-one Stats:

Science: Physics 1 turns
Treasury: 472 gold, -9 gpt; 1.6.3
Trade: -
Cities:
  • New Madrid (6): grows in 7 turns, market in 15 turns.
  • Trondheim (11): grows in 8, vKnight in 1.
  • Bergen (6): zero growth, vKnight in 1.
  • Barcelona (8): grows in 17, vKnight in 3.
  • Copenhagen (7): grows in 4, vKnight in 6.
  • York (6): grows in 7, settler in 1 (1 resister).
  • Seville (11): shortage of -1, vKnight in 1.
  • Nottingham (5): grows in 19, worker in 9.
  • Reykjavik (2): zero growth, vKnight in 2.
  • Almeria (5): grows in 10, aqueduct 5.
  • Toledo (8): grows in 31, vKnight in 6.
  • Hasting (5): grows in 7, settler in 4.
  • Ivory City (7): zero growth, vKnight in 1.
  • Oslo (3): zero growth, vKnight in 10.
  • Salamanca (6): zero growth, aqueduct in 4.
  • Coventry (4): grows in 1, worker in 10.
  • Stockholm (5): zero growth, vKnight in 4.
  • Warwick (2): grows in 1, worker in 2 (1 resister).
  • Newcastle (4): grows in 2, worker in 2 (2 resisters).
  • Murcia (6): zero growth, vKnight in 6.
  • Valencia (4): zero growth, aqueduct in 18.
  • Aarhus (4): zero growth, library in 38.
  • Zaragoza (6): zero growth, marketplace in 10.
  • Oxford (3): grows in 1, worker in 4 (2 resisters).
  • Pamplona (6): zero growth, aqueduct in 7.
  • Vitoria (8): grows in 19, marketplace in 1.
  • Stavanger (6): grows in 4, granary in 18.
  • Santander (7): zero growth, vKnight in 9.
  • Liverpool (1): grows in 19, rSpear in 19.
  • Jaen (7): grows in 13, vKnight in 2.
  • Odense (8): grows in 12, vKnight in 11.
  • Logrono (6): zero growth, marketplace in 12.
  • Valladoid (5): grows in 17, library in 3.
  • Palma (6): zero growth, aqueduct in 9.
  • Hareid (3): zero growth, vMace in 8.
  • Cordoba (3): zero growth, harbor in 53.
  • Norwich (4): zero growth, library in 16.
  • Teruel (5): zero growth, vMace in 11.
  • 38 cities
Military Units
  • 00 Settlers, ? in production
  • 31 Workers, ? in production
  • 02 Archers
  • 01 Spearman, 01 in production
  • 06 Swordsman
  • 02 Horseman
  • 01 Pikeman
  • 23 Knights, 14 in production
  • 08 Catapults
  • 17 Medieval Infantry, 2 in production
Total units: 90
2 Slave Settlers

Current Builds:
  • Market [4] (New Madrid, Zaragoza, Vitoria and Logrono)
  • vKnight [14] (Trondheim, Bergen, Barcelona, Copenhagen, Seville, Reykjavik, Toledo, Ivory City, Oslo, Stockholm, Murcia, Santander, Jaen and Odense)
  • Settler [2] (York and Hastings)
  • Worker [5] (Nottingham, Coventry, Warwick, Newcastle and Oxford)
  • Aqueduct [5] (Almeria, Salamanca, Valencia, Pamplona and Palma)
  • Library [3] (Aarhus, Valladoid and Norwich)
  • Granary [1] (Stavanger)
  • rSpear [1] (Liverpool)
  • vMace [2] (Hareid and Teruel)
  • Harbor [1] (Cordoba)
Cities with Resistance:
  • York - 1
  • Warwick - 1
  • Newcastle - 2
  • Oxford - 2

And the save is >here<.
 
Clearing Jungle

Three jungle tiles were cleared, but the initial setup took longer than I expected. After all 24 slaves were together, the clearing, moving and clearing got into its own rhythm and went smoothly. We have 37 slaves total so we could create a 2nd stack of jungle clearing slaves, but it could only have 12 slaves in it and would take 4 turns to clear a jungle. I have no idea what effective use could be made with just one slave, create the Trade Network (Control + N) ?

(For no real good reason I renamed all the slaves that are in the jungle clearing stack to Tarzan, after the fictional character created by Edgar Rice Burroughs, going from Tarzan01 to Tarzan24. Tarzan lived in the jungle and so will these workers for many, many turns and so the name seemed to fit.)

We have a lot of jungle tiles that need to be cleared. I began counting one time and stopped at 30 jungle tiles between Trondheim and Bergen. Ouch!

I have begun to road the jungle tiles that we will need/want to clear. This preparation will greatly help the speed of clearing the jungle tiles. Since our Tarzans will always be on a road, they can move from one cleared jungle tile to a non-cleared jungle tile and begin clearing that tile on the same turn that they finished clearing the other tile.

I think all the jungle tiles between Copenhagen, Teruel and Odense have been roaded. This leaves the area between Copenhagen, Bergen and Stavanger as the next area to road (because of new city placements) and finally the area between Copenhagen, Bergen and Reykjavik.

Once all these jungle tiles are roaded, we could take these road building workers and add them to the Tarzans, which would let us clear a jungle tile in 1 turn (!) or have a second 2-turn stack of Spanish Tarzans.

Copenhagen 880 AD
880AD_Copenhagen.jpg


Copenhagen 1000 AD
1000AD_Copenhagen.jpg



Science and Happiness Sliders
We will learn Physics in one turn, but we will have a large surplus of beakers. The smart slider needs to be dropped so that we do not lose too many beakers.

Now that we have peace with England, the happy slider can be reduced.

It would be nice to have some gold coming into our treasury for a change, instead of leaving it, as it is now.

Trading
We got Navigation when we made peace with England. We have some luxuries we have not traded. I had not traded them, thinking they might be helpful if we needed to trade for tech. The Ottomans, Persians and Babylonians are all scientific and will get a free tech when they enter the Industrial Age. I was hoping that by the time they do that, our gold and our luxuries might allow us to buy whatever tech they learned, especially if it was Steam Power.

Liverpool
I took this from England in the peace treaty just to damage England. Now I am not sure what to do with it. It needs a harbor to build better units (pike/musket for defense from England). If we had a boat, we could abandon the city and bring the settler/worker back to Spain.

Could we swap that city for a tech once the three science civs get into the next age?

Number of Turns Played
I noticed that somehow we had gotten a little bit off track in the number of turns played in the game. Instead of ending on turn 150 or 160 or 170, we were ending on 153, 163 and 173. We were consistent, just a bit off cycle. Most SGs play in ten turn sets, which we have done.

Anyway, I played the extra turns for two reason; well, actually one. I wanted to get the English off of Spain and used the off-cycle to justify that decision.

Right now, we are on turn 215. If you want to play 15 turns this next set then that will get us back on cycle. If you play 10 turns, I’ll play 5 next time and we are still back on cycle. Or some combination in-between those two. I know it is not a game-breaking decision, but playing extra turns is a breach of SG manners, so I wanted to explain the why.

CivAssist
Below is the Technology tab of CivAssist for 1000 AD. It shows the cost of the techs and how many beakers we are producing each turn. I know that a Science Specialist adds a certain number of beakers per turn, one per turn IIRC, but also commerce adds to scientific research, depending on the sliders. My machine cannot handle CivAssist and Civ3 at the same time, so I use CivAssist before or after a turnset, not during it. When I was trying to get Metallurgy in 4 turns instead of 5, I opened CivAssist, saw what I needed, closed it, opened the game, tweaked, saved the game, closed the game, and then went back to CivAssist.

Technology 1000 AD
1000AD_TechnologyTrimmed.jpg


City Builds
Even though the war was over, I did not change any build orders. We are still building a lot of military units, 16 exactly (14 vKnights and 2 vMaces). We have a strong military force, probably the strongest in the world, with 23 knights and 17 maces and a few lesser units. We have a lot of clobbering power.

But we do not need a stronger military presence right now, unless we want to invade the other continent. To do that we will need boats to move us across the sea, which we have exactly zero right now.

I still want to reach the stars, so I think that before we invade (if we invade) we need to get our research up to speed. We have two good cores of cities that will be able to research and produce faster than the AI.

I would like us to get the two Rings in place around Trondheim. In these cities I think our build order should be library -> aqueduct (if needed) -> marketplace -> university. We may want to build Copernicus’s thingee and Newton’s thingee, if they have not yet been built. We have two English settlers around Copenhagen that we could use to build the ring. Their first citizen would be English, the rest Spanish.

Overall
We have an entire continent to ourselves.
The game is ours to lose.
How do we want to win?
 
Pre-flight- Build changes
Barcelona-Knight<Temple (1 turn)
Toledo- Knight<Library (8 turns)
Santander- Knight<Library (11 turns)
Teruel- Mace<Temple (7 turns)
Odense-Knight<Library (13 turns)
Copenhagen- Knight<Temple (1 turn)
Murcia- Knight< Temple (1 turn)
Reykjavik- Knight<Library (4 turns)
Stockholm- Knight<Library (5 turns)
Hareid- Mace<Temple (6 turns)
Oslo- Knight< Temple (1 turn)

Lowered lux to 20%, +35 gpt
Barcelona- changed 2 unhappy into scientists
Bergen- changed 1 unhappy into a scientist
Ivory City- changed 1 unhappy into a scientist
Jaen- changed 2 unhappy into scientists
Trondheim- changed 1 unhappy into a scientist
Vitoria- changed 1 unhappy into a scientist
Now at +30 gpt

IBT- Learn Physics. Start Theory of Gravity (7 turns)
Barcelona- Temple<Library (12 turns)
Copenhagen- Temple<Library (27 turns)
Oslo- Temple<Library (27 turns)
Murcia- Temple<Library (20 turns)
Vitoria- Marketplace<Library (14 turns)
York ends resistance. Builds Settler<Temple (5 turns)
Trondheim- Knight<University (12 turns)
Warwick ends resistance. Builds Worker<Caravel (40 turns)
Babylonia & Persia building Shakepeare’s Theater

Turn 1 (1010AD)
Moved units to Oxford to stomp on resistance.
Moved settlers down toward old England.
Seville-Knight<Library (8 turns)

IBT- Bergen-Knight, city is abandoned.
Stavanger- changed build to settler
Ivory City- Knight<Library (12 turns)
Newcastle- worker<worker (5 turns)

Turn 2 (1020AD)
Workers start road near Reykjavik
Workers start to clear jungle near Copenhagen
Tarzan worker stack to clear jungle near Odense
Trade Chemistry to Vikings for WM & 16 gold
Trade Dyes & Ivory to Babylon for +14gpt
Hurry production on Spear at Liverpool for 68 gold

IBT- Renew trade agreement with Persia: we trade Iron & Saltpeter for Furs & 14gpt
Renew trade agreement with Ottomans: we trade Horses, Dyes, & Incense for Wines
Valladolid-Library<University (40 turns)
Oxford- Worker<Library (80 turns)
Stavanger-Settler<Settler (15 turns)
Jaen-Knight<Library (40 turns)
Liverpool-Spear<Harbor (80 turns)

Turn 3 (1030AD)
Workers start to clear jungle near Copenhagen

IBT- Persia offers 5gpt for Dyes & Ivory, take that
Reykjavik-Library<University (50 turns)
Hastings- Settler<Library (40 turns)
Salamanca- Aqueduct<Library (27 turns)
Hareid flips to Vikings

Turn 4 (1040AD)
Move stack of Knights closer to Hareid
Move Tarzan worker stack to jungle tile between Copenhagen & Trondheim
Zamora founded SW of where London was, start Library (80 turns)
 
HawkChieftain, glad to see you're back! :D

Looking foward to the rest of your turns.
 
IBT- Zulus offer 22gpt for Incense & Dyes, take that
Persians offer 9gpt for Incense, take that
Almeria- Aqueduct<Library (16 turns)
Coventry- Worker<Library (40 turns)
Stockholm- Library<University (20 turns)

Turn 5 (1050AD)
Move settler from Newcastle south
Move stack of Knights to Hareid
Settler joins Zamora, size 3

IBT- Declare war on Vikings
York- Temple<Library (12 turns)
Teruel- Temple<Library (20 turns)

Turn 6 (1060AD)
Knight kills Viking Spear (1-0)
Captures Hareid, starts Temple (30 turns)
Found Merida, start Library (27 turns)
Worker stack start on tile next to Pamplona

IBT- Newcastle- Worker<Worker (10 turns)
Pamplona- Aqueduct<Library (16 turns)

Turn 7 (1070AD)
Settler joins Zamora, size 5
Tarzan worker stack finishes clearing jungle tile near Trondheim, 10 shields

IBT- Theory of Gravity is finished. Start on Magnetism (7 turns)
Offer TOG to English for Democracy, WM, & 20 gold, take that
Offer TOG to Ottomans for Free Artistry & 20 gold, take that
Offer TOG to Persia for WM, 60 gold, & 26gpt, take that
Offer TOG to Zulu for Gems, WM, & 12 gold, take that
Arabs don’t have anything to offer.
Offer TOG to Babylon for Spices, WM, 30 gold, & 4gpt, take that
Vikings refuse to listen
Buy a clown in Trondheim

Turn 8 (1080AD)
Was going to found a city on lower island of former England, but Persia beat me to it. Found Lugo. Start Library (80 turns)
Sent stack of Knight to protect Lugo.
Knight attacks barbarian camp outside Lugo, gets 25 gold.
Tarzan stack begins forest tile near Stockholm

IBT- Moved economy to 1.7.2, Magnetism in 6 turns
Seville- Library<Newton’s University (40 turns)
Nottingham- Worker<Library (80 turns)
Toledo- Library<University (25 turns)
Palma- Aqueduct<Library (10 turns)
Babylon, Persia, & Zulu start building Newton’s

Turn 9(1090AD)
Tarzan stack finishes clearing forest near Stockholm, 10 shields

IBT- Vikings land Warrior near Salamanca
Zaragoza- Marketplace<Cathedral (9 turns)
Ottomans start Newton’s

Turn 10 (1100AD)
Mace kills Viking Warrior, is promoted to Elite (2-0)
Tarzan stack finishes clearing jungle near Stockholm, 10 shields

IBT- New Madrid- Marketplace<University (19 turns)
Santander- Library<University (29 turns)
Logrono- Marketplace<University (23 turns)
Zulus complete Shakepeare’s Theater

Turn 11 (1110AD)
Tarzan stack finishes clearing forest near Stockholm, 10 shields

IBT- Forest cleared near Nottingham, 10 shields
Palace expands

Turn 12 (1120AD)
More clearing of jungle & forest

IBT- Magnetism completed, we are now in the Industrial Age
Spain is leading everyone with 1408 points.
Start Steam Power (9 turns). Lower economy to 2.6.2.
Trondheim- University<Marketplace (7 turns)
Barcelona- Library<University (29 turns)
Newcastle- Worker<Worker (10 turns)
Vitoria- Library<University (29 turns)
Odense- Library<University (34 turns)
Offer Magnetism to Ottomans for WM & 30 gold(all they have), take that
Persia is up Military Trad, Nationalism, & Steam Power
Zulus are up Military Trad., & Steam Power
Babylon is up Military Trad, Nationalism, & Steam Power
Sign peace with Vikings. Throw in Democracy to them.

Turn 13 (1130AD)
Changed 2 clowns to scientists at Seville
More clearing by workers

IBT- Babylon offers 10gpt for Incense, take that
Ivory City- Library<University (29 turns)

Turn 14 (1140AD)
More clearing by workers

IBT- Copenhagen- Library<University (25 turns)
Stavanger- Settler<Library (40 turns)

Turn 15 (1150AD)
zzzzzzzzzzzzzzzzz

End of turnset stats:
40 Cities
Units- 1 Settler, 35 Workers, 2 Archers, 2 Spears, 5 Swords, 2 Horseman, 1 Pike, 27 Knights, 8 Cats, 17 Mace
773 gold +33gpt
 
Looks good to me. I can't wait to begin railroading!

HawkChieftain, are there any Wonders that you think we need to be building? I'm at work and cannot remember what all has been built or what we might want or need.
 
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