IO6 - Civilization V!!

Wow. I think this is the single most uneventful turnset I have ever played. Just 3 events! As such, I'll also tell you what the workers were doing, just to give this turnset some depth.

TURN 30 - All looks pretty good. I notice that I have a shiny new worker and a granary with 13 turns left. Looks like I'm not picking any build orders this turnset. I order the worker to go farm a river grassland for major foods. The other worker is mining Gold. We have 19 turns until the city grows. We've got 3 turns left on the Wheel.

Out on the front, we have two warriors, both badly injured. However, they are also near a city-state and a rival civ, so I'm going to delay healing them for now.

TURN 31 - The eastern warrior moves towards the city state and discovers this:



Belgrade, a militaristic city-state. There's also a barb and a Serbian warrior nearby, right next to each other.

TURN 32 - The barb and the Serbian warrior fight. The barb wins, but takes six damage. I move our warrior in for the kill.

And it works. I gained 5 influence for killing a barb warrior inside Serbian territory!!

TURN 33 - And I lose six influence for being inside their territory. What kind of designer makes it so that killing enemies that are invading their land results in a net LOSS? Dumb stuff, if you ask me.

We also get this technology in:



I set it to horseback riding. We won't get it until turn 49, but it will be useful to make horsemen. Oh, did I mention that Kyoto is BUILT ON HORSES? We get 4 horses for free, with no improvements, unpillageable!

Also, we meet these guys, to the south of us.



The Siamese to our south. Looks like this battle will be fun.

TURN 34 - The warriors start healing. I think our worker finishes his mine about this time, and goes to work on a river plains farm, since we have nothing better to do with him. (I think we overestimated culture growth)

TURN 35 - Nothing. Literally nothing. Like, I pressed END TURN and that's it.

TURN 36 - A worker finishes a river grassland farm and crosses the river.

TURN 37 - A worker starts a plains grassland farm.

TURNS 38-39 - Nothing.

TURN 40 - We can now adopt a new social policy. I recommend Warrior Code, because I like GGs.

Also, a barbarian encampment has been discovered between us an Siam. It's about 4 W of our Eastern warrior. It'd be nice if it died.

Here's the save for ye: IO6

Now, a few thoughts:

Siam has declared protection on those city-states. We need to take him out early, before he gets any big aspirations from them. Also, Belgrade is militaristic. That's not useful. I say that we kill Belgrade.

We have horses, so after we get HBR we should get Horsemen. <--obvious

After HBR, I recommend Trapping so that we can get some Trading Posts up. Also, Settlers. Opening Liberty might be a good alternative for Warrior Code.
 
Well, with easy prey to the south (Siam), I think that makes horsemen + Warrior Code + early war a compelling option. Not sure about taking out Belgrade, but I definitely want to annex Siam before he manages to make all those city states allies. I don't want to fight them all at once.

Japan seems well suited to war in Civ 5. Let's test that notion.
 

This reminds me of a quote from a David Eddings series.

"Whose turn is it to do the cooking? Yours."

Hope someone understands the reference...

What's your PPP Gererun? Although it's hard to have one with a new game...
 
The plan:
- Rage at the granary building in Kyoto.
We already have a granary; it's called Helsinki. At this point I don't know whether to just accept it because of the hammers already invested in it or cancel it on principle and consider it 300 gold saved for city state bribery.
- Sell the gold to Siam for 30 turns.
We don't need the happiness right now and a quick check shows we'll get 150 gold plus 3 gold per turn for it. They're literally paying us to work our own tile for us. Oh and we can still work the tile to double that.
- Stockpile money for Helsinki
Marine city states are the nectar of the gods. We'll need Patronage and Philanthropy to make this as painless as possible.
- Start working towards Stonehenge.
Stonehenge is the best cultural building in the entire game and will let us grab a ton of policies in the early game. Doubly helpful since we want Patronage quickly. Also if we want to be ambitious and get Great Library too we need to build this first anyway.
- Save our policy until the Medieval Era to unlock Patronage
Absolutely necessary if we don't choose to build Stonehenge but we don't need a Great General that much right now anyway so there's no harm in saving it.
 


t40
With a little bit of bartering, Siam takes the luxury for 159 gold and 4 gold per turn. Hurray. In ten turns our borders will pop again and hopefully we'll have the silver to play with.

I save our social policy for later use.



The coastal area due south looks like a nice potential city site with a balance of plains hills, river plains and flood plains plus another nice luxury in whales. Other than that, it looks like our expansion goes through either Belgrade or Sukhothai so let's go full steam ahead on the war machine.

To that effect we bid goodbye to our ill-fated granary and begin building a chariot archer instead. It'll stay in queue if you really really want it anyway.

t41
Another barbarian encampment crops up near where we destroyed the first one. Persistent bastards.

t42
We begin work on another plains river hex while Ted (or was he Bill) moves into place to seige the barbarian encampment near our potential second city.




t43
Ted launches an attack on the encampment comes out a bit worse for the wear while Bill heads south through that nice grassland area teeming with whales to see whats on the other side.

t44
Bill moves through the mountain pass in the southwest and discovers yet another encampment on the hills.

Meanwhile another barbarian warrior appears! Seemingly ignoring this tactical consideration, Ted launches a suicide attack! Displaying his japanese warrior bushido, he crushes the barbarians and survives with one health remaining. Luckily he promotes and gets instantly healed.



We also meet a scout from England; from where I don't know. To the east perhaps?

Kyoto also grows and will again in another 14 turns.

t45

Our officers predict a decisive victory if Ted attacks the brutes across the river so why not? What's the worst that could happen?

Ted succeeds with minor damage and on the other side of the known world Bill moves into position for his assault.

t46

How lucky! Helsinki gives us a request to deal with their barbarian problem. I will send Ted through Kyoto to heal along with our upcoming Chariot Archer to assist them.

t47

Helsinki targets a specific encampment so we must make our way posthaste and grab that influence. Thanks to our Honour social policy we know exactly where it is and our fresh Chariot Archer speeds onward.



The news isn't that good for Bill on the other hand.

t48
We unlock the secrets of Horseback Riding, vaulting into the Classical Era and begin building a horseman right away. Meanwhile our scientists busy themselves with the Calendar.

Our (as yet unnamed) Chariot Archer discovers a mountain pass that leads to the barbarian encampment which will allow us to avoid any trespassing penalties with Helsinki (or needing to spend the gold to befriend them to avoid them.)

Ted moves into Kyoto to heal his scrapped knee.

Bill maneuvers for his life.

t49
As Bill jockeys for position; he discovers a ruins just one hex away. Perhaps a unit promotion (and thus his continued survival) awaits him?

Our Chariot Archer trudges through the mountains.

t50
Bill quickly darts into the ruins and gets map that reveals the location of nearby barbarian encampments! Ha ha ha-- crap.



Our Chariot Archer is in position to assault the camp and, oh joy, there's a worker the barbarians stole from Helsinki! That's 30 influence in one shot. Eliminating the camp and returning the worker will make us instant allies so that should be a priority.

I should mention we just hit the milestone of 500 gold this turn.

The culture picks the horses (boo boo) and our worker moves to pasture them.

Rotation:
IdiotsOpposite - Warming up.
Gerurun - Played turns.
Rex Tyrannus - At bat.

At this point we have a few options available; given the boon we found in quests for Helsinki we can spend a little gold to expand our culture and give that other worker something to do; like mine the silver.

Save incoming after I cook it with the script.
 

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okay, first off, I guess I need to apologize on the granary. I think that was me, and probably just in old civ4 habit.

I'll play tomorrow and will plan to take out Helsinki's barbs and return the worker. Allies without spending money. Great.

That leaves us some gold to play with. Since we're building military (and I'll keep with the trend), it might be a nice idea to buy a settler. We can afford one @440 and still buy the silver tile @50. Of course, I still haven't gotten a good feel for the economics of purchasing vs building, so I'll welcome an informed overruling.

To science, when Calendar finishes in 8, I think Mathematics (14 turns at present science output) would make sense. Either that or Iron, but I like cats more.

Anything else need discussing?
 
Once we get Helsinki on our side, you should probably re-micro the citizens in Kyoto as we'll have the extra food to work the gold and silver hexes without worry and our gpt will soar through the roof.

Catapults need Iron however. We;ll need Mathetmatics for sure to build courthouses in our annexed cities but maybe Writing first is a better option. I still have hopes for the Great Library or at least one specialist in Kyoto.
 
A most depressing turnset... Sigh. It seems my Civ4 luck has carried over into 5.

To begin, I had workers needing actions, so I bought the silver tile.



This would actually continue later through the set. I ended up buying two river tiles, though both are currently being farmed. When we can build trading posts, I believe we should tear the river farms up and make money. We have the food. Unfortunately, we have no other useful worker actions to perform, so I made farms.

We really need another city (stolen or grown). I did not buy a settler as I'd proposed, feeling that was too radical a use for 400 gold without group consensus.

Pressing enter on my inherited turn lost us the Great Lighthouse



However, I was able to take over barb camp 1 without issue



Helsinki is now an ally.

This prompted Lizzy to cry foul at us.



I told her to go F herself because I still don't know the consequences of either choice. However, I figured our diplo with the English broad is less important that our own breadbasket.

Moving on, Calendar came in as expected...



and crashed my computer. Bad crash. Civ hangs on the video. I can hear audio going on as the rest of the game continues, but video won't update. Anyhow, after the restart (of my PC) I played in DX9.

Calendar pushed us into Classical and, on the same turn, our silver mine finished. I MMed our civilians. We're putting out 11GPT now with no loss to food. The classical push opened up some new social policies, though I didn't choose one yet, figuring this to be a group decision.

I chose writing as our new research, hoping to start us down Gerurun's dream of the Great Library slingshot. Alas...



Second to last turn, I thought I'd hit the motherload...



But I pressed enter and watched that English whore steal my ruin!!!



I was determined not to lose the settler (who turns into a worker, I presume?) so I charged in, guns blazing.



W...T...F...

That should have been a rout. Now the English menace steals MY ruin, MY barb camp, and MY settler.

:scan:

Elizabeth must die.
 

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A shame but as long as we get some specialists running and move towards knights it should be fine.

I'm down for pooping out the settler asap if we can make enough gold per turn to pay Helsinki again before we lose our alliance. We need the pop for science and we have the luxuries in our vicinity to sustain at least two big cities right now.
 
Damn this game is really having trouble keeping any sort of momentum. If there's nothing by tomorrow I'll spit out a few turns. We should try sticking to the 24/48 rule in the future.
 
Yes. I wholeheartedly agree about pacing in this game. Probably, this is a symptom of having only three members. I wonder if recruitment might not bear fruit?
 
Recruit, recruit. I'm going to have to skip anyway... it's so busy right now...
 
t60
We'll need at least 250 gold to placate Helsinki in 17 turns but with our gold coming back in ten turns and Helsinki hooking up their gems (which they will then give us,) I'm not too concerned. We'll poop out the settler as planned.

t61

In a pleasant if not puzzling circumstance, England abstains from attacking the encampment. Our horseman charges in and vanquishes the defenders.

Mystery solved, all they had was an archer so they couldn't capture it that turn. Heh, looks like that settler belonged to England. They're not getting their settler back either. Meanwhile our settler moves out.

I see we can begin stonehenge in Kyoto and finish in 8 turns with some micro. So I decide to chance it.

t62
Our new Englishe labourer friend is quickly deleted as he was costing us 2 gold per turn.

t63
Bill and Ted engage in barbarian extermination at their respective camp sites. Bill has managed to put his back against the sea on a narrow peninsula, forcing the barbs to fight him one at a time.

I see Stonehenge would only take eight turns so I decide to chance it. Our new horseman will escort our settler.

t64



Our intrepid first horseman explorers further southeast and we discover the Aztecs. and China.


Our bros in Helsinki hook us up with Gems this turn so naturally I turn around and sell our Silver to the Aztecs for 248 gold and 1 gold per turn. We should be getting our gold back at the end of this turnset.

Osaka is founded at the river mouth to the south. Since it is 5 hexes away, it will take until it is pop 4 for the trade route bonus to break even with the road coast. (pop 4 * 1.25 = 5 gold)

t65
We unlock the secrets of Writing. I put us on a course to quickly scoop up Sailing which we need to improve Osaka.

Further exploration from our 1st Horseman discovers two martime city states! Both Ragusa and Singapore have Spices which we could use so its up to personal taste which one we pick up next.

t66

Siam qqs about us settling Osaka, I tell him to suck it.

t67
We discover Germany as our various units wander these barbarian infested lands exterminating encampments.

t68
Siam requests Open Borders, I refuse of course. Let him stay bottled up in there right where we need him. Helsink wants us to find China, where ever they are.

t69
Stonehenge complete! Kyoto resumes building the horseman.

I see the fringes of a city state below Siam and heading out our 1st Horseman finds Alamaty (military cs) and Cape Town (martime cs) who also have Spices. Hurrah I guess.

Bill finally prevails over the barbarian encampment that's been plaguing him for years and uses his upgrade to heal himself to take out the final brute.

t70
Our 2nd Horseman completes and all is quiet, for now.
 

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okay. I'll pick this up tonight. I'll look at the save when I get home. If there are any major questions, I'll post them before I play.
 
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