ALC Game #23: America/Lincoln

S,

I think you're doing a pretty good job. Nice diplo relations and strong tech trading as well. I don't think defiance of the possible resolution to end the war with Monty is a big deal but I don't see how you can sustain an economy given the current lack of infrastructure if you conquer more turf. Now that he is so tech backwards, I think you'd be able to build up what turf you have while teching to rifles, and then have a quick and decisive elimination of Monty on the continent (nationhood, vassalage, theocracy and drafting should result in 4 xp rifles, no?). This should segue well towards transitioning towards a CE and given a rather modest empire size, you might be able to run a free market economy and use all those great people you still have coming to use corporations as fuel towards a space race or late game golden ages; perhaps a combination of both.
 
I am not sure how low Monty's power rating has dropped but if it has dropped too low and you make peace for a while, then there's the danger of him becoming a voluntary vassal to another AI, which would complicate the situation
 
Keep whaling on Monty. I like your raider group idea!

Monty has a lot of nice land that should rightfully be yours. Yes, the long war will cause you to fall behind in techs, but that's life at Immortal level. Finish him, and you'll come out with the largest empire -- you'll be able to make up the difference quickly.


Waldo
 
I am not sure how low Monty's power rating has dropped but if it has dropped too low and you make peace for a while, then there's the danger of him becoming a voluntary vassal to another AI, which would complicate the situation

That's the nice thing about Monty's whipping and unit production-- his power rating rarely dips too low. I can't recall ever seeing him voluntarily submitting to another AI.
 
S,

I think you're doing a pretty good job. Nice diplo relations and strong tech trading as well. I don't think defiance of the possible resolution to end the war with Monty is a big deal but I don't see how you can sustain an economy given the current lack of infrastructure if you conquer more turf. Now that he is so tech backwards, I think you'd be able to build up what turf you have while teching to rifles, and then have a quick and decisive elimination of Monty on the continent (nationhood, vassalage, theocracy and drafting should result in 4 xp rifles, no?). This should segue well towards transitioning towards a CE and given a rather modest empire size, you might be able to run a free market economy and use all those great people you still have coming to use corporations as fuel towards a space race or late game golden ages; perhaps a combination of both.
Thanks, and that's a good idea with GP generation. We may indeed see heavy use of corps later, and that would be appropriate for America, no?

One thing: you can't run Vassalage and Nationhood at the same time.
 
One thing: you can't run Vassalage and Nationhood at the same time.

It's amazing the bone-headed ideas one can come up with when you're not staring at the civics screen.:blush: But nationhood, vassalage, and theocracy sounded good at the time. In any case, you should be able to draft 4 xp units with theocracy and a military instructor.
 
It's amazing the bone-headed ideas one can come up with when you're not staring at the civics screen.:blush: But nationhood, vassalage, and theocracy sounded good at the time. In any case, you should be able to draft 4 xp units with theocracy and a military instructor.

Correct me if I'm wrong but, 3xp from barracks + 2xp from instructor + 2 xp from theocracy = 7xp. Divided by 2 and rounded down is 3 xp.
 
Correct me if I'm wrong but, 3xp from barracks + 2xp from instructor + 2 xp from theocracy = 7xp. Divided by 2 and rounded down is 3 xp.

Oh man, sometimes it is better if I don't chime in at all. What's the divided by 2? Is that what happens in drafting? Divide by 2.
 
Sis, Way to make us Canucks look smart eh
 
I‘d immediately march on the path Validator suggested and raze all of Montys cities except Tenochtitlan, then resettle the land starting with the copper-banana city directly north while collecting minimal defensive stacks in the horse and sugar cities and building economic infrastructure in the homeland.

I never understand under what conditions what AP resulotions come up, but I find those "Return city to…" most annoying. Razing cities gets rid of that once for all.
 
Hopefully Montezuma isn't running Emancipation for Partisans. :)
 
Monty's not all that behind on techs either. Pillaging his sources of horses and elephants is an excellent idea. Whether that makes him stop sending his stacks at you is another matter. He usually keeps a similar number of units back for homeland defence, which increases your pillagers chances of survival, but doesn't help you speed up your attack.

Hatty's got PP and is a good way towards rifling. She could settle Spices/deer city that you continue to leave open to her and your fishing village. Saves you having to, but that does mean you're going to have to fight her.

Liberalism and nationalism, trying to acquire nationalism first and using it to acquire other techs is an option and hope that the engineer specialist turns into a GE handing you the Taj Mahal on a platter. At the very least, if you can trade for gunpowder, you'll be able to draft musketmen. You're certainly going to need a GM to send trading to keep that army in being and upgrade your best units. I8 cities each with a (whipped) courthouse and one with the FP will keep your empire affordable. New York and Cuzco would benefit from markets and grocers. The need to keep turning out military units may prevent you from making a city with the Globe Theatre (and the requisite six theates)until the war with Monty is done.
 
Round 6: 990 AD to 1525 AD (81 turns) - Part 1

This may be the longest ALC round ever, one of you trainspotters may want to check. I basically dug in until Monty was done. It, er, took a while. And oh boy, were there bumps along the road...

I started the round by making a whole mess of tech trades, and a good thing, too, because as the war and the round wore on... well, you'll see soon enough. I started by getting Printing Press from Hammurabi.



And sure enough, on the next turn, I had become the world's leading villain.



That created some unhappiness in a handful of my cities. It wasn't fun, but it wasn't that bad. Yet.

My next great person was a little bit of a surprise.



He would have lightbulbed Divine Right, which is useless to me and a golden age would have been wasted while I'm at war and suffering from both war weariness and AP-defying unhappiness. I noticed Tiwanaku was having trouble with its southern-most tiles, so I settled him there. I still lost a couple of tiles to Hatty, but I'm hoping to eventually get them back.

I kept on tech trading. I was hoping Hatshepsut would save me a few turns on Liberalism. I got a random event that devoted some flasks to it, so I took advantage of that.



And I got a very welcome and handy military tech from my very good buddy, Shaka.



Then I turned around and managed to get what would turn out to be a very important tech from Hammurabi:



And finally, one more tech, this time from Gilgamesh.



I think we'll look back on this game and agree that the biggest factor in it has been the shared religion. It has single-handedly kept WFYABTA at bay, and it has also prevented any dog-piling that might have ordinarily happened.

I knew Hatty would be teching and trading like crazy because she has been all game, so I decided to get what I could from her.



I also heeded the advice of several of you and managed to get a city founded in the far south before any of my rivals did. I didn't found it in the planned spot, because there has one more happiness resource down there for me, and I desperately needed all the help I could get. So I founded it in a bit of a non-optimal spot, but a necessary one.



It won't every be much more than a fishing village. C'est la vie. At least it soon claimed both a happiness and a health resource for me, both very much needed.

I sent my first pillaging stack into enemy territory, hoping to distract some of Monty's troops away from my offensive stack and from attacking my own cities. I experienced some success in those regards, and the pillaging gold was helpful too.



This stack was destroyed as it wandered north, however. I later generated another one, this time throwing a Musketman into the mix, and that entire pillaging stack survived to the end of the round and managed to pillage all of Monty's strategic resources at one time or another.

And then... our worst nightmares began to come true.



I was already struggling, as I said, with the mounting war weariness and the angry citizens from denying the previous vote. Monty kept sending waves of annoying suicide stacks at my cities and/or at my offensive stack, slowing me down. So I did what any sane, rational person would do.

I threw a hissy fit.

Seriously, I spewed out a stream of curses at this point that would have made a veteran sailor plug his ears. Words cannot convey my frustration--and all over a silly little computer game. But hey, if Civ wasn't so involving intellectually and emotionally, we wouldn't play it, would we?

At this point I stopped caring about anything but killing off Montezuma. I didn't care about my economy. I didn't care about my research. I didn't care about growing my cities. I didn't even care about winning the game. I just wanted Monty to die, die, die, die, DIE. I'm not a metal fan, but I began chanting the chorus to a rather infamous song by Dope at this point. Hey, when you're on the 'net, sometimes you pick these things up without intending to.

Okay, so, first off? Big civics change. Lost turns? Like I said, I was beyond caring.



I left in on HR for the unit happiness, Nationhood for the barracks happiness, Slavery to whip away any citizens whining about my villainy, and Theocracy for the XPs since I was leaving Vassalage. I didn't adopt Mercantilism because no one else was running it, so I was making too much trade route income to justify it.

Lincoln running Slavery? Hey, if you want a role-playing posted game, go check out MadScientist's threads.

I also lowered the sliders to 0%. I wanted all my money--not that there was much of it--going toward unit upgrades. So the slider went to 0% and stayed there for most of the rest of the round. Because I just didn't care about anything but killing Monty.

In some way, though, this was a bit of a rational decision too. What was it going to take to bring this war to its desired conclusion--with Montezuma gone, wiped off the face of the earth, his former territory completely under my control? The current approach wasn't working and would take far too long, with WW mounting and those cursed AP resolutions making it worse. I had to be ruthless to see it through. So I got ruthless. And yeah, ticked off too. I'm human.

Meanwhile, I met our mystery civ.



Oh, boy, being isolated sucks, doesn't it, Julius? I'll lay odds this guy gets invaded at some point. For now, he was good for a few bucks in return for an old tech every now and then. I traded Calendar to him for his meagre stash right away. That was in anticipation of Astronomy, so maybe if he had a resource available, I could get it.

And back home, the whips were cracking.



Poor New York experienced the worst AP unhappiness, and therefore bore the brunt of my wrath. I whipped it down to 5 pop at one point. Not giving a damn was very liberating.

I started pushing my offensive stack out and started meeting with success. Still seething, I raze the first city I captured.



In retrospect, I should have kept it. I had to found a city there soon afterwards or the AI would have, especially given its proximity to Zara. I did not want a repeat of the last game where I had to spend so much time fighting off his culture. Bad enough I'm putting up with another Creative leader at the other end of my empire.

Gradually, I calmed down. I managed to get Economics from Shaka at this point and made another civics change to try to help out my beleaguered economy.




I really, really, REALLY wish Zara had built the AP this time around. Oh, how I wish it were so.



Are you keeping count? That's 3 AP votes defied thus far. And I wasn't anywhere near done with them or the war. More unhappy citizens, more whipping. Even though I was running Nationalism, I never got a chance to draft. I was whipping too much instead.

I was still managing to do some deft tech trading, researching part of a tech and then trading for it.

As you'll see, though, I couldn't keep that up forever.

Zara, meanwhile, had populated some separate land masses and now began creating colonies.



And to finish off this post on a positive note, I captured Montezuma's capital.



I wouldn't say it was a cakewalk after this, but that really seemed to take the wind out of his sails. His counter-attacks now tended to consist of a much smaller number of units; he seemed to be going into a more defensive shell, keeping most of his units in his cities for defense. I don't know if the AI is programmed this way, but taking their capital, I've noticed, often seems to have this effect. Not always, but often, so it's definitely a worthwhile early war goal.

To be continued...
 
Round 6: 990 AD to 1525 AD (81 turns) - Part 2

With Monty's capital in my hands, my troops finally, at long last, began to really roll along.



But of course, just when my mood was beginning to improve...



That's four now.

You know that old saying, when you find yourself in a hole, stop digging? Well, screw that. I kept digging.



I wasn't done tech trading, not yet. Shaka, thankfully, was still behind me in techs, so I was managing to get something from him every now and then.



I was still irritated with Montezuma. Even though technically he wasn't the one proposing the AP votes, well, they're his fault, aren't they? Of course they are. Don't try to tell me any different. So I began the next step of the process, of removing all trace of the grimy stain of his existence from the map.



I can never remember, let alone pronounce, the names of those Aztec cities anyway.

Having conquered his west coast cities, my troops swung back east now to capture the cities immediately north of my own. This was the final set of steps in the creation of a buffer between Aztec territory and my own core cities. Not that Monty was raiding my territory anymore, but it was nice to ensure that I no longer had to worry about that.



Good ol' Shaka. What a pal.



Bet you never thought I'd say that, did you?

Finally, a great person!



Heeding your advice, I immediately began to research the tech that the Great Scientist lightbulbed. Unfortunately, it took so long that it was useless for tech trading when it was done. But it would be valuable for defense, if I could just get Astronomy somehow.

I earned a couple more Great Generals, of course. One became a military instructor in Aryan, the Heroic Epic city. Along with a previous settled GG, that gave me the +4 promotions like you get from West Point, but long before that national wonder is available. With the next one, I decided to experiment a little and see what was involved in getting the ultimate healing machine, a Woodsman III/Medic III unit.



Unfortunately, even though this a unit under a Charismatic leader, he was still several XP short of the Medic III promotion. So I took him around and kept using him in battles.

Now, if you think I should have settled him in another city or something, hear me out. I could already see that I would have to deploy my units defensively to two locations: to the former Aztec capital--now renamed Sacramento--in the west, and to former Incan territory to the east. This to guard against potential invasions from either Zara or Caesar at one end of the empire, or from one of my Buddhist buddies at the other end. I know the latter is unlikely, but not impossible. Remember all of them have Liberalism now, so any one of them could adopt Free Religion. And they're all teching ahead of me. So it could be useful to have two super-medical units.

In spite of all the units I was generating, my growing lag in techs meant that my power rating was not all that impressive. Cripes, even Julius has more units than me.




Good thing all the board leaders are Friendly with me, huh? This would be a very, very different game if even one of Hammurabi, Shaka, Hatshepsut, or Gilgamesh had adopted a different religion. Maybe they'd be warring with each other, but then again, maybe I would have been dog-piled.

Zara has settled a third land mass, so he created a second colony/vassal.



Almost all of my units that needed upgrading had been upgraded--City Raider Swordsmen and Axemen becoming Macemen, Combat II/Formation Spearmen becoming Pikemen, and so on. So I began to inch the science slider back up. I also had to push the culture slider up, what with all the WW and AP unhappiness. But I managed to finish my next tech.



There's a definite pattern to this round, though. For every little bit of good news, there's inevitably some bad news.




AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAARRGGHH!!!!!!!!!

Ah well, as I said, there was a good-bad-good-bad cycle going on.



Yahoo! I had a tough choice here. Taoism was more widely spread, so a shrine in Cuzco would therefore yield more gold than one for Confucianism in Tiwanaku. On the other hand, Tiwanaku could sure use the culture. Well, I could use the gold, so the shrine went here in Cuzco. That gave me a nice boost of about 20 GPT. Tiwanaku will have to just keep investing in cultural buildings.

And I was getting down to Monty's last few cities.



I razed this one, a former barb city that's badly placed; notice the clams two tiles diagonally to the northeast? And do you notice my Settler down at lower left? I founded a new city nearby. You'll see where momentarily.

The techs I'd been selling cheap to Julius paid off near the end of the round, since I'd obviously helped him research this tech:



That helped a bit, earning me some extra commerce from trade routes, and also some GPT for selling a resource to Caesar.

Another turn, another Aztec city.



I kept this one. I certainly didn't want to, it's a garbage city, but then again I don't want one of my annoyingly Creative neighbours settling there either.

I began to found a couple of cities of my own, in better locations than Monty had them in.



Amazingly, no one had founded a city in the area below all game, despite the presence of two resources and the absence of anyone else's culture. Go figure. Maybe no one wanted to be next door to Monty. I can relate.



I suppose my economy would be slightly better off without these, but again, I had little choice, lest I wanted to be fighting off foreign culture in my new back yard.

That leaves me with one more city to found sooner or later, the one a little west of Cuzco to claim the fish tile. My culture owns all the tiles there now, so I'm in no rush.

And finally, at long last, after all those trials and tribulations, after defying no less than five AP end-the-war votes... Montezuma passed beyond this virtual mortal coil, leaving the world no poorer.



I didn't dance or laugh, I just felt a grim satisfaction that a surprisingly difficult job was finally done.

Of course, you must be wondering what all this did to my poor, teetering economy and anaemic research. That's coming up next, in the state-of-the-world post. It ain't pretty. Brace yourselves...
 

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I must say congratulations, one well deserved. I thought Monty on Prince was tough, by this point I'd be tearing my hair out, too.

Great job! This latest post was inspiring in a unique way :D
 
The State of the World, 1525 AD

I played one turn after the end of the war so that the war weariness could vanish and give us a better idea about the actual state of the empire. I also took the opportunity to delete a few obsolete units in my core inland cities to save on maintenance.

We'll start with the good news, with a look at the map and the new, expanded American empire.

First, with resources...




...and without.



So like I said, I can fit in one more city west of Cuzco to work that fish tile, some grasslands, and a couple of plains hills. Not a bad location for a half-decent city, all told. Monty's land was actually in better shape than some of you seemed to suppose, with several cottages that had grown to village status.

Now that Cuzco has a shrine, I think it may make sense to convert its farms to cottages, especially since so many of those grassland tiles are beside rivers for one extra commerce on each. Agreed?

One concern I have is the lack of an obvious candidate for a riverside Ironworks. La Jolla, with all those river tiles, is tempting, but it has three gems, so I think that dictates its fate as a commerce city--a role which Boston also needs to continue to serve. We may have to settle for a non-riverside Ironworks, which I've noticed happens sometimes on this map type, with fewer riverside tiles. Any suggestions?

Domestic Advisor:



20 cities--much better than the meagre six many of you were lamenting a while back. And I could easily add one more.

So yes, the Forbidden Palace is going in Portland, which may also become the West Point city later on. Sacramento (the former Aztec capital) has a settled Great General and Great Scientist, while Anchorage (my northernmost city, of course) has a settled Great General--one earned by Monty in the dying days of the war.

Aside from that, as you can see, I'm focusing very much on infrastructure. Once I finish Rifling, I can boost my power rating by upgrading several of my units--especially those Combat II/III & Formation Pikemen--to Riflemen. Hence the stuffed-to-the-gills treasury. That should buy me a little time to focus on infrastructure rather than military. Frankly, I can't build the same units as my contemporaries yet, so there's little point in churning out now-obsolete Knights and Musketmen.

And yes, poor New York is still suffering from AP villainy unhappiness.

Civics:



I think a big civics change is definitely in order. Representation, Free Speech, Caste System, and Organized Religion are, I think, the order of the day. Representation will boost the specialist economy, as will Caste System. Free Speech will benefit the cities with relatively mature cottages; and OR will assist with the infrastructure I'm building. Too bad it's gonna cost 4 turns of anarchy at a time when I need to focus on catching up. Ouch. Another price of acquiring a big empire.

I didn't make any changes before this because even though I had switched to building infrastructure instead of units, the war was still going on and I needed the happiness benefits of the above civics.

Foreign Advisor, Relations:



Notice that Gilgamesh and Shaka have a Defensive Pact.

Glance:



Caesar and Hatty are one another's worst enemies. Caesar asked me to stop trading with Hatty a couple of turns back; of course I turned him down. But now that Caesar has Astronomy and apparently a higher power rating than me, I'll want to watch my west coast. Norfolk, my appropriately-named military/HE city, will be generating several Frigates to position up there.

What do you think of devoting one city to generating Buddhist missionaries? As you'll see, I need to spread the SR a bit--to get the full benefit of OR, and to maybe wrest control of the AP away. I was also thinking of trying to convert Caesar to Buddhism. Then maybe Christian Zara would become the Buddhist block's mutual worst enemy.

Oh, and Gilgamesh is willing to offer me the same arrangement he has with Shaka:



Should I take it? It should keep everyone else off my back. One potential complication is the 5 diplomatic bonus points I'm getting with Gilgamesh because I'm running his favourite civic, Hereditary Rule. The potential +2 from the DP will partially compensate for that--but he may drop to pleased, and would that prompt him to cancel the DP?

Oh, Zara will also drop to cautious as a result of the proposed civics changes. He's there because I'm running his favourite civic, Theocracy.

In contrast, relations will improve with Hatty (from running OR) and with Caesar (for running Representation).

Active trade deals:



One of the best and most immediate benefits of conquering all of Montezuma's territory was this new-found ability to get more resources and GPT from the other civs.

Resources:



Trade route income and civics:



Of course Caesar, with several lucrative intercontinental trade routes, is running Mercantilism. I'll have to look for an opportunity to trade Economics to him. And yes, my goodness, Hatty has already teched to Communism and is running State Property. Scary.

That's why you need to brace yourself for our look at the tech board.




This is the inevitable price for my war, my fury, my folly, and my victory.

The AP unhappiness is temporary and will vanish in a few turns all on its own. This, however, is going to be much tougher to rectify. Dear God, even Shaka is teching ahead of me! If any of my neighbours wanted to, they could invade me with a Rifle/Cannon army and I'd fold like fresh laundry.

Saladin is only 4 turns behind me on Rifling, so I won't be getting a tech from him for it, I don't think.

This is why I want to keep relations smooth with Caesar--he may take over Shaka's role as a tech-trading partner. Unfortunately Caesar has a relatively low WFYABTA limit, hence my thoughts above on converting him to Buddhism.

My one consolation is that some of you have said that falling behind in techs is par for the course at Immortal level. But this far behind? Yikes.

Well, there's nothing for it but to change civics, get the infrastructure built, and try to catch up. I think you may be seeing a late game Internet gambit if I go after the space race.

Religion Advisor:



As you can see, I have to spread the SR to four cities, and I have no less than sixteen of my own cities that can newly host Taoism and boost the shrine income. And, of course, I have a whole continent of Open Border buddies to whom I can spread Toaism too. Hence my thought of devoting a city to missionary generation for several turns. The thing I have to be careful about, though, is spreading so much Toaism to my Buddhist buddies they convert and become enemies.

Victory Conditions:



A long way to go to domination or conquest. I think diplomatic or space race are more likely. Maybe cultural? Haven't done it in a while, I may have left it too late--but I do have the religions to leverage for it, and Philosophical may help with generating Great Artists.

The thing is, a cultural win seems kind of weak for America with its late UU and UB. To my mind, America should triumph late in the game with a combination amphibious invasion and economic boost from malls. And remember, leveraging those things is part of the ALC credo.

Power:



Keep in mind that because of my low espionage point generation, several other civs are not on here. Hatty, Gilgamesh, and Hammy, the board leaders, are all missing, as is Shaka. I'm reluctant, however, to push up the espionage slider, seeing how I need to max out the science slider to catch up instead. So I will need to use buildings and perhaps specialists to generate espionage points.

One comforting thing, however, is that I'm superior to Zara and nearly even with Caesar in terms of power, diminishing the likelihood of an immediate intercontinental invasion. I'll have to keep an eye on the situation, though, especially with Caesar, who can be a mini-Monty sometimes, in my experience.

Maybe the Navy SEALs should conquer Rome later in the game?

Demographics:



Even with the tech disparity, I expected my "Soldiers" rating to be higher. But with Hatty, Hammy, Gilly, and Shaka all ahead of me techwise, I guess I shouldn't be too surprised. Good thing, as I said before, that they're all friends. Let's hope it stays that way. If any of them change to Free Religion, there could be trouble brewing.

Top 5 Cities/ Wonders:



No wonders for me this game, sadly. That's unlikely to change. Oh well, I've always said it's good to play a game without them every now and then, especially when you move up a level.

And finally, espionage.




So the big challenge now is trying to catch up with the AI in technology. Fortunately I'm in a good position to do so, not facing any obvious military threats at the moment--another reason it was good to wipe out Monty. This is the point where the advice is very much needed--what to research next, what to aim for in Great People that will yield the most benefit, and so on. This next round, I think will be the defining one that either wins or loses the game in the long term. So put your thinking caps on, kids!
 
By the way, I believe the last round of the Gilgamesh game was longer than this round. :goodjob:

Right you are, by 2 turns. Good catch. :goodjob:
 
For espionage:

I think you should stop putting in some EP on Charlemagne and Saladin. They are colonies and will likely never play any significant role in the future. Unless, of course, you plan on an invasion in Ethiopia...

Also, put some more emphasis onto Hatshepsut and Shaka in espionage (perhaps bump up to 4 or 5 weight?) because Hatshepsut is right next door in case you want to do an invasion and Shaka's the only AI here who really spams military units.
 
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