Immaculate
unerring
- Joined
- Jan 22, 2003
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Spain Takes the Low Road.
Welcome to Immaculates second flavour challenge.
Some readers may be familiar with the first in the Flavour Challenge series, Pilgrimage to Mecca where the goal was to establish a 5-headed religious hydra and have the entire world performing Hajj. The game ended with an unexpected domination victory (stupid Cyrus) prior to completely developing the full potential of the hydra but I was happy to just get all five shrines up and running.
In this flavour challenge, I aim to take Spain on the low-road. In most of my own games, I tend to focus on the civil-service, paper, education route to liberalism, making liberalism a very important landmark in the tech-tree; that is to say, I take the high-road. This game aims to prioritise the low-road, something I dont often do in my solo games and something that many succession games do not do as well (obviously there are some exceptions). Prioritising the low-road of techs led me to the choice of leaders. Isabella has a unique unit that is found in the heart of the low end of the tech-tree, the conquistador. I recently played Spain in a Succession Game and got to use the conquistador for the first time and really enjoyed it. I am looking forward to repeating the experience. Therefore, because of the placement of the unique unit and because I enjoyed playing with this unit so much in the past, I choose Spain.
The game will be played at Monarch difficulty; lately I have been playing Emperor level (losing and winning in about equal proportions) but since I am so out of my element by focusing on the low road, I will play at Monarch difficulty (where I still lose sometimes anyway).
I will be playing an Archipelago map (the last flavour challenge was pangea and I thought we should try something different). All other conditions will be standard.
Here are the settings.
Here is my starting position. I have not yet moved the warrior.
The start is very food rich and would make an excellent great-person farm, even early on. It also has a lot of forests to chop. Unfortunately, if we build in place, we would lose the only hammer producing tile, the wooded forest. So, perhaps its best to consider alternative start positions. It may be best to move the settler one south-west and build Madrid on the plains tile there but we would lose a floodplain and gain two desert tiles (they look like desert tiles anyway. Alternatively, we could move the settler one north and build there, losing the fish and one turn but allowing us to work the hill. To help make the decision I decide to move the settler one north-west and the warrior one south-west. This means that we wont be building Madrid on turn zero.
Here is what is revealed.
Production potential wins out and I choose to build at position two.
Madrid is founded on turn one at position two. Obviously when the second clam is revealed I am quite pleased with the choice. Research is set to mining. I want to get production up and that means we need mining and bronze-working. These techs, incidentally, are required for guilds. What? No religion, as Spain, even knowing that guilds requires monarchy which requires the religious line of techs? Well, I could have done that, but I want production up first. This is a flavour challenge and that means its about trying new things, so lets focus on something other then religion even though we are Isabella near water.
Once Madrids boundaries expand, I switch from working the forested grassland hills to the forested plains hill. The faster we can get the workboat out, the faster we can get some real growth out of Madrid. Mining completes, and, as was planned, we set research to bronze-working.
The workboat completes and is sent to net the fish. I set Madrid to emphasize food and begin work on a warrior. Once Madrid grows to size two, I shuffle the second citizen around and realize that I can time Madrids production of a warrior with growth to size three. I do so. Skipping a worker to build a workboat worked out okay this time but I dont normally do this. Once it grows to size three, I have it build a settler. I very rarely skip building a worker before I build a settler (in fact, I dont think I have ever done that), but we might as well take advantage of the fish and floodplains. In retrospect, skipping the worker first to get a settler out first would mean that we could have fairly safetly pursued a religion, but alas, should have, could have, would have doesn't count for a heck of a lot.
On turn 19, we pop our first hut and get a scout and on turn 21, we pop another scout for a map. People sometimes complain about popping maps and sure, they are sort of disappointing compared to a free tech, but they are useful for choosing future city placement occasionally so I dont complain.
Soon enough we develop bronze-working and I set research to sailing. Ill explain my choice for the tech path at the end of this post.
On turn 25, one warrior (the one we built, not the starting one) fights the first battle of the Spanish empire. In the same year, we also make contact with the Egyptians (neither Buddhist nor Hindu). Soon afterwards we lose the starting warrior to a lion (despite being on a hill) which really sucks.
We finish researching sailing and Madrids settler will be done in one turn. Here is a look at our island. Ive rotated the tiles so that the pictures would fit better but north is marked and one should be able to follow the islands lay-out.
Here is a look inside Madrid. Note that it has no Mr. Garrison.
This is a good point to end the first session.
My medium-term goals are to tech to guilds and take over a few islands the size of the one I am on now. The island itself is fairly well-sized and could be filled with about a dozen or so cities prior to that, so perhaps we will make the conquistador war our first. That means that our shorter term goals are to settle the island as we tech towards guilds. I am aiming for two key early wonders in this game. The first is the great lighthouse and the second is the oracle. I want the great lighthouse to allow the Spanish to settle their island with a minimum of difficulty arising from economic woes. The great lighthouse is a wonder that works better the more (coastal) cities you have. I tend to think of it as a free courthouse in every city (especially in conjunction with harbours- remember: these are cheap for the Spanish). So, we will use the great lighthouse to assist in the settling strategy. The oracle is to get a springboard advance along the low-path of techs. I intend to either take either Monarchy or Metal Casting. Normally I would take Metal Casting without thinking about it, but Monarchy is very intriguing because Hereditary rule, along with our expansionist trait, would allow us to grow quite large quite early. The bigger a city is, the more money it makes from trade routes. So Hereditary Rule, in conjunction with the expansionist trait and the great lighthouse has a three-way synergistic effect. The other thing to consider is that if we build the great lighthouse prior to the oracle (assuming that they are in different cities), we can use the great merchant generated thereby to light bulb metal casting. Heres an excerpt from the great person list.
Great Merchant:
As you can see, we could use the great merchant to lightbulb metal casting while teching towards feudalism (assuming we nab monarchy with the oracle).
Those are the medium-term goals. In terms of short term goals, the settler produced next turn needs a home and it needs a home with high production potential so that it can build the oracle quickly. Currently I am considering the fish/bronze/sheep spot north of Madrid, but I am not yet 100% convinced. The other option is near the corn and hills to the south of Madrid. This will have greater production from the hill mines and the corn will allow us to work all those mines without fear of starvation. I want Madrid to build a lighthouse after the settler and start on the great lighthouse but it may be worth building a worker prior to that (probably right after the settler). Also, one must consider the production of defence for Madrid and the second city. Lastly, tech path. We need masonry for the great lighthouse but maybe we can get a tech (or two) towards priesthood along the way... If we decide to take metal casting from the oracle then we need the wheel and pottery as well. This would also let us make use of the floodplains near Madrid more effectively as well....
I welcome any posters suggestions as to how to proceed and I hope you enjoyed the first instalment of the flavour challenge. I had considered posting the second instalment of the flavour challenge in the strategy section like the Emperor and Monarch Masters Challenges (excellent reads by the way), but I doubt I will be able to play or post as quickly as them and people might get impatient with the speed of play. None-the-less, I hope that people are as willing to post here as they were therein.
Welcome to Immaculates second flavour challenge.
Some readers may be familiar with the first in the Flavour Challenge series, Pilgrimage to Mecca where the goal was to establish a 5-headed religious hydra and have the entire world performing Hajj. The game ended with an unexpected domination victory (stupid Cyrus) prior to completely developing the full potential of the hydra but I was happy to just get all five shrines up and running.
In this flavour challenge, I aim to take Spain on the low-road. In most of my own games, I tend to focus on the civil-service, paper, education route to liberalism, making liberalism a very important landmark in the tech-tree; that is to say, I take the high-road. This game aims to prioritise the low-road, something I dont often do in my solo games and something that many succession games do not do as well (obviously there are some exceptions). Prioritising the low-road of techs led me to the choice of leaders. Isabella has a unique unit that is found in the heart of the low end of the tech-tree, the conquistador. I recently played Spain in a Succession Game and got to use the conquistador for the first time and really enjoyed it. I am looking forward to repeating the experience. Therefore, because of the placement of the unique unit and because I enjoyed playing with this unit so much in the past, I choose Spain.
The game will be played at Monarch difficulty; lately I have been playing Emperor level (losing and winning in about equal proportions) but since I am so out of my element by focusing on the low road, I will play at Monarch difficulty (where I still lose sometimes anyway).
I will be playing an Archipelago map (the last flavour challenge was pangea and I thought we should try something different). All other conditions will be standard.
Here are the settings.
Here is my starting position. I have not yet moved the warrior.
The start is very food rich and would make an excellent great-person farm, even early on. It also has a lot of forests to chop. Unfortunately, if we build in place, we would lose the only hammer producing tile, the wooded forest. So, perhaps its best to consider alternative start positions. It may be best to move the settler one south-west and build Madrid on the plains tile there but we would lose a floodplain and gain two desert tiles (they look like desert tiles anyway. Alternatively, we could move the settler one north and build there, losing the fish and one turn but allowing us to work the hill. To help make the decision I decide to move the settler one north-west and the warrior one south-west. This means that we wont be building Madrid on turn zero.
Here is what is revealed.
- This position revealed more tiles which are useful overall and it would be a stronger candidate in the late game. Pros: It gets the 3rd floodplain (and maybe a fourth or is that dessert?). This is a very strong candidate for a Great Person farm. Someone say Spain on a lake?
- This position gets less overall useful tiles, an important consideration in the late game because it picks up a desert hill and a desert tile. It does seem to have more production potential with the plains hill to the south-west.
Production potential wins out and I choose to build at position two.
Madrid is founded on turn one at position two. Obviously when the second clam is revealed I am quite pleased with the choice. Research is set to mining. I want to get production up and that means we need mining and bronze-working. These techs, incidentally, are required for guilds. What? No religion, as Spain, even knowing that guilds requires monarchy which requires the religious line of techs? Well, I could have done that, but I want production up first. This is a flavour challenge and that means its about trying new things, so lets focus on something other then religion even though we are Isabella near water.
Once Madrids boundaries expand, I switch from working the forested grassland hills to the forested plains hill. The faster we can get the workboat out, the faster we can get some real growth out of Madrid. Mining completes, and, as was planned, we set research to bronze-working.
The workboat completes and is sent to net the fish. I set Madrid to emphasize food and begin work on a warrior. Once Madrid grows to size two, I shuffle the second citizen around and realize that I can time Madrids production of a warrior with growth to size three. I do so. Skipping a worker to build a workboat worked out okay this time but I dont normally do this. Once it grows to size three, I have it build a settler. I very rarely skip building a worker before I build a settler (in fact, I dont think I have ever done that), but we might as well take advantage of the fish and floodplains. In retrospect, skipping the worker first to get a settler out first would mean that we could have fairly safetly pursued a religion, but alas, should have, could have, would have doesn't count for a heck of a lot.
On turn 19, we pop our first hut and get a scout and on turn 21, we pop another scout for a map. People sometimes complain about popping maps and sure, they are sort of disappointing compared to a free tech, but they are useful for choosing future city placement occasionally so I dont complain.
Soon enough we develop bronze-working and I set research to sailing. Ill explain my choice for the tech path at the end of this post.
On turn 25, one warrior (the one we built, not the starting one) fights the first battle of the Spanish empire. In the same year, we also make contact with the Egyptians (neither Buddhist nor Hindu). Soon afterwards we lose the starting warrior to a lion (despite being on a hill) which really sucks.
We finish researching sailing and Madrids settler will be done in one turn. Here is a look at our island. Ive rotated the tiles so that the pictures would fit better but north is marked and one should be able to follow the islands lay-out.
Here is a look inside Madrid. Note that it has no Mr. Garrison.
This is a good point to end the first session.
My medium-term goals are to tech to guilds and take over a few islands the size of the one I am on now. The island itself is fairly well-sized and could be filled with about a dozen or so cities prior to that, so perhaps we will make the conquistador war our first. That means that our shorter term goals are to settle the island as we tech towards guilds. I am aiming for two key early wonders in this game. The first is the great lighthouse and the second is the oracle. I want the great lighthouse to allow the Spanish to settle their island with a minimum of difficulty arising from economic woes. The great lighthouse is a wonder that works better the more (coastal) cities you have. I tend to think of it as a free courthouse in every city (especially in conjunction with harbours- remember: these are cheap for the Spanish). So, we will use the great lighthouse to assist in the settling strategy. The oracle is to get a springboard advance along the low-path of techs. I intend to either take either Monarchy or Metal Casting. Normally I would take Metal Casting without thinking about it, but Monarchy is very intriguing because Hereditary rule, along with our expansionist trait, would allow us to grow quite large quite early. The bigger a city is, the more money it makes from trade routes. So Hereditary Rule, in conjunction with the expansionist trait and the great lighthouse has a three-way synergistic effect. The other thing to consider is that if we build the great lighthouse prior to the oracle (assuming that they are in different cities), we can use the great merchant generated thereby to light bulb metal casting. Heres an excerpt from the great person list.
Great Merchant:
- Currency
- Banking
- Economics
- Corporation
- Metal Casting
- Code of Laws
- Mining
- Constitution
- Wheel
- Pottery
- Sailing
- Paper
- Railroad
- Industrialism
- Monarchy
- Civil Service
- Guilds
- Fascism
- Mass Media
- Agriculture
- Writing
- Mathematics
- Printing Press
- Flight
- Machinery
As you can see, we could use the great merchant to lightbulb metal casting while teching towards feudalism (assuming we nab monarchy with the oracle).
Those are the medium-term goals. In terms of short term goals, the settler produced next turn needs a home and it needs a home with high production potential so that it can build the oracle quickly. Currently I am considering the fish/bronze/sheep spot north of Madrid, but I am not yet 100% convinced. The other option is near the corn and hills to the south of Madrid. This will have greater production from the hill mines and the corn will allow us to work all those mines without fear of starvation. I want Madrid to build a lighthouse after the settler and start on the great lighthouse but it may be worth building a worker prior to that (probably right after the settler). Also, one must consider the production of defence for Madrid and the second city. Lastly, tech path. We need masonry for the great lighthouse but maybe we can get a tech (or two) towards priesthood along the way... If we decide to take metal casting from the oracle then we need the wheel and pottery as well. This would also let us make use of the floodplains near Madrid more effectively as well....
I welcome any posters suggestions as to how to proceed and I hope you enjoyed the first instalment of the flavour challenge. I had considered posting the second instalment of the flavour challenge in the strategy section like the Emperor and Monarch Masters Challenges (excellent reads by the way), but I doubt I will be able to play or post as quickly as them and people might get impatient with the speed of play. None-the-less, I hope that people are as willing to post here as they were therein.