The Merchant Economy

Quechua

Unique Unit
Joined
Jan 30, 2007
Messages
356
The poor Great Merchant.... Sure the cash bomb is nice, and the camel looks cool, but how often do you build these intentionally? Some even say they 'pollute' our great person pools. :sad:

But today it's the merchant's time in the spotlight, (along with his good buddy, the priest)!

Difficulty: Emperor
Leader: Mansa Musa

Variant:
- No cottages
- No scientists (not even any scientist points from wonders)

Engineers and artists are allowed, and so are all victory conditions, but the spirit of the game should be clear. Going for the Pyramids and using representation artists for research is not what the variant is about.

The bulk of our commerce will come from improved resources, water tiles, and trade routes. We will have less commerce, but our merchants, priests, and gold multiplying buildings should let us keep the slider at 100% more often. And more gold means more leverage in tech trading.

I haven't posted much here, but if there's any interest I may take the time to post a report of the game. I'm in the renaissance era right now, and after a shaky start (more due to the difficulty than the restrictions) I'm in a solid position, and I could maybe even win this thing. :please:
 
A screenshot or two would look nice and would really help a lot.
 
Alright, let's see if I can get the screenshots to work:

settingsgu3.jpg


This is Vanilla, so we won't have any Mints, as fitting as that would be for our variant.

Financial is a key trait here - we need all the commerce we can get. I played as Qin (Fin/ind) in a previous game, but I got boxed in without metal early on and scrapped the game. With Mansa we get an early unique unit to help prevent that. And believe me, we'll make use of the Skirmisher. :satan:

Here's the start:

startzy2.jpg


This is a beautiful location for our capital, I'm staying right here! Being coastal is very important. Our commerce will come from the sea, and it will be our priority to build the Colossus. We also want harbors to boost trade route income, and the Great Lighthouse is another big priority. The silks in our fat cross will give us as much commerce as a town once we improve them.

I was hoping to found an religion to play with the shrine income, but I forgot that spiritual Mansa doesn't start with Mysticism, so I think going for an early religion would set us back too far. I start research on Fishing, and work on another warrior in the meantime.

Fishing comes in, and I switch to a work boat. Here's a better look at our immediate surroundings:

civ4screenshot0002qb1.jpg


Look at how close Alex's capital is! I really want the city sites marked A and B. Unfortunately, no matter how quickly I build a settler, I think Alex will get to A first - and probably settle one tile off of it. :rolleyes: Even if I could get to A first, that city is going to have a tough cultural battle for the gold at the bottom of the screenshot (again, we NEED that commerce).

So I'm going to delay producing a worker or settler, and go into full battle mode. Our next two techs are Hunting-->Archery which we get once the work boat finishes. Once we get Archery we can start building skirmishers and bully Alex before he starts bullying us. When the work boat is done I finish the warrior in the queue and start a skirmisher.

After Archery we go Bronze Working for whipping and to see where the copper is. Bronze comes in, but there's no copper in sight. Here is the area we've scouted so far:

civ4screenshot0003qd1.jpg


I build two skirmishers and start on a worker. I want to go for Animal Husbandry to find the horses, but I research Agriculture first since we'll need it anyway and it makes Husbandry cheaper. I want to be aggressive and attack before Alex becomes too powerfull, so I plan to move with just my 2 skirmishers and 2 warriors. Even if I can't take a city I can weaken his economy and bring a stronger force later. And this will prevent him from taking MY land!

attacktz7.jpg


Athens would make a lovely second city...

More to come later, I'm reconstructing this from memory and old saves, so it takes a bit.
 
Chapter 2 - The sad fate of Alex the Great​

I'm happy when I see only 2 archers defending Athens, but I was still hoping it was early enough for just one defender. In retrospect, I really should've built one more skirmisher before building a worker (big mistake). Now, with my capital whipped, it'll take a dozen turns or so to build a skirmisher and make the trek to Athens.

I'm getting only 12% odds for skirmisher vs defending archer. I decide to go into pillaging mode, and I quickly discover Alex has another city to the SW.

alexss8.jpg


As I pillage, I try to use the two warriors as bait to draw the archers out of the city. This is successful, but Alex only takes the bait after he makes more archers. I'm not going to be able to take either Athens or Sparta at this point. But it's not quite a stalemate. I'm free to work all my tiles and make worker improvements, while I can kill anything that leaves Alex's cities. Sure enough, Alex soon sends a settler party towards city site A. I prevent him from settling my site (it's mine, I labeled it and everything! :nono:), and get a second worker out of the deal.

In the previous post I said I was going for Animal Husbandry, but I delayed researching it in favor of Pottery for granaries and Sailing for a lighthouse. The Great Lighthouse is one of two early wonders I really want for this variant, and I'm feeling pressure at this point to start working towards it.

During this time, I produce a couple more skirmishers, and start a settler for site A, which is done soon after I capture Alex's settler heading for the same site. The influence of Athens has expanded now to cover the gold, which I absolutely need, both for research and for happiness. I want city A producing competing culture as soon as possible, so I further delay Animal Husbandry for Mysticism. I found Djenne at site A, and start an obelisk.

djenneqy8.jpg


Now this scattered tech path was possibly my second big mistake of this era. With the war dragging on, and the need to expand, I simply don't have time to build a lighthouse, and I should've delayed Sailing. Djenne has pigs in its first ring, so even considering the gold situation, Mysticism should probably be delayed in favor of Husbandry. But here's why I really think it was a mistake - when I finally do research Husbandry....

horseht7.jpg


Now instead of skirmishers, I build chariots, and I research Horseback Riding to end this war before Alex finds iron. And indeed, with my first Horse Archer... Victory!

victory2ef5.jpg


But I'm not ending this war yet, as soon as my attacking force is healed, it's on to Sparta!

spartakz5.jpg


I opt to raze Sparta, since it is quite far from the capital, and I had recently founded Kumbi Saleh at site B. My economy is far behind the other (non-Alex) players at this point, and I don't want the maintenance. Here's a shot of Kumbi, which will become a major commerce city:

kumbifu7.jpg


Note in the previous screenshot that Alex managed to found a jungle city SE of Sparta. I send a skirmisher down there to harrass him, but I have no intention of capturing it, Alex is effectively out of the game at this point. I need to focus on bringing my economy up to speed, and I send my sentry promoted chariots off to scout my more powerful neighbors (more about them later). I don't have any war weariness, so I just leave the skirmisher outside the gates of the jungle city until I research Alphabet so I can extort techs from Alex for peace. Finally, in 150AD, I end the war getting Iron Working and Meditation.

endwarkq6.jpg


Alex is still in the game now that I'm in the Industrial era, but he's still behind in the Classical era. Every once and awhile I still extort some gold from him as tribute, just for fun:

Spoiler :
extortxd0.jpg
 
You just skipped 1395 years, whats that about?

I didn't skip it, I'm just showing what happened to my early game rival now, since he has no impact on the game after the peace treaty. That's why the image is in spoilers.
 
I'd like to see more about your unorthodox strategy. Earlier you mentioned a merchant economy ... no GS's or cottages, with a sharp focus on GM's and GP's.

Is that working out?
 
The destruction of Sparta was a turning point in our history. We no longer have to struggle to secure enough land to be competive. Now we focus on getting our economy up and running - which is, after all, the point of this game.

We met Catherine shortly after Alex, but until this time I couldn't spare a unit to scout her lands. Now we send our sentry chariots, fresh from battle, and get a clear picture:

cathlandtl9.jpg


(As a sidenote, this is why I think chariots can be underrated. They are as cheap as an archer, and in the early game are an ideal suicide unit. Even if a flanking chariot has only a 20% chance to win, it then has a 50% chance to not die. And then you can promote it to sentry and it becomes an ideal scout and pillager for the rest of game.)

Our other two opponents are Monty and Frederick. It may be hard to see in the screenshot with the resources in the way, but in the NW we see Monty's mainland is connected to Catherine's by a narrow strait. Presumably Frederick is over there as well. It will be an embarrassingly long time before I can build a galley to scout that landmass. We have much bigger priorities in our coastal cities for now.

You may have also noticed Monte has recently grabbed a city in our territory:

calixib8.jpg


This is annoying, but I'm confident the culture from Timbuktu and Djenne will eventually make that city ours. I was going to settle that city 1 tile south (to get the pigs in overlap and some extra grassland), but it's no big deal.

After Horseback Riding we research Writing for libraries and trade routes, but Cathy get's it first and opens borders with us, so I guess that is a moot point.

Now we haven't forgotten that our economy is severely restricted. I'd love to use those libraries for scientists but that's a nono. As I discussed earlier, our science will come mainly from our coastal cities, and to help us we want to build both the Colossus and the Great Lighthouse.

So our next stop is Metal Casting for the Colossus, and then Masonry for the Lighthouse and to hook up the stone at Kumbi. It's getting kind of late at this point, it's around 150BC and the Pyramids are already gone, so I better hurry. The Great Lighthouse is a riskier build, so I plan to build it in my weaker city Kumbi, and go all out on the Colossus in Timbuktu. But the Lighthouse is gone before I get a chance to start it :sad:

glighthouseqv0.jpg


Now if I don't get the Colossus I'd consider giving up the game, as I'm well behind in techs. Note that since I'm financial, the Colossus gives us +1:commerce: on coastal tiles, but effectively +2:commerce: on ocean tiles. To help ensure I get it, I temporarily make an ugly trade with Frederick for copper.

tradesjr1.jpg


I'm also trading with Cath and Monte for happiness resources. During the war with Alex, happiness was a serious problem. It appears the early religions were all founded on a different continent, and even with the gold Djenne can't grow past size 4. So after Alphabet (which brings us to the official end of the war), I go Priesthood -> Monarchy to eliminate this issue for now.

Soon after its capture, Confucianism spreads to Athens. Soon all my opponents are Confucian, hinting at a possible diplomatic victory route. One would think diplomatic victory would have natural synergy with a merchant economy. We need good relations with other nations for open borders and trade routes, and with our excess gold we will be well equipped for trading which both requires and leads to good relations.

But sadly, it doesn't appear a diplomatic victory is possible this game. Cathy founded Taoism and will eventually switch (she's spreading it to my cities), and our close borders hurt our relations. More importantly, my Confucian brothers Monte and Frederick hate each other, and refusing declare war or stop trading with one or the other hurts my relations with both.

montewarfv0.jpg


On a brighter note to end this chapter, I whip the Colossus with 3 turns left. And we get a nice looking statue in our capital!

colossusbn4.jpg


And I send my Horse Archers to the barb city Mauryan before Cathy can. Mauryan will become our third coastal commerce city.

mauryanhd5.jpg


Notice the Horse Archer pillaging the town. No cheating this game! ;)
 
I'd like to see more about your unorthodox strategy. Earlier you mentioned a merchant economy ... no GS's or cottages, with a sharp focus on GM's and GP's.

Is that working out?

I think this last post talks a bit more about my strategy for the merchant economy. But we wont really see the power of the priests and merchants until later. But it will be quite different.

Some unusual things to come:
-I'll be making money at 100% science, and still researching at a good rate
-the National epic and Wall Street are in the same city
-The ironclad will be an important unit
 
Updates, Quechua! Updates! :)

I think I'll have the next installment up this evening. Lots of great merchants, prophets, and wonders to boost our national morale. :D

I've been playing the actual game in progress, which is at a critical point, and the turns are taking forever. I can't promise I'll win this one, I probably should've done it as a succession game.
 
I think I'll have the next installment up this evening. Lots of great merchants, prophets, and wonders to boost our national morale. :D

I've been playing the actual game in progress, which is at a critical point, and the turns are taking forever. I can't promise I'll win this one, I probably should've done it as a succession game.

I like reading about games like these... even though I don't play them myself.

Speaking of succession games... There is an ongoing succession game with restrictions similar to this one going on: AZ-04: It's the Stupid Economy. It'll be really interesting to see how different they end up.
 
Now we have the Colossus in place, and our coastal tiles generate as much commerce as a non-financial town. This next era will be about building up our infrastructure and trying to catch up to the neighbors in tech. After getting Math from Frederick for Alphabet, we see how far behind we are:

behindhd1.jpg


At this point, we have Monarchy over Cathy, and nothing over Fred and Monte. But in a few turns we get Code of Laws, which lets us initiate a series of trades getting Polytheism, Monotheism, Construction, and Calendar.

Now we switch to Organized Religion and Caste System, letting us run merchants in our floodplain city Athens. On the other hand, our inland production city Djenne has become our 'priest city,' having both Taoist and Confucian temples. In 740, we get our first great prophet, which I use to lightbulb Theology for trading purposes. With Theology and Compass (harbors!) we get Literature, Feudalism, and Currency (extra trade route!).

techtradelr7.jpg


Next stop Bureaucracy and chain irrigation, followed by Philosophy. Philosophy may seem an odd choice as it's fairly expensive and was discovered ages ago by Cathy, who has now converted to Taoism. But it will help me out in a lot of ways:
  • I will want Pacifism to help clear out GP points in Djenne and Timbuktu before I get Athens online as my main great merchant city.
  • I want to open up Nationalism -> Constitution for representation and good tech trades
  • Angkor Wat is still unbuilt, and I will soon get a 50% chance of a great engineer in Timbuktu. If I miss the engineer, I can still build it quickly in Djenne with stone.
I use Pacifism to hurry the potential Great Engineer. I get a Merchant instead, but hey we love merchants, don't we? I settle him in Timbuktu, where the extra food is more powerful due to Bureaucracy. I switch back to Organized Religion and Slavery to hurry Angkor (we don't really need Caste System anymore, as we have markets and soon grocers). And the temple is ours!

angkorka4.jpg


Now, especially once we get representation, the priest specialist is quite powerful. I can irrigate my coastal cities, which can work the sea for science and switch between merchants and priests depending on our needs (without affecting the research rate).

Moving on, I make a quick detour to Paper for tech trades, and finally get a look at Fred and Monte's land:

....Initiate Rapid Screenshot Mode....

westdu6.jpg


I get Drama and Optics with Paper, and my caravels find some new friends:

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They're already annoyed when I meet them, but Gandhi lets me trade maps.

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Meanwhile, Calix finally flipped to me and I found a new coastal city, Gao.

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Notice my floodplain city Athens is building the National Epic...no surprise there. But since I can run at least 7 merchants there at all times (more with Caste), Athens will also get Wall Street. Once I start settling my Great Merchants and Prophets in there, Athens will pay for nearly all my expenses.

I built the Heroic Epic in Djenne immediately after Angkor. Djenne is still my priest city for the time being in order to generate another Prophet. For now I train my warriors with Shaolin Monks:

priestns0.jpg


I had saved my first Athens Merchant to lightbulb one of the many upcoming economic techs. I research Banking myself (hell no, we don't want Mercantilism!), and lightbulb Printing Press to trade. And now we're finally back on the Nationalism path.

During this era of peace and prosperity, we pull ahead of Monte, Saladin, and Gandhi, and aren't so far from Frederick in score and techs.

greatestuj1.jpg


But oh Catherine... :( She was first to circumnavigate and to Liberalism, and I'm beginning to worry she'll run away with the game. I'm going to have to be more cautious with her....

Once we get Nationalism we start on the Taj Mahal. Gandhi's the only other player with Nationalism, and we've been getting marble from Monte since the time of the Epics. Also once we feel safe we trade Nationalism for Education, but in our variant there is no Oxford! We build Universities in our coastal cities, but only after we build all three monastaries, which give far better research per investment.

And in 1510 we complete the Taj. Welcome to the golden age of the Merchant Economy!

tajwd4.jpg
 
This golden age we get from the Taj Mahal will possibly also mark the era at which our economy is at its height relative to the AI. Already, Fred, Gandhi, and Cathy (my three strongest rivals) have Astronomy - the tech which obsoletes our Colossus. I will avoid this tech for longer than you might think possible, but I will need it eventually.

I can research any tech not marked by a red dot without Astronomy:

techastro1km4.jpg


After Education, I research Economics and Constitution for the important civics, and then it's Corporation for the extra trade route and Wall Street. Wall Street combined with specialists should pay for most of our maintenance, letting us use all our commerce for research.

The year we complete the Taj, St. Augustine is born in our priest city Djenne. The turn after it ends, the merchant Wang Anshi is born in Athens. I will settle both of them in Athens, and those two alone will give us 33gpt once I complete Wall Street.

To get a look at how I'm organizing my coastal cities check out Kumbi:

kumbigagg3.jpg


Kumbi's growing back from multiple whips now, but at max pop and nothing to build, it is typically working the farms for merchants and building wealth. Once I get Constitution, a specialist will produce as many beakers as an ocean tile - plus production and/or gold. So I try to work only farms, coast, and specialists unless I am growing or producing something in hurry.

For the past millenium, I've been building a lot of infrastructure to try to get my economy up and running. I've spread 3 religions in all of my cities (Hinduism turned up shortly after I met Gandhi), and most cities have all three monastaries and temples (to allow 3 priests).

But I haven't been focusing much on military until this point. I've been building cats and pikes in Djenne as military police, but I've mostly avoided other units as I didn't forsee going to war before they were obsolete. But now it is becoming clear that to have any shot at winning I'm going to have to slow Catherine before it is too late. I research Chemistry next - switch to Theocracy - and start building Grenadiers in Djenne and Timbuktu.

Now, if I start a war in this era I can't expect it to stay on dry ground. As usual, if I don't protect my coasts I will lose my sea resources. But in this game, a naval attack will also freeze our research. I can't build Frigates with Chemistry because they require the dreaded Astronomy. But with Steel we get Ironclads (also requiring coal), which should do the job nicely.

So our research plan is Replaceable Parts -> Steam Power for coal (and to speed up our new lumbermills and windmills), and then Steel for Ironclads and Cannons.

With Steam Power we also get Rifling. Little does she know where those rifles are going....

riflingvw0.jpg


Once we get Steel, we switch production in Djenne from Grenadiers to Cannons. Timbuktu, Kumbi, and Mauryan start on Ironclads. Our newer coastal cities are finishing up their monastaries before Sci Method, and Athens is grinding out Wall Street. Ibn Battuta, our 4th Great Merchant, is settled in Athens in anticipation (we've also had two Prophets).

We make a 3 turn detour to Liberalism for Free Religion. I'll want the +2 happiness to counter war weariness, and 10% science will somewhat counter lost trade routes from Cathy.

We also want to drop Confucianism to form better relations with Gandhi and Saladin. Sometime in the 1300s Monte asked us to cancel our deals with Gandhi. It seemed an obvious choice at the time, Monte was Pleased and our best trading partner, whereas Gandhi was Annoyed and across an ocean.

wonttalkmw1.jpg


But it's now 1700 and Gandhi still won't talk to us. This is frustrating because we have multiple techs Gandhi wants, and vice versa. Fred and Cathy tend to be more advanced, while Monte and Saladin are well behind. Gandhi also has a ton of surplus resources, especially dyes (see the map in the previous post), and we sure could use the extra trade routes from open borders.

resourcetradett9.jpg


If anyone knows how this mechanic of refusing to even talk works, I'd love to know. :confused:

At any rate, we stick in Theocracy for a little while longer as we continue to build an army. But Liberalism does give us some immediate advantages:

cavalryig2.jpg


I won't start building Cavalry until a little later, since I can get them to the front lines quickly, but I have some veteran Horse Archers to upgrade.

In fact, I now start upgrading all my units. I switch research to Railroad....but turn the slider off. Longbows become Rifles and Pikes become Grenadiers. I make enough gold to upgrade 3 catapults and a pike per turn. I'm tempted to get Democracy first and build the Statue of Liberty with Monte's copper, but I need to act on this war before Cathy gets modern units.

This is a real possibility - I sent out my sentries to spy on her cities, and this is what I find:

miladvisorvk4.jpg


My Grenadiers won't counter SAM Infantry, and my Cavs won't counter Artillery! Luckily, enough cannons counter everything :D On the bright side, Cathy doesn't have coal, so my Ironclads will be up against Frigates. But I know she has uranium, so if I wait much longer I may face Destroyers. And her Frigates move 5 per turn, so my Ironclads aren't strictly an upgrade, they will have to take a defensive role.

On the eve of war, Wall Street is completed in Athens! Here is a shot of Athens just before completion, I've started to switch the priests back to merchants already:

beforehr8.jpg


Now look at Athens 2 turns later, with Wall Street and our 5th Great Merchant merged in:

aftermq9.jpg


If my mature coastal cities were also running merchants, like they were before the ironclad drive, the surplus at 100% science would be even higher.

Now I've grouped my armies along the border, and I'm feeling a lot of pressure here. If I declare too soon, I may not be able to accomplish anything, and fall prey to a counterattack. If I attack a little too late, I may miss my chance, and maybe finish the game a strong second. Why did I ever decide to post this game online? :eek:

Catherine is the power leader by far, and has a larger army than me with superior units. But I am the human in this relationship...

Are we ready?

declarewarig4.jpg
 
I should make it clear that we are not fighting this war for land or resources. If Catherine wasn't so far ahead of us, I think we'd do fine with our present 7 cities (and we'll found an 8th soon). Our war aims are mainly to slow her economy by pillaging her towns, and make her invest in military instead of economic improvements. Hopefully we'll hurt her more than we hurt ourselves.

That being said, we will be attacking some of her cities directly:

worldaw0.jpg


Our continent narrows at the border of our westernmost city Gao, and there are a couple mountain tiles further restricting movement across. We will try to attack Cathy's two eastern cities Vladivostok and Smolensk (I know it's hard to see names in the above screenshot), and send pillagers to the narrows to destroy the connection with the western cities. Afterwards the pillagers will move on to Cathy's core cities.

battleplanyz8.jpg


Here is a more detailed view of our battle plan. Smolensk in the east is very near to our border, we will send troops to the jungle with the white circle, and attack it the turn after we declare. We will also send an ironclad which can start bombarding right away. I'm pretty confident we'll take Smolensk, and we'll raze it so Mauryan can pick up 3 tiles.

In the west, we'll obviously place a defending army in Gao, but we expect a counterattack from the road south of the mountains. We'll put a couple defenders on the rice at the white circle, so it's less likely to be pillaged. Once we have enough units to spare, the defenders at the rice will move out as a pillaging team and destroy this path - along with the cow and town.

In the center is Vladivostok. The turn of declaration, I'll send a pillaging party to pillage the horse on the border. Unless Cathy can trade for more, this will stop the production of Cossacks (she already had 10 when I pulled out my sentries). They'll then move to the farm and pillage the other road to Athens. Then, if they're still alive, they'll head out to pillage the town with the only road across the narrows.

I still have a few catapults to upgrade for my main army to attack Vlad. I'll keep them in Athens out of range of Artillery until they're ready. They'll head down through the 2 forest tiles to attack, and I'll put one or two Woodsman II units on the white circle in preparation. Hopefully, Cathy will suicide a couple units on our Woodsmen before our main force arrives. I should also put a Woodsman on the white circle lumbermill inside our border. Before I pillage the farm, Cathy can send units across the border towards Athens, and I want them to end up on the plains tile, not the forest.

This is just my plan as I start the war in 1710 (the longest turn ever). I really don't know if I can take Vlad, and Cathy may surprise me with her counterattack. Here is the first turn of the plan in practice.

inpracticejo4.jpg


The horse pillagers consist of a cav, rifle, and gren (all Combat II), and a sentry Horse Archer. I put a Woodsman II Gren and a Woodsman Rifle on the forest as discussed. I accidently left a cannon with no movement when I moved my army from the plains into Athens, I move a Gren to defend it instead of the lumbermill...Hopefully they'll survive to next turn. The pike is on his way to Gao to be upgraded to a rifle.

Notice it'll take us 11 whole turns to research Railroad, now that I've moved the slider back to 100%. :cringe: Obviously I knew this war would lose me trade route income from Cathy. But when I declared, Railroad went from 8 to 10 turns, without me changing any citizens or civics!

It turns out Cathy's borders are also blockading trade from Monte and Fred, since I don't have Astronomy to trade over ocean.

traderoutexd9.jpg


The two columns are our trade routes immediately before and after the war declaration. The cities are Timbuktu, Kumbi, and Gao from top to bottom. Mauryan's trade income is a lot like Kumbi, and Calix like Gao, and even inland Athens and Djenne had a couple foreign trades.

We are going to make a major civics change this turn, so now we may as well switch to Mercantilism as well, since our foreign trade routes are gone.

civicsbi2.jpg


We switch civics in every category except government. We'll need Nationalism to build a army of Rifles. My army is heavy with Grenadiers right now - I didn't expect to face SAM Infantry! It may seem odd to switch out of Theocracy to Free Religion in wartime, but I'll need the happiness for all the war weariness, drafting, and whipping. And dropping our religion has diplomatic consequences, as mentioned last post.

Before I lose the faith, I hit up my Confucian brothers for some free handouts, including some much needed Ivory.

confucianwg0.jpg


Monte and Frederick have been fighting wars for most of the game. If you look at the world screenshot above, you'll see Monte even captured Berlin (yes it's hard to see). All those red modifiers from trading with the other will make them both Cautious with me once I switch civics. I thought I also had modifiers from refusing to join their war, but they must've faded.

On the other hand, Saladin has went from Annoyed to Pleased. Unfortunately he's across an ocean without Astronomy, and I outtech him. Gandhi went from Annoyed to Cautious - but he still isn't talking. :mad:

I also demanded some more money from my favorite punching bag to make a last minute upgrade:

alexdemandsmd2.jpg


If I'm successful in my attack on Vlad, I'll keep it, and then I'll move on to Alex's city to give Vlad some cultural breathing room. Thermopylae is defended with Longbows and Axes...I think we can handle it.

When 1710 is over, this is what our army looks like:

mymilitaryik0.jpg


The longbows, catapults, and pike have yet to be upgraded, but the skirmisher, chariot, and horse archers are medics and sentries. I have another crop of Ironclads ready that can be whipped, I'm drafting Rifles, and I can quickly send new Cavalry to the front lines. Still, my army pales compared to what we saw of Cathy's.

This has been an extremely long turn, especially since I'm not sure I'm making the right decision in attacking. Hopefully in a future post I'll let you know how it all turned out :D
 
Catherine counterattacks swiftly and with large numbers, but not in the arena I expected. I had grouped my forces on the border expecting her to counterattack around her threatened cities. She does indeed attack in the narrow land region in which I focused my battle plan, but this was anticipated and easily dealt with. However, she also sends two frigates straight to Calixtahuaca, threatening the resources and commerce of my northern cities.

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These frigates aren't so ominous themselves, but I also see a large naval invasion force off of Gao, and it is poised to make the same trip.

invasionfd2.jpg


I failed to consider how quickly this diagonal path across the gulf could bypass the front lines. I was even moving an ironclad away from Calix towards Gao. My rear cities are defended with just one rifle each. :scared: it looks like I can't take on the power leader without getting my hands a little dirty.

I move the ironclad at Calix to cover the fish. I simply don't have enough ironclads to counterattack yet, and there's no way I can use them to prevent the invasion. I move the ironclad at Gao north to cover the coast between the cities. I whip the ironclads in progress at Gao and Timbuktu, and Kumbi will complete another in 2 turns.

To deal with the invasion force itself, I draft in Calix, Djenne, and Athens. Timbuktu and Kumbi already drafted the turn of declaration, and the rifles are still close enough to turn around and protect the coast. I place a rifle on both of the hills south of Calix to make a landing there more difficult. Djenne goes into starvation to build a cannon next turn, and my remaining catapults move two tiles north of Athens and upgrade.

Now I concentrate on the battles I had planned in advance. I have my own invasion force in the jungle outside the gates of Smolensk. Smolensk is defended by 3 rifles and a SAM infantry. I brought 4 grenadiers, 5 cannons, and a medic. My ironclad has already started bombardment and my 2 accuracy cannons finish the job. My 3 suicide cannons are lost, but their death will be avenged!

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As planned, we raze the city, and move on to the central arena of the war:

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Cathy ignores the undefended forest on the route to Athens, but she also ignores the Woodsmen we were hoping she'd attack. She sends an artillery at our pillaging party, killing the cavalry. We clean up her wounded attacker, and move the remaining pillagers to the farm 1 tile east.

As expected, she also moves towards our territory via the road south of the mountains. She sends two Cossacks, both avoiding the defender on the rice. I dispatch the Cossacks with my rice defender and an Athens rifle. I move a grenadier, rifle, and cav out of Gao to cover the wounded rifle south of the rice. I back them up with two sentries, forming our planned second pillaging party.

Moving forces out of Gao already is maybe prematurely aggressive, but I'm in a reckless mood. I don't move my main army in Athens north to defend....I move it south to attack. Six cannons, five grenadiers, and a medic join my woodsmen to put pressure on Vlad. But I do move my new draft rifle and Athens' defender north, and my last pike goes into Athens to upgrade.

We are making some money now even at 100% science, but it is still not enough to cover the cost of our final upgrades. I talk to our new best friend Saladin:

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Giving him Economics for this fee is not a bad deal for us at all. We will want Saladin's trade routes once (if) we end this war and make the post-Astronomy transition. He is in Mercantilism right now, and we need him to switch to Free Trade. I had even been considering gifting him the tech.

But we obviously have some immediate issues to deal with. I'm somewhat prepared for the invasion now. Cathy can't land at the hills south of Calix without some losses, and if she lands further south or goes around to Timbuktu, I'll have time to prepare further.

But Cathy surprises me again:

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Since I formed my second pillaging group, I now have only a rifle and grenadier defending Gao. :eek: I had convinced myself that the invasion was following the frigates north to my then undefended interior. And maybe she would've done this if I hadn't blocked off the coast south of Calix, and weakened the defenses of Gao.

The premature formation of the pillaging group was a potentially big mistake. When I was preparing my troops, I was very concerned about an attack on Gao from the desert in the west. This is why I didn't set out my second group of pillagers immediately, I was going to wait till I had enough troops to block this mountain pass.

Cathy's Gao landing may have been a surprise (though it shouldnt have been), but it was not a smart location. I had placed my troops to counterattack an invasion in my interior, and some of them can still attack the near side of Gao. If she had landed on the desert pass, away from my other cities, I would be in very big trouble. Ironically, a desert invasion of Gao strongly influenced my initial placement of troops...I seemed to have forgotten this on the second turn of the war.

I attack the invasion stack with my two cannons upgraded the previous turn, losing both. Then I attack with 2 riflemen and a grenadier, with about 50% odds each time. I get a little lucky and win each battle, killing 3 Cossacks. I attack the stack again with one more gren, losing at 40% odds.

I move a wounded rifle from the previous turn into Gao, and draft another. The mobile part of my pillaging group returns to Gao. A chariot's no counter to SAM infantry, but my city can't be taken if I have more defenders than attackers.

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I draft another rifle to protect Athens, should Cathy decide to attack in that direction. I have only two rifles in Athens now, but only her two wounded Cossacks can attack it next turn. Athens is safe with high probability.

I'm satisfied with the invasion situation for now, let's look at the other fronts of the war:

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Cathy killed my defending ironclad on the fish, but she lost one frigate, and the other is critically wounded. Like the brilliant tactician she is, she moves her frigate within range of Timbuktu and its newly whipped ironclad. All our sea resources are intact for now, and Timbuktu can continue to research. But Cathy has many more frigates, and the north coast will remain a battleground.

Meanwhile, I see another small invasion force approaching the ruins of Smolensk.

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I position my ironclads so she can't land in my territory without losing her ships. If Cathy didn't get the circumnavigation bonus, I could completely prevent a landing and sink her invasion at sea. She'll end up landing the troops on the pigs north of Mauryan, and I'll take out these invaders over the next couple turns with some losses.

It turns out my frantic handling of the Gao invasion in the west was quite successful. I don't lose a single defender, and the massive invasion has been reduced to a single wounded Cossack, which I pick off with a horse archer for laughs.

My own invasion is working a little better than Cathy's.

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Cathy has whipped an artillery in Vlad since I began the war, but she inexplicably focuses on the pillaging group instead of the main forest invasion. She only sent one artillery towards the invaders, which was defeated by my Woodsman II grenadier. The battle of Vladivostok is over quickly.

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I finish off Vlad with my skirmisher medic, who probably remembers the battle of Sparta one tile away. We keep Vlad, though in a couple turns it will be squeezed between the borders of Thermopylae and Cathy's core cities. So once we have peace with Cathy, we must move our troops to Alex's final city.
 
The pace of the war now slows down, as my troops heal in Gao and Vlad in preparation for the pillaging campaign. Cathy sends 3 artillery to Vlad, but my remaining uninjured troops defeat them, and move on to pillage Vlad's nearby towns.

Meanwhile, Cathy has sent a huge armada to my northern coasts:

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There's no invasion troops this time, but I can expect to lose some sea resources, and pull my citizens back to the commerce poor dry land. I move an ironclad onto Calix's fish, and move another north from Gao. I move my other ironclad back to Timbuktu where it can be reinforced by a ship due next turn and one just built in Kumbi.

The armada pillages my undefended whale, and moves on to Timbuktu where it destroys an ironclad and both my crabs, also losing me a clam from Monte in trade. My two reinforcements take out a couple frigates, and the armada retreats back to Catherine's territory, destroying the fish on the way. I hook the fish back up with a spare work boat, and build another to get the whale back.

The loss of the whale was unfortunate, since I have some serious happiness problems at this point. I've drafted in every one of my cities except Mauryan, and Gao and Athens have been drafted twice for +6 unhappiness. My cities also have penalties for war weariness, whipping, emancipation, and an additional, "we will not fight our brothers and sisters of the faith" penalty.

I turn up the culture slider to 20%, and Mauryan whips a theater after it completes a settler. The settler is off to found Walatai in the desert between Kumbi and Mauryan.

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The desert territory is marginal, but Walatai can exploit a lot of unused coast tiles. And with some upcoming techs this city will become more useful. Biology will allow us to build a farm, Democracy will let us rush buy infrastructure, and Electricity will increase the commerce of windmills - compensating for the impending loss of the Colossus.

In 1740, Cathy will offer us terms for peace:

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I'm tempted, but her ponytail flick won't work on me. This war was supposed to be about hurting Catherine's economy. She's lost two cities, but Smolensk was not important to her economy, and her core western cities have been unaffected. Meanwhile my economy has suffered terribly through loss of trade routes and citizens.

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The value of my GNP relative to the other AI doesn't mean much, but the sharp drop in my GNP represents a real loss of research. On the other hand, I have harmed Catherine's power significantly. She can't build any new Cossacks, and I've killed 9 out of 10. I have a small pillaging group heading to the town bridging the narrow part of the continent, and my forces in Gao are healed and ready to pillage.

In 1745, Monte and Frederick make peace. But I'm not giving Monte a break....

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Even if I end this war, Catherine won't have peace.

My troops from Gao have advanced up the road south of the mountains, just as I had planned long ago. They encounter some artillery, but are victorious. I've formed two more pillaging groups out of veterans from Vlad and newly built cavalry. They discover that Catherine's interior is poorly defended.

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If I can take Yakutsk, I can ease the cultural pressure on Vlad. To the rear of the pillagers I have an attack force made up of units from Smolensk and my accuracy cannons.

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It's very clear now Yakutsk is mine. It is only defended by two SAMs, a rifle, and an artillery. Once again, the artillery goes for my pillagers instead of my forest invasion stack...

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I raze it, of course. My sentries have noticed that both Novgorod to the south and Rostov to the northwest have four or fewer defenders. I'd like to raze these cities to expand Vlad and Gao's borders respectively. But I lost more troops than I hoped taking Yakutsk. And Cathy is back on the naval offensive, and she brought destroyers!

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I'd like to get my economy back on track now. I'm sure I could raze another city, but I don't want to spend several more turns unable to research and have my newly repaired sea resources destroyed.

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She's willing to give me considerably less gold this time for some reason, but I sign the treaty. Cathy will still have to deal with our good friend Montezuma.

Needless to say, I'm pleased with how the war went. Even if she rebuilds Yakutsk it will take time to redevelop the city and replace the pillaged towns. I also significantly weakened her army:

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The archers are from barbarians and the Greek war, of course. For comparison, look at my military losses:

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If you do some arithmetic, you can see how much I relied on drafting and upgrading.

But drafting has served its purpose. I switch civics back to Bureaucracy and Free Trade. Unfortunately, Monte switched to Mercantilism a couple turns earlier (probably for the same reason I did). But Fred's trade routes do make a big difference.

The war isn't quite over yet though. A couple turns before the capture of Yakutsk, I get this friendly message:

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I guess he finally got fed up of paying tribute. We were going to take his city after the peace treaty anyway, he just saved us some negative diplomatic modifiers.

He sends an axeman towards Mauryan. We laugh and kill it with a cavalry, which goes on to pillage his towns as my troops heal. There are a couple more battles involving galleys and catapults, but it's kind of sad really. :(

His city is actually defended pretty well for the late classical era. He has six city garrison longbows, and 4 or 5 melee troops. I even lose a cavalry and a rifleman in it's capture.

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I now control all of the continent east of the narrows. The next century will deal with integrating my new cities, making the post-Astronomy transition, and preparing for the endgame.

If you are lurking and interested in this game, feel free to question or criticize. It seems I'm getting a fair amount of views, but not many comments. Of course I'll update you regardless. :cool:
 
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