LotR13 Schizo SGers

Arathorn

Catan player
Joined
Jan 10, 2002
Messages
3,778
Location
Illinois
Game Parameters:
- Standard-sized map
- 7 random opponents
- Continents with maximum land
- Monarch difficulty
- VP scoring is on, so we can track kills and city captures and stuff. I'm not sure how well it will work, but it's there. 1000000 to win and we only get 1 VP/10 shields (I think), so I doubt we'll reach that mark!
- We're the Succession Gamers! Please do not change city names until we're into "New Arathorn" or what-not. I'm curious to see how it plays out. And, yes, Arathorn did build a settler during my turns! :)
- AI civs set to max aggression. In theory, this will have them bickering amongst themselves some, to give us a breather and to maybe raze a few cities that we would like eliminated.
- All victory conditions enabled -- culture, domination, conquest, space, diplomatic. We can't win by conquest and diplomacy is right out. Domination, space, and culture are all semi-viable options.
- Lethal land bombard for bombers has been eliminated.

Variants:
- Always war
- Passive

Roster:
Arathorn -- just played
Kylerean -- UP NOW
T-hawk -- On deck
Arizona_Steve
T_McC

And we're off...
 
(0) 4000 - Move the settler SE because I want a good start and there's a cow there, visible from the worker move.

(1) 3950 - Our capital of Arathorn is founded. We begin researching Warrior Code at 100%...I want some unit besides warriors. And offense is generally easier/better than defense. Warrior construction started.

(8) 3600 - We have hills and flood plains to our northwest. They'll be good eventually, but it's not a perfect second city site.

(10) 3500 - Lots of jungle and marsh around us. That's not the most friendly.

(11) 3450 - Arathorn's border expands and we have a horse pretty nearby. That's a good thing.

(12) 3400 - Goodie hut gives maps. Not a really bad way to explore. We have at least one lux in semi-claimable range.

(17) 3150 - Warrior Code completes. Pottery research begun.

(19) 3050 - Pop a hut and get angry yokels. On Monarch, though, I think it's worth the risk. I, of course, took Arathorn off of settler duty long enough to pop the hut, but now it's back trying to get a second city founded.

(20) 3000 - According to Tacitus, the happiest nations of the world are the Ottomans, Carthaginians, Zulu, Germans, Mongols, Koreans, Sumerians, and Succession Gamers. Last place already!

(21) 2950 - This goodie hut gave us a settler. I guess he'll end up in the interminable jungle somewhere. Not sure where yet. I've only done MINIMAL scouting...trying to get a core around the capital at least.

Promote a warrior taking out two barbs. I don't want to have to protect our workers any earlier than is necessary.

(25) 2750 - Gothmog founded in the jungle by the hut settler. Not an ideal spot, but he at least has a little food to grow with, so it starts a worker. Skyfish founded by a freshwater lake. It's got a couple bonus grass to work with, at least. That makes it a military factory -- a warrior first and then probably barracks.

These two cities really help our finances. We'll finish Pottery and switch Arathorn to a granary here real soon.

After Pottery, we go for Bronze Working. As much as I want math for catapults, I want spears and to see iron at least as much.

(30) 2550 - Still no contacts. Our military is up to three warriors, two vet and one regular. There's at least one barb warrior still in the jungle to our southwest.

The start is ... far from optimal, but it could be worse. On the plus side, we have horses, three cities, and are first in population, GNP, Mfg. Goods, and Productivity. We're 2nd in land area and family size. There's a LOT of jungle and marsh to clear, though...beyond what can be done with a reasonable workforce. Slaves would be nice. We might want to set up an area for the AI to send settlers for us to whack. We'll need approximately 5000 slaves to make significant progress.

Be sure to not neglect culture. Temples are cheap for us and getting a few built early will help us tons in later flip situations. Don't neglect military and expansion, but a temple here and there is important.

Picture and dot-map to follow.
 
lotr13-2550bc.jpg


http://www.civfanatics.net/uploads7/lotr13-2550bc.zip

I'd do red first. Orange, yellow, and green are locations that made sense to me, but I really don't have a good idea of order to found them.

Once Arathorn's granary completes, it can go every 3rd turn. That makes it a 6-turn settler factory. I think we can get an archer out between settlers, but I'm not quite certain. Will require a bit of examination that I didn't need to do tonight, so it wasn't done.

Kylerean -- UP NOW
T-hawk -- On deck

Good luck and have fun! I did 30 to start to avoid a complete dud (this one almost got canned), but we should do 10/player from here on out.

Arathorn
 
(1) 2510BC: Our northeastern warrior finds spices.

(2) 2470BC: Arathorn grows, and whatever it is that keeps him happy, I make sure he gets it. Our northern warrior finds a big freshwater lake.

(3) 2430BC: Our worker finishes the second mine at Arathorn and decides to connect Skyfish to our community.

(4) 2390BC: Arathorn completes granary, starts archer. Our eastern scout has seen enough and is pulled back home. Our northern scout finds a floodplain wheat at the mouth of the river.

(5) 2350BC: BW comes in, and IW is selected next. If we cannot capture enemy cities, it's even more important to know where the iron is. Gothmog completes a worker, starts a temple to be whipped (could be changed to another worker instead).

(6) 2310BC: zzz

(7) 2270BC: Arathorn completes archer, starts settler. A Zulu scout has appeared near Skyfish! They are up at least masonry, mysticism and horseback riding! :eek:   I declare war.

(8) 2230BC: zzz

(9) 2190BC: zzz

(10) 2150BC: Skyfish completes barracks, starts archer.

LotR13-2150BC.jpg


That the Zulus are our first contact is not optimal, but better than Sumeria, I guess.

Let more succession gamers join our community!


Roster:
Arathorn
Kylerean
T-hawk <-- UP
Arizona_Steve <-- on deck
T_McC


-Kylearan
 
Well it could be worse. Although the Zulu have those annoying 2-move defenders, the fact that they are expansionist/militaristic means that they are at a disadvantage (compared to us) when building culture in their cities.

A few early temples should give us an edge when it comes to flipping their cities.
 
I'm up already? That was fast. I should be able to play tonight.

Arathorn, would you mind recapping the variant rules in the first post, for observers to see and us to refer to?

Got some ugly terrain there, to be sure, but Arathorn's cow (I _told_ you this would get confusing :crazyeye: ) and that free settler add up to reducing the game by half a difficulty level or more. I'm glad we picked Monarch. :goodjob:
 
What needs review, T-hawk?

Always War (AW): When you meet an opponent (as soon as they appear on the F2/F4/Shift-D diplomacy screen, you’ve met them), you must declare war on them – THAT turn. You can make initial deals for hard goods only (no gpt deals, no alliances, no resource/luxury trades). Opening the diplomacy window to spy techs, cities, resources, etc. is allowed. Signing peace for even a single turn is prohibited.

Since contact sales are pushed out to printing press or navigation or whatever it is, I don't worry about being introduced to people we can't see -- at least, not for a long time. Seeing borders and fleeing is perfectly acceptable.

Diplo spying is fine...we're not tactless, after all.

Passive: You may never attack a city. If you lose one of your cities, it’s gone. Accepting culture flips, using propaganda, and attacking units in the open are all allowed.

We're not bending to allow artillery attacks of cities. We get to pillage, attack units in the open, try to flip, propoganda, steal, etc. all we want. But no attacking units in cities or bombarding cities. They're sacrosanct.

That help explain things?

Yeah, the Zulu will be a tough fiorst foe. They're expansionist, though, so who knows how far that scout has come -- where did it appear? Near Skyfish, so west somewhere? Northwest? North?

The extra city is really nice, but all the jungle and marsh isn't. If we have iron (which we BETTER), we'll be OK, I think. We will need to claim iron as "in force" as we can.

A whipped temple in Gothmog gets my approval. I think it's worth it. The whip unhappiness will be gone quickly.

I don't like feeling so exposed. Really getting a firm hold of one or two coasts around us would make me feel much better. Water to the east is salty, so that's one option.

Remember to not explore a lot more than we need to. I was trying to find a few good city locations, but the longer we're not fighting people, the better chance we will have to get enough land to really survive.

Arathorn

P.S. Lon't let my wife hear you talking about my cow.... :) ;) And I don't find it confusing at all.
 
Alright, so kill all the units you want and pillage to your heart's content, but don't attack cities.

One thing I noticed from peeking at the save is that the water in the north is a lake. Since we appear to have started near the equator, odds are we have a northern neighbor.

It looks like the Zulu came from the south, which is good news since Impis can't move through two jungle or marsh tiles in the same turn. Were there Barbs in this game? If not, the Zulu must have a southern neighbor to have all that tech. Almost assuredly an Industrious civ, very possibly Egypt to have that combination of techs. Don't know, didn't check F10 to see who's playing with us.

Agreed it would be tough to swallow if there is no Iron in the copious amounts of hills and mountains we can already see.

Do we settle a town or two south of Arathorn to get the Zulu away from our capital, or do we push north to the more fertile terrain? Seems to me that short-term (the next 3-4 cities)we're better off going north, but establishing a line in the sand to the south of the capital allows our settler factory to continue unimpeded for a longer period. Don't know how standard AW translates to this game.

The one site I noticed in the south was SE-S-S from Arathorn. On a hill behind a river, but really food-starved. Good for sucking up enemy units, but lousy terrain to go on the offensive.
 
The water in the north is indeed, as I had noted in my report, a fresh-water lake. But no units came from the north so far, and we have a "real" coast to the east, so I somehow hope we have no northern neighbour. Or if we have one, at least it must be a far-away one, so we should be able to safely settle and develop first-ring cities north of Arathorn, if not more.

The Zulu scout had appeared south of Skyfish. While it is theoretically possible for the Zulus to be west of us, it's more likely they will be somewhere in the south. And while all the jungle and marsh will slow down their Impis, it will also improve their defense. :(

T_McC, yes there are barbs in the game, in fact we got maps from a hut during Arathorn's (the human, not the city :p) turns, so maybe they got the techs from huts. Better techs than settlers or cities, I say!

Our opponents are Ottomans, Carthaginians, Zulu, Germans, Mongols, Koreans and Sumerians.

-Kylearan
 
They probably got several of those techs from huts. It's looking like it may be a 4-4 split on continents. Zulu with us...who else I wonder. No real culture monsters in the list, although there are more scientific civs than I'd really like to have to face.

With all our jungle/marsh, we might want to go a bit more sword-heavy and a bit lighter on horsemen, assuming we have iron.

I did a bit larger dot-map, since we have more map now. If we can grab all these sites and hold them, we'll be doing semi-OK, I think.

LotR13-2150BC-dots.jpg


No real difference between red and blue sites except that they don't really interact much and we can change blue and not change red or vice versa. Sites were chosen for fresh water, defensiveness, resource claiming, and ease of unit movement. Feel free to disagree, but the options seem reasonable, if we can snag 'em all safely.

Arathorn
 
Inherited turn: MM Arathorn off a BG (it doesn't need the shields to finish the settler) to give it to Skyfish.

Can actually hire an entertainer this turn in Arathorn, giving it +2 food surplus rather than +4. It'll still grow in 3 turns (+2/+4/+4 food) and this lets us drop lux tax to 0 this turn for a few extra beakers.

Move a warrior from Arathorn south to knock off the Zulu scout (may as well stop him from getting more contacts and huts) and move the archer into Arathorn for police.

==========

2110 BC: Settler pair departs Arathorn for the closest northern dot. Move warrior from Skyfish to chase the Zulu scout. Arathorn orders up an archer which will build in 3 turns at 6/7/7 shields.

2030 BC: Realize that I can't actually catch the Zulu scout and bring the warriors back towards home.

1990 BC: T-hawk (haha, did you set up the name sequence and rotation on purpose so I'd build this city?) built on the river hill to the north.

Arathorn starts settler, which I think will complete in 3 turns at 9/11/10 shields (the 11 coming after growth and auto-picking the forest.)

Decide to swap Skyfish to temple. The happiness will help, it'll pull in an extra BG, and early culture is always nice.

Next few turns: Much MM fiddling with tiles and units and sliders.

1910 BC: Whip temple in Gothmog.

1870 BC: Arathorn settler->archer. I decide to send the current settler north to the flood-plains wheat - let's get high-growth cities started soon.

1830 BC: Iron Working is in, and there are TWO irons in immediate range. One is right by the flood-plains wheat so the current settler is definitely going there.

Research set to Mysticism at max. This goes towards Monarchy, and has a good chance to be resellable as none of our rivals are religious. Due in 7 turns.

1750 BC: Volcano by Gothmog erupts and pollutes one of its grassland tiles. :p

Archer escorting the settler north discovers a Zulu warrior. This is a problem that I'll leave up to the next leader.

lotr13-1750bc.jpg


Highly Detailed Wrath: Arathorn can both grow and get the archer in 2 turns if you do it right. Leave it the way it is on this turn, for 9 shields. Next turn, take Skyfish off the shared BG and move Arathorn onto that tile from the forest. Arathorn will get 11 shields, 9 natural plus 2 from growth and auto-picking the forest, to complete the archer. (Skyfish needs the shared BG this turn to complete its warrior.)

I leave the current settler unmoved and up to the next leader. I would recommend waiting until the warrior is taken care of (bring T-hawk's warrior up this turn to help), then settling on the iron. On the iron is better than the original dot; the iron can't be pillaged, and this site doesn't have a mountain adjacent to it for invaders to sit on.

Iron city will need a temple to pull in the wheat; build that first while T-hawk supplies military. With iron city, T-hawk won't need a temple to expand borders, so have it do military. We also need more workers from somewhere, somehow.

No new contacts on my turn.

http://www.civfanatics.net/uploads7/lotr13-1750bc.zip
 
Posting a wide image makes the entire post wider, so you have to scroll back and forth to read the text if you're on a low-resolution screen. I shrank it horizontally to fit in the post better, but left it at its original vertical size to let the text remain a bit more readable.

Usually I post a big image in a separate post after the turn-log. But I had a lot to say after showing the image, and didn't want that text to get disconnected and possibly missed by Arizona_Steve. :D So I resized the image to fit better in the turn-log post.
 
The continuing tales of Thunderfall of the Succession Gamers.

(0) 1750AD
I decide to take T-Hawk's advice and keep our settler where he is. T-hawk's warrior also moves onto an adjacent hill where he can cover either of the workers if they happen to be a target of the Zulu warrior. Hopefully the archer standing on the hill next to the Zulu warrior will win.

IBT:
The Zulu warrior doesn't attack, but moves South towards our worker. A regular impi and a veteran archer appear out of the fog to the North. Once again I will get to do some fighting, but this time we have a few more cities to help. And it's Monarch.

Skyfish - Warrior -> Archer. We need offensive troops.

(1) 1725BC
Following instructions, before I forget:
Skyfish - Switch the bonus grassland tile to the lake.
Arathorn - Switch the forest tile to the vacated bonus grassland.

There's an archer South of Arathorn. I don't know where he was headed, but he's needed up North now.
Fortify the archer on the iron. Settler stays put for another turn.
T-hawk warrior moves to cover settler.
Skyfish warrior covers the worker next to that city.

IBT:
Arathorn - Archer -> Settler. Settler target is the iron to the South of Arathorn.
The impi fortifies. Archer and warrior move South.

(2) 1700BC
I can attack the Zulu warrior (who has moved off the hill onto desert) with our archer without leaving him exposed, so that is what I do. Our archer loses one hitpoint, but gives us our first elite unit. Two more archers are on their way, but can only make it across the river this turn.
Lux tax to 20% to avoid riots. Science all the way down to 40% (the difference between -1 gold/turn and +3 gold/turn).

IBT:
Impi moves to the iron hill. Archer moves to the adjacent hill.

(3) 1675AD
I pull back our archer to entice the Zulu archer to move onto the desert square, where he'll be easier to pick off. I don't expect the impi to attack, but T-hawk's worker is within range. I am able to cover him with an archer though.
There are two hills next to T-hawk that the impi can reach, so I pull back the warrior/settler pair, and move a second warrior to cover the other hill. This will hopefully make it easier for me to kill that impi.
The timing is right to give Skyfish back it's bonus grassland. Arathorn will grow and spit out the settler at the same time.

IBT:
The impi gets a lucky break, attacking the elite archer and defeating it without a scratch. One worker lost :mad:

(4) 1650AD
And now that &^%$&#$% impi defeats an attacking archer, losing one hitpoint and promoting :mad: :mad:
We are down to one archer, who moves back onto the hill next to the iron along with the settler/warrior pair. I can't get the second warrior back to Skyfish, so we could lose the city to that &^%$&#$% impi, and I will probably quit the game in disgust.

IBT:
Our luck turns. The warrior next to the iron hill is attacked, and defeats the Zulu archer.
As predicted, Skyfish is attacked, but our warrior holds the city with one hitpoint left and promotes to veteran. I breathe a sigh of relief. The game can go on.
Iznik has been plopped down next to the spices. I check F4 and we have no contact as of yet.

Gothmog - Worker -> Worker.

(5) 1625AD
Now that we are clear of Zulu troops, I move the settler, archer and warrior onto the iron.
Check lux tax as Skyfish grows to size 4, and all is well.

IBT:
A Zulu warrior appears out of the fog.

Arathorn - Settler -> Archer.
Skyfish - Archer -> Spearman.

(6) 1600AD
The Iron city of Speaker is founded on top of the iron. I set it to pop out an immediate worker, but this can be vetoed by the next player.
The new settler heads towards the second iron source.
Still no contact with the "owners of Iznik".
Up science to 50% for one turn to bring in Mysticism.

IBT:
Mysticism comes in. Polytheism selected.
T-Hawk gets hit by disease. Population drops to one.
Zulu warrior moves towards T-hawk, which is currently undefended.

(7) 1575AD
Warrior moves from Speaker to the adjacent hill to prevent the Zulu warrior from moving there.
Looks like Gothmog got a border expansion and an extra shield, so the worker being trained there is changed to a warrior.
Science to 70%, Polytheism due in 23 turns.

IBT:
Looks like more scrambling is required as another goddamn impi shows up on the mountain near Speaker. I'm beginning to hate those things.

(8) 1550AD
After some thought I pull an archer out of Arathorn, and send it towards T-hawk. The archer will be replaced next turn, so for this turn only, luxuries are raised to 20% without changing science.
Pull back the warrior to cover a worker that is in range of the impi. A warrior and an archer are in Speaker. This should minimize losses in a worst case scenario.

IBT:
The impi attacks our warrior and loses horribly. Our worker survives this time.
The Zulu warrior moves onto the irrigated flood plain next to T-hawk. An extra turn would have kept it on the hills and made it a harder target. A little :smoke: on the part of the AI.

Arathorn - Archer -> Worker. There's an extra bonus grassland available which could get Arathorn to 10 shields/turn at size 5.

(9) 1525AD
Drop luxuries back to 10%.
Attack the zulu warrior with an archer across the river (odds are better), but lose. It is left to the warrior covering the worker to kill the redlined Zulu warrior, which he does.

IBT:
Gothmog - Warrior -> Worker
Skyfish - Spearman -> Spearman

(10) 1500AD
Luxuries to 20% for one turn as Arathorn grows to size 6.
Our spearman can go to either T-hawk or Speaker. I leave that decision to the next player.
The "owners of Iznik" have not yet appeared on the F4 screen.
There is no Zulu presence right now.

And the save file - 1500BC

LotR13-1500.jpg
 
The archer south of Arathorn was heading to Gothmog to defend that city if necessary (since it couldn't build anything to defend itself yet). Bringing it to war when you needed was the right call, though.

To deal with impis, we're going to need some horsemen of our own; probably a 1-2 punch of swordsmen to damage them and horsemen to clean up the retreaters. Arathorn's borders will expand to the horses tile soon. Catapults would also be nice. At least the Zulu golden age is presently getting wasted.

I'd still recommend a temple first in Speaker - and whipping it ASAP is the best way to do that. Getting the flood-plains wheat online sooner will make up for the population loss pronto, and the wheat will be as good for the city as several worker-improved tiles. And the increased visibility from a cultural expansion will be quite important, as that seems to be the direction the Zulu are coming from.
 
LotR13 - Player to be Named Later

1500 BC (0)
Quick self-refresher on the rules, being in 3 AW at once could be a hinderance. Kill all the units you want, wherever you want. Pillage to your heart's content. Never attack a city with anything but culture.

We've got a decent land grab going, but are starting to get that "surrounded" feeling. I think the Zulu are in the West, and the mysterious owners of Iznik are North of the lake. So maybe we can expand south a bit in peace, but we need about 200 workers to make that terrain productive anytime soon.

Iznik infringes on a couple of our dots, and I wonder how tightly to settle. Do we want abutting first rings, or overlapping first rings? I think we want overlapping, and a whipped Temple ASAP. Probably won't get to do that on these turns, but soon.

We have 12 gold and are going for Poly in 17. Unless the south is completely empty, Monarchy is not going to be profitable for a long time. But too many beakers in to switch now, and maybe we'll get to trade it to our 3rd contact. We are way under our unit cap. That's a good thing.

City-check: Speaker is swapped to a Temple, with a whip looming. T-Hawk's Warrior may be auto-switched unless we can't connect the iron in the next two turns. I like Gothmog's worker, although I worry this may become a front-line city soon. Charis will go Worker --> Temple (whip). More culture early. Skyfish is a terrific city to build a Wonder in, once we get a couple of other military cities. Arathorn can make 10 spt at size 6, but at low surplus food. Will make a Spear-Settler pair timed to growth to size 7 possible, though. I reluctantly agree that a worker is the proper build, we need another one right now.

Now for some MM. We are running a 20% lux tax only for Arathorn. Since it is building a worker next turn, the surplus food this turn is irrelevant. Lower lux to 10%, picking up 4 gold. Then create a Scientist to shave 2 turns off of Poly. This works so well, I set the capital to 0 food surplus, and create another Scientist, lowering the lux tax to 0%. This shaves another turn off of Poly. That then allows me to give a tile to T-Hawk so it can complete its Warrior in 2 to coincide with growth. And the best news is that I get to undo all of this next turn. Since there is no difference between 5 spt and 6 spt with the units we can build, Skyfish works the lake instead of an unroaded BG, for a net gain of 2 lightbulbs.

Poly is now due in 12 at +2 gpt.

Finally, I wake up the worker clearing the jungle tile between Arathorn and Gothmog. I set it to build a road. This is a waste of worker turns, but the critical thing is to connect Gothmog to the capital so it and Arathorn can form a common defense front. When the Ottos show up, it will be at Gothmog. The road will complete by turn 5.

<Return>

IT - I stand corrected, an Otto warrior appears on the outskirts of Speaker. At least I know where to send the Spear now.

1475 BC (1)
Arathorn: Worker --> Spear, border expansion encompasses Horse tile.

Reset lux tax to 10%, and put all of Arathorns citizens to work. I can get away with working the forest for one turn, then Arathorn will get the BG back from T-Hawk.

Here's Osman! And he already has an Elite Warrior. Dial him up to see what the Dilly Yo. Trade IW for Masonry and 31 gold. Might be :smoke: to give him access to Swords, but he would get the tech as soon as the Zulu wandered by, and I want Walls. Declare war on his scruffy self.

Spear moves to Speaker, and road will complete after T-Hawks warrior is completed.

Arathorn's worker moves to jungle to connect Gothmog.

Reg. Warrior moves to Charis, I really don't like empty cities in AW.

Shuffle tiles around a bit, and bump science up a notch. Net result is Poly in 13 at +2 gpt, with 45 in the bank. I want the option to upgrade a Warrior if necessary.

IT - Now I see a blue guy in the South. From what I recall, this is Korea. We'll see when he shows up on F4.

1450 BC (2)
I think the Otto Warrior is going for Skyfish. A vet Spear will be waiting for him.

T-Hawk grows and produces a Warrior, set to Spear.

Well, the blue guy is on F4, and it is Germany! Before I chat, I start the unit shuffle. T-Hawk's Warrior to Arathorn, Arathorn's Warrior and Archer to Charis. Der Kaiser has an Elite Warrior on a vector for Charis, and our units will be unfortified when he attacks. Lux tax to 20% to keep everyone working and the Capital growing. Poly is now in 12 at -3 gpt.

The Krauts have three cities, but lots of tech and gold [Specifically, Alphabet, HBR, and 120 gold]. No deals possible, and I make fun of Bizzies male pattern baldness in declaring war.

From a little diplomatic espionange, the Zulu have neither Iron nor Horses. IIRC, Biz had neither as well. I can't remember about the Ottos.

Drop science to 30% to build up some cash in case I need an emergency Sword.

IT - Otto Warrior approaches our Warrior/Worker combo. German Warrior at the doorstep of Charis.

1425 BC (3)
Well, the Germans aren't really a threat, as Charis has a vet Warrior, vet Archer and reg Warrior defending it.

The Otto Warrior is more complex. I decide the best course of action is to give our combo an Archer cover as well. The other problem we have is that the road we are building between T-Hawk and Speaker crosses the river, so we'll have to double back to finish off a segment.

IT - The archer cover works, taking an HP off of the Elite attacker, and our Warrior wins while red-lining. The Zulu have a reg Warrior adjacent to our small stack, but could be going for the empty (vacuous?) T-Hawk. Ugh. The German Warrior fortifies rather than attacking. Damn Technokrauts and their mad mathematical skillz. Our first Sword will have to deal with this guy. The Ottos send a regular Warrior from Iznik to ???

1400 BC (4)
Temple whipped in Speaker.

Arathorn: Spear --> Spear
Skyfish: Spear --> Spear

Getting a little "caught in-between" on some of these builds. I know we need some more cities, but I can't figure where we have to strongly defend yet.

Skyfish spear goes to T-Hawk.

Eventually decide to swap some tiles around to get Arathorn 10 spt, and a 5-turn Spear-Settler cycle.

Bump Sci-slide up a notch, we'll have 60 gold next turn.

IT - Ottos move to threaten worker, Zulu make a smart choice of tile. Won't help them unless they are really lucky, though. The German warrior is getting a friend in blue

1375 BC (5)
Gothmog: Worker --> Walls
Speaker: Temple --> Walls

You know, I think the trip from Arathorn to Gothmog requires crossing a river! We'll see when the road completes.

Upgrade a vet Warrior to Sword, can't budge lux tax. Poly is in 17. Still.

IT - Road completes, no one tries to attack us?

1350 BC (6)
Arathorn: Spear --> Settler, timed for growth to 7.

Archer clears out Zulu Warrior, promotes to Elite.

Now I see that it does not require crossing a river to go from Arathorn to Gothmog. :goodjob:

IT - So the vet German Warrior attacks Charis, takes an Archer shot, and still beats our vet Warrior. So why didn't the Elite Warrior attack? Does he have Performance Anxiety? [pimp]

1325 BC (7)
Sword now in place in Charis, will attack the Germans next turn.

IT - Injured Kraut runs away.

1300 BC (8)
Skyfish: Spear --> Sword. I think we can get Sword --> Worker timed at growth to 6.
Charis: Worker --> Temple, with a whip forthcoming.

Vet Sword takes out the trash at Charis.

You know, no one is building the Pyramids. Skyfish can build them in ~50 turns with a little TLC. I am sorely tempted, but we need someone to build military. Skyfish will just have to be content with building the Great Library.

Poly in 10 @ -1 gpt. I'll have to re-jigger the sliders next turn.

1275 BC (9)
Arathorn: Settler --> Sword?

Our sword kills other, injured German Warrior.

Charis swapped to Walls (it makes 2 spt), so it can complete that and get an 18-shield whip upon growth to size 2.

On a side note, we have almost double the culture of the next nearest civ.

OK, have it figured out now. Arathorn --> Gothmog is one turn, Gothmog --> Arathorn is two.

IT - Nothing.

1250 BC (10)
Gothmog: Walls --> Worker
T-Hawk: Archer --> Settler. The city makes +4 fpt, eminently vetoable. The city is probably best for farming workers, as it can only get decent shields by poaching from our other two military cities. Might be better off with a Temple.

Archer joins the settler group heading SW. To where, I have no idea.

I leave the settler and Spear with 2/3 of a move. Arathorn can decide where he wants this city. It does not appear possible to get the Banana S-S of the Horses, and be within 1 move of our other cities. The other option I see is N-W-NW from Skyfish, with the next city W-W-SW from Skyfish. Both of those cites can get multiple 2-food tiles at founding, and will shield Skyfish should we choose to build wonders there. That's the other reason I was thinking of popping a settler off of T-Hawk, things are fairly quiet, so we have a chance to expand in relative peace.

Final Notes:
Poly is in 6 at +0 gpt with 8 in the bank.

Arathorn can be MM'd to complete the Sword on the turn of growth, although it would delay whatever T-Hawk is building. And Arathorn should watch because .. umm ... he'll riot on growth to size 6 without another MP. (I can never remember whether the unit production occurs before or after the happiness check.)

As of my last turn ... The Ottos have neither Iron nor Horses, and we have more cities than them. Shaka-la has more cities and tech than us, but no resources. Bizzizmark has Horses but not Iron, and is up the same visible techs as Shaka. The Krauts are smaller than us, so the path of least resistance may be to push south.

We are the only ones to have non-capital culture, so we are almost double everyone else.

Picture and Save in next post.
 
Very interesting situation we got here - relatively late contacts, lots of land to expand into, but surrounded from three sides. Should be fun!

T_McC mentioned the pyramid and the great library, so I'd like to voice my opinion about great wonders in this game. With our given situation (three opponents and no real backyard) and our inability to reduce our enemies in size by capturing/razing their cities, I don't think we will be able to devote more than one city to wonder-building. That means we will probably get to build one, maybe two wonders, depending on the cascade. So, which wonder to go for?

The Statue of Zeus, a fantastic wonder for AW, is out because we have no ivory (And let's hope this wonder will fall on the other continent). The other usual choices would be the pyramids and/or the great library, but not in this scenario if you ask me.

For the ancient age, the most important wonders to have IMHO would be the Temple of Artemis and the Great Wall. The ToA is expensive and becomes obsolete very fast, especially if we don't have the great library and beeline to education, but the headstart in civ-wide culture would be huge for flipping enemy cities! Denying it to an opponent on our continent would be as important. And to flip enemy cities, we will have to found a lot of aggressive settlements in direct striking range of enemy reinforcements, so having auto-walls in these would make defending them a lot easier.

In my opinion, these two wonders would be even more important than the great library, although getting this would be my next priority, before Sun Tzu's.

I'm bringing this up already because this will also affect the techs we want to research next. Opinions?

-Kylearan
 
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