A Spiritual Odyssy

Preplay:
Well, as stated above not a very complicated plan for this set. Will swap research to BW and will have every citizen across the entire Byzantine nation help prepare a worker. Other than that it's just hoping that we steer clear of bears and barbs and that bren builds in the bwest of bibracte.

Turns out that the lack of happenings throughout most of the set were off-set by some excitement at the end!

Turn-by-Turn

IT (37 - 3075 BC)
Above plan is executed. 15 turns to a worker and 19 to BW.

I also note that the warrior fogbusting to the NE isn't placed optimally. The hill is nice, but it's only a 25% bonus, and the tiles 'busted' by Mr. Warrior overlap a lot with those already covered by our cultural borders. So I send him further afield.



And we're off!

IT (40 - 3000 BC)
Warrior meets some bears, luckily on his first of two romps through the woods, so he does the honorable thing and doesn't get between the momma and the cubs.

Our intrepid scout also finds Zulu borders not far to the SE.

IT (41 - 2975 BC)
And just in time a forest grows on the hill to shelter our most veteran army.



IT (52 - 2725 BC)
Well, not much has happened since we last wrote. Mostly dodging wildlife and getting a look at the outskirts of the Zulu and Celtic empires, more city-states at this point really. On this turn though the worker is ready and sent off to the pigs-hill for a mine.

IT (53 - 2675 BC)
:eek: :eek: :eek: We are greeted by a very nice surprise... :confused:



Yup, you saw that correctly. 4 archers on what appears to be a beeline to Constantinople! I check the log to see if I've missed an uprising, but it seems devoid of any such event... If my understanding of the uprising event is correct, we would also have needed to have archery to generate the event ourselves. Perhaps someone else who we haven't met yet (or hadn't at the time) had the event, and for some reason the barbarians had haunted dreams that told them of some far-off city called Constantinople where they should seek their destiny.

I can't really think of anything to do. Our fogbusting troops are all too far away and BW will come in the turn after they attack, which would at least give us 2 warriors vs. 4 archers... :dunno:

Perhaps they are on their way to Washington or Ulundi and will just pass through?

IT (54 - 2650 BC)
Archers move closer to the lovely Byzantine homes...


IT (55 - 2625 BC)
Erm, hello archers... care for a cup of tea, or some scones to get you to Washington? heh? heh...



In other news we meet Elizabeth of the English to the SW of Celtia.



I save the game here too.

IT (56 - 2600 BC)

...

Umm...

...

There is no turn 56. Do not pass go. Do not collect $200. Go directly to the Hall of Shame. :hammer2:

At least we killed one of the archers.





Well that was fun all. How about another? In fact, I have gone ahead and rolled a start. Then I played some turns. Check out what I have explored and who I have met so far:

Spoiler :




In fact, it seems very similar to our last game. It even seems to be turn 56 again. Only our uncouth visitors have dispersed themselves.



Though turn 56 is eventful in its own right as we discover how to smelt down the very earth itself and shape it into tools for construction and war. And the closest copper iiiiiissssssssss...



Yes, that would be south of Brennus. Reserach is now set to Monotheism for a shot at founding a 2nd religion. I think working the 3 best tiles and chopping/whipping out some settlers & workers is the way to go for now, so we shouldn't an immediate need for more worker techs. We can regrow building enough warriors to fogbust the area. There are a good number of AI scouts and archers around too, so I think we will be OK without archery, though it is something of a gamble. Though apparently so is not beelining archery first thing and building 2 archers to sit in the capitol by 3000 BC.

I also switch to slavery and whip out the rest of the workboat. A warrior is queued next to grow back to size 3 so we can work our 3 higher-yield tiles (soon-to-be-mined-hill-pigs + 2 clams). 3 more turns for the mine, then our worker should start chopping.



And that with that the reign of Pindrus came to a somewhat more glorious end than in our "last game." I seem to be having all the SG luck this week...

Closing Thoughts
I don't know how others feel, but it seems terribly buggy to me to have someone else spawn the barb event but then have them target us. If the team would rather get a fresh re-roll that's fine by me, but I'd just as soon keep playing on here with the brief visit to world-builder. I zoomed in and covered the minimap and all, so I don't have any knowledge beyond what we have rightly discovered.

I don't have my heart set on Mono and could see a swap to Ag -> Pottery -> AH or Ag -> AH -> Pottery to set up some sort of early economy beyond working seafood, though that should us all right until we get out 4 cities.

Also, here are my proposed blocking cities for Bren & Shaka. Washington I think we shouldn't worry about as the land around him is crap. #1 and #2 by Bren could both be pretty quickly functional. #1 has 5 hills and enough food to work them all even pre-calendar (pigs + 4 grass hills + city center = 12:food: to work 6 tiles) and would be a great early unit pump city, conveniently located near Bren! 1N 2E of the pigs would waste some nice green riverside tiles between that and the capitol. With a military city we could backfill with a nice commerce city there. Bren Blocker #2 gets rice and clams, for some specialists to help us recover from expansion. Bren has some great land to his SW, so hopefully he will go that direction firest and we can get these two up. Hopefully the first one on the next set and the 2nd on the following one if we stick to these relatively short early-game turn lengths. Scout is back near the capitol to help fogbust a path towards Bren.

Hopefully we can get the 2nd city founded before Mono comes in to fight Celtic culture and pop our borders without a monument.

Also remember that if we aren't going to whip for 5 turns we should pop out of slavery and take advantage of our spiritual trait. Right now there are 5 turns before we can switch though.

The Shaka blockers aren't as good and I wouldn't really want to get that close to him without metals. So he will probably expand before we can block. I would peg him as our first convert and consider bribing him against Bren (I fear that Washington would be too weak).

Spoiler :






Roster
Sirlion
Grandad1982
cripp7 - Skipped
Pindrus - Just Played
White Dragon - Up for some turns!
narri - On Deck

And the save:
 

Attachments

  • A Spiritual Odyssy BC-2600.CivBeyondSwordSave
    72.3 KB · Views: 51
Lurker: Nothing like divergent time-lines to spice things up. Four barbarian archers out of nowhere is just pretty unexpected. Oh, wait, "what barbarian archers?" :lol:

Good luck, you all.
 
Per Pindrus's screenshots, attached is our dot map and the plan to settle Bren Block 1.

1.) I think we should skip Mono and go for Ag -> AH -> Pottery as suggested.
2.) If i played 23 turns that should get us to AH, if nobody minds. I just hate to be three turns away from revealing horse and having it change everything.
3.) I will grow to size 3 building a warrior, chop out that settler forgoing building tile improvements, then grow to size 4 while building a warrior and improving tiles.
4.) Continue exploring to the north and south then set up a fog bust for the Brennus block cities.
Spoiler :


I plan on playing & posting tomorrow evening.
 
Plan looks solid enough to me.

I don't mind missing Mono religion as we'll probably take Theo, DR and Philo and maybe even CoL.

If we get our economy ready we can beeline the main religious techs and back fill with trade.

I have to say that the God of Islam proved his mighty powers in vanquishing the Archer scum.
I belive Obselet was having a moan about the Barb up rising and it can happen to you if its the AI how trigger it. And since on Monarch+ the AI all have Archery to start with.....
 
A Dragon's Spiritual Quest, Part 1 to find his power animal! :p
Spoiler :

Turn 56 2600 BC (Inherited)
1.) Switched research to Agriculture (10).

Turn 57 2575 BC
1.) Sent scout SE to explore.
2.) Whipped WB is complete. Sent to open those nets.
3.) Sent warrior to SW further west.
4.) Sent warrior to N further north.

Turn 58 2550 BC Exploration

Turn 59 2525 BC Mined piggies are completed. Start prechopping forest for settler.

Turn 60 2500 BC
1.) Found Pericles's empire way down to the SW.
Spoiler :

2.) As anticipated, Shaka beat us to the punch.
Spoiler :


Turn 61 2475 BC Exploration

Turn 62 2450 BC
1.) Our SW warrior is attacked by a wolf and comes out unscathed. Thank you Woody II.
2.) Our exploring scout finds a hut. What does get for all that work, nothing but bloody fingers? How about a :high5:? Nope, he clones himself.

Turn 63 2425 BC
Warrior completed in Constantinople and heads south to explore and fogbust. Start on settler. Remembered to revolt out of slavery. :hammer2:

Turn 64 2400 BC Exploration

Turn 65 2375 BC
1.) Agriculture is in.
Spoiler :

2.) Start AH.
3.) First chop completed. Start another.
4.) Out northern warrior finds the coast and does an about face to spawn bust.

Turn 66 2350 BC Exploration

Turn 67 2325 BC
Our just built warrior encounters a panther, who wants to cut his [pimp]'s heart out. We tell him to screw off then start beating him like a :deadhorse:.

Turn 68 2300 BC Exploration

Turn 69 2275 BC
1.) One of our scouts gets attacked by a wounded bear and survives to earn Woodsman I. Starts to heal.
2.) We get a random event.
Spoiler :
I choose to save the forest for a chop.

Turn 70 2250 BC
Our Woody II warrior survives a bear attack on a forested hill.

Turn 71 2225 BC
1.) Settler completed in Constantinople.
2.) Set build to WB (5) while growing (5). :dunno::gripe: I figure we can use it to explore on its way down to the clams for Bren Block 2. Plus I think we can use it as a spawnbuster.

Turn 72 2200 BC Yet more exploration.

Turn 73 2175 BC
Our warrior from the north returns to his fogbusting desert hill just before he is attacked by a lion. He earned a promotion but I just set him to heal.

Turn 74 2150 BC Yet more exploration.

Turn 75 2125 BC Finally, some action.
1.) Founded Thessalonica at Bren Block 1. Set to build a monument.
Spoiler :

Turn 76 2100 BC More action.
1.) Constantinople grows and finishes the WB. I start a worker. (You'll see why.)
2.) The people of Thess want to be Celts. I tell them :thumbsdown:, then :spank:, and tell them to prepare for the sting of our :whipped:.
Spoiler :


Turn 77 2075 BC Action RULZ. My final turn. :(
1.) Animal Husbandry is in. :woohoo:
Spoiler :

2.) Set Pottery as place holder.
3.) Revolt back to slavery. Can 2 pop :whipped: for 20:hammers: overflow. I haven't done this yet. I figure one can pasture the cows while the other heads to Thess for some work.
4.) There is a barcher to the NE of Constantinople :sniper: around. I figure if we whip the worker the overflow can 1 turn build the warrior.
5.) We have some horsies just to the east of our borders.
Spoiler :

6.) A look after the exploration.
Spoiler :

Roster
Sirlion - In the batter's circle.
Grandad1982
cripp7
Pindrus
White Dragon - Just Played
narri - Tag, your it!
 

Attachments

  • A Spiritual Odyssy BC-2075.CivBeyondSwordSave
    89.5 KB · Views: 52
Nice in remembering to swap back out of slavery, I'm so bad at that! No worries about Shaka grabbing that spot. Ulundi is on the end of a peninsula, so he has nowhere else to go. Red dot in your report is a better city anyways, so we should just shoot for that as city #3 after the 2nd Bren Blocker by clams/rice.

Well-micro'd too with getting the settler/worker out. I think we should keep chopping trees aggressively to get workers & settlers out. We should have chopped/mined the riverside hill first for the extra commerce, but that's a minor detail.

I agree on Pottery as the next tech as we will need it before we put down too many cities. We can put a few cottages by Bren Block #2. Other priorities at the moment would appear to be meditation, IW, and writing. We should try and convert Washington and Shaka before Bren spams everyone with his missionaries.

Unfortunately Shaka got the stone, which is necessary for all the religious-economy wonders. Maybe we'll be able to convert & cleanse his lands of the Zulu influence before that though. :hammer:

One other minor note is that the WB is set on a path for the next 5 turns. Usually you want to not let pathing run over to someone else's set. It looks like we have the area all spawn/fog-busted, so I'd be inclined to use it to explore. Those islands could be nice for some backwater commerce cities, and maybe there'll be a strategic resource there. Too bad there's no more fish by the wheat to the NW of our cap, not sure if that is worth a city.
 
picked up the save but not had a look yet.

It just occured to me that narri is on holiday and I think wanted a skip till he came back (something to do with 28.8 internet :( )
 
Nice set White Dragon.

The work boat should be sent NW to look at those islnads ASAP.

There are 2 scouts thatare down by Thessa surving no real purpose. Send them to finish scouting out our imediate surroundings (still some unexplored coast) and to set up some fog busts.

The Worker in Constantanople should be 2 pop whipped in to a settler.

I'm ok with pot as our next tech but we do need to be able to get some Missionaries out soon so Med or Mono souldn't be delayed to long. Maybe next tech after pot sould be Writing to start on a GSci or IW for the resourse and chopping out the Bren blocking cities.

Keep pumping workers with the Settlers (chopp and whip settlers for the overflow).

Also IW should be a high priority (we need metal!).
 
Oh yer it also appears that Bren is the worst enermy of Washington and Elizabeth already. Must be his beard.
 
Heres the roster guys. Skipping narri till we know hes back from holiday.

Roster
Sirlion - up now
Grandad1982 - on deck
cripp7
Pindrus
White Dragon
narri - on holiday
 
Definitely will want some axes & spears out by the time we have 8 border tiles with Shaka. Even though it's early we should be checking for WHEOOHRN mode from him. He doesn't have copper (and can't remember if he has horses?), but he could research IW pretty quickly as aggressive AI's are wont to do. Can probably settle 1 blocker pretty safely though. If we're his only foreign border he will be dangerous unless we can get him to friendly. Even at pleased, my understanding of the war choice mechanics is that he prioritizes an adjacent target before a dis-liked civ further away.
 
If we could get a missionary to Shaka before a Bud one then we can have him at friendly or at least off our backs.

I guess Brennus and Shaka like each other as their warmongers.
 
Even with a shared religion it will take some doing to get Shaka to friendly. He maxes out at +3 for co-religionists, so we will need to have "fair" trade relations and should set up a resource trade ASAP when we have a route to his lands. Be sure we aren't trading with whoever his worst enemy is and agree to his demands.
 
@Sirloin

Have you played yet? Its been 7 days since the save went up. If you can play and post today go for it.

If not then I throw it out there to who ever can take the save. I probably can't as I have a lot of guests coming to stay this weekend.
 
Played 20 turns. Sorry it took longer than expected; I didn't realize Narri was on skip and the last couple days have been really hectic for me.

Save is attached, and I'll post a detailed report later. Quick version is:
Pottery->IW (18t til iron)
I founded a Shaka blocker - it was one tile off the coast which I hate to do but we desperately need horses. I'm really concerned about our defensive situation w/o archers or copper.
We got a +3 boost with Shaka from a random event. He's not pleased yet.
Nothing else too interesting happened: just built some workers and got monuments chopped
 

Attachments

  • A Spiritual Odyssy BC-1575.CivBeyondSwordSave
    105.3 KB · Views: 99
Top Bottom