I played a game to have a game report to add. Here it is:
Year 0:
Settings : prince, human, continents, standard size, standard speed
Starting spot: Sheep+horse in first circle, can see stones marble and cow in 2nd circle, near river, no sea, not much forest, no jungle => planning animal ressource focus (horse as main army);
at Year 100:
Got the Fir Bolg naming condition on turn 35 (1p1g on pastures)
+8 science, -20% modifier; Researched Techs (in this order): animal husbandry, domestication, horseback riding and mining (masonry in 1 turn)
culture 1.75/2(+0.02); Researched policy: agrarianism opener
2 GP alive warrior and merchant (0.8% popup).
484(+1) gold
4 horse ressources (2 used)
2 cities:
capital Fir Bolg:
pop=5, (36-25)f35p16g6.4s2c,
buildings: Abattoir, Knackery, Monument, Smokehouse, Stable, Tannery
with in first circle: 1 improved horse on grassland with river (8f8p1g), 1 improved sheep on hill with river (8f4p2g)
in second circle :
1 improved horse on grassland with river (8f8p1g), 1 unimproved cow on marsh (6f4p), 1 unimproved marble (2p1c), [+1 unimproved and unexploited stone (4p)]
village Tronueyr (founded year 70)
pop=3, (14-15)f8p6g2.4s1c.
buildings: 1 monument
in first circle: 1 improved sheep 5f2p2g, 1 unimproved crab (5f), 1 mine on hill and forest (2p1g)
Neighbours:
Sidhe (Aes Dana) seems burried in forest (no improvements, only 1 city, pop=3, but has Voluspa and Tome of tomes). Not much known about other neighbours.
Civs scores from diplo screen: Aes dana (no religion) 56, Kaza (Azzandar.) 95, Nezeliba (no religion) 56, The Hod (Azzandar.) 54, Nemedia 48, (My score 89 but I don't know how it's calculated)
Remarks:
- should have leather from tannery (not yet in game ?).
- going neither science nor culture gives me a high production city rather quickly : however, I don't have any building with specialist slot, no useful GP (a merchant but not much use without the currency tech, and a warrior).
A bit stuck for now: cannot build new cities because of lack of gold and technologies to exploit other ressources available. No more buildings to build in capital.No excess gold to increase my army.
Plan for next turns:
will improve culture generation from quarries (researched next turn), and will research writing afterwards, will build library to improve science generation (not sure what to resarch afterwards), will use my horsemen to scout further and to keep my neighborhood clear from my barbarians. Possibly will try to do quests for city states. ]
Also, here's a diary-style log of this game
Year 0:
Settings : prince, human, continents, standard size, standard speed
Starting spot: Sheep+horse in first circle, can see stones marble and cow in 2nd circle, near river, no sea, not much forest, no jungle => planning animal ressource focus (horse as main army);
at Year 100:
Got the Fir Bolg naming condition on turn 35 (1p1g on pastures)
+8 science, -20% modifier; Researched Techs (in this order): animal husbandry, domestication, horseback riding and mining (masonry in 1 turn)
culture 1.75/2(+0.02); Researched policy: agrarianism opener
2 GP alive warrior and merchant (0.8% popup).
484(+1) gold
4 horse ressources (2 used)
2 cities:
capital Fir Bolg:
pop=5, (36-25)f35p16g6.4s2c,
buildings: Abattoir, Knackery, Monument, Smokehouse, Stable, Tannery
with in first circle: 1 improved horse on grassland with river (8f8p1g), 1 improved sheep on hill with river (8f4p2g)
in second circle :
1 improved horse on grassland with river (8f8p1g), 1 unimproved cow on marsh (6f4p), 1 unimproved marble (2p1c), [+1 unimproved and unexploited stone (4p)]
village Tronueyr (founded year 70)
pop=3, (14-15)f8p6g2.4s1c.
buildings: 1 monument
in first circle: 1 improved sheep 5f2p2g, 1 unimproved crab (5f), 1 mine on hill and forest (2p1g)
Neighbours:
Sidhe (Aes Dana) seems burried in forest (no improvements, only 1 city, pop=3, but has Voluspa and Tome of tomes). Not much known about other neighbours.
Civs scores from diplo screen: Aes dana (no religion) 56, Kaza (Azzandar.) 95, Nezeliba (no religion) 56, The Hod (Azzandar.) 54, Nemedia 48, (My score 89 but I don't know how it's calculated)
Remarks:
- should have leather from tannery (not yet in game ?).
- going neither science nor culture gives me a high production city rather quickly : however, I don't have any building with specialist slot, no useful GP (a merchant but not much use without the currency tech, and a warrior).
A bit stuck for now: cannot build new cities because of lack of gold and technologies to exploit other ressources available. No more buildings to build in capital.No excess gold to increase my army.
Plan for next turns:
will improve culture generation from quarries (researched next turn), and will research writing afterwards, will build library to improve science generation (not sure what to resarch afterwards), will use my horsemen to scout further and to keep my neighborhood clear from my barbarians. Possibly will try to do quests for city states. ]
Also, here's a diary-style log of this game
Spoiler :
start : prince, human, continents, standard size, standard speed
Yr 0: build village. Sheep, horse, in first circle, can see stones marble and cow in 2nd circle, near river, no sea, not much forest, no jungle => planning animal ressource focus (horse as main army); animal husbandry (free), researching domestication, queuing worker in my city
Yr 1 - 15: exploring with warriors. Zanzibar city state. Sidhe neighbour. coast. Barbarian camp localised.
Yr 16: workers ready (will improve horse the sheep); bring back warrior to protect workers if needed. Queuing monument.
Yr 23: Horse pasture finished. barbarians (1unit) approaching.
Yr 26: barbarians killed
Yr 27: can see another human warrior. finished monument, queuing chariots.
Yr 29: another human warrior. Btw: my village is size 3, using sheep and horse ressource, total 14f9p10g5s2c
Yr 33: another barbarian approaching
Yr 34: popup Aes dana civ
Yr 35: domestication researched, got my name, Fir Bolg. total 14f11p12g5s2c. Queuing horseback riding. Buying a tile w horse ressource, to have it ready for next growth.
Yr 36: popups: Hod (+ religion founded) and Kaza.
Yr 38: my first great person: Atla warrior, will be resident until building of my chariot unit.
Yr 42: chariot built, sending it with the warrior unit to the barb camp the warrior gp follows. queuing knackery
Yr 43: popup: Mor
Yr 47: popup: Nezeliba
Yr 49: popup: Nemedia
Yr 54: choosing policy agrarianism (for the +1f opener)
Yr 56: knackery built. total 21f21p14g6s2c (pop = 3). Queing settlers (planning to buid a city on coast, near sheep and crab ressource)
Yr 58: brabarian camp conquered. Need to finish off the barbarian units.
Yr 63: last barbarian killed off. Horseback riding researched (upgrading chariot to horseman). Queuing mining (and planning masonry)
Yr 64: GP spawns: Halfdan merchant. set to trade in capital.
Yr 66: Settlers built. Queuing stable.
Yr 67: golden age starts. capital pop = 4, the last citizen works an unimproved cows on marsh plot (the knackery bonus applies here)
Yr 70:2nd city (tronueyr) founded, queuing monument.
Yr 73: capital built stable. queuing tannery.
Yr 75-80: trade route between my cities, and pasture on sheep at Tronueyr. Mining researched (no ressources near my lands), queing masonry. Tannery built, queuing horseman. end of golden age
Yr 85: Horseman built, queuing abattoir
Yr 87: Atla dies.
Yr 90: barbarians on my land.
Yr 92: barbarians killed, one horse tile pillaged, repairing.
Yr 94: Tronueyr finishes monument, queuing smokehouse
Yr 95: Capital abattoir built. nothing left to build... queing settler.
Yr 100: new GP Hjalmar warrior.
Yr 0: build village. Sheep, horse, in first circle, can see stones marble and cow in 2nd circle, near river, no sea, not much forest, no jungle => planning animal ressource focus (horse as main army); animal husbandry (free), researching domestication, queuing worker in my city
Yr 1 - 15: exploring with warriors. Zanzibar city state. Sidhe neighbour. coast. Barbarian camp localised.
Yr 16: workers ready (will improve horse the sheep); bring back warrior to protect workers if needed. Queuing monument.
Yr 23: Horse pasture finished. barbarians (1unit) approaching.
Yr 26: barbarians killed
Yr 27: can see another human warrior. finished monument, queuing chariots.
Yr 29: another human warrior. Btw: my village is size 3, using sheep and horse ressource, total 14f9p10g5s2c
Yr 33: another barbarian approaching
Yr 34: popup Aes dana civ
Yr 35: domestication researched, got my name, Fir Bolg. total 14f11p12g5s2c. Queuing horseback riding. Buying a tile w horse ressource, to have it ready for next growth.
Yr 36: popups: Hod (+ religion founded) and Kaza.
Yr 38: my first great person: Atla warrior, will be resident until building of my chariot unit.
Yr 42: chariot built, sending it with the warrior unit to the barb camp the warrior gp follows. queuing knackery
Yr 43: popup: Mor
Yr 47: popup: Nezeliba
Yr 49: popup: Nemedia
Yr 54: choosing policy agrarianism (for the +1f opener)
Yr 56: knackery built. total 21f21p14g6s2c (pop = 3). Queing settlers (planning to buid a city on coast, near sheep and crab ressource)
Yr 58: brabarian camp conquered. Need to finish off the barbarian units.
Yr 63: last barbarian killed off. Horseback riding researched (upgrading chariot to horseman). Queuing mining (and planning masonry)
Yr 64: GP spawns: Halfdan merchant. set to trade in capital.
Yr 66: Settlers built. Queuing stable.
Yr 67: golden age starts. capital pop = 4, the last citizen works an unimproved cows on marsh plot (the knackery bonus applies here)
Yr 70:2nd city (tronueyr) founded, queuing monument.
Yr 73: capital built stable. queuing tannery.
Yr 75-80: trade route between my cities, and pasture on sheep at Tronueyr. Mining researched (no ressources near my lands), queing masonry. Tannery built, queuing horseman. end of golden age
Yr 85: Horseman built, queuing abattoir
Yr 87: Atla dies.
Yr 90: barbarians on my land.
Yr 92: barbarians killed, one horse tile pillaged, repairing.
Yr 94: Tronueyr finishes monument, queuing smokehouse
Yr 95: Capital abattoir built. nothing left to build... queing settler.
Yr 100: new GP Hjalmar warrior.