6OTM 13, end of Turn 235 (100 turns in)
- Where did you settle your capital city? Your second city?
Started by moving archer 1 SW and scout 3 W/NW to see stuff; then did London – 1 SW onto rainforest (for Dock synergy with both fish and city center) and Sheffield to the west on the river/coast (again for Dock synergy with both fish and city center)
- What did you research and which policies did you choose and why?
The why: Decided to skip religion in total due to starting era. Beelined Exploration for +2 trade routes, then Natural History for Archeologists, now going for Cultural Heritage. For science focused on getting to Industrialization for more production and the other stuff you get along the way; plan to own the seas. Now beelining Radio (seaside resorts), then Computers (2x tourism). Held off on Feudalism/Machinery a bit to get Archers from Agoge. For the most part tried to get Eureka bonuses, but skipped that completely for Square Rigging, Humanism, Mercantilism, and Guilds as there was no way to get there quick enough or took me down a path I didn’t want to go.
The what:
Culture- Feudalism (163), Medieval Faire (176), Mercenaries (182), Naval Tradition (189), Exploration (189), Humanism (198), Civil Service (209), Mercantilism (211), Colonialism (219), Natural History (223), Guilds (224), Diplomatic Service (226), Enlightenment (229), Civil Engineering (232); continue beeline to Cultural Heritage (policy for tourism and shipwrecks)
Science – Machinery (163), Apprenticeship (171), Education (176), Mass Production (185), Cartography (189), Stirrups (197 by accident), Square Rigging (201), Industrialization (207), Astronomy (210), Banking (219), Electricity (229), Scientific Theory (231); next Flight & Radio
- How did you play your governance cards, priorities?
137- Autocracy Government: Conscription, Agoge, Urban, Colonization (50% for archers/settlers); 163 – (Conscription, Maritime, Urban, Serfdom (100% ships / better builders); 189 - Conscription, Professional, Urban, Naval (upgrade a couple galleys and 100% DOCK adjacency bonus!!); 189 – switch to Merchant Republic (Conscription, Naval, Caravan, Merchant, Serfdom, Natural); 209 – replace Serf/Nat with Meritocracy & Retainers; 211- Triangular replaces Carav; 219 – Raj & Press Gang replaces Merchant & Retainers; 224- Professional Army again; 232- Conscription, Naval, Triangular, Raj, Meritocracy, Liberalism
- What was your build order?
London – Settler (143), Settler (148), Builder (152 gold), Settler (153), Settler (158), Warrior (161), Builder (164 buy), DOCK (166), ENCAMPMENT (173), Quadrireme (177), Galley (184), Colosseum Wonder (187)
Sheffield – Archer (145), Archer (150), Settler (163), DOCK (169), Trader (178), Trader (184), Builder (184 gold), Galley (186, 188)
In general – Built 5 settler for 7 starting cities; built 6 archers (total 7) and 6 galleys for light protection and mainly exploration; only got builders with gold, DOCK early (only archers/settlers before), went for Shipyards for major production bonus with Naval policy (2x adjacency bonus) and Theater districts in most cities; focus on Shipyards and Archeology Museums in all cities; on turn 223 bought 3 archeologists
- How soon did you build a District? Which ones did you prioritize?
Docks in All Cities (only settlers/archers ahead); Entertainment District in 3rd city so London could build Colossus next to it; 1 Campus; Encampment in Capital; Industrial in 3 cities (only 2 needed factories); Theater Districts otherwise [note: London did Dock/Encampment/Industrial to all +1 food / +4 production trade routes]
- Did you try to build any Wonders?
187- Colosseum, 224- Terracotta Army, goal of Eiffel Tower in the future
- Did you emphasize expansion? How many cities have you built/captured in the first 100 turns?
Only expanded to home island to start with 7 total cities; finishing enough military for a single war while it is ongoing (3 ironclad and 3 submarines now, working on knights for interior Sparta); starting on settlers again for remaining space on map; at Turn 100 I have 10 total cities (7 original, 1 built this turn on Greek starting island, 2 captured from Greeks)
- What City-States did you meet and which ones did you cultivate to your side?
I’d met all of them by 197; started Suz of Geneva (15% science boost), then held off for a bit till I realize there were no culture ones, so did Hattusa and a couple others that still had a 3 level for Suz
- How were the Barbarians?
Early on had barbarians on both the top and bottom half of my island, but pretty easy to deal with; only problem later was running into Caravels with Galleys that hadn’t been upgraded, but was able to run away
- Were your neighbors peaceful?
Generally yes. As soon as I met folks I did open borders and sent delegation soon after – even made friends with Sparta on T151, but they wouldn’t let me renew it when it expired; with good relations, by T210 I had +126 gold from trades (iron/horses/excess luxury), though that is moving downward; currently I’m Allied with 3, Denounced by 3, and at War with Sparta
- Were there any early wars? Did you start them?
No one declared war on me and didn’t notice any other ones; America and Greece went to war on T196, they are still at war; I started war with Greece on T229 (Joint War with India) and quick captured her two coastal cities; now working on building Knights for the city of Sparta; amazingly America still gives me diplomacy hit for starting a war on the continent even though they are at war with Greece – even though Allied, I’m now in negative diplomacy per turn; Sparta must fall, though I wish her roaming settler would build a city so I don’t get the warmonger hit for eliminating Greece!, I just want her trapped in one tiny city I can take out later
- Any surprises?
1) The fact every place I want to go is the same darn Continent
2) For some reason my one warrior didn’t get an Agoge production bonus, but Archers did; Galleys/Quad got the Maritime bonus; not sure if this is a bug or part of starting in a later era; see 3, didn’t get to find out for Chariots
3) For Stirrups, I got Feudalism for Eureka on T163, then somehow got Stirrups completed by a GH on T197 without putting a single bit of science towards it; had no idea this could happen or why it did; actually hurt as my plan was to build lots of Heavy Chariots and upgrade them with gold – now taking 4 turns per knight in London so I’m buying them with gold since I’m at war
4) Culture Victory Condition – For win requirement, must pass 102 for Gordo (main reason I went to war); Saladin/Teddy require 82; I have zero tourist so far, India is in the lead with 1 whopping tourist – this isn’t surprising, but when someone is already over 100, eak!! I didn’t want to have big wars, but know I will have to do so, hoping to get ahead in Tech so I can do Colonization war (50% warmonger penalty reduction) against someone without beyond insane warmonger penalties