Turn 108 RV
- What was your plan for achieving a Religious VC? What are the major steps you planned to take? What events, if any, changed the plan in execution and to what new plan? Any interesting decision points?
Initial plan was to try conquer + spread tactic - eliminate a couple of neighbors (but leave them a couple of cities to make use of LUA), then convert the rest. I wanted to settle 2-3 cities, churn out warriors + a couple of slingers (and upgrade them to archers) with agoge to start the conquest, while beelining iron working (after astrology) to finish off with immortals. SIPed and worked 3 faith tile to get pantheons ASAP - took religious settlements. After meeting Australia and seeing the capital 10 tiles away from mine, I knew that my initial plan must be correct - there was no space for peaceful expansion. Tundra to the north, desert swarmed by barbarians to the south (luckily they sieged Sydney for the rest of the game and never came close to my capital) and a lot of mountains. So I forward settled Australia (got immediately denounced) and started preparing for war.
The bad news came around 10 turns later. Tundra barbs mounted horses and came for Ray. At the same time John Curtain moved his warriors to my borders as well. I was sweating - the run could have ended right here! I got no army yet - got greedy with building holy cite after builder because it should have finished right after craftsmanship. Also started with monument in Ray - probably should have build warrior first for safety.
Aaand they decided to fight each other, probably to claim the rights to capture Ray? It worked out perfectly for me - they mostly killed each other and I finished survivors, while getting some promotions and archery eureka.
I focused on more army, cleared the camp and went on to capture Canberra. The rest of war should have been easy - heal up, upgrade to immortals, finish off Melbourne and go for the next target. But suddenly John started spamming archers like crazy - he made one every 2-3 turns! He also build a horseman in Sydney, making all cities much tougher. And Melbourne is near the lake, which means I couldn't put it into siege. And because of the fact that immortals have reduce melee CS (compared to Swordsmen), taking the city was very hard - the siege lasted around 20 turns (had to retreat a couple of times to heal and lure archers from the city). Also my scout was killed by barbarians, so I couldn't find neither other civs nor city states.
So after finally capturing Melbourne and making peace with Australia, I had to clear large barbs army before moving onto next targets. And unfortunately the closes one was Tamar and she already had walls. So I decided to switch to standard religious game - used missionaries for scouting, promote Moksha to get double promoted apostles, build Mahabodhi and spammed Apostles for the win.
- How did the leader bonus and civ unique ability impact your plan/play, if at all?
Civ UA helped a bit with culture - I was running internal trade routes all the game. Same for UI, culture and era score were useful.
As for Cyrus UA, I only got to use it for the last ~15 turns (maybe should have declared on Georgia, as I converted her last). The problem was that AI's were stacked and had a lot of units, so declaring war was risky - it's too easy to misstep and lose an apostle. And IMO loosing even one of them is way worth than having 2 extra MP considering they already have 6 and unhindered movement from missionary zeal. In the end it surely shaved a couple of turns, but wasn't that great as I initially thought it would be.
I am a bit disappointed with immortals. They felt like archers on steroids, but not powerful melee UU that wrecks havoc and captures everything in sight. Taking Melbourne with them was not a pleasant experience. Maybe I was using them wrong, that's the first time I was playing Cyrus so not much experience.
- How many cities did you settle and/or capture?
Settled 2, captured 2. The land nearby was weak, the land after Australia was okayish, but settling new cities wasn't worth it by the time I got there.
- What did you prioritize for technology/civics?
Technology - Mining, Astrology, Archery, Iron Working. Got a bit lost after that, went for Machinery but never upgraded archers (and didn't build Kilwa). Got Shipbuilding next, in the hindsight should have done it way earlier. Techs after that didn't really matter.
- What were key production/purchase focuses? Military units / Civilian units / Districts & city development / Wonders / Civ Unique Unit & Infrastructure? Most critical or interesting?
The main focus early game was army and holy cites. After that build shrines and temples, a couple of builders, harbor and 2 galleys for era score and envoys. The rest went into holy cite projects. The only wonder I've guild was Mahabodhi and it was amazing! I've got only 2 debater apostles, both from from it. The done most of the heavy lifting - India and Cree spammed missionaries like mad, which meant I've got a lot of 'free' pressure to them and their neighbors.
- Pantheon chosen and why? Religious beliefs chosen, and why?
Pantheon: Religious settlements. Earth goddess is not worth it in religious games, IMHO, because they are usually fast. Although I though about taking it for a bit, because most of the starting tiles were breathtaking from the start.
Religion: Work ethic, Missionary Zeal. Enhanced with Pilgrimage, not sure if it was worth. Pretty standard for fast RV. Work ethic was nice, especially after Scripture. Choral music would've probably been better, but it's hard to get nowadays. It usually goes first or second, and I was forth.
- What governments did you select? What key policy cards did you use? Why?
Opened with Oligarchy for combat bonuses, switch to monarchy near the end, it didn't matter much. The key policy was Scripture for faith and Conscription (reduced unit maintenance) for gold. Swapped the rest depending on needs.
- Which Governors were most important; when and why?
Started with cultural Pingala to speed up PP and Theology, after that focus on Moksha to get to double promotions before apostles spam. Skipped Magnus this game as I wasn't going to chop much.
- Was diplomacy/trading useful? How? Relations with other civs?
The only luxury I had access to was marble, so traded for all the luxuries I can with AIs. Also sold a lot of horses and iron. Didn't have any DF to sell, because of -5 penalty for having Australia's capital. Declared on John and later Gandhi (after eliminating his religion) to activate LUA.
- Were City-States helpful? Any competition with other civs for key city states?
Not that much. Got a bit of faith from Jerusalem, Fez helped to get to Printing right before I started my holy 'war'. If only there was a city state that gets culture when converting cities - I was still ~10 turns away from Reformed Church in the end.
- Did you achieve Dark/Golden/Heroic ages? What dedications did you take and why?
Both golden ages, both exodus. First exodus wasn't that useful, but a bit of faith is nice and speedy missionaries helped to find everyone and get enough era score for the next GA.
- How were the Barbarians?
They were ravaging during the first 50 turns and almost cost me the game (or should I say saved me the game?
), just look at screenshots above! After that they didn't bother me at all (also they tried to capture some of my missionaries but to no avail).
- Did you enjoy your game?
Sure, it was a fun game with lots of decisions. It looked easy after looking at starting screenshot, but turned out way harder than expected. Still I think it can be finished way faster, so looking forward to see finish times and strategies from more experienced players!