A Nobles club game walk through.

Joined
Dec 15, 2005
Messages
2,742
Location
Melbourne, Victoria, Australia
Catherine, A Nobles club game walk through.

Link to Various games walk through's/online etc. well worth a browse Lists the Various on going challenge's


Here's a posting of a Nobles club game I posted...I'll up date the link to the game, its in the Strategy and hints forum.

The link to the Original Catherine game and Postings of other players

The games already played out, and the reports already written, so if your quicker than me...take it with a grain of salt.

Hi All, I thought I'd play this game as a instruction/semi walk through, for people on Noble level or below. But one where I try put in my reasoning for my actions, and not a Do this and don't do that.

I'm far from the best Player, I'm trying to get a hold on Emperor, but can dominate Monarch easily.

Generally I find I can do this once I can dominate my continent pre liberalism, i.e kill anyone else, and then power away for a win how ever I choose.

I'm not one to 'wait until ....' before I attack. I attack with axes, swords (favourite against bow's/longbows) or maces.

Normal settings, Marathon speed, Noble level, ver 3.17, bug mod 3.0 unofficial patch, all these are located in the Mods Forum under sticky labels (at the very front/top of list)

And Away we goooooooooooo

1. Meeting the Neighbours. 4000BC-2770BC
Spoiler :


My scout started to the NE of my settler, I moved it SE, SW for 1 move through open land to the hills pigs. I'll move the settler 1 SE.

Why you ask, and if not, you should? Reason is as follows;

1.To gain the Maximum resources in by BFC or Big Fat Cross which is the 9 tiles surrounding the city plus 3 more on each edge for a Big Fat Cross look. Each will be in 2nd ring, or the outer part of Cross and will need 1 boarder pop.
2.To gain the Maximum number of River side tiles, and by having my city along a river, ie irrigated tile, if you hold the mouse over it, it allows me to build Levies post steam power, and gain 1 hammer per river side tile. Easily offsetting the 1 hammer loss from moving off a Plains hill ( and not desert/grassland)
3.I'm not going to Cottage Moscow, going farms/specialist economy in all other cities. Unless I take over an A.I. City with a Shrine and greater cash generation potential.
4 I pick up a fresh water lake, this can be noted by the 2 food it produces and 2 commerce, all without a Lighthouse, if I was financial, that's 3 commerce, 2 food good as a Village, from day 1.
Spoiler :

BFC.jpg


Starting Square, ALLWAY'S GIVES; 2 food, 1 hammer, 1 commerce no matter what type of terrain is under neath, be that desert, snow, tundra, plains, grassland, or floodplains, Ice you can't settle/develop.

Exceptions are the PLAINS HILLS;

Plains -Settle upon 2 hammer 2 food 1 commerce

So your initial builds have a 1 hammer IMMEDIATE BONUS, and 1 hammer for all game. This can Exponentially expand all game. I.E. Earlier settler, workers, earlier this and that and so on.

Initial builds; Worker, worker, Barracks, defender.
I build the worker using the River side cow as it has equal highest food (3) and 1 commerce extra over the corn. Remember, workers and Settlers receive civ related boosts from Food, and not hammers, Imperialistic (settlers 50%) and Expansive (25% workers).

Initial research; Mining, (we start with) and then bronze working. (Chop those forests)

Barbs won't enter your lands pre 2500 BC or so, and animals NEVER. Depending on starting tech's and resources that you have, you adjust your research accordingly.

Here we have;

Cows +1 food, +1 hammer on grassland 2 food, which gives with Pasture + 4 food, +2 hammers.
Corn + 3 food, with Farm +2 food, with Biology + 1 food, for +6 food post Biology.
Pigs on grassland hill +2 food + hammer, giving a mine that feeds itself initially. Very important early on for growth and production..
Pigs Pastured, +5 food, +1 Hammer (2 with levy), +1 Commerce.

List is build 1 worker, mine pigs as we start with Mining/hunting techs. Once bronze working is in, chop out 2nd workers (ie, chop a forest for 90 hammers Marathon) then tech Animal husbandry for Cows (Hammers and food), then Farming to farm the corn. Pottery is next tech for Granaries (½ of food is stored to next pop) then on to writing for Libraries.

My Initial tech path
Spoiler :
Initialtechpath0000.jpg


This is all subject to finding stone/Marble/resources.

Scouting about your territory is most important, and something I still don't do enough of.. Knowing who and where your opponents are, what resources are available and how to best control them long term makes a huge difference.

Topography of game (how resources as spread) Runs in bands, as on our planet, Top most is the ice caps, then a band of Tundra , then Plains, grassland all 3 of which can contain forest, then a Jungle band for the Equator, and the reverse to the other pole.

I scout down to the Jungle band, Knowing that Pre Iron working, it won't be settled/used extensively.

So now I complete a coast to coast scan of the jungle layer, and then scout north looking for other civ's. When scouting, its best to end on a Jungle/forest tile for protection, or a hill for Greater Viability, a hill with jungle/forest, won't give as good, as you “can't see the wood for all the tree's” so to speak. Also, uncovering all the coast, or having no 'black fog' on a Sea/coast square, allows trading on coast line/rivers post sailing tech.

BC 3535, I've built my first worker, so strong, so eager,

“Hmm so MALE”, coo's Catherine, like a love sick dove.

Spoiler :

Myfirstworker0000.jpg



“Off to the mines with you, we want some PIGIRON From those mines”,

Well, pig iron I don't get but mined pigs I do. Feeds itself, and with 6 to go on bronze working, I build a barracks to grow for 6 turns. Once I have bronze working, it'll be chop a forest, and when the chops completed, the worker is places AHEAD (Control-Worker) for one turn to absorb the hammers from the chop, and the barracks is place back in front to allow growth of the capital. I won't adopt slavery, due to a fear of Slave Rebellions, Ungrateful wretch's. I stay on the cow's, for maximum growth due to food, and not for production of barracks, Population is what we want NOW!!! FOOD, FOOD AND MORE FOOD, with a devo song here and there..”Duh dah dun dah..Whip it....Whip it good...”
Spoiler :

Forestchop0000.jpg

forestchoppedforworker0000.jpg


I realise I've made my first error already, I should have researched Agriculture first, built a farm then bronze working, but Chopping 2nd worker with pig/mine may be just as good.

Note, I'll research both methods, but keep current save to play from.

My scout survives a lion (1 move) and a wolf attack (2 moves) to gain 1st promotion after healing to 100%, I don't Immediately promote, as I can heal 50% of damage with that promotion. So if I get unlucky and fall to 0% health (< 10%, I can promote and move back to 50%, and heal up the rest. (Max healing is half of damage) 80%-90%, 40-80% etc.

A village has now given my scout extra experience 7/10, Now I have woodsman 2 available to him. Even though I'm at 100% health, I take the woodsman 2 promotion to gain 100% movement through woods, with the 50% defense bonus on top of woods 50%. Now it has 100% V's animals and 100% in woods/jungle, giving 300% cumulative bonus V's animal attacks from a forest/jungle square, add in 25% for hills and you've got a super scout.

Other options are take Combat 1, medic 1, and you have a medic who'll allway's defend last. In one game I did this, promoted to Explorer with an attached Great General for a GG super medic, 1 point from 26 and next promotion though, oh well I thought. I attacked an ai's city, Charlie to be exact, and defended against a counter attack. Mr Medic actually got to defend against 1 attack, A cross bow from memory, and was successful, gaining the next promotion, that I thought never would happen, So don't ever think your medic scout/explorer won't have to defend.

Now as you can only gain 5 points V's animals and 10 v's barbarian units, baiting the bear is pointless, so I move 1 away from the bear (1 movement).
Spoiler :
Bearbait0000.jpg


I have also just met Ragnar's scout from the SW, just above my western blocking city, as no one's in the north. This city gains 1 flood plain, cow and Banana in jungle (Calender resource) and is along a river for Levies ( I love levies) being 2 away from coast. It has 2 mountains, but 2/19 worked squares late game, won't matter, as I'll be working scientists/Merchants anyway, and won't use all 19 available squares. (Central square is allway's worked)

I've now mined the pigs, and have 15 to go on Aggie. Time to chop a Forest, I chop a forest in the 1st ring, so as to maximize hammers (they decrease the further out you go from city) and leave the max forested tiles about it to allow regrowth. Hills or plains won't matter this early as I can't work them, but forest about does.

My Not so Super scout at 80% Health, had to stop in a forest as there was a wolf on the hill I was aiming for, and In Between Turns IBT, it was attacked by a panther 2 strength (2 moves) and killed by the wolf 1 Strength (2 moves)..Sigh..I still haven't uncovered all the hidden tiles as yet to the north of the jungle belt. Holding the mouse pointer over the worker, will give the remaining time till the task is completed. Here I have 3 turns for chopping the forest.
Spoiler :

Forestchop0000.jpg


I now move the worker to the head of the production queue, for 1 full turn to absorb the wood chop, timed to perfection by complete accident, I hit 2 pop on same turn..Now I maximize production for worker by gaining max hammers+ food in total. As can be seen 60 hammers went into the worker, dropping its production time to 8 turns, with 4 on Aggie and 28 to grow. I could chop another forest for 60 hammers in total, and set 2 workers onto farming the corn, whilst building a barracks. Or build the 2nd worker for the 6 turns remaining with no growth, but have the farm produced twice as quick, doubling growth over those turns of the Forest chop above the normal production. Or I could build worker to within 1 turn, while chopping forest, 2 on barracks, then chop/complete worker with whip, and get a 3rd worker immediately, and you can never have enough workers early on.

Plan is to build worker to within 1 turn (7) adopt slavery (2 turns, turn 9), and whip worker on completion of chop for 90 hammer + 60 from chop + 4 from food/production giving 154 hammers or 2 workers in 2 turns + 34 Hammer over flow for the cost of 1 population (154-120 worker=34 over flow).
Spoiler :
Noottoandoverflowchop.jpg


The excess hammers over and above the 3rd worker production, were turned into 34 extra gold for our budding empire

“OOOhhhh goooolllddddd” Catherine exclaims in Ecstacy,

as you can not overflow into more than 1 build.

Note production OUTSIDE cities continues during anarchy, but production in cities does not.

Side note to game, the Ottomans have been Eliminated. I wonder who or what did that??

Now I have 3 workers, Agriculture tech, and corn being improved for max growth. Upon completion of Barracks, 1 scout will be produced for elimination of remaining Black northern squares, then heading south to explore Raggies lands and any others.
I did as outlined above, but it only resulted in 24 over flow hammers, I still received 2 workers in 2 turns, and now have 3 working the corn.
Spoiler :
3resources3workers.jpg


6 turns remain on the scout, then barracks, then defender are builds, all the while growing and eliminating the 30 turn whipping anger.

“Ingrate slave's” Mutters Catherine while fondling her whip

Scouting out the remaining fog, I uncover stone to the SE of our capital, and 2 floodplains, with numerous grassland hills bordered by a river, Levies, floodplains and stone say's only one thing to me...IRONWORKS CITY. Yes this early on, you should be thinking about future city specialization. Production+ food+rivered hills (with levies, did I say I :love: levies) Stone also means building of the Great wall and the Pyramids. This is our 2nd city site Catherine, and future IRONWORKS city.


“Oooohhhh so pretty, so ruggered, so strong, so like Muscles on my pretty pretty men...” Purrs Catherine with Wide eyed look


Our scout No 2, heads south, doing what he does best, dodging animals and resting in foilage.

We shortly meet Pacal, Bachelor No 2, so we can trade techs at least, with 3 people. He has rice improved already, by boarder, South of the Jungle Zone. Blocking cities are looking a go.
Spoiler :
4cityblockadeofnorth0000.jpg


Here I ended the turn, as there were no Forests, hills or jungle to enter, I rest by a river on the west, south, Pacal to the east, and north I came from so its clear (I hope IBT).
Spoiler :
endturn0000.jpg

Some turns later, further south by the Snow of the Southern Antartic circle (No Ocean here), I come across Shaka's exploring warrior. Having also met Pacals just north. Both Civ's have Spearman Unique Units (UU's) Pacall is resourseless, Holken, Shaka's Imp's are not. Where did Raggy come from?

Hmm done by the Antartic Tundra, I've found Rag-a-muffin, Now where's Shaka located??

Moving the scout 1 place onto Marble, I find 2 lions either side, I use the remaining movement point, to move south of the northern 2 lions, Hence, try not to end turn in open, and if you do, try to enter spots AI's were at the turn previous or hide with rivers, Every bit helps.

The lion IBT's moves to block my passage NW from the hill I'm upon, so I wait one turn and hope to survive and move on. Success, the lion moved to the NE Allowing our passage NW.

 
2. Settling the basis of Empire 2770BC-1050BC

Spoiler :
Back to the Capital, I'm at pop 3 with all 3 resources improved, time to mine some hills as well, and ramp up hammers in prep for settler spamming at max pop.

Note: Settler production is Faster at Max city population, Thanks to Obsolete and his walk through's.
Obsoletes walk through and comments Index located here.

Now we have found Shaka's starting position. It seems to be Due West of Pacal, with Ragnar Due South in the middle of both of them.

Priorities:

1.Get Blocking cities up and running
2.Build the Great Wall=No barbs for me, as North will be enclosed in fog
3.Continue to scout the South
4.Build wonders in Ironworks city, with Capital assigned the Science central/Wealth building.
5.Build some DEFENSIVE MILITARY. OMFG...Rag's the rapist :viking:, and Shaka the Shafter
6.Protect Catherine from these men's Lusts

&#8220;NO..NOOO..NOOOOO!!!!&#8221; Screams Catherine

2nd Mistake, that i've picked up, I didn't pre tech Masonry for building the Great wall in the 2nd city, or Ironworks as its now called. (click on city name in city screen to rename). Will this cost me the Great wall?? Ironworks builds a Granary, while awaiting the knowledge of Masonry.

All the while, I'm searching the South, and chopping out settlers at 5 pop. I built warriors till I reached 5 pop, sent a few to fog bust, sit on future cities, and to keep my power rating up.

Rag's has 2nd city out now, and has ARCHERS... :hmm: yes...its Noble setting...but I'm 1.2 of power?? with Warriors??

I now have 3 of the 4 blocking cities out, I've just whipped a 4th settler for 2 pop, and plan on blocking the west coast above Shaka with him. The blocking settler with 3 dye's and jungle, I'll move 1 east, as it keeps the block, access a river still and removes a mountain peak from BFC, Commerce city this one.
Spoiler :
Foundconfussionism.jpg


I got lucky and founded Confucianism in this city, confirming my initial analysis



Ok position, I have all 4 blocking cities up, fortune favours the brave, and punishes the foolish. I fog busted the sites and path to the blockading cities with the warriors I built while reaching 5 pop. Thus I have a defender and city, I did take some turns in open with settler, but as no animals were about, it worked. Being Creative, I don't need stone henge for border pops, or Monuments either. They are all placed 5 tiles away from each other, in a line along the Northern border of the Jungle. I didn't go into Jungle, as I won't have iron working to develop this for a while, and its a good mark of ½ of continent, though my Northern ½ narrows out
Spoiler :
North0000.jpg


, and the South Flattens.
Spoiler :
South0000.jpg


With my 3 workers, I'll build a quarry on the stone, farm the 2 flood plains and build the Great wall in Ironworks, the other will get developed with their own produced workers. Each city is building a Worker 1st then Granary. Ironworks is the exception, who'll go onto the great wall. Chopping it out, as its time for it to arrive. I've only roaded as far as Ironworks through the stone, so once stone is online with Quarry, its double speed build.

My scout is moving through the northern jungle, Pacal has some cows just below the Jungle belt, here's hoping jungle entangles the beef, Moving West to where Shaka's starting position is.

Spoiler :
Cultureshock0000.jpg


Once I gain the Boarder pops to blockade the north, I'll close boarders and horde the north for myself. Tech's now are Writing (½ way through), whip Libraries and run Scientist, with farms. I'm currently bleeding 14gold /turn at 100% research, and I achieved 896 gold from all the huts with 1 map, 1 experience and 24 overflow gold from Whipping/chopping workers.

Soon I'll have 6 workers, 2 pairings of 3, as this meets Marathons speed best. Develop the Blocking cities and Tech Archery for Defense.

Further wonders to look for are;

Great Wall No barbs allowed in city culture. Stone
Hanging Gardens - + 1 Population in each city, (needs Mathematics) speed along with stone.
Pyramids Allows all Government civics, speed along with stone ( Representation +3 beakers per Specialist) as I'm aiming for Specialist economy. Stone
Great Library - 2 Free Scientists in city built, look for high food city to build in, Marble
Shewagon Pagoda Allows all Religious Civics, (Free religion for 10% Science) Needs gold & Meditation
Parthenon 50% Great Person Birth Rate in ALL CITIES. Polytheism and Marble.
Statue of Zeus Keep it out of AI's hands.
Mausoleum of Mass 50 % Golden ages, Marble
Great Lighthouse +2 routes per Coastal City. Nice to have but won't break game.
Temple of Artemis +100% trade route yield in BUILD CITY ONLY, Very nice to have. Marble.
Stonehenge Free Obelisk , Bah, Besides Cathy has OTHER ideas about obelisks.

Plan from here;

Wonders Build Great wall, Pyramids, Hanging Gardens, Great Library 1st. 2nd Aesthetics wonders, 3rd Marble wonders or take them with Military, Probably Military.

Techs Archery/ defense, Iron working, Mathematics 50% wood chops, Col's, Aesthetics, Literature, with Theology hopefully for Apostolic palace.

Diplomacy Take is as it comes, face Shaka south, Rag's NW and Pacal can grovel.

Ultimate Plan of attack, Pacal 1st, then hit Shaka with Ragnar, and turn on Ragnar at end. City in Middle of all 3 to contain Forbidden palace, keep Moscow as Science Central, move capital to Ironworks (Ironworks & Heroic epic).

No city for Cottages, PURE SPECIALIST ECONOMY. Ok cottages at 3 dye, Happy now.

To take a line from Obsolete, and modify if for myself, &#8220;I've settled 5 cities the games now won&#8221;..Ok I need 6th to open up Oxford/forbidden Palace.

I'm also using a the &#8220;wonder spam economy at Monarch&#8221; method.

Some note so far;

Oracle was built 1st :wow:, in 1790 BC, then Stonehenge a bit later. OMFG...this is Noble :help:

I've 4 cities up all encompassed by the great wall, coast to coast, it looks great...
Spoiler :
GreatWallIsUP0000.jpg

Strength wise, i'm either in the green at 1.2 or red at 0.8 and I've only warriors, Promotions must matter, 1 archer I built for a nosy Barbarian, who didn't enter territory, and can't now.

Lost my 2nd scout to a barb archer, when I had to end in open next to him, oh well, jobs done anyway.

Teching iron working at 100%, bleeding 14 gold/turn still, but I have 2 time the cities of my opponents, Size does matter Girls

Cathy coo's..&#8221;OOO...it surely does&#8221;

Great that's all I needed another male self doubt confirmed..

Judaism was only JUST founded, Here's hoping it was Pacal. If not CoL's here I come.

Open boarders with all civ's, but no trade routes as no sailing or roads to Cities of theirs, and missing roads to one of mine. (rivers in cultural boundaries count as road, outside they don't until sailing)

With Great Wall, and CoL's as next Tech target, I can rex to my hearts content. North
Spoiler :
Plannednorth0000.jpg

and the South
Spoiler :
Plannedsouth0000.jpg


All cities builds will be worker, then Granary, then Library to be whipped ASAP for creative bonus when building such. Workers will build mines/farms to enable 2 scientists in each city. Ironworks will be Wonder city, and Moscow my Troop city. Archers to go to all Boarder towns in South Jungle belt 2/city Min Preferably 3, with Warriors sent to fog bust the north/camp on city sites.

Once I have CoL's for Courthouses, Again Whipped. Then its Caste System and max Specialists, Currency/Calender for dyes and Civil Service for Bureaucracy.
Spoiler :
Currentstats0000.jpg


I have 21% of population against Shaka's 16% and nearly 12% of land to Shaka's 6%.
Spoiler :
f80000.jpg


5 Rivals are left, 3 here and 2 over there.

&#8220;Where&#8221; Exclaims Catherine breathlessly, with a glint in her eye.

So on other continent, as its a continents game, 2 civ's, who won't trade pre astronomy, unless friendly with each other, who have Buddhism and Hinduism each, (300 years apart in 3625 and 3325, with Judaism only just now in 1650.) Religious war's I hope. Nb: actually they have that as well.

Huge Free Kick for other civ that Conquers the Ottoman Barb Capital, very unlikely an AI rush at that early stage, even if undefended, 1650 BC for Judaism, it wasn't founded with Oracle either. I suspected Ragnar with Marble did it. Note, It wasn't Ragnar...

Horse for Chariots, I haven't even looked yet ... duh... Mistake No 3.
Spoiler :
No1intop40000.jpg


I've only just realized I'm No 3 in Pop, so other continent has Massive cities, but No 1 in land??​


Resources Available;

F4 trade screen, gives more info, but from Visible continent:

1.Only 2 Horses visible both in north, here's hoping.
2.2 Silver, again only in North, Again here's hoping.
3.4 Dye, and I've got a 3 monopoly. 1 open.
4.3 Corn, 2 rags, 1 me
5.Wheat, sheep, cows, Banana, rice, we all have.
6.2 Gems, both mine, but Shaka has 1 to trade :sad:
7.1 Pig, me,

&#8220;You surely are&#8221; Shouts Catherine in Frustration, gazing south.

8.4 Silk, up for grabs in South.
9.4 Wine, in North.
10.1 Incense in south.
11.No Gold..

&#8220;No shiny Gold for meeeee!!!!!!&#8221; Wails Catherine.

12.2 Stone

&#8220;Like your heart&#8221; Retorts Catherine,

13.1 marble in south, Rags. :viking:

A few Black squares in Enemy BFC's to be uncovered. But, we have the start of a continental domination here...

&#8220;Kneel at my feet, and lick my boots, like the true dog's you men are&#8221; , Sneers Catherine with a Twirl of her head, and a pout.

Spoiler :
f80000.jpg


And so onwards we go.......
Granaries are really the Only building that should be whipped initially, Why? Because they store ½ of the food they make towards the next population growth, faster growth, more whipping/more specialists. Most times you'll only whip for 1 population, as its initial build, but in captured cities without a granary, whip them for 2 pop, with 1 turn building, or 3 if your going to lose 1 pop to starvation anyway.

The next 2 build will be a Wall, for cities along the Blocking boundary, and a barracks, for power rating. Yes Virginia, Barracks do count towards power rating.

&#8220;I'm CATHERINE, not Virginia&#8221; Pouts Catherine..

Don't allway's blindly follow what the &#8220;blue Circle&#8221; suggests, it only looks at the immediate area, and not the over all picture as you can, plan our your cities, Coastal for trade routes, Max resources to work, Min Desert/Mountain peaks, and River side for Levies. Even the Mouths of rivers on coasts count as a river tile for levies.

My 6th city will be to the north, capturing the 2 wine and 1 silver in its BFC, along with being coastal. I think I'll aim for the Great Lighthouse, over by the Gems/cow on East Coast. Probably Rags will get it in Capital, but gotta try. Actually Rags in Capital would be better, as no troop/settler builds and I get gold for trying/failing.
Spoiler :
6thcity0000.jpg


Moscow can now whip a settler for 3 pop with 115 Hammer overflow, (actually whipped it for 4 pop...:wallbash:!!!, Hammers will decay for units, but not buildings) I continued to build the Pyramids till Moscow grows into 2 unhappy faces, why? For a 3 pop whip, its 2 unhappy Citizens eliminated, plus 3rd Happy citizen who'll come off the food production, all for a net of 1 Angry citizen. I'll then slow grow Moscow back to Max, with developed silver and gems, I'll eliminate the unhappy pop from whipping while growing past the 30 whip penalty. I initially missed the Whip at 1 turn to grow, but this method seems better. (hence the decayed hammers for the settler build)

The 7th city will go on West coast, 2 south of Iron the arose, taking the cows, corn shared with capital, Sheep and wheat, all of which can now be fully developed. This city also seems a good candidate for West Point (4 points experience) and my main naval base/generation.
Spoiler :
Idiotbarbs0000.jpg


Moai statues will go to the far North, 1 below the silver to gain 13 sea tiles, the horses for production and food, and unfortunately picks up a useless Ice Square, but that's only a factor at pop 20...
Spoiler :
Landsend0000.jpg


Unlikely without Sid's Sushi. Remember, its only at Pop 20, that you work the full BFC, and if you run a couple of specialists, at Pop 25, you could have 6 specialists and 19 worked tiles...what's 1 ice/mountain/desert square.

As allway's, if get a lemon, make Lemonade, or if you mess up, preach like you know what your really doing.

&#8220;You certainly have no idea about WOMEN&#8221; Catherine Catterly calls, as she stares forelornley South

One Note: A personal habit of mine is to Mine Jungle hills, and not chop/mine. It takes the same time, but you don't allow a Jungle to grow back after you've chopped it, a road only reduces the chance or regrowth, but doesn't Eliminate it. Why take the chance. Forests, well, its another chop for more hammers...BONUS...

Cities, don't be afraid of Overlap in BFC's, again, its Size 20 Plus that you work all available tiles. A Succession Game Demonstrated this to great effect, and was a Real &#8220;Hoot&#8221; to Read... 3 tile overlap variant challenge game

&#8220;What?? Where??, Now!!, How??&#8221; Panted Catherine, as she whipped her head around...

(Ausie Lingo MATE!!!) Rhymes with boot, coot, hoot, loot, moot, ....,soot, toot.

Don't have city plans set in stone, I initially planned a 2 wine/stone/cow city by a mountain peak, but they have a habit of Erupting, So I send it to a planned levied city north of Moscow, and planned other city to Desert square on East coast. Capturing the stone/horse. The two wine will be picked up by another city 1 north of the Center of the wine/stone Line of 3 squares. Ha 3 cities out of 1 site. :hatsoff:
Spoiler :
alteredplans0000.jpg


Over lap, yes, but again, its only post Size 20, and Sid's Sushi, and I plan on Specialist economy. If your planning a Cottage Economy, a new city can work those cottages while an established city works the matured cottages for Max commerce.

Now on Corporations, yes its early, but don't be Dogmatic, set on Sid's Sushi or nothing. I played one Continents mapped game, 2 continents, I concurred my own with swords/maces/cats. Shaka, Zara and Qin, Shaka went early, as he was Close to my capital, 10 Squares Close. Remaining 2, they got to muskets, while I was on Maces only, but they still died to my MASSIVE production/army.

On my home Continent, I had a GRAND TOTAL OF 5 SEA FOOD...5 OF THEM.. 4 in the Tundra area of the north as well and 11 Cereal Resources. This was a rare occasion where Cereal Mills Provided a better return, and was non Pillageable by the Other continent. From Memory it went in Beijing, as it was inland, and had 1 shrine, giving me 11 extra food, plus any resources trades I made, very nice. Usually Sid's will be better, but not allway's.

Back to the task at hand. Pacal beat me to my 4th dye city spot, as his existing city is within 2 tiles of where I planned my 7th, so I had to move it settle a planned northern city.
Spoiler :
blockadingAI0000.jpg


The Barbs, Planted a city, 1 SW of where I've planned my West point/naval base :mad: and its attracting the AI's like flies to Sheezzee..Umm you know. So 2 cities have now to be burnt down. I'm currently at 50% research with a small loss and 100+ gold in bank. Rex Rex Rex Rapid Early Expansion. 1200 BC still considered early??
Spoiler :
Idiotbarbs0000.jpg


City 7 is the planned levied cow/rice to the North of Moscow, this will help to link the Northern Silver/wine city. Planting of 8 in the wild NE and 9 on the Dual sea food of Clams/crabs on the NW.
10 will be on far west of Moscow to block out Shaka/Ragnar via sea, as my attempted Great lighthouse city on the east coast, dual Gems/cow, does to Pacal.
Spoiler :
GreatLighthouse0000.jpg


All the while, I'm building the Pyramids in Moscow, while growing back population, and a Aqua duct "Must RESIST MONTY PYTHON QUOTES..."in Ironworks for the hanging Gardens and +1 Pop to all cities.

"WHAT have the ROMANS EVER DONE FOR US!!!!!!!"
Voice in Audience "Errr the Aqua Duct"
Reg "Yeah O.K.,the Aqua duct, but WHAT ELSE HAVE THE ROMANS EVER DONE FOR US?"
(Audience goes on to list many and varied improvements to town and lifestyle)

Sailings now in, decision time. I decide to go Currency/Code of Laws for 76 Turns in total. Risky, but I'll need currency for 1 trade route, wealth building, and Code of Laws for Courthouses, Confucianism is Secondary.
Spoiler :
74TURNSofresearch0000.jpg
Its actually quicker to go Myst, Poly, Priest, CoL's, but I want Currency as well, plus future trade opp's. Bearing in mind, that Rep from the Pyramids will speed up research, as will hanging gardens boost Pop. [party]

Its only 1050 BC, and I'm up to 7 cities, 50% research and losing only 7 gold/turn.St Petersburg has just started a Lighthouse, with a forested hill to be mined, and the Great Lighthouse to be built after wards. Moscow is the ONLY city with a Library, and 2 scientists, with a Great Scientist due in 15 turns to be Absorbed into city. Border cities are all building walls/barracks/archers in that order. Northern cities are being settled without a garrison, as they need to reach size 5 before it become an issue, and unhappy citizens can be whipped for production.
Spoiler :
No1intop40000.jpg


Dont' be afraid to grow into unhappiness, when you can whip for 2, 1 unhappy, 1 for regrowth. Your about to Hook up a Happy resource, you don't have, or you can trade for one. Maximizing Population will go along way to boosting your production/research/commerce. As I now have sailing, rivers act as roads for Trade, as does the coast line. But Roads speed along my Armed forces/workers so more roads, mines and farms are needed. Currently its 7 workers, 2 groups of 3 and 1 single worker in the north. Each new city builds a worker/granary then Library, as workers build farms/ mines for production/food/specialists.


Part 3 will deal with Diplomacy (damm I'm weak at that), Tech trading (ha, I hate tech trading), and resource trades (yeah, me like)
7 hours, but really only 1 of game time...most spent typing this.
 
Part 3 Butting head on the Border 1050BC-280AD

Diplomacy: Well its all just been shot all to pieces.
Spoiler :
1st turn in and Shaka requests my aid in a war against the Mayans..I refused, but also got a random food transfer event for +3 relations.
Spoiler :
Favouratecivics0000.jpg


As can be seen, hereditary rule is 2 of their favourate civ's, but I'm going Representation. Police state for Shaka, but again, the bonus only applies when they actually run it themselves.

To the far left, next to the open borders icon, you see the trade I'm making from each civ from open boarders. Currency is certainly a worthwhile tech


I've got barracks building in boarder cities, with archers next. Behind wall's they'll be enough to hold out.

All 3 are rather pleased with me, as I am too..:clap:

A war arose from Close border tensions, Between Shaka and Pacal, of which I have none at the moment.

As I've no intention of warring as yet, I really want the wonders 3, Pyramids, Hanging Gardens and the Great Lighthouse. Along with Currency and CoL's and found Confucianism. Hopefully its just a small border skirmish. Ragnar, seems to be only +1, so the boy's should play amongst themselves

“Sob, no one wants to play with MMMEEEEEE!!!!!!!!!” Wails Catherine

It seems the first part of my Shaka busy work is working already, and I did nothing to enable it :woohoo:

Techs:

No Alphabet for any one, so nothing to say, I won't tech it, only get the moron demands, requests and trade deals. Currency, Code of Laws (found Confucianism), then....decide.

Demographics:

I'm actually No 1 on this continent, but No 3 overall. :yikes: that means the other 2 have big cities as I'm No 1 in land, they must have Monarchy (From Oracle) 1790 BC in Noble!! :help: They MUST BE FRIENDLY, and the same religion. As Ottoman is now gone, in 2780BC they would only trade at Friendly. Here's hoping one founds a different religion and strife breaks out.

Plan:

Build 1 silver mine
More workers...MORE WORKERS.
Farm the jungle so as to allow growth and Scientist specialists.
Build/Whip libraries (creative get 100% bonus)
Get Iron mine hooked up, and build some Swords to raid a city or 3.
Settlers for more cities.
Hook up horses and scout with them.

960 BC the first of my Great Scientists is born, I could hold him for bulbing Philosophy, or build an Academy, but he's best off being settled for the 6 Beakers and 1 hammer bonus, 9 beakers with Representation, and ½ of 15 beakers is only 6 rounded down. That's with 2 specialists, if I remove them I lose the bonus, but a merged Scientist is eternal, till the city is burnt down. Bulbing Alphabet, I said...NOOOOOOOO Illiterate Peasants...He gets Merged, taking 5 turns off currency.

“Ugly and dirty SERF'S, gouging in the dirt like pigs” Snorts Catherine in disdain.
Spoiler :


1stGreatperson0000.jpg



760 BC I've just built the Pyramids, and I'm 2 off building the Hanging Gardens. The Great lighthouse, was Built by Ragnar as I said, and I received 76 gold for my effort...Bah only a few turns..

Currency has also just come in, being greatly reduced by the Settled Scientist and a few library builds.

I've currently 2 Settlers on order, 15 or so turns away, and have built up some of my defensive army with archers.

The war Between Shaka and Pacal, fizzled out rather quickly, but I've not fallen below Shaka on power stakes, so more troop builds are needed.

2 more cities to settle, Iron in the NW is Urgent, and levied fish towards Shaka, above my blockading city No 4 is also needed.

After this more workers are required.

“Yesssss, more slaves to do my bidding”, Hisses Catherine between her lips.
Spoiler :
NeedMOREworkers0000.jpg


More I tell you ...more!!! MORE!! MORE!!!!! Screams out Catherine, From her Chambers :blush:


Pacal now has Alphabet, but will only trade it for Mathematics and iron working, too much in his favour, or will trade Alphabet and Myst + 90 gold for currency. In both deals he's applying a monopoly bonus to the tech. So I'll research a few turns to see if he loosens' up a little.

Hurrrmmmpphhhh!!!! they'll come around, a shake of my hair and a pout to liven up their miserable little lives Say's Catherine, as she dismisses the current state of affairs.

A couple of turns into Alphabet, as Pacal doesn't have a line on any of my tech's as yet, judging from the trade screen. I'll see if I can offload Mathematics to him for Alpha, as I now have the wonder, and its a pre req for Construction.

Shaka has Iron working, but what else I can only guess, I've seen no archers, and trade screen doesn't mention horses. Hopefully my horse Monopoly holds still.

Other monopolies I have are stone, silver, Wine (Monarchy), Pigs a whole 1..:lol:

Spoiler :
Resourcetrades0000.jpg

On resources; Resources that require a specific tech, such as iron working/Calender to utilize, the jungle banana's and dye. Your better off to farm them till your able to fully improve them. Others, it may seem only 1 is really worthwhile to improve, Sugar is an example, with only +1 commerce, and +2 food, many people only develop enough to trade/self and farm/cottage rest.

My Banana's I've farmed till Calender 3 food, and plantation will give 5 food. Dye with a Plantation are always worthwhile to develop, +4 commerce, with +1 from river is a Riverside town. Add in the Levy bonus of +1 hammer, and your only -2 from a full free speech town much earlier, and easily replaced if pillaged/destroyed. Add the +1 Happy face and tradeability of the resource its very worthwhile.

The Hanging Gardens build has added +1 to my overall health, as well as the + 1 population. If the AI beats you to this wonder, don't despair, you still can benefit from the +1 health bonus, by capturing this wonder.

As I now have Representation available, I'll research a couple of turns into Alpha to soften up Pacal, trade and access the situation then. I will wait till Civil Service is in, before I do a double switch of civics.
Spoiler :

success, I've been able to make the trade of mathematics +20 gold for Alphabet to Pacal. Now I look at the other 2 to see what they are up too??

I hold off on Representation switch, till I build the Hanging gardens and make the Alphabet trade.

techtradesucess0000.jpg


So now what is the new lay of the tech lands, Ragnar and Shaka both have Iron working, but Pacal Doesn't. Warmongers going for a war tech.. But they both want Mathematics, which I've traded to Pacal. Hopefully he'll go for Construction now and I can trade Code of Law's for it.

The post war relations between all the boy's
Spoiler :
PostwarDiplomacy0000.jpg



Both Shaka and Ragnar :viking: will now start to annoy me with requests/demands for Mathematics, or will Shaka threaten Pacal again. Shaka wasn't Pacals worst enemy, or Visa versa, so no demerits there, but I now have the Close boarders and war aid refused demerit, but with +2 from past events, I'm ok. Rag's :viking: and Pacal are both lower than me.


Gotta stay on Shaka's good side, but he's so Ugly, it doesn't really matter.

Yuk, such a UGLY BRUTE OF A MAN .. Nothing like my Pretty pretty boy's Catherine laments while looking out the window, Southwards

With the build of the Hanging Gardens, 2 cities went into unhappiness, with a 3rd doing so a few turns before, these are my highest population cities and with Representation, they'll have more head room for growth, so Carrying unhappy population isn't always a bad thing.

With the Tech situation, looking at what your opponents can research, can give you and idea of how advanced they are, if they are in front or behind you, if they can't trade a tech, you need its pre requisite, if you can't they need a prerequisite. Noting that they all only have Myst on me (Meh), and I have 2 on all, I'm not concerned, Complacent YES..concerned NO..

I make the change for 2 turns of anarchy, leaving 19 + 2 anarchy in total for Code of Laws.

After I come out, My cities are all happy, with room to grow, and I've dropped to 14 turns for Code of Laws. I could whip 2 libraries, for 2 population, but that's like giving up the 2 scientists and 18 beakers+25% = 22 beakers rounded down * 2 cities = 45 Beakers (including the ½ multiplied by 2)
Be careful of where and what you whip, you may get it earlier, but cost yourself in the long run.

A note on whipping, if you whip and your city will grow into unhappiness within the whip anger time frame, build a Settler or Worker, to avoid growth. You always need more Settlers/Workers and holding growth to allow the whip anger to fade, can only benefit you. You only really should carry angry citizens if your sure you can use them/turn them around again soon.

Using my Civ's attributes, as a creative leader, I should, NEVER whip libraries, Especially under Representation, I'd need to grow those 2 citizens back before I can benefit, the exception would be if I had 1 or 2 angry citizens, I want to put to use.

Looking at the Demographics screen
Spoiler :
Demographics0000.jpg


I've hit the lead again in Population, while my opponents have stalled. Production has Doubled my nearest Opponent. Tech's to pursue would be Metal casting for forges, Whipped in all cities, as they will provide +2 happy immediately with silver and gems, +25% hammers, further stretching my lead. Next, Civil Service for irrigation spread, then its Machinery for crossbow/maces to combat the expected Longbows, and possibly trading for Construction for the Catapults and teching Engineering for Trenchbuckets for city raids, +1 road movement.

Guilds and Knights seems like over kill, as I should kill all 3 with just maces/crossbow/horse archers. Courthouses will go up all over my land, whipped again, for reduction in upkeep and spying bonuses.

Looks like I've lots to whip, Caste system won't generate any benefits in the short term, but will once Forges/courthouses are up, with libraries. Keep an eye out for tech/resources trades/availability
Confucianism is now in and I've founded the Religion.

It was founded in of all cities-

Spoiler :
Foundconfussionism.jpg


Novograd, my potential Wall Street city. Now this was just too good to be true, I've adopted the religion, it should spread like wild fire over the lands, now all I need is a Great profit, for the shrine. Next tech to research will be Calender, to plantation those Dyes and exploit the cash. I'll whip courthouses where possible, research metal casting after and whip more forges after the 1st whip anger has died down.


Some times the Blue circle can agree with your ideas, that's an added bonus. Then you know your doing something that the AI agree with.

Spoiler :
weagreeforonce0000.jpg


But to remember to keep your long term plans in hand, why settle here, what's it for, what does it claim. Always keep a view to long term. How apt that it ended up being named Vladivostok


380 BC, and Shaka decides he's had enough of our, -4 close border tension, he declares war with 1 Swordsman, but another with an Impi in my back yard. I have to whip an archer defender in Yekaterinburg as Shaka's sword reaches its border in 1 move on the diagonal. I've dialed up a wall after, hopefully it'll be rushed along with archer.

Its seems not, I lost Yekaterinburg, to the sword attack, and now its garrisoned with a sword and Impi, but it's under so much cultural pressure, it'd flip to me if it could, but won't. Time for some swords and some ole fashioned attacking.

Yekaterinburg revolted the turn before I attacked, I took it back, destroyed the ex-barbarian city that was blocking my heroic epic city and burnt it down, as well, I eventually made peace with Shaka, for the price of;
Spoiler :

WarMoron0000.jpg

Also, during this war, Ragnar :viking: saw fit to declare war upon Pacal, nothing much seemed to come of it, and it fizzled out fairly quickly. They are now both back to being please with each other.

Shaka on the other hand, is Quite miffed, that I saw fit to burn down his captured barbarian city, and I still have -4 for close borders, so I'm close to flipping 1 city, below my blocking line.

So its cost Shaka a total of;
Spoiler :

buildsafterwar0000.jpg




Back to some peace and Quiet now. Oh I got 1 GG out of that 'defensive war'. Settled in Ironworks.

Onwards I go towards civil service, in 250 AD, I produce a great Engineer, who I merge into Moscow for the 6 Science and 3 hammers production bonus.

Spoiler :
GEngineer0000.jpg

this will give a greater long term benefit, then rushing the Great library or any other building.


I've now researched civil service. I have chain irrigation now available, and a civics switch to Caste system and Bureaucracy. I first do a final round of Whipping where feasible, or wait one turn to get some hammers into critical builds so as to avoid the penalty for no hammers. Once I've done a full circuit of cities, whipping, adjusting, I'll do a civics switch to Caste system and Bureaucracy. Next tech to research is Aesthetics for 8 turns, then literature and build the great library.


Just a final comment, upon looking at the top cities, 2 are founded in 4000bc, and each has a religion. Now due to the distinct lack of GG's being born, anywhere. I have to assume that the Ottomans were the founders of one of the religions, Hinduism, as they aren't Spiritual, and don't start with Mysticism. The other City, founded Buddhism, but its evenly spread along with Hinduism. Judaism and Christianity are only 1 city it seems.
Spoiler :

ReligiousDiversity0000.jpg




As well, with the founding of Christianity in 200AD, I can reasonably expect to find the Apostolic Palace will end up being built as a Buddhist or Hindu structure. Demographics, I'm easily No 1, and double in most cases of my opponents next best effort. Building/whipping forges/courthouses, can only extend this lead further. Combined with the settling of the remaining 4-6 cities I could place.


In the next part, war will come to those who dared oppose us. Swift and brutal it shall be.:folding:
 
Part 4 Our 1st war with the Neighbours 280AD-770AD

We start off our Empire in 3 turns of Anarchy, with a civics change to Caste System and Bureaucracy. As I'm aiming for a Specialist Economy the two most important early techs are CoL's to enable Caste System, and Civil Service to enable irrigation spread, with Bureaucracy as an added bonus to your capital.

And onwards we go.....
Spoiler :


Reviewing the cities, I have my Iron works city set out and re-named as such. My Wall Street city, that had Confucianism founded in it, with 3 dye's. This city is set to be farmed to allow the maximum Merchant specialists to be used. Future corporations founded with be HQ'ed here. Moscow is to be re-named Science Central, as it has 10 surplus food at moment for 5 scientist specialists, with more farms to be built as forests are chopped.



Upon looking at the map further, I've decided that Mutal should be the site of our National parks city. Pacal has only chopped one forested hill, for a mine, and has 2 food resources. The National park gives one free Specialist for each forest Preserve, Scientific method, in its BFC. This Becomes available with the Biology tech, along with +1 food for all farms.

Further looking at map, I've decided that the city that Pacal settled to the SW of his capital, would be an idea site for the forbidden palace. West point will be Placed in the city we are about to settle, containing 3 resources and hills for production of our naval forces. Moai Statues will go to the Far North, below the northern most silver, as this gives the maximum number of workable sea tiles, with one ice. Other sites are just fillers, with a 4th Dye tile to be founded below the dual gems city.

Pacal's two existing cities will be Burnt down and 2 new ones settled on the coast and along the river.

Spoiler :
TopofMotherRussia0000.jpg



Army: We have Maces and Crossbow's available, I've seen no horse units from any of the AI's as yet, but I still need to complete my Recon work to confirm that fact. 1 additional wine tile is located in the south, along with 1 gems tile. 4 silk and 2 incense are located in the south. Metals 4 iron are spread along the southern 1/3 of the map with Pacal having the only source of Bronze, Required for my production of the Colossus in St PetersBurg.

Plan is to Trade for Monarchy with Pacal once it becomes available, meaning I need to research both Polytheism and Monotheism. Meditation shall be avoided for the moment, for light bulbing of Astronomy. Trade also shall be made for Construction where available.

As I have Maces V's archers/axes in max 60% city, and production/numbers on my side, I won't need Catapults, but will use SPIES to reduce the Culture for 1 turn. Got to use up those spy points, I'll also spread my culture into newly captured cites to use up spy points, or steal a tech or 3.

Upgrading of a few City garrison 2 archers to Crossbows, and building of an offensive army now take precedence. Building of Marble enabled wonders will be forgotten, as I have none, pursuit of the Great Library, while good, is not essential, As I plan to Bulb Scientific method ASAP, and try taking Biology with Liberalism.

1st its the war Preparations.
2nd is Great Library
3rd is Liberalism race, Bulbing Scientific method, taking Biology.
4th is Astronomy and Circumnavigation bonus.


War: Attack Pacal from the North, Raise the 2 northern cities, replacing them with my planned 2 cities, moving on then to Mutal, taking it and holding it for my planned National parks city. Moving further south, I take the city bordering Ragnar and build my forbidden palace there, from here I either completely eliminate Pacal, or invite Ragnar to do so.

2nd phase: I build a 2nd attacking stack and hit Shaka from the North and the East out of Pacal's old lands. I burn down his Northern city, replacing it with my choice. I then move my 2 stacks to jointly attack his capital. After taking the capital, I send 1 stack down the West coast, with the Eastern stack heading South East. Again I invite Ragnar to attack Shaka, building further mutual war bonuses.

3rd Phase of my war, will involve Hitting Ragnar with the 2 stacks, reinforced with new troops and taking his cities in a SE from Shaka, and SW from Pacal Merging to take his Capital of Nidros. I plan on taking no Vassals, and not researching Feudalism.

2 planned trades I made were;

1.Pacal Currency for Monarchy and 235 gold
2.Ragnar :viking: Currency for Construction and 210 gold.

Currency @ 1560 beakers has netted me 1365 (construction) and 1160 (Monarchy) along with 435 gold for deficit research/upgrades. Shaka has nothing to trade to them, but will probably get it as a gift/request, or a war bribe from Pacal, so I'd better get to Shaka 1st

Horseback riding is next for 6 turns, to Counter some Catapults I'll face and hit and run pillage attacks.

Horseback riding is in, I'm building stables in 3 cities, my main military cities of Science Central, Ironworks and Rostov. Rostov is a Fortress against Shaka's aggression, and he's in WHEOOHRN. OR We Have Enough On Our Hands Right Now. So he's planning a war, Probably me, but oh well.

I move my stack of Maces/Swords/Axes/Crossbows to 1 tile diagonally away from the first city and Declare on Pacal.
Spoiler :
Pacalwar0000.jpg

This allows me to move 1 diagonally to the next coastal target, both of which will be burnt down. Notice that I have vision into Pacal's cities now, this is due to my switching spy point to a 3/1/0 to Pacal/Shaka/Ragnar.

My first attack has been a success, no losses and destroyed 4 units. I first attacked with the city raider 2 Macemen, then followed up with 3 crossbows. This was to give the crossbows more experience as I plan to get them to City garrison 3 if possible, and then upgrade them to Machine guns.

Machine guns, DO NOT have the City Garrison promotion enabled, but Crossbows and Grenadiers do, both of which, are upgradable to Machine guns with Railroad. Plan for the long term.

I heal up, cover my last attacker who's left stranded on the old city tile now burnt down with a mace/axe, and move onto the next city. My woodsman 2 Axe, stationed in Rostov, to attack the Jungle by its walls, is moved to the attack group, as its a Designated Great General Medic 3 Potential, along with Woodsman 3 for an extra 15% healing, combined with Medic 3, its 50% extra healing.


I deliberately left the ruins of the sacked cities in place due to a bonus that may occur, from searching through them. I got the option, for some additional cash to try for additional research to Engineering, I take the option and receive
Spoiler :
Ruinsbonus0000.jpg
Nothing..


Oh well, Shaka has now Declared war on Pacal, looks like I weakened him enough, and it cost me nothing :hatsoff:

Pacal's 2nd city was attacked, taken and burnt with the loss of 2 maceman, and 1 swordsman.

I reinforce with 1 mace, 1 axe and 1 crossbow. My spy in Mutal was also discovered, I'll need to replace it first before attacking, but I can lay siege outside in mean time. Shaka, is trying to take back a city Pacal took off him in their previous war, but is attacking from across a river. Shaka took the city, as he had 4 Catapults with him, but Pacal has come across a source of horses, it must be in the remaining fog to the Extreme SE.

Pacal is Researching Aesthetics for me, I'll just steal it as soon as he does, so he won't be totally eliminated, I'll stop after I take Mutal. Ragnar now has Calendar, and combined with his Marble source, I hope he'll build the MoM for me. As Paper is now in, I can either research Engineering for trenchbuckets, or Education for Universities. I go for Engineering for the +1 road movement as well, and the Castles, boosted by stone.

Neither Ragnar nor Shaka :evil: will trade maps with me, where is that source of horse at, I must pillage it with my spy. Pacal is building Stables and Horse archers, I need some pikes or spear men it seems at the very least, he's got out 1 chariot, that I killed with a sword, now promoted to a mace. 0% Research rate, I'm powered along with my Scientist specialists and caste system allowing > 2 in cities. Science central takes a break from building units, and builds the University of Sankore, as I plan to spam Temples and monasteries to all cities eventually.
Spoiler :
Techsasof535ad0000.jpg


My spy causes a 1 turn revolt in Mutal, and I attack. My 2 macemen, promoted before attacking to heal up from the Catapult assaults, both kill an axeman. Next my swords line up to attack at 68% each one succeeds and one loses, My axes are next attacking a 2 horse archers, promoting them to city raider 2, one wins the other loses with scratching the horse archer, but the 3rd axe at city raider 1 wins through. Now its just Swordsman, chariot and axeman V's Crossbows. I attack with the least experience at 75% promoted to city Garrison 1, it wins against a sword. As city garrison has no effect attacking, its best to attack with the weakest first, or least promoted in this case. The 2nd Loses at 86% against a Chariot, idiot shot off into the jungle and not at the Chariot. The remaining 2 win, with one gaining city garrison 3 and the other moving to 8/10 points.

2 Great Generals have been born Sun Tzu for me in Ironworks (medic 3) and Ivan the Terrible for Pacal in Mutal. As he only has 1 Chariot left, I wait 1 turn hoping the he'll fortify him in Mutal. The chariot is at 0.3/4, and I have 2 maces to attack at 60% culture odds, even if he whips 1 archer, I can over come it.

No additional defender, So I attack with my Designated GG Axeman at 96.8% I take the city. Unfortunately, Pacal hasn't merged the Great General into the city, but he has merged 1 priest, combined with the cows that are pastured and the mined hill, with all the forests, I have a Great National Parks city.
Spoiler :
NoGGinMutal0000.jpg



I've finally uncovered Pacal's source of horses
Spoiler :
Its located in the Extreme SE of the continent, and he's built a city upon it


I rest up, and continue the attack until I've take my designated forbidden palace city. This has some nice looking floodplains, and very pillageble cottages. Leaving Pacal to research Aesthetics for me so I can steal it, and switch my attention to taking on Shaka.

I make peace with Pacal Once I take his city of Lakemba, I'll build my forbidden Palace here. Pacal wouldn't give up the city of Calakmul, for peace, so I took the following deal;
Spoiler :
PeacedeaPacall0000.jpg



605 AD The war with Shaka:

Its a bit late, but I assign 1 spy specialist in all cities where available. Mainly to catch up with Pacal so I can steal Aesthetics, but to build up extra points overall. I'm building a 2nd army in both Rostov and Wall Street, combined with my 1st army from the Pacal war in Lakemba, and restocked from Iron works, I'll hit Shaka from the East and North.

I plan to take his city in the east along the river,so I have the river as cover from Shaka, and the northern city, which I've designated as burning down. From there, I'll move to take his capital and another city further westward, then roll up the rest of his cities. Ragnar and Pacal are now officially non events.

Further note I've just scouted out Ragnar's capital, and wouldn't you know it, he has
Spoiler :
RagnarsCapital0000.jpg


Yes, Horses and Copper.


While preparing for my war with Shaka, extra spies/maces/upgrades, I received a random event to sent food to Uppsula, I elected to send all food stores and gain a +3 from Ragnar. This should keep him off my back while I'm busy with Shaka, who'll already has the option open to attack Pacal, but would do it for gold, but not attack Pacal for Monarchy.

Spoiler :
foodtoRagnar0001.jpg



Oh well, I have vision into Shaka, and he's only got swords/archers @ 40% cultural defense, and is busy Teching Monarchy.


I'm about ready to launch my war. While this and the previous war was going on, I was busy building the University of Sankore (Science Central, with 4 Scientists, 1 spy) and the Colossus (St Petersburg, 1 spy with Mutal's copper). Iron works, my Military city, has been busy pumping out Maces/spies, along with Rostov. Wall Street, is busy building a Grocer, and I'm holding off on the Plantations till Shaka's dealt with, due to his Impi's 2 movement points.

I've a spy on the way to Pacal to steal Aesthetics, and Rag's I've stopped all Espionage too, but I think he's going for Priesthood/Monarchy, due to the offer to buy Priesthood for 175 gold.

I found out the cost of Stealing Aesthetics from Pacal was 1840, even with a 50% discount, its too much, so I opt instead to spread Culture to Lakemba. As the 10 turn peace treaty had expired, and Pacal's no real threat, and with 4 of the 5 workers on my border, I declare and opt to empty my city of all defenders and steal the 4 workers. Pacal only has a Catapult and an archer in the nearest city, with 1 tile of my culture between his and my border, with my 2 troops in the way (an archer and Crossbow) hopefully Pacal won't try take any workers back, but if he does I'll only lose I archer and 2 workers I never had anyway. I also sell Ragnar Priesthood for 175 gold, seems he wasn't researching it. But I've now got 10 turns of peace, No bribing Pacal OK...

Spoiler :

A 5th worker, was alone and I was unable to grab it...I grabbed the 5th worker next turn as Engineering had just came in for 3 movement points on my roads, and river crossing with out penalty, 5/5 a 100% success rate. Pacal also built a settler in Lakemba


I'm nearly ready to launch against Shaka, just moving last maceman into position. I might see if he'll join in against Pacal.

Pacal attacks my archer with the Catapult, and nothing else...”Oh dear I'm at 20% health, with 2 workers what shall I do.” I also move my crossbow back to forbidden palace along with the 2 workers.

I have 3 turns on the Uni of Sankore, and the Colossus in 6, I also have a spy sitting on Shaka's iron, that I've pillaged once with a spy, to do again, also I have 2 spies in the city about to be attacked, but as it has 5 Cat's and 5 other troops, I won't have enough to take in 1 turn, so will have to do over multiple turns. Reinforcing from Iron works and Science central.

1st turn of war-, I revolt city with spy, attack with 2 maces against a Bow and sword, both win at 95%, then I realize I didn't upgrade the 2 axes to Maces Duh...only 68% odds, better upgrade, 2 crossbows attack at 79% and both win against Catapults. 2nd city to attack I move troops on diagonal to city walls, Shaka has 1 worker chopping something I take it with my horse archer, as he has only 1 sword defending and won't attack the horse archer.

2nd turn of war-Shaka has Abandoned Nongoma, leaving only 1 Impi, and moving out the remaining cat's and Impi's. I must be careful...As I plan to Burn the city, and it's my culture once I do, I'll have to defend out in open, but same as defending in city, just no city garrison bonus. I decide to wait 1 more turn and see what he's doing with the 1 cat and 4 Impi's he moved out. In the 2nd city I'm attacking, I hit 1 archer and 2 swords with maces, all winning easily. The last unit is a sword, and I use my city garrison 2 Crossbowman to attack, he wins @ 75% but with only 0.3 health, A close thing, but now he can go to city garrison 3 and 2 more maces and a horse archer were moved in to defend, the other 3 are being healed by my GG Medic, who's still an axe.

Turn 3 of war- I re-adjust espionage points :blush: to full on Shaka, the Cat and Impi's have moved out of 2 turns of city and my sight?? I take the city and burn it down. I'm now building 1 setter in Science Central, and 1 in ironworks for my 2 planned cities.

I've found his stack, it seems to be heading towards either Forbidden Palace or his former city, but he'll need to attack across water to take it back, I move 2 maces to forbidden palace as its in open building walls (17 Turns). Shaka kills a horse archer I was sending to take his 4 workers based upon the iron. He's trying to take back his former city, I send all maces back and brace for attack. My northern group falls back to Rostov to heal and regroup. I have 1 sword of Shaka's in my back area, but covered by 2 crossbows, and an Axe of Pacal, that's not moving near national parks in open territory, Probably looking to resettle the burnt city.

I was right, Pacal had another axe with settler sneaking East of national parks, I attack with my city garrison Crossbow at 78% into woods and win, netting another worker. More experience if it survives IBT's. As it was reduced to 0.6 health, I guard with spearman, leaving National Parks unguarded, but Pacal has no roads to walls, and no 3 movement troops (I hope). My X-man, is at only 0.6 health, with 1 worker in tow, Pacal's axe is at 2/5 and he's killed my defending spear already, trying to grab it back, must be hard up for workers, losing 6 in total :trophy: I move 1, City Garrison 2 crossbow, from Forbidden palace to national parks.

Shaka unwisely moves his Attack stack across the river into the jungle by my new city. I first attack with the maceman GG, who has Woodsman 3 (50% attack bonus into woods/jungle) I follow up with 4 maces, 3 wining but the 4th losing at 80% to a catapult..(Jeezzzz I hate that :mad:). My city garrison crossbow attacks the remaining Impi, killing it and leaving 1 cat badly damaged at 2 health.

What have you been doing with all my pretty soldiers, you've gone and taken them all away from me, I want my pretties BAAAAAAAACCCCCCKKKKK!!!!!!!!, Wails Catherine in Anguish, if not actual Physical pain.

Shaka seems fairly much spent now, its just a matter or rolling up his cities, his capital is only guarded by 2 bow's and a sword, but he's researching Feudalism. I'd better take it before he gets too close, as he's over 40 away now, and losing capital with Gems will set him back another 40

Last turn I took Calakmul off Pacal, as it was a keeper, on a hill, as it only had 1 archer, and 2 newly arrived Axes. I also plan to take the city SE of National Parks and burn it down, relegating Pacal to 3 cities in the SE corner of the map, and obsolete. I'll heal up my maces and move out form there.

Now I'm about to attack Shaka's Capital, I have 4 spies there to revolt the city, I can't spread culture yet as I don't have drama, but to research is Music, for the free Artist, which hasn't gone off yet, then Education @ 42 turns at )% losing money. I need more Courthouses to come online.

National parks has been assigned the task of Generating a Great Profit, Iron works is building 3 crossbows then Notre Dame, Science Central the Parthenon and St Petersburg the SoZ. Shaka is mine as he can't re-mine his iron, and I'm about to take capital and head east to roll him up, I just need a few turns to reduce spy cost, from 481 (10%) down to what I've got 350+38/turn

I have now taken Shaka's capital with the loss of 1 spy trying to incite a revolt.

YOU ARE REVOLTING, TAKING AWAY ALL MY PRETTIES Screams Catherine with a look of Anguish upon her face.

I heal my troops up in in Ulindi, Shaka sent 1 sword north to try take Wall Street, which only had a warrior guarding it. I swapped the warrior with an archer from Rostov, and upgraded the archer to a Crossbow. To do this I had to set all cities onto wealth making for 2 turns, so as to gain a buffer in treasury. Also a great Artist has just been born overseas, looks like Music is a bust, and I'm on the clock with the Aesthetics wonders and the Great Library.

I now rush a settler down to the SE coast, to a spot I've nominated along the coast as a replacement city, this is to stop Rag's :viking: from settling in there himself. I also re-arrange the garrisons so a garrison 3 crossbow goes to the new city on the front line, and the warrior goes back to St Petersburg for happy police again. West point is in unrest due to no garrison, its grown faster then I thought, so I rush a crossbow out of science central to calm them down.

I've now taken Um-pronouncablename-u by converging my east and westerly stacks either side and revolting the city with a spy. I make Peace with Pacal, as he only has 3 cities in the SE tundra area.
Here's the :deal:, sorry snap shot taken after I accepted. :blush:
Spoiler :
Pacalpeaceno20000.jpg


This cost Pacal over 250 gold, 3/turn, adopt paganism and world map. He wouldn't give up the horse city.


I've also made my peace with Shaka, as I've now reduced him to 4 cities in the SW desert area, here's the :deal:
Spoiler :

ShakapeaceNo10000.jpg

I also got him to adopt paganism as well



I'm currently bleeding 50 gold /turn at 0%, time to recover my economy. Courthouses and the Forbidden Palace are No 1.

Looks like Rags may have to wait, until I have a more stable economy. He now has Monarchy, as he's asked me to Adopt hereditary rule, as all the :cool: civ's are adopting it. :thumbsdown:

770 AD:, the SoZ has just been BIAFL :gripe:, I've more then doubled my workforce from 11 to 24, :woohoo:
Spoiler :


Workers240000.jpg

my lands from 17% to 26.53%, Rags is now No 2 with 7% .

Victory screen-
Victory0000.jpg



I'm far and away the No 1 in most categories

Demographics7700000.jpg



The only problem I have is my chronic bleeding of gold. As all my builds are now buildings, I'm doing a civics switch to Organized religion, for shared civics bonus and 25% hammers to buildings. This will cost 3 turns of anarchy, but is worthwhile now.

War Stats to date
Spoiler :
Stats770AD0000.jpg


Considering I have a fairly woeful army, my quality of troops must be pushing me to the top. I'm 6 turns from music, but I fear the Great Artist is gone, then its onto Education/Philosophy/liberalism to 1 and then Astronomy, Scientific method, for a Biology grab from Liberalism. Its been very Quiet on the GG front overseas, but they have an even spread of religions, so either they are pally, or they are trying to gain a lead on each other.

Finally the Tech Screen
techs7700000.jpg



Hear I've got my 3 well and truly covered. More crossbows are needed for the new border. More farms for the specialists and more merchants to be employed. All in all a very satisfying round of war. I didn't get to Rags, but he's boxed in nicely now, and Shaka and Pacal, look very tasty at the moment for his Expansion.

P.S. I've changed my mind about Vassalage, I'll research it next, vassal both Shaka and Pacal, and Take Nidros and Rags as vassal, then again I may not, Shaka maybe, Pacal I'll eliminate, Rag's depends on Nidros wonders.
 
part 5 Taking possession of the Continent 770AD-1180AD

I start off the round, with 3 turns of Anarchy again, with a change to Organised religion for the 25% production bonus to buildings.
Spoiler :


The Review:

As I'm currently losing 50gold/turn, I need to leverage the advantage of Caste system more, by employing more merchants. Combined with Representation 3 beaker bonus/specialist, we should be able to maintain a reasonable teching rate. 5 turns to go on Music, but I fear the Artist is gone already.

Of the 3 Opponents we've meet so far, 2 have been sufficiently curtailed to be of no more concern, with our 3rd, Ragnar, effectively boxed into the South, and sufficiently neutered already.

The tech plan, finish of music, move onto Philosophy, found Taoism, to remove the attraction of another religion to add to the 4 overseas already, and to allow the Adoption of pacifism?

This brings us to the Wonders list;

1.The Parthenon, for 50% GPP's Generation.
2.The Sherwadon Pagoda, for running of all the religious civics, notablely, Free religion and pacifism.
3.Notre Dame, for the +2 happy on this continent.
4.The Great Library, Though, as we plan to go through Scientific Method, ASAP, for Biology from Liberialism, not a big one.

Buildings;

1.Courthouse in all cities and the forbidden palace.
2.Markets were economically feasible.
3.Barracks in all cities for troop production, and +2 happy under Nationalism.
4.Libraries in all cities for running of Scientists, or markets for Merchants.

Tech's;

1.Finish Music, though I fear the artist is gone.
2.Tech off Philosophy, to remove the Religion, from the AI's grasp and desire.
3.Education for the Liberalism bee-line.
4.Astronomy and associated pre req tech's for Scientific method, and Observatories.


I shall ignore the need for knights/grocers/banks, as it takes us off our beeline, post optics, I may build a couple of Caravels, and send them off with a spy each in tow, or hold over till Galleons if short enough time frame.

Why go through Astronomy, its actually longer in tech path,?

The reason is Observatories for a 25% research bonus, and 1 additional Great Scientist. Plus the overseas trade routes and use of Galleons.

Any Great Scientists, will be merged into Science Central, for the 9 Beakers +25% Library, +25% University, +25% Observatory, +100% Oxford University,+10% free religion, giving a net return of +185%, or [25.65 beakers/turn + 1 hammer]/ Settled Great Scientist, or 17.1/Specialist Scientist @ 0% tech rates. Our current 4 specialists + 1 settled would give 94.05 beakers/turn from 1 city post Astronomy @ 0% tech rates.

Upon reviewing the cities, I set 1st Courthouses, then markets 2nd, as we'll need many merchant specialists. I fully develop Wall street, creating plantations on the 3 dye's and farming all the available lands for merchants as they'll give 3 Gold + 25% market Immediately no waiting. Cities that aren't building these 2 building, can now go onto Cash generation, as barracks can wait.

Workers:

I have 8 groups of 3 workers each, urgent projects, I'll merge 2 or 3 groups together to complete, otherwise, they clear jungle, build roads or farms/mines.

Army:

My current army is Technologically superior to my 3 southern neighbors.

Boars, that's all they have been, no dancing, no witty conversations, no discussions of Philosophy, NO PAYING ATTENTION TO ME , utter Pigs all of them., Screams Catherine, as she stares at the empty parade grounds.

And I have sufficient espionage generation, they pose no immediate threat. I continue to build the required Crossbowmen as City Garrison guards to hold the New Southern Frontier.
Spoiler :
SouthernBoarders7700000.jpg


Plan:

1.To bring the economy back into the green and raise the science rate above 0%.
2.To await the Building of the MoM in Ragnar's capital (I hope)
3.Continue to build the wonders, either reaping the wonder itself of the cash for failure.
4.To consolidate my Hold on this continent; by eliminating in order; Shaka, Ragnar, Pacal.

Spoiler :
Techpath17700000.jpg



Upon ending my 3 turns of Anarchy, I find out that the Mausoleum of Maussollos was built by
Spoiler :
None other then SHAKA :wow: in Nobamba. :goodjob: My first targeted city.


I've taken all the spy specialist away and assigned them either to merchants for cash production, or hammers for wonder production. My loss of the SoZ from the previous round has brought my gold balance up to over +900, and the Russian Economic Miracle has transformed the loss making economy into a +1 gold at 0% science. With the +900 treasury balance, and no upgrades required, I deficit research.
Spoiler :
BEFORE

Finances7700000-1.jpg


AFTER

EconomicMiricle300000.jpg


National parks has been assigned the task of Generating a Great Profit, and to that purpose it is building the Shwedagon Pagoda (+2 Great Profit) and then Angkor Wat (+2 great profit) 3 priests allowed, with Philosophy spread to National parks and 2 temples built (2 priests), it will be able to run 5 Priests in total.

West Point, which has had a 3rd Great General settled into it, for building, level 3 Ships, straight off combined with a Drydocks and West Point & Heroic Epic.

National wonders:

1.Ironworks built in iron works :confused:
2.Heroic Epic and West point in West point.
3.Oxford University in Science Central, along with National epic.
4.National Park and Globe Theater in National parks :ack:
5.Wall Street to be built in Wall Street :gold:

World wonders under Construction:

1.Great Library in Science Central, all Scientists fired.
2.Parthenon built in Rostov.
3.Notre Dame built in Ironworks
4.Shwedagon Pagoda in National parks
5.Statue of Zeus Attempted in St PetersBurg
6.Mausoleum of Maussollos, Not attempted, but built by Shaka in Nobamba. :goodjob:

Thanks to the Russian Economic Miracle and Caste System merchants/Representation. I've been able to raise the Slider to 30% for a loss of 50 gold, funded by the loss of the Statue of Zeus and deficit research.


I also took advantage of the 3 turns of Anarchy to move my happy police troops about. Crossbowmen went south to the front lines, archers to the north/1 per city, and warriors to the inland cities of at least 2 from coast. I have a setter positioned to create a new city, as its interior, along a river and access an already plantations on dye resource, to pay for itself immediately.

Currently I'm using my spies to scout out the lands of my 3 boy's

Boy's playing at adult games of WAR Sneers Catherine.

Keeping an eye on their troop production/deployment. As Shaka has now produced the one wonder I was awaiting on, and I've gained another +3 dip with Ragnar due to food transfer.

On warfare:

As I have a technological advantage over my 3 opponents, and a research advantage as well, combined with the flexibility to change my economy and deficit research from war booty, I push on with my conquest of our Neighbor.

Ugly, smelly, nasty little men, both in idea's and ideal's, Taking all my Pretties away from me. distantly Catherine dismisses the thought of any others sharing HER Continent.

Now it would be quicker to take them out with Knights, but that is off our beeline path, and Currisair's require a further deviation. I accept a longer war, for the beeline outcome.

Further, as ALL my cities are at least 6 below the happiness cap level, I move out all crossbow's to the front line with either the Shaka attacking stack, or with Ragnar, who I've found has an offensive stack in a city, right below a recent conquest. That city will be targeted first in my war against him.

Remember, you only need Garrison troops to either;
1.Defend against an attack by an A.I.
2.To provide 'security' for the citizenry.

If your under no threat of attack, or have sufficient room in the happy cap for the -2 “we fear for our safety, use it to free up additional troops.

Shaka War Part 2:

I have 5 turns of enforced peace remaining with Shaka, St Petersburg is assigned the task of producing archers to relieve the Crossbows in my internal cities. With all spy points assigned to Shaka, I move my army to take Nobamba, as this is Shaka's new capital, it must be his best city, and will cripple him the most, form here I plan to split into 2 groups, heading down the west coast in a southerly direction, and SE along Ragnar's borders. I leave a horse archer in defense of my last conquest, moving my army of Maces and 1 city garrison 2 crossbow to the borders awaiting the ending of enforced peace. I move spies into position to reduce the Culture where deemed necessary.

The A.I., being its usual programmed self, has spent the 10 turns of peace building a settler, and sends it IN FRONT OF my attacking stack on the very turn the peace treaty ends :confused:, what will I do?

I immediately go to the diplomatic screen (F4) and cancel the peace treaty that has just expired, as it would otherwise stay in force till I've ended my turn. I attack the 1 axeman defending the settler on a grassland hill with a crossbow, and the 2nd axeman now in a forest with another crossbow, killing both. I move the rest of my stack towards Nobamba on the diagonal to arrive in 2 turns.

I take Nobamba with no losses and receive for my troubles
Spoiler :
TakingofNobamba0000.jpg

I take the remaining 3 cities of Shaka in short order, losing no troops until the 2nd last Archer of the last city on the Continent, when I lose a mace man city raider 3 at over 92% odds :mad:, I clean up with my remaining maceman and Crossbow. Shaka is now reduced to 1 city offshore, that he has just settled :gripe: I call a peace treaty at this point and move to attack Ragnar. This has taken 8 turns, no spies were used and no catapults.

I also captured an additional 6 workers 1 Iron source, 1 Incense, 2 cows, 1 rice, 1 sheep and 1 clam for the loss of 1 maceman. My Great General Medic won 2 battles to further improve his experience points, having taken the Leadership promotion for 100% combat experience, once promoted past 17 points as promotions now cost > 9 points each.

such a Brutal, Savage, but MUSCULAR MAN!! Laments Catherine as she survey's her new lands.

Spoiler :
MynewlandsfromShaka000.jpg


Ragnar war:

I begin my preparation for war with Ragnar, by first bringing all my offensive troops into position by the border with Ragnar. Upon doing this, I now realize what Ragnar has been researching all this time. From this I can only conclude one thing, Ragnar is now Researching Civil Service, to enable his Unique Unit the Berserker.
Spoiler :
RagnarsLongbowmen0000.jpg


This puts a new requirement on my troops, as Ragnar also has a horse archer nosing about my southern borders. Pikeman and Trenchbuckets shall be required.

To this end, I begin the production of some trenchbuckets and pikes in my main military cities. Am adjustment of spy points to 3/1 Ragnar/Pacal is made and I await the production of my army of Conquest.

Notice how I've now fallen to -18 research, due to my chronic warmongering. Even with making wealth in Wall street, now that the market is complete and I have improved the 3 dye's, I'm still making a loss, but my Beaker/turn is sitting at 94, with No scientists employed, only merchants.

885 The Great Library is now in, Science central, goes into troop production mode, generating the Trenchbuckets and pikes I'll need for my attack, along with a couple of Horse Archers required for pillaging/catapult defense. Before starting on Horse Archers, a Confucian Monastery is built for the 10% Science bonus, and to enable production of Missionaries.

920 AD Taoism has been founded in Yaroslavl, in my far north, I send the free missionary down to National Parks to enable another Priest specialist. I also spawn a Great Scientist, who can do 2 things;

1.Discover the rest of Education Immediately, saving me 36 turns of research.
2.Be absorbed into Science Central, and receive 12.15 Beakers/turn growing further.

I elect to Absorb the Great Scientist, as I plan on further war's of conquest, and having the ability to build Universities, will not be taken up immediately, but when my war of conquest against Ragnar and Pacal is completed. This boosted my beakers/turn form 127 to 145 again with no scientists employed at 0% science and making a loss of 20 gold/turn, using deficit research.

985- The Shwedagon Pagoda, Notre Dame are both in. I've built 4 Trenchbuckets and have a stationary spy in the targeted city. Ragnar, who has been able to Tech Civil Service, or steal it more likely, as he now has Berserker's ready, but as I have Crossbows, I'm covered, and I'll be on the only road to my cities.

I launch my attack, Sorry Rag's.

HERUMPT... Its about time you either used my pretty soldiers, or GIVE THEM BACK TO ME!!!! Cries out Catherine, as she paces the Empty parade grounds, muttering to herself.

1115 ad 18 turns later and Ragnar is no more on the continent, he's down to one lonely island city along with Shaka, I've taken down 4 of Ragnars cities for the loss of 4 trenchbuckets, and a couple of mace's the last at 95% odds. I also lost 2 groups of 3 workers to Ragnar rampant horse archers, who were chopping forests around National Parks.

Spoiler :

takingofUppsala0000.jpg

Taking this city destroyed Ragnar's Stack, after that it was just a matter of Mopping up.

Next was his capital, I want the Great Lighthouse.

TakingNidaros0000.jpg


No more horses, No more Ragnar now, the next city I took was founded on iron, and then 2 more to round out Ragnar off the continent.

I now make peace with Ragnar, as there is nothing further to gain, for war, I accept Theology as the spoils of war
RagnarPeace0000.jpg



War with Pacal:

Immediately moving on from Ragnar, I declare on Pacal, who is now researching Feudalism, and is 30 turns away, best to kill him, then take remaining 4 cities and control MY CONTINENT..

MY CONTINENT, is what you mean isn't? errr yes..Catherine, your continent.

OMFG, the Apostolic palace still hasn't been built, I dial it up in national parks, my top hammer city, and great profit generation city, for the + Great profit points and the hammers due me under religion.

1180 Pacal is no more, 4 marginal cities were taken 3 were kept, the 4th Mutal the 2nd built on desert/shore with no resources, was burnt to the ground.

And so ends the Continental war, with 2 islands remaining to be taken.

Wonders being built now are;
1.The Hagia Sofia for the Great Engineer points in Iron works
2.Angkor Wat, for the Great Profit points in National Parks.

Other wise, all cities are building forges/courthouses/markets/harbors or making gold to recover the Economy. A 2nd Economic Miracle is required in the Russian Empire.

BAH, Tax the Peasants, Work them harder, Raise my treasury to the lofty heights it deserves Manically Catherine gloats, as she admires her Victorious army marching through the Palace gates.

So in the space of 25 :huh: err 77 :goodjob: Turns, I've managed to;

1.Complete the 5 turns of Music's research.
2.Research Philosophy.
3.Research Education, Compass, Optics and start on Astronomy (Observatory)
4.Eliminate my 3 opponents, 1 completely with the other 2 reduced to 1 tile islands.
5.Increase my land holdings, worker stocks, begin building Universities.

Upon further consideration, I've decided, NOT to eliminate both Shaka and Ragnar, Mainly due to the fear of a spread of the Apostolic Palace religion to one of my cities, and my losing a to a religious victory. By leaving Shaka and Ragnar Stranded upon a 1 tile Island, I greatly reduce their chances of picking up the religion, and increase mine of gaining it, and being able to spread it widely to negate a possible victory. Though this will involve 'home land' unhappiness, I won't take either as a vassal either. I shall leave them as Independent home lands.

My current required tech path is as follows
Spoiler :
techpath11800000.jpg

I still have many tech's to research.

BEHOLD THE RUSSIAN ECONOMIC MIRACLE

Spoiler :
BeholdtheRussianEconomicMiracle1180.jpg


Again, your greatness Catherine, your economics advisers have preformed an economic miracle. We've arrested the Negative income of 86 gold /turn @ 0% and turned it around to -12 gold @ 10%. This has had the effect of reducing the time for Astronomy From 44 Turns under your previous MISS MANAGEMENT, to 23 Turns under our enlightened guidance, @ 353 beakers/turn, through Merchants only.

ENLIGHTENED, MISMANAGEMENT I'll have you lot managing the salt mines of Siberia Screams Catherine at her Bevy of assorted advisers.

How was this done? This was achieved through the power of employment of Merchants under Representation. I managed to drag the slider to a position of + 19 gold @ 0%, while still fully building the required wonders of;

1.Hagia Sofia (Great Engineers)- Ironworks
2.Apostolic palace.(Great Profits)- >
3.Angkor Wat (Great Profits)- > National Parks.
4.Chitzen Itza (Great Profits)- >

If I didn't have the Pyramids available on my continent, I would have to Beeline constitution to allow Representation, or mass build markets/Grocers/Banks. This would require a detour down the Economics branch.

Plans for next round:

1 .Build Caravels, Load up a spy into each and meet the remaining civ's and see where we exactly stand in the Tech stakes. Astronomy for over seas trade benefit to myself, and not my customers and the sale of Surplus resources to my new found friends. Maintain closed borders with Shaka and Ragnar, Initiate a war for worker grabs on mainland, and harassment of these two.

2.Tech to Scientific Method, and hopefully be able to grab Biology from Liberalism.

3.Tech Nationalism and build the Taj Mahal.

4.Tech onto Railroad for Machineguns.

5.Build Courthouses, Libraries, Universities, Observatories.

:crazyeye:
 
Part 6, Meeting new Enemies oversea's 1180AD-1572AD

Upon Reviewing the game, I find that I'm losing 12 Gold/turn @ 10% research rate, teching Astronomy in 21 turns.
Spoiler :

Spoiler :
BeholdtheRussianEconomicMiracle1180.jpg


I've initiated a build of a Caravel in both West point and St Petersburg, with a spy heading to each city.

As I have no peace treaty with Ragnar, and he has 3 workers stranded on the mainland, I plan to declare war in 2 turn and grab all 3, negating to an extent negate the damage he was able to inflict around National Parks with his Horse archers.

As well, I'll declare on Shaka, to remove that one annoying swordsman in my back area with a mace/crossbow I have stationed near by. This will require some turns of unrest in Ragnar's and Shaka's old lands, but nothing I can't handle.

Tech wise, I am on a Scientific method Beeline, with a plan to grab Biology with Liberalism, a very important Tech for the specialist Economy with +1 food / farms.

Afterward, I plan on teching Nationalism and building the Taj Mahal for first Golden age of prosperity, and a possible civics's switch to nationalism and Pacifism.

A review of my resources gives the following situation;
Spoiler :
Resources0000-1.jpg


Looking at the map,I have 14 possible sea food bonus,and 13 Cereal bonus, Although Cereal mills gives a lesser return, my cereal crops are not as readily pillagable, are already developed, without additional cities.


A review of my cities finds that many are under the happy cap, and are slowly growing, if at all, due to the need to run maximum Merchant specialists to remain solvent. All cities are constructing buildings, with only 2, St Petersburg and West Point, both building Caravels.

Economically since my last review in 770, I've managed to over triple the Beakers/turn, double the Commerce, but with a subsequent increase in maintenance and civ upkeep.

I also realize the need to fully spam Confucianism to all my cities and Monasteries.
The Demographics;
Spoiler :
Demographics11800000.jpg



and the Current Tech situation, showing I've been stolen blind by Ragnar;
Spoiler :
Tech11800000-1.jpg


As there is NO WAY, he could have teched Civil Service, and Code of Law's so quickly, with his small empire, if he's taken this long to get this far.


1185 The Apostolic palace has been built under the Buddhist religion, Oh well, I had to try. At least I get some gold, 'dumb play to wait so long for such a strong wonder, now I have to be careful of religious Victories. To that end, I resolve to neither Vassalize Ragnar or Shaka, nor to fully Eliminate them, I leave myself open to 'homeland longing', but that's the price I must pay to avoid a religious Victory till I can spam Buddhism myself.

That Turn I declare war on Ragnar again, to grab the 3 workers he had stranded on the mainland BEFORE, he see's fit to disband them. I also take this time to review my own forces, as Ragnar only has 1 longbow, 1 Berserker and 1 Trireme active.
Spoiler :
1185Army0000.jpg

Smallish army of Quality troops, looking good for a switch to Pacifism.


1195- I have a great Artist born out of Rostov due to the Parthenon are great artist pollution. This is not a Disaster as widely seen by many people, but an opportunity to launch a golden age in Conjunction with the Taj Mahal build, giving me 48 turns of a golden age. :goodjob: :trophy:

Next turn, as I have my Woodsman 3 Great General in position, I take out Shaka's last Sword on my continent.

Its about time you removed that cattle yard stench, from MY LANDS Catherine comments.

I reorganize my stack so its now centrally located in Wall street, with all maces/Trenchbuckets, and I place City garrison 2 crossbow's in all coastal cities, preferably two/city, with one Pike.

I also send my stacks of workers south in groups of 3, to heal the war ravaged lands of the south. Courthouses, Libraries and Universities are the builds of choice, followed by Barracks and Markets.
Observatories will be built as soon as Astronomy is in and the Universities are built. The National epic is constructed in Science Central. My first Caravel is sailing SE from St Petersburg, with a spy on board.

1260- The Hagia Sofia is built, and I've spawned a Great Merchant, whom I set aside for Cereal Mills, 14 food resources, and I have no plans to fully develop the sea food as yet. Research is dropped to 0% for a 9 gold loss, with a reduction of 39 beakers/turn, still no scientists employed. The Economic recovery continues apace.


1270 and I finally reach the other continent, the first civ I find is ;
Spoiler :
HammiBaby0000.jpg


I check out his cities, he doesn't seem to have Istanbul or Ankara, or what ever was the Ottoman capital, He's also a Hindu, with the Apostolic Palace built under Buddhism. What else is there to discover. Judging by the Tech's I”m way out in the lead.


1275-Angkor Wat is now in, and I've met the final Civ, and its....
Spoiler :

Isabella0000.jpg

Judging by the tech's, she's further behind than Hammurabi is. Again I don't see any Ottoman cities in her list, and I've met all the remaining civ's. As she's a Buddhist, and Hammie's a Hindu, they've probably been at each other throughts most of the game. Our Biology Gambit is looking safe.


1300
Spoiler :
I trade 125 gold for Hammurabi's world map, its worthwhile, as I also gain open borders, my gold/turn shoots up to 41. Looking at the map, it was the BARBARIANS who eliminated the Ottomans, and the city is still Barbarian. Looks very juicy too. Hammurabi has managed to found no less than 3 religions Hinduism, Christianity, Judaism. Leaving Isobela with only Buddhism, and myself having both Taoism and Confucianism. Hammurabi, doesn't even have metal casting as yet, and seems to be seriously behind, or going full on the religious techs.

I may yet tech Divine right, to remove the religion and the wonders from the A.I.'s equation.


1380- A great Engineer is born in Science Central @10%, I save him for Mining corp. All my great People are being stocked up in wall street, my future capital, as I'll tech Divine Right,and build Versailles to the North in Yekaterinburg.

1388- A very nice random event occurs, I spend the 330 gold and get
Spoiler :
Militaryacademy-1.jpg

a very nice return on my funds


1464- We're the first ones to Liberalism, as if that was ever in doubt. I opt to take Biology as the free tech. I have gone the long way around,making a detour via Astronomy, when there was no need to, but I felt I needed the overseas trade bonuses, and the Observatories for research.

Spoiler :
LIberialismgrab.jpg


With the taking of Biology as my free tech, it has put turbo charged the Economy, it immediately leaps up in both research & gold generated. This allowed me to raise my research rate to 40%, and still be making money. The Beakers/turn jumped hugely, as many specialists were auto assigned by the computer.

Having teched Nationalism and building the Taj Mahal, I burn the Artist I generated out of Rostov to start a 48 Turn golden age. 48 turns of Glorious golden ages of discovery and production, I switch civics's to Nationalism, Free Market, and Philosophy, my Income rises by over 100 gold to 235/turn at 30% research rate. I've also just teched, corporation, accessing the Wall street wonder, but I need 6 banks, and as I will be the first to Economics, I will gain the Free Great merchant, (Sid's Sushi).

Spoiler :
48turngoldenage0000-1.jpg


As can be seen, I have insight into all the research the AI's are now conducting. I choose to research Divine right, to deny the 2 wonders and the religion. As well, I've decided that I'll just burn down the Apostolic palace city, to deny any chance of a religious victory. Since I'm doing this, both Shaka and Ragnar can die, but didn't have to, Immediately, as I actually did :blush:.


While having destroyed both Shaka and Ragnar, I now must burn down the Apostolic palace located in Salamanca

Spoiler :
AposPal0000.jpg


For this I will have to fight through with maces and Cannons. I will bribe Hammurabi into war with Isabella before I launch my invasion.

apocplaburncrew0000.jpg





1560, Isabella, has just declared war on Hammurabi, I only want to land troops and burn down the Apostolic palace. My plans fall into place.

1564, Replaceable parts is in, I choose Steam power for the Levies and the extra hammers generated. I'm now rushing through the techs. I now invade Isobella with my Apostolic burning army. I have only 1 aim in this war, BURN THE APOSTOLIC PALACE. Troops are expendable.
Spoiler :
Invasionforce0000.jpg


I move up to the defenses of Salamanca, and revolt the city with my 1 spy, its defenders are inadequate, to say the least.
Spoiler :
ApocDefences.jpg


I attack with the cannons first to soften up any likely defense. I attack a city, with walls upon a hill. My fist cannon wins (raider 3), the 2nd loses (barrage 1), 3rd and 4th promoted to barrage 1 win, then the mace men all win, with the last a newly produced mace winning and burning the city down, So ends the Apostolic Palace threat. By checking the members section of the Victory screen, I can see that it is no more...:goodjob:
Spoiler :
NoApostolicpalace0000.jpg


( F8-Victories, Members tab)



 
Part 7 THE END 1572AD-1690AD

As I'm now so far in front of the other AI's I feel that this has lost its instructional value.

Spoiler :


I go through all my cities adding barracks/Drydocks where needed, to the ends of the build queues. I'm still in organized religion, as I'm building many banks and other building, with a few troops.

I've naval domination, and my cannons will continue to dominate the land battles. I'll now move my troops to Istanbul, to establish a base for my continental operations.

I direct all troop production to my city in the NE, from which I plan to launch my attacks and re-enforce Istanbul. The method is;

1.Holding down the Control (ctrl) button while clicking on a city to select all.
2.Holding down the Shift button, click on destination city to remove it from group.
3.Holding down the shift button, Right click on destination city to select grouping point for production

Now all produced units will auto move to destination city, be they Land, sea or air units.

To cancel this at anytime, Hold down (Control button for all cities, Shift to group cities to cancel), and then holding down the shift button, click on any city to cancel.

Spoiler :
DestinationVladivostock0000.jpg


I've take Istanbul, and with the excess great people I've generated,I've launched a 3rd golden age with a scientist and Merchant, granting an extra 24 turns.
Spoiler :
GreatPeople0000.jpg
Taken at games end, I had another golden age available if I wanted it, or Corps.


I am now researching at a rate of near 2K/Turn, reducing the research times down to a couple of turns. All the while, I'm making cossacks and other troops non stop in my main continent
Spoiler :
Researchrates0000.jpg


My army of Cossacks has gone on a burning and pillaging rampage, here's a screen shot of the fall of Babylon
Spoiler :
FallofBabylon0000.jpg

I didn't take one of the fall of Madrid :blush:

ON CORPORATIONS

Hitting Shift-F7, and moving the mouse Cursor over the Relevant corporation, you can get an idea of what benefit each corporation would bring to each city at what cost.
Spoiler :

CerealMills0000.jpg
,


SidsSushi0000.jpg



Here you can see that they provide the same food benefit, with Sid's Sushi providing additional culture, great if your going for a cultural win, or fighting cultural battles on your borders.

Cereal Mills provides it at a lower cost per city, add in inflation rates of 50% (Current) and the cost differential can quickly add up.

Mining corp, will nearly allway's provide more hammers, and production is power. An extra hammer at the start of a game, by settling on a plains hill, can mean a big boost early on, when you can leverage that advantage, as you could with extra food/resources in BFC's of cities.
Spoiler :

Miningcorp0000.jpg



Also be aware that certain resources are used by more than one corp, and two corporations who use the same resource, can't be domiciled in the same city. An excellent post on this is contained here Corporations explained
If your going for a Cultural win, 3 corporations are of benefit for extra Culture; Sid's Sushi (Medicine), Creative Constructions (Combustion), and Civilized Jewelers (Mass Media).

Back to the game, as I've now taken sacked and burnt both AI's capitals, I decide to capitulate them both and end the game in a Conquest win.

Really, ever since the Ottomans were destroyed by the Barbarians and the Capital wasn't taken by either one of the other AI's until 1400's, I was easily going to win,and I just decided to go for a slash and burn, domination win.

Spoiler :
DeathofOttmans0000-1.jpg


I hope this was an instructional demonstration of how to cope at Noble level, and how to utilize the specialist economy.

I did nothing that any other player could do, and with some fore knowledge of the map, I deliberately set out to not play to optimal standard. The blocking cities is a strategy that should be employed in all games.

Spoiler :
blocking cities
Blockingcities0000.jpg


You'll also notice how I was able to settle all the cities close together in time frame,this was due to growing my settler pump to maximum population before building settlers as its faster, and in doing so, it allowed me to dominate the game.


Using certain features of the map as reference points, such as the jungle belt for the centre, Tundra for the North/South of map. Building your cities to claim vital resources for both Production and growth. Having a long term outlook to your cities, specializing your cities to the available terrain. A good example would be how I used Mutal, Pacal's capital as my National Parks city, due to the Large number of tree's left in the BFC, of which I chopped four down to enable more farms for further growth.

War's with set goals in mind, building up your troops, and using the internal city caps to your advantage, I.E Excess unhappy population for whipping, excess happiness caps for extra troops, and garrisoning appropriate troops to the appropriate cities.

Play your game to match your available resources. Hereditary Rule, Troops for extra happiness. Representation, Libraries and scientists. Caste system, farms for food/mine for production. Organized religion, build building and HAVE a religion.

Don't be so set on getting an early religion, other tech's are more vital early on. Extra food/production at this stage of the game can set you up.

Most of All, don't be afraid to ask a Question, we all started new to this game, and we all continue to learn, be that a new level, a new Economic method, or just how to play to your own set external rules to experience a different game experience.

I thank you for your time taken for reading this, and hope its been of some instruction and entertainment value.


:lol:
 
Back
Top Bottom