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I started playing a few turns last night and worked out where to put the settler so that we could get the dyes and bananas

The other city site spot is still good right?

Have you settled it yet? What spot is it?
 
Have you settled it yet? What spot is it?

I haven't settled it yet. It's the spot in between the two banana tiles with a coastal tile to the west.

I still have a few turns before getting it to the spot. I delayed the settler for one turn just in case the Vikings decided to be stupid and attack us. Would rather delay one turn and play it safe than lose the settler.
 
You mean the spot 1SW of 11 in this dotmap?

Good, I think that's the one we agreed on.
 
OK, it's done.

Hopefully the colour-coding is clear enough to show what I wanted to show -- apologies for the eye-watering look, but only the neon-highlighter colours showed up consistently against all backgrounds. I've only calculated food distributions/tile allocations (coloured borders) for our core cities (including Aarhus, excluding Copenhagen, on the assumption that we will keep the former but raze the latter), because these were the most difficult to ensure adequate food.

I haven't bothered working out an exact tile allocation for Neu Oslo, Bananenbucht, or Bergen, because all those cities (or any we might soon build) in the regions beyond the core will have more than adequate food supplies from any given 12 tiles that they might work (I've marked their BFC tiles with the maximum food potential, fully irrigated, before railways). Except where the odd Hill/Mountain tile might need to be subsidised, most of these (currently marsh/jungle) tiles can rather be cleared and mined (or in some cases even forested) instead.

It seems to be generally agreed that we should settle on Spot11 (which MRG is currently doing -- good!), but the rest of the map is to be regarded as open for discussion. To start that off, I've marked what I think are some good spots for 'immediate' settlement (Spots 12 + 13, in filled blue circles) and (post war) settlement (simple blue rings), generally following a CxxC pattern. What does everyone think?

EDIT:
Just looked again, and Eisenstadt is 1f short in that version -- instead of one of the HIlls, it will need the iPlains 2NE of O'stadt, O'stadt will need to take the Sugar-plain instead, and W'haven can work another 2f Coast tile instead of the Sugar-plain. Further updates as events warrant...
 

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I say the circular dot west of 12 should probably be moved 1 tile north so that we don't have to clear a marsh before settling it.

I like all of the other dots, though.
 
Yeah, I originally put that dot there as a fort-city, to block access to/from the peninsula.

After I finished the tile allocations (once I saw how many land-tiles Spot13 and the mooted whale-town would have available) I thought it probably ought to be moved, but by that point I just wanted to get the map posted, so didn't go back and change it.

Rather than just 1N, moving it 2N or 1N-1NW might be even better, since that would put it on the coast and on the shore of that 1- (or 2-?) tile lake, for freshwater. On the other hand, leaving the city on that chokepoint, would leave us space to put a 3rd city on the peninsula, 3NW of that spot (and 2S of the whale-city)
 
1N is also on a chokepoint.
 
1N is also on a chokepoint.
I realise that, but that tile (also) has no freshwater access -- and moving the city there would make putting a fourth (lakeside) city on the peninsula much less worthwhile. Also, settling that penisula won't really be viable until we've defeated the Vikings, and maybe have also got the English on the run. On which subject...

Regarding (imminent?) war:

Most of our cities are still un(der)defended, which will make them very attractive to a Viking counterattack (even if enemy units are already on its turf, the AI will go after undefended foreign cities). Assuming we're able to force the Vikings into capitulation very quickly, if we've lost too many attack units in the process (i.e. the RNG failed to go our way too often), that will leave our military even more weakened vs. the English, which will further increase the probability of an English DoW.

So before we initiate any hostilites, in addition to the Sword/Horse SoD which we've already accumulated, I would also like to have some (attack) units in reserve, either to act as reinforcements to defend captured cities (if we're winning) or to guard our existing cities (if we aren't). I think that ideally all our cities -- and certainly all of our border cities -- should be garrisoned with at least one, and preferably two D=2 units (e.g. 1 vSpear and/or 1 vSword). In Lanzelot's save, a lot of our cities were building improvements, not military, so where switching would waste shields, those projects would need to be finished before we can start pumping out units.

I realise that bumping up our unit numbers will be expensive in terms of upkeep (at least until the war starts, when we will either start capturing cities or losing units...) -- but I think it probably wouldn't be as expensive as having to mount a campaign to retake/rebuild our own cities, using whatever cities we had left...
 
The dotmap looks good. We'll need to think a bit more about how to settle around Trondheim in anticipation of our future FP, and that's it. The rest of the map (beyond the third ring) can then be ICSed.

But why defensive units? We are not playing Deity here... Just get in, kick ass and get out again. Our stack is enough for the Vikings. No need to defend any cities. And no need to build new units. (Only if we wait too long, and let them recover, it'll become difficult. Then we'll indeed have to build more units instead of urgently needed markets and libs.)
 
Alright, we've got a trade possibility.

The Mongols somehow managed to acquire Monotheism and Feudalism in the same IBT. They won't give us Feudalism, but will give us Monotheism for Literature, Engineering, and 130 gold. We currently have 280 gold with -31 gpt.

To me this trade doesn't seem worth it for a few reasons. We are still the only civ with Literature and Engineering. No one else has any of those techs. The other reason is the Mongols are the only ones who know Monotheism and Feudalism.

I'm thinking that I should wait until one of the other civs discovers Mono or Feud because then the tech isn't going to be as expensive since another civilization knows it.

What do you guys think? Take the deal now or wait a little longer for another civ to discover it?
 
You're right, that's absolutely not worth it.

I assume you recently met them, but haven't met Korea yet? The most likely reason why they just got two new techs is that Korea got one as their free tech and Mongolia researched one then traded with Korea.

Wait until you find Korea, and both Mongolia and Korea will likely offer lower prices.

I also asssume you have to be researching either Feudalism or Monotheism right now, so that will drop the price.
 
Of course take the deal. 130g is dirt cheap, and we are likely to get it back for something later anyway.
I think, the risk that they soon get Lit and Eng from somewhere else (and then we have nothing) is much higher than the probability that they'll be willing to give a better deal later on.
And another reason: the Mongols are not on our continent, so we have no aspiration to any of their territory. So we can use them as research partners (if they are so far ahead in techs, they must be strong). And as a research partner, we don't want them to spend their beakers on techs that we already know! So even if they had nothing to trade at the moment, we would gift them our techs now and hope they'll discover something that we don't know.
For example they could go towards Invention - Gunpowder, while we go for Education. (And even if we couldn't afford those techs at the moment, we would get them eventually.)

So to sum it up: in a research game one needs to keep the tech pace high. That means: trade for your life, everything you can get, and also pick a few friends and always keep them up to date so that they don't waste beakers on techs we already know. That's the only way to achieve a good date in a space race.

@toxicman: I guess the above already answers your question: in a fast science game, the Great Library is useless.
 
0 - 110 BC

Literature researched. Feudalism seems like a good choice to research next because it will take less turns to learn than Monotheism.

Capitol city produces settler. Production set for another settler.

Notification about the Chinese building the Hanging Gardens.

1 - 90 BC

Changed production from Temple to Library as per the turn hand off notes suggestion.

Our exploring ships have found the Mongol homeland.

IBT

Mongols ask for Literature and 380 gold for Monarchy. Yeah right, lol!

Die Siedler builds barracks. Production set for library.

2 - 70 BC

IBT

The Vikings demand Literature from us. I refuse. They do not declare war but a swordsman enters our territory. I smell an attack coming.

Notification of Mongols building The Great Lighthouse.

3 - 50 BC

Originally I planned on moving our settler from the capitol undefended to the spot. But since I smell war coming I move the settler back to where it can be defended. This will hopefully only set back the city build one turn.

An archer beside Die siedler is too close for comfort and it is undefended. I move a horseman over towards the city to attack the archer if necessary.

IBT

The Vikings do not attack. It appears the swordsman was just passing through in order to get back to the homeland.

Eisenstadt produces Barracks. Production set for library.

Neu-Oslo produces worker. Not sure what to build there next so I select another worker. Whoever takes it next can change it if they wish.

Dheli builds the Hanging Gardens

4 - 30 BC

Die Seidler is about to revolt. It's not connected to roads so I'm temporarily going to assign a scientist there until the workers can connect it to the rest of the empire. Once the city has access to luxuries the revolt risk will lower.

IBT

Capitol produces settler. Production continues on another settler.

Notification of Mongols building Sun Tzu's Art of War

5 - 10 BC

Somehow the Mongols acquired Monothesim AND Feudalism in the same turn. They will not give us Feudalism. They will gives us Monothesim for Literature, Engineering, and 130 gold (we currently have 281 gold with -31 gpt.) Yuck.

I decide to wait to trade them - and good thing too, because an exploring ship finds the Koreans. They are willing to trade us Feudalism for Engineering and Literature. Good deal.

I talk to the Mongols next, hoping the price isn't too high for them. Monotheism for Literature, Engineering, and 80 gold? Done :)

We are now researching Invention.

IBT

Notification of the vikings building the great lighthouse

Notification of the Mongols building the great library

6 - 10 AD

The Vikings still haven't removed their swordsman from our lands. We can now finally demand it to leave or declare war. The Vikings declare war.

Hamburg is now about to revolt with the removal of luxuries. A citizen is converted into a scientist.

My first step in the Viking war is to remove the units near our lands. A horseman attacks the swordsman and loses. The swordsman loses only one point and gets promoted to veteran. Another horse attacks and beats the swordsman but is redlined.

Another swordsman is right beside the redlined horseman in Viking territory. It will most likely attack the red horseman in the IBT, so I move a veteran horseman over to the spot to defend against the attack.

IBT

As predicted the veteran swordsman attacks our horsemen. The swordsman wins, but the horsemen escapes being killed. The swordsman has lost 2 points.

A lone swordsman approaches Muchen while the archer closes in on Goldstadt

Notification of England and Korea building Sun Tzu's Art of War

7 - 30 AD

We lose a swordsman attacking the viking swordsman and it is promoted to veteran. I probably should have used a horseman instead, so I attack again with a horseman. The swordsman is no more and our horseman only loses one health.

The other archer and swordsman are not within easy one turn reach of horseman distance. Will wait until they get closer so that I can attack them rather than defend.

IBT

We lose our horsemen that attacked the swordsman near Munchen to an archer.

Another archer enters our territory at Goldstat

Kolossusstadt builds a library. Production set for barracks.

8 - 50 AD

Bremen is founded on the coast between the two banana tiles.

A horseman attacks the archer near Goldstat and loses, but is able to survive the battle. Another horsmen is sent, wins, and is promoted to elite status.

A swordsman attacks the archer near Munchen and wins. It loses one point but is promoted to veteran status.

IBT

A viking archer attacks Munchen and loses. The defending spear is promoted to elite status.

A viking swordsman enters our territory near Munchen.

Our capitol produces another settler. Production set for a settler.

Notification of the Vikings building Sun Tzu's Art of War.

Notification of Koreans and Chinese building Great Library

The Koreans establish an embassy in our capitol city.

9 - 70 AD

A horseman attacks the swordsman and wins, losing one point and promoted to elite status.

IBT

An archer attacks our horseman by Muchen. We win, but the horseman is redlined. Another archer shows up to deliver the finishing blow. Two more archers approach the city.

10 - 90 AD

I send a swordsman to attack the archer. It wins, loses one point, and is promoted to veteran.

Hand off notes

- A settler is currently being escorted by an archer near where our new city was founded. The next person needs to find a suitable spot for a new city.

- We are now at war with the Vikings because they wouldn't remove a unit from our territory. So far this war involves us attacking their offensive troops that are coming at us. Soon they will run out of offensive troops and that is when it would be best to strike.

- There are too many regular units. We must take care when building troops that we build troops in a city with barracks.

- I don't think we have enough units to launch a good invasion wave on the Vikings yet. We have lost a few by attacking the invading forces in our lands. Whoever takes it next needs to find a balance of recruiting troops as well as building libraries to help us with research.
 

Attachments

You attached the wrong save file- that's 110 BC, the one from before your turnset.

There were a few times where you used specialists to keep cities from rioting. That's a good idea when there's only two or three cities in danger of rioting, but after a while you want to start upping the lux rate.

A note on mentioning battle results- First, saying "Unit retreated" is a bit more succinct than "Unit lost, but managed to survive the battle" and is probably easier to understand. Second, and more importantly, I, and many others, generally like to keep a running tally of how many units died on each side for the entire turnset. I'll show you what I mean in your set:

6 - 10 AD
My first step in the Viking war is to remove the units near our lands. A horseman attacks the swordsman and loses (0-1). The swordsman loses only one point and gets promoted to veteran. Another horse attacks and beats the swordsman but is redlined (1-1).

IBT

As predicted the veteran swordsman attacks our horsemen. The swordsman wins, but the horsemen escapes being killed Still (1-1)- Don't need to change the tally for retreats. The swordsman has lost 2 points.

7 - 30 AD

We lose a swordsman attacking the viking swordsman and it is promoted to veteran (1-2). I probably should have used a horseman instead, so I attack again with a horseman. The swordsman is no more and our horseman only loses one health (2-2).

The other archer and swordsman are not within easy one turn reach of horseman distance. Will wait until they get closer so that I can attack them rather than defend.

IBT

We lose our horsemen that attacked the swordsman near Munchen to an archer (2-3).

Another archer enters our territory at Goldstat

8 - 50 AD

A horseman attacks the archer near Goldstat and loses, but is able to survive the battle. Another horsmen is sent, wins, and is promoted to elite status (3-3).

A swordsman attacks the archer near Munchen and wins. It loses one point but is promoted to veteran status (4-3).

IBT

A viking archer attacks Munchen and loses. The defending spear is promoted to elite status (5-3).

A viking swordsman enters our territory near Munchen.

9 - 70 AD

A horseman attacks the swordsman and wins, losing one point and promoted to elite status (6-3).

IBT

An archer attacks our horseman by Muchen. We win, but the horseman is redlined (7-3). Another archer shows up to deliver the finishing blow (7-4). Two more archers approach the city.

10 - 90 AD

I send a swordsman to attack the archer. It wins, loses one point, and is promoted to veteran (8-4).

I will have further commentary when you upload the correct save.
 
Once MRG has posted the right savegame (and I am home to download it), it will be my turnset (if Acronym doesn't show up). Until then, here are some random thoughts so far, based on MRG's turnlog...
The Vikings still haven't removed their swordsman from our lands. We can now finally demand it to leave or declare war. The Vikings declare war.
I think I wouldn't have made that demand quite yet -- at least, not before redeploying our Swords all the way along the frontline, since the Viking units are coming in from all directions. The milk has however already been spilt, so I'm not going to :cry:...
My first step in the Viking war is to remove the units near our lands. A horseman attacks the swordsman and loses. The swordsman loses only one point and gets promoted to veteran. Another horse attacks and beats the swordsman but is redlined.
Atk=2 vs. Def=2 (before terrain/defence bonus) is not very good odds (≤50% victory prob., even if both units have the same HP), especially when our 'attack' unit numbers are already (too) low. I would prefer to attack Swords with Swords if possible (3 vs. 2) -- unless mounted units have some kind of hardcoded advantage (other than the retreat possibility) over foot units...?
Another swordsman is right beside the redlined horseman in Viking territory. It will most likely attack the red horseman in the IBT, so I move a veteran horseman over to the spot to defend against the attack.
i.e. Atk=3 vs Def=1? If it lives, our 'defender' will probably end up running away...
As predicted the veteran swordsman attacks our horsemen. The swordsman wins, but the horsemen escapes being killed. The swordsman has lost 2 points.
...but the redlined Horse is undefended again...
A lone swordsman approaches Muchen *snip* We lose a swordsman attacking the viking swordsman and it is promoted to veteran.
Well, that sucks. Did the Viking Sword have a terrain defence bonus?
The other archer and swordsman are not within easy one turn reach of horseman distance. Will wait until they get closer so that I can attack them rather than defend.
Obviously it's best to weaken a stack with fast units first if possible, but if I can only bring a few units to bear, I would tend to hit a Sword+Archer 2-pack with one of my Swords first: if I'm successful (against the enemy Sword), my Sword will still retreat (hopefully to high ground/a city), leaving the enemy Archer undefended. Then hit the Archer with a 2-MP Horse: if my Horse starts losing, it can retreat; if it wins, it will still have a move left to allow it to get back under cover of my Sword's defence.
while the archer closes in on Goldstadt ... Another archer enters our territory at Goldstat
Archers have virtually no chance vs. Horses -- so I hope we've got some handy...
Kolossusstadt builds a library. Production set for barracks.
Shouldn't it be building a Marketplace? Not so much for the Lux-multiplier benefit at this stage (although we will soon have 3 Luxes available... -- right?), but for the 50% tax boost -- K'stadt is our high-commerce-city, after all. It's also a long way from the frontline, with a low SPT, so it will not be useful for building mil units. That's why we (I) already sold off one Barracks there, remember...? ;)

EDIT:
I now see from the 90 AD save that we already have a Marketplace there, sorry. So, a Granary for faster growth to Pop12 instead...


Hamburg and München should be building units -- and Eisenstadt and Wilhelmshaven too, if they've already got a Barracks (Hamburg/W'haven = Horses, Munich/E'stadt = Swords/Archers).

Since the war has not been started with us in the most advantageous position, I'd suggest (short-)rushing rArchers if we need quick defence in any of the non-Barracked frontier-cities and/or newly-founded cities (although Lanzelot will probably disagree...). It's not ideal (I'd rather have more Swords/Horses), but cheaper than losing the cities for want of an 'offensive defender'. (And considering that the Vikings won't be able to build any more Swords after this wave are gone, Archers are probably sufficient for now...)

- A settler is currently being escorted by an archer near where our new city was founded. The next person needs to find a suitable spot for a new city.
Is Spot12 on my foodmap OK for everyone (it may annoy Good Queen Bess, though...) or should I push on round to Spot13, or even Walbergsdorf (="Whale-hill village", I think)?
Soon they will run out of offensive troops and that is when it would be best to strike.
If we still have the units to do it...
- There are too many regular units. We must take care when building troops that we build troops in a city with barracks.
I assume the regSwords are mostly upgrades from the regWarrior MPs that I had to build on my last turnset...
I don't think we have enough units to launch a good invasion wave on the Vikings yet. We have lost a few by attacking the invading forces in our lands.
We did, but what we now don't have is the initiative. Copenhagen should have fallen on the first turn of the war, with Bergen following shortly after it...
Whoever takes it next needs to find a balance of recruiting troops as well as building libraries to help us with research.
I think the priority now should be troops not Libs/research. High Tax% for rush-builds/upgrades/tech-trades, and high enough Lux% to keep everyone happy while the war lasts. And trying to get peace ASAP (after taking some cities, if possible).

Feedback please?
 
Ok, here's the correct save file. Sorry about that error. I'll comment more after the save is looked through and more people have commented.
 

Attachments

I think the priority now should be troops not Libs/research. High Tax% for rush-builds/upgrades/tech-trades, and high Lux% to keep everyone happy while the war lasts. And trying to get peace ASAP (after taking some cities, if possible).

Feedback please?
We can put our research on hold for a little bit while we slap around the Spam loving Vikings and take their cities. And since the war started before we were best prepared, we need more units to regain the upper hand. Veteran units, not regulars.

Once this war is done we will be in a better position for research and buying research results.


Link to video.
 
0 - 110 BC

Literature researched. Feudalism seems like a good choice to research next because it will take less turns to learn than Monotheism.
Ahem, you have been aware of this?
After Literature, it is probably best to stop research for a while, until we find Korea, gift them up into the middle age, and hope they get a different freebee, which we can trade. The best case for us would be: Korea gets Monotheism, we trade it for Literature/Republic/Engineering/whatever and then we can research Theology, while the AI does Feudalism for us.

In turn 5 you indeed found the Koreans and were even able to trade both from the AI, Feudalism and Monotheism. So that means you just wasted 5 turns of research and even used up our gold reserves during that time, instead of accumulating some more gold!

Die Siedler builds barracks. Production set for library.
...
Eisenstadt produces Barracks. Production set for library.
These towns are still too small for a lib to pay off. We can switch them to some more units for the war effort for now. Libs are cheap for us, so we can get them soon enough.
I decide to wait to trade them - and good thing too, because an exploring ship finds the Koreans. They are willing to trade us Feudalism for Engineering and Literature. Good deal.

I talk to the Mongols next, hoping the price isn't too high for them. Monotheism for Literature, Engineering, and 80 gold? Done :)

We are now researching Invention.
Excellent job of getting us Feud & Mono for almost free. (Except for wasting so much gold in the preceding 5 turns...) But why Invention?? You are aware that we are playing for a spaceship win? That means we need to beeline for Universities!

6 - 10 AD

The Vikings still haven't removed their swordsman from our lands. We can now finally demand it to leave or declare war. The Vikings declare war.
The timing of this war was excellent! :goodjob:
However, the execution was a bit imprecise: if you planned to trigger the war this turn, why didn't you upgrade our swords to medieval infantry the previous turn?? The tech for this was there, the necessary gold should have been there too. With a handful of MedInf you would have been able to beat off all their attackers without losses and to capture Copenhagen on the second turn of the war. The war would have been decided by now.

Another tip on warfare: fighting against their units in the open field is not a good idea. We have killed a couple of units, but also we had quite a few losses. Instead of going for their units, one needs to ignore the units and go for their cities. München and Goldstadt could both have been defended by a pike before the start of the war. One more unit for reserve and they would have been immune from attack. The rest of our stack (10 units) could have gone for Copenhagen and then Bergen. Stray units inside our territory would have lost against our pikes and/or turned around to recapture Copenhagen. In the time they lose running back and forth, our attack stack would have captured Bergen and then Trondheim after which we have already good chances of getting a town or two in the peace deal. Objective of the war achieved. Now we are looking ahead to a pro-longed war and have to produce quite a few reinforcements.

I took a look at Oasenstadt. It is currently size 4 and growing with +5fpt. Did you read the description of how to operate it as a 3-turn settler factory? At size 4 it needs to use +10fpt to grow in one turn! (Königsberg doesn't need that food while building the granary.) It is important that Oasenstadt finishes it's settler-building duty asap and can grow to 12 make good use of a library and university. 20 turns research time for an early middle age tech like Invention is just too long for a space race game. With 2-3 big cities we can already cut that down to 8-10 turns per tech.

BTW: the next player needs to be careful: Königsberg is about to grow this turn and complete the granary in the next turn, wasting 6 shields in the process: 8 shields are left, and it is currently making 7spt (already counting the extra-shield on growth). Also growing now throws away half of our food bin. Rearrange the MM so that it makes 8 shields now, completing the granary, and then it can grow next turn, keeping the food bin half full. ;)

Suggestion for Kolossusstadt: switch the barracks to a galley now, which can take over the ferry duty at Wilhelmshaven (otherwise our settlers will need forever to reach the sites over on the peninsula), and then start the marketplace.
 
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