AKSG-01 First Try at Prince

as for the rest of the turns, ive decided that ill play them (up to the 20th) now

Fine by me, especially since you'll be out of contact. Get some turns in while you can.

I suppose we'll build that academy?
 
nm just saw your edit., btw you didn;t 3 pop whip the mids? ug half those forests were for the GL. Oh well it's prince hehe. In general whip and chops are a powerful combo.

As for the chop in VJ, prechops are tough to coordinate period, much harder when you have stupid monty antics going on. np mate... nice turns.

really nice micro on mono and warmongering btw. :)

Asfor founding that costal town. eh. That you understand it had the option of waiting is good enough in that there's no correct answer as to found or stall. So long as one understands the consequences it's all good.

Cheers!
-Liq
 
preturn: ok so I see Delhi is about to build the mids (a must have for us) and it's population intact.. meh.. ok well no forests to chop for great lighthouse hehe.

I stop the pre chop near VJ because it's a non riverside grassland,... that VJ is working it as a forest is an indicator of where it gets it's hammers.

I change Vara from monument to workboat as it is gonna get hinduized in a moment.

Ok so 2 turns before another civic change upon which rep time!

I see bombay is already making a missionary.. good deal. First goes to VJ.

also move the non hurt axe down to vara for garrison.
monty doesn;t want to talk hehe.. go figure. that wimp will take peace in a bit

Also don;t need to be starving Delhi anymore so move work from a hills to a farmed fp. So sad the farmed fp's are better than that rice tile.


a mere 8 points from a GG.

[1]75 BC and...
akk01mids.jpg



The single most important wonder for Gandhi. GG people. I cannot change civics for one more turn.

Delhi now has 61 extra hammers, a wasted forest =/ so I place them into a settler

Code of laws in 27 turns at 20% science then settle the academy Code in laws in 20 turns.

I notice patalwtf aka 'patty' is making a settler at 2 population, since gems are nice commerce I change that to a library. we cannot afford to expand quite yet hehe.

put science to 0% for +2 gold a turn.. oh boy. Code laws at 33 turns hehe go go specs.

[2]50 BC
Bombay spits out missionary and can build the temple of artimis in 22 turns... I take it as we can use the cash or the wonder.

Revolt to rep and code of laws goes from 32 turns to 14 rofl. Change build from settler to missionary to hit up vara.

[3]25 BC
Seems Delhi is 4 under happy cap (lol) so I move off a plains hill to work all the farmed FP's
Cutting this close people hehe 0 gold a turn at 0 science....I use the missionary on Vijay and our gold at no science is now +1.

Troops are all healed up and ready for the next monty archer stack hehe. nice to see that warrior medic =)

vara should be hooked up to trade route then realize am missing a bit of road hehe. meh/

[5]50 AD War is over hahaha.
akk01peaceformonty.jpg

What a wimp.

no techs to extort anything for peace BTW.

akk01powerformonty.jpg
that's power curve for last 50 turns.

Revolt to rep and missed screen shot, code of laws sooner than 30+ turns now hah.

[6]75 AD Vijay finishes library and goes for a 4 turn temple hehehe I love that.

varas city maint is 2.9 gold btw, not much at all. delhi went from barely 7 population to 2 turns from size 9.. lots of happy left.

[8]125 AD gold is hovering around 0 per turn at 0% science do delete the 3 spearmen in Vijay.. they were all 3 exp from barracks so no lost combat experience.

[9]150 AD Delhi's missonary is done so I start on an aqueduct in 10 as its at unhealty cap, can sink hammers into the hanging gardens after this completes as well. Delhi grows to 10 in 2 turns hehe. Still under happy cap.

+5 gold so turn science to 10% code in 5 rofl. this from 33 turns before rep.

I put the missonary on auto to vara.. that's where it's gonna get it's culture bounce.

Confusion founded in a distant land, oh well.


Vara grows to size two so I prompty whip the workboat to save 6 turns. it has a high happy cap hehe.

I missed it but monty got hinduized in 100 AD, see he's good for 2 gold a turn! :D +1 relations!

Going to need more military soon Vijay can build it's own defenses after the temple.

hmm a great person in 2 turns... ok going go 11 turns hehe.

[10]175 AD temple comes in for vijay, go for 5 turn walls. Vijay is now pulling in +6 culture a turn so next culture bounce in 4 turns... it's about to get a serious defensive boost.

vara finishes it's workboat with 19 hammers overflow and place them into a granary. Working the fish gives growth in 4 turns, whip that granary out when it able to. It's paying for itself now.

72% scientist 15% great eng both fine, 13% "profit" would be a loss.

[11]200 AD We get the odds on favorite, a great scientist so settle him in athens. next GP in.... 22 turns.. Code of laws in 2 turns now at 20% science. At a mere -2 gold a turn, turning science back off to 0% after it comes in.

A nice milstone.
firstmilestone.jpg


I 3 pop whip an aqueduct in dehli and cause I was going to try and stall that settler.... and to make sure we do not go bankrupt hehe.

[12]225 AD
Vara gets hinduized for more gold and code of laws in 1. Bombay is gonna get confused looks like, Vijay doesn;t have a chance. we are gaining culture on vijay's rice... yay.



[13]250 AD Code of laws comes in! no confusion but that's not why we went for it.
I set science back to 0% and choose currency in 12 turn for a several things, not optional hehe.

we have 12 gold saved and +3 gold on 0% science.. currency does serveral things, first and foremost +1 trade routes. That's a whopping +1 commerce per town basically but hey it's free!

Opens two new buildings, market and grocer.. those add 25% to gold the town creates along with happy and health for various calender resources of which Grocer is the only one we have present...worth +1 health for sugar. Delhi is pulling in 20 gold a turn such that those two buildings are worth +10 gold a turn.. major.
Finally currency lets us build Wealth.. which turns hammers into gold. Plunking a grocer down in bombay is worth 4 gold a turn if bombay builds wealth. For 21 gold a turn.

All in all code and currency are the cure for the mid game Rexing blues. in retrospect should have done currency first but I'm used to MUCH higher maint costs.


bah that effing settler pops move work onto hanging gardens for the cash. Liq sucks tho there was not much else to sink the hammers into.

I put the settler to sleep in patty, We cannot afford another town for a bit. vara though is paying for itself already and isn;t even in trade due to liq's :smoke:..

akk01missingroad.jpg



please move that worker near vara up to finish the road connection near vijay. That's worth 2 gold a turn after currency. I am raoding the rice near vara to realize we have one hooked up by athens hehe.

Bombay has a real chance of completing the temple of artimis (9 turns) it's actually not a bad wonder under rep. feel free to whip it to complete it, don;t chop anything.

we can seriously use more workers BTW, vara is not a bad place to do that after it grows a bit hehe. Whip it's granary when you can, double whipping is fine as vara has a ton of happy cap. also once patty grows next turn no worries about going on permanent worker duty for the time being as it will have a 1 food surplus working the grass hill (not good) btw bombay needs some worker attention.

Delhi is on hanging gardens and has no earthly right to ever complete it. when currency comes in move builds to grocer then market.

Next town will be teal dot.. Hooking up those gems is a no brainer hehe. goto ing the settler to vara. teal dot is the one south of vara picking up clams and gems. To prep that town we are going to want a missonary for instant hinduization and that gems hill dejungled. Can escort the 4th worker (whenever it's built) down there to chop that gems jungle away.


monty is finally hooking up that marble, maybe he'll build a wonder for us.


need to leave science at 0% to collect gold then blitz currency when it gets close.

Once currency comes in, we can build up military back up big time. Until then, cash is tight. Oh and welcome to the spec economy. :D

Cheers!
-Liq
 

Attachments

Wow. Ok, Liq I think you need more cough syrup. Or maybe a long nap. You mentioned Confusion was already founded early in the turnset, and then mused about where it would go 1 turn before CoL was discovered :crazyeye:.

Otherwise, Liq is solid as usual, bandaging our broken economy back. We've hit the limit of our REXing, so we need courthouses to continue (or more cottages).

Oh, don't bother building the market and grocer in Bombay to improve output of the wealth build. Those buildings don't affect building wealth (as that is modified as hammers via forge/factory etc.). We could lay down some cottages there though, as there is lots of food and no water until Civil for farms/workshops. We do not really want to be building wealth anyways. Instead, Bombay needs a courthouse bad, as it bleeds more than 4gpt. Vijay also getting up there, and will only get worse with increasing population.

I disagree with Teal Dot next. That's way far from our capital and will probably cost us the rest of our excess gpt at 0% science. Blue Dot is a better immediate settling decision, as it is close to the palace, and can be easily dialed up to be a commerce haven. It's also a very central location, hence good for a capital movement later on (which is easier the more developed it is).

Also, deleting the spears was :smoke:, as it would've been more cost-effective to move them into the backend of our empire and delete the warriors (less of a drop on the power graph).

I think we need sailing soon for Vara, the rice is pretty sucky (as seen in Delhi). We could go for Alpha as next tech though, and try to trade for sailing/med etc... with Monty, as he is cautious to us right now. In fact, I recommend a switch to Alpha immediately, as no beakers are put into Currency yet, and Alpha will discount Currency (I'm reading the tech graph correctly?).
 
yeah need more cough syrup hehe

didn;t know that about wealth building, good to know.

And yah no beakers into currency so free to change.

Cheers!
-Liq'd
 
And the roster, in case anyone is hopelessly lost about turn order like me.

ROSTER
AkK47
Liquidated <-- Just Played --
Grover22 >> UP NOW <<
S.ilver <-- On Deck --
Corneh
 
I haven't started yet, but Liq seems to think we'll be able to build grocers with Currency. I think we'll need Guilds for that, no?
 
Seeing as this is prince.. Bombay is a great wonder dump hehe. As for the econ it was real close hehe. Moving spears to garrison is fine but I didn;t have the 4 turns to swap so I claim not :smoke: there; we were literally one turn from strikes

yeah looking it over blue isn;t all jungle like yellow so clear winner as it can still worlk those gems.. good catch. To be honest can found blue dot soon, just dejungle the gems and road to the dot prior to settling.

If we have sailing in for the instant trade route and a missionary stalking the settler, we can easily found all the coastal dots painlessly. So no, rex isn;t over, it's just catching it's breathe hahaha.

Delhi is a special town.. has 11 happy cap and can keep growing from there, flood planes are so fun for a non financial civ it's like having a row of rice to work. To abuse spiritual, I would actually swap to caste system after whipping vara's granary and just opt back into slavery everytime we want to whip. Just make sure we don;t want to whip within 5 turns.



For techs, our economy is still very weak, though it's out of the thickest of woods. Since alphabet discounts currency and sailing would be a really nice trade, makes sense.

Just amazing how much mids helps Gandhi tho, GP's popping like crazy and our science is better at 0 now than 40% before.

Anyway stopped feeling compelled to throw up so that's a bonus. Was able to go comatose for a few hours so should feel human in a few days at this rate.


After alphabet and currency, we really need to mosey on over to literature to get started on those wonders.

oh :smoke: on grocers, wow I was reading to civlopedia incorrectly yeah grocers needs guilds AND currency.

Alphabet next is fine. might want to chop that forest just outside bombay's BFC (west of the copper) as temple it's building is actually really nice.

Cheers!
-Liq'd
 
Good point about going on strike Liq. Forgot that we were at 0gpt at 0% science :crazyeye:.

Worst case with Blue Dot, it can probably work the lake tile to break even, but yeah, clear out the jungle ASAP and dial cottages.

We have like 3 workers last time I checked, and that's not going to work out too well with 5 cities (coming on 6). I think Delhi should dial a worker rather than building a wonder that we are not looking to complete anyways (or build a courthouse, or ANYTHING).

EDIT: And me posting the roster wasn't a stab at you Grover. In normal SGs (like ones that me and Liq decide to stay out of), they usually post the rosters at the end of the turnlog. Helps keep everything organized with less confusion, so I thought I'd put it up instead of letting chaos reign as usual (also helps lurkers know who's playing... if we actually have any lurkers :crazyeye:)
 
you do not understand silver... dehli has 4 happy to fill and it can grow them *fast*. Wonder allows delhi to bank some gold while still growing. After delhi hits 11 pop THEN can either play whack a mole slavery/caste to leverage excess population for more scientists (or merchants) or as a worker pump. Until then though let delhi grow. Courthouse in capital is marginal.

need mass workers tho indeed. Now that we can afford them.

Cheers!
-Liq
 
Ok, so Delhi has to grow, but why sink hammers into a wonder for cash conversion when we are needing other stuff? We can dial a missionary in Delhi for Blue Dot, we can stick up a cheap monument. And while a courthouse is not great in the capital yet, it'll let us run a spy spec, which is the most commerce efficient spec in the game.

I see minimal reason to stuff hammers into cash conversion when we need so many more things at the moment.
 
meh ok fine. I'm still in an alarmist OMGZ NO CASH state of mind and this flu makes a slow thinking liq.

Funny thing is it's almost like we planned the economy to milk it for every penny :lol:

As for GP's a mix is fine, at worst just embed them and a variety is good for golden ages.

Cheers!
-Liq
 
The Highlights

We get cash for the Temple of Artemis.
We found the blue dot city--Agra.
Monty declares war again.
We are researching Metal Casting.
Silver is up.

Going forward

There is a missionary almost ready in VJ that should be used for Agra. There are three workers near Agra who have started clearing the jungle and building roads. A fourth worker is being produced in Vara. Liq's idea of having Vara pop out workers for us seems like a good one. At size 2, it's a very good worker factory. We could certainly use some more workers to help tame the jungle.

Patty is producing another Settler, mostly because that was already queued up and had some hammers invested in it. We may or may not wish to found another city right away, but our finances are in pretty good shape: We have 197 gold in the bank, and we are +19gpt at 0% research. At 100% research, we'd be at -24gpt. I've left the research throttled low to build up some cash, but I think it's fine to set it back to 100% for a while if there is a rush.

Markets should be a priority for Patty and Agra, as they have those nice gem tiles.

The Gruesome Details

(Yeah, I wrote down every little thing. Feel free to skim.)

Turn 125, 250 AD (inherited turn)

We have 12 gold, +3 gpt at 0% research.

I notice that Patty is *not* working its lucrative gems. I consider reallocating the citizenry, but then I realize that Patty is set to grow in one turn with the current allocation, and in two turns if I change things. The new citizen will work the gem mine next turn.

In fact, four of our five cities are set to grow in one turn. The all seem to have the happiness and the healthiness to grow at least once more, so I see no need to throttle back at all. But next turn our financial picture may be a bit different.

I dispatch an axeman from VJ towards the blue city site, in case our coffers are full enough to withstand another city after we grow. It'd be good to have a unit in that area for barb patrol, in any case. The teal site is just too far for now, imo.

Per Liq's instructions, I interrupt the worker roading the rice by Vara and order him to complete the Vara-VJ road.

===
VJ's cultural radius expands.
Delhi, VJ, Patty, and Vara grow.

Turn 126, 275 AD

Now we're at 15 gold, +8gpt. We could research at 20% with a profit, but I leave the slider at 0% to build up some cash.

Vara could whip its granary now, but we're still riding unhappiness from the last whipping, and another whip would cause 15 turns of unhappiness. There is plenty of room under the happy cap, so that's not much of an issue, but Vara is set to grow again in three turns and I decide to wait for that growth before I whip.

===
Temple of Artemis is built in a far away land.

Turn 127, 300 AD

VJ finished walls. Started courthouse. Will whip soon.

===
Peace treaty with Monty expires.
Bombay gets 236 from the partially completed Temple.
Christianity is founded.
A Great Prophet is born somewhere.

Turn 128, 325 AD

VJ does a 3 pop whip for its courthouse.
Bombay starts a courthouse (6 turns).
Because we are now flush with cash, I set the research slider to 100%. We go from +11gpt to -22gpt, but we'll get Currency in 4 turns rather than in 9.
Also, the Temple of Artemis windfall gives us the green light to found the blue city. I'll wait for the axeman to get there and build a missionary soon to go with the Settler.

===

Turn 129, 350 AD

VJ finishes the courthouse and starts a missionary (7 turns).
Patty finishes the temple and resumes work on a settler it had started earlier.
Vara does a 1 pop whip for its granary.
Delhi and VJ will grow next turn.

===
Monty declares war again.

Turn 130, 375 AD.

Vara finishes its granary. It had a monument queued up, but I switched that out for a worker.
There is no sign of Monty's army yet. We have five axes and a warrior in VJ. We have the cash to upgrade the warrior to an axe or spear, if needed.

===
A Great Prophet is born somewhere.

Turn 131, 400 AD

Monty's only visible stack consists of 1 Jaguar and 1 Spear. I laugh.
attachment.php


Turn 132, 425 AD

Monty's follow-up stack consists of a lone archer.

Turn 133, 450 AD

We learn Currency. I select Metal Casting as our next target, and set the research slider back to 0%. We have 167 gold and are +16 gpt.
Delhi swtiches out Hanging Gardens and switches in Market. Will whip it next turn.
Monty now has 5 units in our forests: 2 spears, 1 axe, 1 jaguar, and 1 archer.
I give two of our axemen in VJ the shock promotion.

===
Vara's cultural borders expand.

Turn 134, 475 AD.

Delhi does a 4 pop whip for the market.
Agra (blue dot) is founded. We go from +17gpt to +14gpt. Agra starts a granary, 30 turns.
Bombay finishes courthouse, starts axeman.


Turn 135, 500 AD.

Delhi finishes market, resumes Hanging Gardens.
Monty still has not attacked.

attachment.php
 
Well... I'm thinking if we need the money THAT badly, then we could just stall the ToA build until someone else finishes. ToA is basically useless to us now, at least until Optics, because we've blocked off Monty. And recall the AI loves Mercantilism. Bombay has 1 trade route with Delhi, making us 1gpt, so that's an extra 1gpt from ToA... ok... Maybe an extra 3gpt once we finish REXing and Bombay is one of the bigger cities...

Meanwhile, it gives us a free priest, and we are already running a priest there, so we risk bagging a great prophet (although ToA itself makes merchant points). I guess usable for a GA.

ToA would be good for the culture to fight Monty's culture though...

EDIT: Ninja'd :p. So much for ToA.
 
Nice, oh and yeah I was mming for growth as patty needed some encouragement there.

Monty was out of gas before he even attacked the first time haha. What a psycho. Really nice worker action there grover, much Better than liq.

also nice move on promoting 2 axes to cover.. promoting all(or none) would have not been optimal.

Great general soon and I say embed somewhere. Dehli isn;t coastal so screw that. Bombay isn;t really all that hammer heavy and blue dot is too new/ not coastal.

I'd say patty is a good choice as once it gets some worker attention + civil service, it's gonna be a swell town.

Nice to see the economy has recovered already and silver up in time for hostilities haha. That's how it normally operates btw.

And about bloody time we get a town we do not have to abbreviate in order to pronounce. Man I miss those Fine Looking Teutonic Names like Cologne and Berlin. :crazy:

Cheers!
-Liq
 
Alright, I got it. It looks good, although no idea what Monty is doing bumming around in our forests...

MC in 10 turns... might switch it to Alpha so we can try and extort techs from Monty for peace.
 
yeah go alphabet. Sailing and med are good.

Getting the cash for TOA was what I intended, just didn;t expect us to get that far into it's construction.

Least you have light hearted entertainment in your turnsets s.ilver. All liq gets are the bloody tatters. :lol:

Cheers!
-Liq
 
I'd vote Bombay for our first settled Great General. That city has nothing going for it other than troop production. We can give it a forge and commit to it. Plus, it's near the front.
 
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