T051, 1725 BC:
The American warrior does not attack and fortifies on the hill outside Richborough instead.
Chinese worker starts road.
Scout 1W on the coast for better vision.
Lugdunum switches from the plains tile to the cow for growth in two turns. We only loose a coin that would go into lux tax anyway...
T052, 1700 BC:
Entremont settler -> settler
Settler moves to Alesia.
Worker E of Alesia has finished road and moves to BG SE of Alesia.
Scout 1N.
I can now lower the lux slider to 20%.
The mine on the river BG S of Alesia is going to finish IBT, therefore, in order to put more shields into Alesia's granary, I switch Camulodunum from that BG to the free irrigated plains in the west and give said BG to Alesia. The extra shield from the mine would be lost to corruption in Camulodunum anyway.
Entremont switches the forest back to the mined river grassland.
T053, 1675 BC:
Alesia grows to 4, picking up two extra spt, so that the granary goes from 20 turns down to 10 turns.
Lugdunum also grows, picking up the forest. Change it to the plains tile 1W of Camulodunum for 4-turn growth. (The irrigation on the cow is going to finish IBT, providing for 5fpt.) Camulodunum only needs 2s for finishing the warrior, so it can work the unimproved river grassland this turn.
The two workers at Alesia start roading. (I'm planning to use the two finished roads for moving the worker 1S two the BG 1SE without loss of time. The mine on that second BG will then finish in the same 6 turns as it would if I built it with one worker right away.)
Settler moves between fish and river on the eastern coast.
Scout 1NE.
T054, 1650 BC:
Timber is delivered to Lugdunum, barracks now due in 11 turns.
Camulodunum finishes MP warrior, which moves to Entremont. Because of this, lux tax can be kept at 20%.
Verulamium is founded on the east coast and starts another curragh.
Scout got kicked out of Chinese territory (1N) and goes 1NE.
Sugar worker 1SE, the two workers at Lugdunum start a road each.
Lugdunum needs to switch from the plains tile to the unimproved BG 1S, so that Entremont can pick up the plains.
I lower the science slider to 60%, Philosophy still due in 2, netting +6gpt instead of -1gpt.
T055, 1625 BC:
4 more American warriors become visible on the northern border. It may be time for starting peace negotiations, before revolting into Anarchy...
Unfortunately they still refuse our envoy.
Rome finished Map Making.
Worker starts road.
Scout 1W onto the mountain.
T056, 1600 BC:
Philosophy finishes, I pick Republic as the next project and get it for free. Usually I would revolt now in interturn, as then this turn would already count towards my anarchy period, so I would loose this turn's shield production, but not the commerce, which already got collected. As we are religious, this would mean we would loose only two turns worth of shield production and one turn worth of commerce. However, I still want this turn's settler to complete, and also another American warrior appeared on the scene, and I don't want to revolt with so many enemies close by.
Entremont settler -> settler.
Settler moves 1W-2S on the worker who is about to finish the road.
The two workers at Alesia start a mine 1SE of Alesia.
Scout 1W.
Sell Rome Philosophy for Warrior Code. I'm thinking about also buying Map Making for Republic from them, but I want to get at least MM, Mathematics and Currency out of Republic, so I'm holding it back a bit. Set research to 0% and lux now down to 10%, making 28gpt.
Contact America, but they still won't talk. Therefore I switch Entremont and Richborough to a spear, something which I normally don't do at all (what a waste to build defensive units...!) But 6 American warriors compared to my 5 defenders make me quite worried. And building two archers is no good, as the Americans can fortify on the mountains to the north, where attacking them with archers would still run quite a risk of loosing. So I better let them attack me.
This is quite bad: I can't revolt, my 4-turner is messed up and my western curragh, which was only one turn from completion, is going to be delayed indefinitely.
My current micro-management deserves a few pictures:
Richborough will still finish the spear in 4 turns (1+2+2+2), but will grow two turns faster compared to staying with the sugar. Entremont will build a spear in 3 turns (6+7+7) and will then hopefully be able to fall back to 4-turn settler production. And Camulodunum still gets the warrior in 2.
The MP warrior from Lugdunum moves 1N on the tile that will get a road IBT. It is well possible, that we need him for defending Entremont next turn. Of course this means increasing the lux slider from 10 to 50% and costs us 15g. Darn. This game is definitely ruined now. Can't revolt, can't build settlers, don't get an early curragh, and all because of the stupid DoW from the Americans, which came way too early. If I'm lucky, I can revolt in 4 turns from now, after the two spears are finished.
T057, 1575 BC:
As expected, all 3 American warriors move onto the mountain 1N of Entremont.
I move the warriors from Lugdunum and Alesia into Entremont and have now 4 defenders. Of course Lugdunum is now undefended, and there's a Roman warrior down there...
Settler moves on the dyes. Worker W of Lugdunum to BG, worker N of Lugdunum starts a mine, Chinese worker as well.
Scout 1W.
Entremont switches the river grassland to the forest in order to finish the spear on time. Lugdunum has picked the river hill on growth, and I keep it, because the barracks will then finish in 5 turns, while growth is only one turn slower than with 5fpt.
Alesia also has picked a hill on growth, but as that shield is wasted anyway, I switch it to the horse tile.
I establish an embassy in Rome for 38g. Perhaps that makes it less likely that they attack as well. (At least they are polite now.) Rome is building the Pyramids, iron not yet connected. At least some good news!
IBT:
The Americans attack! First, the conscript warrior that had been fortified on the hill N of Richborough looses without making a scratch.
Richborough:
Warrior(A) (2/2) vs Warrior(C) (3/3) -> Warrior(C) (3/3)
Entremont:
Warrior(A) (3/3) vs Warrior(C) (3/3) -> Warrior(C) (3/4)
Warrior(A) (3/3) vs Warrior(C) (3/3) -> Warrior(C) (3/3)
Warrior(A) (3/3) vs Warrior(C) (3/3) -> Warrior(A) (3/4)
The remaining two warriors enter our territory and move onto the mountain 2NW of Entremont.
T058, 1550 BC:
Camulodunum warrior -> warrior.
Gergovia is settled on the dyes tile, starts a curragh.
Scout 1W.
Warrior from Camulodunum moves into Lugdunum. One of the warriors from Entremont moves back into Alesia. Lower lux back to 10%, making 33gpt, yeah.
Worker finished road S-SE of Richborough and moves 1N of Lugdunum to help mining. Worker on BG S of Lugdunum starts road.
Entremont switches forest back to river grassland.
Richborough picked up the sugar on growth and will finish the spear in two as expected.
America is now willing to talk, and they know Polytheism. I could get peace for Philosophy. Difficult question. After loosing 3 of their 6 warriors last turn, they are no longer a threat, so I could benefit from the war happiness for quite a while now. However, if I take the peace deal, I can immediately revolt and don't need to finish the two spears?! Richborough would switch to a galley (after buying MM from Rome) and Entremont could go back to settler-production after the anarchy. Also I can finally expand into the north without having to worry too much.
Ok, I take the deal: peace + 3g for peace + Philosophy.
I revolt immediately and hire entertainers/taxmen as necessary to keep all towns happy. Entremont gets back the game to avoid loosing food.
Strange: after the revolution, the Romans went from polite to cautious and the Chinese from polite to annoyed...
Sell the Romans Republic for Map Making and RoP.
The Americans are not willing to give Polytheism for Map Making + CoL + all my gold!
Darn. Before they switch Rep for Poly with the Romans, I gift them CoL and then buy Polytheism for Republic.
Here is how I set up my towns for the anarchy period:
Verulamium takes a floodplain from Alesia to grow in 2.
T059, 1525 BC:
The Americans move their wounded warrior N and their remaining 2 warriors to the mountain N of Entremont. I move one warrior from Richborough into Entremont, in order to have 3 defenders, just to be on the safe side. However, as I haven't broken any deals yet, it is to be expected that the Americans will honor the 20 turn peace deal.
Camulodunum has grown to 3 and hires a taxman.
Scout 1N.
Rome and America are in anarchy, China is completely backwards...
IBT:
The last Americans retreat.
T060, 1500 BC:
Anarchy is over and we become a Republic.
Rome and America have swapped Polytheism for Map Making. Darn, if one of them now gets Math, I have nothing to trade. Perhaps I should research Math myself?!
Scout 1W.
Mine SE of Alesia is finished, one worker moves on the horse tile, the other one on the BG.
Move one warrior from Entremont to Alesia, and disband one warrior in Alesia, so that the granary finishes one turn faster. Granary now finishes in 3, while Alesia grows in 4.
I think that Camulodunum will not be disbanded so fast, so I decide to build a barracks there.
Lux tax needs to be increased to 20% in order to make everyone happy, and after all towns are optimized again, my Republic economy looks like this:
The tiles are assigned like this:
For now there are two questions, which I haven't decided upon yet:
- Is it worth it to build the Forbidden Palace in a fast military game like this? If yes, where?
- Should I research Math, or rather hope to discover other continents quickly and buy it there using Republic? Preferably I should be able to build marketplaces and aqueducts during my golden age.