BB-01 open succession game--fast space race

Shouldn't we settle next to the iron as fast as possible? Unless we want to go without Swordsman too.
 
Well, now that we don't have any warriors left, iron is only of medium priority: we certainly can't afford the shields for a sufficiently large swordsman/MI force, as long as we still have our core to complete.
Ok, I can take it, but probably not before Monday, so Elephantium could as well take his skipped turn now.
 
We meet Germany. They're down Writing and Math and have 8 cities.
We sell them Writing for 30gp.
Next up, Maya. They're in the same boat, but they only have 6 cities. We sell them Writing for 28gp.

Gift both civs to Middle Ages. Germany draws Monotheism, and I buy it for the low, low price of The Republic.

I then gift up most of the AIs to full tech parity.

IBT: Barb galley sinks while attacking our exploring Galley.

690: Meet the Mongols. Gift them up to MA.

650: Maya complete the Pyramids.
550: Time to hand off! I started a couple of towns for building military -- we'll want to build some Swords to go after India :hammer:
Then I figure France can be next :trouble:

We can build some military, snap up 1-2 cities from each of those two, and then turn our attention to the other victim while the 20-turn peace treaty runs out. What do you all say? :D
 
At least one other scientific civ. That is really good. I am not sure if it was the right choice to research Feudalism instead of going deeper into the upper branch, because the AI is usually very keen on Feudalism. (You did research it, right?)

And whoever takes it next, Germany is able to cough up 9 gpt and 47 gold. In addition to that they have Monarchy. So, we could either sell Literature for 9 gpt and 47 gold, or Engineering or Feudalism for 9 gpt, 47 gold and Monarchy. That kind of money is about as much as we can hope for at the moment.
 
On the other hand, there is now the chance that the AI coughs up Invention for us. If we follow the upper branch and research Theology, Education, Astronomy then that may give the AI enough time for Invention. If they have access to it and don't go for Chivalry instead.
 
If no one else wants it, I can perhaps take it tomorrow?

Taking a deeper look at the save now. Here a general plan:
- First of all: good progress with connecting gems and iron!
- Can we try and snatch the French incense near Rheims? The next settler could reach that spot in 8-9 turns.
- I notice we don't have a really good producer. But it's time to think about pre-builds for Copernicus and perhaps also Bach's Cathedral (considering our lack of luxuries)?! Do you think it would be worth researching Music Theory?
In any case I would set Nineveh on Copernicus now.
- And we should try to get a second producer. Ashur could be a candidate, but we have too many mines there. With 1-2 irrigations, we could double it's production from 5 to 10spt.
- In general I think we have too many mines and are therefore growing too slowly. Also we need one worker pump. Perhaps Babylon after 1-2 more settlers?!
- Or perhaps we just need to make better use of the existing workers... Why are 5 workers improving far away Nimrud, which is 99% corrupt, while our important first ring still doesn't have a single mined hill or mountain?! E.g. Uruk should be building its aqueduct at 10spt, not crawling along at 3spt...
- Also we need to concentrate worker power on Eridu in order to speed up the Forbidden Palace. Quite a few irrigations still missing and the hills need mining.
- Collect all loose cash from the AI, rush the courthouse in Eridu and finally get started on the FP. We should have chopped the forest before, in order to speed up the courthouse, but now there's no time left for this. Unless we want to build a market before the FP? If snatching the French incense works, it might be worth it?!
- We have expanded too much into the direction if Nimrud and not enough towards the French. As a result we have two disadvantages: a) we are hemmed in in the West (can't really take the French towns, if we want to keep them as friendly research partner...), and we lost the chance that the Indians do something useful for us: namely settle the Nimrud area for us...
- Our military is too weak, and I don't see us spending shields on units anytime soon... Still so much other stuff to build. Probably we'll have to delay our Indian campaign till after we have universities, so I would not build more raxes and Bowmen now.
 
Don't forget about our Golden Age. Read: declare war on somebody, have a victorious Bowman and then wing it from there depending on how it goes. The GA would greatly help us with building what we need, i.e. Universities, the FP, further military, and it would help with research.
 
I think Building Bachs is a waste of ressources. We have 5 Luxes on our continent and 2 already connected, with incense and silk not to far away.

Claiming the incense witha city lux like too much of a flip risk. its Very near the french capital and it will have cultutral borders from France on almost all sides.

Agree on the worker, but I would like toi churn out a few more cities too. Maybe we can we switch the cow to akkad, and make this the Worker factory?

Agree on Niniveh to Copes.
 
Ok, agree on not building Bach's. Didn't realize we have so many luxes. (Still have the lone furs in my head, now complemented soon by the gems.)

So instead I'll work on claiming more luxuries. Incense is easy. Silks are within reach, too. However, connecting dyes might take a while... Flip risk? Hey, we are playing Monarch! And we have already twice as much culture as anyone else... (635 vs second place 304!)

GA: it's a bit too early for my taste. First our two settler pumps should be finished building settlers/workers, and then I'd like to pump our core up to size 12. (Ok, at least size 10.) And complete the hills and mountains. So I'd say we still have ~20 turns before a GA would bring the full benefit.
 
Flip risk would be about 0,4% per turn unless we put 5 Guys into it. and of course we can rush a lib and probably reduce it by half again.
 
Turnlog:

Spoiler :

Pre-flight 550 BC:
Sell Germany Literature and Feudalism for Monarchy, 47g and 9gpt.
Sell Mongolia Literature for 1g. :king:
Sell Portugal Feudalism for 49g.
Sell Incaland Feudalism for 11g.
Sell France Feudalism for 9g.

Sign ROPs with France and Portugal.

Then I go round and gift everything (except Monarchy, which I want to keep in case we decide to build the Hanging Gardens) to everyone (except backward India and Mayaland, which may become useful as science farms...).

Rearrange micro-management. Akkad gets the missing shield for completing the settler this turn (otherwise we waste 5 food). Uruk gets 6spt instead of 3spt. (The missing food can be added in 3 turns, when we have the gems connected.) Ashur switches to marketplace, Ellipi to courthouse, Nineveh to marketplace (not sure if we need it before Copernicus).

Rush courthouse in Eridu. (~80g, if I remember correctly.) Optimize for growth.

T101, 530 BC:
Akkad: settler -> settler
Eridu: courthouse -> Forbidden Palace
Izibia: worker -> worker

Lisbon completes the Lighthouse.

Send settler towards incense.

T102, 510 BC:
Shuruppak: library -> courthouse
Sippar: worker -> settler

Paris completes Great Library.

Send 5 workers from the boondocks towards home.

T103, 490 BC:
Sell Portugal Monarchy for 19g. Keeps us afloat for another turn.

T104, 470 BC:
Babylon: settler -> settler

The road on the gems will complete this interturn, so I can send the scientist in Uruk back to the fields. Uruk can grow to 7 in 6 turns now.

T105, 450 BC:
Akkad: settler -> settler
Uruk: aqueduct -> marketplace
Carchemish: worker -> settler

Karakorum completes the Oracle.

Zamua founded by the floodplains west of Eridu. Hopefully it will later benefit from the Forbidden Palace. Starts worker.
Eridu has grown to 6.

Change Zariqum from harbor to courthouse. I think we have enough land-tiles to reach size 6, and then the courthouse will speed up library, aqueduct and harbor.

T106, 430 BC:
Sell India Monarchy for 12g. Keeps us afloat for an extra turn.

T107, 410 BC:
Eulbar: library -> aqueduct

Khorsabad founded on the incense! Starts temple.
Hindana founded west of Akkad. Starts bowman. Two more road segments left to connect incense.

Our money is now spent, but fortunately we have only 114b left and can lower the science slider to 50% (113b) now and hire a scientist in Nimrud for one turn.

Great deal possible this turn: sell Maya the Republic for 37g and 12gpt!

Switch Eridu to Marketplace. Looks like we'll have 4 luxuries soon. I'll chop two forests into the market and also short-rush a bit, e.g. via library/granary. Shuruppak is switched temporarily to the Sistine Chapel in order to evade the falling lumber.

T108, 390 BC:
Theology finished, start Education. Trading round:
Germany pays 115g and 1gpt.
Mongolia pays 60g and 4gpt.
France pays 21g.
Portugal pays 8g.

India, Incaland and Mayaland don't have much to offer, so I'll wait until they have at least busted a barb nest. They won't be much of a help with research anyway.

Babylon: settler -> warrior (can grow to 6 before starting on workers)
Nineveh: Marketplace -> Palace

Science increased to 80%, Education due in 7 turns.
A barb appears near Eulbar. I send a reg Bowman to go looking for the nest.

T109, 370 BC:
Akkad: settler -> warrior
Izibia: worker -> worker

Shortrush granary in Eridu for 108g. Next turn it will grow to 7, making 6s, joining a worker should bring it to 7s and in three turns the two forests will fall, finishing the Marketplace.

IBT:
Darn, I had moved a Bowman on the same jungle-tile as the settler on its way to the silks and the three workers building the road. Now the Indians ask us to leave or declare!! If I oblige, the settler and the workers will probably be kicked out together with the Bowman?! But with a total of 4 Bowmen I cannot risk a war now, can I??
I oblige.

T110, 350 BC:
Babylon: warrior -> worker
Ellipi: courthouse -> aqueduct
Mari: worker -> settler
Larsa: worker -> worker

Good luck: our settler and bowman were kicked forward next to the silks tile, so I save one move here. However, our workers were kicked backwards towards Larsa. One more turn and the road would have been finished!! :cry:

Tell Wilaya founded on the north coast. Starts harbor.

Establish embassy in Delhi for 32(?)g. Sign ROP (get 7g back) and send the workers back to work.

Found Karana N of the silks. Starts temple. Unfortunately still 8 turns before we can connect them. (Next player needs to remember to rush the temple on time, which should be 4 turns from now!)

Darn, I realize I rushed the granary in Eridu too early: the forests need an extra turn, so we don't need 6+7+7 there, 4x5 would have been enough... Ok, switch back to the floodplain, now it's making 4x6, wasting a few shields. :(


Notes for the next player: Samarra looks like it'll grow in 3, but in fact it'll grow in 2, the irrigation being ready this interturn. Aqueduct gets finished this turn, perfectly timed.
There are enough workers to finish the road to Lyons now quickly. (5 turns, if I counted correctly.) The road to the silks would have been done in 4 turns, had it not been for my stupid mistake with the Bowman. Now it still takes 8 turns.
But then we'll have 4 luxes and should be able to push all cities to size 10 (12 with market) and start our GA. (Perhaps right when the ROP with India runs out?! Or is this too late? In that case it goes against Incaland... Perhaps they'll get the Hanging Gardens done in time for us...)

Babylon and Akkad can build 10-15 more workers, mining some mountains, planting tundra forests for Ashur and then getting joined to the cities, just in time before the GA. (Detailed plan to be worked out by the next player... :D)

I would say, Uruk can become our military producer. And perhaps Ashur in addition. 10 MDIs should be enough for finishing India. (Delhi is a really pathetic capital: not even one improvement at this point of time, and even using an entertainer! :wallbash:)

All 7 nations are currently building Artemis. What a disappointment when we will finish Education in 5 turns... :lol:
 
Looking at the save I tried to imagine how we all our friendly coleaders to develop and I would try to reflect these thoughts with you.

India
They are a shame to the term nation, and should be put into science slavery a soon as possible (Which si anotehr shame, as india can be quite a competent researcher)

France
They are probably the best researcher for now, but also have the juiciest land for us. I would very much like to liberate at least reims and rouen from them.

Portugal
Portugals time as a fast reasearcher in the early stages shoudl be oiver by now as they have no empire to show for it. They should be incorporated into one of their neighbouring AIs. PS: How on earth did these guys get to the german continent.

Inca
Lots of land, lots of jungle and not a lot of cities. What a way to waste the AGricultural trait. Nevertheless these guys are going to be powerful, once they cleared that land. ALternatively we could do it for them, and convert them into a nice farm too.

Other continent
It seems like the Mongols are by far in the best position over there, so I wonder if we should not forment some wars there in order to have them take over the whole thing and be a competent partner in the industrial area?
 
Kulko also hasn't played for a while. If you have time before the weekend, you could switch?!

Regarding your assesment of the other nations: I agree about India and Incaland, But I would leave France and Portugal alone. At least as long as we still have other areas to conquer and colonize. Both could still become quite useful. (Perhaps we could even help Portugal a bit by founding useful core cities for them, pumping them up with workers and then gifting them to them... Unfortunately we can't build libraries for them... :))

Also I would not forment any wars on the other continent. My experience is that usually an AI's research capacity breaks down, as soon as they enter a serious war. Don't know why this is the case?! Perhaps the broken war weariness system has something to do with it? I read somewhere that there is a bug in the war weariness calculation, which in the case of an AI-to-AI war adds the WW penalty to both sides instead to just the losing side?! So if an AI is "successful" and captures a few enemy towns, it's war weariness sky-rockets as if it would have lost these towns, they have to increase the lux slider or hire lots of clowns and their research capacity collapses...

So if we want to get help from the Mongols, we should keep that continent peaceful. (We may lead some "isolated" wars later, if we want to conquer some land, once we have run out of space on our continent, but that'l still be far in the future.)
 
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