Brittish Isles Succession Game - The Saxon Menace

there* (correction), i can't edit for someodd reason so i did it the old way :lol:
 
Had an excellent turn. We've made contact with 7 other civs and are almost at technological parity. I ran out of time this morning so the last turn is incomplete and I only took 13 turns. Had a burp on my FTP server so I couldn't upload the screen shot either. I'll get that going tonight and post our revealed map.

Timeline details:
1170 Hrypis changed from FP to Copernicus (due in 12). Caravels purchased in Colneceaster and Hempstead. Welwyn and Salsbury changed to caravel. Caravel expedition will begin next turn with 4 ships. Many city tweaks to production, science, entertainment, food and taxes.

1180 Worker/city management. Begining to explore seas safely. Caravels will still have to risk ocean voyages but they'll get a much better start than the galleys. Last galley heads to Southampton for upgrade.

1190 Bloody hell. (Seems like) 100 workers just finished off a mountain west of Hrypis. They've been scattered to the south and west to work on desert terrain.

1200 Plans are drawn up to trim back our worker force. We are just about completely developed now. If we pump 20 or so into towns we will be able to save a load on our military budget and crank up our research significantly.

1210 First caravel lost in treacherous waters. He'd almost made it to the sea lane to our south east.

1220 Second caravel lost in treacherous waters. Made excellent progress in exploring the ocean to the west. Four ships remain in the Essex fleet. Will one of them escape the sandy confines of our island home?

1230 Sea waters found due west of Essex! Will our brave caravel survive to reach them? They've already beaten the odds getting as far as they have.

1240 Third caravel lost in treacherous waters to the northeast. Our valiant sailors have survived the westward journey and have landed on the shores of Sussex. Aelle of the Sussex is polite enough but he holds our science in contempt. They are remarkably more advanced than we are (we're behind by 6 primary techs, probably close to a dozen techs overall). We lack the funds to purchase these technologies at the moment. Aelle is also well traveled and will be able to introduce us to many other peoples, for a price. We elect to do our own exploring at this point. The Sussex empire is rated as higher than Essex in power but our culture is greater (as is our Score). We swap territory maps with Aelle and our caravel begins making a northerly circuit around the immense lands of Sussex.

Sussex is an island kingdom a bit larger than Essex. It also kicks our ass as far as prime real estate is concerned.

1250 SOSO (Same Old, Same Old - city management, worker tasks, movement)

1255 A caravel has survived the trip to the blue water at our south east!

1260 Fourth caravel casualty. This one sinks in waters to the north east. The blue water to the south east turns out to be just a patch of relatively shallow ocean. Our sailors prepare to brave the wild oceans again. Workers without jobs are being sent to Bradeford where they'll be retrained for settlement tasks. We can fill in another dozen or so desert villas.

1265 Aelle complains about our caravel's presence in his waters. We promise to move them along. He still wants far too much for any contacts or technologies. We'll have Navigation in two turns which will allow us to trade our bountiful spice reserves. Sussex doesn't have Navigation yet either so we'll also have a good tech for trading. Enfield, Hatfield and London switch from wealth production to horsemen. These new troops will be needed for garrison duty in some of our growing towns.

1270 Hrypis has completed Copernicus' Observatory!

1275 We've discovered Navigation and begin studying Music Theory. This will give us JS Bach's Cathedral in Loidis.We purchase contacts with the Scots, Irish, Cornish and Welsh for Navigation, Spice, a load of cash and our World map. Our world map has only Sussex and Essex on it right now so it's not a big concern bartering it.

We contact the other civilizations in their order of decreasing importance. From Robert the Bruce of Scotland we get Music Theory, Feudalism, Printing Press and contact with the Bretons and Manx. From Brian Boru of Ireland we get Chivalry, Engineering, The Republic and Monarchy. Llewellyn ap Iorwerth of Wales gives us Invention and some gold for Navigation. He is the first foreigner we have met who is cautious instead of polite (this proves to be a trend as all of the rest are cautious too). We get Gunpowder, Incense and Chemistry from John Betlesworth of Cornwall. He gets spice and saltpeter. Brittany has Banking, Physics and Metalurgy but their asking prices are an insult. They devalue our maps and technology to the point of rudeness. We get Metalurgy from the Manx.

Voila! We are nearly technically current.

We are now researching Banking. JS Bach's Cathedral will be finished in Loidis in 8 turns. Welwyn will have Magellan's voyage in 20. I think we're in great shape for Bach and decent shape for Magellan. We've got the Palace available to switch to if another civ beats us to one of them.

I reset all of our specialists to workers, balanced the budget and founded the city of Sancte Albanes Stow in the desert. This is where I had to stop. All of the cities need to be retweaked for growth (or non-growth), production and specialists.

There should be one more civ on an island somewhere. The ocean between Essex and Sussex is the most likely spot. Also, there's a lot of ocean around our island so there's a fair chance we'll be able to find a small island continent (or that last civ). When we do find that civ, they will be our *****. They'll be so technologically backwards that we'll be able to do whatever we want to or with them (as long as we don't trade contact to them). I recommend preparing an invasion fleet and taking them out hard and fast as soon as they're discovered.

Second to last note - Embassies should be a priority. Embassies equal ROP agreements, equals friendly civs, equals better deals and cheaper alliances if needed. Our island's entire habitable area is covered so we can use ROP as liberally as desired.

Last note - I don't like Brittany. Not at all. Every other civ was at least reasonable. Essex pride has been injured.
 
A *most* excellent turn! :hammer:

Super job on the tech trading, they were just pouring in, wtg :goodjob:

If Britanny wants some, tell them to COME GET SOME!
They check the annals of ancient history and find it littered with the wreckage of civs who showed disrepect to the mighty Essex!!

I think I'm up, hope to get to it tonight, if not... tomorrow.

We'll want a decent worker force to railroad our homeland, then they're truly done. At least we got in a massive worker force generated before the patch killed that strategy. Very likely some can go, but don't decimate them quite yet, Steam Power is not far way :P

Charis
 
Yup, you're up Charis.

I couldn't fit very many workers into cities. Most are at or near capacity already. There are a handful heading up to Bradeford to join that city as settlers are made. That'll be a slow reduction though - averages under 1 worker per turn.

Actually, decimate is close to what I was looking for (as in the original Roman meaning - eliminate 1 in every 10). :)

A headzup on Brittany - They'll be the power to watch soon. The Brethon UU (the Sarrisa) is a pikeman upgrade that WILL defeat a Berzerker. Fortunately there are no Normans (their Chevalier UU is a cavalry upgrade) unless they are the undiscovered civ (in which case they'll be quite far away from cavalry and easy pickings).
 
ALL I CAN IS BRING ON THE INVASION FLEET (S)!!!! AND SUSSEX YOUR DAYS ARE NUMBERED! :lol: ::i don't always act like this...:::king:
 
Seems like an waiting invasion is up!

Just keep those soldiers coming! Slice 'em, chop 'em, squash 'em!
 
AMEN! Sorry, um, GOOD LUCK!
 
Shaitan,

Oops, you forgot to post your save file. Put that up and I'll
play it tomorrow.

:hammer:
Charis

PS one thought for your 'mod' thread -- post a list of all the UU's, what they replace, and their special abilities/stats. I was at work trying to see what the UU's would be of what we're about to face, and couldn't find that info easily.
 
Originally posted by Charis
Shaitan,

Oops, you forgot to post your save file. Put that up and I'll
play it tomorrow.
Crappy. I put it on a floppy to post it from work and it turns out the floppy is toast so it didn't post. I'll get the file up as soon as I can get my wife to mail it to me.
 
I just wanted to say that I have made one of the improvements on the list. The Stable.

You can see a quick render here:

StableRender.jpg


More, details will be added... and it seems like my settings on my stationary PC is a little dark because the picture is awful light on my laptop...:scan: is it light on your comps too?

Happy Civing!
 
Awesome!

The stable color looks perfect. The grass might be a little bright but that might just be because there's a large field. Great work Grey Fox!

Charis, Brehon Law in the new version is working great. It's a great in-betweener for Republic and Monarchy now. Side benefit of communal corruption is you can build the Forbidden Palace in a reasonable amount of time. Thanks for helping to iron this out!

I've added civ descriptions to the Brit Isles mod thread. I edited the second post so it's right up near the top. It's appropos of the current version but the only UU change has been the Kent Falconer so should be fine for this game. Many of the civ specific abilities are different between this version and as posted on that thread - all of the germanics are Expansionist/Militaristic in our game.

Here's the save for you.
 
The line of the aged Charis O'Saebert clan stepped forth, and in wonder
did note they were no longer alone in the world!! There was surely life
beyond the little island we call home :)

Bottom line: This 15-round turn I built the Forbidden Palace,
snagged two wonders when we should have lost both, and started
Wall Street even though we started the turn just starting to research
banking. Also, the treasury has gone from not-enough-to-upgrade-a-spear
to over 1000 next turn, with 30 gold/turn income from other civs. We also
have cavalry and musketmen. Even found the last civ and established
embassies with ALL. This is a very informative post, if I say so myself.
Grab a cup of coffee and enjoy :crazyeyes:

The Britons seemed to be those the advisors disliked. And so puny, with just
seven cities to their name. Our great island put all others to shame. All
but Sussex that is. :grr: A full six nations vied for power in the western
hemisphere, while Sussex, clearly military expanionists (takes one to know one!),
took over the central hemisphere. Prophets felt there was one more ocean civ
waiting to be found. Our science advisor thought us backward. And yet we were but
a few techs away from a glorious new era. Our treasury was weak, and it was hoped
banking would help there. We had a standing army very appropriate for our
government, so thoughts at further worker consolidation were quickly squashed.
spearman the best defender? That would not last, although depending on our
plans, Rifles might be fine to wait for. Wonder wise, we're trying for two in
non-capitol, good deal folks. Er... wait. *Ten* excess food in a city building
a wonder in a tight race???? Mine, men, mine I say!! Looks like someone filled
in a few cities too, good job.

I talk to the foreign leaders, meeting them for the first time. Briton is,
as hinted at, arrogant to the max. He and his people will be punished for
their insolence. The timing... hard to say. The Sussex are equally arrogant.
No one can/will take our excess incense? Do these fools have no harbors?? Sigh...

Judging by all these and the histogram, Sussex is by FAR our biggest rival
and risk. We must gear up to face them, establish a beachhead, and take over
their island. But they're ahead of us, AND have Mil tradition, and we have no
infrastructure, not even a single knight, and no defenders better than a spear,
so that time is not anytime soon. Briton will fall, but to go after them now
would likewise be simply foolish. The Brehon committee decides anyone thinking
this was a time for war was thinking with a part of his anatomy other than
that which lies above the neck! This will be a reign of building...

1275 AD (0) - A number of libraries under construction, a good start. Egads,
we've still not got all temples built?! :P Building Knights? Nay, we have
11 horse that we need CASH to upgrade to knights, let's built marketplaces.
Hmm... can we upgrade?? At first I think, "Uh oh, Saitan... we have a bug! I
can't seem to upgrade *anything*!" Then I realize we're just too poor, with
less than 80 in the treasury. Next turn I see upgrade to Knight is 100, 80 to
musketman.

Hmmmm... no forbidden palace. Either we wait about 700 years (not good since
it's almost 1300 already) and build in Sussex or we start NOW and get one
going! In the South of our Island our max-shield city and best chance is
very clear... Southhampton. It's got one turn left to University. Perfect!!
I'll take that as an insightful placeholder :P About half done then, and
sixteen more turns to finish. Four excess food at size 4, I move workers
around and steal a tile from Dorsetshire. Speaking of Dorsetshire, holy cow!
*16* excess food??? Mine mine mine mine mine! :hammer: :D
See, I want my worker corp back already, there is a TON of mining to do.
Down to 14 turns to the FP - sweet, within my realm :P
Another micromgmnt tip. London is cranking out 18 shields/turn. Everything
needs a multiple of 10 or 20 to build. So for an 60 turn musket it's 4 turns
vs 3, for a 33% increase in production if you can get 2 more shields/turn!
We do that, taking back the cattle square rightfully belonging to London
away from the fishing village. (Don't let the peon cities steal from the
mega cities!) Same idea in Enfield. (Hatfield, for example has 12 shields and
two lost for '10' actual, perfect.) In Welwyn, we stop the peon city of
Dunemowe from stealing the super iron-hill and cut Magellan production time
from 20 to 15! Dunemowe is found guilty of another crime!! It's stealing
not only from London, but from Loidos, which is working on Bach. Bach is HUGE
for our island! I cut the remaining time from 8 turns down to 6, I hope it's
enough. If I can get a miner there I can probably cut it one more.

Wow! Can this be right? *ZERO* artillery?? If you have time, check out
recent progress in our rbd5 and 'infantry' succession games. Artillery just
rocks, used properly. (Pardon the shameless plug) I've cut back science to
build up cash. Given we're 2-3 techs behind and EVERYONE else has the missing
techs, we can buy them at 1/2 the cost to research them ourselves if we
build up some money. Even better if they build harbors and we can get caught
up with incense.

Ok, that's enough "pre"-turn, let's rock.

1280 AD (1) - A half dozen cities go WLTK and they expand the palace!
I start moving workers into position to mine. That's about it...

1285 AD (2) - Ah, some of the AI have built harbors. Let's get Briton
dependent on our (cough) incense and burn his treasury. World Map, 9 gold
and 9 gpt is the cost. The Isle of Man gives us the secrets of cavalry for
a mere 5 gpt and some incense. (See, why research it yourself at a price
like that?) Wales gives us Banking for 180 gold, 5 gpt and incense.

1290 AD (3) - Salt Lake City founded on a river next to the Saltpeter mid-
continent.

1295 AD (4) - Bretons start Newton's University (so they have Gravity),
and the Irish, Bach's, the Manx, Magellan's.

1300 AD (5) - Irish start Magellan's, and Sussex, Newton and Magellan.
Things heat up. Herlawe (fishing village) is founded South of Enfield.

1305 AD (6) - JS Bach's cathedral arrives!!! :hammer: Phew! I don't know
if that was close or not but I'm glad I could chop off several turns, with
so many trying to build it. Two content citizens for every city in our
homeland is great. We can slip in a Bank and University here before starting
its next wonder. (About 8 AI cities change from Bach to something else)

Speaking of wonders... Magellan's seems to be a recent start, with
restrictions on what can build it. Our chances to finish it are good.
Newton's everyone is going for and someone will get, no big loss. That
will finish the Industrial age cascade. We DEFINITELY want Theory of Evo,
which will give us Atomic and Electronics and guarantee Hoover as well.
If we can get Suffrage too, so much the better. We'll be sure to have two
placeholders lined up for those soon.

Embassies did you say? Established now in Scotland (Edinburgh with three
wonders and a five musket defense!), Sussex (Brighton, with decent items
and units, but only 8 shields/turn), Briton (Brest, with a big stack of
musket, building a cav, having Leo's, and 22 shields/turn production),
and Ireland with 11 sh/turn production. Rights of Passage now! One with
Briton is worth 5gpt, but I ask for Physics and give 11 gpt, a decent deal.
Scotland for RoP gives a discount on furs, 25 gpt. This saves us in luxury
tax *60* gpt. Ireland is too poor to compensate us, so I pass. Sussex is
bigger than us and would charge for Right Of Passage... no thanks.
The embassies pay for them self immediately.

We have five banks due in 8 turns, then we can start Wall Street and collect
our 50 gpt interest by maintaining 1000 gold in our treasury.

1310 AD (7) - WLTKD is celebrated throughout the land! I guess the folks like
their new imported furs! Another embassy in Manx- Douglass is set to complete
Magellan in 8 turns! (15 shield/turn production) They already have the Colossus
and the Great Lighthouse, the other 'river city' wonders. We're also set to
complete Magellan in 8, and go first!!!!

:hammer:

We'll beat them by LESS than one turn. If this doesn't show the importance
of maximizing production in your wonder city by worker movement and mining
squares, even if already irrigated... I don't know what does!
Manx is too poor to afford an RoP, btw.

1320 AD (9) - Another palace expansion...

Aha! I see purple culture boundaries with our South Sea caravel! It's the
people of Kent! They seem nice enough, but boy, are they backward! They
give us all they have, world map, 19 gold, and 11 gpt, for Monotheism.
They also lack Monarchy, Republic and Gunpowder. In 20 turns or when they
get more cash we can trade them another tech :P They have a TON of silks,
so as soon as others meet them, they'll be exporters. Well, that is if the
silly folks ever build a harbor and find a route :( The Kent people are
SE of Sussex, so their backwardness is the fault of the Sussex people. In fact,
the Sussex have an expansion Isle of three cities just NW of Kent.

Now... if our next leader happens to be bent on conquest... we could likely
take over the whole island of six cities and SEVEN silks without much
problem, given they have no gunpowder. Just crank out about a dozen cavalry
and go. Heck, our berzerkers might be able to do it. Do **NOT** sell our
World Map or communication to other civs! They would then have first crack
at conquest and/or trade there.

Three more embassies. Cornwall at Bodmine, which is producing Newton's and
will be finished around time my turn is up, with 13 shields/turn output.
Aha! They're in anarchy at the moment, switching govt no doubt. They could
lose Newton doing that, silly AI. (Production will be 18 post-anarchy)
Wales, Caerphilly is working on a bank at 12/turn. Decent garrison.
Final embassy for Kent, at Canterbury. Nice 19 shield/turn production.
Holy cow!!! Never mind that quick conquest idea! They have a garrison of
11 units, mostly pike. If you do go, get their before gunpowder!!! (And
bring the cavs and cannon, not just berzerkers)

1325 AD (10) - Oh, an island not far from us! Ugh! Four squares, pure tundra.
Well, a whale anyway. Let's found it. (If that Irish ship also next to it
doesn't have a settler anyway)

1330 AD (11) - Manx has learned Democracy. For an RoP they'll pay 5 gpt.
Britons, Cornwall, Sussex also have Democracy and Gravity. Scotland, Wales
have Gravity only. Ireland neither. We get Democracy from Manx and sell to
Scotland and Wales. Pay 95 gold and 18 gpt, get Gravity, 16 gold, 5 gpt.
Net: Two good techs for under 350 gold :P Everyone must be studying
Magnetism now, nobody seems to have it. We'll can either buy it last or
buy it 2nd and sell to everyone, if they have the means to pay.

Been running science at zero pretty much my whole turn, with one scientist.
Yet we've learned five techs and are doing great financially!

1335 AD (12) - Drats. Ireland lands on the ice rock island. Fine, they can
build it to max size then we'll crush them and take it over. They're so
dirt poor something is wrong in that country...

1340 AD (13) - Loidos finishes its bank and starts Wall Street. I adjust to
get the 'magic' 20 shields/turn and it's due in 20 instead of 22 turns.

Sheesh!! The Irish found on the island, but NOT on the square that can
reach the whale! If I were a betting man, I would bet there is OIL on
the square they have founded. Either that or the AI truly is dumber than
imaginable. In their current location the city must be razed someday,
not captured, so we can re-found next door at whale station.
We're seeing more ships now, btw, buzzing about the area. None look mean
intentioned yet.

1345 AD (14) - Forbidden Palace is BUILT! :hammer: [dance]
We go from paltry shield production to the following in the South:
22 shields/turn, no waste in Southhampton. 15 at Dorsetshire, 13 (net 10)
in Salsbury. No more 1/turn on our southern coastal cities.

Bodmine, the city we saw earlier, just now completed Newton's. (I knew
that one was lost)

1350 AD (15) - With a deep, deep breath and a drumroll...

Magellan's Voyage is completed in Welwyn. :party:

(I was starting to get nervous and doubt that we would in fact go before
Manx, who was also due to finish it this turn.) The wonder cascade comes
crashing down. The dozen cities trying for Newtons and Magellans are toast.
Only the Scots manage to escape, starting Smith's.

Time to recheck diplomacy. Kent has his silks online, and we take him up
on them to make our people more happy, for Monarchy and about 6 gpt.
Briton will trade Econ for a paltry 130 gold, not bad. But Wales will give
it up for Iron (we have 4 extra) so we take the latter. Heck, they'll
throw in 5 gpt. Cornwall will pay for a RoP decently. But with a ship
RIGHT on our shore, I'll let our next leader do that in a few turns. Well,
no one was studying magnetism afterall, rather, the side-tech, Econ.
Three or so civs had it, so let's broker.

With Econ, Loidos and London switch roles, Loidos taking a head start on
Smiths, due in 28 (make that 26 after some tile rearrangement -- we're a good
bet to get it, but not by much. Production is net 22/turn) London will finish
Wall Street in 18.

- Trafalgar fishing village is your K-mart for expansion! It's got a galley,
settler, two workers, musket, and cav, all sitting ready to deploy. (They
were started for whale island near us, before Irish hit it. No rush on
taking the latter)

- Hatfield is worker lounge. I'm done mining finally, so they're hanging
out until we learn Steam Power. After that, man-o-man will they be busy!

- Dunemowe only appears to have a food shortage. When it completes its
harbor next turn, it will be surplus.

- Sell Cornwall an RoP in a few turns after he pulls away from our shore.

Good luck,
Charis
 
Fantastic run Charis! We're getting up into the catbird seat now. Any thoughts on what victory to pursue? Domination/Conquest will have to go through Sussex. For culture we'll probably have to axe them as well. We've got some excellent production cities so spaceship is a definite possibility and we've made an excellent start on manipulating the world for diplo. So, as I see it all options are still open to us but some will require removal of Sussex.

Sorry about the blanked city management. I ran out of time before I could go through them.
 
Great Run Charis!

About that fishing City, I think it was I who made them work on the Cows, but that was only temporarly to make the city grow, and build it's first improvements...

Must have forgotten to move the "peons" (citizens?), or didn't need to...
 
Strange, I didn't get any notification of your post on this thread...

Must have been because of the Forum Down-Time yesterday.

I can play now if it's okay?
 
Sure, play now. I didn't even think about the forum going down yesterday.

By the way, you don't have to wait for me to post to take your turn. As soon as Charis posts you can take it. Same for you, Xrang - as soon as Grey Fox posts his game you can take it. Don't wait for me.
 
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