[C3C] Celts - Emperor - Random Tech

How did you get that prompt from the domestic advisor about unhappy cities? Some kind of mod? I use CivAssist2 for this kind of thing but would much prefer a prompt like that!

It's one of the functions of the Flintlock patch.
Yup. It's also the reason I traded away the silks, because it saves your last trade offer when you go back to the diplo screen (at least I think that's part of the patch). If the trade is not available at all, like the other civ learned the tech you were trying to sell them, it's cleared, but because I still had one silks left it let me trade it away, whereas without the patch, it would have shown Silks (0) and I would have known better. Still love it tho.
 
550 AD

The Scandinavian front is largely static as my troops continue to heal.

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Outspoken political prisoners continue to be rounded up.
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Peasant workers are transported south back into Celtic territory to keep them safe from hostilities.
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Some, tired of manual labor, embark on new professions.
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The people, pleased with my persecution of both the Vikings and my economic advisors, add a fourth floor to my palace.
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However, I charitably decide to devote this space to the housing of war refugees.
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560 AD

Our troops discover, then immediately attack Bergen.

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As battle rages outside their city, snow begins to fall. Hopeful Scandinavian citizens emerge to spectate, certain that their acclimated Viking defenders will prevail over the shirtless Celts.
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But this "Winter Miracle" fails to materialize, and many a Viking spearman still lies buried in a snowdrift.
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In the north, my knights approach Bodo, which is named after its founding father, a hobbit.
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Ragnar, desperate to stop the devastating destruction wrought by his own dastardly deeds, ups his offer for peace to 58 GPT and 56 gold. I disdainfully decline.
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Trade Theology to the Hittites for 11 GPT and 5 gold. They immediately establish a Morality Police, but fortunately the Barfinder is well out of their jurisdiction
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In the south, the Chinese cultural borders annoyingly expand, closing the roads to Glevum. We begin work on Libraries to reclaim the mountain pass that our Japanese slave laborers worked so hard to build.
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565 AD

The Hittites and the Netherlish sign a peace treaty.

570 AD


The Scandinavians are apparently able to produce naught stronger than archers and spearmen. Further, their generals, regarding these archers as "Attack Units" send them wandering through the tundra. Meanwhile, a single company of knights conquers the port city of Bodo.
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Are we the best at everything? No. Everything that matters? Yes. I contacted Morris P. "Spoonwood" Farnsworth, a 89 year-old Firaxis programmer, who revealed to me the following formula: number of Horse * (1/2) / 2 * (4) = Culture / 1. Clearly, this is why the Sumerians still supersede us in this frivolous metric.

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Our troops approach Reykjavik(sp) and the Scandinavian capital city of Trondelburghaufenstein. Clearly the Vikings are doomed with a capital D, but they still won't give us Education. Not that we want it.
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The Mayans however will give us 277 gold for 18 GPT.

And the Chinese will give us Invention for 710 gold and 141 GPT.

We take these deals because Education is coming and we're not going to be caught with our pants down and our inkwells dry, so to speak. Also we're not going to pay the Chinese, we're going to ruin our reputation by killing them...
 

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575 AD

Learn Education, the worst tech in the game, as it invalidates two awesome wonders, and only lets you build Universities, which at this point take like 19 turns in even decent cities. For those who have forgotten (and I don't blame you if you have, it's been 3 pages of posts since we learned anything on our own), the premise of this variant is Randomized Techs.
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So I order my Wise-Men and Wise-Guys to break out their dice, which are covered with 700 years of dust. We roll Gunpowder, as I'd hoped, even though it is an overrated tech since it only lets you build Musketmen, who are kind of effemininate in their gaudy pantaloons.
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580 AD


However we get busy on the trade front and recoup some of our losses to the Chinese, selling them Education for 594 Gold and 36 GPT, then flog it to the Germans for 69 Gold and 54 GPT.

In the war zone, we've penetrated to the Northern Sea, splitting the Scandinavians in two. To the west is the mountain fastness of Alizé, though my only interest in it is keeping it from the Japanese. In the east, we are at the gates of Reykjavik (just checked and I've apparently spelled this right 2x by complete accident). An expeditionary force plots to steal some Furs of our own from Trondheim.

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585 AD

China and Scandinavia have signed a peace treaty. Unfortunate as I was hoping to waylay those tender Chinese footsoldiers and drastically reduce their unit support costs, but alas, they're almost home. The Mayans help some, though.
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590 AD

Our magnificent armies capture Reykjavik.
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Our JV team kills a Scandinavian spearman who apparently gave up on retaking Karasjok from the Japanese and was heading home.
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Ransgar is no longer capable of giving us gold, so resorts to offering worthless cities. He'd probably throw in those workers too.
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Alesund:
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Tromso (background) and New Beijing (foreground, lifesize)
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600 AD

A Gallic Swordsman and a Knight sneak Alesund out from under the noses of a well-coordinated Japanese naval invasion.
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The Barfinder discover the Indian city of Bengal nestled in the hairy cleft between the Dutch cities of Den Helder ("Den of Sin") and Leiden ("Missionary Position").
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Set up an embassy in Delhi. Not very impressed, and their leader looks like E.T., but they seem to be somewhat respectable statistically.
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Prepare to lay waste to Stavenger, Stockholm, and Trondheim
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Give Japan Education for a Worker and 23 Gold.
 
605 AD

China and Spain have signed a peace treaty. Not surprising as the bulk of the Chinese army seems to be engaged in Operation Stand In Celtic Roadways.
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610 AD

The Jarl of Stavenger offers vigorous resistance to Vincent Torix and his army of of 10,000 Gallic Swordsmen, but it is to no avail, and soon the Black Shamrock is flying above the coastal tundra city. The barracks, harbor, and extensive forest highway network survive the conquest completely intact, but several meadhalls suffer slight damage.
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The Barfinder continues to explore India.

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A look at the espionage screen indicates that we have met all civilizations. Babylon must be a myth or a bug.
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Trondheim and Stockholm get it next.
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You need to get a knight into those armies to add to their lifespan.
I like to use up my gallics so that they stay viable longer. Also mixed armies have always felt a little uncouth to me even though realistically they make more sense
 
Welcome to Stavanger! Have a locally brewed Lervig ale and some fresh mackerel caught this morning<3
 
615 AD

Our alliance expires and I don't feel like giving the Japanese anything to extend it. By AI standards they were decent allies, conquering a couple of cities - but only along their borders, not losing any, and in general, staying out of our way. They see that they've little to gain from continued conflict, as even their newly-built Samurai will not reach the front for decades, and sign peace with the beleaguered Scandinavians.
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Oddly, until now, the Japanese had no contact with other nations besides us and the Vikings, unless you count the mythical Babylonians. But they apparently meet the Chinese and Mayans, and immediately sign a military alliance with the former against the latter.
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King Brennus pays a personal visit to newly-conquered Stavenger, confounding pundits, who see little diplomatic value in a backwards tundra fishing village. He is greeted by the Jarl, who welcomes him with a locally brewed Lervig ale and some fresh mackerel.
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Later he is awarded the "key to the city," which seems to be a fish on a stick, but nevertheless dutifully poses for a portrait to commemorate this momentous occasion.
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Gandhi contacts us in a huff, Annoyed that the crew of the Barfinder is teaching the native population how to "twerk".
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Brennus: That's a traditional Sumerian weather dance. They do it to "make it rain"... Actually, it technically is education, just not with a capital E... Sigh, yes, they'll leave your coastal waters immediately.
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620 AD


Conquer Stockholm, which may need to be moved slightly to provide Celtic fisherman access to the nearby whaling grounds.
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625 AD

Note: I read the diplomatic screen wrong, and Japan has known about China and Maya for at least a hundred years. However, the very next turn after the Chinese rope them into a war with the Mayans, China and Maya sign a peace treaty. This is a treachery world record, even by AI standards.
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For those keeping track at home, the currently active conflicts are Maya vs Japan, Celts vs Vikings, Sumerians vs Hittites, and possibly Japan vs. "Babylon".

630 AD

Launch a massive attack on Trondheim. The city is left with only a redlined spearman as a defender, but we have no more troops with moves left that can attack.

Within range for next turn are 2 Gallic armies (with 5/14 and 9/13 hp), 22 trebuchets, 1 MI, 1 archer, and 5 gallic swordsmen (only 2 healthy though).

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Should be enough to take. Just in case, I wander over from Stavenger, still gnawing on a mackerel, to personally supervise.
 
You need to get a knight into those armies to add to their lifespan.
Someone yesterday elsewhere said that the AIs won't atack fully healthy 2 defense unit armies before tanks (12/12 or 13/13). I thought I remember having a cavalry attacking one of my swordsman or ancient cavalry armies before, but even if I did, it might have not been full health.
 
Learn Education, the worst tech in the game, as it invalidates two awesome wonders, and only lets you build Universities, which at this point take like 19 turns in even decent cities.
If playing for a spaceship launch, those universities have high enough value relative to their cost. If you want to ensure that you can sell tech for gold per turn, education can also help a bunch. Also, education can help if you're behind on research or help catch up. Those wonders also are not invalidated by learning Education in terms of any tourist income potential.

Banking and The Corporation end up less useful if researching as quickly as possible in a Republic for long enough of a game.

A university for 200 shields gives you maybe 8-10 more beakers in a core city on average. As soon as it's built. Or soon can with some growth to size 10. If you try to capture 3 cities or clear out territory with 3 knights instead, that's probably not even one city captured on average. Assuming you could capture a city with just 3 knights, which is overly generous, that's 9 potential beakers from specialists once resistance gets quelled, plus all time for irrigating and railroading. Universities also get you into a better position though for modern age research if getting The Internet becomes an issue, or buying or purchasing research labs is quicker than The Internet. Also... if the map isn't pangea or 60% archipelago and you had courthouses and police station say captured. But the university also has earlier potential value in that it makes selling tech for gpt if/when you can cash rush one. It takes three turns to cash rush knights, while it's just one for a university in principle.

But, for sure, in a Monarchy, universities are near dreadful for maybe 4 more beakers on average in core cities. Having actually tried some AW type games, libraries are barely even worth it in a Monarchy if they are valuable enough to justify not getting more military out sooner.
 
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Someone yesterday elsewhere said that the AIs won't atack fully healthy 2 defense unit armies before tanks (12/12 or 13/13). I thought I remember having a cavalry attacking one of my swordsman or ancient cavalry armies before, but even if I did, it might have not been full health.
Does the Flintlock patch correct this, or just the composition of AI armies? I've had the AI attack wounded armies all the time, or bomb them down first and then attack. But I've never had a chance to test whether they would like throw ten longbowmen at a full strength Knight army.
If playing for a spaceship launch, those universities have high enough value relative to their cost. If you want to ensure that you can sell tech for gold per turn, education can also help a bunch. Also, education can help if you're behind on research or help catch up. Those wonders also are not invalidated by learning Education in terms of any tourist income potential....
@Spoonwood, you're like Bill James to my Sam Malone, so I can't argue with any of this except to say that I'm not mollified by the Great Library's expiration by the pittance of tourist gold. I will add that one of the underrated perks of Scientific civs even in warlike games is building libraries instead of temples for border expands.
 
Does the Flintlock patch correct this, or just the composition of AI armies? I've had the AI attack wounded armies all the time, or bomb them down first and then attack. But I've never had a chance to test whether they would like throw ten longbowmen at a full strength Knight army.
I thought it didn't change what they will attack. From what I've read, in the classic game they can bombard armies with bombers and then might attack it. The Flinlock mod makes armies much more likely to get bombarded and then attacked once weak enough, because the AIs have more artillery and can leave cities if native artillery type units. But, that's another reason why a knight in a mostly gallic army works out as more safe. I know I've topped off 3 knight armies with a cavalry before, and they have a little bit more power. It did feel worth it. The cavalry doesn't lose any movement speed by joining that army, it just can't gain speed in another army.

I haven't thrown an elite star archer into a mostly swordsman army, but even that idea strikes me as alright early, especially since and elite star no longer can spawn a leader. Though, of course, that army's defensive power isn't as clear since it now has an archer in it. Buffing a two archer army with a spear might have more utility also, I don't know. Mixed armies that have different movement units, those make for a different story, because then there's no movement gain from adding a horseman to a spearman army if I understand correctly (don't think I've tried it). Having a two horseman army and then adding a swordsman strikes me as the big no-no... or hard to see how it works out strategically as better in who knows what case, because you have a three movement army which then becomes a two movement army.
 
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640 AD

The Battle of Trondheim commences with a extensive trebuchet barrage that accidentally breaks a hole in one of the Pyramids, and spills grain everywhere.

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We prevail over the battered defending spearmen.
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Reports of the reception of the civilian population varies depending on the news outlet.

Celtic:
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Neutral:
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Scandinavian:
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Likewise reports of Ragnar's frantic flight by sea to Copenhagen.

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Celtic:
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Someone yesterday elsewhere said that the AIs won't atack fully healthy 2 defense unit armies before tanks (12/12 or 13/13). I thought I remember having a cavalry attacking one of my swordsman or ancient cavalry armies before, but even if I did, it might have not been full health.
Def 2 armies will be toast when cavs hit the scene, unless you can keep they out of harms way. I have lost AC armies of 4 units, never lost a Knight armies (green health) to attacks. OFC bombers change everything. Armies on the coast that can be bombarded by ships are the same as bombers, can be weakened till they will be attacked. Non green health armies could
be at risk. Though never had a cav army of even yellow health attacked, unless it get bombed to red.

My suggestion of adding the knight for the armies was not based on prevention on defense so much as staying alive on offense. A common way to lose any army is to attack too many times and dropping it to red. That knight would obviate that to some degree, as long as you do not insist upon pushing all the time. I noted several screens where an army was red, it not only could place that army in jeopardy, it also means a longer wait to get it back in action.
 
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