COR1: The un-Militaristic Celts.

The dot map looks good to me, and I agree we need a safe route back to the core. Unfortunately it looks like another large spreadout civ with massive borders to defend :(
 
Originally posted by Greebley
I think I would make the blue dot between Ratae and Caractorium should be red as well. The reason is that I want our route to the Luxes assured. Otherwise china declares war and we lose 1 or 2 lux.

Sounds good.

I would also put a dot in that big patch of jungle. It is terrible now, but it will be good. Russia will also settle there if there is any resources (rubber) if we don't get it first. Finally it makes our border smaller which is always nice.

Yeah, that's true; I noticed last night that a Russian settler pair is trying to slip into our lands from the north, so grabbing that jungle may be our first priority. We can do it in one of two ways: either a single settler 4 squares NE of Cataractonium, which gets us the fruit and the iron in radius, but leaves a few spaces in the area unclaimed by any city; or, we can put down 2 cities, one directly NE of the fruit and the other on the hill square 4 spaces NW of that, thus guaranteeing that we can work all of our land, but involving some overlap.

Can we tell other civs to get out of our lands? This might lead to war. My thought was that we should not ask the AI to leave unless we feel the chances that he is going to attack is high. The thought came up when condsidering the russian settlers - I decided a pacifistic state would not order these settlers to leave.

We cannot make the statement "Leave or Declare WAR!" If we can demand no trespassing without threatening war, that's fine, though I expect the computer will pay us no mind whatsoever, so we're probably best off just not bothering.


AndrewN- Yeah, we're going to have a massive border with the Chinese. But we've got a very tight border with the Russians, and lots of coastline otherwise, so we won't have to put much efforts into defense.
 
Hi all, I'm playingand nearly finished.
I have a situation that's not mentioned in the rules as such and requires a ruling. China is trying to extort something of us. I'm pretty sure they won't declare but they might, so I guess the spirit of the game requires me to give in. I'm a correct?
 
Originally posted by Corrado
* If we ever end up in a war, we must prosecute it entirely defensively: our units may not leave our own lands unless going into a territory we have an MPP with in order to assist them. However, we may demand territory for peace.


It seems to me that you don't have to cave but if they declare you must not go after cities, only defense.
 
First of all the save.

pre-turn
As per the discussion I switch the GL build to Pyramids and switch a Spear build to a Gallic Sword.
Change court build in Eboracum to Settler.

IT
Babylon orders us out, we comply.
Lapurdum Worker -> Worker

530BC - turn 1
Found Glanum, start Warrior.
Whip a Temple in Ratae Cori.
Diplo check shows nothing new.

IT
Oops, I've got a riot since I moved an MP out. :blush:
Ratae Cori Temple -> Spear

510BC - turn 2
Whip Temple in Tolosa.

IT
Agedincum Harbor -> Spear
Tolosa Temple -> Spear
Russia starts the Mausoleum.

490BC - turn 3
Alesia needs a lux to stay happy, this slows down research on the the Republic (ready in 22)

IT
Entremont Settler -> Settler
Zimbabwe completes the Pyramids.
The Hittite complete the Mausoleum.
And that's where the cascade ends, phew.

470BC - turn 4
Switch Alesia back to GL (FP would be ready in 2)
Whip the Lib in Verulanium. (I have never used the ship so often, but I gather that all our culture buuldings will make up for the uphappiness and we will get earlier doubling.

IT
Verulanium Lib -> Spear

450BC - turn 5
Two settlers are on their long trek south.

IT
Camu Gallic Sword -> Spear

430BC - turn 6
A team of three workers start the luxery highway south.
No news from the diplo front.

IT
Sumer completes the Great Library. :(

410BC - turn 7
Switch Alesia to FP, at the cost of 16 shields, *sigh*.
Complete the road to Russia, but she offers only 20g for our Dyes and won't accept a Straight Dyes for Spices deal.
We are running on a deficit, so I can't offer additional gpt. Oh well, we'll get our own soon.

IT
Mao orders us out, OK.
Russia now has 4 settler pairs in our lands.
Entremont settler -> Settler
Alesia FP -> Library

Cor1-FP.JPG


390BC - turn 8
Zzz

IT
Mao demands Literature. I believe the rules force me to give in. After discusson I tell him to bugger of, which he does..:D
Camu Spear -> Spear
Lapurdum Worker -> Lib
Glanum Warrior -> Temple

370BC - turn 9
Finally 1 Settler on an indicated spot.

IT
Richborough Spear -> Spear
Agedincum Spear -> Galley
Lindum Worker -> Library

350BC - turn 10
Found Isca, start Temple.
Nemasus can whip a Temple, but I leave that decision to the next player.
 
Okay, for future reference:

We cannot do anything where is a chance of war as a result.

Ergo, we must give in to all demands, as there always exists the possibility of war if we refuse.

In situations where we can extract ourselves- for example, violating boundaries and having the CP tells us to beat it, that's fine. But no espionage other than embassy building, always give in to demands, and never threaten war if the CP does not withdraw its units.
 
Okay, I should have it tonight.

A few thoughts:

* We're in trouble, tech-wise. With the Great Library and Great Lighthouse built, that means that civs we don't know have access to techs we don't have, and Scientific Sumer is going to be piling them up. Our first priority must be Libraries and building our cities up in order to take advantage of Republic and research quickly.

* Our military sucks. If China of all people is threatening us, then Russia is planning on eating our breakfast. Our first priority must be to build Spearman and the occasional GS to provide a semblance of strength.

* There's still way too much empty land, and some of that empty land is vital- the Ivory, for example. While I'm willing to let the Russians grab a bit of the southern jungle (prime flipping cities, IMO), Chinese expansion into there would be bad. Therefore, our first priority must be to build more Settlers and grab more lands.

* We might still grab the HG. No one got it in the cascade, which means it's likely that no one has Monarchy, or that the civs that do already built their big monument. It might still be worth going for, because even if we don't grab it, we'll have Ivory, which means Statue of Zeus as an also-ran. Sure, we can't use the Ancient Cavalry to conquer the world, but it's more defense we don't have to build. Therefore, our first priority must be building another monument.

Any questions on where we're going from here?


:crazyeye:
 
There's a settler pair about 7 turns from the Ivory, I think we'll make it. Quite a few Libs are being built, use the whip while we can. The settler factory is still running. Alesia is building a Lib right now, but could be switched to Palace for another pre-build. I was hoping to get a settler out of it after that, but the pre-build is probably even more important. The Spices will be connected in 3 turns, the Worker team can continue to the Ivory after that.

edit: The luxery road south will allow our settlers to move to the empty lands quicker.

more edit: We need to make contac with the other civs, a Galley is being build and we'll need many more.
 
Sorry, folks- I decided to take a nap after getting home from work, and didn't wake up until my alarm went off this morning. Apparently, I was up way too late with my Sassanids game.

I'll play this one tonight; expect turn results by 10:00 PM EST at the latest.
 
Pre turn check: We're up Literature on everyone. A settler is on its way to the big Ivory lands. Four Russian Settler pairs dot our lands.

In regards to my schizophrenic plans for what to do first- I'm going to have Alesia build its Libary, then set it to the next Wonder, which will hopefully be HG, but may end up being SoZ or the Great Wall, depending. In the north, I'm going to focus on pumping out Spearmen for defense, and in the south, settlers.

Here goes!

330 BC (1): Lugdunum Harbor-> Galley.

MM a bit; switch Agedinicum to a Spearman as Lug is building a Galley closer to where we need to explore. Cataraconium switches to a Settler for better land-filling. Nemausus :whipped: a Temple.

Currently getting Republic in 10 at -13 gpt.

IBT: Russian and Chinese Settlers on the move.

310 BC (2): Entremont Settler->Settler. Camulodunum Spearmen->Spearmen. Nemausus Temple->Worker. Curovernum Temple->Spearman.

IBT: More Settler movement, some Chinese seem to be going to Ivory Coast.

290 BC (3): Verulamium Spear->Spear.

Our Elite Warrior tries to block Chinese settlers from a direct route to the Ivory.

IBT: Chinese Settler moves south instead. :D Russians and Chinese make no noise about our units having wandered into their lands (explorers). They must have decided to be peaceful, like us!

270 BC (4): No builds.

250 BC (5): Camulodunum Spear->Spear. Bananaville Library-> Worker. Tolosa Spearman->Spearman.

230 BC (6): Entremont Settler->Settler. Alesia Library->Palace. Richboroguh Spear->Spear.

Disease in Bananaville. Switch from Worker to Spearman.

Chinese seem to have build Paoting close to where we want our Ivory city, but that's no real hardship- we build Segusio 1 NE of where we wanted it, and still get an Ivory. Of course, it immediately starts on a Temple so as to convert the heathens nearby.

IBT: First Russian Swordsman shows up, escorting a Settler into our lands.

210 BC (7): Lugdunum Galley-> Spearman. Curovernum Spearman->Spearman.

The Chinese are rapidly settling the open desert area. We might be able to get two more cities in, but I think we're going to be ending our expansion pretty soon.

190 BC (8): Camulodonum Spear->Spear.

Babylon has Math; they want Literature, Dyes, 67 gold, and 12 gpt for it. I decline.

Spices are connected! Drop lux to 10%, which means I can push Science to 90%- we'll pay 26 gold, but get Republic next turn.

Found Rutupiae in the last of the Red dots. Begin a Temple.

170 BC (9) Get Republic. Begin researching Polytheism- maybe we can build the ToA (less useful since we've been Templifying everything, but still a Wonder worth culture, and besides, it's required and a step towards Monarchy and HG).

Revolt. Entremont riots, but I slide ahead to get everyone back to work. Hire a bunch of scientists that way.

Hook up another Dyes- We now have 3 spare. There is now no reason to sit on them, as we can trade to every civ we know and still have one left. Except that, of course, China and Babylon are too broke to want it. Still, maybe as a peace offering? Well, I'll leave that up to the next player.

Babylon now has Literature, and is still ahead Mathematics. But Russia has Math and no Literature, so Literature + Dyes to Russia gives us Mathematics.

150 BC (10) Switch to a Republic.

Lux back up to 20%, as we no longer have MP. Polytheism now in 15 turns at +6 gpt.

Finish moving people are. Explore with the galleys and curraghs.

And.... FOREIGN BORDERS! Black/Dark grey borders just outside Chinese lands!

The time had finally come. For all of his seventy-five years, the great Celt Corrado Corradoson had been agitating for freedom for the Celts, fighting for equality among its citizens, and leading the charge for a truly responsive government. After the last of the despots had been deposed, there was no questions as to whom the country would turn to for leadership in its new government. The Senate convened, and in a single vote unanimously elected Corradoson as the new President of the Celtic Republic. With great fanfare, to the huzzahs of the crowd, and with tears in ever honorable Celt's eyes, Corradoson took to the central podium to give his first maiden speech as leader of the new free nation.

Whereupon he promptly keeled over and died. Too much excitement, probably.

-"History of the Celtic lands, Vol. II"



That's ten turns for me, so you'll just have to turn in to the next exciting episode of "This Peaceful Culture" to find out who the new civ is.



A few maps:

Cor1_150BCsouth.jpg


The Blue dots are where I've been moving our two current Settlers towards. The Red dots are something that might be nice to grab eventually, but I don't want to annoy the Russians or Chinese over.

The Russians are moving past Tolosa towards that large desert. Hmm... wonder if there's gunpowder there?


Cor1_150BCnorth.jpg


Again, the red dots are areas that would be nice to settle, but aren't a rush- they're all in currently owned land, so no chance of being poached upon. Note that the Russians have started to settle the SE corner- I say, let 'em have it. Since it's closer to our capital that theirs, there's a lot of flip chance if we build a poaching city...


Oh, and of course,

The Save.


Thoughts for the next players:

* Once the road to the Ivory is complete, we may want to hook up the second Spices. China has Dyes, but not Spices, and we can likely make a good trade for them.

* We're researching Polytheism, but haven't done much so far, so feel free to change it. But it's the cheapest thing to research, and we may be able to trade it and Dyes for Currency and Construction from others. I'd recommend keeping our monopoly on Republic; remember that Russia and Babylon will both get free techs upon hitting the Middle Ages, and we can use Republic to leverage whatever they get.

*Also, once the Ivory is hooked up, we may want to start another city building a Wonder. Only China can rival us for the SoZ, so if we get Ivory hooked up faster and a pre-build sooner, we can probably get that in addition to whatever Alesia can build.

*We are currently paying 64 gold a turn in unit maintenance! This despite our army being "weak" to everyone else. We can't be a research powerhouse until that number goes down- we need to focus on getting our towns into cities. We have 4 cities on rivers that can grow without aqueducts- we need to push those up to 7 pop or more, which may mean having Entremont stop pushing out settlers. Those 4 cities growing will save us 24 gpt.

*I tend to lean towards suicide curraghs/galleys as being against the grain of this game- if we won't send our troops to their death, why send our sailors? However, I think we can get to the new lands with our galley (which is coming around quickly).
 
I've got it.
 
Inhereted turn. Read the last couple of turn logs. Interesting :D

We have 22 cities, 41g +6gpt with Poly in 15 at 20%. If I increase research to 30% we will get it in 9 turns at -12gpt. Back to 20% :(

Richborough is building a spearman, switch to library
Agedincum Spearman -> library
Eboracum is building a settler. I think we were going to move it to the hills
Tolsa is not much use. Lets make workers.

Diplo check:
China(Annoyed), 18 cities, 76g, down Maths, Lit, Republic
Russia(Polite), 14 cities, 3g, down Republic
Babylon(Annoyed), 14 citied, 4g, down Republic

IBT
Lots of movement. I see we have some warriors fortified between Russia and Babylon costing us 2gpt. Lets dispand those.
Verulamium Spearman -> Wealth. Not much else to build, no barracks, no walls.
Eboracum Settler -> settler

1) 130BC
Glanum grows to size 2, but the temple is in 3 anway. Dispand warriors for 2 shields
Dispand warriors between Russia and Babylon. We can't do anything with them, no barracks for upgrading.
Abandon Eboracum
Embassy with China (41g). Beijing is size 6, Temple, 4MP, building settler. It looks like China dosen't know Russia or Babylon.

IBT
One of Russia's settler/spear pairs turn back
Entremont settler -> settler
Ratae Coritanorum Spearman -> worker
Tolosa Worker -> library
Nemausus worker -> worker

2) 110BC
Dispand warrior in Ratae Coritanorum
Road to Rutupiae complete.
Monguntiacum founded. Set to temple
Glevum founded. Set to temple
On refelection we appear to have nearly finished settling our lands so I swap Cataractonium to library.
We now make 10gpt

IBT
Camulodunum Spearman -> Harbour
Bananaville Spearman -> worker

3) 90BC
Dispand warrior in Camulodunum
Playing with the Curragh there is a 2 tile route to the new civ. Joy.

IBT
Lugdunum Spearman -> worker
Curivernum spearman -> library
Glanum Temple -> library
The Ottoman's complete the Temple of Artemis
Germans complete the Great Wall Construction and Polythesim have been know for a long time :(

4) 70BC
Nada

IBT
Bananaville worker -> worker
Augustodurum library -> worker
Portugese complete Hanging gardens.

5) 50BC
Axima founded. Temple ordered.
Deva founded. You just can't have too many temples :)
Aztecs found.
Aztecs(annoyed), 7 cities, 0g, down Myst, Philo, COL, Lit. Nothing of interest although they do have the second highest culture 1060 against our 2486.

IBT
Aztecs ask us to move. Of course.
A purple boat sails past Glanum
Entremont Settler -> library
Ratae Coritanorum worker -> library

6) 30BC
Portugal found.
Portugal(Cautious), 17 cities, 106g, up Poly and construction. No trades possible
Ivory road complete :) Nudge lux back to 10%. Statue of Zues available. I'm not sure if we can build this one. According to the pedia its religious (us) and militaristic (not us). So I think no. If we do change then Alesia can build it in 8 turns.

IBT
Lugdunum worker -> wealth

7) 10BC
Embassy with Russia for 44g. Moscow is size 8, barracks, granary, temple and library, 5MP, building spearman in 2. No horses.

IBT
Augustrodurum worker -> Wealth

8) 10AD
I go to wip the temple in Segusio and I discover I need money, not people.
Portugal have currency as well.

IBT
Nemausus worker -> worker

9) 30AD
Lezoux founded. Temple :D

IBT
Portugal meets Russia, or at least their boats sailed past each other so I assume they know the other now.
Camulodunum Harbour -> Wealth

10) 50AD
Embassy with Babylon (77g). Babylon is size 7, barracks, granary, temple and library, 4MP, building spearman in 2, no Iron.

Thats it.


Notes:
Alesia can build SOZ in 4 turns, if we can.

Our army is costing 70gpt - 26 workers, 3 warriors, 30 spearmen, 1 galley, 1 gallic swordman and 2 curragh.

Poly is in 2. We can research const or curr next and faster. I would like to express a preference for currency. A few marketplaces and we could switch off the lux completely.

A number of cities are on wealth as I couldn't think of anything better to build, no walls or barracks.

I'm not building anymore settlers as there is nowhere to put them.

Save
 
I think I would put a town closer to Tver. We need a city 3 away to try to get it it to flip. Without such a town we will never claim it.

Lapurdum needs culture. The Russian town near it has more! I would rush the library in 4 turns (you can also use idea 2 below - disband one of its spear to get it to 20 or less shields faster and then rush it - and then rebuild the spear).

I would also switch the towns off of wealth. I would build one of:
1) Gallic swords in case we are attacked. Also a few horses to quicky be able to get to a trouble spot and catapults to bombard defensive units in defensive terrain are worthwhile for defense.

2) Random units to disband in towns like Lapurdum where we want faster culture.

3) Those towns can probably benefit enough from courthouses that the courthouses will pay for their maintainance and will later help sheilds.

4) Some don't have granaries which are always useful for growing faster.

I think all of the above is better than wealth. The shield to gold ratio is not good (4 to 1) enough I feel.

Ideally, we will get currency soon and be able to build markets, but in the meantime the above are all things we will benefit from.
 
andvruss, you're up!

On Greebley's thoughts: yeah, a town 2 squares dead E of Tver would be nice for setting up the flip. We're not in a huge rush, but it would be nice.

As for towns on Wealth- I say keep them there. Our economy is problematic due to the comparative number of units we have. Building more units- even to disband- just drops our income 3g each, and completed Granaries give little benefit for the 1g upkeep. I say focus on wealth while we try to get our core 4 cities up to pop 7+ (again, that will save us a tremendous amount of money in upkeep) and use the wealth to bolster our science.

Currency is the big deal here, and I highly regret researching Polytheism first- a gamble that certainly did not pay off. Once we can get Marketplaces in our core, everything should ease up a little.


And AndrewN is right- by my original rules, we can't build the SoZ. My mistake for suggesting it.
 
Originally posted by Greebley
I think I would put a town closer to Tver. We need a city 3 away to try to get it it to flip. Without such a town we will never claim it.

Lapurdum needs culture. The Russian town near it has more! I would rush the library in 4 turns (you can also use idea 2 below - disband one of its spear to get it to 20 or less shields faster and then rush it - and then rebuild the spear).

I would also switch the towns off of wealth. I would build one of:
1) Gallic swords in case we are attacked. Also a few horses to quicky be able to get to a trouble spot and catapults to bombard defensive units in defensive terrain are worthwhile for defense.

2) Random units to disband in towns like Lapurdum where we want faster culture.

3) Those towns can probably benefit enough from courthouses that the courthouses will pay for their maintainance and will later help sheilds.

4) Some don't have granaries which are always useful for growing faster.

I think all of the above is better than wealth. The shield to gold ratio is not good (4 to 1) enough I feel.

Ideally, we will get currency soon and be able to build markets, but in the meantime the above are all things we will benefit from.

As Corrado mentioned, out economy is not good. We have a huge amount of units (mainly workers) costing us 70gpt so I was reluctant to build more. Similarly I don't thing building and despanding units is a very profitable way of running things.

I did think of granaries, but I don't normally build them before the town has an aquaduct as the town will hit size 6 long before it is built and in many cases I don't build one until a hospital has been built.

Again a courthouse seems to be a waste of shields if the gp it saves goes on the maintenance. I only build these is more distant cities until rails and the savings are larger.

On the other had, depending on how long currency takes, it might be worth swapping them to couthouses as pre-builds for marketplaces
 
The only problem I with wealth is the poor ratio of shields to gold. 7 or less shields generates a single gold per turn meaning most cities are gaining us a single measily gold. Even if the courthouse is "break even", I would rather get it out of the way than get a single gold.

If we are thinking of currency next we could start courthouses as a prebuild for Markets. How about doing that?
 
Moving to build granaries as pre-builds for Marketplaces is fine, but we can't start that right now- Currency is still far too many turns away. I don't think we'll get it in less than 15.

We may also want to consider merging some of our workers. If we can pull a few workers into a city and make it size 7, that saves us the upkeep for each worker *and* increases the number of units we get for free. Once Markets are up and running, we can then push out workers again.

Keep an eye on the Aztecs. If I remember the tech tree correctly,
then they have Currency and Construction available to research. If we're lucky, they'll go for Construction and we can trade a bunch of old techs to them for it.
 
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