Crapsack world challenge

MattiK

Warlord
Joined
Jun 21, 2015
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205
So I've decided to play solo game on as crappy world as I can think of vanilla BTS to make. Game settings are as you can see on first screenshot with total of 4 civilizations trying to survive on arid world with little water where raging barbarians and beasts prey on the weak. Difficulty level is noble.

I didn't want build city on desert covered by floodplains (settler's default location), moving north would have placed corn outside BFC, and in east I see decent hills to mine on against desert hills of the west. So choosing the location was no brainer even though location doesn't have benefits of the river (defense bonus & trade route).

I go to sleep now. Follow this thread how I screw things up from here.

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I took first screenshot with higher resolution and cropped it up. For next screenshot I reduced resolution to reduce file size.
 

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A survival then! It's going to be interesting.
 
Welcome to the site! I am your king and I will be showing you to your seats. Please remain seated throughout the duration of the flight as this plane is made out of popsicle sticks and chewing gum and your pilot hasn't been seen since take-off, thank you.

Welcome to the site MattiK :D
 
30 turns down the road. I have researched:
Buddhism
Agriculture
Hunting
Archery

I know that hinduism would have been more beneficial, but buddhism is faster to research. I want capital to grow fast to provide more workforce. Therefore I chose agriculture for next. Need better units to garrison and defend cities and archers are fastest and most reliable choice for the job this early in the game. Worker made farm on the corn, then mine on the plains hill, and is now working on second farm at floodplains. Seoul has grown to size 4, it has made another warrior and is now working on settler. One village gave me map and another provided warrior with experience. In south-east my warrior encountered scout from Khmer empire.

My plans from here are to build second city somewhere around the sheep and use it to tap either on the stone or on the spices. Hmm... Maybe I should just forget about the stone until it is encompassed by Seoul's culture borders. For Seoul itself I'll build cottage on second floodplains tile after worker completes the farm. Then road towards the next city and pasture for the sheep (after animal husbandry has been researched). I really want to build stonehenge, but it'll take ages without stone or wood chopping. I also need prepare troops to defend against barbarians and roads to move the troops in efficient manner. To explore vast deserts and plains, I need scouts and mounts to escort them. What do you think I should prioritize here?
 

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[party] [party] :band: :band: [party] [party] :rockon: :rockon: :dance: :dance:
Welcome, Young writer, to the land where the strong control all and the weak "cultured" people burn, where the advanced destroy the primitive, where the UN is a tool for world domination, where democracy is just a means of building things quicker while communism is the most effective economy for large empires more often than not, where those who conquer the quickest and than keep control of their spoils are the most respected, where men love to start as cavemen on their trip to the cosmos, the heavens fall twice with incantations of unbelievable power, where the ultimate religious authority is a white, radioactive rock that can burst forth sometimes with the radiance of a thousand suns[1], where the forecast is continued war in a hell-hole of eternal war against Eurasia EastAsia with a 100% chance of mushroom clouds, or have been forced to abandon their own home due to thermonuclear warfare for the stars. All at the dance of those voyaging writers, who place with the lives of trillions for the purposes of their game.

This is Civfanatics. Only The the strong will flourish under its members iron rule and titanium fists. The weak will be perished, the strong ganged on, the cunning survive.
Do you have what it takes, oh maybe wise and definitely greedy writer?

Standard initiation. Brainwashing starts next week at 10 am.
 
[party] [party] :band: :band: [party] [party] :rockon: :rockon: :dance: :dance:
Welcome, Young writer, to the land where the strong control all and the weak "cultured" people burn, where the advanced destroy the primitive, where the UN is a tool for world domination, where democracy is just a means of building things quicker while communism is the most effective economy for large empires more often than not, where those who conquer the quickest and than keep control of their spoils are the most respected, where men love to start as cavemen on their trip to the cosmos, the heavens fall twice with incantations of unbelievable power, where the ultimate religious authority is a white, radioactive rock that can burst forth sometimes with the radiance of a thousand suns[1], where the forecast is continued war in a hell-hole of eternal war against Eurasia EastAsia with a 100% chance of mushroom clouds, or have been forced to abandon their own home due to thermonuclear warfare for the stars. All at the dance of those voyaging writers, who place with the lives of trillions for the purposes of their game.

Already seen all of that 20+ years ago with my father's computer with AMD 40 MHz 80386SX on it.
 
Wang Kon looked again at the massive stone slab before him, then again at the drawn picture on nearby rock. At last he turned to speak with workers' chief of the mine. "How long would it take to construct this stonehenge?"
Chief answered with little hesitation. "Even with our best efforts, several centuries."
Wang turned towards the priest. "And do you say it is worth the effort?"
"It is." No hesitation nor uncertainty.
Considering the proposal, Wang looked towards his city, weighed proposal against other build proposals, and reports about hunting beasts and organized scouting party from another city. Finally he turned to the priest. "This stonehenge could be as important and beneficial as are your teachings. But certainly you have heard about the beasts and people lurking outside my domain and dangers they present. If we were to build this stonehenge with expense of our safety, it could well get destroyed before its completion, along with us and our people. Don't you agree, Buddha?"
Priest Buddha bowed deeply. "I cannot deny importance of your words."
Wang bowed just as deeply. "I appreciate your understanding. Let us train warriors with our newest weapons, the bows. Then we'll gather and prepare our people for long and dangerous journey towards to the fertile river to create our second city."


Session today took longer than I had planned. Second city created near river of floodplains and that city can also tap on the stone. Then I got animal husbandry researched and found horses just 3 tiles from the 2nd city :sad:

Barbarians are stepping it up and most I could do with my capital was to train archers. I also built monastery for missionaries, and on turn of monastery's completion, buddhism got to 2nd city along the road. Barracks and worker were also created. Bronze working revealed copper well outside my borders, but then iron working revealed iron source right on the capital city's tile. Other civilizations made both stonehenge and oracle, so I'm not getting great prophets anytime soon. I got quest to make 10 swordsmen, but before I complete that, I shall create third city which will tap on the horses, 2 ivory, and bananas. No river nearby for the farms though. Nevermind about that, plenty of jungles means plenty of chop rushing and grasslands. I can build cottages to all grasslands tiles (except resource tiles) and keep city well sustained while milking money :lol:

And if I manage to complete the quest, I'll have plenty of troops to fight the raging barbarians :D
 

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Barbarians are stepping it up and most I could do with my capital was to train archers. I also built monastery for missionaries, and on turn of monastery's completion, buddhism got to 2nd city along the road. Barracks and worker were also created. Bronze working revealed copper well outside my borders, but then iron working revealed iron source right on the capital city's tile. Other civilizations made both stonehenge and oracle, so I'm not getting great prophets anytime soon. I got quest to make 10 swordsmen, but before I complete that, I shall create third city which will tap on the horses, 2 ivory, and bananas. No river nearby for the farms though. Nevermind about that, plenty of jungles means plenty of chop rushing and grasslands. I can build cottages to all grasslands tiles (except resource tiles) and keep city well sustained while milking money :lol:
Looks like you have a good plan already.

To comment on your strategy, and I'll try to avoid talking in microscopic terms since you've said that's not your thing ;) -- I agree that the ivory/bananas region looks promising for a future city, but since Calendar won't come online in a while, you would find that city's growth stunted. There's no immediate need for horses since you have secured iron now, and the barbs won't bring anything scarier than axemen for a while; besides, you'll be wanting to build swordsmen rather than horse archers until Construction, due to your quest. While ivory is always helpful for the happiness it provides, you have a religion to bolster your happiness and you're researching Monarchy right now for Hereditary Rule.

You seem to think that chopping jungles yields :hammers: as it does with forests; that's not the case, unfortunately; it will just remove the food penalty and make room to properly improve that tile. You definitely want to settle that jungle and get your cottages running, and time it to coincide with your research of Construction, since war elephants and catapults (Hwach'a in your case) are both amazing units, especially when combined. Civil Service would help in feeding that city as well, allowing you to irrigate the riverless grassland.

I suggest that you tend to the sheep north-by-northwest of Seoul, what with the juicy riverside grassland nearby. Seeing as you're Financial, you'll profit even more from riverside cottages that your capital could take over in Bureaucracy; the sooner you work them, the better. You can easily develop that city with all those forests to chop, too, and depending on where you plant it, you could secure a strong coastal city scratch that, I just noticed what this "sea" looks like on the other screenshot. :lol:

The floodplains near the corn south-by-southeast of P'yongyang should also offer at least one strong site for a city; to name its disadvantages, city maintenance costs will be higher (not so much of a concern on Noble, though) and workers committed to that city can't find their way back to Seoul quite as quickly in a pinch.

You've placed P'yongyang in a strong location. I would have settled this city after the sheep city because it doesn't get its food as fast (desert tiles take 25% longer to improve, rounded up, I think). In my opinion, you should farm one of the floodplains to make it grow faster, allowing you to work three of cottage/plains cow/farm/plains stone (don't whip it down below size 3) in any combination that you deem necessary for the current situation. As your happiness cap increases, you would spam more cottages on those floodplains, including the one that was previously farmed. I figure that's what you had in mind, anyway.

Good call on getting the plains stone into P'yongyang's fat cross, by the way; I think it's a 1/4/0 tile -- a grassland mine with an extra hammer per turn, so to speak. In fact, grassland mines are so efficient at production that you never want to whip the citizen that works them, because that population point yields 30 :hammers: over the span of 10 turns (whip cooldown timer), just as the whip would, but gives your city one :food: per turn as well, whereas the whip gives none. Obviously, the plains stone is even better.

It may have been unnecessary to build a monastery -- researching (or, probably better yet, trading for) Monotheism will allow you to adopt the powerful Organized Religion civic for its production modifier, with the nice side-effect of being able to build missionaries without a monastery. Besides, if you keep your next cities somewhat close to the Holy City and connect them by trade route, the religion will spread on its own very quickly.

If you want to get a Great Prophet, you could whip a Temple in Seoul right now and start running a Priest specialist; it would take 34 turns for the fellow to show up, though, and your first Great Scientist, and thus your Academy, would be delayed even further. At least Moses may prove helpful in guiding your people through the desert. :lol:

Chief concern is that you have too few workers -- you've probably noticed this and queued up one of them in Seoul. When you find yourself working unimproved tiles, as both your cities are currently doing, that's a clear sign that you need to focus on horizontal rather than vertical growth right now. Seeing as Seoul must be sitting at the happy cap right now (4:) + 1 from palace + 1 from state religion), you should whip the surplus population away and start producing more settlers and workers, best accomplished by using overflow from whipping military units.

Spoiler :
(One foray into the bog of game mechanics: When you have invested no more than four :hammers: into axes/spears, which cost 35 total :hammers: apiece, they can be double-whipped for lots of overflow. Whipping turns each whipped population point into 30 :hammers:, so you end up at up to 64/35 :hammers: for your unit, plus the :hammers: your city gets on that turn. Since the unit only requires 35 :hammers:, the excess production overflows into your next build, which is 30 :hammers: at minimum. Importantly, all production modifiers are applied to that overflow. If you had stone connected, for example, and double-whipped an axe/spear as described, then queued up the Pyramids, you would end up with 60 :hammers: towards building the wonder, because you have the corresponding production-doubling resource. With Organized Religion, add a further +25% :hammers: modifier on top of that -- that's already about 33% of the wonder completed, and you've probably noticed that they're a strong wonder that the AI tends to neglect. You would actually not overflow directly into the 'Mids, but try to direct your overflow into slightly more expensive items each turn, and ultimately steer that overflow cascade into the Mids. Look into VoiceOfUnreason's basic guide on whipping on this site if this interests you.)


This issue with worker labor probably prevented you from connecting the stone in time for double production on Stonehenge, or chop forests for the wonder (all :hammers: from chopping get doubled by the appropriate resource as well). Not that I think you would need Stonehenge when you can pop your borders with religion; I think Wang Kon made a wise choice to decide against building the thing in favour of military units. Say, have you seen foreign borders already? :mischief:

Although, did you know it's a perfect nuke shelter? Because that's what it is. Stonehenge can't be destroyed by nukes. It's the earliest building in the game to sport that property.
 

Wait a minute, someone talking about civ strategy in a very detailed way here in S&T? Man, welcome aboard! I haven't seen this here in ages, I thought I was the only one here in S&T that still liked to do these kind of stuff, although I haven't been doing much lately.

I'll take a look at your explanation more carefully when I get the time, but I already spotted that interesting fact about whipping! Thanks for the info!
 
"We have report from our scouts. They have found the Maya empire."
Wang Kon fixed hard stare at the bureaucrat official. "So where is it then?"
Official licked nervously his lips and placed crude map drawing on Wang's mahogany desk. "They say it is here right behind this river."
Wang looked at the map and where bureaucrat was pointing at, trying to recall details about the location. Then he looked sharply back at the bureaucrat. "This changes order of things. Call leaders of military, workers, and settlers. We must secure this side of the river against Maya expansion at once!"


Against the recommendations, I was going for the south jungles & animals anyway becouse I really want some mounts for exploration and to fight on larger area with fewer units. Then my scout found Maya empire behind the river. Gotta secure that river, or at least part of it. City next to river will provide additional defense bonuses against attacks across the river, and so I chose that place for a city instead coast.

Becouse apparent shortage of military units and mobility against the raging barbarians, one warrior got to my stone quarry and demolished it. Rebuilding it now, and I won't leave it undefended again. Second cottage around Pyongyang could have been unneeded for now: city is already at max happiness size. Now more swordsmen from Seoul...

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I will get city up to north to tap on to the sheep and the 2 spices. But that is at lower priority: beyond that point comes tundra, snow, and north pole, so I'm nearly certain only barbarians will threaten my border from there. Need those horses for chariots and cavalry, becouse my scout at Maya border got killed by barbarian spearman.
 

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Securing land against the Mayans was definitely the best move here, superior to the sheep site I suggested -- as you've concluded, that can be backfilled later. I think I would have planted Wonsan on the non-forested plains hill north of its current location, so as to pick up more floodplains and the important wheat resource. Not only do you ensure a decent food surplus without having to farm any floodplains, you also add a new health resource to your empire, fixing poor P'yongyang's recent problems with squalor. Besides, a city planted on a plains hill gets one free hammer per turn on its central tile, without any micro input from you at all.

It works that way because the plains hill yields 2 :hammers: naturally; this carries over onto the city's central tile. Normally a founded city strips its underlying tile of all "overlays" (forests, jungles, floodplains), and then the always-active city tile yields 2 :food: / 1 :hammers: / 1 :commerce: per turn. Resource-bearing tiles and plains hills, however, do not get diminished in tile yield beyond what they would yield "nakedly". Founding a city on plains hill marble (natural 3 :hammers: tile yield), for instance, returns a 2/3/1 tile -- that's two free hammers per turn.

There's another slight problem with Wonsan's current location: no forests to chop and the only viable hill to mine being covered in jungle at the moment, combined with no food resource to ensure fast pop regrowth after whipping, will leave the site somewhat poor on production until you unlock levees at Steam Power. And what will you do when the levee breaks? You'll have no place to stay!

Good move to select a well-defensible location for an aggressive city plant. I'll point out that the penalty for attacking across a river against flatland (50%) only makes for the superior bonus compared to attacking against a hill (25%) when you're not defending with archers, because the latter get an innate 25% bonus to strength for hill defense, which stacks with the generic hill defense bonus, and thus evens out. In fact, the hill plant has a slight advantage because it is equally well-defended from all sides; Wonsan is well-defended from all sides except when attackers come in from the north (if they're coming from the east, you're likely already in greater trouble).

Your road network looks well-established with Wonsan connected to trade and resources, and a missionary is well on his way to Wonsan to strengthen its culture; you're already improving the tiles around Wonsan. Looking good there.

I think you should double-whip P'yongyang once you have a few hammers invested in a fresh build, as you're working a forested grassland hill and an unimproved plains tile. The tile yields of both of these combined equate to a single-pop whip across the span of 30 turns -- that's to say your current setup is losing 30 :hammers: compared to the double-pop whip yielding 60 :hammers:, which almost amounts to a whole axeman. If you whip two pop points into another swordsman, your quest will be completed all the sooner. (What's the reward, by the way?)

Even better, as long as the sword stays inside the city, the whip will not even add unhappiness because you can revolt to Hereditary Rule by that point, so that the extra military unit nullifies the whipping penalty, and you can work more cottages while building up your military at high speed :hammer:

I reckon the strongest site for P'yongyang would have been one tile south-east of its current location, picking up a river for health, defense, trade and a potential levee/hydroelectric power plant later, and securing three grassland hills that, measured by their combined yield, beat out the stronger stone tile; that site would also have gained an additional flood plain and horses in the fat cross.

Chariots get massacred by spearmen almost as badly as scouts would be, but they do have great odds against axemen on the attack, better than any other (unpromoted) Classical-era unit except for the War Elephant, which ties them for effective strength in that situation. Horse archers still tend to lose against spearmen, but during the early Classical era, they're a very dangerous asset to amass against any enemy who doesn't bother building more than a few of them, or against the unlucky sap who lacks a safe source of either copper or iron.

Unfortunately, the Mayans of all civilizations have access to the resourceless Holkan as a hard counter to horse archers. In all other cases, I would have suggested scouting out your neighbor's territory to learn (1) the exact composition of their army and (2) where their strategic resources are located, so that you could decide if they could be overwhelmed with horse archers, pillaging metals quickly. Of course, it's a good idea regardless to secure military intelligence. :scan:

If you don't have Writing researched yet for Open Borders, you can delegate this task to a missionary, since those sneaky fellows can always enter foreign territory.

Lastly, you'll usually want to improve grassland mines before plains mines. While grassland mines seem to lag behind by one hammer per turn, they actually yield more production than plains mines because they also yield 1:food:.

For anyone who wants to read about (and possibly correct my understanding of) game mechanics:
Spoiler :

Case in point:

(A) Assume that the capital is working a farmed floodplain (4/0/1), a plains cow (3/3/0), farmed dry corn (5/0/0), and a grass mine (1/3/0) at size 4. The city tile itself yields (2/1/1). There are two grassland mines in the fat cross.

The food box is currently empty. No granary has been built yet. Ignore the happy cap for all practical purposes (i.e. Hereditary Rule in effect.)

T0 0/28 :food:; yield per turn [15 - 2*4 = ] 7 :food: / 7 :hammers: / 10 :commerce:
T4 0/30 :food: -> grow to size 5 onto floodplains village (3/0/5 [FIN!]); yield per turn [18 - 2*5 = ] 8 :food: / 7 :hammers: / 15 :commerce:
T8 2/32 :food: -> grow to size 6 onto grassland mine (1/3/0), yield per turn
[19 - 2*6 = ] 7 :food: / 10 :hammers: / 15 :commerce:

When T10 begins, the city has produced a total of 76 hammers / 130 commerce and sits at size six at 16/32 food. You can slow-build a granary starting on T4, then put it off the queue and configure the city to end up at 16/32 food. Double-whip the granary at 28/60, resulting in 28 hammers of overflow (that would suffice for an axeman next turn), and regrow in two turns.

(B) Same as above, but substitute plains mine (0/4/0) for grass mine, so that there are two plains mines in the fat cross instead of grass mines:

T0 0/28 :food:; yield per turn [14 - 2*4 = ] 6 :food: / 8 :hammers: / 10 :commerce:
T5 2/30 :food: -> grow to size 5 onto plains mine (0/4/0); yield per turn [14 - 2*5 = ] 4 :food: / 12 :hammers: / 10 :commerce:

When T10 begins, the city has produced a total of 100 hammers / 100 commerce and sits at size five at 24/30 food. The problem is that you can't just double-whip the granary to regrow immediately afterwards because you're past the halfway point in food; you carry over [30 - 24 = ]6 :food to size 3 at which point, if you insist on working the plains mine, you won't regrow until T14, and then you'll be at size 4 while example A will probably approach size 7, can double-whip again (thereby actually overtaking you in production, since HR virtually eliminates the happiness penalty), can work both its mines, and can grow riverside FIN cottages all the while.

You're either not working your plains mines at all times, or you're tanking your growth rate and cottage development compared to the food-richer alternatives. Hereditary Rule only amplifies this problem because the whip rewards food surpluses with huge production at no short-term cost.
 
Securing land against the Mayans was definitely the best move here, superior to the sheep site I suggested -- as you've concluded, that can be backfilled later. I think I would have planted Wonsan on the non-forested plains hill north of its current location, so as to pick up more floodplains and the important wheat resource.

Aah... Why didn't I thought about that? Anyway I wanted city close to dye so I can tap on it later. And guess what else I frakked up? I have worker clearing out the jungle from the dye, even though I can't do frak with the dye ATM. And other worker across the river is building cottage. If war happens, guess what tiles Mayas will raze first? :wallbash:

I'll fire up the game, change construction from cottage to farm and worker at the jungle will set up mine on the desert hill. I need make this city culture powerhouse so it won't get swallowed up by that of the Mayas, and for that I need some production going on. Could as well change from granary to monument. Then some cottages to city's side of the river to fund upkeep costs of new city, which could be placed on the hill you said. Guess I need to give up on the horses for while longer...

By the way, I haven't adopted slavery, so no whipping for me.
 
Mayas beat me to it and have set up culture border across the river in the north. I suspect they have city just by the river. I consider building city on the forest hill near wheat where swordsman is standing on. Would I risk it flipping onto Mayas? Should I just give up on the north plains, deserts, and wheat? Beyond that to the north comes tundra, snow, and north pole anyway, but I'll send swordsman to explore some more and recall axman (with swordsman) back to Wonsan.

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I'm falling behind in tech race. I must build libraries soon after I have made enough swordsmen to complete the quest. I will also make workshops on plains tiles right after metal casting gets researched. What comes to Pyongyang and forest hill, barbarians come occasionally from there. I would need permanent garrison in there until I get bridges (unless I have wrong understanding of the movement mechanics). Therefore I will go with workshops when I can build them.
 

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Aah... Why didn't I thought about that? Anyway I wanted city close to dye so I can tap on it later. And guess what else I frakked up? I have worker clearing out the jungle from the dye, even though I can't do frak with the dye ATM. And other worker across the river is building cottage. If war happens, guess what tiles Mayas will raze first? :wallbash:
Good thinking about the exposed cottages -- this is even more important when playing against humans. In this case, the Mayans would actually be protected by the river at Wonsan if they were to draw up their forces en masse on that tile; that's another problem with rivers as defensive locations.

Dyes are quite useful, but since you can use Hereditary Rule to mitigate (or even nullify) your problems with happiness, while Calendar isn't yet on the horizon, the need for dyes was probably not immediate. It wasn't a bad idea to remove the jungle, though -- as a Financial leader, you can place a farm the riverside dyes for an excellent tile yielding 3 :food: and 3 :commerce:, which will also help your research rate.
I'll fire up the game, change construction from cottage to farm and worker at the jungle will set up mine on the desert hill.
Desert hill mines are awful tiles, with their :hammers: per turn matching unimproved forested plains hills. I think you should remove the jungle from the grassland hill SW of the city and mine that instead; Wonsan will appreciate the extra food.

I need make this city culture powerhouse so it won't get swallowed up by that of the Mayas, and for that I need some production going on. Could as well change from granary to monument.

That's probably the Mayan capital's third-ring borders approaching Wonsan. In that case, the borders won't pop again until that city reaches 1000 culture. Unless Pacal bombs you with a Great Artist -- whom he cannot reasonably produce before he adopts Caste System, and even then it's very unlikely that he gets one unless he's the first civ to Music -- Wonsan should be safe for a while, given that it can produce its own culture with religion in the meantime. If Pacal amasses some wonders in his capital, you may want to consider cultural countermeasures -- but no earlier. The important floodplains tile that you may have thought under threat is located within your first ring, so you should notice when Mayan culture begins to attack Wonsan's fat cross with ample forewarning before the city really loses its tiles.

Unless you're Charismatic, monuments are monumentally terrible buildings and you never want to construct one if you can help it. Sometimes, exceptions must be made when you need to access an important resource in a freshly-founded city, should you have no other means to pop borders (Creative trait, religion, library, Incan Terrace, artist specialists from Caste System) -- because all those other means either come "for free" (Creative; in fact, your investment here is selecting Creative as your trait instead of others when the game starts), only waste a few turns (artists), or give you other benefits (all the others). Even Charismatic leaders do not usually need to build monuments everywhere, because Hereditary Rule (or Representation) makes a mockery of happiness constraints.

By the way, I haven't adopted slavery, so no whipping for me.
When you're not using the whip, you're effectively playing two difficulty levels above the one you've selected, since the AI gets an enormous "production modifier" compared to you, that is to say, the whip. I think it fits in well with the spirit of the challenge, though.

Mayas beat me to it and have set up culture border across the river in the north. I suspect they have city just by the river. I consider building city on the forest hill near wheat where swordsman is standing on. Would I risk it flipping onto Mayas?

In this case, culture is a bigger threat because that Mayan city will pop third-ring borders sooner than yours could. The unforested plains hill may be a safe location because culture spreads more slowly on the diagonals; you must expect to lose a few tiles to Mayan culture, but the wheat and some floodplains could be worked.

Should I just give up on the north plains, deserts, and wheat? Beyond that to the north comes tundra, snow, and north pole anyway, but I'll send swordsman to explore some more and recall axman (with swordsman) back to Wonsan.
It may prove worthwhile to explore east of your capital -- I see a plains cow at least, which becomes a much stronger tile when you're not using the whip, since you won't need as much excess food to convert into production, and +6 bonuses or the like will often amount to overkill.

I'm falling behind in tech race. I must build libraries soon after I have made enough swordsmen to complete the quest.
No, you must build cities -- that's the true reason you're falling behind in tech. You should build at least two cities in short order and get them up to speed, with Financial-boosted cottages if possible, to increase your empire's commerce. Alternatively, you can conquer Pacal's cities, but this will be more difficult to pull off and if you can't finish him quickly, you're in deep trouble with a small, exhausted empire, as every dead military unit amounts to a loss of :hammers:, of which you have preciously few (no whips).

Here's why libraries aren't going to help all that much: Suppose that Wonsan were working a single riverside Financial cottage and no other commerce-yielding tiles. Then the city would yield 4 beakers per turn at 100% science. A library costs 90 :hammers:, which will take more than twelve turns without using whips or chops, and then it yields one extra beaker per turn at 100% science; due to rounding, if you turn down the research slider, it may not produce even that. If Wonsan were working more cottages, you would be working fewer mines instead, and the library would take even longer to finish. -- During this time, you could have built a settler for 100 :food:/:hammers: and laid down two riverside Financial cottages at the new city, whose commerce yield equates to 6 beakers per turn at 100% science. To get as much output from a library, a city would have to produce 24 [= 6 * 4] commerce per turn -- Seoul alone can manage that at this point, I think, thanks to the palace and mature Financial cottages.

(The calculations are slightly imprecise here because every new city costs maintenance per pop point; but these costs are rather negligible on Noble difficulty.)

Libraries do have a very good use: you want to run Scientist specialists in at least one food-rich city to produce Great Scientists. When food is abundant, an empire can also base its research on lots of Scientist specialists in every city rather than cottages, but you don't have that luxury on this map and, what's more, the Financial trait has no effect on specialists, whereas Financial cottages really take off the ground.

Quick summary: Libraries tend to take longer to build than settlers plus cottages for a much lower yield of beakers per turn. Libraries accomplish little in low-food cities lacking cottages. Only the capital and the Great Scientist farm (which may be identical, although it's not optimal) should build libraries early. Get the rest of your research from cities working Financial cottages. You must leverage your excellent trait here. It's the only one you have, since Protective doesn't count. :mischief:

I will also make workshops on plains tiles right after metal casting gets
researched.

When they are first unlocked, workshops transform plains (1 :food:, 1 :hammers:) into pseudo-engineers (2 :hammers:). The output of pseudo-engineers is outmatched by desert hill mines (-1 :hammers: in comparison) and unimproved plains forests (-1 :food:), as well as actual engineers (-3 Great People Points).

Workshops improve as certain techs (Guilds, Chemistry) and civics (Caste System, State Property) get unlocked. At the outset, they perform very poorly. I think you should consider them when you reach Guilds (a tech that you can often trade for, since the AI tends to favor the path that starts at Metal Casting) and have adopted Caste System, but no earlier.

Metal Casting can help you with production if you install forges in your cities, although forges are very expensive at 120 :hammers:. You may want to run an Engineer specialist in one of your food-rich cities for a Great Engineer down the line, whom you can put to sleep until it's time to rush a critical wonder (Taj Mahal, perhaps). As detailed above, engineers flat-out beat plains workshops at this stage of the game, so you can even save worker labor.

I'm not sure if you should even research Metal Casting right now -- Mathematics may be much better if you need immediate production, since it unlocks the chopping bonus and leads you towards further valuable techs (Calendar, Construction, Currency, Code of Laws). Apart from that, Alphabet could help you trade for some techs that you're lacking. Which techs have you researched at this point?

What comes to Pyongyang and forest hill, barbarians come occasionally from there. I would need permanent garrison in there until I get bridges (unless I have wrong understanding of the movement mechanics)
Barbarians cannot spawn on tiles that are currently visible to you; if you move military units onto hills outside of your borders, they can act as sentries to reduce the influx of barbarians and warn you in advance when they do encroach on your position.

Spoiler :
Barbarians also cannot spawn within a radius of two tiles of any given unit, regardless of visibility range, although existing barbarians can move towards that unit, of course.


Edit: I'm not quite sure if you meant that with your remark on movement mechanics, but enemy units cannot use your roads, except if they have the Commando promotion. They can use (or pillage) roads in neutral (non-cultured) territory.
 
Keep up the good work MattiK!
 
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