D+2: "The wisdom of life consists in the elimination of non-essentials."

Originally posted by Duke of Marlbrough
I would keep the caravan from Cunaxa next the Zulu Settler in our area. If we don, he will found a city in between all our cities.
Following him around might delay him forming a city, but it's not like he'll just turn around and walk home. We can't follow him forever. We might have to look into how much it costs to bribe him, to keep the zulus out of our territory. He might be far enough away from the capital to be affordable.

One thing I learned from small OCC games is that it's OK to bribe units from your allies. No rep hit, they even keep gifting...they really don't change the way they deal with you much at all.
 
Certainly not forever, just until something more permanant can be done. Bribing it seems excellent to me. So, keep the caravan next to the Settler until we get a diplomat over there. Perhaps even change Nankings production to do so?

The next question becomes, how much will he cost, and is it worth it?

But, if he is left alone for a turn, he will most likely build a city in that gap we have.
 
I'd almost be surprised if the Zulus didn't already have a city between Nanking and Cunaxa. There's also a Viking Catapult running around somewhere south of Bergen.

One thing I noticed that was a bit strange. The specials around the city of Genoa... I've not seen whales and fish so close to each other. Does this have anything to do with the midline of the world?

As far as order, I'd say keep going until Andu can check in!
 
Reign of President Embassy-Shi Huangdi

A teaser at the start has become a regular feature so here is mine:

There are no more barbs.
Kaifeng doesn't belong to the barbs
We lost an ally
No caravans were delivered to the AI civs
We have a much better knowledge of what the AI is up to
New cities were founded
We are at war with three civs
Science progress has sometimes been greater than it was now

1540 AD (0): IPRB caravel in Hangchow for $56, it will ferry some unit towards the Kaifeng area. Switch to diplomat in Nanking to check out the area near the Zulu settler. IPRB settler in Cremona. Exchange maps with the Zulus, they have no city in our territory but two settlers. Send Cunaxa's musketeer towards the other one. The Zulus have lots of units headed west towards the barb area but fortunately no settler.

1550 AD (1): The Zulus kill two barbs, one near Cremona. We bribe a Zulu knight east of Kaifeng for $154 and it becomes a NONE unit. A diplomat checks that Aarhus costs $2233 and then establishes an embassy.

1560 AD (2): ARRRGHHH !! Jorvik no longer demands dye. Nomads from hut in the north. Ghent founded. The Zulu settlers cost $312, it is decided to delay bribing them until we know how much we want to spend bribing barbs near Kaifeng.

1570 AD (3): The Vikings report that they have signed a peace treaty with the Zulus. Barbarian chariot bribed for $61, becomes a NONE unit. Horseman bribed for $41, also NONE. BARBARIAN LEADER CAPTURED, GIVING US $200 !! Chariot bribed for $61, yet another NONE unit. Our diplomat finds a Greek city. They demand talks and want $550. NO !!! Result: War. Zilu settler bribed for $320. Oisa and Dublin founded.

1580 AD (4): The Greeks didn't kill out diplomat next to Rhodes ??! Embassy established (cost to bribe Rhodes was $899, there were no techs to steal). Toronto founded. Rush buy some settlers.

1590 AD (5): The Viking announce that they've had enough of the alliance and it ends. Hitting the wrong key on the keyboard causes a trade route I didn't want (only $64 in bonus). Kaifeng liberated. New Capua founded.

1600 AD (6): Greeks acquire bridge building from the Russians. Vikings develop banking. Rush buy settlers in Tatung and Genoa.

1610 AD (7): Diplomat arrives in Umtala (it cost $844) and establishes embassy. Civil disorder in Lisbon. Sydney founded. Fort Viking founded (I didn't want to have two cities named Beijing).

1620 AD (8): The Greeks become a republic. $100 from hut. Embassy established with the Spanish. They are fairly small and possible first military target for us. Our diplomat arrives in Khorasan. We refuse to pay $300, result: War. Andu's Forest and Tim's Whale founded.

1630 AD (9): Civil disorder in Nanking. Diplomat arrives in St. Petersburg. The Russians demand gunpowder, we refuse. Peace treaty signed. Embassy established (the city cost $3904). Kev's Peninsula founded. Talk to the Zulus. They want the secret of seafaring. We give it to them and then get $100 as a gift from them.

1640 AD (10): Nothing to note (!).


Notes:

I decided to establish embassies everywhere. This cost a few diplomats but we have a far better idea of the world around us. The Vikings unilaterally ended the alliance and could become a dangerous enemy. I have not tried to establish an alliance with anyone.

If we want to conquer someone the Spanish look like a tempting target since they have only 10 cities.

The settlers in the 'barb area' (SE of Genoa and Tatung) are building roads to prevent barbs from appearing. The same is true S of Yangchow. Barbarians could easily appear near our far southern cities (Salamis and Venice) but losing these cities is not the end of the world. The same is true in the north. Near Naples roads are being built to reduce this risk.

I've had great difficulties delivering the dye caravan near Kaupang. Demand has been changing and Viking units have gotten in the way. Hopefully the caravan reaches Kaupang (which demands dye) before the Vikings sneak attack. The caravel SSE of Aarhus is headed for Udal. However, I think we should from now on deliver to the Zulus if possible (the ship near Paoting could do this).

I acquired no techs. Maybe we should start doing some research on our own. Attempting to exchange techs with the Vikings is possible but I have been avoiding talking to them until the dye caravan has been delivered. We are researching medicine. It might be interesting to build Shakespeare in Tsingtao, not to get an SSC but to establish an SMC (Super Military City) there. We could then churn out lots and lots of cavalry, cannons etc. as a republic or democracy since this city has a huge number of shields.

We also could start celebrations in some cities.

I decided to capture Kaifeng. We might have tried using it as a 'barb farm' but I think a long time passes between bribing opportunities. And as it turned out, Kaifeng was defended by only a single horeseman.

The caraval near Aleppo is headed S or SW and the one NE of Barcelona either N or W. There's yet another caravle near Genoa that could sail north.
 
Nicely done Vike. I was wondering if one of our allies was going to give us the boot soon.

For techs, the Greeks (with their science city of Athens) and the Vikings (with library but seems they are doing well on their own) should be targets. Along with caravans to these places, we should send over some dips to steal the technologies. Thankfully, the embassies will really help out. We have been very generous with the Zulus and giving them loads of techs. I wonder why they are being so slow. Perhaps they've stayed in despotism. Should we gift a bunch of techs to them so they can possibly study some things for us and then give them or perhaps end the contacts so they stay behind and allow us to take them out...?

I agree totally with taking back Kaifeng. If we didn't, I think the Zulus would have found a way to get it. Looks like we got a decent handful of cheap NONEs. If the Spanish are far enough away from gunpowder, we could look to have a go at them once the NONEs get up to crusaders.

As we consider the future, one wonder that we need to get (besides Hoover of course) is the UN. I have a feeling that dealing with a bunch of peeved AI's with nukes it will be imperative to be able to use the UN to our own advantage.

So who's next?
 
Originally posted by TheViking
The settlers in the 'barb area' (SE of Genoa and Tatung) are building roads to prevent barbs from appearing. The same is true S of Yangchow. Barbarians could easily appear near our far southern cities (Salamis and Venice) but losing these cities is not the end of the world. The same is true in the north. Near Naples roads are being built to reduce this risk.
Are you sure roads are what keep the barbs from coming up? I thought you needed either cities or recent foot traffic to keep an uprising from occuring in an area.


I think we should from now on deliver to the Zulus if possible (the ship near Paoting could do this).

Something to consider. However, that will result in 1/2 the delivery payment because they are on the same continent.

We are researching medicine. It might be interesting to build Shakespeare in Tsingtao, not to get an SSC but to establish an SMC (Super Military City) there. We could then churn out lots and lots of cavalry, cannons etc. as a republic or democracy since this city has a huge number of shields.
I thought of this as well when I noticed we were researching medicine. We need to get more food into the city though. Many Engineers will be necessary to get it to full capacity.

I follow TheViking so I'll download the file and start looking at it. I don't think I can play tonight and maybe not tomorrow either, so if Andu comes along he can jump back in. Otherwise I'll play next.
 
Another thing...You mention two Zulu settlers in our territory, but I only saw one bribed in the log. Is there one still floating around that I should be looking for? Or is the one in the fort SSE of Umtala the one you were talking about?
 
Originally posted by TimTheEnchanter
Are you sure roads are what keep the barbs from coming up? I thought you needed either cities or recent foot traffic to keep an uprising from occuring in an area.

My understanding that that Barbs will not appear within 3 (or 4?) squares of improved land. I remember testing it once and it worked as expected. Cities count as improved land because that square is automatically roaded when the city is built.
 
Originally posted by TimTheEnchanter
Another thing...You mention two Zulu settlers in our territory, but I only saw one bribed in the log. Is there one still floating around that I should be looking for? Or is the one in the fort SSE of Umtala the one you were talking about?

I would assume that the second Settler is the one you are thinking of, since I would also assume he would still have been shadowing it if it was in our territory.

I lost track. How many NONE units did we get out of it? 3?
 
We got roughly 5 NONE units (a Zulu knight and 3-5 barbs, I don't remember the exact numbers).

I forgot to mention in my notes that the reason I suggested delivering caravans to the Zulus despite the lower bonus is that I do not trust the Vikings. Some of their demanding cities are not coastal cities and they could sneak attack and kill our caravans.

I think we could easily lose the Zulus as allies as well. Last time I talked to them they were not very happy and demanded a tech which I gave to them. I think the reason they are primitive is simply that they are almost always primitive and not interested in techs. If we want techs from the AI we must get them from someone else. IIRC banking is the only tech the AI (Vikings) has that we do not have but this can quickly change.

I bribed one Zulus settler but there were two of them. The other one is in the fortress near Umtala.

I'm pretty sure that there are no Viking cities in our territory. In addition to launching an attack on the Spanish a preemptive strike against the Vikings is also an idea since they are close to us and dangerous. They will visit our SE/E coast sooner or later.
 
Originally posted by TheViking
I do not trust the Vikings
Sounds like you need to see a therapist! :lol:

Iirc, the Vikes have Gunpowder and the Great Wall. We're going nowhere against them until someone designs a cannon.
 
Along with the NONEs that The Viking obtaines, I also bribed a few units as well (though they were closer and therefore I think most were supported). Also rushed a few units. We could actually have a decent mounted army with a few tech bumps, and with caravels and Magellan's, we could get them to the Spanish lands if we'd like to try to take a few cities there. Unfortunately, as they will end up upgraded to Crusaders, they will not be vets. Don't know where the Spanish stand in terms of discovering gunpowder, but this may be our only chance to war successfully before Robotics!

That being said, it won't be such a huge issue if we do not take on any AI's. It would allow us to concentrate on getting trade routes established and our infrastructure together (and possibly even expand and explore a bit more). We should not take on an AI just for the sake of doing so.

So who would be up next?
 
Kev, Nice work.

Regarding the barbs, the thought never occurred to me that the single spot with double shields would hide so many. I thought that multiple piles of doubled shields would instead hide the vast numbers of barbs.

On a different thought, if Andu remains away, we’ll have less “need” for a mole…
 
Originally posted by Kev
So who would be up next?
Me. It's in progress - I played a few turns last night.

Unfortunately we're starting to reach the point where our sprawl expands beyond my ability to remember what I wanted to do and where, so it's very slow going.
 
WE HAVE NOT YET BEGUN TO SPRAWL!!!

I'm imagining a point in the not-so-distant future where playing 10 turns might be too many. Perhaps we'll have to cut that down to 5 or so eventually.

Any teasers to give us, Tim?
 
I'm going to quote myself here :D :

"BTW since this is a succession game and I'm not constantly playing and the map is big and we have many cities scattered over a large area, I'm starting to find it slightly difficult to keep track of where our cities and units are. Last time I played I had to start by spending a few minutes tracking down a settler I knew we had somewhere out there."

I wrote this after I played my turns, not the last time I played but the time before that ;). However, I have no difficulties keeping track of things in for example gigamap games if I play more or less continuously.

After everyone has played in this round we should probably cut turns per player down to 5-8.
 
Originally posted by TheViking
"...Last time I played I had to start by spending a few minutes tracking down a settler I knew we had somewhere out there."
LOL, I spent probably an hour looking for a caravan this turn. Somehow I kept missing it. Finally gave up and waited for it to activate next turn.

After everyone has played in this round we should probably cut turns per player down to 5-8.
Agreed.

Teasers, hmmm....

Well, let's just say fighting a war is not doing anything to speed my turns along!
 
Back
Top Bottom