Dynasty Game III "Immortal Kingdom"

Took care of the first 10 turns scouting (plenty for a dot map), researching Agriculture (complete) and building a worker (5 turns left).

Turn 0- Settled our Capital City....

Turn0Map.png


Capital Screenie:
Spoiler :
Turn0Cap.png


Demos:
Spoiler :
Turn0Demo.png


Turn 3- Met Kublai Khan of the Spanish...

Turn3Khan.png


Turn 5- Borders popped, stopped working corn 3F and moved to river FP 3F1C.

Demos:
Spoiler :
Turn5Demo.png


Turn 8 Buddism was founded.
Turn 10 Hinduism was founded, finished researching Agriculture and started BW.

Demos:
Spoiler :
Turn10Demo.png


Turn10Map.png


You are up Cam :king:
 

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Thanks for the turnset.

Only thing of note is that Kublai's Spain is reasonably close and we're going 1-for-1 on :espionage: spending.

PPP

Continue researching Bronze Working.

Worker > Warrior.

Farm Corn in the south east.

Walk Scout into a Bear.​
 
Yeah I forgot to mention Khans borders are on the far NW corner of the fogbusted area. Looks like he may be able to choke us off so we may start considering a REX strategy to avoid it. We should know more once you bust some fog.

Another thing to begin considering is our long term Gov't Civic strategy. We are set up perfect to grab mids and Rep with the Stone north but our variant kind of sticks a fork in that. Do we want to bypass HR and wait until Constitution to grab Rep or should we embrace HR and all its Happiness? Just something we need to start thinking about.

Warrior sounds good, we can start growing and ready to chop and whip.
 
I think it's a bit too early to commit to anything much quite yet, but I'm more than happy to kick around a few ideas:

Generally, at this very embryonic stage, I'd be toying with the idea of an Axe rush on Kubai Khan (obviously contingent on the appearance of Copper in a nice and convenient spot!). If we don't hit Copper, then I'm not completely sure 'where to' afterwards, as we'll be well served by taking him out by the looks. I'd probably look at Fishing and Pottery just from a developmental perspective, and then perhaps Animal Husbandry with the hope of Horses leading toward a Horse Archer attack. With that said, I'd be 'OK' to pursue Animal Husbandry or Iron Working immediately if we don't hit Copper and we don't want to wait longer before identifying a strategic resource to use against Kublai Khan.

Regarding the Stone, I'm not too sure if there's a lot we can do with it in terms of World Wonders. Until the University of Sankore presents itself as a remote option, The Great Wall is the only Stone-based World Wonder I can really see us even possibly contemplating, and even then I'm not all that taken by the idea. If the Stone was in the capital's BFC, then 'perhaps', but it ain't.

More generally, I'm thinking that we pick up Monarchy via Priesthood at some point and run big cities (Hereditary Rule happiness, Expansive healthiness) with a few cottaged-up (Financial trait) sites. I'd consider by-passing Monotheism (forced 'expensive' Organised Religion) and Feudalism (forces us out of Slavery and into Serfdom). Then again, the religious and 'favourite civic' situation might eventually allow for Organised Religion and even adopting a faith (?). I'm a fan of Representation, but in this game's set up, it'd take a lot of convincing for me to stick with Despotism for such a long stretch. It's a possibility to pursue Constitution and avoid Monarchy, but I'm dubious as to its value as a strategy here.

I'll play in 24 hours or so of this post.
 
I agree that it will be best to take out Khan sooner rather then later. Be it choking him off with a REX strategy, Axe or HA rush or a combination. I know it was a bit early to throw some of the ideas around but taking our civic situation I was curious to hear some thoughts. HR seems our best option, as you said staying in Despot til Constitution makes no sense. Can't wait til the fog is busted and we can get a better idea of our situation.
 
Lord_Civ,

(a.) The Scout will die in my turnset if history is anything to go by! Don't get too hopeful on the fogbusting! :lol:

(b.) If you're worried about 'getting ahead of ourselves' then I'm already looking at VCs! The idea of having to take Serfdom-Vassalage over Slavery-Bureaucracy 'thrills me not', and I'd really like to by-pass Feudalism as long as possible. Unfortunately without Feudalism we don't get Vassals, which makes Domination and Conquest challenging. We can't win Space without acquiring Feudalism as it's a prerequisite to Rocketry. Diplomatic is possible, but easier with Vassals. Early-game Cultural is do-able.

Revent,

Thanks. :)
 
Lord_Civ,

(a.) The Scout will die in my turnset if history is anything to go by! Don't get too hopeful on the fogbusting! :lol:

(b.) If you're worried about 'getting ahead of ourselves' then I'm already looking at VCs! The idea of having to take Serfdom-Vassalage over Slavery-Bureaucracy 'thrills me not', and I'd really like to by-pass Feudalism as long as possible. Unfortunately without Feudalism we don't get Vassals, which makes Domination and Conquest challenging. We can't win Space without acquiring Feudalism as it's a prerequisite to Rocketry. Diplomatic is possible, but easier with Vassals. Early-game Cultural is do-able.

Revent,

Thanks. :)
We can have vassals if the AI has Feudalism if I remember correctly. :) Vassalage does have it's advantages. Combine with Theocracy, barracks and a stable, we are getting 9XP mounted units *coughCuircough* out the bag :D
 
Lord_Civ,

(a.) The Scout will die in my turnset if history is anything to go by! Don't get too hopeful on the fogbusting! :lol:

Thanks. :)

I do not like to plan on ifs, I have full faith in you Cam. Just add "Do not end turn next to a bear to the PPP list. If I am missing something please let me know but I do not know what history you are talking about :confused:

I thought you were saying not to get ahead of ourselves, I am always up for some long-term strategy discussions. The point of the variants is to try to win with these uncommon civic combinations.
 
We can have vassals if the AI has Feudalism if I remember correctly.
Spoiler :
This might have been patched, although apparently you could/can set up a 'Colony Vassal' prior to Feudalism.

Anyway, did a test game and 'no dice' in terms of a standard Vassalage agreement. I attacked Babylon who has Feudalism, but there's no Capitulation option on the negotiation screen for us:

Dyn_4000bc_No_Cap.jpg

I do not know what history you are talking about
Sorry - I was simply inferring that I have some really bad luck with Scouts moving around in the fog. I don't expect you to know my history - the point was a throw away line that could have been expressed better.

I am always up for some long-term strategy discussions. The point of the variants is to try to win with these uncommon civic combinations.
I'm completely fine with that. I'm probably over-stating my aversion to Feudalism as well, in that I'd prefer to avoid having Vassalage and Serfdom forced upon us given that there are arguably much better options. Nonetheless, I guess it's a 'bridge that we'll cross' at some point or other.

_________________________________________________________________​

Report : Turns 10 to 19½

On Turn 10 we put :espionage: on Kublai Khan (just in case we run into more AI tribes and forget to focus our spending, accidentally diluting our :espionage: point focus).

Scouted around the west of our empire. There's some food spots.

On Turn 13 the Scout ran from a Lion.

On Turn 15 we built our Worker who Farmed the south east Corn. We have begun building a Warrior.

On Turn 17 there was more Lion dodging.

On Turn 19 the Corn Farm's completed.

On Turn 20 we've got 2:move: still for our Worker.​

End of turn screenshots;

Spoiler :
Kublai Khan's best unit remains an Archer:

Dyn_3200bc_Archer.jpg


Cultural borders:

Dyn_3200bc_Cult.jpg


De-fogged area to our west:

Dyn_3200bc_Scouted.jpg
 

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Thanks for the turns Cam....glad to see the scout is still in one piece :)

Sorry - I was simply inferring that I have some really bad luck with Scouts moving around in the fog. I don't expect you to know my history - the point was a throw away line that could have been expressed better.

Yeah I thought maybe there was some tell that there were bears in the area that I didn't know about. I think we have all lost our share of scouts (and warriors) running into bears.

I'm completely fine with that. I'm probably over-stating my aversion to Feudalism as well, in that I'd prefer to avoid having Vassalage and Serfdom forced upon us given that there are arguably much better options. Nonetheless, I guess it's a 'bridge that we'll cross' at some point or other.

Yeah I think we can avoid feudalism for a while no matter which strategy we take. Eventually though we will need it for it's prerequisite of Guilds-->Banking without which we lock out Replacable Parts and Economics Tech Paths. It is never to early to plan for this dilemma.

Being stuck with a decentralized Economy for the entire game will have its drawbacks so an early game to mid-game victory strategy would be ideal. However it looks like we may be landlocked with Khan so eliminating him and getting optics seem like our immediate priority.
 
Plan

Tech: BW->Fishing
Build: Warrior (until size 2)->Chop out a worker->Warrior (size 3)->Settler
Worker: Chop 1S of dry corn and farm.
Explore and head back to home for fog busting if required.
 
PPP looks good to me, thnks for stepping in to do the save Revent. I like fishing after we finish BW, after the first settler we should prolly knock out a WB and grow to happy cap.
 
Yep ... I think that the; immediate, close, far, or absent proximity of Copper will be a bit of a factor here. I like Fishing also, but I'm concerned about Kublai Khan if we don't quickly get to a strategic resource. I'd be happy with a second Worker or a Copper-grabbing Settler as applicable. Your call on Fishing vs. Animal Husbandry for the Horses.

Just a tiny point ... that food-rich area to our west; I couldn't de-fog as much Sea as I'd have liked due to a Lion. It'd be superb if there was an Ocean Fish resource there as well.
 
Okay, standard stuff.
Scout explored around, ran into Kublai's borders and our scout got attacked by a lion just now
He already has copper! No other copper in view at the moment.

My timing was a bit off for some reason in the plan (I forgot we didn't have BW yet :lol: )

So I continued the warrior, farmed the corn and then went 1S and chopped out a worker who is done next turn.

Worker 1 is now currently mining the riverside grass tile.

Before I hand over, I just wanted to discuss what tech should be next. I think AH seems reasonable or even TW. :)

Our first worker can continue improving infra for the city. Worker 2 can start chopping out a workboat followed by settler.

Summary:
Tech: TW or AH
City build: Finish worker->workboat->Settler
Worker 1: Mine hills, farm FP if free
Worker 2: Chop grass forests.
Scout: Heal
 

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