DRJ
Hedonist
Hello, this is my first attempt to make a story/tutorial, so if you have suggestions or criticism I would like to read that, I am interested in learning new twists and strategies!
It's my first "godsmaker" difficulty (one above deity) game and I chose earth map for it - as I like 'realistic' settings (I have the tactical advantage to know the map of the Earth, but that shall hopefully be forgiven. I try to write as if I wouldn't^^).
Stats:
Civ: Incans (Industrial/Agricultural, starting techs Agriculture and Ritualism)
Earth Map, 28 Civs (huge)
Barb Civ (5 pop barb cities can become minor civs): on
Revolution Mod: on
No tech brokering: on
Starting As Minors: on
Time Victory: off
Speed: Eternal
Difficulty: Godsmaker
ModMods activated: nearly all I found
Starting comments:
Well... I start in a very remote area: mountains, desert, plains and one unworkable lake cause I don't start with the knowledge of Fishing. This takes 80 turns to learn but I am willing to do so anyway - I really want the 3 and 2 from that tile. Together with the 2 potatoes in my city radius which is located 2 south from my original starting point: on the desert tile S/W of the lake I will have a nice 3 plot base for settler production and a bit of , too.
Screenshot
I explore the surroundings, get money from the huts in the amazon. Lots of bengal tigers(?!) track me down. Who the hell sends them there? India, gonna get you later for that!!!
Anyway, after I pop a scout and lose one of my starting quechas, I get richer from hut to hut- treasury grows to 2000 !!! This scout really is a godly gift from the Sun! Last hut gives me Naturopathy, but sadly I don't find Druidism in my capital, as some other civ already popped the tech some turns before.
After I discover fishing, I go for Stone Tools, a requisite for Mining. My goal is to get some jobs for my worker after he finishes the potato farms.
I built him directly at the start and if all works out well he wont have a single turn in this game sitting around like a lazy lama. I smell gold and silver in the mountain mines!!!
Screenshot
By now I discovered a barbarian city in northern Columbia, garrisoned by 4 warriors. Thankfully no spearmen! I fear an invasion of those, as I try to avoid researching Hunting (requisite of spearmen) but to go directly for Masonry after Mining, to be able to build Town Guards which I can use as effective Spearmen counters. I also want to work some of that shiny obsidian lying around everywhere.
Turn 237: My third city is now established. To recapulate: the working order in my capital from the start: Worker/Monument/Quecha/Quecha - grows to size 2 - Settler/Healers Hut/Quecha - grows to 4 - Settler. The queue is now to built a Town Guard as soon as possible, the Sphinx and then some Walls for the happyness it gives.
Screenshot
Turn 243: I get a breakthrough in researching Masonry, +158
I guess a prototype of a marble toilet fell from the sky and they now try to put the pieces together.
Turn 247: The Maya get Hinduism. Maybe I convert to it if it spreads early, I plan to find Confucianism later. My secound worker is ready, and a monument as well as a watchtower is built in the provinces.
Screenshot
Turn 287: The base of my economy is layed: all food resources are connected. Now the Obsidian will be my objective. My deficite rapes my treasury continually. The 4th city will soon have to make surpluses once my money has run out... Sadly, it probably won't and thus slow me down. All hopes lie in the silver mine I can start to work once Lima Docks expands culture. That silver and the gold from the capital shall give me at least a 12 /turn research rate in the near future, short but still slightly enough to stay on the road to Trade and Writing and Sailing. I also will have to reduce my army costs, disband the Quechas and keep the new Town Guards. If all works well and Maya or Aztecs research Writing too, I will establish a stream of Merchants to Latin America soon, giving 420 each and grant a 100% science slider for some turns.
Screenshot
Turn 336: "Sandstorms made some routes disappear near Nazca Lines" ;-)
My Economy is nearly cripled: 270 gold left and -27/turn. I get 31 /turn at 100% slider. Pottery is ~23 turns away - but only at 100%!!! I got to establish a 10% science economy with emphazising to get every possible - they have to starve go fishing instead of potato farming etc. I will get Pottery! It enables my Unique Building, the Terraces (+2 and acts as Granary) and it enables the Pottery Workshop, a useful building - its expansive (280 ) but gives +2 as well as 1 /turn to its city. This may help to get me out of economical depths before my citizens attempt to revolt. The Sphinx may also cover that, as a wonder reduces revolt instability as well. And btw., one of my Quechas killed a Spear. Just in time, as a Town Guard was not finished until recently after the fight - there was no City in challenge, though, as I had some covering troops in place.
Screenshot
Turn 346: Seems I was a bit pessimistic. My economy still has 14 / turn with a 40% slider.
48 turns to Pottery, here I come. Military Reforms nearly done, only 2 Elite Quechas remain, rest is Town Watchmen and Workers, some of the captured barb workers will be disbanded soon, there is not enough work and food left for all of them. I think I will send them into the desert, turkish-armenian-style...
Screenshot
As the above screenshot reveals, my hedgehog tactics (little soldiers, lot expansion) pays off, GNP, food and polulation nearly equal with the best rival. Nevertheless the europeans will trade much more than the american civs once they have writing, so after the trade establishing with the other american civs the far future obj will have to be to achieve an early ocean crossing as well as a certain tech lead towards a specialized tech capital for tech trading.
Screenshot (text for it below)
Turn 393: Pottery has been done and Trade is on the way (like 80 turns). Mayans research writing in about 100 turns, get there earlier then me, but I don't care. Most important fact is they get writing early - so both nations can flourish. Barb city in Uruguay has population 5. They will get a Minor civ sooner or later... For the same reasons I will have to kill the northern Columbian city in time so my trade project won't be blockaded by a barb city in between.
Screenshot (text for it below)
My 4th city begins to pay of now. I get 2,50 and 2,50 out of it per turn.
Maintance is 6,37 /turn, which makes the aquiered beakers still a bit expansive but they are worth it, as I get Trade in acceptable 50 turns (remember this is eternal speed!) while having an even economy (+1 /turn at 41 treasury) at 50% (+21 /turn)
On the downside my revolution counter goes up, maybe I'll have to research Hunting in between writing and sailing to build Spears and capture a barb city for revolt stability... maybe changing civics to Charity (enabled by Trade) which decreases Rebelliousness (and gives +1 to the Terraces) will also do the job. We'll see...
Screenshot(text for it below)
Turn 539: Writing is ready, 11 turns after the Mayans. After making peace and opening borders we trade wheel+agri vs hunting+mysticism, Pacal still got priesthood and poly but doesn't want to trade that yet.
I am on my way to Sailing now, Weaving is the first step.
A recent barbarian pillaging raid (quarry+farm) has been beaten off and I plan to establish my 5th city near the capital on the other side of the Andes mountain ridge. Gonna be a lot of barbarian slaughter (xp) there - for little maintance.
to be continued soon...
It's my first "godsmaker" difficulty (one above deity) game and I chose earth map for it - as I like 'realistic' settings (I have the tactical advantage to know the map of the Earth, but that shall hopefully be forgiven. I try to write as if I wouldn't^^).
Stats:
Civ: Incans (Industrial/Agricultural, starting techs Agriculture and Ritualism)
Earth Map, 28 Civs (huge)
Barb Civ (5 pop barb cities can become minor civs): on
Revolution Mod: on
No tech brokering: on
Starting As Minors: on
Time Victory: off
Speed: Eternal
Difficulty: Godsmaker
ModMods activated: nearly all I found
Starting comments:
Well... I start in a very remote area: mountains, desert, plains and one unworkable lake cause I don't start with the knowledge of Fishing. This takes 80 turns to learn but I am willing to do so anyway - I really want the 3 and 2 from that tile. Together with the 2 potatoes in my city radius which is located 2 south from my original starting point: on the desert tile S/W of the lake I will have a nice 3 plot base for settler production and a bit of , too.
Screenshot
I explore the surroundings, get money from the huts in the amazon. Lots of bengal tigers(?!) track me down. Who the hell sends them there? India, gonna get you later for that!!!
Anyway, after I pop a scout and lose one of my starting quechas, I get richer from hut to hut- treasury grows to 2000 !!! This scout really is a godly gift from the Sun! Last hut gives me Naturopathy, but sadly I don't find Druidism in my capital, as some other civ already popped the tech some turns before.
After I discover fishing, I go for Stone Tools, a requisite for Mining. My goal is to get some jobs for my worker after he finishes the potato farms.
I built him directly at the start and if all works out well he wont have a single turn in this game sitting around like a lazy lama. I smell gold and silver in the mountain mines!!!
Screenshot
By now I discovered a barbarian city in northern Columbia, garrisoned by 4 warriors. Thankfully no spearmen! I fear an invasion of those, as I try to avoid researching Hunting (requisite of spearmen) but to go directly for Masonry after Mining, to be able to build Town Guards which I can use as effective Spearmen counters. I also want to work some of that shiny obsidian lying around everywhere.
Turn 237: My third city is now established. To recapulate: the working order in my capital from the start: Worker/Monument/Quecha/Quecha - grows to size 2 - Settler/Healers Hut/Quecha - grows to 4 - Settler. The queue is now to built a Town Guard as soon as possible, the Sphinx and then some Walls for the happyness it gives.
Screenshot
Turn 243: I get a breakthrough in researching Masonry, +158
I guess a prototype of a marble toilet fell from the sky and they now try to put the pieces together.
Turn 247: The Maya get Hinduism. Maybe I convert to it if it spreads early, I plan to find Confucianism later. My secound worker is ready, and a monument as well as a watchtower is built in the provinces.
Screenshot
Turn 287: The base of my economy is layed: all food resources are connected. Now the Obsidian will be my objective. My deficite rapes my treasury continually. The 4th city will soon have to make surpluses once my money has run out... Sadly, it probably won't and thus slow me down. All hopes lie in the silver mine I can start to work once Lima Docks expands culture. That silver and the gold from the capital shall give me at least a 12 /turn research rate in the near future, short but still slightly enough to stay on the road to Trade and Writing and Sailing. I also will have to reduce my army costs, disband the Quechas and keep the new Town Guards. If all works well and Maya or Aztecs research Writing too, I will establish a stream of Merchants to Latin America soon, giving 420 each and grant a 100% science slider for some turns.
Screenshot
Turn 336: "Sandstorms made some routes disappear near Nazca Lines" ;-)
My Economy is nearly cripled: 270 gold left and -27/turn. I get 31 /turn at 100% slider. Pottery is ~23 turns away - but only at 100%!!! I got to establish a 10% science economy with emphazising to get every possible - they have to starve go fishing instead of potato farming etc. I will get Pottery! It enables my Unique Building, the Terraces (+2 and acts as Granary) and it enables the Pottery Workshop, a useful building - its expansive (280 ) but gives +2 as well as 1 /turn to its city. This may help to get me out of economical depths before my citizens attempt to revolt. The Sphinx may also cover that, as a wonder reduces revolt instability as well. And btw., one of my Quechas killed a Spear. Just in time, as a Town Guard was not finished until recently after the fight - there was no City in challenge, though, as I had some covering troops in place.
Screenshot
Turn 346: Seems I was a bit pessimistic. My economy still has 14 / turn with a 40% slider.
48 turns to Pottery, here I come. Military Reforms nearly done, only 2 Elite Quechas remain, rest is Town Watchmen and Workers, some of the captured barb workers will be disbanded soon, there is not enough work and food left for all of them. I think I will send them into the desert, turkish-armenian-style...
Screenshot
As the above screenshot reveals, my hedgehog tactics (little soldiers, lot expansion) pays off, GNP, food and polulation nearly equal with the best rival. Nevertheless the europeans will trade much more than the american civs once they have writing, so after the trade establishing with the other american civs the far future obj will have to be to achieve an early ocean crossing as well as a certain tech lead towards a specialized tech capital for tech trading.
Screenshot (text for it below)
Turn 393: Pottery has been done and Trade is on the way (like 80 turns). Mayans research writing in about 100 turns, get there earlier then me, but I don't care. Most important fact is they get writing early - so both nations can flourish. Barb city in Uruguay has population 5. They will get a Minor civ sooner or later... For the same reasons I will have to kill the northern Columbian city in time so my trade project won't be blockaded by a barb city in between.
Screenshot (text for it below)
My 4th city begins to pay of now. I get 2,50 and 2,50 out of it per turn.
Maintance is 6,37 /turn, which makes the aquiered beakers still a bit expansive but they are worth it, as I get Trade in acceptable 50 turns (remember this is eternal speed!) while having an even economy (+1 /turn at 41 treasury) at 50% (+21 /turn)
On the downside my revolution counter goes up, maybe I'll have to research Hunting in between writing and sailing to build Spears and capture a barb city for revolt stability... maybe changing civics to Charity (enabled by Trade) which decreases Rebelliousness (and gives +1 to the Terraces) will also do the job. We'll see...
Screenshot(text for it below)
Turn 539: Writing is ready, 11 turns after the Mayans. After making peace and opening borders we trade wheel+agri vs hunting+mysticism, Pacal still got priesthood and poly but doesn't want to trade that yet.
I am on my way to Sailing now, Weaving is the first step.
A recent barbarian pillaging raid (quarry+farm) has been beaten off and I plan to establish my 5th city near the capital on the other side of the Andes mountain ridge. Gonna be a lot of barbarian slaughter (xp) there - for little maintance.
to be continued soon...