Emp01 - Rise and Rule AWE

Preturn: Chooses on builds seem good. Hit enter.

This Jungle in the south is good for us. Slowing speed 3 units down to a single square can really help - we get first attack and Catapult bombard. We also have a thinning of the continent that will be a nice line of defense if we need it (better would be to continue to expand).

BTW, something I keep forgetting and is too late to mention now other than for your own info, but Tribal guardsmen do NOT cost upkeep. This makes them great for MP duty. Never upgrade or disband them. I mention this because I see very few, so we must have done this.

IBT: Gutenburg's Bible is being built. We are really behind...

Early: Erdenet is Destroyed. We capture several workers. Lose a few swordsmen - just not used to speed 3 units this early.

Mid: Start another Hardy Pioneer so I can lay down two towns on my turn. Start an attack on Krakorum.

Late: Raze Krakorum. Poor RNG means this cost us some units, but can't be good for the Mongols. Raze another coastal town just south of Stuttgart.

Notes:

I came up with an idea for a dot map (see picture below). The jungle squares mean no fast units can attack out town so we can bombard them and kill the units. We also can move defenders between cities when needed. It looks pretty strong to me.

Note that an elite + vet Spearman (or better) doesn't seem to be attacked in jungle, rather the AI goes around. If you want to minimize unit loss, you should cover with at least that strength

Note that there are units that will attack and kill our Armies. The Imperial guard army is still good in defensive terrain, but be careful with it. Right now there are no spearmen or Pikes with it. Wait for 2 to join it before you advance into clear terrain. The sword army is just bait the AI will attack. From past experience if you leave it defended only lightly (less than the elite+ vet Spear mentioned above) it will be attacked. Defense 1 armies are very fragile.

We might want a Camel army for the defense, though another Imperial guard army is equally valid (when we get another leader that is).

Emp1_AD900.jpg
 
Well done.
The next player should sell all worker housing. They are useless now.
Next techs: engineering, then metallurgy and warfare.
Next place to settle should be the green dot.
There are horses at Ta-tu.

edit: I got it.
 
Oh, I forgot to mention for tech I got us the ability to irrigate lands for city growth.

After that I was heading for engineering. Bridge building will help our mobility a good bit. Metallurgy and Warfare sound decent to go for after that.

Getting horses would be nice for the higher attack than our camels. We need another tech for the attack 6 move 2 horsies. We can get that when we are nearer to connecting the horse.
 
Engineering is researched, so the rivers won't stop us anymore. Irrigation is advanced. Be aware they might grow fast and cause trouble. Alchemy gave us 2 ressources of salpeter, so that won't be a problem. Freiburg and Kiel are found, the next settler is in position. On the blue dot the russians found a city, which can be taken at size 2 (in a few turns). The Sioux (2 Pioneers, Imp. Guard, spear) visited us with a longboat near the place of Freiburg. Declared war and got 6 slaves.
We have a new leader (in Hannover) :banana: . What shall we do with him? An army or rushing the royal tournament (-> Knights of the realm (6.2.2) every 12 turns, obsolte with chichen itza, which can be researched last in 2nd era). Would prefer royal tournament.

The mongols have Keshiks (5.1.3) instead of mounted archers, which can move over mountains and hills like grassland. Was a bit hard at the first moves cause of all the roads in the jungle. In the middle of my turns they don't appear. We should pillage their horse ressource to stop them. Ta-tu expands 2 turns before and again there is now one Keshik on the mountain.
At Dortmund I started chopping the forest. Will be finished in 8 turns.
The next (and last) Imperial guard will be produced in 1110 AC. Would be good to reach theory of warfare (makes it obsolute) after that date.

The russian now started gutenberg, too. I think the contact with the sioux gave both (mongol and russia) a push.

Perhaps we should sacrifice a worker in the city to be found (yellow dot) to get control of the roads in the jungle and the tile next to Rostov.
 

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Now that we have irrigation don't be shy about building pioneers when we can get away with it. It would be nice to grab all the good lands to the north. Otherwise every civ will send over settlers and we will meet them all quickly. Plus the coastal cities will generate some commerce for us. Note for locations that are not very useful we can prevent settling by cutting down forests. I don't think you can settle in tundra - only if it has a forest (we may want to check that, but I think it is true).

Edit: I forget the rules between pioneers and hardy ones in where one can settle. Might want to just check them out so we don't send the wrong type.

Alternatively, if we have already met everyone then leaving an area where the AI tries to settle and we kill it for workers can be profitable.

City count in general is good for us with more unit support. We do want to get to another government type though so we can lower corruption.

BTW, I really should have mentioned it, but I sent a peasant up to build a fur colony. I hope that was apparent (why the strange looking worker was up north). If not he can do it now.
 
I build the colony. The lux-sliders is at 0%.
The hardys were good to travel through jungle. Else you must build roads even at the settling point. In the north only one attractice point is left (between gold and olives). I also work the mountain and not the hill in Köln, cause the growth of the city can't be hold.
 
Have we explored the entire north? Its worth sending a unit up there.

I like having the coast entirely visible even if it means a few poorer coastal cities. Dealing with landings without towns gets annoying. The cities support the units (in terms of unit cost) needed to defend it.
 
I haven't explored it further. Seems to be a job for a slave. If we have luck, there are whales for a bit of production. But that means we can settle there.
 
Oh forgot to mention an opinion on the leader.

I guess I lean toward the Royal tourney since our armies can only be size 2. OTOH, our sword army is going to become obsolete soon, so I it is not a strong opinion.

I do think our NEXT leader should be an army if we do go for the Royal Tourney.
 
What abaut the Roy. Tour. in the "yellow city". It produces culture and we can steal the tile from the russian city and will get control of roads soon.
 
Pre turn- Raze russian city

See lots of russian Elephant riders.

Clocks in 2

1- Start upgrading catapults to bombards when I get salt connected

2- Found new berlin, hooks up incense. Raze Rostov

3- Clocks -> Matchlock

4- Royal tournament hurried in new berlin, another leader -> army. Fill it with Imperials, Knights of the Realm, Knights, and cavaliers.

Royal Tournament built in 1030 AD (Turn 218), First KotR turn 230

5- Not much.

I’m turning it over here since I don’t have more time to play.

NOTES:

Troops in New Berlin should assault Ta-Tu for Horses.

Research: Matchlock- Metallulgary- Chivalry (Trying to get 1 last imperial guard), theory of warfare- Absolutism (Better gov’t).

Hurry Barracks in new berlin.

Send Trireme over top of continent

We need more cities in jungle.

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Emp01 1050 AD

Elephantium- You are up if you got your computer problems sorted out.
 
Don't invest research in chivalry since theory of warfare is that near. Better take usury cause we need it for absolutism.

Elephantinum are you ready for some turns?
 
Okay, that's a good reason. But do we need the mameluks. If we can abondon them, we mustn't research warfare now and will get more imp. guards.
But Metallurgy will still be needed.
 
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