Finding the Limits of Possibility: A Deity Plus Four Succession Game

Sorry fellows, but my health has taken another downturn and I am unable to play. I will check back later if my brain starts working again.

Thanks!! I have enjoyed playing with you. Good luck to you all.

Monk
 
This means that I play next. I should be finished in a week or two - it may take some time because running our empire is far more complicated now than it was the last time I played.

One immediate problem: To bribe or not to bribe. Bribing is tempting but expensive - I'll probably do it but another option is to construct a fortress near the Roman city to make the Romans lose some units by attacking it. The city has walls so attacking it once to reduce its size (and price) is not an option.

Finally I wish Bloody Monk a good recovery - and by all means comment on the game if you want to, this makes things more fun (this also applies to others that may be following the game).
 
I'd like to see how you guys are going in this game - and yet I can't load deity plus 4 games on my MPG and I dont have my old version anymore.
Any suggestions?
 
I think there is a way of downgrading MGE to classic, but I am unfamiliar with it.

In any case, here are some screenshots.
 

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I've been a bit more busy than I had expected but I have started playing and should be finished within a week. I'm hoping we'll see by far the largest military operations so far...
 
Almost finished (a turn and a half still remaining). Some information - more details will be revealed later: New cities, a stack of 99 barbarians, a city is gone, military operations, tech theft, bribes, increasingly messy situation, transportation improvements, new techs, a Viking city in danger.
 
I'm finished playing (at last ;-)). I will post a full log tomorrow - these were probably the most eventful 10 turns so far. In the meantime, here are some 'teasers':

* Cities founded, cities conquered and cities lost
* War on two fronts
* Gold plus new and highly useful techs acquired
* 99 barbarians
* Tech theft
* Bribes
* Exploration
* Unhappy Indians
 
Well, these turns were certainly far more eventful and time consuming than the last time I played.

First some short notes to clarify:

* I founded a few cities, captured Kyoto from the Japanese and disbanded ("lost") Aarhus because our core cities were/are too densely spaced.
* The Romans are very aggressive, refuse to speak and have landed twice on our continent. I also started a war with Japan.
* The Indians gifted us significant amounts of techs and gold.
* A huge stack of Barbarians appeared on the Indian continent.
* The Japanese stole a tech (medicine) from us after we captured Kyoto.
* New islands discovered by our ships.
* The Indians are at war with Spain and are unhappy that we are at peace with them.

The main events:

700 AD (0): Hispalis bought for $726, $96 plundered. Take steam engine because ironclads are going to be very useful. Adjust production to something more militaristic. Temporarily cancel the disbanding of Kaupang because it supplies dye.

720 AD (1): The Indians gift us warrior code. We get masonry and pottery from the Carthaginians in exchange for philosophy and university (they really wanted steam engine). They are unhappy that we have made peace with Spain so alliance is not an option. Advanced tribe from hut at (44,16).

740 AD (2): Japanese develop feudalism. The Indians gift us 25 gold.

760 AD (3): The Indians gift us 25 gold. They have more than 2000 gold so this is not much. Viborg wine to Bangalore (demanded; 380 gold).

780 AD (4): The Indians gift us 25 gold. Aldeigjuborg founded. Musketeers from hut next to Aldeigjuborg. Dragoons from hut at (43,5). Talk to the Romans, they demand 50 gold for peace. No!! - and the war continues. Share maps with the Americans.

800 AD (5): Rome builds Shakespeares's Theater. The Indians gift us 25 gold. There is a *huge* stack of barbarians at (59,93) that is bothering the Indians a bit.

820 AD (6): Indians develop railroad and the Romans economics. The Indians gift us railroad!! Talk to the Japanese, they demand 300 gold. No!! And we are at war. Woohoo! We capture Kyoto, plunder 301 gold and get feudalism.

840 AD (7): A Japanese diplomat appears next to Kyoto and demands gunpowder. Risk saying no. Cease fire (phew!)? Yes. Peace treaty? Yes. The diplomat then proceeds to steal medicine. The Indians gift us 50 gold. Osaka costs 2760 gold to bribe even though the Japanese have no capital. We are now number 4 in population.

860 AD (8): The Indians do not gift us anything but offer to sell us the secret of sanitation for 900 gold - a bit too expensive. Silver caravan from Hispalis to Antium (demanded; only 37 gold??). Roman dragoon spotted west of Hispalis so talk to the Romans. They demand 650 gold - way too much so it's time for some emergency measures. Hispalis catapult moved so that it blocks the dragoon's route to Hispalis. Crusaders moved from Skara to Hispalis and musketeers also rush bought in Hispalis. The Romans are probably interested in this area so it's time for some reinforcement measures - rush buy dragoons in Skara which is undefended at the moment. The Romans also obviously came from a ship so prepare the establishment of a ship welcoming committee buy rush buying an ironclad in Trondheim. City of Holmgard founded. Kaupang dye to Madras (demanded; 142 gold). 25 gold from hut at (62,20).

880 AD (9): The Spanish ask us to declare war on the Carthagininans and offer an alliance. Not accepted since the Carthaginans have lots of ships near Lunde and this isn't very far from our shipchain (and even closer to a possible future shipchain). The Indians report that they are now at war with the Spanish. A ship kills a stack of 40 barbarians at (59,93). Japanese capital moved to Osaka so now it's clear what our next target is ;-). The Spanish attack the Carthaginian city of Gades with catapults and something else but all of the attackers die. Aarhus disbanded by building settlers. The Romans don't want to speak to us. Roman dragoon killed west of Hispalis after it killed our catapult. Roman explorer killed west of Skara. The Indians gift us 50 gold but are unhappy that we have made peace with the Spanish. Roman galleon loaded with units spotted just south of Roskilde - this calls for emergency measures. Move warrior from Hladir to Roskilde and rush buy an ironclad in Roskilde. No shield production in some of our cities - rehome some units. Musketeers from hut at (68,48).

900 AD (10): Romans switch to monarchy. Roman dragoons lands near Roskilde -it's promptly killed together with an explorer. Our just-built ironclad sinks a Roman galleon near Roskilde. A good turn for our just established coast guard ;-).


Notes:

The situation is a bit more messy now than when I started ;-). The Romans are very aggressive and refuse to speak with us. They have recently landed near Hispalis, Skara and Roskilde. This shows that we need to be very careful and leaving the southern coastal cities undefended is dangerous so I strengthened the defenses in Hispalis and nearby cities (we may need barracks as well since our crusader became red by killing Roman dragoons on a forest square near Hispalis). Maybe we should strengthen the defenses in additional cities. The best thing though is to completely prevent the Romans from landing. This makes ironclads very useful for sinking caravels. Attacking the Romans is not an option at the moment IMO, they have gunpowder and the Great Wall.

I started a war with the Japanese, both because I like wars and also to make our empire bigger. It's faster and easier to capture big, poorly defended enemy cities than to wait for recently founded cities to grow big. The Japanese seemed easiest to deal with because they don't have gunpowder so I captured Kyoto (their capital) using an ironclad and several dragoons. Following the capture of Kyoto I made peace with the Japanese but this is intended to be temporary. The only reason for the peace treaty is that our army wasn't big enough to immediately continue the war. However, the Japanese have lots of gold and it may be only a matter of time before they bribe Kyoto. So we should restart the war as soon as possible - the Japanese also might acquire gunpowder any time now. The optimum time is probably once the two dragoons on our main continent reach Japan 2-3 turns from now (I doubt we have enough forces on the Japanese island to restart the war now, otherwise I would have done so). Once that happens we can capture Osaka (their capital). This danger of bribes is also the reason I decided to keep fairly big cash reserves - it makes it more difficult for the Japanese to bribe Kyoto. Once we have destroyed the Japanese our empire will be significantly more powerful than now because in general the Japanese cities are bigger than our cities.

I acquired a few techs from the Indians (including railroad which is highly useful) plus some cash by asking for gifts. However, they are now unhappy that we have made peace with the Spanish so maybe we shouldn't talk to them until either the Indians are at peace with the Spanish or until we are at war with the Spanish.

Techwise there is a lot of stuff I want and I really would have liked to make far bigger progress there. I delivered only three caravans and they didn't yield lots of cash so I recently started work to extend our ship chain to the Carthaginians which are farther away (I also suspect we should aim to deliver all caravans to Delhi if we don't deliver them to the Carthaginians because Delhi has the colossus). We are also getting close to discovering chemistry.

Again regarding techs I'd really like to get theology to get us Bach's cathedral followed by democracy. I don't think democracy is a good option until we have Bach because we must be able to keep some units outside our cities.

These were probably the most eventful 10 turns so far. My feeling is that we are getting close to the point where it is possible to radically change things in just 10 turns. I therefore think we should reduce the number of turns per player from 10 to 8 no later than at the end of this 'round', i.e. reduce it no later than when Prof. Garfield plays next (possibly earlier). However, Magic_Gorter plays next.

PS Prof Garfield: The Indians have lots of wonders so starting a war against them is a bit tempting :D.
 

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Additional notes:

We have now reached the point where we are big enough to have lots of options and where we can easily do something 'fun' (e.g. wars :D) in addition to just planning how to (barely) survive. However, we are still small enough that what we can do still is severely limited - in particular it is difficult to do many 'big' things in parallel.

I think by far the most important short term goal (next 5 turns or so) is to greatly reduce the Japanese empire by capturing some of their cities. This should eliminate any danger from possible bribes by them.

Beyond that there's a lot of options but we really need more settlers now that we have railroad - actually we really need engineers. Also we should deliver some camels, this gets faster once we have railroad in at least some parts of our empire. As a part of this we could shorten the ship chain by making Odense our main point of departure for galleons/caravans.

The Romans have some techs we could steal. In particular getting economics would be nice because the Indians don't have it. We could then use it to exchange techs with the Indians.

And Bach+democracy would be wonderful...
 
I've been looking at the game, and I have a few comments/suggestions.

We should build a city at (36,66) (grassland "peninsula") southeast of Hispalis. This would give us a healing place for our Ironclads, instead of having them limp back to Ravning Enge or Viroconium.

If we are looking to change our main port, I would go with Larne. It's farther away from the Romans (I doubt we will have the means to eliminate them for a while), and it could also serve the nearby island.

We are of power Strong at the moment, and I think that those above us are the Carthaginians and the Spanish. This might change once the Indians build sewer systems and grow by 1 citizen per turn in their cities. I think this makes our key civ the Americans.

We should be very careful where we build railroads at the moment, because it is rather time consuming to do so. Starting construction on the Trondheim-Lindholm corridor was a good move, because most of our caravans will use that route. There is an argument for building railroads instead of extending our road network, however, and that is that settlers don't lose a turn moving onto the square (I'm not positive, but I also think that it only takes 3 settler turns to build a railroad, not 4, so using settlers on the railroads might be an even more efficient use of them).
 
I've been looking at the game, and I have a few comments/suggestions.

We should build a city at (36,66) (grassland "peninsula") southeast of Hispalis. This would give us a healing place for our Ironclads, instead of having them limp back to Ravning Enge or Viroconium.
This would be nice in the future but since we haven't discovered amphibious warfare and cannot build port facilities our ironclads can heal simply by staying on the same square for a few turns (the ironclad at (11,61) is doing just that). A near-future city at (36,66) might be useful for quickly replacing our ironclad if the Romans kill it though. And it would be useful for future large scale military operations against the Romans. And regarding this general area it might be useful to place a diplomat at (37,61) because the Romans seem interested in this area and managed to land there without me noticing it on the turn they landed (I think they landed on the turn before I spotted them).

If we are looking to change our main port, I would go with Larne. It's farther away from the Romans (I doubt we will have the means to eliminate them for a while), and it could also serve the nearby island.
The reason I prefered Odense is that it is 4 squares away from our current road network and Larne is 5 squares away. Larne will be better later on but in the short term I prefer Odense.

We should be very careful where we build railroads at the moment, because it is rather time consuming to do so. Starting construction on the Trondheim-Lindholm corridor was a good move, because most of our caravans will use that route. There is an argument for building railroads instead of extending our road network, however, and that is that settlers don't lose a turn moving onto the square (I'm not positive, but I also think that it only takes 3 settler turns to build a railroad, not 4, so using settlers on the railroads might be an even more efficient use of them).
Yep - the Trondheim-Lindholm corridor was what I had in mind. I agree that in general railroad is more important at the moment than roads. Two exceptions though: Roads to Odense and Viroconium. The former because of camels and the latter because the Romans might land there so I'd want to be able to move troops over there quickly.

One additional issue regarding settlers: The food balance in some of our cities is currently negative. Some of our settlers are in the process of fixing this problem by irrigating but we really need a positive food balance.

And let's not forget about disbanding Kaupang. I got rid of Aarhus - Kaupang is next.
 
This would be nice in the future but since we haven't discovered amphibious warfare and cannot build port facilities our ironclads can heal simply by staying on the same square for a few turns (the ironclad at (11,61) is doing just that).

A unit still heals more quickly in a city, and it can be protected by ground units from attack by enemy naval units. I think both of these could be important in helping protect our coast from the Romans.
 
Some screenshots to illustrate some points and also for those that may be following the game but don't have the correct version for loading it.

The Romans landed twice during my turns:

civ2_deityp4_succ_1.jpg


Military operations in Japan and what I'd like to do there next:

civ2_deityp4_succ_2.jpg


The Romans have two cities on their northern coast:

civ2_deityp4_succ_3.jpg

I'm guessing the units that landed came from Pompeii. However, they might also send units from Antium. In that case Odense and/or Viroconium (or even Lindholm) could be in danger so I think we should quickly defend Odense (I didn't do it but in retrospect should have). Inviting the Romans to simply walk into an empty city is a bad idea.
 
Just discovered the forum. What a bible those stories are as I don't play nearly as good as you. It's also captivating.

Please keep on posting screenshots of your empire and the rest of the world as I can't load your game.

And other infos : - 5 greatest cities in the world? Richest, strongest civilizations? What civ has the most cities?

Thanks for this great story.
 
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