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1.21f
After reviewing the two positions, my initial thought was to establish the capital near the Dyes space. The Spice location had additional forest visible, and I thought that would be useful to chop down and help the production at my 2nd site. Since I didn't expect much from this location, I moved the worker to the mountains, and saw Floodplains and Wheat! From what I could see here, it looked like a 6 turn Settler production. So I moved the other worker to its nearby mountain and saw Cattle, Wheat and Floodplains. This would definitely support a 4 turn Settler Factory, so this is where the Capital will be! So, Beijing and Shanghai founded in 3900 BC. I knew I wanted a Granary here, so I started research on TerraCotta at 100%.
I noticed the fortresses at the outskirts of Beijing culture. I wasn't sure what they were (never having built an Ancient Age fortress), but after I saw stacks of Khazars and Baekje moving along them, I figured that this was the 'Great Wall', which makes sense. (It also makes sense that there are lots of floodplains near the Han cities; floods have been a constant problem for real world China.) This 'Great Wall' has been a real benefit: free roads, faster scouting, faster settling, quicker contact as the other civs used the roads. A very nice advantage to go with the Deity level game setting.
The capital produced 3 warriors, which went scouting, a Granary (2900 BC), and then Settlers, 3 five turn and 9 four turn, along with 2 two turn Workers along the way. I allowed Beijing to grow so that it is sizes 5, 5, 6, 6 during the 4 turns making a Settler; I waste 4 shields per Settler, but gain up to 8 Commerce per settler this way. Beijing founded 8 cities on the 5.x ring around it; five of these cities will be targeted for full development in my eventual quest to launch a spaceship. In several of the last few GOTMs, I've used the 5.x ring for my first ring: it allows a large number of productive cities in the early game, and supports the full development of several of these cities for the later stages of the game. These first ring cities typically produced warrior, worker, barracks, then Veteran units. Shanghai produced 2 ten-turn Warriors for scouting, and then 2 Settlers, chopping wood for each settler. Here is the scout patterns of my scouting warriors in 1790 BC just before I learned Map-Making. None of them ran across any huts.
These are the highlights of my game so far:
3900 - Beijing and Shanghai founded, start research on TerraCotta at 100%
3750 - Meet Khazar stack moving along Great Wall; trade MartialArts for BurRites
3600 - Meet Mongols (by Scout); Trade Masonry for TerraCotta; Trade TerraCotta and Masonry to Khazars for Alphabet; start Research on Mathmatics at minimum
3400 - Meet Baekje stack on Great Wall; Trade Masonry for BronzeCulture and 6 Gold
3250 - Meet Goguryeo near Shanghai; we are up 3 Techs so no trade, but we gift him 1 gpt
3250 - Also meet Koreans, with Scout; trade them Masonry and BurRites for Wheel and 34 Gold
3000 - We top Wealthiest Nation list with 112 Gold, gaining 5 gpt
2850 - Scout meets Takeda (across strait); they are Behind in Techs, so no trade
2710 - Buy Khazar Worker for 120 Gold
2510 - Meet Rajaputana; we are equal in Technology, no trade; IronCulture and TaoistMysticism are available, but I'm waiting for Calligraphy to come out. Sell Alphabet to Goguryeo for 29 Gold
2350 - Koreans and Baekje now know Calligraphy; Buy Calligraphy from Baekje for 102 Gold and 6 gpt; Trade Calligraphy to Takeda for IronCulture and 12 Gold; Trade Calligraphy to Raja for TaoistMyst; Sell Calligraphy to Khazars and Mongols for 131 Gold and 54 Gold respectively; I know all Techs and have all gold except for about 25 Gold.
1830 - Learn Math, begin Shamanism at minimum; only other known Tech is Bajutsu; no trade
1750 - MapMaking is out!! Trade TM and a little gold to several civs for their TM's; Sell Math to Raja for WM and 233 Gold; Trade Math and WM to Takeda for MapMaking and WM; Trade Baekje Math for Confucianism, WM and 20 Gold; Trade Korea Math for WM and 77 Gold; I know all Techs, have entire Map and All Gold; Change Research to Literature at 80% (15 turns)
1550 - Takeda complete Pyramids (THAT doesn't help)
1450 - Trade WM to Rajaputana for Literature (Several know it, and I had a lot of research into it); Begin Construction using 1 Scientist
1350 - Trade MapMaking to Mongols for CivilService
1300 - Shamanism is out; Trade Khazars Literature, CivService, MapMaking, Math and 10 Gold for Shamanism (no 20 turn deals for them; their time is not long); Sell Korea Shamanism for WM and 117 Gold; Sell Mongols Shamanism for 68 Gold and WM; start Republic at 90% (20 turns); Road network now connects Shanghai, so total of 3 Luxuries are connected
1100 - Iron connected, 18 warriors upgraded to Swordsmen; can Khazar survive much longer?
1075 - Raja demand TM and 31 Gold; We pay it, our target is elsewhere; We declare on the Khazars, get Baekje to Ally for WM and 141 Gold; Get Goguryeo to Ally for CivService (they're far, far behind in Techs); start moving Swords
1050 - Chinan, near Shanghai, is undefended and a Khazar Otomo is adjacent; gift to Raja to make him even happier
1025 - Chimkent falls to us, with only 1 Swordsman lost; on towards Balkash
1000 - End of QSC
0875 - Big Turn; Balkash is taken, and the Khazars are no more; Republic is learned, and a suicide junk makes contact with the other continent. Am able to trade Techs for Maps and Contacts, which I get without having to trade Contact with any of the civs on my Continent. Surprisingly, the Tech leaders on the other continent have Construction and Currency, but are missing Shamanism and Literature; Trade Sham and Lit to --- for Currency; Trade Baekje Currency and Shamanism for Construction; Trade Goguryeo Literature for Bajutsu (I'm now Medieval); Gift Korea Currency (to make them Medieval); Gift several Techs to ---, who might be Scientific, but they're not; Trade Republic to Korea for Feudal Warlords; Trade (2nd Continent Tech Leader) Republic and Feudal Warlords for Engineering; Also sell Techs for lots of cash; end of Report
When I learned Republic, I did Qitai's suggestion for 2 chances at reduced anarchy. First I selected Show Me the Big Picture, went to F1 and started a Revolution - 8 Turns, yuck! When I exited, I was given the choice to start a Revolution, which I did. When I checked at F1, I was now down to 5 turns, so this took 3 turns off my anarchy period.
In prior games, I'm usually the one beaten by the AI to the prime city spot, and have to watch as their Settler founds a city just before me! In this term, I watched one Baekje Settler bounce from spot to spot as my 4-turn Settlers used my road system to just beat him to his next spot on 3 occasions!! That was gratifying! He did beat me to the 4th site, but I was still able to found adjacent to the Khazar Fur space and claim it from the Khazar's.
At 1000 BC my empire consists of 15 Han cities, and 1 Khazar city. I've built 1 Granary in Beijing, and 5 barracks in my first tier cities. At 875 BC I've added an additional Han city, and taken the 2nd Khazar city. Here's a screenshot of my empire at 1000 BC. My swordsman stack is just visible above the lower right information screen, as it heads to Balkash. My Chariots are in the NorthWest, in Canton and Nanking; they will be seeing action someday soon, but not as Chariots!
Here's my F3 screen from 1000 BC showing my army and WM; I also have 3 Khazar workers, 1 bought and 2 captured.
Near term goals: take on the Baekje with Swords, and unify all the Han holdings. Will launch against the Mongols soon after, hoping to use Raja and Korea as allies. Cultivate certain civs to help my reseach, while I primarily race along the top Mediaval track. Probably use the Goguryeo to start my GA once I have Riders available. Next stop: the Industrial Age.