GOTM 41 Reloaded - Persian Double Challenge

The first way is funnier. That's what I say when it happens to the AI (not me :lol: ), and I'm a native English speaker.

Another thing: If Rome isn't building a lot near you (I only see a few cities), then there must be something on the other side of Rome keeping their attention over there...
 
Well, it's Monarch level, so the "settler diarrhea" effect on the AS isn't so strong. Rome has 6 cities (as me). In the map 4 of them are visible. Judging from what we can see now, there should be some nice land east of Rome that the AS has judged worth of at least 2 cities.

More info will be available as the game goes on. Where will be founded the next roman cities? If he turns on me once again, it would mean that the yet unknown land east of Rome is already filled, or not worthwile colonizing.
 
Steady Progress

The next goal are: founding city 7 and 8, working the necessary tiles and starting build up the military. Having a tech or two to trade with the AS wouldn't be bad either. I'm not counting too much on Japan, but Rome should come out with something useful in the next turns.

From now, i'll limit the detail on worker actions and micromanaging to the bare minimum. That stuff is usually very interesting in the opening moves, but it tends to become more and more boring as the game goes on.

1425BC - Chopping the forest in the fur tile near Tarsus. Production in Arbela switched to temple (24). Nothing strange, some basic culture will be needed. That city is not supposed to build military units for the moment.

1400BC - Worker completed in Susa, started barracks (40, but it will be faster). Workers around Arbela start to chop a forest tile. The task will be completed next turn. The wanderer warrior continues its exploration

1375BC - Fur forest chopped. In the next turn, those workers will irrigate and build a road to connect Persepolis to founding site 7.

1350BC - Completed archer in Persepolis, started worker (2). The romans have founded their 7th city, Pisae, right outside my core, distant and unconnected. It's good that those inept waste their settlers for cities that will produce little less except some unit support. Here's a shot:



1325BC - Tile to link site 7 roaded. Production in Tarsus switched to temple (22). This city too isn't supposed to build units for now, and some culture won't be a bad thing. Having a slight culture margin over Rome or Japan will reduce significantly the risk of flip once we start conquering around.

1300BC - Completed settler in Pasagardae, started archer (7). The settler+warrior team moves to site 7. Completed worker in Persepolis, started spearman (10, but faster). Worker team 1 (site 7) is improving tiles around. Worker team 2 (Antioch) is performing the same job for Antioch.

1275BC - Production in Antioch switched to barracks (8). Tiles improvement continue.

1250BC - Site 7 reached.

1225BC - Lots of thing happening this turn.

The 7th city, Gordium, has been founded. Production set to barracks (14).

Research on Mathematics is completed, started Polytheism (16 turns at 3.7.0). Rome owns Map Making. Finally a tech to trade! Let's call an audience with Caesar. Hello, you idiot. Would you like to teach me the art of Map Making? Hmmph. You're quite a robber. Mathematics, my world map and 180 golds. Well, i need that tech. Ok, the deal is made. Cheer while you can, you moron.

Now a brief visit to Tokugawa. Japan is hopelessly at zero money and not a tech researched. I give them Mathematics in return for the japanese world map. What a surprise! I've discovered the Roman territory map too! Those pukes have traded their respective maps. Good. Now back to Caesar, i want his world map. I must toss in mine plus 19 bucks... all right, i still have plenty of gold in my coffers. Now i know the (almost) whole map of this continent, and this is more important than the money shelled out.

Here's a shot of the known world map:

 
Hmmm, so Rome has almost exhausted their land...I think you should declare on Rome as soon as you have a huge number of military units (no Immortals, don't waste GA), wipe them out, and switch to finishing off Japan...but that might be hard because of the jungle.
 
Hehe, that's what i will do, except for the fact that i won't wipe them out immediately. I intend to attack, grab a few cities, make peace, extort everything i can and then deliver the fatal blow. About Japan, yes, it's not a worthy target for the moment, but their time will come :evil:

Interesting news on the storyline. Here's the next update:


Emphasis on improvement

I don't plan to build more cities in the next few turns, except for the one, already in schedule, that will be founded in site 8. Probably mine it's not the best strategy overall, but i prefer to have my cities connected and with productive tiles, instead of distant isolated settlement that won't produce anything significant for lots of turns.

From now, i won't give the maximum detail on the military production of cities, unless something is particularly significant. Even such stuff becomes boring after a while.

The cities of Persepolis and Pasagardae are going to train units for now. Supposing the same use, Antioch, Susa and Gordium are building barracks. A temple is being built on Arbela, on the far east, and once finished the city will probably start a naval unit for exploration. Tarsus is going to complete a galley.

1200BC - Nothing to report.

1175BC - More to report. :)

Woodchop completed around Arbela. The temple (first one!) will be completed next turn. The workers have roaded the tile. Too bad if i add a shield it will go to waste, so it's pointless to mine the tile now. Next turn, the team will head to Susa, where some improving and woodchopping work will be much more useful.

The first naval unit of the Persian Empire has been completed in Tarsus. The galley start venturing into the sea, looking for possible new landmass. Tarsus is now building a temple (20).

1150BC - The first Temple of Mithra has been built in Arbela. It's the first cultural building except for the capital Palace in Persepolis.

1125BC - Rome owns Horseback Riding now.

1100BC - Finally, started woodchopping near Susa.

1075BC - Completed barracks in Antioch. Started a settler to colonize site 8. A road connecting site 8 has been finished this turn. The galley from Tarsus ventures oversea, and spots a probable landmass in the distance... a puny sea tile, but there seems to be coast too. If that heroic boat survives the ocean, a very early contact could be established.

1050BC - The galley didn't survive the ocean cross, but at least i have an idea of where a possible other landmass is. Production in Tarsus switched to galley (5). The rest is business as usual: more worker activity and the conscript warrior returning to Persian land to be employed somewhere.

1025BC - Woodchop terminated and barracks completed in Susa. The city will train units from now. Rome has built the Pyramids. What will Caesar decide to build now? Another wonder would be perfect.

1000BC - Tokugawa owns Map Making now... can't he research something that i don't have?!? I give him Mysticism for his world map, so he'll probably go for a new tech. The map is not completely useless, some extra roads in Roman and Japanese lands are shown.

The problem now is that Caesar will start again to gain culturally over me. I need at least 2 more temples to bring things back. Gordium will delay the barracks and build a temple (8). Susa switches too. The temple will be built in 19 turns, but another woodchop will speed up things.

975BC - Tile improvement around Tarsus has been completed. The workers in charge are sent north, back to Gordium. There are some plains to be irrigated and some forests to be chopped. City 9 will probably be founded north of Gordium, so it's better to prepare the terrain. The 2 teams, now pratically merged, continue working the tiles around Antioch and Susa.

950BC - The Romans have started the Oracle, in Rome. It wouldn't be a bad thing to capture it. If someone else don't beat Rome in the construction. Anyway, our plans don't change. Build city 8, then crank up the military at full steam.

925BC - More units are moving to the gathering point in Antioch. A 2nd galley has been built in Tarsus. I hope the crew will have better luck than the previous one lost in the ocean. Tarsus is building a temple now.


The first Roman war

900BC - Completed Polytheism, started Monarchy (20 turns at 2.8.0). Veii has now achieved cultural rank 2. It seems that Caesar is willing to compete culturally. Well, that city won't be autorazed even if it goes back to size 1. But i'm not sure if capturing it would be the best option. I could raze it and found a new city 1 tile west, on the hill. This would leave room for another city at CxxC between it and Rome, and would make possible a better exploitation of all the gem and gold tiles.

The settler has reached site 8. Arbela has completed a galley. The boat goes east to explore the shorelines of the jungle-ridden stripe of land eastward. The city starts training a worker (3).

In the interturn, Caesar demands that i hand over Polytheism. I send him packing and he declares war.

875BC - The current state of war forces us to change our plans a little. As planned, Bactra is founded on site 8. Production in Susa switched to archer (1). The archer currently in the city moves south to reach the main strike force currently parked in the newly founded city. The archer and 1 spear currently in Antioch move there too.

Inspired by the excellent strategy shown by Theodora of the Byzantines in a parallel universe :lol: i decide to use a bait to possibly lure some military units out of Veii. Since i am not the Byzantines, i cannot make use of Byzantine Babe Magnets :( So i'll have to think about something else. I pick a worker with strong legs and send him on a nearby hill where he will scream profanities at the garrisoned troops inside Veii, then run away as fast as he can when the cretins will come out to chase him.

Meanwhile, woodchop out of Susa is cancelled: i need 3 workers to build a road for an immediate connection of Veii once captured. The 2nd suicide galley sail boldly for a trip on the oceans. This is a shot of the current situation around the front:




World meetings, trade madness, dumb AS

850BC - Two great news!

First, the suicide galley has survived the trip. The proud ship sails westward and reaches the safety of a coastal tile. Borders of 2 different civilizations are spotted. Since i don't want to sell communications with the civs on my mainland, i won't ask for a meeting with the Celts. In the interturn, the civs will probably establish a contact and sell communication with me each other. This will obviously spare me the money to buy contact for myself. :D



Second, the bait has worked! An archer has popped out from Veii and now it's threatening the lonely worker. I move the bait west to further lure the archer out of the city.

825BC - Delaying contact has worked! Now i know 6 of the 7 other civs of the world. Time for some trade madness around!

First a preliminary tour. I miss contact with the Spanish. All the known civs on the new world have knowledge of Code of Laws and Horseback Riding, but lack Polytheism. I have a big asset to trade: my world map, completely unknown to them.

The cheapest embassy to establish is with the Celts (45 bucks). Entremont is quite undeveloped. No city improvements except for the Palace, no luxuries connected, 2 regular spears as city defense. Now building the Oracle (28 turns). Only 6 cities in the Celtic nation. I buy Code of Laws and the celtic territory map for my world map and 10 bucks. Big deal! One tech mastered.

Next customer: the Ottomans. I establish an embassy for 59 bucks. Sogut is size 7, defended by 3 regular spears, no improvement except for the Palace, no luxuries and no resources connected. They will complete the Oracle in 2 turns. I sell to Osman my world map for contact with the Spanish and 60 bucks. Osman has 11 cities, almost all unconnected and undeveloped.

Let's go to see gorgeous Isabella now. Spain is quite backwards, lacking Mathematics and Code of Laws. But before trading with them i pay a visit to Tokugawa. I sell him Code of Laws for Horseback Riding, his world map and a measley 1 gold. I want him to trade with Caesar, in the hope that the Romans would have a useful tech to extort when peace will be signed.

Now a visit to England. My world map for their territory map plus 50 bucks. Not bad.

The Iroquois: world map for world map. They have absolutely no money to shell out, so this deal is the best that i can obtain.

Back to Isabella: Mathematics and Code of Laws for world map + 20 bucks. Good.

Back to the Celts now: my world map for their world map + 20 bucks. Money!!!

A second visit to Elizabeth of England to grab the english world map. I have to shell out 10 bucks, but they are worth spending them.

Finally, Osman again. World map for world map + 1 gold. Agreed. At the end of the trade round, i come back home with a complete map of the New World, a tech, and 82 more gold coins. The embassy expense is 104 gold. Net loss: 22 gold, almost nothing. Rome and Japan still don't know the map of the New World, so i still have a good asset to sell them if it's the case.

Back to the front, the archer from Veii isn't anymore in the range for going back into the city. I send 6 archers, 2 spears and 3 workers on the forest tile north of Veii. Next turn the city will be mine and immediately connected. The worker bait moves south.

800BC - The heroic bait has worked better than expected! Now 3 archers are chasing him, another idiot has exited the safety of Veii to join the madness. The worker is surrounded so he'll be lost next turn, unless i send some units to protect him. But the reward is far greater than the loss. The shot explain well the situation: 3 idiots chasing a lone worker while my stack of doom is ready to take over Veii. Dumb AS.



Gordium has completed the temple and now barracks are being built (10). Arbela has completed a worker and started walls (10).

My stack of doom attacks Veii. The 1st archer is killed, the next 2 are both victorious and the city is conquered. A fine roman slave has been captured. Only 2 regular spears were defending the city, and without the bait, there would have been 2 spears and 2 archers, possibly enough to repeal my attack. :D However, troubles aren't over. The cultural expansion of Veii is a real curse. Next time resistance will probably end, but i'll need some 7 units garrisoned to ensure from the cultural flip menace. Probably the best thing to do will be abandon and resettle. I decide to recall the bait and defend it with 1 archer and 1 spear, veterans and behind a river.

Although war was almost unexpected, i reacted quite well. The first Roman city has fallen, thanks also to the bait trick that worked perfectly. And i profited quite well of the early contact with all the other civs. By not selling contact, i can play dirty with Rome and Japan while keeping my reputation pristine with the civilizations of the New World.
 
Monarchy rush

775BC - Resistance has ended and now the archers are threatening Veii. The trade with Japan has worked! As expected, Tokugawa has sold Code of Laws to Caesar and now he owns 150 fine gold coins. I sell my world map to Japan and every money flows in my pockets! :D Another selling round with the New World civs earns 20 extra golds. I decide to keep Veii and insist with the worker bait. The wanderer moves east and some units are garrisoned in Veii. Slowly, reinforcement are coming.

The Ottomans have built the Oracle. All the other civilizations were building the Oracle in one of those cities. Amazingly, none of them was a coastal settlement, so there's no wonder left to build and everyone has lost shields. Rome, in particular, has lost a damn lot of them!

750BC - The bait worker continues to do an excellent job. The 3 archers are on open terrain. I attack one of them and kill it, but no elite promotion :(. Two of them are coming from Cumae.

730BC - Another archer came out of Cumae. The bait insists in yelling and berthing at the roman archers, then flee away before they have a chance to catch him. With a total of 9 archers, i'm half-tempted to go for the big fish, Rome. Meanwhile, the heroic galley try to sail back to friendly waters.



710BC - Trip back home successful! And Gordium is rank 2 now. Rome has just researched Construction, and at least England knows Philosophy. Another moron killed (attacker redlined). The bait continues its trip.

690BC - Strangely, one of the morons has fortified outside Veii rather than chasing the bait. The worker steps back. In the interturn, two of the morons attack Veii but are killed by my superior forced garrisoned inside. I try a (fake) peace deal with Caesar. He's ok in offering 2 size 1 cities. Good news. If i manage to capture Rome, i have a chance to extort Ravenna and Viriconium, thus freeing immediately Rome from most of the cultural pressure.

670BC - Nothing to report.

650BC - Killed 2 more pesters. Completed a woodchop near Veii. If i join a worker, i can pop a settler next turn. The bait joins the city, the roman slave is used as a new bait.

630BC - Completed settler in Veii. The unit moves to a strategic spot for building a fort.

610BC - Built Sidon. It's not just a fort, it's a city, built to stay in place. Veii will be disbanded and resettled.



590BC - UGH! Those pesky japanese have beat me in building a city north of Gordium. It wouldn't be so bad (just have to capture it) except for the fact that the location is totally wrong. Damn AS.

570BC - The Iroquois are building the Great Lighthouse, as me :(

550BC - Research complete on Monarchy! Started a revolution immediately. Lucky, only 2 turn of anarchy. Research set on currency. It's time to trade Polytheism, i guess.

First round with Tokugawa. Polytheism for Construction and his world map. Too bad he doesn't have any money. BTW, the deal is made. Then, the Ottomans. Osman is happy to shell out Philosophy, his world map and 20 golds. More money are carved out from Spain, England and the Iroquois. Brennus has nothing worthily to trade, but i give him the tech anyway. The city of Tyre is founded north of Padagardae (while in anarchy!) and workers move north to connect it.

510BC - Monarchy is established and Mario of the Persians is appointed King of Persia! Finally i can do clever rushbuilds with money. I have lots of gold in my coffer and it's time to build warriors for a mass upgrade to immortals. I set spending on 5.5.0 and Currency is due in 11 turns. I move the roman slave to an undefended tile to act as a bait.


The Persian Bastard Worker

490BC - Theodora of the Byzantines uses Byzantine Babe Baits to lure the mentally challenged into the wilderness while her troops march into enemy cities. The Persian version of such a thing is the Persian Bastard Worker. Here's one of them luring some imbeciles out of Rome while a nice Persian stack of doom prepares to capture it:

(can't help it, when some serious action is involved i become a poet)



The AS is soooo dumb! See those 3 idiots chasing my bastard worker while a big bunch of bad guys threaten Rome?

470BC - Need to say more?



450BC - Despite big losses in the capture of Rome, some free troops are still available, and more can be sent as reinforcement to lower the risk of cultural flip in Rome. Enough troops for trying a strike on Viriconium. I decide to take the risk and refrain from signing peace. I'm counting on no more than 2 regular spears on Viriconium, so 3 archers should be enough. I know it's risky, but if i fail the damage is little, and i can still get a favourable deal with peace negotiations.

430BC - Lucky strike! An archer was present in Viriconium. The pester attack my stack but fails, inflicting only 1 hp of damage to one of my troops. The persian archer charge and conquer the town. As expected, no more than 2 regular spears, but the archer was an unpleasant surprise, although harmless.

Time to offer peace to poor Caesar. That damn idiot won't give 2 cities... we're getting close to a deal, but there's nothing i can do to make it acceptable. I'll try to kill or inflict some damage to a pair of archers wandering around. The first attack is successful, but the second is not. And Caesar still isn't willing to give up the 2 cities i want... uff, i cannot go on without unreasonable risks. All right Caesar. Peace for Ravenna, Byzantium, your world map and all your money (46 gold). Now go to hell, you idiot.

What to say? My offensive has been far more effective than expected. The bait strategy worked great, but i have to admit that Caesar did his best to easen my task. He didn't connect his 2 sources of iron to his cities. And this means no legionaries. I've met only archers and spearmen during my attack.

The Roman Chiefdom is torn into pieces. Once reorganized a little, for Persia it will be easy to swallow what remains of it. And i still have to spend my golden age. Probably i'll start a short war with Japan in order to trigger it, then i'll sign a ROP treaty with both Rome and Japan. At this point, a fine ROP rape will take care of both of them.

Things are going greatly for Persia. My kingdom is number 1 in almost everything. The score and power graph show a nice rising curve. My army is strong compared to everyone else. And all civilizations apart from mine are still in despotism.

What is still worrying me are the wonders. I need the Great Lighthouse, and i'm at risk of missing it, but if i trigger the golden age early enough and i work fast some more tiles around Tarsus i should not miss it. It would be nice to build the Hanging Gardens too. But 300 shields probably are better spent into 10 immortals.

I think the reality split point is now. I'm researching Currency in 6 turns, but i can lower this time period at 4 turns if i set the spending at 2.8.0. In 430 BC, the timeline splits in two. In this reality Persia will go for a fast world domination. In the alternate reality, Persia will head for space.

Here's a shot of the former romans land after my first roman campaign:

 
Middle age rush

410BC - With its output of 10 shield per turn, Persepolis is now the perfect warrior factory. It's popping a unit every turn. I haven't connected my source of iron yet, i will do it at the right time, then mass-upgrade all the warriors (or some of them) into immortals.

A good thing to do now is to establish embassies with the remaining civs.

Iroquois (62 bucks): Salamanca is size 2, building a temple. Troops: 1 mounted warrior and 2 spears, all regulars. Improvements: the Palace and a granary. Resources connected: 1 iron, 1 horses, 1 luxury (wines).

England (58 bucks): London is size 2, building a settler and wasting production, since the settler would be already built but the city is short 2 turns to reach size 3. Troops: 2 reg spears. Improvements: the Palace and a temple. Resources: iron, horses and 2 luxuries (wines and dyes).

Spain (59 bucks): Madrid is size 3, building a settler. Troops: 3 reg spears and 1 settler. Improvements: the Palace and a granary. Resources: iron, horses and a luxury (dyes).

Pasagardae has ditched military production and is building a temple now (what to say? i like temples)

390BC - I'm spending some money to rush workers in Rome. The goal is to have only 1 native citizen inside, in order to move elsewhere the majority of troops currently garrisoned in the town.

370BC - Another interlocutory turn.

350BC - Completed temple in Susa. The selected target for triggering the GA will be Satsuma, for 2 good reasons. First, it's connected with the northern Japanese cities, so to provide an ideal beachead for the final invasion. Second, it's size 2 now and it could stay the same (not sure), but for the worst case i'll send a settler with the invasion force.



Sardis is founded, south of Antioch. It's the 2nd "son" of Veii. The ex roman city has worked as an excellent settler factory. It will poop another settler, then it will be disbanded.

Currency is due in 2 turns, but if i raise the science spending to 90% i can complete it next turn. I go for it.

330BC - Currency is researched. Middle age is reached and i get Engineering as free tech. Exactly what i was hoping. Not bad, not at all. :D Research is set to Feudalism at bare minimum.

I do a quick diplomacy tour, just to acquire some updated world maps and a few bucks. Some people in the New World have entered the Middle Ages as well, and the Ottomans have acquired Feudalism as free tech. Osman is willing to trade and would like Monarchy and something else in return. It could be a good deal (i would save the medieval tech), but it would be better to give him Engineering and have the Ottomans stuck with despotism.

But hey... this is good in the assumption that Persia will go for world domination. And if we go for the space race? In this case, i would give Engineering again in order to have the tech race go faster :) Then, i would leave them in despotism anyway so to encourage the research of Republic, in order to have the tech race go faster :lol:

It's fun how two very different objectives lead to the very same course of action.

Anyway, the deal is made. Engineering and my world map for Feudalism and 80 golds. Research is set to Invention at bare minimum (10.0.0 with a specialist)

I realized now that this timeline is good as well for the space race. But now things really need to be different. Well, the split point is set now. From here reality will follow 2 different paths. This is path 1 and the goal of Persia is world domination. For space race, i would probably switch research to Literature at max useful science rate.
 
Whew! Almost time to go to bed (0142). Just saw the last two entries, very nice job!
 
Thanks! :thumbsup:
But i must admit that the AS did their best to easen my duty, and not only with the Bastard Worker bait. Caesar have 2 sources of iron in its territory, but failed to connect both of them until a few turns ago. I still have to see one legionary.


Some game stats

Research log:

3950BC - Bronze Working, Masonry (prerequisites)
3350BC - Alphabet (trade - Rome)
2630BC - Warrior Code (trade - Rome)
2390BC - Ceremonial Burial, The Wheel (trade - Japan), Iron Working (trade - Rome)
1650BC - Writing (own research)
1625BC - Pottery (trade - Rome)
1475BC - Mysticism (own research)
1225BC - Mathematics (own research), Map Making (trade - Rome)
900BC - Polytheism (own research)
825BC - Code of Laws (trade - Celts), Horseback Riding (trade - Japan)
550BC - Monarchy (own research), Construction (trade - Japan)
410BC - Philosophy (trade - English). I forgot to report it in the log, but i'm almost 100% sure.
330BC - Currency (own research), Engineering (free scientific), Feudalism (trade - Ottomans)

Frankly, i don't remember a game in which i researched 6 techs in the ancient age. Well, the difficulty level isn't at max and the home land is quite rich, so i had big bucks to spend in research without hampering other basic needs.

City owned: 16. 3 of them are size 7: Persepolis, Pasagardae and Susa.
Population units: 53
Workers: 12, 8 natives and 4 roman slaves.

City buildings:

Wonders: 1 - Pyramids (Rome, captured)
Temples: 4 (Arbela, Gordium, Tarsus and Susa)
Barracks: 6 (Persepolis, Pasagardae, Susa, Antioch, Gordium, Bactra)
Granaries: everywhere except Byzantium, thanks to the Pyramids.
And nothing else.

Military: 2 galleys, 9 spearmen, 11 archers, 18 warriors. Average with the Ottomans, strong compared to everyone else.

Culture: 340 points, 10 per turn.
 
Isn't founding a city on a resource a waste of production? In the games I've played, building a city on a resource or a bonus grassland always seems to produce less than the resource or bonus grass is supposed to produce.
 
I presume you're referring to the founding site of Persepolis. Yes, partially. Shields are wasted, gold is earned. Typically a good reason to found a city on a resource is to hook up it immediately without spending worker turns to connect it or, in case of a bonus resource, to earn immediately the extra gold. Usually a golden hill is a great place to found a city.

In this particular case, we have that Persia is industrious, so the capital tile produces 2 shields instead of one. A fur forest tiles produces 3 shields, reduced to 2 by the despotism penalty. So the resource waste is almost zero (exactly zero until monarchy or republic!)
 
First Japanese war and Persian golden age

310BC - A team of 3 workers in now on the iron hill between Arbela and Susa. Iron may be connected next turn. Some warriors from Persepolis are moved to Pasagardae. A pair of them are sent to Gordium. Yokohama will be size 2 in 3 turns, and if i time the attack correctly it will be captured instead of razed.

290BC - The Ottomans declare on England. And i finally connect my iron source. Uh, it seems that i just found a PTW bug:



Ok, i mostly play with Rome, but this time my civ is Persia! Persepolis, not Rome, damn you! :lol:
A nice number of warrior and spears are upgraded into immortals and pukemen. I spend almost all my money in the mass upgrade.

270BC - Susa is finally rank 2. Pasagardae has completed a temple and starts a marketplace. Before attacking, it would be useful to acquire the Japanese maps. Surprise! Tokugawa has just trained a worker. An extra japanese slave could be useful. Worker + territory map for Philosophy, world map and 20 quids.

Perhaps it's time for another diplomacy tour. Let's start with poor Caesar. Uh uh, there are 2 roman workers in the capital. Two more slaves, why not? Rome lacks Currency, and its inept ruler is happy to shell out the 2 workers and a world map in return for the technology. The deal is made.

Buying foreign workers is killer for an industrious civ. They act like national for a non-industrious one. The roman workforce is sent to irrigate a floodplain tile that was still only roaded.

Little much is earned. The english lack currency but have 40 quids to spend. Currency for the money plus an english world map, and now everyone is in the Middle Ages, but still in despotism! With the other civs, just a world map exchange for a few quids.

With what i've left, i rush the final settler on Veii.

250BC - As expected, Yokohama is size 2 now. War is declared with Japan. The 2 stacks move to their target. A japanese worker has just popped out of Satsuma, and i divert an immortal to capture it. The slave is sent along with the 1st stack to road a jungle tile. 2 national workers follow along. Satsuma is back to size 1 now... bah. It will be razed and rebuilt then. A spare settler is send with the stack.



230BC - lah lah lah, lah lah lah... CARNAGE!
Yokohama is captured and Satsuma is razed. Not a big deal, the former Satsuma will be refounded near its original tile and in a better position. A japanese slave is captured. An immortal is now elite and 2 regulars have been promoted veteran. No casualties from mine, and golden age started. Income per turn has skyrocketed. :D

210BC - Nothing to report. Strange for a war-time turn.

190BC - Founded Nuova Satsuma.

170BC - Team of 5 immortals move to Osaka.

150BC - With the death squad out of Osaka and ready to destroy it, i call an audience with Tokugawa. This time he accept my envoys. Peace is signed, and the poor idiot agrees to hand over 4 cities! Matsuyama, Sapporo, Izumo and Edo are in my hands. Not bad for a quick campaign which was intended to trigger my golden age! The terror team moves out of the japanese territory, just to play nice.

In this shot: an overview of my new conquests in the north. Three out of four extorted cities are visible.

 
tR1cKy said:
Uh, it seems that i just found a PTW bug:

(...)

Ok, i mostly play with Rome, but this time my civ is Persia! Persepolis, not Rome, damn you!

Actually, if you haven't connected the road from the iron to Persepolis, it takes the next largest city that it's connected to.
 
Ok, but Persepolis was connected.
EDIT: and the next bigger city was Pasagardae, followed by Susa, Tarsus, Antioch... Rome is just size 2.
 
Hi Coolio! Glad to see you around again. Even if this log is far from being an almost heroic struggle i hope it will be interesting.

The assimilation of Rome is my next target. More hard work for Persian Immortals and Bastard Workers.

Preparation for the next wars

130BC - Tyre is disbanded and refounded 1 tile NW. Dariush Kabir is founded in the jungle 3 tiles north of Susa and 3 tiles south of Nuova Satsuma. Its scope is to be a link between cities and to claim more space. I don't expect those cities to be productive, but they'll be useful anyway. After providing a sheer number of settlers and workers, Veii is finally disbanded.

I'm building the Forbidden Palace in Sidon. 39 turns, but they should be less. Next turn the city will be in WLKTD.

Marketplaces are completed in Persepolis and Pasagardae. Susa will follow next turn. After the markets, the scope of those cities is again unit production. Persepolis is a perfect catapult factory with its production of 20 shields per turn.

I've raised the lux slider at 10%. It wasn't strictly needed, but more happiness means an higher score. The excess cash is still 130 gold per turn. Workers continue relentessly to improve tiles. I've put up a jungle road team of 4 nationals and 1 slave to link all the cities. The extorted ones need to be connected.

Spearmen are rushed in Sapporo and Edo. Better not give those pukes an excuse to attack me.

110BC - Completed marketplace in Susa, now building immortals. Spearmen rushed in Izumo and Matsuyama. Worker trained in Byzantium. That city alone could be enough to colonize the whole eastern island (with the necessary money for rushbuilding, of course)

Next target must be Rome, and i have to be quick. I need the coastal cities to build the necessary boats for the invasion of the New World. Some espionage must be done.

Cumae: size 1, growth in 7 turns, training a settler (25), 2 regular spears defending.

Hispalis: size 3, not growing, training a settler (8), 2 regular spears defending and 1 galley present.

No more money, but the trend seems obvious. No barracks around. Regular spears and archers defending. Possibly one or 2 legionaries in the capital.

90BC - Upgraded some warriors to immortals. Now i'm connected to Japan. Tokugawa owns ivory and is more than happy to give me a supply in return of Engineering. More happiness for me, and a few clowns relieved from duty (i was using them to stay in WLKTD)

The Ottomans have researched Republic and are in anarchy now. All the other civs are still in despotism.

70BC - Here are the battle plans for the upcoming RoP rape against Rome.

Part 1: the 3 coastal cities. The red lines are the road that must be built before the attack. Caesar is too dumb to properly improve its territory and connect its cities. Worker job will be done in 4 turns. Then the marauder teams will place on the numbered spots and await the order to attack. Each marauder team will be made of 4 immortals and an unprecised number of catapults.



Part 2: Cumae. I choose to road the mountain, so to place a sentry there and keep an eye on enemy troop movements. After the road has been built, marauder team 4 will move to the spot and wait for the attack order. Since there are many pesky romans around, i plan to send at least 5 immortals to capture the town, escorted by 1 pukeman. Probably the town will be razed, so i'm going to pop a settler from Susa to rebuild the settlement ASAP.



Part 3: Antium and Hispalis. Since Antium is the capital, i'm going to send my main strike force there. Probably 6 immortals, at least 1 pike, and a bunch of archers currently garrisoned in Rome. Marauder team 5 will place in the spot 5 from where it will probably attack immediately. For Hispalis, i'll send 2 boats loaded with 2 immortals and 2 archers to disembark troops on the mountain south of the city (spot 6). The city is far away so those troops should be enough to capture it.

Probably there will be some free units wandering around Antium, so a few Bastard Workers will be sent in the zone to taunt the dumb roman troops.

 
70BC - 30AD: In these turns there's little worthily to report. Troops from the Japan border are moving south to be part of the upcoming RoP rape attack. Workers build the necessary road. New units are cranked out from the unit factory cities. RoP with Rome is signed in 30BC.

In 10AD, the final positioning on Pisae, Neapolis, Pompeii and Hispalis are complete. I'm having difficulty to reach Antium because of a troop blockade enacted by Rome. The Cumae marauder team is late too: not enough troops available.


The second Roman War

30AD - The capital cannot be attacked right now, there are some roman troops blockading the way for it. So Antium will fall with 1 turn delay. Bastard Workers are already placed to lure the idiots outside of the city. If all the pukes around run back to Antium to fortify my attack could fail.

The original plan was a combined attack on all the 6 Roman cities, leaving only Lutetia alone (not worth conquering). But it's ok too if i attack 4 cities now and the remaining 2 (Cumae and Antium) next turn.

I sign a RoP with Japan, then the carnage begins. Pisae, Neapolis, Pompeii and Hispalis are captured. Little losses by my side, but all the catapults have failed the bombardment! Captured 2 slaves. All the city have little population (max 2), so they should not be at risk of flip.

50AD - My very special unique units, the Persian Bastard Workers, are doing an excellent job: see how many roman units are chasing them while a persian army prepares to attack the roman capital:



Three regular spears were defending Antium. If all the idiots around would have stayed garrisoned in the town my attack would have been repealed. Only 2 cities are still roman, Cumae and Lutetia.

The attack force of Cumae is made of 5 immortals and 1 pukeman as an escort. Amazingly, it's barely enough to conquer the city: 4 spearmen and 1 warrior were defending it. The last immortal is damaged at 1/4 before killing the warrior! I've been almost repealed. Phew...

A settler to refound Cumae is already on the route. Next turn a new city will be founded on the ruins of the old one. Mobilization to Japan has already begun.

The last Roman city is now Lutetia, and it's not worth destroying it. Too much turns wasted for the immortal to reach it. Caesar will play OCC for a while, let's see how he fares :) To not being annoyed culturally, Sapporo rushes a temple. Another temple is rushed in Pompeii, just to close the gaps and claim more land.

In the New World, Bob of the Iroquois has completed the Great Wall in Salamanca.

In the interturn, Osman calls an audience and propose to exchange Republic for Monarchy. I deny and propose to sell my territory map. Osman hands over his world map and leaves with a "May the sun over you be shiny or something" :lol: More funny diplomacy in PTW.

70AD - Still mobilizing. A few more pester killed, but so little promotions :( I still have to see a leader... Another temple rushed, in Matsuyama. I hope this culture pays off when invading the New World. My culture rate is raising, but i'm still behind of Ottomans, Celts and English. If i reach a ratio even slightly superior to 1 it would be a nice advantage when dealing with flip threats.

See Ceasar playing OCC :lol:



90AD - In the interturn, Isabella of Spain proposes an exchange of territory map. How can i deny something to gorgeous Isabella? This meeting suggest me to enact another diplomacy tour.

The English are in republic now. I buy the tech in return for Engineering and 70 bucks. Why Republic? Well, i'd like to offer it to Japan the turn before i attack them, so i'll penalize them with 1 turn of anarchy and avoid a desperate poprush of units. And, if i keep them at zero money, they won't rush anything. And finally, they're too broke, unimproved and undeveloped to take advantage of Republic in the short term.

Now i need to regain my money. England again. I sell my world map in return for their plus 18 bucks. Not bad. Now let's sell Engineering around and see how much money i carve out of it.

Iroquois: world map + 110 bucks.
Spain: world map + 50 bucks.
Celts: world map + 30 bucks.
Ottomans and Japan already have it.

The trade round went to my advantage once again ;)

Antium is set into starvation and a settler is rushed. Bye bye cultural flip risk. Temples are rushed in Sardis and Samaria.

110AD - Peace with Caesar is signed. He'll play OCC for now. :lol: Those pesky Japanese have put a sort of blockade around Osaka. I have to turn around them and reach the distant cities more slowly. Umph...

 
Did the other continent find Japan &/or Rome? Didn't you RoP rape them? What about your rep?

Just curious.
 
Hehe this is the tricky stuff. I didn't sell contacts, so Japan and Rome don't know the civs of the New World and vice-versa (although they all know the world map!!!). I'm the only one to know everyone. In such a situation i can play dirty with Japan and Rome and still be a good guy by for the other civs. :cool:
 
Oh - I see now. I saw the light blue galleys and thought they were Spanish, not Japanese.

I thought your cover was blown! :eek:

In my game, I kept contacts AND my world map secret from them until someone got navigation - then I sold all I had for quite a pretty penny! GPT for a world map! From all the civs! :D
 
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