Gr4 - AW Demigod, Standard Continents

I'd like to A. wait for civs to contact us, so the GL gives us more tech and we can amass some coin for upgrades.

B. research currency and construction ASAP, or our economy will be pretty pathetic, defeating the purpose of A.
 
save

Pre-Turn
things look good but am a bit wary of sending settler without escorts when there are barbs around.
with our governours on shield emphasis, we need to MM for growth in those totally corrupted towns every turn

early:
settle more land and try to keep barbs at bay

middle:
settle and fight barbs, get currency -> construction
Maya finish knights templar (turn 6)
using scientists in high growth towns to skim off turns on construction

late
we know who will be the foe, since Maya finishes Leo as well
Field of Wheat and Jaguar's Den grow to 9
get FP at turn 10
we need for spears for cover, we are a little stretched due to expansion
Construction due in 2, we can then slow a little with techs and get growth in fringe towns, there is still a lot of irrigation
and clearing to be done

settled 11 new towns, 3 more settlers on the way (one is on a hill to settle on the spot)

the north
gr4350a.jpg


the core
gr4350b.jpg


I forgot to mention, we have 880g in the kitty (now +6gpt due to research)
 
A. wait for civs to contact us, so the GL gives us more tech and we can amass some coin for upgrades.
For sure.

B. research currency and construction ASAP, or our economy will be pretty pathetic, defeating the purpose of A
My bad - I thought we already had them. :blush: Too many games going at once. We want markets & ducts asap.


settled 11 new towns

Now that's rapid growth! :thumbsup:

Don't forget, the agricultural Aztecs get 2 food from irrigated desert. :D
 
Yeah, the food from deserts is my favorite part of AGR. Too bad we likely won't be seeing rails this game (unless it pops from the GL :eek:), then you can make extra food from deserts.

BTW, the wait for contact strategy could have one downside - if we're facing a runaway civ, there'll be no second civ to get GL techs from.
 
We can eventually go investigating ourselves if we get bored. I would prefer to have our continent completely filled with cities and basics Infra (library and Market, Courthouse if needed, Aquaduct if needed) in our core before we explore however.

It is unlikely that a single civ will be excedingly advanced while the rest won't give us any techs at all this early in the game. On the other hand, if we get a message about a civ dying, we may reconsider.

One thing to also consider if we meet a civ. We could buy contacts with all civs on the same turn if they have PP. That would maximize our tech.
 
Sorry I didn't have the time for a detailed report - mostly a builder turn, though the Maya came calling at the end of the set, with a Caravel dropping off a longbow, mace, and settler. We lost a horse to the mace, but our army finished them off. Traded WM, so we can see the world - including a passage to Greece that a galley can survive. Our lone galley is poised to do just that next turn, if we want to make the second contact at this point.

This all happened a bit earlier than I anticipated, so our troops are thin, but lots of infra should complete soon and free us up for troops. Several temples are building for culture expansions, but can be changed, if needed. I moved the city in our northwest core so it can reach the fish, and Gold on a Hill can also be abandoned when its settler completes, as it works no useful tiles that other cities can't reach.

Our far-flung cities concentrated on growth and building workers, so some should be ready for specialist duty soon. Brought a work crew home to the core to mine mountains. There is a worker in Fields who can join next turn so that Fields can get to his optimal pop, working the mined mountain nearby.
 
BTW, aqueducts are cheap for us (AGR), so can go a little higher on the build queue. Might not be a good idea to contact the Greeks, as they could be behind on tech. The Incas built Copes, so they are also advanced.
 
Preturn:
Antioch looks like a nice kill zone. It has gems to attract the AI and it is close to the sea passage. I’ll empty the city of its garrison and see if the AI will focus landings in that one area.

Start moving garrison units in the interior cities to the coastal cities. Want Antioch to be the only empty coastal city.

Hire some specialists to get us from 139 to 172 gold with all cities pulling at least 2 extra fpt.

I’m going to see how bad the attacks are before I start switching builds. We can handle the usual AI size landing. Mayan ships are probably still out exploring.

IBT
River Bend – Market – horse.
Hill by the Sea – market – horse
Tamunin – duct – court

Turn 1 460
Meet the backward Greeks. They have dyes. No techs and no contacts to buy so we declare and move on. I hope they send us leader fodder.

IBT
Fields of Wheat Library – Horse

Turn 2 470
:sleep:

Turn 3 480
I don’t expect the Mayans here on my turns. Maybe the next 10 will see them.

IBT
Jag Den – HE – going to build 1 turn spears for MP from here.
Lots of workers built.
Mayans finish Magellan’s Voyage
If you don’t have map stat you’ll want it for this game.

Turn 4 490
Hire one scientist because I just can’t stand research totally at zero. Character flaw.

IBT
Den – spear MP – spear MP
Copan finishes JS Bach for the Mayans
Squeeze 20spt out of Fields of wheat.

Turn 5 500
We can build 1 turn spear MP in 2 cities now. Building galleys in 1 city and courts in the rest of the coastal cities.

Turn 6 510
:sleep:

Turn 7 520
Mayans choose to land at TwixtSeas , which is closer to their shores. Crusader, LB and MI versus a lone spear. We may lose the city and then have to win it back.
Extra spears are called in from nearby cities. Maybe walls will hold.

IBT
Spear defeats LB and MI but falls to Crusader. We hold the city and off the offending unit with an army. Then I empty the town of garrison to invite more attacks. It is a good kill zone and our cats are on the way there.

Turn 8 530
Galley sets up for suicide run to Rome in the hopes we can pull Chivalry from over there.

Turn 9
-

Turn 10 550
Mayans pull up in a boat but do not land. I suppose they are waiting for their special spot next turn.

NOTES:
If we don not want to meet Rome, turn the suicide galley around if it survives.
We probably can fight the Maya since they appear to enjoy landing in the kill zone. Be sure to keep TwixtSeas empty as bait. Cats will be on the scene there soon.
You can build 1 turn cats in either 20spt city if you so choose. They are currently pumping spears for MP.
You can MM as much as you want. Governors place new citizens in corrupt cities onto the wrong tiles (hills & forest). You can redirect to food or hire specialists. Watch growth in corrupt cities or you will riot. Mapstat can help you avoid this.
I let Gold by the Lake live since it has fresh water and will get to size 7 with no need for a duct. It has some marginal use as a specialist city and settler builder.
Mining the Mountain at cow should pull 15spt for 2 turn galleys
Horsies on a Hill can work some mountains but it needs irrigation first. Lots to do in the second tier cities. Nice place to join workers to that come from the hinterlands.
Put Hill on the Sea back on the fish after the duct is finished.

probably lots more but Bed_Head can figure it out. :lol:

GR04_killzone.JPG


GR04_galley.JPG
 
I would contact the AI's now, we can't sit forever there and wait for Maya to launch into space. We need to be able to travel the seas.
 
ThERat said:
I would contact the AI's now, we can't sit forever there and wait for Maya to launch into space. We need to be able to travel the seas.

yeah, our economy is rocking. We could get Feud in 5 if we wanted to. We were kicking +203 gpt I think on the last turn of my set with bank of 2500.
 
Back
Top Bottom