KaoticKanine
Chieftain
- Joined
- Mar 27, 2018
- Messages
- 95
Greetings! I've been playing VP for a good while and have been wanting to share my games with others, since crazy/amusing things always happen, so I'm gonna do a Photojournal to that end Admittedly, I haven't won any VP games yet, mainly from ragequitting ^_^; But I will certainly play this game to the very end, win or lose, since this time I'll have an audience. So, for my first photojournal, I'm gonna play as Babylon; a civilization that has always interested me, both in this game and in real life. Helps that Babylon in this game has a fairly simple and defensive playstyle, the defensive in particular I'm going to need as this is my first real foray into Immortal difficulty. Probably should play a few Immortal games to get the hang of it first, but I can't wait to do a photojournal. At least you guys can have fun laughing at my inevitable fumbles
Though, as you can make out from the title, I'm doing this game, and any other future photojournal games, with a lot of mods I wish I could say that most of them are merely cosmetic, but that's only really the case with the "R.E.D. Modpack", "Ideology Names", and "Historical Religions". The rest do have an impact on the actual game, in major ways (3rd&4thUCs for VP, Enlightenment Era for VP, Expanded Wonders for VP, JFD's ExCE Resources for VP, Global Warming, and World Congress Reform) and minor ways (Reforestation, and Renewable Energy). I heavily apologize if this is very unprofessional for photojournaling and a big turn off for any of you. But I can't help myself; I love all these mods and feel they add to the overall experience, if mainly in a thematic sense (why should a single Civ be limited to just one UU and one UB/UI when a given civilization has had a great many unique aspects to themselves, and Global Warming is a feature that should've been in the base game). I play primarily to have fun and these mods are certainly fun to me. I also want to give these mods some exposure, so there you go XD
Anywho, with all that out of the way, let's get started!
The Mods
-More Unique Components for VP (Source): Adds a 3rd and 4th Unique Component to all Civs in the game. All Civs get an addition UU and either another UB, a UI, or a UW (Unique Wonder). Playing this because it adds more to each Civ, and in some cases gives them an alternative playstyle from the norm (Tradition Celtic is very viable due to having an alternate GM Improvement that grants Faith, which motivates generating more GMs).
-Enlightenment Era for VP (Source): Adds a whole new Era to the game, starting after the Renaissance but before Industrial, and with it some new units, buildings, and wonders. Playing this for history factor and changes up the game in an interesting way
-VP Wonders Expanded (Source): Adds in new Wonders to Vox Populi, including for Policy Finishers (though you can only choose either wonder for finished policies, can't build both). Also gives all Wonders specific requirements for construction (ex. Temple of Artemis requires a source of Frsh Water). Playing this to add more to the game, and I feel it helps make Wonders more engaging
-JFD's ExCE Resources for Vox Populi (Source): Adds more Luxury and Bonus Resources to the game. Ex. Lakes can hold Lotuses, which can't be improved but adds Fath to the Lake Tile and interacts with the Aqueduct to give Culture and extra Faith. Playing this to add more to the map
-Reformation of the World Congress (Source): Modifies the World Congress to improve the diplomatic aspect of the game, and adds in new proposals. Playing this because it really does improve some aspects of the World Congress (your cities populations actually matter for voting, and you can make a proposal to choose a new host). Having more proposals to choose from is also quite nice
-Improved City View (Source): Modifies the viewing of Cities to basically "trim the fat" and make them slimmer and nicer to look at. Technically affects gameplay in regards to handling Specialists, but mostly cosmetic. Using this because, well, reason is in the mod's name lol
-Global Warming (Source): Causes climate-based events to occur when any Civ enters the Industrial Age; desertification can occur, snow and ice melt, coastal tiles may lose yields from warming seas, you get the gist. Playing this because I'm an environmentalist *Le gasp* Seriously though, climate change is real lol And I want an in-game motivation to play green. At least once it becomes relevant
-Renewable Energy (Source): Changes up the Solar Plant so it can be built on any tiles except Snow and Tundra, requires Aluminum to build, and is less powerful than Nuclear Plants, and also adds in a new building in the Wind Farm. Using this for realism (Solar Plants may perform better in deserts, but they can be used perfectly well in forests and jungles) and another way to play green in this game lol
-Reforestation (Source): Allows Workers to grow Forests upon discovering Fertilizer. Using this for realism, and again, I like to play green
-Historical Religions (Source): Adds 51 new Religion Icons and changes up the preferences for specific Civs if a given Religion is accurate to them (Celts can actually practice Druidism this time rather than Catholicism, and Ethiopia selects Oriental Orthodoxy instead of Eastern Orthodoxy). Purely cosmetic, doesn't affect beliefs or anything. Using this for accuracy (sadly, Judaism still goes unpreferred, but at least isn't alone)
-R.E.D. Modpack (Source): Modifies Unit models so they're accurate to the played Civ (African Civs get Warriors with black skin and traditional African attire) and shrinks down the models. Purely cosmetic, doesn't affect gameplay at all. Using this because, as you can guess by now, I'm all about accuracy
-Ideology Names (Source): Changes the names of the three Ideologies to match those of their real-world counterpart. Freedom becomes Liberalism, Order becomes Communism, and Autocracy becomes Fascism. Purely cosmetic, doesn't affect the Ideologies themselves. Using this because I echo the mod maker's annoyance in how the Ideologies go by alternate names instead of calling them what they actually are (especially since the Civpedia actually acknowledges the Ideologies can be attributed to Liberalism, Communism, and Fascism)
The Settings
The Extra Unique Components
UM - Sabum Kibitum (replaces Spearman):
Available at Bronze Working
70 Production Cost
12 CS
2 Movement
"Legacy" (+10% Defense Bonus vs Range Attacks. +8% CS for every 2 levels gained until level 10, then additional +10% CS on level 12 and 25% CS on level 15)
"Quick Study"
"Anti-Mounted"
UW - E-temenanki (replaces National Monument):
available at Mathematics
Can only be built in the Capital
+3 Culture, +3 Food, +2 Faith
+2 Food to all Shrines and +1 Science to all Monuments
+30% Great Person Points
1 Great Work of Writing Slots
15% of current Science and Food production as an instant boost in the City Etemenanki is built whenever you invest in a building anywhere in empire
15 Culture on Citizen Birth, scaling with era.
50 Golden Age Points on Policy Unlock
Production cost scales with number of Cities
The Strategy
The Game (Turns 0 to 53)
Turn 0:
-Settlers start out on a River Coastal Desert Hill next to two sources of Lapis Lazuli, a source of Gems, six Flood Plains. The Desert Tiles are a bit of a drag, but this Starting Location is exceptionally ideal otherwise and I settle my Capital right then and there.
-I move my Pathfinder to the west to check for potential city locations and neighbors.
-Began construction on Shrines first in the hopes of getting a Religion, which will help with a Science Victory if I can nab the relevant beliefs.
-Decided to research Mining first to see Stone resources, necessary for completing early game Wonders faster, and so I can immediately go Bronze Working to get my Spearman UU, as well as move onto Construction for the Walls of Babylon, if I get one of three warmonger Civs as neighbors.
Turn 3:
-Come across a solid location for my next city, which can form a ‘bridge’ for my Naval Units and isn’t too far away from the Capital.
-First encounter with an AI, which as luck would have it, is one of the Civs I didn’t deliberately select: England. Though I’m relieved one of my neighbors isn’t one of the three known warmongers, soon enough I’ll be dealing with a spy, some serious forward-settling, and “Would you be interested in a trade agreement with England?”
Turn 10:
-Mining is completed and I go to research Pottery next in order to get Settlers, hoping to nab that city spot before England could, especially since that location turns out to have access to three Lapis Lazuli and a thing of Stone.
-I begin to move my Pathfinder to East of my Capital, feeling that I’ve explored enough of the West, mainly because of the Tundra Tiles up there indicating that I’m at the top of the whole map.
Turn 13:
-Just as expected, a spy starts stealing my science. I go over to Elizabeth and tell her to knock that off. She seemingly concedes and I only hope she’s encountered another AI at this point so she has another target to harass. In hindsight, probably wasn’t a good idea as now I have a negative diplomacy with England.
Turn 15:
-Turns out my demand to cease spying fell on deaf ears, as a spy robs my treasury.
Turn 16:
-Turns out that on the other side of the Hills to my right is more coast! So I now move my Pathfinder down South to check on potential city locations and see what other neighbors I have.
Turn 18:
-And now I come across Alexander the Great, which most likely means he’s my second neighbor. Greeeaaaaat... As if to rub more salt in the fresh wound, a Barbarian starts attacking my Pathfinder
Turn 19:
-Pottery gets completed and I immediately start researching Animal Husbandry so I can move onto Construction for Walls if need be, Horses are very useful for production, food, and Horsemen are a delight.
-Queue up a Warrior and Settler in production in preparation to nab that city spot before England could.
Turn 23:
-Found England’s capital, which fills me with relief as that means Alexander will target her first rather than me. Unfortunately, I also come across a Barbarian camp. Here’s hoping my Pathfinder survives this encounter.
-Oh, I also come across Hong Kong. Didn’t pay attention to what they gave me, but it seemed my friendship with the CS was simply increased by 2, since I’d be the third Civ they meet.
Turn 26:
-I unlock my first Policy, to which I go for Tradition, since that is the definitive branch for Tall play. Progress may reward Science, but going Wide makes Science more expensive, and I wouldn't want to push my luck with a ton of warmongers that would bathe the hallways in my blood if I settle like crazy. Besides, it makes thematic sense, as Babylon wasn’t so much an empire as a very impressive and powerful City-State, and making impressive capitals is what Tradition is all about.
Turn 27:
-Found Greece! Right below England, which confirms to me that Elizabeth will be taking the brunt of Alexander’s warfare and I don’t have to focus too much on military. That Settler of his is worrisome though…
Turn 28:
-Animal Husbandry finishes, revealing 4 Horses right next to me, and I queue research for The Wheel and Military Theory. Probably should go for Construction or Bronze Working, but The Wheel contains the Karnak Wonder (one of the Expanded Wonders), which is a must-have for me since it grants a bonus to Flood Plains. As for Military Theory, Horsemen will be a serious boon for defending against the inevitable war with England and Greece, as well as dealing with troublesome Barbarians. Temple of Artemis would also lucrative if I can manage to nab it.
Turn 36:
-Another Policy unlocked, chose Justice for Engineer slot. 50% City CS is also very important should enemy units find their way to the Capital.
Turn 37:
-Settlers are finally finished and I get to building the Karnak. Unfortunately, those Hand-Axe Barbarians threaten to delay my settling since they are a pain to deal with, but at least Alexander’s Pathfinder is taking the aggro.
-On the massive plus side, I am able to take a Pantheon. Sadly, the one that benefits Flood Plains got taken (or was removed in this patch and I didn’t notice), so I go for Spirit of the Desert. Probably should have gone for Council of Elders, but we’ll see if I come to regret Spirit of the Desert or not…
Turn 38:
-A BARBARIAN CAMP RIGHT UNDERNEATH MY PLANNED CITY ARE YOU KIDDING ME?! *Deep inhale, then exhale* Okay, this is fine. Just have to take great care in keeping my Settler on top of my Warrior, and garrison the Warrior on the resulting city so those Barbarians don't start looting it.
Turn 42:
-Invested in the Karnak to guarantee my construction of it and queue up another Warrior and Settler to make a city on that River Forest Hill Coastal below my Capital, which would grant me Spices and Pearls. Just gotta hope those Barbarians will prevent England from taking it first…
-Discovered a Natural Wonder: Cerro de Potosi. Not really relevant to me, since it’s very far from me and Sparta will grab it in just a few. Though it does mean that now Greece is going to have an easier time funding an army, so now I must prepare construction on Walls and Units ASAP.
Turn 43:
-Akkad is successfully founded on the intended spot and the Karnak is completed, granting me hammers and Faith on the Flood Plains, and that Wheat becomes even more beneficial.
Turn 50:
-Military Theory finishes and I instantly queue up Bronze Working and Construction, in that order, to be prepared for an upcoming war with England, as I see she went Authority.
-Second Settler is completed and I direct them to the planned city spot, moving my Warrior up ahead to keep an eye out for England’s Settler, which I saw in the Capital a turn or two ago.
-Start construction on Granary, then Council and Barracks. Temple of Artemis is super tempting to build, but I just know Alexander would already be building toward it since he’s next to a source of Fresh Water (which is a requirement for the Wonder with ‘Expanded Wonders’) and would be at Military Theory since, well, that’s his thing lol We’ll see if I’ll live to regret that.
Turn 52:
-Turns out England only set out to settle York right above herself. Fine by me, as I wasn’t going to reach that Stone and Spice over there anyway.
Turn 53:
-Dur-Kurgerger has been founded and I buy the Spices Tile to ensure it’s in my trade.
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And with that, I'll get back to the game at my next convenient time. Feel free to leave any feedback on how I'm playing and doing this photojournal. Any advice on what to do from here on is also highly welcomed
I apologize for the lack of spoiler for the turns and use of Media for screenshots, but for whatever reason that's beyond understanding, the spoiler for the turns kept manifesting as a double (one for "Turn 0" and one containing the rest) and I have no idea how to upload the images by themselves beyond uploading them to imgur, which I don't want to join at the moment
Though, as you can make out from the title, I'm doing this game, and any other future photojournal games, with a lot of mods I wish I could say that most of them are merely cosmetic, but that's only really the case with the "R.E.D. Modpack", "Ideology Names", and "Historical Religions". The rest do have an impact on the actual game, in major ways (3rd&4thUCs for VP, Enlightenment Era for VP, Expanded Wonders for VP, JFD's ExCE Resources for VP, Global Warming, and World Congress Reform) and minor ways (Reforestation, and Renewable Energy). I heavily apologize if this is very unprofessional for photojournaling and a big turn off for any of you. But I can't help myself; I love all these mods and feel they add to the overall experience, if mainly in a thematic sense (why should a single Civ be limited to just one UU and one UB/UI when a given civilization has had a great many unique aspects to themselves, and Global Warming is a feature that should've been in the base game). I play primarily to have fun and these mods are certainly fun to me. I also want to give these mods some exposure, so there you go XD
Anywho, with all that out of the way, let's get started!
The Mods
Spoiler :
-More Unique Components for VP (Source): Adds a 3rd and 4th Unique Component to all Civs in the game. All Civs get an addition UU and either another UB, a UI, or a UW (Unique Wonder). Playing this because it adds more to each Civ, and in some cases gives them an alternative playstyle from the norm (Tradition Celtic is very viable due to having an alternate GM Improvement that grants Faith, which motivates generating more GMs).
-Enlightenment Era for VP (Source): Adds a whole new Era to the game, starting after the Renaissance but before Industrial, and with it some new units, buildings, and wonders. Playing this for history factor and changes up the game in an interesting way
-VP Wonders Expanded (Source): Adds in new Wonders to Vox Populi, including for Policy Finishers (though you can only choose either wonder for finished policies, can't build both). Also gives all Wonders specific requirements for construction (ex. Temple of Artemis requires a source of Frsh Water). Playing this to add more to the game, and I feel it helps make Wonders more engaging
-JFD's ExCE Resources for Vox Populi (Source): Adds more Luxury and Bonus Resources to the game. Ex. Lakes can hold Lotuses, which can't be improved but adds Fath to the Lake Tile and interacts with the Aqueduct to give Culture and extra Faith. Playing this to add more to the map
-Reformation of the World Congress (Source): Modifies the World Congress to improve the diplomatic aspect of the game, and adds in new proposals. Playing this because it really does improve some aspects of the World Congress (your cities populations actually matter for voting, and you can make a proposal to choose a new host). Having more proposals to choose from is also quite nice
-Improved City View (Source): Modifies the viewing of Cities to basically "trim the fat" and make them slimmer and nicer to look at. Technically affects gameplay in regards to handling Specialists, but mostly cosmetic. Using this because, well, reason is in the mod's name lol
-Global Warming (Source): Causes climate-based events to occur when any Civ enters the Industrial Age; desertification can occur, snow and ice melt, coastal tiles may lose yields from warming seas, you get the gist. Playing this because I'm an environmentalist *Le gasp* Seriously though, climate change is real lol And I want an in-game motivation to play green. At least once it becomes relevant
-Renewable Energy (Source): Changes up the Solar Plant so it can be built on any tiles except Snow and Tundra, requires Aluminum to build, and is less powerful than Nuclear Plants, and also adds in a new building in the Wind Farm. Using this for realism (Solar Plants may perform better in deserts, but they can be used perfectly well in forests and jungles) and another way to play green in this game lol
-Reforestation (Source): Allows Workers to grow Forests upon discovering Fertilizer. Using this for realism, and again, I like to play green
-Historical Religions (Source): Adds 51 new Religion Icons and changes up the preferences for specific Civs if a given Religion is accurate to them (Celts can actually practice Druidism this time rather than Catholicism, and Ethiopia selects Oriental Orthodoxy instead of Eastern Orthodoxy). Purely cosmetic, doesn't affect beliefs or anything. Using this for accuracy (sadly, Judaism still goes unpreferred, but at least isn't alone)
-R.E.D. Modpack (Source): Modifies Unit models so they're accurate to the played Civ (African Civs get Warriors with black skin and traditional African attire) and shrinks down the models. Purely cosmetic, doesn't affect gameplay at all. Using this because, as you can guess by now, I'm all about accuracy
-Ideology Names (Source): Changes the names of the three Ideologies to match those of their real-world counterpart. Freedom becomes Liberalism, Order becomes Communism, and Autocracy becomes Fascism. Purely cosmetic, doesn't affect the Ideologies themselves. Using this because I echo the mod maker's annoyance in how the Ideologies go by alternate names instead of calling them what they actually are (especially since the Civpedia actually acknowledges the Ideologies can be attributed to Liberalism, Communism, and Fascism)
The Settings
Spoiler :
- Immortal
- 8 Civs, 16 City-States
- Continents
- Standard/Normal Map Settings (4 Billion World Age, Normal Sea Level, etc)
- Manually selected 5 of the AI, choosing the Civs that are historically significant to Babylon (Assyria, Persia, Greece, and Arabia) and has a similar theme/playstyle to Babylon (the Maya, since they get free GPs after researching a certain tech and are Science-oriented). Left the last two random as I couldn’t see any other Civs fitting either criteria (in hindsight, Korea would've worked, but I didn't consider since they're about Specialists in general whereas Babylon only focuses on Scientists). This is something I’ll do with every Civ I play
- Strategic Resources
- Events Enabled (Necessary for most of the mods to work. Bad Events disabled though, only because they’re more annoying than genuinely fun. I’ll be dealing with three warmongers with very powerful early game UUs anyway)
- No Ancient Ruins (Doesn't really make sense, since logically we're the first of all human civilizations, so where are these ruins with potentially lost technology coming from? Besides, Recon should be for finding spots for new cities, not nabbing ruins that can potentially get them killed)
- No Tech Trading/Brokering
The Extra Unique Components
Spoiler :
UM - Sabum Kibitum (replaces Spearman):
Available at Bronze Working
70 Production Cost
12 CS
2 Movement
"Legacy" (+10% Defense Bonus vs Range Attacks. +8% CS for every 2 levels gained until level 10, then additional +10% CS on level 12 and 25% CS on level 15)
"Quick Study"
"Anti-Mounted"
UW - E-temenanki (replaces National Monument):
available at Mathematics
Can only be built in the Capital
+3 Culture, +3 Food, +2 Faith
+2 Food to all Shrines and +1 Science to all Monuments
+30% Great Person Points
1 Great Work of Writing Slots
15% of current Science and Food production as an instant boost in the City Etemenanki is built whenever you invest in a building anywhere in empire
15 Culture on Citizen Birth, scaling with era.
50 Golden Age Points on Policy Unlock
Production cost scales with number of Cities
The Strategy
Spoiler :
Since this is Babylon we're talking about, with their boost to Great Scientists, Science Victory is the main thing to pursue. To that end, it's in my best interest to build tall and focus on Scientist Specialists to churn out as many Great Scientists as possible. Libraries, Universities, and any other Scientist buildings are essential. Getting a Religion and gearing it towards Science is also super beneficial, if not important. And we can't forget Military City-States, which grant bonus Science to allies.
The Game (Turns 0 to 53)
Turn 0:
-Settlers start out on a River Coastal Desert Hill next to two sources of Lapis Lazuli, a source of Gems, six Flood Plains. The Desert Tiles are a bit of a drag, but this Starting Location is exceptionally ideal otherwise and I settle my Capital right then and there.
-I move my Pathfinder to the west to check for potential city locations and neighbors.
-Began construction on Shrines first in the hopes of getting a Religion, which will help with a Science Victory if I can nab the relevant beliefs.
-Decided to research Mining first to see Stone resources, necessary for completing early game Wonders faster, and so I can immediately go Bronze Working to get my Spearman UU, as well as move onto Construction for the Walls of Babylon, if I get one of three warmonger Civs as neighbors.
Turn 3:
-Come across a solid location for my next city, which can form a ‘bridge’ for my Naval Units and isn’t too far away from the Capital.
-First encounter with an AI, which as luck would have it, is one of the Civs I didn’t deliberately select: England. Though I’m relieved one of my neighbors isn’t one of the three known warmongers, soon enough I’ll be dealing with a spy, some serious forward-settling, and “Would you be interested in a trade agreement with England?”
Turn 10:
-Mining is completed and I go to research Pottery next in order to get Settlers, hoping to nab that city spot before England could, especially since that location turns out to have access to three Lapis Lazuli and a thing of Stone.
-I begin to move my Pathfinder to East of my Capital, feeling that I’ve explored enough of the West, mainly because of the Tundra Tiles up there indicating that I’m at the top of the whole map.
Turn 13:
-Just as expected, a spy starts stealing my science. I go over to Elizabeth and tell her to knock that off. She seemingly concedes and I only hope she’s encountered another AI at this point so she has another target to harass. In hindsight, probably wasn’t a good idea as now I have a negative diplomacy with England.
Turn 15:
-Turns out my demand to cease spying fell on deaf ears, as a spy robs my treasury.
Turn 16:
-Turns out that on the other side of the Hills to my right is more coast! So I now move my Pathfinder down South to check on potential city locations and see what other neighbors I have.
Turn 18:
-And now I come across Alexander the Great, which most likely means he’s my second neighbor. Greeeaaaaat... As if to rub more salt in the fresh wound, a Barbarian starts attacking my Pathfinder
Turn 19:
-Pottery gets completed and I immediately start researching Animal Husbandry so I can move onto Construction for Walls if need be, Horses are very useful for production, food, and Horsemen are a delight.
-Queue up a Warrior and Settler in production in preparation to nab that city spot before England could.
Turn 23:
-Found England’s capital, which fills me with relief as that means Alexander will target her first rather than me. Unfortunately, I also come across a Barbarian camp. Here’s hoping my Pathfinder survives this encounter.
-Oh, I also come across Hong Kong. Didn’t pay attention to what they gave me, but it seemed my friendship with the CS was simply increased by 2, since I’d be the third Civ they meet.
Turn 26:
-I unlock my first Policy, to which I go for Tradition, since that is the definitive branch for Tall play. Progress may reward Science, but going Wide makes Science more expensive, and I wouldn't want to push my luck with a ton of warmongers that would bathe the hallways in my blood if I settle like crazy. Besides, it makes thematic sense, as Babylon wasn’t so much an empire as a very impressive and powerful City-State, and making impressive capitals is what Tradition is all about.
Turn 27:
-Found Greece! Right below England, which confirms to me that Elizabeth will be taking the brunt of Alexander’s warfare and I don’t have to focus too much on military. That Settler of his is worrisome though…
Turn 28:
-Animal Husbandry finishes, revealing 4 Horses right next to me, and I queue research for The Wheel and Military Theory. Probably should go for Construction or Bronze Working, but The Wheel contains the Karnak Wonder (one of the Expanded Wonders), which is a must-have for me since it grants a bonus to Flood Plains. As for Military Theory, Horsemen will be a serious boon for defending against the inevitable war with England and Greece, as well as dealing with troublesome Barbarians. Temple of Artemis would also lucrative if I can manage to nab it.
Turn 36:
-Another Policy unlocked, chose Justice for Engineer slot. 50% City CS is also very important should enemy units find their way to the Capital.
Turn 37:
-Settlers are finally finished and I get to building the Karnak. Unfortunately, those Hand-Axe Barbarians threaten to delay my settling since they are a pain to deal with, but at least Alexander’s Pathfinder is taking the aggro.
-On the massive plus side, I am able to take a Pantheon. Sadly, the one that benefits Flood Plains got taken (or was removed in this patch and I didn’t notice), so I go for Spirit of the Desert. Probably should have gone for Council of Elders, but we’ll see if I come to regret Spirit of the Desert or not…
Turn 38:
-A BARBARIAN CAMP RIGHT UNDERNEATH MY PLANNED CITY ARE YOU KIDDING ME?! *Deep inhale, then exhale* Okay, this is fine. Just have to take great care in keeping my Settler on top of my Warrior, and garrison the Warrior on the resulting city so those Barbarians don't start looting it.
Turn 42:
-Invested in the Karnak to guarantee my construction of it and queue up another Warrior and Settler to make a city on that River Forest Hill Coastal below my Capital, which would grant me Spices and Pearls. Just gotta hope those Barbarians will prevent England from taking it first…
-Discovered a Natural Wonder: Cerro de Potosi. Not really relevant to me, since it’s very far from me and Sparta will grab it in just a few. Though it does mean that now Greece is going to have an easier time funding an army, so now I must prepare construction on Walls and Units ASAP.
Turn 43:
-Akkad is successfully founded on the intended spot and the Karnak is completed, granting me hammers and Faith on the Flood Plains, and that Wheat becomes even more beneficial.
Turn 50:
-Military Theory finishes and I instantly queue up Bronze Working and Construction, in that order, to be prepared for an upcoming war with England, as I see she went Authority.
-Second Settler is completed and I direct them to the planned city spot, moving my Warrior up ahead to keep an eye out for England’s Settler, which I saw in the Capital a turn or two ago.
-Start construction on Granary, then Council and Barracks. Temple of Artemis is super tempting to build, but I just know Alexander would already be building toward it since he’s next to a source of Fresh Water (which is a requirement for the Wonder with ‘Expanded Wonders’) and would be at Military Theory since, well, that’s his thing lol We’ll see if I’ll live to regret that.
Turn 52:
-Turns out England only set out to settle York right above herself. Fine by me, as I wasn’t going to reach that Stone and Spice over there anyway.
Turn 53:
-Dur-Kurgerger has been founded and I buy the Spices Tile to ensure it’s in my trade.
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And with that, I'll get back to the game at my next convenient time. Feel free to leave any feedback on how I'm playing and doing this photojournal. Any advice on what to do from here on is also highly welcomed
I apologize for the lack of spoiler for the turns and use of Media for screenshots, but for whatever reason that's beyond understanding, the spoiler for the turns kept manifesting as a double (one for "Turn 0" and one containing the rest) and I have no idea how to upload the images by themselves beyond uploading them to imgur, which I don't want to join at the moment
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