Independence Day

Got it!

I like the idea of selling our cities to Monty. He's probably quite far away, so reinforcements won't get there in time to stop us, when we raze all the no-longer-beneficial cottages. :devil:

Of course, if possible, we should sell our land in equal chunks to all our neighbourghs. My, that could instigate some quite bitter wars. :mischief:

Edited 'cos apparently I can't spell anymore when it's gone midnight.
 
Governor Stuge's reign 515-770

Inherit. Looking good. Hit enter.

Hit enter a couple times more. Nothing of interest happens during my first turns. Some MM and continue training land- and sea forces.

In 605, our clams for sugar-deal with Curys is cancelled. Apparently Genghis pillaged his source, so I cut him this deal.

TradeCurys.jpg


He really wanted that marble bad. Perhaps he needs to re-do his palace? :lol:

Also in 605:

StraitsoftheNewWorld.jpg


There be the straits of the New World!

A few years later Columbus enters a tribal village and converts the inhabitants to our cause. They move out and give us an idea of what we're up against.

Upagainst.jpg


Santa Maria sinks a primitive galley in the Gulf of the New World, suffering only minor damage. Unfortunately, our native scouts are butchered by savages. They shall be avenged.

In 635 Socrates, a great scientist, is born in RP. He is sent to daydream. After that I emphasized production in RP, anticipating the coming of galleons.

Astronomy is discovered in 680! I start running 0% science to upgarde our galleys. Soon thereafter the Pacifiers, three divisions of big men with big axes, are dispatched towards the New World. Research is set to currency. A general movement of troops and ships towards DF begins.

After that, it's again n.o.i, until Toku adopts theocracy. He might be gearing up against us. If thats the case, impeccable timing I must say. :mischief:

Zum Schluss, as the germans say, some informative screenies.

The soon to expire-America:

Nostalgia.jpg


Our new home:

YeNeweWorlde.jpg


Note the location of primitive villages.

And our colonization forces:

Troopdeployment.jpg


Notes:

Socrates wants to bulb drama, so put him aboard a galleon, he'll do more good post-migration.
RP is building a settler. It might be a good idea to build/whip a couple more. All of those barb cities won't be in ideal locations.
After all galleys have been upgrded, pump science rate to 100% to get currency. Then amass cash by what ever means.
The Pacifiers are about to land in the New World. Use them to pop guarded huts and to scout out targets for the swordsmen that are en route.
Sell/gift our cities to Monty asap. Then use our huge reserve of axemen near RG to pillage everything in sight. Building some suicide chariots for faster pillaging might be a good idea.
Don't spare the whip. We are (almost) good to go.

That's it. Have fun, pigswill. :cool:
 
Got it. Looked at the save. We've only one galley to upgrade, 3 galleons built, 2 building, total of 6 should be enough to get us across. So should be able to research currency soon. I'm tempted to trade for construction so we can build some cats. Still quite a bit of exploring to do in the new world.

We'll need to consider and discuss the mechanics of the Great Migration once we've got a bit more explored.

One or two more settlers probably, need to suss out current barb city placement first. Bound to need workers so I'll maybe focus on workers and cats first.
 
We should find a central good spot for the new capital. I think, in general the capital travels to the biggest remaining city.

That means, we whip cities down to 1 and gift them. We move units to the new world and capture/build at least one city. Preferably our capital which we keep big. If we capture another city we use the whip te reduce it in size. Then we declare on anyone who should send some units to take our empty capital, migrating our capital to the biggest city in the new world. We leave a few terrorists to take down towns after we left.
 
Shouldn't focus too much on workers. There are a plenty of them roaming the New World, ripe for picking...
 
start on currency as soon as possible, we'll need the coin and the commerce

in a new game that I play with my brother, the cities have more problems with whipping unhappiness than with regrowing their lost population :)
it's fun, I have never whipped so much before :p

1 worker per city should be enough
 
Agree, currency is the key to cash. AI dont have currency so each one is sitting on 200-300 coins.

Bring a few workers is an excellent way to jump start the new society.
 
I've played my set but won't have time to post the writeup coz I'm heading off to work soon. I should be able to write it up this evening.
I'll attach the save in case anyone's wondering where we've got to at 995ad.
 
A fairly long report coming up.

Turnlog

770ad.
Riceport(RP) changes settler to sword.
Ricejungle(RJ):whips sword.

785ad
Circumnavigation bonus:D
RJ:build sword, start worker,disband warrior.
Give Cyrus compass for construction,10G.
Give Alex compass for mono,270G.
Upgrade galley to galleon.
Change research to 80%.

800ad
Monte asks us to stop trading with Bella, declined politely.
Taosim FIDL (Genghis)
Columbus is attacked by 2 barb archers and survives.

815ad.
Hut-raiding. Axe v barb archer, 16%, dies. Axe v barb archer 94%,wins. 34gold.
Rivergems(RG) builds sword, starts cat.
RP builds sword, starts cat.
Add 2 scientists to RP; brings next GP in 20 turns instead of 32.

830ad.
Hut-raiding. Axe v barb warrior, 99%, wins! 43 gold.
Cowboy City(CC) whips galleon.

845ad.
CC builds galleon, starts cat.

860ad.
RJ whips worker.
Open borders with Alex.
Give Bella calendar for monarchy.

875ad
RJ build worker, starts worker.
Desertfish(DF) whips galleon.
RP builds cat, starts settler.

890ad.
DF builds galleon,starts settler.
CC builds cat, starts cat.
Hut-raiding. Sword v barb warrior ;99%;43 gold.

905ad.
RG builds cat, starts cat.

920ad.
Discover currency, research CoL. Research 80%.

935ad.
Hut-raiding. Unprotected. Hostile barbs.
RG whips cat.
CC whips cat.

950ad.
RG builds cat, starts crossbow.
CC builds cat, starts sword.

965ad.
DF whips settler.
RG whips crossbow.
CC whips sword.

980ad.
DF builds settler, starts cat (I think).
RG builds crossbow,starts cat.
CC builds sword,starts sword (I think)
Discover CoL, research 0%.
Columbus killed by barb sword getting too close to barb city.

995ad.
RG whips cat.
Give Bella CoL for 260G.
Give Tok lit for 100G.
Give Cyrus CoL for 170G+horseriding.
Give Genghis monarchy for 230G.

The Old World

TheOldWorld995ad0000.jpg


South America

SouthAmerica995ad0000.jpg
[/IMG]

North America

NorthAmerica995ad0000.jpg
[/IMG]

City Trading
Genghis: redout, no trading.
Bella: redout, no trading.
Tog: won't buy RG, redout rest.
Cyrus: won't buy any (but poss gift?)
Alex: won't but RG, redout rest.
Monte:won't buy any.

Save
Available above (post 148).

Next GP available in 9 turns (at 16gpp/turn) in RP; probably GS, could be prophet.

Thoughts, comments, suggestions, polite criticisms etc.;)
 
We've got 1311 gold in the bank, currently earning 50 gpt.

Army consist of 1 spear. 1 crossbow, 5 cats, 8 axes, 9 swords.
We've also got a settler (another building) and 3 workers (another building) and a GS.

South America is not the easiest dot-mapping exercise ever; all attempts welcome.

I was thinking that maybe the next 4 sets should be 10 turns long because this seems to the fiddliest part of the game coming up and would benefit from discussion.
 
can you explain your city trading table? (redout? won't buy?)

well it seems like you started the big buyout in our old, soon to be pillaged, lands :)

i think most barb cities in southern america can stay as they are, I'll place some dotmap signs when I play
 
redout= items redded out in trading table.
Won't buy means cities are in white in trade table but AI won't exchange them for gold.
 
so where should we build the capital?

It should be rather central (bottom of the North map, or top of the south map)

I also notice quite a few lakes, which give 3 food with the lighthouse if we build a coastal city. Could be some big cities using those.
 
A couple of suggestions from the Royal Mapmaking Foundation.

SouthAmericaDots.jpg


NorthAmericaDots.jpg


The suggested location for the new capital is marked with a capital c. Note that almost every one of the primitive cities should be left intact. Only one needs to be razed and rebased to the coast. There is also a draft for northern America but further exploration is clearly necessary.

Also, should we authorize governor Craziivan to set the Great Migration into motion? The millenium is about to change and personally I think that the time has come. Carpe diem, gentlemen.
 
Good map stuge.

One general comment. There are quite a few lakes on the map which are all 3F 3C squares if we have a coastal city with a lighthouse. We should see if we can rearrange some cities to make more use of the lakes.

One more comment, the capital is a little far south, but I guess we could build the FP in North to compensate.
 
I would make our capital in the middle of south america if there is a good location
an then build the forbidden palace in central north america

I am not sure if I am able to do the right things for the great move
I think I'll grab some cities and ship our settlers and workers over
but OTOH 10 turns are luckily not enough to destroy the game ;)

BTW... does gifting cities to Monty have an impact on our relations to other civs?
 
I think we should whip the cities down to one and then gift them all to Monty, or split between Monty, Tokugawa and Cyrus. Then we declare on Alex, Toku or Monty and have him capture our last cities.

Meanwhile we should start shipping our troops to the New world and whipping up more.

We should make a plan for the migration... and agree on the dotmap. Maybe we should take a pause before we start moving across. If you do want to play now build forces and start moving troops. We dont need more than 3-4 galleosn I reckon.
 
This could be the best overall strategy during the migration:

Finish the current builds in our cities. Then load everything into galleons except for a few axes and use the remaining "excess" population to whip out crossbows/axes/chariots. Gift/sell all the cities you can and then declare on Toku and whomever you gifted cities to. And then pillage to your heart's content. Inflict maximum damage with the troops left behind. There's no need to get them out of there.

Meanwhile, found Washington on the corn/gold/floodplains spot. Ideal timing would be one turn before our last city in the Old World is captured but don't take undue risk. This is the most critical part of the migration!
After the founding of Washington proceed to capture those three barb cities in the south. Then we'll have a solid base of cities from which to start settling the rest of South America.
 
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