LP1: That's the wrong end of the gun

We can still win the game going that way but if the warrior was SW of where he is now the barb would never have spawned. If he survives then just send him over that way. Barbs won't spawn in a 5 x 5 area around any unit. So between Bismarck's border and our one warrior we should be ok. Worst case scenario pop an archer out of Nidaros.
 
It's hard for me to tell from the photo but I can only see 1 archer and its between us and Germany. If Haithabu has an archer as defense I'd try to sacrifice the warrior to weaken the archer or try to draw the barb toward the warrior on a forest (or at worst a hill). If the warrior survived I'd send him into the gap between Haithabu and Germany to prevent other barbs from spawning there.
If there is a consensus instead to go IW next it will not be the end of our game at all. The truth is though at our current tech rate IW will probably take 10-15 turns (at least) by which time we will have hopefully staved off the barbs. So by the time we tech IW the barbs are either going to have made our life miserable or our spawnbusters will give us enough time to get some archers built. I know earlier I was against building more of them but I'd rather see us build a few of them then sidetrack towards IW.
We also have stone so a wall here or there is easy enough to erect if they go after our cities. Worst case scenario use the whip!
 
Hamburg is 1NW 2W of the barb archer. I'll see what happens with the barbarian, but will put the production city 1S of where the sign says (if you've seen the previous save) to aim for connecting horses. Our warriors in the east are not optimally placed to take advantage of the 5x5 spawnbusting, so I'll move them (may take a spare warrior or two for full coverage).
 
:(:sad::o:cry:

Sorry guys, totally was swamped in work. Kind of miscalculated my free time, I'll read up and see if I can get back in the saddle.
 
I agree with moving the production city one S and whipping out a monument ASAP.

I vote against switching to IW. My gut tells me we can trade for it sooner than we can research it. With Currency and COL, we can get the economy booming.

I have no problem with whipping out a few archers.

I really, really want to backfill. ;)
 
I previously posted about the first turn of my segment; here's the continuation:

Turn 131: After discussion, I finished the turn by moving the worker from Haithabu's cow to mine the hill near our new production city site (1S of where previously planned). The "promo" warrior near Spain moved to finish exploring Spanish territory.

Turn 132: The worker near Birka finished, so I moved him south to speed improving the new production city.

Turn 133: Haithabu finishes its monument and begins a library. The much-feared barbarian archer disappears into the fog. We found Bjorgvin, and I decide to keep the computer's choice of what to work:
675BCBjorgvin.jpg

I metaphorically slap my forehead as I remember I was supposed to move the eastern warriors to better spawnbusting locations given the reminder about 5x5 blocks.

Turn 134: The exploring warrior near Spain views the last "black" Spanish territory.
625BCMadrid.jpg

I send him back to his "wait for promos" site instead of trying to find Barcelona and Seville.

Turn 135: Birka finishes its workboat and starts building a worker, who will be ready in 15 turns.

Turn 136: Hinduism spreads in Birka, preventing our preferred Buddhism from auto-spreading. Sigh; maybe we'll need meditation after all. Spain asks for a donation:
600BCIzzywriting.jpg

As planned, we agree and she becomes happier with us:
600BCIzzypleased.jpg


Turn 137: Nothing of note.

Turn 138: Industrious Bismark finishes the Pyramids for us. :ar15:

Turn 139: Haithabu's borders expand to include the cows.

Turn 140: Isabella and Suilieman become willing to trade Polytheism. Since we will eventually need it for Literature (Heroic Epic), and Sillyman will trade it for Writing (which the other two already have), I make this trade:
500BCsuliePoly.jpg


Turn 141: Uppsala finishes its worker and begins a library. It will grow in 4t at which point it will need to work the newly-mined desert hill, so there's no need for this particular worker to build another FP cottage. He moves to improve the cows near Haithabu.

Turn 142: The mine next to Bjorgvin finishes and we start working it instead of the beaver camp; monument will finish in 5t. Bismark and Izzy will now trade us for Priesthood. Since Priesthood will speed our research of Code of Laws, I get both of them from Izzy:
470BCIzzyMonothPriest.jpg

Since too few of our cities are currently Buddhist, I avoid switching to Organized Religion.

Turn 143: Nidaros finishes its library. It occurs to me that with OrgRel we'd improve production in any Buddhist cities, and Nidaros could build a missionary or two to spread it, but I put that idea aside for future discussion. Nidaros starts a city-protecting archer. Haithabu whips its library for 2 population.

Turn 144: Our vast cash reserves fail to protect us from nature's wrath:
440BClostquarry.jpg

The Uppsala miner finishes and starts another FP cottage. With two libraries in place (Nidaros and Haithabu) we resume research. At 70%:science: CoL would take 10 turns, but with a big cash reserve we go for 100% and 7 turns.

Turn 145: A barbarian galley appears near Nidaros. The German fishing boat and our Nidaros fish may be doomed; Nidaros might need to switch to producing a galley, but that's somebody else' decision at this point.
440BClostquarry.jpg

Here's the diplomatic situation: Bismark is pleased with everyone, Sulieman cautious, and, as you'd expect, Izzy is pleased with her co-religionists and cautious with the heathen:
425bCglance.jpg


Izzy will trade Monarchy, but it will require the rather more expensive Currency. Two people have Iron Working but neither will trade with us; perhaps that will take a few more turns.
425BCtechs.jpg


The known world:
425BCknownworld.jpg


Our territory:
425BCourterritory.jpg


Our eastern spawnbusters:
425BCspawnbusters.jpg


A few observations: When the worker on Haithabu's cows finishes in 3 turns, perhaps he should camp the now-available ivory. Two workers are near Bjorgvin, one having just roaded the sheep and the other building a road to the horses; one of them can go elsewhere (such as to rebuild our quarry), since it will be quite a few turns before Bjorgvin's border expands (fewer if we switch to OrgRel and build a missionary in Nidaros or Haithabu).

Roster:
Nictel
dalamb -- just finished
Norvin_Green -- up
Admiral Kutzov -- on deck
Rex Tyrannus -- new recruit
cripp7 -- new recruit

Asaf applied next; we can keep him in mind if somebody else drops out. I thing a few of us presumed First Come, First Served was the way to go, but I figure Nictel as OP needs to say yeah or nay.
 
Looks like a nice set dalamb. :goodjob: I'm glad to see Suleiman's culture to our north. It will help to generate friction between Izzy and Biz when they start to share borders. Our war may be a ways off but we might think about waiting until Suleiman declares on Izzy (or vice versa) and then take on Biz ourselves. Only time will tell.
This is a got it. I should be able to post a PPP later tonight.
 
Looks pretty good.

Minor quibble. The trade for mono and PH. I was holding alpha to trade for IW. Since I didn't say that, my bad. I tend to save my trades to avoid that WFYABTA (we fear you are becoming too advanced) thingy. We can research early techs cheap.

NG, I'd like to see at least one more settler out of your set. I'm not as sure we can do an IW trade now for a reasonable price. Throw some research at IW and then do a trade?

Welcome aboard Rex and Cripp. ;)

I'd like to convert that farm at Uppsala to a cottage.

For consideration, do we want to put all our spy points on the Turks?
 
A little later than I thought but here’s my PPP:

Tech: finish CoL then Math. I’d like to trade for Monarchy and IW with CoL if the opportunity arises. If we get Monarchy will probably swap into Hereditary Rule and Organized Religion, in which case, we should get some Buddhist missionaries to spread the faith.

Nidaros: archer>trading post>market assuming the barb galley just is chasing the wb. If not I’ll sub a galley in for the market. A worker from Uppsala will stop cottaging to come repair the quarry and connect extra fur for trading.

Uppsala: whips the library (when possible)>market

Haithabu: will swap to a market instead of a barracks as few units will come from here.

Birka: finish worker>granary>trading post

Bjorgvin: monu>granary>barracks>units

I like the Admiral's suggestion about moving some ep's toward the Ottomans. Hooking up the ivory this set will also take a front seat.
 
No serious objections to the PPP. Have we stopped REXing, or just pausing before settling the east?

Hmm. I think the barb galley is in range to "notice" and raze our fishing boats -- isn't it something like 7 tiles? Eventually we will want metal casting and build a trireme or two, since there is plenty of island coast for barb galleys to spawn in, but I suppose not yet.

Also, we don't need med/monasteries to build a few missionaries; OrgRel itself will let us do that. I'm not exactly objecting to med/monastery, since I like having monasteries in :science: cities anyway; I'm just wondering about the timing.

I'm happy to whip a library in Uppsala, but am curious about whether that's a contradiction to the earlier concern about not wanting to whip in commerce-high Nidaros. Is it that the context has changed?

In the longer term: Birka has very little production. Is the long-term plan to workshop some of the surrounding tiles?
 
A little later than I thought but here’s my PPP:

Tech: finish CoL then Math. I’d like to trade for Monarchy and IW with CoL if the opportunity arises. If we get Monarchy will probably swap into Hereditary Rule and Organized Religion, in which case, we should get some Buddhist missionaries to spread the faith.
Izzy is sending a missionary atm, she's real good about spreading the faith. Good trade there, HR/OR wood be good.

Nidaros: archer>trading post>market assuming the barb galley just is chasing the wb. If not I’ll sub a galley in for the market. A worker from Uppsala will stop cottaging to come repair the quarry and connect extra fur for trading.
Go settler>worker>worker>settler instead of market, markets aren't giving any :gold: atm, need to rex out the rest of our land. With Currency/CoL and the amount of :gold: in the bank, we'll be good.

Uppsala: whips the library (when possible)>market
:hammers: overflow into a worker, need more workers.

Haithabu: will swap to a market instead of a barracks as few units will come from here.
Keep barracks we get 100% bonus for being Agg, then chop court

Birka: finish worker>granary>trading post
need a monument before granary

Bjorgvin: monu>granary>barracks>units[/quote]

sound good here.

I like the Admiral's suggestion about moving some ep's toward the Ottomans. Hooking up the ivory this set will also take a front seat.

I think applying towards Izzy and Fred for when we take them over we can use spies to drop defenses, we need to scout out the Ottos first.
 
The AWOL host also welcomes the new recruits! :)

I suggest the roster looks good as it is
Nictel
dalamb -- just finished
Norvin_Green -- up
Admiral Kutzov -- on deck
Rex Tyrannus --
cripp7 --

Let the new generals show their worth! ;)
 
I think applying towards Izzy and Fred for when we take them over we can use spies to drop defenses, we need to scout out the Ottos first.

Cripp7, I'm not sure if you're in agreement with me or not? :confused: :lol: I was suggesting weighting the Turks because I'm fairly sure we can take either Otto or Izzy by conventional means with zerks and stone throwers (cats or trebs). I'd simply like to know what the Turk is up to. We can always move the EPs around as we solidify on the target of our first conquest.

With regard to Uppsala, I'd like all the FPs cottaged and then whip to the happy limit and then pump out settlers/workers and whip more.

NG, whip or chop out a settler somewhere? I'd like either the clam culture city (alliteration!) or the GP farm settled very soon.

Unfortunately, I think we need a galley to deal with the cursed wandering barb boats bearing (more alliteration!!) by the fish at Nidaros.
 
Overall a quiet turnset that finally reveals iron to us.

Turn 147

Nidaros completes the archer who is sent to explore Ottoman lands. The barb galley chases the wb around the island south of Nidaros. Start a trading post here to allow Nidaros to grow to happy cap. It will produce settlers faster with the +1 :food: (and a refurbished crab fishing boat). Suleiman is sent away on this trade.

LP08.jpg


Turn 149

Uppsala can whip the library and keep working the 3 cottaged fp’s so I do that. Izzy will trade IW to us for Currency but that’s far to lopsided.

Someone out there is weaker than us:

LP09.jpg


Turn 151

CoL arrives so dial up Math next. Lose our crab in Nidaros to the barbs.

LP10.jpg


Turn 155

Nidaros completes the trading post and starts a galley.

Turn 156

The best turn of the set. Our second fur is hooked up so we trade it to Biz for an extra gem he has laying around. Give Izzy a call and she’ll swap IW for Math. Thank you dear. Sweet, we have iron in Nidaros. Set research to Civil Service.

Spoiler :
LP11.jpg


Spoiler :
LP12.jpg


Spoiler :
LP13.jpg


Spoiler :
LP14.jpg


Spoiler :
LP15.jpg


Turn 158

Birka whips its granary with overflow going into monument. The worker is chopping to help that along too.

Turn 159

Birka starts the monument.


Sorry team, no settlers this round as Nidaros being our best city needed to grow. With the iron almost mined and the quarry rebuilt we will be able to spam some settlers next round with ease. Unfortunate to lose the crab but should be up and running again shortly. Haithabu is running 2 scientists so that we can build an academy in Nidaros. Between Nidaros and Bjorgvin we will be able to pump out some troops. It would be great to somehow get an extra GP (other than scientist for academy) to fire off a GA to swap into HR-Bureaucracy-OR rather than 3 turns of anarchy. Ideas on that anyone?

Save attached
 

Attachments

It would be great to somehow get an extra GP (other than scientist for academy) to fire off a GA to swap into HR-Bureaucracy-OR rather than 3 turns of anarchy. Ideas on that anyone?
Conquer the Ottomans, who have 3 Gt Proph wonders in Istanbul? :) Or the Germans -- Gt Wall and 'mids. But that's still a bit in our future, I think. Alternatively, if we ever follow up the aesthetics/literature line, we might get the GA from Music, but although I think we need the first 2, Music would be a serious diversion from our main plans.

After CS are we going for Metal Casting and Machinery?

Sulieman will trade us Monarchy and 60 gold for Code of Laws -- I suggest we take it. They founded Hinduism, since they have the shrine, even though the religion advisor says Hinduism was founded by "unknown". I suspect that's because we haven't found their capital yet.

Roster:
Nictel
dalamb
Norvin_Green -- just finished
Admiral Kutzov -- up
Rex Tyrannus -- on deck
cripp7
 
Hello all. Sorry I've been quiet thus far. I've unfortunately been catching up on other things and just now got to open the save.

From my perspective, hitting Sulieman would be suicide. Sure, we're close to getting our Berserkers, but we lack any siege and he has longbows. Longbows don't die without lots of siege (or perhaps gunpowder).

Now, that doesn't mean we can't prepare for war against Sulieman, while we research engineering and construction. But that's still a long way off, and while we're building a credible offense, so will the enemy be building a more credible defense.

Instead, Madrid seems the much sweeter target. Something to pass the time while we gear up for more sophisticated war. Probably not a total engagement with Spain, just enough to steal us a holy city of the most populace religion on the planet, guaranteed to come with a shrine so we don't have to waste any of our own GP points on a prophet.

Now, I understand the group have some (rather pacific) plans regarding the Spanish menace. However, as the name implies, this is a game about warmongering. You don't get to be a powerful force on a hostile planet by hitting the big bad straight in the mouth. You get there by gobbling up the weaker civs unfortunate enough to share a map with backstabbing jerks like us.

In our case, the map has given us a tremendous advantage is having a close neighbor who covets spirituality more than firepower. Incorporate the weak, build an empire, then kill the next weakest opponent. Lather, rinse, repeat.

Still, if the group wants to leave Spain and Germany alone, we can take Sulieman. It'll just take a whole lot of gumption on our part. I'm in for that, too.

Edit: One more note. I will be out of the pocket from Wednesday through Sunday. It looks like the Admiral should play prior to then, but I will need a swap if he doesn't.
 
I'm going to detach my cavalry commander and see if he can ride around the Union Army. No wait, that was Gettysburg... :blush: my bad.

My set is going to be pretty quiet. I'll get a settler up for the clam city and gold city. I'll also get the fish nets at Nidaros working again.

If there are no objections, I will trade alpha to Suli for monarchy. the alpha horse is out of the barn anyway and I'd like to get something for it.

Also I'd like to switch research from CS to MC (forge = happiness with gold and gems + production). I suggest we then go for machines (we need them for zerks and we get xbows in the interim).

I think we can trade for construction somewhere on the way. I will try to avoid trading COL as that is on the path to CS, but will work currency around if a trade presents.

The cities? I change that stuff on the fly all the time, balancing commerce, production and happy gas.

Rex, if I get some feedback in the next 12 hours, I will play tomorrow morning so you'll have time to post a plan before you play and go on leave.

BTW, got it. :) Planning on going 15 turns.
 
Back
Top Bottom