Mansa's Ju-Co, CIVIV 101

I've played round 3. This round, I'm going to present a little differently. I'm going to give a turn by turn account for a detailed look at everything I did from city builds to worker improvements to tech choices. Let me know if you like this form better. I'm also going to put the screen shots in spoiler tags so the page will load quicker for those with slower connections.

The goals for this round are to continue developing the economy, expand the empire by founding more cities, and begin building a military to protect from barbs (and Jao if necessary), and scout the continent.

The tech plan I decided on:

The first priority was to get CoL, not so much for courthouses, but for Confucianism and to work towards Civil Service for Bureaucracy. Caste System is also very handy for a spiritual civ as you will see later. Having a religion is in my opinion the easiest path to increasing our happy cap a bit, and by skipping Monarchy for Hereditary Rule (at least in the short run), we get Civil Service quicker. Since we will want Monotheism for Organized Religion, and 1 of the techs (Polytheism) is on the way to CoL, I saw no harm in pursuing Judaism first. There is no sign that anyone is running away in tech, and our economy is humming along. So the tech plan is:

Polytheism, Masonry, Monotheism, Priesthood, CoL, Mathematics, Civil Service.

Polytheism before Masonry because it is on the path to CoL, and if anyone founds Judaism, we immediately switch away from either Masonry or Monotheism to go straight to CoL.

The plan for increasing the economy other than tech-wise is for Djenne to create a Great Scientist for an Academy in the capital as early as possible, and for the capital to continue to work cottages and grow as the happy cap increases. At some point, we also want a library in the capital.

The plan for military is for the capital to build at least 2 axemen once iron is hooked up. One to secure a city location, one to start scouting out Jao. The long term plan is for military production to shift to Djenne and and the eventual copper town. Our capital has one overriding purpose ... fuel our economy by working cottages as much as possible.

The plan for expansion is for Djenne to eventually whip settlers after it finishes the Great Scientist. There is an excellent commerce site in the jungle, and a decent production site by the copper. Although the copper site would be nice to settler first for the production, it is probably more strategically sound to grab the jungle site first to prevent it from falling into Portuguese hands.

I had all of this thought out before starting the round. At Prince level, and to a lesser extent on Monarch, an experienced, solid player can usually just go through the motions and win a game. A less experienced player really needs to have a plan to get everything working together and accomplish meaningful goals. Above Monarch, I imagine all but the best players will usually struggle without a clearly thought out plan. In CivIV, circumstances vary greatly, and strategy must fit them to do well.

Well on to the round. At the end of Round 2, we had just completed Iron Working, and Iron showed up in both Djenne and Timbuktu.

Turn 63, 1480, start researching Polytheism, start building both Iron mines

Turn 65, finished granary in Timbuktu, started on library. Whipped library for 2 pop in Djenne.

Turn 66, finished Polytheism, started Masonry. Put the overflow from the library whip into a settler.
Turn 67, Switched Djenne to barracks so it can grow. Although iron mine is complete, still working both food tiles for growth. We needed to build the settler for a turn to store the overflow hammers in the settler. What we really want to build next in Djenne is a settler, but the Scientists are the priority, so we have to grow, and switch away from the settler. First Jao unit sited ... a lone archer just west of silk tile.

Turn 68, Finished Masonry, started on Monotheism. 3 turns to research, may get Judaism! Djenne size 3 and one turnfrom size 4, but still needs 2 turns for unhappiness of whip to wear off, so working just clams and running 2 scientists for this turn.
Turn 69 Road on iron by Djenne finished, so switch Timbuktu from library to axeman. Although I really want a library in the capital, military cannot be ignored. It is getting too late to just have warriors. Switched Djenne from 2 scientists to corn and iron. Next turn one of the unhappies wears off. By working corn, clam, and iron, will grow to size 4 in one turn.

Turn 70 Djenne grows to size 4. Work corn + clams + 2 scientists. Will have GS in 16 turns. Switch back to settler. Now that we are size 4 with 2 scientists, we can build the settler. Growth no longer necessary. Worker near Djenne starts on mine for plains hill. Missed Judaism by one turn. So switched immediately to Priesthood to go for CoL. there is no reason to complete Monotheism, even though only 1 turn away. Organized religion will be useless til we have a religion anyway.

Turn 71 We will get the benefits of Judaism after all. Jao converts to Judaism. Timbuktu worker starts on 5th cottage. Since we missed Judaism, I changed civics away from slavery (was waiting to see if we got Judaism to do Organized Religion as well). If you are spiritual, change out of slavery if you don't need it. The slave revolt random event is no fun at all. Also the Great Wall is built in a far away land.

Turn 72 finished Priesthood, started on CoL.

Turn 75 finished axeman in Timbuktu. Will build library for 1 turn so it doesn't degrade, then another axe. Both workers now near Timbuktu building more cottages, and roads towards new cities.

Turn 81 screenshot 850 BC

Spoiler :
PWT850Confucianism.JPG



An eventful turn. Code of Laws completed, and spread to Timbuktu the very same turn! Never have seen that before. Settler in Djenne also finished, and went back to partially built barracks. Converted to confucianism for the happy. If Jao doesn't like it, our macemen will convince him otherwise. The axeman has gone to the site of city 3. The worker has been building a road there, and will now chop the jungle over that rice. The axe will move 1NW to check for barbarians first. We can also see Jao is 4 turns from Iron Working.

Turn 82 Finished second axe in Timbuktu, and sent him to scout out Jao. Back to work on the library. Finished Monotheism, and switched to
Organized Religion. Started on math.

Turn 83 Kumbi Saleh founded 1S of Rice. Used free missionary here. The culture from confucianism will pop the borders. Signed open borders with Jao.

Turn 84 To take advantage of OR, swithced Timbuktu from 2 cottages to two mines. Build time drops from 7 to 3 turns. I have a shot of both so we can discuss if this was a good idea:

Build library slow pic:

Spoiler :
PWT775LibSlow.JPG


Build library faster pic:

Spoiler :
PWT775LibFast.JPG



We lose 5 commerce, growth of 2 cottages for 3 turns. In return, we get a library 4 turns earlier and can start building something else. I'm pretty sure this is an almost dead even trade on commerce, so the extra hammers make building the library fast the better move. The library could have been built in 2 turns by going max production, but this is probably a bad trade off.

Turn 85 moved science slider from 90 to 80 to avoid dropping below 50 gold. One worker developing city 3, other worker moving into position for city 4, the copper/corn site. I plan to whip the settler in Djenne once the Great Scientist pops out.

Turn 86 Enrico Fermi born in Djenne. Will now build a warrior to garrison city 4.

Turn 87, 700BC screenshot

Spoiler :
PWT700academy.JPG



A look at our fine capital after a Library and an Academy. Just a turn ago, beakers was at 31, 80% slider. Now with Library and Academy beakers up to 56. Math completed. Civil Service is now down to 13 turns. It was 31 when
the round started in the tech screen, and the capital has only grown by 1 since then. Started on a temple which will be completed 1 turn after unhappiness, and switched back to cottages. Hopefully soon Djenne and city 4 will pull most of the military production weight, and Timbuktu can totally concentrate on cottages.

Turn 88, Switch to slavery in preparation for whip in Djenne.

Turn 89, warrior completed in Djenne, back to barracks, 1 more turn to pop 6, and after a turn or 2 of work, a settler can be whipped for 3 pop.

Turn 91 screen shot 600BC, A view of Portugal.

Spoiler :
PWT600Portugal.JPG



We can see Jao has a rather fine capital, and what looks to be pretty bad land otherwise so far. Note that Jao has little military, only 2 archers and an axeman in the capital. But the idiot has done nothing to develop the capital other than hook up the resources. A human player with this start with all those hills and forests could have slaughtered me, and there would be nothing I could have done about it. We can see some useful resources. Marble, deer, gold, and wine so far. Later on, Lisbon will be the production powerhouse of our empire. Barracks completed in Djenne, switch to settler. A side note here, the Oracle can still be built, and in only 11 turns in Djenne. It's getting pretty late for such a cheap early wonder, but whipping a worker there, putting overflow into the Oracle, and chopping a forest would get it done a few turns earlier. We could research meditation quickly and choose philosophy. But I am purposely going to skip the oracle. We are crushing this game already, and when you play harder levels, you can't rely on using the Oracle for a nice tech in general. It is often a mistake unless you are industrious or have marble. The last emperor game that I was industrious, I had marble, and a high production city and didn't delay starting the oracle very late at all. Still missed it by 3 turns.

Turn 92 Whipped settler in Djenne for 3 pop. Switched a tile in capital from cottage to mine. This will complete the temple in 1 turn, and pop is going up in one turn. No wasted commerce as I will work 2 cottages next turn
instead of 1 with an unhappy face.

Turn 93 Settler done in Djenne, started on temple.

Turn 95 Temple finished in Djenne, started on axeman. Gao founded at corn/copper site. My axeman finds a barb warrior in Jao's land, a little damaged, on a pillaged rice square. Yeah free experience. My worker at city 3 finishes the rice and a road and starts chopping a forest to finish the granary. I also made a switch to caste system and hired an artist in our new city of Gao. This is a tactic to remember, especially when spiritual. In 3 turns the borders will pop with no wasted missionary or forest.

Screenshot500BC: I make a blunder:

Spoiler :
PWT500horses.JPG


Barb warrior revealed NW of Gao when settled. The warrior in Gao and the axemen in KS will switch places. Notice the horses. I made a mistake here. I should have scouted just a little bit with my axeman at the city 3 site ... he had a few turns before the settler showed up. I could have claimed horses and stone with this city. Stone alone, I didn't think worth it, but horses too would have been nice. The city will still be a fine city without those tiles, but the option of more production is always nice.

Turn 97, KS finishes Granary from chop, starts on library. Worker starts building cottages along river. Temple of Artemis built in a far away land. The other worker starts chopping the riverside plains forest tile near Gao.
After this chop, he will improve the corn, then come back and irrigate the plain (CS will be done) to give the corn +1 food. Eventually this chain irrigation will reach the corn in the capital as well.

Turn 98: I hire 2 merchants in Djenne. This allows me to go from 80% science with -1 gold to 90% science with no gold loss or gain. +10 total commerce. running 2 scientists would have gained me 7 or 8. This is another tactic to remember, and a good use of caste system. Since the capital is producing most of the commerce, and has beaker multipliers, getting gold from merchants in another city to increase the slider produces more beakers (and commerce over all) than running scientists.

Turn 99: axemen completed in both Djenne and the capital. Djenne's sits tight to guard the south (can easily reach the capital for defense if a barb shows up), and the capital's heads west to KS. The warrior at KS heads back to Gao. The axemen that went from KS to Gao to take care of the barb is now scouting. Djenne starts on another axe, and the capital on a worker. 2 workers is no longer enough, and we have a lot of jungle to clear. The capital is at happy cap, and a worker is a good way to keep a city from growing while still working all the best tiles.

Turn 100 375 BC screenshot: Civil Service completed. A view of our capital, producing 113 beakers in the BC era:

Spoiler :
PWT375CScapital.JPG


The capital has gone from 35 beakers in turn 86 with 90% slider to 113 beakers at 90% slider in only 14 turns!!! Just think of the beakers once we have oxford, printing press, and 8-10 more cottages. I was going to end the round here, but decided to research alphabet to see Jao's techs, which after raising the slider to 100% will take only 2 turns.

Turn 101: The list of the largest civs in the world puts us at #3 with Jao #2. That's going to change soon.

Turn 102, 325 BC: Finished Alphabet, and ended the round.

A shot of our current tech choices:

Spoiler :
PWT325techchoices.JPG


Everything is cheap!

And a shot of Jao's tech situation:

Spoiler :
PWT325Jaotech.JPG


Not shown, Jao can also research Archery MC, Aesthetics, Construction.

So what techs does the backward fellow have? Looks like:

Hunting
Masonry
Mysticism
Polytheism
Monotheism
Meditation
Sailing
Agriculture
The Wheel
Pottery
Bronze Working
Iron Working
Writing

I think that's all.

Overall, an extremely successful round. All goals met, and the economy is completely dominating the AIs. I may post the demographics screen later today. Our commerce is about 5 times the best AI.
 
Here's the demographics screen:

Spoiler :
PWT325Demographics.JPG


Our commerce is over 3.5x the next best AI. Production is low, but potential production is much higher.

I envision the next round being pretty short. I want to finish scouting the perimeter of the continent, and the unrevealed portion in the middle. Monarchy will take only 2 turns to finish now, so I think its a pretty clear choice. 2 turns of research, adopt Hereditary Rule, and +1 happy in every city. As units are built for the eventual war, they can help out a bit, but it will be necessary not to rely overmuch on happiness from units that must go into battle.

As far as settling more cities in the very short term, the clam/wine city on the little north west peninsula looks like a good choice. One more happy with monarchy for more growth. Just remembered I haven't posted the map of that area. Here it is:

Spoiler :
PWT325WesternResources.JPG


My plan is to play round 4 tonight, with the primary focus on scouting the continent. I think before deciding on settling new cities, or warring, we need to know the land. Then can make a plan for what cities to capture, which to raze, and when to war. So far Lisbon looks like quite a prize. We can use the espionage points we have against Portugal to drop the defenses of 2 cities. That would considerably decrease the amount of military preparation required and resources spent on the war.

If directly researched right now, Machinery is 11 turns away. Optics only another 11 turns after that. As said before, Monarchy is only 2 turns.

So I am thinking of grabbing monarchy, then sailing (only 1 turn) for lighthouses (maybe great lighthouse? we could chop it in Djenne). Then on to Machinery for maces and Optics to go check out the rest of the world.

There is probably still time for the colossus as well. With the above plan, metal casting will be researched in 7 turns.

Not really much for study questions here, but I'll put one or 2 out:

1. What do you think about building the Great Lighthouse and/or Colossus. If you could build only one, which is likely to have the greatest benefit?

2. Should I continue maximizing the economy, and build a fighting force slowly to take Jao, or concentrate on maximizing military at the expense of economy?

I think there will be much more to talk about after the next round. War should be afoot, and dotmapping.
 
Just finished round 4. As promised, very short, I only played far enough to complete the scouting of the continent. 12 turns.


Turn 102: Dropped slider back to 90% even on gold. I moved the slider back and forth between 80 and 90% a few times this round, and will not mention each and every time. Switched research to Monarchy.

Turn 104: Djenne finishes axeman who goes S to scout. Switches to spy. Switches to 4 merchant specialists. Might as well make some gold and get some GPP while in caste system. Capital switches from worker to spy so it
can grow once we switch to HR. One cottage is switched to corn to change growth time from 4 to 2 turns.

Turn 105: Monarchy finished, start on sailing. Capital switches back to cottage from corn, will grow in 1 turn. Change civics to Hereditary Rule and slavery. KS is growing faster than the worker can keep up, so will whip
a worker. Djenne will whip a settler for the wine site (maybe, I want to finish a little more scouting first).

Turn 106: Sailing finished, starting on Metal Casting. Whip worker in KS, Granary in Gao, Settler in Djenne.

Turn 107: Gao and Djenne put overflow into lighthouses, KS back to library.

Turn 108: Metal Casting finished, start on Machinery.

Turn 111: Lighthouse finishes in Djenne. Back to spy.

Turn 112: Decide I won't be whipping next 5 turns, so back to caste system.

Turn 113: KS finishes Library from 2 worker chops to make room for cottages. Starts on mint. Capital finishes worker, starts on mint. Christianity founded in a distant land.

Turn 114: Djenne finishes spy, starts on Great Lighthouse. Scouting is complete. End of round.

The now revealed continent. There is one dark square SW of KS. It's a plains forest, so doesn't hold a strategic or food resource.

The North:

Spoiler :
PWT25BCNorth.JPG


The Center:

Spoiler :
PWT25BCCentral.JPG


The South:

Spoiler :
PWT25BCSouth.JPG


So that's the land situation. I waited to use the settler I built until the scouting was done. I was not sure what the situation would be for the best city placement along the west coast. The wine wouldn't be hooked up til a worker got there anyway. So there is a settler to be used.

Machinery and macemen will be available next turn. I've purposefully not built any more axemen the last few turns because of this. There are many decisions to be made, and this is a key point of many games.

The primary decision is when to go to war with Joa. Some might ask IF we go to war, but those portuguese are just wasting that land. Although there is no absolutely pressing need for the war to start very soon, the war must happen if Mali is to reach it's full potential. As long as it is well before Jao gets longbowmen, we should be fine.

When we go to war with Jao, we need to plan out our targets and objectives. Portugal is too wide spread to reasonably expect to take it out in one war. Macemen vs. axes and archers is a huge advantage, and a rather small force should be able to take out Jao in 2 or 3 waves.

We also need to plan which cities to keep, which to raze, and where we are going to settle all the future cities on this continent. If you don't take it all into account, you will make mistakes. Now I am far from the best at city placement, and have probably made at least 2 mistakes in that regard already in this game, but I do my best to plan them all out and get the most of the land.

Tech path again needs to be considered, with relation to a plan for the future. I don't really have any goals set right now other than killing Jao and meeting our overseas victims. There are several paths we could follow that have a window of opportunity we could miss: building Colossus and/or Great Lighthouse, and building Apostolic Palace to stir up trouble on the other side of the world (Christianity was founded the 2nd last turn of the round).

So we can build a few wonders, then go to war, or build some macemen right away and take some cities.

I'm going to wait a while to play round 5, waiting for some feedback. To reiterate, the questions at hand are:

1. When do we go to war
2. What is our tech plan
3. What is our war plan
4. What is our expansion plan (city placement)
5. What is our overall strategy over the next 50 or so turns, especially considering the other continent and possible wonder builds.


Same bonus question as round 3:

6. In this game, and how it will likely progress, what's better, Colossus or Great Lighthouse?
 
Hey xanadu, great thread. Thought I'd join in :)

My answers:
Spoiler :
1. As soon as we can get a reasonable force of macemen and cats (see 3).

2. Philosophy (immediately) so we can use Pacifism if need me. As our military isn't huge, and we have reasonable potential Great Person capacity, this might speed us along a little. Long-term, Liberalism/Astronomy, as we're going to need the benefits of overseas trade before too long.

3. 2 lots of 6 macemen/3 cats, one hitting Evora, one hitting Joao's easternmost city. Should be enough to deal with pre-longbow defences fairly comfortably. Reinforcements should arrive during the war.

4. 1E of the clams in the north. Otherwise, I can't see any worthwhile places that haven't been grabbed by Joao already. If we get the Colossus, the far northeastern peninsula might be useful for a fishing village.

5. Declare war during our 'window of advantage' while we have macemen and Joao doesn't have longbows. IMO most of his cities need to be kept, especiall in the north - and we certainly have the economy to maintain them in the short term. Long-term, our empire will benefit massively from the expansion, of course.

While we do this, tech towards Liberalism through Philosophy (can't remember what's already been researched, but it will be Philosophy/Paper/Education) - we should have time to deviate once we get there, and make sure we have all the necessary prereqs for Astronomy, which we should take as our free technology (assuming we get there first, but I can't imagine we won't).

6. Neither, IMO. We'd be working all of 10 coastal tiles - not enough for the Colossus to be worthwhile (or at least, not enough that it's a priority). Lighthouse is more expensive, and has a small window of benefit between Astronomy and Corporation (which is when it would be especially useful, assuming we can get someone on the other continent to open borders with us).
 
It's also getting time to start thinking about national wonders. We can build the Maoi statues now, and should decide which city will do this. Planning national wonders can be tricky, and if possible, I like to step back and decide where pretty much every one will end up before building the first one. The only obvious one is oxford goes in the capital.
 
My current assessment of the game, in spoiler tags in case anyone wants to give a go at forming a plan on their own.

My thoughts on the war strategy:

Spoiler :
First wave: Lisbon currently has only 2 archers and an axe in defense. We can reach Lisbon in 2 turns. I think worst case, Lisbon whips 1 defender (it is too small to whip 2), all other cities are too far away for reinforcements to get to Lisbon in 2 turns, so unless more units show up before the war (and I will have spies there to know), we can expect there to be 4 units in the city when we attack. 6 or 7 macemen should be plenty. My current plan is to have 2 spies in Lisbon and 2 spies in the city to the SE and use the spies to drop city defenses. The macemen will take Lisbon, heal if necessary, then go take the coastal city to take off culture pressure. Lisbon will quickly provide wine and gold, and the other city will provide deer. I want to keep these 2 cities. It looks like the Jewish founding city W of Lisbon will not encroach too far culturally, so it can be left alone the first wave.

While taking these 2 cities, we continue to build macemen. If it looks like garrison troops will be required in Lisbon before advancing, 1 or 2 will go there. Otherwise, additional maces go to the Western front, preventing a counter attack, and razing cities when they can. I am thinking of razing all cities but Lisbon and Oppolo. Depending on how the war goes, it may be rather short, grab 2 cities, wait 10 turns, then kill the rest, or might just take Jao out completely right away.

Using spies will prevent Jao from bringing up reinforcements while we drop defenses, and also we will not need to build catapults. Plus since Jao will soon be dead, those EP would be wasted anyway. I am not sure of the EP costs at normal speed, but I am pretty sure we have enough for 2 cities. If we have enough for 3, the Jewish founding city will probably go early as well.


Tech:


Spoiler :
On the tech front, I'm strongly considering switching to Theology after Machinery to run theocracy for 2 promotion maces. It won't take many CR2 macemen to take cities defended by axes and archers.

After that, I think going for optics to check out the other continent is the way to go. Bonus of allowing a whaling boat. I will make sure to grab currency before making peace to get any gold Jao may have. After optics, I think paper would be good to get maps from the other AIs. Once we have intel on the other continent, we can decide whether to tech to improve the economy more or just grab astronomy and go all out war and finish the game.



City locations.
Spoiler :

Lisbon is really the only truly excellent production site. I am thinking of just founding several 2 food resource cities and using these cities for 2 purposes. First, when under caste system, run merchant specialists to fund 100% research in our 2 commerce cities. Secondly, whipping factories for units.

All the cities I have planned are coastal. In the NW, on the desert tile grabbing clams and corn. Just W of that on the coast grabbing fish and rice.
Further south, a city grabbing the sheep, rice and whales. This uses all the food resources available, and will allow the best use of merchants and whipping. There is one other inland city, W of KS grabbing the iron and horses and several grassland hills. Food short, but will be somewhat productive. I intend this to be a production city. So we will end up with 2 commerce cities supported by 4 coastal food cities running merchants and contributing to production (especially ships) through whipping. One good production city in Lisbon, and 2 fair ones, Gao and the other inland city. Any further cities I see as just increasing maintenance with little reward. A marble city may be founded if I want some wonders, but not until then as it will be a lousy city.


Plan for current cities:

Spoiler :
Capital and KS will continue to concentrate on cottages and growing the economy. Djenne will build and whip units. Gao will develop for production and then build units.
 
just for discussion, if you foment a revolt in the city, doesn't it negate the need to bomb to zero for a turn? Cats can then wreck havoc, etc. timing is everything :crazyeye:
 
I've played round 5, and will post in the next day or so. Although I am disapointed by the lack of responses, I know many of you are following this thread from the view count. Please feel free to ask any questions, or offer your plan for the game. The point of this thread is to help beginners and those who struggle to beat Prince level and below.

For those eager to know how round 5 turned out ... not as well as I had hoped and planned. The war was successful, but not as successful as hoped for. Lisbon has fallen, but the offensive has stalled.
 
I am playing shadow game with you as you play. I too thought that there would be iron so I passed on AH. I am thinking as I scout Jao that I am seeing Longbowman so 6 or 7 maces will not cut it. I was able to get all religions so far except buddist and hindu. I am building apostolic palace in Gao. I am concerned that I need cats to be able to rush Jao. I am thinking liberalism and then moving for grenadiers.
 
too late I know, but grabing theology for 2 promotion maces, queing them up in production,and whipping them so next one is fairly much complete.

Let cities grow into unhappyness, whip 2 for units, let commerace go infavour of growth during war.

Cities to hit, Lisbon, Cummbria and the one SE. Now you've destroyed the Portugues heartland, rest or move on, MEDIC UNIT...I use Scout either from barracks city with vassalage/theorocray or animal encounter/barbs.

move into city attack Via Diagonal's...ie SE,SW ETC...

Those 3 cities are most important in my opinion, as are MINTS. start them while growing into unhappy, whip them,then whip/QUE maces...early domination of island, will allow cottages everywhere, and spam Jewdaism/Confusionism for OR bonuses/Therocarcy.

Interesting read, I can see how waiting and teching correctly open up the military.....WELL DONE :goodjob:
 
very nice thread so far. I've got a question however; why don't you get construction? At the current tech rate, it won't take more than few turns and, even if you have some spies for the culture, few cats wouldn't hurt.
 
Will be posting latest round later today. I basically followed the tech path I outlined above. I grabbed currency pretty early because it researched in a couple turns, and I saw no reason not to get the extra trade route. I also grabbed calendar because it was cheap and the silk tile S of Timbuktu finally got into my cultural borders. Went up to optics to meet the rest of the world.

I saw no reason to grab construction immediately. My 2 commerce cities were not going to be building units, Gao wasn't going to be whipping, and I decided to build maces in Djenne rather than whip them. It would take a while to get 7 or 8 units built, giving time for construction to be put off. Plus, as high as the beaker output is, I can grab construction and engineering very quickly whenever I think it is necessary.

At the end of the last round, my plan of using spies broke down after Lisbon. My other spies were killed, so I took peace, and will renew the war in 10 turns. All in all, it doesn't really matter. If I had built siege to accompany the maces, the war would have been delayed anyway. I crippled Jao by taking his best city, and can now build a few trebs and take him out.

At the end of the round, Djenne was size 9, and it will be an option to do 3 2 pop whips to build 4 trebs in only 4 or 5 turns there.
 
Round 5 ... The longest round so far, dealing with preparation for the war and the first Portuguese war.

Turn 114: Switch Djenne to mint. The extra production will be useful, especially if I whip in Djenne.

Turn 115: Machinery finished. Decided to research Currency. Might as well get the extra trade route sooner.

Turn 117: Currency completed, start on Theology for Theocracy.

Turn 118: Finish lighthouse in Gao, start on Barracks. 2 workers building mines on hills near Gao. Timbuktu's borders will pop to grab silk in 2 turns. 2 workers building cottages near KS head over to hook up silk (will research
calendar next).

Turn 119: Djenne has grown to size 8 and will work 3 merchants for a few turns.

Turn 121: Barracks finished in Gao, start on maceman. Theology finished, start on Calendar.

Turn 123: Djenne finishes mint, starts on Maceman. Switch a merchant to an engineer. Workers finished with Gao mines, start building road toward
KS. KS needs more cottages again, then will build roads toward portuguese cities. Djenne gets +1 hammer to mint from master blacksmith random event. I am thinking that whipping out of Djenne is probably counter productive.
We can discuss that. I am going to direct build them I think ... only 5 turns. Jao's missionary spreads Judaism to Gao.

A screen shot of Djenne at this time, 200 AD.

Spoiler :
PWT200ADDjenne.JPG


Turn 124 KS grows past happy cap but silk will be hooked up soon. Switches from rice to forest plain.

Turn 126 Compass comleted, Start on optics. Maceman in Gao will complete next turn so switch to theocracy. Workers finish silk, one heads to buld road to Lisbon from Djenne, other heads to capital to build more cottages. Macemen completed in Gao and Djenne, building more. Apostolic Palace built by the Buddhists in a far away land. They wasted no time on that! Only 13 turns since Christianity founded, and I saw no Great Engineer born. I think the AI was chopping some wood.

Turn 129 Optics comleted, start on paper. Hopefully I can get some maps in the new world. Djenne switches to a caravel.

Turn 132 Maceman completed in Gao, start on another. Great Merchant born in Djenne and is settled in Djenne. Switched merchants to scientists hoping for a great scientist for academy in KS. Paper completed, start on construction. Capital completes mint and starts on aqueduct.

Turn 133 Caravel completed in Djenne, and sets sail. Back to macemen.

Turn 134 Complete construction, start on engineering.

Turn 135 2 macemen completed. Djenne starts on spies. I want the spies done before I build the last few macemen. They need to get to Lisbon and sit for 5 turns to make their mission as cheap as possible.

Turn 137 Meet Frederick. He doesn't like me enough to give me his map. Very behind on techs, so I could gift some to him. I think I'll wait and see who else I meet though. Great Lighthouse built in a far away land.

Turn 139 Finish Engineering, start on Printing Press. I have quite a few villages and towns now, and it will be a nice immediate boost. Met Tokugawa, as usual annoyed already. As backward as Freddy. He is Hindu, Fred is Buddhist.

Turn 140 Now have 6 macemen. The rest from Gao will stay up north. Third spy now ready in Djenne. Building a 4th, and the 3 will now head out to Lisbon.

Turn 142 Mint completes in KS. Start on aqueduct. Caravel runs into ice at sourthern tip of other continent and heads north.

Turn 143 Jao demands 150 gold. Pretty arrogant of him. Why don't we take him out. Making last preparations for war. Spies are in Lisbon, 2 axes in Jao's territory head to KS to defend the north. Axe near Lisbon heads out of
territory and will join invasion force. 6 maces in Djenne. Just a medic pikeman and we are ready. At this point Jao has an axe, an archer, and a sword in Lisbon, 2 archers and an axe in the coastal city SE of Lisbon, and
2 axes and an archer in the city west of Lisbon. A sword and an archer are sniffing around KS.

Turn 147 Have met all AIs now, the last is the Khmer, buddhist like Freddy. A pic of the AI's research

Spoiler :
PWT740ADAItech.JPG


So everyone is way behind. Only Toku even has alphabet yet. Notice that none of the AIs has managed to research Animal husbandry. Sury is actually teching at a reasonable rate. He has Theology and Aesthetics. But he won't get very far ignoring all the economic and builder techs. So it also shows that all AIs can research archery. Do AIs just start being able to build archers without researching archery? I think there might be a bug with the Can Research part of the Tech screen. I once had a game where Judaism was founded by an AI, I knew all the AIs, and Monotheism was in the Can Research part of the screen for all of them!

Pikeman completed in Djenne and promoted to medic. Units moving to border ... Lisbon invasion force will be 6 macemen, 2 axemen, and a medic pike.

Turn 148 Just noticed another mistake ... never spread Confucianism to Gao, so no benefit from theocracy. Notice my attack force. I upgraded 2 of the 3exp maces to combat 1 to be stack defenders. The others I will wait. They
will most likely all get CR promotions, but you never know. Capital completes its aqueduct and starts on a market. Funny, I go to talk to Jao to break the bad news, and the first thing he says ... 'Soon our numberless chariot will destroy you!' Workers have moved to interior, to build workshops and watermill at gao, cottages in capital. Moved a mace and axe to hill SW of KS, hoping to prevent pillaging of cottages.

760 AD, ready for war:

Spoiler :
PWTAD760war.JPG


Turn 150 Maces completed in Gao and Djenne, building more. Started a revolt in Lisbon to drop defenses. Successful but more expensive than I thought it would be. 300 EP. Only 209 left. I thought this would be cheaper on Prince
level and normal speed, but seems more expensive than emperor/epic. Odd. So I turn espionage up to 60% for one turn so we can take one more city with a spy, and switch Djenne to a trebuchet. Lisbon is captured with loss of 1 unit. A CR2 mace lost with almost 97% odds to win over a sword. Defenses at time of attack were 1 archer, 1 spear, 2 sword, 1 axe. Also kill a sword guarding the copper. Forces will now heal in Lisbon.

Note that with spies, cats or trebs are not really necessary. My first attack on Lisbon provides me nearly 96% odds:

Spoiler :
PWTAD800Lisbon.JPG


Turn 151 I don't pillage the copper near Lisbon. Jao has iron as well, and I will want to work the tile. Gao has 3 unhappy since it has Judaism. Switch to mint in preparation for whip. Already getting some war weariness. Will probably make war as short as possible. Switch back from espionage to science.

Turn 152 Whip mint for 4 pop in Gao. Great Library built in a far away land. So Sury has Aesthetics now. Switch civics to Slavery. Recent maceman built in Djenne notices Portuguese city on marble site has only an archer and 20% defense. Upgrades to CR2 and captures city. I kept the city for the marble. It won't need a defender for a while being in the corner of the map. Considered razing and settling later to keep maintenance down.

Turn 153 Both of my spies in Opporto have been killed. It will take at least 6 or 7 turns to get trebs to Lisbon even if I whip them. So I make peace, taking everything Jao has ... hunting, meditation, 20 gold and a map.

In 10 turns, the war will start again.


And the save at the end of the round:

http://forums.civfanatics.com/uploads/114233/Mansa_AD-0860_PWT_save_6.CivBeyondSwordSave
 
I think overall the round went fine. Just the one blunder of forgetting to spread Confucianism to Gao.

It was bad luck the 2 spies in Operto were discovered so quickly. It happened within 5 turns of them showing up. And Jao doesn't even know what a spy is yet! But Lisbon has been captured, and that was really Jao's only good city.

Points of discussion from the last round:

- Should trebuchets have been built before the war?
- Should Djenne have whipped units rather than build them?

And going forward, Lisbon has Gold in its first ring. The city to the west now has culture control over the gold. With mints up in all the cities, getting that gold means +2 happiness empire wide. So I am inclined to get the second war started as quickly as possible. Gao can keep building maces and maybe a treb or 2 to start on a second front up north. The northern front requires fewer units because all cities will be razed. Djenne could build a mace and then whip 3 trebs in a row, likely giving enough overflow to finish a 4th treb, and by then 10 turns of peace will be over and should have at least 4 trebs and a mace more in the south, and 2 more units in the north.

I am thinking of taking the city to the West of Lisbon first. I plan to raze this one, and as soon as it falls, the Lisbon gold should handle the war weariness. Then there are 2 options ... double back and capture Operto, or push on and take care of all the northern cities. Djenne could build 2 more trebs after the war starts to meet up with Lisbon's garrison to go slowly whittle down Operto. Even one treb would do the job. Jao is helpless against maces, so there is no fear of counterattack while laying siege.

I'll definitely be going after Jao again almost immediately, the only question is the tactics.

I think the tech situation is the more interesting one. Education is 4 turns away. Liberalism can be delayed as long as we want for a free tech of our choosing. The question is to go directly to war techs (and which ones), or finish the key economic techs.

The quickest way to get oxford built in my opinion would be to next tech nationalism, republic, and democracy, using liberalism for whatever is the most expensive of those. This opens up universal sufferage, and our capital will finally have some production. And emancipation will be nice for cottage growth and to cripple our 'friends' over seas with unhappiness.

If we go this route, taking some time to settle the continent with our 3 food heavy 'helper' cities, I can see invading the other continent with cannon and riflemen while they have longbows and maybe maces or knights.
 
Going directly for war techs, would require an invasion of the other continents soon. Is the economy up for it? If you pull it off, you could have a very quick domination victory.
 
Going directly for war techs, would require an invasion of the other continents soon. Is the economy up for it? If you pull it off, you could have a very quick domination victory.


I think the econonmy can handle it, but production is still somewhat low.
I believe that going for Universal Sufferage, and settling the rest of my own continent will ultimately get the overseas invasion finished quicker.

I will also need theatres to deal with war weariness.

I am thinking that possibly later in the game paving KS's cottages over with workshops. Seriously, if I get to the point of infantry and cannon against longbows and knights, what is the point of more research? Maybe it should even be converted at the point of Riflery and Communism. Rifles should be sufficient, and I think as soon as State Property is available, I'll switch.
 
I've begun playing round 6, and restarted the war after 12 or 13 turns of peace to build 6 trebs and 2 or 3 macemen reinforcements.

I've got an interesting question that I think bears some thought.

Is it worth trying to generate a Great Prophet to build the Confucian shrine in Djenne? I plan on eventually having 11 cities on the continent, so a shrine would generate 11 gold/turn. We'll apply this question to a point a little further in the game. When I researched Philosophy, Djenne founded Taoism. If Judaism was spread there, Djenne could have 3 temples and run 3 priests, for 9 GPP/turn. We can also consider that we may build the parthenon, and get 13 GPP/turn. The next great person will come pretty soon, and we'll assume running 3 priests and only 3 priests for an undiluted pool after that, requiring 400 GPP to generate. That's 45 turns for 3 priests, 31 turns with the parthenon.

For comparison, in the other option we will run 3 merchant specialists in Djenne and build a great merchant. The prophet will make a shrine, the merchant will be settled (even though a trade mission would probably be a better option at this point in the game).

The shrine generates 11 gpt, and use 8 gpt for the great merchant (6 gold plus 1 food allowing half a merchant specialist). So eventually the shrine will produce more gold. The question is how long will that be. We also need to consider that all the gold we produce in the short run is actually multiplied by 100% by being converted into beakers in the capital through slider adjustments.

This is an important kind of question to ask yourself as you work to improve your game and move up levels. There are many facets to ideal play, and this is usually situational. There are many types of long term/short term tradeoffs in the game, and judging them correctly goes a long way in building a stronger empire. There are many assets in Civ: beakers, hammers, gold, food, land, and military power to name a few. Putting a value to trade offs between these is a skill that takes experience, and often these trade offs happen over time. In the question above one such trade off is getting a few extra hammers from the priests we run in Djenne. Some kind of value needs to be put to that.

Probably the biggest trade off of assets made in this game was the decision early in the game to maximize the economy. To me there were 2 viable paths to take. The first was to settle the copper city first, and use that city and the capital's mines to axe rush Jao. This would certainly have worked, and more land and production would be available earlier in the game. My decision to focus on the economy traded off more production, military, and land in the short and medium turn for more beakers both immediately and throughout the game. It should not be forgotten how situational this decision was. The biggest bit of information that tilted me in favor of the path I took was that Jao seemed disinterested in expanding in my direction, and so military could likely be delayed. I knew from experience that dedicated development of the capital based economy would be the path to quicker tech advancement in the long run. The only question was whether I could afford militarily to take that path. By the end of round 6, we will see the true power of a cottaged Bureaucracy capital with Universal Sufferage and the Oxford University.
 
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