Round 6, turns 154-220.
A very long round, and I may not get it all posted tonight. For the most part I continued the economic expansion. Oh and a big war happened too.
At the end of round 5, the first Portuguese war had just finished, my battle plans foiled by my own clumsy spies that couldn't avoid being caught by a backwards people that didn't even know what a spy was yet. But the enemy capital and heart of production Lay in Malinese hands. Only minor reinforcements would be necessary for the second war. Most notably, a few siege units.
There's a little less detail on worker movements, and at times I don't mention each and every build for every city.
Turn 154 Finished Trebuchet in Djenne, started on Maceman.
Turn 156 Finish Education, start on Philosophy. Caravel runs into Ice in north. No way around continent, so turns back. Timbuktu switches to University.
Turn 157 Maceman finished in Gao, start on Trebuchet.
Turn 158 Philosophy completed, start on Nationalism. Djenne completes
Maceman and starts on Treb. Why Nationalism? I have an eye on Democracy for Universal Suffereage and a huge production boost for Timbuktu and KS. There is no fear of losing the Liberalism race, and I have no need for the Liberalism civics right now. So the quickest path to Democracy is to first research Nationalism and Constitution and then take Democracy for my free tech with Liberalism.
Turn 160 Djenne whips treb for 2 pop. Workers are chopping outlying forests around Timbuktu to help with university.
Turn 162 Gao completes Trebuchet and starts Trebuchet. KS completes Aqueduct and starts on University.
Turn 163 Pyramids are completed in a faraway land
Turn 164 Djenne completes Trebuchet and starts on Trebuchet.
Turn 165 Djenne whips trebuchet for 2 pop.
Turn 166 Djenne and Gao complete trebs and start on maces. War force now built. Sury comes by asking me to switch to Organized Religion. I agree. I hope to get him happy enough to trade me his map. I would be switching back to OR soon anyway because I was just about finished with military builds. This is one of the hidden strengths of the Spiritual trait. You can switch civics and religions for diplomatic purposes, and just switch back 5 turns later.
Turn 167 Finish Nationalism and start on Republic. Battle force in Lisbon is 6 maces, 3 trebs + 1 on the way, 2 axes, and my medic pike. 3 Trebs, 5 maces and the pike invade to the West to take new Portugueses capital. Northern force stationed in KS is 3 maces, 3 axes, and 2 trebs. The maces and trebs move toward evora. The axes stay for defence. Mace in Marble city snags Portuguese worker who thought it was safe to walk the neutral roads.
Turn 168 screenshot. I have my northern force selected. Mouse over my southern force (1W of gold) shows the list of units on the right side of screen. Cuimares is the clear first target because as soon as it falls, the gold will be in Lisbon's control, and I get +2 happy per city with my mints already built.
Capital completes university and goes back to market. Northern force kills sword E of Evora and moves next to city.
Turn 170 Horse Archer in Evora attacks and loses. The defending mace now has 5 exp and at 4.4/8 hitpoints. I give him his 2 city raider promotions so he will be healed quicker. My spy in city W of Lisbon fails to drop defenses.
Well, that's why I brought trebs along. Jao mounts a counterattack of 4 swords, 2 axes a chariot and spear against Lisbon. I have 2 maces and 2 axes and a treb for defense. I think they will probably survive, but in case they don't I move settler in Gao south to resettle Lisbon if necessary. In the following shot, you can see the exact units Jao is attacking with, and my defending force. Good thing I didn't send them all out on attack, eh?
Turn 171 Jao's counter attack fails miserably. I think he was pretty stupid to start the attack with the swords rather than the axemen. Lost a single axe to his spear. Continuing to siege our 2 target cities. Islam founded in a distant land.
Turn 172 Finish dropping defenses of Guimares. 1 treb attack left, and it attacks and wins (90% with CR2). 6 units in city, and I have 5 macemen. All 5 maces win.
Turn 173 A HA and sword are brought to Guimares defense. I attack with all 3 CR2 trebs, losing one with 98.7% odds. The city is captured and razed without further losses. It is a holy city, but I don't care. Up north, my trebs are done dropping defenses and attack. Then all 3 maces attack and win. One heavily damaged archer remains. War weariness had begun to take a toll, but with the destruction of Guimares, Lisbon's culture now controls the Gold, and the +2 happy with mints means all my cities are again happy.
Turn 174 Evora captured. Attack with treb unecessary, but did anyway to get exp. Portuguese culture has taken my roads to Lisbon and the gold and War Weariness again a problem. KS whips university for 3 pop. Gao whips maceman for 2 pop. Capital whips market for 1 pop. Lisbon switches to monument to whip next turn.
Turn 175 Djenne starts on market, Timbuktu on Taoist temple, Gao on Jewish temple, and KS on Confucian temple. Great General born in Gao heads to Djenne to join up with explorer I built for medic 3 unit.
Turn 176 Constitution finished, start on Liberalism. Switch civics to Caste system and representation. Representation will get rid of the remaining war weariness. Sury wants open borders. I decline. I don't want to increase chances of Buddhism spreading. The one thing that can take the win away from me is an Apostolic Palace vote. I prove the world is round.
Turn 177 Great scientist completed in Djenne. Heads to KS for academy. Temple completed in Gao, start on library to prepare for oxford.
Turn 178 Battle forces healed. Northern force moves to city N of Lisbon. Southern force moves to take Oppelo. culture is crowding Lisbon. Switch Lisbon to 3 artists to pop borders. I move on Opelo however the hell it is spelled, because at this point the happiness of the gold and room for Lisbon to grow is worth more than a quicker war. I know I have the forces to complete the war barring a long string of bad luck. Jao isn't that much of a threat, he's just in the way.
Turn 179 Temple completed in KS, start on monastery.
Turn 181 Liberalism finished, take Democracy for free tech. Start on Aesthetics. Switch civics to Emancipation. Lagos is taken and razed, losing a trebuchet.
Turn 182 Djenne finishes market and starts on University. Aesthetics finished, start on Drama.
Turn 183 Drama finished, start on Literature. Library completed in Gao, start on University.
Turn 184, Literature finished, start on Astronomy. Operto's defenses dropped, kill 6 of 7 defenders. Another Great General born. Will probably use
as instructor in Lisbon. Aesthetics/drama/literature don't help me a huge amount here, but it's only 3 turns of research, and I want the option to build theatres to help with war weariness, and to open up the Heroic Epic.
Turn 185 Temple completed in capital, start on monastery. Oporto captured and kept. Forces reassemble in Lisbon with medic 3 great general unit to prepare for last gasp of Portugal.
Turn 187 Norhtern force heads to chinook. Southern Force to Coimbra. Workers start a mass migration to Lisbon to chop mint, library, and university, build mines, workshops and watermills. A small force of 2 combat maces and
my old medic pike break off to explore the SW city.
Turn 191 Djenne finishes University, starts on Harbor. Lisbon finishes Mint, starts on Library. Finish Astronomy, start on Gunpowder. Begin laying siege to next 2 cities. Find 2 swords and axe guarding a settler near Chinook and take them out.
Turn 192 Switch to Slavery. Oporto whips courthouse for 4 pop. Lisbon completes Library and starts on University. Jao's first longbow shows up in Coimbra.
Turn 193 Oporto finishes courthouse and starts on lighthouse. Coimbra falls and is razed.
Turn 194 screenshot.
2 healthy maces and 2 healthy trebs head over to help take Faro while rest of stack heals. Faro is lightly defended, and my healthy units meet up with the Southern patrol to take it down while the rest of my Southern army heals. Gao finishes University and starts on Harbor.
Turn 195 Timbuktu completes monastery, starts on observatory. Djenne completes Harbor starts on theatre. Leira completes granary, starts on harbor. Faro captured and razed.
Turn 196 Lisbon completes University and starts on Temple. Timbuktu switches to oxford. Southern battle force moves north. WW getting to KS, switch to Market.
Turn 197 Djenne finishes theatre, starts on Moai statues. Lisbon finishes temple, starts on courthouse.
Turn 199 KS whips market for 4 pop.
Turn 201 KS finishes monastery. Chemistry complete, start on steel. Apparently I missed mentioning when I completed Gunpowder. Well it took 10 turns to finish gunpowder and chemistry together.
Turn 202 Chinook is razed. Only Braga left. Jao sent a counter attack of 4 axes and 2 cats towards Lisbon. Fortunately I had 3 maces and my medic pike patrolling down there. Attacked and killed 2 cats and an axe. Moved
garrison mace from Lisbon onto hill east of river by coast. Now axes must approach on flat ground and be killed.
Turn 203 screenshot. Here you can see where I moved the Lisbon garrison on the hill, forcing the axes onto open ground if they wanted to press on. It was unlikely they would attack a shock mace on a hill across a river (suicide). Although I probably would have taken them out fairly easily on the hill, the chances of losing a unit would be much higher. Small things like this are important. By forcing the axes onto the low ground, I probably decreased my chances of losing a mace from somewhere around 60% to about 15%, or roughly I saved half a maceman.
Lisbon finishes courthouse, starts on barracks.
Turn 204 Oporto completes Lighthouse, starts on Harbor.
Turn 206 Lisbon completes Barracks, starts on Heroic Epic. 6 units killed in Braga.
Turn 207 Courthouse completed in Gao, start on Theatre.
Turn 208 Razed Braga, declared peace. It's time to get back to empire development. Itching to get into US. Jao is down to 2 tiny cities, but won't capitulate. Djenne finishes Moai statues, starts on settler. Send existing settler over to whale city. Most likely area for Jao to try for. Switch civics to Universal Sufferage and Emancipation.
Turn 209 Military returns to my cities, leaving a few units for fog busters until new cities are settled. Great General goes to Lisbon. I am thinking of saving him until Military Science for an Academy.
Turn 210 Steel completed, start on Guilds. Whale sheep rice city founded (Walata). Djenne is building settlers and confucian missionaries for the new cities. Gao is building a couple workboats for the new cities then finishing its
theatre.
Turn 213 Guilds finished, start on banking. Mercantilism will be a useful civic to bring in extra gold in my new cities and to expand their culture. Next will be Economics (Toku just got banking 2 turns ago, but I am sure we
wil beat him to the Great Merchant). The trade mission will probably yield more beakers than what it takes to research Economics.
Turn 214 Niani founded on fish/rice site. Gao starts on drydock. KS starts on courthouse.
Turn 215 Finish Banking, start on Economics. Get Noble Knights quest. I think I'll do it just for fun. Switch civics to Free Religion, Mercantilism and Caste System. New cities will run artists for culture then merchants. Science cities obviously scientists. Production cities engineers. Free Religion to try and get some maps of the other continent. Go to talk to everyone. Trade corn to all of them for 9, 7, and 5 gpt. Gift Aesthetics to Bismarck. No one wants to give up their maps yet.
Turn 216 Djenne starts on Grocer. Lisbon finishes Heroic Epic and starts building knights. Would rather be building cannon, but hey, a quest is a quest. You can't find the grail if you don't look for it.
Turn 218 Awdaghost founded at corn/clam site. Oxford finished.
Turn 219 Finish Economics, Great Merchant will head to Sury land. I am kicking the espionage slider up to get enough EPs to see demographics for end of round.
Turn 220 Have my map courtesy of Bismarck. And can see all demographics.
End of round. Further comments and screenshots to follow soon.