N1 - PTW Regent Succession Game: Persia

woah, so after all our talk about taking out the arabs, they pre-empt us and declare! They may have started the war on their terms, but we'll finish it on ours. Looking forward to guiding us through our GA.

The fact that the Arabs have about 3 techs we don't may suggest that they do have contacts with another civ. Consider this a got it, will take a look at the map and then plot a course of action.

Any ideas Nick on war aims? Are we gonna try to knock the Arabs out now, or fight a defensive war and use our GA to get some temples online and some military built-up?

God save the Arabs (cos no-one else will!)
 
Well, personally I'd take advantage of our immortals 4 vs 2 attack advantage to take out the Arabs now while they still use spearmen. It's all about different playing styles though, so it's really up to you
 
ok, so we have an early GA which is partly wasted as we are in despotism. Nevertheless, an ancient GA handled well can be lethal, and I think I'm gonna enjoy these 20 turns.

Enjoy them I did, and our GA was very much lethal for the Arabs.

Consider this a summary:

Arabia, at the accession of Xerxes the vengeful, 975BC

http://www.civfanatics.net/uploads3/N1Arabia975.jpg

"Arabia", 530BC, as Xerxes the vengeful earns a well-deserved retirement

http://www.civfanatics.net/uploads3/N1Arabia530.jpg


Report coming up....
 
Inherited turn, 975BC: as I have the responsibility of guiding us through the critical turns of our GA, I have to make a number of judgement calls and avoid making mistakes. So I start by making a few changes: Pasaragdae is changed to walls to soak up a possible Arab assault. Arbela is changed to a spear, to escort one of the settlers there, complete in 1, no shields lost. For some reason, Tarsus is on a worker!?! Weed, Nick? Its shields box is full, but it can't complete cos it won't grow for another 4 turns; I hope this hasn't been the case for too many turns; switch immediately to warrior. Miscellaneous MM, and then I wake 2 immortals and a spear in pasaragdae, head towards Khurasan/medina for a spot of "mischief".

Diplo check: Arabs haven't got their iron hooked up yet; so my aims for these turns will be a big military build-up, some infrastructure, and getting cities connected. Expansion will be on something of a back-burner for a short while.

Science to 80%, writing in 3.

Inter-turn - barb appears in sw peninsula, so there is a camp there somewhere.

Arbela completes spear, builds spear
Tarsus completes warrior, set to warrior

Turn 1, 950BC - newly-built warrior in Tarsus begins to head south to clean up the barbs, worker moves to connect tarsus to our empire. Our SOD of 2 imms and 1 spear move adjacent to an Arab archer on the border of Khurasan and Medina, inviting an attack.

IT: Arab archer does not attack, but instead moves into Khurasan, more barb movement in sw, barb horse spotted. Yikes! The barbs can build a unit we can't!!!

Persepolis completes spear (fortifies), starts spear

Turn 2, 925BC - I move 2 more immortals towards Baghdad; immortal attacks Arab warrior near Khurasan, wins losing 1HP, next turn we are ready to attack Khurasan with 2 imms and 1 spear

science to 10%, writing in 1

IT: barb horse attacks our warrior, we win losing 1 HP

Writing complete, research to MM, 70% in 14, +4gpt

Surprise! Since Writing is complete, our foreign advisor asks if we should establish embasiies with our neighbours; I say sure, why not, enter the diplo screen to discover we have contacts with the Zulu! As it costs more for an embassy with them than we have, I leave it, but our suspicions are confirmed - we are not alone with the Arabs.

Susa builds Spear, starts immortal

Turn 3, 900BC - warrior injured by barb horse fortifies to heal

Diplo with Zulu - they have Wheel, Warrior Code, Mysticism, Maths, contact with Ottomans, 100 gold and 7 cities! We're way behind at the moment, though catching up on regent level shouldn't be too difficult.
I buy warrior code from them for 3gpt (although I could have bought it cheaper lump sum, this is not weed - we pay gpt to discourage the Zulu from allying with Arabia against us)

The battle of Khurasan: our vet immortal kills warrior w/o damage, our 2nd vet immortal (slightly injured, 3HP) kills archer, losing a further HP - Khurasan, size 1 with no culture is auto-razed.

Spear moves onto cattle square in Medina, joined by another immortal, 2 more immortals converge on Baghdad

Antioch changed to archer, due in 6 (computer had auto changed it to immortal, as it is now connected to iron).

Arabs are now willing to give Maths, Wheel and Mysticism for peace! Not so fast Abu Bakr, we've only just started having fun...

IT: our immortal outside Baghdad is attacked by archer, but wins w/o damage

Pasaragdae completes walls, set to spear
Tarsus builds warrior, switched to spear

Turn 4, 875BC - new warrior in tarsus begins to head sw to help other warrior clear out barbs; the other warrior attacks barb warrior and wins, losing 1HP

reg immortal attacks spear in Medina, wins w/o damage and is promoted to vet; spear pillages cattle tile

Battle of Baghdad: vet immortal kills spear in baghdad, but loses 2HP; reg immortal attacks and kills a second spear in Baghdad w/o damage. Baghdad is ours!!! Where are those nukes, saddam?!? [Baghdad has 1 resistor; we set other citizen to collect tax, and start spear]

Settler builds Gordium 4 tiles s of Arbela, set to immortal

IT: archer from Medina attacks our spear, we win, losing 1HP; we haven't lost a single unit yet

Persepolis completes spear, set to immortal - we can now build FP, says our domestic advisor; resistance ends in Baghdad,
Arbela completes spear, starts settler

Turn 5, 850BC - Immortal attacks spear in Mediana, we win losing 1 HP; unfortunately there's an unfortified archer left; I consider attacking with our spear, since the archer is unfortified, but don't fancy the odds; in any case, another immortal will be there to attack next turn

I whip the spear in baghdad, move the wounded immortal inside, and send the undamaged reg immortal n towards Mecca.

Arabs are now prepared to beg for peace, offering all techs/gold and a city - a sure sign they don't have much left. Sorry Abu Bakr, but I think it's you that could do with increasing your medication.

IT: Baghdad completes spear, set to temple

Turn 6, 825BC - reg immortal onto mountain outside Mecca for recon; they have an archer heading our way, and a spear defends Najran

vet immortal attacks archer in Medina, wins but loses 2HP. Medina is also auto-razed, but we do capture 2 workers - we head them back towards pasargdae using the spear as an escort

IT: arabs move archers

Antioch completes archer, set to temple

Turn 7, 800BC - our reg immortal on the mt outside Mecca attacks Arab archer on plains, we win but lose 1 HP; that immortal is now in a vulnerable position, on an Arab road and with only 2HP.

Bactra founded in far east, set to warrior

I build an embassy with the Zulu at the cost of 52 gold. Zimbabwe is size 6, has a cattle in its radius, and is due to complete Oracle in 1 turn!

As we suspected, the Zulu are some distance north of the Arabs, and have now added literature to their techs researched.

IT: Persepolis trains immortals, asked to train some more; pasaragdae finishes its spear, starts a settler, ditto tarsus; Zulu complete Oracle

Turn 8, 775BC - I use our wounded, 2HP immortal for a risky attack on an arab archer in forest, fortune favours the brave as we win w/o further damage

we move a vet immortal onto the hill s of Najran, will be joined by 2 more next turn; slave workers get to pasaragdae, spear jeads back north

barb camp located in sw, but there's another barb horse on the loose

IT: Arabs move an archer and warrior into view; I can't believe they still haven't connected their iron, that's sheer incompetence!

Susa builds immortal, starts spear

Turn 9, 750BC - the wounded immortal near Mecca attacks a warrior on plains, down to 1 HP, but promoted and gains a HP; vet immortal attacks archer on plains, win w/o damage, 3 immortals are ready to attack najran next turn

warrior attacks and beats barb horse in sw, no damage; the other warrior down there clears the camp, recovering 25g, I'll keep these warriors down there on barb prevention duty

change Persepolis to settler; as the fighting is going well, we may as well settle the ex-Arab lands

IT: Arbela trains settler, starts on spear

Turn 10, 730BC - The battle of Najran: immortal beats spear but down to 1HP; 2nd immortal slays spear w/o damage, and Najran is also auto-razed, though we have 2 more slaves to add to our collection. mecca is next

IT: Persepolis builds settler, starts spear


To be continued.....
 
Turn 11, 710 BC - an uneventful turn (!) apart from troop moves

IT: susa build spear, starts settler

Turn 12, 690BC - we have troops round Mecca and start pillaging the terrain mercilessly

science to 100%, MM in 1, -7 gold

IT: Arab archer north of Mecca attacks our wounded 2 HP vet immortal, but we win w/o a hit and get our 1st elite!

MM complete, research to Code of Laws, 8 turns breaking even

Turn 13, 670BC - Sidon founded on incense in east, connected to empire increasing happiness everywhere; set to build galley (for naval explortaion)

Trade WM to Zulu for their TM and 11 gold (I will not trade therm MM however, as their offer is insulting)

hmmmm...perhaps the Zulu are on a different island, as their land is way north of Arabia - either that or there is a lot of unsetlled land between them

IT: Persepolis completes spear, starts setller, Pasaragdae vice versa, Gordium builds immortal, starts worker, tarsus builds settler starts temple

Turn 14, 650BC - The Battle of Mecca: vet immortal attacks reg spear, knocks it to 1HP, but loses! :sad: This is the 1st unit we've lost.
vet immortal attacks 2nd spear, we win but down to 1HP. The Arabs have only the 1HP spear left! I guess Mecca was not as heavily defended as i suspected.

Since the spear in Mecca has only 1HP left, I attack with our wounded (3HP) elite, just in case.....

http://www.civfanatics.net/uploads3/N1Unbelievable.jpg

.....that were to happen


Unbelievable!!! Our 1st and only elite victory produces a leader!!! I've never had such luck before. Sometimes I love the RNG

Mecca is ours, but has 3 resistors, we start a temple (intending to whip it once the resistance ends).

Darius begins to head south to Pasaragdae, where I intend to rush the Pyramids. Pasaragdae changes to a worker (3 turns, so I can complete before Darius arrives).

I will continue this report after a little sidetour on the story of our heroic immortal
 
considering the charmed life our first hero led, i think it was almost ineviable that he was destined for greatness. He started life as a warrior but was upgraded to regular immortal status. His first taste of action was the battle of Baghdad, where he defeated a reg spear w/o a hit. He then embarked on a solo offensive against mecca, killing an archer but for a little while was vulnerable, on a road on plains with just 2HP. Undaunted, he killed an archer in the forests on the very next turn and the turn after gained promotion to veteran after killing a warrior, but still at 2HP. So thus far he'd killed a spear, 2 archers and a warrior. He then embarked on a pillaging affair of Mecca, and was taken by surprise when an archer heading south from Damascus attacked him in open ground. No trouble for our hero as he dispatched the archer w/o further damage and was recognized for his heroics by elite status. 2 turns later he finished the spear in Mecca, and the bravest fighter among the immortals, Darius, stepped forward.

Returning to the report:

Now that we have Mecca, i intend to round off by taking Kufah and then suing for peace, establishing Mecca as the new frontier of our territory, and a good location for a future FP, possibly.

IT: an Arab archer heads towards mecca; Mecca goes into disorder - whoops, guess I'm a little used to having the governor manage moods.

Turn 15, 630BC - though the culture flip danger is now great, I pile troops into Mecca to end the resistance.

Diplo check: those blasted Zulu now have MM - perhaps that is why their offer was so derisory; we can expect annoying AI settler galleys fairly shortly unless we secure our territory, so expansion now becomes top priority, then some infrastructure, and we need to improve our terrain ASAP using our industrious attribute.

IT: Arab archer moves to threten both Mecca and our slave, order restored in Mecca as the resistance ends, Arbela completes spear, starts settler

Turn 16, 610BC - Tyre founded on former Medina, set to Spear

Switch Mecca to barracks and whip it, mainly to kill foreign natiuonals, remaining 3 civilians changed to taxmen; our heroic elite immortal kills archer on hill w/o damage (would we expect anything else from him?!).
3 immortals gather outside Kufah

IT: Persepolis builds settler, starts Temple
mecca finishes barracks, starts spear
Bactra produces warrior, satrts harbour
Pasaragdae trains worker, begins pyramids
Susa completes settler, starts spear
Gordium finishes worker, starts temple

Turn 17, 590BC, Darius rushes Pyramids

Battle of Kufah: immortal kills spear, losing 2HP, 2nd immortal kills spear w/o damage, Kufah is added to the heap of ruins that are former Arab cities

Sardis founded in SW peninsula, starts temple

Time to quell the bloodthirsty rage of our warriors and settle to peace. In exchange for peace, we get Wheel, Mysticism, Maths, WM, Contact with ottomans, 21 gold, Damascus and Anjar - ie, everything the Arabs have, apart from their new capital Basra. The Arab threat is over, its time to consolidate

From our improved WM, we discover there is simply loads of unsettled land to the north, as our continent branches, to the east the ottomans, to the west the Zulu. Far from being on a small island, we are on a HUGE continent!!!

Whoops, bad news. there is a barb camp outside Anjar! Undefended, it will take about 10 turns to get military up there. So I resize; Damascus is on a nice choke point, and will serve as an excellent border. Given the situation and in a fit of charity, I gift Anjar back to the Arabs (let them suffer the barbs!!). Besides, it will be useful to have the Arabs as a buffer between ourselves and the powerful Zulu and Ottomans.

Amazingly, the Arabs have 2 more techs - Polytheism and Horse-riding; blast! We couldn't extort these because we lacked the prerequisities (Mysticism and the wheel), otherwise I certainly would have.

Found embassy with the Ottomans for 50 gold (don't bother with the Arabs, its a waste of money as they have no more meaningful part to play, and if that changes, we'll build embassy later).

istanbul has wines and iron in its radius, is building pyramids, due in 26 (haha! beatcha)

Despite the embassy the Ottomans are annoyed with us (word of the razing must have spread; the Zulu, however, are polite; razing cities is right up Shaka's street). Trade: I swap writing and WM to the Ottomas for Polytheism, TM and 5gold. i then give them MM for Horse riding and their WM (no use denying them it when the Zula and Arabs have it).

We are now only 1 tech behind Zulu (Literature), on parity with the other 2, and with Code of Laws due in 3.

IT: Pyramids built, Pasaragdae starts spear
Antioch builds temple, starts spear
Ottomans cascade to and build Great Wall - they must have discovered construction this turn, they certanily didn't have it last turn

Turn 18, 570BC - Samara founded on ex-Arab city spot, we have horses! Set to temple, we need to get as much culture ASAP as the next step in consolidation.
Mecca switched to temple, sell granary in Persepolis, but do NOT sell walls in Pasaragdae - they may not have come into use with the anticipated Arab counter, but you never know when they might come in handy later, and they have no maintenance cost.
Tyre switched to temple

Zulu and Ottomans now both have Lit and Construction, so they have already swapped before we had a chance to trade, but we will shortly use our monopoly on C of Laws to get even

Turn 19, 550 BC - units move

IT: C of Laws complete, research to Currency, 70% science, due in 12.

Turn 20, 530BC - Units move.
Trade C of Laws to ottomans for Construction, TM, and 20 gold (Ottomans have somehow managed to get philosophy as well; that must have been from a goddy hut); sell C of Laws to Zulu for Lit and TM

We are just 1 tech behind now, to the Ottomans, and once they lose their monopoly on Philosophy, that will be a cheap tech to buy.


Notes to next player:

we have loads of military units all over the place, i would suggest congregating them outside Damascus to form new border; do not pile them all into Damascus in case of culture flip (Damascus is right next to the new Arab capital). Leave 1 unit in Damscus, fortify the rest on the hills ouside; also, do not fortify them in the jungle: units fortified in jungle can die from disease!! (this recently happened to me in another game)

The settler/spear pair ne of tyre should get to the ex-Arab city on the gems; the settler/spear pair in the sw should form a city exactly 4 squares s of sardis to get furs online; the Arbela settler (due in 2) should build a city on the plains square sw of Bactra; Susa should build 1 more settler after its spear to build a city on the final Arab ruins in the far nw. Susa then needs a temple urgently.

Otherwise, now is the time for consolidation and infrastructure; temples, harbours, courthouses and aqueducts are very important now. with 4 luxuries we probably won't need colloseums. Once these improvements are complete, marketplaces and libraries will give us the economy and research to thrive later. Militarily, we should ensure every city has at least 1 defender, and defend the new border in the north more heavily (do keep some spare units in the south though, in case we are ever invaded amphibuously in the future) . Damscus should be Pasargadae mark 2 - Temple and walls ASAP.

Good luck Tiamat, and hope you enjoy; keep trading to get us into the middle ages; if you get the opportunity, you might wish to get some setllers into galleys, as there is still loads of land unclaimed around the Zulu and Ottomans, and also an island to the nw of Tyre.

Xerxes the vengeful retires, having had tremendous fun, and leaves the throne to his wise succesoors, who will lead Persia to new levels of glory.

and here's the save:

http://www.civfanatics.net/uploads3/N1-530BC.sav
 
Originally posted by Nad
Tarsus is on a worker!?! Weed, Nick?

Definitely :smoke:

I guess I had a brain fart there, I meant "Warrior" not "Worker" :crazyeye:

Nice turns Nad!

Your turn Tiamat

A Picture of the Persian Empire
Persia.gif
 
Ok, got it and will post as soon as possible. I will probably switch most temples to libraries as for us libraries are cheaper, will expand our culture faster, and will also help with our research sooner.
 
Pre-Turn - Switch the following cities from Temples to Libraries to get faster culture expansion and help on research: Gordium, Tarsus, Sardis, Samaria, Tyre, Baghdad & Mecca.

Since there was not much happening on my turn I will just summarize instead of a turn by turn analysis.

4 cities were founded: Ergili, Dariush kabir, Ghulaman, & Zohak. We now have 4 luxuries hooked up and connected. I was able to trade Currency to the Ottomans for Philosophy, World Map & 206G. There is lots of space on two peninsulas for expansion. Our Peace treaty with the Arabs is now re-negotiable, so if the next player wants to finish them off most of our military is fortified N of Damascus on the hill. Damascus & Zohak need to be connected up.

Here is the state of our empire:
N1-130BC.jpg


And here is the save: N1 130 BC
 
Do you guys want to keep playing 20 turns, or cut it back to 10 or 15? I will be able to play this game on Friday, but before I do I want your input.
 
I am fine either way, although I think we should probably cut back to 15 turns each for a few rounds.
 
i also don't particularly mind, although since there's only 3 of us, and we have 72 hours to play, 20 turns shouldn't be too difficult
 
Ok, it is now optional how many turns you want to take, anywhere from 10-20. In My turns I basically destroyed the Arabs and plunged us into anarchy. I played 15

1: Declare War on the Arabs, let's get these guys out from underfoot for good

2: Movement

3: Renegotiated Peace deals with the Zulu and Ottomans to ensure their neutrality, recieved 60 gold from Ottomans and 23 gold + World Map from Zulu

4-6: Movement

7: Anjar is Autorazed

8: Movement

9: Capture Fustat, no casualties to the Arabs so far.

10: Movement

11: We discover Republic, our new government form is now Anarchy :soldier: :satan:

12: Movement

13: Aden is captured, the Arabs have finally been destroyed

14: This was the big happening in my turn:
We make contact with the French on their continent to our West Here are our trades:
France-
1. We give Currnecy for WM, Communications witht he Celts, and 50g
2. We Give Monotheism for 246g (All they have)
Celts- We give Currency for WM and 166g
-A horseman from our exploring galley pops some barbs and is promoted to elite

15: Nothing

Persia is in the midst of a bloody revolution, right now we only have republic, but we can trade for monarchy witht he ottomans or zulu if the next player wants to head us in that direction instead. Right now the other civs don't have contact with each other, we may want to wait until their gold regenerates or they have a tech and then use our wm or communications as a bargaining chip.

Persian Empire 210AD
Stats.jpg

Persia210AD.jpg

France and the Celts
WayToFrance.jpg

CeltsAndFrance.jpg


Looks like it's your turn again Nad, have a good one!

N1-210AD.SAV
 
ok cheers Nick. This is one of those "I'm at work right now but will get it when I get home" got it's.

Having a look at the maps you've posted, I don't see any reason why this game should last too much longer. I think an early dom or conquest is on the cards her.e. I will take a closer look when I get the game, but I think colonizing those isles, then taking out the Ottomans with a Zulu alliance is next on the cards, especially as our immortlas still hold an edge. Then we can turn on the Zulu, control our continent, and start shipping troops west. Of course, that is making a lot of assumptions. First step I think is going to Monarchy rather than Republic, so I will be looking to buy that while we are in anarchy
 
right, well these 20 turns did not take very long at all, so here's a brief summary.


Swapped monotheism with Zulu for Monarchy and some gold. Not a lot happened in the 4 turns I inherited of anarchy, except that the Zulu completed the Great Library . Once we became a monarchy, I made many build changes and micromanaged to get the best out of our terrain. Some general observances on this are below. Over the course of the 20 turns, however, did some exploration, moved military around, and used workers to improve terrain. Diplomatically everyone is annoyed - the Ottomans discovered republic, and the Zulu got it through the GL. Did not sell contacts. Scientifically, we have researched feudalism, and are now 2 turns from Chivalry. Oh, and wonder-wise, we built the Great Lighthouse and the Colossus! Tarsus is well on the way to becoming the super-science city we envisaged well-back. We also built 2 new cities.

Now for the interesting stuff, some thoughts on strategy and where we go from here. Firstly a couple of observations: there is too much irrigation going on!! Generally speaking, plains and deserts should definitely be irrigated, but we seem to have irrigated most of our grasslands. I would stress strongly that production wins games, and we should be looking to get as many shields out of our land as possible, and that means mines. The long-term view I take is to get our cities up to size 20 (ie, using all the land available). If we assume that we don't need specialists, and if we ignore bonus resources for now, then grasslands can each support 1 citizen (2 food); if all the squares were grasslands, this would mean 42 food for the city (20 grasslands and the city square always produces 2). That is equivalent to supporting 21 citizens, more than we need. Therefore we don't need to irrigate the grasslands for extra food, we should instead mine them for extra production. The exception to this is when a grasslands city has hills, mountains or tundra in its radius. These terrains can never support a full citizen each, as hills and tudra produce 1 food, and mountains 0 (ignoring bonus resources). In these situations, we should irrigate the grass in the city radius, to provide extra food to support those citizens working the hills/mountains/tundra. Looking at our map, Tarsus, Antioch, Mecca, Damascus and Basra are the only cities that will need (some) of their grasslands irrigating, as they have hill and mountain squares within their radius. Our other cities which have grasslands available to them, do NOT need their grasslands irrigating, so we are going to have to change a lot of irrigation to mines, eg Persepolis. Granted that sometimes we need to irrigate to get fresh water elsewhere, but Persepolis has the majority of its grasslands irrigated, when it needs 0 of them irrigated - if they were all changed to mines, Persepolis would be producing half as many shields again. This is something to bear in mind for the rest of the game, as we definitley need to think about how we improve our terrain, and not wantonly build mines or irriagtion everywhere. Fortunately, being industrious, we can make changes quickly, but we are dulling our civ trait benefit if we have to keep altering what we have previously done.

Secondly, aqueducts!!! A number of our core cities are stuck at size 6 while they are building marketplaces or libraries. This is a waste of growth, so I tend to get the aqueducts built ASAP, and then start on the markets/libraries and cathedrals, especially as when the pop gets larger, the other improvements will be even quicker to build. We also need the FP in Mecca ASAP, as their is a huge amount of waste and corruption around that area, and once we do get the FP and some courthouses, we will have a number of highly productive cities.

Most importantly, however, we need to look forward to where we go from here, and what our aim as a team is. If we wanted to win by spaceship, well, that is already in the bag; we can simply expand peacefully now as we have the area required to win a space race; if we built the right infrastructure but also maintained our military to deter attack, we would coast to a science victory without any need for war, as we already have a tech lead at the beginning of the middle ages. It would be far more challenging (and fun) to go for domination or conquest, and it is with this in mind that I went for monarchy. Persepolis is now in a position where it has the most important infrastructure (lacking only a courthose and colloseum) and can start cranking out military units every 2 turns; if we do want to go for a military victory, we need at least 2 or 3 more cities to reach the same stage as Persepolis, ie, infra done and can concentrate on military. It might be worthwhile for the next player to rush some improvements in Susa, Arbela and Pasaragdae, to get them in a position where they too can begin cranking out military (we could also do with a city dedicated to workers/settlers). I have left a hefty kitty if the next player wishes to do this. If so, we have to decide the target - I would be inclined to go for the Ottomans before they get sipahi, using the Zulu's as an ally. Then, once the Ottomans have been dealt with, we could turn on the Zulu while they were still weak from the war; our continent alone would probably be halfway to domination, and if we snag most of the isles between our and the French/Celtic continent, we would be close to dom, and could take the fight abroad.

What do you guys think?

and the save:

http://www.civfanatics.net/uploads3/N1-430AD.SAV
 
You make a lot of good points Nad, I think the next player should probably focus on the things you mentioned: colonization of the areas between us and France and also infrastructure/military buildup for a war with the Ottomans

Tiamat is next, 24h for got at 72h to play
 
Ok, got it and will play & post probably tomorrow.
 
Ok, for my 20 turns I rushed a few buildings, I have started the FP in Mecca, and Sun Tzu's in Persepolis. Most of the cities have their Aqueducts completed, and many have Marketplaces completed or under construction. We need the happiness from these pretty quickly as almost every city needs to get entertainers once they reach size 8 or higher. Both the Ottomans & Zulu are building the Sistine Chapel as well as Sun Tzu. However, both started Sun Tzu well after we did and are building them in smaller less developed cities. I have alot of cities building Courthouses right now.

For the next player, watch the growth of the cities carefully, any one over size 7 needs to be carefully monitored for unhappiness until we get some marketplaces, cathedrals in them. Also, the four cities that are bordering the Zulus/Ottomans need to be watched because they are not connected by road yet.

Also, make sure to check Pasargadae next turn as they will riot the turn after if you don't hire an entertainer or increase the Lux. slider.

State of the empire:
N1-630AD.jpg


And Save: N1 630 AD
 
Sorry I didn't respond earlier, internet troubles have been keeping me offline for the past few days. I will play and post tomorrow probably
 
Our internet is still giving us troubles, it was supposed to be up again yesterday, but they never connected us :mad: . I'm posting this from my mom's house, there's no telling when it'll be back.

Unless you guys want to wait until I can get back online, you could skip me and let Nad play the next round.

Sorry for all the trouble, hopefully it will be back in a day or so.
 
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