[BTS] NC 194 Ragnar of the Vikings

So I gave it a try on deity using Pedro's method...
Spoiler :

Didn't expect axe rush to be so powerful :eek: still have a lot to learn obviously. Also the war date is crucial, turn 54 is very early!
Just two questions, what do you mean by cease fire abuse, and when do you stop whipping or do you have any whipping strategy ?
 
@gramm87
Spoiler :

Axe-rush isn't always that powerful -- here it's pretty much the perfect scenario. The main things that can kill an Axe-rush are hilled cities, AI having access to early metal and distance. Playing as an Aggressive leader is also a huge advantage.

@ ceasefires: just what Anysense said. Just take a ceasefire as soon as you cannot keep going (usually when you capture a city and have to heal up). This way you're safe from attacks and the AI stops spamming units.
It's not always possible, though. Often in the beggining of the war your power ratio will be too low for the AI to take a ceasefire even though you have a lot of war success. Also, when you lose a bunch of units, the AI will sometimes take a long time before it will talk.

@ whipping: I 2pop whipped the capital 2 or 3 times and 1pop whipped 2nd city as long as it was happy at size 2. I also chopped all the forests. I stopped building units soon after I took his capital. Just stop building units when you feel like you have enough units to keep going (takes some practice).
 
@elitetroops - Thank you again for the extensive and helpful post. Noted on BUG- was wondering why everyone else's screenshots looked slightly different.

Thank you for the explanation of markets! The math makes sense! To me, it seems like Libraries and Unis provide more utility because you cannot directly gain science with failgold and thus are more worthwhile (plus for that second border pop!). Is that true, or is it more of the same idea?

Regarding my strategic play:
Spoiler :

Construction was grabbed so that my cities had something "worthwhile" to build while I beelined to Zerkers. I see now it probably just made more sense to build axemen to upgrade along with gold. Your point about attack date is duly noted.

America next sounds great. Plenty of coastal cities to take while my Berzerkers and fast Galleys are still relevant.



@gramm87 Thanks for the quick run through of useful buildings. Would you say courthouses are always worth it, or just in further cities with high maintenance? Is the utility over, say, markets because of the fact that they are always saving gold regardless of slider position?

Spoiler :

I do want to say that I could have tried an axe rush and am pretty sure I would have been able to defeat my choice of Washington/Shaka, but did want to focus more on a non-Axemen rush strategy, as my older games tended to just go Axe-rush->mop up the world (probably because I was playing on a too easy difficulty). I think in this situation the expanding peacefully until Zerkers allowed me to learn a bit more.


My game is going well! I should be able to clean up for the win (played a bit more) and will post a post-mortem to hopefully help any players around my level with things I learned from the game. Thanks again everyone for the help!

@Pedro78 Thank you for the writeup!
 
I'd say courthouses are rarely worth it, unless going for space victory using corps. Reason is twofold.

Firstly because at that point you are usually building something that pays back better, like units. If you have already taken someone out, move to the next victim, capitulate, repeat until conquest victory. Saving some gold per turn changes nothing, while extra units will help.

Second reason is communism, which unlocks a very powerful civic (state property) and makes courthouses very modest. It's also the direction you usually take if you want to go deeper in the tech tree.
 
Well I haven't done serious calculations on courthouses, but I think they are worth it to recover your economy after taking over a neighbor (so you don't build them right away when you get CoL, but a little later). Let's see...
I usually build them when they save me at least 5gpt. They cost 120 hammers to build, so they start making money (120/5) = 24 turns later, which is not horrible, especially if you're playing until industrial era where you need a few dozen turns to modernize your empire (rifles until tanks). Furthermore they become more efficient as the number of your cities increases (NumOfCities maintenance). Finally you can 2 or 3 pop rush-build them with overpopulation.

I have two counter arguments to your arguments:
- I don't think it's so often that you can capitulate all civs without having to take a break to recover your economy, but maybe it's because I'm not a good deity player.
- SP comes relatively later, although now I see how advantageous to get it as soon as possible in a big empire going for a domination win. Even with SP though, I think courthouses have still time to be efficient, and still make a little bit of money after SP.

To summarize you are right that they are not so efficient as I first thought, however I would still build them when they save me more than 5 gpt, or in cities where I have idle population.
 
Yup, CHs are a "maybe if there's nothing else i want" type of building for me too.
Results from many other ways to make gold in this game, they are much more popular in multiplayer i.e. where you cannot abuse AIs ;)

If i capture a big, far away AI city i will certainly consider them as those usually cost a lot.
As mentioned, State Property makes them almost useless thou.
 
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1 AD position:
Spoiler :

a6thfjw.jpg


Will write-up later.

Oh and btw I eventually didn't build any courthouses. Really rich map.
 
Well it seems like I am greatly overrating courthouses ! How about cheap courthouse (from Organized trait I think) ?
 
ORG Courthouses pay for themselves much earlier, and the EPs are non-negligible aswell. I usually do build some of those.

Turn 115 (1AD):
Spoiler write-up :

T82
FINALLY a happy res deal

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I meet Wang Kon (workboat in an Eastern Shaka city)

T86
I finally meet the last guy, and he had been keeping something for me -

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T90
CoL. I trade it for maths to Hanni. I put a few beakers into Alpha. Wang has Currency but certainly won't trade it yet.

T91
I give Wang CoL for 50 gold (he was apparently researching it. Trade CoL for Alpha with Vicky;

T92
Vicky builds the AP (Jew, yay). My workboat is at a stalemate, so I delete it -

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T94
Had been waiting for this (not that I really need it at the moment). First monopoly tech.

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T96
Currency. I trade it for Monarchy with Hannibal. I revolt to HR+Pacifism

T97
Monarchy for IW to Victoria

T100
Shaka demands 80 gold. OK. I get it back immediately :D

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T102
“You crazy bruh”

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He wasn't even researching it...

T105
I make these two trades I’ll need anyway. And these two guys won’t trade away Philo until at least another AI gets it.

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Can finally work NY's pre-built pasture :banana:
Oh and Mono is only needed for way later as it's required for Theology, I have no plans on messing around with OR

T106
Civil Service. I revolt to Bureau+Caste. Would have gladly waited a little more, but my 13th city is due next turn, which would make it 2 turns of anarchy to revolt. And I want Bureau at least for a while.

T107
Capital now pumping out scientists.

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Bpt up to 276, but maintenance is very high so actual bpt is much lower.

T109

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Time to work on Shwedagon. But at this point it dropped out of my mind so I'll only start on it a few turns later.

T110
Paper

T113
I make this deal with Shaka…

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...which gives me circumnavigation! Apparently there was a way to sneak a wb between Vicky's and Willem's landmasses. This means instant 4-movement Galleys (thanks to Trading Post), and later 7-movement Galleons (CircumNav+TradingPost+Drydock+Theocracy :hammer:)!!!

T115
Techs needed for Lib bulb & Heroic Epic (early HE is another advantage of early wars)

UtMwFFn.jpg


Empire overview:

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The plan right now is Lib->Steel. Then kill (read: vassal) Shaka while teching to Astro & Rifling. Will bulb 1xEdu and 1xLib. Will also launch a Golden Age (pre-Steel) and get two GMs. Temple of Artemis is in Amsterdam i.e. on the other side of the map, but I've got a 4-movement Galley :satan:

With proper timing and troop movement, Rifles+Cannons should be all I need to conquer the map. When I'm done (or close to done) with teching, Capital will get the Globe Theatre and pump out 1 Rifle per turn for the rest of the game.

Random stuff:
  • Getting Colossus would have been really nice here, but I don't think it was possible
  • Will have to take care of Washington at some point (probably during war prep), unless he peacevassals to someone before that (which is rather likely)
  • Switching to Caste so early did really hurt the development of some islands, as they couldn't whip granary+TP in time, but I still think the resulting overall timing of things is pretty good and justifies this minor hassle
  • I didn't micro much at all after Writing, because it would have taken way too long to plan everything properly on such a big map. But with the right mid-large scale strategy you don't really need to to be micro-heavy in non-competitive games :)
 

Attachments

Immortal attempt
Spoiler :

Settled in place, 2nd city up north on Corn/Banana river w/ 2hills, 3rd city to East on hill next to Fish to block Shaka (he got the Sheep/Wine spot). Kind of far away but all they 3f3c lake tiles will make up for it.

Eschewed GLH as I see many of the tiles are inland lakes. Mining > BW > Sailing instead of Sailing > Mining> Masonry after Agriculture

Washington is close and Bronze is in BFC, gonna hit him. Wheel before Sailing now. Stop tech after Sailing.

Cheap barracks in Nidaros and Uppsala. Haithabu gets a Lighthouse chopped and is mostly working commerce. Workers road to Washington's border cities.

Only build about 12 axes + 2 spears since he has Chariots. for 1160BC DoW (slow I know). What stack he had was wiped in the south by my main attack, while another small group of axes + a spear takes New York from him. He folds like a house of cards, I only lose 4 axes. Oh well, good for MP later.

Killed Washington around 800 BC, kept his capitol and 2nd city that had the horse/sugar.

Vicky was buddies with Washington for some reason and hates me for 2 DoWs. Won't trade with me. She founds Confucianism.

Got all the way to Writing > Aesthetics off of saved gold and conquest. Aes for Aplha out of Hannibal because of Vicky hate.

Crawled to Currency, then CoL and expanded to 13 cities while running Scientists in 3 cities. Trade a mess of techs out of Hannibal + Shaka with Currency.

Trade CoL for Monarchy from Hannibal since Huayna won't trade with me.

Bulb Philo with GS #1, found Taoism.

After whipping Courthouses in most cities, swapped into Pacifism + Caste to crank 2 more scientists from Nidaros. Using Buddhism since Shaka is on-continent running it and I want him Pleased for as long as possible.

Religions
Vicky : Confucian
HC: Jewish
Shaka: Buddhist
Hannibal: none
Wang: Hindu
Willem : Buddhist
Me: founded Taoism

I had bulbed Philo and held onto it for a bit. Really wanted CS + Drama out of Hannibal, but too scared he might trade Philo to Huayna who has Paper already.

Decide to save scientists for double Edu + single Lib bulb. This way I can rocket up to Lib if Huayna gets Edu (which he can tech) and still trade Philo away, even if Hannibal trades it to him.

Trade Philo for Metal Casting + Compass out of Hannibal. Pick up some gold and other piddly things (Masonry, HBR) using Compass from Shaka and Wang.

780 AD: Self-teched CS and start on Paper (3 turns). Two Scientists banked, another in 6 turns. Huayna calls Religious Leader vote for the 3rd try, as the sole candidate, and wins.



Will probably try it again later after some thinking time and looking at a couple of the other players' stuff in the thread, it seems incredibly luck based that Hannibal even voted for him. At some point earlier I reloaded turn due to screwing up chops or something and Hannibal had adopted Christianity, and would not vote for HC. On the second time through, he never got a religion spread, apparently, and ended up voting for HC, with no religion of his own to put him in opposition or being the other Jewish candidate (Hannibal had the most Jewish population spread by far). Shaka was also Pleased with Huayna but running his own state religion so didn't vote for him. Kinda BS that Hannibal would not have a Religion after 150 turns. Especially since HC is right next to him (maybe even on the same continent)

Just looked back through, and Hannibal built Shwedagon Paya and is running Free Religion. That explains not running a state religion of his own but I didn't know AIs would still vote for AP win for somebody they are only at Pleased with, if in FR themselves.

I was playing kind of fast and slapdash, but hey it's a learning experience, since this is the first time I ever been AP cheesed by the AI where it wasn't a lovefest going on over on some isolated continent that I found after Optics. Hannibal had plenty of time to get his own/share a Religion, but his building Shwedagon kind of threw a wrench into things. I've never seen that before, but now I know it can happen I guess

 
Wanted to give everyone (especially @elitetroops and @gramm87) a follow up- it's the end of the semester and I have been swamped with work so I haven't officially finished the game, but I'm at around 40% for both domination limits around 1600, so I can't imagine it taking longer than another 100 years.

3 reflections on the game

1. This really hammered in the power of a good Navy- Navigation 1 + circumnavigation bonus meant I could run circles around the AI during wars with naval strikes from Zerkers to weaken coastal cities and reinforcing key areas quickly. This was especially notable during the Galley era where I was up to double traditional galley speed.

2. I think I learned a TON (and put a bit into practice) various things about the idea of really exploiting your civilization, through things like settling your cities for food NOW rather than the ideal BFC, heavy whipping, and focus on immediate gold/units rather than buildings. It's a shift in thinking for my old bad habits but something that really paid off.

3. I felt as though my late game micro needs some work. After I took over Shaka I was a world power and it was hard to care about squeezing out every bit of efficiency from my empire (and it was boring!). Looking for advice regarding managing the tedium because I think I will need to focus more on that as I move up in difficulty.

4? I know nothing about when to use various civics (especially religion). If anyone could point me to a guide I would really love to dig into that aspect. Maybe I'll take on a SPI civ for my next game to really get the full experience.

This should be my fastest victory ever and I will be moving up to Monarch, which I have never beaten. Feeling pretty confident.

Anyone have any favorite maps/games they would recommend for my next one? I figure this forum has such a wealth of great maps that I would crowdsource it a bit. I was thinking about finding a leader that seemed interesting and pulling their most recent NC game. Not looking for a particular map style or anything, but something of around average difficulty would be my only stipulation.

Thanks everyone for the help!
 
@trexmix I'm no expert, but as far as civics / religion go its pretty much situational to fit the game. A lot of it comes down to playing politics and managing relationships. It's less important on lower difficulties, but it seems to be a big deal in imm/deity games from what I've seen in write ups on the boards. The best way to understand the impacts of civics / religion is to understand the leaders you're facing, so I'd recommend looking up your opponents in this article https://forums.civfanatics.com/threads/civ-illustrated-1-know-your-enemy.478563/ to get a better idea of what you're dealing with game to game.

So if you have a game with let's say, Shaka and Catherine you can see that you only get a -1 bonus with shaka for having a different religion, but up to -3 with Cathy. The higher the difficulty you play on the more military power other civs have in the early game so if you don't manage your relationships properly you could catch an early DoW that ends your game before it even gets started. If a civ has significantly more military power than you and is annoyed with you, you're in bad shape.

Depending on the situation you might use certain civics to boost your relations with another civ as well, and its not that uncommon for players to settle a trash city early and gift it to a war mongering civ to try and keep them from declaring war.


As far as the general uses of civics here's a quick rundown.

Spoiler :


Religious Civics

Org Religion - if you can get an early religion to spread to you and spread it around the empire the construction bonus for buildings is great, I often don't run any other religious civic, but I never have the stamina to play games out to the space era.

Theocracy - I'm not sure how much people run this civic, if you're gearing up for war and building units everywhere instead of buildings this could be useful for a spiritual leader (no anarchy for swapping civics).

Pacifism - I'm sure there's an expert player that can find a situational use for it, but you'll probably never use it. You unlock philosophy on your way to lib, and the most popular strategy in civ4 seems to be libbing to a military tech that will bring you a domination / conquest victory in that era or at least allow you to coast to a space victory.

Free Religion - I almost never play games out long enough for this civic to be relevant. It will hurt your relations with other civs not running free religion. Not to mention you're probably going to want the hammer bonus on buildings if you're going for a space win.

Economy civics

Mercantilism - I'm pretty sure the 2 trade routes post currency are > than 1 specialist per city, I've never really used it

Free Market - I don't know much about corporations but they are supposed to be a strong late game option.

State Property - The best choice for late game military conquest for sure. The maintenance savings should be huge since you'll probably have a pretty big empire and the 10% bonus hammers is really helpful too

Environmentalism - No thanks

Labor Civics

Slavery - obey the whip

Serfdom - No

Caste System - if you're food rich and have no immediate whip needs caste is a great option, especially with philosophical leaders or land with lots of food but poor commerce. Using great scientists to bulb techs on the way to lib is a popular strategy. Academies in cities with high commerce can be very helpful as well.

Emancipation - If you want to piss off every other civ alive for little to no benefit. beeline democracy and flip to emancipation.

Legal Civics

Vassalage - the only civic you need in this list if you're going for a military win. The xp bonus and maintenance savings are nice by themselves, but its an absolute must have once you start trying to take over the map so you can just capitulate civs and move on.

Bureaucracy - If you have a capital with strong commerce and hammer output you might want to prioritize unlocking this civic, which you will run until you move into vassalage.

Nationhood - By the time you unlock this tech there's no reason you should be going to war with the intention of keeping a civ's land

Free Speech - If you're going for a culture win and haven't accomplished it by liberalism, I guess. I've never really gone for a culture win.

Government Civics

Hereditary Rule - great civic for boosting your happy cap and allowing your cities to grow larger

Representation - unlocks pretty late, but much more useful early on if you decide to build the pyramids. Rep + philo leader + caste can be a pretty strong combination since its doubling the beaker contribution of your scientists.

Police State - this is a good late game war civic. The 25% bonus to unit production is pretty big and the war weariness help is pretty big too. If you built the pyramids then having this civic to flip to is another nice benefit as you prepare for war.

Universal Suffrage - I can't say I have ever really used it. The extra hammer in towns that late in the game probably isn't that big of a help, and I'd imagine you'd rather spend your gold on research over hammers in all phases of the game.




 
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@bdubbs, I must disagree with a lot of what you say about the civics...

Spoiler No spoilery information for this game, just hiding wall of text :
Religious - Pacifism is the most important one. In most games this is the only reason I would spread my religion to a city. Essentially this civic makes you Philosophical, as long as you spread your religion to a select few cities. Not having to spread your religion other than to your few GP farms is great, OR and Theo require much wider religion spread. The extra upkeep for military units isn't really that bad when you consider that otherwise this civic has no upkeep. You can have quite an army and still find Paci cheaper than high upkeep OR.

If you value OR that much, you are probably building too many buildings. In a standard military victory, most your cities want a granary and maybe barracks. OR doesn't even make up for the hammers you spent on missionary to spread the religion there. OR has it's uses in longer games, but if you find yourself using it exclusively, you should probably build less buildings and learn how to appreciate pacifism. ;)

Economic - Don't understand your comment on Mercantilism. You keep the 2 trade routes even when in Merc. You lose foreign trade routes. Whether it's worth it or not depends on the size of your empire and how many foreign trade routes you have. If all your trade routes are 4c or higher intercontinental foreign routes, then you probably want to keep them. But if you have a very large empire and most trade routes are internal anyway, then Merc can often come out ahead. Especially if you are in Rep. Also tends to need caste, or you'll be running a ton of citizens.

Labor - Slavery obviously the big one. It's the most powerful civic of all and the only civic I'd run in every single game, as long as game is not won before BW. Caste is possibly the second most important civic in the game. Learning to master civics is mostly about learning how to switch between these two.

In a typical game that ends around Lib, it is quite common to be in slavery all the time, except during golden ages. When you do a golden age, switch into Caste and Pacifism and run as many specialists as you can in a couple of cities. You can even starve them if necessary to run more specialists, just make sure to start golden age with almost full food bin. Since golden age gives +100% Great People points and pacifism another +100%, you'll be making 9 GPP/specialist/turn and can easily get out several Great Scientists even in an 8 turn golden age. Then switch back to slavery on the last turn of golden age to avoid anarchy.

In a longer game there will come a point when Caste takes general priority over slavery. At the latest this happens with State Property, as Caste also boosts those workshops you should be spamming everywhere in SP.

Has nothing to do with civics, but you say academies in plural. That's pretty much a no. Academy will likely never pay off in any city but your capital. Spend those GScientists on bulbs instead.

Legal - Based on your description of Vassalage and Nationhood I get the impression that you think Vassalage is necessary to capitulate people. It's not, you need only Feudalism tech.

Bureaucracy is usually the strongest, often it is worth it to stay in bureau all the time.

Vassalage is situational, can be useful for the +2XP if you don't need to tech anymore and are building units everywhere.

Nationhood is awesome in industrial era wars. Drafting Riflemen is by far the most efficient way of unit production in the game. Beats slavery by a mile. If you haven't won by then, go into Nationhood, draft max amounts of rifles every turn and you will win soon enough. A Globe theater city can come in handy here, to draft every single turn. Nationhood has no upkeep, which can be a big saving compared to high upkeep Bureau.

Government - If you have mids, go Rep, otherwise HR. Sometimes with mids Police State is even better. This category is very straight forward.

I didn't even mention the last civic in any of the categories... Free Religion is the only one that deserves a mention. That one can be very useful late game when you are done generating great people. Also good to neutralize religious tensions. The last civics in the other categories have their situational uses, but those are rare. If the goal is to learn how to use civics, I'd recommend forgetting about those and focusing first on the essentials.
 
It can be helpful to know the relative prices of the civics too, if you find yourself in situations where you're not sure if one option is more effective for what you want to do.

Most of the aggressive/war civics are expensive. Vassalage (while it says it saves you on military unit maintenance, it's a trap as the civic itself is expensive), Police State, Theocracy. These will all hurt economically if your empire is big or you use them too long, especially together. Bureau can too, if your empire has too much glut. The answer to that usually is to double down on your capitol's efficiency (via Academy + Oxford, rushing Market or bank with a shrine or settled GMs, etc) or to swap into Nationhood instead once you reach that point where your empire is big enough for bureau to be painful. Sometimes you never have to bother though, if you stay small, and then bureau is pretty much all gain. Hereditary Rule gets a special mention as it has a hidden cost--the unit upkeep per happy that you want to use--that can get quite expensive on higher difficulties if you have more than handful of cities and try to over-garrison too much.

Other civics that may not seem so hot by themselves, or only if used in a certain way, are fairly cheap. Pacifism and Free Religion are both cheap but have different caveats, and Pacifism can become moderately expensive if you build large armies, but it comes earlier and has a rather powerful effect that is well worth it.. Remember that you can use Pacifism just for the cheap cost without penalties by not accepting a State Religion if you want; you don't have to run a religion unless you want the GP boosting effect. In this case it's quite similar to running FR but you can do it earlier. Nationhood is a good money saver for large empires before State Property, especially if you swap from Bureau into it later-- it can be a big relief on expenses without having to harm your diplomacy standing through a Religion civic.

Free Market is okay--not fantastic -- by itself. You'll want it for Corps, but else you'll usually get more mileage out of State Property because it's stronger in effect unless you are very small. The extra trade routes help out some in crunch situations but they are not as impactful at the point you get it as earlier bonus trade routes (i.e Currency or GLH) may have conditioned you to believe. With Rep + Caste (or at least Libraries everywhere for scientists), Mercantilism is comparable (To FM, not SP), especially if isolated.

Emancipation can be an alternative way to come back in isolation besides Caste + Pacifism or Rep+ Mercantilism. Combine it with Free Speech and spam cottages, and you can suddenly become competitive in the tech race again after 30-40 turns, especially if FIN. It can be truly shocking the amount of commerce you create out of nowhere this way, but you still have to eventually be diplomatic and trade savvy in order to win since if you have to do this you'll be behind already.
 
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Ragnar NC194 on Immortal

Back for vengeance!

I was really wrestling with whether to do this again or not. Preexisting knowledge of the map means I'll play better (or if not better, with a good idea of what to expect) that is not going to represent a good first-time evaluation. Oh well, I guess either way I could still get AP cheesed, right?

Spoiler turnset :
SiP

Plan is to utterly screw Washington over. I originally went for a more standard expansive start but since I know he is there I can easily abuse that.

Warrior (4 turns)

Worker (12 turns)

Mining until Agriculture completes in same amount of turns as worker

Steal worker from Washington pasturing Pigs

Agriculture + 2 workers start on Corns on same turn

Mining

Workboat while growing to 4

Ceasefire with Washington

Mining > Bw > Wheel > Sailing is plan

Grow to 4/finish workboat turn 27, start settler

Turn 28 steal 2nd worker from Washington

Turn 30 lose Scout to Bear (win!) + Wolf combo attack...ouch

T31 Ceasefire Washington

T32 BW. Revolt. Workers 1: chop hill 2: Chop hill 3: mine Copper. Pick Wheel for next tech.

T33 configure Nidaros for max commerce and 2pop whip (69/100) next turn. Two chops will come in for 40 more hammers too.

t34 2 pop whip + double chop settler

t35 settler # 1 done, sent East to deny Fish + Sheep spot from Shaka. 81 overflow into settler #2 :D

t37 settler #2 done. Sent North.

T39 Uppsala founded to share N corn and trade connection through inland lakes on West side of Nidaros. Will chop Barracks + Axes

T40 steal 3rd worker from Washington (Well, this sure is getting old...)

T41 Haithabu founded on Fish+Sheep+Wine spot. Beat Shaka here by 2 turns, even though he was taking this as his 2nd city this time instead of his third :p Chop Workboat then slow build Warrior for garrison.

T42-43 Barracks in Nidaros + Uppsala, roading around.

t44 ceasefire Washington. Axes in Nidaros + uppsala (targeting Shaka, not worried about Washington)

Civ4_Screen_Shot0000.jpg

T50 not much happening. Roading to Haithabu, found Shaka's second (actually third) city. 2 Axes out, more on the way. Workboat in Uppsala while growing to 4 for 2 pop whip Axe > Axe and to go explore NW (the way out of the the continental lake area based on my last game, I think) to go see exactly where Huayna/Hannibal are; all I know from last time is that they are off continent and North of me.

Shaka was not much of a problem last time but he definitely had metal, no idea about horses. He should be easy to crush though and Washington is defunct at this point.

t52 sailing (completed with 1 BPT at 0% slider lol). Going pottery. Gonna need to get out of the hole later. Nidaros + uppsala start Trading Posts for max 2pop whip overflow into Axes. Now that Haithabu is linked too it will start making Axes if necessary, but will probably just spit out a Settler here in the near future to settle the spot between Haithabu and Nidaros (lots of tasty Lake tiles there, can share mines and the fish)

T56 steal 4th worker from Washington. Roading to Shaka in prep for attack on his 3rd (thought it was his 2nd at first glance) city.

Civ4_Screen_Shot0002.jpg

T58 DoW Shaka with 3 Axes next to his third city. He has 1 archer + worker in it, and walked an Archer out North. I leave a worker next to it to try and bait it into staying out of the city

Civ4_Screen_Shot0001.jpg

T59 Shaka neither takes my worker or puts the archer in the city and instead, runs it away. I take and raze his crappy city losing one CR+C1 Axe and gaining a Worker in the process. Fair trade I'd say. (If you're wondering about the time disparity between the images: I had to reload an autosave to get the earlier DoW screenshot with my clever worker bait that didn't matter one bit)

t60 Ceasefire Washington. No Mutual Military Struggle boni for you!

t61 - 64 I kill some roaming archers in Shaka's culture, trading 1 axe for 3 archers. He inexplicably runs a worker +settler pair up north toward his other city, then promptly moves them unguarded next to my axes, for me to freely take on turn 65.

t65 DoW Washington so he can't get his second city spot (he finally stopped building Workers and went for a Settler I guess). I've got roads in place and he has no metal or horse, he can't do squat.

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I take the free Settler+ Worker from Shaka and here's the overview (they were on the tile 2E of the gold, having been zoned out onto that PH next to the fish by my axes last turn). I am about to put the full weight of 3 cities on Shaka's effectively 1.5 (that 2nd city is so crappy!). we'll see how he likes that.

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t67 Shaka thinks he's a tough guy, and starts walking archers out. How nice of him to supply free kills!

T69 Birka founded between Nidaros and Haithabu. It runs at a profit already, pretty sweet, those lake tiles. Chop a trading post since that's what it'll pretty much always be working.

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T71: Meet Hannibal with the work boat. Nobamba is razed, and it had another free worker in it. No culture and C1+CR1 Axes vs flatland yielded ~67% odds, i was still shocked to take it without at least one loss (he had a C1 Archer + 2 non-promoted ones in there, and he lost one that he walked out earlier), especially since he had won two fights already that were in my favor when killing archers in the open. It's just a matter of time and baiting a few of his archers out of Ulundi now, then I'll put down Washington.

t73 Washington runs out and settles a city in my face...at war...instead of building a worker + Archers to try to get his horses. he sure is making it easy, but then again I had zero problem with him last time too when i decided to kill him much later in the game by comparison.

t~75 I meet HC somewhere around here. Maybe I'll actually find him this game.

t76: New York is razed. One suicide C1+CR1 Axe and a C1+Cover Axe were more than enough to take down an unpromoted hill archer. Ceasefire Washington.

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t77 Shaka bites it. Ulundi is on flatland and even with 40% culture his best odds are 28% or so against my best 2 C1+CR1+CR2 Axes. He has been promoting them wrong too, something I'll just chalk up to the strange way AIs behave under pressure (Napoleon in NC191 did this too!). Guerrilla archers in a flatland city are the same as unpromoted.

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I went back to the head of the turn after saving my progress to count archers since that felt lucky, and to get a shot of their promos. I saw Guerilla promo archers roaming around but none of them were in Ulundi, apparently. You can see how a "helpful" barb archer gave him an extra free CG promo on that injured archer the turn before I hit him. He had another settler ready to go, so yet ANOTHER free worker for this game (I've built 1 worker all game but i have 9, jeez). And while it was a little bit lucky, 9 heavily promoted axes in this situation was pretty even to what he had (flatland, 6 archers, 40% culture), though I was fully expecting to have to promote-heal and finish him the next turn. He still should have had more CG and Drill in there if he wanted to be super annoying, not Combat. Thanks AGG trait, you really pulled your weight this game!

Ulundi is a pretty spiffy GP farm, and I know there's marble somewhere up North...hmm. I know it would be better 1N but I don't wanna raze it for fear of a dumb barb city pop up.

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t78 Writing is in. Time for Libraries? Washington has not got long to live either way...I found Huayna too, and incidentally, running a workboat up there got me sailing trade routes with Hannibal. Clearly something I should have done last time.

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t82 Hehehe. He's so doomed. I stole yet another worker from him too on the DoW. Time to think about the rest of the game I suppose.

t84 Washington dies despite whipping another archer; 3 C1+CR1 and 1 c1+CR1+Cover Axe can chew through his fortified archers while the unfortified one might as well be papier-mâché. Also meet Vicky. Not buddies with ol' Washy this time eh?

t88 Libraries are now completed in Nidaros, uppsala, Haithabu, Birka and Ulundi. At least 2, maybe 3 of those will be running scientists to get to Aes and trade Alpha (when/if they tech it! nobody has at this point) as well as future bulbing. Washington will also get one for culture mostly but it and Ulundi are going to push settlers in the near future, so my own core cities will be doing the GS cranking for the time being.

T95 finally get Aes

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T97 Trade Aes for Alpha out of Vicky. HC hates her, but I have to do it, and she's had it available for trade for like the last 8 turns while I was running scientists to crawl forward. Vaguely planning on going towards Literature, but Currency is the first thing on the list for now, since I can build research.

Spoiler state of the empire :

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T100 state of the empire. Crawling, but we'll get there after currency opens up some options, and with ~2-3 GS in the pipeline. What's really hurting is no happiness, through trade or otherwise as I don't have HR. Wondering if I should just trade Aes away for Math. Would really like to get Math+Poly from HC, but he values one of them too much or something. I could get it from Hannibal and pick up Poly from Wang for Alpha; dunno why he won't trade Math yet (HBR is built), that little punk, that would be pretty much perfect to snag it from him for Alpha so I could avoid Worst Enemy trades from Vicky or HC.


Spoiler turnset :
t100 (resumed) Vicky has Lit already so i have no designs on the GLib anymore. This make trading away Aes clear to me. Alpha for Poly outta Wang then Priesthood self-tech priesthood. This has the added benefit of making Wang pleased and open to trading me CoL, a nice pick up indeed. Currency should help me snag that along with Aes if he stays away from both.

T101 GS #1 is born in Nidaros. #2 will probably come out of Uppsala and #3 will probably come elsewhere, I need Nidaros for its commerce and production power too badly to run scientists for another 34 turns.

T102 priesthood done. had to get a little creative to get Monarchy out of Huayna since I found out the hard way he's one tech away from his WFYABTA limit when I traded with Hannibal first. After reloaded I ran as much beaker output as I possibly could between scientists and build research, to the point of striking next turn, so i could put as much into Monarchy as possible to make the Aes > Monarchy trade. i got up to 1/5 of Monarchy in a turn, the best I could output.

T103 It worked! i trade Monarchy out of HC for Aes, then Math out of Hannibal (and none too late, his demand of Poly as well now means he started to tech Aes himself...). Even better, Hannibal and Wang don't have Monarchy. I just need to pick up Meditation and my GS can bulb Philo, and I can get Caste out of Wang.

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t104 Revolt into HR, and settle wine with an insta-chopped settler (I had 4 pre-chopped forests around Washington, just waiting for math; When you have 12 workers and 6 cities there's not a lot to do, ok? :p) for an instant +2 happy boost everywhere. Monarchy + Aes for CoL + Mono from Wang. Hannibal should take Mono for Meditation next turn and then it's philo bulb time

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t105 Bam!

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and....Bam! again. Missionary going down to Ulundi. Now to finish getting Currency, then expanding a bit and to Lit for the NE. There's gonna be a run on GS bulbs yet!

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t110 A LOT of finagling and micromanaging later, and I was able to cut Currency from 12 turns to 5. Ugh. Things should be getting a lot better at a faster rate though. Okay, major econ recovery here. Courthouses in Washington/Ulundi for sure, maybe Haithabu too, building Wealth/cottaging for closer cities. Gonna pump a few settlers for choice spots too (i Need marble, and happiness, mostly Calendar stuff).

Spoiler turnset :

At this point just teching towards Lib and Cuirs is the goal. It's not very exciting, so I didn't really think about taking screenshots.

t114 Self-tech Literature. Only Vicky had it and was never gonna trade it to me (agreed to stop trading with her)

t117 trade Calendar out of Hannibal for Lit

t123 GS #2. He will bulb 1st part of Education.

t125-129 I've been expanding into rich spots to pick up resources, including Marble, gold, silk and furs. I tried at this point to start banking into Great Lib/MoM just as I hooked up my Marble but they went almost immediately after I started; I only got one turn into GLib and just a chop or two into MoM. Grr.

t130 self-tech Civil Service using a combination of trades for gold and build wealth. Thank God for Currency tech! Revolt into Bureau for the bonus commerce in Nidaros and to start chuggin some fail-gold into HE with chops in other cities (it will complete here in Nidaros). I do NOT trade CS away with my monopoly on it; I've experienced that Ais that do not tech it early tend to stay away from self-teching it for awhile for whatever reason. So unless they get it in trade, it can take them awhile to move beyond it sometimes. This tech is a key gateway up both the Lib path (usually just religious AIs get Paper through Theology) and to Nationalism (which the AIs heavily value) so by withholding it as long as possible you can safely trade Philo away if you need to.

t131 Wang Declares on Willem

t137 Self-tech paper. Map trades for gold immediately, I need to play catch up in tech. Trade Metal Casting out of Hannibal for Lit + something else I can't remember.

t138 Trade for Music. It's good trade value and I need it anyway. National Epic is now done in Ulundi, and start building some fail gold into Sistine in Nidaros. Revolt into Caste/Pacifism.

t140 Now it's time to farm the rest of the GS I need to quickly run up the Lib path. Revolt in Taosim, the religion I spread into Ulundi for this purpose before. Hannibal likes us and Wang/Willem are busy. Huayna isn't trading with us anyway (WFYABTA) and Vicky refuses to talk because of canceling trades with her, so it doesn't matter much that I'll be in an isolated religion for a little bit

t143 trading Philo for Hannibal's gold+map and I complete circumnavigation bonus.

t144 Compass is self teched since Hannibal won't trade it. Start on Nationalism.

t145 a mess of trades using Philo, Compass and Music. I pick up Feudalism, HBR, Drama, Construction and some gold.

t146 GS #3. Bulb Education the rest of the way.

t147 Fail-gold starts to roll in: Sistine gets built, I cash in the HE.

t150 GS # 4. Bulb most of Lib. Put beakers into it as much as I can without completing it. No more need for GS, so I revolt into no religion to get back into better relations with the guys that matter (Hannibal so he doesn't kill me, and Willem so he'll trade with me).

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t151 You ever see Barbs actually mount an offensive like this? They got together a drop from a single city to the east that I left alive to help me fog-bust the tundra. Kinda funny.

t 152 beg from Hannibal who began to plot while at Cautious w/ me (he never attacked anybody, assumed he was plotting on Vicky since he still red-fisted after the beg and ended up never going to war anyway, meaning I wasn't his target). Good thing I got him back to Pleased by leaving Taoism. putting a lot of future fail-gold into Taj (utilizing chops into Wealth for now to save the hammers until Nationalism is done) with my marble. Revolt to Slavery to get ready for attack (whipping barracks/stable/forges/courthouses to be ready for Cuirs).

t153 Wang and Willem peace out after Wang steals a city.

t154 trade for Machinery since I already bulbed into Lib

t156 Hannibal builds AP in Buddhism. Hilariously, he gets voted as Resident, builds Paya a couple turns later, and swaps into Free Religion...then not calling any votes on anything until much, much later when I was already warring. It's even funnier because Huayna founded their shared religion that AP was built in like last game too, and it was Hannibal again who got into FR early, but the outcome is completely different than last time's AP win cheese from HC.

t158 complete Nationalism self-tech. and revolt in Nationhood for the cost reduction on civics since I have around 15+ cities at this point. Nobody has it or Education, but I'm limited to just Willem on trade partners due to either WFYABTA (Hannibal, HC, Wang) or refusal to talk (Vicky).

t160 Finish Lib for MT. Start Gunpowder. Gold is running short but this is the last hurdle before build up!

t164 Gunpowder is done. I still have a couple trades I want to make, and (I think?) techs are more valued by the AI if the tech's wonder is still unbuilt. Either way, I want to start infrastructure+Cuirs production in a GA for the hammer boosts and so I can whip like a mother to get it ready to go with the extra commerce adding cushion. I put some turns into Guilds and Engineering to cheapen them for trade over the next few turns.

t167 I trade Education to Willem for Guilds and Engineering. For the stronger workshops and faster road speed (my empire is quite large...)

t168 Taj completed in one turn from chopping into Wealth in a junker city in Shaka's tundra area with tons of forests. I trade for Optics and Banking seeing that Willem has Astronomy now, and that Hannibal is teching towards Nationalism himself like a beast and will probably trade Nationalism to him (they like each other), especially if the wonder is gone. So this left me in the position of either delaying Taj MORE, or taking what I could get and pushing ahead. The plan was to work Astronomy for a few turns and then trade MT for it since I want the galleons to attack with, and for intercontinental trades.

I also use the Golden Age economic boost to quickly plop down cities in unclaimed spot on my continent and take the one remaining barb city, quickly gaining like 5 cities that will add extra resources, have chopping available to quickly emplace infrastructure, and deny the AI any more settling on my continent (Huayna already has 5 cities over here, 2 of them are extreme eyesores on my borders with crappy placement).

t175 Astronomy from Willem for MT. Taj fail-gold evaporated quickly between whipping and AIs heading into Mercantilism right during the build up period.

t185 DoW on Huayna Capac. A small fleet of like 6 galleons allows me to quickly hop between the snaking peninsulae on my continent to quickly rid it of his 5 cities over here.

t195 I get economics from Willem for Lib and immediately swap to Free Market/Free Religion to gain trade routes and get rid of Pacifism's extra cost now that I have an army. Whipping and the Mercantilism is killing me, and I've already had to stop building Cuirs for mass Wealth before I wanted to.

t196 Cuzco and its host of wonders is taken for myself (including MoM, Kremlin, GLH, Mids and Parthenon). Then I take HC's capitulation. Gonna just steal tech from him for now, maybe attack Willem next. Things are suddenly looking better with the capture of Kremlin and GLH, while MoM might prove very helpful too.

Break time
 
Sorry for multiple posts. I had to split this because of image limit

Spoiler turning the head-wheels a bit :
t197 Major evaluation time.

problems
1.) My empire is HUGE at 29 cities, and costing me a pretty penny. At this point I cannot continue to produce Cuirs much longer even if I wanted to, or I'll go broke even building wealth everywhere. Nationhood and Free Religion have their limits when it comes to empire cost reduction, I need State Property. Oh, to be ORG right now.
2.) Willem, who was looking like a soft target for so long, finally picked up Gunpowder and has printing press already, only 2 tech from Rifling. HC had actually begun to tech Rifling from the same position in the brief 11 turns of that war!
3.) Attacking Willem may close the door on my only trading parter, if I cannot vassal him
4.) Korea might have been a likely war-buddy on Willem, but he is now at Cautious since Willem (his game-long Worst enemy) was my only trading partner for the last 30+ turns. Swapping into Caste during a GA may fix some of this?
5.) Hannibal is the real problem, and has been my main rival for a long time. If he ever decides to up and attack Vicky, he'll gobble her up and be a real juggernaut. He is pleased with me and friendly with HC at the moment, but he likes Willem so -diplo if i attack WvO) and another Vassal will add more -diplo too.
6.) there is a limited window to attack Willem, and another limited Window of time before Emancipation and UN stuff starts.

Courses of action?:

1.) Push on and hit Willem while I still can, and take what I can from him. Capping HC gave me his capitol with GLH AND Kremlin, and I picked up Economics from Willem during the war with HC finally doing away with my Nationalism/Edu/Lib trade value (Willem has uncharacteristically been behind almost everybody this game, Korea has been messing with him and he only knew me and Wang for most of the game thus far). Free market and GLH have revitalized my economy somewhat, to the point I can build wealth and stay in the black now. This bit of margin and Kremlin will allow me to quickly continue to whip more Cuirs. Willem has Gunpowder now, but he has 3 outlying islands he can't easily defend that might be 100% profitable for me to have, with GLH+Free Market+Overseas trade. He only has the (obsolete) Colossus, Hagia, and a weak shrine on his mainland.

So i could:
A.) only take Willem's islands for the economic benefit of having them, then peace out with him; I could even colonize them but I don't want to until later for fear of extra negative diplo w/Hannibal. I could do this even with just what's left over from Huayna while I move on to economic recovery immediately.

B.) keep going hard at war and try to take Willem. The 3 islands should be pretty easy to take and be a lot of war success towards the quota. Then push hard into his mainland and try to cap him; Willem is kind of a weenie AI that caps easily to a superior army so it shouldn't be hard. If I push more Cuirs I should be able to really hurt him badly, the only question is whether I am BIG ENOUGH to get the cap. I am 33.44% of the world land area and the next best is Hannibal, at 18%, who is honestly quite similar in size to Willem (in fact Willem appears bigger, but apparently more of his culture is covering water than land). I still have 2 cites to come out of revolt/pop their borders, so I will go up a bit in a few turns, while taking some cities off Willem will lower him further, so it might be possible to pull off.

2.) Ignore Willem for now, fix the economy ASAP and come back after Rifling with Cavalry or Steel with Cannons. Or, hit his Islands first, then do this. This will skip the "last hurrah" build up push of Cuirs and instead use my economic solidarity with GLH+Free Market tech PP, Replaceable Parts, and Rifling. I see two windows:

a.) immediately finagle a way to Rifling/Steel. A Gs could help here to bulb PP or Chemistry. Hit as early as possible. No help on getting to SP, and he may have rifles anyway by that point, in which case Cannon are the better option since they have staying power

b.) rush up to State Property utilizing economy recovery plan in option #3 below, then go for Rifling or Steel with strong economy + production base and push Willem over instead of teching all the way up to Tanks after SP

3.) Ignore Willem. Focus on getting State Property ASAP. The plan to do this involves farming a GP (any) from ulundi to get the 1 GP Golden Age (i haven't used it yet). Use this Golden Age to flip into Rep, Caste, Pacifism, and Buddhism (only cause it's AP religion). Farm 2-3 GS during the Golden Age which is 12 turns since I took MoM from HC. Maybe try to starve cities for more GP for a second GA for during/after SciMeth? Tech/Bulb PP, then double bulb SciMeth. EP focus Huayna and get spies in place during all of this, immediately run EP slider after SciMeth on him too until Communism can be stolen. Either uses another Golden Age (if enough GP can be farmed out) or hard swap into State Property and start to recover the economy (pick up Chemistry #1 priority after that for full power workshops).

This approach focuses on immediately starting toward the longer term goal of stopping Hannibal, since he is going Rifles already at this point and will probably need Tanks to take down by the time I can catch up economically. This will focus on getting the empire in SP and the kind of shape it needs to be in to Tech/trade/Steal to Assembly Line, which is the real major turning point of the game if I can survive that long: once i get Factories in most cities and infrastructure building, I can start to self-tech anything I need to bring everybody else down without relying on a window of opportunity or a tech lead.

I went for a combination of 1b and 3: Pushing Cuirs hard to try to capitulate Willem, while still hitting a golden age to civic swap and farm GPs out to head towards SciMeth. If I get into the Golden Age ASAP, it should be able to pay for the warring long enough to cap him...so long as he doesn't sink my small fleet and keep me from getting onto his continent!


Spoiler turnset :

t197-201 whipping more Galleons/Cuirs and just waiting for my small Galleon group up North to make it down around to Willem

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T201 DoW on Willem. Dropped so as to hit both cities he has on a small island. This is the result. I then headed over to Ulundi to pick up more Cuirs to drop in his mainland.

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t202 popped a Great Artist and started my first Golden Age of the game, swapping into Rep/Caste/Pac and Buddhism, set up four cities to try to get a GS out during it. The war is going smoothly so far. On course to take another city next turn and drop to threaten another in the same move (Kampen and Delft, respectively). You can see my fleet just south of Ulundi ready to go. Wang is going for Cuirs, and Willem has them already, so this window is closing quickly. I may not be able to hit Wang afterwards if I get Willem, but that should be okay so long as I can survive the economic crunch after the GA is over.

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t203 Kampen falls, and 16 cuirs will make sure Delft does next turn as well. One GS born in Nidaros already.

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T204 Delft is mine, and Willem gives up without so much as a counterattack:

Time to make a call on Wang. i don't have much, but I could do some real damage to him and Willem would pretty much shield me from him. Wang still wants some of my tech and can trade me Chemistry at the least, so I may be worth it to take him. Hannibal hates (Annoyed) him, but his Friendly status with HC and Pleased with me should more than overcome that and keep him Pleased with me as a net attitude. Been using my conquest gold to self tech Printing Press, which finished this turn. Bulb half of SciMeth. 4 Spies are moved to sit in HC's city on my continent to start to earn discounts.

Victoria is probably an easier target (she is definitely weaker than Wang) but I'd have to spend several turns on the logistics of getting onto her continent.

Decided to hit Victoria even if it takes longer to initiate. Wang is already almost at Cuirs, and is more established. He is more likely to be the one to strengthen into a resistant position in the next few turns, while Vicky has a good chance to still be fairly weak and won't catch up as much as the bigger Wang Kon during the turns it takes me to assemble and hit her. Hannibal is also not liking either of them very much, but he dislikes Wang more. Taking Victoria will also give me a few more useful wonders in London, as well as giving me a buffer to essentially surround Wang and Hannibal with my allies. Barring something sudden out of left field (like last attempt's Religious Leader calls when I had 1 Jewish city), I knew If I capped Willem I had this game in the bag and it would just be a matter of playing it out, and it seems to be looking that way still.

T205-207 teching Chemistry with gold traded out of Wang for MT (he was teching it anyway and I decided to not hit him) and leftover Conquest.

t208 finish Chemistry, trade it for the rest of SciMeth from HC. Now just focusing on getting two different GP so I can do another GA

t214 just been building up more Cuirs and Galleons while starving down Ulundi and Haithabu for GP. Ulundi spawns a spy so I'll use him on HC to steal Communism, and have Cuzco starving down to get me an artist to go along with my waiting scientist. I DoW Victoria as soon as I got a few Galleons in range of her island city.

t215 Vicky very unwisely bribes Wang in on me using Physics. Joke's on her, I get to vote for a holy war against her this turn, and unless he defies, Hannibal is going to mess her up next turn.

t216 steal Communism from Huayna.

t219 some rough spots. I stole Communism from HC yet Willem keeps refusing to trade me Rifling (3900) for it despite having no progress in Communism (4550) himself, yet he keeps making that exact same trade with Huayna straight up every time he completes it and has it for at least a turn, so I've had to keep reloading and delaying his completion date of Rifling while I put progress into it and keep trying each turn to see if he will trade it to me...why are AIs so stupidly stubborn about this crap? This is one of those things that just feels downright unfair about the game a lot of the time, when they just hand each other techs they wouldn't even trade to you.

The Holy War with the AP went through and Hannibal is threatening to take cities from Vicky. I can't bribe him out so I've had to resort to simply sending galleons on suicide runs through her Frigate armada to dump off small bits of Cuirs in her lands to get ahead of Hannibal...it's worked for one city (Canterbury) so far, and she'll cap to me as soon as she'll talk, BUG mod tells me. I just have to beat her up some more before Hannibal moves further in, or wait until her timer runs out without Hannibal doing anything (hopefully).

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That's only a small example. She has like 20 or more Frigates tearing around the channel between me and her. Speaking of her Navy, she boldly landed a whopping *3* units in my territory right next to one of my axemen defend cities, and the geniuses that my auto workers are never roaded to it from the north...where my stack of cuirs ready to defend or go across the pond wait. So, she got to take that city for free while it took me an extra turn to strike inside my own territory. Nice >_>

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On the upside, my artist finally popped in Cuzco despite being delayed 2 turns as the city starved and the last GA ran out,and now I'm in a new Golden Age and swapped into Universal Suffrage/State Property/Free Religion this turn and I'm pumping Rifling hard; you can see the brute teching power!

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t220 Willem will FINALLY trades me Rifling for Communism, after I swapped my civics, ran Wealth everywhere, and teched half of Rifling in one turn. What a punk. And at this point, I don't even need it to whoop up on Vicky! I just need it to move up the tech tree later. Hannibal has Cavs, Steel, and Artillery. Yeesh. Luckily it's forcing him to move around slowly instead of racing his Cavalry right through Vicky to run her over, and as you can see here, he just moved his army away anyway. With my massive empire building Wealth in this golden age though, I'm gonna 4 turn Biology, which is pretty awesome, and will help me trade-back with Willem and Huayna.

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t221 Rifling to Huayna for Constitution. With luck Willem will make some stupid Trade like Corporation to HC for nothing, and then I can steal it from HC. Gifted Canterbury to Hannibal; I don't care how useful Vicky is and I still get the War Success for taking it either way, and he's willing to take it and defend it so I don't have to or create another vassal that would piss him off...instead, it makes him like me again, yay!

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t222 using her captured island city Newcastle, I can leapfrog into Hannibal's territory and drop Cuirassers without get hit. It's still taking too long in my opinion just to ship them there, and Wang/Vicky refusing to talk is really starting to irritate me.

t223 Vicky retakes Canterbury from Hannibal, kinda funny, since that means my newly landed Cuirs can take it again for more war success. She also apparently already has Biology for some reason, but it's not gonna matter much. Maybe I can get the last turn of it in a peace deal?

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t224 Yeah kind of like that. i also make this other trade for Physics: Hopefully Huayna won't trade with her for a bit and I can force Corporation out of Wang for peace, otherwise I'll trade it out of her. I'm gonna try to get Steam Power out of Willem with Biology immediately. You feeling good about that Physics bribe now Wang?

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t225 I'll give Willem Biology for Steam Power, Rifling to Vicky for Corp. Y'know, for being mostly useless for a large portion of the game, she has been very nice to have around in short spurts, like for the Alpha trade and now.

Still building wealth since this Golden Age is making me TEAR through tech; Assembly Line in 6 turns is pretty spiffy, it coincides with the GA end, and it's right where I'll stop tech for a while to build infrastructure anyway. This war got off to a bad start but the outcome is pretty bright.

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As if it wasn't funny enough how well it ended going after a rough start to this war, Hannibal called another AP vote to declare on Wang...the turn after I already capped Vicky and he wasn't at war with anybody (he was never at war with Wang Kon). What's up with that? I voted yes, if only to try to build some more war-bro diplomacy with him....he's sitting at net cautious with me, as he's Furious, Friendly, Cautious, and Cautious with Vicky, Huayna, Willem, and myself at the moment.

t231 Assembly Line

t233 I haven't really been monitoring the situation very closely, but Wang has at some point gotten Rifling. Since I'm busy rushing Factories and don't really care that much about Wang anymore in light of trying to get Industrialism and Combustion now, and the fact I'm still using leftover Cuirs and Galleons to hit him with (and I took 3 of his cities successfully with them :D) i think it's time to call it quits. I even managed to take a city of his on his continent, as well as having the one I stole from Willem, so come Flight and mass Airports, Tanks will be soon airdropping right on his borders.

This was a good point for a break, so I took one for a little bit.


Spoiler final turnset :
Resumed.

I have my vassals furiously teching away feverishly working to get me the combustion techs while I power up with factories and prepare to tech Industrialism myself. Hannibal is still stronger than me at this point militarily, but that won;t last long and he'll waste time messing with Wang. Even if he manages to cross continents and cap Wang, I will be able to easily crush both of them at once in the near future. Its just a matter of time now.


Well anyway...I don't remember the exact turn dates or anything since it was late at night and I was rushing to finish up, but the rundown went like this:

Hannibal peaces out with Wang, with no exchanges on either side

Shut off research to gold rush Factories and Coal Plants in every city on the main continent.

I gold rush all the Factories and Coal Plants. After that the cities can build their own infrastructure slowly.

Cities are set to auto build so they produce some things on their own (Markets, Banks, Observatories, etc) while I gradually tech Industrialism over about 12 turns. The gold buildings are actually useful at this point since they will help me gold-rush other things later like Airports.

I got Industrialization about 2 turns after collecting Combustion from Vicky. Huayna kept dogging in tech rate, and barely got to Steel before I ran out of things for Vicky/Willem to tech. After stealing Steel I just had him go for something insignificant for a while (Radio) and just used Vicky/Willem to trade off of each other since she is apparently quite the researcher all of a sudden. Got up through Combustion this way.

Had Vicky go for Flight while I had Willem go for health techs (Medicine, Refrigeration) to both get for myself and trade to Vicky for R/R and Combustion along with my own tech like Assembly Line.

Started teching a little bit again to get UN and Cristo and extra trade fodder to make sure I get Flight as soon as she's done with it. Built them both, but lost the other cultural Wonders (one to HC, and others two to Willem, who rushed them in like 2 turns after getting the techs...he must have had GE just waiting)

Won Sec. General no problem. Banned Nukes since Hannibal just completed Rocketry and got Fission just before that.

After getting flight, queued a general build order in all cities of Theaters (in case of need for cultural slider), health buildings (to counter all the negatives from buildings and loss of resources during wars), EP buildings (the idea was to use Spy revolts to crack cities, which I've had to do before), an Airport, and then infinite build Tanks. Shut off research and began to gold rush everything until Tanks started to show up in queues, then just rush the final building in the queue of each city before Tank (Security Bureau in this case). This means more Tanks start to build every turn for the rest of the game.

Put Airports in each city on the other continents: Cuzco, two cities stolen from Wang, Delft.

Every tank created Airlifted to Wang's continent at first, until I built up about 15-20 tanks over there.

Hannibal at one point double my power even after Tank production started. he was building up and plotting, I thought for sure on me (I saw his fleet approach the islands I took from Willem) but instead DoWed Wang on the exact same turn I did; I only found out midway into airlifting units for that turn and moving tanks around when the other war horn sounded.

Hannibal takes a city off Wang, I take 2 more. Wang Caps to me after a 3 or 4 turn war, leaving most of Hannibal's massive fleet near an island with two of Wang's cities on it. Gift Wang's losses back to him.

Hannibal losing about.03 to .04 power advantage on me every turn as I build and airlift tanks, this time into Cuzco on his own continent.

Tanks leftover from Wang's continent are boated over to Vicky's border with Hannibal

Attacked when at about 1.05 Hannibal's power with something like 45 tanks - 15 from Vicky's border and 30 from HC's border.

Cities continuing to come online producing Tanks, steadily airlifting larger and larger groups into Cuzco each turn.

At one point more than 30 cities producing a Tank in 6 turns or less.

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Took 5 of Hannibal's cities, razed the first one as I was low on Tanks, kept the rest. Obliterated his stack when it came up near his former capitol and he capped. He had Industrialism longer than me and had Combustion for a WAY longer time than anybody, and I only saw 2 tanks and a handful of Marines, mostly Infantry all over the place and huge amount of oil Navy. Navy doesn't mean much when you just airdrop over though.

My comparative power rating jumps from 1.2x to over 2.0 in the last turn when Hannibal loses his stack and another city. He caps and gives another city. Game over.

Produced over 140 Tanks, with only 40 lost despite just brute forcing everything and ignoring Spies. Had 4 decent sized stacks running around at once by the end. If he had gotten to Mech i would have used spies, but he wasn't even close.


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t296 Conquest Victory!


Spoiler end state :

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Spoiler REDEMPTION! :

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Congrats on the win and nice write-up @ArchGhost!
Spoiler :
Why raze so many cities in the beginning? You built 20 axes for 700 hammers, and the war gained you 2 cities and some workers. That's not very cost efficient. Had you kept all 5 cities, it would have been a lot more worth it. First city you razed had netted clam and lots of forest, definite keeper! Second city had fish and sugar, definite keeper! Third city on PH with lots of lakes, wine and deer, again definite keeper! And you even seriously considered razing Ulundi! :eek: If the cities were auto-razed because they never got beyond pop 1, then you should have waited with capturing them. Going straight for capital if possible is usually a good idea anyway, then grab the smaller cities.

Your end game demo show way too much buildings for a conquest game. Seems all of your cities built Sec.Bureau, Int.Agency, Aqueduct, Grocer, Hospital, Public Transportation, Jail, Colosseum, Airport and Theater. In a conquest game, skip those and build units instead. You'll win 50-100 turns earlier. :) Really, that's over 45k hammers into buildings that were not needed for conquest victory. They mostly provide a bit of health or happiness. Healthy and happy citizens don't win the game, military units do. Those 40k hammers could instead have been put into 450 cuirassiers or other insane amounts of units, except that game would have been over before you had time to spend all those hammers.
 
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