PIE's Ancient Mediterranean on Deity

Well, I see patience may not be one of your virtues there Tachy :lol: I apologize for my absence. I had actually played a few turns and, ofc, noticed the stack.

By the way, I had checked the tech trade 1st turn and Hatty would have given us all 3 techs, but I did not do it as you suggest. A few turns later she had Spoked Wheels. Looks like we got something for it though. Archery would have been nice though.

Good job handling that stack. Did you get more slaves? I saw a pic of what appear to be sacrificing our workers, but did not see the results. I guess you sold them.

I have a good set of unvirtues...vices though.

Well, I found it strange the sudden disappearance so I just did a small set to get forward. I can't wait to know more AI's and indeed we just met a new one...for the worse. The nubians, weak (still 2 cities! That means stuck in jungle I think) but another ally of the egyptians. That is no good that everyone is in a lovefest while being on the other side. We shall take a peek regularly with Hatshe if she decides to WHEOOH.

Yes, you were right. Hatshe decided to go for Spoke Wheels. It seemed obvious since her UU is on this path.
Archery is nothing special; it's not the regular 3:strength: archer. It's the basket archer with 2 :strength: and a 100% modifier in cities (meaning still weaker than warriors!!!!).
BTW, I got multiple free units out the lydian stacks. I got back my traitor chariot, an axe warrior and 4 basket archers...those 4 are perfect to be garrison into the chariots and ready to make range attacks once the opportunity arrives.

Those three workers did not get enslaved. For some reason, that basket archer preferred to make an ranged attack than enslaving.
 
So I see we are at war again. What is the plan with that? Do we sell that slave?

This is what I see, but need much input from you:

1) Settler settles on that spot you have marked. Looks good to me. I was think 2S of that tundra deer just west, but either spot can help with cottages.

2) Build moar chariots

3) I really would like to get a quick explorer out and head due East

4) Do workers continue build road south there or move to improve something like cottage for new city or connect the furs.

5) With Horse Husbandry we may want those horses in the west soon for fatter chariots. Anothe settler soon?

6) What is next on the tech path?

7) Continue harassing Crouton? More slaves? I suspect he's trying to work up another stack. New city may become new target.

I'm definitely available most of the evening. No prevarications this time ;)

edit: If we get money for Fertility guy we might want to spread him first to new city. It's a lot of coin though, but the extra culture would be nice there.
 
So I see we are at war again. What is the plan with that? Do we sell that slave?

This is what I see, but need much input from you:

1) Settler settles on that spot you have marked. Looks good to me. I was think 2S of that tundra deer just west, but either spot can help with cottages.

One point particular to PAE: you can't settle tundra nor ice nor desert. PIE explicitly said it was to make barbarians fearsome all the game through. Also, it somehow makes sense that ancient civilizations were not able to construct great cities in wastelands. So 2S of tundra deers is impossible. I won't change this rule, because if we change all the rules, we give in to free-for-all I think. But the tundra deer can be worked from a city settled 1N of that lake near Teuton hut. That also allows coastal access. Maybe later, we'll capture shipbuilding tech (a tech, IIRC, limited to greek nations), allowing us easy exploration via seas. Also, that city will be another city helper for cottages. We need to make a monster cottage city. One reason I settled that GEngineer is one the great modifiers and two the wonderspam. Interestingly, all wonders provide an additional happy, meaning it allows the capital to grow exceedingly bigger than the other cities...thus benefitting of early worked cottages from satellite cities. We sadly won't have modifiers like lib, archives (we need to capture it from wars sadly), schoold, but we still have the nice 50% :commerce: for being a capital.
Returning about the real subject, the location marked city #3, it is important to make a remark it is slighty risky for stacks to remain there and push the peace deal to equality, thus, once again not being able for a opportunistic peacedeal. But there are lots of dense forests, which is good.


2) Build moar chariots

Yes. I see the Egyptians and Nubians got easy access to us. That means they must be closely settled to each others, allowing easy chariot explorer (with sentry). Better than a chariot in beastly natural lands.

3) I really would like to get a quick explorer out and head due East

Beforehand, use the multiple warriors in the second city to fogbust in preparation of the explorer. Better maximize the survival of our hut searcher.
East and West should be explored. I'm sure those tundra lands hide a hut.

4) Do workers continue build road south there or move to improve something like cottage for new city or connect the furs.

Indeed. Furs are an important deal now. Those excedentary warriors should secure the borders first. I was making a road so to put to act fast those chariots against the future stacks. At some point, we'll try to capure that third Lydian city and push him inside his mountain walls. It was a wall I think.

5) With Horse Husbandry we may want those horses in the west soon for fatter chariots. Anothe settler soon?

Yes, horses there will become a good source of strong archer chariots and chariots level II (7 :strength:).

6) What is next on the tech path?

Archer chariots to capture the third Lydian city (present tech). And then it is up to you. Look at what the techs give. For instance, when I chose the tech enabling Silk Route, I also see that it enables good additional commerce form hunting camps, which we had a lot. If you want a suggestion: at some point try to go towards the Marib Dam tech. I think it is sanitation, don't remember. Maybe one AI will help us by trading Mercenary tech first. The Marib Dam IS critical. Not for a won game, but for a big capital. +2 :health: and one food for each riverside tile is ultimate. Think of all those easy emigrants! Lightspeed regrowth!

7) Continue harassing Crouton? More slaves? I suspect he's trying to work up another stack. New city may become new target.

Yes, moar slaves are always good. Be careful that only one unit or two attack the worker stack. Be careful while taking them back...once in friendly territory, the RNG is skewed towards rebels...those strong insurgents. Also, recall that chariots can help to nullify the RNG of slave "desertion".


I'm definitely available most of the evening. No prevarications this time ;)

Ok.

edit: If we get money for Fertility guy we might want to spread him first to new city. It's a lot of coin though, but the extra culture would be nice there.

Not sure now. It's 50 :gold: for one more food and one more culture. It's weak compared to all turns at 100% science slider. Also keep the cash for the future cottages that cost 15 :gold: each. See the Sevopedia, although we have lots of livestock (which is good for fertility cult), the gain is actually weak at this point.

Comments in blue.
 
Great feedback.

Did not realize that about tundra, but I don't think I've encountered much of that at all yet with this mod. Coastal city is more than fine, and we still have some hidden resources to reveal I believe.

I play on now as suggested. Tech to super chariots and then find Marib Dam. Oh..it's Water Storage (you know...cistern looking tech). Path through Mercenaries and Enslavement (kind odd pre-reqs). So we might get Mercs from Horse Husbandry if we don't mind trading that to Hat.

Oh do
 
Ha...we got an emigrant same turn as settler finished. So 2 cities. Horses? Maybe we should wait and create a road first to that area. Plus I forget the best place to settle over there - something with the silk.
 
No, I think we should put it in the new city. Settlers are cheap, right? But growth cannot be rushed except from nice emigrants.

BTW, if you ask how I did manage to survive that stack: I abused the ranged attacks as we all abuse of catapults in the regular BTS. I put a warrior onto a forested hill and the basket archers made their ranged attack, but just like the regular BTS, the stack works as a whole, thus once the basket archers made their move until max collateral damages, the remaining stack was stuck for one turn. All I had to do next turn was to change the wounded warrior for a healthy one.

That let me time to prepare the defensive offensive (oxymoron lol) within the borders. See the particularities of Royalty civic. I think it enables over maxed out 2 XP. Yes, in PAE, it maxes out to 2 XP even with fights of 10% odd. I suppose the Royalty modifier is applied afterwards...

Also, fights that incur within borders lead to less WW I think.
 
Ok I will add the emigrant. Makes sense.

tech is slow right now. I made peace with Creosus, but accidentally chose peace treaty:blush: I'm usually very good about doing that. Missed op to steal worker on sheep :(

We met the numidians. They are actually really close - due west. I'm sending a sentry Chariot that way with travel archer. Killing some animals. Much easier on flat land. OB with Numids and he has no demerits for all the attacks on Lydia. Decent land down there.

Oh and Hunter is Woody 4 or whatever. Double moves in Dense Forest. That really helps. We don't want to lose this guy. Be nice to upgrade him to a spear for moar powahs.
 
-50% when chariots attack on a forest plot. Same when attacking cities.

Ouch. 20 peace turns is long. Not to mention the fact we won't be able to stunt the lydian expansion and also we'll have one more diplo hit when we'll DoW again.

Numidians. Don't recall ever seen them. I suspect they're some minor nation with few access to buildings like us and with phoenician religion. No early tech trading with them.

We need gold for upgrade but you made peace with our source of money. It's true that wild nature promo on a spear is going to be mighty strong against animals.
 
Hey! Check this out:

Spoiler :
gvgYbB4.jpg


Horses and copper. I'm thinking 1E of Copper or 1N or horses. That should be next priority.

Ok...should I play bad with Numids? I can steal 2 workers this turn
 
Actually, I pose this possible alternative strategy with Numids since it might be nice to have a friend and not have every close Civ hate us. Plus I'd like to scout safely across his land.

We can load up Merchants on chariots and send them to him rather quickly
 
Right now I only see warriors. Ofc, there is side that if we keep attacking Lydia, Numids will hate us too unless we bribe him in.

Here's numid in relation to us - those 2 workers are 1 tile W

Spoiler :
wllHcKo.jpg
 
Egypt and Numids have not met by the way. Numids/Lydia both at +3 Pleased.
 
Yeah, you're right. Numidia might the only easy passage towards new nations. Better to explore through the lands instead of some slaves.

Merchants are loading units too I think. everything not on foot cannot be loaded on a chariot.

Wow, I would definitely see a future city where the bear lies. So strong in production. Also commercewise because of savannas.
 
Ok..I'll go with Merchants and play nice with Numid guy.

Priority to settle Copper/Horse to West. What spot you like?

Oh...just noticed a hut on the copper tile. Explorer on his way. There is a hut with a Bear on it up NW.

I love this chariot/archer combos. The great thing is to be able to move the archers in for range attack but being able to move away. I'm gonna do this to bears and then kill with Hunter. Now to find that Ursa and KEEEEEL him!
 
How'bout onto the copper. A nice juicy city square. We have the hilly sheeps back then when the warriors were stuck into the mountain chains. Also, founding onto the copper means not working a minus food tile. And anyways, if we want more food in that city to hasten the growth, all we need to do is settling field slaves. Remember than slave number should never goes over the city size, otherwise you might trigger a slave revolt, which is never cute.

I noticed the hut on the copper. Gotta love those newly settled goody huts, making scouts less useless as in BTS.
 
what about here?:

Spoiler :
0phDrJ7.jpg


edit: On copper is fine too, but if we end up killing seafood, we will be unhappy. Plus copper is great tile to work.

I think Auroch is SW of new city in fog. I'm trying to find him and snipe him with mobile archers
 
It's an ok position. In PAE, it's nice we can be a little loose on positions thanks to field slaves, hence the broken thing Gph said. I know it's the coastal aspect that interests you. It's just so sad, we, people of celtia, are so backward. :(
 
i'm playing slow as bawls :lol:...I've played just a few turns.
 
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