dalamb
Deity
After accidentally deleting my save files for the Lincoln Renaissance Start game I decided to start another, this time stomping with Redcoats (at least at the start -- I might decide to go for a non-conquest win at some point, but the start will definitely be aggressive). The plan is
As usual I'm playing Noble. I usually play Epic but teching was so slow in the first game that I'm going to switch to Normal. I went with Small in the first just to play a shorter game, but would rather go Standard in this one. In the first game I started near both horses and iron, so conquering my continent with Knights was (a) easy (b) un-fun. So this time I'm going with Islands, low sea level (for max territory), 1 major island per civ, various tiny islands (default; don't know anything about how the other values affect the game). Islands also improves the value of Fin.
I did not choose opponents this time. On the one hand, that means I'll probably face some AIs with obsolete early-game UUs and UBs. On the other, it's more fun not to know who the opposition is.
And here's the start. There's a 2nd settler stacked with the first. I expect to change civics immediately, just as in the first Renaissance game, so there will be 3 turns of anarchy and I'll explore with settlers as well as explorer and archers. The worker can start building roads and pre-chopping forests right away.
With all this restricted movement the exploratory settlers aren't going to get very far. I think the explorer has to head east while one settler goes south to the small amount of open terrain. I think the second settler has to stay very close to where he is now, since it's a decent start (coastal, 2 food, an immediately-avalable happiness resource). Maybe he can go east a bit and try to explore stuff a bit to the north of the explorer's route and south of the archers'? I have to admit I'm really unclear about what the best initial exploration strategy might be.
I need to decide whether to chop settlers and workers first, or the readily-available wonders. The best all require religious buildings and stone, so I'd obviously want to delay building them until I actually get a religion, and find out whether stone is available.
Here are links to the various individual rounds:
Round 1: 1250-1430 AD
And here's the starting save:
- Run with Mercantilism for a free specialist in each city.
- Research gunpowder.
- Run an engineer (from the free Forge) in the first city. Use the GE to bulb Replaceable Parts.
- When RP and Gunpowder are both done, research Rifling.
- Since your free specialist has to be one you'd be qualified to run anyway, use Caste System at the start to run scientists in the second city; after building a library, you don't need CS for this. Use the resulting GS to bulb Education.
- Since Banking is already known, build Stock Exchanges in cottage cities ASAP after initial buildings (like lighthouses in coastal cities).
- Churchill (Chm/Pro) is a good military leader (fast promotion, good defence of captured cities) but the Redcoats are already strong.
- Elizabeth (Fin/Phi) gets a good war-supporting economy going quickly, and gets those essential Great Persons faster.
- Victoria (Fin/Imp) similarly gets a good economy going, but REXes faster from Imp. That 100% GG emergence sounds nice -- but isn't it just for attacks within one's own territory? If so you'd want a strategy of encouraging the AIs to try to retake your just-captured cities, which seems to me to mean slower conquests, waiting for those attacks.
As usual I'm playing Noble. I usually play Epic but teching was so slow in the first game that I'm going to switch to Normal. I went with Small in the first just to play a shorter game, but would rather go Standard in this one. In the first game I started near both horses and iron, so conquering my continent with Knights was (a) easy (b) un-fun. So this time I'm going with Islands, low sea level (for max territory), 1 major island per civ, various tiny islands (default; don't know anything about how the other values affect the game). Islands also improves the value of Fin.
I did not choose opponents this time. On the one hand, that means I'll probably face some AIs with obsolete early-game UUs and UBs. On the other, it's more fun not to know who the opposition is.
And here's the start. There's a 2nd settler stacked with the first. I expect to change civics immediately, just as in the first Renaissance game, so there will be 3 turns of anarchy and I'll explore with settlers as well as explorer and archers. The worker can start building roads and pre-chopping forests right away.
With all this restricted movement the exploratory settlers aren't going to get very far. I think the explorer has to head east while one settler goes south to the small amount of open terrain. I think the second settler has to stay very close to where he is now, since it's a decent start (coastal, 2 food, an immediately-avalable happiness resource). Maybe he can go east a bit and try to explore stuff a bit to the north of the explorer's route and south of the archers'? I have to admit I'm really unclear about what the best initial exploration strategy might be.
I need to decide whether to chop settlers and workers first, or the readily-available wonders. The best all require religious buildings and stone, so I'd obviously want to delay building them until I actually get a religion, and find out whether stone is available.
Here are links to the various individual rounds:
Round 1: 1250-1430 AD
And here's the starting save:
and to producing the next GS.
bonus in London and a
buildings -- so eventually London at least will need a stock exchange, then maybe a market and grocer depending on what else is going on at the time.

