Role Play Challenge: Elizabeth and the Colonial Question!

That's a VERY nice start for an island, 3 luxes (or is spices one?) and 6 healths.

If you have some iron on there, you can probably fight any AI colonies off of England without much trouble, but rexing a bit might be nice.
 
to delay AI colonies settle the Northen coast earlier rather than later then be careful about ROP and you should be able to grab the whole island. REXing into a big economic hole shouldn't be too much of a problem as you will then have enough land and the traits to recover quickly.
GLH will help as well.
though it shouldn't be too much of a problem if the AI does manage to settle, the AI is usually hopeless at defending its overseas colonies
 
While the GLH would be nice, what productive coastal city will be able to build it before some AI does? Only problem I see with rexing is the amount of jungle needed to be cleared is going to seriously hurt the majority of cities being placed. Atop of a commerce weak capital, rexing to cover the entire island quickly will put you in a serious tech hole. If you're going to rex, beelining alphabet is essential to keep up with the other AI's, aside from the fact its needed for the RPC angle. Oh, and crank out a couple of fogbusters - with strategic placement you can cover the vast majority, if not all of the island.
 
Either 1 S of the lake, for the Copper,pigs,Banana and Corn.

Or 1S of the Copper, and 1N of the lake (for big food)
 
Wasn't it Elizabeth that sent Cromwell to Ireland to harass the Irish? What's to say Lizzie can't do the same here. Pre colonization (astro that is) of the new world you should be able to keep the inferior civs in check.

I will be shadowing this on noble. The rules sound like a laugh.
 
This is monarch right, no AI on the same continent, only barbs may give you some trouble initially. I wouldn't be in such a hurry for copper, there should be time for a borderpop, although somewhat risky if the hated barb uprising occur.

I'd likely settle 1S of copper anyway, just to get a commerce powerhouse 1N of lake if I read the area properly. On the other hand, I would've wanted a coastal city sooner rather than later in this scenario. Taking the northern peninsula by the two clams should be nice, somewhat low on production before IW though. For better early possibilities the eastern shore with clam+fish. Some seabased tiles for a little more gold with Liz early is always nice.

And I don't think rexing to cover the continent nicely will lead to any overrexing. 5-6 well placed cities will cover most areas the AI may want to claim this early. And to be fair, on monarch, the AI isn't too fast with going abroad unless they're stuck on a far to small piece of land.
 
This is monarch right, no AI on the same continent, only barbs may give you some trouble initially. I wouldn't be in such a hurry for copper, there should be time for a borderpop, although somewhat risky if the hated barb uprising occur.

I don't agree. It's 2400 BC, if you settle for copper in the second ring you need:

- 22 turns for Mysticism to be researched
- 10 turns at least to grow the city to size 2.
- 30 turns for border pop
- 12 turns for building a mine
- few turns for building/whipping troops

Concidering that there are some rexers nearby, barbs will start enter in your teritory sooner. You can probably make it somehow with fortifyed warriors, but the barbs will pillage your land to the ground.

Barb uprising cant occur, before you can build counter units.
 
Elizabeth and the Colonial Question: Part II

Well a round of simple REX and developement, meeting two AIs in the process. Before you see the end tech rate, understand a few items against us: Early internal/landlocked cities, limited tiver cottaging opportunities, and NO early gols from goody huts.

With that said, here is how things went

The second city

LizB0000.jpg


Settled ontop of the hill for fast copper access. Waiting for mysticism, a monument, border pop, and a mine/road woudlt ake too long and would have forced us into archery.

Speaking of which, tehpath: Mysticism/Pottery/Masonry/Hunting/writing/sailing/AH

Quickly we dropped a third city, taking advantage of the strong production from London

LizB0001.jpg


Lots of food here.

A fourth city, again to claim some seafood.

LizB0002.jpg


AT which point we met the first AI

LizB0003.jpg


And we can see how far ahead he is already.

LizB0004.jpg


:eek:

A fifth city is built and you can see the close borders with Mansa

LizB0005.jpg


That western tip of lan would make a great coastal city witht eh Maori statues, definitely the next site. But at the moment we are building/whipping libraries to bump the research up.

The second and last leader of this segment

LizB0006.jpg


Who is just as far ahead as Mansa!!!!

So after AH we saved and here is the screenshot

LizB0007.jpg


Horses present, great!

And a view of our techs

LizB0008.jpg


Bah!!!!!!!!

So we have some work to do here! There are at least 3 more cities I want, maybe a few more. I definintely do not want Malinese or Dutch cities on our land, I am prepared to kick them off fast! SO three more settlers.

Then I think IW for the northen jungles. Followed by Math/Calendar/Currency. After that we cna focus on the Optics track. No wonders here, we need scientists to get several GSs.

Of course we need galleys for exploration and I am sure Barb Galleys will be popping up soon enough.
 
In my run through I placed my copper city 1NW, as there is lots of food to make a brilliant production city. Hint:
Spoiler :
Keep an eye on MM if you open borders, or don't fully settle the island. The cheeky bugger tried to nab one of the good commerce sites, but I closed my borders in time:)
 
I reckon that the best plan is to expand to claim your island and then worry about techs. You've got some trees around so a few turns of chopping wouldn't go amiss to speed up settlers and libraries.
 
I thinks so, I was shadowing it and the first religion was Christianity.
 
I don't agree. It's 2400 BC, if you settle for copper in the second ring you need:

- 22 turns for Mysticism to be researched
- 10 turns at least to grow the city to size 2.
- 30 turns for border pop
- 12 turns for building a mine
- few turns for building/whipping troops

Concidering that there are some rexers nearby, barbs will start enter in your teritory sooner. You can probably make it somehow with fortifyed warriors, but the barbs will pillage your land to the ground.

Barb uprising cant occur, before you can build counter units.

They'll pillage nothing. Fogbust with warriors in situations like this. If there's a lot of land it's different, but with small volumes just warriors are ok.

Hell, I did it in mad's emperor version of this, nothing gets pillaged.
 
They'll pillage nothing. Fogbust with warriors in situations like this. If there's a lot of land it's different, but with small volumes just warriors are ok.

Hell, I did it in mad's emperor version of this, nothing gets pillaged.


It's a different case. The emperor version was much more easier for fogbusting. I also made it with warriors at current LHC at Emperor level. But here is different. I have no idea how many warriors you need to fogbust all that jungle. Pre 3.17 maybe yes, where barbas will be warriors for long. But now they'll be archers and spears
 
Elizabeth and the Colonial Question: Part III

Well we have a very long segment here, fighting back in tech even worse than teh emperor level game and running arround with a few axes as defense!!! Yeah god's, what a mess. But perhaps things may not looks so bad come teh end of the segment, as we are playing an absolutely terrible CIV game but playing the RPC angle to a tee so far!

We start by continually settling our landmass regardless of the science slider. WE DO NOT WANT ANYONE ON OUR LANDS!

And we settled in areas I thought most succesptible to AI invasiob

LizC0000.jpg


What I thought was a grand Moari site, we have yet to build them and lost the seafood from cultural pressure.

Techpath was true to beelining astronomy: IW/MAth/Calendar/MC/alphabet/Machinery/Compass

After IW

LizC0001.jpg


Good, we can start building crossbows once we get machinery. Of course by the save we have yet to build one!!!!

We got 2 GSs pretty quick which we stashed away for astronomy, while my esteemed AI collegues are wasting on academies and bulbing.

Next city

LizC0002.jpg


We have IW so we will just deal with the jungle.

Now since Will and Mansa are Taoist we jumped on this

LizC0003.jpg


For the extra happiness as well as diplomacy as I do not have that much faith in axes alone.

Next city to claim alot of calendar resoruces.

LizC0005.jpg


We meet the third AI

LizC0006.jpg


OK, she hates us but hates Will too and cannot get to us unless she goes through Will. Good enough.

And a look at how bad our tech is

LizC0007.jpg


Yeah, yeah. Liz on Monarch. way to go MAD, way to go.

We meet another AI

LizC0008.jpg


Who appears as far ahead as Mansa and Will, and part of the Taoist lovefest!

Things are looking up as we meet the next AI who needed one of our techs!

LizC0009.jpg


Which bumped up the slider a bit!

The next AI was a little cheaper.

LizC0012.jpg


Still, every little helps when battling that kind of tech deficit.

LizC0013.jpg


Just shoot me now!

Apparently Zara felt some sympathy for our tech ineptness

LizC0014.jpg


Which I looked over carefully to make sure I was not inadvertantly messing up the Astronomy bulb.

We then Met Louie who is also a heathen but he trades us this

LizC0016.jpg


And we revolted to HR. Favorite civic and extra happiness.

Only one AI did not machinery when we teched it but we could still backfill a little

LizC0017.jpg


Our new civics.

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Techs are rather depressing going into the end of researching compass.

LizC0019.jpg


However, at the end of compass we popped our third GS

LizC0021.jpg


Which we used with our previous 2 GSs to bulb Optics and astronomy getting us.

LizC0024.jpg


All of a sudden ALOT different world!

OK, so we have a ton of things to do!

1) We need Military, Crossbows at least
2) Galleons with explorers.
3) Courthouses/Markets!
4) Commerce!

Once all the above is done then we can start sending out some settlers and military to take some Barb cities.

A long segment, but I wanted to get to the main emphasis of the RPC, and free up some more intelligent teching!
 
Elizabeth and the Colonial Question: PArt III state of the world

I figured it would help to check out our status here

The map

LizC0025.jpg


Cities

LizC0026.jpg


Our Popularity

LizC0027.jpg


Current trades

LizC0028.jpg


And the Glance screen

LizC0029.jpg


Looks like Issabella and Louis have been at war with each other.
 
Exploration with caravels is a very good idea. You can't have trade routes with a city if you haven't located it on the map. More known cities means more trade routes means more free commerce.
 
Exploration with caravels is a very good idea. You can't have trade routes with a city if you haven't located it on the map. More known cities means more trade routes means more free commerce.

Yeah, it doesn't look like you did any exploration until very late so this may have been part of your problem... everyone was else was enjoying tons of trade routes with all their friends (with the exception of isabella who fell behind) while you're trade routes have been locked away, you couldn't even enjoy the overseas bonus.

I don't know about you but I think it may be in your best interests to trade Compass around to everybody... you may be able to completely catch up in tech. It'd be a bit risky for your overseas endeavors though, although no one will have astronomy.

I'd recommend heading down the liberalism route, and then getting gunpowder --> chemistry. Or maybe take the shorter path through guilds? At any rate privateers are huge in protecting the new world from other settling parties, I was able to keep my opponents off once with just a few privateers in key areas and kept everyone else from settling until transports came along.
 
Exploration with caravels is a very good idea. You can't have trade routes with a city if you haven't located it on the map. More known cities means more trade routes means more free commerce.
That doesn't seem to be true. Mad's city of Coventry has traderoutes with the German cities of Frankfurt and Essen but he can't see a single square of Frederick's territory. Similarly England has traderoutes with other German cities and the unrevealed Russian capital of Moscow. It would appear that open borders and contact are enough. Of course since there is still one unmet rival who is probably a good distance away, that still supports the idea that exploration will help commerce.

Send one or two caravels west to meet the missing guy and head for circumnavigation while another boat or two east to find the new world. It seems reasonable it's in that direction since everyone else so far is west.
 
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