Role Play Challenge: William King of the Sea

As I understand the discussion, Willhem is an exception to the levee rule (which you are correct) and we can build dikes as long as we have access to any water (coastal or lakes). I have not played Willhem myself.

Just confirming that you're right about this.

Every time I'm the dutch (which, granted, is rare) I look for a peninsula with some seafood and a hill. Yaoi statues and a Dike go there. No rivers needed.
 
As for the Moai Statues -- there's a fish in the radius of the island just south of the capitol (the one with the hill). I think that might be a better site. It would certailny be easier to build, with 4 hammers per turn instead of 1. ;)


We see half of copper island from our cultural radius; wouldn't we see barbarians milling about long before they tried to form a city?


madscientist: I started playing the save, and I notice that you left a bunch of archers and a settler in your capitol. I'm sort of curious as to the reason; it seems to me that you could deposit a couple archers on other islands to fogbust, and have settled a second city already.

Incidentally, when you chop that forest to build a mine, Amsterdam will be unhealthy; you might want to delay that until you get the pigs. The wine is a good site to build the mine, if it's going to be a long time before we get monarchy!


Good call with the southern island for teh Moari statues. Lower priority for settling but a good spot for them. :goodjob: Sorry to all if the fish were out of the screenshots.

The archers and settler were waiting for me to scope out the terrain.

The forested hill in Amsterdam can be chopped as we get another health from the pigs.

I say the compass is a priority for the harbors.
 
Just confirming that you're right about this.

Every time I'm the dutch (which, granted, is rare) I look for a peninsula with some seafood and a hill. Yaoi statues and a Dike go there. No rivers needed.

Thanks!!! I was not looking foreward to steam power to confirm this.


Seams a little overpowered for the Dutch as a UB though. I won't complain the way things has started in this map.
 
Thanks!!! I was not looking foreward to steam power to confirm this.


Seams a little overpowered for the Dutch as a UB though. I won't complain the way things has started in this map.
It is very nice. Last time I drew the Dutch at random, I was on the edge of a Pangaea with a few small islands offshore. By the end of the game, my 5 island paradises were all quite good hybrid cities and were building spaceship parts relatively speedily... and were almost ridiculous during a golden age. :) My capitol was the most ridiculous of all -- it had a bunch of lake tiles with the maoi statues, dike, lighthouse, and colossus bonus!
 
Willhem, King of the Sea: PArt II

I p[layed out the next round and we are progressing pretty nicely. We can certainly settle many more cities but I limited to 4 to proceed. The good news is we got horses but the bad news is no iron. I saved it here because it's a good strategic point but I think it's pretty clear how to go, but I need some help on how to get there.

So first of all our tech path:

We finihsed AH and found

KWB0000.jpg~original


Another very valuable resource on bad land. We need to crop 2 cities up there.

We settle city number shortly after and very soon something that I was warned about pops up

KWB0001.jpg~original


Nuts!!! It also breaks the trade route to the capital. Guess copper cannot be delayed much.

Here is a shot of our capital which is the temperary GP farm. Best we can do right now but it will be shifted eventually.

KWB0002.jpg~original


So back to the tech tree: after AH we went Iron Working (no iron!)/Compass/Metal Casting/Machinery and then

Oh, but first

KWB0003.jpg~original


Yes we hooked up the copper. Now I am not going for a naval assault, givne the size of these islands I consider all visible lands our core cities and thus land invasions are open, only on these lands.

See

KWB0004.jpg~original


We razed the desert city and opened up trade between all cities now, elephants to the west, pigs to the east.

Oh, our tech tree

KWB0005.jpg~original


:D

I saved at this point, 130 BC and we have optics on an isolated map!!!!!

Views of our empire so far

KWB0006.jpg~original


KWB0007.jpg~original


Some fill in items

1230 BC Stonehenge was built, pretty late meaning the AIs may be having some serious production issues ;) . The oracle came soon after

We popped a Great Scientist from Amsterdam and used it for an academy. The next should be fairly soon which we will save for a strategic bulb .

Now, where to next!!!!!

We need some more cottaging. The capital now has a harbor and access to pigs so those forrests can be chopped for cottages, just want to do it wisely.

We have at least 3 more decent city sites. Here's a Question, if we drop a city on Horse island and the stonbe gets into our cultural borders (and quaried) do we gain access or do we need an actual city on that land (I think we do). Also how long do we wait to settle the next cities?

I decided that the pyramids are NOT worth the valuable hammers in this game regardless of how strong the capital is. In fatc I think the HE may go into Amsterbam in this game.

But the big question is what's the next tech path????

As I understand from Sis' game we can open astonomy up to GS bulbing by going Math/Calender/Alphabet, and perhaps get some of those three techs via trades! We can certainly do ALOT of damage with EastIndiamen ships.
 
Last edited:
Optics at 130BC. Very nice. How did you manage that?

I'm still in favor of the Astronomy rush. Can you get the GSs fast enough?

-abs
 
We have at least 3 more decent city sites. Here's a Question, if we drop a city on Horse island and the stonbe gets into our cultural borders (and quaried) do we gain access or do we need an actual city on that land (I think we do). Also how long do we wait to settle the next cities?

Do forts count as harbors? If so that may be placed instead if a city, i haven't tested this though :p
 
Optics at 130BC. Very nice. How did you manage that?

I'm still in favor of the Astronomy rush. Can you get the GSs fast enough?

-abs

I limited cities to 4, worked almost all 3 commerce tiles or cottages, and ran 2 scientists in Amsterdam. Remember Willhem is creative so he gets the fast library bonus. I think the key was not altering the beeline, IW/MC/compass/Mach/optics.

I should get 1 GS in time and I'll probably just research the remainder, but we will see.
 
I have a newbie comment. Cant you just settle one city in the stone-horse area, and still gain access to both as soon as they are within your cultural border? Two borderpops does it, right? You may not be able to work both tiles, but you will still have "Horses" and "Stone", wont you?

Edit: Oops, just noticed you commented on this.

I have tested it, and yes, as long as the tile is in your cultural borders, you "have" it, but I am not 100% positive over water.
 
Do forts counts as harbors? If so that may be placed instead if a city, i haven't tested this though :p

Excellent idea. Math is next on the Que so I'll build the horse city next and build a fort on the stone, we'll test that out in this game. If anything I want help on teh Maori statues.
 
I have a newbie comment. Cant you just settle one city in the stone-horse area, and still gain access to both as soon as they are within your cultural border? Two borderpops does it, right? You may not be able to work both tiles, but you will still have "Horses" and "Stone", wont you?

Bleys, welcome. The thinking in the above posts is that we may get access to the stone if we build a fort onto of it and it falls into the cultural borders of teh horse city. I have never did this but if it works, well that's something I learned in the RPC!
 
Not sure you need the fort. Just quarry, road, and being on a coastal tile it should be accessible all the way to your capitol. You just need the border pops. The horse tile will yield more in the long run, so I think you would want to settle on that that island. One city is well worth it for those two "uncommon" resources.
 
We settle city number shortly after and very soon something that I was warned about pops up

[image clipped]

Nuts!!! It also breaks the trade route to the capital. Guess copper cannot be delayed much.
Of all the bad luck!

When I played from your last save, I tended to have a galley hovering S of that barb city, or SSE of it; I was using it to fogbust the backside of copper isle, I guess it's dumb luck I prevented the real threat! :lol:


We have at least 3 more decent city sites. Here's a Question, if we drop a city on Horse island and the stonbe gets into our cultural borders (and quaried) do we gain access or do we need an actual city on that land (I think we do). Also how long do we wait to settle the next cities?
I'm of the opinion that it's worth settling both islands, and the sooner you do it, the quicker they mature. IIRC, they pay for themselves immediately, so the only cost is the settler (and the galley & worker turns).


I decided that the pyramids are NOT worth the valuable hammers in this game regardless of how strong the capital is. In fatc I think the HE may go into Amsterbam in this game.
It didn't seem that expensive when I tried it; I used the western city as a settler pump while the capital was building the pyramids (after plopping a city on the stone), so that disguised much of the cost. But I also had the good fortune that I didn't have to deal with a barb city. ;)


As I understand from Sis' game we can open astonomy up to GS bulbing by going Math/Calender/Alphabet, and perhaps get some of those three techs via trades! We can certainly do ALOT of damage with EastIndiamen ships.
You need math/calendar anyways, for incense and aquaducts. My instinct is to grab those while scouting!

(edit: forts were already discussed)
 
WILLEM!
WILLEM!
WILLEM!


Not William, not Willhem, not Wilhelm, just Willem :)
 
Willem, King of the Sea: Part II
Here's a Question, if we drop a city on Horse island and the stone gets into our cultural borders (and quaried) do we gain access or do we need an actual city on that land (I think we do).

I think you need an actual city on the island to get the empire-wide Stone bonus. I played a game once where I had stone in my capital's BFC, but it was on another island, and I didn't get the stone bonus.
 
I think you need an actual city on the island to get the empire-wide Stone bonus. I played a game once where I had stone in my capital's BFC, but it was on another island, and I didn't get the stone bonus.

by any chance, was it before you got sailing ?
I think it makes a difference, because of the coast route thing.
 
I think you need an actual city on the island to get the empire-wide Stone bonus. I played a game once where I had stone in my capital's BFC, but it was on another island, and I didn't get the stone bonus.

Same here. The stone or other resource needs to be linked to your trade network. AI Cities can be linked to so as to gain access to a resource (I've done that when I've settled off somebodies coast and the influence spread onto their shores). Never tried using a fort.
 
I could really use a definitive answer to this issue. I KNOW it works just fine on land (Quarry on stone, road connecting, doesnt have to be in any cities BFC to get "Stone"), but I am unsure of the water rules. I plan to try some of the island maps and civs as soon as I get BTS, and it would be nice to know for sure.
 
Guess copper cannot be delayed much.
:rolleyes:

On the other hand, getting the GP farm up quicker is probably a better play since you're only dealing with barb archers. GPs are far better earlier than later. Turning the capital into a temporary GP farm was smooth, by the way. One thing: we probably don't have Literature for the National Epic yet, but I'm sure we'll want to place that soon. You may want to wait until you see the other capitals yet. BtS is notorious for setting up four food source captials, and there's nothing like a fresh seafood diet for making lots of GPs. In other words, we don't have to commit Utretch to being the permanent farm.

We popped a Great Scientist from Amsterdam and used it for an academy. The next should be fairly soon which we will save for a strategic bulb .
...
As I understand from Sis' game we can open astonomy up to GS bulbing by going Math/Calender/Alphabet, and perhaps get some of those three techs via trades! We can certainly do ALOT of damage with EastIndiamen ships.

I'm all for bulbing in Astronomy. The UU would be devastating, since:

1230 BC Stonehenge was built, pretty late meaning the AIs may be having some serious production issues

That's what I'm thinking. I'm not that experienced with these types of maps, but with your starting position, I can't imagine any of the AIs having better. If they did, you'd probably know about it already with the GP and wonder notices throughout the game. After Astronomy, I'm thinking Machinery/Civil Service would provide ships full of macemen facing archers and swords. (Actually, a trip to Buerocracy isn't all that bad of an idea either with such a relatively strong capital... though this is an RP game...)

I assume caravels are being queued up soon? A scout/explorer on board could help with some leftover goody huts. I'd love to see you GH Astronomy.
 
Back
Top Bottom