Seafaring is Superfluous: A No Ships Succession Game

Turn 1 (2500 BC) Konigsberg Warrior => settler. Rush 3s in Leipzig for settler

Turn 2 (2450 BC) Archer discovers a whale

Turn 3 (2400 BC) Nothing

Turn 4 (2350 BC) Warrior returns to garrison Hambourg. Archer discovers another whale

Turn 5 (2300 BC) Rush 2s in Konigsberg for settler, 50g left

Turn 6 (2250 BC) Rush 3s in Hambourg for settler, 48g left. Warrior at Berlin goes north to explore a little while Berlin is at pop 1

Turn 7 (2200 BC) Berlin settler => settler. Warrior discovers good grassland north of Berlin

Turn 8 (2150 BC) Warrior discovers whale north of Berlin and more good grassland, very good city site

Turn 9 (2100 BC) Bronze working discovered, options are Currency + Horseback Riding + Iron Working + Masonry + Monarcy + Mysticism. I pick Iron Working to ensure that our armies will be powerful enough to repel barbarians.

Turn 10 (2050 BC) Moving warrior from Leipzig to Berlin as Berlin is growing next turn without garrison and Leipzig is building a settler. Frankfurt founded north of Berlin, building settler as it'll get the exploring warrior for garrison. Rush 4s in Berlin for Settler, 57g left.

Turn 11 (2000 BC) Leipzig settler => warrior. Whale discovered north of Frankfurt along with grassland, good city site. Rush 4s in Konigsberg, 54g left.

Turn 12 (1950 BC) Rush 4s in Frankfurt, 51g left. Rush 6s in Berlin, 38g left.

Turn 13 (1900 BC) Archer discovers whale, Leipzig settler discovers a lot of grassland.

Turn 14 (1850 BC) Munich founded east of Hambourg, building warrior. Rush 6s at Berlin, 35g left. Rush 6s at Hambourg, 22g left. Sending Konigsberg warrior off to
explore as settler is about done.

Turn 15 (1800 BC) Stopping here to let Magic determine the site for the next city out west.

In other news, I did of course pick Monarchy earlier :p And my wife suggests that if I want to waste my time writing reports it should be ones that I get graded on. So please make sure to grade it!
 

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preturn 1800 bc Heidelberg founded
turn 1 1750 bc first red head in Berlin->RB settler
turn 2 1700 bc -
turn 3 1650 bc Meet American chariot / peace
turn 4 1600 bc Nuremberg
turn 5 1550 bc -
turn 6 1500 bc -
turn 7 1450 bc Monarchy->Currency / MONARCHY
turn 8 1400 bc -
turn 9 1350 bc -
turn 10 1300 bc hut->archer
turn 11 1250 bc Egyptian capital moved to Memphis
turn 12 1200 bc Sioux capital moved to Wounded Knee / Hannover
turn 13 1150 bc Americans start Pyramids / hut->25g
turn 14 1100 bc Bremen
turn 15 1050 bc -

We get little trouble from red heads. I think we should build more warriors to control it. I keep the distance between cities a little closer because we need more cities on our island. ICS is a bit to close I guess but 3 or 4 tiles (as Jokemaster mentioned) looks ok to me.
 

Attachments

Let's see. Catwalk wants a grade. I say gameplay is an A. Report is a B+. To get a higher grade in a report would require a story to go along with it. We have to have a mechanism for separating reporting legends like TimTheEnchanter from the ordinary folk.

Looks like the best site for an SSC is at 137,15 (beside the archer). Unfortunately, best isn't actually all that good. We might be better off choosing a site without trade specials (seeing as whales only give a bonus of 1 trade over regular ocean) but that has a lot of uncovered water.

This seems to me to be a particularly good idea if we want to give all (or most of) our cities the opportunity to have a critical path road with the SSC. I don't know exactly, but I think there is a limit of 22 squares for getting the road trade bonus (if anyone has a link to a thread detailing this, I'd appreciate it; I haven't found anything that still works). In particular, building the SSC at 137, 15 would prevent a road bonus with Boston, if my memory about 22 squares is correct.

On that note, do we want to let the Americans keep Boston? I wouldn't recommend doing anything immediately anyway, but it is something to think about. Letting them have Boston would give us a foreign destination for trade routes, which could be helpful, but it also denies us a part of our island, and could cause some tensions. I would recommend letting them keep it (in fact, I would have put forth the idea of leaving a part of our island unsettled to attract a little foreign influence). If we do want to get rid of them, we better establish an embassy first.
 
I think (137,15) looks pretty good. From what I read ages ago, the road bonus kicks in if there is ANY city on the optimal path from city of origin to destination city, regardless of who owns that station city. It'd be pretty easy to make this happen at (137,15) due to the narrow strip of land. I'm completely unaware of a distance requirement for the road bonus, though.

I'm uneasy about letting them keep Boston. Black clicking says that the continent continues well past Boston, so we risk cutting ourselves off from major long-term expansion if we let them dig in. And I'm guessing that the Americans are native to this continent as well, so there'll be other cities to trade with.
 
Explorers don't ignore ZOC, so we'd need a diplomat. How about planning on smuggling two settlers past with a diplomat sometime in the next 20 turns or so? Two cities will likely be enough to get us a foothold in American territory. And if we put one on the grassland south of Boston (can be done right away without a diplomat) we increase our chances of having safe passage for caravans without blocked choke points.

As an alternative to lucrative foreign trade routes, how about making two high trade cities? One will be our regular SSC with wonders and stuff, the other will just be a large city in the opposite direction with as much trade as possible. We'd be able to rehome caravans to one city or the other (I assume this is allowed, correct me if I'm wrong), and maybe get decent bonuses. Creating an efficient road net should also be easy enough if we know those two cities will be receiving all caravans. I'd suggest (127,45) for secondary trade city, but it would take a long time for caravans to get from one city to the other because of the long gulf in between. Maybe Nuremberg could work? It's already established, has a whale + 5 ocean squares (+ one more if we're allowed to explore it), it's as far away as we can get on our own territory and the gulf doesn't block it.

Could we maybe soften up the rules a little bit and allow for exploration of our coast line? That way we won't have a whole bunch of wasted squares for our coastal cities, which will just be disheartening to look at all game. If memory serves me right, the only units that can see 2 are spies, air units and some naval units.

Oh, and thank you kindly for the grades :) My wife says that they weren't high enough, so I should quit gaming and study more. I pointed out that if I want higher grades on my game reports, I should game more instead.
 
My bad, I have to admit I wasn't even aware of that ruleset. I'm fine with the rules of course, I hope I didn't break them by black clicking the American territory.
 
I think now is a good time to start building HG... maybe at Berlin? The cities around it (such as Frankfurt or Heidelburg) would be available to build caravans, with no expansion options near.

As fr the American problem, I think that after getting Trade, we should go for Map Making in order to get map info. But where did they came from? I don't think that the land south of Boston has enough space for Washington and NY, so they might have came from a boat. Landmass 23 is near.

But, 4 squares west of Boston, black clicking reveals that there is a continent 11 there too! (Our starting continent is 11) Yet, more black clicking has not allowed to discover a ''land bridge'' between the 2 con11s...
 
I see a strip from continent 11 all the way down to a larger (but not very large) territory that could easily house all American cities. I think that's more likely than them expanding by sea this quickly. Why do we need Map Making? Is map exchange with foreign civs only enabled after researching it?
 
preturn 1050 bc - Frankfurt elvis to grow into not-disorder, Hambourg worker moved to buffalo. Currency>Writing, 9 turns to discovery. We won't be sending diplomats and settlers past Boston until then. Trade was not available.
turn 1 1000 bc - Hannover warrior>settler. Rush 2g in cologne, 6g in Frankfurt toward settlers.
turn 2 975 bc - Heidelburg workers moved to plains to avoid growth before settler is built. Frankfurt settler.
turn 3 950 bc - Leipzig, Munich warriors relieve Elvis.
turn 4 925 bc - Bremen warrior. Stuttgart built to cage the Americans, riot prevented in Konigsberg. Rush 4g in Hambourg.
turn 5 900 bc - Heidelburg, Munich, Berlin settler. Rush 16g in Hannover. Egyptians, Sioux begin Pyramids.
turn 6 875 bc - Hambourg settler. Hut>Nomads. Northeast exploration complete. Rush 16g in Berlin, 2g in Frankfurt.
turn 7 850 bc - Stutgart warrior. Leipzig warrior relieves elvis in Konigsberg. Rush 8g in Heidelburg.
turn 8 825 bc - Nuremberg settler. Writing>Trade. Rush 6g in Leipzig.
turn 9 800 bc - Hannover settler. Bonn founded, Berlin gets a red hat.
turn 10 775 bc - Cologne settler. Konigsberg diplomat. Rush 8g in Nuremberg, 4g in Leipzig.
turn 11 750 bc - Americans offer Masonry, declined to avoid slowing the discovery of Trade. Salzburg founded, first citizen red, Heidelburg gains a red, Bonn first citizen red.
turn 12 725 bc - Dortmund founded, red. Diplomat and settlers begin the crossing of Boston. Barbarian trireme spotted off the northeast coast.
turn 13 700 bc - Nuremberg, Munich disorder. 300k citizens. Rush 11g in Bremen, where fertile grassland will make growth get out of hand quickly.
turn 14 675 bc - Hambourg warrior relieves Berlin elvis. Brandenburg founded, redhat in Frankfurt. Rush 19g in Bremen.
turn 15 650 bc - Barbarians land in the northeast, far from danger. Growth causes disorder in Hannover. Frankfurt, Leipzig settler. Naples founded, red. Bonn warrior. Washington discovered, we do share our continent. Most advanced civs: America>Germany.

For the next player - settler south of Hambourg could build on the plains peninsula there (2 turns), or head east to grass and peat (7 turns). Leipzig settler is heading toward 114,34 to finish colonizing the interior. Proposed SSC site can be reached in 2 turns. Trade will be discovered next turn, enabling MPE/HG. We still have an Elvis infestation, which between the warriors being produced and HG in the next few turns should clear up.

View attachment FR_B650.SAV
 
Re-homing of caravans is not allowed. I've been playing with this rule for so long that I did not think to mention it.

I've been black-clicking myself, so don't worry about that.

To get more ocean squares revealed, all we have to do is trade maps with AI civs that sail near our coast. This involves some luck, but it does mean we can have squares revealed. It's an argument for keeping on good terms with the Americans.

We may want to figure out the trade at various city sites before committing to an SSC in the far north. While it is somewhat helpful for delivery bonuses to have an out of the way SSC, it limits the potential road bonus and also makes it more difficult to gather resources for wonder building. The three tundra squares will cost the full grown city 9 trade unless and until we use engineers to transform the tundra, so anther city (that perhaps has access to more ocean) might actually have more trade.
 
Sorry, the proposed SSC site I referred to is south central, with two whales and ocean access, but the north site is just as good even with the tundra. Either way we'll have engineers before we grow to full capacity.
 
With Washington discovered, I think capturing Boston (defended by 2 units, one warrior) should be done after Poly. I wish I had sent my archer there when I was playing my turns, black clicking made me think there was a dead end so I turned back... lessons learned I guess.

Bremen has an unnecessary Elvis, while Cologne will need one next turn. Konigsberg should switch a worker from forest to buffalo.

And yes, swapping maps does require that both civs have Map Making.
 
Will it be cost efficient to capture Boston?

Pros:
Taking out risk of American expansion into our territory
Getting more territory for ourselves
Getting tech

Cons:
Risk of harming relations
Might not get the city, only burn it down
Will take away one of fairly few trading destinations available to us
Possible retaliation on the cities we're planning on founding in American territory
 
We will have plenty of time until we have a shot at capturing, I think... we can't do so until Poly (for half-decent attack units) and we don't even have HBR so it is not for tomorrow. I'd reserve Washington and beyond for trading. With that being said, we still need to get maps before making a decision. And a size 4 with 2 units inside will be captured and not burned.

With that being said, does anyone know if the Americans have Bronze Working?
 
Has everyone played who plans to participate?

If so, I'll have to pass on my turns for a little while. We'll start playing 10 rounds each, unless there is someone else who wants to join our group.
 
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