Also I notice a barb galley SW of Stoneville. I think we should upgrade another galley and kill it before it starts pillaging our nets.
Edit: just looked at the new save. That's a big continent! I think our caravel should move north to meet Greece. Scout can go inland to meet Charlemagne. The newly upgraded galleon can meet Rome and India and then come back to our east coast. We should quickly pick up a bunch of intercontinental trade routes and make some nice coin.
The double holy city must be Indian (as I predicted).
We could then move it into the inland sea and use it to transport units from Horseville to the combat zone.
We have 7-rivals in this game. We now have 6 accounted for. India is one of them, so it is probably where the shrines and all are. Boudica has The Hanging Garden in her capital. Where shall we search for the lost civ? Looks like north to me?
If this civ is isolated, then it may be the weakling we are looking for to befriend?
EDIT - There is a nice Barb city with Corn, Horses and Gold along the west coast of the other continent, north of Greece. Should we take it to get established on the other continent?
We have 7-rivals in this game. We now have 6 accounted for. India is one of them, so it is probably where the shrines and all are. Boudica has The Hanging Garden in her capital. Where shall we search for the lost civ? Looks like north to me?
Well rrau has provided a great deal of new info. Some unorganized thoughts:
What is the building next to the Hanging Gardens in Bibracte?
Just realized that it will take another 400 beakers to incite a revolt in a Portugese city. Is that worth it?
Suggest maces next in both Ulundi and X-ville.
Barb city does not seem well situated for our immediate needs -- thinking we may want to avoid those Greek hill cities, not to mention the Roman ones.
Scotland yard in Rome. Does this also give us pause in attacking the Romans?
Discouraging to see the Celts with Feudalism and city walls. We're going to miss trebuchets.
Research at 80% still get Nationalism in 4 turns, with gold left to upgrade galley immediately.
If we get Open Borders with the Romans, we can move units through Arpinum to attack India with only one galleon if needed.
For trading purposes, we need to road the marble and improve and road the furs in Furville. Does this not take priority over chopping a courthouse?
It will be at least four turns before an attack on Joao is wise, so let's run the HA just east of Santarem through Portugal to see what defenders we're going to be up against.
I believe there are modifiers that cut the cost. From SCT's primer on Espionage:
SCT said:
The final EP cost of a spy mission can be lower or higher than the base cost. The final cost is calculated in a two-step process. First, a subcost is calculated from the base cost using the following % adjustments:
Stationary Spy: -10% per turn, up to -50%
Trade Route with Target City: -20%
Own State Religion is Present in Target City and You Own that Holy City: -25%
Distance Penalty: varies, but typically +10% to +30%
In the second step, the subcost is increased or decreased based on the total number of EPs ones own Civ has earned over the course of the game relative to the total number of EPs the target Civ has earned over the course of the game. This adjustment can range from a cost decrease of 50% to a cost increase of 50% or more.
Spies now have the ability to reduce the culture defenses of a city in one turn (and for one turn) with the ‘Incite Revolt’ mission. The base cost of this mission is 500 EPs, but this can often be reduced by 50% or more. Using spies to take down city defenses for one turn instead of using the traditional catapults and trebuchets can be especially useful against cities with walls (and castles). Walls and castles reduce bombard damage from pre-gunpowder siege units by 50% and 25% respectively and can significantly lengthen the time it takes to conquer a city. Spies cost 60 hammers each (compared to 75 hammers for cats) and are reusable when they succeed with their missions. Spies can be caught on their way to their target or while waiting inside an enemy city, but face no vulnerability to damage or destruction from traditional units. In BtS, siege units have been significantly nerfed. They can no longer win battles, and they are especially vulnerable to mounted units, receiving damage whenever a mounted unit wins a battle against another unit in the same stack.
With spies able to use enemy roads, thereby acting as two-move units, using spies in conjunction with mounted-only armies is a viable strategy for conquering a rival quickly. Horse Archers are mediocre city attackers but Knights are quite adept at taking cities until Pikemen show up in significant numbers. A Knight-Spy rush can be a good way to finish off a Conquest victory.
This would be a good idea to build up in preparation. It might be nice to have two Galleons there with Siege Weapons on board. Cuirassier over land and siege units by sea, meeting at India's capital. Hope it is coastal...
It will be at least four turns before an attack on Joao is wise, so let's run the HA just east of Santarem through Portugal to see what defenders we're going to be up against.
That's an academy. So Bibracte would be a nice city to take early. I've scanned the board for other academies and the only other one I can find is in Guimaraes (Joao).
No, the Espionage screen says 422 EPs required to support city revolt in Braga. And that doesn't count the 50% discount for a stationary spy. So the real cost is 211 EPs. We have more than enough.
Greeks are the only AI with no wonder and no holy city. So we can try to befriend them. Rome only has the Great Wall, so maybe we can save them for an end-of game raid. Seems like the most important AI to take down are Portugese, Indians, Celts, and Holy Romans, possibly in that order.
This highlights the need for Ivoryville to build us a few cats so we can take the accuracy promotion. If we did go for Engineering now, the main drawback would be that our GSs would want to bulb Chemistry and Biology before Electricity, so it would be harder to take Radio with Liberalism. We could take Electricity or Medicine with Liberalism, but we would then have to research Radio without any bulbing.
If the Indians don't have Feudalism, maybe we should attack them first, and wait for Airships to attack the Celts?
Do you mean the structure to the left? It looks like a gateway to me? What's a gateway?
I believe there are modifiers that cut the cost. Can we know the exact cost before the spy gets in the city?
Could use this with regard to Cuirassier? It's too expensive, I think, to use with any frequency.
When can we acquire Engineering without upsetting our Great People tech strategy? I'm unclear on that and still not certain dom'n or conquest is our best option.
This would be a good idea to build up in preparation. It might be nice to have two Galleons there with Siege Weapons on board. You can't bombard from a galleon in Bts can you? Cuirassier over land and siege units by sea, meeting at India's capital. Hope it is coastal... Hope so too. there are many non-coastal cities that will be expensive to maintain.
It would be good to pick a civ that we can befriend and start trading, give us some income too. Why is excessively befriending one civ advantageous?
If we befriend Greece, we could get their UN vote if needed. Greece looks pretty small. If we leave Rome with most of its population (only capturing the Great Wall city), we could set up Rome as our opponent for Diplo victory.
Sorry, not what I meant. As mounted units can travel two tile per turn, I though we could use Galleons to move the Siege units and land them next to the city where they would meet the mounted units. That means we wouldn't need so many Galleons and we could maintain speed in the attack with mounted units moving over land and siege units moving via sea.
You're probably correct. Once we get research done, we could beef up the Espionage points, build some Spies in non wonder producing cities and convert some AI cities to Confucianism, giving us more bonuses. It would allow us not to build so many siege units and having to try to transport them inland. We'll have to see if we have the resources to even try it?
Went through nearly the whole civlopedia and couldn't find anything looking similar. So did I. Has no idea what it could be.
Sorry, not what I meant. As mounted units can travel two tile per turn, I though we could use Galleons to move the Siege units and land them next to the city where they would meet the mounted units. That means we wouldn't need so many Galleons and we could maintain speed in the attack with mounted units moving over land and siege units moving via sea. Understand . . . that might indeed work out.
You're probably correct. Once we get research done, we could beef up the Espionage points, build some Spies in non wonder producing cities and convert some AI cities to Confucianism, giving us more bonuses. It would allow us not to build so many siege units and having to try to transport them inland. We'll have to see if we have the resources to even try it?
rrau, here's the rundown on the possible AI's trading behavior, to help you with your remaining turns:
Boudica:
Will trade a tech when 30% of other civs know the tech, and when Cautious or better
Will trade monopoly techs at +10 relations
Charlemagne:
Will trade a tech when 30% of other civs know the tech, and when Cautious or better
Will trade monopoly techs at +15 relations
Will trade open borders at Cautious or better
Will trade map at Pleased or better
Alexander:
Will trade a tech when 30% of other civs know the tech, and when Cautious or better
Will trade monopoly techs at +5 relations
Will trade open borders at Cautious or better
Will trade map at Friendly
Pericles:
Will trade a tech when 10% of other civs know the tech, and when Annoyed or better
Will trade monopoly techs at +15 relations
Will trade open borders at Annoyed or better
Will trade map at Pleased or better
Gandhi:
Will trade a tech when 20% of other civs know the tech, and when Furious or better
Will trade monopoly techs at +15 relations
Will trade open borders at Furious or better
Will trade map at Furious or better
Asoka:
Will trade a tech when 20% of other civs know the tech, and when Cautious or better
Will trade monopoly techs at +10 relations
Will trade open borders at Annoyed or better
Will trade map at Cautious or better
Julius Caesar:
Will trade a tech when 40% of other civs know the tech, and when Cautious or better
Will trade monopoly techs at +5 relations
Will trade open borders at Cautious or better
Will trade map at Friendly
Augustus:
Will trade a tech when 40% of other civs know the tech, and when Cautious or better
Will trade monopoly techs at +15 relations
Will trade open borders at Annoyed or better
Will trade map at Cautious or better
One key point is that we can get open borders with anyone pretty easily. So get as many as possible. And Alex and Julius are the easiest to get monopoly techs from.
SCT suggests trading resources for gpt, but we are going to experience a great deal of war weariness in taking or razing all, or nearly all, the Portuguese cities, so I'm inclined to get happiness resources. Silk is already available and so is corn, and we will have some health problems in several cities if we have unhappy citizens, so I'd like to trade for corn too. There's no immediate need to trade for anything else until we know what's available.
As rrau sends the HA through, be nice if defenders in each city were reported along with where the workers are.
If we are able to get considerable gold in trade, then I'd like to soon upgrade a second galley to further speed units to the front.
SCT suggests trading resources for gpt, but we are going to experience a great deal of war weariness in taking or razing all, or nearly all, the Portuguese cities, so I'm inclined to get happiness resources. Silk is already available and so is corn, and we will have some health problems in several cities if we have unhappy citizens, so I'd like to trade for corn too. There's no immediate need to trade for anything else until we know what's available.
Looks to me like we should offload the Scout and send him inland to meet the Holy Roman Empire and Greeks while the Caravel heads south and east for India. It will require 4 turns to meet India.
Ulundi: stop wat. change to cat. Donate a mine to Canalville.
Xville: Donate fish to marbleville. continue colossus.
Ivoryville: Took mine from pigville and work one workshop and one plains
cottage.
Pigville: gave up mine, gained a cottage.
canalville: Take mine from Ulundi. Can't hire merchant yet.
Horseville: no change
Furville: Work furs
Stoneville: start archer for fogbusting(cheapest unit). Scout not avail any longer (explorers)
Marbleville: Gained fish, but can't hire merchants yet.
Revolt to CS and Pacifism
turn 145
Ulundi: Worker starts forest chop, starts cat. GP due in 1, likely sci
Canalville: fire sci and hire merchant
furville: start pasture
Marble ville: hire merchants
Jute: position troops except for one late cat to try to draw out archers.
making 24gpt now. Leave research to build gold for galley upgrades
turn 146
Sir Issac Newton (sci) Born in Ulundi. Send to Xville to settle.
Start some workshops around canalville and horseville
I decide to take a risk with only one cat ready and attack as ballista
has about 70% chance of winning even without the cat attacking.
Battle for Jute:
Cat retreats
Ballista at 89% loses
HA at 69% wins
Axe at 95% wins
Spear at 98% wins
turn 147
Colossus completes
Parthenon build in a far away land. (It's in the city with 2 shrines,
stonehenge and Zeus - nice of whoever it is to build them all in one city
for us)
turn 148
our caravel sees land, but no borders to E.
turn 149
Finish Astronomy.
Meet Bodaccea. She will trade world maps for gold or tech. Pause per request.
Western galley upgraded this turn
Trade CoL for WM with Bodaccea.
Settle great scientist in Xville
Sign open borders with Bodaccea and trade corn and silk for fish and sheep.
Unload scout from caravel to NE and meet Charlamagne. He's annoyed. No
techs to trade us. No open borders or maps available. Gift him alphabet
and trade aesthetics for 50g. Trade him a fish and receive gems.
HA finds no road the other side of Santarem. I think I'll send our
worker to help them build one......Will make troop movement quicker
during war.
upgrade 2 galleons and increase research to 80%
Turn 150
We discover the world is round and get 1+ ship movement bonus
Gift lit to Charlamagne.
Hire 2nd merchant in stoneville and tried to hire sci in Ulundi, but apparently can only support 6 specialist and we have 6 merchants, so I keep it the same.
Trade aesthetics to Bodaccea for 50g and wm
151
We are most cultured civ.
Not sure why printscreen not working right anymore.......probably has something to do with the new graphics card.
Leira forces: Archer(def), sword
Coimbra forces: Archer(def), Archer (def), spear
Meet Pericles-Annoyed.
Meet Ceasar - cautious. Trade CoL for WM and 60g and now he's pleased.
We now know where Dehli is.
Trade Pericles for monopoly tech Theology. Trade Col, Lit and HBR for it. He's cautious with us now.
IBT: Our galleon contacts an Indian workboat and Ghandi's annoyed with us.
turn 153
Learn Nationalism and start gunpowder
Joao has rearched Feudalism. Not sure if it was this turn or not. I saved every turn this playset, so I could go back and take a look if that wouldn't be reloading
Forces not quite in place to kick off the war and only one of the 2 tiles connecting Santarem to rest of Joao's land is done. In the 3 turns it would take to get it roaded, forces should be in place and we would know gunpowder. I'll stop here at 9 turns because we need to strategize.
I couldn't get many open borders on the other continent. I roaded another sheep this turn, so should be able to trade it for dyes next turn with Charlemagne.
The spy should be the only unit on 'goto' and it's going to Braga.
Spoiler:
Here is your Session Turn Log from 680 AD to 860 AD:
Turn 144, 680 AD: The revolution has begun!!!
Turn 144, 680 AD: Suryavarman II adopts Caste System!
Turn 144, 680 AD: Suryavarman II adopts Pacifism!
Turn 144, 680 AD: The anarchy is over! Your government is re-established.
Turn 145, 700 AD: Isaac Newton (Great Scientist) has been born in Ulundi (Suryavarman II)!
Turn 146, 720 AD: Suryavarman II's Catapult (5.00) vs Barbarian'sArcher (7.35)
Turn 146, 720 AD: Combat Odds: 22.0%
Turn 146, 720 AD: (Plot Defense: +25%)
Turn 146, 720 AD: (Fortify: +25%)
Turn 146, 720 AD: (City Defense: +50%)
Turn 146, 720 AD: (Hills Defense: +45%)
Turn 146, 720 AD: Suryavarman II's Catapult is hit for 24 (76/100HP)
Turn 146, 720 AD: Barbarian's Archer is hit for 16 (84/100HP)
Turn 146, 720 AD: Barbarian's Archer is hit for 16 (68/100HP)
Turn 146, 720 AD: Suryavarman II's Catapult is hit for 24 (52/100HP)
Turn 146, 720 AD: Barbarian's Archer is hit for 16 (52/100HP)
Turn 146, 720 AD: Suryavarman II's Catapult is hit for 24 (28/100HP)
Turn 146, 720 AD: Barbarian's Archer is hit for 16 (36/100HP)
Turn 146, 720 AD: Suryavarman II's Catapult is hit for 24 (4/100HP)
Turn 146, 720 AD: Suryavarman II's Ballista Elephant (8.80) vs Barbarian'sArcher (6.46)
Turn 146, 720 AD: Combat Odds: 83.8%
Turn 146, 720 AD: (Extra Combat: -10%)
Turn 146, 720 AD: (Plot Defense: +25%)
Turn 146, 720 AD: (Fortify: +25%)
Turn 146, 720 AD: (City Defense: +50%)
Turn 146, 720 AD: (Hills Defense: +45%)
Turn 146, 720 AD: Suryavarman II's Ballista Elephant is hit for 17 (83/100HP)
Turn 146, 720 AD: Suryavarman II's Ballista Elephant is hit for 17 (66/100HP)
Turn 146, 720 AD: Barbarian's Archer is hit for 22 (66/100HP)
Turn 146, 720 AD: Suryavarman II's Ballista Elephant is hit for 17 (49/100HP)
Turn 146, 720 AD: Suryavarman II's Ballista Elephant is hit for 17 (32/100HP)
Turn 146, 720 AD: Suryavarman II's Ballista Elephant is hit for 17 (15/100HP)
Turn 146, 720 AD: Barbarian's Archer is hit for 22 (44/100HP)
Turn 146, 720 AD: Suryavarman II's Ballista Elephant is hit for 17 (0/100HP)
Turn 146, 720 AD: Barbarian's Archer has defeated Suryavarman II's Ballista Elephant!
Turn 146, 720 AD: Suryavarman II's Horse Archer (7.20) vs Barbarian'sArcher (6.46)
Turn 146, 720 AD: Combat Odds: 69.0%
Turn 146, 720 AD: (Extra Combat: -20%)
Turn 146, 720 AD: (Plot Defense: +25%)
Turn 146, 720 AD: (Fortify: +25%)
Turn 146, 720 AD: (City Defense: +50%)
Turn 146, 720 AD: (Hills Defense: +45%)
Turn 146, 720 AD: Barbarian's Archer is hit for 20 (68/100HP)
Turn 146, 720 AD: Barbarian's Archer is hit for 20 (48/100HP)
Turn 146, 720 AD: Suryavarman II's Horse Archer is hit for 19 (81/100HP)
Turn 146, 720 AD: Barbarian's Archer is hit for 20 (28/100HP)
Turn 146, 720 AD: Suryavarman II's Horse Archer is hit for 19 (62/100HP)
Turn 146, 720 AD: Suryavarman II's Horse Archer is hit for 19 (43/100HP)
Turn 146, 720 AD: Barbarian's Archer is hit for 20 (8/100HP)
Turn 146, 720 AD: Barbarian's Archer is hit for 20 (0/100HP)
Turn 146, 720 AD: Suryavarman II's Horse Archer has defeated Barbarian's Archer!
Turn 146, 720 AD: Suryavarman II's Axeman (5.50) vs Barbarian'sArcher (3.23)
Turn 146, 720 AD: Combat Odds: 95.3%
Turn 146, 720 AD: (Extra Combat: -10%)
Turn 146, 720 AD: (Plot Defense: +25%)
Turn 146, 720 AD: (Fortify: +25%)
Turn 146, 720 AD: (City Defense: +50%)
Turn 146, 720 AD: (Hills Defense: +45%)
Turn 146, 720 AD: Barbarian's Archer is hit for 20 (24/100HP)
Turn 146, 720 AD: Barbarian's Archer is hit for 20 (4/100HP)
Turn 146, 720 AD: Suryavarman II's Axeman is hit for 19 (81/100HP)
Turn 146, 720 AD: Suryavarman II's Axeman is hit for 19 (62/100HP)
Turn 146, 720 AD: Barbarian's Archer is hit for 20 (0/100HP)
Turn 146, 720 AD: Suryavarman II's Axeman has defeated Barbarian's Archer!
Turn 146, 720 AD: Suryavarman II's Spearman (4.00) vs Barbarian'sArcher (1.83)
Turn 146, 720 AD: Combat Odds: 98.0%
Turn 146, 720 AD: (Plot Defense: +25%)
Turn 146, 720 AD: (Fortify: +25%)
Turn 146, 720 AD: (City Defense: +50%)
Turn 146, 720 AD: (Hills Defense: +45%)
Turn 146, 720 AD: Suryavarman II's Spearman is hit for 21 (79/100HP)
Turn 146, 720 AD: Barbarian's Archer is hit for 18 (7/100HP)
Turn 146, 720 AD: Suryavarman II's Spearman is hit for 21 (58/100HP)
Turn 146, 720 AD: Barbarian's Archer is hit for 18 (0/100HP)
Turn 146, 720 AD: Suryavarman II's Spearman has defeated Barbarian's Archer!
Turn 146, 720 AD: You have captured Jute!!!
Turn 146, 720 AD: Suryavarman II has completed The Colossus!
Turn 146, 720 AD: You have trained a Catapult in Ulundi. Work has now begun on a Harbor.
Turn 146, 720 AD: The Parthenon has been built in a far away land!
Turn 146, 720 AD: St. Thomas Aquinas (Great Prophet) has been born in a far away land!
Turn 147, 740 AD: Canal-ville can no longer work on The Parthenon. The lost ? is converted into 299?!
Turn 147, 740 AD: You have constructed a Harbor in Ulundi. Work has now begun on a Spy.
Turn 148, 760 AD: You have discovered Astronomy!
Turn 149, 780 AD: Suryavarman II's Horse Archer (6.70) vs Barbarian'sArcher (3.00)
Turn 149, 780 AD: Combat Odds: 98.7%
Turn 149, 780 AD: (Extra Combat: -30%)
Turn 149, 780 AD: Barbarian's Archer is hit for 30 (70/100HP)
Turn 149, 780 AD: Suryavarman II's Horse Archer is hit for 13 (73/100HP)
Turn 149, 780 AD: Barbarian's Archer is hit for 30 (40/100HP)
Turn 149, 780 AD: Suryavarman II's Horse Archer is hit for 13 (60/100HP)
Turn 149, 780 AD: Barbarian's Archer is hit for 30 (10/100HP)
Turn 149, 780 AD: Barbarian's Archer is hit for 30 (0/100HP)
Turn 149, 780 AD: Suryavarman II's Horse Archer has defeated Barbarian's Archer!
Turn 149, 780 AD: You have trained a Archer in Stoneville. Work has now begun on a Harbor.
Turn 149, 780 AD: Your maps have proven that the world is round! Your ships receive a +1 Movement bonus.
Turn 151, 820 AD: The enemy has been spotted near Jute!
Turn 151, 820 AD: Suryavarman II's Horse Archer (5.46) vs Barbarian'sArcher (3.00)
Turn 151, 820 AD: Combat Odds: 94.3%
Turn 151, 820 AD: (Extra Combat: -30%)
Turn 151, 820 AD: Suryavarman II's Horse Archer is hit for 13 (57/100HP)
Turn 151, 820 AD: Suryavarman II's Horse Archer is hit for 13 (44/100HP)
Turn 151, 820 AD: Suryavarman II's Horse Archer is hit for 13 (31/100HP)
Turn 151, 820 AD: Barbarian's Archer is hit for 29 (71/100HP)
Turn 151, 820 AD: Suryavarman II's Horse Archer is hit for 13 (18/100HP)
Turn 151, 820 AD: Barbarian's Archer is hit for 29 (42/100HP)
Turn 151, 820 AD: Barbarian's Archer is hit for 29 (13/100HP)
Turn 151, 820 AD: Suryavarman II's Horse Archer is hit for 13 (5/100HP)
Turn 151, 820 AD: Your Horse Archer has withdrawn from combat with a Archer!
Turn 151, 820 AD: Suryavarman II's Spearman (4.40) vs Barbarian'sArcher (0.39)
Turn 151, 820 AD: Combat Odds: 100.0%
Turn 151, 820 AD: (Extra Combat: -10%)
Turn 151, 820 AD: Barbarian's Archer is hit for 31 (0/100HP)
Turn 151, 820 AD: Suryavarman II's Spearman has defeated Barbarian's Archer!
Turn 151, 820 AD: Your Spearman has destroyed a Archer!
Turn 152, 840 AD: Clearing a Forest has created 30 ? for Yasodharapura.
Turn 152, 840 AD: You have discovered Theology!
Turn 152, 840 AD: You have discovered Nationalism!
Turn 152, 840 AD: The borders of Jute have expanded!
Turn 153, 860 AD: Suryavarman II's Galleon (4.00) vs Barbarian'sGalley (2.20)
Turn 153, 860 AD: Combat Odds: 98.7%
Turn 153, 860 AD: (Plot Defense: +10%)
Turn 153, 860 AD: Barbarian's Galley is hit for 26 (74/100HP)
Turn 153, 860 AD: Barbarian's Galley is hit for 26 (48/100HP)
Turn 153, 860 AD: Suryavarman II's Galleon is hit for 14 (86/100HP)
Turn 153, 860 AD: Suryavarman II's Galleon is hit for 14 (72/100HP)
Turn 153, 860 AD: Barbarian's Galley is hit for 26 (22/100HP)
Turn 153, 860 AD: Barbarian's Galley is hit for 26 (0/100HP)
Turn 153, 860 AD: Suryavarman II's Galleon has defeated Barbarian's Galley!
Turn 153, 860 AD: Your Galleon has destroyed a Galley!
Nice work rrau, we seem to have found the other AI!
And it is nearly time to for Joao's demise...
Roster: Cactus Pete - UP leif - On Deck
ShannonCT
rrau - just played!
Mad Professor - Just checked in and doing well. Frederiksberg - Providing some excellent food for thought. Jimmy Thunder - On Sabbatical Gator - Still there? Killercane - Retired.
There are nine wonders out there.
There are five in Delhi including two religious shrines, Stonehenge, Parthenon and Statue of Zeus
India also has the Church of the Nativity in Vijayanagara (that's a mouthful...)
Bibracte has Hanging Gardens
Aachen has the Buddhist Shrine
I think The Great Wall is in Rome?
Delhi is looking mighty juicy and can be reached by sea.
It looks like Joao just got Feudalism on his last turn. He still hasn't upgraded any archers. We'll inevitably face some longbows. Hopefully we can raze Santarem before he upgrades those archers. We'll be getting to MT in 6-7 turns. Cuirassiers will help a lot in taking down LBs. We should be looking to upgrade our ballistas in Braga.
Gandhi would normally trade open borders with us at Annoyed except we are his worst enemy. If we sold him Music or Compass, that should make Charlemagne or Boudica his worst enemy. I see Gandhi, Augustus, and Pericles are quite chummy because of their shared religion. Maybe it's best to fight Boudica and Charlemagne after Joao.
Gandhi and Augustus look to be the main threats to getting Liberalism. I'd like to train all of our EPs on those two.
What do you guys think of splitting forces in Joao in 2 for the first attack? We can have most of our forces in the neutral space between Braga and Santarem to attack Braga and just leave a few to raze Santarem.
What do you guys think of splitting forces in Joao in 2 for the first attack? We can have most of our forces in the neutral space between Braga and Santarem to attack Braga and just leave a few to raze Santarem.
If that would allow us to hit Braga before the archers there are upgraded to LBs, then that would be a good plan. Otherwise, Santarem is right up against our borders, so we can attack the same turn we declare and wont have any delay in moving more units to Braga. If attacking Santarem first means facing archers instead of LBs there, then attack Santarem first.
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