SirJethro's DyP II - "The Emperor's New Mod"

MM Dyed Pretty, which was stuck at 0 growth with 2 pop.
Yeah, I did this on purpose because it could only gain 1-2 food, and when it grew, I thought it would starve (it takes 3 food to feed a citizen, right?). So instead I maximized production.

we keep the Iron bonus. Is that something they changed in PTW, or is this just in DyP?
IIRC, the shield and commerce bonuses of tiles are retained in a city, but not food. May just be my misperception, though.
 
Bloody excellent!
I'm glad I got back on to check. I'll concentrate on the western lands as they look more promising than the Big Island or the small ones

Ironhorse Oyster Bay

:lol:
 
Inherited Turn
Wow, Sir Jethro really got us going with a big expansion phase. [Expletive deleted] Excellent!
Pioneers really gut a town. Our cities are back to size 3,4 or 5.

Change Darwin from Toll House to Harbor
Change the Entertainer in IOB to a Tax Collector for + 2gpt. I’ll whip the Library next turn
Change Jungle Island from Spearman to Wiseman. I’ll be sending over some more troops soon.
Change North Big Island(NBI) from Library to Wiseman
Change SJ Farms from Spearman to Wiseman
Whip Granary in SJ Stables. To get it before it grows in 3.

Establish Embassy in Incan capital of Cuzco for 46g. It’s a pretty good city.
4 Spearmen, 1 Canoe, 1 Pioneer in city. Building the Palace Gardens, due in 1.
Size 8, 1 xfpt growth in 31, 14 of 15 spt, 21 Com, 22 Sci.
Improvements: Harbor, Port, Hanging Gardens
The Incans are a Democracy with 98g in the bank. Sliders are 4.6.0
They have Iron(1), Incense(1) and Gold(1) in the Strategic box.
They have Spices(2) and Wool(3) in the Luxury box.

Cuzco is 9 tiles south of New Jethrovia and I’m wondering why they hadn’t settled before we got there unless its another island so I move the Spear south onto the hill to have a squiz. Yep its another small island separated by one sea tile. I’m happy about that, it’ll keep them away a bit easier.

460 Quokkaton Toll House=>Spear
SJ Stables Granary=>Worker
Iron Mountain Granary=>Worker
Whip Library in IOB.

The Trading Ship with the Pioneer aboard discovers that there is only 2 tiles north of New Jethrovia and a 2-tile all Mountain island east of that. I’m not going to land the Pioneer until I have made sure there isn’t a better island just the other side of NJ island.

I The Chinese build The Oracle in Xianyang.

470 IOB Library=>Wiseman

There is more coast visible from the far side of NJ island

480 Kal-el Toll House=>Spear
Whip Granary in Dyed Pretty

There is someone on the land that I can see, tune in next turn to see who….
I am sending both Spears from Quokkaton to the Big island and both Warriors from Kal-el west.

I We learn Theology, which allows Angkor Wat(free Shrine all cities, no obs) very useful

490 SJ Stables Worker=>Toll House
Dyed Pretty Granary=>Forge
Jungle Island Wiseman=>Tax Collector
NBI Wiseman=>Tax Collector
SJ Farms Wiseman=>Tax Collector

We meet Siam and they are BACKWARDS. We are up Pottery, Currency, Polytheism, Slavery, Republic and Weaving. They are also broke, and have a total of 6 cities. Before I move further with the ship I’ll establish an Embassy and see if that gives any clues.

Establish Embassy in Siamese capital of Bangkok for 33g
3 Spearmen in city, building a Serf due in 1
Size 6, 1xfpt growth in 13, 5spt, 11 Com, 14 Sci
Improvements: Academy, Walls, Library, Palace Gardens
The Siamese are Democracy with 10g in the bank. Sliders are 6.4.0
They have Incense(1) and Horses(2) in the Strategic box.
They have Gems(3) and Tobacco(2) in the Luxury box

I am at the bottom of the island I found but there is some more land further south. I’ll check it out and if that doesn't pan out return the Pioneer to NJ island.

500 Quokkaton Spear=>Spear
Kal-el Spear=>Spear
Tuskany Courthouse=>Granary
Iron Mountian Worker=>Worker
Golden Blubber Harbor=>Hardy Pioneer
Hire Tax Collector in SJ Farms to stop disorder

The land to the south if Siam is a 3-tile island that would be great if it were close to home. It has Wheat, Forest and Shellfish, but ½ way round the world its no good. There is another border to the SW but first I am going to drop the Pioneer off north of New Jethrovia, it’ll be just so much easier to defend.

I We learn Elephant Training. This means Tibet can build Elephant units now so we will have to keep vigilant on the Home Front.

510 Looping around 3 Tile Island I run through the borders and we meet an Annoyed China.
They are backwards fools but have money, it’s a good combo.

Establish an Embassy in the Chinese capital of Xianyang. Holy Cow what a city.
5 Spearmen, 1 Crossbowman in city, building Academy due in 1 turn
Size 10, 4 xfpt growth in 6, 15 of 16 spt, 11 Com, 8 Sci
Improvements: Barracks, Colisseum, Forge, Monument, Shrine, Oracle, Pyramids, Palace Garden
The Chinese are a Dynasty with 403g in the bank. Sliders are 6.4.0
They have Gold(2), Incense(1) and Horses(1) in the Strategic box
They have Silks(3) and Coffee(2) in the Luxury box
Xianyang has 2 Cows, 2 Pigs, Incense and Horses in its 21.

Judging by the distance the borders I ran across are from the capital I would say China is large. I am seeing at least 2nd ring city borders.

Trade China: Slavery + Literature + Polytheism for 403g

520 Kal-el Spear=>Spear
IOB Wiseman=>Tax Collector

530 Quokkaton Spear=>Aqueduct

540 Kal-el Spear=>Spear

550 Iron Mountain Worker=>Worker
Reinforcements arrive at Big island so I fire the Tax Collector and send a Spear to SJ Farms.

Aaargh. I hate Archipelago maps. I sent the trading ship that took some Warriors across to New Jethrovia north to fully scout the 2-tile mountains and just north of that is yet another island so the Pioneer landing is put off one more turn.

560 Kal-el Spear=>Harbor

Joe & Company have cleared a path through the Jungle so irrigation can eventually make its way north.
The new northern island is much better than NJ island so the Pioneer/Warrior will head there.

I We learn Stirrup. The tech pace is very slow in this game, its 560AD and we are still in the Ancient Age. We have the unfortunate situation of the two most advanced Civs sharing an island with us which means we can only expand if we kill off our free techs from the Great Library.

570 Whip Library in New Jethrovia
Fire Tax Collector in SJ Farms

Trade Siam: Slavery for 61g
Slavery is one of my favorite techs. Every game it ends up netting a lot of money.

I Incas start Voyage of Discovery(+1 Move for ship). We need this.
I don’t know how we can get it though, Cuzco can out produce us.We have 60 shields invested in Quokkatons Aqueduct but that would mean not revolting for another 15 turns and I want to do it in 2.

580 Seafaring discovered, Feudalism in 20 at + 4gpt
New Jethrovia Library=>Wiseman

590 Kal-el Harbor=>Aqueduct
Golden Blubber Hardy Pioneer=>Port
Darwin Harbor=>Port
Jungle Island Tax Collector=>Harbor
NBI Tax Collector=>Monument

Trade Tibet: Seafaring for Cotton + 63g
Trade Sioux: Seafaring for 119g

600 Iron Mountain Worker=>Harbor
SJ Farms Tax Collector=>Harbor
Hire a Tax Collector in New Jethrovia to stop disorder
Found Rottnest=>Wiseman
Upgrade our Horseman to Mali Heavy Horse for 80g
I start the Revolution and we get a very unfriendly 6 turns of anarchy. Adjusting moods for anarchy actually sees our income go up from 4 to 12!!!

610 ……

620 ……

630 ……

I We learn Feudalism and enter the Middle Ages. Our free tech is Usury(Marketplaces, +50% to Lux tax)
When we come out of anarchy we should research Crop Rotation as fast as possible, the AI leaves it forever.

640 ……

650 There is another Civ to the south of the Incas, the Trade Ship spotted the borders this turn.
It’s a Purple border so that means Ethiopians. They will be backwards as well seeing as though they already have contact with the Incas.

Notes
Sorry about leaving the game in anarchy, but 6 turns is the longest I have gotten in DyP, the previous being 4 and usually 2 or 3.
There is a Pioneer/Spear on the southern tip of Big Island. Damn the Tibetans and their stupid city.
We are stuck. We either don’t expand until we learn Education or we take out Tibet and the Sioux and end the Great Library. We can now make our UU and have our GA. I am 50/50 on each option.
If we wait and just build up our core we will still be able to crush the others because they’ll still have no Iron or Horses.
We could take them soon and be 100’s of years ahead in the rebuilding and re-education of the cities and land. We would learn techs much faster than we are if we owned the whole island and build Libraries etc. We would have to build a largish force first, they’ll still have many units even if they aren’t good units. Pillage the Iron and build Horsemen and the reconnect and upgrade, its much faster and cheaper that way.
Angkor Wat is very useful for happiness probs, especially with our far flung empire.
Jungle clearing takes 48 Worker turns, so the 8 stacked together can clear a tile in 6 turns.
3 Workers can: Road in 1, Mine in 2, Irrigate in 2
The 6 workers in the north will be able to drag irrigation up at a tile a turn.
Its good to see the AI is clearing a lot of Jungle.



Save


and the New World

Newworld650ad.JPG
 
Jesus H. Christ. Two pigs, two cattle, horse & incense next to Xianyang?? How come I never get starts like that?

I'm all for a big buildup of our units, and striking when we get Education.

Kal-el, Pdescobar, or Isak; any of you want to pick it up?
 
After sleeping on it, so am I. The AI's are clearing the Jungle a lot faster than we are. We will be able to rush with cash soon, so we should really start ramping up our cities quickly.
Once I get Crop Rotation and Engineering(research both at full speed) that's usually when my cities start to really take off. Unfortunately we won't get any cities with the double boost of Mill & Wind Mill, but either will help and so will Guild halls.
We just need to remember to build a few more Heavy Horsemen before we learn Army Tactics and can only make Cuirassiers.
The Golden Age of Education, I like it.
 
Personally, I'd be all for trying to avoid a Golden Age from our UU and try to move it as late as possible, but I'm always okay with war now. ;)

Cromag, Kal-el, Isak, or Pdescobar...somebody just call it and run with it. Let's keep this moving. I can play 10 turns later today if no one can play today.

In the interest of keeping the game moving, what do you think of a "free for all" rotation. Anyone can pick the game up as long as they didn't just play (meaning anyone could pick it up right now except Quokka). You can only 'get it' if you are right about to play, so turn around would be set at 6-12 hours.
 
I definitely can't play today; my time is severely limited this week as I have a lot of R/L work to do, unfortunately.
 
I'm not going to be able to play today, but I can definitely play first thing tomorrow morning unless someone else gets to it first.
 
Ok, I'll grab it now and try my hand at 10-15 turns.
 
We're still in anarchy when I begin, and my only action is to press the End Turn button, and select Democracy as our new government. I'll refer to myself as Mr. Isak from now on ;)


660 AD:

Darwin: Port changed to Forge (due in 20, but that will decrease soon)
IronHorse Oyster Bay: Tax Collector changed to Worker (due in 2).
Jungle Island: Rush Harbor for 145 gp.
North Big Island: Rush Monument for 145 gp.
New Jethrovia: Wiseman changed to Harbor.
Rottnest: Wiseman changed to Harbor.
SirJethro Stables: Toll House changed to Forge.
Tuskany: Granary changed to Forge.

Pioneer and Spearman stuck on big island are loaded back onto their Trading Ship, which will head around the island to the eastern side, in the hope that a patch of unsettled land is nearby.

Trading Ship south of Siam discovers a small patch of land, that could be 2 tile island, or a peninsula on the Chinese mainland.

Trading Ship east of Inca country, heads south and discovers Ethiopia. I decide to call up the Ethiopian leader, Makeda, and he seems very annoyed at our manners. That's no surprise as they are really backwards. Ethiopia lacks Egalitarianism, Elephant Training, Monotheism, Seafaring and Stirrup. They only have 3 cities.

Embassy built in Ethiopian capital, Aksum for 40 gp.
Units: 3 Spearmen, 2 Pikemen, 1 Pioneer (probably not Hardy) and 1 Canoe :eek: Building a Crossbowman (due in 4).
Size 2, 2xfpt, growth in 8 (box empty), 6 spt, 7 com, 3 sci, 6 cpt
Improvements: Aqueduct (must have been churning out Pioneers), Colosseum, Courthouse, Harbor, Port, Palace Gardens
Connected to Strat: Iron and Gold; Lux: Olive (in city radius), Spices and Wool. Only 1 of each resource.
Ethiopia is a Dynasty, 16 gp, sliders at 4.6.0

Pump resarch up, leaving sliders at 4.5.1, even though it means we lose 31 gp per turn.

Off-Turn: Makeda of Ethiopia asks us to move our trading ship. Calm down bud, we're moving..


670 AD:

Jungle Island: Harbor=>Port
North Big Island: Monument=>Harbor
New Jethrovia: Just won't get happy. Harbor changed to Shrine, and rushed for 190 gp.

Trading Ship near Siam goes around the small patch of land. A 2-tile island with a hill and Incense on plains. We pass by a small Chinese fleet consisting of a Galley and a War Galley, heading north.

Trading Ship near Ethiopia continues south, and has already forgotten Makeda's warning.

Our Northern Workers can't irrigate yet, so they head south to cut down some jungle while waiting.

Tuskany: Rush Forge for 115 gp.

680 AD:

Mali Heavy Horseman moves out of Dyed Pretty and pillages Iron tile.
Quokkaton: Aqueduct=>Harbor
Tuskany: Forge=>Horseman
Ironhorse Oyster Bay: Worker=>Harbor
New Jethrovia: Shrine=>Harbor
Dyed Pretty: Forge rushed for 170 gp.

The Siamese and Chinese seem to be building up their armies too. I decide to go help the Siamese a bit by offering what I can. The agree to give us 120 gold and 15 gold per turn for Theology... :eek: Not sure if that will help them, but I can't say no to an offer like that. They now think we are god's gift to mankind.
Also sell Monotheism to Ethiopia for 11 gp.

We now only have an 18 gp deficit per turn. Thanks Siam.


690 AD:

Dyed Pretty: Forge=>Horseman (due 8 turns, but city grows next turn)
SirJethro Farms: Harbor changed to Worker. There was an unhappy citizen there anyway :)

Worker from Ironhorse Oyster Bay starts mining plains with horse.

Mali Horseman moves back to Dyed Pretty.

OMIGOSH! The trading ship with the Pioneer/Spearman combo reveals that there is a coastline to the east of Big Island. I hope there is some land next to that coast...

19 gp deficit, Crop Rotation in 4.

Off-turn:
Chairman Mao thinks that our Trading Ship has been nosing about a bit too much... well, he could be right. We agree to move away.

I use the occasion to check up on our nearest rivals. They are behind us in tech, lacking Seafaring and Stirrup. They have no contact with Tibet, Sioux, Incas and Ethiopians. Have no gold, but 12 cities. They won't even offer something for contact with the other civs, so they must be flat-broke.


700 AD:

Yes! There is land beyond the strait east of Big Island. So far I only see 3 mountain tiles and 1 hill, but the fog could be hiding something... I really hope it does.

Northern Worker crew start chopping jungle next to Joe&Co.

Trading Ship spots an unknown Civilization, northwest of the Chinese lands.

Off-turn:

GL gives us Fundamentalism. I refuse to switch to Theocratic or Fundamentalist rule just now, but it's still nice.

710 AD:

Quokkaton: Harbor=>Horseman (due 4 turns)

Cultural Advisor informs us the Chinese have undertaken Voyage of Discovery. I ask around and find out it's being built in Nanjing, which we don't know the location of.

Joe&Co finish clearing the first patch of jungle, and meet up with their buddies from the north.

EUREKA! There is good land on the new Island. We send our Spearman onto the greatest mountain top of the island and he can see Horses, plains and forest. This looks very promising.

The South-bound trading ship has reached the southern tip of the Ethiopian realms.

And close to China, our third Trading Ship finds that the unknown Civilization call themselves Polynesians.

Polynesia are annoyed and backwards, lacking Currency, Elephant Training, Seafaring, Stirrup, Theology. They have 53 gp and 7 cities. They offer 7 gold per turn and 50 gold flat for Currency. I say ok, grab the cash, and run.

We then build and Embassy in Haraiki for 69 gold.
The city has 5 Ashigaru Pikeman for defense, building a Port to be finished in 4 turns.
Size 8, 2xfpt growth in 11, 8 spt, 17 com, 18 sci, 9 cpt
Improvements: Colosseum, Harbor, The Colossus and Palace Gardens
They are a Democracy, now with 3 gold, sliders set to 5.5.0
They have Horses (inside the city radius) and Gold. 1 of each. They also have 2 wine and 3 fur.

We now have 8 gp deficit, and Crop Rotation in 2 turns.

Off-turn:
Polynesia wants us to move the ship. Ok, ok.

720 AD:

I'm trying to balance food and shields in the cities that get harbors. Don't want to halt growth entirely as long as we don't get overcrowdedness problems.

Kal-el: Harbor=>Horseman (due in 4)
Iron Mountain: Harbor=>Forge

The new island also has Incense. This is getting better and better.

Crop Rotation next turn. I fiddle with the slider, setting it to 2.7.1 and get +53 gpt for the next turn.

730 AD:

We get Crop Rotation. Engineering is tempting, but so is Astronomy, to hook our empires Ports up properly. I decide to go with Engineering for now though. The extra producion would be nice to have, and our colonies are doing fine for the moment.

Rottnest goes into unrest. We hire an entertainer, and change Harbor to Shrine.

I hear that the Siamese have started working on Voyage of Discovery too.

The new island has Iron on it too, and I haven't even seen the end of it yet. I think I'll settle on the Plains with horses. Spearman and Pioneer will move onto that tile next turn.

Sliders back to 4.5.1 - 1 gp deficit.

740 AD:

Golden Blubber: Port=>Horseman (due in 5)
Rottnest: Shrine rushed for 160 gp.

We dub the new island Bounty, as it seems fitting, when we spot Shellfish and Gold resources are here too. I think our trading ship needs to return home and pick up a few Pioneers. Ready to settle next turn.

Off-turn:

AAARGH!

The Chinese declare war on us. They attack Rottnest directly from a galley, with Warriors. Fortunately our defending warrior survives the attack. This is definitely not a good development.

They also started building Angkor Wat. We can beat them to it easily in Kal-el or Quokkaton.

750 AD:

Quokkaton: Horseman=>Angkor Wat (due in 28 turns)
Kal-el: Horseman=>Horseman (due in 3)
SirJethro Stables: Forge=>African Spearman (due in 7)
Tuskany: Horseman=>Horseman (due in 6)
Rottnest: Shrine=>Spearman (due in 20, should perhaps be rushed, if the Chinese have more up their sleeve.)

The people love us for going into a war (however little we wanted this war) and decide to expand our palace.

We move 6 workers (including Joe) to the Iron hill to mine, and stand by for when we need the Iron connected again. The other 8 go on chopping jungle for now.

Found Isacchia on Bounty Island =>Harbor

*******

This is a crappy time to up and leave the game, but it's too late over here for me to go on, and I won't be able to play again until 20 hours from now, so it's probably better to pass the game on.

Scattered notes:
We definitely need to get our colonies defended better, if the Chinese are serious about this war (and I believe they are - fortunately they are rather far away, and should be easy to defend against.)
Lets take advantage of our good standing with their neighbours the Siamese and Polynesians.

I've tried to prepare the cities on the mainland to build Horsemen rapidly, and right now, it may be the best option to only build a few more, and then start upgrading them to Mali Heavy Horsemen. But on the other hand, it's probably going to be a while before China hits the mainland. Our Colonies are at much greater risk.

Switching from Engineering to Astronomy, may not be a bad idea now.

And, sorry, I wish I had time to fix up a screenshot and proof-read this, but it's almost 3 in the morning here, so I'm really getting too tired. I will try to do that tomorrow.

Here is that savegame

Good luck :)
 
SJDYPII_750AD_Bounty_island.jpg


Here is a screenshot of our new land. I may have been a bit hasty with my placement of Isacchia (which I also forgot to rename, so it's still called Sokoto in the game... it was late, sorry :o ) but I think it should be possible to cram in another city, most likely on top of the incense. I like to do that (cram cities) on Archipelago maps.
 
At least it wasn't Siam that declared war, preserving our gpt. I wonder what made them declare war; it's not like we were settling near them. China is pretty far away from Home Island, so we have some time to beef up.

What are we losing income on? Unit costs? Sounds like we need some tollhouses on Home Island, and units in frontier cities.

If I don't call a got it by tonight, someone else can take over.
 
got it.
 
The Reign of Sir Jethro IV:

Inherited Turn: Okay, a lot going on here. This is my agenda:
- We are at war with China, but that just isn't something that we need to focus on right now, so I'm going to get us out of war as soon as it's feasible. It may cost us a little since China is #1 in power, but I can't have them mucking up our happiness right now.
- Our first conquest will be the Sioux, because they are the weakest Civ on our island. Then we'll squeeze out Tibet.
- I'm personally not a huge fan of spending all of our money on research when we have the Great Library, so I'm going to dial that back a bit. I'm gonna keep Engineering at high research, but dial it back afterwards.

Diplomacy:
Tibet - RoP and they give 1gpt and 9gp (Polite)
Siam - RoP and they give 1gpt and 15gp (Polite)
Ethiopia - RoP and they give 1gpt and 11gp (Polite)
Polynesia - RoP and they give 10gp (Polite)
Inca - RoP and they give 2gpt and 10gp (Polite)

Research changed to 40%. We are now at +39gpt.

Production Changes:
Quokkaton from Angor Wat to Bazaar (8)
SJ Stables from Spear to Tollhouse (8)
Tuskany from Horse to Tollhouse (6)
Golden Blubber from Horse to Granary (4)
IOB rushed Harbor (115gp)
Jungle Island from Port to Worker rushed for 10gp
North Big Island rushed Harbor (110gp)
New Jethrovia to Hardy Pioneer

Okay, here we go......

OT - Chinese boats leave Rottnest.

Dyed Pretty: Horse>Tollhouse (!! building horsemen w/o a barracks !!)
IOB: Harbor>Tax Collector
Jungle Island: Worker>Worker
NBI: Harbor>Barracks
SJ Farms: Worker>Monument

760AD: I rehook the Iron. I upgrade 2 spears in Tuskany to Pikes (just in case).

770 AD: Rushed Rottnest spear for 90gp.

OT: Kal-el: Horse>Hero Epic (14)
Rottnest: Spear>Harbor (30)

780 AD: Rush Hardy Pioneer in New Jethrovia for 205

OT: We learn Engineering from Tibet (grr..this is why I hate researching with the GL...all that gold wasted). Set research to Banking at 20% (18 turns)

Golden Blubber: Granary>Tollhouse(5)

We lost our supply of Cotton.

790 AD: I dial up Tibet re: our cotton. I give them Crop Rotation for Cotton, 200gp and 3gpt. It is in our interest for them to irrigate (and bring the fresh water north), so this is a deal. I change Quokkaton from Bazaar to Windmill (4). Our mainland is now building 4 tollhouses, 2 forges, 1 windmill and a hero epic. Gearing up, baby.

OT: Inca completes Voyage of Discovery.

800 AD: Near Polynesia our Trading Ship ends its turn in sight of a Chinese War Galley. Uh-oh. China is still refusing our envoy.

OT: Our Trading Ship is sunk. We learn Alchemy.
Tuskany: Tollhouse>Library (6)

810 AD: I'm sending a crack team of 3 workers into Tibet to start moving the fresh water north. We can't wait forever for the Tibetians.

OT: SJ Stables: Tollhouse>Barracks(7)

820 AD: notta

OT: Quokkaton:Windmill>Malihorse(5);
Dyed Pretty:Tollhouse>Barracks(6)
Darwin: Forge>Tollhouse(8)

830 AD: Rush Hardy Pioneer for 180gp in New Jethrovia (there's finally a boat there to pick him up). Finally get through to Mao. He's annoyed. Suprisingly an even steven peace treaty is okay with him. I manage to pull 40gp out of him and we're settled. He immediately goes from annoyed to cautious. I negotiate an even steven RoP and now he's polite. I trade him Crop Rotation for 120gp and 18gpt.

OT: We learn Drama.
Iron Mountain: Forge>Toll House (7)
Golden Blubber: Tollhouse>Forge(8)
New Jethrovia: Hardy Pioneer>Harbor(30)

840 AD: send Pioneer towards small island due west of New Jethrovia

OT: Sokoto: Harbor>Worker (use this worker to build road to and colonize Incense just south of radius...it will take us forever to get it inside our radius.

850 AD: nothing special

Notes to next player: The trading ship due west of Jethrovia is about to land at the island where I was planning to put the settler. feel free to change, but I think it is a good spot. City should be placed on the normal grassland tile there.

The three workers in Tibet are approaching the fresh water. But take a look at the Tibetian worker just to the southwest of them. It looks like he is irrigating, but I don't see where he is pulling the water from. Maybe that will be more clear to you on the next turn, but I did verify that the inlet to the northwest of that worker is salty and not fresh.

The trading ship at the tip of Isak's newly discovered island is heading back to the Big Island. I suggest rushing current production in all three cities there and then rushing Hardy Pioneers in all three cities. Then you can haul all three settlers over to the new island and settle them at once. I wouldn't put a city right to the south of Sokoto like Isak suggested just to get the incense. Use the worker being built in Sokoto (i suggest rushing it) to road and colonize it. Then put either all three of the settlers in the south of that island, or put 2 of them there and one on the hill to the northwest of Sokoto.

Compared to the Sioux, we have an average military. However, we have a lot of upgrading we can do. Without horses or iron, they will be left with spearmen and archers. Your call when you take them, but I suggest doing it as soon as hero epic is done. If we pop a leader, our Forbidden Palace should probably go in one of the top 2 Sioux cities in the south. I suggest the one with the Dyes.

Good luck!

HERE IS THE SAVE
 
Definitely kill the Sioux first. They only have 5 cities, but have 4 Wonders.

Bug Alert
Colonist and Hardy Colinist both cost 3 pop. Colonist are only 80 shields while the Hardy are 120 shields.
 
Nice work, SJ. Kudos on the RoP's to possibly prevent a dogpile. I'll have to remember that one. So China's meaningless war cost them? :lol:

I was wondering why you're so gung-ho for getting incense on line, until I remembered we need them for temples. On the other hand, if we're going to take out the Sioux soon, we'll get their incense. Decisions, decisions. This is a preliminary got it. If I can't get to the game after work, I'll let you know.
 
Originally posted by SirJethro
Dyed Pretty: Horse>Tollhouse (!! building horsemen w/o a barracks !!)
Oops :o

I wouldn't put a city right to the south of Sokoto like Isak suggested just to get the incense. Use the worker being built in Sokoto (i suggest rushing it) to road and colonize it.
Just to clarify, it wasn't just to get the incense. I just prefer to have small cities lumped together whenever I colonize this far away from the capital. But your suggestion seems fair, nonetheless :)

And the about the Colonists, that's a bug alright. But keep in mind that the Colonists are wheeled, before you send them to settle in mountains or jungle terrain.
 
My goals are to build up the armed forces and basic infrastructure on Home Island, solidify defenses on the frontier towns, and then start to kick some Sioux Butte.

I drop lux rate down to 0%, as none of our towns will grow for 3 turns and will stay happy until then (OK I get a tax man in Jungle Island, but as it's going to make a worker next turn, it doesn't matter). Banking still in 11. Tibet is up Guilds, Incans are up Chivalry & Astronomy; I think our GL will come in handy soon.
Rush monument in SJ Farms for 105.
Change Tuskany from Library to Shrine.

IBT: Polynesians are building Slave Trade Polynesian. Incans start Copernicus.
[1] 860AD: IOB Tax collector -> Worker. Jungle worker -> worker. SJF monument -> pike. Workers in Tibet get in position to bring irrigation up to us. Hardy pioneer gets off at grasslands.

[2] 870AD: Tuskany Shrine -> Heavy Horse. Wheat Thins founded, spear dialed up. Lux goes up to 10%.

IBT: Xianyang (China) builds Angkor Wat.
[3] 880AD: Quokkaton HH -> HH. MM Kal-el to give Epic in 3. I move a Pike out of Tuskany to cover the workers in Tibet.

IBT: GL gives us Chivalry.

[4] 890AD: SJ Stables barracks -> Pike. Dyed Pretty barracks -> HH. Rush workers in Sokoto and IOB for 65 total. I upgrade all 5 of our horses to Heavy Horsemen for 400 gold. We are strong compared to the Sioux!

[5] 900AD: IOB worker -> barracks. Sokoto worker -> worker. Our 6 HH's fortify on the hill overlooking Hunkpapa and its four workers. I'm very tempted to introduce the Chinese and the Tibetans and Incans (tech leaders) to let our GL do some magic. But I'll wait for now.

IBT: How convenient - the Sioux move 2 workers onto the tile where mine were going to next. :evil:
[6] 910AD: Kal-el Heroic Epic -> HH. Iron Mountain Tollhouse -> windmill. Darwin Tollhouse -> windmill. Hurry worker in Jungle Isle for 25. The Sioux have 115 gold; I'd hate for them to use that on the Tibetans to declare war on us, so I sell Drama to both of them for all their gold. I then declare war on the Sioux (they were willing to pay 6 gpt for peace).

Our pike nabs two workers.
HH vs Crossbow wins, and kicks off our Golden Age.
Three more HH's kill off crossbow, spear, and elephant (that bastard Songsten must be giving him elephants), and captures a total of 4 workers. Shrine ordered, starvation set for the two resistors. One promotion to elite, only nicks & scratches in the foray.

IBT: No response from the Sioux.

[7] 920AD: Golden Blubber forge -> HH. Jungle Isle worker -> spear. Wheat Thins riots, gets a taxman. Sioux Elephant Archers next to Leh and Oglala killed. Trading ship picks up Zinder II, who will explore the Chinese lands. We finally get Irrigation next to Tuskany.

IBT: Elephant archer kills one of our HH. We gain Astronomy and guilds from GL. Tibet starts Leonardo's (2 free advances).

[8] 930AD: Quokkaton HH -> HH. Rush spear in Wheat Thins for 75. I regroup our attack force in Tibetan lands. Incans get Drama for 79+3.

[9] 940AD: Kal-el HH -> HH. SJ Stables pike -> pike. Wheat Thins spear -> worker.
IBT: Chinese start Copernicus. Looks like the world has met everyone except for our neighbors. A Sioux canoe shows up near IOB.

[10] 950AD: Banking discovered, Navigation (trade WM) next in 13. Shrine in Hunkapunka rushed for 120. IOB barracks rushed for 175. Incense colony near Sokoto built. Our troops approach Oglala, capturing 3 workers in the process (that was dumb).

IBT: RoP with everyone renewed. Siam starts Copernicus. Sioux Elephant archer kills our elite HH. :(

[11] 960AD: Hunkapunka Shrine -> Wiseman -> Tax collector. IOB barracks -> pike. We spot some land west of China (he has two ships headed there).
A stray Sioux spear is sent to the Great Hunting Grounds in the Sky.
Assault on Oglala: It takes all 5 of our HH's to take out the city, no losses, but lots of redlines. Two workers captured. No promotions (not even our regular HH).

IBT: Sioux canoe turns south.

[12] 970AD: Quokkaton and Tuskany HH -> HH. Kal-el HH -> Guild Hall. Troops heal and get reinforced.

IBT: We get gunpowder from the GL. We have saltpeter under Quokkaton, and near IOB. So does pretty much everyone else.

[13] 980AD: Dyed Pretty HH -> pike. Windmill in Iron Mountain rushed for 110

IBT: Sioux want peace. I give it to them for free. Just kidding.

IBT: We lose our cotton deal. I don't renew.

[14] 990AD: SJ Stables Pike -> aqueduct. Iron Mountain Windmill -> temple. Golden Blubber HH -> windmill (sorry, didn't notice til now it has no barracks). Rottnest riots (I knew I forgot one of those damn useless towns!).
From Oglala we assault Little Bighorn: Three kills, one loss, two retreats.

IBT: We get Invention, Navigation, and Scholasticism from the GL. Clockworks in 14.

[15] 1000AD: Sokoto worker -> worker. Wheat Thins worker -> Harbor. I consider switching Kal-el to Leo's but it will take 43 turns with our Golden Age. We kill two more defenders in Little Bighorn (they are tough!), but don't take it. I think it's down to two defenders now (one is an elite crossbow).

I don't know if the Sioux sent a settler in that canoe; it went south of Big Island last I saw. I've been having miserable luck with promotions (only one so far out of 17 victories with the Heroic Epic). One HH and a pike in Oglala are fortified in case of a counter-attack. I doubt they will, though.

How much longer can the Tibetans and Sioux be hidden from the world? Only 2 coast and 2 sea squares separate the Sioux from the Ethiopians.

Zinder is in a trading ship near Quokkaton. You can upgrade him there into a Troubador (2 move, all terrain), or just keep him as a scout. In either case he is now renamed Marco Polo, as he's going to explore China.

Here's the save
 
SJSS11.jpg
 
Back
Top Bottom