Team Farthings

ok, well perhaps I'll do the turn tomorrow.

In the meantime, what about our expansion plans? Should we be settling any more cities in the near future? what about that barbarian city to the north - raze it or keep it?

Jungle cities near rivers to pick up more corn and pigs would eventually be profitable if we had the workers to chop jungle and build cottages quickly. But I don't think we have enough workers to do this quickly. The barb city is another story. It has sugar and copper. Sugar will give us happiness, and copper would let us consider Colossus in Hastings.

I still think our next founded city should be to grab 2 gold and corn east of York. A city there would be able to build 4 riverside cottages and 2 gold mines, becomming profitable faster than any other possible city. Mansa is expanding so slowly (only 3 cities so far) that I'm not worried about him grabbing jungle sites before us.
 
175 AD turn 122

Ok, general plans:

switch to bureaucracy and pacifism, desert city to the east near york to pick up 2 gold and 1 corn
push tech on towards education
kill the barbs

London is unhappy, no whipping available any more
press enter

200 AD turn 123

Calvin attacked by barbs, barbs lose.
Hastings builds a trireme, switches to forge, grows in 2.
Temple or Artemis built in a distant land along with a great general and a great prophet.
Buddhist missionary fails in Hastings. grrr.
Taoist missionary succeeds in London.

225 AD turn 124
Buddhist missionary succeeds in Coventry.
Switching London to make one more missionary to go get Hastings.
Stagnate london to stop it growing more unhappy
Calvin attacked by more barbs


250 BC turn 125
GS in persepolis - bulb paper - switch to education

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tech rate down to 20%
troops closing on barb city

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Nottingham builds worker, switches to courthouse
First troops arrive at barb city - 3 archers in defense
Trade with Mansa - get Machinery. monarchy and world map in return for civil service and philosophy
He wouldn't give away his map for anything less than a tech and we had no cheap techs he wanted.


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275 BC
London back to forging
Boone meets a barb and runs away.


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300 BC
troops in place to take barb city next turn
hastings gets buddhism.

325 BC
need a couple more troops to take on the barbs probably

350 BC
move some workers up in anticipation of capturing barb city
London completes forge and unhappy person becomes an engineer. moving to settler to go occupy that double gold + corn spot
Mansa wants paper from us. Give it to him.
troops in position to attack barbs next turn
Persepolis will spawn another GS in 3 turns

375 BC
stagnate hastings.
attack barb city

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cat3 54.1% withdraws
cat 89% withdraws
cat4 89.4% withdraws
archers all at 0.8 strength.
attack with 3 chariots - win! keep city and get 38 gold.

400 BC
coventry grows to 2
canterbury grows to 3
york builds aquaduct switches to courthouse (20)
at happy cap so rearrange a bit, 3 scientists growth in 4 turns

425 BC
London finishes settler build buddhist monastery

special event - inspired buddhist missionaries - only one option available - convert up to 4 of our cities to buddhism.
Well, only one doesn't have it - the new barb city we captured - quite nice since it will help it grow its borders quicker.
Persepolis gets a GS heads to london to settle.
Canterbury finishes granary switches to lighthouse

450 BC turn 133
settler almost there. barb city settles down - workers already chopping the jungle away.

475 BC turn 134
Hastings gets it forge, working on aquaduct until copper in the north gets hooked up.
Warwick settled.

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500 BC
hmm, forgot to change civics, argh.

ok leave it there...
 

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A few ideas for Jim's turns:

Revolt to Bureau and Pacifism ASAP

Trade our wheat to Mansa for crabs

Our next GScientist can bulb the rest of Education faster than we can research it. Consider switching to Calendar or Compass.

Mansa is one prereq from being able to research Liberalism. Our best shot at getting a big-beaker tech is probably Astro. That would require Calendar, Compass, and Optics.

When cities run specialists, scientists are better if city has an academy or National Epic, and merchants are better otherwise. We need a higher science slider to make good use of our academies, universities, and Oxford. Coventry and Canturbury would be good merchant cities with some farms.
 
500ad, turn 135

We are in representation, barbarism, caste, decentralization, and organized religion. Shannon suggests revolting to bureaucracy and pacifism. I will probably do so after taking a brief tour of our empire.

We are about halfway done with education, 8 turns remaining at 10% research. I guess most of our beakers are coming from specialists. Shannon suggests using our next great scientist (5 turns from persepolis, 95% chance of scientist) to finish off education while knocking out the pre-reqs for astro so that we can claim that as our free tech if we get to liberalism first.

London is size 12 and at both its caps. It's building a worker (2 turns). I fire the engineer there and hire a scientist. I notice that a grass/river tile that should have been farmed has been cottaged. We really want it to be farmed so that irrigation spreads to the two corn tiles south of it. I'll get a worker on it when one becomes available.

York is stagnant, +2 health and -1 happy. It's building a courthouse (10 turns). It's only paying 5.6 maintenance per turn, so the courthouse would save us 2.8 gpt, if i understand how it works. The temple would bring us back to happy and put another worker on a cottage tile. That's +4gpt and a better return than the courthouse. I insert a buddhist temple before the courthouse, 14 turns. All three specs are scientists there in York, and i leave them as they are.

Nottingham is at +3 health and +1 happy, but it is stagnant because it doesn't have much food. It's working on a forge, 4 turns. That's fine, because it does have a few hammers. Options for increasing the food for Nottingham include windmilling a grass hill, chopping a grass forest and farming it, and farming over a grass cottage. (The other grass cottage is farmable, too, now that we have civil.) I'll start in on the first two of those, at least, if I have a free worker. Hooking up the iron outside of Nottingham's bfc is also a priority. This town needs some worker attention.

Hastings is at -1 health, -1 food, and +2 happy. I fire its scientist and work another tasty coastal tile--2f/1h/3c. It's growing again, 5 turns, which is also when its aqueduct finishes.

Persepolis is at +1 health and at +0 happy, growing in 5 turns. It has oodles of potential food and is running 5 scientists plus the two free scientists from the Great Library. I fire 2 of the scientists and reconfigure the worked tiles to be more hammer heavy (going from 2 raw hammers per turn to 12), and stagnate the growth. This city has several core buildings to churn out and it needs the hammers for the builds. Also, it doesn't have an academy, so the scientist specs aren't as valuable there. I follow Shannon's suggestion and turn the three remaining scientists into merchants. The courthouse drops to 1 turn. Next will be a happy building, and we'll let the city grow once then.

Canterbury is at +7 health and +2 happy, with a +7 food surplus. It has put 1 turn of production into a lighthouse, 9 turns remaining. It'll need the extra happy room well before it needs the extra food, so I insert a 14 turn temple before the lighthouse. We'll need more happiness than that, too, so I'll be slowing its growth by the end of this turnset.--Two more growths to the cap (working more hammer tiles with each growth), and then merchants galore. Note that a courthouse is also high on the list, as maintenance there is 6.5gpt. The courthouse would save us about 3gpt.

Coventry is well below both caps and building a granary. Nice little town there.

Cimmerian is at +4 health and +6 happy. It has put one turn into a library. Buddhism has spread to Cimmerian already, so we'll get the cultural growth well before the library finishes in 88 turns. I kill the library and put in a 60 turn granary. Health should also improve as we chop the jungle away from this city, but we'll get more food from the sugar with calendar.

Warwick doesn't have buddhism yet, but it could use it. I leave it on its 59 turn granary, and I'll try to get a missionary there somehow. (Probably London can turn one out.)

Ok. If we're leaving Education to the GS, Calendar seems to be the call for the extra happy and for the food for Cimmerian. I switch research to that.

I follow Shannon's advice and revolt to bureau and pacifism, and we slip into anarchy for one turn.

520ad, turn 136


Musa will trade feudalism. I don't approach him with an offer for that, but I do trade him our pig for his crab.

We're back out of anarchy. I realize that I should probably change the merchants in Persep. back into scientists until we get our next great person there, which is still in 5 turns. The GP pool wasn't polluted, though, because we were in anarchy last turn.

540ad, turn 137

Persep: courthouse > bud temple

I fire a scientist in York to work an ugly three hammer desert/hill/mine and cut 5 turns off the temple it's building, down to 10 turns.

560ad, turn 138

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Musa is sendiing a great merchant our way.

London: worker > bud miss
coventry: granary > forge

Hastings will grow into unhealthiness next turn. But it has a +2 food surplus currently and the new citizen can work a 2-food ocean tile, so i'll let it grow. Aqueduct is 4 turns away to return to healthiness.

Our science slider can be raised a notch, to 20%, so I do so. Calendar remains at 2 turns, however.

580ad, turn 139

BUG informs me that Canterbury will become unhappy on its next turn. It's at "7 > 6" happiness now. Shouldn't it just grow to neutral happiness, at its cap? I'm confused, but I move off its pigs to slow its growth to 2 turns and to hustle that buddhist temple along (8 turns left).

London: b missionary (heads to warwick) > sooo many tempting choices here...I go for Sankore, 8 stone-aided turns, because it's GP points are towards scientists. But I'll probably go for Angkor Wat next.

600ad, turn 140

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Compass next, 4 turns. GS (95%) from Persep next turn. Workers start plantating sugar and silk.

London was stagnated 1 turn before growth because it's at/near caps. It got a +8 food event (caribou). I wonder if that'll force it to grow. I cannot, apparently, decline the food.

York has become happy--whipping happiness finally subsided I guess.

Malinese researchers are rumored to have suffered a major setback. That's good, I guess.

620ad, turn 141


Andrei Sakharov is born in Persepolis. Next great scientist is London, 6 turns, 60% engineer. Ok. I see lots of wonders I'd like to own. (Parthenon?)
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Our missionary spreads buddhism to warwick.

We get sugar hooked.

Nottingham: forge > bud temple (i'm hoping to make those bud temples rock with sankore and wat)

Hastings is healthy again: aqueduct > bud temple (colossus attempt soon after copper, currently being hooked up, comes online) This town will be limited by health, (+1 now), rather than by happy (+2 now, with more to come).

640ad, turn 142

Musa will trade music. And he gets a great artist.
Hagia Sophia is built elsewhere.

660ad, turn 143

Canterbury: bud temple > idling lighthouse. Happy cap is +3 now, so it's ok to grow again. I get back on the pigs. We should really build more happy here and we don't need the lighthouse, but I don't want to waste the hammers that were put into it already, so i'll let it go.

680ad, turn 144

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Optics next, 5 turns.

Persep: bud temple > aqueduct. Both caps are +2 now, and we can grow a little more. I fire a scientist to work a farm, and I swap two other scientists for merchants.

We can research at 30% now. Optics is still 5 turns.

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It's in a pretty nice spot--no overlap with other cities, plus iron, grass/pigs, and 5 other grass tiles. I say we let it grow to size two and keep it.

700ad, turn 145


peaceful turn

720ad, turn 146


Musa will trade currency.

A worker near London finishes farming over the cottage, and now our corn is irrigated (going from 5 food to 6 food per tile).

Nottingham: bud temple > angkor wat (14 turns) This town has had some farms and a windmill built, and it can grow again. It's at +2 health and +5 happy. Like many of our towns, it looks like it'll hit its health cap before its happy cap.

Hastings: bud temple > harbor Yeah, I wanted colossus, but the town is at +1 health, +4 happy, growing in 4 turns, and we can get the harbor in 5. Colossus next, maybe.

740ad, turn 147


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Our bud temples are now worth 2 beakers.

Against all odds, we get a lousy great spy in London. London was only running 1 spec, a scientist, so the pollution must have come from buildings or wonders. Great. Next GP is due from Persepolis in 6 turns. 73% chance of scientist from there, despite running three merchants. :)

London: sankore > parthenon, 10 turns, but no turns invested yet.

I'll hand it off to Shannon here and let him put on a clinic for maximizing the return from our great spy. Will we use him for ep against Musa and steal some techs? I can't wait to see what happens.

I have workers on there way to warwick's corn. I've put up some signs for getting irrigation to that corn, eventually, but let's get a farm on the corn first.

I also have some workers roading their way to the iron west of Nottingham. We need to get that hooked up.

Cats and chariots are on their way to the barb city, but we should wait for it to grow before taking it.

Optics is in 2.

All cities have at least +1 food.
London and Warwick are at health caps, so maybe you should do some management there.
Every town has at least +1 happy cap.

Really, I think I'd have preferred to build some city defenders. We're still eking our way along with chariots and warriors, for godssake. But I didn't get copper hooked until near the end of my set, and iron isn't hooked yet, although a crew has been dispatched for that purpose.

Shannon, if we're going to steal tech from Musa, what is the chance that he'll catch us and get angry? How would that affect a possible diplo win? And how likely is it that he'd come out swinging?
 

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London is size 12 and at both its caps. It's building a worker (2 turns). I fire the engineer there and hire a scientist. I notice that a grass/river tile that should have been farmed has been cottaged. We really want it to be farmed so that irrigation spreads to the two corn tiles south of it.

I'm pretty sure I built that cottage. There was another way to irrigate those corn. Build three farms on the other side of the hills east of London. But your way was faster.

Persepolis is at +1 health and at +0 happy, growing in 5 turns. It has oodles of potential food and is running 5 scientists plus the two free scientists from the Great Library. I fire 2 of the scientists and reconfigure the worked tiles to be more hammer heavy (going from 2 raw hammers per turn to 12), and stagnate the growth. This city has several core buildings to churn out and it needs the hammers for the builds.

Persepolis doesn't necessarily need to become huge. Being able to run 6 scientist (as it can now) is good enough. To run a 7th scientist, it will need to grow three more population. But it needs two more grasslands farmed.

We're back out of anarchy. I realize that I should probably change the merchants in Persep. back into scientists until we get our next great person there, which is still in 5 turns. The GP pool wasn't polluted, though, because we were in anarchy last turn.

Good catch. Even now, scientists might be better than merchants. If we want a diplo victory, scientists can help us bulb Physics and Electrcity on the way to Radio.

I'll hand it off to Shannon here and let him put on a clinic for maximizing the return from our great spy. Will we use him for ep against Musa and steal some techs? I can't wait to see what happens.

It's not an easy call.

We could use him for 3000 EPs against Mansa. But Mansa will trade all of his techs in most situations. There may be nothing to steal that we can't trade for.

We could settle the spy in London for the 6 beakers and 12 EPs per turn. The 6 beakers get a 75% bonus now, and a 225% bonus with a Uni, Oxford, and an observatory. But is the game going to last long enough for that to pay off?

We could save him for a golden age when our populations are higher and we're working more tiles.

We could use him for a golden age now. Golden ages give anarchy-less civics changes. We could revolt to slavery and organized religion for a few turns and whip universities in 6 cities, so we can build Oxford in London soon. Then switch back to Caste and Pacifism before the golden age ends. (I prefer this option.)

Optics is in 2.

We can burn some cash and get it in 1. We can upgrade the trireme near Hasting to a carevel and send it east. Coventry can build (or whip) a caravel to be sent west. I'll try to get a map from the first new AI we meet and circumnavigate quickly. With Astro likely in by then, we can start trading for more resources. It looks like we should win the Liberalism race pretty easily.

Mansa has some cash that we could take off his hands, and I'd like Currency now too for the extra trade routes. I think we should sell him Compass this turn, and then get Currency and cash next turn for Optics. Feudalism and Music are not very important, and Feudalism is usually easy to get from other AI.

Really, I think I'd have preferred to build some city defenders. We're still eking our way along with chariots and warriors, for godssake. But I didn't get copper hooked until near the end of my set, and iron isn't hooked yet, although a crew has been dispatched for that purpose.

Shannon, if we're going to steal tech from Musa, what is the chance that he'll catch us and get angry? How would that affect a possible diplo win? And how likely is it that he'd come out swinging?

We have nothing to worry about with Mansa. He's Friendly with us now, and Mansa never declares war on you at Friendly. We have barb immunity. And the other AI aren't likely to be close to Astro, so we're immune from them for a while too. The only thing we need units for is for policing cities.

If a spy got caught stealing, we'd take a -1 that might drop us back down to Pleased. There are still ways to get more +'s with him. We can get +2 more for fair trade by gifting techs. We can also get +3 or more for civics when we get economics and adopt Free Market (Mansa'a favorite civic). I'd say we have Mansa in the bag for the diplo vote.
 
Re: Golden Age. Ok, if you want. It seems almost counterproductive to start a golden age just to whip, though. Aren't the GA benefits proportional to the number of worked tiles? Whipping would reduce that, no?

Grover
 
Re: Golden Age. Ok, if you want. It seems almost counterproductive to start a golden age just to whip, though. Aren't the GA benefits proportional to the number of worked tiles? Whipping would reduce that, no?

Grover

This is true of course. Maybe instead we can just chop Universities and use the golden age after we have Oxford and more population. Hopefully trading resources with overseas AI will increase our health and happiness.

A couple other comments about our city builds. Colossus is obsoleted by Astro. No sense in building it. Parthenon is obsoleted by Scientific Method. That's not too far away either. I'd rather replace those builds with Unis and workers.
 
Turns 147 - 159 (740AD - 980AD)

Now that we have Education, we should take advantage of our cheap Universities (for being Philosophical) and our cheap Oxford (with stone).

T147 (740AD) - I switch Nottingham, Hastings, Persepolis, and York to universities, and Canturbury to a library (the prereq building for a Uni). Canturbury is going to be the bottleneck here, so I'm going to use three workers there to chop. London can build a Uni very quickly, so I'll build a couple workers there first.
I trade Compass to Mansa for 390 gold.
I increase our research rate to get Optics in 1 turn.

T148 (760AD) - Optics -> Liberalism
Upgrade a trireme to a caravel near Hastings
Start a caravel in Coventry
London worker -> worker
Optics to Mansa for Currency, 115 gold, and world map. Our cities now have 2 trade routes.

T149 (780AD) - London worker -> maceman
Our first caravel is away:

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T150 (800AD) - Iron is hooked near Nottingham. Now we can build crossbows. (I don't start any crossbows.)

T151 (820AD) - The Apostolic Palace is built by a Hindu civ (no surprise here - the entire other continent is probably Hindu by now).
London mace -> Uni. The mace will be sent to the barb city.

T152 (840AD) - Coventry caravel -> forge
Our second caravel is away, traveling west:

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T153 (860AD) - A Great Scientist is born in Persepolis and saved for bulbing Physics later.
Nottingham university -> Ankor Wat
Canturbury library -> university
Our eastern caravel spots the edge of some dark green borders. Is it the Ottomans? Maybe the Portugese?

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T154 (880AD) - Mansa completes Colossus.
York university -> courthouse
Hastings university -> harbor
London university -> market

We discover Liberalism and take Astro as the free tech. Printing Press is next.

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And Astro is timed perfectly with this:

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and this:

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Astro allows us to trade resources with Joao and Mao. I give Joao sugar, corn, and silk for rice, wine, and sheep. I give Mao pig for cow. Joao wont trade maps but I am able to buy Mao's map (and 20 gold) for Code of Laws (the AI here are quite backward). We can see from the map that the other 2 AI are French and Korean. This continent extends completely from north to south, so it's a good thing we have a second caravel heading west.

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T155 (900AD) - Persepolis university -> aqueduct
Cimmerian granary -> courthouse
The barb city of Phoenecian has grown to size 2. Our mace will be ready next turn.
I trade corn to Mao for 4 gold per turn.

T156 (920AD) - The battle for Phoenecia is on:
Our three cats attack. 2 live, 1 dies.
A mace and chariot both win.
Phoenecian is down to a wounded archer.

T157 (940AD) - Hasting harbor -> courthouse
Canturbury university -> lighthouse. That was the 6th uni so...
London market -> Oxford
Mansa cancels the pigs for crabs deal, so I trade him wheat for crabs.
Our mace kills the wounded archer in Phoenecian, and it is ours. It starts a granary, and I send two workers to start on the pigs.
I sell gold (the resource) to Joao for 9 gold per turn.

T158 (960AD) - Canturbury lighthouse -> courthouse
Joao completes the Statue of Zeus

T159 (980AD) - We meet the Frenchy:

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I trade suagr and pig to Nappy for dye and banana. Our health and happy caps are much improved. Every city is at least 2 under its happy cap and at least 3 under its health cap.

We should see the circumnavigation message come up next turn.
 

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If we want to try for a Diplo win, here a few things that we need to think about:

1) Tech path for the UN is Printing Press-Scientific Method-Physics-Electricity-Radio-Mass Media. A few detour techs may be required however (see below). Great Scientists can bulb part of Physics and Electricity. It takes about 3 for Physics and 4 for Electricity. Scientists can also bulb part of Scientific Method, but since SM obsoletes Great Library, it's better to hold on to the Scientists.

2) The most populous AI will be our opponent in the Secretary and Victory votes. Right now, this is Joao, and I don't think this will change. So we can ignore Joao and try to make the other 4 AI happy.

3) If we and Mansa are Buddhist when the victory vote comes up, we should have no problem getting his vote. The other 3 Hindus are going to be trickier. We have a few options here. We can try to get enough other positive diplo modifiers so that the negatives from religion don't matter. The most common positives are "years of peace" +1, "open borders" +2, "years supplying resources" +2, "fair trade relations" +4, sharing techs +1 or +2, "wisely choosing civics" +4 to +6. We need to be around +10 with an AI to get their vote.

4) More about the "wisely choosing civics" modifier. Wang Kon's favorite civic is Caste System. When we meet Wang, if he doesn't have Code of Laws already, we should sell/give it to him. After about 30 turns, we should be at +4 for "wisely choosing civics" (+1 immediately, and another +1 every 10 turns). Napolean's favorite civic is Representation. We're in Rep right now because of the Pyramids, but he can't adopt it until he gets Constitution. We might want to detour to Nationalism-Constitution and give him these techs. We can get up to +5 for "wisely choosing civics" if we share Representation with Nappy. (If we detour to Nationalism, we can build the Taj Mahal.) Mao's favorite civic is State Property, which requires Communism. Communism requires Liberalism and Scientific Method. Sharing State Property with Mao can get us up to +6 for civics.

5) Other possibilities for negating the religious differences are a) to swarm the Hindus with Buddhist missionaries and ask them to switch, or b) get Mao, Wang, and Nappy into Free Religion, by negotiation or with spies. About 6-7 turns before the victory vote, we can switch to Free Religion. Once in FR, we can ask AI to switch. If they like us enough and feel like it would give them some benefit, they might be bribed into it. For those we can't bribe, there is an espionage mission we can use to cause a civ to adopt a civic that we ourselves are running. Once we have the three AI in Free Religion, we can switch back to Buddhism so we still get the bonus with Mansa.
 
I'm a little confused about why civics can yield +4 with Want, +5 with Napoleon, and +6 with Mao. Why isn't it the same for each?

If we'll be up against Joao, could we consider giving away tech to other civs if they'll declare war on him. Or will that not help them vote for us?

Nice work.

Jon is up next?
 
I'm a little confused about why civics can yield +4 with Want, +5 with Napoleon, and +6 with Mao. Why isn't it the same for each?

I don't know why they didn't make them all the same, but they didn't. It's all in the XML code.

If we'll be up against Joao, could we consider giving away tech to other civs if they'll declare war on him. Or will that not help them vote for us?

If we also declared on Joao, then yes, we'd get a bonus for "mutual military struggle". But the AI that like Joao that couldn't be bribed into declaring would give us -1 for declaring war on a friend.

Mao can be bribed if he is Pleased or Friendly with us and not Friendly with the target.
Napolean is the same.
Wang can be bribed if he is Pleased or Friendly with us and not Pleased or Friendly with the target.

You can see that Mao is willing to declare on Joao now, but 4 techs is not enough. If someone was already at war with Joao, the price would go down.
You can see that Napolean is not willing to declare on Joao, because he is Cautious toward us.

If we could find some way to get Napolean Pleased with us, he'd probably be easier to bribe than Mao, and with Nappy at war with Joao, Mao should be more willing. It will be interesting to see if Wang is willing to declare. If he is, we could execute the ideal plan to bribe all three into war and then declare ourselves.
 
Summary of where we are:

AD 980, researching printing press - 3 turns, next GS in 5 turns.

London(14) is 2 turns away from Oxford university, 5 turns from growth, 17 turns from great person, 55 turns from culture expansion
York(13) is 2 turns from courthouse, 4 turns from growth, 23 turns from GS, 342 turns from culture expansion
Nottingham(11) is 2 turns from Angkor Wat, 10 from growth has no specialists and expands it borders in 21 turns
Hastings(12) is 5 turns from courthouse, 7 turns from growth 60 turrns from GP and 5 turns from culture
Persepolis(11) 4 turns from aquaduct, 16 from growth, GP in 5, culture in 148
Canterbury(9) 19 turns courthouse, growth in 4, culture in 4
Coventry(8) lighthouse in 1, growing in 2, culture in 65
Cimmeriian(5) courthouse in 20, growth in 1, culture in 71
Warwick(4) granary in 9, growth in 1, culture in 74
Phoenician(1) granary in 30, growth in 11, culture - not yet.

Our goal is probably to try for the diplomatic victory - so we need the UN and lots of happy neighbours.

Press enter

AD 1000 turn 160

Coventry complete lighthouse. Switches to courthouse
We prove the world is round, +1 movement for ships
Joao complete the Parthenon.
Warwick grows to 5, Cimmerian grows to 6

AD 1010 turn 161
we can manage another 10% research, now at 50% / 380/turn
Oxford university complete in London switch to observatory
york finishes its courthouse, switch to jewish temple for happiness
Nottingham complete Angkor Wat, switch to observatory
Joao get a great prophet.

AD 1020
Printing press->Nationalism

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next GS in 2 turns.

AD 1030
Mansa would like to trade for printing press - we get feudalism, music, 30

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gold and a world map for printing press and calendar
Persepolis builds an aquaduct, switch to observatory, will grow in 12, gs in 1
we meet wang.

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chmmm, he is not happy with us. -4 for trading with napoleon.
civics: hereditary rule, bureaucracy, caste system, decentralisation, organised religeon, not much to trade and if we do, we annoy napoleon.

AD 1040
Napoleon demands tribute of 180 gold, I give it to him to make him happy. +1 you gave us tribute
London finishes its observatory, get some scientists back, build a worker
Hastings switches to a market, probably should build some more boats soon to help ship spies/monks across to the other continent

GS arrives, save her (Marie Curie) for now until we have SM, she gets the bunk next to Hypatia.

AD 1050 turn 165
quiet turn

AD 1060 turn 166
London builds a worker and switches to building research, it has 4 scientist, grows in 26 turns and churns out 258.42 beakers

AD 1070 turn 167
Nationalism arrives switch to constitution

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AD 1080 turn 168
Nottingham gets its observatory
Coventry switches to temple for more happy
Warwick finishes its grranary, switches to colliseum
Put the scientist in London back in the mines and builld taj mahal

AD 1090 turn 169
Constitution in 4 turns...
quiet turn

AD 1100 turn 170
York gets its temple, it could still use more happy though, only 2 from happy cap with growth in 6. though growth will slow more after that.
build observatory for now and a jewish temple or perhaps a buddhist stupa after that.

Market in hastings generate another 5 gold, growth in 5 and happy and health caps a long way away, switch to galleon.
phoenician finishes it granary, switch to library to get some culture

AD 1120
Joao wants to trade theology for philosophy. refuse, he's worst enemies with napoleon and we don't need the agro.
Mao wants to trade maps, sure why not, in fact lets buy horseback riding from him as well for 155 gold

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Coventry needs more happy, build a colliseum.
AD 1130 AD turn 172
Constitution comes in.
trade philosophy with napoleon to get theology

AD 1140 turn 173
Joao demands tribute. we refuse.
Napoleon demands we cancel our deals with Joao, we refuse and take the -1 hit to our relations, we'll make it up to him later.
Hastings finishes its galleon andd switches to
Canterbury starts building a harbour
next GS in 2 turns
SM in 5

AD 1150 turn 174
Mao wants to trade 20 gold for civil service, we offer him music instead in return for 20 gold and his world map
Coventry finishes colliseum and starts on buddhist stupa.
Phoenician finishes library and starts on colliseum

AD 1160 turn 175
another GS in persepolis.
SM in 3 turns
next GP in 8 turns from London

AD 1170
quiet turn

AD 1180
Mansa would like to cancel crab for wheat, replace with iron for crab
Wang wants optics as tribute, let him have it.
Nottingham builds wealth and we up- our research again to 70%
SM in 1 turn.
Taj Mahal in 2

AD 1190
SM arrives

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Taj Mahal due to complete next turn, giving us a golden age.

so, lets leave it there, someone else can figure out how to get Wang to like us, and at the same time not get Napoleon really upset.
 

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Civics Checklist

Napoleon wants rep. We're in it now. Napoleon is in Monarchy. Constitution does not appear in the list of techs we can give him or trade him. Does that mean he already has it? I don't believe he does--he seems pretty far behind us in tech.

Wang wants caste. We're in it now. Wang is in it now. Check.

Mao wants state property. We're in decentralization, and we don't have communism yet. Mao doesn't either. We've just started researching physics, but I don't think we've put any turns into it yet. We could switch research to communism now and finish it in 7 turns, before our looming golden age ends for a free civics switch. My vote would be to take that path--inserting communism before physics for the free civics switch with our golden age.

Shannon? Sound ok?
 
Civics Checklist

Napoleon wants rep. We're in it now. Napoleon is in Monarchy. Constitution does not appear in the list of techs we can give him or trade him. Does that mean he already has it? I don't believe he does--he seems pretty far behind us in tech.

yeah, I tried trading with him the minute I got Constitution and it wasn't an option.

communism yet. Mao doesn't either. We've just started researching physics, but I don't think we've put any turns into it yet. We could switch research to communism now and finish it in 7 turns, before our looming golden age ends for a free civics switch. My vote would be to take that path--inserting communism before physics for the free civics switch with our golden age.

Sounds good to me. I only picked physics because I had to pick something to be able to save the game so I don't think I spent any beakers on it.

So whats the strategy to deal with the fact that Napoleon and Wang are worst enemies?

Also, Since Joao is now Christian and all the rest on that continent are Hindu, does it make sense to try spread Hinduism to all the cities on our continent and get Mansa to switch and switch ourselves for the religion bonus?
 
Civics Checklist

Napoleon wants rep. We're in it now. Napoleon is in Monarchy. Constitution does not appear in the list of techs we can give him or trade him. Does that mean he already has it? I don't believe he does--he seems pretty far behind us in tech.

Wang wants caste. We're in it now. Wang is in it now. Check.

Mao wants state property. We're in decentralization, and we don't have communism yet. Mao doesn't either. We've just started researching physics, but I don't think we've put any turns into it yet. We could switch research to communism now and finish it in 7 turns, before our looming golden age ends for a free civics switch. My vote would be to take that path--inserting communism before physics for the free civics switch with our golden age.

Shannon? Sound ok?

Napolean needs Nationalism before he can get Constitution, so give that to him this turn, and Constitution next.

Yes we want Communism next, although we can burn the three Scientists sleeping in Persepolis on Physics and be one turn away from finishing it. Might as well do that now. It will let us start building airships.

Why airships? It looks like we might have to elminate Wang. That -4 for trading with his worst enemy is not going to go away soon. And Mao is willing to declare on Wang. So we can get some shared war diplo points for that. Nappy might be willing to go in later as well.

A possible war plan:
1) Coastal cities build galleons.
2) London builds Heroic Epic and stable after finishing Taj. Get Guilds from Mansa so London can build knights.
3) Other cities build airships and cats/trebs. Airships don't need promotions, so cities without barracks are a good place to build them.
4) Turn all espionage onto Wang. If he's powerful, we could research Military Tradition and upgrade all the knights to Cuirassier, for some extra punch.
5) A few turns before declaring, bribe Mao into declaring on him so his east coast will be more lightly defended.

A couple other suggestions:

1) We can pick up quite a bit of gold per turn from selling resources to Mansa, Mao, Napolean, and Wang. It's ok to trade with Wang because he is not the worst enemy of Napolean or Mao (yet).

2) London might want to hire an engineer to improve our chances of getting a Great one for rushing the UN.

3) After burning 3 Scientists on Physics, we could use 4 more for Electricity. We'll get one free with Physics, so that leaves 3 more. Persepolis might be better off giving up those mines to get more scientist points, especially during the golden age.
 
Also, Since Joao is now Christian and all the rest on that continent are Hindu, does it make sense to try spread Hinduism to all the cities on our continent and get Mansa to switch and switch ourselves for the religion bonus?

Mansa is going to be tough to switch. Since he founded Buddhism, he'll be loathe to give it up for a religion someone else founded. A good example is Joao. Rather than stay Hindu and be well liked, he's switched to a religion he's founded.

The other difficulty with switching to Hinduism is that we don't have a Hindu city. We could give Napolean Optics and hope he sends missionaries, but I wouldn't want to put too many eggs in that basket.
 
Too late...I just finished my set and am writing my report.

Musa revolted to free religion by the way.

Should have my report done in 15 min or so, and then Shannon will be up.

G
 
1190ad, turn 179, inherited turn

As discussed, research has just been set to physics, but I change it to communism so that we can revolt to state property for free during the golden age we'll get when the taj finishes next turn.

I get open borders with Wang.
I trade corn to Wang for 8gpt. (All he had.)

I trade wheat to Napoleon for 8gpt. (All he had.)

I offer Nationalism to Musa for Drama plus Guilds. He turns me down despite the beaker imbalance in his favor. I was asking for 2000 beakers and offering 2800 beakers in return. Oh well. We'll find another trade later.

If Joao's going to be our opponent in the election later, relations with him are less important than with the others. Maybe our great spy and some lesser spies should head to Joao's lands to set up some tech thievery. I'll look towards building a galleon for ferrying purposes. The carrying capacity of our caravels doesn't seem high enough to me.

With our new trades, we can bump research up by 10% to 80% at -2gpt, giving Communism in 6 non-golden turns.

I fire a priest in York (tough call with his two hammers) to hire a scientist. That spec will be sent to the tiles, though, once another cottage is built. I put a sign on a tile to cottage to remind myself later.

Since we're going to be running state property soon, watermills and workshops seem like good choices. I put several signs around persepolis to plan out some mills there.

Persepolis is running 4 scientists even though it has no academy. I don't change them to merchants, though. Let's see what our cash looks like during the golden age.

Canterbury is working a bare grass tile. I change it to a coastal tile for the same food and three extra commerce. Soon we'll have to hire specs instead, though, as we're two under both caps.

Coventry looks good as-is.

Cimmerian is working a bare grass tile instead of the farmed grass tile next door. Neither is really a great option, though. This town needs hammers. When its temple completes, we'll hire a priest, I guess.

I don't mess with Warwick or Phoenecian.

Here we go...

1200ad

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London: taj > budd temple
Our golden age begins. We go to +10gpt, and we gain a turn on communism, down to 4 turns now.

Wang gets a great merchant.
Musa gets a great engineer.

1210ad

Persep grows to its happy cap. I stagnate it and put it on an 8 (golden) turn forge.


1220ad


Musa completes Notre Dame.

I take Nottingham off wealth and put it on a spy. I have to drop the slider to 70% again, and we lose a turn on communism, which will still come in before our GA ends.

Hastings starts a galleon.

1230ad

Communism comes in. We get a great spy in London. We revolt to state property.

I see that hastings already has a galleon sitting around. Oh well. It'll have two now, which is ok, because two barb galleys are wending their way southward towards our net. One galleon can stay home to protect the net, and the other can carry spies across.

We set research to physics.

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We vote for Napoleon over Joao.

1240ad

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I spend two great scientists towards physics, dropping it to 3 golden turns. We still have 2 scientists in reserve.

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1250ad


Musa asks us to stop trading with Napoleon. I refuse. Then I trade him liberalism for guilds.

Joao declares war on Mao. I'd like to help Mao, so I trade him compass for drama.

1260ad


Musa adopts free religion, so we lose some credit with him.
I trade him astro for banking plus engineering. We only lost about 10% beakers on that trade. I can't believe he went for it.

Argh. The game crashes while I alt-tab to log things.

The last save I have is from 1240ad. I load it in and continue. I try to play the same way. Communism seems a turn late, though. Did we lose a turn?

1250 redo seems the same.
1260 redo seems the same. The trade went through again.

A galleon with two great spies and one regular spy sets sail from Hastings towards Joao. With all the trades we've made recently, though, I don't think he has any tech we can steal anymore. So maybe that galleon should just return home?

I think I'll turn it over to Shannon at this point.

Should we be building workshops since we're in state property now?
 

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