Kylearan
compound eye
Hi,
sorry for taking so long again - yesterday, Mrs. Ky made it very clear that playing Civ would be a Very Bad Idea(tm), and of course I obliged.
Grahamiam, now that I've reread your turnlog, I see that the granary in Madrid was finished immediately after whipping the market, so you're right - all is fine. I first thought the city would have to regrow a couple of pop points without having the granary built, which would have been a Bad Thing.
IT: Ugh, we are selling ivory to Rome for a meager 4gpt? Seeing that relations with Julius are dropping due to different religions, and how he just has adopted vassalage/theocracy, I don't think it's the best of ideas to give him access to war elephants! Unfortunately, I cannot cancel the deal yet, but I will as soon as I'm allowed to.
I renegotiate our resource deals with Toku and Saladin to squeeze 3gpt more out of them. The extra 10% research bonus from a monastery in Barcelona won't do us much good at the moment, so I set it on building a lighthouse first instead to let it grow faster. Cordoba has nearly no hammers and cannot grow at the moment, so I whip the market there (which could have been done before already). Santiago is switched from building a galley to building a lighthouse, as it cannot grow without one and we don't really need galleys at the moment. And I think it's better to build galleys in cities that can grow on their own anyway, and to build the respective infrastructure in those which cannot. Last but not least, every city that isn't maxed already gets the "emphasize food" switch turned on. Growth means power!
1210AD: Seville completes the monastery and starts a war elephant, just to be on the safe side. I also now realize that we have founded a religion, but don't have built the shrine yet! There's a scientist hired in Seville who gets fired immediately, and a priest is hired in Madrid instead.
The Admiral has suggested going for great merchants, by the way. I guess there's no clear wrong or right regarding great people, but personally, I don't much like great merchants, especially not in the early game. Getting them to other large cities can be cumbersome and won't give you much money at this stage of the game as well. I much prefer great scientists to construct early academies - that gives you a science boost as well, but one which does not expire. Great prophets are also superior in my book, both for founding religions and for building the shrines, or even to merge them into your capital if they come early enough, as the 2 extra hammers and 5 extra gold are quite powerful in the beginning. Great engineers are better too, to rush critical wonders. The only great people that I like less than great merchants are great artists, which I save for golden ages most of the time. Great merchants can be better in the late game, giving you more money, but even then I rarely find the higher upkeep of caste system and the lost ability to whip not worth the effort - but YMMV. However, in this game we desperately need a great prophet first, so please make sure the priest remains in Madrid!
Our missionary in Roman lands cannot spread our religion, as Julius had adopted Theocracy earlier, so I use him to scout his lands instead.
1230AD: Our scouting missionary finds Montezuma, a Buddhist. We are actually up Monarchy, Code of Laws, and Alphabet on him! Unfortunately he is not willing to trade.
1240AD: Civil Service comes in. We adopt Bureaucracy. I hate to trade away monopoly techs, especially if they allow new civics, but we desperately need to catch up. I sell Civil Service to Julius for Metal Casting, Calendar, and 10 gold. I also cancel the ivory deal. The rest of the AIs do not want to trade with us, so I decide to go for Paper (on the way to Liberalism) next - we need Free Religion to improve relations, and open up trading possibilities! This is debatable though: Iron Working to see if we have iron would be nice too, or Machinery to unlock maces to prepare against heathen attacks. Opinions?
Cordoba will complete a settler in two turns that can found a city on the western tip of our landmass which will have marble, crabs, and horses in its radius - an archer is fortified there already. Another fishing village should be founded northeast at the fish (north of Santiago) as well.
I expect that we will get attacked by a member of the Jewish coalition sooner or later, so I built another war elephant and an axeman in preparation. We might want to have a spear or two as well, but I think we will be safe against landings then.
-Kylearan
sorry for taking so long again - yesterday, Mrs. Ky made it very clear that playing Civ would be a Very Bad Idea(tm), and of course I obliged.
Grahamiam, now that I've reread your turnlog, I see that the granary in Madrid was finished immediately after whipping the market, so you're right - all is fine. I first thought the city would have to regrow a couple of pop points without having the granary built, which would have been a Bad Thing.
IT: Ugh, we are selling ivory to Rome for a meager 4gpt? Seeing that relations with Julius are dropping due to different religions, and how he just has adopted vassalage/theocracy, I don't think it's the best of ideas to give him access to war elephants! Unfortunately, I cannot cancel the deal yet, but I will as soon as I'm allowed to.
I renegotiate our resource deals with Toku and Saladin to squeeze 3gpt more out of them. The extra 10% research bonus from a monastery in Barcelona won't do us much good at the moment, so I set it on building a lighthouse first instead to let it grow faster. Cordoba has nearly no hammers and cannot grow at the moment, so I whip the market there (which could have been done before already). Santiago is switched from building a galley to building a lighthouse, as it cannot grow without one and we don't really need galleys at the moment. And I think it's better to build galleys in cities that can grow on their own anyway, and to build the respective infrastructure in those which cannot. Last but not least, every city that isn't maxed already gets the "emphasize food" switch turned on. Growth means power!
1210AD: Seville completes the monastery and starts a war elephant, just to be on the safe side. I also now realize that we have founded a religion, but don't have built the shrine yet! There's a scientist hired in Seville who gets fired immediately, and a priest is hired in Madrid instead.
The Admiral has suggested going for great merchants, by the way. I guess there's no clear wrong or right regarding great people, but personally, I don't much like great merchants, especially not in the early game. Getting them to other large cities can be cumbersome and won't give you much money at this stage of the game as well. I much prefer great scientists to construct early academies - that gives you a science boost as well, but one which does not expire. Great prophets are also superior in my book, both for founding religions and for building the shrines, or even to merge them into your capital if they come early enough, as the 2 extra hammers and 5 extra gold are quite powerful in the beginning. Great engineers are better too, to rush critical wonders. The only great people that I like less than great merchants are great artists, which I save for golden ages most of the time. Great merchants can be better in the late game, giving you more money, but even then I rarely find the higher upkeep of caste system and the lost ability to whip not worth the effort - but YMMV. However, in this game we desperately need a great prophet first, so please make sure the priest remains in Madrid!
Our missionary in Roman lands cannot spread our religion, as Julius had adopted Theocracy earlier, so I use him to scout his lands instead.
1230AD: Our scouting missionary finds Montezuma, a Buddhist. We are actually up Monarchy, Code of Laws, and Alphabet on him! Unfortunately he is not willing to trade.
1240AD: Civil Service comes in. We adopt Bureaucracy. I hate to trade away monopoly techs, especially if they allow new civics, but we desperately need to catch up. I sell Civil Service to Julius for Metal Casting, Calendar, and 10 gold. I also cancel the ivory deal. The rest of the AIs do not want to trade with us, so I decide to go for Paper (on the way to Liberalism) next - we need Free Religion to improve relations, and open up trading possibilities! This is debatable though: Iron Working to see if we have iron would be nice too, or Machinery to unlock maces to prepare against heathen attacks. Opinions?
Cordoba will complete a settler in two turns that can found a city on the western tip of our landmass which will have marble, crabs, and horses in its radius - an archer is fortified there already. Another fishing village should be founded northeast at the fish (north of Santiago) as well.
I expect that we will get attacked by a member of the Jewish coalition sooner or later, so I built another war elephant and an axeman in preparation. We might want to have a spear or two as well, but I think we will be safe against landings then.
-Kylearan