TJ01: Famous Five

We do need universities quickly, and Education was a reasonable choice.
 
Yeah, Education was good enough. Anyway, with 5 cities and no Unis, researching to Cavalry would have been painfully slow.

We still need to do things with Fourth lagging behind. I'd also make a note on building wealth as well.
 
Good choice on Education. I don't think we would have got anything out of the Great Libary anyway.

I'm not online as I am typing right now -did we start any war among the AIs? I liked Ted's idea to get the Brown and the Pink to fight across Orange lands.

Carthage (?) is alone, and we need to start planning to land some units there. We could capture a few cities and gift them to an ally, in order to have a place to heal.
 
Fine choice with Education MB.

I wrote my notes in a rush and it shows :o

The Wheel turns full circle and comes to rest on Space's foot. You're up.


Ted
 
TJ01 turnlog 530AD

Pre-turn:
My, don't we look good. :)
There's room to move the slider to (4.6.0) to get us Education in 9 at -12gpt (354g in the bank).

IT:
3Cows Cat -> Wealth
4th Cat -> Palace
2nd Wealth -> Worker
Difficult choices, I think I should be aware not to build too many units so we don't compromise the treasury. 4th has 22spt so it'll have 176 shields in 8 turns to complete the Uni and not lose shields.

540AD - turn 1
Fortify the stack near Spain, to heal before the next attack.
I'm using the galleys to scout some more except for 1 which goes to 3Cows.

Diplo: Russia is still the only one with Republic

IT:
Spain sends an Archer.
Carthage asks our Galley to leave.
2nd Worker -> Wealth

550AD - turn 2
5/5 Horseman vs 3/3 Archer: wins unscratched and Caractacus is born. [dance]
I think I'll save the leader for when we have Education, we can use the shields in 5th for a Uni and build Sistines where it suits us best.
Sell WM around for a total of 27g and up-to-date maps.

IT:
Zzzz

560AD - turn 3
The leader moves in First to wait in safety. I checked the Wonder screen but nobody is building anything yet, we can afford a 6 turn wait.

IT:
Germany floats a boat.

570AD - turn 4
All is quiet.
Diplo - Zzz, France is getting rich.

IT:
Germany lands a settler and a spear near the Horses.

580AD - turn 5
Gallic pillages the Horse before the settler settles. Hmmf, to declare or not to declare. I can still do so honourably at this moment. No leader will appear though, but we don't want Germany to be able to build Horses, so I will declare.
Declare Germany.
4/4 Horse vs 3/3 Spear, Horse is redlined and retreats.
4/4 Horse vs 2/3 Spear, Horse is redlined but wins, 2 new slaves appear.
Elite Spear covers the wounded Horses.

IT:
Spain has snuck an Archer past, 2 Horses from First move to attack him next turn.

590AD - turn 6
4/4 Galley vs 3/3 Galley, wins at 3/4.
Oh-oh just noticed my mine on the BG is outside the scope of First... :smoke:
Hawk WM around

IT:
Spain moves the Archer out of reach, but a reg Spear is near our stack. I'll try to promote the Vet Horse in there.

600AD - turn 7
4/4 Horse vs 3/3 Spear (on grass), redlines and retreats
5/5 Horse vs 3/3 Spear, redlines but wins.
Both wounded units heal in the stack.
I can finally move the slider back for profit (5.5.0) +1gpt, 309g in the bank, Education in 2.

IT:
Russia feels strong and tries to frighten us into giving the Cartegian contact. I don't think so Cathy, dear. She declares war on us.
Oops, there was a road under the rubble and the Horses where within range of the Archer. He had to attack crossing a river though, so our Horse survives.

610AD - turn 8
The people enjoy being at war with 3 Civs. We get 5 WLTKD's and 2 new Palace improvements.

IT:
Education comes in, start Engineering.

620AD - turn 9
Err, sorry guys, I forgot to pre-build for Uni's, 4th will be ready in 2 though. We could take the shield loss in 5th switch to Uni, and build Sistines in 4th (using the leader) when the Uni completes. I'll leave that one for the next player since it all happens in the 10th turn.
I was thinking of getting France to war against Russia, but it looks like that is already the case...

IT:
Zzz

630AD - turn 10
Spanish Settler pair moves in sight, *grin* .

That's it from me this turn. Interesting choices to be made by the next player.

--------------> the save
 
The music stops and Karasu is left holding the parcel. You're up.

Good news on the GL Space.


Ted
 
Allowing our puppet cities a little room to spit out a few settlers is a very good plan IMO. I meant to say something last time I got the save.

Very well played Space.
 
Pre-turn
Everything fine. Let's start.
Build embassy in Persia for 65 gold. Temple there, have Iron. Since England are already at the end of the Ancient Age, I see no problems in giving Xerxes Literature and Currency for MA against Russia and his 2 gold pieces...

Build embassy in France for 92 gold. She's building the Heroic Epic, and she's already at war with Russia.

Ops. Did I spend too much? :mischief:

Attack Spanish Spearman.
Horseman 1 gets redlined and retreats
Horseman 2 wins unscathed. We get two workers.

Reposition the troops near Munich to leave the Germans room to escape with a Settler... :evil:

Disband some warriors


Turn 1 - 640 AD
Fourth: University - Horseman (the Palace would be built in 15 turns only, and we will get Engineering in 12)

Our people admire us. I take the liberty to add a slightly off-topic touch to our Palace... :D

Attack Spanish Archer. Veteran horseman manages to get himself killed.
Elite Gallic wins.

Galleys move around. One of them feels compelled to try a suicide run across the Ocean. Her name is Kami Kaze...


IT - Kami Kaze righteously dies in deep waters.


Turn 2 - 650 AD
Let not the Spanish grow too much... We raze Sevilla without losses and move troops outside Salamanca, to wait for a Settler (I loved this idea).


Turn 3 - 660 AD
Fourth: Horseman - Horseman
Disband Horseman in Three

Rebuild Colony on Gems
Increase science to 60%, Engr due in 8 at -15 gpt

Sell WM around for a meager 12 gold
But... wait. Joan has 361 gps left. I decide to sell her Monotheism for all her cash. With the other AI broke, she won't get too much benefit from it, and we can speed up research a little bit now: set science at 60%, Engr in 8 at -14 gpt


Turn 4 - 670 AD
Worker movements
New Hope ventures into deep seas.


Turn 5 - 680 AD
Fourth: Horseman - Med Inf
Disband Horseman somewhere (can't remember)

IT - New Hope sinks. Tough luck this time with Galleys.


Turn 6 - 690 AD
Moved some units
Build Embassy in England for 62 gps.
Since Elizabeth has some money, I give her too Monotheism -for 47 gps and MA versus Russia.

Russia won't talk peace with us.


Turn 7 - 700 AD
Fourth: Med Inf - Med Inf


Turn 8 - 710 AD
First: University - Horseman


IT - Persia declares war on England.


Turn 9 - 720 AD
Second and Three: University - Horseman.
Fourth: Med Inf - Horseman


Turn 10 - 730 AD
Nothing much.
We discover Engineering. Set to Invention (but can be changed without wasting anything).


Sistine is due in two turns, I haven't used the Great Leader.
I used a few workers to build outposts and remove some wandering units.

A Spanish archer is in the forests south of the Gems; they also have a Galley to the east.

We could get Republic from Carthage for Monarchy. We could make the deal, but then we would have to make peace with Germany and Spain, or remove them from the map. And maybe disband a few units (talking about units, I have built some for a later disbanding, rather than setting cities to wealth).

Switching government to Republic, research to Astronomy and rushing Copernicus (or prebuilding for it) might be the way to go to speed up our research (the AI are already completely useless).
I didn't take this initiative as I could not discuss it with the rest of the team, so I stayed in Monarchy and at war with Germany and Spain -without getting too much out of it anyway.

The Item
 
Well played, Karasu. It's a though call with the leader. We don't we to sit on him too long, war just isn't much value when not a means to generate leaders. It'll take a while before we have researched a tech for a new Wonder. Maybe this is indeed a good time to make peace with Germany and Spain.
 
Good news on the warring AI Karasu :thumbsup:

The tree shakes. The apple falls. Unfortunately Yndy was standing beneath the tree :) You're up.


Ted
 
:goodjob:, Karasu. And yes, you certainly gave our palace an eclectic look. ;)

I think we absolutely have to get Republic from the Carthaginians and then revolt to that government, since even on a very crude estimate not allowing for marketplaces and reduced corruption we'd be better off by 45 gpt. If this means we have to make peace with the Spanish and the Germans, so be it; but given our very strong happiness position, war weariness may not matter much.
 
I agree with switching to Republic. We can moderate our wars easily enough and the benefits are well worth having.


Ted
 
Got it and I’m now at turn 7. Suddenly I realized that we are just at the limit for the culture to double during this game. I have to make some calculations at home but I might rush a half-built wonder with a leader if it would bring us more culture that the culture we would have if we built one wonder in 12 turns and then rushed another one. I’ll also do some calculations regarding the outcome of the game as we are almost out of cultural improvements. Still, Fourth horseman is desperately behind and we should use it for all the culture intensive wonders we still have.

More on this tomorrow.

Edit: Err, I was wrong. 4th Horseman is doing just as good as the other cities.
 
We're going for the Republic. We might need to make peace with Spain / Germany now but I think that in the future we can manage to be in war with them and avoid war weariness. Don't leave units in their territory, don't let them into ours.
Culture check:
First Attempt 20K due in 2192, turn 682.
Second Minute 20K due in 2186, turn 676.
Three Cows 20K due in 2200, turn 690.
Fourth Horseman 20K due in 2197, turn 688.
Fifth Wheel 20K due in 2295, turn 785.

Trade Republic with Chartage. At this point I'm for another approach techwise, namely to try and focus the other civs in researching techs in the bottom branch of the tree. We revolt towards republic.

740AD (1): We are now a Republic at a cost of 129 culture points. Change research project to Astronomy due in 8 at 70% science, -33gpt. There's a level one (maybe two war weariness but our cities can all cope with that. I will make peace
anyway.

Make peace with Russia. Neagtive WW ends and our citiznes are on the brink of revolt. Kill a German Archer and a Gallic promotes to Elite. Make peace with Germany. No improvement to happiness. Seal borders with Germany. Kill a Spanish Archer and make peace with Spain. They pay with a worker and 12g. :) Our cities are back to the initial status. It appears that we
had the negative WW, negate the normal WW.

Initiate massive troop movements towards Fifth wheel. Fourth changed to Palace pre-build for Copernicus. Gift Persia Polytheism, Feudalism and Engineering. Sell France Feudalism for all she has: 95 gold and 21gpt. Gift Engineering. Gift Russia, Feudalism and Enginnering. Gift England Feudalism and Engineering. I would like them to build lower branch techs, while we chase the upper end ones. Leonardo's is only 2 culture per turn but now is a drive for the AI to research Invention while we focus on other culture/tech intensive wonders. Max research on Astronomy, now due in 6 at -88 per turn.

750 (2) 2nd Minute; Three Cows: Horsemen -> Horsemen. Troops still head towards Fifth Wheel.

760 (3) First Attempt: Horseman -> Pikeman. Fifth Wheel completes Sistine. Starts University. Start disbanding in Fifth Wheel: Disband 2 Pikes, 11 horses for 13 x 7 shields. Disband our army of an additional 100 shields. University due next turn.

Spanish border expands. Our troops start changing positions.

770 (4) Two cities produce Horsemen. Fifth Wheel build University. Order more horsemen.

780 (5) FA: Pike -> Horseman.

790 (6) SM, TC, FW: Horseman -> Horseman. Tech rate lowered to 30% allowing Astronomy in one turn with +104gpt.

800 (7) Discover Astronomy. Set research towards Music Theory at 100%. Copernicus due in 11 in Fourth Horseman. That's a

little dissapointment but hey, that's the best I can do. Start a Palace Pre-build in Three Cows.

810 (8) Spain sends a settler. Second Minute and Fifth Wheel build horses. Move units toward the Spanish.

820 (9) Our treasury is dangerously low.

830 (10) Our treasury is dangerously low. Russia makes peace with France.

We have most of our army at the Spanish borders as well as the two galleys. We'll need to use our leader to rush Bach's in First Attempt. Then we should start shooting for another leader. I was considering the Chartaginians but their Mercenary is tougher than our horses. We could attack Spain and damage our rep but I leave it with you to decide. We could also wait for 11 more turns.
Researchwise our goal should be to discover as many Wonders as possible to start lots of builds and pre-builds. The most important wonder is Shakespeare but we could also research the others while we are here. The palace pre-build in Three Cows

is for Magellan, so we should research Navigation next. Then we should go for Banking, Economics, Printing Press, Democracy, Shakespeare. I was testing the cultural victory a little bit and I can say we still have a shot but the window is very small.

Here's the save
 
Interesting times Yndy :thumbsup:

The thunder rolls. The lightning strikes! Luckily Northern Pike was watching the storm from the safty of his bunker. You're up


Ted
 
Got it. I think I'll try to keep our reputation clean, which should make for a fairly quiet turn.
 
Back
Top Bottom