*UN*-Crowded Map, Huge 1-Opponent Emperor

:eek:

has this been done before? that someone digs himself and his story out after 8 years? ;)

t_x
 
Two things surprised me:
  • I was able to find the save game files
  • The Conquests patch level is the same as it was 8 years ago

A couple of thoughts on the game:
  • I may have been playing without fixed barbs in the most recent turnlog. I thought they were awfully shy for "restless" barbs, and now I recall I recently made a couple of tutorial game videos where I set most everything to defaults, so I think I have not played with fixed barbs this time. I was really wondering why Greece was a pain and barbs weren't.
  • I should have known Greece would attack. I did note their barb-hunter squad was farther south than I expected, and I noticed but didn't comment on that Alex was polite which is in Emperor difficulty is often a warning that a civ is about to stab you in the back, but I had established an embassy and traded 3 techs with him and thought that's why he was polite. I really should have known better, but on the other hand I didn't expect Alex to reach out that far before 1000 BC. But I chose the farmer's gambit and knew it, and I paid a price.

I'm a bit disappointed that the barbs are set different, but on the other hand the second attempt became much more interesting than I had hoped for, and I'm having a hard time deciding if this was a better start than the previous try, but it's still a few turns too early to judge. I was going to have several more cities by 1000 BC, but one got razed and I whipped a few things. I had several granaries in the first try and none so far in the second try as I've learned that quickly settling a new food bonus is often more powerful than building a granary first. But I got too thin on military and workers and I knew it, and I was about 10-20 turns too slow in trying to fix the situation by Greece's clock.

I am starting to realize that while the unfixed barbs may have let me grow unhampered it may have also allowed Alex to reach me more quickly instead of chasing barbs all over the pangea.

I'll have the Pyramids in less than 27 turns, and I don't expect Alex has a ton of units to send my way yet, so if I can absorb his next expeditionary forces I should be strong enough for anything he's got by the time he can mount a serious offensive *and* be able to out-expand him with the Pyramids and my food bonuses.

Now if he suddenly turns up with horses or iron, it may be panic time again.
 
It's lunch time (nom nom nom), and of course I've had this game in the back of my mind all morning.

I almost used the phrase last post "this is not the last war" with the thought that I would make peace and trade with Alex again. But I started thinking it will be a while before I am strong enough for Alex to respect me (but not long before I can keep him off my lawn), and even if I can afford his price for peace he may not honor the 20 turns of peace. In other words, this may be the last war, or in other words this may have just become an all-war game if he won't make peace for a reasonable price before I'm ready to stomp him.

It also occurs to me that I have no indication that I will have a better fighting unit to build before longbowmen, and given the appearance that he has me blocked from the Eastern half of the world (unless the E coast is an inland sea) he is much more likely to get a strategic resource than I am.

So this is it. Archers and spearmen against archers and hoplites until one of us gets a resource or Invention, and the odds are heavily in his favor to get any more per-unit advantage first.

So I'll think about it some more, but I may need to plan on a long war and abandon my Map Making research which was chosen for max trade value and beeline to Monarchy at max research. He already has Myst according to CAII, so that cheapens my self-research cost.

He (quite cleverly by AI standards) interrupted my rapid expansion, but my food-bonus cities have BGs around them and can quickly become productive even while short of workers, and I still outnumber his cities and will have the Pyramids soon. I have to go vertical for about 20 turns or so before I can resume expansion, but I don't think he can overtake my population and number of cities in that time, and then I'll have granaries everywhere to really spread out quickly.

He started the game with extra units and has a production advantage, but I don't think he has a big stock of units yet, and even if he does I don't think they are anywhere near my border. A rough guess is that worst-case scenario is 6 enemy units reaching me within 6-8 turns if he has more barb hunters in my quadrant, and I have to prepare for that, but more likely I think the next three enemy units are 15-20 turns away.

What's really got me waffling is what to do about the barbs. I just checked the .ini, and they definitely weren't fixed this most recent turnset. From the viewpoint that I meant to have them fixed, I think I should fix them now, but what if that gives me an advantage right now? It could slow Greece's advance if barbs are pestering him, and the barbs don't seem to have a camp near me lately. I don't want to change a setting to give myself an advantage. On the other hand, fixing barbs might give me more trouble if they come calling soon before my defenses are built up. And that's how the world was when I started, so in a way it seems like it's right to leave it as-is.

Edit: Greece just got WC 10 turns ago, so I can expect to not deal with archers for at roughly 20 turns given build time and distance, and not in quantity. That's very useful to know and tips the scales in my decisions on whether to immediately flood cheap warriors or build stronger troops. Reg warriors will be useful as cannon fodder and MP and unless I find iron will never be needed for upgrades during the course of this game. Now I'll have to figure out which troops to make in barracks cities in the near term. If I fix barbs I'll need spears soon to guard against horse attacks, otherwise I'm better off with archers so I can choose when and where the battle happens. Or if I am desperate enough I might need to spam vet warriors for strength in numbers.
 
I made it to 1000 BC, and the war is already over! We each think we got out with an advantage.

I got some passable defense to the frontline cities, replaced the ruins of Tours with Grenoble and Son of Ug managed to pop Horseback Riding from a hut shortly before Greece was willing to talk to me.

I thought Greece's relative strength with his hoplites and his having destroyed a city of mine would make him impossible to deal with reasonably, but when he was ready to talk he was willing to make peace for 150g or slightly less, but since I had HBR I made peace giving HBR and got Myst and 182g! I had Myst down to 1 turn, so it's not quite as good a deal as it looks, but popping HBR gave me a monopoly tech that won't do him any good because he would have researched it well before finding horses (if he does), and I got to pry peace, gold and a turn of Myst from him for what the hut gave me.

I can't go farmer's gambit again because I can't trust him to maintain peace, but I can post lookouts and start expanding again while producing military from two cities now and 5 cities soon.

He has nearly caught up with me; he has 9 cities and I have 10. I do have a settler on its way to another city site, but he probably does, too. But Paris grows next turn, so I'll have Pyramids in 13 or maybe 12 turns. He hasn't started building a wonder yet.

I also need to find out the OCN for when I can build Forbidden Palace and maybe start prebuilding it. I also need to consider prebuilding ToA if I want that. My capital may not be my most productive city because it's all flat lands, but it is uncorrupt so it will be close to the most productive.

I might still have a shot at Monarchy slingshot, but I'm not counting on it.

Goals:
  • Build defenses ready for defensive war with Greece and barb horsemen.
  • Scout for *any* resources and see what it takes to reach them
  • Reach towards diamonds and get them online, with colony if necessary
  • Get Monarchy ASAP
  • Expand and try to stay more powerful than Alex

Turnlog continued:
Spoiler :
I belatedly realize the barbs are not fixed; NoAIpatrol is not set. For now I will leave it this way. I was wondering why they weren't coming at my cities. I debated changing the setting but decided to leave it the same for this game. The barbs don't come after me, but they pile up in their camps and then jump out when I get near. It's a different dynamic. I also suspect it enabled Greece to attack me sooner, but maybe it's just a coincidence.

I hope and expect to be able to defend myself soon, but I won't have much respect from Greece and probably won't get a reasonable peace settlement. Also, now that blood has been spilled he is much more likely to attack again, and there is nobody else for him to fight, so I can't rely on him as a steady research partner. I can't even rely on him to honor 20-turn peace deals. So there isn't much point in giving him anything for peace since I'll have to remain on war footing, anyway. I might take peace if it benefits me, but I need to play as if it's all-war from here on.

So that means my choice of Map Making as a trade chip is now iffy at best, and more likely pointless. CivAssist II's Tech tab reports Greece has Myst, but I don't know how I'm supposed to know that since he won't talk to me. (CAII is not supposed to report spoiler/cheat info.) So I guess it's time to plan on self-research to Monarchy. I'll abandon MM and switch to Myst at max. Greece knowing Myst should cheapen my cost, but it appears to still be 200 beakers per CAII.

Greece got WC about 9-10 turns ago, so if he made a couple of archers and sent them directly at me I probably have roughly 20 turns before they arrive in small numbers. So I won't have any 2-attack units to deal with, so I may spam warriors for cannon fodder defense at first and use them as MP, scouts and barb swatters later.

I am guessing his barb hunting team stumbled by and decided to attack me. I don't expect he has a lot more units nearby. My guess is worst case 6 units within 6-7 turns, but really I expect to see 2-3 units in the next 15 turns. I'm not sure he's had time to build enough excess units to sent an organized stack or even a big group my way. My biggest problem will be killing the hoplites before they pillage my improvements.

I'm going to have to quit expanding and "go vertical" (increase population in current cities) for probably 20 turns or so to build up military before I can resume horizontal expansion, but that should work out well with Pyramids finishing in that time frame.

I'm going to try not to let food bonus cities grow to/past size 7 in this early military ramp-up phase because the food box size changes and the granary empties at size 7, and I still want to switch to settler and worker production and resume expansion.

Still 1200 BC: Turn on "ask for build orders after unit construction" so I can make sure I'm building efficiently each unit. Adjust builds for efficiency. Have 2 panic rax, building 2 more where I want them, want one in Avignon but will spam reg warriors there for the moment as it's close to the front line. Marseilles is almost done with a settler, after that it and Rheims will spam workers needed to bring the military cities to full speed. Abandon 21 turns of min reseach into MM and switch to Myst at max (60% for now), due in 6 turns. Notice that Greece has wines near one of its cities. Notice I moved Stumpy into enemy territory hurt where he can't heal. Move him.

Turn 73, 1175 BC: Orleans war -> spear.

Turn 74, 1150 BC: Marseilles settler -> worker. Besancon war -> war. Realize I am putting warriors in towns that don't immediately need them, start moving them to the front.

Turn 75, 1125 BC: Avignon war -> war. Son of Ug is still scouting SE and busts a hut, gets *Horseback Riding*.

IT: Stumpy at 3/3 fortified in a forest is killed by a reg greek warrior.

Turn 76, 1100 BC: Rheims worker -> worker. Found Grenoble on the ruins of Tours. Grenoble -> war.

Turn 77, 1075 BC: Lyons spear -> spear. Orleans grows and is very unhappy about being whipped. Lux to 50% and put an Orleans citizen on a river tobacco. Myst in 1 at 50%. Greece will talk. Let's see what he wants, but I'm sure it's a non-starter: Hmm, he would do peace for somewhere between 140g-150g. If I remove the gold and put in HBR that I just popped from the hut I can get Myst and 182g in the peace deal. (Of course I've researched most of Myst.) Given his research advantage and lack of horses so far this is a no-brainer deal, and he thinks he's twisting my arm. Peace it is, but I'll post watches in the hills and mountains to watch for advancing armies. I have to be careful not to go back into farmer's gambit mode. Lyons and Orleans have barracks and will continue military. Besancon and Avignon switch to rax. Grenoble to settler as it isn't fit to build much else yet. Rouen stays rax, Rheims and Marseilles stay on workers. Realize Chartres could be a food city once I chop that deer, but also the deer can support working the hills, so continue with the rax. Research Poly at 50%, due in 27 turns.

Turn 78, 1050 BC: Orleans spear -> spear. Sci/lux to 70/30 after putting MP war in Orleans.

Turn 79, 1025 BC: Marseilles worker -> worker. War scouting N of Grenoble busts hut, gets 3 barbs.

IT: War fends off barb.

Turn 80, 1000 BC: Rheims worker -> worker.


1000 BC Save for 2013 turns 0-80

10 towns
20 pop
1 settler
5 workers
9 warriors (4 reg, 4 vet, 1 elite)
3 spear (1 reg, 2 vet)

Tech: Alpha and Masonry from start, Writing researched, CB, Pottery and HBR from huts, BW, WC, Wheel, IW and Myst from trading. Had 21 turns of min research into MM, but abandoned it after war started.

Greece is halfway through his golden age.
 

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How do you know? Is that information provided with your civ assist?

That or by looking at the wonder screen by pressing F7. You can see the wonders that have been constructed by any civilization, met or unmet, and the current wonder builds of the civilizations you have met.
 
^Thanks for the tip. I don't use the civ assist and I guess I have never hit F7. Will have to try out all of the function keys.
 
I can provide a short version of the functionalities of each function button. F1-6 are the different advisors, F7 is the wonder screen, as mentioned before. F8 is the victory progress screen, where you can find the current victory progression to all the different victory types available as well as the score, power and culture graphs. F9 is the palace view, which only works in unmodded games, and F10 is the Space Race screen. F11 is the demographics screen and F12 is (I believe) unused. Hope this helps!
 
I continued with the recent 1000 BC game save and have played to the beginning of turn 119, 170 BC. I built the Pyramids and ruined Alex's Pyramid build as he didn't seem to have an alternate wonder. He later completed Oracle and is expected to get Colossus uncontested, but I think I have both ToA and THG in the bag, although he may surprise me with one or the other because my builds were interrupted by a government change.

I managed to get the Monarchy slingshot, revolted immediately and had only 5 additional turns of anarchy, although I tried putting my citizens back to work a turn too early and made everybody riot just before I became a Monarchy.

He is up Map Making, and I am up Monarchy and Philosophy. A turn or two ago he demanded Philo, and I thought about it and decided that war is inevitable, and even though Philo is cheap for him, why give him a few turns towards MoM or Republic? So I refused and of course he declared. A turn later I got quite a nasty surprise, but I'll let you see the turn log for that one.

I have a lot more land to my East than I thought. The E coast is apparently a big inland sea, although I am not 100% sure yet. There are only three resources in the known world: Diamonds in the mountains near me, 3 wines that Greece has already claimed and put to use, and a horse just outside of Greece's borders, and it never showed up in his available resources. I circled the luxuries with blue and the horses with red on my screenshot.

I "went vertical" for 20-30 turns meaning I stopped building settlers and grew several cities while building military, but I put two high-food cities on worker production, so my core land is being developed quickly if belatedly, and I am now considered average in military strength to him. I was able to resume settler production, but expansion is slow so far, and he has surpassed my city count and has maintained the income lead (per F11) since his golden age which ended 30 turns ago. I think I can catch him again because of the pyramids and that my pause in expansion was building my production capacity, so I can spam settlers quickly from now on.

But I am concerned about his currently being larger than me and the nasty surprise I got, mentioned in the turnlog in the spoiler tag.

Spoiler :
IT: Greeks finally start building a wonder: Oracle

Turn 81, 975 BC: Sci/lux 60/40, Paris is unhappy at size 5.

IT: Lose a war to a barb.

Turn 82, 950 BC: Greece has Map Making. Let's point at them and laugh. Decide to note which city Greece started Oracle; they have two wonder builds going: Pyramids in Sparta and Oracle in Thermopylae. I didn't see the notice for them starting Pyramids, but I'm quite sure I'm way ahead, even given their Emperor discount.

Turn 83, 925 BC: I've quit reporting unit builds, but Chartres finishes rax and starts military. Found Dijon -> rax. Reg war attacks 1/2 barb, wins.

Turn 84, 900 BC: Rouen barracks -> military.

Turn 87, 825 BC: Greeks start Colossus in Argos, have 3 wonders going. Reg war vs 2/2 barb, win.

Turn 88, 800 BC: Son of Ug has started exploring to the E, and there appears to be a lot of land that way. Busts hut, 3 angry barbs. Hmmm, Greece is polite again, but I should be ready if he sends units my way.

IT: Son of Ug dies to an angry barb.

Turn 89, 775 BC: Orleans is over their whip unhappiness, but Rouen needs an MP before I can lower lux.

Turn 90, 750 BC: Sci/lux 70/30.

Turn 92, 710 BC: Greek GA should have ended a turn or two ago. I am still #2 in income, but the workers are coming out and improving the core in a hurry.

Turn 93, 690 BC: Greece has 12 cities to my 11. I haven't checked every turn, but pretty recently he had 9 cities. But I have 2 settlers and Pyramids are due in 2 turns.

IT: An archer is roaming around a bit farther south than I want him. I think Alex may be plotting something.

Turn 94, 670 BC: Besancon finishes rax, starts military.

Turn 95, 650 BC: Paris Pyramids -> Oracle as ToA prebuild.

Turn 96, 630 BC: Sci/lux 50/30, Poly in 1. Greece has only two wonder builds going now since I took Pyramids. I was going to investigate Thermopylae, but apparently I can only investigate cities for which I know the location. Switch Orleans to Palace as prebuild for either Oracle or THG. There is one turn left on the Greece peace deal, but I don't think the AI cares about that one way or the other.

Turn 97, 610 BC: Learn Polytheism, think I will try for the Monarchy slingshot. Greece just got math! He can still beat me to Philo if he starts now, but at least I know he's not already halfway there. I'll keep Poly from him in hopes he picks Poly to research instead. On the other hand, if I sell him Poly and take all his gold he can't run deficit research, and maybe he'll go for Monarchy instead. I'll do that. Sell him Poly for 255g to hopefully slow his research or redirect it towards Monarchy. Change Paris to ToA, Orleans to Oracle, Philo at max available 70/30 for now, due in 8 turns.

Turn 99, 570 BC: Found Cherbourg. I've momentarily caught up with Alex at 13 cities, but I have no more settlers and none in production as I'm spamming workers to make the cities productive, then I should have several settler or worker pumps. Oh, I meant to check on Greek's ToA city: it's Corinth.

Turn 101, 530 BC: I have 22 spearmen, start changing some builds to archer but sending spears out as scouts.

Turn 104, 470 BC: Research Philsophy -> Monarchy. Learn Monarchy! Yay, Monarchy slingshot accomplished! Start to choose Literature then recall I am not counting on researching trading chips anymore, so pick CoL instead. Revolt immediately. Paris riots, zoom to city and adjust all cities. Whew! Only 5 turns of anarchy! Not bad. Readjust some towns to riot next turn for alternating riot/food shortage. I think I can get through without losing pop points. Change research to Math as it's the cheapest, I have no beakers accumulated and I'm popping a hut next turn.

Turn 105, 450 BC: Several cities riot. Spear busts hut, disturbs barbs, but he's a vet spear on a mountain. Come and get it, angry barbs. MM cities to riot/unriot as needed.

IT: Alex asks me to leave, as I am starting to scout his territory. Two barbs die to spear-on-a-mountain, and now he's elite, but the first barb took two hit points.

Turn 107, 410 BC: Ah crap. I spot horses, just outside of Thessalonica's borders. That's Greece's southernmost town, and I need to start planning now to get to those horses and deny them to him.

IT: Greece boots a warrior

Turn 108, 390 BC: This should be the last turn of anarchy. Set research to Col, Sci/lux to 50/40 and MM cities.

Turn 109, 370 BC: Oops, I guess I needed to wait one more turn before firing the clowns. Lots of cities in disorder, but now I'm a Monarchy.

Turn 110, 350 BC: "Compared to them, we have an average military." Sweet. I am going to keep him out of Monarchy as long as possible because Monarchy will let him take advantage of those stupid grassland irrigations that AI workers like to make, and I don't need him growing faster right now. I start to trade for his Math, but Philo is cheaper than Math, and I don't want to give him money so he can deficit research to Monarchy. Greece has recently passed me in score, power and culture, but that should all hopefully reverse itself soon. I'm not sure if I mentioned it, but I changed Orleans to THG and Paris to ToA. I am paying unit support now; I need to put the food bonus cities back on settlers. I have 4 non-food-bonus cities with barracks now and another one coming soon, so it's time.

Turn 113, 290 BC: I just noticed Greece has wines on its trade network.

Turn 116, 230 BC: Found Poitiers.

Turn 117, 210 BC: Learn Code of Laws. Trade CoL to Alex for Math and 31g. He is up MM and I am up Philo and Monarchy. Thermopylae completes Oracle. Good, I think I have ToA and THG in the bag.

IT: Alex demands Philosophy. Thinking carefully...It's not that expensive for him, but I don't need to get him closer to Republic, and I might as well fight a war now. Refuse and he declares war.

Turn 118, 190 BC: I have units among his cities. Capture a worker. He has a warrior near my territory, vet spear attacks reg warrior, wins at 2/4. I have several spears just beyond my territory staking out city sites and watching for Greece's approach, and I've been chasing around that warrior a few turns to keep him honest.

IT: A greek *horseman* takes back the worker. CRUD! HE HAS HORSES!. I didn't notice that. He must have built a colony or has a second horse somewhere, perhaps not even connected to his capital and that's why I couldn't see it?

Turn 119, 170 BC: It's late, and this is a good stopping point. I didn't expect him to have horsemen, and I'm not sure what I can do differently, but maybe I need to sleep on it.


14 Cities (Alex has at least 18)
63 Population
5 Settlers
20 Workers
9 Warriors (3 vet)
5 Vet Archers
29 Spearmen (1 reg, 27 vet, 1 elite)

Tech: Ancient techs minus Construction, Currency, Republic, MM and Lit. Greece has MM but not Philo or Monarchy. Greece has in the past 10-30 turns passed me in score, power graph and culture, but I think I can turn all three around soon as I'm rapidly improving the core, expanding again, have Pyramids and expect to complete ToA before he does.

Keeping citizens happy has been expensive, but I hope to get free temples, Hanging Gardens and one luxury in the next 10-20 turns for an extra three content per city. Right now I have war happiness, but cities are growing so I didn't get a chance to lower luxury spending.

Edit: Barbs aren't fixed, but I've only had one barb camp spawn near enough for the military adviser to mention it, and I haven't stumbled upon any while scouting. I wonder if the number of barb camp is also relative to the number of starting players in an epic game?

Edit 2: The next morning I'm looking at the last autosave before the war to see if I missed something, and there is no clue that I was about to encounter the nasty surprise.
 

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Greece didn't have horses connected to his capital when he DoW'ed on me, and I was at the known horse quite recently and he didn't have it hooked up locally, and it's still out of his borders, anyway. So he either colonized it the instant I stepped away and built a horse quickly or he has another horse in a city not hooked up to the capital and built at least one horse so far. (Can you see a colony built under line-of-sight fog like you can see a new city built there?)

The horse appeared out of the fog and took back the worker quickly enough that I didn't notice if it was vet or regular, but it was definitely a green horseman and not a white one. (I thought it was long odds on getting the slave home safely, but I didn't think he had fast units and only had to get by one city.)

The best case scenario is that he plopped a city on top of a horse to the East and it is small, growing slowly and won't be connected to his trade network for a while. Worst case scenario is that his entire core got access to horses just after he DoW'ed me.

It's still only a 2-attack unit, but it can retreat and outmaneuver me. I have to take the fight to him. I don't think I'm ready to capture and keep hoplite-protected cities, but if I can flood his territory with archers-covered-by-spears stacks I should be able to keep most of the battles away from home and my workers and settlers, perhaps prevent him from improving his lands further or settling in my direction and ideally lay long-term siege to his core cities by pillaging, starving and crippling his production capacity. At some point I will be able to start taking cities and even take the "close" horse and wines.

I also need to settle the crap land to the mountain range ASAP to keep any battles on my territory away from my useful cities.

ToA is not usually a wonder I like, but in this game I wanted it to auto-pop borders for cities and prevent Alex's borders from popping even crazier than normal and making conquest more difficult. However now I am really looking forward to the happiness provided by temples due to the lack of luxuries. THG will be useful, too. I wanted to investigate his wonder cities, but I don't know where they are on the map yet so the diplomacy screen won't let me investigate them. So I think I have enough of a head start to grab both, but with his Emperor discount and my 6 or 7 turns of lost production during the government transition he might have caught up on his ToA build if it's in a productive city.

Ever since the first war I haven't had a smooth expansion/production plan and haven't been organized about settler placement. And I have enough workers I should start dedicating some to roading out to future city sites (after I get the existing ones hooked up!).

I think I'm going to go farmer's gambit on the Eastern lands South of the apparent inland sea (or very, very big peninsula) gambling that Alex isn't going to send more than a unit or two the long way around in a reasonable time fram and doesn't have galleys on the inland sea. In any case I expect the East to be able to build its own defenses and the core will concentrate on sending troops to visit Alex's homeland. Sooner or later I'm going to find a pile of these restless-yet-lazy barbs and take a hit in the wallet as they raid a town repeatedly, but I think the speed of expansion is worth it.

I need to fill the NW grasslands, but more deliberately and carefully.

OCN for huge is 36 cities, so I guess I can build the FP after the 18th city, so I might start thinking about where I want it and start a prebuild. At one point I thought I would use a leader, but I'm not sure about how many leaders I'll be getting, and it looks like my fast-and-powerful unit for this game will be archer armies. :blush:

Tech may slow down in the MA or due to the warring, but right now longbows and muskets don't seem so far away for Alex to me, so I am developing a sense of urgency to deal some serious blows to him before he can reach Invention.

I really don't want him to have the Great Wall, but I absolutely cannot let him get Sun Tzu. That may be my top priority is to keep Sun Tzu from him.

It occurred to me this morning to count up the max production for Paris: it's 19 shields until I can plant a forest, so no one-turn archers or spears are in my near future. I might be able to get one or two first-ring cities to 20 shields with hills, but I'm not sure. I may elect to keep Paris on wonders or maybe just MM it off of the BG tiles. Oh, I do have a jungle tile in the BFC...if there's a BG under that I may hit 20spt...I'll have to chop that and see what's under it.
 
I didn't have time to play yesterday. And I worked late today, am tired and need to do some at-home stuff for work, so I really don't have time tonight, either.

But I must have a few turns!!

I'm about to start playing and a thread of thought led to some potentially useful nuggets:
  • I am almost certain he will soon (-ish) have two horse sources connected to his trade network. If so, I can at some point trade for horses and rapidly build my own horsemen. It's not my primary plan, but I need to keep that possibility in mind.
  • An archer army is a 3/2/2 unit. If I find no horses or iron of my own archer armies are going to be my power units
  • A spear army is a 2/3/2 unit that can pillage 2 squares per turn and heal in enemy territory, and I am thinking tearing up Alex's core is the way to get and maintain a production and income advantage.
  • Leader fishing needs to become my primary military tactic

Edit: And another nugget falls out of the thought train: I might consider stockpiling some empty armies if I think I'm going to trade for horses. Horse armies are 3/2/3.
 
I completed THG and ToA and have an unbeatable head start on GLH and Great Wall. I surpassed Alex in cities and land area and got diamonds onto my trade network, all while at war with Alex.

He would pay me a little for peace, but I am building tons of units that just drain money sitting in my lands, so I'm trying to send them North to mess up his lands, but it's a long way and I'm nervous about his forces on my borders, although so far I am winning those battles.

It seems as if the war has severely slowed his expansion as he has only settled three cities this turnset while I have gone from 18 to 27 cities and have 7 settlers running all over the place and more on the way.

He still doesn't have horses showing on his trade network, but there are a fair number of horses coming my way. But he's using them stupidly, and my craplands buffer towns and the mountain range are keeping him from threatening my production or expansion.

However I have a very long front. I guess I'm lucky it isn't longer.

It really struck me the last couple of turns how big the world is. I have some spears scouting way to the east and suddenly realized they've barely made it halfway around the world. I briefly thought it might be faster to settle the world and win by domination, but no it's probably still faster to kill him off. We'll see.

The tech is going faster than I thought as far as where we are. I'm not going to be able to do much against him before longbowmen, and I mean when he gets them. He's four techs away and might get one of them free. So I really need to try to get as many spears as I can in his territory disrupting him and slowing him down, and then maybe I can get some archers in there and maybe even take a few towns. But it's a long, long way.

I used to think this game wouldn't make it to Education, but now I think it might make it to rails because until then I just can't move around very quickly. I also think I won't be able to catch up with Alex in commerce gathered, and I'm not sure I'm going to try. Unlike my usual games, the commerce is spread across a lot of cities, and I'm thinking markets may not be worth the trouble unless I find at least two more luxuries very soon. However I'll have a lot of specialist farms at some point in the future, and then I can out-spend and/or out-research Alex.

I decided in the middle of the turnset to get The Great Lighthouse. It seems unnecessary on a pangea map with one opponent, but I keep thinking maybe there's an island with resources, and it's connected by sea squares and I can harvest it. But now I realize I might be sending a settler in a boat to snag a resource on the same continent because it would take too long to walk and road there. I'm not even sure I'd have to have much defense for it. And GLH will let the boat get there faster.

Spoiler :
I checked the last autosave before he declared war, and he did not have horses as a resource, so I'm thinking he has a horse elsewhere connected to a city not connected to his capital yet.

As I typed that an idea just occurred to me...I could at some point trade to get horses from him if he connects both up. It can't be my first plan, but I need to keep in mind that conquest with archers is not my only option.

Another thing that just occurred to me is that a spear army might be more useful at first than an archer army as I can pillage two squares per turn and tear up his core improvements.

Thinking more about armies, they are the key to my becoming more effective in war. I will need to protect elites and leader-fish as much as possible. As I understand it an archer army will be a 3/2/2 unit and a spear army 2/3/2.

Since his capital did not have horses a turn or two ago I can assume there aren't a lot of horsemen (yet).

Situation: Alex has surpassed me in number of cities, score and culture. He has been ahead in income since his GA. He has hoplites and horsemen against my spears and archers. I recently completed Pyramids and expect to win ToA and THG soon. I need to simultaneously expand, build military and improve lands to prevent him from snowballing into a monster I can't beat. But I think I can do it.

Goals:
- Farmer's gambit expasion to the east; it's shielded from Alex by a sea.
- Rapid but guarded expansion to fill the NW grasslands
- Prevent Alex from getting Sun Tzu -- I can't let him build vet troops out of every trash city
- Preferably keep GW from Alex; I'd hate to give a 50% defense bonus to all his hoplite garrisons.
- Settle the crappy land between me and the mountains as a war zone to keep battles away from useful cities.
- Wage war mostly with spears pushing into his core cities and tearing up imrovements. It's a slow way to wage war, but I need to slow him down, and I don't think I can knock over his cities like dominoes just now.
- Also, leader-fish as much as I can

Elite check: I have one elite spearman; unfortunately he's scouting the Eastern lands.

Still 170 BC: Why am I studying Map Making and have 4 turns left on it? Reading back, it looks as if I learned CoL, traded a couple of techs and then forgot to pick a direction to research. Alex already knows it, but at least it's a required tech. Should have gone for Construction next as I don't think I'm going to have a use for markets soon, oddly enough. Crud, I just remembered Alex gets a free tech when entering a new age.

Turn 121, 130 BC: Greece is in Anarchy. Found Toulouse near the diamonds.

Turn 122, 110 BC: Found Bayonne and Strasbourg. Sci to 30%, MM still in 1.

Turn 123, 90 BC: Learn *Map Making*, start on Construction. Greece is now a Monarchy. I will complete THG in 4 turns, well before I complete ToA.

Turn 124, 70 BC: Greeks are building THG in Herakleia. They'll have to do it in 2 turns to beat me.

Turn 126, 30 BC: Found Brest. Greece will talk; obviously he has Monarchy now, I am up Philo. He still has no horses, officially, but I have seen two or three horsemen, even killed one defensively with my scouts now hiding in mountains around his territory. He would make peace for 40g, but I'm building tons of vet spears and need them to go to work, so no peace for now. He has 20 cities to my 18, but I have 5 settlers now and am putting some new cities on settler builds.

Turn 127, 10 BC: Get the FP message. Oh yeah. Orleans completes The Hanging Gardens! Suck it, Alex! Orleans starts Palace as Great Wall Prebuild. I see where I want my FP; the city isn't placed just yet because I'm clearing a patch of marsh, but a settler is there waiting for it, marsh chop (?) finishes in 2 turns. Thinking ahead, I want to complete ToA and kill Alex's prebuild before he gets Construction. Alex came out of Anarchy 4 turns ago, and I have 10 turns to ToA. I need to hurry it up. I'm going to join workers to speed up the build. Found Bordeaux. Sci/lux to 50/20, Const in 12 at -8gpt. Put Lyons back on military builds.

Alex hasn't started the Great Lighthouse yet. I am actually considering going for it myself. I keep thinking maybe there's an island on it with a resource, and if I can trade over sea squares with GLH maybe I can find and nab a resource. Also, it might be nice if he doesn't have 4-move gallesy. Also I'm building military and settlers quite quickly now and can spare the 300 shields I think. It's a long shot, and maybe it's not optimal, but I think I'll start GLH in Dijon.

Turn 128, 10 AD: I've had a couple of skirmishes in Alex's lands and have seen his troops (~5-8 scattered) heading my way, and now he just stepped a warrior off a mountain and onto a hill where I've been surrounding him...bad move. He's a vet and fends off one archer, but he's redlined and the next takes him down. Found Rennes and Tours (recycling names now).

Turn 129, 30 AD: Rheims switches from settler production to a 2-turn worker pump. Found the city to be my FP, and it happens to be New Paris. Found New Orleans. For curiosity, check the price of peace...it's free, exactly. I can't get 1g out of him, but he'll give me peace straight up. No, not yet, if ever.

Turn 130, 50 AD: Vet spear attacks reg horse, horse retreats. Join 4 workers to Paris to bring it to 20spt and shave a turn off of ToA now due in 5.

Turn 131, 70 AD: The people want to expand my palace: yay for a horse that ran away! Way to kick at some but as it runs quickly away! Maybe they were anticipating as I just killed off two redlined horses that previously retreated.

Turn 132, 90 AD: The easter scouts are finding huts again: bust one, get 50g. Greece has Philo, so he's not going to get Const before I finish ToA. (Not sure if he just got it, but it's been in the past few turns.)

Turn 133, 110 AD: For a guy with no horses in his resource trade net he sure has a bunch of horses running around.

Turn 134, 130 AD: ToA due next turn, sci down to 20% as I'm in no hurry for Construction.

Turn 135, 150 AD: Paris completes ToA! Suck it, Alex! He cascades to MoM and completes it. Found New Lyons.

At ToA build: Me, Alex:
Cities - 23, 20 (I also have 6 settlers)
% world area - 5, 6
% world pop - 53, 46
Culture - 468, 1296

I think some of that is going to tilt more in my favor soon.

Uh-oh: "Compared to these guys, our military is weak."

Turn 136, 170 AD: Greece completes Colossus in Argos. GLH is the only available wonder build, and I have a 55-shield head start. I also have a GW prebuild in Orleans w/127 shields collected. Found New Rheims. Bust hut, 50g.

Turn 137, 190 AD: Quite a few troops are approaching my borders. I am nervous and consider peace, but what would I do with all these troops in peace? Besides I can beg, borrow or steal for peace later if necessary. Don't wimp out now.

First ToA border pop this IT. Current land: 288, 5%.

Turn 138, 210 AD: People expand my palace again. Paris is about to riot? I must have just lost my war happiness. Good thing those diamonds will be online within 6 turns! For now lux to 30%.

Just after ToA border pop: Current land: 434, 7%. Greece is also 7%, but F8 has me #1 in land now.

IT: Greece is arriving at my crappy desert cities, I kill off two horsemen.

Turn 139, 230 AD: The people love dead horsemen and expand my palace. Greeks are building Great Wall. My Construction research dropped from 3 to 1 turns, because of course Greece has Const. Set science to 0% and hire a lone scientist, still Const in 1. Think about aqueducts then remember I'm still a turn away from them. A reg war is next to my 3/5 spear healing under a 4/4 spear. I'll bait him by uncovering the hurt elite; maybe get a defensive leader.

Turn 140, 250 AD: Learn Construction, start Currency. Chage Orleans from palace prebuild to Great Wall.

Turn 141, 260 AD: First elite victory, no leader. Holy crap I just realized that my far east scout is only halfway across the world! There is a lot of land out there! I need to go farm it and rush builds out there for Eastern defense. I have yet to find another lux or strategic resource.

Turn 142, 270 AD: Found New Tours and New Marseilles.

Turn 143, 280 AD: My first resource all game is online! Diamonds for everybody! Bigger palace. It's good to be the king. Er, queen? Sci/lux to 30/20. Greek Galley is 2SW,S of New Tours; I haven't built up my rear defenses much.


Edit: One of the spears is a regular (panic built in the first war) and 5 warriors are regular (MPs or scouts), everything else was built veteran. And no, I don't have enough workers. I almost thought I was getting there then realized how much work there is to do and how big the world is. Need way, way more workers.

Edit 2: There was a bonus grassland under the Paris jungle tile, so Paris can and did get to 20 shields per turn.
 

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Here are the goals I put at the first of my last turnset and my self-grading on how I'm doing on them
  • Farmer's gambit expasion to the east; it's shielded from Alex by a sea. - I am started on this and have several settlers on the way, but I really need to get at least a 4-worker team building a long road down that way to make settlement faster.
  • Rapid but guarded expansion to fill the NW grasslands - That went very well last turnset. I made a dot map and placed all the towns.
  • Prevent Alex from getting Sun Tzu -- I can't let him build vet troops out of every trash city - Too early for this, but with some planning and prebuilds I'm pretty sure I can keep this from him. We will be out of wonder builds by the time Sun Tzu is available, so no cascade for him *unless* he manages to find ivory and start SoZ.
  • Preferably keep GW from Alex; I'd hate to give a 50% defense bonus to all his hoplite garrisons. - I am sure to get this since I had a prebuild going for it and he didn't
  • Settle the crappy land between me and the mountains as a war zone to keep battles away from useful cities. - That has worked out well; He sent units my way, and the battles are among the mountains and crap cities while my productive and potentially-productive cities are improving without harassment
  • Wage war mostly with spears pushing into his core cities and tearing up imrovements. It's a slow way to wage war, but I need to slow him down, and I don't think I can knock over his cities like dominoes just now. - With such a wide front I have scattered troops all along the mountain line and only in the past few turns started moving 5-8 spears north of the mountain range. I need to get at least two 4-worker teams extending roadways north to Alex's territory and constantly stream spears into his territory at road speeds; I'll probably want to dedicate certain cities to resupply and set rally points so I'm not manually walking everyone around.
  • Also, leader-fish as much as I can - With his troops and mine scattered all up and down the mountain range I've only managed to arrange one elite win. Again, I need to take the battle to him and control where the battles take place to more effectively leader-fish

I also realize the mountain range has been a mental barrier for me since I found it, with the north being his side and the south being mine. Screw that, the north is my side, too, and I need to start settling it as soon as I get roads through there. I have two mountain passes in mind, one with two hills and a mountain to road, and one with only one mountain to road. I could actually go around one end or the other on flat lands, but it's too far around. With individual workers doing next-closest-task assignments I have roads almost to the two pass points, but now I need to dedicate roading crews and get these road put in because I am not currently controlling where the battles take place and I need to be doing that.

The area just north of the mountains is a large plain with water on the far NW side in Alex's lands, but I have irrigation close to the East end of the mountain range and can get it through in one spot, so I'll be irrigating the entire northern planes from there. They will eventually be productive cities, but not in the near term.

I might have been a bit too defensive so far. Truth is I can lose a city or three as long as they aren't in my first two rings and then he's out of units to continue the fight and my reinforcements are arriving. Not that I want to do that, but I also don't want 3/4 of my army chasing his small invasion stacks all over my quadrant of the world.

I also need to start actively exploring with galleys and spears-in-galleys if I want to find resources, and heck even popping huts has been more productive than expected. With unfixed barbs there are probably several spots where barb galleys are piled up and waiting to ambush me, so I might want to send out empty galleys at first. *Or* with GLH I might be able to end every turn in the sea. I have been attacked in the sea before by barb galleys if they can return to coast after the attack, but I don't think they will attack where they will end their turn in the sea. So I might be able to end every turn in a sea tile where no barb galley could reach me and then return to coast in 3 moves. Then I could safely have either two spears or a spear and a settler in each galley without fear of being sunk.

I don't have a good feel for how this game is going to go. Will I overwhelm his horsemen and hoplites with my spear-and-archer production superiority, or will this drag on until I can build a much better unit? A time or two I wondered if could snowball my expansion so quickly that I could settle the world and have 66% of the land before he can get 33%. With Pyramids and ToA that might be possible, but man that would be a lot of settlers and settling and workers roading.

Or what if I start nibbling away his cities from his S and SW and his capital keeps jumping E and his production bonus and moving capital keeps him productive and competitive? I almost feel like I need to just occupy his core and kill the rest of his cities off rather than roll them in order. But first I need to see if I can even maintain a force inside his territory and then if I can take a town or two.

I am really liking ToA in this game and will try to avoid getting Education until I more or less have to. I know I can plop down a settler anywhere on the continent and 5 turns later pop the borders. This gives better visibility for defense and captures bonus, luxury and strategic resources quickly. And then, what, 50 turns later the borders will pop again giving even more defensive warning against approaching enemies.

I don't want to speed up research, so my hope is to trail Alex in researching, so he's researching at full price (albeit with his discount), and then I can research after him at a discount since the tech is already known. I may change my mind if he takes the Education route through the tree, or if/when I have enough cities and specialists that I can out-research him handily I might race to Military Tradition if I find horses and saltpeter or maybe even to Steam Power if I find iron. (Railroads would make this empire much easier to manage!)

My apparent wonder addiction this game has been somewhat surprising, but when I ask myself if I want Alex, my only rival, to have free granaries and walls in every city I have to scream "hell no!"

The other surprise is that marketplaces (and libraries, banks and universities) look like a bad deal in this game. I'm not even aware of more than two luxes in the world yet, and my top 3-6 cities aren't the bulk of the empire's economic output. Instead of markets for the top 10 or so cities I'd rather have the 5 archers or spears each city for the same shield cost and send them directly to Alex's core. My increase in commerce will come from specialist farms and perhaps even from semicorrupt cities with one or two specialists in an otherwise productive city.

And now I'm wondering about courthouses. I've started a few courthouse builds already, but now that I think about it, 80s and 1gpt to gain a couple of extra shields per city? On smaller maps it's worth it, but I think I'd rather have a large number of mixed specialist/producer towns that slowly build units (with soon-ish free barracks) on this map. When I get into the game again I'll have to see what difference a courthouse makes for each city and ask myself it it's worth it; if it will pay for itself in a reasonable time.
 
Was that only 20 more turns? I got a lot accomplished in 20 turns!

Recently in this war I've had my troops scattered across my northern front, but this turnset I decided I need to take the initiative and push North, risking some of my NW cities. It worked out better than I expected as once I started pushing North he diverted most of his troops and even a galley back towards his lands and my slow troops instead of continuing to threaten my newly-found cities in lush green grasslands with the promise of great future production if left alone by enemies and allowed to be tamed by the ever-growing worker force.

I also organized three roading crews, two to make passes N through the mountain range and one to road east for faster expansion under the natural barrier of the inland sea. Generally I extended each road one tile per turn.

I had started some courthouse builds and was considering markets after currency, but it occurred to me on this huge map that's a lot of shields that don't make much of a difference in each city. I'd need at least 10 markets to really notice a difference, and I'd rather spend the shields on new troops to keep Alex busy. And courthouses really don't seem worth it, at least not in 3rd and 4th ring cities. We'll see what the situation is like after the FP is complete.

During the military and road push to the North I concentrated more on the horse resource than trying to get farther north to disrupt his core. The western road crew wound up veering East to meet the other road crew and all the lines of troops met up at the horses plain. I colonized the horses a turn or two ago (Alex never touched this horse; his source is elsewhere) and then razed what should have been his horse town. There was a fair bit of resistance and counterattacks, but with my pushing most of my new troops down the new roads Alex was able to chew up some of my troops but not really slow me down.

I seem to be a bit stretched out to reach the horses, but Alex is obediently sending his troops around the horses and wines where all my troops are heading instead of causing trouble behind my front lines. And that's what initiative is about. I said I'm going to take the battle to his doorstep and he is following my lead.

But I'll have shiny new--yet somehow veteran--horsemen speeding down those new roads very shortly and have even more control of where each battle takes place. Alex's troops are going to start falling faster.

I also found iron and expect to have it colonized within 10 turns! So not long ago I thought this game would be fought with archers, spears and perhaps longbowmen, but now I'm looking forward to finishing (I think) with knights.

I got the Great Wall and Great Lighthouse completed. Greece and I both entered the middle ages at the same time, and he got Monarchy as his free tech, so I don't have to panic about him getting a head start on Sun Tzu, although he was able to cascade his GLH build to TGL, so I have a slight concern about him possibly changing that build to Sun Tzu when available, but I suspect the city he's building it in is crap, and I'll restart my Sun Tzu prebuild under a Golden age. (He probably will also just start a new Sun Tzu build instead of changing his TGL build, but I am paranoid about any potential for him to build vet units in every city.)

Oh yeah, GLH started my golden age, and I have about 17 turns of it left. I am building some markets after all but only because building 20-shield units would have been a colossal waste of GA shields. Some cities are at 15-19 spt in the GA, and that's still two turns per 20-shield unit, so I'm throwing in some non-unit builds where the shields would otherwise get wasted.

I also got my navy started. I lost one boat to Alex but have two boats in the water now and can avoid barbs by staying far enough into the sea where they can't attack me and then return to the coast.

I almost forgot I got my first leader, first army win (archer army :blush: ) and am building Heroic Epic. I did lose my army attacking a hoplite-guarded city. I've had better luck with lone archers, go figure.

Alex researched Republic and like an idiot revolted to it immediately after having been in a war with me that he started well over 20 turns ago, and my troops were starting to tear his up and threaten his cities. Yeah, he doesn't seem to be doing so well in Republic; in F11 I can see his cities starving down, and he is flat broke.

But now that I have horses wrested from Alex's almost-grasp and seem to have a bead on iron I think the end game is in sight, and it looks like a bunch of French knights romping all over Greece after a few decades of horsemen terrorizing anybody that steps outside of a city.

In the next 10-20 turns I'll have the FP built, horses and iron and perhaps wines connected, and a never-ending stream of horsemen heading north.

Turnlog:
Spoiler :
Thoughts for the next turnset:
- I don't have nearly enough workers, and I have 41. There is a lot of work to do in my existing lands, and I need to expand
- I need to expand more quickly. I've already started expanding to the East, but I need dedicated road crews to speed this up.
- I need to settle north of the mountain range
- I need two roading crews driving roads north through the mountains and to Greece.
- I need to cancel my courthouse builds and go back to settlers and workers in cities beyond the 2nd ring. I am starting to question whether I want to spend shields on courthouses at all this game, but I will do the calculations later
- I am going to dedicate certain cities' military builds to certain tasks, such as "march to Greece", "defend NW" and "garisson E" and set rally points so I don't have to march so many units around manually.
- I need to start thinking of the wines and known horse as mine, and I need to take them from Greece, and I need to start that push now
- My research strategy will be to trail Greece, although I want to be sure to get Sun Tzu first, and I want to avoid Education for now because I'm enjoying the benefits of ToA.
- I will start exploring with galleys and hope to find start/lux resources to settle in distant places and rush build harbors to ship them back home.

Still 280 AD: Cancel all courthouse builds and change mostly to food builds. Found New Chartres

Turn 145, 300 AD: Orleans completes GW in 3 turns; I start wondering how many spt I can get. It has two forests, 5 BGs available and a cow. If I mine the cow and max pop I can get 20spt after losing 1 to corruption. Nice!

Turn 146, 310 AD: Found New Avignon, the first city N of the mountains, albeit to the far E of the range just NE of the diamonds.

Turn 147, 320 AD: Greeks start building GLH in Eretria. Hmmm, if he researches currency next and gets Feudalism as his free tech before I complete GLH he can cascade to Sun Tzu. I don't know where Eretria is, so I can't tell how big a city it is. Eretria seems to be the 14th Greek city name, and it's on a coast, so hopefully it's relatively distant and small and won't be a threat to cascade to Sun Tzu.

Turn 148, 330 AD: Complete The Great Wall in Orleans, start Palace as a Sun Tzu prebuild. Finish changing cow to mine, add a worker to Orleans to max it out at 12 pop and 20spt for Palace in 20, so I need to get hold of Feudalism or break Alex's casade chance before then. Found New Besancon. At end of turn I notice Palace jumped to 25 turns, check city, it is still at 20spt, so I guess that last city bumped the palace cost up. Good, 5 extra turns of prebuild available.

Turn 149, 340 AD: That galley I mentioned a few turns ago headed S a couple more turns then suddenly turned back North and is now even with my last city it could attack in that direction. He changed his mind and is bringing his boat home. Weird. But also his ground troops are now very distracted by the number of spears I'm sending towards his territory. He's definitely diverting troops from invading my lands to skirmishing with my cannon fodder. Excellent, things are proceeding to plan! Three spear scouts each have a hut in sight.

Turn 150, 350 AD: Hut bust 1, 3 angry barbs. 2: *Literature*. 3: 3 angry barbs. Found New Rouen.

Turn 151, 360 AD: "Compared to them, we have an average military." Good, I'm gaining relative strength.

IT: The last of the angry barbs from the recent hut pops impale themselves upon my spears.

Turn 152, 370 AD: I just remembered that completing GLH (and already having Pyramids and/or THG) will trigger my golden age. It's due in 9 turns. Unfortunately it won't do me much good as my unit-building cities are at 10spt or 20spt. Maybe I'll use the GA to build markets and maybe libraries in the top 10-15 cities, otherwise a lot of the GA shields will go to waste. It's been over 20 turns since Greece discovered a tech. He must be really hurting financially or going for Republic; I'm betting on Republic. Hopefully he can't get Currency (with free MA tech, possibly Feudalism) or Literature (TGL which he could later change to Sun Tzu) before I complete GLH; I don't think he can, so I'm going to go lone scientist research on Currency and abandon the Sun Tzu prebuild . Besides, I'll have a GA for fast-building a prebuild if he turns up with Lit or Feudalism before then. On second thought I need Currency for Markets, science to 10% for Currency in 10 turns. Change Orleans to Library and the box is full, so I'm wasting a turn or 20s. Oh well.


Turn 153, 380 AD: Greece has Republic. And the idiot is in Anarchy. That will last long with this long war of attrition we're waging. :-D . Found New Grenoble. Decide it's time to take the last two first-ring cities, Rheims and Marsailles, off of food builds so they can grow and build markets and libraries during the GA. Found New Dijon.

Turn 154, 390 AD: IRON! IRON! IRON! I FREAKIN' FOUND IRON! W0000000000000000000T! It's on the far side of the inland sea, about 5 tiles beyond it, but I am already rapidly expanding in that direction. My nearest city is about 17 tiles from it, my road team is just passing through that city now, and I have three settlers just past the city...hmmm I may need to put Marseilles back on settler duty if the Eastern cities can't produce settlers quickly...nah, I'll cash-rush if I have to.

Turn 155, 400 AD: Bust hut by iron, I get a skilled warrior. Um, yay? Bust another hut, disturb 3 barb warriors. Greece has Literature. Hmmm. I think I still have a clear shot at Sun Tzu. My first galley sets to sea, sure to be immediately attacked by two barb galleys that have been sitting there for ages...or maybe I should go towards Alex instead and inspect his far side. He's probably cleared the barb galleys there by now. North it is for now. Oh, Greece is now a Republic. Good luck with that, Alex. You started a war with me way more than 20 turns ago.

IT: I lose a few units and two workers that had roaded to Alex's newest city. I saw a Greek leader. Am I going to encounter a Greek army soon?

Turn 156, 410 AD: Found New Amiens.

Turn 157, 420 AD: Found New Cherbourg. Bust hut, barbs.

Turn 158, 430 AD: Rush some settlers in the East.

Turn 159, 440 AD: My first conquest, I destory a desert city of Alex's guarded by two hoplites and two horses and recapture my two workers taken by them earlier. Freeeeedooooom! In cleaning up some surrounding forces I get my first leader, Napoleon! He's taller than I remember him, and he's wearing robes and using a walking stick. He runs to the nearest city and creates an army. It will be an archer army because I need to take another hoplite-guarded city or two for horses, and I don't want to wait for iron to come online. Found New Poitiers.

Turn 160, 450 AD: My first archer army has its first successful battle. GLH completes this IT, I am not sure if I get my GA bonus this production cycle or next, so I'll wait to start HE until next turn. I am very close to overtaking Greece in score and culture. I check the F11 screen just before my GA to see if I'm still #2 (last place) in annual income...I am, but I notice Thermopylae is size 10 and starving (red number). Yeah I think Republic messed Alex up. Athens is only size 7...I wonder what that's about; it's on rivers and grasslands.

Turn 161, 460 AD: Discover Currency, enter middle ages, set research to ???, complete The Great Lighthouse, start Golden Age. Zoom to city after GLH dialog and adjust builds, aqueducts in core cities without them, markets in core cities, HE in Paris. The people expand the palace. It's been a good year. Greeks roll their GLH build over to TGL. I don't think I'm going to bother with libraries, just markets, and only because building 20-shield military would waste a ton of GA shields. Go back through and readjust builds to keep myself honest where 20-shield builds make more sense than markets. Greece has also gone MA and got Monotheism as their free tech. Yay! Not Feudalism! It looks like I may get knights this game after all and I don't need to rush to Feudalism, so I'm going to research Monotheism as it's required for Chivalry and should be discounted for me to research now that Greece has it. Sci to 40%, Mono in 8 turns. I have a settler in place for the horses and a roading crew almost to the horse. The one I know about is not colonized and not in his borders, but it's just outside his borders. I don't necessarily need to take the town, but I will to eliminate flip risk. Wow, even in my GA I am not #1 in income (checking F11).

Turn 162, 470 AD: Found Horses Can Haz. It is butted right against Thessaloncia's L1 border, but I think I will claim the tiles between us next turn when I get my first 2 culture from my free temple, so I won't stack my units in his territory but wait to use the road to knock on his door from my walled city.

Turn 163, 480 AD: I did not take over the tiles between us. I colonize the horses and start building horsemen! Conscript "skilled" warrior busts hut, gets 50g. ARGH! Lost the archer army to a hoplite in the horse city!

Turn 164, 490 AD: Ok, this turn I DID take over the tiles between Horses Can Haz and Thessalonica. Now let's see if I can raze the town. Yes! There were only two or three hoplites defending. I lost two or three archers which isn't bad RNG luck. I am streched out pretty far to snag these horses and will stretch a bit more for the wines, but all my units near "his" resources is attracting all his military attention there instead of coming after my sparsely-defended cities. However I do have a long queue of units streaming past those cities towards him, so they aren't too weakly defended. I don't recall seeing horses on his trade network, but now that I have them he doesn't seem to need them, so I guess he recently got them connected to his capital. That may be why I've seen more horses lately. Or maybe something is wrong with CAII. In game he seems to have furs connected, but they aren't being reported on CAII. Or maybe strategic resources aren't shown when making peace?

I'm really tired. I guess it's time to stop playing.


Screenshot additional info: There are also two galleys. The two screenshots of the town of "Horses Can Haz" show the procession of troops along the new roads and also how I took over his L1 culture, but it took two turns instead of one like I anticipated. This was possible due to the free temple from ToA generating culture the instant I settled the city. The borders will pop in three more turns, but I colonized the horses so I can start building horsemen immediately. The last screenshot shows a spear guarding iron in the wilderness and my settling and roading crews beelining for it.

Edit: And no, I still don't have enough workers!
 

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20 turns ago, I thought it would be quite a long time before I had either horses or iron, if ever, but now I already have horses and can have iron within 10 turns, and I'm in the early part of a golden age and 2 1/2 techs from knights.

I am suddenly very paranoid about the iron. It could run out, Greece or barbs could cut the supply line, etc. But I think things will develop too quickly for those issues.

Now the path forward is clear: knights ASAP, produce them from *every* city W of the inland sea.

So I should probably switch to max research and, if I'm lucky, grab Chivalry during my golden age with boosted commerce. After Chivalry I'll probably end research and devote all money to troop support, upgrades and cash rushes. Maybe I'll keep a lone scientist researching the bottom-half of the tech tree, just in case.

Now I'll probably have Feudalism in less than 10 turns, so I can probably start TGL in Paris at 33spt as a prebuild for Sun Tzu and complete it shortly after the GA ends.

In case things run longer than expected I will continue with naval scouting and, extending irrigation N of the mountain range and settling to the East.

I'm thinking about iron-protection strategy, and it occurrs to me the best way to protect it is to settle beyond it. A two-town-deep "ring" around it will give me plenty of warning to cash-rush troops if Greece suddenly gets smart. Paired harbors on the inland sea would also give me a second trade route back to the core in case the road gets cut. I already have a near-core city on the sea, and I've been struggling to figure out what it should build during the GA because it's lands have lots of jungle...now I know.

With archers and spears I was concerned that I wouldn't be able to kill him off quickly enough, that his capital would keep jumping East and he would settle and grow quickly enough to stay alive with a migrating empire. I don't think that will be the case with knights, but I still might consider leaving Athens for last or near-last to mitigate that possibility.

Happy thoughts: I'm not sure where Thermopylae is, but it should be close to Athens, and capturing it with the Oracle will give me an extra happy face on each of my free temples. I expect to capture wines soon, and Greece seems to have furs somewhere, so I should have at least 3 luxes by end-game. With MP's, free temples, one lux and THG I am able to run at 20% luxury for now. With the new happiness I'll probably free up MP's rather than try to lower lux as unit support is my biggest expense now.
 
Queen Joan d'Arc was relaxing under the stars contemplating the recent news of the capture of horses from under the nose of Alex of Greece and the discovery of a great source iron of which her majesty's researchers deduced its existence and use millennia ago. But swordsmen are an idea of the past. Joan can see the future and how to combine both new resources for fast, strong, mounted troops that will finally overwhelm the ability of Greece to interfere with her plans any more. It shouldn't take her researchers too long to bring her vision to reality.

All she ever wanted was to explore the universe without interference, and Alex was so rude all that time ago destroying the original city of Tours when the world was still big enough for both of them. It was only a matter of a company of warriors being in the right place when the injured but aggressive group of hoplites stormed toward Besancon, and truthfully, deep in the queen's own mind, a matter of fortune that the full strength warrior company was able to prevail over the thrice more powerful hoplites in two out of three rounds of battle lest Besancon would also be a sad memory. No, not fortune...fate...destiny. It is a sign from the stars!

But she is peaceful (in her own mind). Perhaps Alex and she can live...if not in peace then in isolation of each other. He will never agree, but he doesn't need to, does he? Joan will set aside a City of Greek Heritage for Alex and his loyal followers to stay. (They may choose to name it differently among themselves, but the Queen is a tolerant one.) Of course it will need to be guarded by French troops.

In fact, as large as the world is, Joan does not need to occupy *all* of it. She can set aside vast amounts, say just over 33%, of the world's land as nature preserves, undisturbed by man (except for roads, future means of transit and any colonies needed to procure resources). Deserts and plains sound like good candidates for nature preserves, the Queen observes.

But Alex is not the only hostile force in the world. There are minor barbarian camps. They can be relocated into the nature preserves and also guarded by French troops to carry out their primitive ritualistic existence.

That would leave the world free for peaceful cities and workers to explore and farm the lush lands of the world as they please. By containing and guarding the only threatening elements in the world, the rest can live in absolute peace. They will be free to live happy lives and specialize in science research, because the world is not enough for Joan. She wants the stars, too.
 
Another 6 turns taken, and France has learned Monotheism and Feudalism and is 4 turns from Chivalry. Iron will be roaded next turn and borders will expand to make it property of France in two turns. A second source of iron was located to the NE of this iron. Sun Tzu is due in 9 turns, and the FP was recently completed in New Paris.

I threw a stack of archers and spears at Knossos, a size-8 city that claimed the wines, and I razed it. Then I settled the city of Champagne to instantly provide wines to the rest of the queendom (?). I would have though they would need to age it first, but...well nevermind.

Alex is still a Republic to my surprise and delight. He seems to be managing to settle more cities and throw some troops my way, but the horsemen are just now reaching his front lines in mass, and knights are no more than 10 turns away from being invented, built and making it into the battle.

Spoiler :
Queen Joan sees the beginning of the end of Alex being an obstacle to her goal of exploring the world she occupies. Her plan is for France to be the ruling power of the world, leaving Alex and his closest followers in their own City of Greek Heritage preserve. Since he is so unreasonable she will just have her troops enforce that unilateral arrangement. At least 1/3 of the lands will be left unsettled as nature preserves; plains and desert are great for nature, yes? Once Alex and the minor tribes are contained, France can farm and thrive in peace and dedicate many, many citizens to the pursuite of science, for even though Joan hasn't finished exploring the lands and seas, she wants to see if she can explore the clouds and stars, too.

Goals:
- Knights ASAP
- Sun Tzu
- Build knights from most semi-productive cities until Alex is contained
- Continue farmer's gambit expansion to the East; the inland sea will provide cover and a whole mess of French troops visiting Greek cities should occupy any Greeks that might otherwise be curious about my Eastern expansion
- Send out naval scout ships full of settlers. These brave pioneers will be dropped off in lush grasslands around the world and begin their own new farmer's gambit expansions and send any riches back Paris via harbors. The queen will be generous with her moneys for these pursuits in appreciation for their hard work.
- After knights and until Alex is clearly incapable of influencing his fate, no French revenue will fund research with the possible exception of Engineering if the river crossings slow down the troops too much.

Throwing all troops into a concentrated location seems to be working well so far; I may just continue to thrust towards Athens and Thermopylae and see if he continues to leave my lightly defended cities alone.

Still 490 AD: Science to max (80/20), Mono in 3. Adjust builds; non-grassland cities don't need aqueducts for our new plans. Change Toulouse (inland sea coastal city) to harbor for redundant iron trade route. Core markets and aqueducts are close enough to completion I'll let them complete. Rush some settlers in the East. No more archers or spears; I'll be wasting shields in some cities on Horseman builds, but the way forward now is clear: Horse/Knight rush. "Compared to them, we have a strong military!" And several core cities have been working on markets a few turns. I think Alex is quickly running out of gas.

Turn 165, 500 AD: The first horseman rides out of Strasbourg. Hire scientists until I can get Mono from 2 turns to 1.

Turn 166, 510 AD: Discover Monotheism, start Feudalism. 4 more horsemen complete, many more start.

Play interrupted. Notes to self: Check if I can fire the scientists, am I ready for Sun Tzu prebuild? Do I want to abandon HE and build Sun Tzu first?

Change Paris from HE to GL as prebuild for Sun Tzu. Fire the Scientists. Spear busts hut, gets maps. Science advisor reports we are backwards people because The Greeks know about Republic and we don't.

IT: Three Greek galleys sail into view. But the land forces are diverting to my spearhead. I will boldy push troops N and deal when them when/if they land.

Turn 167, 520 AD: Skirmishes and moving and stuff.

IT: The three Greek Galleys turn back N! Hah!

Turn 168, 530 AD: So three turns ago the first horseman rode N, now I have 15. Sci to 70%, Feud still in 3. I don't think I can hire enough scientists to change that. I have a stack of 18 ready to attack Knossos, but only 6 healthy archers, 2 hurt archers, a cat and a bunch of spearmen. They are cannon fodder and distractions, anyway, so they attack! Cat fails. Cat defends, archer dies, 2/3 hoplite wins. Another dead archer and 2/3 hoplite. (In a size 8 city, by the way.) Next archer dies without hurting defender. Next archer redlines hoplite, but it promotes 2/4, wounded hoplite on top, so only 3 hoplites and no archers here (horses and warriors unknown). The Elite* archer that created a leader kills the defender! 2/4 archer attacks, redlines defender but it promotes 2/4, so two 2/4 hoplites now. 2/4 archer attacks, hoplite promotes 3/5. Now the spears attack! Dead spear, 2/5 hoplite. Oops, killed my elite spear attacking a 2/4 hoplite, promotes 3/5. Dead spear, no more promotions possible. Dead spear, 2/5 and 1/5 hoplites remaining. Dead spear. Again. Spear wins! Spear wins! Redlined horse now defends city. Too bad I burned my elite spear. Spear wins! Knossos is razed to the ground, and Alex has lost his wines. I only have one unit with movement left in the attack stack. Mil advisor now reports we have an average military, but this dealt Greece quite a blow and we have horsemen on the way. Wow, I didn't expect Knossos to fall that quickly. I have a settler en route for the wines, I guess I'll push North to Athens now...well, after I establish and defend the wines town. Found Iron Gardens whose borders will capture iron in 5 turns. A spear scout finds a second source of iron about 13 tiles NE of soon-to-be-France's iron. France's first horseman attack is a success.

Turn 169, 540 AD: Forbidden Palace is completed in New Paris. I finally outrank Alex in Annual Income on F11. And I have a strong military again, says the military adviser.

IT: 3 galleys heading my way again, with two more behind a few tiles.

Turn 170, 550 AD: Feudalism -> Chivalry. Found Champagne, the French wines city. Wines are online already. Wine! Get it while it's fresh! :/ . Change Paris to Sun Tzu. Sci to 80%, Chivalry in 5 turns...actually, after lowering lux to 10% and hiring scientists in core cities that would riot I get Chivalry in 4 and not lose production turns. The science adviser suddenly thinks we're advanced; from backwards to advance in one turn. They guy's a bit twitchy.


I've been throwing a lot of spears and archers under hoplite busses, but horsemen are on the scene and knights will be there soon. I still don't have enough workers, and I have given up on irrigating plains and deserts for the rest of the game.
 

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A lot more happened in 22 more turns, pretty much all bad for Alex.

I got wines, iron, Chivalry & knights, 4 more leaders, Sun Tzu, ivory, took away Alex's horses and luxes, and will have furs and incense connected soon. Incense was discovered by a distant spear scout while a galley full of pioneer settlers happened to be 4 tiles away.

One pioneer city is established, and another pioneer settler was dropped off at the far corner of the continent. Each of these cities are on or near farmable lands and will cash rush settlers to seed a new rapid expansion.

I knocked over a couple of Alex's cities with horsemen, archers and spears before knights reached the front, and since then it's more or less been a rout. Alex has 10 cities left and can't keep up with my production or the strength of knights, not to mention three (soon four) knight armies.

I think I came up with a new (for me) war strategy. At one point 30-50 turns ago I realized I was spending too many units and too much time chasing enemy units across my long front lines and had no reasonable way to make the line shorter. I decided I would push hard to the horses resource and risk my flank cities; I figured I could lose two or three cities at most before he ran out of units to continue, and by then I would have reinforcements directed his way. What happened is when I pushed all my units towards his core all his units came to where I wanted to fight and no productive city was ever threatened again. Since that worked so well I continued the "spear-point" approach to the wines and then to his capital. Some cities were pretty exposed from the east and west, but Alex was more concerned about where I was going than where I was vulnerable. And really with a steady stream of units coming from my core to the spear point I could have quickly presented a flank defense if necessary. I wound up bisecting his empire with his resources in the east and his capital in the west. I sprang towards the resources first and will double-back to get the rest of him.

With Alex down to 10 cities and me up to 56 cities, 22 settlers, 79 knights and other impressive numbers it's pretty clear the game is in the bag however I wish to win.

I am starting to get bored or at least distracted by real life things that need tending to, so I may flake out on this game, again, but a small part of me is curious about how the other resources are distributed, how my farm-the-world project would work especially with placing new seed cities for REXing and to see if barb camps are indeed limited by the number of players or if there are tons of them out there stocked with units waiting to pounce on me when I see them. I'm curious to see if I can ramp up farming to get 4-turn techs for the rest of the game. It's also been a long time since I launched a space ship because I usually get bored and want to start a new game before then.

Turnlog:
Spoiler :
Same goals as last time, continued. I'm going to continue to stab directly to the heart of Greece instead of taking cities in order until he shows he can distract me enough to make me stop. So far doing this seems to be a magnet for all his troops.

Still 550 AD: Skirmishes, troop moves, new cities, etc.

Turn 172, 570 AD: Bust hut, barbs. Bust another hut, barbs. More skirmishing. By the way, I'm not saving horsemen for upgrades, I'm using them to attack. After I complete Sun Tzu I may have a chance to update some in frontline cities, but the goal now is to put unrelenting pressure on Alex.

Turn 173, 580 AD: Iron is online, although it probably was last turn with the founding of a city that extended the borders, but if I hadn't the iron city border pop would have just captured it. Spot my first 3 barb horsemen this game about to threaten my farmer's gambit cities. I'll rush spearmen or pikemen in a couple of turns.

Turn 174, 590 AD: Rush two spears near barb horsemen. Stopping in the middle of the turn due to tired.

(Turnset end/begin)

Did I open the wrong save? Greece has Feudalism and Ivory, but not Furs. Using the CAII archives I am stepping back...he learned Feudalism this turn, gained Ivory in 560 (3 or so turns ago) and...can't find furs. (Of course I recently took his wines.) I search my turnlog and see that CAII didn't report furs before, so I go in-game and see that he still has furs and, yes, now ivory. I wonder why CAII isn't reporting the furs? Oh, I know why...it's reporting trade options, and an AI won't sell its last instance of a resource, so it's not available for trade. But it reports my resources with no spares because the player can trade away his last resource. He hasn't started building SoZ yet.

Chivalry is due next turn, after which I can turn off research for the remainder of the fight. I'll only have just over 100g next turn. It looks like there isn't much skirmishing to do this turn...maybe I'll go ahead and stack horsemen for skirmishing and await Sun Tzu in 6 turns for upgrading on the front line.

Expansion in the East is temporarily slowed because of the proximity to Greece and multiple barb horsemen encountered, but at least three ships with settlers are on their way to distant parts of the land.

Once I resume razing cities I will continue stabbing to the core until Alex uses tactics to discourage me from doing so. So far it seems to be making him bring all his troops to where mine are; how convenient for me. (Stabbing to the core as opposed to methodically consolidting his territory into mine like I usually would.)

Still 590 AD:

Turn 175, 600 AD: Chivalry! -> Engineering. Go to big picture and change a bunch of settler builds to knights. Sci to 0, hire a lone scientist. Upgrade a hosre to get the first knight.

Turn 176, 610 AD: Raze Mycenae with horses and an archer. Idiot only had two hoplites defending, one wasn't fortified, and he pulled the elite hoplite out of town for reasons unknown. Get second military LEADER just in time for a knight army! (During the skirmishing after razing the city.) Richelieu high-tails it to the horses city and makes and army waiting for the knights to come fill it.

Turn 177, 620 AD: The peace-loving people of France expand my palace. Surely it has nothing to do with my razing a city and killing a bunch of Greeks recently. The Greeks are building Sun Tzu. You have to build it in 2 turns to beat me. Hah! They're building it in Sparta, the next city on my war path.

This is fun, but I'm tired again.

Still 620 AD: I have 412g, enough for 3 more upgrades, but my horses are north past my current barracks cities. Sun Tzu is due in 3, I'll upgrade then when my front line towns have free rax. I already have 11 knights, most built from scratch, but they haven't reached the battle yet.

Turn 178, 630 AD: The Greeks have moved their Sun Tzu production to Thermopylae. Too late unless they just rushed it last turn with an SGL.

Turn 179, 640 AD: Sun Tzu next turn. The first three knights make it to the army and form the first knight army. I have 13 healthy attackers and 17 units total outside size-8 Sparta. They attack. There seem to be only 3 hoplites defending, but at least 2 cats and an archer. I kill off the hoplites, a horse (plus an archer) is defending and I have only two spearmen and a reg warrior in the stack...then I recall there are 4 more horsemen in striking distance. Two defending horsemen down (ah, I see, the archer is not fortified and the horses were, that's why the horses defended first even though they're all reg troops with 1 defense), then the archer and Sparta is burned to the ground, I mean restored to its original form, with grass and field mice and such.


Turn 180, 650 AD: Sun Tzu completes in Paris! My GA ends this turn; I wasn't certain if I would have to wait another turn for Sun Tzu because of that. Paris begins Heroic Epic. Spend 1500 or so on upgrading horses to knights. Plop 3 new future farm cities in the area cleared by Mycenae and Sparta. They also deny Greece the benefits of the roads in the area and give me healing/upgrade barracks in his ring-1 city area. Greece is a Monarchy again; I didn't notice when he revolted, but it was somewhat recently. I now have more than double his number of cities, 22 to 48.

Turn 181, 660 AD: The golden age is over, so say the analysts. However, I think our size and relative strength has us in quite an enviable position. Paris riots, adjust other cities; heck I just run through and click the middle square for now; I'll fine-tune later. Lux to 20% and fast-click-assign all the citizens again, still three clowns here and there. Hire back the lone scientist. The first knight battle is a win. Find Greek furs just outside of Athens' BFC, pillage one road leading to them, but he still has them, so I'll go pillage it directly next turn. Tune core cities for efficient spt.

Turn 182, 670 AD: I pillage the fur tile, Greece no can haz. There are now 9 horsemen and 48 knights.

Turn 183, 680 AD: Greece knows Chivalry. Too bad he has no iron and won't have the time to build KT.

Turn 184, 690 AD: Second border pops all over for the cities in existence when ToA was completed. People want to expand the palace. I have a 26-unit stack by size-7 Athens with more units that can attack this turn, and most of them are knights this time. There were only 3-5 hoplites, an archer and two cats. Athens' land has been repurposed to be rural French farmland. Furs no longer fall in Greek territory, but I can't claim them quite yet. I think the Greek capital jumped to Corinth; it's size 10 and I can see the left side of the city label, but the city seems to be bigger than other size 7-12 cities. Oh, and Corinth isn't in his list of cities to demand, so yes, it's Corinth. I need to target it next because it is pressuring a couple of my new farm towns.

Turn 185, 700 AD: Corinth has grown to size 11 and has an unfortified vet hoplite as top defender. I have 16 knights and 2 horsemen that can attack Corinth this turn. Get a leader De Gaulle with an elite horse attacking the archer, he makes an army before I continue the attack. It took every unit I had available, but the last defender falls and Corinth--along with the MoM--is cleared for farming purposes. Ah, so that's where Thermopylae is; it's the new capital and my next target. I'll keep it as it has the Oracle which is currently useful to me. Oops, I guess size-9 Delphi is my next target since I already have 14 knights in striking distance this turn, and now it's farmland. Odd; I have two spearman builds going that didn't auto-update to pikemen when the cities got on the trade network and got access to iron. Doesn't matter, I'm changing all non-freshwater farm cities to aqueduct, anyway.

Turn 186, 710 AD: Load up the 2nd knight army. Now I'm reconsidering keeping Oracle. It's obsoleted by Theology, and once I get research going again the most sensible thing will be to research the cheapest required tech, and Theology is the same price as Invention and cheaper than Gunpowder. Plus, until Alex is properly contained I'd rather not make it easier for him to have longbowmen or even have a shot at musketmen. It may not be worth the trouble of keeping Thermopylae for Oracle for the short time it will do me any good. I'll have furs soon and ivory is somewhere in Greece, so I should have that somewhat soon, too. Also, I think I've upgraded all but one or two of the non-elite horsemen, so I have plenty of commerce to lend to the lux slider while I'm still in an offensive war (as opposed to a war of convenience when I have Alex confined to one city). I'm also thinking that since I've wiped out four major cities and seem to be rolling it may be time to start tranitioning some productive cities to workers and settlers again. Upgrade a couple of the horse tile guards to pikemen. I can't afford to lose horses even now.

Turn 187, 720 AD: I don't have as many troops as I want near Thermopylae, but let's try anyway: Good RNG luck (and good troops) give me one retreat and otherwise a sweep of the defenders, raze Thermopylae and The Oracle. I send a knight to peek at the next city E and find Greece's source of horses by Pharsalos! Also, my recent city razings have taken horses and ivory away from his capital...interestingly my pillaging the furs tile also contributed to breaking his trade route. I have split his empire in two, with the capital to the West where I have already explored, and resources to the East where I have not explored. I think I will push East to deny him the horse and eventually take the ivory and to keep him contained in a known area. I notice that Colossus is in Argos, the new Greek capital. For now I will continue with the plan to attack East. Knight busts hut, gets barbs.

Turn 188, 730 AD: I didn't notice until now, but one of the last moves I made last turn showed me where the ivory is! Almost lose an elite knight cleaning up an archer, but I got a leader out of it. Immediately make a 3rd knight army out of it, ready with full movement this turn.

Turn 189, 740 AD: Our people want to build the Pentagon. For 400s? Probably not this game. Found Rouen 2 to claim the furs, but I have to complete two roads before it's online. Rush a settler near the front to claim ivory soon. Raze size 8 Pharsalos not losing a battle, and that should deny Alex his horses anywhere in his empire. Destroy a size-4 city Marathon that was kind of in my way. Destory Gortyn (I think), the ivory city. I think Syracuse will be the Greek city-state; it is in the desert, and I can place two useful farm towns to control culture from two sides and allow me easy access to refresh guard troops. Plus it is currently size 1, culture L1 and has no food, so it won't become a nuisance while I'm mopping up the rest of his empire.

Turn 190, 750 AD: Raze a tundra city (Alex 14 cities). Build a colony in the ivory. A scouting spear spots insence 4 tiles from where a galley with a settler is...how convenient! That's 5 known luxuries, and I'll have them all online soon.

Turn 191, 760 AD: Raze Phocaea (13 cities), a small unimproved plains city in the West. Found the Insence town, will make worker then harbor. Nearly lose an army attacking a town on a hill. Another knight retreats, the rest win and raze the city (12). Attack size 8 Herakleia; raze it (11) with a couple of retreats. Get another leader named Napoleon...hey, wasn't the first one Napoleon, too? I'm not sure I need another army, but I don't see any small wonders I need to rush, either. Knight busts hut, gets barbs.

Turn 192, 770 AD: I only have 3 attackers in reach, but try size 7 Megara and raze it (10 cities) losing one knight.


770 AD Save
 

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