Van01 - A Newbie Hope

Turn 229 (835AD)
Cathie comes and asks for Civil Service. She's giving me those eyes and pouting lips but I tell her now.

230 (850AD)
Pacal offers open borders, I agree

231 (860AD)
Utica completes a Sword->Market
Hippo Sword->Market

232 (870AD)
Lit in, Research to Music

233 (880AD)
Carthage Catapult->Market

235 (900AD)
Hadrumetum Sword->Market
The city gets a border pop as well

236 (910AD)
Freddie offers Banana for Corn, I gladly accept anything giving us some happiness

237 (920AD)
Cathie declares on Freddie. She's a bold women that one.

238 (930AD)
Mutal finishes a Courthouse and starts on a Granary
Mayapans borders expand
Pacal has put down a city (Oxhuitza) to the North of Hadrumetum

And thats it, stopped at 950AD to get us even again. NOt much really happened.

I was thinking about victory plan, I saw we go for Dom. We have a good military now:
1 Archer
5 Chariots
4 Numidians
3 Warriors
5 Swords
11 Axe
2 Cats

We need workers, we only have 4. One of them is working on getting the deer hooked up. Thats about it.

Savity Save Save
 
Who's UP?

Any thoughts re city specialisation?

Mutal could do with a library to fight encroaching culture or its got enough forest around to possibly consider chopping out a wonder.

Certainly agree about more workers. Not sure I agree about the army, a fair number of units but they're becoming increasingly obselete.
 
Roster
1. Pigswill - on deck
2. Vanor
3. Splime
4. Dawn
5. glenmetz - played
6. stuge - waiting on "got it"

Taking a look at the save tonight (for what's that worth :crazyeye: ).
 
Why is there a worker down south near Jute building a road? There's already a road leading there.
Maybe a round or two of library/courthouses/infra builds?
Need metal casting (8) -> machinery (14) for maces. In the meantime, build a large force of cats. Once Machinery is in, turn off research and upgrade the army. We are currently 5th in soldiers.
Freddy is currently leading in land with 14% (to our 10%).
Both he and Cathy just made a big leap in power. Need to get a scout into her lands to see what she has.
There is ~5 turns to a Great Person in Carthage. 71% chance of a GP. If so, he needs to head up to Mutal and build the Hindu shrine. With all the other AI's as Hindu, that will be a powerful source of income.
 
I agree on our army needing some renovations before we think about going to war again.

I'll try to post a detailed report with lots of commentary.
 
I notice two flaws on the IT. We're not in bureaucracy and we have four workers for six cities. Switching the civic was easy, but the worker issue is still being amended, with six workers ready and one underway.

I checked the diplomacy but there wasn't a whole lot to do, so I just sold wine to Freddy for silks. Cathy cancelled the rice-for-wine deal with us, which caused some unhealthiness. No big deal, since the deer will be hooked up soon.

On that subject, building the road to the deer was kinda redundant, because
they're right next to the river that flows by Carthage.

Research went music (Great artist, F. Kafka born)-> metal casting (let's start building forges)-> drama (to allow a theatre in Mutal).

Where to next? Warring is always fun and profitable, and to that end our tech path could be machinery-> engineering-> guilds for the medieval steamroller army.

Now, on a city by city-basis:

Carthage

Looking good here, just build more cottages as the happy and health caps rise. A GS was born this round, and I used him to build an academy here. A move that can very seldom go wrong.

Seeing the Great library unbuilt by this time was pretty surprising. I figured we might just as well go for it, what with the marble and everything. If we get it, that's good. If we don't get it, the cash is also good.

Hadrumetum

I whipped the market rightaway. It cost four pop but the city was working many unimproved tiles, so it didn't matter. The city lacked a library, so that was the next build. Science buildings should be the focus here and our next GS should add an academy. Build more cottages.

Utica

It seems that we're running this city as a commerce/production hybird. It's bringing in a little commerce, a little production and will be stck at size ten until the end of time.

That's not ideal. I already mentioned this in my last report. PLEASE replace those cottages with farms and mine the hills. Mowing down mature cottages hurts but the pain will be passing. This city will be much more valuable to us as a pure hammer pump, especially when we go to war.

Good production cities are very versatile assets. I often run into a situation, where building more units would be foolish. Then I make my prod centers build wealth. One city can easily make 20+ gpt, which is enough to push the science slider up a notch.

Hippo

I haven't got the faintest idea on why this city, with under 10 base commerce, was building a market. I whipped it anyway. It'll bring in a couple
of happy faces and it got the city rid of working unimproved tiles.

Build farms and mines here. We can now irrigate the grasslands, so this city will make a nice secondary prod center.

Mayapan

To be frank, I have no clear insight on how to use this city. Our workers are
tied up elsewhere right now, so specialising will have to wait.

I used the city to build a spy. I like putting them in major cities to avoid those pesky AI spy missions.

On the subject of espionage, I tweaked the EP distribution, putting most of our whopping eight points towards Cathy, who is our nearest threat and a possible target.

Mutal

Here we have our third commerce city. Chop the forests, lay down cottages and use the hammers from the chops to build cultural and science buildings. Monasteries are a good priority, as is a theatre. I settled Mr. Kafka here to help with the culture push.

SAVE for pigswill, right?
 
Nice turnset.

I tend to lose sight of setting a city on a certain path (production, commerce, Great People, etc.). I guess the hard part is deciding or reading what is on the map and making the best decision based on that.
 
Got it.....

Had a look. Deleted half a dozen naff units. I reckon that Mayapan is another production city, its got a lot of hills and less grassland than most. That would give us 3 prod and 3 commerce. Need 6 commerce for 6 universities for oxford so we definitely need to expand. But not yet.

I'll look at knocking out some LBs in our production cities (barax first). Pity we don't have theology. We won't pick it up in trade any time soon. Maybe we could research it after drama and race to build AP, possibly in Mutal which has plenty of forests waiting to be chopped.
 
After some reflection I reckon theology is worthwhile to pump out a bunch of Lvl3 units under theocracy but I'd probably give AP a miss. We're probably running out of useful buildings fairly soon but will have enough units to build (first LBs for garrison, then maces once we've got machinery then trebs once we've got engineering). We're meant to be focussing on domination victory through conquering our continent so I think we'll stick to that one.

As an aside this does mean that our UU is going to be fairly irrelevant and our UB will be almost totally irrelevant. Still we'll making use of our traits: financial to secure a tech lead and then support our expansion and charismatic to get experienced units.
 
Played 15 turns up to 1200ad (oops, should I have played that many?).
Anyway went drama-theo-machinery. Switched to theocracy and starting to build up an army. Some other stuff happened as well:

1055.
Pacal makes a silly request:
v4a0000.jpg

Which we refuse. Cathy offers something slightly more sensible: dye for corn. She won't trade rice for corn and health is more of an issue for us at the moment. I decline the deal.

It's snowing in Utica. Ski holidays all round. 6gp rescues the mine: Hi Ho Silver!
v4b0000.jpg


1060.
v4c0000.jpg

That's more like it. Accepted.
Drama is in. Start on theology.
Mayapan Spy>Rax. Send spy to Carthage for counter-espionage.

1080.
Utica Worker>LB
Mutal Lib>Theatre.

1090.
Had Lib>HMon
Pacal vassalises to Joao :eek: .

1100.
v4d0000.jpg

Carthage Glib>Htemp (to run a priest to boost chances of Prophet (the more sources the higher the chance of a given gp)).

Cat and Fred sign a peace deal.

1120.
Fred cancels our free bananas.
Learn theocracy, start studying machinery.

1130.
Mutal theatre>rax. Assign artist specialist, culture pressure remains a challenge.
Hippo worker>LB.

1140.
Carthage Htemp>LB. Assign priest.
Utica LB>LB.
Revolution OR>Theocracy.

1160.
v4e0000.jpg

I ponder then accept. Cat is getting lined up as a target anyway.

1200.
Machinery>Engineering (9 turns).
Carthage spear>mace.
Mutal barracks>mace.

Been gathering some units into a small stack south of Mutal.
Mutal remains under significant cultural pressure.
Got a spy wandering around German territory, maybe send him back to Russia.
Workers have been building farms in production cities so they can grow faster and work moretiles sooner. We've also had a few more cottages built in our science cities. Research wise we're doing OK:
v4g0000.jpg


Maybe continue with maces for now. As soon as engineering comes in build nothing but trebs. In about another 20 turns or so we should have a decent enough stack to consider going to war.
 
I got it and will play tonight.

So my plan is to build maces until eng comes in and then build trebs and get stuff ready for a war with Cathy...

I'll also check the workers and see what they're up to. What stuge said makes sense to me so I'll try to follow though with his suggestions.
 
Snow in Utica, they must be talking about Utica, NY, the armpit of NY State

Is there a Army or other military base there? Because I believe there must be one in an area for it to be truly considered the armpit of a state.

I say this based on my experience in the US Army and the places I was sent. :)
 
Here's my report, mostly was just worker turns and moving a few units around.

IHT – Hit enter.

Turn 1 – Longbow -> Mace in Utica, Hinduism spreads to Oxhuitza. Utica will grow in 9 turns.

Turn 2 – Joao offers Sugar for wine, I say yes. Mace -> Mace in Carthage. LB -> Mace in Hippo. Spear -> LB in Mayapan. Start mine near Mayapan.

Turn 3 – Start mine near Maypan. A collapsed wedding hurts our relationship with Russia. Start mine south of Utica.

Turn 4 – Move the stack south of Mutal east towards Cathy just so they’re closer for the war.

Turn 5 – Start chopping near Hippo to make way for a mine.

Turn 6 - Mace -> Mace in Carthage. Start another mine south of Hippo. Spy at St. Petersburg, left him in place. Started cottage near Carthage.

Turn 7 – Barracks in Hardumetum started a Confucian monastery

Turn 8 – zzz

Turn 9 – Pacal asks for Civil Service for nothing. I tell him no. Engineering comes in start on paper, due in 4. Mace -> Treb in Utica. LB -> Mace in Mayapan. Start another mine east of the city. Start mine near Utica.

Turn 10 – Mace -> Treb in Carthage. Mace -> Treb in Hippo. Taoism founded in distant land. Start farm near Mayapan and another mine.

Turn 11 – zzzz

Turn 12 – Mace in Mutal – Jewish monastery starts. AP built by the Buddhists. Start farm near Utica.

Turn 13 – Paper comes in, start guilds. Start chop near Hippo. Carthage is very unhealthy, losing 3 food for it, so I start a aqueduct to help with that. It will be done in 6 turns. Mace -> Treb in Mayapan. Someone is fighting someone, a great general was born in a far away land.

Turn 14 – Joao adopts vassalage. And I think I may of lost track of my turns, so I’m ending it here at year 1300 AD.

Building mines near Mayapan and a farm, building a far near Utica as well. Two workers just finished building so they’ll be ready to do something else on the next turn.

There’s a large stack of troops near Hippo, 6 Mace, 2 sword, 2 cats, 2 Numidian Cav, 5 axe, 2 charrots and 2 spear. There’s a treb and another mace heading towards it.

Here’s a picture of what Russia looks like, I don’t think we should have too much trouble taking it if we build up some more. We’re about even with her power wise and it looks like we have a tech lead on her. She still doesn’t have Metal Casting, so no maces for her yet.

techs.jpg


ussr.jpg
 

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