VQ03 - Resource Collectors

Ooh I'm next. Quick question - can we keep a city we capture even if it doesn't have resources we need?
 
Ooh I'm next. Quick question - can we keep a city we capture even if it doesn't have resources we need?

Nope... any city we capture (or settle ourselves) must provide us with a new resource.
 
Alexandria does not have a shrine (our GP still has the option for building it avail to him).
 
You're right GreyFox. I just saw it now in one of the screenshots.

Great idea bobrath.
 
Hatty's original offer of peace was 20g. I renogitiated that to 10g + 1gpt. So we're better off taking peace with her for a bit. Lets get our tech percentage back in order. Renewing the attack on Hatty too soon only means we'll be further behind the other AIs.
 
Well once the 10 turns of peace is up and I have enough units I would declare war. I would like to set up two stacks one to take out Alexandria and one for Thebes. I'm not sure if Egypt has any more cities but with those two gone I think Egypt would be a nonfactor for the entire game. With the two stacks we should take care of Egypt quickly so war weariness won't be a problem.

I will also see what I can do about the economy and get it going in the right direction. If I use the great prophet for a shrine in Alexandria that should help our economy. We should be thankful that Egypt was willing two give us two holy cities :D . Thank you Hatty! :lol: Maybe next game we should leave Hatty alone, we've been picking on her too much.
 
I'm not 100% sure that Hatty doesn't have a third city off west OR has sent out some fishing village somewhere. IF we can't wipe her out totally, then we'll still have unhappy citizens wanting to rejoing their motherland.

If you're going to produce more units, I'd highly suggest getting into theocracy (and as such using the GP for Theology). That extra exp will make a huge difference. Sure we wouldn't have a shrine right away, but I don't know that Taoism has spread enough to bring in much gold. Check the religion screen to see if it has spread at all.
 
Auto-Skip Notice

I doubt I will be up so soon, but please skipped me if I am UP on the 19th (US time). From 20th - 23th, I may still be able to play at night depending on whether I would be wide awake due to jet-lag. So, during the next week if I don't post a got-it, next player please auto-skip me whenever you are ready to play. I will lose Internet access on Friday, and flying back Friday night, so definitely a skip if I'm up on 24th and 25th.
 
Preturn: 1100 AD
Looked around and saw we were pretty behind in techs. I decided we need to strengthen our economy before we continue with our war on Egypt.

I traded Literature and Drama for Code of Laws and 10g. I did this with Catherine since she had the lowest score.
I traded Drama for Monarchy with Mansa.

Taoism isn’t spread out at all just 4% of the world so I decided to use the GP for theology so I can switch to theocracy after the courthouses are done.

Discovered Theology.

Turn 1: 1110 AD
Great Lighthouse built far away.

Turn 2: 1120 AD
150 gold was salvaged from the production put into the Great Lighthouse.

Turn 3: 1130 AD
Decided to turn up the research slider to take advantage of the new gold we got.

Turn 6: 1160 AD
Currency discovered. I chose to go for Civil Service, because irrigation and bureaucracy will help our economy and macemen will be a nice military unit for our next war.

Clams reconnected.

Turn 7: 1170 AD
I just noticed we have a grand total of two workers. We need to build more of them our lands aren’t very developed. I decided the courthouses were more important at this time, so after them, we could build some more workers.

Turn 8: 1180 AD
Peace expired with Egypt.

Turn 9: 1190 AD
Japanese asked to cancel trades with Americans. Even though the Americans might be our next target, we are still on better terms with Americans than Toka and nobody really likes him anyways.

Notre Dame built.

Afterturn Comments:

We are behind 6 techs from everyone except Japanese. We need more workers too.

Techscreen.JPG

OurWorld.JPG

Edit: I forgot the autolog ... here it is
Spoiler :

Turn 170 (1100 AD)
Tech learned: Code of Laws
Tech learned: Monarchy
Tech learned: Theology

Turn 171 (1110 AD)
Persepolis grows: 11

Turn 172 (1120 AD)
Pasargadae begins: Work Boat
Heliopolis finishes: Christian Monastery

Turn 173 (1130 AD)
Heliopolis begins: Courthouse
Susa finishes: Christian Monastery
Heliopolis grows: 11
Memphis finishes: Theatre

Turn 174 (1140 AD)
Susa begins: Courthouse
Memphis begins: Courthouse
Arbela grows: 7

Turn 175 (1150 AD)
Tech learned: Currency
Pasargadae finishes: Work Boat

Turn 176 (1160 AD)
Research begun: Civil Service
Pasargadae begins: Courthouse

Turn 177 (1170 AD)

Turn 178 (1180 AD)
Persepolis finishes: Notre Dame

Turn 179 (1190 AD)
Persepolis begins: Market

Turn 180 (1200 AD)
 
Yeah, I thought with theology I could do some more trades, but everyone had theology except for catherine and she suddenly decided she hates us now.
 
Good turns. I agree we need to do some catch-up before we go off warring again.

Roster:
player 1: Maquis --- on deck
player 2: Greyfox ---
player 3: bobrath ---
player 4: eektor --- Just played
player 5: sozopol --- Up
 
Got it. I'll try to play tonight, otherwise tomorrow night. It's bath time for the chimpanzees, so gotta go!

p.s. I'll continue to focus on economic development and tech research...
 
Well, I played. I wish I had nice cheery report full of good news...

Things were going well through the first 8 turns; I had gotten the economy back on track somewhat, from -7 gpt at 60% research, to breaking even at 70%. I :whipped: a few courthouses along the way, and am building markets and libraries. Built some temples too, because they are so cheap for us creative types (two turns usually).

When Civil Service came in, I chose to research Feudalism, thinking that Vassalage and Longbowmen would come in useful in a few more turns when we went back to war.

Then, in my ninth turn, TOKU DECLARES WAR ON US AND HIS TROOPS COME ROLLING IN TOWARDS HELIO AND PI-RAM. :eek:

1300ad.JPG


His troops are mostly horse archers, axemen, spearmen, so the threat is in numbers and placement rather than tech level. That big stack of his north of P-Ram is something like 4 horse archers, 4 axemen and a spear. The stack of 3 directly north of P-Ram does include a cat.

We've got 4 units in Helio, a few in P-Ram and 5 (swords and cats) a turn or two away from Helio, coming from Memphis.

The save is in mid-turn (my tenth), because I figured I'd leave the troop movements to the next player, who'll be fighting this war.

Maybe we could talk our buddy FDR into helping us out?

Also, we can build the Epics, the Sistine Chapel... didn't start them anywhere yet.

Turn 181 (1210 AD)
Pasargadae grows: 12
Heliopolis finishes: Courthouse
Arbela finishes: Jewish Temple
Pi-Ramesses finishes: Christian Temple
Islam founded in a distant land

Turn 182 (1220 AD)
Heliopolis begins: Market
Arbela begins: Courthouse
Persepolis grows: 12
Arbela grows: 8

Turn 183 (1230 AD)
Pi-Ramesses grows: 4

Turn 184 (1240 AD)
Tech learned: Civil Service
Persepolis finishes: Market
Susa finishes: Courthouse

Turn 185 (1250 AD)
Research begun: Feudalism
Persepolis begins: Theatre
Susa begins: Market
Heliopolis begins: Theatre
Arbela finishes: Courthouse
Memphis finishes: Courthouse

Turn 186 (1260 AD)
Arbela begins: Library
Memphis begins: Library
Persepolis finishes: Theatre
Pasargadae finishes: Courthouse
Heliopolis grows: 12
Heliopolis finishes: Theatre
Memphis's borders expand

Turn 187 (1270 AD)
Persepolis begins: Colosseum
Pasargadae begins: Market
Heliopolis begins: Colosseum
Susa's borders expand
Arbela grows: 5

Turn 188 (1280 AD)
Persepolis finishes: Colosseum
Memphis grows: 4

IBT
Tokugawa declares war on Persia! :(

Turn 189 (1290 AD)
Persepolis begins: Catapult
Catapult promoted: Barrage I
Catapult promoted: Barrage I
Swordsman promoted: Combat I
Pi-Ramesses finishes: Swordsman

Turn 190 (1300 AD)
Pi-Ramesses begins: Catapult

edit: adding that one of the Japanese units is sitting on top of our GEM MINE! I'm sure they will pillage if they are not eliminated this turn. :mad: . Also adding that Feudalism is due in 2 turns.
 
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