Yuming's Emperor Challenge (on Warlords)

Bad luck with the land... not exactly a paradise.

I agree with HR ASAP, but I've serious doubts about pursuing Optics: surely you'll contact the AI's faster but you'll have nothing to trade and the Optics techpath doesn't give tools to empire econ construction. I would advice teching to the 3 big econ C's ( Currency, CoL and CS ( you can add Calendar if needed)) and then go to Optics or start the Lib race. Either way, you'll be in better shape to face the world ( diplo skills and lack of morality and pride recommended :p ) and to plan a late dom, diplo or space win.
 
Excellent suggestions so far :)

I particularly like Haika's core cities. I will probably found Red 1 on his dotmap first because it can work floodplains straight away. -EDIT- I've fired up the game and I've noticed it is also on a plains hill for one extra early hammer YES!!! -EDIT- It is good long-term as well as a production city as well. If happiness holds up, I would found Green 3 as my second city because there is actually another fish resource 2N of that city site :mischief: (sorry about that! the resource indicator was cut off without me noticing)
Oh, and thanks for the help with the interface Haika :goodjob:

Future Plans: It seems we are going to have a go at cultural, depending on the luck we have with wonders, if this plan seems to be going awry, there is always time to change direction. I would question the usefulness of the Great Lighthouse however since with our trade routes being domestic, it would only give 2 extra commerce per coastal city.

And I'm slightly worried at the strategy of building the Pyramids with a GE. I'd have to finish researching Mining, Priesthood, Fishing, Pottery and Bronze Working before I can grab Metal Casting as my Free Tech. I just think it would take too long at a time when we have many other priorities.

As for the much dicussed Liberalism vs Optics discussion, I'm going to do a wait and see on that one to see which one is more likely. I'm going to focus on a few short-term goals first.

Also, since there are so many different plans being offered, I'm going to go for a more all or nothing approach, trying to incorporate many of the different ideas in the strategies. Confused? :confused:

Don't worry. I'll come back for more help after I play this set of turns. :lol:
 
Can you upload your first save - from the start of the game as I wouldn't mind playing this start!
 
Hrmm, not sure if you already played the round, in which case this reply is not too useful. The GL is good because it doesn't obselete with Astronomy, which is pretty much a must get. Instead it obseletes with Corporation, which you really don't need unless you think the game is going until infantry.

Although Great Lighthouse is not worth much early on, it's still the equivalent of researching Currency, pretty much, in that the 2 penny ante trade routes spread over 7-8 cities is still a decent 20ish commerce.

When you get Astronomy, as long as you've kept your coastal cities somewhat large (> size 6), the effect of the trade routes will explode. With Currency + GL + base, you get 4 trade routes. If you open borders with multiple countries, that will usually amount to 5-6 commerce per trade route, often better than what the city itself is pulling in from tiles.

However however, GL is not ideal for an early cultural victory, in my opinion. The point at which you meet other civilizations is also around the period where you want to start thinking of jacking the culture slider, so all of those trade routes will go for naught. In fact colossus would be ideal, since it obseletes around when you don't need it anymore, and gives you a boost during the critical medieval period where you need to self research quite a heavy load.

Some other things to consider when going for CV:

Where to stop:
A good military tech would be a pretty good choice. You have to dig at least 3-4 techs past liberalism to find something that is useful culturally (broadcast towers, democracy civics, biology). Honestly, after you grab liberalism -> nationalism, you have all the pieces you really need (Hermitage, all the religions you can get, nationhood for emergency/precautionary drafts, free speech, free religion so less people hate you). If it seems like you are going fast (win in less than 60-80 turns when you flip the switch), I would just grab gunpowder, draft the hell out of all your non legendary/non-GP farm cities, turn off research and pray. If it's going to take longer, you might want to go to a more substantial military tech like chem/rifling (too bad you dont have horses :sad:).

Which Three?
The good news is, your capital can support cottages on all the flats in its fat cross even without working the pig (windmill the hills after popping the slider).

The bad news is, you don't really have strong candidates for #2 and #3. Here are the other cities in order of expected base culture per turn after slider flip.

Red 1:
2-3 Ancient wonders: ~25 cpt
~11 cottages = ~ 66 cpt
4 windmills = ~6 cpt

Total ~ 97 cpt

Grey 4:
~13 (riverside) cottages (amortizing overlap with Red 1) = ~ 81 cpt
~5 water tiles = ~ 10 cpt

Total ~ 91 cpt

Grey 6:
6 cottages: ~ 36 cpt
8 water tiles: ~ 16 cpt
food surplus ~ 4 artists: ~ 24 cpt if you nab sistine

Total ~ 76 cpt

Blue 2:
~12 cottages = ~ 72 cpt
2 windmills = ~ 3 cpt

Total ~75 cpt

Green 3:
~15 food surplus = Run 7 artists ~42 cpt
NE would be in this city = ~ 8 cpt

Total ~50 cpt

These are obviously very rough estimates, but from the looks of it, I'd say Red 1 and Grey 4 have the best overall endgame cultural potential. Red 1 is hammer heavy, so you can chase some wonders, especially for times when you have nothing better to build. Grey 4 is very hammer light, so you might want to initially farm up the grass and whip in basic infrastructure and early temples/monastaries, and save the trees for chopping cathedrals. Basically, try not to waste any hammers there (markets/colliseum/courthouses etc are all very last priority. Obviously don't build any military buildings/units here).

So after these cities are cranking out culture, what should the other cities be doing to contribute?
Blue 2/Grey 7/ Grey 6/Grey 5 should farm up all its tiles (bulldozing cottages) and build/whip/draft military like it's going out of fashion. Also they can run merchant specialists so that you can maintain a high culture slider.
Green 3 should crank the artists hard under caste system. Only work your high food tiles.
Silverwhale city in the south should concentrate on getting its borders popped so you can access the two additional silvers. You're going to be running 100% culture, so happiness won't be a problem. However, health is an issue for capital and red 1. Ideally, try to trade your three silvers for rice/corn, which would give you 2 health a piece with granary, and either a banana or some gpt.

That would be my general plan. The devil is always in the details when playing a builder game though. Hope you pull it out! :)
 
I got slightly carried away this round. :mischief: The old Civ mantra: 'just a few more turns' rendered me unable to stop until I forced myself to take some advice from you guys.

Here's how the turns went:

I finished researching Mining and continued with Bronze Working. In 2800BC, Buddhism was founded :eek:



To me this was bad news. It meant that, in all likelihood, Judaism would be founded very soon because the AIs had obviously all taken the Polytheism path of the Tech tree. Weighing all the possibilities, I realised that the only chance I had of still grabbing Judaism was by changing research to Masonry straight away.

I therefore gave up on the Judaism path and instead focussed on economic Techs. Maybe this was a mistake. I just felt that I could not pull off Snaaty's supercapital strategy because I had barely any experience in the area. Also, the turns seemed to go by so quickly....

I got a medic scout from killing the barb animals:



The capital, producing a settler:



The unhealthiness is annoying, making me reluctant to chop down any forests to rush anything. This may have cost me in the Wonder race (see below)

I finished researching Bronze Working and Copper appeared near the city site south of the capital. This site would now snag Copper, Silver and Pigs. So that was where I sent my settler:



I was having quite a lot of success dealing with the barbarians actually. I defeated a warrior and an archer by fortifying my fogbusters on hills/forest hills. The archer in the screenshot was later killed trying to assault my warrior who was fortified on a forest hill.

In 2120BC, Vienne was founded:



And then horses were revealed:



Wow! Two sources - but then again there is a scarcity of resources on the island anyway. The one to the east of capital is right where we said a city ought to go.

In 1960BC Toynbee created his greatest work, placing me 6th in the richest nations of the world. This sent shivers down my spine. I had 88 gold which seemed to be quite a lot but:



Meanwhile, I was having less trouble with barbarians than I thought and I finished researching the Wheel, on the way to the Oracle > MC slingshot. And in 1560BC, I hooked up copper, connected Vienne to the capital and finished researching Priesthood. And 5 turns later, Stonehenge is completed (quite late I reckon, and therefore quite risky):



A few more techs are researched including Pottery, which makes MC available. I also found another city at the other production city site - Tolosa



And then, I missed the Oracle by about 5 turns. The AI built it and founded Confucianism :sad:



I carried on playing up to 825BC:
I've just finished researching Writing and I have a settler in Vienne. I await further instructions.



A bit more information:

I have no problem with the happy cap at the moment. Health in the capital is low however. I realise that I've gone down a completely different tech route from the one recommended but I'm not sure what I should have done instead. The Monotheism path looked dead to me and in the end Judaism was founded in 2040BC, just after I had finished researching Animal Husbandry.

And I've constructed no wonders apart from Stonehenge. The hammers from the Oracle funded some research but building Wonders is expensive without the Industrious trait. And I'm disappointed after realising that my UB and UU won't really get used.

So, what's the plan now?
(If you need more information, just ask, I'm pretty certain I've missed out something important)
 
Go to Monarchy. You need to outbalance the trade fest that the AI are doing (most probably ) and without theatres for a while, your only way to pass 8 pop ( to create the large cities that you need )is with HR. Then tech towards CS ( beauro would help you like hell because of your floodplain capitol = $ ).
Don't be bored about losing the religions.... it will help your diplo in the future
 
@ Yuming:

Bad luck with the oracle... ...as a rule of thump, you should try to get the oracle around 1300 BC, later is gamble

Best thing to do now is to expand slowly and to grow your capital:


Research:
monarchy, CoL, math, CS


Grow your capital up to size 10+ and cottage down EVERYTHING around that river (when cutting down two woods, you should be able to run 8 cottages then & two scientists (build a library).

This will help you to compete in the techrace. All other cities I would only farm, grow, whip improvement (focus on money and research), grow, whip next imp.

Try to grow your empire up to 6+ cities IMMEDIATELY , once you have CoL (whip courthouses and later Forbidden palace, once you have 8 cities). Best is to prebuild the settlers needed

..

How many workers do you have???

I usually try to have 1.5 workers for every city up to the 6. city, then 1 worker for every city (4 cities = 6 workers)

One of the main problems in early-game is often NOT having enough workers and therefore working too much unimproved land. Tons of workers early really help there

...

P.S.:

Obsolete is the one with the super capital strategy... ...my point was to try to profit from your traits and starting techs and use 2-3 settled GP`s to fund expansion later (therefore two religions early to run enough priests)
 
@ OP

I would like to play out this one for myself, but a LARGE map setting would add more AIs, etc. and that would slow down my cpu even moreso :(

@ Snaaty

I believe Obsolete tries to avoid founding religions. He definitely seems to get upset when grabbing more than one of them on his way up the tech tree.

@ kittenOfChaos

How the hell did you get so many posts?!
 
From the looks of it, you seem to have avoided most of the disasters that can come from an isolated start:

Being unprepared for barbarians: You have done a good job fogbusting and will soon have copper.

Underexpanding: You have three pretty good cities going on.

Capped Growth: With charismatic/stonehenge/religion/silver combo, you are doing pretty well in this regard.

It's a shame about missing the Oracle, but hey, what can you do. Although I haven't seen your tech tree, I think there's only 1 tech you really NEED at this point to keep your economy afloat, and that is monarchy. Once you get monarchy, even before you get it, in fact right now, you should cottage up all the floodplains at your capital.

I think, if you want to leave the forests, you can. You have plenty of other quality squares to fill up (5 floodplains + 4 hills). If you want to chop two for another wonder, you can do that too. Try to pick two forests you need cleared for chain irrigation to the dry east in that case.

I'm not really a big fan of slow and steady expansion, so I would say once Monarchy comes in, continue to pump alternating workers and settlers out of your capital and settle every city except the tundra junk. I'd say go ahead and settle on the horse :sad:, The horse is a great tile, but the clams are better for that food-poor city (a clam would support three cottaged plains tiles). Whipping courthouses is nice and all, but its easier to do if the cities are already size 4 and have a granary up when CoL comes in!

In order to keep researching at a positive rate, just keep cottaging everything around your capital and Vienne, run scientists in Tolosa if there is nothing wonders to be built. Your commerce should increase faster than the new city maintainences kick in.
 
The plan for this round is:

Grow cities, expand and use Hereditary Rule.
How well I follow the plan is another matter :lol:

****

I finally finished researching Mathematics in 525BC, advancing me to the Classical Age. I did this instead of researching HR because the 50% increase in chop yield is helpful and also because I had wanted to build the Hanging Gardens. Also, the tech was a quarter researched when everyone told me to research HR.

Here is a shot of the event log:



That early merchant must have been from the ToA. And Gergovia by the way is the GP farm with Pig and two Fish. I must have forgotten to take a screenshot when it was founded.
Also at around this time the wonders started dropping like flies. You can see the Pyramids there in 500BC. Later on, the Great Lighthouse was built in 450BC, and between 200BC and 500Bc, all of the ancient wonders had been built, including the Hanging Gardens - oh well, Bibracte needs the health from the Aqueduct anyway.

In 350BC, I researched Monotheism - I know I should be researching HR, but the capital was still some eight turns from breaching the happy cap AND I was going to build a settler there anyway. Monotheism also shortens the time for Monarchy since it is a prerequisite. It also enables Organised Religion.

At around 150BC, thanks to some chopping of the 50% enhanced forests, I built three new cities in quick succession.
Camulodunum, Durnovaria and Verlamion were placed according to Haika's dotmap.





This sent my upkeep costs sky-high:



Then in 1AD, I received my first great person, a Great Prophet, one turn away from finishing Monarchy. What should I do with him? The options are:

1) join to capital
2) Lightbulb, (meditation at the moment, but if I research that, I'm quite sure it will be Theology
3) build Shrine

State of the World: (Sisiutil :goodjob: if you're reading this)



The reason the population of Gergovia (north GP farm) is so low is because I've been whipping like crazy. I've produced a Granary, a Library and three workboats there!

Here is the Tech tree:



The tech situation isn't excellent to say the least.

Suggestions, thoughts and help is welcomed as usual. Feel free to criticise also since I do feel that I could have played the BC years a lot better.
 
Your city placement is good though. Just work on growing your cities large now. Eventually you will want to transition to caste system and stop whipping. Those coastal cities can run a lot of scientists.
 
Co to CS via Currency->CoL after Monarchy and let the cities grow in between ( Caste would be advisable, like futurehermit said ).
And then? You have 2 big options ( regardless of the chosen victory):
-Lib race
-Optics->Astro path
Your land is not exactly stellar ( except that FP area, there's not not much of good food tiles ), so maybe a trade route aproach would be advisable. Machinery-> Compass->Optics->Calendar-> Astro, building harbours and caravels in between. That would require some extra coastal cities ( the foreign trade routes ( because they are from faraway cities ) will pay easily the extra maintenance )
Another thing: I would advice you against trying to build any medieval wonder. Based in the Lonely Hearths Club games ( especially the 4b instalement, that was played in Emperor ), you'll only recover from the tech gap that you surely have with the rest of the world in the beggining of the industrial age at best, which means that you'll not have a chance in wonder races before then. And make a good colatteral cat reaction force (just in case...).
 
Wow, 30% research rate. That is a lot better than I thought it would be after crash settling 4 cities on Emperor :lol:. 18 research per turn is a bit on the low side though, so keep getting those cottages up.

Chariots are better than axemen for MP duty (cheaper/faster), and the axeman's military advantage will be irrelevant when you are met in the Renaissance.

1.5 workers per city is a good target. I see you have gotten food improvements up around your new cities, which is always a good first move.

With 6 cities up, and 8 looking to be the max in the short to medium term, a shrine is going to be netting you 8 gpt for a long time. I'd say 2 hammers is worth more than the current 1 gpt and future profits. It's definitely a close call though, personally I'd go for settling. A hammer in the hand is worth two coins in the bush.

I might grab sailing before going for the expensive CoL/Currency, or possibly in between them. Try to time it when your new coastal cities have finished building/whipping/chopping their workboats/libraries/granaries.

Research will accelerate as new cottages are set up, and old ones mature. For the time being, I would recommend running 2 scientists in Georgovia and going for CoL for a philo lightbulb, if you are still interested in going culture. It is definitely a tough break losing all of the early wonders in that regard, though. It might be more economically sound to go for Currency -> CoL if you want to be as behind as little as possible when you are met, you may even want to delay founding Taoism in this case, in hopes of more diplomatic strife spreading on the other continent. This, again, is a bit of a preferential decision. Attempting an early cultural can be a bit of a crapshoot, where you have to rely on careful diplomacy and a decent chunk of luck to not get stomped. However, there's a reason cultural is a preferred victory condition for isolated starts, the ocean makes both launching and recieving intercontinental invasions difficult. On the other hand, trading up to parity, then stomping the most backwards/weak AI in a decisive war should set you up for a come-from-behind victory of any type you choose. How you want to play it is up to you. I'm looking forward to seeing what you choose and how you play it. Good luck! :goodjob:

P.S.: If you attach a save, it might be helpful in giving advice. If a picture is worth a thousand words, then a save is worth a thousand pictures. :lol:
 
Here is the 1AD save as requested by Haika.
I had originally planned to include the saves but forgot, evidently.

The plan for the next round is to grow the cities, get research up and get CoL.
As for Optics vs. Liberalism, I have a question:

Roughly when will the AI research Liberalism? (because then I will be able to see whether I can get it or not.)

The update for the next round will arrive shortly
 

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