July 15th, 2014, 00:01
(This post was last modified: July 15th, 2014, 00:02 by Lord Parkin.)
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Turn 98
Ouch, two groups of three Workers on two forests... I guess you're really trying to spend as little time as possible in the game.
Chopped both forests. After the turn flip, set a Work Boat in Canterbury (borders expanded) and another Settler in York.
Northern empire:
Southern empire:
Demographics:
July 22nd, 2014, 03:08
(This post was last modified: July 22nd, 2014, 03:09 by Lord Parkin.)
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Turn 104
Set research to Calendar since you're rather happiness starved right now. Turned the slider to 0% in case you want to change it.
Encountered more triple-stacks of Workers moving onto jungles and forests... yikes.
Whipped the Work Boat in Canterbury, which has been sorely needed for a long time.
Moved Axes and Spears from Hastings (where they're useless) towards vulnerable coastal cities.
Northern empire:
Southern empire:
July 25th, 2014, 05:51
(This post was last modified: July 25th, 2014, 06:12 by Lord Parkin.)
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Turn 107
Founded Newcastle. Switched to finish Axe in the capital, suggest more Settlers next. Turned research to 100% on Calendar, since you definitely need the happiness.
Switched some tiles around to improve yields. Canterbury wasn't working the Fish previously, for instance.
Demographics.
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Turn 111
All ready for hooking up Calendar resources starting next turn. You'll have +3 happiness fairly shortly.
Northern empire:
Southern empire:
October 4th, 2014, 11:54
(This post was last modified: October 4th, 2014, 11:55 by agent427.)
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Ok, I've got this up and running, here's where the civ is at.
Dhal & Parkin have settled most of the island, apart from the Cyneheard colony on our eastern shore. There's room for another city due south of Thebes, helpfully marked by a previous player

]
Culture map, our neighbors are making cultural inroads to our coastal cities. We have no religious buildings, no religious techs, no monarchy, and no state religion, only getting culture from Libraries. We're also against the happy cap in our biggest cities so I think I will switch to Buddhism (present in 3 cities) once we have the tech for Monastaries to spread it.
I'm a bit overwhelmed and have no idea what the world situation is like. We're at war with GermanJoey, location unknown but with a galley in our midst, and the Springfield civilization, off our Southeastern coast. I sent Peace Treaty offers to both, not knowing who declared the war, for what purpose, etc.
I whipped wherever prudent and took cities off their automated governor.
The last player (Parkin?) looks to have been gearing up for an assault with plenty of catapults. I figure he wants to dislodge Cyneheard from the island; we have no navy to take the fight anywhere else. I queue up a trireme to dislodge Joey's galley, some more cats, axes, and swords.
We'll have Civil Service soon, I could use maces against that nearest Springfield city (Nothing at All). It's been stuffed full of units & has walls but maces should overcome it. If need be.
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(October 4th, 2014, 11:54)agent427 Wrote: I'm a bit overwhelmed and have no idea what the world situation is like. We're at war with GermanJoey, location unknown but with a galley in our midst, and the Springfield civilization, off our Southeastern coast. I sent Peace Treaty offers to both, not knowing who declared the war, for what purpose, etc.
Hey, welcome to (what I think is) your first RB game! Like most young lads starting out, you've got yourself a real fixer-upper here!
I'm a global lurkers, but I don't think you or anyone else has expectations that you're a threat to win the game. Without giving info I go directly from the threads of your neighbors, I'm happy to answer questions if it helps you get running.
You might check the event log in the top-left corner to get an idea of recent world events.
You haven't met many folks, a scouting work boat sent in the opposite direction of the front might be a good investment. Most folks can give OB if they want, and since your threat meter comes in at Zero they probably wouldn't mind.
October 6th, 2014, 13:05
(This post was last modified: October 6th, 2014, 13:08 by agent427.)
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Thanks Ceiliazul!
One aspect that's overwhelming: I can't figure out who is what civ, because the scoreboard won't fit on my screen and the diplo screen is hard to parse with unrestricted leaders.
Azzin (sp?), the Springfieldian civ leader, signed peace.
GermanJoey did not, and moved his Galley further east. I've played with GJ before and know that he likes to declare war to move scout units through territory. None of my cities are in danger (unless he's got maces on that thing) so I think that's all he's up to and not concerned.
Skimming through the logs per Ceil's suggestion reminded me that we have not generated a single GP this game! Thankfully someone sunk a lot of scientist GP into York before I picked up, by switching two specialists to work there I'll have a GS in 4 turns.
Also by Ciel's advice, I'll queue up a second & third Trireme. I have one building to chase away Joey, need one at full health to blockade the Egyptian colony on our island, and need one to start scouting and meeting civs.
Thus my itinerary looks like:
T2: Civil Service in- revolt to Bureau.
T3: Anarchy.
T4: Begin war against Egypt.
T5: Academy in Capital. Start researching Meditation, Priesthood.
T8: Revolt to Buddhism.
T9: Anarchy. Pray to Buddha that Egypt doesn't have a fleet capable of naval invasion.
T10: Maces & Missionaries
October 11th, 2014, 23:36
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Gwtting the hang of things? Will you be getting a golden age soon?
October 11th, 2014, 23:39
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Also, at this stage you might find that monotheism provides more value than meditation. Organized Religion allows missionaries and a lot of hammers if you're building infra. If you're just cracking heads, well that's different... and by all means continue!
October 13th, 2014, 12:54
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(October 11th, 2014, 23:39)Ceiliazul Wrote: Also, at this stage you might find that monotheism provides more value than meditation. Organized Religion allows missionaries and a lot of hammers if you're building infra. If you're just cracking heads, well that's different... and by all means continue! 
Looks like it's  time. I've got all infrastructure up in my core, and my periphery is doing well thanks to cheap forges everywhere. I may end up building a few more Monastaries than needed anyway, to provide cultural pushback on my southern coastal cities.
Down the road we're approaching the age of expensive Universities and Banks, and I would like to switch into OR for that. But I've just gone through two turns of anarchy (Bureaucracy, Buddhism) and won't switch again til a hopeful golden age. Which will be in 67 turns unless I figure out a quicker way to generate a GP...
Here's the army & it's position
Kind of a rag-tag mix of stuff thrown together. It needs to raze the city, then hold the New City spot from any counterattack. The next army I'm putting together is going to be Maces, Maces, & Maces.
I have a settler waiting in the wing to mark the new city spot. Razing & resettling sacrifices the crabs to the North, but I'd never get them anyway fighting against Egypt's culture.
I stashed the invasion force 3 Tiles away from Cyneherd's borders so he wouldn't see it mustering, then used a worker pair to road a connection the same turn I declared war. This adds an extra turn of movement than if I had just put the army within sight a turn before war and hoped he didn't notice. Was this the right way to go? Not sure. It's even more moot because as I only noticed this turn, he's not in slavery:
and that city has no productive tiles with which to rush out defenders anyway.
I have visibility on two other Cyne cities, they're very lightly defended.
I don't have a fleet of galleys to capitalize on this, yet. In the next 20 turns I will be making Maces and Galleys where I can. I can then turn them on either Cyne or Nakor to the east, who has also put token defenders in boatable cities:
Current tech plan:
Priesthood -> Monarchy -> Feudalism -> Guilds -> Banking!
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