Is that character a variant? (I just love getting asked that in channel.) - Charis

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The Hills Send Back The Cry [SPOILERS]

Just got the save, lots to think about. I'm in a position to take out a dozen of Adrien's well-promoted but severely wounded knights at 90+% odds and capture Margate, without much exposure to counterattack. If I had postured my workers more aggressively after the fall of Croydon, I would be able to capitalize even further (Ginger's road network is very patchy), but I think this is as good a chance as I get to deal with those units, and it could be a blow to his morale as well.

hammer

EDIT:

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Are you willing to take a concession at this stage?
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Sure.
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Well, I must admit I wasn't expecting a concession the turn after that attack, but I'm sure the writing was on the wall. Here's a photo-dump/summary from T118: I didn't make a post-EOT save, so I opened the beginning-of-turn save from Khan, did the combat with Adrien, assigned all of my new builds, and left the other units and workers unmoved.

Overview:


The northern part of my civilization was always wary of an attack from Khan, who could use the inner sea to cut my reinforcements and quickly stage siege units. Marchup Cadence went underdeveloped for a long time, because I was cynically paranoid that it would be razed and the improvements pillaged, and that set me behind in terms of standing up infrastructure and resisting cultural pressure. Outside of a few cottages being grown by satellites for the capital, every city here emphasized farms and workshops, 1- and 2-turning highly promoted knights and cuirassiers and cavalry.


This shot manages to capture the commercial pillars of my civilization - the production-focused capital, the shrine+cottage supercity of Tellefsen Hall, the awkwardly lowly prioritized hybrid of Silent Walk, the Moai city powered by 20 turns of Golden Ages, and the National Epic city with 5 food resources. No idea what I would've done without them.


This region was the contested border with Ginger, and I honestly should've pressed my advantages here earlier. Gauntlet was a very strong city, and I could've easily secured it and Spring Show dozens of turns earlier.


Ginger's captured cities and razed/replaced fillers. I probably should've had my settlers in position earlier and just razed all of Ginger's cities so I could quickly pop 2nd-ring and 3rd-ring borders. Revolt timers not scaling well with game speed is rather awkward.

Cities:


Delicious, delicious hammers. Somehow when founding cities and checking them against my list of names, I skipped Concentric Squares and Script California.


The capital, whose Oracle gambit shaped the whole course of my early game and made possible my midgame transition. I think the very early Granary and frequent whipping helped me keep up in expansion while still accumulating overflow hammers for the Oracle, and it later picked up a respectable number of villages and towns.


Onramp did exactly what it was intended to, helping shuffle tiles around between whip cycles and eventually finding its niche as the home of the Heroic Epic. This city birthed the Great Merchant that bulbed Currency, made the defense against Khan possible, and built the entire first wave of Accuracy trebuchets that made the attack on Ginger palatable. Not being coastal prevented me from making an earlier attempt on the northern island, but that tradeoff was definitely worth it.


Despite having a half-dozen power tiles to use and never disappointing, Silent Walk never really stuck out to me. In my mind, it featured most prominently in 3-pop Settler whips during the first and second post-CoL growth spurts, training Confucian Missionaries, and building Work Boats. From another perspective, being the port that allowed me to settle the Stone that boosted the Pyramids, one could argue that this was one of the most important cities in my game.


Ah, Tellefsen Hall. A powerhouse. As the Confucian holy city, it locked down the border with Ginger. The shrine and terrain made this a natural place to stack commerce multipliers, and there were enough forests and base hammers to build the Pyramids reasonably quickly.


The Moai was unusually strong in this game - we're working 12 water tiles, of which only one is ocean, and one has a bonus hammer thrown in. Building the wonder itself was rather laborious - I was torn between swapping to Slavery to overflow some 2-pop whips into it, and staying in Caste System to make the most of Representation. In the end, it worked a few mines and a workshop and made do, but I'm not confident that this was correct. In general, I think we could've whipped more frequently, especially for expensive infrastructure that sat in build queues for a long time.


Geopolitical necessity made this into a production city and staging point against Khan. It built my fleet of ultimately completely useless Galleys (last seen leisurely sailing down the outer coast toward Ginger) and then served as a staging point for my 2-move counterattackers.


Outside of a few bizarre suicidal raids from Khan, the city did its job of deterring an invasion and staking a claim on those Gems. Khan made good use of IND to stack wonders and pressure us with +72 culture per turn, so Marchup Cadence ended up trying its best to hold onto its 1st-ring tiles with a combination of Sistine Confucian buildings, its own wonders, and Artist specialists.


Tossing & Turning made all those golden ages possible, first contributing to the mad dash to Civil Service and then birthing some of the higher-cost great people. Those workshops were impossible to share and felt a bit wasted as a result, but again, tradeoffs.


This city hooked all-important Stone and provided a much-needed 2c trade route, and then tried to grow large enough to provide a 3c route. Sadly, with the war weariness, it never got there, and we stagnated it on specialists instead. We were also going to draft it into oblivion to augment the attack on Chichester and then garrison that area against Khan, if the game came to that.


One of our biggest mistakes was not settling this site earlier. Just look at it, even after giving away two of its food bonuses. Unfortunately, our worker scarcity and pathing locked us into delaying this until the second growth spurt, but it still effortlessly contributed 1t mounted units and Settlers.


A filler-ish city that nonetheless achieved a respectable hpt.


This city might have deserved a few more commerce multipliers, but in the end, hammers rule everything around me.


The western counterpart to Sproul Steps, specializing in building and staging reinforcements against Khan.


Our foothold in the center. Ultimately, nothing came of this (good on Khan to rule out any kind of attack on Mount Pleasant), and it did precipitate a risky war, but it also denies Khan a canal into the eastern inner sea and a route into our core. As with Marchup Cadence, no news was good news.


A rough analogue to the Stuntsheet One site, Gauntlet managed to finish most of its infrastructure and start pumping out units despite being founded a dozen turns later. It was a real shame to let this land go unclaimed for so long - I highly doubt Ginger would've been able to stop us from settling here while he was occupied in the center and west.


Now we're at the first of the real fillers. The plan here was to build the basic infrastructure and then grow it up for drafting, but we decided the payback time on a Monastery wasn't worth it by that point.


Half Hog had a few more tiles to work with, taking some more food resources from Stuntsheet One and scrounging together enough hpt to alternate 2t cavalry and auxiliaries.


This filler babysat some cottages and helped fill out the drafting rotation.


Big Game Tempo was going to eventually give its food back and stagnate on all of the coast. I'm not entirely sure why we didn't build a Granary here.


A cultural filler on the southern border. Would've grown up to fill out the drafting rotation.


Ditto.


Ditto.

Advisors:


ORG contributed a lot to my success in this game, allowing me to keep my base expenses low and thus also mitigating inflation, which was starting to get problematic (Zimbabwe and Venezuela wave hello from the far distance). My early Courthouses pulled double duty of letting me stay competitive in tech and keep an eye on my neighbors, allowing me to claim every 1st-to bonus in the Medieval-Renaissance part of the tree.


Grumble grumble why did I click on Free Market. Overall, I think we made decent, but not outstanding use of SPI this game. We should've whipped a lot more aggressively (probably into workers) and also could've fit in a round of Pacifism with some more planning. That said, the short stints of Serfdom and Vasslage/Theocracy were very useful, and the final Police State/Nationhood swap let us contemplate total war without much remorse.


Our tech rate was lagging at the very end of the game, with Khan in Rep/Merc and cranking away into the early Industrial techs. I think our overall tech path was solid, with the early diversion into Music being questionable in terms of how long it took for us to actually leverage those benefits (the earliest example was using Build Culture to pop 20% cultural defenses in FF Spread and survive the subsequent attack from Khan with a single redlined Archer).


Those poor Galleys. You can see that I was about 2/3 done proving that the world was flat and encircled by peaks, but there was a break in the peaks, and I would've had to travel through Adrien's borders to continue counterclockwise. It's also too bad that Operation Djenne never worked out, I would've loved to time that with the attack on Adrien's knights. Maybe next time smile


I noticed that only Adrien and I made much use of religion this game - Khan didn't get a self-founded religion until Philosophy, and ended up using Shwedagon Paya to get into Free Religion. I found the hammer boost from OR to be useful throughout the game, especially when it came to competing with the IND players for wonders, and the added experience would've been valuable had the game gone on longer and those 3-promo units had a chance to heal and redeploy. I slightly regret not bulbing Philosophy earlier and making use of Pacifism, but the opportunity never seemed to come up. It's too bad you can't adopt Slavery and Caste System simultaneously.

Demos and Charts:


Hammers: the Gathering. Note that the demographics don't take into consideration conditional production modifiers, like the +25% for military units from Police State, or earlier the building boost from Organized Religion. REM pointed out in the mid/lategame that my lead was coming from food, but ultimately a lot of it was just supporting my existing population and workshops.















Statistics:





That's all, folks. Comments, questions, and feedback are always appreciated, and remember:

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Ain't cavalry great? Good game.

Can't see the empire overview shots.
If only you and me and dead people know hex, then only deaf people know hex.

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Fixed the broken links. The imgur beta confused me - apparently you get a full-size "preview" before it finishes processing, but if you try to copy that image address you get nothing.
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Your friend read the game very well - declaring on Adrien sapped his willingness to fight and brought the conclusion.
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Congrats mate. For clarity/peace of mind, whatever, I basically realised any attack on you would be pointless other than out of spite. Ingame, I had your border city marked as 'Fuck you El G' from very early but I could never catch up with you enough to get any kind of revenge. We ended up as allies as sorts which was a pleasant twist because you were a great person to play against.
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