Warning: This may start promising, but reporting drops off severely towards the end. You have been warned.
Okay, perhaps I should put some deep thoughts into this.....
….
Guess not. Let me just have some fun and take what the game throws at me in stride.
Monarch difficulty. I usually have fun playing immortal, but can’t guarantee a win every game on even that difficulty. Have beaten a deity game or two, but too rusty now after playing too much WW, WoT, DLoB and FFH2.
Scoring:
10 points - Each barbarian city captured
10 points - Each barbarian city held until the end of the game
Going for these. Scenario info claims ‘several dozen’ barbarian cities have been settled, so I’ll be at war with the barbarian world for a long while. At least there is no war weariness. Since I can’t expand beyond starting area in the old world, goal will certainly be to hold any cities I take
100 points - Build Versailles
300 points - Build Versailles in the new world
100 points - Build the Forbidden Palace in the new world
50 points - Each World Wonder built in the new world
50 points - Build the Colossus
Forbidden Palace is of course going in the new world. Versailles is a wonder I rarely go for, but I’ll make an exception now. Again new world build makes more sense. It would seem that I should try to gain a powerful production city in the new world, and pump out as many wonders as I can. Colossus is usually not priority for me, but going to try to grab this as well, should be on the way towards optics.
150 points - Earn the circumnavigation movement bonus
400 points - Fastest circumnavigation among competing players (200 for second-fastest)
400 points - Fastest to own a city in the new world (200 for second-fastest). This counts as long as you don't lose the city quickly.
600 points - Fastest to own all cities in the new world (400 for second-fastest). This counts even if another city appears later.
All connected to getting optics as fast as possible. I do not think I really can compete with good players here, but I’ll still try to get the best possible times here. Not because the scoring is important in itself, but because I want to follow the ‘path’ this scenario is encouraging – I’ve gone for Lit and Glib and eventually Edu and Lib beeline too often. So I’ll make every effort to rush to optics, chop/whip my ships. If I want to settle quick I should probably send a settler/killer party out with my first wave. Say 3 westwards, and one to go the other way to quicken navigation bonus. I should have two costal cities, make sure I’m in slavery and have pop, so I can whip 4 in two turns. Then load ‘em with 6 units and set off. But what to load em up with? Settler/worker and 4 longbows? Macemen? Crossbowmen and archers to not tech too much?
500 points - Win by Domination
I hear you, loud and clear.
Capital:
Start looks very good to me. I sent warrior NW and noticed nothing new, except that there was more land westwards, so sheep can certainly go to a later city thataways. So a PH start, food rich and some flood plains thrown in for good measure. So since food should be good I see no reason to cottage away the flood.
Production wise a bit light, 2 hills and cow for production. Enough forests to chop out settlers, and I could always workshop a bit. Early I’ll even cottage plains for those few hammers.
Expansion:
There seems to be good grassland west, and up north I see a beaver which will before long provide some early +happy. If I get wine then I’ll have monarcy enabled, so that should take care of happy cap for as long as I can think forward. Early expansion should probably be SE-wards, as that is where I imagine the AIs will be at. Need claim my lands. I’ll scout with my starting warrior and if possible steal a worker, then settle aggressively enough that I get my fair share of the old world. I’m thinking that maybe AIs are close and could box me in. Per rules I’ll not be allowed to expand through an unlucky neighbour, so I need to make sure I get enough territory to function.
However, this game is about colonization. I’m not gonna underestimate the barbarians over there – taking cities and holding them might not be as easy as I’m used to on a regular map. But being Portuguese Norwegians we have our ways. Gentlemen, we shall ride into battle. And this shall be our horse:
Carrack Longship. Replaces caravel, 2 cargo space and can carry military and peaceful units. So rush to optics and send forth the Santa Maria, Niña and Pinto. Or Ormen Lange, Ormen Skamme and Tranen, to stick with my Norse theme . And I’m certainly hoping that I’ll set sail nearer 1000 AD than 1492 AD. Wonder if it’s best to send a peaceful settling team over, or send 3 boatfuls of longship troopers and save costs of settlers.
Tech path:
Lets see, I’d like agriculture for the cereal, AH for the cows, pottery for cottages and hunting for the beavers, bronze working for chopping. Wheel to connect stuff. At the same time I’d like bronze for axemen or horses for chariots or archery for defense. After this, or perhaps again at the same time, I need some techs for early wonders, so priesthood, metal casting, sailing and masonry are things to consider. Writing for libraries and a GSci for academy in my capital, and a rush to Optics to get my unique unit in the water. Need to think which economy techs will help and which will delay my navy even if they might be better in the long run.
Wonders:
I want Colossus as it gives scenario points, and is something I don’t usually build. So maybe I should get oracle and pop MC with it, then connect bronze and slow-build the wonder. Should be a lock if I get oracle. And I should be able to chop a quick oracle on monarch difficulty, shouldn’t I? Anyway Metal Casting is on the way to optics, and I’ll get forges which may lead to a great engineer – which can bulb machinery for me. Shame I’ll get a prophet instead. I could see a use for Great Wall to keep raging barbarians away from my homeland…but I’ll need a military anyway to discourage AI opportunism. And if possible I’d like a 10xp unit so I can get heroic epic sometime soon after optics. Might need the army to fight the heathens. Too bad GW won’t work off-continent, but that would spoil all the fun in the scenario. Great Lighthouse is a pretty good wonder, I imagine I’ll get quite a few coastal cities in the new world. Still need astronomy to get intercontinental trade routes, but a solid wonder nonetheless. After I get established in the new world I’ll build any wonders I can. Since I’ll be going for divine right for versailles I could consider getting spiral minaret, and then I should get University of Sankore too, and hopefully get the Apostolic palace religion spread to me so I can build some nice religious buildings. Hm. Seems I have my work cut out for me.
Report:
Built a worker then 3 warriors. Teched Agri – BW – AH. I’m gonna place two cities on the peninsula to my west, one north to pick up two beavers, fish and some river grassland. Not real sure about the east, but my first city will be copperville down south. So wheel to hook up copper. Then I’ll need to do the oracle thing. I think I should chop out a worker and a settler from capital, get copper for defence. While settling copperville I tech Poly and priesthood, then perhaps I can settle a city near the pigs and just spam-chop the oracle there. Great for popping borders too…
Turn 36 meet first AI, Justinian. That’s late. A few turns later spot his borders.
And I’m playing waaaay too fast. Wellwell. Got wheel, then decided that pottery was gonna help me get more techs…so still haven’t started research on myst yet. New settler soon ready, but I should have gotten another worker first. Won two fights agains barbarian warriors, forrest and forested hill, but reassuring. Would have been awkward if any of those had lost.
Turn 46: Judaism dropped. And I put my third settler on halt, needed a worker first. And I think I need a warrior for my new city site.
I notice that one barb hut has a warrior guard on it. It’s in forest so I need an axe or two warriors.
Turn 47: Pottery in. Mysticism set. Gunning for oracle, but suspect I might be too late now.
Turn 54: Pre-chopping around Trondheim, poly in 4 turns, building granaries in my growing cities and workers/settlers in capital.
Turn 60 something meet Isabella with my first axe, headed towards the barb hut.
Tech is set to hunting for happy then writing for libs.
Surprise:
Turn 70 I land oracle and take MC 1200 BC, real slow. And I spent a lot of forests, to put it mildly. Now gonna slow-build colossus, tech masonry and sailing
Probably time to expand massively now, with pottery I can make a profit out of just about any site.
Overview:
Okay, perhaps I should put some deep thoughts into this.....
….
Guess not. Let me just have some fun and take what the game throws at me in stride.
Monarch difficulty. I usually have fun playing immortal, but can’t guarantee a win every game on even that difficulty. Have beaten a deity game or two, but too rusty now after playing too much WW, WoT, DLoB and FFH2.
Scoring:
10 points - Each barbarian city captured
10 points - Each barbarian city held until the end of the game
Going for these. Scenario info claims ‘several dozen’ barbarian cities have been settled, so I’ll be at war with the barbarian world for a long while. At least there is no war weariness. Since I can’t expand beyond starting area in the old world, goal will certainly be to hold any cities I take
100 points - Build Versailles
300 points - Build Versailles in the new world
100 points - Build the Forbidden Palace in the new world
50 points - Each World Wonder built in the new world
50 points - Build the Colossus
Forbidden Palace is of course going in the new world. Versailles is a wonder I rarely go for, but I’ll make an exception now. Again new world build makes more sense. It would seem that I should try to gain a powerful production city in the new world, and pump out as many wonders as I can. Colossus is usually not priority for me, but going to try to grab this as well, should be on the way towards optics.
150 points - Earn the circumnavigation movement bonus
400 points - Fastest circumnavigation among competing players (200 for second-fastest)
400 points - Fastest to own a city in the new world (200 for second-fastest). This counts as long as you don't lose the city quickly.
600 points - Fastest to own all cities in the new world (400 for second-fastest). This counts even if another city appears later.
All connected to getting optics as fast as possible. I do not think I really can compete with good players here, but I’ll still try to get the best possible times here. Not because the scoring is important in itself, but because I want to follow the ‘path’ this scenario is encouraging – I’ve gone for Lit and Glib and eventually Edu and Lib beeline too often. So I’ll make every effort to rush to optics, chop/whip my ships. If I want to settle quick I should probably send a settler/killer party out with my first wave. Say 3 westwards, and one to go the other way to quicken navigation bonus. I should have two costal cities, make sure I’m in slavery and have pop, so I can whip 4 in two turns. Then load ‘em with 6 units and set off. But what to load em up with? Settler/worker and 4 longbows? Macemen? Crossbowmen and archers to not tech too much?
500 points - Win by Domination
I hear you, loud and clear.
Capital:
Start looks very good to me. I sent warrior NW and noticed nothing new, except that there was more land westwards, so sheep can certainly go to a later city thataways. So a PH start, food rich and some flood plains thrown in for good measure. So since food should be good I see no reason to cottage away the flood.
Production wise a bit light, 2 hills and cow for production. Enough forests to chop out settlers, and I could always workshop a bit. Early I’ll even cottage plains for those few hammers.
Expansion:
There seems to be good grassland west, and up north I see a beaver which will before long provide some early +happy. If I get wine then I’ll have monarcy enabled, so that should take care of happy cap for as long as I can think forward. Early expansion should probably be SE-wards, as that is where I imagine the AIs will be at. Need claim my lands. I’ll scout with my starting warrior and if possible steal a worker, then settle aggressively enough that I get my fair share of the old world. I’m thinking that maybe AIs are close and could box me in. Per rules I’ll not be allowed to expand through an unlucky neighbour, so I need to make sure I get enough territory to function.
However, this game is about colonization. I’m not gonna underestimate the barbarians over there – taking cities and holding them might not be as easy as I’m used to on a regular map. But being Portuguese Norwegians we have our ways. Gentlemen, we shall ride into battle. And this shall be our horse:
Carrack Longship. Replaces caravel, 2 cargo space and can carry military and peaceful units. So rush to optics and send forth the Santa Maria, Niña and Pinto. Or Ormen Lange, Ormen Skamme and Tranen, to stick with my Norse theme . And I’m certainly hoping that I’ll set sail nearer 1000 AD than 1492 AD. Wonder if it’s best to send a peaceful settling team over, or send 3 boatfuls of longship troopers and save costs of settlers.
Tech path:
Lets see, I’d like agriculture for the cereal, AH for the cows, pottery for cottages and hunting for the beavers, bronze working for chopping. Wheel to connect stuff. At the same time I’d like bronze for axemen or horses for chariots or archery for defense. After this, or perhaps again at the same time, I need some techs for early wonders, so priesthood, metal casting, sailing and masonry are things to consider. Writing for libraries and a GSci for academy in my capital, and a rush to Optics to get my unique unit in the water. Need to think which economy techs will help and which will delay my navy even if they might be better in the long run.
Wonders:
I want Colossus as it gives scenario points, and is something I don’t usually build. So maybe I should get oracle and pop MC with it, then connect bronze and slow-build the wonder. Should be a lock if I get oracle. And I should be able to chop a quick oracle on monarch difficulty, shouldn’t I? Anyway Metal Casting is on the way to optics, and I’ll get forges which may lead to a great engineer – which can bulb machinery for me. Shame I’ll get a prophet instead. I could see a use for Great Wall to keep raging barbarians away from my homeland…but I’ll need a military anyway to discourage AI opportunism. And if possible I’d like a 10xp unit so I can get heroic epic sometime soon after optics. Might need the army to fight the heathens. Too bad GW won’t work off-continent, but that would spoil all the fun in the scenario. Great Lighthouse is a pretty good wonder, I imagine I’ll get quite a few coastal cities in the new world. Still need astronomy to get intercontinental trade routes, but a solid wonder nonetheless. After I get established in the new world I’ll build any wonders I can. Since I’ll be going for divine right for versailles I could consider getting spiral minaret, and then I should get University of Sankore too, and hopefully get the Apostolic palace religion spread to me so I can build some nice religious buildings. Hm. Seems I have my work cut out for me.
Report:
Built a worker then 3 warriors. Teched Agri – BW – AH. I’m gonna place two cities on the peninsula to my west, one north to pick up two beavers, fish and some river grassland. Not real sure about the east, but my first city will be copperville down south. So wheel to hook up copper. Then I’ll need to do the oracle thing. I think I should chop out a worker and a settler from capital, get copper for defence. While settling copperville I tech Poly and priesthood, then perhaps I can settle a city near the pigs and just spam-chop the oracle there. Great for popping borders too…
Turn 36 meet first AI, Justinian. That’s late. A few turns later spot his borders.
And I’m playing waaaay too fast. Wellwell. Got wheel, then decided that pottery was gonna help me get more techs…so still haven’t started research on myst yet. New settler soon ready, but I should have gotten another worker first. Won two fights agains barbarian warriors, forrest and forested hill, but reassuring. Would have been awkward if any of those had lost.
Turn 46: Judaism dropped. And I put my third settler on halt, needed a worker first. And I think I need a warrior for my new city site.
I notice that one barb hut has a warrior guard on it. It’s in forest so I need an axe or two warriors.
Turn 47: Pottery in. Mysticism set. Gunning for oracle, but suspect I might be too late now.
Turn 54: Pre-chopping around Trondheim, poly in 4 turns, building granaries in my growing cities and workers/settlers in capital.
Turn 60 something meet Isabella with my first axe, headed towards the barb hut.
Tech is set to hunting for happy then writing for libs.
Surprise:
Turn 70 I land oracle and take MC 1200 BC, real slow. And I spent a lot of forests, to put it mildly. Now gonna slow-build colossus, tech masonry and sailing
Probably time to expand massively now, with pottery I can make a profit out of just about any site.
Overview: