My first RB Civ report was an AW game (Epic 14 of Civ4) and I got kindly lectured by a vet about report going too long. This one probably is too, but it might be the last event so I went all in. Thanks to the sponsor and all readers!
Quick scoring:
First city conquered: T79 (if city states count) or T132 (if not). I’d be shocked if the ruling matters
First civ kill: T169 (I *better* not win this
Experience: 5 star field cannon in the west - 274 XP
36 cities on winning turn (187)
1W looks like obvious move at glance. Also thought on the stone could be good too, the rice is a 4/0 marshrice; which first (with this then the tiles between the horses/cows is a good one)...I went with settling 1W.
Idea was doing 3x pastures with the Open Sky pantheon (culture from pastures). Also not sure why I can see that desert hill above the rice, but that looks like an ok spot already even if all desert to the north
That also allows going straight AH->Archery, no big need to do mining early.
Was very tempted to gamble with builder first - I really bet Sullla playtested enough to make sure no AI’s real close, and that was true of the original AW civ3 and civ4 games - but warrior->builder was choice. It doesn’t set back too much because all those pastures are 2nd ring, and can’t get the pantheon that early either. Also deliberately did not build or use scouts, thought a few huts not worth possible extra trouble early. I didn’t playtest a ton on what AW looks like but had thought that AI’s don’t scout great, so if I don’t wander out too far I won’t have to defend until later.
Other early ideas - culture somewhat devalued, as envoys worthless
would it be easier to conquer nearby CS instead of building settlers? One playtest indicated yes you definitely could with warriors/archers if fast enough.
Oh hey, there’s one. A city would go where the warrior stood - with the pantheon those sheep hills are OK and has 5 grass hills in 2nd ring. But eventually I decided against an early rush of Lisbon. It’s not on freshwater and has a lot of desert/coast, so not a really strong site. And the line of hills is an issue - would take 8 turns to move warriors or archers from the capital up there; that’s an uncomfortably long travel time and sounds like getting asked to have the AI show up in force while your army is away.
(That animation was really neat - was able to move east, kill a lisbon warrior after it redlined a barb camp spear, and swipe the clearing gold + military tradition boost!).
With that gold, I was ok buying 2 of the pasture tiles, after normal culture got one plus the stone. Pantheon not around yet so culture expansion pretty slow.
Mt. Kilamanjaro created a real interesting tradeoff here - the “c?” tile would be awesome with all the hills and bonus food, but really gimped on housing until Aqueducts available. I would wind up doing it later, like my 5th city; curious what other players did with it.
In my pregame I wasn’t necessarily planning to be doing a settler this early, but with no AI contact at all it seemed like this might be a very builderish always war game. Also I have archery 1t from done (didn’t get slinger kill boost), want to prebuild some more slingers of course.
Call me crazy but I’m building another settler (without Colonization!) as no AI’s around…
General approach was taking hold here. I decided that I wanted to play a bit slower game:
-do not stomp an AI early with archer rush (none really close enough here anyways), or slightly less early with horseman attack. That would play out a lot like my unwritten Adv 2 replay (didn’t finish a space win, but with better tactics early leveraged horsemen into wiping the continent around 400AD) or Adv 3.
-wanted to play instead with siege and slower moving units, just for something different. (But not glacial, thus getting GG seems key)
-and kind of wanted a longer game, wanted to develop my own civ more and defend for a while. I had time to play this, and it looked like decent chance that the Epics would end after it; even if not I will be traveling a lot in Sept/Oct and probably can’t do the next game. So wanted to invest some time in a longer game.
-also, unlike the last adventure, there were several good city sites around with rivers + multiple production tiles.
As far as districts - planned to do the CH+ Hansa combo basically everywhere, and probably a good number of encampments as well. (their yields and buildings are kinda sucky, but GG are invaluable for the movement bonus). Planning on totally ignoring other districts.
All that also explains why I didn’t settle Magdeburg 1W so it would get the horses - don’t really want too many of them, and can probably do encampments if needed (IE if I don’t get another city that grabs them).
Finally meet an AI, though the barb horses are a much more proximate issue, plus a camp to my NW also sending some units (thankfully no horses). Also State Workforce isn’t urgent but was waiting on finishing Foreign Trade for when could ditch God King - did get the Open Sky pantheon, phew. I guess backup choice would have been. Really wish that you could see list of founded pantheons - maybe I’m wrong but think you see other civs pantheons when
Two much closer AI’s met now. (Maybe accepting ‘look at our city’ on first meeting prior to DOW is against spirit of the rules? But since you can’t DOW them until after that dialogue, I took it.) Barbs quite nicely ‘gifted’ me that French builder. And was able to cause a little more mischief too:
Lucky for me, Spain and France had gone to war before either met me. Neat to get 50 gold and 25 science from pillaging (especially former, was going to be cash strapped) but no chance for either of us take city...maybe could have sent more archers/warriors down here but quite possible they get walls up before I do (even a stronger unit like a chariot or spear that boosts city defense can cause problems). The spanish warriors either retreated or died, so I backed off rather than risk losing those two guys. (Sure enough saw one French chariot as I ran away). From where Seville is and the border edges visible, pretty sure Paris is a bit east of Lyon.
One other point that was sinking in - unlike the previous ‘first’ AW games in civ3, 4, we appear to be roughly in the middle of the pangaea - two civs south, Gilgamesh likely to the west. No one met to the east yet but there appears to be a lot of land over there so probably someone. Maybe the north is clear - I was the first to meet Lisbon, and there is some coast, so maybe that’s the north edge? (And a 50-turn playtest seemed to indicate the CS won’t really come after you if you leave them alone). I don’t have any idea what AI attacks look like in always war (do they send somewhat-threatening groups infrequently like civ4, or mostly trickle units like civ3?), but they could be coming from almost any direction. That reinforced my defensive choice, again seems risky to have a lot of your army. Also required some careful prioritization of finishing CH districts and sometimes taking less lucrative trade routes, and sometimes delaying settlers to have the roads done as soon as possible to new cities. (Of course, not being able to prebuild roads compared to civ 3/4/5 is a little hair-raising…) Even with that, there would be big trouble in moving armies around to defend a wide perimeter; will need more units spread out I think compared to AW maps with a more defined front.
Finally, the occupation mechanic influenced my no-early-conquest decision - with treaties for ceding forbidden, you get very little out of captured cities until you can completely kill a civ. Seemed possible that you could expend a lot of effort on a campaign and get a big delay on reaping rewards because either you can’t find a last iceball city, or have to delay capturing the last city because of some other AI attack.
Considerable swing point started here. The scout to the SE would cause considerable headache, the camp it came from spawned horses that attacked from that direction (yet another to defend) and was too far to easily squash with warriors/archers. (Even though it was on France’s doorstep, Catherine was woefully bad at clearing it out, maybe due to the France-Spain war. )
Barb archers do raise the threat level a bit in the north, so started sending reinforcements. (Maybe I should have done that road on the reverse route? Although the food would help Magdeburg more). Started a very profitable sequence
Ok thankfully the camp isn’t far and its spear has run out towards Lisbon. That simplified clearing the camp but also started a battle with the CS - I think they generally don’t attack you, but after they engaged the barbs they were close enough to keep going..
Fortunately all those hills meant the chariots couldn’t close in on the archers fast, nor could their archers advance-and-shoot the same turn, and with them being all deserts, no forests/jungles to block firing angles; so was able to handle Lisbon’s units pretty easily.
Took a while (think I went back to buildering instead of closing on Lisbon right away) but with no real AI attacks, kept 3 archers up there, and surprisingly Lisbon never got walls:
So archers (with the German bonus) were able to gradually shoot down the city even though the water tile made a siege impossible. Captured T78 - not quite the early boost I anticipated pregame but still had some very helpful effects:
-although housing gimped and little food, is already size 4 and can work 3 grass hills (2 mined already!)now, will claim 2 more forested grass hills soon once the monument is fixed.
-intact Commercial Hub for another trader slot
-a farm that is not particularly useful (would eventually put a Hansa on it) but saves one builder charge for Feudalism boost.
-confirmed that it is the northern map edge
So here’s a pretty good overview of the eventual core. One settler about to do the Mt. K city at eastern teal (which would get a trader from Trier to do as much roads per route as possible), and the one about to finish in capital goes to the tile northeast of the wheat south of Magdebug. Wanted a city straight west of Aachen on that other river but Sumeria just blocked it.
Backing up a bit,
Big, big break here with Gilg gaining lordship of a religious city state and them DOWing me. That counts as both a meeting (3rd for political philospohy, had met Buenos Aires to the west; had been resigned to not finding a 3rd as culturing it now) and a DOW for Defensive Tactics which I thought was impossible. Unfortunately this mechanic is part of the other war/peace issue posters in the game thread hinted at - if you meet the CS this way, you can’t DOW them. Later if they go neutral because two AI’s both have 4 envoys or whatever, you get a 10 turn peace treaty signed automatically (not sure why it’s this way other than giving you the option to sign peace) and can’t re-DOW them within that time. This would later cause some heartburn.
Regarding gov’ts, Autocracy seemed like only real choice as Diplo cards are all totally blank until Diplomatic Service. Conscription became a fixture, and Limes saw a ton of action (was planning Monarchy down the road and they don’t cost gold, so yeah makes sense for Ancient Walls nearly everywhere, especially with the chop overflow abuse). Economically did the usual bouncing between builder/settler policies depending on what was needed and fitting in Urban Planning when not doing both; though also ran some Caravansaries which was a bit unusual.The whole upgrading strategy was running into some gold shortages. Really not surprising so should have seen this coming from needing to run a high military to stay safe, no CH bonus from city states, and no resource sales to AIs.
Also, I probably buy too many tiles in two ways
1) Chasing the pretty adjacency bonus, which comes with a hefty gold upfront cost
2) Want <somewhere> that’s flatland so I don’t have to waste a ‘good’ tile (resource, hill, riverside forest) on a district.
Problem 1) got a lot better this game out of necessity, and the first Merchant helped some too. 2) got somewhat better. Though in a couple of cases (notably Cologne, pic coming later) I made a 3rd error, not buying tiles but just waiting for Godot culture picker to pick ones I wanted for districts, and never building them at all until very late.
Also was pretty steadily in negative happiness most of the game, at first from lack of luxuries and then later war weariness. However it very rarely reached worse than -3 in any city so it wasn’t really a big deal. Never saw any rebels of ‘my own’.
Alright enough big picture, more narrative. In that overview I had to retreat a warrior back from 3 spanish units, and just after the first real attack shows up.
Fortunately I got some weakening of Gilg’s army before Spain reached my territory; unfortunately the CS is throwing some in too. (Do they do this if allied to an AI? Do AI’s use the Levy Millitary feature?) Also crashed out one horseman, for the city strength boost as much as the unit itself. The road (still being built) was crucial, as much for evacuating units as moving them in. Figured out the AI basically attacks with each unit individually on the best matchup they can reach, so by careful placement could prevent them from ganging up enough to get kills.. Here I drew one war cart in with that archer, which can flee east as others kill it.
This hill was a great defensive position, suckers one warcart into bad attacks across the river while others would do something else.
Ok maybe I should be taking this more seriously and getting walls in Trier. But settling this city helped, the warrior escort can flash itself to lure some of the Spainish guys away from the main battleground. The river at Trier and other rough terrain was really useful, slowed down the AI advances enough to keep this from getting out of hand. One other thing that helped was bad AI retreating - they would sometimes pull back injured units which is ok, but then return them 3 turns later when they’d only partially healed and their comrades mostly dead. Really they should pull them all the way back and put them in the next attack wave. Also the lack of any resource-requiring units was a harbinger, AI’s are still terrible at securing strategics.
Berlin did go walls very early - wanted it to be a frontline damage soaker for Spain/France as much as its actual production. Also needed the Engineering boost so Nuremburg (the Mt. Kilimanjaro site with a ton of food but without fresh water) can start Aqueduct, which was done almost in one turn with wallchop abuse. I do like that the patch reduced Aq costs.
Here we had a considerable potential problem. I was starting some encampments but none done yet, and France is gangbusters on the GG, and we already skipped the Medieval era for them. Really wanted a Ren - was assuming I’d start offensive with muskets and bombards but if era advances again I would miss it. Beating france to this one might have been possible if I dropped almost all other economic development to finish encampments and then spam their projects, and seriously considered it, but decided in worst case I could start slow without a GG. Considerable risk.
Finally I can do that camp clear with an assist from France’s settler escort. It gave me some grief during that big fight at Trier but fortunately they mostly avoided pillaging. Also note the teal border to the east - I was wrong, it was Brazil, but still haven’t met them. Knew *something* was there for a while via the redded out areas on settling view, and have deliberately avoided more scouting over there hoping to delay possible fights. Later I learned it was Geneva CS but Pedro killed them at some point (then somehow failed to wander 4 tiles to my border for about 50 turns).
Cheekily tried chasing the French settler pair a bit,and oh !#$@#
Have seen no horsemen or swords from AI, but France jumped straight to knights. Her military score zoomed past me, she probably has more than one too...At least Gilgamesh wants to
Had seen this settler a turn earlier who had retreated. This really shouldn’t happen - I think settlers get better vision? Should have still seen my warrior and not moved next to him, even if AI can’t “remember” where it saw an enemy unit the turn before and extrapolate where it might be one turn later?
And another steal. Good to learn that the newish Sumerian city has walls but BA does not.
Planting that settler - had debated 1SW of here, but the spanish archer will kill my warrior if don’t settle now. This was a good spot but had decided to pass on self-building a settler, seemed like just a bit too exposed and far from the capital to be worth it...but sure let’s use the freebie here. This was the site of deferred district dreams, wanted a CH where marked and a hansa to its NW but culture never claimed the tiles.
Heh, instincts were right about it being exposed! Rough timing, just starting the trade route for road! (this is only 2T after its founding)...also before planting I didn’t consider that the one mountain would be a big pain as far as moving units around.
Yikes. At Cologne, was able to send the horse north around the mountain once to spank an archer, but the Sumerian horse forced a retreat. I thought that was the advance guard of a Gilg attack (could tell by seeing ‘support bonus’ on his horse) so became too risky to send reinforcements that way, could only use that one road with the mountain and rivers bottlenecking other paths. Some of the chariots had Barding so they aren’t easy marks for Archers either.
And while I have walls at berlin, their 25 ranged strength barely scratches the knights. I think they could have trucked the walls (one more knight came in a turn later) without a battering ram with intelligent use of pillage healing. I do have Mercenaires + Machinery soon and xbows will help enormously, but this is still pretty tense.
(oh, I don’t care about culture, the Theatre Square in the capital is just for food on the trade routes. The patch changes making all districts a bit cheaper and bigger discount on ‘uncommon’ districts made it seem worthwhile).
Could hold this hill long enough to chop walls, which means I can probably let spain flail against the city if I need to. As for the knights -
Chariots were invaluable. They can’t really hurt knights, but can safely take one hit then swap positions to prevent the knights from potentially one-shotting my archers; one upgraded sword (done before mercenaries but they’re not that expensive) served that role too. In this pic I chose the xbow to upgrade and swapped the chariot 1NW of magdeburg with the archer next to the western knight. Then next turn all can fire on the knight and kill it. I think I got somewhat lucky with them splitting up, don’t think I planned that. Eventually other xbow upgrades were enough to pelt them to death.
And with that cleaned up, time for my first limited offensive. Since BA contributed some considerable units to the earlier attack (and Industrial CS seem to have a lot running around) I wanted them dead, as well as (probably) preventing a joint Spain/Sumeria attack on cologne. Also wanted to kill that one nearby sumerian city, but not go farther yet. Still all quiet on the eastern front despite now knowing Japan and Brazil, but not sure that will last. Also Gilgamesh’s other cities are quite far away, and he has the +10 strength when near same-religion city enhancer belief so he’s not an easy conquer target.
Anyways, BA had gotten this knight for better city strength, and walls, and an xbow inside, so wasn’t total cakewalk, but fortunately did not run into Gilgamesh units until the walls down and fortunately no silly peace deal either. (BA had flipped between Gilg and Phillip a couple of times but never long enough for the peace to end so I could ‘properly’ DOW.
One neat trick - my warrior in the north (just a scout wandering, really) could distract some of their units indefinitely with the dead sea healing. Got hit a lot but he never got more than 2 units to kill it in one turn. Another was that my horse could pillage-heal and kill the archer the same turn, didn’t know that was legal!
Success. Also the catapults are basically free kills - they seem almost pathologically programmed not to shoot at units. Sure they are not strong but that seems odd…
Took a while to burn Abu Salaikh as a few more Sumerians wandered in from the west and my swords were a bit banged up, but got it done T132. Razed and replaced with my own original design - this late, that was more about prinicple than really profiting from standing up another new city. But I like building
Quick scoring:
First city conquered: T79 (if city states count) or T132 (if not). I’d be shocked if the ruling matters
First civ kill: T169 (I *better* not win this
Experience: 5 star field cannon in the west - 274 XP
36 cities on winning turn (187)
1W looks like obvious move at glance. Also thought on the stone could be good too, the rice is a 4/0 marshrice; which first (with this then the tiles between the horses/cows is a good one)...I went with settling 1W.
Idea was doing 3x pastures with the Open Sky pantheon (culture from pastures). Also not sure why I can see that desert hill above the rice, but that looks like an ok spot already even if all desert to the north
That also allows going straight AH->Archery, no big need to do mining early.
Was very tempted to gamble with builder first - I really bet Sullla playtested enough to make sure no AI’s real close, and that was true of the original AW civ3 and civ4 games - but warrior->builder was choice. It doesn’t set back too much because all those pastures are 2nd ring, and can’t get the pantheon that early either. Also deliberately did not build or use scouts, thought a few huts not worth possible extra trouble early. I didn’t playtest a ton on what AW looks like but had thought that AI’s don’t scout great, so if I don’t wander out too far I won’t have to defend until later.
Other early ideas - culture somewhat devalued, as envoys worthless
would it be easier to conquer nearby CS instead of building settlers? One playtest indicated yes you definitely could with warriors/archers if fast enough.
Oh hey, there’s one. A city would go where the warrior stood - with the pantheon those sheep hills are OK and has 5 grass hills in 2nd ring. But eventually I decided against an early rush of Lisbon. It’s not on freshwater and has a lot of desert/coast, so not a really strong site. And the line of hills is an issue - would take 8 turns to move warriors or archers from the capital up there; that’s an uncomfortably long travel time and sounds like getting asked to have the AI show up in force while your army is away.
(That animation was really neat - was able to move east, kill a lisbon warrior after it redlined a barb camp spear, and swipe the clearing gold + military tradition boost!).
With that gold, I was ok buying 2 of the pasture tiles, after normal culture got one plus the stone. Pantheon not around yet so culture expansion pretty slow.
Mt. Kilamanjaro created a real interesting tradeoff here - the “c?” tile would be awesome with all the hills and bonus food, but really gimped on housing until Aqueducts available. I would wind up doing it later, like my 5th city; curious what other players did with it.
In my pregame I wasn’t necessarily planning to be doing a settler this early, but with no AI contact at all it seemed like this might be a very builderish always war game. Also I have archery 1t from done (didn’t get slinger kill boost), want to prebuild some more slingers of course.
Call me crazy but I’m building another settler (without Colonization!) as no AI’s around…
General approach was taking hold here. I decided that I wanted to play a bit slower game:
-do not stomp an AI early with archer rush (none really close enough here anyways), or slightly less early with horseman attack. That would play out a lot like my unwritten Adv 2 replay (didn’t finish a space win, but with better tactics early leveraged horsemen into wiping the continent around 400AD) or Adv 3.
-wanted to play instead with siege and slower moving units, just for something different. (But not glacial, thus getting GG seems key)
-and kind of wanted a longer game, wanted to develop my own civ more and defend for a while. I had time to play this, and it looked like decent chance that the Epics would end after it; even if not I will be traveling a lot in Sept/Oct and probably can’t do the next game. So wanted to invest some time in a longer game.
-also, unlike the last adventure, there were several good city sites around with rivers + multiple production tiles.
As far as districts - planned to do the CH+ Hansa combo basically everywhere, and probably a good number of encampments as well. (their yields and buildings are kinda sucky, but GG are invaluable for the movement bonus). Planning on totally ignoring other districts.
All that also explains why I didn’t settle Magdeburg 1W so it would get the horses - don’t really want too many of them, and can probably do encampments if needed (IE if I don’t get another city that grabs them).
Finally meet an AI, though the barb horses are a much more proximate issue, plus a camp to my NW also sending some units (thankfully no horses). Also State Workforce isn’t urgent but was waiting on finishing Foreign Trade for when could ditch God King - did get the Open Sky pantheon, phew. I guess backup choice would have been. Really wish that you could see list of founded pantheons - maybe I’m wrong but think you see other civs pantheons when
- They cross 25 faith after you’ve met them
- They found a religion and
Two much closer AI’s met now. (Maybe accepting ‘look at our city’ on first meeting prior to DOW is against spirit of the rules? But since you can’t DOW them until after that dialogue, I took it.) Barbs quite nicely ‘gifted’ me that French builder. And was able to cause a little more mischief too:
Lucky for me, Spain and France had gone to war before either met me. Neat to get 50 gold and 25 science from pillaging (especially former, was going to be cash strapped) but no chance for either of us take city...maybe could have sent more archers/warriors down here but quite possible they get walls up before I do (even a stronger unit like a chariot or spear that boosts city defense can cause problems). The spanish warriors either retreated or died, so I backed off rather than risk losing those two guys. (Sure enough saw one French chariot as I ran away). From where Seville is and the border edges visible, pretty sure Paris is a bit east of Lyon.
One other point that was sinking in - unlike the previous ‘first’ AW games in civ3, 4, we appear to be roughly in the middle of the pangaea - two civs south, Gilgamesh likely to the west. No one met to the east yet but there appears to be a lot of land over there so probably someone. Maybe the north is clear - I was the first to meet Lisbon, and there is some coast, so maybe that’s the north edge? (And a 50-turn playtest seemed to indicate the CS won’t really come after you if you leave them alone). I don’t have any idea what AI attacks look like in always war (do they send somewhat-threatening groups infrequently like civ4, or mostly trickle units like civ3?), but they could be coming from almost any direction. That reinforced my defensive choice, again seems risky to have a lot of your army. Also required some careful prioritization of finishing CH districts and sometimes taking less lucrative trade routes, and sometimes delaying settlers to have the roads done as soon as possible to new cities. (Of course, not being able to prebuild roads compared to civ 3/4/5 is a little hair-raising…) Even with that, there would be big trouble in moving armies around to defend a wide perimeter; will need more units spread out I think compared to AW maps with a more defined front.
Finally, the occupation mechanic influenced my no-early-conquest decision - with treaties for ceding forbidden, you get very little out of captured cities until you can completely kill a civ. Seemed possible that you could expend a lot of effort on a campaign and get a big delay on reaping rewards because either you can’t find a last iceball city, or have to delay capturing the last city because of some other AI attack.
Considerable swing point started here. The scout to the SE would cause considerable headache, the camp it came from spawned horses that attacked from that direction (yet another to defend) and was too far to easily squash with warriors/archers. (Even though it was on France’s doorstep, Catherine was woefully bad at clearing it out, maybe due to the France-Spain war. )
Barb archers do raise the threat level a bit in the north, so started sending reinforcements. (Maybe I should have done that road on the reverse route? Although the food would help Magdeburg more). Started a very profitable sequence
Ok thankfully the camp isn’t far and its spear has run out towards Lisbon. That simplified clearing the camp but also started a battle with the CS - I think they generally don’t attack you, but after they engaged the barbs they were close enough to keep going..
Fortunately all those hills meant the chariots couldn’t close in on the archers fast, nor could their archers advance-and-shoot the same turn, and with them being all deserts, no forests/jungles to block firing angles; so was able to handle Lisbon’s units pretty easily.
Took a while (think I went back to buildering instead of closing on Lisbon right away) but with no real AI attacks, kept 3 archers up there, and surprisingly Lisbon never got walls:
So archers (with the German bonus) were able to gradually shoot down the city even though the water tile made a siege impossible. Captured T78 - not quite the early boost I anticipated pregame but still had some very helpful effects:
-although housing gimped and little food, is already size 4 and can work 3 grass hills (2 mined already!)now, will claim 2 more forested grass hills soon once the monument is fixed.
-intact Commercial Hub for another trader slot
-a farm that is not particularly useful (would eventually put a Hansa on it) but saves one builder charge for Feudalism boost.
-confirmed that it is the northern map edge
So here’s a pretty good overview of the eventual core. One settler about to do the Mt. K city at eastern teal (which would get a trader from Trier to do as much roads per route as possible), and the one about to finish in capital goes to the tile northeast of the wheat south of Magdebug. Wanted a city straight west of Aachen on that other river but Sumeria just blocked it.
Backing up a bit,
Big, big break here with Gilg gaining lordship of a religious city state and them DOWing me. That counts as both a meeting (3rd for political philospohy, had met Buenos Aires to the west; had been resigned to not finding a 3rd as culturing it now) and a DOW for Defensive Tactics which I thought was impossible. Unfortunately this mechanic is part of the other war/peace issue posters in the game thread hinted at - if you meet the CS this way, you can’t DOW them. Later if they go neutral because two AI’s both have 4 envoys or whatever, you get a 10 turn peace treaty signed automatically (not sure why it’s this way other than giving you the option to sign peace) and can’t re-DOW them within that time. This would later cause some heartburn.
Regarding gov’ts, Autocracy seemed like only real choice as Diplo cards are all totally blank until Diplomatic Service. Conscription became a fixture, and Limes saw a ton of action (was planning Monarchy down the road and they don’t cost gold, so yeah makes sense for Ancient Walls nearly everywhere, especially with the chop overflow abuse). Economically did the usual bouncing between builder/settler policies depending on what was needed and fitting in Urban Planning when not doing both; though also ran some Caravansaries which was a bit unusual.The whole upgrading strategy was running into some gold shortages. Really not surprising so should have seen this coming from needing to run a high military to stay safe, no CH bonus from city states, and no resource sales to AIs.
Also, I probably buy too many tiles in two ways
1) Chasing the pretty adjacency bonus, which comes with a hefty gold upfront cost
2) Want <somewhere> that’s flatland so I don’t have to waste a ‘good’ tile (resource, hill, riverside forest) on a district.
Problem 1) got a lot better this game out of necessity, and the first Merchant helped some too. 2) got somewhat better. Though in a couple of cases (notably Cologne, pic coming later) I made a 3rd error, not buying tiles but just waiting for Godot culture picker to pick ones I wanted for districts, and never building them at all until very late.
Also was pretty steadily in negative happiness most of the game, at first from lack of luxuries and then later war weariness. However it very rarely reached worse than -3 in any city so it wasn’t really a big deal. Never saw any rebels of ‘my own’.
Alright enough big picture, more narrative. In that overview I had to retreat a warrior back from 3 spanish units, and just after the first real attack shows up.
Fortunately I got some weakening of Gilg’s army before Spain reached my territory; unfortunately the CS is throwing some in too. (Do they do this if allied to an AI? Do AI’s use the Levy Millitary feature?) Also crashed out one horseman, for the city strength boost as much as the unit itself. The road (still being built) was crucial, as much for evacuating units as moving them in. Figured out the AI basically attacks with each unit individually on the best matchup they can reach, so by careful placement could prevent them from ganging up enough to get kills.. Here I drew one war cart in with that archer, which can flee east as others kill it.
This hill was a great defensive position, suckers one warcart into bad attacks across the river while others would do something else.
Ok maybe I should be taking this more seriously and getting walls in Trier. But settling this city helped, the warrior escort can flash itself to lure some of the Spainish guys away from the main battleground. The river at Trier and other rough terrain was really useful, slowed down the AI advances enough to keep this from getting out of hand. One other thing that helped was bad AI retreating - they would sometimes pull back injured units which is ok, but then return them 3 turns later when they’d only partially healed and their comrades mostly dead. Really they should pull them all the way back and put them in the next attack wave. Also the lack of any resource-requiring units was a harbinger, AI’s are still terrible at securing strategics.
Berlin did go walls very early - wanted it to be a frontline damage soaker for Spain/France as much as its actual production. Also needed the Engineering boost so Nuremburg (the Mt. Kilimanjaro site with a ton of food but without fresh water) can start Aqueduct, which was done almost in one turn with wallchop abuse. I do like that the patch reduced Aq costs.
Here we had a considerable potential problem. I was starting some encampments but none done yet, and France is gangbusters on the GG, and we already skipped the Medieval era for them. Really wanted a Ren - was assuming I’d start offensive with muskets and bombards but if era advances again I would miss it. Beating france to this one might have been possible if I dropped almost all other economic development to finish encampments and then spam their projects, and seriously considered it, but decided in worst case I could start slow without a GG. Considerable risk.
Finally I can do that camp clear with an assist from France’s settler escort. It gave me some grief during that big fight at Trier but fortunately they mostly avoided pillaging. Also note the teal border to the east - I was wrong, it was Brazil, but still haven’t met them. Knew *something* was there for a while via the redded out areas on settling view, and have deliberately avoided more scouting over there hoping to delay possible fights. Later I learned it was Geneva CS but Pedro killed them at some point (then somehow failed to wander 4 tiles to my border for about 50 turns).
Cheekily tried chasing the French settler pair a bit,and oh !#$@#
Have seen no horsemen or swords from AI, but France jumped straight to knights. Her military score zoomed past me, she probably has more than one too...At least Gilgamesh wants to
Had seen this settler a turn earlier who had retreated. This really shouldn’t happen - I think settlers get better vision? Should have still seen my warrior and not moved next to him, even if AI can’t “remember” where it saw an enemy unit the turn before and extrapolate where it might be one turn later?
And another steal. Good to learn that the newish Sumerian city has walls but BA does not.
Planting that settler - had debated 1SW of here, but the spanish archer will kill my warrior if don’t settle now. This was a good spot but had decided to pass on self-building a settler, seemed like just a bit too exposed and far from the capital to be worth it...but sure let’s use the freebie here. This was the site of deferred district dreams, wanted a CH where marked and a hansa to its NW but culture never claimed the tiles.
Heh, instincts were right about it being exposed! Rough timing, just starting the trade route for road! (this is only 2T after its founding)...also before planting I didn’t consider that the one mountain would be a big pain as far as moving units around.
Yikes. At Cologne, was able to send the horse north around the mountain once to spank an archer, but the Sumerian horse forced a retreat. I thought that was the advance guard of a Gilg attack (could tell by seeing ‘support bonus’ on his horse) so became too risky to send reinforcements that way, could only use that one road with the mountain and rivers bottlenecking other paths. Some of the chariots had Barding so they aren’t easy marks for Archers either.
And while I have walls at berlin, their 25 ranged strength barely scratches the knights. I think they could have trucked the walls (one more knight came in a turn later) without a battering ram with intelligent use of pillage healing. I do have Mercenaires + Machinery soon and xbows will help enormously, but this is still pretty tense.
(oh, I don’t care about culture, the Theatre Square in the capital is just for food on the trade routes. The patch changes making all districts a bit cheaper and bigger discount on ‘uncommon’ districts made it seem worthwhile).
Could hold this hill long enough to chop walls, which means I can probably let spain flail against the city if I need to. As for the knights -
Chariots were invaluable. They can’t really hurt knights, but can safely take one hit then swap positions to prevent the knights from potentially one-shotting my archers; one upgraded sword (done before mercenaries but they’re not that expensive) served that role too. In this pic I chose the xbow to upgrade and swapped the chariot 1NW of magdeburg with the archer next to the western knight. Then next turn all can fire on the knight and kill it. I think I got somewhat lucky with them splitting up, don’t think I planned that. Eventually other xbow upgrades were enough to pelt them to death.
And with that cleaned up, time for my first limited offensive. Since BA contributed some considerable units to the earlier attack (and Industrial CS seem to have a lot running around) I wanted them dead, as well as (probably) preventing a joint Spain/Sumeria attack on cologne. Also wanted to kill that one nearby sumerian city, but not go farther yet. Still all quiet on the eastern front despite now knowing Japan and Brazil, but not sure that will last. Also Gilgamesh’s other cities are quite far away, and he has the +10 strength when near same-religion city enhancer belief so he’s not an easy conquer target.
Anyways, BA had gotten this knight for better city strength, and walls, and an xbow inside, so wasn’t total cakewalk, but fortunately did not run into Gilgamesh units until the walls down and fortunately no silly peace deal either. (BA had flipped between Gilg and Phillip a couple of times but never long enough for the peace to end so I could ‘properly’ DOW.
One neat trick - my warrior in the north (just a scout wandering, really) could distract some of their units indefinitely with the dead sea healing. Got hit a lot but he never got more than 2 units to kill it in one turn. Another was that my horse could pillage-heal and kill the archer the same turn, didn’t know that was legal!
Success. Also the catapults are basically free kills - they seem almost pathologically programmed not to shoot at units. Sure they are not strong but that seems odd…
Took a while to burn Abu Salaikh as a few more Sumerians wandered in from the west and my swords were a bit banged up, but got it done T132. Razed and replaced with my own original design - this late, that was more about prinicple than really profiting from standing up another new city. But I like building