Introduction
Going into this game, I was worried that I would get beat pretty bad. This was my first ever epic game, my first ever âAlways Warâ game, and my first ever playing on a donut shaped map. As the saying goes, thereâs a first time for everything!
I decided to do a little research ahead of time, and since the start of this Epic was delayed due to the launch of patch 3.13, I had a little time. I generated a random âdonutâ style Pangea with Peaks since I really wasnât sure what it was. Looking at it with the WorldBuilder, it did in fact look like a tasty donut with a crunchy center. The first thing that was obvious when looking at this map is that I would always be waging wars on two fronts. On the bright side, I would probably not have to worry too much about naval invasions, at least for a while.
Test Game and Initial Thoughts
I played a quick test game over the weekend to get myself prepared for this Epic. All the settings were the same except I played it on Normal, rather than Epic speed. Obviously it was a random map with random civs so the actual Epic 14 would likely have a much different flavor.
For this test game, I did reload a lot since I wanted to get a feel for what the AI would do. After a couple reloads, I decided it would be just easier to play without fog of war. Itâs a learning exercise after all.
I was able to expand out to a total of 3 cities relatively quickly. All 3 spots were quite nice so those cities developed quickly. Once my economy was back on track, I expanded to a 4th city which also had a nice location. I was lucky enough to have access to Horses, so I was able to keep units on each of the front lines and have a roving set of Chariots to help out the side that needed it the most. That was very effective early on.
With my first Great General, I decided to make an offensive Warlord Chariot. In games with Charismatic Leaders (-25% XP required for promotions), I do like this approach. My second Great General went towards a Medic III super healing Chariot which I am also a very big fan of. Both of those decisions worked out pretty well, especially since I did not have a dedicated military production center early in the game. In fact, there were many times when I had to whip out units from all cities just to stay in the game. Future Great Generals did all settle in what became my main military city.
As the game went on, I fell further and further behind tech-wise. Since the AIs were allowed to trade, and they all loved each other (because of their mutual military struggle against me), they were able to keep a tech advantage.
After Construction, I had decided to tech to Guilds (Knights). I would get several useful techs along the way: Monarchy (for increased happiness with Hereditary Rule) and Feudalism (for Longbows). The plan was to try to be current with military techs, and hope to squeeze out an advantage with Knights then gunpowder units.
I conceded the game a couple turns before Guilds would have been researched after an enormous stack devastated my southern front. I had just recovered from a smaller attack from another civ, and did not have the time to properly rebuild. There was a decent size stack also approaching the northern front so it was time to call it.
One of the things that really hurt me this game was the unit upkeep costs. Because I was constantly being attacked on both fronts, I had to keep a good number of military units available and that meant 8-10g less per turn that could have been spent on research. Perhaps I should have teched to Feudalism more quickly to get Vassalage as soon as possible. Vassalage is high upkeep so not sure how significant a change it would have made. It did Cottage a fair bit, but it was not enough.
War Weariness was never an issue for me this game since I could barely keep up just playing defense (within my cultural borders). However, I was surprised that the enemy civs suffered no long term War Weariness despite losing a large number of troops in my territory.
Building the Great Wall would have been amazing. I make a note of that in case we have early access to Stone for Epic 14.
Catapults were amazing for me this game. I had underestimated exactly how good they would be at repelling enemy attacks. By the time I had gotten a 3rd Great General in my military city, they were coming out with 3 promotions available (due to Charismatic Leader). Starting with Barrage III sure is nice.
Enemy Spies were an annoyance, but not as bad as they could have been. Every once in a while I would lose an improvement. Fortunately, most Spies stayed away from my developed Cottages. I think that is because the Spies will sabotage the first improvement they see rather than going deeper into your territory to ransack something of higher value. Or it could be that Villages and Towns just cost more EPs than improvements like Mines and Pastures.
The research path is crucial in a game like this since every technology that you need must be researched. Itâs possible that you might be able to steal a tech or two over the course of the game, but the only tech I had enough points to steal at the end of the game (after focusing all my EPs against a single AI) was a cheap early tech. So Iâm guessing the EP cost of stealing techs is proportional to the research cost of the tech (which makes sense).
Game Plan
Build border cities on hills if at all possible. It is hard to overstate the importance of this, especially playing the Celts with their Gallic Warrior unique unit and Dun unique building, which start with Guerilla I.
If early Stone is available, I am going to try to build the Great Wall. I doubt I will be able to risk it without Stone since 250 hammers without the doubler will take a very long time, and I will need to get defenders ready quickly.
Research wise, Iâm opting for early Archery. Maybe not as the very first tech, but early if there are no Horses. I donât know exactly how much cheaper techs get when they are no longer monopoly techs. I searched for it on the forums, but could not find it.
Setting aside Archery, I plan to start Agriculture → Animal Husbandry (to get the tech discount from knowing Hunting). If there are Horses around, The Wheel will be important for early Chariots. After that, I need access to metals so itâs Mining → Bronze Working → Iron Working. Given that our unique unit, the Gallic Warrior, requires Iron, I doubt Sullla would be so cruel as to not give us Iron close by.
Since I will likely need Fishing eventually (given the amount of coastline on this map type), it probably makes sense to research it before Pottery to get the discount. I will most likely skip Fishing if there arenât sea resources in my first couple cities. After that itâs Writing → Mathematics → Construction. I will need Masonry at some point for Dun (Walls); the timing of this will depend on whether thereâs any Stone or Marble around.
If we have access to Horses, getting Horseback Riding before or right after Construction probably might make sense. Horse Archers are very nice early units, and the mobility is important as we will be defending on two fronts.
Getting Sailing → Calendar somewhere in that mix will probably be necessary to push the happiness cap. That depends on whether we can get an early Gems/Gold/Silver, and how many Calendar resources we have access to.
The next important tech push will be Meditation → Priesthood → Monarchy (Hereditary Rule) → Feudalism (Longbows, Vassalage). Then itâs Metal Casing (Forge) → Machinery (Crossbows) → Guilds (Knights) → Gunpowder.
Looking at the technologies that a Great Scientist can bulb, thereâs no way to leverage an early Library to get something we want. We would get stuck bulbing Alphabet or Aesthetics unless we take the time to research both. Weâd also have to stay away from Fishing to bulb Machinery which is the first useful tech that we could speed up.
Another option is to get Metal Casing a little earlier and then hire and Engineer until we can get a Great Engineer to pop. The first tech that a Great Engineer can bulb is Machinery. It can also bulb Feudalism after that, assuming that we havenât research Construction (otherwise Engineering comes first). The downside of bulbing Machinery or Feudalism is that I also want those downstream techs, and they are more expensive. Maybe the plan should be to work on a Great Engineer and worry about what to do with it once we have more information.
And now, on to the real game. Needless to say, it didnât go according to plan.
Ancient Era
The starting spot looked quite good: on the river, 2 food resources, 4 hills, forests for chopping. The Warrior first moved northeast onto the hill which revealed more of the terrain to the east, but without any special resources there. The coast had no sea resources so it made no sense not to settle in place. And thus, Bibracte was founded in 4000 BC.
With a Corn resource on a river right next to the city, I decided to start with Agriculture and build a Worker immediately. I didnât feel that it was too much of a gambit since we started with a Warrior rather than the usual Scout. In the meantime, the Warrior was set to explore the surroundings and would hopefully be back in time to protect Bibracte and its worker.
Animal Husbandry is discovered in 3400 BC and reveals Horses within Bibracteâs fat cross. Woohoo! I would have researched Archery next, but with Horses available, I opt for The Wheel instead.
After producing a Chariot, I start in a Settler, the same turn that Bibracte reaches size 6, the current happiness cap.
Bronze Working is researched in 2600 BC. There is no Copper anywhere that I can see. Our scientists are strongly encouraged to find Iron real soon, otherwise heads are going to roll.
Here is the territory to the east. The red circle seems like a real nice spot. Itâs on a hill, by a river, has a food resource, and a Calendar happiness resource as well.
And here is the territory to the west. Neither of those spots seemed as good as the spot in the east.
Vienne is founded northeast of Bibracte in 2350 BC. I hesitated a lot over the placement of this city. My other considerations were cities to the west to pick up either Gold or the Wine. I figured the Wine could wait since I was still a ways from Monarchy. I plan to pick up one of those two resources with my third city.
Classical Era
Iron Working is discovered in 2050 BC. Fortunately, there is Iron next to Bibracte so disaster is averted.
That same year, Wang Konâs Warrior makes an appearance. Probably safe to assume that he is on the other side of the donut, all the way to the north. As a special welcome gift, I decide to kill his Warrior. All five adversaries are now known. Here is the order in which they were met: Suryarvarman II, Augustus Caesar, Churchill, Montezuma, and much later Wang Kon. Iâm really, really not looking forward to Praetorians.
Scouting reveals that Montezuma is my closest foe even though he was the third opponent that I met. On the bright side, Iâd rather face Jaguars than Praetorians.
Here is the satellite view in 1850 BC. You can see Monteâs territories to the northeast. Itâs not clear how far west/northwest the next civilization is located. Looks like we have some breathing room though.
I was planning to settle my next city to the west. There were several options. In the end, I would choose the purple dot since it was on a hill, next to a river, had a food resource, and would give me an additional happiness resource with Monarchy. I was tempted to settle at the green dot to grab the Stone, but I was really worried about being able to defend a city so far from my capital, and also worried about the maintenance costs.
Tolosa is founded on a hill to the west in 1725 BC.
In 1350 BC, espionage reveals what the Khmer are researching. I had put all my espionage against this civ since it was the first one I met. I figured it would be better to know what at least one of them was up to.
With another Settler ready, it was time to decide the location of the next city. Note that the yellow dot was moved on square to the west when a Sheep resource turned out to be hidden in the fog of war which I had forgotten to scout earlier.
Being king seemed like a good idea, and so Monarchy is researched in 525 BC. A revolution to Hereditary Rule follows.
In 470 BC, Montezuma finally shows up with some troops. Surya had sent a small dispatch quite a while back, but I hadnât heard from Monte, and that was beginning to worry me. He brings forth: 1 Jaguar, 2 Chariots, 2 Spears, and 1 Archer. After approaching the city and realizing that I now have quite a few more troops than before, Monte decides to wait for a couple reinforcements. I had queued 1 Gallic Warrior and 1 Axe with only 1 production turn to go for an occasion such as this. That way I was able to save a little on upkeep costs since I had reached the cap. Upkeep costs really hurt me in the test game I had played so I decided to try to use this approach to minimize some of those costs here. When the AIs start sending really large stacks, this approach wonât be quite as good, but every little bit helps.
Here is the defense in Vienne. It has little difficulty in defending the city.
Medieval Era
In 320 BC, a small miracle occurs. Code of Laws is discovered and The Oracle is completed. Needless to say, Civil Service is online. Confucianism is founded in Vienne to boot!
The first Khmer forces arrive near Tolosa in 155 BC. You can also see the young city of Gergovia to the southeast, where the yellow dot had been.
Those forces sat around for the most part. And some years later, the Koreans are approaching Tolosa as well.
On the eastern front. The Aztecs and Romans are lurking near Vienne, reluctant to attack a well defended city on a hill.
The English show up shortly thereafter. And they face the same uphill battle.
Unfavorable dice produce this fine result.
At this point in the game there is a steady steam of enemy forces arriving on both fronts. Here is the situation outside of Vienne in 55 AD when three enemy stacks find themselves together.
Five hundred years later, itâs the same old sh*t, different century.
I had researched Feudalism in 490 AD, but still did not have Archery. While Longbows are great at defending, I was finding almost never attacking the well fortified city. Enemy troops would literally park out in front of the city for centuries on end. Often times, they would not even bother pillaging the pasture. To get them to attack, I would usually have to move into the wooded tiles north of the city.
Research wise, I can see that I have a lead right now on the Foreign Advisor screen. No one has Civil Service, Code of Laws, or Metal Casing; only Caesar has Feudalism; and only two enemies have Monarchy. I am lacking Fishing, Archery, Polytheism, Alphabet, Aesthetics, and Currency. Thatâs not too bad.
In 655 AD there is finally a Praetorian sighting. Iâve had Macemen for a long time now, so they are not nearly as dangerous as they could have been. In hindsight, they were a complete non-factor during this game. I wonder if the Romans did not have any Iron near their starting spot. I took a look at this after the game. There was only a single Iron resource to be had in the northern part of the map. Unfortunately for the Romans, it was grabbed by the English when they expanded west towards Rome.
The Romans bring a large stack in 730 AD.
And the Romans are massacred after a couple of Catapults soften them up.
As you can see in Event Log, Guilds is discovered in 730 AD. I had spread Confucianism to all my cities by this time, so I decided to research Polytheism then Monotheism for Organized Religion. I probably should have done that before researching Guilds. I still donât have Calendar yet either, but only have access to one Calendar happiness resource otherwise I probably would have prioritized it higher.
Here is the satellite view during this time.
Somewhere during this timeframe, a Great Engineer appeared. I opt to research Engineering (not immediately, but after I get some smaller techs out the way) rather than bulb it. Instead, I decide to save the Great Engineer for Notre Dame. Since I still donât have any Stone, that seemed like the better option.
Monotheism is discovered in 790 AD followed by double revolt into Organized Religion and Confucianism. I probably should have switched religions a while ago, but forgot about it. I think happiness was not much of an issue though.
Currency and Horseback Riding would be the next two technologies, followed by Engineering, and then Banking for the power Mercantilism civic. I kept a close eye on the Foreign Advisor screen to make sure I was not in any danger of being beat to Liberalism.
Engineering came in 1050 AD followed by Notre Dame in 1060 AD. A Great Prophet is born that same year and settles in Bibracte.
By 1100 AD, my two border cities, Vienne and Tolosa, had a Dun, a Castle, and benefited from the defense bonus of Chichen Itza (built in 980 AD). Oh yeah, and they were on hills. Until Gunpowder comes along, there is nothing that can take those cities. I wouldnât be surprised if one properly promoted Longbow could not hold off 10 enemy invaders. Not that I want to find out immediately.
My plan was to further build up the economy with Banking, then gear up the war effort.
In 1010 AD, there are several stacks lurking in familiar places.
Not going anywhere for a while?
Having insane city defense allowed me a lot of time to reinforce as needed. It also allowed me to stay near the unit cap without paying a lot of extra gpt for no reason. I would always keep at least one unit in the queue with 1 turn to complete, and sometimes a second unit with just a couple of hammers. That allowed me to whip out a unit and be sure I could get a second one on the next turn. I was thinking of it as âjust-in-timeâ defense.
In 1170 AD, I check up on enemy techs. Guilds is the only tech I have on Wang. Caesar is still missing Civil Service and Code of Laws, while the other three also lack Engineering as well. This is the first game I have ever seen Wang no dig himself in a huge technology hole. I guess that if you get on his good side, he starts to act like Mansa Musa.
1200 AD sees more of the usual.
In 1345 AD, George Patton arrives, the eight Great General of the game. With early access to Stone for the Great Wall, things would have been even more insane. The previous generals had all joined Bibracte to impart their war wisdom on the troops being trained there. Military Science is still a ways away, so waiting for a Military Academy is not an option. With 7 Great Generals and a Barracks, units start off with 17 XP; thatâs good enough for 4 promotions, and 3 XP shy of the 20 needed for the fifth.
1345 AD is also the first time in thousands of years that the Celtic borders are free from foreign invaders. This is short lived as Khmer forces approach the following year. Oh well, it was nice while it lasted.
In 1355 I decide to upgrade this 49 XP Gallic Warrior into a Maceman. In general, I tend to wait until the next XP threshold before upgrading since you revert back to 10 XP anytime you upgrade (except for Warlord units).
One turn from discovering Liberalism, I ponder whether it would be better to research Gunpowder first in order to allow Chemistry as the free tech. Itâs a 3564 beaker tech, same as Nationalism. I was originally planning on going Gunpowder and Military Tradition next in order to get Cuirassiers and eventually Cavalry, but then I realized I would need Music for Military Tradition. Ouch. To get Music, I would need Aesthetics, then either Lit or Drama.
Another option would be to research Printing Press first, and then use Liberalism for Replaceable Parts. I have a lot of Villages and Towns, so the Printing Press will be nice. And given the headache that would be getting to Military Tradition, I might be better off avoiding that for now. I will still need Nationalism eventually for Constitution and Democracy, but that doesnât seem too pressing.
[Continued next post]
Going into this game, I was worried that I would get beat pretty bad. This was my first ever epic game, my first ever âAlways Warâ game, and my first ever playing on a donut shaped map. As the saying goes, thereâs a first time for everything!
I decided to do a little research ahead of time, and since the start of this Epic was delayed due to the launch of patch 3.13, I had a little time. I generated a random âdonutâ style Pangea with Peaks since I really wasnât sure what it was. Looking at it with the WorldBuilder, it did in fact look like a tasty donut with a crunchy center. The first thing that was obvious when looking at this map is that I would always be waging wars on two fronts. On the bright side, I would probably not have to worry too much about naval invasions, at least for a while.
Test Game and Initial Thoughts
I played a quick test game over the weekend to get myself prepared for this Epic. All the settings were the same except I played it on Normal, rather than Epic speed. Obviously it was a random map with random civs so the actual Epic 14 would likely have a much different flavor.
For this test game, I did reload a lot since I wanted to get a feel for what the AI would do. After a couple reloads, I decided it would be just easier to play without fog of war. Itâs a learning exercise after all.
I was able to expand out to a total of 3 cities relatively quickly. All 3 spots were quite nice so those cities developed quickly. Once my economy was back on track, I expanded to a 4th city which also had a nice location. I was lucky enough to have access to Horses, so I was able to keep units on each of the front lines and have a roving set of Chariots to help out the side that needed it the most. That was very effective early on.
With my first Great General, I decided to make an offensive Warlord Chariot. In games with Charismatic Leaders (-25% XP required for promotions), I do like this approach. My second Great General went towards a Medic III super healing Chariot which I am also a very big fan of. Both of those decisions worked out pretty well, especially since I did not have a dedicated military production center early in the game. In fact, there were many times when I had to whip out units from all cities just to stay in the game. Future Great Generals did all settle in what became my main military city.
As the game went on, I fell further and further behind tech-wise. Since the AIs were allowed to trade, and they all loved each other (because of their mutual military struggle against me), they were able to keep a tech advantage.
After Construction, I had decided to tech to Guilds (Knights). I would get several useful techs along the way: Monarchy (for increased happiness with Hereditary Rule) and Feudalism (for Longbows). The plan was to try to be current with military techs, and hope to squeeze out an advantage with Knights then gunpowder units.
I conceded the game a couple turns before Guilds would have been researched after an enormous stack devastated my southern front. I had just recovered from a smaller attack from another civ, and did not have the time to properly rebuild. There was a decent size stack also approaching the northern front so it was time to call it.
One of the things that really hurt me this game was the unit upkeep costs. Because I was constantly being attacked on both fronts, I had to keep a good number of military units available and that meant 8-10g less per turn that could have been spent on research. Perhaps I should have teched to Feudalism more quickly to get Vassalage as soon as possible. Vassalage is high upkeep so not sure how significant a change it would have made. It did Cottage a fair bit, but it was not enough.
War Weariness was never an issue for me this game since I could barely keep up just playing defense (within my cultural borders). However, I was surprised that the enemy civs suffered no long term War Weariness despite losing a large number of troops in my territory.
Building the Great Wall would have been amazing. I make a note of that in case we have early access to Stone for Epic 14.
Catapults were amazing for me this game. I had underestimated exactly how good they would be at repelling enemy attacks. By the time I had gotten a 3rd Great General in my military city, they were coming out with 3 promotions available (due to Charismatic Leader). Starting with Barrage III sure is nice.
Enemy Spies were an annoyance, but not as bad as they could have been. Every once in a while I would lose an improvement. Fortunately, most Spies stayed away from my developed Cottages. I think that is because the Spies will sabotage the first improvement they see rather than going deeper into your territory to ransack something of higher value. Or it could be that Villages and Towns just cost more EPs than improvements like Mines and Pastures.
The research path is crucial in a game like this since every technology that you need must be researched. Itâs possible that you might be able to steal a tech or two over the course of the game, but the only tech I had enough points to steal at the end of the game (after focusing all my EPs against a single AI) was a cheap early tech. So Iâm guessing the EP cost of stealing techs is proportional to the research cost of the tech (which makes sense).
Game Plan
Build border cities on hills if at all possible. It is hard to overstate the importance of this, especially playing the Celts with their Gallic Warrior unique unit and Dun unique building, which start with Guerilla I.
If early Stone is available, I am going to try to build the Great Wall. I doubt I will be able to risk it without Stone since 250 hammers without the doubler will take a very long time, and I will need to get defenders ready quickly.
Research wise, Iâm opting for early Archery. Maybe not as the very first tech, but early if there are no Horses. I donât know exactly how much cheaper techs get when they are no longer monopoly techs. I searched for it on the forums, but could not find it.
Setting aside Archery, I plan to start Agriculture → Animal Husbandry (to get the tech discount from knowing Hunting). If there are Horses around, The Wheel will be important for early Chariots. After that, I need access to metals so itâs Mining → Bronze Working → Iron Working. Given that our unique unit, the Gallic Warrior, requires Iron, I doubt Sullla would be so cruel as to not give us Iron close by.
Since I will likely need Fishing eventually (given the amount of coastline on this map type), it probably makes sense to research it before Pottery to get the discount. I will most likely skip Fishing if there arenât sea resources in my first couple cities. After that itâs Writing → Mathematics → Construction. I will need Masonry at some point for Dun (Walls); the timing of this will depend on whether thereâs any Stone or Marble around.
If we have access to Horses, getting Horseback Riding before or right after Construction probably might make sense. Horse Archers are very nice early units, and the mobility is important as we will be defending on two fronts.
Getting Sailing → Calendar somewhere in that mix will probably be necessary to push the happiness cap. That depends on whether we can get an early Gems/Gold/Silver, and how many Calendar resources we have access to.
The next important tech push will be Meditation → Priesthood → Monarchy (Hereditary Rule) → Feudalism (Longbows, Vassalage). Then itâs Metal Casing (Forge) → Machinery (Crossbows) → Guilds (Knights) → Gunpowder.
Looking at the technologies that a Great Scientist can bulb, thereâs no way to leverage an early Library to get something we want. We would get stuck bulbing Alphabet or Aesthetics unless we take the time to research both. Weâd also have to stay away from Fishing to bulb Machinery which is the first useful tech that we could speed up.
Another option is to get Metal Casing a little earlier and then hire and Engineer until we can get a Great Engineer to pop. The first tech that a Great Engineer can bulb is Machinery. It can also bulb Feudalism after that, assuming that we havenât research Construction (otherwise Engineering comes first). The downside of bulbing Machinery or Feudalism is that I also want those downstream techs, and they are more expensive. Maybe the plan should be to work on a Great Engineer and worry about what to do with it once we have more information.
And now, on to the real game. Needless to say, it didnât go according to plan.
Ancient Era
The starting spot looked quite good: on the river, 2 food resources, 4 hills, forests for chopping. The Warrior first moved northeast onto the hill which revealed more of the terrain to the east, but without any special resources there. The coast had no sea resources so it made no sense not to settle in place. And thus, Bibracte was founded in 4000 BC.
With a Corn resource on a river right next to the city, I decided to start with Agriculture and build a Worker immediately. I didnât feel that it was too much of a gambit since we started with a Warrior rather than the usual Scout. In the meantime, the Warrior was set to explore the surroundings and would hopefully be back in time to protect Bibracte and its worker.
Animal Husbandry is discovered in 3400 BC and reveals Horses within Bibracteâs fat cross. Woohoo! I would have researched Archery next, but with Horses available, I opt for The Wheel instead.
After producing a Chariot, I start in a Settler, the same turn that Bibracte reaches size 6, the current happiness cap.
Bronze Working is researched in 2600 BC. There is no Copper anywhere that I can see. Our scientists are strongly encouraged to find Iron real soon, otherwise heads are going to roll.
Here is the territory to the east. The red circle seems like a real nice spot. Itâs on a hill, by a river, has a food resource, and a Calendar happiness resource as well.
And here is the territory to the west. Neither of those spots seemed as good as the spot in the east.
Vienne is founded northeast of Bibracte in 2350 BC. I hesitated a lot over the placement of this city. My other considerations were cities to the west to pick up either Gold or the Wine. I figured the Wine could wait since I was still a ways from Monarchy. I plan to pick up one of those two resources with my third city.
Classical Era
Iron Working is discovered in 2050 BC. Fortunately, there is Iron next to Bibracte so disaster is averted.
That same year, Wang Konâs Warrior makes an appearance. Probably safe to assume that he is on the other side of the donut, all the way to the north. As a special welcome gift, I decide to kill his Warrior. All five adversaries are now known. Here is the order in which they were met: Suryarvarman II, Augustus Caesar, Churchill, Montezuma, and much later Wang Kon. Iâm really, really not looking forward to Praetorians.
Scouting reveals that Montezuma is my closest foe even though he was the third opponent that I met. On the bright side, Iâd rather face Jaguars than Praetorians.
Here is the satellite view in 1850 BC. You can see Monteâs territories to the northeast. Itâs not clear how far west/northwest the next civilization is located. Looks like we have some breathing room though.
I was planning to settle my next city to the west. There were several options. In the end, I would choose the purple dot since it was on a hill, next to a river, had a food resource, and would give me an additional happiness resource with Monarchy. I was tempted to settle at the green dot to grab the Stone, but I was really worried about being able to defend a city so far from my capital, and also worried about the maintenance costs.
Tolosa is founded on a hill to the west in 1725 BC.
In 1350 BC, espionage reveals what the Khmer are researching. I had put all my espionage against this civ since it was the first one I met. I figured it would be better to know what at least one of them was up to.
With another Settler ready, it was time to decide the location of the next city. Note that the yellow dot was moved on square to the west when a Sheep resource turned out to be hidden in the fog of war which I had forgotten to scout earlier.
Being king seemed like a good idea, and so Monarchy is researched in 525 BC. A revolution to Hereditary Rule follows.
In 470 BC, Montezuma finally shows up with some troops. Surya had sent a small dispatch quite a while back, but I hadnât heard from Monte, and that was beginning to worry me. He brings forth: 1 Jaguar, 2 Chariots, 2 Spears, and 1 Archer. After approaching the city and realizing that I now have quite a few more troops than before, Monte decides to wait for a couple reinforcements. I had queued 1 Gallic Warrior and 1 Axe with only 1 production turn to go for an occasion such as this. That way I was able to save a little on upkeep costs since I had reached the cap. Upkeep costs really hurt me in the test game I had played so I decided to try to use this approach to minimize some of those costs here. When the AIs start sending really large stacks, this approach wonât be quite as good, but every little bit helps.
Here is the defense in Vienne. It has little difficulty in defending the city.
Medieval Era
In 320 BC, a small miracle occurs. Code of Laws is discovered and The Oracle is completed. Needless to say, Civil Service is online. Confucianism is founded in Vienne to boot!
The first Khmer forces arrive near Tolosa in 155 BC. You can also see the young city of Gergovia to the southeast, where the yellow dot had been.
Those forces sat around for the most part. And some years later, the Koreans are approaching Tolosa as well.
On the eastern front. The Aztecs and Romans are lurking near Vienne, reluctant to attack a well defended city on a hill.
The English show up shortly thereafter. And they face the same uphill battle.
Unfavorable dice produce this fine result.
At this point in the game there is a steady steam of enemy forces arriving on both fronts. Here is the situation outside of Vienne in 55 AD when three enemy stacks find themselves together.
Five hundred years later, itâs the same old sh*t, different century.
I had researched Feudalism in 490 AD, but still did not have Archery. While Longbows are great at defending, I was finding almost never attacking the well fortified city. Enemy troops would literally park out in front of the city for centuries on end. Often times, they would not even bother pillaging the pasture. To get them to attack, I would usually have to move into the wooded tiles north of the city.
Research wise, I can see that I have a lead right now on the Foreign Advisor screen. No one has Civil Service, Code of Laws, or Metal Casing; only Caesar has Feudalism; and only two enemies have Monarchy. I am lacking Fishing, Archery, Polytheism, Alphabet, Aesthetics, and Currency. Thatâs not too bad.
In 655 AD there is finally a Praetorian sighting. Iâve had Macemen for a long time now, so they are not nearly as dangerous as they could have been. In hindsight, they were a complete non-factor during this game. I wonder if the Romans did not have any Iron near their starting spot. I took a look at this after the game. There was only a single Iron resource to be had in the northern part of the map. Unfortunately for the Romans, it was grabbed by the English when they expanded west towards Rome.
The Romans bring a large stack in 730 AD.
And the Romans are massacred after a couple of Catapults soften them up.
As you can see in Event Log, Guilds is discovered in 730 AD. I had spread Confucianism to all my cities by this time, so I decided to research Polytheism then Monotheism for Organized Religion. I probably should have done that before researching Guilds. I still donât have Calendar yet either, but only have access to one Calendar happiness resource otherwise I probably would have prioritized it higher.
Here is the satellite view during this time.
Somewhere during this timeframe, a Great Engineer appeared. I opt to research Engineering (not immediately, but after I get some smaller techs out the way) rather than bulb it. Instead, I decide to save the Great Engineer for Notre Dame. Since I still donât have any Stone, that seemed like the better option.
Monotheism is discovered in 790 AD followed by double revolt into Organized Religion and Confucianism. I probably should have switched religions a while ago, but forgot about it. I think happiness was not much of an issue though.
Currency and Horseback Riding would be the next two technologies, followed by Engineering, and then Banking for the power Mercantilism civic. I kept a close eye on the Foreign Advisor screen to make sure I was not in any danger of being beat to Liberalism.
Engineering came in 1050 AD followed by Notre Dame in 1060 AD. A Great Prophet is born that same year and settles in Bibracte.
By 1100 AD, my two border cities, Vienne and Tolosa, had a Dun, a Castle, and benefited from the defense bonus of Chichen Itza (built in 980 AD). Oh yeah, and they were on hills. Until Gunpowder comes along, there is nothing that can take those cities. I wouldnât be surprised if one properly promoted Longbow could not hold off 10 enemy invaders. Not that I want to find out immediately.
My plan was to further build up the economy with Banking, then gear up the war effort.
In 1010 AD, there are several stacks lurking in familiar places.
Not going anywhere for a while?
Having insane city defense allowed me a lot of time to reinforce as needed. It also allowed me to stay near the unit cap without paying a lot of extra gpt for no reason. I would always keep at least one unit in the queue with 1 turn to complete, and sometimes a second unit with just a couple of hammers. That allowed me to whip out a unit and be sure I could get a second one on the next turn. I was thinking of it as âjust-in-timeâ defense.
In 1170 AD, I check up on enemy techs. Guilds is the only tech I have on Wang. Caesar is still missing Civil Service and Code of Laws, while the other three also lack Engineering as well. This is the first game I have ever seen Wang no dig himself in a huge technology hole. I guess that if you get on his good side, he starts to act like Mansa Musa.
1200 AD sees more of the usual.
In 1345 AD, George Patton arrives, the eight Great General of the game. With early access to Stone for the Great Wall, things would have been even more insane. The previous generals had all joined Bibracte to impart their war wisdom on the troops being trained there. Military Science is still a ways away, so waiting for a Military Academy is not an option. With 7 Great Generals and a Barracks, units start off with 17 XP; thatâs good enough for 4 promotions, and 3 XP shy of the 20 needed for the fifth.
1345 AD is also the first time in thousands of years that the Celtic borders are free from foreign invaders. This is short lived as Khmer forces approach the following year. Oh well, it was nice while it lasted.
In 1355 I decide to upgrade this 49 XP Gallic Warrior into a Maceman. In general, I tend to wait until the next XP threshold before upgrading since you revert back to 10 XP anytime you upgrade (except for Warlord units).
One turn from discovering Liberalism, I ponder whether it would be better to research Gunpowder first in order to allow Chemistry as the free tech. Itâs a 3564 beaker tech, same as Nationalism. I was originally planning on going Gunpowder and Military Tradition next in order to get Cuirassiers and eventually Cavalry, but then I realized I would need Music for Military Tradition. Ouch. To get Music, I would need Aesthetics, then either Lit or Drama.
Another option would be to research Printing Press first, and then use Liberalism for Replaceable Parts. I have a lot of Villages and Towns, so the Printing Press will be nice. And given the headache that would be getting to Military Tradition, I might be better off avoiding that for now. I will still need Nationalism eventually for Constitution and Democracy, but that doesnât seem too pressing.
[Continued next post]