Hello again ladies and gentlemen. Let me tell you what happened during this turnset! (I played until turn 200 to get a nice round number)
Looking around the save a couple things spring to mind:
1. Wow, we have a lot of workers! Unfortunately I'll be adding no new cities for them to improve.
2. Wow, we have a lot of swordsmen! I'm not sure how useful they'll be, I imagine us attacking with elephants/hwachas/ maybe maces. But they're here, let's use them as hereditary rule happiness stat.
3. Our sentry net works well, only barb came from the city and did nothing but give one of our swords an extra promotion.
First two turns were spent microing cities to growth and teching polytheism.
Probably the most controversial part of what I did... the trades:
Gave Willem alphabet/currency for sailing/monotheism/monarchy
Gave Justinian alphabet currency for construction.
Both trades were at a beaker deficit, but I wanted OR/HR as soon as possible to grow grow grow with all our units sitting in the cities. Spent the next 3 turns in anarchy as I switch to OR/HR and adopt confuciansism.
A picture of that to break up the text.
For the last ten turns I built some missionaries so that all our cities are now or will soon be Confucian. I also had our bounty of workers road and cottage where it made sense to.
Speaking of workers, I thought I'd highlight the tiles around Border Control. Maybe we're getting too cottage happy here? I didn't undo it yet, but it might be beneficial to farm that tile east of the sheep. This city is already pretty stagnant and isn't exactly a commerce power house anyway.
Whipped a market in the capital before the anarchy so now it's set on farms and cottages to grow into its new happy cap of 17!
I researched Horseback Riding turning the turns for elephants. Research is set on code of laws (towards civil service?) next but no beakers have been put into it.
The southern silver city whipped a lighthouse that will complete when you hit enter and can start growing in earnest.
Border Control is set on a confucian missionary for the silver city.
Sealed Pigs and the capital are both building hwachas... figure we'll need plenty of those!
Copper is set on a war elephant, but that's basically a place holder if you'd like it changed.
For whoever is next: workers mostly need orders before you hit enter! Also, there is one missionary routed for the floodplains city, he will be there in two turns.
The tech situation:
Not bad! Although, as everyone has surely experienced before, Willem is somehow way ahead with only three cities. His production and power are very low though. Shouldn't be too long before we can take him out even with longbows in his cities.
The production chart:
The power chart:
Demographics:
Let's keep pushing that food, we have tons of happy to grow/whip into.
And lastly, a view of our continent:
On the getting better at CIV tip... let's talk about my tech trades. It can certainly be argued I lost out making uneven trades but not so uneven that we got relationship modifiers out of them. I generally will make such trades if it means getting civics/units quicker that I think I can leverage better than the AI. Discuss.
Also, too early to be building catapults? I think Willem's cities are better than most that we could expand to in our backyard... so maybe after the barb city is taken we should think about war before building more settlers? We should be able to beat Willem with pure numbers, we won't have a tech advantage.
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Looking around the save a couple things spring to mind:
1. Wow, we have a lot of workers! Unfortunately I'll be adding no new cities for them to improve.
2. Wow, we have a lot of swordsmen! I'm not sure how useful they'll be, I imagine us attacking with elephants/hwachas/ maybe maces. But they're here, let's use them as hereditary rule happiness stat.
3. Our sentry net works well, only barb came from the city and did nothing but give one of our swords an extra promotion.
First two turns were spent microing cities to growth and teching polytheism.
Probably the most controversial part of what I did... the trades:
Gave Willem alphabet/currency for sailing/monotheism/monarchy
Gave Justinian alphabet currency for construction.
Both trades were at a beaker deficit, but I wanted OR/HR as soon as possible to grow grow grow with all our units sitting in the cities. Spent the next 3 turns in anarchy as I switch to OR/HR and adopt confuciansism.
A picture of that to break up the text.
For the last ten turns I built some missionaries so that all our cities are now or will soon be Confucian. I also had our bounty of workers road and cottage where it made sense to.
Speaking of workers, I thought I'd highlight the tiles around Border Control. Maybe we're getting too cottage happy here? I didn't undo it yet, but it might be beneficial to farm that tile east of the sheep. This city is already pretty stagnant and isn't exactly a commerce power house anyway.
Whipped a market in the capital before the anarchy so now it's set on farms and cottages to grow into its new happy cap of 17!
I researched Horseback Riding turning the turns for elephants. Research is set on code of laws (towards civil service?) next but no beakers have been put into it.
The southern silver city whipped a lighthouse that will complete when you hit enter and can start growing in earnest.
Border Control is set on a confucian missionary for the silver city.
Sealed Pigs and the capital are both building hwachas... figure we'll need plenty of those!
Copper is set on a war elephant, but that's basically a place holder if you'd like it changed.
For whoever is next: workers mostly need orders before you hit enter! Also, there is one missionary routed for the floodplains city, he will be there in two turns.
The tech situation:
Not bad! Although, as everyone has surely experienced before, Willem is somehow way ahead with only three cities. His production and power are very low though. Shouldn't be too long before we can take him out even with longbows in his cities.
The production chart:
The power chart:
Demographics:
Let's keep pushing that food, we have tons of happy to grow/whip into.
And lastly, a view of our continent:
On the getting better at CIV tip... let's talk about my tech trades. It can certainly be argued I lost out making uneven trades but not so uneven that we got relationship modifiers out of them. I generally will make such trades if it means getting civics/units quicker that I think I can leverage better than the AI. Discuss.
Also, too early to be building catapults? I think Willem's cities are better than most that we could expand to in our backyard... so maybe after the barb city is taken we should think about war before building more settlers? We should be able to beat Willem with pure numbers, we won't have a tech advantage.
[ATTACH]1457[/ATTACH]