Back from teaching.
Okay, so, game so far.
We're in decent shape, I think. Definitely the weakest empire on the board, but given that we're playing by far the weakest civilization* and I'd wager have had the toughest start between barbarians and our neighborhood. We're not falling dramatically behind, and if we can keep pace in expansion the advantage other civs have over us will fade and we can start to come into our own. I mean, we're still hampered with no UU, UI, or abilities worth mentioning, but that's fine. We just have to be better.
Regrets:
* Scout first. The security from the warrior is just too good to pass up. I was angling for meeting more city-states and maybe making something happen, and I just seriously value map knowledge (look at all my games here for that). But we got nothing from it, and having 1 (or 2!) more warriors right now would have possibly let us decisively stop the settlement of Isaac. I think always go warrior first, not slinger or scout. Lesson learned.
* Denouncing Kaiser. My thinking was I wanted the ability to declare war to snipe civilian units if he was being casual. But I should have denounced him right away if that was my plan. Had I done so, I could have taken a settler, or forced him to hold both back for escorts. Alternatively, had I never denounced him, he couldn't have settled Isaac even yet. He'd have to denounce, wait 5 turns, and then declare war to kick my scout off. So the No Surprise War ability is like a mini-DoF, and should be used as such. Lesson learned.
* Poor micro causing me to slip on locking in districts. I need to be better about that, I need to plan civic swaps better, and plan things like the district discount better. We have to wring every drop out of this civ if we're going to be competitive, I can't just survive off sloppy play and busted-ass districts like the Seowon right now.
What has gone well:
- Scouting has been good and I'm confident we've settled in the only direction that would give us a chance to be competitive. Imagine if we had, say, Blackhawks and Capitals as our cities #2 and #3 versus Kaiser's lush jungle cities. They would rapidly outgrow and outproduce us, and Kaiser would rapidly expand to fill the whole fertile river valley, even cutting us off from the Lightning valley to the east. That would be more or less fatal.
- Dry Kings -> Double Campus seems like it will work. We'll reach size 4 and a Commercial Hub without problems, and that's good for a city. Kings will never grow to be a monster, but it's doing all right. It'll be a good military hub if nothing else down the road, those units are always relatively cheap.
- Good use of advantages we have, like our early religious meeting to grab a strong pantheon, which is doing wonders. Decent military, good job whacking barbs.
On the whole, I'd give myself a C+ so far. Handling the denouncement would have earned me a B, and making no mistakes is an A. Slightly above average seems fine.
Okay, future plans.
William, thank you so, so much for being willing to step in. I'm going to outline my general thoughts and intentions for the Classical Age, but use your own judgment. The game state changes and detailed micromanagement is impossible. My policy is always to trust subs to handle things, as long as they know my intent, and they just execute as they deem fit. If that sometimes means going about things a different way than I would have, no worries.
So: Evaluation.
Our only chance to dominate this game is to build a large, productive empire. For that, we need secure access to good land. It does us no good to overbuild military and fall behind in production to be ultimately overwhelmed (sub in PBEM17, Archduke in PBEM2). It also does us no good to neglect military and get our game wrecked by an opportunistic rush, or to have to play defense and fail to expand (too many other players). So, we need a balance. Our infrastructure is good for the immediate future, good enough that I think an army and expansion are viable next targets. Which should come first?
I always favor security. Look at how useful our warriors and scout have been in limiting and slowing Kaiser. We don't want to overinvest, but I want horsemen able to accomplish two missions.
First mission: Antananarivo. I have mentioned multiple times that that city is a dagger pointed at our heart. It lies barely two turns' march from our capital over open terrain. Whichever power controls one city will naturally threaten the other. In a perfect world, we'd just capture it and fortify it, and it would form a chain with Bruins and, ultimately, Hurricanes along the river to form our frontier with Kaiser. Unfortunately, we can't do that. Accordingly, we need to be prepared to respond. If Kaiser attacks it, we need a military capable of striking back. If he suzerains it, we declare war ourselves - I think it's a worthy enough casus belli. If he does nothing, we keep an eye on things and work on our second mission:
Second mission: securing our expansions. I really like the fertile valley east of Bruins, but it's a long walk and it takes some set up. That might be our NEXT wave after the immediate one. Worth thinking about. If we need more build queues now, though, then I think Ducks (either site) and Capitals are good expands, with Blackhawks a good one closer to home if we don't want a long walk but want to expand west. Hurricanes and Devils are "nice to haves" but need demonstrable military superiority or parity with Kaiser yet, and we don't have that. Ideally, we'd use a couple of horsemen to keep Kaiser out of the river valley east of Bruins and Geneva, and try to point him west, towards Bologna and Vilnius. Or even north! He has to have land north of him, yeah?
What is enough? We need at least 3 horsemen to be prepared at Antananarivo, and 3 archers is a nice security force that can operate around Bruins to secure the area. Bruins itself needs walls and the encampment I mentioned (I will add a pin) as the frontline. Later it will get medieval walls at Castles, and Renaissance Walls to make it impregnable short of Observation Balloons. An encampment with walls should be safe enough with a modest garrison, and the GG points will be useful.
A trader is necessary. We must have a road over the rough terrain between Bruins and Blues to keep reinforcements flowing and enable quick reactions. In an ideal world, we'd have a highway from Bruins to Antananarivo to let us rapidly shift forces from one end of the empire to the other.
Finally, we need to cow Kaiser and get him to accept the Bruins - Antananarivo line as a long-term border. We've had some jostling but I am convinced that a war of conquest against Egypt is not a viable possibility barring major changes. Too many river crossings against too powerful an empire. Maybe we can eventually leave him in the dust research-wise and try around the Industrial era, but we have to play a great game to get there. Instead, bloodying his nose or intimidating him should do.
So, for the classical age:
1)Build a decent military core with the mission of confronting and defeating Egyptian incursions. It does NOT need to be capable of invading and conquering Egypt.
2)Expand to the northwest and northeast at least, then backfill steadily towards the tundra.
3)Only when this is done should we resume I think infrastructure builds.
Shopping list:
1)A trader
2)At least one builder. He must quarry a stone and mine an iron to unlock key defensive techs Masonry and Iron Working. Final charge could be an Ancestral Hall chop? Or another useful improvement.
3)3 horsemen
4)3 total archers
5)Ancient walls and an encampment at Bruins.
Only after that would I feel comfortable with settlers. Is that too much? Will we fall behind? I'd appreciate thoughts on this, because my brain is mostly devoted to the logistics of packing up and leaving Korea, wrapping up my relationships here, finding and renting an apartment in St. Louis nad moving in, and preparing to teach at my old school with an uncertain COVID future and I really havne't given the thought that I should to this game.
Cities:
1)Blues goes Campus -> Trader -> Horseman
2)Kings goes Campus -> Horseman -> Horseman
3)Bruins goes Archer -> (Archer?) -> Encampment -<> Walls
I need a builder in there. Maybe after the first horseman, if I can get away with hit. Then
Blues: (Builder) -> Ancestral Hall (chop) -> Settler -> Settler?
Kings: (Horseman) -> Settler?
Bruins: If we finish the encampment and walls then either Settler (for 4 total: Lightning/Ducks/Capitals/Blackhawks probably) or Campus for a library push if our science seems to be flagging.
I dunno. There's so much to do and not enough production to go around. We'll need to prioritize.
Research: AH -> Bronze Working then Masonry <-> Ironworking -> Wheel -> Construction <-> Machinery depending on the situation and eurekas.
Civics: Right now working on G&R, with 1 turn to complete Military Tradition once we're ready to swap into Maneuver. Try and time policy swaps for our build cards, Urban Planning is going to be more or less permanently slotted but we can run Maneuver/Colonization or Maneuver/Agoge as needed. Need a wonder for D&P, which isn't happening, so that's a good culture dump.
William, I'll have more instructions on the C&D sheet (basically don't worry about it, it'll be super easy) and emails later. I'd really like a grand symposium of all my lurkers, though, right now.
*I think only Eleanor of England is even in the same ballpark as us, and at least she has RNDs going for her. Harbors have been buffed and buffed and buffed again - Veterancy lets you build them 30% faster, Lighthouses give +2 housing, you can pile production and gold onto sea tiles, trade routes are always good, etc. - and let sub play with the district discount. Egypt has the decent sphinx improvement (early culture, built on otherwise useless floodplains), Iteru is a nice ability to get some situational wonders or districts, better than nothing, Bride of the Mediterranean again is a nice little buff, Egypt has some stuff in their kit. They're no Russia, but they're not France or Canada either. Phoenicia I don't even think is bad. The loyalty is a gimmick, but the Cothon is better than the RND right now. The only question was if he could use htem, which, WELP, turns out yes, he can. And we've been over Brazil and seriously what is Brazil doing in this game.
Okay, so, game so far.
We're in decent shape, I think. Definitely the weakest empire on the board, but given that we're playing by far the weakest civilization* and I'd wager have had the toughest start between barbarians and our neighborhood. We're not falling dramatically behind, and if we can keep pace in expansion the advantage other civs have over us will fade and we can start to come into our own. I mean, we're still hampered with no UU, UI, or abilities worth mentioning, but that's fine. We just have to be better.
Regrets:
* Scout first. The security from the warrior is just too good to pass up. I was angling for meeting more city-states and maybe making something happen, and I just seriously value map knowledge (look at all my games here for that). But we got nothing from it, and having 1 (or 2!) more warriors right now would have possibly let us decisively stop the settlement of Isaac. I think always go warrior first, not slinger or scout. Lesson learned.
* Denouncing Kaiser. My thinking was I wanted the ability to declare war to snipe civilian units if he was being casual. But I should have denounced him right away if that was my plan. Had I done so, I could have taken a settler, or forced him to hold both back for escorts. Alternatively, had I never denounced him, he couldn't have settled Isaac even yet. He'd have to denounce, wait 5 turns, and then declare war to kick my scout off. So the No Surprise War ability is like a mini-DoF, and should be used as such. Lesson learned.
* Poor micro causing me to slip on locking in districts. I need to be better about that, I need to plan civic swaps better, and plan things like the district discount better. We have to wring every drop out of this civ if we're going to be competitive, I can't just survive off sloppy play and busted-ass districts like the Seowon right now.
What has gone well:
- Scouting has been good and I'm confident we've settled in the only direction that would give us a chance to be competitive. Imagine if we had, say, Blackhawks and Capitals as our cities #2 and #3 versus Kaiser's lush jungle cities. They would rapidly outgrow and outproduce us, and Kaiser would rapidly expand to fill the whole fertile river valley, even cutting us off from the Lightning valley to the east. That would be more or less fatal.
- Dry Kings -> Double Campus seems like it will work. We'll reach size 4 and a Commercial Hub without problems, and that's good for a city. Kings will never grow to be a monster, but it's doing all right. It'll be a good military hub if nothing else down the road, those units are always relatively cheap.
- Good use of advantages we have, like our early religious meeting to grab a strong pantheon, which is doing wonders. Decent military, good job whacking barbs.
On the whole, I'd give myself a C+ so far. Handling the denouncement would have earned me a B, and making no mistakes is an A. Slightly above average seems fine.
Okay, future plans.
William, thank you so, so much for being willing to step in. I'm going to outline my general thoughts and intentions for the Classical Age, but use your own judgment. The game state changes and detailed micromanagement is impossible. My policy is always to trust subs to handle things, as long as they know my intent, and they just execute as they deem fit. If that sometimes means going about things a different way than I would have, no worries.
So: Evaluation.
Our only chance to dominate this game is to build a large, productive empire. For that, we need secure access to good land. It does us no good to overbuild military and fall behind in production to be ultimately overwhelmed (sub in PBEM17, Archduke in PBEM2). It also does us no good to neglect military and get our game wrecked by an opportunistic rush, or to have to play defense and fail to expand (too many other players). So, we need a balance. Our infrastructure is good for the immediate future, good enough that I think an army and expansion are viable next targets. Which should come first?
I always favor security. Look at how useful our warriors and scout have been in limiting and slowing Kaiser. We don't want to overinvest, but I want horsemen able to accomplish two missions.
First mission: Antananarivo. I have mentioned multiple times that that city is a dagger pointed at our heart. It lies barely two turns' march from our capital over open terrain. Whichever power controls one city will naturally threaten the other. In a perfect world, we'd just capture it and fortify it, and it would form a chain with Bruins and, ultimately, Hurricanes along the river to form our frontier with Kaiser. Unfortunately, we can't do that. Accordingly, we need to be prepared to respond. If Kaiser attacks it, we need a military capable of striking back. If he suzerains it, we declare war ourselves - I think it's a worthy enough casus belli. If he does nothing, we keep an eye on things and work on our second mission:
Second mission: securing our expansions. I really like the fertile valley east of Bruins, but it's a long walk and it takes some set up. That might be our NEXT wave after the immediate one. Worth thinking about. If we need more build queues now, though, then I think Ducks (either site) and Capitals are good expands, with Blackhawks a good one closer to home if we don't want a long walk but want to expand west. Hurricanes and Devils are "nice to haves" but need demonstrable military superiority or parity with Kaiser yet, and we don't have that. Ideally, we'd use a couple of horsemen to keep Kaiser out of the river valley east of Bruins and Geneva, and try to point him west, towards Bologna and Vilnius. Or even north! He has to have land north of him, yeah?
What is enough? We need at least 3 horsemen to be prepared at Antananarivo, and 3 archers is a nice security force that can operate around Bruins to secure the area. Bruins itself needs walls and the encampment I mentioned (I will add a pin) as the frontline. Later it will get medieval walls at Castles, and Renaissance Walls to make it impregnable short of Observation Balloons. An encampment with walls should be safe enough with a modest garrison, and the GG points will be useful.
A trader is necessary. We must have a road over the rough terrain between Bruins and Blues to keep reinforcements flowing and enable quick reactions. In an ideal world, we'd have a highway from Bruins to Antananarivo to let us rapidly shift forces from one end of the empire to the other.
Finally, we need to cow Kaiser and get him to accept the Bruins - Antananarivo line as a long-term border. We've had some jostling but I am convinced that a war of conquest against Egypt is not a viable possibility barring major changes. Too many river crossings against too powerful an empire. Maybe we can eventually leave him in the dust research-wise and try around the Industrial era, but we have to play a great game to get there. Instead, bloodying his nose or intimidating him should do.
So, for the classical age:
1)Build a decent military core with the mission of confronting and defeating Egyptian incursions. It does NOT need to be capable of invading and conquering Egypt.
2)Expand to the northwest and northeast at least, then backfill steadily towards the tundra.
3)Only when this is done should we resume I think infrastructure builds.
Shopping list:
1)A trader
2)At least one builder. He must quarry a stone and mine an iron to unlock key defensive techs Masonry and Iron Working. Final charge could be an Ancestral Hall chop? Or another useful improvement.
3)3 horsemen
4)3 total archers
5)Ancient walls and an encampment at Bruins.
Only after that would I feel comfortable with settlers. Is that too much? Will we fall behind? I'd appreciate thoughts on this, because my brain is mostly devoted to the logistics of packing up and leaving Korea, wrapping up my relationships here, finding and renting an apartment in St. Louis nad moving in, and preparing to teach at my old school with an uncertain COVID future and I really havne't given the thought that I should to this game.
Cities:
1)Blues goes Campus -> Trader -> Horseman
2)Kings goes Campus -> Horseman -> Horseman
3)Bruins goes Archer -> (Archer?) -> Encampment -<> Walls
I need a builder in there. Maybe after the first horseman, if I can get away with hit. Then
Blues: (Builder) -> Ancestral Hall (chop) -> Settler -> Settler?
Kings: (Horseman) -> Settler?
Bruins: If we finish the encampment and walls then either Settler (for 4 total: Lightning/Ducks/Capitals/Blackhawks probably) or Campus for a library push if our science seems to be flagging.
I dunno. There's so much to do and not enough production to go around. We'll need to prioritize.
Research: AH -> Bronze Working then Masonry <-> Ironworking -> Wheel -> Construction <-> Machinery depending on the situation and eurekas.
Civics: Right now working on G&R, with 1 turn to complete Military Tradition once we're ready to swap into Maneuver. Try and time policy swaps for our build cards, Urban Planning is going to be more or less permanently slotted but we can run Maneuver/Colonization or Maneuver/Agoge as needed. Need a wonder for D&P, which isn't happening, so that's a good culture dump.
William, I'll have more instructions on the C&D sheet (basically don't worry about it, it'll be super easy) and emails later. I'd really like a grand symposium of all my lurkers, though, right now.
*I think only Eleanor of England is even in the same ballpark as us, and at least she has RNDs going for her. Harbors have been buffed and buffed and buffed again - Veterancy lets you build them 30% faster, Lighthouses give +2 housing, you can pile production and gold onto sea tiles, trade routes are always good, etc. - and let sub play with the district discount. Egypt has the decent sphinx improvement (early culture, built on otherwise useless floodplains), Iteru is a nice ability to get some situational wonders or districts, better than nothing, Bride of the Mediterranean again is a nice little buff, Egypt has some stuff in their kit. They're no Russia, but they're not France or Canada either. Phoenicia I don't even think is bad. The loyalty is a gimmick, but the Cothon is better than the RND right now. The only question was if he could use htem, which, WELP, turns out yes, he can. And we've been over Brazil and seriously what is Brazil doing in this game.
I Think I'm Gwangju Like It Here
A blog about my adventures in Korea, and whatever else I feel like writing about.
A blog about my adventures in Korea, and whatever else I feel like writing about.