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Adv 1 Report (In progress - played to T100 thus far)

I am trying to play this out in fifty turn increments. The reporting for the first fifty turns is a bit spotty, as I played rather mindlessly while watching football - sorry.

I decide to settle on the other side of the river after moving the scout. The river marks the continental divide as well. Initial tech is animal husbandry for the cows. I set the first build as a slinger in the hopes that he will get a kill to speed up archery.

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Initial city plans. I haven't really looked into the mechanics that limit expansion (I guess new buildings and districts become more expensive?), so I don't know how many cities are optimal. The two barbarians encampments will get wrecked in short order.

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I end the session settling to the east on the spot next to Kabul, and I think I want the horses to the Northeast next.
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T50
2 Turns from Astrology (no bonus) and three turns from Craftsmanship. I am developing a trade route with Jakarta. Builds: Settler (Washington, 9 Turns) and an archer (Boston, 10 turns for Jakarta request). I buy a monument in Boston as well.

T51
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Discover another barbarian encampment to North. My warriors are out of position and wounded, so I will keep watch for now. I discover a village South of Kabul (very hard to spot on the map)

T52
Finish Astrology (following with Writing) and Craftsmanship (following with Military Tradition) . Change policies to Discipline and Colonization. Village grants a boost to Sailing, so will a coastal city complete it?

T53
Just passing time. Washington is at the happy cap, so I will purchase to quarry the marble which is now in Boston's radius.

T54
Barbarians attack my sentry scout in questionable act (across a river and my guy is fortified on forest hill)

T55
Whole lot of nothing

T56
Military tradition comes in and I move onto Mysticism, as it's the only discounted option. My sentry scout takes a poke at wounded barbarian slinger the pops into view.

T57
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I meet the Cleo's scout at the barb encampment and exchange capital info. She is far to North right now. If my abandoned test game is any indication, she will start settling in a straight line towards me (edit - has not happened as of T100). The meeting completes Writing and I move onto Currency (boosted). Washington finishes the settler who will head North to settle the horses. I lay down a Holy Site (I did this onto a forest, and I don't think I got a production bonus that one would get from chopping)

T58
My Sentry gets killed at the encampment after I get too aggressive. I blame Cleo for this and vow to wipe her off the map.

T59
Thrills! (Not really)

T60
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I send my new envoy to Jakarta and become the Suzerain. Mysticism completes and I switch to State Workforce (no boost - I should have thrown down the Holy Site before the settler). I find Nan Madol.

T61
An unmet player is defeated. I am told this can be a city state. I meet Hojo, and I learn that his Capitol is far to my West. I find another village South of Nan Madol.

T62
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Is this a good deal? I have no idea, but I guess extra luxuries are glitched? Whatever, I take the gold. A new barb encampment pops up South of Boston, so re-direct my warriors. I found Charleston, and I do not receive the coastal boost because it's on a lake. I start Charleston with a granary. I buy another builder in Boston, and I need more.

T63
I enter the classical era with the discovery of Currency. New tech target is Apprenticeship by way of Horseback Riding. I get boost of 20 faith from a village. Current city state quests are train a catapult and boost Games and Recreation.

T64
Nothing.

T65
Still nothing

T66
Nothing hat trick.

T67
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Cleo badmouths me because I don't have enough units. My pointless grudge meter goes up another tick. Kabul clears out the barbarian encampment before I reach it.

T68
Horseback Riding is completed.  Research set to Apprenticeship.

T69
Japan is rumored to gone to war against an unmet China.

T70
State Workforce completes, and I begin Political Philosophy to get more policy-slots.

T71
The Holy Site is complete, and I start on a Temple to generate my Prophet. I cash rush a monument in Charleston.

T72
Trade post with Jakarta is complete. I move the trader over to Kabul.

T73
Zzzzz.

T74
Settler from Boston is complete. Next build: builder.

T75
Just watching the wheels turn 'round.

T76
Political Philosophy is knocked out and I switch government to Classical Republic. I also reconfigure my policies for expansion and to push a prophet. Drama and Poetry is the new civic (I put zero thought into this).

T77
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The scout will be renamed HMS Beagle if he gets that far.

T78
Turns are starting to get slow while the AIs move units to no great purpose. The temple is complete and I start on another builder.

T79
A barbarian encampment in my interior is causing trouble.

T80
Washington's slinger is upgraded to an archer to deal with the barbarian menace. A new city is founded. Still no double boost for Sailing (New Orleans is coastal), so I guess it doesn't work that way.

T81
Jakarta snipes the encampment while the barbarian spearman is in my territory - Jakarta, welcome to my enemies list.

T82
Washington starts on another settler and Charleston starts on an archer. Envoy sent to Nan Madol to get more culture in the Capitol.

T83
Barb scout gets whacked. Boston finishes a builder and starts on a campus.

T84
Nothing amazing.

T85
Drama and Poetry comes in and I select Games and Recreation.

T86
Nothing.

T87
Buy a monument in New Orleans.

T88
I enter the Medieval Era with the discovery of Apprenticeship. Research set to Sailing.

T89
I get a random boost for building archers - I don't mind little bonuses for how one plays the game (I really enjoyed that system in Alpha Protocol - the game even had a bonus for being a chump and taking a lot of damage), but halving the research times seems a bit much. Tech is set to Iron Working. Washington begins an Industrial Zone and I set Charleston to a Scout.

T90
I build an iron mine for some boosts.

T91
I plant Philadelphia - I think I will try to build up now and then eat the local city states.

T92
Games and Recreation -> Defensive Tactics (in the longer view, I want to hit Merchant Republic). Charleston starts a builder. I switch New Orleans to a Galley while I wait for tiles to come into its radius.

T93
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No further comment on the quote - tech set to The Wheel.

T94
I switch New Orleans back to the builder, as Philadelphia has zero improved tiles (whoops).

T95
Research set to Masonry.

T96
I forget?

T97
Tech set to Engineering.

T98
New Orleans finishes the builder and goes onto an Industrial Zone.

T99
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A new city state is found.

T100
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Uneventful. I need to find a way to build things quicker (forest chops?), or just spam units. This game needs some action.
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