That felt like a mediocre turnset; possibly not a firm enough plan going in, possibly just that point in the game, very definitely fed up with Boudicca, very definitely some
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Policy for this turnset was focus on consolidation and getting ready for a GA / civics switch. Where it was possible and I'd otherwise have been building wealth, I build doubled wonders instead. This means that we may actually be in a position to get MoM in Bean a Sidhe and Colossus in Flying Dutchman, but I'd be happy with failgold. The former is obviously great but I wouldn't want to bet on getting it, the latter might actually be OK for us - several marginal coastal cities would look a lot better, and I doubt we'll want to rush Astronomy. If not, failgold. We've also got 1t of definite failgold in the MoM in Christmas Past.
For the GA, BaS is, as Brian said, a strange place to run specialists, but it was already at 21/100 GS points, so I did it anyway. After that, never again. I'm also running one scientist in YM to keep those points trickling in.
This does mean that I've very definitely shaped some elements of the next turnset, but I think we're at that point in the game. Also, apologies for hogging the weekends to play; I will try to avoid quite as much of this in future.
So: switched FD to Colossus (it gets the silver mine to work to help this), YM to Hindu monastery; renamed Cuman to Ancient Mariner and Chinook to Ioi - neither are strictly dead themselves, but they ended up in the lands of ghosts, so seemed appropriate.
T141: Ioi comes out of resistance, starts contributing to empire. It's not efficient to march workers up there until the borders pop and they can do work en-route, so it'll have to keep working cottage and unimproved rice for a few turns (ugh).
I note that HRE has longbows now.
T142: We lose the farm at Ioi to a border pop from Tadmeka! I can't see any buildings, but Mansa is in caste. Is the AI bright enough to run an artist here? Switch Ioi build to library, ready to start competing harder.
Whip at Inky as that builds granary at half food box.
I think it was this turn that BaS finished a worker and I started MoM - my notes are unclear.
T143: Civil Service is in! I look at the tech options, and note that Boudicca's power is spiking. Construction it is - at 0% science for a turn or two though.
This triggers me to start moving our army's centre of gravity back to the south.
I also put 1t into an axe at each of YM, XP, CP so that they are easily whippable if necessary (I'd rather wait until they become macemen if possible).
Ioi gets its farm back, but I decide to stick with the library first anyway.
T144: Brocken Spectre finishes Courthouse, I start a Jewish monastery. Reset the axe builds. Realise that I'm not working the scientists at BaS after all (Some side effect of my MoM switch? Misclicks as I maximised food / production and stole tiles back from XP?). Ugh; re-hire them.
T145: Monty wants us to stop trading with Mansa; he's earlier asked us to declare on Qin. He's a dissapointed man.
I decide to do some trading with our key partners to try to build trust. None of these are great trades in themselves (wouldn't do it in MP), but we have a lot of idle resources.
Mansa: we get sugar for sheep
HRE: we get 6gpt for furs
Izzy: we get corn for furs
Boudicca would trade 6gpt for silver, but as I can see a stack incoming, I don't think so...
I move our reserve stack (2 axe, 1 spear) to the forested hill in order to deny them that route. Would probably not have done this against a human, but the AI will be sending that stack against a city...
T146: I hate that woman. At least she's predictable.
Pasture is pillaged by chariot. Catapults change things - I think we need to attack out, and I reckon I have enough troops, once I get through the C2 axe. Start with the reserve stack.
C1 axe v C2 axe at 32% - loss, but get in 2 hits
C1 axe v Cat at 68% - win, but take 5! hits
C1 axe v Cat at 68% - FLAWLESS LOSS
Oops. Well, we have enough to troops to cope with one of those.
C1 axe v Cat at 68% - win, take 3 hits
C1 axe v Cat at 68% - FLAWLESS LOSS
Note to self; leave combat to Brian
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Against a human I would not have made that last attack. I would have to check, but I think his overall stack (wounded axe, cat two chariots) might beat the defence (wounded axe, spear, chariot) next turn. However, we all know what the AI does when it has a catapult...
T147: Boudicca bombards. Her axe promotes to C3, mine in city to shock (to help heal). We have our medic 3 in the city now, along with other reinforcements. I decide to heal and gather more troops.
Con is in, start Machinery (0% science again but overall ETA is 6t).
T148: More bombardment. I realise that the annoying killer cat is now bombard 2 which gives +10% against melee, making it 50% against a C1 axe.
I keep healing. Mali has longbows.
There is a worker steal from Izzy available near XP if I can get three workers over there to road the desert...
T148: Our unpromoted scouting Magrat over in Chinese lands is attacked by a C1 chariot . We win at 32%! Would probably rather have had the win earlier though. I move the chariot into a Chinese city to heal, and promote to C1. I think we get slightly faster healing in a city, and have a vague hope that the AI won't attack us there. We're too far away from safety to risk much else (I note that everyone but Mansa and Monty has OB with Boudicca and they wont stop trading).
OK, so now I'm feeling lucky.
C2 axe v wounded C3 axe at 53.7% (Shock axe ends up against cat, I don't want to use him for that): loss, but lots of damage.
C1 axe v B2 cat at 50%: win!
Spear v wounded axe 98% win (spear to avoid chariots defending)
2 Spears v 2 chariots - wins.
Cover last spear with two chariots, just in case (only a 2 mover can hit us)
I draw some of our excess troops back towards BaS to act as a reserve.
T150: Izzy builds the AP, we're up for the vote. Kill Monty quickly, spread Hindu and cheese win by diplo anyone? I vote for us; maybe Boudicca has Hindu in a city and we can force peace or ramp up her unhappiness. Maybe time to spam some Hindu temples? Note that YM can now build missionaries.
I pull back from the worker steal, wasting a couple of worker turns. I couldn't get a non-axe unit over to cover and there is a road on the target tile, so a chariot counter-attack could have been nasty. Should have done a more detailed plan 3 turns ago and realised it wasn't on
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Worse than that, I realise that I forgot something last turn, while distracted by the war
: Caleuche reached 58/120 hammers in a forge. 3-pop whip overflowing into Moai was planned. Now it's 61/120. Unprintable words time. It's not critical (it's not like it was a settler build), but that's really annoying. I do think that, once past a certain level of base intelligence and knowledge, focus and not missing stuff like this is one of the two key skills in Civ (the other being macro strategy - seeing opportunities). It's certainly one I need to hone...
Boudicca won't talk to us, but I do like her line here:
Thought's and plans:
- I've left science at 70%, giving us machinery in 2t. That should make us safe for a little while.
- My plan was to get Great Person from BaS, go golden, get GS from YM and put Academy somewhere. I think we can get Poly and Mono before the GA starts, so can do Bureau / OR first turn of GA (we kind of don't need HR at the moment, but could aim to get it by end of GA).
- We're slow building MoM in BaS for failgold, but actually might get it. I have left the last forest at one chop in case we get close (OR would help here). Mechanics: what happens if we're in a GA when we build it? Do we get the extension to the current GA?
- I've run irrigation over to Moura's rice, and mapped out an irrigation path to Ioi. Other than that, workers are making obvious improvements where possible, but I may well have been sub-optimal with our (extensive) plains. Thinking is that a non-riverside plains farm is one step up from nothing, but it's still a step up. Riverside, I 've dropped a few plains cottages, and the odd farm required for irrigation, but I'm trying to leave some for watermills at "production" focused cities. I was thinking that we may want to re-work the tiles around CP, with farms on corners and mills on rivers. I'm not sure how people feel about mills this early though.
- Bwca has a bunch of two-food tiles; my plan was to just keep letting it work them, mostly as cottages, with no extra food (no grassland farms). That would suggest a windmill on the hill. Again, it's early, but keeps the city growing (sloooowly).
- I keep forgetting to adjust EP. I even wrote it down on the plan and didn't do it. Done now, but too late to get Charley's graphs this turnset.
- Brocken is building a filler settler, largely because I wanted to chop some forests to give it more tiles, and didn't want the chops to go into anything less important. Going forward, pumping settlers at Caleuche and overflowing into Moai might make sense.
We lost 4 axes, against 1 axe, 3 catapults and 3 chariots. The last of those was pure luck (thanks, Magrat!). We came out ahead, but not by that much. Would be interested in feedback on initial decision to hit the stack - I didn't want to let three cats get to work on XP while I built up troops, and didn't want to take collateral damage in the city at any point.
We remain strong; we're top or second in every demo that counts except power, where I think we're safe enough. I haven't got graphs on Charley, so it's possible he's got a big manufacturing base but I don't think so given the score. That would mean that we're basically tied with Mansa for GNP and manufacturing while being ahead in food and land, and clearly up on everyone else.
There ought to be graphs and demos here, but Imgur's captcha stuff is not playing nice with my NoScript. I'll try to upload them later.
Also, wow this post sounds miserable when I review it! Don't worry, I'm having fun and am learning, we're winning, it's all OK
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It may have looked easy, but that is because it was done correctly - Brian Moore