Turn 50 Review
Fifty turns is a nice round number and with the two week hiatus for Rowain’s civlessness I figured it’s not a bad time to give a “State of the Civilization” report, give the Lurkerati something to discuss and to crystallize my thoughts going forward over the next 20-25 turns. So, here we go…
So far, so good
The summary of my first 50 turns is “Good start. Holy crap what are you doing? OK, pull it together, starting to recover”. The first 20-25 turns went well, getting the immediate areas scouted out, finding six of the ten city-states in the game and three out of four of my opponents. The only error with the scouting was not being “forceful enough” in trying to get eyes on Kikyo early and perhaps not going northeast to find Washington.
Turns 28-35 were a bit of a mess. I’ll chalk that one up to initially misunderstanding combat math, never having played humans before and a healthy dose of paranoia. I think I’ve come out of it somewhat unscathed but it did put me behind a little bit.
Turns 36-50 went reasonably well. The AI did me in a little bit with my intended pillaging at Stockholm but an opportunity has presented itself in the Japan-England war. The discovery of iron east of Kikyo turned opportunity into necessity and preparations for war have, so far, gone off without a hitch. I am still making some errors here and there (like I can’t count things in this game properly) which I do need to stop.
The Map
Having looked at a number of maps before this game started helped me to mostly deduce my position on the map – just above the equator in the western portion of the map. There seems to be a peninsula that Ichabod is on off to the southwest, which initially had me puzzled until I saw his borders start to appear. The rainforest belt will help in the long-term, both as a geographic buffer between my planned northwestern cities and Ichabod and as a source of faith due to my pantheon.
I am struck by how flat this map seems to be. There aren’t that many hills to be had anywhere, except up in the northwest where I have the city of Cragganmore planned. This is putting a premium on production. The expanse of desert to the south is also larger than I’d seen in most of the maps I looked at.
Domestic Affairs
I’m running at the back of the pack in terms of expansion, though I’ll have a 3rd city in four turns (more on that later). Research rates are near the bottom, with only Rowain behind me. Militarily I’m middle of the pack and will catch up a bit to the leader once I perform my unit upgrades on Turn 56 or 57.
I will be in a bit of a sticky situation once I finish Iron Working, as I won’t be able to build any melee units – I’ll have one iron mined but no encampments. My income will also decrease a little bit due to unit maintenance costs. That will relieve itself in the late 60’s as I get an encampment built in Tomatin and finish State Property around the same time.
Cities
Tomatin
I had an encampment planned at the forest tile two east of the city center. Unfortunately the tile picker has flaked out and is switching back and forth between that tile and the forest tile 2 SE of the city center (the dotted red hex). Worse, the change in mind is not occurring predictably – on Turn 48 it was taking the eastern forest and then on Turn 49 it switched to the SE one, where it remains for Turn 50. Regardless, tile expansion is due in ten turns.
That leaves me with a dilemma. I need to get the encampment out in order to be able to build melee units once Iron Working is done. However, the SE location is not ideal for use as a defensive perimeter vs. Rowain. Two benefits that tile does have are providing a +1 gold for the planned Commercial Hub and gives me the option to purchase that rice tile by Tsingy. I will move forward with the hope that the tile picker switches back in time for the expansion but, if not, the Encampment will go in the SE tile and I’ll deal with it.
Builds are scheduled to be two warriors followed by part of an archer, most of a monument, then chopping out the archer to start the Encampment. After that I’ll finish the monument and get out a settler.
Glenfarclas
This city is going to be low on production, particularly since I’m chopping several of its forests. There are no hills in the first two rings and the desert encroaches to the south. One of the silver-containing tiles will be added to the city in nine turns, but the tile picker is going back and forth between the SW and SE tiles. I don’t know that I have a preference as both flat and won’t be of use to me until I can get my food generation up.
The locations of the Campus and Holy Site are pretty much set. I’ll either build a Commercial Hub to the NW or the Encampment to the south, though I also do not like this location. However, I don’t know where else I’d put it as anything to the NE would take away from Tsingy’s culture and science.
Upcoming builds after the builder are a scout, an archer and a chop to direct overflow into a Campus. After the Campus I’ll probably build a Library as I don’t see this city contributing much in terms of military. The Holy Site’s placement is for the potential adjacency bonus – due to my pantheon it’s a +4 from all the rainforests.
Dalwhinnie (Planned)
This city was originally planned to be founded on Turn 56. However, the earlier forest chop at Tomatin took a turn off the transit time and I must have miscounted the distance by one. As a result, this city will get founded on Turn 54 in the marked location. The builder getting finished in Glenfarclas will mine the iron and the silver before returning to that city to chop a forest to start the campus. I’ve decided to put in two mines, rather than farm one of the flood plains, in order to get a little more production out of the city and because having the second luxury resource will allow the other cities to be a bit larger while retaining the 5% yield bonus due to amenities.
The build plan here is for a trader, then going into either a monument or a district depending on what the tile picker does. All of the district placements are tentative – they provide good adjacency bonuses, particularly if I can take Kikyo. The trader will add 1F/2P to the city once Tomatin’s encampment is complete. It will also build a road right through Glenfarclas, getting me trading posts in two cities.
Future Cities
I continue to evaluate Glenkinchie as a city site given its good balance of food and production. I think if I found there I’d want to be in a position to buy a Tsingy tile right away for the science and culture and to speed the city’s growth. I don’t think it will be able to grab the remaining horse tile from Baltimore but since I’m planning to go without horses, no big deal. Aberfeldy and Cragganmore to the west are not as good and I’d have to treat these as front line cities given Ichabod’s location. Likewise, Auchentoshen to the southwest of Jerusalem is a good spot but not one I could support in the event of an attack. That would be a back-fill location provided I can take out or stalemate Ichabod.
One goofball idea would be to not settle at the marked spot for Glenkinchie and instead go here:
It would be able to work a 3F/1C/1S tile right away and be generating 2.3 culture and 2.7 science as soon as I put it down. That would be a significant bump to my current rates. The first expansion tile would either be the dyes or the deer tile. Long-term that deer tile could be swapped to Glenfarclas. The first build could be a Granary, which would relieve the housing situation enough to make this city usable until the Aqueduct can be built. I think this merits serious consideration.
I’ll have about 20 turns to decide (or see if Rowain sends a settler down here before I can get one built).
Industrial Zones?
Nope. Not building any this game unless, for some reason, it goes way longer than I anticipate. I had previously mused about the cost-benefit analysis on building these. I had also earlier wondered about giving Oledavy’s PBEM 2 Encampment defense strategy a try as well. After further pondering I’ve decided that Encapments will not only serve as defensive outposts for me, but as a source of additional manufacturing by fully building them out. First, Encampments are available now, making them cheaper to get out in early cities but equal in cost to IZ’s later on. Second, though Encampments get no adjacency bonuses the flat terrain in this game is making it hard to find spots for good IZ adjacencies. There’s a potential for a +4 at Dalwhinnie and a +2 at Tomatin but they require obtaining a few second or third ring tiles to do so. Third, there’s the actual cog cost once you start talking about district buildings:
- A Workshop is 195 cogs, gets you +2 production, +1 Great Engineer Point and the potential for a specialist for +2 production.
- A Barracks and an Armory is 280 cogs (90 + 190) and gets you +2 production, +2 Great General Points, a potential +2 production and +2 culture from two specialists AND +1 housing, +50% to XP for melee and ranged units trained in the city and +25% XP for all other military land units. Building stables increases that cost by 30 cogs and shifts the first +25% from melee & ranged units to cavalry.
A Factory and a Military Academy occur at the same age (early Industrial) and have the same build costs (390 cogs). The factory gets +3 production while the Military Academy gets a +2 production and allows the direct-building of corps and armies. To my eyes there’s more value for cogs in a fully-built Encampment than an Industrial Zone built out to level two in the same time frame.
International Affairs
First, the scores & stats:
Kaiser
I do not understand how he’s wound up in as poor a position as he is. Was it underestimating the presence of a boxed-in opponent to the west, not having any good settling sites to the east or north, a lack of production around Kikyo or something else? I won’t find out until I read his thread after I’m no longer involved in this game as a player. He also seems to have stopped posting reports in his thread – not sure if that’s a reflection upon his mental game state after losing Shido or if something else is at play.
I will be invading on Turn 61. I’ll be coming from the northeast with three archers, two warriors (one promoted) and a Battlecry-promoted swordsman. That should be enough to take Kikyo in 2-3 turns. I am on a bit of a timer with this – as long as he doesn’t complete the Shrine he’s started he won’t have his Great Prophet until Turn 65. If he finishes the shrine or takes the Revelation policy card he will get the prophet sooner. In either case he’ll most likely take Defender of the Faith, which could make taking Kikyo problematic and prevent me from getting that belief.
Rowain
He seems to have shifted his focus to the east, having declared war on Hattusa. I don’t see any pillaging going on, so it looks like he made an attempt to take the city and got rebuffed when its defensive strength went up. That or Bacchus declared war on him (I wouldn’t see the war declaration) due to that attack. I’ll get a better idea of what’s going on over there once I get a scout out.
Bacchus
Haven’t met him so he’s either my best friend or my worst enemy.
Ichabod
He seems to have gone full-out military, having taken Shido from Kaiser and will be conquering Kumasi next turn. He’s also taken out Kumasi quick. The first question is whether he’ll stop there or continue pushing forward towards either Kikyo or Jerusalem. He seems to be operating with a military of 4-6 archers and 3-5 warriors, plus that scout I saw earlier. Most of that is probably around Kumasi right now. My scout will head off towards England to get a view as to what’s going on down there. I’d like to scout out the tundra to his south in the hopes that I’d be able to sneak a group of Mamluks past his front lines later on.
City States
My plan for these is to pillage my way through them as long as scouts can be effective at it. Mines & campus districts are high on the list with pastures and quarries further down. I’d like to try pillaging my way through the Horseback Riding → Stirrups path while spending my research time on the lower and upper portions of the trees. Everyone else is going to be seeing me declaring war on the city-states and wondering if I’ve gone Full Monty.
I do plan on trying to keep Jerusalem and La Venta independent and friendly, along with Zanzibar to the north. The first two for the faith boost to my Holy Sites and the last as a potential driver of my economy (though the others won’t be half-bad at that, either).
One other consideration – Saladin gets +1 science for every foreign city that follows his religion. I need to debate whether I’ll attempt to make conversions among my opponents early on in the game for the extra science at the risk of spooking them out over a religious victory.