November 30th, 2017, 00:17
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November 30th, 2017, 14:06
(This post was last modified: November 30th, 2017, 14:08 by Emperor K.)
Posts: 986
Threads: 11
Joined: Apr 2017
Turn 19
This is an exciting turn. To start no score change.
To start, the east
Moved my scout to get more info on the area and the mountain range is blocking my path to Geneva. Well hopefully I don't run into any more barbs. This scout has already proven his worth, but would really like to find another continent, and more CS first contacts would be nice.
The south.
Barb scout has moved away to allow my scout clear passage.
I make this move and....
I meet Alhambram, the trusted leader of Persia!
This gets me the inspiration (or eureka) for writing. Also looking at his gold I think he has purchased a tile. He also has horses hooked up so he has already gotten a builder out.
My final move with the scout in (7)(1NW) to get out of view of his warrior. I couldn't cross the river this turn and did not want to move closer to the warrior. I actually thought about declaring war just so he could not and get his bonus movement. After further contemplation, I decide that there may end up being peace between us, so no need to burn any bridges.
The situation at Jess is not as bad as it looks. I ran a test game last night on prince, deleting the starting warrior and just hitting next turn until barbs showed up. The results were the AI did not seem to know what to do and just stood outside the city for 10 turns straight. What a relief!
I move my warrior closer to home in attempts to escort my settler next turn. I am not sure if horseman exert zone of control. If the horse archer moves across the river to my plains hill, and the horseman moves onto the forested plains hills, this may stop my settler from moving next turn. That is the worst case scenario, but a decision that I can't do anything about until I get the save for turn 20.
This overall rankings screen shows that Alhambram and I are tied at 6.1 science and 1.9 culture. My Military is 7 higher at 37 to his 30. One interesting thing is that he has zero faith per turn. I know from the score he has finished code of laws so must be running production card. I am thinking he either his having some barb issues and wanted the extra production, or most likely is gunning for early encampments skipping the religion race altogether. He could be building stonehenge, but with his early UU and extra movement from starting wars I find that highly unlikely. So more the reason to get an encampment down at city site #2 and research Military Tradition and grab that first GG. I want to avoid being his early target!
Now I have some big decisions to make with my next settler (settler #3).
- Do I settle coco cotton spot? This area may be contested area soon, and so far the east looks pretty open.
- Do I fortify at city #2 which is going to cause any invader some issues with that mountain pass. This would either have me put more settler focus on my northwest corner and buckle down behind some mountains. City #3 would probably end up being a spot that has access to some elephants.
- If I settle coco cotton do I settler on the coco? This would give me more leeway in proper encampment placement.
These are just some thoughts. I would really like the settle coco cotton, but there is high incentive to use the mountain range east of Armagh to my defensive advantage.
So much to do.
November 30th, 2017, 21:08
(This post was last modified: November 30th, 2017, 21:08 by Emperor K.)
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Turn 20
Score for reference.
Looks like suboptimal has founded his second city, so has 2 cities one at size 3, and one at size 1.
Archduke has grown to size 4.
I have lost a point in empire due to loosing a pop in Jess.
The situation at the capital has not changed much.
Another horseman will be joining the party soon. The barbs did not move in a way that would lock my settler in zone of control so I ended up moving towards city site #2.
Next turn I will have to decide if I want to escort the settler onto the stone hills or chance no barb scouts showing up and send the warrior home. I'll move the settler first to see what avenue's a barb scout could take to impede my settlement plans.
I also include the world rankings in this picture. Now that Jess has shrunk a size ( ) alhambram is leading in science and culture. I do not remember what the numbers were but I think they have not changed for him since last turn.
Interesting thing though is now archduke is behind me in faith generation. Not sure if it is just a UI glitch or if he maybe had some faith tiles he was working and finally either had to switch or got his pantheon. Further map knowledge is required.
In the east...
My scout runs into a barb scout. Not much to be done. I would rather heal in some city state territory because I think there is a bonus as apposed to healing in neutral territory. Keep thinking I am pushing my luck with this guy.
In the south
My scout goes over the river and spots Alhambram's warrior heading into what I consider Polish territory! I am only a bit nervous about him just fortifying in the pass between city site #2 and #3 and delaying my settling plans to coco cotton.
Checked in with both city states and I am still the only one to meet them, which means my eastern scout may have a long road to go before running into any one.
A couple thoughts have occurred to me that I am going to put down. Not to be considered a master plan by any means, but I use this thread to some what journal the game so all idea's go here.
-Map maker may have put one city state in each corner of the map. Would be fair and require 'wasted early game exploration moves' to scout possible backfil land.
-Map maker may have put a couple city states out in the ocean. Would promote boats this game.
-I actually have 16 stone in view not 20 as I originally posted.
-Alhambram may be rushing his UU and coming after me. City #2 is the best place to defend.
-His warrior has most likely been traveling along the coast since turn 1 so he may be a ways away.
-If I am going to have a core coastal city coco cotton and that nice bay area with encampment support from city #2 would be a great start.
December 1st, 2017, 12:28
(This post was last modified: December 1st, 2017, 12:28 by Emperor K.)
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Turn 21
Score for reference.
So I make my moves around the capital.
Unless there is a barb scout on the tile (7)(1NW) of the deer in the picture my settler can found city #2 next turn. The barbs blocked my warrior from entering the city so I expect to be hit my the archer fire and take an attack from the horseman. Nothing the pride of the Polish army can't handle. Slinger and growth to size 3 due in 5 turns.
Rankings wise nothing much has changed, however when I check up on Persia.
He no longer has horses to trade. This is good news as I can assume he is having some barb issues. One of things that I am not sure my opponents were expecting was the amount of barbs present on this map setting. With all the open unexplored land they tend to pop up in number. I am actually lucky the southern camp hasn't started spawning troops towards my borders. The camp north of Jess is also a mystery to me (I reported seeing a scout in the northeast on my turn 13 report) and not sure why that camp has not found my capital. Well sometimes it better to be Polish than good. Also I am not sure if my enemies know that barbs don't attack on Prince and that tiles can still be worked while there is an enemy unit on them. This is the main reason I went with my build order, no point in improving tiles if barbs are going to just pillage them anyways.
Next up the east
Unfortunately nothing exciting has happened. My scout is just trucking along trying to find something useful, I take that back just finding something would great.
Finally in the south.
That Persian solider seems to be following my scout. Now he may have seen red borders on his settler view and is trying to make contact, or barbs scared him away. However it is Polish tradition to assume all Persians are out for blood so I consider this an act of gross treason (yes the entire world is mine, and these Persians don't seem to understand they are just visitors), I almost decide to declare war but talked myself out of it. Even if he declared war I don't think he could move across the river and attack.
Quick note, you'll notice that I will use terms like "as is tradition in poland ... " and "it's a know fact that polish people .... ". While I fully understand that none of these statements are actually true, I am charged with rewriting Polish history so as reigning Emperor I write the books, so to speak. Also I think it's funny.
December 2nd, 2017, 16:10
(This post was last modified: December 2nd, 2017, 16:17 by Emperor K.)
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Turn 22
Score for reference.
This is now a really dangerous situation I have gotten myself into.
Ill start with my scouting info.
The east.
Only thing to mention is that the barb scout has an exclamation mark, but he has had that for several turns now. I am guessing it is due to running into Geneva can't be sure without more information.
My southern scout is moving through thick jungle.
He has located a couple sources of coco. I am hoping that since it appears that Alhambram has used his warrior to scout the coast that there may be a city state on this western map edge that he missed.
My scout in the east is now 35 tiles from the western map edge. He should be very close to finding the second continent and then my eastern enemy. My southern scout is 20 tiles from the northern map edge, so now both scouts have passed the halfway mark for this map.
I did not know for sure when the game started what the starting positions would be, but I figured each us being placed into the corners of the map was the most likely configuration. I should either find a couple more city states or my 2 closest neighbors borders pretty soon.
Now the situation in my homeland at the beginning of the turn
The same area after I make my moves
First off I found "Could be my only city soon" and queue a warrior due to barb activity most likely increasing in the near future. I may change the name next turn to something like "Defender's of Poland" or something to that extent to throw him off a bit, and deter a war declaration to give him extra movement to get into my borders sooner.
There is no better tile to work that a 2/2 so my tile choices were limited. The choice between warrior and a slinger was not a tough one. A slinger would have taken 9 turns and the city is not set to grow for 8 turns. I want a warrior more than I want a slinger for possible Persian intervention.
I moved my warrior back into the city. The barb horseman did attack last turn but I would not have killed it if I attacked. With my warriors current HP it would have been very close if all 3 barbs attack next turn. I can not afford to loose my only solider right now. I intend to attack a barb from with in the city next turn, depending on what barbs movements look like.
I somewhat regret this choice as I did not think about the fact that Persia is able to see what my cities names are. My biggest worry right now is if he assaults the city with his scouting warrior.
I keep forgetting to take notes on the actual scores shown in the Overall rankings screen. But from what I remember there was not much of a change. Alhambram has recruited another unit, so he not leading just because my warrior and scout are wounded.
Comparing last turns known Persian warrior location I believe he has seen Armagh borders and headed that way. That would most likely place that warrior on the desert tile (1)(1SW) of the lake with silver. Unless he made contact with his first movement point and then moved onto the silver. This means best case he could attack CBMOCS in 5 turns best without declaring war, much sooner if he does. I do know that there was a barb scout in the area and hopefully that will stall his progression.
EDIT: Looking at the overview screenshot, it is clear that the silver is on a hill so he cannot be on the tile. Good news puts his attack at CBMOCS at 6 turns without war instead of 5.
My view of the map has out sized my ability to fit it all in one overview shot, but for those that like to see the strategic view here is a shot of most of the lands I have discovered.
I ended up buying the tile I want to put an encampment on in city #2 as well as where the holy site in my capital will go. This cost me 100g and now that I am looking at my situation I don't think this was my best move. I might have needed to purchase a slinger and now that is no longer a possibility. Well I can't take that move back so I'll just have to deal with it.
With all this stated I think I need to get my warrior to 'Could be my only city soon as fast' as I can. I don't want him to die, but I need to have something there in case Alhambram is at my borders soon. I a few turns I think to maneuver in such a way that the warrior can be there in case I need to defend the city. I just have to see how the barbs move next turn. I also can shave a turn off of the slinger at the expense of growth if need be.
December 3rd, 2017, 14:18
(This post was last modified: December 3rd, 2017, 14:19 by Emperor K.)
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Turn 23
Score for reference.
I did not write about this two turn's ago, but Alhambram has 3 tech. I am thinking since he has horses hooked up, the most likely techs he has is animal husbandry, mining and bronze working.
Suboptimal now also has 3 techs but I am not sure what they are. They may be the same. Seems all 3 of us found science city states.
Well it looks like I did not take any screenshots of my capital area. A quick rundown there are 3 barbs in the area. The wounded horseman didn't move. The Horse archer moved to (1)(1SW) of the city, and the other horseman moved to (4)(1W) of the capital. I attacked the horse archer to bring to half health. If the barbs keep there current positions next turn and do no move any more, I plan to attack the wounded horseman which will bring it very near death. Then the following turn my warrior turn my warrior will heal. The turn after that my slinger finishes and will move onto the grassland north of the city and finish off the horseman. My warrior on this turn should kill the horse archer.
That's the plan any way.
Hear is a shot of the northwest, an area that has concerned a great deal since the beginning of the game.
I don't want Alhambram to first meet a city state if there is one in the area. I mentioned a few posts back that the map maker may have cleverly hidden 1 cs in each corner of the map. I can't be sure until I scout the area, but there is nothing I can do about it right now.
A couple of other things to note, in this screenshot you can see that I have switched to Astrology, bronze working was at 50% and I just so happen to have 3 barbs just sitting outside my capital. This is the next tech I want to grab, so research starts towards that. I also renamed my second city to "Bastion of Reliably Polack's", looking at it now I intended to write reliable so I will have to remedy that next turn.
One last thing that is odd and I am not sure what to think of it is. Both of my city states look exactly the same when I go to the city state overview. I would have though that Alhambram would have met the religious one by now but each CS shows influenced by at 1? Maybe he is heading towards the coast and the barbs are slowing him down. Were I last saw his warrior he was one space away from seeing red if he moved (7)(1NW). I am thinking after my scout became unreachable he just decided to head back to the coast. Ill post a screenshot of what I am talking about next turn I guess, thought I took several more than what showed up after I sent the save.
In the south
Just more chocolate. If only there was some fresh water, that city is a gold mine! The area is far away and not even being considered in my settling plans. Never the less, always good to keep excellent city locations in case there does come a day I can grab that area.
And finally
Why did I follow him I don't know, why do things happen as they do in dreams. All I know is that when he beckoned I had to follow him. From that moment we traveled together east, always into the east.....
And traveling east is what this scout has done for the last 23 turns. He has yielded first contact with a science CS, so I cannot complain. The quote from diabo 2 just before the screenshot sums up this journey well.
I now have ample map information to lay out the ground work of an overall strategy I am going to pursue to try and win this game. I have written a rough draft outlining a couple different strategies that I am going to try this game. I intend to post this after my next turns report. I get to pick my pantheon next turn so I'll finish up the plan to include the pantheon I end up choosing.
December 3rd, 2017, 15:32
(This post was last modified: December 3rd, 2017, 15:33 by Emperor K.)
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Turn 24
Score for reference.
No change in score, since last update, however this is a big turn.
First the situation around Jess
I attack the horseman as I stated in my previous post. This ensures that my slinger can kill him in 2 turns when it completes. Next turn I intend to heal and then finish off the horse archer (it is going to be close). With movement rules I can't have 2 units in my capital so I would rather move my slinger out and have it kill something (archery eureka as well) then move out my wounded warrior.
In the south
Jungle, jungle, and more jungle. Nothing else to note about this area.
Last post I did not remember that there are several sub menu's in the city state interface that further shows, who has met who, and how many envoy's are there per player. This is what I need to look at but completely forgot this turn. I also forgot to look at what Alhambram and Archduke have in the diplomacy screen. I need to make a list of things to check each turn.
Speaking of archduke my scout in the east finds....
Hong Kong and Archduke in the same move! Again I forgot to check the details of the city state screen as well as diplomacy so this information has to wait until next turn. There is still more news from the east though....
Finally a second continent. I have not gotten the inspiration yet but a couple more turns and it should be mine. TheArchduke may try to hinder me in this, but I am hoping he just wants to travel west and find out where I am at.
Well lots of good news this turn, as well as several mistakes on my part. I need to be better at collecting all of the information I can each turn. A quick checklist in a spreadsheet should solve this.
As for my strategy report, I did not get my pantheon this turn, so that will wait until next turn.
December 3rd, 2017, 16:20
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(December 3rd, 2017, 15:32)Emperor K Wrote: I need to make a list of things to check each turn.
Again I forgot to check the details of the city state screen as well as diplomacy so this information has to wait until next turn. There is still more news from the east though....
I need to be better at collecting all of the information I can each turn. A quick checklist in a spreadsheet should solve this.
I think you've correctly identified one of the key things that is needed to be competent at all the games played here at RB - Civ VI, Civ IV, MOO - the same is true of all of them. It is something I really struggle with, from too many years playing casually - do not hit "end turn" until you've done the boring basics each and every damn time. For good players, this is automatic, but it needs to be worked on (and I fall short, frankly - one of the many reasons I don't play MP). If you can pick up the habit, it's a big step forward.
Enjoying the thorough reports.
It may have looked easy, but that is because it was done correctly - Brian Moore
December 4th, 2017, 03:21
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(December 3rd, 2017, 14:18)Emperor K Wrote: And finally
Why did I follow him I don't know, why do things happen as they do in dreams. All I know is that when he beckoned I had to follow him. From that moment we traveled together east, always into the east.....
That gave me quite the flashback. What a great game!
Once again thanks for the reports.
December 4th, 2017, 10:18
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(December 3rd, 2017, 16:20)shallow_thought Wrote: Enjoying the thorough reports.
Thanks, I am enjoying writing them.
I have created a spreadsheet in libra calc that I believe will solve this dilemma. Also I rushed a bit to get the turn moving and that is a bad habit to get into. What makes this type of game fun is the over thinking that gets put into each turn.
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