This is my first attempt at finding the forest and laying out "The Game Planne ". Here goes nothing:
Finding Forest
So, we now know that our neighbors are Pindicator and Alhambram, with the former being hopefully abolished to the history books over the next 20 turns. It appears that we are on quite a large landmass, likely one that could support four civs comfortably. That works to our benefit and possibly our detriment. What follows is under the assumption we are able to complete the Khmer conquest.
Here’s my first draft at finding the forest. Feel free to comment.
Setting Up for a Win
Military Route
CMF laid out possible military route – cripple or kill any other neighbors and then gain control of the seas to isolate the other landmass and hopefully landlock them as was done previously. This sort of plays into (and against) Australia’s main benefit of treating coast as fresh water. A navy of sufficient size would be able to do serious damage to Alhambram’s possibilities by controlling his coast and preventing his use of that ability. Likewise the ability of the other players to invest in a navy while dealing with three other opponents may be limited. So, what would our path be?
We’d need coastal cities, preferably two on each coast, to produce naval units in reasonable times. We’d need sufficient science to work the tech tree in a “wide” manner – running for the land military techs for defense while getting the naval techs at the top of tree. Build a couple of galleys for scouting, crank out a quadrireme fleet and then use our commerce to upgrade and attack Australia’s coastal cities to try to land a crippling blow.
On the east coast our city placements have the LARV going down on Turn 56. This would be our first coastal city and could get our initial builds going. The Dauph Coast location would be a second shipyard location for this sea. Conquering the as-yet-a-mystery city-state up north could be a third if it has sufficient production around it.
On the west coast we have a less of a choice. The Marshed location would be able to support a manufacturing city given the presence of several 2
yield tiles with food and the mineable resource nearby. We might be initially border-blocked by Nazca but that can be surmounted by suzerainty or taking the city. Beyond that we don’t have good choices for a naval production city. The northern spit is more of a commerce location and the possible city location north of Marshed is just a filler with no production potential. A second ring Harbor at Mashed would be a bad solution to the problem and one that could not be done until it was 10 population. A possibility to be explored would be to see what’s west and northwest of Khmer. There’s not only an outside chance of a city-state being there but the coast remains unexplored. The area just west of the southern iron there might be a good spot if there are forests or hills.
On land I don’t consider our prospects for a land-based invasion as being good. Alhambram has quite a science lead on us, likely from a high Appeal, reef-adjacent Campus. He’ll increase that gap as we work to catch up from our conquest-first approach. I think our best case here would be to use the LARV-Khmer front as a defensive land bastion, seeking to put in chokepoints in the Ogaden Desert and whatever lays to the east of Conquest of Paradise using Encampments and maintaining a significant defensive land presence here.
Non-Military Option
I’ve been thinking about what non-military approaches would there be to winning the game. The two that stand out are religious and cultural victory. Cultural would be the easier of the two (not that either is “easy” in an MP situation) but the good news there is that religious infrastructure and the threat of a religion win chase feeds into a cultural one.
The idea here would be to attempt the Suicide Squad relic play. This involves building up Holy Sites through to temples, founding a religion and taking the Reliquaries belief (tourism and faith generation from relics are tripled) and securing the Mont St. Michel wonder to give all apostles the martyr promotion. They would then run into opposition territory to either start converting cities (to threaten a religious victory) or die, creating a relic. If this can be done fast enough and before The Enlightenment is completed by any opponents, it might be possible to pull this off. That would involve getting Holy Sites down at various city locations and then building them out. All three city locations in Khmer are OK (they’re all +1 adjacency) and the northeast location has a +2 spot on top of the geothermal fissure. That city location also has the marsh necessary for Mont St Michel though notably the wonder does not need to be built next to a Holy Site. For this approach a city to the east of the Northeast location would be desireable because of the harvestable production to get down another Holy Site.
This approach would then need to utilize late-game Theater Districts to put down Archaelogical Museums as well as seaside resorts to generate late-game culture. Filler cities around deserts might be usable to combine Theater Squares, Nubian Pyramids (culture, faith, tourism) and Nazca Lines (faith) in the late game.
The biggest challenge is making the investments necessary in order to generate enough faith to supply apostles. To that end the religious beliefs would be Reliquaries + Church Property to start and the evangelize to get Holy Order for the 30% purchase discount. We’d also look to suzerain Nazca and attempt to use Nazca lines in conjunction with Nubian Pyramids.
The other challenge is the tourism calculation – foreign tourists are more “expensive” the more players are in the game. Not saying it can’t be done, it’s just a higher hurdle to clear.
By the way, after looking at the Prasat’s abilities I have to wonder if Pindicator was trying this approach rather than the Feed the World and grow tall approach. Getting relics out of missionaries instead of apostles is early enough where it would be quite feasible.
Do They Work Together
Yes, I think that they can be made to work together:
Cities: In addition to our current three plus the remaining two Khmer cities we’d settle, at a minimum, LARV, Northeast, Marshed, UARV, City-State West, City-State North and Spit. Late-game fillers for desert Theaters would be the Dauph Coast, a city north of Marshed, the spit in the far north plus one or two cities on the western shore of the Lakshadweep Sea. Total settlers required: 5 for the push starting with Marshed, 3-4 later on in the game for fillers.
Districts: Coastal locations prioritize Campus and Harbor Districts with Holy Sites (generally) as the third district. Non-coastal locations prioritize Campus and Holy Site with Theater District third. LARV, CoP and UARV build Encampments in place of Campus districts. Mashed builds a +4 Holy Site instead of a +4 Commercial Hub, Dauphinoise builds a Commercial Hub, LARV builds Campus, Harbor and Encampment, Northeast Campus and Holy Site. Harbors would get lighthouses and eventually shipyards, Commercial Hubs would get markets, Holy Sites would get shrines and temples, Campus would be fully built out.
Wonders: Pyramids at Dauphinoise for the builder charges. Mont St Michel at Northeast, partially built by clear-cutting the forests northeast of the city. If we were to find ourselves in need of lolz then we’d plant a tundra filler city and chop out St. Basil’s Cathedral.
Units: Large land unit presence in former Khmer lands, smaller unit presence in the north. Powerful navies on both coasts.
The Setup
How to set this up? First off I’d change the district placement and general plan at LARV. I’d start out with a builder and working high food tiles while slow-rolling techs (and civics) as much as possible. Once the builder was out I’d harvest the marsh east of the city and put the Campus there (+2 adjacency) with the intent of putting down a Harbor to complete the triangle. I’d work on the Campus and then get a galley out. The Harbor has the same adjacency as the Commercial Hub in the original plan and the Campus is down one adjacency point. The Harbor, though, has more utility because it will generate Great Admiral points and Admirals are useful for gaining naval control.
Second I’d make the Marshed location the first city to be settled in the second settler wave. We could leave the district placement as-is or sacrifice the jungle hill SW of the city to put an eventual +4 Campus there. Galley → builder → Campus with Harbor placement coming as soon as the city reaches 4 population. If we’re border-blocked that’s OK – we could send the galley up around the northern route while we build quadriremes and work towards Cartography.
Step three would be to use the northern city-state as the second base of naval operations. Dauph coast looks juicy but it would be slow-starting. Taking an established city gets us that much more of a lead. Mashed will need to get out some archers and a mobile land unit sooner rather than later to take that city. We have two archers in the area and I think the fastest way to do this is to build two archers and two scouts to try to take the city before it gets walls up. The units would get built at Dauphinoise. Settler #5 would then come up here and settle the river to the west to provide a commerce boost and some mutual support.
For the defensive front at Khmer there’s no good spot for Wealth of Nations to put an Encampment. The UARV site, though, could put one on the tile north of the copper in order to cover that choke point. That would require changing the district selection to Campus, Harbor & Encampment rather than a Commercial Hub. Conquest of Paradise would need to establish an Encampment in a “good” spot (if available) and then be a military producer.