Demographics
Minimal research, but lots of Wealth. Our team also has 3rd place.
Still worried about the implications of production though. I'm not exactly neglecting it, and yet I'm middle of the pack.
I wonder what price is being paid by those maxing out production.
Science
Forgot a pic, but I'm still going after Feudalism. It's really cheap now, just 98 bulbs. I'll get it next turn.
Actually...*rummages around a bit*
cgalik posted a picture of what my nation's intel looks like from his "Nations" screen:
How convenient.
In the Intel window, you can see a basic overview of what that Civ is up to.
I'm a Burgomaster!
In other tabs of the window (not shown here) it lists technologies they have, and marks things they have that you don't, and vice-versa.
The information is up-to-date, you can actually see when and whether another nation has spent its treasury.
If you imagine that this brings up a whole 'nother dimension of shennanigans and counter-intelligence, you'd be right. I'm not sure if I want to play that game though.
You only get this level of info on nations that you have an Embassy with.
Since
Chill (of the Romans) has an Embassy with me, he has about this much info about my nation.
Upgrades!
Varo
chiio
Verro
cci's
*ahem*
Vectron's Workshop has produced its first free upgrade!
It upgraded a...Tribal worker to a Worker. Oh, ok. A bit anticlimactic. It'll work a little faster, I guess.
Good thing it wasn't on the front-lines and
depending on its un-capturability...
Speaking of capturing...
I got raided!
Let's see what happened...
Enemy units are (mostly) highlighted in the blue brackets. Team-mates can mark the map for each other to talk about specific locations and units.
Cities get bracketed in green, locations in red, and units in bright blue, when marked by a team-mate. ctrl+alt+rightclick marks a position.
That's a sizeable force. 3 ships. But only two stacks of units...
edit: it has come to my attention that these pictures are very dense with information and can be hard to parse.
I didn't have time to mark up the image, so I'll summarize the forces.
Enemy forces:
Ships:
-2 Caravels, both veterans. 1 empty, 1 with at least one unit still on board.
-1 Square-Rigged Caravel, no combat ranks. Carrying 1 unit.
Armies:
-2 vet Archers next to Danzig.
-1 vet Phalanx on a hill (not marked with brackets) north of Danzig diagonal to river mouth.
-1 Catapult, being guarded on the same tile by the Phalanx.
I've got barely any defense on the island, nearly all my cities are empty.
...Except for the cohort of well-trained shock-troops I just sailed into port earlier this turn.
My Forces:
-1 Caravel in Danzig, carrying 3 units.
-2 vet Swordsmen
-1 vet Elephant
(The elephant is my "currently selected" unit and so appears on the city of Danzig.
The L on it is because it's still technically "loaded" on the ship. If the ship left port, the elephant would go with it.
The other units are visible because it always shows a list of other units on the same tile when you have one selected.)
I wasn't expecting company, and frankly, if Ste had landed one turn earlier and I would have been screwed.
But it's
not one turn earlier.
Here is some banter from the in-game chat:
Quote:(T50 - 07:37:09) <Hans_Lemurson> Looks like I have company. Welcome to the island of Lemuria, Ste!
(T50 - 07:37:39) <Hans_Lemurson> I see you have already taken one of my citizens aboard as part of our cultural exchange program.
(T50 - 07:37:48) <Ste> Oh, you noticed? Damn. I told them to be quiet and don't disturb the host.
(T50 - 07:45:37) <Hans_Lemurson> Just remember, my cities are all very fearsome, very dangerous, and not defended entirely by workers cowering in a hole while I try to rush-buy city walls.
(T50 - 07:48:26) <Ste> Oh right. Well my army is very well assembled and definitely not a starving bunch of ratbags on a hasty suicide mission.
The elephant is my weakest attacker (3 Atk, compared to a Sword's 4).
I should attack with it first, then use my Swords for the tougher target of the Phalanx on the Hill.
But first...
Quote:(T50 - 07:52:32) <Hans_Lemurson> It looks like some of your guests are a little shy. Could you bring them all onshore? Preferably all in one nice stack?
(T50 - 07:53:50) <Ste> Nope
(T50 - 07:54:13) <Hans_Lemurson> I want to show them a magic trick
Quote:(T50 - 07:56:29) <Hans_Lemurson> watch your army...disappear!
(T50 - 07:57:26) <Ste> Nice work. Didn't expect elephant there
(T50 - 07:57:51) <Hans_Lemurson> To be honest, I didn't think I was going to need it so soon.
(T50 - 07:58:11) <Hans_Lemurson> Ready for the second act?
(T50 - 07:58:20) <Ste> yes
(T50 - 07:58:46) <Hans_Lemurson> This one's a little trickier. Our volunteers appear to be on a hill.
Quote:(T50 - 07:59:56) <Ste> Well played
(T50 - 08:00:45) <Hans_Lemurson> Landing troops is really damn hard in this game.
(T50 - 08:03:15) <Ste> Undefended cities and 2 attackers in one place - that's gold. You should be proud.
(T50 - 08:03:40) <Hans_Lemurson> Operation - Honeypot
(T50 - 08:04:36) <Hans_Lemurson> Honestly, it's why we need amphibious units in an earlier era.
(T50 - 08:07:06) <Hans_Lemurson> empty yet untouchable cities is just a bit weird
Combat report
2 Archers 1 Phalanx, and 1 Catapult destroyed.
Operation: Honeypot was actually
cgalik's idea.
He told me I should leave a bunch of cities empty to tempt the enemy into landing, then destroy them.
I told him he was smoking crazy-stuff, since the key requirement is that
I actually have forces capably of crushing a landing (which I most certainly did not).
I Rushed paper-thin defenses on Osilia to discourage landings there while I prepared to bring new forces from home to the front lines.
On newly built ships of course, because
something happened to my transport fleet...
So here I am, with a boatload of reinforcements hoping to stealthily ship them to Osilia when suddenly an invasion lands in my lap.
So, accidentally, I did actually create the honeypot. Through a combination of negligence and fortune.
Now, I think
Ste was probably being honest about the "starving bunch of ratbags on a hasty suicide mission". There have been numerous miscalculations with fuel this game, and I think he realized too late he might not be able to get some of these ships home. Or maybe the sight of empty cities was just too tempting.
But here's the important point: The enemy is now convinced this was all part of an
elaborate trap, and will be much more cautious before attacking me again.
My paper-thin defenses have now been reinforced with
bluffing and
intimidation!
(now to be fair, I think everybody's defenses are paper thin. Island games do that to people)
Pirates sighted
My caravel that sailed through the Aramean straits was able to refuel in Zubr, and take on some passengers that it will take on a journey to Sardinia
While leaving port though, my heart skipped a beat as I saw a warship from
kevin551's Pirates!
I sailed as far away from it as possible while still being able to sail to kamBLR's city in Sardinia in a single turn.
I gave the ship a Goto order with just over 10 hours left on the clock. It should be able to slip into Nightcap's harbor at the next Turn Change.
Units cannot move twice within 10 hours on two subsequent turns.
Goto orders given to a unit that has moved 9 hours before TC will be cancelled when the unit tries to move before its timer is up.
A lot of maneuvers in this game do sadly depend on clock exploitation. That's why it's a 23 hour clock, so no one time-zone is permanently favored by critical times being at more convenient hours.
You can also see a nice view of some of kamBLR's lands here. He's not doing bad, but didn't max-out his growth to the same extent that me and the Irish did. Still, he's in 3rd/4th place in Econ.
Eastern Islands
Here's the eastern islands of our team, all now visited by the enemy.
I rush-bought a Catapult in Stettin and a Diplomat in Deventer in hopes of doing some evil things after TC.
Catapults can attack units in "non-native tiles" you see, and there are some ships right next to shore...
If Ste doesn't move them immediately after TC, I can cause some merry mayhem.
My plan is to bribe the empty Caravel for ~136 gold. It's a bit pricey for buying a ship, but if you consider that the enemy loses it too, then it's worthwhile attritionally.
The still-laden Square-Rig or Caravel are targets for the catapult. I've given the Sword a Goto order to occupy the hill to give backup to the catapult.
Would hate to have it captured in my moment of triumph.
These cost me a fair bit of gold, and I had to lose half the production in the city's Temple projects, but what's the price of security?
On Osilia, I have a Chariot slowly being built that can be rushed to completion at a moment's notice.
Main Islands
Estland and
Wismer get their "just in time" Aqueducts. Wismer got its population boosted by a Migrant so that it could get up to speed faster.
Good thing I have lots of gold to make things happen.
Hamborg gets its market rushed a turn early too, so extra gold next turn.
Lubeck will build a Caravel next turn which will help with my naval shortages.
Other cities with Barracks are going to store up production in units, since I'm going to get Feudalism soon. I plan on building a bunch of cheap Warriors which will then get upgraded for free by V's Workshop.
I also need to build my Leonardo's Workshop to make full use of this. A Warrior being upgraded to a Pikeman saves me 15 production. (I hope the extra maintenance costs of this many extra units won't cancel out the benefits.)
I would have bought more buildings, but I needed my gold for the War.
However, I noticed that with
Lubeck and
Mount Vectron now being sizeable cities with most of their infrastructure built, that they would probably be able to Celebrate like
Vectron's Glory is.
I bumped my Luxury spending to 40%, which will cost me about 40 gold, and with a little bit of tweaking to maximize Trade output, both cities reported being "Happy"
Party Prep
A city will CELEBRATE if at least half the population is Happy, and nobody is unhappy.
Achieving 8 happy people in a Size 16 city requires 26 luxuries.
When a city has enough luxuries to begin celebrating the next turn, then it shows a status of "Happy" next to the Name and "Population" stat at the top.
A city in celebration will produce +1 Trade from every tile that makes
any trade. Not just the +1 on Land Tiles that Republic gives. (Republic's Trade-bonus was nerfed to being a land-only bonus to avoid becoming overpowered)
This means that a city in Celebration can often easily pay for the extra luxuries required to maintain it's happiness.
Interestingly, it also means that once a city starts celebrating, it often has enough Luxuries to continue even if you increase the Tax-Rate.
There's a hysteresis effect. You can raise the Luxury spending to "ignite" celebrations in your wealthiest cities, which will then keep on going after you cut spending again.
It's one of the trickier things to manage in the game, and isn't apparent at all to newcomers. It is of course, yet another feature straight out of Civ2. But one of the more interesting ones that's not entirely bad.