Pong 3: Turns 52-90 of Norway (Nate)
Session 2 begins and
the game resumes in the Classical era (310 BC).
As mentioned last time, my plan at this point was to grow to four cities along the
coast of my home continent, “Scandinavia,” and to flood the seas
with ships. This is indeed what happened, but what came next was
unexpected. Things are getting interesting! Read on:
Turn 57: Policy update.
We're in last place for science and culture. Gotta change that.
Policies: Maritime Industries, Urban Planning, Charismatic Leader, Inspiration (+2 great scientist pts).
Policies: Maritime Industries, Urban Planning, Charismatic Leader, Inspiration (+2 great scientist pts).
We
discover Auckland due west of Japan a turn later. It's another
Industrial city-state. Combined with Toronto, any of us in
Scandinavia could have become a wonder-force, but no one seems to be
going in that direction.
Turn
59: The great overseas explorer longship discovers Nubia and Hong
Kong, another Industrial city-state! With three of these on the
board, someone could absolutely dominate the builder game if they
wanted.
Turn 60: Empire Update (640 BC)
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Turn 60: I settle Stavanger on Grease River, and Japan whines about it.
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Turn 65: switch back Maritime for Conscription to pay fleet maintenance.
Policies:
Conscription, Urban Planning,
Charismatic Leader, Inspiration
Our
attention begins to be pulled further west and we denounce Japan. The
viking fleet is hungry and
moves into Kyoto Bay. Five
turns later we declare war. His ally, Brussels, declares war on us,
which is great because it gives us that eureka for declarations of
war – who knew city-states can cause this one?
The Kyoto Bay War (120 BC – 350 AD)
Turn
73: the fleet pulls into the Bay.
Turn
74: the viking hordes on land and sea.
The
viking fleet tries its best to damage Kyoto but hits several snags.
First, Kyoto is only exposed to the sea by one tile, meaning the
units must attack one at a time and without flanking support. Second,
quadriremes, which are weaker on attack than longships by 5, have a
paltry range of 1, meaning that they too cannot reach Kyoto. I'd
assumed they bombard from behind the longship. Alas, no dice. The
first two turns are pretty successful as the longships do a fair
amount of damage (~40%), but Japan quickly puts a couple of units in
the city raising its defense high enough that each attack ends up
doing barely 10 damage each. At this rate, it'll take about 20 turns
to conquer Kyoto.
Initially,
the hindrances at sea didn't seem like a problem. I'd used my
considerable gold reserves to levy the armies of Armagh, with their
not inconsequential 5 archers and 3 warriors. The land force began to
move on Tokyo from the north. With luck, they'd be able to take the
city and then finish off Kyoto.
Unfortunately,
Germany got involved. A mere two turns into the war, they overtook my
sovereign status in Armagh and I lost control of their entire army
(with no refund of the gold!). This was disappointing and happened
much faster than I'd anticipated. I thought that I'd get 5-8 turns at
least!
Turn
75: Germany replaces me as sovereign of Armagh.
So
without a land army to the north, the war dragged on.
I eventually regain influence over Armagh a few turns later, but I
cannot afford the increased cost of levying troops. I doesn't matter
anyway because Germany replaces me, again, a few turns later.
The
fleet raids the entire Japanese coast. Initially it was just in
pursuit of healing for my slowly damaged ships, but the rewards were
relatively substantial, so I basically went to town on everything I
could hit. Soon after, Hojo asked for peace, but he was only willing
to offer me Nagoya, a worthless, in-land village. Eventually he
offered me Tokyo for 32 GPT, which I can afford (+34 GPT, but Tokyo
has a harbor and I have more trade routes on the way). I accept and end the Kyoto Bay war.
Turn
81: Japan asks for peace.
Turn
86: Japan offers Tokyo for 32 GPT.
Turn 80: Empire Update (160 AD)
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Turn 80: Scandinavia and Norway in 160 AD.
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The Zhang Qian Error (40 AD)
Late during The Kyoto Bay War, I saw a Great
Merchant with an awesome bonus that I thought would suit my
trader-focused economy. Namely, Zhang Qian, who grants an additional
trade route and +2 gold to both cities involved in foreign trade
routes with the city. Thanks to my Norway bonuses, holy sites, Crater
Lake, and now Stave Churches, I was generating an enormous amount of
faith per turn, so it seemed like a worthwhile purchase at the time.
I spent ~650 faith on him. Big mistake.
First, I discovered that Great Merchants, or at
least this one, must be spent in a Commercial District, of which I
had none (my economy is harbor based). So I set about building one in
the only city without a harbor, Sarpsborg.
Second, I realized much too late that the Zhang's
bonus is only with foreign trade routes, and because Sarpsborg is
inland and without a harbor, the likelihood of traders reaching it
was pretty unlikely.
Oh well. On the same turn that Tokyo was handed
over, I was finally able to get my commercial district up and
activate the merchant, so now I have 6 trade routes.
Turn 78: Zhang Qian in Alesund, where I'd hoped to
settle him.
Session End
The world in 470 AD
Turn 90: Scandinavia in 470 AD.
Things are
looking up quite a bit since last session. I'm happy with how things
have gone, but I am still behind. I've located Joe and his
super-spread out Russian Empire, but thanks to his pushed out
borders, I can't see much yet. I recently discovered Cartography so I
can build caravels and have begun upgrading some of the longships,
but it's expensive (180g ea.). Russia is dominating in culture, and
he clearly has room to expand. He's recently moved up to #1 in score.
Plan: I
had seriously considered turning
against Scythia, but neither their cities nor coastal tiles look
worth the diplomatic hit I'd take for the attack. Their cities are
more profitable as trading destinations, at least for now. So I think
I'll be better off colonizing the other continent and using my fleet
to protect the colonies and raid/attack the nearby city-states. China
is particularly vulnerable to a sea-based attack, so creeping up on
it makes sense, and China typically has good wonders to steal. Joe's
Russia appears entirely disconnected from the sea, and while I plan
to send some missionaries over there to investigate the situation, I
don't think I'll ever be able to meaningfully attack from the sea.
Not sure how I am going to deal with that, but he does not seem to be
focusing on military much at all. Perhaps a lighting attack on the midlands before his cultural advances become dangerous?
Till next time.
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