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WE WILL DESTROY YOU
Last Seen: 3/11/2010 10:53 AM
Posts: 6,812
Visits: 31,300
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On account of several factors, including mismanagement, and a failure of the citizenry of the German Empire to appreciate the greatness of their situation, the Reich has collapsed. But that is not the end of the story, for out of the ashes of the German Reich come the Dutch Empire and all her Trading Companies.
Our Fearless Leader
UHV Points:
1. By the Civilization with the most revealed territory on your map at 1600 AD.
2. By the first Civilization to found a city in Australia.
3. Secure or get by trade seven sources of Spices by 1775 AD.
920 AD
We are surrounded by tribal nations callin them selves, the French, British, Vikings, and Germans. We do not have much land to work with, but we will make the most of it.

Our Starting Location
Goals:
1) Establish the Dutch metropole.
2) Explore, expand our knowledge of the known world.
3) Set a course for development of a "compass" and skills in the "optics"
1. Turn 33- the Dutch city of Amsterdam has been founded, and she is well defended. Our industrious settlers have gotten down to business in establishing the city center, as well as building a Harbor, Granary, Forge and Aqueduct.
We are overseeing the instruction of training scouts, that they may soon seek out new lands and territories for the benefit of the Dutch Empire.
We have also established Open Borders agreements with the Vikings. None of our other adversaries would agree to such deals. We will remember this. And finally we have initiated research to develop a compass device to facilitate steady travels across the open waters.
2. Turn 34- Christian missionaries have been welcomed with open arms in Amsterdam. Much to the chagrin of our peoples, we have adopted Christianity as official state religion. The people rebel, we descend into anarchy, but all will be well soon.
3. Turn 35- Order has been restored in the metropole, and we have met a tribal nation calling themselves the Russians. They reside east of the Germanic Holy Roman Empire.
4. Turn 36- Exploration persists.
5. Turn 37- Amsterdam Grows. Exploration persists. We meet a tribe calling themselves the Spanish. We know little about them, but their emissaries seem rather unfriendly.
6. Turn 38- Amsterdam Grows, and as such, her cultural borders expand. I am pleased to report that we have established our first Dutch colony, east of the Germanic city of Copenhagen. It sure would be nice if we could someday bridge that gap. We call the new town s'Gravenhage, also known as the exclave of The Hague. She is well endowed with the state-of-the-art infrastructure that can be found in Amsterdam, and her citizens have begun constructing walls to surround the city so that they may feel safe in in their environment.
7. Turn 39- Amsterdam grows. She also produces our first regiment of scouts. Their orders are to board ship and relocate to The Hague, where they may begin exploring eastwards. We now are set to train first class espionage agents, that we may explore the lands of our adversaries who will not grant us access otherwise. The fools.
8. Turn 40- Surprisingly, Amsterdam grows. Our scout is now in transit to The Hague, along with some of our finest Pikemen.
9. Turn 41- Yet again, Amsterdam grows. In fact, she has grown so much, as of late, that we now do not have the infrastructure necessary to accommodate our citizenry. As such, some of them are beginning to riot in the streets.
Meanwhile exploration persists.
10. Turn 42- The Hague grows and exploration persists. In startling news, we have learned our Viking friends have declared war against the British Tribe. Quite immediately, the Queen of Britain has solicited our help in destroying the Vikings. While she had our sympathy, we remind her that while the Vikings were most willing to sign an Open Borders treaty with us, she on the other hand, would not. Plus, we have no intention of getting involved in such petty conflict. It is our most sincere desire that the Vikings and British thoroughly weaken each other and devastate their economies.
11. Turn 43- Despite the angry mob in Amsterdam, fecundity remains high, as the city grows in size again. More rioters come of age and join the angry mob. Meanwhile, our scout has made landfall south of The Hague and will begin eastward exploration in the coming months.
Ansterdam has managed to train a legion of spies and has set them free on the French lands to the south. Work in the city has begun on our first national library. May she prosper and fill up with many books!
Finally, the Spanish queen has sent messengers demanding we give them knowledge of our engineering secrets, we laugh them off, tell them to get lost and go on our merry way. Clearly the Spanish could NEVER be a threat to us. Such foolishness.
12. Turn 44- Our bumbling idiot spies did not get very far in France, as we learn they have been caught and executed. C'est la vie. 
In the east, exploration persists.
13. Turn 45- The Hague grows, and exploration persists. Two worker regiments board ship near Amsterdam and set sail for The Hague.
14. Turn 46- Amsterdam grows, more rioters join the fold, and moratorium on growth has been implemented within the city limits. In the east... exploration persists.
15. Turn 47- The Vikings have converted to Islam. Frankly, we are not surprised. It is a religion that suits their temperment quite nicely. In other news, exploration persists.

Amsterdam

The Hague

The Dutch Empire

The World as we Know it.
==========================
Goals:
1) Establish the Dutch metropole.
2) Explore, expand our knowledge of the known world.
3) Set a course for development of a "compass" and skills in the "optics"
===================
1) Check. Amsterdam and the Hague shall serve the Dutch Empire nicely.
2) We are exploring quite a bit, but could use more efforts in this area.
3) We are on our way to the Compass, and soon after that we shall have Optics within our Sights.
=================================
Future goals, we need to get some faster explorers, the scouts are too slow, and we need some culture in The Hague before it gets swallowed up by the German and Russian Empires, and we could definitely use some happiness factor in Amsterdam.
A coupla mistakes I made were, I believe, going for that spy that got caught immediately, and trying to build walls first in The Hague as opposed to a cultural building. That city could be really productive and beneficial to the empire if we can keep it and it is able to use it's surrounding resources. Maybe when Amsterdam maxes out it's growth potential, we can gear it towards generating us some great Artists, and culture bomb The Hague.
Something else to think about anyways... but I do not think these mistakes should cost us in the long run.
Our Empire is quite stable, however, our economy could use some work as well.
Have fun!!!
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HUMANS! PREPARE FOR ULTIMATE DESTRUCTIONS!!!!
MOOD:
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Kaboom!
Last Seen: 5/1/2009 8:19 PM
Posts: 625
Visits: 4,599
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Turn 0: I switch production in The Hague to a library to focus on culture - walls can wait
Turn 1: Zzzz
Turn 2: The Germans have declared war on us for some bizarre reason. Its bizarre because in their declaration of war they left two workers completely unguarded on the border with the Hague, and their only offensive move was a swordsman from Copenhagen. I sent our crossbowman to fortify the crossings of the Elbe to guard Amsterdam, and switched production in Amsterdam to a Longbowman
Turn 3: France demands Divine Right. I'd love to send them packing, but with the war with Germany I decided to let it go
Turn 4: Alas, I got lazy and sent a worker to the German border without protection, and he got eaten by a German longbow. The Hauge finishes its Library, I tell it to build a monument. I also set off a civics change to Heritary Rule, caste system, and Organized Religion
Turn 5: Zzzzz
Turn 6: We discover compass. I set out research to civil service so that we can make our super-city of amsterdam even super-er with beaurocracy.
Turn 7: Zzzz
Turn 8: Zzzz
Turn 9: I agree to give the Germans 45 gold for peace. It grates to pay to end a war that was basically a tie, but at this point peace is worth it.
Turn 10: I get a Great Artist in the Hague, and pop it to give S'Gravenhenge/the Hague a beautiful fat cross. Now that s'Gravenhenge doesn't need the culture as much I switched a few artists to scientists.
Turn 11: Zzzz
Turn 12: Zzzz
Turn 13: I set Amsterdam to building Notre Dame, hoping that we'll pop a great engineer in 2 turns. The culture and happiness will really help Amsterdam
Turn 14: We pop the great engineer as expected, and finish Notre Dame
Turn 15; Notre Dame is finished! Still, we need more breathing room for Amsterdam so I switch all our specialists to artists for a bit. (I'm hoping to pop a great artist and expand Amsterdam's borders)
I've been continuously exploring with galleys, but once we get optics in 10 turns we should start churning out the caravels (we should try to discover either the Aztecs or the Incas first), and buying maps. We also need some help on the economic front - especially in the Hague where I was focused on getting the fat cross back.
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"If there is a God, Cardinal Richelieu will have much to answer for. If not, he has done very well" - Pope Urban VIII on Cardinal Richelieu
Voice from the Middle - my blog
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WE WILL DESTROY YOU
Last Seen: 3/11/2010 10:53 AM
Posts: 6,812
Visits: 31,300
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Kaboom!
Last Seen: 5/1/2009 8:19 PM
Posts: 625
Visits: 4,599
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WE WILL DESTROY YOU
Last Seen: 3/11/2010 10:53 AM
Posts: 6,812
Visits: 31,300
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Nice Work Rish.
UHV Points:
1. By the Civilization with the most revealed territory on your map at 1600 AD.
2. By the first Civilization to found a city in Australia.
3. Secure or get by trade seven sources of Spices by 1775 AD.
Turn 72
We have met many new and different tribes. Including the Turks and Mali.
Goals:
1) Build our first Caravels, and explore!
2) Shore up our economy.
3) Secure Open borders agreements with our neighbours and explore their territories.
We have traded our fish to the Turks for their sheeps. A neutral deal aimed at fostering goodwill with an empire that likely will never be a rival.
We have also sold a herd of cows to France for 3 gpt. A fair deal.
I have converted one of our scientist specialists in The Hague into Agronomists, that they may study better Cow Herding techniques, allowing our city to grow. We still have some leeway before the citizenry become rebellious, thanks to the wonder of Notre Dame.
I have also sent a crossbowman from Amsterdam into France, which I see you have secured open borders with. Good job.
1. Turn 73- Amsterdam grows, and we commission another artist for the city.
In other news, the Turks have adopted Islam, and the French have discovered the Compass.
2. Turn 74- The Hague has improved their city defences, building a Castle. They now set their sights on an Explorer, that we may soon uncover the secrets of Africa.
We have gifted Germany the fish. We don't much need it now, and it is our hope that their attitude towards us will improve.
Finally, we are most gracious that the people of Lemberg wish to join our Empire. We welcome them with open arms, our sphere of influence is expanding. We reward them by upfitting their Archer corps to a Longbow regiment and order them to begin constructing a monument in honour of their new King.
All Hail King Willem! All Hail Nassau! All Hail the House of Orange!!!!
3. Turn 75- Also, our Crossbow/Cartographer has mapped out France and is now set to explore Spain. In the south, it is noted in captains log that the Southern tip of the Southern Continent has been reached.
4. 1360 AD- We meet a tribe south of Greece, calling themselves the Arabs. They have nothing to offer us.
But we have in engaged in a trade with the British, we sell them Divine Right for knowledge of Meditation, Calendar, 130 gp and their world maps! Fantastic! Their maps, fortunately do not uncover much (meaning they don't have optics yet to explore the open seas, but much of Europe is revealed as well as Iceland. We have learnt, also, that it is 1360 AD.
5. 1370 AD- Lemberg grows. As she cannot continue building the monument, we shift production to a Catapult. We need some defences in the area.
6. 1380 AD- We meet a small tribe West of Spain calling themselves Portugal. They are friendly enough but do not have much to offer. We trade them Cows for Fish and sign Open Borders.
Gasp! The Germans have gunpowder and cannons! Tis a scary world we live in.
The Hague trains explorer, starts Catapult. It will be completed before we get the Optics.
7. 1390 AD- Damnit!!!! The Holy ROman Empire has declared war on us!!!! NOOOOOOOOOOOOOOOO!
They attack The Hague with a singular cannon, and stunningly, our Crossbow solidly defeats it before it can retreat. That is a relief. They have a Longbow poised outside of Lemberg, so I have sent our explorer there for backup.
We solicit all world leaders for help, but are unwilling to find any. France would declare war on them, but not for anything we have to offer. We learn that, after our trade, England now views us favorably, but the Queen claims never to have even met Otto, so no go there. We also learn that Spain has developed their Optics a couple a turns before us, so it is going to be a dogfight with them. We'll see what we can do, as we are two turns away.
8. 1400 AD- All quiet in the East. The German longbow near Lemberg has retreated back into the HRE. Good move putting the explorer in there.
The Hague trains Catapult regiment, begins work on Horse Archer.
Amsterdam builds Grocer, but to no avail, our economy doesn't get much of a boost. Amsterdam begins work on the Horse Archer as well.
Lemburg grows.
We learn the Vikings also have optics, and we trade to Spain Divine Right, for Philosophy and 80 gp. Might as well get as much as we can out of that tech.
9. 1405 AD- Whew! A lot going on this turn.
First and foremost, we have joined the Optics club!!! It appears France has as well. While we ultimately want Astronomy ASAP, we also recognize that it is a dangerous world out there and make a move on Gunpowder. Astronomy will have to wait. We drop Science down to 90 percent to stop some of the bleeding.
Spain asks us to declare war on Arabia. Sorry Spain, only if you will declare war on Germany too.
Speaking of that, a damn Trireme destroys the fishing boats near the Hague. Just what we needed. Other than that, no action, BUT, the Apostolic Palace has decreed a vote to end our conflict with Holy Rome. We emphatically vote yes. We shall see if they remain defiant. If they do, hopefully that would bring some others into the fold.
The Culture of Lemberg has increased, but their are no territorial gains.
I have shifted production in Amsterdam and The Hague away from Mounted Archers to Caravel, for both the cities! We need to get explorin'!
The Hague Grows, and finally we gift Meditation to Mali in an act of goodwill.
10. 1410 AD- Well... near the French Border, our Crossbow, returning home is ambushed by German Longbow out of Hamburg. Our forces defeat the first wave, but succumb to the second, rendering a wounded longbow regiment vulnerable in our territory.
With greater than 80 percent odds in our favor, we seek to strike her down, but we are doomed to loose another crossbow regiment. Them's the breaks...
Lemberg grows, and completes Catapult. Begins work on the forge.
Oddly, the Apostolic election has been cancelled. I have never seen such a thing, and wonder what it means... hmmmm.
Portugal declares war on Mali.
11. 1415 AD Lemberg grows.
Germany has trained a new Musket in Hamburg :0. She has also rolled a Cannon near Copenhagen. It is not a threat to us now, but is in our territory. I solicit Otto for peace, but he will not speak to us. Otherwise, all is good.
12. 1420 AD- Lemburg grows.
The German Cannon just goes on by to Copenhagen, and a Longbow seems to be headed in the same direction. We are spared their wrath for now. They do have a galley there, I wonder if they have any plans with it.
We buy French World Map for 5 gp. At that price we do not get much, BUT parts of Scandinavia and Russia are, in fact, revealed. Yay us!
13. 1425 AD- The Great Artist has been born in Amsterdam!!!! WE do an immediate Great Work, which gets us close, but not quite to the 5000 point threshold.
Both Amsterdam and The Hague build our first national Caravels and resume work on their horse Archer.
The Amsterdam Caravel sets sail, due west. Meanwhile the German Trirem is blocking access past Copenhagen. We could sink it with 79 percent favorability odds in our favor, BUT there is a Galley in Copenhagen, and I Would hate to lose it to a counter attack. So we wait. The explorer boards ship, and we wait.
14. 1430 AD- Our Amsterdam Caravel has reached the open seas. Our The Hague Caravel has been ordered to hold in Port.
Lemberg grows, and reachers her full potential for now. We order some Artists to get her Culture moving again and wait for her slow peasants to finish the Forge.
15. 1435 AD- Amsterdam and The Hague build us some Mounted Archer, both resume building us some more Caravel. There is no build on them yet, so maybe you might be inclined to change.
We have sighted land across the great divide with our exploring Caravel. We are catious of hugging the coast too much though. We just do not know what is out there.
I am weary of Russian Knight+Trebuchet on our border halfway inbetween The Hague and Lemberg. We shall see.
Finally, I have the 2nd Caravel in Harbor, ready to go. I will leave it to you to decide if she should set sail. She could ALMOST make it to the safe port of Oslo, but not quite, and if she moves, she will be vulnerable to attack from both the Trirem and the Galley. Your call.

Amsterdam

The Hague and Lemberg

The World as we Know it.
==========================
Goals:
1) Build our first Caravels, and explore!
2) Shore up our economy.
3) Secure Open borders agreements with our neighbours and explore their territories.
===================
1) YES!!!!!
2) Not much going on here. A war with the HOly Roman Empire has resulted in a diversion of priorities.
3) We did manage to get open borders with Portugal and England, and we have most of continental europe mapped out, so... check!
=================================
Regarding the Caravel from the Hague, that Trirem is just maneuvering around. It may just be worth it to wait a few more turns more turns until we get new Caravel there and send them both out together, in tandem. They are far less likely to get attacked then.
And I am sure I don't have to tell you this, but be wary of those who want our maps. Esp. if they are willing to give us gold for them!!!
The Hague is close to another Great Person. It is leaning towards Science, but Artist is a small chance as well. That would be nice, a cultural project in The Hague or Lemberg would be a great thing!
And finally, it doesn't appear Germany is going to do much damage to us, but a bit stronger military would be in our best interests.
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HUMANS! PREPARE FOR ULTIMATE DESTRUCTIONS!!!!
MOOD:
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Kaboom!
Last Seen: 5/1/2009 8:19 PM
Posts: 625
Visits: 4,599
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Turn 1: I decide to let the Caravel make a run for it. Between the tile defense and our Caravel's strength over the Trireme and Galley we should be fine
Turn 2: The Caravel makes it, and another Caravel hits Florida and the Yucatan. Hopefully we'll discover the Aztecs next turn
Turn 3: YES! We discover the Aztecs first and get some conquerers who immediately march on our new Aztec enemies
Turn 4: Success! We conquer Technochticlan, gaining the first city in what is sure to be a massive overseas empire
Turn 5: We take the second Aztec city of Tampoco
Turn 6: Zzzz. We discover Gunpowder and I switch to paper so we can buy some maps
Turn 7: We bumped into an Incan workboat off the coast of Brazil spawning adventurers in Peru, but they were immediately kicked out and teleported to Brazil! Weird, but w/e - I send the new army to explore South America
Turn 8: We take Teohutican, completing the conquest of the Incas
Turn 9: Zzzz. The Germans have collapsed, but the Independent army guarding their cities is still rather strong so I don't think its worth it to try to conquer Germany.
Turn 10: But apparently the powers that be have no intention of letting us live in peace, as the Russians have decided to attack us.
Turn 11: Zzzz
Turn 12: Zzzz
Turn 13: Ouch. The deficit spending we've been running just hit us. This is my fault - I should have noticed and done something about it earlier, but I forced some of our useless artists to get real jobs as Scientists, merchants, and laborers so it doesn't hurt that badly - we took a hit of about 4 turns worth of science to get back into the black. I also disbanded the army wandering around in South America - I bought a map of the area from the Incas for a mere 35 gp
Turn 14: Zzzzz
Turn 15: Berlin requests to join our glorious empire, and who am I to refuse? I also give the Russians paper for peace - they're way behind us anyway, and not having to worry about them is worth it.
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"If there is a God, Cardinal Richelieu will have much to answer for. If not, he has done very well" - Pope Urban VIII on Cardinal Richelieu
Voice from the Middle - my blog
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WE WILL DESTROY YOU
Last Seen: 3/11/2010 10:53 AM
Posts: 6,812
Visits: 31,300
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Nice Work Rish. 
UHV Points:
1. By the Civilization with the most revealed territory on your map at 1600 AD.
2. By the first Civilization to found a city in Australia.
3. Secure or get by trade seven sources of Spices by 1775 AD.
1515 AD
Goals:
1) Fix our broken economy.
2) Explore, Explore, Explore!
3) Discover Astronomy and start building Galleons.
4) Clean out the riff-raff from the Dutch New World.
Our Knights in the Dutch Mexico have demolished two rebellious Dog Soldier regiments.
We have traded Feudalism to Mali for 60 gp and Aesthetics.
We have sold Fish to Russia for 5 gp.
We have traded Pigs to Arabia for Incense.
We have traded Wheat to Spain for Sheep Wool.
1. 1520 AD- The Hague trains Longbow, which we send to the Lemberg. The Hague begins work on a Courthouse.
Meanwhile, Portugal has become vassalized by England and Mali has become vassalized by Turkey.
2. 1525 AD- Our Knights crush some more Dog Soldiers in the new world.
We attack a stack of Three Dog Night with our catapult and the catapult inflicts her damage and retreats.
3. 1530 AD- Two Dog soldiers attack our garrison at Teotihuacan and are slaughtered.
Amsterdam trains a Musket and starts on a courthouse.
the Polish peoples of Krakau wish to join our Empire. How can we deny them civilization? 
We encounter a French port in the Northern New World.
and finally, yet sadly, we learn that the Arabs have circumnavigated the globe.
We were THIS close:

4. 1535 AD- Great Artist, Pablo Picasso born in Amsterdam. We send him to Krakau to create a great work.
In the New World, our Catapult hammers Three Dogs, north of Teotihuacan and successfully retreats. Our two Knights in the area kill two Dog regiments and the area is clear for our workers to get work in between our establishments. All that remain of the enemy are a coupl'a wounded Dog Warriors north of Teotihuacan.
Back home, a miliary leader is inspired by tales of heroics in the new world, Michiel de Ruyter emerges a great military mind, and we send him to The Hague to lead our troops at the barracks.
5. 1540 AD- The Hague builds Courthouse, begins Musket, for it is time to prepare for the colonization of the land down under.
Mexico-stad builds courthouse, begins forge.
Tampico trains Longbow, begins Granary.
Berlin builds library, begins courthouse.
Dutch Mexico has been rid of hostile forces, our people can thus sleep a little easier at night.
Finally, Pablo Picasso has commissioned his greatest work in Krakau. It doesn't do as much as I would have liked for the cultural prowess of that city.
6. 1545 AD- The Frankfurturs kindly ask us for protection. We accept them in the United Kingdom of the Nederlands. All Hail!!!!
The Vikings ask us to sign a Defencive Pact. We cannot see what good would come of it, so we politely decline.
And Russia and Turkey are now at war. That is good news for us, as our large eastern neighbors distract themselves for the moment.
7. 1550 AD- Teotihuacan trains warrior, begins courthouses.
Dutch revolts occurring in Frankfurt (?) and Copenhagen, ya.
8. 1555 AD- Amsterdam builds Courthouse, begins Cannon.
The Hague trains Musket, begins Settler.
Lember builds Jewish Temple, begins Courthouse.
9. 1560 AD- Enemy agents have destroyed a cow pasture near Krakau and Lemberg. We don't know who it is, but we quicky send in our work force to repair the damage.
Sadly, the Apostolic Palace has voted to put an end to the war between the Russians and the Turks. We voted against such nonsense, but the resolution passed overwhelmingly.
10. 1565 AD- 3 Barbarian Dog Soldiers approach Tampico, 3 Rebel Dog Soldiers approach Teotihuacan. We send our Knights to the area.
Inca approach us with open borders. We agree. We sell them Monotheism for 55 gp.
We then buy their maps for the cost of Feudalism, and I am glad we do so. From their maps we gained knowledge of Russian, Arabian, Turkish, Japanese and Khmer territory as well as much of Siberia and the northern Steppes.
We buy French maps for 20 gp, and gain knowledge of Mali and Western Africa.
We buy British maps for 5 gp, and gain knowledge of the Northern Atlantic.
No one else will sell us maps beyond that.
11. 1570 AD The threat to Dutch Mexico has been removed.
We have entered the Renaissance Era, discovering Astronomy. We now set our sights on to Banking, as we need to improve our economy if we are to run a global empire.
Berlin builds Courthouse, starts Longbow, for Australia.
Production in Amsterdam switched to East Indiaman Galleon.
Another Dutch revolt (?) is occurring in Frankfurt.
With our mastery of the stars, resources from the new world make their way to European markets. We promptly sell corn to Arabia for 9 gpt.
With our new found wealth, we pump our research rate up to 50 percent of our total economy. Life is good.
12. 1575 AD- Mexico-stad builds Forge, starts the Granary.
Tampico builds granary, starts Lighthouse.
The Arabs again ask us to help them in their jihad against Spain. We politely decline.
Our explorers stumble upon a friendly tribal village in Centra Africa. Our new friends greet us and provide for us a small warrior regiment to explore the continent with. Yay for us!
13. 1580 AD-Another enemy agent has destroyed a mine within the Dutch empire, near Lemberg. It is high time we invest in some counter-espionage.
Also, some new shipments of corn have arrived from the new world. We promptly establish a trade agreement with the Turks, our Corn for 8gpt.
14. 1585 AD- Mexico-stad builds Granary, starts Market.
The Hague trains settler, starts Spy.
We trade Cows to Khmer for Bananas.
15. 1590 AD-
We have developed a Banking System. We now seek to develop a proper Education system.
The Hague trains Spy, start building East Indiaman Galleon.
Berlin trains longbow, begins building Bank.
Old World

New World

==========================
Goals:
1) Fix our broken economy.
2) Explore, Explore, Explore!
3) Discover Astronomy and start building Galleons.
4) Clean out the riff raff from the Dutch New World.
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1) It's improving. We have the tools now we just need to build up the infrastructure.
2) We're almost there.
3) Check.
4) It's a constant struggle. They just keep coming back.
=================================
Two new independent cities join the fray without so much as a sword lifted or a shot fired. The Dutch metropole is thriving, a force to be reckoned with on the continent. It would probably be a good idea to improve our defences in the area, get some more muskets and cannons, lest anyone get any ideas of knocking us down a peg.
There are two Caravels in the Southern Indian Ocean. They've almost got that area cleared, and will so on the next turn. If you then head both of them due east, you can do some exploration of Western Australia yet, before our deadline is up.
I've got a contingent of Settler, Musketman, Longbowman ready to board the Galleon in Amsterdam, along with an explorer soon to arrive there to set sail as well. Their mission is to take the fast track to Australia and establish our first colony there. That is our second goal.
I also think it will be beneficial for us to then establish a colony in Central America as well. This will give us a direct route to the East India Spice Islands. Picking off Chichen Itza wouldn't be a bad idea either. It would give us some more dyes to sell on the open market.
We should also look to improving our counteroffensive force in Dutch Mexico, they just won't leave us a lone.
Finally, I would advise you to remember to buy up any maps that you can in the turn before 1600. Based upon my most recent map acquisition, I don't see how we can possibly miss this UHV, but we should still do everything in our power to make sure we do get it.
Cheers.
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HUMANS! PREPARE FOR ULTIMATE DESTRUCTIONS!!!!
MOOD:
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Kaboom!
Last Seen: 5/1/2009 8:19 PM
Posts: 625
Visits: 4,599
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Turn 1: I trade Astronomy and Divine Right to the Vikings for Printing Press and Music. It's not completely in our favor, but the vikings are low enough on the pecking order that it doesn't matter, and we don't need to worry about them exploring much either, since we've got 1 turn to the UHV. I also send the Australian colonization squad out, containing 1 settler, 1 worker, 1 explorer, 1 musketman, and 1 Longbowman
Turn 2: Zzzzz. I guess the UHV triggers at the end of the turn
Turn 3: And it is. I sell our map to all and sundry, netting us a tidy bit of gold (about 1k) allowing me to turn up the science and run a defecit for a bit.
Turn 4: The Khmer offer to be our vassals, and after careful deliberation we accept. This gives us immediate access to both their spice resources, which we now have three of. It's probably time to start thinking about grabbing that spice... I also sell our turns worth of map improvements to everyone in the world. It nets us about 15 gold per civ, which works out to ~150 gpt if we continue at this rate. I use this as an excuse to move out slider up to 100%. If the profits continue I'll keep it there, else I move it back down
Turn 5: Zzzz. I pull the science down to 80%
Turn 6: Zzzz
Turn 7: Zzzz. Sell some maps, make some cash, otherwise uneventful.
Turn 8: Zzzz
Turn 9: I've gone through and marked some locations for spice cities. We already have 3, by my calculations two cities will net us another 3, and the Khmer control one that is on a different island from their city and not plantationed. I've dropped off the worker bound for Australia on those spices to start building a plantation and see if we can get those spices as tribute.
Turn 10: Zzzz. Sadly we can't build a plantation in Khmer territory. We could always try gifting them a worker; I'll include an extra one in the next settler convoy.
Turn 11: ZZZZ. First Australian settler group unloads.
Turn 12: We found the first city in Australia. The returns from selling maps are starting to diminish, so I bump science down 10% to 70%
Turn 13: Zzzz
Turn 14: A settler group departs. It's going to stop by khmer lands and drop off a worker to gift to the Khmer and hope they plantation that spice; after that send the remaining missionary, worker, settler, and longbowman to whichever of the spice city sites you prefer
Turn 15: Zzzz
one important thing to note: Assuming that gifting the worker to the Khmer works, fully three of our spice sources will have come from out vassals, meaning that it is of the utmost importance that they stay our vassals. As long as we stay high on the score charts this shouldn't be a problem...
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"If there is a God, Cardinal Richelieu will have much to answer for. If not, he has done very well" - Pope Urban VIII on Cardinal Richelieu
Voice from the Middle - my blog
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WE WILL DESTROY YOU
Last Seen: 3/11/2010 10:53 AM
Posts: 6,812
Visits: 31,300
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Nice Work Rish. A golden age is a great place to start. 
UHV Points:
1. By the Civilization with the most revealed territory on your map at 1600 AD.
2. By the first Civilization to found a city in Australia.
3. Secure or get by trade seven sources of Spices by 1775 AD.
1665 AD
Goals:
1) Adopt Resettlement as official policy
2) Settle the Spice Islands
3) Build up our naval fleet.
3) Build up or defencive capabilities.
4) Continue to build up our economy.
My first move is to adopt Resettlement as official policy. We are a growing global empire and this step is necessary for long term stability. We are currently in a golden age, and are quite stable as it is, so now seems like a good time for change.
We also adopt Free Speech as it is convenient to now do so and will ont add an extra turn.
1. 1670 AD- Order is restored in the United Kingdom of the Nederlands, but we are currently unstable.
2. 1675 AD- The Hague builds Bank, starts East Indiaman Galleon.
Copenhagen builds Library, starts Forge.
Stability has returned to the realm.
Great Scientist, Tyco Brahe born in Amsterdam, we establish his academy there and drop scientific spending down to 60 percent to remain profitable.
3. 1680 AD- Frankfurt builds University, starts Settler.
Berlin builds Market, starts Cannon.
Budapest builds Market, starts Library.
Tampico builds Library, starts Forge.
Goody hut gives us another warrior in Australia.
4. 1685 AD- Turks cancel deal accepting Corn for 8gpt. A damn shame too...
5. 1690 AD- Amsterdam builds University, starts East Indiaman Galleon.
Hague builds East Indiaman Galleon, starts settler.
GF builds Library, starts worker.
6. 1695 AD- Our Golden Age has ended. Scientific spending is dropped to 50 percent.
Amsterdam completes East Indiaman Galleon. Starts training Musketman.
The Dogs are decending upon Dutch Mexico again. DAMN THEM!!!!!!!!
7. 1700 AD- Frankfurt builds Settler, starts worker.
Budapest builds Library, starts worker.
Settler and Longbowman set sail for the Spice Islands.
8. 1703 AD- Landau builds Bank, starts Musket.
Berlin builds Cannons, starts workers.
Tampico builds Forge, starts Knight.
Settler contingent lands in the Spice Islands.
A world war has erupted.
Vikings are vassalized with Turks and now at war with Arabs.
China declares war on Turkey/Vikings/Mali.
Mongolia declares war on China.
Japan declares war on Mongolia.
Turkey/Vikings/Mali declare war on Japan.

Whew, what a mess. We're staying out of this one.
9. 1706 AD-
First Spice Island City, Merauke founded. Our workers get busy.
Krakau builds Bank, starts Courthouse.
Frankfurt trains workers, starts Bank.
We have discovered Rifling!!!
We trade China Replacable Parts and 130 gp in exchange for Economics, and begin researching the Scientific Method.
10. 1709 AD- The Japanese Nation has collapsed into Civil War.
The Hague trains Settler, starts on the Grocer.
We have our first 5-star General in Dutch History, a Knight in Dutch Mexico.
We are unstable again. Our Economy. Science spending dropped to 40 percent to eliminate the deficit.
To boost the economy we trade to Khmer Wheat for Spices and Fish for Banana and 4 gpt. We also sell to Mongolia Cattle for 3 gpt.
11. 1712 AD Amsterdam trains Rifleman, begins Trading Company.
Berlin and Budapest train worker, both begin the Grocer.
Settler, 3 workers and Rifleman set sail from Amsterdam for the Spice Colony to be founded in South America.
The latest threat has been removed from the Dutch Mexico.
We sell Stone to Vikings for 5 gpt.
12. 1715 AD- Mexico-stad can no longer work on Forbidden Palace because the British built it first. We get a heap of cash and switch it's production to the Summer Palace which will be completed in 3 turns.
13. 1718 AD- The seas are becoming more dangerous. We lose a caravel to a Pirateship near the Carribbean Islands.
We sell to France extra Iron ore new from Australia in exchange for 8gpt.
14. 1721 AD- Lemberg trains Rifleman, begins Grocer.
Tampico trains Knight, which is upgraded to Curassier, and begins Courthouse.
15. 1724 AD- The Hague builds Grocer, starts Christian Monastery.
Frankfurt builds Bank starts Christian Monastery.
(I want to get these in before we complete Scientific Method and can no longer build 'em.)
Mexico-stad builds Summer Palace, starts Courthouse.
Our economy is booming, and our stability increases from "unstable" to "shaky" and there is still much room for improvement.

Old World

New World

Under-World
==========================
Goals:
1) Adopt Resettlement as official policy
2) Settle the Spice Islands
3) Build up our naval fleet.
3) Build up or defencive capabilities.
4) Continue to build up our economy.
===================
1) Check
2) Well in progress
3) Check.
4) It's def. a balancing act, but there is more work to be done.
=================================
Well Rish. I think you know what to do. There are two settlers ready to found. We have enough Spice if we just link up the rest. We could even have extra if we get the city in South America and in Madagascar, both of those would be extra.
Other than that, all we need to do is manage the economy to keep from collapsing. And that should be easy enough with all the monetary value infrastructure we have yet to build. Shouldn't be difficult.
Cheers.
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HUMANS! PREPARE FOR ULTIMATE DESTRUCTIONS!!!!
MOOD:
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Kaboom!
Last Seen: 5/1/2009 8:19 PM
Posts: 625
Visits: 4,599
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