Generic_Generica Plays: Civilization V

Turn 23
[X] Writing
[X] Save our gold to buy something else.
[X]Liberty
-[X] Republic



Alright. So now we're researching Writing. I decided to confirm that yes we are in Scandinavia by sending our scout around the coast.



I also decided to pull our only warrior back in order to go explore Russia.



And we have indeed adopted republic in the liberty policy tree. Neato.

After a bunch of turns...



We ran into our first foreign civilization.

Vikings. FUCKING. VIKINGS.

I immediately tried to befriend them...



And they rejected me. Hmm.

So we now have an entirely new civilization we can interact with. And they're vikings. And they're nearby.

Well it could be worse I guess. We could have the fucking Mongols or Huns or something. Ugh.



Oh hey, Ancient Ruins. Hopefully we get another technology-



... Ballsacks. That actually isn't very useful right now.



Our worker has also completed, so I just got him started on working on a Pasture. Because cows.



Incidentally we can now construct something else. I'll post voting options below.

Also we can interact with Mr. Bluetooth the Pious. We could denounce him, which would anger him greatly. We could declare war on him which wold go badly since I don't even know where the fuck his units and city are. Or we could try to befriend him or something.

Also also we're going to need to research a new technology soon.

Councilors. The vote.

Technology:
[] Archery
[] Sailing
[] Calendar
[] Trapping
[] Masonry
[] Bronze Working
[] Drama and Poetry

Production (Cusco):
[] Settler
[] Worker
[] Scout
[] Warrior
[] Monument (Gives +1 Culture)
[] Granary (Gives +1 food)
[] Shrine (Gives +1 faith so we can get religion faster)
[] Scout then rush Great Library.

Politics (Denmark):
[] Declare War
[] Denounce
[] Ignore Denmark for now.
[] Try to buddy-buddy up with Denmark.
 
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The AI will never go for a Declaration of Friendship right after you meet them, so don't feel too bad about that.

Speaking of, Denmark! These guys are pretty decent for a sea-based map- which isn't Earth, all things considered. They move quicker when embarked, and unlike everyone else, you only pay 1 movement point to disembark. They also pillage for free, which a) I'm pretty sure gives you gold and b) heals the unit doing the pillaging. Not all the way, but a fair bit of it.

Your worry about their personality is well-founded. Harald is a warmonger who's difficult to make friends with. On the other hand, he's apparently fairly loyal to those he does befriend, but... eh. He also gets two Unique Units- first off is the Berserker, a replacement of the Longswordsman who adds the Amphibious ability (no combat penalties for rivers or attacking from the sea) and an additional movement point. Second is Norwegian Ski Infantry, a Rifleman replacement that gets combat bonuses and additional movement in snow, tundra, and hills.

Build up your military a bit. Keep an eye on the advisor window, your military advisor gives you a rough benchmark of where you're at in comparison to every other civ you've met. Don't get too much weaker than Denmark, at least not once they're close, and try to find allies. With their help, a pre-emptive strike may be necessary, but don't do it just yet. Try to find out exactly where Denmark is if you can.
 
That bonus pile of faith is actually going to be pretty useful. It'll let you found a pantheon next turn, giving you some nice economic boosts. We'll probably need to do another vote next turn, but we could maybe do it now if you can remember what pantheons have already been founded.

[X] Calendar-will let you improve your citrus groves next turn
[X] Settler-ignore this if you honestly can't think of a good spot, but you really should go for it.
[X] Ignore Denmark for now.
 
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Lemme put it this way, at least you're not next to the Huns.

Who will attack you. Yes, even if you think they're your friend.

[X] Calendar
[X] Settler
[X] Ignore Denmark for now.
 
Once you've researched Writing and got that Settler up and running, I'm going to advise you have a try for the Great Library, myself.
 
... Yeah, that'd work. We do need our national wonders and the free technology is nice.

So build a scout then rush the great library?

Or Settler then rush it- keep in mind that the AI tends to place a pretty high emphasis on the Great Library as well, but you still might be in luck.

The Great Library's pretty simple, actually- you get a free technology, 3 Science per turn, a free Library in the city it's built, and 2 slots for works of Great Writing.
 
Or Settler then rush it- keep in mind that the AI tends to place a pretty high emphasis on the Great Library as well, but you still might be in luck.

The Great Library's pretty simple, actually- you get a free technology, 3 Science per turn, a free Library in the city it's built, and 2 slots for works of Great Writing.

Yeah, lemme edit that in then. Although if there isn't a solid consensus then that's the option I'm picking, building another scout then rushing the great library.
 
Are we actually going to found a partheon next turn or have other partheons been founded, bringing the cost up?
 
[X] Great Library - and it's requirements.
[X] Settler
[X] Ignore Denmark for now.

Fighting against barbarians goes without saying but is there anything else we can do at this stage of the game?
 
[X] Great Library - and it's requirements.
[X] Settler
[X] Ignore Denmark for now.

Fighting against barbarians goes without saying but is there anything else we can do at this stage of the game?

Not... Really. it's still early game. There isn't a whole lot going on.

Of course that's going to change as soon as we discover other nations/unlock spies. I guarantee you we're going to get so many people spying on us, and I may or may not start a couple of wars over minor disputes.

We also get nukes in this game so... Yeah. Fun.
 
Turn 24
Shorter update today, sorry.

Turn 24

[X] Calendar
[X] Settler
[X] Ignore Denmark for now.



Alright, so let's get a Settler so we can actually expand... Somewhere.



... Well there's Denmark's Scout. (Mumbles) Still don't know where their capital is but hey. Progress.




... Wait, we can found a Pantheon now.

Councilors. We have religion.

Alright so apparently that 20 faith was actually really useful because now we get religion that can give us bonuses-

That's a lot of bonuses. Yikes. That's... A long vote. Yeah, I'm just copying and pasting from the civ wiki because I'm not writing all that out.

Yeah, I'm going to dial down the voting options as time goes on, otherwise it's literally going to take forever to get anything done.

Also: Here's our map of the world.



... Yeah, we're in Europe. I can see Britain from here.

If anyone wants any zoomed in maps, well... just ask.

Anyways. Councilors. The vote.

[]Ancestor Worship +1 Culture from Shrines
[]Dance of the Aurora +1 Faith from Tundra tiles without Forest
[]Desert Folklore +1 Faith from Desert tiles (including Flood Plains and Oasis)
[]Earth Mother +1 Faith for each Copper, Iron, and Salt resource
[]Faith Healers +30 HP healed per turn if adjacent to a friendly city
[]Fertility Rites 10% faster Growth rates
[]God of Craftsmen +1 Production in cities with Population of 3+
[]God of the Open Sky +1 Culture from Pastures
[]God of the Sea +1 Production from Fishing Boats
[]God of War Gain Faith if you win a battle within 4 tiles from your city
[]Goddess of Festivals +1 Culture and +1 Faith for each Wine and Incense
[]Goddess of Love +1 Happiness from cities with Population of 6+
[]Goddess of Protection +30% increase in city Ranged Combat Strength
[]Goddess of the Hunt +1 Food from Camps
[]God-King Palace provides +1 Culture, Faith, Gold, Production, and Science
[]Messenger of the Gods +2 Science in cities with a City Connection
[]Monument to the Gods +15% Production for Ancient/Classical Wonders
[]One with Nature +4 Faith from Natural Wonders
[]Oral Tradition +1 Culture from Plantations
[]Religious Idols +1 Culture and +1 Faith for each Gold and Silver
[]Religious Settlements 15% faster border growth
[]Sacred Path +1 Culture from Jungle tiles (Resource tiles in a Jungle also qualify)
[]Sacred Waters +1 Happiness from cities on rivers
[]Stone Circles +2 Faith from Quarries
[]Sun God +1 Food for each Bananas, Citrus, and Wheat resource
[]Tear of the Gods +2 Faith for each Gems and Pearls resource
 
There are a couple tile pantheons which could be argued for, but I don't see them surpassing Craftsmen or Love for this start and Wide play.

[X] Goddess of Love

Cusco will hit 6 population soon. We need as much Happiness as we can get to expand.
 
Goddess of love has the issue that it doesn't do anything right now. Cusco is currently building a settler AKA not growing and is only pop 4.

Stuff to consider
Sun God-+2 food on our capital right now, but not much else to trigger it
God of the hunt- lots of camp animals to the east, could make a good city
Oral tradition/god of open sky- 2 extra culture, open sky is probably the better of these two.
God of Craftsman-always good.
 
[x] Fertility Rites

IIRC, there are more efficient ways to get Happiness, and God of Craftsmen is... kinda rubbish.

Fertility Rites, on the other hand, has an actual effect for a lot of the game.
 
[x] Fertility Rites

IIRC, there are more efficient ways to get Happiness, and God of Craftsmen is... kinda rubbish.

Fertility Rites, on the other hand, has an actual effect for a lot of the game.

Without a religion, there is no way we can protect Fertility Rites long enough for it to be really useful, and unless something changes, we probably won't found one at all. Love and Craftsmen help out more in the early game and won't be missed when we are Missionary/Prophet bombed in the Medieval and Renaissance eras.
 
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