Academy - 878 Vikings

A Civilization V AAR – Part Seven-Freakin’-Teen

Brant Guillory, 1 August 2013

Look, I’m out of inspiration for taglines. Just read on already!

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What happened last time? If you don’t remember – click here and go remind yourself. Back? OK, hang on. I’m still reading the other page. Just a second… be patient already! I’m trying to remember how witty and insightful I was last time. I don’t want to backslide and fail to uphold the standards of excellence that I’ve already estab… ah well. Read on mon freres!

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Policy Time.
Yep, let’s launch another Golden Age. Why the heck not?

 

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Elephants to the Rescue!
My scout is hiding behind the local women and/or cows, and managing to live through to attacks by that barbarian brute. The Elephants will be here shortly.

 

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Nothing Behind This Wave.
So let’s send that caravel out a little further. We know there’s some land over there – we can see it from Marrakech Isle – but we need to get over the ocean to get there.

 

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It’s Like a Shop. Where You Work.
I’m running out of buildings to construct in Carthage, but the Workshop is a nice production boost to an already industrial powerhouse. After that, it’s units – a settler for expansion and some pikemen to start replacing the weaker units I’ve got out there.

 

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Incan Naval Expansion.
They’re building a lot of shallow-water warships, including a Galleass. But they’ve got no coastal barbarians. Hrrmmmm…

 

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Boom Goes the Volcano.
I love how they give you a bonus if you can work it, and then park it in the middle of the f’n’ ocean every. single. time.

 

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Fringe Benefits.
The discovery of a new Natural Wonder did score us some schmooze points with La Venta.

 

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Right Now We’re Friends.
No benefits, though.

 

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We’ve Got Some Cash On Hand, Though.
And since we’re still in a Golden Age, with the requisite increase in gold production, we can afford to sink a bit into upgrading our friendship to, uh… "allyship".

 

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More Guys Over The Sea.
Now that our embarked scouts can cross ocean tiles, we’re going to build a few other scouts to send west and see what we find.

 

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Stomp. Stomp. Stomp. Stomp.
And there goes the brute.

 

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Stomp. Stomp. Stomp. Stomp. And Stomp Some More.
Meanwhile, the Arctic Elephant Corps is clearing out more Canadians.

 

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Land!
We found the other edge of the island near Marrakech. And surprise! More Canadarians.

 

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Go West Young Scout.
And be less of an idiot than your ancestors.

 

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Pagoda’ed Out.
See the red faith symbol down in the right? That means that the current choice for spending faith is no longer valid – in this case, every city has their pagoda – so I need to pick something else.

 

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There’s Great Profit in Great Prophets.
I’m going to save for a Great Prophet. I get gold from the Mausoleum when I use him, and I’ll curry influence with a couple of city states just for generating him.

 

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Just How Butch is a "Galleass" Anyway?
Sounds like something Aquaman would go to war in, but it actually does pack a decent punch for an early-game naval unit.

 

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Stomp. Stomp. Stomp. Stomp. Stomp. Stomp.
 

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Allies Everywhere.
Thanks to the plinking of the barbarians and their camp, Marrakech is now in our orbit as an ally. My galleass still can’t cross the ocean, but at least he’s out there pootling around.

 

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Influence. Do I Need More? I Can Always Use More.
I don’t know if I should be spending money on boosting influence for someone that just became my ally. However, the influence needed for allyhood is 60, and we’re only at 62, so let’s maybe pump this up a bit and hope to fulfill the "great prophet" quest before we lose "ally" status.

 

Part 18 is next. Yep, that’s all we got. Come back for more.

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One Response to A Civilization V AAR – Part Seven-Freakin’-Teen

  1. […] we’re up to part 18. Go read last episode to refresh your memory. Just read the last one, though. If you read them all you’ll be late for work. Even if work is […]

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