01/28/13

A Civilization V AAR – Part Six

Brant Guillory, 28 January, 2013

The Adventures of Didoians roll on. And no, Starfury, you didn’t read that right. We all know what you were thinking.

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Last episode we launched our first boat, got our workers a-working, and finished our first wonder.

 

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Time to Plant the Wheat Patch.

Plus, being along the river is going to give that tile a production boost later, too.

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01/17/13

A Civilization V AAR – Part the Fifth

Brant Guillory, 17 January 2013

Brant’s AAR continues, with more detail than should be legally allowed in a screenshot-heavy AAR.

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Well, we’ve got another city out there, and we’ve got some good things building in both places. But we’re still having some encampments of Canadians out there* causing problems and need to clean those bastards up before we can do too much more.

*Hey, they’re dressed in red. They keep annoying the crap out of you. They don’t seem to make any cultural contributions to the game. Ergo, Canadian!

 

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The Battle of Utique North, Part I.

First thing we gotta do is plink those brutes from the city, so it softens them up for the archer. Well, that and we have to finish healing up our warrior, who is currently doing an outstanding doorstop impersonation.

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01/12/13

A Civilization V AAR – Part FOOOOOORE!

Brant Guillory, 12 January 2013

Brant’s extended Civ V AAR, using the Gods & Kings expansion, marches along, as he angles to catch up to UCG’s Crusader Kings episode count.

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Last session we cleaned up some barbarians, started building a wonder, and promoted some units. Now it’s time to get some workers busy and wrap up our barbarian cleansing.

 

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Eeek!

That barbarian camp that might scout ran away from earlier has spawned a brute that’s menacing Carthage. Unlike some early versions of the series, Civ V gives each city its own inherent defense capability to make ranged attacks, and defend against enemies. Your ranged capability goes up with a unit garrisoned in the city, too. We’ll start by plinking the brute, and follow up with a melee attack in a bit.

 

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Early Religion.

The precursor to a full religion is founding a “pantheon”. Pantheons provide a single bonus to your civ based on their choice of worship traditions. I was able to get one pretty quick (all things considered) because of the early discovery of pottery and the building of the Shrine in Carthage.

 

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That’s Me In the Corner… Mangling the Words to an REM Song

Normally, this would be a no-brainer. You have quarries, you pick “Stone Circles” and watch your “faith” skyrocket. However, I’ve also got some silver nearby, and a few other deposits on this continent. That makes “Religious Idols” more attractive, as I can bring in both culture and faith for my mines. Hmmmm… Since I’m trying all sorts of new stuff in this game that I don’t normally do, I’m going with Religious Idols and hoping that splitting my bonuses lets me keep both faith and culture humming along.

 

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There’s an Idiot In Every Crowd.

Yeah, that scout we put on autopilot last epsiode? Instead of blazing new trails through the fog and heading east, he doubled back over ground we’d already explored and stumbled right back into a hornets’ nest of barbarians that we already knew were there. Oy. I think that scout’s mom threw away the baby, and raised the afterbirth. Now I gotta get him out of there, and get some actual carnivores in there to clean out the red menace.

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01/3/13

A Civilization V AAR – Part Thwheeee!

Brant Guillory, 3 January 2013

Starting with episode 3, we’re switching to a longer format, mainly so we can finish this AAR by the end of 2013. Maybe.

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In episode 2, we picked a few fights and upgraded some dudes. We scouted around and found some barbarians. We even got our first policy. Now it’s time to quit exploring and clean up the neighborhood a bit. How will Carthage survive their first battles? Read on, gentle soul. You too, Martok.

 

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Picking a Fight.

Our spearman is doing his level best to clear that camp, and the archer is on the way. As noted last time, the good thing about upgrading the scout to the archer is that he retains is movement bonus.

 

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Run Away!

Meanwhile, Scout 2 is getting the hell away from that other camp to the east. Heading south to explore some and hope we don’t get blindsided with an attack out of the fog.

 

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Crap. Crap! Crapcrapcrapcrap.

That camp just spawned another brute, and now my spearman is damaged and has an extra guy to fight off.

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12/23/12

A Civilization V AAR – Part Deux

Brant Guillory, 23 December 2012

The next installment in the saga of Carthage-as-Played-by-Brant, wherein we find some first steps towards conflict, greater explorations, and a dash of culture.

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Last session, we started exploring our local area, tripped over a few ruins, and found some bad guys.

 

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Tweaking My Production

With one of those ruins, my guys discovered the secrets of Pottery, so I need to go tweak my production queue to get the Shrine bumped up. If you can found a pantheon early, you get a better choice of beliefs to enhance your civilization. So I’m going to add the Shrine, but then also move it up in my production queue, even ahead of the Monument.

 

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Scouts Out!

My second scout is going to start poking around to the west, since I don’t know much about what’s over there. Meanwhile, my spearman is going to head north to bail out my other scout from the barbarian stew he just spilled on himself. But hey! On the way, we found another set of ruins. Hmm…

 

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More Technology.

My first researched tech is now done, and with mining, I can get a worker moving on those silver deposits. After the Shrine, and after the Monument, and, ah, hell… whenever I get to it.

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