View Full Version : SGOTM4 - Team Tone
Tone Nov 11, 2004, 11:48 AM So now this is where things can get awkward. We have too many gaps on our coast to have a wall against invasion so we need some troops at home to counter any landings and without mobile troops this will be more than usual.
Are we in a position to get an alliance against the Greeks? I think probably not until someone gets Navigation so that we can bribe them with luxes. I'm afraid I have no good suggestions apart from take out the weaker civs until we are in a position to try to get Germany and Ottomans on our side. If we attack Greece too early we might find ourselves against everyone else!
marconos Nov 11, 2004, 12:45 PM I believe that the Ottomans have navigation as well. They have caravels over by our homeland. Germany most likely has it as well. It appears that those three are trading together quite well.
Edit: As for weaker civs. Celts only have 3 cities left and we should be able to dispatch those shortly. Bab only has 3 cities left and we are just trying to get lagash. That leave Germany, Ottomans and Greece. I think we need those two to hit the Greeks.
Tone Nov 11, 2004, 01:42 PM If they have Nav then we should be able to trade with them. Can we? If not then they haven't got it yet. They can get caravels over to us the same way that we can get galleys to them-sea travel with the knowledge of Astronomy/possesion of the GLH.
Totally agree with who our freinds and enemies should be. Celts were never any good as allies (too many swords and not enough galleys) and Babs are just too weak to do anything. I just hope that Lagash never becomes their capital otherwise we'll still be playing when the announcement page for SGOTM8 is posted :D
stagnate Nov 11, 2004, 07:57 PM Astronomy == caravels and people on our shores, nav = safe trade across ocean squares.
marconos Nov 14, 2004, 10:49 AM Who is up ... any progress?
stagnate Nov 14, 2004, 11:50 AM Oblivion, got it?
Tone Nov 16, 2004, 01:20 AM Just PM'd 0blivion. I'd like to get this game sorted before the next SGOTM starts otherwise I'll have too many games on the go. (Then again I always find Deity games a bit hit or miss so maybe the current GOTM won't take too long before I'm beaten ;) )
How would people feel about a 72(?) hour turn around between one turn posted and the next with an automatic skip if no news received? I appreciate that RL can get in the way sometimes (no civ for me in the next 48 hours!) but we can have a more flexible rota if that would help pick up some momentum. Let me know what you think.
Kaiser_Berger Nov 16, 2004, 01:55 AM I think thats not a bad idea. Also, if we want to get this moving faster, we could take longer turns, such as 15 turns. I'd also like to get this one out of the way.
mad-bax Nov 16, 2004, 03:25 AM I think it would be fair to say that other teams are in your situation. I'd like you to play SGOTM5 because I made the map :p
It would be reasonable to take the save and play as far as you can in one day and then post as far as you get. Could be five turns, could be 25 turns. You have played far enough into the game for it not to matter much. The staff are doing this. Whoever can play that day takes the save, plays as far as they can and posts. We have gone from 800AD to 1425AD in 4 days. It definitely helps.
20K games in SG often end up like this. They are too long, and there is not enough action. I guess we will be playing more warmongering games in future. :)
marconos Nov 16, 2004, 07:50 AM I'm up for the 72 hours or take the game and play turns that day.
Tone Nov 16, 2004, 02:04 PM I've got a response to my PM from 0blivion. He's caught up with exams at the moment and has requested that we skip him for now. I hope that you can play soon, stagnate (if I've got the order correct this time :) ).
I like the 15 turn idea, KB. Can we go with that team? If we can also post here asap if we cannot upload an updated save within 72 hours of the previous one then that should keep things ticking along.
If that doesn't work then perhaps we should try MB's suggestion. I don't like the reference to a 20K game though! I really hope we don't finish with a slower time than a 20K finish :blush:
Kaiser_Berger Nov 16, 2004, 02:36 PM I really hope we don't finish with a slower time than a 20K finish :blush:
Well, there is always the consolation of the Wooden Spoon if we do :lol:
We certainly did a lot of things incorrectly in implementing our scheme. I think the biggest oversight was not going for the Great Lighthouse ourselves. I think this one thing would have greatly hastened our destructive pace. But oh well, its still fun, even if time ends up running out before we can raze Lagash :lol:
Tone Nov 16, 2004, 03:22 PM Well, there is always the consolation of the Wooden Spoon if we do :lol:
If that happens it'll be my first award!
But oh well, its still fun,...
Couldn't agree more. I would never have opted for a military game if I'd been playing on my own so it's been a fresh experience and you always learn more when you try new things. Anyway it's not over yet so let's crack on and give the rest of those civs a good hiding!
marconos Nov 16, 2004, 08:07 PM But but but .... I don't want a second wooden spoon in my second SGOTM .... oh no :cry:
stagnate Nov 17, 2004, 01:34 PM I'll play it tonight, and 15 turns. I'll just edit in some nukes to make it easier and quicker.
Tone Nov 17, 2004, 01:56 PM Well that would sort out the Lagash problem :lol: Do you think anyone would notice!
stagnate Nov 18, 2004, 01:33 AM Ok here we go. Cities look pretty good, but I MM sabratha down to 27 shields (MI take two turns at 40 shields, so extra is waste) -- one scientist and work all the river squares for extra gold. Put the scientist back to work at Utica, and move things around to maximize food since only 8 shields are needed for the MI. Carthage and Leptis Minor are both stable.
Ottomans, Greece, and Germany have Chemistry; it's tough fighting against three scientific civs :-/
Turn 1 (1450 AD):
Move units on Celts. MI attacks Celtic Pike and settler, goes redline before dealing any damage, but then wins the battle. Move units around, stack in babylonian lands finds ellipi, our last chance to get them to capitulate and surrender lagash.
Greece founds city on the Celtic island, right where I wanted a spice colony.
Turn 2 (1455 AD): Cats kill 1 pop and 1 HP off vet musket defending ellipi, decide to wait another turn.
Turn 3 (1460 AD): Ottomans have founded a city on the Persian/Indian island. Greek ships everywhere by our coast. Cats do nothing, wait another turn. Cats in celtic land destroying resource/roads. Take Celtic city just founded, protected by knight. MI is uninjured. Workers building a road since the Greek city cuts us off.
Turn 4 (1465 AD): Yeehaw, Babs are willing to give us Lagash and I don't even have to attack Ellipi. Get chivalry in the mix as well. A few kills in Celt land, I think this stack of troops will go after Greece. Need to ally with Ottomans vs Greece next, they are the two powerhouses.
Turn 5 (1470 AD): Moved some units around. Stack should head after Greece next, I think. Stack of troops should be able to mop up celts.
Had to stop here, brain is fried. I'll be out of town until late Monday so skip me where necessary.
Tone Nov 18, 2004, 10:54 AM So the conquest is back on :goodjob:
I probably cannot play tonight (I can tomorrow) so if someone else wants to take a few turns tonight, be my guest. Just post here if you are going to do this just in case I get all of my work done quickly and then get a couple of hours of gametime later tonight. (I'll post if I do actually start playing)
We're looking to kill off the Celts and unite all against the Greeks, right. Trouble is how do we buy an alliance? Have we got plenty of cash or can we trade luxes yet?
Kaiser_Berger Nov 18, 2004, 11:15 AM Well, I'm very glad to see that the Lagash problem is solved. I do hope whoever plays next makes sure that we have a unit parked on that hell spawn of an island. I'd really hate to have us go through the same process again with another civ.
Tone Nov 18, 2004, 12:06 PM I do hope whoever plays next makes sure that we have a unit parked on that hell spawn of an island.
Last time I played there was a galley with a slave just a turn away patiently waiting to land. Hopefully it stayed there to make one of the most important moves of our game ;)
marconos Nov 18, 2004, 12:09 PM I had 6 galleys encamped around the island. 2 of them had a slave in them.
Tone Nov 18, 2004, 12:43 PM That's taken care of then!
BTW did they start to starve on the island or was that number insufficient to have an effect?
marconos Nov 18, 2004, 02:12 PM I should not have been enough to have an affect. You need like 24 to totally shutdown a city.
stagnate Nov 19, 2004, 09:56 AM Yeah there's a worker on the island. The city was size 6 (probably no aqueduct) so would require 5 squares to work to maintain that size (1 worker is free for the city food), so 19 units.
Our money situation isn't great, maybe 11/t and I can't remember what our coffers held. I think there's a fair chance of getting a dogpile on Greece, however. Get Ottomans or Germany on it, then see if you can get the other in for a price. We will not be able to trade lux until navigation, although we will have silk from the Celtic island.
We have a large stack of units I was going to send towards greece, but now I think it might be better to bring the boats in, and ferry them over to finish off the Celts quicker.
Also, you should be able to keep a moving line of workers on our coast to prevent Greek landings. We need to put roads on some of the mountains still, a few are on the coast but have no roads.
I'm gone until Tuesday evening.
Tone Nov 19, 2004, 11:15 AM OK. Just about to download and play some turns!
marconos Nov 19, 2004, 11:22 AM Now that we have Lagash let's get them on our side against Greece. It will suck of a few greek troops to fight them. Who know when they fight they might weaken a city or two for us.
Tone Nov 19, 2004, 12:44 PM Just played a few turns and I thought you might want to know that on my way through Ottoman lands en-route to Greece I've just seen Sipahi!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! :eek: :cry: :sad:
This probably means that Greeks have cavalry so it's going to be interesting ;)
BTW Nidaros is now producing 10 shields per turn and we can get a horse colony. Is it worth getting a few horses (then upgrade to knights with iron)?
Kaiser_Berger Nov 19, 2004, 01:18 PM I would strongly suggest getting the horses. Knights are far superior to MDI.
Tone Nov 19, 2004, 01:40 PM Your wish is my command. :)
At the moment we have horses connected to Nidaros but I have held back on the iron as we have around 1000g so you can upgrade a few horsemen to knights when you want to. I have a slave on an iron souce to become a colony anytime you choose!
Tone Nov 19, 2004, 02:22 PM Preturn (1470AD)
Everything looks fine.
IBT
Carth MDI->MDI
L Minor MDI->MDI
Sparta has built Copers.
We lose a galley in treacherous waters
Turn 1 (1475AD)
Bombard Celt capital with only one pop point reduction so leave assault. Start moving stack through Ottoman lands towards Greeks.
IBT
Nid cat->cat
Utica MDI->MDI
Sab MDI->MDI
Turn 2 (1480AD)
I’m shocked! First three cats knock a hp off two muskets and a pike but not enough MDIs in position this turn so postpone attack for one (?) more turn.
IBT
Babs and Otts sign peace.
Trying to cover our coasts from Greek ships, one comes out of the fog and lands on home shores!
Carth MDI->MDI
L Minor MDI->MDI
Turn 3 (1485AD)
Concede southern tip of our island until troops are ready to attack Greece. Bombard Ent to no effect. Next turn shall attack whatever!
IBT
Sab MDI->MDI
Turn 4 (1490AD)
Bombard does nothing. First MDI redlines muskets but dies. Second knocks just one hp off musket. Third knocks two hp off pike which is promoted to elite. Fourth vicorious and now to attack the wounded. Lose three more MDI but Ent falls.
IBT
Ottomans have Sipahi!!!!!!! Greeks have Cavs????
Nid cat->LBow
Carth MDI->MDI
Utica MDI->MDI
L Minor MDI->MDI
Turn 5 (1495AD)
zzz
IBT
Sab MDI->MDI
Turn 6 (1500AD)
Give DoW to Greeks. Get alliance with Ottomans for WM and 26g. Germans want 310g which seems a little on the steep side so hold back here.
IBT
Celts and Ottomans sign alliance against Greece.
Greeks have cavs!
Carth MDI->MDI
L Minor MDI->MDI
Turn 7 (1505AD)
Knock out northern Greek town on border with Ottomans, the Greek town near Nidaros, a Greek settler/knight/cav combo that landed further south of this town, the Celtic iron town, the Greek town north of Nidaros and the new Greek town on our soil. Yes! :cool:
IBT
Utica MDI->MDI
Sab MDI->MDI
Turn 8 (1510AD)
A couple of troops landed on our shores are dispatched but otherwise nothing.
IBT
Nid LBow->LBow
Carth MDI->MDI
L Minor MDI->MDI
Turn 9 (1515AD)
Attack final Celt town. Take a risk and just knock it out using a couple of muskets for the final battles against a red-lined pike and a LBow. One less civ to worry about! Connect horses now that they are safe(ish) and change build in Nid to horseman.
IBT
The SoD heading for Greece is attracting the attention of the Greek cavalry!
Sab MDI->MDI
Turn 10 (1520AD)
Can now trade with Ottomans but realise that we have now additional sources of the luxes on our soil. Send slaves to become colonies or connect as appropriate as we could do with their horses on the mainland.
Approach Athens.
IBT
Carth MDI->MDI
Utica MDI->MDI
L Minor MDI->MDI
Turn 11 (1525AD)
Demolish the Greek capital. They will now talk peace
OK. I was intending to play 15 turns but this looks like a good place to stop and think.
We have a few choices to make. We are researching Metallurgy @ min and need another 27 turns but we can get this and Theology in a peace deal with Greece for our WM and 50g. This would break our alliance with Greece though and we may find it difficult to make another deal but this would give us the cannons that some desire.
Alternatively we can continue to pursue our war against Greece but hope that the Ottomans do not get too strong before we take them on. In the meantime we can trade with them for horses so that the mainland can build knights and assemble up a mobile strike force. We currently have a RoP deal that will expire next turn BTW.
Personally I would be keen to knock them off the main island and then go for the Ottomans but what do the rest of the team think.
Over to you, KB!
save (http://gotm.civfanatics.net/saves/sgotm4/Tone_SG004_AD1525_01.SAV)
marconos Nov 19, 2004, 02:39 PM Take out the Greece on the mainland. Don't hurt our rep yet. Let's save that when we only have Germany and ottomans. We are going to need Germany to help with the outmans.
Let's get that mainland cleared. That will make everything else simple as the computer will lose all of their production capabilities and make victory possible.
Just my .02 worth.
Tone Nov 21, 2004, 02:12 AM Agreed!
Has anyone picked up the game or do you want me to play those last four turns?
marconos Nov 21, 2004, 05:05 PM I say go for it. We need to go to somebody taking some turns every night. We need to get this wrapped up as the next one starts in a couple more days.
Tone Nov 21, 2004, 11:24 PM Sorry, I've only just picked this message up and have got to go to work soon!
I can play at around 7pm GMT tonight but if anyone has some civ time beforehand, I suggest that you post a 'got it' and pick up the baton!
If no one has posted a 'got it' by this evening then I will! To keep the game moving I shall play a further 9 turns if that is OK with everyone! (Maybe MB's idea of people playing when they can was not a bad one!)
marconos Nov 22, 2004, 08:57 AM My thought is everyone tries to get in at least one set of turns / week. More is you see at least two other people have played. That way we can get this wrapped up. As well go as many as 20 turns or whatever makes you feel comfortable.
Tone Nov 22, 2004, 11:36 AM OK
I'm downloading the save and will play a few more turns now. Not quite sure how many as Spurs are playing tonight and they are on the TV so I will upload the new save and report at around 7ish (GMT). I don't want to miss the match :D
edit: I don't need to download the save as I already have it :blush: but I'm playing it now!
Tone Nov 22, 2004, 01:01 PM IBT
Ottomans land at the very south of old Celtic lands.
The MDI that sacked Athens is attacked by Greek cavalry. He valiantly defeats the first but is overwhelmed by the second one!
Nid: horse->horse.
Sab: MDI->MDI
Turn 12 (1530AD)
Not a lot-SoD heads for next Greek town.
IBT
Don’t renew RoP with Ottomans. They are not happy!
Carth MDI->MDI
L.Minor MDI->MDI
Turn 13 (1535)
A couple of barb camps spring up in Celtic lands. Not the end of the world as we need all the cash we can get!
IBT
Utica MDI->MDI
Sab MDI->MDI
Turn 14 (1540)
Troops now in position to attack Argos.
IBT
Both Germany and Babylon evict our galleys.
Nid horse->horse
Carth MDI->MDI
L Minor MDI->MDI
Turn 15(1545)
Reduce pop in Argos to 7 so decide to hold for just one more turn. If it can be reduced to six then our odds improve.
IBT
Sab MDI->MDI
Turn 16 (1550)
Cats reduce pop to six and then we raze the town losing just one MDI to their three muskets.
Notes:
I’ve got a few more galleys heading round the southern tip of old Celt lands which can pick up troops and send them to Greece. There is still one landing point in the central part of this island that needs blocking (just north of saltpetre). There is a Bab galley which probably has a settler on it which we would really like to keep away from the iron-we need this to upgrade the horses once we get a few so beware of this.
We have another ivory colony so we can trade this if you want.
The Greeks are tumbling fast now. They are not attacking our troops with cavalry so often now (hope I haven’t spoken too soon) but it’s slow progress. With the reinforcements coming over soon it may be worth having two attacking stacks.
All the best. I’m now off to watch the football :)
save (http://gotm.civfanatics.net/saves/sgotm4/Tone_SG004_AD1550_01.SAV)
Kaiser_Berger Nov 23, 2004, 01:46 AM T2 1560
We raze Corinth.
1575
We raze Frankfurt.
1580
The Ottomans have gone Industrial. They'll have rifles soon. Not good. We need cannons.
One thing I've learned from past 5CC conquest games is that you need to know when to stop beating on one foe and start on the next. It's time to shift to the Ottomans. I get Peace with Greece, and they throw in Metallurgy, Theology, 72g and 23gpt.
We need to upgrade all our cats and build more cannons.
The Ottos demanded gems from me last turn, so we ahve a deal running with them, but I don't think we want to wait that long to strike. I think breaking our rep to cripple them will be worth it. So, I swing two luxes, 550g and 15gpt to the Ottos for Horses and Military Tradition. We can get some cavs going now.
1585
For kicks I get Education from Babylon for Metallurgy. I then ship Babylon Military Tradition for Astronomy. From there, I talk to Germany and get Navigation for Metallurgy. We can now hook up Nidaros to the rest of our Empire. The days of MDI are over! I also pick up Banking from him for MT.
I start Banks in our cities, and rush a harbor in Nidaros.
1590
Being connected reduces Nidaros's corruption greatly. I use workers there to redo its improvements.
1615
We have Banks online for our main island. Our economy is much better now.
1620
First Ottoman rifle spotted.
Our first pair of Cavalry land on the Ottoman island.
1645
Ottomans redecalre on the Greeks.
1700
I'll end here. 30 turns is enough for me. We're readyt to rumble against the Ottomans. The deals we had are gone, so no rep hit either. We have 21 cavs, 21 cannons, and 66 MDI. And thanks to the banks, we're still making around 20gpt.
Save (http://gotm.civfanatics.net/saves/sgotm4/Tone_SG004_AD1700_01.SAV)
marconos Nov 23, 2004, 08:21 AM Got it will play some turns tonight.
Tone Nov 23, 2004, 03:39 PM Nice turns. 21 cav is great. Enjoy yourself, marconos!
marconos Nov 23, 2004, 08:48 PM I just signed a right of passage with babylon. Can I still attack them or is that against the SGOTM rules? Do we have to wait till the end of the ROP?
Kaiser_Berger Nov 23, 2004, 09:40 PM Theres nothing against RoP rape in the GOTM or SGOTM rules. It's our rep to break if we want to.
marconos Nov 23, 2004, 11:38 PM Hopefully I didn't mess things up too bad.
Initial Review:
WOW have things changed since my last set of turns. Going to move troops into position to sack 3 Ottoman cities at one time. I sure hope I don't screwn things up too bad.
Put the poor lonely worker on the 1 slot island to building a forest. After all who like to stand on ruins all of the time.
Split the main continent forces into 4 strike groups. Hopefully can do some major damage to ottomans quickly.
4 groups are
2 -- balanced MDI, Cannons and musketman
1 -- 2 musketman and all cavs
1 -- 2 cannons, 2 muskets and bunch of MDI
Reason for force split is groups 1 and 2 are for close city barrage and capture.
Cav group is for quick strike and destroy out of the range of the cannons. Also will be used as counter to their counter attack.
Final group is to strike a smaller city that is a little farther away and then swing back through and clean up the bab city.
We'll see how it goes. Looking for feedback on whether or not this was a good idea.
1) 1705 AD: Next turn troops will be in position. Being careful so ready to make a big hit.
IBT: Nidaros: Cannon -> Cannon
Sabratha: Cav -> Cav
Ottomans complete Magellan's Voyage
2) 1710 AD: Have units in position to hit 5 ottoman cities at one time. They will force a war declaration so I will attempt to sink the galley that they have showing and bring in Germany, Greece and Babylon against them.
Germany comes in for World Map and 210 gold.
Build an embassy in Bab for 68 gold.
Babylon comes in for Banking and they pay us 34 gold.
Everyone is now at war with ottomans.
Alexmanika falls at the price of 2 cavs 1 rifleman there.
2nd island almost cleared. I know they have 1 Sipah on that island.
Thermopylae falls at the price of 2 cavs ... 3 rifleman there. Stack will have to wait a couple of turns before moving again to heal the cavs.
Here comes the counterattack.
IBT: 1 sipah attacks our cav group and picks off a musketman.
Ottomans take out a german city
Ottomans take out a babylone settler for us
Carthage: Cav -> Cav
Utica: Cav -> Cav
Leptis Minor: Cav -> Cav
3) 1715 AD: Sparta falls ... lose 2 mdi to 2 Sipiah. 8 cannons do 1 pt dmg.
Copernica's Observatory no longer exists.
Davidiople falls ... lose 3 mdi and 1 cav to musket, rifle and sipiah
Destory ottoman iron colony
Ankara falls ... lose 1 mdi to 2 sipiah
Take out Sipiah that killed bab settler.
Kafa falls ... no losses 2nd island is now clear of other nations.
have enough slaves on main island to secure it.
IBT: Babylon give us right of passage.
Ottoman Galleon attacks our galley and loses???? nice
Ottomans build a new city in front of our cavalry. Nice.
4) 1720 AD: New Ottoman city Mugal dies. Lose nothing guarded by vet rifleman.
Troops moving into position
Setting up a 5th attack group to hit ottomans from other side.
Decided on safe side to explore unexplored ocean to make sure there are not any more "fun" islands like lagash.
IBT: Sabratha Cav -> Cav
Babylon founds a city on old ottoman spot. Man I want to take them out.
5) 1725 AD: Munich falls lose 1 mdi and musket to 2 sipiahs.
Setting up Cav's for invasion of the old Persia/India Island.
IBT: Nidaros Cannon -> Cannon
We discover a new source of Saltpeter in our homeland .. yeee haw
6) 1730 AD: Izmit falls. Lose 1 cav to 3 rifleman.
Pharsalos falls. Lose 1 MDI to 2 Sipiahs, 8 cannons kill 2 citizens and 1 hp of each sipiah.
Galleon in city is destroyed.
IBT: Cathage Cav -> Cav
Leptis Minor Cav -> Cav
7) 1735 AD: Bremen falls. No losses only 1 rifleman in defense.
Find another island in the middle of nowhere. Noone is one it. I will route slaves to block it. Will require 4 slaves.
IBT: Utica: Cav -> Cav
Sabratha: Cav -> Cav
8) 1740 AD: Knossos falls. Cannons do 1 dmg and knock city down to size 1.
Finally falls losing 4 MDI to ONE rifleman.
Konigsbery falls. No losses. kill 2 sipiah.
Attack Uskudar. City size 11 before bomard now 10. Only have MDI in this group to attack will wait for another round of bombardment. This is one of the 3 Ottoman core cities.
IBT: Cool ... Germany kills a rifleman for us.
9) 1745 AD: Attack uskudar again. There are at least 3 veteran rifles in there with a cannon backup. Bomabarment drops city size to 9 and only damages 1 rifle 1 pt.
Lose 13 MDI and redline 3 cavs
3 vet ( all elite by end )
1 regular (veteran by end)
1 draft (veteran by end)
City is destroyed.
Newton's University is now destroyed.
Gain 2 cannons
Edirne falls. No losses. 2 rifles in defense.
IBT: Nidaros: Cannon -> Cannon
10) 1750 AD: Attack Sinop with 2 cav killing a 3 hp rifle and retreating on a vet musket.
IBT: Germans place city in old Ottoman spot.
Carthage: Cav -> Cav
Leptis Minor: Cav -> Cav
Sabratha: Cav -> Cav
11) 1752 AD: Sinop falls. No losses.
IBT: One spot left on expansion island and fricken bab drops a settler on it.
12) 1754 AD: Konya falls. Redline a cav no losses to a single musket. ottomans are hurting.
IBT: Utica: Cav -> Cav
13) 1756 AD: Ottoman capital is slowing starving. Now down to size 9 from 11.
IBT: Nidaros: Cannon -> Cannon
Sabratha: Cav -> Cav
14) 1758 AD: Akkad falls. We gain a cannon out of it. No losses. Germany killed the musketman for us.
Try cav attack on Istanbul and he dies.
Emanopidu falls. We lose 1 cav to 2 elite Sipahs. Ottomans are now down to 3 cities on the mainland. Time to start looking for who is next. Germany appear to be the strongest at this time.
IBT: Carthage: Cav -> Cav
Leptis Minor: Cav -> Cav
Barbs appear on our 2nd island.
15) 1760 AD: Sogut falls. We lose 1 cav in attack killing 4 vet rifles.
Great Library is destoyed.
IBT: Stickin barb kills BOTH silk colonies in 1 turn causing Sabratha to riot.
2 more barb huts pop up on our 2nd island. what is going on with this?????
16) 1762 AD: getting read for aydin assault. Troops are massing on Persia island getting read for push there against Germany and Greece.
IBT: More stinkin barbs!!!
17) 1764 AD: Attack Aydin ... lose 8 MDI and 1 Cav and it FINALLY falls sheesh.
Magellan's Voyage is destroyed.
Got to quit for tonight. Have to work in the morning. We are going to lose out saltpeter do to these stupid barb huts popping up all over the place even with units that can see the land.
Greece has come back to the main land. We have to stop the expansion of these guys. Ottomans have 1 city left. I see we leave it and left Germany get it. We don't have any deals with Greece and have a good number of cav on the old Persia Island so I say take them out. Let the troops on the main land heal for 2 - 3 turns. Get them in position and wipe out the Babs. That will leave us with only the Germans to fight with. They are the strongest right now but they are doing a good job of killing their troops on the Ottoman rifles.
Can someone explain to me what I did wrong on the second island that is causing all of these barb huts to pop up? I have a cav unit on his way over there to clean out the hut by the saltpeter. We will most likely lose that on the next turn.
Started with 21 cav now have 23 cav. Down about 24 on units due to the massive MDI losses to rifles.
I have 1 or 2 galleys on auto-move to the newly found island to block it.
Tone Nov 24, 2004, 12:25 AM Got to quit for tonight. Have to work in the morning. We are going to lose out saltpeter do to these stupid barb huts popping up all over the place even with units that can see the land.
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.
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Can someone explain to me what I did wrong on the second island that is causing all of these barb huts to pop up?
Are they military units that you have placed? If not the barbs will show up. With our second island I believe that it would be wise to have a couple of cavs covering the island to reap the cash from the barb huts rather than a large number of troops giving us complete coverage of military-line-of-sight.
BTW I asked 0blivion to post here when he can play again. I suggest that if you don't see a message tonight, stagnate then you should post a 'got it' and keep the momentum up (if you can play that is!)
marconos Nov 24, 2004, 07:45 AM Ah ... so it' military that keeps the huts from appearing. I had moved those units off the island to open another front against the Ottomans (it worked I took 4 cities with them ). Now I know. Sorry about that.
Tone Nov 24, 2004, 11:18 AM I think I found this out after a barb hut appeared right next to a scout in a previous game I played. It was on a one-tile wide penisular, miles from home and the hut blocked the route back to the rest of the island so there was nowhere to run to. I just had to wait until the second barb was 'born' and then it took my scout out ;)
stagnate Nov 24, 2004, 12:27 PM Got it, will play tonight. Looks like good work you guys.
stagnate Nov 25, 2004, 03:16 PM Ok, works better when I download Tone from SGOTM004 not 005 :-P
Preflight: Ok, couple of workers in danger from babs., move some, some are lost. On old persian island move calvary to attack Greece next turn.
1764: I guess the turn of the save wasn't taken? Buncha boats etc not moved. Counting it as turn 1.
Move workers to cover some small islands.
1766: Lose a couple workers and a colony. Kill some barbs, move troops into position. Move away from ottomans, let Germany handle them, move towards babs. Consider getting techs from greece for gpt before declaring, but the techs aren't really that important and I don't want to screw us up if we need to have treaties with germany and/or greece. Attack greece capitol, lose 1 calvary to elite musket but take it.
1768: Move troops, take another Greek city and move against third. Move troops against babs. Take out most of the remaining barbs.
Take out three Bab cities, 2 left. Several Greek cities removed, almost off the original Persian penisula. Getting a little impatient so quitting now. Good shape, germany is still trying to finish the ottomans off, let them waste their energy.
Tone Nov 25, 2004, 04:19 PM You playing some more turns later tonight/tomorrow, stagnate?
stagnate Nov 25, 2004, 11:13 PM I uploaded the save and am going to sleep soon (still sick). Grab the save and go for it. Sorry I wasn't clear about that.
Tone Nov 26, 2004, 01:06 AM Sorrry to hear that.
I've got a day off today so I can play a bit this afternonon.
mad-bax Nov 26, 2004, 03:46 AM Whoops - wrong thread.
stagnate Nov 26, 2004, 11:21 AM I'm going to guess that you are only referring to SGOTM5 and just hit this instead of or in addition to TONE SGOTM5. I am up, so I'll play some more turns now.
Tone Nov 26, 2004, 11:53 AM I think you're right. I tried to PM MB but it didn't register. This surely only applies to game 5 so I'll wait for your next post, stagnate.
stagnate Nov 26, 2004, 12:46 PM Hmm, get hurt trying to take the capital city; spear defeats one of my calvary even :-(
Beat the Greeks off the persian island.
Move troops to continue after the Greeks and stack towards the Babs.
IBT our alliance vs ottomans ends. I take the opportunity to take them for all they are worth; hopefully Germany will take out their city, but if not they're small enough that eliminating them shouldn't be trouble.
1776 AD: Mostly just move troops. Sabratha can afford an idle citizen, so put min science on.
1778 AD: More moving troops. Almost convinced to knock the Germans off the Persian island since all my calvary are sitting there, but decide to firm up the other areas before going after them.
IBT a barb galley redlines our vet galley carrying troops, but we win and are promoted.
1780 AD: Finish the Greeks off the main island. Kick the Babs off as well, lose a Calvary to a 2HP musket though :-/ One Bab city left.
IBT Germany demands tribute. Since I'm just getting started on the greeks, and they only want 100g + TM, I decide to cave. Fight on our terms, not theirs. I had just removed all the calvary on their remote island as well, else I might have done it.
1784 Move troops. Take out another Greek city. Three left (one just built).
1786 Move more troops. Putting things in position vs the Germans, babs should go in 1-2 turns and Greece in 4-5 turns depending on moves.
1788 Take another Greek city, last two in range for next turn.
1790: Babs and Greeks eliminated. One Ottoman city, Germany left.
Figure someone else can decide how to tackle the Germans. There are a few calvary on the Persian island, and a couple boats on the way. I suspect that you should be able to take that island quickly if you don't give them time to draft or build defense (corruption has to be pretty high).
Bunch of calvary on the small island north of main, should eliminate that pretty well. There is a 5 square island to the north that was greek territory, get some workers to cover that one.
Couple of Musket/MI/Cannon stacks sitting around to prepare the attack on the main island.
Utica is growing food right now, you have the choice of 6 turn calvary at +2 food, or 4 turn calvary it -2 food, so alternate between those and you should do ok.
Keep units around on each island to take out barbs as they appear, and keep an eye out since they are easy to miss.
Tone Nov 26, 2004, 01:07 PM Wow, have things moved on since my last turn!
I'll load up a little bit later. I'm at a critical point in my attempt at the current GOTM at the moment but I'll try to play a little later this evening as it looks like we have almost finished and I might be able to to push it far enough for one of you guys across the pond to finish it. stagnate: :goodjob:
marconos Nov 26, 2004, 01:58 PM Excellent .... We might have this wrapped up by the 1900's ;)
AlanH Nov 26, 2004, 02:20 PM I'm going to guess that you are only referring to SGOTM5 I can confirm you are correct. SGOTM 4 is not affected. Have fun.
stagnate Nov 26, 2004, 09:06 PM Don't thank me, I just used what was in position :-) Good work by the other guys, my turns were mostly just mopup and troop movement.
Tone Nov 27, 2004, 02:45 AM Downloading the save now!
Tone Nov 27, 2004, 05:17 AM It's 1814 so I've got three more of my fifteen turns left. It took a while to get the troops ready to attack the Germans but they are down to three towns, the Ottomans still have one and, wait for it...
...we've got a Great Leader!!!!!!!!!!!!!!!!!!!!!!!!!!!
I just thought that you would like to know! :D
Tone Nov 27, 2004, 05:55 AM Initial (1790): 29 cavs, 17 muskets, 29 cannon and 23 MDI (plus a few other units) but not many that can hit the German heartland.
1796 Have now transported the cannon across to the main island and agree RoP deal with Ottomans to get the cannon in place. See that Ottomans have rifles so I guess the Germans will have them too.
1802 Germans keep evicting us but now have enough troops to strike but buy RoP deal first!
1806 The plan was to break all Germany’s saltpetre sites but this is taking too long to get into position with workers getting in the way. Decide to strike now. Hamburg is defended by a single musket and fall easily but Berlin’s borders still hold the saltpetre. Izmit falls due to mass bombardment and a bit of luck as MDIs finish off wounded rifles. Town on island north of Germany falls to cavs but they put up a fight. In old India, a reg spear beats our cav and we lose another to a knight but three towns are razed.
1808 Sever last saltpetre source and land cavs by Berlin. Sign alliance with Ottomans.
1810 KO another German town on the mainland leaving them with two in India and four on their homeland but only Berlin and Leipzig are of any real value.
1812 KO one of the two final towns in old India.
1814 KO two minor towns on their home island and then get a GL!! KO last town in old India and go for Berlin. Lots of wounded cavs but Berlin falls so they are both down to one city. I have 9 cavs that can strike Leipzig and 5 that can reach Istanbul.
1816 Germans KO and then take out the ottomans. They kindly sent one of their two rifles after the Germans the turn before! It’s finally over - we’re all alone!
Thanks everyone for a great game. We may not have pushed the leaders for a quick finish but I have enjoyed playing with you all and learn a fair bit about 5CC conquest along the way. :goodjob:
http://forums.civfanatics.com/attachment.php?attachmentid=75188&stc=1
Tone Nov 27, 2004, 06:01 AM BTW I have a save of the start of the last turn with the other civs having one city each. If you want me to post it here just let me know.
AlanH Nov 27, 2004, 06:26 AM @Tone: You can upload that save to the server as well if you like. It'll appear as your last incomplete save before victory.
Tone Nov 27, 2004, 06:32 AM Right, I'll do that then. Thanks, Alan.
marconos Nov 27, 2004, 08:00 AM Alright ... we won ... way to go guys
Now the big question. Did we get the wood spoon????
Tone Nov 27, 2004, 08:35 AM I suspect that we did. I had always hoped that I would get an award someday but this wasn't one of the ones that I had wished for. Stiil, if we do get it I shall accept it with pride!
Kaiser_Berger Nov 27, 2004, 06:38 PM Good job guys, it was fun.
stagnate Nov 27, 2004, 08:59 PM Good playing all, I enjoyed it even if not the best game ever. Strong play from everyone; never really a time where we were in danger of losing it all, just maybe not as much aggression as we needed :-)
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