Down on the Farm: Team Histographic #1

No, sorry. I just meant an empty army. I didn't mean the MGL to rush anything... just create an army and wait until we had some cavalry for it.
 
Sorry, I've been playing slowly and carefully. I'm about to post the turnset and screenshots. It's been a fun set. :goodjob:
 
300 AD (0): Sell Metallurgy to Germany for +68 GPT and 10 gold. Adjust science to 50 percent: Military Tradition in 7.

I think Murmansk is at a high flip risk to us. :goodjob: We have it surrounded by 5 cities with temples, all of which will expand in culture again in 15-20 turns. New Cologne is also at a decent flip risk.

310 AD (1): 001: Horseman -> Library.
005: Horseman -> Horseman.
015: Horseman -> Horseman.
029: Worker -> Worker.
033: Worker -> Worker.

All 12 trebuchets miss the vPikeman at Merv. :rolleyes:

A quick diplomacy check with Persia shows they have obtained Horses again somehow. Makes sense, since they had Knights earlier to throw at us. Seems that may not be quite done yet.

I switch a few marketplace builds to libraries. Might as well speed up research by a turn, or allow for us to slide back a notch on the research slider while we're still in the business of collecting beakers.

320 AD (2): 002: Library -> Marketplace.
004: Horseman -> Horseman.
006: Library -> Marketplace.
013: Horseman -> Horseman.
017: Trebuchet -> Trebuchet.
022: Barracks -> Musketman

This turnset I hit 2 of 12 times with the Trebuchets. It seems Merv has three defenders: two vPikes (now 3/4) and one rPike.

Knight Army defeats rPikeman in Merv. (26-16)
Knight Army defeats vPikeman in Merv. (27-16)
vHorseman loses to vPikeman in Merv. (27-17)
vHorseman loses to vPikeman in Merv, promotes Pikeman to elite. (27-18)
vHorseman loses to ePikeman in Merv. (27-19)
Knight Army defeats ePikeman (now redlined from Horseman suicides) in Merv. (28-19)
Maya captures the Persian city of Merv. Start on barracks.

IBT: A Persian galley lays the beatdown on a German caravel.

330 AD (3): 001: Library -> Horseman.
003: Horseman -> Horseman.
005: Horseman -> Horseman.
015: Horseman -> Horseman.
034: Worker -> Worker
036: Worker -> Worker

The resistance in Merv has ended.

IBT: The AIs are desperate for peace, no matter how many deals they break. Russia and Persia sign for peace.

340 AD (4): 001: Horseman -> Cathedral.
014: Barracks -> Horseman.
016: Trebuchet -> Harbor.
030: Settler -> Harbor.

I shuffle around specialists to get a few tax men to ensure we won't have more negative GPT than gold in the treasury.

There should be no more trebuchets under construction; if you see any cities building them, swap.

350 AD (5): 002: Marketplace -> Cathedral.
004: Horseman -> Horseman.
005: Horseman -> Horseman.
009: Harbor -> Barracks.
011: Barracks -> Horseman.
015: Horseman -> Horseman.
017: Trebuchet -> Barracks.
019: Harbor -> Worker.
026: Settler -> Worker.

Our deficit is suddenly covered by 20 turn +GPT payments for Gunpowder finally running out. We are at +45 GPT instead of -65 GPT.

I bombard Herat with a number of trebuchets, destroying the Barracks, Library, and knocking the sole vPike to 3/4. A rPike is revealed underneath.

Knight Army defeats rPikeman at Herat. (29-19)
Knight Army defeats vPikeman at Herat. (30-19)
Maya capture the Persian city of Herat, start worker.
vHorseman loses to vKnight. (30-20)
vHorseman loses to vKnight. (30-21)
vHorseman loses to vKnight. (30-22)
vKnight defeats vKnight. (31-22)

My only questionable practice is the suicide of Horsemen. We've lost 6 horseman this way during my set. I should be more careful, sorry. In both instances, we would have been fine with just 2 horseman suicides instead of 3 to increase the odds. At the moment, though, I mainly would like our Knights to survive when they attack, since they are irreplacable. :)

Also, thoughts on a campaign to take some of the Persian cities west of our main line of attack? It might be a decent endeavour for our Horsemen, though perhaps painful if 2 pikes/city. Your choice.

I've purposely left Merv unguarded to tempt the Immortal to step into the line of fire of the Trebuchets and subsequently, Horsemen.

There are two settlers on the eastern peninsula. One can go 24 of Murmansk to fill the gap of worked tiles (and add additional pressure ;)).

I also think it would be good to have a couple of muskets in the east, just in case. We've got a good collection of towns over east and I don't want a repeat of Persia in the west.

Turns are taking a long time now. It doesn't seem like they should, but they are. Beware. :king:

If you want, you can re-sign Russia against Persia. Might be good. Depends what you're thinking.
 

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I don't know if the aggressive suicide horseman made sense. I actually did that once, and then stopped, since I didn't think it made sense. But, I don't mind that. However, I guess I didn't explain well enough on another point.

Spoonwood said:
I don't think we need to chop forests in our core anymore. It works out faster to plant them around size 12 cities to optimize production.
I guess you cut forests for libraries? We need to optimize production in our core for 80 shield cavalries or for 15 shields for 2 turn horseman if we get rich enough to disconnect/reconnect. We need either three hills, one hill and a mountain, or 3 forests in a city which just has grassland around it to optimize production. If we have food bonuses we need more forests. I guess we've gotten some more shields now, but later on we'll have a bunch of forests which don't return shields. I really wish you hadn't have cut so many forests, so that a slew of cities lay near optimal production the turn we got military tradition. Since I now have to re-forest have the squares, I can't add as many workers in to get everything to size 12 ASAP for massive cavalry production. Please do NOT cut another single forest in the core until post-Sanitation. We probably shouldn't have cut a single forest there during our GA also, as spots without a bonus grassland get no bonus shields if cut.

I really don't get why we have an entertainer and a geek in 001. The Military Academy costs us 400 shields. We need every shield towards that as soon as possible. And then we need as many shields as possible going towards armies, since they cost 400 shields also. Right now, we have 4 extra food in 001, and that's not even with it using the game square. That's 6 or so shields lost on the Military Academy for *just* this turn... a potential turn, two, or three later on its finish date. We should have pre-built sooner also. You can always pre-build to match the tech time, and then use "what's the big picture" and swap your pre-build to your real build on that turn, since commerce precedes production in the game sequence.

I re-sign Cathy in and get 12 gold for a measley 4 gpt. After basically just changing tax collectors to scientists, and hiring some more scientists elsewhere, I drop research to 40% for +132 gpt, and MT still due in 2 turns. Horseman don't need to attack anymore. We might have stopped using them a turn or two earlier actually.

1-360 AD A Persian knight sneaks up near our knight army. Germany requests an audience. They want to swap territory maps. Instead pay 1 gpt, our world map, and 2 gold for Germany's world map. Resell gems to Germany for 15 gpt and 30 gold. 007 horse-horse. 018 harbor-barracks. Resistance ends in Herat and the citizens riot. I hire three entertainers. 031 worker-aqueduct. 023 worker-aqueduct. I don't feel good about Herat since it just rioted, and needs 38-77 units to prevent a flip. Pack up units and move them back to Merv. Swap 035 to a settler. Persia has a nice culture lead on us, and veteran cavalry vs. pikes goes *fast*, so raze and replace. I buy barracks in Merv. Germany's the only one with Navigation right now, so I give Herat away to Germany.

2-370 AD Herat becomes a Persian city again. Learn Military Tradition. Use "what's the big picture" to swap units/pre-builds to cavalry and The Military Academy. Fire all scientists everywhere and raise luxury slider to 50%. 011 barracks-cavalry. 035 settler-settler. 025 worker-aqueduct. Merv barracks-harbor. I upgrade a single horse to a cav. there fore 150 gold. 4/4 cav. wounds immortal on plains down to 3/4 and then retreats at 1/4 back to Merv.

I probably should have just gone to bed instead of playing any of this. I feel conflicted about whether to drop the luxury slide back down to 30 or 40% now for more cash upgrades. Take a look at the save here and tell me what you think:
 

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uups that would be strange. Are yiou sure that you didn't just leave the road by accident?
 
In one of my recent games I noticed that these only have a movement of 0.67, means two roaded tiles...
uups that would be strange. Are yiou sure that you didn't just leave the road by accident?
lurker's comment: Calis is right. Empty armies can only move two roaded tiles in my own or neutral territory. I noticed this in my games, too.

Spoonwood and Elear, keep up the good work! :goodjob:
 
I don't know if the aggressive suicide horseman made sense. I actually did that once, and then stopped, since I didn't think it made sense. But, I don't mind that. However, I guess I didn't explain well enough on another point.

It doesn't make much sense in the long term. That's why I regretted it.

Please do NOT cut another single forest in the core until post-Sanitation.

I didn't realize we weren't continuing to forest chop. But your reasons why make sense. We do have excess food and we do need to use that up with strategically planted forests. I guess I just didn't make the connection.

I really don't get why we have an entertainer and a geek in 001.

They were there before IRC, and in general, I don't mess with your specialist arrangements (or anything else you do) unless I have to. If I created them somehow, it must have been temporarily on the turn the library finished. :blush:

I re-sign Cathy in and get 12 gold for a measley 4 gpt. After basically just changing tax collectors to scientists, and hiring some more scientists elsewhere, I drop research to 40% for +132 gpt, and MT still due in 2 turns.

Nicely done :goodjob:

Horseman don't need to attack anymore. We might have stopped using them a turn or two earlier actually.

Again, my fault. You're going to have to put up with stupid military tactics with me since I do stupid things half the time, period. That's why I'm learning in this game, too :)

I don't feel good about Herat since it just rioted, and needs 38-77 units to prevent a flip. Pack up units and move them back to Merv.

Good move. I was actually more concerned about a Persian unit coming and defeating our 7/12 Knight army.

4/4 cav. wounds immortal on plains down to 3/4 and then retreats at 1/4 back to Merv.

Hello RNG. :)

I probably should have just gone to bed instead of playing any of this. I feel conflicted about whether to drop the luxury slide back down to 30 or 40% now for more cash upgrades. Take a look at the save here and tell me what you think

I often feel that way after playing during the late night hours, too.

I'm conflicted as well on the luxury slider but I still think we're doing fine point wise. The biggest way we can acquire points right now is to destroy Persia before they can get better units. After that, the other civilizations won't be a problem and we should be able to obtain more native luxuries, as well as perhaps bump the slider back up. For awhile, though, I think it's best to get as much gold as possible since, as you said, we need it all to upgrade to cavalry and to buy armies.
 
lurker's comment:

regarding the chopping issue:
CIVAssist II allows you to spot the tiles which have already been chopped. You can see it in the "world map".

Don't know if this advice comes too late or is handy for you at all.
 
lurker's comment:

regarding the chopping issue:
CIVAssist II allows you to spot the tiles which have already been chopped. You can see it in the "world map".

Don't know if this advice comes too late or is handy for you at all.

CivAssist 2 can tell you what tiles have had a chop and which ones haven't. It is in the World Map tab.

Is there anything that CivAssist 2 can't do? :king:

Perhaps a little late. :)
 
lurker's comment:
Perhaps a little late. :)

Oh yes,

I was just about to edit my post. Haven't read the rest of the thread when I posted it. I just had a look at the date and thought it might be not to late. Elear and Spoonwood are making progress REALLY fast for a succession game. :goodjob:
 
Oh yes,

I was just about to edit my post. Haven't read the rest of the thread when I posted it. I just had a look at the date and thought it might be not to late. Elear and Spoonwood are making progress REALLY fast for a succession game. :goodjob:

It's almost to our detriment, actually, because as you've seen in the last few turns, even "slow" 5 turn sets are preventing us from communicating the ongoing strategy, even if I should have realized what was going on sooner.
 
It's almost to our detriment, actually, because as you've seen in the last few turns, even "slow" 5 turn sets are preventing us from communicating the ongoing strategy, even if I should have realized what was going on sooner.

It's getting slower now because of your war against Persia. All these unit movements take a while... Moreover a (diety) war is highly distracting from the normal empire issues like MM. At least it happens to me all the time.

One question which came up to me during your (long going) REX phase:
I had the impression that you expanded with a minimum of military, most of the time (3 Warrior?). Even if I'm not a diety player I know that AI demand a lot or directly DOW you when you are weak compared to them. Even without barbs it was a little bit risky, wasn't it? However, I often tend to value REX over military, too.
Was it part of your plans to take a bet that the AIs don't declare on you?
 
Pretty much. Remember we are playing on "least aggressive AI" although as you saw with Persia, they eventually do declare and we almost got caught...it is lucky we had started getting a few Knights.

In histographic/milking games, other than some warriors for critical MP (we went on the low side, usually you might have at least 10 warriors), it's pretty much a waste of time to make too many. REX is the only thing that matters.
 
Eh... your mistakes don't work out as all bad, since they sometimes lead too a good idea. The key doesn't lie in not making mistakes. It lies in using mistakes to your advantage. So, as a training exercise for everyone here and myself... play against Spain on a pangea map at some high level like this and don't war against them until a bit after they have Astronomy. And do it as a Democracy.

Your comment about unit support and one of the notes you sent me the other day by someone gave me an idea... the trebbies won't have much usefulness at all. They all work as too slow when we have cavs. vs. pikes and they probably won't hit much, if at all, vs. muskets or rifles. We need cash for horseman upgrades also and we're shelling out plenty of cash for unit support. So, those trebbies will (mostly) head back to 001. Cities which don't have barracks right now, and have the basic infrastructure we want (like the northern ones) will produce *regular* cavalry, which will go to 001 also. We'll disband rush armies with the trebbies and some of those cavalry. I don't know if that's the best strategy on this size map, but we can always switch those cities back to artillery later.

2-370 AD continued... sell granary in 002. Switch some cities to muskets and cavalry. Lower luxury slider to 30%, at +464 gold. Mark 005 or 002 mentally. Whichever has more shields should start on a palace pre-build for the Pentagon sometime here, but probably not quite yet.

3-380 AD A knight sneaks up near Merv. No builds finish this turn, so I couldn't do upgrades interturn, as I did last turn. Upgrade 3 horseman to cavalry. The golden age will end this turn, so I raise the luxury slider to 50% so we won't have any funny revolts. Knight army defeats Persian knight going to 11/13 (32-22). The knight army picks up an immortal up near Herat (33-22). Found 044 which starts on a marketplace.

4-390 AD Persian immortal moves south along mountains. Persia and Babylon sign a peace treaty. Our GA ends. 002 cavalry-cavalry. 020 worker-settler. 027 worker-aqueduct. I forgot to do interturn upgrades... oh well. Luxury slider stays at 50%. Upgrade a single horse to a cavalry. Sign Hammy back in against X-man for 15 gold per turn (don't sell the gems... it's a potential problem if we do). Load 3 cavalry into the empty army. 12/12 cavalry army defeats pike in Herat (34-22) going to 11/12. Veteran cavalry attacks 4/4 pike in Herat and wins going to 1/4 (35-22). Raze Herat. We get two slaves. Knight army moves to cover slaves and 1/4 cavalry unit. The knight army we can use defensively to cover veteran or elite cavalry units to cut down on attacks... now and later... although our weariness may have already bottomed out for this war. Buy settlers in 021 and New Persepolis. The cavalry army moves near Zohak. 002 actually produced a regular cavalry... it doesn't have barracks yet, so it starts on the Palace pre-build. I think 002 and 005 will each have 18 sheilds per turn, so that works out fine. 001 has 28 spt. It has all squares either forest or a BG. I decide to give the game to 002 to try to get its shields up. 001 has only 27 shields per turn now, instead of 28, but that's fine since the Military Academy comes in 9 turns either way. We may want to change this later. With unit disbandment the 3rd army should time to about the same time as 400 shields for the Palace pre-build. MM and decide on changing luxury slider to 40% for now.

5-400 AD A Persian knight sneaks past our cavalry army. The saltpeter route gets cut somehow (Persian galley, I suppose), so I can't upgrade interturn. 021 riots settler-market. 041 riots. 012 harbor-settler (it's junk anyways). 037 riots. New Persepolis riots-settler. 005 cavalry-cavalry. Move worker off of mountain to go and hook up the western saltpeter source. Babylon now has Metallurgy. 4/4 cavalry shoots down Persian knight wounding to 2/4 (36-22). 11/12 cavalry army shoots down a Persian pike in Zohak wounding to 7/12 (37-22). Knight army defeats last pike in Zohak wounding to 10/13 (38-22). We raze Zohak. Move more workers back to the home continent.

Outside of the core I've started adopting a happy citizen or specialist (tax collector) sort of rule. It might seem a little early for this, but oh well. See the screenshot for the primary area we need to target ASAP. We really could use another luxury, and Persia's horses lay near there also. If something finishes on the inter-turn, zoom to the city, and then cycle through the cities to Merv and upgrade immediately if we get our saltpeter trade route back. If that city is Pasagarde, I'd still take it ASAP for the gems and just hold it (hopefully it's not). After that a quick dash to Persepolis, since (see screenshot). After that we get to Nimrud (see screenshot). The silks deal will expire on the interturn with Babylon, so you'll have to renew that.

Please do NOT take chances with either of the armies. I thought about attacking Zohak with the 7/12 cavalry army, and we probably could have easily won the battle, but I decided against it, as we need three armies in stock to build the Pentagon.

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Whenever I've tried CivAssist 2 on my computer it crashes. I just use MapStat. This war against Persia won't feel like a Deity war in a few turns.
 
Got it. :goodjob:

I agree with your plans in terms of capturing luxuries, although we'll see how easy it is to just "cut" through their territory in certain way. I'm not doubting the Cavalry, but if we capture cities, we'll have to hold them, too.
 
I wouldn't try to hold them other than Persepolis for the Pyramids and Pasagarde. Persia has us in culture. I think raze and replace works better. Oh... and just in case you forgot... the Military Academy is a small wonder, so disbanding trebbies won't work for it. Armies, on the other hand, are not wonders... they are units.
 
400 AD (0): zzz

IBT: Renegotiate silks from Babylon @ 36 GPT...last time it was 29 GPT. I also get 3 gold in the deal.

410 AD (1): 006: Marketplace -> Cavalry.
015: Cavalry -> Cavalry.
033: Worker -> Worker

Still cannot upgrade cavalry.....I realize the problem: it's not a galley, Persia has built Herat on an island, blocking our route. I hasten to hook up the second saltpeter but it will take a few turns.

420 AD (2): 029: Settler -> Aqueduct.

Move both armies within range of Ergili, our first real city, at size 7. A pair of veteran cavalry hides beneath the Knight Army.

Found 045, start harbor.

Fix a few potential riots, MM squares in the core, and MM to ensure non-core happy/specialist rule is followed.

IBT: The Persian Immortals all seem to have a greater concern than us and turn around, walking back into the west...

Persians building Smith's Trading Company. Maybe they will finish it for us as we arrive on their doorstep. :)

430 AD (3): 007: Cavalry -> Cavalry.
013: Cavalry -> Cavalry.
016: Harbor -> Cavalry.
034: Worker -> Harbor.

All Immortals turned around except one, I guess.

vJavelin loses to vImmortals. (38-23)
vJavelin defeats vImmortals. (39-23)
Cavalry Army defeats vPikeman at Ergili. (40-23)
Cavalry Army defeats vPikeman at Ergili. (41-23)
vCavalry defeats vPikeman at Ergili. (42-23)
Maya raze Ergili, capture Trebuchet
Knight Army defeats vKnight. (43-23)

Hurry a Settler for 28 gold in 043.

IBT: Once again we see how erratic the AI war strategy is. The Immortals turn back around towards our territory.

Germans building Magellan's.

440 AD (4):

Upgrade 8 horsemen and 2 knights to Cavalry in the interturn.

000: Cavalry -> Cavalry.
043: Settler -> Settler.

Babylon has gone into Anarchy. I guess they can't handle Republic any longer. :)

Found 047, start on Settler.

450 AD (5):

005: Cavalry -> Cavalry.
039: Settler -> Settler.

Upgrade another Horseman to Cavalry in the interturn.

037 riots. :mad:

vCavalry defeats vImmortals. (44-23)

Honestly, I'm beginning to feel a bit at a loss at what to do with the workers in our core...things are getting filled out nicely and I don't see a lot more to do.

007 needs a Courthouse for 5 turn cavalry instead of 6 turn cavalry.

I've attached a screenshot of our general strategy, for all lurkers. It seems obvious: follow the trail of luxuries while decimating their core.

Spoonwood, it's all yours. Your set should be a slaughter. Poor AIs. :cry:
 

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