Raliuven SG3 AWE Persia

Due to the turns in this SG being longer, I would really appreciate it if someone else took it over the weekend and then I could step in on Sunday when I get home. I can only play the RSG3.5 because it's still very early game, so it'll take me much less time than this game.
 
Sorry, I was out of town over the weekend. :( Hopefully Toxicman007 will have his set up by tomorrow.
 
Roster
Raliuven (on deck)
Elephantium (warming up)
CKS (just played)
Toxicman007 (skipped)
TheOverseer714 (Playing)

Okay, trying to move this along. Toxicman007 is on a skip (hope you feel better!). Overseer, can you squeeze in a set? The turns are going pretty quick since we can't reach anyone at the moment. Otherwise I'll play a quick 10 turns and sacrifice some boats for the greater good. I'll wait until tomorrow night for a 'got it' or I'll pick it up.
 
Go ahead and play, I can't play til saturday.
 
Go ahead and play, I can't play til saturday.

Thanks - I'll put you on the bumped list. This is a got it. I'll take 10 turns tonight and see what shakes loose. Elephantium that will put you 'on deck' if that's okay.
 
Here is a preview:
**Edit** See the question re: techs at the end.

Preflight

Civilian units:
Settler 6
Workers 14
Slaves Lots

Military units:
Archers 4
Spears 16
Pikes 5
Horsemen 4
Ancient Cavalry 3
Immortals 39 (6 in armies)
Armies 2 (Immortals)
Catapults 26
Galley 13


Unit Support:
Total Units: 132
Allowed Units: 142
Support Cost: 0gpt

Enemies/Hit list:
Netherlands=>Strong compared to


Research: 0%. Great Library. We are running at 0% science, 10% luxury and +206gpt & 5099gp in the bank. Monotheism due in 19t with single scientist. As a side note, by turn science up to 90% we can get Monotheism in 6t without swapping any taxmen to scientists. We currently have 33 taxmen.

Turn 210 [950AD]

Plan: Rush some galleys and find the eastern continent by sailing west. :crazyeye:
In the West: rush 2 galleys for 56gp. In the East: rush 3 galleys for 76gp.

Found New Heart & New Dakyanus. Send Galley out to the northwest. Looks like green borders at the edge of the fog. Monty is that you?

IBT – the Dutch ask to talk. I agree to listen just so that we can capture their ambassador and torture him with reruns of Gilligan’s Island.

Dutch land a spear and settler on the northern tip of our landmass via a caravel. Really? That’s it?

Galley sinks. *Sigh*

Turn 291 [960AD]

Galley is sent out in the southwest.

Galley is sent out in the northeast at the very tip where the Dutch continue to cross. Hoping there is an island or something there.

Send DEA and some elite immortals to leader fish with new Dutch landing.

IBT – Dutch land a crusader on our southwestern island by New Sardis. We’ve got a pike, 2 immortals and 2 AC nearby.

Northeast galley sinks.

Turn 292 [970AD]

5/5 AC vs 4/4 Crusader – flawless win. Nice!

Southwestern galley continues on its way but still two turns from safety. Line up more galleys to follow.
Two northwestern galley head out. Other galleys are lining up.
Two southeastern galley heads out. Other galleys are lining up.

Found New Bampur.
Advance units towards Dutch settlers.
Rush two galleys for 72gp.

IBT – Dutch settle Haringen on our continent. Don’t think so! Dutch send a caravel towards newly founded city but I don’t think it is going to make it.

Lose only one galley in the Northwest. :D Not out of deep water yet, though!

Turn 293 [980AD]

Galleys continue to sail and we find Korea to our southeast with a fairly reasonable crossing!



I goofed and started sending out more sacrifical galleys before moving the most advanced galleys further out. It was a noob move and we might lose a few extra galleys because of it.

**Edit**

Continue Turn 293 [980AD]

We call up Wang Kon. They rejoice at our meeting. We can change that quick. Korea has 44gp in the bank and 16 cities to call their own. For now. I deliver our DOW.

Found New Tureng Tepe, New Merv and New Behistun.

5/5 Immortal vs 3/3 Dutch Spear – lose, -2hp. Figures. Move more units towards the city. Move massed units towards embarkation point to Korea.

IBT – Dutch lose a caravel to one of our galleys.

Learn Monotheism, Engineering, Theology, Chivalry, Invention, Education, Gunpowder, Astronomy, Chemistry, Metallurgy, Military Tradition.

Lose the Southwestern galley.

Turn 294 [990AD]

We have 4 sources of salt. Upgrade a horse to cavalry for 150gp.

Found New Kandahar.

Need a decision on science.

We need Galleons to move our armies to the other continent. We can go 90% on science and get physics in 11t @ +35gpt. We could research to Mag and then stop and rush cavalry with our bank of 5583gp. We can rush cavs for around 250-300gp each. If we get to Galleons and then turn off research we can rush a cavalry every turn on top of the 18-20 we can rush with our current reserves. Since we are scientific we might as well push to the IA and see if we can grab steam? Do we build any libraries?
 
We should push to Steam. Rails will speed things up, both with production at home and troop movements on the other continent.
 
We should go to steam. Movement will be a pain without it.

I don't think libraries are worth it; we can get most of our research out of science farms, and our core can build cavalry.

Don't forget to build the military academy. Usually in AW you have all the leaders you want by this time, but we've been sitting with no significant warfare for ages, and we may want more armies as we invade. Also, we'll want more powerful armies as I expect we'll see rifles before long.
 
Taking Korea's close proximity to our glorious continent into consideration, I think they'd be the best next target for Persian oblitera- uhh.. friendly annexation.
 
Good call, I completely forgot about the MA now that we have MT. One other thing - as ocean travel is now known at least to the Dutch, should I recall the other galleys that are getting close in the west? I think we could meet the last three civilizations in short order with a galley blitz but now I am thinking we are better off not meeting them. The GLB is used up and with ocean travel we could have odd units landing left and right along our very long coast.

The downside is that our research times will be a bit longer because we won't get a discount price for following.
 
I think we should build libs in our core cities. We don't need to amass a huge stack of Cavs until we're ready to land our invasion force, and that'll take ~40 turns with our current research capacity. Half a dozen libs in our highest-beaker cities could probably drop that by 10 turns or so.
 
Physics and magnetism had better not take 40 turns. Were you thinking we wouldn't invade until steam power? I'd rather get started sooner. (I also thought briefly about navigation, but, since we didn't give ourselves a 2 unit army, I decided that the extra tech to get to galleons was worth it.)

It will take a while for our cavalry to get to the boats, so I think we want to get more built now. That said, I'm not strongly opposed to a few libraries.
 
We are at 11 turns on physics but I have not converted the 33 taxmen to scientists yet. I'll check on it tonight. Between physics and mag we are probably looking at 20 turns? We will need to pick up banking and ToG to get us to the IA and then steam if we don't draw it (and we will probably get nationalism).

I am a builder so my instinct is to build libraries. But at the moment we can stockpile cavalry and it will cost us nothing. Our support is still higher than our units and we've got even more towns to ICS. I have started a harbor near our invasion point so we can upgrade some galleys to galleons to kick off the war. I haven't done anything with the catapults at this point; I don't know if they are worth upgrading. The Koreans are still using spearmen as defenders (which is not to say they will be spearmen when our cavalry finally land now that we've declared on them).

As a side conversation, if we have four sources of salt, what are the chances that they are short salt on the other island? It seems like the scarce resources of C3C would mean there are 7 salt for 8 civs. We've got 4 sources and there are 5 civs on the other island.
 
Here's the rest:

Continue Turn 294 [990AD]

After converting our taxmen to scientists and doing some MM were are at 6t @ -29gpt for Physics. No problem.

Attack on Dutch city – 5/5* Immortal vs 3/3 spear – win, -2hp. 5/5 Immortal vs 3/3 spear – win, -1hp. And we get a GL! Auto-Raze Harlingen. Send Darius on his way to make an army for our cavs. :D

Start Military Academy in Persepolis due in 27t.

Found New Altin Tepe.

I decide to recall our Northwestern galley to limit our contacts for the moment.

Swap all core builds to Cavalry but keep caravel production on our outer edges. Should be able to convert these to Galleon in a few turns.

IBT – zzz

Turn 295[1000AD]

Upgrade a horse to cav for 150gp. Will move new cavs towards the passage to Korea along with GL. Have not converted him to an army yet because there is no need for the moment. CIA has also reached the invasion point.

I think we can move our cav army to the other continent with the use of the two galleys that already made it across, four galleys entering the ocean and two galleys that are paused on the sea tile. There are 5 ocean tiles.

IBT – Korean Trebuchets take a point off one of our galleys so I move them away from the coast.

Turn 296 [1010AD]

Found New Bunyan.
Move galleys.
Rush a cav for 204gp to make the third cav for the army.

I check on the Netherlands and see they don’t have salt or iron. :D

IBT – zzz

Turn 297 [1020AD]

Dang! Rushed Cav is a regular unit. Didn’t realize that city turning out pikes didn’t have a barracks.

IBT – zzz

Turn 298 [1030AD]

Found New Charsadda.

IBT – Dutch drop a longbow on southwestern island. We’ve got roads there already so no problem.
Palace expansion, add an east and west wing.

Turn 299 [1040AD]

5/5 AC vs 4/4 LB – flawless win, promote elite.
Physics due in 1t @ 30%, +113gpt. All specialists need to remain scientists (we can spare one, but I always like a small margin, just in case). Current bank is 5083gp.

Stop here so next play can strategize.

The galley chain is ready to bring the army and cavalry across to Korea if you want to give it a go. The ‘army’ is still a GL at the moment. Most units are gathered at that point. So far the Dutch lands have been lethargic and it seems our hording of horses, iron and salt has impacted at the last the Dutch.


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Raliuven (just played)
Elephantium (Playing)
CKS (on deck)
Toxicman007 (skipped)
TheOverseer714 (Warming up for the weekend)
 

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Physics and magnetism had better not take 40 turns. Were you thinking we wouldn't invade until steam power? I'd rather get started sooner. (I also thought briefly about navigation, but, since we didn't give ourselves a 2 unit army, I decided that the extra tech to get to galleons was worth it.)

It will take a while for our cavalry to get to the boats, so I think we want to get more built now. That said, I'm not strongly opposed to a few libraries.

Yeah, I was thinking more in terms of time to Steam. Seeing the rest of the turnlog, I think we'll actually be getting Magnetism by the end of my turnset. I'll try to set things up for you to start the invasion, CKS :)

I've got it, but I don't plan on playing until tomorrow night.
 
I had some extra time to play tonight :)

Spoiler :




Pre-turn: Move unmoved troops.

IBT: Physics > Magnets
Antioch: Cav > Lib
Cadiz: Barracks > Cav

Turn 1: Zzz...

IBT:

Korea lands LB on our small island.

Bactra: Musket > Cav
Sardis: Rax > Cav
Ghulaman: Cavs

Turn 2: e-ACav kills LB.

IBT:

Another Korean Caravel comes out of the fog towards our island.

New Tyre: Workers

Turn 3: Lose one Galley before sinking the Caravel.

IBT:

Dariush Kabir: Rax > Lib

Turn 4: I see Arabia in our Diplomacy screen. They're up Navigation, Banking, Printing Press, and Music Theory. I declare war.

I change a few builds to Libs, too. Better to build 'em during my turnset :)

IBT:

Antioch: Lib > Cavs
Chicago: Caravels
Behistun: Settler > Harbor

Palace expansion. We get a second floor.

Turn 5: Meet the Aztecs. They're backwards, lacking Monotheism and Invention. They only have four cities. I declare war.

We lose a galley vs. an Arab galley.

IBT:

Gordium: Cav > Court
Miami: Settlers
Ghulaman: Lib > Cav
New Dariush Kabir: Worker > Caravel

Turn 6: Stop a riot in Arbela.

IBT:

Arabs built Fez in the jungle peninsula far N of our capital.
They also land a party N of Miami.

Pasargadae: Lib > Cav
Tyre: Cavs

Turn 7:

Two e* Immortals (all I had) kill Arab Musket, Cav, and enslave an Arab Settler.

IBT: Magnets > Banking
Carthage: Settler > Worker
Arbela: Cavs
Nora: Cavs

Turn 8: Immortal forces Arab Cav to retreat.

IBT:

Theveste: Harbor > Frigate
New Sidon: Rax > Worker
New Charsadda: Worker > Galleon
Arabs complete Cope's.

Turn 9: Move troops on Fez.

IBT:

Dutch land on our small island.
Dariush Kabir: Lib > Cav
Jinjan: Rax > Cav
New Merv: Workers

Turn 10: Immos kill two Spears at Fez.
e-ACav kills the Dutch LB on our small island.

IBT: Dutch try to sink our Caravel and lose theirs in the attempt :D
They also land another LB on our small island.

Turn 11 (1150 AD, 230 in-game):

Immo kills Spear at Fez
Immo kills LB
Immo kills Cav and razes the city.
Lose e-ACav on the Dutch LB.
A second ACav finishes the job.



We have a good supply of Galleons at Theveste to ferry our armies across to Korea. The invasion can begin at the next player's leisure.

Our research is steaming ahead nicely. We're at 4-turn research at around 50% science. I'm hoping we can have Steam Power by the end of the next turnset.
 
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