RBC 13L - The Evil English (Emperor OPEN SG)

Corrado

Ave imperator, puella!
Joined
Nov 8, 2001
Messages
271
Well, okay, not evil. Merely misunderstood.



Game rules:

* This is an OPEN game. Anyone can join in; first person to say "got it" after a turn log has been posted may then play 10 turns of the game. If no one posts "got it" within 48 hours of the last player, I will take the turns.

* Because this is an open game, feel free to pick it up, but PLEASE- try to be descriptive of what happens on your turns, as well as your general strategies.

* All LK rules are in effect- no RoP rape, no Palace jumping, etc.


Notes on the game:

We are Militaristic and Religious. Our unique unit is the Knight (5/3/2), available with Feudalism.

Forests produce an extra food, making them the equivalent of mined grassland. Please do not chop down forests without very good reason.

Norse Tradition, Byzantine Ingenuity, Western Church, and Arab Learning are all culture-specific techs: they can be researched and stolen, but not traded. We will get Western Church automatically once we have entered the 2nd Age.

Swords now upgrade to Crusaders (4/3/1). Longbows, Pikemen, and Swiss Mercs all have different stats, but we'll deal with that in the 3rd Age when they show up. Read the Civilopedia!

We start with 5 workers, 5 warriors, 4 swordsmen, 2 galleys, 3 kings, a treasure, and... an army!

EEngstart.jpg


Strategy Thoughts:

Tech: We should research Norse Tradition first; that will allow us to get Smithing and build Blacksmiths (+50% production) soon. HBR is easily traded for, or possibly extorted: see below.

Enemies: Obviously, first and foremost are the Celts. They occupy our God-given lands and should be driven out- the cities in Wales and Cornwall will be nice, productive additions to our Kingdom. Scotland and Ireland are less so, and we may wish to let those towns grow until they are big enough that conquering them are actually worth substantial victory points. Scotland should be saved for last lest we destroy all of the cities we'd like to conquer (As their capital will have a King in it, the only one after Wales is conquered). Of course, we should also work to keep the Celts from getting any Iron, which will make their cities much easier to conquer. To that end, I plan on declaring war on the Celts and taking over Wales as soon as they get their Iron hooked up.

Second come the Vikings- Norway, Sweden, and Denmark. Norway has a few cities nearby: Dublin in Ireland and Orkney in Scotland. The Danes have a nice city near Brittany as well. However, we need to be very careful in this war- we can't defend against their Beserks, and should only go to war with one of them when we can launch a quick and devestating attack and get to peace before a counter-attack, otherwise we'll be re-building all of our cities. Check out the Viking threads and see how many of those teams are talking about pounding England, and you'll understand our need to keep things quiet for at least a while.

Finally, there is France. Historically, England took over a great deal of the territory that we now consider France, and I don't see why we shouldn't follow that path. We have galleys, and they don't, so we can send a lot of units over to fight in their country and expect little in terms of direct counter-attack. However, we should probably take care of the Celts first, as they are weaker, and we don't want to risk losing the game to a few bad early rolls.

Military: We have two big advantages here. First, we have Galleys- no other non-Viking civ has those, and so we have more transport capacity than the Celts or France until Seamanship comes along... which is a long ways away. We must protect those at all costs, as we cannot replace them until we get Seamenship. I suggest sending one off to explore, and keeping the other at home for convoying purposes.

We also have an Army. I see no reason at all not to load it up with 3 swordsmen for :hammer: the Celts soon. Our Army will be our biggest advantage in the coming war, and in keeping our lands safe from Viking raiders.

I suggest we leave our Warriors in towns as MP; while they could upgrade to Swordsmen, that's pretty expensive (60 gold per), and we don't really need spearmen on the defense: once we have the Celts bottled up, the only offensive unit we'll likely see will be Beserks with strength 6, so a defense of 1 compared to 2 doesn't really do much for us.

Expansion This is our big weakness. There's space for a city south of York, and on the semi-island in the south. (Anyone with a good map of England, or whom is actually from there, feel free to suggest new names for cities.) There's space for a city in Ireland, but we shouldn't settle it until we're ready to fully invade.

Other than that, there isn't much that others won't get to first- there's no point in rushing to Scotland when the Celts will still be a bottleneck between our cities, and mainland sites will likely be gobbled up by the Franks. So we will likely only be building 1 or 2 cities early on.

Growth No aqueducts, remember, until we bother to research Byzantine Ingenuity and get Lost Roman Secrets, or Arab Learning and get Medicine. That's something we may do later. But not now. So plan for cities of size 6 except for London, Bamburgh, and whatever city gets built south of York.

Wonders Going for the HRE is a standard plan because it's very smart. Having the HRE gives us 2 free techs, which will give the owner Feudalism before anyone else, which means Knights-a-go-go. Hopefully, we can get Smithing before Castle Building comes around, and get a big production bonus for fast construction. But chances are, we can't. Chippenham is our best city for Wonder building until Cornwall is captured and brought up to speed. Once anyone starts on Castle Building, we should switch Chippenham over to a Palace as a pre-build.

Economy Economies suck in this scenario. We'll be lucky to have research and keep upkeep costs. Don't be afraid to switch towns to Wealth- it may seem wasteful, but this early we don't have a lot of build choices, and having money coming out of a city is better than things that do us little good but add to our upkeep. By that token, I suggest no Granaries in any city other than London and Bamburgh- with a 6 pop limit and no real pressing need for Settlers, there's little good for them, and the 1 g maintenance will hurt.


Any questions? With that, I shall declare "got it", and start my 10 turns.
 
843 AD (1): As this is the starting turn, no builds.

Begin research of Norse Traditions at minimum, which gets us 2 gpt. Bleh. As I said, our economy sucks.

Load the 3 swords in Chippenham into the army. I do *not* load the Grail into anything; let's try to keep it open and untouched until we're ready to make the run for Jerusalem.

Chippenham is switched to a Swordsman. Repton will remain on Barracks, and London is switched to Barracks. These 3 cities will likely be our production core for a while, and I want them to churn out Swords for the Celtic war.

Bamburgh and Cumbria are switched to Worker production. Their lands are improvement-free, and can easily be turned into something great once we have enough Workers there.

York switches over to a Settler so that we can settle the empty area south of it. With fish and wheat in range, it will have super-fast growth. Likewise, Thetford with its 2 wheat switches to a Settler. These will be the only 2 we'll need for a while.

Our galleys set out- one to explore the Norselands (as our trading will be with them, first, given our research of Norse Traditions), and one to explore the Celt lands. Our army moves to explore Wales and get into position for the coming war.

846 AD (2) Our workers get to road building to get our economy into something other than shambles.

849 AD (3): Nothing of note.

852 AD (4): So far, we've met Germany, France, Denmark, Burgundy, and the Celts. If we had anything worth trading, we'd be in great shape.

855 AD (5) Repton Barracks->Swordsman.

858 AD (6) Chippenham Swordsman->Swordsman.

861 AD (7) Cumbria Worker->Warrior.

IBT: Celts finish the road to the Iron in Wales. Time to get the lead out.

864 AD (8) London Barracks->Swordsmen.

Call up the Celts and declare war.

Army attacks Celt Warrior; loses 5(!) hp, but kills it and captures the Worker underneath, occupying the Iron.

Reg sword attacks Celt Warrior outside of Cornwall and dies.

867 AD (9): Hurry a sword in Chippenham to make up for the one that died.

870 AD (10): Chippenham Sword->Sword.

Army attacks Gwynedd twice, kills 2 Spears, and takes the city. Begin producing Spear inside.


Well. That war didn't go as well as I thought it would. Still, we've taken 1 city, and should easily take Dyfed once the Army has healed up.

For the next player:
* Send all new Swordsmen up north; that's where the Celt counter will likely come from. Cornwall can't produce much, so there won't be any serious attack from there. Once the army has finished up in Wales, send it down to Cornwall. And don't attack the city until it is 2 pop- we want to take it, not raze it.

* Try to hold off on making a peace deal with the Celts until they have Horseback Riding so that we can demand that. If we've taken Cornwall and they don't have HBR, start in on Ireland- the galley can hold an army.

* The other galley should explore every inch that it can- once we can trade maps, we should be able to raise a fortune if we have very complete maps.

EEng870.jpg


For Henry, God, and St. George!
 
I'm not taking this on, yet. Just suggesting names:

Cornwall should be changed to Tintagel, when it's captured, as this was the site of King Alfred the Great's capital.

City South of York: Nottingham or Lincoln

City SE of Chippenham: Salisbury, Southampton or Isle of Wight.
 
Gwynedd could become "Holyhead," the modern city on the site.

The Celts also control Brittany -- you may want to build a Settler for the site for after conquering Scotland (and thus killing their King in Dalraida, killing the Celts).
 
OK,

pre-turn look:

Nothing really to report.

873 AD (1)

Swordsman near Bamburgh defeats wandering Celtic warrior, taking 2HP damage.

Galley comes to rest off coast of Wales. Am thinking after we defeat Cornwall and Dyfed, the Army could be transported to the Celtic town in Brittany, giving us a nice base on the continent.

Swordsman in Repton to Dyfed border.

Am thinking after army has invaded Dyfed, Swordsman will keep the city, whilst Army goes on to Cornwall by boat.

876 AD (2)

Zzzzz, waiting for army to recover.

IBT Celtic archer appears near Strathclyde.

879 AD (3)

Swordsman attacks and kills archer in S Scotland.

Army defeats on spear for 5 HP in Dyfed. Swordsmen on the Offa Dyke defeats another taking no damage and promoting to Elite. Hmmm, another spear. Army defeats that for another HP. Now there's a warrior. Will have them licked next round.

Swordsmen near cornwall defeats Celtic warrior who strayed from the city. Promotes...

Rush spearman in Gwynedd to stop flip. (52 gold - economy now 53 +7)

Bamburgh switched to Spearman as is Cumbria.

IBT

Sword from Strathc is beaten by our courageous sword, who promotes.

882 AD (4)

Sword defeats spear. Army defeats warrior but takes 1HP now only three. Welsh king with unpronounceable name is only person left. Have a go at him and defeat him without taking a HP. Army promotes to 11HP. Will need to fortify a while before Cornish campaign.

885AD (5)

Dyfed resistance ends

888AD (6)

Settler produced. decide to settle in space next to iron. Worried about amphibious Bezerker attack... Computer suggests Nottingham. OK with me.

Repton Sword to sword.
London same
Chip Sword to settler
Nottingham spear

Wool now connected to all cities. Happy happy.

Economy 80 +19

891AD (7)

Have loaded army into galley.

Note that York will produce a settler next turn. Might not be such a good idea. Nowhere to settle, other (maybe) than Scotland or France.

Will leave it here as my lunch hour is up.

The galley can transport the army to Cornwall this turn.

Nasty looking Dane on our south coast...

So in conclusion, we have Wales. We are soon to have Cornwall (I personally reckon we leave Ireland to later) and Scotland has used up its only Swordsman (?) in attacking us. They will be keen to build archers, so a little defense up that way could be a good thing. After the fall of Cornwall, a swift push to Brittany on the back of our galley would be nice, as they have some horses there.

There are a couple of units which have not moved in this turn, so be careful before jumping on the next turn button.
 
Preturn--

Cumbria and Bamburgh switched to Barracks (from Spears). York switches to a Granary. Gwynedd renamed Holyhead.

Celts land an Archer on the Welsh iron.

(1) --

Dyfed riots >_<

Swordsman in Dyfed kills the Celtic Archer. Since Dyfed now riots with any laborers, I put it on two Taxmen. Another Swordsman kills the Archer near Strathclyde. I take a risk and attack Cornwall with a Swordsman -- it wins, -1 hp.

I land the Army next to Cornwall to take it first, then move on to Brittany.

(I) --

Celtic Archer attacks our Sword near Strathclyde. We win, but the Sword is redlined.

The Swedes tell us to scram.

(2) --

Army attacks Cornwall. -6 hp to a single Spear. Damn hills. It attacks another Spear (unfortified) and loses 2 hp, but takes the city.

Cornwall.jpg


There is one resister and one slave worker. Entertainer switched to Taxman. Cornwall renamed Tintagel.

(I) --

Resistance in Tintagel ends.

(3) --

Cumbria: Barracks --> Spearman
Chippenham: Settler --> Granary

I missed that it was building a Settler... I guess it can be used in Scotland later. Settler heads for Bamburgh for now.

(I) --

Not much.

(4) --

Repton: Swordsman --> Swordsman
After this Sword, Repton should begin a Palace as an HRE prebuild.

Not much else. The Army is healing in Tintagel.

(I) --

Danes tell us to scram. (The northern Galley is returning to England, having visited every northern Civ.

(5) --

Swordsman exploring through Scotland finds the Celtic capital, Dalraida (spelled incorrectly as "Dalriada"...)

Load the Army onto the Galley and head for Brittany. The Army is offloaded north of Brittany.

Not caring much for defense (no one will sneak attack this early), I move some Swordsman north towards Scotland.

(I) --

Not much.

(6) --

Tintagel riots >_<. Missed that one.

Dyfed: Spearman --> Barracks
London: Swordsman --> Swordsman

Army attacks Brittany and cleanly kills a single Spear, and:

Brittany.jpg


There is one resister and a Celtic Warrior on a hill outside the city.

(I) --

Not much.

(7) --

Holyhead: Spearman --> Barracks
Bamburgh: Barracks --> Temple (relieve flip pressure from Strathclyde)

Take a chance and attack Strathclyde with an elite Sword. It wins, -2 hp.

Wales is now connected by road to England. Worker moves to connect Cornwall.

Sweden and Norway appear to be at war -- a Swedish Berserker is next to Norwegian Borre. We'll see soon enough if they are actually at war.

Army kills Warrior near Brittany.

(I) --

Celtic Curraghs move past Wales (??)

Apparently Sweden and Norway are not at war.

(8) --

Cumbria: Spearman --> Swordsman
Repton: Swordsman --> Palace (HRE prebuild) The Palace is due in 28 at 8spt (1 spt lost to corruption)

Attack on Strathclyde:

4/4 Sword: -2 hp, promotes vs. Spear
4/4 Sword: Dies to Archer (-2 hp)
3/5 Sword: -0 hp vs. Archer

Strathclyde is ours!

Strathclyde.jpg


There is one resister. Entertainer switched to Taxman. Bamburgh switches to Swordsman (no more cultural pressure).

(I) --

Not much.

(9) --

Resistances in Brittany and in Strathclyde end.

Nottingham: Spearman --> Temple (fill in central England)

Rush a Spearman in Brittany (72 gp) to make sure the Danes or Franks don't sneak attack. The Army heads for Ireland in the Galley.

Swordsman kills Archer near Dalraida (Dalriada).

(I) --

Not much.

(10) --

Brittany riots >_<

The Army is in a Galley south of Tintagel. The next player may want to rush an Archer in Brittany to secure defenses. The city is rioting, but has a police unit, so it won't riot next turn with no changes.

Notes:

Captured Tintagel (Cornwall), Brittany and Strathclyde. A stack of Swordsmen is in/near Strathclyde, ready to attack Dalriada as soon as Cork and Armagh fall. There is also a Spear/Settler pair in Strathclyde bound for Scotland. Repton's Palace is an HRE prebuild. I also switched fast-growing Thetford to a Settler to replace Dalriada. It will finish in 5 turns, and the next player may want to change it.

The Save
 
Kudos to Cuivienen and Balastulin dor dismantling the Celts so effectively! Perhaps we truly are evil...


Suggestions for the next player:

Keep in mind that conquering Dalriada will destroy the Celts, as it will eliminate their last King. It may be better for the English in the long run to conquer the Irish cities one at a time so that they don't have to be completely re-settled.

Also, the Celts should be getting Horseback Riding soon. At that point, you have two options: Keep pushing for a destruction of the Celts and hope we can trade for HBR later; or, make a temporary peace with the Celts for HBR and hope that our acquisitions don't culture-flip back.

And once we have HBR, don't trade it to the Vikings until we can get a Norse tech for it!
 
Ah, what the hell. Got it.
 
Sock it to 'em Corrado! Is it still St. Patrick's Day wherever you are?

If so take Ireland out of the equation...

Happy hunting :hammer:
 
Pre-turn: Well, the good news is that the Celts would give up all of their workers and all of their cities for peace. The bad news is, they don't have HBR yet. So more war for them.

IBT: Celt Archer shows up near Strathclyde. Curragh seems to be heading for Brittany, probably to drop off an archer or something.

924 AD (1) No builds.

Switch Holyhead and Dyfed to Temples; we have enough cities producing units, and Wales need culture to counteract the Norwegian city. If York and Chippenham weren't so close to finishing Granaries, I'd change those too, but it's too many shields wasted.

Elite Sword attack archer, flawless victory.

Rush the Archer in Brittany.

IBT: Yep; the Celts drop an Archer outside of Brittany.

927 AD (2) Brittany Archer->Temple. London sword->sword.

Our archer dies to Celt Archer, but knocks 3 hp off of it.

Drop the army off near Amargh.

IBT: Another Celt Archer shows up outside of Dalriada. Archer near Brittany moves onto the horses, probably to pillage.

930 AD (3) Chippenham Granary->Spearman.

Elite sword loses 2 but kills Celt Archer outside of Dalriada.
Army captures 2 workers on a hill.

IBT: Celt archer moves out of Brittany's radius to heal.

933 AD (4) Cumbria Sword->Temple.

Army has flawless victory on the first spear in Armagh, then loses 7 hp killing the second one.
Reg spear out of Brittany attacks wounded archer, kills it and promotes.

936 AD (5) Tintagel Spearman->Spear. Hoylhead Temple->Spear.

Elite sword gets another flawless victory against Dalriada archer, and again, no leader.

939 AD (6) Dyfed Temple->Spear. York Granary-> Settler. Chippenham Spear->SPear.

Army kills a Celt Archer and Warrior outside of Armagh.

Celts finally have HBR. Sign a 20-turn peace deal for Horseback Riding, 2 Workers, and Cork. Set Cork to a Spear. The war is over; we have reduced the Celts to 2 cities, and in 20 turns shall finally eliminate them.

Build the city of Hastings on the west edge of Ireland. It starts on a Spear as well.

Switch London from Sword to Temple. Switch Tintagel to Temple.

IBT: Celts kick us out.

942 AD (7) Thetford Settler->Temple.

945 AD (8) Moving into place for something new...

948 AD (9) Chippenham Spear->SPear. London Temple->Spear. Nottingham Temple->Spear.

951 AD (10) Dyfed Spear->Spear. Holyhead Spear->Spear. Cumbria Temple->Worker.

As a note: The settler should build a city where he is. It isn't a great spot, but it grabs a few tiles no other city does, and helps project control into the Channel.

Okay, everything's almost in position.


Here's my dirty little plan:

We have the army and two swords sitting in the forest outside of Hastings. We have a sword sitting outside of Orkney. And I just loaded 4 swords into our galley.

The next player, if he or she feels like living up to the "evil" part of our title, can declare war against the Norwegians. We have swords in position to immediately take out the 2 Norse bezerks sitting in the open. The army can then attack Dublin, and the swords on the boat can be dropped off to attack Julianehab or Orkney. A quick lighting strike, and we have 2-3 cities, and rid the British Isles of everyone but the Celts. The only danger is the Norwegian longboat off the coast of York; best to wait until it wanders away. But if we hurt the Norwegians fast enough, we can get them to the table quickly and get a peace before any reinforcements or marauding 'zerks show up. Heck, we might even get the Norse to give us Seafaring.

It's your choice. A dangerous mission, but yours to refuse.

The choice is yours.


And of course, a picture of our illustrious Empire.
Eenglish951.jpg
 
Oh why not, my second emporer try... make this an I got it.
 
Question: What should I go for after seafaring... Castlebuilding or Blacksmith (we're kinda behind)
I'll go w/ Castlebuilding by default (might waste shields gathered in Repton though)
 
We want the HRE wonder ASAP. That's what Repton's doing the pre-build on, I presume.

Is that available with Castle-building? I can't remember at the moment.
 
Once we get Castlebuilding, we'll be in the second era (of importance). That will give us Western Church, which allows HRE.
 
Once we get the HRE, that means we have a Pentagon, so we should be very careful and load the fourth swordsman in when the army is on the continent, otherwise it'll stay in the British Isles forever, since a Galley can't transport five units.
 
Good times. So Castle Building it is then, I've already started my turns (up to turn 5) and we're doing...well...good.
 
Right. After we've cleared the islands, we'll want to move the army and available swordsmen down to Brittany. There, we'll load unit #4 into the army.
 
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