tR1cKy
taking over the world
Hehe clever move! I sold my map to gain theirs and a tech (or 2?), sold them again for bucks when i discovered new land. Money is quite important in this game, lots of stuff must be rushed, i'm trying to maximize score as well.
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Short Peacetime
The following turns are in preparation of the next RoP rape against Japan. Troops are moving north, a few of them have already crossed the border, but a sort of blockade from Japanese troops prevent them to move quickly to their targets through the (scarce) Japanese road network.
I've just realized that i cannot use catapults, except in the attack of Kyoto. No city, except for the capital, has built a cultural infrastructure, and the population is quite low. The risk of killing people and reaching pop size 1 (which would result in an autoraze) is too high.
Some espionage must be done to figure out the defensive force of those cities. I will spy on the cities directly interested in the attack, and in some other that i could obtain via peace dealings.
130AD - Troop movement and some espionage.
Osaka: size 1, growing in 1 turn, building a catapult (1). Defended by 1 sword and 1 warrior, all regulars. Absolutely no buildings inside.
Nagoya: size 2, growing in 2 turns, bulding a galley (12). Defended by 2 regular archers. No building at all.
Kyoto: size 2, growing in 3 turns, building a settler (1). Defended by 1 archer and 1 warrior. The only building is the capital palace.
Tokyo: size 2, growing in 5 turns, building a settler (6). In the town: 1 warrior, 1 archer, 1 swordsman, 1 settler, 1 galley. All regulars. No building and zero culture.
150AD - Completed the Great Lighthouse in Tarsus. Now building galley. The boat buildup must be quickened, but despite the great income per turn rushbuilding costs a damn lot!
170AD - Golden age ended.
Second Japanese War
190AD - Amazingly, those pukes seem to be intentionally blocking my passage on their territory. See what damned blockade they have put on:
What to do? If i insist i'll end up wasting even more turns. Not counting that a blitzkrieg offensive would be almost as effective. So i attack now, and to hell with the RoP rape thing. I sell Republic to Tokugawa for the world map + 15 quids (all his cash) and Japan falls immediately into anarchy! And now some serious asskicking, while His Dumbness Tokugawa cannot rush units in any way.
Immortals attack Osaka, defended only by 2 warriors. Tokugawa, you keep archers and swords around your territory and defend your cities with warriors? Well, as an inept ruler you are, it's my precise duty to remove you from command.
Free troops kill some pesters around. More immortals, escorted by a pukeman, move to Kyoto.
210AD - Troops advance en masse toward Kyoto.
230AD - Kyoto captured with only 2 immortals. A warrior (redlined!) and an archer were defending the city. 2 lousy outdated units and no one else, while a wide bunch of warriors and archers is left roaming into the wild, to serve as sparring partners for my immortals. Seriously, Tokugawa: what were you smoking lately?
I do some killing around then send the spare troops to Nagoya.
250AD - Attacked Nagoya. No, i wasn't repealed, but there were at least 3 warriors defending and i had only 2 immortals to toss in the fight. Next turn... Meantime, more pukes are killed and some immortals head toward the Japanese cities in the far NE. Target: Tokyo, and its ivory fields.
Once captured Kyoto a big chunk of Japanese territory has become unclaimed. No wonder since the Japanese capital was the only one with cultural expansion. Now the road to Tokyo can be exploited by my troops for a quick offensive. This is the plan that i intend to follow:
The main strike force (pale yellow path), currently splitted, will rejoin at the tile outside Tokio next turn. In turn 2, they'll attack the town and the spare units may be sent immediately outside Nagasaki. In the same turn the reinforcements (dark yellow path) can reach Tokyo for military police duties. In turn 3 the attackers can conquer Nagasaki and the excess forces may move to Nara. In turn 4 Nara should be captured.
Meanwhile, the workers south will build a road to Nara for a quick return home of the Persian troops. Probably there will be a turn delay or two, due to the fact that some units won't be available to attack immediately the last town, but this is just a minimal nuisance. Japan will fall in a few turns, my forces are simply too strong for towns defended by units with defensive value of 1 or 2.
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Short Peacetime
The following turns are in preparation of the next RoP rape against Japan. Troops are moving north, a few of them have already crossed the border, but a sort of blockade from Japanese troops prevent them to move quickly to their targets through the (scarce) Japanese road network.
I've just realized that i cannot use catapults, except in the attack of Kyoto. No city, except for the capital, has built a cultural infrastructure, and the population is quite low. The risk of killing people and reaching pop size 1 (which would result in an autoraze) is too high.
Some espionage must be done to figure out the defensive force of those cities. I will spy on the cities directly interested in the attack, and in some other that i could obtain via peace dealings.
130AD - Troop movement and some espionage.
Osaka: size 1, growing in 1 turn, building a catapult (1). Defended by 1 sword and 1 warrior, all regulars. Absolutely no buildings inside.
Nagoya: size 2, growing in 2 turns, bulding a galley (12). Defended by 2 regular archers. No building at all.
Kyoto: size 2, growing in 3 turns, building a settler (1). Defended by 1 archer and 1 warrior. The only building is the capital palace.
Tokyo: size 2, growing in 5 turns, building a settler (6). In the town: 1 warrior, 1 archer, 1 swordsman, 1 settler, 1 galley. All regulars. No building and zero culture.
150AD - Completed the Great Lighthouse in Tarsus. Now building galley. The boat buildup must be quickened, but despite the great income per turn rushbuilding costs a damn lot!
170AD - Golden age ended.
Second Japanese War
190AD - Amazingly, those pukes seem to be intentionally blocking my passage on their territory. See what damned blockade they have put on:
What to do? If i insist i'll end up wasting even more turns. Not counting that a blitzkrieg offensive would be almost as effective. So i attack now, and to hell with the RoP rape thing. I sell Republic to Tokugawa for the world map + 15 quids (all his cash) and Japan falls immediately into anarchy! And now some serious asskicking, while His Dumbness Tokugawa cannot rush units in any way.
Immortals attack Osaka, defended only by 2 warriors. Tokugawa, you keep archers and swords around your territory and defend your cities with warriors? Well, as an inept ruler you are, it's my precise duty to remove you from command.
Free troops kill some pesters around. More immortals, escorted by a pukeman, move to Kyoto.
210AD - Troops advance en masse toward Kyoto.
230AD - Kyoto captured with only 2 immortals. A warrior (redlined!) and an archer were defending the city. 2 lousy outdated units and no one else, while a wide bunch of warriors and archers is left roaming into the wild, to serve as sparring partners for my immortals. Seriously, Tokugawa: what were you smoking lately?
I do some killing around then send the spare troops to Nagoya.
250AD - Attacked Nagoya. No, i wasn't repealed, but there were at least 3 warriors defending and i had only 2 immortals to toss in the fight. Next turn... Meantime, more pukes are killed and some immortals head toward the Japanese cities in the far NE. Target: Tokyo, and its ivory fields.
Once captured Kyoto a big chunk of Japanese territory has become unclaimed. No wonder since the Japanese capital was the only one with cultural expansion. Now the road to Tokyo can be exploited by my troops for a quick offensive. This is the plan that i intend to follow:
The main strike force (pale yellow path), currently splitted, will rejoin at the tile outside Tokio next turn. In turn 2, they'll attack the town and the spare units may be sent immediately outside Nagasaki. In the same turn the reinforcements (dark yellow path) can reach Tokyo for military police duties. In turn 3 the attackers can conquer Nagasaki and the excess forces may move to Nara. In turn 4 Nara should be captured.
Meanwhile, the workers south will build a road to Nara for a quick return home of the Persian troops. Probably there will be a turn delay or two, due to the fact that some units won't be available to attack immediately the last town, but this is just a minimal nuisance. Japan will fall in a few turns, my forces are simply too strong for towns defended by units with defensive value of 1 or 2.