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SGOTM 11 - Smurkz

Just a thought: I'm not sure whether it's worth the effort, but would it be possible to send a galleon (or two) to liberate Cologne? Of course this would happen a few turns after the main attack on Viking-Germania, as we need to get galleons first.

This is purely motivated by the desire to eliminate flip risks. It has nothing to do with miss Germany shivering in the cold up there... :mischief:
 
That's a good thought and it's possible in the next two turns from here (the save).

I will post a turnlog later tonight. I've got to run.

We're at war with Germany's group. Germany is hurting badly after two turns. The viking raze and run strategy is on but they have rifles.:(

We are in position to finish off India AND China with the remainder of THIS TURN. That means we learn the techs to upgrade the galleys next turn and the galleons set sail the turn after. There is a cav army and 8 other cavs with three galleys in Uskadar. They could finish off Germany or head for Viking mainland to turn the tide there. I would rather send them to Viking land so we could settle for peace with Germany. I don't want to know Nationalism because it makes it cheaper for the other civs. We've got 8 turns to get troops in place for the American ROP rape.
 
Preflight
  • Deal with the galleys and harbors first: Put-in Bay rushes harbor. Uskadar rushes harbor. Xinjin or Chendu needs a harbor but must wait a few turns for efficiency. Xinjin switches to harbor so I don't forget. Jolly switches to harbor also in preparation for rushing in 2 turns. Select and move all the galleys except the three that are near Tatung toward their harbor-of-upgrade. The last of these galley moves triggers a flurry of movement as cavs on goto seek some predetermined barracks.:eek: I go through all the units I can find and wake them. (I would have had to do this anyway to make sure I move everyone where they're headed.)
  • Starting at the base of Japan, find all the horses and move them towards their next arena of combat, upgrading them in the barrack where they end. 3 go to Osaka as we're supposed to have some defensive cavs here. 2 goto Keys. Several end in Pearl, Babwe and Shaw.
  • Cavalry are parcelled off and moved toward their arena of combat. Other Gate and all of our Core goes to Tatung. The Put-In Bay cavs are shuttled to Jet Express. There are 3 cavs in Tatung that will fill the two galleys (one cav already on board) so jump them into the offshore boats and then move the boats to Germany. 4 cavs will unload in Germany next turn.
  • Investigate Cheju for 34g and find 2 muskets and a cannon. They're connected via our roads and harbors so they have iron, salt and horses, building a cav due in 61 turns.
  • Workers connect salt. Upgrade 5 horses. Upgrade 11 trebs. Warrior disconnects.
  • Switch Giza, Elephantine, Byblos, Edrine, Bursa, Novgorod and Yaroslav'l to settler.
  • Go through all the size one towns. If it can't grow to 2 within 10 turns switch to wealth. If it can grow to 2, add twenty to the shields due on turn of growth and order horse or impi accordingly (Jolly still on harbor).
  • Make South Starve using the Mountain and put all Revolting citizens in the coastal tiles so that South, Banago and Suft can make their horses in 3,3 and 2 respectively. Make pearl starve using plain mines and mountain to build horses in 3.
  • Blue and Umfolzi switch irrigated for mined plains to add a wasted sheild to Blue. Shifting tiles from Gate to Pinky to Uncle get Pinky and Uncle to 6spt while keeping HQ at 10.
  • Cancel our horses/iron deal with China. Dyes will expire from Vikings next turn but nothing I have to offer.
  • Investigate Birka for 146g and find 3 muskets and a caravel with a berserk due in 1. Our 12 cavs are going to need some luck to take more than two cities.


  • I bring our Medi back toward Foothold in hopes of staving off attacks long enough for reinforcements. Move another Medi onto Indias salt so it's not hooked up in 5 turns.
  • Chinese settler map indicates I need 5 more after the already headed to E,E of Beijing. Hilly, Tokyo, Wheatz, Zayonara and Shuttle will fit the bill. Tokyo rushes immediately for 1 pop. Zayonara rushes for 2pop. Others will finish manually or with a chop or chop then rush. Workers move to chop for Shuttle next turn.
  • After much debate I decide to rush horses in the desert pennisula. These towns, while not that corrupt, will not make horses fast enough for our war in 5 turns. Bango and Pinky also rush as the extra citizen was just working coast.
  • Babwe switches to horse because settlers won't get to the front fast enough.
  • Sell WM to all civs (except India who doesn't know how). Buy Ragnar's WM for WM+6g, resell to America, Germany and France for 9g each. England buys our WM for 2gpt!

IBT
  • Lots of German troops moving into their northern city.
  • Lots of Berserks heading for America.


  • America offers an alliance against the French. No Thanks.
  • Japan horses finish>wealth.
  • Northern horses finish>wealth or horse if the city is big.
  • We lose our Dyes. The Saltpeter deal expires with Germany but they don't cancel it.
    [/INDENT]

Turn 1 - 850AD
  • Start loading galleys but don't have that many cavs available yet.
  • The loaded galleys cross and units that boarded last turn debark in Germany.
  • Horses all advanced to the barrack closest their destination and then 18 are upgraded (>1300g!)
  • The cavalry that will be needed in Uskadar for reenforcing the Viking strikeforce are being ushered around Ottomania curing resistance.
  • Scroll through every city by item produced looking for rush potentials, rushing horses where it makes sense. Otherwise, fire specialists if there is food to be had. (offsetting my pop shrinkage) I've lost about 50gpt but we're still making ~550gpt and have ~2300 in the bank.
  • I debate cancelling the saltpeter deal to Germany, but at this point they probably have all the muskets they need. Better to keep the cash out of the their hands for now.
  • The worker pump in gateway (like the settler pump in Babwe) is useless because the units would take the remainder of the game to walk where they're needed. I opt to make impis instead so they can run to the Chinese front and quell resistors quickly. There are already warriors from the core heading that way.
  • I give Germany, Vikings and America an ultimatum. (Reneg peace.) They agree to pay 40g, 60g and 80g respectively so we don't beat on them right now.

IBT

Germany cancels our salt deal.

Turn 2 - 860AD
  • More horse moves with upgrade. Fill 5 galleys with cavs and a cannon and move to germany.
  • Vikings have Nationalism.:( I will have to strike quickly. I debate striking now, but we are not in position for Germany.
  • Move the cavs to Plan B, we're not going to go after Hamburg on the first turn. We pull back to where the cavs can hit Berlin, Munich, Konisburg and Leipzig.
  • Move the Medis and army to Cheju. I don't know if we have enough units here to win the town next turn but we have to start the war earlier than planned.
  • Move the Germany horses to the hill that can reach Berlin, Konigsberg, Munich and Liepzig (via combat settler). Get cannons as close as possible to Berlin. The ROP next turn will be used to finish getting in place before we declare war.
  • A cav is on his way to disconnect Frances saltpeter. (He was originally going for the horses but with the early war he can't make it that far.)
  • I moved a cav by specifying his ending tile in Vikingland and he ran into a berserk and decided to go onto the mountain instead.:( He is still in range for the target next turn. Other cavs are in postion as well and spying for defenders in Odense, Kirka and Stavanger. (No rifles yet.)
  • After I moved all the cavs, I realize that with our german salt deal cancelled Dehli still has salt in it and needs to be disconnected. It will have to wait until next turn. Oh wait, lets see if I can get cash for it. Germany pays 56g (offered 22gpt:rolleye: )
  • I realize that zyxy is right and we need more cavs. I switch any of our >1pop towns off of wealth to horse.

IBT

Cavs leave from Berlin to fight the americans. They're going to come back next turn.;)
Odense and Birka get rifles. Stavanger does not.

Turn 3 - 870AD
  • Move cavs to China. Realize that my original plan has cavs attacking across the river to Shanghai. There will need to be a special task for on the West side of Shanghai for that. Everyone is in position for war next turn.
  • Last use of our ROP. Move cavs near german Chendu. Move cavs to striking range in Viking land. Move cav to Frances salt. Move Medi to road connecting Lyons with Germany. Move cannons next to Berlin. Everyone is in position for war this turn.


  • Pillage Frances salt which triggers the LA with Germany and Vikings.
  • Try to use the cannons to bomb the road to Lyons but all three miss (inauspious start). Medi retreats to cover the cannons instead of pillaging the road.

    WAR ON GERMANY!
  • Canons go 2 for three at Berlin, there's at least three Reg muskets as expected. Cav 1 dies, redline. Cav 2 wins, redline. Cav 3 wins 2/4. Cav 4 wins 2/4. Cav 5 wins.


  • Konisberg: Cav 1 wins. Cav 2 retreats taking 0HP. Cav 3 retreats leaving 2/3 as defender. Cav 4 wins and takes the town.
  • Leipzig: trebs miss, cannons go 1 for 2. Cav 1 takes a cannon shot but wins. Cav 2 wins. Cav 3 retreats, 2/4. Cav 4 redlines but wins.
  • Munich: Cav 1 wins. Cav 2 wins and we take the town.
  • Medi captures workers on the hill. Since the combat settler wasn't needed for in the original plan, he moves back to the coast where the galleys can land, so the 8 cavs are available this turn. All healthy cavs move to the Jungle that reaches Frankfurt and Hamburg.

    WAR ON VIKINGS!
  • Birka (reg rifle): Cav 1 retreats 2/3 rifle. Cav 2 kills reg rifle. Cav 3 kills Vet musket. Cav 4 kills 2/3 rifle and razes city.
  • Stavanger (vet musket): Cav (mountain) dies to 4/4 musket. Cav 2 dies promoting 3/5. Cav 3 retreats from 2/3. Cav 4 wins. Cav 4 wins. Cav 5 wins and razes city. I've got two unmoved cavs. Not enough to do much. I pillage their Horses and pull back to the neutral territory.

    GERMAN TOWN ON OUR CONTINENT
  • Cheju: Cannon misses. Cav ducks cannon fire but dies promoting 3/5 musket. Mace army against Cav loses 4hp but wins. Cav dies promoting 2/4 musket. Cav kills 3/5 musket. Elite medi takes the town.
  • Moving core cavs towards Tatung. The cav in Babwe would be a tile short of getting him in the boats this turn so I ship chain him from Pearl to Nara (setup last turn) so he can make it aboard the German fleet.
  • Switch dehli to settler (due next turn) and set to 0fpt. Will disband the city to disconnect the salt peter, get an extra settler out of the deal. Dehli's culture is duplicated in tile grabbing by it's neighbors.
  • Routine of searching for horses due in 20 and rushing continues. Also rush the harbors in Chengdu, Jolly and Xinjin.

IBT

  • France kills our Medi and takes our cannons.:(
  • Germany kills a cav from our stack and an cav in Berlin
  • Vikings move 2 berserks near Foothold. Kill a cav with a rifle.:(
  • Abandon dehli.

Turn 4 - 880AD
  • Getting troops to final position for China attack.
  • Realize that we still have salt connected after disbanding Dehli. A source has appeared under El-Armarna.
  • Viking cavs dig a trench around their forests and retreat behind the roadless line. They should be able to stay offensive from this position.


  • Jungle cavs take some losses but conquer Hamberg. Frankfurt falls with one retreat and three victories. A cav dies trying to take our cannons back from the Crusader. Second cav wins and the cannons finally (third shot) destroy the road to Lyons.
  • Cavs unload from the boats and move up to Hamberg, ready to hit Nuremberg next turn.
  • Medis in foothold attack the two berserks. First one falls easily but the second one dies leaving a berserk in range of foothold. I think we should gift it to England or abandon it.
  • India and China are both setup to fall this turn. I think we should go ahead with capturing Jaipur, triggering the Chinese into war. Then capture all the Chinese towns. We will learn the techs over the inter-turn. I'm hoping it counts the culture in Rostov before it disables TofA, but if it doesn't we have time to chop some forests up there to build the temple and get the last 2 culture points.
 
Nice going CF, we're well on our way now! :goodjob:

CAII reports 477 tiles to victory. China and India will give some 110-ish, and we'll get another 20+ from tiles near our own coasts. Germany has 114 left, and there's lots of unclaimed land in the former German heartlands. All in all this will probably net us some 300 tiles or so. America has 246, England 37, so we can grab a lot of land there, and also we could possibly send settlers to reclaim the former Viking lands.

McLMan hasn't been online since his last post, hope everything is alright with him and that it's just time that's keeping him away. CB, will you take it from here?
 
Very good, I see the war started even sooner than planned!

Nasty that Vikings have Nationalism already. I wonder why the Vikings are suddenly the smartest, I would have expected France or America to lead the research effort.

I would tend to agree with Niklas: focus on Germany, and after that an easy battle against America/England to get enough tiles. Do not bother too much about Vikings, except perhaps a few easy coastal razings. In Germany I would focus on the coastal route (Nuremberg - Heidelburg - Hastings) so that we get to America asap. We can leave Hannover and Nottingham for our rear guard. Beware: Heidelburg is on hills!

I agree to gift Foothold to England.

When we declare on India or China, we will commit RoP rape. Our RoP with America lasts another 7 turns, and they will not renew it. This is not too bad I think, because the Americans are losing badly and I don't expect them to put up much of a fight - in fact, we'll have to move fast before France has conquered them whole. We probably get one turn notice - i.e., America cancels the RoP, and will kick us out on the next IT.

Please be sure to use our fortified troops in Prometheuz (and possibly elsewhere). And make sure to capture as many Indian and Chinese workers as possible before taking their last city - for the Indian one we even have a warrior in range :D.

I suppose that our troops on the Battle Island have all been moved, and those at home have not?

Our ships should get into a harbor when possible (from the next turn on) for upgrading. We have harbors at Put-in Bay, Uskudar and Chengdu.

The settlers we are building need to be whipped at some point.

The wounded cavs just outside Frankfurt can be moved into town for healing - except for the unhurt one - he could perhaps capture the worker pair. I would add one worker to Munich, so that we can whip the temple, and probably use the other one for chopping. It does not make sense to build any improvements on these lands, the game will not last that long.

A short note on cav tactics: there are two systems that I am aware of:
1) try to leave at least 1/3 movement on any cav that attacks a town, so that you can move it into town after we capture it, for the purpose of healing and flip suppression.
2) always attack first with the cavs furthest from the front. This helps to move faster and possibly take the next town on the same turn.

If our map is correct in that there is no road from Nuremberg to Nottingham, then our cavs nearest to the front (in the Hamburg area) cannot reach Nottingham or Heidelburg on the next turn, and so the first tactic would be best, that is: attack first with cavs from the Hamburg area, and bring up the (healthy) stacks from Berlin and Frankfurt to the hills S-SE of Heidelburg.
Once we break into the American plains the second tactic might be better.
 
The war started out early, but not because I got us in position any faster. I gave up trying for Heidelberg on the first turn when I saw that Vikings have Nationalism.

We are responsible for getting the vikings to Nationalism so quickly. If you look at Birka, they had 9 luxuries. All but two of them were coming from us in trade deals. If a civ has lots of size 12 cities that are all 100% happy they are going to build libraries and reasearch really quickly. Plus they were probably just coming off their golden age.

The French can not be far behind. I'm thinking we're going to have to hit them a little bit to get their pop down. It also may be faster when all our troops are in America to hit them instead of waiting for temples.

The three impis on the mountain in China can be moved BEFORE we declare war on India to sit next to each of the chinese warriors.

I made a grave error on the cav positioning. The troops with the army are only able to attack Beijing if they attack across the river (flat land tile S of Beijing). We could move some of them 3E to the mountain BEFORE the war so they can attack from there. THe problem is you must guess how many are needed for Beijing and not for Tsingtao.
 
Sorry guys, I've been really swamped.

McLMan hasn't been online since his last post, hope everything is alright with him and that it's just time that's keeping him away.

Thanks for your concern.
 
No problem McLMan, glad to hear you're alright. Take your time and get back to us when you can. :)
 
Sorry guys, I've been really swamped.

Thanks for your concern.
Glad to hear you're all right. I was beginning to worry.

Here's some notes on the Chinese force placement and my revisions

A. Artillery. In general you want to bomb first. However, since we have so few near each town and we need a redlined defender for the elite sword, I thought that you might bomb and if you hit, attack with the cavs until a wounded unit is left guarding the town, then bomb again.

Sorry I couldn't get the stack of cannons (near once German Cheju) closer to China, but the roadway system sucked. Future note for fast conquest/domination, use the workers for roads first, then go back and irrigate or forestry.

B. The combination of cavs, Medi, Sword was setup to be overkill on Nanking with the surplus cavs in range of Bejing. That means use the Medi and Sword (preferably on a very wounde defender) and then run the extra cavs to the Hill SW of Beijing to attack from there on their third move point.

C and D. Cavs are for Taking down Shanghai, which I expect to take more than 4 cavs. (They're spread out because they just arrived last turn)

E. Cavs are setup to be overkill finishing Shanghai. Remainder will help with Tsingtao.

F. This is the group I messed up. They should be designed to be overkill taking Canton on their own and have the surplus help against Beijing OR Tsingtao. From where they are, they can do that, but they'd be attacking Beijing across the river. I think we need to send some of them to the Mountain labeled F. Send enough that it's overkill to finish off Beijing after Group B has their turn. I'm guessing that 8 or 9 would be good. From the Mountian they will have enough move points to come back to Canton to start the attack there (as long as you plant the settler before trying to move them back). They get to start on Canton and the remainder of the F Troop will finish canton and possibly help with Tsingtao if needed.

G. These are the troops that zyxy reminded us about needing to be woken. I didn't unfortify them before handing off. The troops here can start the assault on Tsingtao. If they don't finish it, there should be troops left from Group E and Group F to finish the job.

If for whatever reason, there's one last defender in Tsingtao, the Horse in Najran (born on this turn) can be used as a last resort so don't upgrade him until you're done with china.

After all this, if China is still alive, make sure that none of the settlers are in jeopardy. China has both riders and cavalry so make sure you count three move points from each. (There is a very low probability that China will be alive at this point so I moved the settlers into position.)

Also, there are several towns building cavalry because the El Armana salt is still connected. My recommendation would be to try to bomb the road East of Tatung with a cannon. If it works, then the warrior/worker stack would be connecting and disconnecting both salts.

Make yourself familiar with the locations of the galleys and harbors. The Chinese conquers will be heading to Xinjin and Chendu (South of Nanking) to board newly upgraded galleons. I'm wondering if you can use the big picture from the Great Library announcements to zoom into the harbor towns and, right clicking the units at the bottom of the screen, upgrade them. If you can, and that still leaves you their movement point on the ensuing turn, then we will have save a turn of transportation. The will all have to be at sea (ocean) for a turn so move one galleon first, one tile at a time, looking for danger before moving the rest of the group. If possible, land in England or America. If not, land on a hill or mountain, preferably with a road. We plan to settle for peace with Germany as soon as we take their towns on the battle continent so being on a road will get us moving faster.

There are more defensive troops heading toward Izmit to where the galleons in Uskadar will return. The India troops can march up that way or toward Giza and thumb a ride over to Viking land as well. My thoughts would be try to take Odense and the town to the South by their horses with the stack coming from Uskadar and the healing Raze and Run heros. If we can take these to towns and settle for peace with the vikings, we can fill in the lower corner of their territory with settlers (also building near Izmit but need whipping). This path will also allow troops from India to travel to America via Giza/Vikingland.

At this point, I don't think it's worth eliminating the Germans. We can always go back and get them with a second trip of the galleons. (Someone is going to have to come get the Indian forces.) The towns should be low flip risk once their capitol moves to Colonge and we whip the population down to size 1 making the temples. BTW, incase you don't know, you can whip 60s by whipping impi, then longbow, then Temple. That way you don't get the warning that it will take too many citizens. That's what I did with Munich.

In Germany, it's true that I moved most of the units. There are only partial moves left if any. Beware of cavalry counter attacks from Germany. I suspect they have several cavs left that will be returning from America very soon. They can reach all the way to Berlin if the roads aren't blocked.

Good luck and happy planning. Feel free to post questions.
 
Speaking of which.... CB, how's it going? :whipped: :cool:
Downloaded the save last night, but haven't had a chance to examine it.

Plan to eyeball it this evening while the wife is out.
 
CommandoBob's Advisor Summary:

Chivalry, -- turns.
2424 gold, +343 gpt, 10.0.0

City List:
  1. SmurkzBabwe (6) grows in 1, settler in 3.
  2. Bombay (5) grows in 7, vHorse in 19.
  3. Put-In Bay (2) grows in 6, wealth.
  4. Edrine (4) grows in 1, settler in 23.
  5. Leipzig (7) city will starve, temple in 59, 2 resisters.
  6. German Port of Call (1) grows in 9, rHorse in 29.
  7. Osaka (6) grows in 2, vHorse in 28.
  8. St. Petersburg (6) grows in 7, vHorse in 10.
  9. Medina (8) grows in 5, settler in 22.
  10. Heliopolis (2) grows in 1, vHorse in 25.
  11. Gateway to Smurkz (5) grows in 2, vHorse in 4.
  12. Novgorod (7) grows in 9, settler in 12.
  13. Toyko (2) grows in 1, vHorse in 18.
  14. Bursa (6) grows in 2, settler in 12.
  15. Hamburg (11) city will starve, temple in 60, seven resisters.
  16. Shaka-Hiz-Armz-Wide (6) grows in 9999, vHorse in 2.
  17. Konigsberg (1) grows in 9, temple in 59.
  18. Elephantine (4) grows in 1, settler in 22.
  19. Madras (5) grows in 2, vHorse in 28.
  20. Bangalore (1) grows in 7, wealth.
  21. Sheepish Smurkz (5) grows in 1, vHorse in 24.
  22. Pearl Harbor (6) shortage of 2 fpt, settler in 4.
  23. Edo (1) zero growth, wealth.
  24. Swazi (2) grows in 10, vHorse in 23.
  25. Damascus (6) grows in 5, vCav in 80. <<????>>
  26. Wonsan (7) grows in 2, settler in 28.
  27. Frankfurt (5) zero growth, temple in 60.
  28. Eaztbay (6) grows in 9999, vHorse in 2.
  29. Rostov (1) zero growth, library in 79.
  30. Baghdad (7) zero growth, vHorse in 28.
  31. Yaroslavl' (8) grows in 7, settler in 4.
  32. Yekaterinburg (4) grows in 1, vHorse in 28.
  33. Smurkz Pinky (6) grows in 7, vHorse in 2.
  34. Jet Exprezz South (1) zero growth, vImpi in 2.
  35. Giza (5) grows in 5, settler in 24.
  36. Uskudar (7) grows in 8, settler in 27.
  37. Blue like Smurkz (6) grows in 9999, vHorse in 2.
  38. Narjan (1) grows in 8, wealth.
  39. Lahore (3) grows in 2h, vCav in 80. <<????>>
  40. Pusan (1) grows in 3, wealth.
  41. Izmit (1) zero growth, wealth.
  42. Munich (1) zero growth, temple in 20.
  43. Thiz Way Up (1) zero growth, wealth.
  44. Yakutsk (1) grows in 10, wealth.
  45. South Smurkz (5) zero growth, vHorse in 2.
  46. Namp'o (5) grows in 3, vCav in 80. <<????>>
  47. Bye India (1) grows in 3, wealth.
  48. Byblos (5) grows in 9, settler in 18.
  49. Headquartez (6) zero growth, market in 8.
  50. Basra (4) grows in 1, vHorse in 29.
  51. Xinjian (1) grows in 1, vCav in 80. <<????>>
  52. Passage to India (1) zero growth, wealth.
  53. Chengdu (3) grows in 1, vCav in 80. <<????>>
  54. Cheju (2) grows in 9, vCav in 79. <<????>>
  55. Kagoshima (1) zero growth, vImpi in 2.
  56. Aydin (8) grows in 4, vHorse in 24.
  57. Hangchow (1) grows in 4, wealth.
  58. Tienstin (1) zero growth, wealth.
  59. Umfolozi (5) grows in 6, vHorse in 3.
  60. Karachi (1) zero growth, wealth.
  61. El-Amarna (1) zero growth, wealth.
  62. Ruzzia (1) grows in 2, Heroic Epic in 195. <<????>>
  63. Smurkybanago (6) zero growth, vHorse in 7.
  64. Hyangsan (1) zero growth, wealth.
  65. Hieraconpolis (1) grows in 6, vHorse in 27.
  66. Isipezi (2) grows in 7, vHorse in 28.
  67. The Other Gate (1) zero growth, wealth.
  68. Zunguin (2) grows in 6, vHorse in 28.
  69. Dezert Zcientizt (1) zero growth, wealth.
  70. Uncle Smurkz (4) grows in 6, vHorse in 6.
  71. Aunty Smurkz (3) zero growth, vHorse in 28.
  72. Alan H Smurkz (1) grows in 7, wealth.
  73. Tatung (1) zero growth, wealth.
  74. Surf Side Smurkz (6) grows in 2, vHorse in 9.
  75. Nara (2) grows in 10, wealth.
  76. Revolting Smurkz (6) grows in 9999, vHorse in 22.
  77. Anarchist Smurkz (1) zero growth, wealth.
  78. Abydos (1) grows in 4, vHorse in 7.
  79. Rockz of all Kindz (1) grows in 7, wealth.
  80. SmurkzSwazi (1) zero growth, wealth.
  81. Scorched Earth (1) zero growth, wealth.
  82. Rizky Hill (1) zero growth, wealth.
  83. Fertile Valleyz (6) grows in 1, vHorse in 11.
  84. Asyut (5) grows in 4, vHorse in 28.
  85. Cape of Hope (6) grows in 5, vHorse in 26.
  86. Keyz to China (1) zero growth, wealth.
  87. Hilly Billy Smurkz (4) grows in 1, settler in 26.
  88. Zayonara Japan (1) grows in 2, wealth.
  89. Tokyo-Kyoto Shuttle (3) grows in 6, vHorse in 18.
  90. Wheatz (5) grows in 6, settler in 29.
  91. Junglez (1) zero growth, wealth.
  92. Prometheuz (1) zero growth, wealth.
  93. Mountains (1) grows in 7, wealth.
  94. All Smurkz (1) grows in 5, wealth.
  95. Ize (4) grows in 5, vHorse in 26.
  96. Zleepy Smurkz (1) grows in 2, vImpi in 16.
  97. IndySmurkz (3) grows in 1, vHorse in 26.
  98. Humpback Zighting (1) grows in 8, wealth.
  99. Viking Foothold (1) zero growth, wealth.
  100. Arabic Stopover (2) grows in 3, vHorse in 29.
  101. Go Wezt (2) grows in 2, vHorse in 29.
  102. Jolly Jumper (1) grows in 5, vCav in 80. <<????>>
  103. Ngomez (1) grows in 2, vHorse in 22.
  104. Ibabango (1) grows in 8, wealth.
  105. Land Grabber (1) grows in 5, wealth.
  106. Kyoto (5) grows in 3, vHorse in 28.
  107. Seoul (3) grows in 4, vHorse in 28.
  108. Mecca (4) grows in 2, vHorse in 28.
  109. Thebes (7) grows in 2, vHorse in 22.
  110. Istanbul (7) grows in 6, vHorse in 8.
  111. Moscow (6) grows in 7, vHorse in 25.
  112. Berlin (10) city will starve, temple in 59, six resisters.

City Builds:
  • Settler [14] (SmurkzBabwe, Edrine, Medina, Novgorod, Bursa, Elephantine, Pearl Harbor, Wonsan, Yaroslavl', Giza, Uskudar, Byblos, Hilly Billy Smurkz and Wheatz)
  • vHorse [43] (Bombay, Osaka, St. Petersburg, Heliopolis, Gateway to Smurkz, Tokyo, Shaka-Hiz-Armz-Wide, Madras, Sheepish Smurkz, Swazi, Eaztbay, Baghdad, Yekaterinburg, Smurkz Pinky, Blue like Smurkz, South Smurkz, Basra, Aydin, Umfolozi, Smurkybanago, Hieraconpolis, Isipezi, Zunguin, Uncle Smurkz, Aunty Smurkzy, South Side Smurkz, Revolting Smurkz, Abydos, Fertile Valleyz, Asyut, Cape of Hope, Tokyo-Kyoto Shuttle, Ize, IndySmurkz, Arabic Stopover, Go Wezt, Ngomez, Kyoto, Seoul, Mecca, Thebes, Istanbul and Moscow)
  • wealth [33] (Put-In Bay, Bangalore, Edo, Najran, Pusan, Izmit, Thiz Way Up, Yakutsk, Bye India, Passage to India, Hangchow, Tientsin, Karachi, El-Amarna, Hyangsan, The Other Gate, Dezert Zcientizt, Alan H Smurkz, Tatung, Nara, Anarchist Smurkz, Rockz Of All Kindz, SmurkziSwazi, Scorched Earth, Rizky Hill, Keyz to China, Zayonara Japan, Junglez, Prometheuz, Mountainz, All Smurkz, Humpback Zighting, Viking Foothold, Ibabangao and Land Grabber)
  • Temple [6] (Leipzig, Hamburg, Konigsberg, Frankfurt, Munich and Berlin)
  • rHorse [1] (German Port of Call)
  • vCavalry [7] (Damascus, Lahore, Namp'o, Xinjian, Chengdu, Cheju and Jolly Jumper)
  • Library [1] (Rostov)
  • vImpi [3] (Jet Exprezz South, Kagoshima and Zleeply Smurkz)
  • Market [1] (Headquarterz)
  • Heroic Epic [1] (Ruzzia)

Resources:
  • 06 Horses
  • 05 Iron
  • 01 Saltpeter
  • 06 Wines
  • 09 Fur
  • 06 Spices
  • 08 Gems
  • 05 Ivory

Smurkz Military:
  • 06 Settlers
  • 21 Workers
  • 10 Warriors
  • 01 Swordsman
  • 05 Horseman
  • 07 Muskets
  • 96 Cavalry
  • 46 Cannon
  • 27 Galley
  • 04 Army
  • 12 Impi
  • 16 Maces
  • 04 Trebuchet
  • 69 Slaves
Total: 255 Allowed: 524


Smurkz vs. the world
  • The Atlanticcrew (Middle Ages)
    • Strong vs. America democracy
    • Strong vs. England republic
  • The EuropeanCrew (Industrial Ages)
    • Strong vs. Vikings republic war
    • Strong vs. Germany republic war
    • Strong vs. France republic war
  • The EastCrew (Middle Ages)
    • Strong vs. India despotism
    • Strong vs. China republic

Wonders Built:
  • Pyramids - Trondheim - Vikings
  • Hanging Gardens -Istanblu - Zulu
  • Colossus - Washington - America
  • Great Lighthouse - Chicago - America
  • Great Library - Beijing - China
  • Oracle - Istanbul - Zulu
  • Great Wall - Paris - France
  • Sun Tzu's Art of War - Thebes - Zulu
  • Sistine Chapel - Kyoto - Zulu
  • Magellan's Voyage - Washington - America
  • Copernicus' Observatory - Berlin - Zulu
  • Leonardo's Workshop - Seoul - Zulu
  • JS Bach's Cathedral - Istanbul - Zulu
  • Newton's University - Philadelphia - America
  • Smith's Trading Company - Paris - France
  • Temple of Artemis - Kyoto - Zulu
  • Statue of Zeus - ruins of Memphis - destroyed
  • Mausoleum of Mausollos - Berlin - Zulu
  • Knights Templar - Lyons - France

Wonder Races:None

Victory:
We own 56.2% of the visible land area. We need 249 more tile to win (per Map Stat).
Per CivAssistII we have 1427 domination tiles and need 477 more to reach the domination limit of 1904.

GPT Deals: all together, we receive 55 gpt from England and America.

Did not get very far, but somethings do stand out. Rostov and Ruzzia need to switch to Temples. Not sure about Headquarterz's build.
Need to whip some settlers, like zyxy said.
Capturing the Great Library in Beijing kills the Statue of Artemis, but it has done about all it can do.

In broad strokes, our plan is to declare on India and China next turn and kill them that same turn.
We continue to pound on Germany, heading for America, England and coastal Viking cities.
 
In broad strokes, our plan is to declare on India and China next turn and kill them that same turn.
We continue to pound on Germany, heading for America, England and coastal Viking cities.
ABSOLUTELY NOT! You are to declare on India THIS turn. Do not hit enter without eliminating both India and China. I handed it off because I was instructed to set you up for fighting. Otherwise, I would have taken all of India and China in my turnset and you would have been left slogging through the rest of Germany and setting up for America/England.

I have moved (almost completely) the units on the European continent, but I have not move the units on ours. Per my last post, if you move 9-10 cavs to the F-Mountain before the war (and the three impis to the three Chinese worker stacks), there should be enough units to take, in order:
  1. India worker
  2. Jaipur with a load of artillery and any nearby units
  3. All visible Chinese workers
  4. Nanking with group B (some artillery support)
  5. Shanghai with groups C,D and some of E (also some artillery support)
  6. Beijing with remainder of B (attacking from the hill) and some of F (attacking from their mountain).
  7. Canton with the remainder of F (Settle the town in the Chinese flats first. Settler is in place.)
  8. Tsingtao with group G and the remainders of F and E.

The reason this is important is because the GL give us techs on the IBT. Then we need a turn to upgrade.
 
I stand corrected. India and China go this turn.
 
Btw, we also need more pop (relative to the other civs) to win domination. Hopefully this will not be a real problem. Just in case, we could let our corrupt towns grow if they can get at least 2 fpt.

I don't know why we are building a market in HQ, I agree this is not a good build. Rather train a horse or cav.

There is salt under El Amarna, so you have to cut the road to El Amarna to build horses.
 
Btw, we also need more pop (relative to the other civs) to win domination. Hopefully this will not be a real problem. Just in case, we could let our corrupt towns grow if they can get at least 2 fpt.

I don't know why we are building a market in HQ, I agree this is not a good build. Rather train a horse or cav.

There is salt under El Amarna, so you have to cut the road to El Amarna to build horses.
Both markets and cavs were temporary assignments on turns where the salts were still connected. They should all be changed to horses.

I mentioned the road to El Amarna in my turnlog. I recommend cutting the road East of Tatung, with a cannon bomb if we have any left to move there. Then the workers that road tatungs salt will also reconnect El Amarna and towns N.

The population is an unknown. I set all towns that were at 2fpt to grow a couple of turns ago. I think we might have a decent sized force of cavs left after the American invasion. We can ship them to France and destroy her large cities. While we're hitting America, the massive stacks of artillery from India and near Cheju can be boated to the European contient near some of the larger cities. They should be able to knock down pop on their own or weaken the defenses enough to take the towns. Dumping them off in Viking territory will automatically move them to the front when they get booted?
 
No turns played last night. Problems with the server and I could not post. I was looking at what needed to be done in Germany and focused on getting troops overseas.

Our current galley locations:
  • In cities
    • In Uskudar: 3, all with 6 moves left
    • In Chengdu: 2, both with 6 moves left
    • In Pearl Harbor (no harbor): 1, 6 moves left
    • In Nara (no harbor): 1, 6 moves left
    • In German Port of Call (no harbor): 4, all with 5 moves left
  • Off shore
    • 3 SW of Nara (no harbor): 1, 6 moves left
    • 1 NW of Tatung (no harbor): 4, 1 with 6 moves left, 3 with 0 moves left
    • 1 S of Put-In Bay: 2, both with 6 moves left
    • 1 E of Xinjian: 4, all with 0 moves left
    • 1 E of Edo (no harbor): 1, 6 moves left
    • 1 W of Humpback Zighting (no harbor): 1, 6 moves left
    • 1 E of German Port of Call (no harbor): 3, 2 with 6 moves left, 1 with 0 moves left

Once we knock China and India out of the game, we'll be able to upgrade our galleys to galleons. We only have 5 galleys that could be upgraded, those in Uskudar and Chengdu. I've not upgraded a lot of naval units but I am assuming that naval vessels can only be upgraded in cities with harbors. I hope I'm wrong.

I checked the Civlopedia, but did not find a definitive answer to this question: do galleys still disappear at sea when we know Magnetism?

We can ferry a lot of units from Tatung/Nara to German Port of Call and keep pressure upon the Europeans from that front, using galleys or galleons.

We are not so fortunate with Chengdu and Xinjin. The coast of France is the nearest hostile shore and will take two turns even in galleons to cross the ocean. These forces will need to be coordinated when they land, which means that if they spend only one turn at sea they can only hit France. Loading up in Cheju, galleons can get to Seattle in two turns. But there are no boats in Cheju, so that will have to wait (if done at all).

It looks like we can upgrade nine galleys to galleons (2 in Chengdu, 3 in Uskudar during the IBT, 4 near Xinjin next turn). Somehow, I expected more to upgrade.

Uskudar Galleons 880 AD




The units in Uskudar have a choice of where to land to pester the Vikings. In two turns they could unload at the blueish circle. Or in three turns they invade close to Oslo and attack it that turn. We have one cav army and 8 other Cavs in that fighting force. Hitting Oslo looks to be the stronger move; depends on the losses our units in no-man's-land suffer on our way down there.

Nara Galleys 880 AD




The ocean here is narrow enough to move a loaded galley across the seas and unload into the red circle (German Port of Call) in one turn. Most of the units will board near Tatung, coming from Egypt via Put-In Bay.

German Plans 880 AD



Take Nuremburg next turn and move troops in place to assualt Heidleberg the following turn. Pillage horses if any extra movement. Must cross two hill to get close to the city. Will need cannon, which means waiting for it to move up to the front. After Heidleberg falls we keep steamrolling to the northwest, looking for the sea and Washington (Magellan's Voyage would be helpful,though not greatly).
 
It looks like we can upgrade nine galleys to galleons (2 in Chengdu, 3 in Uskudar during the IBT, 4 near Xinjin next turn). Somehow, I expected more to upgrade.
Actually, you need to count the two ferry boats by Put In Bay's harbor so that's 11 on the turn after we learn the techs. Enough for transporting 44 units. You will be lucky if you have that many units available for loading on the turn after upgrade.

The galleys from Tatung to Germany were never all filled on the same turn. We're just not making cavs as fast as they can be moved to Germany. It's probably a good idea to split that fleet into two groups. Upgrade one group at a time in PutInBay (it takes a couple turns to get there once we can park on ocean squares). Once they're all upgraded, we can ship chain between the two groups. We should have enough boats to shipchain 16 units per turn from Tatung to Port of Call for unloading. We will not be able to make that many cavs in any one turn (or even two turns for that matter).

The India force is heavy on artillery and light on units with the exception of the mace army. At this point it would probably be better to use the Put-In Bay boats to ship chain four units at a time to Germany rather than going down to tatung and then back up to Germany. This route can be augmented by the Tatung fleet as it moves to Put In Bay for upgrades.

The Boats in Xinjin and Chendu will take the armies and remaining cavs that fit. If we unload both armies on one tile, France won't touch them. If we have enough cavs to fill the boats (doubtful) we would be sending two armies, and 16cavs. With that force, I'm all for razing a French town or two on the way to setting up England's demise. Leaving the units in boats on the ocean for a turn is a little scary but I'm guessing most of the French fleet is off fighting America or not even built in favor of land units for their war.

The Uskadar fleet was intended to do some damage to the vikings so prioritizing Oslo is a good plan. However, I would use the full range of the galleons on the third turn and drop the troops off on the Dyes two tiles SW of Oslo. From here they can pinch Oslo with the inital strike force coming from the NE. Then the remaining units of the landing force could use the road to reach the smaller town to the West (can't remember the name). The little point of land (with no road) SE of the dyes would make a good point to send a settler on the next shipment. Get your second wave moved to Giza and the Uskadar fleet will return there to pick them up.

Please keep in mind that one our your goals will be to fight your way to America and England before the ROP runs out.
 
Hmm, should we not also use some of the Uskudar fleet to liberate the freezing Miss Germany in Cologne? It would be good to take Germany out completely, to stop flips.
 
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