SGOTM 12 - Smurkz

‘Mrs. CB has gone on a spring cleaning spree and decided to paint all the upstairs rooms AND to sort through all the stuff and junk in the rooms. Its like a slow version of Clean Sweep on TLC. We’ve painted two rooms, moved a lot of stuff around and are waiting on CommandoBob to get started on his stuff; computer games, computer books, computer parts and old Avalon Hill games.’
Today she painted the school room/office where the computer and I live, which means I'll need to get the computer set up again after we get the furniture rearranged (I'm at church right now, Wednesday evening service ended a few minutes ago). And then go through all the old computer stuff, including the 5.25 inch floppies and old hardware, and decide whether to Keep/Sell/Toss.

The next room to tackle is our bedroom, so my evenings will be full for perhaps the next week or so, but definitely until the weekend.

So let me go ahead and announce that I'll need to be skipped for my turnset.
 
Today she painted the school room/office where the computer and I live, which means I'll need to get the computer set up again after we get the furniture rearranged (I'm at church right now, Wednesday evening service ended a few minutes ago). And then go through all the old computer stuff, including the 5.25 inch floppies and old hardware, and decide whether to Keep/Sell/Toss.

The next room to tackle is our bedroom, so my evenings will be full for perhaps the next week or so, but definitely until the weekend.

So let me go ahead and announce that I'll need to be skipped for my turnset.

I can understand. My wife is 34 weeks pregnant and is, or has, been getting the nesting instinct for a while now. We've replaced all the windows and have the exterior door on order. We plan on redoing the insulation plus a bunch of other stuff. The house is never clean enough, etc. Honestly, it's rather funny, as she has never been the cleaning type. :lol:

Great game btw, I'm still keeping up, though [c3c] stuff is confusing anymore! :D
 
SGOTM XII: Team Smurkz, member sercer88
member turnset #2

Turn 00: 690 BC
first move: science to 100% (check for citizen hapiness: still fine) FS scientists back to coast (now has 5 excess food)
Check CAII, and: sorry CF, we are 38 beakers short of getting Theo in 6, not 2...
moving dromons back "home" to FS
move all of the injured units into Tenoch (except for a 2/4 horse, which camps on the horse hill)
switch KZ to worker (it's not at size 6, but I was told to build workers, so...)
move the just-created MI in FS to our wine colony (1 more turn)
I considered foresting or mining some of our tiles in FS, since there is massive food over-run (5,) we could get our city up to 25 spt later. However, since all it will be doing for 15 or more turns is produce MI's, 20 spt is fine, and 25 spt will do nothing for us.
Hmmm, a quick look at what people whom we can trade with will offer us shows me that the Indians are the only ones with positive gpt (they are the only ones who can offer us gpt for a lux) of course, I don't want to hold us to a 20 turn deal, so I do not finish negotiations...

IBT: Indian curragh, and Mayan galleys move around in our borders
KZ worker > worker (I let it grow in 1 turn, worker in 10: will change as soon as it grows)

Turn 01: 670 BC
Rush a library in Tenoch for 2 population
the rush makes Theo in 7, now...(it will improve, though)
2 slaves join an existing jungle chop (4 total)
MI fortifies in the Wine colony
KZ worker begins heading to Tenoch
2 injured MI on a Dromon heading towards FS
French, Indian, and Korean deals will expire...no luxes in the deals, just gpt (which we have plenty of...)

IBT: Tenoch Library > umm, shoot: I forgot what we want to build in Tenoch! Ok, so a check of the thread shows that nobody has said anything after the Lib so I select colosseum (prebuild for University?)
FS MI > MI

Turn 02: 650 BC
okay, so we went from Theo in 7 to Theo in 5, but now our economy is at 0 gpt (from the expired gpt deals)
now we have to get 12 more bpt to get Theo in 4...ain't gonna happen!
KZ is at size 4: growth in 3, worker in 3...I make it grow in 2, worker in 7 (to make it a worker factory at size 5)
-so Tenoch may finish the colosseum before we get Universities, so it's up to the person after me to switch Tenoch to something more useful (I don't know of anything...) before we get Universities
Tenoch will expand in 3 turns
all done...

IBT: well, so much for not researching alt tech governments: India begins the Hanging Gardens

Turn 03: 630 BC
Sweet: we're now average compared to the Indians!
nothing much to do this turn...
our power is at it's highest point up to now!

IBT: we get an AC...oh yeah! THAT's what we need in Tenoch! a Barracks!
FS MI > MI
the egyptians establish an embassy in FS
uhhh, the French begin the Sistine Chapel! (I wonder how many turns it will take?)

Turn 04: 610 BC
...so, of course, the French have Theology:
the French want 325 gold for Theology: I don't think it's worth it!
switch Tenoch to a barracks: 8 turns
Micro manage KZ (size 5) for growth in 2, worker in 1
...pretty much, France's power has increased by about 20% in the last few turns :eek: (probably since I have taken power :groucho:)

IBT: Tenoch expands
KZ worker > worker

Turn 05: 590 BC
join a worker to Tenoch: size 4, growth in 6, barracks in 7
wow, SoZ is already at least 1000 years old! (it's generating 2 gold from tourists!)
Right now in FS:
-1 reg AC
-2 vet Horsemen
-4 vet Medieval Infantry
well, 91 beakers remain 'till we discover Theology. There's no way were getting it in 1 turn (we're at 78 bpt)
so, decrease science to 60%: gaining 23gpt (soon to be 11...french deal with 12 gpt is about to expire)
-we are 18th on the score card, but 2nd (by the looks of it) in power

IBT: FS MI > MI

Turn 06: 570 BC
science down to 40%, hire 3 scientists (out of coastal citizens) in FS to get Theo in 1 (gain of 3 gpt as opposed to 0 scientists at 50% science)
-we moved up 1 slot on the score card (17th)

IBT: the Greeks ask for an audience: they want gold for Monarchy...no.
we have mastered the secret of Theology: next...our scientists think a revolutionary idea about educating our citizens would really benefit our position! It will take roughly 400 years to master this technique (21 turns)
KZ produces a worker > worker
the Greeks begin the Hanging Gardens

Turn 07: 550 BC
well, any turn, now, I'm expecting to learn that the French have finished the Sistine Chapel
we now have 801 gold and are losing it at a rate of 12 per turn
In FS:
-1 reg AC
-4 vet Horsemen
-5 vet MI
still not enough... we need a few more MI
4 civs other than France also know Theology! they are: Korea, Babylon, Germany, and Carthage!

IBT: FS MI > MI
well, I talked to Sumeria, and looked at active deals: next to dyes it said (1.) and wouldn't let me click on it, but now, my trade advisor tells me we have lost our supply!!
Thankfully, no cities fall into anarchy

Turn 08: 530 BC
join another worker to Tenoch: it is 2 happy, 1 content, 2 unhappy (42% we cannot forget your cruel oppression) it will grow in 3, so we must hire a specialist once it does grow (or raise lux, which I don't think is best)
move finished workers around
I decide we will want all the MI's we can get for the Indian invasion, so I move the MI guarding our wine colony to FS, while I take a Horseman out of FS, and into the colony.
Oh, sorry guys. Know how I said 4 civs know Theology? well, I said that because it didn't say Theology was an option for us to sell to those civs. But, obviously we can't sell them Theology if they don't even know Monotheism!! That was the case!
The Sumerians don't want to give us Dyes (we've grown "too much")
Nothing new, here...

IBT: SoZ produces another reg AC

Turn 09: 510 BC
4 slaves begin another jungle chop (12 turns)
Hmmm, Ozzy Smurkz has an unhappy citizen, who is partially unhappy because of "cruel oppression." Did we do this, or is this from the city's past Japanese oppression???
well, our power went down :( :confused: but we're up to 16th in the scorecard, probably up to 14th next turn!

IBT: KZ worker > worker
FS MI > MI

Turn 10: 490 BC
oops, almost went too far!
final notes:

1)In Furzt Smurkz:
-2 reg AC
-3 vet Horsemen
-8 vet MI
-1 dromon
the rest of the dromons are within 2 turns (I was using them for ferrying troops and workers from KZ to Tenoch)

2)Tenochtitlan will grow next turn and will become grouchy in 2 turns, unless the next person does anything about it.

3)there are 4 slaves chopping jungle above Ozzy Smurkz which I just started last turn, so if you want to change that, do it now before a bunch of turns are wasted. On a related note, the worker above Theo the Wacka was about to start a forest chop to hurry the Aqueduct along

The save is HERE
 
Check CAII, and: sorry CF, we are 38 beakers short of getting Theo in 6, not

....

Turn 04: 610 BC so, of course, the French have Theology
Well that confirms it. I am a complete idiot. I can't even do simple math. And my ridiculous attempt as steering the AI to research the other path was all for nothing. I'm really sorry. (Note that France actually learned Chivalry also which is not a help.) I'm going to crawl into a hole and die.:suicide:

After my last turn set, I'm not feeling very confident about giving advice. I'll let the other players weigh in first. :blush::sad:
 
Aww, come now CF, don't be ridiculous. No, your last turnset wasn't the best you've ever played, but gee. Your advice and discussion has always been very appreciated, even when the rest of us didn't agree. And also pick on the right things. Your trick with gifting Mono a turn later was very clever, I should have said that before (I blame being a bit upset about some other things ;)), only too bad it didn't have the wanted effect but we knew that was a possibility.

@sercer: Very good play, and excellent reporting. I really like the way you motivate your decisions. I don't agree with all of them, but enough that you'll get the :goodjob: for sure. :D

The one major thing I didn't agree with is KZ building workers :p. Well, of course it should build workers, but the idea was to grow to size 6 first and then build 2-turn workers. Running it at size 6 not only gets us workers faster, but also gives us a lot more bpt from being able to work the dumbo.

On France, she is really going to out-research us in this game, by far. So the issue doesn't seem to be, as we've previously considered it, how to get France to help us research useful things. It should be, how can we get a hold of the things that France researches. Or possibly, how can we make France's research capacity our own.

... and the game should have rolled on to CB, only he's busy painting, so CF will have to give those advice to himself. ;)
 
My thoughts were similar to Niklas, so I feel a little more encouraged. Sorry for the negative attitude, but I was feeling like I really blew it when I came back from vacation and read the responses.

I do think that KZ should have been at six 6 the entire turnset. I also think that we should not be joining workers to towns (smaller food bin). Waiting until they are cities means the worker joined adds 40 food instead of 20food. There are plenty of worker improvements yet needed that affect our output of shields, food and or commerce. We could have waited a few turns before adding them to Teno. The road isn't even complete to Teno yet.

I'm thinking that we need to get an idea of a good landing spot. I'm not sure if it's worth getting an embassy with a civ that will be gone soon, but intelligence plays a big part of war planning.

I also think some pikement should accompany the first landing and will need to be build or move a spear for upgrading. I wish that had happened earlier so I wouldn't be delaying our attack now. With Chivalry out, the faster we hit India the better off we'll be.
 
Alright, looking good.

I agree with the comments by CF and Niklas.

I think we should simply assault India now. With 4 dromons we can unload 8 units in about 3-4 turns, and another 8 units two turns later. The battle plan could look like this:



The dromons can make the crossing in a single turn, and offload their cargo on a mountain tile. If I see it correctly, then there is an Indian town just NW of that tile. EDIT: no it's probably 1 further NW. Still, we could offload here and march up while the dromons fetch the second batch.
 
I agree with zyxy's edit that the town is actually 1NW of the yellow dot.

Here's two options:
  1. Use the neutral territory Mountain 2 South of Yellow Dot to stage our attack force. When ready for war, declare, and move N into indian territory. This puts us the same distance from "Dehli in the fog" as our landing site, but ensures that all of our troops arrive on the same turn.
  2. Declare right now, and pull Portugal in to draw the troops up north. Then Restage our troops West of Teno while the India troops move toward the border of Portugal. I think our galleys can move Sea, Ocean, Ocean, Sea, Coast and end up dropping off on Yellow dot. Our presense there will draw the indian's back toward Dehli so I don't know if we have the time to drop off two waves of attackers.
My preference would be to attempt method 1. The problem will not be taking Dehli, but taking India's second town after fending off the huge counter attack.

I'm also not sure if it's worth waiting to get a couple pikes to go along with the attack force (building pike instead of Medi in FS still takes 2 turns for the small benefit of better defense). My inclination is to build at least one pike.

Another thought would be to embassy India. They are currently building the Hanging Gardens and France is building Sistines in Paris. If they are going to finish the Hanging Gardens soon, it would be worth waiting, since the continent is rather large. I would like to embassy India before we start if I can do it for less than 70g and make plans based on what I find.

I plan to build wealth for four turns in KZ as there won't be enough sheilds to even build walls in four turns and I don't want to delay workers any more than necessary.

Teno may build some pikes for cheaper than FS (no 10s overrun) and can afford one or two before it needs to prebuild for it's uni.

I've got the game, but I'm going to hold off until people weigh in on my questions. I would like to try to start tomorrow, but if not, I'll delay until Monday if that's OK with everyone.
 
My preference would be to attempt method 1. The problem will not be taking Dehli, but taking India's second town after fending off the huge counter attack.
I like method 1 also. When we attack we'll attack hard and heavy and we'll have plenty of units in place to withstand India's response. Plus, we'll be on a mountain should anybody get left behind.

And with a bunch of units we'll pacify the city probably on the first turn of capture, which means we could pop rush a Pike if we needed too.

I would like to embassy India before we start if I can do it for less than 70g and make plans based on what I find.
Sounds smart and cautious to me.

I would like to try to start tomorrow, but if not, I'll delay until Monday if that's OK with everyone.
Yeah, I don't trust any of this bunch to have an honest post on Sunday, April Fools Day. (Nudge nudge, wink wink, know whatahmean, know whatahmean, say no more, say no more! ) :D
 
Plan sounds good to me. Though an alliance with Portugal (option 2) or perhaps better the Maya (cheaper embassy, and in the path of our attack) is very tempting, as both India and Portugal would lose a lot of troops. Hopefully the Indian survivors cannot return very quickly, in which case we can still land two waves. Even if there are some Indian troops left, then a couple of pikes on a mountain should sustain a few horsemen and archer attacks.
I would probably try the alliance with Maya. We would have to pay with Theology, which is fine by me.

The Indian embassy is cheap enough, so why not. If HG is still too far in the future, then we can do things the other way around: attack Maya, with the help of India.

I would build the pikes in Teno rather than FS.

I suppose KZ on wealth is as good as anything. The alternative is to work high gold tiles (lake, coast) rather than high shield tiles, while keeping KZ at 2 turn growth. But probably the income difference is very small or even zero.
 
OMT: Sumer will sell dyes for Theology. Some other civs will pay gold for it. I think it would be good to do this.
 
The indian embassy has been established:




Hanging Gardens is 10 turns away. That's borderline on how long I'd like to wait. The problem is, if I take on the Mayan's first, it's going to be at least 5 turns before we start that war, I don't think we'll be done with them in 5 turns, which means, if India does finish the Hanging Gardens, their town will go back to building units. Plus we'd be fighting through their front lines. I'd like to prepare an overwhelming force in the next 7 turns, staging them on the Mountain (following plan 1). I think that give me time to build the first pike from Teno (and one more AC) and boat them within range of our strike force. We declare on turn 8 and move them into India, depositing the Pike and AC with them. On turn 9 we move next to Dehli on the plains tile (zyxy's yellow dot). On turn ten, they will complete the Hanging Gardens and we take the city. I don't think this is much of a slowdown, because with the Dromons in the position they are now, it would take at least 5 turns to move all our troops to India or Maya.

Since this method relies on staging troops on the Indian mainland, we can not pull MAs with any civ in any earlier. It will be up to us to fight our way through all the indian troops. I don't think it will be a big problem because they have spears and no iron. It may be worth pulling the Mayan's in on the 8th turn, not because of the indian troops but because it may pull all the Mayan troops towards the northern Indian city. Then when India dies, If we can cutoff the Mayan troops (it's a choke point) they wouldn't be able to get back home and could be eliminated by the extinction of the Mayans.

Long Term
Win by Diplomancy with as few civs remaining as possible.

Short Term
Eliminate India, obtaining the Masoleum and the Hanging Gardens.
Eliminate the Mayan.
Eliminate the English.
Start the FP.
Claim the French land for ourselves.

My Turn
Start shipping troops to the Indian continent.
Build Pikes in Teno, Medis in FS, Workers in size 6 KZ, and aqueducts>unis in the land bridge cities.
Prepare for war with India by turn 8, staging troops on indian's mountain, with Dromons ready to bombard Dehli on turn 10.
Pull the Mayans into the war on turn 8 and let their troops move towards the North. We may even want to start a war against Portugal to convince the Mayan offensive to keep going north.

EDIT: I noticed from the embassy that India is at 40% research, presumably because their unit costs and maintenance costs. I wonder if it's worth formenting war between neighbors across the world to reduce some of their unit numbers allowing for better research.
 
Sorry for the negative attitude, but I was feeling like I really blew it when I came back from vacation and read the responses.
I'm really sorry about that. I know I came across rather harshly, more so than I have at others. I guess I figured you knew your worth anyway, you are a very good player, no doubt about that. In fact the surprise of seeing you of all people play a bad turnset probably added to the whole. It also wasn't a bad turnset per se - it was just opposite to what we had discussed, yet again surprising from one who strongly advocates discussion. So please accept my appologies, I know I was harder to you than I've been to others previously (ask CB about that ;)), it certainly wasn't my intention to make you feel like a bad player - you are not!

As to the upcoming war, I really favor an embassy in Delhi, and then an MA vs Maya. That will bring all Indian units down SW, we can take the southern town behind their backs and block their way towards the northen one. I like the plan with landing on that mountain too, but please recall that it's a three-turn walk then, since the town is not at yellow dot but NW of it. Thus I would argue for a combination of options 1 and 2, but with Maya instead of Portugal.

Wealth in KZ while emphasizing commerce sounds like a good plan, as does pikes in Teno, as does selling Theo for dyes and gpt (or lots of gold). Don't give it to everyone just because though, it can still be very useful to keep some AIs behind when we need a quick MA somewhere.

Good luck! :)

EDIT for crosspost: Is HG really worth that much delay? I'm not convinced about that.
 
HG is not worth a lot because happiness is not really a problem for us (e.g., FS is happy enough right now, and we'll get more luxes soon). So I wouldn't wait, and attack asap. Every turn lost is a turn later finished, and we already lost some turns in the preparation of this attack by misdirecting our ships.

Drawing the Mayans in sounds good to me. Then, after the demise of India, we can draw in the Portuguese vs the Mayans - oh fun!

If you really want to wait for the HG to finish, make sure not to step on tiles that produce shields, i.e., approach Delhi from straight south.
 
OK thanks for the comments. I agree that MA with at least the Mayans is a good idea. Why not both Mayans and Portugese? Nevermind, Portugal will end up pulling units near Bombay as well. Do I want to add Rome to the indian MA? I think I should have plenty of clout selling Theo for the MA.

I'm not sure we want to do the dyes deal with Sumeria yet just because we don't need it at the moment and Theo would be overkill to pay for dyes at the moment.

So Pull in the Mayans. Move our units up by Theo where we can make the trek to the yellow dot in one turn. Hopefully with the Indian units off to the SW with no roads down there? they will get stuck long enough for us to finish off Dehli at least. Other plans still hold.
 
Things are OK but it may be tomorrow before I post due to plans today.

Hope that's all right.
 
Save is here.

Turn 0 - 490 BC -Preflight

  • Embassy established as seen in previous post
  • Embassy with Mayans.

    Spoiler Mayan Embassy :

  • Move Army toward Teno as better deterent to Rome and more MP ability for the ducted city
  • KZ adjusted to +5fpt, +1spt, +1gpt? And +10bpt. Set to build wealth.
  • Theo uses forest instead of coast which slows the growth but cuts build time in half. It needs to build faster to get the uni in on time. The growth will ultimately come from KZ food.
  • Load four Medis into available boats for transport to Teno. Load Acs into SITD for transport to Teno they will debark onto Aztecia and walk to the departure point so as not to slowdown transport of remaining units.
  • India has 4gpt. I trade Theo for Monarchy and 24g, then declare war. Mayans would accept straight MA with India! I add the ROP so we can take temporary advantage of it if we want, but it's guarenteed to expire when the Indians disappear.

IBT
Couple of boats on our shores are patroling.
Teno:Barracks>Pike

Turn 1 - 470 BC
  • Boats with Medis move to Teno and drops off Medis on mined BG.
  • Panther takes two Medis to the Point. SITD moves to the point, drops off Acs and picks up two more Medis
  • Ugh, I just noticed that France now has iron thanks to a colony between them and America. Can't do much about that now, we'll be facing pikes at a minimum (if not Muskets) plus they'll have knights.
  • Army continues towards Teno
  • Worker on Ivory Forest in Theo decides to road the tile instead of chopping. We need the shields for the uni as well.
  • Workers finshed chopping jungle and find a BG which they mine.
  • Worker south of Ozzy joins the other jungle crew for a perfect 6 turn chop (18WT left next turn when he can join them).
  • Growth in Teno forces a scientist to be made from a BG worker. That makes us 1spt short. The army will arrive in two turns so we can make up the lost 2s by working the BG then (gaining 7spt instead of 5)

IBT
Arabs start Hanging Gardens.
FS:Medi>Medi

Turn 2 - 450 BC
  • KZ grew and the new citizen was assigned to hill, I make it work the lake and we're making 12bpt here.
  • Move transporting to Teno

IBT
India galley moves near FS.
France builds Sistines

Turn 3 - 430 BC
  • Dromons bomb galley three times and sink it.
  • Army arrives in Teno. We could switch the scientist to work the land, but I chose to rush the pike instead. The pike is slowing our attack and rushing him shaves 4 turns on the build. After that Teno is just going to be prebuilding for it's uni anyway.
  • Ozzy set to 4fpt to grow in 2 instead of three. I think I can earn back the lost sheilds by working the BG for a while with the extra citizen.
  • Pather waits by FS for the Medi due next turn. Other three dromons are by Teno ready to load. I need to wait a few more turns if I want the pike and then the assault can begin. I move SITD to the end of the roaded tile from Teno so the pike (and the expected AC) can load immediately. The initial drop will be on the mined moutain (original zyxy landing). The first landing party will walk to yellow dot while the boats bring the second crew directly to the yellow dot. I move SITD one tile South (W,W from Teno) so it can get the Pike and AC in 2 turns instead of 3.

IBT
Mayan galley survives an Indian curaugh. Indians drop off a warrior and spear next to FS!
AC created! Teno: pike>coloseum, AC produced. Zoom in to make sure the landing didn't affect the Medi build in FS. It did not. FS: Medi>Medi.

Turn 4 - 410 BC
  • The landing has upset my plans for attack. I use the boat that was waiting for the Medi in FS to bomb the spear but it misses. I attack the spear with the new Medi and it redlines:eek: but wins. The horse then attacks the warrior. It redlines too! :eek: but eventually wins and promotes to elite. (2/2)
  • With the units in FS wounded, I need to wait two turns for them to heal. That will let FS produce another Medi which properly fills our 4 boats with 16 units in 2 turns. I figure waiting a bit more just gives the Indians more time to have moved their units down to the South.
  • Cool, baracks produce 5HP AC. I didn't know that. The AC and pike move to the forest to prepare to load into SITD. Since the attack is delayed, I take the opportunity to use Righteous (part of the northern shipping crew) to come to FS and sink the India galley. No leader. (3/3)
  • KZ is ready to be a 2-Turn worker factory starting at size 6 with no food and no sheilds. Fish, 2 Irr, 2BG and Ivory gets 5fpt,4spt with growth sheilds finishing worker.


  • Workers finish mining BG between Ozzy and Theo and start mining the other BG.

IBT
Peaceful boats sail by.

Turn 5 - 390 BC
  • Ozzy is one shield shy of building the duct in 5. I hope theres another BG under the jungle we're chopping so we can shave that turn.
  • FS can build the Uni in 5 turns so it has another 6 turns of unit building. That means 3 and a half Medis. I might just build four and delay the uni by one turn.
  • Panther moves to the western point to get a better view of indian galleys approaching. Righteous (4/5HP) returns to the northern group.
  • I fortify the AC and pike in the woods assuming that if they were in the boats, the Indians would view them as a threat to Dehli. We're set to load and go next turn. Landing on turn 7. Note that that's only one turn away from the plan to let Dehli finish the Hanging Gardens. Is it worth delaying 1 turn? I'm going to say yes, because at this rate, that one turn should have more of the indian forces engaging the Mayan forces.

IBT
More peaceful boats.
KZ worker>worker reset to +5f, +4s. FS Medi>Medi. Forgot to reuse the ivory tile after the landing so I fix that now.

Turn 6 - 370 BC
  • All troops fortify for one turn. New worker moves towards landbridge.

IBT
zzz

Turn 7 - 350 BC
  • Worker roading ivory forest finishes and moves North to road to Teno.
  • Mining workers move to Ivory to mine.
  • New worker moves to jungle. Clearing should end IBT and they will mine with 3WT and road with one.
  • Time to load up our first group. Defensive troops will be loaded first (saving Medis for last where possible).
  • Boats with Medis move to Teno and drops off Medis on mined BG.
  • Four boats sit off the landing zone shore with 2Medi, 3AC, 1Pike and 2Horses. Next turn, they unload, and the boats load the remaining 8Medi

IBT
KZ:worker>worker, reset farm. FS Medi>Medi.

Turn 8 - 330 BC
  • Unload units onto mountain landing zone. Boats go back for the Medis. Eight of Nine are loaded onto the Dromons.
  • Roading starts on the hill to connect Teno.
  • The cleared jungle starts 1 worker on roading, the other, plus the slaves on mining.
  • New worker from KZ starts towards the landbridge.
  • Ozzy gives up the BG to Theo who works the grass instead of the forest to grow in 2.
  • Teno uses BGs instead of ivory to speed the prebuild for uni.

IBT
India moves a spear, a wounded warrior and a wounded horse into Dehli. They must be taking some damage from the Mayans.
Teno makes another AC

Turn 9 - 310 BC
  • Dromons cross to the coast near Yellow Dot. Transported are awoken and disembarck on Yellow Dot. They are covered by the Pike and stack who were not attacked last turn.
  • New AC moves to join stranded Medi on departure point. A boat will need to return for them.
  • Worker finishes roading plains ivory near Teno and moves to help the hill road.
  • New worker continues N. I need to send more workers towards Teno. The forest can be cut towards the uni build and roads to the Western coast will help the AC board boats faster.

IBT
Indian horses attack fog in the South. First dies, second wins and advances to the tile. Indian Spear comes into view but will not be inposition to defend Dehli in time.
KZ:worker>worker, reset farm (with the governor set to prioritize food and commerce, you just need to move the hill citizen to the ivory. FS Medi>Medi. Next should be coloseum.
India completes Hanging Gardens! :D (still no attacks on our troops)

Turn 10 - 290 BC
  • Pink Panther returns to pick up Medi and AC
  • Three remaining Dromons go 1 for 3, so there are at least 2 spears, one 4/4 and one 3/4. :rolleyes:
  • ATTACK!
    Medi vs Vspear Win as 2/4 (4/4)
    Medi vs Vspear Leave 3/4 (4/5)
    Medi vs Vspear Leave 2/4 (4/6)
    Medi vs Vspear Leave 1/4 (4/7)
    Medi vs 3/4! Spear Leave 1/4 (4/8)
    Medi vs 3/4 Spear Win as 1/4 (5/9)
    Medi vs 2/4 Spear Win as 2/4 (6/10)
    Vet AC vs 1/4 Spear Leave 2/5 Spear :( (6/11)
    Medi vs 2/5 Spear Leave 2/5 Spear. :( (6/12)
    Medi vs 2/5 Spear Win as 4/4. (7/13)
    Last Medi vs 1/4 Spear Win as 4/4. (8/14)
    AC vs 2/5 Warrior Win as 2/4. (9/15)
    Horse vs 1/4 Horse Win as 5/5! (10/16)



  • Dehli is set to work the spices for 7 uncorrupt beakers per turn. It could get 2spt as well with it's two citizens, but I favor gold right now. Library ordered and will be whipped when possible.
  • Horse vs 1/4 Horse Win as 2/4 (11/17). We find the Mayan army. {pic}


  • AC does a little scouting and retreats within borders. We need to be a little careful with the roads all around our borders. The spear can reach many of our tiles. Also I don't want the Mayans to board our road system since we have a ROP right now. I move the wounded horse that killed the last Indian horse to prevent entry by the Mayans. Go Around!
 
I hope I explained my Delay of the war in my turn set. I am loathe to go against the advice, or my planning post, but the Indian landing caught me off guard and I didn't want to be short on units. I think the delay worked out well in that we ended up getting the Hanging Gardens and had no Medi to spare. I took some harsh RNG rolls, but that may be expected when fighting a size 12 city.

Some notes toward the next player:
  • Coloseums are Uni prebuilds. FS should start Coloseum after next Medi.
  • We should probably use the healthy horse to cover the Incense NW of Dehli. But Indians have horses and could attack Dehli directly.
  • Try to keep the Mayans off our roads if possible, they have ROP with us.
  • Two boats have gone back for more units. The AC/Medi is loaded, two Medi await in FS.
  • Zoom in to KZ every time it builds a worker. And don't stop building workers yet, they are very needed both for forestry/improvements (mine the hill by Teno) as well as for growth when the towns hit size 7.
 
No worries CF, I have no complaints this time around, I perfectly understand your reasons for delaying. We should perhaps have anticipated the possibility of an Indian landing, but we didn't and you had to cope with the situation, which you did in the best way. And yes, waiting one more turn for HG was probably worth it in the longer run. So :goodjob: from me!

The lack of units in Chichén Itza is puzzling, were they at war with the Indians already?

Don't have time right now to check the save in detail, but I'll be back with comments no doubt.
 
No worries CF, I have no complaints this time around, I perfectly understand your reasons for delaying. We should perhaps have anticipated the possibility of an Indian landing, but we didn't and you had to cope with the situation, which you did in the best way. And yes, waiting one more turn for HG was probably worth it in the longer run. So :goodjob: from me!

The lack of units in Chichén Itza is puzzling, were they at war with the Indians already?

Don't have time right now to check the save in detail, but I'll be back with comments no doubt.
Niklas@ thanks for the moral boost and your previous explanation. I feel much better.

I didn't even notice the unit load in Chichén Itza but it is interesting. They were not at war with India because the Advisor told me they declared when I brokered the MA. I just think that their starting position was severely handicapped from the other AIs. They are making 25% of the sheilds we are. Also, how is it possible that they built a cathedral but have no temple? did they sell it? Are they running a deficit and losing their buildings/units? From what I can tell, they are a very weak civ and we should roll over them quickly after the Indians. I'm also thinking pulling in Portugal against them would bring all of Portuguals forces through the indian territory making them easy to eliminate as well.

Our bigger problem is going to be taking on France now that they have iron. Any ideas? A much bigger dromon fleet seems like a good idea to build after the unis are done. I'm pretty sure that Paris is on the coast and could be bombed. Being able to dump a large attack force in one turn also seems like a necessity. We could MA the Americans and Scandinavians in to pull the French forces away, but they may be anhilated by France in short order if we can't take Paris quickly.
 
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