2.0 grams - The Whip and Saddle (C3C)

Actually, the celts will probably be hard to uproot due to all those muskets. unfortunately, we need to get rid of them with all haste or we'll be facing rifles and higher losses. barbslinger should have a fun set coming up :)

re: dom limit: iirc, we're around 42%. with all the settlers that will be done next turn in AmeriRussia, this should increase right away.

Roster update:
scoutsout
grahamiam <- just played
barbslinger <- UP
spikeit <-on deck
gozpel
 
The celts didn't manage to connect that saltpeter on the island west of Mongolia did they? I saw the source there, but they only had one city there at the time (Tula, I believe). We conquered Tula, but I wasn't sure if they founded a 2nd city on the salt source. Just a thought.

Gee thanks, Gozpel. Making one of the civ-experts blush. That made this up and coming civ player's day. :D If only I had the time to play more often... How some of you find the time to play 5, 6, or 7 SG's (or in Scout's case, seemingly 20) at a time just boggles my mind. Nevermind how y'all keep them straight. I probably spend a good hour before I start one of my turns just to figure out what the heck is going on again.
 
SpikeIt said:
The celts didn't manage to connect that saltpeter on the island west of Mongolia did they? I saw the source there, but they only had one city there at the time (Tula, I believe). We conquered Tula, but I wasn't sure if they founded a 2nd city on the salt source. Just a thought.
tula had horses, the island i think you are referring to is due W of the Mongol's home island. we should check that spot as i do remember sighting salt there, but there were 2 competing civ's on that island and i thought the celts got the "oil" site. anyways, that island will make a nice retirement home for Brennus :D
 
grahamiam said:
tula had horses, the island i think you are referring to is due W of the Mongol's home island. we should check that spot as i do remember sighting salt there, but there were 2 competing civ's on that island and i thought the celts got the "oil" site. anyways, that island will make a nice retirement home for Brennus :D

That's the island. When I last played, only the Celts were on the island, and the only oil available was to be retrieved from whales. They had not claimed the salt at that point. As for Tula, I took a stab at the name based on your turn log. My old, tired brain doesn't recall details like that beyond about 10 minutes.
 
I'm thinking Mongols and Inca. Once the railnet is up we can loosen up on the home defense which will put more cavs into play. Town expansion all around too to get to DOM limit. This should quickly start steam rolling to a win now.
I may try to play tonight but I have 2 others in queue ahead of this. Also railroading turns add a bit more time.
 
2.0gram – 1300AD

Preturn- Things look great. Fix the starving in Hangchow to get a cav 1T earlier. Fix Anyang and Tula trouble and then look where I can peel off workers. Rush a few builds where the food box is full and growth has stopped. Getting the furs online will be nice. Also see a lot of settlers im America that will finish next turn. Shipping to Celtic lands I would think. The celts do have horses hooked up near Cirta, an island with 3 towns to the east. Harbors are in place too. Industrialization will be nice. I’ll get some prebuilds going. What we really need are workers.

IT – A galleon of our beats a pirate. 17 celtic muskets are on their way towards Ching-chong. Builds are America, Settler>Temple. China, Cavs>Workers.
[1] 1305 – Set up a few things. Furs online next turn and muskets will take a beating in Celt lands. Setting up for 2 muskets and 10 cavs to go to Mongol land. Heading workers in our coutry to rail through our core to the ports that we will use to send cavs from though we have few workers right now. Sent 8 workers that were railing in Carthage lands back to our country where we get better benefit. In America 2 settlers planting next turn to fill out any landing spots that the inca may be headed to. The rest are heading to galleons I have in bound to bring them home for other duty. Like Mongol/Celt replacements.
IT – The Celt musket caravan decides running is a better idea and take a right heading back home. Build some much needed workers.
[2] 1310 – Kill 11 muskets losing 1 cav. Almost ready to go raze some towns. Get a few more cav over there and heal up a bit and we’re off! Plant 2 American towns. Industrial in 10 at 210gpt. A little extra cash to do some temple rushing later. We have 65 towns and 32 non-horse units. Rushed 1 temple for 200g. Bejing and Shanghai go on prebuilds for factories.
IT – Get a load of expansions and the furs kick off WLTK in quite a few towns. 4-5 expansions now get us from 29.6% to 32.5%. Celts land a pike/LB next to Ching-chong.
[3] 1315 - Pike/LB next to Ching-chong deliver a leader that gives us another army that can go to Mongol lands. Kill off the balance of that musket stack and will heal to go after Lugdunum. That cannon that was captured is disbanded.
[4] 1320 – Raze Lugdunum and Gergovia. OK, now I’ll heal. I really wanted to get rid of those pesky borders that I wasn’t healing in and was wondering what was wrong. Landed another 7 cavs in celt land and 8 cavs and the 2 cav army are on the way to Mongols. Silks from Korea cost an arm and a leg going from 20gpt to 45gpt. Rails coming along. Almost from Teo in the NW all the way down to the port of Paotang. Have more workers coming in from America.
IT – A load of builds, we lose one injured vet cav to a quick LB attack and TULA DEPOSES.
[5] 1325 – Take Tula back. Set up another attack on Verulamin. We are not rail-net from NW to Paotung, adding spurs to SW island tips. Mongol attack is held up by a Celt galley that dropped the pike/LB so he would attack, I think, and I don’t want to risk the army. Rush 3 temples that were less than 10 turns from completion.
IT - We don’t extend the Ivory deal with Inca now that we have furs. Lose some WLTK due to it. Celts complete JSB for us. Korea signs Mongols up against the Celts. They must smell blood.
[6] 1330 – Bust off another leader and 2 man army in Celt lands that heads to pillage iron, there next turn. Take out Verulamium and since it comes with a rax I’ll risk a flip to heal and hit next site. Spurs are done so I’m heading up the west side of our core to make a circuit. We declare on Mongols next turn.
IT – Not much. More builds including 2 temples.
[7] 1335 – Declare on Mongols and land 9 cavs and a 2 cav army out side his capital. SURPRISE! He had just landed a settler pair on celt lands and we pick up 2 more slaves in the deal. Drop off 7 more cavs to hopefully finish off the Celts soon. Just saw that the flip chance was 12% in the recently captured town so I’m outta there abandoning it after getting 95g selling improvements. I get the 2 cav army on Celt iron to pillage next turn. 2 settlers from America should be in Celt lands to settle when I turn the game over. West coast rail line is done and working on going into ex-Aztec lands.
IT – Japan signs in with Korea against the celts. Korean cavs are running around on Celt lands.
[8] 1340 – 2 cav losses and we burn the Mongol capital. Healing now. All cavs are healed in Celtic lands so Tally-Ho! Lined up to take Agedincum next turn and then the capital. Workers have completed circuit around Aztec land and are starting to lay mines in Canton due to extra food. The few extra spurs to the far NW and NE are being completed one tile at a time now. Pick up 113g from Japan for lit. Thanks Mapstat.
IT – Not too much, no battles.
[9] 1345 – Agedincum falls. I leave it empty for now because Celts can’t reach it and perhaps we can clear them out before we have to abandon. Mongol taskforce healing.
IT – Shoot, Korea lands a settler pair to take away our clearing in Mongol lands.
[10] Taking the Celt capital we get another army and Leo’s! Loading 2 cav again. Going to heal one turn and then next leader should have it down hill from here.

The Korean settler in Mongol lands has a ROP with us so no prob there. Continue on Celts and then get those cavs over to Mongols. There are settlers in route to resettle Celtics. Also I left you cash, 382g to do some temple rushing. We are 35.3% land now so I would not fill the 2 cav armies in Mongol lands and save that for clearing the Inca out. Don’t forget the prebuilds for factories. Chengdu was not one of them. I was thinking bank and giving it a bulk of water tiles. Give the shields to Veii and Beijing. If someone tries to sneak into Agedincum you may have to abandon or, let it capture and retake to decrease pop. Burdigala is next on the hit list. Cataract has two groups heading towards it and consolidate forces to hit the last city on continent.

2.0gram-1350AD.jpg
 
nice :hammer: barbslinger! looks like we're realing rolling now :)

Roster update:
scoutsout
grahamiam
barbslinger <- just played
spikeit <- UP
gozpel <-on deck
 
I chuckled when I read this part:
barbslinger said:
Raze Lugdunum and Gergovia. OK, now I’ll heal.
Way to go there 'slinger!
:hammer:
 
Steam-rollin' Barbslingers! What a nice morning read, the coffee tastes so nice :)
 
Quick Update: I likely won't finish up and post until sometime on Saturday, but I did get started last night.

So far we've cleared the Celtic mainland although four cities are high flip risks. I'll leave them unmanned and recapture as necessary. I'd rather keep the cities to avoid the Koreans from settling. We'll be ferrying troops to the Celtic East Island for clean-up.

Our landing force in Mongolia took a decent hit as the Mongols rolled out swords and MDI's to meet them. We've established a Mongolian Stronghold just two tiles outside of the capital and once reinforcements are brought in, we'll clean up the island.

We renewed our alliance with Korea, although I dropped the ROP. We just learned Industrialization and started on Nationalism for rifles to help with any beachheads. Korea already has Nationalism, but won't deal and I didn't really see the point of researching much else since we have the tech to clean out enough to win at this point. If anyone thinks otherwise, let me know. We have a lux export deal due to expire soon, so we might be able to deal for Nationalism then, especially if we use Steam Power as trade material.

Oh, and the Incans dropped off a "fiercesome" contingent of horses onto the American mainland. I have a feeling this war may come faster than we wanted. I would like to have a rail network there, but with cavs on patrol, if the Incans cause trouble, I don't think they'll be much to deal with. If nothing else, I'm sure a demand to leave will trigger the next war we want anyhow.
 
rifles are fine. we can even mobilize then and draft some rifles in outlying citys if things get hairy. we could also shut off research and short-rush cav via muskets in any city making over 20spt. i think, either way, we win :)
 
Yes, I like the rifle idea. I noted in my log "We have 65 towns and 32 non-horse units." So we still have a lot of leeway under the rules.
 
Only civ we really care about for deals is Korea, who have Nationalism, Medicine, and PP on us. We have 3 left on alliance and ROP, 5 on lux export deal. Industrialization due in 4.

[0] 1350AD
Don't change a thing.

IBT
Celts throw a few troops at Korean Cav stack.
Mongols move settler in place, but Korean then settle on Mongolian lands. We'll need settlers here.
Incans continue moving ships about.
We want some rails in America so we can ferry troops down to Incans quickly.
The people want a small addition to our palace. Make it so.

To the relief of our battered troops, the Celts start Shakespeare.

[1] 1355AD
Burdigala: Army redlines, but takes out elite musket. Vet cav takes pike and Burdigala is ours. We'll hold at least one, but will likely abandon and replace.

New Anyang founded in some lousy tundra in Celtic lands. Spreading cities out to claim our percentages.

Our armies rest for another turn in Celtica.

We land settler, musket, two cavs in hills to east of Kazan. We'll settle aggresively so our healing cavs can attack Kazan quickly. Also pushes on new Korean city of Sariwon.

Rush temple in Buffalo for a bit over 100.

IBT
In my foolishness to move Mongol army, I left healing stack exposed. Mongols move MDIs and swords to attack and pick off a few cavs. <wince>

[2] 1360AD
We settle Mongol Stronghold on hills near Kazan. Now I need to get remaining cavs to it. I may have to sacrifice the captured workers.

Found new Shantung in Celtic heartland.
Dial back tech pace for more gold. Indust. due in 2.
New Chendu gets a temple for 152 gold. St. Petersberg gets one for 158.

IBT
Our army at the Mongol Stronghold redlines, but kills off about 5 or 6 MDIs. Musket kills a couple, but finally falls. Mongols take the worker stack and stop there. About 6 or 7 swords milling about at least. Not sure if this will hold.
Incans have about 6 or 7 galleys around our American holdings.
Agedincum deposes.

[3] 1365AD
Hey look at that. Celts get more than 1 spear in Agedincum. I guess we won't have it for a turn or two.

Cataractonium: Our armies do their work and its ours.
Eboracum: Army takes out musket, send elites in leaderfishing against spears. After about 6 wins, Eboracum is ours. No leader. JS Bachs is there.

Strike that, an army with full moves is sent back and Agedincum is ours again. We own the Celtic mainland.

Now we'll see if the Mongol stronghold holds out. We have 5 cavs and the army in it. All with damage. Troops are crossing the sea.

IBT
Korea wants to renew the alliance and the ROP... We renew the alliance, but drop the ROP.
Start nationalism for rifles.

Lose one cav, but we hold off Mongol scum.

Incans land some horses on our American holdings. Joy.

[4] 1370AD
Move armies out of cities in Celtic land. Move boats over to ship some cavs to Celtic outpost island.

Clear Mongol troops from around the Mongol Stronghold. One cav redlines but kills a pike making him a great leader.

Shanghai, Tsingtao, Shantung, Beijing switch to factory.

We add a couple of cavs to empty city in America where Incans landed. They landed 2 horses and an Ancient Cav.

IBT
Big surprise. The Incans declare war. Our cavs defend against their landing party. Incan galleys float around America but don't land anymore troops.

Factory in Beijing brings it to 46spt.

Oh, and the Celts continue on Shakespeare. :D

[5] 1375AD
A resting turn. Moves troops around. Manage workers. Cancel wine export deal with Korea.
Rush temple in Chicago, New York. Frigate in Pompeii


IBT
Incans do nothing. Celts attack small cav stack with 1 longbow.
Mongols land a pike and sword in old Celtic lands.

[6] 1380AD
Kazan falls with no losses. We hold on to it for now since there is a harbor.
We get our workers back.
The mongol pike and sword are removed.

IBT
We lose a Frigate to a pirate. We need a few more frigates.

[7] 1385AD
Ta-Tu falls with no casualties.
Almarikh falls. Friends shouldn't let MDI's wander aimlessly. Our cav pics off stray MDI Mongols sent to take back Kazan.
Tabriz falls. Mongols are down to Ulaanbaatar.

New Chinan is founded in Celtic heartland.
Rush temple in Novgorod

Starting to move navy toward America's so we can attack Incans.

IBT
Pirates take out another galleon. Aaargh. We need a better navy. Curses ye scurvy scum!
Incans continue their boat show off the American coast. I've emptied a city or two to see if they'll land anything so I can entertain myself.

[8] 1390AD
Teayo falls. I hope the Koreans do their work, as they are blocking our path to Cirta.
We rush a temple and some frigates.

Just curious where the Vikings are. Send Aztecs Music Theory for WM and 20 gold. Well there we go, pretty much where we expected them. South of the Aztecs, north of the Incans and Japan. On two islands, at least.

IBT
The Korean take Cirta. The pirates attacking us, well they just moved into Sariwon - they are Korean! Backstabbers.
Richborough ends its resistance.
Cataractonium deposes. Big surprise. No troops lost.
Did I mention the Celts are still building Shakespeare?

[9] 1395AD
Ulaanbaatar falls and the Mongols are no more. We lost 1 cav in the attack.
Gram20_1395AD_Mongols_gone.jpg

New Kaifeng is found in the middle of the Mongol island.
Cataractonium is ours again. The name being too long is shortened to Cataract.
Cadiz falls. The Celts are down to OCC on little island to west of Mongolia.
The next leader will have to take it out.

Rush temple in Tula.

Decide to trade Steam Power to Korea. Want to see where they are in tech. Sanitation would be nice for Pop. Steam for Medicine, Contact with Vikings, 13gpt, 15 gold and TM.
Nope, he doesn't have Sanitation.
The Vikings are back in the stone age. Because we are nice, I give them Monarchy for 3 gold and their WM.

IBT
Nothing except for the Incan boat patrol.
The Celts may have actually stopped building Shakespeares! ;)
[10] 1400AD
Moving troops.
Our percentages: 45% area, 54% pop

Need to continue to move troops from Mongolia to America for deployment to Incan lands. Have 1 galleon and frigate in Novgorad. There is a settler there, plus a few troops. More can be moved across from Mongolia and America.

One galleon with a cav army is on its way to Lapurdum to remove the Celts. Take the city and merge with Incan deployment.

Nationalism is due in 6 at 120gpt. I've been using gold for temple rushes or other rushes as needed. Really, there is no hurry unless Korea get ornery. I've pretty much been producing workers in America after the temple builds.
 
Pre-turn - Scroll through cities, MM for food and commerce, resisting Celt cities get taxmen and starves and we get another 17gpt. Remove a couple of library and uni-builds, change to cavs.

Look around to see to find our military, lots of boats. Move some stuff around and rush a galleon.

As an afterthought I turn science OFF, we don't need Nationalism and with the gold we can rush stuff quicker. We are getting 580gpt, which will turn into cavs and temples.

Again nice setup SpikeIt. :thumbsup:

1405AD - Well, wasn't that a good start. A rotten privateer sinks a galleon IT and we lost an army! (I backchecked) Frigate get rid of the offender. Kill a Celtic LB.

Rush stuff.

Start to set up the Incan expedition force, will be ready to launch in a few turns. Our armies are a fair bit away, but I move some of them towards Inca too.

1410AD - Cataract flips back to Celts and they start Shakes again :lol:

Riderarmy take the town back.

Kill an Incan horse. Land army next to Lapurdum.

1415AD - Cadiz flips to Celts.

Retake Cadiz immediately. Army takes Lapurdum and Celts are history. No more flips.

1420AD - Inca wants to talk, not today thank you.

Plant 3 towns.

1425AD - I give away Industrialization to Korea for 2 luxes, 400g and a couple of gpt.

Kill a couple of inca horses that landed in former America.

1430AD - Establish embassy with Japan and ally them against Inca for Maths, just as a divertion.

2 more turns and my setup is ready to be launched, just waiting for 2 armies to arrive.

Sell a couple of libraries so I can rush another galleon in Novgorod

1435AD - Sink 4 Incan galleys, just because I can.

Frigates check out the coast of Incan lands, it seems like stacks of junk are waiting for us. I don't under-estimate the riff-raff and will land a decent force next turn.

1440AD - Everything is ready, land troops on a Inca hill, next to the town Arequipa. This is the fun stuff and I miss out on it again! When did I become the setup man?

Let's see what we dropped off:

2 cav-armies
1 rider-army
33 cavs
8 muskets
2 riders
1 settler

The visible squares shows a rabble of 35 mixed units, horsemen, AC's and Chasqui scouts mainly. Perhaps I did an overkill here, but I am a builder, really.

After all, we'll win this game if we take over the island, so better safe than sorry.
Land area is at 49% right now.

Inca seem to have iron, but there's no sources on their island, so they must trading for it. Only Korea can give it to them, so I invite Wang Kon to the party for spices. They go from annoyed to polite and Inca is iron-less.

1445AD - We attack Arequipa with armies and elites, we lose 1 cav and 1 rider and raze the town after killing:

3 muskets
1 pike
8 AC
5 horsemen
1 archer
1 chasqui scout
1 warrior

We DID get a leader.

Ping-Pong Stronghold is founded on the starting tile of the assault.
Disband galleon and rush barracks.

Build army with Sun Tzu, fill up the other armies and continue the attack. 32-2, lose a couple of cavs, but promoted 8 cavs to elites.

Unload an army and 4 cavs on the other side of the island, probably a dead force, but good enough to mess with a city or two.

1450AD - Plenty of horses and AC's attack, we win 35-4 and get another leader.

Build army with the leader.

Kill stuff, 31-3.

Army takes Vitcos on the western side, killing 3 muskets, I leave units outside borders to not lose them by a flip.

gozpel - Inca 125-11 or something. They had/have A LOT of junk.

Next player, you need to rest the units for a couple of turns, then you can possibly take over the island in a sweep. Raze and replace is best I think and we have a boat with 3 settlers ready to be dropped off.

I left 700g to spend, couldn't be bothered anymore. It was some long and draining turns.
There is possibly some MM-ing to do as well. I apologize for that.

Ping-Pong.jpg
 
I don't know why I bother looking at Gozpel's logs in this game. :crazyeye: Just one look at the screenie tells me it's another one of those audacious Gozpel handoffs that can be summarized like this:

"@Scout: I invaded <civ_name> and leave you with an outpost that is completely surrounded. You can attack in any direction (but the sea). Now go whack the AI." :lol:
 
audacious? Is that good? Have to look in that dictionary...

Main Entry: au·da·cious
Pronunciation: o-'dA-sh&s
Function: adjective
Etymology: Middle French audacieux, from audace boldness, from Latin audacia, from audac-, audax bold, from audEre to dare, from avidus eager
1 a : intrepidly daring :
ADVENTUROUS <an audacious mountain climber> b : recklessly bold : RASH

----------

"recklessly bold" - I can buy that :)

But this time you have a horde. Use it and enjoy it. :)
 
Well, this looks to be wrapping up nicely. One quick sweep job by Scout and a few rushed temples and the rematch is history.
 
gozpel said:
audacious? Is that good? Have to look in that dictionary...
IMO, audacious is a Good Thing. :D :hammer:
 
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