3 grams - Prodigal Son's

Edit: got ahead of myself.
 
IBT: Lose 6 workers (Celts kill them all); Defend against a knight in Neodakheat (2/4); Viagra Falls -> cav; Tyendenaga musket -> cav

T7: 1060AD Near Neodakheat: Workers were disbanded by the Celts; vet cav retreats from reg rifle (2/3); vet cav kills 2/3 rifle and promotes (3/5); elite cav kills MDI
Found Morton.
MM Sci slider to get +10gpt, Physics still in 2T.
Setup Cav’s to take Amiens next turn.

IBT: Aztecs and Spanish MA vs us! We get our 41gpt back :D Byz and celts sign an embargo vs us. Celts move down a lot of junk covered by rifles (even a freakin’ warrior :lol: ) They must be getting a little desperate
Gewauga bank -> library

T8: 1070AD Near Neodakheat: Vet cav redlines but dies to reg rifle, promoting it (2/4); vet cav kills 2/4 rifle flawlessly and promotes; vet cav kills vet MDI (2/4); elite cav kills reg MDI (4/5) and sees a big SoD 1tile S of Ameins. It has 3 rifles, 3 muskets, 4 MDI, 1 LB, 2 crusaders, and 1 archer. I also see a railroaded tile.
The other stack has 1 rifle, 1 musket, 3 MDI’s, and a warrior. I hold off attacking either stack this turn since the large stack is going after the dyes and the small stack is harmless atm.

IBT: Suprisingly, only 1 rifle sits on our dyes, the rest go for the bananas.
Physics -> Magnetism (8T)
Sala cav -> cav; Mauch Chunk cav -> cav; Devil’s Tower Harbor -> ‘duct; Susquehanna ‘duct -> market

T9: 1080AD Near Neodakheat: vet cav dies vs reg rifle (2/3); vet cav kills same rifle; vet cav retreats from rifle; vet cav redlines but dies to rifle; vet cav redlines but dies to musket; vet cav kills MDI; MW kills MDI; elite cav flawlessly kills MDI; elite cav flawlessly kills redlined rifle; elite cav kills redlined musket (2/5)

IBT: France and Spain sign embargo vs us; France and Japan sign peace; Celtic junk keeps fooling around in the Jungles; Japan moves 2 workers to the dyes N of Neodakheat
Tonawanda cav -> cav; Oil Springs cav -> cav; Centralia cav -> cav; Gayagaahe ‘duct -> market

T10: 1090AD Near Neodakheat: vet cav retreats from rifle; vet cav kills rifle flawlessly; reg cav redlines musket but dies, promoting it; vet cav kills musket (2/4); elite cav dies to reg musket and promotes it(3/4); elite cav kills said musket (2/5); elite cav retreats from 2/3 rifle; find a vet cav in town and use it to kill the 2/3 rifle (3/4)

IBT: nada; Owego riots

I’ll play 1 more to get us even again.

T11: 1100AD Near Neodakheat: Elite cav kills 2/4 musket (4/5); vet cav kills crusader; vet cav kills crusader; vet cav kills vet MDI (4/4); 4/5 cav kills MDI and we finally get a friggin’ leader [dance] Load army with a couple ¾ cavs and use it to kill an MDI; Load 3/5* cav into army; Elite Knight kills LB flawlessly; elite MW kills warrior; Scorpion Army kills vet MDI; 2/5 elite cav kills archer but no leader.

Amiens is next on the list. There’s a settler in Neodakheat so you can raze/replace. Mag in 5T @ -14gpt (159g in bank). Workers are on the mountain near Sala. Need to mine so we can get that city up to 27spt (cav every 3T).

Strongly recommend that we go for Espionage once we get to the IA. Once the wars end, start building banks in anticipation for Stealing. Also, we need to time the Spy Agency build in Sala. To get Espionage, we need Mag, ToG, Nationalism, Steam, and Industrialization. Lot’s of work to do. Byz are the only civ building US.

No one has contacted me yet. I’m sure the Celts will start gabbing once that army is tearing apart their infrastructure. You should be able to capture Ameins in 2T (need to heal the cavs and reinforcements are coming up from the S). There’s probably a ton of junk in town, along with a few rifles. After Ameins, just send the Cav army over to the Celts and start the pillage-o-rama, but we’ll need a galley to get there since the Byz are between us. One thing we could do is place a unit in their territory, they will contact us to move out, then use that contact to negotiate a RoP. Or is that too cheesy?

3grams-1100AD.jpg
 
I think at this point we need a pow-wow. What is the end-game strategy now? Let's review some points

1. Who's hot: Us, Byz, Japan. Who's not: France, Spain, Mongols (what happened to them?) On the cusp: Aztec, Celts.

I have to discount the two borderline civs, Aztecs and Celts. They just don't seem strong enough where they will last long once we have the ability to sign an alliance with Dad against them. At the least, they could be taken down enough where they become non-players.

2. Byzantines as tech leader are very likely going to stay well ahead of us on the tech tree, even if we get espionage. If they've started US already, they have an excellent chance of getting ToE, now we're down two more techs. How do we deal with them, without impacting the next discussion item.

3. We're still going to have to do this balancing act of not letting Japan get too far ahead in territory/techs, etc. or it's a big question how we beat them in the end. We need their military, but we don't want them capturing anything.

4. Our greatest tactical advantage is still to come. Once we have rail, our delivery time of troops to the front will be substantially decreased, and the defense of our v-shaped peninsula will be a piece of cake. And since the AI doesn't really do anything with armies, with our own cav armies, we could do serious damage to the AI.

5. We want the AI out of democracy, and we do that to at least one civ by killing the Celt units. I wouldn't even bother going out to pillage. Build a rax in Neodakheat so the cav army can heal, and with the surrounding jungle, it's a stalemate. We're fine in Monarchy, he'll have to come out of Democracy soon enough at the rate he's losing units. Then he'll be calling, have no fear. In the meantime, we're leader fishing.

To go back to the end-game question, it would seem to be coming to a space race. It's not clear if we could do a domination win, with the amount of territory dad has now. Cultural won't happen and conquest is out. At this level, someone will launch before 2050, so that takes histograph out. Diplo is a question mark. Regardless of the fact we haven't been making a lot of friends lately, that would require a lot of tech catch up, pre-build for UN or the AI build-and-capture play, and diplomatic maneuvering.

If it is a space race, what's the best way to win, given our position? My own experience at this level is that we aren't going to get much in the way of techs at the peace table. Ancient and Middle Age techs can be had, but Industrial age techs are extremely difficult to pry from the AI, they'd rather pay you 500 gold. Maybe when we can build rifles, we should be in an AW mode, although not necessarily with all civs at once. Once the other civs are fascist/commie/monarchy, the tech race will slow enough. Maybe go commie ourselves for better theft rates? The capital distance factor is killing production in a lot of towns as it is.
 
If were going for a space launch, we might take some of the lessons learned in JumpMasters1A (no research space race) and build up as much cash as possible and steal via spies new techs. We'll probably need to switch to either democracy (lots of cash) or communism (vet spies) to do that.

I have a little trouble discerning where Japan stops and Byzantium & Aztecs starts (they seem to have the same color) on the mini-map, but if we are able to continue absorbing the rest of the NW lands, we should be pretty safe from land attacks for a while. We'll probably need a ROP with Dad to get to the rest of the world unless we build a stronger navy.
 
M60A3TTS said:
2. Byzantines as tech leader are very likely going to stay well ahead of us on the tech tree, even if we get espionage. If they've started US already, they have an excellent chance of getting ToE, now we're down two more techs. How do we deal with them, without impacting the next discussion item.
espionage and stealing are the easiest way to catch up at higher levels. we can do this, trust me :) for IA techs, our priority should be steam, industrial, then nationalism. build a factory and coal plant in sala (54spt + RR bonuses should get us up to 70 or so), then prebuild for spy academy or whatever it's called. shut off research and plant spys. then start stealing like madmen.

3. We're still going to have to do this balancing act of not letting Japan get too far ahead in territory/techs, etc. or it's a big question how we beat them in the end. We need their military, but we don't want them capturing anything.
Japan is around 19% territory and 19% pop, we are 19% territory and 27% pop, so we are basically even. Japan has not run away yet and i believe some of the current war is hurting them. I've seen at least 2 far-out japanese towns razed.
4. Our greatest tactical advantage is still to come. Once we have rail, our delivery time of troops to the front will be substantially decreased, and the defense of our v-shaped peninsula will be a piece of cake. And since the AI doesn't really do anything with armies, with our own cav armies, we could do serious damage to the AI.
agreed with this, and the army bug i'm sure is well known by all.

5. We want the AI out of democracy, and we do that to at least one civ by killing the Celt units. I wouldn't even bother going out to pillage. Build a rax in Neodakheat so the cav army can heal, and with the surrounding jungle, it's a stalemate. We're fine in Monarchy, he'll have to come out of Democracy soon enough at the rate he's losing units. Then he'll be calling, have no fear. In the meantime, we're leader fishing.
Neodakheat doesn't really need a barracks, we need to save the cash for other worthwhile stuff, like tech research and short rushing cav's.


To go back to the end-game question, it would seem to be coming to a space race. It's not clear if we could do a domination win, with the amount of territory dad has now.
did you look at the save before stating this? like i wrote, japan is only 19% and i have not seen japanese infantry so they can't be that far ahead. i'm not going to even address histo :rolleyes: never going to do a histo SG :) Diplomacy will be too tough, unless everyone is at war with 2nd best civ.
i still think domination is viable, but we will need techs. dad is inching towards 34% but is not there yet. if we get our economy in shape via banks and rail around the core, we can catch up in tech via steals very easily. espionage and steals are the easiest way to catch up. forget about the ToE, we won't get it and who cares. steal, steal, steal! cannon/arty + cav can take down almost anything.

Maybe go commie ourselves for better theft rates? The capital distance factor is killing production in a lot of towns as it is.
commie is fine with me, especially since we're a monarchy, which is hurting us the most.
 
@ grahamiam: no, I hadn't looked at the save before I wrote this. I wasn't aware Japan was @ 19% territory.

I do think a rax up north is important, in Neo or actually there is one fairly close by. We certainly can benefit by the faster heal rate until Celts get tired of playing with us.
 
M60A3TTS said:
I do think a rax up north is important, in Neo or actually there is one fairly close by. We certainly can benefit by the faster heal rate until Celts get tired of playing with us.
owego has a barracks, but if we feel it's absolutely necessary in Neo, ok then. but if we must rush 1, then i'd prefer it to be Ameins once it's razed/replaced. it could use walls and a few muskets, too.

Roster 24hrs got it, 72hrs play it
bede <- UP
admiral k <- on deck
denyd
RowAndLive
M60
grahamiam

edit: btw, sorry, M60, if that other post came off a little harsh. i was rushing my thoughts on the way out the door to lunch with a customer.
 
Maybe go commie ourselves for better theft rates? The capital distance factor is killing production in a lot of towns as it is.

Go red. Plant KGB HQ somewhere nice with a leader. Gives us even more help with the corruption.

. Byzantines as tech leader are very likely going to stay well ahead of us on the tech tree, even if we get espionage. If they've started US already, they have an excellent chance of getting ToE, now we're down two more techs.

Looks like this boils down to getting Byz out of representative gov't and us becoming collective warmongers.

Re the Dad problem: What if we get Dad embroiled in wars with people that he has to use boats to get to? The AI can't do a decent d-day and this could keep him busy and out of rep. or demo.
 
Got it.

Not in a hurry to play as I want to review and digest the excellent points raised above.

Couple more points for the pot:
1) Removing the weak sisters from the map will make tech steals or purchases cheaper, I think.

2) Intelligence Agency is a cheap build.

3) Communism is probably our better government choice. No unit support costs and the equalization of corruption and the adept use of policemen will make just about every town miltary capable. We will trade off worker efficiency, so just build more.
 
Bede said:
GotCouple more points for the pot:
1) Removing the weak sisters from the map will make tech steals or purchases cheaper, I think.
iirc, steal prices are based on the size of the civ you are attempting the steal on. therefore, it's nice to have small, advanced civs. unfortunately for us, it looks like france will be the only once left by the time we get to espionage, and they are backwards. i need to read the oystein thread on tech stealing again before i'm sure.
 
muy gracias :goodjob:

looked at the thread. If I used my fingers and toes correctly, our formula is this:

Steal Technology 10 dist*level + base * techs*techrate/100

so someone, who is not a complete idiot, can plug in the values and figure out the civ we should steal from when we are communists. :crazyeye:
 
Careful with those toes Adm, they're still healing from Jumpmasters

Mid term: got into Ia by self researching Magnetism and buying ToG from Monte in a peace treaty deal. Cost a bunch but we can affrod it since I sold some silks to Dad.

Northern excursion is going slowly as I have to pikc off all the Celt units that came out of Amiens and hid in the jungle. Failed miserably trying to take Spanish town in the NW.

Now researching Steam power at high power.
 
Admiral Kutzov said:
so someone, who is not a complete idiot, can plug in the values and figure out the civ we should steal from when we are communists. :crazyeye:
prices don't decrease for commie, but thier rate of success is slightly higher and, if they fail, they are more likely not to be caught.
 
No battles until 1740 when the Celt junk troupe (rifles, longbows, Crusaders and a knight or three) emerges from Amiens and atttacks Neodakota. WE kill a couple of Crusaders and a longbow retreats a cav.

Monte comes calling after landing a force of cavlary and rifles on the west coast at Paris and will give us a Peace Treaty and ToG for 40g +75gpt. Done. It's s nice discount and his troops will have a long hike hoke across our territory. An opportunity to get our gpt back at his expense.

With peasce in habd with Monte call up Dad and offer to be his friend for another few turns if he will buy our silks for 392g and 4gpt. He allows as how that's possible. Decide against the Econ or Nav deal. he'll just have to wait for horses.

Army attacks Amiens and kills a rifle in the garrison, taking no casualties. Kill a lonely Celt rifle in the plains outside Paris with an elite cavalryman but no promotion takes place.

And the Celts ally the French against us.

And we enter the Industrial Age!!

In 1150 Marseilles and Rheims decide to rior because of our aggression against the mother country....

Pull the army back from Amiens as the Celts have used up all their force killing a single cavalry at Neodakota. Kill a Celt rifle on the return.

Byzantines, Aztecs, Celts and Dad are now Fascist. France remains a Republic and Spain a Monarchy.

Lose a cav and a MW trying to take Vittoria.

Aztecs and Mongols sign an embargo against us...

Byzantines complete Universal Suffrage.

In 1160 Amiens burns to the ground.

And we lose our saltpeter to the Spanish when Salty Hills defects.

And in 1170 the Celts bring Byzantium and Japan in against us...The only one not in the game is Monte and I almost wish he would....but since he's at war with Theo, maybe his troops from the landing will take some heat off us.

The picture in 1180 is not pretty. The Celts are all over us in the northern marshes, the Byzantines are in our face in the north, Dad is sending a cav from Matsuma straight at poorly defended Salty Hill, reteaken with the loss of an elite cavalryman. Morton is undefended and if Dad gets to it with the cav from Matsuyama it is razed so abandon to try and hold onto Salty Hills.

Found Chondote on the rubble of Amiens but fail to put a dent in advancing Celts.

Lose Chondote and the army to the Celts, Salty Hill to the Spaniard, Cataractonium to Dad, Teruel to the Byzantine.

In 1190 take back Salty Hill but it won't hold and thesaltpeter is cut off from the rest of the Confederacy anyway.

Brennus comes calling and I can reduce the pressure by Peace with him and taking Steam Power in the deal. It is going to cost us 25g+125gpt. Choke back anger and do the deal.

In 1200 find coal at Kiohera and start railing. The workforce is out of position but that's the bright spot.

I'm running a bunch of scientists on Nationalism due in 25. The other choice would be tax collectors. I just hope the Dyes town will hold. If it doesn't we are in deep unhappiness.

This is a tough map. The U shape puts our most productive towns way far away from the action, even with fast moving cavalry.

Well we have what we wished for, everybody that matters is Fascist. Unfortunately all but two are at war with us.

The Front:

3grams_1200.jpg
 
ouch, this hurts. we need nationalism and industrialization to get to espionage while watching the kill ratio. this has an AW feel to it now and we lost the salt + cav army :( i guess this once an for all proves to us that the AI will not hesitate attacking an army that is in a town.

with the celts backing out of the MA with dad, we should look for peace with japan. we should also try to get those workers south so we can start getting our railnet to the north in shape.

good luck admiral.
 
Looked at the save and things are grim. Intend to put out worker chaff. Will try to keep dyes. Will get nationalism asap. any advice? I won't get to this until tomorrow evening.
 
Protect the Kiohera area at all costs.

There are a couple of settlers on the loose, so you might want to fill the coastal spot SE of there as it borders will include the coal.
 
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