3 grams - Prodigal Son's

Balance of turn set 3

Turn 4 – 790 AD – Begin troop movements to the NW – Sign ROP with Dad

IBT: Cattaraugus Settler->Pikeman

Turn 5 – 800 AD – Continue troop migration – Switch Centralia to Pike to improve coastal defenses – Shuffle a couple of defenders around and disband a couple of regular warriors to save some gold

IBT: Centralia Pike->Pike – Susquenhanna pike-pike

Turn 6 – 810 AD – More troop movements

IBT: Cattaraugus pike-pike – Celts & Byzantines start Universal Suffrage

Turn 7 – 820 AD – Now have 11 MW on station

IBT: Mongols & Aztecs sign Trade Embargo against us – Rheims Regular(?) Knight->barracks – Tyendenaga harbor->pike – Gewauga market->bank – Kente aqueduct->barracks

Turn 8 – 830 AD – Now 12 MW & 1 Knight on Station

IBT: Byzantine Frigate shows up off the coast of Oka – Centralia pike->pike – Mystic settler->pike – Caughnwaga barracks->pike – Palace Expansion gains a front porch

Turn 9 – 840 AD – Someone is going to inherit quite a SOD for Spain – Dad is now cautious (down from Polite after ROP signing)

IBT: Cattaraugus pike->pike

Turn 10 – 850 AD – SOD is now 5 Knights & 14 MW – in route 14 more knights due in about 2 turns – Our MA with Dad is now on a turn by turn basis and we are giving him 2 luxuries for the deal - Japan, who is back to polite, will also sign MPP if we want for no cost - still a long way from Cavalry (40+ turns) - treasury is almost 200g with 35+gpt - Next players should be able to flatten a pair of Spanish cities - the 6 galleys are in route and should arrive in about 5-6 turns
 
ok, the switch seems to be moving along. R&L gets to raise some hell.

Roster 24hrs got it, 72hrs play it
bede
admiral k
denyd
RowAndLive <- UP
M60 <- on deck
grahamiam
 
Acknowledged for now, will post "got it" later, when I get home.
 
@R&L: I'd suggest starting a Heroic Epic pre-build out of Sala.

The army needs to be at the front lines, and not wait for landings. We want HE sooner rather than later.
 
I did a little thinking about this one on the drive in and think we should consider signing the MPP with dad ASAP. That will draw him into the war with Spain when she counterattacks. We could also start something with Byzantium & the Celts as they also have cities N of the Spanish cities.

We've got about 16 turns left of limited cash (purchases of metallurgy & banking). We should be able to take all of the non-Japanese cities to the NW and take out France (gaining SP) by then. The boats should arrive about the time we finish with the land battles in the NW. Load up all he elites and head for France. She's only got 2 cities left, be sure to capture (not raze) both. We will need a harbor over there to have SP access. Then all the vet knights will get to take off their armor and pick up a rifle.

Another thing, keep producing defenders. They are cheaper than the knights & MW we have doing MP duty right now. Also let's try to replace the warriors doing MP duty. If we're going to pay unit support, let's at least have a unit that has a chance to win a battle. We are currently 8 units over the limit. Once the war with Spain beigns that should no longer be a problem.

Once dad signs peace with the Aztecs, we should too, or else we'll likely draw him back into the war causing him to break his peace treaty early. We still need 4 more techs to reach the IA. When the MA against the Aztecs is over, we'll get back a pair of luxuries. Perhaps we can parlay them into Astronomy and then get MT from Spain for peace and get Physics from dad for $ & luxs.

Note: I left the Knight Army (1 slot filled) and a couple of knights along with the trebuchets behind in the NE in case Monty lands some units. We probably should just add those knights into the army and use it as a deterrent to Aztec landings.
 
denyd said:
Once dad signs peace with the Aztecs, we should too, or else we'll likely draw him back into the war causing him to break his peace treaty early. We still need 4 more techs to reach the IA. When the MA against the Aztecs is over, we'll get back a pair of luxuries. Perhaps we can parlay them into Astronomy and then get MT from Spain for peace and get Physics from dad for $ & luxs.

If we follow suit and make peace after Dad, IIRC won't this still violate our MA treaty? Or perhaps this has been fixed in C3C? Same thing later with Spain, making peace for MT will break our MPP unless we wait for it to expire.
 
I wouldn't bring Dad into an MPP just yet. We have to remember that there is a balancing act here. Any city captured by Japan is territory lost to us, since we can't attack him. In the case of those Spanish towns, they're going to have a couple pikes or muskets with a LB, max. We can handle that ourselves, as well as the Celt town in the fog. We need Japan mainly to get drawn into a bloody conflict with the Byzantines, Aztecs, and Mongols. I'd launch against the Spanish towns, wait about 4 turns, then an MPP would work.

As far as defenders go, for amphib defense I prefer to mix in some offense/MI, and not just rely on straight defensive units. Odds are decent with a MI attacking undefended cav, and makes a pike/musket defense easier when the bad guys are down to 1 or 2 hps.

Whoever tackles Joan's isle, please don't just send a couple knights. We have to not only get the towns, they have to be held, and that island will be a magnet for other AIs once "The Big One" starts.

Also edited previous post to indicate the army needs to be at the front, so we can get HE ASAP.
 
Well now we have a new problem. Admiral signed Dad up for an MA against Mongols, and Denyd made peace with them, so now our rep's shot and no more gpt deals from dad. That's a killer. :cry:
 
resign peace with dad, and we can get techs for gpt. unfortunately, we're limited to every 20T.

@denyd: i thought you were going to wait till the MA expired? edit, forgeting, we were focused on the aztec war, i didn't see the Mongol war notes
edit2: confirmed our rep with dad is ruined as we can't get 9g for 39gpt

edit3: R&L: 1. can you please fix little big horn. it is a core city that must have that market done and can be MM'd to reduce the time by 42 turns. please do this. also, get some water to it's grass.
2. move the army from Niagra Falls over to the action in the NW. we don't need it sitting around doing nothing. getting the HE is helpful for the future of this game.
3. we need a market in Cattaraugus. It's a river city and it will help.
4. corrupt towns (ie, Tours, Neodakheat, Ameins, Schuykill, etc) should be fully irrigated, not mined. they will never do more than 1 or 2 spt/gpt. therefore, to combat this, irrigate, then have 3 or 4 workers working irrigated grass (11 to 14fpt) while the others are specials (taxman or scientist). this will get us 4 to 6gpt or 6 to 9 beakers/turn. please do not build any more than 1 cultural building. if we want to go commie later, then we can reasses, but for now, keep thier upkeep costs low and thier pop/specialist numbers high
 
All notes & edits acknowledged. Got it, but can't play until Sunday night.
 
I just checked and saw what happened. I didn' t notice the additional MA with Japan against Mongols.

I'd be happy to replay the set to correct the mistake.

Let me know. I can replay the turns tomorrow.
 
we can still do trades, you just have to renegociate peace everytime. makes things tougher but that's fine with me.

i'll put it up for a vote. mine is "play on". anyone else?
 
We are "Prodigal Sons" after all, not noted for tact, especially where Dad is concerned.
 
Hopefully, but unsure. I only had 1 turn done, and my beloved wife gave me a list of things to be done last night. I can either try to finish tonight, or swap, but I'd prefer to try and finish.
 
ok, no problem. thanks for keeping us informed. if you find you can't post a full 10 tonight, then just post what you can :) i realize x-mas season is in full swing so less than 10 is fine.
 
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