3 grams - Prodigal Son's

Workers, riflemen & factories move to the top of build me list.

Any other requests?

Looking forward to 5 peaceful builder turns.
 
Turn Log 4

Turn 0 – 1250 AD – Dad won’t talk – Vet Cavalry (3/4) kills a Spanish MDI near Cherborg

IBT: Spain comes calling and I trade Steam Power + 170g + 35gpt for peace and Nationalism – Mongols come calling and I sign peace - Lose 1 Cav & 1 MDI – Trebuchet is captured - Defense at Neo holds – Tyend bank-rifle – Gagn harbor-rifle – Gano market-rifle

Turn 1 – 1255 AD – Move troops from Neodakheat to Call up Dad and trade Neodakheat for peace – Trade Silks to Dad for Dyes – Elite MW picks off a wounded Byz Cav – Vet Cav kills Byz cav

IBT: France comes to call and we get 37g for peace – Japan and Aztecs sign peace – Byzantines come to call and sign peace giving 9gpt + 100g – Spain & Celts sign TE against us – Celts lose 4 Cavs & 3 knights to our 1 Elite Cav loss at Oxxx – Niagara Falls harbor-court

Turn 2 – 1260 AD – Move troops to Oxxx to meet Celtic SOD (22 units ( all foot units about ½ riflemen)

IBT: Theodora complains about our cavalry, then trade Silks + Gems to Byzantines for Ivory - The brave defenders at Oxxx hold losing only 2 muskets and 3 cavalries and only 5 attackers survive – Celts come calling and sign peace with us giving 100g & 5gpt – Propaganda has upset Rheims citizens

Turn 3 – 1265 AD – Visit each city and change to a peace time build – No trades available with dad

IBT: Mongols comes to trade WM and I Trade Theory of Gravity + Magnetism + WM to Mongols for Printing Press + Navigation + Economics + WM – 1 Settler, 3 Workers, 1 Galleon & 1 rifleman complete

Turn 4 – 1270 AD – Galleon sets of to pick up settler & rifle for coal island (present to AK, can’t rush harbor in Salty Hills yet, not enough cash) – Trade dad Gems for an ROP – Lots of railroading and unit movement

IBT: Watch a large Celtic, Byzantine & Japanese fleet sail by – Finish 1 market & 1 worker

Turn 5 – 1275 AD – Lots of railing setting up to found a dyes city and will load to coal island next turn

IBT: Watch the Byzantines bomb the Mongols and 4 galleons leave off troops by his last city

Turn 6 – 1280 AD – Settler & escort reach dyes – Settler & escort board galleon for coal

IBT: Mongols survived the turn as more Byzantine ships go by – 2 more workers & 1 more market – Industrialization due in 11

Turn 7 – 1285 AD – Settler founds Garcia City and begins tie-dyeing T-shirts for us to sell - Workers busy improving Salamanca, which is building the Military Academy, you can never have too many armies

IBT: Byzantines eliminate the Mongols - Missed it and Latrobe riots – Schuykill flips to Aztecs taking a defender with it

Turn 8 – 1290 AD – Settler founds Black Lung on Coal Island – More railing around the capital – Still no deals with dad

IBT: Montezuma complains about MDI in his lands (a way to get them to talk to us) – Swap WM for TM + 1g – 2 more workers added

Turn 9 – 1295 AD – Just a lot of railroading – Move a cavalry unit into Byzantium to test that theory

IBT: Theodora complains, then sell WM to her for TM + 9g – Aztecs stop by to renew the peace deal and I gladly renew it for now also swap TM’s with him – Finish a worker & a library – Celts start TOE – Latrobe citizens upset by propoganda

Turn 10 – 1300 AD – Salamanca fully developed at 39spt – now working on Viagara Falls – Galleon now in Aztec waters – Cavalry is back home

After action report: Industrialization is due in 4 and has lots of cities building universities as factory pre-builds – Salamanca will complete Military Academy in 4 – Now up to 20 workers – Coal island is claimed, but never had enough cash to rush harbor in Salty Hills
 
Great job, Denyd. A couple things, Cattaraugus has university due in before industrialization, so next up may want to switch prebuild to palace, so the factory won't be delayed there. Also, Salty Hills doesn't need a harbor rushed as long as the land route is open, which it is. Our biggest problem there is the flip risk, being so close to Madrid. Not much to do about that at the moment. If we're going red, should we research communism or espionage next? We won't get the vet spy bonus w/o being communist first. Noticed the a couple civs went back to democracy. That didn't take long.
 
R&L is up
M60 on deck

my preference is espionage 1st, so we can get the IA built while researching commie. also, i agree with the factory in Catt. we will want coal plants in those big spt towns as well, especially Sala for the armies i assume we are going to build.

nice work denyd!
 
Acknowledge univ > palace > facty in Catt, fctys from univ pre-builds in 4, Sala to prebuild after finish MA, and research espionage next. Otherwise, workers & rifles.
Did I miss anything?

Will post "got it" tonight.
 
Espionage 1st, then commie. Ideas for KGB HQ?

@ denyd - thanks for the coal, now I'll get a present this year. :)
 
I do now so proclaim, "got it".
 
Just a note for later- At max production, Sala generates:

Pop 13- (39) w/factory and coal plant (78)
Pop 14- (42) " (84)
Pop 15- (45) " (90)
Pop 16- (47) " (94)
Pop 17- (49) " (98)
Pop 18- (51) " (101) which can build an army every 4 turns.
 
Made the switches discussed. Theo declares on us in the IBT after 1 turn. We're holding ok so far, having lost only Salty Hills, which I abandoned. I also pillages the salt before losing perfectly to cav. Other fighting on the N, but no other city losses yet. MA comes after this next IBT.
 
Will post ~midnight.
 
Notes to self from team:
- Acknowledge univ > palace > facty in Catt
- fctys from univ pre-builds in 4
- Sala to prebuild after finish MA
- research espionage next. Espionage 1st, then commie.
- Otherwise, workers & rifles.

1300-0
Change Cattaraugus univ > palace in 44. Note that Catt will riot when it grows in 3.
MM Oil Springs from univ in 2 turns to 8 turns.

IBT: fleet movements.

1305 – 1
Joinin Dinah.

IBT: Byz declare on us & lose 4 cavs taking Garcia City – we lose some lux trade. We lose a unit at Kiohero. 1 eCav & 3 vCav group on the mountain SE of Salty Hills – so much for the Salt. Just our luck that we’re weak to them.
Japanese fleet of 4 frigates steams directly S toward Mystic.
Sala riots, and I scroll through preventing 12 others. Oops, missed Ganogeh.
VFalls rifle > rifle, Tyendenaga worker > rifle

1310 – 2
Japan will not give us either a MA or MPP, nor sell us salt for any price. The whole world is furious with us.

Abandon Salty Hills to prevent it’s capture. Move eMW to salt tile, pillage & fort.

IBT: 3 defenders die at Kiohero.
Marseilles court > rifle. The folks add 2 sections to the palace.
3 cavs near Onnontare.

1315 – 3
Galleon hides in Mystic (after my realization that it was NOT a frigate).
Build Rails.
@Kiohero, eMW -0 kills 2/5 cav & forts, cav from Owego -0 kills red cav & forts, move eMW to Onnontare, vCav from Onnontare -1 kills red cav, returns & forts.
@Onnontare, cannon takes 1 off cav, eCav -0, vCav -2 & promotes, vCav -2 killing 3 cav, transferred MW forts.
Where was this settler headed? Move him to Owego.
Pike from Rheims to Oigouen. Musket from Oigouen to Kiohero & forts.
Pike from Mystic to Alleghany. Swap Onnontare pike for Gayagaahe musket.
Hope that changed defenses are enough. Seriously consider conscript rifles.

IBT: Not enough – Kiohero falls to 3rd cav after killing 1, retreating 1 red. We lose our coal. :sad: Byz bombard Alleghany. Byz fleet near VFalls reverses to head SSW.
Exposed 2/4 cav at Onnontare is lost & 5 cavs & rifle advance toward our 4 cavs, 1 MW, 1 musket & cannon. Expecting center cav to attack Owego.
MilAc completed in Sala > rifle, Tours worker > worker in 10, Avignon worker > worker in 10, Owego worker > worker in 10.

1320 – 4
Japan is up by 7 techs now, and still will do no deals. How to break his ROP with Byz?
Settler moved to Paris. Sacrifice French slave to colonize coal & build more rails instead of wasted worker turns, maximizing tiles worked to offset expected colony loss.
@Onnontare, cannon goes 1/1, trebs from Owego go 4/4 on cav SOD taking it to 4x3/4, eCav -1 kills 3/4 cav, eMW dies taking cav 1/4, vCav goes red killing 3/4 cav, vCav goes red killing 3/4 cav, 3/5 cav -0 kills red eCav & generates leader, Tecumseh.

MM research to 10%, keeping Industrialization in 1. Raise Happy slider to account for loss of garrison troops. Musket from Marseilles to Tours, rifle from VFalls to Tours, musket from Avignon to Onnontare.

Swap 1/4 cav for 4/4 cav at Catt. Tecumseh & red cav from Onnontare to Catt.

-Form Cav army? 4/4 and 4/5 cavs available at Onnontare. Keep 4/5 free? He is leader eligible. Tecumseh is available at Catt to move, etc.
- Protect exposed 3/5 cav N of Onnontare if poss.
- Need to find a way to defend Onnontare, Tours & Owego. If Tours is lost, we lose rails to Owego & Onnontare, & 3 silks, which would kill any good thoughts Dad has.
- Started moving troops to protect northern cities. Be aware that Byz fleet near VFalls is likely carrying troops, so don’t depopulate.
- We have no additional cavs to swap, and no salt to allow cav builds.
- If we lose coal, we’ll not be able to build more rails, thus minimal worker stacks to mav rail tiles. Perhaps also serve as chaff.
- Indust kicks in this IBT, so don’t forget to change univs to fctys. We NEED this!

I will continue if given tomorrow to play, otherwise, I’ll leave it here for someone better qualified to take advantage of leader, defend the North, as well as the SE, and follow up with the fctys. We'll be building muskets & knights.
 
The Northern situation:
 

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ok R&L, finish up your 5 :) any chance of building a fort and putting 4 rifles on that coal?
also, look closely at tours, it should be growing faster than that so it's probably working the hills. get it up to size 7 quickly and you can draft a rifle.
 
Any thoughts on the cav army? Also, that is an interesting point - with no salt, our conscripts are still rifles, even though we can't build them.
 
rifles do not require any resources, so you can build them to your hearts content. as far as the leader, i think a cav army is a no-brainer. if we had infantry, then we may want to think about it, but i can't see the point in wasting an army on rifles.

edit: and do not fill the army with elites. we need all the leader we can get. fill them with 1/4 units, even if it delays thier use. and do not us the army to defend a town, that's how we lost the last 2.
 
I thought the army was a no-brainer too, but didn't remember if there had been talk of using the leader for a quick wonder. Thankfully, the rails were able to get us to a rax, so the instant healing will help the 1/4s take no time at all. I haven't pulled the 4/4 back yet, as I might need it for defense if I can't get enough pikes up there. As such, It may be a 2-unit army for 1-2 turns. I definitely wouldn't have built a rifle army.

I thought that the rifles were automatic too, but I didn't see them on the build choices - just muskets. Of course, I may just have been tired.
 
if we have nationalism, we shouldn't be able to build muskets, only rifles. actually, muskets require salt, but rifles do not, so I can't understand why we'd be able to build muskets after salty hills was lost.

what happened to black lung? can we rush a harbor there so we get coal connected permenantly?
 
Black Lung is using up one of our very few rifles. The harbor has ~67 turns left, and we don't have anywhere near the gold required.
 
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