aCK-2 Seeing Red

6ackapresults.jpg


I've been meaning to ask this forever - unless I can't count shouldn't the resolution have passed??
 
@norvin: This game has been an education on the mechanics of the AP.
I'll admit that I didn't know how this worked before this game either.
I had to look it up in the middle of one of my sets.

You can see that Monty defied the resolution.
If he defies the resolution then it will not pass.
The penalty for this is that any AP religion city that Monty has will suffer a +5 unhappiness modifier for a number of turns. There are modifiers that change this amount but usually its around 10-20 turns.
If the vote would have failed anyways then there are no penalties.

@Whosit: Yup! Just call us the poormans version of Silver and Liq!
Although that might be our last infra round for quite a while!

Thank you for the kind words. I tried to spice up an infra set as much as I could.
Considering that I forgot to set my coffeemaker last night I am impressed that I accomplished this without the benefit of caffiene!

I have no problems extending things a bit in order to give Monty his proper punishment.
We should keep an eye on the victory conditions while taking out Genghis.
I think adding his territories will put us awfully close to a victory.

I promoted a 12 exp axe to the medic...he had medic I and II already so I figured he was being groomed for the job. I missed an opportunity to give him one more xp when I took Samarqand.
You should have little trouble leveling him up with our cannons. You could probably even promote him to a samurai if it lets you...rifles will protect us from being a defender in the stack.
 
Hee hee, we could probably pull a Religious Win . . . if we wanted to. Pff. :lol:
With any luck, that unhappy will at least require Monty to push up his culture slider a bit.

I'll make sure to keep an eye on the Victory Conditions screen during my set. I'm going to be out for a bit so I can't look right now, but if there are any Mongolian towns that you think we can do without, just mention them and I'll mark them for "Demolition."
 
REVENGE-VENGENCE-VENGEFUL-REVENGEANCEFUL!!

The storm shall be unleashed!

(Apologies for the long post in advance.)

Turn 382, 1744 AD

Ah, still in our Golden years. Gonna refamiliarize myself with the scene and then I plan to march on Genghis with all due speed.

Checking Victory Conditions, we're edging out Monty on Domination. We'll see what happens when we get Mongol lands.

I think I want to trade Rifling to one or both of our Vassals to get Nationalism. Why? So we can start teching Military Tradition and get us some Cavalry available.

London appears to be well guarded.
Going around, messing with our Free Specialists. I'm putting focus on Scientists in towns that don't need anything else in particular. Oh, turn an Engineer in Satsuma to a Priest 'cuz we have that Super Priest wonder.

Only thing of note is that Tokyo's copper needs to be re-mined still. Get a few more hammers out. After some Specialist adjustments, we'd get steam power in 59 turns at 0% science. Not bad, I say. (Just to settle my curiosity, it'd be 10 turns at a sustainable rate.)

I trade/give rifling to our vassals. Probably a silly idea, but maybe they'll manage to hold out a little longer against Monty with that firepower. I doubt they're gonna trade it away, either. Well, Brennus is pleased with Genghis. Meh.

I'll wait a couple turns to upgrade some troops, and then go on the attack.

I see a couple of Mongolian towns on the west coast that can be demolished if land area is becoming an issue.

Oh, I see that Great Scientist . . . . Yeah, not sure what to do with him, either. Hm, I think an Academy in Osaka? It would net the most Beakers; I could wait for two more Great People and see if we can get 2 different ones, but it's likely to spit out another Scientist. I'll send this one north and wait 7 turns to see what happens.

-End Turn-

Turn 383, 1746 AD

Sturick may have cleaned out Monty at peacetime, but now the guy has nearly 600 gold laying around again.

Kagoshima: Cannon < Rifleman (4 turns)
Tabriz: Pikeman < Pikeman (5 turns)
Lakamha: Courthouse < Bank (20 turns)

We can put forward a new Resolution. Let's try Hastings this time. Maybe Monty will get some more unhappiness.
aCK-2APVoteacrop.jpg


Urgh, Celtic revolt in Bibracte. This is really getting annoying, and it's eating into our profits (and perhaps Prophets)! Like it or not, I'm going to have to spit out some cheap military to send down there; I think we can afford that diversion, though.

Upgrades and troop movements.

-End Turn-

Turn 384, 1748 AD

Vienne comes out of revolt but we'll see how long that lasts.

Kyoto: Rifleman < Samurai (1 turn). Garrison for our unruly provinces.
Satsuma: Cannon < Cannon (3 turns)
Uxmal: Cannon < Cannon (6 turns)
Mutal: Hindu Missionary < Cannon (5 turns).
Oxhuitza: Spy < Bank (18 turns). It's pulling in some serious money.
Edirne: Courthouse < Forge (9 turns)

As expected, Monty defies the resolution. Good for him.
aCK-2APVotedeniedcrop.jpg

One more turn of upgrades, and then it is WAR!

-End Turn-

Turn 385, 1750 AD

No new revolts, yay!

Kyoto: Samurai < Samurai (It's a waste if I think about it, but those Samurai could always be upgraded into City Raiding Riflemen if needed)
London: Pikeman < Pikeman (4 turns)

I spy a Celtic Cavalry. Brennus, at least, is making good use of his new technology.
aCK-2CelticCavalrycrop.jpg

Suleiman has upgrade all his garissons to Rifles, so Monty will probably end up smashing himself against that.

Turn up the Research slider and we have Military Tradition for ourselves in 5 turns. At a profit, no less.
Monty almost has Gunpowder, but I don't think it will do him much good in the end.

-End Turn-

Turn 386, 1752 AD

Kyoto: Samurai < Samurai

We have a pretty fearsome stack, I think.
aCK-2SuperStackcrop.jpg


Monty, the time has come. The trumpets sound and the drums of war beat.
(My laptop has begun to lag--that's not a good sign, heh heh.)
aCK-2WarwithPsychocrop.jpg


Oh, and Brennus had kindly completed an irrigation link for Coventry, forgot to mention that.

We're poised to strike the Mongols, but let's see what happens.

-End Turn-

Turn 387, 1754 AD

Khan heedlessly charges out and attacks our stack with a few units, but they are all cut down. Less work for us, thanks!
aCK-2KhansFeebleAttackcrop.jpg


Kyoto: Samurai < Samurai (the Celts shall NOT revolt again, I say!)
Osaka: Cannon < Rifleman (6 turns)
Satsuma: Cannon < Rifleman (3 turns)
Kagoshima: Rifleman < Rifleman (4 turns)
Tokyo: Market < Hindu Monastery (5 turns) It'll probably be obsolete soon, but might as well squeeze out some benefit.

Monty has a stack gunning for London, just as we want.
aCK-2MontysNewStackcrop.jpg


Let's pound on Chinook a bit. We have a metric ton of siege, either Trebs or Cannons, and both'll do fine at this point, I think. I'll bombard with trebs and probably attack with cannons.

Go-Go City Raider III Cannon! Woo-hoo! The cannons quickly subdue the resistance and it's time to go in with the troops.
aCK-2CR3Cannoncrop.jpg

I send our Super Medic first 'cuz he's still got great odds and I want to make sure I don't forget to level him up. 4 more fights to go.
I send in various troops, but give our new Rifles a chance to play.

And the town is ours! I will be leaving a minimal garrison in order to sustain the offensive longer. And it looks like Sulei cleared out the Aztecs bumming around his territory.
aCK-2ChinookCapturedcrop.jpg


-End Turn-

Turn 388, 1756 AD

Kyoto: Samurai < Rifleman (2 turns)
Tabriz: Pikeman < Pikeman (4 turns)
Coventry: Rifleman < Rifleman (6 turns)

Brennus took Nottingham from Monty and got a Great General for his troubles.
aCK-2BrennusSuccesscrop.jpg


And it appears that Sulei is poised to take Hastings back from Monty. At least our "allies" are keeping the Aztecs busy on that front.
aCK-2SuleivsHastingscrop.jpg


Monty hasn't entered our territory yet. I wonder if we've spooked him. Stack will be good to go next turn.

-End Turn-

Turn 389, 1758 AD

Ah, it appears that Monty is trying to take back/reinforce his towns. All the better.

Uxmal: Cannon < Rifleman (6 turns)
Mutal: Cannon < Rifleman (7 turns)
London: Pikeman < Cannon (6 turns)

Bah, an earthquake will ruin the gems mine at Vienne. I pay to repair it.
aCK-2MineAccidentcrop.jpg

I wipe out an Aztec crossbowman that snuck in south of London.

Hrm, I spy a Cavalry in Genghis' town of Old Sarai. Disquieting, but no matter.
aCK-2KhanCavalrycrop.jpg


-End Turn-

Turn 390, 1760 AD

Military Tradition has been developed. Steam Power.
aCK-2MilitaryTraditioncrop.jpg


Kyoto: Rifleman < Stable (2 turns)
Satsuma: Rifleman < Cavalry (4 turns)

Monty took Nottingham back from Brennus. And the crazy psycho adopts Emancipation.
Oh well, at least our Vassals are providing a distraction.
aCK-2BrennusFailcrop.jpg


I've had spies sitting around in Monty territory, but I decide to pull them back. We aren't attacking any time soon, and I don't see any reason to blow EPs right now. I'd rather not just let them get caught, either.

Will attack Old Sarai next turn.

-End Turn-

Turn 391, 1762 AD

Golden Age is over . . . .

Kagoshima: Rifleman < Rifleman (6 turns)
Vienne: Grocer < Courthouse (11 turns)

Old Sarai had a high cultural defense, so had to use some cannons for bombardment, as well. The Cavalry will pose some risk to the cannons, but let's see how it goes.
1st loses at 78% odds. Boo.
2nd gets away at 84% odds. Yay.
Everything else goes well. It looks like Khan piled the kitchen sink in here, even a few catapults.
Sending in Colin (I just noticed that his XP reset to a lower number. I think that's an upgrade glitch, and it is annoying). It's a bit of a slog taking the town, but it's just a mop-up. The cannons sure do wonders.
aCK-2Cannonoddscrop.jpg

aCK-2Cannonoddscrop.jpg

aCK-2OldSaraiCapturedcrop.jpg


I wondered where Monty's stack went, and it looks like it's holed up in Nottingham. At least for now.
Looking at the power ratings, I think Khan went from 2.9 to 3.9. :lol:
We're also steadily gaining vs. Monty.

-End Turn-

Turn 392, 1764 AD

Kyoto: Stable < Cavalry (3 turns)
Tabriz: Pikeman < Cannon (12 turns)
Tokyo: Hindu Monastery < Hindu Temple (9 turns)

Stack'll take two turns to heal.

I just noticed that Bibracte is suffering from some Happy problems, mainly due to a desire to return to Celtia. The Moai finish next turn, so I'll probably start spamming temples and such.

-End Turn-

Turn 393, 1766 AD

Osaka: Rifleman < Rifleman (8 turns)
Bibracte: Moai Statues < Hindu Temple (4 turns)
Get a decent event at Xukpi. I pay for population. Which I can't actually feed! :lol: So I whip the excess into a lighthouse.
aCK-2SettlingXukpicrop.jpg


Ooh, looks like Monty may have worked up the courage to attack London? Let's hope so~!

-End Turn-

Turn 394, 1768 AD

Nope, looks like Monty is going to play with Suleim. And we catch an Aztec spy at Kyoto. Maybe we should harass Monty a bit. I'll see if we have enough troops to spare for that.

Edirne: Forge < Cannon (10 turns)
Coventry: Rifleman < Rifleman (8 turns)

Bibracte Scores us a Great Merchant. I could get us about a thou-, but I'll just keep him and see if we get something new in 12 turns. Might be able to score us a 3rd golden age.

Hrm, I thought the stack would be done healing now, but we still have some wounded cannon. On the other hand, I may be able to scrounge up a strike force from Tokyo and hit Monty in either Hastings or Nottingham where he has big clumps of troops. A few cannons and a few Rifles and assorted troops should be able to wear them down.

Turn 395, 1770 AD

Kyoto: Cavalry < Cavalry (2 turns)
Satsuma: Cavalry < Cavalry (4 turns)
Samarqand: Courthouse < Lighthouse (18 turns)

Monty will talk, so just for kicks, I ask him what he'll give. Not much, not nearly enough. Besides, we're wiping out Khan first.

Ah, a 15 XP Cavalry fresh from Kyoto. Nice.
aCK-2FirstJapaneseCavalrycrop.jpg


I assemble a Siege Squad that has about 6 cannon, 3 Riflemen, 2 Samurai, and 4 Pikemen. I'll see if I can throw anything else in there. I think it'll be fine, as the main goal of this group is not to conquer any cities, but just to attack and destroy Aztec units (which happen to be in cities).

-End Turn-

Turn 396, 1772 AD

Hmm, I think I lured Monty troops to London with that move. And Bibracte loses some crab nets to Mongolian poachers. I've put it off too long, but I need to put out some water craft.

Kagoshima: Rifleman < Cannon (5 turns)

Nothin' much, just troop movements.

-End Turn-

Kyoto: Cavalry < Drydock (3 turns)
Uxmal: Rifleman < Rifleman (8 turns)
Mutal: Rifleman < Rifleman (8 turns)
Bibracte: Hindu Temple < Hindu Mandir (5 turns) For the much needed +5 Happy, but also the +50% culture boost. Might help us maintain control of the city.
London: Cannon < Cannon (9 turns)

AP vote comes up, but the only option is Diplomatic Victory, and we don't want that.
Karakorum is in my sights for next turn.

-End Turn-

Turn 398, 1776 AD

Nothing too momentus in 1776.

Xukpi: Lighthouse < Granary (12 turns)

I begin the bombardment of Karakorum.
Lose another CRIII cannon at 82% odds. The first time is always the hardest.
Our Medic only needs two more fights to become the Ultra Super Medic, so don't forget about him.
We take the capital, and now we're fairly wealthy.
aCK-2KarakorumCapturedcrop.jpg

Khan has fallen to 4.7 relative to us in power. So, nearly 1/5 our power.

We get a new Great General. I'm just going to embed him in Satsuma because it's a military pump. And only has 1 GG in it right now.

Monty seems to be doing his Indecisive Dance, so I'll go ahead and start pounding on Hastings next turn.
Turfan should be the next target to relieve some of the cultural pressure on our newest acquisitions.

-End Turn-

Turn 399, 1778 AD

Sastuma: Cavalry < Cavalry (5 turns)

Monty does pay London a visit after all, onto our gold mine. Well, let's see if I can handle that with what we have there . . . .
aCK-2MontyInvasioncrop.jpg

Upgrade a Cannon with Barrage. It has good odds. Um, just noticed most of the stack is trebs, so no more barrage. I'll just hit the stack with the remaining cannons.
The scurvy buggers have all been removed. The assualt on Hastings may proceed.
aCK-2CannonvsCrossbowcrop.jpg

aCK-2MusketvsElephantcrop.jpg


Lose the 1st cannon, as usual, and a Cavalry to a pikeman. Our Riflemen perform admirably, each killing a Cuirassier (3), and a second Cavalry takes out that pesky Pikeman. The assault can continue next turn.

Move stack into Karakorum this turn to start healing. Should be good to go by the end of this set.
Honestly, I probably could have made better time by not stopping to heal, but it was basically the Cannons that needed healing, and I figure that it's better to take things at a reasonable pace. It would ultimately take longer if I got all of our siege units killed.

I decide to whip the Mandir in Bibracte, 'cuz the unhappiness is growing.

I think that London's garrison can handle whatever Monty throws at it, so let's keep reinforcing the Hastings offensive.

-End Turn-

Turn 400, 1780 AD

Kyoto: Drydock < Caravel (1 turn). Best we have . . . .
Tokyo: Hindu Temple < Theatre (4 turns). Tokyo is about to hit Happy and Health caps. We can still build a few things to help with that.
Bibracte: Hindu Mandir < Jewish Temple (??) Frickin' Town went into another 4-turn revolt!

Lose a Samurai at Hastings to 80% odds. Most units need healing. This was probably one of my more reckless diversions this set. The only good news is that it's keeping Monty's wounded troops holed up and out of mischief.

-End Turn-

Turn 401, 1782 AD

Machiavelli claims that we are the 3rd most advanced Civilization, trailing Khan and Brennus.
aCK-2ItsAdvancedcrop.jpg


Kyoto: Caravel < Cannon (2 turns)
Osaka: Rifleman < Cannon (7 turns)
Kagoshima: Cannon < Cannon (5 turns)
Oxhuitza: Bank < Market (14 turns)
Vienne: Courthouse < Hindu Temple (6 turns)
Calakmul: Bank < Market (17 turns)

Emancipation unhappiness is starting to hit us hard. Satsuma is already feeling the effects.
Too bad we can't switch. We don't even really need Slavery any more.

Kyoto's Caravel comes with 14 xp. Nice. Should probably promote it with Combat upgrades to take out Khan's Caravels.

We continue to lay waste to Monty's forces in Hastings. It is a nice diversion. No losses this turn.

-End Turn-

Turn 402, 1784 AD

We have discovered Steam Power! That means Levees! And we can put them in Kyoto and Satsuma, as well as several other cities. I think that we should. Put in Railroad (18 turns) because we don't have the prereqs for Industrialism.
aCK-2SteamPowercrop.jpg


Coventry: Rifleman < Rifleman (8 turns)
Chinook: Granary < Lighthouse (5 turns)

We have found several sources of coal, including one in Kyoto's BFC. Heh. Wasn't there a prediction long ago?

Gonna trade Steam Power to Brennus. Hmm. We want Constitution so that we have a shot at Democracy. Ah, he's Friendly now, big boost from shared religion and shared war. Gonna try to beg education, but not expecting much. Hey, he does! So steam power nets Constitution and his World Map. Can't get Mil Sci, but not a big deal.
aCK-2BrennusCompliescrop.jpg

aCK-2Educationcrop.jpg


Argh, wait, I should have tried to get Constitution! Then I could have tried to trade for Democracy next turn . . . . Urgh. OK, I'm holding onto Steampower for now. No one else is research it, so we still have the monopoly. Sturick, if and when you make peace with Monty, make sure to get Constitution, then we can trade to Brennus (probably) for Democracy. Or, if you think it would be safer to do the reverse (trade then get for peace) in case Brennus decides that we're too advanced all of a sudden. *shrugs*

Well, the good news is that we can now put in a few Universities to help the ol' research along.

Urgh . . . lose a Combat IV Rifleman to a Cuirassier at 95% odds. It had another promotion available, too. I guess I should have gone ahead and given it Combat V. What a waste.

In better news, Turfan should fall in two more turns. But, my set is over now, so I'll pass the reigns along.

I don't think I have any closing remarks: My brain is pretty fried right now. I guess the whole Hastings campaign was a bit of a folly since it was under-manned, but in my defense, it was an amusing diversion and aside from losing units when I shouldn't have, I think it served the purpose of keeping pressure on Monty. I think that little operation will manage as new reinforcements are diverted there. I don't think the Mongol campaign needs further troops. There are more than enough siege to bombard and deplete the garrisons out there, and we have enough troops to capture and garrison the towns ourselves. Sturick, you can probably even shuffle around some of the garrison in that area; I don't think that Khan can muster a counter-attack at this point. Oh, and don't forget to give our Super Medic two more battles.

(I need to take less pictures; they are very time consuming.)
 

Attachments

Very nicely done Whosit.
It was fantastic...super...awesome...it was fanupersome! (Very clever title!)

Very well written...a Whosit trademark!
Keep the pictures coming...its the worst part I know but they make all the difference!

Random (as always) comments...

I probably would have used the trebs first when attacking the cities.
If we lose a few trebs to save a few cannons it is worth it.
No big deal but for future considerations.

I actually liked the harassment play with the small strike force.
It keeps Monty focused on two things (well four things if you count our vassals!)
However, you should have put that group on the hill for extra protection.
Losing a unit or two is expected...losing the stack would be troublesome.
Just trying to keep in the spirit of the learning game.

Your slow and steady pace is the right one...we aren't in a hurry to finish this off.
Genghis will fall...now that we have a super (almost ultra-super) medic things will go faster.
One thing I have done before is to bombard with the damaged siege and attacking with the healthy. We have enough that we could heal completely after every other city.
I'll try it out in my set...coming up very soon in fact!

As far as promotions go...our riflemen should be getting the formation promo after Combat II.
When the majority of his army is mounted it will benefit us far more to take that promo path.
For example, if the Combat IV rifle had been Combat III-Formation those odds would have likely been closer to 98% (complete guess). Now he still could have died, but there is a 60% chance that he wouldn't have. Sorry statistics major in me coming out...

Way to remember to try the Education freebie...sure Constitution would have been better but he might not have given that one up. I wouldn't have remembered to try that.

I'm gonna play a quick set myself this morning so I will start a new post now.
 
Emanicpation anger sucks!

So I think we need to beeline Democracy now...railroad is a tech of convience for us.
Emancipation anger is off the charts.

So I switch to Constitution and notch science up to 50%.
It is now due in 6 turns.
It appears that Brennus has Democracy so I will wait to trade Steam for Demo in 6 turns with a quick revolt after that.

I also tell Brennus to tech Astro and Sulei to tech Military Science for us.
I am trying to avoid Astro and SciMeth for as long as possible.

Everything looks good in the cities...

In order to quell the nonstop revolts in former Celtic lands I take all of our outdated units from cities not in danger and send them to Bibracte and Vienne.
We will put down the rioters with pointy sticks and arrows!

My tentative plan is to try and wipe out as much Genghis as I can while I tech to Demo.

(1) 1786 AD

Kyoto cannon>cav
Tabriz cannon>rifle
Edirne cannon>levee

I manuever the harrassment stack to the hill and decide to bombard with all of our cannons! They all survive!

I have no plans of taking this town...I just want to weaken Monty.
Hopefully, he will just keep reinforcing this town and we can keep exping off of it!

We kill a pike, 3 cuirs, 3 cats and a crossbow!
I promote a rifle to Guerilla II (ala PeteyP1) for stack defense.

A nice days work for the harassment crew!

Moving on to the main force...

There is a lone cav sitting right where I want to attack Turfan from.
I promote a rifle to Combat III-formation and win flawlessly with 96% odds!

The stack is in position to take Turfan next turn!

(2) 1788 AD

Sats cav>cav
Uxmal rifle>spy
Tokyo theatre>forge for hammers and happies!

Sulei gets a Great General...things must not be going horribly for him!

Bibracte coming out of revolt shaves a turn off of Constitution...if we can avoid revolts for three more turns...fingers crossed!

Defenses have been shelled at Turfan...time for some treb suicides!
He has three rifles for defense so not gonna be easy.

First treb has 12% odds and dies but not before knocking the lead rifle down to 3.5!
Second treb dies without doing anything really.
I decide that maybe I should use some cannons now...
I send in a CRII cannon with 43% odds and he dies.
I send in three more CRIII cannons and they all win handily.
Whosit...perhaps your strategy was more effective.
Killing off obsolete trebs will reduce our costs though.

Now that the defenses are shelled lets send in our medic with 99% odds!
Winner winner!
Combat Colin and a cav seal the deal!

7ackturfan.jpg


I also send two knights to capture a pair of workers just to the north.

Successful turn...whacking enter.

(3) 1790 AD

Chicken Pizza grocer>market
Mutal rifle>market
bibracte starts an ironclad to protect its seafood as our caravel died with 75% odds.
Lakhama bank>levee
London cannon>levee

Genghis has broken free from Monty and is now free...for the time being.

Because of the weakened state of Hastings it has been taken by Celtic forces...fine by me.

(4) 1792 AD

Kyoto cav>cav
Kago cannon>cannon

Surprisingly boring...Monty appears to be crushed.
His troops are outdated and I think I will begin the razing!
I don't know why but I was waiting until Genghis was done before attacking Monty.
There is no need. He is half of our power and I see axes and longbows running about!

(5) 1794 AD

Constitution in and I place railroad back in the queue.

7ackconstitution.jpg


Uxmal spy>rifle
Vienne temple>levee Revolt chances down to 3% here.
Chinook lighthouse>rifle

I lose three cannons trying to take out Nottingham...
At 77.1% 98.7% and 98.4% odds!!!!!

Check it out for yourself if you don't believe me!

7acklousyodds.jpg


Putting my math hat on.
The odds of that happening is...

0.0047632%
Or about one in every 210 times!
Wow...just wow!

No other surprises on the Nottingham front.
It is the first of many cities to burn!!!

7acknottigham.jpg


Unfortunately, there are partisan fighters that have arisen.
Our pike that took the city is toast!

Make this trade with Brennus to revolt to Emancipation.

7ackdemotrade.jpg


I decide to wait three turns to see if we get a different kind of GP out of Bibracte.
Then we can run another Golden Age and revolt to Emancipation freely.
I will revolt either way...just trying to avoid the 2 turn anarchy!

(6) 1796 AD

Kyoto cav>cav
Osaka cannon>uni

Our pike was spared...the muskets all flocked to York.
More exp for our cannons I say!

I sacrifice the two non accuracy trebs on Ning-hsia
This city is a POS so I will burn it.

7ackpartisan.jpg


5 riflemen pop up as partisan units...this blows!
Because Monty got muskets I assumed that Genghis would too.
He has three rifles that have nowhere to go but attack the unit that took the city.
Stupid me I should have finished the city with a cav so I could retreat!

I create as many antirifle units as I can and hope for the best.

(7) 1798 AD

Old Sarai granary>courthouse
Karakorum pops its first borders but gains no tiles...I whip a theatre now as we will be revolting next turn.

Brennus, in an odd act of generosity has given control of Hastings to Suleiman.
Apparently, four cities was too many for him.

York is burnt to a crisp with zero casualties!!!

Oh and by the way...our medic is now ultra-super status!

Vermillion with its garrison of an axe and longbow didn't stand a chance!

(8) 1800 AD

Last turn for today!

Kyoto and Sats cav>cav
Coventry rifle>rifle
Bibracte ironclad>Versailles (It only seems fitting!)
Karakorum theatre>immediately whipped hindu temple.

I wipe out some of the partisan militia losing a cannon in the process.

Our GP luck is not with us.
We get another Scientist.

So I will have to revolt the old fashioned way!
 

Attachments

Nice play, sturick. But those odds, wow. Part of me wants to use this opportunity to make a reference to the words of a Corellian, but I actually find that statistics stuff too interesting. Really, though, losing one unit at 98+% odds I can accept; twice in a row? Not so much. Ah, and bad luck about the extra scientist. I guess we can use the one in Osaka to finally put in an Academy for what it's worth? BUT, at least you got us to Democracy, so I think 2-turns of anarchy will be worth losing the 7+ Emancipation anger. Seriously, though, I thought that capped out at +5.

Oh, yeah, the whole Trebs/Cannons thing, I just figured I might as well use the Trebs to bombard 'cuz the cannons would have better odds, and we can easily replace a loss rate of 1 cannon/city. I suppose once we're done with Genghis, we can just delete all those trebs--combining the west and east cannon stacks should be plenty for Monty.

I really just have one complaint about your set so far: I would have given Nottingham back to Brennus, mainly because it was more Celtic than Aztec and didn't technically deserve our wrath. Otherwise, I'm happy to see that the burning has begun! Oh, and you burned down one of the Mongolian cities that I thought should go, too. Forgot to mention that.

Edit: OK, opened the save to see if I had anything else to say. About that whole Hastings and hill thing, I was thinking "hill, what hill?" And I looked, and there it was. So now I don't know why I didn't notice it, but parking on the hill was the best move, of course.

Oh, yeah, and Satsuma still has a settler sleeping there from like, who knows how long ago. Maybe we'll get to end up using it. Our Vassals will probably end up trying to settle Monty's land as we empty it, but we can probably finish the Aztecs off before that becomes a problem. Otherwise, I guess we can kill our Vassals if need be. I also finally laid eyes on the Legendary Ultra Super Medic, and it was Awesome. I don't think I've ever created one in a game before. Anyway, looks good.

Noticed Versailles in Bibracte. I'm surprised it hasn't been built already. Hopefully it'll help control the riots, and we can still put the Forbidden Palace somewhere, too. Should help Control costs a bit.

As for your surprise at Rifle partisans in Khan-land, I'm not sure why. If he has Cavalry, that means he's already teched Rifling. What does determine if partisans appear? It doesn't always happen if I recall correctly. I guess, as you noted, we should finish off towns with a Cav just in case. Live and learn.

Oh, right, right, good idea to pull out obsolete/unneeded garrison to sent to Celtic lands to try and stem revolts. It was something that had crossed my mind but that I never got around to doing. It sounds like it worked, since you didn't mention any more revolts so far.

So, to sum it all up again, I like where this is going. Yet, it almost feels anti-climatic. We've lived in fear of the dreaded Montezuma all this time but when we finally face him, he's like this chicken. This featherless chicken. With a silly hat.
 
I'll be honest...I had to look up Corellian. I quickly figured it out though :D
So Monty would have had about the same odds to make it safely through an asteroid belt eh?

The outdated troops dropped the revolt percentage down to around 1% in Vienne and Bibracte.
Well worth the unit maintenance to keep those cities out of revolt.
I wish I would have done it in my previous set!
We shouldn't have any further problems...at least while you are playing. I am bad luck!

I think if Monty had teched to rifling instead of Demo he might be putting up a better fight than he is. Anti-climatic to say the least.
But the satisfaction was still there when I burned his cities!!!

It will be pretty straight forward from here on out.
I would keep the remainder of Khans cities just so you don't have to deal with rifle partisans.
We are ten percent short of the land area requirement for victory.
So keep an eye on it but we should be in the clear.
 
I'll be honest...I had to look up Corellian. I quickly figured it out though :D
So Monty would have had about the same odds to make it safely through an asteroid belt eh?

*Laughs uncontrollably* Ha ha, Monty might have worse odds. The fool would probably try to plow through the rocks instead of go around them. :lol:

I think we'll be safely clear of domination even if we take Khan's remaining cities. It might get close as their borders expand, but we can always just minimize cultural buildings to slow the process down.

And, am I mistaken, or are you passing it to me? You only played 8 turns, so feel free to play some more if you want. Otherwise, I can probably play some tonight. (I should probably copy you and just do a short set 'cuz yesterday I spent several hours on this.)
 
Yeah you can take it...I played today because I will have little to no time for the next couple of days.

Have at it!

I say finish off Genghis and begin a 10 turn peace break with Monty while our western stack makes its way to the frontlines of the east. Then we will DoW one final time!!!!!
 
Whosit said:
Sending in Colin (I just noticed that his XP reset to a lower number. I think that's an upgrade glitch, and it is annoying).

If memory serves, that is intended behavior - the XP resets to the start of the level whenever you upgrade.
 
If memory serves, that is intended behavior - the XP resets to the start of the level whenever you upgrade.

Actually it is set to 10xp (if the unit hasnt got 10xp yet, all xp are carried over). Levels are kept though. And units with Great Generals attached are exempt from this rule.
 
After taking some of my own medicine (see my suggestion in the Registration thread, *wink wink*) I thought it might be nice to continue a game where my chances of success were greater than 0%.

Let's get ready for:

The Fall of Khan: And Other Misdemeanors

Turn 410, 1800 AD

As I take the helm, I find myself with an empire in the throes of anarchy and discord. As long as could be remembered, the Japanese people had kept men in bondage, and these slaves had been used as the building blocks, in a poetic sense, of the Japanese empire. This was all well. But recently our people had heard rumors of a new philosophy that claimed all people are equal. It began as murmurs, but over the last few decades discontent grew at an alarming rate as the lowly claimored for their "fair" place in society. How can such a people last when the rightful way of things has been turned on its head? How can these low-class wretches possibly benefit the empire with anything but their physical labor? I suppose we must find the answer to that question, because we have chosen a path from which we cannot retrace our steps.

(Pardon the roleplaying. I could not help myself.)

Despite the anarchy that has caused our cities to shut down as we try to integrate our new citizens into the economy, our soldiers remain ever alert and loyal, so we may continue our noble march against the Aztecs and the Mongols (or should I say "Mongrels?).

What I find kind of funny is that our Capital, even after all this time, only has the most rudimentary of infrustructure. No lighthouse, though those few water tiles are kind of meaningless, but as we begin industrializing, we'll need a harbor, grocer, and aqueduct to keep the city healthy. Also, one of these nefangled levees will net us a few extra hammers.

-End Turn-

Turn 411, 1802 AD

The time has come once again to determine who will sit in the Apostolic Palace as the leader of all Hindu. I vote for us, of course.

Our new Scientist will hand with the Merchant. Will make an Academy with the other next turn.

Move our eastern stack into Aztec territory. I don't know if that was the plan, but I don't think that they are in any danger. I'm also have trouble finding things for the workers to do. We need railroad tech!

-End Turn-

Turn 412, 1804 AD

We successfully voted ourselves "Pope." Our government has been reestablished, and we're now running Emancipation. I'll go through the towns and juggle them a bit to make sure they're doing the right thing after anarchy.

Switch Kyoto to a Levee.
Switch Satsuma to a Levee.
Mutal will want a Levee.
Tokyo is getting its long-needed forge. Too bad it can't get a Levee (heh heh).
Lakamha's Levee will make it a production power-house.
Everything looks pretty good. Did I mention that I love Levees? It's like free hammers. Well, almost free (still have to build the darn things).

Sink one of those pesky Caravels, but I missed the screen shot. I'll try to get the next one if it stays in range.

Oh, yes, putting that Academy in Tokyo. It's putting out nearly as many beakers as some other towns that already have an Academy. It ends up netting us 20 more beakers, but not enough to take a turn off of Railroad.
aCK-2TokyoAcademycrop.jpg


-End Turn-

Turn 413, 1806 AD

Kagoshima: Cannon < Cannon (4 turns)
Karakorum: Hindu Temple < Hindu Monastery (7 turns)
Turfan: Barracks (2 turns). (It appears to be an industrial town.)

Our West Stack moves next to New Sarai.
Our East Stack approaches Tzintzuntzen. That's a mouthful.

-End Turn-

Tabriz: Rifleman < Rifleman (7 turns)

I think I can still work the "Whosit Maneuver" on New Sarai. Bombard with Trebs to save the cannons for assault. I plan to retire the trebs after Khan is gone.
As part of long-standing tradition, the first CR III cannon to attack dies. Genghis gets a Great General.
*Twitch* I guess following NEW tradition, our CR III Barrage I cannon dies against 95% odds.

I finish off the last rifleman with a pikeman of all things, and the town is ours. But the thought that we must welcome these Mongol scum into the Japanese empire as full and free citizens just makes me sick . . . .
aCK-2PikebeatsRiflecrop.jpg

aCK-2CaptureNewSaraicrop.jpg


I only leave 2 pikemen as garrison because I don't expect any counter-attacks at this point.

I give our iron clad flanking and Navigation so it can catch the last Caravel. We win handily. It is kind of funny to think that our one iron clad, the second boat we made all game, gives us the most powerful navy in the world.
aCK-2SinkCaravelcrop.jpg


Monty will have Rifling in 8 turns. I think I'll see how much damage I can do in that time and then sue for peace. We can try to reach Infantry before the next war, perhaps.

-End Turn-

Turn 415, 1810

Well, it's been a few years since we've adopted Emancipation and our nation hasn't collapsed . . . maybe there's something to it, after all.

Tokyo: Forge < University (12 turns)
Xukpi: Granary < Hindu Temple (24 turns)
Samarqand: Lighthouse < Hindu Temple (24 turns)
Turfan: Barracks < Cannon (6 turns)

I'm going to replace a few grassland workshops with farms so that the town can feed the plains workshops. Better yet, I'll replace the cottages.
After we finish teching Railroad, we may want to spit out a few more workers since we only have 11 for our whole empire.

I'll try to use our spy in Tzintz to start a revolt and save us the time of bombarding it. It is caught and the revolt fails. Time to do this the old-fashioned way.

I listen to what the cannons say as they carry out my orders. I have some rudimentary understanding of Japanese.
"Yokai" = "Rodger"
"Hai, arimasu" = "Yes, will do."
"--te kudasai." = "-something- please?" I heard this a couple times, but couldn't catch the first word.

(If anyone disputes my micro-translations, please do. :) )

Defenses aren't all the way down, so a few units will heal a bit.

-End Turn-

Turn 416, 1812 AD

Uxmal: Rifleman < Rifleman (8 turns)
Chinook: Ironclad < Hindu Temple (6 turns). This town is kind of a wierd hybrid between production and commerce (has cottages and workshops). I guess there's no harm in leaving it as-is since I guess it allows the town to have some marginal production, too. But since we're in Emancipation, we could convert it to full-time commerce duty and the new cottages would grow fairly quickly.

A great mediator has emerged, hoping to bring peace between us and the Mongols. I tell this mediator that the Japanese people truly want nothing but peace. Howevever, the best way to achieve peace is to conquer the last Mongolian city.
aCK-2NoMediationcrop.jpg


Tzintzun-- is on a hill and has a Guerilla II Longbowman. I'll send in a Barrage II cannon because it's odds aren't much worse than a CR II. With 29% odds, it knocked the longbowman down to 4.7, which is all I really expected. But now the cannon that we care about won't die.
Our units win handily, and I finish it off with the Guerilla II Rifleman because the city is on a hill and a Cav would get stuck. Monty gets 5 Partisan units, musketmen. I upgrade a couple Cav to Combat I/Pinch to take out two.
aCK-2GuerillaAssaultcrop.jpg

aCK-2BurnTzincrop.jpg


-End Turn-

Turn 417, 1814 AD

Kagoshima: Cannon < Cannon (4 turns)
Mutal: Market < Levee (10 turns)
Oxhuitza: Market < Grocer (14 turns)
Karakorum: Hindu Monastery < Barracks (4 turns). It has 4 embeded GG, so once it can grow again and work its tiles, it'll be a nice military pump.

Troop movements, not much else.

-End Turn-

Turn 418, 1816 AD

Kyoto: Levee < Harbor (2 turns). No reason, I just want to . . . .

Beshbalik, your time has come.
Yes, the proud tradition continues . . . at least there is plenty more where that came from.
aCK-2ProudTraditioncrop.jpg

Except we lose a CR II at decent odds and it doesn't leave a scratch.
But we make up for that by flawlessly attacking.
The city is ours, and the Mongols go the way of the English and the Maya. (If anyone knows how to get dead civs to show up in demographics, that would be great, by the way.)
aCK-2KnightStrikecrop.jpg

aCK-2SamuraiWincrop.jpg

aCK-2MongolDeathcrop.jpg


City is fortified with a pikeman, and all is good.

We are getting close to the land area limit, so I guess we'll have to be careful.'
I don't know what Khan was thinking when he improved Karakorum. It's mostly cottages, even on a hill, and he has 4 Great Generals in the city. This must change. It's kinda sad to tear up mature towns, but we do what we must.

-End Turn-

Turn 419, 1818 AD

Satsuma: Levee < Aqueduct (3 turns). It's about to grow for the last time and is at the Health limit.
Coventry: Rifleman < Rifleman (7 turns)
Calakmul: Market < Grocer (17 turns)

Gonna try to burn two more Aztec towns before Monty gets Rifling in 3 turns. Warwick is in range now. Bombard it.

-End Turn-

Turn 420, 1820 AD

Kyoto: Harbor < Worker (2 turns). Let's spit a few out for the Railroads.
Edirne: Levee < Rifleman (6 turns)
London: Levee < Library (4 turns)

Hey, the first cannon manged to survive at Warwick. Awesome.
Hmm . . . I decide to give the city to Brennus, to make up for the other one we burned. But that's the extent of my charity. All in the name of Emancipation and that.
aCK-2Elephantsmashcrop.jpg

aCK-2WarwickCapturedcrop.jpg


Canterbury should fall next turn, if things remain on schedule.

-End Turn-

Kagoshima: Cannon < Worker (3 turns)
Tabriz: Rifleman < Rifleman (8 turns)
Turfan: Cannon < Cannon (6 turns)

Time to deal with the Trebuchets. Hmm. After a bit of consideration, I end up upgrading them to Cannons instead of disbanding them. There were only 6 left, we have a ton of cash from all of our conquests, and it'll net us 6 Cannon with accuracy. They'll let us bring down cultural defense quickly so the City Raider cannons can focus on their work. It costs us 660 gold.

Now, to deal with Canterbury. First cannon survives at 77% odds. Nice. And it really tears apart the longbowman. But we lose a high-level cannon to a musketman, which won flawlessly . . . .
aCK-2CannonsatCanturburycrop.jpg

aCK-2CavbeatCurcrop.jpg

aCK-2KilledlikeaDogcrop.jpg

aCK-2BurnCanturburycrop.jpg


Town burns easily, but more partisans.
I kille a few now so that we don't have to deal with them later. A Combat IV Rifle almost loses, though . . . . Almost.
aCK-2AttackPartisanscrop.jpg

aCK-2ABlastcrop.jpg


I give Monty a call.

Wow. Spoiler . . . .
Spoiler :
aCK-2MontyInitialOffercrop.jpg


. . .

That's some offer.

. . .

Too bad that we decided that we would END you. Still, the tempting part is that he's still got so much land, I rarely get large Vassals.
I decide to get Economics instead of Texcoco. We can take the town ourself, but this speeds us along to Industrialism.
aCK-2Peacecrop.jpg


Railroad next turn.

-End Turn-

Turn 422, 1824 AD

Monty founds a new city. I wonder how much ground we'll have to recover for the final push.
Suleiman asks for Education, but I say no.
aCK-2SillySuleicrop.jpg


Railroad.
aCK-2Railroadcrop.jpg


Kyoto: Worker < Worker (2 turns)
Osaka: University < Jail (8 turns)
Satsuma: Aqueduct < Ironworks (22 turns) I know we probably don't want to wait that long, but I figure I'd start it for the time being.
Vienne: Levee < University (9 turns)
Chinook: Hindu Temple < Library (6 turns)
Karakorum: Barracks < Courthouse (15 turns)

Let's lay those rails! We want to lay them on mines and lumbermills as a priority, as well as get a West-East line going. More workers! Maybe a few other towns should shift to worker production, as well.

Urgh, I just noticed that Monty's new town traps our East Stack. If I had known he'd put a new town down immediately, I wouldn't have left them there. Oh well . . . .

I end up giving Brennus Railroad in exchange for the 3 techs he has. I don't think it's going to hurt us much at this point.
aCK-2GenerousBrennuscrop.jpg


This means we don't have to waste 3 turns teching Corporation, and go straight to Assembly Line (12 turns). I think that extra trade route has brought in a lot more gold, too.

I can save two turns by increasing research, but we'll lose about 900 gold over the run. Or we tech for 12 turns and gain about 500 gold. I dunno. I suppose I should stop here, anyway, much as I like to go on. This is the era I like, when all these new things are available to build! Oh, and we'll get a new great person in 2 turns. If it's a prophet, we can do a Golden Age. We probably don't need to worry about Corporations at this point.

Well, feel free to chime in sturick. I can play a bit more or give you your due, as you like.
Isn't it funny that, a couple weeks ago, we were sure that this SG would end in disaster? Personally, I think that it's lived up to its role as a learning game because I sure feel like I'm doing much better than I did at first.
 

Attachments

Game is looking good guys. I have nothing more to add, as the game is well in hand. I personally would have taken capitulation, as the upcoming fight will end up being just a huge slog through enemy territory anyways (and I've personally seen plenty of that already).

The turning point for this game was obtaining the vassal buffer of Sulei and Brennus to insulate us from Monty. That gave us more than enough time to run over the fools to the west. That was well played diplomatically (despite this game being a Toku game :crazyeye:).
 
Heh heh. Well, I would have taken capitulation myself, except that sturick and I seemed to have determined to wipe out Monty. But, I'm sure we can easily get the same offer, or just get Religious win if we want to end it soon.

Anyway, glad you're still here to give commentary (such as it is) even though you're unable to play right now. I look forward to when you're back in Civ season.
 
Something didn't seem quite right about the unfortunate luck I had earlier.
I must have accidentaly put on my social studies hat earlier rather than the math hat.

The three consecutive loses by our cannons happens once every 21,000 times!
That is redonkulous!

Well done finishing off the Mongrels!
They were a blight and will not be missed.

I'm pretty sure we would have won a religious victory quite some time ago if we chose to go that route...gluttons for punishment we are and decided it would be "better" to finish off with a conquest.

Silly Sturick and Whosit.

As it stands...if we do go through with our plan.
I think we should save Tenochitlan for last.
We will surround it on all sides with our massive army.
Then we will drive the final nail in the coffin!!!

If you wanna play a little longer feel free...
I can play Friday morning so if you wanna play some more go for it.
If you don't play anymore that is just hunky dory with me.
 
Urgh . . . I fell victim to "One More Turn" syndrome in a SP game, or rather, a "Nearly All-Nighter," so I don't think I'll be picking this up before Friday. S'only fair, I suppose, and this way we can try to maintain that "S.ilver & Liq Lite" routine. :p

Though I learned two things: Forts on a forested hill can be pretty awesome; and the A.I. really seems to favor mounted units over infantry when they have horses available.
 
I am just imagining our rifles with Guerilla II and CG II camped out on that forested hill fort.
INVINCIBLE!

We have two cities ready to pop GPs in two turns.
Chicken Pizza and Bibracte.
So two GPs in four or eight turns depending on which city pops the first one.

We should be able to avoid scientists and merchants to get a golden age.

I would like to revolt to free speech and universal suffrage during the golden age.
We don't really need the xp from vassalage anymore and the +2 commerce from towns will make up for any unit maintenance we will incur and then some.

All of our cities are well above the happy cap so we might as well further empower our 64 towns by adding the hammer from US. Plus during a golden age those grassland town tiles will blow up with 2:food: 2 :hammers: and 8 :commerce:!

I will save our cash to upgrade our troops to infantry once we get assembly line.
By then we will be ready to begin the final beatdown!
 
Actually, regarding those forts, Musketmen prove very useful because they have the City Garrison, the Guerilla, and the Woodsman promotions available, and all three would apply in that situation. I haven't quite made it to Riflemen in my game, but I was attacked by some, but the Muskets held their own.

Edit: I'm playing as Churchill, so those cheaper promotions combined with those strong points, I actually have a few level 10 and 11 units. It's kind of crazy.

Anyway, your plan sounds good. I'm looking forward to how our tech will be flying in that Golden Age!
 
Back
Top Bottom