AG10 - OCC Conquest (Emperor)

I will be out from tomorrow and only be back on 7th July. So please skip me here and in Ag12 during this time. I will be out photographing the birds and the bees. :)

@microbe: of course the same goes for M1C1 sg too.
 
IHT: I see that we can't possibly go to war with the Maya at this point. We need at least 10 cavalry units for a first strike. I buy Military Tradition from France for 80 gpt. Then I upgrade 3 knights for 90 gold.

Turn 1 (1275 AD) Horseman upgraded to Cavalry.

Turn 2 (1280 AD) Rome gives us a worker for Free Artistry. Horseman upgraded to cavalry.

IT: Cavalry->cavalry.

Turn 3 (1290 AD) :sleep:

IT: The Maya finish Newton.

Turn 4, 5 (1295, 1300 AD) Horseman upgraded to Cavalry.

IT: Cavalry->cavalry.

Turn 6 (1305 AD) The MPP option appears. But France and the Maya have rifles :(

Turn 7 (1310 AD) I renew the saltpeter deal with America for Free Artistry. Two pikes are upgraded to muskets.

IT: The Maya finish Smith!

Turn 8, 9 (1315, 1320 AD) :sleep:

IT: cavalry->cavalry.

Turn 10-15 (1325-1350 AD) :sleep:

I don't know, I wanted to attack but got scared :( I guess that we need more cavalry (16?) to take out two Mayan cities. We can't be pleased with only one, so we should continue to build up military. I also have my doubts if it is wise to MA with the French vs the Mya. We then have to face this foe for 20 turns.
 
It is a tough decision.

MA Pro: We will face much fewer units so our units will be more effective.

MA Con: It locks us in a long war with the only one we know about that can supply us the resources for Cav.

Can someone else get us horses? We don't know as that resource won't show up unless we cancel our current horse deal. If when we cancel the deal we can get horses from some other Civ then I am in favor of the 20 turn war. We want to try to really damage the Mayans. As we have only 1 city to defend, I don't think we can lose even if things go badly.

If we can't get horses from anyone then the situation is more tricky. Without French support we have to face the full brunt of Mayan forces and may not be able to advance and lose our Cav. It might be better in that case to let the Mayans come to us to kill the initial assault so their counters don't decimate our Cavalry (this may not work if they can get to our city and attack in a single turn (we can plant forests to slow them.

Also we need to protect our incense that are used in trades not with the Mayans.
 
I think that Greebley is right. We should go for a 20 turn war with the help of the French. But this surely requires more cavalry than we have now. We must take out two towns, defended by rifles. The ugly thing about it is that we need 3 turns per cavalry. That's 18 for 6 cavalry. Too long?

I'm afraid that the Maya are the only ones to provide us horses. The other tribes only have one each.

Next player: please MM the city to get cavalry one turn earlier!!
 
Agreed. if we go to war with Maya we must have an MA. With MA we have to last 20 turns. But without MA we have a very good probability of being overrunn in the first few turns itself.

How many muskets do we have for defense?
 
Our military. You can't see the 2 archers.
 

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I think we have few Pike that are upgradable. We didn't have many however, IIRC. [Edit: Cross-post we have 4]

Do the Mayans have coal (i.e. if you trade maps are they railing?)

If not, I would be inclined to build some back up units like cannon and muskets.

[Edit: nm ]
 
The following irony just occurred to me. We are keeping 2 elite archers so we can leader fish... Except what the heck are we going to use a leader for? An extra cavalry? I would upgrade those puppies into longbow which might be marginally useful. I suppose if we do get a leader then we can let it sit in the capitol until we get Industrializion This seems likely enough to me that we still don't need to leader fish - at least not with elite archers. Let the cavalry do the fishing.
 
America has a second sourse of Iron but are providing it to someone else. The only horse I see on our side of the world in the one across the french border. We have no chance unless we get everyone against the Mayans. I'll complete our wall on the east first so they will have to travel through French land, by boat or through our troops fortified in Fortresses. Now is the time for war. Any last words since I will not play until late Friday or Saturday?
 
1350-0 Spend 120 upgradeing our 2 archers. Start working on last 2 fortresses.

1355-1 start building Barricades,

1360-2 not much.

1365-3 produce a cavalry.

IBT The French start Sufferage.

1370-4 Buy Physics from Ceasar for 68GPT and 170g. Roman map shows railroads in Mayan territory. Abe has Economics but nothing else. Time to take the plunge. We have 11 Cavalry with one more in production. Lets see how long we keep them alive. Smoke-Jaguar is smoking somthing and wants 5GPT to stay at peace. NO. Get Joan to bring iron to our party for 52GPT.

IBT Joan cancels the Furs/Spices/23GPT for incense deal. Have to trade the 23GPT for 66g and a WM. That is all she had to give. Lose two crusaders and a Musket to one defeated Mayan Cavlary. Rove and Maya decide to imbargo our trade. That should include the GPT payments we are making to Rome. I have half a mind to go remove Hispalis from our border.

1375-5 Produce a Crusader. We are now losing 7GPT. Kill two cavalry.

IBT Lose 3 Crusaders and a Calvary.

1380-6 Kill one calvary. we are back to positive income.

IBT France gets America in on the Mayan party. Lose one more Crusader.

1385-7 Produce our last cavalry for a while and start on Muskets. Abe got Physics from Joan. Caesar now has Magnetism.

IBT America declares on Rome.

1390-8 move troops around and kill a Mayan logbow with the wrong cavalry. May sacrifice a longbow and crusader to save him.

IBT Rome give up 68GPT and joins Smkey against us. Rome also declares on the French. Lose all three troops. Lose a crusader on the West end of our wall. Retreat 3 cavalry but they get away.

1395-9 Kill 2 cavalry.

IBT Crusader fortified in a barricade loses to a longbow. Kill a second longbow.

1400-10 Crusader and Musket. Kill two longbows and a pike. Upgrade the last Pike to musket.

Slaves are building Barricades as fast as they can. Most Mayan cavalry are heading north. After attacking our east wall, the only units I've seen are heading to the French Iron or farther north. There are 5-6 vet cavalries available to make a run a Hispalis now. I've been moving our 2 cannons back and forth our walls to help pick off close units.

Net loss of 7 crusaders and an longbow for 6 cavalry, 3 longbow and a pike.

The Game
 
Well, this is it. Let's see what we can do. Our military is very weak, but something needs to be done...

ROSTER (15 turns in peace time, 10 turns when at war):
Aggie
6thgentexan
betazed------out until July 7th, on deck?
Greebley-----up
homeyg
Microbe
 
At first, Smokey was sending abour 4-5 cavalry per turn but none attacked in hte last 2 turns. They may be healing at the moment.
I would remove Hispalis first. Then start moving our cavalry to take some of the coastal cities from Smokey.
 
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