AG10 - OCC Conquest (Emperor)

Preturn: Purchase Horses from france for 10 gpt.

Wake up 3 cavalry. The first two attack the muskets in Hisapolis and destroy them - the city is razed without loss. The last captures a roman worker. That was easy. If the city had been guarded by rifles, I probably wouldn't have attacked...

I ally the Americans against the Romans for 6 gold. This way even if the Mayan ally them against us they will be to busy to do much.

IBT: The Americans tell us to leave so we get a ROP Instead.

One of our outposts is attacked. We lose a Musket and nearly a Crusader.

1405 AD: I don't see how we can attack... We are guarding way too many squares. I start building a forest on one of them.

IBT: We lose our supply of Saltpeter.

1410 AD: I rebuy our Saltpeter supply for 16 gpt from America.

IBT: No attacks.

1415 AD: Pillage one of our forts so I don't have to guard it anymore.

1420 AD: One of our Hill forts is attacked. We lose the Crusader, the Cav retreats and only a badly injured MDI is left alive.
Cleaning out some of the ilk around our town I get a leader. I rush a courthouse which is switched to a cavalry.

IBT: Inca and France Ally vs Maya and Rome

1425 AD: The Mayans pick off another Crusader. I destroy another outpost on the forested square so I can move off it. The ideas is to let the enemy use that square to try to access our capitol and I can pick off troops as they do so.

I really have no idea how I am to hold this defensive line and do anything. I need too many troops per square so I am tying up tons of resources only to get picked off at poor odds. I am very tempted to abandon the whole thing excepting the Incense squares I need, but then the enemy gets the defensive forts. I hate destroying forts that we went through incredible effort to put in place, but feel totally at loss how not to just sit there and be a punching bag for the Mayans. This is essentially all I have accomplished so far.

I am also irrigating our lands so that we can grow to size 20.

1430-1450 AD: Kill goodly number of Mayan units, but some of our own. The Mayans don't seem to have Cav anymore which is greatly helping... Especially as I have destroyed the improvements next to our lands for the most part.

Notes:
Our biggest lack is cannon. We can't bombard rifles before attacking them so are losing many more units than we would with a nice cannon stack. I built some Muskets and Cav at first, but now we really need the Cannon especially since the Mayans no longer seem to have Cavalry.

I feel bad that I was totally unable to do anything with the position given to me, other than fighting a war of attrition that I was slowly losing. I eventually "gave up" and started trying to convert it to the AW scenarios I am more familiar with. For that we need 8 more cannon, Muskets to guard the squares we are trying to hold, and then finally Cavalry. Otherwise the losses seemed too high. As units approach, bombard them with the cannon and then attack them with the cav to finish them off. The only way I know to go on the offensive would be to abandon all squares; move the troops back to the capitol; and then attack with troops not needed for defense.The problem with this is we have outstanding incense deals so cannot abandon the incense squares to do this, and it probably wouldn't work as all our squares would be pillaged so we would have no production. With Cannon we can drive the kill ratio from 3 of theirs killed to one of ours during my turn, to 10 of theirs to one of ours. If anyone has thoughts on how I could have played better, then speak up. I was at a loss.

Alternatively, we can end the wars when our MA expire. Buy our way to the industrial age, and get steam and factories so we can build units quickly.

I switched most of our squares to Max growth to get to size 20. We couldn't even use all the plains we had as too many were mined anyway.

Feel free to reroad and rebuild the defenses on the empty forest square. It was made when there were cavalry to allow the Cavalry to approach our capitol to be slaughtered by our troops rather than attacking our defenses like they were doing. Since they only have speed 1 troops now we could rebuild the road and defenses. Our workers aren't doing anything else.

Once our city hits size 20 replace the mines to get to 0 food. We will then have Max shields until RR.

The only really good news is that we have horses from France and Saltpeter from America. Make sure to help france defend its sources.
 
So what now? We aren't able to hurt the Maya in this war. Tbh I think that the only chance was in the first turn of the war, razing two cities in a blitz attack. Once they get their lands railroaded, then I think that we are in trouble. Especially the first turn of a next war will be hard to resist.

What should our plan be now? Should we stay at war with the Maya, with the rest of the world as our allies? It does sounds like a good way to keep them under control. I fear that they will only grow stronger when at peace and in Democracy. Note that the biggest gain we got from this war is that the Maya are in anarchy now!

ROSTER (15 turns in peace time, 10 turns when at war):
Aggie
6thgentexan
betazed------out until July 7th
Greebley
homeyg------up
Microbe------on deck
 
Barricades are a really cool thing. You hardly ever get to use them, but sometimes they're great.
The key feature is: Any unit that enters a Barricade tile outside that Civ's borders looses all Movement points. The owner of the tile gets no penalty. Note the enemy unit should get the def bonus.

They are absolutely the way to go for what you planted the forest: Prevent enemy fast movers to deeply enter your territory by stopping them on a open tile.

A good strategic use:

Map lineup is Civ A - You - Civ B, usual stretched landmass, pretty short borders.
It's IA, your territory is railed. You want to declare on A, but don't know for sure if B won't join against you. You could defend against both, but of course, you want to use as many units against A in the first turn.

Solution: Barricades along your entire border with B, a few defenders on high ground tiles. Now, you can move everything else against A, since B is completely prevented from penetrating deep (and this even works against Conquistadors). If B declares, you can move enough units back.
 
Thanks for the explanation Doc. I may have ripped up 6thGen's Barracades out of ignorance - I was thinking we had forts that would just defend the enemy units. Sorry about that team.

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First off we probably want to continue the war at least until our MA runs out and probably until the horses (and Saltpeter?) deals can be cancelled which is 10 turns from now.

At that point I see two options:
1) Go for peace to get key techs before fighting again
- We could end the war with attacks on near Mayan cities to both weaken them and to reduce our high unit costs. (disband if necessary).
2) Continue the war and unit building.
- Build Cannon so we lose few units
- Build up a task force and use it to take out cities. Build up again when we need to.


For 1, I think getting to the Industrial age would really help us. Steam or Nationalism both would be wins for us. We are currently falling further and further behind in tech.

The problem with above is that we are paying gpt for our resources, and our unit costs are high. The techs are likely too expensive while at war. We would need to lower both which means peace.

Keeping the Mayan at war may very well get us somewhere eventually. If we get 10+ cannon, we can do so with little loss to ourselves as we bombard the rifles down first. After the cannon we can continue to build units; we will eventually have no cash but probably can start risking units to reprisals and take out Mayan cities one by one (If we start running out of cash we send our Cav in to attack and destroy a city - we lose some cav that gives us positive cash again allowing us to build more cav, etc).

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I really don't know what option would be more effective. My feeling is we should try 2 and see if we can get an SOD to take Mayan cities. We will fall further behind in tech. If we see Infantry we may want to re-evaluate.

[Edit: So for the immediate future, Homeyg, I think you should continue the war as best you can while we have active resource deals.]
 
I build the Barricades for the added defense as we were manning the walls. I was thinking we do not want anyone in our territory. My vote is to keep the war going. I do not think we can afford to wait. I'd build cavs while we have horses then switch to cannons. It will be slow but we need to start and stay at war. I'd rather lose by conquest than by space.
 
Greebley said:
Keeping the Mayan at war may very well get us somewhere eventually. If we get 10+ cannon, we can do so with little loss to ourselves as we bombard the rifles down first. After the cannon we can continue to build units; we will eventually have no cash but probably can start risking units to reprisals and take out Mayan cities one by one (If we start running out of cash we send our Cav in to attack and destroy a city - we lose some cav that gives us positive cash again allowing us to build more cav, etc).

This is my point of view as well. The Mayas are already losing momentum.
 
Greebley said:
[Edit: So for the immediate future, Homeyg, I think you should continue the war as best you can while we have active resource deals.]

Will do!! But what's the plan for when the MAs run out?
 
There seems to be a majority for continuing the war and thus weakening the AI. But it all depends on how bad we are hurt when that moment arrives. We should do fine if you follow the suggestions of Greebley, one of this SG's AW experts :)
 
Turn 0: I see I could buy Magnetism from the Americans for Incense, 17 gpt, 582 gold, and a world map. I go ahead and do it; we'll still have enough to support the to-be-built cannons, plus our MA with France (which requires us to pay) is ending soon. I go to next turn.

IBT: America and Rome sign peace treaty. Some Mayan rifles start to retreat, but fresh ones march in to take their place. Berlin: cannon -> cannon.

Turn 1: I contact Rome. I sign peace with them; they pay 4 gold and both of their maps. I fire all 3 cannons at a rifle attempting to sneak past our forts and into our territory; all 3 fail. I send a healed 5/5 cavalry to destroy that single rifle; he succeeds, losing 3 hp. I retreat him to the fortess. Capital is growing without waste, so I don't change any improved tiles. I fortify all workers in Berlin. Trade WMs with the French and sign a ROP with them. I send a Cavalry on recon into their (France's) territory to see if they have infantry yet. Results come back negative. That's good. We can't be that far behind.

IBT: I witness (with the recon cavalry) a French longbow destroy a Mayan rifle from across a river producing a leader without losing a single HP. Then (after more troop movements), the Mayans attack that same longbow with a rifle and lose. The longbow was soon taken out, but I'd have to say that that one longbow had some good luck that turn. The Mayans are in the process of retreating most of the rifles.

Turn 2: I redline a rifle attempting to sneak into our territory (again!) and attack with a 5/5 cavalry. The cavalry won, losing 1 hp. I mine sugar next to Berlin (size 17). It now grows without waste and produces 25 shield. I returned damaged 2/5 cavalry from last turn to Berlin and I return recon cavalry back to one of the fortresses.

IBT: Maya sends in some more rifles and longbows. Berlin: cannon -> cannon.

Turn 3: I bombard stack consisting of 4 rifles, 1 MI, and 1 longbow with four cannons. 2 cannons hit. I attack the stack (on top is a 4/4 rifle) with a 5/5 cavalry. I don't want them to break through the fortresses and barricades. Then we will never be able to get them out. Cavalry is redlined and it retreats, bringing the rifle down to 2 hp. I attack the last 4/4 rifle in the stack (the rest are damaged) with another 5/5 cavalry. Good news, the cavalry defeats the 4/4 rifle losing 1 hp and it creates a leader! I'm going to save the leader for later (to create an army). I don't want to waste it on a cavalry. I attack a 3/4 rifle (still working on the same stack) with a 4/5 cavalry and the rifle goes down. The cavalry stays at 4/5. I attack another 3/4 rifle with a 5/5 cavalry and the rifle goes down again, without the cavalry losing any hp. I attack a 2/4 rifle with Kamikazee Karl and the rifle goes down, our cavalry only losing 1 hp. I wake a 4/4 cavalry from a barricade and attack the MI in the stack (all of the rifle have been destroyed). Our cavalry was redlined, but it still won. The last unit in that stack is a longbow. There is also another longbow next to him. I attack longbow #1 with a 4/4 cavalry and it is redlined and retreats. The longbow only lost 1 hp. I wake another 4/4 cavalry from Berlin and finish the longbow off, not losing any hp and upgrading to elite. Use a 3/3 MI to finish off last longbow. It loses 1 hp and upgrades to veteran. I return all damaged cavalry to Berlin (totaling to 7 cavalry). I check diplomacy one last time: our MA with France expires in 1 turn.

IBT: We lose our MI to a Mayan longbow.

Turn 4: I bombard the longbow with 1 cannon to get it down to 1 hp and I attack it with a 5/5 cavalry fortified in the southeast fortress (near where all of the action took place last turn. I win, not losing any hp. Move remaining cannons to the north. I attack a 3/3 Mayan rifleman in French territory with a 5/5 cavalry. Cavalry becomes redlined but still wins. The rifle was out of the bombard and movement range of our cannons.

IBT: Trade embargo against us between Rome and Maya ends. Rome and Maya sign a trade embargo angainst us again? A rifle and two longbows challenge my mighty cannon and cavalry army by moving next to the southeast fortress. Berlin produces a crusader and a cannon. I begin on another one.

Turn 5: I bomb all three units with all 5 cannons. Rifle loses 1 hp and a adjacent longbow loses 1 hp. I attack the adjacent longbow with our newly produced crusader, losing 2 hp. 5/5 cavalry attacks 3/4 rifle, losing 3 hp. Another 5/5 cavalry attacks next longbow, losing 2 hp. We have not lost a single cavalry yet! Send a damaged cavalry back to Berlin. I end the MA with France. Stupid move! They don't have an extra source of Iron atm. But now I can buy ToG from the Americans and get into the Industrial Age for 60 gpt, 112 gold, and a WM. Our free tech is Medicine. I accidently clicked in the wrong spot trying to press the Diplomacy button for the second time and I go to the next turn. However the French don't have Medicine. My mistake.

IBT: Maya and France sign peace treaty. Our crusader is lost to advancing Mayan rifles.

Turn 6: I immediately open diplo window and sign peace with the Mayans. They pay 320 gold for peace. Wow! The French offer the most for Medicine (for the first trade to get rid of the monopoly) which is Steam Power, Economics, World Map, 21 gpt, and 545 gold. The next went to America for 11 gpt, 543 gold, and world map. I trade Maya Medicine, 1268 gold and a World Map for Industrialization. No more trades are available but France and Maya have the Corporation and the French have Electricity. We now gain 46 gpt and have 154 gold. We, of course, have no coal and are without iron at the moment. I fortify all units.

I'm sorry, but I'm going to have to stop here because my damn sister is whining about getting on the computer and I have no choice but letting her. I have no time for comments. Good luck to the next person on getting us more caught up in tech that we already are. homeyg out!
 
The Maya are already railroading their lands. I guess that we might just as well buy the coal from France now. I would have preferred a continuing war, but at least we got back in the tech race. It looks to me that we have to go for artillery now.

ROSTER (15 turns in peace time, 10 turns when at war):
Aggie---------on deck
6thgentexan
betazed------out until July 7th
Greebley
homeyg
Microbe------up
 
I agree on artillery. Lets go for Rep Parts. and then try again on our war efforts.

[Edit: One other thing. Unit costs are about 1/2 in Democracy vs Republic (for an OCC). Do we want to switch? My biggest concern is that we would have to switch back when the serious wars started. My gut feel is it is not worth it, but I thought I would see what others thought. If we were religious, I think it would be worth going for. ]
 
Greebley, despite the fact that I think that the anarchy period would be short, I think it would be unwise to switch to Democracy. Indeed a good suggsestion for a religious civ. But I'm sure we would have switched there anyway, to speed up the workers.
 
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