AG8, Let's Try Sid, inherited turn 600AD
First things first: set all cities to maximize production
I notice we have our entire core completely undefended. Whilst I understand the reasons for this, I really do not like it. I share the suspicion (though it could be an urban myth) that empty cities encourage AI aggression. Moreover it is extremely unwise strategically, since it places eggs in one basket. Pre-rails it is very dangerous, since if we ever get into trouble from a landing in that area, it means that reinforcements are far away. I will be looking to get token defence into most cities by the end of my turn, to allow at least some form of defence to be possible.
Diplomacy-wise we are looking good. We're also doing very well on resources, with 2 saltpeter hooked and a 3rd about to be hooked. If the Byzantines can't get hold of saltpeter soon we'll blitz them out of existence with cavalry
Cities generally good; make some significant gains from micromanagement, but build projects spot-on. Start a couple more settlers for future availability. After banks I'll be training many more knights and muskets. In terms of terrain improvement I think we've gone way overboard with irrigation! I'll be looking to concentrate on more mines, and will even change existing irrigation to mines in cities that are at or approaching size 12 to maximize production.
Apart from the empty cities the unit positioning is top-notch. I think the cats will best be used on defence, so I'll be looking to move them back into Bangalore at some stage. Like Ted, I am a little concerned by the Byzantine dromons moving along our shores, so shuffle more knights into the area, and also shuffle a couple more mounties for upgrade.
All set for my first Sid war turns!
IT: Byzantine foot units move towards Bangalore. Just realized we need to protect one crucial jungle tile with a road on it, otherwise our cats can't get back to Bangalore! It's now occupied by a half-dozen Byzantine units, so I will proritize clearing that square to prevent the road being pilaged. Dromons sail along our coast.
Oporto (Portugal) completes Smith's.
Turn 1, 610AD: some excellent cat bombardment results; we kill 3 pikes and 4 spears for the loss of 1 knight, who lost 4/4 attacking a 2HP spear. I then sign in Portugal against Byzantium for 32gpt. Rush walls in Bangalore, since there will be a significant stack outside in a couple of turns. I then move a number of units onto the crucial jungle tile...this risks losing some units in the interturn but I don't want our artillery units stranded!
Inca, lacking chemistry, have picked up astronomy. Renegotiating peace is the only option to purchase it, and it makes a huge difference! Without renegotiating peace, chemistry + 400g was doubtful to get astronomy; with the peace renegotiation, the Inca now pay US all their gold to swap the techs! We get 33g + 3gpt in the tech swap. By my estimation the Inca are paying us around 1000g to keep the peace!!! Clearly our power rating is giving us a massive advantage - we should bear this in mind for future use. (What is more, before the peace renegotiation the Inca were furious with us...after the renegotiation they are only annoyed!)
IT: that was quick. Already 4 Portuguese carracks are in the area...I wish they'd attack the Byzantine dromons instaed of sailing by
The casualties in protecting the jungle road are not too bad: we lose a knight and spear, but kill 2 longbows and 4 MDI and hold onto the tile.
Turn 2, 620AD: since I need to move the cats back into Bangalore I can't bombard with them this turn. Kill a pike and spear to clear the path and then move to hole up in Bangalore.
Renegotiate lux deal with Portugal, they now throw in 15gpt as well. War weariness is already significant, 21% in Salamanca. Lux rate increased to 20%.
IT: lots of Byzantine units turn back, demonstrating AI 2-front syndrome. A jungle road is pillaged but it doesn't matter much now that our cats are safe in Bangalore. Dromons keep approaching menacingly.
Number of banks complete, and knights/muskets are trained in accordance with the shield output of the town (10/12/20 spt = muskets, 14/18/24 spt = knights).
Turn 3, 630AD: kill 2 pikes and a longbow with elite knights, but no leader.
IT: WTH? Portugal drops a group of units in our territory, miles from the front line. They're not next to a city, so it doesn't look like a sneak attack, but they don't have rop to use our roads...wierd, maybe it's just silly AI behaviour.
Then the desired effect, Byzantium signs in Rome against Sumeria
Byzantines pillage another tile.
Turn 4, 640AD: I'm not taking any chances, so shuffle units in case of Portuguese betrayal. Their "stack" consists of a musket, longbow and ancient cavalry.
Woo-hoo, I love it when a plan comes together!
Leader-fishing has the desired effect, and we now have a knight army. This is enough now to go on the offensive, so move both armies and a dozen or so knights towards the Byzantine city to the south.
IT: the treacherous bar-stewards
Portugal declares war and the ancient cavalry kills our spear, but thanks to the unit shuffle we keep the city. This is a prime demonstration of why I don't think we should leave cities undefended. Maybe that has attracted the Portuguese to make this disgusting sneak attack? Their carracks sailing along our coast looked so innocent, as they were our allies against Byzantium. It was lucky that our north coast was defended better than our south coast, as this enabled me to shuffle units...otherwise we'd now be down a city...
The loss of gems is offset by war happiness; I cycle through all cities to be sure, but there are no impending riots.
Turn 5, 650AD: I will play this turn to tidy up, and then pause for a team discussion, since the betrayal is a major event and could prove a turning point.
Kill spear and longbow to clear the way to the Byzantine city. Knight army kills 2 pikes, mountie army kills a pike and spear, a knight then loses to an unfortified veteran spear without scratching it, but then 2 other knihts kill the spear and a 1HP MDI, and the large city of Sardica is razed! That's got to hurt!
The armies are in bad shape... the knight army has 7/13HP left, the mountie army has 6/13HP...I hope the Byzantines do not counter attack them, but to be on the safe side I move a number of knights onto that tile and fortify them. The knight army is still on top, but it should fend off at least one attack, and if it survives injured then hopefully the knights can take the brunt of the attack. Then again, the Byzantines may not attack it. To make extra sure I kill 3 loose longbows in the area with knights...this risks losing the loose knights in the interturn, but they might survive or retreat, and even if they don't, if they distract attacks from the armies they will have done their job.
In the north I have to attack the Portuguese units to keep our cities safe; 3 knights kill the musket, ancient cavalry and longbow without loss, and the problem is temporarily averted.
I'm going to hand off here: a lot of units are fortified and have movement left. I took the opportunity to upgrade all the cats to trebuchets. We need some team discussion about what we do now...do we draw in allies against Portugal (the Inca and Rome?) and turn this into a full world war? Do we ally with Sumeria against them? Do we try to carry on and make peace with them asap, and hope they don't draw in other allies? We have different options to consider.
I've only played 5 turns thus far. I could play the remaining 5 after a team discussion, or I can hand off here, either option is fine with me (though I might be a bit slowing playing the second half - there's a test match and the FA Cup Final going on tomorrow!).