ALC Game #8: Alexander/Greece

for the GE, Taj Mahal?

Looks like the amount of cities could probably use 2 stacks to quickly reduce the english to rubble.
 
bugstud said:
for the GE, Taj Mahal?
I suppose--I mean, I did that in the last game (ALC 7). But a couple of posters shook their heads over that one. After all, the TM gives you a golden age. You could do the same thing with the GE by burning him with another Great Person, no wonder required, and time it precisely to best suit your needs because you're not racing anyone.

On the other hand, using a GE for the TM not only bags you the wonder, it preserves the two-GPs-for-a-GA cost for later, if you need it. The TM also comes along at a time in the game when there's usually a dearth of desireable wonders for a long time, so if I have a GE and don't build it, I find he sits around for a long time. Finally, the TM gives you GA points, and by using a GE you can build it whereever you want--probably in the GP Farm/Globe city.

And in this game, I suspect I'll be getting more GEs AND getting to a level of industrial capacity and tech lead where if I really want a wonder, I can build it.

bugstud said:
Looks like the amount of cities could probably use 2 stacks to quickly reduce the english to rubble.
Yeah, that's what I'm thinking. Granted, Saladin was a pushover, but most of my CR units were spectators in that war. I mean, my Catapults won most of the battles! And they're supposed to die!

Like I said, I'll just need eight Catapults with Accuracy promotions rather than my usual 4. Okay, I know I don't need them, but we're trying to win fast here, and being able to strip away that cultural defense in one turn (remember Vicky has Chichen Itza) really keeps the war machine rollin' along.

If I can trade for one of the Medieval civic-granting techs (preferably Feudalism for Vassalage) on the other continent, I can churn out Level 3 units easily and get the second stack's 4 A-Cats in no time. Since Vicky has Longbows, I can't expect the Cats to survive for promotion like they did against Saladin.
 
About the GE: in my first test of the Great Wall - Pyramids strategy in Warlords I had 10 GEs until the end of the game. 10. That's like an infinity, only smaller. At one point I had 4 of them, I built Taj Mahal with one, kept two for the Statue of Liberty, and one for Pentagon. I actually ended up using it on Wall Street I think as my rich city was low on production and I needed some cash to upgrade for my next war. So if you don't want to spend it on the TM, think of keeping him for later. Instant wonders are just too darn fun. :D
 
Comments :
1) good thing Saladin is gone (less unhappies)
2) about GE (if it's not this one GP, it'll be the next, so still relevent), Notre Dame is good! But how about taj mahal? (some hundreds turns away? Not if you're first to liberalism!) But you still need music before cavalries...
3) About caravels. I don't send them on straight lines, i make them move on diagonals. SW SW SW then NW NW NW (drawing VVVVV if you want). They go just as fast and show much more tiles. Just a small benefit, but for no cost.

edit : so much posts in the few minutes it took me to post this one??? well, for me Taj Mahal doesn't deserve the building, but if you have it for free, it's good enough. Notre dame is better vs ww but, it's just +1 happy, that's not so much.
 
Hi...

This is my first post...where I kinda try and make a suggestion... But I don't have the game yet so it most likely wont be that good.

Anyways, I think that if you get a GE(Great Enigneer I belive.) and you dont have another GP to merge with(could happen) then you most certainly should GE rush the Taj Mahal.
Another thing is the Taj gives you a chance at a Great artist. Which is the one GP I notice you lacking(You have plenty of GS(Great Scientist), GP, GM(great merchant), GE Points. but no GA points) It also gives 10 Culture. Pretty good for a Wonder.

Also, I have some troubles following every Wonder. But here are some other wonders that can be GE rushed for good:

The Sistine Chapel: Good for Specialists. +2 Culture per specialist. It gives Great Artist(GA) Points. Also, The building itself gives 10 Culture.

The Spiral Minaret: +1 gold per State Religion Building. Good for reducing any debt OR just getting a surplus for Upgrades.

Notre Dame: +1 :) in all cities on this continenet. Not bad. But the Great artist it generates are the reason I recommend it. It also gives out a pretty good 10 Culture.

Globe Theatre(Can this be rushed?): no :mad: From this city. Can turn 3 Citizens into Artists. Generates Great Artist Points.

National Epic(Is this Rushable?): +100% Great people Birth Rate in this city. This thing totally rocks! Imagne the amount of GPP! It also Generates Great Artist Points and gives 4 Culture.

Oh yeah!

Next time you get a Great Merchant, Goto Victoria and conduct a Trade mission. Trust me, The gold is VERY helpful.(Or so I hear)

I don't really Know what to do with a Great Prophet... If it can get theology then use him for that. Otherwise...I dunno. Merging is OK. But you could save him for a golden age and Trigger a Double Golden Age(Taj + Prophet and something else).

Great artist are to be used for ONLY culture bombs. You would culture Bomb something like Baghdad or Mecca with their Low culture.

Great Merchant = Trade mission = MONEY :goodjob: :) :D

Great enigneer? Either save for Golden Age or rush a wonder(Statue of liberty/Eiffel Tower/The kremlin/Pentagon/One of the ones shown above)

Dunno what to use the great scientist on. But I would imagne an academy somewhere.

Also, I dont know if it is possible. But getting thise 3 Inscene/Wine would be nice. And when(if) you declare war on victoria then take her city by the cows and dye. It's a good one.

So...There's my advice. I dont have game experience so it probaly not that good.

Also, Sorry about the spelling.
 
if he were to do a trade mission it should be to the other continent, not vicky. lots more money that way.

Notre Dame is a pretty good idea for the GE, though. Massive happyness boost for the continent. The reason I suggested Taj was to run the gold at 100%, get a million units out and be able to upgrade them all later. You probably could stand to have a lot more to get England done quickly.
 
Sisiutil said:
I begin by taking. I shall find scholars later to demonstrate my perfect right.
- Euripides

I love Greek tragedy too. And in keeping with the spirit, I shall offer you another quote:

He seeks absolute power and in one foolish hour overreaches himself, and ends in the gutter.
- Sophocles

Good job so far, but becareful not to overexpand as you wage war against Vicky. You want to be at the forefront of technology to get all the nice wonders, not slowing down and then catching up later. But maybe you can get away with it on Prince.

And, to end my short reply:

Wonders are many, and none is more wonderful than man.
- Sophocles

A good tip for moving on to Monarch ;)
 
bugstud said:
if he were to do a trade mission it should be to the other continent, not vicky. lots more money that way.

Notre Dame is a pretty good idea for the GE, though. Massive happyness boost for the continent. The reason I suggested Taj was to run the gold at 100%, get a million units out and be able to upgrade them all later. You probably could stand to have a lot more to get England done quickly.

Yes. A trade Mission would get more on the other continenet. But Then you have to wait to Find it. Then bring a caraval back/Build another. THEN Put the merchant in and go there. Which would take a lot of time and resources.

Also, Like I said I realy like the Taj. And it is my recommended. Also, if you manage to get enough Great people(I.E. get 2 Great people) Then you might be able to get a Double Golden Age.
 
bugstud said:
if he were to do a trade mission it should be to the other continent, not vicky. lots more money that way.

You know, that's clearly what the manual implies ("The value of the mission increases the further away and wealthier the target city is."), but I paid some attention to that in my last game, and it didn't seem to be borne out in practice. I was going to get nearly twice as much gold from a trade mission to Washington (no more than 20 tiles away from my capital) as I would have to Timbuktu (halfway around the world on a standard size map, at least 2 or 3 times as far as Washington). I haven't had a chance to do extensive experiments, but I'm suspicious of how the value of the trade mission is calculated. In that particular game it seemed that population (Washington was much more populous than Timbuktu) or "wealth" (whatever that is) was much more important than distance.

edit: I should note that this was Warlords. It's conceivable (though I doubt it) that this changed somehow between Classic and Warlords.
 
Sisiutil said:
What about civics? I don't anticipate using either of Liberalism's "Free" civics right away, if ever. Maybe FR, but only if I need to abandon Representation for PS (war weariness) or US (rush-buying). I guess a lot there will depend on what techs I can snag from the other continent. I'd prefer Vassalage to Theocracy; I'm loving Pacifism, and Vassalage would offset the unit cost to an extent.

Any comments on the hybrid economy? Any tiles/cities you think I should change (cottages to farms or vice-versa)?

Anything else? Fire away!

Well you asked for it :p My overall comments on your game are essentially the same as on ALC #7 at the same stage:
Military 10 / 10
Economy 4 / 10

You have a strong army with great promotions. Once some of the axemen and swords are macemen you will have few problems. Concerning strategy versus Vicky, I'd go for a 2 or even 3 bites-at-the-cherry approach and subdue her in stages and extort whatever techs you can from her as you war-peace-war. So bear that in mind when you trade with the other continents civs - leave something for Vicky to give you.

Economy. :aargh: Have you heard of granarys? And the :whipped: ?

Seriously, Granary + farms + forge + slavery is the best way to build infrastructure and units. Given the choice, a grassland farm is superior to grassland hills (over a 10 turn whip cyle) for all cities less than size 10 and is just about always superior to a plains hill in all situations. Remember :hammer2: 1 pop = 30 base hammers and at size 5 (say) it only takes 15 food to regrow 1 pop with a granary (which is why it is the best building you will ever build in any city :wow: ). So basically, 1 food = 2 base hammers and a grassland farm will give you 20 more food over 10 turns than a grassland hill - so you effectively gain 5 food - since the 30 hammers are equivalent to 1 pop (=15 food). From this I conclude the food / hammer part of your economy is running at about 75% efficiency and much less where you use plains hills. On Prince you are getting away with this, but at higher levels players need to be more careful.

The other aspect of food / pop management is your excessive use of food specialists stunting growth in several good cities. There is little excuse for having specialists eating food when there is 5 or 6 happiness spare and city growth can expand your economy (working more tiles and better trade revenues). You can often forgo a few turns of working food specialists and grow the city and then re-assign the same specialists with 2 or 3 more pop in the city. The loss in beakers and GPPs will quickly be recovered.

Sea Squares: :mischief: Lets see you have Collossus and Great Lighthouse, yet you work almost no coastal sea squares... each giving 2 food and 3 commerce... basically an instant floating village. And harbours boost trade routes by 50% giving +6 base commerce in Athens and +3 in Beijing as well as the + 3 :health:. You will have to build harbours in these cities eventually anyway so the earlier you build them the better the return. Also if you get open borders with the other civs and Astronomy (from Liberalism) your trade revenues will skyrocket and compensate for losing the Collossus benefit.

--------------

Now lets consider a few cities:

Kufah, currently building a library... why? I'd build granary, lighthouse, forge (using plenty of the whip ) and THEN build up the economy there. Going straight for the library does nothing in such a poorly developed city as there is no commerce and no need for culture. Running 2 scientists there (if that is the intention) will just stunt the city. Working a plains hill = :cry:

Mecca is a prize city. So courthouse + libray is :nope: A lot better is granary, lighthouse, (workboat for second crabs?) forge then Library, University and so on to a fully developed and very valuable asset. You need to :whipped: and use food to fuel growth / hammer needs. Incidentally the courthouse can wait a while in a valuable city since you need to boost its growth and productivity as much as possible. Once productivity is high the courthouse is just a few turns effort. Capturing the Academy there is like capturing one of Saladin's GS and makes Mecca a really great city with huge potential.

Delphi is a great little city that will grow like wild fire. Workboat = :yup: and follow with granary, lighthouse, forge ... library and then whatever you like. Incidentally a harbour there will counter the floodplains bad health and once it grows it will be a great overseas trader. The 2 unimproved floodplains need farms = more food = very good.

Corinth :confused: . No granary and working food specialists instead of growth. You didn't take my advice last time :( This city is not pulling its weight and it one of the best sites you had at the start. With hindsight it should not have been made the Science City but only a supporting city. I now think you should have made Athens your Science City... the Bureaucracy bonus plus the Great Library, plus some Towns and commerce from trade (with harbour) and Palace is a great combination of multiple synergies that poor underdeveloped Corinth can never get close to. Originally you might have wanted to keep the GPP pools pure but the NE ruined that and Athens is running food scientists anyway mixing the GPP. Corinth needs to work more farms (food = hammers) and to be :whipped: into shape.

If Athens was your Science City I would settle at least one GE (you get so many) there to give +3 hammers (gets bureaucracy bonus) and +6 beakers (gets the best science bonus) ... but with Corinth being the nominated Science City that is a more difficult decision. Athens could have become a science and production powerhouse with settled GE and GS. We live and learn

------------

Another fascinating game where you do things so differently from me :D I hope my criticisms are taken in the spirit I offered them... afterall you did ask for it.
 
Dr Elmer Jiggle said:
I haven't had a chance to do extensive experiments, but I'm suspicious of how the value of the trade mission is calculated. In that particular game it seemed that population (Washington was much more populous than Timbuktu) or "wealth" (whatever that is) was much more important than distance.
Looking at the SDK (vanilla), the population of the city is in fact an important factor in addition to the distance (and the question if the specific city is connected to the foreign capital city) - btw: this holds for all trade routes, not just trade missions.

If your own capital city has just a small population, it's even possible that the distance doesn't matter at all.
 
Sisiutil--

Not much to say here except great job so far.. As to spending the GE for the Taj Majal, I probably would have saved him for one of the later game wonders that I like. But then again, you seem to produce a lot more Great People than I usually do in a game. :mischief:

The fact that Saladin wouldn't give up any techs even though he was about to be eliminated made me alugh. He just did the same in my recent game. Needless to say, he didn't last long. :lol:

Looking for to seeing how you do with monarch!
 
Thanks everyone, especially UncleJJ--yes, I DO take your comments in the spirit you intend them. I wouldn't post these games if I wasn't willing to learn.

I must confess I still have an aversion to using the whip as much as other players. As the game goes on, I feel like I need population to work my tiles, and as the happiness limit lifts, I prefer to have the city grow. But I like retaining Slavery for as long as possible; every now and then it's extremely useful--such as for quelling unhappiness in a foreign city that just came out of revolt:

"We wish to rejoin our homeland!"

"Do you now? Well, considering the fact that I've killed a good number of your countrymen, if you wish to rejoin them, that can be quite easily arranged. GUARDS!!!"

In addition, I am terrible at micro-management. To properly employ the whip as you describe, I find I have to check every single city extensively at the end of every turn, adjusting tiles worked and so on. Then something distracts me--a wonder or technology near completion, or a war--and I forget to check the cities, and the build completes on its own without my whipping it to take full advantage of the civic. D'OH!! :mad:

I am not scientific or detached; I get emotionally involved in the game, thus I plow ahead sometimes rather than remembering to check every thing before proceeding. Especially as my empire grows. I'm getting better at it, really, I am.

Regarding Corinth--yes, I think I'll have to take some drastic action there to get a granary in place and the population up to a decent size. You hit the nail on the head, there is that desire in me to keep the GP points as pure as possible, but I may go back to the capital/science city combination when the map calls for it. A mix of GEs and GSs is quite acceptable, after all.

EDIT: Another thought--is it too late, do you think, to change UncleJJ's hindsight into foresight and make Athens the science city by building Oxford there? The GL will be obsolete in a little while because of scientific method, and I don't have a settled GS yet.

ace94d--welcome to the forum, and I hope you get the game soon! It's SOOOOO much fun! I am, in fact, racking up some GA points in Thermopylae thanks to the Parthenon. After Athens' GP, in fact, I think my next GP will come from that city, so it could be a GA (it's running 2 scientists, so I think the odds are around 54% in favour of a GA).

Regarding trade missions--yeah, I considered sending Harkuf out on one of my Caravels. An infusion of cash is indeed nice. However, check my gold reserve and GPT. My hybrid economy (despite UncleJJ's failing grade) is generating lots of gold, and by implementing UncleJJ's recommendations it can probably generate a lot more. All I really have to do is lower the science slider a little more and in the same number of turns it takes for a GM to sail the seven seas, I'll have close to the same amount of gold I would get from a trade mission.

And by settling the GM, I get his benefits all game long rather than just getting a one-time cash infusion. Plus a settled GM contributes 1 food to the city, and if there's one thing the ALC contributors have taught me, it's how crucial food is in this game. So on the rare occassions when I get a GM, I tend to use them for trade missions less and less.
 
Dr Elmer Jiggle said:
I haven't had a chance to do extensive experiments, but I'm suspicious of how the value of the trade mission is calculated.

Last time I checked, it is calculated in precisely the same way that the value of a trade route is calculated...

From memory, the value of a trade mission is the value of a trade route from your capital to the foreign destination multiplied by some scale factor plus a base value for the mission (500? maybe).

The value of the trade route is calculated using either the population of the other city, or the distance to the other city (whichever is lower), then applying a bunch of multipliers. There's an article with the details around here somewhere.

Edit: updated with link
 
First of all, Thanks. It didn't come today(Or so the mailman says... I'm going to check the mailbox later) which means it wont come untill Tuesday.

Anywho. First of all. If you generate a Great Artist. Then I recommend this(Though it may not be possible. Your Borders don't show up on the Globe map thingy).

1. found a city 3 South and 1 Left(I don't know if that's east or west) of mecca. That will give you Fresh Water, Access to Water Tiles, Some Roads, What looks like some Grassland... and some Production. It would also be invaluble for finishing off Victoria(Close to her citys. It should be producing only Units after building a barracks(and maybe a wall))

2. *Drum Roll* C-C-C-C-C-C-C-C-C-CULTURE BOMB(lol). This will Choke Victoria in your borders while you prepare for war. And who knows? Might be able to take Their roads. Which should Raise their TTGT(Time to get there) and lower your TTGT.

Oh yeah, First city to attack is Nottingham or Pharizian(That one by Baghdad. I cant really spell it or read it well). Raze the one by baghdad. Raze nottingham and put a settler one to the left of it. That way you Still get Mine production(I think) and you have better food sources.

Man, Now I feel all Dazy and Spinny :crazyeye: :crazyeye: :crazyeye:

Also, WE ARE THE GREEK. YOU WILL BE ASSIMALTED :scan: :scan: :scan: :scan: :borg: :borg: :borg: :borg: DEFENSIVE CAPABILITES MINIMAL. BEGIN EXCUTION PROGRAM.

Also, What tech will a GP give you?
 
Versailles would be a good wonder now. Can optimize the home continent or save the Forbidden Palace for the other one. I guess you can capture Versailles on the other continent but there's less control that way.
 
Saladin was a pushover. Hoping to see some more intense fighting against Vicky. It is getting boring ;)

Just kidding, great game so far. I feel you Sisiutil at the micromanagement. I never mm too much either that is propably why I am having more problems with monarch. You are wonderwise and techwise propably the biggest leader. If you get the macemen up and running with the accuracy cats even Vicky won't be to hard to take down. I say wipe out Vicky first and then build the Taj Mahal. More cities means more advantage of the golden age. Also notre dame is always a good wonder. Happy faces reduces the effects of war.

Great game again, although I am expecting cavalry before 1500 and a domination win at somewhere around 1800. No pressure though :p
 
Round 6 (to 1620 AD), Part 1: Diplomacy in the New World

Chance fights ever on the side of the prudent.
- Euripides

This was a big, long, eventful round, and it's going to take three posts to do it justice. So here goes...

As you might expect, the first part of the round focused on the "new world"--the other continent, its civs, and my relations with them. My eastbound Caravel, the Poseidon, spotted land first and made contact with the leader of Egypt:

ALCAlex1620ADa_01.jpg


Good ol' Hatty. She founded Hinduism and has a few techs I don't. I didn't trade anything at first though; I wanted to make contact with the other three remaining civs and figure out the lay of the land before making any diplomatic moves I might regret later.

Meanwhile, I took UncleJJ's advice to heart--he obviously put a lot of thought and effort into that post, it was the least I could do. In fact, I printed it out and tried to use it as a guide. For example, rather than running after research infrastructure in Corinth, I chose to do a different build that I thought the good Uncle would approve of:

ALCAlex1620ADa_02.jpg


This is the sort of whipping I know how to do: wait until a build is as close to completion as you can get it, make sure there's no remaining unhappiness from a previous whip, and then whip away one pop and let the overflow go into the next build. The whipping I suck at is trying to whip away two or more citizens, especially if I'm near the happiness limit. When factors like forges and Organized Religion get thrown in, I can't keep the calculations straight; I wait a turn too long and am faced with whipping away one citizen instead of two and keeping the city over its happiness limit. I usually just wind up throwing something into the queue that will put me well under the happiness limit and whip away a huge number of citizens in one fell swoop. I know it's not optimal, but like I've said in the past, I don't play with a calculator beside me.

Okay, that's a lie. I do now, but I mainly use it for calculating my next Great Person. Calculating the intricacies of every city's build is just a little too obsessive-complusive for me.

My other Caravel, the Hermes, met up with the next civ a couple of turns later:

ALCAlex1620ADa_03.jpg


Whoa, poor Cyrus isn't doing so hot this game! He has the same techs on offer that Hatty does... interesting.

ALCAlex1620ADa_04.jpg


In fact, ALL of the AI Civs have pretty much the same list of techs! Coincidence? I think not. It's obvious to me that most of the AI Civs have the same research priorities in mid-game.

I still had one more civ to meet. However, Cyrus and Hatty are usually easy to get along with even if you don't share their religion. As if to prove that point, I checked their relations and found them "pleased" with one another, with Open Borders and a couple of resource trades to back that up. So I knew I wouldn't be offending one by trading with the other.

So I went to poor ol' Cyrus with an offer he couldn't refuse:

ALCAlex1620ADa_05.jpg


That made Cyrus "pleased" with me too, as you can imagine. It also won me the circumnavigation bonus, thanks to his map:

ALCAlex1620ADa_06.jpg


Interestingly-shaped continent, no? And look, down in the southeast--is that a puke-green city with an unpronounceable name with an 'X' in it I see? Now who could that be? We'll meet up with Mr. Charm a little later...

On the following turn, the techs from Cyrus opened up another valuable tech for someone planning on doing a little warmongering. This time I went to Hatty:

ALCAlex1620ADa_07.jpg


Cyrus had Feudalism too, but Hatty had some gold to offer, a complimentary world map, and I might as well try to make her "pleased" with me as well. Still, Hatty is my nearest competitor in some respects, so I tried limit the trades in her favour as much as possible.

I didn't change any civics. I was mainly building infrastructure; I was also going after Liberalism, then the free GM from Economics, and I didn't want those races interrupted by Anarchy. My plan was to attack Victoria quickly with the units I had (all the Swords and Axes upgraded to Macemen now), then sue for peace. I'll use Vassalage and Theocracy later on.

Back home, my next GP appeared: a Great Engineer in Athens. In a move that I'm sure will spark debate, I found an unusual use for him:

ALCAlex1620ADa_08.jpg


That's right, I settled him in Corinth, the science city. Hey, six flasks and three hammers for the rest of the game are not to be scoffed at. I've already got an impressive roster of wonders, and there were none appearing anytime soon that I considered vital, so I figured he might as well help out my hammer-poor science city.

Speaking of science and research...

ALCAlex1620ADa_09.jpg


Astronomy was a no-brainer: now that I had friends on the other continent and was about to lose one on my own, I needed resources to keep my people happy and healthy.

Shortly thereafter, I had my trades in place:

ALCAlex1620ADa_10.jpg


I later added Sugar from Cyrus as well. The poor guy had to rebuild his plantations because... well, I think you can guess why:

ALCAlex1620ADa_11.jpg


Well, howdy-do to you too, Chuckles.

Monty's attitude towards me is no surprise: he was at war with Cyrus at this point, and probably not for the first time (did you notice that Persian city on the map, Tarsus, coloured Aztec green?). So my trading with his "worst enemy" did nothing to endear me to him. So much for making him my pet dog in this game. I guess I'll just have to, ah, liberate those gold mines from his greedy grasp...

Nearly 100 years had past, and I'd built some more units, including reinforcing the prize city of Mecca and building walls there--just in case. I had my stack poised on English borders, just south of Baghdad. There was only one thing left to do...

ALCAlex1620ADa_12.jpg


To be continued...
 
Round 6 (to 1620 AD), Part 2: War in the Old World

The man who runs may fight again.
- Menander

Right after I declared war, I got my next great person. The National Epic in Corinth finally had its say in the science city's GP production:

ALCAlex1620ADb_01.jpg


He would have given me Drama (go figure why Hatty wasn't willing to trade that one), but I could get it on my own in one turn anyway. So instead, I sent him to Baghdad to accompany the troops--a Civ 4 version of USO, I suppose. We'll get back to Thespis later.

My sneak attack paid off on the east coast, though it cost me all my Catapults (darned hill cities!):

ALCAlex1620ADb_02.jpg


I decide to keep Phoenician. It would bust fog and also serve as a protective waystation for units heading south to the front. I did not have my second stack anywhere near completion yet, so Mecca was simply hunkered down with about a half-dozen units behind its walls, awaiting a counter-attack which, thankfully, never came.

I was a little nervous because Victoria was #2 in power, behind Montezuma, leaving me at #3! During the first part of the round, I'd sent a Chariot through her territory and revealed several stacks of Longbowmen, Macemen, Catapults, and Crossbowmen in her core cities (London, Warwick, Nottingham, Canterbury). Good thing I cut off that horse trade to her a long time ago, or she'd have Horse Archers and Knights instead of just a couple of pitiful Chariots.

Fortunately, I was going to soon have some Knights of my own...

ALCAlex1620ADb_03.jpg


And a good thing, too, since Knights are the counter to Crossbows.

Meanwhile, I continued to press my advantage. My earlier reconaissance had revealed Vicky's eastern cities to be weakly defended, so I kept going in that direction:

ALCAlex1620ADb_04.jpg


Now you might notice that I'm short of something critical: Catapults! All I had with me were my four Accuracy Cats to strip the city's defenses away. Once that was done, it came down to brute force...

ALCAlex1620ADb_05.jpg


ALCAlex1620ADb_06.jpg


Rather costly; I lost two City Raider III Macemen who had to act as Catapult substitutes. But if I'd left things any longer, the city would have probably been reinforced and much harder to take.

I brought in Thespis to do his sweet funky:

ALCAlex1620ADb_07.jpg


With the city magically out of revolt, I immediately whipped up some walls:

ALCAlex1620ADb_08.jpg


Even with the culture bomb, Hastings was facing pressure (and a very easy counter-attack). Plus I didn't have access to the vineyards which were the main reason I decided to keep the city. There was nothing else for it: the city to its south, Coventry, had to go.

ALCAlex1620ADb_09.jpg


BURN BABY, BURN indeed. However, you might notice that Victoria finally grew a couple (in a manner of speaking) and was encircling Hastings. Not only that, I now had several City Raider Macemen and Catapults out in open terrain. And to my horror, even after taking two of her cities and razing another, I discovered that Vicky "Refuses to talk!"

The garrison in Hastings would just have to endure until the next turn, when I hoped Vicky would be a little more reasonable:

ALCAlex1620ADb_10.jpg


ALCAlex1620ADb_11.jpg


I managed to get away with nothing worse than a lowered city defense and a couple of XPs, because Vicky had indeed come to her senses:

ALCAlex1620ADb_12.jpg


She had no techs to offer, but that's not such a bad thing: part of my aim was to cripple her research and leave her stifled and vulnerable to the next round of attacks.

And what did I do in the following, blissful years of peace, you may wonder?

To be continued...
 
Sisiutil said:
And what did I do in the following, blissful years of peace, you may wonder?

Drank tea and ate crumpets?
 
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