Ank06 - 3CC Conquest

Well done!

Discover another barb camp in Mongol territory and get ambushed, losing a warrior but saving 1gpt.
...We'll lose another warrior but save another coin.

Always look on the bright side of live ... :crazyeye:
 
Play time! My goals are, for this set of ten, to:

1) found a new town at a location SW-SW-S of the settler's current position, and begin to connect it to the capital
2) develop Alesia for the option of turning it into a viable 2-turn worker-factory (we're gonna need the workers)
3) continue exploring, looking for trade opportunities every turn

Here goes:

Turn 0, 1750BC
No changes by me; continue running Math at -1gpt deficit.
IBT - Barb warrior kills our warrior south of Entremont. Our warrior wins, -1HP.

Turn 1, 1725BC
Warrior by Entremont moves SW. Spots Zulu warrior, probably on its way to take out the barb camp.
Settler moves W.
Worker at Alesia moves to other cow; will road next turn.
Warrior in west explores; warrior in south sentries to heal up.
IBT - Aztecs and Zulu building Oracle.
Barb warrior moves (predictably) towards injured warrior.

Turn 2, 1700BC
Warrior by Entremont Fortifies.
Settler stays put, just in case it loses (figure losing one turn is better than risking the settler lost).
Worker roads, warrior in west explores some more.
Slider to 1/9/0 to put us in the black again.
Mongols now up Writing on us. They also have contact with the Germans, which we do not. Will trade Writing for Contacts with Aztecs, Arabs, and 103g. No way.
However, as the Germans are probably in the far east and we have no explorers that way. Will trade contact for 89g. I take it, as i figure it'll be more profitable in the long-run than giving them contacts.
Germany is very backwards: we are up Masonry, Alphabet, Pottery, and IW. They have only Berlin and Leipzig. Someone's been picking on them, I think.
IBT - Barb warrior moves towards our settler... seems i wasted a turn after all.
Alsea: Worker -> Granary.

Turn 3, 1675BC
Worker from Alsea moves E onto cow with other worker.
Settler moves south with warrior; warrior fortifies.
Explore some more.
IBT - Zulu warrior moves north.
Barb warrior passes us by? Heading towards Zulu towns.
Entremont: Temple -> Barracks.

Turn 4, 1650BC
Warrior and Settler move onto target city location.
Worker near Alesia roads, completing; other worker mines.
More exploring.
IBT - Barb continues to move west towards Zulu.
Zulu warrior moves north, probably wanting to pop the hut by Entremont. Zulu Archer appears to the east of our settler; my guess is that it has destroyed the barb camp.
Arabs building Pyramids.

Turn 5, 1625BC
Lugdunum founded. Building Barracks, due in 10.
Worker near Alsea mines.
Exploring; brown borders spotted in west.
Slider to 4/6/0, Math still in 2 now with +4gpt.
IBT - Barb warrior has come back, now heading towards Lugdunum.

Turn 6, 1600BC
Far western Warrior runs right next to a barb camp; here's to hoping he survives.
Americans are now up Writing on us as well.
Arabs beat us to Math.
IBT - Aztecs kill the barb camp to the west. Zulu heading towards our workers? I'm a little concerned there; will produce strict military after the barracks complete.
Learn Math. Currency is due in 31, +1gpt with sliders at 2/8/0.

Turn 7, 1575BC
More exploring.
Trade Math to Mongols for HBR + Contact with Carthage.
Trade Math + 3g to America for Writing.
Carthage is pretty backwards as well; we are 4 techs up. They only have 3 cities.
IBT - Entremont: Barracks -> Warrior.
Entremont's borders expand and the hut pops: nothing there.
Horses and Iron are now in our cultural borders; I'm going to hook up the horses first.
Barb Warrior is back

Turn 8, 1550BC
Umm... exploring?
Workers move towards Horse Resource.
IBT - Zulu dispatches Barb warrior with Archer unit.
Aztecs building Colossus.

Turn 9, 1525BC
Somehow the western exploring warrior got auto orders to move somewhere east... I clicked on him, but he backtracked a couple tiles before I noticed it.
IBT - Entremont: Warrior -> Archer.

Turn 10, 1500BC
Warrior fortifies in Entremont as MP.
Warrior in south attacks barb camp, and pitifully dies without so much as scratching the barbarians.

So that is that. All three towns are now up, but we need more workers, and I can't feel too comfortible with our military considering the Zulu and the Mongols are our neighbors.

The two workers were on a mission to bring water to irrigate the cows near Alesia, to help it turn into a 2-turn worker factory. To do this we need to complete the granary, irrigate one cow, and mine a BG. As long as Alesia's production doesn't hit 10, it'll be a 2-turn worker factory at pop 3 and up.

However, you may want to hook up the other town and the horses instead; it's a short term vs long term question. Personally I would hook up the horses and then bring the irrigation to Alesia as the horses are only one tile away from the water supply

Currency is due in 28, no income or deficit and sliders at 2/8/0.
Technologically even with the Mongols, Americans, Arabs.
2 techs up on the Aztecs.
3 techs up on the Zulu.
5 techs up on the Germans and Carthaginians.

Quite a desparity in technology, especially this early in the game.
I'm thinking the Zulu might start demanding technology soon. They've had units poking about. The Mongols may start demanding contacts, as well, though they are farther away.

Here's the save!
 
:goodjob:

All three cities down, horses and iron in range, many tech brokering opportunities as it appears we are at the mid-point in location and research.

Interesting flavor: the Arabs learn Math first, and the Celts teach it to the rest of the world. :)
 
Very good playing both of you! :thumbsup:



AndrewN - on deck...
yoshi74
Sir Bugsy
Gengis Khan
Bede
pindicator - just played
Ankka - Playing tomorrow...
 
I can't beleive I missed that yoshi!! It was staring me in the face the whole time.

If you don't mind wiz, can I jump back in now?
 
Alright got it then.:D Will start as soon as I finish something for GK2.
 
We should probably skip him. That would put it on Pindicator.
 
What? It's only been like 28 hours since you said go ahead.

Actually, I'm trying to figure out where PTW saves go as we speak. Darn you PTW, messing up my head so much.

Patience is a virtue, grasshoppa. ;)
 
I figured it out by using Windows Explorer and just hacking the old fashioned way. :D
 
I tried the same, but unfortunatly I'm cursed with guy vision- if somethings plainly in sight I can search for it for hours, until someone else points it out to me.

Wow, the PTW main menu is pretty cool looking.:lol:
 
Flight Check: Currency in 38 at 80%(0gpt). All our cities founded, with 2 luxs, horses & iron inside our borders(furs & another Iron just outside).
Military check- 2 workers & 5 warriors (hey, gotta start somewhere.)
We know everyone(I think), and we’re at parity or above everyone.

My plans for this turn: get our borders expanded & workers.

I’m already anticipating getting @#%^%ed at, but I switch both our cities from a granary & barracks to temples. Yes, this will set back getting some workers in the field, but I’m of the opinion that one of the biggest keys to the early XCC games is getting your borders to start expanding as quick as possible, this will prevent the Zulu from settling on top of our cities(especially since our goal is conquest, we’ll need some breathing room). Not to mention that it’ll take 2 expansions to get furs inside our borders so we need to get a jump on it.

I’d normally also drop science to 10%, cause I don’t think we have a shot at being the first to it but 2 major changes are enough for me.

1(1475)- Workers complete road, 1 heads south to horse the other goes over to mine the cattle until we have enough workers to spare for an irrigation project.

2(1450)- Workers start tasks.

3(1425)- :sleep:

IT- Archer completes in Entremont, order up worker(due in 2, growth in 2).

4(1400)- Archer heads west due to their being a barb outside Entremont & me desperate for the 25g.

IT- Worker completes road to horses.
Temple finished in Alesia, order up worker.

5(1375)- Worker heads to Lugdunum to improve tiles.(it’s going to take us forever to get through the mtn. I’d rather improve the tiles that are being worked first then connect the cities, rather then the opposite.)

IT- Our brave archer fends off attack from smell barb.
Worker sets foot out of Entremont, I tell the city I need another on the double!

6(1350)-:sleep:

7(1325)-:sleep:

IT- Worker steps out of Entremont, I tell them I need 1 more from here then it’s back to building units.
Another worker steps out of Alesia, order them to start construction of a barracks.

8(1300)- :sleep:

IT- Borders expand in Alesia.

9(1275)- :sleep:

IT- Entremont produces worker. Ok I lied, this is the last one!
Lugdonum finally finishes its temple, whew bout time! The city start a revolutionary new device called a……. catapult.

10(1250)- Move our warrior out of Lugdonum for a turn to protect our worker(there’s a barb about to attack him).

**End o’ Turn Report**
*Currency in 18 at 80%(36g, -1gpt). Still up or at parity with everyone, however the Civs we’re up on are slowly catching up.
*Military- 6 worker, 5 warriors, 1 archer.

*We really need to decide who/when will be our first victims: the Zulu or Mongols? Even though the Zulu have Impi, and are stronger, I’m inclined to go for them because we can get Cats to their cities. The Mongols are separated by a LOT of mtns & jungles, making our cats & fast units inneffective.

Us going for currency full out is biting us in the ass two-fold, first I personally don’t think we’ll get it, and second now is when we should be saving a buttload of gold up for a massive Gallic upgrade. I’d personally keep building a few cats, a spear or two for escort, and a ton of warriors. Once we hook up iron we won’t be able to churn out cheap warriors anymore.

However this plan has a problem too, we’re at our Unit Allotment already, any more & we start paying for them. On top of that the city that would be building cats(Lugdunem) is surrounded by mountains, so until we get the road connected we can’t get them out.

Then we run into the age old debate, should be go to war early & have a despot GA, or wait till Mon/Rep and risk wasting our Gallics cause Pikes will be on the scene within turns(if their not already there.)

Just some food for though,
Good Luck!
save
 
A Despot GA would hurt, but we need to use our GS while they are viable. Having a sword with movement 2 is great in the AA. Once knights and pikes and MDI show up they are obsolete. We need to strike while the iron is hot, Depot GA or no Despot GA.
 
I agree 100%, I was just putting both options out there with the pros & cons.
 
Oh yes, I think we definitely should take out the Zulu while we can. We will lose our UU retreat with the Impi, but Swordsmen usually take out Spearman no problem anyway. (At least, it's working for me in GotM 30! :hammer: ) I'd expect moderate to low losses.

How much of an attack force should we have before attacking? This is something I am not very good at judging, and usually wait too long (though it's better than not waiting long enough I suppose)

And, if I get all the skips and jumps correct, it's Ankka's turn, right?

Oh, and I look forward to playing against some of you in SGOTM1. Though you'll all have to eventually lose ;)
 
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