AW Shucks

Looks fine to me.

Axes and cats vs Monte, whip him to death.

I'm guessing its Tachywaxon's turn to give us a temporary illusion of hope before the inevitable plunge into chaos and destruction.
 
Lookin' good!

It might make sense to leave/move some workers to panama as soon as we are ready to start the attack, as roading+clearing will take time but will make logistics a lot easier. I suppose we want to ferry the axes to panama anyway before sending back the boats to pick up cats, so we could use them to guard the road construction crew in the turns before we are ready to attack.
 
Ok, this gotta be late, so basically I played to 760 AD and I went a bit of a different route from Rolo_r expected. I build a fort in panama and attacked that city where units were amassing near silver plot. Good thing I got rid of that because in the long term Monty would upgrade those warrior units.
I sacrificed two catas and I captured his capital.

Meanwhile, I was playing with Roosy's stack of 7 melee units in a way it was directed to Monty capital. Total suicide from him.
Then I go towards the coast through another of his city (Monty that is), then I started to wait because of Roosy's stack. After gone, the unit count was high, but no problem, catas took the problem really seriously and I got the city with few losses. My power is 1.6 times Monty's.

Then, I started to invade Roosy and now he has no hope to rise back to his original form.
Conclusion: the wars are won. Should be finished by 1000 AD. And then huge lands for us.

I go for Currency then Calendar (two calendar resources) because we desesperately need happiness.

Spoiler :


Have to sleep now. Will share the save tomorrow. And perhaps share even more details.
 
A tour de force indeed.

Frightfully impressive.

I applaud your enthusiasm and suggest that this might be a good time to hand over to the next player after a succesful (and long) set with recomendations for continuing the annihilation of the north.

Van is UP

astre is on deck
 
Yeah, so hard to stop. Sorry I played another 5 turns. Anyways, if you think I abused, ask me an earlier save. I set my autosaves to each turn (safeguard against woes of a game crashing).

Here are my recommendations:

WAR:
Get that Monty city north to end his colony in Roosy side. Then perhaps capture Roosy fur city for even higher happy cap. I am still uncertain what to do with Roosy now. Kill him means easier happy cap, but he's got Metal Casting. What's certain is to destroy that coastal hilll city next to fur city to stop the flow of triremes. It won't kill him as he whipped a settler and fled to settle elsewhere. We might MC, but that's gonna take aeons because we haven't invested much EP into americans. Once those cities fall (except that possible new and northern Roosy's city), almost all the army shall march down to pin down Monty (like recovering control of that deer tile for another precious :health:) until his last city. Then steal once Alpha is gotten (we'll need it anyways for the economical direction.
War will be finished then and we'll have to run the tech marathon so as to defend ourselves to the old world. Still, a ~860 AD GLib is sign of a pathetic AI (we have time I think).

ECONOMY:
A religion would be rather nice for OR and higher happy cap.
CoL->Alpha->Meditation is the path to go. The GScientist should arrive in 8 turns, so guys cross fingers.
We do not need an academy because Roosy built one for us in New York, which is the perfect bureaucratic capital for us.
Now, we have to spam those rivers of cute cottages.
Indeed, people here wanted to expand the jungles, but I opted for aggressive expansion towards the north because the gains are too high:

  • Better lands and more food.
  • Forests instead of jungles.
  • Developed lands and matured cottages.
  • Free infra
  • Free workers
  • GG
  • Killing our neighbours before it grows too strong for the weak incan civ.
  • Happy resources

EDIT: BTW, we are 5th in lands. Nice, isn't it? Land is power.
 
WOW - this insanity might be winable? Still can't wait to the old world blitz starts.
 
Oh, I forgot one point:
I settled my first GG in Monty's capital and the second is waiting to be settled. His capital is extremely good for production, thus HE. To me, it makes no sense to create a super healer given how short the first great war is. Combined with the NW that provides +4 (forgot the name), we'l be able to pump level three units. Or simply vassalage+theo (plz we need Tao).
A super healer can be easily produced via barbs. Just upgrade a Q if he's to weak then go for the three medic promo.

I forgot to mention I got unlucky and I lost your woodsman II Q. I brought an axe in replacement.
 
Got it!

Good work! Hadn't expected it to go so quick. Amazing what a focussed effort can do against the AI.

Will have a look at the save and post a plan tonight or tomorrow.
 
Awesome job really, though it has to be said that 48 turns in a SG is a tad on the long side. :)

I'm not complaining with those results:lol:
 
Maybe restrict future sets to maximum 20 turns, 10-15 is standard but I'd reckon play 10 then find a convenient stopping point in the next 10.
 
I will.
This war needed a focused and prolonged playtime. At some point, myself I was in despair once Roosy signed that peace treaty and that stack of 7 melees appear out of nowhere in the 2 defenders city of Monty I was about to capture. One turn too early and my stack would face that melee stack destroying my defenseless stack. I was lucky on that aspect. I think this game equals to a hard IMM game.

Still, Roosy is always a sitting duck! And while making tests, I duly noticed his lack in production, which favored an extended warfare.
 
Well, the set was long... but played... so, lets move on.

However, the strategy was right.
After my two prolongated tested, I understood that it is crucial to
- take cities for incomming gold
- do not build unnecessary city until was have currency and code of law

Therefore, invade the north burning unnecessary cities was the good option.
Now, after a full campain of building courthouses, we can think of the south.

Next tech, i was more thinking of metalcasting because I gess that wash must not me far from crossbow and crossbow can kill us but slingshoot taoism seem nice also. I am also thinking of alphabet that could be intersesting to steal 2-3 techs...

I think next tech should be alphabet and we will se if meditation is required for taoism or if we can forget this path...

and last question: is it me or I am UP?
If I am,I will not play until some days, the time i consider more the save...
 
Van is UP.

Religion does give some happy and some civics options so trying CoL>med>bulb philo might be a better alternative to DR or waiting for some post astronomy natural conversion.

It doesn't matter too much if Roo has machinery if he don't have no iron and indeed makes him a jucier espionage target in the medium term (and courthouses would boost our EP).
 
note: to bulb philosophy, we need to tech alphabet and meditation

Great Scientist:
Writing
Mathematics
Scientific Method
Physics
...
Alphabet (BTS)
Philosophy

good that i am only on the deck :)
 
note: to bulb philosophy, we need to tech alphabet and meditation

Great Scientist:
Writing
Mathematics
Scientific Method
Physics
...
Alphabet (BTS)
Philosophy

good that i am only on the deck :)

ECONOMY:
A religion would be rather nice for OR and higher happy cap.
CoL->Alpha->Meditation is the path to go. The GScientist should arrive in 8 turns, so guys cross fingers.


My recommendation mentioned it. Alpha is not teched just for the sake of spies. In fact, I think we won't steal Roosy because it will take ages before getting the right EP amount for MC. Distance from capital is huge, no OB, no religion founded by us and infecting his city while he's in a different religion, etc. Too much inflating modifiers for the cost of MC. And partially teching MC won't do anything to the cost because the cost is simply adjusted to the total beaker value. So if we tech it partially and steal it, the invested beakers are simply a loss!

We should have enough turns to get Alpha and Med in 8 turns.
 
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