BNH01- Conquesting Emperor

Turns are over and posted below. I took 10 because I had the time thanks to a cancelled doctor's appointment.

Here's the save...

The save... 1425 AD
 
IHT: Status check: Hmmm I'm not happy with going to Rep parts. I'd preferred Sanitation and then Electronics. Reason = that the AI will go for Rep parts quickly, so it is tradable. But OTOH, double speed workers and a way to use our gold is good. Not to mention the AI is nowhere near going for it.

First priority: Culture in the England and Mongol lands. This will also help our total culture to help us preventing flips.
Second priority: Getting industrialized.
Third priority: Conquest of Sumeria as it is closest to our core. But this will be later.

Checking every city. Cancel all markets, cavs, galleons and other non-culture, non production buildqueues. Pop rush in high food cities.

Korean huge deal + Spanish minor deal end next turn.

IBT:
Lissabon finishes Factory. It has nothing further to build, so I let it build galleons.
Lots of (whipped) granaries, temples, courts and harbors finish.

[1] 1430 AD - Sell Electricity to Korea for WM and 13 gold. Sell electricity to Spain for WM + 102 gold.

Set workers out to irrigate. Send fleet to group at Gands. It has a harbor, so we can upgrade and is close to Spain, Zulu, Sumeria, Iroquois. Leave some galeons near Dalandz.

Oh yeah; we also got some gpt in the Electricty sale; Korea 581, Spain 241. = 822 gpt.

IBT: Spain wants to buy our incense for 47 gpt. I refuse; It is good to not make Spain more productive because of happyness. We loose our Spices. Sumeria wants to renegotiate the Spice trade. Buy it of them for Magnetism + 10 gpt. No more luxury sales to the opponents. But of course we do need luxes.

[2] 1435 AD - Cancel the Ivory for 19 gpt deal with Spain. No more luxuries (or strategic resources) to competitors.

IBT: We learn Replacable parts. Next tech: Electronics (Hoover). Due in 8.
Braga has produced every building it needs. Goes to fulltime Infantry production.

[3] 1440 AD - I love replacable parts workers.

IBT: Iroquois want to talk. They want to trade WM. no.
Nottingham riots - must have missed it.

[4] 1445 AD - Spain has the Corporation at monopoly. No trading for it yet, we can always buy it after Electronics. Spain will probably trade it to Korea, and perhaps Korea gets a different tech. Wouldn't want to spoil a good 2fer.

IBT: nothing

[5] 1450 AD - Mass upgrade riflemen, cannons, swords and MDI. Pop-rushing in food heavy cities.

IBT: Inca declares on Korea. Carthage and Spain sign MPP. Sumerians want to talk; TM-trade ? nope.
Faro completes his factory and goes back to Army-production. Hesitantly start some markets again.

[6] 1455 AD - Workers keep improving our lands in record time. Spain still holds a monopoly on The Corp. Cancel the Incense for Incan Furs + Dyes. Trade Industrialization for Furs + Dyes + WM. Cancel Incense + Ivory for Wines deal with Byz. Sell Byz steam for Wines + WM + 21 gold. Cancel Iron + incense for Silks deal with China. Sell them Democracy for Silks + 2 gpt + 40 gold.
We are now only exporting to Korea.

IBT: Guimarães has finished all it can build, it goes to Infantry production.

[7] 1460 AD - Workers work. Ships move to collection point. Up lux to 10% to prevent some cities from riotting and putting others into WLTK.

[8] 1465 AD - Korea now also has The Corp. No trading.

IBT: Carthage wants to talk. TM trade ? nope.

[9] 1470 AD - Moving workers to long term projects on mountains, poluted tiles and swamps. Electronics in 2. Inca now also has Electricity. Trading next turn.

[10] 1475 AD - Dial up the Inca's. Trade Electricty for The Corp + WM + 2 gold. No one has advanced in techs; we are the undisputed tech leader. Spain is closest, lacking -only- Sci Meth en Rep parts. We are down Fascism, but who cares ?

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

Electronics in 1. Cats is on a Hoover prebuild; could get it in 1 turn. I downed the sci-slider. I did not MM the cities this turn. Some high food cities are eager to riot; probably due to dislike of the whip ;).

There are 19 galleons to be upgraded; Lissabon builds a Galleon each turn.

I chose to not sell our luxuries any more. We don't need the gold and it forces the other nations to invest in lux-slider and entertainers.

All our armies are fortified on a Railroaded hill. They can be loaded into transports. But I'd wait till tanks.

Who to strike first ? I'd say Sumeria. We are strong compared to them; they are close, have nice lands with nice luxuries, and lack Nationalism.

Good luck.

The save 1475 AD <zipped>
 
Who to strike first?

I need to take a look at the map first. Rubber will be a very important factor in the decision.

I was thinking Spain will be the next target. Part of my thinking when I recommended researching RP, was that we take Spain out next. I also want to get to them before Infantry. (The other main reason of why I wanted RP, was that over half of our cities are minimally improved, I want to improve those cities to core city status ASAP.)

Got it.
 
I have taken about 6.5 turns, and I will finish 3.5 more tonight.

I did go after the Summerians. Making slow progress so far.

Spain has 1 rubber, which can be disconnected on the 2nd turn of war if we wish. But they got RP pretty soon into my turn, so I think we should put off the Spanish attack until transports, and maybe even tanks.
 
A long set of turns, and a long report

Turn 0 1475 AD
- First thing first, raise lux by another 10%. What's money good for anyways?
- MM cities. I'm not a big fan of culture. Many of Rik's cathedrals are turned into infantry, cavs, and Universities, sorry. :( A few other cities that already has culture sees their temples turned into marketplaces. Granaries are already being built in the right places. Nice!
- I find where the Spanish rubber is -- it's on their nothern coast, and I'm dispatch an empty army and some infantry in that direction right away.

BNH01-1474AD-Spain-Rubber1.jpg


IBT: Good news, the Zulu embargo ends. An Iroquois galley attack our privateer... and we get a new privateer out of it.

- Electronics! I scoll ahead to complete Hoovers in Cats, but where is the option? :lol: there is no river in Cats. I really did "laugh out loud". In a game well in hand, we make a silly little mistake like this.
- On the plus side, we're the proud owner of Universal Suffrage.
- I'm going to build a power plant in Lisbon first, then Hoovers.

Turn 1 1480 AD
- Those good'o regular guerillas, disbanding three of them and the coal plant of Lisbon will complete next turn.
- Zulus get Industrialization for gems.
- Most cities are happy, hire a few civil engineers in those cities that aren't. - Those unhappy cities are all building marketplaces BTW, and all should finish their marketplaces before the next growth.
- Research is set to Refining, due in 7 turns.
- I see that our native and slave worker gangs are mixed again. I don't know about you, but I always like to keep them separated, and also keep them in nice little units of 6, 4 or 3, depending on job at hand.
- You know, for such a large nation, we really don't have a lot of workers.
- Some AI's have a few gpts, I take them by signing some RoPs.

- Now, to answer the question of who to go after next... I think Summeria is right. If we want to fight someone, and if we want to fight some one right now, it has to be Summeria, before they get to Rifles.
- Regardless of whom we fight, before transports (3 more teches away), our existing armies can not get into the field. Fighting with cavs, infantry and artillerty, I'd rather take on the muskets of Summeria.
- I'm loading troops this turn. Quite a few cities are left unguarded. Our homeland defense is left in the hands of our 6 cav armies :D

Turn 2 1485 AD
- Lisbon: coal plant->Hoover's in 11.
- Oporto: at 40 spt, goes on 2 turn cav production
- Emerita: is at 39 spt, I'll see what I can do for it. (courthouse)
- A few towns riot, I guess I missed them at the round-end check-up.
- Time to Refining drops by a turn. I check the AI's, nothing. Must be from city growth.
- Checking to make sure that there are no MPP's involved... declare war. :hammer:
- That means we lose the spice lux, some cities have to hire more specialists. Many are going to lose WLKTD.
- Land one stack on top of their only horse.
BNH01-1474AD-stack-horse.jpg

- Land the other stack near spice.
BNH01-1474AD-stack-spice.jpg


IBT: Koreans can't afford the Saltpeter deal anymore
Lose a privateer to Summerians.

Turn 3 1490 AD
- Attack Babil, the spice town: arti redlines all defenders, and 3 cavs do the job.
- Attack New Lagash: arti redlines defenders, cav charge in.
- Dabrum is an important city, because it has harbor. We take it, but the harbor is destroyed :( We'd have to pacify the citizend before shipping the Spice home.
- Nagsu, the horse city is also taken.
- Land based artillery fires at the Summerian ship but misses, our privateers will have to wait in dock.
- Gayagaahe is renamed to Embarkment Point. This is the city where our galleons can make one turn trip to the Summerian beach head.
- I transport 3 more boat load of troops to the beach head city. That city and the spice town (renamed to Spiceville) are the ones heavily garrisoned.
- Spain has Replaceable Parts now, our pillaging army will be in position next turn.

IBT: 3 Summerian cavs show up, but they end their turn just outside of our cities.
There are about 5 of their Frigates in the water.

Turn 4 1495 AD
- Nah, I was wrong, most of those Frigates are actually Spanish.
- kill the summerian cavs.
- advance SoD on the next set of Summerian cities.

IBT: More Summerian units show up. Cavs, Knights, MDI, Sword, Pike, Horse, and don't forget Enkidu. It's a marching military museume.

Turn 5 1500 AD
- Rush the harbor in Spiceville.
- Capture Apisala, move about 15 units in.
- Clean up the exposed Summerian units.

IBT: Inca and Spain sign MPP. :mad:
Spain Declare war on Korea.

... to be continued...
 
... told you, long report ...

Turn 6 1505 AD
- Okay, now the Summerians are sending mostly horses at us. Arti, Cav and Infrantry takes care of them.
- Refining due in 1, lux to 10%.
- Transport some workers over to the Summerian continent, railroading begines.
- Lose a privateer and kill a frigate.

IBT: Korea and Inca signs peace.
Spain get Aztecs to fight the Koreans

Turn 7 1510 AD
- Refining->steel in 5 at 100%
- Amazingly, we have only 1 source of Oil.
- Oh-oh, Summerians have Rifles. No matter, we bombard them down to 1 hp, and cavs take New Ur with perfect combat result. There is a sizable Byzantine stack next to New Ur.
- One of our artillery stack is in position already, but the Summerian stacks are blocking the road to the city. So the artillery bombards the Summerian road blocks. Cavs then charge in the finish off all but 1 unit in that stack.
- I'm setting a Continental Rally Point at Embarkment Point.
- About 6 elite attacks this turn, but no leader luck.

IBT: What is this, Byzantines sneak attack New Ur. There goes the wine and the carefully micro-managed WLKTD's. :cry:
- Byzantine attack take two HP's from our infantry defender.
- A Summerian Cav kills the infantry defender in New Ur, but no other attack reach the city this turn.

Turn 8 1515 AD
- Okay, checking diplomacy: the only wine out there is from Spain. No, we can do without it for a while.
- Zulus, Spain and Inca has Sanitation and Espionage. Korean, by the way, has fallen behind.
- Spain has the most spending money, at about 480gpt.
- Zulu is behind the other two leaders by RP, since they have no Rubber, I'm going to pull this trade:
Replaceable Parts + WM for Sanitation and Espionage.
- I'm going to start 5 hosipitals in selected cities.
- Cat's will get the SPHQ in 2 turns.
- Of the core cities, Sao has the most shields accumulated, so it goes on a palace pre-build for Battlefield Medicine.
- I'm going to save the Intelligence Agency as a second pre-build. We're probably not going to need to spy in this game -- there is only 1 research path left in the Industrial Age, and we're on it.

- Back to the battle field, since there is such a large enemy stack near New Ur. I'm going to take care of that first. I don't want roads around it to be pillaged.

IBT: Spain is building a coalition of the willing ;) , they sign up Germany against Korean.
Summerians march more foot soilders towards the front. There is 1 lone cav mixed somewhere in there.

Turn 9 1520 AD
- Take Kisurra with no loses, but the city will have to be defended by cavs this turn due to culture borders interfaring with movement.
- Ouch, lost an elite Cav trying to take out the Summerian cav.

IBT: I clicked on the wrong button and renewed the Ivory sell to Korea, my bad.
Lose 2 cavs defending Kisurra.
Summerians shift target from New Ur to Apisala.

Turn 10 1525 AD
- Steel due in 2, lower science and up lux to 20%.
- Cats finishes SPHQ, it has exactly 80spt and start hospital.

The city of Kua, now there is a tough nut to crack. It is a size 12 city defended by 5 vet rifles, a few swords and MDI's and 4 long bows.
- Arti could only yellowline the rifles. 4 Cavs were lost, 4 more retreated, and still 2 rifles remain.
- At last, an elite cav promotes to "The Conqueror of Kua", I form a cav army of healing cavs from backline cities. The army had roughly 10 hp to start with, but manages to take out a rifle and a sword.
- After using up all healthy cavs on the Summerian continent, the city was still stubbornly defended by regiments of Long Bows. I had to resort to pulling even more garrison cavs from the Mainland. At the turn's end, with 2 cavs to spare, I'm happy to report that Kua is ours.

BNH01-1525AD-front.jpg


NOTES:
- There are Summerian fleet out about, don't expose our ferry boats. Let them end their turn in Beach Head, and sent the back the next turn.
- There is a fleet carrying infantry and an army off the Spanish Coast next to their only Rubber.
- Our cav armies are FORTIFIED on the penisula with all the Spanish cities.
- There is an empty army in Lisbon.
- There is a continental Rally Point at Embarkment Point, all newly produced units are sent there after you cycle through all other units :p .
- There is 1 more turn left on the big payment from Korea and Spain. We would like to take on Spain soon, but they have a MPP with Inca, who is suppling us with 2 lux's.
- The palace in Sao Mamede is a pre-build for Battlefield Medicine.
- For a big, bad communist empire, we sure have a lot of undefended cities. :lol: Guard the railroad access points.

Workers:
- slave worker stack of 3 are road builders.
- slave worker stack of 6 are rail-road and mine builders.
- slave worker stack of 9 are working the mountains (1 turn road, 2 turn RR and mine).
- native worker stack of 3 are rail road and mine builders.
- native worker stack of 2 are mostly irrigators, I think there aren't that many of them.
- there are also some lumber jack teams of 2 native workers. They cut the forrest in 1 turn, and road it next turn, then leave and let the miners finish off the job.

- Worker projects in the Portugues core are done.
- Former Iroquois land is almost done, there are still some mountains to mine.
- Former England needs a lot of mining.
- Former Mongol could use some lumber jacking.
- The former southern Mongol is the area that needs the irrigation teams.

Here is the 1525 AD Save
 
- Electronics! I scoll ahead to complete Hoovers in Cats, but where is the option? :lol: there is no river in Cats. I really did "laugh out loud". In a game well in hand, we make a silly little mistake like this.
:eek: I, and probably you all, was so convinced Hoovers could be build near a lake as well. This is indeed a :smoke: move !!!
Well recovered, BTW !! :goodjob:

Tip: We only have 1 source of Oil. There is a second well in our lands, but not in our cultural borders. I'd advise to place 1 worker on top of that to build a colony if needed. Oil is so vital.

The big money from the tech sale to Korea and Spain is about to end. Incense sale to Korea can end as well. Do we want to sign a tech deal again ? If so; do we get Spanish wines or go for the Sumeria source ?

What about Intelligence agency in Cats ?

There is a Sumerian city on our continent. I'm surprised it is still safe from Portuguese attacks. We do have 6 cav armies in our land; perhaps they could capture it....
 
A thousand pardons for that pre-build. To be completely honest, I never gave the loacation a single thought. That's one mistake I'll never make again.

Got it.

IBT: More Summerian units show up. Cavs, Knights, MDI, Sword, Pike, Horse, and don't forget Enkidu. It's a marching military museume.
:lol:
 
Good call on the oil colony. Just fortify a slave worker on the oil, so that it can be connected if necessary.

Tech sale? Sure. Let's focus on the Summerian's, then the Zulus (gems), and in 20 turns, come back to the Spanish when we already control half of their continent.

There is a Sumerian city on our continent. I'm surprised it is still safe from Portuguese attacks. We do have 6 cav armies in our land; perhaps they could capture it....
Using our mighty army for such a puny little town? :lol:

Actually, I didn't want to spend the worker turns to build a road through that jungle, or to spend extra garrison to hold the town after we capture it. The town is just a little fishing village under heavy culture pressure from Spain, it ain't worth 3 gold pieces in my book :p
 
A revised save was added on 10/6. I didn't see an "I got it." so I scoured the map for some extra units and we took two more Byzantine cities.

Turn 0, 1525 AD
Wow, there’s a lot of activity here.
I see an infantry placed on a railed, unclaimed tile preventing the rapid movement of a Sumerian archer and E-warrior. I’m tempted to move him to help guard the stack of arty but this placement is so subtly clever I just can’t do it. Nice job.
We bring a guerilla to the mountain above New Kish so he can hose down the E-warrior with a stream of lead next turn.

IBT:
Koreans cannot afford our incense any longer.
Carthage and Spain sign an alliance against Korea. I’m getting the idea that Korea’s getting dog-piled.
Sumerians go on a naval bombardment spree.
Zulu want an embargo against the Iroquois. Sure, why not.
Many “We Love JB Days” celebrated.

Turn 1, 1530 AD
Cleaning up many Sumerian units.
Guerilla kils E-warrior but is redlined and will retreat to a baracks city.

IBT: Nothing

Turn 2, 1535 AD
We take Anshan and kill a lot of Sumerian units. We lose a single cavalry unit to a 2hp knight.

IBT: Hoover’s is built. Cat’s can now pop an infantry in a single turn.
Byzantines move in more than a few knights for us to kill.

Turn 3, 1540 AD
Pre-build set to BatMed in 3 turns.
Combustion in 4. Can’t wait to start building destroyers to sink all of these annoying Sumerian ships.
We kill 14 Byzantine knights, a LB and a few other stays and take Ani which earns us 7 slaves.

IBT: Nothing

Turn 4, 1545 AD
Get a GL that immediately becomes a cavalry army and takes Isin.
Take Kutallu at the cost of a few cavalry.
One cavalry that went into Kutallu nets us another GL fighting back out of the city.
Ha! Killed a Byzantine GL.
Combustion in 3 at 90%. Running 10% entertainment just because we can.
The only tech out there for us to purchase is Fascism.

IBT: Nothing orher that the Sumerians and Byzantines moving in more units for us to kill off.

Turn 5, 1550 AD
Newest Army takes Tutub. Should be renamed Hottub.

IBT: Pachadoofus demands rubber. Nope! He goes quietly.
Sumeria has signed up w/ Spain against Korea. Now the Zulu join the fun.
Sumerians land a lone cavalry next to our undefended capitol. He's dead.
BatMed comes in.
We lost our supply of silks, furs, and dyes.

Turn 6, 1555 AD
Mao gets Medicine for silks and change.
Pachadoofus gives us the furs, dyes and Fascism for Atomic Theory.
Army take Kuara.
We take Marad.
Temple whipped in Kua.

IBT: Theodora’s forces are composed almost entirely of pikes and rifles. Then again, we did kill off a few score of her knights.
We have Combustion. Mass Production in 4 turns.

Turn 7, 1560 AD
Set many cities to making destroyers.
Take Kuara.
Upgrade to transports. The Sumerian continent gets 5 cavalry armies next turn.

IBT: Monty wants to trade WM’s. Nope, I just give it to him out of extreem pity for his sadly backwards country.
The Koreans nuke the Zulu! :eek: Just kidding. ;)

Turn 8, 1565 AD
Two cavalry armies attack Erech. The first army is seriously redlined by a vet rifle. The second army wipes out the remaining four defenders.
We ran out of armies to attack Akshak when it was certainly down to a lone LB defender. Cavalry were unable to reach and attack due to the landscape. During mop-up operations we get another GL, create and load another army and take Akshak. Woohoo!
A stack of cavalry just transported from the homeland take Ur (Sumerian capitol).
Transport more workers over to work on rails.

IBT: The entirety of the Sumerian offensive was the bombing of coastal cities from their fleet.

Turn 9, 1570 AD
The capture of New Sumer has provided us another source of oil.
Sumer and Umma are now ours.

IBT: Russia now has been brought into the fray against Korea.

Turn 10, 1575 AD
Three Sumerian frigates and a galley are killed. We killed the galley w/ a transport.
Edessa, Ancyra, Lagash, Trebizond, Bad-tibira, Amorium, Varna and Smyrna are ours. :hammer:

There are a number of worker teams that railed to the next front covered by infantry so the map looks a bit messy. Many cavalry finished out in the open picking off stray units and are also covered by at least one infantry.

Revised save.. 1575 AD
Notes:
I made no attempt to MM any city.
Lux deal w/ Spain (wines) is redundant. We now have our own supply.
Mass Production next turn so you can probably bring down the research slider from 100%.
Sumeria's down to 5 cities.
 
The deal for gems w/ the Zulu is about to end. If you look over the map you'll see that the Zulu have an unconnected gem on the edge of their territory next to open swampland. If the next leader is motivated to take a few transports of workers, a settler and some units to rush a harbor we could avoid giving Shaka the next tech (Steel or Atomic Theory). Alternatively we could buy it for a lump sum.
 
Given the cost of Motorized Transportation and our economy you should be able to make tanks on turn 5.

So do we go Flight or Amphibious after that? I really want to remove the Iroquois from this game so I'm voting for AA out of spite. :p
 
IHT:
There are still armies with movement in Sumerian lands. But I'll leave them healing. Round of F4; nothing interesting.
MM Cats a little bit and start Intelligence Agency there.
I spot some cities building units and having a completely useless civil engineer (only helps building buildings, not units). I conclude we have sufficient units for now and I start hospitals and factories.

Check all cities. Make in error in London; whip a colosseum and then accidently switch to a coastal fortress; loosing 6 citizens.

I see we have no empty armies at hand. I would have liked some empty armies to be filled by tanks immediately. Lower science.

IBT:
We learn Mass Production and start to research Motorized Transportation. Due in 4 at 100%. We loose Gems.

[1] 1580 AD - Mixing all workers again great works are ahead; mining, jungle clearing, pollution cleaning, railroading etc. We are Communists, so we all do it together.
I focus on Byzantium first; Sumeria is in hard terrain to go through.
Captured: Iconium, Zabalam, Sardica, Dyrrachium, Nicomedia, Prilep, Adrianople.

IBT: Inca and Spain MA Vs Korea. The Chinese ROP (gaining us 25 gpt) ends. Your loss Mao. There is no 'real' Sumerian or Byz counterattack.

[2] 1585 AD - giving damaged armies a moment to heal. Our Destroyers blockade the Sumerian ships in port. We capture Ceasarea with nearly intact armies. Capture Naissus, Chalcedon. Down sci to 90%. Starving all cities with resistors.

IBT: China and Korea MA Vs Korea.

[3] 1590 AD - Change all cav-builds to infs. Infs are still useful, cavs not as much with tanks just around the corner. Capture: Taormina, Constantinople (Byz capital with Mausoleum and Great Lighthouse), Heraclea, New Constantinople and attack the new capital Nicaea. Do a complete round of the cities, starving every city with a resistor.

Spain offers WM + 694 gpt + 1410 gold for Steel + Electronics. Of course I refuse. We have 20k gold, making -345 gpt. If we ever need Spain's cash; we'll come and get it from them with our armies.
I do buy Zulu Gems; they are equal in science to Spain, but lack Atomic. Better that we sell it than Spain. We get for Atomic: Gems + WM + 103 gpt + 192 gold.
IBT:
Byz actually land a SoD in our (previously their) lands. Intelligence agency finishes. Faro build army, starts another.

[4] 1595 AD - more of the same. Failed to plant a spy in Byz lands. Also failed in Sumeria. Captured Nicaea, Der (Sumerian Capital), Susa (next Sumerian Capital), Kutha,

I've won so many elite battles that it is hardly surprising we -finally- get a MGL. Magellan's Cavalry. I send him to safe Kisurra to become an army and to wait for tanks to be filled.

And then my game crashed, without saving when the leader appeared .... I did save a few times each turn, but I have to recapture the Sumerian cities. Replaying the turn the day after.

[4] 1595 AD - repeated - More of the same ;). Succesfully plant a spy in Byz lands ... And succesfully in Sumeria. Capture Nicaea -again- ; capture Der again. Same with Susa. And Kutha. No Leader this time. Capture Brusa. Every resisting city gets all scientists and is starving, while building temples. Sci to 70%.

The Byz capital is no longer in their former lands, but on a 1 tile island, south of Portsmouth.

IBT:
Due to a stupidity of me Sumeria recaptures 9 workers. But since the nationality is Sumerian they aren't disbanded. Motorised Transportation comes in. Amphibioius next, 4 turns at 70% sci. Move ahead to change many inf builds to tanks.

[5] 1600 AD - Start building more transports and battleships for transport protection. create a tank army. Capture Agade. The only remaining Sumerian city is on our continent. :lol:
Capture Ohrid. Recapture our lost workers. Capture Vidin, New Kish and the Sumerians are gone.
Giving yellow lined armies a well earned rest. Green lined armies move towards the last Byz units and city on our new continent.
Our arty's and cavs get target practice at a Byz SoD of 2 rifles, 2 pikes, 2 MDI and 1 knight. Nothing hard for a 50 stack of Arty's. Many galleons and a dromon are also redlined. Magellan's Cavalry rejoins us. I immediately save the game. Send him to Kissura to form an army. A transport goes to pick him up in Beach Head.
The last Byz city on our lands will be captured next turn. Sending unneeded damaged, but still greenlined armies to supress flipping and to kill resistors. Doing a complete round through all cities. Resisting cities get Civil Engineers and starve.
Talk to Byz; they'll give up all their cities, except the Capital. I take it.
One of them; empty; is next to barbarians ... Sell off the improvements and gift it to the Aztecs.
Queue a transport in Constantinople after its temple; to reinforce the islands.

Sending troops towards the Zulu border. It can't be our next target in a few turns; we have a 18 turn deal with them that I signed. :wallbash:
So Spain is our next big target. They have an MPP with Inca, Carthage. And we are importing Inca Dyes and furs for 11 more turns, as well as Spanish wines (and 119 gpt for 8 turns)...
Germany perhaps ? -=> no deals and they have no MPP. But they are far away.

So I prefer the Zulu next. We'll be breaking a deal with them soon, by eliminating the Iro's soon. Who cares about our Rep anyway ?

IBT: Aztecs and Korea sign peace.

[6] 1605 AD - Privateer sinks Spanish Galleon and we now have an extra privateer. Building some banks and Stock Exchanges for Wall street.

IBT: Zulu Rop ends. I'm not going to extent it.

[7] 1610 AD - working, and moving troops. Next turn: war on Zululand.

IBT: pollution is getting irritating.

[8] 1615 AD - First order of business: demand Zulu troops to leave. They leave. Declare war on Zululand.
Capture Amatikulu. Sending the fleet north of Spain south to invade Zululand Gem area.

IBT: Zulus land next to undefended island city of Septum. And move 7 cavs to our border.
Amphibious war is learned, next tech: flight.

[9] 1620 AD - Battle of New Ulundi. Captured for no losses and 1 elite tank.
Capture Bapedi, Umtata (hard nut, 3 armies badly hurt by 3 infs and cavs also hurt badly. I even checked mid-war if I had seen it correctly that the city was not on a hill or across a river). Can't use the workerstack of 106 workers efficiently as the roads go through Zulu territory. Placing them all on a jungle tile, so I can connect it on the west side instead of the east.

Spy plant attempt in Zululand Succeeds. They have 41 infs and that's about it. Sell buildings in Septum and gift it to the Koreans (Zulu are in war with the Koreans). Cancel Ivory sales to Korea. The Koreans are loosing the Multiple nations MA's on them. That will make the Inca's too strong. Time to help Korea. Gift them Rep parts. Their Rubber city is just captured, so gift them Rubber and 4 luxuries. And 5000 gold for upgrades. That will keep the Inca, Spain, Zulu (and other insignficant nations) busy.

IBT: Umtata riots because the resistance has ended. Have I told you that I hate this ....

[10] 1625 AD - Battle for New Zimbabwe costs us 5 tanks. The remaining 2 are redlined. Complete the Railroad to our new lands. Isipezi captured, but it cost us huge damage to the armies. Infs realy suck. Tugela captured.

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We are far Dominant over the Zulu; we have more native workers then they have units in total. There are 6 fully healed armies ready to attack Swazi and Ngome next turn. In 2 turns we could have taken gems and their Capital (if lucky) and in no more than 5 turns they are dead. At least; if we can take their city on our continent; that might be the hardest of all.
After them; Spain. That will mean war with Spain, Inca and Carthage. Perhaps wait till the deals have ended.

Cats is on growth now. We'll very soon be able to build Wall Street. Cats back on shields is a goo site for that.

Some marines are being build. In 3 turns Faro completes another army; It should continue building armies. A Marine army has the Amphibious ability. Creating a Marine army might be very wise for the -many- 1 tile island cities.

I have not MM-ed the cities this turn.

Treat Korea well; they keep many of our foes busy. I have supplied them with techs for defensive units, luxuries and gold. Korea could very well be the chain that binds our strongest opponents.

And don't be greedy; Selling techs for gpt is signing a non-war pact and we don't want a "no-war" situation with nearly all civs. I only helped Aztecs and Koreans.

Good Luck !!

The Save 1625 AD
 
Turns from Rik Meleet are always productive :)

Rik Meleet said:
Mixing all workers again great works are ahead; mining, jungle clearing, pollution cleaning, railroading etc. We are Communists, so we all do it together.

Ha, so that where the great worker mixing starts (kind of fits the communist theme though, "laborers of all nations unite!"). I'm neat freak, an organizational nut. I know that on roaded tiles mixing workers wastes at most 1 slave worker turn, but I can't even stand that. :crazyeye:

Rik Meleet said:
Due to a stupidity of me Sumeria recaptures 9 workers. But since the nationality is Sumerian they aren't disbanded.

I'm not 100% on this, but I believe that the decision to disband is based on proximity to their land. If the AI believes that it can get those workers back home safely, then it will do so. Otherwise, those workers captured deep in our territory are always disbanded.

I have never seen AI's keep workers that are more than 1 turn into enemy land.

Rik Meleet said:
Capture Agade. The only remaining Sumerian city is on our continent. :lol:

Yeah, we were saving that city for you. :mischief:

Rik Meleet said:
Sending troops towards the Zulu border. It can't be our next target in a few turns...
So Spain is our next big target. They have an MPP with Inca, Carthage. And we are importing Inca Dyes and furs for 11 more turns, as well as Spanish wines (and 119 gpt for 8 turns)...

My feelings exactly. I imagine we don't need the Spanish wines anymore, but keeping the Dye and the Fur would be nice...

One more thing, I read in there some where that you have a staving city with Civil Engineers. My understanding is that it doesn't work. Because the game calculates food first, then production, the specialists are lost when the governer re-arranges the citizens after starvation.

There are conflicting reports about wither taxmen or scientists work. With out any testing, that remains up in the air.

I got it. And I'm playing right now.
 
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