Brittish Isles Succession Game - The Saxon Menace

I'm going to try to crank in some cities in the desert for unit support.

1350 AD
Changed some cities to (as Charis so beutifully said it) one of the Magical Numbers. Remember Charis that the Corruption is counted in the Shield Count in the City, so if you have a production of 10 Shields, and a corruption of 1, then you will only have 9 shields, even if it says you have a production of 10. So to have 10 in production in those cities, you have to have the magic Number 11. And some more city tweaking.

1: 1355 AD
Many cities celebrate "WLTK"-days.

2: 1360 AD
Traded Magnetism from the Sussex for 220 Gold. I was thinking about setting up a Pop-Rush city, with our workers in one of the Desert Cities, pumping out Berzerkers. But I noticed that we were in Brehon Law.

6:1380 AD
Bought Free Artistry from Cornwall. This will give us Shakespeare's in 12 Turns(in London), and Wall Street in 16.
Traded Incence and 76 Gold. to the Sussex for Wines.

7:1385 AD
Cornwall, did not want our trade for spices any more? I do not understand why... maybe they get Saltpeter from another source. Founded Blackpool, in the desert.

8: 1390 AD
Founded Greyford upon Avon in the desert.

9: 1395 AD
Somethings happened, but nothing out of the ordinary.

10: 1400 AD
Sold RoP to Cornwall for 148 Gold.
Sold RoP to Wales for 29 Gold, 8 Gold/turn, and Territory Map.

I'm stopping here to even out the Years, and I have no more time to play...

I don't know about you, but sometime soon, the AI will start producing Riflemen, so if we are going to take the Sussex, we need a massive Invasion Force.

We have quite a few Wonders being built. And A palace is storing shields for some Wonder, Maybe the Universal Suffrage, 'cus we will get Steam Power in 4 turns or so. And then we could go for Industrialization or maybe Scientific Method, the T of E rocks! (My choice if I were you, so we could get the Hoover to...)
 
I have the game. I'll have it ^ for sure this time on time (?). :lol: Any suggestions on invading...?:soldier: :flamedevi
 
The time to attack is when you have decisive force and/or a very strong tactical advantage (ie you have cavalry they've not yet got saltpeter online, or you get tanks and they still only have rifles).

Not sure how things have changed in the last reign, but by last reckoning we had neither. To win on someone elses continent you need a ton more troops. Figure the AI as two defenders per city. So count their cites, double or triple that number at least, and ask, do I have that many equally competent attackers. Some less will do if their very strong for their time, like Cav and Tanks, or if the defenders are weak, like cav. If one doesn't attack decisely they just get them mad and waste resources.

(Then again, if we have that advantage, by all means let 'er rip)

Charis
 
Try to build some units before you do... :D

And upgrade our horsemen, but try and stay above 1000 Gold when we get the Wall Street. (Because then we will get 50G/turn)
 
i haven't played yet...i'm guessing naval ships will be needed in great supply....i'll try my best
 
We've got two targets for our third agressive action. Sussex or Kent. Sussex is technologically comparable and just as big and nasty as we are. We're also pretty much fated to butt heads with them at some time in the future. Kent is a dirt poor backwater. Big with lots of troops but they're of dubious quality. I vote for the next action to be against Kent. This will give us a second easily defensible island continent in excellent striking distance for Sussex.

I agree with Charis and Grey Fox. We need to start this invasion with all of the troops that we will need to totally annihilate Kent. Remember, Essex never makes peace :satan:
Seriously though, due to the slow passage and long distance of the conflict, we'll need to make a coastal swamping assault. If we don't take them quickly, there will be a high incidence of cultural reversion in captured cities.

So...I'd recommend that you build an assault fleet and the troops to go in it. Figure 2 pikemen per city defending and what would be needed to take them out, like Charis said. Also figure close to a dozen in the capital (or use the embassy to find out if they're keeping up that massive garrison). Watch Sussex. Keep checking to see if they have discovered Kent (if you can still offer contact with Kent then they're in the dark). When they do, we may need to launch prematurely because I guarantee that they will attack as soon as they possibly can. Sussex is just as militant and expansionist as we are and they are very agressive.
 
Another thought - if Sussex starts an assault before we do, we need to ROP and Ally with Sussex. This way we can steal in front of them, use their troops as buffers and take cities before they do.
 
Forgot to mention it, but I found another small island below the Kent...

Those blue Britons have a city there...
 
so attacking Kentis still ok? I'm going to play and maybe i'll have it up tonight. Maybe...
 
Originally posted by xrang the II
so attacking Kentis still ok? I'm going to play and maybe i'll have it up tonight. Maybe...
If you've got the forces ready, then go for it. Then again, in the final analysis, you're the king now. Do whatever you think is best. That's the fun part of succession games - different player styles affecting the game. ;)
 
Listen, the reason I was going to have the game up last night was because I won't be here today (not until 9:00 pm). I was playing last night and my computer crashed (IT'S A PIECE OF CRAP, OK, I KNOW!). It took me an hour of trying to make the computer work, thus wasting my time...I think I have a software conflict or something...Anyway, I would like for one of you guys to take my game before my turn so no time is wasted. Or is it possible for one of you to play and then I'll play after? It's ok if I can't, no worries...good times. But all in all someone please play my turn! Thanks, btw, Shaitan, I'm making a new thread and editing the one in Story and Tales, as I know which civs for sure (well, maybe not so sure) to use. Good Luck

Rich (;) Charis)
 
My pre-turn took all of my available time this morning. I'll run through the actual turns this evening and post the save and synopsis. In the meantime, here's my beginning of turn report:

essex1400ad.jpg

Shaitan the Agressor takes up the reigns of Essex with a promise of blood and fury. He looks over the land and what he sees is good. The treasury is overflowing with gold, the people are fat and happy and the troops train regularly in their ancient traditional ways. Hmmm...maybe not so good after all. He imagines the troops in their fine antique armor being riddled by musket balls. This will need some work. Perhaps Shaitan the Mobilizer is a better moniker...

1400 AD Inventory time. Loads of spearmen, upgrade at 80. 11 horsemen upgrade at 100. 1 chariot upgrade immediately for 120. 4 musket, 6 cav, 4 cannon, 17 berzerk - all good as is. Only 2 caravels for transport though. Upgrade to galleon for 40. One immediately upgraded. Second will return to port asap for upgrade.

Our target is the island kingdom of Kent:
Kent1400ad.jpg

We'll need 3 assault armies for Kent. 1 each for Chatham, Canterbury and Wells. These groups would then proceed to Greenwich, Tunbridge and Hastings respectively.

Proposed armys will consist of 4 cannon, 5 berzerks, 8 cavalry, 3 muskets which means we'll need to build 13 galleons, 8 cannon and 1 cav. At least 6 frigates also needed. Upgrade 5 spearmen at 80 each and 11 horsemen at 100 plus one galleon at 40. 1540 total needed for upgrades. Treasury now stands at a hair over 1000. Army's are larger than some might expect because we need enough to take all 6 cities without waiting for healing and there's no possibility of reinforcement. Could get by with fewer if our intent was to raize and repopulate but since we're working on an island conquer I'd like to take the cities intact. There won't be much production out of these cities, ever, so whatever buildings can be taken intact are worth their weight in gold.

Building queues set. Our army will be built in 10 turns. We'll need some cash for the upgrades though and we don't want to drain the treasury (anticipating Wall Street). Tech lowered so treasury grows by 137 per turn. This will give enough funds over 12 turns to leave a grand in the bank before Wall Street is built. Coal power in 6 turns instead of 4. Workers head out into pre-rail position.

10 horsemen upgraded.

2 incense equals about 1 spice. Incense to Scotland for 19/turn. Incense plus ROP plus 16/turn to Ireland gets us spice. 10 more per turn from Wales and Man. Science bumped back up to get rails in 5.

Run through cities proves mostly unenventful. Everything's in great shape. One settler build changed to worker. Tiny tweaks here and there.

Shaitan the Mobilizer won't be able to sate his bloodthirsty desires but he vows that his successor will inherit one kick ass invasion force.
 
I just noticed that it's not good to Run the unInstallBritIsles twice...

It removed my .bic file... urgh :(

I have to install the patch or something again
 
Thanks!

Looks like we are building up our military.

Sorry to not have done that myself so much, I built one or two cannons started by Charis, and some Cavalry.

It's to bad we're not in despo, 'cus if we were we could set up some worker factories and pop rush in two or more desert cities by adding a worker every other turn (right before you are able to rush) and producing quite a lot of berzerkers every turn.
 
should we change to despotism...? jk...just kidding (like u didn't know that;) ) I'm next right? I'M READY TO TEAR DOWN THE WALLS! :cringe: :ripper: :rocket2: :rocket:
 
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