Brittish Isles Succession Game - The Saxon Menace

Yup, you're up next Xrang. Here's the turn brief:

1405 AD (first turn). Force movement begins towards staging area at Colneceastre. Desert village of Herpedene founded. Everybody knows about Kent at this point so Maps are a viable trading item again.

1410 Building. As at capacity cities come up they will build workers. 2 spearmen upgraded.

1415 Had to renegotiate furs from Scotland. Now costs 6 g/t more. Happiness will be critical as our garrisons are going to be lightened. Will also be losing silks from Kent soon as we can't renegotiate that. Last horseman upgraded.

1420 Stithenaece founded. Spearman upgraded.

1425 Aelle (Sussex) wants a MPP and ROP. We agree to a ROP. We've got coal and can build the Ironworks!! Salsbury changed to Ironworks (once started, it can always be finished - even if a resource goes away). Industrialization chosen for next tech. Aelle has Nationalism - we get that and dyes and 21 g/t for Steam Power. Ivory and 4 g/t from Scotland. 57 g/t from Isle of Man. 45 g/t from Cornwall. 20 g/t plus 50 g now from Wales. 14 g/t from Brittany. Renegotiated incense with Brittany - bumped it up 2 g/t and got another 17 on the spot. Making 200 g/t with a 10 turn research time. First spearman upgraded to rifleman for 120 g. This will cost a bit more for our upgrades but we're cranking the treasury to compensate.


1430 Sussex declares war against Scotland. Scotland and Ireland form an alliance against Sussex. An addition is put onto the palace. Spearman upgraded. Musketman upgraded (40).

1435 Brittany wants a MPP. We say no but happily renegotiate our ROP so they're paying 6 instead of us paying 12. 2 spearmen upgraded. ROP with Manx renegotiated from -18 to +6. Saltpeter to Cornwall for 12 g/t. Saltpeter to Wales for 7 g/t.

1440 Shakespear's Theatre completed in London. Brittany switches to Smith's Trading Company. Everybody's building Smith's now but we can't afford to check on their progress. Cross fingers and hope - we're 8 turns away. Transcontinental railroad will be completed in 2 turns. After that we'll build rail around Loidis to speed this up, if possible. 2 spearmen upgraded. 1 musket upgraded. 1 more infantry upgrade plus the caravel upgrade is all that's left.

1445 Musketman upgraded. Army mobilization going very well. Once caveat - we'll have 3 ironclads instead of 6 frigates for naval superiority. Shouldn't matter against Kent but we'll need a much stronger navy when we go after Sussex.

1450 Isle of Man and Sussex make an alliance against Scotland. Scot city of Dundee completes Smith's Trading company. No techs to purchase. Enfield produces a cavalry unit, wasting 214 shields. Loidis switches to the palace with around 350 shields in the bank. Transcontinental rail completed (Loidis to Colneceastre). London spur under construction.

1455 Tweaked Salsbury to get Ironworks in 14 instead of 18 turns. Island defense force is starting to be suplemented by new build cannon. Concentrating these in Loidis and London. With rails in place they will be able to respond wherever needed. Caravel upgraded to Galleon.

1460 Lost our silk supply from Kent. That's okay though. We'll have a native silk supply soon. Wallstreet completed in Southampton. London spur complete. Salsbury spur begun.

1465 Corwall and Sussex have made an alliance against Ireland. Kent and Corwall have signed a MPP. We'll be at war with Corwall when we attack Kent. Corwall is allied to Sussex so this could bring Sussex against us.

1470 The Great Army has boarded their transports and the fleet has taken sail towards Kent. There is rejoicing across the land and Ard Ri Shaitan declares luxury day in celebration. Managed to get another ironclad out but it's a good 5-6 tiles behind the rest of the fleet. Running rear guard, as it were.

1475 Kent declared war on the Irish. What a mess. It's going to be World War I with Ireland, Scotland and us against Sussex, Man, Corwall and Kent. When we declare against Kent we should grab Brittany and Wales as soon as possible. We get Communism and Industrialization from Brittany. Now researching medecine with a beeline towards Scientific Method (Theory of Evolution). 5 turns at 100% research. Loidis switched to Universal Suffrage (in 9 turns). Southampton buys a factory. Put them on Palace for prebuild to Theory of Evolution next turn. 1297 gold in the bank. The invasion fleet has to be moved manually. There is an undiscovered area between Kent and Essex and the automove will go all the way around this. I screwed up a "J" move with the workers so the spur to Salsbury won't be completed until next turn. After the spur is completed my intent was to put rail on production areas being used by Salsbury and Southampton to speed up the wonder production.
 
"Luxury Day" was a turn with 10% luxury spending. It wasn't necessary but the peeps deserved it after getting an entire invasion force assembled in excellent time.

Invasion plan (Recipe for a short, victorious war) for Kent was:

Turn 1: Land all troops (roaded mountains next to Chatham and Wells).
Turn 2: Kent will yell at us to get off his soil but we don't have to. This turn move the Capital assault force next to Canterbury. Extra ironclad to Chatham, 1/2 center fleet to Wells with ironclad, other 1/2 of the fleet to Chatham.
Turn 3: Kent demands that we move or declare war. Declare war. Cannons and riflemen soak up anything he can throw at us, weakening his city defense. City assault begins - two ironclads each on Chatham and Wells, 4 cannon on each city. Berzerks attack and take Chatham and Wells. Berzerks attack Canterbury but can't take it. Cavalry take Canterbury. Wounded berzerks will be city garrisons. All able bodied cavalry proceed to secondary targets. Riflemen will escort cannon at a slower pace. They will most likely not see the engagement before it's over.
Turn 4: Cavalry take Greenwich and Hastings. All forces converge on Tunbridge.
Turn 5: Cavalry from all 3 forces assault and take Tunbridge. Kent is destroyed. Make peace with Cornwall.

That's the plan I had in mind when I built the combined forces but prosecute our agressive action as you see best. I just couldn't let my battle plan go without sharing it :)

Kent is broke so shouldn't have many riflemen but will likely build conscripts (they have Nationalism) when we're at war.

There's a possibility that Kent has another island somewhere but I doubt it. There are two isles right off their coast that were colonized by mainlanders so I don't think they had any kind of sea travel before being discovered. You might want to buy a territory map from them before we're at war.

Ideas for after Kent:
The world will be at war. We can just let this go and take some time to build up our infrastructure (factories, plants, soon to be hospitals, etc). The most likely result of our inaction would be the destruction of Ireland and Scotland. They couldn't stand against Sussex alone, much less Sussex and every other western power (except Brittany). So long as the mainlanders took the majority of the new territory we would be in good shape. We definitely don't want Sussex getting any larger though.

The second option is to get the world to attack Sussex. This wouldn't be too difficult if you follow these steps:
Let our contracts run out with Sussex.
Move the successful Kent assault troops to invade Sussex.
Make MPP's with everybody possible on the turn we land on Sussex. Cancel our ROP on this same turn.
Next turn declare war on Sussex but don't attack.
When Sussex attacks our forces, the world will then declare war on Sussex. MPP outweighs their military alliances.
We could either prosecute our war to the fullest or stage razing raids to "free the opressed Sussex workers". In either case, Ireland and Scotland will likely survive.
 
Ok I've DLed the game and I'm playing for real. I will report within 24 hrs to spread the new glory of the empire. btw, what do u think of my new look(i mean the avatar and quote), i was inspired by Shaitan and how he changed his avatar...:cool:
 
;) right back at you
 
When the Mod becomes more "Final", then you might think about sending it to Civ3.com, they have a Mod section now...
 
Here's the story. I recently installed a new CD-RW into my PC and it has been giving me problems. I've been on the phone with the company for days now. I thought it would've been fixed days ago, but obviously it hasn't. So if you could skip me (again), I would apprectiate it...but in no way think that i'm going to quit, please! I really love this game and, without a doubt, I WILL BE FOR SURE HERE TO PLAY THE NEXT TURN! Please excuse me. And, btw, everytime I post I'm using my other PC. Again, I'm sincerely sorry for this...:(
 
Okee dokee. Charis, you're up for the invasion of Kent then. We're in regular rotation. I just had my turn. Now Charis, then Grey Fox and back to Xrang. Xrang, I emailed you some help for your disk problem.
 
Oh Thunder! I was actually looking for that extra day or two!

Got my 'Infantry' turn finished but if you've caught the rbd13 thread, I'm starting a new Succession game with a miniature mod aspect, the Cretan civilization with the Minoan Bull UU. First crack at modding or the editor, so that took most of the eve.

Kent is spared, but just for one more eve! :crazyeyes:

Charis
 
1475 AD (0) - Wow!!! At first glance I looked for the tall ships and
thought... "Invade Kent? With what, my good looks?!" Then I saw three
ironclads, but wait stacks of ironclads?? Nay! STACKS-O-DOOM! :hammer:
I almost feel sorry for Kent for what's about to happen...
The new King, Charis O'Saebert, must thank those who went before him
for handing him this ARMADA! Any good results are feathers in their
caps, any bad results will be due to the pungent weed! :smoke:
Hrmm... they DID gut my worker force?! Boo! All those wonderful benefits
of rails will have to wait several more decades... (Salsbury, our
Ironworks city, really rather ironically, has not a single rail tile! :P )
Suffrage due in 9, excellent (although, almost no rails there either, if
we lose it by a turn or two, the weed police will come out!)

Looking at Kent, we see only six cities. Right in the middle is their
capitol. We'll try to take that first, using our element of surprise.
That will also cut off the two halfs and make it impossible to reinforce.
Divide, then conquer. Good on paper, let's see if it works! I think
we have enough troops to simultaneously hit Wells.

1480 AD (1) - Wales and Manx ally vs Scotland, then Wales declares war.
The more fighting the AI does and leaves us alone to conquer Kent, the
better! We trade Territory map with Kent. Chuckle... better recon for
'current' conditions when we land. We're reminded too that he has
ruthlessly backstabbed the Irish. Ah, it's clear now! Tis fate that
a third generation Irishman, Charis O'Saebert, leads the charge!
About six workers are started in production.

Hmm, that's where the units came from. Our home cities are EMPTY! :eek:
May as well put up neon lights "Sussex!!!! Come invade us!!!!" With
all current production needed for infrastruture and war, a mild draft
of defenders is seen as prudent.

1485 AD (2) - Everything looking good so far - on our last move here,
a Kent fishing vessel spots us. We try to look casual (darn!)

1490 AD (3) - Sussex discusses our trade of Wines for Insense. We have
to throw in 13 gpt. Coal Mountain Valley is setlled on our lovely scenic
SW mtn with the Coal resource there, begging to be mined.

Hmmm... Medicine we get next turn no matter what slider says? That means
someone has it, just now, and will sell it to us for 1 GP. Sussex? Sure
enough! That saves us a turn and lets us start Replaceable Parts for the
Infantry. Hmmm... with Sussex caught up in tech, we better first go
electricity then SciMethod and TOE aimed at Atomic and Electronics.

We land at Kent, they, uh, don't look happy! Oh my! Horsemen and Pikes
all around? I hope that they have better than that! Our Berzerkers will
eat their lunch!

1495 AD (4) - Kent threatens us!!! "Leave or declare war!" Well, sheeeeesh
that's a no brainer!

:rocket:

I had hoped for one round of 'warning us' then next round attack. They
did get to slip SOME defenders into place, but... none modern.

Well that's interesting... Kent had "morons" in Cornwall sign a MPP!
So we're at war with Cornwall. (Which peon civ are they?!)
Oh shoot. We had a trade deal ongoing with them. It better not hurt *OUR*
rep if THEY choose to attack us! Our quarrel was with Kent!
These little "pink" civ people have six cities to their name. They're just
as pathetic as the Kents. We cut off our supply of saltpeter to them.
Would you believe that's the ONLY MPP in the game right now?!

If we don't take Wells this turn, 11 pikes enter the city. A gauntlet?
I love it! Hmmm... rifle conscripts show up in Hastings. Don't love that!
Hmm, one cav goes elite vs said conscript :hammer:
Another cav goes elite vs the last defender in Hastings, a Spearman.
Since we intend to WIPE out Kent, I keep the cities instead of raze.
(Soon there will be no Kent to 'flip' back to, if all goes well)

At Wells, it was just plain a rout! We lost one berzerker, while they
lost about five and the city. Our cav move so quick they press on to
Canterbury and are outside it immediately!

1500 AD (5) - Hmmm... I still see "Swordsman" and chuckle, thinking patsy.
What is the Kent UU again?! A cav, swordlikeman, and arrowbuttkicker
shot at us mid turn. Falconers?? Hehe, well that's no threat!
The stack of pikes comes at Wells. The resistance in Hastings ends (well
sheesh that wasn't much resistance) Those 11 pikes up... 11 down. Only
loss for us was a zerker (they should have stayed in mountains) and we got
two elite cavs. Even our riflemen take some offensive shots.

Yeehaw! First artillery shot at Canterbury destroys the barracks! :hammer:
The fighting there is furious. We actually lose a few battles, two zerks,
a cav, but so do they! We get two elite cav, one elite zerk. Before we
even run out of attackers, on the first assault round, Canterbury falls.
We'll need to rushbuild the barracks to heal properly, once the
resistance is quelled. The capitol moves to Greenwich.

Ha!! Not for long! We had three cavs yet to move, and they're so fast
they made it to Greenwich. Three defenders, they all fell!
Out of curiousity, an ambassador calls out. No answer. (Silly fools!)

1505 AD (6) - Four Britton ships are moving SOMEWHERE, and right off
our coast at Travalgar? Do they want a piece of us or something?!
Frigate/Galley pairs... an invasion force. They have a RoP with us,
so I can't even tell them to leave. I wonder if I should MPP with their
biggest and toughest neighbor?! I look at our standing and our mil advisor
says our army is weak compared to other nations. Great, and 1/2 of it is
on another island right now. I draft one from virtually every available city.
I institute a North coastal neighborhood watch (a dozen spare units hangout
there instead of in town, to discourage landings :P )

Saitan - bug alert! Are Warriors *supposed* to upgrade up to riflemen??
seems like a UU thing, but that doesn't seem right...

Phew! Not only no counterattack at Greenwich but the resistance is over.
And we only had two units on garrison (the attacking cavs).
To help reduce flip chances I am starving down the cities a few.

1510 AD (7) - Brown ships approach our shore, and Wales comes up to discontinue
our RoP. We renew it when he gives us 24 Gold. We lose our supply of
Spices. Great, now who is that? Ireland. What?? You want HOW MUCH for
those Spices now??! Grr.... cancel that. And before long, bub, I'm
coming to get those spices for MYSELF! Scotland wants to cut a deal too,
and pay less for their incense. Palace expansion...

Chatam and Tunbridge remain in Kent. A brown ship lands next to Chatam.
Hey pal!!! **OUR** invasion, get lost!! :hammer: Oops, maybe it was
just a purple Kent ship.. never mind. They conscript a rifle there, but
they're WAY short. Three defenders, three attacks, Chatham is ours.

1515 AD (8) - Has Manx gone crazy??? They're sending an armada our way.
I recognize it because it's like what we sent down to Kent!!
Actually, it's much odder. 13 galleys and a frigate. Are they heading
up North past us??? Very likely. Britton sailing south, Manx north.
Manx has an RoP and a deal with us. The AI does some dumb things but
it doens't every break RoP. They're not after us (for now! :P )
Still, I kiss up in a minor way and buy their world map for a generous
price and cut back 1 gpt on their incense purchase.

Crud, we kill three defenders at Kent's last city, Tunbridge, but one
left. No fresh units in range. Three badly damaged cavs though???!
The first valiant cavalry rider has one hp, but takes down the arrogant
pikeman. The city is ours, Kent is.... GONE! (Hope you didn't blink!!)

"We have destroyed the solid Kent, High King!" :hammer:

Cornwall the Moronic refuses to see us. He gets swept into an MPP
with a puny civ about to be eaten alive by a big civ, and won't let
up after that puny civ is wiped out?! :smoke: We prod them by
sinking a wooden ship with an ironclad...

I'm going to stop there after eight turns.
Good luck to next leader...

... building a ton more rails
... consolidating our victory on Kent
... choosing a next target and when
... enjoy the fruits of iron works (and built a factory asap!)
both it and suffrage due next turn
... research Scientific method and get us going on the big Theory of Evil

Charis
 
I love it when a plan comes together. Great work on the invasion, General Charis.

The swordsman upgrade is intentional. It's not a direct upgrade (it goes through swordsman). All the ancient units are upgradeable in the British Isles mod.
 
1: 1520 AD
Manx wants an MPP, but I just give them the worldmap, and Cornwall lands on our Island with a knight. The knight is bombarded and eredicated by a zerker...
Seems like someone discovered Electricity, 5 turns left before, now 1 turn.
(BTW, as Charis said, Iron Worx and Universal is built)

2: 1525 AD
Manx and Ireland has a Pact against Cornwall.
The scots wants an Alliance against the Sussex, but we aren't ready for that know are we?
We lost our supply of dyes and something(forgetful me...).
We lost many more luxaries... :(

I just realized that I don't have time to play any more so I stopped...

Our WLTK-days ended in many cities, so if the next player can, try to get som more luxaries if you can.
 
I've got the game. Any extra tips as to what I should do? The PC's fine, btw...
 
Back
Top Bottom