Bz8 - 5CC AWE (small map)

I will play tonight

Arizona_Steve
Mark1031 ------> Just Played
betazed ---> Up
Greebley -----> On Deck
jb1964
 
Bz8_1872.JPG

  • I played a few turns more than 10 to take care of some crucial attack.
  • I have been able to raze 4 Mongol cities and the spanish capital. The spanish capital I took out just with the cav army. You can take out a city with just the cav army very carefully in about 4-5 turns. With a completely healed army attack and take out rifles one at a time. You will be able to take out on the average more than 1 rifle every two turns. In about one or two turns the city will start consripting and conscript rifles can be taken out easily, a whole bunch at a time. I was able to take out the Spanish capital and the cav is poised to take out the new capital. However, make sure that the cav army does not drop below 8 in hp. But DO NOT FORGET TO PILLAGE TOO.
  • The mongols are down to 4 cities.
  • Next player should be able to take out Karakorum in the next couple of turns. You have quite a few cavs converging on Karakoram.
  • I landed 16 cavs last to last turn and lost 6 of them to spanish rifle counterattack. :(
  • We need to wipe out Mongols and need to turn attention to Spain quickly.
  • We have less than 150 turns left in the game. I am slightly worried about a histographic loss.
  • Also Spain has electricity. So it is probable that they are researching RP. I do not want to face infanty.
  • Once the Mongols are finished off, our forces will be concentrated near Dalandzagad. Instead of the long trek back to Spain lets use a sea trip to transfer forces more quickly along the yellow arrow route.
 
Arizona_Steve
Mark1031
betazed ------> Just Played
Greebley ---> Up
jb1964 -----> On Deck

Greebley, if possible play till you have wiped out the Mongols. I am getting slightly impatient in getting this game over. Hoping the other players will not mind this idiosyncrasy of mine (at least not too much :D )
 
Preturn: Do some MMing:
I can get the hospital a turn earlier if I put the scientist in Antium to work. I do so and will move him somewhere he doesn't make a difference.
Neapolis can get the hospital next turn by going to -2 food.
I add Netherlands and American workers to Rome until it hits 80 shields and can build a Cavalry every turn.

We don't want to go for Replacable Parts with science? Hmm.. the problem is it would be that it takes 100 turns as 10% science puts us negative cash. So we need stock exchanges first. Makes sense.

IBT: The rifle attacks our Cav on a mountain and kills us taking no damage itself
Neapolis: Hospital->Cannon

1874: I add 4 workers to Neapolis. This gets us gold for the most part (up to +43). Move some Cavalry. My guess that we will have this game won in 20-30 turns.

IBT: Conquistador lands
Veii:Hospital->Cavalry (2 turns)

1876: Add some workers to Veii to gain 20 more gpt. Once we get the other two towns up to 16 people research might be worthwhile. Bombard spanish boats.

IBT: Some more boats are coming
Hospitals in the last 2 towns.

1878 AD: We attack the Capitol Krakatorum (however you spell it) and raze it - we don't lose a single unit (6 retreats). We also attack a size 2 Spanish town and destroy it. I start up Battlefield Medicine in Veii (Haven't got a leader yet).

After adding workers to the cities, I raise science up to 40% which is slightly negative on the cash. Corp in 13. The stock exchanges will definitely help so I will push for them. Our larger towns allow this.

1880 AD: Healing. I send the cannon on to the next city. We are starting to get pollution. Spain has Guerillas and thus RepParts.

IBT: Some more spanish ships bombard

1882 AD: Cordoba is destroyed. I am moving toward the Mongols as well as Spain. The cannon however are moving toward Spain as I think we can deal with the Mongols with just the Cavalry

IBT: Oops Spanish cavalry. Saltpeter was reconnected.

1884: Send army off to pillage saltpeter. It occurs to me that destroying the town near the saltpeter makes a better target anyway. I attack Longrono, but it is heavily defended.

IBT: Some Spanish attacks.

1886 AD: Movement of forces. No attacks

IBT: Some Spanish attacks

1888 AD: Destroy the second to last Mongol town leaving only the Capitol.

I merge more workers into the city. We no longer have suffficient workers to clear pollution on hills or mountains in one turn, but the extra cash is almost certainly worth it (I merged about 36 of our workers) we have 27 left. 24 clear pollution on flat

IBT: Mongols actually have some boats out.

1890 AD: Healing mostly. Our units were injured. I will stop here as it is an even turn and feels like 10.

Notes:
The cannon are heading north to help out with Spain. Bring them to the coast to pick up the cannon. The Galleons to the South are to pick up cannon to bring North

Some cities are well guarded like Logrono. We need all the Cavalry in the area to take that city out; otherwise we just injure a few units. Alternatively use the Cannon or Army to help out.

Battlefield Med in 2. I got elite victories, but no leader to rush it.

The lack of roads and cities to heal in makes progress a bit slow. It might take more than my max guess of 20 turns (or maybe not). We seem to have plenty of troops.

We are at 40% science and -11 gpt. We will get corp in 7 at which point, 5 stock exchanges and Wall St. will greatly help our finances. I am assuming Rep Parts after that. Artillery would help greatly.
 
Here is a zoomed out map of Spain. The counters have been fairly light. The biggest problem is getting the units to the cities and the long healing times.

[Edit: Any place that you cannot see directly by a unit probably has roads even though it appears not to. The army was going for cities most recently. We may want to pillage a bit. The only exception would be toward Toledo.]
 
Nice work, Greebley.

Arizona_Steve -----> On Deck
Mark1031
betazed
Greebley ------> Just Played
jb1964 ---> Up
 
Now that this game is coming to an end I would like to start thinking about Bz9. Any ideas?

I was thinking of the following 2

1) A straight Sid game on pangea huge map. All victory conditions will be open and we just need to win. I think it will be a decent challenge.
2) A custom map that I would make where there will be three continents, a civ in each, min turns for research is 1, and sea movements increased drastically. All civs will be given all resources and exactly similar land types, with conquest being the only victory condition. Game level will be Sid or Deity. This will really test our war mongering and planning skills.

Comments and more ideas welcome.
 
It would be interesting to try 1; I am really curious on how that would play out. What percentage land would you use? I would be torn between making it 40% to have a chance to settle some cities vs lower land to slow the AI.

Given some of the tight starts in SID I have had, I think I would prefer the 40% land and using the first start whatever it is.

For two, you may want to do something like disallow bombardment, unless you play at Sid level.

I would currently prefer 1 over 2.
 
Greebley said:
What percentage land would you use?

I was thinking of max land. IMHO, that would be the hardest variation of Sid. I just want to see if that is winnable. We can restart as many times as we like to make sure we have a decent start.
 
The Save, 1910AD

Bz8_1910.jpg


As you can see, the Mongols are dead. First attack took our Army down to 4hp. We healed to full, brought in more cav and repeated.

I went pillaging through Spanish land with the other army and unhooked their iron. We also unhooked a few of their cities from this world.

We have a large number of cavs and cannon, that can't hit s***, in and near Spanish territory.

We can't keep up with polution around the cities.

Landings are getting rare.

Plenty of elite victories but no leaders.

At this point in the game I'm not sure more detail is really needed.
 
Opened the save and the spanish are definitely on the way out. Good Work!

For the pollution we can maximize a town to growth and pull the workers out again. They are cheap.

Some towns can be MM'ed to positive food.

It might be worth starting a prebuild for Wall St in Veii. Not that we really need it...
 
Good job, jb.

Arizona_Steve -----> Up
Mark1031 ------> On deck
betazed
Greebley
jb1964 ---> Just Played

I will start up the Bz9 thread today. However i I will be away from tomorrow and will be back only on July 7th. So there might be a pause in that game for a while.
 
For the benefit of lurkers and other team members I post this pic.

Steve, do not forget to MM the cities before your press spacebar.

Also, play as many turns as you like. There is not much remanining in this game.
 

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(0) 1910AD
I start by offloading a galley onto two Spanish workers. Our cities are micromanaged to avoid starvation with the exception of Antium, which has pollution on three tiles.
Antium gets a FOURTH tile of pollution during the interturn.

(1) 1912AD
Ships are positioned to block any Spanish Galleons that may want to recolonize the former Mongol lands.
I go for Toledo, but there are loads of defenders there. We only lose one cavalry.

(2) 1914AD
Murcia razed.

(3) 1916AD
Wall Street gets started in Rome. Due in 4.

(4) 1918AD
(5) 1920AD
I finally bombard raze the Spanish capital, defeating a seemingly endless array of rifles and the odd guerilla or two. In the last four turns it was pop-rushed from size 7 to size 1. Capital moves to Seville.

(6) 1922AD
Wall Street is completed.

(7) 1924AD
Our lands are finally pollution-free. Wonder how long it'll last though.

(8) 1926AD
One more spot of orange goo cleaned up.
The spanish city of Zamora is destroyed, and their empire is split into two. We get a bumper crop of six workers from the size 1 city.

(9) 1928AD
For some strange reason Neapolis is no longer happy at size 20. It'll have to starve.

(10) 1930AD
Spain is down to three cities. Many cavalry are headed towards Seville, while another troupe is heading towards Zaragoza.
Since Betazed wants this game finished, I may as well do so, since I should have this game nailed in ten turns or so.

(11) 1932AD
WTH??? Cumae riots for no apparent reason. It certainly didn't grow.
And more bad news. Our redlined Knight army is killed by a Guerilla.

(13) 1936AD
Seville is razed. Capital jumps to Santiago. Two more cities to go...

BZ8-1940AD-1.jpg


(15) 1940AD
Zaragoza succumbs to the cannon and the Cavalry.
I have 17 cavalry and an army in range of Santiago. With the best defender there being a regular Rifleman, I go for it. The Cavalry Army defeats the final conscript rifle and...

BZ8-1940AD-2.jpg


BZ8-1940AD-3.jpg


Fortify the remaining units, clean up the last orange goo in or land and...

BZ8-1940AD-4.jpg


BZ8-1940AD-5.jpg


Score 1450 - Caesar the "Terrible"

Many thanks to everyone involved for an excellent game! :goodjob:
 
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