CBob01 AWM Training Day Game

4 Warriors ?!?
.
.
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Begin upgrading remaining 4 warriors to MI
- I think we had tried to build them as cheap MPs.

- 2 more Civs eliminated, and a empty army to fill with cossacks. Great work Aabraxan.:goodjob:

- The Yanks I think are only on an island or 2 to our NW.

- The Aztecs are only up Republic and Chivalry now? That's great news. The down side of that is that they do have Cavalry, of course, so we should build a couple muskets before invading the other continent. But I agree with the rest then - let's not screw around with infrastructure, let's just beeline for Magnetism, get a bunch of galleons, pump out cossacks and go win this thing!
 
Despite the incredible deja vu I'm experiencing, an ASAP win is the only reasonable option at this point isn't it.
I don't know if we really need that many defensive units. All we need are full strength armies to block the borders of the first town and then have only 1 road/rail leading through the wasteland of their razed cities. I even wonder if our cannon will get into it. It depends on the geography, and there is nothing wrong with having a cannon/ MI force to clean up a section of the continent while our feisty cossacks clean 70% of it.

Here's a question I've been thinking about for a while. I really don't know the answer. Would it be worth it to switch to a different government? I guess Feudalism is our only option at this point but it would give us a ton more cash. The corruption would be the same but our unit support savings could go...where.... Sorry, I'm an idiot, I jsut realized it's a pop rush gov't.
 
Despite the incredible deja vu I'm experiencing, an ASAP win is the only reasonable option at this point isn't it.
I don't know if we really need that many defensive units. All we need are full strength armies to block the borders of the first town and then have only 1 road/rail leading through the wasteland of their razed cities. I even wonder if our cannon will get into it. It depends on the geography, and there is nothing wrong with having a cannon/ MI force to clean up a section of the continent while our feisty cossacks clean 70% of it.

Here's a question I've been thinking about for a while. I really don't know the answer. Would it be worth it to switch to a different government? I guess Feudalism is our only option at this point but it would give us a ton more cash. The corruption would be the same but our unit support savings could go...where.... Sorry, I'm an idiot, I jsut realized it's a pop rush gov't.
Feud also has war weariness. Realistically, I think the only other gov for AW is Commie, and I'm not sure we'll need to switch again.

Sorry, I didn't mean to come off sounding like an ASAP win is the only reasonable option at this point. My point was more that we've got tech parity, why wait?

I don't think we need many defensive units, but IMO we need some for the initial landings - the Aztecs probably have a ton of units, including attack 6 units, ready to counterattack a beachhead force.
 
- I think we had tried to build them as cheap MPs.

Yeah, I think that's right. I spend so much time in Republic in my other games, I just keep forgetting about MPs. :blush:

- 2 more Civs eliminated, and a empty army to fill with cossacks. Great work Aabraxan.:goodjob:

- The Yanks I think are only on an island or 2 to our NW.

- The Aztecs are only up Republic and Chivalry now? That's great news. The down side of that is that they do have Cavalry, of course, so we should build a couple muskets before invading the other continent. But I agree with the rest then - let's not screw around with infrastructure, let's just beeline for Magnetism, get a bunch of galleons, pump out cossacks and go win this thing!

Thank you.

And yes, the Yanks are off to our NW. That's where the lone American galley that I saw came from.

Infrastructure . . . who needs infrastructure? We've got cossacks! :devil:

@CBob -- if it makes you feel any better, mine was a relatively dull set, too. Lots of worker turns, lots of military units running across the landscape, some upgrading. A little fighting. If you want more fighting, you can work on clearing Exile Island.
 
Sorry, I didn't mean to come off sounding like an ASAP win is the only reasonable option at this point. My point was more that we've got tech parity, why wait?

Actually, the ASAP though was fully mine but he last few posts by you and Norton cleared my head a bit:D. I don't think we have anything to gain by dragging it out. We have this game won. Our best learning opportunity is to try to finish it ASAP unless we want to change our VC to space.

I don't think we need many defensive units, but IMO we need some for the initial landings - the Aztecs probably have a ton of units, including attack 6 units, ready to counterattack a beachhead force.

You raise an interesting point. I would just add, that we know they don't have rails and we are a number of turns away from our invasion. We should be able to scout the coast quite a bit with galleys and if our initial landing is well-planned, with at least 2 full strength (3/4) armies, we shouldn't face any retaliatory attacks. If we make the landing with a settler and 2+ armies, the AI won't attack. We could work it where we wouldn't need any defensive units at all.
 
And a big shout out to Aabra for keeping the puck in the zone;)
 
Internet problems at home.
Did my analysis, some MMing, got my thoughts in order (all in Notepad), and then found out the internet was down. :crazyeye:

Will play after my notes are up and have had a chance for comments.
 
End of Turnset 25 Stats:
Astronomy 5 turns (2.8.0)
370 gold +23 gpt

Sixty-four cities; I'll not detail them all.

City Builds
  • Military Academy [1] (Mosiac Moscow)
  • Cannon [4] (Babylon, Berlin, Silly St. Peteys and Akkad)
  • Courthouse [4] (Hattusas, Tarsus, New York and Lava Town)
  • Settler [14] (Washington, Nizhniy Novgorod, Ashur, Nowhere City, Boston, Ellipi, Munich, Heidelburg, Chicago, Eridu, Seattle, Eulbar, Pskov and Suzdal')
  • Worker [6] (Leipzig, Vladimir, Frankfurt, Philadelphia, Samarra and Nippur)
  • rGalley [4] (Ugarit, Staraya Russa, Magnitogorsk and North Hilton)
  • Heroic Epic [1] (Iron Hill)
  • Harbor [5] (Konigsberg, Cologne, Sippar, Hilton and Whale City)
  • vCossack [6] (Rowdy Rostov, Yakkity Yakutsk, Savignon Samara, Murmur, JellyBank and Dyesville)
  • Market [4] (YarYar, Gold Hill, West Moscow and Somewhere City)
  • vMace [4] (Hattusha, Hot'n Spicey, New Horse Town and Anywhere)
  • Aqueduct [2] (Tyrana and Halifax)
  • Wealth [6] (Uruk, Silk City, Shuruppak, Bremen, Rostov and New Stuttgart)
  • vGalley [1] (Osmk)
  • rSpear [1] (Stuttgart)
  • vWarrior [1] (Novgorod)

We have 2 Saltpeter, 4 Iron and 4 Horses.
We have 3 Wines, 2 Dyes, 3 Spices, 4 Silks and 4 Gems (5 of the 8 luxuries).

The Russian Military Machine:
  • 04 Settlers
  • 11 Workers
  • 01 Warriors
  • 01 Archers
  • 11 Spears
  • 08 Swords
  • 12 Horses
  • 23 Pikes
  • 18 Catapults
  • 09 Cannons
  • 06 Galleys
  • 05 Armies
  • 05 Cossacks
  • 33 Maces
  • 24 Trebuchets
  • 92 Slaves ( :woohoo: )
Total Units: 171; Allowed Units: 160; Unit Support: 11 gpt.
We are strong compared to America and the Aztecs.

Cycle through the cites:
  • Babylon (2) cannon -> wealth, add 1 geek. (We have plenty of units we can upgrade to cannons).
  • Berlin (3) cannon -> wealth, add 1 geek
  • Ashur (4) hire a geek and a taxman, city at zero growth, settler still in 16.
  • Munich (5) hire a geek, city at zero growht, settler still in 3.
  • Heidelburg (3) hire a geek, city grows in 10, settler still in 19.
  • Akkad (3) cannon -> wealth, add 1 geek and 1 taxman, city at zero growth.
  • Uruk (3) hire a geek from a hillbilly (mountain citizen).
  • Silk City (4) hire two geeks, city at zero growth.
  • Eulbar (6) make geeks of two hillbillies, settler still in 9.
  • Lava Town (4) work the forest instead of irrigated plain, grows in 1 (still), courthouse in 20, not 29.
  • Dyesville (5) vCossack -> library, 2 turns.
  • Hilton (3) work the irrigated plain instead of the hill, grows in 6 not 12, harbor still in 26.
  • Whale City (2) work a roaded plain instead of the unimproved forest, 2 beakers to science instead of 1.
  • Pskov (6) hire three geeks, city at zero growth, settler still in 1.
Now at +30 gpt, Astronomy still in 5.
Lower the smart slider to 70%, Astronomy still in 5 at +61 gpt.
Up the smart slider to 90%, Astronomy in 4 at -2 gpt.
Stay at 90%.

Note to CommandoBob: Both Caravels and Galleons can move 4. Caravels carry 3 units; Galleons carry 4.

Boats and Harbors
Will need to rush the harbor in Cologne. No harbor on the northwest coast and thus no place to upgrade galleys to caravels. Magnitogorsk is a better place since it is closer to America than Cologne, but the harbor there is more expensive (192 gold vs. 104 gold right now).

Don't plan to attack the Aztecs on Exile Island. I think it is better if we leave them as the last Aztec cities we capture, just to avoid the last-settler-in-a-boat situation that the AI likes.
Will move three of the four galleys around Exile Island towards America and later switch North Hilton from galley to caravel. The fourth one will 'volunteer' for a suicide run from the east side of Exile Island. Those are original Aztec towns up there, not captured cities. They came from somewhere.

But it will take at least five turns for the closest galley to get to Magnitogorsk to load up. And these are the closest galleys.

So, I will rush a harbor in the northwest once we learn to make Caravels and then upgrade Caravels as they arrive.

American Warfare
America currently lacks Invention, and that means they also lack Muskets, since Invention is needed to research Gunpowder. Their best defender will be Pikes.

Our best defender(s) are Cossacks and Pikes. (Somehow I thought that Cossacks had a defense of 4 but the Civlopedia says 3 and the units show 3 so I am wrong.)
Our best attackers are Cossacks and Maces. I'm not too eager to begin our Golden Age on the Americans. I would rather bombard with Cannons and attack with Maces and Swords. Against weakened Pikes, these two units are still deadly. And if they lose, ohwell, we knew they were obsolete. One less unit to support.

Or maybe we send a galley or two as naval scouts while we build up and gather our forces together in the northwest.

I really don't have a clear idea as to which is the better way to proceed.

Long Range Goals
Outwit, outfight and outlast the AIs.

Mid Range Goals
Make contact with the Arabs and Romans.
Build an embassy if we can and need to.

Short Range Goals
Learn Astronomy, begin to learn Phyics.
Upgrade some Galleys to Caravels.
Upgrade some Horses to Cossacks.
Upgrade some Trebuchets to Cannons.
Upgrade some Catapults to Cannons (?) or else disband wisely.
Build some cities.
Build some settlers.
Add markets, libraries and aqueducts to our core.
In the fringes, build settlers, workers and wealth.
In the fringes, use specialists for more income and science.

And the save is >>HERE<<.
 
As always, CB, your preflight organization is commendable. :goodjob:

Just a couple of quick thoughts:

1) Are there any units that you could disband at Magnitogorsk to bring down the cost of rushing the harbor?

2) I like the idea of using at least one galley & maybe two as naval scouts. It'd be nice to see their continental outline.

3) However, I like the idea of upgrading to something larger for a good invasion better.

4) First landing needs to be a beachhead, IMO. Either a squad of our best defenders or 1 settler + a squad of our best defenders, preferably the latter. Being able to unload cossacks and attack in the same turn would sure be nice.

5) Agree on the Americans. Use less valuable units to finish them off. Don't divert cossacks for what will not be a serious war.
 
As always, CB, your preflight organization is commendable. :goodjob:
Thank you.

I find this a good way for me to focus on what is going on in the game. SGs help me zero in on what needs to be done and plan how to get there. The way I do it, I force myself to examine each city at least once during my turns. As big as we are now, listing each city's build is just too tedious, even for me. By summarizing what we are making we can see if we are overbalanced with one build or one unit.

The micromanaging aspect of this game is something that must be learned. I don't think anyone is born with it (except, well, maybe, Adrian Monk, the Obessive-Compulsive Disorder afflicted detective on the USA network). I created some tools/habits that work for me to force me to pay attention to what I am doing in the game. Even with this many cities, I plan to cycle through the cities at least twice more on my turns, just checking up on them.

The people that are really good at this swap tiles between cities a lot, especially in the core. They swap tiles so that the builds are made with no lost shields and no lost food. I sometimes see those opportunities, but not as often as I should.
Just a couple of quick thoughts:

1) Are there any units that you could disband at Magnitogorsk to bring down the cost of rushing the harbor?
I can't think of any off the top of my head. But we have four turns to get them to Magnitogorsk. How about some surplus catapults?

2) I like the idea of using at least one galley & maybe two as naval scouts. It'd be nice to see their continental outline.

3) However, I like the idea of upgrading to something larger for a good invasion better.

4) First landing needs to be a beachhead, IMO. Either a squad of our best defenders or 1 settler + a squad of our best defenders, preferably the latter. Being able to unload cossacks and attack in the same turn would sure be nice.

5) Agree on the Americans. Use less valuable units to finish them off. Don't divert cossacks for what will not be a serious war.
This all seems to flow together.

We have three galleys from Exile Island heading to Magnitogorsk (I may rename this to Magnet Gork just so I can pronounce the name) and one heading northward up our west coast to the same destination.

What is going through my mind is this: Two galleys scout, one galley upgrades to caravel, we rush a caravel (giving us two caravels to ferry troops to the landing beaches) and upgrade the last galley to caravel when it arrives. (This southern galley is about 8 or 9 turns away, so that is why I would consider rushing a caravel.)

This would give us two snooper units and three caravels for troop transports. Our inital landing could be six units (say a settler, three Pikes and two Trebuchets). Depending on how close we built the city, we might be able to sail to it in one turn (city to city), which could ensure a steady stream of reinforcements.

If we are lucky, the Aztec coast won't be more than a turn from America, making it is easy and safe to move troops westwards.
 
If by "snooper" units, you mean galleys to scout the US islands, it might be a good idea to upgrade them first. They will get more movement and be able to move on to explore the Aztec's continent faster and more safely. An upgrade will be cheaper than a rush and the time lost to losing one at sea would be quite a pain.

Good luck
 
If by "snooper" units, you mean galleys to scout the US islands, it might be a good idea to upgrade them first. They will get more movement and be able to move on to explore the Aztec's continent faster and more safely. An upgrade will be cheaper than a rush and the time lost to losing one at sea would be quite a pain.

Good luck

Good point. I was just thinking of how to be a cheap sneak and getting units outward as quickly as possible.

What I wish we had were curraghs; they are cheap and expendable.
 
1. Agree on the Americans too. Use the older units, we can wipe them out no problem.

2. I'm not sure I agree with leaving the Aztecs behind on Exile Island. For one, I've never had the fun of chasing down a settler on a boat, but in all seriousness, what's to stop them from doing it from a port city like on Exile Island as well as from their main continent? I would finish the island off and get more cities for us.

3.
This would give us two snooper units and three caravels for troop transports. Our inital landing could be six units (say a settler, three Pikes and two Trebuchets). Depending on how close we built the city, we might be able to sail to it in one turn (city to city), which could ensure a steady stream of reinforcements.
Are you talking about the Aztec landings or the Americans? I think we'd get wiped out with that small of a force landing against the Aztecs.
 
I can't think of any off the top of my head. But we have four turns to get them to Magnitogorsk. How about some surplus catapults?

Sounds good. We've got plenty of trebs that could be upgraded to cannons. Sacrifice the cats for their shields.

Our inital landing could be six units (say a settler, three Pikes and two Trebuchets). Depending on how close we built the city, we might be able to sail to it in one turn (city to city), which could ensure a steady stream of reinforcements.

That would be great. Once you get a bead on their coastline, see if you can pick a landing spot that would allow one turn travel, harbor-to-harbor. On the composition of the landing squad, I'd say 1 settler 4 pikes and 1 treb. Something happened in my own game recently that I've been thinking about. (Before I say this, let me go ahead and announce that it's early and memory is a little foggy, so if I'm wrong, someone please speak up). I had two cats and a sword in a city that was being attacked. I'm pretty sure I only got one defensive bombard from the cats. So if we're talking about the initial landing, 1 treb should be just as effective as 2. 4 Pikes, on the other hand, will be more effective than 3. We won't be moving offensively until we get several boats of reinforcements on the ground, so holding our initial beachhead becomes priority to my mind. Again, someone correct me if I'm wrong.
 
2. I'm not sure I agree with leaving the Aztecs behind on Exile Island. For one, I've never had the fun of chasing down a settler on a boat, but in all seriousness, what's to stop them from doing it from a port city like on Exile Island as well as from their main continent?

My guess: corruption, shields & distance. I don't think they'll ship any settlers to Exile Island if there's no available land and it would take them forever to build a settler there.
 
No there's an idea for a galley. Fortify it close enough to the Aztec city to see if a boat is born and follow it:). I'm not overly worried about the lone settler though
 
Open the game and save it as CBob01_AD_1350.sav.
Makes it easier to keep the AD and BC portions separate and distinct.
And it prevents me from opening the wrong save!

Hit Enter.
[IBT 1350 AD]
A pink galley cruises up the west coast, between us and America.

Ugarit rGalley -> settler, 30 turns (?)
YarYar market -> courthouse, 10 turns.
Yakkity Yakutsk vCossack -> vCossack, 7 turns.
Halifax aqueduct -> vGalley, 5 turns.
Somewhere City market -> vMusket, 8 turns.
Pskov settler -> settler, 30 turns.

We lose a suicide galley.

1 1355 AD

We talk to the pink galley and meet the Arabs.
They have 40 gold. They know The Republic, Chivalry and Astronomy.
They will not sell Astronomy.
Okay, we'll talk again. Don't declare war now, will do so later this turn.
Build an embassy for 85 gold.

Oh!
1355AD_MeccaMapTrimmed.jpg


Mecca is in a rather bad starting place.

Mecca 1355 AD
1355AD_MeccaTrimmed.jpg


Mecca today. Four Spears guard the city.

Looking carefully at the map screenshot, I see what looks like a green border to the SE of Mecca. Atzecs?

Move a vPike into Leipzig to quell resistance.
Found Stalag Luft III in the middle of Germany (suggested name Yakaterinburg), grows in 10, wealth (specailist farm).
It is connected to the greater empire.
Gang up workers and slaves where possible, to finish tasks quicker and thus benefit us that much sooner. Too many groups of too few slaves/workers.
Found Ozzy's Victory on Exile Island, named after Ozzy in the latest Survivor game (the race based one). Grows in 10, library in 40 (just for the culture expansion).
This is 4NE of North Hilton, 1 turn of movement for caravels and galleons.

Talk to the Arabs again.
Try to intimidate them into giving Astronomy. We are strong compared to Arabia.
They don't cave in.

Oh!
1355AD_ArabDOWTrimmed.jpg



So we declare war on the Arabs.



Hmm. I notice in the screen shot that the Foreign Advisor is behind the Military Advisor. I guess that explains the Military's initial response of 'Respecting our neighbors.' Wimps.

As I save the game, I see that CBob01_AD_1355 is furhter down the list than CBob01_1350_AD. I thought that the letters would come first before the numbers.
[IBT]
West Moscow market -> courthouse, 14 turns.
Omsk rGalley -> courthouse, 80 turns. I put all the citizens on land and we had a 2 of 6 tiles lost to corruption. So once we get some irrigation up here it will be a good city for us.
Dyesville library -> settler, 30 turns, hire a geek, zero growth.

2 1360 AD

See that Hattusha just grew to size 12 and is cranky. Hire a geek. Change build to market, due in 12. Hire two more geeks, city at zero growth, 24 beakers to science instead of the 22 before the last two geeks were hired.
[IBT]
Aztec Longbow moves next to Ozzy's Victory and Stuttgart on Exile Island. We have 7 bombard units next to him. Prepare to die.

Leipzig worker -> wealth.
Nizhniy Novgorod settler -> settler, 30 turns.
Munich settler -> worker, 10 turns.
Hot'n Spicey vMace -> courthouse, 10 turns.
Anywhere vMace -> aqueduct, 15 turns.

3 1365 AD

Minor Skirmishes
eMace vs. rLongbow 1/3, Mace wins (1 of 1).

SouthwestHoGalley heads from Staraya Russa towards the Aztec capital. This is probably a suicide run.
NorthEastHoGalley heads from Whale City northeast into the fog. This, too, is probably a suicide run. Maybe not, it sees a green border.

Drop science to 30%, Astronomy in 1, +210 gpt.
[IBT]
We learn Astronomy, begin to learn Physics, 11 turns at 30%.

Vladimir worker -> harbor, 60 turns.
JellyBank vCossack -> vCossack, 7 turns.
Novgorod rWarrior -> harbor, 60 turns.

4 1370 AD

Galley builds are all switched to caravels automatically.
Up science to 80%, Physics in 5. At higher percentages, still just 5 turns.

Rename Magnitogorsk to Magnet Gork. Build harbor instead of caravel, 44 turns.

Found Banana Bobby on a banana tile 2S of Nizhniy Novgorod, grows in 7, wealth.

An American galley is on our north shore and I decide not to fight it. Want to get the galleys to Magnet Gork and upgraded.

NorthEastHoGalley survived the IBT. Ends in a sea tile, which is now a safe tile for galleys.
SouthwestHoGalley also survived the IBT. Heads 3SW and ends in an ocean tile but does see a green border.
I did not expect both to survive the IBT. I wonder if learning Astronomy shifted the odds in our favor.

Cologne harbor -> caravel, 2 turns.

17 catapults in Magnet Gork. Disbanding them should complete the harbor next IBT.

Drop science down to 60%, learning Physics in 6 turns instead of 5. This will give us +33 gpt instead of -25 gpt.

May need to hire taxmen instead of geeks to keep the cash flow good while we upgrade.

Oh, the Aztecs do NOT know Astronomy.
And just FYI, our culture is second in the known world at 4902 (+50 per turn) but we will be overtaken soon by the Arabs, with 4811 and +75 per turn.
Aztec culture is at 9895, +152 per turn.
We don't have a count on Arab cities.

Oops!
I see that we need to learn three techs to leave the Middle Ages. Magnetism (which we planned), Theory of Gravity and Banking.
Banking would be 5 turns at our current research, but I will not change.
The best reason to get out of the Middle Ages would be for Steam Power and railroads.
But we need to discuss that and be sure that is the plan.
[IBT]
Frankfurt worker -> wealth.
Rowdy Rostov vCossack -> vCossack, 10 turns.
Samarra worker -> wealth.

5 1375 AD

Cycle through the cities (should have done this before now).
Hattusas produces 17 shields and nets 2, yet were are building a courthouse? Settlers are better, but I'm not going to wate 64 shields on a settler. The build continues.
Tarsus needs roads and mines.
New York, market to follow courthouse.
Savignon Samara vCossack -> market, 3 turns.
Need 172 gold to rush the harbor in Magnet Gork or 43 shields.

Catapults disband for 5 shields, so 9 catapults will do the job.

NorthEastHoGalley explores some Aztec coastline.
SouthwestHoGalley survives the IBT and reaches Aztec shores.
EastwardHoGalley, from Exile Island, heads east.

Found Golddigger on a gold coastal hill in Old Babylon; grows in 7, harbor in 60.
[IBT]
Aztec Longbow tries to threaten two slaves on Exile Island.

Washington settler -> wealth.
Silly St. Peteys cannon -> vMusket, 10 turns.
Philadelphia worker -> harbor, 60 turns.
Cologne rCaravel -> wealth, hire two geeks, zero growth.
Nippur worker -> wealth.
Gold Hill market -> vMusket, 15 turns.
Magnet Gork harbor -> vCaravel, 40 turns (8 catapults).

Palace Improvement. We add a right wing (well, its on the right side as you look at it!).

EastwardHoGalley is lost at sea.

6 1380 AD

Disband 8 catapults and complete the vCaravel in Magnet Gork.

Found Lakeside just a bit east of Rostov (not Rowdy Rostov, the other one); grows in 7, wealth.

Three galleys arrive in Magnet Gork, upgrade one of them, 30 gold.

Found North Munich across the bay from Munich (I'm running out of clever names), grows in 7, harbor in 60.

Galleys fog bust the Aztec coast.
[IBT]
Oh!
1380AD_MilitaryAcademyTrimmed.jpg



Mosiac Moscow Military Academy -> Army, 27 turns (!)
New York courthouse -> market, 17 turns.
Boston settler -> settler, 30 turns.
Hailfax rCaravel -> market, 15 turns.
New Horse Town vMace -> vMusket, 10 turns.
Magnet Gork vCaravel -> vCaravel, 40 turns.
We have two catapults in our entire empire and both are in Magnet Gork.

7 1385 AD

Upgrade two galleys in Magnet Gork, 60 gold.
Two Aztec galleys outside Magnet Gork.
Rename a caravel to Convoy01; load three vMace into it.
Move 3W and touch American shores.
Find the American captial of Miami.
Unload the 3 vMace 1NE of Miami.

Load up Convoy02 and sail to America.
Convoy03 has 2 vMace and 1 vPike.
Unload Convoy02 and 03 with the units from Convoy01.
Sail all 3 back towards Magnet Gork, ending next to the Aztec galleys. We have better defense than their offense; let them attack us.

Upgraded a treb to a cannon by accident, 30 gold.
Disband a treb in Magnet Gork for 7 shields towards the Caravel.

Minor Skirmishes
eMace vs. rLongbow 1/3, a swing and a kill (2 of 2).
[IBT]
A Roman galley sails into view around America.
Aztec sail north and do not attack.
Americans land a lone rWarrior on Exile Island.

Tarsus courthouse -> market, 25 turns.
Ellipi settler -> wealth.
Yakkity Yakutsk vCossack -> vCossack, 7 turns.
Savignon Samara market -> vCossack, 13 turns.
Murmur vCossack -> vCossack, 9 turns.


8 1390 AD

Talk to Rome. They have Republic and Chivalry; no gold and no workers.
They do offer Republic and 4 gpt for Metallurgy. We're not that nice.

Oh!
1390AD_RomeDOWTrimmed.jpg


Declare war.

Found German Clover (that name just came to mind, I don't know why) 2N of Boston, grows in 5, wealth.

Just now realize I should have made an embassy with Rome before declaring war. Too late now.

Minor Skirmishes
eMace vs. American rWarrior, a swing and a kill (3 of 3).

Battle of Miami (?) latest American captial
vMace vs. rSpear, Spear wins (3 of 4).
vMace vs. rSpear, Mace wins (4 of 5).
vMace vs. rSpear 2/3, Mace wins (5 of 6).
And Miami is now Russian.

Good News
1390AD_MiamiTrimmed.jpg



Miami is not in the right place for us. It needs to be 1NE, where we can move from Magnet Gork to it in one turn (no spending a turn at sea).
So we raze it.
We gain three slaves.

Blue borders to the North so we go exploring on foot.
We see the current American capital of Houston (4) a bit to the north.

Wake OverseasSettler and load into Convoy04. Also load Archerboy, our eArcher, for defense.
They unload on former American ground.
Send Convoy04 to snoop.

Uh, the upgrade from Horse to Cossack is 180 each. We have 12 Horse, so we would need about 2000 gold.
Don't think that upgrade is going to happen.
Spears to Musket is 120 per head and we have 11 Spears. Another upgrade we wont' do.
[IBT]
A Roman settler pair unload into South America.
We lose a vPike to a Yank Mace (5 of 7).
NorthEastHoGalley is attacked by two ships in white and promotes to Elite.

Eulbar settler -> settler, 30 turns.
Somewhere City vMusket -> vMusket, 8 turns.

9 1395 AD

We found Bye Bye American Pie 4W of Magnet Gork, grows in 5, harbor in 60.

SouthwestHoGalley sails into Roman waters.

Minor Skirmishes
vMace vs. Roman rMusket, Mace wins (6 of 8).
We capture two Yankee slaves.
vMace vs. American rMace 1/3, we win (7 of 9).

We move 5 Maces next to Houston.

Per MapStat, America how has 2 cities. The Arabs have 6.
Arab culture is tied with other culture and their culture per turn matches ours also. Not important, I know, just sorta interesting.
See that the Aztecs have learned Printing Press.

Send Convoy05 to snoop southwards from America, on our side of the Aztec holdings.

We drop science to 50%, Physics in 1, +70 gpt.
[IBT]
We learn Physics, begin to learn Magnetism (7 turns at 50%)
Theory of Gravity is also 7 turns; Banking is 6 turns.

10 1400 AD

Battle of Houston (4) current American capital
vMace vs. rSpear, Spear wins (7 of 10).
vMace vs. rSpear, Mace wins (8 of 11).
vMace vs. rMace, we win (9 of 12).
vMace vs. rSpear 1/3, a swing and a kill (10 of 13).

Good News
1400AD_HoustonTrimmed.jpg



And Houston is now Russian.
We keep Houston (3).
It has two resisters, one geek, zero growth, worker in 10.

Found Yogi Bear 2SW of Silk City in Old Babylon, grows in 10, wealth.
[IBT]

And the save is >>HERE<<.
 
I really hadn't planned to play today. I left work early yesterday because I didn't feel good and did [EDIT] not [/EDIT] go to work today because I didn't feel any better. My plan was to just sleep most of the day and let my body fight the flu or whatever it is.

But,

I wasn't sick enough to sleep like I wanted and I wasn't well enough to go to work. (Which makes feel like I wasted a sick day.) So around noon I began these turns. Any oopsies you see are caused by the flu and my brain being clogged.

We have expanded our knowledge of the world.

Allow me to introduce to you the three main known landmasses, known as America, Aztec Island and BetaLand.

America 1400 AD
1400AD_AmericaTrimmedDotted.jpg



Aztec Island 1400 AD
1400AD_AztecIslandTrimmedDotted.jpg



BetaLand 1400 AD
1400AD_BetaLandTrimmedDotted.jpg



As you can see the Aztecs have been busy with their ships, with cities on 4 different places (BetaLand, Aztec Island, Exile Island and Tula, south of America).

Random Notes
Horses and Spears are too expensive to upgrade to modern units, over 100 gold each. They can either be disbanded someplace wise or used as cannon fodder.


I have been roading hills to be sure we get coal when we learn Steam Power. I've gottenn just ahead a little bit, since I favor Steam Power, but that is really something we need to discuss. To do that we must enter the Industrial Age, which means learning Theory of Gravity and Banking. This would be about thirteen turns after we learn Magnetism. Who knows, we might get lucky and have Steam Power as our IA freebie tech.

So, for discussion, do we stop at Magnetism or head to Steam Power?


In cites on the coast I set the builds to harbors, but that may not be the best thing to build. Most will take 60 turns to build, far too long to do any real good. Perhaps wealth is a better choice and when the city maxes out at 6 hire some specialists.

Need to adjust the smart slider.

I tried to get workers into groups of 3WT; I was mostly successful. The slaves were harder to organize and optimize, but I tried.

Old Germany and Old Babylon just need to be irrigated; those cities are too corrupt to produce anything but settlers, workers and wealth.

Load up some horses and ship them overseas (I should have done this but didn't). If they die, they die.

For a change, our military is less than our support limit.

We have 10 Cossacks.

Invasion forces are gathering around Magnet Gork, a separate tile for each type of unit.

I have settlers heading toward Magnet Gork to use in our invasions. One is in Magnet Gork (Overseas II), others are on their way but they are coming from the south and have a long way to walk.

Galleys keep exploring; we have only two of them now.

Convoy04 explores SW-S (it is west of Tula); Convoy05 explores S.
 
Well-played, Cbob! Hope you have a speedy recovery.

Comments:
1) Steam. Getting units to the coast quickly for loading takes priority over bigger boats, especially now that we have our cossacks. So does being able to see the enemy's coal.

2) Have we still not destroyed those pesky Americans?!?

3) We have the Military Academy! :woohoo:
 
Open the game and save it as CBob01_AD_1350.sav.
Makes it easier to keep the AD and BC portions separate and distinct.
And it prevents me from opening the wrong save!

Isn't this why we love him?:)
 
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