CBob02 Jaguar Conquest

Good work on checking the cranky cities. That is something that is so easy to overlook, until Shazam! an upset and unproductive city. :goodjob:

Don't feel bad about delaying the attack on Alesia. Sure, we will take losses when we attack but we also need a large group to attack. We need the large attack stack since we will take a lot of losses. Gotta have to one to offset the other.

Jags coming online! Now that is some good news.
 
K, I got it. Will try and play tonight.

Goals
Bring the hurt to Entremont
Build more jags
Settle new city - where, pink dot?
 
We don't have consensus on where to place the next city. I'd say use your best judgment. There have been a number of barb camps appearing which would make expanding our borders nice. The more northerly the city, the more it will attract AI attackers. They have quite a walk and we will soon be able to get out Jags to the hills and mountain in a couple of turns. 6 of one, half a dozen of the other. If I had to make a call, I'd choose a spot that wasn't going to suffer too much from corruption so it could add to the Jag production.
 
@ Norton: I agree with the settler change and consolidating our force. I don't think we need to wait too long before a declaration though. Jags are speedy. A question though, why do we want to pack the cities closer? The only units we will be building have 2 movement so defense isn't an issue. We could space cities at CxxxxC and it would be the same as CxxC in a normal game. I'm not married to the map but our borders will be consolidated and we expand our area while maxing our OCN.

P.S. I'll play in about 10 hours unless people want me to wait a bit more

Sorry I didn't get back to you on this earlier, but I was out of town all weekend and had no internet access. I wanted to pack the cities in to minmize distance corruption without substantially increasing rank corruption. We don't need big cities to get 5-8 spt, so our cities don't need a lot of room for growth, but we want as many productive cities as possible. OCP and loose spacing would reduce the number of productive cities we can build. ICS, however, would result in too much rank corruption and might not give us enough space per city anyway. As such, CxxC seems best to me.
 
Great turnset Phaedo. I agree with Phaedo on the placement of the next city. The AI has a long hike to attack our southern cities, especially with the Celts on the defensive. My call would be somewhere in the South. The Mayans worry me long term but for now I don't think they will become agressive toward us. We might need to start thinking about who our next target will be.
 
It's a shame you weren't able to respond earlier (though I hope you enjoyed your weekend). That was a clear explanation and I think I agree with the reasoning. Too late now. I'm a bit fuzzy on the inner workings of corruption. Just how much distance corruption affects things for instance. I was thinking that with a larger spread, we could get more 2nd tier and 3rd tier cities, thus decreasing distance corruption overall (more cities with small distance corruption). Although with the land we have, there's not a great benefit. Perhaps waiting to get the fur by placing a city closer would have been better. The lux will help us though so all is not lost:)
 
It's a shame you weren't able to respond earlier (though I hope you enjoyed your weekend). That was a clear explanation and I think I agree with the reasoning. Too late now. I'm a bit fuzzy on the inner workings of corruption. Just how much distance corruption affects things for instance. I was thinking that with a larger spread, we could get more 2nd tier and 3rd tier cities, thus decreasing distance corruption overall (more cities with small distance corruption). Although with the land we have, there's not a great benefit. Perhaps waiting to get the fur by placing a city closer would have been better. The lux will help us though so all is not lost:)

It's not really too late--you just settled one city, after all, and we might want slightly wider spacing around the capital anyway since that's going to be our 15spt super jag pump.
 
Pre-Turn Strategy:
Bring the hurt to Entremont
Build more jags
Improve more terrain
Settle new city


OOB:
7 Workers (4 native, 3 slaves)
26 Jags (2r/21/3e)

Unit limit is 24, so we are paying 6gpt upkeep.
Research is turned off, and we are at +13gpt with 154g in the bank.

State of the Empire:
Aztec Azeleas (6) grows in 1, Worker in 2
Hooka Huacan (5) grows in 4, Settler in 2
Something Non-Aztec (4), grows in 9, vJag in 2
Fake Fur Coat (1), grows in 8, Rax in 18
Just South of Rome (2), grows in 9, vJag in 4
Rome (3), grows in 4, rJag in 14


PreFlight:
Rome is making a regular Jag, we don't need any more regular units. Switch to Rax due in 19.


IBT
Mongol rWarrior approaching
AzAz: Worker --> Jag (due in 2)

975 BC Turn 81 (1)
Hooka Settler due in 1, mm to get 1 more food and gold for a turn.
Worker around FFC moves to tobacky, new worker will join next turn.
vJag disperses a barb camp near the cows (1-0). Plan on settling somewhere around here.
Lose 1 Jag but kill the Mongol Warrior with a 2nd (2-1)
Consolidate stack outside of Entremont.

IBT
Yank Scout seen skulking around
Hooka: Settler --> vJag (due in 3)
SnA: vJag --> vJag (due in 3)

950 BC Turn 82 (2)
Worker on Tobacky will build road first, since other worker joining and will cut the time to 2 turns.
SneakyJag finds New York.
Settler moves to a location S AzAz and Hooka (CxxC from both). There is a lot of forest down here to work, we can chop 1 for a Rax, corruption will be minimal... I like the spot, and I don't think it will interfere with the capital's goal of 15spt.
10 Jags now in Entremont attack stack. Will attack next turn.

IBT
Mongol Archer appears
AzAz: vJag --> vJag (due in 2)

925 BC Turn 83 (3)
Found Into The Woods, start on Rax due in 20.
Lost 4 jags and 2 more retreated, but killed the 2 spears in Entremont (4-5). Raze the place as punishment. Get 1 slave.
1 Jag retreats, 2nd kills Mongol Archer (5-5) to find 2 more coming. Great. Divert the next reinforcing stack that way to help.

IBT
Mongol rArcher attacks, we retreat though.
JSoR: vJag --> vJag (due in 5)

900 BC Turn 84 (4)
Take out the damaged Mongol rArcher that attacked on the IBT (6-5), promote to elite.
Worker moves to forest S of ItW, prepare to chop.

IBT
eJag redlined, but takes out attacking Mongol vArcher (7-5).
AzAz: vJag --> vJag (due in 2)
Hooka: vJag --> Settler (due in 5)
SnA: vJag --> vJag (due in 3)

875 BC Turn 85 (5)
Worker chopping
Reinforcements moving

IBT
Mayans have completed the Pyramids.

850 BC Turn 86 (6)
A lot of moving of Jags
7 Jags now sit next to Camulodunum, will attack next.

IBT
Yank Archer from NY attacks someone, can't see who.
AzAz: vJag --> Settler (due in 4)

825 BC Turn 87 (7)
Moving reinforcements to the front.
The RNG Gods do not smile on our Camulodunum assault. 3 retreat, 3 lost, 1 flawless victory, and there is one yellow spear still showing. (8-8)

IBT
SnA: vJag --> vJag (due in 3)

800 BC Turn 88 (8)
Move the redlined Jags out of Celt territory to heal, and move some reinforcements up.

IBT
Another Mongol archer appears
Forest harvested
JSoR: vJag --> vJag (due in 5)

775 BC Turn 89 (9)
Hooka about to riot, lux up for 1 turn
assemble another stack for a Celt assault.

IBT
AzAz: Settler --> Jag (due in 2)
Rome: Rax --> vJag (due in 5)
Hooka: Settler --> vJag (due in 3)
English complete the Colossus and start on the Oracle.

750 BC Turn 90 (10)
New stack of 8 Jags assembled outside of Celt space, move to attack next turn.
2 Settlers ready - one heads to a spot 3S of blue dot - this spot is in the desertm but is CxxC from AzAz, Hooka, FFC, and SnA. We should irrigate and this should be a productive city.
The other settler begins heading N to a further spot - blue dot maybe?


Ending Order of Battle:
2 Settlers
9 Workers (5 native, 4 slaves)
27 Jags (2r/22v/3e)


State of the Empire:
Aztec Azeleas (5) grows in 7, vJag in 2
Hooka Huacan (4) grows in 3, vJag in 3
Something Non-Aztec (5), grows in 9, vJag in 1
Fake Fur Coat (2), grows in 18, Rax in 1
Just South of Rome (3), grows in 9, vJag in 4
Rome (4), grows in 4, vJag in 5
Into The Woods, grows in 3, Rax in 3

We have 340g at +14gpt.

Hopefully the RNG will smile on our next assault.


And the file
>>FILE<<.
 
Cbob02-750.JPG


Cbob02-750-2.JPG
 
It's not really too late--you just settled one city, after all, and we might want slightly wider spacing around the capital anyway since that's going to be our 15spt super jag pump.
Sure, now you tell me ;)

I don't think the city I already founded will interfere much, and it looks to be on a productive spot. The settler I was moving though, we may want to re-think.
 
Sure, now you tell me ;)

I don't think the city I already founded will interfere much, and it looks to be on a productive spot. The settler I was moving though, we may want to re-think.

I don't think it will, either, and the settler's fine where it is. I don't think we should build any more settlers in the capital, though. I do think we need a few more workers so that the capital can get to 15 spt as quickly as possible.
 
750(0): HH is going to waste a lot of shields, so give the BG to Into the Woods
switch Just South of Rome to worker to improve the grass
get an extra gold in Fake Fur Coat

IBT: ITW rax->jag
Something non-Aztec jag->jag
FFC rax->jag

730(1): found Desert City, start on rax
oops, I forgot to set lux to 10% last turn
kill Mongol archer; two jags retreat attacking archer

IBT: archer kills jag
Mongols, Maya sign peace
AA jag->jag

710(2): kill Mongol archer
kill 2 spears to raze Camulodunum, destroy Celts

IBT: HH jag->settler

690(3): jag dies attacking a barb camp
lose 3 jags, 3 retreat, kill 1 spear attacking Ta-Tu

IBT: horse kills jag
AA jag->jag
Something non-Aztec jag->jag
Just South of Rome jag->jag

670(4): found Oasisville, start on worker

650(5): lux to 30%
disperse barb camp
kill horse

IBT: kill archer
AA jag->jag
Rome jag->jag
FFC jag->jag

630(6): kill barb horse

IBT: kill archer
HH settler->settler
ITW jag->jag
SnA jag->worker
Maya start Oracle

610(7): lux to 20%
kill barb horse

IBT: AA jag->jag

590(8): kill spear to raze Ta-Tu
kill barb warrior

IBT: Maya, America sign peace
kill barb warrior
SnA worker->jag

570(9): kill barb horse

IBT: AA jag->jag

550(10): disperse barb camp

Notes: There's 11 jags (1 is injured) on the ivory, so an attack on Karakorum can begin soon.
 

Attachments

lurker's comment: I know you have already discussed what government you should stay in, but, maybe with all the cash you guys are getting, I think you should consider Monarchy so you can cash rush (unless you want the pop rushing...)
 
Good going Tim! The Celts are gone and we've started to nibble at the Mongols. We have nine cities and more on the way.

Looking very good!

I can't tell from the mini-map in the screen shot, but have we explored any westward?

Roster:

CommandoBob - warming up
Phaedo
CivActuary
TimBentley - just played
Norton II - UP!
Lboogie13 - on deck
 
Got it. I'll play tomorrow (have company today). I want to build a couple of galleys, though--if the Ottomans were on the main continent, I think we would have met them by now.
 
I agree with Norton. I think the Ottomans are not on the main continent and off to the west somewhere. Oh and good work Tim!
 
I'm 3 turns into the set. We've razed Karakorum, losing only 2 jags in the process (3 won, 4 retreated). However, I think we ought to shift targets--the Maya are getting just a little too big, not to mention that they're one tech ahead of everyone else and only need currency to get to the MA. In fact, maybe we ought to bring in some allies against them if we can afford it.
 
I'm for a switch of targets, especially if they are that close to the MA.
 
However, I think we ought to shift targets--the Maya are getting just a little too big, not to mention that they're one tech ahead of everyone else and only need currency to get to the MA. In fact, maybe we ought to bring in some allies against them if we can afford it.
Make it happen, Number One, er Norton II.
 
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