Civ2 in Civ3

As usual I did not go around to manage towns. I seem to always forget at the end.

We have 4 frigates. 1 on Mendes to slow down Bab ships and a lone artillery. A worker will come out soon to start a rail job.

One is at or around lol. I have been using it to finish off any ship that I red line. I worked on Ottoman as they are now landing infantry and knights. We still have all the armies from 1st to 10th.

11th trough 14th are 3 unit armies on the island.

Most of the units coming out are left in towns around Athens. I forget if I have any settlers left or not. We should get one for the next target island.

Can ship back some of the artillery or send it on with the invasion force, if boats are available.

The Persian and Ottoman are the strongest an can wait for later. You can probably hit Babs and for sure France. The problem with France is you will have to leave lots of units there to keep Xerxes from attacking.

All the artillery is next to Athens, unless it was used. In that case it will pop up next turn.

We are 3 turns from Steel.

I never did look to see where lux could be had.

4 galleons are underway on the debarking point. Can rush when needed. We still have about 1500.
 
I forgot this was to be a conquest or space only. I was thinking we are not far from domination. That is still not a problem, but how do you want to proceed?

Normally I like to fill the land, but that is a lot of work. Maybe just invade and raze everything, but one town or found one town and raze all of theirs. We could just put up a rail from one end to the other with a stack of infantry and artillery and workers.

Leave a few units behind to handle any landings and move on to the other land. I think there is only Babylon island and the continent with France and Persia.

Babylon does not have rifles right now, the others do have them. Not sure how close Persia is to RP. Probably not real close as they will likely want all those optional techs first.

We can start on Babs with the 4 armies that can travel. You could even fill them once you land as transports are not far off now. France will need all our armies as Persia may jump in.

Whoops, just remember about the Ottoman. A lot more to do then. They could come before France/Persia. We could have bombers to use on them around that time. Lots of ways to do things, I am fine with any you guys like.
 
Got it.

Whoops got my games crossed. Yes I will change that to your name.

Did that with my girlfriend once, you should be glad that you did it to me. :)

I forgot this was to be a conquest or space only. I was thinking we are not far from domination. That is still not a problem, but how do you want to proceed?

I agree we need to take care to not cross the domination limit. I also agree with your analysis that heavy farming will likely not pay back anymore. So I'm for your idea of razing, leaving one town on an island for controlling any landings. I think we still may want to found more towns on our home continent, if controling unit support needs this (but right now we're at 0).
 
If we get support issues we can make more towns. We in fact probably should make some settlers to fill a few corners on any new land. Just no culture buildings any where to keep our tile count down.

A handful of towns on each land mass will be no problem. I forget the numbers, but we probably do not have to sweat support any more. We can always disband things like MDI and cavs in favor of tanks down the line. Even the old armies can go.

The shields can be used to build aquas an markets, if needed. They can also be used to get a harbor in any beach head town. As we add luxs, we will not need the MP's, so they can be dumped to lower support.

The thing is on larger lands now left, we will need to have slaves to burn for outpost/towers, if we do not have the unit support to man all landings. We do not want someone slipping in a settler on a clear land.

No support for workers used to make an outpost. Then we just place them in all spots needed to have sight of all coastal tiles. I am not sure, but I do not recall barbs, so if they are turned off, we are golden.

If they are not, then you will have to keep an eye out for camps and rush out to whack them. They some times bust outpost and may draw the AI to land for the camps.
 
Now there is a tease.

:)

So here:

Spoiler :


Ottomans are gone. Our Army is at Salonika, ready to be shipped to one or both of the Persian lands. There is an additional stack of arty N of Salonika moving towards the ships. We have tanks for some time and now and rocketry in 1, next tech will be Synthetic Fibers for modern armor. That will speed things up, because arty through foreign territory is extremely slow.

Take care as the Persians landed a stack of 16 units near Salonika last turn so do not ship all units away. Anyway our armies need 1 turn of rest before they can move on.

We had a long series of landings on the ex Carhagianian island in the SE, this why there are still 2 armies there and some 12 arty.

BTW, I believe the game is modded to have min research in 5 turns instead of 4, I'll post some screens later to show that.

Turnlog:

Spoiler :



0: 1520 AD:

Plan for the turnset: we need to avoid domination, but we're 650 tiles away from the limit, so there is some leeway.
I like going with the geography of the map for the overall war plan, as it tends to simplify fronts, and also avoid unneccesary back and forth shipping operations.
Also preferably strong opponents first, if compatible with geography. My plan of elimination on the current map is Ottomans-Persians (with France as a side act) - Babylon.

Save looks good. One thing I don't get. I am not convinced of building Suffrage just to deny it from the AI (as we ourselves are a Monarchy so do not need it),
but indeed all our opps are democracies, so they do have some need for it. Is there some sort of calculation which shows the investment in Suffrage worthwhile?
I can imagine so, but then why build it in our city that should be on armies as it has the MA? As the build has only 4 turns left I will leave it.

We are on steel in 3, next is combustion, as we need transport to bring our 4 unit armies into play gain.

IBT: not much

1: 1525 AD: Prepare moving units to the Ottoman island. This will take some time as our galleons need to sail there form the ex Carthaginian island. Shell all ships I see, this will become a standard part of each turn in the turn set.
Sink 1 Ottoman galleon. 1-0.
I check all farm towns and find quite a few more scientists; we go from 737 bpt to 906 bpt at 100%. I will develop all town with farm potential to just that, merging in workers as scientist when all is developed.

IBT: Babs land 3 units on Mendez island.

2: 1530 AD: kill 2 of the Babs but lose a cav. 3-1.

IBT: Bab unit dies attacking Mendez. 4-1. Steel comes in, combustion in 6 at 70% (not faster if we go at 100%).

3: 1535 AD: Fill French frigate. 5-1. Moving units and ships.

IBT: Suffrage completes.

4: 1540 AD: not much, found a few new farms, moving units and ships.

IBT: Persians declare because of an MPP with Ottos. We are now at war with everyone.

5: 1545 AD: combustion in 4.

IBT: Hoover Dam completes.

6: 1550 AD: Rush an army, what else with all that cash.

IBT:

7: 1555 AD:

IBT: Babs land 3 units on Mendez island.

8: 1560 AD: Galleons finally arrive in New Pharsalus for Ottoman invasion, 1 turn before combustion completes.
So we'll postpone 1 more turn to be able to ship our 4 cav armies with transports. Short rush a harbor in New Pharsalus for upgrading next turn.
Kill 2 Bab units. 7-1.

IBT: Persia lands 2 infantry, 2 guerillas, and 3 immortals on ex Carthaginian island. Combustion in, harbor completes in New Pharsalos, upgrade all 7 galleons there to transport.

9: 1565 AD: 4 artillery shell the Persian landing force. All 7 are killed by 2 armies that were still there (upgraded to 4 ca armies). 14-1.
Shipping some more arty to the x Carthaginian island. Upgrade 2 more galleons to transport. Load 1st wave of our invasion force into the transports (4 armies) and 12 arty and some assorted units.
Mass production in 5 at 60% or 100% does not matter.



CA2 shows we are doing 1010 bpt and shows mass production at 4200 beakers, but still says ready in 5. It must be that the game was modded???

IBT:

10: 1570 AD: Our SOD lands on Ottoman soil.

IBT: Persia lands another 3 units on ex Carthaginian island.

11: 1575 AD: Kill 3 Persian units. 17-1. Bursa is shelled, it has 4 infantry, they are redlined and killed. 21-1. Raze the town.

IBT: Babs land a unit but this has disappeared in the turn, they must be choking in units support. New Pharsalos deposes to the Ottomans. It contained an infantry and 2 transports, I just moved another 5 transports away from there.
Ottomans land 4 units on ex Carthaginian island.

12: 1580 AD: kill the 4 Ottomans invaders. 25-1. New Pharsalos can only be retaken by 1 infantry on a mountain as it is completely surrounded by mountains and all other units will burn their movement points there. We redline the single defender with arty, and then our full health veteran infantry dies on it. 25-2.
At Istanbul we need 13 of our 18 arty shorts for redlining all 5 defenders (infantry). But then they are killed and we raze the city. 30-2. Then we lose a 10 HP 4 cav army on a vet infantry in Edrine. I'll count that as 5 losses. 30-7. We need more arty in Ottomania, for forming a second arty/army stack, as progress is extremely slow.

IBT:

13: 1585 AD: We retake New Pharsalos. 32-7


IBT: On ex Carthaginian island Persian land 8 units, French 1. Mass production comes in, Motorized transportation in 5, at 50% or 100%.

14: 1590 AD: Kill all 9 invaders. 41-7.

IBT:

15: 1595 AD: I have shipped more arty to Otto mania and split army group into 2 having 12 arty and several armies each. One goes to clear the North, other south.

IBT: On ex Carthaginian island Persian land 7 units, Ottomans 1.

16: 1600 AD: Kill all 8 invaders. 49-7.

IBT: one of our arty/army stacks is attacked by a single Ottoman infantry, it dies of course, but takes some 10 hp off one of our armies.
Strange, there were 3 full health 4 cav armies in the stack. And although another 5 or so wandering Ottoman infantry could have attacked the stack too, they do not do anything.
Babs land 2 units on Mendez island.

17: 1605 AD: Kill 1 Bab invader, the other one has disappeared. 50-7. Conquer and raze Edrine, it had 4 infantry. 54-7.

IBT: Again 1 infantry attacks a full health army in the stack, it dies, and other units that could also attack don't. 55-7.

18: 1610 AD: Uskudur taken and razed (had 5 infantry). 60-7.

IBT: Motorized transportation in, flight in 5 at 90%. On ex Carthaginian island Persian land 4 units, Ottomans 1.

19: 1615 AD: Kill the 5 invaders as well as 2 galleons. 67-7.

IBT:

20: 1620 AD: We sink a presumably loaded Persian galleon. 68-7. Rush a destroyer.

IBT:

21: 1625 AD: Antalaya destroyed (it had 5 infantry), 73-7.

IBT: Babs land 3 units on Mendez island.

22: 1630 AD: We kill the invaders. 76-7. Konya razed (4 infantry), 77-7.

IBT: On ex Carthaginian island Persians land 4 units.

23: 1635 AD: We kill the 4 invaders and a galleon. 81-7.

IBT: French want to talk, no. Flight in and we enter the new age, select computers as free tech, Ecology in 7. On ex Carthaginian island Persians land 2 units.


24: 1640 AD: We kill the 2 invaders and 1 galleon. 84-7. Aydin is razed, Iznik is razed. 90-7

IBT: On ex Carthaginian island Persians land 2 units.

25: 1645 AD: We kill the 2 invaders and 2 Ottoman galleons. 94-7.

IBT: On ex Carthaginian island Ottomans land 4 units.

26: 1650 AD: We kill the 2 invaders and 2 Ottoman galleons and a frigate. 99-7. Izmit is razed. 101-7.

IBT: 3 Ottoman infantries die trying to kill a lone infantry of ours on a hill. 104-7.

27: 1655 AD: We sink 2 Ottoman galleons and a Persian galleon. 107-7.

IBT: Forgot that the Babs had lanced 3 units on the Mendez island, this costs us a worker. 107-8

28: 1660 AD: Sinop razed. 109-8. Kill the 3 Bab invaders. 112-8

IBT: On ex Carthaginian island Persians land 4 units.

29: 1665 AD: Land tank army near Kafa to see if this speeds up the campaign. Kill the 4 Persian invaders and 2 galleons. 118-8.

IBT:

30: 1670 AD: At 0% science we now do 891 bpt all due to the farms that I have been developing, at 100% we do 1407 bpt. So the slider only divides some 500 bpt from our regular towns, which explains why often there is no difference in turns for discovering a tech at 60% or 100%.
At Kafa, tank army kills 3 infantry but lo0ses 10 of its 16 hp. 121-8. We kill 5 infantry that were threatening Corinth2, our island control town that was founded some turns ago, 126-8.

IBT: Ecology in, rocketry in 6 (at 50%, at 100% still in 6).

31: 1675 AD: Ankara and Kafa conquered, 132-8. at Corinth 2 we kill 8 losing a cav but also gaining a leader, 140-9.

IBT: On ex Carthaginian island Persians land 4 units, French also 4, Babs land 3 near Mendez.

32: 1680 AD: Kill all 11 invaders and 2 galleons but lose a cav. 153-10. Found gems colony. Kill 3 units and Salonika, and we keep this town, as it is in an excellent position for shipping units to both Persian landmasses.
156-10.

IBT: 2 resistors quelled in Salonika.

33: 1685 AD: Persian city of Sardis on Ottoman island razed. 158-10. Move all units except one infantry out of Salonika. Ottomans have only 1 town left. Creating airfields.

IBT: Persians land 16 units near Salonika, Babs 4. Salonika deposes to Ottomans, they have now 2 town again.

34: 1690 AD: Mugla is razed, Salonika retaken, Ottomans are gone. 161-10. Persian stack has 10 infantry, 2 guerillas, 2 immortals, an LB and a rifle. Our 16 artillery in the area do not enough damage but we have a lot of armies
there too and we erase the complete stack without losses, including the 4 Bab units. 181-10. Fist units are airlifted.
Destroyer rushed.

IBT:

35: 1695 AD: Sink 2 Persian galleons near Salonika. Our transports arrive at Salonika.

IBT: zzz

36: 1700 AD: Thats'it.






The save:
 

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Looking good ThinkTank. I was not in on the start, so I do not know about any mods. Would not the game say something upon loading, of it is has a rules change? I though I had a 4 turn tech, but I could be thinking of Rod02 or just senile.

Anyway Overseer is still up in at least Rod02, so I will take a spin.
 
There is no plus or minus to making the US at that point, but then we did not really need another army either. It probably could have been made in Sparta as well, but it was making units and someone should keep them cranking.

IOW it was arbitrary, but like I said, I prefer to make wonders so they cannot, when I can. It was no strain for us, so why not?
 
IOW it was arbitrary, but like I said, I prefer to make wonders so they cannot, when I can. It was no strain for us, so why not?

OK, fair enough, I do that regularly too.

There was something else in the game that I didn't understand, it almost looks like a bug. Alexandria is building a market and has 40 shields in the bin:

Spoiler :

When I switch the build to settler the game correctly warns me that I am about to waste 10 shields:

Spoiler :


But then after the switch, instead of putting 30 shields in the production bin for the settler, it only has added 16:

Spoiler :


What's that?
 
Here is an update.

PRE:
I see Persia has flight, so that is very bad.

It looks like workers are making mines on hills? The towns nearby are on wealth. We should not need any mines at this point.

I see an empty army in a transport, need to figure out where to send it.
I see a galleon, so I send it to a harbor to upgrade.

I switch the artillery in New Troy to a flak. That may be useful. Same in New Pergamon.

Note these do not really need to be vets, but it does not hurt. IOW I would rather have any flak, than no flak.

I would rather have an elite, but any is better than none, in the case of bombings.

Sell harbor in New Megara. It cannot be long before bombing starts some place.

I see harbor going up in Herakleia, not sure why we would want one there. It is not using coastal tiles and 9 food. I switch a citizen to scientist and we stay at size 4.
Mytilene is about the same, except no growth with 3 scientist, switch to flak and will see if I can find a few units to speed the build.

Halicarnassus 2 pop to science.

Stop DD in New Pharsalos as it still had 105 turns to go?
Sell its harbor and put them all as science, until it starves down to size 1.

New Mytilene switch cav to explorer to use as a disband. Three pop to science.

I see mining in mountains way out in the New Mytilene? Mines will gain no shields there and those places should not build anything anyway.
I sent the transport to a location close to the old carthage lands. I unloaded the army for now. No need risk it in the boat.

Sell Yokohama harbor.
Disband the frigate in Salonika to jump start the build and frigates are too slow to cover transports.

Eretria, switch one pop from coast to science. Switch CE to science. You do not get shields from CE for troop builds. If we had Communism a policeman may save a shield, depends. We don't have the tech, so it is moot.

Try switch transport to explorer. 69 more turns and 8 or so more to get anywhere it could be used.

Put both pop on science in Grenoble to starve to size 1 to at least get one specialist.

Two pop to science in Gades.
Calaris flip to flak from artillery.

Ise switch transport to explorer to disband.
Peg switch one pop to science.

More places flip pop to science.
Thaenae both pop to science to starve to size 1.

Syracuse could grow a bit, but can only feed one more, so flip 2 to science.
Mendes, switch to worker. Will made an airport and then we can send troops, if needed.
Upgrade the infantry to Mech.

Stop DD and sell harbor in Gortyn.
flip 3 to science in Apollonia.

Flip 3 in New Thermopylae.
Flip 2 in New Delphi.

Drop research form 30 to 10%.

I do not see nay fighters or bombers, none even started? Have we not been seeing any boats? Has Xerxes not bombed us yet? We have no flaks.

I sold the two coal plants that I build as we got a free hydro and cut the pollution in half in those towns.

Switch Ertria to flaks.

Switch Delphi to bomber. Debated making a factory, but it takes 12 turns.

I like a couple of fighters to use to spot the retreating boats, but looks like that is not going to happen.

Switch DD in Alexandria to a Mass Trans. It will take forever, but may be able to rush. Massive pollution in this town.

Things look very good and towns look quite good.

Now I need to figure out what to do with the forces on the Ottoman land and who and how to proceed upon.

I disband the 1st in Alexandria.

Switch harbor to settler in Salonika. Want to hit the Persian/Bab are as it is the closest. Want to keep armies out of bomber range, until we have some fight/flak support and the means to get armies moved in larger numbers.

60 gold and rush the settler.

Found Delphi2. We have 46% of land, so no problem there.
Move a cav out and see a Persian galleon.
Move a mech out and it sees a French boat.
Want to spread some units around the land to be able to see all possible landings. Do not want to find a stack coming out of the fog here.

Upgrade two infantry on Hannibal island and 1 on the Ottoman island.

Move all artillery to empty town on Hannibal Island to make them easy to spot.

Make an airfield for Calaris, just in case.

What happened to our workers and slaves? In 1520 we had 33 workers and 90 slaves, now we have 18 workers and 57 slaves? We could really have used them to slam down roads and rails in Ottoman land and later in the next target.

Disband 2nd to finish Mass Trans in Alex.

Fly over a few cavs to do spotting work in Ottoman land.

IBT: Babs land 2 units at Menedes.
 
1705AD:
Start Syn fibers in 6 at 100%.

Cav sentry spots two barb camps. Will deal with them next turn.
Rush settler from Corinth.

A quick glance around seems to show that Xerxes does not have oil. Will wait a bit and drop flaks, if that looks right.

Disband 2 crusaders, 3 explorers and an MDI to rush a transport.
Disband crusader in Carthage town to rush a settler.

Upgrade the lone guerilla to tow.
send 3 more cavs over to try to get all the land covered.

Name cav army 2nd in homeland. 3rd crusaders is there as well.
13th and 15th on Carthage Island.

1st in boat to ship.

4th, 5th, 7th, 8th, 9th, 10th, 11th, 12th and 14th cav on Otto land.

Name 6th, 16th and 17th tank armies on Otto land.

Load up boats.

Sink Bab caravel at Mendes.
Kill 2 Bab units there as well.

Find 4 infantry to upgrade on mainland. They will fill the 1st Mech army.

11th clears 3 barbs and a camp for 25 gold.

Drop 5 artillery, a mech and the 5th on a hill near Samaria.
Drop 6th. 16th and 17th.
Drop 10th and 14th on that pile. All are next to Samaria.

IBT:
Babylon drops of 2 units at 3 units at Mendes. Wish I had that fighter and a few bombers.
Persia sends in an infantry to Samaria, but then sends a boat out of the town?

1710AD:
17th kills 2 infantry, 6th kills 2 and 16th kill guerilla and captures Samaria. it has a barracks and a harbors, sweet.

I debate, if I want to let units come in or block with armies and wait for more armies. No idea what they can send and what Babylon may send.

DD sinks the Persian galleon that left town.

Found town in Otto lands.

It bust a camp and sits on coal.

Cavs kill the barbs that spill out of the camp.
Two cavs clear another camp.
Frigate at Mendes sinks galleon, not sure if it unloaded, but I think not.

Mech there kills MDI.
Two cavs kill LB's and I upgrade an infantry there. I have a tank that just landed. Want to be safe here.

IBT:
Persia sent one infantry to Samaria.
They land some units in Carthage land.

1715AD:
Why I do not like boats prior to DD. Elite frigate goes to last hit point before sinking a red lined galleon.

Found town in Otto land.

Now no barbs left and all tiles are within our vision. No more unseen landings nor any camps.

DD sinks Fr galleon and goes elite.
DD sink Persian galleon near Samaria.

Ship over all, but one army and some artillery. A few cavs and a tank or two.
7 artillery finally got two hits to red line the lone infantry.

How sweet the elite tank kills infantry and makes a leader. I decided to rush an airport with the leader. I do not want to sit on it and I would rather wait for MA units. Anyway now I can fly units over.

I did not want to make an airfield as they will attack it hard and I do not want to defend it. We can sell the airport later, after we get the land under control and an airfield up.

12th kills 2/4 infantry in Hamadan.
4th goes yellow doing the same, get a promotion though.
9th kills 1hp infantry and razed the city for 2 artillery, 5 slaves and 92 gold.

Extra bonus is that we have a mini gauntlet for any units that want to head for Samaria. They have to pass by 4 tiles in a row with armies.

Ping the 5 infantry near Athens 2.
fly over a tank there for future landings as I do not trust cav armies to deal with infantry. Probably not going to get a large enough landing to sweat it, but cheap insurance.

Whoops no airfield on the island, will fix that next turn.
13th and 15th clear the units.
DD sinks one of the galleons.
Frigate pings off 2 points and the other barely kills it.

1720AD:
DD sinks Fr boat.
DD sinks Persian boat.

5/5 cav kills inf.

1725AD:
3 tank armies kill inf in Erglin.

Build airfield on Carthage Island and start planting trees for lack work there.
DD sinks Persian boat by Corinth.

Babylon lands 4 units by Samaria.
DD sinks it.

Tank kills Persian inf.
5/5 cav kills a Bab pike and gets a leader. Form empty army.
4/5 cav kills bowman.

Fly over a tank to Carthage Isle.
fly a bunch of tanks to Bab land.

Mech kils Bab mdi.
Mech kills bowman.

1730AD:
Athens finishes an army, I start a 2 turn Lab.
Raze Ergili for 92 gold and 4 slaves. Used 2 tank armies to kill 3 inf, one a draftee.

I do not attack Rusguniae after a light pounding by artillery. I would rather wait for MA tank use the cav armies. I sent some armies on to Bab towns. They only have rifles.

Persia keeps sending a galleon by Samaria, so I sunk another one.

Started a bomber run on a Bab town.
Fibers next turn with slider at zero, we did not miss saving a turn by a lot.

IBT:
Scumbag Fr bust up some tile improvements on the mainland.
Buce starts on a Lab.

I start on Miniaturization at 100%. The Persian need two techs to get to the next age. even if they get Fission for free, they still need to build the UN. We will have moved onto the last landmass by then and only need to kill fr to prevent a vote or raze the ciy with the UN going up.

Anyway I will start a palace after the lab in Buce for the Internet. We may not get it done, but no harm to go ahead.

Mass upgrade tanks for 360. We only had 12 in a barracks town. Will work on the others as I locate them.

Wow 5/5 cav kills red infantry and makes a leader. Form army.

Two tank armies raze Rusguniae for 97 gold and 5 slaves.
Found town near the spot to put the rails in our borders.

The scumbag was actually Babylon and I fix the tile and red line the frigate. I should have made a cruise missile.

1740AD:
Drop the cav army and an MA from the homeland next to Carchemish.

18th MA moves out.
Ma kills inf and goes elite, cover with cav army.
Fill 19th and it moves out.

1745AD:
2nd kills pike, MA kills 2 units and goes elite and razed Carchemish.

Rails up from the two sites on Otto land now. Running them out to the point in the NE.

The two MA armies raze Dariush Kabir for 117 gold and 4 slaves.
All tanks not in armies are upgraded now.

3 DD's sink Persian boats and one goes elite.

I disband one of the elite* cavs to and throw 20 gold to finish settler in Samaria. I wan to found a town to claim the Spice.

17th kills infantry in the open.

We will need units to cover the land over there. Will send over the idle cavs from the mainland in a few turns.

1750AD:
Fill and send 20th to old Carchemish, with an MI.

3 DD's sink 3 Persian boats.

I decided to sent two transports to Carthage Isle to pick up the two cav armies as they have MA and all MI units now. I doubt anyone will land there anyway. May as well get the armies in one spot.

I hit F3 and get the crash.

I reload, but I do not even look familiar. I thought I had saved it prior to doing F3, but I guess not. Well mostly it was all worker stuff anyway.

Delpi is the 3rd best science town, so I switch to uni and disband 3rd to rush it. That puts us with about 50 more unit support left. Should be plenty. We can disband more MDI once the Spices come online. May as well disband them for universities in a few good spots.

1752AD:
10th kills 3 units in Zam. and razes it.

Bombers from Mendes kill a Bab rifle in the field.

16th kills infantry in Ghulaman.
6th kills 2 and razes it for 142 gold and 4 slaves. No more Persians on the land here at this time.
17th kills the lat Persian infantry that I can see.

1754AD:
7th kills 3 in Hindana and razed it and 1 slave.
14th kills 2 and razes Nimrud. It had at least one boat.

20th kills 2 and razed Mari. It had a boat.

Bab rifle lands next to Samaria last IBT.
MA kills it.

3 DD's sink 3 Bab ships.
 
I do not see nay fighters or bombers, none even started? Have we not been seeing any boats? Has Xerxes not bombed us yet? We have no flaks.

No bombers seen in my set. I didn't built any planes as I hardly ever feel I need them, then again my wars do not usually get to this stage. I used artillery for shelling foreign boats, but I realize that bombers can hit them at greater distance.

What happened to our workers and slaves? In 1520 we had 33 workers and 90 slaves, now we have 18 workers and 57 slaves? We could really have used them to slam down roads and rails in Ottoman land and later in the next target.

I used the workers to fast grow our farm towns to the right size. I figured we would get enough slaves from razing the Ottoman towns, and on our own continent they were not needed anymore. There were some roading hills in the farm lands as I figured that would be good spots for putting down aifields.
 
But then after the switch, instead of putting 30 shields in the production bin for the settler, it only has added 16:

Spoiler :


What's that?

Did you use engineers to build the market? That would explain the disappearance of shields.
 
I figured the workers were added to towns. I am not so sure that the gain is worth it. You get some scientist sooner, but no longer have workers for the other lands. It may be worth, but I have not measured it.

I just figure I am going to get those towns to grow quickly with irrigated tiles that have rails. I lik to have 4-6 bombers and a couple of fighters to slow down bombardment by ships. I hate to see them shoot and scoot out of range of artillery.

CE's, that makes sense. I am going to clear the Babs today and post the save. Probably before lunch.
 
I needed to post this bit of the log from last night as I switch to my other computer today and forgot to bring it over. The boss lady is off today, so no using the normal system.

I have a transport in Arte to shuttle armies over to Babylon.

1756AD:
Found Mycenae 2 and need to get a road on the spices.

20th kills 2 units in Eridu and razes it. 2 slaves.
10th kills 2 pikes.

What a mess the Babylon lands are, no roads and lots of jungles.
I see a barb camp already popped up.

Drop science to zero.

Sink Fr and Bab boats.

New Syracuse makes about 6 scientist.

1758AD:
Start Fission in 6. Need to check and see if we can drop it as we are very close to enough beakers I think.
Switch palace to Internet.

We need to have 1680 and make 1573.
7th kills rifle.
I realized I failed to mention a rifle killed by bombers last turn.

7th kills 2 more rifle.
19th kills 1 rifles in Samarra.
14th is 13/18, but the town looks ready to fall, so it kills a pike and LB and razed it.

I need 2 armies and a cav to clear a barb camp, mainly as they only have 1 move left.
2 armies kills pikes in Ellipi.

13th and 15th moved to Babylon area now.

I find only 7 more scientist. We needed 36. I do swicth 3 builds to universities, 2 will be done next turn.
May as well get ready for the labs. They do nothing, unless you have a university.

Disband a few MDI to rush the other one.
I send the 4 cavs on the mainland not in cities to use as outpost on the Babylon lands.

1760AD:
19th kills rifle.
21st filled and sent to Babylon.

Sell airport as I have a safe airfield now.
I have been flying workers from Carthage area to Babylon.
I may send some from Ottoman area soon. I have end to end rails now, but want to finish a few spurs first. Will leave some for jungle and other work.

20th kills 3 units and razes Ellipi for 2 slaves.
2nd kills rifle in Sappara.
10th clears a camp.

Only increase beakers to 1616 a turn.
 
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