cMM2 - STRANDED (easy level, tough map)

me back - sorry guys, but as ususal I couldn't keep my trap shut.... and a certain mod has by now a very short temper with me :blush:
 
welcome back carlos.

although no one has said I'm assuming it's me up yeah?

What is the general plan here? From when I glanced at the save. we're at peace with everyone (Hitties are furious though) there are frigates scattered between our main island and the Fortresss with two or three Galleon's shutteling units between the two islands, we're building up a suitable force but our saltpetre deal with Carthage is ending soon (3 turns or so I think) so we won't be able to replace any lost units. Needless to say I'd really like RP (that is if we've got rubber :S ) do Infantry require saltpetre?
 
0 – Don’t need to do much. Read over the past 40 turns or so to see how the game is unfolding. We seem to be itching for a fight to gain some ground on the Hittites and frankly, at 18% short of a domination victory, we’ll need to do it quickly.

We’re shuttling troops to FF as far as I can see. Any attack will obviously be launched from there. 18 Cavalry, 14 cannons and 5 Galleons, I wish we had more offensive units but even with our army we’re strong vs India, Carthage and Portugal.

IBT- Aww man, Greece and India sign a MPP. Erm….. ok.

1-
Bad-tibira Cav > Cav
FF Aqueduct > Cannon

Erm…. Ok, the MPP has kind of stuck the boot into any plans we might have been forming. India has a MPP with Greece, who in turn have one with Carthage. We attack and it’ll be a dogpile. Anyone got any good ideas? Does anyone know when the MPP between Greece and Carthage will run out? I’m now favouring an attack on Carthage because I don’t think we can afford to wait for the India/Greece MPP to run out, or do you just want to attack and try to avoid any of the other side’s forces?

I know I've just started but I'm gonna pause for a minute for some reflection from the group. I'd like to discuss where we'd like to go with this.
 
grrrrrrrrrrrrrrrrrrr, that MPP really sucks.
There remains always the possibility of turning it around: MPPing as well and refraining from active action...
 
carlosMM said:
grrrrrrrrrrrrrrrrrrr, that MPP really sucks.
There remains always the possibility of turning it around: MPPing as well and refraining from active action...


THats what I was thinking, get our OWN MPP going and let them strike first, we all know that they will ;)
 
firstly, I'm so sorry for taking so long to reply here, I've had alot of work for college and then I've been battling computer problems and had to reinstall windows. (I'm glad to say I did see it coming so was able to back up some crutial files, including the save lol) From looking at the save we can either attack India or Greece (Carthage too I suppose) Greece seems harder (average military) and is further away (longer times requried to reinforce troops) but offers greater goals. Taking India would mean shorter supply lines and they are weaker but can anyone tell me about the Hittite culture? I've never been really good at working it out, would we be able to hold the cities if we took them?

Unfortunately, if we attacked India we'd break our deals (unless we want to wait the 15 or so turns for them to expire) which I don't want to go, so my money's on Greece. I say we build up some troops in Carthagian territory and move them down in a stack, leaving our Galleon's to shuttle troops from our island to FF. We still need to goad them into attacking us though, would they attack our troops if we positioned them outside their territory and declared war on them?

Steven
 
NP Steven, I think when carlos started this game his intention was to finish by Novemember 2004, at least you're still in the circle, I haven't heard much from those other guys.. what do you think about me a carlos's opinion above?

I got a private (me vs computer) game going on right now using "rise and rule" scenario, this is really hard. I started one on emporer and had to start over on Regent and I still am having a tough time.. yikes!!

Scott
 
about the MPP? yeah it's the only way imho. We have deals with India so we will have to choose them for a MPP and go for Greece. Do you think we shoudl just declare on them, we have no deals so our rep is sound and I don't think WW should be too high. We declare war and use our RoP with Carthage to move some units down, place then someplace safe and hope the Greeks attack us.
 
steviejay: yep! remember: for the MPP to trigger the unit may NOT be in enemy lands 8that would trigger it the other way round!)
 
yeah :lol: I learned that one the hard way back in a tough monarch game of mine a while ago. Dogpile!! :doh:
 
steviejay said:
yeah :lol: I learned that one the hard way back in a tough monarch game of mine a while ago. Dogpile!! :doh:


been there, done that, got the bloody nose. That's why I posted it ;)
 
To tell you the truth guys I really don't care about our Rep except in the early part of the game, which we still are. Towards the end of the game You'll probably notice we won't need many GPT deals and as far as I know rep doesn't mean anything towards a Diplo win just attitude towards us. Am I correct?
 
we need our rep, at least until we get Greece and maybe India/Carthage out the way. we don't have our own supply of saltpetre (that I can remember, I'm at college) so we need to keep our rep until we can sustain ourselves militarily and we won't be in a position to do that until we bring the :hammer:

what victory are we going for here? Sabo mentioned Diplo. If that's the case should we take out the Greeks and then just pamper the Indians and the Carthagians to ensure they vote for us?
 
ok, the plan is simple, attack the greeks. but we'll need to bait them into attacking us outside their territory, we have a RoP with the Carthagians so that'll help us. we can put units there, but we'll need to ensure they attack us. We have rifles, and they have cavalry, this'll be a textbook late Middle-Ages/ early Industrial Age war. We're still a bit away from rifles and I think it'd be best if we got that ASAP more for the artillery than anything else, we will need to transport units in drips and drabs due to the amount of ships we have so our main punch will be with the units we have on the battlefield in the opening turns.

turn 2 (1435AD)
the cities which are producting units on the homeland are changed to cavalry and cannons. this is due mainly to the fact our saltpetre deal runs out in 3 turns where as we can produce rifles anytime.

the following few turns will be mainly to shuttle troops back and forward. I'll need to be careful not to leave either the FF or indeed our home land relatively open to attack by stripping it of troops. I'm tempted to take an Ed Warrior along with the fleet to act as bait. from experience I've seen that the AI are more willing to attack an "easy" target rather than say a rifleman, and besides, i'd rather not sacrifice units which may proove useful in the comming fight.

turn 3 (1440AD)
No AI movement at all during the intern turns.

Drop off 6 Cavalry and 2 cannons next to Leptis Magna, this is the closest point to FF, they will use the RoP with Carthage to move the rest of the way, freeing up our Galleon's to move more troops across.

Put a policeman in FF to avoid a riot, it even seems to help, knocking 3 turns off a cannon.
We're 600 odd gold short of a safe steal from the Hittites. unfortunately it seems no one has anything to trade us with should we steal something valuable. my choice is obviously eletricity from which we can go for RP.

turns 4 (1445AD)
Carthagians move units into the city north of FF. Produce various units on the homeland. shuttling units.

turn 5 (1450AD)
our saltpetre deal ends. I could renew it for around 450gold (or nationalism, which I ain't gonna do)

there are now 3 rifles, 3 cavalry, 1 ed warrior and 4 cannons in FF. I ain't gonna take anymore units out of that, if needbe we can divert units from the homeland there rather than to Greece.

Turn 6 (1455AD)
It's a shame we have long standing deals with Carthage, they only have muskets, it would be oh so easy to take them out.

Manage to steal Eletricity from the Hittites. Obviously set to RP.

Also note now that for some reason our GA has ended. Strange..... I didn't get a popup.

Turn 7 (1460AD)
ok now I get a popup. How does that work?

FF riots, sorry guys, didn't see it.

From looking at what we've got, it seems we're going to attack with 6 cannons, 6 Rifles, 1 Ed warrior (bait) and 15 Cavalry........ I'm not happy with this.They Greeks are obviously going to have more and I do not see how I can possibly hold one city with only 6 rifles and 6 cannons, and that doesn't includes possible losses at the hands of the Greek armed forces actually getting to the cities in the first place. I'm shuttling units to the "main" land as fast as I can but I can't do it quick enough. and as soon as we declare war on the Greeks we're going to have to contend with whatever Navy they have (although i've yet to see any indication of said navy, they have to have some)

oddly enough we have more cities than Greece (10 to their 8)
lol, notice a Hittite city has an airport.... hey that's a good site.

cmm2-staging_point.JPG


that wheat site puts us directly 1 square from 2 large Greek cities. I had always planned to attack Sparta due to it's furs deposits and it's general proximity to coal. but I don't know if I'd dare try to stretch my forces to take Knossos. It woudl mean signing a RoP with the Hittites though.... which might make them a bit less likely to try to kick lumps out of us.

ok, think out a battle plan, move the troops into Hittite controlled territory and sit there, sacrifice the ed warrior to provoke the Indians into joining us (how about the Carthagians as well?) then move as 1 to Sparta and take the city, then sit there to wait for reinforcements. After that we can have a discussion about where to go next, I'm for Thermopylae, mainly for it's port and also to ensure we hold the coal.

Risk a confrontation by sending in a Cavalry to spot the area around Sparta. they're quite advanced in improvements, pretty much all rail roaded.

Turns 8 (1465AD)
Greeks don't get mad and just ask us to remove our units, rather than automatically telling them to leave. They do so.

I could theoretically get the Corporation off the Greeks for the stolen eletricity however than would put them on a path to RP which we'd obviously like to avoid

Turn 9 (1470AD)
Embargo between the Greeks and hittites end, nice of them.

Turn 10 (1475AD)
End of ten turns, I've stopped here mainly for discussion on any problems with my turns and the points I've made.

At present the Greek strike force consists of 13 Cavalry, 2 cannons and 5 rifle with more on the way. the main problem is just sheer distance. The lack of a Carthagian rail network ain't helping.
 
Save

here's the save, have a good pick at it and let me know.

am I the only one having problems loading up the image I uploaded? if you look at the save it's the square due west of Sparta, with the wheat on it. it's only one square away from both Knossos and Sparta. A good place to launch an attack from if we actually had the forces to take both but at the moment I don't think we do. We could take 1 city no problem and then perhaps hold out until artillery and infantry before pushing on however the Greeks are almost at tech parity with us, so they could get them before we did, in which case we would loose the advantage and eventually get picked to death by the Greek Cavalry. Saying this, I am unaware of any possible help we may or may not recieve from the Indians and (possibly) the Carthagians.
 
why don't we advertise in the players thread? see if we can get new bloodt to try to speed the game up a bit?

funnilly enough when this game first started there was so many people I was worried I'd only get a turn or two :)
 
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