CTR 0 -- 1 if by Air, 2 if by Sea

No strict 24/48, it'll be nice and leisurely :)

To be honest, we've already won this game. We're barely behind Greece, and once the first Zerk raid begins (and the GA kicks in as well), we'll blow past them. However, I'd still like to keep going just to get to Helicopters and Planes...hopefully there will be enough cities left to maintain target practice....

Actually, do you guys want to add one more mod? Since we can't get across without suiciding until Astro/Nav, do we want to limit the Zerk sea raids only to our own continent (and the Celtic island)? We would just specify that we can't invade the other continent until we get Marines (this will lengthen the game, I reckon, so we can learn more on the planes warfare part). What do you think?
 
Yep, sounds good. 'zerks for our continent and the 2 close islands, Marines and air assault for the West. A clarification on our continent. Will we have to leave the land-locked cities around until advanced flight or are we going to use massive catapult/cannon bombardment followed by the zerks on foot?
 
No zerks on foot :) Those cities stay for a loooooong time (stupid Celts had one land-locked city, and they built the Pyramids there :wallbash: )
 
Turn 1 (310 AD) :sleep:

IT: The Persians destroy the Chinese. A Celtish Stack of Doom enters our land north of Birka: two archers and two warrrios :eek:

Turn 2 (320 AD) One archer gets killed and an other red-lined. Three units are left outside outside Birka. Reinforcements are sent (three archers).

IT: A warrior attacks and gets killed, an archer pillages the roaded tile on dyes. A medieval infantry and warrior approach.

Turn 3 (330 AD) Three archers kill a warrior, archer and MI [dance].

IT: Two Gaellic swords kill a spear and an archer :( Who said phoney war? Carthage starts Sun Tzu.

Turn 4 (340 AD) :sleep:

IT: A Gaellic sword fails to kill an archer in Birka. Two MI's enter our territory as well.

Turn 5 (350 AD) Our elite archer gets dies vs a red-lined Geallic sword :( Peace still costs us 40 gold...

IT: Another elite archer is killed...

Turn 6 (360 AD)

CTR0-suntzu.jpg


We now know invention and build Sun Tzu. Research to 0% with lone science... We now make 78 gpt. An upgrade to a berserk costs 100 gold. I will upgrade one and then get us in a GA next turn.

IT: A MI kills a spear in Birka.

Turn 7 (370 AD) Our lone berserk kills a MI:

CRTgoldenage.jpg


Income is now 124 gpt. Peace is made for 30 gold.

Turn 8 (380 AD) :smoke: I forgot about reverse war weariness and Trondheim riots. I prevent 4 other cities from rioting and raise lux to 10%.

I buy theology from the Ottomans for contact with Carthage, engineering. Persia pays 1 gpt and 27 gold for contact. Greece would be a good trade partner, but also our first victim. The Celts pay 5 gpt and 5 gold for contact with Persia.

IT: everyone starts Sistine.

Turn 9, 10 (390, 400 AD) :sleep:
400 AD save
 
OK, I got it and should be able to play this weekend.
 
My bad, I never expected to Celts to reach us before peace showed up :blush:

GA is good: now crank out some Zerks and cash to upgrade. It's :hammer: time .... almost :)
 
CTR 0 Log

Summary (A reminder for myself)
Civilization: the Vikings
Level: Monarch
Map size: standard, continent, random attributes.
AI: 7 random civs (Carthage, Greece, Celts, Ottomans, Aztecs, Persians, Chinese (Dead))

Special Rules:
Cities can only be captured by Sea or by Air. "By Sea" means Berserk and Marine units can amphibiously assault and capture a city from a boat regardless of the status of the defenders. "By Air" means the city needs to be bombarded by air and sea units (also some artillery units) until all defenders are redlined, and then paratroopers and/or ground, non-motorized units (i.e. no tank, armor, or mech. inf.) deployed by Helicopters can assault. Units brought in by Helicopter can only attack the turn they are dropped off; they must return to our territory for one turn before being redeployed as attacking units. That means no taking land-locked cities until Advanced Flight. Cruise missile/nuke use undecided.

===========================================

0: 400 AD, Preturn
OK, we're in a GA that'll go until 570AD. Research is minimal with a lone scientist in Stavanger since we've got our invention. We have 1 berserk and 10 archers who want to be berserks along with 6 galleys. Our 2 coastal cities are producing more galleys, we have the FP, one market, and one courthouse going, and everyone else is 'zerking. Since we're making 129 gpt and archers cost 100gp to upgrade, I should be able to fashion them all with axes by the end of my set. Currently, we have 493 gp in the bank.

Originally, I was thinking we should take out Carthage first, but they are the weakest. We probably want to hit Greece instead because they are closer and a greater threat. That will also give us the lighthouse for later assaults on Carthage and Celts. So, my suggestion would be to have a zerk in each border city for potential counter-attack, send a few (4-6) to Trondheim to board 2-3 galleys and assault Ephesus and send the rest to Stavanger to work our main assault up the coast. For now, I will make sure the border cities have one and gather the rest in Oslo. Eventually, we may want some spearmen for defense and flip suppression since they're cheap, but during the GA I think we should stick primarily with zerks.

Going through the cities, I change Copenhagen from galleys to zerks. They are bringing in 18spt which is a zerk every 4 turns with no waste while it'd be a galley every 2 turns wasting 6 shields. I think it's more important to get zerks out during the GA and worry about adding more galleys later, especially with 6 already built. Reyk will stay on galleys for the moment. Birka MMed from 3 xfpt/5 spt to 2 xfpt/7spt. That means growth drops from 9 to 14 but the current zerk goes from 11 to 8; it also loses one coin. Everything else looks great; I wish I could get the FP from 3 turns to go instead of 43, but I can't.

Checking Diplomacy, we're even with the Ottos, Greeks and Celts tech-wise, Persia is down Invention, Carthage is down Mono and Invention, and the Aztecs are down Mono and Engineering. I decide to initiate a small fund-raising campaign through map sales, netting 18 total gp and a updated map.

(IT) Athens finishes Leo's. Keeping those cities from flipping is gonna be hell.

1: 410 AD
Oslo: zerk -> zerk; they only pull 11 spt which is overall 4 shields short of 6-turn zerks. I will partial-rush 8 shields for a settler on the way to cut that.
Reyk: Galley -> Galley; Best I can do here is 14spt, which means 3 turns. Rather than waste the shields. I will do one turn of 14, partial-rush a spear, then kick it back to 10 with a bit extra commerce to get them in 2. The FP should fix that for the next one.

2: 420 AD
Trond: zerk -> zerk
Bergen: Market -> zerk
Aar: zerk -> zerk
24 gp spent to get galley next turn.

3: 430 AD
Reyk: Galley -> galley
32 gp spent to cut Oslo's zerk from 5 to 4.

4: 440 AD
Copen: zerk -> zerk
Stockholm: FP -> zerk
[dance] Commerce lost to corruption is nearly halved and Reyk gains 7 spt from 14 to 21. Stockholm can pull 20 on its own at the moment which will give me a zerk in 3 with a forest falling this turn. I will also stop that partial-rush business in Oslo since that's up to 12 spt.

5: 450 AD
Reyk: galley -> zerk; there are 9 galleys out (3 in copen, 6 here) and with a strong growth 18spt in reyk now, I am zerking for the rest of my set.
With the FP nearby, Stavanger is now only losing 1 shield to corruption, so their courthouse becomes a zerk due in 6. All 9 cities are on these now with 11 (+4 archers) built.

(IT) Greece is all about disrespecting our territory by walking workers through, but I see no reason to bug them about it right now.

6: 460 AD
Trond: zerk -> zerk

7: 470 AD
Bergen, Oslo, Stockholm, Birka, Aarhus: all zerk -> zerk

8: 480 AD
Cope: zerk -> zerk

9: 490 AD
Reyk: zerk -> zerk

10: 500 AD
Trond: zerk -> spear

Trond is at 21 spt, so I figured some one-turn spears could be useful. Everyone else is still on zerks. We have 25 zerks built and all the archers were upgraded. 6 are in Trondheim, 1 in most border cities, and 12 in Reyk with another nearby. Reyk has 6 galleys so they can all be filled now; Copen has 3 galleys for the Trond zerks as well, so if you want to start some trouble, everything is ready to be loaded. We should have about 7 turns left on the GA and there are 2 greek workers slowly moving north SE of Trond. We have a serious buildup of cash (987 banked, +171 pt) because I stayed on the 40-turn gunpowder research I inherited the whole time; there are 29 to go.

Here's the save
 
Pretty much, yeah. Loading and positioning the boats on their borders would take maybe 5 turns, but that's it. I'm pretty sure there aren't any current deals with them as well. We have enough troops now for an initial assault and are building more, and every border city should have at least one zerk around to help with a Greek counter-attack. The only thing is, we may want to beef up that Southern border a little more first.
 
SG question: What's the best way to start the upcoming conflict? Grab the workers, wait until the boats are in position, etc?
Also, are we agreed that the Greeks are doomed first?

I may set it up so that everything is ready to go for Aggie once his turn starts, but we'll see when I play
 
I say definitely go for the Greeks. Carthage is too weak to be any real concern and the Celts are farther away and more spread out. The greeks are closest and a definite threat so we should hit them while we have the military advantage.

I'd also say ignore the workers for now since they have nowhere to go. Taking that city should be quick and it should be just as easy to capture them after the city falls if they make it all the way through. I would get the ships into position just outside both borders, waiting a turn to get them both to full movement if necessary. Then declare, sail in and grab the first two cities on that turn. Any zerks built while the boats are moving in position should be headed South to either guard the border vs counter-attack or be brought in as reinforcements to defend the cities we take and replenish losses.

The galleys and troops used to take that northern city can either be brought back down South to join up with the main force or it can go all the way around the celts and take out the one Greek city on the Eastern island.
 
This is so embarrassing :blush: ... how do I declare war? Normally I play peacefully, or I just attack a worker, etc., and that starts the war. Is there a better way to declare war?
 
Initiate diplomacy and there's an option like "That's it! prepare for war!" Just choose that and confirm it and war is joined. I find it easier to keep a good rep by doing it that way and it allows you to make sure there are no active deals at the same time. If you initiate the war by attacking them on their soil, other civs can get whiny about RoPs and such.
 
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