Emp01 - Rise and Rule AWE

Conclussion:
Tibet build Shakespeare and Gutenberg.
I've build several defensive units, so we can guard our offensive stack and the new cities. The Cavalier-production has started.
Hannover is a problematic city.
2nd imp-Army filled
I don't research theory of warfare, so we can get another imp. guard
Next we should build some tax buildings again.
If we have money and cats in a city with baracks they should be upgraded. Cannons are much better.
A slave explores the north (I don't send the galley, cause it should cover the north from russian longboats).

Where should we settle next. The spot at the bananas should be obligate. We should catch the other horses next, but on which spot?

Infos for the next player:
! Keep enough defensive units with our offensive stack. The pikes aren't the best. Even for an Elephant they are no problem (lost 3 pikes against them).
- Berlin builds the clock. After that it can produce cavs within 2 turns.
- Hannover has happiness problems. Because of that I started a shrine
- Darhan was taken in the actual turn.
- The 2nd imp-army (and the camel) killed a enemy and than take a look at the russian territory. But can be moved back to the offensive line. Perhaps the camel can stay at the fortress to control the russian offense.
- The settlers are on the way. The next city can be found next turn at the bananas.
 

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Preturn: Definite progress since last time. Builds look pretty good .

Early: Autodestroy some Russian city.
Vikings have been destroyed.
We lose our sword army as it cannot kill a 3 hp pike when at full health. Its the problem with 2 unit armies.
Tibet pops up and I declare war.
Sci Method complete. Start Theory of Warfare.

Get a leader for a new Army. Going to wait for theory of Warfare to get a speed 4 army of Cuirassiers.

Mid: Capture Moscow and Odessa from Russia
Capture Hovd from the Mongols

Late: Raze St. Petersburg.

Notes:
We are close to owning our whole continent (picture below). My 3 attack forces are the red arrows. There are 2 mongol cities and a pioneer (pioneer is in our land and can be picked off by the Cuirassier Army next turn).

Russia still has horses and can build fast units. Beware of this - it is easy to miss something and lose a unit (or city). Finding the Horses and taking them will really help against having to defend a lot of locations.

We have 3 armies. The sword army was replaced by the Cuirassier Army.

We need to defend better vs landings in our core. I got one and had to use a Pike on offense. Specifically we need high speed units that can attack and cover a lot of ground. I suggest Cuirassiers. Put them in a central location so they can attack the largest number of possible landing squares.

There is a hill in the North of our continent that the AI can land on and probably will. At some point lets move some offense up there so we can pick off Settlers that land.

Emp1_AD1250.jpg
 
Well done Greebley. The sea in the middle of the continent looks good. Makes our offense easier. The misfortune with the sword-army is ok. This unit wouldn't have been usefull in the future.
At the screen the slider is at 80%, higher the lux-slider. In Almarik an engineer should be hired, else it will grow to fast with no production.

Now we have contact with the tibet. At which point we got the contact, cause I think this side must be heavier protected. I made some shoots of the stats.
 

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oops, I lowered like regular civ and lowered science too much without thinking about it. Fix that before ending turn (We could just increase Lux for a turn).

(The cap limit on gold is still 60% BTW) so 10% sci and 30% lux.

Edit: Looks like we have to worry about a Culture victory from Tibet at some point. They probably own most of a huge continent that will be very hard to establish a beach head on.
 
0- Nothing

IBT- Education -> Astronomy

1- Capture Baruun-Urt

2- Need Settlers

Keiv Falls to the Glorious Germans, So does Smolenesk.

Tibet has 165 cpt. (235 turns at current rate, turn 477)

Astronomy -> Navigation

KotR produced

3- Capture Sevatopol and a catapult.

Capture Minsk

4- Disconnect Mongol Colony

We need more production multipliers in our better cities.

7 Russian, 1 Mongol city left on our glorious island

5- Navigation -> Usury

6- Usury- Banking

Krasnoyak auto-razed

Tblisi Auto-razed

Yatusk auto-razed

Sverdlovsk auto-razed

Berlin Begins Pyramids, for border expansion in all the corrupt towns in the south.

Found New Berlin

7- First Carrack comes out to find Tibet

Novogorad auto-razed

IBT- Tibetan Ship spotted in fog

8- Nurmerenburg builds shipyard. Build naval units there.

Vladiovostok auto-razed

Leader appears. Will build cuirassier army

Aztec borders found

9- Enter Aztec territory

Riga Captured,

Russia Eliminated

Tsetserleg auto-razed

Mongols destroyed

Continent Secured

We need lots of pioneers. Delay absolutism until settling is complete, otherwise shield cost doubles and movement doubles.

IBT Tibet lands 2 Dragoons

10- Start on Map Making. I should have saved the leader for the IP. :blush:

Dragoons Destroyed

I’ve staioned some troops on the coast to guard against landings.

Emp01_1300AD.png


The Save
 
Well done, Empiremaker.
I need a skip til Friday. If Elephantium won't play, Greebley should take it.
 
Preturn:

BTW, barracks actually matter when building cannon since they can defend - It doesn't matter a lot - I merely mention it because I noticed a town without barracks building one and it reminded me.

I think I will spend my turn building infrastructure since we now own the continent. I will concentrate on shields and science. My other goal will be to see if I can locate Tibet. I think we need to slow them down.

I am also not a big fan of building regular pikes in cities - especially in RaR. Offensive units are all stronger so a regular Pike doesn't have much chance of holding off an attack by some attack 6 unit. Instead I am building Harbors, workers, pioneers, etc. and will have some major town build some vet pikes and cuirassiers.

IBT: Quiet

1305 AD: Exploring with the army I already find an Axtec landing with two settlers. Kill 2 of 3 of the defenders.

IBT: Interesting: 1 defender and 2 settlers - one of the settlers is left standing undefended. AI isn't programmed to handle that case.

1310 AD: Nice! My attack on the last settler defender gives us a leader. We get the International Port after all. I am putting it in Munchen who has lots of coastal tiles and is near the capitol.

1315 AD: Find Tibetan lands with the Carrack sent across.

1320 AD: Tibet owns Aztec cities. No suprise there. We finish the Pyramids. Excellent choice for a wonder BTW as we can really use the boundary expansions.

1325 AD: Another attempt to settle by the Sioux - we get 3 workers from the settler. Kill a Tibetten boat.

1330 AD: Decide to go for Absolutism now. There are some techs we could work on but they don't give us anything.
I pop rush some pioneers to get them done before the govt switch. This will get us very close to the number we need.


1335 AD: Send of some of the pioneers. International port is finally rushed with the leader.

1340 AD: Get Absolutism and revolt. 7 long turns.

1350 AD: 5 more to go. I set Moscow to the Summer Palace. It seemed a good spot in the south.

Notes:
Very quiet turns - no attempt at landings - just two landings for settling.

Next player gets 5 turns of Anarchy. I would suggest the next player can play 15 turns if he wishes as the first 5 will be nothing.

I would continue to build Infrastructure to increase shields, science, and commerce. Other cities could use Courthouses or Aquaducts. We could use a few fast troops for city protection. Coastal cities should start producing boats as soon as we get Merchantilism (galleons) as well as boats to protect the Galleons.

We need a fast unit up in the northwest to defend against landings. There is a speed 4 Army that can be used to protect any city in the core.

I made a picture of the far coast. I would like to find the Tibettan core - don't think we have found it yet. There is another Carrack going east to find the coast.

Tibet still has more land than we do %land area. Thats pretty scary. We will be close when we have settled out the continent and gotten border expansions.

Emp1_AD1350.jpg
 
Pre-Turn- nada

IBT- Little Bighorn (Souix) completes Sistine

Tibet Starts Edison’s Workshop

1- Found New Leipzig

Found New Hamburg

IBT- Tibet finishes Estates General

Aztecs start on Enclypeidie

2- Aztecs land, elminate force

3- See Tibetan cavalry

IBT- Tibet completes Encylcopedie in Sikiim

Tibet completes Newtons in Kumbum

4- See outpost for the first time. Good location for it.

Found New Konigsberg

IBT- We enter Absolute Monarchy

Sioux start smith’s

5- MM out of Anarchy

Summer Palace to Smells

Tibet has rifles.

Tibet has at max 3 techs until League of Nations. If they build it before they research Totlarinarnism, we lose.

Reboot Game since I got the “Maximum Hypertext Links” warning

This is as much as I’m playing now since I don’t really feel like re MM the cities coming out of anarchy. [pissed]
 
I think your decision to move the Summer Palace was a sound one. I have been having second thoughts on Moscow. Its not like vanilla civ or civ 4 where the location is really important and Moscow just isn't that great.

A single run away civ is about the worst case scenaro IMO. Definitely search the coast for Sikiim. If it is coastal and we can grab it, we will catch uip at least with the other two civs if not Tibet.

The only way I know to influence Tibet to not produce League of Nations is a costly and bloody war.

How about this plan: Switch builds to Military and boats and go after Tibet full speed. Even if we don't do well, we may be able to switch them away from wonders and we will start paring down their units. Problem is that we are behind in tech so it might not really work especially if they can sink our boats and kill our best defensive units (they have attack 8 cavalry - if we land on a mountain we can make the Cavalry attack in our favor when attacking Pikes (4 with +100 def + 25 fortify = def 10 - more if we can build a fort).

So we need a biggish Pike stack, units to take out nearby cities, workers for a fort, and possibly a settler. Getting Cannon on the mountain may prove tough. Getting the Galleons will be key. If we have units that upgrade to Galleons we can start building them and then upgrade.

Not sure if our armies will be attacked. Def 2 or less then yes. Def 3 may be able to survive in hills and mountains at full health. I wouldn't trust flatlands.
 
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