Elephantium
Trampling the AI
More: IBT:
We get strafed by Tibetan airships, as usual. No one attacks us, though.
Leipzig: Factory->Fishery
Hovd: rax->Major Port
Turn 2 (1814 AD):
Change Nurnberg to Transport so I can invade the islands in the middle of the map more quickly.
Change Dortmund to Town Clock - we need the extra production.
Change Almarikh to Forge
Change Smolensk to Courthouse
Change Tabriz to Forge.
Change Odessa to Water Mill
Change Darhan to Machine Gunner
Change Frankfurt to Amph Inf
Change Salzburg to Amph Inf
Change Heidelberg to Wind Mill (it has no rax)
Change Regensburg to Water Mill
Change Luneburg to Water Mill
Change Emden to Port
Change Northern Coast to Forge
Change Koln to Water Mill
Change Bonn to Guild Hall
Change Thingy to Forge
Change Baruun-Urt to Forge
Change Brandenburg to Town Clock
Change Kiel to Wind Mill
Change City of 1000 smells to Water Mill, planning to rush a Factory there after the mill completes
Change Centralia to Aqueduct
Change New Konigsberg to Forge
Change Southern Crab to Courthouse
Change New Munchen to Courthouse
Change New Nurnberg to Water Mill
Change New Koln to Courthouse
Change New Salzburg to Courthouse
Change Frostvale to Forge
Change Kiev to Forge
Change Hamburg to Guild Hall
Leatherneck > Cav
Cav > Cav
Trencher > Adv
Cav army > Line Inf
Cav army > Cav
Leatherneck > Jeep
Cav army > Commando
Sci slider to 50% - Motorized Trans. still in 1 turn.
IBT:
Bombs fall, one of our ships gets shelled by their arty, and their commando makes our Adventurer retreat.
Motorized Xfer->Tank warfare, up in 4 turns at -167gpt
Pollution strikes Konigsberg, Amph Inf->Wealth
Frankfurt: Amph Inf->Wealth
7th Seal: Port->Major Port
Turn 3 (1816 AD):
Cav > Commando
Horse Hoodoo change to Water Mill
PF > Line Inf
Cav > Adventurer, promotes
Cav army > Jeep
Adv army pillages more
IBT:
Tibet wants to negotiate. We point out a short pier as a great place to take a walk.
One of our roads gets pillaged by a Sioux adventurer.
Lose an Adv to a Cav.
New Berlin: Aqueduct->Wind Mill
Nurnberg: Transport->Town Clock
Tibet starts Emancipation Proclamation
Turn 4 (1818 AD):
Our arty + 2 cannon sink an enemy Iron Frigate off the coast at Leptis Magna! Wahoo, that's fun.
PF army > adv, hussar
Cav > adv, promotes
Cav > Cav
Cav > Inf
Change Konigsberg to Amph Inf
Change Frankfurt to Amph Inf, we'll still have enough gold to cover research costs on Tank Warfare
IBT:
We lose two Cav, one to a Commando, the other to a Hussar.
Kiev: Forge->Water Mill
Hamburg: Guild Hall->Amph Inf
Leptis Magna: Fishery->Amph Inf
Salzburg: Amph Inf->Guild Hall
Regensburg: Water Mill->Toll House
Koln: Water Mill->Forge
Dortmund: Town Clock->Guild Hall
Turn 5 (1820 AD):
I make a wonderful discovery: Transports can carry Artillery!
We land an invasion force on the largest island in the middle of the map. I'm guessing that pacifying this island will take just
PF army > Commando
Cav Army > Hussar
Leatherneck > Adventurer
PF > Stormtrooper
We get strafed by Tibetan airships, as usual. No one attacks us, though.
Leipzig: Factory->Fishery
Hovd: rax->Major Port
Turn 2 (1814 AD):
Change Nurnberg to Transport so I can invade the islands in the middle of the map more quickly.
Change Dortmund to Town Clock - we need the extra production.
Change Almarikh to Forge
Change Smolensk to Courthouse
Change Tabriz to Forge.
Change Odessa to Water Mill
Change Darhan to Machine Gunner
Change Frankfurt to Amph Inf
Change Salzburg to Amph Inf
Change Heidelberg to Wind Mill (it has no rax)
Change Regensburg to Water Mill
Change Luneburg to Water Mill
Change Emden to Port
Change Northern Coast to Forge
Change Koln to Water Mill
Change Bonn to Guild Hall
Change Thingy to Forge
Change Baruun-Urt to Forge
Change Brandenburg to Town Clock
Change Kiel to Wind Mill
Change City of 1000 smells to Water Mill, planning to rush a Factory there after the mill completes
Change Centralia to Aqueduct
Change New Konigsberg to Forge
Change Southern Crab to Courthouse
Change New Munchen to Courthouse
Change New Nurnberg to Water Mill
Change New Koln to Courthouse
Change New Salzburg to Courthouse
Change Frostvale to Forge
Change Kiev to Forge
Change Hamburg to Guild Hall
Leatherneck > Cav
Cav > Cav
Trencher > Adv
Cav army > Line Inf
Cav army > Cav
Leatherneck > Jeep
Cav army > Commando
Sci slider to 50% - Motorized Trans. still in 1 turn.
IBT:
Bombs fall, one of our ships gets shelled by their arty, and their commando makes our Adventurer retreat.
Motorized Xfer->Tank warfare, up in 4 turns at -167gpt
Pollution strikes Konigsberg, Amph Inf->Wealth
Frankfurt: Amph Inf->Wealth
7th Seal: Port->Major Port
Turn 3 (1816 AD):
Cav > Commando
Horse Hoodoo change to Water Mill
PF > Line Inf
Cav > Adventurer, promotes
Cav army > Jeep
Adv army pillages more
IBT:
Tibet wants to negotiate. We point out a short pier as a great place to take a walk.
One of our roads gets pillaged by a Sioux adventurer.
Lose an Adv to a Cav.
New Berlin: Aqueduct->Wind Mill
Nurnberg: Transport->Town Clock
Tibet starts Emancipation Proclamation
Turn 4 (1818 AD):
Our arty + 2 cannon sink an enemy Iron Frigate off the coast at Leptis Magna! Wahoo, that's fun.
PF army > adv, hussar
Cav > adv, promotes
Cav > Cav
Cav > Inf
Change Konigsberg to Amph Inf
Change Frankfurt to Amph Inf, we'll still have enough gold to cover research costs on Tank Warfare
IBT:
We lose two Cav, one to a Commando, the other to a Hussar.
Kiev: Forge->Water Mill
Hamburg: Guild Hall->Amph Inf
Leptis Magna: Fishery->Amph Inf
Salzburg: Amph Inf->Guild Hall
Regensburg: Water Mill->Toll House
Koln: Water Mill->Forge
Dortmund: Town Clock->Guild Hall
Turn 5 (1820 AD):
I make a wonderful discovery: Transports can carry Artillery!
We land an invasion force on the largest island in the middle of the map. I'm guessing that pacifying this island will take just
PF army > Commando
Cav Army > Hussar
Leatherneck > Adventurer
PF > Stormtrooper