Emperor Domination

We have coal. Two sources, I believe, already mined. I may be confusing with another game, but don't think so. Our cannons are going to be crushed by nappy's mass cavalry. What was the point of building them all if we're going to feed them to a superior unit. My vote would be for artillery first, biology second.

After bio we can go back to a strict military tech rate and get those marines and panzers online. Can we build tanks with oil or uranium? I don't see the point in rushing to physics but combustion is on the path from railroad and I see railroads as being very useful in the war with nappy.
 
Galileo44 -- Up!
vra379971 -- on deck

I've stated my tech preference -- Assembly Line, then Bio, then Artillery.

As for war, I think we want a good stockpile of cannons (20+) and a fair number of infantry (12+, let's get drafting) to declare, planning on a defensive stage first until he's expended his mobile surplus. We don't have to worry about his cavalry killing our cannons, because we'll have an infantry or two covering them. When he moves a stack of six+ guys in, we sac a cannon or two to soften them up, then win a lot of favorable fights. Heal on good ground, suffer no war weariness, repeat until his initial rush is over. Then go on the offensive. We've currently got an advantage, our infantry to his not-infantry. Let's use it.

peace,
lilnev
 
That sounds good to me. Are we planning a two-stage war against Nappy? It would be nice if we could convince Washington to declare his independence and possibly help us in the 2nd stage (then turn on Washington, of course).

Galileo, have you "got it"??
 
ok, well if vra can get it today that would be great and then if galileo comes back in the next couple days he can get it after vra.
 
We are in so much trouble it's not at all funny.

Anyway...

Turn 0: I look around at our well ordered empire and sigh...There's a WARRIOR in our SEASIDE capital?!

Turn 1: I start building more cannons pretty much everywhere, with the plan to switch when AL comes in. Except for Carthage, which is conducting a culture war with France, and is getting a theater.

I christen the Cav in France the Reichswehr I, and send it out to see what France has in her other cities...

Turn 2: More cannons get shifted.

Turn 3: Assembly line comes in, and I opt for railroad. All cities start getting our shiny UB, with the idea of building workers after that.

Turn 4 and 5: Nothing but moving troops. Then I move more troops.

Turn 6: Well, a great report comes in, and we are not great. We rank in power behind all but...wait for it...Alexander! *sighs*

Turn 7: Nappy comes with this offer.
Nappydemands.GIF


Happily, I am able to renegotiate and get some Banana on the table. We still have an economy - for now.

Turn 8: I get OB with Washington, then sell him Liberalism for 390 gold and his WM.

Turn 9: We pop a Great Scientist...

Turn 10: I get Mehmed to pay Sci Method & 310 for Assembly Line.

Turn 11: Railroads come in, and I end my turn there so we can now see what we can get for Rail as a team.

Will post thoughts later this evening.
 
1) Please post the save.

2) What's our troop count? Cannons and infantry especially, but rifles and cavs will still count for something.

3) What fraction of Nappy's power are we?

4) What techs does/doesn't he have?

5)
We are in so much trouble it's not at all funny.
Care to explain? We seem OK to me....

6)
All cities start getting our shiny UB, with the idea of building workers after that.
What do we need workers for? Last I check we had eight, I think, more than enough for railroads. Cities should either be building coal plants or more weapons.

peace,
lilnev
 
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