Emperor training grounds--I need training!

Turn 0:Check:Byz still in MA.Gift her some tech to IA,huh?They get Steam,sigh...We're 57/62,take out Rome and the game ends.Delhi to a University.Declare on Rome.Worker RRing...
IBT:Delhi University->Army,Madras Court ->temple,Lots of things built.
Turn 1:Load Cavs to Armies,boys,you can't return home.Kill 4 vet Musket take city.No resistance.
Turn 2:Attack Veli and it falls,give out Dyes.Lower lux.
Turn 3:Quell Veli.
Turn 4:Healing.MM science.
IBT:Army hardly survive in Roman Front,both redlined,phew.Electricity->RP,we can make it 7t,even.Romans pillage our Dyes.
Turn 5:9 offensive Roman Units parked outside our cities,my armies just can't take them.
IBT:My cannons attract Roman SoD,Barcelona build SPHQ,to a University.
Turn 6:Incan learned and revolt to Fascism.War goes on.
IBT:Madrid riots,bunch of building complete.
Turn 7:Healed army marching towards Rome.
Turn 8:Rome learned Nationalism,draft a rifle and upgrade a musket,but still can't save the Eternal city.
IBT:The CIA of India is built in Guntur,lots of things built.Incans build Magellan's.
Turn 9:We capture Eborucum,Dyes online again.Plant spy in Inca.Incans have:13 workers,8 spears,10 LBs,6 Muskets,75 Rifles,2 Cavs,20 Frigates,17 Crusaders,33 MDIs,3 ACs.
Turn 10:Alas,my Galleon with army meet Roman Frigate,at least we're on ocean tile,so it's 50-50.Attack on Romans produce another leader.
IBT:RP->Corporation due in 5t,still positive cash.Roman fleet fled.We have rubber.
Turn 11:We take Mountain side city Cyrene(Cyprus nowadays),Caesar fled to Holy City Jerusalem,playing OCC.Incan culture place big pressure on Roman Territory,so I pop rushed some temples in resistance.Lux down to 0% due to Furs online.
Turn 12:We take Holy city and Romans are no more.
Turn 13:1500AD,Soviet India embrace a new century with Infantry,Corporation due in 3,Leader back home to rush Iron Works in Ta-Tu,oh no!We're 64/78,after former Roman city border expands,the game will ends.
 
Got it. I'll press the space bar a few times tomorrow to win this one.
Then I'll get back to COTM7, which is turning into a pretty tight affair.

Neil. :cool:
 
I played in the end. It wasn't as boring as I thought it might have been.

1 1500 Bored. Shift-A all the (homeland) workers. It's 1.15am. Waiting 2-3 turns for border expansions. IBT NOT BORED! Inca demand Horses. I cave. Why not? I've won. Inca then decide to DoW anyway?!? They're stupider than I thought! They capture 1 city, which will soon be taken back, no doubt. (Veii.)
2 1505 Veii re-captured, a bunch of Incan units tonked. Yawn. These guys have no horses. How serious do they think they are? We'll lose another next turn - undefended vs. the Inca's only remaining Cavalry. IBT: As predicted, Asasnol captured by Inca. Corporation comes in, start Refining.
3 1510 Walk a Cav Army back into Asasnol. More Whack-an-Inca. IBT: We'll lose Dublin next turn, as there are no troops on that island and they just landed a solo Longbow next to the city (I belatedly loaded up a Galleon with 4 Cavs, which will beach this turn and re-take Dublin next… but, well, ANNOYING!)
4 1515 IBT: Inca take out a healthy 4-Cav Army plus other defence in Asasnol, and raze it. Dublin captured.
5 1520 We are 18 tiles from Domination. Dublin re-captured. IBT: Miscellaneous border expansions and we win. About time too. I'll save, and play on a bit just to pound a few more Inca heads.
6 1525 Indian Domination win, 1525AD!

The save posted is the 1520 save, after I re-played the moves. Press the Space Bar, do whatever builds you like, and then celebrate the win!

Neil. :cool:
 
Nice game guys.

How about posting some lessons learned?

I, for one, learned

1) Do not neglect early culture with a Religious civ. Those early flips set us back a long way and I needed to learn that lesson.

2) Unit building wonders are great. The ToA is a rotten piece if business unless you are seeking a cultural victory. When it obsoletes the effect can be horrendous if you are not ready for it. (Hanging Gardens is just as bad, I think).

Had a good time with all and will be seeing you again I know.

@eldar: COTM7 is certainly a challenge. Tight doesn't describe it.
 
Bede said:
@eldar: COTM7 is certainly a challenge. Tight doesn't describe it.

I have the home continent pretty much locked down, it's just a certain Civ on the other one is keeping pace with me. Never mind I'm stuck in the wrong govt - Monarchy's been great up 'til now, but Republic will probably suit better once the final Civ's gone from home base. Do I risk the inevitable 8-turn Anarchy at such a late (Modern Era!) stage, though?

Neil. :cool:
 
I learned:
1)Don't pull a gpt deal too early in game,I bought Wheel with 9gpt,that severely constrained brokering.
2)Should build culture on culture front,especially REL.
3)ToA is good to capture,but we must start Cathedral before expiration.
4)Communism is powerful,after you cash rush Police Stations and Courts.
5)SoZ and KT:if you lack horse or iron...or we should build more units.
 
Wot I lurnt:
1. Don't panic! Just build military, and the good things will come to you (see: COTM7).
2. 30-shield temples along your border are really quite useful early on.
3. When abandoning cities, be very, very, careful!
4. When you have a Good Thing like the ToA, don't obsolete it ASAP by researching the tech that obsoletes it when there are other paths available.
5. Starting position really matters. We never had to watch our backs, because we were the most northerly Civ. That helped a great deal.

Neil. :cool:
 
Bede said:
@eldar: COTM7 is certainly a challenge. Tight doesn't describe it.
Yes, it's challenging (I ended up losing when an aggressive civ [those that have played probably know who ;) ] attacked me early.)

What I learned...
1. Culture from cheap temples is good.
2. That extra hit point can matter. The war elephants have the health points of an elite unit just when they're built (from a barracks city of course.) It's very powerful.
3. Stuff like ToA is nice, but watch out when it is going to expire.
 
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