EOC2 - Ruling the Waves

Ouch. I'm not sure that the appearance of leaders is dictated by the RNG. It seems to have a separate probability, as do promotions. Hope you get the leader again when you reload....

BTW - I think we all know that "throwing a party" is the best way to pummel a civ quick. :)
 
Ouch, Scout, that sucks... Fingers crossed for the Leader to show up again! (Fat chance!)
 
Not to worry guys - it didn't hang completely, just wouldn't cycle the units properly. It happens from time to time with me. I was able to save from that point and continue...


Now where was I ... Oh yeah! Turn 1 (1525)
Change Istanbul to a Factory (Due in 2)
Shuffle some naval units, wake some Sips in our Dutch holdings and get them "Headed that way"...
=====
IBT - Edrine Frigate>Sip Aydin Sip>Factory, Incense Worker>Market
=====
Turn 2 (1530)
Moving some workers to our dutch holdings, moving some Sipahi to what will soon be our English holdings.
=====
IBT - Lots of Naval Movement,
Istanbul Factory>MilAcad
Oslo Worker>Court
Izmit Longbow>Factory
Konya Frigate>Factory
Middleburg Court>Rifle
Kafa Sip>Rifle
=====
Turn 3 (1535)
One Spanish Galleon will never make it home..
I've got 3 Frigates in a nifty echelon left formation off the coast of Liverpool...
Positioning troops for the invasion of England...

====
IBT - Some naval units move all over the place and...
An English Crusader advances on Groningen, a Horseman advances on The Hague
The English declared WAR on us! I am sooo scared...
Trondheim University>Factory
Reykjavik Settler>Market
Uskadar Sip>Sip
=====
Turn 4 (1540)
Sign Carthage on against England for Spices
Carthage has Communism and Fascism, dangit.
Lose a Frigate trying to sink an English Galleon, kill 2 English interlopers in our Dutch holdings.
In advancing units against York, I pop another leader attacking some Crusaders...
I now have a Sip Army and 5 Sips outside York.
I land a Sip Army and 8 Sips outside London.
What to do with this settler... wasted tiles between Reykjavik and Trondheim... found Planet's Town where I hope he wanted it...
====
IBT - the English drop off 4 Crusaders behind the lines in Spain...
=====
Turn 5 (1545)
*****
Battle of London
Sip Army takes out 2 Rifles, redline a sip, Lose 2 sips to 2 redlined rifles, I kill off everything but a single Longbow. Our army has another movement point, but only 2 hit points. I lost 3 sips, load everyone else onto a boat to withdraw and heal.

Incredibly, I lose a Sip to a regular Crusader outside Madrid. I withdraw Task Force York to deal with the menacing Crusaders. It looks like these will be the best offensive units Lizzy can muster, so it may take a turn or two to cut them down to size.
=====
IBT - we train 2 more Sipahi, Lizzy advances 2 Crusaders and a Longbow towards Barcelona.
=====
Turn 6 (1550)
Whack a couple of Crusaders in the rear area. Use the leader to build an army, because I've run out of veteran units to skirmish with. Take an elite to whack a Longbow, and get ANOTHER leader!!!! (I think we're gonna save this one for something...)
=====
IBT - the Spanish request and audience, and are denied.
Our people want to build the Pentagon!
=====
Turn 7 (1555)
Task Force London Sets sail from Edrine
To heck with it. I build another Army with the latest leader.
=====
IBT - Remember that rep hit thing?
The Rampaging Byzantine forces just destroyed the Spanish.
We discover Communism, and set the queue to Replaceable Parts
=====
Turn 8 (1560)
Some worker moves ...
Land 11 Sipahi and a Sipahi Army next to London, which (thanks to a little "Frigate Prep") is defended by the most dangerous thing in all of the Civilized World; a redlined spearman.

Sign Theodora on against England for a couple of lux. Invite Portugal to the party too.

*****
Battle of York
Our Army kills 3 Vet Riflemen, but is redlined. An Elite Sipahi kills the Longbow, and York falls.

Dang...some worker moves, and that's it!
=====
IBT - not much
=====
Turn 9 (1565)
...shell some stuff with frigates...
*****
Battle of London
Army kills reg, conscript, and redlined Vet Rifles. London is ours, as is the Temple of Artemis.

Send Sipahi after Canterbury. Lose 2, but Canterbury (and the Knights Templar) are now ours.

I decide to press our bet, send an army and some Elites after Warwick. It is now ours.

Some worker turns, and my game has a problem cycling units again. :mad:
=====
IBT - An English Rifle retreats one of our sips.
We sink somebody's Privateer...
FP Bergen finishes Factory, starts Hoover.
Leiden builds a settler, and I can't remember why...
=====
Turn 10 (1570)
I am tempted to press the attack, but we've got some banged up Sipahi all over what's left of England. I think I'll re-group to let the next better player have a little fun.

I cannot for the life of me remember what the team wanted to do with this second settler...

I whack a couple of English rifles in the open, and accidentally bump <Enter> when I move our 2-Sip army into a city (thinking it would take me to city view, so I could starve some citizens...)

=====
IBT - Hannibal wants to up the ante on Furs. He'll go for Wines, Incense, and Ivory. Dangit
Military academy completes in Istanbul
Some English towns riot...
Warwick deposes our governor
The Byzantines land a couple of troops near Hastings
=====

EOC2_ENGLAND.jpg


After action review:

The good: Spain is gone, and I took a chunk of England.

The bad: I had taken a bigger chunk of England, but Warwick culture flipped.

The ugly: I accidentally fumbled a key, and denied the next better player the pleasure of watching Warwick culture-flip. The next player will start at the beginning of the turn. Sorry :blush:

We've got some ARMIES (plural) in England. The next better player ought to have some fun!

So, for the next better player: > > The Save < <
 
Oh yeah - one of our armies in England is only 2-strong... Istanbul will now crank our a Sip every other turn. I'd pump a few Sips out of there before building an Army... (we have..."some armies" now...:D )
 
Dang, got C3C 1.22 and C3C 1.22 editor to work but broke 1.15.

Ugh have to reinstall so can't tell if city was put in right place. The right place is anywhere in the middle of the land mass so the city straddles both waters and ships can pass thru the city instead of going around the ends.

Needless to say, this will be my last 1.15 game Multiple C3C versions is too much hassle. Poohey.

PF
 
The first settler was plopped between Tronheim and something else, per your turnlog... I didn't use the second settler, though he's sitting on a choke right now, and could make a canal city....
 
Another party hosted by scoutsout....

Where are the Marines and the Paratroopers?

Got it.
 
Another good set by "the next better player".

Just can't say enough good things about those sipahi. They almost seem overpowered sometimes.

On another note, I was glad to see you on the roster for the chaos that will be Bede02. Ought to be fun. :)
 
Chaos in the Land of the Gods?

Tea ceremonies, flower blossoms, cranes, poetry, Noh plays, geisha.....and very sharp swords.
 
scoutsout said:
The first settler was plopped between Tronheim and something else, per your turnlog... I didn't use the second settler, though he's sitting on a choke right now, and could make a canal city....

I can't load the game yet so I don't know exactly where the second settler was going. I think there were 2..3 tiles SW of the FP that were not being worked and goal was for a small, max size 6 city near the FP to reap those tiles. I think there may be a forest
there, but not positive. I will review again after I get my install fixed.

The first settler was the important one, the second was just gravy.

PF
 
0-1575
My favorite part of the game: the really useful specialists are now available.

I spend an hour lining up the policemen and giving them their orders and setting up the cities to 24fpt at size 12.

Bergen takes a little fiddling as it is tough to get it to the right numbers, there are some grasslands than can be irrigated, replacing mines, and allowing citizens to work the mountains and also hire some cops to reduce corruption and waste.

There are also some trades to be made with our allies:
The Byzantines will ship us silks and 14g plus 225gpt for electric light bulbs. This allows the scientists to go full bore towards Replaceable Parts and puts our income to 90gpt as well. Hiring the cops all over the place has boosted the uncorrupted gold so the conversion to science is pretty good. I throw in some spices for flavoring in the deal and then sell her incense as well for another 6gpt. Henry of Portugal gets lighting for dyes (He's getting a 50% discount but the indigo will only get more costly as we finish off the English and I really want to see fireworks)

Hannibal is right close to researching Electricity and wants way too much for his Furs (electricity and two luxes or Industrialization straight up, way too much of a discount for a monopoly tech), Hannibal is seriously broke as he won't offer even 1gpt for a lux. My trade emissary bids him a fond farewell and heads home.

I retake Warwick sell the harbor, and pillage the roads connecting London to the southern part of the island. That should reduce the flip risk. Bombard Hastings and hit it with the army out of Barcelona. It may fall to Theo's longbow and cavalry combination but that's okay too. Short rush settlers in the Spanish cities to fill the gaps.

Theodora fails in her attempt to take Hastings, losing a longbow, and Elizabeth counter attacks with a longbow and kills the cavalryman. Elizabeth also dispatches a single longbow against the Sipahi forces massed at her border but since the roads are cut he can't quite reach and ends exposed on the grasslands.

1-1580
Ottoman navy deliver a farewell barrage at Hastings, crippling a rifleman and exposing a conscript, then sail off to blockade the coast at Coventry.

Hastings falls to the army after an elite attack fails to get a promotion but kills a rifleman. Another elite kills Elizabeth's bowman but also fails his boards.

Sipahi armies and regiments gather at the gates to Nottngham. Found a couple of town in old Espana.

I am gathering an expeditionary force in Erdrine, frigates, galleons and troops as soon as factory builds are done. Istanbul is building the Pentagon so we can get the movement bonus and the extra regiment once the army reaches its destination.

The Byzantines and Portugal have 22gpt and 11gpt respectively left after the last trading session.
Henry is putting 40% of his budget into science, so if 60% is equal to 11gpt, he's got 18 gpt to spend and has 7 for his scientists...his research pace can't be much better than 40.

I love those little smiley faces so much I comb back through the cities and hire cops or clowns where needed so that the city screen now looks like a row of sunflowers :)

2-1585
If we are going to take Nottingham now is the time as Hannibal has landed at Coventry.

Bombard the city with the Wooden Wall and hit first with an army of screaming Sipahis.Liz' defenders throw rocks which splinter and hurt a couple of our horsemen but the army does its job and kills the last healthy defender. Vet Sipahi seeking promotion succeeds and kills a wounded rifle. Another vet Sipahi fails and is wounded but survives. A third dies, though only after crippling the last rifle in the garrison at Nottingham. A healthy army finishes the task without a scratch and Nottingham is ours.

Check out Theo's budget and she is running 50% science and gaining 24pgt so her total free cash is ~25gpt or so. Nowhere near enough to pay for an Industrial Tech.

Watch theo and Hannibal land cavalry at Coventry. Hannibal attacks the city and fails to take it promoting the garrison to Elite.

Theo learns Industrialization and start Universal Suffrage.

3-1590
Postitioning the fleet around Coventry to be in postion should Hannibal or Theo fail to take the city. Gathering ships at Erdrine and a lone frigate sets sail to reconnoiter the Punic coast. Ship is chistened John the Baptist.

Carthage learns Electricity.

1595-1605
Watching the Byzantines and Carthaginians use up their cavalry at Coventry is fun, but just a little boring. So I spend a lot of time looking at the map and figuring the next big step and there is one inescapable conclusion. Without a revolt to Communism the islands we have taken are mostly worthless..

Hoover is due in 12 but even when done won't gove much of a boost to the Scandia Isle, and won't help the home island at all. SInce I figure our goal is conquest rather than scientific or cultural...and we have a two tech lead over everybody in the game and they won't catch up to us unless we draw a sixteen turn anarchy, decide to go ahead and put Lenin on the train now as we don't need any production for at least the next seven, after the revolution we can finish Hoover then put the SPHQ in Bergen, or if we gain a leader in the battle for Coventry in the Spanish English lands, then set up the troops for whacking Carthage, and hustle on towards Constantinople.

We draw 7 turns of anarchy

In 1610 Portugal and England sign a peace treaty...I don't have a good feeling about this, so I I dial up Henry and promise to ship him some wines for his 40 gold, then buy Fascism for 150gpt, then withdraw the whole thing, who is this guy in a pith helmet anyway with his tiny island on the other side of the world?

The seven anarchy turns were uneventful. (I decided to see them out and play on to 1650 and the end of the alliance with Carthage to give the next player the opportunity to take advantage of the interesting tactical situation that has devleoped.

Impact of the revolution:

Before the revolt:

EoC01.jpg


After the formation of the Politburo:

EoC01a.jpg


The switch to Communism has made all of our islands productive. We have one technology on the Byzantines and two on Carthage with Espionage (the Sphq) due in 1.

The allies have surrounded Coventry and starved it down to 5 from 11. When the opportunity presented itself our troops closed off access to the city from the land and sea, so that the Byzantines and Cathagininans could not reach it. It can be ours whenever we want it. What is interesting though, is that Theo and Hannibal have dleivered a lot of their cavalary to the English island and the are encircled by our Sipahi. When the Pentagon completed in Istanbul I loaded the fourth unit into three armies on the island, reserving the elite Sipahi for leader promotions.

My idea is this: Pay a call on Theo and sign an MPP. Dial up Hannibal and cancel the alliance against Liz, then immediately declare war. Attack Hannibal only inside our territory or in England, do not attack him inside his own borders or at sea, as he has an MPP with Theo. When he attacks us at Nottingham, or anywhere else, Theo will declare on him. You can then invite Henry to join the party if you wish.

If this works Hannibal will lose ten cavalry units in the first turn of war and Theo will keep him busy on his home island while we set up an invasion force of Elite Sipahis from England.

The knot at Coventry:

EoC02.jpg


Oh, and Coventry will probably fall in a blow-by assault from one, or all of our armies.

I took more than the alloted span but it was in a good cause, as the next better player will not have to deal with the anarchy.

A little hint for getting improvements like courthouses and markets into the Dutch towns surrounded by marshes and jungles, clear the jungle/marsh then plant and chop a forest after building rails. The chop is worth ten shields and can be done in one turn with the number of workers out there.

A note on the use of specialists:
Engineers cost money but speed builds, policemen reduce both corruption and waste. So anywhere there are productivity, commerce or research mulitplying buildings (banks, factories, universities), it is best to use policemen as the shields and gold get fed into the building multiplier. Where those improvements are missing and you want to hasten builds, use civil engineers, if you want greater cash flow, use tax collectors, if you want more research use scientists.

Re hospitals:
I know scout has a disdain for hospitals because of the pollution generated. However, our home island is generally shield poor but has a lot of irrigatable grassland. With a larger population there is the opportunity to employ specilists to improve productivity in all areas. Just something to think about....

Scoutsout-threw a party
Bede-let the proletariot riot
SeasonsOfWirth-The Hammer of Hannibal - up
Tallanas
Planetfall
 
Dastardly! Hannibal is gonna rue the day!
 
Got it. MIGHT have a chance to play later, first I'm up elsewhere (namely Bede02).

I like the plan, Bede. It is indeed dastardly, but should be fun watching it play out. :)
 
I did not get a chance to get to this last night (obviously), and I have an Aerosmith concert to go to tonight.

If Tallanas would like to slip in now, great. If not, I will do my best to play the turns very late tonight, after the concert.
 
After looking over our position, I think that I should be able to put Bede’s plan into action. I will intentionally leave a single cav alive to attack and trigger the MPP. England will be gone by then. Not too sure where that random settler is going. I’d also guess Bede’s advice was based on taking last English city after MA expires in two.

1655 ad (1) - Call up Theo and sign MPP. She kicks in WM, 7g, and 15 gpt. Call up Hannibal, cancel expired alliance, and declare. Do a bit of leader fishing and try to leave no troops exposed, except for a frigate at sea. Actually lose a sipahi to a cav on grass. :rolleyes:

1660 ad (2) – Come up empty on leader fishing again. Leave a single cav alive, within easy striking range of a slave worker. Surely they won’t pass THAT up, right?

1665 ad (3) – They did take the bait. :D Sign Henry on for a couple of luxes. I think that makes it a new party! Call up Theo and cancel MA vs England. Leader fishing finally reels one in on the last unit available for attack. :D Liz and the rest of the “strong English” are no more. Lose a vet Sipahi to a reg Num. Merc. :mad: Unforunately, our 4 sipahi armies are gonna be bored until we get to combustion ….

1670 ad (4) – Start assembling strike force.

1675 ad (5) – Get corporation, start steel in 5. Set sail for Hippo, which has a source of horsews and salt that Hannibal would no doubt like to keep.

1680 ad (6) – Lose a frigate to a stack of ships incoming. No doubt to drop off a single cav, or something. Land our troops next to hippo. Reg inf showing. Unfortunately, no ships were close to their source of rubber, but they will be soon.

1685 ad (7) – They do indeed drop off a single cav – next to Harlingen which is defended by a longbow!!! :wallbash: Upgrade to guerilla and hope he holds. We take Hippo pretty easily.

IT – Up and down. Our guerilla holds flawless, but an infantry kills our 8 hp army!

1690 ad (8) – Not Constantinople founded. :lol: The vast majority of our lands are improved.

1695 ad (9) – Not a whole lot. We lose a frigate in sea battles.

1700 ad (10) – Both Hoover’s and Intelligence agency come in. I plant a spy in Carthage. I have left many units healthy and unmoved in Hippo. In retrospect, I should have sent more units towards carthage initially.

There are two frigates going to the carthage source of rubber to bombard next turn. There are many ships in Nottingham and the surrounding area. We have three armies on the English mainland waiting for transports. There are luxury trades that can be made, but I didn’t feel I was getting a good value for them. SPHQ is being built in former Dutch lands. This game is essentially over, it just depends how long we want to make it last.


>>>SAVE<<<
 
I am away this weekend guys, and won't get to this until Monday morning GMT. If Planetfall can take it and has time we can do a swap, otherwise there will be a couple of days' wait - I imagine that's no biggie.
 
Whatever's good.

Hope you have a good time. :)
 
:goodjob: , nice execution, Sesn.

The armies were intended to provide highly mobile defense for Iberia/England.

Interesting Hannibal has Infantry. He didn't have the tech in 1650.:hmm: Better ship some artillery to his homeland.
 
This is looking pretty good!

@Sesn: IIRC, you can put a 3-unit strong army into a Galleon...

Did we finish the Military Academy in Istanbul? I seem to remember pulling it off the MilAcad to build a factory in 2, and then putting it back on the Academy after it had a factory...

@Bede: I don't object that strongly to hospitals, you caught me in the middle of 100 rough turns of milking in COTM1...
 
Bede - That's basically why I didn't ship more units over initially. I figured that the sipahi and armies would slice right through the rifles, and suddenly there were infantry on the defense. I took a city that had one source of rubber on an island to the north, but he still has one hooked up in his homeland.

Unfortunately that little surprise will cost the next player a few turns trying to regroup and build an effective strike force.

Scout - New avvie huh? I like it. :) You're right about the armies. However, if you read Bede's log, it says "I added a fourth sipahi to three armies on the English isle" or something to that effect. This makes it a 5 part unit, which is too big for a galleon.

I also didn't even think to look around for the Mil Acad.

BTW - I didn't bother going for Hospitals, as I figured this would be done soon. I guess I played kinda sloppy all told. :(
 
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