Gator01 - Team C - 100K

*looks away* *pretends not to hear about writing assignment*
 
Roster, I think:

el_filet - up
rrau - on deck
Bede
Sir Bugsy
jb1964
 
got it......
 
before I play, can the team give me some guidance on whether I can change the culture builds in the glove towns to cats. We can't go to war with only 4 cats in our whole empire. Or since it would dump a lot of shields (can't afford to rush), do I divert the core from knights to cats for my turn set?
 
Culture in the glove towns are important for two reasons:

1. Reduce flips
2. Expand boarders

You are asking one of the key questions in any strategy game. You usually need everything, but must prioritize.

One of the fun things about an SG is making decisions for the team. Sometimes you make mistakes, that's OK. No one is perfect. Go ahead make the choices you think we need to make. Often if I think something may be controversial I'll explain my decisions and the logic behind them. So the bottom line.... go for it. Do what you think is best for the team and the game.
 
I agree w/ Bugs. Go for it. If things don't work out blame it on the last administration. :)

I wouldn't dump the sheilds unless you think it's an emergency.
 
preflight (650ad)

Where are the cats? After thinking long and hard about dumping the culture builds in the glove towns, I decide not to because we can't afford to waste shields. Since no one else has built them. That's mainly what I'll build during my turns as we need artillary to fight an effective war at this level.

ibt: we got 3 palace expansions (or someone didn't build any when we got them earlier)


turn 1 (660ad)

moving troops

turn 2 (670ad)

moving troops

turn 3 (680ad)

moving troops

ibt: Persia demands 22g and TM-ok

turn 4 (690ad)

moving troops

ibt: Caesar demands 22g and TM-ok

turn 5 (700ad)

moving troops
Founded Chondote (fishing village)

turn 6 (710ad)


moving troops
Trade Japan gems for 9g and a new WM

turn 7 (720ad)


moving troops

turn 8 (730ad)


moving troops

ibt: England demands TM and 20g, ok

turn 9 (740ad)

moving troops

turn 10 (750ad)

moving troops

Notes:

We have plenty cats now - may not be distributed well, but I'm trying to get 4 in the two side towns and 5 in the middle town (there are 2 not in position yet, but will be next turn)

Unit upkeep is horrendous due to my cat building, so we'll need to go to war soon.

There's a couple settlers heading towards the glove towns for replacing razed Russian towns.
 
I need some brainstorming before I proceed as what I am going to suggest will delay the warfare for a few turns yet.

There is a little English town and another little Egyptian town over on the far peninsula that look like easy pickin's. But we need an embassy with Rome to make it work and that will take another 40+ in the treasury.

The plan goes like this: Save some cash and open an embassy with the Romans. Declare on England and capture the little burg in the west with the Warriors that have been sitting on that border. Get an alliance with Rome against the English for the lux we have been paying him. That should get us one more town and keep the English busy. Then declare on Russia....

After twenty turns of being whupped on by Caesar's legions we should be able to get some knowledge out of Liz at a discount and we will have embroiled the two biggest after Russia in a catfight....

Or am I just being a yellow bellied sapsucker here? And instead of procrastinating throw the gauntlet on the floor and bet the farm? If it works we will be golden, but if it doesn't we will have screwed the pooch?

What say all, or any?
 
We will probably want quite a few units over there to get an offensive going. If you think we can gain ground quicker against England let's go for it. If not let's stay with the original gauntlet plan.

We're almost to the point where we won't be able to get techs for peace.
 
Guess I am being a weak-kneed, spineless wonder. Will start the Russo-Iro war tonight and finish tomorrow. Let's hope there will be something left when I do.
 
We need a new plan. :cry:

Moved a few catapults into position and workers out of the way and then asked Cathy politely to move her boats out of our waters. Result as expected was a declaration of war from the Tsarina.

Braced for the expected flood of Cossacks and was pleasantly surprised when the three Glove towns held out, only losing a pike. The remaining mounted invaders (six) were redlined by the cats, and killed flawlessly by Knights and Mounties.

Then Cathy rolled over in her waterbed and a Cossack tsunmai struck. Fifteen Cossacks appeared in 790 and the Abbot's Gauntlet fell. For the next six turns:

Look closely and you will see Russian infantry in the garrisons of the captured towns. :eek:

Gator01Crushed810AD.jpg


Gator01Crushed820AD.jpg


Gator01Crushed820AD01.jpg


Gator01Crushed830AD.jpg


Gator01Crushed830AD01.jpg


The available peace terms:

Gator01Crushed850AD01.jpg


Needless to point out that the successive defeats, lost towns and roads to luxuries cut by naval bombardment resulted in massive war weariness. The loss of Mauch Chunk also cost us the horses in the hills.

I think our only option to remain alive is to give up Oil Springs. :sad:

Sorry guys and gals. The Monk booted this one.

Thanks for the pepping up, Bugs. Unfortunately, it's now yours.
 
You did your best. Is there realistically any way to recover?
 
:eek: I have it. I think we're toast. Anyone have any ideas. I'll wait until tomorrow afternoon to play in hopes that someone comes up with something good.

@ My Brother - How were we to know that the dice were loaded when we rolled them. I would have played the hand the same way you did.

If the Tsarina has RP, we're at least an age behind. Any ideas on how to capture the GL and slingshot back into this one?
 
It's only a game, it's only a game, it's only a game. <clicks ruby ropers together thrice and wakes up in Kansas>
 
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