GK2- The Training Day Experiment

hehehe... give me a spanish word, and I'll know how to spell it, say it, and suprisingly enough, what it means... french... that's my womans profession. (She's studying to be a french proffessor)

You're just going to have to wait for the rest of my turn log to figure out what I meant by that.;)
 
Turn 0 (190AD)
We have 30 cities, and 33 workers, with about another 15 cities about to come on-line. Our one worker factory was Niagara Falls, and it's now making a marketplace at size 7. Waste 1 shield, and switch it back over. I believe it was at size 6 that it made a worker every 2 turns with no waste anywhere. For some reason ALOT of food was going to size 6 Tonawanda... and it's stuck at size 6. Maybe I'll swap the 2 around... let's see next turn when they're both at size 6.
MM Grand River to slow growth. Have to swap a tile with Caughnawaga, which causes it to freeze at size 6, but it needs an aqueduct anyway, and we seem to be on a marketplace kick even though they're not the most useful right now for us.
Satsuma is training workers, but it's very irregular how they'll be built.
Change Oil Springs from Spearman to Courthouse.
MM St Regis moving citizen from coastal tile to hill.
Change Oka from Mounted Warrior to Harbor. This city doesn't even have a barracks.
Chondote is making a swordsman, again no barracks... going to have to check unit building cities afterwards to make sure they all have barracks. Change to Courthouse. This city is 4/5ths corrupt.
MM Nara to get +1 food and another gold by putting citizen on grassland to worker.
May want to build walls in Panama before to long... just a thought.
Zimbabwe is building a sword, no barracks. Switch to Temple.
Persia is up Monotheism. Research by the blade...
Change Edo from worker to Harbor.
Add Temple to Tokyo queue.
Load 2 swords into galley in Panama.
Send it south, on a course for the Persian Iron Mountain.
We had a spear on some workers, but I send him south into Panama. We have 1 turn of warning to move our workers out of harms way, and they finish next turn anyway.

IBT
Forest in kagoshima chops.
Persian Galley goes back home.
Salamanca MW -> MW
Niagara worker - > worker. It will produce a worker in 2 turns, even though it looks like 3.
Niagara's borders expand.
Grand River MW - > MW
Tonawanda MW - > MW

Turn 1(210AD)
*** Battle of Bapedi ***
Vet Sword vs Vet Impi - damn. we died, but redlined the Impi. Was a long battle.
3hp Vet Sword vs 1hp Vet Impi - We win, take Bapdi. Keep to my promise and raze it to the ground.
Send Galley 2 turns north so it's 1s1se of Isandhiwana... or will be.
Going to let the Swords I have on land heal, then I'm going to come back and pick them up and move them northward again.
We have 2 swords waiting for a galley on Kahnawake, and when they build I'll send them west towards Sastuma, then I'll move them across land 3 tiles and be 1e of Ulundi. I'm guessing that Ulundi and Isandhiwana will fall on the same turn, and Intombe will only take about another 3 turns to finish off. I'm half tempted to leave Nara undefended and send our sword there to Intombe.
MW from Tonawanda is sent to Panama.
Do some more MM work between Tonawanda and Niagara. I'm able to make Niagara a true 2 turn worker factory again, but Tonawanda is frozen at size 6.... but it makes a MW ever 3 turns.
Send the worker from Niagara on a long walk se of Akwesasne.
workers 1n1nw of Centralia build road.
MW from Grand River sent to Panama.
MW e of Caughnawaga sent s on to mountain to attack forted persian warrior when we go to war.
MW just north of Mauch Chunk sent to Panama.
Galley near Mauch Chunk sent to Panama.
Galley near Akwesane sent north to try and make contact. Also planning on sending the Zulu Galley to bust ocean fog after the Zulu war is done.
Workers se of Kagoshima move 1s
Workers 2sw of Kagoshima build mine.
2 Japanese workers in Tokyo moves 1nw and joins the other 2 workers
Native worker in Tokyo sent ne
Workers near Zimbabwe build road.
Settler/Spear pair is set to go 2w
Sword in Old Zulu land sent w to join it's forted brother on hill.
workers n of Caughawaga build mine.
Worker w of Camp Mistic clears jungle.
Galley near Camp Mistic is sent towards Panama... no change that... Galley is going to head east of Tyre, looking for new contacts.
Fort spear in Panama.
Workers nw of Panama build road
MW in Salamanca sent to Panama.
I think we're 1 turn away from a 2-front war.
Wake Shenandoah and send him to Panama. Will join him up with a Galley and a spearman and keep him near Panama in preperation of the Susa FP build.:)
Nothing on the Diplo front.
I think I turned luxury from 20 to 10%, but it may already have been on 10%... was playing with the science slider. Turn it up to 60% to get Feudalism a turn quicker, even though we'll loose 62 gold from it... is worth it.

IBT
Persia asks us to leave his lands... okay.
Notice they start moving a few scattered units around.
Allegheny Marketplace > Temple
St Regist MW -> Temple - We could use the fish
Centralia Galley - > Aqueduct
Kahnawake Galley - > Courthouse
Camp Mistic temple - > Harbor

Turn 2 (230AD)
Galley in Centralia sent to Tyre to find new lands.
Fort spear in Centralia
Load 2 swords into Galley in Kahnawake and send it west 2 tiles, then unload it. Send back to Kahnwake.
Workers near Oil Springs send nw to cut forest. I set 3 on it instead of 2. Hoping I can wake on and finish it quicker.
Worker ne of Tokyo build road.
workers nw of Tokyo build road.
workers near Osaka send 1e1ne of Ulundi. A slave worker south of it is sent to join it ot make it 3 worker turns. Build mine.
Workers ne of Zimbabwe send se to plains
2 elite swords in the middle of ex-zulu lands sent northward towards Isandhlwana.
Fort 3hp sword near them.
Move galley 1s so it's just north of Gordium's Iron Mountain. Press w.
Several MWs and our Leader land in Panama, along with 1 galley.
Load our leader into a galley with a MW.
Workers build mine nw of Panama.
Move all our MW out of Panama and have them join or Scout near SIdon.
Wake workers in galley near Isandhlwana and unload them 1se of it.

Science has to stay at 60% to pull Feud in 1.


IBT
Forest Chop in Akh... however it's spelled... forest chop in a city.
Feudalism comes in. Set Resarch to monotheism at min
Niagara Falls worker - > worker
Akwesanes Galley - > Marketplace

I get a palace build! ;) Looks like only the third one... I think I got one of the others... what causes these anyway?


Turn 3 (250AD)
Grand River is going to Riot. Set one citizen to Taxman.
Workers near Akwesasne irigate.
Send worker near Akhwesasne to join them.
Workers near Centralia build mine on hill.
MW in St Regis that I hit spacebar on last turn is sent to Panama.
Worker stack near Camp Mistic build road, then mine.
Galley with our leader is sent 1se of Panama... has good vision and should be safe there... Unless Persia can make Galleons.
Suicide galley is sent 3e of Tyre... and I think I see borders of a sea!
Worker in Niagara sent 2s
2 swords that just unloaded near Satsuma sent to destroy Ulundi.
Workers near Satsuma sent 1e1se to mine the hill.
Workers near Zimbabwe irigate plains.
workers sw of Kagoshima builds road.
Workers nw of Tokyo build mine.
Sucide galley is sent east of Tyendenaga


*** Isandhlwana ***
Vet sword vs vet Impi - we win, 2 dam
Vet Sword vs reg Impi - we win no dam
1 impi visable, no swords to attack.

Move Galley near Isandhlwana 2se and have 2 swords board up, and head back north towards Isandhlwana.
Found Gandasetaigon... no, found Concord south of Zimb. Set production to Temple.
I don't declare with Persia... I have a plan.;)
Load sword into Galley in Kahnawake, and send him west, unload.
Upgrade 8 Spearman to Pikeman.

IBT
Zulul archer attacks our sword but dies. we promote.
See a settler with the zulu archer.
Kyoto Temple - > Aqueduct
Salamanca MW - > Sun Tzu's (Vetoable)
Grand River MW - > Hanging Gardens (Vetoable)
Tonawanda MW - > MW
Lost a galley. Kept a galley.

Cont'd...
 
Turn 4 (270AD)
CONTACT!!!!!
GK_TDG_SUPRISE.JPG


Send our galley east, and this is what I see... we may die next IBT, but contact is made now.
It seems that France, Germany, Russian, and England our on the other side... and they don't seem to be very advanced. We can trade contact with the Germans for our WM and the Zulu.

I was going to land troops in Persian lands THEN declare war, but now that we've made contact and our rep is at stake, I'm going to play things right, and delcare first. I just hope we can survive the first onslaught.

So instead of...
Trade France Contact with the Germans and 10 gold for our WM and Contact with Zulu. They're up Lit and Republic.

Trade Germany Contact with the Russians and 4 gold for our WM and contact with the Zulu. They're up Lit and we're up Currency and Monarchy.

Trade Russia Contact with England and Lit for Contact with Zulu, WM, and 19 gold. We're up Currency.

Trade England her WM for Contact with the Zulu, WM, and 45 gold. We're at tech parity.

Now that we have the WM I think we were supposed to met England first...

*** Battle of Ulundi ***
vet sword vs reg Impi - we win, 1 dam, destroy Ulundi.

Unload 2 healthy vet swords s of Isandhlwana.
take a gamble... 3hp Elite Sword vs reg Impi in Isandhlwana...We died, and he promoted to vet.
(shrugs) 2hp vet sword vs 2hp vet impi... yeah, we all know how that one turned out.
Send galley back 2se
Activate 2 elite swords near concord and send them to dispatch archer threatening to cut off our incense. We win, with no damage, and capture a settler, giving us 2 workers.
2 new captured workers start making a road towards Isandhlwana.
Second sword near concord is sent to jump on the galley.
Since we've made contact I change Tyendenaga from galley to Temple. Need to claim that little bit of land and, of course, the whale!
Leave Galley outside of Tyendenaga. I'm not sure where to send him now, but I have a feeling We'll need to start stockpiling a few of these for upgrades for the Euro Wars...
worker near Akwesasne builds road on BG. Other 2 are already set to irigate.
MW from Salamanca send to Panama.
MW from Grand River sent to Panama.
Workers near Mauch Chunk road.
worker near Camp Mistic finishes road.
Send rest of the workers in the stack to cut the jungles of Camp Mistic away.
Workers near Panama move 1ne and build mine.

Alright here's the battle plan.... I'm going to send our MWs south into Sidon and capture that. It's a third choke point between us and Persia and gives us a very nice buffer of movement for our MWs.
Instead of unloading our swords right away onto the Iron Mountain I'm going to keep the Galley near the Iron Mountain but not unloading... this is a bit tricky if they send a galley out of Sidon or Gordium and attack, but I don't see it very likely and this will allow Persia to send some units towards Sidon and having less defence in the back field.
Send the Scout in the stack of MW back towards Panama and disband him. We don't need him anymore, we have something else to keep us safe... (pets the nice pony)
Take a deep breath, call up Persia and tell them to teach us about the One God, or else. He denies.
Change it from Mono to his world map and 29 gold. He takes it.
Tell him to remove his forces or declare war!
He just doesn't get the message does he?
Declare war on Persia. Send a reg MW from s of Panama to take out the persian warrior that's been forted in our lands.
We win, take no damage and I get this message....
GK_Golden_Age1.JPG


Reg MW vs Reg Persian warrior just n of Sidon. - We win, no damage. MW sent back n.

*** Battle of Sidon ***
All these attacks have a move s before the attack.
Vet MW vs Reg Spear - we win 2 dam
Vet MW vs Reg Spear - we win 1 dam. Sidon is ours!
Set population that's not resiting to Taxman. Set production to Temple.
Send Spear from Panama to Sidon.
MW in Tonawanda sent to Panama.
worker w of Tonawanda set to iriate FP.
workers sw of Kagoshima sent to hills just ne of it.
Change Satsuma from worker to Settler and rush for 96 gold.
workers w of Satsuma sent s to build a road towards the new city site.
Sword sent sw to be between zulu warrior and our workers.
Sword s of Satsuma is sent towards Concord
workers on hill near Satsuma set to road.
Wake Settler in Niagara and send to Kahnawake (actually 1 se) to get on the boat.
Workers near Holbane sent nw to irigate wheat
Send all our MW just sw of Sidon and then send 1 alone to see if he has enough movement to get into Bactra and attack on the same turn. Nope, he stops right in their borders. I'm going to keep the MW where they are until next turn.
Skip our Galley with the leader again.
Wake Settler in Satsuma and send him to settle the newly opened spot.
MM Grand River... we don't need the taxman now because of war happiness.

IBT
archer falls to our sword in zulu lands.
Our MW falls to a warrior in Persian Lands.
Osaka barracks - > Courthouse
Niagara worker -> worker
Sastuma Settler - > Worker
Tyendenaga Temple - > Harbor
Quell a resistor in Sidon.
Lost our galley in French Waters.

Turn 5 (
Starve Sidon.
Clear Jungle just nw of Camp Mistic.
Send MWs to Bactra.

*** Bactra ***
Vet MW vs Reg Spear - We retreat causing 2 dam
Vet MW vs Reg Spear - We win, no damage. Go Elite.
Vet MW vs Reg Immortal (first one I've seen) - we retreat causing 2 dam.
Vet MW vs 2hp Reg Spear - WOW! We're redlined and almost fall... but we finally win!
Vet MW vs 2hp Reg Immortal - we win, no damage go elite.
Vet MW vs Reg Archer - We win 2 dam
Bactra is Ours. Set production to Temple. Start starving.
MW vs vet warrior - we win, 2 dam.
Send all our MWs who are still healthy (Quite alot) to the spot 2se of Bactra. This gives us good movement, and will tell us when the enemy comes before the reach us. Fort all but 1 unit.
Unload Galley on Mountain Hill. Galley skipped this turn.
Move MW off of mountain near Mauch Chunk.
worker moved on to jungle of Camp Mistic.
All free MWs are sent to Bactra.
Fort Spear in Sidon.
workers s of Mauch Chunk build mine.
Worker in Niagara sent 2 s
Send galley from Kahnwake to Satsuma and unloads the settler.
Send both Settlers in Satsuma towards Zimbabwe.
Workers conect road near Satsuma and The new city I'm about to settle.
Settle Gandeste... this name again??!? Change it to Objiwe.
Set production to Barracks
Send Swords near Ojibwe sw to forest. Going to attack the zulu warrior next turn.


*** Isandhlwana ***
Vet sword vs Vet Impi - We die, but redline Impi... he promotes.
Vet swor vs 2hp elite Impi - we win 2 damage.
Isandhlwana is destroyed.
Send captured worker to desert to road and conect the empire.
Workers sw of Kagoshima build road on hill.
Workers near Tokyo sent sw
Solo worker near Tokoyo builds mine on grassland.
workers nar Akwesane build road. Skip the third worker just to keep things grouped up properly.
workers n of Caughnawaga sent to FP site.
Galley with our leader is finally sent south.
Send 1 MW outwards to scout out what's left of Persia... still quite a bit.
Fort sword in Objiwe.
Workers nar zimbabwe build road.
Sword between Concord and Nara sent w
Galley near Concord sent north.
Trade Russia Mono for Feudlism and 8 gold.
End of Turn 5.

I'm going to stop here and see what the team thinks... any suggestions or comments on how to take the war?

I'm more then willing, in fact prefer, to take up the other 5 turns... I just wanted to see what the team wants to do at this point...

I noticed I screwed up not trading contact with Persia to rest of the world, but they didn't have anything worth getting... I supposed I could have taken what little gold they had... we're pretty much at tech parity with the world... France is up Republic, but won't trade it for what little bit we have.


Here's the save...
 
So far, so good. Probably shouldn't have given away contact with Zulu. If the other civs never contacted Zulu or Persia, our reputation would be spotless. That is, if I understand how that works...
 
I'm pretty sure that we still have a good rep. Did we do anything underhanded? I know that we declared war everytime, and haven't broken a single trade deal.
 
alerum68 said:
... we may die next IBT, but contact is made now.
I have only skimmed the log... but...

@Team (other than Alerum, because he actually did this...) Find that point in the turnlog (begin Turn 4), and re-read that round of trading. Facing a galley that just made contact (and might sink) Alerum played that nicely. From a strategic standpoint, he just put this team in a very good position.

@Alerum: :thumbsup: I'll look at the warmongering part tomorrow, but that looks like a nicely played turnset!

...and one other thing Alerum... I'll let you serve me up some snails if you'll try some gator tail and mudbugs. Don't worry, I'll throw in a :beer:
 
Scouts: Maybe I'm missunderstanding, but even if the galley did sink before we traded, we would still have contact and be able to trade at anytime, right? The way I interpreted your post is that Alerum had to trade before his galley sank.
 
coletite said:
Scouts: Maybe I'm missunderstanding, but even if the galley did sink before we traded, we would still have contact and be able to trade at anytime, right? The way I interpreted your post is that Alerum had to trade before his galley sank.
I might be wrong about this, but I believe he needed to make contact at that point to make it count. I seem to recall having a scouting warrior spot an AI unit, and get whacked by a barb in the IBT, and losing the contact.

...but more important than that... look at the way he made 'dang sure' he walked away from the negotiating table with what he went after: More Contacts.
 
IIRC Scout is correct. I have had "unknown civ" galleys sail into and out of view in a turn and not be able to establish contact. If that galley had sunk in the IBT prior to contact we would have had to send another. The key is that you must be able to see a unit, not just their border, to initiate contact.
 
scoutsout said:
I have only skimmed the log... but...

@Team (other than Alerum, because he actually did this...) Find that point in the turnlog (begin Turn 4), and re-read that round of trading. Facing a galley that just made contact (and might sink) Alerum played that nicely. From a strategic standpoint, he just put this team in a very good position.

@Alerum: :thumbsup: I'll look at the warmongering part tomorrow, but that looks like a nicely played turnset!

...and one other thing Alerum... I'll let you serve me up some snails if you'll try some gator tail and mudbugs. Don't worry, I'll throw in a :beer:

hehehe... I'm a vegan Scouts, so I'll have to skip on the gator, but I'll sure as hell take that beer.;)
 
@ Alerum: Hey-hey, nice turn set! I was thinking that the other continent was much further ahead than they are...but I'll take it :)

I can also see a couple of places where you made up for mistakes I made, which makes me feel a little better about my turns and certainly helps me improve.

So! - looks like a good first five. Hopefully I'll be able to see the second ones shortly after they're posted. A week of suspense doesn't sound like fun ;)
 
Once again, I leap from the sidelines to report:

In COTM1, my galley was able to spot the coastline and the a border, but no units and then it sank. The next turn, Wan Kong contacted me, so I assume one of his coastal units must have spotted my galley before it sank.

Based on that, in C3C at least, it's only necessary to reach the AI's border to have contact and once contact is made it it not lost.

Ok, I know back to the bleachers....
 
I have had the following situations in PTW and CivIII:

I could see borders and no units - no contact

I could see units and I did not make an attempt to contact, the unit disappeared IBT - no contact

I have changed the way I make contact now, If I am looking to make contact I always right click on the unit immediately and make contact that way. This always has worked for me.
 
For everyones peace of mind, the galley move and contact went like this....

I moved 3 spaces and was in the middle of the ocean with a hint of sea to the northeast.
I survived the IBT then I moved 3 more spaces due east and pop right next to a French city.
I made contact with france.

At this point it doesn't matter if I trade or not, I've already made contact. I can sink on the next turn but it wouldn't matter contact was made. The main reason I traded Zulu contact was because I was in the diplo screen for the first time, and the AI is always more generous on the first contact. If I would have closed the screen and reopened I wouldn't have gotten the best deal I could have. I was debating waiting, and finishing off the Persians but I needed to know what state their world was in, and I knew I'd loose the galley in the sea on the IBT. The only mistake I felt I made was not trading Persian contacts, but they really didn't have much to offer. I'm guessing our little brokering game between Japan/Zulu and Persia caused us to be at the same level all throughout the world... It's almost as if they've been warring since the start, and with Germany over there and as far back as they are in tech compared to everyone else, I see that as being very possible.

Now I will say this... I had to contact france on that turn or it would have been lost... the trading was optional and I felt in our best interest. I don't remember the amount, but even our turns of research went down after meeting all those people. I'm poised to make the next 10 turns of the game into the biggest leap ahead for us by far. I can promise that Persia will be down to 5 cities or less, and our FP will be built within 2 turns. It'll take 5 more turns after me to wipe the Persians off the face of the earth. I don't want to raze cities, we need to keep them for our FP core... it's already in a very good layout, just need to capture the cities that Persia built for us.
 
Well played Alerum. Actually, since they saw you and you saw them, you had contact and you could not lose it. Nice trading round there. Yes you correctly pointed out that you could have traded contact with Persia. Shaka did it and probably made some money that will end up in a rushed unit or two. Not that it would matter in this game since you plan on destroying both Zulu and Persia, but a good strategy is to keep the continents separate and broker between them. But, like I said, that really isn't an option in this game.

Can someone post a screen shot of the Persian front?
 
Here's the front

TDG270AD.jpg
 
Preturn - A habit I'm trying to do is spend at least 3 times doing MMing during my turns... that's usually when I first get it, half way through the game, and at the end of my turns. Suggestion for rest the team is to try it... is alot easier then doing it every turn which most can't do, and pretty much covers all the bases... is easy to keep track of 3 turns worth of info for MMing, but not 10.
Also we just entered our GA... I think it'd be a good idea to get max shields, don't you?;)

ummm... you guys are gonna be a bit mad, but I forgot what I did in some of the cities and didn't write it down... I'll try to remember for the person who shadows.
MM citizen in Oil Springs... take from hill and put on grassland. Give us +1 food, Courthouse still in 3.
MM Kagoshima so it's working the BG I mined a few turns ago :rollseyes: to give it another shield... that's lost to corruption. Great....
MM St Regis to mountain to give us shields instead of the +1 food the coast gave us.
MM Centralia from irigated plains to hill that worker is mining. The loss in food doesn't matter and will give us another shield on the IBT the mine finishes.
MM Grand River so worker is working irigated plains that just opened up from Centralia, doubling our food there.
MM Oka so citizen is working irigated desert with incense instead of coast. Still 0 growth, but now we got shields and +1 gold from it... shaves off 2 turns.
MM Nara so the citizen on gold mountain is working wines on plains.
MM Camp Mistic so citizen is working mined grassland instead of coast. Culture expands next turn.:)
Oops... MM taxman in Kyoto to work the fish. I forgot why I did that...maybe to prevent growth? Foolish of me since it's a aqueduct and not a granary... must have been pre-golden age/pre war-happiness thinking.
And we're back to Salamanca, which means I'm done. Sorry for the cities I missed, there couldn't have been more then 2 or 3.

IBT
Forest chop in oil springs for 10 shields.
Persian Immortal attacks our MW left in the open and kills him. Immortal is redlined.
Immortal attacks one sword on Iron Mountain and kills him. Immortal is redlined.
Allegheny Temple - > Courthouse
Tonawanda MW - > Marketplace
Resitors end in some cities.
Camp Mistics borders expand.

Turn 6 (270AD)
Change Camp Mistic from Pikeman to Courthouse.
Starve down Sidon.
Send galley back 1se to pick up sword and then send him to Intombe.
Workers irigate FP near Tonawanda
MW in Tonawanda sent to Panama.
Workers on irigated grassland near Akwesasne move to mountain.
Fort sword in middle of old Zulu lands to let him heal.
Workers clear jungle near Camp Mistic.
Wake sword in Camp Mistic to take out archer. We win, no dam
Mess up a stack of workers moves. so we don't get to build the mine this turn, but are on the grassland left open.
MWs sent to ralley point which is one ne of Bactra.
Vet MW vs Vet Immortal just s of bactra - We win, take 2 dam. MW is sent back to rally point to heal.
Take the reg MW s of Bactra and take out 1hp reg immortal that took out our MW. Send him back to the spot he was at.
Send our stack of MWs into Enemy lands. Move them between Susa and Gordium, taking all their movement.
3 MWs from Panama sent to new rally point.
workers s of Grand River irigate FP. third worker starts a road.
The forest chop in Oil Springs gave us a BG to work with!:) We don't need it yet, but I mine it anyway.
worker stack w of Tokyo road
Skip galley in satsuma for now.
Workers near Zimbabwe sent to the hill just sw of it.
vet sword vs reg zulu warrior - We win, 2 dam
1 settler sent to where 2hp sword is forted... site of old Isandl... whatever... On autopilot for 5 turns.
2nd Settler is sent towards a spot near Intombe... I want to settle 1n of Intombe to get the whale in our borders. autopilot for 8 turns. Next leader, please forgive and ignore if you can remember it by the time you play.
workers build mine w of Objiwe. I was debating on moving him to the bonus BG first, but I think it would be lost to corruption anyway, and this is less worker turns.
worker in the middle of old zululands builds road.
vet sword has a long walk to Intombe.
All healthy units near Bactra sent 1s2se, then forted til next round.
Reg sword near Gordium pillages road. No more new Immortals.
2 MWs in Bactra sent out due to flip risk. Forted at rally point.



we're attacked by archer in susa and die.
immortals move near us, but don't attack.
persian settler pair landed near Hlobane.
Niagara Falls worker - > Marketplace - !!! After the golden age, we should switch back to workers !!!
I MM Niagara to get marketplace in 8 by taking a citizen off irigated FP to regular plains. Growth in 5 instead of 3.
Cattar...err... Cow City Marketplace - > Library... was debating over that or cathedral, but once we get Persian silks we'll have +2 happy from luxury and this will increase science.
St Regis Temple - > Marketplace
Starvation and Bactra and Oda, restitance in Sidon ends.
Persians start building Sun Tzu's... (smirks)
Russians are building Sun Tzu's. Will do a embassy and city check to see how quickly it'll build.


IBT

Turn 7(290AD)
Reg MW vs Reg immortal s of Bactra - we win, no damage go vet. Sent to rally point B.
Send healthy Vet MW to rally point B from rally Point A.
here comes the fun stuff....

*** Battle of Susa ***
Vet MW vs Reg Spear - We die, causing 2 dam.
Vet MW vs Reg Spear - we retreat.
Vet MW vs Reg archer - we win 2 dam.
Vet MW vs 2hp Reg Spear - we win, no dam
Vet MW vs 2hp Reg Spear - we win, 2 dam
Vet MW vs 2hp Reg archer - we win 1 dam. Susa is ours!
Only has 3 of 7 resitors. Set production to worker

*** Gordium ***
Vet MW vs Reg Spear - we die, but redline spear.
Elite MW vs Reg Spear - we retreat
Vet MW vs Reg Spear - Killer Spearman syndrome! We retreat again
Elite MW vs Reg Spear - finally! We win, no dam
Vet MW vs Reg Spear - we win 2 dam
Reg sword vs 1hp reg spear - we win 1 dam, go vet
Vet MW vs 1hp reg immortal We win Gordium is ours! Set production to Temple. Whole town hates us.
Workers sent to reconnect iron mountain.
Workers in Susa sent to Iron Mountain.
injured MWs are sent into Gordium and Susa to heal and quell resitors.
MW (with 2 movement) vs reg immortal out in the open - we win, are redlined then go Elite. Sent back to the spot he came from.

Now, the plan I had lain out for the leader all those days ago is finally at hand!
Send galley with leader into Gordium.
Wake Leader and send to Susa.
Change Susa from Worker to FP.
Rush FP.:)
Sword outside of Camp Mistic is forted there.. or put on sentry duty.
Workers in the middle of the Panama area is sent to build mine.
3 workers sent back towards Mauch Chunk to clear the jungle towards the west.
Workers north of Centralia sent to hill s of Salamanca.
workers s of akwesane build mine on hill.
Worker in Niagara sent south
workers w of Tokyo build mine.
Kagoshima workers build mine on hill.
workers s of satsuma build mine on hill.
workers sw of Zimbabwe build mine on hill.
2hp sword sw of Objiwe is forted to heal.
galley moved s of Intombe, and swords unloaded.
workers between concord and Intombe continue to connect the long road.
workers w of Tonawanda build road
Send a 4th MW into Gordium to quell resistors ASAP. With the FP building so soon I think the flip risk isn't to bad... I hope... is a gamble I'm taking one way or the other.;) 7 MWS can quickly be rebuilt, and we can always sue for peace... besides, is Susa flips and our leader and FP are lost then this whole war is for naught.
Nothing we can do about the Persian Settler, he's going to build a city next turn no matter what. Either we can destroy him with our swords when we finish off the zulu, or we can get it on the peace table.

IBT
zulu archer dies to our sword
our MW is attacked by persian archer and retreats
Sardis is settled in the far off zulu lands... damn persians.
Forbidden Palace is build in Susa
Production set to worker, building in 2 turns. I use enough citizens so it'll build in 2, and the city will starve down as well.
Oil Springs Courthouse - > Aqueduct... MM city so it builds in 7, but growth will "happen" in 5. I'm going to go back in 3 turns and Re-MM to use forrest and get shields first to get build maybe a bit quicker.
Bactra and Sidon starve down. Gordium we quell a resister.
Persians start Sun Tzu somewhere else. I take it Susa was their site for that.;)

Turn 8 (300AD)
workers on perisan iron hill start road. 2 more workers join them, to build road next turn.
Swap some units around so healthy units are out of cities, and units in city need healing. This should speed up the attacks.
Vet MW vs 2hp reg archer near bactra - we win, no damage. Sent back north.
Change Gordium from Temple to Worker complete in 2. Will speed up the naturalization process.
Stack of MWs sent to Tarsus... west of it.
fort injured sword on Iron Mountain to protect workers.
gather our MWs together a bit better near Bactra.
workers nw of Camp Mistic builds road and mine.
Workers e of Mauch Chunk set to clear jungle.
worker s of Grand River build road. send the other 2 to mine the hill to the north of Mauch Chunk.
workers s of Salamanca start mine.
workers s of Oil Springs move to our Iron Mountain and start building mine.
workers w of Tonawanda build road. Other 2 are sent to irrigate desert s of Tonawanda.
2 zulu workers near hlboane sent to join stack of their brothers s of satsuma
2 workers inbetween concord and Intombe start road.
Change Objiwe from Barracks to courthourse.
Workers there move to BG towards the n

*** Intombe ***
Elite sword vs reg impi - we're redlined, but win.
Elite sword vs reg impi - we win no damage.
An archer is left behind for our 4hp sword to mop up next turn. I think that's their last unit.

MM Grand River so one citizen is a taxman... is one of the +3 FP tiles, and it's unirrigated so all we loose is +2 food. growth in 10, gardens in 12... watch it so it doesn't riot on us!
MW in Panama sent to Rally Point A.

IBT
archers enter our land.
Resitance in Susa ends, it starves, AND we build a worker. It's gone down to size 4, the same as Gordium. Set prodction to worker again. With all the irigation the Persians left us we'll be able to grow back quickly.
Gordium quells a resiter and builds a worker. requeue a worker, and MM so it'll starve and build worker in 3.
Persepolis beats us to Hanging Gardens. I'll capture it in just a minute...
French and Russians, switch to Sun Tzu's... don't know how far they were into Hanging Gardens though.
Switch Grand River to Palace. We're going to use this as a prebuild for sistines, and this is how we're going to do it...

Wake healthy MWs in Susa to the same spot.
 
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