GK2- The Training Day Experiment

Turn 9 (310AD)
Turn research up max to get chiv in 4. After that, we need to switch to Theo which I've already queue up. Keep science on max. Let's just hope the AI doesn't beat us to it... I'm nervous enough about Sun Tzu's now.:(


*** Tarsus ***
Vet MW vs reg spear - we win 1 dam
Vet MW vs reg spear - we win 1 dam
Vet MW vs reg archer - we win no dam, go elite.
Vet MW vs reg archer - we die?! That's okay... good leader change for our Elite.
Elite MW vs 2hp reg archer - We win, Tarsus is ours. Capture a settler.
Set production to Worker.
Injured units are moved into town.

Wake all healthy units in Gordium and send them south.
Wake all healthy units in Susa. Use MW to attack Reg Immortal - we win, with 2 dam. Go Elite, and sent back into town.
workers in Susa and Gordium sent to join stack on Persian Iron Mountain.
All our MWs healing outside of Bactra are regroupeded into 1 stack of about 10 units, and send them against the immortal just s of them.
Vet MW vs reg Imm - we win 2 dam. Sent back to heal.
use a worker to build a mine near camp mistic and send rest of the workers in that area to clear another jungle tile to the nw
Worker s of Grand River rejoins his brothers sw of St. Regis
worker w of Tonawanda joins his brothers.
Wake a sword from Osaka and have him join the galley in Satsuma, then galley sent south to deal with the new persian settlement.
workers n of Objiwe builds a road
healed Vet sword heads towards Intombe.
Galley sent back to 2s of Intombe. forted

*** Intombe ***
4hp Elite Sword vs reg archer - we win 2 dam.
Intombe is ours!
The zulu are no more!

Build an Embassy in Moscow. It Appears that they're building Sun Tzu somewhere else... maybe we still have a chance.
Build an Embassy in France. Again it's in another city where they're building Sun-Tzus. They have the GL though. Going to have to keep that into account.
While I'm at... build Embassies in both England and German. I do make screenshots for each one as well. Next post will have all the photos.
London has The Great Wall.
Worker next to old Intombi site sent to mine and road the BG.
Workers w of Tokyo sent nw
workers in Tarsus sent 2w
MM Susa to get worker next turn and still starve down.
Send MWs s of Gordium to 1w of Tarsus, joining another group. Fort them all.
Wake healthy MWs in Susa to the same spot.


IBT
Susa shrinks.
someone has borders expand.
Sastuma worker - > worker Is on a 4 turn worker cycle now. This can be our new worker pump so we can use Niagara for other more productive things.
Gordium resitance ends, quell a resiter in Tarsus.
Nara Temple - > courthouse

Turn 10 (320AD) - Do the years add up right?
join 2 swords together on the choke point in old zulu lands... hard to describe in this area.
Fort 2 swords, and hit spacebar on worker skipping his turn on BG.:(
Send Galley so it can pick up the swords from the first of the turn.
workers sw of Tonawanda sent to hill near Caughnawaga.
workers near camp mistic clear jungle.
sword on Iron Hill is sent sw of Gordium. Worker there builds road.
MM Susa so it'll shrink and build a worker THIS turn. Will cause it to go to pop 1 on the IBT. Can grow it now and make this a powerhouse... we already are close to having a second core, and I'm using our GA to clear our the old residence as quickly as we can. I think we have about 12 turns of GA left where we should build nothing but infra in all cities.
Worker builds road on Silks on forest next to Susa.
Workers w of Tokoyo road.
Spend 28 gold to hurry a temple in Hlobane. Unload the sword sitting in a galley just outside of the city.
Worker in Sastuma sent to make a group of workers building a road in the middle of nowhere complete.
worker ne of Objiwe builds mine
Send a stack of MW next to Persepolis.
Send a stack of MW next to Arbela.
If the next leader doesn't remove those last few cities from the fast of the earth I will personally kick your arse.:p
Found Geronimo on the old Islh... whatever... site. Set production to worker... not good for much else at this point.
workers s of Sastuma build mine on hills.
Skip a galley.
Change Geronima from worker to Temple.
Spend 12 gold to get some better screenshots.;)
Damn, my turns are done... I really don't want to pass this one on... if I had another 5 turns I'd remove Persia from this world!

After action review:
Keep the blitzkreig on the Persians going. Attack and take a city, and plant as many MWs that are injured in the city to quell it. With our FP so close we don't stand much flip risk and this will allow us to get the second core up and running that much quicker.

I have a settler on autopilot going to the most choice spot left in the old Zulu lands. We'll get there on the next IBT. Settler him on the forest just 1sw of the forest with game. Set production to temple then to harbor to get the most use out of the whale.

Keep a close eye on trading new techs... always trade with France first or she'll get it from the GL... if you have to trade with her second, that's fine just do it on the same turn.

We can squeze 1 more city in the zulu lands... It's 2nw of the wines there. That will pretty much complete things, with 1 tile, a mountain, not being used.

It may be worth the effort to upgrade a warrior or 3 and send them to Tyre to finish off the stronghold there. We have a galley close by that can unload them quickly from Camp Mistic to 1w of Tyre.

Here's the save: 320AD
 
Here's a photo of Susa right after I rushed the FP... ain't it pretty?
GK_FP_rush.JPG


Here's the Embassy photos:

France:
GK_Em_Paris.JPG


Russia:
GK_Em_Moscow.JPG


England:
GK_Em_London.JPG


Germany:
GK_Em_Berlin.JPG


And here's what each civ looks like at 310AD.

Us:
GK_310_Us.JPG


Zulu/Us:
GK_310_Zulu.JPG


Persia:
GK_310_Persia.JPG



And the ones you're all dying to see!

France:
GK_310_France.JPG


Russia:
GK_310_Russia.JPG


England:
GK_310_England.JPG


Germany:
GK_310_Germany.JPG
 
Wow...Great turns Alerum. Like you said the biggest changes in the game during one turn-set. :clap:

Our teachers have taught us well. We are twice the size of the remaining Civ's. And it is only 320 Ad (or so)
mapstat.jpg


Note: I breezed thru the screenies of the other civ's lands and all of the cities look to be named right. (No french named Russian cities) So I wonder if they have been at war?
 
You're right... the more I look at the screen shots, the more it seems that they were stuck with pretty crappy land compared to us... or am I mistaken MB?:p

Anyone else have any ideas how we can be so close to the AI on the other contient when we're playing a Monarch game and haven't traded with them at all?
 
[removes cowl]

Have you bought literature yet? If not, buy it, if you have switch temple builds to libraries.

[replaces cowl and slinks off to Ank06]
 
Yes we can build libaries... In fact I think I built 1 on my watch. Is a good idea... we're going to need to self-research to keep up with the AI, and temples aren't going ot make that possible.... Who's up next? You may want ot write that on a ppiece of paper somewhere on your computer desk... And could someone post a current roster?:)
 
Four immediate comments -

1. Excellent military tactics
2. I usually don't start slacking off on my MM until I am well into the IA. At this point in the game, you still need to be looking at your cities a lot more than 3 times every ten turns.
3. Building libraries is an excellent idea.
4. How strong is your culture compared to Persia? If they are even close to you, I wouldn't put that many units in the city. If you are seeing 3 of 7 resisters, it is a pretty good indication that you have a decent flip risk. Garrisoning Susa, your FP City, absolutely. You've made a decision to get your FP there right away. You need to keep it. But I would just leave one MP in a place like Gordium. I've been burned too often with flips. The higher you go, Emperor, DG, Diety, the AI are culture monsters because everything is so cheap. The flip risk is very great.
 
*delurk*

Hey guys, you let this fall off the first page.

Anyway, I've really enjoyed reading this thread. Lots of useful tips. I can't wait to see what happens next. :goodjob:
 
So far you guys have planned well, and executed your plan. A recipe for success. Now let's start thinking long term. What are you going to do when the Persians are gone? I would like to hear three long term goals from each of you. While shadowing may be next to impossible, I will attempt some sort of analysis of Alerum's turns.
 
Will be away this weekend and able to play my turns around sunday evening.
 
Bugsy, since shadowing won't be possible with things are large as they are now, do you think we can cut unit movement reports down to just critical movements, and mainly report major things, MMing, and builds... more detailed then a normal turn log for sure, but not 3 pages long?;)
 
Long Term Goals
1.) Fortify our island. Improve the cities to their highest potential
2.) Have a short war with the largest civ on the other island during the industrial age
3.) Have a short war with the largest civ on the other island during the modern age
4.) Set-up for the double win of U.N and Space. and possibly the tri-fecta and throw in the domination kicker to boot
 
Long term goals:

1. Build infrastructure. Specifically, develop core and second-core cities to be effective producers via high population and productive improvements (factories, etc.) Have at least a couple coastal cities with high production to build navy. Some of these cities will build military units during the mid game and then SS components during the end game. The others will build wonders.

2. With the advent of cavalry, attack Russia with a mix of cavalry, cannons, and navy. (Why Russia? France will have the strongest Middle Ages defender- Musketeers. We should be ahead in tech enough by then that Russia won't have Cossaks.)

3. Keep on good terms with Germany and, if necassary, gift them into the Indy Age and trade for their free tech. (Two alternatives: A) Declare on Germany and take their free tech for peace, B) leave Russia with a couple cities and take their free tech. Or, take both free techs, if they are different.)

4. Build markets and banks in cities producing 2 or more gold. Make sure we build Smith's Trading Company.

5. In corrupt cities, focus on population growth- more population means more power.

Just my initial thoughts.
 
You are in an excellent position to pursue whatever any, or all, victory, conditions.

Some things to think about:

1) What buildings (not Wonders) will best support the long term goals? Why?

2) Where will you build them? Again, why?

3) What research path will support those long term goals? And yet again, why?

4) What changes should be made in terrain, and where?
 
alerum68 said:
You're right... the more I look at the screen shots, the more it seems that they were stuck with pretty crappy land compared to us... or am I mistaken MB?

You should look at the traits of the other Civs and then look at the terrain. Also the shape of their landmass is fairly important.

Compare also the UU's of these Civs versus the UUs of the civs on your continent.
 
Questions/comments for the team:

@Mistfit:

You mention "short wars" in the industrial and modern age...why not invade in the Middle Ages?

How would you propose to wage a "short" war in the industrial age?

@Coletite:

Is the musketeer really the strongest defender? Check it's stats again...

re Russia: You describe a campaign using Cavalry, Cannon, and Navy. What component of the "Combined Arms" concept have you overlooked? Why might you not want to attack Russia in a cavalry campaign?

@Alerum (not a question) re shadowing and logs: Sir Bugsy, Bede, and I have had some discussion (not yet complete) regarding "Shadowing". We are looking at some other ways to do this, and should have it figured out before your next turnset.

Some general questions for the team that I'd like to add to Bede's questions:

1) Is our military costing GPT maintenance?
2) How well does our military meet our needs over the short to intermediate term?
3) We've got 14 turns left on the GA, how can we best use it?
4) Considering invading the other continent, is there one civ that will be uniquely harder to eliminate than the others? (Hint: look at terrain)

Back to some of the thoughts that Mistfit evoked:

If you wanted to invade somebody in the Middle Ages (before cavalry and magnetism) how would you do it? I'm not looking for a lot of detail here, just put it in general terms. What units would you need, and what techs might you need?
 
scout said:
@Mistfit:

You mention "short wars" in the industrial and modern age...why not invade in the Middle Ages?

How would you propose to wage a "short" war in the industrial age?

I think we could win this game without going to war after we finish off the Persians. The reason I mentioned the 2 wars was to gain experiance in industrial era warfare and modern era warfare.
 
Scout: Ah yes, the Musketeer has a higher offense, but equal defense to the the Musketman, right? I forgot that.

Not sure what I'm overlooking regarding the Russian campaign. I guess it could be defensive units to protect cannons and pillage.

Also not sure why cavalry wouldn't be a good option: there is plenty of open ground.

Your other questions:

1) Yes.
2) Once Persia is gone, we won''t need as many defensive units, especially not unitl a) astronomy is discovered on the other continent or b) someone builds Great Lighthouse. We will want to keep the MWs to upgrade to knights-cavalry, but the swords are obsolete.
3) Build infrastructure
4) England and France both have very difficult terrain to navigate in. France also has a 1 tile island.
 
coletite said:
Not sure what I'm overlooking regarding the Russian campaign. I guess it could be defensive units to protect cannons and pillage.

Also not sure why cavalry wouldn't be a good option: there is plenty of open ground.
1) Defensive units are the third component of classic combined arms. Infantry, Cavalry, Artillery... renamed to suit what you have during any given era...

2) Cav campaigns v. Russia: Fast units can't retreat from fast units. What does Russia have for a UU, and what are its characteristics?
How much? Is that a problem?
France also has a 1 tile island.
Bingo.
 
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