Goz5 - Random Rumble

I feel like I deserve.

Pre-turn: Swap a couple of galleon-builds to aqueducts, rush a couple of settlers to fill on spots on the home-continent. A few clowns changed to taxmen.

Wine-deal with Germany is on the last turn, I don't renew it. There's another deal expiring in 10 turns, so I will set up something fun for next player.

We have 2000g, so I steal Banking immediately from Germany. Trade Banking, Magnetism and 160g to Celts for ToG and Navigation. We draw Nationalism and Germany have Medicine.

Research Steam at 80%, due in 9t if I can sort out the finances.

We have a bunch of sipahis acting as MP's at home? I wake up a dozen of them and send them to the westcoast for shipping.

1110AD - Our armies take Utica and Sabratha, line up troops for the final assault on Leptis Minor.

1120 - Cartage is no more.

Warweariness is gone too, so luxtax zero and science 90% - Steam in 6 turns.

1130AD - Germany learns Nationalism by themselves, so we will meet rifles. That matters very little though, we have a bunch of units loaded into galleons (8) and this will be over soon.

1140AD - Nothing of interest.

1150AD - Plant a couple of towns. Our galleons are near Celtic borders, almost time to rumble :)

Funds are dwindling and we have to turn down research a notch.

1160AD - All ships are in position, I want the settler to land before I attack. I can't play without toeholds :)

1170AD - I declare on Celts and land a stack. We have 3 armies and 16 sipahis plus some cannons, and another army and 4 sips arriving next turn.

1180AD - I found the town Gozpel Arrived and attack Alesia. 3 armies kills 5 pikes and an MI, we lose an elite siaphi against another MI, kill him off plus a knight and the town is ours together with Leo's and MoM.

1190AD - We learn Steam and I turn off research.

Celts send a stack of junk to Alesia.

We kill the 9 units without losses, no leaderluck and not even any promotions.

2 armies take Thermopylae.

1200AD - We kill of another stack of 10 units and get a leader.

Take Camolodunum at the loss of one sipahi.

Lose another sipahi when we take Entremont.

We're doing alright.

Germany is next.

goz5_celts.jpg
 
The Sipahi World Tour continues :band:

Will this wrap up before I see it again?
 
With g-man and carlos yet to come?

Get out the :beer: Bugs! :band:
 
ok, got it. will try to play and post tonight or tomorrow.

edit: wow, we're really cooking now. i'll try to leave some scraps for carlos ;)
 
Preflight check: rush a settler or 2 in former Carthage lands. We are at 47% in landmass. Celts won’t talk.

IBT: nada, not a peep. Thermopylae has 3 resistors quelled by the Sip army and riots.

T1: 1210AD Drop off 4 Sip’s on the Celtic 2 town island. Looks to be defended by spears. Move the Sip army out of Thermopylae and into “Gozpel Arrived” for some quick healing. Thanks to our lazy workers, our core production is pretty bad.
Short rush a single sip via a court in . Rush a library in Goz Arrived for a little cultural cushion.

IBT: the harem gets some shade :smoke:

T2: 1220AD On Celtic island: Take Augustodurum but Verulamium has 3 defenders so have to wait till next turn.
On the main island: Take Lugdunum and drive the Celts off the main continent.
Found Bolu on Celtic land, Found Urfa on Carthage land.

I only see 1 source of salt for the German’s, so I know how to hurt them.

T3: 1230AD Lose a ¾ Sip but take Verulamium and Celts are now an OCC. Land 4 Sip’s next to the last Celtic town.
Rush a couple more settlers and Sip’s.

IBT: Entremont flips back to the Celts, costing us 2 sip’s. Celts start build Newtons there.

T4: 1240AD Kill 1 pike and 2 spears, taking Gergovia (island city). Lose 1 hp. Use a Sip army to retake Entremont and find out the celts have a damn city way to the S of us.
Buy Germany’s WM for WM and 65g

IBT: interesting, Celts drop off 2 knights, LB, and MDI near Entremont. Wonder what they were saving them for?
German’s are building US.

T5: 1250AD Kill the 2 Knights with the Army and then leader hunt on the MDI and LB but no luck.
We are still 2T from getting that last Celtic town.

T6: 1255AD moving

T7: 1260AD Drop off 4 Sip’s at last Celtic town. Island has a German town as well.

T8: 1265AD Destroy the celts by killing 3 spears, losing 0hp.

T9: 1270AD Need to build up more troops on the German island. We have cut them in half, so attacking them will be tricky. We could use a handful of rifles over there as well.

IBT: Bizmark demands wines. I think about this for a while but decide to cave. We are just not ready yet for him. Soon, thought, very soon, and I’m sure carlos won’t mind breaking that deal ;)

T10: 1275AD Hmm, I wanted to draft a rifle in Lugdunum but it doesn’t appear that I can. Do we need at least 1 Ottoman citizen to do that?

There’s also a galleon with 3 Sip’s in it in Yak, waiting till next turn for the other sip to join. Good luck, this next set could be very interesting. At least the salt is easy enough to reach, just no sure how many cav’s we are going to face. Btw, we are at 56/60.

GOZ5-1275AD.jpg
 
gozpel said:
Carlos, you have a couple of turnsets in you before you go away, so you're in :) and you might come back in time to finish it off.
seems this may actually come true :lol: something in that aussie beer giving you unusually good foresight?

curious if anyone is interested in having a go at Nad's "Chamber of Secrets" style SG (minus the storytelling aspect ;) )? played almost 18 months ago, basically, it alternates XAW/pacifist varients every 25 turns. i've read it, on and off, over the last couple of months, and it seems to make for an extremely interesting game. there were very good players in that game and it still ended up lasting till Modern times. thinking about trying it with C3C at emporer or demigod.
 
The nectar of the southern continent have got lots of magical stuff :) But foresight was pure logic.

Sure. I don't mind to try the Nad one, I've been holding back on SG's for a bit and finally got time to get into it again.
 
Btw, I will start up Goz6 shortly, so if anyone here wants to join you're welcome.

It's about only owning 4 cities per age, e.g. 4 towns in ancient then 4 more on MA and so on. It will be a tricky game techwise and also how to expand in a new era to gain the 4 extra cities. Not as hard as 5CC, but still a decent challenge as it will be Deity of course. I'm even considering barbs on a standard map with 60% land.
 
grahamiam, KB and Bugsy are to report for duty in the next game.

Bede and Carlos, if you're interested, you better sign up.

In this game:

1 - gozpel
2 - grahamiam -> Just played
3 - CarlosMM -> UP Too full of turkey?
4 - Bede -> Be ready
5 - Kaiser Berger
6 - Sir Bugsy
 
@gozpel: swapped messages with carlos last night/this morning. he's got it but can't post right now, if you know what i mean ;)
 
preturn: if grahamiam hands something over it is a waste of time to
check around - all is fine! I still waste the time ;)

IT: Culture exp in Therm gives us a 1-tile-distance access to the
German town to the NW (can't see name, Cav in front). Good!

1) troop moves
2) troop moves. Dumb misclick sends full galleon off in wrong
direction, arrgh!
3) Pentagon done. Armies filled with vet Sips. Thinking about attacking
next turn.
4) hold back one more turn: just landed 4 more Sips.
5)
exposed:
Elite Sip -1, vet Cav +
Athens:
Sip Army -4, vet Rifle +
Sip Army -2, vet Rifle +
Sip Army -0, vet Rifle +
Sip Army -2, vet Rifle +
Sip Army -1, vet Rifle +, take&keep Athens
exposed:
7 bombards of Elite Cav and vet Knight near Tlatel, 2 hits each.
vet Sip +, 3HP elite Cav -1, leader :mad:
vet Sip -0, 2HP vet Knight +
vet Sip -1, promo, 2HP Elite Cav +, leader + :thumbsup:
Salzburg:
vet Sip -0, reg Rifle +
vet Sip retreat, reg Rifle -0
vet Sip -2, promo, reg Rifle +, take&keep Salzburg, sink Galleon
Tlateloco:
Sip Army -0, vet Rifle +
Sip Army -4, vet Rifle +
vet Sip +, reg Rifle -2, promo
Elite Sip -1, 2HP vet Rifle +, take&keep Tlateloco
exposed:
Elite Sip -2, vet Cav +
Tlaxcala:
reg Sip +, vet Rifle -2, promo
vet Sip retrat, vet Rifle -0
Elite Sip -4, vet Rifle +
vet Sip -0, vet Rifle +
vet Sip -3, 3HP Elite Rifle +, take&keep Tlaxcala. 61/66 now
Bremen:
Sip Army -5, vet Rifle +
Sip Army -2, vet Rifle +
Sip Army -1, vet Rifle +, take&keep Bremen. 62/68.
exposed:
vet Sip -3, vet Can +
our lands:
elite Med Inf +, Pike -2
vet Med Inf -1, Pike +
exposed:
*Elite Sip -2, vet Cav +
decide to use a stack of 9 Sips for defence.

IT: defence is horrible: we lose 10 Sips (36 HP) fortified or with
other boni for 4 Cav (12 HP)! Even an ancient Cav kills a defending vet Sip
fortified for no loss AND promotes! :eek:

6)
exposed:
Sip Army -1, vet Cav +
Sip Army -1, vet Cav +
Sip Army -1, 4HP vet Cav +
7 bombard take 5 HP off Musket, Crusader, Elite ancient Cav.
Sip Army -2, vet Cav +
Sip Army -3, vet Cav +, promo
Sip Army -0, vet Cav +
Sip Army -5(!), vet Cav +
vet Sip -1, 2HP vet Musket +
vet Sip -2, 2HP vet Cav +
vet Sip +, 3HP Ancient Cav -2(!)
Elite Sip -0, 3HP Elite Cav +
vet Sip -0, 1HP Elite Ancient Cav +
vet Sip -2, vet Crusader +

Tlaxcala is a nice Cav trap with only wounded Sips in it, should draw a
Cav stack into the open again, as last turn (all 4 dead)
rush Barracks in Alesia.
rush Rifle in Goz Arrived.


IT: settler was in reach of Cav - ouch! I lose him.
one vet Cav attacks Alesia and dies.
one Med Inf retreats vet Sip into Gozpel Arrives
transport (Caravel) shows up near Utica, no landing (yet).
transport (Galleon) shows up near Leptis Minor, no landing (yet).

7) 62/69
7 Cav are exposed near Athens, have 2 healthy armies to kill them :)
exposed:
Sip Army -3, 4x vet Cav +
Sip Army -2, 2x vet Cav, vet Rifle, vet Crusader +
Elite Sip -1, vet Cav +
vet Sip +, vet Cav -0 (!)
vet Sip -2, vet Cav +
7 bombards reduce vet Rifle and Med Inf to 1HP each.
vet Sip -2, 1HP vet Rifle +
vet Sip -0, 1 HP vet Med Inf +

war weariness should go up this turn, add 10% lux.

IT: a sole Knight lands next to Carthage.

8) kill the Knight with Med Inf Army
Tenochtitlan:
Sip Army -1, vet Rifle +
Sip Army -1, vet Rifle +
Elite Sip retreat, vet Rifle +
Elite Sip -2, vet Rifle +
vet Sip +, 2 HP vet Cav -1
vet Sip -0, 1 HP vet Cav +, take&keep Tenochtitlan, 63/71
exposed:
7 bombards reduce 2 exposed Crusaders to 1 and 3 HP.
SOD next to Athens has 3 vet, 1 reg Rifle, 3 Crusaders
Sip Army -11, 3x vet and 1x reg Rifle +
*Elite Sip -2, vet Crusader +
Elite Sip -1, vet Crusader +
vet Sip -0, promo, 1 HP vet Crusader +
Elite Sip -1, leader, 3HP vet Crusader + --> Army
vet Sip -0, vet Crusader +
Sip Army -2, vet Rifle +
Sip Army -1, vet Rifle +
rush a few Libs.

IT:
two cursaders kill exposed vet Sip
2 Rifles land next to Carthage

9) getting a bit tired here...

Sparta:
Sip Army -6, 2x vet Rifle +
Sip Army -3, vet Rifle +, take&keep Sparta
Teotihuacan:
Sip Army -6, 2x vet Rifle +
Sip Army - 8, 2x vet Rifle +, take&keep Teo, 64/75
exposed:
Elite Sip -1, vet Rifle +
vet Sip -2, vet Crusader +
3HP vet Sip +, 2 HP vet Crusader -1
Elite Sip -2, vert Rifle +
landing party:
Med Inf Army -0, vet Rifle and LBM +

rush Lib in Athens
land 4 Sips next to Corinth


IT: lose an empty Galleon, German stack moves back to between Athans
and Sparta instead of puching for empty cities. Dumb!

10) 64/75 through some border expan.

Texcoco:
Sip Army -4, 2x vet Rifle +
vet Sip -0, vet LBM +, take&keep Texcoco, 65/76
exposed:
Sip Army -9, 3x vet Rifle +
vet Sip -1, 1HP vet Crusader +
Sip Army -2, vet Rifle +
Sip Army -3, 2x vet Rifle +
vet Sip -2, promo, vet Med Inf +

after this, the war zone look slike this:
[insert first image here please]


peace deal gives us Bonn and Stuttgart (sneaky, sneaky, this makes it
66/76!)

IT: celebrations:
 
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