Preturn:
BTW, I also think Civil Engineers are also high on my list of why RP is such a good tech. One can have 3 or 5 shields in corrupt towns instead of one meaning aquaducts are now fast to build (only 10 turns with 2 engineers).
Things look good so no real changes. I do look around for left over stacks doing nothing and find a few fortified here and there including some artillery. I circled a few in red. It is easy for units to get lost in this huge game - some are lost, some have purposes made obsolete by the rails, and some will become obsolete once the rails reach them during my turns.
Actually there are quite a few fortified artillery units in various towns that I wake. I will find some use for them - I will consider starting to send them overseas there are enough that we could have a stack start razing cities. Boats will be the biggest bottleneck of course - Decide to make a few more Galleons. A big stack of Galleons guarded by 2-3 Frigates won't be attacked. I may not do this right away as we can expect new civs showing up.
Bombard and Kill an American Musket in the hills "behind our lines".
Actually, we have so much sleeping artillery units that I will make a big stack of it near the capitol - that way I know where it all is and I don't have to search for it whenever I need it.
I upgrade some vet knights since it is only 30 gold. Elite Knights are sent to the front line to try for leaders.
Recheck happiness after moving all those units.
IBT: I missed some of the IBT - saw nothing in the part I did see.
1590 AD: Raze Chicago (Killing 2 Muskets) Build a new outpost city to advance toward the front line.
I start pushing the line of controlled territory forward and cut some roads to limit enemy movement.
Cannot found a city.
Bombard several nearby stacks.
I build a road most of the way to the American Border and then carefully cut more roads to protect the workers.
My first elite kill gets us a Leader killing a German Pike - becomes an Army. Kill American stack of 1 Musket, 1 Spear, and 4 Longbow. Kill a German Knight and a German Musket. Kill an American stack of 1 Spear and 1 Longbow. Lose a Cav to an American Musket which I then Kill. Kill 2 American Longbow. Kill 4 Muskets in Washington and Capture it. This in turn allows me to capture Buffalo (3 Muskets). America now has 5 cities plus their Capitol. Kill a Musket and get 2 Workers from a Settler. 23-1 (though I probably missed writing down a win - one reason I usually don't keep track.
See an Aztec Explorer and spot 2 English Horsemen.
1595 AD: Too many Cities.
Terrible RNG attacking Boston as we lose an almost healthy Cav Army to a Musket - It was one of the Armies with 4 Cavalry as well.
Capture Denver killing 2 or 3 Muskets. Abandon Denver after moving the nearby Armies and build the town American River just short of Washington. I "rush" the temple in American River using outdated units. Abandon Too Far North to build the next city in a new wall of cities.
Kill 3 German Knights and 1 Longbow after bombardment.
Abandon Krasnoyarsk and build Far Reaches.
Abandon Volcanic Soil (I chose it because it only add regular plains and mountains) and build Fields of Fish.
Extend a spur out to Washington.
Kill 2 Muskets in San Fran and then lose a 12/16 hp Knight Army to a 3 hp Musket! Ugh - this turn is not so good. Kill the final two Muskets. Road built to Washington is extended to San Fran. This allows us to Capture Boston and then Houston killing 6 Muskets and a Longbow.
Find some American Longbows in the Mountains way behind the front line. Kill the 2 English Horsmen.
IBT: A lone Frigate is attacked - it takes out two Frigates before it is killed. English, German, and American troops are spotted.
1600 AD: Capture Miami killing 3 Muskets. Find and Capture Baltimore killing 3 more Muskets.
We have destroyed the Glorious Americans The 7 American cities will be good science farms - they are already size 10 and size 11 - about 100 science once I finish supressing resisters. This is why I like capturing when I can - new cities take so long before they start producing. Additionally these cities support 4 units so are worth 2 gpt over new cities. The American cities are compact and to the side and so defensible. I have a picture (I noticed I have to fix the builds - most will be going for temples to solidify the borders).
Now that our borders have caught up with the front line, I hope to be able to send more workers back home. I switch towns with less than 10 turns to workers - I don't think we can get too many - we can grow cities with them. Right now we need tons of rails and some towns are working unimproved tiles plus I want to push the border forward every turn. Getting RP will definitely help of course, but I don't see me having the workers to improve our core in my 10 even though I switched all the builds.
Attack German city of Salsburg killing the single Rifle and a Pike in the town. Build another defensive town - decide to disband Riobamba to build it - it will never be a high science town with no grasslands or plains and it is no longer needed for defensive reasons.
A number of Armies are healing this turn so no big assault on Germany yet. I send an army or two into German Territory.
Worked on improving Alesia. It is making armies. I lower the number of turns by one and think I can get to 40 shields (10 turn armies).
IBT: Very few German units are coming at us. There are some more English units but all are leader fodder.
A landing by the Iroquois! It includes one Cavalry. Shouldn't be an issue.
1605 AD: Kill a single Rifle in Salsburg and Capture it. I will probably choose to abandon, but I don't want to make up my mind yet. It also allows the Army to continue onward without using an extra move.
I capture the core cities of Bonn and Cologne. Both require speed 4 units to do so. My thought is that they will allow speed 3 units to go for the next cities, but this doesn't work as the border between the cities is still German. So I go to plan B - build a city to move the border in one from a different direction. Abandon Salzburg to do this and build German Border Push.
We capture Hamburg after the Border push. This allows us to get to Berlin with speed 3 units. I kill 2 rifles in Berlin (using Knight armies) and see a pike which allows Cav to take care of the 3 Pikemen remaining. Berlin is captured.
I stop to take care of spare units lying around. Kill the Iroquois Landing of 3 units (includes Cav and Musket). Kill a Rifle. When killing a Pike my use of Elite units to kill things pays off and we get another leader = Army.
Road to Berlin so I can continue to explore outward. Find Liepzig which also can be attacked with speed 3 units. Kill 3 Rifles. One knight army retreats - these Rifles in big cities are a bit much for them. Find Frankfort which requires speed 4 units but is only guarded by Pikes. Use the new Army to kill one of the Pikes.
This is probably all I will be advancing this turn. Some good progress with much of the German core, but Armies will likely have to heal next turn.
Note that no civ has Medicine or Steam Power yet. That means every scientific civ so far (many of them) have ALL gotten Nationalism as their freebie. I think we can spare to go for Ind first.
We spot an Englis border - they are just north of Germany to the West.
IBT: Another Iroquois landing and more English units. Germany has no units for us at all. The Iroquois landings are near Cowplains (a Spear and a Longbow this time).
1610 AD: Capture Frankfurt killing 3 Rifles (one was a conscript). Capture Hanover guarded by only Pikes - it requires speed 4 units though. Kill 2 Rifles in Stuttgart and capture the city. A long road allows us to reach Brandendburg and Capture it killing 2 Rifles. This allows us to reach Dortmund with speed 3 units and kill a Rifle and a Pike to capture the city.
We have destroyed the Glorious Germans.
We start into English territory. We spot a town and it is guarded by a Spear. The English should be pretty easy - don't have Chivalry or Invention actually (and no Iron so Horses, Archers, and Spear). They have 6 cities + their Capitol.
We are able to build a city this turn - the first one not pushing the new front - Build Two Wheat.
Find that we can reach Oxford via Dortmund which means more roading. We are extending our front quite a bit this turn to the West. Lose an Elite Cav to a Spear guarding Oxford (I am continuing to use Elites everywhere I can that is not a dangerous attack) - we are below average on the Leaders by a small amount). Kill the 3 Spear and Capture Oxford gaining a Catapult.
I send off a flotilla toward the Zulu. It is 11 Galleons and 4 Frigates. It contains 2 Armies, Cannon, and some Cavalry.
We can now reach Coventry that I couldn't reach before and we kill 4 Spear, capture the city. We also get a leader for another army. RNG was bad - One Cav Lost, One Cav Retreats (both against the same spear), and an Army loses 1/2 its hit points to another.
We land the first contingent on the other Continent - an Army and explorers
The Aztecs appear to be just past the English.
IBT: Some Byzantine attack the stack that landed the Army.
English Archer attacks and kills a Cavalry (3/4 HP).
Zulu Horse attacks someone who is not us.
1615 AD:
It looks like the continent which has been narrowing may expand outward again. Here is the picture:
[Edit: I forgot to save last night so this is replayed. About 2 hours wasted. Arrgh! No way to play exactly the same but I did try to do the same things and take the same towns I did last night. ]
Attack Hastings at distance 4 killing 3 Spear with our Cav Armies. Many Cav Armies are healing this turn. The German Rifles took a toll on them. Hastings is Captured.
York is distance 3 away. Kill 3 Spear with Vet Cav and we capture the City.
To get to London we abandon York and build York Bypass.
Capture London with Vet Cavalry.
Attack Bombarded Engish Spears and Archers with Elite units. Get a Leader for another Army with a Knight, later a GS get a second leader for another Army. We also kill 2 War Chariots from Egypt.
We can reach Newcastle now with speed 4 Cav Armies. It is an Aztec town. We kill 2 Pikes and capture Newcastle.
We attack Newcastle with Vet Cav. We kill 2 Pike and a Knight, but lose 2 Cav. We capture Newcastle.
Exploring outward we see the start of the Egyptian Rush. A stack of 12 and 3 Knights in the mountains.
Here is a picture:
Note that the continent is widening again.
I bombard the stack of 12 Egyptian Knights in the Mountains and then kill it with Knight Armies which haven't done anything yet. There is a big mountain range and I want to catch further units before the mountains so we take less damage killing them. I send in workers to finish a road through the mountains so I can get there.
We can settle 2 settlers this turn.
Do a massive MM for scientists. We are able to reduce science by 10% (now 50) and still get the tech in 4 turns instead of 5.
On far continent/landing, the Zulu towns are guarded by Impi.
I am wondering if the Zulu and Byzantines both started on a sub-continent. They are both very primitive and the Zulu do not seem to be weak (they are razing Byz cities). We may not want to land and combine other Armies there until we are sure there is a connection. [Edit: There is a town Caesarea on the continent owned by Zulu - I may mean the Romans rather than Byzantines? I cannot see the dark red city - just a border - or equally likely there are more than just the 2 civs. Stay tuned for further news.] [Edit: All 3 started on that continent at the very least (it could easily be the main continent of course)]
IBT: Lots of lovely War Chariots for our Elite units are seen.
Lose a Cav on a Mountain attacked by a Longbow.
1620 AD: Put rails through the Mountains. Note that I roaded the mountains both NE and NW of the Englis territory.
To the NW I Kill a Pike along the road and then discover 28 Egyptian Knights. Not suprised actually - the number of war chariots indicate that Egypt likely has never been at war.
I switch to the NE where there are towns and not open road. I kill 2 Pike in Ixtapaluca (rename Ixt) and capture it.
This allows us to find Tula at distance 3 after I road to Ixt. 4 Pike, a MDI, and a Longbow are killed by Vet Cav with one loss Tula is captured.
I now switch back to the NW to lay road allowing our artillery units to get to the Egyptian Knights. I bombard a stack of 7 and a stack of 8 knights to lower them to 2 or 1 hp (takes most of our trebs).
Attacking the 15 Knights I lose 1 Vet Cav.
Use the Elite on the War Chariots (and some of the 1 hp Knights above as well) we get a leader with is another Cav Army.
Discover and capture Nottingham which is own by the Aztecs. Note that the Aztec units are now heading at us which probably means their war has ended.
Start killing the Aztec units scattered all over the place in stacks of ones and twos. Nearly lose an army to a Pike on flat.
Search North of Ixt and Tula and find the Aztec Core.
Attack Texacoco at distance 4 killing 3 Pikes and capture the city.
Try to get the next one but run out of Move 4 Armies. Search for Elites to try for leader and succeed. Build Army and attack again. There is still an MDI in the town.
So I use a Settler to form Temp Town 2 (I don't need to Abandon to do this). Attack the MDI and capture Malinalco.
While searching around I find a final Elite that also gets a leader and builds an Army (it was a Cav fortified in an obscure town)
Capture a town renamed to Tep (Tepetlaoxtoc) from the Aztecs
Abandon Temp Town 2 since it is no longer needed (and if I had found that elite earlier I wouldn't have needed to build it since it gave me another speed 4 unit). Build Travincal.
IBT:
The Zulu destroy the Byzantines
1625 AD:
Bombard a stack of 13 Egyptian Knights to 2 and 1 HP again. While attacking a 1 HP Knight an elite unit gets a leader. This time I rush Ironworks. Also improve the city.
Lose an Elite Cav vs a 1 HP Knight. Kill the 13 Knights and 4 more nearby.
There are large stacks of the slower units (Muskets, MDI, etc) but nothing scary.
Kill 5 Pike in Tenochtitlan and capture the city.(Range 2 - i.e. speed 2 units could reach it with a proper railroad)
Kill 4 Pike in Huexotla and capture the city (Range 3)
Kill 4 Pike and Knight in Tamuin and capture the city (Range 4)
Kill 4 Pike in Teotihuacan and capture the city (Range 3).
Kill 4 Pike in Tlacopan losing a Vet Cav and capture the city (Range 3)
Kill 3 Pike in Tlatelolco and capture the city (Range 4)
Kill a pike in Tlaxcala
Aztects still have 17 cities left.
IBT: There really are a lot of Egyptians. They are still away from our borders so we have time to trim them down.
1730 AD:
Kill 2 Pike in Tlaxcala and capture the city.
Kill 3 Pike in Xochicalco losing a Vet Cav and capture the city.
Kill 3 Pike in Tlalmanalco and capture the city.
Kill 2 Pike in Teayo and capture the city.
Kill 2 Spear in Canterbury (English) and capture the city.
Spot Babylonian Horsemen
Kill 4 Pike in Chalco losing one Vet Cav and capture the city.
Kill 5 Pike in a Calixtlauaca and capture the city and rename it Calix.
Kill 3 Pike in Tzintzuntzen and capture the city and rename it Tzin.
Kill 4 Pike in Cempoala and capture the city.
The Vikings are spotted. Some Berserkers are up in the Aztec territory.
Slaughter a goodly number of Egyptians, but it is only a small percentage.
IBT: Lose an explorer (exploring our own continent).
Movement of many Babylon Horses, a few Viking
Tlacopan flips taking a Cav with it.
See the first boat on the Moscow side of the world.
We get RP and start Ind
1635 AD:
Capture Atzcapotzalco killing a Pike and Spear (we killed some Pike last turn too).
Recapture Tlacopan (spear)
Kill 3 Pike and capture Chiconautla
Kill 4 Pike and capture Texepan.
Of the final 7 Aztec cities (includes capitol) we can only see 2.
I finish up the long road to the old Russian territory since boats are now seen there. You can use the 3 Cav that have been guarding that area.
I bombard and kill a lot of Egyptian units. A lot of Armies are healing or head home to heal.
Kill the first set of Babylon Horses and my first Vikings.
Notes:
Many units are healing in the Capitol, Armies in Augustorium.
I MMed our capitol to 38 shields. It seemed the best bet for the second prebuild despite being the capitol. We can use Univ Sufferage to start the prebuild.
Capturing so many large cities has boosted our science so we can Industrialization in 6 turns (actually, 5 is possible). The core cities have 4-5 scientists so each generate 13-16 science. Killing off the Aztecs would be a good goal so their many large cities can become safe science farms.
Note that our Culture is above most civs so we don't expect flips (I only got one myself) Still don't keep Armies in the Aztec cities that are large of course.
For tech the AI still doesn't have Steam Power or Med. That means every scientific civ in the Ind Era has gotten Nationalism for their freebie. The scientific civs I saw that could still get one for a freebie where Ottomans, Korea, Babylon. I doubt Babylon will ever make it there - we will destroy them first in all likelyhood.
I MMed for RP - we are building some Infantry, Artillery and Cav (based on number of shields). Of course we will be able to improve our core pretty quickly now. We have a goodly number of workers now. I switched us away from building more as we now got the double speed.
There are several corrupt towns that don't have sufficient irrigated squares for all their citizens. We also have some corrupt towns that are not so good that we haven't abandoned yet. Totally corrupt towns in hills for example are useless.
I got our Ironworks town up and running. It has the courthouse, the works, temple and makes 10 shields - not bad for a town so far away. We have one mountain to improve (with the Iron) and then we can add a citizen to the town to use it. I am thinking we can get to 6 shields uncorrupted which will be 18 with IW and factory/power. Hopefully worth the leader I used.
We have a boat crossing to the far side.
I suggest we DO NOT land the boat in Zulu territory. The boat load has many cannon to take out better defended cities. Zulu cities are guarded by Impi.
There is one big flaw with the pillaging plan that I discovered. Pillaging is painfully slow. I do not think we will want to much of it especially as the delay becomes over a minute for some tiles (which I think it will do).
The next player will get to deal with the Babylon, Viking, and Egyptian rushes. Egypt has already sent over 100 units and we have been pruning them as I have reported. It looks like Babylon has not been involved in battle either based on the number of Horsemen that have appeared - however they have neither saltpeter nor iron, so I am not worried about them other than just the sheer number of troops they will likely send. They have been building cheap troops all game - if it is true they have never been in a war, we can expect hundreds. Should be great for leaders and not really much of a threat. I don't know how many horsemen it would take to take out a Cav Army or Infantry in a well defended city, but I bet it is a lot. They are likely to go around actually.
The Vikings were north of the Aztecs.
Here is a picture.
Egypt and Babylon seem to be West and North of England. I suspect Babylon is the farthest west and probably the farthest away. I do not know if there are other civs on our continent. If so I haven't seen their units.
England has only the capitol left. Aztecs have 7 total cities as I mentioned before.
I think this is the 3rd time I have stopped right before large number so new troops show up. At least this time I got to kill some Egyptians. My turns have been mostly very quiet in terms of enemies.
This took a long time to play not because the comp was really slow, but all the planning out and moving of units and MMing (didn't every turn, but more than once). 2-3 hours per turn for me.
http://forums.civfanatics.com/uploads/14765/GR15_AD1635.zip