GR17 - AWE vs 30 civs

Well, my Net access came back spontaneously, so I’ll try to post before it vanishes again.


1050 (0): I like our MM for knight production. :goodjob:

A French horseman defeats one of our pikemen in the open (0-1).

One of our galleys repels the attack of one Dutch galley, but is sunk by the next (1-2). I'm not sure what we can achieve with galleys when we don't have bombardment units in position to redline passing Dutch ships.


1060 (1): We're able to found a free city, Marzipan.

We batter an Inca stack of seven next to Cozumel (8-2).

Outside Nara we strike down one Iroquois and two Dutch units (11-2).

On the Kyoto front we smite one Carth and five Dutch units (17-2).

Our elite MDI in the far north slays an attacking barb horseman (18-2).

We skim a worker off Tikal, and then send it to the unfinished tiles in our core. (Later we do the same thing twice in the capital.)

The Dutch are building Copernicus.


1070 (2): One of our knight armies heading for the Carthaginian lands overruns a Dutch horseman (19-2).

We liquidate eight Inca and six French units next to Cozumel (33-2).

On the Kyoto front we dispose of fourteen Dutch units (47-2).

Outside Nara we deal with two enemies, one Dutch and one Carth (49-2).

Our MDI in the far north dashes out the brains of another barb warrior (50-2).

The Koreans complete Sistine and the Greeks complete Copernicus.


1080 (3): Chemistry due in one, but I'm not able to cut the science rate.

We lose a full-strength elite knight attacking a redlined French spearman next to Cozumel, before overcoming the spearman in a second attack (51-3).

We grind down ten French units bypassing Cozumel and taking the forest route to Kagoshima (61-3). About thirty French units are (or were :D) doing this.

We account for an Ir knight outside Cozumel (62-3).

On the Kyoto front we pulverize eight Dutch and four Ir units, gaining our first Great Leader of the round (on our thirtieth elite victory) and so our third knight army (74-3).

We ride down a barb horseman around Hyderabad (75-3).

Chemistry --> Metallurgy, due in eighteen turns at 50% and a small deficit. We're running out of gold for serious deficit spending.


1090 (4): With four armies now in the Carth lands, we close in on Sabratha.

On the Kyoto front we exterminate thirteen Dutch units (88-3).

Next to Cozumel we liquidate one French, one Ir, and two Dutch units (92-3).

We smash another twelve French units in the forest leading to Kagoshima (104-3).

Somewhat to my surprise the Dutch attack a pikeman on a mountain with longbowmen, and overcome it after losing one LB (105-4). They also lose a horseman attacking Kyoto (106-4).

The Dutch galleys along our coast--which haven't landed anything that I've seen, BTW--all reverse course for some reason.


1100 (5): We raze Carthaginian Sabratha, held only by two Numidians (108-4). We gain two slaves.

We found Flashinthepan to get the use of a fairly uncorrupt cow (so to speak :lol:). I'd like to get started on Greebley's projected defensive line across the narrow part of the continent, but our settlers aren't nearly far enough forward yet.

We rout seven Dutch units on the Kyoto front; two Ir knights and a French spearman near Cozumel; and two French horsemen in Kagoshima Forest (120-4). There are fewer enemy units in sight now.

Our elite MDI in the far north clubs another attacking barb horseman (121-4).

The Dutch galleys continue their mysterious retreat.


1110 (6): We annihilate eight French units in Kagoshima Forest; one Carth and two Dutch units on the Kyoto front; a Carth unit and two Ir units including a knight near Cozumel; and two Ir knights around Nara. We lose two MDI in the forest fighting, where our bombardment units achieve almost nothing (137-6). Outside Kyoto we gain just our second GL/army of the round, in fifty-six elite victories.

We gain a slave by unhorsing a barb outside Hyderabad (138-6).

We raze Oea, held by two Numidians, and gain four slaves by various means (140-6).

We found Spickandspan in our outer core, bringing a wheat tile into play.

We gain a slave when our JT in the far north repulses the attack of a barb horseman (141-6).

The Dutch galleys move forward again.


1120 (7): We raze Hippo, held by two Numidians, and gain a slave (143-6).

We found Brainpan with our most advanced settler, pushing our line forward E of Kagoshima.

We trample a Carth archer in the Carth homeland (144-6).

We disperse a barb camp near Brainpan, expunging a warrior (145-6).

We demolish four French units in Kagoshima forest; an Ir knight, a Dutch spearman, and three Carth units near Cozumel; and two Ir and four Dutch units around Nara (160-6). Our Leader luck turns, as we generate two, for a total of three in our last five elite victories. We lack the knights to fill the two new armies immediately, though.


1130 (8): We raze Leptis Magna, held by the usual two Numidians (162-6). We gain a slave.

We found Sampan—strictly a science camp, in our Indian lands.

We hack down three French units in Kagoshima Forest; one Carth MDI on the Kyoto front; five Carth units and two Ir, one a knight, near Cozumel; and ten Dutch units around Nara (183-6).

We spot Musketeers in the Carthaginian lands—still about ten turns away from our cities, but they’ll be a real PITA when they arrive.


1140 (9): We raze Utica, a size-ten city on a hill fortunately held only by three Numidians (186-6). We gain five slaves.

In the far north we pacify a barb camp held by a warrior, and subdue a barb horseman (188-6).

We found Tarpan, another science camp in India.

We re-build the tactically useful road between Cozumel and Kyoto.

We eliminate three Numidians and an Ir pikeman near Cozumel, and seven Ir knights and a Dutch LB around Nara, losing an MDI in the Cozumel fighting (200-7).

We spear two attacking barb horsemen in the far north, enslaving one (202-7).

The Dutch finally land something from their galleys—a spearman and an LB, between Quirigua and Cornerstone.


1150 (10): We raze Rusicade, held by two Numidians and an archer, and sink a galley in port (206-7).

We found Tinpan, a third science camp in India.

We mop up the Dutch spear/LB team near Quirigua (208-7).

We overwhelm two Dutch units on the Kyoto front; one Inca, three Carth, and seven French units near Cozumel; and two Ir knights and a Dutch spearman around Nara. We lose an MDI at Cozumel (224-8). Outside Kyoto we generate a Great Leader, and so our fourteenth army.

We were able to get through this round without an excessive emphasis on military builds, and we completed a lot of infrastructure.

Nine JT victories this round produced three slaves.

Eight-four elite victories this round generated five Great Leaders, against a normal expectation of seven.
 
We didn’t meet any new enemies this round, and for the moment this is a pretty easy situation, in which we can hold our lines without strain and send any new armies to join our offensive against the Carthaginians. The Sixth Knight Army (already on its way) and the Fifth (by Cornerstone) should proceed to the Carth lands.

We’re building a road on the hill tile occupied by two of our armies where we razed Utica, which we can finish next turn before moving anything else if we add more workers to the build. If we do this with the right timing, and if passing enemy units don’t get in the way, we can move a third army (in addition to the two obvious ones) adjacent to Carthage next turn, while our two most depleted knight armies in the area get a healing turn.

A lot of Ir knights may show up in front of Kyoto in a turn or two, but we have good lateral communications for our big concentrations at Cozumel and Nara, so it shouldn’t be a problem.

We can just see Dutch and Iroquois borders, at the extreme SE of the known world.

We have settlers in position (W of Satsuma and NE of Brainpan) to found mildly useful cities when we raze our next two enemy towns. We also, finally, have settlers near our front lines available for more aggressive foundations, if that’s what we want to do. But I’d be very careful about settling forward from Brainpan, because if we attract the AI’s attention there we’ll turn a basically unified front into a divided one much harder to hold.

We have sixty cities and fourteen armies, so we may hit a plateau at fifteen or sixteen armies, in which case we should probably use Leaders to rush universities in our core.

We have an empty army in Kyoto.

We have five galleys supported by three trebs near Bonampak ready to start chasing the Dutch down our coast. I have my doubts about this too, but I kept Greebley’s builds, so we’ve got a flotilla and we might as well use it.

The three longbowmen we’re building in our north core are intended as MP units, and shouldn’t leave the area. One can free the knight in Coba to join the fighting.

Our core cities facing the great mountain range will have to work a fair number of mountains if they’re ever going to use twelve tiles. So we shouldn’t hesitate to irrigate over their mined tiles, particularly at Uxmal and Lazapa.

We need to look out for full food boxes in our size-twelve cities, or we’ll throw away a lot of basically free workers. Tikal and the capital need particularly frequent skimming.
 
Settling forward:

GR17-1150ADi.JPG


The pleasure of ruins:

GR17-1150ADii.JPG
 
Excellent progress NP.

Keep an eye on diplomacy - the AI may learn PP and we will have more civs to declare war on.

Agree on continuing worker skimming on max food cities. That and using our Jav's against def 1 and 2 redlined opponents. These games need a lot of workers and it looks like we are advancing faster than we are improving our territory.

Roster:
Greebley
NP - Just Played
M60A3TTS - Up
vmxa - On Deck
ThERat
markh
 
Another thing we could do with the leaders when we hit the cap, is to send an acient army to disband on the uni or whatever for 100 shields and use the leader to form a better army.
 
OK, I got it. Pulled an MGL on turn 1 and will stop for the night. Probably will not get in a full turn set before I am unavailable, but will see.
 
http://forums.civfanatics.com/uploads/43630/GR17_1250_AD.SAV

IBT- Barb warrior moves onto incense source

Turn 1 (1160AD) Horse attacks barb and does nothing but stays alive. 7th Knight Army receives its troop component. 6th Knight Army disposes of 3 Iro knights. Carthage loses 3 MI and a numidian by Cozumel. France loses four spears there. And we collect MGL Leader. At the risk of being labeled a heretic, I load it with the now elite* knight plus two more elites. I find the additional staying power of elites in an army can make a difference and we just don’t have any vets in the vicinity. Elite galley sinks elite Dutch galley. Elite* MI kills vet Dutch LB. 4th Knight Army kills Iro knight. Hire 3 more scientists to keep natives happy. (14-0)

IBT- AI advances and barb warrior cuts incense. Knight dies attacking a forted elite JT on a hill. (15-0)

Turn 2 (1170AD) Lose a galley and sink two Dutch ones. 8th Knight Army filled and needs to be brought up to strength. 5th Knight Army kills 2 Iro knights. 3rd Sword Army kills another one. By Cozumel, kill French musketeer, a warrior, 3 LBs and 4 spears. Get a crusader with an elite MI and old Blue-Quetzal-Macaw is back on the scene. That’s the good news. That bad is that we’re at the army limit. So we attack and kill 3 numidians and raze Carthage. Found Pannsylvania. 4th Knight Army kills a Dutch MI. 2nd Sword gets two Dutch spears, 7th MI claims a warrior at the same spot, then moves on to bag an Iro knight. 6th Knight Army claims another Iro knight and tops it off with a Dutch LB and spear. (41-1)

IBT- Lose a pike to a Cathaginian MI (41-2)

Turn 3 (1180AD) Lose two galleys attacking a Dutch one. As vmxa said, the things are a crap shoot. 3rd Knight Army kills 2 numidians and Saldae is reduced to rubble. Pandora’s Box founded. 7th Knight Army erases 2 Iro knights and a pike. 3rd Sword Army collects an Iro MI and spear. Elite knight finishes red Iro archer in the stack. 1st Sword Army kills Carthaginian MI and numidian. MI kills a red French MI on a hill. 4th Sword Army gets French spear and Carthage MI. MI kills red French LB, but there’s a LB stack behind them so expect to lose him next IBT. 1st Knight Army gets Iro musket. 7th MI kills Iro MI and knight. 6th Knight racks up Iro MI and Dutch spear. (60-4)

IBT- Lose MI to French LB. Payback in a minute. (60-5)

Turn 4 (1190AD) Eliminate French crusader, warrior, 8 LBs and 5 spears in one stack by Cozumel. 2nd Knight Army kills 2 numidians and an archer and Theveste is reduced to rubble. 4th Knight Army bags 2 musketeers, 1st Sword gets spear and LB. 4th Sword kills LB. 2nd Sword Army gets Iro musket and pike. Knight kills Iro pike. 6th Knight Army eliminates red Iro knight. (87-5)

IBT- Kyoto riots.

Turn 5 (1200AD) Mayapan founded. 5th MI Army kills 2 numidians and Cirta is gone. 1st Knight Army kills numidian at Nora. Peterpan founded. 9th Knight Army activated and filled with 3 available knights and kills French LB and spear, knight promotes elite. 3 French spears, 2 LBs and a warrior eliminated by Cozumel. 8th Knight Army kills 2 musketeers. 7th Knight gets Dutch spear. Check F4, no new contacts. Rest some armies that need a break. (101-5)

IBT- Barb warrior attacks elite pike after being redlined by treb. Pike is killed clean! :mad:

Not. ;)

Turn 6 (1210AD) Knight kills French spear wandering aimlessly. Pandemic founded. Knight disperses camp for 25 gold. At Mayapan, 9th Knight Army gets 2 musketeers. 8th Knight Army gets a musketeer, crusader, spear. 1st Sword Army gets French spear and LB. 4th Sword Army gets spear. 1st Knight Army kills numidian at Gades, 2nd Knight Army does the same and takes the city. Hannibal is down to 3 cities. He’d give us two if we were so inclined. 3rd Knight Army collects 25 shillings for a barb camp. At Hyderabad, clean out barb warrior and horse. (112-5)

IBT- Quiet

Turn 7 (1220AD) 3rd Knight Army kills spear. 2nd Sword Army gets Dutch knight. 6th Knight Army claims 3 Iro pikes. 7th MI Army gets another pike and Iro knight. Knight kills Dutch pike and 2nd Sword picks off spear. 1st Sword gets French spear. 3rd Sword Army bags 2 Dutch spearmen. 4th Knight collects French spear. (125-5)

IBT- 4 Dutch LBs and 3 spears move next to an empty Satsuma. So close and yet so far…

Turn 8 (1230AD) After a shower of rocks and our deadly efficiency, a red spear is all that remains of the Satsuma stack. Satsuma occupied by our knights. 9th Knight Army collects two Iro muskets. 4th Sword eliminates numidian. 3rd Knight Army kills Dutch spear and LB. French MI and Dutch spear dispatched by 1st Sword Army. 4th Knight gets a French knight. 3 Dutch longbows die by Peterpan. 3rd Sword takes out two Iro knights. Two Dutch spears go and upon nabbing a LB, Eighteen Rabbit appears. 7th Knight takes out Iro musket and Dutch LB. 6th Knight Army gets two Iro knights. 5th MI Army rubs out 2 numidians and Leptis Minor is a rock pile. Move army out of Gades to prevent losing it in case of a flip. (153-5)

IBT- AI heads everyone away from the front. Must be attracted by an empty Gades.
Metallurgy> MT in 12, but the gold will run out before then.

Turn 9 (1240AD) Fish Market founded. Gades disappears and Fish Fry founded. 2nd Knight Army kills 2 Numidians and Russadir is captured. 7th MI Army kills barb horse. Combined armies kill 2 Iro muskets and 2 pikes. 5th MI Army spots the Carthaginian capital. Two Iro pikes killed by 4th Sword Army. 5th Knight clears barb camp. 10th Knight Army added to the roles. Will fill next turn. We are at the Greebley Line with a good number of armies. Still no contacts. (161-5)

IBT- As I was saying… Ragnar shows up at our door and says something about an early feast. Yes, and you’re the appetizer. His vanguard approaches in the form of two horsemen.

Turn 10 (1250AD) 1st Knight and 5th MI Armies each kill a numidian in Hannibal’s final stronghold. 7th MI Army clears out a Carib encampment for 25 gold. 10th Knight Army fully equipped. 8th Knight kills Dutch spear. 3rd Knight gets two Iro knights and a Dutch one. 4th Knight kills 3 more Dutch knights. Both Vike horses are a memory. Two Dutch spears and 4 LBs go away in the east. And done. (179-5)

Post turn: I drained most of our settlers. Three out there and more in queue. I disbanded a few cats at Mayapan even though there are no lack of AI spears to ease our unit costs a tad. I wasn't creative in the build department as a lot of knights simply came on line during my set. Also started a couple universities but they can be changed if desired. MT in 11, but only enough gold to run at 50% science another 7 turns.

Next up will take out Carthage next turn. You will have to decide if holding Russadir is worth it. The French spears are on a pillaging spree there. Two armies are holding it.

No lack of bad guys. The French and Iro cities are a little ways off cranking plenty of units and we should get some healthy armies in their direction soon.
 
Great new batch of city names, M60. :lol:

Vmxa, we have builds all over the map which have been made obsolete by our quick advance, so please review them before you start playing. Ganges, Brainpan, Cozumel, and Nara should all be building something other than what they're working on now. I'd switch the latter two towns to settler builds, rush the settlers, and cancel the settlers in Kagoshima and Jaguar Paw, viable towns which should be allowed to develop normally.

It'll be worth trying to hold on to Hadrumetum, though I realize it may prove impossible, since it'll be a +5 food town for us and a good place to rush settlers.

The capital should skim off a worker right now, and Tikal in two turns. Copan should switch to a knight, complete that, skim a worker, and then return to working on a university, rather than going unskimmed through a long uni build.

We've done a good job of getting libraries built in our core, but Coba and Quirigua still need them.
 
I just in so I will take a look at things tomorrow, so anyone got any thing to toss about I will pick in up before playing.
 
Just an update for the day. I got 7 turns in today. Slow going and not much progress really. Met 2 new civs, nice guys too. Let me think, oh the most friendly and caring Bismark and Sultan of Arabia I think, not sure.

Carth gone and so is the Incan empire. No problems for us only lost one unit so far.
 
PRE:
Swich Brainpan to worker, could have been a settler though.
Cozumel to settler. I looked around and found 1 settler due next turn and few other soon, with 3 in hand. I rushed the settler as one is on station and we may need a settler to use before they can arrive. Probably not though as only 1 town is under attack and may stall.

Switch Nara to settler, but hold off on rushing for now.
Gange is not a clear cut choice. I would prefer a settler here, but it will pop in 3 turns and leave the city size 6 for 10 more turns. I just defer the call for now by switching to a LB as a place holder to see if I need a settler here quickly or can pop a cheap MP first.
Kagoshima is similar. I switch to a market for now and change a citizen to a beakerhead to slow the growth a bit. This can be change as well, but an extra happy face is not all bad here.

Jap Paw I switch to market as well. These can be change to units if need be with no loss.
Chicken to worker, which I intend to have mine those irrigated grass tiles to gain 3 more shileds. This will save a turn on cavs and some other builds like wonders can be shortened.
Also once we get rails it, it becomes 6 more shields.

Copan switch to knight.

IBT:
Animate battles was off, but it looks like 2 barb horses attack the jt that was forted on a mountain covering a slave. Both die and yield another slave, that is how I found out it occurred (2-0).
Scores of units move about not even sure who is who at this point. Will check f4 to see if any new civs are among them.
[2-0]

1255AD:
Oilpan needs beakerhead to quell the natives.
Not sure if we already knew them or not, but I do see Arabia is not at war with us, so I slap him one time, killing a horse (1-0).
3rd kills dutch knight (2-0).
5/5 knight kills Iroq knight and gets leader (3-0).
17th kills Num and abandons Hadrunetum (4-0). Sorry, but it was too damage to try to hold this place alone.The 5th was redlined, so it would be of no help. This way I may be able to not lose both of them as I hope the AI will leave them.
I captured and abandon as I was hoping to sell a few structures, but it only had a rax. I also did not want to try to drag 1 or 2 workers to safety.

The other aspect is that we need to get our line of defense up and it will help to plant towns. We can do without a +5 more than we can do without 2 armies.

Kill barb horse (5-0).
found Kaminaljuyu after moving over 1. This is to try to cut off easy passage to the rear.
We only had two settlers in position to found this turn.
Iroq knight nearly kills the 9th at the front door of this new town (6-0).
Too many cities, so I moved the other settler to the hill.
start the 2nd to the capitol. This will eventually be disband for shields as I cannot found another army and it will take nearly as long to get the leader back there.
We may get enough towns to build an army before then.
4th kill dutch knight (7-0).
Renamed the new place to Starting_Line_Here. This looks like as good as of a place to make a line for now.
Forgot to mention the Carth boys are out of the game now.
Only one well army and it move towards the front.
[9-0]

IBT:
Nothing, except someone starting Magel's.

1260AD:
Too many cities.
Ok, I am not sure what we want with Rusaddir, but I am abandoning it. It is too far away for now and is tying up 2 armies. I will see if I can save the slaves, but I doubt it.
Found Kaminaljuyu again.
8th kills 2 Iroq knights (2-0).
4th kills dutch pike (3-0).
2nd kills 2 ansars (5-0).
knight kills vike knight (6-0).
11th kills 5/5 vike knight (7-0).
Rush settler in Nara as we have none in the front righ now and none close to it.
3 places need specials to stay happy.
[16-0]
 
IBT:
zip

1265AD:
13th kills knight (1-0).
knight kills dutch LB (2-0).
4 MDI's attack dutch knights going 1-1-2 (3-1).
4th kills another dutch knight (4-1).
knight kills iroq pike (5-1).
12th kills the 2 retreating dutch knights and one other (8-1).
2 knights kill dutch spear and LB (10-1).
14th kills another LB and a musketeer (11-1).
14th kills Iroq knight (12-1).
16th kills vike elite knight (13-1).
16th kills dutch knight and spear (15-1).
knight kills arabian horse and goes elite (16-1).
15th kills 2 dutch knights (18-1).
10th kills knight and spear. Both armies lost too many points on those knights.
drop research back to 40% to go from -60gpt to +26gpt. MT in 9 instead of 8.
Down to 180 gold. May need to rush something.
[34-1]

IBT:
Inca was destroyed.

1270AD:
knight kills musketeer (1-0).
2 knights kill 2 dutch spears (3-0).
2 mdi's kill dutch spear and LB (5-0).
12th kills 2 dutch LB (7-0).
Too many cities.
settler parked by Ganges so we always have one to found a town.
My man, knight1 flawlessly kills Iroq knight (8-0).
16th kills 2 knights (10-0).
5/5 knight kills Iroq knight, we still have a leader, (11-0).
knight kills spear (12-0).
2 knights go redline killing 2 redlined ansars (14-0).
8th kills dutch knight and mdi (16-0).
knight kills spear (17-0).
9th kills 2 vike knights (19-0).
Most of this fighting is by start_Line. Some units are heading for it and others are going around heading deeper.
More towns need specials.
[53-1]

IBT:
Iroq run a bunch of unit away from Alleghany and move other into and out of the place. Got to love as it is now under siege by 3 armies and a 4th near.

1275AD:
11th kills 2 musket and knight at Allegheny (3-0).
6th kills one musket cover 11th (4-0). Now redlined.
17th kills LB and captures it. Sell market and abandon (5-0).
knight kills french spear and goes elite (6-0).
Found New chic.
4th kills fr mdi (7-0).
16th kills Iroq knight (8-0).
mdi drives one off.
knight1 finishes it (9-0).
1st kills arabian horse (10-0).
12th kills Iroq knight (11-0).
7th kills vike knight (12-0).
2 knights kills 2 iroq knights (14-0).
8th kills spear (15-0).
14th kills dutch lb and vike knight (17-0).
[70-1]

IBT:
barb horse attacks jt and dies (1-0).
[71-1]

1280AD:
Too many cities.
knight kills crusader (1-0).
jt kills redlined musketeer (2-0).
4th kills musketeer (3-0).
knight kills fr spear (4-0).
knight1 kills pike (5-0).
1st kills 2 iroq knights (7-0).
knight kills mdi (8-0).
knight kills ansar (9-0).
knight kills Iroq knight (10-0).
15th kills 2 iroq knights (12-0).
10th kills swiss merc and spear (14-0).
9th kills crusader (15-0).
14th kills iroq knight (16-0).
I hvae sent 2 knights to the tundra area to scout of camps and be on hand for any landings in that area.
I also have replaced a few early units in our core coast with knights. I sent those to sit on some of the new spots that are save. Those units cannot defend anyway.
We have 422 units and 465 pop.
[87-1]

IBT:
nothing

1285AD:
Well I spotted a strange color and sure enough it is Bismark and I give him our usual greeting. After all we do not want to have too few friends in this great land.
knight kills dutch knight (1-0).
Looks like Start_Line is finally clear. At least for now. Units heading closer to the other coast.
2 knights kill dutch units and a 3rd knight retreats (3-0).
10th kills swiss merc (4-0).
disband 3rd sword in capitol and then form new army named Cav-3rd. Will not fill it until we get cavs.
8th kills dutch knight and iroq knight (6-0).
Found barb camp.
Too many cities.
8th kills 2 barbs collect 25 gold (8-0).
2 more towns need beakerheads. These all could avoid it with an MP. some of them have one coming, but they take about 6 turns to arrive.
[95-1]

IBT:
Zip

1290AD:
Ok, I guess I was not paying attention. I do not see any pre for the Mil Acad. Since chicken just finished a build, I start a colosseum as a pre. If we get a leader it will probably take too long to get there anyway. I will see if I can spare another sword army to head back to speed the build in the mean time.

We get a volcanism event, but it seems to have done nothing. The roads next to it are not cut.
11th is now well enough to be left on its own to heal, so I send 2 more armies towards the new towns I found. Will have enough armies on site to attack next turn or the one after.

Well now, I had just send a sword army back and then an elite knight kills dutch mdi and gets a leader (1-0).
Sending leader to nearest town, which is also in the direction of the core.
knight kills swiss merc (2-0).
Too many cities.
Note that no units are on long moves that would take them in danger or even out of our borders. It is either settlers from the rear coming forward to some town as a safe stop or knights moving to the front or a few to the tundra area.
I figure we need some extra help back there to repel any landings or uprisings. It won't be long before a few civs hit the next age.

mdi kills iroq knight (3-0).
knight kills swiss merc (4-0).
16th kill dutch lb (5-0).
8th kills vike spear and lb (7-0).
[103-1]
 
IBT:
finally some action. Exposed jt way back got hit by two iroq knights and killed one (1-1).
vike knight attacked an exposed 3/4 knight, but we win and go elite (2-1).
Lots of AA and early middle age units have been moving our way.

Note that a few fr units started our way out by the last abandon town, but then more headed the other way.

Just a reminder that cav-3rd is sitting empty. I use the naming to replace the one disbanded. This way we only have 1 army with a given number and we always know how many we have. This lets us refer to any army by just the number.
[105-2]

1295AD:
knight kills vike knight (1-0).
Too many cities.
knight kills vike spear (2-0).
knight kills vike archer goes elite (3-0).
8th kills swiss merc (4-0).
knight kills iroq knight (5-0).
13th kills 3 merc at Tilburg (8-0).
9th kills lb and razes the place for 24 gold, 5 slaves and a treb (9-0).
This place was a tough call, I am sure it held all structures. it would have raised a lot of cash for selling off. 13th is near dead, but covered by 9th.
New copan founded on the opposite side of the line.
centralia is next up. 4 armies nearby, but only one can reach next turn.
Need one more town for another army.
Leader in Peterpan.
Even by adding 20% more, could not lower MT, so stay on 40%.
[114-2]

IBT:
nothing much. I think we should get a few musket to the line as so man units are on the move, we could stand some better defense. Start_Line does not have an army in it right now.

1300AD:
Too many cities.
16th kills 2 german swords and moves onto forest tile. This is so the 13th can move under it to heal for a turn and the slaves can move there next turn (2-0).
knight kills iroq LB (3-0). Goes elite.
knight kills ansar (4-0).
knight kills iroq lb (5-0).
knights kill zerk and lb (7-0).
knight kills iroq knight (8-0).
[122-2]

Five armies on on top of Centralia, so it should go down. Another town can be seen, but not the name.
Leader in Peterpan. Sword army closing in on captiol to rush the MA or nearly so.
Have 398 gold and +12gpt now. MT in 2.
Tweak a number of places to get pop on more food.
Kaminalwhat? will need irrigation as it only has 23 food, unless you can swap a tile with someone.

A few builds look like they could stand a change, but I leave them for the next player to consider.

I have count, but many scores of units are coming in form the fog. They have been going towards Start_Line or just passing near it to get deeper. This is now closed off, so I expect them to come to the town.

It only has MDI, knights and some trebs. No real great defenders. Many armies are covering cats near it.

Need to get the cats under just two ro 3 armies to free up some. If we could get another settler on the line that would let some cats go there and make passing slower for the AI.

You could cut the roads as well.
 
Back
Top Bottom