GR2 - Sherman's War (C3C AW).

That 5-3-1 unit would not be good in the wrong hands. It is 300 shields and we should start a prebuild once a civ has mono, or 10 turns after. Leos we could prebuild in a 12 shield city now (50turns) so it comes in when we get invention. I don't know how fast we can research techs right now, at work, but I will try to figure prebuild times.
I concur on the upgrades. Once upgraded though it's pick up the pace time.
On the boats I think we need at least 2. Also are we allowed to trade for WM when other civs come calling? How will we know where to sail to? This would be something Sherman would want, intel. No techs though.

tech1.jpg
 
Rome and Carthage won't be floating by until one of them gets Astronomy (or Navigation/Magnetism :eek: ), so I don't expect to see them soon.

@Handy - As for convincing that we should be doing our own research, check back through these turn logs and find the last time we got a tech from the GL. In the last 35 turns we have gotten 1 technology from the Great Library (Republic).

The unintended consequence of our AW/pillaging campaign has been to slow the tech pace to a crawl. There is a balance to be struck, but I'm just afraid that it may take ~100 turns for the AI to get around to discovering Chivalry.

What I figured we could do was this: research up to Engineering and Chivalry (3 techs), then go lone-scientist on the lower branch. We shouldn't have any need for Gunpowder against these guys, so we don't have to rush to any tech after Knights. We'll have all the tech we need, and all the cash we need to prosecute a successful offensive war. Remember, not only will we be the only ones with knights, we may also be the only ones with pikes. No one else on the continent having a steady supply of iron will make a knight campaign a blowout. Since we only need the three techs, I see no reason to wait on the AI. Let's take it to them, and maybe we can end the game before the Industrial Age.

What makes this game different from almost any other AW game is that we alone have a safe supply of Iron. And the AI will have a hard time holding on to horses as well. Certainly we have to take some turns to build up our defenses and our infrastructure, but we are already in somewhat uncharted waters for AW. We are in a dominant position at the dawn of the Medieval Era. We should be able to push research ourselves, and enter the Age of Chivalry on our terms, not the AI's. If we do, I strongly suspect most of our continent will not see even the possibility of Muskets.
 
Originally posted by barbslinger
That 5-3-1 unit would not be good in the wrong hands. It is 300 shields and we should start a prebuild once a civ has mono, or 10 turns after. Leos we could prebuild in a 12 shield city now (50turns) so it comes in when we get invention. I don't know how fast we can research techs right now, at work, but I will try to figure prebuild times.
I concur on the upgrades. Once upgraded though it's pick up the pace time.

If we are 1st to Chivalry, I don't think we will have any worries about the Knights Templar. Not sure whether it is more productive to build Leo's (losing the income for however many turns are required to research Invention), or just to get to Chivalry and then run lone scientist. We could do both, although Leo's would come in after the time for horse --> knight upgrades.

Originally posted by barbslinger
On the boats I think we need at least 2. Also are we allowed to trade for WM when other civs come calling? How will we know where to sail to? This would be something Sherman would want, intel. No techs though.

If I understand our variant correctly, no trading whatsoever. Also, one of us has to have Navigation to trade WM's. This game would take a sudden turn if Carthage or Rome took the tech lead from us. The chances of this occuring are multiplied greatly if we rely upon our continent to research for us as we destroy all their improvements.
 
OK, so everyone has had to read my ramblings :sleep:

Most of that is medium- or long-term stuff. In the short term, I think a good strategy for Slinger's (and my) turns is to first settle our defensive situation, getting upgraded spears and fresh-built pikes to the frontlines, so we aren't in the position of having to use any 2-defense units as the primary defenders. Secondly, to maintain enough counter-attack capability (Swords/Javs/MDI/Horses) on the front lines to kill (almost) all units the AI sends at us each turn. If the first objective is accomplished, the second should sort of naturally fall out, especially since both benefit from artillery support. Third objective is to create a research infrastructure, so when we want to self-research, we can. I figure libraries in the core only is the most cost-effective way to do this, cities in the 2nd ring and beyond can keep building/rushing troops. By the end of my turn, the research situation should be much clearer. Hopefully the AI will be good for a tech on Slinger's turn.

I don't think there is any real benefit to finding the other civs, since if they are backwards, they will benefit much more from the contact than we will.
 
Apoligies for my missing in action. It has taken me way too long to realise that I just cant stick to SGs. I just totally forgot this was happening.

I'd re-join, but I think you'd rather have a more consitantly available player. No offence taken if you do.
 
Originally posted by T_McC
...
What I figured we could do was this: research up to Engineering and Chivalry (3 techs), then go lone-scientist on the lower branch. We shouldn't have any need for Gunpowder against these guys, so we don't have to rush to any tech after Knights. We'll have all the tech we need, and all the cash we need to prosecute a successful offensive war. Remember, not only will we be the only ones with knights, we may also be the only ones with pikes. No one else on the continent having a steady supply of iron will make a knight campaign a blowout. Since we only need the three techs, I see no reason to wait on the AI. Let's take it to them, and maybe we can end the game before the Industrial Age.

OK. I'm for it if you guys are. I like the sound of a knight blowout. :D This is the opposite of the Rome game where we had no Iron for the longest time.

I see chivalry as the more valuable, but either way is okay.
Originally posted by T_McC
...
What makes this game different from almost any other AW game is that we alone have a safe supply of Iron. And the AI will have a hard time holding on to horses as well. Certainly we have to take some turns to build up our defenses and our infrastructure, but we are already in somewhat uncharted waters for AW. We are in a dominant position at the dawn of the Medieval Era. We should be able to push research ourselves, and enter the Age of Chivalry on our terms, not the AI's. If we do, I strongly suspect most of our continent will not see even the possibility of Muskets.

I agree, I've never had seend this early dominance in an AW game. The ability of an army to pillage and move is a big plus versus PTW, and three early armies is quite nice. :D
 
Objectives –
Shore up defense through upgrades and builds with pikes and cats. Work on some much needed libraries. Get Dinky home.
Sell Barracks
Army pillage horses Iron.

350AD pre turn – Move Dinky. Was he glad to hear from me. F1 and need a taxman in Greebleyville who must of just grew, also Sherman had a clown that went to tax. Tecumseh Pike build is going to marketplace. Swapped a tile with Resaca so that it would come in 8 instead of 9. Resaca temple still in 3. Changed Savannah market in 8 to temple in 1. It only makes 6g – 3 clean golds due to corruption and the happiness is needed with growth due next turn and 3happy-3unhappy. Montgomery switched from market in 24 to temple in 14 so it can claim more tiles. Swapped Montgomery tile with Chatt so temple comes in 10. While doing that I notice that we have 7 mountains in our core that would produce 3 uncorrpted shields each but are not being worked. Also 2 hills undeveloped. Meanwhile we have a swarm of labor toiling to make mines in an area of 50% or more corruption. I’m moving a lot of these guys back to core. Montgomery, Chatt, Tecumseh and LSU are losing shields due to underdevelopment. Also in Grant and Paducah which are only getting 1 shield I made taxmen to stunt growth so we don’t get happiness trouble and generate income. Checked on sci-sli for engneering. It can be had in 11 at –8gpt. I’ll wait until upgrades are complete. I upgraded 6 spears to blow our cash down to 7g. We now make 81gpt.
Meanwhile on the warfront there are 3 archers, a warrior/settler and a spear. Two redlined swords are in view too. I think I’m set.
IT – An archer comes out of fog near Paducah, others move up. Near army of the Cumberland an AC is heading in. I might see him this turn but there is a lot of jungle there. We’re going to need a lot of slaves for that project.
Bull Run – Temple > Pike in 6
Savannah – Temple > Cat in 7

360 AD – turn 1
BedFor – Bomb warrior 2/2. MI in open gets 2 slaves from settler.
Near Georgia the cats go 2/2 and then I pause how to take out the guys when attacking across water. Will the horse make it back home? Move the horse out next to town and he can still attack. Well I hold off on that until I resolve the 2 archers trying to get through the middle. I slide 2 cats/Pike out on road from Augusta and they go 2/2 on archer. V Horse in open takes out sword losing 1hp.V Sword in Augusta gets a last kill losing 2hp. 5/5 horse from Lancaster takes out the 3/3 archer and the sword in worker guard stack takes out 1/3 archer. That completes the right side and now for the left side guys. Our 5/5 horse attacks 1/3 horse and GOES DOWN! That torques my shorts so I send the 5/5 jav and he gets 2nd shot kill. The other 5/5 horse takes out the 3/3 archer.
7-1
Workers complete chop near Georgia and I swap to Pike now due in 10. Can be rushed later if needed. Swap tiles on Bull run Pike to get it in 6 without losing shields. Now Shiloh will lose 1 shield on Market build and LSU none. MM’ing is a pain but I like to know in cities making 5+ shields that the last turn won’t end up only needing 1 to complete and wasting the rest. It really hurts in 10+ shield cities.
A few workers complete and migrate back to core.
Swapped Resaca temple to duct so it can grow and generate sea cash.
IT – 2 spear/settler pairs, a sword and a spear come out of fog. America drops a spear off on disconnected silks. They also BOMB Dinky and hit him from Washington.
Resaca – Duct > Temple
Missionary Ridge – Pike > Pike

370AD – turn 2
AofC (Army of Cumberland ) heads towards gems. Shermans 1st pillages his way to Otto horses.
Slide injured units back towards cities.
Paducah – Cats are 0/2 on recently dropped off spear. E horse goes 3-0.
Bed Forest – Cats 2/3. 3/4 horse kills spear and returns to BedFor. Upgrade a few more spears. Damn Ijust hit F3 and the game blipped off. Have to restart it. That is the 1st time I have even had any problem with CIV. Well all went the same except horse lost 2hp instead of 1. Back to F3 – Only spears left to upgrade are 3 in back lines that are MP. We can upgrade those later, so I rush the duct in Augusta 1 turn for 44g. Finally get to load a pike into army, other 2 pikes will load next turn. 9-1

IT – Aof C is exposing a lot of traffic coming down. 5 horses separated by 3 squares. Gonna have to shuffle some boys to Bedford.
LSU – Market > Pike in 2
Augusta – Aqueduct – Temple in 10. It’s 3-0-3 on its 6 citizens.

380AD – turn 3
5/5 horse kills 3/3 archer sneaking between Georgia and Paducah. That area will be trouble with all the water to cross if they send anything sizable.
Bedford – Cats go 2/4 on settler pair and 5/5 horse wins losing 3hp and CAN’T retreat. Must have been a shuffle. Whew, just loaded Army from Georgia and can cover. I may keep him here for a bit to do some emergency covering for the stack that’s coming towards Bedford. Now that I go back I see I can roll a couple cats out under Army and get a few shots off on targets that were previously out of reach. Damn, need a road. Next turn. 11-1
IT – Threats next turn are 2 American horses 2 tiles away from Georgia and 1 archer N of Georgia. Iro sword and archer step in front of Army and the 2 cats I have there not a real threat. A spear NE of BedForest.
Sherman – Temple > Horse in 5
Chatt – Horse > Market

390AD – turn 4
Pillagers- A of C gets a little ZOC on an archer taking 1 hp. 1st Div knocks out Otto gold and a mine. Horses are 2 turns away.
Bedford – Cats under Army bomb sword 2/2. 4/4 horse takes out 3/3 archer losing 2hp. Cats go 2/2 on NE spear and 4/4 MI wins losing 2.
Georgia – Cats are 2/2. 5/5 horse wins losing 0hp.
Paducah – Imove the 2 5/5 swords out to intercept settler pair.
Rushed temple in Bedford for 54g. We’re making 93gpt now. It was 74-76 when I started. Did America have horses before? They do now. 13-1
F1 shows Augusta thinking about rioting. Huh, nothing changed, or did I move a unit. I slid a unit in to fix that and rushed Shilohs market for 36g.
F4 – Otto has Mono but hasn’t traded it yet.
IT – 2 Amer horses sidle in E of Bedford and another is 2 tiles E. Injured Iro sword stays fortified and is still there. Aztec Archer is 2 tiles away. IMW comes out of fog along with 2 other spears and a settle pair.
Bedford – Temple > Pike in 30. Just realized the weed of rushing temple last turn. Sorry.
LSU – Pike – Pike in 2
Shiloh – Market > Horse in 5

400AD – turn 5
BedFor - Cats go 4/4 on horses and Army takes out one horse and bounces back to cover cats. That’s about it without risking anything. I blow the rest of cats and get3 more hits. 2 on archer and 1 on spear. Fortify the rest and stopped work on road under army. It may have to go offensive or retreat to city next turn depending on what shows up.
Paducah – 5/5 sword loses to spear. Shoot. They were getting ready to possibly plant a city. 5/5 sword kills spear losing 2hp and captures slaves. 14-2
Rushed Jonesboro walls for 56. Notice Georgia can grow again. Citizen eating again. Shiloh and Lancaster get taxmen. Sherman goes from clown to tax
IT – No attacks. More goodies coming in.
Bull Run – Pike > Pike in 3
Manassas – Horse > Cat in 7
Jonesboro – Walls > Temple.

410AD – turn 6
Didn’t see it get dropped off but there is an American spear standing next to Greebleyville defended with a sword. I’m bringing a horse just made up. He’ll pillage I think. I upgraded him to MI for offense next turn and sent the Pike from Lincoln to help support. All enemy troops are out of range. the Pike from Lincoln to help support. All enemy troops are out of range. No attacks by either side. This just in from the 1st Division located somewhere N of Bursa. Otto has no horses. 14-2
Rushed market in Tecumseh for 76g. Still no trades for Mono.
IT – 2ACs and a horse from Otto N of Bedford, Spear from America NW and a sword/IMW pull up and knock on W Bedfords door. 2 horses E of Jonesboro and 2 archers N of Georgia with an AC behind them. I guess this is where the game gets tougher. Funny that Ottos heavyweights show up the turn after I pillage the horses.
Tecumseh- Market > Med Inf in 3
LSU – Pike > Horse in 2
Lincoln – Settler for somebody later, sent to capital > Harbor in 30

420AD – turn 7
Bedford -Bomb the AC stack down to 1/4 and 2/4, horse to 3/4 , 4/4 MI kills sword losing 1 hp. 4/4 sword goes 2/2 on IMW and he runs away redlined. 4/4 horse takes on 2/4 AC and loses knocking 1 hp off him but then he gets a promotion. I haven’t seen a promotion yet this game. Heroic Epic my A$$. Army finishes off IMW and then covers sword. That takes care of Bedford. I also slide a pike from Augusta in to give it 3 pikes, an MDI and 8 cats.
Jonesboro – 5/5 horse kills 3/3 horse losing 2hp. 5/5 horse kills 3/3 horse losing 1hp.
Georgia – cats go 4/4 on archers. 5/5 jav kills unscratched. 5/5 horse kills losing 1 hp.
Grant – 4/4 MDI kills Spear that never pillaged unscratched.
7-1 here - 21-3 overall
A of Cumber settles on gems. 1st Div pillages and heads inland.to the heart of darkness to find ivory.
Triple shuffled a Pike from LSU to Augusta. Make it 4 pikes there. Finally got tired of Bedford starving 1 food at a time and rushed a worker for 32g. It was still 3 turns from getting down to 1 because they settled on a 3fpt.
IT – No attacks by AC but they are replaced with a pair of Otto horses. Two American horses and Archer move E of Georgia.
Bedford - worker > Cat in 20
Savannah – Cat > Cat

430AD – turn 8
There is an AC and a IMW 2 squares from Bedford. They are 3 offense so I want them. I roll 7 cats under army and only get 3 hits. Have to think about what to do now, was counting on better than 43%. Other cats in town get 1 / 2 hits on Otto horses. Sword redlines IMW and he runs off.
Georgia – Cats get 6/6 on 3 items. 5/5 sword wins unscratched. 5/5 jav wins losing 4hp. 5/5 horse wins losing 3hp
The 3 /4 AC gets a 4/4 horse from Jonesboro sic’ed on him and the horse pulls it off and jumps under Army after the kill. Nice. 25-3
IT – One attack at Bedford. 3-3 horse goes down with pike unscratched. Cat assisted. 26-3
LSU – Horse > Horse in 2
Bull Run – Pike > Pike in 3
Sherman – Horse > Horse in 5
Bedford expands. This settler pair still heading for fishing spot. Only one square left now.

440 – turn 9
Get cats back in city + injured. Bomb this pesky spear that is ready to pillage our horses down to 1/3. (We have 2 horse resources) . 3/4 MDI wins unscratched against spear S of Bedford. Army, unencumbered by cats goes after a 1/ 3 sword, DEAD, and the 1/ 3 IMW, DEAD and is still 13 /13. 3/4 horse takes out the 1/3 spear NE of Bedford. 5/5 horse kills the 1/3 spear/settler pair losing 2 hp. All are safe behind lines out of reach. 1st division army gets word that Otto has horses again. They pillage where they stand and then backtrack, but wait! Those aren’t connected. He’s traded. A of Cumberland reports all 2 gem sites are disconnected and Iro iron is just E. A mine on a mountain near LSU completes and now Sherman can make a horse in 4, 3s and 2g. MM’ed around a little. Rushing Resace temple for 72g and Augusta for 140g. 30-3
IBT – No Attacks, but more victims line up.
Tecumseh – MDI > Library in 5
Shiloh – Horse > Horse in 5
Resaca – Temple > Cat
Augusta – Temple > Pike in 6
Montgomery – Temple > Cat
Mission Ridge – Pike – Horse in 8

450AD – turn 10
2/10 on CATS! Oh well. 5/5 horse kills a 3/4 Chauqui Scout, a mighty 1.1.2 unit, losing 3 hp. Absurd. Get a retreat on another horse and then a 4/4 horse gets a kill losing 2 hp. 32-3
1st Div radios in to say horses are also spotted near Otto capital.

Summary – Not one promotion or, of course, a leader. 32 kills and 3 loses. Moved a large contingent of workers to core to finish it off a claim some shields, gold. Ottos other horse is nearby and we should alternate back and forth between the two, cutting off capital. Iros iron is Id’ed and when the Otto archer moves your right next to it for the kill. Maybe fortify on it and get your health back. Nah, take a spin to bust a little fog and then back to horses W of current location.

The SAVE


Sherman_450.jpg
 
Got it, and hopefully can play tonight.

Two things I noticed from the save:
(1) We are no longer 1st in land area. Either Carthage or Rome is winning their war. I believe this makes it more important to push the tech pace on our continent. We are still 1st in population.

(2) No tech popped from the G. Lib. on Slinger's turns. However, everybody except the Iro now have Feudalism. It seems my fear that all the AI would chase the now-governmental tech may have been well-founded. Hopefully they will now follow Osman to Mono, and we can get it closely timed with our completion of Engineering. I think that once Mono comes in, we need to go all-out on Chivalry and get back on the offensive.
 
Hey Gingerbread Man. One problem might be that you would be coming up every 2 days or so to play. This group has been moving pretty fast and some rounds have been completed in a single day. It sounds like the pace would be too intense, but if you wanted to give it a go, then that would be ok. My only request would be to tell us if you needed a skip. I leave it up to you on whether you would want to play at this intensity.



Remember - Don't put the 4th unit into armies as we will need to be able to ship them across the sea!

I have made this bold because it is fairly important for this varient and easy to do. Otherwise, we will have idle armies and Sherman will be nashing his teeth. We can add the 4th unit after the crossing.

I have been fighting the flu and haven't had as much time to post, but I do agree with the general plan. Getting chivalry will also be big because we will be able to have speed 3 armies!

[Edit: I would also be interested in how armies heal now. It seemed fast to me. Try resting an army and recording how many hp it heals. For example, rest the yellow lined one and see how many it heals in enemy territory]
 
I think we need to up the rate also. We can get eng in 8-10 turns and then chivalry is even cheaper. Again, they won't have horses then so no worries. Need some prebuilds going very soon for both Leo's and KofT. Will look for to 5 turns next round. Those took 8 hours.
 
I'm torn on building either Knights Templar or Leonardo's, because it would mean tying up our two largest shield producers (Tecumseh and LSU) for about 20 turns each.

On each wonder:
Knights Templar - Easy to build, as we would simply swap LSU to the Palace once Monotheism comes in. We'd have to push it to get Engineering + Chivalry in 15 turns, but certainly is doable. It is also no big deal to put 400 shields into the wonder rather than 300. Pro to building the wonder are, (1) Better us than them, although these units in a trickle aren't that scary, (2) Very nice units to top off armies comprised of move-1 units. Con is that instead of the wonder, LSU could build 8-10 other units.

I'd lean building this one, as we'll certainly get more than 8-10 Crusaders out of the wonder before it expires, and before Chivalry we don't have that pressing a need for offensive units.

Leonardo's - This one is trickier. We will want to build it, but do we want to do this right away? Horse --> Knight upgrades cost 120 gold, so at our current income level we could upgrade 2 every 3 turns. With Leo's, we could do 1+ every turn. The cost to get Invention immediately after Chivalry would be about 10 turns income. So we would have to delay our offensive by 10 turns, and forego upgrading about 7 horses. We would regain those upgrades in another 10 turns post-Leo. At 600 shields, we would also forego 3-4 knights that the wonder city could build in the time post-Chivalry. We essentially only need the wonder for the Horse --> Knight upgrade, as the Knight --> Cavalry upgrade is only 30 gold even without Leo's, and I can't see a mass upgrade of pikes to muskets in our future. We'll have ~20 horses to upgrade, so we'd save ~1200 gold with it. If we can research Invention in 10-12 turns, we would lose 1000-1200 gold relative to lone scientist. We also have an opportunity cost of ~10 turns delay on our initial attack + whatever units the wonder city could have built. But we do have the additional benefit of other half-cost upgrades, and the better us than them factor. Can you see why I say this is tricky?

The final decision won't come up on my turns, but what I can do if Monotheism comes in is to switch Tecumseh to the Sistine Chapel (intended for Knights Templar) and LSU to the Palace (intended for Leonardo's). Things shouldn't get so far along that it would be painful to switch over to other projects.
 
Get a 10 shield city and switch now to palace. Then sistines when mono comes in. It should still make the intended goal. Also as soon as we cut horses and iron the civs will be sending archer, spear brigades due to arrive in about 15 turns. Thats how many turns I figure it takes them to slog over. I don't think we will need the increased military production. I was even feeling ready to get some more libraries during my turns. I was 32-3 with only 1-2 actual attacks on cities. Once eng comes in that will improve and getting some roads out in front of Bedford will help too. I weeded that one. You can use the Army to run interference.
 
Nice job barbslinger :goodjob:

With two armies in the lands of the Ottomans & Iroquois their production is toast.


I would also be interested in how armies heal now. It seemed fast to me. Try resting an army and recording how many hp it heals. For example, rest the yellow lined one and see how many it heals in enemy territory]

Armies heal much faster (in a barracks city). I'm playing a solo c3c now and my cav army healed in (I think) 1 turn in a barracks. :D
The only reason I'm not positive is that I wasn't expecting so quick a heal. Perhaps it was two turns. At any rate, it was much faster than PTW.

I hope they patch the FP in c3c back to the way it is in PTW, there is a lot to like about c3c.
 
1st Div - I would run a CCW loop around the capital disconnecting. 4-5 turns. Then check on horses in Bursa. If still unconnected and no worker I would head east to bust fog and possibly get to gems in NE corner in mountains. Use him to continually disconnect capital and horses.

Army of Cumberland - Get iron. If Otto archer stays put on Iron, fortify to heal and then kill him. After disconnecting Iron I would run up to Inca Cuzco to disconnect.

3Pike army (not named yet) - Run interference and use as last kill on redlined units. You can take out two of them at a time. It can also be used to put cats under to get 2 groups of shots prior to them arriving at Bedford. Possibly get Bedford roaded.

Hopefully we'll pop another army soon that can pillage Aztec / American/ Iro to soften them up prior to conquest. Speaking of which, we may want to get a load of settler/pikes going and re dot map the Aztec area in preparation for Palace in Georgia. Then we can just raze most cities and put cities in a better pattern, especially Atlanta. FP in LSU and we are set.

I neglected the roading in Bedford but there was quite a bit of activity there and I got workers back to core to beef up shield output. I might think about getting some more javs to front lines for slaves.

Workers need to finish off mountain mines so we have better MM opportunities in core to waste less shields. My turns took 8 hours due to running calcs to reduce waste. The city by the mountains, Montgomery?, can kick some a$$ with the city next to it if the mountains all have mines.

I have some extra taxpayers going in Paducah I think. I was slowing growth to get 2 extra gold. You'll see the gold corruption works out better that way. Once we get the 1.10 patch to fix FP we can grow it rather quickly.

All in all, the AI is not really threatening us yet and that looks to diminish even more after we pillage. Once Knights kick in, "All your lands are mine", and we should be able to quickly take Aztecs, America and Iro in a rout.
 
@Greebly - If you still have the Dutch start in Amsterdam I would like to try it. I was perusing the starts and it said it would be the toughest so I want to give it a go.
 
GR2 - 550 AD

450 AD (0)
Swap tiles so Tecumseh Library completes in 4 instead of 5. LSU swapped to MDI, need 3rd MP and at 20 spt, this is a wasteful place to build horses. Missionary Ridge swapped to Temple, lots of good tiles to pull in. Jonesboro switched to catapult, city doesn't really gain anything from Temple. Georgia swaps from Temple to pike. Lancaster swapped from Temple to Courthouse, I think reduction in corruption will yield happy face anyway. Shiloh switched from horse to pike, I'll need a couple for the city I plan to found with the active settler. Swap a few tiles around and put a couple of citizens back to work. Swap Lincoln to settler, as we could always use one of these. Upgrade two non-elite swords on front line to MDI. Hit American horse twice with cats and kill with elite Jav. [1(1)-0] {Format [wins(elite)-losses]}

General plan is to turn on research on turn 5, by which time our two biggest cities will have built libraries. Hope Monotheism comes out of the Great Library. I would like to found a city, and will go on the offensive if I can score another army. Per discussions on the board, I agree that the best strategy for building Leonardo's is to start a pre-build early on my turns in a medium-shield city. Once we have Mono and Engineering, LSU can be switched to a placeholder for the Knights Templar. Ideally, the pre-build city should be capable of 15 shields a turn, as Leo's starts to drop dramatically in value for every turn after Chivalry it is built. I believe the primary utility of Leo's to us is the Horse-Knight upgrade, so we need it very quickly after Chivalry. I choose Bull Run for the Leo's pre-build.

I do disagree with something posted on the board, and will not be anxious to attack anything that is not defense 1 with the pike army.

Start moving settler towards the front.

All that was just the pre-turn.

IT - Lots of troop movement, including a couple of AC.

460 AD (1)
Won't bother listing most city builds. Bomb Iro archer with 2 cat shots, kill with horse. All units left hiding under pike army. Army of Cumberland fortified on mountain, starts with 6 hp. [2(1)-0]

Take the opportunity to christen the unknown army. :)

Handy_Small.JPG



IT - Ottos threaten BedFor, otherwise lots of running around.

470 AD (2)
Bull Run: Pike --> Palace. Will need 3rd MP and some tile swapping to be most effective, should be able to get to that by the end of my turn. Throw a bunch of rocks. Elite Sword defeats Aztec archer. Elite Jav does likewise, and generates a slave. Elite Horse def. reg Otto horse, again, then kill AC. Vet Horse and Vet MDI also kill horses. Handymen kill injured Inca(?) horse. [9(6)-0]. Army of Cumberland now has 9 hp, will start moving again on next turn.
@Greebley - To answer your question, it appears armies heal 3 hp per turn in enemy territory. This gain was consistent throughout my turn.

IT - Screwed up and unnecessarily lost two pikes outside of BedFor. :mad: [9(6)-2]

480 AD (3)
American settler/spear pair are wandering around on the west coast. Kill Otto archer with elite Horse. Upgrade 3 swords to MDI. Army of the Cumberland is surrounded, and has to stay on the mountain. Rush Pike in BedFor. Couple of boats wandering around the SW. We have enough units down there to cover it. [10(7)-2]

IT - Nothin'

490 AD (4)
Bomb and kill Otto Archer with elite Horse. Bomb and enslave Aztec spear. Rename Horse that has already produced a leader, so as to select it last when the need arises. Make that two horses. Bomb and kill American archer with Vet Horse. Bomb and kill American spear with elite Jav, capture two slaves. Enslave Chasqui with Army. [15(10)-2]

IT - Boats keep moving, want to get a couple of MDI down to the iron to capture slaves.

500 AD (5)
Bomb down Iro sword pair, kill with MDI and elite Horse. Start northern army back towards Istanbul (with slave in tow). We have 404 gold, research to 70%, Engineering in 8 at -32 gpt. [17(11)-2]

IT - Nothin'

510 AD (6)
Three victories, two slaves. Getting stack set up to found new city. Take a fresh look at MM. Finally got the Iro iron. Engineering due in 7 at -30 gpt. [20(12)-2]

IT - Two AC threaten BedFor. Have units from 5 nations near BedFor. ;)

520 AD (7)
Scratch two AC, two archers. Kill AC in Otto-land with Jav army and generate a slave. [25(13)-2]

IT - Ottos approach BedFor with another AC.
 
530 AD (8)
Gong American archer and kill with elite Jav. Bomb and kill American spear with MDI. Kill AC, Otto horse, Iro Sword around BedFor. Dinky successfully circumnavigates the continent. Heh, when you sentry a slave, he raises his shovel to a combat position. Chicago has Iron, and is defended by a regular pike. [30(14)-2]

IT - Abe has horses! The Handy Men will have to do something about that.

540 AD (9)
Kill two Iro swords, getting my first promotion on 33 victories this round. Also win with an elite Jav. Found Little Roundtop SW of Georgia. Good spot after Engineering, a bit vulnerable now. It does force Chicago into our settlement pattern. Initial garrison is a grab-bag: 1 MDI, 1 Pike, 1 Cat, 1 Jav. Walls are ordered, and will be chop assisted. There is a second Pike defending three slaves. A fresh settler is present in Lancaster. Dinky is disbanded. :( [33(15)-2]

IT - Two American horses run past our front-lines. Sound strategy. Still going to get killed, but at least that's showing a little thought.

550 AD (10)
Ping-pong bombardments, and then this happens ... (whoops, no pic :blush: ) The leader forms another army :D
Greebley_Small.JPG


( :mad: THAT'S THE WRONG WAR! :mad: )

The Boys will be left empty in Augusta.

Then I promote an MDI and capture two more Ottoman slaves. Kill American horse with another elite Horse. Javelin the other horse. Pillage a little more, and that's it.

Final Tally: 37 wins - 2 losses. And the losses wouldn't have happened if I hadn't moved the Handymen before finishing combat around BedFor. I do not believe there are any active AC.

Engineering is due in 3, we have 252 gold and we are running break-even. There are two slaves fortified in the forest in Ottoman territory. I think they have to be disbanded, as they slow the army down too much. We have enough loose MDI to fill the Boys and go on a killing spree.

As always, the AI were completely useless for technology.

P.S. Apologies to our other team member. If I had gotten another leader, I certainly would have formed Barb's Slingers. :) :lol: :)

Sherman in 550 AD
 
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