GR27 - AWE Archipelago vs 30 civs

Nice progress ! :goodjob:

I will need a skip as I won't have time to play in the evenings this week and the coming weekend I will be home just a few hours. The weekend 12th/13th September I will not be home at all, so I will be able to play after the 13th September again only. Sorry.
 
ok, got it then
 
And I'll be ready this time to pick it up when you are done. :D
 
I won't finish that fast though at this scale :mischief:
 
Pre-Turn
we need another lux, all the clowns...

IT oh my, why didn't I disable the enemy animation, this is downright painful

1. 1772AD
defeat some random landings
capture Bad Tibiria with Leo's. We surely can't hold it but won't need upgrades so desperately anyway, raze it
most importantly though, we gain 1422 gold :)
found a replacement

defeat some Persian units and get a leader/army

open city access to lure our Sumers, increase science since we got the cash

IT I of course did not expect them to drop so many units right next to our city...
Japan won't move out yet again

2. 1774AD
clear some random landings but a knight and sipahi are unable to deal with a mighty archer
defeat around 15 units next to our Japanese city

kill 3 rifles and take Hamadan for 1300gold, this enables access to Marad, that is razed for 1473gold
abandon Hamadan, found 2 replacements

spot the Hittites that we still don't know
they have around 15+ cities and don't even have literature

form a spices colony

3. 1776AD
defeat again around 15 enemy units to keep the japanese city free of pressure, but keep access open
so we can continue to plunder the enemies

many armies need to heal so we can't really attack Sumer
attack Niagara Falls but it does have more than 6 units inside

IT Sumer are pretty close to our city, however Byzantines block them with dropped units
if I leave a unit alone, Sumer and all the rest will be blocked automatically
India drops quite a number of units in former Germany, this might be tight
as the access is blocked Persia attacks the spice colony

finally 2 factories are ready and we get to produce some military again

4. 1778AD
clear 6 Indian units in German land
abandon the spice colony

raze Isin for 1511gold and Kish for 1536gold
take out 10 units and decide to block our city as we would get pillaged by a LB

meet Russia on the Hittite island, both have gems, might be worth attacking them sooner or later
use almost every unit I have and manage to raze Niagara Falls

5. 1780AD
take out a few units near our town and get another leader/army
raze Der for 1572gold, approach Ur
raze Persian Gordium, they only have muskets for defense

6. 1782AD
defeat some units at the front and manage to take out Ur for yet another 1500gold

IT we get replaceable parts thanks to all the money much earlier
corporation next in 4

7. 1784AD
take Erech for 1616gold and raze Kisurra for 1653gold + Kua for 1695gold
abandon Erech
found the necessary replacements, we're running out of space

capture Salamanca, will try and keep the city as Iro's have only another 2 cities left

IT our unit production is getting faster again with more factories done

8. 1786AD
take Tonawanda, Iro ave only 1 city left
raze Akshak for 1729g, get a colony this time that is safe as we can block it

IT Salamanca gets attacked but holds

9. 1788AD
take Lagash for 1770gold
clear a few units at the front and get a leader/army
found a new city on top of the spices

IT more factories finish, production is getting better
Byzantines finish the US

10. 1790AD
need to close the access to our front city as there are too many units around
raze Zambalam for 1819 gold, start to attack Sumer

take St. Regis and the Iro's are destroyed :)

Hoover will be ready in 8 turns, this will boost our production a lot as we got no coal plants yet

we could rush a harbor and then some galleons to get to the Island cities of the Sumer
we are getting corporation next turn and can decide whether we would like espionage next

Settlers and heaps of workers are next to our capital. We found the Byz land near Hittites and Russia. We still have to clear a few Sumer cities, but there is also Persia and Maya on that big continent

our new established spice city that let us fire so many clowns
gr271790.jpg
 
Monarchy
70% Tax
10% Science
20% Luxury

18664 gold, +224 gpt

The Corporation in 1 turn.


City Builds
  1. We have 193 cities.
  2. Sipahi [24] (Istanbul, Edrine, Yozgat, Bursa, Tirnova, Tonawanda, Iznik, Uskudar, Izmit, Aydin, Konya, Silistria, South Reading, Bideer, Kafa, Sledge, Anakara, Salonika, Mugla. Bolu, Reading, Zonguldak, Karabuk and Gallipoli)
  3. Aqueduct [51] (Ice Cream Man, New York, Ply Coast, Shanghai Noon, New Antalya, House of Suns, Resugram, Boston, Lissons fer yer Menkey, Orhan, New Kafa, Little Dreamer, Pill Hill, Midtown, Redemption Ark, Wine Shine, Much Corn, Enishte, Frank's House of Ham, Spinelli, Avignon, Frankfurt, Shevket, Friendly, More Silks, Besancon, Gloucester, Munich, New Uskudar, Southern Beacon, Rouen, Resilience, Bubbaville, New Bursa, Better Than Liverpool, Cheshire, New Izmit, Bulcis, Woodsy Grove, Rusguniae, Rusuccuru, Summer City, Horse Thief, Cordoba, Giger, Shekure, Not Constantinople, Ani, Little Toyko, New Konya and Goliath)
  4. Harbor [7] (Spicer, Chartres, New Zonguldak, Stavanger, Horse Shoe, New Denizli and New Sinop)
  5. Factory [8] (Antalya, Leeds, Birmingham, Kirklareli, Not Reading, Sivas, Tokat and Van)
  6. Courthouse [3] (Hareid, Vadso and Cankiri)
  7. Infantry [4] (New Japanese Spoiler, Bingol, Iskenderun and Hammer)
  8. Hoover Dam [1] (Denizli)
The rest are building boats, cannons and workers/settlers.

Military
  • 019 Settlers
  • 116 Workers
  • 199 Slaves
  • 021 Archer
  • 014 Spear
  • 027 Swords
  • 042 Pike
  • 001 Longbow
  • 012 Musket
  • 033 Knight
  • 0024 Rifleman
  • 001 Catapult
  • 016 Catapult (captured)
  • 037 Cannon
  • 009 Cannon (captured)
  • 010 Frigate
  • 029 Galleons
  • 033 Armies
  • 113 Sipahi
  • 046 Maces
  • 039 Trebuchet
  • 004 Trebuchtt (captured)
  • Cost
    • Current Units: 595
    • Allowed Units: 568
    • Support Costs: 027 gpt

  • The Living
    1. Compared to Aztecs we are Strong.
    2. Compared to Celts we are Strong.
    3. Compared to Egypt we are Strong.
    4. Compared to Persia we are Strong.
    5. Compared to Arabia we are Strong.
    6. Compared to Babylon we are Strong.
    7. Compared to Byzantines we are Strong.
    8. Compared to Inca we are Strong.
    9. Compared to India we are Average .
    10. Compared to India we are Strong.
    11. Compared to Maya we are Strong.
    12. Compared to Japan we are Strong.
    13. Compared to Sumeria we are Average.
    14. Compared to Russia we are Strong.
    15. Compared to Hittites we are Strong.
    16. Compared to Netherlands we are Strong.
  • The Dead
    1. America
    2. Carthage
    3. England
    4. France
    5. Germany
    6. Iroquois
    7. Scandanavia

Resoureces Connected to Istanbul
04 Rubber
04 Coal
07 Saltpeter
06 Iron
04 Horeses

Luxuries Connected to Istanbul
15 Wines
01 Spices
17 Silks

City Count
  • Ottomans: 193
  • Aztecs: 12
  • Celts: 17
  • Egypt: 19
  • Persia: 11
  • Arabia: 16
  • Babylon: 21
  • Byzantines: 25
  • Inca: 21
  • Rome: 14
  • India: 46
  • Maya: 25
  • Japan: 1
  • Sumeria: 6
  • Russia: ??
  • Hitties: 15
  • Netherlands: 12

Plans
Old Japan has a lot of Incense, but none on the coast that are easy to defend like Spicer.

We learn The corporation this IBT, will start on Refining (Oil) and then Steel.

No fast enemy units around New Japanese Spoiler.

Sumeria has 6 cities; two are visible. They might also be on the Marsh island East of Spicer.

Japan has one city, Yokohama (12) which we have left alone as we have focused on Sumeria.

Cannot figure out how our Spices are connected to Istanbul. Spicer does not have a harbor and Sumerian units sit on all the roads that lead into New Japanese Spoiler.

New Sinop, in Germany, will complete the Harbor this IBT, so we can rail starting next turn.

Bunches of slaves near the capital and a lot of grassland to rail and water. Fourteen settlers are parked nearby, also.

Upgrade Cannons to Artillery?



New Japanese Spoiler
1790_NewJapaneseSpoilerArea.jpg


As I understand it, the Blue tile is the one that we open up (empty) to entice Sumeria to hang around in the area.

Shouldn't we also pillage the Green tile to prevent too easy an access to Blue Tile?
 
The game engine doesn't cut your lux unless the route is pillaged, thus we get spices anyway. You could rush a harbor though to be safe.
There is no need to pillage that tile as they got hardly any fast units...it was easy to manage so far really
 
Tremendous. :goodjob: I didn't think the Sumerians would collapse so quickly. Luring the garrisons out of their cities obviously worked well.

Istanbul is building a Sipahi rather than an army, which can't be what you intended. In fact, with this much gold we can start rushing armies.

CB, we open up the tile directly south of NJS. We've built a fortification on your blue tile, so we don't want the Sumerians installing themselves there.

Go ahead and upgrade cannon if you think it will really help your operations, but don't do it automatically just to do it. The only upgrade we treat that way in these games is knight --> cav.
 
CB, we open up the tile directly south of NJS. We've built a fortification on your blue tile, so we don't want the Sumerians installing themselves there.
Directly south; got it.
 
Preflight, 1790 AD
Wake 42 workers near the capital; start railing the farms. Wake 47 slaves, too. Find a few other stacks of sleeping workers/slaves; they all get a task.
[IBT]
We win four against Sumeria (4 of 4).
Arabs shell Munich again.
Sumer unloads units near Spicer.
India unloads near New Sinop.

We learn The Corporation, start on Refining (Oil), 10 turns at 10%.

Antalya factory -> vSipahi in 4.
New Sinop harbor -> wealth.
Birmingham factory -> vSipahi in 7.
Not Reading factory -> vSipahi in 5.
Sivas factory -> vSipahi in 5.


1 1792 AD

Around the Empire
Two War Elephants, an Ancient Cavlary and a Mace are on the mountain 1N of New Sinop (Old Germany). At Spicer we face (Sumer) 3 Rifles, Mace and Longbow; (Rome) 2 Knights, 3 Mace and a Warrior.

We put five defenders into New Sinop to get the Indians onto flat land.

We open the door at New Japanese Spoiler.
We pillage the road 1S-1SE of New Japanese Spoiler.
Upgrade 4 cannon in New Japanese Spolier to artillery for 480 of 18898 gold.

Increase science to 80%, Refining in 6, -459 gpt, 18408 gold.

Istanbul Sipahi in 1 -> Army in 7.
[IBT]
We win 1 and lose 3 at New Sinop (5 of 8), but India lands new troops.

Persia bothers us; we ignore them.

New Antayla aqueduct -> settler in 30.
Leeds factory -> Sipahi in 7.
Kirklareli factory -> Sipahi in 7.

2 1794 AD

Around the Empire
India landed 10 more units at New Sinop; 2 War Elephants, 3 Ancient Calvary and 4 Cavalry among them.

Upgrade 2 cannon to Artillery at NJS for 240 of 17952 gold.

*SipahiOneTS39* and Orhan, who forms the Army TS39 at NJS; 11 Sumerians die. We lose none; 6 elite victories (16 of 19).
We close the door to NJS.

As Sumer 8 Rifles die defending the city (24 of 27). At least one still remains, along with two cannon and 2 Longbow.

At Spicer we step on 2 Rifles and 2 Cav of Sumer (28 of 31).
We then pound on the 6 Roman units, saving the Warrior for last (34 of 37).

In Old Germany, we empty out New Sinop and abandon the city. Our Army pillages the roads near the Indian units.

On the south mainland we found Sinop II.
[IBT]
We lost a worker in Old Germany.

Orhan aqueduct -> artillery in 80.
Hareid courthouse -> artillery in 27.
Pollution at Mulga, on a hill.

3 1796 AD

Around the Empire
4 Cav are at the gates of Horse Shoe (Old Germany) with 2 WE and 2 ACs on the border one tile away.

Four Rifles defy us at Sumer, but Conscripts are no match for the Veterans they replaced (38 of 41).
Sumer is ours, along with 1854 gold and Newton's University. Since Newton's only affects one city, and we would have to build science back into Sumer, 1 shield per turn, we raze the city instead. We gain 4 cannon and 3 slaves. And we remain inside Sumerian borders.

At Spicer, 4 more Sumers bit the dust, with another Cav in that mix (42 of 45).

We upgrade 2 more cannons to artillery at NJS, 240 of 19098 gold.

We open the gate at NJS.

We ship chain 3 Sipahi and 1 Infantry to Old Germany.
We clobber the four Cavalry outside Horse Shoe (46 of 49), so maybe the ship wasn't needed.
We have five defenders in Horse Shoe vs. 4 attackers.

Cycle through the cities, looking for geeks. Last turn, adding one geek dropped research down from 6 to 5 turns, so I'm looking closely for more geeks.

Bingol rInfantry -> barracks in 2, with a vInfantry queued up after it.
[IBT]
In Old Germany we win 2 of 7 against India (44 of 52).

4 1798 AD

Around the Empire
India landed 3 WE and 1 Cav next to New Zonguldak in Old Germany. New Zonguldak is undefended due to earlier invasions. Two wounded AC are 1NE of Horse Shoe. The Arabs landed 2 Ansar Warriors and 2 Cav in Old America. Thirteen Rilfes and a Longbow are on the NJS gate.

Our Army kills two War Elephants, but a Knight from New Denizli falls to the third (46 of 55). We have no more defenders for New Zonguldak, so the city is abandonded.

We kill one of the wounded ACs outside of Horse Shoe (47 of 56).

Zonguldak II is built near Cuvier on the mainland.

In Old America, we dispatch all four invaders (51 of 60), with one Elite victory but no promotion.

At NJS we gain *SipahiTwoTS39* and Murad I, who forms the Army TS39.2
We also get *SipahiThreeTS39* and Suleyman I, who forms the Army TS39.3.

We then close the gate, taking down 14 Sumerian units and losing one of our own (65 of 75), with 8 Elite victories giving 2 promotions.

We move our four armies out of Sumer territory to heal faster, leaving one to explore/pillage. We find Agade.

At Spicer we bury 2 Rifles and 2 Cav of Sumer (69 of 79). Roman and Byzantine units are around, but we ignore them for now.

We find a Sumerian Oil Colony and ginsu the Rifle garrison (70 of 80). We pillage the rails, the roads and the fortress, and perhaps even the Oil, for it disappears.

Rush a Galleon in Tronheim for 80 of 18388 gold and a Frigate in Copenhagen for 32 of 18308 gold.
[IBT]
We lose a slave in Old America (expected).
We lose the Army, which was wounded, to an Indian Cavalry (70 of 81).

Incas are whiney; we are ticked (I am ticked at losing an Army!) so we ignore them.

Resilience aqueduct -> artillery in 80.
Bingol barracks -> vInfantry in 4.

5 1800 AD

Around the Empire
At Horse Shoe we have 4 defenders; rInf, eMace* and 2 Sipahi, one healthy and the 3/5. To the S is a 3/4 Cav; to the SE a 4/5 WE. India did not land any more units that we can see. We can land 4 units this turn; 3 Sipahi and vInfantry. We will ship 8 units to Old America this turn, but only 4 will arrive in Old Germany.
Around St. Regis (Old Iroquois), Byzantines landed a Rifle and Cav on the hill SW of the city.
At Spicer, Sumer drops off two more Rifles and two more Cavs. Byzantines have seven Cavs now and Rome 5 Maces and a Knight. All roads into Spicer are blocked right now.
The rails to NJS make it too easy for Sumeria to send units back to reinforce the cities. We are going to pillage some roads that connect to the rails and place an Army on the rails. The idea is to force Sumer to burn movement points on roads.

At Horse Shoe, both Sipahi attacks succeed, slicing and dicing the Indian Cavarly and the redlined AC, but the Elite does not promote on the AC victory (72 of 83).
Both Sipahi head to New Denizli.
Three Sipahi and 1 vInfantry are ship-chained to Old Germany, 1E of Horse Shoe.

In Old Iroquis, we wake an Army in Tonawanda and bury the two Byzantines (74 of 85).

We trample on a small stack of 3 Roman Maces at Spicer, to open up a pathway for the cannons and slaves from Sumer.

We have an Army inside Sumer territory and we accidently collide with a Sumer Cav (really, it was a miskey) with tragic results for the Cav (75 of 86).
With this Army will pillage the Game tile SE of NJS.

Our Armies outside Sumer borders heal.

At NJS, we redline the 8 units 1S-1SE of the city (4 Mace, 3 Rifles and 1 Pike).
We upgrade 8 cannons to artillery in NJS for 960 of 17800 gold. And one trebuchet to artillery for 150 of 16840 gold.
All eight units are destroyed, with 4 Elite victories, but the only promotion is Vet to Elite (83 of 94).
The gate at NJS is open.
3SE of NJS are 166 Sumerian units, mostly Rifles.

Indian Frigates abound near Zouchis; 7 of them. We move our catapults and trebuchets into Zouchis and ping all of them. The unused are parked near the capital.

PinkPanther10 and Frog07 to Frog10. We have 30 Galleons; ten each of Frogs, Clouseaues and PinkPanthers. This is to make loading and ship-chaining easier.

We load 4 Sipahis into Frog10 in Trondheim, which sails towards Boston, but is one MP short. Frog08 sails out of Boston, the Sipahi change ships and arrive in Boston, move to Philadelphia and load into PinkPanther09, which arrived in Philly this turn. We send Frog09 towards Vadso (not on auto-move), since Vadso to Little Dreamer is 5MPs.

We have 6 Sipahi and 1 rInf that complete this IBT.

In Hammer, I queue up a barracks to follow the rInfantry build, and then add an Infantry build after the barracks.

Build Are We Maxed Out? in Old France, a city I did not expect to complete.

We park our rock-throwers and ditch-digggers near Besancon.

Back at Spicer, an Army takes out a Sumer Rifle and two Cavs (Cavs were the main target) while a vSipahi tries to promote to Elite but only stifles the redlined Rifle (87 of 98).

With our workers we start to road all mountains inside our borders on the mainland. Some outside our borders, but most inside.

We try to found Rubber Ducky near a Rubber tile on the mainland, but fail (Too Many Cities).
[IBT]
And the save is attached.
 
Only five turns played.

1800 AD Horse Shoe Area
Spoiler :

1800_HorseShoeArea.jpg



This was the most nerve wracking area as India dropped off a bunch of units into a long and lightly defended area. Two cities were abandoned to avoid capture and we lost a yellowed Army. The situation has stablizied and we now have two Infantry on the ground. We have 4 Sipahi ready to ship over here next turn; currently they are loaded in Philadelphia. The northern boats are a Galleon and Frigate. We can ship-chain from Philadelphia this turn, but we have no boat to send back to Philly if we do.

And it just now occurs to me that ship-chaining might be prohibited. I didn't think to check.


1800 AD New Japanese Spoiler
Spoiler :

1800_NewJapaneseSpoilerArea.jpg



This went much better than last time. We lost only a unit or two up here and suffered no attacks by Sumeria. Upgrading cannons to artillery helped, too; longer ranch and bigger punch to deal with all the Rifles. We have 17 arties in NJS. We got all three MGLs from here.

I pillaged the Game tile to keep Sumerian units out of their two remaining cities on this land mass. With an Army on the only rail line, any movement from their cities to NJS will now need to use 6 road MPs to get back on the railroad. This will make NJS gate more effective, since some units appeared to end their move on the rail 3SE of NJS.

Our Armies are still healing and will need a turn of travel to reach the next city. The longer we can keep their Rifles focused on NJS the better.


1800 AD Spicer Area
Spoiler :

1800_SpicerArea.jpg



Sumer has consistently dropped off two Cavs and 2 Rifles to the NW of our Armies. And we have killed them. The Cannons and slaves from the city of Sumer are now parked here.

To the SE of Spicer we will find the rest of the Sumerian cities. We can see two large cities (Agade and Umma, both size 12) to the NE and then we see Persian cities to the NE of them.

We will need to invade the land east of Spicer to finish off Sumeria.

Random Stuff
Old France is railed and watered where we need it. Same with our mainland, though I did find one marsh to drain. We have workers in place to road the mountains inside our borders. Slaves are parked north of the capital. Our Settlers and unused trebuchets are there, too.

Our only artillery are in New Japanese Spoiler.

Hammer is set to build a barracks after the rInfantry completes this IBT, with a vInfantry to follow the barracks. Only city that has future build orders in place.

Haven't sent any units to Old Iroquois. They are pretty stable and somewhat ignored. We have 4 slaves to improve their lands. Tonawanda has a harbor, so we can build rails here.

Thought about setting a continent wide rally point on the mainland. I like to gather all the new builds together before I allocate them. It would be a slight timesaver; little more.

16990 gold, -488 gpt, 80% science, 20% luxury, Refining (Oil) in 2.

Military:
  • 028 Settlers
  • 114 Workers
  • 199 Slaves
  • 021 Archer
  • 014 Spear
  • 027 Swords
  • 042 Pike
  • 001 Longbow
  • 012 Musket
  • 028 Knight
  • 002 Rifleman
  • 003 Infantry
  • 001 Catapult
  • 015 Catapult (captured)
  • 021 Cannon
  • 012 Cannon (captured)
  • 016 Artillery
  • 001 Artillery (Captured)
  • 013 Frigate
  • 030 Galleons
  • 035 Armies
  • 137 Sipahi
  • 045 Maces
  • 039 Trebuchet
  • 004 Trebuchtt (captured)
  • Cost
    • Current Units: 629
    • Allowed Units: 572
    • Support Costs: 057 gpt

  • The Living
    1. Compared to Aztecs we are Strong.
    2. Compared to Celts we are Strong.
    3. Compared to Egypt we are Strong.
    4. Compared to Persia we are Strong.
    5. Compared to Arabia we are Strong.
    6. Compared to Babylon we are Strong.
    7. Compared to Byzantines we are Strong.
    8. Compared to Inca we are Strong.
    9. Compared to India we are Average .
    10. Compared to India we are Strong.
    11. Compared to Maya we are Strong.
    12. Compared to Japan we are Strong.
    13. Compared to Sumeria we are Strong (Up from Average).
    14. Compared to Hittites we are Strong.
    15. Compared to Netherlands we are Strong.



Resoureces Connected to Istanbul
04 Rubber
04 Coal
07 Saltpeter
06 Iron
04 Horeses

Luxuries Connected to Istanbul
15 Wines
01 Spices
17 Silks

City Count
  • Ottomans: 194
  • Aztecs: 12
  • Celts: 17
  • Egypt: 19
  • Persia: 11
  • Arabia: 16
  • Babylon: 21
  • Byzantines: 25
  • Inca: 21
  • Rome: 14
  • India: 46
  • Maya: 25
  • Japan: 1
  • Sumeria: 5
  • Russia: 16
  • Hitties: 15
  • Netherlands: 12
 
Clearly you've got the hang of blocking and unblocking a city. :goodjob:

And it just now occurs to me that ship-chaining might be prohibited. I didn't think to check.

Basically we avoid ship-chaining in Greebley's games. But I don't think a little bit done by accident, in a way that hardly effects the outcome of the game, is a big deal. We're no better off than if you'd abandoned the German island completely and re-founded all its cities on our continent.

If we have 115 slaves neatly arranged around our capital :lol:, it means we're supporting too many native workers. We should merge at least as many native workers (57) as it would take to reduce our unit costs to zero. Our core is full of towns that need at least two more pop points.

BTW, our airfields are clearly going to go in the tundra north of our core. So we might as well use our idle labour force to road and rail those tiles now.
 
I think I am going to change policy on ship chaining and fully allow it. I have found that planning it out and all adds an element of strategy that I kind of like and have been using myself from time to time.

:dance: [party] :band: :high5: :cheers:


;)
 
lurker's comment: As a suggestion: Invest in upgrading the captured catapults, trebuchets and cannons to artillery, disband the obsolete supported bombardment units to rush builds. The native worker disbandment is sound policy with so many slaves around. Looks like this one is well in hand.
 
Preturn:
On the worker issue, I don't like stopping workers until every coastal square has a rail. This allows Artillery to get anywhere it needs. I do take the workers that were fortified and put them to work on the tundra for eventual rails.

Hire a bunch of Civil engineers to get Aquaducts faster. The towns can support double the scientists with an aquaduct, and it is a maximum of 20 turns if you hire 2 engineers - so short term loss now for longer turn gain - unless you do it only to remove the science overflow in which case there isn't loss in tech speed. Works best right after getting RP. Also rush a few aquaducts that are close(cheap).

We have 4 armies guarding 3 towns. They need to move on. I rush some Frigates as the waters are looking dangerous (some are farther away as few nearby towns have harbors - I think the distance to the island with the armies is about the same). There are some Galleons already back in port. Will bring a turns worth of infantry and Sapahis.

I feel we need espionage for the world map if nothing else, Switch a town to a prebuild of the Intel agency. Set a few towns to infantry - I would like to take some to that island so I can free up all 4 Armies.

Kill 4 Cavs with the army that isn't healing near our Spice

IBT: Lots of bomardment and some landings. The worst bombardment is against our Armies defending the spice.

1802 AD: Get a leader attacking near New Japanese Spoiler.
Kill landings near Towanda, and New Denizli. Capture Agade, it had JSB. Decide to not keep so sell improvements and abandon - replace elsewhere. Capture Umma which shows Mausoleum so I capture. Behind that is Smiths which we do want. I have an Army in the city so I can't let it get attacked this turn. I do some road cutting. Note that a speed 3 unit cannot attack the city.

GR27_AD1802.jpg


Lose a Sapahi fighting a Cavalry. Also upgraded more Cannon so I can bombard those huge stacks.

IBT: Interestingly, the Mayans show up with the most units near Umma. They are clearly on this island as well - behind Persia or something.
Landings on the old American island near little Dreamer.

1804 AD: Clear landings. Attack Bactra (Persian) and Raze it. We clear out the first wave of Cavalry. Also landed on island with Sumeria.

IBT: Opening the gap to New Japanese Spoiler pulled some civs toward that while some still targetted Umma

1806 AD Raze Yokohama and eliminate the Japanese

1808 AD: Raze Persian town (forgot to check name before razing). Got a Leader for another Army.

1810 AD: Another Persian town gone. A second leader for another Army. Attack Persepolis.

1812 AD: 4 Armies finally leaving the island they were stuck on. A built army arrives at Jap Spoiler.
Raze Persepolis. Lose 3 Sapahi this round including one to a 1 hp Rifle.

IBT: We get the Intell Agency.

1814 AD: Settle a free town. Raze two more Persian towns (one was Samaria, the other was 'Why can't I remember to write down the name of these stupid towns before I raze them?')
We still own Umma. There are too many Sumarians still, but I have been making them run in circles by blocking them when they get too close.

IBT: Sumeria sends the evil Portuguese after us with an alliance. We hadn't met them yet.

1816 AD: We finally are able to build cities not completely blocked off. I cut roads to build several behind a barrier. 5 cities built. Razed another Persian town. We have armies next to all 3 Persian cities and the continent either ends or has a choke. We will own the whole of the area after we deal some more with the Sumerian units - stack sizes are finally small enough.

IBT Mayan speed one units appear to be heading back home. Persia too.

1818 AD: Well thats annoying - we lost 12 hp taking out a Musket in a Persian city. The only good part is that we had 13 hp so the Army lives. Raze Ghulaman, Sardis, and Arebela and we have destroyed the Glorious Persians. We finally raze a city on the Sumerian Continent - Kutha.
Raze Dariush Kabir our first Mayan town

Theres a definite choke and I think we will be able to move our front line to it next turn.

1820 AD: Raze Bomabakasomething, and Lazapa which are both Mayan.
We finally land our 4 Armies that were stuck on an island in Byz territory.

Notes:
My turn notes were not the best. I would forget to write things down. I blame this on the cold I am struggling with.

Many of our science towns are too small. This is due in part to the lack of Lux that didn't allow us bigger cities. We built a town on the incense when we went past Japanese Spoiler, so now have 4 I therefore MM'ed the cities for food. We take a short term hit in science, but will be able to surpass our science by tanks. Note though that we are at 3 turns for Steel, but I think we could MM down to 1 turn because we are just a little short. I would do that next turn.

BTW, I noticed Russia has Gems and is close. It would likely help us if we could get an assault started on that continent during the next turn.

I tried stealing a world map at the end and had the worst luck ever. I finally succeeded on the very last attempt to steal from the Netherlands. Every other one failed - most on planting the spy, the rest on trying to steal world maps. Wait several turns before attempting to spy again. It cost us a good bit of cash as well but at least we got something.

Next player will likely make good progress agains the Mayans.

Be very careful on the Sumerian island. If you stand on the coast you can get bombarded by lots of boats. If the top army has 7 or less hp, then Cav will attack until you lose the whole force - Sumeria doesnt have many Cav but the civ south of it does. I came close to losing an Army trying to get over there - In fact we may even lose our full health army I just landed if bombardment is heavy enough - it is hard to get the Armies away from the coast since they have to land there the first turn. If we do lose it, then we should only drop off new Armies when the other Armies are near full health and can cover it rather than attacking. Actually it just occurred to me that the best idea is to rush another Galleon in Spicer and drop off 2 armies at once.

Cav will definitely attack 7 hp Armies. Nearly lost an army due to this. Fortunately, it was only a single cav that could get up to it.


Some pictures of our new towns and the new front line.

GR27_AD1820a.jpg


GR27_AD1820b.jpg
 
I should mention that one thing I was really unsure about was the landing on the Sumerian island. If I had thought of the idea of two boats to land two armies at once I would have waited, but I didn't think of it in time. I think we will get bombarded, but the question is how much and I don't know the answer. The first one to land survived, it was 9 hp I think, but there could be more boats? or less...

If the army is killed, then land armies in pairs after rushing a galley.

I also think the 'four armies' are on a small island and may be able to go after the Gems next. Just looking at the save right now I noticed the Galleons near the Byz island do NOT have their Frigates protecting them. Move the Frigates to defend them before hitting enter.
 
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