GR27 - AWE Archipelago vs 30 civs

1854 (1): I believe this is the first time I've ever played ten rounds in one SG. A long game and a short roster will do that. :lol:

Good precise MM of our cities for production. :goodjob:

We overrun fourteen Celtic units on the approach to Nineveh (14-0).

We abandon Arab Folly and found Instant Party near Nineveh.

We trample another ten Celtic units, finally clearing the way to Nineveh (24-0).

We storm and briefly hold Nineveh, held by just two musketmen and three spearmen (29-0).

We crush two Inca units as we position a settler for next turn's attack on Nippur (31-0).

We pick off another two Inca units (33-0).

We found Legal Matter to replace Nineveh.

We offer the Incas the chance to make a lot of 4-10 attacks versus inf in Instant Party, but they aren't interested.


1856 (2): We mop up four Indian units landed next to Frankfurt and four Byz cav landed next to Burnaby (41-0).

We abandon Patient Merit and found Out In The Street near Nippur.

We take Nippur, held by two musketmen, a pikeman, and a spearman (45-0).

We clear two Inca units off our rail lines (47-0).

We abandon Nippur and found I Don't Mind, moving us closer to Eridu.

We take Eridu, held by two musketmen, a pikeman, and two spearmen (52-0).

We abandon Eridu and found The Good's Gone, moving us within range of Akkad.

We take Akkad, held by three musketmen and a spearman (56-0).

We harrow a Babylonian spearman (57-0).

We abandon Akkad and found La La La Lies, bringing us within range of Eulbar.

We take Eulbar, held by three musketmen and a longbowman (61-0).

We abandon Eulbar and found Much Too Much, bringing us within range of Shuruppak.

We take Shuruppak, held by three musketmen, though we lose a Sip (64-1).

We take Sippar, held by three musketmen and a spearman (68-1).

We storm Tabriz, held by six musketmen, eight spearmen, four Bowmen, and six longbowmen, and eliminate the "Glorious Babylonians" (92-1). Ninety-five Babylonian units that we can see come off the map.

We get started against the Celts by taking Burdigala, held by three musketmen, three knights, and six Gallics (104-1).

We grind up eight Inca units in Zululand (112-1).

We bullyrag thirty enemy units, mostly Celtic, on the active continent (142-1).

We abandon eight towns on the active continent and replace them elsewhere.

We rush transports and a destroyer in newly founded towns on the southern tip of the Iroquois island, as the quickest way of getting the armies marooned in Zululand moving again.


1858 (3): We round up four Indian units landed next to Frankfurt (146-1).

We clear two Inca units off our rail lines (148-1).

We abandon Burdigala and found the tactical town of I Can’t Reach You.

We take Cataractonium, held by three musketmen (151-1).

We take Gergovia, held by three musketmen and a cav (155-1). We gain our first Leader/army of the round, on our thirty-second elite victory.

We abandon Gergovia and found the TT of Call me Lightning.

We take Agedincum, held by three musketmen (158-1).

We abandon Agedincum and Cataractonium and found the tactical towns of Magic Bus and Someone’s Coming.

We take Lapurdum, held by three musketmen (161-1).

We sweep six Celtic units off our rail lines (167-1).

We take Eboracum, held by thee musketmen (170-1).

We abandon Eboracum and found the TT of Doctor, Doctor.

We seize Lugdunum, held by three musketmen, a pikeman, an MDI, and an LB (176-1).

We abandon Lugdunum and found the TT of Bucket T.

We storm the Celtic capital of Entremont, held by just four musketmen and an MDI (181-1).

We capture Richborough, held by three musketmen (184-1).

We abandon Entremont and found the TT of Pictures of Lily.

We rend a Celtic MDI on the approach to Alesia (185-1).

We take Alesia, held by three musketman and a maceman (189-1).

We shatter seven Celtic units on the approach to Augustodurum (196-1).

We seize Augustodurum, held by three musketmen, two knights, and a maceman (202-1).

We abandon Alesia and found the TT of City In The Sky.

We storm Camulodunum, held by three musketmen, a pikeman, and a maceman, and sink at least one ship in port. We lose a Sipahi (208-2).

We abandon Camulodunum and found the TT of Heinz Baked Beans.

We seize Verulamium, held by three musketmen (211-2). This completes our conquest of the Celtic core, although they still have two distant cities, one on an island.

We finish off the last four Inca units in Zululand (215-2).

We account for a final four Celtic units, and also six Inca units (225-2).

We abandon eleven cities on the active continent and replace them elsewhere.

One Inca cav makes a rogue attack (226-2).

MassProd --> MoTrans, due in six turns.


1860 (4): We clear three Celtic units off our rail lines, gaining our second Leader/army of the round (229-2)

We abandon Heinz Baked Beans and found the TT of Whiskey Man.

We get started against the Byzantines by seizing Sardica, held by three riflemen (232-2).

We abandon Sardica and found the TT of Heat Wave.

We capture Chalcedon, held by three riflemen (235-2).

We consider a detour to take Inca Atico, but spying reveals it to have a garrison of forty.

We abandon Chalcedon and found the TT of Cobwebs and Strange.

We take Heraclea, held by three riflemen and a cav (239-2).

We abandon Verulamium and found the TT of Don’t Look Away.

We storm Dyrrachium, held by three riflemen (242-2).

Taking a break from the Byzantine campaign, we annex the Mongol capital of Karakorum, held by just three musketmen and a spearman (246-2).

We abandon Dyrrachium and found the TT of See My Way.

We seize Adrianople, held by three riflemen and a cav, but lose a Sip (250-3).

We abandon Adrianople and Karakorum and found the tactical towns of A Quick One and While He’s Away.

We capture the Byz capital of Constantinople, held by six riflemen, and sink a galleon in port (257-3). We’ll build a wall of fortifications around Constantinople and hold it, for the sake of Magellan.

We take Nicomedia, held by three riflemen, and sink at least one galleon in port (261-3).

We storm Caesarea, held by three riflemen and a cav (265-3).

We seize Naissus, held by three riflemen, and sink at least one ship in port (269-3).

We annex Varna, held by three riflemen and a cav (273-3).

We capture Nicaea, held by four riflemen and a cav (278-3).

We abandon Nicaea and found the TT of Happy Jack.

We acquire Trebizond, held by three riflemen (281-3).

We detour to Inca Tambococcha because its borders are blocking our rail lines (garrison of three riflemen; one Sip lost; 284-4).

We abandon Trebizond and found the TT of Deviated, leading to Septum.

We grab Septum, held by three riflemen, and sink at least one ship in port (288-4).

We scourge ten Inca units, Leader-fishing until we get our third Leader/army of the round (298-4).

We storm Smyrna, held by five riflemen (303-4). This completes our conquest of the Byzantine core, though they still have nine scattered cities, four on islands.

We get started against Mongol Kazan, winkling out a musketman (304-4).

We round off our position by taking Andahuaylas from the Incas (garrison of three riflemen; 307-4).

We pistol a Byz cav (308-4).

We account for two Byz longbowmen landed on the Iroquois island (310-4).

We abandon fifteen cities on the active continent and replace them elsewhere.

Sixty-four elite victories this round produced only three Great Leaders.
 
The next player should be able to clear the active continent of enemy cities during his round, and it won’t take us much longer to capture the remaining island cities of the civs in question. Our only remaining challenge is to establish ourselves on the Egyptian/Indian continent. We should make the crossing from the extreme east of the active continent (the former Arabian peninsula) to the area of Hieraconpolis; at eight tiles, this is a one-turn trip for transports now that we have Magellan. The next player can begin moving ships from the Nunnery/Moment crossing to the new one as soon as he feels he can spare them, but rushing a new transport fleet in cities founded on the Arabian peninsula will be quicker. We can wall off the peninsula with infantry in fortifications to prevent any interference from roaming enemy units.

We have combat settlers positioned near the enemy cities of Chuquiapo, Ica, Atico, and Amorium. There are forty units in Atico and fourteen in Chuquiapo, so the next player might want to check the garrisons again before making those attacks.

We have three Sip armies operating in Mongolia, which should be able to make reasonable progress even though the lack of roads is a problem.

We have two rushed transports available to move three armies off the former Zulu island, so some shuttling back and forth will be necessary, but two armies are aboard ship now and should be able to land on the nearby Byzantine island next turn.

We should keep Constantinople for Magellan. The next player can abandon Naissus, Nicomedia, and Varna next turn.

The AI hasn’t been landing on our home continent, the former Sumerian/Mayan continent, or France, so I haven’t left many reserves in those places. If any problems arise we can just run our ship chains backward.

I’ve kept CB’s rally point SW of Istanbul, since it’s quite useful.
 
Before:

GR27-1854AD.jpg


After:

GR27-1860ADi.jpg


Farewell:

GR27-1856AD.jpg


The front now:

GR27-1860ADii.jpg
 
Excellent progress NP.

ThERat,
How are things going? Will you be able to play this? How about the next game?

I am contemplating simply buying civ III again, but if we lose both markh and ThERat, I don't see the series continuing, and rebuying would be pointless.
 
I hope you didn't have to conduct a fruitless search of all your DVD boxes for your Civ disk.

I follow your logic about unnecessary expenditure...but how are we even going to finish this game if you can't play, with Mark and Rat already MIA? With still about 190 cities to take, it would a be a lot of work for just CB and me; and I hate the idea that so distinguished a series--the whole Handy/Greebley/Rat sequence, really--should peter out with an unfinished game.

You're right that it's hard at the moment to see where the players might come from for the next game, but A) Rat and Mark aren't necessarily gone for good, and B) Sir Bugsy mentioned a couple of pages back that he might be looking for a game.
 
I'm willing to play it out to the last AI city, regardless of the number of players. My first training day game (Nero04: Skipping some levels? It's training day) way back when, the trainer forgot to tell us he was leaving for a spell, but HawkChieftain and I finished the game anyway.
 
sorry guys for my recent absenteism...it's just that I have simply NO time to play during the week. Even weekends are tight.

I still like to play but my turnarounds would be far less speedy than they used to be. However, I am still up for one SG at a time.

Btw, markh is up isn't he? I wouldn't be able to play before the weekend I guess
 
Good to hear from you again.

Mark, if I recall his last post correctly, is in skip-me-until-I-check-in mode, so we can't expect anything from him at the moment.

I'd suggest you play on the weekend, then, unless CB decides to take the save.

[The rest of this is @CB, cross-posted with Rat.]

I applaud your commitment, and we'll finish this eventually even it it's just the two of us playing; but I hope it doesn't come to that.

You're certainly under no obligation to take the game now, given that you played the second-last round. But if you happen to feel like it, that would be great, with the other three members of the team out of action for one reason or another.
 
so, if you guys are fine with it, I will get some turns played, as many as I can squeeze in until this Sunday evening.
 
Guys, if you get in a bind and need a hand to finish this, I will pitch in.

Greebley did you get my PM on the disk?
 
Thanks; it would be great to have you back on the team, if things work out that way. :thumbsup:
 
Well I finally found it while cleaning. The case was almost entirely behind the bookcase. Not sure how it got there.

ThERat,
Do you want me to play then? Problem is that I will also not finish before the weekend. What I can do is start playing to try to get it to you by or on Sunday. You then play sunday and the next weekend (sat and sun). 8 is still reasonable amount of time and you can post what you have on Sunday.
 
Greebley, go ahead and play...

I am fine with taking my turns after that
 
Preturn: Well I finally get to play. Things look good

IBT: Lots of settlers finish. One landing near 'The kids are alright'.

1862 AD: Build forward to get closer to the Byzantines. Capture Amorium, Buruun-Urt, Ancyra, and Ereen. Byzantines are no longer on the main continent except for Brusa which is behind the Mongols

Capture Celtic city of Tolosa and the Celts are banished to a tiny tundra island.

For the Mongols we capture and abandon Kazan, Darhan, the latter because it is reachable by the 15 Cavalry

I check and the Celts, Byzantines, and Incans can no longer build Cavalry, but the Incans have 10 left, the Celts have 22, and the Byzantines have 74 somewhere. I am unsure on the Mongols, but I don't think the have Cavalry. Search, find, and kill 20 Celt Cav, and 8 Byz with 15 more Byz Cav Spotted. No Incan ones are seen, but the landing near The kids are alright was 4 Incan cav so they may be mostly at sea.

Build Incan Nemesis to get closer to the Incan cities way to the west. The eastern most settler isn't useful as the way is completely blocked by enemy units. The middle one near Ica should be useful if I have sufficient healthy armies. We can bombard Chuquiapo with artillery and then can capture it. Also capture Corihuayrachina. Build Ica Envoy to get closer to Ica Capture Ica and then Vilcas. Incan Nemesis has too many Incans around it and needs to be abandoned.

We also got a Leader. Saving for Tanks science to 50% for tanks in 4

IBT: Some landings. Tons of Incans near Constantinoble

1864 AD: Capture Incan cities, Vitcos, Chuito, Ollantaytambo, Tiwanaku, Huamanga, and Cuzco.
Lose 2 Sapahi attacking 1 and 2 hp Cavalry stack.
Kill large numbers of mostly Red lined Incans near Constantinoble. A few annoying losses.
Build Atico Advance and attack Atico. Turns out Atico is full of the injured units so we are barely able to take it out.
Science to 30% and tanks still in 3.
Some towns are still undefended so any Cav may mean going back to get them. However, I am pretty sure the Byzantines and Celts don't have anymore except maybe in the Byz town way to the north that can't get to us. Only the 8 Incan Cav and 25 Knight might cause us issues.
I try to plant spies in all civs. We succeed with a few giving us Aztec, Celts, Byzantines, Incan, Rome, Netherlands.

IBT: Knight get Vilcas and Cav get Forward,
Corihuayrachina flips. I think I will rename it when I take it back.

1866 AD: Capture back Vilcas and Cori. Vilcas had a lot of units in it. Must have been a really big stack close by. Capture Vilcambra and Machu Picchu. Attack Juli.
Many armies are healing and I am also needing to deal with enemy units around towns. There are still a lot of units out there. RNG is horrible, losing several Sapahi to 1 hp Rifles and 2 hp MDI and such. Get another 2 Leaders. Science to 20% now
So many areas to protect... hit enter and hope I didn't miss anything.
Capture last Mongols city and The mongols are gone

IBT: Attack at Atico held off with a loss of one Infantry but is surrounded by troops.
One set of four workers wasn't safe and are gone.
Tiwanaka deposes us losing an Infantry.

1868 AD: Take back Tiwanaka.
Capture Arequipa getting a leader in the process. Capture Huanuco Pampa, Juli, and Nasca. Move a unit through the forest to next to Huaras, and also land an Army next to the one Incan Island town. The hope is to knock out the Incans next turn.
Capture last Byzantium town on the big continent (so only the Incan town left on continent).
Get a second Leader.

IBT: Many units attack Atico, but our Infantry hold them off with a loss of 2 Infantry. A lot of elite wins (24 maybe?) but no leader. We get Fission for free. Note that the most advanced civ doesn't have medicine, so I don't start the UN. Note that I switched a lot of builds to tanks in the IBT so we build our first ones.
We are Deposed from Huamanga

1870 AD: Capture Island city of Riobamba. Capture Huaras the town that was protected by forests.
Take back Huamanga and we destroy the Glorious Incans.
Battle at Atico left us with 8 Elite Infantry. Rocketry in 9 for Aluminum.

Oops Accidentally hit enter. I will make pictures of the events that happened in the IBT:

Note that Frankfort is the location of most of the Indian landings but there wasn't one this turn.

Also I hit the IBT with decent MM but it could be improved if the next player wants.

The only thing I did was to clean up the pollution that didn't seem worth a picture for.

1) Landing by Celts.

Gr27_AD1870a.jpg


2) Byzantine Island landing. I would consider abandoning this island when we can get that last army off.

Gr27_AD1870b.jpg


3) Another Byzantine island landing. I would just abandon this town. Note that another army is to the north to help take the two visible islands out. This is the last Byzantine and Celtic cities.

Gr27_AD1870c.jpg


4) Remaining Celt troops on the big island (3 pictures). Its possible there is more I haven't seen as some areas are still dark (I made several outposts to help me).

Gr27_AD1870d.jpg


Gr27_AD1870e.jpg


Gr27_AD1870g.jpg


5) A Byzantine landing in old French Lands. For this I would bring the army on the island to the southeast (look southmost) to help as we haven't offensive troops. The transport can make it in one turn so you don't even need to chain.

Gr27_AD1870f.jpg


6) This picture shows the Army mentioned in 5 on the island to the north. It also shows the 6 waiting Armies for Tanks, many of the Sapahi, the airport we can drop troops to, and the settlers.

Gr27_AD1870h.jpg
 
One thing I forgot to mention. I left accidentally had an army run out of movement in a town that used to be Byzantine, so there is a small flip chance. We look about equal in culture so the flip chance is very small. However, one could abandon the town if they didn't like that.

Note that I purposely put other armies in Incan towns to quell resistance. The Byz town is on the west coast somewhat near the hittites.
 
Roster:
Greebley - Just Played
Northern Pike - (swapped)
markh - skipped (Post #274)
ThERat - Up
Commando Bob - On Deck

We are fully in the slow part of the game. Feel free to take the full week and don't feel obligated to do a certain number of turns. Even 2 or 3 turns is longer than a normal SG with a full 10.

The next few turns though may be faster as we haven't yet gotten to the next island. I started preparing for it, but they boats for it are still getting there. I labeled the boats to lessen confusion.
 
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