GR29 - AWM vs 30 civs, Pangea

1540AD

Deal with beach landings first
Vet cav kills vet sword at Tamuin
Elite cav attacks reg spear. I’ve seen this match-up enough times to know better. Attack anyways and lose the elite cav to the reg spear that goes red. :mad: Vet cav then attacks, wins, and promotes elite

On the Eastern Front, cavalry is on the move southeast from Ellipi.
23. Cav Army attacks Sammara killing 3 muskets. 34. Cav Army kills one and city falls.

Other actions...
10. Knight Army kills 2 Indian cav near Fort Apache
Cav at Fort Gordon dispatch a musketeer and 2 French knights
28. Cav eliminates a German pike and knight near Baby Seal
2 eCav eliminate red German knights that were hit by cannons
5. Immortal Army claims 2 Bab LBs
Cav kills red Mayan musket, then we do it again.
Get rid of red Bab musket at Ellipi

On the Western Front, the enemy has been weaving their way through the mountain passes and it is time to kick them out with extreme prejudice.
Vet cav eliminates red Celt pike at Teayo
21. Army kill 3 Celt knights at Cempoala
33. Cav Army kill 3 Celt knights, an Incan one there
1. and 6. Immortal Armies each bag 2 Celt knights
Immortal Pipsqueaks lay claim to an Incan and Celt knight
8. Immortal Army claims 2 Mongol spears
13. Knight eliminates 3 Mongol swords
18. Mixed Army bags 3 Greek swords
20. Cav takes out 2 Mongol swords, then Greek hoplite and sword
29. Cav takes out Celt pike and Incan knight
Vet cav takes out Greek sword
Vet cav takes out red Incan knight
Vet cav destroys red Celt cav

So that was 31 units, a bit of a cluster but now the enemy has been knocked on their heels and cleaned out of the mountains between Teayo and Cempoala

Back east:
2 French pikes die at Fort Dix at the hands of cavalry
24. Cav takes out 2 Indian cav and a red rifle by Fort Wayne
26. Cav takes out 2 Indian cav near there
English knight and elite MI go down to 30. Cav Army in the area
7. Immortal takes out Mayan musket at Fort McHenry
E*Cav takes out red Mayan musket
Vike spear and archer eliminated
Vet cav kills Mayan musket
31. Cav kills German musket

Time to spend my share of the profits from the Japanese conquest
Rush walls at Fort Apache
Short rush 2 cav and rush 5 for 932 gold
Rush 14 cannon for 666 gold

IBT- Had combat animations off, but we did not appear to lose any units. One cav army slipped on the health bar at Fort Dix, I assume that was a knight suiciding. (248-24)

Two new opponents at New Delhi make their way into view on the Eastern Front, the Iroquois and the Russians. 4 mounted warriors in their regal purple and 42 Russians in their traditional brown uniforms varying from spears to muskets. Also MI and LBs, but no fast movers, yet.

1545AD
Science down from 90% to 50% with electricity in 1.
We have for the moment 100 cav and 101 cannon

At Fort Wayne
eImmortal kills English knight
eCav kills ansar
vCav kills English knight

At Fort Dix, 4 French pikes canonized and eliminated
At Fort Wayne, eCav kills red Indian rifle and MGL 3 Acheamenes comes in this set
Forms 36. Cav Army
Spoiler :
GR-291545Achaemenes.jpg


At Fort McHenry we repeat the feat and Darius appears.
Spoiler :
GR-291545Darius.jpg


2 vCav kill 2 German LB at Samarra
eCav kills red German knight there

The Germans get a taste of blitzkrieg-
12. Knight Army drops a knight at Nuremberg and the city falls.
34. Cav Army strikes down 2 muskets at Bonn and that city is taken
16. Knight and 23. Cav Armies attack muskets and bring down Viking Sippar
Spoiler :
GR-291545Sippar.jpg


14. Knight takes musket out at Heidelburg
19. Cav Army takes out another and Heidelburg falls.

Other random acts of violence include:
8. Immortal takes Celt knight
26. Cav kills Ansar
24. Cav kills French sword
30. Cav kills Indian cav
Vet cav kills Indian cav
Vet cav kill Vike archer and spear
4. Immortal kills Mayan musket at Ellipi
Vet cav kills Mayan MI and promotes elite
Celt settler pair whacked north of Cempoala
Mayan musket dies at hands of 29. Cav Army
Immortal pipsqueaks kill 2 Mongol swords
4 vet cav take out 2 Chinese MI and 2 pikes. One cav promotes
35. Cav dispatches all 4 Iro mounted warriors
15. Knight kills Mayan musket

Sippar and Nuremburg are abandoned
Medieval Egyptian units have appeared on the Eastern Front.

IBT-
Indians bombard Cempoala without effect
Aztec cav takes out musket in mountains
Mayan knight takes out a cav (289-26)

Electricity-> Medicine in 7 @ 90%

1550AD

The Babylon-German Offensive continues, to wit:
32. Cav kills 3 muskets in Eridu and the city falls
2. Immortal Army kills 2 red Mayan knights
10. Knight and unnamed cav army slay 2 Bab muskets at Nippur. The city falls.
31. Cav Army kills 2 Bab muskets at Mari
Do some railing
11. Knight Army kills 2 German muskets at Stuttgart
18. Mixed Army kills musket to take Stuttgart
21. Cav Army kills Bab pike and spear at Nimrud.
Hammurabi is OCC, with a settler who knows where
28. Cav kill 2 German muskets at Larsa
Vet cav kills LB at Larsa and the city falls
36. Cav Army whacks 2 German muskets at Bremen and the city falls
33. Cav kills Mayan musket at Kaminaljuyu
29. Cav takes out a second.
Cav kills red Chinese musket at Fort McHenry.
15. Knight Army takes Mayan pike at Fort Dix

Further north at Fort Ticonderoga, canonize French stack and elite attacks start
Spear, spear, spear, spear, sword, sword, and sword/money! (Cyrus)
Spoiler :
GR-291550Cyrus-1.jpg


Forms 37. Cav Army that goes to Kaminaljuyu and finishes off the last musket. City falls.
Back to French fishing…
Sword, MI/more money! (Achaemenes) 38. Cav Army
Spoiler :
Gr-291550ADAechemenes.jpg


And lastly MI, MI by a vet cause we’re out of elites
4 Mayan pikes redlined and butchered at Ft. Ticonderoga
38. Cav Army goes right back into the lines bagging an Indian cav and 2 French knights in no-mans-land northeast of Fort Wayne
4. and 5. Immortal Armies wax 4 zerks at Hey Nineteen.
Vet cav drops a fifth zerk there, wrapping up the stack.
Vet cav kills red Mayan MI there for good measure.
14. Knight goes red, but kills German musket in the mountains west of Larsa

Progress in the Eastern Front-South
Spoiler :
GR29-1550AD-Advancingsouth.jpg


And again back west-
6. Immortal kills Incan pike, then Celt knight
20. Cav Army takes Celt knight (341-26)
35. Cav Army kills one too.

MM some cities, 8407 in the bank. Medicine in 6 at -151 gpt. And done.

Tiny Tidbits:

In the west at Teayo, 3hp cav with a cannon is vulnerable to Aztec cav 2 tiles nw in the mountains.

In the east, Indian cav southeast of Fort Apache has a couple cities to choose attacking. Have 2 warriors in a couple of them.

Fort Wayne is the focus of most fast movers. It can be attacked next turn by 2 Indian cav and an ansar warrior. But 19 knights are on the horizon for the turn after next.
There are almost certainly more in the fog enroute.

With a Bab settler wandering somewhere, the flip risk remains high in many captured cities. May want to raze and replace.

We only have 3 settlers now, but the Too Many Cities message is in effect. May want to disband some of the tight Abba tunes towns as we continue expansion.

Germany is in anarchy with 8 cities remaining. Many worker stacks are at risk during the IBT along their border. That was necessary to support the rapid advance this turn. Cavalry are very few in the area though. The worker stacks have little real protection, so there may be some losses in the IBT. There are some units next up might choose to move to protect them.

As mentioned before, no cossacks seen yet. Russia is rich, their money may be out of reach for now. Rome and England have 58 cities between them, and their presence is only now being felt.

Bigger Picture
Key Demographics 1500-1550AD
Population 30.683mm-> 41.359mm
GNP 1.37mm-> 1.607mm
Mfg Goods 491 MT -> 711 MT
Land Area 160k Square Mi-> 202.6k Square Mi.

What the future could hold:
The Eastern Front is where most of the civs are. As a result, that area is the more dangerous. and would suggest staying focused there. Keeping things stable in the west is a matter of housecleaning at the right times.

From the looks of things, it may be easiest to finish off Germany first, then go from there. Maya and France are in the vicinity of Germany. China or Arabia appear to be behind eastern India.

Didn't start palace prebuild yet in Pasedena for ToE. When that comes in, I would suggest taking replaceable parts, rather than the usual AT/electronics play. With artillery and infantry, combined with double worker efficiency, well it's not hard to drool over the prospect

Oh yes, and the save:
http://forums.civfanatics.com/attachment.php?attachmentid=260045&stc=1&d=1281060139
 

Attachments

Wow, amazing progress!

Got it, but I will need some time to get my 10 turns in.
 
Played 6 turns so far and might post tonight as I am rather busy at this point in time (YOG and my cousin is coming over for that).

Germany is down to 1 city and we have been able to raze some enemy towns. However, hordes of units are pestering us from all sides. We have to protect the front cities with armies, so that the enemy won't take them back.

We are 4 turns away from sci methods, but the prebuild won't be ready in time, so we might actually get RP by self research before ToE is done.
 
Pre-Turn
MM and medicine goes to 5 turns
there are so many coastal cities without any protection, it's scary

IT the enemy got lots of units and we defeat 2 cavalry, but then lose a stack of workers
protected by an immortal and warrior

1. 1555AD
try and stabilize the highly volatile borders,
defeat 15 units

abandon Kamin and found new city for better borderline
abandon one of the useless ice towns now that we have hit the city limit
defeat more units and use our armies to block the enemy to attack our towns

IT there are so many units, it feels a little like being overrun soon

2. 1560AD
take out 3 units and raze Hamburg
found replacement, capture Berlin and abandon it
found replacement

defeat as many units as I can and gain 1st MGL of my set

IT shoot, German cavalry takes a town that was defended by a warrior only
Russia finishes Newton just one turn before we could have done that

3. 1565AD
take back Larsa, raze Hanover, found replacement
Mayan Izibia goes down and we consolidate the front
take Aztec Tlaxcala

we got to move forward, start to attack Dacca
gain another army just for that reason as well, after 3 rifles, the city is down for 182gold

IT many units crossing our country

4. 1570AD
clear as much as we can and take Buto and raze Uaxtun
gain another leader, the 3rd of my set
raze Bombay with Hanging Gardens

found replacements, manage to raze Calcutta

IT Germans steal 3 slaves with yet another of their cavalries
we get medicine, next sci methods currently in 6
we gte pollution and the Iron works message

5. 1575AD
take Cologne and keep it
in the west, abandon Tlaxcala and raze Malinalco
manage to raze Koenigsberg and a new eastern front is setup in the south
this will free up some more units we desperately need to fight off the many units

while working on the many units, gain the 4th MGL this round

IT the AI blocks each other in the east, yes, there are a lot of units coming at us
dang, we get pollution yet again

6. 1580AD
capture and abandon Munich
always found replacements, even if not mentioned
raze Leipzig and Germany has only 1 city left, capture a German settler pair that I spotted before

defeat again as many units as possible

Sci methods is 5 turns away. I have started to mine some plains as we have maximized growth

The changed front in the northeast

gr291580.jpg
 

Attachments

Monarchy
000% Tax
100% Science
000% Luxury

7423 gold, -224 gpt

Scientific Method in 5 turns.


Summary of City Builds
vCavalry [26]
Settler [56]
Cannon [71]
Walls [9]
vMusket [12]
Barracks [4]
Aqueduct [4]
Wealth [3]
worker (Babylon) [1] (Ellipi)
Courthouse [3]
rMukset [4]
Factory [1] (Sidon)
Worker [3]
rImmortal [2]
Palace [1] (Mr. Peppermint)
Trebuchet [2] (Coyotepec and Herat)
Market [1 Screwtape]


Military
  • 008 Settler
  • 001 Worker
  • 404 slaves
  • 015 Warrior
  • 002 Spear
  • 001 Pikes
  • 020 Muskets
  • 035 Knights
  • 116 Cavalry
  • 000 Catapults
  • 002 Cataputls (captured)
  • 102 Cannon
  • 016 Cannon (captured)
  • 041 Armies
  • 044 Immortals
  • 000 Trebuchets
  • Support:
    • Current Units: 385
    • Allowed Units: 518
    • Support Costs: 000 gpt

Compared to Germany (Republic) we are Strong.
Compared to Maya (Monarchy) we are Strong.
Compared to Iroquois (Republic) we are Strong.
Compared to Inca (Republic) we are Strong.
Compared to Rome (Monarchy) we are Strong.
Compared to Egypt (Democracy) we are Strong.
Compared to Greece (Republic) we are Strong.
Compared to Babylon (Monarchy) we are Strong.
Compared to Aztecs (Anarchy) we are Strong.
Compared to Mongols (Republic) we are Strong.
Compared to Russia (Democracy) we are Strong.
Compared to China (Republic) we are Strong.
Compared to France (Monarchy) we are Strong.
Compared to India (Fascism) we are Strong.
Compared to England (Democracy) we are Strong.
Compared to Scandanavia (Democracy) we are Strong.
Compared to Korea (Monarchy) we are Strong.
Compared to Celts (Democracy) we are Strong.
Compared to Arabia (Republic) we are Strong.
Compared to Sumeria (Anarchy) we are Strong.
Compared to Netherlands (Democracy) we are Strong.

Luxuries
  • 05 Wine
  • 04 Dyes
  • 07 Incense
  • 07 Ivory
  • 02 Silks
  • 08 Gems
Lack Furs and Spices.

Resources
  • 08 Coal
  • 07 Saltpeter
  • 08 Iron
  • 07 Horse

Next City Builds, Generally
  1. Veteran Unit -> same Veteran Unit.
  2. Cannon -> Cannon
  3. Settlers -> settlers

City Counts
  1. 203 Persia (us)
  2. 31 Rome
  3. 27 England
  4. 25 Sumeria
  5. 24 Celts
  6. 20 Arabs
  7. 17 Netherlands
  8. 15 China
  9. 15 France
  10. 15 Russia
  11. 14 India
  12. 14 Iroquois
  13. 14 Mongols
  14. 13 Egypt
  15. 12 Scandanavia
  16. 12 Maya
  17. 10 Aztecs
  18. 09 Inca
  19. 08 Greece
  20. 01 Germany
  21. 01 Korea
  22. 00 Babylon (wandering/sailing settler)

Notes
Chanage Trebuchets to Warriors for cheap MPs in Coyotepec and Herat.

Need to MM the science farms.

Northwest is ugly, we've actually lost ground here. We'll have to fight back through that dense mountain range again. May want to consider a wall out here; it would only take seven armies, but it means abandoning Teayo and Cempoala. We have 8 armies on this side of the world, so it is doable.

In the East we are very porous. Even so, Germany looks ready to be killed. India is the richest civ, with 12,300 in gold.

We need a city on the east side of that central mountain range. But we really need to our front lines straighten out so that is it mostly a straight line up and down one diagonal or two. The Southeast needs to be pushed forward to make this happen. The NW-SE diagonal of Fort McHenry is 9 rows to the east of Ali-Baba's.

Most of our armies are, in the east, protecting cities.

In the West we face Inca, Celts, Aztecs, Greece and Mongols. We see Cavalry and Muskets.

In the east we face India, Rome, England, France, Egypt, Maya, China and Germany. We see some Rifles and Cavalry.

Smith's Trading Company is very popular; eight civs are building it.

The Palace in Mr. Peppermint is a prebuild for Theory of Evolution, which will complete in from 8 to 10 turns. We claim Atomic Theory and Electronices with it?

Our next tech is Replaceable Parts.
 
A block in the west sounds quite reasonable considering the difficult terrain we have there for defense.

This also gives us the chance to send units to the east.

By the way, I have started to fill coastal towns with defenders where enemy units sail around. We can't afford the AI to take our cities and gain there. Also, if you rush more settlers, we can expand and abandon more of those really useless ice towns.
 
The Palace in Mr. Peppermint is a prebuild for Theory of Evolution, which will complete in from 8 to 10 turns. We claim Atomic Theory and Electronices with it?

Our next tech is Replaceable Parts.

Next tech should not be Replaceable parts.

ToE should be ready in 10.
Sci Method will complete in 5.
RP cannot finish in that time difference. Corporation can, it has same cost as Sci Method. But to be done in 5 which will coincide with ToE completing, science needs to be bumped from the current 1410 beakers per turn to 1445 by the time SM comes in, so that's +35. At that point, I'd suggest taking RP and AT as the freebies.
 
A block in the west sounds quite reasonable considering the difficult terrain we have there for defense.

This also gives us the chance to send units to the east.
We don't have many units out west but we'll need some to kill those that sneak by our wall. With all the rails, four or five more Cavalry should be enough and maybe some more cannons, too.
By the way, I have started to fill coastal towns with defenders where enemy units sail around. We can't afford the AI to take our cities and gain there. Also, if you rush more settlers, we can expand and abandon more of those really useless ice towns.
I'll abandon ice towns for better cities starting with coastal ice towns that are not railed, whenever we hit the city limit. I'm not sure how many igloo communities we have, but it will soon be less. :D

Next tech should not be Replaceable parts.

ToE should be ready in 10.
Sci Method will complete in 5.
RP cannot finish in that time difference. Corporation can, it has same cost as Sci Method. But to be done in 5 which will coincide with ToE completing, science needs to be bumped from the current 1410 beakers per turn to 1445 by the time SM comes in, so that's +35. At that point, I'd suggest taking RP and AT as the freebies.
Ah, thanks. I wasn't considering Theory of Evolution in my next tech selection thinking process. :old:

Once we get Replaceble Parts, do we plan to upgrade cannon to artillery? Leonardo's Workshop is ours, in Seoul, to reduce the cost.

I should be able to play this evening; Mrs. CommandoBob is going to friend's for a chick-flick night. (:coffee: [party] :woohoo:)
 
Cannons to artillery and maybe even muskets to infantry sounds good, but India should contribute gold to that cause. Razing more of his cities will facilitate that. :D
 
Calis,
Are you interested in playing another round? It wouldn't matter how many turns you get done, just whatever you can finish in a week.

This is, IMO, the most fun part of these large games when you have the Armies to start taking out several cities a round (though it is also the part with longest turns).
 
My week ends tonight; I'll post what I've gotten done.
 
0 1580 AD
In Prefreneces, turn on Animiate our Manual Moves, Animate our Automatic Moves and Animate Enemy Moves. This is helpful for me.

Cycle through the cities.

Did not see that Pasadena is making 1 turn vMuskets! That is nice.

Ellipi hire a geek so that we produce a Worker (Babylon).
Stop Tula from growing; this worker will be ours, the next one (Aztec).
Coyotepec trebuchet -> rWarrior in 1 (waste 4 shields).
Herat trebuchet -> rWarrior in 1 (waste 3 shields).

Not as much MM to do as I first thought.
[IBT]
We lose 14 slaves. The Army in Cempoala gets shelled 21 times.

1 1585 AD


Around the Empire (west to east)
Four Celts Knights are 1W-1SW of Teayo.
Incan Musket 1NE of Teayo (mountain).
Celt Knightt 1E of Teayo (mountain).
Four more Celt Knights are 1SW of New Istakhr (mountain).
Mongol Spear 1SW of New Isthakhr.
Mongol Spear and 2 Swords 1W of New Isthakhr.
Two Mongol Swords 2NW of New Isthakhr.

Viking AC and Archer 1SW of New Jinjan (undefended).
One Egyptian Mace 1S-1SW of Hadji (undefended).

One Indian Rifle 1N of Fort Apache.
Six Roman units, 3 Pike and 3 Mace, 1N-1NW of Fort Apache.
Indian Rifle 1NW of Fort Wayne.
Mayan Longbow and Musket 1E of Depeche Mode (rather interior).
Iroquois Knight 1E of Super Trouper.
Indian Cavalry 1NW and 1SW of Fort Gordon.
Egyptian Mace and Pike 1NE of Hey Nineteen (rather interior).
Mayan Musket 1NE of Ellipi (hill).
Russian Rifle protects 3 Archers, Longbow and Mace 1NE of Fort Gordon.
Thirteen Frenchies (5 Mace, 4 Musketeers, Pikes and Spears) 1N-1NE of Fort Gordon.
Mayan Mace and Musket 1E of Mamma Mia.
Three Riders and 1 Pike 1N of Fort Dix.
Mayan Pike 1NE and 1E of Fort Dix.
Mayan Pike and Maya 2S of Fort Dix (mountain).
Two Muskets, 2 Mace, Pike and Longbow of Maya 1SE of Satsuma (hill).
Mayan Pike and Mace 2SE of Fort Dix.
Mayan Musket 1N of Fort McHenry.
Four Mayan Muskets 1N of Heidelburg.
Mayan Musket 1NE of Heidelburg.
Egyptian Pike 1SE of Heidelburg (forest).
Mayan Musket 1E of Erlangen.

We have about 40 cannons in Fort Dix.

Move all railed artillery units to the capital and most of the slaves too. We built 5 Cavalry and 2 Muskets, they get parked in the core for a bit while I plan.

Our settlers were already stacked near the capital.

Need to
  1. Rail to Fort McHenry, one hill to go.
  2. Clear out units behind the lines in the west and east.
  3. Set up part of the west wall, pillaging the mountain roads to the north.
  4. Bombard the larger stacks in the west and east, but may not be able to ping everyone.
  5. Attack at good odds; look for MGLs.
  6. Maybe take out a city or two.

Well, first we'll stabilize in the West so that we can attack in the east.

Three elites make short work of the two Viking and lone Egyptian Invaders (3 of 3, 0 of 3e).

Rail to New Istakhr in the west.
Sixth Immortal knocks two Celts Knights off the mountain 1SW of New Istahkhr (5 of 5).

Drat! Just realized the planned wall in the west ran east to west when it should have run southeast to northwest, to take advantage of the natural tile lines. That means abandoning 5 towns, not two. And we've already railed to the north of any line. Plus, that line will be nine tiles long and we have only four moveable Armies in the west that are inside our line. This will have to be built next turn.

Twenty-Fifth (16/17) hacks down 3 of the 4 Celt Knights SWish of Teayo; First Immortal (17/18) stampedes the last one and then moves back to guard some slaveraillers (9 of 9).

Eighth Immortal (11/18) heals in no-mans-land.
Twentieth Cavalry (13/18) heals inside Aztec borders.
Immortal Pipsqueaks (15/18) lose 7HP on Hoplite in Thermoylae, pillages (10 of 10).

Thirtieth (13/17) and This Army (15/17) knock off two vRifles in Lahore (12 of 12). Both are yellowed and a third vRifle is the next defender.

eCav bests someones Knight (13 of 13, 0 of 4e).
The two eCavs in Mamma Mia murderize the Mayan Mace and Musket (15 of 15, 0 of 6e).
eCav scalps Indain eCav outside of Fort Gordon (16 of 16, 0 of 7e).

Rail to Clakuta to connect to Depeche Mode next turn. Wait, had other units that connected it this turn. Rail to Depeche Mode this turn. And then find out Depeche Mode was railed from the Hey Nineteen!
Rail to Fort McHenry.

Fourth Immortal (15/18) doubles taps a Mayan Musket and Longbow from Depeche Mode (18 of 18).
Acheamenus 5th Immortal (17/18) buries Egyptian Pike and Mace from Hey Nineteen (20 of 20).
Twenty-Sixth Cav (16/18) whacks a Pike and 2 Maces of Egypt in the no-mans-land gap between Hey Nineteen and Satsuma (23 of 23).
eImmortal prunes a Chinese Pike at Fort Dix (24 of 24, 0 of 7e).
eCav destroys Indian vCav at Fort Gordon (25 of 25, 0 of 8e).
Three vCavs remove the 3 Riders at Fort Dix (28 of 28).
That Cavalry Army and Some Cavalry Army (15/17) and a vCav rumble over the Russian stack at Fort Gordon (34 of 34).
Some Cavalry (13/17) stomps on a Mayan Musket and Mace outside Satsuma (36 of 36).
That Cavalry Army (16/17) defeats another Mace there (37 of 37).
Eighteenth Mixed, in Satsuma, gets a Pike and Musket and a vCav claims the last Longbow (40 of 40).
37th (16/17) gets rid of two Indian Rifle and protects one cannon and 6 slaves as they move onto a roaded tile in no-mans-land (42 of 42).
vCav overpowers Mayan Musket at Fort McHenry (43 of 43).

We undefend Fort McHenry to draw off about 40 Mayan units from aiming at Fort Dix next turn.

That-There Army does some pillaging before routing a Rifle in New Delhi (44 of 44).

Our cannons are all used up.

Twenty-First (15/19), Sixteenth (16/18), Thiryt-Second (12/18), Twenty-Eighth (12/17) and Thirty-Third (13/17) all heal in place.

Move a settler to the hill 1S-1SW of Satsuma, now relatively free of AI units. Protect with Eighteenth Mixed.


Iron wealth -> cannon in 40.
Tequizquiac vMusket in 8 -> factory in 22 (nets 11 of 22 spt).
[IBT]
Immortal Pipsqueaks fends off one Celt Cavalry but is bested by a second one (45 of 46).

We ignore China.

38th Parallel North courthouse -> factory in 80.

2 1590 AD

Around the Empire
West:
English Pike and Knight dropped off at Atta Boy Girl.
Six Viking units 1SW of New Jinjan: 2AC, 1 Horse, 1 Archer, 1 Spear and 1 Berserk, came by a cruise line.
Celt Pike and Cav 1W of Teayo.
Two Incan Knights 1NW of Teayo.
One Celt Knight 2N of Tula (mountain).
Mongol Spear and 2 Swords 1N-1NE of Tula.
Two Mongol Swords 1W of New Istakhr (mountain).
Lone Mongol Sword 2NW of New Istakhr (mountain).
Two Retreating Celt Knightgs 1NW of New Istakhr (mountain).

East:
Lone Roman Cav 1NE of Banana Coast.
Three Roman Mace and Pikes 1NW of Fort Apache.
34 Roman units 2NW of Fort Apache, all foot soldiers.
Indian Rifle 1N of Fort Apache.
Indian Rifle 1W of Fort Wayne.
Indian Cav 1NE of Fort Wayne.
French Pike 1N of Fort Ticonderoga.
Roman Musket 1E of Fort Ticonderoga.
Iroquois Knight 1SE of Fort Ticonderoga.
Indian Cav 1E of Super Trouper.
Four Musketeers, four Mace, two Pike and 1 Spear 1N of Fort Gordon.
Three more French Mace and three Pikes 1NE of Fort Gordon.
Musketeer and Pike 1N of Fort Gordon.
Mayan Pikes 1NE, 1E and 2SE of Fort Gordon.
Mayan Pike 1N of the vacant Fort McHenry.
Two French Pikes 2S of the vacant Fort McHenry (mountain).
Mayan Pike and Mace 1W of the vacant Fort McHenry (mountain).
Heideleburg has 6 Mayan Muskets on the north sides (3 1NW (hill), 2 1N and 1 1NE) and two Egyptian Pikes to the south (SW and S).
Mayan Mukset 1E of Erlangen.

Bring all the artillery, most mobile Cavalry (non-fortified) and almost all slaves to the capital.

We have eight raiders on our northwest coast and 6 eCavs at full strength.

On our fifth Elite triumph over the Vikings we gain *CavalryOne_1590_AD* and Cyrus. Cyrus forms Pipsqueaks II. (50 of 51, 1 of 13e).
Sixth eCav wins is nothing special (51 of 52, 1 of 14e).
Two wounded eCav rout the English (53 of 54, 1 of 16e).
The raiders are dead.

West:
39th (Our Army last turn) mows down Celt Pike and Cav and Incan Knight before pillageing a forest tile and moving to the NW coastline to start our NW wall (56 of 57).
First Immortal hacks down the other Incan Knight at Teayo, does a little bit of interior pillaging (57 of 58).
Sell the barracks in Teayo.
Abandon Teayo.
Twentieth (17/18) pillages Aztec tile, dogpiles on Aztec Cav, Incan Knight and Incan Cav (60 of 61).
35th Cav barrells through a Incan Knight, Mongol Spear and two Mongol Swords (64 of 65).
Eighth Immortal (16/18) runs down a Mongol Sword on their way back to the front line (65 of 66).
Abandon New Istakhr.
Cempola is undefended but ringed by mountians.

There is a Roman Settler pair to the north of Cempola. Does that mean the sea north of Persepolis is land-locked?

East:
Flood Plains Fever is built near Satsuma.
Coastal View claims 4 flood plain tiles between New Persepolis and New Dariush Kabir.

Fourth Immortal (13/18) and Acheamenus 5th (16/18) clear out four crippled Egyptians (69 of 70).
Eighteenth Mixed (13/18) gets the last Egyptian Mace near Satsuma (70 of 71).

eCav vanquishes Indian Cav at Super Trouper (71 of 72, 1 of 17e).
Send 3 vMuskets to Fort Ticonderoga to help the defending Army.
Four isolated fast movers are moving no more (75 of 76).

Arab Ansar (4.2.3) is visible. Only one of them, but Ansar's, Riders and Cavalry are going to be a deep threat pain. However, most of them will be going solo, so they should be able to pick off behind our lines.

Move two Muskets back into Fort McHenry.

Knock out the Egyptian Pike on the rails at Heidelburg (76 of 77).
Cyrus the Greats 2nd Immortals whack down two Mayan Muskets on the hills 1NW of Heidelburg (78 of 79).
34th gets the leftovers and then goes and protects a settler (79 of 80).
38th bests a lone Indian Rifle at Fort Wayne and then sticks it to two French Maces at Fort Gordon (82 of 83).
37th (13/17) mauls four more French Maces (86 of 87).
Twenty-First decimates a French Mace, a Rider and two healing Chinese Maces (90 of 91).
Fourteenth steps on two Mayan Maces around Fort McHenry (92 of 93).
Bury two Mayan Muskets in the mountains around Ellipi (94 of 95).

Find another healthy eCav in Mamma Mia.
That eCav rides over a Roman pike at Fort Apache (95 of 96, 1 of 18e).
vCav and Twenty-Fourth trounce another Roman Pike and three Maces at Fort Apache (99 of 100, 1 of 18e).
41st (13/17), outside New Something of India, heals.
Thirty-Second (16/18), pulverises three Muskets at Bonampak (11) of Maya before capturing the city.
We sell the barrack, market and courthouse for 55 gold and abandon the city.
We liberated one slave.

Twenty-Eighth and Thirty-Third find Frankfurt, Germany's capital, and fleece a Musket (100 of 101).

Load the promoted eCav* and three vCavs into Pipsqueaks II.
Pipsqueaks II evicts two Egyptian Cavalry near the German border (102 of 103).

Thirtieth and 40th Army (This Army => 40th Army), both at 8/17, refresh next to Lahore.

Combat operations are over, time to rail.
Rail under Twenty-Sixth (13/18) and send it to Persepolis to heal.
Get ready to build roads next turn under 4th and 5th Immortals.
Place slaves to road the flood plains between Satsuma back westward to Hey Nineteen. Irrigate the Flood Plain + Wheat at Satsuma.
Improve around Malacandra (only 40% corrupt without a courthouse).
Improve around Boston and generally eastward.

Perelandra hit size 12, hire two more geeks.
Malacandra: may switch to a courthouse next turn, leave a Cavalry for now; both cost 80 sheilds.
Pee-wee's Playhouse vCav in 4 -> factory in 11.
38th Parallel North factory in 80 -> aqueduct in 15.
Tamuin vMusket in 50 -> worker in 1.
Printemps cannon in 24 -> worker in 1 (wastes 6 shields).
Both Tamuin and Printemps will be abandoned next turn.

In the West the Wall of Armies is beginning to take shape.
In the East we defanged the stacks of their best attackers, Maces, and killed at the Horse based units we could.
[IBT]
Tamuin takes 20 bombardments; drops from size 3 to 1; barracks and market destroyed.
We ignore the Mongols and Babylon.

Wormwood aqueduct -> factory in 27.

3 1595 AD

Around the Empire
Redlined Celt Knight 1E of Hiver (forest).
Incan Musket 2NW of Tula (forest).
Two Celt Knights 1W of Cempoala (mountain).
Mongol Sword 1NW of Cempoala (mountain).

No raiders this turn.

1N of Fort Apache are 1 Legionary, 2 Longbow, 16 Mace, 2 Musket, 12 Pike and 1 Spear (34 total).
1NE of Fort Apache is a Roman Cavalry.
1W of Fort Wayne is wounded English Cavlary.
Indian Rifle 1NW and 2 Indian Cavalry 1NE of Fort Wayne.
French Mace 2NW of Fort Ticonderoga.
Roman Musket 1NE of Fort Ticonderoga.
Ansar 2NW of Fort Gordon.
Three Riders 1NW of Fort Gordon.
Two French Mace and two Pikes 1N of Fort Gordon.
Two French Mace and two Pikes 1NE of Fort Gordon.
French Pike 1SE of Fort Gordon.
Musketeer 1NW of Fort Dix (forest).
1E of Fort Dix are 3 Javelin Thrower, 4 Longbow, 3 Mace, 4 Musket and 6 Pike of Maya (20 total).
French Mace and Pike 1SW of Fort Dix.
2SE of Fort Dix are 4 Javelin Thrower, 4 Longbow, 4 Mace and 4 Pike of Maya (16 total).
Lone Mayan Pike 2NW of Fort McHenry.
Wounded Mayan Pike 2E of Mamma Mia (mountain).
Mayan Longbow and Musket 1SW of Satsuma (hills).
French Pike 1N of Buto.
Mayan Musket 1NW of Heidelburg (hills).
Mayan Musket 1NE of Heidelburg.
Mayan Musket 1SE of Erlangen.
Egyptian Musket 1N-1NE of Ali Baba.
Egyptian War Chariot 1NW of Ali Baba.
Egyptian War Chariot 1NE of New Behistun.
German Longbow 1NE of Corner (hills).

Initial targets are the six fast movers in the East and the two large stacks next to Fort Apache and Fort Dix.
Mamma Mia was left undefended last turn and it has drawn Mayan attention.


In the West we build Mayan Mirage, which traps three more Mayan Muskets inside our borders.

West:
eCav caps the Celt Knight (103 of 104, 1 of 19e).
39th (14/18) hammers a Hoplite and grabs a settler (104 of 105).
Eighth Immortal (14/18) pounds an Incan Pike and moves into the #2 spot in the west wall (105 of 106).
Twenieth Cavalry (14/18) gallops over two Greek Maces and then impales an Incan Musket (108 of 109).
First Immortal (16/18) pillages, moves 1S and fills spot #3.
35th yanks down the Celt Knights and Mongol Sword outside Cempoala (111 of 112).
Cuts down another Mongol Sword in a mountain, too (112 of 113).
Twenty-Fifth Cavalry (15/17) roots out two Mongol Swords hiding in a mountain (114 of 115).
eCav is successful against a wounded Celt Knight in a mountain (115 of 116, 1 of 20e.)
Sixth Immortal (14/18) does some pillaging and then moves into a mountain.
Shift units around in the wall and send 39th Cavalry north into the mountain range to begin pillaging the mountain roads that lead south.

The situation in the west is looking pretty stable, but not stable enough to regain the cities we abandoned.
No artillery was used in the west.

East:
Eight eWins (7 Cav and 1 Immortal) clear out all the Horse units inside our borders (123 of 124, 1 of 28e).

At this point we have 103 cannons to use on the Roman stack of 34 1N of Fort Apache and the Mayan stack of 20 1E of Fort Dix. There are a few other places that are worrisome, but the stacks are the biggest threats.

At Fort Wayne, we ping the Muskets and Pike until a Legionary appears. Twenty-Sixth Cavalry dispatches it and we ping some more, until Maces are the top defenders, and the Twenty-Sixth gets rid of three Roman Maces (127 of 128).
42nd, 43rd and Twenty-Fourth (14/18) pick off 12 more Maces, leaving one last Mace for a vCav (130 of 131).

Sixty-nine cannons left around the capital.

At Fort Dix, we do the same thing.
Thirty-First Cavalry does in two Javelin Throwers and two Maces of Maya and two vCav gets the last Mace and Javelin Thrower (136 of 137).

Twenty six cannons left.

Move to Fort Gordon and pound the Pikes.
Twenty-Ninth suffers 2HP stifling 4 French Maces (140 of 141).

Isolated incidents:
vCav damages and then retreats from Mayan Mace 1SW of Fort Dix (140 of 142).
Lone Indian Rifle at Fort Wayne disappears (141 of 143).
Mayan Musket and Longbow outside Satsuma are magically gone (143 of 145).
vCav becomes King of the Mountain near Mamma Mia, taking the title from a wounded Mayan Pike (144 of 146).
vCav gets a Mayan Pike off of the rails to Fort McHenry and goes Elite (145 of 147).
vCav retreats from French rMace 1N of Buto (145 of 148).
11th Army, in Ali Baba, deals with an Egyptian War Chariot, Egyptian Musket and Mayan Musket (148 of 151).
Pipsqueaks II (11/17) hacks down an Egyptian Cavalry while inside Germany (149 of 152).

At Frankfurt, Thirty-Third Cavalry fries two Muskets and Twenty-Eighth (16/17) fatally shocks a Spear as Frankfurt falls (152 of 155).
We raze the city, gaining 32 gold and 5 slaves.
The Glorious Germans are destroyed.

We let Twenty-Eighth begin the task of protecting those slave back home to safety.

Pipsqueaks II (9/17), now in no-mans-land, wallops the War Chariot at New Behistun (153 of 156).

Thirty-Third does some pillaging and finds Quirigua of Maya.

Twenty-Third, in Buto, gets rid of that French Pike 1N of the city (154 of 157).
34th, in Mayan Mirage, idlely mistreats a Mayan Musket (155 of 158).
The Musketeer 1NW of Fort Dix is more, but our vCav promotes (156 of 159).
Ninth Army batters a Mace and Roman Musket at Fort Ticonderoga (158 of 161).
Two vCavs disarm two Mayan Muskets at Fort Dix; one goes Elite (160 of 163).
41st takes out two rRifles at New Dehli. Now 7/17, fortifies and hopes to be ignore this IBT (162 of 165).
5th Immortal ends the calendars of two Mayan Muskets at Fort Dix (164 of 167).
38th Cavalry cuts down two Indian Cavlary 2NE of Fort wayne (166 of 169).

Thirtieth and Fortieth Armies try to heal inside India.
Thirty-Second (7/18) heals inside Maya.
Twenty-First (11/19), 37th (8/17) heal in place.
Fourteenth Knight (11/18), Eighteenth Mixed (12/18) and Fourth Immortal (9/18) are sent to Persepolis to heal.
Move some wounded units back to Persepolis.

Malacandra vCav -> courthouse in 1.
[IBT]
And the save is attached.
 
In Prefreneces, turn off Animiate our Manual Moves, Animate our Automatic Moves and Animate Enemy Moves.

Only played three turns.

Out West 1595 AD
Spoiler :

1595_NWWall.jpg



The dark blue line is where our west wall should be. Two armies are in place; seven more are needed. We have five here, so we are short by two. However, we have been able to clean out most of the invaders, so we can pillage at our leisure.

Cempoala, Tamuin and Printemps will need to be abandoned to make this wall work. Earlier, Tamuin was our only source of Silks, but now we have several from Old Japan.

The southern end of the wall allows one tile of egress into our interior. That will be a great spot to create MGLs.

Only two main roads run through the mountains. One connects to Cempoala in the west and the other is in the middle of this mountain range. Once those roads are gone we will have plenty of warning of approaching bad news.

The green circle is where the 20 Indian Frigates are.


Fort Dix 1595 AD
Spoiler :

1595_FortDix.jpg


This area is the focus of Mayan attention. Fifty-eight healthy Mayans are looking for glory by sacking Mamma Mia. Fort McHenry has two Muskets and Mamma Mia is undefended, so Mamma Mia should be the target for Maya. We have fortified units around the capital that can be used to strengthen Fort McHenry, if needed.

MGLs
Twenty-eight elite victories gave us one MGL.

Other Stuff

Germany is dead.

We lost the Immortal Pipsqueaks, but were able to form Pipsqueaks II very soon after that.

There are 6 Ansars and an Indian Cavalry across the border from Fort Ticonderoga.

Except for the 4 Mayan Longbows at Fort Dix and two Roman Longbows at Fort Apache, no healthy enemy offensive units are next to our cities. One wounded Mace is 1SE of Fort Dix. But no healthy maces, swords or cavalry. Plenty of wounded Pikes and Muskets, but those should run away on the IBT.

The flood plains between Hey Nineteen and Satsuma have been roaded. They still need rails and irrigation, however.

One slave stack will finish a mine for Wineton this IBT, but the mountain still needs rails.

I forgot our slaves were not IND, so I only sent 8 of them to road and then mine the hills at Malacandra. On the north hill all 8 are roading. On the south hill 6 are roading and 2 are mining.

We have slaves in place to road flood plains around Coastal View, which is between New Persepolis and New Dariush Kabir.

41st Cavalry Army, 1S of New Dehli, is in a potential pickel. It is at 7/17, fortified and has 2 MPs left. I think it will be okay.

Overall, I focused on defense more than offense. We killed those that got past the borders, but did little more than that, except for eliminating Germany.

We have units parked around the capital. Three are able to fight this turn; a healing eCav and two vCavs. I was holding them back for next turn while our yellowed units healed in the barracks.



Sci Methods in 2 turns; -223 gpt, 6849 gold.



Military
  • 006 Settler
  • 003 Worker
  • 395 slaves
  • 017 Warrior
  • 002 Spear
  • 001 Pikes
  • 026 Muskets
  • 035 Knights
  • 132 Cavalry
  • 000 Catapults
  • 002 Cataputls (captured)
  • 105 Cannon
  • 016 Cannon (captured)
  • 041 Armies
  • 040 Immortals
  • 000 Trebuchets
  • Support:
    • Current Units: 408
    • Allowed Units: 520
    • Support Costs: 000 gpt
 
If nobody else is available, I can play a few turns. But I can start no earlier than Sunday evening. So if there is anybody who can play earlier, go ahead.
 
Just to repeat:

Tech Plans
Next tech should not be Replaceable parts.

ToE should be ready in 10.
Sci Method will complete in 5.
RP cannot finish in that time difference. Corporation can, it has same cost as Sci Method. But to be done in 5 which will coincide with ToE completing, science needs to be bumped from the current 1410 beakers per turn to 1445 by the time SM comes in, so that's +35. At that point, I'd suggest taking RP and AT as the freebies.

Upgrades
Cannons to artillery and maybe even muskets to infantry sounds good, but India should contribute gold to that cause. Razing more of his cities will facilitate that. :D

We have two catapults and one trebuchet. Once we get artillery these units will not be needed. (With over 100 artillery we can redline any stack of enemy units we have seen so far and do it from two tiles away. The increased firepower and the improved rate of fire of artillery is just sooo nice!) We can either upgrade these three units to artillery or disband someplace for shields. The two catapults would disband for 10 shields total and the trebuchet for 7 shields.

Slaves
Tula, Ellipi and maybe Seoul are trying to build slaves. We built some native workers so we could build slaves later. While we have plenty of free labor, and I do love exploiting that fact, more is better. Once we get Replaceable Parts, our slaves promote to being normal (non-RP enhanced) IND workers, which will be very nice.
 
Fine work. :goodjob:

I like "scalps"--never thought of that one. :lol:
 
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