Gr4 - AW Demigod, Standard Continents

550 AD (0) - Fire a couple taxmen to get faster growth. Less money now, but we make it up in the end, and there is always the chance of grabbing an uncorrupted commerce.

IT - Lose the galley at sea.

560 AD (1) - Kill the Mayan landing, a horse promote to elite. I think I'll try to prep Greece invasion.

590 AD (4) - Apparently, the AI bought contact, as suddenly we can talk to the Hittites, Inca, and Romans. Declare on them all. We should shoot up pretty far in techs, as Inca and Rome had Navigation as well.

IT -
Gr4_600AD_techs.jpg


600 AD (5) - We have saltpeter. The one and only source of saltpeter I can find outside of our territory is owned by the Incans. I counted five on our continent.

Had 8-10 elite wins without a leader, so maybe the next player will get it. Carefully monitor progress on Metallurgy, as settlers and workers completing drops it down a turn after the scientists are fired, so more taxmen have to be switched over. Only three turns left on it, then Military Tradition, so we should have cavalry really soon.

There are some caravels up near Greece (weird seeing them Orange, but I guess that is what happens with Hittites and Persians in a game and no Dutch or English), and a few units by TwixtSeas. We still have 3000+ gold, so we can upgrade some spearmen to musketmen for the invasion. Our military is fairly small, but if the AI continue to land at the one spot an invasion should be manageable. Just not with one musketman. I didn't do as much towards the invasion as I wanted, oh well.
 
Sorry for the sparse report. They are working us hard at work.

Preturn: Switch to taxmen to scientists since they get the tech earlier and are 3 instead of 2 per turn.

Early: Our second Elite victory gives us a leader (will be Knight Army).

Mid: Land in Greek Lands.

Late: Continue to gather troops in Greece. Kill 2 hopolites.

Notes: Landing were all near Twixt the Seas. Nothing we couldn't handle even without the Armies help.
 
got it, tomorrow
 
You were able to get Metallurgy down another turn? Wow. I got it from 10 to 7 (or was it 11 to 8) switching taxmen to scientists, and figured it would go no further.
 
save

Pre-Turn
as usual need to reassign tiles due to shield emphasis

IT get landings by 8 units
Greek send 4 units to try and reinforce Corinth

1. 760AD
leaderfishing is not sucessful but we clear all 8 units without a loss and promote new Cav to elite
feel we better take Corinth now, attack and kill 7 units inside and we take town
take out a Greek galley but lose a caravel

IT wow, maybe it was a mistake to keep Corinth, a lot of unit approach

2. 770AD
better luck this time as leader fishing while killing 5 landings creates and army

IT there are a zillion units approaching Corinth, now way we can hold it for now, but we survive IT at least and didn't lose army

3. 780AD
kliing 3 untis at home and abandon Corinth

4 790AD
reduce science to 0%, still get physics in 1 due to all the scientists

IT magnetism is next in 7

5 .800AD
army filled with 2 cavs on the way to Greek Island
assign more scientists and magnetism is in 6
take out 4 units covering a settler in greek land

6.810BC
magnetism now in 4 :)
3 leader fishes don't give us a leader

7. 820AD
rest units in greek land, Cav army arrived

8. 830BC
defeat another settler combo in greek land
defeat 3 units in homeland, no leader

IT since Cav army approached Mycynea, now the Greek send a lot of units there. we shoud exploit that later with more armies

9. 840AD
cav army Mycenea get reinforced by 2 Cav's knight army stack with arty advances to Sparta

IT Greek units rush into Mycynea
Magnetism is in, next ToG

10.850AD
adjust some scientists and ToG in 5


as for Greece, there are simply too many units, we might want to send over more muskets or once we have rifles. establish a beachhead
and burn their units with a defensive army?
I split the 2 armies so that AI gets confused as to where to send their units
gr4850.jpg
 
Nice. :D It may be easier to just raze cities in Greece for now and resettle later. As the city count drops Alex has less free unit support and things get easier as we go. A few muskets on a hill with walls is a good way to make the AI burn thru their offensive units, but you want to make sure you can withstand the assaut. Enough Attack 4's versus even muskets on a hill with walls will eventually kill the muskets.

Probably the best bet for now is to raze and resettle later. We are going to need some more artillery for the rest of this game. A few cannon and a cav army can steamroll even rifles. The cannon will create nice leader chanches in Greece with cav versus wounded hops. :goodjob:
 
IBT: bizarre, bazillion Greek units mill about, then an archer takes a shot at our Cav army, taking off three hp. Not sure what the plan is up in Greece. May attempt to sneak around to the north now that all units are in the south.

860: Kill hittite AC at Twixt. Upgrade some cats to cannon.

IBT: Maya completes Smiths

870: Move Cav army under cover of knight army to attack sparta next turn.

IBT: Mayans land next to Twixt. Inca get Shakes.

880: reg cavalry tries to promote (who produced that? Ah, horsies on a hill gets a late rax), wins but is still regular. Elite Knight nearby wins, generating MGL – Mil Academy in his future. Coming up next turn in Jag Den.

Join several native workers. Raze Sparta as brilliant Alex has only 3 of his 30 odd hoplites in the vicinity in the actual city.

IBT: Another archer takes a shot at our army. Mil Academy completes in Jag Den. Pentagon in 3 in Fields.

We get ToG, Steam in 11.

890:zzz

IBT: 4 Hittite AC’s and a Mayan Knight land at Twixt.

900: Vet Musket and Reg Cav promote on invasion, Elite Horse dies.

IBT: Pentagon completes.Inca LB lands.

910:get another elite musket from invasion. Take a turn at zero sci for upgrade funding – we still get Steam in 13 just from specialists! Unit costs down to 9 per turn from worker joins. Argus is razed.

IBT: 2 Hittite MDIs land.

920: Another elite musket. Elite muskets heading up to Greece. Several artillery upgraded, and caravels to galleons. Horse armies to greece to pick up a musket and cover cav/knight armies.

IBT: Mayans drop off a rifle by Twixt :eek:

930: Rifle eats cannonballs. LB yields another leader from horsie. Makes army.

IBT: Another rifle, LB land.

940: Single cav in army gets promotion on LB.

IBT: Same old at Twixt.

950: Horse Army with musket headed to disconnect Greek horses. Rest of army headed to raze Athens.

The Galleon with trebs is bringing them home for upgrades. Next player can add musket to second horse army, or Cav if preferred.

The bombard damage near Twixt is my :smoke:
 
I want to remind everyone that we may not want to put forth units in armies until we invade the second continent. Otherwise they will be stuck on the land mass until Transports.
yes, the Greek land is too irrelevant to let our armies rest there until we eventually get transports. we might want to have a 4 Cav army for homeland defense maybe, but leave the rest at 3 units.
 
I only created one 4-unit army - I put a musket in a horse army to use it as cover for the Greek invasion. The other horse army is there, but I waited to add a unit to let the next player decide what to use it for. I expect we'll have more armies than we know what to do with, so I wouldn't worry too much about our obsolete horse armies getting stuck in Greece. Having a cover army allows our cav armies to raze cities and then heal while in enemy territory without fear of attack.
 
I agree horse armies or sword armies can be 4 units. I definitely want to keep Cav armies 3 or fewer units as well as all (or at least most) of the knight armies.

Defense 3 armies can do well on the other continent. Less than that and they are not as useful.
 
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