GR6 - Persia II - AW Demigod.

I would wait for the Celts mainland for that. Once we go for the Celtic mainland we will definitely want Pentagon.
Depending on where that is we may not need it! We may be able to achieve domination without fighting them. ;)

How do I get stuck with the initial landing turn again? This time I don't even get the option to wait to fix the landing force make up. :(

I got it.
 
Egypt does not look strong. Two cav armies should handle them easily. They don't even have muskets and I have seen no landings from them.

Just remember the attacks will come as soon as you build the city. Before then I doubt the AI will even attack you or pay you any attention. On the plus side we landed on a Lux and can connect it as soon as we have a harbor. This will really help, I was having lux go up to 20% on me.

If you prefer you can just form the two armies and load everyone else back on the galleys. Then just raze all the egyptian cities. I don't think that is necessary though. My guess is that Egypt will be fairly easy to kill.

Oddly the AI that is number one in land is the Ottomans who I have not seen. They must be in a major war.
 
Not worth moving but New Tyre is badly placed. It is four squares from both cities
:confused: thought it is 3 tiles from wine connector? did I make a :smoke: placement?
 
You are right. I did miss that so its not that bad a placement. I guess I would still prefer one closer as I like to be 3 away from the city along the coast (I often don't leave units in cities in the center).

We have armies in the area and will probably want to leave one on the island so it isn't a big deal anyway.
 
http://www.civfanatics.net/uploads9/GR6-1150AD.zip

1050 AD
I make a few build changes. An example is New Bactra. This is an interior city that can claim no new tiles. I change it from library to cannon. The build I am totally baffled what to do is the aqueduct in Tyre. The city is stuck at size six, and can't grow at all. I can't justify an university in a size six city. I finally go with another cavalry wasting a few shields.

I cancel some worker weed. We should not be mining anything in former Arabia. We want specialist, specialist and more specialists.
(IT) We know Magnetism is out there as frigates bombard us.


1060 AD
(IT) This is the demonic IT. We get 3 different landings on the home front, and one in former Arabia.


1070 AD
The first landing is from England with 2 MDI and a knight dead. (3-0)
The second landing is also from England with 1 MDI and 1 spearman dead. (5-0)
The third landing is from the Celts with 1 rifleman, 2 cavalry and 1 longbow dead. (9-0)
The fourth landing is from Mongolia with 2 cavalry and 1 crusader dead. (12-0)
We lost 1 knight trying to deal with the landings. (12-1)
To give you an idea how tight this was I had to scramble a horseman from the north, and was lucky a cavalry was range that was heading to the landing zone. The AI actually came close to a successful landing. I divert 2 cavalry that were planned for the Egyptian continent to reinforce our defense.


New Hamadan is formed in former Arabia.

The Ottomans snuck a city onto former Arabia during that same demonic IT!


1090 AD
The Ottomans have landing in former Arabia. I killed 1 longbow, 2 MDI and 1 pikeman. (16-1)
I killed a stray longbow heading toward Urfa.
(IT) The next tech up is Magnetism. The specialists are starting to have an effect. We can get that in 26 turns at 0% science. The tech still takes eleven turns with 40% science. We still need more scientists.


1110 AD
I kill 1 pikeman, 1 spearman, some boats and auto-razed Urfa. (18-1)
(IT) One of our iron sources went away.
I missed a 1 crusader landing from 1090 AD, but fortunately it committed suicide. (19-1)
The military academy is completed.
We get a palace expansion.

This is another landing overland turn. However, this turn is ALL in Arabia!


1120 AD
Our knight army hunts down the settlers trying to land in former Arabia. I kill 1 rifleman, 1 longbow and 2 settlers. (21-1)

I kill 4 Celtic cavalry that landed by New Sardis. However, I lost 1 cavalry doing this. I also lost a 4 hp horseman to a 1 hp cavalry. (25-3)
I kill the English MDI promoting a horseman. Yes, I almost ran out of units again.

I try to start the fun in Egypt. However, all 5 bombards miss. I will wait another turn, as my forces aren't that strong.


1130 AD
Our knight army kills a cavalry, but I can't get rid of the latest settler landings. I didn't have enough movement kill all 3 units. (26-3)

This is absurd. All 5 bombardment units fail again.
(IT) I am surprised when an AC attacks our 14 hp army.


1140 AD
The Celts are really serious with landings. I killed 1 rifle, 2 cavalry and 1 MDI by Bampur. (30-3)
I killed 1 rifle, 1 MDI and 1 longbow to auto-raze Tolosa for $4. The Celts must have a little money. (33-3)

The bombardment finally gets somewhere. I killed 4 pikemen, and 1 spearman. I lost 2 cavalry and 1 knight. (37-6). This is despite the one army attacking 3 times. Trying to assault a size 12 city on a hill isn't pretty. I really don't feel is can risk the other army any more with inviting a stack slaughter.
(IT) I watch Egypt reinforce Byblos.


1150 AD
New Ergili is formed in former Arabia.
I have to ignore Byblos, as I don't have enough attack units left.

==========================

Summary:
I feel this game is a 95% win. However, I do expect it to last until rails. The question I am unsure of is if we will need to build factories. I don't know if the game will last long enough to get a payback from investing the shields. Most of the workers in Persia are laying roads in the mountains hoping to have the coal pre-connected.

The other advantage of rails is that you can usually squeeze at least 1 more scientist in every corrupt city.

We are close to claiming the tiles in Persia. Most of the straggles will come into play when Pasargadae completes its library. We want this library done before coal might come into play.

I fixed the screwed up governor settings. Our specialist cities shouldn't be on emphasis production. I also made that the default setting for new cities.

Signed up:
Greebley
LKendter
Northern Pike (currently playing)
T_McC (on deck)
ThERat
 
Factories start paying off after 720s (240s for factory plus 480s to catch up to what would have been been built instead of the factory) so it seems highly unlikely that Industrialization will be worth researching.

Edit: I realized that what I said doesn't make a whole lot of sense. A city with a factory must put in the same number of shields to build a unit as a city without, which you all know is untrue, while what I said above suggests otherwise. What I should have said is that with a factory, the city will produce 720s in the time it would have taken to produce 480s if it did not have the factory. So a better way of saying it is probably 720s / spt = turns until factory pays for itself.

This whole post is probably unnecessary, as I imagine you all knew this already, huh? I hadn't ever really thought about it though, as games for me either end at cavs, tanks, or later, so factories are generally never reached or they are vitally important.
 
I am a bit suprised you didn't even try to attack Byblios on the first turn. 2 Cav armies vs Pikes have an advantage even on a hill. I tested it and was able to kill the 3 pikes quite easily. If you do take damage then you can abort the attack.

More interesting would have been to take out the city and builda city on the hill immediately rushing walls. The cav armies and Musket have a defense of 9 giving you 28 hp of def 9. I suspect that the Egyptian units would not be able to overcome this given that these units cure 1/2 every round (and full if you can get barracks up. Not saying you should have done this - it has a few risks, but I think it worthy of consideration. I think in this case I suspect it would have worked well.

[Edit: I guess it just shows a difference in game styles. With two Cav armies alone I am quite willing to use them to try to take out towns. For you it is insufficient force and will wait for reinforcements. A landing that is sufficient for me is not sufficient for you. I will try to remember that for the future. Note that I am not implying that there is anything wrong with slower but sure - it just that I have to adjust my own thinking - otherwise, I am making premature landings.]
 
Greebley said:
The cav armies and Musket have a defense of 9 giving you 28 hp of def 9.
There is part of the difference. I never even thought about cavalry army on defense. I see these units for army immunity and offensive.


Greebley said:
[Edit: I guess it just shows a difference in game styles. With two Cav armies alone I am quite willing to use them to try to take out towns. For you it is insufficient force and will wait for reinforcements.

I would have tried two armies by themselves after a beachhead was established. However, they also had stack protection duty. For me that stack was to small to survive until a city was build and got walls. I didn't want to risk losing everything underneath.
 
1150 (0): Arbela, our Military Academy city, is building a barracks. I switch it to an army.

Ten enemy units land in various spots.

We get a palace expansion.

The Celts are building US.


1160 (1): We wipe out a Celtic stack of four next to Bampur, though one of our cav loses in four straight rounds to an MDI (4-1).

In Arabia we destroy a Mongol cav/musket/settler team and a Celtic rifleman, but the RNG remains harsh and we lose another cav (7-2).

I don't know why, but at Byblos the AI is treating the fact that a city is threatened as a reason to reinforce it, for once. We may need to cut Byblos off completely before taking it. As a first step, we occupy the square directly south of the city, destroying a stack of five there (12-2).


1170 (2): We seize the hill northeast of Byblos, destoying a stack of seven, and isolate the city (19-2).

We finish off one Celtic stack in Arabia, destroying its last three units, but there's another now which will probably found a city.

Four Egyptian units die attacking the hill next to Byblos, while five retreat. We lose two musketmen (23-4), but that's the last chance they'll have to break the siege.


1180 (3): We defeat a Celtic rifleman and a Celtic LB in Arabia (25-4).

Science down to 0%, Magnetism still due this IT.

Magnetism --> Banking. With only 30% of the world under our control, we have more work to do than seemed likely a couple of rounds ago, and there's no question of turning off research.

The Ottomans land one unit in Arabia, and I begin to laugh at their lame invasion. Then another six join it. :lol:


1190 (4): We're able to kill three pikemen in Byblos (28-4).

In Arabia we auto-raze Celtic Lindum, held by a rifleman, and cut down an English pike/settler team (30-4).

We destroy the first three units from the Ottoman stack (33-4).

We eliminate a Celtic stack of four outside Bampur (37-4).


1200 (5): We destroy the rest of the Ottoman stack in Arabia, and an English knight outside Bampur (42-4).

We take Byblos from the last of its garrison, three pikemen and a War Chariot, losing a cav (46-5). For tactical reasons I have to occupy and abandon the town rather than razing it, and we found Shiraz in its place, immediately rushing walls.

We get our first three galleons via uprgrades.

We found New Dariush Kabir in Arabia, after delays caused by enemy landings.

The Egyptians move 37 attack units next to Shiraz, along with 28 spearmen and pikes. I this this will be all right, but not by much.


1210 (6): We destroy three Mongol units and an Ottoman knight next to Bampur (50-5).

We rush barracks in Shiraz.

In the defense of Shiraz, we destroy 28 Egyptian units and retreat two, losing seven of our own (78-12). Eleven elite defensive victories don't produce a Great Leader.


1220 (7): We slay three Ottoman and three Celtic units (84-12), all of which landed between New Ergili and New Sardis in Arabia.

We exterminate an English knight outside Bampur (85-12).

Now that we have our defenses in order, 22 Egyptian units die attacking Shiraz, with one retreating, while we lose nothing (107-12). Another eight elite defensive victories don't generate a GL, though.


1230 (8): We dispose of a Celtic musketman in Arabia and our lands are free of enemy units, for the moment (108-12).

Our knight army arrives in Shiraz by galleon, so we have three armies available in Egypt, and the road to Thebes is open. So we attack, and destroy ten units without loss (118-12), but the town is still garrisoned.

Thirteen Egyptian units attack Shiraz, and all die save for one retreat (130-12), but ten more elite victories don't produce a GL. This is getting ridiculous.


1240 (9): We keep hammering away at Thebes, destroying another nine units there without loss (139-12), and finally raze it for a haul of five slaves.

We trample a Celtic musket/LB pair near New Pasaragdae (141-12).

We defeat two Celtic and two Mongol units outside Bampur (145-12), and finally, on our 46th. elite victory of this round, receive a Great Leader. He (Darius) forms our third cavalry army.

Two MDI, one Celtic and one Mongol, die attacking Bampur (147-12).

Two Egyptian units perish attacking Shiraz (149-12).


1250 (10): We mop up the last two enemy units around Bampur, one Celtic and one Mongol (151-12).

A healing turn in Egypt, although we pick off one spearman outside Shiraz (152-12).

We destroy two Celtic units next to New Pasargadae (154-12).

We ride down a Mongol musket/MDI/settler team in extreme southern Arabia, but it costs us a cav (156-13).

Fifty elite victories this round, thirty-two of them defensive, produced one Great Leader.
 
Soon we'll have four fully healed armies able to operate freely in Egypt, and Egypt's cities should fall quickly. The Egyptians seem to be in the same position as the Arabs at this point in the campaign, with large pike/spear stacks roaming around but their attack units mostly expended.

I've sent a caravel around Egypt's island, and it's disappointingly small.

I've been leaving Fustat open in Arabia, but it hasn't had the magical effect of Bampur in attracting all enemy landings. Our forces in Arabia are adequate to deal with the landings we've been seeing, but no more, so we shouldn't be reluctant to reinforce them every so often. The AI likes the two coastal hills between New Pasargadae and New Sardis, so we should try to keep them occupied.

Since we discovered Magnetism I've been doing scientist-only research (which is pretty good in our situation :goodjob: ) to free up gold for the usual expenses in establishing a beachhead city. But once we learn Banking we'll probably have to go back to funded research.

We may have to wait a while until we can hook up Shiraz's ivory, but we should keep the possibility in mind.

The two slaves southwest of New Ergili should join the sixteen directly south of the city in planting a forest (for lumberjacking, of course) next turn, and we'll do this in the minimum number of worker-turns.

We have a galley heading to pick up the Egyptian slave under our army stack.
 
The beachhead:

GR6-1250AD.JPG
 
1150 (0): Arbela, our Military Academy city, is building a barracks. I switch it to an army.
I believe this was a mistake. The trouble is I can't point back to the article to prove so. I read somewhere there is a difference in the fighting ability of a regular army vs. veteran army. I think we are building a sub-optimal army, but I can't find the reference to prove it. That was why I was building the barracks first.
 
The only possible difference between a vet Army vs. a reg Army would be the retreat roll. So a vet is better, but I hope we don't need our Cav armies to retreat from battle too often.

This might get interesting. The Celts, at least, might get Bombers and Infantry.
 
T_McC said:
This might get interesting. The Celts, at least, might get Bombers and Infantry.
Well we already have 3 exclusive luxuries. That will certainly limit the Celtic happy help. When we take over Egypt it goes up to 4 luxuries. While the Celts are ahead of us, I don't know how strong of a pace they can keep up.

However, I don't think we will even need to fight them much. We still have territory to fill in from Arabia, and we are adding in Egyptian land. The Celts only own 16% of the land. If we can kill every one else, the Celts really won't matter.
 
I tried to run the seed beast program on this game to see if I made a mistake and it is archipelago. It sort of looks like one, but I don't see how I could have done that. I did use quick start, but I set up everything ahead of time and I can't imagine how I would have gotten Archipelago - I NEVER play Archipelago.

Seed beast wouldn't read the save however for reasons unknown. Anyone know (or have a working seed beast for the saves) a way to find out?

If it is continents, it is very unusual. Doesn't quite seem an Archipeligo either though.
 
Give me a couple of hours and I will try and find out for ya Greebley. :)
 
Thank you, Gyathaar. :goodjob:

That's fascinating material about armies and barracks, gentlemen, and entirely new to me. So, does an army formed by a leader become regular or veteran depending on whether the town in question has a barracks? And is there any way for an army to promote after its creation? I imagine the answers are yes and no respectively, but it seems worth asking.
 
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