Husky-01

Ok tis will be a long bunch of post, if I can stick to it. This is mainly for CH to look and see if anything makes sense or if it just hog wash. So I am going to try to put up some details on the pre flight.

Pre:
F4 and select all to see if any MPP/RoP or alliances in play. I find only we are at war and it is with Japan. We have embassies all around.

F3 and we have 207 units with 117 allowed, so we pay 180 gpt. This is very high for a space launch, is that what the goal was or am I confusing it.

6 settlers
103 workers
3 swords
2 pikes
6 muskets
26 calvs
17 cannons
2 frigates
14 galleons
1 army
1 privateer
1 conq
19 MDI
6 crusaders

I am not sure of the mix of vets and others. I hope nearly all at least vets at this stage.

I am not sure we need 14 galleons, at least up till now as we have not had to ship much around. They wil be useful to invade yellow and purple, but we could have waited a bit.

1 army, not much leader luck I guess. All in all, not too bad.

F1 is rather ugly, we have a bunch of towns in an unhappy frame of mind. I see we have 4 native luxs and 2 imports, so we should be solid with maybe a 10% slider and markets. Not sure how much WW is at play.

Start with a glance at Engalnd. I see some solo workers, this is not so good. I see York starving and all that needs be done is move one pop off the mountain to the rail grass and it cost no gold or beakers?

London making a Conq? They are obsolete and we are dying from unit cost. We have no cannons on the island and that will hurt if any frigates show up or any landing parties.

Switch conq to cannon and will probably make no more units in Engalnd, unless it to to replace some junk.

1425 income + 12 tax + 2 civ = 1439
435 sci
0 ent
660 corruption (we are very large now in area
128 main
180 support

The lack of any real progress on the rails means we are forced to retain more troops, than we should. It also means not getting more units into the action and shortening the war.

Since I am already looking at the isle of England, I start there.
Cantebury is size 6 making a courthouse. Here is my position on this town and the build.
It needs to either get an aqua or nothing. I vote nothing, why you ask. Well maybe I am wrong here, but...
If it were to get an aqua and you watered the lone grass it has, it would need 11 pop working to feed it. So you get one specialist at the cost of paying for the aqua and the harbor.

Why not sell the harbor, stop the CH and not build the aqua. Ok, you would also gain a bit of unit support. Anyway I now sell the harbor and lose the cost and the corruption, switch to worker and then all but the one pop is a specialist, until it is down to size 3.

Working a railed/irrigated grass and the center. I can feed three and get 1 specialist. I pay nothing for this.

Coventry: stop the CH and after rails/irrigate will get to 16 food with only three pop working out of what will be 8.

Back to York and it is very ugly. Who do I need to shot for starting the Colosseum? Who build the cath and why? You don't build colosseums ever. Ok for some lame culture game, but once you have done one culture game you won't really want to do it again.

Cath are anthema to me, but if you did make one, why do it in some foriegn city? I may relent for the capitol or a top core city, no other. We do not need them that badly.

Switch to calv, with the intent of disbanding a unit that it will replace. Now about banks and uni's. This place looks good at first, but it is doing 21 corruption, so you net very little.
With about 8 for the bank at 50%, you get 4 gold and it cost 1, so 3 net. What happens when you drop to 10 or 20% taxes? It won't pay for itself and you spent all those shields.

The uni is about the same at 50%, but at least we should be getting the slider above 50 soon. Or it will be a bigger waste as it cost more to build and support. One scientist nets 3 beakers and you do not need to pay support or 160 shields or whatever a uni cost.

Hastings: switch to an aqua as it is closer to home and less corrupt.

Cordoba: switch to cannon as muskets or defenders are of little use on an island. You have to repel invaders with bombardment or attackers. You cannot let them attack as if you have too good of a defense, they wil just pillage. Make to taxmen to prevent unhappiness.

Could have gone with a market, but this place will not need one, once we get the rails and irrigation going.

Sell a few barracks. I wil post the save after I finish the pre so anyone wanting to evaluate can do it and not wait till the turnset is completed.
 
Ankara: switch to wealth and one specialist, no need to grow here. Eventually we may want to put a worker on the mine to prevent landings.

Homeland: ok it is a bit under defended as it has no cannons and only 4 units and rails are not up. So if a landing did take place, it would be a disaster. I know that is not likely to happen, but it could. Yellow could come out of the fog and land 4-12 fast movers and sack the empire.

Two cannons and rails with those 4 units will do the job for a long time.

Lobos was making a LB? Other than warriors and archer, no 1 defense units please. If you have no choice do to lack of resources, that is one thing. It is not manditory to build something all the time, when you are choking with unit support. I switch to a cannon.

Dog Town: it is making 8 shields, 7 net, so an 80 shield unit is not well suited here. Actually it was only 6 net, before the rail. I leave it for now as it can be making 1 more shield with one more rail and I do not have a firm grasp on the military situation. My gut feeling is to not making any more units here after this one.

Sevile and Chukchi swap a tile, but it won't help until we can mine and rail them.

Lack of workers is painful. We have 13 native and 7 salves in England. 22 native and 14 slaves at home and 61 native and 24 slaves overseas. I would have like to have seen those galleons load up at least 40 of those natives for home. Instead they are spread all over getting little done. Now what they get done will be not of much use. What harm was a jungle to those crap towns anyway? The game is all about the core, the rest can suffer. I won't be able to do much with those wrkers as I know they have a lot of turns invested in clearing.

Toledo needs irrigation and then a specialist can be used, will sell barracks after unit done, no more builds here.

Frozen Tundra: switch to worker and make two taxmen. Will probably sell temple after.

Treuel: switch to cannon. The lib was not useles, but it is a close call and we get 2 specialist. I would rather have the protection than a net 3 beakers. We can use one scientist to get that. If we were not so deep in cost, I would not go this way.

PunkBass: sell granary we will be at size 11 next turn.

Vallad: switch lib to worker. We had 3 happy and 4 unhappy here, so I have to make a specialist. It was 24 commerce - 11 corruption, so net 13. 6 gold and 7 beakers, after I moved a pop to sea. With a taxmen we still get 6 beakers and now 8 gold. Will need to irrigate a railed tile to stay that way. The lib would have gone from 6 to 9 beakers or maybe 8 depending on the support for it. So it would not be a huge help right now, but it could be later, if we get up to 70%.

Asturias: switch to market. It did not have a barracks anyway. I had to make a joker to settle them down.

Now only the foriegn lands to look at.
 
Final look at workers:

Hum, I revisted the workers on England to note that 3 natives and 1 slave were RR a hill? Come on now, I had to stop them as they needed 4 more turns to finish that critical task.

DO NOT work hills, unless it is a critical tile, such as getting a town connected that is under attack. Do those after the flat stuff that leads to cities, please.

Move the stack of galleons into Blue Eyes.

I see a musket and a settler with several workers on some two tile island? This places has swamp for both. Why do we want to add to our coruption with this junk place? I will extract the settler and leave the musket and 1 worker to prevent landings there.

MadV Hideout: make the 1 pop a taxmen. This place has only one grass tile, so it would need to either get a harbor or take tiles from another place to grow much. Why bother, we can get out 2 extra gold right now and never look at the place again.

Badajoz is the same.

Stavanger: switch to wealth and 1 pop to taxmen. It will stay size 4 with one specialist, no need to put in 80 turns for a CH, not going to payoff. This game probably will not last that long. Sold harbor and once rails/irrigate you can gain more specialist.

Oslo: sell temple as it already popped borders. Create 2 specs.

Tromso: sell harbor, move to land tiles.

I did take control of some workers clearing jungle as they had too many turns left. Also at least one so far roading, the road there can wait. Another was mining a hill near Wolfs Stream, huh? Maybe it is not well known, but I would stongly suggest you do not mine any land this far away from home. What would be the point, you will not net any shields here anyway and the worker could have done something useful.

1 worker and 1 slave RR near Stockholm, but it is exposed and will take too long. These guys are probably going to be toast and that is a real shame.

2 more workers mining hills far away. 3 more roading or minning hills. 2 more and a 3rd mining a moutain, please. 1 more mining. Last one I find is planting forest on tundra. ouch.
 
Sinop: stop temple not useful in a size 4 no growth town, what was someone thinking here. On second thought, I make both pop taxmen and will let it starve down to size 1. Size 2 it make snothing 1 gold 1 beaker, as size one it will make 3 gold or 1 gold and 3 beakers.

Twilight Wolf: make taxmen.

Antalya: switch from temple to worker. This will put it to size 1 and it can have a specs and no more. The temple would not let the borders cover the land and we do not need the happiness here. The next town will get a temple to expand borders.

Konya: it is making a temle, but it has a resister and no MP. I make an spec here to try to placate the resister, until the MDI can get there to sit on him.

Aydin: move pop off hill to get more food. Want to get to 10 food to have 3 specs.

Lukerborough: 1 spec will also get to 10 food.

Bursa: switch to wealth. Sold barracks as no units here and upgrades either as no units here and they will move on rails to a barracks, if needed.

Izmit: to temple, will sell after border pop. Set to starve with 2 taxmen. Note the easy way to catch the pop, is it will be size one and you will see it growing again. Just go there and sell and put pop back as spec.

Edrine: load the start save and see what it looks like. 5 pop making a temple at one shield per turn. Already one unhappy pop. The pop on the salt, is really doing little as the shields and gold are lost. So I make it a taxmen and once we rail/irrigate we can do more.

Wolf Lair: rush worker for 12 gold.

Uskudar: make one taxmen.

Elche: make taxmen here as deserts will not make more than 2 food even with a rail. Could just go starve here, but will see. Check that, starve it is.

Odense: sold temple.

Nagasaki: this may be just my preference, but I see 2 pop working and one resisting and this is a border town. Lets get some money out of these lames and starve them down, no flips.

Alesund: sell harbor, make one taxmen.

Reykjavik: here is another of my perspective's. It is a very corrupt place. I see it has an aqua in the build list, so I know it will not grow without one. It is not going to get one and hence no reason to get a CH. It has a pop on mountain so it becomes a spec. Also one of the hill pop, both AFTER the temple is done.

Zaragoza: make another spec.

I break this up as it has so many towns. Note that I am making taxmen as a reflex. Later I would look to see if some of them should be beakerheads or taxmen. Right now I do not want to worry about it.
 
Kyoto: someone expalin to me why 2 of the pop are working tiles? They are 2 resisters, so no production. It needs to be checked to see if we can afford to even have any taxmen here. Sometimes using one joker as a sci or taxmen can make the place flip.

Stockholm: size 7, 4 happy +5 food. Make 2 taxs for now. It can have 8 pop with no unhappiness with the current lux settings.

Nightwolf Howling: put on starvation.

Wolf Strean: wealth. No need for temple here as land will be settled later. Anyway no troops in corrupt places without a barracks, why would you do that? Make a cannon, if you must. That is something for a hard AW game, not this cake walk.

Pamplona: swich to worker. 1 taxmen, it already makes 12 food.

Wolf Mouintain: taxman no growth.

Bergen: bang bang bang shot the person making a cath here, what is going on? What exactly was the though behind this one? We are at war and this is not far from the front. It has 12 pop most unhappy. The way to straighten them out is not to spend shields making happiness junk. It is to starve them down.

We grab cities to make us better, not them. Sell granary, why would you keep that for crying out loud? Set 4 spec, 1 scientist, not they are good. We will get more food soon and probably more specs. Sold temple. On the granary do players not evalute a newly captured town to see if they need all the suff in it?

Wolf River: starve it.

Copenhagen: 1 pop on mountian, yuk, now taxmen.

Trondheim: switch worker. Taxmen.

Alicante: taxmen.

Puppyville: tempted to scrap the temple, but won't.

Husky Coast: switch to worker, sell temple, taxmen.

Kafa: switch to worker.

Blue Eyes: 1 taxman. If it had a temple it is gone, but I got interupted, so I am not sure if I sold it or it was already gone.

vmxa station: switch to worker, 5 unhappy. 4 taxmen.

Toyama: why was this captured? It should have been razed. This is really pathetic. It is making a LB and has 1 pop, resisting. It is two tiles from the next place, so I abandon it. One more unit support is not always the most important consideration in capturing a town.

Cadiz: switch to worker. Sell temple.

Ok, I think I have done all the workers and towns. Now I have to go find out what the troops are up to and why, if I can figure that out.

Here is the current save, before this last step for any that care to peek at it.

Wow, good thing I saved, I think I did as it crash as soon as I went back to look at the current F1. ANyway it is now netting +128.

I used the default name so it will be obvious that it is not the normal game save.
 
It is late for me, so just got the routine stuff done on the first full turn for today. Here is what I have so far.

Looking first at Kyoto, I see the cannons were not fired at the archer? I do not know what was going on, but I dislike seeing those two MDI's heading to Kyoto in single file. They have cavs and can ride up and smoke those two. I do not know if they have any that can get there or not, but that is what the AI does and it cost it every time.

Do not do that Vs humans, in fact not against even the AI. Have one wait and pair them. In our case we could maybe get some workers to rail the way under their guard and a unit or 2 more. It is hard for me to know as I have not played this one in some time and have no idea what the Japanese are capable of right now.

Nightwolf Howling is empty and is next to Nara and a warrior is about? Why would you leave a town next to them empty?

Kill the archer pinging it down first (1-0) [1-0].
Elche move the cannon to Nagasaki. Move the musket also. Send the settler to desret tile between Naga and Aarhus. Sent some of the cavs there out to Tokyo to cover the elite. Two to Aarhus to back up the pike.

Check the F1 and see Birdjaguar need a spec to avoid a riot. Move one from trees to water and one more on trees to tax and no loss of food. Chukchi need a spec as well. Here we lose some income.

Wow after about 5 hours, I am ready to hit the end turn, I hope.

IBT: not too bad, Sami comes out and kills elite. Sami that was damaged attacks and dies.
Cav kills one of the MDI's that was alone, at least it was not both. (1-2) [2-2]

London: Cannon finished, went to wealth, but could possibly go for bank here. I figure we will be spending most of the income on research and lux, so banks are not all that useful.

Trondheim: worker done, wealth.
PDL: start cav.
Toledo: wealth
Lzmit: wealth
Canterbury: wealth
Antalya: wealth set to taxmen, size 1.
Valladolid: this one is a tough call. It could get a market in 17 turns and gain 1 gold, and the boost in happiness. The probelem is it cannot stay happy that long. I decide to move the pop from the tiny island and give up a shield. This puts the market in 20. The same time it takes to grow and I get a spec the whole time. Once it is done, you can irrigate a few of the tiles abd have a bunch of specs.

Cordoba: wealth

I think I missed a few of the previous places that I make a taxmen. That is what I would have done, if size one.

Teruel: wealth
Frozen: wealth
Kafa: one tax, wealth, still growing though.
Husky: wealth
Cadiz: wealth
Lair: wealth
Pamplona: one tax, wealth.

1310AD: Raised the research to 70% at -9gpt. Tech in 5 now.
6 units at Kyoto, the big worry is the cav could get to Stockholm and beyond with no defenders.

5-2 on cannons so far. Cav kills archer by Kyoto (1-0) [3-2]. Kill the cav that was threatening Stockholm (2-0) [4-2]. Archer killed by cav (3-0) [5-2]. 6-2 cannons.
Make 4 taxmen at Kyoto. 9-3 cannons, 3 MDI red at Kyoto now. Kill them, no promtions (6-0) [8-2].

Move the workers away form Stockholm. Send MDI back to Howling. MDI at Pamp kills warrior.

(7-0) [9-2]. Cav to Stockholm.
Aarhus switch to barracks as I see we have none around to heal with. Move red cav there to heal.

DeerValley chop for temple and clear for rails. Send 2 cavs from Puppy to Aarhus. 21 or 22 tiles were railed this turn. Connected about 8 towns by rails.
 
As you can see each post has been long, so I have posted just the first turn here.

I should have mentioned that the loss of the elite cav should not have happened. Actually it may not have been elite, I presumed it was the defender. The MDI either. The purpose of an army is to kill or pillage and cover. The attack should have either be delayed or timed so that all units end up under the army and not risk being counter attacked.

It is amazing to see we only have one army so late in the game, but given the dearth of elites, I guess it is not hard to understand. Elites have to
be shepherded to prevent them from dying on defense. It is bad enough to lose them on attacks, but they should not be exposed to counter attacks in a game like this.

If it was a higher level or AW, that is different, you will get more and have to take some risk. Here we initiated the war and could take more care. Barracks need to be in positioned so that elites can get healed and back in action quickly to increase the chances for a leader. Elites need to be near the front.

I know I have let off a few broadsides, but there needs to be some focus for the new players. SG's make the game play easier than solo, so some of the lack of attention could hurt in a tougher game. Our margin for error is quite large, even with the less than wonderful start location. If this was demi, it could have been a much smaller margin.

May as well get this one in for consideration. When a war is to be started as this one, I do not like to have multiple place to defend at once, without rails or enough troops in place. I think there were about 4 Japanese towns among ours.

So we branched out to new sites to attack and had additional places to deal with. Getting rid of those towns inside our borders should be first. This was done for the most part, but a size 7 town was still there with 4 basicaly undefended towns of ours exposed.

If that town had a few calvs, we could have been hurt. I would normally concentrated on that town, before sending my main attack force on to get new sites. I do not lke having towns and workers potentially at risk.

Cav kills musket (1-0), MDI army kills 2 hp sami going all the way down to 1 hp and we raze the place (2-0). I raze because we do not have enough troops to try to sit on all these large cities. [2-0] Move army to cover. Now the new site is not going to be under threat. [11-2]

IBT 2 Nippon ships move and 2 troops approach.

vmxa station: gets 2 specs and wealth.
Poachers: wealth
 
lurker's comment:
@ vmxa
This lurker appreciates your detailed analysis and reasoning behind your actions.
Very instructional :goodjob:
 
I concur with Andronicus. This is the difficult part of the game IMO since it requires careful consideration for buildings and specialists in the corrupt cities. Vmxa your work is greatly appreciated and it will make Chukchi's turns much easier to manage.
 
Glad it was not inappropriate and is useful. Just got back from the clubhouse (played 9 ball), so back in we go.
 
1315AD:
Ok I have no idea what the privateer was up to, so I send it back to the front to maybe take on a galley. Move the lone frigate towards Bursa where I can see two stacks each with 1 galley. Cannon hits musket.

Five tiles done on homeland, so that all towns are now connected by rails. With 2 cannons and 2 crusaders, plus 1 MDI and 2 caqvs we should be fine here for some time. Will send extra cavs to the war zone.

I start railing some tile in Bird as it is making 20 shields and nets 17. This is a bad number for cavs, or almost anything. Want to get it to net 20 shields and it can build cavs or tanks with no shields wasted. Start with the game tile as it is also on the coast, so I want to be able to get cannons there with no loss of movement.

England gets 3 more tiles railed and now all towns are connected by rail, so start railing the circumference, until we get Elec. Need that to be able to water tiles in some places. It is in 4 turns right now.

Konya now has a defender as galley is near it. Move a pike and musket to a spot bewteen Kyoto and Wolf. Add cannon and settler. Cav lost to 2 hp musket, send elite to finish it, but leader (1-1) [12-3]. Dang finally lost an attacker.

Chop done, 14 tiles railed in Palma land, many towns now connected, but the far east area not much done so far. -18 gpt. We need 1791 more beakers to finish tech. We are making 588, so we will waste 561 beakers at this pace. So I can either change some scientist to taxmen or lower slider and make a few more scientist to hit the mark.

A better thing will be to make 3 more scientist from taxmen to cut the time to 3 turns and hit the mark. Found one place to swap a pop to scientist. Rush barracks in Aarhus and move army into it. Then swapped a pop to scientist. Swapped pop in Bursa to science and now we are down to 3 turns and the same -18gpt, I can live with that.

Need to start planning for ToE about now. Once we get the MA done and can rail the city there, we can figure out the time needed and if we really want to prebuild.
 
IBT: 2 cavs attack Kyoto and the first yields a leader (2-0)

Seville finished MA and starts army, this could be a place holder as well.
Copenhagen on wealth and sell temple.
Aarus finished barracks, temple for now. I probably will go wealth here, but I need to look at the whole picture before deciding.

Deer Valley chops finish temple, wealth. [14-3]

1320AD:
WW starts to kick in, so lux to 10% now. That will hurt as we go to -88gpt.
Sell granary in Seville, you could use it, IF you make a hospital here, but it should be a long time before we get Sanitation. Also I am not a big fan of growing fast after size 12.

Just an FYI here, but do not build a courthouse in the city next to the capitol, it just will gain too little. I sell it. I mine the deer and now army is 16 turns. Rail and then mine grass there as well as we will gain more shields and put the food at exactly 24.

I send two galleons over with 2 cavs. Two as one can be sunk and it will be the empty one, until they have subs. Two cavs as one more will be done in the homeland next turn, so we keep the safe amount.

Asturias founded and pop make to taxman. No need for temple here or growth. We could let it grow to 7 a bit later, if you want.

Rail towards Nara as I want to take it out and forget about back doors.

Form Cav-2 and send to Nara. It does less than swell and kills musket losing 4 hps (1-0).
Wolfpack moved to Nara as it is healed. How did you like that one? Last turn it was 1hp and now it is ready to go.

Found a musket to move to cover the wokers near Nara, the rest are probably fine.

Jaen founded and pop to tax, wealth. Road laid to it also now. I had sent workers there last turn.

Have to swap pop in Kyoto again as every time it losses pop the gov puts some back to work.

Many cities are still about to riot, so have to bite the bullet and go to 20%. Did we not have 20 turns of peace before this war started? How long has the war be going? I had the impressioon it was not that long ago.

Did we lose a bunch of units before this point? Losing townsor units and having units outside the borders add to WW. Only the armies are in foriegn soil.

After the tech comes in, I will lower research to make it less expensive, but we need to speed up the peace one way or the other. Ok, all towns are content at this point and we are -117 upside down, but only two turns needed. Support is now 218 gpt. [15-3]
 
No, Iäm using Windows XP, and I wouldnät need formatting it, I have to do it from other reasons. In anz caye, Iäm in Germanz right now so I canät plaz (itäs also written in mz sig).
 
Holy crap, we do not have a factory in Seville? There was no point in learning Ind first, in that case. Switch army to factory. Will make one next turn in the capitol. That should be enough. We do not have as many troops as we could stand to have, but the cost are great now.

Once we rail, we can unload a bunch of workers to pare down those cost. I would add some native workers to towns and make them specialist. We then gain something and lower cost in one move. We won't need a ton workers for the next campaign.

IBT: Another less than swell one. 4 cavs attacks and it was (3-1) [18-4].

Start factory in capitol and few towns finish builds and go on wealth.

1325:
Wolfpack kills musket in Nara and Cav2 kills spears and we capture Nara. Both armies in to pacify the pop and heal. Put to wealth and will starve down.

Frigate sinks galley by Izmit, it and privateer in port there.
Finally get rails up to the point that some cannons can be sent over to paste the musket.

Use elite sword to kill it (1-0). Upgrade a pike. Bomb archer next to Kyoto and kill with elite cav (2-0) [20-4].

IBT (3-0) [23-4]

Izmit expands, so sell temple and pop to tax.

1330AD:
Trod and Wolf Stream need specialist. Research dropped to 60%, now -60 gpt.

Uskudar I scrap the privateer and the temple is finished. Frigate bombards elite galley. Attacking it is dangerous with 5 hp. Now it has only 3, it will run. I would rather let it go than lose the frigate. [24-4]

Game shows 6 turns for SciMeth, but we are making 539 beakers per turn, so it should be 5 turns. Next turn it probably will correct down to 4 turns. If not will need one or two more beakerheads.

All towns are connected, except two. Kyoto and Sino. Sino has it nearly done and I am closing in on Kyoto, but it is exposed, so need cover.

Amies should be ready next turn and then the rails will be up so they can steam to the front and attack.
 
IBT Japan wants peace, but offered nothing, so no way. Rotten ibt, cav kills an elite in Kyoto. [24-5]

1335AD:
We kill the cav and the tough guy nearly beat our elite (1-0). After all this work, I finally realized why the units took so long to move. Someone has turned on animate manual moves? It takes a few extra seconds to watch 8 workers move that way, not really worth it.

Yahoo Sevile railed and mined all its tiles. It now makes 36 shields and will soon go to 54. Then it gets a coal plant and makes 72. Then we can crank out wonders and armies there.

I would suggest we get the Suffage up. I tend to not build it, but we are taking a high cost for WW. They are still without Physics, so we have lots of time.

Ok irrigate some places and made scientist and now it shows 4 turns. Dropped to -37 gpt with some tweaks.

Cav2 kill musket in Satsuma (2-0). Elite cav kill cav and razes the place (3-0) [27-5]. Send Wolfpack to cover it.

Send out two settlers to fill the void there. Sink galley. Make peace for Simoskei and abandon it. (4-0) [28-5].

1340AD:
Lots of happy pop and they want to add to palace. I usually ignore that, but since it is not my game, I add something.

Have all the English cities with balanced food and connected by rails. I start on rails for the circumference for bombardment opportunities.

In Palma land, I adopt a change in worker priorities. A effort is underway to get the new frontline railed and the towns last taken or founded completely railed. This is to allow me to get all workers away from the front, before any new hostilities. Within that parameter, I will also irrigate a few places and have some crews work on the circumference.

Founded two more towns. Cash flow at -11gpt now. Border crosses the whole line so no settlers can cross without being on our tiles. This is to disallow any new Japanese towns behind us.

I have one gang to rail hills and I will keep it to nothing else for a time. Later we want to get one gang to start on jungles.

Edit: I went aroudn one more pass to put jokers back to taxmen adn we now have +1 gold.
 
Disband crusader on homeland to speed up market +3 gold. Abandon Nara and fond a new town there +8gpt.

IBT Asturias finished market. I move pop from hill to sea to get growing again and get more commerce. We do not need shields here.

1345AD:
Temples are starting to pop. Sell it at Istanbul. Same at Reykjavik and Puppy.

York is a mess, it is -4 income. I sell the cath/temple and bank. May sell barrack after build done.

Bursa is -3. I sell temple and put one pop as tax and it is even now. +26gpt

BIG NOTE: the next player will see the two lux deals expire. We need to renew them. I would expect a trade for Physics or something to get the job done.

Rename the named worker to worker to sop being confused as to it being a slave.

I am going to pass the save on at this point. It was a lot of work. Not sure what all needs to be done. The main things are to renew lux deals and get WW gone.

We need the ToE after a coal plant. We may want the Sufferage as well. I would switch gears and build an army in Seville and the ToE in the capital. It is all mined and railed as well.

I was not going to make an army as we had a shot at a leader, but now we don't. I would really want that 3rd army to allow the Pentagon. We can probably stick that 4th unit in as we will have transports for invasions.

A second calv army will allow you to smash the Japanese in the next war quicker. Stick an infantry in the Wolfpack when the time comes and it will still have some value.

I did little with the ships at this stage as they are not really needed much. I am roading and then clearing the swamps on that little two tile. Mainly because I do not want the units to risk disease.

The workers on the homeland are now mainly doing the edges, same in England.

In Palma land, we have plenty to be done still. Some edges can be worked and the front. If you see any places that can benefit from irrigation, go for it.

The idea in those places is to allow another specialist. After doing the frontlines, I would start a stack on a jungle tile and another 3 man team to do roads in flat tiles.

It is wise to pay attention to the mix of workers. If you get lazy and I did a few times, you can send a .5 and then a native to a tile that only needs .5.

What I mean is pair all slaves with a slave. It is easy to have a stack of mixed units and send them in a poor order and have a slave odd man out.

Also watch out for moving across tiles that will end your turn for the stack. It is not hard to thing you have rails all the way and find out you do not.

For those that do not remember 6 native to rail one flat tile.
 
It may be worth noting that Iroq and Mongols have not had their GA. I would expect that mean the Iroq do not have horses and maybe the Mongols as well.

I cannot imagine that an MW would not have been a winner if the had them. I guess they could have avoided a wr all this time, but I doubt it.

The Mongols could have avoid conflict with a middle age UU.
 
Whomp--up
Chukchi Husky--on deck
Punkbass2000-- another boring set.
Birdjaguar-- played
Mirc-- comp down/ no c3 installed right now
<Lurker> played
 
Oh my. Well as the guy who started the japanese war prematurely, I do appreciate all your hard work to fix my errors, as well as, the effort to point them out. Nicely done!
 
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