I Can Do Better (somewhat Open SG - Read on)

The Americans that took the city were hiding out of view, they must have had an ROP with the English, as the English had no attack units. I took the City, The army stayed in it as it couldn't move out. It was just one of those arggh type moments. That is o.k. though, as my goal is to take Englands old Core, and kick America off of our Island, then hand off to someone who really wants to try and organize our homeland.
 
Oh, sorry, I didn't realize the AI was capable of such ingenuity. They usually land one boatfull at a time right next to a stack of artillery :)
 
IBT: The English land a LB on our continent. American Ships are annoying. Americans land 5 troops on our mainland, next to an empty city.
Turn 6: Hastings flipped from America to the English. Made 1 of the armies on the English land a 4 cav army to retake york. York is recaptured, killing 2 infantry. Destroy both landings losing 1 cav. Rush the army.
IBT: Americans land 6 cavs and 2 guerillas on our main.
Turn 7: Rest and heal, try and kill of the American landings. I use the 2 armies, they are redlined, then I start throwing LB's and MDI's at cavs. Kill the landing, kill some misc English units.
IBT: Another 4 unit american landing on our main. This is really getting old.
Turn 8: Recapture Hastings from English, kill an American Infantry and guerilla on English Isle. Kill the American Landing.
IBT: English drop 2 rifles on our main. Americans seen to really want the marsh towns in our north. Another 4 unit landing.
Turn 9: Kill the english landing, it was actually a vet warrior and reg rifle. Recapture Canterbury, killing 2 rifles and a guerilla, no additional casualties.
IBT: More American Frigates bombarding us. Washinton DC builds the TOE. Only 2 Americans land this turn.
Turn 10: Kill American landing, kill 2 vet rifles at London. London is holding some of our cannons for us. Armies will need to heal, retreated them to towns over on English Isle. German salts riots. Transport over 6 fresh cavs to English Isle. Workers are mostly arranged in stacks that do 1 flatland per turn. 2 stacks are working at taking care of Entremonts forests and such, but I think there are now 7 total stacks that rr in 1 turn.

England will make peace whenever and will pay for it. America will sign peace, but I think we will want continued war with them. We should try to get nationalism from the Brits, then get Espianage somehow. That will really help us out. I have been busy rushing armies, but I think the gold should now be used for techs.
Our Homeland is a much better place now. We have at least 2 towns that can do 4 turn cavs, and a good portion of the cities are on the railnet. Many towns need either cathedrals, markets or courts, but we are working on that too. Some builder turns may be needed soon, but I would continue the war against America until we see bombers.
 
I did 11 (12 would have brought us back on track, but I would leave some deceisions open for the next player).

Pre: Researchh up to get replacable parts.

1395AD: England learned or traded for replacable parts and now has infantry and artillery. We make straight peace with Abe.

1400AD: Move troops towards London.

1405AD: Attack London killing 3 Infantries, losing a full 18HP cav army.

1410AD: Move more troops.

1415AD: Kill 5 Infantries in London (most conscripts), losing only 2 cavs.

1420AD: Renew wines deal with Sumeria for 3 luxes. Kill 2 more Infantries and take London. We now own Smith's. Spices are connected.

1425AD: Land troops next to Warwick.

1430AD: ..

1435AD: America and England sign an embargo against us. Replacable parts learned, but all others (but 1cc Babylon) have it now.

1440AD: Warwick taken.

1445AD: Upgrade canons to artillery.

War on England: cav should pillage horses (if it lives after IBT), units on boat should pillage rubber. England will be out soon.

We still need everything: libraries, universities, markets, factories. I would opt for some turns of peace after England. Build boats regroup troops and add some infantry. Attack Sumeria or Arabs and get the other to join. Leave Abe be, we can reach Domination without touching him. Only danger is the UN.
 
1.1445. England down to last city. Looks like some builder turns. Going to keep switching a bunch of citizens to civil engineers to get culture/courthouses online faster. Another goal is to get factories up in the core cities.

IT. Lose cav.

2.1450. Kill 1 offending infantry.

IT. England lands 2 infs, 2 guerillas next to our old knight/cav armies.

3.1455. Kill 2 infs, 2 guerillas.

IT. England lands 1 cav, 1 inf. Catch USA trying to plant a spy.

4.1460. Kill 1 cav, 1 inf. Finally have some money saved up, so try to steal from the Arabs and get Nationalism.

5.1465. Kill 4 infs, lose 1 cav, capture Newcastle and the English are out of the game. Embargoes against us end. Sell Coal+ Furs to USA for 47gpt.

IT. USA starts Hoover's.

6.1470. Nothing much, more city and worker MM.

7.1475. Try to steal again and get Espionage. Sell it to the Arabs for 59gpt + 70g. Sell Silk to USA for 25gpt.

8.1480. USA declares on Arabs.

9.1485. Sumer declares on Arabs.

10.1490. Arabs are going down fast. We have a bunch of factories up or coming online very soon. Our core also has cathedrals to help with future WW. Most cities have some culture and have had at least one border expansion. Native workers are finishing rails, slaves are out clearing shrubbery. No sense wasting native worker on walking through shrubs and swamps. There are two galleys near Newcastle and another two further South, ready to head for vacant Arab land, if there is any. We don't have enough military to attack the USA yet, but with factories we' be cranking out infantry and artillery much faster. We could even mobilize in the next 10 turns and really try to push for a win.
 

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Our core also has cathedrals to help with future WW.
We are a monarchy, so ww = 0!! EDIT: So please stop all those catherdrals, we obviously do not need them for happyness in most cases.

We need to get some piece of Arabia ourselves I would say. The stronger Sumeria gets, the worse for us. So you see any way for us to get the UN? We have the production in FP_Monguntiacum, but do we have a chance to get the techs?

roster:

danz - just played
microbe - up
romeothemonk - on deck
grs

microbe - on the bench (will get in when Liz is out)
 
Please never, ever cue wonders in a SG. I spent about half an hour looking why we can't build the IA. It is cued in Entremont btw. We could start it in FP_Morgentum just as good. If you start a war with the Arabs you can use the units they have in our territory to get them do declare.

Any idea how we can win against America having the UN (just assuming they get it). Would be to kick out at least one more civ (Babylon, Arabs) and do the infamous declare and ally tactic to keep them from winning and probably even from holding an election. Same thing would work with Sumeria of course.
 
I would't worry about Sumer. They are gaining at the expense of the Arabs, but they're still weak compared to America. We need a foothold on that continent regardless. We can proably get it without declaring on anyone for now.

Sorry about the Intelligence Agency, I put it in the queue there because when the factory is done, it will get built much more quickly. We needed the cathedrals because several cities were on the verge of rioting. Only MP's kept things under control. I would feel better if we could use those troops in a war, or disband them in favor of building more modern units. We're at our unit support limit, and cathedrals are a cheaper way to keep hapiness than MP's.
 
I got it. I will play my 10 under Microbe's restriction because last time at least we really needed military badly.
 
IHT: Have to change all the builds to military so at least we get to pick what they become. Why the Sam Hill is stuff ordered up 4-6 deep per city?
IBT: Here we go. Washington builds the Hoover Dam. Nuts.
Turn 1: We lost over 1000 shields of production. If I remember correctly, this is where I go down the hall to Microbe's dorm and slug him. (j/k). Disbanding some warriors to keep us under the unit limit. A lot of worker movement.
Turn 2: A lot of infantry complete. Become the modernization process. Apparently Mobolization really hurts civil engineeers. They no longer seem to work properly.
Turn 3: Crash. Workers road. Realigning our specialist to grab gold. That was worth an extra 150 gpt.
Turn 4: Not much. Saving up lots of gold for the Spies to use.
Turn 5: Rid ourselves of the last spears, working on Pikes now. Setting up to get rid of the 3 Sumerian cities by us eventually.
Turn 6: Arabs are down to 2 cities left. I think Deal time starts next turn.
Turn 7: Spy on arabs causes war decleration. Ditto with Americans. We get an agent in Ur. Steal the corporation from the Sumerians for 2500 gold. Also steal communism. Revolt soon? Kill arab stack by German Salts. Our gpt dropped a bunch. America or the Arabs must have been giving us stuff.
Turn 8: Arabs are destroyed. Mobolization = normal. Can you say factories? Factories ordered up.
Turn 9: Palace expansion.
Turn 10: Bad news we are getting bombed. America has bombers. I suggest peace at the earliest possible convience. Kill an American infantry.
I think Microbe gets another chance to screw us over. We might want to ally the babs versus America really darn quick. That way we will see only 2 opponenets and can delay a UN vote indefinitely. A revolution might also be in order. Commie might be really nice.
 
I would ally Sumeria and Babylon vs the Americans. This will guarantee no UN loss. Since Microbe would be up anyway with Babs disappearing, a revolt wouldnt be bad as there really isn't much Microbe could do. Commie could really help us with Vet spies and more production, and the commerce penalty wouldn't really be noticed as we are currently a monarchy. Also we get 1-2 turn anarchy only. Cash rushed factories might not hurt though. Its a team call I guess.
 
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