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JAR02, Always War Emperor

Discussion in 'Civ3 - Succession Games' started by jarred!, Apr 25, 2019.

  1. tjs282

    tjs282 Un(a)bashed immigrant

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    OK, I looked at the save.

    Immediate (military) plans are to kick the Dutch and Byzzies off our northern islands. Not sure if I'll get as far as shipping stuff across to India, because...

    I would like to switch a few Cav- and Galleon-builds in the core to Frigates/Privateers first, if that's OK? We already have lots of transport-ships (9 Galleys, 10 Caravels and 8 Galleons = 82 units' worth of capacity) -- but so far only 1 Frigate and 2 Privateers to protect them all (although more are building, that's mostly in the boonies, so they'd have to be rushed if we want to use them before we win a histo-vic... ;) ).

    Because so many of the 'inner-ring' city-sites were, erm, inconveniently damp, our (high-ranked) core-towns are as far away from Tenoch as Kyoto (distance 17), Ica (distance 14), and Cuzco (distance 13). But looking round the more distant core-towns inside this radius, I'm also left wondering why they (still) seem to be missing so much (of what I would think of as) basic infrastructure?

    For example, even though New Osaka is <50% corrupt (distance 12 from Tenoch, 2nd/3rd-ring), it still doesn't have a 'Duct, so it's stalled at Pop6 -- even though it does have a Lux-and TAX%-boosting Market! Didn't we build a Lib there for the border-expansion and the water-commerce (and to boost our research, yes, but that's irrelevant now that SCI%=0)? By my count, it has enough potential FPT for Pop11 in its BFC (most of which no other town can use), if we build a Duct. The next 5 citz would go fishing, but they would all be bringing in mostly uncorrupted TAX%-gold, not to mention doubling the town's free-unit provision to 4.

    But (even) if we don't want more people living in New Osaka, why (oh why) are Workers roading and mining the nearby Mountains, which can never ever be worked (without Rails and a Hospital)...? Especially when e.g. Huexotla (distance 9, 2nd-ring) is at Pop1, and could use those pop-points itself. It has no Harbour for why? Has it only just been Settled, or has it been building Settlers?

    And how about a Market in Tepex (distance 10, 2nd-ring), for more Lux-happies (and TAX%-gold)? Then it could probably get to Pop12, instead of being stalled at Pop9 (with a Taxman). Tlalman could likewise use a Harbour (Didn't it have one already? What happened?) and then maybe it could use a(nother) mined Mountain, instead of taking shields from Tepex.

    And Cuzco is coastal but has no Market or Harbour, but does have a Rax to build Cavs :crazyeye: -- while taking shields from Ecatepec, which can only usefully build Cavs (not ships), but is currently being squeezed on all sides.

    These are all still effectively 'core'-towns, so they shouldn't be running Specialists (... should they?).
     
  2. CKS

    CKS Chieftain

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    The workers around New Osaka are working on the mountains because the Byzantines were sending boats there, and I didn't want them to unload on the mountains. I figured they might as well road the tiles while they were there. Any miners are just mining so that I wouldn't move them away. Some of the units I had blocking the other mountain tiles have moved along as the Byzantine boats went elsewhere, and I wanted to get units spread out a bit, so that we didn't end up with only a sword and a jag warrior within striking range of an invasion.

    You should definitely cash-rush the frigates and privateers in the boonies. Until 2 turns ago, we had no money, but now we have lots of cash to be used for just this purpose. I'd suggest short-rushing some in less corrupt areas, too. I'm fine with switching galleon builds to frigates and privateers - we have quite a few boats, although they are very scattered right now. However, we only have 4 cavs, so I'd not like to switch cav builds to anything else for a while. We've had large numbers of Byzantine boats cruising along the western coast of our continent and we haven't really been prepared for a landing in force. The Dutch have landed on our continent, but they only sent a couple of units and we had trebs in the area, so it worked out okay, but when I'm attacking with a horseman after learning military tradition, I'm always feeling uncomfortable with the status of our forces.

    Huexotla was settled 2 turns ago - it was a jungle [marsh, of course] tile that only just was cleared. I sent the workers off toward the big islands, because the lack of roads there was a problem (and there are significant forestry opportunities there), but some are still nearby and could be sent back and added in to Huexotla.

    The last couple of turnsets have been really focused on not letting the Byzantines over-run us, so some of the very important but less urgent issues of city management have fallen by the wayside. This is why we are so happy you are up next, to put us back on the straight-and-narrow. :) (Also, in places where it will be a few turns before anything gets built, I didn't bother to think hard about what we should be building, since our needs would be different depending on how the Byzantine threat was going.)

    Boy, reading this I see I fell down on the job as far as handoff notes go. Sorry about that.
     
    Last edited: Jul 18, 2019
    tjs282 likes this.
  3. Judminder

    Judminder Chieftain

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    A heads up for you all; family holiday coming up so I won't be able to play my next turn. Please skip.
     
  4. tjs282

    tjs282 Un(a)bashed immigrant

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    OK, that makes sense. Please pardon the histrionics...?
    OK, will do
    Yeah, that occurred to me later, after I'd logged off. You're right, it does make more sense to keep the Cavs building, even if that means that coastal towns (hello, Cuzco!) are taking shields from towns further inland (but further away from Tenoch) to build them.
    Spoiler Or as John, Paul, George and Ringo might have it... :
    All we need is Cavs (dooby dooby-doo)
    All we need is Cavs (dooby dooby-doo)
    All we need is Cavs, Cavs, Cavs
    Cavs is all we need...
    :lol: :lmao: :rotfl:

    Oh wait, you were serious? Uh-oh... :shifty:

    So... If I promise I'll build mostly Cavs/warships(!), do I have Team-authorisation to also proceed with some 'vital' buildings — per @justanick! (i.e. Court, 'Duct, [Harbour,] Market) — to increase base-commerce/ shields/ food/ happies in core(-ish) towns that don't have them yet?

    Yes / No [delete as applicable]

    Even if a general 'No', are you (all) OK with at least a 'Duct in New Osaka, cash-rushing if need be (Agri, so max. cost = 1 s + 196 gold), to get it back on the Cavs, Cavs, Cavs that bit quicker?

    And also, how about upgrading some/all of our Trebs to Cannons (30 g per head)? Unlike Workers, Cannons on coastal Hills/Mountains can not only block landings (or so I hear?), but they can also bomb passing ships...

    And finally... I was thinking about the Pentagon-build. I'll be re-checking all the towns round Tenoch anyway, to ensure that the Pentagon is getting max.-shieldage, but I also had an... unconventional (for me, anyway!) idea.

    The Grapes and Bananas are giving Tenoch and its neighbours excess food which they now mostly don't need (and which can't be passed off to any other town, either), but they/we could always do with moooooar uncorrupted shields.

    So how about, if I have a Worker or two looking for something to do, I Forest our fruit-plantations, i.e. converting what are mostly (all?) 3f+1s tiles into 2f+2s tiles? If we're not rushing for the Industrial/ Steam/ Rails, that would seem like a better use of that land.
    Fair enough. Although since Jungle can be settled without clearing, I'm assuming you meant 'Marsh' there.

    (I remember that peninsula still being very boggy/jungly during my last set, but not exactly which tile was what).
    No wockin' furries, I wrote the essay for you, so you didn't have to ;)
     
    Last edited: Jul 18, 2019
  5. CKS

    CKS Chieftain

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    Yes, build vital infrastructure. I'm in favor of upgrading trebs to cannons. Foresting those food tiles around Tenochtitlan sound great, and I wish I'd thought to do it. And, of course, I did mean marsh, not jungle.
     
  6. jarred!

    jarred! Chieftain

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    Yes, do that stuff! ;)

    Cuzco and ex-incan towns running specialists was my fault. The area was heavily irrigated so I set towns to run at small food surpluses with taxmen since we were going broke.

    Good idea about foresting the bonus food tiles!
     
  7. tjs282

    tjs282 Un(a)bashed immigrant

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    It was all going so well. Right up until the last turn...
    Spoiler Session 1 :
    T 0, 1350 AD
    Usual whip-round the core towns, MM-ing as I go
    Homeland:
    New Osaka switched to Duct (3T) and rushed (56g)
    Tepex switched to Courthouse (23T), Tlalman to Market (9T)
    Workers from southern Incaland directed to Tepex (for shippage back to the core) -- they'll do some more mining on the way, though
    Trebs upgraded, also an e*Sword near KK
    Now, let's see what the Byzzies have in store for me this IBT...
    IBT
    Redlined Knight attacks Ica, defeated by Jag (2/4)!
    Byzzie vCav + vKnight dropped off in Tequix' Forest (NE island)
    New Osaka --> Cav
    Tlat --> Frig
    Cattletown --> Slave

    T 1, 1355 AD
    NE Island:
    Trebs miss all 3 shots against Byzzie pair, but they have to die this turn:
    eMace kills Knight (1/5), Army kills Cav
    Sword-Army near Dyrach hangs tight (need to get those Trebs upgraded)...
    Oceans everywhere:
    Various vGalleys sink 2 Galleys and a Caravel (1 ship per enemy Civ)
    India:
    Knight-Army kills rLBM on Horse-Hill SSW of Madras. I do hope Gandhi is selling those Horsies...
    Homeland (Incaland):
    Tultitlan switched to Market and rushed (96 g, but now it can reach Pop12)
    IBT
    Galley near India sinks another Caravel; promoted and renamed 'Indian Invader'
    KK riots! Thanks for the warning, CAII (not)!
    Atzcap --> Worker (it's at Pop12 and supporting 2 Taxmen right now!)
    Tulti --> Cav

    T 2, 1360 AD
    NW Island:
    Knight-Army kills Haarlem's Musket (7/13), but there's an rSpear under it
    Coyotepec: Temple chopped and rushed
    NE Island:
    Privateer + Galley both scuttled by Byzzie Caravel
    Homeland:
    Privateer near Teo avenges his fellows, forces Byzzie crew to walk the plank! Yarrrr!!!
    IBT
    Ulaan --> Frig
    Coyotepec --> Whaling station (Harbour)

    T 3, 1365 AD
    Privateer captures Dutch Caravel near Huezotla, promoted (4/5), and renamed 'Holland's Harrier'
    India:
    Knight Army finds Salt-Hill to disconnect, SSW of Delhi!
    NE Island:
    Incompetent Treb-crews on NE island practice against rCav, but only 1 hits; rKnight dies trying to finish the job; vCav does better
    Homeland:
    New Privateer near Teo fails to capture or even sink Byzzie Caravel
    First Workers begin Foresting fruit-plantations
    IBT
    Dutch land Musket + 2 LBMs near Arcequipa
    Byzzies land vKnight, vCrusader, vCav near Cattletown

    T 4, 1370 AD
    NW Island:
    Knight-Army kills rSpears, auto-razes Haarlem (Willy hadn't consulted my dot-map anyway!)
    Dutch stack bombed and dispatched by eKnights, vJag and eSword: no MGLs, but also no losses
    NE Island:
    Treb-crews are getting better: 2 HP removed! Sword-Armies kill Knight + Cav, 3/4 Cav dies vs 3/4 Crusader; eKnight administers coup de grace
    Knight-Army pillages Gandhi's Salt, moves to his Iron-Mountain near Calcutta
    Galley sinks Dutch Galley near Caesarea; promoted, renamed 'Doom of the Dutch'
    Galley near Constantinople less fortunate; now decorating the seabed
    Courthouse-build rushed in Tepex (80g-ish)
    IBT
    Lone vCav landed near Cattletown
    Calix riots! Again, no warning...
    Xochi --> Market (20T, should be rushed sooner than that)
    Tepex riots! --> Market (50T, should be rushed much sooner than that!)
    Tepet --> Cav (16T, will need a Market or Taxman in 9T)

    T 5, 1375 AD
    NW Island:
    Frig bombs, rPirate sinks Dutch Caravel
    NE Island:
    Trebs go 3 for 3 vs Cav; eKnight chops him down
    vCav kills 1st Musket in Dyrrach (2/4), Sword-Army kills 2nd (8/14), exposing rSpear -- but when 2nd Sword-Army (11/14) attacks, a vKnight defends! We win -- just (2/14). Spear shows again, so I risk the yellow Army... and this time kill a vCav (no HP loss)! There must be boats in port...
    India:
    Knight-Army pillages Gandhi's Iron, kills LBM on Salt-Hill
    IBT
    Lone vCrusader landed near Cattletown

    T 6, 1380 AD
    NE Island:
    Aaand... Dyrrach has another rMusket in place...
    Trebs redline Crusader, eKnight kills him, and Nezahualcóyotl appears!
    Army built, 2/4 vCav loaded, more Cav-builds rushed in Incaland to fill it
    Homeland:
    Mini-Armada sets sail from Kazan: destination, Holland!
    Chapultepec founded on Hill NE of KK
    India:
    Knight-Army moves to cover imminent Cav-landing near Lahore (has Harbour, plus Ivory)
    IBT
    Byzzie vCavs landed near Arequipa (2) and Cattletown (1)
    Indians begin Bachs!
    Spoiler Session 2 :
    T 7, 1385 AD
    NW island:
    Cannons fail to injure vCavs, 2 vCavs (1 dead, 2nd promoted 3/5) and eKnight (2/5) do the job instead
    Mingapulco founded on western Hill, guarded by Jag --> Walls
    NE island:
    e*Knight and Trebs upgraded
    New vCavs ship-chained to Coyotepec: 2 join Army, kill Byz Cav
    Sword Army kills Dyrrach's new rMusket, rSpear, captures town (14g, Slave) and burns it down (it broke my dotmap!)
    Harbour rushed in Coyotepec (~60 g)
    GAME SAVED
    IBT
    Chalco --> Privateer
    Tlalman --> Harbour

    T 8, 1390 AD
    Mongol-Tundra:
    Jilotz (chops and) rushes Harbour (64g)
    NE Island:
    Yellow Sword-Army loaded aboard Galleon
    Barracks and Harbour sold in Cattletown. Don't know why they were there, they don't help the town (no Fish) and we now have another Rax and a useful Harbour on the Island now
    India:
    Frigate bombs, vPirate sinks Byzzie Caravel, promoted (3/5), renamed 'Butcher of Byzantium'
    NW Island:
    Workers roading north end discover Indian colonisation-party (Settler, Musket, LBM): eSword, eKnight, and healthy vCavs sent to evict them
    IBT
    Byzzies land 3 Cavs near Coyotepec
    Indians found town (in the wrong place!), LBM dies attacking eKnight
    Vitcos --> Courthouse
    Tequix defects to Byzzies! (At least there were no units in it)
    Dutch begin Bachs

    T 9, 1395 AD
    NE Island:
    Cannons bomb Tequix, removing 3HP from v+rSpear
    Settler founds New Teotihuacan on Iron-Hill
    Cav-Army expunges 2 Cavs, Neza's Knight kills the last (2/4)
    eMace kills 2/3 Spear, vCav kills 2/4 Spear, recaptures Tequix (5g) and promotes (4/5). Luckily the Rax is still intact: Injured Cav and Armies garrisoned (1/1 resistor)
    Native Workers join Coyotepec/Tequix, find work as Taxmen
    India:
    2nd Knight-Army and Cav stack unloaded outside Lahore
    Netherlands:
    Sword-Army, Cannons, Maces and Cav unloaded by Maastricht
    NW Island:
    Settler founds New Tlatelolco on Iron-Hill
    vCav destroys rMusket and Karachi (3g)
    Settler rushed (104g) in Itza
    IBT
    Byzzies drop yet another stack (3 Cavs, 3 Muskets) outside Coyotepec -- and also a Settler (+2Cavs) at the north end!
    Indians drop off another Settler-triplet on NW island!

    T 10, 1400 AD
    Incaland:
    Cav-builds in progress rushed at enormous expense (~700 g)
    Maastricht:
    Frig + Cannons bomb 2HP off vMusket + rMusket, exposing 3rd rMusket
    vCav kills rMusket, Sword-Army kills v+rMusket, capturing town (Harbour, Duct, Rax), and sinking Caravel
    NW Island:
    vCav kills Musket, 3/4 Cav kills LBM, capturing Slaves. Thanks Gandhi!
    NE Island:
    Cannons blast 1 HP each off 2v+rMuskets
    Sword-Armies kill 1 Musket each, leaving vCav exposed; 6/14 Army dies redlining it (dammit). eMace retreats 2nd vCav, 5/14 Cav-Army kills vCav, Sword Army kills 2/3 Musket (phew!), eCav kills 1st redlined Cav, Cav-Army kills 2nd.
    Lahore:
    vCav kills exposed LBM (2/4), Army and other Cavs move to cover
    GAME SAVED
    Handover

    The good news is, I successfully demolished the Byzzie and Dutch towns on our northern islands. The Byzzies stopped hitting the NW Island after Dyrrachium (on the NE island) finally fell, and the Indians have landed 2 Settler-pairs on the NW island in the last couple of turns, rather than doomstacks -- although this may change once the current Settler blocks the northernmost Tundra:
    Spoiler Revised NW Tundra-'dot'map :
    JAR02 Inca NW Tundra island 1400 AD.png
    Most/all of that Tundra can still be Forest-chopped (I can post CAII screenies if wished). Workers are solo-roading in prepration for stacked Forest-ops. Since we (now) have multiple v+eCavs + Cannon up there, it (now) seems secure.

    So the invasion of India has begun! (And Holland, sorta...)

    In India, I used the already-landed Knight-Army to pillage Gandhi's Horses, Salt and Iron as it explored south, then swung east to Lahore to await the arrival of our main force. Lahore has a Harbour, and Ivory, which will help with happiness -- once we can hold it securely! It's also as far from the Byzzies' borders as possible, so once we hold it, the Indian units coming to recapture it will get in the Byzzies' way (I hope). I just finished shipping the NW island's Knight-Army over to India on Turn 9 (northern stack); those 2 Galleons are on their way home for the next load. A third Galleon just dropped a second Cav-load south of Lahore; it's now sheltering under the Frig+Pirate stack. (I haven't worked out a ship-chain route, but the next player is welcome to have a go at that if they wish!)
    Spoiler Lahore :

    Lahore 1400 AD.png
    The next player could also attack Lahore immediately next turn -- if they wish. BUT!!! Pentagon will finish in 2T (see screenie below), and I would suggest that both Knight-Armies maybe get a Cav added before they begin attacking. I also don't think it's worth trying to hold Lahore (yet!). Once it's ours, it will act as a magnet for every Ellie (Indians don't have MilTrad yet) and Cav on the continent, and we don't want our Armies taking those hits. So we should capture it, move out, and let the Armies and Cavs ZoC any invaders on their way past. Then capture it again. And move out again. By that point, we should have some more Cavs on the way over there from the core.

    On that score, I also need to apologise right now.

    On almost every early turn of my set, the Byzzies landed at least 1 unit, and usually more, on the NE island. But then on the last IBT, Dora landed 2 separate stacks, larger than any I'd seen so far (3 Muskets + 3 Cavs, 2 Cavs + 1 Settler)! Although I manged to kill all 6 units in the southern stack, I lost a 6/14 Sword-Army attacking a Cav :eek: :mad: and the other 2 Armies (1 Swords, 1 Cavs) were left at 4HP each. I didn't have enough attacks left to deal with the Cavs + Settler on the northern Hill, so we are likely going to lose 1 or more Slaves over the IBT, possibly also New Teo.

    So this is where I say "Sorry".

    I panicked (just a little), rushed 3 Cav-builds in Incaland (those which were closest to completion), sent 2 'homeland defense' Cavs north from the Mongolian Mountains, and started a Galleon with 3 Cavs in that direction from our core as well -- instead of sending it to Lahore as I'd orginally intended. It could still be turned around, but obviously it will then take a couple of extra turns to get (back) to India. Or you can carry out my panic-'plan'...
    Spoiler DoN't pAnIc... :

    Unload 3 Cavs in Huex:
    Panic 1 -- offload.png
    Send all active Cavs overland to Vilcabamba:
    Panic 2 -- overland.png
    Ship-chain Cavs via Zitlal to Coyote:
    Panic 3 -- ship-chain.png
    We have enough transport-ships in the area to do this, but if all 8 Cavs can make it to VB in 1T with moves in hand (the new builds may not be able to), the Galleon in Coyote and both ships in Zitlal would need to be unfortified and moved back along the chain BEFORE this IBT, to get all 8 Cavs onto the island immediately (albeit mostly with only 1-tile's worth of moves left) on the next turn.

    On the Dutch 'front', Maastricht (SW Dutch island) fell without any losses. Just to the north, Arnhem should be a pushover as well, but we likely won't be able to make any progress on the Dutch 'mainland' without reinforcements from Mongolia/Japan (several Galleys that were floating around Holland, I sent back to Japan for upgrading). Most of those (1-shield) towns are building Pirates, but Cavs would likely now be a better option.
    Spoiler Maastricht :

    Maastricht 1400 AD.png
    Back home, I sank (or captured!) a couple of Byzzie Caravels sniffing round our core during the first half of my set, and after that it went quiet, so I initially felt reasonably safe in stripping it of all the Cavs (NB where a Rax was available, all vKnights + Trebs were upgraded) that were waiting there, first to reinforce the NW island and then to ship to India. But after the attacks on the NE island, I set some (core) towns to building Muskets, to free up their attack-unit garrisons. These builds could/should probably all be switched (back) to Cavs though.
    Spoiler Our core :

    Our core 1400 AD.png
    Most of the infra I wanted on the mainland is now (nearly) done, although several towns (e.g. Calix, Tepex, Ecatepec) still need Markets (or Ivory!) to grow happily to Pop12. Calix could rush its Market before the IBT, if you want it back on Cav-duty -- doing so would cost >200g. Likewise, Tlalman could rush its Harbour (costs 72 g right now, or will be hand-built in 5T). We're making nearly 300 gpt though, so maybe that's OK.

    Tlalman should then be able to harvest enough Seafood to give the Game-Grass (back) to Tepex, work a(nother) Mountain, and build Cavs. I'd suggest that the Workers near Atzca be shipped back over to Forest Tepex's Game and Plains, so that Tepex can get its shield-count up, and finish its Market quicker: it already has more food than it needs for Pop12.

    OK, the save is below. You can shout at me now...
     

    Attached Files:

    Last edited: Jul 21, 2019
    jarred! and Judminder like this.
  8. CKS

    CKS Chieftain

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    Good job. Those Byzantine landings can be pretty rough.
    (I think the Byzantines built both the harbor and the barracks in Cattletown, by the way.)

    I'd like to send an army pillaging through all of Byzantium - take out their food, shields, roads, and resources. Their lands will never be productive lands for us (the game will be over before then), so lets make them unproductive for the Byzantines, too.

    I also vote for completing the pentagon and adding cavs in to the knight armies before attacking in India. I'd also add that MDI into the sword army on the NE island - I'd like the cav army to move elsewhere later, but I'm fine leaving that sword army on the island forever.

    We only need about 200 tiles for domination, which is India and the unclaimed tiles. We can safely collect most of the unclaimed tiles with settlers and temples if we want. India and the Byzantine lands south of India would give us the rest of the tiles we need.
     
  9. jarred!

    jarred! Chieftain

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    After tjs is @Judminder, but he needed a skip (?) so that means @SuedecivIII is up.

    I've been really busy lately, but it's great to see the that the end is near!
     
  10. SuedecivIII

    SuedecivIII Chieftain

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    Hahah, I appreciate the images.

    I'll try to have a look at the save tonight.
     
  11. Spoonwood

    Spoonwood Grand Philosopher

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    I saw that Tamuin will riot if it's left alone.
     
  12. SuedecivIII

    SuedecivIII Chieftain

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    Nice catch.

    We're pretty close to steam power. Should we grab it? It would free up on a ton of units on the mainland. Only disadvantage I can think of is no Hanging Gardens. But the ivory we got seems to have replaced that.
     
  13. SuedecivIII

    SuedecivIII Chieftain

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    IBT: We lose a city on NE island, and the byzantines land more units on us.

    Turn 1: I use boat chaining to get 4 more cavs to the island. I heal the armies in the barracks city. I plant a canal city. I decide to delay the attack on Lahore until after the pentagon.

    IBT: the dutch land the northeast island. We finish the pentagon.

    Turn 2: We clean up the dutch landing with our cannons and 3 health cavs, and attack Septum, the byzantine city, with our army. Lahore is a nice city to have, it has elephants.

    IBT: They actually don’t take Lahore, which is empty, they just pile units outside it.

    Turn 3: We take Septum. Although sadly, I placed another cavs in that army, so it can’t get on a boat now. Whatever, we’ll take the other army.

    Indian troops are sitting ducks, we kill a stack of 7 units, no casualities. We leave one army to heal up.

    IBT: Indians attack our galleon with caravel and lose. Byzantines take Lahore, which was empty.

    Turn 4:We retake Lahore. It lost its harbour, so we lost our ivory stupidly. All our bombards fail on the next dutch city, so we don’t attack yet.

    IBT: Byzantines are industrial

    Turn 5: We bombard Arnhem successfully, so we attack. Our full health swordsman army dies to a 2 health musket. We attack with our other units. Lose 2 battles, win won. Yes, they only had 2 muskets in there and they still beat us.

    IBT: We lose all our cannons to the dutch. We fend off attacks near Lahore.

    Turn 6: We get an MGL near Lahore.

    IBT:Byz unload on NE island, we got an army there though.

    Turn 7: we deal with it

    IBT: Byz retake Lahore. I’m not keeping army in there since im scared of it flipping.

    Turn 8: We retake Lahore. We attack Delhi, and kill 4 muskets with our armies with minimal losses. They seem to have plenty more, so we’ll wait another turn and resume.

    IBT they land island again.

    Turn 9: The byz tried to replant septum, so we get free workers.

    Turn 10: More free workers from the Indians. We take Delhi.
     

    Attached Files:

  14. SuedecivIII

    SuedecivIII Chieftain

    Joined:
    Apr 20, 2019
    Messages:
    87
    Some notes:

    I think steam power and nationalism would really help, but I kind of half-assed research on them. So we have banking and half of ToG if I'm not mistaken.

    The islands seem safe.

    I'm scared of Lahore flipping so I still haven't bought a harbor in it.
     
  15. jarred!

    jarred! Chieftain

    Joined:
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    Roster:
    1. jarred (on deck)
    2. CKS
    3. tjs282
    4. Judminder
    5. SuedecivIII (just played)
    6. @Elephantium (up)
     
  16. CKS

    CKS Chieftain

    Joined:
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    Messages:
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    I think that if we use our cash for rushing rather than researching we'll be done quickly. I don't think the game will go long enough to get any real use out of either steam power or nationalism. We only need 171 tiles to win.
     
  17. jarred!

    jarred! Chieftain

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    What would you like to see rushed? Short-rushing cavs?

    Hopefully pressure will be drawn away from our territory as we begin to conquer theirs.
     
  18. CKS

    CKS Chieftain

    Joined:
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    Messages:
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    Cavalry, settlers, and temples in towns where we could gain territory via cultural expansion. Probably rushing armies is not worth it since we have several on the landmasses we need them for, but I'm open to this. Frigates and privateers to attack shipping.
     
  19. Elephantium

    Elephantium Elephants think that people are cute, like puppies

    Joined:
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    OK, I've got it. Fair warning, I may not have much time to play before Sunday.
     
  20. jarred!

    jarred! Chieftain

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    @Elephantium, it's been a week, think you'll be able to finish over the weekend?
     

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