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Jheronimus leader of Germany - for everyone SG

Discussion in 'Civ4 - Succession Games' started by Jheronimus, Feb 22, 2006.

  1. TCGTRF

    TCGTRF Warlord

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    Oh, this is a sweet setup. We can castrate him in three turns, then all that's left is the mopping up.

    We need to see if we can trade with the other civs to cut him off from trading so that he doesn't get horses from them. Iron and copper I'm less worried about.

    Tom
     
  2. TCGTRF

    TCGTRF Warlord

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    Ok, here's the save. Not as good as I had hoped, but it should be clear sailing through the rest of the continent from this point on--one turn to Cavalry. Full details tomorrow.

    Tom
     
  3. Jheronimus

    Jheronimus Warlord

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    Well done, nice to finally see Nhing-Hsia reduced to rubble. So you started war, very good. Beshbaliks defences already reduced to 0. It'll only be matter of a view turns now if we use our forces the right way, guess Wreck gets to do the last blows.

    Wreck must pillage the horses straight away.

    As far as our science goes: :thumbsup:

     
  4. TCGTRF

    TCGTRF Warlord

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    Oh, their horses were pillaged on my turn 3. Virtually all of Khan's workers have been captured and once Besh falls, the horses will be beyond his cultural borders and unrecoverable. Besh should fall on Wreck's first turn. All that remains to be decided in the war is how fast it should be pursued. The faster we try to take the cities, the larger the number of units we'll have to sacrifice. Now, since we've got a bunch of knights, we can afford to lose a few and replace them with the new Cavalry.

    The rest of the continent should be a walk-over. I don't even think we'll need a breathing space before we take out Asoka now that we're this far ahead in Military Tech.

    Turn by turn coming in an hour or so.

    Tom
     
  5. TCGTRF

    TCGTRF Warlord

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    Ok, summary of last night's session:

    Interturn:

    War or not to war? If not now, when?

    Well, all the cities are going to finish their builds in the next few turns. Khan's got 4 workers(!) within two tiles of the border. If I take 3 of them first turn, I can bolster us, and cripple his ability to repair his infrastructure that I pillage.

    KHAAAAAAAAAAAAAAANNNNNNN!!!! War next turn!

    Check cities for MM purposes--and go

    Turn 1--1680AD WAR. Workers had moved away a bit, captured one. Iron mine destroyed. Keshik defeated at border. Will send all captured workers back from the front for reassignment. Keshiks threatening marble.

    Turn 2--1685AD. Keshik drive on Berlin. Defeated. Skirmishing around Ning-Hsia, one knight casualty.

    Turn 3--1690AD. Lowered strength of Ning-Hsia to 0% with Cats. Horses pillaged. Sending knight back towards copper. Take and raze Ning-Hsia along with 3 of his workers. Time to mop up and move on.

    Turn 4--1695AD. Continuing to mop up around Ning-Hsia and moving to counter a second stack heading for Berlin.

    Turn 5--1700AD. Moving towards Besh.

    Turn 6--1705AD. Enemy raider heading towards Stuttgard.

    Turn 7--1710AD. Nationalism comes in. War weariness notable in city in NW part of empire. Queue Military Tradition (4 turns). Decide to put Teklinberg onto Notre Dame to add more Great Artist points to the city and raise happiness one for all cities on continent--6 turns to completion. (At this point, I forgot that all I needed to do was either build a few garrison units in the unhappy city or turn up the Culture slider one notch--Duh, sorry about that.)

    Turn 8--1715AD. Fresh healed troops reach Beshbelik. All enemy raiders gone from our territory, annihilated with minimal losses on our part.

    Turn 9--1720AD. Copper-raiding knight is ambushed near Turfan and eliminated. Not replacing him for now. Great Prophet pops, builds Holy Shrine in Hamburg.

    Turn 10--1725AD. Battle of Beshbalik begins. Losses somewhat heavier than expected--lose several knights.

    At end of round, we're one turn from Cavalry. Stack of Doom is outside Beshbalik, and the city should fall on the next turn. Khan very likely cannot replace his workers, so his infrastructure cannot be improved or rebuild easily. I did not change Civics, I didn't really need to do so. You guys can if you wish. If you decide to keep going against Asoka, I would seriously consider doing so.

    I have almost completely circumnavigated the other continent. There seems to be a bit of unclaimed space there. You might consider going for Astronomy and running a galleon over there to set up a city to store troops in for the later conquest of the continent. It will definitely take a while to get enough over there.

    It might also be a good idea to take a few cavalry over and capture the known barbarian seacoast city on the long peninsula. It looks like a possible money-maker and, with some culture should preclude much enemy colonization on that peninsula.

    Good luck, Wreck, give 'em hell.

    Tom
     
  6. Wreck

    Wreck Prince

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    OK, got the game and loaded up... looks good militarily. Yeah, stack of doom it is. Should take Besh next turn, and raze it. Then onto Kara. As far as Asoka, we'll want at least a turn of peace (to drop WW), then maybe onward... probably, actually.

    Still, there's a lot of infrastructure work that's been neglected. *3* unhappies over in our food-capital. (Damn, I really wish we'd built the Globe there, and not in Berlin. You'd see what whipping can do! I don't think I've ever had a four-food-resource town before.) Lots of other cities nearing unhappiness, and you know what that means with me. *Crack*!! Well... actually for most of them, it's queuing a building, then *Crack*!! next turn.

    Let's see, what else... enemy raiders gone, right? Well, moving out troops not needed to the front. (It particularly pains me to see Mattias the Axeman, with 10 exp and *3* city-raider promos, sitting on garrison duty.) Some of these guys need upgrades, so I am shorting science for a turn, at least. Doesn't matter that much techwise; Military Tradition is the breakpoint we need and we get it this turn. Mwahaha! Cavalry!

    Hmm, forces with moves into enemy culture zone. Cancelled moves. Don't want these units to move before I capture the town; afterwards, the culture zone won't be as far out. :)

    I have to figure a way to get at that copper mine. I think two knights, upgraded to Cavalry, can loop down there via Indian lands, but they won't get there for a while. Still, probably faster than creeping through the culture-zone jungle. Have to compare to make sure, though.

    Huayna Capac will accept Open Borders, so I go for it. Monty hates us; big surprise. THere's a native hut on the west coast of their continent! I must have it. Hmm.
     
  7. Wreck

    Wreck Prince

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    1725: See above.

    1730: Barb galley attack one of our caravels. We win. Military Trad is complete: new tech choice. I look at the tech tree, and it's a hard choice. Astronomy to get access to the "new world"? Or ... riflemen? (2 techs out.) Or the pursuit of Liberalism and the free tech there?

    I decide on Replaceable Parts, reasoning that it will be helpful to take on the Indians; and nobody is pressing us at all techwise, so we can wait on Liberalism.

    Combat time. Hmm... Besh is on a hill; that longbow is incredibly tough. Best unit (a knight) has a 40% chance. Well, takes a while, but I decide we need the cats we have... 4 is thin... must build more. We have knights to spare, so, I use the least experienced one. Surprise, he wins. Got 4 exp for it too, and only down to 7 strength. Mace goes next, hitting spearman at 100% chance to win. Wins. Then knight kills last guy.

    OK... um... uh oh. We've got no medic! Oversight. Well, I'll have to see what I can do. As it is these guys will be healing for a long time. I don't think this matters very much, as it happens, since we're going east then south. But we need a medic by the time we go south, and I'd really prefer it now! Ah, there's a knight coming in as a reinforcement I can use for this.

    I upgrade various units. I am spending mostly on gold for a turn to get more of them. (Most aren't in city range.)

    OK... cities. I whip in half our cities. That'll keep the war weariness from causing problems. I am trying to get theaters and colloseums up in all the bigger towns, in order to get the maximum bang for our buck when we have to start culture-spending to keep up happiness. But that's not yet.

    Stack of doom, much reduced (3 cats, 4 knights) heads towards Kara.


    1735: Notre Dame completes (was whipped, of course). This should help with the happiness problems all over the place.

    Stack o' doom creeps forward.

    Whoa. There's a spices resource in range of Tecklenburg! We don't have this. Need happiness badly! Must develop! Any other resources in range but not developed? Hmm... no.


    1740: Up to walls. Not much more there than there was when Jeroen scouted it. Keshik, 2 longbow, axeman, 2 archers.


    1745: A new iron mine pops up in Cologne! Nifty.

    Karas walls hit. Down to 27%. Stack of doom is slowly reforming, as injured units get healed and move up.

    Copper mine in sight... and unguarded! Well, that makes it easy enough.


    1750: Argh. Barb galley manages to kill one of our caravels! Then, just as it sinks, we notice... you've circumnatigated the globe! Finally! The sailer die with the peace one gets from serving a higher cause.

    Khan appears, asks for peace, offering us 10 gold! Great, I take it! Peace at last!

    Just kidding Tom. :)

    Cats knock down the walls at Karakorum to 0%, on the last cat. Now I have to decide... attack now? Or wait for next to so cats can soften them up? Odds are just 30% w/ knights; not great... (still only have knights up here). Next turn I can lead the attack with a cavalry, after the cats, so I decide to wait.

    The 4 knights heading to the copper mine are blocked from it, by a stack of 3 units. Hmm. Well, odds won't be better than this (they're in the open), so, ATTACK! Nice, no losses. Two knights now on the resource, should pillage next turn unless he counters.

    I notice a galley headed up the coast towards Essen with 2 horse archers on board. Come on in, boys! The water's fine!


    1755: Tech completes (Replaceable Parts). Can now make lumbermills. Rifling is 8ish turns away.

    I sacrifice one catapult, which nicely weakens 5 defenders. Two cavalry in range. One attacks. 99%. And another. They win of course. Now knights... only in the 90s, but no losses and Karakorum is ours! Lighthouse, forge, and courthouse intact, as well as an Academy (woo!) and the Great Lighthouse (+2 trade routes in coastal cities!)

    Stack is not hurt much; heads south.


    1760: Stack goes south. Ho-hum.

    I spread Confucianism to Mannheim, which is nice, since it's gone unhappy again. No wait... the spice plantation finished. So, +1 happiness all around and Mannheim is not unhappy, but will be in a turn. Except that the whip is coming out again...

    I decide to make an explorer and new caravel to send him over to the New World. It will be a while before we get Astronomy and can recon with anything else.


    1765: Horse archers lose near Essen.

    Stack now adjacent to Old Sarai.


    1770: A barb axeman appears out of the jungle where Mongol cities used to be and hits one of my cats moving forward. Hmm, guess I gotta escort them. Cat wins, barely.

    Cats hit Sarai. Walls to 14%.

    1775: Sarai burned. Heading for final city, Turfan.

    I've taken the liberty of marking up the map with the military resources India has. I recommend we hit them almost immediately. Of course, we want to kill Khan first (to drop WW back to zero). This should take 4 more turns. And we want to make sure to get all our infantry-type units upgraded to riflemen; you can do that in Turfan (which we want to keep anyway).

    I've also marked up the three approaches we can take. I've started ferrying units over on Approach #3. We should be able to field at least two stacks of cats this time, and I think three.

    BTW I walked an Axeman through India, seeing several cities, and they have about what Khan had. 2-3 longbows per city, w/ a few axemen and also some elephants. Nothing for us to fear.

    In our more distant cities, I've gone back into builder mode, seeing as we drastically outclass our opposition.

    We get Riflemen in 1 turn. Have fun.

    One more thing. Just off the far east coast, there's a Mongol galley that, last turn, had a archer+settler in it. I suspect they have just hopped off the boat. Can't find them, though. Perhaps he had to disband them? Anyway, have an eye out over there.
     
  8. Wreck

    Wreck Prince

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    I've never built the Spiral Minaret before, and now I see why people like it so much. +1 gold for our Confucian Temples, Confucian Monastaries, and Confucian Cathedrals (whatever they're called). That's big. So, it's even more a priority to get religion spread to all of our cities. We're up at 70% science now!

    I second the idea of taking Jute as a staging area for moving forces to the New World. I have been collecting some of our spare Axemen in Mannheim, mainly to help keep it happy (which is hard enough). But once we've got rifles, these guys can be upgraded and sent down to take Jute.
     
  9. Jheronimus

    Jheronimus Warlord

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    That's the good thing about succession games everybody learns from eachother.

    It's my turn now, but buzzy times arrive for me. I'll try to squeeze some playing time into my scarce free time, I'll have to use the 48 hour maximum.

    I've never been the first to circumnavigate the globe. Is there a use for this? Do you earn something when you circumnavigate the globe?
     
  10. TCGTRF

    TCGTRF Warlord

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    Circumnavigation gives you one additional move for all of your naval units. It will be invaluable when we found/capture a city on the other continent and start ferrying troops over there for conquest.

    I'd recommend going for Communism pretty quickly now. If we can get that, not only do we get twice the bang for our buck with The Kremlin, we can switch to State Property and pretty much keep the cities that we capture for a good while. Is Versailles still available? If we decide to go in some other direction, we should probably put it in Turfan right after a theatre. That would enable us to immediately fill the old Mongol territory with cities of our own if we wish.

    Liberalism would be fine, too. Anything that gives us a free tech won't hurt. I wasn't using either Vasslage or Theocracy. Does the Spiral Minaret stop giving us money if we go to Free Religion or does it give us money from all religious buildings--probably the former.

    I am particularly fond of the Assembly Line/Combustion/Industrialization/Artillery beelines in that order for modern warfare. In our case, Combustion is absolutely necessary not only for the oil wells that it allows, but also for the Transports that come in with that tech. Early flight would allow us to build an airport in our base city on the other continent, one in our troop production city over here and quickly build up an army on the other continent.

    One other note--rumor has it that the patch is coming out fairly soon now. When it does, we'll have to decide whether or not we want to finish this game or patch right away so that we can each play other scenarios on our machines. If we decide to start a new one, I've got a pretty interesting concept game (no harder than this one, Jher, I promise) that I'll propose to folks on the boards.

    [Oh, and Jher, I agree with Wreck that we should have put the Globe in Mannheim. Always put the Globe in your highest total food production city. Once you do that, you can do amazing things with it.] We should have saved the available national wonder slot for Berlin to be Oxford to go with the National Epic, Great Library and Academy.

    Tom
     
  11. Jheronimus

    Jheronimus Warlord

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    I've already done 4 turns now, but I'll continue tomorrow, because it's getting late here. I'm sorry for the delay, but I'm a little bussy for this copple of days (Done two evening shifts, after that having two night shifts, with one day in between and that's tomorrow, so enough time tomorrow).
     
  12. Jheronimus

    Jheronimus Warlord

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    Ok, guys finally done my set of turns:

    Turn 1 1780AD: Discovered rifling > education. Moved some forces towards Turfan. One catapult gets destroyed and we destroy one longbowman.

    Turn 2 1785AD: I've hired a scientist in Frankfurt. Defeated a cashik.

    Turn 3 1790AD: I've destroyed a newly build city named "New Sarai" just to the north of Turfan. This was Kublai's last desperate attempt to survive... Next, I reduced Turfan's city defences to 33%, at that moment I decided to attack. I killed two longbowman, 1 axeman and 2 catapults. After killing the last man standing I marched into the city and arrived at Kublai's palace. I found Kublai hiding inside his closet. He was shivering like a little puppy. I drew my sword and slew Kublai with six quick, well-timed strokes. His head rolled off his body, while hearing his last casp for air. My blade was covered with his dark red blood. I grabbed his head and walked with it towards the balcony, the square had already filled up with mongolian citizen. I shouted, by holding Kublai's head up high: "This was your king, the mongolian empire no longer excists, you'll all be my humble servent from now on". :D Congrat's, well done guys, first civ is reduced to history. Turfan was captured and we've decided to keep it.

    Turn 4 1795AD: Researched education > economics. Asoka completed the Haghia Sophia :thumbdown A great scientist has been born in Berlin. I've used him as a specialist, this increased science output from 233 to 244 beakers.

    Turn 5 1800AD: Montezuma asks for the compass, piss off! :lol: He really dislikes us right now, but that's his porblem. I've spread confucianism towards Karakorum.

    Turn 6 1805AD: We discovered Economics > Constitution. I decide to change civics, I go from mercantilism to free market, to get more profit. We receive a great merchant for being the first to discover economics.

    Turn 7 1810AD: I've used the great merchant as yet another specialist inside Berlin.

    Turn 8 1815AD: Nothing special happened this turn, I've builded up the army to invade Asoka somewhere in the near future.

    Turn 9 1820AD: We've invented constitution > Libralism

    Turn 10 1825AD: I've decreased the research slider, to get an even bigger proffit, while not reducing invention times. Please don't forget to increase the science budget again after Libralism has been invented (in 1 turn).

    I didn't start a war against Asoka yet, but builded up large amounts of troops near his borders. These troops mainly contain Cavalry, knights and catapults. Gathered in two large stacks to the north of the Indian empire and one smaller stack near his source of iron.

    Ok, Tom's turn now, savegame attached below.
     
  13. Jheronimus

    Jheronimus Warlord

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    Before attacking we should add some medics to each division and ofcourse an equel amount of cats. More troops are underway, to add more soldiers to the two smaller devisions...
     
  14. TCGTRF

    TCGTRF Warlord

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    Finished my turn, Wreck's up, discussion to follow. We've got a few more cities than we used to have.
     
  15. TCGTRF

    TCGTRF Warlord

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    Summary of turns:

    1825, Interturn:

    Wow, we've got massive overkill here. He's got longbowmen and probably some elephants. I'm going to try to use the 2nd Division as a reaction force to counter any bunch he sends our way and to take Hyerabad after pillaging the Elephant and Iron. Cancelled settlers at Turfan and Kharkhorum. Other than ones we plant on the other continent as bases, we should just keep the cities we conquer now (or if we really need a resource in the jungle.) We should not allow ourselves to become distracted. Our science and money are simply outrageous. Use it as you will. Started Theatre in Turfan, to be followed by Versailles. Forbidden Palace should be saved for Jaipur after capture. Fiddled with MM cities.

    Civics are problematic. In one turn we're going to get Liberalism and I'm taking Democracy as the Free Tech. I'll let Wreck decide if we want to keep slavery any longer. Will then switch to Representation and Free Religion. These will begin to lower our upkeep and raise our science rate even more. Going to go up Tech Tree to Communism for State Property and the Kremlin. Things are going to start happening very fast now. I'm also going to divert a few units to take Jute, that will more or less give us that whole peninsula once we build a theatre in it. Going to queue Market, Grocer, Bank in Mannheim, they can be whipped if you wish, Wreck. This has the potential for being our highest income city if we do it right. I'd let it grow and put merchants in it when we get the money buildings done

    Turn 1--1830--Liberalism and Democracy. Switched to Rep and FR.

    Turn 2--1835--Declared war on Asoka. Chemistry started.

    Turn 3--1840--Captured Chittagong and a worker, pillaged Iron.

    Turn 4--1845--Captured Karachi, kept it, too.

    Turn 5--1850--Pillaged Elephants

    Turn 6--1855--Great engineer builds Taj Mahal in Teklenborg, more Iron pillaged.

    Turn 7--Versailles built elsewhere, we'll get it back later on. Start Forbidden Palace in Turfan. Start Statue of Liberty in Teklenborg, to be followed by Kremlin. Scientific Method pops, start Communism. Lahore falls.

    Turn 8--1865 moving units around and healing

    Turn 9--1870 same

    Turn 10--Communism pops, Start Astronomy so that we can build Galleons to place city on other continent, explored area around city site there with explorer already. Hyerabad captured. Asoka's got Cavalry, I haven't managed to get someone down to cut off his horses, you should probably do that before he gets a chance to build up too much. There has been absolutely NO counterattack. We caught him completely by surprise.

    We've got 1400 in the bank. I suggest that after we build the Kremlin, we switch to Universal Suffrage and just buy what we need. Our finances are lovely.

    Tom
     
  16. Wreck

    Wreck Prince

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    Got the game.

    1875: OK, we're in anarchy so I'll have to hold off comments on the economic situation for a turn. But I do have two criticisms here... one is, you left three stacks of workers without protection in range of the enemy. Workers, IMO, are high priority and the enemy will attack to take them. Fortunately in this case there are enough random units around unmoved that I could cover them and hope the enemy doesn't have a cavalry around I don't know about.

    Second criticism: our main attacking stack is full of units with the Medic promotion. What? You only need one medic for a stack, maybe two if want some flexibility. The only reason I can think of for this is (a) a mistake, or (b) you're wanting March.

    1880: Bengal taken, no casualties. Not a particularly wonderful site... razed. Jute taken, no casualties. Keep.

    At Bangalore our cats are dangerously exposed. I don't like it, but nothing I can do about it either.

    OK, economics. Lots of changes here, so I won't detail them. Several cities using lots of specialists. What's up with that? Look, we need production; we don't particularly need Great People. Get those people on the land and they are much more productive. Furthermore, using all the specialists is preventing growth (and even starving some cities). I.e. Hamburg has all priests, but no GPP. WTF? Depriested.

    In Mannheim, the trick about whipping it to use it as often as possible, and to build as big a building as you can (which helps happiness). So, I queue the happiness building that you didn't... a forge! Will be worth +2 happiness in a few turns when gems come on line.

    I requeue the settler at Karakorum. I'd like to get more coverage out in the jungle so that we don't have to garrison the area against barbs.

    Civicwise, I don't understand why we're not in Universal Suffrage... I mean, we just had a revolution, for what? We are about to do the "Kremlin Rocket". You need US for that. Well, I'll revolt next turn so we can buy the Kremlin (then start buying everything else). But first we need some resources in the build-box. Oh wait... no, I can't revolt for another 4 turns. Grrr.

    1885: I attack Bangalore, not the greatest luck. Good news is only one cat of three suicides lost (2 withdrew). Bad new is two cavs lost, only taking about 3 of the enemy.

    I get ready to bombard Bombay... and I realize, the stack there has no cats. Woops, I made a mistake here. Why are the stacks divided? I don't know. This many units should have been taking Bang this turn. Anyway, can't do anything until Bang is taken. Next turn.

    I go to 10% luxuries.

    1890: Bad luck at Bangalore. (Lost 1 cat & 3 cavs to 8 of his.) Still not taken.

    Astronomy completes, so I set course for Combustion. Also this means we can trade with the new world. I call up the Incas and swap them two of our resources for Corn and Furs. Extra happiness! Extra health! Mmm.

    1895: Bangalore finally taken.

    1900: Finally I can do a revolution, and it's the last one. All of the advanced civics except keeping State Property of course. We'll be Kremlining shortly.

    1902: Cash-rush the Kremlin, and set science to 0%. Catapults move adjacent to Bombay.

    1904: Bombay falls. It's a bit costly, but we need the speed (and cities on hills are always tough.) Nice city. I start flash-building everything, concentrating on cash-producing stuff. And oh yeah, purchasing the Statue of Liberty for $420. :)

    1906-10: Advancing and flashing. War weariness hits a new high of 9 unhappies in some cities. Jails in a lot of cities.
     
  17. Wreck

    Wreck Prince

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    In terms of what to do next, I've got two galleons w/ 6 units on board headed towards the new world. These guys could probably take Huamanga, since Incas don't have gunpowder yet. Or we could go after Monty first.

    The downside to attacking the Incas is we are getting some resources from him. On the upside, he's clearly stronger than Monty so it would be nice to get him over first.

    Against the Indians, we should be taking Madras and Delhi in 3 turns. Calcutta in 2 I'd guess. Then there's Jaipur, which should take another 3 turns after that to creep up to the walls. So we probably eliminate the Indians in the next 10 turns.

    I'd suggest a turn of peace, then a quick war against Incas just to grab a city as a base. One city and stop for 10 turns. Perhaps more if it's clear that we can. Then we concentrate on ferrying over troops to that city, as well as our Kremlin-fueled continent of doom. We should get railroad soon, which we can use to redeploy all the forces from Indian areas to the east coast of our continent, which is quite close to the Incas.

    I've marked out a bunch of nice new city sites (A-G) for our economic expansion. They all have at least one food resource and little wasted land. Also note the new barb city northwest of Mannheim - with lumbermills and the railroad on the horizon, this is worth taking.

    Game: View attachment 119449
     
  18. TCGTRF

    TCGTRF Warlord

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    Wreck, I'm sorry about the anarchy when I left you. I was so focused on State Property that I didn't realize that we were still in the Golden Age. I also have absolutely no idea why there are all of the medic promotions on the Cavs, did you do that, Jher?

    Specialists and Great People are essential in many types of strategies. Great Artists are wonderful for taming large tracts of captured land and Great Scientists for boosting the rate of production of science, Mannheim would be a masterpiece with full population, grocer, bank and market and a stable of Merchant Specialists. If you don't whip your population away and build huge cities with lots of food, you can afford to run tons of Specialists, which is one of the ways I'm used to winning games.

    When you opted for Slavery over Caste System for so long into the game, I should have realized that you didn't want to use Specialists and let it go. [To me, slavery is a very-short term civic only used in the early game to protect in emergencies against sudden incursions of barbarians while you build your cities to large sizes. I have always switched out of it at Code of Laws. It's just a matter of play-style, I guess.] I won't set up specialists again, especially since the game is won for all practical purposes.

    In addition, I generally wait until after The Kremlin is built (if there's no danger of losing it to someone else) to go to Universal Suffrage to save money and research turns.

    If we want to, we can take one of the settlers and build a city in the unclaimed border area closest to us on the other continent. If we do this, we can both delay the war *and* choose to take Monty out first, since he is not being useful to us. Have the Incas claimed that area during your turn?

    The danger of trying for one city and then stopping for 10 turns is that HC would have to cooperate with us by agreeing to peace for that to work. It is generally better to depend on ourselves than it is to predict what an enemy is going to do.

    Tom
     
  19. Jheronimus

    Jheronimus Warlord

    Joined:
    Feb 22, 2006
    Messages:
    182
    Location:
    Netherlands, Velp & Groningen
    Yes that's my work :mischief:, my idea was to create large undestroyable stacks, with large amounts of medics, so we would have a cumulative +10% healing from each unit with the medic promo (making 100% combined = 1 turn heal), this way a unit would be healed almost instantly when it got attacked and just survived. But I guess it doesn't work this way, please explain how it works, I'm just a beginner, sorry for this.

    Because I've got bussy times right now I won't be able to play until wednesday. I hope you can wait 2 more days, this'll be the last time you'll have to wait for me because these will be my last nightshifts at the gasstation, boy am I glad these shifts break me up!
     
  20. TCGTRF

    TCGTRF Warlord

    Joined:
    Jan 3, 2006
    Messages:
    298
    That's fine, Jher. Make sure that you've got a few galleons made to ferry troops over to the Indian island with the two cities after we finish conquering the ones on our continent. We can use them later on for the invasion of the other continent.

    Send me a PM when your turn is done.

    Tom
     

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