Jumpmasters 1B: Power is Knowledge (Vanilla, GOTM mod - Emperor - No research)

Good luck Karasu.

@ nikof - you did well. Flips are unpredictable and that one was fast, especially considering it went to a third civ. The new Mapstat has a flip percentage table and to which civ it is in danger of flipping. One thing to keep in mind is if you have a city that you think might flip, then keep your troops outside of it. That way if it flips to the civ we are at war with you can just recapture it. Leaving troops outside only depends on if that city is not under a counterattack. The time I notice that flips happen the most is when you have a civ down to only 1 or 2 cities.
 
Have fun Karasu!

-kill, raze and burn... I'll pop back for any special instructions
Asked and answered! I think you have the instructions down just fine! :satan:
You'll probably want to ferry a few more troops over, after the initial attack. And I thought a couple more galleys doing exploration wouldn't hurt, they cover an awful lot of ground with the Lighthouse and the modified rules.

I'd hurry a temple in LeFoothold to keep it from flipping. You never know it may help a French City flip to us as well. I think that those two French Cities are a long way from the French Core and Capitol.
I shortrushed both a Temple and a Library in LeFoothold. Twice burned...

Have fun and get that city back for nikof :hammer:
No big hurry to get Ulan back imho, unless collective honour demands revenge. It was just a convenient starting city on that island, combined with wiping out Korea. But up to you, Karasu.

Cheers,
nikof
 
Here I come.
The Mongol Units are great, so... yes, the Chosogabe are soon going to be a distant memory -I only played five though, so you'll have the pleasure to complete the massacre. In fact... :mischief: I really stole a few hours to play these turns right before leaving for the train station, but I enjoyed it soooo much... :D

Pre-turn: 500 AD
Check our neighbours. Almost everyone knows Invention, so why not us too. Buy it from Khwarizmia (the weakest civ to know it) for 1120 gold.

Since I am here with this new knowledge, I cannot help but upgrade our Mangudai Bowmen to Khorchin. :D

Ok, then, not much else to do other than declare war on Chosogabe and begin the bloodshed... I did give them a chance -but they refused to surrender all their cash for a renewal of the peace deal. It's all their fault then ;)

Turn 1 - 510 AD
Our sailing ship contacts the Arab tribe. They are already furious with us.
The first Mongol riders land in Chosgogabe territory. Now let's see what the Choso will do...

Hurry a couple of temples in former Baekje lands.

IT
...nothing. I see three Chosogabe horsemen galloping next to us, heading for some other place. Maybe it's time to build a few embassies.
I have left two galleys in Arab and Tokugawa lands. Neither of them is happy about that. Yes, they will go immediately.
Pyongyang riots and gets a taxman.

Turn 2 - 520 AD
Move some of our wonderful UUs towards the boarding point.
Then it's party time: attack on Uwajima.
I start with some bombardment -there are two regular defenders, both of which loose one hp. The Temple is destroyed and trhee or four bombardments fail.
Then the attack:
Veteran Bagatur vs 2hp Footman, is redlined and retreats (bombarding with his spare movement points)
Veteran Bagatur vs 2hp Footman wins flawlessy, attacks again -is redlined but wins and promotes to Elite
Veteran Bagatur vs Samurai Archer: two bombard rounds reduce it to 2hp, then the attack is won.
Uwajima is captured with one worker, 4 golds and 5 resistors. Our UUs are so nice :love:

Attack on Tokushima.
First round of bombarding uses one movement from each unit. Three defenders, all down to 2 hp. City size drops from 7 to 6.
Attack: Veteran Bagatur vs 2hp Footman wins loosing 1 hp
Regular Bagatur vs 2hp Footman wins flawlessly; attacks again, is redlined but wins and promotes conquering the city.

Veteran Bagatur attacks wandering regular horsemen, in the open, and dies miserably
Veteran Bagatur attacks extremely lucky but redlined horseman and kills it.

New Erdenet and New Tsetserleg founded in suggested spots. Barracks.

Establish embassies with Rajaputana, Ottomans and Russia. It looks like they are all at peace, and this is not good.
Ottomans' capital is on wealth... :rolleyes:

IT
The French complete Sistine.

Turn 3 - 530 AD
Set units to attack Tosashimitsu.

Establish embassy with Vikings. They are 5 turns from completing Sun-Tzu.
Move troops out of Tokushima and a Uwajima, out of fear of a flip.

IT
Tokushima doesn't flip back -it is retaken by Chosogabe; of course, if I leave it undefended... :smoke: I didn't think they could make it right into the city, though.

Everybody is building Leonardo's workshop.

A Russian and a Chosogabe ship approach our Baekje district.

Turn 4 - 540 AD
Attack on Tokushima
Vet Bagatur kills Horseman and Archer and promotes.
Vet Bagatur kills redlined Footman (from the bombardment, of course :D ) and takes the city back.

Attack on Tosashimizu:
Bombarding more or less ok, defenders all have 2 hp left.
Vet Bagatur vs 2hp Footman wins and is promoted; attacks again, looses 2hp but wins and captures the city.

Kill four Choso horsemen and a Samurai Archer in the open

IT
I stupidly left our Bagatur in the open field, and Chosogabe horsemen kill two units, loosing one of theirs (our defender is promoted).
Chosogabe land two horsemen near Seoul -right between two of our Swordsmen, two Ordu Archers and one Korchin...

Turn 5 - 550 AD
Venture with a few Bagatur and Turghaut into Chosogabe land, and see Niihama. Four Bagatur *may* be enough to take it.
More troops land in Tokushima.

Found New Baruun-Urt

Notes
Chosogabe would take peace now, but would not give cities for it.
Several troops have just landed, ready to take part in the assault (let's hope Tokushima doesn't flip again!). More are coming from our mainland, where very few have been left in defense (sorry, I might have left a few of them on auto-move). Chosogabe seemed to prefer to attack our Korean territory.
Our Galleys are presently more than our rate of production.
A settler is in position to found the last city in our 8-distance ring.
I was also itching to start a war between the other civs, but I decided to wait until we know the world map a little better.

Well, that's it. My mind is already on the airplane.
It was good playing with the Mongols. I'll be eager to follow your progress and come back and read all the story in a while. Have fun mates! :)

--- Here is the save ---

The Chosogabe lands

ChosoX.jpg


And a world map

MapX.jpg
 
Have Fun Karasu! Great Turns. The world should be dominated by the mongols on your return. Wow That is a big map. Are we planning on domination win? looking at the map I'd guess that we should be able to get close with the Easten Hemisphere. Although it will depend on the size of the islands that are here. I think we should concentrate on busting the fog of our side of the world as we will robably not be ready to take the Western Hemisphere until after we have maps anyway.
 
You've prolly already reached for the skies, Karasu, but have a good vacation.

Does this mean I get to play with the Hordes now? [dance] I'll pick it up tonight.
 
:) Karasu, it's been fun having you on the team. Have a safe trip.

---------------------------------------------

@AlanH - good luck on your turns.
 
Got it! I'll play tomorrow evening.

Are we using ship chaining to get troops to Goguryea, or is this considered an exploit? Reason I ask is we have a bunch of galleys holed up at the destination end of the chain and some troops in the middle of the sea who seem to have moved recently, so it looks like they may have moved ship to ship rather than changing ships with no loss of movement. If we are permitted to use it I'd like to set up a proper shuttle service to get troops from home to battle front in one turn.
 
Not sure if it is allowed or not, but since we are teaching some new techniques, I say go for it and post how it is done. I've done it wrong when I tried it.
 
"Ship hopping" is an allowed technique under GOTM rules, so I say we go for it. I'd like to see it too - I've managed to get one transfer mid-sea on the same square, but the movement points seem to be used up before the 2nd transfer. Would love a little tutorial, AlanH!

Cheers,
nikof
 
OK, I've used it and like it. Can't see what people object to really :D

I'll provide an illustrated blow by blow move sequence when I get it set up. The key steps are:

- transfer troops to a ship in harbour A.
- move the ship to a location B where two empty ships are parked.
- send one of the parked ships back to harbour A ready to pick up next turn.
- wake the troops up and load them into the other parked ship.
- move the newly loaded ship to its destination C - another pair of parked ships or the destination harbour.
- move another empty ship from C back to B to keep the ship counts at each intermediate way point constant.
- unload the troops at the destination C. If this is another ship, rinse and repeat. If it's the destination harbour then they are ready to move out and/or fight, with all the movement points they had when they boarded ship at A.

To transfer 2 units per turn you need one galley at each end point and two galleys at each intermediate way point. Multiply the ship counts at each location to move more troops.
 
I knew the unload in a city allowed movement, but I did not know that beginning in the city kept the movement also. Is the city required to have a harbor or is it the load/unload feature.
 
No harbour improvement is needed, I just used 'harbour' to refer to the coastal cities at each end of the journey. If a unit makes a one-tile jump to or from a ship at any point in the journey then it loses its movement points until it has been at sea for one turn.
 
lurker's comment:
I have used the ship chaining "trick" to move units across the world on an archi map. It gets even easier when you have RR on islands in the middle.

In fact, with RR, it is possible to get units (like tanks) all the way from your core to the front without using up a single movement point.

The trick is to use the load/unload option, and not actually move the units any tiles. It's also important to make sure your baots will get them all the way to the destination city. One tile away is not the same thing.

Incidentally, I think that's why it's generally considered an exploit Alan. It should not be feasable to move units with boats more efficiently than with airports.
 
SesnOfWthr said:
lurker's comment:
Incidentally, I think that's why it's generally considered an exploit Alan. It should not be feasable to move units with boats more efficiently than with airports.
How are you measuring "efficiency"? I don't normally bother with ship-chaining because I use "units/turn" as the measure of efficiency, and this is exactly the same whether you use ship-chaining or not.
 
Dianthus said:
How are you measuring "efficiency"? I don't normally bother with ship-chaining because I use "units/turn" as the measure of efficiency, and this is exactly the same whether you use ship-chaining or not.

Boy you're just everywhere, aren't you? :lol:

In this case, my measure of efficiency is this:

If I airlift a unit across the world, I have to wait until the next turn before I can use it. If I ship chain a unit across the world, I can use it this turn.

I guess my measurement of efficiency, at least in this regard, would be movement points remaining.

EDIT: and I'm not really sure what you mean by "units/turn"...
 
I've seen people argue that because of the setup required to make the ship chaining work, it should not be considered an exploit.
 
SesnOfWthr said:
EDIT: and I'm not really sure what you mean by "units/turn"...
I mean units per turn. The number of units per turn that can be transported between point A and B is the same regardless of whether you use ship chaining or not.
 
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