KA01 - A Simple Deity Space Race

eqWorker is one of the units defined by the GOTM mods for vanilla. Either you are trying to load it using PtW or Conquests, or you've uninstalled your GOTM mods?
 
Thank you. I'll see what I can cook up. This game is very enjoyable for me and last night I just got to tired. I did not want to make silly mistakes because of being sleepy. I know it's a way off but nikof and I were tossing around the idea of our next game being an AW. Keep that in the back of your mind for a future project to think on.


Edit: I will proll continue to play in +3/4 hours from now I hope to have thae save back yet tonight. current time 6:07 EST
 
Nice turns, AlanH! I'd noticed the excess shields in the settler factory, but chickened up about messing with success. :)
Have fun Mistfit!

I'm leavin' on a jet plane. You can take me off the roster until the 28th October. Poor Keltoi...
 
Have a good trip, Nikof. We'll save something for you to do in a month's time.
 
I'm sure we'll leave a spaceship part or two to build... ;)
 
Hey everyone, I came thru the storm OK. Surprisingly I did not lose power this time even though our winds were higher. Lost all the fence and have more branches down. My parents house have a 20ft tall water oak leaning over that is about to fall. The fence is the only thing keeping it up.

Got a lot of cleanup to do but I should be able to checkin every day. Probably a few more days before I can play though.
 
Good to hear Gator.

Ok I've got the preverbial good new and bad news.

Good new is that I have finished my turnset and have the save

Bad news is as I'm cruising around the map making my hand-me-down report my computer freezes up. I had to Ctrl-Alt-Del to get out. I lost my extremely detailed (and witty) turn report, my screenies, and my dot map of my brilliant battle plan.

So here is the severely shortened turn log

Highlights(and Lowlights)
Trade with the Fench for Dyes 12 gpt and 15 gold
Settle 3 towns 2 in the North and One in the East
Sink 2 galleys(on their 1st overnight stay at sea) in the quest for the new lands. Build a third and have it heading that way
The Americans build the Lighthouse
The French and the Keltoi are at war
Monarchy is known by 2 or three of our compadres
I bought 2 more workers for 30 and 24 gold Keltoi and Zulu
Lots of Squid abound
Started to move troops to the East to set up for the Keltoi campaign.

Ok someone please check the save to insure it is OK

It is >>HERE<<

Now I will confirm that this has been posted and go :hammer: my puter.
 
The Keltoi Offensive
I’ve changed my mind on our first target for attack. I believe that we should take out the Keltoi first.

Reasons:
They have better lands for us to occupy.
Currently they have no Horse or Iron
They have a unique lux (wines) that we can grab if we get to Entremont.
Let the French improve the jungle ridden south for us before we grab it from them.
I've added the battlemap in the spoiler so you do not have to wait for it to load every time is is 542KB :eek:
Spoiler :
Keltoi_Battleplan.JPG

Stage One (The Richborough Offensive):

Goal: Remove the Keltoi from the west side of our continent and control the chokepoint marked by the pink star

Set-up: We will need a mixture of units: Swordsman, Horseman, and a few Spearman and one galley on the East coast. We will also need to be sure that we have enough units to cover the wandering Keltoi units in our borders as well. I would suggest building embassies in at least France, Keltoi, and England’s capitals. France is currently at war with the Keltoi and I would pull in the English to insure the Keltoi don’t get them to attack on their side.

Cataractonium: A contingent of swordsman placed SW-SW of the town center will have us attacking from a position of power in the forest. I would use swordsman for their greater attacking power, seeing that greater movement will not be an issue for this city. We can upgrade some or all of our Vet Warriors for this.

Burdiuala (sp?): I again would use swordsman starting 2 S-S of the city. Once this city and Cataractonium are ours I would move the swordsman towards Richborough to help mop up incoming units.

Richborough: This city is a great choke point that we can take advantage of if we take it quick. Unless the Keltoi get a ROP with England and travel 9 tiles out of the way and attack us from Liverpool we will be able to fight their initial charge from one spot on our terms. I would move our units in from the tile E of Asturias heading N – NE to the mountain to attack the city. This city is the most important objective of stage one because of the choke point. Some spearman following along would be preferred to set-up on the choke point to take the brunt of the Keltoi counterattack.

Other Ideas:
Right now the Keltoi do not have their iron hooked up. We have two choices. One, hope they do not get workers through the mountains to hook it in time, or two get units over there to insure that they don’t. I like the second plan, as I don’t like fighting swordsman with horseman. We could initiate this immediately by getting a galley rushed from our east side and loading it up with a couple of spearman and winding our way through the jungle to set-up 3 tiles away from their iron. (somewhere around the southern purple line on the map) This may or may not work dependant on border expansions between now and when we get units over there. Our other choice is to have the galley loaded and ready to go once the battle has begun. This however will take 5 turns for our Spears to get to the iron source. IMHO I don’t think they would survive that long.

Stage Two (March on Entremont):
The Goal: Gain our future palace location in Entremont and reduce the Keltoi to size one and two cities.

The Plan:
Once the major counterattack has been thwarted on the choke point we can continue in a straight line with all of our units through Verulamiun and on to Entremont. This plan is more of the “get as big of a SoD as possible and start :hammer: ‘ ing people” type plan. Once Entremont has fallen, the Keltoi should be gassed so I believe splitting the army into two should be ok to take the last of the Keltoi large cities (Moines and Lugdunum).

Stage Three (Mop-up)
The Goal: Either wipe the Keltoi from the planet or keep them down to one city in the jungle.

The Plan: We can see if they are willing to gift the rest of their cities to us for peace or stomp on them somemore until they are gone.

Summary:
I’ve separated the attack into three stages, we can always back out if something goes awry after each stage. If everything goes well I believe this can happen over a stretch of 15-20 turns. Hopefully we will have created a Leader or two during this so we can rush our palace to it’s new home in Entremont.

Next on the Agenda… England :D
 
Looks good, and I agree with the approach -we don't want to see those funny Gallic Swordsmen (or their vanilla equivalent) running around our world...

For what it's worth, we should probably leave them alive so that tech costs go down some -in principle, what will happen in fact is that all AIs will stop researching anything as soon as we enter the Industrial Ages...
 
Looks good. I think.

BTW, are you sure you want to kill England? A commercial civ in the Industrial ages can really help power our research machine.
 
Next on the Agenda… England
This is getting very boring! When do we get to play as England so I can start getting my own back? :hmm:
 
Tomoyo said:
BTW, are you sure you want to kill England? A commercial civ in the Industrial ages can really help power our research machine.

Karasu said:
what will happen in fact is that all AIs will stop researching anything as soon as we enter the Industrial Ages...

I guess looking at these two we could always leave them around until the Industrial ages. Who then the French...no IIRC they are commercial as well. Then I guess it's the Ottomans, Zulu or India. The Indians are Scientific so prolly scratch them off of the list too. Hmm... The Mongols were more fun because we did not need to think about who to let live :D
 
I know this sounds a bit off to left field, but presumably we don't *have* to go around killing everyone in this game? We need a good second core, and from my gotm28 experience the Kelt lands will do very nicely. But after that, who do we need to fight?

- Our objective is a fast launch, so w'll certainly need to deal with anyone who looks like getting anywhere near launching before us, but that's a way off yet.

- Do we want a high score? If so we need to get to the domination limit asap.

In most of my games England has provided very little help with research. Ad in this game they have a pretty meagre bit of territory - mostly tundra. Maybe we should just put them out of their misery as an act of charity? :p
 
My reasoning for the elimination of the English is two fold, first they have the only other multiple source of furs (trading competition) second, they wave more tundra than we do and I wonder if they will have a source of oil and we will not.

Other than that Liz kinda bugs me and recently I have been in a warmongering mood.
 
Out of curiosity who is up? I have a gut feeling that I am but the last roster is so confusing...
 
@Tomoyo: Sorry you found my roster confusing. Here it is:

Tomoyo - waiting for Gator to play
Karasu - celebrating hs Maths result
Nikof - drinking in the piazza in his new city
AlanH - just played
Gator - On deck, but huddled under a storm jib
Mistfit - UP

Since then Mistfit has played. Gator was on deck having been swapped. So unless Gator asks for another swap or Karasu decides something else, Gator should now be up and you are on deck. Make sense now?
 
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