KoS3 - Warmongers

>>a lot of cottages have been springing up lately
at least your workers are cheaper :)
--
Teching in AW is somehow weird since you need the military technologies and liberalism line is not very useful (ok cheap uni+stone is a good thing) b/c it doesn't have any trade value.
Anyways, good luck!
 
I think going after Mid's is good idea here if we can build enough units to defend with other cities. Representation here will help with beaker output and happiness to our cities. And if we get beat to Mid's the failure cash will help also. We also have stone and building them in moscow chopping forests will really speed up process.

We can always farm over the cottages.
 
The main problem with Mids IMO is that we don't have a ton of cities able to sustain good military production -- Moscow is really the only one. Because of that, we would be lacking a good supply of reinforcements during construction of the Mids.
 
Chop chop whip whip. With archers on hills and Churchill having not much to do other than units, it should be enough. Mids will be pretty fast in any case.
 
Plan: move troops accordingly to the post after the last round.

GS->Academy in Moscow
Moscow->Pyramids.. I'll reroute a couple of workers for chopping.
St-Pete->worker Whip-> barracks->archer (there are Impis close by and HAs, I'd like 2 archers per city...)

Other cities: farms and whipping.

Research: slider low and I may up it if we can get Feudalism without lowering slider.
 
Ok so I lied... I did some micro for the first turn... then out of habit pressed Enter.. then one more, then one more, then one more... then it was turn 100 so I stopped :D

The plan worked great. The only problem we've got is pillagers around St-Pete which we can't do anything about with just Chariots and Archers.

The only attack this round:
Spoiler :


The rest was uneventful, stacks were coming back and forth and not attacking...

Feudalism is now due in 2 so we should be quite safe. You can also see that Pyramids will complete this turn. Representation will give us fantastic Specialists so farms should be a priority to grow. Unfortunately the happy cap won't be that high but the thing we really want is a tech edge (Steal ;)) and then we can bring this baby home with Draftees.

Overview
Spoiler :


Stacks present:
Spoiler :








We don't have that much unit upkeep and I'd like to keep it that way. We should get the settlers out soon and extra workers to cope with the improvements/chops needed. With Longbows due soon, we can last an eternity with just a few troops before the AI starts fielding Catapults (which incidentally, should be soon enough).

Techpath: IW next... we need metals too. Might allow us to raze that annoying barb city without too much cost. Next: alphabet ->aesthetics + Literature?

GPP: If we get a spy from Moscow... we can either scout, settle, inflitrate and steal several techs after Alphabet. GS... settle.

1. kossin - Just Played
2. mlinneak - UP!
3. shurdus - On deck
4. mjg5591
5. Meerk
6. Softnum
 
Looks great! :goodjob:

Ok so I lied... I did some micro for the first turn... then out of habit pressed Enter.. then one more, then one more, then one more... then it was turn 100 so I stopped :D
I know that feeling well. :D

The only attack this round:
Spoiler :
Please forgive the ignorant question -- how do you bring up this event list? I can never figure it out. :blush:


Feudalism is now due in 2 so we should be quite safe. You can also see that Pyramids will complete this turn.
I am glad my worries about :hammers: for mids were unfounded.
 
Ok, I have the save, thanks.

I will be able to play tomorrow evening after work, so there is still plenty of time for the other team members to contribute. :thumbsup:
 
375 BC - IT - Hit enter

350 BC
We have very little power

powerless.jpg


But we do have the Pyramids

pyramids.jpg


Moscow - Pyramids -> Settler
St. Petersburg - Archer -> Archer

IBT our archer in York was killed by the Ottomans

325 BC
Fuedalism completes, pushing us into the Medieval Era

medievalera.jpg


IW was already selected
Revolt to Representation - from discussions I believed we were looking to use farms and rep - hope this was not jumping the gun on civics changes

300 BC
Nothing noteworthy

275 BC
Nothing noteworthy

250 BC
Nothing noteworthy

225 BC
St. Petersburg - Archer -> LB - we have no money to upgrade, I figured we would need LBs. If there are too many units, the LBs could replace weaker units that we could delete
Novgorod Archer -> LB
MoM BIFL

200 BC
IW in

ironworking.jpg


Select Alphabet and prompt Churchill to join us in the quest for ABC's (he had selected math)
We get a Great Spy - I send him towards the enemy lands to scout - I think scouting the French / Roman area would be best, and perhaps then an infiltration mission on the French - they appear to be ahead, but without alphabet yet it is hard to be certain
Moscow - Settler -> Settler
We have iron by Moscow!

ironbymoscow.jpg


Immediately direct a worker to build a mine there
Churchill has iron too, 1S of York

175 BC
Whip LB in St. Petersburg and Novgorod for 2 pop with 29 overflow

150 BC
St. Petersburg - LB -> LB till growth next turn
Novgorod - LB -> LB til growth in 2 turns

125 BC
Our iron mine completes! We can build axemen now :woohoo:
Stop here

Our settler is in place by the marble, but I was unable to build the city this turn because of the barbarian town right close by. Churchill appears to be assaulting it. We have an archer with his axeman, and a longbow that could be moved closer but it is very likely he will take the barb town. If it has not grown previously, it may just raze when he attacks the last archer. If not, then he will likely keep the city, spoiling our settling plans. In that event, we may need to move our marble town one tile west.

barbtown.jpg


Here is the current enemy troop placement

enemytroops.jpg


The Ottomans lost a lot of units when they attacked York. They were left with only a sword and an axe that retreated with their tails between their legs, and are now licking their wounds under the protection of a Roman spearman.

Our cities ~

Moscow
Building another settler to help fill in our land to the north. It could grow, but there are not many buildings available for it to choose from if we don't want to just pump out units, just a monument and walls. I suppose it could build research while growing as well. We have 5 turns left on alphabet at 0% research, and 3 turns at 100% that we can't afford yet.

moscow2.jpg


St. Petersburg
After it grew back from the whip, I put St. Pete's on a worker to stagnate at the happy cap, which is affected by whip anger for 8 more turns. There are some shields in a LB (one turn) but this can be dropped if needed without too much loss.

stpetersburg2.jpg


Novgorod
Will grow next turn and should be stagnated until whip anger wears off.

novgorod.jpg


Rostov
Not too much to say, it was working on that archer the entire set.

rostov.jpg


I hope I didn't do anything too :smoke: I will wait for reviews from the team. :)

And the save ~
 

Attachments

Very nice report! :goodjob:

Cities
Def. let Moscow grow next, we want to be size 9 and working max. tiles. (change hammer tiles to food ones) - it has enough improvements, send the 2 workers elsewhere (leave forests for TGL)

St-Pete is working 2 unimproved tiles... suggestion: borrow Hamlet 2E of it from Novgorod. In turn, Novgorod takes the cottage from Rostov which is unworked.
Get 2 workers down there to farm the grass and mine the 2 hills so we can juggle tiles some more (all 3 riverside = more important tiles) Delete the warrior here

Rostov: get a library next

Marble city: send two workers to chop so it gets online ASAP. We want to hook up that marble and get started on TGL pronto.
It may be better 1W actually. It's (E) riverside grass hill vs. grass+lake (W) and we get rid of 2 tundra (city tile)
Anyway, I'd move both archers we have and try to kill the archer (Combat I) there after Churchill attacks for the gold (raze).

I'm not convinced I want the coastal city anymore. We'll have six cities with marble and sheep ones and we'll be getting pillaged non-stop there anyway. We can build/gift it to Churchill so he uses his discounts to build units instead.

Units: delete the warrior in Nottingham, he's costing 1gpt without giving much in return. Medic I would have been better I think. Too bad, too late.

More workers! hehehe, can never have too much!

Churchill has a good Longbow in York... I wonder if we'll ever get a GG :lol: Now if he was only smart enough to build a wall there... Since we're not using Stone, gift it to Churchill so he's more inclined to do so.

Techs
Alphabet: at 50% (-8gpt) we'll get it in 3 allowing Moscow to build research after its settler.

After that, several options I see...

Mathematics: chopping/Currency discount
Currency: Doesn't need explaining...
Aesthetics->Literature: not sure how fast we'll get there compared to hooking up Marble but my guess is it's too fast.

I'd choose Math->Aesthetics->Lit->Currency I believe. Then we can think about going for Philosophy for the religion. Or whatever!
 
Hmm, there is no way to get pillaged since the path is too long for such a mission. Well, at least before astronomy/chemistry.
The city gives one happy resource.
Btw, philosophy cannot be bulbed fully but depending on the city sizes (of both civs) it might worth (also will take a few turns of research).
Ahh also something funny if you go for liberalism and your team mate finishes he gets to pick technology.
 
@bestsss
Pillage: I meant the seafood.

Philo bulb: gotcha, still it could get us the religion faster which we could use for 2 happy everywhere...

Liberalism: Yes, that's why 1 turn from completion you ask the AI to research something else. Same goes with Wonders so they don't start building it in poor cities

Thanks for your input, always great.
 
>>Pillage: I meant the seafood.

Exactly!
How do you think they will get to the sea food? The sea food will remain intact.

About liberalism, I meant you should stress that when the time comes.
On a side note b/c Chruchill is going to get most of the experience points, you will have some issue w/ the great generals.
 
Napoleon has a city with culture spreading over the ocean tiles nearby so his galleys can cross and pillage in 3 turns.
Spoiler :


Anyway, the AI did in games similar to this.
 
The French and Romans would easily be able to get to it with galleys or triremes. I don't think it's that far for them. If they see a city on the coast, they will likely send units on the galleys to cause some ruckus as well.

Edit: And they would be able to unload their units on that lovely forested tundra tile to get additional defense...
 
^That's an interesting issue.
The AIs don't pillage w/ galleys (unless barbs or just unloaded some stuff), they can do that w/ triremes, though.

They won't get sea assault here for sure. It's land war for them. As for the extra defense you will chop the forests for sure.
 
Back
Top Bottom