Kraz01- The Totally Mad Scientists

Ok, I played a 'cruising' turn set. I did a lot of MMing, and we're at 4-turn research with a surplus. Sorry it's only 5 turns, but with such a huge empire, 10 turns is just too long when I micromanage as well.

Spoiler :
The turnset will be less detailed than normal, just to keep the game moving at a decent speed.
Turn 0- 1100AD- Load up the save, check things out. Couple of settler movements.
IBT- Nothing.
Turn 1- 1110 AD- realize that some of our too-corrupt cities aren't MM'd as science/tax farms. Lots of MMing. Now at +59/turn, Physics in 3, 2.7.1 spending. Why is a city on a lake building a carrack? Switch to Library. Carrack dies to a random Japanese galley :mad: . Bring the other carrack back towards the home continent. We need transport for an assault on the enemies.
IBT- Complete Leo's, and begin making more Cavs.
The inca begin JS Bachs.
Turn 2- 1120 AD- Upgrade some knights.]
Found a town.
Turn 3- 1130 AD-Send the ships over to the east coast. We'll begin loading them up with troops for an assault on Sumeria.
Found a town.
IBT- Get Physics, start Magnetism
Turn 4- 1140 AD- Increase science and change some beakerheads to taxmen. Mag coming in 4 at +36GPT. I also make the discovery that you can change specialists from the F1 screen. Found a town.
Turn 5- 1150 AD-Lots of worker movements.
 
I'll probably take this friday, unless an MIA team member shows up to take it. We are ready to begin overseas operations soon, so it should be interesting and busy. I'll start with 5 turns, and if there's time, I'll do 10.
 
Changing specialist from the F1 is not so easy, if you have more than one in the town.
 
I have finished playing my 10 turns. The good news is that we have a beach head in Sumerian Territory. The bad news, it may not hold. 5 muskets vs 3 MDI and 10 swords this next IBT, plus an equal stack 1 turn out. Things at home are fine, most of the empty land is settled, and a lot of it is improved, Things will be dramatically improved once we get steam power, we can pull workers from jungle clearing to begin a strategic Railnet. Anyway, here is my turn-log:
Spoiler :

Pre-flight: CivAssist 2, Word running. Get the save loaded. Look things over. Try to figure out a strategy for our invasion, but we aren’t ready yet, need more boats, more troops, etc.

Non-Combat:
Workers 76 native, 70 slaves
Settlers 8
Military:
Warriors 5
Spearman 24
Swordsman 5
Horseman 1
Pikemen 13
Muskets 4
Knights 9
Cavalry 9
Catapults 7
Cannons 2
Trebuchets 4
Armies 5, 2 of 4 unit, 2 of 3unit Ancient Cavalry, 1 3 of 4 Knights
MDI 9
Ancient Cavalry 22
Galleys 2
Carracks 5

Hit enter=>

IBT: A few builds finish.

Turn 1, 1160 AD: Load a few cavalry aboard Carracks to establish a foothold in Sumeria territory. Maybe I should wait and upgrade the Carracks. Upgrade knights pikes and swords, that’s why we built Sun Tzu’s and Leonardo’s.
Founded Salt Mines near Salted Whales and Boulder near Lagos.

IBT: Nothing to write home about.

Turn 2, 1170 AD: Turn Carracks around, I’m going to upgrade them ti Galleons so the Army can go over also.
Founded Tucson near River of no Return.
Can’t adjust tech slider for overrun, but turn Scientists into taxmen, +93 gpt.

IBT: Magnetism arrives, next is Banking in 4 turns.

Turn 3, 1180 AD: Upgrade 3 Carracks to Galleons. Turn taxmen back to scientists, lower tech slider to the dreaded 50%, still get Banking in 4 at +133gpt.

IBT: Some builds finish.

Turn 4, 1190 AD: Our new Galleons set out for Sumeria with a decent group of troops and a combat settler.

IBT: An Incan galley appears near Evora, interesting.

Turn 5, 1200 AD: Rush a Carrack to investigate this ocean crossing, move Mounted Marauders to shadow this galley for landings.
Founded Cold Harbor near Blackleaf Farms.

IBT: :sleep:

Turn 6, 1210 AD: Banking will have a huge overrun, MM to net +505gpt.
Land first troops near Kisurra in Sumerian territory.
Ivory Coast founded near Tucson.

IBT: No attacks on our stack. Banking arrives, next is Theory of Gravity.

Turn 7, 1220 AD: Add a Cavalry to first Knight Army. Kill 2 veteran pike and 1 enkidu, no losses, Army yellowed, but Kish is razed, netting 4 slaves.
Sword Beach founded at landing zone, rush Barracks for 320 gold.
Kill 1 pike, 2 enkidus, and an MDI with no losses, and Kisurra razed, nets 5 slaves.
Now to rest and heal the troops.

IBT: No attacks.

Turn 8, 1230 AD: Troops healing, begin Harbor at Sword Beach.
Founded Faraway and Big River in old India territory.

IBT: Some Sumerian units stop in for tea. 2 swords, an LB, and an enkidu.
Our people offer to expand our palace, I add an upper story to the east wing.

Turn 9, 1240 AD: Sugar Point(near Tomar) and Madeira(small island) founded. Kill all intruders, losing 1 cavalry to a sword.
Move some troops toward Erech to lessen cultural pressure.

IBT: The real Sumeria shows up, 2 massive piles of units (20 and 19) approach.
Our people offer to expand our palace, I add the towers in front.

Turn 10, 1250 AD: Lose 1 cavalry, but Erech is razed, no slaves taken, even though it was 9 population.
Rush walls at Sword Beach.
North Hills founded west of Obidos.
Lower science slider to 40%, Theory of Gravity is next turn.

Non-Combat:
Workers 81 native, 79 slaves
Settlers 5
Military:
Warriors 5
Spearman 24
Swordsman 5
Horseman 1
Pikemen 2
Muskets 20
Knights 3
Cavalry 20
Catapults 7
Cannons 6
Trebuchets 4
Armies 5
MDI 9
Ancient Cavalry 22
Galleys 1
Carracks 1
Galleons 7
MDI 14
Ancient Cavalry 22
Galleys 1



Here are some pictures:
Spoiler :

Our humble beachead


Our ship chain details


Grim situation at Sword Beach




The save:
 
Ship chaining allowed? Do we know if Sumeria is on an island? If it is not we are going to need a lot more muskets to deal with the rest of the civs that will show up. Where are the rest of the armies?

If you had more of them over before founding the town, we could set up a small funnel to trim the attackers.
 
Kraz (last heard on 26th April)
Tad (30th April)
Tasslehoff (played)
Overseer (played)

So if I am in, then I am posting a got it.
 
I figured this was worth posting now, so here are the first two turn:

1255AD (1):
Start on Steam over Nationalism as rails will allow us to do more on offense
and defense as well has boost growth and production. Rifles just add a to
defense.

Steam in 6 at 90%.

34 units in the land of sword beach and no one attacked.

3/4 cav kills sword and goes elite (1-0).
send galley from North Hills to Mina to use harbor to upgrade and then bring
over a settler and maybe a unit or two to prevent any incursion.

I may be too late on that one as I see a ship heading that way. we do have two MDI's there, but that could be too little.

1st kills Enk (2-0).
3 elite cavs win (5-0). [5-0]

IBT:
My best count is 19 attacks. We go 18-1 with a very lucky sword killing an
elite musket.

The bad news. Japan has shown up with two stacks of horses.
The good news I got a leader. I think 5 new elites.
[23-1]

1260AD (2):
This is what I was worried about, if anyone else shows up we could lose the
beach town. We do not have enough defenders and do have armies to do some blocking.

So I form an army, but how to fill it? I decide that although I would like to
have a defensive army, we only have 4 muskets on hand. Three of them are elite. The dead one is the one that made the leader.

So I go with a cav army as it is more useful and its defense is not that much
worse than a musket. The 6th is filled.

41 units in the city tiles.

I do not look forward to seeing Sami's with one cannon and 4 muskets. They will be hard to defend and hard to kill.

I rush a musket in Sword Beach.

Well now, this is good. 5/5 cav kills horse and gets a leader. I formed the 7th
cav. Can you not think of Custer? (1-0).

Ok, I need to stop and run to the nearest place to get a lottery ticket. 4/5
cav kills horse and gets a leader (2-0).

I have only 1 cav and 1 musket that is not elite, so I form the 8th and put in
the one cav and two 3/5 cavs.

All the units are attackers, so all could hit. If they do I would rather have the
3/5 units in an army and cav armies can attack.

I put the *cav in the 7th to fill it. I take the last cav, a 4/5 and add it to
the 8th and now all are filled.

1st 16/18
6th 16/16
7th 15/18
8th 14/19
[25-1]

IBT:
My best count is 17-0). Many units moved on and the remaining horses turned
back.
[42-1]
 
1265AD (3):
Upgrade an elite horse to cav, not going to try to get a leader from a horse,
even against a redlined units. I would rather have a cav to deal with a landing
party.

Upgrade last two carracks.
Going to try to get a temple up on the beach town to reduce the two move units from striking in one turn or retreating to heal for free.
Two more musket arrive in Sword.

Disband one slave to reduce rush price and rush temple. I did not use any short rush tactics, I do not allow them, so I was not sure how if you guys are doing it. Let me know.

I upgraded the last 4 trebs, but not any cats.

6th kills 3 units and 8th kills 2 (5-0).
Two armies healing, we have 7 muskets now.
[47-1]

IBT:
No attacks, just pillage and movements. Armies in the field get in some ZoC
shots.

1270AD (4):
Moved an army to Mina for now. Rushed settler there as I do not seem to know where the one I intended to send there is now living.
Switched Chicken from galleon to aqua. Once we have RP, we can use a CE or two to get it done sooner. I doubt we will need any more galleons as we now know at least two civs are on this land mass.
Switch all galleons to aqua, except two. They are other builds.

Switch capitol to Newtons. Really have not done any fine tunig of towns.

Trying to gather as many workers in prep for rails as I can, but they are
spread out and working on long task.
2 cavs kill units (2-0).
6th gets one (3-0).
1st gets 3 more (6-0).
7th kills one and grabs worker. it finds Der (7-0).

Not enough units to kill all the units at sword.

8th finds Sumer.
[54-1]

IBT:
nothing, first Sumerian Knight arrives.

1275AD (5):
7th kills 4 at Der.
I see a new town was laid down at Marad. I think that was a site of a town
razed behind Sword. (4-0)
8th kills musket at Sumer and two other units outside (7-0).
Galleon sunk the galley by Mina, will send army back. (8-0). Don't know if it was empty, but I doubt it.
Two newly arrive cavs get a kill each (10-0).
6th although yellow to start with, kills 2 units and is now in the town (12-0).
1st kills the knight and another and is also in town now (14-0).
Need to get some settlers over to fill in the back area and stop them from
making towns that tie us down.
[68-1]

IBT:
Nothing

1280AD (6):
Dropped to 70%.
Not going to build any new frigates. I doubt we will need many, will finish any
going now.

7th kills 2 and razed Der for 2 gold and a slave (2-0).
Found a stack of 8 slaves sleeping next to New Lisbon, so wake them.
Won't use goto for any units in the mainland now as we will start rails next
turn. Won't start any worker task there other than rails, unless it is
critical, until we have are perimeter done.

2 new arrivals kill units and another one by a cav (5-0).
8th kills musket in Sumer, then a LB outside and goes red (7-0). [75-1]

IBT:
Horse dies on Sword (1-0) [76-1]
8th pings several units passing, no one wants a piefce of a 6 HP cav army on a hill.

1285AD (7):
We have 3 coal tiles connected.
I go for Elec at 90% with a 26gpt deficit. I thought about Nat for rifles and
maybe a draft if needed, but in the end RP will be next and then we have
infantry and arties. I also love to get the faster workers here for rails.

That will allow us to not make so many workers and let some towns grow. No one is close to getting into our age, so ToE is plenty safe. We can use an army pre or a palace.

Cavs kill 3 Nippon units (3-0).
We have no elite attackers, so I am not going to get any leaders.
Cav gets Enk (4-0).
7th kills 3 (7-0).
3/4 kills LB (8-0).
Now 8th can come home to heal.
2 new cavs kill Nips and we finally get an elite cav (10-0).
6th kills two Enk and autorazed Marad (12-0).
1st kills Nipppon spear to strip their cover (13-0).
[89-1]

Laid a few rails, but not exactly Casey Jones.

IBT:
Nothing

1290AD (8):
6th kills Nip spear (1-0).
Man I found two more sleeping workers under two working ones. Guess I need to go around the horn to see what else is going on and may as well have a look to see if we can change some builds to get more cities.

Not for support, but for science. With rails we can not get more specialist up.

I don't think it is worth much effort yet as we have few rails.

I did start putting the slave to work on Sword as we had an army healing on the tile anyway. I would like to get some rails up around there to let us him and return with the cavs.
3 cavs kill Nip units (4-0).
cav kill ENk and get a settler (5-0).
1st kill one (6-0). [95-1]

IBT:
No attacks, but Inca units are coming. I forgot to mention the 1st spotted Ur.

1295AD (9):
6th kills Enk/settler, then Nip LB (2-0).
cav kill Nip LB (3-0).
Change Sword to settler as we are having so much trouble getting any to the
boats.
Sent 3rd to the boats so it can maybe cover workers. Once we can get some rail links we can get the other to the boats quick. right now they are far away and we do not have any defenders to replace them if ships come.

The truth is we probably do not have to worry about that, but no rush either.

We do not have settlers and workers over there yet.

Trying to get some cavs out to attack as we are not getting callers and we need elites.
[98-1]

IBT:
Zip

1300AD (10):
I managed to get a settler over, so if wanted a switch could be made at Sword.

Some work gangs are starting to link up, but we are so short of workers it will
be some time.

Two groups had to rail mountains and hills to get going. RP will speed
things a bunch. You could punch out more workers too, but I doubt we need to give yourself that much to do.

5/5 kills musket (1-0).
3 cavs kill scouts (4-0).
7th kills pike in a 3 stack with a settler (5-0).
8th kills 2 units and grab the settler from another stack (7-0).
1st finishes the other settler stack (8-0).
I left the 6th to heal or if you need to cover the cavs. I leave it for the
next player to decide how many cavs to send out and where, if any.

Sold temple at Sword, it did its job.
Alcaer do Sal, I put pop to science as it has no tiles to work so growing to
size 2 is useless.

I would suggest looking hard at all the unit build over 40 turns and maybe kill
them. See if an aqua makes sense, remember if they have food CE's can speed the build.

I just doubt we need all those muskets down the line as these guys are very
weak. We should not have to defend many towns over there at any one point in time.

We will just get more and more armies as we build them or get leaders. We have couple of elites and if we can get the vets out fighting more will come.

Anyway something to think about as wealth here is fine in most towns.

Wheaties making a court, but not real need for it here. It has no lib or any
structures, so better to get an aqua and farm, when we can get the rails up.
 
I think cannon builds will turn to artillery when we get RP, I would leave those. Musket builds could also become cannon builds. New towns should be on wealth or workers, depending on whether forests are nearby (hate to waste shields). Sorry about the forted workers, they were there to chop forests into a new town. Good job killing Sumerian hordes, hopefully those became trickles. Railing is a specialty of mine, so my next turn I will rail like mad. I am John Henry when it comes to fast railing.
 
I doubt we will need more cannons. They are not going to be sending over much, so the home front can get by with 4-6 by using the rails. Cavs plus arties on the mainland will do fine.

I was only able to use the bombardment a few times as they were not able to even close in towards the end. I think we have 6 or more cannons over there now. We won't be sending any with the attacks as they are too slow.

It does not look like they will put up much of attack and we will be a long time getting roads and rails up over there to use them very effectively.

We won't even need many for MP duties there as we will be adding lux to the empire. A few units completed that I did not bother to send to the debarking point. As rails get up, you could grab some from towns and sending them forward.

We will want more settlers than anything to fill the land over there as we secure it. We could make more workers as well, but I just don't see any crying need to make more work for yourself.

It is good to finish improvements to get those farms going, so it is up to you to decide how many workers you want to manage. We are not able to get the research times down as we are not able to get irrigation and rails to places that could use it to free up pop to research.

We also need more aquas to get to city size 12 to have more scientist, again how hard do you want to work?

Don't sweat the workers, I did not even try to insure we had the proper mix of workers and slaves to do a given job. I just used whatever came up and if it was a worker and a slave would have finished the job, oh well. So if you want to notice them you can likely save a few.

When they were not close to each other, it was not a big deal, now some of the gangs are linked. I prefer to get all workers in contact so jobs can be done efficiently, but they were spread all over.

At this point in the game I only want to get the forest chopped and I expect the shields will be of no value as most places will either be doing nothing or making a worker and getting the shields won't help much as it is size 1. I just want to clear the tile so it can get a road and then rails and irrigation and be used.
 
Kraz (last heard on 26th April)
Tad (30th April)
Tasslehoff (up)
Overseer (on deck)
vmxa (just played)
 
Done. Another 5-turner. The workers just take too much time. I razed two cities and basically cleared the area directly around Ur of improvements and enemy units. Taking it shouldn't be too difficult next turn.

Spoiler TUrnset :
Turn 0- 1300 AD- Hit enter
IBT- Cavalry defends versus another cav and promotes
Knight kills Cav
Turn 1-1305 AD- A lot of worker movements
1st Knights take Sumer, but are at 8/18.
Cav kills Longbowman
8th Cav kills 2 Knights, 2 Chasquis
I mess up ship chaining, so one shipload will come next turn instead of this turn...
IBT- Lose two Cavs to Knights. See an Inca Cav. Japan drops a horse by sword beach.
Turn 2- 1310AD-
Kill some horses and Knights.
7th Cavs take Bad-tibira
8th Cavs kill cav, spear, take a japanese settler, and pillage around Ur
Found a town.
IBT- Finish a Uni in El Ducado
Turn 3-1315 AD- Taxmen get us to a surplus with 100% spending, and then I lower science with Electricity in 1.
A few minor battles, and all enemies are clear from sight.
IBT- Finish Electricity, Start RP, coming in 6
Turn 4- 1320 AD
Prepare to assault Ur, found a town.
IBT- Lots of WLTKD celebrations begin.
Turn 5- Kill a cav and a Musket in Ur with 6th Cavs.
Most of the RailNet is complete, and the Ship Chain has more passengers than it can carry.

Spoiler Sumeria Pic :

 
Looks good, Tass. 6 turns to RP should just about seal the deal. VMXA, remember our discussion about cannons? I think that we need scores of settlers, not cannons. The only way to prevent resettling is to settle that land ourselves. I'll see what I can do tonight/tomorrow.
 
I don't remember, but we can use more settlers, but just getting more of the armies over and add a cav will be good enough. With 8 armies in the field we can stop them from doing anything.

What I do know about cannons is we need no more than 6 on the mainland once rails are up and 4 or so on the other land. Use one AC army with a few cannons and rail the area that we control.

Rail to the next target site and smoke them. I suspect we have enough bombardment units already. More cavs are not bad to get elites and maybe leaders.
 
I have finally finished playing. Have razed several more Sumerian cities, I think we can move faster now that our landing zone is secure. Infantry are making the frontline cities pretty much untouchable, so the armies can get more aggressive. Sumeria is pretty well gassed, they may be gone by the time I play again. Here is the turn-log:
Spoiler :

Pre-flight: CivAssist 2, Word running. Get the save loaded. Look things over. Send some extra cavalry to Ur, just to make sure. Micromanaging allows RP in 5 turns at 18gpt.

Non-Combat:
Workers 93 native, 95 slaves
Settlers 9
Military:
Warriors 6
Spearman 24
Pikemen 2
Muskets 26
Knights 3
Cavalry 35
Catapults 7
Cannons 18
Trebuchets 4
Armies 8
MDI 14
Ancient Cavalry 22
Galleons 10
Frigates 1

Hit enter=>

IBT: Inca want to talk, nah, not right now.
Newton’s finishes in Kraznayagrad.
Our people offer to expand our palace, I add landscaping.

Turn 1, 1330 AD: Ur falls, armies dispatch 3 muskets easily, 5 slaves taken.
Winter Harbor founded SW of Sword Beach.
Twin Lakes founded NW of Big River.
Begin getting workers into single turn railing crews.

IBT: Sumerian knight suicides on musket. Another kills a musket.

Turn 2, 1335 AD: Good thing we have Infantry coming soon, first Incan cavalry spotted.
Northbay founded of Sword Beach.
Start railing the core area to improve production.

IBT: No attacks.

Turn 3, 1340 AD: Attack Isin with 7th cavalry, losing 8 hp to 3 Enkidus and a Longbow, 5 slaves taken.
Hilltop founded E of Sword Beach.

IBT: Some builds finish.

Turn 4, 1345 AD: Kill some stray Incan units.
Founded Dyeing for a Banana near Dyeing for You.

IBT: An Incan Cavalry retreats to eMusket, Sumerian Knight to vMusket.
A steady stream of Japanese and Inca units arriving each turn.
RP arrives, next is Medicine.(Shooting for the ToE)

Turn 5, 1350 AD: Attack Lagash with 8th cavalry, losing 7 hp to 3 Muskets, 6 slaves taken.
Big pile of Incan units inbound.
Upgrade a few muskets.
Coalville founded near Mt. Mt.

IBT: Lose a musket and 2 cavalry in the process of blocking the Incan stack onto flat ground.

Turn 6, 1355 AD: Send 8 more cannons over, redline all defenders in the first stack of 7, allowing cavalry to kill them with no losses. Next turn, there will be at least 17:o
Upgrade a few more muskets.

IBT: It was 18, 18 Inca units cross into our territory.

Turn 7, 1360 AD: Bombard the stack. Send empty army and our 2 artillery over to help out. Load used cavalry into 9th cavalry. Kill the stack, an elite cavalry gives us a leader. No losses, but several units redlined. Founded Bunker Hill and Bleak Flats.

IBT: No attacks. Small number of enemies this turn, injured units can heal.

Turn 8, 1365 AD: All enemies easily defeated. Lower tech slider to 70%, Medicine next, at 98gpt. Bad River founded along the Incans favorite route. Destroy newly settled Kuara with 6th Cavalry, losing 2 hp.

IBT: We get Medicine, next is Scientific Method.

Turn 9, 1370 AD: Clearing out units near Bad River nets us another leader.
Core railing, other than mountains, is finished.
1st Knights kills a Musket and Enkidu at Zabalam.

IBT: Nothing of importance.

Turn 10, 1375 AD: Take out Zabalam with 1st Knights, 4 slaves taken.
Grassville founded near Bad River.
Inca has Nationalism, so at the pace we are at, we’re going to need tanks before this is over.

Non-Combat:
Workers 97 native, 111 slaves
Settlers 5
Military:
Warriors 6
Spearman 24
Pikemen 2
Muskets 19
Knights 3
Cavalry 42
Infantry 11
Catapults 7
Cannons 18
Artillery 6
Armies 11
MDI 14
Ancient Cavalry 22
Galleons 10
Frigates 1


One picture:
Spoiler :

If we settle CxxC, we can move the safe zone out even farther.




The save:
 
Wow you counted all those slaves? or do they show up in CAII? I got it, will play tomorrow.

Let me know if you want me to fire more than 10 turns, since it is three handed.
 
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