LK165 - CCM, Deity, Space Race, Arabia

Hopefully a bit more trading on your turn. Get a few more Maghreb cities, and we should be able to buy the last of the age. After that, I hope we can head for the two tech wonder in the next age. That should trip our GA.

I didn't start any steam rollers yet. After the factories complete, I hope we can peel some from cities with excess pop.
 
When we get Steel, I might have a shot at building the Eiffel Tower or maybe Olympic games (with Imperialism). Either one should trigger our golden age.
Should I give it a shot or wait for us to get to the next era?
I did not check to see if I could beat the civs that just started building the Eiffel Tower, I would check before trying.
 
late set teasers and questions



Now for the questions:
Only 1 Maghreb city remains. All the rest now belong to us, with 1 exception, I razed Carthage. The 2 Great Wonders it had were obsolete. In it place I build New Cartage and with the Help of an Entertainer, it controls Saltpeter (with no threat of flipping).

The following shows the last city I captured (Casblanca rename Pleiades) and the only remaining Maghreb town.

Question: Should we keep Pleiades? N.B. It is right next to a Mongol town. If we keep it, I am going to culture bomb it an Entertainer is on the way.

Next question: Given where the Maghreb city is located, Unless there are objects (by tomorrow Nov 4) I am going to make peace with the Maghreb. War Weariness is very high, in every city, and more than 50% of the unhappiness is caused by it. It is going to take 7-8 turns to get troops over there to conquer it.
Also, I have not tried to steal Maghreb Plans, so the possibility exists that the houseboat bug :eek: could be triggered by destroying their remaining town.
Further, we are in our Golden Age and we need all our citizens building things not stuck working as clowns. :D
 
I agree to make peace. I don't want to waste our GA running high luxuries. I hope we can get more happy buildings built during it.

Our spy in Maghreb showed 3 settlers IIRC during my set.
 
Continuing 1814 AD:
Like Hannibal crossing the Alps, our troops move into the mountains southwest of Oran.
It starts with an eCannon killing a Maghreb Rifleman (1, 0) and a Lawyer signing an Adventurer to a movie contract (2, 0) clearing the way to Oran

IBT: A large number of Turkish troops move into Maghreb territory (east of Oran and toward Fes).

1816 AD:
Defending Leptis Magna: Cavalry kills 2 Maghreb Line Infantry (4, 0); Cavalry kills 2 Grenadiers (6, 0).

Annexing Oran: Lawyer signs another Maghreb Adventurer to a movie contract (7, 0); Many cavalry are wounded and 1 killed but we kill the 2 Maghreb Rifleman defening Oran (9, 1). The city joins our democratic republic and we add 5694 gold to our treasury.
We immediately bring in an entertainer to spread our culture to the backward citizens of the city.
Horse Artillery kills Rifleman (10, 1); Cavalry killed by Adventurer (10, 2); Cavalry kills Adventurer (11, 2).

Near Tangiers, Heavy Artillery kills Maghreb Nizam Infantry (12, 2).

IBT: Turkish Ansar Warrior kills Partisan (not ours) in Maghreb territory, then the Turks begin moving their troops out of our newly acquired territory.
Our Explorer out past Casblanca is killed by Maghreb Line Infantry (12, 3). North of Oran in Maghreb territory, 2 of our Cavalry are killed by Maghreb troops (12, 5).

1818 AD:
We Steal Steel from the Maghreb. :mischief: Not enough gold to attempt another steal, guess I will have to annex another Maghreb city.

Annexing Fes, Cavalry kills Bedouin Musketeer (13, 5). The city joins our democratic republic and we add 6578 gold to our treasury.

We steal Imperialism from the Maghreb. :woohoo:
We enter a new age and begin learning Scientific Method.

Surf City switches from Army Headquarters (due in 2) to Olympic Games (due in 4). At worst, if someone beats us to it, I slightly overpay for Army Headquarters.
eCuirassier kills Cannon (14, 5); eHorse Artillery kills Rifleman (15, 5).

Annexing Utica: Many Cavalry are wounded, 4 fatally, killing 5 Maghreb Rifleman and a Heavy Artillery (21, 9). The city joins our democratic republic and we add 11100 gold to our treasury and control of both Islamic Art (Islam community gives extra happy face) and Taj Mahal (extra happy face). :dance:
Mullah converts a wounded Turkish Ansar Warrior (22, 10).

Maghreb know Improved Steam Engines and Improved Ammo so I try another Steal and fail. :sad: Replant the spy :whew: and wait for next turn to try again. I am not going to try to steal from a nation we are not at war with.:nono:

We trade Imperialism to Britain for 6927 gold. :) Which more than pays for the steal attempt.

IBT: North of Izmit, Cavalry kills invisble Turkish unit (23, 10).
Our Pirate Ship is sunk by German Galleass (23, 11).
Cavalry is killed defending Utica by Maghreb Adventurer (23, 12). :(
Olympic Games built in Cuzo (South America). Surf City will switch back to Army Headquarters (no lose of shields).

1820 AD: We steal Improved Steam Engines from the Maghreb.:dance: Our second attempt to steal fails. :sad: Also, fail to replant spy. :cry: Still the gold lost was less than 40 % of what we would pay to trade for the tech.
Railyards are rushed in Pyongyang and Quebec. Surf City is switched to Eiffel Tower as prebuild for Transcontinental Railroad due in 3 turns.

Annexing Utica: Many Cavalry are wounded, 3 fatally, killing 5 Maghreb Rifleman (28, 15). The city joins our democratic republic and we add 12586 gold to our treasury and control of Neuschwanstein (1 happy face in every city).

We meet the Greeks, who are behind us in tech and do not have enough gold to trade with us.

IBT: Eiffel Tower is built in London.
North of Izmit Cavalry kills invisble Turkish unit (29, 15).

Defending Algiers Grenadier kills Maghreb Adventurer (30, 15).

Two (2) Maghreb Rifleman leave Carthage and move into our territory headed toward Utica. :crazyeye:

1822 AD: Surf City switches from Eiffel Tower to Transcontinental Railroad, due in 2 turns. As of right now we are the only ones building the Transcontinental Railroad.

We plant a spy and investigate Carthage. It is guarded by 3 Maghreb Rfleman. Also, we see that the 2 Great Wonders (Harbor of Carthage and East Indian) in Carthage are obsolete.

We steal Corporation from the Maghreb. :) Our attempt to use espionage to gain second tech from the Maghreb fails but, our spy survives.:whew:

The 2 Maghreb Rifleman’s journey to Utica ends abruptly we they have their tickets stamped by an eCannon and Heavy Artillery (32, 15). :nya:

Razing Carthage: Cavalry kills 3 Rifleman (35, 15). The city is razed. We add 15051 gold to our treasury and 9 slaves. :w00t: We have a Settler and Entertainer on the way to build New Carthage and secure the Saltpeter.

IBT: Dutch begin work on Transcontinental Railroad.
Surf City should finish Transcontinental Railroad next turn, well ahead of the Dutch.

1824 AD:
We steal Improved Ammunition from the Maghreb. :) Maghreb have no more tech for us to steal.:sad:
I am going to wait to steal Maghreb plans until I am able to attack their last visible city.

We trade Improved Ammunition to Britain for 32 gold and 101 gpt.

North of Utica, Cavalry kills Maghreb Rifleman (36, 15).
eLawyer signs Turkish Pikeman to acting contract.

IBT: Two (2) of our exploring Steamers are sunk by Maghreb(?) ships (36, 15). :shake:



And our golden ages begins.:woohoo:

1826 AD:
eEnslaver captures 2 S. American workers.

Trade knowledge of Railroad to Nubia for 125 gold and 140 gpt.

IBT: Cavalry kills Maghreb Rifleman (37, 15).

1828 AD: Continue to build railroads and many buildings.

Calvalry SoD reaches borders of Casblanca (last Maghreb city we know of).

IBT: Near Casblanca, Cavalry kills Maghreb Rifleman (37, 15). So nice of the Maghreb not to defend their Capital. :yup:

The Dutch start construction of Both National Monument and Antartic Expidition.

1830 AD:
Before capturing Casblanca, I have a diplomatic meeting with the Maghreb. I find out that they have settled a town named Annaba. Also, they have learned about Nationalism.
We steal Nationalism from the Maghreb.:smug:

I find Annaba is on our continent, on the edge of the fog, north of Toledo.

Annexing Casblanca: Cavalry kill 2 Maghreb Riflemen (39, 15). The city joins our democratic republic and we add 5796 gold to our treasury.

Casblanca is renamed Pleiades. :clap:

The Maghreb give us 2100 in gold for a Peace Treaty. Bonus get to drop the Luxury tax down to zero percent (0%).
We send Hardwood to the Maghreb for 60 gold.
We teach the secrets of Democracy to Australia for 58 gold and 275 gpt.
We teach the secrets of Democracy to Scandinavia for 97 gold and 71 gpt.
We teach the secrets of Democracy to Israel for 4 gold and 86 gpt.
We trade Nationalism to Britain for 205 gold and 111 gpt.
We trade Steel to Nubia for 225 gold and 204 gpt.

IBT: Germany asks us to join them in both a MPP and a ROP. Instead of accepting their offer, I trade them Improved Ammunition for 141 gold and 358 gpt. :D

1832 AD:
Trade Coal to Persia for Tobacco, 8 gold and 5 gpt.

Mullah kills Canadian Spearman (40, 15).
Lawyer kills Turkish Spearman (41, 15).

IBT: Cavalry kills Invisible (Mongul?) Unit at Pleiades (42, 15).

Maghreb capture our spy.:sad:

1834 AD:
eMullah converts Canadian Spearman (43, 15).
eLawyer kills Turkish Pikeman (44, 15).

1836 AD:
Commercial Raider captures Canadian Galleass (44, 15).

Notes:
  • I did not check for trading opportunities this turn.
  • We now have Gems, I have not traded our excess I am keeping them in case a city flips. Our trade deal for gems with the Mongol Khanates expires in 4 turns.
  • Great Wonders being built:
    • Iron Horse is building National Monument (due in 4), provides a War Memorial in every city. Iron Horse started same time Lowlands did. However Iron Horse swapped from National Health Care. I think it will beat the Dutch.
    • Ashur is building Antarctic Expedition due next turn (happy face in every city)
    • Currently we are the only one who knows Scientific Method, which lets us build the following:
    • Uruk is building Arms Race, due next turn (gives 2 techs).
      • Research set to 0% because of this.
      • Electricity and Atomic Theory are queued up.
    • Surf City is building X-Ray Machine (due in 3 turns).
  • I am still starving 3 former Maghreb cities, Theveste, Algiers and Utica.
  • Algiers and Utica have some real nice Wonders providing us happy faces.
  • N.B. At 100% research it still takes us 5 turns to learn a tech.
The Heart of our empire
Spoiler :

 

Attachments

  • LK165-1836 AD.SAV
    1.3 MB · Views: 11
Summary:
It is time for a peaceful round to enjoy our GA. The troops can move up to the Turkish border. I know where the next target will be.

Between the wonders captured, and happy wonders in progress, it looks like the happy situation should be far better.
JJ had an excellent set for getting at into the next age with all those yummy wonders for happy help. National Monument would really be appreciated being in democracy with WW issue.

I love the fact that we have NO techs to buy.

Hard to tell from the pictures, but it does look like a decent amount of rails laid down in the south. Once cities are connected via rail to a barracks please shuffle troops around to get some upgrades done.

Can Ellipi build Wall Street? With Babylon having 28 pop, I would like to peel a few steamrollers from it. I would be a lot happier with a free more steamrollers to help with the rail net.
Any city with 2+ specialists can afford to peel steamrollers. Our rail laying ability needs to approve. What I don’t want to do is remove pop working tiles during a GA.

Please make sure to cancel the British saltpeter deal in 4 turns. I want to recover that 500+ GPT.


ROSTER:

LKendter
Jersey Joe
Elephantium (up)
Greebley (on deck)

Restrictions:
You must choose governments: Republic and Democracy. To answer JJ question: Yes, we can delay democracy a few turns if needed due to GA or critical wonder race.
Continents map: Can't take out a civ on another continent. Okay to RAZE cities from a civ that was on OUR landmass anywhere. Okay to claim a small island for resources.
 
Rails connect towns from New Carthage south to Chenju and 2 pieces of rail will connect Uruk.
Another section connects Babylon, Eppi, Iron Horse and Asher.
A third piece connects Seville to Vallencia and the last piece to connect it to Iron Horse is being worked on.

I have 5 worker groups that can build 1 turn rails
1 next to Ashur, 1 next to Babylon, 2 by Cheju and 1 on the mountains of Mekka.
Also the are 2 groups which build 1 turn mines. Both groups built mines at Cheju this turn.
Finally I have a few crews that build 1 turn roads.

Also, this turn, we can rush 3 steamrollers from our per turn income.
 
ROSTER:

LKendter
Jersey Joe
Elephantium (on deck)
Greebley (up)

Restrictions:
You must choose governments: Republic and Democracy. To answer JJ question: Yes, we can delay democracy a few turns if needed due to GA or critical wonder race.
Continents map: Can't take out a civ on another continent. Okay to RAZE cities from a civ that was on OUR landmass anywhere. Okay to claim a small island for resources.
 
Teaser: On the first IBT this happens. There are 2 screens worth of units here.

I notice we did not build our 'rail backbone' yet so the number of defensive units in the area is limited. Fortunately, our offensive units are nearby, but may have much higher losses since we will have to attack Mountain Terrain.
Well I will ask the forces to leave and see what happens.
LK165_AD1838.png
 
So much for a quite turn...
 
So much for 10 peaceful turns. I Posting the first 2 turns. I am thinking of making peace when I can with Turkey. Our situation is now more stable and we could go on the offensive, but I don't think it a good idea with WW already. Wanted to post to make sure everyone is ok with this plan.

Preturn: Move Wallstreet to Ellipi and capital to Steam Roller.
Decide to go for Instustrial Core in Mooville.
We can get a lot of cash for Scientific Method, but that might put xray at risk so I hold off for now.
There is a bunch of competition for both Antartic and National Monument, so it is possible we may get someone switching to National Monument when Antartic completes.
Sold some older tech for gpt.

IBT: Many Turkish units enter our lands.

1939 AD: Ask Turkey to leave and they declare war. Rush Steamrollers in several cities. I want to finish the rail backbone quickly [The one game we don't build the rail backbone first and it costs us. The other games it wouldn't have mattered much].
Lose 2 attack 10 Artillery to defense 2 Trebuchet. Ugh. This is out of 6.
Lose 6-7 Cavalry attacking the def 3 pikes. Fortunately it is just Pike.
Pillage the nearby mountain squares including one with Iron. We do not want the AI to get mountain defense next turn.
Put every defensive unit that can reach in the square blocking the way to our city. Not sure if they will hold or not. It may be close.
Wake up units in the southern part of our lands and start them north. We had some Cavalry that can be useful if they can reach in time.
Actually move most of our units towards the trouble spot. We will need defenders in the city if I can rail to our capital.
Decide we don't quite have enough and draft infantry in cities nearby. I don't like lowering our population but losing our artillery would be worse.
Accidentally hit end of turn so didn't get to check our position...

IBT: The number of units Turkey has is incredible. I see up to 150 units move this turn.
The large stack decides not to attack our big stack. I guess our stack was big enough. This is good as each attack by the AI would add to War Weariness.

Unfortunately some the fast units can reach Fez and Uzmit. Uzmit had 4 defenders but they don't do well and the city falls (a whole bunch of fast units go back that do not attack).
Fes also falls. War Weariness is already not going to be good.

Note that sometime I will reload an accidental click, but don't in this case. I would have likely defended Fes better (put probably not enough), but Uzmit was a complete surprise. I thought it was pretty safe. Turkey has a lot more units than I was expecting.

[Edit: Oh wait, I see what happened. Turkey has speed 3 units that took Izmet. That is why the speed two knight just passed by. It is unfortunate that so many were up near Izmet].

1840 AD:
The 8 rushed Steamrollers is sufficient to connect our Capital with the Magreb lands near the big stack and get to Izmet and recapture the city (We already just finished rail from the capital to Seville).

We lose another attack 10 Artillery and an Elite Lawyer to def 2 units. We lose at least 2 Cavalry as well.

The loss of units plus two cities is already enough to lose the war happiness and gain War Weariness. I will likely make peace when I can. Everything is now connected sufficiently to cover our front, but normal unit losses will mean running low in our GA.
 
I agree with make peace ASAP. At this time. I would prefer to concentrate on buildings during our GA.
 
Won't finish today.

The second half finally has some good news. We got peace just in time to save a turn on tech (in 1 instead of 2) We also successfully stole Fascism. I sold sci method but not anything else.

I can't remember if we can sell atomic theory to the AI. Does anyone recall whether we can sell it?
 
Top Bottom