LK168, Greece, Sid Attempt

Mycenae, Phnom Penh, Mandalay, Da Nang, and Irtjet also seem like good shipbuilding sites. We can gather the fleet at Athens or Mandalay.
 
Continuing 1864 AD:

MM some cities. Short rush 3 Power Plants to get Rangoon, Delphi and Mandaly building Tanks in 1 turn.

Trade Gems to Poland for 12 gold per turn.
Trade Imperialism to Korea for 480 gold and 140 gpt.
Trade Improved Ammuntion to Australia/Oceania for 166 gold and 229 gpt.
Trade Napoleonic Age to China for 223 gold and 151 gpt.
Sell Imperialisn to Italy/Rome for 3455 gold.
Send Elephants to Egypt for 25 gpt.

Near Lahore, Horse Artillery kills 3 Indian Crossbowmen (3, 0); Armored Car kills Crossbowman (3,0).

IBT: The Mongol’s want to make peace with us, but they will not give me a town, so I politely refuse their request.

1866 AD:
Annexing Chittagong: Armored Cars kill 2 Indian Musketeers (5, 0). Chittagong is added to our Collective. As a bonus we capture 2 Workers.
Annexing Bangalore: A bloody battle ensues at fortified Bangalore, we lose 4 Armored cars killing an Indian Musketeer and a Late Pike (7, 4). Bangalore is added to a Collective.
Annexing Lahore: eDragoon kills Indian Musketeer (8, 4); eArmored Cars kill a Musketeer and a Pikeman (10, 4). Lahore is added to our Collective.

Time to fish for Slaves, Monks, Entertainers, and Great Leaders before we annex the last Indian city.
We did not lose any troops in our fishing, 4 of the 5 Enslavers were successful. They brought us 4 new slaves. 3 elite Armored Cars, 2 elite Dragoons and an elite Horse Artillery participated in the fishing which did not produce a great leader. (21, 4).

Annexing Bengal: eHussar kills Indian Musketeer, eArmored Car kills a Late Pike, and eHorse Artillery kills a Late Pike (24, 4). Bengal is added to our Collective.
India's nation has been added to our Collective.

IBT: Arabia stops buying Horses from us.
Korea wants to stop paying us for gold ore. I drop the price from 10 gpt to 9 gpt and renew the trade.
Poland wants to swap world maps so I agree, also I agree to send Poland Coffee in exchange for 14 gpt.

Arabia declares war on the Germans.

1868 AD:
I politely ask Japan to cede ownership of Sapporo to our charming Collective. They rudely refuse our gracious offer saying “Not in your lifetime …”.
So I had no choice but to declare war on them. :dunno:

Annexing Sapporo: eTank kills Japanese Rifleman (25, 4); eTank kills Musketeer (26, 4); eTank Kills Adventurer (27, 4); Tanks kill 2 Medieval Infantry (29, 4); Tank kills Spearman (30, 4). The seaside community of Sapporo is added to our Collective.

1870 AD:
We steal Great War experience from the Maghreb. :dance:

Trade Improved Steam Engines to Scandinavia for 140 gold and 119 gpt.
Sell Coal to China for 33gpt.
Sell Gold ore to Brazil for 30 gold and 2 gpt.
Sell Gold ore to Britain for 42 gold.

Except for the elite, we upgrade all our Early Tanks to the 3 move Vickers Mark E and some of our WWI Infantry.

After upgrading and adjusting who can build the more expensive Infnatry, I decide to see if we can learn to plant trees. :mischief: I successful steal Atomic Theory from the Maghreb. :whew:
We are now studying Radio and waiting for the Maghreb to learn Interwar Period. Then with a little luck we maybe able to build Hoover Dam before they do. :please:

1872 AD:
By Ephesus, eEarly Tank kills Mongol Musketeer (31, 4).

Trade Marine Engineering to Russia for 282 gold and 196 gpt.
Trade Incense to Canada for 20 gold and 4 gpt.
Trade Gems to Italy for 111 gold and 4 gpt
Trade Coal to Britain for 2 gold and 170 gpt
Trade Oil to Poland for 208 gpt.

IBT: Spain and the Lowlands sign a MPP.

1873 AD:
Annexing Tsetserieg: eArmored Car is killed by Mongol Musket Infantry (31, 5); eTanks kill 2 Musket Infantry (33, 5). The city is added to our Collective, and renamed Fort Sugar.
Annexing Erdnet: Lawyer kills Mongol Pike (34, 5); eHussar kills Mongol Musket Infantry (35, 5). Erdnet is added to our Collective. Ernet is renamed Fort Internet.

Annexing Arequipa: eDragoons storm Arequipa, we lose 1 Dragoon and kill 3 Asian Musketeers and 1 Late Pike (38, 6); eTanks kill 1 Cavalry and 1Musket Infantry. (40, 6); eHorse Artillery kills a Musket Infantry (41, 6) and we get a Great Leader. The Great Leader will rush a University next turn.
Armored Cars kill a Pikeman, a Rider and a Cavalry (44, 6); Lawyer signs Pikeman to an acting contract(45, 6); Armored Car kills a Musket Infantry (46, 6); Missionary converts a Crossbow (47, 6); Vickers kills a Horse Artillery and biltz kills a Horse Artillery (49, 6). Arequipa is added to our Collective and renamed Fort Khatovar. ;)

Clean up near Fort Khatovar: Adventurer kills Lawyer (50, 6); We lose 2 Armored Cars (50, 8); Armored Cars kill a Camel Musketeer, 6 Musketeers, 4 Grenadiers, 2 Musket Infantry and a Catapult (63, 8); At Gun kills a Musketeer (64, 8); Heavy Artillery kills 3 Musketeers and a Pikeman (68, 8); Horse Artillery kills a Crossbowman (69, 8); Infantry kills 3 Pikemen, 1 Warror, 3 Crosbowmwn, and an Archer (77, 8); Vickers kills a Crossbow and blitz kills a Musketeer (79, 8).

Annexing Tabriz: eArmored Car kills Mongol Cavalry (80, 8); Vickers kill 3 Musket Infantry (83, 8) and Tabriz is added to our Collective and renamed Fort Gator.
Vickers kills Musket Infantry (84, 8), Vickers is killed by Musket Infantry (84, 9); Vickers kill 3 Musket Infantry (87, 9); Horse Artillery kill 2 Musket Infantry (89, 9).

IBT: I expected the Mongols to try and retake Khatovar Camp. Instead they only attacked with 2 Cavalry, one retreated and on died at the gates (90, 9).

1874 AD:
Great Leader rushes a University in Phnom Penh.

Near Fort Khatovar: Horse Artillery kills Mongol Crossbow (91, 9); Armored Car kills Musket Infantry (92, 9); Armored Car kills Crossbow (93, 9); eEarly Tank kills Musket Infantry (94, 9) and gets a Great Leader. The Great Leader rushes a University in Saigon.
eEarly Tanks kill 2 Musketeers (96, 9); Horse Artillery kills 2 Musketeers (98, 9); eDragoon kills Pike (99, 9); Enslaver captures a Pike (100, 9); Lawyer signs Crossbow to acting contract (101, 9); Armored Car kills Cavalry (102, 9); eVickers kills a Musketeer, blitz kills a second Musketeer (104, 9) and gets a Great Leader.
The Great Leader rushes a University in Vientiane.
eVickers kills a Musketeer and kills 2 more with blitz attacks (107, 9); Missionary kills Pike (108, 9); Armored car kills Catapult (109, 9).

Annexing Ulaanbaatar: eVickers kills Mongol Musket Infantry (110, 9); Vickers kills Musket Infantry(111, 9). The city is added to our Collective and renamed Fort Gold.

Annexing Karakour: Vickers kill 2 Musket Infantry (112, 9); Vickers killed by Musket Infantry (112, 10); Vickers Kill 3 Musket Infantry (115, 10); eHussar kills Lawyer (116. 10). The city is added to our Collective and renamed Fort Wheat
AT gun kills Musket Infantry (117, 10).

Annexing Daidu: Vickers kills Musket Infantry (118, 10); Vickers killed by Musket Infantry (118, 11); Horse Artillery kills Musket Infantry (119, 11); Vickers kills Musket Infantry and blitz kills Cavalry (121, 11). The city is added to our Collective and renamed Fort Tobacco.
Vickers kills Horse Artillery (122, 11), eArmored Car kills Musket Infantry (123, 11); Flamthrower kills Grenadier (124, 11).

Annexing Dalanzadgad: Vickers kill 2 Musket Infantry (126, 11); eArmored Car kills Musket Infantry (127, 11). The city is added to our Colective and renamed Fort Green.
eVickers kills Musket Infantry (128, 11); eHeavy Artillery kills Musket Infantry (129, 11).

IBT: Scandinavia and the Lowlands sign a MPP
Turkey declares war on Scandinavia.
Scandinavia declares war on the Russians.

1875 AD: Byzantium completes Heavy Tank Factory and starts build an Airport as a pre-build to Hoover Dam. I think the Maghreb will learn about Interwar Periods in the next turn or 2. If I can steal the knowledge I think we will out build them.

By Fort Khatovar: Lawyer signs Inca Lawyer to song and dance contract (130, 11).

Annexing Kazan: Heavy Artillery kills Mongol Musket Infantry (131, 11); eHorse Artiller kills 2 Musket Infantry (133, 11); eEarly Tank kills Musket Infantry (134, 11); and we get a Great Leader.
The Great Leader rushes a University in Da Nang.
eEarly Tank killed by Musket Infantry (134, 12); eVickers kills Musket Infantry (135, 12); eArmored Car kills Musket Infanrty (136, 12). The city is added to our Collective and renamed Fort Elephant.

Annexing Choibalsan: eHussar kills Musket Infantry (137, 12); eArmored Car killed by Musket Infantry (137, 13); eArmored Car kills Musket Infantry (138, 13). The town in added to our Collective and renamed Fort Twin Peaks.
eVickers kills Musket Infantry (139, 13).

Annexing Almalik: eArmored Car kills Musket Infantry (140, 13); eArmored Car killed by Musketr Infantry (140, 14); Armored Car kills Musket Infantry (141, 14). The town is added to our Collective and renamed Fort Oasis.

Annexing Darkan: AT Guns kill 2 Musket Infantry (143, 14) and capture a Supply Shipment. Vickers kill 3 Musket Infantry (146, 14). The town is added to our Collective and renamed Port Oceanus.

Annexing Hovd: Vickers is killed by Musket Infantry (146, 15); Vickers kill 2 Musket Infantry (148, 15). The town is added to our Collective and renamed Fort Potato.

Annexing Mandalgovi: Vickers kill 2 Musket Infantry (150, 15). The town is added to our Collective and renamed Fort Coffee.
Enslaver enslaves Mongol Worker. :lol:

IBT: The Maghreb have started building Hoover Dam.

1876 AD:
In general, I do not think a safe steal is worth double the price of an immediate steal. However, a failure to steal will more than likely mean we will not get Hoover Dam, so I cough up 12,196 and go for a safe steal.
Success! :woohoo: Now, I wonder if I could have paid less to steal it. :hmm:

Near Fort Khatovar, Lawyer signs a wounded Inca Villista to a singing contract (151, 15).

Annexing Baruun-Urt: Heavy Artillery kills 2 Musket Infantry (153, 15). The town is added to our Collective and renamed Port Nereides.

Near Fort Coffee, Heavy Artillery kills Musket Infantry (154, 15).

West of Fort Internet: eDragoons kill 4 Mongol Musketeers and 1 eDragoon is killed (158, 16); eEarly Tank kills Musketeer (159, 16) and we get a Great Leader. The Great Leader rushes a University in Hanoi.

Near Port Oceanus, Horse Artillery kills Musket Infantry (160, 16).

Annexing Malmo: eVickers kill 3 Musket Infantry (161, 16). The town is added to our Collective and renamed Fort Omega.

The Mongol civilization has been assimilated into our Collective.

Trade Marine Engineering to Korea for 719 gold and 513 gpt.
Trade Naval Power to Austria-Hungary for 185 gold and 108 gpt.
Trade Tobacco and Coffee to Russia for 16 gpt.
Trade Tobacco to Britain for 375 gold.
Trade Tobacco to Poland for 13 gpt.
Trade Fascism to Australia/Oceania for 306 gold and 330 gpt.
Trade Imperialism to S. Africa for 198 gold and 253 gpt.
Trade Elephants to Arabia for 25 gpt.
Trade Horses and Tobacco to Arabia for Silks.
Trade Coffee to Arabia for 10 gpt.

IBT: S. Africa wants to stop paying us 128 gpt for Saltpeter.
We renegotiate and trade them Saltpeter plus Hardwood for 66 gpt.

Lowlands declares war on the Maghreb.

Israel wants to stop paying us 11 gpt for Gems. I thank them for their timely payments and the deal ends.

Maghreb and Inca have signed a peace treaty.

Spain declares war on the Turks.
Scandinavia declares war on the Maghreb.
Spain declares war on the Italians.
Scandinavia declares war on the Italians.

1877 AD:
Near Fort Khatovar, eEnslaver tries to capture a pair of Inca Workers. He kills one and captures one.

Annexing Chicago: Lawyers arrive at Chicago’s gates to repatriate the lands which the Greek people own based on ancient Land Grants. Unfortunately, :undecide: the USA takes this as a Declaration of War.
Lawyers kill one of the Spearmen was squating on our lands the other Spearman wisely agrees to go into acting. (163, 16). The city is added to our kind Collective and renamed Port Scylla

IBT: S. Africa does not want to continue to buy Gems from us. I do not attempt to renegotiate.
Korea wants us to enter into a MPP with us. I respectfully decline.
Scandinavia wants to stop buying Iron from us. I do not attempt to renegotiate.

West of Fort Khatovar, our Enslaver is killed by an Inca Adventurer (163, 17).

Italy stops sending us Furs.



Bysantium finishes building Hoover Dam, which provides Power Plants to all out cities.
A couple of our cities fail into disorder as a result of the 1 unhappy face provided by Power Plants.

1878 AD:
Once again the Maghreb fail to secure their technological secrets :nono: and we learn Radio. :yup:
I start to Study WW2 Ships, in anticipation of our having to transport many troops across the ocean.

West of Fort Khatovar, Lawyer signs Inca Adventurer to acting contract (164, 17).

Notes and Suggestions (my thoughts and suggestions on attacking Israel and the other land mass are in my next post):
  • I did not check for Trades this turn. A few well paying trades we had expired (Spain 475 gpt, Britain 319 got, Korea 279 gpt, and Russia gpt.
  • Our sending Coal and 705 gpt to Poland did not get canceled.
  • Learning Radio made Town Clocks obsolete. I did not notice, until I was writing up notes, that Pharsalos was not building a Vickers in 1 turn. I short rushed it so it would be done in 1 turn.
  • To “fix” Pharsalos I suggested that You use the Steamroller Thermopylae builds this turn to plant a forest at Pharsalos and use 1 of the mining teams to build a mine. This should be enough to get Pharsaolos back to building Vickers in 1 turn.
  • The Vickers in the desert by Fort Gold are preventing the Scandinavian horsemen from entering further into our Territory.
  • All worker stacks, with 1 exception, take a single turn to do a task (mostly build a mine or a railroad).
    • The exception is 3 slaves by Hanoi that take 2 turns to irrigate a tile.
    • Also, there is 1 slave fortified by Athens. That slave was part or an irrigation stack that was used this turn to build a road. He is fortified because I consider having him work by himself for 5 or more turns is the same as an extended goto.
    • There are a few stacks scattered around that build both a road followed by a railroad, or a mine and Railroad.
 

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Here is a map of Israel's territory:

The map of Israel show’s how I would begin the attack on Israel.
  • The map shows Fort Pegasus’ borders when they expand next turn.
  • The brown line is a railroad I would build.
    • Protected by the Infantry is a Nubian hybrid Steamroller to build the road and then the rest of the work party can build the railroad.
  • I would build a temp town on the yellow dot. The yellow line is what I think its border will look like.
  • From yellow dot Infantry and Artillery enter the woods next to Bethlehem.
  • Also from yellow dot, Vickers should be able to use the road in the forest to attack Elath.
  • Red dot shows a secondary site from which to attack Elath, but it could requre the use of 2 settlers and a lot of workers.
Something else to consider.
Jerusalem is the only city Israel has with an active Wonder.
We should consider razing 2-3 of the size 20+ cities to get slaves.
 
In addition, a lot of our cities still needed multiple buildings. We are working from a smaller than normal military base. The time, and build up of troops for the island is going to be to long.

One thing I would do is put Athens 100% ships once buildings are done. We will need a decent navy with escorts to get overseas. Workers are in such shortage, I don't know how many airfields we can afford.
Athens has the Cruiser project which Produces a hull every 8 turns, it costs 300 gold to update and we get a Battlecruiser.
Phnom Penh has started building the Super Dreadnought Project. This also will produce a hull every eight turns which can be upgraded to a Super Dreadnought.

These will provide a good core of protection for our invasion fleet. What we are really going to need is transport ships 5 Steamers can only transport 40 units.
Does a fleet of 5 Steamers loaded with Vickers, 5 Steamers loaded with Infantry, and 5 Steamers loaded with a mix of Steamrollers and Workers and Settlers equal the minimum we need?

On of the reasons I started researching WW2 Ships is for the Troopship which transports 10 units instead of the steamers 8.

It is going to take more than 20 turns to conquer our landmass so we have time to produce most of what we need without a crash cash rushing program if we start building Steamers in a few cities after they finish their current builds.

Mycenae, Phnom Penh, Mandalay, Da Nang, and Irtjet also seem like good shipbuilding sites. We can gather the fleet at Athens or Mandalay.
Why not gather the fleet in Da Nang. Da Nang is the closest port to Japan it is 4 turns away.

[offtopic]Steamers can sail around the world in less than 1 year. It takes our steamers 4 years to travel less than 10% of that distance. Then there is the silly restriction about coastal water movement. Do coastal waters really extend 100 miles out to sea? /end off topic

I do not think Irtjet is capable of building a row boat without a cash rush.
Further, we need more Military so I would keep Athens building Infantry and Mandalay building Vickers.

Myceneae and Phnom Penh can build steamers in 1 turn so in about 10 turns we would have 20 steamers. Also this would help Phnom Penh grow quicker since it could work a few more sea tiles not mountains.

I would have Da Nang build Light Cruisers (3 turns to build)
I general I would never build a Salamis Class ship. You can build 2 Light Cruisers for less than the cost of 1 Salamis Class. All I am looking for is something besides my transports for the enemy to sink.
 


Byzantium finishes building Hoover Dam, which provides Power Plants to all out cities.

:dance: :dance: :dance: :dance: :dance: :dance:
Glad we got to build that wonder.

It also made me realize we never got a golden age. :sad::sad::sad:
 
After upgrading and adjusting who can build the more expensive Infantry, I decide to see if we can learn to plant trees. :mischief: I successful steal Atomic Theory from the Maghreb. :whew:

:crazyeye::crazyeye::crazyeye::crazyeye::crazyeye::crazyeye::crazyeye:

I already planted trees my turn. Athens got one to improve shield output.
 
Jerusalem is the only city Israel has with an active Wonder.
We should consider razing 2-3 of the size 20+ cities to get slaves.

I agree on the raze. Once we start going overseas we will want airbases. That needs a lot of worker sacrifice.
 
Continuing 1864 AD:

MM some cities. Short rush 3 Power Plants to get Rangoon, Delphi and Mandaly building Tanks in 1 turn.

Did those cities complete all needed buildings? I didn't want to prematurely jump to all military. Our science rate still sucks, and more cities will add corruption making it worse.
 
:scan: :scan: :scan: :scan: :scan: Trying to find the save. :scan: :scan: :scan: :scan: :scan:
 
Glad to see Mongolia gone. The attack on Israel is close. The late game steamroller is finally approaching. At this point I feel the main loss risk is running out of time. The secondary risk is getting stuck with too many wars at once dragging us to a halt, and causing us to run out of time.

One request is that we be very stingy with combat settlers. At the end of my set I burned so much population on steamrollers that there is little to spare. One thing I can't tell from the report is did we get hospitals built.

I'm not sure why the push on science buildings with the leaders. Factories, IMHO, gain a lot more speeding up the rest of the needed buildings in a city.

ROSTER:
LKendter
Jersey Joe
Elephantium (up) Still needs a save to get.
Greebley (on deck)
 
:scan: :scan: :scan: :scan: :scan: Trying to find the save. :scan: :scan: :scan: :scan: :scan:
I edited my report and added the save there.
I already planted trees my turn. Athens got one to improve shield output.
My bad. :blush: I should have said I wanted to build Combat Settlers :hammer2:
One thing I can't tell from the report is did we get hospitals built.
I built several Hospitals. I did not rush build Steamrollers and the cities building Steamrollers actually grew in population while producing Steamrollers. Look at Thermopylae, it has so much food it grows every turn.
Did those cities complete all needed buildings? I didn't want to prematurely jump to all military. Our science rate still sucks, and more cities will add corruption making it worse
Does needed building mean the 3 economic buildings Market, Bank and Stock Exchange, and the 3 research buildings Academy, Observatory and University?
Delphi is missing a Stock Exchange, Rangoon is has all 6 buildings, and Mandalay is missing a University.
I did build a lot of Academies. We now have around 5 cities that do not have an Academy.
I'm not sure why the push on science buildings with the leaders. Factories, IMHO, gain a lot more speeding up the rest of the needed buildings in a city.
Because I am not sure we have that many cities that could really benefit from a Factory. Maybe I should have had a Leader build a factory in Delhi.

Look at Hanoi (without being able to use the mined Mountain (since Mandalay needs it back). With buildings giving it 200% increase in shields It produces 27 shields per turn with no corruption and a population of 22. Is a factory really helping it that much? It still needs an Observatory, Bank and Stock Exchange. It will take Hanoi 12 turns to build an Observatory. If Hanoi did not have a Factory it would be producing 22 shields per turn and it would take it 14 turns to build an Observatory. I think it would have been been better to have Hanoi build an Observatory and have a leader rush a University.
Bangkok is even worse. A Factory would only add 2 shields per turn to its production. I think it is better to have Bangkok build a Steamrollers than build a Factory.
 
With Hoover each factory add 100% to the shields. That means a town with 4 shield buildings goes from 200% to 300% or a 50% increase in shields. The game is long enough we will likely want factories in pretty much every important city, and doing a factory first is fastest.
 
Bangkok might get a whole 3 shields from a Factory! (glass half full)

But it's a bad example. We should focus on getting cities like Meroe, Wawat, Vientiane, Bien Hoa, and even Axum to size 20 with all the needed buildings. Let Bangkok be a combat settler factory.
 
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I've got it. I'll post a more detailed pre-turn before I start playing.

Off the top of my head, I'll focus most of the workers on war, raze-and-replace Gaza, Kadesh, Haifa, and Samaria. Maybe Jericho, too.

For any leftover workers, I usually focus on getting our smallest cities to grow. I think this set, I'll invert that to focus on Mycenae, Irtjet, Bien Hoa, Vientiane, Wawat, Meroe, Axum, and Napata. Feel free to call out any other cities that need a boost.

For escorts, I might build some Doxa-class destroyers instead of light cruisers. Maybe a mix of both.
 
Mycenae is a definite with me rushing Great Refinery there. I was anticipating nice shield base post dry docks and mined plains.
I agree to focus on core towns first. We want them done with buildings and pumping out 1-turn units. If workers can speed up ship building, that definitely hit those towns.
 
Note that if our culture is bad enough, then razing towns will give us very few workers. If that is the case I would prefer to keep cities until the civ dies which is likely not a long time. Even if we use the town as a science town starving down the size, the hundreds of science doing this is worth more than 0-3 worker, IMO.
 
Since Manadlay's Clock is now obsolete it is not building 1 turn Vicker's. I my opinion Hanoi and Phnom Pehn each have been allowed to use 1 of Mandalay's mined mountains. Mandalay should take back 1 mountain and get back to building 1 turn Vicker's or take a 3 turn break and build a University.
 
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