LK28 - Regent training.

Ok. I played. I'm sorry Tricky. Can we just switch turns if you want so you won't get skipped? Anyway, here's the summary.

Turn 0: (Before I hit space) Tweak tiles in Pharsalos to get bank a turn earlier w/o loss of growth. Moved longbowmen,horseman, catapault, and one hoplite to north for future war. Disbanded three warriors to help with cash. Moving three more to where the two shields will speed production.

Turn 1: Thermopylae builds bank. Starts Knight. Thessalonica builds barracks starts bank. Delphi builds musketman starts bank. Rhodes goes into disorder. I'm bummed I didn't notice that. Tweak science to pick up 33 gold.

Turn 2: Pharsalos builds bank, start barracks. Argos builds university, starts bank. Troy builds cathedral, starts marketplace. Workers continue cutting forest by Argos. Eritrea decides to switch farmland to mining (size 12). I pimp our map for about 50-55 gold, buy metalurgy for 70 gold and a map to England (if we reduce our science to zero we'd pick up another 105 gold), then buy military tradition off Egypt for 32gpt and 350 gold. Here comes the calvary!! I reduce science to a lone citizen in Rhodes. We now have no money, but we take in 157/turn.

Turn 3: Herakleia builds musketman starts library. Rhodes produces cathedral, starts bank. I upgrade three knights to calvary and one hoplite to musketman. +159/turn

Turn 4: Two more knights trade in swords for guns, two archers get bigger bows, and a catapault starts blowing things up. We'll be ready for war in about five years. +156/turn

Turn 5: England cancels ROP. I understand. Sparta and Thessalonica build musketmen, start calvalry. Germany (Berlin) beats us to Smiths. The mighty Grecian merchants thumb their nose to the world (and 160 shields) and declare themselves bankers on Wall St. To be completed next turn. I demand Free Artistry from Zulu. Then reject my numerous demands. We are at war. Egypt signs an ROP w/ me for 12gold and 1 gpt. She is GRACIOUS! I don't see any threat there. Four more catapaults start blowing things up.
We capture Isandhlwana I rename it Zulu1. Five workers are caught working. That'll help. Move to take two more Zulu cites Next turn.

Turn 6: We lose a galley at sea to the Zulu. Herakleia start a musket. Athens starts a bank. Mycenae riots. Again, sorry about that. I didn't check any of the cities last turn. Marathon starts a marketplace. England gets Shakespeare (again).
We take Isipezi. Upgrade a horseman. Lose a calvary to an Impi and move longbowman and swordsman to take another city next turn. +168/turn

Turn 7: About 8 units show up on our border next to Zulu1. Nobody attacks. Nothing built or started. Someone starves in Zulu1. Still resisting. I'm a little worried about a flip.
We take Hlobane without a loss. So far we've lost on galley and a calvalry. We might consider rushing libraries in these cities, but if we capture more zulu cities, we won't have to worry about flips. Two hoplites now shoot guns. +180/turn.

Turn 8: Thermopylae produces a calvalry. We beat back several Zulu units, but between turns a brave hoplite dies to a knight attack from across a river. One hoplite and two horsemen get upgrades so we lose a bit on Wall St, but I think that can wait. I move four workers to the south to improve that now that we have slaves.

Turn 9: Corinth produces a calvalry. We lose two calvalry and a longbowman between turns and kill three attackers. Our turn has us moving to take the Zulu outpost and kill some Zulus including two calvalry that the showed up with. That makes the war a bit more interesting. They didn't have military tradition when we started the war. China gives us Free Artistry for
our map!! That's a worthless tech!

Turn 10: We produce a couple of Calvary, start Calvalry and musket. We take Tugela, but I goof and only leave on defender. A one point Calvalry. It isn't connected to the Zulu nation, so it might not be attacked next turn. The worker I saw in that city was an industrial age one, so Zulu is now ahead of us in tech. I misclicked on a cannon, so there's a cannon with a calvalry escort on our border. I also started moving cannon and muskets to the next Zulu city.


Summary: We didn't seem to be going anywhere in the begining of my turn and there seemed to be an opportunity with a weak Zulu nation next to us. They also have insense and dyes, so when we get those we should be able to corner the market and get some more luxuries for ourselves. The war has given us a nice blip up on the histograph. We should be able to take a another couple of cities in the next round. The cities we are taking are also quality. They are producing multiple shields and are cash positive (in addition to providing support points for our military. We also have a half dozen free workers.
The thing that bothers me about our situation is that we have big happiness problems. We should set trading more as a goal of ours. I think getting the Zulu luxuries will help that. We are also behind in tech, but I think trading can help that too. We also will have more on an opportunity to get cash once we capture some more cities and begin to utilize Wall St.

It was a lot of fun to play this round. I hope you guys aren't angry about me getting us in a war.
 
We should go to war. That'll solve the military problem by killing some units and also getting us more cities to

support units.

They also have insense and dyes, so when we get those we should be able to corner the market and get some more luxuries for

ourselves.

There are many reason to justify war, however thinning out the number of units is not a justification for war. The second

reason listed - resource / luxuries does justify a war.


Thessalonica builds barracks starts bank. Delphi builds musketman starts bank.
You made is clear you want war - why are we still building infastructure?
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City Production - All of our recent conquest building culture buildings :goodjob:
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Military - War has been committed to - why aren't we upgrading the horseman in Troy?
War should be QUICK, 3 more cavalry would help that big time - 10 cavalry is not a decisive force.

LAK-099.jpg

During war with recently conquered cities - 2 units MAX.
Our military isn't that strong - why are we risking a flip to kill a big chunk of it?
Flips can occur ANYWHERE - I have suffered the no nearby town flip several times.
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Overall - I can't give a specific reason, but it feels like the attack could be stronger.
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Workers - What happened to the worker stacks?
It is much better to finish one square quickly and start getting the benefit of the work.

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I can't find a lot to comment on - which is a good thing.
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hotrod0823 - Playing
Juliennew -on deck
Tiamat -
Trickey - skipped
alexander dumas - Please WAIT next time for me to skip the player.
The game host (ME) should be the only one making the skip decision.
10 turns per player

Remember - wait for my commentary before moving - not much of a training day without that.
I should be back to my normal quick response again.
 
uhh, i got skipped??? i did t think this moved so fast, sorry. last time i had to wait like a week 4 my turn. my bad
 
I just got back tonight and can't get to the game if it is okay with Trickey and Lee I would just assume wait for Trickey to go then go next.

Let me know?

Hotrod
 
If Trickey can play tonight, OK
 
1300 AD (0): War with Zulus!! Upgrade 3 horsemen at Troy @ 100 gold each, 8 more remain. Add a taxman to Zulu1 to stop a revolt. If they revolt they are more prone to a flip. Wont lose any citizen this turn but will starve the next. Sell maps to india for 18 gold. ROp with China for 10 gold.

1305 AD (1): Move bunch o troup to Mpodo(?) for attack next turn. Various worker movement, toward Delphi and back up north for further improvements. All civs still want an arm and a leg for physics, decide to save the gold and upgrade at least 1 horse per turn out of Troy for 100 gold, and still get physics in 6 turns. We also never got that embassy with India and Germany, those should be done soonish as well.

1310 AD (2): Mycaene finishes market starts barracks. Troy finishes market builds musket. Egypt builds Newtons. Inbetween the zulu counter attack kills 2 muskets and 1 zulus cavalry dies. Take Mpondo with 3 cavalry loses, 6 resistors - ouch, to raze or not to raze. No settler so I leave it with 2 muskets. Moving on to Ulundi with cavs and muskets. Many vet units and wins but no elites :(. Physics in 4 with +79 gpt. 1 new cavalry upgrade every turn.

1315 AD (3): No counter from the zulus. Athens builds bank and starts musket. Hlobane revolts, :( hire tax man. Delphi bank complete starts musket. Start baracks at Rhodes. Move ontoward Ulundi. Trade incense to England for wines. Trade inscence and dyes to babylon for physics, shut off research for 3 turns will give +224 gpt.

1320 AD (4): zulus have nationalism :(. Position to attack, Take out a rifle, a musket and cavalry with no loses. will take the city next turn only 1 impi remains. Upgrade 2 more horses. 2 cavs are now elite.

1325 AD (5): Defeat conscript rifleman and impi cavalry upgrades to elite, take the city of Ulunid with 4 resistors. start library. Renegociate dye for ivory and 64gold from Egpyt.

1330 AD (6): No one wants to trade metallugy or theory of gravity for a reasonable price. Upgrade the last 2 horseman in Troy. Will attack the capital next turn.

1335 AD (7): Took Zimbabwe with 3 loses of cavs to a lone impi :(. Took the city but it has 10 resistors.

IBTW - babs wants alliance vs. Germany I refuse 1 war at a time.

1340 Ad (8): Took Umtata with 3 cavalry 4 resisors.

IBTW - Zulus attack and kill 1 cavalry and 2 longbows. But they deposed the city of Zimbabwe, we lost two units ONLY :(.

1345 AD (9): Retake Zimbabwe and raze it to the ground. Begin moving settler to the area. Trade inscece to india for 80 gold and 11 gpt. Establish embassy with India and Germany for 188 gold total.

1350 AD (10); Lose Umtate back to zulus. Cavalry poised to take Umtata, settler with musket in boat heading towar Zulu country to fill the gap. Many muskets being built but they have to get up north and quick.
 
NOT a great turn at all. My war skills are weak. Never have enough muskets to fill in the new cities. I am not sure if I move from one city to the next too quickly. Also, when I am focused on the war I tend to neglect the workers and other cities and the trades. These were a tough 10 turns to keep my focus.

Lee, when is it okay to keep a city or better to raze it. 10 resistors is rediculus and now I realize I should've been on a razing binge with settler to back fill. Too little to late I am afraid. Not having rails yet makes war tough. I think I am getting better with more experience in the building phase but war seems to always be a little tougher. I think I need to be a bit more cautious and wait longer before going on to the next city.

Hotrod
 
Lee, when is it okay to keep a city or better to raze it. 10 resistors is rediculus and now I realize I should've been on a

razing binge with settler to back fill. Too little to late I am afraid. Not having rails yet makes war tough. I think I am

getting better with more experience in the building phase but war seems to always be a little tougher. I think I need to be a

bit more cautious and wait longer before going on to the next city.

Comments on war making:
Raze / not raze is not a yes / no answer. I decide on a city by city basis, among things that influence my decision:
Is the civ almost dead - If yes, flips are meaningless.
City size - I don't think I have every had a size 1 city flip.
How large is the culture border - size six with no border expansion isn't as dangerous as size 4 with double border expanion.
Can I defend the city? Capturing to suffer a counter attack and losing the city isn't a good move in general.

Other war comments:
1) The attack on Bapedi is a mistake - 2 damage cavalry and a stack of cannons?
Cavalry is an OFFENSIVE unit - Ground troops, multiple preferred should defend this stack.
2) :smoke: The Zulu control Umtata, but a Greek worker is stilling mining next to it! Always pull workers away from the borders, expect flips and don't work much around recently captured cities.unless you have foot troops to protect them.
3) Ulundi is to close to the front - the AI has a worker capture obsession. Pull these units back.
4) Why do we still have 2 defenders in cities way behind the lines? We are hurting for defensive units - strip cities like Athens to 1 defensive unit, and march the troops foward. Even Heralkeia / Rhodes have almost zero danger - move troops foward now.
5) I recomend pulling the troops BACK from Bapedi. Always attack in force. 2 cavalry is way to light to attack size 11 city with defensive bonus. Worse, the cavalry would attack accross a river - giving Bapedi another defense bonus.
6) Tugela / Troy defending with Cavalry? Again - Cavalry is an OFFENSIVE unit. It should not be defending rear line cities.
If comment #4 was already done, we could get them to the front.


I have already failed on a city attack with 12 offenesive units.
Allways attack in force - the one exception, just flipped cities - they should have minimal troops.
 
hotrod0823 -
Juliennew - Playing
Tiamat - on deck
Trickey -
alexander dumas -

@Julienew - It is to close to the next round for Trickey.
At this point either you play, or skip the game to Tiamat.
Trickey is NOT going next.
 
hotrod0823 -
Juliennew - Playing OVERDUE - 24 hours for got it or skipped.
Tiamat - on deck
Trickey -
alexander dumas -
 
I'm going on a trip to Boston later today until Tuesday morning. I'm not sure if we'll get to me before I get back, but until then I won't have a copy of the game. I will be able to play right when I get back.
 
Well, i guess i couldt play "tonight" ( just getting over a long diablo addiction). But i finnaly decided that the amout of time i was playing diablo, just wasnt healthy. But now im back in full force :)
 
Sounds good Trickey.
Your next round should be coming up soon.
 
Preturn - Change some workers tasks near Mycenae (have a plan to optimize shields production)/near Troy (going to improve gold tile)/near Hlobane (send the workes to make road between Hlobane and Ulundi)/near Argos/near Herakleia/near Knossos (will have shields production optimized at 12 if using forests) - Change Sparta to Cavalry/Athens to Cavalry/Delphi to Cavalry - Send some hoplites and musketmen from the backlines to the front - No tech or luxuries/resources trading possible
1355AD (1) - Umtata captured - Sending my cavalries there, waiting to have a good task force for the Bapedi's battle - Bombard Bapedi - Zulus allied with the Germans against India - Selling WM to the world for 21G :D - Possible gems for Dyes trading possible with Lisa, but she ask for some money in addition/don't have enough for the moment but will be possible next turn
1360AD (2) - Planning a retreaf of the cannons stack - Moving some musketmen, workers and calvaries - No one want my map anymore :D - Trade dyes + 102G for gems with Lisa
1365AD (3) - England declared war to Babylon (the bloodshed is beginning) - Theory of gravity discovered ---> Our empire enter the modern era - The war with the zulus combined with a big step forward in technology and philosophy exacerb our patriotism : we learn nationalism - Our industrials came with a project called steam power : They says that it will revolutionize our way of life : Begin research on steam power (13 turns) - Moving troops and workers - Sell WM to the world for 5G - Everyone is forward (excepted the Chinese) of one tech : Communism
1370AD (4) - The retreat of the cannons stack to Umtata is successfull (2 cavalries lost during the retreat ---> 5 cannons and 1 cavalry saved) - Moving troops and workers - Tugela finished library, begin temple - Argos finished bank, begin rifleman - Send WM to the world for 6G
1375AD (5) - Bismarck is blackmailing me : He wants my territory map and 23G (we have 111G/earning 60G per turn) ---> As he is quite far from me and at war with the Indians and the Babylonians, I deny the demand : He declares war !! - Everyone has medicine : They ask too much for this (all our gold and 50-55G per turn)/Communism untradable - Only the Chinese has gold : I trade them our WM for 1G - Moving troops and workers
1380AD (6) - Our right of passage agreement with Cleo has ended/I don't renew it as it is quite useless and ask for more money that in the original proposal - I don't trade WM this turn in order to make a better profit the next time I will do it
1385AD (7) - Moving troops and workers - A capable task force will be soon finished (composed of much calvaries/5 cannons/some riflemen) - It will be quite tough to end this war because of these zulus riflemen ... - Rush Library in Umtata in order to build barracks and make some upgrades of musketmen and hoplite when they will arrive - Sell WM to the world for 3G :(
1390AD (8) - Umtata finished library, begin barracks (will rush next turn when the original rush cost will be considerably lowered) - Sell WM to the world for 4G
1395 AD (9) - China and Germany allied against Babylon -India and Germany signed a peace treaty - Zululand and India signed a peace treaty - Move troops and workers - Change Troy production to cannon (originally riflemen) - Sell WM to the world for 4G - Rush barracks in Umtata
1400AD (10) - Umtata finished barracks, begin temple - Change Rhodes production to cannon (originally riflemen) - Upgraded 2 hoplites and 1 musketman in Umtata - Moving troops and workers - Sell WM to the world for 2G

State of Greece :
15G in reserve / earning 46G per turn
Steam power in 5 turns
At war with : Zululand - Germany

Notes :
- It was quite risky to wait so much time with all these units in Umtata but I really couldn't make a good offensive to make an efficient push in the Zulus lines
- There are now very much units in Umtata and more are coming (grounds + cavalries)
- Our military is strong compared to everyone but weak compared to Egypt's one (be very kind with Cleo :D )
- I was planning to irrigate the two mined plains near Troy in order to work the mountain gold tile when the workers will have finished the work on it ---> Some workers were already heading to them
- I was also irrigating deserts in prevision of railroads
- I didn't mention the skirmishes with the Zulus but I have lost 3 or 4 units in them
- The other nations (excepted the Chineses) are ahead of 2 techs (Medicine and Communism). Trading too expensive to make it
- Money earned in WM trading : 46G / The upgrade price of a musketman :D
 
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