LK56, Something Conquest, Demigod

I think that our trade route to Carthage goes through our island.

I would really like for our pre-build to snag Sistene. We are short on luxes on this island. Plus Sistene works anywhere in world, not just on our island.

I would wager that our swiss mercs would do just fine against longbows. A GA would not be a bad thing either. :hammer:
 
@Ridgelake.
Nope. Our island has Ocean squares to the next continent. The only place that is coastal to the rest of the world from our continent is the very Southern tip (in English waters).

I am with you though. We could have kicked off our Golden age and probably finished the English off in less than 20 turns. It was an extremely tough decision.
 
Good catch, RJ. I would have assumed that it went through our island. It is a 1 turn hop over the pond.

When we do go after England, lets hit London first to get the greatwall out of play. Pyramids won't hurt either. :hammer: Yes, its a flip risk, but so is losing a gob of units on walled cities.
 
lurker post:

Re capturing London.

Conquests has changed the whole "capture of enemy capitol" for the better. I don't know the specific details or numbers, but according to the guide, capturing an enemy capitol significantly improves the chances their other cities will flip TO you.:mwaha:
 
450 AD (0): Wake our stack and prepare to hit England. The only civ we have deals trade deals with are the Maya but we have 7 more turns. The Inca have the GL but I don't think we can trade through them. Sit and get ready for war.

IBNT: England completed the Great Library in Nottingham. And started on Knights Templar. Babylon Completed Knights Templar and started sistenes as does every one else.

460 AD (1): Mm Amsterdam for food and gold. MM Coventry, the Hague. Trade a few clowns for taxmen or a lone scientist.

INBT: Babs want gold, 22. I say take a hike. And he yet again declares war.

470 AD (2): Sending a few elite swords to the north to dispatch that pesky red city. A few markets complete and our gpt is up to 104. start on units, MDI and SM.

480 AD (3): Utrecht builds a market start a Swiss merc. Haarlem a market starts an MDi. Chemisty price is still a bit steep.

INBT: Now the Maya are demanding. NO way! I decline, and he declares okay not we are ready to hit England when the time is right.

490 AD (4): Turn a few of the advancing units around to deal with England soonish.

500 AD (5): Buy Chemistry from Carthage for 290 gold and 40 gpt. Chemistry to the Inca for Chivalry and 12 gold. Carthage has PP and Metalurgy as well

510 AD (6): Upgrade 2 horses to knights at 120 gold each :eek:. Move a few MDI to hit the lone bab city. Begin forming up units to declare on England next turn and move on London from the North.

520 AD (7): Continue to form up a SoD outside of the English boarder.

530 AD (8): Maya build Sistene's, a few more units start MDI, SM and Knights. Build another other market. With a large stack ready I declare on England and move into Orange territory from the North. Kill 2 spears in Mari to the north. Hurry Market in Oxford to free it up for military builds.

540 AD (9): Suffle some units. continue to move on toward London. Lose 2 MDI to a regular spear in Mari.

550 AD (10): Stack is outside of London but England recently got iron and now has Pikes. Fail to take Mari with the last of the MDI in the area. The Knights kill 2 archers but are wounded. A SM victory will give us a well timed golden age.

Here is the save;

http://civfanatics.net/uploads5/LK56-550AD.zip
 
@Hotrod - This isn't the defiant Dutch game. :crazyeye:

=======================================

LKendter (currently playing)
Ridgelake (on deck)
meldor
Rubberjello
hotrod0823

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
:lol: Yeah well I wasn't concerned about babs or mayans and England has to go and now is the time. By the mayans declaring it opened the door to attack England.

I think I actually waited too long. Lizzy got iron from somewhere :(.
 
It might be worth trying to trade-embargo England with the other civs.
 
550 AD (pre-turn)
The palace has only 8 turns to go, so I switch it to an expensive Cathedral then back to Palace. The Palace is now due in 18 turns, so I hope a wonder tech appears before then.

Since we burned our troops up in the North I sign peace with Babylon for $120. I want to concentrate on a single front.

I found multiple cities ready to riot. :eek:

The war with England could get tricky as I have zero reserves behind the lines. I burn the rest of our cash to speed up getting more military. We really are ready for our GA.

560 AD
The lack of reserves makes Oxford real dicey. I have to strip the SW from Haarlem to give us decent odds of surviving 2 longbow and 3 archers.

I begin the assault on London - our total losses are a single MDI. We capture London; however we may lose it next turn. WW could get ugly fast. I just hope we haven't used up our RNG luck.
(I) Taking London pays as England withdraws from Oxford.
Our SM is attacked in London and our GA begins. [dance]

570 AD
I failed to catch some :smoke: as Maastricht built a regular knight.
I really hate phony wars, as you never know who will ally against us. I send the Maya $100 to end the war.

590 AD
We wipe out the England mini-SoD that was by Oxford. We are now ready to start thinking offensive again.
Why you never upgrade obsolete elites.
LAK-364.jpg


Did you also know that military leaders can no longer rush military units? :eek:
Does that mean the late game battleship rush and ICBM rushes are also gone?
We simply formed an empty army.

600 AD
We now have a victorious army. I switch the palace to an expensive Heroic Epic.
We need to start catching up on tech, so I buy Education from Carthage for $672 and $9/turn. Until the gpt bug is fixed I will go cash heavy.
I ship Education to Babylon for Printing Press and $26. All of the possible communications are already known.

610 AD
England must have known I was ready to go back on the offensive as a lot of longbow / archers appear around London.
(I) Maya declares war on Carthage.
London continues to starve as resistance is dropping quickly. The good news is the city isn't that corrupt and I am building workers to drop the pop. You can never have enough workers. :D
Our MDI defeats an attacking longbow and goes elite.

620 AD
Well this isn't good - English culture expands and cuts London off.
(I) Inca and Carthage ally vs. Maya.
A longbow attacks Lee Horseman and it is now an elite knight. Can we get another leader?

630 AD
Well smoked major :smoke: league. I captured Nottingham with the Great Library.
Like an idiot I bought Education recently. :wallbash:
It only had two defenders so the knight army alone does the trick - I will be annoyed big time if it flips before the army gets out.

640 AD
I try to promote that annoying regular knight, but it dies to a 1hp defending knight.

650 AD
Holwerd is back in the hands of the Dutch. Newcastle also falls this turn.

It looks like armies also have a greater vision range.

Summary:
Don't stop until England is dead. Then we can finally build some badly needed infrastructure.

Watch that English galley by The Hague. Those two knights are our counter-attack force.

LKendter
Ridgelake (currently playing)
meldor (on deck)
Rubberjello
hotrod0823

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.

http://www.civfanatics.net/uploads5/LK56-650AD.zip
 
Got it. It will be tomorrow before I can play, though.

Nice turn, Lee
 
LK56

650AD(0) We have been doing a wonderful job killing the English. They have 1 harbor city left and our army is 1 turn away from it. Then, no more iron for England.

Techwise, metal and banking are out there, but Carthage has a monopoly on Banking.

I was tempted to swap our prebuild to a cathedral, but I will leave it in the hopes that we can get either Bachs or Smiths.

660AD (1) Move units next to Canterbury. Another stack starts towards Brighton.

IT Carthage started Shakespeare which means they are up at least Metal, Banking, Democ and FA.

670AD (2) We get a leader killing an English LB that moved towards London. It cost us 2 knights and a MDI ( to a LB), but we capture Canterbury. Dick Hartberg is turned into an Army. I will wait to fill him, though.

IT England drops a Knight and a LB next to Nottingham.

680AD (3) Brighton falls without a loss.

IT Our merc survives against the knight.

690AD (4) Clean up the LB, along with another LB that England dropped on our island.

Carthage has cavs now.

700AD (5) Move troops

IT Carthage starts Smiths.

710AD (6) Lee’s Horseman gets us another GL as we clean up a LB! Henry Hudson

Dover falls to us without a loss.

IT the Babs and Carthage MA against Maya.

720AD (7) Move troops into position to take out Norwich and Reading.

Buy banking @ 4th from the Incans for 940 gold. Banking, 500 gold, and 37gpt to Maya for Astronomy and Metal

IT Babs start Smiths.

730AD (8) We lose a knight, but take Norwich. No losses taking our Reading and England is destroyed!

410 gold and 25gpt to the Babs for Econ. Econ, 33gpt and 10 gold to Maya for Mil Trad. Mil Trad to Inca for 270gold and 5gpt.

Rush temple in London.

Smiths due in 12 in Rotterdam.

740AD (9) Henry Hudson rushes the Military Academy in Amsterdam.

Upgrade a few knights to Cavs. Trebuckets to cannons.

750AD (10) Few more upgrades.

We have a shot at Smiths. It might be worth merging in a couple of workers to Rotterdam. We could use the pop there. London’s borders expand in 3 turns which should bring the wines into our borders. They will be tradeable.

Once our deals with the Mayans run out, we might think of taking over their lands. We could use their ivory and incense.

You might think about rushing a temple in Norwich.

Good luck, Meldor. We are going to need it.


The Game
 
Good luck, Lee. We are going to need it.
:confused: Don't you mean good luck Meldor?
Why are you wishing the previous player good luck?
EDIT: I see you caught you mistake a few minutes later. :crazyeye:

LKendter
Ridgelake
meldor (currently playing)
Rubberjello (on deck)
hotrod0823

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
I will apologize in advance for the unusually short turn report. I am getting the house ready to sell.

I thought I was going to have nice easy builder turns. I spread the Cav out to cover the coast. Eschewed farther military build-up to get in infrastructure. We had 9 turns to go on Smith's . Then the GA ended and the first city to roit on the interturn was Rotterdam. I fixed the rest but we lost a turn of production on Smith's. By the time it came out of disorder, I have merged in two workers and swpped some tiles around to get it to size twelve, zero growth max shields. I had also picked up a couple more luxes so that I wouldn't have to raise the lux tax to 50% to keep everyone employed in Rotterdam.

Three turns before the end the Babs came demanding silks. Told them to stuff it and they declared. I shifted some units onthe island towrds the northern end as I saw 3 Bab ships up there. A couple of Cavs and our knight army took the Bab city north of Amsterdam. The Cav moved back to Amsterdam to heal and there is a boat there to take them to the island or they can shift around depending on where the Bab ships decide to go. I moved the Merc out of Amsterdam north to cover the new city and I swapped Amsterdam to a Merc.

Shake's and Cops both were built. Cascades were to Newton's and Smiths. It should be close. We have 6 turns left to Smiths. There is enough cash on hand to but another wonder tech if needed.

The Game
 
LKendter
Ridgelake
meldor
Rubberjello (currently playing)
hotrod0823 (on deck)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
Guys, I will be out Thursday through Sunday and maybe Monday too. Good luck while I am away. :hammer:
 
Preturn: Everything looks pretty good. I rush a few temples in former England-land. At least the rest of the world is at war - I hope it slows Carthage down some. Carthage looks to be a monster. We are down Navigation from the Mayans. Even with the Incans, and down Domocracy, Free Artistry, and Physics (at least) from Carthage.

860 AD (1) 3 Bab ships approach. Gee! We sure could use a functioning Forbidden Palace! (Understatement of the year). Buy Physics from Carthage using most of our savings. Sell to Mayans + gpt and Wines for Navigation. Sell Navigation back to Carthage for Theory of Gravity (and our backup Wonder). I really, really tried to keep out of a GPT deal with the Mayans since we have hinted we might go to war with them soon, but I couldn't swing this deal any other way, and I wanted to catch up on techs. Trade World Maps around for a profit.

870 AD (2) Babs drop off a Bowman, Crusader, and Musketman on our Island. We easily take out the Crusader and Musket, but don't have enough offensive units to take out the Archer. I transport some help over from the mainland just in case. (2 Cavs). Trade Theory of Gravity to the Mayans Navigation plus some gold. We enter the Industrial Age only to find Carthage has Nationalism. Leave minimum run on Music Theory for now??? Hmmm... Researching Railroads at a loss would take us over 20 turns. We don't have any Libraries to support our own research, really. Change minimum science run over to Railroads at least.

880 AD (3) Archer dies trying to kill our Elite Sword. EEEK! Babs drop off 3 more muskets and 2 Crusaders on the Island. The AI is a little better at invasions now! Kill the 2 muskets and 1 Crusader with our cavs (all were red-lined!).

890 AD (4) Babs' Crusader kills one of Swiss Mercs and they pillage one tile. Our Cavs finish off the invasion force and we talk peace with Babylonia. We get all their gold and World Map. They have Democracy, but not ToG. (No trades available on that)

900 AD (5) Palace expansion. Hurry some builds. Start building up some units for our eventual strike against Mayans/Babylonians. Beware! Carthage is spitting out Privateers! (At least 5 sighted.)

910 AD (6) Smiths completes. Woohoo! That was a good call to go for that one. Upgrade Caravels to Galleons.

920 AD (7) Babylonia completes Magellon's. Carthage completes Newtons.

Later turns: Nothing much. We have a strong economy and no great debts. Trading opportunities were fairly limited. Whenever our Galleons leave port, the Privateers start swarming towards them. I haven't built any Frigates yet, but was seriously thinking about it. Peace broke out everywhere on the last turn. Babs got into the Industrial age and drew Steam Power. I successfully did a safe steal from Carthage for Nationalism and then trade it to Babs for Steam Power, but have to chip in a heft gpt payment also. Trade Steam back to Carthage for Spices, 450 gold and 48 gpt. Carthage is only up Communism now over us. We have only 1 coal on our lands (unroaded yet).

The Save (950 AD)
 
Very nice turn, RJ! Excellent on getting Smiths. Excellent on the trades. Glad that we have coal.

Building up a Navy does make sense. We will need one to attack the other civs. But with factories, stocks and hospitals due soon, not to mention science buildings, there is a whole lot of infrastructure that we need.....
 
Back
Top Bottom