LK62 - Austria, Demigod, Fast Moving Civ

Pay 7 gpt and iron to Portugal for Metallurgy
That is truely perverse. I steal there iron for you to sell it back. :p

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I go to war against Ottomans.
Well these next turns will be scary as !#@$.
With the amout of units I saw during my turns, I wouldn't I gone after them before we had rifleman - preferable infantry.

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LKendter
Grimjack
Aggie (currently playing)
Meldor (on deck)
Stapel

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Don't forget the variant rules:
Speed one military units may never leave our cultural borders.
This includes any warriors that we build.
There is a good reason for no barbs.
Speed one military units may never form armies.
We may only build defensive speed one units - attack factor must be less the defense factor. Warriors are the only exception.
 
Yes, I had miscalculated somewhat the number of troops the Ottomans had at their northern edge, and hoped they would launch their army against the English core.
A slight miscalculation.......

I do think we can hold them though. We would of course want another army, if we want to avoid losses. We have some help from English cavalry, and I am selling them the resources for continuing to build those.

Grimjack
 
Ouch. Missed that little gem.

I am sorry to have wasted our rep :(
RealWeed.gif
TortureWhip.gif
BonkKnowledgeInto.gif


I knew I should have gone with plan D, and done some peaceful infra builds...

Grimjack
 
IHT: Fighting the Ottomans with Hussars. Deja vu!

Our army is very small. If it were me I would have waited with the war. But I let's see what we can do. Klagenfurt is changed to barracks. Sipahi can reach Landeck, which is only defended by a spear. A pike is placed in the city, more troops are not close by.

IT: I see a frightening number of Sipahi running around. I also see an Ottoman knight win a battle, producing a leader. A musket in Lugdunum (behind walls) kills a Sipahi that attacks over a river. This was the only battle vs the Ottomans in this interturn.

Turn 1 (760 AD) 4 Knights are upgraded to Hussars. A vet Hussar kills a longbow and we enter the Golden Age. We now make 233 gpt. Another Hussar kills a rifle and the Ottoman leader :p Our knight army pillages a horse tile in Ottoman land.

Portugal won't give us ToG for 235 gpt. Is our Reputation damaged? I'm almost sure of it.

IT: Ancient cav killed by Sipahi. This is the only battle in this interturn. We were lucky so far, but Byzantium is now Ottoman, they will come after us soon.

Turn 2 (770 AD) One knight upgraded. We have 8 Hussars.

Ancient cav vs MDI: AC killed, MDI redlined.
Hussar->Sipahi: Sipahi killed
Hussar->Knight: Knight wins

IT: 3 Sipahi attack Bischofshofen and only the redlined one can't kill a unit. One Hussar is amongst the dead. Vienna riots. I see no direct reason, but I scroll ahead and prevent riots of other size 12 cities this way.

Turn 3 (780 AD) I switch to a barracks in Bischofshofen. Losing 12 shields, but we need it badly. We are defending with muskets (against Sipahi). Well...we only have 2 muskets, the rest are pikes. One of the musket is sent to Bischofshofen.

An elite Hussar kills a longbow, but no leader.

Near Bischofshofen:
Vet Hussar vs Sipahi: Hussar redlines and kills the Sipahi
Elite horse vs redlined Sipahi: Elite horse wins, no leader.
Vet AC vs 3 hitpoint Sipahi: AC wins.

Siege of Neapolis:
Vet Hussar vs reg rifle: Hussar redlines, but wins
Vet Hussar vs reg rifle: Hussar wins, three hitpoints left
Vet Hussar vs redlined knight: Hussar wins and we take Neapolis.

Having Neapolis means that we can reposition our defensive troops.

Every time I push enter for the interturn, I know that we can lose one or more cities. We have no reasonable defense.

IT: [dance] Only one Sipahi shows up and kills an AC. Even better news is that the Ottomans want to talk! But we have an alliance with England, so first they have to throw the towel into the ring.

Turn 4 (790 AD) Two horses upgraded to Hussars. We have 12 of them now.

Four turns in and no distaster has happened so far. I'm beginning to feel lucky:

Siege of Viraconium:
Vet Hussar->vet rifle: Hussar takes two hitpoints and wins
Vet Hussar->vet rifle: Hussar redlines the rifle but loses.
Elite Hussar->redlined rifle: Hussar wins, doesn't promote but we take the city.

Close to Byzantium:
Vet Hussar->wounded Sipahi: Hussar wins.

The knight army pillages iron in Ottoman lands.

IT: Knight kills Hussar in Viraconium. Rifle kills AC.

Turn 5 (800 AD) The English are excellent allies. They keep the Ottoman troops far from us and manage to hold their core cities. But still I hope that they make peace soon, allowing us to decide when we want to make peace with the Otto's.

Siege of Byzantium:
Vet Hussar->vet rilfe: Hussar killed, rifle has two hitpoints
Vet Hussar->vet rifle: Rifle redlines, Hussar is killed
Vet Hussar->wounded vet rifle: Hussar killed, rifle redlined (I thought the Hussar could retreat :cry: )
Elite Hussar-> redlined rilfe: Hussar wins, no leader.
Elite Hussar->redlined rifle: Hussar wins, no leader
Vet Hussar->vet longbow: Hussar wins, promotes and we take Byzantium

Bloody batle, but we now have secured our own cities. The Ottomans can only attack from the south-west:

LK62-800AD.JPG


A tebuchet wounds a rifle to two hitpoints. An elite AC kills the unit, but no leader.

The Ottomans are in doubt when I ask peace for Magnetism. We are the only nation in the middle ages. I buy us into the Industrial Age. For 113 gpt we get Magnetism and ToG from the Gracious English. The Portuguese and Indians won't do that trade for 266 gpt :o We must have broken a deal with the Ottomans. The peace deal? Not that it matters much: we want to annoy the Ottomans anyway and we only need rifles, rails and factories. With that we should be able to dominate this world :hammer:

The Ottomans know Nationalism, others do not. We have to hurt them a bit more to get that in the deal, they are outraged when I add 146 gpt to the peace deal and Nationalism.

IT: No counterattack of the Ottomans. The English finish Smith, the Otto's finish Shakespeare.

Turn 6 (810 AD) Iron pillaged in Ottomania. That was their last one :D This is a quiet turn. Our Hussars have to reposition and others have to heal. Chariot upgraded to Hussar.

IT: Vienna riots due to war weariness. I scroll ahead to prevent other riots. The Ottomans are again silent.

Turn 7 (820 AD) Luxury upped to 10%. All entertainers are fired.

Siege of Veii:
Vet Hussar->vet rifle: Hussar redlined, rifle has two hitpoints left
Vet Hussar->vet rifle: Hussar killed, rifle redlined
Vet Hussar->wounded rilfe: Hussar wins
Elite AC->redlined rifle:

LK62-leader.JPG


We take Veii and immediately form a Hussar army :hammer:

IT: Nothing

Turn 8 (830 AD) We have 14 Hussars now, 3 of them form an army.

Siege of Rome:
Hussar army kills two vet rifles. But another rifle shows up. Since the army is reduced to 6 hitpoints, we take a rest. Other Hussars come to help the army.

Knight army pillages a horse tile. The Ottomans have more horses though.

IT: A Sipahi kills the Hussar that generated our leader (in Veii). Another Sipahi is killed by a Hussar that stand on a mountain.

Turn 9 (840 AD) Two elite Hussars kill wounded Sipahi and a rifle, but no new leader. The army is sent back to heal.

IT: nothing from the Otto's

Turn 10 (850 AD)

An embassy with India costs us 53 gold. They are at peace with the world, but have a lot of obsolete troops close to the battlefield.

The Siege of Rome:
Vet Hussar->vet rifle: rifle takes two hits, Hussar retreats.
Vet Hussar->vet rifle: rifle killed
Elite Hussar->conscript rifle: rifle killed, no leader
Elite Hussar->two hitpoint rifle: rifle killed, no leader
Elite Hussar->sipahi: no leader, but we take Rome.

The three silk tiles of the Otto's are pillaged. They will have a slight hapiness problem :)

The next player should have a ball. We are in the GA, have 18 hussars (a.o. a Hussar army) and the Ottomans are in trouble. The English are loyal allies and hold their ground. The Ottomans are the only civ with Nationalism, so in fact they are the least likely victim for our Hussar. But the others will have it soon and the Sipahi ARE strong. So now is the time to cripple the Ottomans even more. They lack iron, lost ivory and silks, but the pillaging machine called knight army has a lot to do still.

Antium has horses, saltpeter and incense. An obvious next target.

850 AD save
 
It looks like our English allies were nice enough let use librerate a lot of cities. ;)

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

LKendter
Grimjack
Aggie
Meldor (currently playing)
Stapel (on deck)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Don't forget the variant rules:
Speed one military units may never leave our cultural borders.
This includes any warriors that we build.
There is a good reason for no barbs.
Speed one military units may never form armies.
We may only build defensive speed one units - attack factor must be less the defense factor. Warriors are the only exception.
 
I believe all deals with the Portugese expire ina turn or two, in case we would want to split our forces.

That ought to be a snack to our mighty Hussars.

Grimjack, still feeling remorseful for not remembering that he broke a peace deal.
( Next game better be an Aw game, so I cannot break any deals ... )
 
I assume that we can send a couple of Hussars to the Portuguese front. But the Ottomans ignored us in the last ten turns. When that chances, they will come with more force. Luckily we have a knight army in the Ottoman empire which is totally left alone. This can do so much damage that the eventually won't be able to produce Sipahi. We are not that far yet though.

To me our (not so far) future is:
-50 Hussars
-more Hussar armies
-domination

Will I this game come back to me?

PS: Rome is a flip-risk city and had a lot of troops in it (captured in turn 10). The Ottomans have a lot of culture and some citizens of Rome are Ottoman.

EDIT: The peace deal is up for renegotiation now. We also have lux deals for 6 more turns. I guess that we can't declare war on the Portuguese. I would not renegotiate now (let the Portuguese come with peace proposal). We might be forced to pay if we do the proposal.
 
Forum was down last night when I was checking. I got it but can't DL the file until this evening. Hopefully the forum won't have any issues.
 
850 AD (0)
Again we lack the information we need to make full full informed choices. I pay Lizzie for a map 190g. Not bad, as soon as we take out Portoland we will own about half the map (Assuming we grab at least 5 more of Donnie's cities. Taking Porto will also leave England eposed for the classic pincher movement. Speak of Portugal, we are paying peace for at a rate of 41gpt. Unfortunately, we can't renegotiate without giving 20 more and Henry isn't about to turn lose of the income. We have 3 turns left on deals with him and then we will see. Let him have his 123g and let us see what it truely costs him. Looks like the first turn or two will be healing as the troops need rest. One good thing is that we have a lot of Hussars coming due in the next turns. Wonder where they will go? I put a scientist up in a corrupt city and start a 50 turn move for medicine.
(I) Henry must have a spy in our court as he does renigotiate! It was break our rep or give him twenty more. Oh well, maybe we can force him to declare. India and Donnie embargo us. A group of Ottoman unit arrive outside Rome. A couple of Longbows and a Sipahi covered by a conscript rifle.

860 AD (1)
A veteran Hussar redlines but removes the rifle. A second takes out the Sipahi and that leaves two sitting ducks...er, longbows. Two hurt elites take them out but no leader. The army and a couple of extra hands arrive outside the next target, Bolu. The knight army starts pillaging its why back towards the front. Looks like the horses and saltpeter got hooked back up. We will have to take the cities just to be sure he can't do that anymore.
(I) The Ottoman can not resist the temptation of an exposed worker. Unfortunately for them it is one square too far away. The single Sipahi is the only Ottoman unit we see. We do get a riot as WW hits.

870 AD (2)
An elite Hussar steps to the plate and takes out the Sipahi. Archduke John joins us and decides that all the fresh Hussars coming down the pike could make a nice army. The new army is loaded and has enough legs to go to Ravenna and take out a Rifle there. The first army takes out two rifles and a Sipahi at Bolu capturing the city and 4 more workers. The army moving showed a second Sipahi within range. A second elite Hussar is dispatched and we win, Wurmser shows up to lead the way. He too wishes to lead a Hussar army. With too elite units to hop into it, why not. Maybe the next one will go back for the pentagon. Man, whats so hard about this game? Two elite attacks this turn, tow leaders, two new Hussar armies. I smell a staemroller building. Upgrade a couple of pikes and rush a couple of rifles. We are whoafully short of defensive units. Even rush a temple in Faro.
(I) Lizzie and Donnie make happy, freeing us to do with him what we will. I would think at this point we can take him as far down as we like. Maybe Liz has made herself a nice target. That freed up a batch of Sipahi's and we lose one of our leader producing Hussars to a counter. A second exposed Hussar also gets whacked. My first two losses.

880 AD (3)
Our second army takes out two rifles in Ravenna and the city is ours. An elite Hussar takes out a Sipahi and we get another leader. This will go back to make the Pentagon. We take out the other two Sipahi.
(I) The Ottomans take out one Hussar. Henry comes and wants to redo the furs deal, I throw in Iron and get rid of the gpt.

890 AD (4)
A healing turn. We take out a couple of stray Sipahi. One near Ravenna is attacked with the army there to keep from seeing an attack by them.
(I) We lose our elite musket at Rome.

900 AD (5)
I chose Krems who just built a Hussar as the lowest shield spot for the Pentagon. It is rushed. I kill the Sipahi near Rome with n elite but no luck on the leader. With England out of the fight we are spinning wheels with the Ottoman war. England would be the next target and we can get steam and start preparing. I send 547g and 47gpt to Donnie for Steam and peace. We would start on the rails but we have no coal hooked up. We have two sources, one near Rome, outside the border and one next to Faro. Worker rush to hook it up. We begin to heal for the rush the English project. We can add an extra Hussar to the armies and make ready to deal Liz and quick crushing blow. In ten turns we can nail her for a bunch of cities. I sign an RoP with Henry so we can begin to station armies on the other side of England.


I apologize to all for using up all the elites but one. I will try to do better next time. In the next five turns I hope to set up the English for a death blow at the end of our current deals. We should be able to take the majority of Liz's cities in one turn.
 
900 AD (5)
(I)Donnie asks us to leave. This is ok with us. All of the resistance ends, we get a WW bounce and WLT(Meldor)D breaks out across the land. The Pentagon completes in Krems and it goes back to making Hussars.

910 AD (6)
Now the turns get boring. I load one of the Hussars into the army at Bolu. It is ready to strike fear into the English. A musket is on the way to Ravenna to replace the army there and allow it to move. Hussars are moved to Faro to strike from there and guard the coal. Move some towards Brighten to capture it. Move troops into Henry's lands to secure the one choke pint and allow us freedom of movement.
(I) The Ottomen are moving a Sipahi through our territory. I will ask them to leave, what are they going to do? Lizzie must be listening into the court gossip again as she comes asking for an RoP and is sent home with a WM that cost her 4g.

920 AD (7)
More troops pour into Portugal and I rush some muskets. I save some to go into the armies. Rome and Ravenna reach size one and begin the long climb back up. I drop lux by 10% and fire all specialist in the outer territories. Start shuffling some units to upgrade, like a vet horse I found.
(I) donnie starts US.

930 AD (8)
Lots of movement, units continue to pour into Portugal. Settings things up for the next person. Rush a temple in Rome to get the second coal in our borders. BTW, it seems neither India, Portugal nor England have coal, at least not hooked up. There is a third coal between Bolu and Sao Paulo. I will rush the temple in Bolu next turn to get it in our borders and not Henry's. I wondered why India was so darn interested in Rome. I would guess they were waiting for an opportune moment to throw in with Donnie.
(I) Ouch, we lose the deal with Lizzie for our Saltpeter! Completed Hussars are temporarily made to knights.

940 AD (9)
Rush a settler and then the temple in Bolu. I know it will be too close to Rome but I am going to build a city to get us Saltpeter, the one we pillaged in Ottoman lands.
(I) The flipping Otto border expands and we can't put the city where I wanted. Now it will have to move one towards Ravenna and get a temple to expand the border. The other option is to hold the knights back and make the first objective of the English war securing saltpeter.

950 AD (10)
More movement.

I have some workers out of place, I didn't expect rails and they were meant to clear a spot for a city near Portugal. The settler is about in place. It was to be my retirement home. Hussars are in Neopolis to take Brighten. Hussars are in Faro to strike at Liverpool. The army is in Bolu to strike at Canterbury and one Saltpeter source. You may want to redirect the settler that way. Two other armies are in Portugal along with a slew of Hussars to take out the English gem colony and hit Hastings and Warwick, and then go on to take Oxford and York, removing the second saltpeter and quickly trimming Liz down to 5 cities. I would suggest we take her out completely and keep the majority of her cities. You have 38 Hussars (12 in armies) and 4 armies to start you off. We have 5 more turns of peace with Liz to finish getting set up.

Long term, I would take another crack at Donnie when the 15 turns left at peace are up. He is still the science leader. We should be able to give him a quick smack when we control all of England. One thing to watch for is that India has a lot of troops in the dead zones between the conquered Roman cities. I would expect them to go after coal at some point. We don't need to take India to finish the game. We might want to hook up the second coal and sell it to India to keep them honest and get us a few techs. England and a couple more Ottoman cities should do. Optional to Ottoman cities would be to take all of Henry's lands. This SG shouldn't get back to me unless there are a couple of skips. 5-8 turns to take all of England and then 6 to build up to a 10 turn smack and temple rush for Donnie or Henry.

http://www.civfanatics.net/uploads7/LK62_950AD.zip
 
Well done people. You have spent our Golden Age building a solid ground for a devastating win.

Do be aware of the GA ending right about now, and make sure we do not get riots across the board when our income goes down.

Grimjack
 
LKendter (on deck)
Grimjack
Aggie
Meldor
Stapel (currently playing)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Don't forget the variant rules:
Speed one military units may never leave our cultural borders.
This includes any warriors that we build.
There is a good reason for no barbs.
Speed one military units may never form armies.
We may only build defensive speed one units - attack factor must be less the defense factor. Warriors are the only exception.
 
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