Math03: OCCC

Yeah, except for some lost Riders, everything looks great. I think that Rider in Bejing can come out to play now. The workers seem stacked nicely. Have we seen a new barb hut from any of our outposts yet, or have they only been in the fog? Maybe outposts do supress barbs, or maybe they just reduce the chances. Or maybe we're just lucky. :)

Maybe we can sign people up against the Romans? We got plenty of cash now to open embassies and bribe people. I'd like to keep the world at war as much as possible -- it'll slow down the tech rate, which would be nice. Plus there's a Roman city on the other side of the world, maybe the Koreans or Babs can take care of that for us.

BB, it's yours. If you can play before Friday, then I can get one more turnset in right before I go on vacation. :D
 
Well in total I dispersed about 6 barb huts. Outposts don't seem to effect them at all as I've had them appear in terrain we can see :)
Also make sure to never build outposts on flat land - it really is a waste.
 
Mach, take it away. I'm really busy and can't play until sunday. Switch?
 
Preflight
Our Cop's MM is perfect, we're 12 turns away and 8 shields over.
Plenty of riders near Rome...
math03_BeforeRome.JPG

I make embassies: Korea for 99gp, Babs for 62gp.
Seoul: building market done in 4 turns, defended by 4 spears and a cat.
Babylon: building rax done in 4 turns, defended by 4 spears and a pike
We have edu, as does Korea. The Babs are short. The Babs have the Great Library...so obviously, they accept an MA against the Romans for the cost of edu. :lol:
math03_BabsAlliance.JPG

The Koreans want 20gpt for the MA, forget it buddy.
(I) Nothing. The Romans must be gassed.

T1 (660AD)
Ok, well we kill 4 regular spears in Rome, leaving one unfortified.
math03_RiverRome.JPG

Raze Rome with an elite across the river -- the defense bonus of being fortified is equal to the bonus of the river, so it didn't matter if I waited a turn.
math03_ByeByeRome.JPG

Sci rate goes down a notch.
(I) Koreans finish KT. That will be a problem.

T2 (670AD)
Riders fortify in the forest to heal. It'll be awhile, a few are redlined.
(I)

T3 (680AD)
(I)

T4 (690AD)
(I) Yep, some exciting turns while we heal.
 
T5 (700AD)
Riders are healed enough,
math03_BeforeHispalis.JPG

so I burn Hispalis,
math03_AfterHispalis.JPG

no losses. :D
Misclick and send workers the wrong way! D'oh!
math03_Bivouac.JPG

Two Korean horses are approaching in the east!
math03_KoreanEncroachment.JPG

(I) Korean horses - in the west - seem to be approaching the Aztecs... Fine by me! ;)

T6 (710AD)
I send one Rider against Cumae -- and it retreats. I deem we don't have enough to take it yet, so I'll mass a bit in this forest first.
math03_BeforeCumae.JPG

(I) Astro --> guns, sorry forgot the screenie. Cop's in 6.
 
T7 (720AD)
Nobody has anything to trade for Astro. :(
Battle of Cumae: kill 2 spears, the third retreats 2 Riders, kills a rider, and finally we take it. :D
mach03_AfterCumae.JPG

Do a little scouting, find our next target.
math03_NextRomanTarget.JPG

I realize the Koreans aren't heading for the Aztecs; they're heading for Bejing, ignoring all slave bait I'm leaving out for them. *sigh* I sign them up against the Romans for 16gpt, hopefully they'll turn around now.
(I) The Koreans turn around and head the other way. Yippee!
math03_KoreanRetreat.JPG


T8 (730AD)
The Babs have taken that Roman city!
math03_NextTargetTaken.JPG

They have 2 cities left, one is all the way across the world. I'm gonna set up for the Aztecs now...
MM Bejing for cash.
(I)

T9 (740AD)
Romans still have 2 cities left.
(I)

T10 (750AD)

Romans still have 2 cities. :(


Ok, that's it for me. The Romans are hanging on for some reason, which is irritating -- Byzantium is out of our reach, and we don't know where their other city is. The Aztecs are surrounded, we can attack in 2-3 turns, once our wounded Riders heal.

One Rider is guarding our Eastern Worker Group, and I had two on barb detail around Bejing. Four more are just east of Aztecland, and the last four are by Old Rome healing, they can descend on western Aztecland in a few turns.

Maybe we should bring that gems horse back home for an upgrade.

Cop's done in 2, then we can start replenishing our troops. My totals: 3 Roman cities burnt, 10 units killed (not including barbs), 1 Rider lost.

I recommend we go after Korea next, since they don't have iron. (We can wait for cavs to go after the Babs.) We should MA against them with the Babs, hopefully that'll take care of Korea's offensive army, and keep the Babs from expanding too much.

We're gonna need a boat; the Koreans got a city on that island.

So I'm off on vacation now, guys, I'll be back on the 8th. Good luck!

save
and here's the present I was setting up for the Aztecs

And this.
math03_mach_barbs.JPG
 
Hmm...
I got it.
 
750 AD (0)
Here we go...

760 AD (1)
Barb camp #1

IT: Cop's >> Rider

770 AD (2)
Barb camp #2

IT: Korea completes The Great Lighthouse

780 AD (3)
Declare on Aztecs, cancelling their payment for Education (they had 7 turns remaining of 13 gpt)
Kill 4 Aztec units afield, lose a mace
Burn Tlaxcala, capture a worker, then burn Tamuin
Barb camp #3

790 AD (4)
Barb camp #4

IT: Rider >> Rider

800 AD (5)
Barb camps #5 and #6
Science down, Gunpowder due

IT: Korean horses continue a retreat, ignoring nearby barbarians
Gunpowder >> Chemistry

810 AD (6)
Barb camp #7
Science back up
Upgrade our horse

820 AD (7)
Teotihuacan: Lose 1 mace, 1 rider, kill 3 spearmen
AZTECS DESTROYED
Barb camps #8 and #9

830 AD (8)
IT: Korea destroys the Romans

840 AD (9)
...

850 AD (10)
math03_850AD.jpg
 
The Roster
TheBB
Mach
Mathias
commodified <-- NOW
Disenfrancised <-- NEXT

I'd like to keep this game moving...
 
Got it, I'll play tomorrow.

EDIT 7/7:

Summary - declared war on Korea, enlisted the help of the Babylonians, lost six riders while only building three (due to their apparent reluctance to retreat) Razed 4 cities. Learned Chemistry.

0@850AD - Babylonians won't join us in an M.A. against Korea for anything. Our Riders are also scattered all over the place. I declare on Korea anyways. Raze their southmost city. Cheju is a harder nut to crack.

IT-a rider gets killed by a longbowman.

1@860AD - pop two barb camps. Babs will now enlist for the low low price of 250 gold. I take it and the ROP. Riders by Cheju are healing.

2@870AD - moving Riders toward Korea. Disperse a camp.

3@880AD - Burn Cheju. Kill a longbow.

4@890AD - Burn Ulsan. Chem in one. Turn down research so we make 35 g this turn.

5@900AD - Metallurgy in 9 @ 100%. Pop barbs. Pyongsong's big.

6@910AD - Argh, lose 2 riders attacking Pyongsong, including a healthy vet attacking a redlined spear.

IT - Riders don't seem to be doing much retreating as a longbow picks off a rider.

7@920AD - Burn Pyongsong.

IT - a crusader kills a Rider. Man I hate those guys.

8@930AD - Pop a hut. Burn Sariwon, losing a rider in the process. The RNG's giving me no love.

9@940AD - Healing.

10@950AD - Nada.

To the next person - I left you some slaves to work with. Wonsan's on a hill and you'll have to stand next to it for a turn before attacking it, so you might want to avoid it. Please notice the 3 riders near Uruk healing.
 
First of all, please do not add turnchat in edit, as it doesn't bump the thread. I had no idea you had play until I came in to bump the thread, wondering why you hadn't posted.

Second, the Great Wall is in Pusan! Why bother attacking so many other cities first?

Game mechanic: AI will never accept a military alliance against someone neither of you are at war with. You must declare war before enlisting help.
 
Hey guys, just checking back in. :)

Took a brief look at the save, and it looks pretty good, nice job. :) Just two civs to go. I suggest bringing those northern riders down, to get them all on the same front. Also go after Seoul next -- it's at size 10 and thus not getting any help from the Great Wall, so it'll have to be taken care of anyway. Once Seoul is gone, we can take Pusan from the north...and the rest of Korea should be cleanup, if we have enough forces...
 
I'm here now by the way, if anyone were wondering about that. :)
 
Here we go

0)950AD everything looks good, we're going to need boats at some point to take out that korean Island

1)960AD
...
Babs settle on our incesne colony. Grrr

2)970AD
Send a Slave over towards the exRoman wines, Move Riders for an attack on Seoul
Rider retreats verses a Korean Spear on the great eastern road.
That Spear catches up with with the rider and kills it Grrr^2

3)980AD
Beijing Rider>>Rider
Kill a Barb Hut
Seoul is defended by Muskets - Grr^3

4)990AD
Metallurgy comes in, set research to Mil Tradition (9 Turns)
Pillage Koreas only Saltpeter :)
Decide Seoul is impossible till Cavs/Cannons, Move on to Pusan pillaging on the way.
Barbs are getting painful so I short rush a rider for 144gp

5)1000AD
Beijing Rider>>Rider
Pillage Korean Horses :D
Barb Camp appear right next to roading crew :(
But the barb prefers to attack te outpost rather than 6 workers - interesting.
Korean Longbows beat up our invasion forces - 3 retreats but no losses thankfully.

6)1010AD
Disperse 2 barb encampments.
Move northern horses down to meet up with southern, pillaging as they go.

7)1020AD
Loose two Riders attacking a Longbow Grrr^7 (the second attack was a 4hp rider verses 1hp longbow).

Seoul is down to size 9 now.

8)1030AD
Beijing Rider>>Rider
Remains of Southern rider force head to hills near Hyangsan for healing when a crusdaer pops into view. GRR^8
Notice researching at 90% still gives us 5 turns to mil tradition and costs 10 less gpt.

9)1040AD
Disperse two Barb camps. Short rush a Rider for 144gp.
Seoul is down to size 7

10)1050AD
Beijing Rider>>Rider
Seoul is down to size 6!

We have 10 riders arrayed around the korean south, most need healing
I've left the 4/5 rider unfortifed because I can't work out if its better to fortify or attack the Crusader on the hill next to it.
Sorry for have such a sucky turnset.
Korea haven't reconnected their Saltpeter..hopefully the Babs will deal with them up there.
3 turns till Mil Tradition :)
 
I have got it... Sucks with that longbow. :(
 
Pre-turn: I move the riders away from the crusader and kill a spear in Pusan before hitting space. Everything else looks good. Our half of the continent is really empty!

IT: We suffer no attacks.

1060: Shuffle forces around a bit. Shuffle a lot of workers around too... What to do with them all? Turn down research.

IT: Hammi ends our alliance vs. Korea. They'll enter into a new one for just 40g so I take it. Again, no aggression from Korea.

1070: Kill barb camp. Shuffle some more. Attack Pusan next turn.

IT: Lose one rider to a crusader, but redlines the attacker. Another crusader attacks a redlined rider but dies :). We get Mil Trad, and I go at banking (due in 7).

1080: We have a leader? Since when, and what are we planning to do with him? I keep him for now. Maybe a bank or something. An army would be nice though... 4 redlined riders make it out of Korea to heal. 5 are ready to take on Pusan. We lose one in the process, but Korea is now berift of the great wall. :)

IT: Babylon is going to settle on our wines. :(

1090: We get our first cavalry.

IT: Babs settle right smack in the middle of all the wines, none left for us.

1100: Burn Hyangsan and get two trebs in the process. We eye Wonsan and the destruction of the KT.

IT: The barbs seem to deliberately avoid our worker crews..?

1110: Maneuvre a little. Shortrush (yay) a cavalry for 44 gold.

IT: Nothing much.

1120: Attack Wonsan but fail to sack it.

1130: Burn Wonsan to the ground. The RNG isn't very kind to us, we lose a rider. I notice there are some spices in the east we can get to make up for the wines. Right now Beijing is on the verge of rioting.

IT: Get Banking. Go on Physics.

1140: Hmmm... Korea has saltpeter again. Where the heck is it at? I can't find it, but Korea is gassed now anyway and we should rather be worrying about the babs! I shortrush another cav.

1150: Shuffling a little.

Korea is now hanging by the ropes - they have 4 cities left. The babs are expanding at will into the void we have created, and they are our last remaining challenge. They have Mil Trad though so ... be careful. There's a leader that has been around since god knows when which we can use to build a bank or an army. Beijing is building cavs at 4 turns, or 3 turns if you pay 48g by rushing a granary when it's due in 2. I left the science fairly low so that we can get some money to do this. Next turn there's a silk colony waiting to happen in the far east as well.

Save

I guess that makes Mach up and Mathias on deck.
 
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