Math03: OCCC

Looks good, BB. Koreans are just about done, they have 7 cities left, and no salt. All we gotta worry about now is the Babs...which will be really tough. What shall we do? This game is totally winnable, I think, but I'm not sure what to do.

I got it. I can play whenever this weekend, once I get people's suggestions. I'd like to turn research off now; we're up banking, astro, and chem on the Babs, so I think cavs will do it for us, we don't need to research more. I'll sell the lib and uni, rush a bank, upgrade our riders, then start short-rushing 2-turn cavs. (We get 3gp/shield in upgrades, but 4gp/shield in short-rushes, so I'd like to do upgrades first.)

Note: the Babs don't have salt yet! So what shall we do? I think I'd like to sit tight for a bit, leave Seoul alone, just keep the Koreans bottled up. Meanwhile I'll build a western cav force. Then declare. Let the Koreans buffer us a bit in the east while we play defense and gas the Babs in the west, then start burning Bab cities. Unfortuately, this means I don't get to fight much this set. :( But I really see a big advantage in leaving Seoul as a buffer for us in the east.
 
They don't have saltpeter? I was sure I checked that. Well, that's all for the better.

If you're sure we can bottle this up before they get rifles, turn research off for all I care. That's 7 techs away for the babs right? There's two rosters or therearound until they can get there, if we beat them up nicely in the meantime, which should be enough I guess.

If they don't have saltpeter already then don't let them get it.
 
Nope, they don't have salt, not according to f4. They have one near Inchon, but it's not hooked up, and it's outside their borders. So they'll need an expansion at Inchon or Taejon to get to it. There's another outside their western border, that they might send a new city to, but I hope we can start our offensive over there before they can get that hooked up, or at least disconnect it quickly.
 
Babylon does not have Military Tradition. They'll need Chemistry and Metallurgy first.

Can't build army - need 4 cities for that. Leader needs to rush the bank asap.

All those slaves could have been interfering with Babylonian settlers to prevent them from building too close to our luxuries.

EDIT: Didn't see page 9 here...

After some consideration, I think Mach's plan is the way to go. Be sure to short-rush the cavalry to complete in 3 turns while upgrading our riders.
 
Preflight (1150AD)
Rush our bank, turn off research.
(I) bank --> granary

T1 (1160AD)
(I) zzz

T2 (1170AD)
Rush the granary, switch to cav.
(I) cav --> granary

T3 (1180AD)
Just poppin' huts and movin' troops. No sign of the Koreans.
(I) zzz

T4 (1190AD)
Rush the granary, switch to cav. Belatedly sell the lib and uni.
(I) cav --> granary

T5 (1200AD)
Upgrade 7 riders.
(I) zzz

T6 (1210AD)
Rush the granary, switch to cav. Send 8 cavs toward the Babs.
(I) cav --> granary

T7 (1220AD)
Position for Babs.
math03_beforeBabs_1220AD.JPG

(I) zzz

T8 (1230AD)
Rush the granary, switch to cav.
Make peace with the Koreans, then declare on the Babs.
Carchemish: first cav retreats, second kills pike, third kills spear.
math03_Carcemech.JPG

Larsa: cav pummels pike
math03_Larsa.JPG

3-0
(I) One cav fends off a longbow across a river, another fends off an AC. 5-0
cav --> granary

T9 (1240AD)
A Polynesian barb warrior retreats a cav!
Cav kills pike in Mari, taking it.
math03_Mari.JPG

Elite MI kills longbow. 7-0
Position our forces on a mountain, wait for the counter.
(I) Our MI hold off a first MI, redlines the second, but dies. 8-1
There are at least 2 other MI's in there...

T10 (1250AD)
Rush the granary, switch to cav.
Upgrade the last Rider.
Probe forward; elite kills bow on a mountain, spot two more and the redlined MI.
Defeat them too. 12-1
math03_Pause.JPG


Ok, that's it. We're up to 16 cavs. Nothing to do but push against the Babs. On my last turn I pushed forward against the Babylonian counterattack, I hope that wasn't a mistake; there's at least an MI and longbow that will attack on the next IT.

Keep an eye on the Bab salt by Inch'on -- if it gets into the Bab borders, we can send our eastern cavs through there to burn that city. Things will be much easier if we can keep the ai's from getting salt.

We got plenty of gold for 2-turn cavs. There might be a better way, but this is what I was doing:
First turn: no shields in the box, MM for 24spt, build granary.
Second turn: rush granary for 144gp, switch to cav, MM for max gold and 22spt.

Good luck, Mathias!
save
 
I am so ready for this war... I've got it, and I'm not gonna wait...
 
1250 AD (0)
IT: Babylon and Korea sign peace treaty
Cav kills two MI, then fires at passing longbowman
Korea begins Sistine Chapel
Score: 2-0

1255 AD (1)
Healing...

IT: Kill MI, retreat from second
Score: 3-0

1260 AD (2)
Kill the second MI
Izibia: retreat from pike, kill pike, spear, and longbowman = razed

IT: Lose one cav to AC
Score: 6-1

1265 AD (3)
Kill MI, AC, MI, LBM

IT:Lose a cav to another AC
Score: 10-2

1270 AD (4)
Kill MI, AC, MI, Pike, MI
Retreat from MI

IT: Lose cav to wounded MI
Score: 15-3

1275 AD (5)
Kill MI
Frankfurt: kill pike, spear = razed
Lose cav to spear, kill spear

IT: Kill MI (one cav scored two ZoC hits before the attack)
Score: 20-4

1280 AD (6)
Healing...

IT: Kill LBM
Score: 21-4

1285 AD (7)
Maneuvering...

1290 AD (8)
Hamburg: kill pike, spear, spear = razed
Antium: retreat from pike, kill pike, spear, pike = razed

IT: Lose cav to MI
Score: 27-5

1295 AD (9)
Kill LBM, get leader
Kill MI
Leipzig: kill pike, pike = razed

Score: 31-5

1300 AD (10)
Kill spear, pike

33 kills, 5 casualties, 5 cities razed
k/c including Mach's turns: 45:6
I didn't bother MM for commerce, it only amounts to 1 gpt
 
Mathias said:
Babylon does not have Military Tradition. They'll need Chemistry and Metallurgy first.

Can't build army - need 4 cities for that. Leader needs to rush the bank asap.

Heh, sorry, I must've been :smoke:.
 
uh... yeah... lol
 
Edit: Nevermind. :rolleyes:

Anyways...we can rush a 1-turn cav now, since we have so much cash piled up; it costs 640gp, so we'll be able to do this once every other turnset. Then we have to go back to 2-turn cavs.
 
Rushing 1-turn cavalry costs 10*8 (rushed worker) + 50*4 (remaining shields on 60-shield unit/improvement) for a total of 280 gold.
 
Oh yeah, that's right. You can see how often I fully rush units...like never. :p So let's rush a couple of them, then.

We're making what, about 100gpt? So by spending 144gp every 2 turns, we're netting about 25gpt, so that's a 1-turn cav every 11 turns. That's not including barb huts...so in the end we should each get about 6 new cavs per turnset. That's pretty darn good. :)
 
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