MELI1 - There aint no leaving the Union - 5CC AW Monarch

I got it. I will probably not have time to get to it before tomorrow morning. I will see what I can do about the pesky French :hammer:
 
But wait until we get the GLib.

Please we know no other civs, so lets just see if they give us any tech before we kill em.

Melifluous
 
ok. So I played my turns.

MELI1_550BC.JPG


Here is the save

A brief sitrep follows.
 
I took down France, without the loss of any archer. Unfortunately they did not last till turn 7. :( They were pathetic. Destroyed one more India town at red arrow.

We have iron near us - black arrow [party]

Of course we got the TGL. To that end I have created a curragh to meet other civs. (blue arrow).

We need to get that last city up. So I hace created a settler out of rotterdam. IMHO, we should settle the red circle. We will have horses and a BG and tobacco and it is near the iron which we can build a colony for.

We should most probably abandon paris and settle by the cow.

Paris and Rotterdam is connected so next worker of Rotterdam (change the build there to worker) can build a colony on the ivory netting us another lux.

After we build some swords and horses it is Gandhi's turn. :hammer:
 
Nice turns :goodjob:

How about a SoZ prebuild in Amsterdam maybe ? Getting ACs will be incredibly helpful for us.

Also, I'd found the red circle city one tile SW, which will bring the iron into direct cultural range and reduce overlap with Rotterdam.
 
Originally posted by jack merchant
How about a SoZ prebuild in Amsterdam maybe ? Getting ACs will be incredibly helpful for us.

Also, I'd found the red circle city one tile SW, which will bring the iron into direct cultural range and reduce overlap with Rotterdam.

Excellent points Jack, stops me from having to post them.

One minor point, I feel that it was a little sloppy killing the french before we get TGL. If you would have checked I believe that both the French and Indians had Map making. This would have made our curragh a galley and given us more chance of meeting the other AI quicker.

But, all in all, an excellent set of turns. :goodjob:

Melifluous
 
Originally posted by Aggie
Do we really want to abandon Paris already?

Got it.

Sorry about that French demise before turn 7. What can I do? They just rolled over and died. :blush: Hopefully we will meet some civs soon and it will be all right.

IMO, we should not abandon Paris until the turn we found the 6th city. Then we abandon paris.
 
IHT: Settler goes to the spot suggested by Jack. Archer from Rotterdam will accompany a French slave to build an Ivory colony.
Amsterdam MM-ed a bit to get more growth and have archer in 1 still.

IT: Three Indian archers appear from under the FoW. Amsterdam: archer->ToA (SoZ prebuild).

Turn 1 (530 BC) I sent a couple of archers to Amsterdam.

IT: A barbarian horse threatens our archer/worker combo. India now sends a warrior as well :eek:

Turn 2 (510 BC) Archer kills the barb horseman and the slave is picked up by another archer on his way to invory.

IT: The three archers from India decide to walk into a trap :rolleyes:

MELI1-490BC_Battle_of_Amsterdam.jpg


The warrior and a new stack come closer. Our curragh survives a barbarian sneak attack without a scratch or promotion.

Turn 3 (490 BC) Ivory connected. This allows us to keep the lux at 10% :thumbsup: Amsterdam switched to SoZ (in 15).

Battle of the Bijlmer:
-Our heroic veteran archer is slaughtered by an archer from India
-A second one is red-lined, but manages to kill an Indian archer
-A third kills an Indian archer

IT: The Indian army sends two archers and warrior as refreshments.

Turn 4 (470 BC) Utrecht founded (what's a union without this city?). Starts with barracks.

Battle of the Bijlmer (part 2):
-Vet archer takes two hitpoints but kills conscript warrior :hammer:
-Vet archer takes out vet archer

IT: Archer kills our mighty vet warrior but is redlined. They send in another archer. The Hague: temple->catapult.

Turn 5 (450 BC) Archer kills a wounded warrior. The others are resting in Amsterdam and should be fully healed next turn.

IT: A wounded archer decides to attack and kill our archer that just took out a warrior. India sends an unprotected archer and a spear.

Turn 6 (430 BC) Archer kills the redlined archer that just killed our archer that killed their warrior.

IT: A new Indian archer appears. Rotterdam temple->catapult.

Turn 7 (410 BC) The curragh spots that India has ivory as well. It also sees a sea-crossing.

IT: The Hague: catapult->spear.

Turn 8 (390 BC) Science to 80% (-2gpt) Monarchy in 2. Silks hooked up and awaiting border-expansion Rotterdam

IT: I don't understand this. A spear approaches first and two unprotected archers follow:

MELI1-370BCwar.jpg


Turn 9 (370 BC)

Battle of the Bijlmer (part 3)
-Catapult takes off hitpoint of the regular spear
-Vet archer wins from the spear
-Vet archer takes NO hitpoint from an Indian archer and is killed
-Vet archer kills vet Indian archer

One archer left, but no troops to attack it.

IT: Finally some luck!! Their regular archer is killed by our vet and our vet promotes.

Then...out of the fog, comes...

A Maya warrior. We get Monarchy ourselves and Construction/Map Making from the Great Library. Rotterdam: catapult->archer.

Turn 10 (350 BC) Research to 0%.

I contact Smoke-Jaguar. He has 12 cities and lacks Monarchy and Literature. They appear to outnumber us. I establish an embassy for 70 gold (they are at peace with India) and declare war.

They will finish ToA in one turn and let us pray this will not cause a cascade which robs us from our beloved SoZ.

Next turn the borders of Rotterdam will expand. This may be enough to get luxury to 0%. I would wait for the SoZ before thinking of an attack. But that's just silly old me.
We could revolt and go into Monarchy, but I would wait until Zeus is ready. All in all relatively quiet turns. But that will change :D

350 BC save
 
Preturn: Look over the situation. I am guessing we won't be able to hurt the Indians much. We are average compared to the Indians, but weak compared to the Mayans. The mayans have a fairly strong UU their 2-2-1 enslaving archer equivalent. So I think it may become a defensive war. Because of this, I switch the Hague from Spear to Walls. I will also concentrate on getting swords.

It appears Aggie saved the game after establishing the embassy, but before declaring war as we are not at war, so I redo the war declaration.

Archers are going to be a lot less useful vs 2 defense units, so I switch to a spear in Rotterdam.

There was some talk of exchanging Paris with the cow spot, but it just doesn't look worth it. Paris is size 3, well into building barracks, is on a river (so no aquaduct and gets +1 food offsetting the cow a bit), and has more hills for better longterm shield production.

I also decide to switch Utrecht to catapults. It will take a long time to build barracks there and immediate catapults seems more appealling. If we can bombard the Jav Throwers to 1 or 2 hp it will be more worthwhile to use our archers to kil them.

IBT:
The Hague: Walls->Spear
Maya completes the temple of Artimis

330 BC: Shave a turn off the statue of Zeus. All still quiet.
Japanese complete the Hanging Gardens.
Russia completes the Great Wall.

IBT: Still Quit

310 BC:

IBT: See an Indian archer. There are now 3 Mayan warriors visible.
Rotterdam:Spear->Spear

290 BC: Cover a mountain square with a warrior.

IBT BC: The Mayan reg Warrior attacks our reg Warrior in the Mountain and loses.
The Hague: Spear->Catapult (working on iron connection)

270 BC: I kill off the AI lure (otherwise known as a barb camp) before another AI shows up :D Get 25 gold.

IBT: Some more riff-raff show up.
Paris: Barracks->Spear

250 BC: Kill an archer with my archer

IBT: Units advance.

230 BC: SoZ in one. We got it :)
Archer vs Archer loses.
E Archer vs Archer wins

IBT: A Mayan Warrior is now near enough to bombard.
Amsterdam: Statue of Zeus->Spear (sword prebuild)

210 BC: Bombard warrior to 1 hp. Attempt to get a promotion for a reg Warrior by attacking 1 hp warrior, but it loses.
Build a colony on the iron (Note that I could have built a Temple instead, but we get Iron faster this way). Switch builds to swords (all 4 towns with Barracks).

IBT: Barbs near Utrecht one is a horseman.
We get Code of Laws from the Great Library.

190 BC: Ugh! The horse can reach our town or iron. Our iron is to valuable, so I will let it Pillage Utrecht instead. There is an archer but it is too far. I also move some Cats to bombard an Indian Spear.

IBT: The Barb horseman sabatages our Catapult production.
Rotterdam: Swordsman->Swordsman

170 BC: Bombard Spear to 1 hp. Attack with Archer and kill it. Elite Archer attacks an injured warrior and loses. Vet takes care of him

IBT: An Elite warrior attacks our fortified reg Warrior in the mountain and wins with 1 hp. A leader goes scurrying away from the scuffle. Unfortunately, I am still working on connecting the horses and we have no Ancient Cav yet, so it will escape.
Amsterdam: Swordsman->Swordsman

150 BC: Move units.


Notes:
I didn't revolt immediately after the SoZ. I wanted to build 2 or 3 swords first. We have 2 now with one more coming next turn. Since by then it was the last turn, I left the decision on revolting to the next player

After Amsterdam grows, we should be able to get it to 15 shields. It can only get to 14 without starving right now. We will have to raise Lux.

I sent the Carragh across the ocean as a suicide galley. I would rather meet civs without the ability to reach us if possible (get their techs without being attacked). We could use another boat as it may very well sink.

The archer on the colony has been shifting back and forth to check for new Barb camps. The archer and warrior near Utrecht are hunting the hut that sent the barb horse at us.

MELI1_150BC.JPG


The Save
 
Got it. Will play Tuesday night.
 
Back
Top Bottom