MLDR003 - NOW in the big D

You guys are right of course. I'll chalk this phoo pa up to quiting smoking three days ago. Please leave my name on the list.
My unchanged opinion, the fp was the best choice and Antalya the only location.
 
Let this be a lesson to y'all:

Don't quit smoking. And if you don't smoke, start.

This message brought to you by the Piedmont Triad Business Association of North Carolina.
 
Originally posted by meldor
Drink more coffee...then your nerves will be twice as shot...

Bah, must...drink...more....coffee.... => :sheep:

Can not live without it :D
 
In a nutshell, decent military results, bad Wonder results.


70 (0): I wake up two pikemen and send them into Babylon, to give the offensive units in our mini-SoD some protection against counterattacks.

If we had as many units within and on our own borders as the Romans do, we'd be in fine shape. They have thirty.

A Babylonian MDI attacks the elite swordsman on top of our mini-SoD, fortunately across a river, and dies.


90 (1): Two pikemen and two horsemen join our SoD outside Ur.

Sinop barracks --> pike.


110 (2): The Babylonians request an audience, which we of course refuse.

Our alliance with the Indians comes up for renewal. We'd have to give them gold or silks to extend it, so I decline, due not to the cost but to the potential reputation complications. They remain at war with the Babylonians and remain gracious towards us.


130 (3): Our SoD moves into position to assault Ur without attacking across a river. This is also our third turn of pillaging around Ur, but the city stays at size eight.

Uskudar completes our first galley.


150 (4): Ur is held by four pikemen and a catapult. We defeat a veteran pike with an elite MDI, defeat a regular pike with a veteran MDI, lose an elite swordsman attacking a regular pike, defeat a regular pike with an elite swordsman, and defeat a redlined regular pike with an elite horseman, and the city is ours. No Great Leader appears.

I intend to raze Ur, but when our troops enter the city an Indian galley becomes visible just offshore. We have a settler on the way, but it isn't in position to forestall an Indian settler should one land in the interturn. I reluctantly spare the city, though it's plainly a tremendous flip risk.

With the city of Babylon seemingly at their mercy, the Romans break our alliance and make peace with the Babylonians.

The Indians take Uruk.

We get Chivalry and Gunpowder from the Great Library. We have, or almost have, one source of saltpetre, on a mountain south of Erdine which is under our general control but not within our cultural boundaries.


170 (5): I give the Romans 5 gpt for an RoP agreement, as the cheapest form of insurance available in the new situation.

We get our first knight, by upgrading a horseman in Istanbul.

Ur revolts. We lose its garrison of one horseman.


190 (6): We re-take Ur, losing a horseman in the process. With a settler now in position, I gladly raze it.

The Romans move twelve units next to Istanbul, with another eight one square away. It had better be true that the AI doesn't RoP-rape.


210 (7): I found Rebel's Reward on the ruins of Ur.


230 (8): Extraordinary luck--our pitiful force of three catapults manages to reduce Babylon from size eight to size six. We then take the city from its surprisingly weak garrison of a pikeman and two spearmen, although we do lose a veteran MDI in the attack. Since Babylon isn't under cultural pressure from any of the remaining Babylonian cities, I decide to keep it; but the decision isn't really rewarded, as no city improvements survive.

The Romans get Sun Tzu, and the Carthaginians get Leonardo in the cascade.


250 (9): I found Salonika on the site two tiles south and two southwest of Kafa. Along with the city we should eventually found just northwest of the saltpetre mountain, this town will give us very efficient coverage of northern Babylon.

In a minor replay of the events outside Babylon city, the Indians make peace with the Babylonians just before they would have beaten us into Akkad.

Konya finishes its library.

We get Theology from the Great Library--so Education may be next, before we get Chemistry.


260 (10): I found Mugla, claiming the two sources of ivory across the bay from Antalya. In the process, we disperse a Thracian camp and collect 25 gold.

We had only five elite victories this round, one of them defensive, so it's no surprise we didn't generate a Great Leader. Apart from the garrisons of their cities, I hardly saw a Babylonian unit--not ideal conditions for Leader-fishing.
 
The Babylonian front:

MLDR03_260AD.JPG
 
Got it, although there's a slight possibility I won't finish within 48 hours (I'll do a partial update if that's the case).

Do we have any boats?
 
Theology from the GLib, nice.
It's also very good that we got the Babylonian lands and not our allies.
(This was my greatest fear when I signed the alliances)

Salpeter is the most important thing in the 'good news' departement :D
:goodjob: NP

EDIT: I can not play Saturday, so if you want to swap again ChrTh, no problem.
 
THE FUTURE:


Ashur should fall soon; the only issue is working in as many elite attacks as possible.

We can either attack Akkad with the nearby knights (right now, since they haven't moved) or wait three turns to let the elite MDI just north of the knights get an attack in.

We have a galley in Izmit and two knights in Istanbul, as the basis of an amphibious force to send against Kish.

Just before we go to war with the Indians (to reduce flip risk), we should found a city on the tile directly northwest of the saltpetre mountain. A town here would redeem several wasted tiles and wouldn't be too corrupt.

We have an RoP agreement with the Romans, and they're polite. We have only a peace treaty with the Indians, and they're annoyed. The Aztecs are furious with us, for some reason.

There are no techs in circulation which we don't have.
 
Good Lord, those were quick responses. A subtle hint that I was a bit too deliberate about playing and posting? :D :o

ChrTh, we have two galleys.
 
I'm online because I'm at work.

No hints as far as time is concerned from me, a solid turn is much better than a 'quick' one in such a difficult variant (and I guess Meldor will agree) :)
 
@Belisar,

Yeah, let's swap. I'm going up to DC tomorrow, and even though I'm bringing Civ with me, I don't know how much time I'll have to play, and I don't want to slow things down.

@NP,

You did fine, let no one tell you otherwise :D
 
Ok, then I take it, will try to play tonight.
 
As I have stated before, I am not a stickler for absolute finish times. Having teenagers myself, there are times when it is tough for me to hit a solid deadline. I would prefer swaps if you know you are not going to get to for 2+ days, but if you have good intentions and something comes up, I won't complain. That also goes for times in which it hits a critical point in the game.

BTW, I don't moan the loss of Sun's and Leo's too much. I am happy that we got Gunpowder and muskets before we got education. We have a good chance of getting ToE at this point which is now our number one tech goal. We should be able to 2-fer our way that far from this point.

One of the things that could have killed us on this game with the size of map and the number of opponents was if we would have had a Babylon like the last game. It looks like no one AI is taking commend of the other major land mass, so we won't have a run away tech leader.

BTW, another solid set of turn NP. You put the city north of Babylon where I had intended it to go, you just used a different settler. Can't complain about that.

We want to save something we can trade to the Romans so that we can ally with them against India as soon as possible after we declare on them. They have already fought one war with India so it may not be too much trouble getting them to agree.

We are in great shape for this game. The cascade is broken, so we have a shot at a GL and one of the Happiness wonders. I would also think it is about time we build an army to get HE up and running. Once we start getting enough GLs the game will get alot easier.

The hit list:
1) Babylon - On its last legs!
2) India
3) Rome

NorthernPike
CtrTh (up - swap?)
Belisar (on deck - swap?)
Coffee
Arizona_Steve
Meldor
 
Preturn:
Bad luck, we got the only AI with knights (War Elephants) that doesn't require iron,
it would have been nice to fight against an AI without Knights.

IT: The Romans have more units near Iznik than we would need to take out the
whole continent. Bad thing, the Indians would give us two luxes for Theology
but because they are next on our list -> no deal.
A lot of Roman troop movement back north.
We better make sure we get an alliance against the Indians like Meldor proposed
or we have 200 legions and 400 MDI's in our backyards.
And wow, Abu is a backward guy. If we get Navigation, we should get some of his beavers.

270: We take Akkad without casualties and get a fresh slave.
Only one elite sword in position to attack Ashur this turn, a pike gives him cover
and I don't want to risk any horses. I can live with the
result as we get GL Suleyman, 4 turns too late. (I think that's the hard part of
an SG: Meldor and NP were leaderfishing and I get one with the first elite victory,
this is your man guys :) )
I think the Chapel is wortheless for us, we need Bach. Because I don't expect
a new GL before MT (The Babs don't seem to have any spare units left), I want to
save him, two more content citiziens would really help us.
On the other hand I expect the war with India to begin during my turn and
an army would be nice for tactical reasons.

IT: The Roman 'Expedition Force' continues withdrawing north, a lot of Indian troops move
back west towards their side of the landmass.

280: With the MDIs in position, we take Ashur and get two more slaves and a third iron source.
I decide to connect it immediately to be prepared.
We land near Kish.

IT: A Bab bowman commits suicide at our vet pike near Kish.
An important boarder expansion at Konya, we get the land tiles south and
India no longer has a direct route to its colonies on our side.

290: We take Kish from its lone spearman defender getting us an elite knight,
Ok, only Nippur left. The stupid Romans are blocking my troop movements.
Istanbul is already size 10, some cities without temples are problematic too,
we badly need luxes. Rushing the harbour in our new Ivory town is still way too expensive,
so I have to increase lux to 20% to avoid clowns in several towns.

300: Road to our salpeter source, order settler. Guarding the salpeter
with an MDI while the spear heads back for upgrading.
Some unit movement, mainly preparing for our war against India.

310: Hannibal seems to be the tech leader, he got Education.
2 knights are healing in Kish to attack Nippur.
Order Cats in our corrupt south.

IT: Most of the Roman troops have left our territory and should be in the Caesarea-area

320: 2 new knights are finished. Continue clearing the jungle in the north,
our iron source in the south is online, just to be on the save side.

330: Both the Romans and the Indians got Education :(, we will likely
have to pay the Romans.
I load our two galleys and go for Nippur.

IT: We get Education, the GL was great.
I spot the first Indian War Elephant.

340: I land at the hill near Nippur.

350: I take Nippur and the weak Babs are gone. They were just not good enough
to survive at deity.
In Austria, we have a proverb (I guess it doesn't make sense in English):
Something like "We showed them were to get the good stuff" :D
After the units in Nippur are back at full strength they can be used
to take out the Indian city near the iron.
The next player has to declare against India, but he may want to investigate those
2 cities on our side of the landmass, should be cheap.
I saw only horses, spears and longbows and I doubt that the Indians have the
money or the raxes to upgrade these units.
The westen front is more problematic, I saw the first Elephants.
Note: Our galleys and a few workers are unmoved.



I stopped at this point (only 9 turns this time) because a few decisions are necessary
which will determine our plans for the next 10-20 turns:

1. I would suggest and alliance with Rome, immediately.
It is costly (35gpt and 8 cash), but India is strong and in the case of a dogpile
we would be in real troubles. Rome has a lot of units in the Caesarea-area and the
additional pressure against the Indians might be just what we need because our
military is not as strong numerically as I hoped it would be at this point of the game.

2. Our defense position in the west should be OK, I added Cats but we still are short
on them, so I ordered a few during my turns.
Main goal are those two cities on our side of the landmass to shorten our front considerably.
I built a road to the salpeter source, the next player can decide whether he
wants to upgrade to muskets (via a colony, so the source would be online this turn)
If I had to play the next turns, I would delay the connection (it is outside our current boarders
so the road won't connect it immediately)
to produce those cheap pikes and grab the source with the settler I built in Babylon
after the region is secured, mainly because our production capability is not that great
to produce many knights AND musktes.

3. What to do with our GL.
Since I had only 2 elite battles after I got him I decided to keep him.
Now the war with India will start this turn and we should agree on our priorities.
I see two possibilities: Wait for BACH (which would help our happines situation
enormously, saving a lot of money) or an army to better block the Indians
at the western front. Because we will fight defensively for some turns until
we have absorbed most of their offensive capabilities a musket army that covers
our knights and cats would be an excellent choice, but a knight army would not be
a bad choice either.
IF we want an army, we should build it now to get all those leader-chances
during the next turns.

Good luck ChrTh, you get all the fun this time :)

SAVE
 
Two points. A 2nd harbor is necessary to get the ivory hooked up.
First choice goes to a musket army to pillage India's ivory.
I prefer Sistines over Bachs because it gives 6 vs 2 content faces with cathedrals.
 
I looked at the save and I would lean towards building an army at this opint and getting HE up and running. We need to have a settler ready to go on the island so we can raze and replace the Indian city there. I would hope the two southern cities are easy to take as the majority of our units are up on the northwesteren front.

If we are to go for a wonder, I always preferd double cathedrals to one that was limited to only one landmass. Our GA should be coming up soon and we need to have the Indians gassed by then so we can push much needed infrastructure during it.

It is a hard call, I won't complain either way.

The hit list:
1) Babylon - On its last legs!
2) India
3) Rome
4) Iroquois, Carthage, Aztecs (Fielders choice)
7) Arabia

NorthernPike
CtrTh (up)
Belisar
Coffee (on deck)
Arizona_Steve
Meldor
 
--(I think that's the hard part of
an SG: Meldor and NP were leaderfishing and I get one with the first elite victory,
this is your man guys :) )--


Very graciously said, Belisar. Thanks.

I agree that we should pay the Romans for an alliance, and that we should build pikemen, not musketeers.

I think we should use the current leader for an army. As in our last game, we've reached the point at which we have to build Heroic Epic without delay to get full value from it.

I don't object to a musketeer army, but if we're going to do it this way while mostly building pikemen (which seems essential for the moment) we'll have to hook up, unhook, and eventually re-hook ;) our saltpetre. We don't consider this an exploit, do we?
 
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