mm13:Incan Insanity-AWP-1CC

Gotag said:
I feel like the setup man in baseball and you're doing a hella job at closing them down.

Unless Mansa and Cyrus are sipping champagne in irridium glasses on an island somewhere, their every need provided by robots, this one is in the bag.

Yeah, I also feel like a part of a sports analogy. I'd elaborate if I knew anything about baseball.

I wouldn't be surprised if this doesn't get back to me. I feel slightly guilty about being the one to deliver the final blow three times already. :)
 
Just played my turns and they where harder then expected , was a lot more on the defense then on the offense but it seems to get better now.

Turn 0 400AD:
Start moving our sword near Persepolis to help the siege of Arbela.
Just moving around and healing otherwise.
Turn science up to 90%

Turn 1 410AD:
Just moving and healing.

Turn 2 420AD:
catapult > axe
I spot 2 Malinese galleys approaching with 2 axes and 2 skirms inside.
They can drop off in 2 turns.
Send a catapult back to go help to fend them off and garrison a axe on our gold hill. Troops are approaching on land aswell , spot 2 Persian archers and a skirm and 2 axes from Mali.
Our troops near Djenne also got some company , a axe+spear pair is in vision.

Turn 3 430AD:
Battle of arbela :
We got 2 swords a cat and a axeman vs 2 archers on a hill.
Send in our cat first (20%) : The archer wins with 2.6/3 left and the other archer has no damage aswell.
Next is our sword (71%) and he is victorious! 0.9/6
Next is another sword (72%) vs the wounded archer and the archer wins with 0.8/3
Our axe kills the offending archer and razes Arbela.
Spot even more troops near Djenna now 2 skirms , 2 spears and a axeman are in vision.
I engage and kill all 5 but end up losing a catapult in the progress.

Turn 4 440AD:
Mansa keeps his units onboard for now.
Turn sci up to 100%
Gotta heal nearly all our troops.

Turn 5 450AD:
Mansa drops off his 4 units on our hamlet , i kill them all but lose a axeman despite 93% odds.
Cuzco is safe for now , MM the city again to work the hamlet.
Killed a skirm+settler pair near Djenne and disband the worker we get.

Turn 6 460AD:
axe > catapult
The 2 Malinese galleys are sailing home with bad news ;)

Turn 7 470AD:
A prophet is born , make him a superspecialist right away.
Disband that quecha in Cuzco , hes just eating away gold , disband some workers aswell .
Our pigs are now online .
Fire the scientist and start working the marble.

Turn 8 480AD:
Kill 3 Persian archers now that they finally came out of the jungle.
Mansu's 2axe + 1skirm trio keeps running back and forward.
IBT: Persian archer suicides on our sword.

Turn 9 490AD:
catapult > forge
Spot new Persian borders just SE of Persepolis .

Turn 10 500AD:
Just moving troops.


Our troops are in place to start attacking Djenne , bombard if u need to .
I kept that quecha to our NE scouting the old Aztecs land , ive seen a few Malinese galleys there but so far they where all empty.
Good luck Mark , you'r up!
 
GreyFox said:
Good turns, shadzy. I see the remaining enemies are starting to get axes around. Perhaps its time for us to up the ante, and produce some croosbows or maces ... what are we researching now anyway?

--

We should be getting closer to Machinery but it might take another turnset or even more to get it.
 
If i remember correctly its somewhere between 9 and 11 turns for machinery , once we get maces this should be finished rather quick.
 
510: Bombard and burn Djenne with no losses.

520: Moving

530: Moving

540: Moving

550: Fall of Tarsus. Bombard to 11% and 2 nicely promoted swords go in at 98 and 99% and win taking modest damage. Find Mali’s copper near Timbuktu and loose an ax and cat taking the square.

560: Persians have iron. Pillage Mali’s copper and survive ax attack.

570: Take out an axe and skirmisher trying to approach Cuzco.

580: Loose a sentry Quechua to a Mali axe, 2 are heading for Cuzco.

590: Move up on Persepolis. Machinery in. Turn off science. Upgrades are like 130 gp so we can’t do too many and our best promoted troops are way out in the field.

600: Bombard Persepolis to 33% and heal some swords. Should be able to take next turn or 2. beat an archer on the Persian iron and occupy with a weakened ax. Hopefully it will survive to pillage next turn.

This one is obviously over. I am amazed at how easy it has been.
 
Is it really worth it to turn off science and run our units back for 10 turns , upgrade and needing 10 more turns to get to the front again?
It wont really matter but i would just keep going for feudalism or theology to grab a extra promotion and keep the units we have fighting at the front.
 
Actually I think we may need sailing as there may be some small islands.
 
Got it, will play tonight or tomorrow morning.

I think we need sailing as well. No point moving units back just to get upgraded and then send back to frontlines ... there are bound to be weaker defenders in a city, so we can simply reinforce our frontlines with better, newer units for initial atatcks, and use the more experience, older units to clean up.

-
 
The Fall of Persia

Persepolis was easy ... troops are already there ...

Turn 191 (610 AD)
Cuzco begins: Catapult
Research begun: Fishing
Swordsman defeats (0.24/6): Persian Archer
Swordsman defeats (4.32/6): Persian Archer
Swordsman promoted: Medic I
Swordsman defeats (1.20/6): Persian Archer
Swordsman defeats (5.04/6): Persian Archer
Swordsman defeats (0.90/6): Persian Archer
Razed Persepolis



Thereafter, spend most of the rest of my turnset marshalling armies to the last Persian city. And after two rounds of bombardment, the attack commence:

Turn 200 (700 AD)
Swordsman defeats (6.00/6): Persian Archer
Swordsman promoted: Combat II
Swordsman defeats (4.20/6): Persian Archer
Swordsman defeats (3.30/6): Persian Archer
Razed Susa



And Persia was nothing more than a faded memory ...


Other notes

Lean us Fishing ...



and then sailing was in (Research was then turned back to 0%). Built a Galley and immediately sent it to close proximity with the Mali Galley that has been eyeing our Gold hill for the last millenium or so ... and sure enough, the Mali galley suicided itself.

Turn 199 (690 AD)
Galley defeats (2.00/2): Malinese Galley

I :smoke:, and did not notice a Mali spear approaching our workers ... we lost them. :aargh:

Turn 192 (620 AD)
Worker loses to: Malinese Spearman (4.00/4)

But they were avenged though, albeit much later ...

Turn 196 (660 AD)
Maceman defeats (8.00/8): Malinese Spearman

Anyway, most forest were chopped, and we have no more uses of the workers. I even proceeded to delete all subsequent captured workers.

Here are the last two citiesi in view, we have more than enough troops.



Sugges have our shiny new galley move around the continent on the western side to ensure there is no oversea settlements.

Spoiler :

Turn 190 (600 AD)
GreyFox: MMed capital to produce more hammer so that cataput will be built next turn
Cuzco finishes: Maceman

Turn 191 (610 AD)
Cuzco begins: Catapult
Research begun: Fishing
Swordsman defeats (0.24/6): Persian Archer
Swordsman defeats (4.32/6): Persian Archer
Swordsman promoted: Medic I
Swordsman defeats (1.20/6): Persian Archer
Swordsman defeats (5.04/6): Persian Archer
Swordsman defeats (0.90/6): Persian Archer
Razed Persepolis
Cuzco finishes: Catapult

Turn 192 (620 AD)
Cuzco begins: Maceman
Swordsman promoted: Medic I
Tech learned: Fishing
Axeman defeats (1.45/5): Persian Spearman
Worker loses to: Malinese Spearman (4.00/4)

Turn 193 (630 AD)
Research begun: Sailing
Maceman promoted: Shock
Maceman defeats (6.88/8): Malinese Axeman
Axeman loses to: Malinese Axeman (2.70/5)
Catapult defeats (5.00/5): Malinese Axeman
Axeman promoted: City Raider II
Cuzco grows: 8

Turn 194 (640 AD)
Axeman defeats (3.20/5): Persian Axeman
Swordsman defeats (6.00/6): Persian Swordsman
Cuzco finishes: Maceman

Turn 195 (650 AD)
Cuzco begins: Catapult
Tech learned: Sailing

Turn 196 (660 AD)
Research begun: Archery
Maceman defeats (8.00/8): Malinese Spearman
Cuzco finishes: Catapult

Turn 197 (670 AD)
Cuzco begins: Galley
Catapult promoted: Barrage I

Turn 198 (680 AD)
Cuzco finishes: Galley

Turn 199 (690 AD)
Cuzco begins: Galley
Galley defeats (2.00/2): Malinese Galley

Turn 200 (700 AD)
Swordsman defeats (6.00/6): Persian Archer
Swordsman promoted: Combat II
Swordsman defeats (4.20/6): Persian Archer
Swordsman defeats (3.30/6): Persian Archer
Razed Susa

The save (Good hunting, Gotag!)
 
Well a rather slow series of turns..

Dialed up research to 30% to get archery in 1 preturn. Still making +21 per turn.

710AD Archery->Monarchy Galley->Temple Research to 70% Monarchy in 11 at break even.

We're going to need some happy soon. Move units

720AD

Move units

730AD

Move units

740AD

Start reducing Gao's defenders, man skirms with city defender promos are ugly, none of our units are over 50% and there are 4 defenders

750AD Temple->Galley

Take Gao with the loss of 2 cats and a sword.

760AD Mansa has elephants so take care!! Couldn't tempt him to attack us in forest and he moved away.

Move units

770AD Galley->Crossbow

Move units

780AD

Move units and start bombarding Timbuktu IBT we win two coastal fights against Mansa Galleys

790AD Crossbow->Spear

Take Timbuktu losing 1 sword moving to next city

800AD

Move units, WW hits Cuzco but with monarchy in 3 turns that will soon be fixed.

This will probably turn into a snipe hunt but damn Mansa has staying power. I think he built 2 cities during my turns and he has a galley with a settler/skirm wondering around in the north.

Gotag
 
As has been noted this is a wrap and pretty much all that is left is hunting down the remnents.

With Maksim gone till next week AND a new patch out, if the others want I can grab another 10 or somebody else can grab it. I suspect we will all want to patch sooner rather then later.

Gotag
 
go ahead anyone. I can't play till monday.
 
Turns go pretty quickly when MM is reduced to next to nothing.

We got monarchy and revolted to Hereditary rule. I built one worker and he's now making a winery.

Two cities razed (Kumbai Saleh and Niani) and it appears that our continent is now free of AI infestation.

I'm gathering the clans near the south coast as Mansa has a city (Waleta) on a rather large island near there. A few Galleys are also on the way to ferry troops.

Note though, Mansa has 2 galleys with 1 ax and 3 skirms that are blocked by our promoted Galley and seems to be circling their island. There is also a galley with a settler/skirm near a woken Axeman in the north.

We are at 80% at -2 per turn with 800g in the bank. Current research is writing due in 4 IIRC.

Gotag
 
I got it , il probebly play somewhere today , i wont patch yet .
 
This patch does have some effect as it changes the current year and years per turn of any playing speed not normal. This makes it somewhat awkward in an SG.

I figured that there is no way it is getting back to me so I've patched already.

Gotag
 
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