MM4:The Rule of 6, Sid 6CC-Conquest

I am sorry to report that during a recent power outage, something seems to have gone wrong with my computer. It does not seem to be particularly interested in running civ. Long term, it isn't much of a problem as I was planning to buy a computer anyway in the next few weeks, but at the moment it means I cannot play.
 
OK dl123654 can take it (you should get to do some fun Zulu :hammer:) and then we can take a week or so break as I will be busy as well. I would like to see this through and will finish it with who ever is still interested in a week after Aggie gets back.
 
Remembering my computer is going to be gone for a week, I played the save last night.

First the save

Preturn 1750AD:

Turn 1 1752AD:
Raze Mpondo, no losses
Boats move on to Intombe

IBT:
Zulu wants to talk, they offer two cities or 1 city and Astronomy, all cities are advailable

Turn 2 1754AD:
See a settler pair, will hit it next turn

Turn 3 1756AD:
Will wait 1 more turn on the settler pair, bombarding Intombe there were 3 units, a musket, and 2 impi

Turn 4 1758AD:
Lose a elite knight on a 1hp musket, next knight takes the settler pair

Turn 5 1760AD:
Raze Intombe, no losses, turning to Ulundi

Turn 6 1762AD:
Kill a settler pair

Turn 8 1766AD:
Find 7 muskets and countless pikes in Ulundi
Catch an unprotected settler on the coast

Turn 9 1768AD:
Bombardment goes good, decide to attack, lose a vet MI and a vet AC, run out of units (a 2hp longbowman is left), kill 7 muskets, 13 pikes, 7 impi
Land many MI rdy to attack Ulundi next turn

Turn 10 1770AD:
Raze Ulundi, no losses this turn
We can get 4 of their 7 cities and astronomy for peace
Leave other units unmoved, we may want to consider peace and a blockade so we can heal and regroup
If we take peace, suggest we take this deal

We can then form an offensive army and a blockade
Deal.JPG

Notes:
Zulu currently:
Zulu1.JPG
 
Nice :hammer: . I would be inclined to press on a bit more. We can heal while the coastal cities starve. Shaka must be reeling from this is he weak yet? If we can take 1-2 more cities and starve down the others we should be able to get everything but Zimbabwae, build an army and head most of our forces for the Inca, I believe they lack iron and horses and are not close to gunpowder so they should be relatively easy for our war machine.

OK 1 week break. Hopefully Bed and Aggie will be back in the game by then.
 
Mark1031 said:
Shaka must be reeling from this is he weak yet?

No still average, but mostly impi now. We are hurting after taking that city, many are redlined and we are spread out because of late sea landing, diversions and bad planning on my part :blush: , not sure how the IBT will go which is why I left as many units unmoved.

Mark1031 said:
I believe they lack iron and horses and are not close to gunpowder so they should be relatively easy for our war machine.

Inca is a tundra and forest island, no horses, iron or saltpeter the last I remember checking, they have economics and astronomy over us but are lacking enginerring :lol: so yes no gunpowder. The Mongols will be a pushover as their just entering the Middle Ages however we shouldn't get ahead of ourselfs, Zulu is still there.
 
Sorry for neglecting this. I played some turns and will post tonight. Bed is out for computer troubles and Aggie is MIA. dl123654 I'd say we just do a slow back and forth at whatever pace to finish it and if they return they can jump in. It's too good a game to leave hanging. Also it will not be easy. I took out the first Incan city and they had like 40 troops in it with other large stacks all over the map. And the Zulu are still not finished they still have 40-60 troops.
 
I took 20 turns for no other reason than it looked like everyone was dropping and I wanted to move it along. Feel free to do the same if you like or not. Dl123654 can play next at your leisure and then we can wait for Bed to get in some turns.

Pre: Well the Zulu won’t give all of their cities so I wait on peace. Rush settler in our beachhead city in anticipation of abandonment. Kill a few more Zulu troops before hit enter. We loose nothing IT.

Summary: Found city with settler in the south stack and rush barracks to heal up our troops. Zulu send a huge stack of about 40 Impi. Bombard a few mini stacks and take out about 12 Impi with minor losses. By 3rd turn the Zulu will give all their cities for peace and I take it. Build Army with the leader and abandon the Zulu cities. They will hopefully lose 1 unit/turn for the 20 turns of peace and then we can hopefully finish them off.

Move all boats toward the Inca to get started over their. I leave most of the trebs and about 15 offensive troops in Zululand. I am hoping that after the 20-turns is up we can bait the Zulu to our city and grind down their remaining troops and finish them off. On the Inca island most of the good landing sites are covered with stacks of 8-10 troops. Best troops are spears and archers with a few LBs thrown in. Land a bunch of troops on a hill and we are attacked by 2 LBs and win. Form Knight army. Move on one city. They have a massive number of crap troops in the city. Bombard and take out some after starving to size 6. Takes 3 rounds to finally take the city losing a few MI. Final round was using muskets vs archers. This is going to be a pain killing all of these crappy troops in huge stacks. Retreat to heal and position next to another city. Bombard reveals something like 15 spears with whatever is underneath.

dl: We reached our unit support limit and I switched builds to cathedrals as we didn’t have transport available anyway. We should be able to lower lux 1 notch after they complete. I would redeclare on the Zulu in 3-turns and try to finish them off. For the Inca we might bypass that city on the hill and break through to the flat fertile area. In any case I would wait to starve it to size 6 before attacking unless they move out substantial troops. Once we finish off the Zulu and can move all the troops over it should get easier. Some ships are on goto for troop pickup at home and to the Zulus for troop transport, trebs to Zimbabwae will have to go by ship. I would try to beat them down by our city heal and then take out their cities.
Zulu1786.JPG

Inca_landing.JPG
 
I took a quick look at the game, as I just couldn't believe it was really 1810 AD already.

I blows my mind that any level game can still be in the Middle Ages this late in the game. The SID AIs really did self-destruct on unit costs.
 
Yes it is a little exploit I believe first discovered by Arathorn in his Sid AW game. If you get them in war mode early on an Island map where they have nothing to attack they just build themselves into bankrupcy. Their fast build rate coupled with bad programing stops them cold. That combined with dromons to prevent them from expanding off their Island, starve their cities and contact others is extremely powerful. Of course now we have to destroy all those troops. :eek:
 
Save

Played 10 turns, can take another 10 or pass it along, but I felt we need to discuss our current plan with Inca and finishing Zulus.

Preturn 1810AD:
3 turns for peace with Zulu

Turn 1 1812AD:
Beat through thousands of Incas in Ollantaytambo, few losses for us

Turn 2 1814AD:
Evacuated injured units
Incas rebuild their city
Prepare for attacking Zulus next turn

Turn 3 1816AD:
Declare on Zulu

Turn 6 1822AD:
Almost get through in Ollantaytambo, 1 unit lost

Turn 7 1824AD:
See 50 Impi leaving Zimbabwe the turn I am attacking
Raze Zimbabwe there were only 6 units there, 1 musket, 1 longbow and 4 impi
Raze Ollantaytambo for no losses, will lose the vet MI that took the city, got 3 workers, a settler and workers for the city

IBT:
Zulu will give everything they have for peace, no deal

Turn 8 1826AD:
Evacuate all units onto boats to go the next city
Have a breakthough, leave the captured workers for Incas to recapture, they will have 8 more units to support

Turn 9 1828AD:
Adbandon Trebizond
Give Zulu some workers, maybe they will build us roads so we can get from here to there faster

Notes:
Zulu Front:
Slowly walking from city to city, plan to start in the north and work down
All cities are size 1 except for one which is size 2

Inca Front:
There are 10 units per square, currently bombarding a path for the army and going around using boats
Not sure if we should build a city over there and thin out the military or just take all cities over size 6 and then clear the island

We have to make a decision of whether we can defeat Zulu without any reinforcements or send enough to finish them off, we have lost the Musket and Pike there.
 
dl123654 feel free to take 10 more if you like. I see what you mean witht he Zulu spread out it is again a pain to take them out. I would wait to make peace until you can set up a blockade of the capitol. Get an RoP in the peace and park dromons and units around the city so no settlers get out. Then in 20 we should have only 1 city to take out. It is amazing how fast they reexpand on Sid. We can then move most everything to the Inca especially the trebs and actually is we keep the Zulu bottled up we can get to them whenever we like as long as we keep an RoP.
 
Ok will play another 10.

Mark1031 said:
Get an RoP in the peace and park dromons and units around the city so no settlers get out.

We can't make RoP anymore, but I understand what you mean.
 
Save

Summary:

On the homefront, next turn Nicaea will finish a MI, fortify it and lower lux to 0, this will save us 30 gpt (net 15 for the defenders), however we need to keep the 3 defenders in each city.

Took an Inca city size 11, prepared our forces to take another in 2 turns.

We should continue this until Incas will give us all cities for peace, make sure their capital is a coastal city and take peace making a blockade.

Our boats took 10 turn to be created and to reach Zululand, have the capital blockaded, just destroyed all the improvements and put the population to 1, left it for the next person to make peace
 
18 turns played so far. Inca and Zulu at one city, Mongols still all alone. Full report, save and pics tomorrow. Actually, probably just save and some screenshots.
 
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