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

I'm not very happy with my turns. I was too hasty and could have taken out at least one Japanese city if I only were more careful. Also that riot is very bad :spank:

Watch out for Japanese galleys trying to land on our shores. I had to upgrade two regular warriors to MDI to avoid a disaster there.
 
Pre: We Are losing $$ a bit fast so I decide to switch us to wealth for now. Disband a few warriors that are not needed for MP and we are @ -21gpt with 16 turns for banking. Peace With Egypt for 89gp. Alliance vs Japan + 4gpt for engineering. OK I do want gunpowder but that may be the last tech we need. I will wait one turn till I can blockade the Zulu expansion to the small southern island and then make peace and a trade.

1355: Bombard Nara. God I don’t know how many spears they have there but after about 60 tries they still show a 3hp spear and are size 7 on hill. No Attack. Starve them to less than 7 first. Start some Cathedral pre builds for banks. Drop Lux to 10% we are now –6/turn. OK you may dispute this but I want gunpowder. We will want plenty of muskets for the isolated Islands perhaps even a musket army in a city behind walls to burn down their attackers. Since we will not have the $$ for research and I’d like to start pumping them as soon as banks are done I make peace with the Zulu straight up. Can’t get GP for Mono, Damn. I don’t know what I was thinking I should have checked this in peace negations. Try a careful steal and we get it. Even better as we don’t advance the Zulu but it does cost us important $$, well we should be OK on $$ anyway once we have banks That was pretty weedy, not the peace as I think we want to do this before they get Astronomy so we can blockade better, but the tech buying/stealing.

Zimbabwe.JPG


IT: Japs remove lots of spears from Nara. :crazyeye:

1360: Bombard Nara with boats. The trebs have no where to go as they cant move on mountains and jungle. Take Nara @ size 6 with only 3 spears. Evacuate most troops.

IT: Nothing

1365: Land @ Osaka.

1370: Bombard and take Osaka. Only 3 spears and take with no losses. Begin move on Kyoto.

1375: Moving troops next to Kyoto. Land second task force on Mountain north of Kagoshima. The Japs have not been attacking unfortified Pikes on hills. I saw a nice stack of spears headed for Egypt.

1380: Bombard both Kyoto and Kagoshima and take both cities killing prolly 15 spears but losing 5 MI. Might as well start using our troops we have quite a few.

1385: Land at Satsuma.

1390: Take Satsuma no losses only 2 spears. Rush a settler in Washington. I would like to abandon Washington and get a city on the Jap/Egypt Island as we can then get 2 lux and Horses and Washington can’t have a harbor so we have to abandon anyway if we want to get the resources.

1395: Land near Tokyo.

1400: Bombard and take Tokyo no losses. Land some troops near Edo blocking about 20 Jap spears in Egyptian territory. You might be able to take next turn or certainly the turn after


Summary: Well unfortunately I signed us up for 20 turns of peace with Egypt (10 remaining). I think it did make it a bit easier as it drew off a lot of spears but was probably unnecessary. Oh well. I was concerned by the American-Arab experience where it was just a pain taking on 2 civs at once.

Note: 1) There is a settler/pike waiting to land on the Jap Egypt Island. I would found on old Tokyo site or where ever I guess it dosen;t matter much as we may want to disband eventually for the invasion of the remaining Islands. But it will give us horses for Knights and 2 extra Lux.

2)Cities are set to bank prebuilds and should finish the turn following its discovery. You could set them to finish same turn as long as you don’t forget to switch.

3)Leader in boat by home Island for next army.

4)I guess we need to honor our peace with Egypt so it may be kinda boring turns. We could trade them theology for all their $$ and gpt. We can certainly break that deal in 10 and they might get uppity and seal their fate sooner.

5)Sorry, I let Egypt get a city on that small Island. I should have been blockading and didn’t pay attention

6) In 10 turns I would say it is AW till the end. I think we are a bit heavy on trebs and I would disband the ones on the home Island and start making muskets. The prob with trebs is they are blocked by mountains/jungle and are not really needed except for inland cities. We certainly need some but we have over 50. Zulu appear to lack SP so that should be easier.

For next target after Egypt I would pick the Zulu. We might as well get them out of the way now before they advance any further. If we can take them out then the rest is clean up and our unit support is not going to get any better once the banks complete.

Bed Head 7 UP

Percy On Deck but maybe out for ths week

dl123456 Take it if Percy doesn't within 24 hr after Bed.
 
http://www.civfanatics.net/uploads9/MM4_1450AD.SAV

1400 AD (0) - Adjust to get all Cathedrals on same turn as banking comes in, instead of one after, except in Nicaea which will need some disband help.

1405 AD (1) - Hold off on taking Edo. If we take it next turn, found our sixth city on Japan next turn, and have Washington, we can build our second army now. Of course, it won't be of all that much use since we hardly need either at this point.

1410 AD (2) - Japanese destroyed, Smyrna founded, army formed, Washington and Edo abandoned.

1415 AD (3) - I have no idea why, but four of our five cities went into disorder.

1425 AD (5) - Stupid Egyptians ask us to leave or declare. If we leave, it'll screw up the go to orders for the dromons headed to Zululand. Goodbye, Cleopatra.

1430 AD (6) - Five bright and shiny new banks, and gpt jumps noticeably.

1450 AD (10) - Ugh. I took an MP out of Nicaea and it revolted. I don't think I have even once remembered to look at happiness when moving units around in Monarchy. Probably a sign that I am too set in my early game, since most every game sees me build no units in Despotism and a try to get Republic as soon as possible.

Alexandria razed, I think without losses. I am not sure though, with all animation turned off.

Landing on the Zulu's island will be tricky. They have their mountains pretty well covered. The picture sort of shows that, but it isn't the best picture. Most of their mountain tilies are covered though, so the next player will need to look for the best landing spot while waiting for the convoy to arrive.

Hopefully there weren't any big blunders outside of the disorders. I played this really slowly, since I am having trouble focusing on anything for very long. I also apologize for what some consider RoP rape. I wasn't even thinking of it that way at the time. In my opinion though, since none of the units in their territory at the time were actually used against them, as we were just using the sea between their cities, it wasn't really RoP rape.

MM4_1450AD_egypt.jpg


MM4_1450AD_north.jpg
 
Looks good. I don't consider it RoP if it's just boats and if you have no choice. It's not like it made much difference the Egyptians were done now or in a few turns. Now after the Egyptians the Zulu. This will be difficult we will need lot's of muskets and Knights and the supply line is long.

Percy UP if you can take it in 24 hrs or so.
dl12345 On Deck
 
Well I don't mind the war declaration, but we now have a ROP issue. We would have trouble signing ROP's. Then again, that should never happen anymore anyway.

We shouldn't land on mountains in Zululand anyway. Instead we want to find a hill in order to enable the trebs to land as well.
 
The mountain safe from too many attacks is for the formation of the army - of what, I do not know. I think MI army would be best. It should still be impervious to attack once it has three units, and it moves more the speed of the rest of the stack. The extra move of the AC was generally wasted to a degree. Of course, the extra hp are always nice. After the army is formed, it doesn't matter where we land, since we won't be attacked. At that point, we can unload the trebs.
 
I would vote for a Musket Army for the simple fact that we won't be tempted to use it for anything but defense. If we make an offensive army and use it for a 1 Hp pike and get unlucky the whole stack will be slaughtered. I've had it happen and it is the kind of thing that would be very hard to recover from in a 5CC on Sid. With the use of dromons we should be able to take out many of the coastal cities by bombing the roads, landing AC and Knights under Musket cover taking out the city after naval bombardment and getting back on the ships same turn. Once a few of these cities are taken out we can begin a land campaign. Of course we can get a pillaging army established right away.
 
Save

Preturn 1450AD:
War looks good

IBT:
Zulu ask us to leave, I do, will declare on them next turn

Turn 1 1455AD:
Declare on Zulus
5th lux online, can't lower lux to 0

Turn 4 1470AD:
Raze Elephantine (island city), no losses

Turn 5 1475AD:
Start Nicaea on a longbowman, because if they had 1 MP we could lower lux to 0 saving 24gpt
Raze Thebes and Colossus, no losses
Thebes.JPG

Lose 1 MI attacking a settler stack, break up 2 settlers

Turn 6 1480AD:
Buy the longbowman in Nicaea for 120 gold, can be made up in 6 turns with the gold we will make from it and I would like it to continue to produce boats

Turn 7 1485AD:
Lux to 0

Turn 8 1490AD:
Raze Heliopolis
Egypt.JPG

Disband our AC army to save 4gpt

Notes:
Plans for attack on Zululand
Attack_Here.JPG

Continue to bombard that stack south of the horses until they retreat to a city, then land all but trebs on the horses, load the army the next turn and start to travel to the first city
Or we can land on the tobacco hill (already cleared) and bear the counter attack
Zulus have saltpeter and the ability to build muskets but haven't seen any yet, they are down education
Mongols are still backwords, have no visible iron or saltpeter
Incas have researched education but not engineering, have no visible saltpeter
 
Aggie UP

Mark On Deck
 
IHT:It's 1500AD and we are advanced!!:

MM4-1500ADadvanced.jpg


Turn 1-2 (1505 AD / 1510 AD) No luck, no landing.

Turn 3 (1515 AD) Finally some room: I land all our troops except for the Trebs next to Bapedi...

IHT: We don't lose a unit in the 'Counterattack'.

Turn 4 (1520 AD) I form a musket army first and then bombard Bapedi.

The city is only defended by 7 units...

MM4-Bapedi.jpg


IT: 20 Zulu units get killed attacking our SoD while we only lose two units. Note: they did attack our Musket army 4 times, with horses and longbows! We get a leader in our succesful defense.

Turn 5-10 (1525-1550 AD) Time to retreat to heal our wounds... Killing troops as they follow us. I send all troops to Zululand, by far the biggest threat.

Good luck to the next player. I had reall difficulty to hold off all those Zulu troops, but I think I did absorb them well enough and I estimate a battle outcome of [150-15]

1550 AD save
 
Sorry but I'm going to need a skip. I thought I might get to it but I can't and am out of town until friday. Let's say Bed take it now and If Percy is around he can go after. Otherwise I can play Friday.
 
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