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

Getting that SGL sure was nice. Got it, but again, if Percy wants to switch, that would work well for me. If not, it will probably be up Sunday.
 
well, i think i can try and make it within about 5 hours, so i dunno. should i go ahead and play ?
 
IHT: everything looks good. Nicaea can grow faster, if we stop using the forest and use the mined grass instead, will do that next turn (when there's an even food). i discover that in the F3 screen, when you over on the line of a unit, when there are no units there, you see where units are being produced. weehee.

IT: nothing.

Turn 1 (975 BC): plenty of workers, not much left to do. i think about turning an irrigated plains into a mined one, since we will soon have to limit growth in const. i hope i'm not doing something stupid. i move dromons to cover more room, and will start bombing randomly in a short while. i can get all Inca techs for Writing, but they don't have maths, so i don't do it.

IT: mongol spear moves in a city. (thrilling huh ?)

Turn 2 (950 BC) create a colony on incense, and thus cancel my mining stuff ^^

IT:

Turn 3 (925 BC) upgrade a curragh, fail a bombardment on mongol improvements. discover a shiled under the forest in Varna, yay. mine it. for some reason, i notice that Varna and Caesara are building Dromons but don't have Harbors. i switch.

IT: Japan wants Philo for peace. haha.

Turn 4 (900 BC) nothing

IT:

Turn 5 (875 BC) nothing

IT:

Turn 6 (850 BC) Adrianopole: Harbor => Warrior (for a MP). try to bomb roads on luxuries on Mongol and Japan lands but fail everytime. do i do something wrong, or is it normal ?

IT: Arabs want peace. no thanks, i'm not interested =)

Turn 7 (825 BC) Nicaea: Dromon => Dromon. Egypt, Japan, and Zulu have Writing. Zulu are all alone on their island, and Egypt and Japan share their land. Upgrade the last curragh.

IT:

Turn 8 (800 AD) Adrianopole: Warrior => Dromon. Varna: Harbor => Dromon. ahhhh at last i destroyed a road on Dyes in Egypt. they have a second source connected, i'm bombing that next =) Mongol and Zulu borders touch, but i have finally a Dromon in the area.

IT: Washington finishes the Hanging Gardens. no cascading that i'm aware of.

Turn 9 (775 AD) various bombing missions all fail =)

IT: gah, a zulu boat enters Mongol land. i'm pretty sure they have contact now.

Turn 10 (750 BC) Caesara: Harbor => Dromon. Mongol improvement and last Egyptian Dye are destroyed =) as expected, Mongols got Writing from Zulu.

nothing much happened. i hope i didn't screw up too much. you guys must teach me how to control seas =)
 
750 BC (0) - I see no reason not to pull the trigger on the Inca trade, as we can't see Math until we know Masonry, and we pick up the Wheel, Iron Working, Ceremonial Burial, and Masonry. We have iron in the far north, but no horses.

670 BC (4) - MoM completes, we enter GA. As far as despotic GA go, this one is actually pretty useful. We have no rivers and almost no BG, so we pretty much get the full bonus.

At some point, the Inca demanded Philo, I said no, so they declared.

I didn't have any clear strategy either in my turns. Tried to knock out key resources or disconnect cities, or in the case of Egypt and Japan, I tried to disconnect them. When ships came out, I bombarded them and sunk them.

Constaninople does 20spt, so it is building spears at the moment.

Tech is definitely going pretty slow. No techs discovered in my turns.

I was considering a strategy for actually starting to take some land. If we could disconnect all squares surrounding a mountain, plop down some spearmen and such, or go for a hill and bring along some catapults, and then try to absorb the attack. However, this is not really my thing, so I don't know what would work. Perhaps it is time to give a better idea of what the plan is, Mark? Bombarding is good and all, but it only goes so far, and I am not sure about the exact plan beyond dromons.

The rule for contact is a unit has to be seen, so borders alone won't do it. As that is the case, I don't think America and Japan have met, but the Zulus and Mongols have met.

MM4_550BC.jpg
 
heya guys

just wanted to pop in to ask you to please try and develop a bit the plan, and the means... i am not experienced on Sid, and while i know it's not a training game, the surest way for me to not screw up is to teach me a bit ;)
 
Yes'm. Percy and I switched, so you are up. We never did get much of a discussion going.

My only idea still is trying to disconnect all tiles surrounding a mountain or hill, and dropping off as many spearmen and catapults (if we go hill) as we can. If we go mountain, just fortify and hope to weather the attack, which doesn't seem like much of a plan. If we go hill, bring along some archers, a settler, and lots of cats. Bombard everything approaching we can and try to take out attackers if possible with the archers. Fortify the spears, rush some walls, and hope it holds. So I guess hill is better. If there are any civs without resources, I am inclined to head there first, as we won't have the benefit of a strong defensive army until we've actually warred.
 
I will play in a few hours. We are in good shape. Things I noticed:

- We are in a Despot GA. Not the best thing to have unfortunately... But we got it from a great MoM.
- We are doing min research on Lit. This will bring it to us in 27, while we can go 16 turns faster. I'd max out science.
- Lux tax should go from 10% to 0%!!
- Zulu are the strongest civ. I'd try to damage them as much as possible.

I'm thinking about building dromons, dromons, dromons to pillage the AI to stone-age. And meanwhile I will be going max Lit to get The Great Library asap.

Discussion time?
 
bed_head7 said:
My only idea still is trying to disconnect all tiles surrounding a mountain or hill, and dropping off as many spearmen and catapults (if we go hill) as we can. If we go mountain, just fortify and hope to weather the attack, which doesn't seem like much of a plan. If we go hill, bring along some archers, a settler, and lots of cats. Bombard everything approaching we can and try to take out attackers if possible with the archers. Fortify the spears, rush some walls, and hope it holds. So I guess hill is better. If there are any civs without resources, I am inclined to head there first, as we won't have the benefit of a strong defensive army until we've actually warred.

I wouldn't think about a landing party yet, instead we should focus on boats first, to destroy all their improvements and stop any boats from leaving their island, this would slow them down to a point where we might be able to out produce and research them.

Then we should think about taking them out 1 at a time.

And don't rush to get lit, unless your GL prebuild is on pace.
 
IHT: So this is indeed an always war :lol: Lux tax to 0%, science to 100%. Lit in 10! Cities are mm-ed beautifully. But I never would leave dromons on coastal tiles.

IT: Constantinople: spear->spear.

Turn 1 (530 BC) 15 dromons only damage 1 worked tile.

IT: Constantinople: spear->Dromon, Nicaea: dromon->dromon.

Turn 2 (510 BC) No hits!

IT: Adrianople, Varna: dromon->dromon.

Turn 3 (490 BC) One of the Zulu iron sources is unhooked with a dromon.

IT: Constantinople: dromon->dromon.

Turn 4 (470 BC) One of the Zulu silks unhooked.

IT: Nicaea: dromon->dromon.

Turn 5 (450 BC) :sleep:

IT: Const, Adria: dromon->dromon.

Turn 6 (430 BC) One of the Japanese gems unhooked and also a horse tile of the Zulu pillaged. Zulu galley sunk by bombardment.

IT: Caesara: dromon->dromon.

Turn 7, 8 (410, 390 BC) :sleep:

Turn 9 (370 BC) Spear takes two Japanese slaves. Slaves can easily be captued when they are walking on the shores. The last Zulu horse is also pillaged. Science to 70%. Lit still in one.

IT: Literature comes in, Constantinople switched to the Great Library.

Turn 10 (350 BC) Science to 0%, awaiting a great wonder to give us all techs!!

I have one general advice: use dromons bombardment capability only to attack ships. It then will NEVER lose a battle!!

I rushed Literature because we are at war with the rest of the world and can't be demanded to give it away. Plus we have no prebuild at all! So to me the best thing to do is to get Lit fast. Now I guess we don't have to research at all anymore.

350 BC save
 

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dl, I wasn't really suggesting a landing party just yet, but I still want to know where we are heading.

Sorry about the lux being up. I can't remember for sure why it was at 10%, as I remember noticing it could go to 0% at one point.
 
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To sum it up :sleep: .

I think I found the secret to this game:
If our boats are on the coast of the AI island they won't build/launch boats. Their units also fortify.

Zulu: Saw 5 boats total, all sunk within the first 4 turns, they have not tried to create more boats. All our boats in Zululand are in the south because a boat can't get anywhere going north. For now just bombing any resource then irrigation, then mines, workers are replacing the damage

Japan: Not sure what they are doing, they had the ability to use boats but decided not to risk them (didn't see any). Disconnected all Gems of Japan and was working my way down the island leaving some in the north to watch for boats. They are not improving their land anymore and it doesn't look like they are building units either :confused:

Inca/Mongols: just got Map Making resently have boats in the area, worried about the land south east of Inca, south of Mongols, the AI will be able to get there so I placed a boat there.

America/Arabs/Egypt: Don't have Map Making yet, not much of a threat, however America and Arabs both have land they can travel to, Americas south with lots of wheat and Arabs north with lots of tundra. America and Arabs don't even have writing yet so that a little far away.

We are making 3gpt right now but will go down when we build more units

After playing my turnset I think we should mount an attack against Japan within 20-30 turns.
 
One thing we always should do imho is capture slaves working lands on the coast. All units have the ability to capture non-defense units by naval invsion. Losing workers will seriously hurt the AI, especially when we keep on bombarding their shores.

EDIT: do we want SoZ asap???
 
Aggie said:
One thing we always should do imho is capture slaves working lands on the coast. All units have the ability to capture non-defense units by naval invsion. Losing workers will seriously hurt the AI, especially when we keep on bombarding their shores.

lurker's comment: That is a great idea for this variant. In addition, any you get home to work you lands will help without killing you economy with unit support.
 
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