Monarch SG, looking for trainers and trainees

next player should pay attention to city rioting. many are on the edge.
war wise, i think we should push it to enemy lands. build a few caravels and load with settler, 2 musket teams. maybe we can grab some land. or just load with cav soon and take the cities?
Science - i think we should keep pushing till we get MT, then lower to min to get upgrade cash ASAP.
this way we can be in enemy turf in around 15 turn, and take some land, b4 treaties expire.
 
It looks like some :ar15: is called for. We really need those cavalry units.

Roster:

DBear - up next
jb1964 - on deck
Zakharov
soul warrior - just played
 
Oh goody. I get to run a war... :rolleyes: got the download.
 
0) 1000: Much has happened since I last took over. Incans have been pushed back. They still have iron, though. If we fight them again, Cori should have first priority, as it is an iron city. Babylon is too far away for us to deal with. Unfortunately, they look like they are beating the Americans. Lugdunum switched to courthouse, two workers shifted to scientist. Lugdunum can't grow anymore. Why was the FP built in Veii? This doesn't help us at all. Nicomedia switched to barracks. Nicopolis workers switched to speed up lib. Our nw cities are empty and there is a Hittite galley offshore. We need to defend them! Neapolis changed to caravel. We need more ships to take on the Hittites.

1) 1010: Hittites land a couple AC near Huamanga. Incas send a longbow next to workers near Aurelianorum. Selucia builds temple, starts musket. Neapolis builds caravel, starts another. We trade Metal to Abe for Banking + 42 + 7/turn. Send musket from Aurelian to guard workers. Two knights deal with the AC, but are redlined. We had a ship on go-to (I HATE that. Please don't do that) exploring the Aztec coast. Rush the courthouse in Palmyra for 28. We are making 44/turn. Moving the treb from Palmyra to Viroconium to upgrade to cannon. 2 forests chopped near Aurelian, speeding up the courthouse.

2) 1020: Lutetia builds knight, starts cannon. Palmyra builds courthouse (which does help), starts barracks. Hillandale builds cannon, starts musket. Nicomedia builds barracks, starts market. Upgrade units in Nicomedia. Upgrade treb in Viroconium.

3) 1030: Abe isn't happy about my caravel on the south coast, but we get ROP. Artaxata builds cannon, starts market. Cumae builds cannon, starts knight.

4) 1040: Crusader produced. Rome builds knight, starts bank. Antium also starts bank. Keep an eye on Antium, they will riot with next pop increase. Rush harbor in Atico. Explorer galley leaves Aztecs and heads into Mayan lands.

5) 1050: Mayans tell us to leave. They are up Nav, but want too much for it. I want to see if I can do better. Pompeii starves, builds knight, starts bank. Anda builds cannon, starts musket. Atico builds harbor, starts lib. Selucia expands. Rush courthouse at Aurelian. Minimize science to get Mil Trad next turn. Have we ever gotten a leader? I send a leet knight out from Byzantium (didn't upgrade).

6) 1060: I go for Econ to see if I can get Adam Smith. Veii will switch over when Econ kicks in. Aurelian builds court, starts barracks. Neapolis builds caravel, starts another. Neapolis is becoming my maritime center. Arequipa switched to caravel. We need to get some east coast cities involved. Several nations already have Nav. I go for the best deal, trading Mil Trad to Mayans for Nav, 122 + 40/turn. At 70%, we can get Econ in 5 and still make 60/turn. I have 330 to upgrade knights. Upgrade 11 knights to cav. Compared to Hittites, we have a strong military! Elsewhere, the Babs have taken Miami, but they haven't bothered us. I'm going to send the explorer galley home to upgrade him. France renews RoP, but won't pay 4/turn. Pisae builds cav, starts market.

7) 1070: The treaty with Incas expires, so we declare war again. Send SoD of knights to Cori. Send cavs, trebs, and musket toward Ica. Upgrade 2 more knights to cav. Caravel lands with legion, knight and crusader outside Juli. I turn lux up to 10%, Brundisium will riot without it next turn and several other cities are on the verge. This cuts our profit to 20/turn.

8) 1080: At Juli, crusader kills spear, redlined. Knight kills spear, unscratched, goes leet, take Juli. Since there are some fish outside Juli, we keep it, garrison. We should exterminate the Incans after this war, anyway. In Juli we have 1 happy camper, 4 resistors. Cannon misses outside Cori. Leet knight kills a musket, but leet legion falls to pike. Cav finishes off pike, takes Cori. 2 happy, 3 resist. Cav moves to Vilcas, takes out musket. Where are the Incas getting their saltpeter? Cavs take out 2 muskets and longbow in Ica. Ica has 2 resistors. Cav picks off musket between Cuzco and Chiuto. Cav walks into Chuito, no one was there! We trade with Aztecs, getting dyes for gems + saltpeter.

9) 1090: Incas send an MI out of Vilcas, kills knight, redlined. Lutetia builds cannon, starts musket. Iron Town starts market. Chiuto resistance crushed, 1 resister beaten in Cori. Vilcas taken, we get 4 slaves! Gathering troops near Cuzco.

10) 1100: Cumae starts bank, Ravenna starts musket. WW starting to hit, as several cities end the WLTED. We give iron and horses to Americans for Demo + 20. We trade Demo + gems to France for Physics + world map. Babylon has quite the island empire in the southern half of the world. The Hittites have taken Paris and razed another French city. After we finish the Incas, they should be dealt with. There are no wonders in Paris, so why would the Hittites try to occupy it? A cav makes a probe against Cuzco--they have trebs. Cav retreats.

To my successor, I leave you the glory of the final assault on Cuzco. We need more ships if we are to assault the Hittites later. I have minimized science since we'll get Econ next turn. I leave it to you to decide what to research next, but as soon as you get Econ, Veii should be switched to Adam Smith. There is a galley sw of Neapolis who needs to go home and upgrade.
 
DBear said:
Why was the FP built in Veii? This doesn't help us at all.
This was discussed earlier in the thread. In C3C it is no longer possible to establish a second core with the FP. Therefore the best policy is to build it where it can be completed quickest.

Roster:

jb1964 - up next
Zakharov - on deck
soul warrior
DBear - just played
 
@DBear, nice set of turns. I'll be playing tomorrow.

[edit]
In the midsts of turn 5.
The Inca are dead.
We're real smart.
The Hittites have relinquished a formerly French city.
 
Turn 0 - 1100 AD
Abandon Vilcas because itza gonna flip
Rename Corihuayrachina to "Cory" and starve them to purge the stinking Incan population
Oops, I thought we had made peace w/ the Inca. I guess I’ll just destroy them and avoid the flipping issues. :blush: Sorry.
Alliances are up in 7 and 8 turns.
Sold a fur to Abe.
Switched a few builds to caravels.

IBT: Joan breaks our MA and signs peace w/ the Hittites. We write this transgression down in the book to settle at a later date.
Econ is done and we start on Mag.
Chuito flips back to the Inca.

Turn 1 – 1110 AD
(3/4) Cav kills a spear and destroys Chuito.
The Inca have been destroyed. We shed not a tear.
Veii is switched to Smith’s.
Hired some scientists in corrupt, food cities and save a nice piece of change on research.

Turn 2 – 1120 AD
We get a few WLTK days.
Trade Fizziks to the Maya for furs and some gold.

IBT:
Several more WLTK days.
Babs complete Copernicus’ and two other civs cascade to Magellan’s.

Turn 3 – 1130 AD
Land 6 cavs and 3 knight on Hittite soil.

Turn 4 – 1140 AD
Capture Chartres. It’s a low flip probability so we keep it.
Kill off AC’s and a few knights.
Three more caravel’s on their way to battlefield Hittite.
All cities are happy and none of the malcontents give a rat’s butt about our two remaining wars.

Turn 5 – 1150 AD
We get Mag and set our sights on ToG.
Three elite kills but no GL.

Turn 6 – 1160 AD
A (2/5) cav kills a (1/3) LB (after a few cannon shots) and we get a GL! We now have an army in Hittite lands.
We purchase Music Theory from the Aztecs for Physics. They were the last to not know this tech so I’m surprised they agreed to the deal.

IBT: Lux deal w/ Joan ends and we renegotiate iron for ivory, 5gpt and 409g. That’s minus one lux.

Turn 7 – 1170 AD
Rome’s building Bach’s. Given that we have the GLib there it might be a nice pre-build for Newton’s.

IBT: The Hittites kindly position troops for us to kill.
The Babs have really put a hurt on Abe.

Turn 8 – 1180 AD
Seven cannon hits on 3 Hittite knights and an AC. Two elite wins (no GL's) and a few easy knight wins.
A crusader flawlessly slaughters an LB landed on our shores.
Our army takes Kadesh and we have incense just outside the unexpanded boarders.
Capture a few workers and position cavs.

IBT: Hittite knight kills a vet cav on a hill, another knight dies and promotes our cav to elite, an elite AC drops trying to take an elite cav.

Turn 9 – 1190 AD
Johnny’s Charger whacks a knight and razes Alalah.
Four cavs and our army take Ankuwa at the loss of two cavalry.

IBT: Again, the Hittites position troops for us to kill.

Turn 10 – 1200 AD
We sacrifice a slave to colonize the incense and brighten up our populace.
Cannons are inept but just effective enough to get us two elite kills and another GL! Two cavalry Armies now.
Our armies head out and attack Hattusha killing off two muskets but taking a beating (6/12 & 1/13).
AC dropped off is just within reach of a crusader to soften him up (retreat) and a cavalry to finish him off.
Found Londinium and Eburacum in former Inca territory.


Notes:
We’re importing ivory from France but that wont be needed once we take it from the Hittites. However, our armies need to heal, which thankfully they can do in enemy territory. But they would heal faster if brought back to Ankuwa’s barracks.
Hammi will make peace and give up either Hindana or Larsa even though I don’t think we’ve had a single battle with the Babs. I doubt the deal will get sweeter but then either city will probably filp.
I haven’t been running the research too high so there would be cash on hand to rush.
TOG is due in 3 turns at 50% and we're up Econ and Mag on everyone. A few civs have Free Art but we really don't care.
We have ~240 shields in the bank in Rome. Rome’s population (12) is producing 17spt but can be upped if we mine the mountain or the irrigated grassland.
We can build both Heroic Epic and Military Academy thanks to the Army victories.
Last I checked we have zero WW.
The Aztecs are sailing around our new lands and apear to be interested in dropping off a settler.
 
Got it.

I'm up in another SG atm, so I might get this played tonight but it may be tomorrow before I can get to it.

jb1964 said:
However, our armies need to heal, which thankfully they can do in enemy territory.
Can they do this? Even without Bat Med? I never knew that.
 
Zakharov said:
Got it.

However, our armies need to heal, which thankfully they can do in enemy territory.

I'm up in another SG atm, so I might get this played tonight but it may be tomorrow before I can get to it.

Can they do this? Even without Bat Med? I never knew that.

The only reason I explicitly mentioned this is that I figured most people didn't know this. The first time I found that an Army could heal in enemy territory w/o Bat Med I got a broad, evil grin on my face. :evil:

From what I have observed, an army in enemy territory that expends no movement in a turn can heal 2hp’s. So, if you have an army that’s a bit roughed up in enemy territory then it’s probably best just to rest them for a turn or two (assuming the enemy doesn’t have bombers). If you’re down ~10hp’s, or more, then you should probably egress and get to a barracks for R&R.
 
1200(0)- Some workers near Rome are mining a mountain not used by a city, so I move them to mine Rome's mountain.
I sign peace with the Babylonians and get Larsa. This cancels reverse WW, so I have to hire a tax collector in Cuzco.

1210(1)- Units moving, armies healing.
1220(2)- Rheims captured.
IBT- America want to renew ROP deal. NO.
ToG (sends us into IA) > Steam Power in 7 @ 90%

1230(3)- Hattusha captured. There is too much flip risk so I sell the market and abandon it.
The Babs have pushed the Americans off of their island.
1240(4)- Adana captured
Allepo captured.
Arretium founded.
Hittite settler pair killed. 2 slaves.
I declare war on the Americans and move some units in. :ar15:

1250(5)- I switch Rome to Newton's as Bach's is unnecessary on an archipelago.
Paris (under Hittite control) captured.
St. Louis autorazed.
Ugarit captured.
1255(6)- Babs have Steam Power (free tech?)
Tarentum recaptured (we lost it to a flip).
1260(7)- Mayans land a settler pair near Allepo. I move some units to block it and rush a settler in Allepo.
IBT- France wants to renew ROP. NO! (They will be our next target I think).
America lands a longbow next to Larsa. It has no defender so I abandon it. I don't want the Americans to get another city.
Veii completes Smith's > University.

1265(8)- Buffalo captured. We now control the entire island. :cool:
IBT- Aztec lux deal expires.
Trade with Aztecs: Get dyes for saltpeter.
Rome builds Newton's > University.

1270(9)- Tarsus captured.
IBT- Steam Power > Industrialization in 7 @ 80%. (KT is obsolete)
Tenochtitlan (Aztec) completes Magellan's.

1275(10)- Pompeii switched to Iron Works ;)
Gordion founded.
Troops land near Houston
Agrippina founded.

Notes:

Industrialization has only just started so it can be changed if the team want to.

Our workers have started building rails. They should be concentrated around our core cities first.

The Hittite boat near Huamanga dropped off a knight which I killed.

Paris expands next turn.

The Hittites have 5 cities left, the Americans have 2.

The galleon near Tarsus contains a settler and musket.

The 2 armies will be healed next turn. There are lots of cannons outside Hattusas.

Treasury: 511g, +11gpt

Iron Works in 17 turns in Pompeii.

There are no realistic trades available.

Roster:

soul warrior - up next
DBear - on deck
jb1964
Zakharov - just played
 
Check out this thread:

LINK

To test it, start the third intro conquest "locked alliances", and activate the king unit.

Just thought I should let you all see this in case you missed it. :)
 
Roster:

DBear - up next
jb1964 - on deck
Zakharov - just played
soul warrior - skipped (24h, no got it)
 
Got it. Will play tomorrow. Nice work with the Hittites. And Pompeii's an iron works city...very nice! :D
 
0) 1275: What is that Mayan longbow and settler doing near Aleppo? There are some holes in the former Inca lands that need filling. Rush settler in Cuzco.

1) 1280: Paris starves, but expands. Cuzco starts barracks. Americans start Bach. Why in the world? Outside Houston, one cav redlined, other kills spear, goes leet. Cyrene built, starts musket. Antium switched to Epic. Tarsus rushes a musket to free up the army.

2) 1285: Tarsus builds musket, starts lib. Selucia builds harbor, starts court. Since it can't grow, 3 fishers are shifted to taxmen. Cannons redline spear in Houston, leet cav takes it. Houston starts lib. Americans have only one city left far to south. We take Hattusas, I decide to keep it, as it has the SoZ for culture.

3) 1290: Hammi calls up and demands furs. Since we don't want a two-front war, we give him some for now. Rome and some other cities riot. I turn up lux. Cumae builds court, starts uni. Leet knight kills enemy knight, gets another leader! Tyrana taken, also left alone because it has the Colossus. I hate trashing wonder cities. Frigate bombs Harran. Knights take Harran, Hittites exiled to an offshore island. We have to get our galleons over to finish the job.

4) 1295: Huamanga starts lib. Hillandale produces barracks. Frigate loses to caravel. Leader creates 3rd cav army in Ugarit.

5) 1300: Mayans trade territory maps. We can now build the Pentagon. Build city of Tyrus to fill in gaps of Hittite holdings. Upgrade Sir DBear to cav. He can make another leader!
6) 1305: Artaxata starts courthouse. Pisae starts cav. Ravenna starts harbor. Brundisium builds court, starts barracks. Rush frigate in Eburacum.

7) 1310: Get industry, start meds. Paris builds walls, starts barracks. Hippo Regius builds court, starts lib. Since it's at max pop, three food growers shifted to scientists. Nasca starts lib. Eburacum builds frigate, starts court. Chichen Itza builds Shakespeare.

8) 1315: Galley sinks one of my galleons with army aboard. Grrr. Cuzco starts lib. Veii starts the Academy. Andahuaylas builds cav, starts market. Lutetia builds cav, starts market. Hillandale builds barracks, starts cav.

9) 1320: WW takes its toll as several cities riot. We land army on Hittite island.

10) 1325: Rome builds uni, starts factory. Aurelian starts musket. Antium finishes Epic, starts bank. Neapolis starts lib. Ravenna builds harbor, starts barracks. Lyons builds Bach. Clearly Joan is our next target. Army kills two spears and longbow taking Alaca Huyuk and a slave. Frigate takes vengeance upon galley.

One hittite city left. Take them out. Either make peace with America or put them out of their misery, then France is next. Nice of them to build Bach's Cathedral for us, no? :evil:
 
DBear said:
What is that Mayan longbow and settler doing near Aleppo?
As I said in my turnlog, it appeared between me abandoning Hattusha and settling Gordion. I had to do some shepherding to stop it founding a city before I got a settler ready myself.

Roster:

jb1964 - up next
Zakharov - on deck
soul warrior
DBear - just played

@soul warrior, sorry to hear you weren't feeling well.
 
I've played a few turns. The first two (0 & 1) always take the longest.

The one thing I want to mention here is that the team is doing a fantastic job at MM'ing the cities. As RR's and specialists become available we'll have more work to do reconfiguring cities and it certainly looks like everyone here's up to the challenge.

Synopsis...
Made deals w/ Babs and Maya for another lux.
Made peace w/ Abe as the island of Detroit is far from our shores.
Killed off the Hittites at the beginning of turn 2.

I would like the Babs and their two luxuries to be our next target.
- building settlers for new cities as captured will come w/ big flip risk
- Moving ships and troops in position
- Building more ships for large invasion

I don't see the advantage of killing the french at this moment. We can sell Joan excess lux/resources for un-corrupted gold. Besides our people need a break from war and if we're going to take 20 turns off we can plan for a master stroke.
 
jb1964 said:
I don't see the advantage of killing the french at this moment. We can sell Joan excess lux/resources for un-corrupted gold. Besides our people need a break from war and if we're going to take 20 turns off we can plan for a master stroke.
Fair point. The only reason I suggested attacking the French next is because they are (were) on the same landmass as the Hittites, so it would be easy to divert our troops. You are right that we will need 20 turns to keep WW at bay.
 
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