Monarch Training 2

spend the money to part rush galleys and go attack germany, they have all those nice wonders. Don't forget to send at least 6 trebs with the fleet.
 
The Admiral is itching to send in the marines :)

Don't forget 2-3 spears for fodder, no sense losing an elite sword to some punk horseman. The rest can be swords.
 
danz said:
Don't forget 2-3 spears for fodder, no sense losing an elite sword to some punk horseman. The rest can be swords.
Extremely important, I know from personal experience :) ! We can build Pikemen now and they're 30 shields, so we should have no problem sending some boats full of them. They also make good city defense if you plan to capture German cities. This will be an interesting combined arms situation...
 
Let's go:

660 AD: Unit movements to prepare the german destination

670: I changed some MI to trebs and pikes

680: Germany askes: ROP+1gpt <-> ROP Hehehe..NO

690: Zulu wants our furs for nothing. I say sorry, no presents and they say
WAR

700: We have to change our destination a little bit. Germany gets a little bit
more time and the Zulus have to give us some citys. First the one on
the ile east of us and then the one north of our northern citys.
I do some trade with the Dutch: mono+invent <-> furs+iron+900g

710: only unit movements

720: again trade with the Dutch: theology <-> silk+750g

730: the death bringing ships are on their way

740: Germany builds 'Sistine Chapel'

750: we capture Ngome

AK1_750ADpic1.JPG


Thats our SoD near Germany.

AK1_750ADpic2.JPG


I think the 2 MI attacking from the hill are enough against Tugela.

AK1_750ADpic3.JPG


Ngome, formaly known as Zulu-city.

We should try to make peace after Tugela with the option of some citys.
After this we can overrun Germany.
 
Got it. Will extract some sort of tribute from the Zulu, then turn on the Germans and their yummy wonders.

Just out of curiosity, how did that Ottoman city get between Carlisle and Exeter? Did they settle there before Carlisle could be settled, or did our settler give up the gold choke and settle on the plains surrounded by mountains instead? If so... bad tactics! We give up the choke, we give up the instant income from the gold, we give up a defensible location, and we give attackers more ways to siege the city. It probably won't matter because we'll win the game anyway, but that sort of thing can be very expensive in a Sid sort of situation. Never give a tactical advantage to the AI. The AI is stupid, but it's not that stupid.
 
The AI is stupid, but it's not that stupid.
You talkin' about me? whoops, I thought you typed AK instead of AI :lol:

@ DF - nice set.

@ Danz - please put the Russians out of their misery if it won't hurt our rep.
 
Be carefull with germany. I think they know chivalry, so we should start with the horses N of Toledo to hemm their unit production.
Sorry for the russians, but they elected their banning by themselfes. So let them travel around until the end. :lol:
 
Yes, you are right, above the formaly Zulu city. Hmm...i think they have no future on this iland. :D We should destroy them and now totally.
 
I've been alittle distracted by RL stuff. 3rd wedding anniversary is coming up and I'm still searching for a present! I've managed to finish 6 turns. It got a lot more exciting than I anticipated, so it required a ton of MM and diplomacy. I'll finish the rest ASAP. For now, here's the turn log:

1.750: Start prebuild in Warwick. We can take the wonders, but we could build one here and there also. Might get Sistine, Bach, or Magellan... Start some temples in fishing villages that need to reach more fishing tiles. Grin when I see the size of the armada headed East.

2.760: Declare on Russia and move on them with MDI + sword. Keep sailing.

IT: Russian archers kill our MDI and promote sword. This is going to be tougher than it looked!

3.770: Load troops, move ships, irrigate some mined tiles where population growth has stalled.

4.780: Reinforcements approaching Russia. Establish embassies and sign ROP with Ottomans and Spain. We might need them as allies soon, or at least as a neutral landing area, so we don't have to land in hostile territory.

5.790: This was a big turn!
Reinforce Russian front with 3 MDI, 1 pike. That should be enough. Half of armada lands on Western edge of ZUluland. The oter half is skirting the Southern shore, going for a second beachhead in the SE. The Western landing can dig in on a hill and bleed them dry while the Eastern corps sticks it to them.
From the diplomacy screen, it looks like the Germns have learned about gunpowder. They're also slowly taking over the island they share with Spain. I peel off a galley and send it to camp out on a Spanish hill, so they can block the German advance. It would be nice to be able to land in friendly territory when the time comes. Also trade Germany fur, silk, and 46GPT for gunpowder and 20 turns of peace. That gives us time to build a more modern army. MDI and pikes against knights and muskets is not something we want to try and do. The Germans will be tough.
I look around and see that Germany has no saltpeter! They want to buy it from us! No, thanks. Gift Monotheism to Portugal and Engineering to Spain. We don't want these guys to fade away quite yet. They are friendly and they are enemies of the Dutch and Germans. Sell Ivention to the Ottomans for 59GPT, Incense, and 5G. The Aztecs are broke and furious. Fine, they get nothing. Not sorry to see them go.

IT: Germany declares war! We lose some lux, but they lose 2 and a big GPT payment we just sarted last turn! What craziness is this. They head straight for the Spanish city in the hills we were blocking. It must be built on saltpeter! Our sword and MDI blockets die, redlining 2 ancient cavs, one knight, and killing an archer and a longbow. Well, so much for diplomacy, tact, and timing.

6.800: Second Zulu army makes a sharp turn South and heads for Germany. Looks like the Western beachhead will have to fend for itself for a while. The Zulu are backward, anyway, so we shouldn't suffer too many casualties if we're careful. We finally put an end to Russia, promoting one MDI to elite. Another MDI is promoted taking Tugela away from the Zulu. Galleys of the first Zulu armaa are heading back hoe to reload. Next time, they will head NW, wrapping around to hit Germany and Zululand. It's a shorter journey in that direction. One boatload of reinforcements lands near Munich on a contested island between the English and German mainland.

Like I was saying, lots of exctitement. We're at war with Zululand and Germany, and have just started assaulting both. If we get a nice beachhead we can dig in for a while while reinforcements arrive nd our enemies waste their troops counteratacking fortified hills. I'll try to keep the Duch on our side. They also know Gunpowder and Chivalry now, must be trading with Germany. They don't have saltpeter, either. And we have extra sources.
 
7.810: Rush temples in conquered lands. Don't want flips.

8.820: Lose sword, capture Koningsberg and its Statue of Zeus! Didn't even know it was there, heh!

IT: Zulu and German forces throw themselves at our beachheads.

9.830: We sink a German galley and reinforce Koningsberg. Let them try and take it back!

10.840: Consolidating, next player is going to have some fun with a two-pringed offensive...
 
To summarize, the last 10 turns went pretty well. Here's some things to watch out for.

1) We're at war with the Germans and the Zulu. We can handle them, but watch out if they bring the Dutch and other into it. Keep the other AI's in profitable trade deals. We have lots of surplus luxuries. Use them. We have techs that others don't. Gie them a nice surprise every once in a while. Heck, buy them to join in the fight!
2) Offensive units. We have a lot. But hardly any defense, and almost none at the front. There was only 1 pike in the whole armada that sailed for Zululand. That lonely pike ik defending Koningsberg right now. Zulu Iron has none at all, but it's on a hill. That's why I parked them there and dug in. It's over ten units per city, but if they step into enemy territory, they're going to get pummeled by horsemen, knights, and ancient cavalry who will then retreat to heal. If we make it to the gates of a city, een footsoldiers will be able to bleed us from the safety of their city walls. So, I strongly recommend against exposing our army until it can defend itself with a decent number of pikes and muskets. Better to wait a few turns, let them come to us, let our trebs redline them and our MDI's finish them off (without ending their turn outside the city!). When the enemy is weaker and we are stronger, then come out and bulldoze. Until then, don't waste the army. It takes a long time to float an invasion force into position using galleys!
3) It won't hurt to build a few more temples and expand our borders so we can fish more sea tiles. The home island is crowded.
4) Build more defensive units. Attackers finish troops wounded by artillery units. With some luck, they can be preserved. But defenders have to bear the brunt of counter-attacks by the best, healthiest, angriest troops the enemiy can muster. So there's nothing much to be done about their kill ratios except superior technology, terrain, and armies. When attacking, you can't always choose the terrain. We have no armies. And no technology advantage, as far as the troops in the field go. So, we have to be careful, or our amy will evaporate before it can do its job. Defend it!
 
@ danz - the latest version of mpstat will give the chances of flipping and the required garrison to prevent. It's in the utilities forum. Nice set of turns.
 
Ah, I see this is getting interesting. I love a good war. I'll have a look at the save to see where we stand. Btw, who's up?
 
Sir Clive. He mentioned being busy at this time, so it may be why he hasn't posted a got it. Edit: Opened mapstat. Here's what it says:
ak1mapstata.jpg
 
Sorry all - for some reason I don't seem to be getting posts anymore when the thread has been updated so I missed the fact that I was up .

I'll make doubly sure I am subscribed to the thread.

I've got it and will play tomorrow night UK time ( I may start tonight but it is already 9.15 PM and I have a few other things to do tonight )
 
@viper - Does the 4,67 percent flip chance mean that Koningsberg has that chance to turn every turn? If so we might have to be careful not to leave to many troops in that city. We wouldn't want to loose our invasion force to something as silly as a culture flip.
 
OK - I am just about to start playing.

Haven't looked at the save in detail yet but as far as I understand it we are at war with Germany and Zulu and things might get a bit bloody if they get more allies in . I will try to keep all the other civs happy with us and bring some in on our side if possible.

I will try to build some more defensive units , make sure the fronts are covered and try to fight a defensive rather than an attacking war until we have enough units to support our army.

Here goes ......(hopefully post later tonight)
 
@ Clive - if you're going to fight a defensive battle (which I have no problem with), hold Konigsberg at all costs. Those ivory things will have immense trading value later. I have an 'idea' that the Kaiser is going to send his forces at you in bits. Therefore, stay concentrated, bombard as he approaches and counterattack targets of opportunity.

@ all - Ivan dumped six inches of rain in my neck of the woods and I could use some humor (nothing really bad happened to me, just PITA stuff), so, OT, I ask that each player add to this poetry (feel free to chime in lurkers). If it gets humerous enough, I'll consolidate it in one post:

There once was a lass named Cathy, ...
 
Admiral Kutzov said:
@ Clive - if you're going to fight a defensive battle (which I have no problem with), hold Konigsberg at all costs. Those ivory things will have immense trading value later. I have an 'idea' that the Kaiser is going to send his forces at you in bits. Therefore, stay concentrated, bombard as he approaches and counterattack targets of opportunity.

...

I'm going to be playing 5 tonight , 5 tomorrow night. I'm on turn 4 at the moment - we have lost Tugela :( but it looks like we should have enough
to hold onto Konigsberg OK . I am frantically building troops but we don't have huge amounts of production capability at the moment .
Should be posting turnlog in about an hour .

Sorry to hear you have been affected by the weather - I was P***ed off enough when I had to spend $900 replacing a fence blown down in a bad storm a couple of years ago and trees uprooted in my back garden . Hurricane is a completely different thing which (fortunately) I don't have any experience of. Being in SE England so I can't even start to understand , although it looks very fearsome on the TV . Hope it passes you by without too much damage.

I will get my poetry / limerick head on :)
 
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