MP7 - War Mongols

Well, I assumed we have no GL plans, and I played my turns. If we need techs in the future, I am sure that we can get them at the end of a pointy stick. :hammer: (or a blunt stick, whatever)

Preturn: We need workers big time, so I switch Hovd off of horses and onto workers. I get settler moving.

IBT: Literature comes in. I change to CoL at 10%. I don't want to start researching any of the other techs at the moment, because we have a monopoly on Lit, and I am going for a trade for the next tech to come up.

1225 BC (1): Tsetserleg built, set to worker. Workers do some working. Scouts do some scouting. And so on.

1200 BC (2): Kazan horseman --> horseman. Kazan grows and needs horseman as MP.

Out of curiosity, why are four workers building a mine on an ivory on the plains in a city with no food bonuses (ignoring the fish)? I am going to leave the now built mine, but I am going to proceed with irrigating the plains.

Change Erdenet to worker. It does not have a single improved square to work (ones that are improved have been taken by surrounding cities), so workers are a priority to me.

1175 BC (3) Darhan horseman --> horseman.

1150 BC (4) Karakorum settler --> settler. Settler goes to spot between Kazan and Ulaanbaatar. Almarikh horseman --> horseman.

1125 BC (5) Fishophant barracks --> horseman. Tabriz horseman --> horseman. Ulaanbaatar barracks --> horseman. Hovd worker --> worker. Choybalsan worker --> worker. We are now up to 7 horsemen. I am thinking war might be possible by the end of the next person's turns.....

1100 BC (6) More moving units around. Nothing on the tech front...hoping we eventually get something out of Lit.

IBT: Inca demand Polytheism. I ponder my response for a moment, thinking that the dark blue is a long ways away from me before realizing that the Inca are pink, and their borders touch mine at one point. With only 7 horseman and one spearman to guard the nation, I cave. The Inca subsequently begin ToA (that would be nice to take over). They also manage to finish the Oracle. We may have a cultural giant in the mix here. It will be good to destroy them.

1075 BC (7) Dalangazad worker --> worker. Baruun-urt founded and set to worker. In case anybody is questioning all these workers, my response is that when we start expanding, we are going to have lots of lands to improve, and the sooner they are improved, the better.

1050 BC (8) Karakorum settler --> settler. We are going to be running out of city spots here rather soon, so a less than peaceful expansion should come ASAP. Mandalgovi horseman --> horseman. Almarikh and Tabriz are about to riot. I bring two horseman back from the frontier (not that they are going to defend a whole lot if something did come at the moment) to serve as MP for now.

Settler is being sent to the Dalgazad area, from where the next person can decide his final destination. There are no more easy settling spots, so he will have to go either between the Inca and the Sumerians or chill until we make our move.

1025 BC (9) Darhan horseman --> horseman. Erdenet worker --> worker. We may be getting to the point of having sufficient workers for now. I leave the decision to the next person.

Inca now have construction. Monopoly on Lit, 254 GP and 19 GPT will not get it from them (not that I would have made that trade). Keeping eyes open for something new to occur.

1000 BC (10) Hovd worker --> horseman. Inca still have no interest in a trade. We still have a Lit monopoly, but others are gradually catching up.

We now have 9 horsemen with 8 more in production, 6 of which will be ready within 6 turns. Going to war should soon be a serious consideration, especially with the land situation as it is. We have run out of space even between the Inca and Sumerians. War is brewing.

There are no really interesting pictures to show at the moment, so I apologize for all the words and no bright colors. :p

1000 BC
 
Here's a basic plan for attack for as soon as we're ready, Coolio. 3 stacks of horsemen ready at the borders, declare war then ally the Inca for some type of trade (make sure we have a embassy with them). The cities should only have 2 defenders each, but we will likely start their GA. The Inca will also start their GA. Garrison and starve the Sumerian cities by turning their population into scientists. We don't have to raze them because the Sumerians are barely ahead of us in culture (strangely...). Have Karakorum continue to build settlers so we can take new city spots before the Inca.

Good luck! :)

MP7_05.gif
 
Looks good.

For the attack on Sumer, however, move NE then W, ending up SE of Sumer. This way the horses don't have to attack Enkidus across a river.

Similarly, for whatever that middle Sumerian city is, move to the forest, then attack the next turn to avoid attacking across a river (I think at that angle it counts as attacking across a river--could someone clarify this, since I've always wondered this).

Once we capture (well, maybe auto-raze) Kish, be ready to connect those furs.
 
IroquoisPlisken said:
Similarly, for whatever that middle Sumerian city is, move to the forest, then attack the next turn to avoid attacking across a river (I think at that angle it counts as attacking across a river--could someone clarify this, since I've always wondered this).
It appears as if there is a river even between the forest and Umma. We may want to attack from the other side after crossing the river or move to the desert just NE of the forest to attack. I originally thought that it was just a diagonal along the river, but then I looked closer and noticed that there is a branch there. Better safe than sorry.
 
Okey Dokie! I captured Sumer and Umma. And now have 3 horses around Ur and 3 headed toward lagash. I also have Kara set to build SoZ kara is in disorder now but should be back in a turn. We have two elites so i hope we can pop a leader soon (may the RNG gods smile upon us) and Kish was auto razed. i hope this is the right save.
 

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well i attacked straight up over the river (sorry) but only lost one horseman. and most of the cities i attacked were only guarded by one endiku
 
Nice work! :thumbsup:

Getting the SoZ out of Karakorum will certainly help our cause. Without the settlers it has been providing, do we want to start building settlers elsewhere? Or are we just going to forget about building cities on our own from here on out? Just curious what our strategy should be.

Looking great though.
 
Nice job capturing the two cities, but there are some things that bothered me that I will point out.

First of all I asked that Karakorum continue to produce settlers because we need them. More cities will produce more horsemen/Keshiks than one city producing a AC every 5 turns. Also if we don't take those city spots, the Inca will and they will be harder to conquer. Above all this, we just need more cities anyway.This should be switched back to settlers.

The MM isn't very good. There are cities with entertainers, Karakorum rioting, and another about to riot. Next player should check reoptimize the MMing of cities.

There is a elite horseman guarding a city that could flip. He should be on the front lines attempting to produce a leader.

Those are just a few things which in my opinion could've been done better. I'm still learning how too play the game as well, so don't take the criticism harshly - I've messed up plenty. :lol: I like that Kazan is building a settler. If a city gets too high in pop that it needs to use specialists, then it is good that it builds a settler.
 
MeteorPunch said:
The MM isn't very good. There are cities with entertainers, Karakorum rioting, and another about to riot. Next player should check reoptimize the MMing of cities.

There is a elite horseman guarding a city that could flip. He should be on the front lines attempting to produce a leader.

The SoZ thing is forgivable (although I have found that neither the SoZ or the KT make that big of a difference in a war--i.e. useful, but easily replaced), but these are real problems. An MM'ing effort should definitely be in the mix.

Whose turn is it, btw?
 
Save

First Cid game on a new computer, wide screen makes it strange though

Preturn 750BC:
MM cities
Change capital to settler

Turn 1 730BC:
Auto moves are bad

Turn 2 710BC:
Capture Ur, has the Pyramids

Turn 3 690BC:

IBT:
Arabs demand Alp and declare after I say no

Turn 5 650BC:
Found Choyr giving us Furs
Lower lux to 20

IBT:
Sumer will offer everything for peace (3 cities and all cash)

Turn 7 610BC:
Finish CoL start Currency at 80 in 7
Restance ends in Ur

Turn 8 590BC:
Raze Agade

Turn 9 570BC:
Found Tosontsengel giving us Dyes, lux to 0

Notes:
Switched most new cities to cats until we can get more production out of them
Got a good attack force rdy to attack Lagash, or we can just get all their cities and 20 turns later redeclare
Currency in 3
No resisters left and all cities with foreign nationals have just 1
Have a surplus of settlers, founded 5 cities during this turnset
We should start thinking about incas
With 3 lux online we don't need lux anymore in most cities
 
550

hmm, don't think we need catapults. Once the population gets higher, these cities can produce more than one shield.

Starting the FP in Darhan. This will help that.

There are lots of trades available. We could be in the MA by now so...

TRADE Code of Laws, Literature, 4 gold to Hittites for Construction.
TRADE Literature and 12 gold to Persia for Currency.

we are now in the middle ages. :)

Build embassies with rome and hittites.


530
Lagash captured.
Give peace to Sumeria for their last city (besides the capital).
TRADE Literature to Inca for 99 gold.
TRADE Currency to Sumeria for their 2 workers.
GIVE Code of Laws to Sumeria - they get Feudalism for their free tech (this will make it easier for us to research).

530 IT
Arabs complete ToA (dangit..!)

510
Desert Villa founded.

490
470
450 IT
omg...The Inca build the Great wall exactly one turn before I was gonna attack!!
MP7_06.gif


Oh well, I'll roll the dice...we have numbers.
Corihuayrachina captured.
Ollantaytambo captured.
Tobacco founded.
Buy a military alliance against Inca with Rome for 117 gold. Those Legions are gonna destroy them...


430
410
390
Vitcos captured.

370
350
Desert Oasis founded.

Next player:
- Feudalism in two turns!
- Stay on research path to Military Tradition after Chivalry.
- don't worry about flips...we have reinforements coming constantly. Just keep damaged horses in cities, but full health units in stacks on the offensive.
- I give up on MMing everything now that there's so many cities. Just keep MMing Karakorum for settlers.
- We can't take the Sumerians over until the Peace treaty expires.
- Attack the capital first to take down the Great wall, then attack Tiwanaku. Attack with Veterans first, then with elites vs. the damaged defenders. If you get a MGL, a horseman army would be ok.
MP7_07.gif


Something interesting about this map is that we will constantly backstab the civ we had an alliance with. We allied Inca vs. Sumeria, next will be Rome vs. Inca, then Persia vs. Rome, then Maya vs. Persia, etc... :evil:
 
[/Lurk]
MeteorPunch said:
Attack with Veterans first, then with elites vs. the damaged defenders. If you get a MGL, a horseman army would be ok.

So close to Chilvalry and settle for a horse army??? What a waste....

Personally I would
1) Rush the FP (use the shields for something 'usefull')
1a) Get the FP rushed in a "god forsaken" 70% corrupt dagnabbit town. Where it will really get you some shields and Commerce bonus.
2) Get a Knight army
[Lurk]
 
@namiaM: I did highly (but not highly enough) consider that. We are a long ways off from Keshiks (20-25 turns) and the FP will complete in 12 turns...It's really a hard choice. I like to get the first army out for Heroic Epic, but Horse armies are pretty weak. We'll be going against Pikes vs. Romans next, so consider that (which I hadn't before), I think you might be right.

Still though, One horse army could finish off a city after the horsemen weaken the defenders, and our mighty Mongol force could keep plowin' along. :lol: Darhan has collected 109/200 shields for the FP, so I say *if* we get an MGL, I'd go with a horse army. These shields can't convert into anything better than a 30 shield horsemen (for this variant), so I have to say keep building here and make a army.

EDIT: thanks for the comments though. :)
 
MeteorPunch said:
omg...The Inca build the Great wall exactly one turn before I was gonna attack!!

This has happened to me so many times I don't think I can count them all. It has almost been ridiculous, really.

Anyways, it looks like the machine is rolling. Nice work.

What's the roster look like now? Is Iroquois up?
 
Pre-turn – Kill a warrior on plains before he can get to a mountain next turn.
We are allowed 124 units, yet we only have 43…that number should grow considerably in my turns.
And this is a weird map. Is this a random map?

330 (1) – Lose 4 or 5 horses taking Cuzco, and no leaders. We capture the Great Wall and the Oracle (and some wines). Kill another archer by Cuzco and get another Elite.
Capture Tiwanaku with no losses, still no leader.

Make peace with Arabia and get 6 gold from him.
I give Gilgamesh 11 gold to get Feudalism a turn earlier. Trade Caesar Feud for Monarchy and Monotheism. Trade Feud to Smoke for 96 gold and 15 gpt. Trade Gilgamesh Mono for 65 gold and 3 gpt.

Chivalry is due in 12 turns @ +12 gpt.

310 (2) – Capture 2 workers and move some units towards Huamanga and Machu Picchu. That’s about it. 5 more horses finish next turn, so I’ll wait till then to revolt.

IBT – Lose a horse from counterattacks, but also kill an archer. Romans start Sun Tzu’s, and they have the Republic.

290 (3) – Capture Huamanga. Revolt, and draw…7 turns. -_- Change Karakorum to 0 growth to preserve the settler factory.

IBT – Arabs complete SoZ in Mecca.

270 (4) – Lose 2 horses (one was elite), but get another elite and kill a settler capturing Machu Picchu. It appears the Romans captured Andahuaylas last turn. I don’t care, it’s really far away, anyway.
Found Nalayh.

IBT – Arabs start the Colossus. Romans start Sun Tzu’s…again.

250 (5) – Attack Vilcas 3 times, and kill 2 spears (the 3rd horse retreats). That’s all for this tunr.

IBT – The Persians start Sun Tzu’s. A Sumerian archer appears next to the border by Erech. :hmm:

230 (6) – Capture Vilcas with no losses. There’s iron to the North. Move troops into position to take Vilcabamba.

IBT – Hittites start the Colossus.

210 (7) – Capture Vilcabamba, but still no leaders. :( The Inca have just Ica left, which is to the north, surrounded between Roman cities.

IBT – Maya start Sun Tzu’s.

190 (8) – Ulaanbaatar finishes a horse during Anarchy, thanks to a forest chop. I move some horses towards Ica, although I’m sure the Romans will have captured it before I get there.

170 (9) – Found Tes and get horses and Gems. It’s not in the best location, but it takes two resources from the Romans.

IBT – The rampaging Roman forces have destroyed the Inca. Oh yeah, they captured 2 cities. They’re out of control. :rolleyes:

150 (10) – We are now a Feudalism. Our gpt jumps from 44 gpt in Anarchy to 130 gpt in Feudalism. :D We have 43 out of 192 possible units…wait a minute…that’s what we had when I started my turns! :lol:
Increase Sci to 90%, lux to 10%, Chivalry due in 8 @ +3 gpt.

-There’re 5 horses on the mountain by the last Sumerian city. The peace treaty runs out next turn, so they should be dead in 2 turns (don’t worry about the gpt deal I made with them. If they’re giving you gpt, and you break the deal, you don’t take a rep hit).
I saw a Sumerian galley head to that area above Hovd. There must be land there, so I suggest we build a galley and send some troops up there to finish off the Sumerians.

-The Roman and Persian lands are very mountainous, which means our Keshiks will come at a great time.

-Make a colony on the iron north of Vilcas. I’m not sure if we’ll ever even need it, actually, but might as well have it (Keshiks only need horses, unlike Knights).

-There’re some workers by Ollantaytambo heading to Tes to hook up the Gems.

Mongols_150.JPG
 
Well, the Inca certainly disappeared rapidly. Nice work.

I have got it, and I will have my turns up either tonight or by mid-day tomorrow (-5 hours GMT).
 
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