MP7 - War Mongols

Well, let me first say that my turns were much more eventful than I thought they would be, so I apologize for the length of this posting. I think everybody will be rather pleased with several of the events that occurred.

Pre-turn: Well, it looks like my turns are going to be a preparation for war rather than any actual fighting (it all seems to have skipped me so far). Of course, most of our cities cannot build anything other than military, so I continue to build horsemen, despite the fact that we may not have the money to upgrade all of them by the time we get Chivalry.

Also, what is up with all the mining of these plains? I can understand it on a resource with a food bonus, but on ones without food bonuses, it seriously hinders growth. :sad:

Trade Feudalism to Arabia for 28 gold and 4 GPT. Everybody else has it already, and Arabia is going to be our last civ to conquer, so no harm done by giving them access to pikes and MDI.

Move horsemen stack into Cuzco to try to get them to stop resisting (will follow with visits to Corihuayrachina and Huamanga). They were poised to attack Bad-tibira, but I figure that letting that GPT deal finish up is a good way to go. 33 gold is always useful.

I know that FP is not as powerful as it used to be, but wouldn't we be a bit better served by placing the FP more than three squares away from the capital, and possibly in a city that can grow past 6? Seeing as the FP is only 9 turns from completion, there is no reason to change it now, but that is a bit iffy. Also, does the FP count as non-military?

IBT: Completion of some barracks and horsemen --> more horsemen
Maya build Colossus

130 BC (1): Workers are doing weird things. Large stacks of them in odd places. I am working on getting them doing things I myself understand better. Other than that, nothing really of note.

IBT: Karakorum builds barracks and set back to settler. I think some trees were chopped next to Karakorum, and it messed up the settler factory. Trying to right the ship.
More horsemen.

110 BC (2): Set Sumer, Kazan, Dalandzagad, and Ulaanbaatar to warriors to serve as MP. I do not want to waste time on stronger units, because offensive units should be at the front fighting (when it begins anew), and we have no need for defensive units. In the meantime, Sumer and Ulaanbaatar hire taxmen.

90 BC (3): Several horsemen built. More horsemen to be built.

70 BC (4): Romans moving towards Machu Picchu with two MDI. If they move into our territory, I am going to tell them to leave. We may have war on our hands before we wanted it. Sumerian ship off the coast near Mandalgovi--horseman stays to investigate.

50 BC (5): Well, I have suffered the consequences of not taking over Bad-tibira. Lagash has flipped. And the Sumerians are even more annoying than before, because they have an island city.

MP7_Sumerian_Island_City.jpg


Roman movement is definitely aggressive. Train of MDI moving to Machu Picchu.

MP7_Roman_Incursion.jpg


On a better note, Chivalry is due next turn, so Keshiks will soon be roaming the land, and we will be in our golden age. As soon as Chivalry comes in, I will upgrade horsemen, respond to Roman incursion, and get rid of the Sumerians.
Oddly enough, Romans agree to withdraw troops from our territory, despite the patently aggressive move. Keeping an eye on them.

MP7_Roman_Capitulation.jpg


IBT: Romans declare war anyways. I thought that demanding their withdrawl would do it, but they wanted to be jerks. Two of our defending horsemen kill two MDI, while one retreats from a third MDI. The RNG gods smiled upon us there. A fourth MDI goes out of his way to steal two foreign workers. Don't worry, they will be quickly returned.

30 BC (6): We now have Chivalry, and that means Keshiks are going to be in full production. On to Engineering for two reasons: one, because I am sick of all these rivers slowing our movement, and two, because that is part of the quickest route to MT and cavalry.
Elite horseman attacks the MDI who stole our two workers, redlines him without losing a single HP, then proceeds to lose five straight. RNG gods are now laughing.
RNG gods are now choking on their laughter, as a second elite horseman finishes off the MDI and produces what I believe is our first leader. And none too soon, what with the arrival of Keshiks and all.
I pop rush a barracks in Machu Picchu so that our horsemen on the front do not have to retreat all the way to the closest barracks (currently in Atlay) for their upgrade). Keshiks are coming (although at 90 gold each, more are going to be built than upgraded to from horsemen).
Ogodei builds an army to be filled with Keshiks.
Get our two foreign workers back.
It takes away from our upgrading capability, but I establish an embassy with Persia and get them into a military alliance against Rome. Fighting Immortals does not sound fun (even though they are technically the equivalent of MDI, so it isn't that big of a difference).

10 BC (7): This could be bad. Persia also seems to be making an aggressive move towards us.

MP7_Persian_Incursion.jpg


On a positive note, Roman forces retreat, and there are no reinforcements for the time being.
Out of a need for quick gold to get a third Keshik for our new army, I sell Chivalry to the Hittites and Sumerians (everybody else has it already)-- 1 GPT and 21 gold to Hittites and 5 GPT and 32 gold to Sumerians. Army will be on the rampage next turn.

10 AD (8): Well, the crap is hitting the fan at the moment. Just as I think that the Persians have decided not to attack as they send an archer to attack a Roman soldier rather than Vilcas, the Immortal next to Vilcabamba destroys my hope. So now we have the Romans and the Persians against us--at least it is only one single front. We are too short on gold at the moment to establish an embassy and get the Mayans allied against the Persians. Stupid Persians just took like 350 gold for two turns of alliance. Ugh.
To make matters worse, a passing Sumerian settler pair blocks the road to Vilcabamba, and the two remaining horsemen there can't hold off the Immortal and the Archer from Persia (one dies, the other retreats). The pair not only is going to make us lose Vilcabamba, but it also manages to deny us our golden age for one more turn by not allowing the army to get into attacking position. Sumeria will pay.

IBT: We are now at war with the Arabians, thanks to the Persians. Ansar Warrios may be annoying if they can get them here in large numbers.
vilcabamba captured after the red-lined horseman fled last turn.
Darhan completes FP --> Keshik

30 AD (9): Great news! Our Golden Age has now begun! Keshik army takes back Vilcabamba.

MP7_Golden_Age.jpg


I also manage to take Veii at the cost of two horsemen and of course the lone Keshik attacking an already damaged pikeman--go figure.
More good news! We manage to get yet another leader (Jochi) in the aftermath of taking Veii. As soon as there are enough Keshiks up at the front line to fill it, there will be a second army operating.
BTW, the settler factory in Karakorum is going to be rather difficult to keep up during the Golden Age, so do what you can with it while not making Karakorum shrink too much.

50 AD (10): Because of difficulty in maintaining a settler factory during a Golden Age, I set Karakorum to Heroic Epic to help in the leader department.
Move units towards Veii to consolidate gains and prepare for further incursions.
Jochi becomes another army and awaits three lucky Keshiks.
Hutag built.

MP7_World_Map_50_AD.jpg


50 AD
 
The FP Location is a huge blunder on my part. It was producing the most shields at the time and I totally wasn't thinking. :blush: It would've been decent if there was a river.

IP left Sumeria in perfect position to be taken over, so i don't see what went wrong there.

Persia should have been allied vs. Rome once Rome started acting shady, if possible...I can't really tell.

- I would try to get out of war with Persia and Hittites while attempting to ally vs. Rome (if necessary).
- upgrade veterans to Keshiks, keep elite horsemen to finish of weaker/weakened units.
- Do not let the army die under any circumstance.

Roster:
MeteorPunch
IroquoisPliskin
Yaype - just played
CoolioVonHoolio - up
dl123654 - on deck
 
MeteorPunch said:
IP left Sumeria in perfect position to be taken over, so i don't see what went wrong there.

Persia should have been allied vs. Rome once Rome started acting shady, if possible...I can't really tell.
Yes, IP did leave Sumeria in a position to be taken over, and I made a mistake. I wanted the remaining gold from whatever deal IP made with them to come in before taking them. After all, we need gold to upgrade to Keshiks, and as you can see, we are rather short in that department. My gamble obviously did not pay off, but to tell you the truth, I don't think they would have been eliminated even had I attacked on my first turn. That city on the island was there only a couple turns into my time, and so the ship had to have been headed there before I could have attacked. Nonetheless, I failed with my gamble. :blush:

Persia WAS allied with us against Rome, that is the crappy thing about it. I paid them good money to attack Rome, and the next turn, they appeared on our borders. Trust me, I did not want to be fighting Rome allied with Persia, and I made all efforts to prevent that. Sorry if my turnlog was that long, but it was mentioned in there.

Anyways, that army should be used only for defending our other units at the moment, IMO. The second one that has one Keshik in it at the moment can be used for attacking, but I think the biggest advantage of an army is that the AI refuses to attack it. So use the army as a moving fortress if you will, and I think the Romans will fall rather quickly. Then we can turn towards the backstabbing Persians. :p
 
We definitley would not have killed off the Sumerians. That settler on the boat was headed there towards the end of my turns. We probably would have saved Lagash, but that wasn't a big loss anyway. How many turns left on the gpt deal, now? I think there should only be a turn left, or already done. I made the deal at the beginning of my turns, I think.

Build a galley (or 2) in Hovd and take over the Sumerian island city, then finish off the last 2 Sumerian cities, which shouldn't take long.

I don't think the Romans are much of a threat yet. They'll be using mostly MDIs which are Keshiks (or even horses) can pick off before they even get to our cities. If Ansars start showing up, that's when we can start worrying (hopefully we'll make peace by then, though).
 
IroquoisPlisken said:
We definitley would not have killed off the Sumerians. That settler on the boat was headed there towards the end of my turns. We probably would have saved Lagash, but that wasn't a big loss anyway. How many turns left on the gpt deal, now? I think there should only be a turn left, or already done. I made the deal at the beginning of my turns, I think.
That deal is nearing completion, but out of the need for more gold for the horseman to Keshik upgrade, I started another one with them. Of course, if things are as we assumed they are, then once we have the units to take out the Sumerians, we can do so whenever we want, regardless of whether or not they are giving us gpt.
 
just a little :bump:

Roster:
MeteorPunch
IroquoisPliskin
Yaype - just played
CoolioVonHoolio - up
dl123654 - on deck
 
turn 1: elite swordsmen beats a immortal creating YAY! Another Army!
turn 2: change heroic epic to the pentagon. who needs the better odds of getting an army when you can just build one?
turn 4: all three armys are are in roman territory. two are headed towards Rome and one toward cumae. Cumae is captured.
turn 5: rome is captured lots of troop movement
turn 6: armys are still in the green send one to each new target. army 3 captures ravanna, army 1 goes toward Ica and army 2 goes to antium which is the new roman capital
turn 7: antium captured Ica captured
turn 8: invention complete, going for gunpowder and neopolis captured
turn 9: Andahulas captured, persian hamadan captured
turn 10: lots of persian immortals coming in toward neopolis. so look out! hispalis captured Rome distroyed.
 

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Nice job destroying the Romans.

Comment on Heroic Epic to Pentagon change: Armies take a long time to build, especially without factories and power plants. I don't think the Military Academy is useful until you have rather high production cities. And the Pentagon just adds a fourth unit to an army. So I think you were describing the Mil. Aca., but either way, my opinion is that the Heroic Epic is more useful at the time being.
 
Yaype said:
Comment on Heroic Epic to Pentagon change: Armies take a long time to build, especially without factories and power plants. I don't think the Military Academy is useful until you have rather high production cities. And the Pentagon just adds a fourth unit to an army. So I think you were describing the Mil. Aca., but either way, my opinion is that the Heroic Epic is more useful at the time being.

Was planning to change this, more leaders is better, if we realy want it we can use a leader and rush it
 
Nice job taking out the Romans, Coolio.

It might be pointless to make suggestions at this point, because dl123654 might not see this before playing, but here's a few:
- we have 7 luxuries! move lux slider to 0%
- get a RoP with Hittites. They are our best-friends-forever in this game.
- don't research education at all, and don't trade/give gunpowder to anyone.
- newly aquired slave workers are clearing jungle and improving terrain by newly captured cities - this is pointless as these cities are very corrupt. They should all be doing one thing: Make a road system. We lack roads to get military to frontlines and this is vital.
- Lastly and most important: Who to attack? First Persia. They are building Sun Tzu's in Persepolis and will probably beat the other AI's to it (the other AI's are building it in second-rate cities). We need to ally Maya vs. Persia for some gold or gpt. Next, shift all our force towards Arabia. They have the ToA which we have been wanting the whole game. This will expand our borders enough to give us the victory as soon as we capture it most likely. We should get a MA with Hittites vs. Arabia asap.
 
Save

Always check the forums before playing, had similiar ideas, read on

Preturn 250AD:
Changed Karkorm to HE in 1
Can't see any way to keep Hispalis, abandon it

Turn 1 260AD:
Sign Mayans against Persia, sign Hitites against Arabs

Turn 2 270AD:
Take Pompeii and 4 workers

Turn 3 280AD:
Persia completes Sun Tzu

Turn 4 290AD:
Gunpowder comes in, turn off research
Andahuaylas deposes to Persia, no losses
We don't have any saltpeter, Lagash is sitting on some, good thing there will be a war in 3

Turn 5 300AD:
Take Sidon and it has an unhooked up saltpeter

Turn 6 310AD:
Take Gordium

IBT:
Hittites declare on Persia

Turn 7 320AD:
Take Pasargadae
Declared on Sumer
Take Lagash and Saltpeter

Turn 8 330AD:
Take Bad-tibira
A stack of 10 Keshiks can now go to the front

IBT:
Gordium deposes, we lose 1 elite horse

Turn 9 340AD:
Retake Andahuaylas
Retake Gordium

Notes:
There are 3 targets left in Persia and then the cleanup
Perspolis has Sun Tzu and MoM
Antioch has disconnected iron
Arbela has spices

Keep the three Keshiks with the Persian boat just incase they land
 
sorry I took forever.

350 IT
Pasagardae flips back to Persia.
Persia lands a elite spear from galley.

360
Antioch captured and we get a MGL.

370
Pasargadae recaptured.
I switch fast-move on. Once there's this many units I turn it on. Feel free to adjust the settings.
Abandon Bad-tibira.

370 IT
Arabia completes Knights Templar.

380
Bactra captured.
NOoooooOOooo! I clicked on the advisor button at the top of the screen and civ just shut off...
Replay the turn.

390
Samaria captured.
Sign Rop with Maya.

400
Arbela captured.

400 IT
Samaria and Hamadan flip back to Persia.

410
Hamadan destroyed.
Samaria captured.
Persepolis captured.

420 IT
Persepolis flips and we lose one.

430
Persepolis captured.
Tyre captured.
peace with Persia for Ergili. breaks MA vs. Persia with Maya.

440
450
Fez (ARAB) destroyed.
Rop vs. Maya time.
Chichen Itza (MAYA) razed.
Razapa (MAYA) razed.
Bonampak (MAYA) razed.
Copan (MAYA) razed.

MP7_08.gif


- I've been pushing all our workers up north for roading.
- I had a bad time with flips, so raze all cities from here on out, unless it's the civs last one, or if they can be conquered within 2 turns (one turn free from flips).
- keep researching to Military Tradition.
- Maya have muskets (they can't build anymore though because I disconnected their saltpeter, I think?).
- Use armies vs. muskets in cities. Keshiks for pikes, etc.
- Our rep is shot, but it doesn't matter.
- After the Maya, get a Rop with Hitties and go for Arabia and the ToA to try to trigger a domination win.
 
Suggestion: We could go on a massive settler building campaign and try to fill in all that empty space. We can go after ToA, I suppose, but Education has to be out there or coming up pretty soon. So if we are going for conquest, then military building works, but if we want domination, then I would say settlers are the way to go. Either way is cool with me.

Nice work on things so far.
 
Well, the Great Library got razed, so there's no IA for us. :p We could get either victory really, though. I think domination can be achieved faster, and if we need a few tiles after that ToA, keep attacking cities/building settlers.

I've built 2-3 settlers by poprushing Persia to death (size 1). I rather not build cities with them until Persia is off the map though. Also I rather not have core cities building settlers. By the time they get to the frontline, the game will be over.
 
Got it. I'll post in an hour or two.

I think it would be quicker just to take out the Hittites, instead of moving through their lands to attack the Arabs. With their land, we should hit Domination easily, unless there're several large islands somewhere in the ocean.
 
IroquoisPlisken said:
Got it. I'll post in an hour or two.

I think it would be quicker just to take out the Hittites, instead of moving through their lands to attack the Arabs. With their land, we should hit Domination easily, unless there're several large islands somewhere in the ocean.

I think it would be faster to just take the ToA form the Arabs then to conquer all of the Hittites. Even then I really don't know if either will give us enough to trigger domination. At any rate, we have the maya to deal with now. If you finish them off, wait before conquering the next foe, or use your judgement. Maya may take 8-13 turns to kill.
 
We barely have half of what we need for domination because of all that empty space between our recently conquered cities. That was why I mentioned filling in the spaces with settlers. But just destroying everybody might seem like the way to go at this point.
 
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