MRG's Random Game of Randomness

Spoiler :

T205 - 900 AD continued... Move more workers and longbows onto the pillaging spot. Put the American worker we got onto the mountain. Chop forest near Almarikh which gives us a turn less on a rifleman. Mine that grassland spot. Reacquire incense from Sumeria for 24 gpt. Swamp tiles so that Tosontsengel finishes it's library in 1 turn instead of 2 turns.
T206 - 910 AD Kazan rifleman -> rifleman. Tosontsengel library -> aqueduct. Atlay cannon -> trebuchet. Tes settler -> trebuchet. Tumentsogt harbor -> settler. New Karakorum harbor -> wealth. Korea's gold total has dropped to 3480. Naissus still defended by a pikeman as it's top unit. Decide to keep all military units near the Byzantines in place and try to hold both hills. Move workers and longbowman from Karakorum to the pillaging spot. Ring up Korea and gift them New Karakorum. Though, sell the temple in there first (but not the harbor). Oh duh... Reload from save right before this. Portugal got one of the furs. If we had had the furs in the forest it might have worked, but not with that exact setup. I hope no one minds I've reloaded. Wake worker and spears near Hovd. O. K. now Korea has extra saltpeter. Change build in New Karakorum to worker.

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Pillage and re-road.

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Gift Wang another 100 gold also (not that such will help for a bit). Saltpeter is 94 gpt by itself.

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Neither us nor Korea has coal. Use ctrl + shift + m to look at the map. America has one source. Portugal has two sources in it's cultural borders, but apparently one isn't hooked. Spain has one. Sumeria has one. Trade world map for Portugal's world map, territory map, and 9 gold. Yea, the extra coal source near Sarges isn't hooked. Pillage and road. Nice!

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Korea has The Corporation. Move workers around. Pillage and reroad.

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Get incense and world map and 38 gold from Sumeria. Set research on Electricity. Move more workers to the spot and pillage. Road up again. Use a bunch of tax collectors and set New Karakorum temporarily to wealth. Ring up Korea, and move more workers to the spot.
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Move more workers around and pillage. Reroad.
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Here we go now:
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Knights Templar expires with Steam Power. Pillage and road again.

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Build embassy with Sumeria.

 

Attachments

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Spoiler :
T206 - 920 AD continued:

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And pillage and road. Purchase Saltpeter from Korea for 93 gpt. Trade Communism to Sumeria for Incense, Iron, and Free Artistry. Raise luxuries to 30% and put citizens back onto tiles. Change New Karkorum to a worker. Set research to 30%, so we can still make some gold while researching. Maybe Korea has some more gpt soon? Wake all units near Naissus. Bombard with the trebuchets. Redline one pikeman and one spearman. No more units in that city. 5/5 longbow attacks 1/3 pike, wounding to 4/5, 2-0. 5/5 longbow attacks 1/3 spear, 3-0. Capture Naissus. Sell harbor in Naissus. Move settler into place. Abandon Naissus. Found New Kazan. Short rush a worker, followed by a temple. Move trebuchets, an army, and some longbows onto the hill adjacent to Nicaea. Move spears back towards cities for upgrading. Should have done this earlier. Move settler into Korean territory. Upgrade a galley to a galleon. Move rifle to the coastal hills/mountains. Forest near Tabriz. Begin roading mountain with slave, though maybe this should change later. Move ships around. Move new cannon towards Tabriz. Block a few landing spots.

T207 - 920 AD. The Byzantines land one 3/3 knight on a hill:
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Karakorum starts on a rifleman, which I might swap. Tabriz university -> rifleman. Starvation at Ulaanbatar due to the knight. New Kazan temple -> worker for the moment. Mandalgovi rifleman -> rifleman. Choy worker -> worker. More trading:
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Science now up to 50%, with +5 gpt. Also sell Steam Power for a worker, 2 gold, and their world map. Trebuchets redline that pesky knight. 4/4 longbowman defeats 1/3 knight, going to 2/4, 4-0. 6-8 trebuchets lob at Nicaea, but only one hits. Move the rest of the trebuchets to that spot. New Kazan worker/harbor. Korea has a rifleman in our territoy near Tes. Check move order via the spaceship launch screen (bottom AI moves first, top AI moves last). Byzantines move before Korea. So, that rifleman I'm guessing was just moving to take out that knight that landed. Move settler through Korean territory. Road hill near Korean borders. Move spearman, rifle, and ships around. Complete forest near Tabriz. Chop, and re-irrigate that square. Forest plains square near Tabriz. Chop it also, and it had already gotten chopped. Reirrigate it. Put two slaves onto the volcano, as it now appears inactive. Have other workers forest the tobacco square. Mine near Darhan and forest near Ereen. Move a rifleman and ships around. Upgrade a 2nd galley to a galleon.

T208 - 930 AD Spain and the Byzantines sign a trade embargo against us. Byzantine caravel moves near Choy. Korean frigate attacks Byzantines caravel and loses. I saw a Byzantine longbowman running away from Nicaea. Darhan university -> marketplace. New Kazan harbor -> worker for the moment. Korea has Refining! Could sell Industrialization to Sumeria for 8 gpt, and 17 gold, but I pass on that. Upgrade 5 trebuchets to cannons in Tabriz. Fortify 2/4 longbowman in place where it defeated that knight. Shuffle lonbows and archers around. Bombard with trebuchets at Nicaea, but only get three woundings. Top rifleman is 3/4, two others are 2/3. I decide not to attack this turn. Load rifleman into galleon. Swap two rifleman builds to keshiks, three to killvalry (cavalry), and leave Tabriz on a rifleman. Load one rifleman onto a galleon. Ship chain it over to New Kazan. Fortify it on the hill with horses. New Kazan worker/library. Upgrade all of the spearman to rifleman. Cancel slave roading on mountain near Karakorum. Korea no longer has units inside of our territory. Korea now controls New Orleans. Change rifleman build in Tabriz to Keshik. Settler is kind of blocked. Probably better to ship chain it anyways, so bring it back the other direction. Road near Ch'ongfu.

T209 - 940 AD Byzantines land crusader on plains near Tabriz right by where I upgraded the trebuchets to cannons. Eat iron you religious fundamentailst! Almarikh cavalry -> cavalry. Starvation at Tabriz. New Kazan library -> settler. Choy worker -> worker. Tsetserlag university -> cannon. Baruun-Urt cavalry -> cavalry. After redlining the crusader with cannons, 5/5 archer attacks, it wounds to 4/5, 5-0. Fire trebuchets at Nicaea. Wound the 3/3 rifles to 2/3, and the 4/4 rifle to 3/4. I guess it's only a size 5 city, and we have a rifleman and ship chain setup now. Attack with 16/16 longbowman army. There's a longbowman that got a free shot on it. The army wounds to 7/16, 6-0. The other 16/16 longbowman army attacks. It wounds to 13/16 defeating a 2/3 rifleman, 7-0. Attack with the 13/16 army. It gets a promotion, going to 9/17, 8-0. Elite longbowman attacks 4/4 longbowman in Nicaea. It wins, wounding to 4/5, 9-0. Nicaea has Knights Templar, and barracks. Nicaea worker. Move two muskets into Nicaea and upgrade them. Move two more longbowman into there also. Lower science to 40% so that we're still turning a profit. Shuffle ships around some more. Ship chain a rifleman and a cavalry to New Kazan. Mine mountain with workers. Sell Medicine to America for a slave, 17 gold, and their world map. Have a bunch of workers go to clean up the mess with the slaves. Have slaves move to squares to road up around Karakorum, I guess. Move workers towards Darhan. Shoot Byzantine caravel with two cannons that didn't fire on the crusader.

T210 - 950 AD Karkorum keshik -> cavalry. Kazan keshik -> cavalry. Bayanhongor worker -> worker. Har-Ayrag worker -> worker. More palace improvement. Move the trebuchet stack towards Adrianople. Ship chain a rifleman and a cavalry to New Kazan. Mine near Darhan. Forest near there also. Mine near Ereen. I guess we can join workers to it in a few turns. Fortify cannons on mountain near Tabriz. See that Adrianople's top unit is currenty a 4/4 pikeman. Move keshiks near or into Dalandzadgad. Forest near Ulaanbaatar, it works, and then reirrigate. Move some rifles towards mountains, and others into Dalandzadgad.
 
Handoff notes:

The Military Academy in Ta-Tu finishes the next turn. Short rush a worker, and then purchase an army would be my advice. Then on the next turn get started on a factory and purchase the rest of it when you can there. I may have done too many upgrades.

There's a stack moving towards Adrianople. It has two cavalry in it, so make sure to move them, when you move the stack next turn.

Do we want any factory builds? I don't know when to squeeze them in. Feels a bit early for them with us being at war.

There's a cannon stack here:
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I wouldn't bother transporting over those longbows. I don't think I need to explain why.

Portugal has an extra coal within their territorial borders, but it's not hooked.
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Tsetserleg might be a better candidate for a factory first than a cannon:
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I started to road around the capital. Korea has refining, but doesn't have more gpt at present. That could change if they got stock exchanges up, I suppose.

War happiness might not last, I don't know.

There are some keshiks, and rifles at or near Dalandzadgad. Ship chain them over on the next turn. Protect the hill with horses above New Kazan above all else.

May the gods favor you, and may our enemies have a blast... of rocks or iron balls.
 

Attachments

Also, if anyone wonders why Korea has Hovd now, there's a note in # 381 where I think I explained it. I should have realized it before I played, but only discovered it after making the mistake, and I had told MRG I wasn't going to give away two cities. Basically, the extra furs ended up in Portuguese territory, we were only getting it, because we had culture in that city before the Portuguese city did. So, Hovd with the Saltpeter was the only viable option. We got over 3000 gold, dozens of gpt, Steam Power, Industrialization, The Corporation, and Communism, and Korea at war with the Byzantines for that.
 
Now that I have seen this exploit in action, I must say it's banned in the GOTM for a good reason... The game becomes too easy that way. As we were in a quite desperate situation in this game, using it was kind of justified, but a win earned "the hard way" feels more satisfying...

I definitely wouldn't use this in a game on my own, feels a bit too cheap and overpowered and not really satisfying at all.

Although if I was playing this on my own I probably would have said "screw this dumb start" and taken the L by now, especially when I kept researching more techs and not finding strategic resources. We have all these mountains and no Iron, Saltpeter, or Coal? There better at least be some Oil in the desert or Uranium in the mountains or something, because if not we inexplicably managed to have absolutely no strategic or luxury resources at all on top of having a bunch of crap land right outside our core.

I prefer giving New Karakorum away, for the following reasons:
- Holding that town is more difficult than holding Hovd. E.g. if someone (the Byzantines) sign up Portugal against us again, the town will be lost immediately: we have one spear and one LB in that town, and I have already seen Portuguese Cavs around...
- Buying furs for gpt will be cheaper than buying an important strategic resource like saltpeter. (The current cost for iron is 123gpt at the moment, saltpeter will even be more expensive, I assume)
- We definitely need saltpeter for Cavalry (Armies). It's the only way to be halfway successful against Rifles. So having our own resource would let me sleep easier. If we depend on buying saltpeter from Korea, and someone signs Korea up in a trade embargo against us again, our war effort will be screwed...

(Can someone tell me how to do bullet lists in this new forum style?!)

Agreed on all points, though now I see Spoonwood's posted the rest of the log and apparently giving away NK wasn't an option

I'm a bit skepical of the trade of Steam to Portugal- didn't you say yourself they looked like they wanted to attack New Karakorum? I mean now they take a rep hit for it, but I don't know how much the AI actually cares about those.
 
I counted 6 sources of Coal in the world, none of which are close to us- Portugal has 2, Spain has 1, there's another in what's currently neutral territory between Portugal, Spain, and Egypt, there's one in Western America near the Byzantine border, and Sumeria has the last one (their start looks really nice right now- I think they had all the strategic resources and a whole island to themselves but shouldn't have had that much problem reaching the mainland to find the other civs!)

It's wild this entire massive peninsula that Korea and us are on somehow just couldn't manage to have any strategic resources besides Saltpeter!
 
I'm a bit skepical of the trade of Steam to Portugal- didn't you say yourself they looked like they wanted to attack New Karakorum? I mean now they take a rep hit for it, but I don't know how much the AI actually cares about those.
Their cavalry moved away on a turn or two. I think they are still somewhere else. I think I could have sold Industrialization on my eighth or ninth turn to Spain, but it was less than 15 gpt if I recall correctly.

It's wild this entire massive peninsula that Korea and us are on somehow just couldn't manage to have any strategic resources besides Saltpeter!

I agree. This seems a most unusual map.

Though, I like the disconnect-reconnect and have used it even more extensively for HoF games, I do feel it a bit awkward though in that one's empire produces less commerce. It looks weird to have a not fully roaded capital or borders, or harbor city and no harbor. And figuring out the best numbers for deals can take up a bunch of time, though this is much easier to do with the C3X mod. But overall, I think using it makes the game more fun sometimes.
 
Top priority should be to get coal now. We could rush a settler in New Karakorum, sign RoPs with Portugal and Spain and quickly send it onto that unclaimed coal resource near Diu.
New Karakorum can grow faster, if we use a coastal tile instead of the furs plain... It would reach size 3 in 3 turns, and the settler could then arrive on the coal tile in 12 turns from now. (Perhaps faster, as Portugal already started to build rails in their territory.) Question is, when Diu will get its first culture expansion...

I suggest, as we have only a few Cavs at this point, we don't yet risk them on attacks against Rifles, but wait until we have shipped our first Army over there. Or should we better form a Rifle Army for better protection? But I would say, ordinary Rifles are good enough for that at the moment. Crusaders are their best units, and they don't seem to have that many of them. (Just wasted one by sending it over to us, and probably also already lost a few in their war against America...)

Beware: there is a Privateer about to attack our eastern Galley.

Direction of war: I suggest we should let the Koreans (and Americans) do the fighting against the eastern Byzantine cities and rather concentrate our advance on the line Constantinopel - Varna - Smyrna. By capturing these three cities, we'll get spices and gems! (After a bit of consolidation.)
 
Watching the game. What a bad start for resources. One bad thing about jamming the cities close. Didn't claim the far away spots for more potential resources.
 
Or should we better form a Rifle Army for better protection?
Only attacks I had from the Byzantines were the landings. None on those hills where I captured towns. So, I think a cavalry army would be better. Also, a 7/12 cavalry army if outside of a city won't get attacked in my experience. I agree that ordinary rifles are good enough for the moment.
 
No coal either! Wow. In a normal game I would be protesting about pillaging our capitol because it seems like an overpowered cheat, but this game is far from normal. Our start was so bad that doing this exploit is justifiable.

Preflight

High priority: Getting the coal near Diu. Portugal looks ready for a fight, so perhaps I'll sign Portugal on with attacking Bayz. They would have to cross through Egyptian territory first and the delay would be enough that it won't be an issue of them taking too many Bayz cities. Egypt is furious with us too, so I would strongly suggest getting Egypt in on the action against Bayz at some point before placing the city down. Probably something the next player will do since it's going to take time to get a settler over there.

Secondary priority: Bayzantine war:

Constantinople is size 5 and you went for Adrianople instead? Size 5 city will have less defense. Even if it hits size 6 or above by the time I move all the troops over it's a much better target. Usually a civ will have their capitol or cities with wonders defended the hardest, but with a smaller city the number of units there won't be an issue! Usually when a civ loses their capitol without the ability to retake it they are unable to fully recover from the blow.

War plan:
Spoiler :

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Move units from Adrianople over to Constantinople and attack from the red circle to negate the river defense bonus. When Constantinople falls, push to Varna then Smyrna. We want the luxury asap, so it would make sense to plant a city where I placed the red C. I'm thinking rush a settler in Nicaea when the time comes. From there go Smyrna at the other red circle to negate the river defense bonus. Because Smyrna is size 11 the risk for flipping is higher due to more people. Therefore if the city is above size 6 when we take it, we need to raze and replace.


There's a lone Bayz caravel to the south of the mainland. Was it the one that dropped off the knight? If so there's no need to worry. If not, it could potentially drop a unit near all those undefended cities.

Production wise: Focus on troops. Cavalry, cannons, riffles. First army should be a Cavalry army then we can do a rifle army afterwards. Factories can wait until we secure the coal resource. We don't want to have to deal with pollution without rails.
 
In a normal game I would be protesting about pillaging our capitol because it seems like an overpowered cheat, but this game is far from normal.
Most games of civ III are non-competitive and single player. What the rules should be makes for a subjective matter in the end. The AIs don't have any interests also. So, I don't see how cheating is even possible for many games of civ III.

In competitive civ III the disconnect-reconnect strategy is not necessarily the fastest way to victory. It means you're making less commerce than you could or you're paying more in unit support if one tried Lanzelot's apparent idea of reroading tiles as much as one could. I have a hard time imagining it as so powerful on Regent and below. Probably also counterproductive on Monarch and Emperor, though conditions can vary a lot.
Constantinople is size 5 and you went for Adrianople instead?

Yes. It was a shorter walk to Adrianople than Constantinople. New Kazan's cultural borders hadn't popped when I first moved the stack into enemy territory. I thought that all capitals get a defense bonus such that they have defense bonuses one level up. A size capital defends like a size 7-12 non-capital city. Though, I can't seem to find anything in the civilopedia saying that right now, so maybe I didn't read that somewhere. Capitals also tend to have significantly more units than other cities. And more culture come to think of it. So, Adrianople perhaps does make for an easier capture.

A size 7 city can have more defense than a size 5 town, yes.
But, a size 5 town with walls defends with a 50% bonus due to the walls, and a size 7 city has a defense bonus of 50% due to the size of the settlement (and such a city can't build walls). So, a size 5 town and a size 7 or size 8 city can have the exact same defensive bonus value. That said, I don't see walls in the screenshot I took of Constantinople earlier, and I don't know if they would be likely to put one in. Though, I do see now that such a city is also across a river, unlike Adrianople.
If you aren't planning on capturing Adrianople first, that plan involves a larger border territory where the Byzantines might bring units to. Also, Korea can capture cities on their border if you go to the west first.
Therefore if the city is above size 6 when we take it, we need to raze and replace.

With some cavalry and trebuchets parked outside of a large captured city, retaking it, probably would not pose all that much of an issue. Also, capturing, selling off buildings, and then abandoning the city would give us more gold than just razing. My experience is that there is rarely ever a need to raze and replace, even at Sid level.
There's a lone Bayz caravel to the south of the mainland. Was it the one that dropped off the knight?
No, some other caravel dropped off the knight. That one has been moving up near one of our caravels, the one in Uliastay in the save.

I'm not sure where any units on the Byzantine caravel will land if it has units. But, AI units tend to land near one's capital when it's coastal. Though, Karakorum is kind of inland, so things might be different. At the very least, I'm sure that there were other undefended cities that the southern caravel could have dropped a unit near on previous turns if there's a unit, two, or three in there. And it didn't drop off any units.
 
Now that our units are already almost at Adrianople, we might as well take it: it is protected only by pikes, and who knows, the capital might already have rifles and we need a bit time to get our first Cav Army there.
Also Adrianople is a big productive city, producing lots of units. Taking it, will make the war easier. But then yes, the lux resources should be the main objectives.
 
Factories can wait until we secure the coal resource. We don't want to have to deal with pollution without rails.
That's a good point. However, I would make an exception for 1-2 cities who might have "bad magic numbers" and wasting lots of shields. E.g. if a city makes 18 or 19 spt, it needs 5 turns for a Cav, wasting almost one turn of shield production every Cav. (5x19 = 95, while only 80 shields are needed. Similarly for Rifles or Cannons.) So in cities with 5 x 16 = 80 or 4 x 20 = 80 I would produce units for now, and those with 17-19 spt can already start a factory. That'll be better usage of our shields.
(Also consider that the GA will start soon. If the extra GA boost then gets multiplied by a factory, it'll be extremely powerful: with GA + factory, a city might get up to 40spt, or a Cavalry every other turn...!)

Other random thoughts: should we start pre-builds for Theory of Evolution and Hoover Dam now? Possibly with a factory first and then followed by the pre-build? Though at the moment we only have the palace for pre-building. Universal Suffrage might soon be finished by the AI and then our shields are lost... But ToE would be nice to have. That would finally catapult us into the lead.
 
Watching the game. What a bad start for resources. One bad thing about jamming the cities close. Didn't claim the far away spots for more potential resources.

As a general rule, I do think your claim correct. I'm not so sure that spreading out would have helped much for this game though.

Thanks for stopping by Lee! I read some of your old succession game reports lately. Thanks for organizing all of that and for posting as much as you have over the years!
 
That's a good point. However, I would make an exception for 1-2 cities who might have "bad magic numbers" and wasting lots of shields.

I'm not sure about that. However, the city with The Military Academy is worth the pollution. And maybe keep workers around there to anticipate pollution. Also, early railing priorities probably best have railroading that city's tiles before anything else, except maybe, making a rail network just to connect cities.
 
Now that our units are already almost at Adrianople, we might as well take it: it is protected only by pikes, and who knows, the capital might already have rifles and we need a bit time to get our first Cav Army there.
Also Adrianople is a big productive city, producing lots of units. Taking it, will make the war easier. But then yes, the lux resources should be the main objectives.

Good point. Then we should go to Adrianople then to Caesarea and have a smaller stack of siege units protected by a few rifles assault Constantinople. Then from there Smyrna and Varna. Smyrna rush a library so we can snag the gems and still plant the city by the fish to snag spices.

That's a good point. However, I would make an exception for 1-2 cities who might have "bad magic numbers" and wasting lots of shields. E.g. if a city makes 18 or 19 spt, it needs 5 turns for a Cav, wasting almost one turn of shield production every Cav. (5x19 = 95, while only 80 shields are needed. Similarly for Rifles or Cannons.) So in cities with 5 x 16 = 80 or 4 x 20 = 80 I would produce units for now, and those with 17-19 spt can already start a factory. That'll be better usage of our shields.
(Also consider that the GA will start soon. If the extra GA boost then gets multiplied by a factory, it'll be extremely powerful: with GA + factory, a city might get up to 40spt, or a Cavalry every other turn...!)

Other random thoughts: should we start pre-builds for Theory of Evolution and Hoover Dam now? Possibly with a factory first and then followed by the pre-build? Though at the moment we only have the palace for pre-building. Universal Suffrage might soon be finished by the AI and then our shields are lost... But ToE would be nice to have. That would finally catapult us into the lead.

True, a few factories won't cause an obscene amount of pollution and we can keep a few workers on standby just in case.

10 turns max for electricity with a -108 gpt deficit at 2,200 gold we can and should start prebuild for TOE at the very least. Selling electricity will help us research SM faster too, as the AI generally goes for Replaceable Parts next.
 
Selling electricity will help us research SM faster too
Theoretically, the best time to sell Electricity would be when the deal for Korea's extra saltpeter expires, so we don't have to pay gpt for the saltpeter. Resources and luxuries get cheaper and cheaper relatively speaking with more advanced technology often. Though, it's hard to know that for sure without knowing how things go in this game.
 
Turn Log:

Spoiler :

Preturn: Raise science slider to 60%. Electricity due to be researched in 12 turns with 56 gpt deficit, probably earlier when capitol roads are replaced

IBT

Portugal wants to renew the peace treaty. I happily accept as we are unable to defend New KK against the cavalry.

Forgot about the privateer. It kills our galley with 2 hp left.

Ta-Tu builds MA, set to produce factory. I decide to have KK and Kazan build factories as well.

Byzantine LBM runs out of Adrianople. Korean cavalry kills it.

T 211: Stack moved to Adrianople to assault city next turn.

Ship chained a few units to the front.

IBT

Koreans attack Adrianople with 3 cavalry. Only one Bayz pike is killed. Two VPikes are damaged by 1 hp.

Nicaea revolts after the resistance ended. Nothing I could have done about that. Zoom to city and make entertainers for now since it's the only city (so far) with WW.

T 212: Bayz drafted a rifle in Adrianople. Joy.

Trebs knock riffle down to 1/2, both VPike to 1/4, LBM to 1/3

Both V cavalry fails to kill CR. Loss 1 Cavalry. I was hoping a redlined conscript would die. Nope. Promoted to regular.

LBM army kills RR with loss of 2hp. I honestly thought it would be much worse than that which is why I sent cavalry first. Glad I took the risk! Sent it to attack 1/4 VPike loses 1 hp.

ELBM finishes off Vpike and RLBM. We now have Adrianople. It is size 6, so I don't raize. I pile all troops inside I can. Hopefully that will eliminate the resistance.

IBT

The Koreans send units towards Caesarea and Sardicia. And that Bayz caravel dropps off a knight near Tabriz. Why they didn't drop the knight off in the undefended south towns I have no idea.

T 213: Bayz knight killed

Since Koreans are sending units to Caesarea, I march the units to Constantinople. I have a pretty good feeling right now that Bayz is broken from the war against America as well as us.

Send a V Cav to scout Constantinople defenses. It has a RR in it.

Adrianople still in resistance. Leaving archer army behind along with ELBM and Kesh outside city in case of flip.

IBT

Sardicia falls to the Koreans. Units skirmish outside Caesarea. Korean Frigates are amassing near Dyrrachium. By the way, you never want to turn off friend moves in case that friend decides to attack you. In this case turning on friend moves allows me to see what Korea is sending against Bayz. And they threw a lot of cavalry at Sardicia.

T 214:

Units advance to Constantinople. Ship chain a settler over in preparation of snagging the spices. Rush settler in New KK.

IBT:

Trebizond falls to the Koreans. 7 Korean frigates are bombarding Dyrrachium. Two Korean cavalry are in position to attack Constantinople in the IBT. If they do, lol cause of river bonus. One Korean cavalry in position to attack Caesarea or Constantinople. And I think the Americans raised one of the northern Bayzantine cities. Or the ruins were already there. Not sure.

Spain building Universal Suffrage

T 215:

Sending settler protected by rifles and cannon to spices now rather than wait. I can forsee the Koreans being slightly faster than us and I want to nab that luxury asap.

Made embassies for Portugal, Spain, and Egypt.

Portugal will sign a ROP for Communism while we get their world map and all 27 of their gold. Easy choice.

Spain and Egypt will both sign a ROP as is. Perfect. Order settler and LBM to the coal tile.

IBT

Sumerians building Universal Suffrage

Koreans throw units at Constantinople. One Vpike is killed and a R rifle loses 1 hp. Koreans also throw units at Caesarea, but since the city is in the fog of war I can't see the battles. They do not take either city

T 216:

Trebs succeed in knocking down 2 Vpikes and RR to 1 hp. The next hit drops the population. No other units appear to be in there, but I continue bombarding the city with any trebs left for good measure. Reduced to size 3.

LBM army kills RR and V pike with no Hp loss.

The final V pike is killed by a Keshik, triggering our golden age. We have captured Constantinople.

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I am sending cavalry unprotected to Dyrrachium in order to snag that iron resource before the Koreans can get to it. This also blocks Korean cavalry from reaching the city before we do. A few more units are headed toward Varna.

IBT

More Korean units come to help. Frigates continue to bombard Dyrrachum.

T 217:

Sending an army over to Dyrrachum shows a redlined pike. City is size 3 and cannot draft. I'll take the city next turn easily.

Kesh on hills reveal Varna only has a R Pike. Due to the mass of Korean troops, there is not enough time to move the trebs over. They will be fortified in Constantinople for right now. Varna is size 4 and cannot draft, so the risk of a rifle is low.

IBT:

Koreans continue to mass and still don't take Caesarea.

Hmmm...Spain has two cavalry units in attack range of New KK. I feel a little suspicious.

T 218: I send a LBM army to see what Caesarea has defending it. Ah, it has an elite rifle. No wonder the Koreans can't take it with disorganized attacks. Change of plan: Send trebs to Caesarea for bombardment.

LBM army kills spear at Dyrrachium. Korean bombardment only put the pike at 2/3 health. Cavalry kills with loss of 1 hp and is promoted to elite. LBM army finishes off a R LBM. Dyrrachium has fallen and we have secured iron.

fall of dyrrachium.png


Varna:

Cavalry dies to R pike but R pike is 1/3 hp. Kesh kills R spear with 1 hp loss. LBM army finishes off R pike. Kesh kills final LBM. We have captured Varna.

Fall of Varna.png


Because I smell an attack from Spain coming, I sign her up with a MA against Byzantines. She only wanted our world map and 340 gold. Seems like a fair deal with the hope that we won't get attacked by her. And that ended the trade embargo against us. Because I suspect she wanted to take our city due to furs, I decide to see what she will offer for our furs. She offers world map 14 gpt and 350 gold. Not a bad deal considering we just paid her 340 gold for a MA. I take it.

IBT:

The Spanish declared war on us as I thought they would. New KK is captured. The settler heading over to the coal is taken.

Electricity is researched. Scientific method next due in 7 turns

T 219:

Sign up Portugal to fight against the Spanish for Industrialization.

Sign up Egypt to fight against the Spanish for Communism.

Sign up America to fight against the Spanish for Steam Power.

Korea (no surprise) already has Electricity and replacable parts. But they are happy to sign an MA with us against Spain just for our world map and 610 gold.

For good measure, and to prevent a possible trade embargo, I go ahead and sign up Sumeria as an MA for The Corporation.

That should create enough chaos that Spain becomes a broken shell, especially since Spain broke their rep in every way possible. ROP, gpt deal, breaking alliance.

New Almarikh founded near the spices.

Units continue to slowly advance to Casarena

IBT

A random LBM comes out of Caesarena and kills an unprotected Kesh. Annoying. Byzantines still have a little teeth left. A Korean LBM kills the Byzantine LBM.

Koreans attack the elite rifle. Rifle loses 2 hp. Korean units advance to Smyrna. Given their track record on attacking Caesarena, I think we have some time before they are able to take the city.

T 220

Trebs manage to knock a V rifle down 2 hp, but miss every other time. I do not use other units to attack the city and decide to hold position.


Summary/Notes/Stuff:

- Byzantine is broken, but still has a few units left they can attack with. Be cautious with units with no/low defense.

- Spain declared war on us as noted in the turn log. That resulted in a loss of New KK and the loss of the settler heading towards the coal tile. There was only one turn of warning that it was coming, and by then the settler was too deep in Spanish territory to get out.

- The units at Caesarena cannot take the city right away unless you get super lucky with trebs. You will need to be patient and send cannons from Constantinople along with an escort. The Korean rifle and LBM north of Constantinople should move in the IBT and that will allow you to move some cannons over there faster.

- One army inside Varna needs to heal up in the IBT. Then you can send units to assault Smyrna. The Koreans probably have a few cavalry there already, but you have time to send siege units. Korea isn't attacking in an organized way. Also they might be sending units to Spain now too. After Spain declared, I got everyone to sign a MA against her. The resulting chaos will ensure Spain gets broken next.

- KK is set to produce a cavalry next turn, but you might want to think about using it as a prebuild for TOE since it already has a factory. I highly doubt Universal Suffrage will be built within 6 turns (or less if you increase science.)

- Originally I thought the Koreans had so many units that they would end up taking Caesarena, but they were only successful in capturing/destroying below size 6 towns. That's why I didn't go for Caesarena right away. I thought the Koreans would capture cities quickly. However, once I saw that elite rifle protecting the city I knew that the Koreans had no chance of obtaining it with their disorganized attacks. You should be able to take the city within a few turns.
 

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Why they didn't drop the knight off in the undefended south towns I have no idea.
The AIs prioritize going after your capital if it's empty and close to the coast. The landing spot near Tabriz is one of the closest spots to the capital.
By the way, you never want to turn off friend moves in case that friend decides to attack you. In this case turning on friend moves allows me to see what Korea is sending against Bayz.
I always play with friend moves off. I can still see nearby battles with 'animate battles' on.
 
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