My Huge Sid Milk Run

Please keep the in depth play by play going. It's very interesting and fun to read even.
 
Thanks Quotey. I'm glad you're enjoying it.

The American units kept coming – 10 in my territory, 10 more on the mountain just outside my territory, and 5 galleys headed down the east coast.



I cleared out the Americans again, but I only got 2 elite wins this turn as my other elites needed some healing time, but my streak was up to 28. 1 more veteran promoted. I upgraded almost all my remaining catapults to trebbies, and a stack of mounted warriors finally started heading toward Detroit under the protection of the MDI army. The road to Detroit was still a bit crowded:



IBT – 9 more Americans wandered into my territory, and the polite Zulu came up with the dreaded 1 horseman attack:



Unfortunately I didn’t get the leave or declare option this turn. I’ll get some more war happiness, but the Zulu’s 2 luxuries were doing more for me than the war happiness will do :(. I pay the Zulu gpt for their 25 gold and an alliance against the Aztecs. The Aztecs are not close to the Zulu which is good – I think the Zulu are too powerful already to let them fight neighboring AIs, but hopefully the Aztecs will attract some of their units, but the Zulu shouldn’t have any success conquering territory.

I used a trebbie to damage one of the American galleys – we’ll see if that gets him to turn around. I slaughtered the American intruders as useful and run my leaderless streak to 31. My MDI army won a battle – Heroic Epic due in about 7.

IBT – The Zulu declared, and their horseman killed a mounted warrior. The ¾ American galley turned around and headed back home. A couple size 7 cities rioted without the luxuries. The Zulu completed Sun Tzu’s, and the Russians are the first to Chivalry.

410 BC – I damaged another American galley with a trebbie, so he would run next turn. I lost another mounted warrior before killing the pesky Zulu horseman. The leaderless streak reached 35, but I added another elite. Detroit’s 2 spear defense was killed without loss, and I decided to try to keep Detroit (size 2), but then I saw the stack of 8 horses and an archer ready to counterattack, and I didn’t want to put my army through that so I abandoned it after selling its barracks.

With Chivalry learned by one tribe, I started saving cash for a mounted warrior to knight upgrade. My mounted warriors have had a very successful kill ratio, but the knights should be able to come close to that kill ratio with relying on bombardment.

IBT – the Zulu learned Invention.

390 BC – The Incans had now faithfully kept our peace/alliance against the Russians for 40 turns, so I renewed it again. They can’t stay at war forever, can they? This time I added an alliance against the Aztecs so hopefully they will break it sooner.

My deal with the Ottomans for peace plus I gave 9 gpt expired. I resigned peace with an alliance vs. the Aztecs. I didn’t sign them against the Zulu because I thought the Zulu would crush them, and besides I wanted peace with the Zulu ASAP to get their luxuries again. I was a little concerned about a dogpile I was creating against the Aztecs, but they only shared a border with Mongolia, and the Aztecs had already captured several Mongolian cities, so I decided they could take care of themselves.

My second elite victory of the turn got me a Great Leader! The streak was broken at 36. Of course, now I would make the same mistake as before – I’ll save the army until I get knights.

My third elite victory of the turn also yielded a Great Leader – that’s 3 leaders in 39 attempts, so I was ahead of the game again. I would still save 1 for knights, but I decided to use one now – armies with defense of 1 go obsolete too quickly in general, neither the Americans nor the Russians had iron, and I think a 4 mounted warrior army with 18 hps (2 elite *) would be OK for a while.

I got 3 more elite victories that turn, but my leader streak ended at 2 :lol:. One more mounted warrior made elite.

My settlers started moving forward so I can start claiming some territory.

IBT – the Ottomans demand 86 gold. I tell them to get lost, and they declare. I’m up to 3 sources of war happiness (Mongols, Ottomans, and temporarily the Zulu).

350 BC – Razed San Diego. The dual armies are going to move much quickly I was without them. I captured 2 workers in the city and got 3 more from razing (city was size 6).

The Babylonians have met the Zulu.

Finally, a little progress:



Score at 350 BC = 1495
 
Keeping Tabs, If just to know your Playing style for R1 :lol:
 
Watch out for the Bikini Babe trick ;).

You may have your Bikini Babes, we have our Handsome Hunks ;)

And Back on Topic, You seem to be doing well.

And something to think about- Keep the AI in Perpetual War amongst themselves to waste their HUGE stacks.
 
What's with the Zulu getting so powerful? I mean in SirPleb's thread, here, and even in some of my 20k archipelago games, they seem to become the power. This hasn't happened with the Mongols for me. Do the impis make the difference or something?
 
The early GA, impis are a pain in the ass and Zulu is incredible aggressive - they are nearly always a tough opponent in the early going. If you outtech them, they fall behind.
 
Before starting again, I changed my mind about a couple things because I don’t think Chivalry will necessarily come in very soon. Russia is the only one that has it. The Ottomans and the Zulu are the only others who can research it (and are really the only others with significant research ability anyway), and the Zulu are likely to be working on Gunpowder while the Ottomans should be doing Invention.

Since it may be a while before I get knights, I decide not to save my empty army but to fill it with Mounted Warriors. With the number of elite wins possible against Sid, I should be getting a new Great Leader every few turns anyway, so there is really no point in saving any. I’ll just have to be aware that a mounted warrior army may actually be attacked.

The other thing I changed my mind is money – I was going to accumulate a stash to upgrade Mounties to knights, but I think I might as well spend it rushing things instead so I do that before hitting enter.

I lose one mounted warrior that I left in a bad spot due to a misclick, but a pike of mine slays another ancient cavalry.

It appears that Russia and America are no longer at war since I could see Russia troops pass by Americans without attacking. In fact, they are sending down great troops for leader fishing – I can see 11 archers and 1 warrior, but I really don’t need the distraction right now. I’ve got to get rid of cities instead of wasting time killing units. I’ll have to raze these last few American towns that are between me and the gems (and me and Russia), then get America to redeclare on Russia.



The resistance in Portland finally ended!

The Russians completed Knights Templar – I definitely have to take care of them soon…

330 BC – I reconsidered again. I think I am wasting too much time even going after America. I need to clip Russia before they get too powerful, and I need the Pyramids, and I need gems. America has an extra source of gems hooked up. I start by killing a couple redlined Americans with elites (no leaders), then sign peace with America. I can’t get any cities, so I only get their 6 gold for peace. As a separate transaction, I sign an alliance against Russia giving up 14 gpt. Finally, I get their gems and 18 gpt for Monotheism. They can now research Chivalry, but I doubt it will be fast.

My trebbies will never make it through the jungle to Russia, so some stay on the line waiting for the next American war, others return to the homeland to redline any Zulu landing parties.

IBT – I have front row seats to watch the Americans and the Russians battle it out. From the units I saw, Russia clearly got the worse of it, but they did capture Phoenix and Albuquerque for me. My Golden Age ends.

310 BC – No battles, just start moving toward Russia. There are indeed a lot of Russians around:



There are 31 in that picture. My stack is 3 armies and 20 mounted warriors.

IBT – The Americans and Russians continue to pound each other. The Heroic Epic completes. Russia discovered Theology. The Aztecs have a worker for sale :hmm: - I wonder where they have a city on my continent :confused:.

290 BC – I ignore the Russians units and move toward Phoenix. The Americans are getting in the way. My military has improved to average compared to America so I can crush them anytime I want.

IBT – The Russo-American carnage continues as I watch, but I’m having a hard time getting my units anywhere relevant. I learn Chivalry! I can’t see who else has it, but it must be either the Zulu or the Ottomans since they are the only ones who won’t talk to me.

270 BC – I start upgrading to knights, but it will take a looooooong time.

250 BC – The Zulu will talk, and they have Chivalry. I pay 6 gpt for peace. Incense, ivory, and 13 gpt get me furs and dyes. I also borrow all the Zulu’s gold for upgrades.

IBT – The Incans and Russians sign peace, so the Incans declare on me. That makes the Aztecs, Ottomans, and Incans all happiness providers. Many cities celebrate We Love the Chamnix Day :).

230 BC – My troops finally made it through the jungle to reach Phoenix. I capture it easily. I’m keeping this city mainly to keep the road intact. With Phoenix under my control, one army continues toward Minneapolis, and my rearguard knights head for Albuquerque.



210 BC – Albuquerque falls to the knights of purple. I continue to rack up the elite wins and this turn, I get my fourth army.

As the Russian units get cleared out, I try to find tiles for my workers to road. Any roaded tile that I can get to gets a unit on it to prevent the Americans from slowing me down.



IBT – my first galley completes. I’m already looking at the Zulu. Based on the power curve, they are the ones I have to stop. Russia still comes first, and they are no weaklings either, but I want to be prepared for the Zulu campaign as soon as Russia is broken.

190 BC – Minneapolis is mine.





IBT – The Americans learn Theology so I will get it next turn. Still only the Zulu have Invention. Somebody else better get to Gunpowder before 2 tribes have Education...

170 BC - I upgrade the last of my mounted warriors in the homeland. The ones that are with my armies will be upgraded if I find a barracks somewhere, but they are not returning home.

For a little variety, here’s a shot of the core:



IBT – Mongols and Aztecs sign peace giving me my 4th source of war happiness. I now have close to 100% happy people everywhere with no luxury spending (98% approval rate per F11). The Russians learned Education.

130 BC – My units have reserved a path through the jungle safe from American interference. I shift lots of workers in that direction. Some get started right away, others will arrive soon to finish the job more quickly.

IBT – Phoenix is my first city to be lost via culture flip. Now “my” road runs through American territory.



110 BC – Sign a Right of Passage agreement with America so my troops will reach Russia before 2050.

IBT – Zulu complete Leo’s. The Aztecs land 1 archer in my territory :scared:.

90 BC – The north-south highway is fully under construction. The plan of attack is for my armies to go right past the thousands of Russian troops and head straight for the cities to raze them. My troops will take care of the Russian units. 19 workers (including slaves) are already at work roading and more are on the way.



IBT – The Zulu have Theology. It looks like they are just too far ahead of everyone to get much out of the Great Library.

70 BC – Pick up Great Leader #5. Armies raze both New Yekaterinburg and Kostroma. I have a bunch of settlers on their way north to resettle the jungle. A mere 56 Russian units in sight. The American stack on the mountain has 41 units. Looks like I lost the picture for this turn…

Score at 70 BC = 1970
 
I think there's a good shot at it - moonsinger was further ahead in tech (was researching chemistry in 10 AD), but was at peace with the world, so had less happiness. You certainly started war much earlier than she did.
 
I would certainly hope you set a new record. My best wishes are with you.

Before milking you need to conquer the world first ;)
 
Please keep the in depth play by play going. It's very interesting and fun to read even.

Me, too. It's cool to see something I could never do. :goodjob:
 
Thanks everyone :).

IBT – The Russians ignore me. It looks like they would rather take on the weaker American units. I’d prefer not to fight them either if I could get the Americans to fight for me, but I’m going to have to kill some Russians periodically just to get through the logjam first and then again later to build roads.

50 BC – I choose not to attack the Russians this turn. Hopefully I can find a path through them that will let them go after the Americans.



IBT – The Russians mostly ignored me again, but they killed a fully healthy mounted warrior army :cry:. I was thinking they were safe until longbows, but I forgot about crusaders :wallbash:. The Mongols enter the Middle Ages.

30 BC – My armies creep forward, but I don’t attack with knights. I just blocked off the path to Minneapolis so I’ll see if that makes the Russians swerve east or if they will actually attack knights.

I’m generally satisfied with my core improvements, so I devote 9 workers and a warrior to iron mountain to disconnect and reconnect my iron. Cities at 24 or 18 spt will continue to build knights directly, but some of the less efficient towns will build mounted warriors for upgrade instead.

IBT – Aztecs and Zulu sign peace. I might not let that one last. The Russians turn back from the western route and head toward the Americans as hoped. The was some fighting, but there should be a lot more bloodshed over the next few turns.

Pre IBT:



Post IBT:



Americans, the Ottomans, and the Aztecs all show up with Invention, so I will get that next turn.

10 BC – One of my galleys sails by a Zulu town guarded by a musket. I was pretty sure they had Gunpowder, but now I know they have saltpeter as well. I decide it is worth 22 gpt to make the Zulu redeclare on the Aztecs. Meanwhile I keep borrowing all the gold I can from Zulu.

IBT – The first turn of fighting is called a draw as 18 Russians and 17 Americans lost their lives, but the Russians are much stronger than the Americans to begin with. I get Invention. The Russians start Copernicus’.

10 AD – I finally get my own source of gems so I won’t have to buy them from the Americans once our deal expires.

I sign a Right of Passage agreement with the Zulu. War with the Zulu begins in approximately 21 turns :). The Plan – my next army will be transported to Zululand with 4 knights to load once I cross the strait. Whatever time remains in the RoP period will be used to explore Zululand with this army. When the RoP is ending. The knight army will step out of Zulu territory, and I’ll cancel the RoP. If I can goad the Zulu into declaring on me, I will, but I am prepared to declare on the Zulu myself if necessary.

As soon as the Russian/American wars permit me, I will bring the army back down the Zulu’s east coast to unload troops safely under it. If I am stuck fighting on my island for a while, then the army will just pillage all over Zululand to soften them up for me.

A bunch of pictures to celebrate reaching the AD years…

Core cities:



Secondary Towns:



War Zone:



Military 1:



Military 2:



Strong to America, Mongols.
Average to Aztecs, Ottomans.
Weak to Russia, Zulu, Babylon, Inca.

Power:



F11:

 
:aargh::aargh::aargh: [pissed]

Major major mistake :wallbash:.

Looking at my war picture in the above update, there is a little detail I missed:



The Russians were happy to leave me alone as long as I had knights everywhere, but I missed a tile last turn, so the Russians attacked. Initial losses were a mounted warrior, a settler, 2 workers, 8 slaves, and 9 trebuchets. They then used the trebuchets to weaken another stack and killed 2 knights, 6 mounted warriors, another settler, 10 more workers, and another slave.

The trebbies I will eventually be able to recapture, but the Russians executed all the workers, and I can't possibly hold Minneapolis.

I don't even know if I should continue this game anymore or just move on to the next map :vomit:.

Sid is just so unforgiving :cry:.
 
It's a setback, but then, it's Sid.

I think you should probably keep going for awhile - you got the SGL and the early MGL and you are running very high happiness.
 
Ouch.
I'd like to see you continue too, but I know if this was my game I'd put it down for a while at least.

Can you explain how this works:

Cities at 24 or 18 spt will continue to build knights directly, but some of the less efficient towns will build mounted warriors for upgrade instead.

Do you cash-rush the MW or just keep setting the less productive towns back from Knights?
 
I predict you'll beat 90K. (At least I think you have that what it would take for that.)

Not doubting Chamnix's skills, but even 80K is extremly hard. The same game would give 50K on emperor, or 60K on DG, both of which would be a nr1 spot. Chamnix has 63K on deity, so has to improve at least 10% and Sid is twice as difficult as deity. I think most people will get a higher score on deity as you'd expect to reach the domination limit a lot faster then on sid. Enough to compensate for the sid multiplyer.
 
I agree with AutomatedTeller, Bartleby, and nerovats :).

Even after my brain fart, this map is probably going to be better than anything else I'll find, but I am going to take a break and look at other maps for a while. Once I convince myself that this map is still the best I have, then I'll come back to it.

Can you explain how this works:

Cities at 24 or 18 spt will continue to build knights directly, but some of the less efficient towns will build mounted warriors for upgrade instead.

Do you cash-rush the MW or just keep setting the less productive towns back from Knights?

Iron is disconnected at the end of every turn and reconnected at the beginning of the next turn. Any cities you want to build knights, you set to knights while the iron is connected. Any cities you want to build mounted warriors, while the iron is disconnected. Since the iron is disconnected during the IBT, I don't think the automatic switch to knights ever happens so you only have to set each town once.

You can cash-rush as well, but typically when I'm using this strategy, I won't be cash-rushing because the upgrading will use up most of my cash.
 
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