Myth01- Training Day- Regent

lurker's comment: NW, I haven't looked at the save &, given that information, you may have made the best possible choice. I just don't know without downloading and looking. At any rate, getting another army was good. Keeping it alive . . . well, that's also good. ;) You may have already been aware that elites inside an army won't generate MGLs, but I wasn't sure.
 
Aabraxan, I was afraid that AI uses RNG and kills fort. spearman in city (longbow (defender) > cavalry (attacker), comes into my mind). After that AI could have killed fort. wounded elites (as 2 def they'd be top defenders, not archer or horse). And Army will give us advantage in Zulu war.

But next player (ngraner?) has to be careful as AI attacks armies in cities and I managed to wreck our army health quite badly..

While we wait:

I know that no leaders come from units inside army, but I have also promoted units INSIDE army, how does that work(Our regular swordsman is now veteran swordsman, when army wins battle pops up)? Can I fill army up with regular units and then get them to elite level, so army would have more HP?

Army has level, like normal soldiers do (conscript,regular, veteran, elite), but my armies always seem to have 'regular' as their level, do armies promote - units inside army promote, things with lethal bombardment promote (hwacawa(Korea cannon)?

Ok, so pushing back fog removes chance of barbarian nest popping up? Do I have to push back fog every turn? How does that work?
 
Zulu War
We've razed/captured three more Zulu cities and gotten a 2nd MGL. Nice.!

Our next target is Zimbabwe. The sooner the Zulu is our hands, the better. First, we own a Wonder when we capture it (The Oracle). Second, we push back a lot of Zulu borders since their captial is gone. That means more open land, some with roads, for us to use before we attack. It means we need to have units inside enemy borders for only 1 turn, not 2 or 3, as the attack on Zimbabwe will require. That lessens, but does not remove, War Weariness, since our units will spend less time inside enemy lines.

I'm guessing that Zimbabwe has about 6 units inside it. So we'll need from 12 to 15 or 18 units to take it down. That is going to be tough to do in the next ten turns. I feel we need to be ready to fight for Zimbabwe in the next 10 turns or ask for peace and then get our Stack of Doom together.

So what do we have to do to take our Zimbabwe?

First, ignore Hlobane. Yes, we have units ready to pounce on it. But if they do that then they cannot help take Zimbabwe; not in 10 turns. It will take them 6 turns of walking due East to get to the Zulu border; no time to dwaddle with Hlobane.

Second, and closely tied to the first, if we leave Hlobane to be the last Zulu city, we lessen the chance that the AI will put a lone Zulu settler on a galley and sail off into the fog and start over. Hlobane might produce a settler pair, but they would be walking, not sailing, and much easier to find and destroy.

There is a vMace down by Beijing that might make it to this batttle, depending on how our road building goes. Otherwise, the only units involved will be those north of Irony. We'll need our front line vSpears to defend our stack as it moves in, so those Spears on guard duty need to be sent towards Bapedi and Tugela to allow those units a chance to fight.

It will take a lot of effort to get the troops in place to assault Zimbabwe. Even with the Army fully healed it will not be an easy task. But if it can be done, it makes taking the rest of the Zulu cities a lot easier.

We can ignore the chance that the Zulu will drop off units in the core from their galley. If it gets closer to the core we can shadow it with a Horse. Our core will be cranking out units, so it could not do much damage.
 
I know that no leaders come from units inside army, but I have also promoted units INSIDE army, how does that work(Our regular swordsman is now veteran swordsman, when army wins battle pops up)? Can I fill army up with regular units and then get them to elite level, so army would have more HP?

do armies promote?

lurker's comment: Yes, units in armies can promote from Conscript to Elite, but the armies themselves lack the ability to promote or generate MGL's.

I'm guessing that Zimbabwe has about 6 units inside it

This is Regent, you know. :p AI's generally have 4 at this point, they get 6 a little later, and eventually 9.
 
I was hoping to get some workers into Zulu area, but workers near irony are busy with improving Irony and its surrounding area. Hill they are working on is important, so we could take that citizen working on sea (for commerce) and change breaker into more shields.

Oh yeah, please take a look at what iros are offering for engineering (monarchy, monotheism, gold)

After tons of tries (server connection lost) I managed to upload few pics :D Anything for lurkers.
Spoiler Zulu area :

battlefieldzz3.jpg

Spoiler Irony area :
ironyarealv3.jpg

Spoiler Ex-India area/main empire :
leftareazg5.jpg


choxorn said:
This is Regent, you know. AI's generally have 4 at this point, they get 6 a little later, and eventually 9.
Unless AI is landlocked or in small area, then it might have 9 or so units in capital in med ages, Personally seen like 14 units+artillery in industrial age...
 
ShoreLeave 480 AD
Let's look at ShoreLeave as an example of what not to do.

T480_ShoreLeave.jpg


First, the easy stuff. ShoreLeave is bringing in 8 sheilds per turn, pretty good. However, the city is only netting 1 shield per turn, the rest are lost to corruption. This city is highly corrupt and cannot be made any more productive than it is right now. We could get it up to 10 or 11 shields and then it would net a total of 2 shields per turn, but why bother? Even at 2 spt, this city at size 5 is less productive than Beijing at size 1.

No matter how you look at it, shields that are lost to corruption are worthless. Here we lose 7 each turn. What can we do about it?

Easiest thing to do is just build workers and settlers and things that throw rocks. None of them are improved any by barracks, so we don't need to build it.

Along with that is the notion of food. Food is not a corruptable thing; you may produce excess food, but food is never lost due to corruption. No matter where you are in your empire, food production is not affected by how many cities you have or how far away you are from the capital. ShoreLeave is currently producing a surplus of +2 food per turn, which will let it grow in 6 turns. More surplus food means the city can grow faster, which is a good thing. So instead of having a lot of mines around ShoreLeave, which produce shields that we cannot use, we need to have the grasslands irrigated, which will make the city grow faster.

And once we get this city up to size 6, it cannot grow anymore without an aqueduct. At that point, we will rearrange our citizens to produce 12 food per turn using as few citizens as possible, say 3 or 4, and the other 2 will become geeks, giving us +3 beaker of science for each geek for each turn.

Which means the worker gang needs NW of ShoreLeave needs to irrigate and not mine that grassland tile.

Great View, ShoreLeave and Delhi are the southern border of our Science Farms. Cities a little bit closer to the core are corrupt, but run about 50% corrupt. They bring in 6 sheilds and 3 are lost to corruption. In those cities a courthouse might help the city be more productive. Further out it will not be of any use. We will need to road and irrigate, grow our people and hire specialists (usually geeks). At this point 'mine green, water brown' changes to 'water everything and don't forget to chop the forests'.

Outside the city view, ShoreLeave looks very productive. Once we look inside, we see that it is not. And at size 2 or 3, it is not easy to tell how bad the corruption will be. Their is a formula someplace that can do that, but it is messy, complicated and geeky. The hardest thing to do is to remember to do something about it.
 
lurker's comment:
Aabraxan, I was afraid that AI uses RNG and kills fort. spearman in city (longbow (defender) > cavalry (attacker), comes into my mind). After that AI could have killed fort. wounded elites (as 2 def they'd be top defenders, not archer or horse). And Army will give us advantage in Zulu war. . . .
No question that a sword army will be a huge advantage in the Zulu war. As I said, I haven't looked at the save and you may have made the best available choice. Perhaps it was because of my hasty reading, but I couldn't tell from the turnlog that the army was in danger.

. . . I know that no leaders come from units inside army, but I have also promoted units INSIDE army, how does that work(Our regular swordsman is now veteran swordsman, when army wins battle pops up)? Can I fill army up with regular units and then get them to elite level, so army would have more HP?
In short, yes. If you fill an army with cUnits, rUnits or vUnits, they can promote on up to elite and your army will get more HP with each promotion.

Army has level, like normal soldiers do (conscript,regular, veteran, elite), but my armies always seem to have 'regular' as their level, do armies promote - units inside army promote, things with lethal bombardment promote (hwacawa(Korea cannon)?
I don't really know. I've heard that h'wahcas (sp?) can promote and generate leaders, but I haven't tested it.

Ok, so pushing back fog removes chance of barbarian nest popping up? Do I have to push back fog every turn? How does that work?
Barbs have a chance of spawning on every IBT in any foggy area. They will not spawn where there's no fog. So settling your continent, where every tile is within your cultural boundaries, will eliminate the chance that they'll spawn on your landmass. OTOH, you can leave a few tiles in the dark and station some "barb hunters" nearby to harvest them every time they spawn.

ShoreLeave 480 AD
Let's look at ShoreLeave as an example of what not to do. . . . .

First, the easy stuff. ShoreLeave is bringing in 8 sheilds per turn, pretty good. However, the city is only netting 1 shield per turn, the rest are lost to corruption. This city is highly corrupt and cannot be made any more productive than it is right now. . . . .

No matter how you look at it, shields that are lost to corruption are worthless. Here we lose 7 each turn. What can we do about it?

Easiest thing to do is just build workers and settlers and things that throw rocks. None of them are improved any by barracks, so we don't need to build it.

Along with that is the notion of food. Food is not a corruptable thing; you may produce excess food, but food is never lost due to corruption. No matter where you are in your empire, food production is not affected by how many cities you have or how far away you are from the capital. ShoreLeave is currently producing a surplus of +2 food per turn, which will let it grow in 6 turns. More surplus food means the city can grow faster, which is a good thing. So instead of having a lot of mines around ShoreLeave, which produce shields that we cannot use, we need to have the grasslands irrigated, which will make the city grow faster.

And once we get this city up to size 6, it cannot grow anymore without an aqueduct. At that point, we will rearrange our citizens to produce 12 food per turn using as few citizens as possible, say 3 or 4, and the other 2 will become geeks, giving us +3 beaker of science for each geek for each turn.
As always, CB's post is thorough and organized. :) As he notes, food is not subject to corruption. Neither is specialist output. If I'm doing the math right (everyone feel free to check it & correct me, if necessary), watering the currently mined tiles will add another 4 food to the table, if you don't rearrange any citizens. OTOH, if you work the irrigated grass cow (5 food), and one watered grass (3 food), plus the city center (2 food), that's 10 food. That's a size 5 farm with 2 laborers, 3 specialists and a 3-tile "footprint." That's 9 uncorrupted bpt and zero building upkeep. And that's what it can do in the near future, before rails!

Also, and again as CBob noted, ShoreLeave is the kind of place where you can build rock-throwers, workers and settlers. None of them require raxes, or will benefit from them. None of them will benefit (except in culture) from libraries, or banks. As for markets, well . . . happiness is what I consider a self-correcting problem in the farmlands. Specialists are not happy & they're not unhappy. They're just content.

You'll be able to get some farms to do what I call "zeroing out." That means +0 fpt, 0 growth. That's where I usually build my rock-throwers. In towns where it looks like it'll stay at +1 or +2 food, that's where I build settlers and workers.

BTW, thanks for the screenshots, NW. I suspect that the soon-to-be-formerly-Zulu area will be highly corrupt & that's some prime farmland up there!

. . . . Their is a formula someplace that can do that, but it is messy, complicated and geeky. The hardest thing to do is to remember to do something about it.
For those of you that can use CA2, you can look in the Economy tab to see the corruption level of each city. I suspect that MapStat will do the same thing, but I don't use it much, so I leave that question to others. Once I'm this far along in the game, I start looking at the corruption levels of surrounding cities to give me an idea of what the corruption in my new city will be like.
 
Their is a formula someplace that can do that, but it is messy, complicated and geeky. The hardest thing to do is to remember to do something about it.
:eek:

Geez! I used the wrong form of Their. That version refers to people. The proper version in this context is There which refers to a thing.

At least I didn't use They're, which refers to what a group of people are doing.

Three spellings, one pronunciation; homonyms.

(And probably a redneck version as well. :D )
 
Well, actually, now that you mention it, I speak a bit of Southern, as my father is from Memphis.

I think the correct phrase is: "They's fixin' ta". :D
 
lurker's comment:
If I'm doing the math right (everyone feel free to check it & correct me, if necessary), watering the currently mined tiles will add another 4 food to the table, if you don't rearrange any citizens. OTOH, if you work the irrigated grass cow (5 food), and one watered grass (3 food), plus the city center (2 food), that's 10 food. That's a size 5 farm with 2 laborers, 3 specialists and a 3-tile "footprint." That's 9 uncorrupted bpt and zero building upkeep. And that's what it can do in the near future, before rails!
Not only are these beakers uncorrupted, they are also not subject to the science slider. Every turn ShoreLeave would produce 9 bpt regardless of how high or how low the science slider is.

Think about it. At size 5 ShoreLeave could produce more beakers than Beijing, depending on how we have our rates set up.
 
uuh, Now I'm learning farming, again, :deadhorse:, but before all cities on map are placed, you don't know what are going to be farms what not, as if you place one town nearer to capital, other is going to be more corrupt. How do you tell if a mid-range (from capital) city is going to be farm, or not?

And what is order of play atm? Is ngraner(spelling?) in game, or did he quit?
 
ngraner42 is UP!, we'll give him some time to claim the game. I follow him.
 
Well, it may seem that we're
. . . :deadhorse: . . . .
but you still have questions? ;)

. . . . , but before all cities on map are placed, you don't know what are going to be farms what not, as if you place one town nearer to capital, other is going to be more corrupt.
After you've played a few games where you've used farms, you'll begin to develop a feel for where the farmlands are going to be. Yes, corruption will fluctuate somewhat as you put down more towns, but just keep monitoring your cities. Soon, you'll get to where you know before you put towns down whether they're going to be in what is likely to be farmland.

How do you tell if a mid-range (from capital) city is going to be farm, or not?
CBob commented in a prior post that it can be difficult to tell whether a town is going to be a producer or a farm when it's small. He's right. Until they hit size 3-4, they won't produce enough shields to tell the difference. When I first put a town down, though, food is usually first priority. That gets growth moving so that I can tell sooner which it's going to be. Also, check CA2 (you're on a PC, right?) for the corruption of surrounding towns. That will give you a rough idea of what corruption will be like where you're planning to settle.
 
Okay, it has been over a week and nothing from ngraner42, who is thererore skipped.

Roster:
darski - just played
ngraner42 - skipped
CommandoBob - UP!
Yahya - on deck
Northen Wolf- warming up
 
Somehow we are on Turn 163; I'll try to get us back to a 5 or a 0.

[Preflight]
Invention in 12
118 gold, +3 gpt
Republic
40% tax
40% science
20% luxury

City Builds:
Beijing (7): vMace in 3, grows in 6.
Delhi (5): worker in 8, grows in 5.
Shanghai (4): vHorse in 7, grows in 1.
Watery (3): library in 3, grows in 1.
Soduku City (6): courthouse in 60, grows in 4.
Canton (6): vHorse in 2, grows in 9999.
Bapedi (1): vSpear in 19, grows in 1.
Nanking (6): vHorse in 3, grows in 4.
Bangalore (4) settler in 16, grows in 13.
Tsingtao (6): vHorse in 5, zero growth.
Tatung (3): settler in 12, grows in 10.
Irony (5): vMace in 1, zero growth.
Hangchow (5): courthouse in 12, grows in 3.
Intombe (1): rSpear in 11, zero growth.
Xinjian (5): library in 7, grows in 15.
Swazi (2): worker in 1, shortage.
GrapeVille (6): settler in 10, grows in 1.
Tugela (1): rSpear in 20, grows in 10.
Macao (2): vMace in 39, grows in 9.
Anyang (6): vHorse in 5, zero growth.
Mountain View (3): vMace in 10, grows in 7.
Forestville (4): library in 2, grows in 19.
Desert Marsh (1): courthouse in 37, grows in 7.
Desert River (1): worker in 4, grows in 2.
Spacious Meadows (4): library in 56, grows in 1.
Sea (3): harbor in 9, grows in 9.
Great View (4): library in 33, grows in 13.
Barbarian Outpost I (3): settler in 14, grows in 3.
ShoreLeave (5): settler in 6, grows in 6.
Riverside (4): vGalley in 14, grows in 2.
Nana-Na-Nana (1): temple in 59, grows in 9.
Ice Camp (1): worker in 9, grows in 9.

City Production:
vMace [4] (Beijing, Irony, Macao and Mountian View)
worker [4] (Delhi, Swazi, Desert River and Ice Camp)
vHorse [5] (Shanghai, Canton, Nanking, Tsingtao and Anyang)
library [5] (Watery, Xinjian, Forestville, Spacious Meadows and Great View)
courthouse [3] (Soduku City, Hangchow and Desert Marsh)
vSpear [1] (Bapedi)
settler [5] (Bangalore, Tatung, Grapeville, Barbarian Outpost I and ShoreLeave)
rSpear [2] (Intombe and Tugela)
harbor [1] (Sea)
vGalley [1] (Riverside)
temple [1] (Nana-Na-Nana)


Military:
01 Settlers
22 Workers
07 Slaves
01 Warrior
07 Archers
11 Spears
15 Swords
16 Horse
02 Galleys
01 Army
01 Mace

Allowed Units: 23
Current Units: 77
Cost per turn: 86 gpt


Resources connected to Beijing
01 Wines
02 Silks
01 Iron
01 Horse


Wonder Races
  • The Great Lighthouse
    • Niagara Falls (Iroquois)
  • Sun Tzu's Art of War
    • Salamanca (Iroquois)
    • Athens (Greece)

International
Greece - peace
Iroquois - peace
Zulu - War


Long Term Goals
Conquer the world.

Mid Range Goals
Subdue our continent, which means killing Zulus.
Build more cities in up north.

Short Range Goals
Zimbabwe.
Read and follow my own advice.

City Build Tweaks
First, to set up the corrupt cities to more sensible builds. Rough guide 66% or more red shields.
(city, good shields / bad shields / total shields)
Sea (1/4/5): harbor -> settler in 9; wake eArcher.
Spacious Meadows (1/2/3): library -> settler in 6; wake vArcher.
Great View (1/3/4): library -> settler in 1 (lose 17 sheilds)
Soduku City (1/4/5): courthouse -> settler in 10; fishermen become farmers for faster growth.
Mountain View (1/4/5): vMace -> settler in 1.
Macao (1/2/3): vMace -> trebuchet in 29.
Bapedi (1/1/2): rSpear -> worker in 9.
Intombe (1/0/1): rSpear -> trebuchet in 21.
Tugela (1/0/1): rSpear -> rWorker in 10 (city is in resistance).
ShoreLeave (1/5/6): clown -> geek, hire 2nd geek, zero growth, settler still in 6.
Nana-Na-Nana (1/0/1): temple -> harbor in 29 (Need harbor to enjoy luxuries).
These cities are now building non-barracks units, that is, units that cannot be improved by a barracks. The one exception is Nana-Na-Nana, which needs a harbor to connect to our mainland. Without a harbor, it cannot benefit from the happiness that comes from luxuries.

Second, fix some other city builds.
Hangchow (4/2/6): courthouse -> market in 17 (a courthouse would only reduce 1 of 2 red shields. Too early to tell if a courthouse would really be a help here or not.)
Desert Marsh (2/1/3): courthouse -> library in 37 (too soon to tell if a courthosue is worth while).
These two cities may need a courthouse but until we know how corrupt the city will be a courthouse is the wrong build. Give these cities some time to grow and we can better determine if they need a courthouse. Remember, a courthouse cost 1spt in upkeep. A courthouse is most effective where it reduces corruption by 2 or more shields per turn. If it reduces corruption by 1spt, the upkeep of 1spt cancels out the reduced corruption and the net result in no change in the city's productivity.

Anyang (3/5/8) could use a courthouse.

Garrsion Units in Cities
Cycle through the cities and activate all units in cities.

Mountain View: vSpear heads NE to join SettlerThatWantsGrapeJuice. rSpear heads NW, looking to stand on a city site.
Macao: vSpear moves into Mountian View.
Irony: vSpear moves into Macao.
Beijing: vSpear moves towards Mountain View, several turns to get there.
Nanking: vSpear moves to Hangchow, to disband for the Market build.
Hangchow: vSpear disbands; adds 5 shields to the market, now due in 15, down from 17.
Watery: rSword heads to Soduku City, to disband towards the settler; miskeyed SE into desert.
Shanghai: vSpear heads West towards Desert Marsh; may disband towards library build.
Tsingtao: vSpear moves into Barbarian Outpost 1, to disband towards the settler.
Canton: vSpear moves towards Desert Marsh; may disband towards library build.
Desert Marsh: eWarrior heads toward the Zulu war.
Spacious Meadow: move vArcher outside of city; fortify.
Sea: eArcher heads towards the Zulu war.
Bangalore: vArcher moves to outside Spacious Meadows.
Great View: eArcher heads towards the Zulu war.
Desert River: vArcher moves to Desert Marsh.
Bapedi: vSpear, fortify.
Tugela: vSword, fortify.

We need units in cities on the front lines. In the core we don't need them. We do need some near the barbarians, too.

Worker Tasks
NE of Ice Camp two workers are planting a forest, one turn to finish. When chop, this forest will benefit Ice Camp. This is a good thing to do, but not right now. I'll let this complete.
NW of ShoreLeave, one worker and two slaves are making a mine, finish in 3. Stop the mine, will focus on irrigating the grass around ShoreLeave.
East of Nana-Na-Nana one worker is chopping a forest to help build a harbor, finish in 3. Makes sense; no change.
East of Anayang are three workers mining a mountain, finish in 4. This tile is worked by Anayang. I think it is a bit early, but I make no changes.
3NW of Soduku City one worker is mining a grass tile, finish in 3; stop the mine, will focus on water. Move to W of Soduku City, irrigate in 3.
South of Desert River are two groups of workers that just moved onto grass tiles this turn.
N of Desert River is a stack of 4 workers, not assigned a task.
E of Forestville are two workers and a slave, connecting a 2nd source of Iron, finish in 2. No change here.
SW of Shangha 2 workers are roading a hill. This will straighten out the path from Old India to Beijing; no change.
SE of Irony 2 workers are mining a hill, finish in 4. No change.
NE of Mountain View one slave is roading a forest, finish in 3. No change.
4NW of Mountain View one slave is roading a plains, finish in 2. No change.
In Bapedi is one slave. It cannot move anymore this turn.
In Intombe is one slave. If it leaves the city it will be captured by Zulu forces. Intombe has only 1 vSword; too risky to try anything fancy this far north.


Invention in 11
118 gold, +5 gpt
[End of Preflight]
 
Hit Enter.

[IBT 480 AD]
Greece and Egypt make peace.

Unit leaves Hlobane.
Zulu wounded galley heads home.

Irony vMace -> vMace in 5.
Swazi worker -> trebuchet in 30.
Resistence in Tugulea ends.
Mountain View settler -> settler in 30.
Great View settler -> settler in 30.

1 0490 AD

Spacious Meadsows is cranky, hire a 2nd geek, settler in 5.
Grapeville is cranky, hire a 2nd geek, settler in 9.

Slave in Bapedi joins the slave SE of Bapedi that is roading to Mountain View.
Settler in GrandView, named SettlerToOldIndia, heads towards Delhi.
Forest near Ice Camp is complete, worker move NW to road and irrigate.
Slave in Swazi, SE, to chop forest.
Four workers N of Desert River move to marsh N of Desert Marsh, to drain.

Redlined Horse in Bapedi heals.
Yellowed Horse moves into Bapedi; moved onto forest instead of plains; does not move into Bapedi this turn.
Army heals in Tugela (city will not flip, per MapStat).
Yellowed Horse moves out of Zulu territory into Tugela.
Lightly wounded vHorse South of Zimbabwe moves to the yellowed Horse outside of Bapedi.
vArcher fortifies in Desert Marsh.

vSpear arrives in Hangchow, disband towards the market, due in 13, not 14.
Disband a vSpear in Desert Marsh, library in 34, not 36.

Galley on shore finds St. Regis.

Minor Skirmishes
vSword vs. rArcher, South of Hlobane, Sword is yellowed but wins (1 of 1).
Two vSwords and vHorse reinforce that Sword.
[IBT]
Iroquois ask that our speed boat move. We agree.

Watery library -> market in 34.
Canton vHorse -> vMace in 5.
Forrestville library -> market in 25.

2 0500 AD

Slave begins forest chop SE of Swazi, finish in 8.
Workers begin to drain marsh N of Desert Marsh; 11 turns for one worker, three turns for four workers.
Workers move to road the forest 2SW of Shanghai.
2nd Iron connected; the two workers move to help with the forest road 2SW of Shanghai, the slave moves to improve around Watery.

Wounded units enter Bapedi.
Army heals.
Units south of Hlobane move East.

Galley on shore finds Niagara Falls.
[IBT]
Ten shields return to Nana-Na-Nana from forest chop.

Beijing vMace -> vMace in 3.
Nanking vHorse -> vMace in 5.


3 0510 AD

Slaves begin to road the Sugar between Mountain View and Bapedi.
Forest road NE of Mountain View is complete; slave moves NE.
Foreset road 2SW of Shanghai starts and completes.
Slave waters the desert SW of Watery.

Move units forward.

Galley on shore finds Cattaraugus.
[IBT]
Desert River worker -> settler in 30.

The Great Lighthouse is built in Niagara Falls, Iroquois.

4 0520 AD

Sugarville is founded between Bapedi and Mountain View; grows in 10, worker in 10.

rSword arrives in Great View, disbands and adds 7 to the settler build in Great View.

Galley on shore finds Tyendenaga.
[IBT]
Zulus want to talk. They have no gold and only offer Ibabanago in trade for peace. Nope.

Shanghai vHorse -> vMace in 7.
Tsingtao vHorse -> vHorse in 8.
Anyang vHorse -> vHorse in 8.

5 0530 AD

Plainsville founded NW of Mountian View, worker in 10, grows in 10. This city is not connected.

Delhi is cranky; hire geek, rush worker for 12 gold.
[IBT]
Beijing vMace -> vMace in 3.
Delhi worker -> worker in 10.
Irony vMace -> vMace in 5.
Spacious Meadows settler -> settler in 30.
ShoreLeave settler -> settler in 30.

6 0540 AD


Galley on shore finds Mauch Chunk.
[IBT]
Canton vMace -> vMace in 5.
Nanking vMace -> vMace in 4.
Xinjian library -> market in 34.

7 0550 AD

West Coast Point is founded west of Grapeville; grows in 7, worker in 10.
Camp de Grass is founded between Sea and Ice Camp; grows in 10, worker in 10.

Our Stack of Doom moves into Zululand on the hill 3SW of Zimbabwe.
It has one Army (Swords), one vArcher, 2 vSpears, 1 vMace, 12 vHorses, 2 eHorses, 3 vSwords and 3 eSwords; 25 units in all. With reinforcements on the way.
[IBT]

8 0560 AD

Stack of Doom NE.

Galley on shore finds Centralia.
[IBT]
Beijing vMace -> vMace in 3.
Bapedi worker -> settler in 30.
Sea settler -> settler in 30.
Barbarian Outpost I settler -> settler in 15.
Ice Camp worker -> settler in 30.


9 0570 AD

Our units are SW of Zimbabwe, the big battle is next turn.
Drop science to 10%, Invention in 1, +49 gpt.
[IBT]
We learn Invention, begin to learn Gunpowder.

Soduku City settler -> settler in 30.
Hangchow market -> harbor in 5.
Grapeville settler -> settler in 8.

10 0580 AD

Battle of Zimbabwe (4), Zulu Capital
Army vs. vImpi, Army wins (2 of 2).
Army 11/15 vs. rImpi, Army wins (3 of 3).
vArcher vs. rImpi, Archer wins and promotes to Elite (4 of 4).
eHorse vs. rImpi, Horse and Impi both redline, but Horse wins (5 of 5).

Good News
T580_Zimbabwe.jpg


We decide to keep the city, and The Oracle, too.

Swords and Maces enter Zimbabwe to quell resistance. Horses move to Isandhlwana, the new capital.

Jaipur II is built on the ruins of Jaipur; grows in 10, worker in 10.


Galley on shore finds Elephantine of Egypt.

Increase science to 40%; Gunpowder in 12, -4 gpt.

We meet Egypt.
We have The Republic and Engineering and 196 gold.
Egypt has Monarchy.
We build an embassy with Egypt for 61 of 196 gold.

Thebes 580 AD
Spoiler :

T580_Thebes.jpg



Thebes is defended by 4 spears and a settler.
[IBT]
Egypt wants our rowboat to leave. We agree to move.

The reisitance in Zimbabwe is over.

Nanking vMace -> vMace in 4.
Irony vMace -> vMace in 5.
Riverside vGalley -> courthouse in 27 (3 good, 4 bad, 7 shields total).

11 0590 AD

Battle of Isandhlwana (5), 2nd Zulu Capital
eHorse vs. rImpi, both are redlined but Impi wins and promotes (I think), (5 of 6).
vHorse vs. rImpi, both are redlined but Impi wins this one, too (5 of 7).
vHorse vs. rImpi 2/4, Horse wins (6 of 8).
vHorse vs. rImpi 1/3, Horse wins (7 of 9).

Good News
T590_Isandhlwana.jpg


We keep this city, too. It has four citizens, three are resisting. We hire a geek and start a worker. City will starve.

Battle of Ibabanago (4), 3rd Zulu Capital
vHorse vs. rImpi, Impi wins (7 of 10).
vHorse vs. rImpi, Horse wins unscathed and promotes to Elite (8 of 11).
vHorse vs. vImpi 2/4, this Horse also wins with no damage and promotes to Elite (9 of 12).


Good News
T590_Ibabanago.jpg


We keep this city, also. It has three citizens, two are resisting. We hire a geek and start a worker. City will starve.

We pop the goody hut on the coast and gain 50 gold.
[IBT]
Beijing vMace -> market in 7.
Shanghai vMace -> market in 17.
Canton vMace -> aqueduct in 13.

Zimbabwe starves.
Resistace in Isandhlwana is over, but everyone is unhappy, so they all become geeks. This city will stave.
Tatung settler -> settler in 30.
Resistace in Ibabanago is over, but everyone is unhappy, so they all become geeks. This city will stave.

Irquois are building Knights Templar (Chivalry).


12 0600 AD

Green Tea is founded between Jaipur II and Desert River; grows in 10, worker in 10.
Hidden Harbor is founded SE of West Coast Point; grows in 10, worker in 10.

War Weariness makes some cities upset, cycle through all the cities and hire geeks, re-assign citizens as needed. Take care of all the cities without raising the Happy slider.

[IBT]
 
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