Myth01- Training Day- Regent

Zulus are down to two cities and should be destroyed in the next 10 turns.

Zulu North
Spoiler :

T600_ZuluNorth.jpg



These forces are more than adaquate to handle Mpondo. S-SW of Mpondo are 8 units: 1 vSpear, 1 vMace and the rest are Swords, Veteran and Elite. Good hunting!


Zulu West
Spoiler :

T600_ZuluWest.jpg



These forces are too weak to take on Hlobane and reasonably hope to succeed. On the mountian North of Plainsville are three units; 1 vHorse and 2 vMaces. Let the eArcher and 2 vMaces on the road join up before beginning the final Zulu assault.
There are also some Barbarians SW of Plainsville, keep that in mind if you send a vSpear to Hlobane.
The Army is almost fully healed and should be at full health next turn. With it 2 Moves it could join in on the fun at Hlobane.


Other Items
We have 3 galleys at sea. Two have settlers aboard and are sailing northwards to unload their cargo. The third is busy exploring the coasts of Egypt.

We have three native luxuries; Silks, Wines and Dyes (near Bapedi). There might be Gems in the mountains north of Hlobane. That would be nice.

I have stopped military production in the core and begun to focus on things like libraries and markets. I think our forces in the field should be able to deal with the remaining Zulu cities. Once the Zulu are gone we can reduce the happy slider down to 10% or maybe even 0% and increase our science learning. When our current military builds complete just switch over to libraries and markets, for we need to be smart and happy. Depending on the city, we may need an aqueduct or two, also.

To get our UU we need Chivalry. To get overseas we need to know first, Astronomy and then either Navigation or Magnetism. At Soduku City, sailing due East, we have six water tiles between us and the New World.

We do need to discuss our tech research path.

In Old India we are busy irrigating and chopping forests. The good producing cities are north to the Riverside-Xinjian-Anyang-Desert River line. Cities to the south of that line are generally too corrupt for anything except workers, settlers, trebuchets and geeks.

In Old Zulu we don't know where the line of corruption is. We don't have enough cities to really tell.

We have not built our Forbidden Palace. If we get an MGL, that would be a good thing to use it on. Nanking or Irony would be places to build the FP, but it would take about 23 turns or so.
 
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CommandoBob - just played
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Ok, I have had a look and read CBob's handoff in detail.

Looks like first Mpondo, then Army (once it heals) and Plainsville stack (once it groups up) to Hlobane to stick a fork in the Zulu. That should be relatively easy.

I agree we need to discuss the research plan. After Gunpowder, methinks we should head along the Monotheism, Theology, Education, Astronomy path, to get us up to where we need to make a decision. The only decision then is whether to take the optional tech Navigation or wait for Physics and Navigation. I would think the extra tech would be better, as it moves us toward Industrial Age, and the nations on the New World continent will probably not be much of an expansion threat. I could be wrong. :lol:

Looks like I will keep expanding via settlers from Old India into Old Zululand.

I loved the conversation about how to handle corrupt cities a couple of weeks ago. That was great information. I'll have to work on applying this newfound knowledge. :)
 
I have run through two turns. I will be attacking Mpondo next turn.

Attack on the Zulu capital will be within 4 turns, and they should be done. Settlers are on their way north.

It will take me a couple days to get back to this. These turns are taking a lot longer now. :p
 
lurker's comment: Nice set, CB!

I am sometimes amazed at the AI civs:
. . . .
11 0590 AD
. . . .
We pop the goody hut on the coast and gain 50 gold.
:eek: The Zulu, an expansionist civilization, which can build scouts, allowed a goody hut to sit inside its territory, for almost 4600 years without popping it, and it was within 2 tiles of 2 of its cities. :wallbash:

. . . . I will be attacking Mpondo next turn . . .
Happy Hunting! :salute:
 
lurker's comment: It probably spawned there after 4000 BC.

Wait, goody huts do spawn, right?
 
Future Plans
Along with our research plans, here are some other things to mull over:

  1. Our Unique Unit, the Rider, is a Knight upgrade. That means Chivalry, an optional tech. The Rider is a 4/3/3 unit (Knights are 4/3/2) and cost the same as the Knight; 70 shields. Riders can upgrade to Cavlary (6/3/3). A Rider Army has a movement of 4. To build the Rider, we need Iron and Horses, and we have both connected to Beijing.
  2. Great Wonders. We'll have the time to build 1, 2 or maybe 3 of them, if we want to and need to. The rest we will have to capture. Which 3 Wonders would help us most?
  3. Where do we build the Forbidden Palace, if we don't get an MGL soon?
  4. How and when to have our Golden Age. The UU is an easy way to trigger it, but it could backfire if we weren't ready for it. Wonders can trigger it also.
  5. How do we plan to get a foothold in the New World? Not just where, but things like:
    • How many defenders?
    • How many attackers?
    • How many boats to move them across?
    • How many initial waves? (settler and some number of units on Turn1 and on Turn 2 more units unload in the newly built city)
  6. Conquest or Domination Victory?

Once the Zulu are gone we'll have a chance to consolidate our gains, spam out settlers and prepare for the wars overseas. We will need Astronomy, and the ability to surive in sea tiles on the IBT, before we can safely consider mounting an invasion across the oceans.

But beyond that little fact, the game is ours to lose.

How do we plan to win?
 
Great Wonders. We'll have the time to build 1, 2 or maybe 3 of them, if we want to and need to. The rest we will have to capture. Which 3 Wonders would help us most?

Try Leonardo's Workshop, Smith's Trading Company, and either of the two Science doubling wonders (Copernicus and Newton).
 
For wonders:
Nerd-wonders (Copernicus and N.), into same place. (nice to have 400 BPT)

Smiths trading (sure 'bout this?) I don't see this as very useful.

Leonardo - We mass knights, then cavalry.

About invasion

(1.a)Look for country with smallest culture and that is nearest to us,

(1.b) move boats from its territory to someone else territory, then declare, land, raze near-sea-towns, build ours.

(2.)I'd say atleast 2 settlers, I'd prefer 4, maybe 6 (to join with first few cities= lower risk of flip (more native citizens)).

(2.a) Build 2 towns, into places of razed towns (or onto hills).
(2.a.1) fort. musketmen into towns

(2.b) Cashrush walls next turn rax, then either courthouse or harbor (incase of flip)

(2.c) Wait enemy to charge at cities, "take care" of wounded enemy soldiers with our cavalry (or knights).

(3.a) Get MA against foe, with most nations on continent. (after enemy has most of its units towards us)

(4.a) use newly founded towns to raze enemy towns and get ship connection to mainland (to transport troops)
õ
(could you explain what you mean under unload on turn one and turn 2?)
SO:
Min. 2 best defense units per city. (2 musketmen per foothold)
2-4 settlers.(4 settlers)
~ 3 offense units per 1 foothold. (3 knight per foothold), to take care of enemy troops around footholds)

~6-8 units per enemy town that is planned to capture(we are bound to lose some).
~As many rock throws as possible (atleast 1 def unit per stack).

so if we make 2 footholds:

4 + 6 + 16 + rockthrowers + rock guards = 26 units + cats would be minimal to conquer foothold, atleast in my regent games. This is not ment for offense party, but to secure foothold and maybe raze some more cities, besides for building foothold.

I'd send atleast 3-4 defense units per foothold, but :)

Allies on other continent are good = less enemy units coming towards us, but try not to pick too powerful allies, or they get even more power.

These forces should last ~8 turns, means we have enough time to start ferring units from mainland.

Good enough?

Forbidden Palace
Any town that has decent chance getting iron and coal into its area. or has high production per turn.

[victory]
Conquest, what'd be sweeter?
 
One quick warning note. The Iroquois are likely to show up and start claiming land on *your* continent. They are expansionist and they take that trait very seriously :lol:

You have that unclaimed peninsula that would be like a magnet to the Iros.
 
Smiths trading (sure 'bout this?) I don't see this as very useful.

lurker's comment: Trust me on this one, it saves you a ton of cash. Why? It makes Harbors, Marketplaces, Banks, Stock Exchanges, and Airports free. Harbors are a must in every coastal city, Airports are extremely useful to have a couple of if you get that far in the game, and Marketplaces, Banks, and Exchanges are a must in every core city. End result: It saves you a large amount of gpt.

Conquest, what'd be sweeter?

Agreed, Domination is easier but Conquest is more fun.
 
lurker's comment:
One quick warning note. The Iroquois are likely to show up and start claiming land on *your* continent.
That they may.

They are expansionist and they take that trait very seriously :lol:
Ummm, not any more. In C3C, they're agricultural and commercial.

You have that unclaimed peninsula that would be like a magnet to the Iros.
That it might. It looks like Greece & Egypt are their neighbors. I would expect the Iros to out-expand them pretty quickly. The Greeks or Egyptians might be able to fend them off for a while, but I'd expect the Iros to be the most likely candidate (of the ones we've seen) to be a powerhouse on the other side of the pond.
 
Holy cripes. I completely forgot about this when I left, glad to see ya'll are doing so well!
 
Ummm, not any more. In C3C, they're agricultural and commercial.

lurker's comment: Yeah, far better trait combo than Exp/Religious.

but I'd expect the Iros to be the most likely candidate (of the ones we've seen) to be a powerhouse on the other side of the pond.

Agreed, the Iroquois are one of the better of the game's civs, whether they ar being controlled by a human or by an AI. They, along with any other civ with the Agricultural Trait, tend to be the most likely to be the KAI.
 
lurker's comment: Thought I'd delurk for a while to comment on the other lurker's comments.

lurker's comment: It probably spawned there after 4000 BC.
Wait, goody huts do spawn, right?
I've never seen a goody hut spawn. don't think it happens.

Quote:
Originally Posted by Northen Wolf
Smiths trading (sure 'bout this?) I don't see this as very useful.

lurker's comment: Trust me on this one, it saves you a ton of cash. Why? It makes Harbors, Marketplaces, Banks, Stock Exchanges, and Airports free. Harbors are a must in every coastal city, Airports are extremely useful to have a couple of if you get that far in the game, and Marketplaces, Banks, and Exchanges are a must in every core city. End result: It saves you a large amount of gpt.
I tend to agree with Choxorn. Smith's can be a real money-saving wonder, if you can afford the shields to build it.

One quick warning note. The Iroquois are likely to show up and start claiming land on *your* continent.
The AI knows exactly where the unoccupied land on your continent is, and will show up with settler pairs as soon as it can safely travel across the open water. I don't know if that's sea, ocean, or both between you and the other continent, but you're safe until they can cross that.

 
You have that unclaimed peninsula that would be like a magnet to the Iros.
It will soon become a Geek Haven, after we populate Old Zulu. We might get lucky and promote some Veterans to Elite as we clear out the riff-raff north of Desert Marsh.
 
Guys, you'd better skip me on this one too. Don't have as much time as I thought.

I did play through one turn and two IBTs the other night, so here is the log for those. The file is attached.

Hit Enter.

IBT:

Greece and Iroquois sign peace treaty.
Zulu rArcher moves west-northwest from Mpondo, toward Intombe.
Tsingtao vHorseman -> Library in 20.
Ibabanago starves.
Anyang vHorseman -> Library in 27.
Order restored in Ibabanago.

Hiawatha has big plans:

IroquoisSisChap.jpg


Turn 1:

An eArcher wakes up in Isandhlwana. Not sure what to do with him, so I move him out of the city one square.
Worker in Nana-Na-Nana completes road. Move one NE and start mine. Harbor in Nana-Na-Nana completes in 6.
Spy an Iroquois galley 3 east of Nana-Na-Nana.
Many workers come available. Reassign them to irrigation or mining as appropriate (i.e., irrigation in corruption-rich cities, mining in producing ones).
Move stacks around Ibabanago toward the new front.

IBT:

Forests harvested around three cities. Couldn't catch the names or sites.
Galley to the west of the mainland (with settler) was attacked by barbarians and won.
Zulu archer moves one closer to Intombe.
Sugarville Worker -> Worker in 10.
Ibabanago starves. Size 1. Change clown to geek. Zero growth.

Note to self: get workers up to this area to connect road network. We only need four road tiles to connect the four cities in the extreme northeast.


Sorry about that, folks. I am just strapped for time.
 

Attachments

Guys, you'd better skip me on this one too. Don't have as much time as I thought.

I did play through one turn and two IBTs the other night, so here is the log for those. The file is attached.
...

Sorry about that, folks. I am just strapped for time.
No problem, we all understand about Real Life. We'll get back to you before you know it.

Roster:
Yahya - just played
Northen Wolf - UP!
ngraner42 - on deck
CommandoBob - warming up
 
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