Discussion in 'Civ3 - Stories & Tales' started by Sandman2003, May 29, 2004.
Great, I liked your previous story and this looks also very good .
Yeah, this is good stuff. Especially "Or perhaps there is something to be said for whatever this Jaguar fellow is smoking." That was great
Good luck on your conquests. By the way, how are you gonna handle it when you have to do an invasion of a Civ on the other continent? That's gonna be really tough on any difficulty above Monarch.
I don't think that it will be as tough as you believe. The Ai on the other continent are in an allout war, so they are using their productive advantage against one another. As long as I land with a large enough combined arms SOD, I should be fine. We will probably see soon.
Reorganise all cities with the new spices, and then sell some to the Mayans. The best price was available from the Sumerians, who are now fascist by the way, but I suspect that I might be at war with them soon...
Seige of Cataractonium - Cataractonium is a size 4 city, and within reach of our numerous remaining cavalry units. The order is given, and as the first regiment nears the city, it is clear that vet rifles are defending. So what? Charge! For the loss of one cav, the city joins the Dutch.
This brings us another source of saltpeter that we then onsell to the Byzantines. The Celts are still not ready to play ball with a big enough discount on Nationalism for peace, even though they are now down to 6 cities! Our MA against the Celts with the Aztecs expires this turn.
980AD - Seige of Tlatelolco (current Celt capital, size 12) - Once again the bombardment is sufficient to redline all defenders, and for the loss of an elite knight and a vet MI, the defenders are swept aside.
990AD - Seige of Thebes (new current Celt capital, size 11) - The yellow force has a much smaller supply of artillery, so the defenders are only reduced to the yellow line. However, 4 cavalry regiments are all it takes to liberate Thebes!
We take Giza as well, and now the Celts have three cities!
We sell Abu the old tech physics for a much needed fifth luxury and some cash. We can now lower the lux slider to 10%. That is worth 84gpt.
IT - As I had left only one cav defending Cataractonium, the Celts manga to send out a cav and recapture it. This insult will not survive long, swears William.
1000AD - A cav charges out of Tula and recaptures Cataractonium, getting promoted in the process!
Seige of Alexandria - We only have three cavs in range, but the order is given anyway - Brennus must pay for his daring raid on Cataractonium. Two cavs fall in this assault, and though there remains only a cav unit, we have insufficient attacks left to finish the job.
War weariness is up another notch - is it worth it to push on? The Celts are the sole cause of this as we are only at war with them. There are various techs that we need to stay in sight of the Sumerians, not least of which are Steam, Nationalism and Medicine. They may also have Communism and Espionage for all we know. A safe steal is just over 3000gp from Sumeria, but a bit less from eg the Byzantines who have Nationalism. Our economy is going to be struggling to get the gold to do any of these steals with an almost 60% war weariness cutting in.
On the other hand, if we were to make peace now, without the war weariness we could get 300 - 400 gpt, and so start clawing our way out of this tech hole. The continued war with the Celts is not going to eliminate them anytime soon, because one of their cities is buried beyond our easy reach. On the other hand, peace will not give us an acceptable discount on Nationalism, but we could pick up one of the remaining three Celtic cities.
On our continent, besides the Celts are the Aztecs, the Persians and now the Byzantines have founded a sole city, although the Byzantines are primarily based on the other continent. The Aztecs and the Persians have nothing better than knights and muskets, but the Aztecs do have an MPP with the mighty Sumerians. Also we have no direct access to Persia, except through the Aztecs, so if we were to fight another war, it should be the Aztecs. ALso our troops are already right on the Aztec border ready to go. Only issue is that MPP. It is not so much that William fears the Sumerians, as they would have to do a landing to attack, but it would end the ability to steal tech to catch up. Thus it would be preferable not to trigger the MPP, until we at least have Espionage, if possible.
Anyway, having analysed all that, it appears clear that peace with Brennus is sensible. We can only get close to a deal for Alexandria, so we give up on that and go for cash. We take all his cash and 65gpt. After managing all the cities we now earn almost 400gpt!
1010AD - What is Brennus up to? He has marched a longbow and a conscript rifle into my territory by Entremont. Is he ready to break the fragile peace already, and ensure his won further destruction and humiliation? Sell iron to the Byzantines for 23gpt.
IT - The Celts wisely chose no to attack, but still press on into our territory!
1020AD - We are now earning 517gpt, and can do a safe steal from Sumeria for about 3300gp. William sells ivory to Sumeria for World MAp and 686gp, this means that we will be able to steal next decade rather than in two decades time. What to steal - clearly steam. The advantage of the strategic railnet, and boost to the economy is more valuable than being able to build rifles. In any event, we can probably trade with the Byzantines to get Nationalism with steam.
We note that the Aztecs seem to have caught up in tech, but they lack saltpeter, so hence at the moment can not make cavalry. The Persians are behind Chemistry.
Perhaps next war will spawn a few more leaders! Rotterdam starts on the military academy. All our gold and 370gpt allows us to buy Steam from the Sumerians, or we can try a safe steal at 3220gp. Hmm tough decision, not! Our agent is caught! It will take a further 6 turns to try again.
1050AD - We renew our silks for furs deal with Smokey, but we have to cough up about 250gp, so this may delay getting steam by a turn. The Aztecs are marching about 12 longbows up through the new Netherland territories to try and take Alexandria.
IT - Brennus comes asking for an MPP and ROP. I don't think so Brennus. You make your own peace. It is alright though, we are going to smash the Aztecs soon in any event, whether you survive or not, if that makes you feel any better Brennus?
1070AD - The Mayans now have nationalism.
1100AD - We can finally try a steal attempt again. We succeed and take steam. Min research on ironclads. It appears that the Sumerians are researching electricity, no doubt they are after replaceable parts and infantry! Steam is not enough to trade to either the Mayans or the Byzantines for Nationalism. They obviously value it too highly! At least now we can start on our strategic railnet. Alexandria has fallen to the Aztecs! The Aztecs now have nationalism as well, and their MPP with Sumeria is still in place!
There seems to be only one coal on our entire continent. It is within our borders, but it is not hooked up. Actually, the Aztecs have a source too, also not hooked up.
William is in his war room (again) receiving the latest intelligence reports from the front. There is clear evidence now that the Aztec are fielding cavalry units in the field of battle. "Our advantage against them has disappeared whilst we waited hoping for the MPP with the Sumerians would end. The MPP should expire within the next decade or two, giving us an opportunity to strike. Our military is still rated strong versus Montezuma's, and if ever we needed a reason to war, he trespassed our sacred Dutch territory with almost Henry-like impunity. They must be punished. Much of the Aztec offensive force must already be within our territory, and near our major strike force, the still assembled yellow force. We should track these intruders, and be ready to destrot them at a moments notice."
The military advisor urges some caution, because the new territories on the Aztec border are lightly defended, often in fact by cavalry. Also the border with the Aztecs is very wide, 8 cities in fact as can be seen by this map:
He asks of William, "How far off getting our very own trained rifles are we?"
"Our Swiss Mercs have defended the nation well to now, and will need to continue to do so for a few more decades. In six decades we should be able to steal another tech off the Sumerians safely. We will take medicine, and then trade to the Mayans or the Byzantines for Nationalism. If we are on the offensive, we will have less need for the power of rifles!"
We are already the largest civ, although we are clearly getting cramed by the mighty cutlure of the Sumerians! On score, we are now third behind the Maya and of course the Sumerians. On power, we are looking good, but the last few years have seen an infrastructure push rather than military, plus we don't have rifles yet, hence the dip in our relative rating.
To clear our continent, the Celts now have only one city (and they are paying us 65gpt, so it is best they stay alive for a bit), the Byzantines have one city, the Aztecs have 15 cities and the Persians have 6. So an Aztec war followed by a quick mop up of the Persians would work well.
The Mayans now have steam, so trading with them will not work, it will have to be either the Byzantines or the Aztecs. The Sumerians are also up Industrialisation on us, and everybody else!
IT - Abu wants an alliance against the Portugese. We know Henry is an annoying SOB, but he has already been neutered, so forget it.
1120AD - The Sumerian/Aztec MPP still exists. The Sumerians have also started Universal Suffrage.
1130AD - The Sumerian/Aztec MPP still exists, maybe they have renewed it - bother. All our gpt payments to other civs have dropped off, and we now earn almost 700gpt. That is a steal every 5 turns, as long as we are not at war with the subject of our steals! And that is why the MPP is working for the Aztecs.
1140AD - OK, the MPP is still there. Maybe it is time to look at the Persians instead of the Aztecs, so that we are at least using our military! Coal is connected, the railnet can begin!
1160AD - We know have the gold for a safe steal attempt! We succeed and take medicine. I must have destroyed my rep somehow. Anyway, we sign an ROP with the Aztecs. We can get close to a deal with the Aztecs, but at best with the Byzantines it is doubtful (the trade for Nationalism). Maybe a bit more cash will be enough to swing it!
1170AD - It is daylight robbery especially to a power that we want to smite soon, but it is cheaper than a steal, so
Xerxes has exposed 4 knights and an immortal to our advancing SOD. Three elite cavs and one elite MI victories - no leaders plus the knight army victory later, the coast is clear.
IT - This wasn't part of my plan!
Thebes sole Swiss Merc is unable to repulse the Aztec cavalry and falls. Verulamium also can not withstand their evil assault.
1180AD - The Aztec/Sumerian MPP is no longer in force. Maybe we should have just been patient. Still our forces are now amongst theirs, so bring it on you traitorous Monty! In retaliation to the Aztecs disgraceful surprise war declaration (while they were in our territory), we take Cempoala, losing one cav in the process! Monty, we are going to prioritise you over Xerxes! Look out, you have made William severly annoyed.
The one thing that would upset our plans for world domination would be Sumeria being dragged into the war against us. Therefore, we will bring them in against the Aztecs, not that I think they will actually do anything useful against the Aztec menace. It costs us spices, but we also pick up a further 12gpt.
IT - Lapurdum, defended by a lone MI and unable to get supporting troops there, fell to an evil Aztec cav attack.
1200AD - We are only rated average vs the Aztecs militarily!
1210AD - Cataractonium also falls to the evil Aztecs! It is ok, we are consolidating our position further east of here!
1220AD - On the third decade of continuous assaults on Teayo, after Aztec counterattacks wittled down our assault force, finally we get this:
Teayo then joins the glorious Dutch. Willem Jansz, our new military leader then steps into Teayo and forms the first cavalry army. This new army immediately goes out and kills an Aztec longbow. The Aztecs have fallen into anarchy, but we are still only average compared to them!
1220AD cont - In the north we have finally been able to reinforce a city, Tula, with a vet rifle. It is still touch and go whether they can hold out, but at least it will cost Monty. We also change the courthouse to walls. This will complete next turn, and cost Monty even more. Memphis is also swapped to walls.
The war front:
We have the Aztec core in a vice, being attacked from two sides. The northern cities will be corrupt, and of low productivity, at least for a while. What we take in the south is of far more importance to Monty, than what he takes in the north. The old red force is advancing towards Calixtlahuaca. The yellow force will now advance to Atzcapotzalco.
IT - Xerxes comes looking for peace, but he is rebuffed.
1230AD - War weariness is starting to hurt, it is up around 38% again. Damn representative governments!
Seige of Atzcapotzalco - there is only a reg rifle showing as our units move into position. Forget waiting for the cannons! The cav army chrges out of Teayo, killing the reg rifle and then a vet musket. The knight army finishes the job, killing a reg musket.
The Aztecs are now a monarchy, but we are stronger then them. There will be a nervous interturn as some of our units are left exposed.
IT - The Aztecs sign a trade embargo with the Ottomans against us.
1240AD - We kill a couple of rifles that Monty generously left in the open. At Calixtlahuaca, the best unit he has showing is a vet pike! Two cavs attack, one is retreated, the other takes the pike, leavign a reg musket! No this time! We redline another rifle in the open, but our cav impales himself on him. We furthr reinforce Tula, with another rifle and two cavs, and kill a passing Aztec longbow.
IT - Sumeria drags the Persians into the fight against Monty.
1250AD - Seige of Calixtahuaca - The cannons almost redline all, leaving a 2hp musket. The elite knight takes care of this. 3 MIs finish the job, no losses. Xerxes has a few knights threatening our lightly defended cities. We can afford to give him 20 turns of peace while we finish off Monty. We take peace and 9gpt from him.
1255AD - We have been accumulating gold these last few turns, and are ready for another steal attempt. We notice that the Sumerians are study Scientific Method, so we take electricity. We do not want the Sumerians to build Theory of Evolution! We start work on a palace prebuild in Rotterdam, this too may prove to be too late!
Seige of Xochichico - The artillery barrage doesn't quite redline all, but it does enough. In between the two armies' attacks, one elite cav attacks, but no leaders. No losses either, and Xochichalco is now part of the Netherlands. I believe that this has severed Monty's horse supply.
We now have two forces heading down inot the Aztec core, and a third, the victorious force from the west is turning northwards.
IT - The Aztecs ask for peace, but are not willing ot throw in a single city! Forget it Monty, I want to rid the world of you!
1260AD - Most cities are rioting!
1260AD cont - and now I realise why we got so much rioting. Monty sent a musket onto our spices and pillaged one of the two. The other is traded away, so he has just cost us a luxury!
William decides to push a bit. The wounded (9/13) cav army charges up to Verulamium. A vet musket defends. The order is given. There is a desperate moment as the army takes hit after hit, but eventually the musket falls, and he was it! The army takes Verulamium!
IT - Sumeria brings the Mayans in against the Aztecs.
1265AD - Tenochtitlan is briefly beseiged, but there are insufficient troops left to bring it off. Likewise at Lapurdum.
IT - Major war catastrophy - the evil Aztecs manage to find enough force to kill off our remaining units in the SOD by Tenochtitlan and capture many cannons. It is now going to be much harder to take Tenochtotlan!
1270AD - Seige of Lapurdum - The knight army attacks first. The rifle fire is proving very accurate. Hit after hit is taken by the army. In fact it is almost destroyed! Then a cav goes in but is destroyed. Finally, the cav army is brought up and charges in. Lapurdum finally falls.
IT - Lapurdum, protected by a rifle, falls to a lone cav attack!
1275AD - War weariness kicks up again! Our cav army retakes Lapurdium. Lax tux is cranked to 30%. Sumeria now has replaceable parts, and infantry! They are continuing to streak ahead of everyone else!
IT - As if they needed a further boost to their tech knowledge, the Sumerians are building ToE!
1285AD - We are held out of the core city, Teotihuacan, but we retake Catartonium with our cav army.
1290AD - We push the cav army north and grab Alexandria. The Sumerians have taken two of the northern Aztec cities to get a footprint on our continent! We are again held out from Teotihuacan. We attempt to steal off the Sumerians, but our agent was caught!
1305AD - Finally, after bringing up the knight army, and using a stream of reinforcements that are able to get to the battle quickly due to our railnet, Teotihuacan falls.
We push on further south, to the gates of Tlaxcala and viryually redline all the defenders. The sole 2hp rifle is destroyed by our knight army. Then the elite knight is sent in. This time though, the defending marksmen are too good, and the knight is no more! The cavalry is able to finish the job. With much of the railnet now built, reinforcements are able to be rushed to the front quickly.
1330AD - Malinalco is next. With the help of our frigates, the defenders are all redlined. The order is given to the cavalry at the rear first. Then we realise that there are elites in Teotihuacan that can reach this theatre of war. The first elite goes in, and
Immediately the leader forms the second cavalry army. The elites continue the assault, and Malinalco joins the Dutch.
Without waiting for the cannons to moveup, the order is given to push on to the capital. With all our cannons in the capital, any force that draws within range, and sits there waiting for cannons to ready themselves will be severely depleted before being able to make their assault. With Malinalco under our belt we have sufficient units to make a direct assault.
The first up is the first cavalry army. It destroys two rifle defenders. I screwed up the creation of the second cavalry army, and it is not in position to attack, so the knight army goes in. The defenders obvuiously have their aim in, because the knights take hit after hit, but finally prevail - down to 4hp. Then it is the turn of the vet cavs. The first three go 3-0, before there are two retreats and a death. Finally, as the last available cav unit moves in...
We also got the pyramids.
We now have enough gold for a steal (3600). We note that the Byzantines and the Mayans have Scientific Method now, but we need Industrialisation first! We steal from the Sumerians, and our agent is caught again!
The Aztecs are down to 4 cities, and it is a race against time to take them before the Sumerians gain a bigger footprint on our continent.
IT - The Arabs take over Gergovia. The Celts now have just one city left.
1335AD - There are seven Sumerian cavalry regiments racing down the continent to try and grab Aztec cities. We move our cavalry into place. The rest of this Aztec war will be done without cannons, even at the risk of a higher casualty rate. Montezuma's cities will join the Dutch!
1340AD - Without loss, Texcoco falls giving the second cavalry army some action, and in the clean up around the city...
There are some small wonders we want to build, like the Intelligence Agency and the SPHQ, but we neither have the tech, nor the government to do this right now, so to preserve our leader making capability, Henry Hudson becomes another army, soon to be the fourth cavalry army.
IT - The Sumerians complete the Theory of Evolution. They are certainly starting ot look very nasty!!! They may well win by culture. Certainly on tech they remain well ahead of the bunch.
1345AD - The Sumerians have taken one of the southern Aztec cities. The Aztecs have been reduced to two size 3 cities.
IT - Tlacopan holds off a Sumerian attack, just.
1350AD - Tlacopan falls to our knight army. The first and third cavalry armies push through, and with the help of some vet cavs, Dariush Kabir falls. The Aztecs are no more! In a move to prevent the Sumerians taking another city on our continent, we decare on Brennus. The final Celtic city, Tyre is within range of our force, now that we have Dariush Kabir.
When it rains it pours....
As we are no longer at war with anyone, we will keep Willem Jantszoon for a small wonder rush.
At least you have more people and a larger nation than the Sumerians. If you had a greater income, you'd be able to apply alot of the luxury tax dollars to science and be able to catch up. However, if that doesn't work, start World War IV (You've had three World Wars so far; The Millenia War, The War of Portugal, and the War of the Celts). You've won all three and established international military supremecy, but your units are less advanced than those of the other nations. I'd reccomend you devote as much as you can right now to research, then switch to Communism so your conquest would be easier. As I said, you still most likely outnumber the Sumerians unit-wise, so declare war on them with the world behind you. Just a thought, I've really enjoyed your story and thought I'd try to help out.
Watch out for Sumerian Culture, it's pretty big. Though it won't win at this rate, its cpt should go up with conquests and time. It might be best to take them out now.
Edit: Nevermind!!! At its current culture per turn, Sumeria will win in 110 turns (450 cpt) without taking into account any culture doublings or new cultural buildings!!!
Thanks for the input biggamer. I am itching to go after the Sumerians, but I woudl like to have infantry and be in communism with a SPHQ, and therefore espionage, so I can continue to steal techs.
Thanks for the input Yom, but don't they need 130000 here - we are on a large map! That gives us 176 turns, although, no doubt their culture is accelerating. Don't they also need twice the culture of any other civ? While ours is no risk to them winning, the Mayams have a fair bit:
Our prebuild for the ToE may as well build something useful.
1360AD - In peace we are earning almost 900gpt. We have techs to catch up. We need to consider a switch to communism, and we are behind in tech, but only to Sumeria. They have replaceable parts, industrialisation, democracy, scientific method, sanitation and fascism over us that we can see. The Maya and the almost dead Byzantines have scientific method, and the only tech that anyone else has that we don't is democracy or fascism. We now have 3999 gold, and even though the last two steals failed with our agent being caught and not pleasing the Sumerians, we must try another safe steal. We fail again! But this time we do not raise suspicions. That is three failures in a row. I have never had such bad luck on stealing.
IT - Sumeria comes looking for an MPP and ROP. Forget it. Definitely no to the MPP, and if I give you ROP, you will fill in all the holes on this continent with your settlers. So no for now. After some culture expansions, maybe, but by then I will probably want to kill you...
1370AD - The Byzantines and the Ottomans have both come looking for MPP and ROP - I don't think so guys! The Sumerians are caught attempting to plant a spy. I think they must have espionage!
1375AD - We now earn 957 per turn, and can try stealing again in two. Ironclads will come in at min in 10. This will be researche dby us alone (so far), but will give us a great help defending our shores from landings until destroyers.
1385AD - OK, we can afford a steal attempt again. I am not sure what I will do if we keep failing! We succeed and take industrialisation. The Maya now have Santitation, so we trade for Industrialisation and pick up Wines 19gp and 6gpt. Industrialisation, world map and 21 gp gets us Scientific Method form the Byzantines. No one else has anything worth trading. The visible techs that Sumeria now has that are worth stealing are replaceable parts, the corporation and espionage ! We change over some Library builds to Factories. It is going to be a while longer before we are going to self research! (We have very few knowledge improvements at the moment, so better to steal if we can).
We rush a couple of courthouses in the new Netherland territories. We need to get these areas productive, ready for communism, and into some border expansions to fill in territory.
1390AD - Spend about a third of our income rushing two more courthouses.
1400AD - Sumeria now has Atomic Theory as well. The infrastructure push continues. The Maya are in democracy and have replaceable parts now. We can steal off the Maya for 3400, but it costs 3900 to steal off Sumeria. The Byzantines are now irrelevant, and will probably continue to be so. The plan William has in mind now is to steal espionage, revolt to commie, sign MPP with the Maya,, steal replaceable parts, declare war on the Sumerians.
IT - Talk about prescience. The rampaging Maya have destroyed the Byzantines!
1410AD - Xerxes thinks we might give him medicine for democracy, hahaha. We fail to steal a technology off the Sumerians! We can try again in four turns.
1415AD - We do not renew our ivory deal with the Sumerians for cash.
1420AD - Ironclads comes in. We shall start assembling a fleet to protect our shores. The Sumerians are now building Hoover. We check what we can get with Ironclads and decide it makes more sense to trade. Ironclads, world map and 649gold gets us Replaceable parts from the Maya. When I tested the trades before doing them, Ironclads got us Espionage straight up. Now it takes world map and 2661 gold to seal the deal with the Sumerians!
We don't have rubber ! The Mayans have a spare, the Sumerians have one, but we do not. The only rubber on our whole continent belongs to the Persians, or I can launch an assault on the backward Ottomans, because their island has rubber. I knew there would be a reason to smite Xerxes!
At least it is close to our shared border.
Make the war with Persia quick, eh? It's never fun watching the mother country beaten to a pulp, even in a game. Anyway, my advice:
-The Persians have an obsolete UU, so you'll only be facing standard game units.
-The Persians must be a democracy (since they offered to trade it to you) so any dragged out war will hurt them more than you (switch to Communism before the fight).
That's all I know from what you've said.
Biggamer - whatever happens in the war, it will be over quick - they only have 7 cities. Strategically I need it to be quick as well. And you are right, they are a democracy.
William has been called to his war room by the military advisor. After a much needed infrastructure push that has seen gpt rise from 500 to over 1000, he is pleased to be returning. William has been advised of the lack of the necessary rubber resource for the manufacture of these new much more powerful infantry defence units.
The briefing begins with the military advisor appraising the strength of the Persians. They are in a democracy, we are rated stronger militarily, although they do have both rifles and cavalry. Finally, the key issue surfaces. The best assault path is through Arbela, unfortunately Arbela requires a movement four unit to attack on the turn of declaration. This would mean only the cavalry armies, and only for a total of three strikes. This will not do.
To correct this error, the courthouse in Tyre is abandoned in favour of a temple which is then rushed. It will take 5 more turns before the border expansion allows the assault to commence.
1445AD - We sign a straight up deal with the Maya for MPP and ROP. This is our insurance policy, in case the Sumerians get dragged in by the Persians. If they do, at least we get world war IV out of it!
1450AD - Finally the borders expand bringing Arbela into range. Some workers are rushed to the front to ensure there are rails right to the border, we check to ensure all troops are clear of Persian territory, and then William calls the Persian envoy. William explains the virtue of a united continent, and suggests that they join the glorious Dutch to this end. The offer is rejected of course, and war is declared!
Seige of Arbela - The knight army is first, but only just kills the first vet rifle. The third cavalry army is next as the weakest army (12hp), and it takes out another vet rifle. Then the vet cavalry charges in. Finally an elite cavalry is the best defender. The third knight army strikes again. A couple more vet caV attacks and Arbela, complete with its precious rubber resource is ours!
This brings Sardis into range. As we have upgraded 6 cannons to the new artillery units, and these units can be brought within range, they are.
Seige of Sardis - The new artillery rings out. The bewildered defenders are struck with powerful shells from afar, and are almost thrown into complete disarray. The vet cavs are sent in, but one staunch yellowlined rifleman retreats one cav, then kills another. The second cavalry army now makes its appearance on the battlefield, killing this rifleman. Then the best defender is a cavalry unit. The second cavalry army continues the assault, and finally a few vet cavs finish the job.
This brings Persepolis, the capital, into range. However, no more artillery is available so this will have to be done the hard way.
Seige of Persepolis - the first cavalry army is sent in first. It kills one unit, and then almost dies on the next, being retreated with one hp left. Then it is the turn of the individual cavalry units as there are no armies left. Ultimately, the Persians put up a good fight and kill four of the attackers, and it is with the last available cavalry unit that Persepolis finally falls.
The Dutch reinf0orce these new holdings as well as possible. In the case of Persepolis, only the cavalry are able to defend.
IT - The Persians attack Persepolis, thus triggering the MPP with the Maya. BUt the Persians can only muster two cavalry, and they are driven off after killing one defender.
1455AD - Most units need healing urgently, but there is a slightly viable assault available on Bactra (size 5, was size six so there is at least one conscript there). It is possibly viable because we can move the artillery to within range. There is a vet rifle defending.
There are also two Mayan cavalry units on our continent. It is nice of them to offer, but really we do not want Mayan interference, we can handle Xerxes ourselves. Therefore we cover his units like this,
We don't want the smokey man's troops getting themselves injured. (Actually, we don't want him accidentally conquering Persian cities, they are rightfully Dutch!)
Seige of Bactra - two vet cavs attack, two dead rifles, then an immortal unit is revealed. An elite cav charges in but instead confronts a cavalry unit. We then are left with 3/4 units, but decide to push on. This proves costly as two cavalry fall, but finally Bactra is part of the Netherlands.
IT - Two Persian cavalry attack at Arbela, but are both destroyed.
1460AD - Seige of Pasargadae (new capital) - we are unable to get artillery within range, the third cavalry army and the knight army can attack and be supported by about 6 fully healthy cavalry, so the order is given. The third cavalry army kills two vet rifles. The knight army kills one, then the individual cavs attack. Again the Persians put up stiff resistance killing three cavalry units, but Pasargadae falls!
We are starting to suffer some war weariness, but this conflict should be over within 15-20 years (3-4 turns), so we press on.
1465AD - Antioch is out of range of all but the cavalry armies, so it is set up for next turn. The armies do knock out two defenders in the interim. The other Persian city of Sidon is set up for an artillery barrage next turn.
IT - I accidentally leave a cavalry unit exposed, and the Persians seize the opportunity to attack and kill it. That makes nine in the campaign so far.
1470AD - The smokey guy really wants to be a part of this action.
Hopefully we can finish Antioch before he lands. And indeed it does. Antioch falls without loss. Only Sidon remains.
Seige of Sidon - Sidon is with range of move three units. The artillery has redlined all defenders, so the order is givem. The knight army is first to the scene. Then it is the turn of the vet cavalry. We lose another, but
William and his advisors are celebrating the crushing of Xerxesin the war room. But there is a serious side to events as well. The immense juggernaut that is Sumeria must be dealt with! And so, plans are being discussed.
Here is the new world map:
The orange is the Netherlans' territories - predominantly on the home continent with a lot of border expansions required to fill it out. There is one city on Portugals island to the NE of the Netherlands. On the Netherlands' continent the Sumerians have conquered 4 cities of previously Aztec origin. In addition, Henry conquered the old Celtic city of Gergovia on a little pennisular in the south.
Portugal is a democracy of eight cities, and does not even have Chemistry, so they can be all but forgotten.
On the other continet are the Sumerians, the Mayans in dark blue, and the Arabs. These three are the remaining world powers in competition with the Dutch. Both the Sumerians and the Mayans are stronger militarily than us, with the Arabs average as against us. We are ahead of the arabs in tech, the Mayans are up fascism, but we are up espionage, and the Sumerians are an unknown distance ahead of everyone else.
Also in the game still are the Zulu and the Ottomans. The Zulu have a single city on the Sumerian continent, and have two cities on an island shared with the Maya, and two cities on an island shared with Portugal. They are rapidly falling behind and can be forgotten.
The Ottomans are in an even worse pickle. They started on a resourceless island and are not even up to gunpowder and Chivalry. Their quaint little empire consists of six cities.
We are the biggest empire and clearly need communism to make it reasonably productive and to ensure we can fight the next great war without worrying about a restless populace. Imagine, we got to over 20% war weariness against the Persians, and that conflict was over in 5 turns!
Also the Sumerians continue to threaten culturally, so time is running out.
IT - The Sumerians complete Hoover in Ur.
1475AD - OK, we have 1195 gold and are earning 1111gpt. Time to revolt, lets end the peoples' representation and bring back the whip! We draw 7 turns of anarchy. Lets hope that our MPP is enough persuasion to Gilgamesh so that we don't war until we are in communism.
1480AD - We make 49gpt in anarchy - happy days! We found a city, Zwolle, to help fill in a gap.
1490AD - The Maya have now picked up Atomic Theory. 4 turns of anarchy to go.
1495AD - Ottomans and Zulu sign an MPP in the pact of the minnows.
1510AD - The new Netherland Communist State is formed! We now earn only 836gpt, but we will see what we earn after the SPHQ is built. Entremont is choosen as the site, and Willem Jantszoon is used to rush the completion.
1515AD - GPT is 935, so just under 200 less than in republic, but the production is much higher in the previously corrupt areas! The Intelligence Agency is due in 4. Then we will start the tech catch up.
1520AD - We have overtaken Arabia militarily - they are now weak! The Sumerians are building SETI!!!!!! That puts them into the modern age, and at least 8 techs ahead of us. We will be stealing immediately to catch up.
Wow, teh Sumerians could win from space race easy if they'r ethat far ahead. Or they could build U.N. and screw you that way, i don't know their standin gin the world but im sure you cant be that popular with all the butts you've been kicking.
Man, you need to go after them ASAP, but i have no idea how when for all we know they have Modern Armor, Nukes and Mechanized Infantry. Sorry if i'm sounding like a doomsayer
I'm gonna definetely stay tuned for the next installments, I think it's gonna get interesting soon.
1535AD - We plant a spy in Sumaeria successfully. Stealing now costs 2200 immediately and 4400 safely. We try an immediate steal - we will never catch up if we have to save up for safely! We succeed and take the Corporation! As we have 3474 gold left, we will try again. Our agent is caught and Gilgamesh is not pleased! We are out of money now.
Maybe we should go and beat up on Portugal while we try and catch up enough tech to take on Sumeria?
1540AD - We catch Gilgamesh trying to sreal our world map! Henry has trespassed again, and I have decided that I don't like it. Even though he backs down, it is time to wipe Henry off the face of the planet. We declare war. We then try to replant a spy on Gilgamesh, uh oh..
Our agent was caught and killed. We bring the Arabs into the Sumerian war for the cost of ivory. We bring the Ottomans in for the price of iron. For the price of iron, the Zulu join the war on the Sumerians.
We decide to go on the immediate offensive. We bring our stack of 15 artillery into range to attack Gordium next turn (the Sumerian city seperated from the other three on our continent.
Seige of Gergovia - Since we have decided to war on Henry, lets clear him off our continent.
Our knight army kills the three visible MI, then an elite cav attacks the spear. Two elite cavs attack and Georgovia is ours.
We decide to make sure that the Mayans will fight, rather than risk the MPP expiring and the Sumerians buying them in against us. For the Corporation we get the alliance, silks and 30gpt.
We draft a bunch of units, and change unnecessary builds to units. If we can kick the Sumerians off our continent, and hold out while we catch up to flight and tanks, we have a chance, although when I had a spy I checked Gilgamesh's army. He had about 177 mech inf amongst other modern paraphenalia.
IT - We didn't have enough protection in Sidon. The evil Sumerians attack with five cav and take it!
1540AD - We succeed in planting a spy in Ur.
Seige of Gordium - There is a regular inf showing. After the artillery has redlined them, a conscript rifleman shows. The third cavalry army storms the three redlined units and liberates Gordium.
Seige of Sidon - Sidon is protected by flak and two cavalry. We can bring artillery within range and redline the lot. We use vet cavs to fish for promotions, and Sidon is returned to the Netherlands.
In the clean up around Sidon two redlined cav are on a hill. They to are attacked by vet cavs, but in this action we lose one! Now Sumeria has only three more cities on our continent. The Sumerian presence
We investigate Thebes. It is hopelessly corrupt, protected by two infantry and building a barracks.
IT - The Portugese capture Enschede from the lone Swiss Merc defending.. The Mayans attack Thebes, killing am inf, but blocking our ability to attack! You are a moron smokey!
1550AD - There are two conscript mech infs in Thebes now as well. We redline the lot, but will need to wait until the Mayans are out of our way to enable our attack!
IT - The Mayan attack Thebes with their other cavalry, which dies and promotes a conscript mech inf, but leaves his injured unit blocking my path. You moron, smokey, do you want to lose this war? The Sumerians buy Portugal into the war against the Arabs.
1555AD - We sink a Portugese Carrack by Portugal. We try an immediate steal. We fail, but do not arouse suspicion.
IT - The Sumerians have now completed SETI!
1560AD - Seige of Thebes - We have moved a SOD around the side of the inconsiderate Mayan cavalry, and redlined the two mech infs and single inf defending at Thebes. We send in the first cavalry army - it smashes through the two mech infs, then in goes an elite cav. Thebes is ours.
Dyrrachium is next up. It is guarded by a reg and a conscript mech inf, building tanks very slowly. We will be able to attack next turn.
We sent the knight army, 3 infantry and an artillery over to Portugal to keep Henry honest. It is now ready to strike.
Seige of Enschede - We wound one musket, then the army kills two. Finally an inf finishes off a medieval infantry to take the city.
We attack two of Henry's Carracks with three of our frigates and lose all three frigates without taking a single Carrack, so we send our wounded ironclad back into action, and it sinks one.
IT - Enschede holds out mulitple attacks from Henry. We can now build battlefield medicine.
1565AD - We can afford another immediate steal. We succeed and take refining.
Seige of Dyrrachium - We redline two mech infs and a tank. One cav army kills the two mechs, and ab elite cav is used to kill the tank and take the city.
IT - Enschede holds off a portugese counter attack.
1570AD - Seige of Byblos (last Sumerian city on our continent) - There is only two reg infs and a reg tank defending. Our artillery is again up to the task of redlining them. And Byblos also joins the Dutch.
Great story agan Sandman. I thn that the war should be enough distraction to delay the Sumerians advancing in tech and give you a great chance to catch up.
Uncle Sam, thanks for the comments. Space Race and Culture wins are real possibilities. Diplomatic? With all the nations at war with the Sumerians at the moment, the Dutch are like saints. The only vote Gilgamesh could get would be Henrys.
Thanks again for the input, biggamer. I am certainly hoping so, although I don't need to get to tech parity before I can launch my attack on the other continent, I just want to get to flight. That would enable me to build a decent navy (he has 38 destroyers to worry about), and to defend against the lethal bombard of his bombers(he has 14 of these and no one else even has flight).
New world map, now that our continent is cleansed,
and victory status,
We are two techs from destroyers, and three from flight. We earm 1150 per turn so can do an immediate steal every two turns, although obviously we are not going to succeed every time.
If you look closely at the map, it appera that the Sumerians have landed on the Ottoman's little island. Poor little Osman is lacking so much tech, that that will be a walk over for Gilgamesh. We gift Osman Chemistry and education. Then we gift him metallurgy, astronomy and banking. Then we gift him military tradition and physics.
I have to share this with you
Then we gift him magnetism and Theory of gravity. He seems to already have nationalism somehow? We gift him medicine and steam power. We gift him electricity. We then give him replaceable parts for his world map. I know he has rubber, maybe he can make Gilgamesh pay a higher price now.
So that is at least two other votes if the UN had been built and a vote was held.
Henry has been reduced to just the six remaining portugese cities on the portugese island, and he is trying to fight me with MI and muskets. He is the training ground. At the onsset of war I drafted a bunch of consript infantry. I will send a bunch over there to be trained up to vet status. I will also send elite cavs in the hope of some more MGLs.
The knight army kills three MI by Enscede.
1575AD - We can afford an immediate steal attempt. We succeed and take Steel (1 to decent boats, 2 to flight).
Seige of Sao Paulo (Portugese) - We now have three artillery in Enschede, which puts Sao Paulo in range. Net result is two redlined muskets, and one yellow lined. A vet cav takes out the strongest musket. I use an infantry to kill one, but he almost dies, so I finish the job with the knight army. A conscript kills a redlined MI in the open and gets a promotion. Another conscipt inf kills an MI with 3hp in the open and gets promoted.
I trade refining and steel to my good friend Mr Jaguar, over some particularly esoteric weed, and pick up Atomic Theory and 18gpt. I figure we can use the money better than he can. This trade doesn't bring us closer to boats or flight, but it helps on the path to tanks and to the modern age. One less tech to need to steal.
I sell saltpeter to the Zulu for 10gpt.
1580AD - An ironclad sinks a portugese carrack by Enschede and becomes elite. We mop up some more out of date units on Portugal. Osman retook Istanbul! He owns his little island again. Hooray!
1585AD - Seige of Tamuin (Portugese) - We can move and fire the three artillery over in Portugal, so we do. Then a cav, an inf and the knight army do the rest.
We have enough cash for another steal attampt. We succeed and take combustion (real ships - destroyers), flight is but one more steal away. My good mate with the pipe has electronics, but Combustion is not enough to persuade him to part with it. Doesn't he realise that we are in a life or death struggle here with a much more advanced foe? At least he researched the bottom line for me!
IT - The Sumerians have come asking for peace. Ha ha ha ha ha ha! It looks like the Sumerians are about to land some troops up in old Portugese territory (Faro). There is three destroyer escort to a transport. Fortunately our strategic railnet was finished long ago. The only concern is if he has marines, but why then didn't he attack already?
1590AD - We send enough artillery up to Faro to redline all four ships, and reinforce Faro and any good defensive terrain.
IT - The Sumerians have run away for now.
1595AD - We can afford another steal attempt. Our agent was caught this time, so now we will have to try and plant another.
Seige of Luanda (Portugese capital) - we lose an elite cav, but Luanda inevitably falls! In Portugese clean up ops, a conscript inf kills a longbow and becomes a regular. A vet inf kills a vet MI, no promotion. Two newly upgraded destroyers kill two Carracks.
For the first time in the game, I am leading in score, area/pop is 33/39 to 20/27, though the Sumerians now have over 80000 culture.
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