New Succession Game

250AD:
This was still Salarakes' turn, but before I hit enter I make a trade round with Chemistry:
Netherlands pays 351 gold + 143 gpt;
Persia pays 118 + 14 gpt + Monarchy (Monarchy was for free; of course it doesn't mean anything to us);
Egypt gives Education (Egypt + Arabia had both zero money, so I took the tech from one of them).
Now that we've got Education, we see that the Netherlands have also got Astronomy. They've got a monopoly on it.
Turn science up to 80%.
Upgrade some units.
Move some units in the direction of Hattusha.
I'm selling the granary in the capital; no use anymore.

IBT:Hittite units attack a mountain of ours:
Hittite knight vs our knight > we win;
Hittite longbow vs our knight > we lose.
I would rather have placed muskets on that mountain, but we didn't have any.
The Netherlands learn banking. It shows they're at peace and running 80% science.

260AD:
Calakmul: barracks > musket.
I'm also noticing Calakmul is size 6, while it has an aqueduct, so I'm changing a tile to let it grow.
Quirigua: knight > worker (town is size 8 with a clown).
Kaminaljuyu: barracks > musket.
Our elite horse vs redlined longbow > we win;
Our vet knight vs longbow > we win.
Moving units further towards Hattusha

IBT: Our incense deal with the Netherlands expires. We renew it. Now costs 19 gpt + 9 gold.

270AD:
Capital: knight > knight.
Wheat: library > longbow (I like a few of those for their defensive bombard).
Quirigua: worker > knight.
Tulum: barracks > musket.
Mayapan: trebuchet > trebuchet.
Battle for Hattusha:
10 bombards; 5 hits + 5 misses. not bad.
Knight > win.
Knight > win.
Elite knight > win.
Elite knight > win.
Most effective is to raze this town, but razing dumbs down play so much, as you can just conquer the map without culture. This town is nicely placed, so I'm trying to keep it. We get 3 slaves.

IBT:
Netherlands and Persia learn Printing Press.
Persia complains about our galley.
Hittite knights are approaching a mountain near Golden Mountain, but I now have a musket to put on it (upgraded from a vet spear).

280AD
Sorry guys, I'm not going through all the builds anymore; it's becoming too much.
Our knight vs Hittite knight > win (after bombard).
Our galley on the other continent discovers a goody hut on a 1-tile island. Unusual.
Flip chance for Hattusas is showing as 6 - 10%; some maces can quell it.

290AD:
Our galley bumps into our last unmet civ: the Greeks.
They lack Writing. Scientific, huh?
Flip chance for Hattusha stiffly lowers, below 4% now.
Moving units towards next target, Aleppo.
Our knight vs Hittite knight > win (after bombard); have we got a nice bikini babe situation?:
Bikinitactic.jpg

Dropping science a touch, Metallurgy still in 1 turn.

IBT:
Adana is getting attacked by a Hittite knight that I couldn't see coming.
We lose the knight. We still lack proper defenders in some border towns.
We learn Metallurgy, but the trade options aren't great.
Persia and Netherlands both have Banking.
The Dutch have the best offer; Banking + 40 gold + 8 gpt. I decide to hold on to Metallurgy.

300AD:
Set research to Military Tradition, 80% science, coming in in 6 turns.
Moving units further in on Aleppo.

IBT: Greece complains about our galley.
Netherlands learn Metallurgy. I should have traded with them for Banking after all.
The wounded Hittite knight attacks Aleppo again, as I had nothing to counter attack it with. It loses against a mace that I had just brought in for defense (there was also still a reg spear).

310AD:
We found 021 Ek Balam, as we're drowning in settlers.
Our elite knight vs Hittite longbow > win (after bombard).
Eastern Tip produces a galley. I leave it there; it'll come in handy, but not just now.
Moving units further towards Aleppo (you can have read that 3 times by now).

IBT:
Hattusas has finishes Leonardo's Workshop.
Middelburg cascades down to Copernicus' Observatory.

320AD:
Battle for Aleppo:
7 bombards; 2 hits, 5 misses.
Vet knight > win.
Elite knight > win.
Our knight vs Hittite knight next to Aleppo > win, after 2 bombard hits.
Aleppo's placement means a whale can never be worked, but even if I raze it and place a town a tile further, I don't think we will be building culture there, so I keep Aleppo.
Upgrade some trebuchets to cannons.

IBT: Our deals with Egypt and Persia end. This means less income, but we're still running positive.
A Hittite knight and longbow attack a settler trio of ours (settler, musket, knight):
Hittite knight vs our musket > we win.
Hittite longbow vs our knight > we lose.
Funny; almost all my defending knight are losing, all my attacking ones win. We could still do with a few more muskets.

A bad one: Hattusha flips! Losing some medieval infantry and a musket in the process.

330BC:
I've got only 1 knight near Hattusha and no arty, but I'm taking a gambe; there might just be 1 regular pike on it after the flip. Well.. our knight loses.
We found 022 Tazumal.
Our elite knight vs redlined Hittite knight > win.
Our vet knight vs Hittite longbow > win and promote.
I'm turning up the lux slider a notch, anticipating increasing war weariness on the interturn. Military Tradition still in 3 turns. Some clowns/scientists can become citizens again.

IBT: A Hittite knight attacks our stack that's advancing on Ugarit. So we lose a knight again, because ours really don't win on defense.

340AD:
Again an attempt to retake Hattusha with 3 knights:
Our vet knight vs reg pike > we retreat.
Our vet knight vs reg pike > we retreat, no knight took off a hitpoint.
I have an elite knight left, but I'm not gonna bother. We lack artillery.

IBT: Hittite knight vs our musket near Hattusha: our musket wins without a scratch.
A Hittite longbow attacks our stack that's advancing on Ugarit. This time a knight of ours retreats; that's almost a top performance after all those losses.

350AD:
Battle for Ugarit:
Bombardment: Err, here's one you don't want to read: I destroyed the Great Wall. Sorry, I forgot about the game mechanics, it came back to me after the message of the Wall's destruction already displayed. Our artillery also destroyed the harbour and the library of Ugarit, but luckily also some units got hurt, so 3 knights took it without losses.
This is our front now:
Spoiler :
Hattusha.jpg

Notes for next player:
I would do a trade now. Earlier I didn't trade for Banking, hoping it would become cheaper which didn't happen, but currently we can do a straight tech for tech trade with Egypt, and I would recommend that. We might also be able to get Printing Press perhaps.
I was always counting on a war declaration from the Netherlands in my set, as they're paying us a whopping 143 gpt, but it didn't happen.
Lux is at 30% in anticipation of a further rise in war weariness. I'm expecting that any moment. Each turn we're getting attacked by Hittite knights, and it'll get tougher the closer we get to their capital. My opinion is we shouldn't spread too thin, as we would make it too easy for the Netherlands to attack us then.
 
What about fighting the Dutch? Not straight away, as we're in deals with them, but soon.
Interesting is that our military advisor no longer says we're weak compared to the Dutch; we're now average to them.
Hittites are now willing to throw in 2 towns and a tech for peace. Just their 2 island towns, but it's still worth considering. Keeping some Hittite towns on the map to act as a buffer between us and the Dutch could work out well.
Intercontinental trade options should open up soon, so we should keep our eyes open for that as well.
 
Yeah, that's a much better idea. I don't know which cities on the continent you would want to leave to the Hittites though. As long as we get Ankuwa and Hattusa and can actually hold on to them without flips, it should be good.

Kind of looking forward to the fighting the second war, while the first isn't even over yet. :D If we take the northern part of the Hittite territory, we'll be in the position later on to directly strike at the most productive Dutch cities.
 
I would rather have placed muskets on that mountain, but we didn't have any.

I never build muskets in my own games. 60 shields (IIRC) for a 1/4/1 unit is no good when you get a 4/3/2 unit for 10 more. Sure, the one extra defence point is nice in some situations but muskets are still way too costly in my opinion.

That mountain spot was interesting as the Hittites kept attacking it on my turns also. It would have helped a lot if it had a road on it so that I could've moved a cat/treb on it for the free shot on defence. I decided to keep units on it since the odds of winning on defence were actually higher than by keeping the units at 007. It also meant the Hittites didn't have a chance to hook up the saltpeter and provided some intel on incoming units. I thought that they would ignore units sitting on top of it and go for 007 instead but no luck there.

As long as we can cope with the war weariness without having to lower our science too much, we shouldn't make peace. The flips suck when you can't recapture towns. We should starve all captured towns to size 1 before making peace. I think we should raze the remaining Hittite towns apart from their capital (Pyramids) and replace with our own. A lot of settlers will be needed for that.

The Dutch should definitely be the next target after the Hittites. We'll get cavalry soon so let's hope we get a leader. Cavalry armies are devastating in the hands of a human player.
 
I never build muskets in my own games. 60 shields (IIRC) for a 1/4/1 unit is no good when you get a 4/3/2 unit for 10 more. Sure, the one extra defence point is nice in some situations but muskets are still way too costly in my opinion.
My set was an indication of their use: about every set we were getting attacked from out of the fog with Hittite knights and longbows. They nearly always completely redlined but still managed to win. We lost a lot of knights that way. The extra defense point of the musket would have made the difference, and saved a lot of knights. The few times I had a musket on defense we won.
That mountain spot was interesting as the Hittites kept attacking it on my turns also. It would have helped a lot if it had a road on it so that I could've moved a cat/treb on it for the free shot on defence.
The AI is just manic about mountains; they will almost attack anything to get on top of it. Your road helped a lot, as I bombarded a few knights/longbows from there, after which I could easily mop them up.
I thought that they would ignore units sitting on top of it and go for 007 instead but no luck there.
They did start ignoring it once the musket was on top of it.
As long as we can cope with the war weariness without having to lower our science too much, we shouldn't make peace.
The war weariness is certainly costing us already. We didn't plan the war too well, a mistake we made collectively. Had we started building units a bit earlier, we could have had two attacking stacks instead of one, always attacking two towns at a time.
I think we should raze the remaining Hittite towns apart from their capital (Pyramids) and replace with our own. A lot of settlers will be needed for that.
Raze and replace is certainly the most effective way, but it's still possible to win a Demigod game without getting around the culture element this way. By razing towns you're razing game elements and skewing the game. Culture seems weak, just because you're razing it. The game is better if you don't raze.
I do raze myself, though, if I really don't like the placement of a town, but usually I don't.
With barbs on, a no raze policy and a random start, a Demigod game can still be a real challenge. Although perhaps I'm the famous fool on the hill with that opinion.
 
Kibitzer:

"They did start ignoring it once the musket was on top of it."

This is what makes a defender a valid expense. You will run into a number of situations that having the 1 extra defensive point is enough to get them to move on, if that is what you want at that spot at that time.

The defense of a town, is another matter. At times the extra point makes no difference, other times it does. Mostly an RNG function. You can though have 2 defenders with that extra point be enough to discourage some attacks.

Two pikes in your situation in a town or two knights and they attack and who knows who will win. Two muskets and they often will pass on by, giving you a shot at attacking them later.

So I would not dismiss musket out of hand in games, unless it was a walk over or the muskets are too weak as well.
 
@ VMXA, in my experience it's easier to influence the AI's movement when you haven't yet taken towns from them. You have some bait somewhere, and they'll go for it, leaving you time to attack them. Ideal for leader fishing.
But if you've taken towns they go mad, and they'll attack anything that's nearby. Especially if they can reach a town that once was theirs, they'll probably not move on. We had the last thing in our game.
 
Kibitzer:

I was ignoring any bare naked baiting, workers and empty towns. I try not to use that, at least not on purpose. I do enough of it by mistake. In general though I was supporting your point of the musket on the hill. They will bypass a unit on a mountain, IF they think it is too strong.

At your junction the musket fits the bill, before knights a pike may work. In a town, where 2 knights will draw and attack, 2 muskets often will not.

You are correct that in say a captured town, you will nearly always draw an attack. Not always as I have tested with cav armies not working (deter), not working with infantry army, but a Mech army did. Again, sometimes they will come, even when I have 10 MA armies or more.

Once they come, 1 extra defense may or may not save the day. I have seen it go both ways. Knights or Long Bows attack my fortified Musket in a town on a hill with a wall. One turn I win, next turn they win. If I am going to come under attack at that location, I prefer the extra, if I can get it.
 
Pre-turn- I do a lot of MMing. A lot of scientists could be fired, and those that couldn't be were changed to taxmen since MT comes in a turn anyway. All of the troops hold their positions.

IBT- Very weak Hittite counterattack.

1. MT is in. I upgrade 10 knights to cavalry. I realize that we want to keep MT from the Dutch, but they're gonna get it eventually, so I decide to trade it to Persia for PP, Banking, and Astronomy. I set research to Physics; it's due in 6.

IBT- A Hittite knight kills a knight in Ugarit [0-1].

2. As expected, the Dutch learn metallurgy. Good thing we got two free techs out of it while it was still a monopoly. Hattusha is captured easily [3-1]. I send some cavalry up to attack Ankuwa.

IBT- Nothing

3. WW seems to have jumped, so I raise lux. I also have to hire some scientists.Ankuwa is captured with relative ease. [7-1].

IBT- A computer's knight retreats to our musket. Alleppo flips.

4. Alleppo is recaptured immediately [8-1]. Troops are landed at a Hittite island city, and tons of cavalry approach Harran.

IBT- Nothing from the Hittites.

5. Harran is captured [11-2]. Two spears are killed in a Hittite island city, and one LB remains [14-2].

IBT- Our GA ends. I cycle through to prevent riots. The Dutch research Physics. Aleppo flips again.

6. Island city and Aleppo are re-captured. Tyraria is captured [19-2].

IBT- Nothing

7. Physics is in. I start research on Magnetism. Both Hattusha and Tarsus are captured, giving us the Pyramids and Leo's and eliminating the Hittites from our continent [26-2].

IBT- Nothing.

8. I destroy the Hittites [28-2] when I capture Emar, the other island city. I do some post war MM now that WW is gone, and I lower lux to 20% and fire a bunch of specialists. I change some builds, put troops in recently captured cities to quell resistance, and I organize our artillery. Then the game crashes, and the last time I saved was the autosave :( . I basically do all of this stuff over again.

IBT- Some riots occur as resistance ends.

9. Some MM and force organization.

IBT- The Netherlands research Magnetism. A few more riots occur because of resistance being quelled.

10. Found 023 Cozumel. Some MM. Then the game crashes. Crap.

This time, however, the game wouldn't start up again. Oh boy, this is gonna be a problem to fix. I saved the game either late on turn 9 or early in turn 10, but in either case, there is lots of MMing to do on the first turn for the next player!!.

I would've had a picture too, but I didn't take one before the game crashed. Sorry.

I changed some builds to universities, and the next player (Overseer) can change them. I just didn't know what to build. And we just lost a big gpt deal, so we're gonna have to drop science a little bit. I'd start at least organizing our troops for a Dutch war, but maybe we should also start building more troops (that is, if we decide against universities). We have 32 cavalry now, some artillery, a few muskets, and some other miscellaneous troops, and we're average to the Dutch.

Roster-
Own
Overseer- up
Daeron- on deck
Salarakas
Optional
 

Attachments

Got it, will start tomorrow night, I hope.
 
Nice going Own. I was afraid we would have to make peace before destroying the Hittites. Cavalry really are fantastic units.

We should strike against the Dutch without too much delay. They have both the Statue Of Zeus and the Knights Templar though so they have a lot of "extra" units. Good news is that they don't have any saltpeter at the moment so no cavalry yet. We should take advantage of that. The current trade ends in 3 turns I believe. I wouldn't waste any more time but declare immediately after that.

The frontline is pretty long so our units will be spread thin no matter where we place them. Priority would be in the Hittite towns though obviously.

The key question is what area we should strike first? Their northern core or the "crap" towns beyond that ugly jungle. In any case, Tyrana should get walls asap as it will most certainly be attacked regularly. The other Hittite towns near the borders are cities already so they have the def bonus.

The university builds should be changed to cavalry. We are only average against the Dutch at the moment. Cavalry rules.

Here's a screenshot for lurkers:
Spoiler :
430ad.jpg


Edit: oh, and more more thing. Our culture is about 1/6 that of the Dutch. Do we really want to keep their towns? They would flip like crazy. Sure, it adds a bit more challenge but the flips are really annoying.
 
I was afraid we would have to make peace before destroying the Hittites.
I'm more worried about the current situation: those last Hittite towns, Tarsus and Tyrana, are more of a pain than a gain to us. It's close to Rotterdam, where the AC's have been built, so there should be a lot of those around. Flip chance is also considerable.
I would have have left those towns to the Hittites, because this is a difficult front to defend.
We should strike against the Dutch without too much delay.
Agree.
The current trade ends in 3 turns I believe.
Yes.
Edit: oh, and more more thing. Our culture is about 1/6 that of the Dutch. Do we really want to keep their towns? They would flip like crazy. Sure, it adds a bit more challenge but the flips are really annoying.
We'll probably end up razing. I don't mind if we do.
It's just a bit skewed to raze. Think about the Modern Times, where everybody declares on you when you drop a nuke. I don't think a nuke even destroyes a town. Yet at any other moment in the game you can destroy a whole city or even metropole with a history of 1000's of years, and nobody blinks with an eye - well, perhaps your attitude gets a penalty point. It's unrealistic.
Razing a town I find easier to accept, but not a whole city. It's not realistic, and overpowers the military route in the game.

But feel free to ignore my comments with regards to this game. Would I ever start an SG myself, I would make a no raze rule, but here we didn't speak about it.
 
Wow didn't expect the war finished already. Hope your PC troubles aren't too bad Own. I ran into some of my own today and I'm still looking for the problem. I hope it was just a little bit of dust, but it could be that either my video card or motherboard is on the verge of giving up. So if I disappear unexpectedly you can find me up . .. .. .. . creek, bring a paddle.
 
One plan would be to plant a town 3SW of Tarsus right after declaring war. It would make the front more even, is on a hill for the 50% defense bonus, next to a river so that it can grow to size 7 eventually and CxxC with both Hattusas and Tarsus. Groningen might be a good choice for the first town to raze since it would take some pressure of the border towns. The flip risk will reduce greatly once the angry mob is quieted down and we fill them up with more troops (only 1 def each at the moment).
 
Judging from that screenshot, it seems like my last save actually was on turn 9. Whoops. I guess you have to play 11 turns Overseer :p . I haven't gotten civ to work since, but I just got back from work so I'm trying again today.

I would have have left those towns to the Hittites, because this is a difficult front to defend.

That would've just left a lot of flip risk in our captured towns. We have 3 movement beasts; no front is too long at this point. I'd put on main artillery stack around Tyrana and Harran, and cavalry can patrol everywhere else without artillery. If it turns out that they come from another direction, we can move our artillery accordingly. I think we should fight a defensive war and fish for leaders (it contributes very little to WW), since Mercs aren't quite the pushover that pikes were.

When a save is handed off during war times, the player who just played should always include a picture with detailed lines explaining where the AI is attacking from. That is especially important when we're fighting a war along such a long front.

Since we have Leo's, is anyone in favor of disconnecting salt and iron and upgrading a bunch of horses? Strategically, that is definitely the best move, since an upgrade only costs 75 gold, but if anyone thinks it's too cheesy, we could just play normally.

One plan would be to plant a town 3SW of Tarsus right after declaring war. It would make the front more even, is on a hill for the 50% defense bonus, next to a river so that it can grow to size 7 eventually and CxxC with both Hattusas and Tarsus. Groningen might be a good choice for the first town to raze since it would take some pressure of the border towns. The flip risk will reduce greatly once the angry mob is quieted down and we fill them up with more troops (only 1 def each at the moment).

By "raze," I assume you mean capture? That sounds like a good spot for a new city. They'll probably ignore it since it'll be on a hill, which will give us more time to blast their stacks with artillery.
 
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