Now THIS is a bad start!

HI! Too bad no update yesterday, i fell asleep (not sleeping much these days... :rolleyes: ). Got the log ready, i only have to compose the image before posting it. First, some replies:

About the fort argument: yes, it's a dirty trick, but hey! Don't the AS play dirty every time they have an occasion to take advantage on you? The problem with the "combat settler" is this: building a city on foreign territory causes an automatic declaration of war and a serious reputation penalty, equivalent to a ROP abuse. But, if you are already at war with them, you shouldn't suffer any hit (or at least i think so, i'm not 100% sure!).

@dresdor: thank for appreciating the log so much! Your suggestion are correct, but... you're too optimistic :( Ok, it's not easy to spot things just by looking at a reduced screenshot. Here's the situation:

1) culture: alas, all the remaining american cities have more than 1000 culture points, so they have all the same influence (i.e. big). And this means that capturing Washington won't ease things too much - actually it will, because of its central position. :D

2) naval units: ports in New York and Philadelphia have been destroyed, but it's not important, i could build regulars. The problem is that i don't know magnetism yet, so no naval bombard unit is available for me at the moment.

@mrtn: ahh, i understand now. I wrote somewhere that i fortified the stack of knights outside Chicago to have them healed. Of course they needed to be fortified in friendly territory for at least 1 turn more, which didn't happen because Chicago was left open for recapture.

@AndrewH: cannot post too much pictures, or the pages will be hogged up to death...

@llib_rm: welcome around! here are some general info, if you need more ask again...

Rome is backwards now. We're a late medieval power fighting against a pre-industrial one. Knight and muskets against riflemen and (probably) cavalries. Most of our cities have a temple and a marketplace. The bigger ones have a cathedral. Some have a library and 2 or 3 an university. I'm building banks at the moment - not in all cities at the same time, of course! Culture is low, but growing.

Since i have the Sistine Chapel and the Bach's Cathedral, i have no more unhappiness problems. I used the slider only for a few turns at 10% to avoid ending the WLTKD. But now all cities (excluding americans!) are happy.

Research has always been zero from the start of the game from now. I'm using a scientist somewhere, and that's all. Now, someone could ask me: why in the hell i've built libraries and universities in some cities? The answer is: culture. I need some even if i am going for world conquest. And i may found myself in the urgent need of researching a tech. Better been prepared. Obviously, markets and banks come first.

The former aztec cities are building temples now. They have been stripped of almost all aztec nationals and now they are re-growing. Until they reach size 6 they won't be productive at all, so they're slowly building a basic cultural structure that will allow them to expand and grab more useful tiles. Of course, i intend to rush those temples, then build courthouses, but now i'm rushing knights...
 
1180AD - Uprising

Several events happened in the interturn. Bob of the Iroquois declared on Persia, again. He's quite resolved to become the superpower of the New World. Damn him! Everyone who ventured into these difficulty levels knows well how a deity superpower may be troublesome. I'll have to deal with it, i guess...

Abe calls for a peace audience, which i obviously refuse. My pillager knight is attacked and killed. And Philadelphia revolts.

First, Philly must be recaptured. It's size 8 now, so it probably drafted a rifleman. And a veteran rifle, rather than a regular, is showed inside the city. Those scumbags must have received backup... a frigate was visible in the coastal waters, probably there was a galleon too... who knows?

Cannons open fire. The veteran is damaged, and a regular appears. The 2nd volley weaken the regular, and the veteran at 3/4 is visible again. Another volley, another hitpoint removed. The conscript shows up. The last volley kills a pop unit. Now Philadelphia is size 7. I think it would be wise to delay the recapture 1 turn to reduce it to size 6... but i'm not wise enough. A knight charges, kills the conscript and is promoted elite. The elite legionary charges, redlines the regular but is killed. The 2nd knight attacks and destroy the veteran at 2/4. Now only the redlined regular remains, and another knight is sent from Forte Diavolo to deliver the final blow. Defender killed, knight undamaged, and Philadelphia is recaptured. Too bad the harbor has been destroyed. The good side is that Philly, now at size 6, is less problematic.

Wait... that lone rifleman wandering around the border is troublesome. Rifles attack at 4, and they can be quite a nuisance for my backward musketmen. The insurance stack of New York is sent 1 tile NE, where it can mantain control on the city and target that vermin as well. Cannons fire their volleys... and manage to tear off 2 hitpoint from it. That scumbag is no more a problem. Although, if i leave it alone, it will retreat to Washington and heal. Sincerely, i'd prefer him dead :D We'll se what to do with it at the end of the turn.

Now, it's time to cheer the inhabitants of Washington - a fine sequence of 8 cannon volleys should do the job. Good morning... BANG. At least 4 veteran rifles are garrisoned inside. 3 are damaged, one is at 2/4, and the barracks are destroyed. The other shots fail.

Choice is made. A knight is sent to kill the pester. Redlined, but victorious.

War weariness is killing Abe. In the top 5 screen, 4 of 5 are american, and all of them are short on food! How many clowns per city, Abe? They'll be more, until you are fired.

The combat settler cross the border. A musket was waiting. A 2nd is sent in support. Never be sure... cavalries are coming :( The army is still empty in Forte Diavolo. I'll fill it with knights if necessary.

In the shot: roman troops prepare for their ordinary job.

 
Get that Army with Knights. It will help you out a lot. May seem like a waste when Cavs are around the corner but an Army of Knights can be quite usefull well into the industrial age. I'd use 'em as internal security. Once you get rails, have a stack of 6 atries along with that Knight army and maybe 1 cav and that's all you need to knock off any small invasions. It's also usefull for pillage missions since it will be hard to kill with just a couple units.
 
yeah, i've come to the same conclusion. It will be useful, even if i'm a few turns short of military tradition (i mean, once american asses have been kicked enough!).

---------------------------------

1190AD - Landgrab

First, something i forgot to mention about last turn. Finally, San Francisco is no more in resistance, and i'm rushing a settler into it. A knight has been rushed in Forte Pizza too. I've moved the musket in New York 1 tile NE, to ensure safe communications between Forte Diavolo and the upcoming new fort. Those frigates can disrupt the road if there are no defenders. The legionary is sent in its place.

I end the 1180 turn, and several things happen. First, America and Persia have signed a trade embargo against Rome. I couldn't care less. Persia will be doomed in a few turns, and America is about in the same situation.

A knight attack the muskets defending the settler. Musket killed, knight at 4/5. A 2nd knight attack the musket NE of New York and is killed. The defender is redlined but promoted elite. Another rifleman has been pooped from Washington and sent south to harass my land. Meat for cannons, i presume.

Chicago and Washington have lost 1 pop unit. Chicago in now size 6, and Washington 11. But i'm not sure if Washington is starved or has drafted another rifle. We'll see soon.

The combat settler founds Forte Apocalisse in its designated spot. Barracks are rushed immediately.

Cannons bombard Washington again. Little damage is done, except for the destruction of the temple. 4 riflemen are weakened, but there's at least a fifth one, veteran and undamaged, guarding the american capital. I'll need more firepower to deal with them. The 4 cannons outside New York are sent to join with the stack. The bombarding unit stationed outside Philadelphia take their place. The american rifleman wandering around the border is bombed to 1/4 and killed. The harassing knight is sent to hell by another knight.

It's time to count my available troops. 14 knight divisions at full power in Forte Diavolo. 3 more lightly damaged (3 hitpoints). 2 extra mounted units will be available next turn. 12 cannons outside Washington. It's better to wait 1 turn more before launching the decisive attack.

I end my turn, and wait... nothing disastrous happens. A knight attack the defending troops in Forte Apocalisse and retreats redlined. Chicago is still starving, it's size 5 now. Boston has completed Newton's University... Abe should seriously increase his medication. I'm swallowing all his country and he's busy building wonders... good for me. Another fine addition to the Roman Crown.

The citizens in Washington are cheered by the usual volleys of cannons. This time i obtain a precise count of the veteran rifles garrisoned inside: 5. Two of them have been weakened at 2/4, so they'll be still damaged next turn. I wasn't able to see the conscripts, but there should be at least one of them.

It's time for a precise recount of the available troops. 17 mounted units at full power, 7 of them elites, and an army available. I've decided to use the army, and to hell with cavalries! It will be necessary in Washington. The army is loaded with veterans, then the whole stack, except for one unit, is sent north.

One of the already wounded unit finish off the american knight. Then, nothing else is done, except the ordinary works of slaves and the movement of troops from south. Next turn we'll be having a party in Washington.

In the shot: more roman activity on the front. Business as usual.

 
schwanenfeldii said:
Don't troops in cities (without barracks) heal at 2HP per turn?
Damn! I didn't consider this :cringe:. You're right. No damaged units next turn, then :( Thanks for the correction.
 
tR1cKy said:
Another fine addiction to the Roman Crown.

You mean't addition, right? ;)
Still checking this thread every day, it's way better than some logs in S&T!
 
@Eastian: yeah, i meant addition... :D

@AndrewH: no problem, i like putting pictures on the log, they're of help. I just don't want to abuse of them

@both: thanks for appreciating my log! See what's happening now...

---------------------------------------------------

1210AD - One step forward, one step back

In the interturn, Abe try to annoy me with all his naval force. 4 frigates bombard New York. A defender is damaged and the courthouse is destroyed. Another one bombard a wheat tile and destroys its improvement. A knight attack a defending musket on the main road and retreats redlined. On the other coast, another frigate bombards Philadelphia. No damage done.

Surprisingly, Mario of the Persians managed to capture an Iroquois city. However, the balance of power is too much biased toward Bob. It's only a matter of time before Persia is completely annexed.

Chicago has starved again. Size 4. What the hell is happening in that lousy village?

Abe is still in democracy. He wants to be buried under war weariness. If he's happy...

It is time to go to our rendez-vous with the population of Washington. First, some cannon fire to announce our arrival :D. As before, 5 veteran rifles are defending, and all of them are damaged. One is at 2/4. Good. And now, the mighty roman cavalry enters the big show.

The army attack. Losing 4hp, it kill the first defender. Not bad.

Veterans charge. The first reduces a rifle to 2/4, but it's killed. The 2nd redlines a defender but it's killed too. A third veteran attacks, tear off 1 hitpoint from the last defender and retreats redlined. The first conscript rifleman shows up. The successive charge kills him, but a second conscript is visible. A knight redlines it but dies. The conscript isn't promoted. Phew...

Now a damaged rifle at 2/4 is visible. Time to bring on the elites. The first kills the rifle undamaged. Another rifle at 2/4 shows up. The 2nd elite charges, redlines the defender but dies. The rifle is promoted elite. Another defender at 2/4 shows up. A charge, and the rifleman is no more. The elite at 2/5 is now visible. The other 2 defenders still alive are both redlined.

The last 3 charges are all successful, and Washington is captured, at last! Sun Tzu's War Academy and Smith's Trading Company are in my hands. Too bad i don't have enough troops left for an immediate attack on Chicago, but it's just a minor nuisance. The capital has moved to Seattle.

Five veteran rifles and 2 conscripts were defending Washington. My casualties: 4 killed, 5 wounded, the army at 8/12. Losses were surprisingly low, but a great part of the merit goes to the 12 artillery squadrons - their bombardment has been quite effective in weakening the garrisoned riflemen.

To complete the carnage, the redlined american knight is killed by one of ours. The winner is promoted elite.

I'm about to move my wounded troops to Forte Apocalisse. They have enough movements left to reach the fort and fortify. But... there's something that is bugging me. Considering the resistor in Washington, the tiles under foreign control and the relative distance of our capitals, Washington is almost certain to flip back. My troops need 2 turns from now to heal, and the grace period is only 1 turn.

Probably i need to draw a rudimental table to figure out things better. Phase 2 of operation Dillinger should go on as follows:
[pre]
1210: wounded troops move back and fortify
1220: healing
1230: troops and cannons move toward Seattle
1240: capture of Seattle
[/pre]
But, if i consider the possible events in Washington:
[pre]
1210: wounded troops move back and fortify.
IT : grace period for Washington
1220: wounded troops healing
IT : Washington flips
1230: troops and cannons move toward Seattle <- NO!
[/pre]
In 1230 Washington must be recaptured first, and this means that part of my cannons cannot move toward Seattle in time to fire a volley before the cavalry charges. I need to be already in control of Washington before moving my troops toward Seattle, and the only way to be sure is to leave Washington undefended this very same turn. Here's what would happen:
[pre]
1210: wounded troops move back and fortify, Washington is left undefended.
IT : Americans recapture Washington
1220: wounded troops healing. the undamaged ones capture Washington again.
IT : grace period now!!!
1230: troops and cannons move toward Seattle
[/pre]
It may look like weird at first sight. But, once again, leaving a just conquered city in the hands of the enemy is the best course of action! The occupying knight is moved on the mountain where the big stack is parked. No defenders remains in Washington, and, for the safety of my plan, i must hope that americans retake it!

Another minor victory is reported on the "naval front". The "insurance stack" around New York is moved 1 tile NW where it can target an american frigate with cannons. The boat is redlined, then a caravel is sent to deliver the final blow. It sinks the frigate and retreats in the safety of New York.

Now there's another problem. In order to strike at Miami, the american city on the island, roman boats should circumnavigate the northern part of the Old World... exactly in the middle of the main naval force of America. But... if i disband Forte Pizza and refound it 1 tile NW, a channel would be created. This way roman caravels can approach Miami from safe waters. There's an american settler just popped out from San Francisco. It would be perfect for that task. The settler is moved south and got ready to build the fort.

Alas, nothing else can be done now. Excess troops are not enough for a "safe" attack on Chicago.

I hit enter, hoping to lose a city. It's a strange feeling...

In this shot: the position of the island settlements of Miami and Xochicalco, the last remnant of the Aztec Republic. In the bottom right: the small strip of land that can be exploited for a canal if a new fort is built on the blue spot.

 
I managed to get my first conquest victory on monarch today due to this thread. By using forts and letting the enemy recapture conquered cities ( just 2 things i've learnt how to use since reading this thread) made the job so much easier.

I'll be interested in seeing how you will implement your tactics when it requires you to use a sea invasion when you inevitably come face to face with Bob.

KUTGW :goodjob:
 
Interesting gambit you have going, Trick. I definatly will keep watching to see how this turns out.

Anyway, the reason I mentioned the port cities you have already was to show that you have naval production yards available, and have less of a need for size 11 ports like Boston and Seattle. So, you can bombard the **** out of the populace if you want to. They're starving anyway, so why not add a bit to their missery.

Keep burning their capitals ;)
 
@BlackJAC: congrats! :thumbsup:
And i'm glad to have contributed that way to your victory! But don't forget that, in many cases, razing is the best thing to do. I'm not razing because of the extra set of rules i used, but in some situation i would have done it. Of course, a city like Washington could not be razed, since their wonders are worth the risk of flip. And even Boston, with its Leo's workshop, must be taken. But... Chicago, Philly or Atlanta were better be razed (now BlackBetsy will kill me :D).

@dresdor: thanks for the interest in this log! Yeah, i don't need mega size cities resisting to death. As Chicago, they can be freed from some of their inhabitants. I'm carving out some fine slaves from New York and Atlanta. Those filthy vermins will be, for the most part, removed from those cities and sent to the labor camps :evil:

Now the update:

-----------------------------------

1220AD - Operation Dillinger, phase 2

Things went exactly as i wanted to. America retake Washington.

And the Greeks declare on the Iroquois. A city-state against the superpower of the New World. Go figure. Alex is trying to commit suicide. Now if i can time correctly the moment he's annihilated...

Nothing else relevant happens. Same harassing by the same frigates. A lone longbowman has been dropped north of New York. Abe must be desperate.

Washington is size 7 instead of 8, and the best defender is the conscript rifle it just drafted. No reinforcements arrived from Seattle. Abe is short on troops.

Now, let's capture Washington, again :D. Cannons fire, and in only 3 volleys the rifle is redlined and the knight is reduced at 2/4. Two elite charge, and kill both. No one else is defending Washington. The ex american capital is recaptured, this time for good. It still contains a courthouse and (really!) its city walls. Aren't they supposed to be destroyed where a city is bombarded and captured? Why not a marketplace instead? Anyway, the two wonders are really useful. Smith's will pay for lots of harbors, marketplaces and some banks. And with Sun Tzu we'll save a lot of upkeep from the barracks.

The net income jumps from 208 to 259 gold per turn. I try to move the research slider. Magnetism can be research in 9 turns, at the cost of the whole income. A careful espionage on the Greeks would cost 1460, a safe one 1980. Researching it will be 2331 gold.

Nine cannons are still unused, and not a single knight is seriously wounded. The defenses of Washington was lower than expected. The most of the troops can be sent in advance toward Seattle. Six cannons are moved, escorted by 2 musket companies. All mounted units available from the mountain follow along. 5 knights, 4 elites and 1 veteran. If Abe is weak as it looks, these units could be enough to take Seattle without waiting for the reinforcements in Forte Apocalisse. Things could go better than expected.

Two muskets are sent from Forte Apocalisse to provide a minimal defense for Washington and for the cannons stationed in the mountain. The 3 remaining cannons are moved to Chicago, and gather at the tile just at the east of the american town. The last 2 muskets in Forte Apocalisse are sent as an escort. 3 knights join the stack of units for Chicago, 2 elites and 1 veteran. New knights arrive in Forte Diavolo. Cannons weaken the longbow and redline another frigate. The legion in New York gets rid of the longbow, and a musket is sent into the town in its place. My heroic combat caravel kills the redlined frigate and gets a promotion!

I'm not too confident in the success of those 2 attacks. Cannons will fire first and try to count the enemy troops inside. Once the defenses are estimated, it will be decided if attacking or waiting for reinforcements from Forte Apocalisse. But, if both the planned attacks are successful, the healed units into Forte Apocalisse can be sent directly to Boston and be in attack range for the following turn. Here's the situation at the moment: position of troops, attack vectors and assigned targets:

 
I have spent 6 hours into 5 in the morning reading this thread in all its' entirety. It is informative, humorous, and dramatic. I am riveted and eagerly await every update. I look forward to America's demise and more technologically advanced wars in the future.

Keep it up Tricky, this is fantastic stuff.
 
BlackJAC - I'm looking forward to the sea invasion of Bob too! I've learnt a lot about attack on land from this thread, and I hope I will pick up a few tricks about oversea warfare too later on. That's what I think is most difficult.

Keep going, Trick! :)
 
Hi! Once again, i am to thank people for their enthusiastic support on this log! And, once again, i am stunned to see how popular this thread has become. This is by far my best performance ever since i've started playing on Civ3. One year ago i didn't even imagine than now i was actually doing this... :D

I guess there's something on like a self-breeding effect. The unfavourable odds at start forced me to play as never i did before, and this made the log interesting and informative. Then, having such a log in progress, i felt compelled to consider every possible move with every possible implications and play the best i could... and here we are now!

@Raging: i don't know if you'll see technologically advanced wars. Probably not. I'm at the end of middle age, my opponents are at start of industrial. It's difficult to imagine this game making its way on the modern era, unless i make some serious mistakes... we'll see.

@Fjonis: yes, the war with Bob will be quite problematic. He's strong. He has good territory, good science, good culture, good military and all the advantages the AS have at deity level. I remember when i was describing the Iroquois as "powerful, but backwards". They're no more. Well, this adds more spice to the game, i guess... :rolleyes:

A further update is coming, don't miss it! Seeya guyz!
 
1230AD - Amassment

The turn ends. American frigates bombard New York and Philadelphia, as usual. No significant damage is done. A rifleman and a knight have exited Seattle and parked in the tile west of the city. Sunday trip? Rampant madness? Seattle is going to be attacked, wouldn't they be better fortified in the town? No. Apparently, Abe prefer them to be around in the open plains. Mysteries of the AS.

The 3 cannons bombard Chicago. A veteran rifleman is wounded at 3/4 and still visible. A test in their defenses is worth trying. A veteran knight attacks and retreats redlined. The defender lose another hitpoint. Now a conscript rifleman is visible. Another veteran charges, and kills it. Another conscript appears.

Apparently, the population drop in Chicago wasn't due to starvation. Abe was drafting like crazy. How many conscript are still in the town? One? Two? Better stop the attack at the moment. Reinforcement may be moved from Forte Apocalisse if the 2 remaining elites aren't enough, but Seattle is a more important target now.

The cannons outside Seattle sing their songs. A veteran rifle is damaged, another one appears in its place. No furter hits are scored, but 2 pop units have been killed. Cannons performance has been quite appalling this time.

I decide to insist on Chicago, for the moment. An elite charges and retreats redlined, without doing any damage to the conscript rifle. The last elite charges and kills it. The damaged veteran shows up. No more drafted units then. I send a veteran directly from Forte Apocalisse to deal with it. My attacker is successful, but things aren't ended yet. A regular knight is present. Another veteran reinforcement unit gets rid of it, and Chicago is captured.

Wounded attackers are moved back to Forte Apocalisse for healing. A musket is move in support of the redlined knight, it's not the case to hand back Chicago to the americans, right? The second musket stays fortified to protect the cannons. Another one joins him, just in case.

The remaining forces still in Forte Apocalisse, 1 army and 2 elite knights, are sent to Seattle where the rest of the attack team is stationed. The 3 cannons still in the mountain outside Washington are moved there as well. More firepower will be needed. The remaining musket is moved to the game tile NE of Washington, to ensure safe communications.

It is time to deal with the possible flip in Washington. First, the city walls are sold. Second, the insurance team outside Philadelphia is redeployed. The 3 cannons are moved in the fur tile south of Washington, escorted by an elite legion and a musket. The knight is sent to join the "Seattle team".

These movements leave Philadelphia exposed, but a size 6 city with no walls isn't too harsh to retake, unless the RNG gods decide to hate me... The 3 knights in Forte Diavolo should be enough to recapture it. There are 3 cannon units free, but it's better to keep them around New York. A size 9 city is another beast to deal with.

The troop movement on the front is over. An army, 8 knights and 9 cannons should be more than enough to conquer Seattle. The american settler has arrived in the zone. As planned, Forte Pizza is abandoned and the new settlement of Forte Mungo is built in the right spot for a canal. A caravel is rushed in San Francisco. The one already available promptly traverse the canal and pop out in the adjacent sea. The route for Miami has been shortened a lot!

Nothing else to report, apart from the usual work of slaves and some troop movement in the southern area. Romola is set to build a bank. Other banks are near completation in Corinth (2 turns), Athens (2), Thebes (3) and Sparta (4). Money is important!

I end the turn, and wait...

Today's shot is a composition. Top: the first boat crossing the just built Mungo Channel. Bottom: troop placement at the end of the turn.

 
1230AD (interturn) - Caught pants down

It's funny how, in the process of considering every possible consequence of your moves, sometimes you tend to overlook the most basic things...

Washington is again in the hands of the american scumbags. No, it didn't flip. It was recaptured.

By selling the walls, i lowered the defensive strength of units garrisoned. That's exactly what i wanted: in case of a flip, it would have been easier to recapture it. But this rule is valid for the americans as well... and so, in the interturn, a knight went attacking and killed the lone defending musketman without taking any damage.

Ok, i acted foolishly. Betting into holding Washington would have been an hazard, because of cultural pressure. Then, why keeping a musketman inside? I could have left it undefended again. I would have spared a defender.

After putting myself in front of a mirror and telling "you idiot!" to the guy reflected in it, i can proceed with the game. Another update is coming. And no screenshots this time, although a photo of myself wearing a t-shirt with the word "moron" printed in it would have been appropriate.
 
... with Sun Tzu and Smith's into it? That's about 50 extra bucks per turn, at the moment. Anyway, the set of extra rules i'm following forbid me to raze, starve intentionally or abandon cities bigger than size 1.

About the pic: post it, why not? Maybe scale it down a bit, to not hog the page...
 
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