Open Succession Game:Gilgamesh's Triumph

I decided to ignore the Vikings and they moved on, so I didn't push the issue of their trespass. we have scads of undefended shore towns that just might draw some Berserks, so I want to save them for last.
 
That is what I was thinking, why ask for more trouble. They were also providing a lux iirc. I tend to not worry about Zerks and they seem to rarely use them for amphib, don't know why.
 
Okay, I am finally finished with what will likely be my final turn-set of this game. The war with Carthage is going very well, an assault on their capital can be made on the next turn. Their Riflemen and Guerillas have not been much of a match for our Tanks and Artillery and they apparently have no Rubber to build Infantry, as Egypt has all 4 sources on that continent nicely under control. We are allied with the Vikings against them in a deal which is tied to a peace treaty, so they declare on us when Carthage dies. I think with aggressive rushing of culture and settling, this game won't last that long, we are at 57% land and 77% population. We have SETI built and have the Internet due in 7 turns, which means the next player should win it. We have Sun Tzu's and Leo's for cheap upgrades on the other continent and fast healing of wounded troops. I expect several flips to occur, which is why I recommend starvation and rushed settlers to quickly reduce enemy population. It looks like an easy victory coming soon to a Computer near you.
 
Sound s about right to me. If we have some settlers, we can do a combat resettlement in the larger border cities. I some times will use units to rush a settler out of the city and then combat resettle it.

We probably have cavs we can use to do a few of the more at risk cities.

Commando has the honors.
 
I've got it and plan to play tonight after NCIS.
 
50% Science
30% Tax
20% Luxury

Republic
Space Flight in 6
5668 gold, 331 gpt


Building Recap
  • :D Not this time.
We have 227 cities.



Military
  • 001 Settler
  • 088 Worker
  • 267 Slaves
  • 003 Swords
  • 003 Knight
  • 054 Cavalry
  • 003 Infantry
  • 051 Tank
  • 039 Mech Infantry
  • 022 Artillery
  • 006 Frigate
  • 012 Transport
  • 006 Destroyer
  • 001 Fighter
  • 007 Bomber
  • 001 Jef Fighter
  • 017 Army
  • 001 Guerilla
  • 000 Trebuchet
  • 001 Trebuchet (captured)
  • 009 TOW Infantry
  • Unit Support
    • Current units: 324
    • Allowed units: 419
    • Cost per turn: 000 gpt

Resources Connected to Ur
03 Uranium
07 Aluminum
04 Rubber
07 Oil
06 Coal
08 Saltpeter
08 Iron
06 Horse

Luxuries Connected to Ur
06 Wines
05 Furs
01 Dye (Scandanavia)
03 Incense (1 from Egypt)
07 Spice
05 Silks
01 Gems

We want to Dominate the world.

We have 57% of the world area and 77% of the world's population.
Egypt has 11% of the land area
Carthage has 8% of the population.

We are at War with Carthage.
We are at peace with Egypt and Scandanavia.
Both are at war with Carthage.

We have an MPP with Egypt.
We have an MA with the Vikings vs. Carthage.

Trading
In 4 turns our luxury deals expire. We lose the Incense from Egypt, but we have our own, so no effect from that. Same with the Viking deal; We give Furs to get Dyes and now we have homegrown Dyes. If we only had Ivory our luxuries would be complete.
Our MPP with Egypt ends in 7 turns.
Our MA with the Vikings vs. Carthage has 16 turns to go.

Plans
Chew up Carthage to get to the Domination Limit, about 320 tiles away (36 cities).

[Prelight]
We build four settlers this turn.
We don't need more geeks but we could use more cash to help with rushing libraries and settlers.
Cycle through the cities again, geeks -> taxmen, end up at +1226, where it was +331; Space Flight in 14 not 6.

Carthage is pretty much a one-front war, except for the city of Calarsis (2) that is north of Bodo, Scandanavia.
And even if we take all of Carthage, we'll still need some more land to Dominate.

I am tempted to rush some settlers and libraries overseas. Rush library in Molde, since it was gain us interior tiles. Settlers I'll try to use for border expansion, not closing gaps behind our borders. Rush a settler in Lapurdum (5) and P'yongyang (11).

Spacebar the last two armies, save the game and press Enter.
[IBT]
Kish research lab -> vTank in 2.

Cadiz (6) flips back to Carthage; we lost a MechInf.

Tutub stock exchange -> barracks in 2.
Molde library -> settler in 30.
New Sumer bank -> airport in 11.

1 1455 AD

World Area: 57%
World Population: 77%

Two Rifles in Cadiz (4) are removed (2 of 2).
Six Rifles and a Guerilla are snuffed out in Carthage (11) (9 of 9).
Magellan's Voyage is in our control, as is The Great Wall and The Great Lighthouse.

Leptis Magna (10) kills a tank but falls anyway (13 of 14). We gain 15 gold.
Agedincum (1) nets us one artillery and 10 gold (16 of 17).

East Carthage is founded.

eCav picks off a lone Rifle but does not promote (17 of 18).
eTanks grinds down a guerilla (18 of 19).

We've run out of easy targets, so I plan next turn's round of attacks. Two combat settlers will expand us towards three cities of Carthage and allow our artillery to damage defending units.

We get three settlers in place among the flood plains around P'yongyang. Each will be connected to rails when they are built.

South Cadiz and Coastal Jungle Coal are started.

Upgrade cannon and trebuchet to artillery.

Cycle through the cities, rushing settlers and changing some wealth to settlers.
[IBT]
Utica (7) flips back to Carthage. We lose another MechInf.
We lose control of Sun Tzu's Art of War.

Tolosa library -> settler in 30.
New Kua 2 library -> settler in 30.
New Kuara 2 library -> worker in 10.

2 1460 AD

World Area: 59%
World Population: 78%

Two Elite victories and Utica (2) is again part of Sumeria (20 of 21). And Sun Tzu's Art of War is ours again. We also gain 11 gold.

Sabratha Sneakup and Sulcis Suspense are founded inside Carthage.
Phloody West, Phloody East and Phloody North are built on hills near the flood plains around P'yongyang.

Sabratha's (10) four defenders fall and we gain 17 gold (24 of 25).
Sulcis's (8) four defenders go down and again we gain 17 gold (28 of 29).
Two Rifles are not enough to protect Rusguniae (6) and its 12 gold (30 of 31).
We spot a lonely Guerrilla and give him some attention (31 of 32).
Three Rifles are lost to Carthage at Saldae (11), along with 18 gold (34 of 35).

South Saldae is built 2S of Saldae.

Three Rifles die, die, win and die at lol (that's what it looks like to me) of Carthage, the third captial of Carthage this turn. (37 of 39). This size 10 city has 18 gold.
Baruun-Urt (2) two Rifles do some damage to Cavalry Armies, but not enough to stave off destruction; we gain the city and 13 gold (39 of 41).

Ivory Dreams is built near Baruun-Urt; an Ivory tile inside Egypt is just beyond our borders.

We run down an isolated Guerilla (40 of 42).

In the homeland we fill a 6 tile gap near Toledo with Angel Falls.

We ship across 4 Tanks and 14 settlers.

Coastal Folly, Oasis Grabber, Gap of Carthage, Aluminum Hideout and Railed Desert are built, gaining us some more. We have two settlers ready to encroach on some Viking territory and three combat settlers ready to go.

We hunt down 5 guerillas around Aluminum Hideout (45 of 47).
[IBT]
Ulsan library -> wealth.
Eboracum library -> wealth.
Malaca library -> wealth.
Ratae Coritanorium library -> wealth.

3 1465 AD

World Area: 63%
World Population: 81%

Viking Forest, Viking Desert, Egyptian Encroacher and Hidden Hills are founded peacefully. Hippo Killer, Target Tabriz and City Splitter are built inside enemy lines.

At this point we have 64% of the land and need 54 more tiles to win, per MapStat.

Time to get to work.

Three eTanks and two vTanks make Hippo's (10) five Rifles part of history (50 of 52). We gain the city and 21 gold and one Worker (Carthage).
Three Rifles stand tall in Tabriz (9) but do no lasting damage; we gain 22 gold and more land (53 of 55). We gain an Artillery (Celts).
Three Rifle and a Guerilla are knocked out at Karakorum (8); we gain 24 gold and another Artillery (57 of 59).
At Ereen (7) three Rifles are swept away and we get 24 gold (60 of 62).

Stop, save and check MapStat; we need nine more tiles.

We use the last of our Artillery shelling Erdenet (10) and the three Rifles are eradicated by our single Tanks; we gain 26 gold (63 of 65).

Alas, Almarikh is built.

We use a Tank Army to remove two vRifles in Almarikh, leaving an rRifle for a solo Tank (66 of 68).
Almarikh (7) is captured, along with a handful of slaves and 27 gold.

Thaenae (6) has only two Rifles for defense and they get trampled by Tank-15th (68 of 70). We gain 20 gold and burn a ship.

Nora Knocker is built between Almarikh and Thaenae.

Two Cavalry Armies quickly take down Nora's (9) three Rifles and discover 39 gold (71 of 73).

We sign an ROP with Scandanavia; even steven.

We rail some around Bodo.
We grab some wandering workers of Carthage.

Rifle and Guerilla are crushed at Calaris (2); we gain 65 gold (73 of 75).

We lose our supply of Dyes.

Glorious Carthage is destroyed.

Now we are war with the Vikings.

Per Map Stat we 53 tiles over the limit, but we now have a new war.

Bodo (5) is defended by a Rifle and Pike; we gain 5 slaves and 0 gold (75 of 77).

Outside Bodo we bash a Pike and two Beserks that could attack on the IBT (78 of 80).

Three Pikes, a Mace and a Rifle are inside our borders, next to empty cities; we make them go away (83 of 85).

Two Pikes and one Rifle in Kazan (6) manage to retreat a Tank, but are still consumed (86 of 89). We gain two trebuchets.

Viking Vice is founded on the far side of Kazan.

TOW vs. Pike, TOW wins (87 of 90).

Two Pikes in Ulaanbaatar (7) do not stop our MechInf (89 of 92).

Land Grab One, Land Grab Two, Land Grab Three Land Grab Four and Land Grab Five are built.

A Pike and two Beserks are steamrolled from around our new cities (92 of 95).

All of our cities on the Scandanavian border are defended by at least one MechInfantry. Only one Viking Knight is visible and the workers it threatens are protected by Armies. Everything else from Norway is just foot soldiers.

At this point we are 123 tiles over the limit per MapStat and we lack any easy targets.

We have four new Tanks in the homeland but we leave them. I don't expect any cities to flip or any serious counterattacks from the Vikings. And I don't see Egypt trying to go postal, either.

I think this is it.
[IBT]
I didn't see this.

Egypt DoW Scandanavia!

Drat. I missed a Viking Mace and we lose Dyed in the Wool. Well, we acquired another sources of Dyes in our conquests, so we'll be okay.

However:

It Doesn't Matter!
T1465_VictoryAnnouncement.jpg


The World in Light Blue
T1470_ReplayMap.jpg



Rememberd As:
Spoiler :

1470_RememberedAs.jpg




Victory Screen (F8)
Spoiler :

1470_VictoryScreen.jpg



Attached is the save at the end of 1465 AD.
 
We make a good team at finishing SGs. Maybe we might consider startng and finishing one. This one went quite well.
 
We make a good team at finishing SGs. Maybe we might consider startng and finishing one. This one went quite well.

Actually, starting SGs seems to be an endangered hobby. I think after Own's SG that started in june, no new one has been started. :(
 
I suppose a new SG could be done as a training day game, say a Monarch or Regent game and a core of experienced players could help out. The trainees play, the advisers advise. I think Splunge was interested in a SG too and maybe a few other new players might show. Even a mini SG might be worth a try.
 
Count me in, if it doesn't make it too crowded.
 
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