preflight still 950 AD
after reading the discussion from the previous turnset, i'm going to try to wipe out a few more roman cities
before hitting return.
Ravenna falls easily, only one pike defending. it is razed.
veii falls, we lose one cossack. it is razed.
Antium falls to a single cossack, who is promoted to elite. city is razed.
i reposition some cossacks to take cologne from the romans, but they can't make it this turn.
hispalis and pompeii are easily raze-able next turn, but there are three other cities (muich, st. louis,
detroit) on the continent that i cannot get to easily. there are other cities on an island to the east that are out of the question until we get some ships over there. the ocean seems full of our galleons, i may have to
divert a few to the east side.
i turn my attention to productivity.....
the lux slider is currently at 30%. a quick manual count on the F1 screen tells me that *at least* 16 cities will riot next turn if i don't do something. i bump lux to 40% and it helps a little, but we'll still lose a lot of cities. i may have to switch some science weenies to clowns. i think i've got it under control (for this turn anyway). we will now get electricity in 8 instead of 7 due to the scientists we lost to maintain order. we
are at -79 gpt.
we either need to end this war quickly (which may be difficult to due with no ships in position to wipe out the
eastern islands) or switch governments. i considered switching to monarchy since communism isn't on our current
research path. ugh.
i check out our worker situation...
there several stacks of workers that aren't working on the rail line from the core to our invasion launching point (anjar). i wake them up so that i can move them next turn. most will take 3-4 turns to get into position.
there are no workers improving our core either. railroaded mines produce more shields, right?
i decide to cash-rush a couple cossacks in our core. we've got the cash to spare with 1075 gold left.
i hit return...
IBT - american settler/spear combo moves closer
960 AD - turn1
great library produces galleon => galleon
st. pete's cossack => cossack
iron town cossack => cossack
rostov cossack => cossack
yakustk cossack => cossack
fustat settler=> settler
brandeburg riots ... looks like i mised a city, sorry guys
hispalis' pike and spear fail them, the city is razed with no loss to us.
pompeii falls to our cossack army (taking no damage!); pompeii is razed.
all the roman cities on the southern part of the new coninent are gone. the are a few roman cities nestled up in the german territory and a couple more roman cities on islands. i will try to wipe them out as quickly as possible, but the logistics may prove to be a challenge. I begin moving our units from the southern portion of the new continent to either a launching point for the eastern roman island OR north to hit the roman in german lands.
i capture cologne and keep it so we can bounce settlers if the cruise by. hey, it even has a barracks! i have it start building a galleon (we need some on this side of the continent).
mason-disxon is building a wal...? i switch to cannon.
i upgrade a caravel to galleon.
several workers are retask to build rail lines.
four cossacks land on lutetia island. not sure if this is enough to take the city or not.... but i can make that decision next turn.
i reposition some galleons with the intent of shuttling forces to the eastern roman island.
switch production at gem town from settler to marketplace. it is pop 11 and needs the extra smilies.
966 gold in pocket, -98 gpt. electricity in 7
IBT
romans move two units near our cities.... i'm scared!
970 AD - turn2
tyrana cossack=>cossack
vologda settler=>settler
i redline two cossacks capturing lutetia. i keep the city as a staging ground for taking jerusalem. new york is now the roman capitol.
i discover our first barb re-settlement in the south of the new continent! those buggers are quick. i'm going to leave a few cossacks behind to guard the slaves moving northward, bu that's it' we can easily wipe out barbs
if they start approaching our cities to the north.
workers railrailrailroad a bunch.
i am in no position to attack any more roman cities this turn (or probably next turn either). most of our cossacks are en route to the north or waiting on galleons to invade the eastern islands.
893 gold in hand, -101 gpt. electricity in 6.
IBT
- roman troops move toward brandenburg which has no defender. may have to rush one there to avoid losing the city.
-americans settle memphis just south of stuttgart. it won't expand with our transportation until it expands, so
i leave it for now.
-hidden american galley drops off a pike/settler combo in the middle of the new continent. tricky abe... very tricky.
980 AD - turn3
lugdunum settler=>settler
riverton settler=> settler
nizhysdyfhsd novgorod worker=>settler
brandenburg will fall unless i rush a defender there. i rush a rifleman for 268 gold. ouch.
galleon arrives on new continent with 2 cossacks and 2 settlers.
railroads are starting to take shape.
i can turn the science slider down and still get electricity in 5 turns!!!! yay. the cash situation was
starting to worry me.
abe and bizmarkie don't have anything we want (as usual). cesar won't give us all his cities....
549 in treas, -56 gpt. electricity in 5.
IBT - americans really want to colonize the southern part of the continent! two teams of MI/settlers appear
near cologne. we cannot deny them passage as they do not have to travel through our territory (yet), so i will try to block the 'public' road and force them through our lands.
990 ad - turn4
yaroslv'l cossack=>cossack
yekaterinburg cosscack=>cossack
brandenburg finishes rifleman (reg, no barracks) start harbor
irkuskt settler=>settler
as a tribute to the former glory of rome, i put some romanesque pillars on the palace.
it looks like our cannons are going to be unused in attacking new york, it is surrounded by jungle, with it
mostly un-roaded. feh. i may be able to start moving troops to new york next turn.
493 in treas, -60 gpt, electricity in 4
IBT - bizmarkie complains about our forces in his lands, i offer to move them.
our brandenburg rifledude loses. we lose brandeburg. :/
1000 AD - turn5
hattusas harbor=>frigate (we have no naval offense)
we finish military academy! at 18 turns to build an army, i choose a rifledood instead. (we'll need defenders against the germans eventually)
medina riots => i give them a science dood
harran cosscack=>cossack
vladivostock cosscack=>cossack
arkhangel'sk settler=>settler
chelyabunsk galleon=>frigate
abe has moved his settler/MI groups into our lands. i tell him to remove his doods or declare war. he declares!
i dial up bizmarkie to see if he's up for a fight. biz won't go for it outright, so i get an alliance vs. the
romans and american and a ROP. he wants education. after some haggling, i also get 22gpt from him.
i attack the american settlers, we get a bunch of new american slaves. no losses
i attack memphis with a single cossack and win (one spear defender). i keep memphis.
a cossack takes out a single roman longbowman near stuttgart. no promotion.
i move some cossacks around dallas. it has dyes! we would like some dyes!
captured 2 american workers.
i send an expeditionary force (2 cossacks) into western germany to find a way to america. we've got enough
slaves to railroad a quick path to the american core and some roman satellite cities.
434 in treas, -45gpt, electricity in 3 (tried fiddling with the sci slider, no dice)
IBT - nada
1010 AD - turn6
st. p rifleman=>rifleman
krasnoyask cosscack=>cossack
yakustk cosscack=>cossack
alleppo rifleman=>cossack
i plant some memorial trees in front of the palace.
cossack army attacks dallas and captures the city. i keep the city, we now have dyes. i might even be able to turn down the lux slider...
i can finally move troops on new york (roman capitol), they can attack in 2 turns.
things are looking up. i load threee galleons full of cossacks to head for the eastern roman island cities.
i try taking the lux slider down to 20%.... wow. i'm amazed at the difference an additional luxury resource makes. thank you dye gods.
389 treas, +80 gpt, electricity in 2
IBT - german settler/longbow pair appears. i'm going to try to blockade them without violating our ROP.
romans land a galleyful of units next to cologne.
1020 AD - turn7
iron town cosscack=>cossack
smolensk frigate=>frigate
dallas no longer resists
anjer galleon=>frigate
saratov galleon=>galleon
americans finish art of war in philly..... muah ahahahahahahah
MI army takes out recent roman arrivals (from the galley) no loss on our part.
new york (roman capitol) shows a spear defending. turns out they have three spears defending, we raze the city with no loss to our forces.
i start looking around for new roman capitol and realize that jerusalem has been avoiding attack for sometime due to my own inattention. i move our cossacks closer to attack. a little exploring shows that there is a roman
city in the middle of the german area. it must be the capitol of at least size 4.
four cossacks lands near cincinatti.
new rostov is founded.
new yaroslav'l is founded.
11 cossacks unloaded near byzantium.
workers continue railroading
494 treas, +84 gpt. electrict next turn
IBT - forces in byzantium attack our cossacks and a great leader emerges!
german settler/bow pair moves towards newly razed area. it's a great spot with two cows and a river. i can't wait to raze the new city.
1030 AD - turn8
we have electricity, turn sci slider to 60% gets us replaceable parts in 10 turns
silk town riots, crap. give them sciencedood.
basra worker=>settler
riverton settler=>cannon
asharrakhan galleon=>frigate
germans building sistine chapel
boston is the new roman capitol with a whole ring of german cities around it.
i manage to get a cossack onto american iron. maybe i can pillage new turn.
workers railroad
new jack city founded.
cossacks attack new byzantium, one loss. city is autorazed so we still have leader floating around. might try
shipping him off to make an army.
jerusalem is captured, no losses.
cincincatti is razed, no losses.
i find rome's saltpeter and will try to pillage it next turn. (yes, they have musketmen)
move armies closer to roman cities on coast. start amassing forces in stuttgart for push into american core.
do some micromanaging.....
576 treas, +27gpt, rep parts 10 turns
IBT - observe some german/american fights
1040 AD - turn9
i am able to get our leader into a city on the last movement turn and cannot turn it into an army.... :/
moscow cosscack=>cossack
germans building knights templar
successfully pillage american iron
successfully pillage roman saltpeter
cossack army razes munich (roman)
cossack razes denver, one loss
caeseragusta is autorazed.
city of barbarian magnet founded
it appears the rail line from our core to the l;aunch point is complete. i have groups improving areas in the core and then some groups railroading out towards the former arabian area. i rush a cossack in celebration.
484 treas, +37 gpt, rep part 8turns
IBT - looks like our peace treaty is up with bizmarkie. no option to negotiate, it's either accept or declare war. we're really not in a position to fight three adversaries, so i accept.
1050 AD - turn10
new tarentum riots. crap, sorry guys. that's the 3 or 4th city this turnset.
german longbowman attack boston (roman) and kill 1 defender
tyrana cosscack=>cossack
yekaterinburg cosscack=>cossack
yakutsk cosscack=>cossack
augustodurum settler=>settler
18 cannon arrive in stuttgart in preparation for attacking american core
ivan the terrible is finally able to create an army. i can attack with elites again!
st louis(roman) is razed, no loss to our forces.
an attack on seleucia produces another great leader (peter the great). city is autorazed.
cossacks capture chicago, it has fur and we all know the ladies like fur. there are a bunch of workers in
chicago that i don't think i can move just yet.
there is a volcano erupting between baltimore and detroit (both roman) so the cossacks might just chill for a turn. they are fortified, so the next player will have to activate them on their next turn. workers continue to railroad all over the place, double check their progress and path to ensure that they follow your wishes. some ships will continue towards their final destination. finally, there are a bunch of settlers looking for a new place to build a city.
543 treas, +26 gpt, rep parts 7turns
ugh... my head aches. this was a loooong turnset, it took me about 4 hours to play. save to be attached in next post.