PHAW 1.5: Rise of the Queen Mother Reprise (WL)

Well the catapult I got killed by leaving it on a goto order costs 40 hammers if its any consolation :lol:

Oh, yeah. I feel warm all over. Maybe even a little damp. ;)

Great work Zophos and Cabledawg! It's clear this game isn't in mop-up mode yet. Ragnar is going to be a problem. Do we have the numbers to send a pillaging stack into his territory?
 
Yea we could prolly send something to Ragnar. Maybe a WE, Mace, Pike and a medic chariot. Might want to build a medic chariot before guilds come in though. After Guilds is in, we might want to turn research to 0 and do some upgrading. Weve got at least 3 swords heading to antium for upgrades and we could stand to upgrade some chariots to knights. Units near Athens are woefully underpowered and if a stack landed there, wed be toast. They need a lil upgrading too.
 
sounds like the job for a couple of pikes! Just don't give them the drill promotion as knights ignore first strike.

Spoiler :
and if anyone comments that pikes cannot get drill, then you need to lighten up and get a life! :duh: :gripe: :trouble:
 
Up the hill, down the hill....my men are mocking me now.
:lol:

Nice sets guys, and terrific turn-around. i think using the GE for Guilds will be best, and then we can head for Gunpowder > Chem > Steel.

Is that last Roman city off the continent? Also, is the army at Hippo done healing? Should we combine the armies to finish off the stragglers, Shaka, Biz, Auggie & Hannibal? I think their power ratings might have a lot to do w/longbows rather than actual attacking units.

i was also thinking, re: Blake's AI, that since the AI now prioritizes defense, that might explain why we aren't seeing that big of stacks.

I'll try to play tonight, but have another game up, and I *may* be going away this weekend so *might* need a skip or swap ~
 
Consolidating our force makes a lot of sense at this point but we've got to keep some workers assigned and covered to make sure we have roads to move that force from target to target. That'll reduce the amount of time it takes to mop up the weaker civs.

But I think it's vital to start pillaging Ragnar's lands now now now! I'd feel better if the task were assigned to a combined arms recon-in-force mission strong enough to deter counterattacks:

1 War Elephant
1 Medic Chariot (to pillage)
1-2 Pikemen
1-2 Macemen (combat/defensive terrain promotions)
1 Knight (to ward off Longbowmen and pillage)

With two mounted units, the stack can scorch-earth all tiles except for towns, hamlets and villages in one turn. It's an expensive investment but one that will get us lots of returns.
 
1 War Elephant
1 Medic Chariot (to pillage)
1-2 Pikemen
1-2 Macemen (combat/defensive terrain promotions)
1 Knight (to ward off Longbowmen and pillage)
i agree whole-heartedly that this will do wonders for us. In fact, I will make putting such a force together my first priority, and then try to wait for some Treb's to add to our First Army. I think pretty much every one of our cities should now be cranking out units if they aren't all ready ~ either that or we're going to need more production cities, i think.
 
Good turns, 'dawg. Sorry for all the MM I tend to leave you - I usually look around at the beginning of a set, but not as much later on. :blush:

I think top priority now has to be hurting Ragnar and Churchill, both of whom were comparable or superior in power ratings to us during my set. Don't forget Churchill - if he gets gunpowder units before we break him, we're in for a long slog against his Protective trait. We haven't even touched either of them at home yet. But if we pillage a lot (per Frank's post) and sack a city or two apiece, then I think we really WILL be in mop-up mode.

I don't think any of the other four are in a position to hurt us much now - they just don't have the units. And we've cut down their best cities, so they won't be able to MAKE the units anytime soon, either. So, as long as we don't leave a big hole in our defenses somewhere, we ought to be in good shape.
 
My vote for the next GG is another Medic 3. Thatll give us 2 fast healing armies. One question...I was thinking about what I did at Hippo and how I whipped a cat when it came out of revolt. Well pay 3 turns of maintenance on the city until that english WE takes it (I abandoned it...that army is heading to Antium to upgrade). 3 turns of maintenance is like 21G. Is it worth it to do it for even larger towns...ie...double whip 2 trebs on a size 7 or larger city ...then abandon it and come back later to take it.
 
Cabledawg, you may be onto something. If we take a city we'er unlikely to want to keep, we can whip it to size 1, then abandon it and hope that an AI other than the original owner takes it. Will it autoraze then?
 
hey all. Unfortunately, I AM going to need a swap or skip depending on how fast Frank plays. I'll be back sunday night so can play then.

I thought i would've had time, but the other SG took so dang long to load btwn turns, i have no time left, and am leaving in a few minutes.

kick 'em in the nuts for me, will ya?!?
 
I played 14 turns to get us to a decade year.

Inherited turn (1406 AD): At the start, I wasn’t 100% in love with our finances:
qm40.jpg


It could have been worse, though. Unit costs weren’t so awful but our city costs looked bad. Read on to see how it improved quickly.

At some point early in my turn set, I decided not to consolidate our two armies. We would keep them split into a northern force, aimed towards the northwest at England and a southern forces aimed at the southeast to finish off Rome and enter the Viking homeland. Both forces would do some healing and pillaging along the way and thus, not make significant geographic gains. The southern force would be accompanied by smaller stack intent on pillaging Ragnar. Meanwhile, we maintained a large garrison at Antium to deal with a steady stream of pillaging attempts by all the AI Civs.

We had a Great Scientist sleeping in Moscow who could almost complete Guilds for us but I think we’ll be better off waiting until we can train a couple of Chariots, one of whom could become a second super-Medic to be assigned to our southern army.

I stagnated growth in Yaroslavl' by working the lake tile instead of the fishing nets. There were already two angry citizens there, no sense in adding another at this point.

At Athens I switched from working one of the island sugar cane plantations to a cottage, picking up 1 commerce at the loss of 1 turn until growth (5 instead of 4).

IBT: At Hippo we trained an Archer who immediately got killed by the English War Elephant. Hippo was English at that point. Our net income went from -8 to +8 gold per turn. Ragnar's Knights pillaged a Hamlet outside of Antium. We're gonna get him for that. A Barbarian Axeman attacked our Axeman west of Athens at the cost of his own life.

Turn 1 (1412 AD): Moscow trained a Trebuchet, started a Chariot(2).

Two War Elephants and our Destroyer of Cities Maceman eliminated two Viking Knights and English Horse Archer, ending the pillaging threat at Antium for the time being. The remainder of our invading army began healing in former Roman lands.

Our northern force recaptured Hippo by killing the wounded War Elephant there, getting no gold for the small effort. They razed the city this time. That triggered the birth of our next Great General, Hamilcar Barca, in (you guessed it) Athens. I'd like to see that portion of the code that causes generals to be born as far away from the front as possible.

At this point I finally remembered to revolt to Confucianism.
qm41.jpg


It'll help on many levels. We waited too long to do this. Only Antium wasn't yet Confucian.

Turn 2 (1418 AD): We came out of revolt. The changes I made, along with the loss of Hippo resulted in a gain of 7 gold per turn:
qm42.jpg


Not too bad when considered along with improved building construction in our cities:
qm43.jpg


Yaroslavl' was still unhappy and there was no way of stagnating growth except for hiring a Citizen and I didn’t want to do that. I could have whipped the forge there for 3 population points but I chose to whip a Coliseum for 2 points instead.

One of the War Elephants at Antium killed a pillager-wanna-be Viking Knight.

IBT: A barbarian Swordsman committed suicide by Maceman at the Horse Pasture southeast of Masihero. A Barbarian archer moved adjacent to our workers at the Gold Mine east of Gold Horse.

Turn 3 (1424 AD): Yaroslavl’ completed the Coliseum, went back to work on the forge.

A Roman Catapult was killed by a War Elephant at Antium. I took a gamble and moved our garrison archer at

IBT: The gamble paid off and the Barbarian archer died trying to steal our 3 road-building workers.

Turn 4 (1430 AD): Moscow trained a Chariot. He met up with Hamilcar at Jumbo and became a super-Medic. Moscow started another Chariot. Our shortage of fog busters and mobile pillagers is striking.

I whipped the forge at Ruffsville for 2 population points, not wanting to do it for 3 earlier.

Coventry was garrisoned by two Swordsmen who were woefully inadequate for the task:
qm44.jpg


We razed it.

IBT: Ragnar’s Caravel disappeared into the fog north of Moscow.

Turn 5 (1436 AD): Novgorod trained a Trebuchet, started a Pikeman. Jumbo trained a Trebuchet, started a Forge(18). Ruffsville constructed a Forge, started a Chariot(5).

Rome added a city on the IBT:
qm45.jpg


The two mini-stacks north of the city are actually a portion of the northern force that had razed Coventry. They were healing and preparing to rejoin the rest of the northern units. Arretium was assigned to the southern army, approaching from the east.

An English Axeman/Settler pair was killed/captured by our northern force.

IBT: Ratz, one of our northern Swordsman was killed by a counterattacking English Maceman. Ragnar adopted Mercantilism.

Turn 6 (1442 AD): Moscow trained a Chariot, started a Maceman(6). Masihero trained a Trebuchet, started a Pikeman(4).

Two Trebuchets did the heavy lifting at Arretium, Destroyer of Cities mopped up.
qm46.jpg


Both Axeman at Athens were fully healed and fog-busting was no longer required in the gap between Athens and Yaroslavl’ so the medic Chariot moved onto the jungle hills to bust fog there.

IBT: A Viking Caravel appeared east of Yaroslavl’; I wasn’t certain if it was the same one that disappeared earlier. Regardless, I suspected that we were destined to lose our fishing nets soon.

Turn 7 (1448 AD): Gold Horse constructed a Granary, started a Forge(20).

Shaka was frantically trying to re-spawn:
qm47.jpg


I removed the MUST KILL sign – it’s understood. The team I dispatched from Antium to address the expansion killed a Viking Crossbowman/Catapult pair that stood in the way. They evidently were headed towards Jumbo.

Turn 8 (1454 AD): We caught a glimpse of Neapolis, situated near a choke-point:
qm48.jpg


Turn 9 (1460 AD): Novgorod trained a Pikeman, started a Maceman. Ruffsville trained a Chariot, started a Pikeman(9).

A Trebuchet razed Babango, netting us 5 gold; that’s better than the 2 we got from Coventry. Just south of there, 2 Zulu Longbowmen died trying to protect their Settler.

Turn 10 (1466 AD): Masihero trained a Pikeman, started Pikeman. I originally selected a Chariot, thinking it would upgrade to Knight in ~2 turns when Guilds was done. But then I noted that we didn’t know Horseback Riding yet. :sad:

IBT: A Barbarian Swordsman died while attacking an Axeman on the Gold Mine at Gold Horse.

Turn 11 (1472 AD): Healing and pillaging.

Turn 12 (1478 AD): We discovered Guilds and I went with Horseback Riding next – what the heck? It’s only 3 turns. Our Great Engineer would now provide 1722/2574 beakers needed for Gunpowder or roughly 8 out of 13 turns.

Moscow trained a Maceman, started a Grocer(10).

Turn 13 (1484 AD): Athens constructed a Forge, started a Library(5).

IBT: We lost our Medic Chariot to an Axeman attacking in the jungle. We still have two spare Axeman protecting our southeastern cities but I think it’s time to begin strengthening our defense in that sector.

Turn 14 (1490 AD): We discovered Horseback Riding. I selected Priesthood(1) for temples to ease unhappiness but pholkhero can change it to something else because no beakers have been committed to it yet.

Novgorod trained a Maceman, started a Knight(6).

We killed a Barbarian Archer at Antium.

As my last official act of this turn set, we lost a Trebuchet accomplishing this:
qm49.jpg



I think it’d be a good move to whip the Grocer at Moscow for 2 population before pressing Enter next turn. Pholkhero can look for other whipping opportunities in our other cities.

We’ve been building some infrastructure along with units for the past several turn sets. As a result, our army feels stretched a little thin. Perhaps now would be a good time to consider joining our northern and southern forces for a while, at least until we get some Knights and more Macemen to the front.

qm50.jpg


We have 3 forces. The Interdiction team has been defending Antium while intercepting settler expeditions and pillagers.

The northern force has yet to take York and is likely to suffer some losses taking it away from the 2 Longbowmen and Crossbowman holding that hilltop city. The southern force has some healing to do but the pillaging team is still intact.

We could join the two forces at Haithabu to take it away from Ragnar. Alternatively, we could bypass cities for the time being with the northern force pillaging to the north while the southern team pillages to the west.

Here's The Save: Queen_Mother_AD-1490.CivWarlordsSave Have fun!
 
Good point, Ozbenno. The interdiction team on our western borders could easily become a city-razing force with the addition of some Maces for force protection and Trebuchets. The trebs go through longbowmen in cities like a dose of salts.

The neat part of that notion is that if we use that force offensively instead of defensively, there's no need to maintain a large defensive force anymore. The majority of intrusions have been coming from those northern AI cities.
 
got in too late to play this last night. will have it tonight!
 
Good point, Ozbenno. The interdiction team on our western borders could easily become a city-razing force with the addition of some Maces for force protection and Trebuchets. The trebs go through longbowmen in cities like a dose of salts.

The neat part of that notion is that if we use that force offensively instead of defensively, there's no need to maintain a large defensive force anymore. The majority of intrusions have been coming from those northern AI cities.

I'm all for this idea...as long as we don't leave the homeland completely defenseless. We still have no navy to speak of, so we have to worry about a force landing on the shores somewhere. It won't be huge, but we need to be able to handle a couple of pillaging teams without recalling forces from the front.
 
I think we're safe until that first stack of AI Galleons shows up at Athens. Then we're toast. We've seen no evidence of a backdoor route for galleys and tiremes to cross the ocean to get to our eastern shore. Any landing by galley is sure to have plenty of advance notice.
 
I think we're safe until that first stack of AI Galleons shows up at Athens. Then we're toast. We've seen no evidence of a backdoor route for galleys and tiremes to cross the ocean to get to our eastern shore. Any landing by galley is sure to have plenty of advance notice.

I think a surprise galleon attack could be the only way we lose momentum on this.
I agree on this ~ galleons are our only worry, but i just don't think the AI is going to head that way

the biggest pain may be the AIs sending out small, settler stacks that we just need to keep killin' ~ i'll see tonight when i play what's up w/our forces and the techs.
 
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