Pred 02

Ok guys I got it. Sorry I posted so late, went to see Wicked tonight. :devil: I'll play tomorrow night...
 
:ack: Save added to prior post
 
Preflight
Things look good, Celts are just about broken.. Change a build or two. Lisbon to SoZ, for instance -- it'll be done in 5 turns, before we have feud. We need workers -- there are luxes to hook up! FP? Do we have any elites? Erm, I'll wait for a leader...
(I) zzz

T1 (530BC)
Found Alcácer do Sal
(I) Lose a horse to an archer.

T2 (510BC)
Kill the offending archer.
(I) zzz

T3 (490BC)
Silks are connected! ...the same turn WW goes up, so lux stays at 20%.
(I) zzz

T4 (470BC)
Finally a force heads off to Camulodunum.
(I) Celts drop off an archer next to Lisbon.
We get SoZ! Enter our GA! :dance:
Celts start Hanging Gardens, heh.

T5 (450BC)
Kill the archer.
I MM for our GA.
(I) zzz

T6 (430BC)
Take Camulodunum, no losses.
Meet the Byz, they are pretty backward. Sell them HBR for 76g.
(I) Feud --> Mono

T7 (410BC)
(I) Kill some Celt archers

T8 (390BC)
Troops head off to Veruamium

T9 (370BC)
Found Guarda
Take Veruamium, lose 2 swords. :(
(I) zzz

T10 (330BC)
Found Castelo Branco
(I) zzz

T11 (310BC)
Take Richborough
(I) zzz

T12 (290BC)
Lose 2 swords against Agedincum, retreat the horse.

Well, I took a stab at finishing the Celts, to no avail. They'll be done in 2 turns; I leave that pleasure to the next player.

I left most of this turn (290BC) to the next player too, I haven't moved much or mm'd. I suggest we finish mono, get chivalry, and win the game with that. I've started moving troops west, and I had workers trying to build roads over them mountains. Was moving more workers in that direction, too. We're seeing barbs on that front, watch out...

We have about 25% WW, so when those Celts are gone, things get much easier.

Sorry I played these turns so messy, I'm a bit crunched for time today. But I just about doubled our military power -- just keep pushing west, and the game will be over eventually. All over civs appear to be pushovers. :)

home sweet home
save
 
Got it. Will check it out tonight, and play tomorrow. Conquest with Knights sounds good to me.
 
conquest with knights sounds a lot better than the space race we had last time

1) DBear - on deck
2) Predesad -
3) Eldar -
4) Mach - just finished
5) Mathias - UP (got it)
 
Pump out some workers to build a road across the mountains?
 
I hope I didn't mess this up too much...

290 BC (0)
Kill Celt spear near Alesia, and barb horse in mountains.
Science 30%, Mono due
changed some production: no new libraries, Braga to build galley.
IT: galley sunk by barbarians

270 BC (1)
Chivalry in 5 turns at 60% science (-11 gpt, 91 in treasury)

250 BC (2)
The war is over. We lost vet MI.
Lux 10%, now at +2 gpt

230 BC (3)
zzz...

210 BC (4)
IT: Vikings build Pyramids

190 BC (5)
Meet the Mongols. Sell philosophy for 94 gold.

170 BC (6)
zzz...

150 BC (7)
Badajoz founded, forest cleared, rush temple for 200 gold.

130 BC (8)
IT: Byzantines build Mausoleum

110 BC (9)
zzz...

90 BC (10)
zzz...

Forest chop near Lisbon complete this turn, so knight in 3 turns. Most of our upgradable units are fortified in Faro. We should have enough gold next turn to upgrade all of them if we want to. The two elite horsemen are positioned for line of sight to avoid barbs popping up. We have a lot of workers near Badajoz. I know I wasted a lot of moves having them grouped, but they can quickly finish the jobs there and split up as they return to the heartland. I put a hold on military to build markets and a couple of aqueducts. I also sold our libraries, as we won't be needing them now.

Forbidden Palace and Knights Templar need to be built, but where? Also, do we still want to move our palace?
 
Looks beautiful, Mathias. :thumbsup: Sorry you didn't get to see much action, but I guess you did get to finish the Celts, and you had the GA to play with. All we need to do now is roll over 'em, and get to the dom limit. Keep getting settlers out of corrupt cities, rush them if we gotta. We have plenty of troops; Spain should fall quick...

There's a lot of room in the south for new cities. Planting new cities down there is better than using expansions to grab the land, since cities bring more unit support, and cultural buildings instead cost gold. Watch out, there's some fog in the old Celtic lands that might grow a barb camp...
 
There's a horse there to see the fog. I have some temples being built in coastal towns to allow them to have more citizens. If that isn't necessary or desirable, then by all means change it.
 
Yeah, I'd change those temples to settlers, but that's just me. I see you built a temple in Badajoz, that's a good call -- maybe we should build them in Castelo and Augustodurum too, to get expansions to grab those mountains. We can't build cities in there so easily...

I see that horse on the west coast, but the fog I'm talking about is at the iron hill in the interior. I don't see a horse around there, unless maybe I'm missing something, which is certainly possible. The MI in Agedincum can be there in 2 turns, no problem.
 
You're right... I overlooked that bit of fog. MI where? Oh, I must have fortified him to heal and forgot about him. Horse in Faro can also get there in 2 turns.
 
dont have time to look at the save so i cant comment too much

1) DBear - UP
2) Predesad - on deck
3) Eldar - just finished
4) Mach -
5) Mathias -
 
Rushing Temples is the way forward to grab land.

KT - waste of time and shields. By the time it's built and producing units, they'll take forever to catch up with our Knights. Build Knights instead.

FP - pick somewhere due west of Lisbon, I did like the look of New York IIRC?

Palace move - don't bother.
 
eldar said:
Rushing Temples is the way forward to grab land.
I always prefer settling new cities when possible, they give more unit support instead of costing 1gpt, and the gold saved can be used to shortrush knights. Learned that in TR02 from dman ( :worship: ), IIRC. But it's all a matter of taste, I guess.

Agree with the rest of your post, eldar. :)
 
I learned about the Temple thing in TR02... mind you that was the last set of turns and we were trying to beat the TR01 date!
 
Pred 02

-90: Upgrade knights and trebs in Faro.

-70: New York settler-->worker. Guimaraes aqua-->market. Start building palace in Lagos. Getting troops in place to attack Spain.

-50: Sagres rax-->settler. The Golden Age ends. We declare war on Spain and raze Santiago. Rush market in Faro, temple in Sao Paulo, and market in Lugdunum.

-30: Lugdunum market-->temple, Coimbra starts knight, Faro market-->temple. Sao Paulo temple-->market. Rush harbor in Richborough. Laurenco Marques built, starts temple.

-10: Lisbon knight-->knight. Richborough harbor-->temple.

10: Braga market-->rax. Sagres settler-->temple. Barcelona taken. Rush temples in Lugdunum and Alesia.

30: Alesia starts market, Lugdunum starts knight. Mongols build Lighthouse. Toledo falls, giving us 2 leet knights.

50: Washington settler-->temple. Build road to Oslo and declare war on Vikings, moving maces in. Viseu built on iron, starts rax.
Rush temple in Sagres, rax in Braga, market in Emerita.

70: Oporto market-->temple, Braga rax-->galley, Emerita market-->knight. Sagres temple-->galley. Byzantines finish ToA. Citizen in Toledo is unhappy, turn her into scientist. Maces take Oslo. Trebs bombard Madrid, they have only 2 spears defending. Madrid taken w/the Oracle. Ancient takes Seville and the Spanish are toast. Upgrade swords to maces in Faro. Switch Lagos to FP, Lisbon to Templars. Rush temple in Faro.

90: New York worker-->market. Evora market-->temple. Augustodurum harbor-->temple. Faro temple-->knight. Rush temple in Madrid.

110: Mongol ships are cruising off the east coast. Madrid temple-->rax. Aarhus autorazed, we take slaves. Switch Faro to settler and rush, along with Boston. Birka suffers the same fate as Aarhus.
 
1) DBear - just finished
2) Predesad - UP
3) Eldar - on deck
4) Mach -
5) Mathias -

I have it & hope to play tonight, but no promises, several issues to debate I huess, FP, KT. palace move, temples over settlers. I say build temples because the culture expansions can really pay off in grabbing tiles
 
Why are we building the Knights Templar? This game will be over in 20-30 turns: by the time it's finished (14 turns), plus 5 for the first Crusader to pop out, plus another however many for it to arrive at the front....
 
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