Race Wars 1: Nordic Sagas

Better late than never, and good news is always welcome.

What's the tech positon?

Any trades on the table?

Where did Osaka flip, back to Japan?

We're still tied for first, no trades that I saw. Osaka flipped on the interturn between my inherited and the first turn of my set.


Smelling, what graphic mods are you using?

For that matter, what are the favorite mods of the team?
[Someone's]* color-corrected terrain, a few multi-figured units (assorted ancient era ones), Yurt's muddy flood plains, someone else's lush cities, someone else's replacements for goody huts, someone else's replacements for barbarian camps...and someone else's Star Trek advisors. :lol:

My prefrences is either that - my personal collage of mods- or Firaxis' winter tileset. I love it. :D

*Edited for user privacy 2/2021
 
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Pre-flight – 950 AD – Set preferences. We can get a tech deal with Abu. We can get two cities from Hannibal for peace. Decide that neither one is a good idea.

Tokyo has five resisters and no garrision. Dudes, you have to put at least one military unit, the cheaper the better, into a city to break the resistance. Five workers won’t do it for you.

We have a Carthaginian archer threatening a slave. Bring an elite Zerk out and lop off his head.

Why are we building military units in cities without a barracks? Swap over former Japanese and Carthaginian cities to barracks. Too many to list. By the time I’m done, we have 22 barracks being built. We have some of our cities building military units without a barracks. A 20 shield investment is worth it.

Arabia is a cultural monster. We’ll have to raze and replace there.

I start starving some of our foreigners.

We’re in need of some serious MMing. Set up our cities with some nice round numbers. If you set up you cities to produce 7, 10 or 14 spt, you have nice production for a zerk. Cut off seven turns from the Leo’s build.

Our workers are performing some interesting tasks. Instead of roading and improving a BG or a cow, we’re chopping a jungle two tiles away.

So after two plus hours of study I am ready to go.

IBT – Three barracks and a zerk are built.

1. 960 AD – Hippo is captured at the cost of a regular zerk. Wish we had that extra hp on that dude. One resister.

Then I watch about thirty units on go to run across my screen. Dudes, go to orders are not cool in a SG. Additionally, they are not smart. What if I saw something that I wanted to send some units to. It would not be possible.

It looks like we’re going to send most of these go-to units across an unroaded Egypt, when we have galleys on the coast. Looks like at least one of those go-tos was headed towards the Osaka that we no longer own.

We are flush with cash and can’t spend any of it. We used feudalism in Go4 and I wasn’t thrilled with it. I guess I just like spending cash instead of whipping the populace. I investigate the Japanese capitol, just to find out where it is. We could set up to take out the Japanese in two turns once our peace deal is up.

We need some garrison type units in our new cities so I wake up so pikes in our core and send them northward.

Whip a spear in Ise, since a Carthaginian galley is approaching.

To be continued……
 
Feudalism was my idea, Bugs. I anticipated a big army, small towns and the need to "relocate foreigners" in a hurry, and wanted to get out of the Depsotism food production penalties and didn't want to pay inflated prices for Monarchy.

The extra cash can come in handy upgrading obsolete units, should we have any, hiring court jesters for the Baronen (war weariness in Feudalism is more of a problem than I remember), and buying allies, should we need any.
 
Upgrading is a good idea. I think I will hold off until we find out if we have Leo's or not.

Please don't sound like I'm complaining (OK, a little complaining) this is going to be great. I've never been a big whip guy unless I had to. I'll watch for WW. Wth Zerks, I don't think we'll see a lot of casualities. I'll be moving some of our fleet over to the east side of Carthage.
 
Bugs,

Why not take advantage of the RoP and roads to our North when galleys are not available rather than wait for the galleys to transport the troops? The path to the North takes us in a more direct path to the Carthaginian cities than could be had by dropping troops off on the western coast.

Moving some of the fleet to the East is a good idea.

When peace runs out w/ the Japanese kill them.
 
Sorry for the go-tos, Bugsy, didn't intend to use so many. I used them because the war was north, and so the orders were to march north, to that port with all of the ships. That's where the units were going when I got the game and so that's where I assumed they were going to be going throughout my game. If there's a go-to order going to Osaka...I didn't do it. Osaka flipped before I even began playing my turns. :lol:

Once again, I apologize. It won't happen again.
 
@ JB – I’ve been roading in Egypt. Their road structure stinks. I used a combination of both to get units north.

1. 960 AD – Con’t - IBT – Build a zerk, a spear, two barracks.

2. 970 AD – Why are we planting a forest on a BG? Stop that guy. Whip a barracks in Carthage and Theveste. Change Hareid to a galley. We need an east coast fleet. Set up to take Sabratha next. Well I didn’t hunt down all the go-to and about five or six more units run hither and yonder.

IBT – Four barracks, a galley and a courthouse are built. The Celts build Leo’s. Switch Copenhagen over to Sistine.

3. 980 AD – Sabratha is captured without loss. Set up to take Cirta next. Whip a barracks at Hadrum. Spend 1080G upgrading 12 pikes. That’s indicative of how few barracks we have. I can now get three cities for peace with Hannibal.

IBT – Build a couple more barracks.

4. 990 AD – Capture Cirta with an elite Zerk and collect two slaves. The resident is happy to see us. Cleo now has Astronomy. Work a three-fer. Trade Chemistry for Banking with Cleo. Sell Chemistry to Abu for Banking & 56G. Metallurgy next.

IBT – Complete six barracks, a harbor three zerks

5. 1000 AD – Decide that Cop’s would eventually help us more than Sistine, so I swap Copenhagen over at a loss of 60 shields. Zerk army takes Saldae without loss. Hannibal will give us his remaining two cities for peace, so I take it. Just to find out where Hannibal’s remaining city is, I spend 28G to establish an embassy there. It is just on the north side of Egypt.

We have five turns of peace left with Tokugawa. I’m wondering whether I can get a boatload of zerks to Nagasaki to take out the Japanese.

IBT – Egypt declares on the Carthaginians. I guess that little gem was just too tempting for Cleo.
Cop’s is built. A couple of zerks, a couple of barracks and a court are built. The palace gets a west wing and the Arabs complete the Sistine Chapel. Good thing I swapped.

6. 1010 AD – Working and maneuvering.

IBT – Zerks and barracks. I start building a few knights so we’ll have something to upgrade to cavs.

7. 1020 AD – Whip a barracks in Tokyo.

IBT – The rampaging Egyptians have destroyed Carthage. Yeah, like they did it all by themselves. The Japanese may have a settler in a boat.

8. 1030 AD – Upgrade ten galleys for 300G.
9. 1040 AD - Upgrade two more galleys. Abu had Music Theory now and will sell it for 1400G, but I don’t make a deal.
10. 1050 AD – More working and Maneuvering. Whip a caravel in Leptis Magna and one in Hareid. You can load the one in Leptis up with Zerks and sail for Nagasaki.

After Action - We can load up some units and sail for Arabia. We will need to secure our boarders first. I think Arabia would be a next logical target. I’ve been sending workers into Egypt to improve the roads. No more regular units! I have some temple building up in Carthage to expand the boarders.

Save: http://www.civfanatics.net/uploads7/RW,_1050_AD.SAV
 
2. 970 AD – Why are we planting a forest on a BG? Stop that guy

"N" is too close to "M", I guess. :lol:
 
Turn 0 (1050AD)
humm... to many foreign citizens in our new towns. I'm going to practice some pop whipping! Let's see... 20 shields per a citizen...
Tokyo - starts at Temple, no way to rush it, cost to many citizens...
Change to Explorer, and rush 1 citizen...Switch to Midevil Infantry... 1 citizen, now 40 shields...
change to Temple... 1 citizen, 60 shields and we're at a complete temple. Tokyo is now at size 1 instead of size 4, so we can make it grow with Scandanavian citizens, and it has a temple to help prevent flipping. (cough) Sir Bugsy, you may want to borrow this for GK... I doubt you'll see much of the chance for this for a while over there.
Do the same thing for Utica... size 4, take it down to nothing to build a temple... this city was going to grow, with foreign citizen inside of it! That's a no no! Starve the city down is me moto.
Nagoya, do the same thing, but do it slightly differently, and watch this closely... everytime I do the pop whipping, I set our one native citizen to an entertainer... this causes the japanese citizens to be used up first, and our native worker will be the only one left.
Repeat in Kagosihma... I wish we had some larger cities... you can use Lib's next, then Marketplaces.:)
Wow, tried to do the same in Kagoshima, but it wouldn't let me use the Japanese citizen... I wonder why... I made the other enterainers, and it's worked in the past... anyway, this is a lib instead of a temple.
Edo gets a courthouse instead of a temple... go back and change Kagoshima to courthouse too.
That pretty much wipes out most of the foreigners... hows that for xenophobic?:p ANyway, onward, shall we?
Caliph is up Music Theory, we're up on everyone else.
We have an awful lot of god, and no units to upgrade for a long time to come... 780 gold for Metallurgy, we have 2777.... why not aye?;) Full Speed ahead towards canons! What warship is complete without canons?;) I say we go for Communism. Is pretty powerful with an empire like ours... just need courthouses EVERYWHERE.
Upgrade all warriors to MDI for 360 gold.
Still alot of barracks being built... do all these cities need them? Will they be producing anything more then workers for a while?
I don't think we want to take on Japan quiet yet... we don't have any troops to take out their capitol yet, and we have 3 cities with 1 spear, and no roads....until we can get those cities defended, in 15 turns, and something of an assult force over there, we shouldn't even think about taking on Japan.
need Egypt to learn Navigation...
Looks like Arabia is our next target... mighty large, but they don't have horses nor iron.
I'm thinking that Alerum is gonna get stuck with Builder turns.:|
I'm rambling... and away we go!

IBT
Arabia is moving alot of troops through our new lands...
We lost our Spices. Gonna renagotiate. 954 gold for their spices. It's worth it.


Turn 1(1060AD)
Workers are in Aztecs borders on the little island that everyone has a piece of... I'm guessing to road there hoping they have a harbor?
Looks like Japan built a 3rd city on a tiny little island.
Rush a habor in Elverurn. We have several galleys over there, and the city grows next turn anyway.
Send 3 carvels north to meet up with around 10 'zerks. We can use them much better in carvels then on land.
Oh I see... that Carvel in Leptis is to take out Japan's last 2 cities.:)
Guessing those workers are trying to build some roads to our new lands... or are they just passing through? I'll make one road connection, then it's to our lands.
We're still tech leader. And the world is at peace.

IBT
Arabia is moving alot of troops through our northern empire... we have a RoP, so I can't kick them out. Maybe we'll be lucky and they'll be going for Egypt... okay... they're done.
Elverun builds our harbor, and I hurry and upgrade a galley so it's ready next turn. Another one will upgrade next turn.
Oops... Hammerfest riots.

Turn 2 (1070)
Just moving troops to finish of Japan, and figuring out if we should take on the Celts of Arabs next... I think we might be able to do both, if we can get some knights up to Arabia.


IBT
Lookie, a jap settler pair!
What is Arabia doing with all those units?! Has to be taking on Egypt....
Arabs start bachs.

Turn 3 (1080)
I'm in place. Declare on Japan.

*** Nagaski ***
Elite zerk vs reg spear - we win, 1 dam
Elite zerk vs reg spear - we win 1 dam, and get us a leader!
Ngasaki is ours. Drop 1 more zerk from our carvel of and load him in nagasaki to join the army.
Start sending troops towards the Celts. I think they're our next best target because they're on an island, and built coastal... can use our zerks to great affect on them now... who knows in 20 turns? Sending all newly built naval armies there.

IBT
ahhh... I declare on Japan, and Arabia goes back home... I see where that was going now. Glad to see them go, that's for sure!
ohhh... we can build the Pentagon! Well, whatta think? Use the Palace prebuild? Or are we saving that for something else?

Turn 4 (1090AD)
Galley vs Jap galley - Damn, we redline it but die.
Have about 10 carvels filled with zerks now. I'm going to have most of them placed to take out the Celts on the next leaders turn. Should be fairly easy to do. After them the next logical choice are the Aztecs. I'm worried that if we take out Egypt that Arabia will go for us.

IBT
Jap spear moves out of range of our pikeman... It's worth chasing them to stop that city from being build... even if it leaves a city open for us.
Arabs are still going back home...

Turn 5 (1100AD)
**** Osaka ***
reg MDI vs reg spear - we died, but they promote... at 2hps.
elite * zerk vs reg spear - We win, 1 dam.
Elite MDI vs 2hp vet spear - we win, no promotion.
Osaka is ours!

Forest chop in Utica

IBT
Japan galley moves back into their last city.
Arabs are moving a settler pair east, everyone else is going back home west.
Notice some barb galleys.
Metallurgy comes in, change to Navigation at 70% coming in 9 turns.
The Great Wall is Obsolete. Oh well.
Turn 6 (1110AD)
Vet Pike vs Reg Jap Spear - We win, and take their settler. Last one I believe.

*** Toyama ***
Reg army vs vet archer - we win, 1 dam
Reg army vs vet archer - We win, 1 dam
We destroy Toyama, and with it the last of the Japanese presence on this earth.
No one has anything worthy of trading metallugy for.

IBT
Egypt DEMANDS! Metallurgy! I refuse! I'm torn now... Celts or Egypt... I still think Celts are wise, but Egypt is next.:|
Barb galley almost takes our one of our carvels.
Osaka's resitance ended.

Turn 7(1120AD)
Continue making naval armies to ship to the Celts homeland.
Turn sci down 1 more notch, breaking even on gold.

IBT
Spme cities build units. Mainly Knights and Zerks.

Turn 8 (1130AD)
Continue to gather forces.... bleh.

IBT
arabs are pretty much all out of our lands. Egypt is making me nervous though.
More unit builds.

Turn 9 (1140AD)
Have several ships in place to launch within the next players first turn, but you may want to wait 2-3 turns to get enough coverage. I'm trying to get 1 shipload per a city... that's usually more then enough. Only take coastal cities until they're all gone, then take the last of his inland cities.

IBT
Celts kick us out... HE KNOWS! HE KNOWS!!!!

Turn 10 (1150AD)
Moved a stack of workers on to ice near Utica. This is to build a forest for a chop.
Rush a courthouse in Osaka.

Notes:
The main contient is pretty much set up so when something builds keep it there. No need to mess with a working combo of 'zerks, knights, and carvels.

Keep in mind the way I was rushing was for military purposes only. I was trying to remove all foreign influence... normally it's better to rush, let build a turn, rush again... you can get up to 39 shields that way, but I'm not very good at it.
No trades, no threats. Celts should be gone in 10. 'nuf said.

Here's the save.

Here's the roster:
Alerum <== Just Played
Bede <== Is up
JB <== On Deck
SmellinCoffee
Sir Bugsy
 
Got it.

I think it was Julius Caesar who said "Veni, Vedi, Vici" when he first met the Celts in Gaul. He also said something about Gaul being divided into three parts. Is it time for some carving?

I like the Pentagon for the extra movement point and the extra unit for our Cavalry armies, to be known as Cleopatra's Bane and Abu's Anguish.
 
Why would you plant a forest and then chop it? Unless I'm mistaken, You can't get any shields from that anymore. Since about 1.15 of Civ3, that exploit has been removed. You can only get shields from a native forest.

I think we should go for Egypt. Cleo is a much bigger threat.

Good job taking out the Japanese.
 
I came, I saw, I conquoured... Divide and Conquor... all that good stuff.;) Have fun, they should fall fairly easily.;)

Are you sure about that Bugsy? I thought that it would allow you to build 1 forest and chop it for 10 shields, but only 1... after that it won't work... I'm going to run some test and see what I can find out.
Yep, you can plant 1 forrest, and have it give you shields. Trying to replant it on the same spot, and cut again gives no results. What I normally do is build a mine so I know it's already had a forrest planted and chopped.
May want to modify your planing style on this one... planting and chopping a forrest on tundra squares will save those cities...

Egypt should be next, but I really do have a complete assult force poised to take out the celts... because knights would be better for Egypt then Zerks, we're going to have to switch some cities productions over from zerks to knights.... It should go Celts, Egyptians, Aztecs, and Arabs. Aztecs are going to be like Celts where most cities will be taken with zerks from the sea. Arabs and Egyptians will require Knights.... soooo, use our Zerks to take out the Celts, then use our Knights to take out the Egyptians while we regroup our zerks... when those are ready to strike again, we bring them to Aztecs, and when our knights are regrouped we can bring them to Arabia... those Anazai Warriors are not easy, and we may even want to go cavalary.

Screw taking out Japan, I'm more proud of my pop rushing!:p
 
0-1150
Cleopatra will pay 37g plus 5gpt for a RoP. Granted.
Cancel the wines and dyes deals.
Renew the RoP with Abu for nothing as he has nothing to offer.

Reset research to 10% with Navigation due in 26. Start Pentagon in Copenhagen and palace in Rekyavik as placeholder for Magellan's.

1-1160
Cleopatra has learned Navigation. No reason to trade for it as I don't want her to get to cannons any faster, but won't speed our research on Navigation 'til she starts Magellans's somewhere or sells it on to someone else. She will trade her Maps, 48g and 1gpt for Wine. The girl has a pretty good set of etchings and we can now see pretty much the whole world. Nobody else has anything to offer her for them so the secrets are just between us for now. I don't like giving the witch luxuries, but I need the intelligence.

As the Celtic land does not appear to connect to anyone, though they do share a couple of islands with the Arabs and the Egyptians, decide that the strategy sbould be that of a fireball. Land, capture, burn, move on, leaving the shared islands for last. The Celts do not appear to have anything the others can't find locally so there should be no rush to resettle their land and I would rather not use the Berzerks as garrison forces. I don't see much in the way of sea traffic so resettlement should not be problem.

Start a couple of settlers to load onto ships with defenders for waiting off the coast of Gaul.

The Egyptians start Magellan's Voyage in Alexandria but they are in anarchy so no need to buy Navigation from them quite yet

4-1190
Egypt is now a Republic. and will build Magellan's in Alex in 36. She wants Dyes and Metallurgy for Navigation. I don't want her to have any more happiness goods as that will only make her stronger and more likely to beat us to Magellans' as she can re-employ the clowns in Alex.
We have 65 shields in the bin at Reykjavik and 14spt so can build in 23 if we buy now, but we can research it in 3 so rather than buy will self research then swap the palace build at Reykjavik then.

Time to hit the Celts.

Ratae falls to four berzerks with one loss to an elite Gallic Sword.

Another town falls with no losses.

Verlamium is next with no losses and one promotion to elite.

Tolosa falls to two zerks, no losses, no promotions. Glanum falls to two zerks, no losses, no promotions.

We lose three zerks to counterattacking Celtic knights

5-1200
Lapurdum falls, no losses, no promotions

6-1210
Positioning armadas southward. Spend some coin to investigate Alexandria. Magellan due in 34 and three clowns in the population. Reykjavik is due in 21. Research started on Economics at minimum.

Cadiz flips to the Arabs and we lose a Berzerk. I move the Army garrisons back from the border towns to a colony and shift a couple MDI to the frontier towns.

7-1220
Lay waste to another Celtic town and take and hold Gergovia in order to form another army with Eric Bloodaxe as the leader. Swap Copenhagen to Palace and set research to Economics in 17 as Copenhagen will accumulate enough shields for Smith's in 20.

8-1230
Lay waste to Caractorum and Camuladorum

Arabs and Aztecs start Magellens. Celts start Bach's

9-1240
Lay waste to Aeginducum.

10-1250
Sailing the south coast of Celtic land.

The armada is on the south of the Gallic island, moving counterclockwise. In one of the boats is a settler and there are several defenders. To the north of the lead caravel is a rubbled neck of land. Drop off the settler and the defensive units, build a town and use it to canal the armada. Depending on what the Celts have in the area keep or abandon depending on whether or not it looks like we can hold it. Keep sailing up the coast, taking down coastal towns along the way. Once the coast is clear, land the armies, and whatever defense that's handy, load the armies up to full strength with 'zerks and march inland, laying waste to the landscape as you go.

Workers in the Japanese lands have been planting and chopping forests to get temples and courthouses built. If there is a road then a forest has been planted and chopped. Rather than building mines up there water everything. Once we get to Nationalism then we can use cops to control waste and corruption but to do that we need to go long food.

We should have a lock on both Magellan's and Smith's.

In other news, the Arabs have no horses, so no Ansars. The technology situation has not changed since Cleo learned Navigation and the Celts, Music Theory. We still hold a monopoly on Metallurgy and should own Economics as well. I delayed on Military Tradition to build some more knights, and we won't need cavalry until it is time to go after Cleopatra.

Have fun!!!
 
Amazing! An Irishman laying waste to Hiberna. Then again, I've laid waste to America and Ireland in this game.

Well played Brother Bede.
 
Wow... I knew it was going to be quick, but that? Very nice Bede.

Arabs do have Ansars... they had horses in the past, but seem to have lost it in a deal with someone... during my watch they had about 20-30 Ansars running around... that was the attack force I was talking about.

Looks like the celts are a thing of the past... I wouldn't even worry about putting units in them, just take and move on... if they flip, we'll retake them, but I aggree with Bede that speed is the key. Don't stop unless you have to.

Have fun JB.
 
Once the forces have gathered at the canal point in Gaul, there should be enough in the way of strong defense so that you will lose no 'zerkz. Burn, then land defenders, hold enough ships to pick up the landed force, move the others forward. The canal is about four turns from the north end of the island, so about the middle of the set you should be marching inland with two full armies and a bunch of pikes and muskets.

The Celts are cultural monsters, so trying to keep the towns before the capital is isolated willl be a royal pain, unless you can do it before the resistance ends. IIRC, so long as a city is in full resistance it will not flip back to its motherland, if the city is isolated from the capitol the flip risk reduces substantially and if the capitol is destroyed then the risk is almost non-existent.
 
alerum68 said:
IBT
Celts kick us out... HE KNOWS! HE KNOWS!!!!
:lol: :lol: :lol: :lol:

I didn't think the Arabs had Ansars but a bunch of Ancient Cavalry. I guess since my last turn they were churning out a few.

I'll open and review order of battle after work but doubt I'll play more than a turn. All the kids are out of the house for the evening so the wife and I are going out on a date.

Any pictures? I would like to review over lunch as I don't follow all the suggested orders of battle. :confused:
 
The Save, 1300 AD, Turn 250

Preflight - F1 sweep, found one grumpy city and hired a tax man.
Most production is set for long tem goals which is just peachy.
No one like us much but we’re bigger and stronger.
The Celts seem to be missing many port cities. I suspect the Borg.

Turn 1, 241, 1255 AD
Moved the fleet up the SE shoreline of Celtic territory and offloaded a settler, pike and musket to build canal. I’ll name this city Panama.
I whipped a citizen for 4 shields to finish out a harbor in Cothago Novo to get spices hooked up. I felt bad for a moment but got over it.
The folks in Kagoshima are still upset so the taxman stays.
Abu’s still missing horses but does have iron. One source is just outside of Cadiz and the other is unconnected outside of Balkh.
Monte’s still w/o iron.
Cleo, Monte and Abu all have Music Theory. It will come in handy when we play a tune at their funerals.

IBT:
Vadso: market to knight
Carthago Novo: harbor to cannon
Ise: harbor to cannon
We get three palace builds
Celts are building Magellan’s

Turn 2, 242, 1260 AD
Found Panama.
We have an Irish knight standing on our doorstep so I unload a knight of our own to dispatch him. All does not go well. Our knight falls w/ the opp. down to a single hp. I can’t leave him there so I pull out an elite MI
Unload troops to head towards Lugdunum all else sail for Burdigala
No trades. All look happy.

IBT:
Birka: library to temple
Rusicada: something to cannon
Celts move in human sacrifices towards Panama. Kind of them.

Turn 3, 243, 1265 AD
Found Ironthief (temple) on the multi-cultural island to pull extra iron away from Arabs.
Kill 3 knights, an MI and horse near Panama. No losses.
Battle for Burdigala
Zerk kills pike and promotes
Zerk kills pike and razes city. We disband 3 slaves.
Half the fleet unloads to start sending troops inland and the other half sail for Nemausus and Tepexpan.
We chop, mine, road and irrigate.
The taxman in Kagoshima goes back to work.
Whip 20 shields for the harbor at Sabratha.
Whip 39 shields for cannon in Ise. Lone citizen still smiling due to massive luxuries.

Abu has Military Tradition but no horses.

Since we have RoP w/ Abu (7 turns) I send our Armies to wander through his territory to get some intel. We need some defenders in our northern territories.
We send an MI on his way through Egyptian (RoP 7 turns) territory and will produce the rest locally.

IBT:
Action outside of Panama:
Irish Knight dies to musket
Irish MI kills musket
Boston: zerk to knight
Oslo: aquaduct to knight
Sabratha: harbor to musket
Ise: cannon to worker

Turn 4, 244, 1270 AD
Switch Hakodate to harbor due next turn.
Whip 19 shields in Rusicade and switch to caravel.
Whip 20 shields in Cirta to finish harbor.
Whip 59 sheilds in Lilehammer to for courthouse
Whip 19 sheilds towards courthouse in Svolvaer

Troops march on Lugdunum.
Vet zerk kills MI.
Vet zerk kills pike in Nemausus and promotes.
Elite zerk kills pike and razes Nemausus and dismembers a slave.
Elite zerk kills pike in Tepexpan. Flawless victory.
Vet zerk kills pike, razes Tepexpan and dismembers slave.
Six zerk units will head north for Lindum and Isca. The rest of the forces disembark here to march on Richborough.

Six Arab AC’s enter our boarders. Our armies probe deeper into Arabia but will turn back to keep an eye on the AC’s.
Settler sails for the Celtic furs that will be available shortly.
No Trades.

IBT:
Another Celtic MI kills a musket outside of Panama. A vet knight dies to a healing vet zerk.
Two more Arab AC’s are coming into our territories and Cleo looks like she’s landing something on Vadso.
Washington: musket to musket
San Fran: courthouse to musket
Cirta: harbor to temple
Bodo: caravel to musket. Population topped, needs whipping.
Hakadote: harbor to walls
Lillehammer: courthouse to cannon

Turn 5, 245, 1275 AD
Zerk army kills two pikes at Lugdunum and redlines.
Vet zerk kills pike and razes Lugdunham. We cover our zerk w/ a pike and collect 6 slaves. Remaining forces fortify on Army.
Vet zerk kills MI outside of Panama.
Army in north disconnects iron and moves w/ forces on Entremont.
Armies in Arab territory head back over boarder towards homeland.

Accidentally hit spacebar and don’t get any checks completed.

IBT:
Chicago: knight to knight
Kagoshima riots due to crowds, war and cruelty. Tough.
Tromso: musket to musket
Farsund: library to market
After pulling our armies from Arab territory the AC’s head home.

Note: Ironthief should have been placed on the coast and then built a harbor.

Turn 6, 246, 1280 AD
Whip shields in Hareid, population was topped with growth in the queue.
Whip 39 shields in Yokohama.
Whip 19 shields in Saldae - temple, pop was at zero growth
Whip 20 shields in Oea - temple, pop was at zero growth
Folks in Osaka are bent so I hire a taxman.
Upgrade pike in Rusiddir.
Army kills off a pike at Entremont.
No deals. Economic in 7.

IBT:
Those damn Arab AC’s are back.
Yokohama: musket to temple (placeholder)

Turn 7, 247, 1285 AD
Yokohama musket heads to relieve knight of guard duty in Nora.
Whip 19 shields in Chicago – musket, pop was topped.
Whip 19 shields in Alesund – Bank , pop topped and ready to grow
Karistad needs to be whipped next turn.

Zerk falls to spear in Lindum.
Zerk kills spear in Lindum
Zerk kills Celtic dude in weird pants in Lindum
Zerk kills longbow in Lindum
Zerk kills spear and razes Lindum. Settler and worker captured netting 3 slaves.
Forces sailing on towards Isca.
Load a third zerk into army outside of Entremont and kill off a pike that takes us to yellow.
Elite zerk slaughters pike in Entremont. Flawless victory.
Elite zerk kills pike
Elite zerk kills pike
Vet zerk kills spear, burns Entremont and nets 4 slaves.
Unspent forces march towards Segusio.

Found Furface and start work on harbor.

IBT:
The Celts want to talk. Nope.
AC’s run back home.
Two zerk die to knights.
Kyoto: cannon to cannon
Aarhus: market to knight (dated a girl named Sherry Aarhus)
Shimonoseki: courthouse to knight
Hammerfest: walls to temple

Turn 8, 248, 1290 AD
Whip 15 shields in Washington, pop. topped and ready to grow.
Whip 20 shields in Karistad to finish out market.
Whip 58 shields in Bodo for a knight. Population topped. They were unhappy about the overcrowding so three less citizens should make them shut up.
Whipped 18 shields in Boston – market.
Whip 38 shields to build musket in Edo.
Whip market in Utica.
Whip 20 shields in Theveste.
Whip 39 shields in Rusiddir to build temple.
Whip Kagoshima down to one to build market.
Whip 15 shields in Haugesund for a musket. Population topped and ready to grow.
Zerk takes knight in open
Zerk takes knight to 1hp and knight retreats.
Zerk kills spear at Isca
Elite zerk kills spear at Isca and razes city.
Troops out of Panama are rested and moving across the mountains towards Alesia.
Join two Celtic slaves to Furface and whip the harbor. Lone citizen must entertain himself.


IBT:
Furface: harbor to walls
Utica: market to knight
Bergen: bank to knight
Edo: musket to musket
Rusiddir: temple to musket
Kagoshima: market to musket.
Bodo: knight to musket
Karistad: market to explorer (going to whip next turn)
Hammerfest riots. Must hook them up to luxuries. Switch to settler.
Honningsvag: aqua to knight
Haugesund: musket to musket
Our citizens bless us w/ two more palace upgrades.

Turn 9, 249, 1295 AD
Elite zerk takes pike in Richborough. Flawless.
Elite zerk takes pike and burns Richborough.

Atlanta whips a market.
San Fran whips a market.
Whip 20 shields in Tromso to finish out market.
Whip 18 shields in Birka to finish out musket
Whip 58 shields to put market in Vadso

IBT:
Celts land two knights and an MI outside of Washington.
Atlanta: market to barracks
Birka: musket to musket
San Fran: market to barracks
Vadso: market to temple
Risor: courthouse to knight

Turn 10, 250, 1300 AD
Viking Knight kills Celt knight and retreats to Washington.
Musket brought from Svolvaer to fortify Washington
Retreat worker into Lillehammer.
Two MI and two knights brought within striking distance of remaining Celt forces. Both towns w/i striking distance of Celt units have a musket. Will have to let them have their turn and then kill them.

Zerk falls to MI :mad: at Rutupiae (recently founded)
Zerk brother kills MI, spits on his carcass, and razes Rutupiae
Sea born zerk kills pike at Segusio
Sea born zerk kills knight and razes Segusio
Fortified galleys waiting to pick up forces on west coast of former Celtic land.

Furface citizen happy as a clam w/ luxes and put to work in the coastal waters to create more human sacrifices.
Osaka needs to be whipped next turn. Spank a market.

Economics in 3. Magellan’s in 7. Tons of shields in our Smith’s palace pre-build.
1182 gold w/ 77 gpt
Running a little less than 50% corruption.

Abu is still without horses and will sell us Military Tradition for a bunch of gold.
Monte will sell MT for iron. Hmmm?
Cleo’s still without MT.
Science guy says we’re backwards. He’s an idiot.
Buy everyone’s TM for 1g/ea. Monte just doesn’t a very good empire.
OK, I get Military Tradition, Music, a map and 1g for iron.
I bet we’re not backwards anymore. :D
I beat the crap out of our populace but with all the luxuries and markets they just take it and smile.

The Save, 1300 AD, Turn 250
 
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