Race Wars 1: Nordic Sagas

With Cleo at war we should look to make the lux trade to her to get the cash before she exhausts it. The benefits she realizes from the lux will go to fuel her war against the Cathinians.

We get the cash, she beats on another AI, her tech pace slows down.
 
I was thinking that now would probably be the perfect time to attack... well in how ever many turns it takes for us to get Invention and our Zerks. We have several archers, as well as an army right on the border with Egypt, just waiting to finish her off. Normally your suggestion would be a great idea, but I don't know about entering a deal for 20 turns, which we may want to break in less then 10.
 
alerum68 said:
I was thinking that now would probably be the perfect time to attack... well in how ever many turns it takes for us to get Invention and our Zerks. We have several archers, as well as an army right on the border with Egypt, just waiting to finish her off. Normally your suggestion would be a great idea, but I don't know about entering a deal for 20 turns, which we may want to break in less then 10.

If her North is being worked over :ar15: :egypt: :whipped: then it's our duty to consider spanking her "southern boarders". :nono:

I'm really enjoy these SG's. It's this kind of input that makes it fun and really helps my game.
 
We are at least twenty turns from taking on Cleopatra, I think.

We still need to finish research on the tech needed and build some boats and accumulate enough cash to upgrade our vet archers. America provides a great opportunity for leader fishing to pull leaders to rush small wonders, like Heroic Epic, and put enough armies on the ground to build the Pentagon, though the Pentagon will not be of much value till we have transports, though the extra movement in the armies on the ground and the fourth unit for our ground troops will be helpful.

My experience in Sesn01 suggests that zerks on land are much less effective than zerks attacking from the sea. Their defensive value is just too low to make them safe unless grouped in armies and then you can't transport them until you have galleons or transports.

As for the trades: What's her government? If it is Republic then the lux will help keep her at war with Carthage, if it's Monarchy or Despotism it won't matter.

Getting Monotheism and the upper tier from Cleo is a good way to proceed, either by trade or by axe...But don't forget about the Japanese. Cleo can be our friend and the Japanese our enemy as they occupy the other side of a very narrow landbridge into Cleo's territory. We get cheap protection from their land based units while we hammer on thier coastal cities.
 
Save is at the bottom. Everything looks the same but different.

FP is being built far too close to the capitol. But with nothing to switch production over to I’ll leave it as is. Was the plan to jump the palace?

We’re way below our unit limit so I switch over some production. Beside, some of our towns are unprotected. I also change over the production of a few marketplaces in location where happiness is not an issue. If the people get cranky we can use up to 3 MP’s to keep them in line.

No deals to be had. I’ll check every turn and report.

Yep, the settler gets killed off.

Turn 1 Not much
Turn 2 Less
Turn 4
Engineering to Cleo for 145g, 19gpt, Monotheism and Spices.
Arabia will take engineering for 18gpt and change but I’ll check back next turn.
Science is at 100% brining in Invention in 6.
Population is happy and we’re building stuff.

Turn 5
I take our galley across deep water to avoid a barb galley and scan the Aztec coast. I now have defenders in place to attack America and I declare.

Turn 6
American spear is headed towards Bodo because it’s undefended. But it’s not. Two warriors and an MI will be there before him. Two elite archer victories but no GL.
No deals to be had. The only thing we lack is Republic and we don’t want it.

Turn 7
No deals to be had.
Vet and elite archer die to regular spear in San Fransisco.

Turn 9
Take science back to 30% and still get invention next turn.
Egypt came calling for a MPP and alliance vs. Carthage. I politely declined. Her coffers keep going lower and lower.

Turn 10
American units attempting to cause trouble are killed off. Invention is done and we are the first to the finish line. I set tech on Gunpowerder but our research path is open for debate as this is turn 1. I guess we should also look to pull back tech and fund the upgrade of our archers.
We have money to upgrade two vet archers to beserkers but at 150g a pop we’re done.
In hindsight I should have taken the Arabian deal for Engineering. They have it now but no money for invention. 360g would have been two beserkers and change. Blah!

Batsfjord and Karistad were founded during these turns. We have a settler and archer a few island over aiming to claim the iron.

Every city build is open to change.

The Save at 450 AD, Turn 160
 
Got it. I'll get at it right away. :)
 
:goodjob: Well done, jb.

How's my buddy Brennus doing?

Can we still broker techs across among the folks who don't know each other? We may want to consider shutting off research other than the token scientist somewhere, accumulating cash for upgrades, and getting our knowledge and extra cash through brokering.


jb1964 said:
FP is being built far too close to the capitol. But with nothing to switch production over to I’ll leave it as is. Was the plan to jump the palace?

Remember that in C3C the FP affects OCN and rank corruption and has minimal effect on distance corruption. Getting it built early, even if close to the capital guarantees two virtually corruption-free cities for the rest of the game.

If Leo's Workshop is still available, now that we learned Invention we could switch to build that using the shields accumulated from the FP.


jb1964 said:
We’re way below our unit limit so I switch over some production. Beside, some of our towns are unprotected. I also change over the production of a few marketplaces in location where happiness is not an issue. If the people get cranky we can use up to 3 MP’s to keep them in line.

Marketplaces improve cash flow as well as raise the contentment of the citizenry. Those 3MP's would do better service at the front than in garrison duty. If you have any culture building and uncorrupted gold in a town a market is a necessity.

Unit limit should not be a problem for a long time as long as we keep growing the number of towns. The problem I foresee is continuing to fund research and culture.
 
Inherited - 450 AD:
Everything (other than the fact that we're at war with the Americans and don't have massive stacks of Beserkers poised to take their two cities) looks good.

Turn 1- 460 AD:
We found Hammerfest. In Risor, I upgrade one of our archers into a Beserk. Erik will also be upgraded, when we get the money. An American archer leaves Houston; I'll assume he's on his way to the undefended Miami. Americans request peace. I'm pretty sure the object of this war is to eliminate him, so I tell him to bugger off. He was only offering equal peace, anyway.

Turn 2- 470 AD:
Hmm...nothing much.

Turn 3- 480 AD:
That archer was about to reinforce San Francisco. We killed him.

Turn 4- 490 AD:
I attack San Francisco. A Beserker wins. Golden Age. Crap, was I supposed to do that? I don't think so. But the Beserker is now elite, and that's good. And now we can prepare for eventual war with Egypt better.

Turn 5- 500 AD:
Nothing much.

Turn 6- 510 AD:
American archer at Farsund. An archer I sent to Farsund attacks the enemy; dies, but now the enemy only has one HP left. I don't want to risk losing our one defender of the city in a risky battle (Archers are on moutain) so I do not pursue.

[b[Turn 7- 520 AD[/b]:
Odense (those soon-to-be-whipped no-good waste-of-perflectly-good-air idiots) flips to the Egyptians. I founded that town! I don't get it- everyone there was Happy! No content or unhappy citizens. The least Cleo could've done is reject them. I know the AI can. I guess there's oil there, but it's the first town we take when we'll go to war. In the mean time, we prepare for war..

How evil can you be? Flipping during our golden age..

Turn 8- 530 AD:
We attack Houston....and generate a leader with our elite Beserker. Maybe no one will remember Odense now. The battle is mostly successful. We take one loss, but only an archer remains defending the city.

Turn 9- 540 AD:
War weariness kicks in, and Trondhiem riots. 25% of the populance wants us to give peace a chance. We will. A peice of America, peice of Egypt.We take Houston, the attacking MDI is now elite.I decide to send the leader to Trondhiem; we can disucss what to do with him, although I have an idea and
it begins with "A".

Turn 10 - 550 AD
Our palace expands. Whoo-hoo.

Next Player:
Most of our offensive troops are heading for Risor. I don't know when we're planning on going to war with Egypt, but I know we're going to. Odense isn't going to become a proud Egpytian city. :p
 

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:hmm: War weariness in ten turns from the declaration, even with the luxes we have and relatively small town sizes.

So, overwhelming force and lightning strikes will be the battle orders.

Boats and berserks and pikes for MP duty in the cities and towns...

How many 'zerks can I build in ten turns?

Got it, play tomorrow.
 
You should be able to work up a sizable mess of Beserks. :D
 
Oh yeah, it's now getting fun.;) How many boats do we have? Can we start launching on the other contients? Well, the only question about the MGL is how many 'zerks do we through in the army... filler up and keep it on our large contient, or ship him around?
 
Are we going for domination here, too? Egad...I just finished up one domination game solo, one domination game SG (N3). SGOTM is going for domination, too. I'm tired of domination! :lol:
 
Conquest should be fun.
 
As long as we don't have to govern thousands of workers, I'm okay. If I have to play SGOTM again, I'm fortifying all of those suckers and making them wait ten turns to wake up again. :lol:
 
Smellincoffee said:
As long as we don't have to govern thousands of workers, I'm okay. If I have to play SGOTM again, I'm fortifying all of those suckers and making them wait ten turns to wake up again. :lol:

Come on bro, you know it's not that bad... If you want, I can make DGIT3 a workers game, and show you how tough things can be.:p Say 3 workers a city should be perfect!:p
 
Bede said:
:Can we still broker techs across among the folks who don't know each other?

I think everyone knows everyone.


Bede said:
:Remember that in C3C the FP affects OCN and rank corruption and has minimal effect on distance corruption. Getting it built early, even if close to the capital guarantees two virtually corruption-free cities for the rest of the game.

Thanks for the tip. I'm actually pretty new to C3C and didn't realise that was the case. Thanks FP's already built.

Bede said:
:Marketplaces improve cash flow as well as raise the contentment of the citizenry. Those 3MP's would do better service at the front than in garrison duty. If you have any culture building and uncorrupted gold in a town a market is a necessity.

Good point. My narrow view of Markets is for happiness only.

Good going guys.

Conquest sounds good.
 
0-550
Trade some wines to Arabia for 10gpt and change.
Cleopatra has no cash and will trade Theology for Invention, leave it for now as we could use some cash for it as well. Brennus is broke, so no point in offering him Monotheism.

We need boats, lots of boats. I am going to start gathering zerks and boats at Birka. Our next target should be Japan, not Egypt, as Egypt is researching the top of the tree for us and Japan is, well I don't know where Japan is, but will find out by offering him Invention and he doesn't have enough left to tell. He lacks both iron and Chivalry, so has no Samurai.

Our real target is the Egyptians but I see one big problem with that: Odense. Our culture is virtually flatlined and Egypt's is at least twice ours, though far behind the real culture vulture in the game, Arabia. Any town we took from Cleopatra would fly right back into her welcoming arms, probably before we even got the assault troops out of there. The second problem is the location of her capital smack dab in the middle of the island, wide open on all four sides, with a river on the side closest to us. Kyoto on the other hand is only one tile off the coast, has marsh and forest on two sides as a defensive bonus for assault troops, and does not have a river on the side closest to our attackers. With Edo in our hands we sail up the coast, through the canal and can hit Kyoto from both land and sea. Finally, Cleopatra is our friend and research partner. With her help we can remain in the tech lead. Without her we will be depnding on the other more ignorant devils out there. who are about as useless as teats on a boar, with the possible exception of the Arabs.

Besides, those two towns on the peninsula would make nice additions to the empire and give us short-cut access to the other sea.

Egypt will be there when the time comes. Odense shall be avenged.

Leo's Workshop will also be handy. With any luck we will pull an SGL in this set. I am going to keep the bunsen burners flaring brightly as we could use the SGL and we need trade bait for the knowledge leading to Astronomy and Navigation. Berzerk armies become most useful when we have caravels and then galleons. We are three techs away from caravels and another three from galleons.

The GA has until 690Ad to run, so it will not end on this set.

Objectives then will be to build boats, berserks to fill them, keep the scientists employed, finish the city improvements needed for cash flow and contentment (marketplaces and courthouses).

Egypt learns Chivalry and starts Knights Templar.


1-560

Aztecs start SunT's

Arabs buy Chivalry from Egypt and start KnightsT(?).

2-570
Sell Egypt Invention for Theology, 82g +30gpt. Rather than going to war with Egypt it just makes sense to take all her money and hope she researches things we have not. This way we get the technology and the money.

Aztecs learn Invention and start Leo's.

3-590
Sign an RoP with Cleo and start two armies (2 Berzerks and 1 Pike in each) plus some mounted scouts across her territory towards Edo.

4-600
Monte spots our galley and tries to extort Monotheism from us. Turn him down flat.
Egypt and Cathage sign a peace treaty.
Egyptians start Sistine's

610-630
Marching towards Japan

8-630
In position to declare on Japan.

Call up Cleo and buy Chivalry from her for 40gpt as I want her goodwill for the next 20 tunrs and I want to be more valuable to her than Japan.

9-640
Call up Toku and suggest he donate Republic to us for continued friendship. He demurs, so declare war.

Shimoneski on the peninsula falls to amphibious assault and two pikes from Chicago move out to form a garrison. Three boatlaods of 'zerks move on to Matsuyama.

Clepatra will join against the Japanese for Incense. Done.

10-650
Matsuyama falls to two flawless zerk assaults and one promotion.
Edo falls after three assaults by the armies. One army takes heavy casualties.

With the capture of Matsuyama and Edo we have canal access to the sea on the other side of the peninsula and the bay separating the two halves of Japan. Pikes are building in Chicago to provide garrisons for the captured towns and can travel either by road or galley up the coast.


Nagoya on the peninsula should be our next target (silks and a harbor).

We have 21 Berzerks, most of them on boats.

There is a settler and guards moving through Egpyt to help us colonize the Japanese lands. There is a nice little spot on a point due south of Edo that would make a nice landing for us, and give us a sail out and attack spot against Hieraconoplis when the time comes.

Odense will not be forgotten....

Bergen, I think, is building the Heroic Epic.

Roster check

Bede - removing seaweed from his teeth with a war axe.
Alerum <== up
SolarKnight - on deck
JB
SmellinCoffee
 
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