Raliuven SG3.5 Regent

Turn 0 -- 150 BC

MM Babylon.
Move Bowman in Iron Range to Sugar 1N of Shuruppak.
Change some builds to Workers.
Move some extra bowmen to Red Man Tobacco.
Gift Korea to the MA. They got Feudalism. :/

IBT:

Silky Red Pajamas receives its 10 shields from forest chop.
Spain boots us out of their territory.

2/2 Barb Horse v. 4/4 Bowman in Shuruppak.
Victory, down to 3/4.
2/2 Barb Horse v. 4/4 Bowman 1N of Shuruppak.
Victory, full health.

Turn 1 -- 130 BC

Mr. Ed: Horseman -> Library (6 turns)
Iron Range: vBowman -> Library (7 turns)
Forest Clearing: Barracks -> Library (10 turns)

We get a palace expansion! I add some steps.

We also hear that the English are building The Great Library.

Move some guys to the staging point, workers work, etc.

Gift Ottomans to the MA. They got Engineering! Trade Feudalism for Engineering and 13 gold.
Switch research to Monotheism.

IBT:

Barb comes out from the west near

Barb comes off the mountain

2/2 Barb Horse v. 4/4 Bowman 1N of Shuruppak.
Victory, 2/4 health remaining.

Another horse comes out from the fog and parks itself 1NW of Shuruppak. :/

Turn 2 -- 110 BC

Seaside Shores: Medieval Infantry -> Library
Silky Red Pajamas: Library -> Barracks
Backwater: Worker -> Bowman

Move 2/4 Bowman into Indian Food, take 4/4 Bowman outside of Miss Scarlet and move next to horse to try to draw fire. Take 4/4 Bowman from east and put 1N of Shuruppak to defend from barb.

Found Iron River Resort 1SW of Iron Hill, barb horseman is revealed 1SW-1W. Bowman fortifies.
Iron River Resort -> Worker

Move Bowman 2NW of mr. Ed to draw its fire, reveals 3 barb horsemen 2W-1SW of Mr. Ed on a hill. I halt the settler inside Mr. Ed until they are taken care of.

Explore. More people move to staging point.

IBT:

Didn't realize that the barb was in range of two undefended workers. A slave and a homebred. :/
Other barb pillages our spices. :/

Turn 3 -- 90 BC

Chaos ensues in Mount Ellipi. I fix it.

Red Snappers: Harbor -> Bowman
Corse: Worker -> Bowman

The Carthaginians are building The Great Library.

4/4 Bowman v. 2/2 Barb Horseman
Victory, spices cleared, 2/4 health.
Worker heads to reconnect.

Found In The Middle 1S-2W of Seaside Shores. Starts on a worker.

Clear the Barb away from Iron Range.

MM Red Bulls to avoid disorder.

I take the Babylon warrior and place him in Mr. Ed for extra defense. Babylon's undefended, but gets a Pikeman next turn anyway.

IBT:

Barb Horse comes from northwest of Iron River Resort.
The 3 barb horses move next to the bowman 2S-1SE of Mr. Ed. Good, drew them away.

Turn 4 -- 70 BC

Babylon: Pikeman -> Marketplace
Red Bulls: Settler -> Settler
There Is No Cow Level: Settler -> Library

Move people around for defensive purposes against barbs, manage workers.
MM Iron Range to avoid disorder.

IBT:

The triple horses retreat back to where they were. :confused: AS, I guess.

Iron River Resort
2/2 barb v. 4/4 bowman
we win, 3/4 health

Turn 5 -- 50 BC

Nothing is built.

4/4 bowman v. 2/2 barb horse
victory, 4/4 health

3/3 curragh v. 2/2 barb galley
victory, 1/3 health

not much else going on.

IBT:

All three barbs attack the bowman in the foest. He survives with 1 health and is promoted to l33t.
Other barbs move around.

Turn 6 -- 30 BC

Iron Range: Library -> Bowman

Skirmish. Victory.

IBT:

I am really stupid. I forgot there were horses...and all progress on the granary was lost...and they killed some people, and took some gold. And :suicide:

The good news is, that all of those barbs are gone now. Perhaps it was a worthy sacrifice.

Turn 7 -- 10 BC

Mr. Ed: Library -> Bowman
Red Man Tobacco: Library -> Barracks
Miss Scarlet: Worker -> Bowman

And the Koreans are building The Great Library.

I found the barb camp. Heading to destroy.

Clear out a barb near Iron Range.

IBT:

zzzzz except for a barb horse from the west...there's another camp?!

Turn 8 -- 10 AD

Seaside Shores: Library -> Bowman
Forest Clearing: Library -> Bowman

Move people around and such to avoid/defend from barb horse. move towards barb camp.

IBT:

barb horse passes right by. :confused:

Spices are hooked back up! Mount Ellipi will be growing again soon!

Turn 9 -- 30 AD

Red Bulls: Settler -> Settler
Iron Range: Bowman -> Bowman
Shuruppak: Barracks -> Worker
Sippar: Barracks -> Library
Light Bay Horses: Worker -> Library

We're down to 73 gold, losing 52 gold per turn. I have to cut science down to 20% for now. We need to decide what to do, We have exorbitant unit costs. We're still losing 18 gold, and Monotheism is down to 14 turns from 7. :/

move more people around.

IBT:

The barb comes off his hill and attacks one of my three (!) settler/bowman parties to the west. Successful defense, no health lost.

Turn 10 -- 50 AD

Mount Ellipi: Marketplace -> Bowman
Mr. Ed: Bowman -> Bowman

The Spanish are building Sun Tzu's. (!)

Then we hear that the Spanish have completed the Mausoleum of Mausollus.
Ottomans are now building Hanging Gardens.

Inexplicably, our vBowman cannot defeat a puny 2/2 barb warrior. Wow.

Move people around...and done.




I have to go to bed now, so no save. I'll load it up tomorrow, and give a mini post set report.
 
disclaimer: totally copied most of the formatting from CommandoBob. :D

Handoff and Notes

Two new cities, Iron River Resort and In The Middle. Both will be connected soon.

Barbarians

A camp with a 1/2 warrior to the west is visible. It would appear that there is another camp somewhere to the west still.

Techs

We got Engineering via trade with the Ottomans. We are researching Monotheism at 13 turns. We have 54 gold, though, and we're losing 14 GPT. We gotta do something about this.

Embassy Costs
Korea: 40 gold
Carthage: 81 gold
England: 97 gold
Spain: 135 gold
Portugal: 78 gold
Scandanavia: 35 gold
Ottomans: 56 gold
2 unmet civs

Settlers

We have three settler/bowman pairs west of Iron River Resort.
Pair A (the most northern) should head to the NW.
Pair B (in the middle) should head to the W.
Pair C (the most southern) should head to the SW?

We have another settler (alone) 2NE of Mr. Ed. Not sure where he should head yet.


Workers

All are either roading or mining tiles that are being worked, or heading to unworked tiles.

Random Stuff

In terms of builds, I stuck with Libraries, Workers, and Bowman, with the odd Barracks or Marketplace in some core cities.

Our most productive city is Mount Ellipi, which nets 11 of 15 shields.

Our top 3 most productive cities are Mount Ellipi (11 net spt), Iron Range (10 net spt) and Babylon (8 net spt). Mr. Ed and Seaside Shores net 7 spt.

War Plans

Our Stack of Doom in Red Man Tobacco now consists of:

10 vBowman
2 vHorseman
1 vMedieval Infantry
3 vSwordsman
1 rSpearman

3 more vBowman and a vSpearman are on their way now.

Military

04 Settlers
25 Workers
07 Warriors
02 Spear
03 Sword
02 Horseman
25 Bowman
01 Pikeman (new class)
01 Medieval Infantry (new class)
02 Curragh

Current Units: 72
Allowed Units: 26
Support Costs: 92 gpt

Again, Monotheism in 13 turns at 20% science, -14 gpt, 54 gold.

Handoff Thoughts

If we lower science to 10%, we start gaining 4 GPT. Mono in 24 turns, but it might be worth it for now to try and keep our economy on track while going to war.

Feel free to change my build choices.

And here's the save:
 

Attachments

Sounds like a rough set with all those barbarian attacks! In spite of that, it sounds like you've got us very well set up for war.

Speaking of which, we should declare within the next couple of turns and start marching -- war losses and city conquests should help bring our unit support totals down to manageable levels :)

Edit: And looking back, this was the last roster:

Raliuven (on deck)
Toxicman007 (waiting
CommandoBob (waiting)
Verarde (just played)
Elephantium (Up)

Raliuven, could you swap with me? I'm in the middle of a turnset in Rat44, and that will take most of my Civ time for this week.
 
I just uploaded GOTM120 and COTM90 isn't due for 6 weeks. I would love a swap. I've got the save!

I'll take a look tonight and post any questions (if any). If it looks good I'll starting playing.
 
My summary was ripped off from TheOverseer74. :D

Goals
Conquest by 1420AD (Turn 274; 144 turns to go)
Find Waldo. We’re pretty sure the Vikings have him. We’re sending in the troops to find out.

Civilian units:
Settler 4
Workers 25
Slaves 0

Military units:
Warriors 7
Spears 2
Swords 3
Horsemen 2
Pikeman 1
Bowman 25
Medieval Infantry 1
Curragh 2

Unit Support:
Total Units: 72
Allowed Units: 26
Support Cost: 92 gpt (ouch)

Enemies/Hit list:
Korea=>Feudalism=>Strong compared to=>8 cities
Mongols=>Republic=>Strong compared to=>11 cities
Carthage=>Despotism=>Strong compared to=>13 cities
England=>Monarchy=>Strong compared to=>8 cities
Spain=>Republic=>Strong compared to=>10 cities
Portugal=>Republic=>Strong compared to=>13 cities
Scandinavia => =>Despotism=>Strong compared to=>14 cities
Ottomans=> =>Republic=>Strong compared to=>12 cities

We have 20 cities and four settler.

Victory
Babylon % of World Area: 6
Babylon % of World Population: 22
Rival Remaining: 11

Research: Sciene: 20%, Monotheism, 13 turns -14gpt, 54 in the bank. With Feudalism & Engineering we should be researching Invention, not mono but we are already committed.

It looks like we have about 50% corruption out to 12 tiles. I will settle loose in the west for another ring. Then we’ll probably be looking at ICS for the rest.

We’ve got libraries going up which is good (it makes the builder in my very happy).

Swap Iron Range: Bowman=>MDI
Forest Clearing: Bowman=>MDI
Backwater: Bowman=>Harbor
Miss Scarlet: Bowman=>Worker
Iron River Resort: Worker=>Library (not enough growth to spin off a worker, already at 10 shields and growth not for 2t)
In the Middle: Worker=>Library (this is a core city, we want growth here)
Red Bulls: Settler=>Worker (this city will put out workers until the end of time or at least my turn set :p)
There is No Cow Level: MM back to growth in 1t, library in 1t and then settlers/workers here.
Mount Ellipi: Bowman=>MDI


Plan – Gift Viking Republic and let them revolt. Once they are in anarchy I will DOW with our border troops (as discussed by the team). We will have 6 cities turning out military units regularly which is only 25% of our potential but 50% of their potential. I am not inclined to buy others into the war. The Mongols, our only close neighbor, is half our size. If they send units towards us it will only be for leader fishing.

Red Bulls will continue to churn out workers. There is No Cow Level will also start turning out settlers and workers so we can connect our new empire. More importantly, we have reports that Waldo was seen drinking wine in Bergen. I will send our army to find out if this is true and lay a road to Bergen’s wineries while I’m at it. I will try to capture Hareid and Bergen after they grow. Not sure how that will work out. May need to replace them. Hereid and Odense likely pose no threat. We can capture when they grow or just raze and replace if needed later. I will go for the Viking core.

Given our goals I will go for Chivalry after Mono. Normally I wouldn’t do this (I’d either run the top and trade for it when it became available, or make a straight run for cavs instead). But I am mindful that the clock is ticking on our victory and knights should give us the punch to make a dent in our enemies.
 
Lookin' good!

Find Waldo. We’re pretty sure the Vikings have him. We’re sending in the troops to find out.

So, if they don't have him, I guess we'll have to "investigate" some other civilizations?
 
Lookin' good!
Find Waldo. We’re pretty sure the Vikings have him. We’re sending in the troops to find out.
So, if they don't have him, I guess we'll have to "investigate" some other civilizations?
Find Waldo and also find Carmen Sandiego. Although I don't know what she sees in him.
 
I think it is the red stripes. Chicks dig a man in uniform(ly lined shirts crafted in hypnotic patterns which make himindistinguishable from his background).

I will play tonight and (hopefully) post it as well. I have a few commitments after work so if I put it up tonight it will probably be late. :D
 
Turn 130 [50AD]

Shuffle Military into position to attack Reykjavik and pick off the two workers near Hareid. Move additional units towards forest clearing including all fast movers. Advance pike from Babylon to the eastern front.

Korea is already in feudalism. Give them Republic for 73gp since it will do us more good then it will them. That gives us enough gold for a while.

Take Ragnar’s 20 gold for phil and then give him Republic. Scandinavia immediately goes into Anarchy. Odd, I thought they would need to wait until the IBT. Apparently not.

Hit Enter.

IBT – Korea building ToA
Korea building GLH (right next to the Hallmark)
Korea is building Sun Tzu’s Art of War. It is now clear that Korea found a secret decoder ring in a box of Crackerjacks and it has commanded them to build EVERY wonder possible in their 8 cities.


Turn 131 [70AD]

Red Bulls: Worker=>Worker (Ahh! With GA, swap to Library then back to workers)
There is No Cow Level: Library=>Settler
Seaside Shores: Bowman=>Bowman

Give Ragnar a call. Ask him if he has seen Waldo. He denies any connection with the disappearance of the great world traveler even though Carmen answered the phone. Deliver our DOW.

Move SOD of 4 bowmen, 1 MDI & 3 swords on Reykjavik. Separate stack of 3 bows advance on Hareid to capture the workers.

Advance on Aarhus – 4/4 Bowman vs 3/3 warrior – win, -1hp. Our GA begins. He is joined by another bowman and 2 horses.
Found Tell Wilaya.
There are units on automove. Deactivate them.

Turn up science to 40%, Mono in 4t.

Swap Seaside Shores to Marketplace.
Swap Iron Range to Marketplace.
Red Man Tobacco becomes a Courthouse.
Forest Clearing becomes a Courthouse.
Mr. Ed becomes a Marketplace.


IBT – There is no counterattack. Viking pull in some workers where they will be safe until our units can liberate them.

Turn 132 [90AD]

Shuruppak: Worker=>Library
Corse: Bowman=>Barracks (hmm, didn’t see that it didn’t have a barracks)

Battle for Reykjavik – 4/4 MDI vs 3/3 spear – win, -3hp. 4/4 sword vs 3/3 spear – flawless win. 4/4 sword vs 3/3 archer – win, -3hp. Capture city & 1 slave. No loses so far. Pretty good. Start worker to purge population.

Merge a worker into Mount Ellipi to give it a 2 turn MDI during our GA.

Battle for Aarhus – 4/4 horse vs 3/3 spear – flawless win. Capture the city & 1 slave. Start worker.

Advance all available units to Bergen which is now size 2. :D
Build Karana. Start courthouse.

IBT – Ottomans start an art/war studio. It is very modern.
Ottomans finish ToA. They now have more useless priests than any other civ.


Turn 133 [110AD]

Mount Ellipi: MDI=>MDI
Reykjavik riots. Ungrateful bastards.
Swap There is No Cow Level to aqueduct (1 shield shy of a settler, don’t want to waste the GA shields)

Found Adab. Start worker.
Swap Pajamas to Courthouse.

IBT – Mongols are moving around again. Get lost!
Korea forgets it is already building the AoW so they start it again. :crazyeye:
Korea then starts the Hanging Gardens because they must be building 3 wonders at all times.
Mongols start building the GW because, hey, all the cool kids are doing it. Unlike Korea, however, they know how to build wonders and get the job done in Karakorum.
Carthage resorts to building a great library and just to tick off Korea they finish it in Cartahge.
The English decide it is time to build the AoW as well. A new show starts “So you want to be Sun Tzu”. It is very popular.
But the AoW isn’t enough so England starts the Hanging Gardens as well.
Spain joins “So you want to be Sun Tzu” and also opens a Gertens flower center.
Osman won Celebrity Apprentice last season so he joins “Sun Tzu’s Survivor” series.
In response to all this scrambling, we build a library. Take that!

Turn 134 [130AD]

Red Snappers: Library=>Aquaduct

IBT – Korea is building the Hanging Gardens . . . again.


Turn 135 [150AD]

Learn Monotheism. Start Chiv due in 4t @ -76gpt.

Babylon: Marketplace=>horse (we have 2 turn horses here)
Red Bulls: Library=>Worker
Mount Ellipi: MDI=>MDI
Miss Scarlet: Worker=>Settler

Build Telloh. Disperse Barb camp. Start Courthouse.

Battle for Bergen – 4/4 horse vs 3/3 spear – win -2hp. Capture city – and wines! Military reports that Waldo may have been present but is currently not in the city. Install a new governor so that we can continue the search. :D Start Worker.

Move stack toward Viking core cities.

Give Korea Engineering for Monarchy & 58gp. What I want is the money but I’ll take Monarchy because – way not? This gives us enough gold for the 4t on Chiv.

IBT – Barb invade. Mongols help clean some barbs up. Thanks guys!
Portuguese start Hanging their Gardens. Its very feng shui or so we are told.

Turn 136 [170AD]

Red Bulls: Worker=>Worker
Iron Range: Marketplace=>Horseman (2 turns)

4/4 Bowman vs 2/2 barb horse – win,-1hp.
4/4 Bowman vs 2/2 barb – flawless win.

Give Mongols Literature for 22gp & 1 slave.
Give Portugal Engineering for 25gp & 1 slave.
Move SOD against nearest Viking core city – can’t see the name. They are replacing cities because they still have 12 cities.

IBT – Vikings finally advance a counterattack. 1 archer & 1 horse – both regulars.

Turn 137 [190AD]

Babylon: Horse=>Horse
Bergen riots.
Red Bulls: Worker=>Worker
Mount Ellipi: MDI=>MDI
Sippar: Library=>Aqua
Iron River Resort: Library=>Marketplace

Defense of Bergen: 4/4 sword vs 3/3 horse – flawless victory. 4/4 horse vs 3/3 archer – flawless victory, promote elite.

Move stack next to Trondheim that is protected by a 3/3 spear. SOD=5 bowman, 1 horse, 1 sword.
Advancing units to go after Birka now that it is size 2.
Swap Indian Food from granary to CH. Not sure on this one – next player can veto.

IBT -

Turn 138 [210AD]

Red Bulls: Worker=>Worker
There is No Cow Level: Aqua=>Marketplace
Iron Range: Horse=>Horse
Red Man Tobacco: Courthouse=>Marketplace

Receive treasury message.

Battle for Trond heim – 4/4 horse vs 3/3 spear – lose, -1hp. 4/4 sword vs 3/3 spear – lose, -1hp, promote vet. 4/4 Bowman vs 3/4 spear – win, -1hp. 4/4 bowman vs 2/3 spear – win, -2hp, promote elite. Capture city and GLH.

IBT – Carthage is Hanging plants.

Turn 139 [230AD]

Pick up Chiv, start Theo due in 6t @ -7gpt. One of the others must be coming up with Invention soon. We are still the only ones with Mono.
Trondheim riots.
Red Bulls: Worker=>Worker
Seaside Shores: Marketplace=>Harbor
Mr. Ed: Marketplace=>Knight
Forest Clearing: Courthouse=>Aqueduct

Hareid is now size two. Battle for Hareid: 4/4 Bowman vs 3/3 spear – win, -1hp. Capture city. Start worker. Ragnar would not give Hareid up on a peace treaty so it might be near a hidden resource. Of course it is so far behind our lines now that its not like we’ll be giving it up anytime soon.

Nothing good to trade.

IBT – Dang, lose our 5/5 horse on the IBT.

Turn 140 [250AD]

Red Bulls: Worker=>Marketplace
Light Bay Horses: Library=>Barracks (?)
In The Middle: Library=>Marketplace

Outside Birka:
4/4 MDI vs 1/3 archer – flawless win.
4/4 Bowman vs 3/3 Warrior – lose, -2hp, promote vet. Grrr.
4/4 Bowman vs 3/3 archer – flawless win.

Outside Trondheim:
5/5 Bowman vs 3/3 archer – win, -1hp.


Goals
Conquest by 1420AD (Turn 274; 134 turns to go)

Civilian units:
Settler 0
Workers 32
Slaves 6

Military units:
Warriors 7
Spears 2
Swords 2
Horsemen 2
Pikeman 1
Bowman 26
Medieval Infantry 4
Curragh 2

Unit Support:
Total Units: 78
Allowed Units: 41
Support Cost: 74 gpt (still ouch)

Enemies/Hit list:
Korea=>Feudalism=>Strong compared to=>12 cities (+4)
Mongols=>Republic=>Strong compared to=>13 cities (+2)
Carthage=> Republic =>Strong compared to=>14 cities (+1)
England=>Monarchy=>Strong compared to=>9 cities (+1)
Spain=>Republic=>Strong compared to=>11 cities (+1)
Portugal=>Republic=>Strong compared to=>14 cities (+1)
Scandinavia => => Republic =>Strong compared to=>9 cities (-5)
Ottomans=> =>Republic=>Strong compared to=>12 cities (+0)

We have 29 cities. (+9)

Victory
Babylon % of World Area: 9
Babylon % of World Population: 25
Rival Remaining: 11

Research: Sciene: 50%, Theology, 5 turns -4gpt, 39gp in the bank. We are up at least Mono & Chiv on everyone.

Racing to connect roads to the wines and so our troops can move faster. Knights are being produced in our core cities. A stack is near Birka. Another stack is ready outside of Trondheim but might want more reinforcements there. The Vikings still have Odense behind our lines. I was waiting for it to be size 2 before attacking but I have no idea when that might happen.

I put up a lot of infrastructure with the start of the GA and we currently have 4 cities producing knights. There are courthouses building in the outer area trying to capitalize off the GA shields in those cities.
 

Attachments

Mr Ed - switch to two forest tiles for 4-turn knights


Pre-turn:

Change Reykjavik from Worker to Treb to avoid Worker-abandoning the town.

Ellipi: Knights
Shuruppak: Lib > Knight (city has a Barracks, so...)
Corse: Barracks > Courthouse

Turn 1 (260 AD):

Bowman kills a Warrior N of Birka. 1-0
Horseman kills Spear at the city gates 2-0
Second Horseman retreats from the second Spear.

Disband our Curraghs since we have the entire coastline mapped -- and we're nearly double the unit cap.

IBT:

Babylon: Knights

Turn 2 (270 AD):

Siege of Birka continues...
MDI vs. Spear > 3/4 MDI, city is ours. 3-0

Swordsman kills Archer fortified a bit S of Trondheim 4-0

Battle of Copenhagen:
Bowman gets skewered by defending Spear 4-1
Second Bowman shoots the second Spear 5-1
eBowman kills the first Spear and takes the city 6-1

IBT:

Vikings offer peace. Heh.
Iron Range: Knights
SRP: Court > Settler
Iron River Resort: Settler > Mkt
Adab: Worker > Settler

Turn 3 (280 AD):

Bowman kills Spear. 7-1
Swordsman dies to Second Spear in the same city (we can't see the name). 7-2

Near Copenhagen, a Bowman kills an Archer 8-2

IBT:

Seaside Shores: Harbor > Knight
Backwater: Harbor > Court

Turn 4 (290 AD):

Lose a Bowman at that unknown city 8-3

IBT:

Theology > Education
No Cow: Mkt > Settler
Mt. Ellipi: Knights
Mr. Ed: Knights

Turn 5 (300 AD):

Bowman kills an Archer in the open 9-3
MDI kills another Spear at the nameless city 10-3
Bowman kills spear and takes the nameless city (now we see it's Stavanger) 11-3

IBT:

Viking eWarrior slays the Bowman in Stavanger and retakes the city :cry: 11-4

Red Man Tobacco: Mkt > FP

Turn 6 (310 AD):

First things first: Retake Stavanger. MDI kills Warrior...and autorazes. 12-4

Spain has Invention. We can't offer enough to buy it though.

IBT:

No Cow Level, Miss Scarlet: Settlers

Turn 7 (320 AD):

Quiet turn - I'm just moving troops into position.

IBT:

Viking Archer dies in an ambush gone wrong on one of our MDIs. 13-4
Two Barb Horsemen die on Bowmen in the west.

Red BUlls: Mkt > Settler
Mt. Ellipi: Knight > Settler
Iron Range: Knights
Silky Red PJs: Settlers
Forest Clearing: Duct > Knight

Turn 8 (330 AD):

Battle for Oslo:
MDI storms the gates...and dies on spearpoint. 12-5
Swordsman presses the attack and kills the second defender! 13-5
eBowman shoots down the remaining Spear and seizes the city.

Bowman kills a Barb near Miss Scarlet.

IBT:

Now Cow: Settlers
Seaside Shores: Knights
Mr. Ed: Knights
Red Snappers: Duct > Mkt

Turn 9 (340 AD):

Battle for Alesund:
2/4 MDI kills Spear 14-5
The city is ours. That was an easy siege!

Battle for Osdense:
Knight kills Spear 15-5
Another easy siege...

Oi, I misclick and build Nina 1S of where I wanted it :( I recommend Worker-abandoning the town.

IBT:

Carthage demands Monotheism. We defy them. Hannibal backs down like the dog he is.

Babylon: Knights
Mt. Ellipi: Settlers
Sippar: Duct > Knight
Indian Food: Court > Lib

Turn 10 (350 AD):

Knight clears barb camp.


We're pretty close to wrapping up our Viking campaign; I think Korea should be next. I'd rather leave Mongolia alone for a while because of the Great Wall.
 
Nice! And Karasjok doesn't even have a defender? That's a little crazy. But with 11 knights stacked up Korea should roll over. Looks like they are mired in jungle though, so it might be tough going just getting through the terrain. Our unit support is down to 58gpt.

Once we roll up the vikings we can DOW on Korea, push through Ulsan and cature the final viking city of Bodo on the east coast. I don't think Karasjok is going to grow any time soon? Maybe we just raze it. It must be there for oil or salt. Why else would you put a city there? We can take the entire northern Korean kingdom and if the Mongols happen to put down a city on the suspected oil/salt it won't be there for long.

Roster
Raliuven (swapped)
Toxicman007 (Playing)
CommandoBob (on deck)
Verarde (warming up)
Elephantium (just played)
 
Until my last turn, Karasjok had a Warrior. D'ya think Scandinavia might be having cash flow problems? :D

As for autorazing the city vs. waiting for it to grow -- I'd say that's up to Toxicman. Either way should work.

New Knights should probably head out towards Oslo and Ulsan; we'll need more units than we have in the area to take the last couple of Viking cities there.
 
Well, hooray. I got a PM from Ral today, thought "aha, I can play after school". Last class of the day: "so, you four and Toxic shall have an exam on Friday".

Will need a skip because fml
 
Exciting stuff! CommandoBob, looks like you're taking over for Toxic here.
 
Well, hooray. I got a PM from Ral today, thought "aha, I can play after school". Last class of the day: "so, you four and Toxic shall have an exam on Friday".

Will need a skip because fml
Maybe this will help:
http://school.failblog.org/2012/05/20/homework-class-test-youll-need-it/#comments


Exciting stuff! CommandoBob, looks like you're taking over for Toxic here.
Okay, got it. Might get a strategy post up tonight; depends on work.
 
Real life has greatly delayed my ability to get into this current set of turns. I haven't had a chance to even open up the save yet, much less examine it.

If Toxicman007 wants to take these turns back, I am fine with that. It will be Friday evening/night before I will able to anything with this.
 
Republic Golden Age, Turn 9 of 20
030% Tax
050% Science
020% Luxury

39 gold, -4 gpt

Theology in 5 turns.

City Builds
  1. Babylon (7) vKnight in 2, grows in 3.
  2. Bergen (1) trebuchet in 26, zero growth.
  3. Red Bulls (3) market in 13, grows in 1.
  4. Reykjavik (1) worker in 2, grows in 4 (so worker in 4).
  5. There Is No Cow Level (7) market in 5, grows in 7.
  6. Mount Ellipi (8) vKnight in 1, grows in 3.
  7. Seaside Shores (7) habor in 4, grows in 12.
  8. Mr Ed (7) vKnight in 5, grows in 19.
  9. Iron Range (7) vKnight in 3, grows in 3.
  10. Red Snappers (6) aqueduct in 10, grows in 9999.
  11. Red Man Tobacco (6) market in 7, grows in 3.
  12. Silky Red Pajamas (5) courthouse in 3, grows in 9.
  13. Shuruppak (3) library in 1, grows in 5.
  14. Aarhus (1) courthouse in 28, grows in 1.
  15. Sippar (5) aqueduct in 12, grows in 6.
  16. Indian Food (2) courthouse in 11, grows in 9.
  17. Forest Clearing (6) aqueduct in 8, grows in 5.
  18. Corse (5) barracks in 1, grows in 4.
  19. Backwater (3) harbor in 5, grows in 2.
  20. Miss Scarlet (3) settler in 11, grows in 1.
  21. Hareid (1) worker in 9, grows in 9.
  22. Light Bay Horses (2) barracks in 7, grows in 9.
  23. Iron River Resort (2) market in 22, grows in 1.
  24. In the Middle (2) market in 17, grows in 3.
  25. Tell Wilaya (1) courthouse in 31, grows in 1.
  26. Karana (1) courthouse in 32, grows in 2.
  27. Adab (worker in 3, grows in 3).
  28. Telloh (1) courthouse in 35, grows in 5.
  29. Trondheim (2) worker in 9, grows in 20.

City Build Recap
Knight [4]
Trebuchet [1] (Bergen)
Market [5]
Worker [4]
Harbor [2]
Aqueduct [3]
Courthouse [6]
Library [1] (Shurruppak)
Barracks [2]
Settler [1] (Miss Scarlet)


Military
  • 00 Settlers
  • 32 Workers
  • 06 Slaves
  • 07 Warriors
  • 02 Spear
  • 03 Sword
  • 02 Horsemen
  • 01 Pike
  • 26 Bowman
  • 04 Mace
  • 02 Curragh
    • Current Units: 78
    • Allowed Units: 41
    • Support Costs: 74 gpt


Compared to Korea (Feudalism) we are Strong.
Compared to Mongols (Republic) we are Strong.
Compared to Carthage (Republic) we are Strong.
Compared to England (Monarchy) we are Strong.
Compared to Spain (Republic) we are Strong.
Compared to Portugal (Republic) we are Strong.
Compared to Vikings (Republic) we are Strong.
Compared to Ottomans (Republic) we are Strong.

We are at War with Vikings.

Resources
03 Horses are connected.
01 Iron is connected.

Luxuries
01 Spices are connected.
01 Silks are connected.

City Count
29 Babylon (Ralivuen 3.5 people)
14 Carthage
14 Portugal
13 Mongols
12 Korea
12 Ottomans
11 Spain
10 Scandanavia
09 England

Wonder Races Report
  • The Hanging Gardens
    • Pusan (?), Korea
    • Hippo (2), Carthage
    • Canterbury (?), England
    • Seville (6), Spain
    • Lisbon (4), Portugal
    • Bursa (?), Ottomans
  • Sun Tzu's Art of War
    • Wonsan (7), Korea
    • London (?), England
    • Madrid (7), Spain
    • Iznik (?), Ottomans

Plans
The Red Nation will rule the world by 1415 AD.
The Purple Nation will gone by 600 AD.
Red Rules.

Random Notes and Tasks
Knights are being produced but are not yet invovled in the war.

Theology -> Education (give to Carthage to kill the Great Library?)

We are busy building up the core with infrastructure, markets and courts, while we are in our Golden Age.

We have lots of workers in our core, but not enough roading to front line of warfare.

We have two workers on a hill eastish of Aarhus, suitably protected and ready to road. They will connect to Bergen during these turns, which will let us distribute Wines to our people, couretsy of the vinyards at Bergen. These vinyards may let us lower the luxury rate some.

We are only working 5 unimproved tiles and 4 of them are in new cities.

Need to connect Hareid and our new western cities.

No one has any cash for techs.

Eveyone except the Vikings are in the Middle Ages.

Keep up the pressure on the Vikings.

After the Vikings are gone it looks like we will be well positioned to take out Korea.
 
0 End of 0250 AD

Not much to do.
[IBT]
Mount Ellipi: vKnight -> vKnight in 4.
Shuruppak: library -> market in 20.
Corse: barracks -> courthouse in 14.

1 0260 AD

War
vBowman bests wounded vWarrior 1N of Birka (1 of 1).
vHorse sticks rSpear in Birka (2 of 2).
vHorse repeats (3 of 3).

Good News
t_0260_AD_Birka.jpg


And Birka changes from Purple to Red. We gain 1 slave and 1 resister but no gold.

Garrison Birka with conquering Horse and two healthy Mace.

Knight moves toward front lines.

Sword and Mace arrive in Bergen.
Mace and Bowman get nearer to Bergen.

Ships spilt up, time for suicide runs into the fog.

Workers
Slave from Birka heads back towards Bergen.
Start roading a hill 1E-1NE of Aarhus; wait, they had already started.
Start road 1N of Indian Food.
Start chop 1NW of Shuruppak.
Start road 1N-1NW of Corse.
Start road 1SE of There Is No Cow Level (mined BG).
Start road 1NE of Red Man Tobacco.
Send worker towards the front lines.
Move worker to connect to Hareid.
Start chop 1E-1NE of Red Bulls.
Send second worker towards the front lines.
Start road 1W of Iron River Resort.
Start road 1N of Tell Wilaya.
[IBT]
Babylon: vKnight -> vKnight in 4.
Reisistance in Birka and Hareid ends.


2 0270 AD

War
Mace and Bowman get to Bergen.
Sword and Mace from Bergen to Bowman stack 1S of Trondheim.
Wake Spear and Bowman outside Reykjavik and send to the front.

Workers
Start road 2NE of Sippar.
Help mine 2NW of Babylon.
Start road 1W of Hareid.
Start mine 1S-1SW of Backwater.

Hire a geek in Hareid.
[IBT]
Iron Range: vKnight -> vKnight in 4.
Silky Red Pajamas: courthouse -> aqueduct in 15.
Adab: worker -> worker in 10.

3 0280 AD

War
Move 7 units 1W of Copenhagen.

Workers
Irrigate new roads between Miss Scarlet and Indian Food.
Start mine 1S of Iron Range.
Start road 2NE of Babylon.
Start road 2NW of Red Man Tobacco (mined BG).
Start road 2SW of Babylon.
Start road 1N of In The Middle.
[IBT]
Preboot from Portugal over Curragh.

Reykjavik: worker -> worker in 10.
Seaside Shores: harbor -> vPike in 3 (we need some good defenders).
Backwater: harbor -> vGalley in 6.

4 0290 AD

War
vSword tackles rSpear in Copenhagen (4 of 4).
vSword repeats (5 of 5).

Good News
t_0290_AD_Copenhagen.jpg


Copenhagen is part of the Red Universe; we gain another slave, another resister and another source of Horses.

eBowman picks off an Archer (6 of 6, 0 of 1e).

First Knight arrives in Bergen.

Move a lot of units into Copenhagen to stifle the complaining about the new bosses.

Workers
Start chop 1S-1SE of Red Bulls.
Start road 1W of Reykjavik.
Start a hilltop road 2NW of Bergen.
Start road 1W of Bergen.
Start road 1E of Adab.

Drop science down to 20%, Theology in 1, +131 gpt, 25 treasury.
[IBT]
Theology -> Education in 15 at 20%.

Resistance ends in Copehagen.

There Is No Cow Level: market -> vPike in 2.
Mount Ellipi: vKnight -> vKnight in 4.
Mr Ed: vKnight -> vKnight in 5.

Portugal is building Sun Tzu's Art of War (Feudalism).

5 0300 AD

War
Bowman and Spear get to Bergen.

Workers
Help with road 1W of Reykjavik.
Start road 1E-1NE of Red Bulls.
Start road 1W of Forest Clearing.
Start road 1N-1NE of Corse.
Start road 1S of Shuruppak.
Start road 1NW of Shuruppak.
start road 1S of Telloh.
Start hilltop road 1S of In The Middle.
Start road 1SE of Karaana.
Start road 2NW of Tell Wilaya.

Hareid is connected; fire geek.
Copenhagen hires 2nd geek.

Science slider up to 50%, Education in 6, -3 gpt, 156 treasury.
[IBT]
Babylon: vKnight -> vKnight in 4.
Copenhagen starves down to size 1.
Red Man Tobacco: market -> barracks in 4.


6 0310 AD

Spain learned Invention but won't sell it to us.

War
Move 10 units across the border near Oslo.

Workers
Bergen is connected. Wines flow into Babylon.
Start irrigating 1W of Bergen.
Start mine 1W of Reykjavik.
Start road 1S-1SE of Red Bulls.
Start mine 2NE of Babylon.
Start hilly road 1NE of Iron Range.
Start mine 1S of Iron River Resort.
Start road 1E of In The Middle.
Start road 2SW of Forest Clearing.
Start road 1SW of Reykjavik.

Drop luxuries to 10%.
Raise science to 60%, Education in 4, not 5, +6 gpt, 154 treasury.
[IBT]
Mongols are building Sun Tzu's Art of War (Feudalism).

There Is No Cow Level: vPike -> vPIke in 2.
Seaside Shores: vPike -> vPike in 3.
Iron Range: vKnight -> vKnight in 4.
Miss Scarlet: settler -> settler in 15.
Light Bay Horses: barracks -> vMace in 7.

7 0320 AD

War
First Knight (unit name) has no problem with rSpear in Oslo (7 of 7).
vHorse decimates 2nd rSpear in Oslo (8 of 8).

Good News
t_0320_AD_Oslo.jpg


Oslo is ours; no gold and two resistors.

Oslo is not connected to Babylon.

Drive off a barbarinan horseman in our southwest.

vKnight rides over eWarrior in woods south of Trondheim (8 of 8).

Workers
Start/finish road 1NW of Bergen.
Start road 1E-1NE of Sippar.
Start chop 1E of Red Man Tobacco.
Start chop 1NE of In The Middle.
Start road 1S-1SW of Babylon.
Start irrigating 1N of Bergen.
Help with mining 1W of Reykjavik.
[IBT]
Mount Ellipi: vKnight -> vKnight in 4.
Forest Clearing: aqueduct -> vKnight in 7.

8 0330 AD

War
Oslo is not connected to any Viking cities either. The roads end in the wilderness.

We spot Stockholm, the current captial of Scandinavia.

Find Stavagner, too.

Workers
Start mine 1S of In The Middle.
Start mine 1S-1SE of Red Bulls.
Start mine 1E-1NE of Red Bulls.
Start road 1N of Reykjavik.
Start mine 1W of Forest Clearing.
Start mne 1N-1NE of Corse.
Start irrigating 1S of Shuruppak.

Telloh is connected.
Adab is connected.
Karana is connected.

Crimson and Clover is established on a hill near Indian Food, claiming more flood plains.

Move a road stack (3 workers) towards the front lines.
[IBT]
Preboot from England.

Trondheim: worker -> worker in 10.
Red Bulls: market -> harbor in 6.
There Is No Cow Level: vPike -> vPike in 2.
Red Man Tobacco: barracks -> vKnight in 6.
Backwater: vGalley -> library in 7.

Mongols are building Sun Tzu's Art of War (again).
Carthage is building Sun Tzu's Art of war.

9 0340 AD

War
Two vKnights easily master two rSpears in Stavanger (10 of 10).

Good News
t_0340_AD_Stavanger.jpg


Stavanger gives us a worker, a ressiter and a soon-to-be worker.

Stavanger is not connected to Babylon.

Workers
Start a road 1NW of Telloh.
Start a road 1SE of Tell Wilaya.
Chop forest 1SW of Karana.
start a mine 1NW of Iron Range.
Start a mine 1E of Red Man Tobacco.

Drop science to 50%, Education in 1, +44 gpt, 169 treasury.
[IBT]
Education -> Invention in 5 at 50%.

Babylon: vKnight -> vKnight in 4.
Seaside Shores: vPike -> vPike in 3.
Mr Ed: vKnight -. vKnight in 5.
Red snappers: aqueduct -> university in 15.
Sippar: aqueduct -> vPike in 4.
Indian Food: courthouse -> library in 7.

Resistance ends in Stavnger.

10 0350 AD

War
vMace is redlined but hangs on to kill rSpear in Stockholm (11 of 11).
Second vMace has a much easier time (12 of 12).

Good News
t_0350_AD_Stockholm.jpg


Stockholm is no longer the Viking captial.


First Knight and another Knight whack down two rSpears in Molde (14 of 14).


Good News
t_0350_AD_Molde.jpg


It's reign as the Viking capital is less than one turn.

Neither city is connected to Babylon.

Odense, north of Silky Red Pajamas, is the current Viking captial city.

Workers
Help mine 1W of Forest Clearing.
Start road 1W-1SW of Forst Clearing.
Start road 2NE of Birka.
Start road 1S-1SE of Babylon.
Start road 1SE of In The Middle.

[IBT]

And the save is attached.
 
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