Rat 41 CCM - AW a first attempt

I for one pose those questions, because I don't have the game up all the time. So no access to the pedia, which is quite good. I was pretty sure Lawyers were 6, but not certain.

I am certain Hussars upgrade to Lancia or whatever the spelling is for the armored car. So thanks for the verification on Lawyers. The Hussars not upgrading to Cavs, is the key reason for me to want to build anymore.

In this game they had a very small window of being top dog. CCM has many units that get in this situation, where the next unit is not in their upgrade path. Some do not even have an upgrade path, mostly the auto produced units.
 
This one has been an interesting read so far - keep it up.

Pretty said when reading a Civ3 SG is doing more for the urge to play again...
I won't even consider Civ5 until some major surgery is done with it.
 
Civinator, thanks again for being so active in this thread, answering CCM questions and such.

LKendter, I won't consider Civ5, period (Steam is a dealbreaker for me).
 
I didn't upgrade units that are not involved in fighting. Maybe it is correct that we should move those really obsolete units to our core for MP duty. Once the north has been freed from Indochina, we can have a huge movement plan for units. However, until RR (and that is pretty far away), we need to make sure we can defend ourselves against landings everywhere.

I left elite knights alone but we could upgrade them as strength 4 versus 6 is quite a big deal.

I am somewhat undecided though about shield wastage versus getting cavalry. I do think we can afford more units anyway as we got plenty of money. Sometimes it is better to have more units to attack since the fast units have an increased retreat chance in CCM.

@Civinator, thanks for checking this thread and updating people about the mechanics of the game. I really like the concept of artillery type units. It's a good compromise to limit the human exploit.


@LKendter
Forget about Civ 5. I am not sure whether that game is ever salvageable. The core design is so poor, it takes a miracle to make it into something appealing. I was thrilled for the first few AW games only to get annoyed very fast by the repetitiveness of the game. There are hardly any options in the game. I am still puzzled what the designers were thinking. Read that 'quotes from Firaxis' thread under Civ 5 discussion and you get a good laugh about the travesty of it all.
 
Arty units (cats, bombardes, cannons and so on) have a special movement setting that isn´t used in most mods for C3C. They are always units with two movement points => so they always have a change to retreat as any other movement-two unit. On the other side the movement value for each kind of terrain is setting much higher and this handicap for most units is compensated by giving them movement boni. But the arty units don´t have that movement bonus with the intended effect, that while beeing movement two units, they only can move one tile a turn without a road on it. On the other side they have a chance of retreating like any other movement-two unit.
This special setting allows the arty units to attack defenders with higher defense values and to soften them up. Before the arty unit is getting killed in the attack, it has the chance to retreat and allowing to attack the softened up enemy unit by another unit. Due to these special settings this also works for arty units that don´t attack on "roaded" terrain.
Let me see if I understand this.

Artillery type units in C3C are used for bombardment, they never attack on their own.

In CCM, they can attack on their own, maybe win or die or retreat; depends on the RNG.

In CCM, since they are movement-2 units, retreat is possible.

In CCM, the movement-2 bonus is only applied when the unit is on roads; cross-country is still one tile per turn.

Generally, artillery units are used the same in CCM as C3C: inflict damage that other units can exploit.
 
In CCM, the movement-2 bonus is only applied when the unit is on roads; cross-country is still one tile per turn.

Yes, and I'll just add that any road move within enemy borders costs all an artillery unit's movement. So they can't keep up with real fast units in approaching enemy cities, for example.

I find that the best use of artillery types in CCM is in picking off roaming enemy slow units, fire lancers and so forth, just behind the front. There are long periods in which we don't have any other good attacks against high-defense wanderers. Used to spearhead attacks on enemy cities, OTOH, artillery types die too quickly relative to their rarity--enhanced retreat or not. They also tend to be stealth-attacked if they approach enemy cities in a large, slow stack.
 
I think that the stealth attack is important to not forget. Bringing up a stack with units you do not want not lose, opens them to a stealth attack. If I can bring cannon types or hidden units along trailing the main attack force, I will.

The worse thing is to park next to a metro and hope no units will stealth attack your monk/cannon/lawyer types. I'll try not to use the term artillery now as that is a true bombardment unit in CCM. At least I think it is lol.
 
"ThERat"
"I didn't upgrade units that are not involved in fighting. Maybe it is correct that we should move those really obsolete units to our core for MP duty. Once the north has been freed from Indochina, we can have a huge movement plan for units."

Sounds fair to me.

"However, until RR (and that is pretty far away), we need to make sure we can defend ourselves against landings everywhere."

This is why I was leaving a newly produce knight in the town it came out of or moving to another coastal town, from time to time. We no longer can just have a defender and a weak attacker.

As we are using wide spacing, we have limited help if anyone drops more than a couple attackers or they drop really good attackers. We do have some warning thought on much of the coast.

Just not the parts that have boats around all the time. The other we can see them coming. Plus many of the early boats cannot carry units.

"I am somewhat undecided though about shield wastage versus getting cavalry. I do think we can afford more units anyway as we got plenty of money. Sometimes it is better to have more units to attack since the fast units have an increased retreat chance in CCM."

I would say that as long as we are able to make as many as we lose and a few extra, we can afford to go with the extra attack units. If we were struggling to keep up with the losses, then I would agree.


"@LKendter
Forget about Civ 5. I am not sure whether that game is ever salvageable. The core design is so poor, it takes a miracle to make it into something appealing. I was thrilled for the first few AW games only to get annoyed very fast by the repetitiveness of the game. There are hardly any options in the game. I am still puzzled what the designers were thinking. Read that 'quotes from Firaxis' thread under Civ 5 discussion and you get a good laugh about the travesty of it all."

I do not know if it can be fix, but it will take more than a quick patch. The best I hope for now is the next patch will let me put it in my rotation of games to play as a change of pace.

I would think an addon would be needed to do any real good.
 
In terms of AI landings, my sense is that frequency of the 1-2 ship drop-offs has decreased significantly with this mod. In both this and my solo game the AI doesn't seem as interested in capturing a city near the coast.
 
In terms of AI landings, my sense is that frequency of the 1-2 ship drop-offs has decreased significantly with this mod. In both this and my solo game the AI doesn't seem as interested in capturing a city near the coast.
I think this holds true as long as we have enemies on our continent only.

I have seen the AI drop quite a few units with transports from overseas. The AI code seems to tell them to attack via land route if there is one available. If only we had access to the code, it would open so many possibilities. :(
 
I think they have a number of issues. Early they do not have any ships that can carry units. Then they spent all the time bombarding and it is not even as effective as standard c3c frigates.

By the time they have good ships and can travel in open waters we have moved everyone off our land. The next things is we get bombers and coastal batteries and rails and it does not matter, EXCEPT for hidden units. A nasty play could be done by a human to drop off the unit you can see in one tile and the hidden unit in a different tile.

We had landings in my set prior to my last one that was a little touchy. I was not sure I could get enought units to reach them, but no harm was done.

The last set a lone LB's from Carthage actually could have been a problem. We had no safetly factor had we had a bad rng as only one unit was in the town.

The second landing there had the knight yeollow, but I had moved another one nearby then and it was able to get it after the landing. Had they been more agreesive, we would have had to recapture for sure.

I have no clue what the programming is as in this game I remember wondering why the vikes would land a unit or two behind Venice, rather than walk it in as it did the others. The landing sites are poorly consider for them knowning what we have in every tile.

I guess the programmers do not really take that info into their plan of action.
 
Plans
We can upgrade 18 of 20 Musketeers to Musketmen for 540 of 12977 gold.

Worker stack 2NW of Iznik moves north towards Bien Hoa to make a mountain road eastward to Genoa. Four tiles to road, and then maybe two more to connect to Udong from Genoa. One tile on the Udong-Genoa pike could be cut by a volcano. One turn of moving the stack to the mined hill east of Bein Hoa, then onto the non-connected Iron (turn 2), road on turn 3, move 1E, road (turn 5), move 1E, road (turn 7) and move 1E, road (turn 9) connecting to Genoa. Current Musketman (6.6.1) guarding the stack can't keep up with their movement; it will go to Bein Hoa and Bein Hoa will supply a Musketman. In fact, the worker stack will move into Bien Hoa on turn 1, which will keep the city defended with two units on turn 1. The workers will move out on turn 2 and their former protector will move in.

Clock Towers into the more productive cities, but don't go crazy; still need to produce units.

After Clockworks then Printing Press, followed by the naval techs in the bottom row.

Our settler is 2NE of Krasnoyarsk. It will move onto the coastal forest tile 3E-1NE of Krasnoyarsk this turn and found a city next turn.

Amass a force of 15 to 20 attackers to take out Angkor. Hussars in Kampong Cham can help (7 of them) and the 2 eKnights might get lucky on a crippled unit. Saigon has 8 Hussars that can join the fun. Mix in a few Cavalry, too. But we'll need some Musket-wielders for defense. And don't strip the front bare of units to support this attack.

We've done a generally excellent job of getting Christian Communities and Roman Symbols built and re-built :goodjob:, but behind the lines Rusicade still needs its CC, and Iznik, Orenburg, Pisa, and Rostov their RS. As soon as our recently acquired Siamese cities aren't on the front lines, they'll all need both cheap cultural builds too (I'm aware some are working on them).
This will be addressed.

Upgrade Knights to Hussars, except the eKnights. We have 28 Knights but only 11 (at the moment) can be part of a mass upgrade, which would include some eKnights. Upgrade is 60 gold per Knight. I'll start on this but may not finish.

Lawyers (6.2.2 and Invisible) autoproduce every 10 turns in Rome via the Supreme Court.

Archers, Arquebusiers, Legionaries and Praetorians are our preferred MP units for our inner cities. These total 43 units and I'll try to shuffle them around as I find them. Coastal cities need more units for protection.


The Fronts
We have only two fronts at the moment and the borders are far from our core. This is good for our core but a bit rough on transit times to the front lines. Siam and Carthage are to our north. We can drive north through Angkor to the North sea, splitting the Siamese like conjoined twins (except that neither one will survive our operation). The fives cities to the east of Angkor should fall easily and give us another mountain range for defense to the north. We could then pivot and attack to the west, removing the rest of Siam and also the last traces of Carthage. Angkor is our first target, which breaks up their core, and then we'll decide from there.

To the south, Moscow and St. Petersburg and Rostov form a solid line of defense. These cities are rather close to each other, rather large and fairly productive. They are not on the front lines, but are very close to them. Yakutsk, Novgorod and Vladivostok are the front line cities and their task, for a while, is to take any Mongol attacks, since we have yet to face their initial surge. This surge might be light, since they just took out Greeece, but time will tell. Arab and Viking cities are under the cloud NE of St. Petersburg. We see Egyptian units but no Egyptian cities.

At the moment, the focus seems to be on Siam to the north and minor gains in the south.

We see Furs in the tundra north of Siam, but we already have a bunch of these. No new luxuries are visible.
 
Sounds like a good plan to me :goodjob:

I think with Angkor falling, Indochina will falter real soon. The smaller cities were easy to take and I guess that should hold for those cities east of Angkor.
Note that with Angkor, will get an additional settler every 30 turns. Looking at the available land, there isn't that much to settle anymore anyway.

One more thing, if you happen to take out the last Carthage city and they are not eliminated, you got to reload without taking them out else the game will crash.
 
splitting the Siamese like conjoined twins (except that neither one will survive our operation)

:rotfl:

A fine tour d'horizon, and those plans all sound good. We definitely want a north-south link connecting Genoa to Udong, in addition to the east-west roads you build in the area.

Universities in coastal or river towns are still the best use for any Great Leaders we might get. It doesn't matter too much what the city's population is now as long as it has the potential to grow quickly, e.g. Utica. If you have to rush an academy to avoid sending the GL on a long trip to a town that already has one, that's quite all right, considering how much gold we've already got and how much more is out there for the taking.

The windmill build in Smolensk looks useless; that town has so few shields it's not worth accumulating multipliers. I'd just switch to a long-term university or library build, which sooner or later we can rush, or else a granary.
 
About arty units in CCM:

In CCM, the movement-2 bonus is only applied when the unit is on roads; cross-country is still one tile per turn.

Yes, for moving "cross-country". But when attacking "cross-country" these units can retreat from that battle. In CCM it can be very useful to build a road to your enemies, may be with a fortress on that road located in a gap in mountain chains.

Generally, artillery units are used the same in CCM as C3C: inflict damage that other units can exploit.

They have another useful function with their limited stealth attack possibilities that allow them to destroy some units with strong attack values, too.
 
The windmill build in Smolensk looks useless; that town has so few shields it's not worth accumulating multipliers. I'd just switch to a long-term university or library build, which sooner or later we can rush, or else a granary.

I disagree; it has 5-6 shield-producing tiles. With all the flood plains, it needs more citizens to get to decent production, but we only have to add a couple of mines, and it'll be pulling in a decent set of shields.

Of course, that depends on spending a few more Worker turns than we've given it so far. It may be more cost-effective to improve other cities and build an academy and uni in Smolensk (and then maybe switch to Legions or another cheap garrison unit).
 
CommandoBob, any update?

If you need longer like this time, it is nice to post an update else we don't know what happened. Also, as stated before, there is no obligation to play 10 turns. Important is that the game does move.
 
CommandoBob, any update?

If you need longer like this time, it is nice to post an update else we don't know what happened. Also, as stated before, there is no obligation to play 10 turns. Important is that the game does move.

Lurkers comment: I have pushed F5 for two days :cry:
 
CommandoBob, any update?
Playing now.

@Civinator: Regarding slave turns and worker turns, I see an issue, but not a major one. In the save file, there are 10 slaves stacked 1NE of Krasnoyarsk. The tile is plains, unroaded. It took 9 slaves one turn to road that tile, not the 10 that I expected.

Speculation: If the basic worker time to complete a project cannot be changed directly (i.e., hard-coded, like the city limit) but the final result can be affected by mulitpliers (like for IND workers) then this makes sense. Nine slave turns would then equal 4.5 native worker turns and 4.5 native worker turns would equal the hard-coded value times 1.5 (9 / 2 = 4.5; 4.5 = 3 X 1.5). If the basic worker time to finish a project can be changed directly (3 becomes 5) then 9 slaves should not be able to road a tile in one turn. Unless one slave started roading the prior turn, which I do not know.

Also, there is a large stack of units 2E-1NE of Krasnoyarsk that contains 4 workers and 2 slaves. I moved the workers 1SW onto a hill to road (8 worker turns) and then moved 1 slave and it completed the road (4.5 worker turns or 9 slave turns). Similar issue, except that this tile had no workers/slaves in it from the prior turn.
 
0 1712 AD

Upgrade 17 Musketeers to Musketman. One was Elite and not upgraded.

Now at 12467 gold.
[IBT]
No attacks, but Venice and Genoa get bombmarded by some off shore bullies.

Clockwork -> Printing Press in 7 turns at 20%.

Apprentice in Milan.

Milan vHussar -> vCav in 4.
Saigon starves.
Namp'o vCav -> Town Clock in 3.
Izmit Royal Barracks -> Town Clock in 5.
Pisa vMusketMan -> vMusketMan in 2.
Champasak Roman Symbol -> Royal Barracks in 4.
Modena Royal Barracks -> vCav in 7.

1 1714 AD

Arond the Empire, NW to SE
Siam Knight 1E of Oea (Iron hill).
Siam Knight 2E of Oea (hill).
Siam Bombarde 2NE of Oea (hill).
Siam Knight 1N-1NE of Theveste.

Vikings move outside our borders near Udine.

Two Egyptian Knights 1N-1NW of St. Petersburg.
Egyptian Knight 1N-1NE of Yakutsk.
~~
Science up to 50%, Printing Press in 4, +212 gpt, 13063 gold.

Do not attack from Oea. The one exposed unit is on a hill with a fortress. Would rather have it attack our Musketman inside the city on the hill.

Hussar hacks a Siamese Knight (1 of 1).
Eliminate Egyptian Knights at St. Petersburg (3 of 3).

All of Saigon becomes taxmen.
Roading stack to connect to Genoa moves into Bein Hoa.
Settler moves into place.
Settler reveals a stack of 5 Viking units, all slow movers, 1N-1NE of the new city site; two turns away.
Road the hill to the SW of our settler, to connect to St. Petersburg.
Covering units for where those workers were (1W of the new city site) heal this turn.
Musketeer outside Udine back into the city.
Upgrade Apprentice in Milan.

Notice that 9 slaves road a tile in one turn instead of the expected 10. Leave post for Civinator.

Some units on auto-move.
Printing Press in 4.
[IBT]
Venice is shelled 22 times; Genoa 6.

Rome vCav -> Town Clock in 2.
Moscow vMusketMan -> vMusketman in 3 (Town Clock in 5 should be the next build).
P'yongyang vCav -> vCav in 4 (Town Clock in 4 should follow).
Edirne vMusketMan -> vMusketman in 3 (Town Clock in 5 should be the next build).
Saigon starves to size 19.
Leptis Magna granary -> town clock in 16.
Venice vCav -> Town Clock in 4.
Aydin Royal Barracks -> Town Clock in 8.
Bologna vMusketMan -> Town Clock in 6.
Padova Royal Barracks -> Town Clock in 7.
Resistance in Udong ends.
Krasnoyarsk granary -> Town Clock in 40.

2 1716 AD

Arond the Empire, NW to SE
Siam Knight 1SE of Oea (hill).
Siam Bombarde 1E of Oea (Iron and fort in hill).
Siam Knight 2NW of Theveste (hill).
Siam Knight 1NE of Theveste.
Siam Knight and War Elephant 1N-1NE of Theveste (hill).
Siam Firelancer 1N-1NW of Saigon.

Pair of Viking Pikes 1E-1SE of Udine (hill).

Two Berserks, one each Longsword, Pike and Trebuchet 1NE of our new city site (forest).

Egyptian Knight 1E-1NE of St. Petersburg.
Two Arab War Elephants 3NE of Yakutsk.
~~~
At Theveste, Hussar kills something invisble 1N of the city (4 of 4).
Another Hussar moves 1N and dethrones the Siam Knight 1NE of Theveste (5 of 5).
Both Hussars move back into Theveste.

Hussar dowses the Firelancer near Saigon (6 of 6).

Livorno is built on the coast, east of Krasnoyarsk and northwest of St. Petersburg. The city comes with a courthouse and Buddist Community; starts on a Roman Symbol, 5 turns. Livorno is connected to Rome.

Four Hussars and an eKnight eliminate the Viking short stack near our new city (11 of 11, 0 of 1e). I thought that the Trebuchet could be captured by the eKnight but it died instead. Can artillery units be captured in C3C style in CCM?

Move MusketMan to protect the exposed eKnight.

Hussar whacks the Egyptian Knight near St. Petersburg (12 of 12). Hussar could not get back into St. Petersburg and I wanted to move him onto the nearby mountain, but since it was not roaded from the tile he was on this was not possible. :eek: Not having "retreatable" mountains tiles is a bit of a shock and forces a change in tactics, since the C3C solution will not work in CCM.

Leave the units alone near Oea, until they move onto flatland.
Third MusketMan arrives in Theveste.
Send a MusketMan from Edrine to Istanbul, which has only two defenders.
Legionary from Smolensk to Namp'o.
MusketMan from Namp'o to Smolensk.

Workers from Bein Hoa move the Iron Hill east of the city and road it, MusketMan protects them.
Saigon goes allout for taxmen, will starve again.

Hill 1S-1SW of Livorno is roaded, continue towards St. Petersburg.
Begin mining the roaded hill 1N-1NW of Bursa, four turns.

Notice that at Rostov we have Russian (slave) with stats of 0.0.1 and Russian (workers) of 0.0.2. Both look the same, but have different movements. How did we get Russian (Workers)? And (more importantly) how do we get more AI (workers) and avoid AI (slaves)?

Modena is stuck at size 10. vCav -> Aqueduct in 4.

Upgraded 4 Musketeers to MuskeMen.

Printing Press in 3.
[IBT]
I had moved two MusketMen to the Siamese border to support the attack on Angor; from this tile they could move into Siamese territory with the Hussars and Cavalry.

They were attacked by Siam and died, each taking down a Knight (14 of 16).
Venice gets shelled 21 times, Genoa 7.

Istanbul vCav -> vCav in 4.
Saigon starves.
Bursa vCav -> Town Clock in 4.
SupplyCenter in Venice does something.
Hippo Regius Windmill -> Town Clock in 7.
Vladivostok vMusketMan -> vMusketMan in 4.
Pisa vMusketMan -> Town Clock in 3.
Udong Christian Community -> Roman Symbol in 2.

3 1718 AD

Around the Empire, NW to SE
Bombarde 2E of Oea (hill).
Siam Knight 1N-1NW of Utica.
Siam Knight 1E-1NE of Utica.
Siam War Elephant 1NW of Theveste.
Siam Knight and War Elephant 1N-1NE of Theveste (hill).

Two Viking Pikes 1SE of Udine.
Viking Pike and Mace 1SE of Livorno (forest).
Viking Archer 2SE of Livorno (forest).

Egyptian Arqubusier 1N-2NE of Yakutsk.
Egyptian Arqubusier 1E-1SE of Yakutsk.

Arab units seem to be circling around outside our borders at Yakutsk.
~~~
eKnight from Hadrumetum (name reminds me of the words to the song Little Drummer Boy) smacks down the Siamese Knight NW of Utica (15 of 17, 0 of 2e).
vHussar wounds WE at Theveste (15 of 18).
vMusetMan mauls Siamese Knight east of Utica (16 of 19).

vMusketeer and vKnight in Udine strike down the two Pikes outside the city (18 of 21).
vCav and eCav remove the Viking Pike and Mace at Livnoro (20 of 23, 0 of 3e).
eKnight tramples Viking Archer (21 of 24, 0 of 4e).

Saigon (18) gets all taxed-out.
Convoy arrives in Rome.

Hire a clown in Utica for one turn.

Printing Press in 2.
[IBT]
Lose an Arqubusier that defended an exposed eKnight to Viking Longsword (21 of 25).
Venice pounded 24 times, Genoa 4, several other cities are hit once.

Lawyer in Rome (Supreme Court).

Rome Town Clock -> vCav in 2.
Saigon starves.
Rostov Royal Barracks -> Town Clock in 10.
Genoa vHussar -> Town Clock in 5.
Namp'o Town Clock -> vCav in 3.
Uskudar Academy -> Town Clock in 7.
Florence vCav -> Town Clock in 4.
Cheju vCav -> vCav in 5 (needs Town Clock).
Turin vCav -> vCav in 3 (needs Town Clock).
Kampong Cham vMusketMan -> vMusketMan in 5.

4 1720 AD

Around the Empire, NW to SE
Siamese Bombarde 3NW of Theveste (hill).
Siamese Knight and War Elephant 1NW of Theveste.
Four Siamese Knights and 1 War Elephant 1N-1NE of Theveste (hill).

Viking Archer and Longswordsman 1NE of Livorno (forest).
Four Arab War Elephants 2NE of St. Petersburg.
Egyptian Knight 3NE of St. Petersburg.
Egyptian Arqubusier 2NE of Yakutsk.
Egyptian Arqubusier 2SE of Yakutsk.
Arab Spear 1E-1SE of Yakutsk.

Nothing from the Mongols.
~~~
Hmm. The AI seems to avoid towns with 3 MusketMan inside. Theveste could have been attacked on the IBT several times, but has not.

Leave the forces outside of Theveste alone. Six possible attackers and only five defenders in Theveste. If they bypass the city we can snipe them off.

Two Cavalry and 2 Hussars weave a devastating war dance around the 4 Arab War Elephants (24 of 29).

eHussar slices and dices Viking Longswordsman at Livorno (25 of 30, 0 of 4e).
eKnight retreats from Viking Archer (25 of 31, still 0 of 4e).
Nearby eKnight clobbers the weaken Archer (26 of 32, 0 of 5e).
eCav avenges the Arqubusier lost on the IBT (27 of 33, 0 of 6e).
eMusketeer moves to protect the wounded eCav.
eHussar evicts Egyptian Arqubusier SE of Yakutsk (28 of 34, 0 of 7e).
vCav vacates the other Arqubuiser NE of Yakutsk (29 of 35).
vCav tramples Arab Spear into the desert sand at Yakutsk (30 of 36).

Arab Spears look great! Too bad they are just Spears. They look a lot stronger.

eMusketeer protects the exposed vCav.

Lawyer to Milan.

Send 3 vHussars from Kampong Cham to Theveste.

Short rush Theatre in Venice, then back to Town Clock in 1 (72 gold).
Short rush Town Center in Izmit, then back to Town Clock in 1 (72 of 13634 gold).
Short rush Slavery in Modena for 32 of 13562 gold, then back to Aqueduct in 1.


Saigon goes IRS on us.

Science drops to 30%, Printing Press in 1, +484 gpt, 13530 gold.
[IBT]
Musketeer defends well (31 of 37).

Pillaging at Theveste.

Venice is shelled 21 times, Genoa 6.

Printing Press -> Navigation, 5 turns at 30%.

Moscow vMusketMan -> vMusketMan in 3.
St. Petersburg vCav -> vCav in 8.
Utica vMusketMan -> vMusketMan in 8.
Milan vCav -> Town Clock in 4.
Edrine vMusketMan -> Town Clock in 5.
Saigon starves.
Novgorod vCav -> vCav in 6.
Naples vCav -> Town Clock in 5.
Wonsan vCav -> vCav in 5.
Pusa vCav -> vCav in 5.
Theveste riots due to pillaging; hire a geek.
Venice Town Clock -> vCav in 4.
Izmit Town Clock -> vCav in 4.
Udong Roman Symbol -> harbor in 5.
Modena aqueduct -> Town Clock in 6.


5 1722 AD

Around the Empire, NW to SE
Siamese Bombarde is 3SE of Oea (hill).
Four Siamese Knights 2NW of Theveste (hill).
Siamese Knight 1N of Theveste.
Siamese Knight 1NE of Theveste.

Arab Longbow 2SE of Livorno (forest).
Two Arab War Elephants 1N-1NE of St. Petersburg.
Arab Spear 3SE of Yakutsk.
~~~
We have 5 Hussars in Theveste. Time for them to earn their pay.
And they do, putting the kabosh on 5 of the 6 Siamese Knights near the city (36 of 42).
vMusketMan retreats the last Knight (37 of 43).
We get the tusks from the two Arab WEs at the cost of one vCav (39 of 46).
eCav takes out Arab Longbow (40 of 47, 0 of 8e).
eKnight pummels Arab Spear (41 of 48, 0 of 9e).
eKnight takes out the retreated Siamese Knight around Theveste (42 of 49, 0 of 10e).

Lawyer to Padova.

Upgrade one Musketeer.

The Bien Hoa - Genoa turnpike is complete.

Short rush Town Center in Carthage for 48 of 13984 gold, then back to Academy in 1.
Saigon (16) mimics Wall Street.
Short rush Temple in Bursa for 72 of 13936 gold, then back to Town Clock in 1.

Science up to 40%, Navigation in 4, +359 gpt, 13864 gold.
[IBT]
And the save is attached.
 
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