Rat28 - AWE OBC - Iroquois

this is looking great :goodjob: We should not hesistate to build the pentagon. However, not filling the armies with 4 units is also a good idea as we will soon occuy our whole continent.

Got it
 
things go well. i guess until we have our continent - which probably will be easy once we get cavs - we also have the units to go for the next continent. we should start exploring as soon as we can safely travel the oceans.

our mw armies won't be of much use invading another continent, we might fill them up.

good thing the_overseer caught the stray units on the start of his turnset. i should have gotten rid of them before loading up the save, sry. good idea to get unis, we'll need the research and i rather have culture from unis then temples.
 
Aren't I up next?
sorry that's correct, maybe I got too excited here...you go ahead
 
agree on updates, it would be annoying to face rifles on our continent.

see now the unis are for cavalry prebuilds, not for culture. still think some wouldn't hurt, maybe while we wait to find our next target. i was tempted to build some, but with our need for ducts and libs (culture) in the core i let the big cities spit out units.
 
I built some culture, but at this point in the game, it is too late to get enough to make a huge difference. We'll just have to expect flips until a civ is eliminated, then try to eliminate the next. Korea will go quickly, Egypt shouldn't last long either. The Maya will be huge flip risks, plus with pikes and muskets will be tougher to take down. So far in this game, we haven't faced anyone with a full suite of units. Sumeria had horses but didn't use iron, Egypt apparently has no horses, and I'm betting the Maya also has a lack of horses. Good defenders, but no fast offensive units. Looks good for this continent. Now we need to start thinking of victory, are we going Conquest or Domination?
 
Actually when you are behind, your culture makes more of a difference. Going from 1/4 to 1/2 another civs empire is only 1/4 their culture, compare to going from twice to four time their culture which takes 8 times more culture to do. With more cities than anyone else we can do some catching up in culture.

Anyway, I got the save and am starting to play
 
Preturn: Put a greater emphasis on Growth of towns Some towns werent' growing at all. Scientists put to work. Still get Mil Trad in 2 Some more corrupt towns were working hills - fix that too.

IBT: Get a 2 Knight Landing near Ur.

960 AD: Our first Elite victory nets a Leader. We don't need Pentagon right away since we will be going to the other islands so I go for another army. Hurry Barracks in cities at the front for upgrades next turn.

IBT: Get Mil Trad - Astronomy next.

970 AD: First batch of upgrades.

980 AD: Cav Armies heading south. Rest of upgrades done.

990 AD: Cav + Cav Army capture Seoul with Knights Templar.
Deal with another Portuguese landing near Ur.

1000 AD:
Korea: Lose a Cav Capturing Ulsan. Wonsan has only one defender and is also Captured. Finally Army Captures Nampo,.
Korea is down to 2 Cities, but one is the island city.

Egypt: Capture Thebes. It had one Musket - We captured Giza with the Saltpeter just in time.


1010 AD: Army Capture Heliopolis.
Egypt to 4 cities.

1020 AD: Capture Pyongyang for New Lux. Korea now only on size 2 island.
Egypt: Memphis Captured, Alexandria Captured. We have now are back to one front and we surround the inland sea.

IBT: Thebes Deposes us. Get Astronomy. Physics in 4.

1030 AD: Capture Elephantine and Pi-Ramses, Recapture Thebes.

Fragile Egypt is out of the Game!

Only the Mayans are left on our continent. ThERat will deal with most of those cities as units need to heal.

1040 AD: Find another Mayan Iron. Army takes too much damage to claim it.

1050 AD: Capture Bonompak.

Notes:
Needs MM. I rushed to finish at the end (staying up too late).

Bonompak is the only serious flip risk. Move out Army. Korea is less than our culture.

Building 2 Caravel to send Cav to last Korean city on island.

Units may be fortified. Check.


 
Pre-Turn
MM a little and get Salamanca to 20spt for 4 turn Cavalry

1. 1060AD
we have contact with backwards Japan, declare war
pillage Maya's saltpeter...unless they get rifles we should have an easier task now
take Yaxchilan

IT physics is in, banking next

2. 1070AD
move to Palenque

3. 1080AD
take Palenque, attack Copan but fail to take that city

4. 1090AD
barely manage to take Copan with the help of a mountie army
it has Sistine inside, not that we need it

5. 1100AD
troop movement and healing, Mayas have 4 cities left

IT a Portuguese carrack sails in and our caravels are under threat
we need magnetism, go for that since banking is in

6. 1110AD
take Tikal and threaten Chichen Itza

IT Maya start a wonder when they have 3 cities left :rolleyes:
carrack loses against our caravel

7. 1120AD
take Chichen Itza with Sun Tzu, now that is nice
land 2 cavalry on korean Island

8. 1130AD
fail to take Korean city as a cav can't even take out a 3hp spear
take Lagartero, maya down to 1city

IT Palenque deposes us :mad:

9. 1140AD
capture Quirigua and we have no units to reach Palenque

IT Portuguese will have their GA as they sink one of our caravels
Copan deposes us now, really annoying

10. 1000BC
this time our troops are around and Mayas are gone as we take both cities back
and as a nice hand over present, manage to take Paegam and Korea is gone as well

I have been building quite a bit of infrastructure. We get magnetism next turn and should build up a proper navy
We need to find the enemy. Our capital is building the MA for better armies and more armies of course

 
So no more flips. That is excellent.

I would start building the Pentagon as well. We will want it when we land our armies on the other continent.

BTW, make sure it is the real continent before adding 4th units. I have played at least one game where it really looked like the landing site was attached and turned out not to be. 3 or 4 armies were trapped on a relatively small island
 
i got it

looks like building/exploring turns are coming up, i doubt i'll start an invasion during my turnset.
 
Suggestion for finding the other continent: build some frigates and folllow someone home, probably the Portuguese. Their escorts won't leave the convoy to attack, so your frigate should be safe. Before we invade, let us try to get the general outlines of the continent laid out. If we're lucky, all our enemies will be on the same continent.
 
sry, still haven't finished my turns. found ports and americans. suggest we go after americans first. they're about the same, but toward americans i already rushed two galley (found them first) and our two caravels are nearby.
 
I'm too tired to finish today, had a long day. tomorrow won't be any different and wednesday is doubtful as well. I think it's better to skip the rest of my turnset to keep this one going.

Init (1150):

start pentagon in el-amarana. some miner switches.

Early:

cop finished, bach and smith started
start build some ships, 2 rushed
start some workers, we'll want to have rail system asap
spot americans (18 cities, up unneeded techs for IA) boarder east, rush 2 galleons and move our 2 caravels
spot ports (16 cities, up unneeded techs for IA too) boarder west


Middle:
switch some infra builds to muskets/cavs
ToG->steam
rally units on east coast
upgrade caravels


Notes:
left some naval units unmoved.
there are about 15 of this annoying portuguese ships around the east coast. bombarded some, hope they move further along the coast to enable safe passage. seemed too risky to move galleons out of cities.
 

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well, we should try and get a convoy to send over the Cav armies. Leave them with 3 units for now as we don't know yet whether the other landmass is only 1 piece.

TheOverseer714 - up
 
Got it. Will probably begin play tonight. I think I might build some frigates to cover a ship chain at the shortest crossing point and start sending troops over soon. Time for some buttkicking in earnest.
 
I have played out my turns, all going pretty well, we have a foothold on the other continent, but the flip risk is pretty scary and our armies are red-lined. The continent has America and Portugal, Japan is probably on its' own island. I have a good start on a strategic rail net, please use the 6 teams and we can add 6 tiles a turn to the net. Here is the turn-log:

Spoiler :

Pre-Flight: CivAssist 2, Word running. Open the save, look things over. Using moves left on a frigate I move toward American shores. The shortest route will be out of Ulsan, which is renamed Ulsan Harbor. Change Lazapa to a harbor, we need more veteran frigates and galleons to get a ship chain going.

Civilian units:
Workers 30
Slaves 40

Military units:
Warriors 5
Archers 1
Spearmen 6
Musketmen 17
Cavalry 24
Mounted Warriors 9
Crusaders 4
Catapults 6, 3 captured
Trebuchet 18, 3 captured
Armies, 5, 3 MW’s w/3, 2 cavalry w/3, Pentagon in 15
Galley 1
Galleons 4
Frigates 4


Press enter=>

IBT: Portuguese land 3 knights near Ulsan Harbor.

Turn 1, 1210 AD: Kill the knights, eCav is the one casualty, losing to a 2 hp vKnight without doing any damage:mad:

IBT: Portuguese land 2 knights near Ulsan Harbor.

Turn 2, 1220 AD: Ping and kill intruders, this time no casualties. CA2 tells me Portuguese are now in the IA.

IBT: No landings. Portuguese ping our exploring frigate.

Turn 3, 1230 AD: Exploration of enemy continent continues. I am almost certain America and Portugal share a large continent, still haven’t found Japan. I can send our first wave over next turn, so I load both Cavalry armies, some muskets and trebuchets.

IBT: Nothing to report.

Turn 4, 1240 AD: Portugal and America definitely on one large continent, saw several Japanese galleys, but no borders yet. Our first landing force sets out for Houston, which has a hill right next to it. Unfortunately, the shortest crossing is on a swamp, so Houston is our best LZ.

IBT: More nothing.

Turn 5, 1250 AD: Getting teams together for fast railing.

IBT: Portuguese build Magellan’s.

Turn 6, 1255 AD: The first landing. Houston is 3 tiles from Washington, don’t know if that is good(we can damage their core immediately) or bad(flip risk will be huge). I’m also noticing how large the other continent seems, and only shared by 3 civs. This may be rough. Steam Power next turn, I lower tech slider to 40%, we’ll get 119 gpt this IBT.

IBT: Steam Power arrives, I pick Electricity next (leads to RP). At 50% we get Electricity in 12 turns at 66 gpt. Several cities go into disorder with the obsolescence of the Hanging Gardens.

Turn 7, 1260 BC: Begin strategic railing. Ping 2 of 3 muskets at Houston, Cavalry army loses 7 hp killing all 3, and Houston is ours. 1 trebuchet captured. A source of American horses and saltpeter can be pillaged next turn, which I will do before grabbing Washington.

IBT: Portuguese land an LB at Ur. American troops surround Houston.

Turn 8, 1265 AD: Annihilate lone LB. Kill 2 ACs, 2 cavalry, and an MDI at Houston this turn, second wave loaded and sent, ETA 2 turns. Things could be rough for awhile.

IBT: 8 offensive/3 defensive units arrive at Houston, we may lose Houston next IBT, I can only take out 4, maybe 5.

Turn 9, 1270 AD: I manage to take out 5 units, but it may cost us both Armies and a modest trebuchet stack and Houston, 5 enemy offensive units left, if all 5 win…

IBT: Houston survives, but only just, and our armies need to heal, but the flip risk is enormous.
Portuguese land a cavalry.
Japan is at war with America.
Washington finishes JS Bachs, Boston finishes Smith’s.

Turn 10, 1275 AD: I load both armies into Galleons, they are at a huge risk if they stay at Houston.
I bombard and kill everyone at Houston this turn, but expect to see more waves soon.
Salamanca, Der, Inch’on, and Northwoods connected by rail, as are Hyangsan Pusan and Cheju on another node and Kish and Zabalam on a third node. I have 6 single turn railing crews assembled, so the railnet should grow fast.
Finally find Japan, they seem to bee on an island SE of the main continent.

Civilian units:
Workers 35
Slaves 40

Military units:
Warriors 5
Archers 1
Spearmen 6
Musketmen 18
Cavalry 30
Mounted Warriors 9
Crusaders 5
Catapults 6, 3 captured
Trebuchet 19, 4 captured
Cannons 2, 1 captured
Armies, 5, 3 MW’s w/3, 2 cavalry w/3, Pentagon in 15
Galley 1
Galleons 4
Frigates 6


The save:
 
I have played to 1320 and hope to finish tonight.

We got a flip that cost us the invasion force other than the Armies (we now have a 3rd cav army) - a miscalculation on my part (I had thought we had sufficient units), but we now have the town back with more units.

Also captured Washington twice, but I may let the the AI have it back a few more times to shrink the city to lower flip risk. It has Bach's so is of some value to keep. Note that it didn't flip, I simply left it empty so I could recapture.
 
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