RBC5 - Feudalistic Mongols OPEN SG C3C 1.12

I will attempt to continue the devestation being wrought upon the ignoble Greek and soon to be toast Carths and Celts. War weariness looks to be a serios problem but I don't think the lower production will hurt us. Anyway it may be an opportunity to :whipped: some cities if they don't understand the mission statement.
Will play when I get home in an hour.
Say good night Alex!
 
General B. Slinger known for his arrow slinging prowess steps into command to assume the destruction of the abominable Greeks and Carthagians. His first order of business is to get a report on the kingdom he commands. Culture is 2/3 of Greece and nearly even with Carthage while the military looks extremely strong. Talking with his science advisor he finds that Brennus is behind 3 techs, Hannible refuses an audience and Alex will talk but can not read the writing on the wall now that his core has been encroached and would refuse to give any tech whatsoever even if peace was to be extended to him. This does not sit well with the General. We have no active deals. To Carthage we are average and to Greece we are strong. Ulundi is threatened with a cav, rifle and a longbow with a 4/4 crusader to guard it. I send the detail in Marathon on rails to defend and we now have 2 rifles, a crusader and a longbow and a cannon. I would really like to keep Ulundi for the dyes on expansion. Atlay has a 7/17 army healing and will go down to the 4 rifles on a hill adjacent. He leaves the crusaders and cavs to duke it out. There are also 6 frigs and 4 galleons off the western coast between Gades and Rusaddir. This will have to be dealt with somehow. They will be making a landing with troops I believe. Will have to ship troops in from somewhere. I take the whip out to get Ulundis temple in 1 to get dyes on line soon. I whip walls in Thermo ,a cav in Delphi Thermo and 1 slave merge and double whip from Rifle in Marathon and Greek blood was a spilling.

Hit enter – IT – We lose 2 cav in Atlay and take out one rifle by whatDwip had claimed before an incredible crusader. Lose another cav out of the fog between cities. He’s uncovered and will go down. The ships drop off 2 rifles and many more roll on by. A diverson? Perhaps but must be dealt with. Ulundi now has 7 rifles and 4 longbows waiting to pounce.

[1] 1210AD – In open field near Thermo hills I bombard and kill 2 rifles trying to sneak through and is blocking the road from army support of Ulundi.
Deal with the Ulundi problem by bringing in an army that is healed now. First though:
Cannon - zilch
V cav – retreat
1st army - loses 2. Rifle dead now.
2nd army – loses 8. Super rifle again. Dead rifle.
1st army – loses 2. Dead rifle
I have to hold and shift the 3 muskets that were heading to the eastern front in to try to hold. It should.

The two malcontents dropped off on our shores takes 5 cavs and a super rifle remains with 2hp. Jeez.
I slide a couple more troops around and wonder what all the labor is doing mining towns that will never get more than 1 shield in this game? I’m the new guy here but I would probably irrigate everything to try and use the town for science or tax on the pop growth. The only thing I can figure is that the plan is to jump the palace up towards Laperdum, which looks pretty good, but no stellar choices on quick look over. By that time the game should be over. I MM the capital to get 23 instead of 22s and Tabriz to 16s for cavs in 5. Not much else but Darhan could use a road on the forest to get a gold.
Hannible still does not want to talk. I upgrade 2 muskets to rifles. War weariness on riot check seems to have gone up again. Even 60% lux has no real impact. 70% would do it then we make –1gpt. I look at it and it would only put 2 people back to work. Carthage is killing us with WW!

IT – In Ulundi we kill 3 rifles and 3 LB’s with no loss, but more poured in. That damn rifle they dropped off killed a cav that retreated. In Atlay the ¾ crusader does it again and beats a rifle. A cav has less luck and then another cav wins and goes elite. Nothing on the shipping front.


[2] 1220AD – Ulundi can fight now. Cannon blows it again.
13/17 army kills 3/3 rifle losing 1 and exposing 3hp cav. I thought I read they were out of salt?
E cav vs 3cav – DIES! Wow. Bad loss. He’s 1/3 now.
4/5 cav kills longbow
Army kills cav and gets back to town.
Crusader kills LB and comes home on the bounce.
Army kills LB and Ulundi is clear! All units resting. There is an injured LB heading home.
Kill that annoying rifleman on the shore. Healing armys now.
5 more cities want to riot now and 2 see the whip for temples. BTW research is steam in 36. Trying to use plenty o’ scientists. No Hannible yet.

IT – We lose one crusader in Atlay while killing a rifle. Still no ship landings. More Greek cav coming in. 2 rifles move on Ulundi.

[3] 1230AD- At Ulundi we bomb the rifles down to 1 and 2hp. Our E cav can’t get the win. Arrgh. I really didn’t want to use armies this time. But he knocks them both. It’s almost time for an offensive. Speaking of which, Phocaea burns. Also in Ulundi, since it had a Zulu worker, I dropped a slave in to pop-rush the walls and the zulu remains. Dyes on line in 2.
Army out of Hadrum kills 2 wandering rifles, 1 of each carthage and greek, and retreats to hill. Workers working on prior jungle clearing and I am trying to move irrigation up to the front along with mining a few unmined BG’s. I have also merged 1 or 2 trying not to jeopardize happiness. WW seems to have stabilized, for now.

IT – I lose 4 greek workers I thought were out of harms way. No attacks. More cav produced and walls in Ulundi now.

[4] 1240AD – Kill the 3/3 worker thief with an elite. Moving armies towards Greece. Attacking next turn.

IT – Lose one cav that was coming up from back lines to a cav that was able to sneak through fog. Gotta get a rifle on that or something. Action on our far off city Lindum as it defends against 2 cavs. Didn’t even know that one was there. Way to go Lindum. Greeks settle near the wine I want for myself. Greeks drop off a cav on the west side. That’s a long trip.

[5] 1250AD – Settle Tes on lake anyway, and then raze that new greek city. Need to road wines.
Corinth – Armies 1-2 punch it and it burns taking a galleon down with it.
There are around 5 rifles from Carthage creating a nuisance in the west. Cannons ire and miss and ten lose 1 cav win 2. Just noticed a city named Agedincum? It has an aqueduct in it. It’s only pop 4 but I think it supposed to be sold. Killed the cav that landed and now I am a little worried about Hadrum. IT may get hurt bad to 3 rifles. We have 2cavs a rifle and a 7/17 army. Lined up for Sparta next turn. Just noticed we can go into war-time mobilization, so I am pausing after this turn.

IT – The Army buys it but the rifle took 2 others down. Greece wants to talk. For some reason, WLTK day abounds and we get a palace expansion. Now I see why they wanted to talk. They wanted to give us a chance before the ships dropped off a 3/3 LB.

[6] 1260AD – Cannon fire at Hadrum more bad than good. Switch to Sparta where 4 attacks yield a dead reg Rifle, 2 dead conscripts and a cav. Sparta burns. Kill the longbow and more cav move towards the front.

I want to stop here. 1. To see about mobilization. As soon as we make peace with Carthage it will end. , 2. Because it is late. Also peace with Greeks and steam can be had for 700g and 35 gpt or less hard and more soft gpt. Still no Hannible. Have to go make a dent in him, I guess.

I can continue tomorrow or someone else can have at it.

The save. Come kick Alex's butt!
 
Sounds like a good turn, oh slinger of barbs and delurker of Mongols! :hammer:

You're right about mining fully corrupt towns. On my turn I mostly irrigated, and even over-irrigated some mines in poor places, but the urge to mine has infected several this game :P
(We're *not* planning a Palace jump in any way shape or form!)

Mobilization is not a bad idea given that we would love to have peace with Carthage asap, for WW reasons. I usually avoid it because with our foes culture I usually like to whip a temple first thing in captured cities, but if we continue to let the fires burn there's no problem with that, and no problem with a lack of garrison.

We've captured the SunTzu Art of War, so congrats to all on bringing us one step from victory. Speaking of victory, how is that going to happen? Well with Carthage on that island, it won't be conquest -- domination shall be our victory. To do that we either need to start keeping all these cities at some point AND build temples in them, or we could wipe our ENTIRE continent clean, then put everyone on a settler and go nuts with that. Either way it's going to be bloody. I would be prone to raze most/nearly all of Greece's ex-core, then capture everything from there on out. With SunTzu, every town has a rax, so by capturing we always have some place to stay. Don't garrison except Thermopylae! It will be easier to recapture that to risk losing a big stack or an army, and better to keep the troops on the offensive not guarding.

Either go ahead and regrab it, mobilize if you prefer, and do 4 more turns, or remember it's "up to" 10 and know that with this kind of bloodshed, 6 turns is a full evening of work. Whoever "got it" should post and it's fine either way. Once we're at peace with Carthage, do NOT mobilize after that to allow needed temple construction. (Hmmm, I've not mobilized in 1.15 -- and am not sure now if it's "no non-military may be built" or simply "no bonus shields for non-military")

Do *NOT* make peace with Greece, ever! We don't need a tech, we need to roll them over like a floormat. As far as Carthage is concerned, if our 'hitting them' consisted of an army and some cav going and pillaging every last resource they had, that would not only bring them to peace but would cripple them.

Charis
 
Back at those Greeks, and hope to press Carthage into peace for rails. One question if Charis or any other former team members are available. If I get the Greeks down 1-2 cities can we sue for peace for rails? Though unlikely with Greece having quite a few cities left, there is a chance they are gassed and waiting patiently for the armies to come knocking.
 
IMHO I would prefer to eliminate Greece entirely, if possible. They had a huge cultural advantage, and even though we started razing many of their cities, we kept a few as I read the reports, so eliminating them eliminates the risk. I'm not sure how important rails are to us at this point, I thought we would need the production, but if we can consolidate our continent with forces on hand, it'll just be a matter of settling and temple-rushing to get the domination victory.
 
Coming back to the game I begin to change over workers completed with jobs into irrigation demons. The plan is to bulk the corrupt cities population to be able to run specialists on science for now and perhaps tax later. Just noticed dyes are on line and this allows us to reduce lux to 40% and research up to get steam in 13t! I have to go back through the cities and a technical problem that cropped up last night continues. When I go to click on the small head scientist to switch him to entertainer the game just goes poof. No warning, just gone. I noticed it in Choylban last night and was hitting center square to get all pop working with entertainers and then moving to scientist. Well back to mm’ing again. This time I’ll save as I go. I go back through the cities and while I am there at F1 we go to mobilization. This gets the core cooking nice but we still only get 1 shield in corrupt cities. I tilt the lux down to 30% and go with scientists without starving and we get steam down to 11 turns @ -38 gpt and 719g in the bank. This will improve once the wines come on line in 2 turns and I’m hoping to get steam sooner. I move one army to our Carth front where there are 3 rifles thinking they can lay siege and using it and a cav finally up from the core take them out. I have 1 2/3 rifle threatening Ondorhaan. More cavs perhaps rolling in from greece though. We’ll see. I remember that I had a barb to take care of and thank god I did. He was standing on our rail line. After offing him I see the camp on the tracks like a little shanty town.

IT – Lose some workers trying to move them out again. The rails are both a blessing and a curse. We lose one rifle taking out 1 cav and they have one exposed. Amphib landings are better this time. Greece drops a rifle, carthage 2 rifles and a cav, on western shores. Also a new group of 6 rifles, 1 LB descend on Atlay. More cavs produced by us + crusader.

[7] 1260AD – Whew! I didn’t think I had enough to take out the 2 rifle/cav team. 1st cav no problem, 2nd cav retreat, 3 cav retreat to kill the rifle and get the cav to 2hp and I’m stuck. Hold on! A cav built this turn comes to the rescue. That leaves the greek rifle. He goes down to one cav. On better news in the war the Greek capital of Pharsalos goes up in flames to two armies and then the army takes out another cav next to Pharsalos for good measure. Greeks are out of iron. We also put a big hurt on Argos keeping it with borders not touching. A settler rolls in to claim former Sparta location with a 2 rifle accompaniment.
At Atlay I go
V cav – win
V cav – lose
V cav - win
V cav – win
E crusader – win against ¼. Bounces home.
E cav wins against LB. Comes home. That’s 1 stack. Still a 4 rifle stack left.
V cav wins going elite. 4 of 5 left.
V cav retreats taking 1 off.
V cav wins
V cav pulled from neighbor city wins and the last ¾ rifle gets it from an elite.
On the diplo front Alex still thinks he can win and doubts he could give us any tech. Is he seeing what I’m seeing? Hannible is still in a meeting. There are 31 ships off the coast of Gades, so more drop offs coming I presume. Check cities and ready.

IT – Ouch! 33 frigates and 13 galleons drop off. This is not going to be pretty. 4 cavs, 3 LBs, 6 rifles and a warrior. :eek:
RBC5-1265.jpg


[8] 1265AD - Will he give peace now, please. Thought of that while typing. He will! He will also give us steam for 61gpt and 380g.

RBC5-1265de.jpg


I don’t think so even though I consider it because what else do we need the money for? It will also keep him off our back and he may well declare when we decide to kick him out. I pull it. We have 3 coals, 1 hooked up. I surround his envoy for next leader to deal with at his choosing. Hannible has electricity and may be going for medicine or industry. I decide on industrial and then espionage because we can’t catch him in tech and 2’ers are a thing of the past, BUT, we can steal ‘em. BTW, Alex has industrial. We have 326g +8gpt and industrial due in 17. Lux tax down to 20% now that wine is hooked up and all cities OK except 10 pop Richbourough. I switch to market and should be able to whip next turn. Meanwhile 3 citizens go to clown/science. I’m an idiot. Tes was settled on wines and has been hooked up the whole time. Oh well. Now to get some slaves working. Jungles can wait to be cleared. They are all so far away. I’m skimming where shield box in empty in our core to get that cracking sooner. Others are wandering down. Not really worried about corrupted cities. Once exception is that I just happen to have a large stack of workers in Delphi right where the coal is. I’m railing home with them picking up workers along the way. Found New Karakorum on Sparta ruins that come complete with rails. Couple skirmishes and kill a rifle and long bow near Carthage Greek border.

IT- We lose only 1 cav when 2 armies were in danger. Nice!

[9]1270AD – Found New Tatu and New Kazan. Meanwhile, Carthage is looking to poach on us. The last settler I have is rolling there to settle in 2. We’ll win the race. Workers going at it. I whip a worker out or Argos now that resistance is quelled. Pop down to 3. Workers forming up in gangs. 1 gang to rail from Greece back. One gang to improve mine tiles on core cities that need to get to 16 or 20 shields for nice even cavs. 1 gang from core to Greece and a last one from west to core. We can trade ivory and/or incense to carthage. Next leader can decide. They can suffer for all I care.

IT- I lose 2 more slaves from rifles out of the fog. They had ust completed the wine road near Tes. Carthage starts shakes. We get a few cav and the skims from core. Argos down to 2.

[10] 1275AD – Sloppily pick off one more Greek city. A little city NE of Itombe I think. They are not giving much trouble and armies should be healed next turn to gittie-up again. Workers still forming gangs.

Hope that was not weed getting steam for the exorbinant price. We would have had it in 9 turns. I felt, as stated above, that we have nothing else to spend it on, it would keep Hannible away for awhile and if we want we can ask his surrounded troops to leave and he will declare. So we decide. It is taking like 5-6 turns to get to the front. We need steam.

Good luck to next leader!
Do you dare?

THE SAVE
 
I have watcthed Charis' game in awe and though I think it was a tough call on the steam deal I am really looking forward to his, sometimes brutal to some, analysis of my turns. Did I screw up doing the 'deal'? I hope not thinking they will break it before we do. It was a tough choice but one that had to be made and getting to greece before infantry is important. We need to eliminate them before then and cut Carthage off.
Any hoot, I was was hoping someone else would step in now tht there are 5 armies ready to ROCK! Greece is done!
 
Justus Khan ascended to the throne, and beheld the devastation that he had wrought on the evil Greeks! Where once had been great cities, was now a barren wasteland. However, all this open land tended to attract the worst elements of society, as Barb camps (named after Barbslinger Khan) and, even lower, Carthaginian settlers were showing up in OUR new lands. Therefore, Justus Khan decreed that we would “encourage” more migrations of our own people to claim these lands, and “motivate” :whipped: the people in our outlying towns to build more temples so our people would feel united in culture. As he was leaving, Barbslinger also handed Justus Khan a ring of keys, saying “The armies are all parked in New Karakorum, all healed up and ready to go. Take’em for a spin!” A quick look verified that we indeed had 5 4-cav armies, fully healed and fortified!! (Actually, there was also a sixth army near the border with Carthage also). Oh, yeah, this is gonna be fun! :hammer:

1275 (0) Consolidate borders: Whip temple in Intombe, double whip temple in Ordorhaan, switch a couple other cities who can be whipped in the next couple turns. Switch orders to settlers in Rusicade, Hadrumentum, Nalayh (at a loss of 3-4 shields). There is a Celtic rifle/settler trying to poach near our Ivory in the west, I move a couple rifles and a cav to block the roads (Déjà vu all over again). I also whip a rifle in Rusaddir, as I am concerned about the frozen stack of Carthaginians on our coast. Finally, I move our 5 armies into positions around Knossos and Megara (their current capital), and the sixth moves near Glanum. Only action is taking out a couple reg rifles in our territory. Vet cav kills the first one, losing 2, then we lose a vet cav redlining the second, and another cav finishes him off.
IBT: I see two Greek cav, one grabs a worker by himself, another kills our wounded cav, but is exposed.
Richborough Market-cav, Rusicade Settler-temple, Intombe temple-cav, Hovd cav-cav, Hadrumentum settler-settler, Rusadir Rifle-rifle, Ondorhaan temple-cav, Ulaangom wall-cav, Nalyah settler-settler. Carthage uses the peace to enter a builder phase, starting construction on Bachs, Newtons, and Magellans!

1280 (1) First, pick off some stray units near Glanum. Elite cav loses 2 killing a reg cav, vet loses 1 killing another reg cav. Western army (18/18) loses 3hp killing 2 reg rifles, vet cav loses one killing a 2/4 cav, and Glanum is ours. Since it is size 1, I keep it. At Knossos, our 19/19 army attacks, killing 2 reg rifles at a cost of 2hp, then loses 4 on a regular cav, but we are victorious, and I raze the city. My plan is to raze the 3 larger cities in their old core, and then I should be safer keeping the other smaller, originally Scandinavian or Celtic cities. At Megara, 17/17 army loses 1 to cannon, 4 to vet rifle, then no losses to another vet rifle. A second 17/17 army moves up, loses 6 to a vet rifle, then 2 to the next, and the city is no more. The army continues to take out a longbow that was outside the city, losing 1hp. Now at Tugela, a 19/19 army takes out a vet and reg rifle, losing 5hp, then an 18/18 army moves up, kills the conscript, and we raze it (it was still pretty good size). A cav and a Crusader take out the barb camp on the rails. More settlers are ordered, Veranium, Lapurdum, Gergovia switch, losing a couple shields but will be done next turn. LOTS of worker movements, as I try to organize the stacks into 6-worker or 3-worker equivalents, and get our newly captured ones on the railroad. We have a better rail net in captured lands (probably some left-over greek rails too) than we do in the core. I am concentrating on connecting the core to the front, then will worry about boosting production. Also, I have to pull some scientists off, partly due to rushes, also I want some smaller towns to grow (so they can be rushed), so I set them working food tiles. Industrialization slips to 16 turns, but at the rate we are going, I doubt we would build a factory anyway.
IBT: Reg cav attacks one of our vets and dies, our vet loses 1hp but promotes. More Carthaginian settlers, including founding Utica on the former Greek south coast. They also have a LOT of rifles moving around in no-mans land. A barb moves out of the fog, on rails, and kills 6 workers :eek: This might be the first time I’ve seen a barb using rails! (Makes sense, just never saw it before). Thermopylae riots, Kazan Cav-cav, Veranium, Lapurdum, Gergovia all produce settlers.

1285 (2) Crusader takes out the offending barb, time to look for the camps. That appears to be what Carthage is doing also. Camulodunum double-whips a cav (because I can!). Found new cities: New Almarikh, New Tabriz, New Ulaanbaatar to fill in gaps behind our front-line cities (near Rusicade-Hadrumentum). Cav dies redlining a rifle/settler, longbow finishes him off. At Copenhagan, 15/18 army kills 2 reg rifles, losing 2hp, and we take the city. Hareid has 2 reg cavs outside, so my 13/17 army takes them out with no losses, then kills a vet rifle also without loss! So now a 14/19 army proceeds to lose 7hp to the second vet rifle, but presses on to kill the cav and that city is ours. At Curovernum a 15/18 army loses 7hp taking out 2 vet rifles and a cav.
IBT: Reg cav kills our vet, losing 1. Camul. Cav-cav, Choy cav-cav, Tsetserl. Cav-cav. Hlobane double-whips a temple, Ngome switches to temple.

1290 (3) Rhodes falls to a 14/19 army, losing 5hp to kill 2 vet rifles. I am feeling more confident, so I keep the city. Outside Artinisum an elite cav kills a wounded regular, losing 1. Stockholm has 2 vet rifles, and our 13/18 army loses 7hp but takes the city. At Reykjavik I have a 13/17 army, who takes out 2 vet rifles, but loses 6hp. Time for some healing for the armies, and I move up a few cavs to garrison some cities. Eretria is tempting, though, but I don’t have any armies available, I guess I will have to attack it the old-fashioned way. Vet cav take 2hp off the first vet rifle, but dies (lost one to a cannon). Second cav takes 3hp off another, but also dies. Use an elite* (Jochi’s Hussars? What’s a Hussar ;) ) to finish off the 2/4 rifle. Another elite takes our a reg cav, losing 2hp, and another elite comes in to kill the last redlined rifle. The city is razed, which relieves cultural pressure on Lindum, and we capture a cannon and treb. More foundings, New Hovd, New Darhan fill in holes NE of Thermopylae. I whip a temple in Tosentsoot.
IBT: Reg cav dies attacking our army in Reykjavik. Karakorum, BatShireet, Alesia finish cavs, Entremont riots (oops) Ulundi, Eboracu, build workers, Hlobane, Ngome finish temples, and Agedicum a settler. The sound of the whip gets our people into a frenzy, as we get 3 expansions to our palace.

1295 (4) Quiet turn, as everyone needs to heal. I do move a couple armies into position for next turn, settlers are also getting into position.
IBT: Must be a healing turn for Alex too, no attacks! Cavs produced at Tatu, Ullanbaat, Tabriz, Davan, Erdenet. Delphi finishes worker, Marathon wall.

1300 (5) Check our status, we are at 50% land and 60% population, according to F8 (I like this feature, BTW). Start to really focus on our domination goal, we will need more settlers and more temples! :whipped: Found New Dalanzagad, New Mandalgovi. At Ibabanogo, 18/18 army loses 11 hp, but kills 2 vet and a regular rifle to take the town. Halicarnassos, meanwhile, is less costly, a 17/17 army kills a vet rifle, reg rifle, and a longbow losing only 1hp. At Troy, 19/19 army kills a vet rilfe, our elite* cav is killed trying to defeat the other vet rifle, and no one else can reach it this turn, so Alex lives another day. Stavanger falls quickly, as a 19/19 army kills 2 reg rifles for 3hp. I actually use another army to kill a barb camp that has appeared. Lots of worker moves again, trying to get spare captured workers to meet up with uneven stacks, etc. Triple-whip temples in Rhodes, Stockholm.
IBT: Carthage is still moving a ton of rifles around, looks like they are headed back now that I got that last barb camp. They also settle another city on the coast. Entremont finishes settler (one way to reduce the unhappiness, or at least spread it around), as does Cataractorum. Stockholm, Rhodes complete temples. We get the Iron Works message, I wonder where? It takes me a while, but apparently one of our new cities put coal in range of Hlobane (totally corrupt, of course).

1305 (6) Final assault, as our 16/19 army attacks Troy, killing 2 vet rifles (-1hp) and we get this piece of good news:
RBC5_Greeks.jpg


I was a little worried, as I saw a galleon sail past Lindum earlier, but Alex wasn’t on board ;)
In celebration, we crack the whip for temples in Arvayeer, Ibabanago (triple), and Atlay (double). By comparing F8 (51%) and F11 (1215 Tiles), it looks like we need about 360 more tiles. I prepare for a fishing expedition, moving a bunch of elites and cannons toward Russicade, so our next leader can pick on the Celts while waiting. I am getting stretched thin on garrisons, putting one cav per town just so I don’t leave any empty. Start switching production in larger cities to rifles, as we definitely need defenders for all these cities. Also, I start a new sport, Carthage-herding, as I open our containment on their coastal stack, to try and wedge them into a better trap. Right now, we have to cover too many tiles, with just a cav each, and if they declare on us, they would get loose. Also, time for some more “forced resettlement” as I whip settlers in Hutag, BatShireet, Uliastay, Burdigala, Ratai, Tsetserleg, Richbourough (all single-whips). With the war over, our happiness problems evaporate, and I am able to lower luxury to 0, put our scientists back to work (producing food, mostly), science up to 50% and we are back to 15 turns for Industrialization.
IBT: We Love The Khan Day breaks out all over, and we get another palace addition (it must be the whip!). In addition to all those settlers, we get a Rifle in Kazan, Temple in Sulcis, and another settler in Gades (no whip).

1310 (7) Longbow and Cav take out another barb camp. They spring up quick! Build new Choyb, Erdenet, more worker moves.
IBT: Carthage declares war on the Celts! Their OCC is in danger, but Carthage doesn’t finish them off. The troops moving from the blocked stack continue up the coast, and the cav have separated from the rifles, so now I can re-block the rifles against the coast. Karakorum, Almarikh, Tosont all complete rifles.

1315 (8) Celts have just a wounded Pike on top, so I investigate their city, and that is the only defender. Well, another city is another 9 tiles, (+ a few that link to ours), so I check that there are no deals, and declare. An army can reach and takes the city, but they are not destroyed. Look around, and I finally find a spear/settler pair in Carthaginian territory, near our border, so I send in an elite cav to finish them off, and the Celts are eliminated. Build a bunch of New cities: New Tseterling, New Baruun Urt, Ereen, Batshireet, Choyr, Ulaangom, Tsontolong. Disperse another camp with a cav. Triple whip a temple in Halicarnossos and Stavanger, single whip settler at Augustorium.
IBT: Darhan rifle, Eborium Worker.

1320 (9) Build New Atlay, concentrate cannons near former Carthage core, move a couple armies west, as cavalry and rifles finally relieve them of garrison duties.
IBT: Tatu, Hovd, Dalan, Mandal all build rifles, Bayan Cav, and Choyb, Guiness, and Richbourough all build settlers.

1325 (10) Move more settlers, seal off the Carthaginian slow troops, with an army to shadow his cav as they are close to home. The rail net backbones are mostly complete, except for south of our core, I just moved some teams down there. There are still a few uneven stacks running around, as captured workers got merged, etc. If this were going to be a longer-term game, I would take the time to balance out the stacks better, but we should be done within the next set of turns, I would think. Most stacks are either 3- or 6- worker-turn equivalents, but there are some 2-worker or 4-slave groups. We are now at 60% territory, and have hit the 66% population, while Carthage is at 21%/33%. Based on F11/F8, 24 tiles=1%, so settling a dozen more towns, plus some expansions from temples that were already whipped, ought to do it. There are I think 3 settlers available, which just moved onto the rail net.

The Feudal Mongols, 1325AD - We Can Afford A Larger Military!!
RBC5_1325_Mini.jpg



Of course, there are also the six armies available, if someone would rather get the tiles the hard way! They are spread out along the northern border towns, some of which still need garrisons. I considered drafting rifles out of our core cities, just to fill in with garrisons, but didn’t, I figured I was causing enough unrest with the whip but actually, since I didn’t whip core cities, they could probably handle some drafting pretty well. Either way, peacefully or forcefully, we should be Dominant within the next set of turns. Who wants to lead the Mongols to Glory!


The Home Stretch
 
It's over now! Frankly, I would just as soon get it the old fashioned way and demand Hannible to remove his troops. He made the mistake of landing that stack. Let him pay his due price.
 
No non-military can be built in 1.15. Forgot to mention that to answer a previous query.
 
Originally posted by Charis
Wow! The Greeks were eliminated by turn 6 and the Celts by 9?
[plasma]

"Got it" -- hmm, will Temujin Charis take the way of the peacemaker or do things the "old fashioned" way?

:hammer:
Charis

I'm sure I've mentioned this before, but C3C Armies ROCK! The extra movement, blitz, and combat bonus just makes them way more powerful, and a lot more fun! A four-cav army can usually take a lesser town in one turn on their own, two will take even a good-sized city. And it is easy to position them where one in "reserve" can react to support 2 or 3 different assaults, if the RNG really goes against you. I even made selective use of the free pillage, to "channel" his counters by denying certain road hexes as I advanced. That was fun. (The railroading, on the other hand. . . ) ;)
 
Let's bring this puppy home! :hammer:

Excellent job by Justus in putting down the hammer to Greece and keeping Carthage
neutralized. Now it's time to creep that land% up from 60% to 66%.

There aren't QUITE as many gaps as I would have hoped, and needing to increase our
land by 10% of what we have, I'm not (cough) convinced thatsettling is the quickest route.
But... we have 8 turns for peace unless Carthage can be goaded into declaring on us. I think
we'll take a few turns to see what expansion and settling can do, and
crank out some more settlers and temples.

[0] 1325 - Whip a bit.
[1] 1330 - Odd, the expansions we saw rose land to 62% while the whipping dropped
population to 64% :P
[4] 1345 - It's looking closer and closer actually. Hannibal might get a breaK!?
I merge in several workers to whip settlers, about 8 more due next turn.

IBT - Whoa, that's it!! Two expansion from last leader's rushing did it!
Domination Victory! 66hrs, 27min, 52sec. Karakorum is top city, but Carthage has
next four. We just hit 66% area, 67% population. They had more culture in the
city of Carthage than we did in our whole civilization! (And Cartage is razed!)
We'll be remembered as Temujin the Magnificent.

RBC5-FeudalisticMongols-1350ADover.jpg


Score: 7358, not too shabby. Number of units allowed? 489, and would have topped
500 if I had gotten to use the new settlers.

While I can't say Feudalism is 'better' than other governments, it certainly
was an effective on here for the Mongols. With about 220 units and not many
commerce generating cities, Republic would not have been difficult. Monarch
would have worked ok, but it was interesting having the poprush option instead
of cashrush. To consider Feudalism over Monarchy you definitely do have to be
ready and eager to use the whip. :whipped:

Thanks to all who played and read, and I hope any lurkers enjoyed the
game too :D

In order of appearance: Charis, Grimjack, Griselda, 6thGenTexan, Dwip,
Justus, Speaker, Ridgelake, and Barbslinger. :goodjob:

Pre-Victory save for any who participated.

:hammer:
Charis
 
That was fast! Here I was thinking I should find some time to grab this one again soon. :lol:

Congrats, everyone!

-Griselda
 
Woohoo!

[plasma]
[plasma]
[plasma]

Fun times, all. Driving all those armies around was lots and lots of fun. :)
 
It was a lot of fun/work but I enjoyed my turns thoroughly. The whip was an added pleasure. I wouldn't want to live in Temujin's civilization but it was fun being Temujin. I enjoyed the read and the turns. Thanks. Great job to everyone.
 
Seems like Feudalism will work great for the early warmongers. Having the poprush ability will work wonders when getting those captured cities heel to your command.

Oo, also, in a normal game, you need not be too afraid of size 7+ cities, as there were plenty of empty space in our allowance of troops.


Good fun.

Grimjack
 
Originally posted by Charis


I have some comments to make on attacking a bulky city. Please take these as general comments, or as tips to the lurker.

Amazing comments. This is why I *love* reading Charis' games. It helps me with my skill and understanding to the game tremendously! Reading these SG games with comments like Charis' is the most important way of learning for me.

Keep up the good work folks, and don't hesitate to teach us lurkers when there is a chance.

Thank you.
 
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