RBW1 - The True Isolationist

we need to pump a town center to keep our empire one piece lol. At work so unable to call up a map to pinpoint where.

Just amazing that we walked all over poor saladin like this.

Just how much play did the trebs bring to this fight or could we have just loaded up the cats?

Oh and who is next to beat into the ground? lol.


Cheers!
-Liq
 
Hannibal used a galleon to bring that settler over. The other plan is to cottage-spam our landmass and win the space race.
 
well sallys towns were smack dab in jungle land so grasslands ahoy. Cottage cheese comes from happy cows... erm grasslands! So nice of sally to clear all that over growth for us.:lol:

To win space race we may need to knock down the doors of the leader... once we determine who that is.

Cheers!
-Liq
 
hmm, I think we should take saladins land and settle our island before we decide which victory condition. I think domination might be possible with 1 more AI's land, but lets see. Space Race might be difficult unless we can quickly overtake the top AI in research.
 
This is my first succession game, so I don't know what the policy is for players that don't post the "got it". Like how long is the typical wait for someone to play? Isn't it 24h got it and 48h to play?
 
Yes it is. Looks like mbuna cannot play atm. Karr1255, your up!

Rooster:
Qwack
sooooo
playshogi
Mbuna - Skipped!
Karr1255
Liquidated
 
well consider this post as a "got it" seeing as I think karr is afk for a few days(?) and no idea on M. Sun is up tho and well that means Liq crawls back into his coffin to wait for nightfall.

Please post if I'm next up as you have all daylight hours to decide :)

Barely thinking as is.:crazyeye:


Cheers!
-Liq'd
 
ahh ok karr said
Please skip me during this round unless I'm not up before saturday.



edit: ok playing game now, karr sems to not be aval. I loath to "steal' people's turns so I am rather careful skipping turns.



Cheers!
-Liq
 
preturn: ok well qwack didn't really leave the army in any form of order lol. I see a pile of trebs near the *serious* prize of medina - great wall and pryramids visible without even trying. And one of those wonders I'm not sure the name of to go with the view.
rbw-11490Medinacloseup.jpg


Problem is that our main stack of killems is 7 turns at least from medina with a single sword coming in. also the defenders are loaded for bear... man that's a ton of promotions. Medina is gonna be a ton of losses no doubt.

the way I see all this is that our cr3 swords need to be maces and not attack unless odds are with as they will become maces soon.

[1]1436 AD

we Meet mao yay. I spot his caveral south of gustov and we came out of revolt.

medina time... this gonna hurt yah know?

the town gets a treb for it's troubles but that makes no difference.
have a bunch of 5 exp trebs promote all to cr2 and they all die. Talking .9% change of winning and all.
1st dead nice carnage
2nd dead fast =/
3rd dead stuck around to do some serious collateral
4th dead but odds getting better than .9%!
down to the cr1 trebs..



5th dead and seriously hurt medina's defenders.

6th wins!
7th wins!
8th treb has a 95.2% chance of killing the last bow..
Pike goes for the glory and gets free exp off sallys treb - which oddly missed all that collateral damage.. the medic crossbow is unhurt and heads into medina to defend againt the macemen sally is putting out.


rbw-11490medina1.jpg

WOW what a sweet deal Medina is.

kinda obvious where mecca is eh? but there's some serious culture coming from the west as well.

there's a mini task force that gonna own our brave trebs but keeping medina is more important.



Take a stack of 4x workers (a gang?) and shuttle them over to the washington area. need to do some serious farming to feed washingtion now that we have irrigation.

turn off science for now as there's a few swords that really need to be maces.. +84 gold a turn and to promote a sword is... 155 gold... sigh.

stack of doom 2 is heading sw towards the monster culture.

IBT: we lose medina to the treb + mace combo, xbow lost to that treb =/

[2]1442 AD
ok well we have what's needed to take back medina soooo

Medina part two!
treb heals promoting cr2 and retreats....

take out that horse and the lone defender left and come home to a ransacked x2 town... lost its forge and courthouse...
rbw-11490medina2.jpg


Take out the trash hanging around as well....
rbw-11490doubletreb.jpg

Adds new meaning to 'Tilting at windmills' =p


Well we get a great general out of the bargin so...

rbw-11490greatgeneral.jpg


I'm rather partial to the +2 exp use and since washington already has one, I'll set up shop in nottingham, who has the twin benefits of being not near washington and well not the worst hammers. Can use the exped troops now.

promote kufahs monster sword into a mace and send him south.

[3]1448 AD
Well task force east is out of gas needs a serious pit stop.... west spots what might be our last city this run...
rbw-11490damnascus.jpg



60% defences with a wall and no monster garrison 50 longbows thank goodness.

nottingham builds a 5 exp pike just in time to take advantage of the great general turn it into a medic now rahter than later. Start on a maceman in nottingham.

turn science back on to 30% have 230ish gold to promote another sword, the one in medina next.

[4]1454 AD
60 to 25% defs at damase one treb 2 cats... gonna be fun.

medina now has the two maces and 5 trebs. Had I saved the medic xbow and spear, would be set to travel towards mecca. As it stands I promote a treb to attack 1 and medic... cry. that .2 health treb needs some love.

IBT:doh pc froze and after clicking I made a trade for something with carthage reloading game. I played sg's with version 1.09, I tend to save in a paranoid fashion.

[5]1460AD
A lone uber scary garrison3+firstshot sally longbow is prowling around south of Medina, to kill it out of city walls... drool, I resist.

Damascus loses the last 25% with a single cat so I have to factor in chances to kill it off. ooo our lone treb has a 63% chance to win... but the rest of our attack is melee.. an xbow and a mace? no way.

I think it out and decide that's it. we need to upgrade what we have (cats and swords in the west and war weariness is killing us.

Do not manage to extort anything out of saladin for peace but turn off science again to prmote our units. Ten turns to rest up and promote.

For somereason, the game will not allow a farm to be chains SE of washington... so that entire chain of farms is down the drain.... no idea why this is so.

[6]1466 AD
Promote cecil to mace shuttle off the new troops to the front. Gonna try and turn off auto follow.

[7]1472 AD
spot aden, a new junk town sally put in place
rbw-11490junktown.jpg



[8]1478 AD
Promote george to mace and turn science back on to 40% just to finish paper in 4ish.

[10]1490 AD
Medina is out of revolt and I whip a forge for a mere 4 population... seeing as we have no culture coming in any time soon and a 9 food hole to fill... the whip was a good deal. Need to build culture there like now rahter than later as once it owns it's fat cross (minus the south)it'll grow like a weed.

Leave movement on the reinforcements so next player can see them

the task forces looking good after resting and upgrading, More units on the way to the front.
Sorry I wimped out on the attack but seeing new sally maces popping up didn;t really help matters for a renewed offensive.


rbw-11490farmingfun.jpg

For some reason, the game will not let me farm the tile SE of washington, why this is, no idea but I cottaged it.

We have 2 missionaries on the way with more than a few likely targets that need culture now... baghdad and medina two of them.

Keep in mind that medina can use some workers as the hills are 100% windmills the AI loves so much. For now it needs all the food it can get.

will edit in the screens.

Cheers!
-Liq
 
For some reason, the game will not let me farm the tile SE of washington, why this is, no idea but I cottaged it.

Washington is on a hill, and I believe hill cities do not spread irrigation.

Nice report. Ill have this played in 24 hours.

[edit] I need some extra time to play this one. Sorry for delay
 
Washington is on a hill, and I believe hill cities do not spread irrigation.

I guess so, I seem to recall some pretty screwy waterpaths in this game such that I'm not clear just how in-game gravity is factored...

wonderduct.jpg


Well if we ever get biology, New York might be able to grow over 10.

oh and just to mention.... there's a second hidden wonder in that screen, can you guess it? (humorous)

Spoiler :
The real wonder is how Setia ever got to population 14... every single building that town had was whipped :cry: :whipped:


Cheers!
-Liq
 
Well, crap... I have been checking my email, but didn't receive a message when playshogi posted his finished save or anytime thereafter in fact. Being my first SG, and also my first use of this site, I thought that you always got a message when someone posted a reply... it seemed to work that way for a while... plus, I can't check this site from work, State Farm Intranet blocks it... sorry guys. I'll just make sure to be ready when my turn comes again, no need to squeeze me in in the middle.
 
You have also missed a turnset in Big Sister. We'll forgive you this time, but keep in mind...

Big Sister is Watching You. :eek:
 
sooooo, can you do me a favor and play this one before me. Im having some trouble putting time in for this turnset. Im thinking that ill be able to play by tommorow, but thats what I thought about today also.

Also, if you want you can issue a swap for me in the S-O4 game as well, unless you want to wait until tommorow..
 
The usual stuff: tweak a few tiles, work some more cottages, move unmoved troops, whip market in NYC, change Washington to settler (hannibal is landing settlers on our continent), change foor-poor york from temple (?) to barracks and nottingham to monastery.

Then try move troops towards Saladin's cities but realise we are at peace. No idea why we signed a peace treaty, especially one for no extortion techs. If one of our cities was under threat or we need a few turns to upgrade troops, sign a cease fire and cancel it 2-3 turns later. If WW is a problem, switch to police state (we captured pyramids). But instead we have to wait 5 more turns to redeclare.

Paper completed, started feudalism, on the way to guilds and banking (mercantilism!).

On turn 5 I redeclared on Saladin.

Use the settler to found Philadephia here:



Saladin built Versailles in Damascus. By a happy coincidence we took that city the same turn:



It has an academy too. Feudalism completed and I started Compass but should probably have gone for guilds. Oh well, we need both techs anyway.

Hannibal has completely screwed us over with this terrible city:



With our variant rules, will not be able to traverse this blockade when either of those two cities pop their borders. We (I) should have thought of this.

We took Mecca. 2 CG3, drill 1 muskets and 4 more protective longbows, but our trebs make mincemeat of them. Only lost 1 treb here.



It has the Hindu shrine, military academy, granary, forge, courthouse, market.



I spread buddhism quite a bit. Our cities are really running out of things to build, so guilds should have been before compass. Sorry about that.
 
ahh ok fully my bad on the peace over cease:smoke:. As was, 10 turns was the right amount of time especially with the unintended bonus of Versailles. As Sirian says, Sometimes better to be lucky than good :mischief: That makes saladins lands a real win win. A ton of wonders yes but little distance penalties.

oh and the blush icon just blows :blush: <--- ug

As for that total garbage town that hannibal plunked down I feel bad about as well. I looked at that spot at start of my turn and thought no one sane would plunk a town there.... well underestimated hannibal I guess :(

I'm baffled how you only lost one treb to Mecca. Were the rolls lucky or am I missing something. I lost so many trebs taking Medina.

Nice push into saladin's core towns though.

Cheers!
-Liq
 
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