Regent Succession Game

Summary of Causalities During My Set:

Rome: 8 (1 warrior, 6 spears, 1 archer)
Us: 0

Celts: 26 (2 warriors, 10 spears, 7 archers, 7 horsemen)
Us: 4 (1 pike, 1 sword, 1 MI, 1 galley)

This is the clearest way I can show it:
Spoiler :
Peacedeal.jpg

Thanks! I've been doing it the right way but the active button is not working for some reason. Very odd.

Vista is something I try to stay away from, as I only hear bad things about it.

Yeah, seems that a lot of people have had some big issues with it. Luckily, I've only had annoyances and minor issues thus far.

And most are dealing with Civ III. :lol:

Lurker's comment: I run CivAssist2 on Vista x64 just fine. All I needed was an older version of the .NET Framework, since that is what CA2 depends upon. The one I downloaded was this one

http://www.microsoft.com/downloads/...E3-F589-4842-8157-034D1E7CF3A3&displaylang=en

Thanks! I'll have to look into this further. With my luck, I'll get it running and break something else. :p
 
Putting the roster up again, because I totally missed that I'm up already! XD
I was busy feeling sorry for myself because I'd miss out on the berserker action, when I realized somebody wasn't picking up the save. Turned out to be me. :lol:

So this is my official "I've got it".

The Roster:
Calis
EvilConqueror
Daeron (up)
MinutiaRules (on deck)
Optional
Overseer (voice in the darkness)
 
I have my first question for the team for this turnset. And it has to do with our research. Do we want to go for 50-turn research or run science at 20 % or something. Like whatever percentage shaves off a decent amound of turns from 50?
 
I think we were planning to go no research, nada, nothing at all, 0%, saving every beaker for unit upgrades. We have berserks, that's all we need. No need for Monotheism or Gunpowder. The first tech that would be of some help to us is Astronomy, but by then we will have wrapped up the map.

Right now the game is much simpler than you think it is; our units will conquer the map as quickly as possible, and once the last AI town is off the map, the game is over. We will need no research, no settlers, no culture from now on.

I still have to look at the save, though. Sorry, EvilConqueror.
 
Turns out the turns are pretty long right now, I'll have to finish my turns tomorrow.
Fine by me. I'm working on getting civAssist going. I usually play on a laptop that isn't connected to the internet so I'm not sure if I'll manage just yet. And anyways we've kept up a good pace due to the great show of interest in the game. So a little break won't hurt.
 
My turnset, these turns were a LOT of fun to play. Berzerkers on galleys during a Golden Age, what more do you want!?

Brief summary:
1. We eliminated the Celts.
2. The Aztecs declared on us and we are at war with them
3. Our Golden Age has currently 13 turns left. Our main cities have been MM'd to waste as few shields as possible. Though at this stage we probably want more of our cities to produce berzerkers, since galleys can be whipped everywhere by now.
4. The former Roman island is still a bit of a mess, I didn't put much thought into it.
5. Alesia on the celtic island still needs a MP to quell the resistance

We run zero research and zero lux and currently make 222 gold per turn. But we have only one archer left to upgrade.

Spoiler :
Pre-flight:
CivAssist II is running.
I noticed EC played only 9 turns, so I'll play til turn 160 to get us even again. ;)

I lower science to 40 % and hire a scientist in Lugdunum and Odense, which gives us

invention in 1 turn.

Science 40 %
Luxury 0 %
Tax 60 %: 62 gpt

MM 002 Bergen to produce 14 shields per turn (5*14=70 the cost of a berzerk)
MM 003 Copenhagen to produce 12 shields per turn, will waste only 2 shields
001 Trondheim can also do 14 spt when the second tundra is forested and it has completed its barracks. I think it's wasted making galleys.

I prefer one more settler to fill in the gap between 015 and 010. Right now two hills fall outside our borders. I'll whip a settler next turn at 015. I see a lot of worker tasks on our starting island, to raise shields, but they're all busy foresting, or on the other island.

I need to wake a lot of fortified units, I made this mistake in my turnssets often enough. It's better to just wake everything up, makes it easier for the next player to find all the units.

Pull back two AC's that could be attacked from Alesia.

IBT:
We learn invention, start on monotheism at 0%
Spoiler :
rsg1invention.jpg


001 galley -> barracks
024 worker -> worker
order restored in Odense

Turn 1, 350 AD
Upgrade two archers in Entremont, we make 125 gpt now.
I sell currency for 42 gold to Ghandi, so I can upgrade another archer. With our current lux, we need at least one MP in a size 6 city. No MP's are needed in cities smaller than that. So for the less productive cities I try to maximize shield production at size 5 and stop growth. The extra commerce isn't worth the MP.

Army defeats fort. spearman (1 of 1)

IBT
002 pikeman -> berzerk
021 worker -> worker
019 treb -> galley
010 galley -> galley
013 galley -> galley

Turn 2, 360 AD

Army defeats 2 spearmen
e. AC lost to yellowlined spearman. (3 of 4)
e. swordsman mobs up and.. :) (4 of 5)
Spoiler :
rsg2leader.jpg


Sell lit to portugal for 22 gold so I can upgrade an archer next turn

IBT
A celtic galley with what I suspect had a settler dies on a blockade. (5 of 6)
001 barracks -> berzerk
Entremont riots - oops, must have accidently fired the tax collector
Lugdunum riots after some resistors open up to us, hire taxmen
007 galley -> galley
Portugal discovers the republic, they're in anarchy now.

We lose our war happiness, I'll have the gems hooked up in 2 turns though. I decide to run 10 % lux for now. Better than using units that can be used in the war.

Turn 3, 370 AD
We assault Alesia, three elite victories, no leader (8 of 9) We get the Oracle.
Fill up our first berzerk army

IBT
012 galley -> galley

Turn 4, 380 AD
Berserk army defeats spearman, we enter our Golden Age! It's really a shame we have so few workers left on the island that are all foresting. We should also have been mining plains to max shields at this point.

MM cities again.
For example 001, 002 and 003 now produce 18 spt. Which gives us berserkers in 4 turns and waste only two shields.
Our e*. mace redlines taking out an archer.. (10 of 11)
Build gem colony and rush harbor

IBT
fortified pikeman in Alesia defends against horseman, who retreats
005 treb -> treb
008 treb -> treb
009 barracks -> berzerk
011 galley -> galley
015 settler -> galley
027 harbor -> galley
028 barracks -> berzerk

turn 5, 390 AD
Now I realize we can't trade across sea, so the harbor and colony are useless... I proceed to take my frustration out on the Celts. They must sense my anger, because there are no resistors.
Four elite kills later and we take Richborough (14 of 15) They must sense my anger, because there are no resistors.

I've set up a shipchain that is a little easier to maintain, from A to K, alphabetwise, move 2 tiles and back. Galleys used to attack cities are renamed longboat

Found 030 Svolvaer -> harbor

IBT
We retreat another celtic horseman.
Celts land a spearman + archer on Roman island
003 berzerk -> berzerk
018 harbor -> galley

Turn 6, 400 AD
Shipchain a AC and treb right next to the celtic landing :) (16 of 17)
e. mace defeats horseman (17 of 18)
Our armies take camuludonum (20 of 21)
e. AC defeats archer (21 of 22)

IBT
001 berzer -> berzerk
002 berzerk -> berzerk
020 treb -> treb
007 galley -> galley
013 galley -> galley
016 harbor -> `galley

Turn 7, 410 AD
Rome threatens to riot at size 7. Hire a taxmen, but remember to give the people a good flogging later to get a second settler out.
Sell currency to portugal for 37 gold to upgrade an extra archer
Army defeats two spearmen (23 of 24)
Berzerker takes out horseman in somewhere and razes the island town (24 of 25)
Spoiler :
rsg7berzerk.jpg
Our first amphibic attack! :lol:

Shipchain another 2 berzerks across.

IBT
Ugh, celts recapture a slave I forgot about. I fortified it under the army then moved the army later. Thankfully this is the last turn that they'll exist.

Turn 8, 420 AD
Of course Lugdunum riots.
025 pikeman -> pikeman
008 treb -> treb
010 galley -> galley
012 galley -> galley
017 galley -> galley

AC army defeats two spearmen and takes Veraluminum (26 of 27) -> settler
e. AC and Mace defeat two spearmen and we liberate Seoul (28 of 29) -> treb

We have destroyed the Celts and start to prepare for the war with th Aztecs, the sooner we have TGL the better.

They have a settler+warrior on our island, so this might be a good time to declare and get some war happiness. I annoy him a little, making fun of his hat. Sell them Polytheism for 50 gold. They only know the portugeze who have that one already. Turns out I can't boot him yet..

Spot new borders with our curragh, reddish purple.

IBT
022 settler -> settler
004 berzerk -> berzerk
019 galley -> treb
011 galley -> galley

Turn 9, 430 AD
Aztecs enter the middle ages. They will never leave it,.. mwuha.. mwuhhahaa *cough*
Boot the Aztecs, but no good. I leave a city defenceless to bait them.

Ohh, right the borders are the Portugeze, it's already been discovered.. we already met everyone, heh. Still, the captain of the Curragh, on his return will call it India!
I switch 007 to barracks, so it can make berzerks

IBT
003 berzerk -> berzerk
005 treb -> treb
007 barracks -> berzerk

The Indians are building ToA
The Aztecs the great library
Germans discover monarchy

Turn 10, 440 AD
Make the Aztecs furious and boot again.. and yes, they want our blood now! Lower lux to 0 %
Spoiler :
rsg10aztec.jpg

e. AC takes out fort. warrior and settler, netting us two slaves (30 of 31)
vet. berzerker attacks calixsomething from his galley and defeats spearman. It had culture so we can keep it. (31 of 32)
vet. AC defeats warrior and captures worker (32 of 33)

Whip a settler in Rome
Start preparing for the invasion. Moving our troops on Celtic land to 030 Camulodunum

IBT
001 Berzerk -> Berzerk
002 Berzerk -> Berzerk
003 Copenhagen riots, I missed that.. I can fix it..
024 worker -> worker
008 treb -> treb
013 galley -> galley

We finally complete the Heroic Epic.
006 Heroic Epic -> treb (adjust 006 to grow again)
023 treb -> treb

Turn 11, 450 ADWe have 13 turns left in our Golden Age.

vet. mace defeats aztec spearmen and promotes (33 of 34)
elite mace defeats aztec spearman and we destroy Xochicalco (34 of 35)

Sell lit to Ghandi for 31 gold to upgrade our second to last archer.


Summary:
1. We eliminated the Celts.
2. The Aztecs declared on us and we are at war with them
3. Our Golden Age has currently 13 turns left. Our main cities have been MM'd to waste as few shields as possible. Though at this stage we probably want more of our cities to produce berzerkers, since galleys can be whipped everywhere by now.
4. The former Roman island is still a bit of a mess, I didn't put much thought into it.
5. Alesia on the celtic island still needs a MP to quell the resistance

We run zero research and zero lux and currently make 222 gold per turn.

Our unit count:
Total units: 133 (187 allowed)
1 settler
25 workers
5 warriors
1 archer
2 swordsmen
1 horseman
5 pikemen
8 catapults
26 galleys
2 armies, one berzerker, one AC, both locked on the Celtic island
23 berzerkers
11 medieval infantries
12 trebuchets
1 curragh


Our north
Spoiler :
rsg11frontnorth.jpg

Our midsection
Spoiler :
rsg11mid.jpg

Our south
Spoiler :
rsg11south.jpg
 

Attachments

Looks like I have CivAssist II up and running. Okay so let's see what wonderful insights it provides. Wow right off the bat it's a tremendous help! Immediately it's pointing out that I can't do much - WITHOUT THE SAVE! :lol: Daeron a little help please. BTW great job and your turnset did look like it must have been fun.
 
Early game we did a good job creating enough workers, but I feel now we're slacking a bit. That Roman island can be made much more productive.
Perhaps Rome itself can be switched to a granery and become a worker factory. Workers are handy for improvements, but they can also be chopping woods for shields; we've got enough forests. The Forbidden Palace town is still only at size 5; what has happened there? It could have been much bigger than this. Turning up the lux slider a bit is no crime if that's needed. We need shields more than beakers.
 
Early game we did a good job creating enough workers, but I feel now we're slacking a bit. That Roman island can be made much more productive.
Perhaps Rome itself can be switched to a granery and become a worker factory. Workers are handy for improvements, but they can also be chopping woods for shields; we've got enough forests. The Forbidden Palace town is still only at size 5; what has happened there? It could have been much bigger than this. Turning up the lux slider a bit is no crime if that's needed. We need shields more than beakers.

FP was only size 1 when I started, I actually MM'd to have +10 food for several turns. It could have been size 6, but I was a bit slow in looking to the Roman island.
 
FP was only size 1 when I started, I actually MM'd to have +10 food for several turns. It could have been size 6, but I was a bit slow in looking to the Roman island.
Yes, sorry, I probably should have checked the maths better before saying it should have been bigger, but it seemed like 3 turnsets ago that at least the settler for that FP town was ready. And I know we're not always giving food enough priority, so I thought I saw an example of it here.
At the moment FP town doing fine, it'll be giving a berserk already next turn, and it'll continue to make a big contribution.
 
Now you can spend your weekend staring intently at all the information CivAssist provides :coffee: and fix our little infrastructure problem. And only then can you put on your viking hat. :viking:

Actually I was hoping to contribute greatly to our infrastructure problems by taking out the Aztecs in one fell swoop! :lol: BTW is it true we've lost only one unit? Are we taking enough chances? Or are our opponents just that unprepared?

................

About the save:

I have four areas for discussion as follows: settlers; workers; Aztec attack plan; units in general.

1) settlers -

We have 1 settler and what looks like two more on the way. I am asking what the plan was for those. I'm not quite sure there is a need to settle any more free land. Perhaps they are for establishing a foothold? Or maybe a link in an island chain?

RegentSG_Settlers.JPG

2) workers -

Looks like the Celts land is pretty well worked. Should we send those new workers to the Roman mainland? There are some forests to chop and perhaps wetlands to clear. Do we want Rome to get a granary then to put out workers?

RegentSG_Workers.JPG

3) Aztec Attack Plan -

Take a look at the attachment.

RegentSG_Attack.JPG

I'm proposing a combined attack with berserks from the sea and ground troops. We should try to get the most out of both types of units. After landing a force of bombardment units next to Tenochtitlan to soften it up the berserks would then grab Tenochtitlan securing the GLH (RED). Our ground troops would land there while berserks head north to Texcoco (ORANGE). After that the berserks would head towards Tlaxcala to link with the ground troops that have gone through Tlatelolco(DARK BLUE). However I don't know if there is a fith Aztec city in the fog. It could be taken before or after Tlaxcala as circumstances dictate.

Alternatively the berserks can skip Tenochtitlan and head north immediately. Or the Berserks could take out Tenochtitlan by themselves risking some loses. Any other ideas?

4) Units in general -

Does it boil down to barracks, berserks and boats and this point?

Finally shouldn't we hire at least one scientist? It seems like a small price to pay and you never know what a tech may bring. But we also are going to start to pile up quite a bit of gold at 222 per turn and one more archer to upgrade. Let me know what that money will be used for in Feudalism as I don't know. Seems like our (remaining :)) co-inhabitants of this planet aren't going to have much to sell. Perhaps we can just speed ahead in research anyways? Although we may end up finishing this before we get there but better boats would be nice.
 
BTW is it true we've lost only one unit?

Nah, I lost 4 units during my set alone. :p

1. I don't think we'll need to settle anymore land in this game.

2. Yeah, doesn't look like there's much more to do on the Celtic island. I'd transport them to the Roman island where they'll be more useful.

3. I think there's a city in the fog - 1S, 1SE of the iron which you won't be able to attack from the sea.

I think a joint land and sea attack on Tenochtitlan sounds good. But after that I'd attack Tlateloco, Tlaxcala, and Texoco with berzerks in that order while that ground forces deal with the Aztec offensive units and then march toward the city in the fog. It will be quicker, the berzerks will fair much better against the pikes than MI's and AC's will, and I have a feeling the ground forces will get bogged down for a few turns as the Aztecs try to recapture their capital.

4. Barracks, berserks, boats and a few pikes to protect our expensive berserks from counter attacks.

I'd be in favor of turning research back on once all the archers are upgraded. The extra gold won't do us much good but some better boats and defenders might come in handy. I don't know if the game will last long enough to get to astronomy but we could research gunpowder for musketmen pretty quickly. They'd better protect our berserks, captured cities, and ground forces.
 
1. I would settle a first ring around the FP, those will at least be productive. Apart from the lighthouse, there's not really anything on the Aztec island we'll need. If we have the lighthouse, all our luxuries can reach every town.

2. That's what I had in mind for the workers, send maybe three along with the army, he rest can go to the Roman Island.

3. One thing you want to be careful of with amphibic attacks, is that the town must be defended as long as the Aztecs aren't eliminated. Since this is their home island, they'll surely have some troops there. So if you're taking a coastal city, do it when it almost eliminates the Aztecs, or make sure you bring along units to defend in in the consecutive turns. Berzerks aren't suited for defence.

4. I agree the gold has little point right now, since we can only whip, not rush with gold. What we could do is cut/reconnect the roads on the Roman island to stop the iron supply, so they'll make archers and then upgrade them.
 
If you're worried about enemy galleys attacking our boats with units in it then do this: put our units in regular galleys, and put an empty veteran galley on top. That way the empty galley will be the defending, as it's seen as the stronger unit.

With the amount of berserks and boats we have, 20+ of both, it would be nice to try and take a civ out in one fell swoop, but 2 or 3 turns is probably more realistic. At the moment we're not transporting effectively; a lot of galleys and berserks are hanging around near Tromso, which is holding matters up.

A can't think of a good use for our money now we haven't got archers to upgrade anymore. I can only say 'told you so', because I said several times we would have more berserks if we slowed down on Invention to allow for more archers first.
We consistantly have ignored upgrade opportunities in this game. We immediately hooked up our iron istead of building a nice bunch of vet warriors first for swordsman upgrades. Also in the same turnset we made an end to the handy chariot > horseman upgrade by buying Horsebackriding. I always try to delay getting Horsebackriding for as long as possible, as 20 shields + 30 gold is quicker to do than 30 shields.
On a high level the ability to quickly upgrade some cheap troops to decent ones can be a real life saver if you get caught up in an early war.

The workers are no use on the Celtic island, but can start chopping some woods on our Scandinavian island. When we're transporting cleverly, they can start chopping the same turn as they're built, and there are perhaps a few hundred shields in those forests.

By the way: we do realize we cannot use our armies for attack, do we? They're stuck on the island they're at without galleons.
 
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