Rod02-Caesar's Confusion

High points: 7 new cities, 6 new Armies, 10 cities razed and 2 Great Wonders destroyed.

Northwest: Celts, Greece, Arabia and Japan
Spoiler :

1000_NW.jpg



This has been the most concentrated area of action. We razed Corinth a few turns back and took down an Arab city west of Reykjavik just now. Bergen just built a settler and we have another one just outside of Bergen. Under the Legion Army NW of Bergen is a stack of 14 slaves that have roaded and irriagate to Bagacum. They just finished chopping a forest and roading the revealed plains this turn.

We have 5 Armies in this area; two that are west of Reykjavik, one healing in Reykjavik, the Legion Army outside Bergen and the last army is healing in Bergen.

Bagacum has a Musket for defense already; a second Musket NW of Tyrus can reach Reykjavik or Bergen next turn.

The flood plains and desert in the between Reykjavik and Bagacum are excellent killing grounds. We have roads on our side, they do not; we can dance, they can't hide. And mostly they die at the hands of the Reykjavik garrison.

As much as I like this killing ground, Athens bugs me. I think we need to send 3 Armies to Athens and destroy it. Failing that, we need to pillage the Greek roads that touch our borders. Then we might get a chance to build a road to Lauriacum Furs that doesn't go through mountains.



East: Aztecs, China and Netherlands
Spoiler :

T1000_East.jpg




In the east we have a nice little choke point we can exploit. Actually two of them. One is three tiles wide and the other is four. We have one settler visible and at least one more on the way. The four tile green line runs through the ruins of Amsterdam. It might be enough to build a city on the ruins since it would control so much of the local roads.


(My Print-Screen button started acting up at this point, so no more pictures.)

In the jungles of the South East we need to build out towards Pi-Ramesses. However, everything is jungle, though some of it is roaded. We don't have a lot of acitivity here, but the jungle makes everything a bit more risky. The two Armies at Pi-Ramesses are almost wasted, since their movement is curtailed a great deal by all those jungle tiles.

On the bright side, we have a stack of 24 slaves clearing jungle tiles. It takes three turns to clear one tile; one turn to move in and then two turns of actual clearing. Near Seven-Up a smaller group of slaves are jungle clearing. I've earmarked the four Dutch slaves from razing Amsterdam to go help them.

In the South West we met the Persians and have cleared out several cities. We have six Armies down here; four near the Persian/Sumerian border and two more south of the ridge of hills that Canada Dry is on. These two have been razing small French cities and once they get healed up they can work their way eastward razing some more.

In the South we are starting to bump into other borders with our city borders. There isn't a dominant AI, just a constant stream of ones and twos. I would like to free up some Armies to go razing the nearest cities, but we need more units in the cities before we can safely do that.

I've sent most settlers to the extremes of our empire and have tried to fill in gaps with our new cities. We still have a gap between Tyendenaga and Copan and between Copan and Tonowanda. We've a settler between Tyendenaga and Copan and one west of Copan that can settle a bit further west next turn.

Our slaves I've grouped into groups of six and eight. Sixes make roads and eights irrigate those roads. There are also some loose workers running around, trying to find a group. They can always help clear jungles.

We have jungle clearing go on near Tonowanda, up the coast near Hippo Regius, and two tiles being worked in the big jungle.

If we could get 54 slaves into a stack, we could clear and road one jungle tile every second turn.

We have several captured cities making workers that are at zero growth. We might want to rush those builds instead of waiting for them to complete.

We also have some catapults that can be upgraded to trebuchets. But I sensed that our cash will go to upgrade Knights to Cavalry, so I didn't do any upgrades.





Military
  • 013 Settler
  • 007 Worker
  • 237 slaves
  • 001 Warrior
  • 003 Archer
  • 002 Spear
  • 001 Horse
  • 024 Pike
  • 001 Longbow
  • 002 Musket
  • 064 Knight
  • 023 Catapult
  • 021 Army
  • 041 Legionary
  • 022 Medieval Infantry
  • 004 Trebuchet
  • 002 Crusader
  • 008 Ancient Cavalry
    • Current Units: 239
    • Allowed Units: 210
    • Support Costs: 029 gpt


02 Saltpeter
06 Iron
06 Horse
01 Wines
01 Furs
09 Dyes
03 Incense
02 Ivory
01 Gems
 
I tried to absorb it all, but turn sets are massive in these games, so I will have to look at the save over and over to let it sink in. Anyway I will get started, but the NCAA games will slow me down for the next few days.

I will probably post some progress as I go along to make it easier to follow. I will also try to put in a few screenies this time around. I have not done so in the past as even with lots of action it seems the empire is not greatly changed in a few turns and it is hard to remember what it looked like earlier.
 
:goodjob: CBob. This thing is more or less won, now it's cleanup time.
 
I got 5 turns in so far, but tip off is not too far away. I will try to get in a turn or two today and finish tomorrow so most of the weekend is still available.

Screen:
 
Here is the log so far:

PRE:

Move the two legions off the mountains in Agrippinia to towns. I will be so glad to get rails as I hate to worry about all these coastal towns.

I think Metal will stop all our free walls, so a few border towns will need to build them. I am mostly concerned with Bergen area. I will switch the current builds after Metal comes in.

IBT:
American sword attacks the AC and dies (1-0).

1010AD (1):
Bagacum switch to wall.
Lauriacum switch to wall, but is already surrounded.
Canada Dry is a concern as it has three Immortals next to it and no wall now. It has one pike and a cat. I may rush the wall, but that may be a lost cause, unless I can get some help there.

I move in a legion and an AC.
16th kills Persian pike and settler (1-0).
1st moves to the location so both can heal and cover 4 slaves.

Orenburg switch musket to wall in 5 turns. I am only going to make walls in places that are likely to come under attack now or soon.
2nd, 15th and 4th healing on the front line.


Set research on MT at 70% -10gpt, due in 7 turns.
19th kills American sword at Orenburg and spots a Hittite knight (2-0).

We have 4 unmet nations (Carth,Byz, Otto and Babylon).
We have 22 left that we know.
We have eliminated Vikes, Egyptians, Germany and Mongols.
We have 85 towns and 21 armies, one needs a 4th unit.

I am founding several towns that are not so well spaced to fill gaps and clear a jungle tiles.

17th kills sword at Pi (3-0).

Found New Rome.

3rd kills Dutch archer at New Rome (4-0).
10th kills 2 spears in Einchoven (6-0). Razed for 1 gold and 2 slaves.
5/5 knight kills Fr MDI (7-0).
1st kills two of them, but is red now (9-0).
8th kills Spanish sword (10-0).
14th kills Jag, spear and sword (13-0).

5th kills 2 hoplite (15-0).
knight retreats from Japanese sword.
4/5 knight kills one and 6/6 AC kills one (17-0).
12th kills Japan sword (18-0).

5/5 Legion Celt longbow (19-0).
18th kills two Japan swords (21-0).
20th kills 3 Celts (24-0).

6/6* kills immortal (25-0).

IBT:
Henry sent an archer against our pike at Lauriacum (1-0).
Immortal attacks 3/6 AC and dies (2-0).
Longbow attacks it and AC retreats. [27-0]

1020AD (2):
Found New Veli
Found New Antium
Found New Cumae

17th kills English sword (1-0).
5/5 knight kills Russian sword (2-0).
5/5 kills Russian sword (3-0).
13th kills Russian MDI (4-0).

Two muskets that finished, so I switched to knights. Without rails it is too far to send out muskets and I would rather have knights that will soon be cavs anyway. I do not see many attacks coming at any towns as long as we are careful.

The ones we will get are ones we want and those will have defenders, armies mostly. Defending is harder wth such a large border, so give me attackers. Once they get cavs, then we can defend, but should have rails to make it easier.

Fill 21st.


It kills 2 Celts (6-0).
6/6 AC kills Japan sword (7-0).
4/5 knight kills one (8-0).
knight kills Hittite MDI (9-0).

19th kills Hittite knight (10-0). It kills USA sword (11-0).
6/6* kills Spainish sword (12-0).
8th kills the other one (13-0).

Found New Neapolis

9th kills Fr spear/settler (14-0).
5/5 legion kills Persian longbow (15-0).

Found New Pompeii
Found New Pisae

7th kills Num and grabs settler (16-0).
14th kills Indian spear/settler that had landed (17-0).
10th kills Az sword (18-0).
15th kills Persian longbow and exposes Palenque (19-0).

Raise research to 80% at -30gpt MT in 5. [46-0]

IBT:
only a Greek MDI attacked and the pike barely won (1-0) [47-0].

1030AD (3):
Not sure if elites that have made a leader count in the race for a leader, so I will presume not.
Elites 8 wins.

Found New Ravenna
Found New Hispalis

9th kills 2 Fr swords at New Hispalis (2-0).
knight kills Greek sword, but I miss click and it does not go back into town. So I may have to leave the 5th to cover (3-0).AC goes elite killing Greek MDI (4-0).

15th kills Mayan spear and jt and razed Palenque for 5 gold (6-0).
8th kills Spainish spear (7-0).
7th kills two Celtic pike/settler combos (9-0).

21st kills Celt and Japan units (11-0).
6/6 kills japan sword (12-0).
knight kills Celt mdi (13-0).
16th kills Sumerian En/settler (14-0).
I see a few settler combos in the area past canada dry.
knight kills Hittite mdi (15-0).
Two knights kills US swords (17-0).
20th kills Arabian spear/settler (18-0) [65-0]

IBT:
Greek MDI managed to kill the exposed vet AC, across a river, I was sure it would at least retreat (0-1) [65-1]

1040 (4):
I switched Antium to a pre for the Acad. Will rush it, if any leaders show up.

Found New Viroconium

7th (20 hit points) struggled to kill num merc (1-0).
10th kills dutch archer (2-0).
14th kills Az sword (3-0).
13th kills two Russian spears in Smolensk and razes it for 1 gold (5-0). Size 3 and got 1 slave.

11th kills US sword (6-0).

I spy a new friend in Theodora and I greet with a DOW. She shows only 6 towns.

9th kills Fr archer (7-0).
1st kills Fr mdi (8-0).
4th kills Endiku (9-0).
15th kills two Persian longbows (11-0).

Found New Lugdunum (11th)

The miss clicked knight that was the cause of the lost AC got its revenge on the Greek mdi (12-0).
12th kills two hops in Athens (14-0).
18th finishes Athens by killing a hop and a knight for 0 gold. Size 7 when razed and got 3 slaves, plus one hiding (Henry's) (16-0).
21st kills Japan sword (17-0).
3/4 knight retreats from one and did no damage.
21st finished the job (18-0).
20th kills two Celt mdi (20-0).

Ping a Fr spear by Canada Dry and kill it with 3/5 Legion (21-0).
5/5 mdi kills Russian unit (22-0).
5/5 knight retreats from English sword.
4/5 knight finished it (23-0). [88-1]

IBT:
no attacks

1050 (5):
13th kills Russian mdi (1-0).
5/5 mdi kils Indian archer (2-0). 14th elite as best I can tell, so soon I a leader I hope.

9th kills spear in Coventry (3-0).
8th kills Spain sword (4-0).
AC kills Russian mdi (5-0).
4/5 knight kills Zulu spear (6-0).

6th pillages mine and then kills Byz mdi (7-0). I normally refrain from a lot of road cutting, by the end is thin and a number of Sumerians are closing in on a border town.

5/5 legion kills Celt mdi and goes red (8-0).
6/6 AC kills Celt longbow (9-0).
4th and 15th kill Sumerian swords (11-0).
2nd kills two Sumerians and grabs a settler (13-0).

16th kills Byz mdi (14-0).
knight kills Zulu archer and goes elite (15-0).
5/5 knight kills Hittite mdi (16-0).
5/5 knight kills impi/settler and makes a leader (17-0).

I send it towards Antium, which I switch back to knight. Change that to a lib. It is making 20 beakers, so it can use one more than I need another knight.
2/3 English spear retreats knight with no damage, yuk.


Next knight gets the job done (18-0).
knight goes red and kills Japan sword (19-0).
[107-1]
 
sorry I ran through this quite fast so the next one can have the whole weekend and I can watch the games. I did not go through the towns for MM.

I have a bunch of new towns on wealth, so you can change as you need.

the save:
 
IBT:
no attacks

1060AD (6):
I can only drop research to 70%.

AC kills horse (1-0).
17th kills two Hittite spears and razes Aleppo (3-0).
9th kills spear and autorazed Coventry. Kills England archer (5-0).

Will not be able to get a leader as the current is still heading home.

16th kills two Sumerian pikes in Samaria for 2 gold as it autorazed (7-0).
2nd kills Sumeria sword (8-0).
15th kills one and blocks road to New Pompeii (9-0).
knight kills Zulu horse, but is yellow and could get hit by another horse (10-0).

6/6* kill Spain sword (11-0).
1st kills Fr spear (12-0).
5/5 knight kills Fr mdi (13-0).
1st kills the Fr archer (14-0).

19th kills Hittite mdi and Henry spear (16-0).
11th kills Hittite pike (17-0).
3rd kills dutch archer (18-0).
14th kills Az spear, jag and horse (21-0).

10th kills Az sword (22-0).
5th kills Japan spear (23-0).
knight kills Japan spear (24-0).
6/6 kills Japan sword (25-0) [132-1]

IBT:
Zulu horse does attack 2/4 knight, but we win and go elite (1-0) [133-1]

1070 (7):
Start Theology at 50% in 4 turns.
Leader rushes MA.

Two knight come out as cavs. I will upgrade some as cash and having a barracks allows.

Found New Lutetia, note it is mostly jungle so I put pop as beaker.

NOTE I have been logging num merc, when it is swiss merc.

10th kills swiss merc and spear and razes Arnheim for 2 slaves and 1 gold or 5 (2-0).

Found New Byzantium

11th kills US sword (3-0).
6/6 kills one (4-0).
19th kills Spain sword (5-0).
5/5 legion kills Sumeria sword (6-0).

1st kills Fr mdi (7-0).

Found Brundisium

15th kills Sumeria sword (8-0).
6th kills Persian spear (9-0).
knight goes red and retreats on sword.
5th kills Greek sword (10-0).

6/6 kills Japan sword (11-0).
knight kills Celt knight and upgrade it (12-0).
21st kills 2 Celt knights, but goes red (13-0). Did get an elite in the army.
20th kills Arabian horse (14-0).

12th kills Japan sword (15-0).
8th kills Zulu Longbow (16-0).

Switch Tonawanda to barracks as it has enough shields for a settler, but is size 2.

5/5 crusader kills Arabian spear (17-0). [150-1]

IBT:
no attacks

1080AD (8):
Only one unit finished this turn as cavs are more expensive.

I do not start an army as it takes 20 turns, I would rather have the 5 cavs and get armies from leaders for now.

5/5 mdi kills Spain sword and makes leader (1-0).
Form 22nd add two cavs.

5/5 knight kills jt (2-0).
6th kills Immortal and longbow (4-0).
5/5 legion kills Persian longbow (5-0).
cav kills Celt mdi (6-0).

18th kills spear in Yokohama and it autorazes (7-0).
12th kills two hops and razed Delphi (9-0). It had at least one settler. We got 4 slaves.

A crusader must have been sent on a go to as it runs smack into a landing party from the dutch and kills the archer and goes elite. Cbob must have a crystal ball (10-0).Cav kills Japan sword (11-0).
7th kills dutch archer and spear (13-0).


3rd kills Az sword (14-0).
17th kills two pikes in Hattusha and razed it for 1 gold and 1 slave (16-0).
19th kills Henry spear (17-0).
cav kills archer and goes red, but then goes elite (18-0).

9th kills two impi in Mpondo and razed it (20-0).
16th kills pike in Sidon (21-0).
2nd kills Endu (22-0).

Found new Syracuse

6/6* kills Persian longbow (23-0).
14th kills Az sword (24-0).

IBT:
no attacks [174-1]
 
DWetzel- up
Kulko - on deck
TheOverseer714
CommandoBob
Vmxa - just played
Rodent (MIA)
 
1090AD (9):
19th kills Russian pike (1-0).
cav kills Hittite knight (2-0).
13th kills Hittite longbow (3-0).
5/5 knight kills Fr mdi (4-0).

1st kills one (5-0).
4th kills immortal (6-0).

Found New Caesaraugusta (7-0).

9th kills US settler pair (8-0).
16th kills twp pike in Sidon and raze it (10-0).
cav kills impi (11-0).
5/5 legion kills Japan spear (12-0).

6/6 kills Arabian longbow (13-0).
5/5 legion kills Celt pike (14-0).
cav kills one and is elite now (15-0).
20th kills Celt mdi (16-0).

22nd finally is full and gets its first, Spain longbow (17-0).
6/6* kills Spain sword (18-0).

IBT:
no attacks [192-1]

1100AD (10):
5/5 cav kills Celt knight (1-0).
1st kills Fr mdi (2-0).
3/5 knight kills the other one (3-0).
cav kills Endu (4-0).

2nd kills two Sumerian swords (6-0).
4th kills Arabian pike/settler (7-0).
cav kills a hop that landed next to Brund (8-0).
13th kills Indian archer (9-0).

19th kills pike in Hattusas (10-0).
17th kills one (11-0).

Found New Palmyra (12-0).

10th kills swiss merc and spear in The Haugue and razed it for 1 gold and 2 slaves (14-0).

Dutch are gone.

5/5 cav kills Zulu longbow (15-0).
6/6* kills Persian longbow (16-0).
22nd kills Spain sword and Fr spear (18-0).
15th kills immortal (19-0).

15th kills Byz archer (20-0).

Found New Jerusalem

7th kills Az spear (21-0).
14th kills jag (22-0).
11th kills Spain spear (23-0). [215-1] 19 new towns
 
A crusader must have been sent on a go to as it runs smack into a landing party from the dutch and kills the archer and goes elite. Cbob must have a crystal ball (10-0).
Couldn't have been me. I hate automove. Anyway, this would have been the 2nd crusader. If I had left one on automove, you would have seen it and stopped it by now.

Maybe you accidently clicked on 'e' to explore? Lots of dark fog that needs to be busted.
 
Could be, but at the time I did not recall even having any being created. Anyway it was perfectly timed. I have no problem with auto moves as long as they are with in our borders. I do ot know where it was going.

It would not have been fog busting on auto though, that would be risky. I could have sent it to one of the towns near the the choke. No complaint either way, probably just a faulty memory on my part.
 
DWetze I wanted to mention that I have two settlers on tiles that is being cleared for them. That should finish on the first turn or at least the next one.

I think I have most of the knights upgraded. I know there are two in one town with no barracks. Three in another that does have a barracks, but they are all elite. I have no problem with upgrading them anyway.

I would rather have cavs vets than elite knights as they will go elite quickly and the 50% boost in attack and the extra move are important. I left it for you to decide.

We have not seen any Conquistadors as far as I know, but they could be an issue with their movement.

Only Carthage, Babylon and the Turks are missing. It could be that one or more of them are on an island or small continent.
 
I'm afraid I need to be put on a semi-permanent auto-skip for the foreseeable future. In addition to some other issues, we're moving in a few weeks and all my "spare" time is consumed by packing.
 
Kulko - up
TheOverseer714 - on deck
CommandoBob
Vmxa - just played
DWetzel (long-term skip due to moving)
Rodent (MIA)
 
Got it.

One Question:
Why are we researching? I would say we are sure to conquer the Glib in Entremont log before anybody else will reach the IA?
 
We would like to get techs faster than that. Theo was a 4 turn tech that is done on the IBT. Not going to get much from the GLIB anyway. They do not even have Gun Powder.

I don't know how much they have done on the top, but they do not have Astro and maybe not even Education. Chances are that they do have Ed, so the GLIB would die as soon as you got it.

We do not need more cash as the knights have been upgraded for the most part and we still have 500+ and are making a few gold per turn. IOW we have no reason to not race ahead with research.

So we can just raze the place, if it is not well placed or is going to require sitting on it. The AI just cannot help us in research. Now you could make the case we can eliminate them with what we have, but why not get some more techs?
 
The AI does have Chemistry so I would expect Astro and Banking also to be found.
If we take Entremont in 20 turns we have broke even in turns as long as they managed to find Physics too.

Keeping the thing for one turn to collect the rent can't surely be a problem.

And there is always a way to spend money (Rushing, Connect/Disconnect) so the money can be spent.
 
Now that we have Military Tradition and Cavalry, what is the next big tech we need? Steam Power comes to mind, since we get Railroads and then Replacement Parts for Infantry and faster Workers.

However, by the time we learn them, won't the game be over?
 
If it takes 20 turns to get the GLB, will will have researched all the techs we could expect to get from it. They almost certainly do not have Banking and I doubt that they have Astro either.

We have seen no caravel, nor heard of anyone starting on Copes. If we needed gold, then I would agree stop researching and get some techs from the lib. We don't need gold, it is not a bad thing to have it, but we have enough for our needs.

We can gain more from a single turn of low research in a bind, if we have a reason to do it. All I am saying is a) no good reason to stop research b) no good reason to go out of our way to find and grab the GLB.

Take it if it comes along in due course, even make a bit of an effort, if we are closing in. We have been working on the other fronts, so it is not a near term item.

The one thing that would be a nice boost is Sun Tzu, but we do not have any idea where it is and will not be seeing it in time to matter.

Steam is always what I race to in AW as it lets me do as I please. I suspect that we will not be able to get up that much of a rail system, before we will win or have it really locked.
 
About all we could do with cash right now is rushing, so I agree with vmxa, we might as well research rather than wait for a GLib elevator that goes nowhere. We aready have the tech that will win this game, but going to rails is worth it to finish faster. As far as getting a rail-net up, don't bet against it, our slaves organized correctly will make amazing progress...especially if it's during my turns. One of my favorite parts of this game is getting rails down to get the troops to the front.
 
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