RR-01 World Conquest

After all the time you put into it, finding out you were replaying previous turns must have been irritating (to say the least).

Ok, the Roster:

TimBentley - up
Bede - on deck
t3h_m013
rrau
Hajime (skipped)
fbouthil (played before Hajime)
 
850(0)-lower lux to 30%, hire a few specialists, make other minor changes

860(1)-move units by Pompeii

IBT-Roman longbowman leaves Pompeii

870(2)-Capture Pompeii with no losses

bombard galley to one hitpoint, just because
Brundisium isn't in that spot I predicted

880(3)-Drop units on Roman island
Try to kill redlined galley and fail
Found New Ergili by silks
lower lux to 20%
watch Borazjan next turn
Notice an empty army in Tyre

IBT-longbowman attacks and redlines pikeman

890(4)-Lose one immo capturing Lutetia
kill galley
send out a suicide galley

IBT-galley sinks

900(5)-zzz

IBT-Lutetia flips

910(6)-lose four immos at Byzantium, leaving it with a 1/5 pike
set lux to 10%
found New Dariush Kabir

920(7)-lose nobody capturing Lutetia
lose nobody capturing Byzantium
I see Brundisium here:


found New Ghulaman

930(8)-watch Isin, Ura Tyube

940(9)-found New Zohak

950(10)-zzz

Notes: suicide galleys are ready to go (one is going)
You may want to switch one of the settler builds. Or maybe there are four available city spots. I didn't investigate all empty space closely

Here is the save.
 
Got it.

Would a peace treaty with Rome yield anything valuable now that they have been banished to an island, preserving them for a later kill?
 
Bede said:
Got it.

Would a peace treaty with Rome yield anything valuable now that they have been banished to an island, preserving them for a later kill?


Um, I'm not great at fog-gazing, but I think it's a one tile island. :cry: :( :sad:
 
@rrau: I think there is toundra NW of Brundisium.

It looks also that there is a sea path toward that city. Maybe we should build more galleys to make suicidal attempts in all directions.
 
Rome must die!!!

The bozo in the beanie won't offer anything useful for his continued existence on this planet...

Rush some granaries and harbors in the east and start some galleys in the old Roman towns.

1-960
Anitoch has served its purpose as a training camp and should be shrunk down to one or two citizens so that Pasargadae and Arbela can get their growth. Acoordingly cancel the acqueduct for a settler and sell the improvements.

There is a lot of city management to do, reassigning fields and such as well as trimming terrain to better serve its purposes.

Persepolis no longer needs the forest for eight spt, so I found a fishing ville on the coast to take advantage of the cultural expansion from the library at Arbela.

2-970
Westbound suicide galley spots a border.

Make landfall at Brundisium, a tundra island, more than one tile.

Pentagon completes

3-980
Make contact with the Aztecs.



4-990
Brundisium is captured, no casualties.

Aztecs declare on the Vikings.

Aztecs learn Theology and start Sistines.

1000
Lots of worker turns and terrain trimming.

1010
Meet the Vikings





1020-1040
Discover that Azteca took down Babylon some time agos lots of the Aztec towns are sporting Babylonian monikers.

1050
Sailing the coast of what was once Babylon. Moving most of the workforce west to trim out the terrain there and to merge the occasional worker where it makes sense. The other half, or the bulk of it, is moving into the northern Roman lands to clear jungle. We need to mine brown and irrigate green still in a lot of places in the west Production targets for military towns are 24fpt and 15spt. And now that I look at it the FP should have gone to Sardis instead of Niagra Falls. :mybad:

There are a few more boats out checking for sea lanes and a suicide galley in the eastern ocean.

Research is now at max to Education...after I missed the max run at Theology...we need trade bait for the Aztecs.

I have the feeling that they did to their neighbors what we did to ours and are now in the process of cleaning up the Vikings as well, so by the time we get to Phoenix, or Magnetism, or Navigation, it is going to be us and Monte the Mountebank left, and perhaps a small rump of Scandanavia.

There is still room for some coastal villages kept at pop 1 or 2 with no improvements other than harbors (maybe). Use them for unit support and tax farming and set them to build galleys which can be short rushed as needed.
 
How much gold do we have? Do we have enough to try to safely steal a tech from the Aztecs? If so, do we want to try?

Roster:

t3h_m013 - up
rrau - on deck
hajime
fbouthil
TimBentley
Bede - took care of our "Roman problem" for us
 
I don't think there is enough to steal anything useful, except on the military path, and we have enough armies and immortals handy at home to take care of any threatened invasion which can't reach us anyway until Magnetism.

We do need to keep building galleys whenever there is some spare change or shields lying around as it is going to take a gaggle of galleons to deliver our forces to Azteca.
 
Wow! The Aztecs certainly are strong! SoZ often does that. They may be trading for insense or spices, so they probably know other civs. Do you think we have a shot at them before they get riflemen? At least we have an empty army ready to be filled with cav...
 
i would say that if the vikings are weak it would defo be worth starting a war to get a small foothold on the other continent, but that would mean sending across immos in sinkable galleys?
got it btw,
 
t3h_m013 said:
i would say that if the vikings are weak it would defo be worth starting a war to get a small foothold on the other continent, but that would mean sending across immos in sinkable galleys?
We're not far from navigation or magnetism, so I would rather wait for one of those.

Don't the Aztecs have about 5 wonders? If I look at the save, I might have something more meaningful to say.
Edit: I see the Aztecs built 5 wonders and stole 3 from the Vikings. And they managed to capture Trondheim within 4 turns.
 
ill wait until we get navigation if it happens in my turns... may well not... turns are taking ages
 
Since turns are taking so long and we have 150+ workers/slaves, what does everyone think about automating most workers (the option where they don't alter existing improvements). When I do this, I usually leave 2 or 3 stacks of workers unautomated in case I don't agree with what the automated workers do, or if I need to change a terrain improvement for city growth or more shields.
 
im definately up for that. and if people disagree what about auto clear jungle etc. in the jungle areas??
 
Not a big fan of automated workers. If you put them in stacks of 4 natives and 12 slaves moving them around is easy, the work gets done quickly, and done right. We are going to need most of what we have to get rails down once Steam Power comes in.
 
ive automated some as at the moment nearly every tile on the continent is improved, i will un automate them at the end of my turns if the next player would prefer, and i agree that we should unautomate them when we discover rails.
 
sorry it took bloody ages.


pre turn: babylon declare war on the vikings. lot of builds, keep them mainly the same, horses continue to horses, etc.

1060AD lots of worker movement. lower science to 60% edu still in 3 turns. continue sending galleys on suicide missions.

1070AD loadsa worker stuff...

1080AD finish education, start astronomy at 50% running a large deficit but could be much worse. finished ni 10 turns.

1090AD mayans tell us to leave their territory, i agree. we are up a couple of techs on the vikings and the mayans. aztechs are up chivalry and gunpowder. start a few settlers in max pop cities.

1110AD more suicide galleys, more worker movement (automate some so they wont change current improvements) cash is gonna be a big problem in a few turns. I decide to lower science, as we're gonna need a lot of cash to upgrade horsemen to cavalry. scie down to 30%, astronomy in 12 turns, 24 gpt. land ho north of agade etc. unsettled island but no sea path so settling is not really an option yet.
new sardis riots, i just give em some entertainers.

1120AD MM as many tax collectors in the east, gain about 16 gpt extra.

1130AD N island seems quite small and tundra/mountain ridden :S

1140AD join some of the jungle slaves to cities to be taxmen for cash. see the borders of a new civ on mayan continent but cant make contact.

1150AD found new buhistan. few more settler on the way just to fill gaps and unit support. meet the celts, they only have 4 cities. find another small tundra island to the north

1160AD not much.

ive unaumated most of the workers, there are a few left i believe. and sorry the turns arent exactly thrilling, not much we can do until we get galleons. I think magellons (sp) may be a wonder worth building.
 
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