RR-01 World Conquest

excellent - two leaders in two turns :hatsoff:

got it but don't know yet if I'll play tonight or not.
 
id say keep the army for a cav army personally. And i think settler duty is more important than worker duty.... theres a lot of space to be filled.
 
just to let you all know i will be away from wednesday after noon till saturdau morning ish. if my turns come up just skip me, but they probably wont.
 
preflight (650ad)

Rushed courthouses in Ta-Tu and Bunyan
Switch Tyre to settler and rush
Upgrade 5 archers to Longbows

ibt: building more troops and settlers

Turn 1 (660ad)

Capture Heraclea and autoraze Trebizond. We have destroyed the Weak Byzantines :D
Moved galleys out of Roman water in case they have contacts with others civs from TGL

ibt: one city rioted when resistance ended

turn 2 (670ad)

Captured Mandalgovi with 2 elite troops, no promotions, and we have destroyed the Fragile Mongols

Investigate Rome and they have 12 turns to go on Knights Templar
Start bringing Trebuchets and immortals back N for war with Rome
**learned something new - you can change specialist type by clicking on them in the F1 screen**

ibt:

The people really, really, really love us and we get a 2nd and 3rd stories for our palace and a dome :clap:

turn 3 (680ad)

Rome's starting to send galleys south and has a couple settler pairs close to entering our territory.
Most troops are in position, still waiting on the cat/immo stack from the S end of the continent

ibt: Rome starts Leo's in Veii

turn 4 (690ad)

Roman troops enter our territory, ask them to leave, he says they will, but they don't.
At the end of the turn, I think I will have enough troops positioned to start the war next turn

ibt: Rome moves one settler pair back into their territory but sends the second one on

turn 5 (700ad)

Demand Rome removes their troops or declare war - they declared war
Capture then abandon Syracuse - nothing to sell off
Capture both settler pairs
Captured a 3rd settler pair by the iron at S end of continent
no troop losses yet

ibt:

lost two pike and one immo on counter-attack

turn 6 (710ad)

Razed Cumae
Razed Antium

ibt: stronger counter attack this turn, lost 4 troops

turn 7 (720ad)

healing troops

ibt: another strong counter-attack, they must be in GA, they are spawning troops and settlers like crazy. They settled a 2 new towns: palmyra and Tarentum

turn 8 (730ad)

Captured Caesaragustus and got a leader at the same time :D , so kept the town to build an army then abandoned it

ibt: still stong counter-attack and they settled Jerusalem

turn 9 (740ad)

more healing

ibt: RNG totally against me :mad: :cringe: :suicide: :wallbash: , lost 5 totally well troops without Romans losing a HP and they got a leader that they rushed into Jerusalem

However, the people still love us and give us some pillars for our front courtyard :crazyeye:

Turn 10 (750ad)

Razed Tarentum
Razed Palmyra

Notes:

I think one thing that hurt was that the Romans (or maybe us? but the affected roads were inside the Roman borders so I think it was them) pillaged the roads leading to our empire. I couldn't get a fast enough response even with the few horses we had to pick off their wounded units and with their road network intact they were able to settle new cities, which prevented our troops from healing and then picked them off before they could get out of Roman territory to heal. Also reinforcements are slow to arrive. I've got some workers in place now to start 3 main roads into Roman territory. If it was us who pillaged, in the future, please leave a single road leading into each town.

I removed one Roman horse source and set up to pillage one iron source next turn, but we still need to take out Neapolis which has both an iron and horse source. Unfortunately, that seems to be where they are making their biggest counterattacks. I've lost more troops in that area than in the other areas combined. :sad:

By the time the troops from the south make it to Rome, they should have KT completed, so we won't have to wait around for them to complete it.
 
Roster:

fbouthil - up if the swap is ok
hajime - on deck
TimBentley
Bede
t3h_m013
rrau - just played
 
@Hajime: Why did you want to swap? I hope it is not because you think this will be a difficult turn and you are afraid of making mistakes because you never learn from easy turns and it would be a little bit against the idea of SGs...

Looks like the Roman counterattacks has messed up our plans a little, but the troops have made some pretty good advances. BTW, rrau, why did you abandon the cities? Rome does not have a very high culture so we can keep their cities.

@rrau: Do you remember how many defenders were in Rome when you investigated it?

Our units are scattered around the map like they usually are after my set of turns. ;)

I will play tomorrow evening because I want to make sure I get the correct strategy and some feedback. For the moment, I think:
  • Rome will complete KT in 4t. The main stack containing 7 immos & 12 trebuchet can attack Rome in 5t, with the army currently on the iron as escort.
  • The 2 wounded armies should help the northern front when they are healed. The northern front looks ready to attack Jerusalem, but will wait for the armies before going any further.
  • The 4th army is near Hispalis. It could try to capture Hispalis alone, but I think it would be better if it helped the conquest of Rome instead. Hispalis can be conquered after Rome.
  • Put our galleys in a position to start searching E when TGLight is conquered. Start building galleys on the W coast.
 
I knew I forgot something :blush: . I took a screenie of Rome when I investigated it and forgot to include it in my post.

As far as razing the Roman cities, there culture was just a little higher than ours, so I continued the raze & replace strategy (considering my RNG luck during my turns I'm glad I did)
 
Concentrate and crush.

Don't forget the islands!

Looks like we have enough troops in the field to finish the Romans. New ones should be horsemen and distributed as MP's to cut the entertainment subsidy.
 
yes, trebuchets will be much more useful with against pikes rather than spears.
at a guess the islands will only have spearmen, so we could just load up some immo to go take em all?
 
Ok. I will play right now. I doubt I can conquer the islands in my 10t, but will try to set it up for the next player.
 
750AD (preturn)
Switch a few cities from pikemen to barrack.
Switch Dakyanus (W coast) and Samaria (near Roman islands) to galley​
IBT
Gets attacked by 4 units who kills 2 of our units.
Sardis riots.​
760AD (1)
Moving troops around. Some pike-settler pairs are moving automatically dangerously close to enemy troops!​
IBT
Troops retreat back to their cities.
Rome finishes KT a bit earlier than expected, due to their GA.​
770AD (2)
Moving stack next to Jerusalem
IBT
Legion-warrior-settler group moves on open ground outside their territory.​
780AD (3)
Crush the careless group.
Destroy Jerusalem.
Founded 2 cities.
Moving next to Rome
790AD (4)
Crossing river next to Rome.​
800AD (5)
Bombard Rome: Remove 8 hp to the 7 pikes. Conquer the city losing 3 immos. [dance]
810AD (6)
Conquer Hispalis without any loss, even if bombardment was a complete failure.​
IBT
Darhan riots. Oups!​
820AD (7)
Conquer Veii without loss.
Land 4 immos on Viroconium
830AD (8)
Veii riots after the resistance is crushed.
Conquer Neapolis and Pisae. :banana:
840AD (9)
Land more troops near Viroconium
850AD (10)
Conquer Viroconium

There are 4 galleys filled with troops that are going toward Luteria-Bizantium Island.

The settler was going to settle near the silks. Gordium and Persepolis should continue to make settlers until the land is resettled.

Where is hell is Brundisium?
 
fbouthil said:
Where is hell is Brundisium?
My guess is that it is to the west of the remaining Roman island and northwest of Pompeii. There seems to be an abundance of sea there.

It looks like Hajime should be able to finish off Rome if the islands don't take too long. Remember to start some suicide galleys once they are not needed for the war. 40% lux seems too high considering we are in monarchy and have several luxes. Markets and possibly higher garrisons should alleviate this problem.
 
I think we should start by exploring the sea borders before making suicide attempts.

I guess we should be able to drop lux as soon as silks are connected. That's why I suggested settling the next city next to it.
 
@hajime: a gentle reminder: you've got a little over 24hrs to post your save.
 
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