S-05 Beat the Clock

For the GG I'd prefer some higher level troops to deal with Ragnar, and then the next GG for a medic.

The scientist will be nice for Edu, if we're in a position to tilt at Liberalism, otherwise an Acedemy at Carthage would bring more long-term value.

I was thinking of the happy and maybe a Merchant from a market at Carthage, as well as the cash.
 
http://forums.civfanatics.com/uploads/85909/Beat_The_Clock_AD-0650.CivWarlordsSave

I didn't think there were quite enough troops to go on with the conquest, so fighting stalled for a few turns while some maces caught up. Then I noticed that Aug had HAs, and we didn't really have defenders (not to mention Ragnars elephants soon enough), so a few spears were begun which would change to pikes when eng came in. Really, it is slow going because our maces are garrisoned, and a couple of regular archers have been started to free them up. In any case, Arretium was taken soon enough,
Spoiler :

and it should be simple enough to just work along the north coast and finish Aug off, which is good, because
**trumpets**
we have to attack Ragnar in 4 turns or so! We might want some galleys to ferry troops, becuse it is a long way around!

Engineering came in late in the TS, and I chose Literature for the HE, etc, but this will be completed in 1 turn, so we need a direction. I traded compass away for about 500 gold, HA, and Calendar, before realising that we don't have any calendar resources yet. grrr. :undecide: Hopefully the Numidian Cavalry will help against Ragnars cats.
Spoiler :


The GG was added to Carthage, and a GS popped last turn, and is awaiting instructions (he will lightbulb philo, but Taoism is gone). Maint is really getting up there, so courts, markets, etc are a must around Rome, but of course we need to win the war first. Also, WW is starting to rise, so drama might be needed soon.
Spoiler :


Lastly, the Barbs have generously offered us a city, if we require it.
Spoiler :
 
Sweetacshon said:
we have to attack Ragnar in 4 turns or so!

That soon! Guess we won't be doing much aggression towards Ragnar quite yet - let's finish off Augustus asap.

Engineering came in late in the TS, and I chose Literature for the HE, etc, but this will be completed in 1 turn, so we need a direction.

Literature was a good choice. Where are we going to put the HE? For next tech, paper should be decent. We should be able to trade for drama soonish.

Swiss Pauli
Sweetacshon
Immaculate - UP
stuge - On Deck
sooooo
 
Got it, i should be able to play tomorrow night.
 
Can we afford another city in order to open up some trade routes? That barb town has hit us hard, denying us happy and cash.
 
I was wondering that too... i was also wondering if we can afford the hammers from a settler... Are we better off diverting an army to the town for a small length of time or building a settler? We definatively have to get our lucrative foreign trade routes established though.
 
I think it'll probably cost fewer hammers to settle, assuming that the barbs are armed with Longbows, as the town is on a hill. But I'm not sure how many civs need to have LBs (or is it how many have Feudalism?) to trigger longbow-toting barbs.

Also, we'd have to keep the barb town or risk another one popping up, so I'd be in favour of the settler, as that barb town would be poor until its borders pop.
 
First, the save

Despite how thin we are being spread, i must admit that i thoroughly enjoyed this turn-set. I like this variant because you are forced to keep scrambling along, ready or not.

650-800

Inherited Turn
Although we have a nice little collection of macemen and catapults in Roman territory, we will soon need to attack Ragnor, so as our northern cities build an army for Roman territory, our southern cities will have to supply the forces required to start a war with the Vikings.

All builds look alright. I move the axe that is fog-busting in the west and realize the barb city is guarded by archers, so I decide not to produce a settler for now. We will take the barb city and reclaim our foreign trade routes via military. Part of the reasoning is that building a road to our new city could have been quite expensive (worker turns) as well.

While examining my processor’s efforts, I notice (and am impressed by) the fact that all cities with barracks are building an offensive army while those without are building archers. This is perfect.

Lastly, I see that Utica does not have a maximum number of specialists assigned. I assign a second librarian despite it causing some starvation. But that’s okay- it will toughen those ol’ Utica boys.

Research
All our rivals have machinery already except for Saladin so I trade him machinery for feudalism and the rest of literature and some cash.
We finish literature and I set us towards paper. We are one turn from completing paper and the next player should use the great scientist to hurry education along.

Civics
We revolt to vassalage near the beginning of my turn set to better fight wars and afford a larger army.

Diplomacy
The Americans demand engineering. This is our monopoly tech. Carthage does not negotiate with bullies. I send him packing.

War
In 695AD we take Arpinum (northern Roman lands) which retains a lighthouse, forge and granary after conquest. It will make an excellent whipping center for a little while anyway. Soon afterwards we take Cumae- it was barely defended- and find it still has a lighthouse and a forge. I set it to build a granary so we can whip the Romans.

In 800 AD, the romans have two cities left (i think). The good thing is that we started with his established cities with good production and are now facing his lighter cities. Also, because he still has horses he is throwing expensive horse archers at our pikemen and this is great for us.



In 710AD (sorry, there is no 700AD), we declare war on Ragnor. We are not at all in any shape to attack yet, but rules are rules and his time has come.

We have 3 macemen outside of the barb city and can take it next turn.

Economy
I had to upgrade a pikeman to take care of a horse archer so that cost some money and I upgraded an axe to a mace and that was a little more money, so now we are broke and losing money quickly but I think we all knew that would happen. We aren’t really in a position to push economic builds either. I foresee great fires sweeping Ragnor’s lands so we can keep pushing our war-machine.

State of the World
Rome has two cities yet. We have no armies on Ragnar’s borders. Our cities all have extensive war weariness and ‘we want to rejoin the homeland’ and whip unhappiness. Production is based on the whip and we have many immature cottages. Its best just to have a look at the save probably. It looks bad but its probably not as bad as it seems. I forgot to trade for resources but we may be able to alleviate some unhappiness with some trades. The next player should explore that possibility.
 
I'm not sure if I can get the war against Ragnar into full swing but I'll at least build some numidians to act as scouts and pillagers.
 
Good progress in the Roman war Immaculate. Remember we need to keep up in tech at the same time as bashing through the clock. I would try to keep friendly with America and England to keep trade partners, so giving in to their demands is sensible. I am away until Tuesday so skip me please - Swiss is on deck.
 
On the first turn, the barbaric Zhou was reduced to ashes.



Swiss was right, that city was hurting us badly. Before it was burned down, we were loosing money at 30%. Afterwards we were running in the black at 50%.

On the Roman front, Ravenna was taken easily, with the loss of one catapult.



The last remaining Roman city was a diffrent matter. Every veteran of the campaign laid siege to the city but it was still a tough fight. We lost every remaining catapult bar one and the fights were rather dicey. Fortunately the RNG gods smiled on Carthage that day.



And Augustus was no more. Our economy got a big jolt, as the war weariness
disappeared. Every unit on the Roman peninsula, except for the garrison ones,
then started the march to the south, for the clock is ticking...

The campaign also netted us our secong GG.



Perhaps we should create a medic unit with him? Or an absolute city-killer. We have one of those already, though. I'd never seen a city raider 3/barrage 2 catapult before, so I nicknamed him "the Destroyer." He'll be a monster once upgraded to a trebuchet.

Nothing much happened on the Viking front, save for our troops slowly marching across the ice. But we did draw first blood.



An axe versus a scout. Now there's something you don't often see.

Paper came in early in the round but I didn't pick education right away. Instead I made a slight diversion to drama in order to better control WW in the future. It only took 6 turns and then Hypatia was free to do some magic.



I traded with Vicky this round, first this.



And then this.



I think that she'll make a good trading partner. Well, up until we attack England, anyway.

That's it. This is for Swiss.
 
It was a fairly uneventful turnset, but before the report a bit of a gripe at Stuge for having multi-turn go to orders on a whole bunch of units. I'm not one for insisting on cancellation of all go to orders, but I had multiple units finish their orders (some still needed to heal) 4 or 5 turns into my set. That sort of thing makes it difficult to get a feel for the state of the army. In an SG, I don't see any need to make a go to order longer than 3 turns.

As there wasn't much military action until the very end of my set, I'll skip the turn by turn account. In summary, I sent some of better units that we're garrisoning ex-Rome off to war and replaced them with some plastic chariots; noting that Rome will produce our next G-Man, I fired Utica's scientists and started on National Epic there. Utica is set to max food and commerce, but the forest should be worked after Liberalism is in the bag. Other cities have the same Gov setting and can also be changed.

Liberalism is due to complete when enter is pressed. Vicky had already made it to Economics(!) and Philo dropped off the trade screen 3 turns ago, so we need to grab what we can now: either Nationalism or Astronomy. I'd go for the former, as we don't have an army that needs shipping anywhere. With a bit of trading we might get Military Tradition in before too long. I think Gunpowder would be the best tech to research next.

Speaking of trading, I did a whole bunch to keep us going in the Liberalism race. The next player should check the trade screen to see whether any want cancelling. The GG was sent to Carthage and built a military academy
when Education came in.

In the battle for Bjorgavin, our CR2 Treb contrived to lose at 42% without damaging in CG2 Longbow. Thankfully, our two city raider Maces win their fights and the city is ours. Ragnar didn't even try to counter, so some Maces are now holed up in the forest on Viking borders. Here's the situation on the front line, with Oslo's garrison highlighted:



Away from the war, Islam has been founded (but I forgot to check by whom). We're now at 6 years per turns, which means that we have to DoW Saladin in 12 turns. I'd say the best plan would be to look to take Nidaros when the rest of the troops arrive, but it would be great to have an ally (Izzy) against Sally. Finally, there's a sign about no culture in Arretium: I can't remember if you can cross into enemy ocean tiles, but I thought it best to be safe as we don't want a second Viking front right now.
 
Sorry about those go to-orders but I figured that since most of the army was going to be needed south, I sent them there.
 
OK, I'm back. Looks like good progress. We will probably have to raze some Viking cities, keeping only the best ones. Roster is:


Swiss Pauli
Sweetacshon - UP
Immaculate - On Deck
stuge
sooooo
 
Lurker's comment

I think this would be an excellent variant for players who are trying to shake the excessive builder habit...!
 
http://forums.civfanatics.com/uploads/85909/Beat_The_Clock_AD-1190.CivWarlordsSave

Liberalism came in first turn, and I took the freebie Nationalism. I selected MT next, although we may want to grab gunpowder first. Guilds can be traded for Nationalism, which I know is lopsided, but...... Tycho Braye was born mid TS, and he will lightbulb PP, although I didn't use him so we can discuss it. I also revolted to Free Religion.

OK, so, the war: The troops were rounded up in the choke point forest, and with just one lb guarding Ragnar's ivory, it was smooth sailing. The way to the capital Nidaros went straight by Odense, which had no cultural defence, so a small force of a mace and the 2 numidian cavalry razed it. Unfortunately, when I sent one of the cav to pillage a resource, it was attacked and killed by a berserker, who came out of nowhere (literally - there is a caravel watching the coast and surrounds.) The remaining cav and mace took revenge, and rejoined the column. The very next turn, Ragnar the Fool sends a settler toward the same spot. Of course his escorts were dispatched, and we gained a worker for our troubles.
Spoiler :

Meanwhile, our workers are trying desparately trying to join a road up to our new aquisitions, but can you believe this? I can tell you there was no fog.
Spoiler :

In the final turns, Nidaros was taken (market, courthouse, aqueduct. lose 1 treb), and the troops are regrouping to push onward.
Spoiler :

Arabia must be attacked in 2 turns. There is a small force outside their northern city which should be enough, but we certainly can't advance at this stage.
 
I won't be able to play until Friday evening. If this is too much of a wait, i can swap with someone.
 
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