SESN01 - The Poor Warmongering Fools

Then play again. :)

Please, people, be careful with the save. This has happened twice in two of my SGs recently. I don't want anyone to waste time on this kind of mistake. Do read the previous report carefully before you start.
 
Just as well. I've tried to stay on page 12 of the thread, but I keep getting an application error, and the program closes. No problem with the other pages though.
 
PreTurn: we are not producing troops anymore?!, switch some projects to beserks, we are wasting 24 shields per turn on Newtons, switched to zerk, wake some garrison, rush some projects, research to 70%, Nationalism in 8

IBT: sign ROP with Iroquis, lose a crusader and zerk, kill a MDI and a knight

1405: raze Machu Pichu, kill 4 defenders in Cuzko, lose one zerk

IBT: lose a crusader and an acient cavalry, Incas don't take us for serious and start a theater

1410: raze oil springs, take Cuzko

IBT: resistance in Vilcas ends

1415: hurry harbor in Vilcas, move troops

IBT: renew alliance with Korea, quelled 4 resisters at Cuzko - 4 left

1420: found Falun, move troops

IBT: kill two attacking longbowmen

1425: move troops

IBT: lose 3 zerks, kill a longbow and a MDI, resistance in Cuzko ends

1430: raze Ollantayambo, hurry harbor in Cuzko and build a colony on the gems to get a new lux connected, research to 60% - nationalism in 2

IBT: Incan start Shakespears again...

1435: we spot 2 barb warriors and connect gems, move troops

IBT: barbs kill 5 slaves, we research nationalism, we some wltkd

1440: raze Tiwanaku, siege on Coriuayrachina begins - kill 3 defenders lose 2 zerks, start joining non-slave workers to towns

IBT: we lose a zerk and some slaves, Iroquis want mpp, we want their heads

1445: we capture Coriuayrachina get Copernikus, 10 resisters and a leader, we mobilize, Niagara falls falls (my favourite Civ III pun), get us an updated map from the Iroquis

IBT: we quell 7 resisters in Coriuayrachina

1450: movement and see next post
 
Our gem colony and the setup there
sesn1-1450-gems.jpg


I did not move the garrisoned units here, but I would leave them to quell resisters. From my experience with this game we need not fear a flip, but I leave it up to you.
sesn1-1450-garrison.jpg


Also I did not decide whether to attack the Iros. I would break our rop and attack now, but again I leave the decision open for next player, so I did not move some more units.

We are ready to attack next round here...
sesn1-1450-assault.jpg

..and here...
sesn1-1450-assault2.jpg

and could capture 2 settlers this round here...
sesn1-1450-settler1.jpg

...and there...
sesn1-1450-settler2.jpg
 
I would always fear an Incan city flip. They built a lot of culture until we captured most of it. Don't trash any agreements, please!! For honor, if nothing else.

:goodjob:
 
Please note the save is on the succession game registry thread. For whatever reason, I get kicked off the net every time I try and add the hyperlink in replying to this thread. Turn details follow:

Preturn assessment: Incas about finished thanks to the hordes of zerks and ample transports to bring them over from the mainland. The mobilization feature certainly helps. We are researching democracy at 0% at the moment, I’d like to at least do medicine/sanitation so we can grow the cities above size 12. Up the slider to still give us a positive cash flow, medicine in 7. We’re not that close on winning by domination, so we can afford to add a few border towns on the north coast. That will allow us to run the galleon shuttles back and forth more often from the mainland. I tweak a few build queues for settlers and rifles. Final goal is to position the troops to finish off Iroquois in 2-3 turns once the ROP expires. Per LK’s rules, that has to run it’s course. @Corihua change all entertainers to tax collectors. If they are going to starve, they will die penniless.

IBT- Koreans going at it with Incas. Notice the units are moving at light speed again. Go back to preferences and reset to default.

Turn 1 (1455) Zerk army kills reg musket at Mauch Chunk. We kill a barb elsewhere.

IBT- Koreans and Incans fight some more. Corihua flips.

Turn 2 (1460) Take Corihua back again with zerk. At Mauch Chunk: Trebs bomb reg musket, spear. Zerk army deals with redlined musket. Elite zerk fishes with red spear. No promotion, but MC falls with 3 gold. Better money to be made dispersing Vandal encampment for 25g. Incan towns of Nasca and Akwesasne only showing spears, so I land zerk army and separate pile of zerks for a conventional assault.

IBT- Incan longbow dies trying to take out zerk.

Turn 3 (1465) Nasca taken as 2 reg spears dies. 2 promotions from that. 2 reg spears at Akwesane bite the dust courtesy zerk army.

IBT-zzzz

Turn 4 (1470) Zerk army kills reg spear @ Akwesane. It falls with 8 gold. Zerk army kills 2 reg muskets at Allegheny, it falls for 25 gold. The Incans are history.

IBT- 2nd floor to the east wing of the palace is added.

Turn 5 (1475) Rush harbor at Corihua so I can upgrade a couple caravels.

IBT- Korean knights headed west. They seem to smell a barb encampment somewhere in the distance.

Turn 6 (1480) Keflavik founded. Upgrade the two caravels.

IBT- Iroquois found a new city for all the good it will do them.

Turn 7 (1485) Thunderfall founded. Find the Magyar encampment with a crusader and disperse for 25g.

IBT- Koreans head back east, medicine in, sanitation in 8.

Turn 8 (1490) Angle encampment goes down for 25g. This barb thing is like having half the Wall Street wonder.

IBT- The Koreans head west again. They must hear the dinner bell.

Turn 9 (1495) Helsinki founded.

IBT- The Koreans have apparently decided the barb camp does not exist and heads back east.

Turn 10 (1500) The ROP is now expired with the Iroquois and we consider renewing. No, I don’t think so. Let’s kill them instead.

At Arequipa:
Vet zerk kills reg pike. And again same results. Take Arequipa for 4 gold.

At Oka:
Vet zerk kills reg pike. Take Oka for 4 gold.

At Gandasetaigon:
Zerk army kills reg pike, town autorazed for 4 gold.

At Cattaraugus:
Zerk army kills reg pike, take town with 8 gold. Capture 2 nearby workers.

At Tonawanda:
Zerk army kills reg pike. Elite zerk kills reg pike. Taken for 6 gold.

At Chondote:
2 zerks kill 2 reg pikes. I know the suspense is killing everyone. OK, taken for 7 gold.

Found New Trondheim. Put 2 zerk armies 2 tiles from Salamanca, and unload 9 more zerks off galleons. Reg pike showing. Just noticed Oka has a horse under it. The town has one resister, so I disband the town and the resister. The Heraclea-Thunderfall ferry is running short of passengers at the moment. I had six galleons working the route, cut it back to 2, to free up the remaining for any transport needs.

Summary: Next one up can do in the Iroquois in a couple turns with the capture of the capital. Note all the galleons in the area are fortified, so you’ll have to free them up as needed. Feel free to abandon what I captured if needed, but we’re still safely at 56% land, so we have wiggle room if you want to go for the conquest victory, and don’t see much time for the captured places to flip. Now to Korea, they’ll be jumping to the IA in a while. They have the Great Wall in Seoul, and we are still up ToG and magnetism, down democracy. Any thoughts on gathering up the armies and making straight for the capital? Taking all the other towns by way of amphib or otherwise will be a lot easier if we don’t have to deal with walls in every town, especially if they get to nationalism with rifles.
 
I believe it's back to me now, so I got it, and I'll try to play tonight.

EDIT: Just finished reading the thread, but haven't looked at the save yet. Seems like Korea is the last hurdle, huh? Big change from the last time I had it. :goodjob:

Agree that going for Seoul first is probably the priority. Will see what I can do to appease Ragnar's bloodlust.
 
SESN: when can you play this? I see you are up in three games and you have problem with cable modem. To add insult to injury, I'm in all these games too. :D

If you can finish all these by Wednesday, just ignore this post, otherwise I can swap with you for this one. Please let me know.
 
Go for it Microbe.

My intended catching up order was LK, Sesn, then CVN as that is approx shortest to longest. Therefore, I couldn't get to this one until later tonight. If you haven't finished when I'm ready to go, I'll skip ahead to CVN until you are. :)

@all - I'm sorry I've been dragging these games out, but I am making a concerted effort, believe me. I think grs is the only one I'm not in multiple sg's with, so the rest of you know that I'm usually much better than this. ;)
 
preturn: no change.

(1)1505AD: I use all my cash to upgrade spearmen to riflemen. We should also load rifle to the 4th slot of all our armies.

IBT archer loses to our zerk.

(2)1510AD: 2 zerks capture Salamanca, we destroy Iroquois.

I decide to shut off research completely. We need those cash to rush units.

(3)1515AD: movement for preparation of the upcoming war.

Rush rifleman in Cattaraugus.

(4)1520AD: I declare on Korea.

Lose one AC and kill two knights in the open.
Lose one zerk but zerk army kills two musketmen and takes out Atico. Load rifleman into the army.
Lose one zerk and we kill two musketmen and capture Cheju.

IBT 3 zerks are killed by knights.

(5)1525AD:

Bombard and raze St. Regis without loss.
Lose an elite zerk and we capture Inch'on. It has one of Korea's saltpeter. Don't know if it will hold, though. Army steps on the other saltpeter.
Lose a zerk and raze Pusan.
Lose a zerk and raze Tijan (?).

IBT barb embushes our workers. Knight redlines our refle. Archer promites our zerk. Elite zerk retreats knight.

(6)1530AD:

zerk army razes Wonson.
Kill two knights.
Two zerks raze Caughnawaga from the sea.
Lose elite crusader and kill a musketman escorting a settler.

(7)1535AD:
Just notice Cheju has a horse, pillage it immediately.
Rifle pillages iron.
2 zerk razes Kahnawake.
army kills another musket/settler pair.
clear barb camp.
zerk kills a musket in Hyangsan but we are short of zerks to take it.

Our reinforcement is coming slower than our advance. ;)

(8)1540AD:
2 zerk armies capture Seoul.
2 zerks raze Ulsan.
Lose an elite zerk and we capture Tyendenaga.

(9)1545AD:
A 3-hp elite zerk takes out Hyongsong by itself.
Lose 2 zerks and we raze P'yongyang.
Two armies raze Pyongsong.
One last city Namp'o left, but we kill two defenders and there is a lone archer in it.
pillage the horse in Seoul.

Korea agrees to talk and he lacks ToG to get to IA.

(10)1550AD:
Capture Namp'o. Korea is destroyed.

I didn't expect it to end so fast: 7 turns to destroy Korea. Amphibious attack with 6-movement boats was much faster than land reinforcement.

The save before victory

Great game all. From the replay we can see we had a very tough beginning but we managed to get on track at around 300AD. Zerks rule the world!

PS: looks like Inca popped a settler from huts very early.
 
Damn, now I'm sorry that I swapped it with you. :wallbash:

Well played turns Microbe, I doubt I would have slaughtered them so efficiently if I really did have it.

For that matter, well played turns to all, it has certainly been my privelege to have such a team in my first game. I don't think I'll ever see those "help, I have no iron threads!" the same way. ;)
 
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