SESN01 - The Poor Warmongering Fools

SesnOfWthr - UP GOT IT
Microbe - on deck
Cuivienen
Bede
grs - (swap)(skip)
M60A3TTS - (swap) just played
 
Sorry guys, had problems with the net and helping friends move. Playing right now.
 
First of all, I need to offer you all a sincere apology. RL reared it’s ugly head when my buddies’ wife threw him out. Helping him get his stuff out unfortunately took precedence. I should be fine going forward.


Pre turn – quick refresh: at war with Zulu (they’re hurting). Need to finish settling north of continent. Inca and Korea are both getting big. No one has rifles, yet.

MM a few tiles throughout the empire.

Trade Korea chemistry for banking and 17g (all they had).

IT – Oslo univ -> settler. Aarhus library -> spear.

1255 ad (1) – Pillage iron near Ngome. Elite zerk takes Zulu settler pair. Zerk army kills vet musket and pike, taking Bapedi. Vet zerk kills Impi, taking Umfolzi. Pillage some horses I found connected.

IT – Bergen zerk -> zerk. Copenhagen zerk -> zerk. Groningen zerk -> zerk. Heraclea settler -> caravel. Tromso spear -> aque. Inca establish a city in the far north.

1260 ad(2) – Hlobane falls to vet Zerk. Fauske founded. Many worker moves.

IT – Amsterdam caravel -> caravel. Oslo settler -> zerk. Stockholm spear -> zerk. Trebizond zerk -> market. Stavanger zerk -> bank. Molde spear -> spear.

IT – We get Chemistry, start Metallurgy. Adrianople spear -> aque.

1265 ad (3) – Army kills vet pike, Ulundi falls.

1270 ad (4) – We lose one elite zerk to an impi in amphibious assault on Mpondu. Also gain leader. Karistad founded. I didn’t even notice those Zulu towns way down south….

IT – Thebes spear -> spear. Reykjavik zerk -> zerk. Birka temple -> zerk.

1275 ad (5) – Zimbabwe falls to vet zerk. Start assembling troops/ships.

IT – Aarhus spear -> market.

1280 ad (6) – Trade Inca Physics for WM, Nav, 3g, and 51gpt in an effort to slow them down a bit. Trade it to Korea for PP, WM, 73g and 1gpt (all they had). Our 2 zerk army takes two Impi, and Swazi with them. I rush a couple temples to try and consolidate our northern lands.

IT – Constan lib -> market. Trondheim zerk -> caravel. Memphis temple -> court. Vadso harbor -> caravel. Alexandria temple -> court. Odense spear -> spear.

1285 ad (7) – Batsfjord founded. Launch 2 caravels towards southern Zulu cities.

IT – Amsterdam caravel -> caravel. Bergen zerk -> zerk. The Hague caravel -> spear. Groningen zerk -> zerk. Oslo zerk -> zerk. Abydos spear -> spear. Buto library -> aque. Molde spear -> spear.

1290 ad (8) – Our 2 zerk army leaves a reg longbow showing in Tugela.

IT – Zimbabwe temple -> spear. Copenhagen bank -> zerk. Swazi spear -> harbor.

1295 ad (9) - Our partial army takes Tugela.

IT – Hlobane temple -> spear. Stockholm zerk -> zerk. Arnhem court -> aque. Odense spear -> zerk. Our people put two wings on the palace.

1300 ad (10) – Umtata falls to amphib assault. One more turn for the Zulu.

There are stacks of troops preparing near Adrianople in the east, and Zimbabwe, the former Zulu capitol. There are troops in Umtata that should be able to reach the last zulu town next turn. I have started joining native workers to our cities as A) we have a ton of slaves, and B) we are running out of land to improve. There are also a couple spare settlers near Adrianople that could be used for the Zulu war, of for the northern island.


>>>SAVE<<<
 
Why are we studying metallurgy? :confused: That and MT are resource dependent techs, and I don't believe are exit techs. Outside of getting the Military academy, I don't see the purpose. Best to get out of the Middle Ages as soon as possible via TOG and magnetism, so we can get Nationalism w/rifles and launch immediately.
 
Thanks for clarifying that, Microbe. Agree with you on the order as well, but probably no big deal one way or another.
 
preturn: fire many unnecessary specialists. For example, Thebes still has two of them! Let's be careful with that.

I raise sci to max to get Metallury in 2. We need to get to riflemen asap.

WM to Inca for WM+10g. WM to Korea for WM+4g. TM to Iro for WM+1g.

Where is the freaking Zulu?

I start universities in core cities.

(1)1305AD: I am thinking which one to hit first, Inca or Korea? Korea is easier.

Cancel furs deal with Inca.

2 zerks autoraze the last Zulu town and it's no more.

IBT: Inca drops a MDI next to Umfolozi. Metallury due:

SESN1-1305AD.jpg


(2)1310AD: What to do with the leader? I buy Music Theory from Inca with 66gpt. Am I crazy? I then rush JS Bach's in Reykjavik.

Now wish me luck: I demand Inca to leave the he does so. :(

I sell 4 lux to Inca for 54gpt to get most of our gold back. I wish it sneak attack us next turn. To make sure he does so I move the only zerk out of Umfolozi. ;)

I set sci to 80, Magnetism due in 5.

Just found we cannot upgrade trebs to cannons.

IBT Inca declares on us! :lol:

JS Bach's due.

(3)1315AD: We take back Umfolozi. I sign MA with Korea vs Inca by Music Theory and also get 43g+7gpt. :lol:

Fire all specialists.

IBT WLTKD, people expand our palace. Inca builds Copernicus.

(4)1320AD: Somehow we connected saltpeter somewhere, I immediately pillage it.

2 AC capture Juli. We now control our entire continent.

IBT another palace expansion.

(5)1325AD:

@Ica:
elite zerk 2/4 kills vet musket.
vet zerk 1/3 kills reg musket.
vet zerk 3/3 kills reg musket.
Amphibious attack rocks! (I think it gets some 25% bonus in C3C?)
We raze Ica.

@Arequipa:
elite zerk 0/3 kills reg musket.
vet zerk 0/3 kills reg musket.
We capture Arequipa.

@Centralia:
vet zerk 4/2 loses to reg musket.
vet zerk 1/3 kills reg musket.
vet zerk 1/3 kills reg musket.
The redlined musket is still in.

IBT our redlined zerk is killed by knight.

(6)1330AD:
@Cantralia:
elite zerk 1/3 kills reg musket and razes it.

@Huamanga
vet zerk 4/1 loses to vet musket.
vet zerk 1/4 kills vet musket.
elite zerk 1/3 kills reg musket.
vet zerk 4/2 loses to injured musket and promotes it.
4-hp elite zerk 4/1 loses to musket but redlines it.
3-hp elite zerk 1/2 kills the elite musket and raze the city.

We lost 2 vet and 1 elite, the another elite probably will be killed.

There are some slave workers that we cannot transport, so I create outpost there at least Inca couldn't capture it back. :)

IBT Inca wants peace, no way. Elite zerk is killed by archer. :( Magnetism->ToG in 5 turns.

(7)1335AD: Upgrade 3 galleons. Finally can transport armies!

@Andahuaylas:
vet zerk 4/3 loses to vet musket.
vet zerk 4/1 loses to vet musket.
vet zerk 2/3 kills reg musket.
vet zerk 0/3 kills vet musket.
vet zerk 3/1 kills vet musket and razes it.

Inca has ToG. :eek:

IBT Inca captures back Arequipia.

(8)1340AD: We capture back Arequipia. I sell Navigation to Korea for 54g+32gpt (full price). We can get ToG in 3 turns.

IBT our elite zerk retreats a knight.

(9)1345AD: I gift Arequipia to Iros.

(10)1350AD: Armies kill two muskets and we raze Vilcabamba. I move a healthy army to cover another injured army. The injured army should move back to galleon the next turn. The healthy one can go for pillaging.

To next leader:

Our forces outnumber the AIs. :D Inca was about our size before the war.

Amphibious attack is very cool. I would just raze coastal cities before we have rifles to hold them (but do not bother with those size-1 cities. Hit the big cities first). Use the healthy armies to pillage resources. The good thing is Inca has only one source for horses/saltpeter and no iron now.

There is a boat with two settlers/one spear going to the little island in the north to claim the territory.

Some units fortified:
Adrianople is the city for reinforcement. It has some zerks, and a setterl/3 workers next to it.
Some zerks/crusaders are going there too.
There are 2 zerks and 1 crusader fortified on a mountain next to Karistad.
Some zerks are healing in Umfolozi, the one-city island north to Inca.
We have a 2-zerker army in Tugela (close to Korea) untouched. Send a boat to pick it up.
We have lots of trebs in Zimbabwe, but I don't know what to do with them before artillery comes.

We are doing well. Next turn we'll enter Industrial Ages and let's go for Nationalism then Steam Power.

Oh, once we get rifle we can load one into the armies on the Incan land. We don't need to transport them back anymore. ;)

Be aware if AI gets calvary (still a long way) - they may attack army after that. It's important to pillage the horses/saltpeter.

Be stingy to Korea: we need to delay its access to Military Tradition as long as possible. After crushing Inca we'll get to it next.

SAVE

Roster:

SesnOfWthr -
Microbe - just played
Cuivienen - UP
Bede - on deck
grs -
M60A3TTS -
 
Yes, we are certainly well under way team!!

Re: Metallurgy. I figured that the Inca would be researching Navigation and we could trade for it since they had not dicovered anything in a few turns. I won't pretend to say that I considered the chance for an SGL, but it certainly worked out well for us.

Are we sure we want natonalism then steam? I agree that we need Nat, but steam only gets us closer to ToE. I was thinking that we may want to go for communism, as that is something that could make a big difference to us. At last check, we were paying nearly 100 gpt in unit costs, and we had many useless cities.

Regardless of tech path, if we can keep up the pressure until Nationalism is known, we should at least be able to near the dom limit with border expansions. I'd be a bit happpier with the conquest, but the dom would be a well earned victory.
 
SesnOfWthr said:
Are we sure we want natonalism then steam? I agree that we need Nat, but steam only gets us closer to ToE.

TOE is too far away. We'll probably win before that. ;)

Seriously, Nationalism is essential as it will give us a real defensive unit that can hold against the AI. I don't want my elite zerker killed by an archer again. With rifles we can settle on the other continent without fear. Before that, we probably can only raze/pillage.

Steam is also importnat but can wait IMHO.

Communism would be nice to have, I agree, but with Monarchy we can already win the game, so not sure if we want a 8-turn anarchy..
 
Agree that research path may end up being a moot point.

Once we get rifles, we'll have the luxury of not needing to worry about ship landings. With sun Tzus, we have barracks everywhere, and can upg spears wherever needed. The highest attack we'll see is a 6. Because of this, it might be good to set a couple armies loose on Korea, just to muck things up for them, as much as anything else. I f we can pillage their resources, they won't stand a chance.
 
Nicely warred, you guys. Nothing like making brick(bat)s without straw!!!!
 
Very well done indeed microbe. On tech advances, what would steam get us without rail? re: infantry, no can do, need rubber. It's rifles to the end, or maybe guerillas if they're resource free.
 
I know the long weekends can be tough to fit these in, so I figured that I'd give Bede a little :bump:.

:D
 
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