SESN01 - The Poor Warmongering Fools

I thought a little more about the research. Maybe Steam Power first then Nationalism is better.

The reason is that with Steam Power we can have better production and faster movement (if we rail fast enough), thus we can also send rifles faster. Hope we have enough workers.

Just a thought. In the end it shouldn't really matter that much.
 
Guess we need a clarification from SESN. My impression was we couldn't do railroads from the beginning. Did we decide we could do rails since it's technically not a resource-based unit? I didn't see anything in the early discussion that that was the case.
 
I think you guys pretty much decided, but the early discussion said no rails because that would require hooking up resources. There was a suggestion (Arathorn?) about modding the game, but no one expressed any interest in that. Regardless, the more we press the attack on Inca/Korea, the less we'll have to worry about needing rails anyhow.
 
If the game comes back to me soon, I may need a skip. I am moving (too much moving lately!) and my net access will be down on Thurs, and won't be back till Monday. I'll take a skip or swap as appropriate should it come to me.
 
I see it. Will pickup and play tomorow.
 
Nationalism is probably the last tech we need.

The next useful tech is Replaceable Parts, for artillery. I don't think we really need it though, with our armies and zerks. We could go for it at a slower pace. Then we can have lots of gold for some rushing to speed the production up.

Should we mobolize after getting Nationalism? I'm not sure if we can still build settlers. If not, either build settlers beforehand or just go for conquest instead of domination? Comments? :)
 
microbe said:
Should we mobolize after getting Nationalism? I'm not sure if we can still build settlers. If not, either build settlers beforehand or just go for conquest instead of domination? Comments? :)

Personally, I always find it more satisfying, to wipe my foes from the face of the earth, but dom is essentially in the bag if we want it. Conquest might be fun as we would probably have to work for Korea, as they will likely have rifles by the time we get to them.
 
Read the map for a while

We learn ToG and enter a new era of prosperity. Shut off research until I can figure out what it is worth.

1355
Army kills musket and captures two Incan slaves., then loads into galleons for trip to the west coast of Inca.
Caravel lands Crusader on coast of Arequipa on scouting and pillaging mission.
Gronnigen starts Magellans
Sell a map to Hiawatha for 7g and the same to Wang Kon
Crusader absorbs attacks from three knights and an MDI and is killed by 2nd MDI

1360
Lose a zerk attacking Chuco second zerk promotes to elite and razes the city capturing a treb. Spear unloads to cover zerk. treb loaded onto caravel

1365
Disband some slaves to shortrush a settler in Memphis.
Found Hammerfest on wines in north.
Set up to attack Vilcas on west Inca coast

1370
Battle for Vilcas
Army destroys musket unit, no casualties
Elite berserk attacks and Erik Bloodaxe is born
Vet seeking promotion dies
Army makes second assault and kills musket
Second army assaults the city and takes the town

Destroy Chuquiapo

1375
Move galleons along the coast to Vitcos
Battle of Vitcos
Army assaults from the sea, takes casulaties but kills musket
Vet zerk assaults from the sea, captures city and promotes, city burned
Found Honningsvag north of Memphis short rush temple

1380
Moving along Inca coast
Wang Kon comes calling wanting to renew our lux deal. Tell him not now

1385
Attack on Huanuco Pampa
Elite zerk kills MDI
Elite zerk kills MDI and sacks the town.

We are going to lose the zerk. There are four Incan units within striking range.
Incans attack zerk once. He defeats the attacker.

Vilcas flips away.

1390
Bede's Berserks retake Vilcas
Inca start Shakespeares

Inca finish Magellans at Cuzco
Gronningen swaps to University
1395
Land army in Inca land east of next city over from their capital and start pillaging counter clockwise to join up with other armies which will be approaching Cuzco from the west.
Land expeditionary force on north coast (Crusaders and ACs) to go after Inca saltpetter in desert to south of Arequipa.

1400
Continue pillaging and kill Incan longbow approaching Vilcas.

Vilcas is now isolated from Incan influence and Cuzco shall soon be cut off from rest of theri continent.

It turns out that the Koreans and the Iroquois are both poor and ignorant, so no technology trading was done. I kept research shut off as the income gained allowed for rushed settlers and galleons to transport troops nearly every turn. The core cities are building infrastructure right now as the flood of new troops overwhelmed the ability to transport them. Slave workforce is clearing marshland in the original corner of the continent or chopping forests in the NE, as, quite frankly I couldn't think of anything better for them to do.

I've been using the little villes that the Incans keep popping on the north coast of Inca as training grounds for zerks and doing a lot of coastal raiding as the ships sail by Inca territory.

Pictures to follow.

We gained 2% of the land need for domination.

Personally I would like to se a conquest vistory and I think it is acheivable. Neither the Koreans nor the Iro have learned and IA entry techs yet and are a fair disrance away. Keep the pressure on the Incan capitol with pillaging armies, burn the other coastal towns. When they are down to two and the capitol is starved out, take the capitol, make peace for everhting they have, and move on the Koreans or Iroquois.

I don't think we need a government change, just keep on keeping on till every body is reduced to rubble.
 
OK, I'd suggest we research Nationalism asap and mobolize. Do we need any more infra? Also remember, no armies in captured cities until the civ is destroyed. I'd have razed more cities. It would also suit the conquest goal.

SesnOfWthr -
microbe -
Cuivienen -
Bede - just played
grs - up
M60A3TTS - on deck
 
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IBT: we learn ToG and enter a new age and start nationalism, some bezerks, piece of palace

1355: research to 70% - nationalism in 9, we raze Chuciapio, capture some slaves, lose a galleon and sink a galley

1360: raze Chuito

1365: nothing special

1370: capture Corihuayrachina with Copernicus' and a barracks (I even want the racks more) - keep it for now, garrison it

1375: raze Huanoco Pampa, move garrison out of Corihuayrachina, kill many Incas

IBT: Korea wants Metallurgy for Democracy - sure..., we lose two zerks defending, Corihuayrachina does not flip back

1380: have a horrible day at Vilcas, losing two zerks without any effect

IBT: Korea and Inca sign peace we lose a zerk, an ancient cav and two trebs, kill a Knight, Inca get a leader

1385: kill archer, 2 knights and the leader, get our trebs back, trade furs to Korea for renewal of alliance, raze oil springs and get 6 slaves, start joining our workers to cities, kill just one defender in Vilcas

IBT: lose the two trebs again :/

1390: we do as foretold and found Hammerfest near Ngome, get a few specialists to get Nationalism in 1

IBT: kill a longbow, lose a zerk, Korea advances on Incas, we learn nationalism

1395: research turned off

IBT: Incas build Magellans for us in Cuzco

1400: we make about 370gpt, I hurry some improvements, we should finish some more before we mobilize in 2 or 3 turns, we lose 5(!) more zerks at Vilcas before taking it with a redlined one and get the sistine chapel, found Honingswap on Ngome isle

I have one Galleon automated to get the zerks from Busiris and Ngome. I did not yet mobilize us, cause I wanted to wait for some more improvements coming in on the next IBT. Vilcas is safe for one turn; I would move all nearby troops to it, so we can keep it, it has racks, aqueduct and sistine. Corihuayrachina is loaded with units for healing, it must be safe from flipping with that garrison it has. It did not flip for many turns while only being guarded by a spear. I used the coast south of Heraclea as shipping point.

Though I think the game is done, good luck to next players!
 
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