SESN01 - The Poor Warmongering Fools

Tentative dotmap. Plenty of grasslands. No settler factory but there is floodplain south to Bergen.

SESN1-2350BC.jpg
 
Wow, nice turn around time Microbe. :)

Re: tech choice. Basically I just hate escorting settlers with 1 def units. (Couple of unlucky encounters with the RNG)

Dutch certainly seem like the first obstacles. Without them we have more good city sites, especially with the rough terrain we're buried in. Like that volcano that endangers three otherwise decent spots.
 
"Trondheim can build several archers then a setter. Let's get 10 archers and take out Netherlands!"

Bird dogs!!(Gordon Setters are little known UU of Scandanavia)! Let's go hunt Dutch woodcock in the marshes.
 
Originally posted by SesnOfWthr
Like that volcano that endangers three otherwise decent spots.

Indeed it sucks. These spots around valcano have to be on low priority (in fact one of them isn't even settlable yet). We definitely want to move our palace later.
 
@Microbe - I was thinking the spot almost due east of Berrern, depending on the fog, was the most centralized from the shape can see right now. Course then we better start hoping for an SGL. :(

@Bede - I was always into Irish Setters. Beautiful dogs, if a bit energetic. Don't know if you ever read the "Big Red" series of books, but I loved those growing up.
 
Got it, play tonight.Archers and setters comin' up.

@Sesn
Loved all of 'em but fell in love with Gordons later as I didn't care for the American Irish Setters as gun dogs and the Irish Red Setter has an unfriendly temperament. (There are some setter breeders trying to put the bird dog back in the modern American Irish by breeding to Irish dogs, but not very successfully yet, IMHO). The Gordons I had were great family dogs and my favorite grouse dog was nicknamed "Woods Rocket" for her speed across the ground, but a real Couch Potato at home when the shotguns were in the safe.
 
I would suggest the next city go SE of Bergen along that river valley. We can see that it extends all the way to the coast. Bill will certainly be moving in their towards us. Can't see where his 2nd city is yet, but with the ag trait, he can certainly grow in that area quickly. Who knows, we might get lucky and hit a wheat tile. To see a successful ending in Kill Bill Vol. 1, it would be best to curtail his growth while we build up.
 
(15)2350BC: we spot a dark border. Looks like Zulu.

It is the Zulu, we can already contact them through the diplomacy button. If there is indeed no connection between these two islands we may get a tech trading advantage. The early curragh is really nice, I would have never built it that early myself.
 
For what it's worth, I wouldn't mind seeing a few catapults in addition to some archers. I've run my own simulation on an SOD with vet archers and 6 cats vs 2 reg spears in a size 1 and 7 city defense on grass/plains. The avg hit point loss for the attacker on the size 1 city was 9.2 without cats vs 3.8 with them. For the size 7 city, the stakes go up, 15.3 without vs. 5.1 with them. So with cats we stand a better chance of preserving the archers we build, and sustaining any offensive.
 
They will not get to size 6, and they are building settlers. Archers can handle spear easily in such early war. That's why we need to act fast. Netherland IS argricultural though.

We don't have to capture the capital if it becomes big. We just need to take small towns and slow down its expansion, then get some discount on techs. We can always take it out latre.
 
Originally posted by grs
The early curragh is really nice, I would have never built it that early myself.

I generally don't build them that early either, but I also generally don't have alphabet that early either. Especially with the third movement point, it becomes an even more valuable explorer.

@M60 -- Can't really tell from the screenies, but how many turns out of the way would we have to send our stack to go around the mountains/jungles if we include cats? I certainly can't argue the value of cats, just wondering how much that would affect the plan.
 
Originally posted by SesnOfWthr
@M60 -- Can't really tell from the screenies, but how many turns out of the way would we have to send our stack to go around the mountains/jungles if we include cats? I certainly can't argue the value of cats, just wondering how much that would affect the plan.

Add marsh to the list. And we have plenty of that!
 
Whether we go straight archers which I gather Microbe would prefer, or a mix with cats, the production cost is the same, which is 20. Trondheim could stick on the archer build track, since it will have the rax, while Bergen and a new city closer to the Dutch could build cats, or a combo. With 10 archers against a couple spears, I agree we'll win every battle, and maybe only lose an archer or 2 in the process. My only concern is if the RNG goes against us, and we lose 4-5 archers at a shot, can we afford that kind of hit given the production base we have?
 
M60A3TTS, this is Monarch. We are probably just going to see two regular units in the capital this early. 10 vet archers will just roll them over. With most of its cities size 1 and no culture, I think to get the most benefit we'll just take capital and other size 2+ cities and sue for peace, with techs and size-1 towns as concession.
 
<The Save>

Poverty Stricken Vikings

Change Trondheim to archer. Settler will come too soon, otherwise.

Call on Willie for an offer on Burial

Sesn01_2150BC002.jpg


And here's Theodora's offer on Masonry

Sesn01_2150BC003.jpg


Push science to 100% on Writing and learning curve drops to 25 turns @-1gpt 66g to spare.

T1 2310
Meet the Zulu. Shaka doesn't know his letter but is building walls. Pick up Burial and Masonry and 42g for Alphabet.

T2 2270

T3 2230

T4 2190
Discover barbarian village on otherwise uninhabited isle.

T5 2150
Willie is busy pillaging barbarian camps as his treasury is soaring

T6 2110
No passable sea lane viisble south of isle. Curragh heads back to continental coast.

T7 2070
Archer on way to Bergen whacks a barbarian in passing. Will send him north to find camp.

T8 2030
Archer sets out north. New archer from Trondheim heads for Bergen.

T9 1910

T10 1950
Shaka now has Iron Working and Theodora has learned how to meditate and forge swords. Willie still hasn't learned Masonry.

T11 1910
Archer discovers barb camp in NE near volcano. Trondheim starts settler as Bergen will have barracks soon and can start building archers

T12 1870
Archer climbs mountain for security while healing up from las barb encounter and before taking on camp.

Barbarian moves off his perch towards Bergen

T13 1830
Barbarian pincushioned in attack on Bergen

T14 1790
Archer healed, attacks barbarian camp, kills one, reveals another.

Willie is researching Masonry as his offer now excludes the wheel. Sell it to him for 88g. Don't really want him building walls but don't want to forgo the cash either.

T15 1750
Whack a Gepid from the mountain and collect 25g.

So long as treasury stays well in the black, self research at 100% will pay off handsomely. I'm not a big fan of trading gpt for tech as it drives the research budget of the opponents. I'd rather spend it at home and sell for gpt as those payments will starve the AI research budgets.

Spot another coastline in the north.
Sesn01_2150BC004.jpg
 
pre turn: mm Trondheim for more gold, growth and settler still in 1. Wake all garrisoned archers to explore

IBT: Trondheim Settler - Archer

1725BC: Dutch have already settled in in the foodplains near Bergen! I move settler to that region. Sci to 90%.

IBT: nothing

1700BC: just exploring, sci to 80%

IBT: nothing

1675BC: moving, exploring

IBT: writing discovered, philosophy next in 18 at -4gpt (treasury is 192 gold)

1650BC discover fourth dutch city, dutch and byzantines already have writing, shaka will give iron working for writing + 88 gold, we take it, since we wont get any more for writing anyways

IBT: Trondheim archer - settler

1625BC: moving, exploring

IBT: nothing

1600BC: moving, exploring

IBT: nothing

1575BC: moving, exploring

IBT: Bergen Archer - Archer

1550BC: goody hut gives us barbs., Copenhagen in founded - starts warrior (changable), curragh spots a barb isle

IBT: dutch kill 2 of the goody hut barbs

1525BC: we kill 3rd and spot more, disperse a barb camp

IBT: Dutch, Zulu, Byzantine start colossus

1500BC: we contact Cleopatra on barb isle directly north of ours, she's up the wheel and mysticism, it seems as if a volcano errupted on her isle

IBT: Trondheim settler - archer - cultural influence grows, Rotterdam - nearest Dutch city grows to size 2, settler is moved to settle near the iron source to deny it to others

1475BC: settler is moved to settle near the iron source to deny it to others, Zulu and Egypt are on one isle connected by a small land bridge, they share at least two iron sources

IBT: nothing

1450BC: moving, exploring

IBT: Theodora settles near iron, we have to seek for another place

1425BC: moving, exploring

IBT: nothing

1400BC: moving, exploring

IBT: Bergen Archer - Archer, Rotterdam shrinks again

1375BC: moving, exploring

Not very satisfying all in all. We have 7 Archers, most of them near Rotterdam and Philosophy in 3 (hopefully as first), are down the wheel on all and mysticism on all but the dutch. The road to Bergen in still not up, due in 2 turns, finally.

save

sesn1_1375bc.jpg
 
7 archers can do enough damage. Let's get Amsterdam and sue for peace and get those size-1 towns for free.

Don't worry about Byzantines settle on the iron. We'll get the town once it's size 2.

AI starting Colossus is great. Let these stupid ones waste their shields to build it for us. We'll build military and expand in the mean time.
 
Hmph. We really did get the worst of the land here, huh?

*makes a mental note about random climate settings*

At any rate, we probably should slow down the Dutch before they get too much bigger.

I'm guessing M60 is up according to CVN's post in the other game (CVN1). I'll still give him the 24, just in case, but hopefully he'll post and let us know.

SesnOfWthr
Microbe
Bede -- made setters :)
grs -- just played
Cuivienen -- Skip? :( (damn cats!!)
M60A3TTS -- gets to bash King Willie
 
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