Sesn02 - The Bare Necessities, NOT

Turn 0 1375 AD

Checking Diplomacy, we are:
- up Scientific Method, Refining and Replaceable Parts to Incans. 7 turns left on peace and lux deal.
- up electricity and refining to France, 2 turns left on peace deal.

Research:
- we are researching electronics, due in 1 with 10% science.

The Incans have two rubbers within their control, I want to get them with the next campaign. One of the rubber is very close, the other one requires an amphibious landing in former France.

We have a lot of cannons in Tikal. We can upgrade them, so I whips a barrack in that city.

MM cities, hire a couple more engineers.

Hyannis has the highist shield output of all our cities, it will finish a coal plant this turn (with the help of a few disbands) and build Hoovers.

Turn 1 1380 AD

Electronics->Steel, in 5.

Hyannis: Hoovers, due in 12. Hold on, after mining one more tile, due in 11.

Declare war vs. France. That means we lose a lux, so I raise lux to 40%. Steel is now due in 6, but every city is happy.

Found city next to incense. Cover our workers with infantries.

Getting Plainville and Cotuit to 45spt.

Start some semi corrupt cities on horses as MP replacements.

Turn 2 1385 AD

Connect incense, lower lux to 10%, scient to 90%, Steel in 4.

Other cities that can't quite reach 45spt are mined to 40spt, the next break point is 30spt, then 27.

Turn 3 1390 AD

Many Incan Rifles are on the move.

FP Forrest Green reaches 45spt.

I think Bede was doing some lumber jacking, but I don't have the patience for it. Now that most worker projects are finished, I merge some native workers into cities, and fortify the rest.

Turn 4 1395 AD

Moving troops to the new continent.

Incans won't sign alliance with us, note even if we give them all of our cities. Now that's a trashed rep :rolleyes:

Turn 5 1400 AD
2 turns to the end of peace deal, I ask Incans to leave, they obey.

Turn 6 1405 AD

Steel->Combustion in 6.

Ask Incans to leave again. They don't bite, so war is declared in the normal fashion.

I'm going to run 80% lux, for a few turns at least, until we capture more luxuries. Combustion now due in 8.

Send the armies after the size 3 dye city.

Send the spare infantries and the artillery stack after the rubber size 7 city.

Try to occupy as many food squares as possible, size 6 cities are much easier to take then size 7 cities.

The only attack of this turn, inf retreat an enemy cav.

IBT: Incan cavs attack our inf in the open, I thought they wouldn't. They broke through our wall, and take Esctepec and Chia :(

Turn 7 1410 AD

Esctecpec and Chia are only defended by cavs, we take them back.

Armies take out the top 2 inf in Veii, the dye city. Inf kills the cavs, and we take the city. Armies step in front of the city to hold the choke.

Artillery fire at infantries holding Copan, redlining everything, we take it without loss.
Copan comes with a barrack, harbor and the Great Lighthouse. :goodjob: It means that Dye is shipped home this turn.

Land a team of 4 infantries next to Incan's last rubber.

Take out all the exposed Incan troops and get troops in position the next Incan city.

Defend every city with at least 3 infantries now.

Back home, WW jumps to 50%. :sad: After playing around a bit, I decided to raise lux to 100%. The corrupt cities have to hire more entertainers. Combustion is now due in 10.

IBT: Not too bad, only lost 2 inf in the open this inter turn.

Turn 8 1415 AD

There are about a dozen Incan cavs in the open. Should I attack them or should I attack the city? I chose the cavs.

Bombard every cav down to yellow line.
Has barely enough infantries to kill all but 1 cav, lost 3 infantries.

Land a task force on Silk.

IBT: lost 2 infantry. 7 more Incan cavs charges into view, but they end their turn on a mountain tile.

Turn 9 1420 AD

Bombard every thing down to red in Yas, raze it without loss. I thought I had a replacement settler, guess I lost them when I lost those 2 cities. I went back to the home front and order up some more.

Bring the armies to the western front, use them hold certain tiles to force the cavs onto flat grounds.

In the silk taskforce, arties perform abysmally. The infantries are forced to fortify.

IBT: lost 2 more inf. More Incan cavs streaming in, going after something in the backline.

Turn 10 1425 AD

Come within 1 hp of taking Palencia.

Manages to take out all exposed Incan cavs in our territory.

Silk Taskforce: Arties damage all 3 defender, but I still don't think we have enough to take that size 12 city. I'm beginning to think that this secondary attack wasn't such a good idea after all.

NOTES:
- It takes a few turns to get into the flow of the battle, so I'll try to relay as much info as I can.
- The Incan cavs will go after the weakest unit on the battle field. During the next interturn, they will attack the hurt inf on the rubber. Bottom-line is that, if you leave unit exposed like I'm doing here, expect them to get killed :p
- If there are no easy pickings in the open, then the cavs will go after lightly defended cities. In the picture, Tikal is the lightist defended town, so it a very likely target if there were no inf in the open. It is kind of like baiting, but I can't help it. The only way to avoid it, is to defend every city with the same amount of troops.
- A stack of 3 inf in the open is pretty safe from attack.
- Only attack cities with bombardment support. Cav stacks on flat grounds can be taken without artillery support, though expect a lot of cav retreats.

- Hoovers and Wall Street due in 2.
- I have left most of the workers fortified, but it shouldn't be hard to find them.
- The reason that I'm running 100% lux, is because the core cities are MM'ed with WLTKD. With so many of them on the breakpoint exactly (45 and 40 shields), I really want to keep the WLTKD going. It's a choice between research and production, and I'm chosing production.
- Check every turn to see if France will talk. Her gem means alot for us right now.

Come to think of it, I am leaving you with a mess.
Sesn02-1425AD.jpg



>>>> The 1425 AD Save <<<<
 
Okay, will see what I can do. I guess it is only fair that there is a mess after what matthewv had to take care of after my turns.
 
bed_head7 said:
Okay, will see what I can do. I guess it is only fair that there is a mess after what matthewv had to take care of after my turns.

Well, it is actually goz's turn right now, since I just switched with him.

One more thought that came to my mind after playing. It should be worth it to bring some elite Ancient Cavs over to the new continent. We really could use some 2 move units to kill those 1hp cavs. I think most of the ACs are over on the northern island.
 
Well, then I guess it is is a good thing I didn't start playing last night. I forgot about the switch.
 
Pre-turn - Cities are perfectly managed, nothing to do there.

Diplo, no wants to talk to us? I can't imagine why :lol:

The WW is amazing!

1430AD - We take Palenque without losses. Build colony on silks and the people are happier.

Clowns becomes taxmen and we reduce our deficit by 65 gpt or so.

1435AD - We build Hoover and Wall Street.

Take Chuito.

France lands 4 units on our very unprotected north island, whip a galleon and will send some reinforcements over there.

1440AD - Patience is a virtue and I bombard all units in sight, get a leader for the trouble and build another inf'-army.

A couple of fights later I get another leader and another army. This will help us alot to do some damage.

Continue to whacks rifles and I don't believe it, get another leader! And another army of course.

Well now, I bust the french rifles on the island and guess what? Got another leader with an AC!

Send him to the mainland to help out in the S Inca excursion I'm planning.

1445AD - I think we have enough units on the E side of the enemy island now, so I load 5 galleons to set sail to southern part next turn.

1450AD - We take Holwert.

Land force on Incan S lands (including a settler which will poach land.

1455AD - We take Neapolis, get a leader and a new army is formed.

Bombard a stack of cavs and get 2 more leaders = armies.

Found the town Tlaxlala in S incaland, bombard the 2 units in the town next to it, move an army and a couple of inf's there. Got them with their pants down.

1460AD - We learn Combustion -> MP in 11t.

Take Ica on SW end, move towards Andahuaylas.

Get yet another leader on the other side, we have 9 armies there now.

1465AD - Take French Dijon, make peace for a bit.

Take Incan Andasomething.

1470AD - Give France Steel for alliance against Inca, we get gems as well.

1475AD - We take Vilcas, Rome and Maastricht. Threw away an army.

Kinda messy still, but hopefully we will finish this off pretty soon.

1480AD - Played one turn too many, took Cumae and tried Maastricht, it will be ours next turn.

Lots of units with movements left (fortified) especially on the SW part if Inca land.

59% of domination, next player might finish this off.

Possibly a bit of MM'ing to do.

pincher.jpg
 
Hey, g, did you count the leaders?
 
I think it was 8 leaders, 4 in on turn :wow:

Sometimes the RNG is just silly, but of course arties play a role in harvesting.
 
Holy trout, Batfish!
 
Well, I don't know if I would feel right if I am the one who finished it, but I've got the save.
 
Play on Macduff!
 
1485 AD - 59.2% land area
1490 AD - 60.1% land area. Made peace with Inca after capturing a number of cities, and they gave up a couple in the peace. We'll see how long the peace lasts.
1495 AD - 62.4% land area, due in part to my dastardly trick. That seemed to be in the spirit of the game, even if a typically frowned upon exploit. Managed to get a leader.

Not much of a log, but I recorded all that matters. At the end of this, we are at 63.8% land, or 44 tiles away. If taking Incan cities in peace was a mistake, they could just be given to France or abandoned or something. I don't want to taint the victory.

I am going to call it quits here. It is 11:30 and I have 70 pages of One Flew over the ****oo's Nest to read tonight. No need to hold up the game another day waiting for me to play two turns.

By the way, Bede, I still haven't figured out who Macduff is.
 
@bed_head,

Macbeth Act 5 Scene 8:

I will not yield,
To kiss the ground before young Malcolm's feet,
And to be baited with the rabble's curse.
Though Birnam wood be come to Dunsinane,
And thou opposed, being of no woman born,
Yet I will try the last. Before my body
I throw my warlike shield. lay on, Macduff
And damn'd be him that first cries, 'Hold, enough!'
 
Yes, We win :D

Since I'm to lazy to post a full log I'll just mention a few key elements. :mischief:

-We won in 1520AD with a domination victory.

sesn02-win.JPG


-I really had to watch that I didn't leave undefended cities close to enemy territory.
-The Incans had high culture compared to us and stole a couple of their cities back through their high culture.

>>>THE SAVE<<<
 
Great! This was a different game and I will never use Feudalism again :lol:

Thanks team :banana:
 
It was certainly an interesting game. Well played by everyone :goodjob:

gozpel said:
... and I will never use Feudalism again :lol:

Thanks team :banana:

That's a hell of a thing to thank the team for :lol: Did we really ruin the Feudalism experience for you? :p

This was a Feudalism/Warmonger game, now I wonder how Feud holds up in a builder's game. Probably has too be a culture game though, to take advantage of the whipping ability.
 
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