Sesn02 - The Bare Necessities, NOT

I actually had an 'early' night last night (only up till 0130), so I didn't see any votes.

I'll play after I get home from work tonight, about 12 hrs.

If I understand right, you can use CivAssist to tell you where the FP will have the most benefit for your empire, so maybe I'll try that.....
 
250 ad (1) (cont.) – According to CivAssist, Dasterwall, Riverbend, Greenland, Forest Green, and Mountian View would all be solid choices for the FP. Forest Green seems to have the nicest variety of terrain to work, so I’ll build it there. It’s also the closest to the Babs of the ones I mentioned. We have 13 shields invested on a court there, so no real loss to do it now. However, that means that Heraclea is cramping it, and will have to be moved. I doubt I’ll have time to complete the move during my turns, so you guys will get to change it if you like.

I realize that there’s a lot more units under the army that I didn’t realize were there. :drool: This suddenly looks a lot more fun. There’s a few elites, so I’ll wait on many attacks until I can use the leader. Try to position the elites to predict their next move. It really stinks that all of their units have 2 defense though.

Meet the Maya. They have Lit and Mon, we’re up Feud.

Promote a horse on a barb up north.

IT – Babs move around in an unexpected way. :shrug: Vet horse defeats barb horse up north.

260 ad (2) – Vet horse disperses Anasazi camp. Miss with both cats. Elite sword kills reg sword, 2/3. Elite sword kills reg sword, 2/3. Elite sword kills reg bowman, 4/3. Elite horse kills reg bowman, 2/3. Vet Ac kills reg sword, 2/3. AC army kills 2 spears and bowman, losing a total of 7 hp. Vet horse kills reg spear, 2/3. Run into a Roman galley with one of ours, they have nothing worthwhile. Another galley leaves from western launch point.

270 ad (3) – FP is built. City gets renamed FP_Forest Green. Inca are building Sistine. We lose our galley in the west. Elite AC kills reg sword, 5/3. Vet Ac wins and promotes vs reg sword, 4/3. Reg bowman retreats vet horse, 3/1. Take a chance and attack bowman with 3/5 sword. We win, 2/2. I MM Cotuit to let it riot, as opposed to starvation.

280 ad (4) – Elite sword kills reg spear, 1/3. Elite horse dies to reg sword, 5/2. Miles finshes the job, 1/1. John Alden kills reg spear, 2/3. Meet the French, they’re up Mono. Upgrade a vet sword. Brace myself for a bunch of MM since anarchy should end next turn.

290 ad (5) – Finally get through with anarchy. MM gets us Eng in 7, at break even economy. I really hope we can dig up some luxes somewhere, since the happiness issues are hurting. Army assaults Uruk, killing two spears, netting 4 slaves, and playing with fire. Position units to field attacks from the Babs across a river.

300 ad (6) – Cats go 1 for 2. Elite sword kills reg sword, 0/3. It takes two vet jags to kill a 2/3 spear, but the GA begins. :) Elite sword kills reg spear, 3/3. Miles kills a reg bowman, 4/3. Vet MDI wins and promotes vs reg bowman, 0/3. After the MM, the Ga will get us 51gpt, and Eng in 5.

IT – Incas complete Glib. I foolishly forget about the 4 slaves are they get taken.

310 ad (7) – Elite sword kills reg sword, 3/3, but he is left exposed to three swords I couldn’t see. Elite AC kills Byz archer, 4/3. Vet horse reclaims our slaves. :) Coatepec founded near the ruins of Uruk. Elite AC kills 2/3 sword, 0/2, on a hill, across a river no less! Vet horse kills reg sword, 0/3. Makes me uneasy when the rng swings this way.

320 ad (8) – Elite MDI kills reg spear, 3/3. Vet Ac is retreated flawlessly by forted reg spear. Elite Ac kills reg spear, 5/3. Vet horse kills reg sword, 0/3. We meet the Mayans, we’re up Feud.

IT – Lose two galleys in rough water. Babs move about 10 swords towards Coatepec. I’m kinda surprised about their production power still.

330 ad (9) – Army loses 5 hp killing reg sword. Elite sword kills 2/3 sword, 4/2. Army kills 2/3 sword and forts. Vet horse flawless retreat vs reg sword. 5/6 AC also flawless retreat. 4/6 AC wins, 1/3. 2 vet horses find a Roman settler pair on the North end. New Heraclea founded 2 NE of the old site.

IT – Romans found Pompeii to the north.

340 ad (10) – Elite horse kills reg sword, 1/3. Miles kills reg sword, 4/3. Start to pull troops back to heal.

IT – reg sword defeats elite 3/5 MDI across a river, 3/2. Reg sword loses to John, 1/3. Vet sword wins vs reg sword, across river, forted in town on a hill flawless. Same sword loses to reg sword, 4/2.

350 AD (11) – Elite horse kills reg warrior, 0/3. Elite sword kills 1/3 sword, 3/1. Elite Ac kills 2/3spear, 2/3.

Recap: Many of the units are healed/healing this turn. We might be able to make a deal with the Inca for gpt when Eng comes in. The Babs HAVE to be getting gassed. By my count, the ratio was something like 29-4, including 19 more elite wins. If we can raze a couple cities in their core, things will be much better. The army should be pretty much full next turn, if it’s not moved.

>>>SAVE<<<
 
:hmm:

I could have sworn I posted that I was gonna still give Scout the 24, but that I was gonn adhere to it.....

Oh well, it's been the 24 anyhow, and no one has seen Scout in a while.

Matt - UP
Goz - On Deck
 
Sorry I went AWOL team...RL got a little rough the last couple of weeks. I apologize for not keeping you informed. Feel free to PM me if you want the gory details.

Just checking in... and trying to get back in the swing of things.
 
IHT - As I take the thrown I awe at the lack of homeland defence and small amount of troops on the war front:0. I changed a bunch city productions and am to lazy to list them all. I decide to increase the amount of horsemen on the map to please gozpel;)

Turn 1(360 AD) - Babylon moves a bunch of his unit and attacks horsemen near Izibia and loses.
-We finish researching engineering and I decide to aim for Chivalry until I remember "NOT":(. Researching invention instead. Change Science to 80%. Invention in 8 turns.
Trade Engineering and 30 gold with the French for Monotheism.
Reinforce homeland with plenty of pikemen. Attack Izibia with horsemen and achieve elite status:)
WOW :) :) We recieve another leader "Acamapichli". I use him to form another army.

Turn 2(370 AD) - We lose a couple units to the Babylonians.
Ouch :(. Almost All of our cities fell into civil disorder due to war wariness.
I decide it likely best to hold of the war for now in order to make the most of our golden age. We make peace with the Babylonians and Byzantines and Babylonia gives us Larsa.
Found town of Nasdat.

Turn 3(380 AD) - Ahh, Order in our kingdom is restored. Units are fortified in cities on the war front awaiting war to be redeclared. Build up a military of horsemen.
Found town of Linwall.

Turn 4(390 AD) - Nothing of terrible importance.

Turn 5(400 AD) - lots of horsies:)

Turn 6(410 AD) - Babylon is sending alot of spearmen to Izibia(~10)

Turn 7(420 AD) - Gozpel's gonna love me ;)

Turn 8(430 AD) - We finish researching Invention and start on gunpowder.
We trade Invention with the Incans for Theology, 61 gold, !!!22GPT!!!.

Turn 9(440 AD) - ZZZ

Turn 10(450 AD) - Heroic Epic Completed. Switched to Loenardo's Workshop?????

Final Notes:
We Have a large Military :D including over 35 mounted units ;) .
Destroy Babylon.
I would like to build Loenardo's Workshop but the cumputer will probably beat us to it.

>>>THE SAVE<<<
 
A couple queries:

What did you fill the army with? AC, I hope.
Did no one else have anything to offer for Invention? Or was it already known?

I would have preferred going lighter on the horses. We cannot upgrade them and the Babs will have pikes before long....

I was wrong about the last roster I posted, I got confused by the mayhem last round. :blush:

Bede - UP
Goz - On Deck

EDIT: If there's that many horses running around, you may want to consider breaking that peace deal sooner rather than later, Bede.

EDIT2: It would be nice if we could get a couple dozen trebs/cats up and running during the GA. Only had two or three during my set.
 
Got it...

Light on horses, heavy on cats. Break a deal somewhere,
 
Horses are good, upgradable or not. They can always be used as fodder later on, or as pillaging units if we need to do that.

One great unit that's easily forgotten at this stage is the longbow, they are surprisingly strong. We killed lots of cavs even with them in the last SGOTM (which we finally abandoned) so that was a bit of a surprise.

So what other choices of units do we have? No knights and no cavs, so we have to be clever. Pults are great if we have to fight with weaker units.

Good turns btw matt :)
 
Well, that's exactly my point, we don't have a huge choice of units.

For the short term, we have access to muskets for defense, and MDI/LB for offense.

However, the tenuous balance is that those MDI/LB will upgrade to guerillas, which are useful, but give me an infantryman anyday. So basically, we don't want to go over board on any one unit, excepting maybe arty. Muskets are no good for offense now, but we'll be using infantry for offense at some point. Conversely, the MDI are good now, but guerillas will be comparatively weak when they show up.

On the MDI/LB thing: LB's are nice, but it's a tradeoff of a defensive bombard for a defensive point. IIRC, they have the same shield cost.
 
SesnOfWthr said:
On the MDI/LB thing: LB's are nice, but it's a tradeoff of a defensive bombard for a defensive point. IIRC, they have the same shield cost.
Yes... I believe the shield cost is the same. I've used combined arms of muskets/trebs/longbows in the past. We'll just have to fight methodically...
 
The Golden Age has five cycles to run yet. Will spend until 500AD building trebs, MDI, longbows and infrastructure, then go whale on Babylon. The war weariness thing in feudalism is nasty and I don't want to waste productive citizens on specialists at this point.

Cotuit gets a little citizen reassignment to cut the time to Leo's to 34. As mines complete will merge workers to work them.


460AD
Babylon has pike showing in defense now.

Start filling garrisons for MP duty in the coming war. In Feudalism MP's are even more critical than in Monarchy to control War Weariness.

470AD
Aztecs are touchy people. Move a garrison start a riot. Babylon is trespassing...but agrees politely to depart on demand.

480AD
Babylon has an intrepid settler pair on the north island.

490AD
Fiddling the terrain and watching Leo's build.

500AD
Golden Age ends but we don't lose any turns on Leo's. Learn Gunpowder and debate trading to France for Education but decide it's not worth it yet.

Break the peace treaty with Hammurabi. There goes the rep...

Move AC's and swords on the little ville in the north and the AC armies on Ashur.

Eulbar decides that our aggression against the Mother Country is too much to bear and is close to riot, even with a full garrison of MP's so it hires a taxman.

510AD
The new war is too much for our restive people and the whole nation smoulders with resentment. It takes luxury tax to 40% and taxmen in four towns to forestall exploding fireworks. War weariness has already appeared at 25%.

A little skirmishing with horsemen at Larsa kills an MDI and 1 horsemen is wounded, no casualties.

Leader fishing at Isbia is unsuccessful but the city burns.

Ashur falls to AC's, no losses, three wounded and an army hurt.

Suppurak falls to four horsemen, no losses, one promotion to elite, light casualties.

520AD
Manuevering around and waiting for armies to heal.

Only sign of Babylonian counter is single MDI about to emerge into the grasslands and a swordsman and MDI on the way to Suppurak.

530AD
Kill a few Babylonians and capture Zariqum, no losses, light casualties.

French start Leo's.

540AD
Manuevering to take Akkad and healing armies. Upgrade cats to Trebuchets for the battle at Babylon.

550AD
Vector AC armies to iron at Akkad.

Put a couple of elte AC's at risk leader fishing against wounded MDI's. No promotions and one lost.

Our reputation is well and truly trashed now, so our only hope of deals is at the sharp end of a lance.

The populace requires constant monitoring for war weariness. Expect a Babylonian landing next to Ocean View.

It is going to be a long hard slog to finish off Babylon, but their forces appear pretty well gassed. I can't find their source of horses but I have seen no horsemen and I think taking Akkad will control their iron.
 
Looks good, Mr. Monk. ;)

Goz - UP
Frank - On Deck
 
matthewv said:
I got a little carried away when it came to mass producing horsemen :rolleyes:

Horses also make decent, mobile MP's. They are the cheapest troop we can build now, right?

The combo of Feudalism and breaking peace treaties is more interesting than I thought. War weariness, heh, looks like it's going to be a major problem from now on.
 
Pre-turn - Scroll through cities as usual, I should find something else to waste my time on. I managed to speed up a market by 2 turns and 2 harbours by a turn each. And yeah, I got us another gpt. Pfft, that's how it works when you play after Bede. No changes in build at all, they're all solid.

40% luxtax is pretty amazing.

Diplo: We could by Chivalry pretty cheap...if this was another game. It feels very strange to me to not being able to have knights.

Babs have furs which we desperately need, we will get them.

:lol: Check to see what our friends on the other side of the strait wants for Education, 933g is close and when I throw in a couple of gpt they choke and refuses. Have to love this :)

Ah well, not much to do...except I can whack that Byz settler-pair, it's only 2 turns left on the peace deal. Said and done, horseman from Eulbar intercepts and kill the warrior, barely, and we have two more slaves. And I kept my piece of the bargain.

Finally I look at the score, Inca is quite strong, even better than us. Can we tolerate that?

560AD - IT - We lose an MI and 2 AC's, kill a MI.

Army single-handedly takes on Akkad, kills 2 pikes and a LB and take the city with a slave.

Move stuff around, army takes out a spear in Babylon.

570AD - Army single-handedly takes out Babylons 2 spears and take the city.

Move stuff around, especially everything fast to Babs country.

Look in a couple of cities and see WW is worse, 50% luxtax is not enough, I have to scroll through all cities again with 60%. That was fun.

580AD - Babs want peace, not yet.

Bedeby founded to repay the courtesy -> worker

Lose an elite horse, but take Eridu.

Our 2 half-dead armies take Nineveh easily.

I don't get this, check happiness levels again and now the people are happy with 50% luxes?

See that we have a trade-route with Inca, so they get spices for 10gpt.

590AD - I must've done something right, the people give our palace a double expansion.

I don't have a clue what's going on, now the people are happy with 40% luxtax?

Lining up a bunch of horses outside Nippur, rest armies for turn in Nineveh.

600AD - 3 horses kill 2 pikes and a LB and take Nippur, that was easy.

Army ready to take on Ellipi next turn, second army rests.

610AD - Inca are building Magellans. They also knows Chemistry.

We take Ellipi with 4 slaves, lost an elite horse fishing.

620AD - I thought I checked all cities, but 2 riots. Need to get out of these wars soon.

Army takes Sippar with 3hp to spare.

Lose a horse and take Samarra.

Army and 2 horses take the last Babs-town on the continent. Hammu have a settler somewhere, so we give them peace.

630AD - We learn Chemistry -> Metallurgy

Trade Chem and 338g to France for Education and wines.

Inca and France can sponsor our research, give them some luxes for 38gpt in total.

Line up some units to take on Byz town Sardica.

640AD - Elite AC kick butt and produce a leader, lose one horse and take Sardica. Byz is gone.

Next player can do whatever with the leader.

650AD - I started to build some settler the last turns and a couple are in transit to fill in the former Babs-land.

Metallurgy in 7t at 90% and -15gpt atm. We have 498g in the kitty. If we get it first, we should get Banking and Astronomy for it.

We need 10% luxes to keep Cotuit happy, 11t left on Leo's. We can cut a turn by clever starving in the city. Consider that.

The leader is near Nineveh.
 
I should find something else to waste my time on. Pfft, that's how it works when you play after Bede.

Funny how that always happens, eh? ;)

Frank - UP
Sesn - On Deck

Edit: How about an MDI army? No other small wonders to build right now, IIRC, and MDI will be the best attacker for a while. Or we could just build an army and leave it empty, but the next best unit will be infantry.
 
gozpel said:
Pre-turn - Scroll through cities as usual, I should find something else to waste my time on. I managed to speed up a market by 2 turns and 2 harbours by a turn each. And yeah, I got us another gpt. Pfft, that's how it works when you play after Bede. No changes in build at all, they're all solid.


:eek: :cry: Got to work on the city management thing, I hate it when a gold piece gets away.

Oh, yeah. Victories in the field which expand the territory seem to have a postive impact on war weariness in feudalism while losses in the field have a corresponding greater negative impact tha ni the other government forms. Not quantified just based on experience with feudalism going all the way back to an early RBC series game.
 
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