SGOTM 02 - Team CFR

Well, I was watching Bavaria-Spartak on my PC, so couldn't play anyway. And I doubt what was greater waste of timre - football or calcs :)
 
Save

[0] 650 – some worker tasks changes to support rush schedule and build roads, Satsuma to barracks
[1] 665 - Discovered CS, traded to HC for Feud, paid 150 gold extra. Pop-rush samurai in Madrid. start implementing rush schedule – Kyoto, Osaka, Yayoi as they were in 1-pop rush diapason, and we need melee fast. Revolt to Vassalage
[2] 680 – science to 0 (+~100 gold), Engineering to move faster and get pikes (2238 turns to go :D)
[3] 695 – Kyoto puts extra hammers in Galleon that’ll move it’s samurai later – the schedule described; Upgraded CRIII sword in Madrid to samurai to fill recently produced galleon.
Seville – Forge – Barracks (5 turns)
IBT - Hatty completes GLib – well, thanx a lot!
…
Chinese have 2-4 lbows in their cities
740 – Capac builds Angkor, Hatty has 2 lbows, archer and spear in Thebes. Opened borders with Mao and traded rice for his wine. 3 galleons with 4 cats and 5 samurai take sail!
755 – War. Desant landed, 5th galleon carries new samurai and cats
Mali give birth to GEngineer
770 – bombardment of Pi-Rameses
GMerchant born in Berlin
785 – Bombardment and assault, no loss. 2 ships start towards Hun.
800 – desant near Hun.

To-do list:
- Pop-rush samurai in Kyoto next turn, turn later move overflow to galleon (follow the schedule)
- move units from Pi-Rameses by 2 Galleons
- watch out for happiness in Madrid
- next turn Barca enters Steady State. Start rushing schedule (overflow to chariot – fix overflow - switch to samurai – pop-rush with 2 - overflow to chariot - …)
- I’ve rushed so many units we seem to need more ships
- do not pop-rush in Tokyo until pop 8 for not to leave steady state +2 food growth
 
Lexad Porto-CSKA?
Ain't funny, they're translating Hamburg-Arsenal :( So I've made you a save :D
Checkout the graph - "A new Power is rising! It's victory is at hand!"
 
Well done!!! World war started! :crazyeye: -> :king:

Great graph! :goodjob:

I shall play at friday! We have 1.5 days to discuss situation. Some analyses i offer tomorrow.
 
Nice progress. Next player should conquer most of Egypt and propably start building ships for the incan front.
 
OK, I had a closer look at the save. I think we need some more cats now, it looks like we'll be limited not by the number of samurais, but by the rate at which we can bombard the defenses. Now we have vassalage, which means that we can produce cats with accuracy promotion. :)

I think we should start prepairing for the second front (inca) right now. That means we need some ships and even more cats. The AI are weak and once we transport our current units to Egypt, that should be enough to kill them. And later once fighting in China and Mongolia, units built in Egypt can replace the casualties.

I think we should use the gold we have accumulated to upgrade the sword stack in Madrid and other MP swords we have and replace them with chariots. We can also afford to research Engineering, but I am not sure whether we need it or not.
 
Obormot said:
We can also afford to research Engineering, but I am not sure whether we need it or not.
Probably not very much. If a new samurai is leaving for the front every X turns, a new samurai is arriving at the front every X turns, regardless of speed.
 
We have some cats prebuilt in cities. However, currently cats are used solely for the purpose of removing walls, we do not spend them on suicide missions - prob (samurai beats unpromoted longbow) > 97%. I think ships are more crucial now to move the samurai rushed with excess pop using excess happiness to front - and then we can move them to Inca side when the army is ready.
 
Balbes said:
Probably not very much. If a new samurai is leaving for the front every X turns, a new samurai is arriving at the front every X turns, regardless of speed.
However, in the new lands this would speed up their land movement so that we can use less ships.
 
We have a lot of samurais now, thus we'll be able to attack many cities at once. So we also need more cats to bombard many cities at once as well. Otherwise our army of samurais will stay idle waiting for defense to be reduced.
 
I think that first of all is necessary for us more galeons. Else samurais and catas will stay idle or slowly move on foot! :)

Minimally on each army/front it's necessary 3 galeons!
3 Army -> 9 galeons + some more for logistics with mainland.
 
Whether it's necessary to conclude with Egypt an peace treaty for technologies if there will be a suitable opportunity?

Is necessary leave the defender in Pi-Ramses?
 
Light plan A:
attachment.php

Red group - main with 2 galeons
Green and blue group - small 2 samurai + 1-2 catas

In Egypt we already have 6 samurai + 6 catas,through one turn we shall receive 2 samurai + 1 cata

Any comments?
 

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I has made intermediate save (4.5 turns)
875_AD

The second part I shall play tonight!

Here is your Session Turn Log from 800 AD to 875 AD:

Spoiler :
Turn 220, 800 AD: Al-Razi has been born in Ning-hsia!

Turn 221, 815 AD: You have trained a Catapult in Kyoto. Work has now begun on a Galleon.
Turn 221, 815 AD: You have trained a Samurai in Tokyo. Work has now begun on a Catapult.
Turn 221, 815 AD: You have trained a Galleon in Madrid. Work has now begun on a Samurai.
Turn 221, 815 AD: You have trained a Catapult in Seville. Work has now begun on a Samurai.
Turn 221, 815 AD: You have trained a Galleon in Satsuma. Work has now begun on a Samurai.

Turn 222, 830 AD: Your Catapult has reduced the defenses of Hun to 12%!
Turn 222, 830 AD: CFR's Samurai (8.80) vs Hatshepsut's Longbowman (7.80)
Turn 222, 830 AD: Combat Odds: 75.1%
Turn 222, 830 AD: (Extra Combat: -10%)
Turn 222, 830 AD: (Plot Defense: +5%)
Turn 222, 830 AD: (Fortify: +25%)
Turn 222, 830 AD: (City Defense: +45%)
Turn 222, 830 AD: (City Attack: -20%)
Turn 222, 830 AD: (Combat: -25%)
Turn 222, 830 AD: Hatshepsut's Longbowman is hit for 21 (79/100HP)
Turn 222, 830 AD: Hatshepsut's Longbowman is hit for 21 (58/100HP)
Turn 222, 830 AD: CFR's Samurai is hit for 18 (82/100HP)
Turn 222, 830 AD: Hatshepsut's Longbowman is hit for 21 (37/100HP)
Turn 222, 830 AD: Hatshepsut's Longbowman is hit for 21 (16/100HP)
Turn 222, 830 AD: CFR's Samurai is hit for 18 (64/100HP)
Turn 222, 830 AD: CFR's Samurai is hit for 18 (46/100HP)
Turn 222, 830 AD: Hatshepsut's Longbowman is hit for 21 (0/100HP)
Turn 222, 830 AD: CFR's Samurai has defeated Hatshepsut's Longbowman!
Turn 222, 830 AD: CFR's Samurai (8.80) vs Hatshepsut's Longbowman (5.45)
Turn 222, 830 AD: Combat Odds: 97.1%
Turn 222, 830 AD: (Extra Combat: -10%)
Turn 222, 830 AD: (Plot Defense: +5%)
Turn 222, 830 AD: (Fortify: +5%)
Turn 222, 830 AD: (City Defense: +25%)
Turn 222, 830 AD: (City Attack: -45%)
Turn 222, 830 AD: Hatshepsut's Longbowman is hit for 25 (75/100HP)
Turn 222, 830 AD: CFR's Samurai is hit for 15 (85/100HP)
Turn 222, 830 AD: Hatshepsut's Longbowman is hit for 25 (50/100HP)
Turn 222, 830 AD: CFR's Samurai is hit for 15 (70/100HP)
Turn 222, 830 AD: Hatshepsut's Longbowman is hit for 25 (25/100HP)
Turn 222, 830 AD: Hatshepsut's Longbowman is hit for 25 (0/100HP)
Turn 222, 830 AD: CFR's Samurai has defeated Hatshepsut's Longbowman!
Turn 222, 830 AD: You have captured Hun!!!
Turn 222, 830 AD: CFR's Samurai (8.80) vs Hatshepsut's Longbowman (8.34)
Turn 222, 830 AD: Combat Odds: 71.5%
Turn 222, 830 AD: (Extra Combat: -10%)
Turn 222, 830 AD: (Plot Defense: +34%)
Turn 222, 830 AD: (Fortify: +25%)
Turn 222, 830 AD: (City Defense: +25%)
Turn 222, 830 AD: (City Attack: -20%)
Turn 222, 830 AD: (Combat: -25%)
Turn 222, 830 AD: Hatshepsut's Longbowman is hit for 20 (80/100HP)
Turn 222, 830 AD: Hatshepsut's Longbowman is hit for 20 (60/100HP)
Turn 222, 830 AD: Hatshepsut's Longbowman is hit for 20 (40/100HP)
Turn 222, 830 AD: Hatshepsut's Longbowman is hit for 20 (20/100HP)
Turn 222, 830 AD: CFR's Samurai is hit for 19 (81/100HP)
Turn 222, 830 AD: CFR's Samurai is hit for 19 (62/100HP)
Turn 222, 830 AD: CFR's Samurai is hit for 19 (43/100HP)
Turn 222, 830 AD: Hatshepsut's Longbowman is hit for 20 (0/100HP)
Turn 222, 830 AD: CFR's Samurai has defeated Hatshepsut's Longbowman!
Turn 222, 830 AD: CFR's Samurai (8.80) vs Hatshepsut's Spearman (2.94)
Turn 222, 830 AD: Combat Odds: 100.0%
Turn 222, 830 AD: (Extra Combat: -10%)
Turn 222, 830 AD: (Plot Defense: +34%)
Turn 222, 830 AD: (Fortify: +25%)
Turn 222, 830 AD: (City Attack: -45%)
Turn 222, 830 AD: (Combat: -50%)
Turn 222, 830 AD: Hatshepsut's Spearman is hit for 33 (67/100HP)
Turn 222, 830 AD: Hatshepsut's Spearman is hit for 33 (34/100HP)
Turn 222, 830 AD: CFR's Samurai is hit for 12 (88/100HP)
Turn 222, 830 AD: Hatshepsut's Spearman is hit for 33 (1/100HP)
Turn 222, 830 AD: Hatshepsut's Spearman is hit for 33 (0/100HP)
Turn 222, 830 AD: CFR's Samurai has defeated Hatshepsut's Spearman!
Turn 222, 830 AD: You have captured Olmec!!!
Turn 222, 830 AD: You have trained a Samurai in Osaka. Work has now begun on a Catapult.
Turn 222, 830 AD: You have trained a Samurai in Madrid. Work has now begun on a Catapult.
Turn 222, 830 AD: You have trained a Samurai in Satsuma. Work has now begun on a Courthouse.
Turn 222, 830 AD: Bismarck adopts Vassalage!
Turn 222, 830 AD: Bismarck adopts Serfdom!

Turn 223, 845 AD: Your Catapult has reduced the defenses of Memphis to 34%!
Turn 223, 845 AD: Your Catapult has reduced the defenses of Memphis to 28%!
Turn 223, 845 AD: You have trained a Catapult in Osaka. Work has now begun on a Samurai.
Turn 223, 845 AD: You have trained a Samurai in Yayoi. Work has now begun on a Catapult.

Turn 224, 860 AD: Your Catapult has reduced the defenses of Memphis to 22%!
Turn 224, 860 AD: Your Catapult has reduced the defenses of Memphis to 16%!
Turn 224, 860 AD: Your Catapult has reduced the defenses of Memphis to 10%!
Turn 224, 860 AD: Clearing a Forest has created 46 $ for Cordoba.
Turn 224, 860 AD: Clearing a Forest has created 46 $ for Seville.

Turn 225, 875 AD: Your Catapult has reduced the defenses of Memphis to 4%!
Turn 225, 875 AD: Your Catapult has reduced the defenses of Memphis to 0%!
Turn 225, 875 AD: Your Catapult has reduced the defenses of Heliopolis to 34%!
Turn 225, 875 AD: Your Catapult has reduced the defenses of Heliopolis to 28%!


Any comments!?
 
Main plan after Egypt (4-6 turns): 3 main direction -> China->Mongolia, Germany->Mali, Incan->Mali (some turns later)

Optimal army: 36 samurai, 30 catas, 9-12 galeons (on 3 fronts)
 
There's no such thing as optimal finite army :D How's it going, bug haven't returned?
 
Good so far!
Any comments!?
Rush Galeons in Cordoba and Madrid
Put specilists in Barca to sea - food gives us more hammers
I'd rather leave at least on unit to protect conquered city when enemy has horse archers - for protection and pacifying. Substitute it later with cheaper defensive unit
Incas have Guilds, be wary
 
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