SGOTM 10 - Peanut

@ Mathilda. Nice turnset :)

Got it. I will play Friday and/or Saturday. I guess that the necessary MM when the Golden Age ends and as a consequence of the rail will ask for quite some playing time.

Some points.
1) Barberian Guards don't seem to be in the cities. IMHO we should ignore them and just capture/raze cities if possible.

2) Because the barbs have ironclads I think we should move our ships in one stack defended by all our Man-O-Wars (no ship-chaining).

3) After Espionage I think we should research Replaceble Parts. The Military Academy is IMHO a nice prebuild for the Intelligence Centre. After we have that we can really build the MA in London.

4) The barbs don't seem to own 1 tile islands. Therefore I think we should consider stopping research after we have replaceble parts (necessary for fast workers and artillery). Cav combined with artillery should probably do the job. We can decide on that definately once we have more info about the number of troops (and their quality) of the barbs.

5) With our first shipment of troops, mainly army and cavs, I also like to send a settler (for a recovery city with barracks), a few (=6) workers (to make certain that we get RRs on the other continent too, if they aren't there) and 6-8 riflemen (for defense of injured cav's, protection of our recovery city and protection of the workers).

6) Mayas are prepared to negotiate, so I think we should make peace with them if it doesn't cost us anything. We can use the troops probably better on the other continent.

That are my remarks for the moment. Comments are welcome.
 
Nice turn set, Mathilda :) I think our Science Advisor got confused from whatever manipulations were put in place on the research track; hopefully we wont NEED Integrated Defense :eek:

@AVN - sounds like a good plan. Artillery and Cavalry are a potent combination, along with Infantry to defend (much better than Riflemen!). If the Barb guards are outside the cities, it will be nice to sidestep them; however, their Bombardment capability may make it impossible to establish a roadwork OR raillines if we don't take them out.

If the Barbs have Ironclads, any chain we set up could be easily unlinked, so I can agree with using a big stack of ships rather then a chain. With DNM, we can cross pretty quickly anyway.

Agreed about Replaceable Parts and Intel Agency

4.) OK I suppose. We should know this before we start major combat; otherwise the WW might force us out of Republic

5.) A stack defended by an Army might not come under attack; a city will definitely come under attack. You might want to wait until you see if they attack you before founding the city.

6.) Yes. Our focus should be entirely on the Barbs at this point. Byzantines and Sumeria are gone so their cities are pretty safe from CF, and the former Mayan cities aren't that big of a deal.

BTW, there is (or was) at least 1 Barbarian city to the South in the archipelago; we will have to plan to ship some troops down to capture it at some point (after the main landings have occurred and we are, hopefully, taking the Barbs on their home turf.)

Good Luck, AVN!
 
The save

Turnlog :

turn 0 - 1150 AD
Sell barracks. Earn 250 gold with that.
Sell Steam Power to Dutch for Incense and 23 gpt.

Start appointing scientists in very corrupt cities.

Cashrush galleon in Erech (to get army from island).

Sign peace with Maya.
We get 17 gpt and a lumpsum of 14 gold for that.

IBT :
Barbs drop 3 cav and a med inf near Tiwanaku.

Richmond : worker -> worker
York : coal plant -> cav
Coventry : factory -> coal plant
Dover : MoW -> MOW
Heraclea : worker -> worker
Agade : worker -> worker
Erech : galleon -> wealth

turn 1 - 1160 AD
Near Tiwanaku :
cav - cav 1-0
cav - cav 2-0
cav - cav 3-0
cav - med inf 4-0

IBT : barbs drop 4 cav near Tiwanaku
Golden Age ends

Nottingham : coal plant -> cav
Hastings : factory -> coal plant
Kish : settler -> cav
Cori : worker -> worker

turn 2 - 1170 AD
Near Tiwanaku :
cav - cav 1-0
cav - cav 1-1
cav - cav 1-2
cav - cav 2-2
cav - cav 3-2
cav - cav 4-2

Research -> 60%, Lux -> 30% Espionage in one.

IBT :
Barbs drop a crusader next to Tiwanaku.
Dutch want iron. I refuse. They don't declare.

We learn Espionage. Continue with Replaceble Parts.

Lagash : settler -> settler
Pollution near Hastings
Leeds : factory -> coal

Barbs are building Universal Suffrage.

turn 3 - 1180 AD
Found Cambridge
Bombard Crusader to 1 hp with the canons
Cav - Crusader 1-0

Research -> 70%. RP in 7.

IBT :
Ur : settler -> settler
Cuzco : coal plant -> cav
Tiwanaku : factory -> coal plant
Sumer, York, Nottingham : cav -> cav
Smyrna : worker -> worker

Mayas complete Shakespeare
Propaganda in Coventry has upset citizens there.

turn 4 - 1190 AD

Send small armada to barb islands at the north of their continent.

IBT :
Mayas want an alliance against the Dutch. We refuse.

London : Intelligence Agency -> Military Academy
Birmingham : worker -> worker

turn 5 - 1200 AD
Plant successfully a spy in barbs land.
They have 107 rifles, 12 med inf, 18 barbarian guards, 11 cav and 7 knights plus a few obsolete units.

We investigate New Olmec. It has 1 rifleman and is building another.

We also investigate Barberian Stronghold (screenshot is attached).
City has palace, barracks, granary, temple, market, lib, cathedral, university, colosseum, Pyramids, Great Library, Copernicus, Leonardo, Newton, Smith, Tech Thieves and Iron Works.

The defence consists of 13 vet riflemen and 2 barbarian guards.

But the city is surrounded by mountains with fortresses and I guess they contain barbarian guards too. From a few I'm sure because I saw them when Mathilda was investigating the coast there.

Drop few cavs and settler on Ivory Island.

IBT : Barbs drop cav, 3 med inf and a rifle near Agade.

York : cav -> cav
Nottingham : cav -> cav
Huamanga : factory -> coal plant

JS Bach is completed by the Mayans.

turn 6 - 1210 AD

Near Agade :
cav - cav 1-0
cav - med inf 2-0
cav - med inf 3-0
cav - med inf 4-0
cav - rifle 5-0

IBT : Barbs drop near Agade 3 cav and a rifle.
Cuzco : cav -> cav
Canterbury : cav -> cav
Warwick : coal plant -> cav

Our spy is captured :cry:

turn 7 - 1220 AD
Try to plant a new spy but he is caught.

New Olmec : Cav Army - Rifleman 1-0 and the city.
We sell the barracks and abandon the city.

Near Agade:
cav - rifle 0-1
cav - cav 0-2
cav - cav 0-3
cav - cav 0-4 (it seems the RNG doesn't like me anymore)
cav - rifle 1-4
cav - cav 2-4
cav - cav 3-4
cav - cav 4-4

Found Ivory Town on Ivory Island

IBT :
Ur : settler -> cav
York, Nottingham : cav -> cav
Nottingham : cav -> cav
Nicaea : worker -> wealth

turn 8 - 1230 AD
nothing

IBT :
Barbs drop 3 cav near Agade

Cuzco, Canterbury, Warwick : cav -> cav
Lagash : settler -> cav
Hastings, Coventry, Leeds : coal plant -> cav

Propaganda in Liverpool has upset citizens there.

turn 9 - 1240 AD

Found Manchester

Near Agade :
cav - cav 1-0
cav - cav 2-0
cav - cav 3-0

Rush barracks in Ivory Town

IBT : Learn Replaceble Parts -> Corporation
Tiwanaku : coal plant -> cav
York : cav -> cav

Coventry riots while it has 5 happy and 5 unhappy citizens :confused: :confused: :confused:

Ivory Town : barracks -> harbor
Agade : worker -> cav
Reading : cav -> cav

turn 10 - 1250 AD
Plant successfully a spy in barb land.

End of turnlog.

This was basically a builders turnset. With the railroading I have concentrated on.

- Completing the railroad along the borders. So that our cavs can stop them immediately.

- Optimizing core cities for 80 shields (accounting for factory/coal plant if applicable). This is also complete for our core cities, but need some more work for more corrupt cities.

My ideas.
- Continue building up an invasion force, consisting of cav armies, cavs, artillery and infantery. We probably need more galleons for that too.

- Maybe we should build the Pentagon in one of our cities.

- Ignore the barbarian guards for the moment. We will need quite some artillery/armies before we can eleminate them.

- Stop research.

That's it for the moment.

civ_steve : it's your turn again :)
 

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Good job with the spies.
It's nice to know what we're up against.
The part I'm worried about is them 105 rifles becoming 105 infantry in a blink.
So I'm still not in favour of stopping research.
I'd buy Medicine from the Mayans and research Scientific method next.
Research Corporation while building TofE and take Refining and steel for free, then resarch Combustion, Mass Pruduction and Motorized Transport.
Don't wait with starting the invasion though.
But might be nice to have some tanks available by the time we need to tackle the Barbarian Stronghold.
Also I don't really like the idea of the BBBs getting TofE.

Before invation:
- build infantry
- build artillery
- stop building workers

I'll be out of town from tomorrow morning till Wednesday evening.
My summer holiday just started :cooool:
So I'm happy to swap with AVN if my turn comes before I'm back and if he has time to play.


edit: let's keep in mind the option of mobilization - but don't do it before TofE is finished.
 
More build up to (hopefully) a swift conclusion. I believe it would be useful to do as much research as we want to do prior to really starting offensive operations against the barbs; the WW will kill our research pretty quickly once we have large armies sitting in the Barb territory. Probably want an Infantry army to defend our stacks; if we don't build or keep any cities, I think the AI is loath to attack a stack of armies. So a whole bunch of Cav and Artillery under an Army or two might be fairly safe.

OK, I've got it and will play later this weekend.
 
Turn 0, 1250 AD
Need Infantry and Artillery to start the fun and games; we have 41 Cav, switch all Cav builds to Infantry or Artillery
Maya wont trade Medicine, for Steam Power, but they will trade Music Theory, WM, 142 Gold and 27 gpt
Industrialization - they WILL trade Medicine and 2 gpt for that
Start on Scientific Method, 8 turns at 50% Science

(IBT Barbs land 2 Rifles, 1 MedInf, 1 Cav near Agade
Mayans finish off wounded Swiss Pike near Tiwanaku)

Turn 1, 1255 AD
London fin MilAcad --> Army of course! 6 turns
Canterbury fin Cav --> Marketplace
Oxford fin Aquaduct --> Courthouse
Liverpool fin Fact --> Harbor (adjust citizens to prevent starvation)

Cav Army takes care of 2 Barb Rifles; Elite Cav do in Barb Cav and MedInf
Set Sail to claim 2 tile island just East of Barb homeland - artillery battery site!

Turn 2, 1260 AD
Cuzco fin Inf --> Market
Tiwanaku fin Arty --> another
Sumer fin Inf --> Factory
York fin Inf --> Market
Nottingham fin Inf --> Market
Hastings fin Inf --> Market
Coventry fin Arty --> Market
Warwick fin Inf --> Market
Leeds fin Inf --> Market

Land on 2 tile island, 3 Cavs and a Settler; adjust defenses at Ivory Town so that Cav is in mountain

Turn 3, 1265 AD
Kish fin Arty --> another

Found Bristol off of New Cherokee
Ship Infantry and 2 Workers off to Ivory Town to connect Ivory

(IBT Barbs land another 2 Cav off of Agade
Liverpool citizens are made unhappy)

Turn 4, 1270 AD
Tiwanaku fin Arty --> Another
Markets to Arty --> York, Leeds, Coventry, Warwick
Nottingham fin Market --> Univ Suff
Newcastle fin Factory --> Coal Plant
Liverpool fin Harbor --> Coal Plant
Norwich fin Arty --> Arty

With Markets able to set Lux to 20%, Sci to 60%, with about the same gpt loss

Flotilla delivering Workers and Infantry to Ivory Town comes across a stack of Barb ships (1 Frig, 1 Gall, 2 Priv)
Our 7 ManOWar escort bombards 3 times, then sinks 3 and enslaves 1 with no loss

Lose one Cav to a Barb Cav - Hey, I've got bombard units; bombard 2 Barb Cavs to 2 hps each, then run them over with Elite Cavs; also take a few shots at Barb ships that dropped them off

(IBT, a short stack of 3 Barb ships drops a Cav off adjacent to Ivory town)

Turn 5, 1275 AD
Vilcas fin Arty --> another
Badtibira fin ManOWar --> arty
Cuzco and Hastings fin Markets --> arty

After some bombarding our units sink 1 and enslave 2 ships off of Ivory Town with no losses

(IBT - we get hit with WW, I think?; most cities appear to have gotten 2 points more unhappy, but Cuzco appears unaffected
Barbs complete UnivSuff!!)

Rush Harbor in Ivory Town

Turn 6, 1280 AD
OK, Harbor in Ivory Town, combined with Marketplaces, has undone unhappiness, reset Specialists
we generate several artillery
Sci Meth in 1 turn; we've lost our pre-build in Nottingham, so switch to Univ
I think we can still finish TofE before Barbs

(IBT Barbs land 1 Cav near Agade)

Turn 7, 1285 AD
Learn Scientific Method, Corp in 7
What do you know? Switch Nottingham to TofE, and it completes in 7 turns as well, right after Corp!

Bombard the Cav to 1 HP; Elite Cav does it in; Bombard Barb flotilla to 1 hp each; too bad we have no ships up here

Turn 8, 1290 AD
London finishes our first Army; next a Market cause we're borderline here

We appear to have lost an Incense; foolish Dutch are losing to the Maya (who have a Rifleman pillaging their territory)
This will not do
Use ROP to build Railroad into Dutch territory and advance our forces to use ROP rape

At cost of 1 Cav, Groningen, Amsterdam, Rottedam and Utrecht are captured; including Hanging Gardens

Turn 9, 1295 AD
The Hague is taken; the Dutch are off the continent; Incense is reconnected
Form Infantry Army

Turn 10, 1300 AD
Restore our units to their positions and reform

End of Turnlog

I focused on building up our Artillery units, building Happiness for the future, and since the Dutch lost the ability to trade us Incense, took their continental holdings over.

We have an island base that can bombard a nearby Barb city, prior or in conjunction with our landing near it (I'd recommend the Gems mountain).

We have an Infantry Army, and 29 Artillery (7 Cannons are available for upgrade). I've been stashing the Artillery, Infantry and Cavalry (sometimes) in separate piles near Dover; with the railroads in place, moving them to the port doesn't count as movement and they can be loaded, and if they reach anywhere, unloaded in the same turn. We could start landings using the Infantry Army as cover; our War Weariness will start to go up rapidly but with Marketplaces, and additional Luxuries (Gems will make our 6th), we might be able to proceed with the War and keep researching to Motorized Transport and Amphib if needed.

We are on track to learn Corporation in 4 and finish TofE immediately after (for free Refining and Steel) if that is our plan.

Over to you Mathilda! (or AVN if she is still out)

1300 AD save
 
I will be out of town (and without internet and computer) for two days too.
Going to keep Mathilda company :)

We will return to Helsinki (where we live) Wednesday evening.
So we will be able to continue with this game in the 2nd half of this week.

I hope that's not a problem.

PS : I will give my comments (after looking at the save) on Thursday.
 
Right, physically back but brain not really functioning.

That was a swift takeover of Dutch holdings.
I don't suppose we're in a position to take them out alltogether and I bet they won't even talk to us yet...
I'll take a look at the game tomorrow.
 
Really nothing to it. Used ROP to pre-place Artillery in range of 4 of their cities, and with bombarding, reduced most defenders considerably. Swiss Pikes were their best defense (no Nationalism yet), so capturing the cities was trivial. (Cav were pre-positioned as well).

Most units have all their movement left this turn (except for workers), so if you want to load up and move out on the Galleons, you can.
 
Got it. Will play tomorrow night, might start tonight if I get the kids in bed in time.
Yes, I think it's time to start the war.
We have transport capacity for forty units at a time.
I was thinking of on the first vawe taking the armies, all the artillery and as many infantry as I can fit in.
On the second vawe attacking units.
Third vawe who ever is left and some workers.
Other than that, not much to say. Some atm unnecessary entartainers for whom I'll find something more interesting to do.
I'll sign peace with the Dutch as soon as they'll talk?
 
Here are the gory, not very detailed details.

Pre turn 1300ad
Drop lux to 10% and circle through the cities assigning appropriate
specialists.
Swap Liverpool from coal plant to marketplace.
Also decide to use the shields we've been gathering and Sardica for a
galleon to get access to the Dutch islands.
Corporation still due in 4, now at +87gpt

Load armies and artilleries and some infantry on to the boats and set sail
towards New Cherokee.

Sell Wines to the Mayans for 4 gpt. Not a lot, but why not sell anyway?
Also sell our wm for his wm and 95 gold :)
Upgrade a cannon.

IBT:
BBBs land a knight.

Turn 1 1305AD
Take out the knight 1-0
Unload all the troops south of New Cherokee.
Had to think hard about wasting three turns before we can attack by
landing on the mountain an decided to risk landing on teh plains for sake
of speed.

IBT:
The Big Bad Barbs respond to our invasion by - absolutely nothing!!!

Turn 2 1310AD
Bombard New Cherokee. It's defended by three rifles and one cav.
Attack three times with the cav army and take the last defender with
infantry. Don't want to leave the army exposed by itself.

Sign peace with the Dutch for wm, 30 gold + 7 gpt.
If we get a flip we can always restart the war, it's not like we have much
of a reputation left.

Sell dyes to the Mayans for 7 gpt.
Drop science to 40%.

IBT: A BBB ironclad attacks the stack and we gain a MoW :)
Our spy gets captured - shame.

Turn 3 1315AD
Lux needs to go back to 20%
Reload the boats, move the troops up to the next target.

IBT: BBB cav kills the lone infantry.
They land another knight on our continent.
Quite a bunch a rifles running towards our next target, but not reaching
it.
We learn the corporation.
Sell it to the Mayans for Free artistry, Economics, 278 gold and 124gpt.
Set research to steel.
Finish TofE, learn steel and refining, set to combustion, due in 8 at
-45gpt.
Start palace in Nottingham as a prebuild for the Pentagon.

Turn 4 1320AD
Bombard Teoihuacan - defended by three rifles.
Attack with cav army twice and it's redlined. Take the city with the
infantry army, sell the improvements, move one infantry as defender.
Redline the approaching rifles.


IBT:
BBBs land 2MIs, a longbow and a spear.
Teoihuacan flips - I was lead to believe that cities couldn't flip on the
first interturn - that seems to have been false information.
Quite a few Mayan rifles move into our territory - towards the BBB
landing.

turn 5 1325AD
Take Teo back and this time raze it.
Successfully replant the spy.
Redline everything in sight.

Decide to take a break and continue tomorrow.

Land the second wave of troops.
Take out the BBB troops on our continent.
Found Leicester

IBT:
So I made one mistake in the landings as I left one of the settlers
guarded by only 3 cavs.
They got promptly killed and the settler captured.
Other than that, nothing.

Turn 6 1330Ad

Attack loose units on the BBB continent.
Kill several, capture one settler.
Send a cav on a lookout and happen by a size 12 city (Anasazi) defended by
redlined units.
Take out five rifles, but don't have enough cavs in range to take the
city.
Attack instead New Anasazi, another size 12 city and get a great leader :)
Form an army, load it with cav and send it on lookout.
Start Pentagon

IBT:
Our stack outside Anasazi, including a cav army gets killed :(

Turn 7 1335
Split the stack into three.
Realise there is an easy and safe way to ship chain.
Kill a couple of loose units.

IBT:
All the units not in stacks get attacked.
Leicester comes under attack but holds.
Netherlands and Mayans sign peace.
BBBs stack arrives from the south.

Turn 8 1340AD
The BBB stack has, now that I get to count it 20 units in it, mainly
medieval types.
Use the Cav army and some other cav to reduce it to ten - no losses to us.
Found Gateway to barbland and Diamond River.
Diamond River allows lux to come down to 10% again with hiring of five
specialists. Difference is about 100 gpt.

IBT:
Lose 5 cav to the barbs.
propaganda campaign in Liverpool upsets people.

Turn 9 1345AD
A hard hit of war weariness - lux has to go up to 40%, that's quite a
change from 10%
Bristol is going to starve or riot, so rush the harbour and let riot.
Pick a few lose units, but still not in a position to attack another city.


IBT:
Lot of barb units running around, but no actual attacks.


Turn 10 1350AD
Barbs have Infantry.
Land another 20 units on to the barb continent.
Again, just pick around fifteen loose barb units, but no actual progress.
Realise that the stack in front of Chanca is in the worst possible place
as it gets hit by the barbarian guard every time, it should be 2 spaces
NE.

That's it.
I feel I've played really bad.
Initial response from the barbs was so lame that I decided to split the
stack and with 20/20 hindsight it was probably a mistake.
War weariness is really high, only manage 40% research.
Unit costs are above 100/ turn.
At this stage communism would really be superior, but nobody's researched
it yet.
And you can build a lot of cavalry in 8 turns that it would probably take
to change.
Good ideas are welcome.
 
I haven't looked at the save yet. What did we lose when Teotihuacan flipped?

Their Infantry require Rubber, so we should locate that and pillage it, if it's fairly accessible.

Can't tell if the war of attrition is working; whether it is better to go after cities and raze as we go, or kill as many free units as possible. Might be interesting to found a city and restrict access to it so that his units have to go through several Armies ZOC to reach the city; then bombard the units and eliminate them. SirPleb used this technique in a HOF game to greatly reduce the amount of AI troops. If we don't have the spy, we need to replant it so we can tell if we're making headway against his army.

Even against Infantry, our use of mass Artillery, Cavalry and Infantry should do the job. I'll look at the save tonight and post any further comments then.
 
Got it.
Will start playing tonight (within a hour), but will probably more time to finish my turnset.

Focus will be on :
1) Continue building troops
2) Reorganizing (and healing) troops on the other continent. Getting them in stacks again.
3) Setting up a railroad network on the barb continent, so that our troops will move faster.

We don't have oil, but the Mayas have it. With a temple and the founding of a carefully planned city we should be able to "conquer" it from them without warring.

Because we are almost only building military builds now (and the non military builds are in general not that important) I will start a mobilization after the current turn.

Will report more after the few turns I will play tonight.
 
This is a good reason to keep a few of our friendly AI's around - we can go into Mobilization, declare war on say the Maya, then sign peace later to get out of Mobilization. Good Luck, AVN!
 
Played 4 turns this evening with limited progress.

Positive :
1) Railroading of the other continent is serious started. So our troops can move faster.
2) Number of barberian cav's is seriously reduced.
3) Captured and razed 2 cities, but barbs were able to resettle one.

Negative :
Lost an army.

Overall status. Things are going very slowly. Too slowly for my own liking.
 
Yes. It will go very slowly! :) At some point, the stacks of Artillery, Infantry and Cavalry become very overpowering, and the opponent just collapses, but we're not to that point yet.
 
The save

Turnlog :

Turn 0 - 1350 AD
Can't find the rubber of the barbs, so I'm unable to stop them building/upgrading to infantry :(

Observe that we don't have oil (necessary for tanks), but fortunately the Mayas have it and with a border expansion of Groningen and after that strategic settling we can rob it from them.

Therefore cashrush temple in Groningen.

I also cashrush the barracks in Leicester, do some MM-ing and change a few builds.

IBT : Barbs kill 2 isolated cavs and a wounded inf. They also occupy our Gems.

Turn 1 - 1355 AD
Kill barb cav which occupies our Gems.
Capture Chanca, killing 2 inf, rifle, cav, sell improvements and abandon city.

Start mobilization.

IBT : Barbs move lots of troops to Olmec, but they don't attack us.

Turn 2 - 1360 AD
Cav army eliminates 4 units in Olmec.
Inf army eliminates 2 units in that city
2 Cavs eliminate another 2 units. But the city has still defenders.

Research -> 30%

IBT : We lose 2 cavs and an inf in counterattacks
We learn Combustion. Continue with Mass Production.

Turn 3 - 1365 AD
Capture Olmec

IBT : Barbs kill an injured inf, but lose a cav.

Turn 4 - 1370 AD
Cav army (slightly injured) loses from an infantry :cry:

IBT : Lose a number of cavs and an infantry in counterattacks of the barbs. Kill a number of cavs too.

Turn 5 - 1375 AD
Check with MOW's the fortresses in the middle of the barb continent. They contain rifles. This means that all barb guards are in the neighbourhood of Barberian Stronghold. Sixteen in the mountains, two in the city itself.

IBT : Amsterdam flips to the Dutch.
Our spy is captured.

Turn 6 - 1380 AD
After some heavy fighting we capture Anasazi.
Plant succesfully a spy in Barbland.

IBT : nothing

Turn 7 - 1385 AD
We capture and destroy Olmec. Unfortunately the barberian border doesn't change.

IBT : Cav army which conquered Olmec is heavily bombarded by the barb guards. After that it's attacked by several inf's and in the end it's unable to survive :cry:

Turn 8 - 1390 AD nothing

IBT : nothing

Turn 9 - 1395 AD
We capture Olmec 2.

IBT : Barbs attack an injured infantry. He wins and we get a leader :)
Unfortunately the inf is attacked again and this time he doesn't survive and dies. It also means that our leader is destroyed :cry:

Turn 10 - 1400 AD
We capture Chanca 2
Try also to capture city south of New Apache, kill several infs there, but I'm unable to kill a redlined cav. :(

Found the Mumbles, so we have access to oil now (robbed from the Mayas)

Save the game.

End of turnlog.

Remarks (for next player) :
1) Several units have still the possibility to move. Especially you have the choice which units to load in Dover. There are lots of units there.

2) Decided to concentrate on conquering the south. The barbarian guards were giving too many problems for me.

3) Have reduced the number of our payed workers. There wasn't any useful work for them anymore, so disbanded them to reduce unit costs.

4) Lost 2 armies. I think I made the mistake to attack with them. In a situation in which the AI is stronger (as in our game) that doesn't seem a good plan. It's the first time I have played against a stronger opponent in the Industrial Ages and i consider this a lesson learnt.

Nevertheless I made some progress, both in territory and in reducing the amount of cav/inf of the barbs.

OK, it's up to you now civ_steve. Good luck :)
 
Congratulations Steve, here on the home turf as well!
And I agree with AVN, let's hope you'll still have time for playing as well :)

To the game:
That's a lot of crying faces for a turnset where I think the progress was good :)
Main observation from the game is that the Mayans would be willing to pay 51 gpt for a tech. I don't see any real problem in selling them steel for example.
It would help a little bit with our cahsflow problem.

And just to let you know, I'll have very little time to play before the weekend, so take your time :)
 
Thank You (I think :mischief: )! I anticipate still playing the SGOTMs, and hope to get a CIV GOTM in from time to time; we shall see.

I've got it, and will play sometime over the next 4 days. I think our strategy is pretty well set and we're actively attacking the Barbs on their home turf, so I would hope we can close this one out sooner than later.

I think the armies are better used to protect large stacks of units than as attackers themselves; however, this is C3C so armies are a lot more powerful than we're used to. Getting rid of excess Workers sounds just fine.

I see no reason not to trade with the Maya if we can gain a lot from it; hopefully they are not setting up a big gpt payment to declare on us! (That would be so human to do!)

The Barb guards sound like fun! (not!) And I would anticipate a lot of lost units along the way to winning this one; very concentrated combat so not everything will go well.

OK; I'll post any other questions if I come across something and probably start in about 24 hours.

(edit - one more thing; would someone like to write-up a spoiler for the 1st spoiler thread? I think a key issue was our first war with the Inca - we were very preoccupied with their Great Wall and ended up losing a lot of units over 2 or 3 assaults and never taking the darn city until we finally just pushed through the rest of their empire to Tiwanaku.)
 
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