SGOTM 10 - Xteam

@Mistfit: Thoughts on wiping out the Inca: Once you get the game you'll see the 4 swords next to that Incan town to the north... I think it's Huamanga... or something like that. Once you grab that town... there are a couple more units in Macchu Picchu that could rally with those guys and start making the trek to the Incan capitol. (I think it's Tiwanaku.) Their current capitol will be the only city of any size left at that point...and they'll be done if you can take that city.

After that point it may be worth giving the Inca a rest (if there's anything worth beating out of 'em) and start positioning ourselves to start in on Sumeria. That really [pissed] me off last night when the Sumerians demanded Republic... because I'd offered in in trade the previous turn. Gilgamesh must go.

@Team: We probably ought to have a little tactical discussion on whether we're going to go for Knights... or build a combined arms army of Trebs/Pikes/MDI. I prefer the latter... as trebs and MDI (or longbows) tend to fare better against Muskets...and I suspect we'll need to fight a few muskets before we get Cavalry.
 
As close as the AI has built cities I think the MDI route is good. I'd like a few knights to be able to pick off approaching troops, but not at the expense of us researching it.
Good luck Mistfit.
 
I agree on combined arms with MDI/trebs (don't think we'll need many pikes).
It's really a small continent...
 
Go get 'em Mistfit.

My only thought on combined arms versus Knights is the upgrade path and the need to build all new units (Cavs) to take on the Barb Nation. If that is not a problem for you guys, then off we go with MDI, etc.

Alan sent me a PM on another player:

AlanH said:
Another new player?
Hi

Did yuo see the following post by StrictlyRockers in the sign up thread?

StrictlyRockers said:
Originally Posted by StrictlyRockers
Hi,

Is it too late to be added to a team?

1. Deity
2. Yes I am new to the SGOTM, not the GOTM, though.
3. I would like to be added to a team that has any c3p ladder players on it. Otherwise any team with good quality players will do.

Any interest? Again. I'm checking with you first as I know you might lose one of your players before the end of the game.

What do you all think? Alan is refering to Capt signing up and saying he may run out of time to play later in the game. Thanks. :D
 
leif erikson said:
My only thought on combined arms versus Knights is the upgrade path and the need to build all new units (Cavs) to take on the Barb Nation.
Guerillas are pretty tough in a mid-IA slugfest too. :D
Alan sent me a PM on another player:
Take my last answer, change the name of the proposed, rinse and repeat. No objection here.
 
Mistfit said:
What is our tech path?
Scout said:
Turn 7/410 Dial up Byzantines and sell Currency for 14g. She gets Monotheism, Sumeria has Engineering. Neither will trade. We'll see if they trade with each other next turn.
We either do pointy stick research or we start on Feudalism with a Scientist or at minimum?
Mistfit said:
At what point do we want peace? or do we want the incans completely gone right now?
The Incans have only cities we need. Their traits give them no remedial value, as far as I can see. Expansionist and Agricultural. So, give 'em the boot. Peace only if we can get some tech for them, Monarchy, for a half a turn... :mischief:
 
I think we'll need knights to gain control of our continent. We also need to focus on resource control. Olly-Olly has the Incan iron and we need to get that.

Combined arms will be key to the barb continent. Building a few cats and trebs right now would be a good thing. Especially if the barbs develop an navy and have figured out amphibious operations.
 
@Mistfit: See if you can take a couple of big Incan cities, and maybe get a smaller one in a peace settlement... I'd rather have a city than peace... then maybe reposition to start in on Gilgamesh....

How does that sound? Might be my $0.02 too little, too late... as Mistfit might already be playing...
 
Mistfit said:
I just did not know if I could get a city or two and a tech or 2 for peace out of them if it'd be worth it to give em a rest for 20 turns while we whack someone else.
I'm prolly late to this discussion, but in Vanilla and PTW, I believe one could make peace for techs and cities and then destroy the last city in the same turn without a rep hit. You have to make sure that there is only the capital remaining and that you have sufficient forces available to take the capital.

On planning for the future. Since we are now in the Middle Ages, I think we need to start planning for a pre-build for Leo's. I think this wonder will be essential to our ability to produce sufficient units to take on the Barb Nation through cutting resources and using Gold to upgrade units once the resource is reconnected. But Leo's is the key as upgrades are half price. :D :D :D
 
Inadvertantly load game into non-modded version - reload in correct version

Everything looks good

Rush a sword in Coventry to whack a settler pair

Press Enter

IT:
Swordman dies to archer coming out of Huamanga archer -1
Coventry Sword to Sword
Lots of troops milling around
Inca's somewhow find time to start the GL :rolleyes:

Turn 1 (330BC)
vSword dies attacking rSword on open land near Cuzco (not an auspicious start)

Battle of Humungus :p
vSword Kills rSpear -3
vSword Kills rSpear -3
vSword Kills 2hp rArcher and take the city
get 3 workers out of the deal
Start a worker
Huamanga.jpg


Oh yeah kill a barb horse out west

IT:
get attacked out of the incan headquarters by an archer but the horse retreats
Get the FP message

Turn 2 (310BC)
Kill another barb horse out west
Kill a spear south of Coventry and steal his settler :D

Incan sword standing on the spice outside of Cuzco 2 vHorse redlined trying to kill him
3rd 4hp eHorse does the job... no leader

Whack a loose archer in Incan territory

IT:
Byzantines want a RoP for an alliance against the Dutch... no thanks
London sword to sword
Nottingham spear (I canged this) to Sword

Turn 3 (290BC)
Whack a loose sword and thats about it for this turn

IT:
heh... My spear Idea fails as he gets whack flawlessly by a rSword across a river
well at least he did not whack a sword :lol:

York Horse to Horse

Turn 4 (270BC)
All is not lost with my spear plan :D
The swordsman that killed the spear gets whacked by my eSword and we get a leader
I make him into a Sword Army called First Blood!

Now we can do some damage

Whack a few more stray units and move toward the Incan Capt.

IT:
Byz and Ned sign peace
Hastings Sword to sword
same in coventry

Turn 5 (250BC)
Moving and manuvering

IT:
Size six towns decide they have had enough war and get angry
Incans want Peace but not willing to give up anything useful

Turn 6 (230 BC)
take 2 rSpears out of the Incan Capt. with the Army

IT:
People want the Hero Epic

Turn 7 (210BC)
Attack Twinki the Incan Capt with a sword horse and the army and take the city
twinki.jpg


Move and manuver

IT:
York Horse to Horse

Turn 8 (190BC)
move an manuver
lose a horse tryint to hit Vilabamba

IT:
Incans building the great Lib again

Turn 9 (170BC)
Lose another horse at Vilabamba

IT:
Barbs Building Leos :O

Turn 10 (150BC)
Kill a spear at LaBamaba but there is another there... grr..

Use 2 Swords to take Olly olly oxen free
Get a couple of workers
olly.jpg

After Action...

War Weriness is in full efect. Lots of clowns and specialists
Incans will only give us one of 2 remaining cities.
Vilabamba will fall soon
Army is healing in Nottingham
Feel free to change any builds
I did not MM at the end of the turn

Next Much better player:
 
Nicely played Mistfit! A Sword Army! :banana:

I'd say we're bouncing back from our bout with Anarchy pretty well...

IIRC, the clock gets re-set on the War-weariness thing if we stop fighting Inca, and start in on "somebody else" (Sumeria?)
 
My only complaint is that we have so many horses. 3 horses to kill one sword is crazy stuff. Let's wait until we are getting close to chivalry before building any more.

Well done Mist! An army is going to make a huge difference.

Let's go for peace, take the city and head north. We can mop up the Incas in 20 turns.
 
:goodjob: Nice work Mistfit. :banana: And an Army too!! :clap:

Looks like the Sumerians did us a big favor by planting a city between Newcastle and the Incan capital!! :D Once we take them on, we can leave them to languish in a food poor area for use in "scientific research".

Roster:
Capt - UP
Leif - On Deck
Bugs
Gator
Scout
Mistfit
- Just played and built us a Sword Army!! :cool:

War weariness doesn't look that bad. As we are doing lone scientist research, we can raise the lux slider and keep moving on. I suggest we take Vilcabamba, which is on a hill BTW, and then push for the Incan Capital. Get Cori in a peace deal, perhaps some tech, and wipe out the Capital. Then on to Sumeria for some pointy stick? I like Sumeria's starting terrain... :yumyum:
 
I know it isn't a tradition in either the GOTM or the SGOTM, but if we sign a treaty, let's let them live for twenty turns and then we can kill them.

Dishonorable play makes for a very shallow victory.
 
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