SGOTM 13 - TNT thread

Here is my report:

Summary:


Turn 319 - 1495ad
Mercilessly whip cities where possible. Move a couple of units into the war arena. Ponder war with Willem and consider trying to bribe Joao into war. Next turn. Set research to 20% for MS in 1. Press Return.

IBT Win a maceman attack from Novgorod.
Orleans, Lyons, Paris, Tours, Lens, Upsalla, Bjorgvin, Ruskilde, Cordoba, Madrid, Barcelona, Santiago, Toledo, Salmanca, Murcia, Pamplona, Hastings, -> musketeer
Zaragosa -> Maceman
Vitoria -> Pikeman
2 pop Treb in Rheims
2 pop Musket in Nidaros
2 pop Treb in Birka
2 pop Musket in Haithabu
2 pop Musket in Seville

Turn 320 - 1500ad
Draft musket in Orleans, Paris and Lyons.
Gift one of our wheat to Joao.
Capture Rostov.
Move units. Hold declaration on Willem as Moscow needs more protection.
Whip a few more units.

IBT
Whip more units
GA over - Income down to +35.

Turn 321 - 1505ad
Move troops.
Declare on Willem
Move frigates to bombard Utrecht
Move troops for attack next to Utrecht and Nijmegan and Hetogenbosch
Bomb Yaroslavl and bring in more troops.
Upgrade maces to grenadiers. Fortify Moscow.
Joao now close friends of Willem.

IBT
Draft and whip.

Turn 322 - 1510ad
Many attacks - capture Nigmegen
Miss capturing Utrecht by a hair.

IBT
Lose empty galleon to Cathy's caravel after defeating first caravel.
Joao offers PP and 995g for Chem. Decline.

Turn 323 - 1515ad
Draft and whip more units. Make 10 turn peace with Cathy as we don't have the reinforcements to take out her well defended last city - Norvgorod. Units go directly to Moscow where there is an impending attack from Willem.
Move eight troops to fort on hill south of Moscow to defend against Willem's stack.

IBT
Major battle near Moscow - we lose five units, Willem has 2 wounded cuirassier and a crossbow left. We get attacked by airships again and he sends seige weapons to battle our stack near Amsterdam..

Turn 324 - 1520ad
Capture Utrecht. Move troops towards Amsterdam.
Kill tough maceman near Utrecht but he takes out 2 musketeers of ours. Rats.
We kill off his remaining stack near Moscow. The way is set to go after his big island.

There's lots of troops to be gathered up and sent to the fronts. I may have whipped us too hard. When our GA was over, we are barely breaking even, now down to losing money.

Please don't hesitate to tell me where I might have improved this effort.
 
Sounds like a jolly good effort to me :cool:

What's your analysis of getting to our Dom limit (or anyone?) Do you think Willem will be enough, or is it still a bit early to tell?

I imagine our % population aint too good atm, hey! :lol:

(Ed: do cities in revolt count towards % pop?)
 
I felt terrible by seeing the Plastic Ducks won the game by AD300.

As I see it, we are well positioned for the final blow - from the graphics it really seems Keath had done hell of a slaving - we dropped significantly in score, while our power is skyrocketing.

EnKage and JustJohn are in a row next. The main problem will be setting good logistic chain for moving our slaved/drafted army where we need it.
 
The Dude Esq said:
Who is up next Keath?

.....................

(Ed: do cities in revolt count towards % pop?)

Good question. I figure to get more than a one tile count, the cities have to come out of revolt and even get a first expansion or else there is much wasted land between cities maybe requiring extra settlers.

***Roster:


enKage (up next)
justjohn (on deck)
2metraninja
fizbankov
dima42 (up)
The Dude Esq
keath (just played)

2metraninja said:
I felt terrible by seeing the Plastic Ducks won the game by AD300.

As I see it, we are well positioned for the final blow - from the graphics it really seems Keath had done hell of a slaving - we dropped significantly in score, while our power is skyrocketing.

EnKage and JustJohn are in a row next. The main problem will be setting good logistic chain for moving our slaved/drafted army where we need it.
One thing I should have done was whip only where the unit can be transported in a turn or two. Ship chaining would have been good, too, but it requires thinking ahead about those darn logistics. Makes you think how real armies at war work - they also have to consider supply lines, massive food transport, etc.

The Plastic Ducks must have gone to war very early. I recall a time when we had quite a few more cities than any AI, probably because of the island starts and the AI's poor expansion using galleys. Maybe a straight to sailing and archery strategy would have been the ticket. Obviously all the teams still playing have met up with large cities and stronger units.
 
If jj doesn't take a save within 24 hours, i'll play on tuesday :]

offtop
Spoiler :
chat services
 
We have like 10 or 11 days to finish this game off. Come on, guys, chop-chop. (pun intended)
 
Sorry guys, I left the team without saying a word. March was quite busy and then I didn't took the time to catch up with the game and kept ignoring it. I realize, this is no justification, for what I did and I can only offer my belated apologies. That said, I am glad to see that other members stayed on the team and that you managed (or will manage) to win the game and it seems enjoyed playing it in the process.
 
Yes, we only have a few days to finish this game.

@ enKage - are you able to play soon? It seems jj is busy with finishing a house move and marking papers.

@bjartur - good to hear from you. :) Would you want to play a few moves after enKage and/or justjohn?

So, is there a keen general available and willing to finish up or take a piece of the action if/when enKage plays?


***Roster:

enKage (up next)
justjohn (on deck)
2metraninja
fizbankovi
dima42 (up)
The Dude Esq
keath (just played)

Anyone? :rolleyes:
 
Give them to me, I need to smash some puny civs. Recently waging a good portion of world war in one of the pitbosses I play and it is damn hard. Those human opponents are so annoying :lol:
 
@Keath: After the weekend sure. I can have a go at setting up ship chains to remote islands and getting our expeditionary forces stranded.
 
sooorry some system problems

taking SG now, and playing within few hours

will not take too many turns, as I am more efficient when marines come :D
 
With only about 10 days to finish, I think we all want to see this done so we can raise our arms in victory. :thumbsup: I suggest with possibly 3 or 4 players wanting a piece of the action, that we set up a schedule ---- so who wants a set and when could you play?

It's pretty straight forward but we might want to take out Joao as well or at least enough of him to get that domination win. If it works out, I suggest playing a small set and pass it on to the next player:

Final Roster based on when you can play in whatever order:

***Just noticed enKage's post so:

enKage - (playing now)
justjohn -
2metra -
bjartur -

Players beyond enKage who wish a set, please post a time when you could play. Let's say we decide who plays and a schedule after enKage at 18:00 GMT Thursday. :cool:
 
Save uploaded :]

I lost some armies of course :D but i think it's good for us (huge maintanence)
After 11 turns Willem is no more, 1 barb city taken, at war with cathy again and we're 1/2 turns before taking her city (depending if we sacrifice some our muskeets)

I disbanded some idle workers, ordered to build some courts, forbidden palace started, replaced some units, settled one more city, 1 settler is waiting for galeon (couldnt transport it earlier because of nasty indiamen -_-), Paris building another settler. I grouped some of our tiny fleets into bigger stacks to transport attacking landstacks quicker along the coast.

At the beggining some sacrificed troops on Rotterdam and Amsterdam to get rid of those very very very nasty airships and indiamen (and trebs promoted to +8 bombardment to take amsterdam 2 turns quicker)

Running 100% gold were ca.300 gold on plus, after rushing forbidden palace shuold be more. I think we dont need to go for Joao - if we run 100% culture after our cities recover from revolutions, i suppose it will be enough. In case we can conquer one of Joaos island (those with 2 cities :]
 

Attachments

Suggestion - do city revolting counter decreases during anarchy? If it does, should we after killing Cathy revolt to free speech for quicker culture? We dont need esp and drafting...
 
Suggestion - do city revolting counter decreases during anarchy?
Good question. I am not sure, but I believe it does. The same as unhappiness counter (from slaving or drafting etc.) I believe does.

after killing Cathy revolt to free speech for quicker culture? We dont need esp and drafting...
Absolutely we need free speech and 100% culture the most now.

@ Keath - I can play almost any day for couple of hours if I have to, so its up to the others to make the schedule.
 
i too will finish this game if anyone needs me to, but it looks like we're good :).

my only suggestion is to not forget to build some settlers.
 
Ah, sure totally agree about the settlers.

I almost got tired to stress out how important this part is :)
 
I guess I'm next, but I will not be able to play for yet a couple of days. (Finished the grading, but more are coming, and I need to make a couple of exams too. Busy period.)

Anyway, I too believe to revolt counter will decrease during anarchy, hence switching civics sounds like the way to go. I havn't had a look at the save yet, but couldn't we calculate exactly how many tiles we need, and therefore plan our Domination win?

-jj-
 
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