SGOTM 14 - klarius

I agree with NP. Play very agressive will pay. Looking at the territory chart, ivans approach to start wars early and neglect research seems not to pay off. We must keep the momentum in every single direction.

However, if we attack a Civ that has an Island all by itself, be prepared for plenty of enemy units. In this case, it would be best to hide units under and army and raze cities. This can be a very tricky part. Sometimes it works wonders to drop a unit where the enemy can't reach it in one turn and the AI will send all their units there and leave cities half empty. Do not attemot to attack cities with all their units parked inside. It doesn't work.
 
However, if we attack a Civ that has an Island all by itself, be prepared for plenty of enemy units.

You're right to emphasize this, and my timetable may be optimistic. But it's better to make ambitious plans and then modify them as necessary, than to make cautious plans which can't produce fast progress even in the best case.
 
I agree on attacking as soon as possible. However, with us being republicans, one must play this right.
And without experience it is easy to play this wrong and end up with a lot of WW.

Key is to get some remote part, land a junk unit to attract the foe and then land properly and take lightly defended towns. Rinse and repeat...
 
by the way, Elephantium has no access to Civ until 1st Dec, suggest you play your turns, NP
 
Actually, Klarius has surfaced in another thread, so I'll give him a bit longer to make an appearance here.
 
We better not actually knock off any more, more like retire them safely. I think we'll probably need all the major islands, since retirement homes do occupy some land. Something we might do is alternate gunpowder trades so that retirees can build muskets, so they don't eliminate each other. With a strong defender and weak offense, they might not kill each other.
 
Well, I had a bit much to do lately and am sick at home currently. Not feeling to well currently, so if you can, NP, please play.

A few more general remarks:
We need ships now. Lots off ships. Culture buildings are secondary. Except for the border to the retirement homes, where we should have rushed already. Castelo Branco should be gifted away.
Don't keep all this foreign population rush settlers to fill holes and slaves where appropriate.

For America, we might just let them keep Boston.

Note: Several civs (France, Sumeria, Egypt) have already settled nice island retirement homes. We can just attack them as soon as we're ready.
 
No problem; I'm playing now. Get well soon.

We're doing most of what you suggest. I've avoided gifting away Castelo Branco because if we do that three retirement cities will be within each other's fat crosses, which as I understand it would increase the chances of those civs' going to war.

By the end of my round our natural next targets will be the Celts and the Iroquois. Letting them each keep a native city with expanded borders would cost us some tiles and be inconvenient in terms of flip risk. The problem is that we're already at war with both of them for happiness purposes, so the timing of gifting them retirement homes will be tricky. We could of course reduce each to one city, make peace with the gift of a refuge, and then immediately return to war and take the final native city. Would treachery of this kind cost us anything important, at this point? Would it be too hard, from a WW standpoint, to make peace again after the double-cross?
 
For the purposes of this game, I'd say reduce them to one city, make peace, gift them a retirement home and then get rid of their last original city should be fine and if we strike fast, the WW will be minimal. As for our team leader... Get well soon, you need your health for such a dangerous game. As I've noted elewhere, C3 is bad for your health and is not for the faint of heart.
 
Very smoothly in game terms, though slowly in RL terms. We've dealt with the Zulus and the French, and barring bad luck we'll acount for the Americans and the Incas, and perhaps make our main landing against the Celts, by the end of my round. I'm having a hard time getting back to the game to finish up, but I'll post in time for the next player to play on the weekend at latest.
 
Speaking of the next player, who will that be? Overseer is technically next in the roster, but since NP skipped over klarius and me, any one of us could logically take it next.
 
Normally after someone jumps ahead in the roster we go back to the first skipped player, so after me it will be Klarius (if fit to play)-Elephantium-Overseer.
 
I noticed that team Ivan has surpassed our score, so we had better get to our victory condition faster than they do. Hopefully they have lost a little cultural diversity in their rapid progress, or we are not going to win this. I think we are in good shape, but we have to turn up the heat on our enemies.
 
250 (0): We carry out the programme of rushing and redeployment suggested in my earlier post.


260 (1): We take Hlobane, held by a pikeman, an Impi, and an archer (3-0).

We take the Zulu capital of Zimbabwe, held by a knight, a pikeman, and three Impis. We lose a cav and capture two workers (8-1).

We ride down an Impi near Bapedi (9-1).

Education to Egypt for 107 gpt and 390 gold; to Persia for 88 gpt and dyes; to Sumeria for 49 gpt and 102 gold; to Korea for 17 gpt and 93 gold; and to Germany for 12 gpt and 5 gold.

We land thirteen units including cavalry next to Paris, relying on two rushed musketmen to absorb French attacks.

We repulse three French horsemen attacking our stack, while a fourth redlines and retreats (12-1).


270 (2): We take Intombe, held by two Impis (14-1).

We take Isandhlwana, held by a pikeman, an Impi, and an archer (17-1).

We take Paris, held by eight spearmen. We lose a maceman (25-2).

We make peace with the Zulus.

We ride down three French units with cav ship-chained in through Paris (28-2).

We sell the Americans Republic for 1 gpt and 64 gold, in hope of catching them in anarchy when we attack.


280 (3): We sink a French galley with a Carrack off Intombe, and enter our Golden Age (29-2).

We take Lyons, held by three spearmen. We lose a cav (32-3).

Outside cities we smash six French units, losing a maceman (38-4).

50 gpt to the Hittites for an alliance against the Aztecs; 26 gpt and one gold from the Hittites for Education. Given the substantial net loss here I don’t attempt any more such arrangements.

We re-name Lourenco Marques US Retirement Home and gift it to the US.

We declare war on America (now in anarchy, as planned) and land a mixed force of cav, musketmen, macemen, and cannon next to Washington.

The Americans make six attacks on our stack, mostly with swordsmen, and we’re a little unlucky to lose a musketman and a cav (42-6).


290 (4): We take Washington, held by eight spearmen and a swordsman. We lose a cav (51-7).

We take Orleans, held by four spearmen and an archer (56-7).

We take Rheims, garrisoned by two spearmen and an archer, losing a cav in the attack (58-8). This completes our conquest of the main French island.

We make peace with the French, gaining Tours on France’s southern island. This leaves Joanie with Marseilles on a small, isolated island, which seems safe enough.

We overrun an impudent American spearman on our own continent (59-8).

Our cavalry seem to have forgotten that they can retreat, and we lose two to American attacks, while striking down three swordsmen (62-10).


300 (5): We shatter six American units adjacent to Washington (68-10).

We found Sao Mamede and Ourique, filling in two gaps in our home continent.

We sink an American galley (69-10).

The Americans don’t attack.


310 (6): We smite one swordsman next to Washington, but for the most part we take a healing turn in America (70-10).

We move nine Carracks into position to land units on the Inca island next turn.

We repel the attack of an American archer on Washington (71-10).


320 (7): We storm New York, held by four spearmen and a swordsman (76-10).

We expunge another five American units around Washington (81-10).

We found Inca Retirement Home in the tundra of our home continent and gift it to the Incas. I decided against giving them Castelo Branco, which is just two tiles from both the Zulu and the Arab retirement cities—a recipe for disaster.

We declare war on the Incas and land twenty-seven units on a hill next to Corihuayrachina.

Three Inca archers attack our stack, all failing (84-10).


330 (8): We take Corihuayrachina, held by just two spearmen (86-10).

We take Tiwanaku, held by a pikeman, two spearmen, and an archer. We lose a cav but gain the Great Leader Viriato (90-11).

Viriato forms an army.

We take the Inca capital of Cuzco, held by four spearmen (94-11).

We smite an Inca spearman, capturing two slaves (95-11).

We found Diu and Tavira on the French island, claiming a lot of coastal tiles.

We take Philadelphia, held by two spearmen (97-11).

We take Boston, held by two spearmen, and complete our conquest of the American island (99-11).

Outside cities we dispose of two American spearmen (101-11).

Some gold is in circulation again. Education to Russia for 21 gpt and 34 gold; Education to the Mongols for 16 gpt and 24 gold; Metallurgy to Sumeria for 83 gpt and 40 gold; Metallurgy to Germany for 67 gpt and 6 gold; and Metallurgy to Korea for 42 gpt and 55 gold.

Two Inca archers fall attempting to re-take Cuzco (103-11).


340 (9): We found Cacera and Alcobaca to fill in gaps on our home continent.

We take Ollantaytambo, held by three spearmen (106-11).

Outside cities we carve up five Inca units (111-11)

We found Bissau on the French island.

We land twenty-one units on the Celtic island.

We break up two attacks on Cuzco by Inca archers, but lose a musketman (113-12).

Only one horseman attacks our stack on the Celtic island, with poor results (114-12).


350 (10): We take Alesia, held by three spearmen and a warrior. We lose a cav, and the heroic Celtic warrior redlines two other cav (118-13).

We ride down a Celtic horseman (119-13).

We take Richborough, held by four spearmen and an archer. We lose a cav (124-14).

We take Machu Picchu, held by three spearmen (127-14).

We take Huamanga, held by three spearmen, and complete our conquest of the Inca island—except that there are still a lot of spearmen roaming around, and the Incas won’t make peace yet (130-14).

We slice and dice another five Inca units outside cities, gaining the GL Afonso, who forms our second army (135-14).

We trample an Iroquois swordsman landed next to Rheims (136-14).

Eighteen elite victories this round, two of them defensive, produced two Great Leaders.
 
We have an empty army in Huamanga, which we can fill with two elite cav next turn. If it needs saying, we can't put more than two units into our armies, or they won't be transportable by Carrack. Then on the second turn of the next round we can land a very well-anchored stack including the new army, the old army (after a healing turn), and at least two musketmen on the hill next to Salamanca. We could land a weaker stack on the first turn, but I wouldn't risk this when the Iroquois have plenty of attack-factor-three units.

The Celts seem to have a lot of units, and a couple of turns of grinding down their stacks may be necessary, but after that we should take their remaining cities (all but one) easily enough.

I'll mention again that we haven't gifted the Celts and the Iroquois retirement homes, because we've been at war with them for a long time. So we'll either have to leave them a native city (with expanded borders) each, or briefly make peace to give them refuges and then betray them. If we choose the former course, we should leave the Celts Lugdunum, not Entremont.

In the south, we have four Carracks in Nineveh and (by the beginning of next turn) nine cav within range to board them. But this is a fairly light force relative to the numbers of enemy units we've been seeing, and we should probably build it up a bit more before we attack in that direction.

The Persians already have a good retirement home on our continent, in Ellipi.

We're still at war with the Americans and the Incas because they won't talk yet.

Using musketmen as stack anchors has saved us a lot of units so far. Cost-ineffective though musketmen usually are, the extra point on defense means a lot proportionately when the attackers are at attack factor two or three.

It's necessary to keep a close eye on the retired civs to make sure that they don't attack each other. The Incas and the Arabs were at war for part of my round, and I had to block the path of an Arabian archer with macemen.

Don't overlook the Indian galley off Tours; we are at war with them.

The Koreans have 19 gpt to spend. Otherwise there's essentially nothing in circulation amongst the civs with whom we're at peace.

I've been pumping up Iznik (also Coimbra) with worker merges, and it's important that we should get the town to 20 spt. Probably this will happen as soon as we finish mining the hill we're working on now, but if corruption prevents that, we should merge in the native worker next to Guimares.

The one native and two foreign workers around Zimbabwe should proceed to the marsh tile two east of Hlobane and clear it, so that we can later claim tiles by founding a city there.

Some captured workers are fortified in towns on the Inca island. Activate them when it's safe.

The food shortages in Guimares and Emerita are intentional. Just keep an eye on them.

In terms of the team competition, it's good news that our enemies have so many units accumulated on their islands. We can hope that it's hard slogging for teams trying to dominate the world with macemen. We've shot ahead of Team Ivan in territory, anyway.
 
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