SGOTM3 Rome - Team handy

SGOTM3 - Duck!

650 AD (0)
Our minimum science run on Engineering has 14 turns to run. We really can't go any faster and not go broke.

Swap Roma to a settler, we need to keep building these.

All movement seems to have been used. Just hit return and hope.

660 AD (1)
Kill 9 units losing 1, Athens still stands. Maybe next turn. I divert the settler to replace Athens, and form an Army to accompany the settler out of Roma next turn.

670 AD (2)
Athens falls. Mis-click on the settler and it will be two turns until we replace Athens.

Win about 5-1.

680 AD (3)
Win about 3-1, but leave Luna vulnerable. Plus there is a badly injured Army who lost 6 HP vs a LB.

690 AD (4)
Found city to replace Athens. Win maybe 5-1. Change my mind about the Settler and head for our South. We can clear all of that territory out and have a few cities to support our Army.

700 AD (5)
Don't lose any units, win three on IT. Then a perfect 2-0 on our turn. No real progress being made.

710 AD (6)
Again lose no units, but the Germans dropped off a Knight in our back lines. I hope to trade units with him on the IT.

720 AD (7)
Win one, lose one, retreat two on the IT.

Net result was to trade a Legion for 4 Knights.

730 AD (8)
Assault in the south should begin soon.

740 AD (9)
Third lux is hooked up, lux tax to 0. Win two on IT.

Burn Nippur and replace. Trade units on the northern front.

We may lose our pillaging army next turn.

750 AD (10)
Lose a unit on the IT, win about 4 of 5 on our turn.

Final Notes:
We should be able to raze and replace that English city in our south next turn, or at worst in two turns. There are two settlers in our south, so just continue over and burn the American city. When we refound the English city, move it 1 NE to get the fish without expansion. I think we can replace the American city where it stands.

Keep building settlers. Anytime Roma will grow to size 9, pop out a settler. Same thing in our southern cow city. Other cities that are corrupt but have decent food can just build 15 or 30 turn settlers so we always have 1 or 2 active.

The north is rather hairy as it seems that everyone can build Knights. The Germans got a good pillaging, but our Army has to rest. Hopefully we will have accumulated enough money to seriously research towards Chivalry. A lot of Knights show up, but very few ever attack anything.
 
I got it! I'm currently @work, so earliest chance to play will be tonight. Not sure that I can make it, but I'll try.

Can't comment on T_McC's turns much, but looked ok, will still alive and making progress. :goodjob:
 
FYI:
I played yesterday 6 turns, I'm currently at 820AD. I'll play the rest today. So far we've got 1 leader, razed 3 cities, but the kill ratio could be much better. The game is not yet lost!

Turnlog coming up in ~10hrs.
 
Pre-Turn:

Lots of enemy units around. Nothing to do, except use 16gp to rush walls to Neocaledonium (new city at the Greece coast). There is only 1 elite spear as defender...

IT:

Our pillaging army is attacked. It had 4/13hp left and it bravely defends against a LB. Against second LB there's no chance and the army dies. There was nothing I could do.

760AD (1):

Kills 3-1 for us. We also get a leader, which is hurried to Veii and a legion army is founded.

IT:Babys start Newton's University.

770AD (2):

Raze Liverpool and get 72gold. The english are rich! Kills for us 4-1.

780AD (3):

Kills 5-4. This can't be true?? 1/4 knight on an open spot does not retreat, but instead kills 2 of our units. Also a 4/4 legion loses to 4/4 LB on grassland. My luck with the RNG continues :mad:

IT: Lose 2 units on inter-turn against city attacks. This is not my day.

790AD (4):

Engineering comes in. Start monotheism to get chivalry later. Monotheism is due in 12turns @12turns, -10gpt.

Raze Delphi. No settler even close by. Kills 8-0. This was a good turn!

800AD (5):

Kills 2-0. Traffic is getting intense and the negative point is that enemy has only one unit per square, which discourages against attacks as retreating is not possible.

IT: Germans start Smith's Trading Academy.

810AD (6):

Kills 6-2. Raze Knossos next to Lutetia.

820AD (7):

Kills 3-2. Babys finish Smith's on the IT.

830AD (8):

Raze San Francisco. Kills 1-0.

840AD (9):

Palmyra founded on the spot of old San Francisco. Kills 0-0.

850AD (10):

Kills 1-0.

Final notes:

Lots of traffic. The enemy seems to be moving past our heavily defended towns, trying to get access to inland. If they are wounded from catapult fire, they retreat to heal.

There are 3 babylonian Knights next to Brundisium on a mountain. Handy has to deal with them.

N of Rome are 2 Russian knights advancing. Same deal, they need some attention.

-> There are some units with movement left, if you see a spot for an attack.

Overall the SE front is getting clear, I razed 4 cities, founded 2, but there are 3 more settlers active going for city spots. E of Lutetia there is one, the pike is one step ahead and is standing on the spot I thought for the city. Other two are taking the upper route along the road towards Neocalidonium.

On the science front I've been spending 20gp per turn to get Monotheism faster and then to chivalry. Monotheism is due in 6 turns.

After Herakleia is razed on the SE corner of the continent, I would lauch attack against Sparta and Argos and hope for a leader and rush Forbidden palace. We need the extra gp and that area is fine for some extra income.
 
1. Handy I got it
2. coletite
3. T_McC i
4. Tinkez
5. Yom

I'll send him a pm. If we don't hear back I'll pick it up. Sounds like we need some more cats.

EDIT - I got it

I've got time to play, and we are way behind most teams, so I'm going to jump in here. Yom can grab it after me.

WOW - there are AI all ove the place. :eek:
 
WOW. this is taking a long time.

I'll finish tomorrow. Through 5 turns of play:
1 leader
No cities lost, none razed. 2 founded. Regular hoplites are giving the armies in Greece fits. C3C armies are so much better.
We met India, Aztecs, Japan & Iroquois.
Large continent across the sea.
We got the world map & are at war with all but Iroquois.
Oh, and Babylon has cavalry.

Yom has withdrawn from the game since PYW won't work for him. so coletite will be up after I finish these rounds.

1. Handy - 5 turns done, will finish & post Friday night.
2. coletite
3. T_McC
4. Tinkez
5. Yom - withdrew. CD problems
 
Four new friends to play with

Babylon & France have cavalry.

Pre Turn 850 AD
Rename some cities with way too many letters in their names.
Wake some cats & bomb a little.
Note to Team: Use the “Y” key to sentry cats, when AI approaches they’ll wake up automatically. If you fortify units you are cheating yourself out of cat shots.
I don’t see the pillaging army. Maybe it got burned & I missed it in the turn log.
Economy looks a good bit better.
Decide to wait for the knights to get off the mountain. If they attack Brundisium that’s okay. We have an army with 50% defense bonus there.
Uh-Oh. Antium is size 6 with an aqueduct but is not growing. Mm tiles to fix that.
Shuffle a pike to Luna.
Let’s Rumble.

IBT
Two Russian knights attack Roma. We kill 1 and lose a pike.
The three Babylonian knights all die.

Turn 1 860
I’m going to set Roma us as bait by moving all but 2 horses out of the city. If knights get to close I’ll move legions back in.
If we can funnel the AI to the flats N of Rome & attack from the hills we can farm elites in the kill zone.
Kill 2 knights @ Veii
Cats perform terrible. :mad:
Kill a Greek Hoplite and Settler
Don’t forget, we can build fortresses on the iron hills

IBT
Not much I remember. We didn’t lose anything.

Turn 2 870
Kill 2 Babylonian Knights. I’m attacking, then covering attacked units with an army to avoid counter attack. After making sure our cities are safe. :D
Rome & Veii are a nice flat kill zone.
Is it possible there is another continent in this game? Lots of dark space on the mini-map
MM with 10,6,5 multiples in mind. Managed to get a couple up to 10 spt.
Lug get a court going.

IBT
Well, I guess there is another continent since Japan just offered us his territory map for 22 gold and out territory map. He has 14 cities. Japan is in the north and there may be a big land mass to his south.

Mad Bax said:
If you run out of opponents because you haven't met them yet and 20 turns have elapsed, you must declare war on the next opponent you meet before leaving the diplomacy screen for the first time with them
I don’t think we have made a declaration in the last 20 turns, so I ask Japan for Mono & contact with India. After a few tries I get offered Japan’s TM, Mono & contact with India for WM +120 gold. I decide to take it.
India dials us up. After a few offers to him, I settle for India’s WM+5g+contact with Iroquois for our WM + contact with America.
Iroquois dial us up. We trade Wmaps.
There is a big stinking continent over there!
Aztecs dial us up and we trade WMs
We get a defensive leader from an elite Pike :D
English want to talk. No thanks

Turn 3 880
BTW – we are at war with Japan now.
India after that, then Iroquois, then Aztecs
Found Jerusalem
Kill 7 units, no losses.
Neocal starts a harbor. Maybe we can do some 20 turn lux trades before we have to declare.
Chivalry in 15.

IBT
Babylon talks Aztecs into declaring on us.

Turn 4 890
Kill 5 units. 1 loss. Lots of we bomb & they retreat .
Babylon has cavalry
Found Caesarea

IBT
India declare on us
Babylon complete Newton
Babylonian cav kills a legion

Turn 5 900
Kill one cavalry, some knights and LBs
Kill a cav but lose a legion in the process.

Now where did I leave off last night…Oh yeah, screaming at the RNG for allowing a single hoplite not on a hill to redline a 4 legion army.
Our kill ratio has been great up top this point. But there have been a lot of AI units I bombed but could not attack without fear of counter attack, and now Babylon has cavalry.

IBT
Greeks want an audience
The pike at Syracuse id doing a awesome job, and he has killed LBs, knights, you name it. I’d like to get a second Pike there to reinforce. If the Ai is dumb enough to attack…

Turn 6 910
Raze Herakleia Army can now rest & pair up with the other army & the next player can sweep the are clear of Greeks and get the 4th lux
I built the city where it could eventually get two fish, and is 2 tiles from Caesarea. We need another city between Caesara & Palmyra 2 tiles from each. I started walls & thought we could build temple after that. Gosh this is a fun game.
Chivalry in 13 + 19 gpt. With 11 in the bank we can upgrade one spear to a pike each turn.
I hope to go on offense with the sword armies in the west when they heal.
Five elite wins that round with no leader.

IBT
France has cavalry now
Kill 3 no losses. Pike @ Syracuse got 2 LBs that turn
I guess we can make short peace deals with India, & Aztecs if we have an opportunity.

Turn 7 920

Notes:
I saw a few cities building military from a city with no barracks. Don’t do that. Build a barracks first, or just build cats or workers or something.
We need another city between Caesara & Palmyra 2 tiles from each.
Ugh. Two Vet legions lose to an unfortified regular LBs on flat land. Back to back! That hurts.

IBT
More bad news.
Pike in Syracuse dies to a Longbow.
Cavalry kills a legion.


Turn 8 930
Slider can go to Chivalry in 6 +3gpt because of recent unit losses.
Neocal (on the coast in the east – near ruins of Athens) is under heavy Babylonian cavalry attack.
These cavalry are going to start giving us fits pretty soon.

IBT
Redlined cav attacks picks off a wounded legion. My bad, I thought it would retreat.

Turn 9 940
Good news - we get another leader. Bad news, we need more cities. Quick count shows we have 23 cities, and we have a settler in the SE so I’ll build an empty army in Rome you can fill with knights. (Chivalry in 5)

Turn 10
No notes. Not much happened i guess. :crazyeye:

Oh - somewhere in the Aztecs declared on us during an IBT. I think I forgot to type it.

Notes:
Pisae needs to kick out a worker or settle after it competes the cat.
I was thinking the workers in Veii should go build a fortress on the wines & iron near Roma.
Keep roading & mining the hills SW of Ravenna. Then chop the forest and irrigate between Ravenna & Pisae
I was thinking we could send the 2 legion armies off to start razing cities pretty soon. Maybe wait for the knight army.
I build quite a few cats, we can build more to drag along with the 2 legion armies.
Settler near Caesarea is 1 tile ahead of his escort. Place him on the coast between coletiteville and Tinkez City. :D Where the worker currently is.
You’ll need to chain some legions over to Neocal (near old Athens) since Babylon is sending cavalry there. Coletite – do you know what I mean when I say chain legions to Neocon? (a) Move newly created legion from Veii to Rome. (b) That frees up a legion from Rome to go to Brundisium, etc. You can chain a legion over the neo con pretty fast that way.
Leader is in Roma.
Chivalry in 4 –1gpt. When it comes in, be sure to switch legion builds over to Knights, and fill the army.

Not sure the best way to win this. We could keep the armies home & play defense. But perhaps it’s better to stack 3 or 4 legion armies up with 10 cats and go start razing Ai cities. If we can survive to cavalry, and then rails we can win this. Any thoughts are appreciated.

If we make peace, we need to re-declare as follows:
India in 12 – won’t talk to us.
Iroquois in 32
Aztecs in 52 – won’t yet talk to us.

Good luck – watch for the cavalry – 3 moves in our territory.

950 ad save
 
Whew. I got stressed out just reading the turn log!

I think I understand the chaining concept: If city A is a long way from city D, then you can move a unit into city A, then move a unit that was in city A into city B, then a unit from city B into city C and so on. This is so you keep defenders/MPs in each city, right?

I'll try to play tomorrow. I'm scared out of my wits though. Cavalry. And we don't even have knights yet... But at least we have some nifty armies!

Ok. Goals as I understand them:

1) Once offensive armies heal, start razing enemy cities. Should I send some cats with them or save them for defending the homeland?

2) Once chivalry comes in, start building knights. I don't think we'll have enough gold to make any upgrades. What are we researching after chivalry?

3) Survive!

Do I need to declare on anyone these turns?
 
coletite said:
Whew. I got stressed out just reading the turn log.
Me too. The turns take a long time to play, so take your time and think the moves through before making them. Focus on the enemy cavalry as Handy suggested.
coletite said:
I think I understand the chaining concept: If city A is a long way from city D, then you can move a unit into city A, then move a unit that was in city A into city B, then a unit from city B into city C and so on. This is so you keep defenders/MPs in each city, right?
Correct.
coletite said:
1) Once offensive armies heal, start razing enemy cities. Should I send some cats with them or save them for defending the homeland?
You need the cats with the armys just bring the hp's down from the enemy before attacking. Remember to leave some home too as enemy will keep attacking us there.
coletite said:
2) Once chivalry comes in, start building knights. I don't think we'll have enough gold to make any upgrades. What are we researching after chivalry?
Go towards Invention and Gunpowder. Gunpowder brings us muskets and closer to cavalry.
coletite said:
3) Survive!
Exactly!
coletite said:
Do I need to declare on anyone these turns?
No.
 
Hey, Did we build the Forbidden Palace yet? I don't think we did. Although we do not have a perfect site, maybe we should consider using the leader for that.

Good Job on the Q & A Tinkez. :thumbsup:

Coletite, If the traffic is too heavy during your turns, you can leave the armies at home for defense. If you do take the armies out on the road, I'd bring 10 cats with them to take hit points & pop points off the AI cities. PTW armies are weak & heal slowly, so take three in a stack if you can.

2spt and 3 spt cities are good cities to build cats in.

Those 1spt cities in the SE (Old Greece) are good for workers. Make sure they have 2 food per turn before you assign a worker build.

Check for barracks before you start to build a unit.

We are at a critical stage in this game. If we don't go on offense I fear the AI will overwhelm us as they will surely all soon have cavalry researched, and babylon can't be too far from rails.

Besure to take a horse with the armies if go on offense with the armies so you can pliiage along the way.

Good Luck :thumbsup:

Watch those cavalry. They love to attack workers, and can move three tiles in our territory. Workers that used to be safe are now vulnerabel.

I left some legions in our southern coastal cities because the AI loves to drop cavalry off of galleys in the softly defended coastal cities. Check - but I think all coastal cities have walls, or are building them.
 
Here's the deal: I have just started playing (hectic Saturday) but I'd like to decide on something before I continue if we can do so quickly.

We cannot support another army right now. The way we've been getting leaders, holding onto one until we can support another army is shooting ourselves in the foot. I think we should build the Forbidden Palace. What we need to decide is where?

[edit] If I don't hear anything from anyone by tomorrow morning, I'll go ahead and make the decision myself.
 
Anyone else notice the rails in France? :eek:[/QUOTE]

I missed that. I noticed their cavalry, but not the rails. As my philosopher/redneck/neighbor would say: this is un-good. So many AI so far ahead. It's gonna be hard to reel these guys back in. We would have a much better chance with C3C armies.


Yeah, let's build the FP. We could use the production. We can always disband a legion army to replace it with a knight army later.
 
I've decided to only play 5 turns for 2 reasons:

1) it takes me a LONG time to play
2) I am in WAY over my head here.

5 turns gives me an opportunity to learn from the game (and have fun) while minimizing the damage I can do. I hope this is OK with everyone else.

I actually saved the game at the beginning of turn 5. There are about 5 or 6 cavalry heading south past Neocal.

Pre-flight

Gulp. Well, at least there aren’t many Calvary… yet.

Listen all you primitive AI wimps. This is my BOOM stick! Come get some!”

IBT

Some milling about, but their too scared to attack.
We’ve got enemy in the southern regions!

Brund ‘rax-legion

960 AD (1)

Kills: 1
Losses: 1

?!?! A fully healed legion army went to YELLOW against a REDLINED musketeer!!

IBT

Yes! An elite legion on a hill defended against a cavalry and spawned a leader!
Build FP in Byzantium (went from –2 gpt to +16)

970 AD (2)

Ok. We have a leader but are one city short of creating another army. We have a settler, but due to heavy enemy traffic he cannot build a city in a “good” location. Since we will have other settlers soon, I’m going to build a city in a less prime location for the added troop support and ability to build another army.

Trying to get reinforcements to Neocal, but there are 2 cavalry on mountains blocking the way.

Our southern cities are poorly defended

IBT


980 AD (3)

Founded Nicomedia (bunch of hills to the east)
Built army to fill with knights

IBT

Wow. Talk about fitting… we lost Coletiteville.
…and Nicomedia

990 AD (4)

Ok. It looks bleak, but chivalry just came in.
Not enough gold to upgrade


IBT

Germany build Magellan’s




I didn't post the save on the scoreboard (should I?)

The save
 
I'll peek at the save & post some tips, but plan to play 5 more turns. If you only play 5, it eliminates us from the SGOTM competition. Not that that matters too much since I'm kinda getting a bad vibe in this one. French rails & cavalry plus so many AI's all trading and working against us is going to snowball very quickly.

Five turns won't make or break us, and you may learn something.
 
Ok. I didn't realize that we HAD to play 10 turns.

What I'm having the most trouble with is:

1) Where to build cities. The biggest problem is defending them. There are enemies everywhere.

2) How many units are needed to defend a city. With cavalry storming the borders, I feel like we need as many defenders as possible. The pikes do OK and they would be fine against one AI's inability to attack with more than a couple of units, but with all the AIs only sending a few units, it adds up. And the catapults have been missing a lot.

3) Knowing what to do with the workers. Although this one isn't such a problem, I just get worried about having them in areas that need them the most since this is where most of the enemies are.

I don't remember (I'm at work) but I think I was having trouble getting units over to Neocal because of enemy cavalry. But maybe with knights it will be easier.

Sorry about holding up the game so much.
 
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