SGOTM3 Rome - Team Peanut

Turn log 1050AD to 1150AD

I'm not going to detail every single unit's move because there are just so darn many.

Turn 0: Move some interior units around. Upgrade a few warriors. Send a cavalry down to Reading (English). It is protected by spearmen.

Turn 1: 1060AD: Upgrade lots of units. Cavalry attacks Reading and kills spear. Another defending. Elite cavalry stomps Eretria, kicking Greece off the continent. 2 Greek workers killed. Scattered enemies here and there taken care of. Armies healing up a bit and getting into position for next assault.

Turn 2: 1070AD: Wipe out Russian settler party. See barbarian camps in the southern mountains! I haven't seen barbs the whole game. Elite cavalry scores a Great Leader- build army. More unit upgrades. More scattered enemies wiped out.

IBT: Lose a legion in Tyrus to counter attack. England drops longbow by Antium. Deja Vu! Berlin completes Smith's Trading Post. 3 German cavalry approaching Trapezus.

Turn 3: 1080AD: Cavalry crush spearmen and longbow in Reading and torch the town. We fill an army with new cavalry.

IBT: 6 enemy cavalry attack various targets. All are unsuccessful and retreat, redlined.

Turn 4: 1090AD: Cavalry armies attack Warwick, killing 3 muskets. Don't have anyone available to finish the job! Attacking armies are left with 8/18, 9/17, and 12/18 health. We pillage our iron. Sink an English caravel with our new boat.

Turn 5: 1100AD: Warwick razed. Score a catapult and disband 3 English workers. Pillage saltpeter. New Neapolis founded. Hurry caravel in Hippo Regius for 1 pop. Hurry caravels also in Jerusalem, Corinium, and Sirminium. Hurry horseman in Gonzomonium.

IBT: Lose 1 cav to counter attack.

Turn 6: 1110AD: Cavalry army crushes Rheims and destroys a settler. French capital now on land bridge. I think it is their only city now. New Pompeii founded. American settler part destroyed.

Turn 7: 1120AD: Cavalry armies destroy Ellipi. The Greeks have planted a new city on the south coast. I have 3 cavalry breaking up barb camps down there and patrolling for just such an incursion. They'll take care of the Greeks next turn. Elite cavalry attacking York generates another Great Leader! York is destroyed.

IBT: Lose 1 elite cavalry in counter attacks.

Turn 8: 1130AD: New Pisae founded. We now have furs! Armies crush Eridu. Patrolling cavalry in the south smash the new Greek city, Pergamon. New Ravenna founded.

Turn 9: 1140AD: New Hispalis founded. We now have gems! Nineveh crushed by cavalry armies. 4 workers put to death. Babylonian settler party destroyed. Coventry crushed! Leeds is the new English capital over on the land bridge. No English cities left on the continent. Rush a caravel in Laurianum (sp?).

Turn 10: 1150AD: Unload 3 cavalry on the center land bridge by the Greek city of Halicarnassus. Upgrade 12 horses to cavalry. Americans have a city on the south coast now. Lots of ruins down there! Send some legions to pay them a visit. Wounded armies moved to New Hispalis to heal and prepare for the attack on Babylon. Babylonians only have 3 cities left on the continent. Teurnia rushes a caravel. Nicopolis, Londinium, and Curia rush horsemen.


And that's it. We have 2 empty armies at the moment. One is in JASP and the other is in London wuz here. Aesonesium is building a harbor to upgrade our galleys. There are three legions in a caravel ready to head for the center land bridge. Maybe they should hook up with the cavalry I just dropped off.

I discovered that New Antium is not connected so roads need to be built there. New Pompeii is also not connected but workers have just about reached it. There is a settler under the stack by Babylon that has the knight army on it. I hadn't quite decided where to put him...

There are legions in the mountains up north. They were there for cover for the attacking cavalry and I left them to watch for units coming from the northeast.

I was building horsemen in our corrupt cities this time with the intent of pop rushing a few. I discovered that when there are 20 turns left on a horse you can pop rush it for 1 citizen. I didn't pop rush anything that would take more than one citizen. Anyway there are quite a few towns that will be in this position in the next couple turns. Most of our core towns will have produced a horse by turn 4 as well so they can all be upgraded and saltpeter disconnected again. We have tons of legions now. Do we need any more?

We have 11 caravels now I think. 4 or 5 galleys are waiting for upgrades. None of the AI ships attacked any of ours. I think they are using them for settlers so it's unlikely they'll attack. Can't think of anything else.

Edit: I thought of something else. We are researching navigation at the moment with a scientist. I don't remember reading anything about that- must have missed it. Anyway we have a bunch of gold now from raiding England's coffers and could pump research up if we need to. I don't remember how many turns were left on navigation.

Edit again: Bother, I could have rushed Magellan's with one of my leaders and didn't think of it. Was so focused on breaking stuff, you know? Maybe if we get another leader soon...

Also I think we declare war on India next. 1180 AD or something like that?

Yet another edit:

India: declare war by 1180AD
Aztecs: declare war by 1315AD
Iroquois: declare war by 1415AD
 
Excellent progress, General Peglegasus ! We should soon have those upstart foreigners expelled from Greater Rome in short order, and soon thereafter we will have expelled them completely from Planet Rome !

We should build a palace soon I suspect to give us a good productive second core, even if we decide to use the teleportation stunt. Perhaps somewhere up the west coast - maybe even old London ? This will give CS's excellent invasion plan a good boost.

We can't rush Magellans until we have Navigation, however we can purchase it from India for WM+670g, which sounds cheap. I think it is well worth getting Navigation & Magellans. However we had better buy it before we declare war on India in 1180.

General Bigchief - are you waiting in the wings ? If so, duty calls !
 
I haven't looked at the save, but it sounds like very good progress, General Peglegasus!!

Getting Navigation from the Indians will be well worth it, although it would be nice to get it for gpt right before we declare :) (chances are Gandhi wont go for that so we'll have to buy it outright, most likely). With Navigation we can cross safely and not worry about losing our ships.

Magellen's would give us an additional movement point; a NW Palace near the former English core would give us faster Caravels. I'm leaning more towards the Palace move first; more ships means we can really swamp them when we invade.

Peglegasus: pop-rushing gives you up to 20 shields for your citizen; so a very corrupt city can gain 10 shields over 10 turns towards a Horseman, then pop-rush for the remaining 20. Works well for Galleys, too. It is possible with a size 3 city to pop-rush for 40 shields by doing short-rushing: you start off with 1 shield in the bin, then start building a Spearman, pop-rush from size 3 to size 2 to fill the bin with 20 shields, then switch the build to a Caravel say (same turn), then pop-rush from size 2 to size 1, finishing the Caravel the following turn. To pop-rush the Caravel directly would require a size 4 city, since you may not pop-rush more than half your citizens in one step. (And I was somewhat groggy in my earlier post when I said "Under Republic I'd say never (pop-rush) ..." Well, duh!! It's not an option; cash rushing only!! :lol: )

I wouldn't put too many forces on the long thin continent; unless Mad-Bax has modified it, you wont be able to connect through to the other continent. We should have a few groups of units, gradually eliminating the cities there, and leave periodic lookouts to prevent the 2nd continent civs from landing and founding new cities.

bigchief: you're up!!
 
Now I HAVE looked at the save; what a sea of red cities!! We are looking quite dominating (Peanuts on Steroids!)

It's been over 24 hours so I'll post a got it for now, and I'll play a little later unless we hear from bigchief soon. I know there's a lot going on in his life right now, but I'd also like to give him every opportunity to take his turn.
 
OK, I've finished the turn set. There's a couple more tweaks to do first, and I've got a party I'm going to this afternoon.

So, for some fun and to generate some interaction, I'm posting a pool:

The AI landscape has changed quite a bit. :D Two questions:

How many AI cities are left on our continent (between 1-6), and which cities and nationalities?

And, how many AI are no longer in the Game (between 1-6), and which ones are gone?

What are your pool enties? I'll post the turn log and answers later tonight.
 
Wow, that's crazy! Ok, I would guess that Greece, France, Russia and England are gone from the game. And I will guess that there are six cities left on the continent, and they are American cities.
 
Thank you for participating in the pool, Peglegasus! (And sorry this has taken this long; it was a pretty nice birthday get-together today and we just got home.)

Here are the minimaps from 1150 and 1250 AD:

Peanut_sg3_ad1150Mini.JPG


Peanut_sg3_ad1250Mini.JPG


So the answers are:

2 AI cities left on our continent (Minsk, Russian and Berlin, German, and there are 9 Cav, with 0 or 1 hitpoint down, ready to attack Berlin next turn)

And 4 AI's are gone: France, Babylon, Greece and England, in that order.

Here is the turnlog:

Turn 0, 1150 AD
Shortrush a Caravel in Lugdunum
Change Teurnium build to Harbor
Change Aesonium build to Caravel
Move wounded Cavs fortified with Legion army to Augustodorum's Revenge

(IBT Two German Cav attack, killing a lonely Cav and a Legion (They Shall PAY!!
Babylon builds a city directly adjacent to Legion Army
other things move around, mostly ships)

Turn 1, 1160 AD
Lots of Horsemen finish (interesting, with Saltpeter connected, Horsemen still finish)
Some Settlers started
I pop-rush anything pop-rushable
2 Wounded German Cav canned
New Bab city put to the torch
Encroaching Bab Musket cannoned and Legioned
2 Cav dismember Ur's defenders (1 Musket, 1 Pike), Ur is razed and 6 Workers disbanded
Babylon is rushed by 1 Knight Army and 4 Cav's; lose 1 Cav, Kill 2 defenders, get 2 Retreats so 2 wounded Defenders
Commit 2 Wounded Armies from New Hispalis; Babylon is done!!
Abe has MilTrad, so there's not much reason to leave him be
Assault Helicarnassus; a LongB is left

(IBT, an American Cav emerges to attack one of our Cavs, a Valiant Legion sacrifices itself to protect the Cav
Americans land a Musket/Settler in the NNE (near Vladivostok)
Greeks start JS Bach's :lol: )

Turn 2, 1170 AD
Lots of stuff finishes
Helicarnassus rubbled (lost 1 Cav, though)
Denver leveled in South (lost 1 Legion)
Besancon attacked, kill 2 Spear, lose 1 Legion
more Landings on Thin Continent
Amer Musket/Stlr run over by Cav
Vladivostok razed by 1 Cav (1 Pike defending)
Buy Nav from Indians for 630 Gold and WM

(IBT, Amer and Germ Cav do in to Legions)


Turn 3, 1180 AD
2 Legions take Leeds down to a LongB defender
Legion takes out Besancon's LongB; France is First To Go!
Germ Cav done
Kiev is Razed (lose 1 Cav)
7 Cav in Hills adj to Frankfurt (ha ha, Bismark! It's your turn!)
Settler/Musket with Cavs ready to form city in American territory (Abe's turn as well!)
11 Caravels will support original landing in India; set up for 2nd landing zone in Aztecia
Oh yeah; India take this declaration of war!
BTW, everybody has MilTrad except the Iroqouis

(IBT Amer Cav finally succombs to a fortified Legion in Hills
Indian Musket/Settler lands on our continent, right next to our Legion Army)

Turn 4, 1190 AD
Legion Army kills Indian Musk/Stlr; hey there's a Japanese Samurai/Stlr stack here as well, no squatters allowed!
Samurai is Catapulted/Cannoned than Cavalried (Welcome to our Continent, Torunaga!)
Rome's American Outpost is founded, starts on Walls of course
Cav Army attacks Philly; only 1 Musket defender and it is razed
3 Cav Armies and 3 Cav advance on Washington
2 Cav Armies and 4 Cav advance on Akkad
Leeds is razed (losing 1 Legion)
Saltpeter is Pillaged (it took a few turns, but a lot of Horsemen switched to Cavalry builds)
Frankfurt is razed (losing 1 Cav); consolidate in region
Marathon is razed, generating Claudius! He must be returned safely to the mainland for his victory parade.

(IBT, Engl land a LongB near Antium ... that is it!)

Turn 5, 1200 AD
Pillage Iron and start on Horsemen again!
Eng LongB is done in (promotion for Vet Cav)
2 Cav Armies do in Washington
1 Cav Army and 4 Cav adv to Boston
1 Cav Army and 3 Cav adv to New York
1 Cav Army levels Akkad
1 Cav Army and 4 Cavs adv to St Petersburg
A Legion razes Nippur
A Cav burns Shruppuk to the Groung; Babylon is Second to Go!!
Rhodes kills 1 Legion, and barely survives
Cav kills Greek Hop/Stlr stack near Troy
5 Cav adv to Smolensk

(IBT, India gets Iroqouis to Ally against us,
Greek LongB from Troy attacks Cav, and loses)

Turn 6, 1210 AD
1 Cav razes Sevastopol
7 Cav advancd to Hamburg
St Pete's is razed, losing 1 Cav
2 Cav Armies and 3 Cav adv to Moscow
New York is razed, losing 1 Cav; retreat to heal
Boston is razed with just 1 Cav Army
5 Cav advance on Seattle
Rhodes is razed

(IBT Eng Caravel sinks attacking one of ours)

Turn 7, 1220 AD
Exeter hangs in there
We advance on Troy
3 Armies adv towards Atlanta
Seattle is razed
Moscow is razed by 1 Cav Army! Russia is nearly off the continent.
Advance on Chicago
Hamburg is razed
6 Cav adv on Leipzig

(IBT Germ Cav comes out to clear Barb Camp
Eng LongB kills Legion near Exeter)

Turn 8, 1230 AD
Claudius rushes Magellen's Voyage
Leipzig is razed
Chicago is razed
1 Knight and 3 Cav Armies have Atlanta in their sights
3 Cav advance on SanFran
3 Cav advance on Munich
1 Cav Army and 4 Cav adv on Konigsberg
Nuremburg is put to the sword
Heidelburg is trampled
A Germ Spear/Stlr stack has an unfortunate accident
Germany's foreign holdings are no more

(IBT, lose a Cav to a Germ Cav)

Turn 9, 1240 AD
Troy is no more, and so are the Greeks; Greeks are Third To Go!!!
Eng LongB near Exeter is trampled; Cav are closing in
Knight Army does Atlanta
1 Cav does in San Fran's lone Spear; Abe is exiled!
3 Cav do the trick; Munich is razed
Just enought; the forces investing Konigsberg raze it; Berlin is only German continental city left
Raze Dallas; Abe snuck a Settler over
Tblisi is razed

(IBT, Germ Cav loses when attacking one of our Cav)

Turn 10, 1250 AD
Exeter is taken, losing 1 Cav; England is Fourth To Go!!!!
... And, we get Anthony! A GL for a Palace move.
Consolidate
9 Cav advance on Berlin, last AI city on our continent
Sink a German Galley, losing a Caravel, in the South
Trade Aztecs Condimentum for WM
Trade Aztecs Suffimentum for Music Theory, Printing Press
Gift Aztecs our 3rd available Luxury
(Intent is to keep them at Peace until we land large stacks of units
Our reputation is of no consequence, of course)

End of Turnlog

All our Galleys are upgraded, and 11 are congregated at the proper crossing to land at the Hill spot in India in two turns (since we have Magellans now). A stack of units is growing at a spot that's one turn away from loading onto our Caravels, so this is a good rally location on the coast. There's two settlers in the stack, so one could form a town here, and the other form a town at the India invasion spot.

We are now at war with India, and the Iroqouis as well. India got them to ally against us. So only the Aztecs are still at peace with us. I just made a series of deals that got 3 of our luxuries in their hands. I hope that will keep them from declaring until we're ready to land a large stack of units in their territory. To support this, I've started a rally point at Cumae, and have most of the Caravels near there to support a two-turn crossing that can land at a Hill site adjacent to Malinalco. (Wont Montezuma be surprised!)

So my thought is to get 33 units available in the NorthWest to land in India: 1 Settler, a couple of Muskets (upgraded from Spearmen), maybe 8 or so Cannons to defend the initial landing, 2 Cav armies (I've only loaded one Cav in each so they can be transported, 6 more Cav to fill the armies after they've been transported, 6 additional Cav for loose operations, and 6 Legions to defend the intitial site. (I think that's 33 units.)

If we decide to do the Palace Transporter trick, we will need to transport Anthony (who is currently on the thin continent with Cav defense; a Caravel is in position to transport him over to our main continent next turn) over to the Indian landing site to rush Palace there. Meanwhile our big Knight and Cav Armies need to co-locate to one remote town. Once our Palace has been moved we gift the town to the Aztecs (only civ we're not at war with), which should teleport these large, untransportable armies to our Palace, now on the 2nd continent, where they can wreak havoc on India and Japan. That will be a sizeable reinforcement to our Northern landing site, and only a few other units should be needed (although we should build a 2nd core around this Palace site.)

There's a lot of units starting to accumulate near Cumae to support a 2nd Invasion into the Aztec lands. If we don't do the Teleport, some of these units should be shifted North to support the 1st landing site; otherwise, we should soon be in position to invade Aztecs as well.

Saltpeter will be reconnected next turn, and we have over 20+ Horsemen to upgrade. The pop-rushing once there are 20 turns left has worked well; I use the F1 screen and sort by unit being built to scan through for Horsemen and Caravels that I can pop-rush. We may need to disconnect Saltpeter again, although the game has gone pretty quickly.

At both invasion sites, the initial offensive against our units should be fairly intense, so I wouldn't strike out much until that initial surge dies down; with Cannons, and being on a hill, we shouldn't lose many units to this initial set of attacks. And if we plan to do the Teleport trick, I wouldn't be surprised if we land units at both sites within the next set of turns.

Half of the thin continent has been cleared out, and Caravels are available in the North to transport over units to finish the job once Berlin and Minsk are razed. I'd keep units space out after the thin continent is cleared just to keep track of any units the AI may land later. Same for the Northern part of our continent; Barbs are starting to pop up, but shouldn't bother us much. And I'm moving 2 Settlers to the former Greek zone to fill in our cultural boundary and keep the barbs from popping up.

Well, it looks like we wont unseat Team Smackster for fastest variant team; I hope to be present in force on the 2nd continent by 1300 and that's about all. Still I think we're in good position to move into #2 position, beating out Team X for 1st runner-up, so far.

Keith Larson: you're UP!! No declarations required during your turn (1315 required against the Aztecs), but if you think the time is ripe to open a 2nd front, go for it.

(Edit: looking at the minimaps, it appears that Japan has taken two cities from the Aztecs. If so, they have likely partially depleted each other's offensive units, so this should be a very good time to invade.)

1250 AD Save
 
That is too bad, Keith! The carnage potential for the next set of turns is high!! :D

So who can play next? Peanut? Or would bigchief like to take Keith's spot?
 
Apologies fellow Generals. Some clown keeps refilling the truck as fast as I can empty it !

It looks like Bigchief is out of circulation at the moment, and I am not going to have a free evening for two days yet. So Keith, if you are free then grab it, otherwise it's back to you General Peglegasus. We are at a particularly interesting stage of the game now and it pains me to have to pass this time.
 
I wish I would have checked my email last evening because I could have done the move. This evening is my daughter's b-day party. So it looks like Peglegasus again.
 
At this stage, what do you all think of the teleporter trick? At first I felt it was too much of an exploit. But then again, it isn't banned in GOTM games. I think if we had used that and gotten the fastest finish some of the other teams might have looked down on that. But of course now we aren't going for fastest finish, just trying to finish... fast. Man that sounds silly, but I think you know what I mean. :crazyeye:

With the other continent having cavalry now I think we should go for it. It is out of character for the variant, but we could plant a city... hey does anyone know latin? We could use the latin word for sacrifice or some such thing and use that as the "gift" city. An offering to the gods to speed our great war. And of course have forces on hand to immediately raze it afterwards.
 
I'm in favor of it, primarily to transport our large Armies over. We have sufficient Caravels to transport the other units over as is, and we'll need to get a large force present to hold the new city/capital. I think the best time is just before declaring on the Aztecs - that way we gift the cities, transport our Armies, declare and retake. Since we gifted the city, all the citizens will be Aztecs, so it will have to be razed. One of the outpost cities in the North would do just fine.
 
That palace teleporter is completely insane! Sent 18 cavalry, 7 legions, various cannons and I think a couple of old catapults, and of course our armies. Almost finished now...

Ok, done. Here is the save.

Will have to do my log a little later. To sum up: Cleared our continent. Cleared some of the center divide but had real bad luck with the RNG there. Had a super spearman in Baltimore take down 3 legions and one elite cav! Renamed New Hispalis to "Devoveo" which supposedly means sacrifice in Latin. Gifted Devoveo to the Aztecs after our palace was completed in our new outpost "Rome Conquers All". Armies transported to new world along with lots of other units. Declared war on Aztecs and landed forces next to Malinalco. Razed Devoveo. Crushed 3 Indian towns. Smashed some newly founded Japanese colonies on our northern frontier. Barbarians running around all over the place.

Overall not tremendously exciting as it was mostly preparation for the invasion. It's going to be the NEXT set of turns when the real madness begins :lol: I hope I set things up all right.
 
Back
Top Bottom