SGOTM3 Rome - Team Peanut

General Peglegasus, excellent work !! Those English dogs will soon be on their last legs eh what ? I like the road pillaging idea near Tarentum, although those roads will be handy when we push on to raze the neighbouring towns.

General BigChief - come on down ! Duty calls ...
 
Great Job, Peglegasus :goodjob:

I've been up so late watching the Olympics :) that I was too tired last night to respond; I crashed early. So here's my thoughts:

Londinium is well placed! It has same turn access to Hasting for Knights rushing out of it. Placing forward towns to gain control of useful roads or spaces can really accelerate an attack. I've been thinking about a similar city site to help us against Ashur and Uruk:

Peanut_sg3_ad750MainRes.JPG


The Red Diamond square gives us same turn access to both Babylonian cities from a city formee within any of the 3 spaces covered by the Red Oval. I favor the Forest space (with the Red X), because it also give us control over the mountiain with the Road; this will provide a barrier to Babylonian forces coming from Tours and give our future Cavalry same turn access to Tours itself.

I also put a Red Circle around a vulnerable Knight/Settler stack; the Babylnian Knight to the SW can attack them this turn with nearly 1-1 odds. Most units have moved already, so I can only suggest moving a Warrior from Tarentum over to add to the Stack; that way if the Bab Knight wins, he doesn't get our Settler, and we keep it unless there's an English Cav in the fog that can reach it.

I'd also attack the Greek Longbow near Caesaraugustus with the Legion in the city. If we don't take out that Longbow, then we will lose the wounded Legion just South of it; I'd use some of the Warriors around if the Legion doesn't do the job.

I like the Legions pillaging the Greek (and Sevastopol) resources; they're close by and will completely hinder them from building advanced units. I'm not as much in favor of pillaging the roads near Orleans; this will tie up units, make them vulnerable to attack, and we will want some of these roads in the future when we push on past France to Russia and Germany.

I was concerned at how many Knights we lost in counter attacks. Looking at the save, we have a total of 2 Legions and 1 Legion army in the Northern Front. This is not enough; the Legions should be providing the primary defense up there; without them we lose Knights on counterattacks. Also, after we raze a city leaving some wounded Knights vulnerable to attack, a Legion or 2 should be ready to move forward and provide defensive cover to our wounded offensive units. Without this combined unit operation, we lose many more offensive units and our attacks will stall. I know money has been tight, and research on MilTrad is a priority, but in the next set of upgrades we desperately need to get some more Legions upgraded and in place on the Front. They are much easier to replace than Knights or Cavalry.


BTW, I was incorrect about Germany having MilTradition; the only Tech they have that we don't is PrintingPress. England is the only one with Cavalry capability; Germany, Babylon and the Greeks are one step behind (although we can prevent Greece from building any Cav by resource pillaging.)

Alright bigchief, you are up! Can you give us a 'got it'?
 
civ_steve said:
I was concerned at how many Knights we lost in counter attacks. Looking at the save, we have a total of 2 Legions and 1 Legion army in the Northern Front. This is not enough; the Legions should be providing the primary defense up there; without them we lose Knights on counterattacks. Also, after we raze a city leaving some wounded Knights vulnerable to attack, a Legion or 2 should be ready to move forward and provide defensive cover to our wounded offensive units. Without this combined unit operation, we lose many more offensive units and our attacks will stall. I know money has been tight, and research on MilTrad is a priority, but in the next set of upgrades we desperately need to get some more Legions upgraded and in place on the Front. They are much easier to replace than Knights or Cavalry.
Yeah, this was a big problem for me. Especially since I divided the attack force between Richmond and Nottingham at first. I should have kept them together for sheer power. Then I put knights on the mountain to heal thinking the AI might leave them because of the defense bonus. Not so. I didn't have the funds to upgrade any units at all. I think I started with around 20 something coins and it really didn't grow much because of our research rate. I was also afraid to pull too many units out of Tarentum. I'm curious to see if Tarentum remains a hot spot or if the action will shift to our new cities to the north.

It's also tough to pull legions out of the southern cities to assist because we never know when they will be needed down there for city defense. Man, keep your fingers crossed that Bruce can cut those horses! I think that will really help. The Greeks having knights is a real pain.
 
Peglegasus said:
Man, keep your fingers crossed that Bruce can cut those horses! I think that will really help. The Greeks having knights is a real pain.

I just realized that if I had sent a horse instead of Bruce they could have stepped off the mopuntain and pillaged those horses already! Hindsight is...
yeah, you know. C'mon Bruce!
 
Yeah, sheer overwhelming force is good. Plan for one offensive area, put the bulk of the units there, and leave holding forces everywhere else with overlapping support. This way, after you take your offensive objective(s), you should have additional forces to cover your weakened attack units and prepare for the next attack. Meanwhile, your 'holding the line' forces elsewhere have some mobility to respond to AI attempts.

I suspect that England and some Babylon units will attack through the Hastings area, while France, Russia and Germany will attack through Tarentum. America could come either way, but more likely through Hastings (I think). It makes sense to me to wipe England off the continent first, then Babylon. We should take Hastings with Knights (and armies), but probably hold off our further assaults until we have Cavalry (they're just so much better!)

One thing I forgot to mention: I really like using the GL's we get to make Armies, then hold them for Cavalry. Two 4-Cav Armies will really make a powerful 1-2 punch as we assault the AI's main cities! :D
 
I want to add my Amen to not diluting our offensive force. I should have taken the time to lay out the plan of attack I had set up at the end of my turn. My plan was to immediately move the two knight Armies and two or three knights to Nottingham and attack on turn two. I figured there was not need to wait for cannon to move up since the Armies could take out the top two defenders. Out of curiosity I played out the first few turns of Peglegasus’ turn set using this strategy and things worked out beautifully. Nottingham fell on turn two with no losses. I even generated a GL with a knight that took out the LB! I am sure if we had kept our forces together like this we would have taken out Hastings as well.

I also think we have to be more careful with exposing our knights to counterattacks and unnecessarily attacking units in mountains and hills. The loss of the knight protecting a worker is a perfect example of this. Here is what I would have done: Abandon the job and move the worker to a tile which would bait the AI to move the LB to open ground. Then take out the LB. There is something in the AI code that places a high priority on attacking undefended workers, scouts and settlers. I love using scouts like a carrot on as string to lead the AI into death traps. Clearly we don’t want to waste too many worker turns doing this all the time, but when the opportunity presents itself it works very well.

I suggest we only counterattack where and when we know we are safe from AI counter attacks. I killed hoards of units dashing out and then back into the walls of Tarentum.

Peglegasus, great job in pillaging! Greece is especially vulnerable to this because of how close it is to us and the great defensive terrain our units move through. I have to agree with Civ-steve however that the pillaging of the roads north of Tarentum unnecessarily exposes units to counterattack.
 
Team : Bigchief was obliged to miss his last round in spite of his wish to play then, and has not posted for six days now. I suggest unless he posts soon, CS takes the command chair and play to keep things moving. CS - I reckon if there's no news when you are able to play next, then post your "got-it", fire up the game and play on.

I am happy to slip Bigchief back in for a make-up session when he becomes available, assuming RL events are keeping him away from this pleasant little pasttime of ours. He has been diligent before in letting us know when he cannot play.
 
Good luck Civ_steve. I really enjoy playing after you as you set things up so well.

I don't think Bigchief will mind if we skip him. If we keep the turn around time fast it really is not that long until the rotation comes back to you when you skip. I believe we will all be better served if we stick to the rotation and only depart by request only as I did a last week.
 
Thanks, Keith! bigchief does a good job of setting up for me, and I carry that through my turn as well. I was hoping to hear from him first; I know he had a bad weekend a little while ago :( and we haven't heard from him since. Hope things are improving for him.

Quick status: I'm 5 turns into the set, and should finish tonight or tomorrow morning. We learned MilTrad and Cavalry are appearing on the field. Our first Cav army has participated in razing Hastings, and a new city formed in that area, so we control this East-West crossing. A Knight army with some Knight support was sent off to raze Grenoble and Cologne; I think there's one American pikeman wandering around this area, otherwise it's clear of AI and ready for city planting. (I've also been building a LOT of Settlers!! :) ) I also got a GL, which I used to form an Army. I figure Cav Armies will crush all opponents, so we want as many as we can form. The Military Academy is available, but IMO Armies built by GL are more important than the ability to build them, which would take forever.

An odd event: just as I had a Legion/Cannon stack about to raze Sevastopol, they Flipped to us! I wasn't sure what to do! Tao asked this question in the Sign-up thread, but it was never answered. I accepted the flip, saw that they were still tagged as Russians (even though they wore Red Roman clothes), so I ordered the governor to line them up and run them through, including the free Spearman we got, so I figure the net effect was nil. For future reference, we should rebuff any offers to flip to us.

One other thing I learned that I don't think I knew: wounded units when upgraded are healed! So a Knight can attack out, kill an AI unit, return to a city, get Upgraded, and you've got a fully healed Cavalry unit available for duty the next turn!

I'm also starting to build Galleys in our border, coastal cities. I figure we go 10 turns, then pop-rush the remainder, and we should get a pretty good navy going soon. We will need a large navy to cross over to the other continent(s). Germany does now know MilTradition, and England knows Astronomy; still, I don't think they have a shot at leaving the MidAges before we run them over.

Full report later.
 
Sorry for just disappearing, everybody. I have been taking care of my grandmother. I have no computer access there, so I haven't been able to do anything online. And, to top it off, my computer at work was screwed, so I couldn't use that.

The work comp is fixed now, so I can try and catch up with what has been happening in the game, but I won't be able to play at work, as I am way behind on my work because of the comp mess.

My sister is coming Sunday, and will be staying to take care of my grandmother, so I will be home sometime Sunday evening. I should be able to get back into the game after that, if it's still going on.

Once again, my apologies, and I hope to be back to playing in a couple of days.
 
Out of curiosity, what is our per turn income like now? I never turned it down to see in my turns. Also I've never played an always war game like this so I'm wondering... is cavalry the end of research for us? I was building a couple extra libraries but I'm thinking they probably became those setllers you mentioned. It doesn't look like the channel crossing is much of a problem but I could see how one might need astronomy on a different map if the water crossing were a bigger distance.

Edit: Good to hear from you, Bigchief. Hope all is well.
 
More questions: Did Bruce make it? I have a feeling he didn't. With cavalry having three moves, could one step off a mountain, pillage, and then return to the mountain?
 
bigchief: I'm glad to hear from you, but I'm very sorry about your grandmother. I suspect it will be almost back to you by early next week.

Peglegasus: I think we're at 100 gpt after I turned down the research, or 2 Horsemen to Cav per Turn (I have one scientist in an outlying city working on Astronomy). Unless there's a big channel between us and the other continents we need to get to, I don't think we need anything other Techs. Yes, it is amazing how a partially constructed building can suddenly gain wheels and become the center for a new city!! :lol: Since we might not research anything else, and our cities are 6 or lower, and we might never leave Despotism at this rate (makes Galley rushing very easy), Settlers seemed more valuable than libraries. And, yes, Cav could step off a mtn, pillage and step back all in one turn.

I regret to inform you that Bruce didn't make it. :( A Greek Knight came upon him as he was preparing to pillage. Our Xenophobic fears were realized as we heard reports of what they did with the remains of Bruce (it's too horrible to report! :cringe: A massive rage has encompassed our nation, :mad: and streams of Settlers, Warriors and Horsemen have surged to our front lines with 'Remember Bruce' as their slogan. :scan: Their plans for Greece are :evil: , whuh, huh, huh!
 
Bigchief, good to hear from you and we all wish you well. We will be glad when you can help us out again. But we all understand that life is not a game and you definately have your priorities straight.

Civ_steve, I find it is interesting that you did not know that upgrading a wounded unit brings it to full health. This just show how many "little" tricks there are to this game. I really have learned a lot from you fellows and I think this is a reminder too us all not to hesitate sharing the "tricks of the trade" we have learned. We can't assume the other players know these tricks.

I can sure tell playing with you guys has improved my game. I think I am going to start submitting my GOTMs. I have been one of those shadow players. I have good starts in both the classic and the Conquest games this month. Our current game has taught me not to fear early golden ages and it has paid off big time in the new classic game. Impi's are pillaging animals. The irony of the situation is I have used the Impi's mobility to avoid a GA. I so dominate the situation that I am just GL and city farming (only taking the new captial after it has 10 culture).
 
Keith: I'd probably encountered the 'upgrade means healed' effect before, but seldomly. I'm usually upgrading a bunch of healthy units just as I learn the required Tech.

Here's the turn log:

Turn 0, 750 AD
Warrior added to Knight stack in North
Legion kills Greek LongBow
Ravenna citizen moved to Irrigated Plains
Several builds are changed to Settler

(IBT - American Sword attacks JSP and dies;
- Babylon Knight attacks Knight stack near Londinium and dies
- Tragic new: a Greek Knight emerges and tramples Bruce! (This MUST be avenged! Remember Bruce becomes our slogan!!
- 1 American Knight and 1 German Knight enter our Culture
- Russian LongBow says 'kill me' as he leaves Sev)

Turn 1, 760 AD
Several Settlers and Horsemen are built
2 Knights near Tarentum are severely Cannoned and then run over (1 Knight becomes Elite)
German Longbow near Aurelium is Legioned (2/4 left)
Russian LongB is Cannoned and Stabbed
2 Pikes Cannoned and run over; 1 Settler captured and disbanded
Arretium founded on Hill to South
Road to Thesalonika pillaged
Mass movement of MPs toward the fronts

(IBT - lose 2 Knights guarding Settler; 1 to German Knight, 1 to Eng Cav;
- Russians move in 2 LongB and a Pike near Tarentum
- Germ LongB from Cologne
- American Knight enters from North
- French Spear from Grenoble)

Turn 2, 770 AD
Cannons Redline Russian Pike near Tarentum and run over
Cannons Redline 2 Bab Knights and 1 Eng Cav near Londinium; Legion army takes Cav (unroaded forest)
Cannons take 1 hp from American Knight; Knight finishes him
Stack of Legions and Cannons advances on Sevastopol

(IBT - Russian LongB's advance Ha Ha
German LongB from Cologne advances
French spear from Grenoble trying to reach the mother ship
American Knight approaches
English Cav attacks a Musket at Nicopolis, and stumbles!
!!!! Sevastopol senses the coming attack and FLIPS TO US!!!!
Not sure what to do here; I review the threads - Tao asked about this but never got an answer
so I accept, open the city, They're just Russians wearing Togas; I order the Governor to handle this
Sevastopol is razed and the free Spearman is disbanded
Since they didn't become Roman Citizens, for future reference we should not accept the Flip)

Turn 3, 780 AD
Horseman does in German LongB from Cologne
After Bombardment, 2 Horsemen do in 2 Russian LongB's adj to Tarentum
Knight Army leaves Tarentum for Grenoble, it is Razed (only 1 defender, Army is 14/17)
More movement to the Front

(IBT Eng Cav attacks Nicopolis, and retreats
1 Amer, 1 Germ and 1 Babylon Knight advance near Tarentum
Another Germ LongB from Cologne
Amer Sword near Palmyra has healed and is heading South)

Turn 4, 790 AD
Knight Army and Knight Raze Cologne, 2nd Knight Kills Germ LongBow (Germans are evicted from NE)
Knight finishes off 1 HP Cav, retreats to Heal in Nicopolis
Bab Knight taken to 2/4; Amer Knight Killed by Legion/Knight combo
Push a Settler/KnightArmy/Cannon/Knight stack adj to Hastings
Gordinium founded S of Londinium; completes Road between Londinium and Nicopolis
Mil Trad in 1!!!

(IBT - another Eng Cav tries agains against Nicopolis, dies, and our Elite Musket give us another GL!!
Amer Knight and Pike/Stlr near Hastings
Wounded Bab Knight Retreats, Germ Knight Advs to East around Tarentum
Another Germ Knight Approaches Tarentum
2 Greek LongBs approach
Amer Pike and Sword are converging on Aurelinorium)

We learn Mil Trad, upgrade 3 Horsemen in Londinium

Turn 5, 800 AD
Join 3 Cav in Londinium to Army
Form another Army in Nicopolis
Cannons in stack near Hastings RedLine American Pike and put 3 HPs on Eng Muskets
Hastings falls to Cav army (7/12), Knight Army (15/18) and Elite Knight (2/5); 4 Workers disbanded
Agrippina founded 1 SW of Hastings ruins
Elite Knight finishe Amer Pike; 2 Workers disbanded
Cannon from Tarentum move East 2 Spaces, bomb Germ Knight in Mtns to 2/4
Knight Army finishes off Germ Knight
Do in 1 Greek LongB, losing a Legion (Greek Knight as follow up; add another Legion to Mtns space)
Begin minimum research on Astronomy, using Scientist

(IBT, 1 Amer Knight penetrates near Londinium; a 2nd approaches
1 Bab and 1 Germ Knight near Agrippina
Greek Knight Advances around our Legion stack
Greek LongB to South heads towards Brundisium)

Turn 6, 810 AD
We upgrade 1 Horse and 4 Knights (wounded Knights become healed Cav!)
Do in American Sword near Aurelionrum, losing 1 Horse
Cannons redline 2 American Knights; 1 is done in by elite knight
Upgrades, 1 Horse, 5 Knights
Move units forward (we have 10 Settlers in the field right now!)

(IBT - Wounded Amer Knight Withdraws
- 3 Babylon Knights in North zone; a Bab Musket/Stlr as well
- Greek threatens with a Knight and a LongB
- Russia lands Sword near Lunacatorum

Turn 7, 820 AD
Horsemen does in Russian sword near Luna
Move Cannon/Legion stack adj to Knossus
3 Cannons redline Bab Musket; Cav finishes, with promotion
1/2 Cannons hit closes Bab Knight; its tough, takes out a Cav, Legion before succumbing to a Horseman
4 Cannons do 3 Hits on Bab Knight in Mtns near Londinium; Legion finishes
Cav fin 1 HP Amer Knight, trying to escape
Cannons redline another Bab Knight, killed by Cav; Legion Army covers Cannons
Upgrade 2 Knights and 1 Horse

(IBT - Eng Cav kills our Jungle Cav
2nd Bab Knight engages; and a Germ Knight North of Agrippina
Russian Pike/Stlrs from NE, with a LongB
Germans land LongB near Cumae
Greeks have 2 LongB, a Knight and a Hoplite scattered about
1 Amer Pike making a run for Hispalis through the mtns

Turn 8, 830 AD
Legion does in Germ LongB
Cyrene founded to NE; connects roads to Former French zone
Cannons put 1 hp on Greek Knight; Cav finishes
4 Cannons miss Hoplite in Knossus; Cav, 2 Legions raze Knossus, and another GL is formed (Rename Elite Legion, Bruce II)
Make another army
Cannons wound Eng Cav to 1 hp; Cav does him in; Legion/Musket moved in to cover Cav
Two Bab Knights at least partially wounded before Cavs do them in; Legion Army covers
Knight Army runs over Germ Knight; Settlers and Cannons advance with Army
Upgrade 5 Warriors

(IBT - Well the North was pretty clear, but not now!
- French: 1 LongB, 1 Spear/Stlr
- German: 2 Knights
- American: 2 Knights, 2 Pikes and a Settler
- Russian:2 LongB's to join their 2 Pike/Stlr stacks
- Greeks add a LongB to their disorganized units
- Amer Pike is on our Road going North from Ceasaraugustus; he must be removed
At least no one was dropped off from a Galley!

Turn 9, 840 AD
1 Russian Pike/Stlr is redlined and charged over
Knight Army runs over Amer Cav and Russian LongB near Tarentum
4 Cannons under Legion Army put 3 hps on Amer Knight, and 1 on Bab Knight
3 Cannons in Agrippina put 2 more hps on Bab Knight
5 Cannons near Londinium put 2 hps on 2nd Bab Knight
hmm, Cav dies attacking 2 hp Bab Knight; 2 Legions finish the job after it retreats
2 Cav take care of other 1 hp Knights, no problem
Cav Army does in French LongB
Vet Legion kills Amer Pike on our Road
Another Greek LongB bites the dust
Settler/Knight army stack advances to Forest space

(IBT - Germans add 3 Knights to north
- Americans add a Knight and a Pike
- Eng Cav attacks our exposed Legion, and loses!!

Turn 10, 850 AD
Tyrus founded in Bab Territory,starts on Walls of course
Verona founde to NE, connecting road systems
Corfinium and Mediolanum founded on NE coast, start on Galley
We have 0 unit support cost (!) and are gaining 115 gpt
Bombard Knight Units where adjacent
Kill 2 Knights, and force one to retreat
stupidly, move Elite Legion into open
Cav Army and 3 Cavs attack Uruk, and raze it losing 1 Cav (cover)
2 More Greek LongB's disappear to Legions; we get another GL, Octavian
Adjust defenses

End of Turnlog

Our Empire for the most part:

Peanut_sg3_ad850MainZ.JPG


Just to point out, Hastings and Uruk are gone now. As are the AI cities in our near NorthEast, and Knossus, and Sevastopol. We have 7 new towns.

Our units:

Peanut_sg3_ad850F3.JPG


I've been upgrading Warriors to provide some defensive support, and of course Knights and Horsemen. We have 7 armies - 1 Legion, 2 Knight, 1 Cav and 3 empty (I believe they are in Londinium, Tarentum and one's coming up the NE coast towards Tarentum.) The Cav that have been upgraded to have been busy fending off the AI, but that tide should turn soon (I hope) so we can get more Cav Armies in the field.

We still have 15 Warriors and 16 Horsemen for upgrade, so I haven't seen a good reason to pillage our resources. Some of our key cities are about to finish made-from-scratch Cavs.

We have 9 Settlers on the board. Several are up in the North region and are there to facilitate attacking the AI. One is under the Cav army, and can found a city next turn, making it easier to move our attacking units together, or to move more units to them. I've been founding cities on the near NE coast, and starting them on Galleys. We can pop-rush a Galley after 10 turns, and we're going to need a good sized navy to invade the next continent.

Most of the forces are in the North; both fending off the AI and trying to push onwards towards England. I've also accumulated a Legion/Cannon force, which can use some Cav support, in Artaxata. I figure this force can roll down the Greek flank towards Athens from the north; they've already done in Knossus, and after some healing, are one turn away from attacking Pharsalos. This will give us more real estate to build more cities to form our navy.

One more thing: we got another GL, Octavian. He's the only active unit. I'd probably form another Army out of him, but I'm leaving that decision to Keith and the team.

That's it. Here's the save. Keith: you're up!

850 AD Save
 
Pre-turn: 850 AD
I turn Octavian into an Army. I still can’t think of a wonder or SW worth building yet.

IBT:
Bab knight attacks Agrippina across river. The Musketman is brought to 1 HP yet manages to kill the knight and is promoted to Elite.
Three Greek LB move into view S of Artaxata.
Other AI movement not worth noting.

Turn 1: 860 AD
Redline an American pike next to Agrippina. Finish him off with Cav.
Redline an Barb knight near Agrippina with cannon. Finish him off with Legion Army.
Treveri founded in open space NW of JASP. Starts worker.
Sirmium founded on the NE coast. Start galley.
Kill Russian LB with Cav. Cav take no hits and is promoted to Elite. Hide behind Tarenium’s walls.
Upgrade 5 warriors. Every on else healing.

IBT:
Elite Legion left in open near Agrippina dies to Germ knight.
Barbarians coming out from up north.

Turn 2: 870 AD
Cannon redline the Germ knight near Agrippina, elite Cav finishes him off.
Augustadoum founded, starts walls.
French spear/settler redlined near Terenium.
Reg legion kill barbarian near Corfinium. Cav sacks camp and become elite.
Lots more upgrades.

IBT:
Greek LB are now next to Ceasaraugusta..

Turn 3: 880 AD
Tapezus founded just SW of Orleans, starts walls. Orleans is Razed to the ground by three cav.
Bagacum founded NE of Oxford, starts walls.
Take out two of the Greek LB with no loss.
More upgrades.


IBT:
Bab cav kills Brother Ray in Tyus. More English and Bab cav heading our way.
Knight army kills American knight. Greek LB, knight and Hop are dispatched.
More upgrading and healing.
Attack force heading for Pharsalos.

Turn 4: 890 AD
Kill some more bad guys. Will be ready to take out Newcastle soon. English must be trading for horses and saltpeter. Can you imagine cooperating and trading with another nation!

IBT:
One Legion dies in Tyrus to Bab Cav, one Legion redlines English cav at Nicopolis.
Two Russian LB closing in to die next turn.
Greek LB moves in to die.
Rome went into disorder. I forgot to check F1.

Turn 5: 900 AD
Legion takes out redlined English cav. Cav army takes out one of the other English cav. Lose one cav on the other and finish it off with a second.
Kill wounded Bab cav with cav, who become elite.
Form cav army at Artaxata and kill LB with it.

IBT:
Legion in jungle fight off English cav.
Greek knight foolishly walks past my invasion force, thinking he will make it alive to one of our weakly defended cities. Think again!
American knight want to die and move next to Tyus.

Turn 6: 910 AD
Oxford is toast. Only defended by two spearmen and a wonded cav. Took 51 gold and killed 6 workers. Looks like England is hurting.
Pharsalos was defended by only one reg musketman. Took one gold.
Elite cav takes out Greek knight.
American knight is redlined and cav finishes him off, becoming elite in the process.
Starting a new cav army in Tarentum.

IBT:
Greek LB foolishly walks past Army and takes a hit.
Germ knight and Bab cav move next to Agrippina, American settler/musket next to Trapezus. Germ knight next to Tarentum.

Turn 7 920 AD
Sparta fell at the lose of one legion. Took a few gold and killed 4 workers.
Lauriacum founded and starts Galley.
After two cannon hits, cav finishes off Bab cav and becomes elite.
Germ knight next to Agrippina dies to cav. Germ knight next to Tarentum is killed by cav, who become elite.
Cav army killed Am settler/musket, then takes out Russian LB. An elite Cav takes out the other LB.



IBT:
Not much to note.

Turn 8 930 AD
Two knight armies raze Asher.
English Cav killed.
Next turn I will have upgraded everything and will pillage the iron and salt.

IBT:
London builds SC and Hamburg CO.
Germ Settler/pike moves next to Tarentum.
Greek LB move next to army and takes a hit.
Elite Musketman takes out Bab cav with a little help from a cannon.
Greek navy looks to be preparing to land someone in the bay of Antium.

Turn 9: 940 AD
Curia founded NW of old Asher
Lumgdunum founded NW of old Oxford.
Discover Greek musk/settler pair as I move on Athens, kill them with cav taking no hits. Also take out Greek horses.
Kill wonder Greek LB with Legion.
Elite cav takes out the Germ Pike/settler.
Cut iron and salt after upgrading last two units.

IBT:
Lutetia went into disorder. Sorry!
Greeks move up what has to be their last knight and LB.

Turn 10: 950 BC
Built Seleucia on the ruins of former Sparta.
Elite cav takes out Greek knight taking no hits. Other Cav takes out LB. Takes no hits.
There is one more Greek knight. Athens looks ripe for the picking. Remember the Bruce!
Built Teurmia in the former British jungle on river.
Elite Cav dies attacking Bab cav.

Athens is toast next turn and there will be a couple healthy armies up by England to take out London in one or two turns. I played my ten turns very aggressively and we need to build up our homeland defense. I switched everyone I could to horsemen or warriors. I am moving a settler with two legions through the mountains towards what will be the former Athens sight. I wonder if this will disrupt the Olympics? I am keeping our research at min. At 50 gold Cav upgrades are expensive. We need the cash. I didn’t fully load some of the armies because we are getting low on units.

Here is the save:
http://gotm.civfanatics.net/saves/sgotm3/Peanut_SG003_AD0950_01.SAV
 
Crikey ! I spend a day working outside around the house and you Generals rush through two rounds. AT first glance it looks like excellent progress, after I read the logs I will probably have to revise my opinion upwards.

Looks like my turn again already, so "got it". And remember Bruce !
 
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