SHWH01 - Iroquois Tree Huggers

SimpleMonkey said:
Kind of curious why Cam didn't autoraze, since it was at 1 pop and hadn't had a culture expansion.
It had just grown to pop 2, which was a nice treat.

If Lugdunum is now pop 1, then Brennus has either pop-rushed two archers, or he's got another settler somewhere.
No settler, he's whipping like mad.

I assume that mounties aren't going to go into action until we're out of Despotism.
I don't think we're going to let a little thing like a despotic GA stop us. The thing with having an Ancient Age UU is that you have got to use it while it is a viable unit. It will take us another 50 -70 turns to get a government. By then the mountie will be useless. Strike while our arrows are hot and damn the despotic GA.

I also assume that libraries are the only acceptable form of culture expansion.
Oh, Brother Bede! :wavey: Our friend Bede has some thoughts that many of us have adapted. We agree with that assessment.

I'd build another dinkyboat soon. That's an awfully big patch of black in the middle of the map there.
I wouldn't build too many. There are a lot of barb galleys plying our waters and we really don't need to throw 15 shields into Davy Jones' locker.

Are we trying for a Philosophy slingshot?
Don't know. Are we?
 
:devil:

lurker's comment:
the last post said:
Quoth the monkey:
I assume that mounties aren't going to go into action until we're out of Despotism.
Respondent Bugsy
I don't think we're going to let a little thing like a despotic GA stop us. The thing with having an Ancient Age UU is that you have got to use it while it is a viable unit. It will take us another 50 -70 turns to get a government. By then the mountie will be useless. Strike while our arrows are hot and damn the despotic GA.

The Golden Age only affects fields which are improved with roads and mines and such and with the minimal improvements you are installing the effects will also be minimal, so gallop those ponies into battle!!

And does anybody know why the Nez Perce rode Appaloosas (those spotted ponies) to the battlefield?
 
Sir Bugsy said:
II don't think we're going to let a little thing like a despotic GA stop us. The thing with having an Ancient Age UU is that you have got to use it while it is a viable unit. It will take us another 50 -70 turns to get a government. By then the mountie will be useless. Strike while our arrows are hot and damn the despotic GA.
Nicely put. Too many fear the Despotic Golden Age. Let's get the early edge, and not let them get back up.
Oh, Brother Bede! :wavey: Our friend Bede has some thoughts that many of us have adapted. We agree with that assessment.
@Bugs: Many of this team are Bede proteges. Complete with their own Temple Rant (TM by Bede).

As for the Republic Slingshot... we should try to hold tribal coucils. :D
 
Cross-posting with that Grumpy ol', crazy ol' Monk. As for the Apaloosas... they're strong, hearty horses... well suited for the rugged terrain that the Nez Perce roamed. But I can think of no reason the Nez Perce would have favored the Apaloosa beyond that... unless... that was the type of horse available to 'em.

@Team: Take the mounted warriors available, and go whack somebody!!!
 
:devil:

lurker's comment:

scoutsout said:
Cross-posting with that Grumpy ol', crazy ol' Monk. As for the Apaloosas... they're strong, hearty horses... well suited for the rugged terrain that the Nez Perce roamed. But I can think of no reason the Nez Perce would have favored the Apaloosa beyond that... unless... that was the type of horse available to 'em.

Only those of us who have had the dubious privilege of owning, training and riding the Appaloosa can truly appreciate the answer to this one:

"So they would be good and mad when they got there"

Appies are indeed strong, hearty horses with sweet dispositions, but they are mule stubborn and can be dumb as a box of rocks.
 
Got it.

I took a quick look at the save, and I'm still perplexed about what we can do with our workers. There are 2 about to finish roading our S/W town (can't recall the name) and then it will take 3 or 4 worker turns to get them working anywhere that's within the rules as I understand them...just seems rather wasteful. Can we road forests that are already there? Do we want to mine the gold mountain this early?

Not sure what our military is doing right now if we're waiting for more M/W's to attack. Are we just defending our S/E area while waiting for reinforcements? I'm not comfortable with early warfare, so any tips would be helpful.

I'll play this tomorrow (Monday) night. My newer computer is finally repaired and I'll have it back Monday evening, so I'm hoping I can get it hooked up with no problems.
 
I cast my vote for a Philo slingshot: CoL (underway now) -> Philo -> Republic -> Literature. With this variant, we need the culture expansion at some point. Any reason not to whip some libraries?

Had I thought deeper about the minimal improvements in this game, I would have realized the non-issue of a despotic GA. Brennus can be finished off (almost certainly in the next turnset) with archers. (Come on -- two pop 1 cities? Even I could take that out. :rolleyes: ) Beyond that, shrieking warriors on Appoloosas may be just the thing for Isabella. If she's been concentrating on sacking English towns, she may have spent a lot of military. Another scan of the map could let us know if she even has iron to connect in her territory.

An all-Iroquois continient would be a nice start. For proper environmental management, of course. :devil:
 
SimpleMonkey said:
Brennus can be finished off (almost certainly in the next turnset) with archers. (Come on -- two pop 1 cities? Even I could take that out. :rolleyes: )
Sorry, but I've never done an archer rush, and Bugs said "gather our forces", so I figured that meant M/W's. I'm still a Chieftain level player when it comes to early fighting...usually would use several M/W's or archers with cats, and I rarely fight before changing governments. I'm a builder with little building to do here. :blush:
 
Sorry, gma, that was by no means directed at you. I'm still slightly despondent over my vain assault on Entremont in my turnset. A force of 4-6 archers should be enough to finish Brennus off, especially if he's rushing archers and not spears. Let him fling his archers at one of our outlying cities, or skirmish them from safety. In the meantime a convergence on Entremont, followed by a final push on Lug in the north, backed up by fresh replacemnts, should do the trick. Waiting for a stack of 10 mounties at this point would just let Brennus rebuild.

If Lug goes back up in pop it looks like it would fit in well with our build plans.

Good luck!
 
SimpleMonkey said:
Sorry, gma, that was by no means directed at you. I'm still slightly despondent over my vain assault on Entremont in my turnset.
I didn't take it personally, SM. I probably play too cautiously and I'm trying to learn to be more aggressive...just don't know how to start. You probably learn more from vain assaults than I do from NEVER trying them. :p

I don't think we have enough archers yet, and all the builds are rax and cats, with the exception of one M/W, and I know there's nasty barbs out there as well. When I'm not confident about what to do, I just stare at the screen and do nothing. :(
 
:devil:
lurker's comment:
@Bugs: Many of this team are Bede proteges. Complete with their own Temple Rant (TM by Bede).

And can anyone guess Bede's mentor?

 
Bede said:
:devil:
lurker's comment:


And can anyone guess Bede's mentor?

So what you're saying is it's all Bugs' fault? :confused: :p

GramH...I don't think there's a wrong build as long as it's MW's, archers, settlers or less important workers. This will be a slow grinding destruction of the Celts but what we don't want is letting them hook up iron or horses. If we can keep them to archers and spears they're done.
 
Iro Treehuggers 750bc

Pre-turn: P Pine is unhappy, so hire a scientist to shave 1 turn off COL.

IT - 2 barb warriors show up just S/E of Red Oak, a Celt archer comes from Lugdunum and the Celt spear moves toward our archer and spear on hill.

1. 730bc - Move our archer and spear on the hill toward Red Oak. One of the other 2 archers is wounded so fortify him. Attack Celt archer with our healthy archer...we win, but he's RL'd and another Celt archer is just behind him.

Dingy heads N out of Sumac.

IT - DF MW -> MW. Celt archer kills our RL'd archer. Barbs move right outside Red Oak.

2. 710bc - Archer/spear move into Red Oak. Slaves finish mining iron mountain, but are held up pending outcome of coming barb battle. Move another archer and the MW toward Celt archer.

IT - Barb galley attacks and is sunk by our dingy. Another Celt archer shows up from Entremont.

3. 690bc - Kill both barb warriors and our vet archer promotes. Kill Celt archer with our reg archer and he promotes. Move our elite archer and MW back toward Red Oak to try and get them all into a group.

Everyone has Construction now, but no trades available.

IT - nada

4. 670bc - Kill reg Celt archer flawlessly with our elite archer and cover him with our MW.

IT - Another archer comes out of Entremont (still size 1) and Celt spear heads toward Red Oak.

5. 650bc - Kill reg Celt archer with our elite archer who is wounded. Cover with MW and then, being just outside Entremont, attack with our MW, and we enter our Golden Age. Kill spear near Red Oak with our vet archer, but no promo.

Code of laws due in 2 and I'm able to lower research to 70% and 0% lux with +11g.

IT - nada

6. 630bc - fortify wounded and trying to move units together.

IT - Code of Laws comes in -> Philo in 5 at 100%. Trade COL to England for Construction +62g, then to Spain for 94g (all). Forgot to get pics. DF MW -> MW.

7. 610bc - moving units and workers

IT - Brennus wants peace...no. Sumac City cat -> cat

8. 590bc - attack Entremont with elite archer and it is ours with 1 resister (and nobody working). Start temple. Move units in...archers need healing.

IT - Resistance ends in Entremont. Lizzy creates an embassy in Douglas fir.

9. 570bc - fortify archers in Entremont and move other units toward Lugdunum.

IT - P Pine completes rax -> start settler in 5, as it's at 6 pop, but next player can change to MW in 5 or something else if preferred. Sequoia cat -> cat.

10. 550bc - DF and PP both unhappy, so raise lux to 10%, Philo still due in 2 at 50% and +14. Unit and worker moves.

Afternotes:
Our military (2 MW's,1 archer, 1 spear) are positioned right next to where another MW can join them after being produced in DF next turn. Of our archers still in Entremont, one is still 4/5 and the other fully healed. There is a barb galley right next to our curragh in the north.

Workers are being sent S/E to start roading to our newest acquisition. There's only 1 tile left being roaded in our core, and then there will be little left to do there, but plenty of work around Entremont.

There's iron just outside of Lugdunum, but not available until expansion and not currently hooked up. The only other source of horses seems to be sorta south of Entremont. No other civs appear to have either, unless it's underneath one of their towns.

Here's the save. Pics to follow.
 

Attachments

590 bc - Entremont is captured
590bc_Capture_Entremont.jpg

550 bc - Our SOD. Um, I'm just sure I took this pic with the unit names showing, but they've disappeared. :( The SOD is south of Lugdunum and between Red Oak and Silver Maple...2 MW's, 1 archer, 1 spear.
550bc_Iro_Military.jpg

550 bc - Our core
550bc_Western_Core.jpg

Our Empire-to-Be in the East
550bc_Eastern_Area.jpg
 
Whomp said:
So what you're saying is it's all Bugs' fault? :confused: :p
Let's just say that the student has far outpassed the teacher.

BTW - Well done Harriet. Nice tactics and use of terrain.
 
Bede said:
:devil:
lurker's comment:
@Bugs: Many of this team are Bede proteges. Complete with their own Temple Rant (TM by Bede).

And can anyone guess Bede's mentor?

That is a tough one; you played SG's even before I did.
 
Awesome job, GranH! :rockon: I probably would have sacked Entremont, but it's nice to add AI capitals to our empire. (Should we keep the name to commemorate Brennus's contribution to our expansion?) I'm also still interested in building one more dinkyboat, as ours might have an unfortunate encounter with that barb galley soon.

Can't wait to see if the Philo gambit paid off and we land Repub for free.

Are the Red Oak slaves almost ready to hook up dyes?

Also, I assume that we'll have to pillage all the mines around Entremont. Someday we'll irrigate those wheats.
 
SimpleMonkey said:
(Should we keep the name to commemorate Brennus's contribution to our expansion?)
I didn't think about the renaming until I'd posted the save. Maybe "Weeping Willow" would be appropriate, huh? ;)
 
Nice set Gram H. Looks like you did all the hard work for me. I wonder if we should pop rush a temple in Red Oak and abandon it after expansion. It would give the city 3 resources to work with 2 sugars and a gold hill. Weeping Willow ( ;) ) looks like it can keep two mines since they are sugars. Right?

How about a roster update....
Sir Bugsy --all his fault
gmaharriet-- gave the Celts a beat down
Whomp UP and got it
Admiral Kutzov-- on deck
scoutsout-- has an idea....
SimpleMonkey-- Founded a Pink dot (tm). :eek:
 
Why abandon Red Oak? It appears to fit in well with our original dotmap? Or do you mean somebody else, Whomp?

Don't think we can mine bonus food, only irrigate them. And it's going to be a while before water reaches Weeping Willow, looks like.
 
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