SHWH01 - Iroquois Tree Huggers

We can trade Lit for poly and drain the Spaniards and Brits bank accounts if we want so there's no need to trade republic. There are two MW's at home that can get to Blue Palo Verde and 3 more that will finish within 3 turns. Douglas Fir is a 3 turner for MW's (or 3 archers) so the next two will be the last when the GA ends.

Timing the barb invasion seems to be the issue. We have 5-6 turns left on our GA and x turns of republic revolt and currency will take 11 turns (more with anarchy) so we may not need to hold off on trading for poly.

How to spend the 400g in cash? We could spend some cash on upgrading our regular warriors to swords and we could then short rush some items before we finish currency.

The barbs were spawning S and NE of Entremont and NW of Blue Palo Verde so it might make sense to cover these areas first.

barb3wu.jpg
 
Is it possible that I may end up with the barb uprising after all? Yay! :dance:

EDIT: I also notice that we have 1) fast units that rock :rockon: and 2) lots of marshes and jungles between us and our future real estate. Are catapults a useful investment in this situation? :hmm:
 
SimpleMonkey said:
Are catapults a useful investment in this situation? :hmm:
Good point. In Blue Palo Verde I didn't want walls and a worker wouldn't finish in time but the others they could be changed.
 
Cats are always a good investment. we just need a road through the jungle.
 
Whomp said:
Timing the barb invasion seems to be the issue. We have 5-6 turns left on our GA and x turns of republic revolt and currency will take 11 turns (more with anarchy) so we may not need to hold off on trading for poly.

The barbs were spawning S and NE of Entremont and NW of Blue Palo Verde so it might make sense to cover these areas first.

barb3wu.jpg
I didn't realize we don't yet have currency, so that does give us more time. How about a settler for a town just S of the northern red dot to light up a portion of the jungle where movement is difficult? or would that slow down our military builds too much? too hard to defend? Just thinking out loud again. :hmm:
 
:devil:

lurker's comment:

gmagen said:
How about a settler for a town just S of the northern red dot to light up a portion of the jungle where movement is difficult? or would that slow down our military builds too much? too hard to defend? Just thinking out loud again.

Park a warriors everywhere you think you can keep areas outside the cultural borders under surveillance and you should limit the marauders to spawning in the marshes. The area that represents a particular risk is the marshes west of BluePV, as anybarb horses that appear there can wreak havoc in two directions.

But you definitely have the right idea of building villages where the barbarians are now camping as barb bait.
 
Holy Dinsog Batman, I've got 2.5 pages to type out!

6 turns left on the GA. We're still working on currency so trading for poly won't trigger the end of age barb attack.

Decide P PIne doesn't really need running water and switch it to a worker.

Bella has furs near Murcia. Obvious target. Look around a a bit. Bella has no iron! Sound boots and saddles. Need to get some workers to the front to build a road thru the swamp of the river Kwai.

Hit the button. cookies and a stoogie fall out of the sky. the gods luv us.

330 - find this
booger21hs.jpg
. No worries, I mentioned whomps hair and they mass suicided

290 - terminate the NW barb camp under the provo protocols

IT - London finishes Oracle. finally does her thing. find a previously undiscovered bottle of single malt

l lose a couple of suicide galleys due to poor notes. Scout secures the humidor.
booger40sq.jpg
i can see the coast, but I can't get there, leave it for next better player

i really should write down what I'm taking pix of
booger30cv.jpg
somehow this is important

Blah, blah, woof, woof until 150. I know I should not do this. but, dial up Liz and buy poly and 45g for lit.

Verify we have no units in spanish territory, and dial up Bella. hey chica, una cerveza por favor. She declines. Igor declares. something about "we fart in your general direction"

we kill various spanish units.

There are 7 MW in the vicinity of Murcuria. how the hell did they get there? :crazyeye:

purple dots. yeah, thats the ticket. purple dots.
booger52vm.jpg


http://www.civfanatics.net/uploads11/Scout_has_a_great_humidor_150_BC.SAV
 
@Igor: Here's your cerveza muy fria: :beer:

Got it... and will try to play tomorrow morning. I've got some RL cervezas goin' on after a long day.
 
The only thing about the purple dots is that those are marsh tiles. We'll need to drain those swamps before we can build on them.
 
bugs, about the purple dots. I was thinking there's really not that much for our workers to do, so draining swamps...
 
Pre-Flight Check:

Okay...somebody irrigated something outside Ponderosa Pine... presumably to irrigate the game at Aspen... only problem is, irrigating the game at Aspen would involve chopping a forest, and that's a :nono:

IBT - A spanish Archer dies attacking one of our archers, and a Spanish horse kills one of our MWs. A barb horseman jumps out of the fog and kills one of our workers outside Entremont. Douglas Fir trains a MW, starts a settler.

Turn 1 - 130 BC - We capture Murcia. Bald Cypress founded this turn. Wake a catapult and knick a HP off that barb horse. Kill the barb horse with a spear. Swap Blue Palo Verde to a Sword, and whip it. Swap Sequoia to a Harbor. Swap Staghorn Sumac to a Library.

new19lm.jpg


IBT - Blue Palo Verde trains its sword, starts a worker. Tamarac trains a MW, starts a worker.

Turn 2 - 110 BC - Whack a couple of barbs, dispersing one camp. Take research WAAY back, so I can whack another barb camp next turn, and hopefully avoid a massive uprising in the swamp. Advance MWs on Santiago.

IBT - A Spanish settler pair advances.

Turn 3 - 90 BC - We invest Santiago. With Currency coming in next turn (whether I want it to or not) I carefully position our troops to eliminate as much of the Fog of War as I can.

new23fh.jpg


IBT - Currency comes in, and I queue up Engineering... so we can plant trees to repair the earth after we drain her wetlands and clear her jungle. Spanish Horse kills one of our MWs outside Seville.

Sumac City completes a Library, and starts a Harbor. We get an expansion to the Imperial Wigwam after becoming the next tribe on the block to enter the Middle Ages.

Turn 4 - 70 BC - Whack the Spanish settler pair, and take a couple of scalps (slaves).

IBT - Spanish request an audience, and are rebuffed. The Rivers are our Brothers. The Spanish are good combat training for Brave Mounted Warriors, who must fight the English next.

Douglas Fir equips a settler, starts a Mounted Warrior.

Turn 5 - 50 BC - Dial up England and trade Currency for 100g +2gpt. Let's get this age-change over with. Something else we need to finish... I pull the trigger on revolt, and draw 5 turns of Anarchy. Hire some specialists.... take a screenshot so the team can see how much of the continent I can see.



IBT - Other than some Barb galleys... not much. No barbarian warnings on F3 at all.

Turn 6 - 30 BC - Levy some really heavy taxes on Santiago and Murcia. Organize some MWs for an advance on Seville.

IBT - Spanish advance an archer. Lots of Barbarian Galleys about.

Turn 7 - 10 BC - Whack an archer with an elite MW, who fails his promotion boards. Advance some WWs on Seville.

IBT - A Spanish Horseman dies attacking one of our MWs.

Turn 8 - 10 AD - Advance on Seville. We should take it next turn.

IBT - A Spanish Archer sends a not-so-brave (but Elite) Mounted Warrior into a retreat at Seville.

Turn 9 - 30 AD - The Spaniards have discovered Monarchy, and are in Anarchy. I lose 2 MW's attacking Seville. After whacking a couple of spears, I take a bit of a shot with a 2/5 MW versus a 2/3 Archer. This Elite MW was a little more brave, but still fails his promotion boards. We take 4 scalps with the city.

new54lg.jpg


IBT - The Iroquois High Council is re-born as a Republic.

new69xs.jpg


Turn 10 - Some of you have no doubt seen this before... I spend 92g on a temple to short rush the library at Entremont. 4g on a Temple in Aspen, swap to Library. 28g on a worker to short rush the Harbor at Sumac City. 16g on an Archer to short rush Staghorn Sumac's Library. Short Rush Ponderosa Pine's Settler with an Archer. Whack a Spanish Archer at Seville...move some troops in.

Notes: There is a settler headed for the coast NW of Blue Palo Verde. Remember - the rivers are our brothers! There are some workers clearing some marsh near a game on the SE coast. Be gentle with the assaults...as we don't have a great many reinforcements to send in. There are some archers and a Sword that could be used to reinforce Seville.

@Next better player, here's >>> The Save <<<.
 
It would appear that I get to have fun with both mopping up the Spanish defilers of this once pristine land, and also chop up some barbs. :woohoo: It's a bit late for me to give this the proper consideration, but I will apply all appropriate cerebral and martial skills to this one in the requisite 72.

monkey talk good.
 
Well done Scout. So any bets on whether the Monkey man leaves me any Spaniards to attack?
 
Sir Bugsy said:
Well done Scout. So any bets on whether the Monkey man leaves me any Spaniards to attack?
You might want to start analzying the English holdings, Bugs. ;)
 
:devil:

lurker's comment:

Interesting outcomes. Republic and Middle Ages in early AD despite a lack of field improvements.

Looks like the Spanish jungles will be the worst source of the barbarian uprising, maybe you get some help out there.

So glad I am not Lizzie's consort right now.....

 
Preflight (50AD) A quick look at the world that scout has entrusted to me. Well then. For one, this is an exceptionally brightly lit map. No fog of warishness right up to the Spanish borders. The jungles and marshes were really our friends in this game -- Spain and England didn't have too many chances to expand before. Now, of course, they have none. Spain is down to five cities, none over size 6. Liz has three. A quick peek at F7 tells me that ToA is building in Madrid, and also in London. Dunno how long it's going to take either of these gals to finish it for us. I suppose that if we run out of patience sitting outside of Madrid's gates, we could just finish off Spain and let Liz do the work for us in London. Oh, and Barcelona, Spain's only other productive city, is hard at work on the Mausoleum. Good wartime mobilization, Bella! :rockon:

Our cash reserves are plenty healthy, despite a touch of rushing in the last turnset. I could crank up research to 40% and pick up Engineering lot faster than the minimum, but without prior instructions, I'll leave it be for the time being. In fact, I turn it all the way down to zero for a few more pennies and let our lone scientist earn his paycheck. Can always blast away at deficit research later to catch up. Turn the beer and dancers fund down to 10% as well, with no-one ready to riot. Income, after a bit more fiddling, is now 54gpt.

Just for fun, I dial Liz's digits. She's not so happy to hear from me. Nothing on hand to trade. With 3 cities she's not gonna be a research monster in this game. Then I call up Bella. "I tire of these brutal, senseless wars," I say. "Can we not find a way to live together in harmony and brotherhood? Smoke the pipe of peace with me, Bella." I offer her a peace treaty and 20gpt to make up her losses.

Not. :rotfl:

Time to hit enter.

IBT A barb galley drifts away. That's all. Tamarac spits out a worker, and I set it to build a galley. Must make some friends. We will soon have no-one here on this continent to play with.

Turn 1 (70AD) We have catapults in Entremont that are going to be rusty buckets before they have time to cross to Spain. I fortify them in place. Rush the spearman in Santiago to free up that MP to do something more useful than play with his warpaint. Switch Murcia's build from a worker to a warrior, as Murcia won't grow for 10 more turns and the worker would be complete in 5. Short rush the warrior for 20, and then switch to a spear and rush that. This frees up another MW for more useful things. Move troops eastward very carefully, trying to keep the map as brightly lit as possible. Our wounded troops heal up in Seville and I consolidate some.

IBT Santiago gets its spear, and I set it to build a harbor. Can easily be switched to something else later. Murcia gets its spear as well, and gets to work on a worker to (eventually) hook up those furs.

Turn 2 (90AD) Our settler by the sea gives us Silver Birch, whose first build will be a worker, timed right for growth. Other troops move east. Still trying to keep every inch of this map in the spotlight.

IBT One Spanish archer emerges from Salamanca. Unfortuneately for him, that puts him in range of two MWs, hungry for scalps. Wonder how this one is going to turn out. :hmm:

Turn 3 (110AD) Fortify the two MWs just to see if the archer will take the bait. Continue to move Appaloosas east. Freshly healed troops are ready to move on Valencia in another turn or two.

IBT The archer tries his luck. Retreats our MW and gets yellowlined for his trouble. Build some more MWs and micromanage for gold and food in most places, production in others. (Our capital is now a perfect 10 shield MW machine.) The Arabs build the Hanging Gardens in Mecca. And, unfortunately, the Maya build ToA in Chichen Itza, a little bit out of our reach for now. :( They also build the Pyramids in Palenque. Maya with Pyramids is not a good thing, I tell you what. :eek: Spain and England cascade to nothing, apparently.

Turn 4 (130AD) Pick off the offending archer, revealing another one nearby. (1-0) Troops continue to move gently through the jungle and swamps. We lost our lone scientist when we built our settler, so I have to retrain a tax collector to work in our forest laboratories.

IBT Spanish archers do their best against our MWs. We retreat and they get yellowlined. Madrid finishes the Mausoleum, and Babylon gets the SoZ. Barcelona and London are now hard at work on the GLib. We shall see.

Turn 5 (150AD) First order of business is Valencia -- size 1 and in our way. A vet MW kills a spear and get redlined ... wait, does anybody really care about the details? Here's all you need to know.

valencia.jpg


Score is now 4-0.

Troops are only moving at infantryman speed. :mad: Otherwise I'd have more progress to report. More or less we have two task forces, one to converge on Salamanca in the north, one on Madrid in the south. After that it's mopping up time, but I might not be the one to do it. We shall see.

IBT Entremont gets a library and starts to work on an aquaduct. It actually has enough food around it to get a decent size someday. We'll also have to tend to pillaging the Celts' old improvements sooner or later.

Turn 6 (170AD Kill more Spanish archers. (7-0) Not enough healthy troops in position to take any cities yet.

IBT Kill another archer on defense. (8-0)

Turn 7 (190AD) A touch of the war weariness is setting in. Must either spend money on a kegger for our two size 6 cities, or disrupt their nice micromanagement. I splurge on beer. Entertainment is now at 20%.

Troops heal, and healthy ones move inch by freaking inch eastward.

IBT I didn't think she had it in her. Bella actually lands an archer right next to completely undefended Entremont. Some other pesky archers pop out of the fog.

Turn 8 (210AD) I panic for approximately 8 seconds, then see that I can divert a replacement MW to cover Entremont. Ping the invading archer with those catapults that were doing not much of anything, and then finish him off with the MW, who promotes to elite. (9-0) I now note that Madrid is size 7, a bit harder nut to crack. We shall see.

IBT :sleep:

Turn 9 (230AD) Kill an archer and consolidate troops. (10-0) What, you were expecting nukes? Move our slower troops on the mountain outside of Madrid down to where they can do some good next turn.

IBT Liz parks a galley offshore of Entremont. Either she's going to declare, or she's going to land a settler for our swampland.

Turn 10 (250AD) I peevishly move our Irish catapults to block an immediate landing by the English, whatever they plan on doing. A more generous player can move them back if he or she likes.

Let's see just how many defenders Bella has in her capital.

Turns out to be six. Our MW kill 4, and two swords die yellowlining the remaining two reg spears. (14-2) :cringe So close, but not this time. Other troops are making their way to Salamanca for some fun for the next better player.

We have a settler waiting on top of some marshes at the other purple dot. Workers there should have the marsh cleared next turn. Other workers are ready to start an irrigation chain to Entremont. Other troops are positioned where they can keep an eye out for barbs. I rushed a couple of harbors on our west coast, and we have a galley coming out of the docks to try again for that mystery coast that has sunk so many of our brave sailors. I left research at minimum, but we have a fairly decent bankroll (851g and +38gpt after entertainment and cash-rushing), should anyone care to melt down our credit cards in the next turnset. Here's a picture of our Spanish front.

spain1.jpg


And here's the >>SAVE<<
 
I have it, although the SGOTM came up first. This one might take 48 hours to post.

So can I take out the Spaniards in my ten turns? Place your bets ladies and gentlemen.
 
Nice turns, SimpleMonkey! :thumbsup:

Let's not pillage the improvements at Entremont; instead let's just plant some trees on those mines.

I can't remember if we decided on whether to allow roads through forests we plant - does anybody object to that?

On research: Let's run minimum research for a while, and start short rushing infrastructure with the cash. As shield-poor as we are in this game, perhaps that will make up for the lack of shields... somewhat.
 
I'm betting Sir Bugs can take out the Spaniards in 5 and start putting a hurt on Liz by the end of his turn set. The big slow down is lack of roads through our pristine wetlands and rainforests, but there are finally some troops moved to where they can do some good.

The other slowdown might be war-weariness.

If we have roads through forests, can we still limit rails to just intercity transport? How does that sound? My understanding is still that we can irrigate food bonuses and mine mineral bonuses and that's it. Plus irrigation corridors are okay. Or are we going to replant non-bonus plains and grasslands that we've used in irrigation chains?
 
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