SHWH01 - Iroquois Tree Huggers

Pre-flight – 740 AD – Why are we going for education? Oh, that’s right. It isn’t education it is caravels that we want. Bump science up two notches to get it two turns earlier. Shift a few builds to university pre-builds.

IBT – We complete the FP. Cuts two turns off education.

750=>780 Planting trees.

IBT – Education => Astronomy

790=>800 Found Lilac City

IBT – Arabs build Sun-Tzu. And I wonder what these guys are up to.

I think the Mayans have just painted a bull’s eye on their chest. Astronomy is only four turns away.

810 – Nada

IBT – Sure enough the Mayans declare war on us and raze Red Mangrove. Babylon builds the Sistine Chapel.

820 => 840 Preparing a response.

IBT – Astronomy=>Invention (due in 4)

850 – Upgrade our first galley. We have a settler to rebuild Red Mangrove. There are two Mounties that can clear Red Mangrove Island before our settler gets there.

After Action – There hasn’t been a lot of changes, so I’m not sharing any screenshots. We don’t need to attack the Mayans just yet. There is no reason to panic. Let’s build up a nice fleet of caravels so we can land in force. A lot of our science buildings will be completing soon which will boost our research considerably. We’ll keep heading towards mil tradition and kick their butts from here to China.

Save: http://www.civfanatics.net/uploads11/SHWH01,_850_AD.SAV
 
Thank you, Sir Bugs! :hatsoff: Looks like I'll get a workout at shortrushing, building infra and military, and leaving a very exciting world for gramH. Probably more infra than military at this point, as the increased research and cash is what's going to make this work, I think.

Any thoughts on signing on any of the Maya's neighbors in our environmental crusade? At this point we probably have enough of a handle on ww what we could go all 20 turns of an MA. Might be kind of entertaining to keep him busy at home.

Also, it appears that I'll need Sir Bugsy to repost the save. It's not showing up on my end. :(
 
Nice, nice Bugs. Do the Mayans not understand the program?

I'm inclined to let the Mayans battle it out with the Arabs before they get their UU but wait a few turns before we land a SOD. This way we let the Arabs act as our "bikini babe trick" (tm Handy) :crazyeye:
by drawing the Mayans to the Arab borders.
Monkey does this work?

Save
 
Since the Arabs will have to get a navy together in order to land a unit or two, we might want to draw the Arabs in now. That way they'll have a landing in 20 turns or so.

Monkey Man I would plan on setting up Harriet with a nice SOD to land over in Mayan lands. Don't worry about Scout's beer challenge. You set up Grandma and I'll supply the beer.
 
SimpleMonkey said:
Still waiting for the repost of the save, hopefully as an attachment. (For some reason saves at part of the text sometimes don't come through for me.)
You can't pick up either Bugs' save or Whomp's repost? Wow! I'll give it a try as an attachment. :hmm:
 

Attachments

Let's see if I can manage a less wordy turnlong than I usually perpetrate. Heh.

Preturn (850AD) Nothing wrong here. Thanks, Bugs!

Probably not worthwhile pulling the Arabs or Babylon into our fight with Maya Dude. Maya Dude is all by his lonesome on a modest island south of the other landmass. By the time the other guys landed anybody in a boat on Mayan shores, it wouldn't be worthwhile.

I note a few more things about Mayaland and the other side in general. One: it's not gonna be easy to land and hurt these guys right away. I see at least two sources of iron and two horses in his territory. We may be able to establish a beachhead here, on the iron hill outside of Bonampak.

Bonampak.jpg


But that's a few turns away yet. Two: There are no forests left in Mayaland at all that I can see. None. This environmental crime must be corrected and the perpetrators brought to justice.

Also, this looks like one of those games where Babylon has gotten an upper hand. They're up on us tech-wise at least by Invention, though we have Education and they don't. Good thing they like us so much.

One last thought -- there's an awefully big patch of black in the northern seas above our continent. Possible that there's some unclaimed territory up there? I'll see if I can't get our exploring galley to find out.

58g in the bank and 100gpt. Invention in 4. Nice.

Hit Enter.

IBT Absolutely nothing.

Turn 1 (860AD) Land two elite mounties on rockpile island. Little blue swordsman there to say hello. Plant some more trees. Cash rush a library in Sequoia and a marketplace in Silver Maple. Douglas Fir might be a nice place for Cops after it finishes its uni.

IBT Blue sword guy attacks one of our elite mounties. And kills him. :( (0-1)

Turn 2 (870AD) Remove the blue sword with no pain. (1-1) And we get this.

tree_avenger.jpg


Other than that, it's terraforming. And a bit of short-rushing. Thanks again for enlightening me on this one, scout!

IBT More nuthin.

Turn 3 (880AD) Short-rush. Plant trees. Nothing from Blue Boy yet.

IBT The same.

Turn 4 (890AD) And more of the same. We have a number of caravels headed towards our western launching site. Pike builds are probably going to turn into muskets, provided we see Gunpowder in 4 turn. (Oh yeah, Invention came in and I dialed up Gunpowder at max. Still turning a +55gpt profit.)

IBT Maya Dude would like to have a word. Peace for peace, even up? We send the envoy home. In pieces.

Turn 5 (900AD) Spend money. Plant trees.

IBT A blue galley appears. At last. This is soooo scary.

Turn 6 (910AD) Build Peach Palm on the rockpile we have now reclaimed. Shift the mountie over onto the free tile so that Maya Dude has to look elsewhere for a landing site.

IBT Apparently our people love our solar-powered ways so much that they add another wing to the palace.

Turn 7 (920AD) Build and spend and plant.

IBT Blue Boy is still coasting our shores, looking for a beach house to rent. We get another palace expansion. :) Lose a galley and caravel that I thought were in sea, not ocean. :(

Turn 8 (930AD) Gunpowder comes in. No saltpeter hooked up at the moment, but there's one salty mountain outside of Silver Maple. A worker team is off to lay in a road with a quickness. Chemistry due in 6 at +101gpt. We could pull it in faster, but we need the cash.

We could trade in Astronomy to Babylon for Chivalry, but we're only three techs away from cavalry. I'm not sure it would be worth it.

IBT Two more blue galley sail in out of the fog. Even scarier.

Turn 9 (940AD) I lay off the spending for one turn. Well, not really. Start sending some workers back to our core, since we haven't done much planting and such there for about 2000 years.

IBT Not much. Maya galleys haven't landed anywhere yet.

Turn 10 (950AD) Same as above.

All our forces are heading west for the big party, except for a few folks on guard duty here and there. I suspect that Maya Dude is going to sail around our shores until he thinks he finds a weak spot. No war weariness yet. Most of my military builds have been pikes and mounties. If someone thinks that medinf are a better investment, please feel free to switch the ones that haven't finished. Plenty of infra built up as well, mostly unis and libraries, many of them short rushed. We could switch Douglas Fir to Cops, but I don't know if we're shield-rich enough to pull it off. Our saltpeter road should come in next turn, and we might even be able to afford upgrading some pikes. Our leader is in Sequioa, awaiting orders. If there are any builds going on that look like they're going to take forever (and they seem worthwhile, like the harbor in Peach Palm), it's because I've been short-rushing it turn by turn and switching it back to the intended build each time. Oh yeah, and if someone wants to spit out a settler, there's a dandy spot next to an unused fish and wheat between Bald Cypress and Rowen Tree. Probably off in the former Spanish and English countryside. Gold's a little low, so the next better player may want to make appropriate adjustments. Hope that's enough breadcrumbs for ya, gram! :) Let the games begin!

Here's the >>SAVE<<. Hope that this upload works better for you all than it does for me.

Peace out! Save the planet!
 
SimpleMonkey said:
Hope that's enough breadcrumbs for ya, gram!
Ok, got it (kinda). ;)

I'm not much of a warmonger, and in solo games I've only done inter-continental invasions when I've been an entire age ahead of the AI...like bombers, transports, airfields and 3 or 4 armies against an AI using maybe longbows...and Scout had to teach me how to do that. I have absolutely no idea if we're prepared to go and what to do when we get there. The times I've done it earlier in SG's are when (Scout usually playing just before me), my turnsets start with being left on a beachhead somewhere and taking it from there. In short, I'm kinda lost here. It's me who's unprepared...not SimpleMonkey's set-up.

I did a bit of pre-turn analysis of our logistics and wrote some thoughts on what I'd do if it were my personal game. Quite frankly, I'd wait at least another 10 turns and take the kitchen sink along, but for what it's worth, here's a spreadsheet showing what I see and my ideas for a few changes. I could defininately use some input.

I won't likely play until tomorrow night. I've been playing a personal game for the past 30 hours straight through, and I'm even foggier than usual. :mischief:

SHWH_Logistics_950ad.JPG


An additional question... I noticed we're planting trees on the gems. Since they are a resource, couldn't we mine or irrigate them instead? I'm still not clear on what's allowed. :crazyeye:
 
What did we do with the leader? (Edit I see he is unused) Let's make an army. Make sure we don't put any more than two units into it.

Let's be careful with our navy and kep it in safe waters. Harriet, if we have a force of two armies, a few pikes, four trebs, and three to six MDI or mounties, (that's 5-6 caravels full) we should be able to make a very successful landing.

Edit - Don't build any regular pikes or mounties!!! Build a barracks there first. Regular units are a waste of shields unless you are in extremis.

Edit2 - Leave the cat over on Pignut. It prevents an amphibious landing.
 
Sir Bugsy said:
What did we do with the leader? (Edit I see he is unused) Let's make an army. Make sure we don't put any more than two units into it.
Any preference on MDI or mounties?

Harriet, if we have a force of two armies, a few pikes, four trebs, and three to six MDI or mounties, (that's 5-6 caravels full) we should be able to make a very successful landing.
That's the info I was hoping for. :)

Edit2 - Leave the cat over on Pignut. It prevents an amphibious landing.
I hadn't thought of that. :hammer2: Thanks, Bugs!!!
 
If Harriet pulls it off (and I think I left her with the tools to do it), then I want a beer to go with my cookies. :lol:

I'd suggest rereading either tricky's come from behind masterpiece or the classic Theodora's AWS Excellent Adventure for tips on amphibious invasion.

I was thinking regular pikes could be upgraded to muskets, and they could handle anything that Blue Boy throws at them. Promotions to follow. Switch those guys to rax or trebs if you like.

EDIT: A mountie army would be a pillaging nightmare. Just a thought.

EDIT 2: Since the AI isn't likely to attack an army (or especially two armies) in a stack, we could still pull off the Byzantine Bikini Babe trick by landing one force on iron hill and plopping a second diversionary force up north. Now I kinda regret not pulling the Arabs into this fray to act as our bikini babe. We could still sign on Babylon, as they actually have boats in the water right now and could start landing stuff in north Mayaland in just a few turns. Or the Maya might be acting as their own bikini babe by sailing around our territory looking for a likely landing. I'd keep a few mounties on alert to act as a welcoming force. I shall let more tactically experienced heads lay out the details.

EDIT 3: I hope I didn't get too carried away with the forest-planting. As I recall, we can only irrigate on tiles that have a food bonus, and only mine tiles that have a shield or gold bonus. But I've been wrong before.

EDIT 4: Are we landing with a settler, then disbanding a unit to help rush walls? If so, we need to pop out that settler.
 
Monkey per Scout's variant.
Mr. I have an idea.... said:
No mining unless the tile contains a resource (bonus, lux, or strategic).

I like the idea of the "bikini babe trick" (tm Handy) but I wonder if we'll need it with covering armies. The island is small enough that everything is roaded. Handy bombarded tiles with dromons which we don't have the capability to do and that was against Sid. I think we'll be fine if we land 1SW of the iron tile at Bonamapak. There's a lot of high ground there so incursions will be dealt with swiftly.

gmaharriet said:
Any preference on MDI or mounties?
I'd make a MDI army. It will still have speed and can do more damage than another MW army.
 
A two-unit MDI army should be pretty fearsome against the Maya.

I'd like the team's thoughts on this, but I would prefer to avoid Chivalry... while the 4/3/2 Knights are nice, the 3/1/2 Mounties are only 30 shields. I'd rather have 7 Mounties than 3 Knights...
 
Sorry, team. I'm going to have to request an indefinite skip. Work is going crazy and there will be a lot of late nights and homework. Although it may slow down for awhile near the end of June, I'll be largely unavailable until September. My life is owned by my job every summer. :(

I hope you don't mind if I mostly lurk and let you know if I have time to pick up a turn or two. I'm sorry for the inconvenience.
 
gmaharriet said:
I hope you don't mind if I mostly lurk and let you know if I have time to pick up a turn or two. I'm sorry for the inconvenience.
I think most on this team would be heartbroken if you didn't at least lurk and post... :sad:

Okay... here's the roster as I have it:

  • Sir Bugsy <- swapped w/ SimpleMonkey
  • gmaharriet <- on indefinite skip, but we're saving this spot.
  • Whomp <- UP
  • Admiral Kutzov <- On deck, sharpening stick points
  • scoutsout
  • SimpleMonkey <- just played
 
Dang that stinks Harriet....

OK I got it. I have to play some turns in Schizo Shaka and then I'll hit this.
 
Dang, Harriet! Please stick around to offer well-timed comments and cookies. Please?

I'd just as soon avoid the bother of knights as well. The estimable tupaclives kept using elite mounties right along with his cavs (and maybe even tanks) in Tupacatha's excellent adventure. Back with MedInf and trebs,they should do just fine.

I think I still favor the iron hill for our incursion spot -- if we're going to actually build a town as a beach-head there. It keeps the AI from being able to attack directly from Bonampak, which I like, and is just as defendable. If we're just going to take a town for ourselves on the second turn of landing, then I agree with the tile 1SW, and make the liberated Bonampak our base of operations.
 
OK I spent a fair amount of time assessing the situation. We're a long away from the Mayans so some of this may not happen on my turns. The Mayan capital is acutally closer than any other city for a landing. Not sure how you guys feel about that but it would be a crushing initial blow.

Another thing since I don't want to be in bad etiquette so I thought I'd post here first.

We are building libs in corrupt cities. It looks like some could use a court but they can't support a lib. I'll changed the non raxed pike builds. Most of the workers are deep in the jungles. I'd like to move most of them back to the core. There would be a lot of wasted movement but I can't see them helping much in the jungles until we have trees in the core.

Are you all ok with this if I change these?
 
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