SHWH01 - Iroquois Tree Huggers

Whomp said:
Are you all ok with this if I change these?
Have at it Whomper.... no objection here. :D
 
As far as landing at the capital goes, we'd have to use the Byzantine Bikini Babe trick to make it work, since that's where Maya Dude is going to have his biggest defensive stack. Easier to take them out if we can pull some out into the open. Also, I believe that that's where he also has a wonder or two that might be useful to us -- even if it's a dinky island, it'd be nice to have the Pyramids for repopulating it. On the other hand, it would hurt him a lot. And ifi we do take it or raze it, where would that make his capital jump to?

Feel free to change all those builds. I think I might have been building libs in corrupt towns just to get the border expansions. This varient needs growing room.

Agree that workers need to move back to the core. There are quite a few heading there now.
 
Pre turn: Check some cities and notice a few things I feel need to be changed. I know it's not proper SG etiquette but I think we need to be very careful how we spend our nickels.
Valley Oak switches from a lib to a court since the city is generating 2 uncorrupted and 14 corrupted gold.
Shagbark Hickory same thing as it producing 5 uncorrupted and 10 corrupted
Water Tupelo lib to harbor since it won't grow without one.
Silver Birch lib to harbor
Also stop some builds without rax
White Birch pike to caravel.
Palmetto pike to buchet
Coconut Palm pike to caravel
Sugar Maple pike to court this city has some potential to generate commerce.
Dogwood City from MW to harbor. The city has commerce potential.

Wake a bunch of workers. We need trees near the core.
Arabs will offer 27gpt and 61g for powder.
Wake 4 elite MW's and cornplanter. They prepare to load and Cornplanter makes a MI army.

Change some of the taxmen to scientists and knock off a turn on chem to 3.

Hit enter

IT
960 Load some boats. It's a long way away. Bring workers back towards the core. Price is pretty good with the Arabs so I do this...
hugger10ze.jpg

I'd set up a embassy but they don't know the Mayans yet so there's not a huge benefit yet.
Switch Witchhazel to caravel. I think we need more. Due in 2. Change Lodgepole Pine to rax since it's doing 10spt.


IT Date Palm buchet --> settler Staghorn Uni --> MI
970 I'm able to switch 3 scientists to taxmen. Hurry the rax at Lodgepole so I can grow the city to 9 next turn. Hurry a MI at Tamarack for 40g so it can load in time. Babs get powder too. I'm not sure this is bad since they have powder and may be able to hold off the Arabs.

IT Chem comes in and set to metal. Douglas Fir MI --> MI Valley Oak court--> worker Tamarac MI --> MW Witchhazel caravel --> caravel
980 Landing party to Arab coast. Rush a caravel at Sequoia for 18g. Move science to 80% to get metal in 4 at -6gpt. Turn around some scientists that are unnecessary and get +5gpt. Change Common Hop Tree to a settler since its maxed growth. Check the Arabs for a deal. They're tapped and so is everyone else. :D Change Palmetto to settler since it will give me two and I can rush the caravel next turn at Coconut Palm. Short rush a MW there for 12g and take a turn off. Get it to 3 turns by slowing growth.

IT Palmetto Settler -->worker Blue Palo Verde MI --> MI Sequoia caravel-->buchet Common Hop settler --> settler--> caravel Babs start KT as well as the Mayans. Get the boot order from the Arabs. Ikes...
990 OK that worked out since we're closer to Maya and it allows me to move just outside the Babs culture borders. Hurry caravel for 24g at Coconut Palm and will pick up our settlers. Knock off a turn from the uni build at Rowan Tree with our foresting operation. Man these trees are beauties.

IT Mayans drop off 2 units. Silver Maple MW-->caravel Coconut Palm caravel -->harbor Sumac MI-->
1000 Dispatch the JT and sword without concern. Arabs can afford to give 6gpt finally. No deals just checking. I notice there's a mountain range in western Maya land. I think I'll land over there.

IT See a LB running out of their capital. Joshua Tree buchet-->harbor Ponderosa Pine MW-->MW Red Oak MI-->MW Staghorn Sumac MI-->MW Water Tupelo Worker-->settler
1010 Unload units
landing4ua.jpg

IT get attacked by LB's and swords against our armies but they hold up. One MI promotes. metal comes in and MT starts. Can get it in 4. Forgot to write the builds.
1020 Knock down the walls at Yaxchillan then a hp off a pike. First elite whacks a JT, vet retreats vs. pike but knocks off a hp, next vet whacks the pike flawlessly. Take the city and rename it Oak Park. :D my hometown. Send a elite into the city and whack a spear and (forgot to take a picture) Tucemsuh is born and starts an army. Load the elite and Lil Whomper.
Next elite retreats to a spear then our new army knocks off a JT and sword leaving the 2/4 spear. MI army fortifies on the buchets. Start a few prebuilds for cavs with muskets in some cities.

IT Whoa that's a lot of LB's. Get the pentagon message.
1030 Abandon Oak Park and a buchet. Load up the units so they can heal on board. I need higher ground.

IT Rowen uni--> musket prebuild Stag horn MW -->musket
1040 Not much.

IT Cops being started.
1050 Arabs get astro. Heal units.

Summary
Not the most successful landing. I should've had more pikes along. I didn't expect the initial attack on the armies but when they showed with 6 more LB's at the doorstep I knew they meant business. All the units are healing off shore on boats now and still have movement. I set a number of builds in the core and near the FP on muskets for cav pre builds. MT comes in next.
 

Attachments

Good job doing them some damage and getting another leader, Whomp. :goodjob: It seems prudent to do a temporary retreat to heal and maybe wait for some reinforcements...it's a lengthy trip from our homeland.
 
If Palenque can be razed or at least its iron disconnected, a second landing on the other iron mountain would have beneficial results, I believe. Although I've gotten iton major trouble before by splitting an invasion force.

And hand that IdIot a beer! :thumbsup:
 
I think the mountains are the best option for our armies since they will attack our MI and MW armies. There are two more loads of units that just arrived and I think there's either 1 or 2 pikes in that group.

Should we turn off research for MW upgrades?
Also remember to change the musket (I think one is a temple too) builds to cavs.

IIRC the Arabs just got astro. They are the only factor in this game methinks and they still haven't met the Mayans.

Should we sign a ROP with the Arabs and Babs? Their attitudes towards us are not improving when we move into the borders.
 
Lots of good questions there Whomp... I wish I had answers right off... (tired after the drive home). If Arabia only now knows Astronomy... and we can capture the Great Lighthouse from the Maya... it might give us the edge in sea power that we need to win this in the Middle Ages.
 
Giving this a :bump: Here's the roster as I have it:

  • Sir Bugsy
  • gmaharriet <reserved>
  • Whomp
  • Admiral Kutzov <- UP
  • scoutsout <- On deck
  • SimpleMonkey
 
Sorry to have let this one lag, team... RL and stuff. :blush:

AK pm'd me today to say he's going to be busy until the 22nd... so I'll pick this up and play tomorrow night.
 
Pre-flight check:

Mapstat shows we own 51.7% of the land, but F8 shows we only own 39%. We've got some tough sledding to go to get 27% more before these AI start getting really productive.

IBT - A Mayan Galley circles around our southern coast. Military Tradition comes in, start in on Physics. Due in 6, but I intend to slow that down to free up some cash.

Valley Oak Worker>Library (Culture Contributes to Domination here)
Shagbark Hickory Court>Market

Turn 1/1060 - Aspen will riot next turn. Ratchet Science down to 20%, Lux up to 10%. Physics in 16 at +222gpt.

Swap Witchazel to Court - if we can squeeze another shield out of there we can build some Cav.

At 150g apiece, these MW upgrades are going to hurt. Shut down research and start in on physics with a scientist. Fiddle with the cities... swap Blue Palo Verde from Temple to Cav. We'll call that a Bede pre-build. Upgrade one MW.

IBT - A Mayan Galley slips off into the fog... I hope there's not a stupid one-tile island we missed (wrong SG flashback (tm)). Silver Maple builds a Caravel, Starts a Cav.

Turn 2/1070 - a stupid border expansion kept our troops from healing in the IBT.

32g rushed into Valley Oak's Library. Upgrade 2 MWs.

IBT - that stupid Mayan Galley picks off a Caravel... I think it was empty... but that should not have happened. Babylon starts Copernicus'.

Turn 3/1080 - upgrade 2 more MWs... move our task force towards a landing spot on higher ground... on a choke point on the Mayan continent.

IBT - We actually train a Cavalry. Hittites queue up Leo's.

Turn 4/1090 - Move some stuff around and upgrade a couple more MWs.

IBT - We train TWO Cavalry this turn.

Turn 5/1100 - moving troops to the front... got 3 Cavs loaded onto a Caravel.

IBT - Mayan Caravels menace. Joshua Tree Harbor>Rax.

Turn 6/1110 - more marshalling of forces...rotating Cav to the hinterlands to rotate MWs back to the core for upgrading.

IBT - more Mayan movement.

Turn 7/1120 - More of the same.

IBT - There's a stupid Mayan Galley off our northern coast that's annoying me. I wish he'd go ahead and drop something off.

Turn 8/1130 - Our MDI Armies are the best defense we've got? Spend some gold finishing a Library and a Caravel.

Here goes nothin': Land troops on a hill NW of Copan.

IBT - Our MDI Army holds off a Longbow. Pike holds off a Sword. Another Pike holds off a Longbow, and our MDI Army withstands another attack from a Longbow. Nothing got killed.

We train some troops. Babylon completes Knights Templar Arabs cascade to Leo's.

Turn 9/1140

*****Battle for Copan
Trebs go 0 for 2.
Bugsy's Mounties whack a 4/4 Spear and a 3/3 Jav chucker.

new18ud.jpg


Copan becomes a rockpile... and we've got ourselves a little Kulcha problem here team.

new20qw.jpg


Let's see...what to name this town... this tree is going to look more like a shrub underneath all this Mayan Kulcha...Saw Palmetto comes to mind... I know of a shrubbery sized plant that grows almost as heartily in Florida as Kudzu does in Alabama. Even better...it'll cut you to pieces if you try to mess with it.

Spanish Bayonet is the name of our Mayan Foothold.

new32pj.jpg


Remind me sometime to tell you guys how to plant Kudzu.

Queue up a Library in S.B.

*****Battle for Spanish Bayonet.
Elite MW retreats to a Longbow.
Second Elite MW whacks a Longbow, no promotion.
Third Elite MW whacks a Longbow, no promotion.
Vet MW whacks a Spear on a hill 2N of SB after absorbing a LB Freeshot.


Spend 80g on a worker in SB, then 280g to finish a Library.

Lots of worker stuff. BTW team - we're allowed to road food/lux/commerce bonuses. We can't chop the forest with the cow on it over by Joshua Tree... but we can road our forests...

IBT - Maya advance on Spanish Bayonet. A lone Longbow to the west, and a stack of 4 in the north.
Spanish Bayonet completes its Library, starts a Harbor.

Turn 10/1150

*****Defense of Spanish Bayonet (Part 2)
Trebs go 1 for 2. I swear these guys on the Trebs can't hit the broad side of a barn from the inside with both doors closed once Metallurgy is learned.
MDI Army whacks a Sword flawlessly after absorbing a LB F/S.
MDI Army whacks a JT after absorbing the second LB F/S.
Vet MDI whacks a LB.
Elite MW whacks a LB, no promotion.
MW Army whacks the last Longbow.

Boats head home, but not before dropping off the first shipment of Cavalry in Spanish Bayonet.

Let the Maya come at Spanish Bayonet until they can only muster a couple. By that time you should have another boatload of Cavalry over there...and you can start whacking stuff in earnest.

@SimpleMonkey - I'm going to upload the save as an attachment this time:
View attachment SHWH_Scout_1150AD.SAV
 
Well done Scout! I love the name. I have a few scars from those Spanish bayonets. One is on my calf that I got from survival school at Elgin AFB, FL.

The Monkey man will get to kick some serious but here soon. Let's get those troops across.
 
Looks great, Scout! You got a toehold for us. :goodjob:
 
Can play this one Friday pm or Saturday am, I think. Looks like CI is now in cav range from Spanish Bayonet. :) I'm sure scout set me up to do magnificent things. Looking forward to playing this next set.
 
@SimpleMonkey. Enjoy. Once the last of our Mounties is upgraded and the harbor completed at SB, ratchet the science back up. We'll want Magnetism to benefit from the spices we just acquired at the rockpile of Copan.

...I hope you were around for the Mayan "ebb and flow" in gma01... skirmish 'em to pieces until they can only send onesies and twosies against SB... then you can go on a rampage ...and operate with impunity. :hammer:

And keep some boats around the Mayan holdings... they may help in maneuvering once we get a good Cav contingent... and we'll need to start in on somebody else pretty quickly.
 
SimpleMonkey said:
Studying for national board exams. :eek: Will post a competent turnset when I take a break sometime tomorrow. Sorry if this is delaying things.
@SimpleMonkey: Do you want to take a swap with Bugs?
 
Back
Top Bottom