SHWH01 - Iroquois Tree Huggers

On second thought.... @SimpleMonkey.... study for your exams... that's more important.

Sir Bugsy <- Up... pick it up, and take us to the next level.
gmaharriet <reserved>
Whomp <- On Deck (Sorry, I know you just played)
Admiral Kutzov <- (Hope you're still with us)
scoutsout
SimpleMonkey <- Study hard, and come back when you're ready to :hammer:
 
SimpleMonkey said:
Hey, no way! You want Bugs to have the pleasure of one of your saves? Playing now. :lol:
Yes, Scout is great at setting up for battles...I've had the pleasure of following him a number of times. Bugs also did a good job setting me up to finish off the English in this game. I don't think I've ever had the opportunity to follow Whomp or AK, but it's such a delight to follow really good players.

I always think of it as a "sweet spot" to be sandwiched between two good players...one to set me up and the other to clean up after me. :p
 
Preturn (1150AD) Take a quick look around. Our core is rapidly becoming a wooded paradise. One blue galley is lurking around our capital. We could try taking him with a caravel, but I'd just as soon not risk a vital ship. I doubt that Blue Boy could land much that would worry me. We've been cash-rushed down to 40g this turn, but plenty more gold is on the way. Our mainland is pretty much a cav/caravel factory, with a spot of infra here and there. Our beach-head at SB is secure enough, with only 2 javs and a longbow there to offer resistence (unless the Maya have some horse units they'd like to sacrifice). And as far as I can tell, the Maya don't have any salt on their island. But Hammie sure does. Just a thought.

Oh, and Maya Dude would be glad to sign a peace treaty and even pay us 20g in the process. Very kind of you, sire. But no thanks.

Basically, it's the usual tight ship that scout is wont to hand over.

Time to hit Enter.

IBT Hammie yells at us and threatens to give our ships the boot. I go ahead and take the ROP, which makes him polite. We'll deal with him in a bit.

Galley sails away. Blue Boy moves his troops into range.

Turn 1 (1160AD) Spend a little gold to shave build-time off of SB's harbor. Our trebs knock 1hp off of a jag, and I finish them off with 2 cavs and an elite MW, no promotion. (3-0) Move troops on our homeland west for loading, move ships back east to pick them up, and send some troops out to whack some Maya.

IBT Nuthin at all, really.

Turn 2 (1170AD) Apparently all of the other guys have been researching Music Theory, since they all have it this turn. Expect a bunch of JSB builds beginning soon. Lagarto in our sights.

IBT As predicted, Hammie starts building JSB. Where are all of Blue Boy's knights, I wonder?

Turn 3 (1180AD) Two cavs and our MedInf army take out Lagarto's two pikes and one longbow, and we leave a rockpile. (6-0) Our combat settler builds a hillside fort town to put Bonampak in closer striking distance. Name it Hawthorne.

Hawthorne.jpg


Move troops to take out Bonampak and Tikal. Looks like Maya Dude doesn't have the troops to counterattack.

IBT Abu gets cranky about our ships. Looks like we don't have an embassy with him yet, so no ROP and we get the boot. Some more cavs complete and we get a palace expansion. :)

Also, looks like Hammie and Abu have learned Banking. That might well be worth a steal. :devil:

Turn 4 (1190AD) First off, I build the embassy in Mecca. Here's how Abu is doing.

Mecca.jpg


So it was Abu who learned Banking first. Worth a trade, I think. We give Metallurgy, and we get Banking, Chivalry, 74g and 40gpt, as well as ROP. This nets us all the gold in the world right now, and pretty much assures us that Hammie will be our next target. Probably.

Now on to Bonampak. Cav takes out the only pike there (!!??!?), MI removes a spear, and another MI retires the spearthrower dude. Rockpile city. (9-0) Shift a mountie army and the cav to a hilltop outside of Blue Dude's two remaining southern cites, and discover that he has only longbows defending. This is not good news for him.

Rush the barracks in Hawthorn and a couple of other things here and there.

IBT Nuthin.

Turn 5 (1200AD) Mountie army removes the one longbow that was defending Quirigua. (10-0) Decide to keep this one. Likewise with Calakmul -- vet cav removes the one longbow there from circulation. (11-0)

Also, I don't know if anyone's noticed this, but there has to be another landmass of size somewhere. Maya Dude has only three more cities left on this island, and there are five more unaccounted for on his city list.

Most of our fleet is back in home waters, ready to pick up our landing force. Suspect that they'll not be needed for the Maya, but will be for our next target.

Science turned back on to pick up Physics in 4. We can pull that in and get ToG soon after, with cash to spare for upgrades.

Douglas Fir switched to build Pentagon, possibly as a prebuild for Newton's.

IBT Abu would like to trade us Music Theory for Mil Trade. Um, no thanks.

Turn 6 (1210AD) Cavs and elite mounties take out three pikes in Tikal, with one brave attacker lost, our first casualty. (14-1) Cavs and Bugsy's Mounties eliminate 2 pikes and a jav in Chichen Itza, revealing another jav underneath. (17-1) And, incredibly enough, that single jav then turns back our MI army, killing it. :mad: (17-2) A wounded Bugsy's Mounties then avenges our army, killing the last redlined jav and making the Great Lighthouse ours. That'll be good for a few more turns. :rolleyes:

We now have 18 cavs loaded in caravels that now have an extra movement, ready to be shipped ... where? Hittiteland? That could give us a beach-head on the main western continent, in time to move on Hammie. I very much doubt that Maya Dude has anything left to throw at us on his mainland -- just Palenque left. Must find his hidden territory. He won't give up any of those hidden cities in peace negotiations yet, and anyway, we'd like to take posession of the Pyramids in Palenque before we're done with him.

Ah, here's a clue at last.

blue_borders.jpg


So that's where Maya Dude is hiding. We're looking at some blue borders across the water from Hittiteland. Interesting.

IBT Hammie gets temporary posession of Leo's. He might end up being a little more difficult to deal with than Blue Dude has been.

Turn 7 (1220AD) War weariness setting in at last. Must turn on the happy juice a bit more rather than give up productivity in our core towns.

Move troops to take out Palenque next turn or two.

Turn 8 (1230AD) Not much. Our serious invasion fleet is sailing north to invade either Hittiteland (my choice) or the Mayan secret hideaway (if the next best player would like to put up with more ww). We lose a caravel when I unwisely try to take that damn blue galley out of circulation. (17-3)

IBT Physics comes in. Navigation next in 6. Our science can't go over 40% due to ww unless we want to run deficit spending just to shave off 1 turn of research. I would rather have gone for ToG, but we won't get our prebuild in DF ready for a while yet, and I'd like to get those spices online.

Turn 9 (1240AD) Cannons take some skin off of pikes in Palenque, then cavs, elite mounties, and our mountie army does the rest. (21-3) We now own the Pyramids, which should make turning this island into a specialist farm a bit easier.

Send a couple of mounties down south to clear out a barb camp that sprung up next to the ruins of Bonampak. We need some settlers over here to take over the empty spaces, so I rush one in Tikal. He'll be Mayan, but his children will not.

And I believe that I'm going to leave this one here with 1 1/2 turns to go. That can be a bonus for the next better player. We're going to have to decide whether or not to take peace now from the Maya, since we have their mainland, or to push on to extinguish them.

Oh, and the gold from Palenque allows us to crank research up to 50%, now getting us Navigation in 4 with +9gpt profit.

I'm sure there's lots of micromanaging still to do as well, but I hope I've done okay with this set. Sorry about losing our MI army. :cry:

Here's a pic of the former Mayan core.

new_lands.jpg


And here's the >>SAVE<<
 
I have it. To my mind, going for the Hittites would be difficult logistically. I'm thinking that the Babylonians right across the Mayan Channel Would make much more sense.

Although working our way over to the remaining Mayan lands might be easy picking and would be a nice jumping off point for the mainland.

I won't play until this evening (in-laws are due over in about a half hour) so everyone please voice your opinion.

Happy Father's Day to all the Dads out there. :salute:
 
Sir Bugsy said:
I have it. To my mind, going for the Hittites would be difficult logistically. I'm thinking that the Babylonians right across the Mayan Channel Would make much more sense.
Babs would make sense alright, BUT... on Simple Monkey's pre-flight he posted this:
SimpleMonkey said:
IBT Hammie yells at us and threatens to give our ships the boot. I go ahead and take the ROP, which makes him polite. We'll deal with him in a bit.
Doesn't that mean we'll have to wait another 10 turns to cancel the ROP? :hmm:

BTW, I'm off on vacation this coming week, recuperating from the budget preparation battles at work, and I should be able to take my normal spot in the rotation following Bugs. :cool:
 
We have ROP with both Hammie and Abu. Getting the boot was setting back our overseas transport (instead of shooting us over towards Mayaland, they sent us backwards into neutral waters), so that's why I went for it. So if we wanna go for Babylon, we'll have to either become outlaws or wait for 10 turns. Sorry if that puts us back some. :( My thought is still to take peace with Maya to get rid of ww, and then go for a beach-head up north in Hittititeland. Hittites are backwards barbarians and ready for a sweep. Thus we could take Babs on two fronts rather than one when the time came.

Our troops ships are mostly off the Arab/Babylonian coast right now, so they're pretty much in position to do whatever we choose.

EDIT: Yay! Harriet gets to swing the hammer this week! :banana:
 
Perhaps I'll press on with the Mayans. The Hittites will make a very difficult strategic position for us. A very long resupply line.
 
Pre-flight &#8211; 1240 - A little MM. Placing armies in resisting cities is a very good way to lose them to a flip. Scout &#8211; care to offer an opinion on this one? :D Move two armies out of resisting cities.

IBT &#8211; It looks like there is a scramble to resettle Mayan land. I can keep the Babs at bay with a block, but the Arabs will get one.

1250 &#8211; Sailing towards New Mayan Land.

1255 &#8211; Takes a bit to find the sea tile passage to New Mayan Land.

IBT &#8211; Arabs found a city on Mayan Island.

1260 &#8211; Make a landing in New Mayan Land.


IBT &#8211; Navigation =>Magnetism

1265 - @ Kaminaljuy&#250; &#8211; Use two cavs to kill the two defenders without losing a hp.


@ Uaxact&#250;n &#8211; Rinse and repeat


@ Piedras Negras


That doesn&#8217;t eliminate them. There must be a settler in a boat. Nope, here they are:


I need to rename a lot of cities, so I google south American trees. First I found Trumpet Tree on the Mayan Island. Piedras Negras becomes Tabebuia, Kaminaljuy&#250; becomes Pau d'arco, Uaxact&#250;n becomes Ironwood, Palenque becomes Ebony, Chich&#233;n Itza becomes American Balsa, Tikal becomes Wiliwili, Quirigu&#225; becomes Mesquite, and Calakmul becomes Ziricote.

I rush a caravel on Mayan Island to get to the Mayans quicker.

1270 &#8211; I start setting up for a Babylonian war. We have six turns left on the RoP. Sail for the last Mayan Island.


1275 &#8211; Found Eucalyptus. Here is the Third Mayan Island:


Land three cavs next to it. There is one last city after this, so we&#8217;ll have to wait and see where that is. That embassy was a good investment.

To be continued&#8230;
 
Nicely done Bugs! And you too, SimpleMonkey! :thumbsup:
Sir Bugsy said:
Placing armies in resisting cities is a very good way to lose them to a flip. Scout – care to offer an opinion on this one? :D
Yeah.. .that's a sure-fire formula for a "Wrong SG Flashback (TM)" :shakehead:

Just a thought... if we're going to pursue a domination victory... we need to try to keep what we take. Otherwise we'll be forced to take the same territory again... which is what it sounds like we're facing in the former Mayan lands... if we've got the Pyramids on the former Mayan mainland... we've got free granaries... which means we could cash-rush a few combat settlers over there. We'll probaby want a few when we get ready to start in on some combination of Arabs/Hittites/Babylonians.

Have we planted any trees next to the Great Lighthouse yet? :D
 
IBT &#8211; A Mayan galley sails north out of the capitol.

1280 - @ The Mayan capitol &#8211; Of course there is a brave spear that holds off one of our attackers, the the city lives to see another day. Found Monkey Pod.

1285 - @ Llapaza &#8211; Kill the last archer and&#8230;


Now where is that last city? Nice spot.


1290 &#8211; Continue setting up for the Bab war. Sail for the last Mayan city.

1295 &#8211; Found Muhuhu and Jacaranda. Sell our world map around.

IBT &#8211; Magnetism => ToG

1300 &#8211; Declare on Hammi and start the invasion.


Land next to Cuello.


After Action: The next guy gets to have a bunch of fun. The Southern Bab island will be a one turn take over. Plus the Mayans will go down in history.

Save: http://www.civfanatics.net/uploads12/SHWH01,_1300_AD.SAV
 
Got it, and I've looked at the save.

Very nicely played, Bugs! :goodjob: You have me set up beautifully for the next attacks. I love the big SOD's ready to attack on the south Bab island. They look formidable.

Since this will be my very first overseas fighting without Industrial Age units...like transports, arty, planes, rails, etc., I do have some fairly specific questions...mostly about what will go where and how to get it there after the initial battles.

I noticed a Bab Caravel just north of Water Tupelo and no fast units at home close enough to attack any invaders if they're dropped off near our empty cities. We have a caravel just north of Peach Palm with a couple of muskets and an MDI...is it heading home for defense or out for attack? And it's too far away to help if the Bab galleon drops off any units. We have 2 cavs due in 3 and thought I'd rush them and hope they can reach the exposed area...or is that a waste of gold?

After taking the south Bab island, I'm thinking of making our initial landing on the north Bab island on the mountain just S/W of Eridu and working our way up the peninsula. Other suggestions for a better landing spot?

With galleons just beginning to come online, would it make sense to add a cavalry unit to each of our M/W armies when the transportation becomes available? The other single M/W's are out of position for adding. How about upgrading at least some of our caravels? We don't have much gold in our treasury and I have no idea of the cost.

There are 5 settlers made and more queued up. Which island(s) are they intended for? Are some of the units on the original Mayan island...MW's and a couple of cannon...intended for the Bab war? I'm just not sure what was going where.

Most of our caravels are near the Bab island, but our settlers are on our home island. Is it more important to move the troops to the north island, or should I pick up the settlers and additional units first, or try to do both.

Do we want to renew our ROP with Abu? If we can take and hold all of the Mayan and Bab lands, we should have enough tiles for a domination win.

Any additional thoughts or suggestions from the team? I'll probably play this late tomorrow afternoon or in the evening if I feel like I know what I'm doing. After a couple of weeks away from Civ, I feel like a newbie again. :sad:
 
Rushing the cavs is a good idea. I doubt there are many units on those bab ships.

Good idea for the second portion of the campaign. Load up most of your units and head to the narrow portion. You may want to raze and replace the Bab cities. They have some serious culture. I was just sending all available units to the front. The settlers can be combat settlers.

An ROP with Abu would be fine.
 
I left armies in resisting cities?? :vomit: I must have been meaning to move them at some point in that turn. Really.

Nicely done, Sir Bugs. :salute: Here's hoping that that blue galley isn't carrying a settler, or that at least we can catch it and sink it.

Raze and replace is probably the only reasonable thing in Babylon. I might consider not signing the ROP with Abu, if that would allow us to boot him out of recently liberated territory and keep him from resettling there. Also, if he's got a city in our formerly Mayan island, I'd want to DOW the guy just to get him off of there.

Speaking of the fomer Mayan mainland, I assume we can irrigate a bit to the southern territories, and then make the rest wooded glades?

I also realize that I planted forests choking off an irrigation chain to the western tip of our homeland, making it impossible to water the sugar tile there. :cringe: Sorry about that.

The one thing I really regret is not setting up a ship chain to get troops overseas faster. Or is that allowable here?

How's that prebuild for Newton's coming along in DF? :)

Good luck, Harriet! Hammie won't be the rollover that Maya Dude was, but you're in good shape to put a hurt on him quick. Punch him hard at home and he's not likely to expend much effort sending troops overseas to us.

Don't think I'll see this one come around to me again. Domination before rails, perhaps?
 
Good show everyone! Gram I'd load another unit inside the armies once we've either landed on the last island or if a galleon is in the area. Do we have any harbors we can rush for upgrades? Should we turn off research for full on cash rushing?

I think ship chaining is generally considered an exploit in SG's but could be an interesting exercise. :devil:
 
SimpleMonkey said:
II also realize that I planted forests choking off an irrigation chain to the western tip of our homeland, making it impossible to water the sugar tile there. :cringe: Sorry about that.
I could have sworn I started some irrigation in that direction... but I guess I'm mistaken.

I have no objection to irrigating on the way to a bonus resource... we can back up and plant trees on the other tiles later.

@Harriet: When you play your turns, could you please grab a screenshot of our homeland beautification efforts?
 
Apologies to the team, but I'm going to have to drop out of the game, and I'm embarrassed at having become such an unreliable flake. :blush: My husband came home this afternoon, having made arrangements for us to go stay at a friend's cabin on the coast for some fishing. He says I'll have internet access there, but no Civ. :( I'm not sure how long we'll be gone, but probably not back until Sunday. THEN I'll be jumping into work again with 10 weeks of year-end closing and preparing for our annual independent audit...a yearly nightmare I'm NOT looking forward to.

I won't be having much computer time until mid-September, but I'll be trying to keep in touch with my wonderful friends here and follow this game. I'm very much saddened at losing what's become such an important part of my daily life. Good luck in the game!!!
 
Aww Gram. Have a great holiday!!

I think that brings the game back to me.
 
@Harriet: We'll miss you. :sad: But the silver lining in the cloud is... this one might make it back to me. :D

...though I think AK said he might make it back around the 22nd...
 
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