simple_01 Is This Monkey Craaaazy??

SimpleMonkey said:
The two tough parts of this plan are having enough pikes and dromons to ships them over all at once, and that it takes two turns for us to move the dromons into position for landing, giving Inca enough time to move a sizable counterattack into position. We gotta have those roads cut to slow them down.

As a side note, do disbanded slaves actually add shields? I thought only native workers (ones you've actually invested shields in) give shields back. I'd bring along a sacrificial warrior for the disband help in rushing walls for our beach head.

Dromons can also bombard from inside a coastal city, giving us plenty of return fire potential. :)

We already have enough dromons - there are 5 off Machu Pitchu and 5 on our northern shore - thse 10 could drop off 20 units in 6 turns if the units are ready at Tambococcha in 5 turns time.
We have 7 cats in vicinity of Tambo, its getting the settler and pikes or spears which will take longer. We could steal 3 vet spears from northern towns to supplement 9 pikes which could be obtained by upgrading spears in our core immediately. These would then take up to 10 turns to get to Tambo (poss less if use dromons to help ferry. The settler can come from Naissus next turn by switching to settler before ending preturn.
Extra dromons will be built in Krasnoyarsk, Orenbyrg and Yakutsk in 7 turns - the further away ones could be rushed earlier to add extra units (for disbanding unit - slave will work, but warrior may be better - and some AC to counter attack - and hopefully generate leaders)
At earliest could land in maybe 10 or 11 turns

Dromons need to load D-day -1 and move 2 west of Tambo. From there on D-day they move 4NW and drop off on beach-head site with no warning for Incans
 
Ohrid should have enough food from the flood plain tiles that we can afford to put in the blue dot city. However, if we're building infrastructure right now, then we're going to have to manage our overseas invasion with what we have on hand. That means upgrading all our spears and leaving a light defense on our mainland. That's okay if our dromons keep sinking everything before it lands. markh is going to have to do some fancy management to pull this off. Good thing we don't need troops for MP duty anymore. Heh.
 
SimpleMonkey said:
Good thing we don't need troops for MP duty anymore. Heh.

Am I missing something ? In monarchy MP-duty makes the people happier. Republic is MP-free.
 
I played my ten, but it was quite uneventful. Some infra completed. I upgraded all vet spears to pikes and moved them NE. I think we have about 15 pikes now. Beside that it was just worker moves and some micromanaging. Gunpowder is due in 3.
 
Dont have time for detailed post as at work now, but some comments

We have clown in corrupt town (K..something I think) -> fire em and hire 2 scientists
Corrupt towns are working 0 food tiles (St P, Moscow & Naissus) -> hire scientist instead
Corrupt towns using 1 food tiles (Constantinople, Nicomedia, Bryansk, Yakutsk) -> ditto
Sanosota wasting food , can hire scientist and still grow in 1

In core we have towns bulging past happiness limits -> suggest
- give 1 of Con's food boni tiles to another city
- 2 scientists in Ohrid rather than 1 clown, doesnt req further growth
- temporarily mine plains around Taormina, Smyrna, Heraclea & Trebizond to speed court / market builds
- can grow Adri if builds duct - building settler and taking down to size 4 is waste of productive town with market, lib and rax - better taking settlers off corrupt towns or cities past happiness max (eg Con after HE build)
- mp will help out happiness issues - my suggestion is building HM which can be moved around for wherever mp required and can later be upgraded to cavs
Suggest give best tiles to core towns rather than corrupt towns eg Yaraslvl could use mBG currently being wasted on A... something (cant read the notes I've scribbled down)
Brusa will have happiness problems when grows so should build market before duct
Ani req lib as next build so it expands to use whale, after this should follow harbour and market by which stage it should be good commerce town

With above scientists can get gunpowder in 3 @ +53gpt, or in 2 @ -9gpt


Re Incan invasion
Have 13 dromons avail in our north (not counting ones on north shore of Inca)
Req
7 cats - avail in vicinity
11 pikes able to board in 4 turns
asettler could be rushed in 2 turns @ Bryansk allowing boarding in 4 turns if we research with 50gpt surplus
add some AC and units to disband for rushing walls and rax and we are ready to land in 5 turns (board in 4 turns moving dromons 2W of Tambo)
how about it?
 
If we rush a rax in Tambo.... we could upgrade some pikes to muskets before shipment, given we have salpeter.
 
markh said:
If we rush a rax in Tambo.... we could upgrade some pikes to muskets before shipment, given we have salpeter.
Cant afford settler rush / rax rush, musket upgrades in next 4 turns and still afford walls rush in beach-head following turn then rax rush the turn after. Pike -> musket upgrade is quite expensive for upping defence from 3 to 4.
If we do this it will put D-day back a few turns (? 5 or 6) - may be worth delaying, I'm unsure.
Lets wait and see that we have salt before spending money on a rax in Tambo first.
 
I am not sure whether 11 pikes will be enough. I am not so experienced on deity.
BTW, Andronicus did you notice massive troops movement of the Incas SW during your turns. I am suspecting that they are at war with someone. During my ten they moved a lot of troops SW and almost none towards us, so maybe we should try asap.
 
markh said:
I am not sure whether 11 pikes will be enough. I am not so experienced on deity.
BTW, Andronicus did you notice massive troops movement of the Incas SW during your turns. I am suspecting that they are at war with someone. During my ten they moved a lot of troops SW and almost none towards us, so maybe we should try asap.
Yeah, lots of knights were passing through the choke - I think its the koreans next door to them - Korea are weak compared to us so may be on the end of a beating from Incans - all the more reason to land sooner than later.

If Incan knights are in vicinity of the korean territory we have seen, then it must take them at least 10 turns (maybe 15 ?) to get back to our beach- head. If they eliminate Korea they will possibly start heading back, but will definitely stop sending more units over. If we can cause Incans to fight on 2 fronts we should have big advantage.
 
I'll take a look at the save and read all the strategy notes twice more and then propose a plan. I was thinking that 11 pikes would not do the job, but if Inca dude has pulled his troops away on another mission, we might be able to pull it off.

Count this as a got it.
 
lurkers waiting for markh and Andro to post turn report- why haven't they? :(
 
I'm gonna have to skip my turn or swap with C_H. This frustrates me mightily, but I'm having problems with my C3C disc and it's become hideously unstable. I've been spending much of today uninstalling and reinstalling, trying to get it to play right, and it's still sketchy and won't read most saves. :wallbash: I've finally given in and bought a copy of Civ III complete to replace the separate discs I already own and don't seem to want to get along with each other anymore. Should be here next week on Mon or Tues, but till then I have to sit back and watch.

C-H, you're up! Take a look at the save -- something I'm having a hard time doing -- and let us know what you think about D-Day. If we time it right, we can hit Inca dude with the majority of his forces down in Korea and get a nice beachhead. Time it wrong and we lose the biggest chunk of our defenders to no gain.
 
Andronicus said:
Well mine's in post 168 - do you want more ? :eek:
Oh, right. Something made me think otherwise, or maybe my mind was a little boggled :crazyeye: But then why hasn't markh?? he finished his turnset on thursday- but no turn report yet.
 
Preturn. Nothing. Everything looks to shape for me.

IBT. We lose a city to disorder. [pissed]

Turn one. We do some bombardment with little effect. I set research all the way to Military Tradition so that we can get Calvaries.. I start to manoever troops so they are redy fo DDy.

IBT. Nothing

Turn two. We need more troops if our invasion is going to sucessful. We need more bombarding troops and we need better attackers before we can get to the Incans. So far we do not have the right troops to do any damage. We must raze every city we take since their Culture is better than ours. We build a settler and it is going to where the marsh used to be.

IBT. Some Incan ships rare near our shores. It Appears that the Incans are moving there trops back to there core, which is a shame.

Turn Three. I only manage to kill two and one is still there.

IBT. More Caravels come into our territory and the injured Galley goes back home.

Turn Four. We have gunpowder and we have saltpeter. They all are in the former Russian territories. We have three sources available to us. One is outside of our territory.

IBT. Nothing.

Turn Five. We kill a Korean Galley in Incan waters via bombarment. I build New Caesarea.


i find a source of Saltpeter for the Incans. I will try and bombard that area so that it is not usefull, but they might have more sources.

IBT. Not much.

Turn Six. I kill two more Caravels by Bombardment.

IBT. More ships in our area.

Turn Seven. We build the heroic Epic.


I kill three caravels.

IBT. More Caravel to kill.

Turn Eight. I kill two Caravels.

IBT. Nothing

Turn Nine. We bombard one saltpeter source.

IBT. More troops for the slaughter

Turn Ten. We kill a caravel.

There really is no good spot for a landing because the best spots are near the cultural core and this will be very difficult for us to take since they are the massive culture leaders and also this will mean that we will need to go for their capital and surrounding area for any attack to be succesful and thus we will need multiple landing spos just for this to have any chance of survivine=g
 

Attachments

Wow! You destroyed 10+ Caravels by bombarding them with dromons! :goodjob: May the RNG be with you.
 
I'm gonna suggest that I keep this game from getting hung up any further and just skip my turn, since I won't have new Civ discs until Tuesday (likely). :(

The roster is:

goz - UP!
Andronicus - ON DECK
markh - built badly needed infra
SimpleMonkey - on leave due to technical difficulties
classical hero - fought Midway instead of Normandy
 
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