Session VII: 1270 AD - 1425 AD
The session began with the news of Peter losing yet another city to the Zulus. Being a lone civ on a continent containing a strong military team (Shaka/Justinian), it's probably no wonder that the Russians were doing so badly. (Isabella started on a separate continent to her teammate Peter.)
The very next turn... we encountered this.
Apparently, Sitting Bull had finally decided to help out his teammate a bit, after years of letting him get pounded.
At this point we had two choices - we could end the war with Sury/Bull to avoid the colossal stack approaching. But that wouldn't solve the problem of dealing with the massive stack, it'd just postpone it until the next time we declared war. Additionally, we'd get more negative diplomacy points with other teams from declaring war multiple times, and we had enough of those already. Hence, we decided to ride it through and see if we could eliminate Bull's stack through superior tactics.
We wagered that Bull would attack Pompeii, given the route that his troops had taken (and the attraction of the zero city defences on open flatland), and so we shifted some units to prepare a counterattack force nearby. Next turn we were proved right - Bull did indeed move his stack towards Pompeii. Incidentally, on this same turn the AP vote for stopping the war came up, and Bull strangely voted in favour (odd because things were looking up for him from a military point of view). Sis and I both voted no, and noticed that we now had enough votes between us to outvote the AP by ourselves - a handy thing, since we should no longer be bothered by the resolutions.
(Incidentally, we had just met the last AI team Pericles/Roosevelt, who were technologically backward and alone on an island to the far north.)
With all of those Trebuchets in Bull's stack, it wasn't worth fortifying the city of Pompeii, since Bull would just make mincemeat of our collaterally damaged troops. Sis wasn't as keen as me to completely abandon the city though, so left 2 units there for a token show of defence, while emptying the city of all other units. The next turn, Bull attacked, and (predictably) won the battle for Pompeii, losing only two Catapults.
We hadn't expected the borders to pop right out immediately when he took the city, so we were a little surprised by that. It meant we couldn't counterattack straight away, since the roads to Pompeii were now in Bull's territory. However, this made little difference to our plans: regardless, we were going to put up a fight. We wouldn't allow Bull to hold a city right on our borders - the mere idea of such a thing was offensive to our principles!
A combined force of Persian and Roman units gathered next to the city, including many siege units. Unfortunately for him, Bull wasnt intelligent enough to realise that his stack was doomed against a stack of siege units and melee units, so he parked his stack in Pompeii for the next turn. Of course, we were perfectly happy with this, as it allowed us to mow through the stack with very few losses, thanks to all those siege units and city raider units.
Ive always liked that tactic if theres a formidable stack approaching, allow the enemy to take a city, then bash them using your city raider promotions to their full advantage. Often your units will be far more powerful against your enemy when theyre inside the city than when theyre in the open field! This works surprisingly well against many human players in multiplayer games too (all but the best strategists), as well as the AI.
In the rest of the world, while all these battles in our lands were going on, some interesting events were taking place. Ragnar/Saladin made peace with Peter/Isabella, apparently having had enough of the war between them. Justinian generated a Great General, then in 1310 AD captured the Russian city of St Petersburg. Things were looking very bad for Peter, with all these core cities of his being captured.
Sitting Bull continued to harass us with various stacks near Pompeii and Herculaneum, but Sis now had a significant enough offensive force ready to respond that he made short work of any of Bulls units that got too close.
Meanwhile, the war between England and Germany/Celtia was continuing, and in 1345 AD Liz got herself a Great General. Clearly a lot of fighting was going on down there on the English peninsula, even though we couldnt see it happening.
In 1345 AD, Sis also managed to get a Great General his fourth so far! The next turn, he generated a Great Engineer in Rome. We already had a Great Engineer which we were saving for Mining Inc., so this second Great Engineer could be put to use however we wanted. We decided it would be best to use him to rush the Statue of Liberty, especially since we were getting pressure from Willem/Huayna for Democracy (they had beaten us to Constitution by several turns).
Sis finally continued on the invasion of Surys lands in 1350 AD he had paused for the last century or so due to Bulls constant pressure on Pompeii and Herculaneum. His first target was a squeezed-in coastal city of Surys (which bore the same name as his former capital).
On the other side of the world, Peter managed to get himself a Great General, although it was dubious whether that would help him to stop his empires demise this late in the war. Next turn, we had news that was closer to home: Lizs city of Hastings had been captured by the Germans. It looked like Liz had finally been pushed past her limits with the pressure of two nations attacking her simultaneously, and so the English empire was starting to crumble. Things werent helped much for her next turn, when Ragnar/Saladin decided they wanted a piece of the action, declaring war on Liz/Mansa too.
The next AP vote came up for ending the war with Sury/Bull, and we again prevented it from passing simply by voting against it.
Sis attacked the many defenders in Surys tiny coastal city, winning the battles without too many issues. However, he realised as he was about to take the city that he had overextended his troops his stack had taken damage from all the battles, and Sury had some powerful units nearby that would probably kill many of Siss highly-promoted units next turn.
Hence, we decided that it was a good time for peace, especially since war weariness was starting to creep up on our cities. Sis killed the remaining Catapult to capture Surys city, and then signed peace with Sury/Bull. All of his units were automatically transferred inside the newly captured city, trapping them from moving for the next 10 turns (or so we thought!).
As a matter of fact, a turn or so later I wanted Sis to gift me his super-medic so that I could build West Point. I figured that if he gifted me Surys small coastal city, he could then gift me his super-medic inside the city, and then Id gift the city and the unit back. (You only need to have had a super-unit at one point in the game to build West Point quite handy for team play where you can gift units to each other.) However, as it turned out, when Sis gifted the city to me, all of his units were expelled from the city! Presumably this is some bug with team play, because my borders should be friendly to his units and not bump them out. Anyway, this just meant that Sury would easily recapture that small city when we re-declared war but wed get it back soon enough, so it was no problem.
In 1375 AD, a Great Artist was born in Persepolis, which I figured would be excellent for another Golden Age for me sometime in the future. On the same turn, we received news that Moscow had been captured by the Byzantines. With this capture, Peter was left with only two cities: one on his home continent, and one across the sea on his teammate Isabellas continent. Apparently this latest loss finally convinced Peter that he couldnt win this war he was in as a couple of turns later, he and Isabella finally signed peace with Shaka/Justinian.
A few turns later, in 1395 AD, we received some truly bizarre news. The most surprising and unexpected declaration of war so far in the entire game occurred:
Presumably Bull must have been the one pushing his teammate for a war declaration, because Sury was certainly in no state to be going off to war! Theyd only made peace with us (for about the third time!) half a dozen turns earlier, and if they had any sense at all, theyd realise that we were going to come back for more later. (Especially since wed just discovered Rifling, and nobody else was even close to Grenadiers yet.) But we were happy Willem/Huayna could do with being taken down a notch, since they were our closest technological rivals, and Sury/Bull getting weaker was always good. So whatever way, the war worked for us.
Meanwhile, in the far north, we heard news of yet another genius AI move. Roosevelt had completed Versailles in New York a city exactly 3 tiles away from his capital.
You really have to wonder, sometimes.
Using the Great Engineer that had been generated earlier, Persepolis completed the Statue of Liberty in 1410 AD, which brought a very nice boost to our cities. I assigned most of the free specialists in my lands as Priests Angkor Wat was at last turning out to be quite useful.
1410 AD also brought the news that Sury/Bull were actually having some success in their war, despite us being so dubious. Sury had captured a small Dutch desert-Gold city named Haarlem, while Bull had captured a reasonably-sized Incan coastal city. Haarlem didnt stay under Surys control for long, which was unsurprising, but Bull managed to hold on to his Incan city, eventually absorbing it into his empire.
At the very end of the session, Sury captured another city of Willems again a fairly useless and small one in the desert. Nevertheless, he managed to keep it under his control for quite a number of years.
That brings us nicely to the end of Session VII. Coming up next time: find out what the future holds for Sury/Bull, and discover the fate of the English empire!
Cheers,
- Lord Parkin