Space-1: War While Waiting

I don't think we would lose a city now. I vote C also.

I would be tempted to build a knight army with the leader, but a forbidden palace right now a few turns before the GA is obviously the way to go. Within a few turns we should be able to push back our borders sufficiently to secure the iron site. I'm more worried now about the source of iron being depleted. It's only a 1% chance every turn it's connected I know. But then I am a worrier.
 
The only slightly annoying thing about founding on top of Tonawanda is that the iron isn't naturally within the radius of the town. Another option would be to found the new town SW of the old tonawanda and then make a further town in the area between Ravenna, byzantium, and the new town (3 squares at most away from the 3 towns for troop movment). This central town could then allocate troops as needed and it solves the problem that Ravenna and Byzantium aren't within 3 of each other.

I am not sure if this is really important to have our iron within the town radius, but it does mean we don't have to worry about a new town forming and eating our colony.

In any case I am in favor of the FP. If we go with the idea above, we could make that new central town the FP rather than the iron town. For that place we could build the town where the Iroquois archer is standing in the floodplains in NP's picture above. It would have flood plains and hills which can be a strong combination.
 
If anyone reads this while at the movies, please give some feedback.

It appears most of the team prefers to build a town and simultaneously rush the FP on the hill (red dot) 1 tile S of the ruins. Correct?

This is a good plan, but the drawback is we have (short term) a city well beyond 2 tiles from the nearest city. The solution is of course to build an intervening city. But we also need an iron colony. That’s 2 new cities + a colony to defend. Like I said, this is a good plan, and I’m happy to comply, but there is an alternative which we may wish to consider. I’m not sure it is a better alternative, but here it is…

If we build on the green & blue dot tiles we would have 2 new cities, 2 tiles apart & the Iron in a city borders. Major downside #1 is that our green & blue cities would be on flat land and get no defensive bonus (except walls). OTOH, you can road those tiles more quickly. Also, eventually we will probably want a city on the blue dot because it is a river tile next to an Iron tile, so it’s a good location on it’s own. Blue / Green also presents a more compact front to defend. Downside #2, if the blue / green is a plan the team likes, where do we build the FP? If not in the blue dot city, then I guess we build an ARMY right now, and the FP later on the hill S of the ruins? But, I think we need the FP right now, so where does that leave us, back to 1 tile S of the ruins and an extended front to defend I guess.

If no one responds before I get back from the movie I guess I’ll go 1 tile S of the ruins, found & rush the FP. But as I ponder this, I really like the blue & green dot combo except for the FP problem it creates. Am I not seeing something about the blue & green dots that make them a poor choice?

As a last note, we only have 1 settler, so town #2, wherever it is, won’t come on line for a while.

P.S. A good future city site is the black dot on the hill where an AI archer stands. This tile solves the Ravenna / Byzantium distance problem, and is not far from the red dot.




Iron.JPG
 
Excellent discussion of our options, all. :goodjob:

I suggested the ruins of Tonawanda rather than any of the more aggressive foundation sites, which are clearly better in some ways, simply because of cultural overlap and flip risk. If we settle the ruins, we can concentrate on getting the iron hooked up without having to attack any more Iroquois cities, and then do our attacking with much stronger units. If we settle red dot, blue dot, or green dot, we'll be committing ourselves to attacking the nearby Iroquois city almost at once.

If we do attack Niagara Falls or Allegheny in the immediate future, we should bear in mind that our catapults, while unlikely to do much damage to enemy units in cites, have a fair chance of knocking one or two population points off a town's size and (in the cases at hand) getting it down to size six.

Handy, there's a good deal I like about the blue dot/green dot suggestion, but comparing it to the red-dot approach, it would be harder to defend two cities on flatland than one on a hill.

We seem to be in agreement that the FP should be rushed in whatever city we found next.

Slightly later: I like Greebley's suggestion a lot, provided that you (handy) feel that you can continue making progress towards the iron even though this foundation won't extend our borders much in that direction.
 
Pre Turn End of 640AD
My Main goals are to kill AI, and get the Iron hooked up (or close to it)
Nice job on the warrior build up BTW.
Check to see which cities have barracks, and then see we have Sun Tzu :)
Switch Rome to settler, 2 turns. We need at least 1 more settler no matter where I decide to put the next city.
Viroconium – switch from settler to Marketplace
F1 – Good call on the 39-turn research) build the pile of gold for upgrades)
F2 – Two Luxuries, very well done.
F3 – Average to Spain; Strong to all others
F4 – well…
I’m not the best at micro managing, but I checked & did not see anything screaming to be changed.

Hit Enter
IBT
Scandinavian Medieval Infantry walk up to Byzantium.
Veii – warrior – warrior
Pompeii – horse – horse
Ravenna – spear – spear
Hispalis – spear - spear

Turn 1 650AD
Found Brundisium on the ruins & hurry the FP.
After much thought, I'm going to found on the ruins.
1. It's two tiles from Byzantium so we can shuffle cats back & forth.
2. We can control the adjacent hill to force AI to attack on the flats.
3. The next city can be located 3 tiles due East & have the Iron in its borders.
4. There were lots of pretty good choices. I went with a location I was pretty sure we could defend & safely & quickly go for the Iron from.

Cats redline the MI near Byzantium, and then elite horse kills him
Horse kills archer
Send two cats to Brundisium
Put spear on the hills by Ravenna
Send workers towards the Iron
Start a fortress on hill near Brundisium
Pompeii will riot, so hire a taxman & switch to settler. I see a fishing village spot near Rome, and we can use the free unit support.
Rome-2 AI -0

Turn 2 660 AD
Shuffle warriors towards the FP.
Rome – settler – warrior
Veii – warrior – warrior
Neapolis – horse – horse
Brundisium – FP – Walls
Lugdunum – archer – warrior
Lutetia – archer – warrior
FYI – If you put cats on the hill N of Brundisium, they can fire or move to Byzantium. If you move them from city to city, they cannot fire. Research Bezerk, the Vikes need invention to build these, they do not have it yet.
Kill sword near Byzantium with cats & horses
Bombard & kill spear on flats near FP
Horse kills archer
Horse kills archer
Army kills archer leaves 1 exposed archer.
Road 2 mountains & we have Iron. J
Rome-7 AI-0
Nothing but archers nearby
Hire clown in Pompeii so it does not riot.

Turn 3 670AD
Veii – warrior – warrior
Pisae – worker – worker
2 swords approach Lugdunum
2 MI approaching the FP
Hurry walls in the FP city
Battles all near the FP now. 2 stacks of archers (5 total)
Archer kills bombarded archer
Archer kills archer
Elite horse attacks & retreats.
Veteran horse attacks, wins, promotes
Elite horse wins
Scientist is now in Pisae
Rome-12 Ai-0

Turn 4 680AD
Veii warrior – warrior
FP – walls – spear
Spain lands 2 archers near Hispalis (bait city)
Hispalis is also attracting the attention of newly arrive Babylonia swords & Viking MI
Cats on the hill between Byzantium & the FP bombard 1 MI, elite horse kills him
Switch Lutetia to cat
Warriors begin to arrive in the FP
Archer kills archer near Lutetia
Elite horse kills archer near Lutetia
There are now 3 swords next to the 3 spears guarding the workers roading the mountains. I’m shuffling the spear guarding the gems to the front. I’ll road gems in safe territory just in case.
Change Ravenna to cat
Hire scientist so Pompeii does not riot. Fire Pisae scientist.
I’ll set Pompeii to temple after the settler pops.
Rome-14 AI-0

Turn 5 690AD
Dumb AI ignores our roading chain gang and also does not occupy & camp on the iron.
Rome horse – spear
Veii – warrior –warrior
Pompeii – settler – temple (reset scientist – will riot otherwise)
Ravenna cat – cat
Bombard sword near Ravenna, the redlined sword kills our horse :mad:
Horse kills sword
Bombard & kill MI with elite horse near Byzantium
Move police from Rome to Pompeii (Pompeii happy now scientist moves to Pisae)
Lots of warriors in FP city now
Bomb sword near Lugdunum (there are 2 of them. Hope he turns back.. Won’t attack his friend & he are in a forest.
Rome-17 AI-1
Iron in 3 turns.

Turn 6 700AD
AI horse attacks a fortified spear behind walls in Byzantium 7 wins :mad:
Veii – warrior – temple
Cumae – Aqueduct – Market
Neapolis – spear – temple
Hispalis – spear – spear
Lugdunum – warrior – warrior
Bomb archers near Ravenna & kill with elite warrior
Archer loses to redlined Babylonian bowman
Bomb MI near Byzantium & kill with elite horse. Hey RNG, how about a leader!
Move cats off hill near Byzantium, bomb & kill horse with yes, an elite Roman horse
Horse kills archer near FP
There is a Settler now in the FP city. After the legionary upgrade he can build a city NE of Iron on the river.
Soon all of the forest will be gone near Neapolis. The chop is building a temple.
Spain & Babylon now have Chivalry.
Rome-21 AI-3

Turn 7 710AD
We get Theology
We get Chivalry
Rome – spear – Spear
Ravenna – cat – market
Bomb & kill spear with Elite horse near Byzantium
Bomb & kill archer with elite horse. Get leader. I’m tempted to rush Sistine to keep it from the AI, but I’m building an ARMY & populating with swords to be sent along with 1 horse on a pillage campaign into Scandinavia.
Rome-23 AI-3

Turn 8 720AD
Pisae – worker – worker
Byzantium – cat – spears
Babylon building Sistine
Rome builds an Iron Colony.
The new ARMY is temporarily fortified on this position until we can get some [b[PIKES[/b] over there. Our Iron looks very safe. I’m building fortresses on the mountain road to the Iron, and then will build one on the colony.
Bomb & kill archer near Ravenna
FP – Horse kills archer
Archer kills archer
Horse kills archer
Upgraded a bunch of Hoses, Spears & warriors.
Still no invention for Scandinavia
Vikes are down Theology & Chivalry to us. I say we take them out first as they are somewhat isolated up north, and have wines & silks. A pillaging army can soften them up a bit.
When a colony comes under a city’s influence footprint, do you automatically get roads?
Rome – 27 AI-3

Turn 9 730 AD
Man, these turns take a long time.
Rome – spear – legionary J
AI boats are heading towards Syracuse (S of Rome on the coast), It only has an archer + spear. We need to send more units.
Bomb & kill spear near FP.
Legionary kills sword near Byzantium. Rome enters Golden Age 730 AD
Knight kills sword
Knight kills sword
Forest cleared around Neapolis
Rome-31 AI-3

Turn 10 740AD
Spears land on hill near Hispalis (The spears were off the hill getting upgraded – they are in Hispalis so it is safe. I’m sending cats to bomb the spears on the hill.
:mad: – sword kills 1 of three legionaries escorting settler to spot near Iron.
Hispalis – spear – library (taking advantage of GA to build infrastructure)
Lugdunum – warrior – Library
Lutetia – cat – Knight
Knight kills archer near Lugdunum
Rome-32 AI-3
Comments – we need a Knight back near Cumae to protect against Ai beach landings.
There is a settler & 2 legionary escorts moving near the Iron.
There is good land to be settled east of Lugdunum near the FP
Vikes are ripe for the taking with Knights, but we must not expose the southern front too much.
Balance building infrastructure with pumping Knights out for a Viking war.
I think we are in very good shape in this game. You all did a great job setting me up to get the Iron, all the hard work was already done, my part was easy! :goodjob:

>> save Rome 740 AD <<
 
Deleted - Handy had already played :)

Nice progress Handy :thumbsup:


Ted
 
A golden age for Rome. [dance]
It truely feels like that, finally being able to upgrade! Well done Handy. :)

I'm UP, I will try to play my 10 turns tonight. I suggest we move to 5 turns each in the next rotation, starting with MB.
 
Our battle for Iron has been won! Great work everyone.

Don't berserkers require iron? I think we should go into viking territory with a knight and try to take it out. I found the AI very reluctant to attack the pillagers when I stayed in the mountains and hills. Now that we have defense 3 units, I bet we could send a knight into Viking territory to explore, find the iron and cut it. Viking territory is not that large. It seems very doable.

Alternatively we could use our first army. The AI doesn't tend to attack armies and it could probably find and camp the iron. The loss in defense from the army would be made up by the fact we don't have 6 attack units assaulting our cities from the land and sea. Actually the more I think about it the better I like this idea especially as we have another army now.

I guess the final option would be that we have sufficient force with our golden age to take out the Vikings. I think they are still first on my hit list. We got one of their luxes and I think they still have 2 more. If we take their lands we should have 4 luxes at the end if I remember correctly.
 
It was late when I posted my turns last night, here are some random thoughts after sleeping on it.
· I never really felt pressured by the AI, there were no large stacks to deal with, and we had all battles pretty much under control. We may be able to move a few spears & such from back cities forward, and resettle some Viking & Iroquois land.
· Hindsight is 20/20, but I should have built the FP in Greebley’s or Ted’s location. The major AI assault I feared never materialized.
· Cannot stress enough how well the team has played this game so far given lack of Iron at the start.
· I should have built the ARMY, but waited to load it until we had Pikes. This was a really really really really dumb move on my part! You were all too kind to mention it. Even better, a Knight ARMY can explore AND pillage at the same time. I was not thinking. Hope it’s the last bad play I make for a while.
· I didn’t upgrade any archers. I figured the cash was better spent on Knights. I also did not upgrade any elite units except those that had already produced leaders.
· There is a lot of good land around the FP we should settle ASAP to boost our production. A steady stream of settlers is a good idea IMHO. Razing AI cities and building new ones will build up a large slave force, which is very nice when rails come in.
· Watch for happiness problems in cities that get to size 7.
·I think the Vikings can be had. They were 2 techs behind last time I checked. They are making MI, but Knights should be able to beat them. They do not have Chivalry (yet) and are far from getting guns.
** We need to build a library in Byzantium & other front line cities so horses (soon Knights) cannot enter our territory and attack on the same turn.
· An honest assessment is requested:
· > Would you have started the GA, or waited until the FP area was more developed? I was of two minds about this, and would like to know your opinions. As always, I welcome any helpful comments and constructive criticism on my plays. I want to get better!
 
Originally posted by handy900
... There is a lot of good land around the FP we should settle ASAP to boost our production. A steady stream of settlers is a good idea IMHO...

This is what I thought when I saw the save this morning. I'll try to work on that in my turns.

... I think the Vikings can be had. They were 2 techs behind last time I checked. They are making MI, but Knights should be able to beat them. They do not have Chivalry (yet) and are far from getting guns...

I agree on them being a good target. We'll have a second well defendable hinterland if (*when* :) ) we achieve it.

Would you have started the GA, or waited until the FP area was more developed? I was of two minds about this, and would like to know your opinions. As always, I welcome any helpful comments and constructive criticism on my plays. I want to get better!

I'm not any kind of expert but it's hard to not use the Legionairs at this stage. So although the GA was avoidable in theory, I don't know if suspending the GA would have been worth not using the Legionairs. We can now build up all the infra we need (for most of the rest of the game) in our core and concentrate on units after that.
 
Fine work, handy. I have no problem with how you timed our Golden Age. A good push forward at this point, presumably into the Viking lands, will give us a position from which we can't possibly lose, and that's more than enough reason to have the GA now.

I haven't had time to study the save yet, but one general observation: we should not treat our obsolete spear army as a dispensable unit. We want to reach the point at which we have three armies in play and can build the Pentagon as quickly as possible.
 
Goals:
Settle the Iron city.
Build more settlers.
Pillage Vik Iron source.
Damage the Viks.

Pre-turn:
Fire 2 Taxmen and a scientist in cities that don't need them. Hir a taxman and a scientist where the are needed (Pompeii and Veii).
MM optimize for growth, production and gold.
Upgrade one more spear to pike in Ravenna.
Move an extra spear to the settler stack-ette.
Switch Cumea from Market to Knight
Switch Hispalis from Library to 'pult.
Press enter.

IT:
Hmmm, too many Spanian galleys sailing around, have to watch 'm.
The Vik Spears near Hispalis don't pillage but move on a grassland tile. :smoke:
Rome Legionary -> Knight
Veii Temple -> Settler
Pompeii Temple -> Pike
Brundisum Spear -> Knight

750AD - turn 1
Lugdunum
4/4 Knight vs 2/3 Bab Sword: wins unscratched.
Hispalis
4/4 Archer vs 3/3 Vik Spear: spear redlines, but our Archer is killed. :(
4/4 Archer vs 2/3 Vik Spear: Archer wins and promotes to 4/5.
5/5 Horse vs 1/3 Vik Spear: Horse dies promoting the Spear. :(
Byzantium
4/4 Knight vs 3/3 Vik Archer: our knight wins and promotes to 5/5.
4/4 Knight vs 1/4 Vik Med Inf: our knight wins unscratched.
Brundisum
5/5 Horse vs 1/3 Bab Spear: Wins unscrathced.

Move Army from Brundisum to Byzamtium to start heading for Vik land.
Not one of our cities really needs an entertainer, so I hire the scientist in the least productive one:
Antium (it's temporarily on starving diet, still Market in 2)
That's Rome 5 - AI 2: not too good.

IT:
Boats sail away again.
Spain sends Horses.
Neapolis Temple -> Knight
Viroconium Market -> Pike

760AD - turn 2
Move the settler on the spot Handy indicated. Accompanied by 2 4/4 legionaries, 1 5/5 spear and 2 5/5 Horses. The Army protects the Iron.
Sending out the other Army to Vik land, it takes a Catapult, a Knight and a Horse for even more pillaging. :evil:
Lugdunum
4/4 Med Inf vs 3/3 Spanian Horse: wins and promotes to 4/5.
4/4 Knight vs 2/3 Spanian Horse: wins at 3/4.
Brundisum
5/5 Horse vs 1/3 Vik Archer: wins at 2/5.
4/4 Med Inf vs 2/3 Archer on hill: wins 3/4 left.
Check diplo: now techs around that we don't know, Iroqs are the only ones who are lacking something: Engineering.

That's Rome 9 - AI 2, much better.

IT:
Bab Sword attacks Settler stack. Legionair wins unscratched. :)
Spain lands a Spear and an Archer.
Veii Settler -> Pike
Antium Market -> Pike
Cumae Knight -> 'pult
Pompeii Pike -> Knight
Pisae Worker -> Worker
Byzantium Spear -> 'pult

770AD - turn 3
Found Handyaugusta, starts walls.
Switch Hispalis from 'pult to Med Inf to prevent massive shield loss.
Lugdunum: 3/4 Knight vs 2/3 Spain Horse: wins and promotes to 4/5.
Syracuse:
4/4 legionair vs 3/3 spain spear: wins 3/4 left.
3/3 legionair vs 3/3 spain archer: wins and promotes to 4/4.
Brundisum:
5/5 Horse vs 1/3 Bowman: loses :( Damn that redlined unit = attacker will not retreat rule
4/4 Med Inf vs 1/3 Bowman: wins 2/4 hp left.
5/5 Horse vs 1/3 Iroq Archer: wins unscratched.
Neapolis:
5/5 Knight vs 1/4 Vik Spear: wins unscratched.

Diplo check Spain and Babs know invention, that should come in on the interturn. :)
Luckily for us, AI will research the bottom half when in war, we should be able to use the GL a bit longer. Matybe it's a blessing in disguise that we don't know the other civ's yet.

Stats: Rome 15 - AI 3.
IT:
Now it's the Babs who send in some troops.
Invention comes in, after some thought I decide to go for gunpowder anyway.

780AD - turn 4
Brundisium: 5/5 Horse vs 1/3 Bab Med inf: wins 3/5 left and... Anthony sees the light of day.
Too bad Greece already has Leo's, the timing would've been perfect. :sad: As it is I'll probably go for a Knight army.
The Army pillages the mine on a cow in Vik land.

Rome 16 - AI 3.

IT:
Rome Knight -> Knight
Veii Pike -> Knight
Pompeii riots, it gets a scientist, switch prod to Settler.
Viroconium Pike -> Lib
The people love me, we finally have a house instead of a cave.

790AD - turn 5
Brundisium:
4/4 Med Inf vs 1/3 Bowman on hill: wins unscratched.
Lugdunum:
5/5 Med Inf vs 2/3 Spanian Horse: wins unscratched.

The pillaging troops see unconnected Iron of the Vik turf, pillage another cow.
Diplo checks reveals the Hammi sold Invention to the Iroqs.

Rome 18 - AI 3.
 
IT:
Viks now arrive with a good number of Med Infs :eek:
Iroq 3/3 Med Inf attacks and beats our 4/4 Med Inf on a hill and upgrades to 2/4. :(
Pompeii Settler -> Knight
Byzantium 'pult -> 'pult
Ravenna Market -> Knight
Hispalis Med Inf -> Lib

800AD - turn 6
No AI troops within reach. :(
But we will be able to settle a new city in 2 turns.
Brundisium is growing like mad.

Rome 18 - AI 4.

IT:
The Viks offer peace like they do just before any decent attack...
Antium Pike -> Knight
Cumae Med Inf -> Market
Neapolis Knight -> Pike
Pisae Worker -> Worker

810AD - turn 7
Anthony creates an Knight Army.
Ravenna:
5/5 Knight vs Bab 3/3 Sword: wins 3/5 left.
One settler arrives on the spot, the other moves to Byzantium.

Rome 19 - AI 4.

IT:
Spain attacks Lugdunum, Horse retreats without doing damage.
Spain Horse captures 2 workers :smoke: sorry guys.
We get the Pentagon message.
Viks land a Pike to the Mountains near ...
Handyaugusta Walls -> 'pult
Syracuse Pike -> 'pult

820AD - turn 8
Palmyra founded on the river, starts walls.
The pillaging group reveal Trontheim with yet another unconnected Iron source.
Pomeii:
3/3 Legion vs 3/3 Spain Horse: loses upgrading the Horse to 3/4.
Palmyra:
5/5 Horse vs 3/3 Iroq Archer: wins 3/5 left.
4/4 Knight vs 2/3 Iroq Archer: wins unscratched.
4/4 Knight vs 3/3 Iroq Archer: wins unscratched and promotes to Elite.
Lugdunum:
5/5 Horse vs Spain 1/3 Horse: wins unscratched.
Ravenna:
5/5 Warrior vs 3/4 Spain Horse: wins 2/5 hp left.
Byzantium:
Knight Army vs Med Inf: wins 2hp lost.
Switch Rome to the Pentagon.

Rome 25 - AI 5.

IT:
Spain repeats the moves it made last turn.
Viks replace the hurt troops.
Neapolis Pike -> Knight
Byzamtium 'pult -> Pike

830AD - turn 9
Lugdunum:
5/5 Horse vs 1/3 Spain Horse: wins 3/5 left.
Palmyra:
5/5 Knight vs 3/3 Iroq Med Inf: wins 4/5 left.
4/4 Knight vs 2/3 Irop Spear: wins 3/4 left.

Hurry walls in Palmyra for 32g.
Diplo check reveals the the Babs have education.

Rome 28 - AI 5.

IT:
A Bab Knight shows up.
Spain definitely wants Lugdunum, many more Horses come to take it.
Veii Knight -> Knight
Palmyra Walls -> 'pult

840AD - turn 10
Palmyra:
3/4 Knight vs 2/3 Iroq Archer: wins without losing more hp.
Ravenna:
4/5 Knight vs 2/3 Spain Spear: wins without losing more hp.
Pillagers disconnect 1 Wine source.
Byzantium:
4/4 Longbow vs 2/3 Vik Med Inf: wins unscratched.
4/4 Med Inf vs 3/4 Vik Med Inf: wins unscratched.
13/13 Knight Army vs Vik 2/4 Med Inf: wins losing 1hp.
Cumae:
4/4 Med Inf vs 4/4 Vik Pike: wins 3/4 left.

Rome 34 - AI 5.

I take 1 extra turn (just to even out the years, you know. ;) )

IT:
The Babs wanna talk, and promptly arrive with fresh troops.
Pompeii Knight -> Knight
Viroconium Lib -> Knight
Lutetia Knight -> 'pult

850AD - turn 11
Byzantium:
4/4 Med Inf vs 2/3 Vik Archer: wins and promotes to 5/5.
12/13 Army vs 2/3 Vik Med Inf: wins losing no further hps.
Lugdunum:
4/4 Knight vs 3/3 Spanian Horse: wins unscratched but oops has no movement left. Move 3 defending units to protect him.
Brundisium:
5/5 Knight vs 3/4 Iroq Med Inf on hill: wins unscratched.

Grand total for this round: Rome 38 - AI 5.

There's a settler in Byzantium which we can use to found an advanced city from which to launch our attack. :hammer:
 
I'm going round the outlaws tomorrow, so I won't be able to play till Monday. Can I swap round with the next player please?
 
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