*Spoiler2* Gotm25-Mongols - Full Map End of Middle Ages

denyd: perhaps a bit TOO much discussion on your use of MiddleAge units ... and, yes - it is taking very long, maybe 1/2 hour to an hour per turn. I'm pretty sure I'll get there by month's end (and it is all GREAT FUN :D)

Also, I believe its been announced that there is NO game 6-6 ... and game GOTM 26 will have an extra week to complete. See the below link for full info:

Medal Play Announcement

This post relocated to this thread from spoiler #1 since Denyd's post did not belong in spoiler #1.
 
I'm going to echo Denyd's comments. It is a great game but it is taking a very, very long time to complete.

Of course part of that is my fault. I failed to slow the tech pace sufficiently and by the time I finished off Russia, Arabia and India the other civs had infantry! The Mongol people were just learning military tradition and still firmly in the middle ages! Yikes! The Mongols were at least 10 techs and 1/2 an age behind.
I was depending on pointy stick research throughout the Middle ages but it wasn't coming fast enough!

I consider starting far off wars to be an exploit, so I didn't do it. That really hurt in this game.

However when used en masse the Mongol unique units can shred infantry and other industrial units. Ordu's and Bagaturs bombard (I'm wearing out the 'B' key!) and then Korchins bombard for the kill. I even got a great leader when an elite Korchin sank an Ironclad. It just takes forever to reduce well defended cities.

It will take about 30 more turns for my Mongols to achieve domination, but that will take 20+ hours of gameplay in 6 days. That's not going to happen.

In my game the Han and the Magog were at war early and most of the Magog army was far away so they fell easily. The Koreans got decimated by the Goguryeo so they never amounted to much. Arabia built 4 wonders in Makkah and 2 more in another city. They became a priority target after Russia and the Khazars.

Anyway - very fun and well thought out game. My compliments to the GOTM crew.
 
:spank: Civ_Steve, you're right. (thanks to whoever moved this)

I hadn't qualified for this thread when I made that post, but I have now, so here's where I stand in

Khazar destroyed in 90 BC
Magog destroyed in 260 AD
Germany destroyed in 350 AD
Celts destroyed in 400 AD
Russia destroyed in 550 AD
Rajaputana destroyed in 640 AD
Khwarizmia destroyed in 760 AD
Goguryeo destroyed in 880 AD

Korea down to 1 city between Ottoman and Tokugawa (my allies against them)

I just began taking Han Dynasty out last session (2 down 13 left)

Somebody answer me this: Arabs have 12 cities and I have 96 cities. I have 168 military units and am weak against the Arabs. How can 12 cities support that many units? The Arabs are also paying me 56gpt for current tech / lux deals. :confused:

Using the Bagatur & Ordu for bombardment a following up with Cavalry & Korchin to finish off the survivors has cities falling to me at a rate of 2-3 per turn. The 14 city Rajaputana empire fell in 4 turns and the Khwarizmia's 10 cities went in 6. That's going to slow with riflemen on the board (Arabs & I only one's with Infantry).

If I can keep the Arabs on my side, I should be able to take out the Han, Ottoman and final Korean city. That should be enough for domination. All I need is 8-10 more hours for those 20 turns.:D

:beer:
 
[civ3mac] 1.29b2 Open

Well, that was a wild ride!

I reported on my Ancient Age and QSC period here. That was a relatively uneventful time for the Mongols, who spent 3000 years building a neat tight core of 11 productive cities. Our diplomats had managed to get a few fights going at safe distances away in each direction, but all we had suffered so far were a few barb events. In 1000 BC, all that was about to change, as our troops approached the Gogury for a confrontation. We were about to hook up iron and revolt to Monarchy. Now read on ...

Having just completed a great rerun of GOTM23 as a succession game SG23 - standard pangeia map with a domination target, I wanted to try to emulate solo the terrific result our team achieved then. Clearly the increased number of civs, the different traits and unique units would modify it considerably, but I set myself a target of domination by 750 AD, and before the Industrial Age.

To quote Meat Loaf "Two out of three ain't bad". I made it to domination, I was still in the Medieval (although one of my two remaining rivals had just made it to Industrial), but it was 20 turns late - 960 AD.

Firaxis score was 8679, Jason under 10,000 :(.

It was a roller coaster ride of military activity, with continuous supporting diplomatic and economic management, during which I was never at peace until the last few turns, and I was mostly fighting actively on three or four fronts simultaneously.

I took out or minimised:

430 BC: Khazan
250 BC: Magog
110 BC: Russia (lived in exile until 440 AD)
280 AD: Rajputana (lived in exile until 910 AD)
410 AD: Keltoi
480 AD: Goguryeo
620 AD: Korea (lived in exile until 690 AD)
760 AD: Germany (kept alive until 820 AD to avoid alliance problems)
760 AD: Khwarizmia
870 AD: Han Dynasty
910 AD: Ottoman

960 AD: Alive and kicking: Arabs, Egypt, and the Mongols Rule OK? [dance]

Although this game probably didn't pose much of a problem for the experts, it was enough of a challenge to stretch my puny talents to the limit, and I suspect those of many other wannabe's like me. It really made me think about the diplomatic options, and as I didn't have time for the Halloween special I also had to learn to use the new units on the fly.

If anyone thinks a timeline or more specific details would be interesting, please let me know. I have a blow-by-blow set of notes, and all the autosaves, so I can recover screenshots or whatever.

Some highlights:

I built the FP just south of Korakorum. Our first leader didn't arrive until 320 AD, and built our new Palace in the ex Khazan capital, Balkhash. We then won two in one turn. The first immediately built an army so that we could build the Heroic Epic, and the second built Sun Tzu in Mohacs. Later we used leaders for Leonardo's, another army, the Heroic Epic, Military Academy and Magellan's Voyage. The last two were pure indulgence. There was nothing else I wanted to build, and I refused to tie up superbly flexible individual units into straitjackets.

I found I was able as never before to focus totally on the narrow victory objective. I built not one library, my only markets were in cities that grew large enough and productive enough to use them. Production was offensive units ... and then more offensive units.

I have decided that Civ3 standard defenders are pretty useless. I finished up with some defenders, which were accidental results of accepting defaults in captured cities in the heat of battle, thinking I'd be finished by the time anything was produced, and never getting around to fixing them before the spears, pikes or whatever were eventually made. Of course, the Swords grew older and became Turghaut cavalry, but those were actually pretty effective attackers against that last spear or pike, and I was even taking down 2 HP muskets with them at the end, as front lines stretched and cavalry healed. And they could keep up with the attack. A combination of a Turghaut and a horde of Hordes gives most of what you want in an attack force. Khorchin were interesting, and of course I had some, both upgrades and new builds. But I didn't really use their lethal bombard much because bombard often produces no effect whereas a hand to hand attack usually kills or at least maims. The Hordes were beautiful. Combined fast artillery and mobile attacker, four or five of them outside a city, defended by a Turghout could lay seige and reduce population and defenders to pulp with movement points to spare to go in for the kills. They could also combine with Cavalry to provide pure artillery and/or supplementary attack.

I reached a point in the game around 20 turns from the end when I realised I still hadn't built one worker! I had my original eqWorker plus around a hundred guests that I had accumulated steadily, from early trades and later captures. I did wonder whether to try to make it to the end with no worker builds at all, but I figured I'd look a bit sick if I got to territory domination and was short of citizens, so I built a few to help the irrigation along.

It's still a mystery to me why Saladdin marched what must have been fifty assorted Cataphracts and Cavalry straight past my empty cities to fight for one or two remnant cities in Germany and Han Dynasty that I hadn't finished with yet during the end game. If that had been a human opponent I'd be dead meat! Even after the enemies were destroyed, he garrisoned a lot of them in a nine tile isolated city in the middle of Mongolia and they spent the whole between-turn time chasing around their compound like demented hamsters, never once thinking of breaking out and overwhelming Inner Mongolia.

@Cracker: I know everyone says it and it must get boring, but this game was stunning. Right from the structure of the rivals through the shape and distribution of the map to the exquisite new units. The Steppe Settler animation as he parked his rig, unpacked and built his new home was a delight and worth all the hours it took to get to the point where I could see it.

At 30 to 60 minutes per turn during several all-night sessions, I'm not sure my marriage would stand the strain of many more of these, but for this and any other works of Civ Art you care to build for us mere mortals - a heartfelt "Thank you".

Here's a screenshot of the minimap and headcount for my final save. I'm still not sure how I ended upt with two Caravels, but some nights were rather long :rolleyes:

AlanH_GOTM25_960AD.gif
 
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Mac 1.29


975 BC – 10 BC: THE LONG PREP FOR WAR

In 975 BC the Mongols entered the Middle Ages with 12 cities, 11 workers, 21 military units, and 1786g.

Germany had built the Pyramids, and the nearby minor civs built no wonders worth fighting for. The Magog built a second wonder the turn before acquiring literature, and I was hoping they would build the Library in time. They didn’t, and the lack of a nearby useful wonder or large numbers of captured slaves offered no reason or tools to launch a premature war that might have generated Leaders. I was frustrated, but felt I had no choice except to focus my resources along a less aggressive path.

Because both monotheism and engineering were already discovered, and the AI could research faster than me, my options were to either blow my gold on both techs, then research invention, or save even more gold until monotheism was also discovered. I chose the latter.

In 510 BC, one turn after the Ottomans researched feudalism, I traded the Ottomans 50 gpt for feudalism and 202g. Engineering and monotheism cost me a net 107g. I then declared war on the Ottomans, canceling the gpt, for a final net gain of all three techs and 95g for one lousy ruined reputation. I then allied with the Han against the Ottomans, insuring I wouldn’t be attacked, and declared war on Germany then allied with the Kelts, because both were getting too big. One turn later, the Ottomans built the Library, leaving me on my own for research. Invention was due in 20 turns.

In 410 BC two Turghaut Cavalry built to kick off my GA did so against an isolated Ottoman town. My biggest cities built markets. Research picked up, and I built a very tight core around my FP (which was right next to the capital) that eventually totalled 18 cities. The capital built settlers, a few others built workers, one prebuilt Leo’s, and the rest pumped out Ordu Archers, Korchins, and Turghaut Cavalry in a formula I worked out in the pre-game.

Over the centuries, more civs joined the two wars I started, and I pulled the Tokugawa in against the Ottomans as the Han made no headway. In 50 BC, I researched invention, built Leo’s, and upgraded to 16 Turghaut, 13 Korchin, and 46 Ordu. My cities then switched to making Bagatur Hordes, and continued to do so for the next 570 years.

10 AD –770 AD: THE MOUNTED CHARGE TO DOMINATION

My plan was to quickly jump my capital in Khazar territory, and fight a rolling two-front war. The northern force would take the Khazars, Russians, Arabs, Raj and Goguryeo in a big U-shaped swing. The southern force would take the Magog, followed by Persia, then kick back for the Kelts before joining with the rest of my units for what promised to be the tough fight: the Han, who blocked the route to the western peninsula. My intent was to avoid the Egyptians, Germans, and possibly Korea.

My GA ended just as I went to war – to the east with weak Russia en route to the Khazars, and to the west against the Magog. One turn later I declared war on the Khazars. At the same time, one of my productive cities flipped to the Rajaputanis – the first of several to come. The Khazars were out by 50 AD, and I jumped my palace to Balkhash with my first Leader on the next turn, as the Magog also expired. I also declared war on Korea this turn, because their lone city south of my core caused one of mine to flip to them! I took both cities, then made peace with Korea in 150 AD.

The force that knocked off the Magog now moved south against the Khwarismians. After destroying two small towns, my combined-arms approach hit a wall here, as the Khwarizmian pikemen, defending cities on hills, and backed by counterattacking knights and MI, gave ground slowly. In 230 AD I made peace with Persia in exchange for Susa, to give myself a chance to reload. (Captured Arbela then flipped a couple of turns later.)

In 210 AD I built Bach’s with another Leader. One turn later, with Russia reeling, I declared war on the Arabs. The Raj were far more troublesome due to their culture, but I wanted my troops to always fight the closest civ, and avoid wheeling back and forth. The Russians were out by 270 AD, and I focused on an opponent I was worried about: the Arabs. By now they had some musketmen and lots of pikes, but oddly, only longbowmen for offense. I attacked with one main force, while a smaller one picked off their northern peninsular cities. Playing patiently, I bombarded them down to the red before attacking, and made steady headway northeast.

The Han, aided by the Tokugawa, had finally cracked the Ottoman lines in a war started in 510 BC. In 310 AD, I declared proxy war on Korea and allied with the Raj and Goguryeo, hoping to lure the Raj offensive units west before I finished the Arabs and hit them from the east. At the same time, I renewed hostilities against the Khwarizmians. With fresh Bagatur Hordes, the Khwarizmians were eliminated the same year as the Arabs: 380 AD.

In this period, two more of my productive cities flipped to the Raj, including one on my southern border. My strategy throughout the game was to leave captured cities empty until the war was over, then use a limited number of units to pacify them, after which I rushed temples. As I positioned the conquerors of Arabia to invade the Raj, however, I decided to raze the large eastern cities, as I felt they’d be certain to flip. It would be easy enough to settle these areas myself, since there were no competitors left in the area.

In 420 AD I attacked the Raj from the east, keeping several Bagatur in the west to guard against strikes from Raj units fighting Korea. The Raj surprised me by counterattacking with cavalry! I quickly made peace with Korea, and developed a revised strategy against the Raj. First I knocked out their horse and iron links. I razed two major cities in the east, but left the little ones undefended, which drew out the Raj’s few cavalry (most had died fighting Korea, I guess). Their cavalry would take an empty town, and I would retake it with reinforcements, killing the cavalry at the same time. The Raj cities were lightly defended, validating my strategy of drawing them into an early war on the opposite side from where I would attack. As a result, my "knights" overwhelmed their cavalry, and the Rak fell shockingly fast: 500 AD.

I took stock. The Mongols controlled less than half the world, and I had already encountered cavalry. I wasn’t going to win without it. I had already picked up gunpowder in a broken peace deal, and now made peace with the Tokugawa, paying 590g for metallurgy. I then set research on military tradition, due in six turns. My cities had already begun building Ordu Archers in anticipation of a mass cavalry upgrade. My plan was to invade the Han with all my cavalry and push all the way up to Egypt, while my obsolete mounted units consolidated in the southeast. These units had been picking off the northwesternmost German cities, as the Kelts had begun to collapse in a war that had been raging for 1000 years. In 510 AD, I made peace with Germany, declared war on the Kelts and blitzkrieged them out of existence in three turns. In the northwest, one obsolete combined force was taking the three Goguryeo cities one at a time.

In 590 AD, Korea declared war on the Goguryeo, revealing that it, too, had cavalry. But now, so did the Mongols. 32 cavalry slammed into the Han’s soft eastern borders – they were on the verge of crushing the Ottomans and Tokugawa to the northwest – and took five cities the first turn. China had two defenders per city: muskets, pikes, and spears. Occasionally a cavalry unit – and one cav army! - would work its way back from the northern wars, but their eastern half collapsed amazingly quickly: three cities on the next turn, three the next two turns, before I paused to heal.

In 650 AD, as I nervously noted that all the civs except Germany had entered the industrial era, I was ready to strike Germany. 15 knights were riding through the old Kelt lands en route to the Tokugawan front. I ambushed them on open ground with 36 Bagaturs and 6 Korchin, and wiped them out. The invasion of Germany then began in earnest. It progressed more slowly, as expected, as the Bagatur force faced two to three defenders per city – musket and pike – as well as the odd knight, longbowman and MI.

A nine-strong Korean cavalry force, also en route to the Tokugawa, turned around when the Tokugawa fell to Egypt and the Han. By now the Han had been reduced to its Ottoman holdings, and I had begun to divert cavalry back toward Korea. I caught the Korean cavalry near their border and staged a second massacre. I then invaded Korea with the returning cavalry and two Bagatur armies, and experienced only one stray counterattack. This was a relief, given my discovery that the Koreans had… riflemen!

Fortunately, I knew I was in the end game. The Han were eliminated in 700 AD, and I left eight cavalry in the west to take out the three scattered Ottoman cities, and pacify what unrest still existed. The Korean cities were all defended by two units, of which half were rifles, and these fell steadily. The war against Germany picked up steam as I sent a cavalry army there to deliver the hammer after my depleted obsolete units did their bombarding. They were down to five cities, and the Koreans to two, when domination was reached in 770 AD.

In summary, I pursued my usual domination/conquest strategy of building almost nothing but barracks, except temples in conquered cities. My early efforts were limited by a lack of foreign workers and no wonders or leaders. I am still not sure if waiting until 10 BC to start to go on the offensive was the best strategic choice. I didn’t see the point of warring with ancient units against Predator opponents, and I couldn’t blow past the AI in research. However, I was pretty happy with the way I dominated the map from my core in 10 BC to the 67% point in 770 AD. I employed my usual offensive strategy:

1. Weaken the enemy by first allying with them in proxy wars that take their units away from our border.
2. Make the first targets resource denial whenever possible.
3. Draw out the enemy offensive units into open ground early and ambush them.
4. Plan all the wars at once, so that my invading units’ next target is next door, minimizing regrouping.
5. Whenever possible, fight two wars or more wars simultaneously.
6. Employ only "just enough" units to accomplish this. Once an enemy’s back is broken, send the bulk of your army on to the next opponent, leaving a small force to finish off the original opponent. The goal is that the second opponent is finished off that much sooner, and the first opponent goes down no later. (This makes more sense for fast finish than higher score, but I only play for fast finish.)
 
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1.27, Multiple UUs
Thanks for another good game and the interesting summaries in this thread. Having about 7 kilos of tests to grade, I've just decided not to try to finish this GOTM. The other civs will remain frozen in their fear of me until the end of time. I would probably have managed to get a win about a thousand years later than the top players, but it will probably be better to start over and try to do better during those all-important early turns.

P.S. Please, it would be nice if people avoided the abbreviation "GL". Even though it's usually possible to figure out what it stands for, it makes reading unnecessarily difficult. Remember that many people don't have English as their first language and try to make it as easy as possible for them.

In GOTM25, I ignored the GLig, got beaten by 2 turns to the GLib and got 4 GLs prior to the industrial age. D.S.
 
Originally posted by Megalou
P.S. Please, it would be nice if people avoided the abbreviation "GL". Even though it's usually possible to figure out what it stands for, it makes reading unnecessarily difficult. Remember that many people don't have English as their first language and try to make it as easy as possible for them.

In GOTM25, I ignored the GLig, got beaten by 2 turns to the GLib and got 4 GLs prior to the industrial age. D.S. [/B]
Hear, Hear! English is my first language, but I also object to the amount of abbreviation that's used around here. It's all about making it easy for one person to type, and nothing to do with helping multiple readers to understand.
 
I propose the following nomenclature-

That Great Leaders should still be refered to as GLs.

That the Great Library should henceforth be refered to as the Megalou in honour of the great reformer Megalou.

That the Great Lighthouse should be referred to as the cracker whose light shines down upon us all and who guides us benevolently towards victory.........or more usually squid.:)
 
Originally posted by samildanach
I propose the following nomenclature-

That Great Leaders should still be refered to as GLs.

That the Great Library should henceforth be refered to as the Megalou in honour of the great reformer Megalou.

That the Great Lighthouse should be referred to as the cracker whose light shines down upon us all and who guides us benevolently towards victory.........or more usually squid.:)

LOL

I suggest "Great Leaders" should should be abbreviated to "leaders" (see my write-up above). Typing "leader" requires the use of six finger-to-key operations, hereinafter referred to as FTKs ;). "GL" requires three FTKs - shift-G-L, or four if you can't coordinate sufficiently to use the same shift key operation to cover both letters. If you are so seriously short of time that two or three extra FTKs at a couple of points in your timeline blow it for you then what the #$@& are you doing playing at all?

An alternatve way to eliminate abbreviations from your write-up is to copy/paste the full text in after you have typed it, or else do a global search/replace in a text editor.
 
Originally posted by Megalou


P.S. Please, it would be nice if people avoided the abbreviation "GL". Even though it's usually possible to figure out what it stands for, it makes reading unnecessarily difficult. Remember that many people don't have English as their first language and try to make it as easy as possible for them.

In GOTM25, I ignored the GLig, got beaten by 2 turns to the GLib and got 4 GLs prior to the industrial age. D.S.

I agree. I have used this abbreviation myself and thought it confusing even while typing it. There are several other confusing abbreviations of course.

I would still rather people wrote something, even if riddled with abbreviations, than not report.
 
[ptw] 1.27f (Euro), Open Class

Ancient Ages (4000BC to 1000BC)

Middle Ages (1000BC to 1040AD)


I finished the QSC period in a reasonable position:
DianthusGOTM25_BC1000Minimap.jpg


I spent the next 1000 years building up and preparing for my first attempt (ever, not just in GOTM!) at domination. By 10BC I had expanded to 16 cities (I did reach 17, but 1 culture flipped to the Goguryeo), and a fair amount of military:
DianthusGOTM25_BC0010Minimap.jpg

DianthusGOTM25_bc0010Units.jpg


I left it a bit long before starting my first war and was having trouble deciding who to attack first. Up to this point I had been giving in to demands, but when the Celts demanded my World Map and 100g I decided now was the time, and the Celtic lands were the place!

I made some alliances against the Celts, and also started war on Arabia and Tokugawa and got lots of alliance against them too. My first UU win came in 90AD to start a Golden Age, my first Leader came in 280AD and was used to move my Palace to the Celtic heartland. The Celtic war took quite a while, not finishing until 380AD. Then followed a series of wars. I was often at war with 3 or so AIs, sometimes I was even fighting 2 at once. Here is a quick list of the wars :

Celts : 10BC-370AD
DianthusGOTM25_ad0380Minimap.jpg


Khazars : 380AD-400AD
Rajaputana : 420AD-480AD
Russia : 420AD-510AD
Goguryeo : 500AD-540AD
DianthusGOTM25_ad0540Minimap.jpg


Kwarizmia : 550AD-590AD
Arabia : 580AD-730AD
DianthusGOTM25_ad0720Minimap.jpg


Korea : 720AD-800AD
Han : 810AD-890AD
DianthusGOTM25_ad0890Minimap.jpg


At this point I still had another 313 tiles to get. I was expecting the Han territory to get me pretty close, but it took me by surprise when many of the Han cities autorazed. I guess they hadn't built much culture. It took me quite a while to get Settlers down and in place, and by 1020AD I had settled and expanded the borders as much as I could :
DianthusGOTM25_ad1020Minimap.jpg


I still needed another 73 tiles. I had messed around for the last 150 years and decided to finish this quickly (I had been playing from about 500AD without stopping to try and get this finished!) and ROP raped Egypt and the Celts to take me over the domination limit by 10 tiles in 1040AD with a Fireaxis score of 8405 and Jason score of 8826 :
DianthusGOTM25_ad1030Minimap.jpg


At the end I had still hadn't reasearched past the UU techs, so only having Monotheism, Feudal Warlords, Engineering, Samurai Code, Invention and Gunpowder in the Middle Ages. Gunpower I gained from the Celts when making peace. I had problems with cities culture flipping back to them though, so from that point on I wiped out all of the other Civs rather than making peace for techs.
 
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[ptw] 1.21f

Ancient Age Report

I entered the MidAges in 1050 BC. At that time only Engineering and Monotheism were known, by a group of other civs. My next goal was to extort that information from one of my neighbors: the Khwarzimians!! This would also put me in good position to launch attacks against the Han, and then on to the Ottomans.

I wanted to do the Anarchy Gamble, where you start your revolution a few turns before learning (in my case) Republic at minimum, make a citizen a Scientist, and cut down the wait time before forming the new government. Unfortunately I didn't know Monarchy, so I made a gpt deal for Monarchy with the Khwarz., and then broke the deal by declaring war. Quite dastardly, but I'd do worse in this game. I was in Republic in 510 BC; the Anarchy Gamble cut 4 turns of waiting off my 7 turns of anarchy.

I had about 30 AndaSwords at this time, and sent 15ish to do the job. After taking a peripheral city and his capital, they were willing to give me what I wanted. By this time I already had Feudal Warlords and Engineering through trades, so I got Invention from him. I also got 2 GLs, one which formed my FP just north of the former Khwarz. capital, and the other built Leo's Workshop; quite convenient for all the upgrades I had planned. This is roughly 210 BC.

Next issue is to start my Golden Age, and get Samurai Code. After upgrading several units to TurCavs and Khorchins, I declare war on the Rajaputana, triggering my Golden Age in 110 BC. Here is a cropped F3 screen showing my empire and army at this time.

cvst_g25_bc110F3crop.jpg


My initial evalution of the unique Mongol units lead me to design a Mongol unit stack comprised of 5 TurCavs for defense, 7 OrduArchers for Bombardment and 5 Khorchin for offense. I desired to have 4 of these 'stacks' ready to lay waste to my opponents, and at this time I'm lacking about 10 Khorchin/bowmen to achieve this, and I'd like some more defensive units, as well. So my plans are to use 20+ shield cities to build Bagatur Hordes (these would supplement the offensive Khorchin), and 17+ shield cites to build Khorchin, during the Golden Age. After the Golden Age, I'll disconnect my Iron sources, crank out a ton of Nomad Warriors, reconnect and upgrade.

I wanted to get Ordu Archers going, so I bought Samurai Code from Russia for about 500 gold. (No one wanted to do a gpt deal; wonder why?) At this point I was making about 220 gpt during the GA, so I'd rather get all those Gospodars upgraded than wait. The Ordus brought the 1st Raja war to a conclusion rapidly, and I sent my first Mongol Stack east towards Arabia. My 2nd and 3rd Stacks were sent towards the Han, and the 4th Stack towards the Khazar. Here's my F3 screen at the end of my Golden Age in 280 AD.

cvst_g25_ad280F3crop.jpg


These Stacks were unstoppable!! It might take about 2 or 3 turns to reduce a large city to kindling with bombardment, but once most of the city improvements were gone, the defenders fell rapidly. I initially planned for 5 TurCavs in the Stack for defense, but I rarely had more than 2; this was usually enough, and I don't think any civ got enough offensive units together to take out the TurCav defender(s) and some Ordus or Khorchin. The blitz capability of the Ordus and Bagatur Hordes was quite impressive; combined with a 3 movement and bombard capability, these units could move up, bombard 1 or 2 times, then overrun the weakened opponent. Units in the field were nothing but cannon fodder. A favorite tactic when encountering an enemy stack in the field would be to move 2 spaces forward, doing a bombardment in passing, and then use Khorchin to deal the final Lethal blow as they passed. At the end of my game, I counted 120 Lethal bombardments by my Khorchin, about 75% against units in the field. Even if I had an injured Khorchin from doing a direct assault, I rarely rested them because they could still do a Lethal bombard.

After the GA, I did my mass Nomad Warrior upgrade, then just had every city build Ordu Archers to add to the stacks. Towards the end (because time was ticking out on me), when engaging a city, I had the Ordus do 2 rounds of bombardment each, then assault the city with their final movement (only against 1 or 2 hp opponents, though). Things got a bit sloppy at times; I had combat operations going on 3-5 fronts every turn! I had to start rushing Settlers and taking as much territory as I could to get to the Domination level. Finally achieved, after a bruising final night, in 580 AD, Firaxis score of 9594. Here is my F3 screen from that last turn.

cvst_g25_ac580F3crop.jpg


Only Egypt has most of their cities left. They were also most advanced, but I don't think they got past Chemistry. The Tokunaga were down to 3 cities, Celts to 2, Koreans to 4 and Khazars to 3 former German cities. I debated staying in Despotism to feel more like a Mongol Horde, but it was too much of a penalty to pay. I chose to go into Republic, which still saw me gaining over 200 gpt with 0% in Luxuries. The last turn I finally reached the first stage of war weariness, so several cities are in civil disorder, but it was never any problem the rest of the game; in fact many civs declared war on me, giving me reverse war weariness for a considerable part of the game.

A very fun game, but tiring.
 
There are some great results reported here, making my finish date look pretty inadequate. What intrigues me is the amount of AI space I see on some of the maps. To reach domination I reduced the AI to the Arabs in the eastern peninsula with a couple of 9 tile cities in the middle of Mongolia, plus a small area in the west for what was left of Egypt.

Mapstat tells me there was still 13% unclaimed space on the map when I finished, with the Arabs and Egypt at about 9% each. So I should have devoted more effort earlier to filling the gaps with more temple and settler rushes, and maybe reduced my completion date by a fair bit. I was relying too much on using Steppe Settlers to fill the gaps, but that meant I was delayed by researching Theory of Gravity. My compensation was getting to see the cool Steppe Settler animation :)

Another lesson learned ... :rolleyes:
 
My finish date wasn't one of the ones that made yours look inadequate, but I'll comment anyway! My mapstat figures showed 5.5% tiles unclaimed at the end (some of which were from my final sneak attack of the Celts/Egypt) with the Ottomans (10.2%), Egypt (7.4%) and Germany (8.7%) still having a fair amount of territory. I deliberately set out to not research past the techs for the UUs, so didn't have access to the Steppe Settlers. This meant it took me ages to fill in the gaps in the Han territory I captured (I hadn't got settlers in place as I was expecting to capture the cities that autorazed). The rest of my territory was in pretty good shape expansion-wise as I had been rushing a Temple per turn in all of the other captured cities.

I should have finished at least 100 years earlier due to my lack of sleep at the end (delaying the next attack after the Han) and earlier still due to my late starting of hostilities (my first war didn't occur until 10BC), but I'm pretty pleased with my 1st domination victory!
 
Originally posted by AlanH
... What intrigues me is the amount of AI space I see on some of the maps. ...

Most of the open space on my map is at the Front Lines. I suppose I could be more aggresive and get some Turghaut Cavalry to escort Settlers and claim that space up front.

Also, I'd just finished clearing the Korean peninsula of everybody but the Koreans. The Goguryeo were a cultural powerhouse and left a large void when they were done in. The other cities were far-off colonies of the Ottomans, Rajaputana and Tokugawa, so they had no culture and little population. Therefore they autorazed when I took them. I have 2 Settlers moving into position (and more on the way), but it would have been 3-4 turns before those Mongol cities would have been founded.
 
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