ST5 - The Wall Must Fall

For some reason, I was thinking that medicine was required for rep parts. :smoke: :smoke: :smoke:

I did pick up on the "gearing up" comment, but nationalism was in so quickly that I wasn't sure we'd have time.

-Griselda
 
Your post inspired me to go looking for horse smilies, though. Here's what I found:

horsie.gif


horse.gif
 
Got it.

Would it be faster to go Rep Parts with Theory, or should I skip Theory and try to trade it from the AIs ?

Grimjack
 
Probably better to get it via Theory, as RP is a farily expensive tech (relative cost 140), while Sci Meth is 100. Atomic Theory is a ridiculously high 200 and should be our other Theory tech. Electronics is 180 but can wait in favor of a rapid RP (we can build artillery while researching Electronics). Don't take Sanitation for free as it costs a lowly 90. Anyone interested can check the editor to see these numbers.
 
We have three turns left of deals with Mongols and Greece. Five turns with Hammurabi, and lots of turns with the Chinese.
So, looks like I will try to go to Artillery and see if I can set up next leader for some :hammer:.

Medicine comes in, and I go for Electricity. At 80% tech, we get it in 12 turns and zero gpt. Start university in Tenoch and Tlatel. Hopefully this will help us get to Theory faster.

1255 Optimize some cities that got railed.

IBT: Teoti goes to cavalry production. Will need cavalries even when we get artillery.

1260 Do not trade our medicine. Greeks have Communism though.
1265 Road some more. Deals end, and we go -65 gpt. May have to reconsider the monopoly on Medicine. Alexander offers 86 gpt, 520 gold and some spices for Medicine, but I decline.
Will not tie next player up in any deals.

IBT: Bah, Babs want to renew Peace. Decide to accept.
What is this. Normally it is exceedingly rare for me to get AIs to offer extensions of the peace. This time it is Alexander that comes to renew our deal. I am sorely tempted to tell him to go stuff it, but accept his deal.
And finally in this sorry IBT, Entremont riots. They get a taxman.

1270 With the new peacedeals, only valid targets are Mongols and Chinese. WIll gather troops by Mongol targets. Build cavalry rather than riflemen, because their retreat ability makes them the attacker of choice even though Infantry has the same attack strength.
Optimize cities to target spts. Greece no longer has any gpt to give for Medicine.

1275 Get another city to 27 spt.

IBT: Get a university, and shave a turn of off Electricity.

1280 Universal Suffrage soon finished. Palace is a 17 turn prebuild, and I will wait a short while. A deal ran out though, and I can pump ersearch a bit, so It is time to start prebuild for Theory of Evolution.

Declare on the Mongols. Want to see how many cavs it takes to grab cities. Need four cavs to take Dalandz. ( The desert city up north. ) I lose on cav, and get one retreated against one rifleman and one musket.
Give greece Medicine for them to also declare on the mongols. Get a lux from them as well. They need to be a bit bled.
Kill off a few exposed mongols in the south before taking cover in the cities. Mongols do their moves before the greeks, so I will not bet on the life expectancy of the exposed Greek cavalry.

IBT: Rifleman in the jungle beats off two mongol cavalry without taking hits.

1285 Lose two cavalry taking UlanBaatar from three riflemen. I used two cannon and five cavalry. Then I lose a rifleman attacking a Keshik. Keshik does not even take any damage . Argg. Move forces in the south in position. May have been to chicken here, as Greeks may beat me to a city.

IBT: Using three cavalry the Greeks manage to take the southernmost MOngol city from the two muskets defending it.
We complete Suffrage. Set Texcoco to factory. Ought to be able to clear the 80 spt with this city.

1290 Move forces. Trade Ivory to the Greeks in exchange for 31 gpt. They now have Corporation. Hindsight is twentytwenty, and I realise I should have save Medicine. Electricity will come in soon though, and that should get us Corporation.

IBT: Notice Greeks have some 20 cavalry and a cavalry army :o in the south. Thats some heavy amount of forces. We lose one Rifleman and redline the other by two counterattacking mongol cavalry. Pays me back for the luck I had in the jungle earlier.

1295 Turn the factory in Callix to a bank. This is a seven spt city. We could use the money for rushing troops instead.
It costs us two out of eight cavalry to take Darhan from three riflemen and one cavalry. Starting to feel the crunch for troops until I discover a couple of Jags. Use one of them jags to kill off a redlined cavalry.

IBT: Greeks need five cavalry to take hovd from the mongols. Then they move their army in position to strike next turn.

1300 Rush worker in ulanbaator as resistance ends. Still think MOngols may survive three or four turns, and I do nto want a flip.
Hmm, notice I have missed railing river sectors near Texcoco, please rectify to get two more gpt.

Save: Here

Sorry about the lousy turns. I should have tried to get the southernmost MOngol city to be able to stay ahead of the greek cavalry. Have moved forces in towards Karakourum, and we ought to be able to strike it in three turns. ( when Cannon and riflemen have arrived. )

Grimjack
 
The AIs always renegotiate peace when a deal involving any per-turn payment along with the peace treaty ends. I made peace with Babylon on my turn, paying gold/turn for Theory of Gravity, and used renegotiating peace with Greece to buy Steam Power on credit. Twenty turns later they renegotiated.

Good progress. Artillery will be the killing blow for sure.

Hotrod << Up Now
T-hawk << On Deck

You out there, Falsfire?
 
ST5:

1300 AD (0): Looks like Greece has gottng the better of the Mongols and we are about spent. 3 cavs with about 6 others resting and a few more in the works. Will try to keep the pressure on. Swap Malininco to a settler to grab another city spot on the water with the fish.

1305 AD (1): Will move to attack Karakorum next turn. Lose 2 more cavs in the south trying to take a Mongol city.

1310 AD (2): Greeks lose then recapture Hovd. 6 greek cavs retreat from Almirkh. Learn Electricity start on SM due in 8 with a modest +23gpt. It takes all we got but capture Karakorum.

1315 AD (3): Capture the city of Kazan.

1320 aD (4): Form up a stack to move into the heart of the Mongol territory. :hmm: Ta-Tu or Tabriz.

1325 AD (5): Watch more Greek cavs die at Ta-tu. Will try to take in out from under his nose. 11 cavs, about half elite, fail to take Ta-tu. 3 cavs die the rest either barely hang on or retreat. And to think the greeks already hit this city once. The good news is Almirkh falls to 2 cavs and a wounded horse.

1330 AD (6): With only 2 Mongol cities left and a sparce force of cavs this may be the last shot at taking either city before the greeks. Decide to hit Tabriz, have more units closer by. First Attack a 5/5 elite vs. a wounded 3/4 rifle. We win and get a great leader. Our drive is done before it starts. Wound 1 3/5 elite rifle before dying and lose the last cav in the area to a regular rifle that is now redlined. Only 2 rifles remaing but the only cavs in the area are redlined. Hope that greece has as bad a luck as Me.

1335 AD (7): Tabriz must have walls of steel. Fail to take the city again. Next turn it will fall. WW is kicked up a bit.

1340 AD (8): It was a long hard battle that sent way toooo many cavs to the glue factory but Tabriz is ours and the Mongols are down to one city on the mainland.

1345 AD (9): Ta-Tu falls to the Greeks. We learn SM and start on AT. Change Teoti to ToE and it is due next turn. Trade Electricity to Greece for Corp and 190 gold. We are down refining and Communism. Will pay 89gpt for Sm but I will let T-Hawk Decide wether to trade or not. Okay I was tempted to stop here and let T-Hawk make the decision on techs from the ToE but I will finish it out. I see no reason to not take Electronics at this point mainly because of the GL and the No doubt on the Hoover right now. By NOT doing it now it only wastes potential shields waiting for electronics to come in. With war all but over for now start a couple Stock exchanges.

1350 AD (10): Teoti builds ToE grabs AT and Electronics. Start on RepParts. Starts Hoover, leader rushed. Sending a small stack of workers north to connect through what used to be Mongolia. RepParts due in 10 with -14gpt. and a few new Universities coming online soon.


Here is the Save:

http://civfanatics.net/uploads5/st5-1350ad.zip
 
Well, 3 AM Saturday is Saturday, isn't it? :) I can't sleep, so here goes.

Taking stock:

We have Sci Meth/Atomic Theory/Electronics at monopoly, and everyone except Greece is behind by a few techs. We also have an alliance against the Mongols for 6 more turns, so I'm committed to that, although all they've got is that one city on the lonely northwestern island. I could send a boat of troops to finish them off and end the war weariness, but it'd take 6 turns to get there, and Greece will probably finish them off anyway.

We do have a peace deal with Babylon expiring in three turns; I'll see if I can take care of that detail. I start collecting cavalry and moving them east and swap a couple of builds for more.

I also hit shift-U on muskets just to simplify things.

==========

1355 AD: Frickin Greek troops blocking our way through ex-Mongolia. With Hoover complete, Texcoco has crested the magic 80-shield mark. This turn, it finishes its own stock exchange, and starts a prebuild for Wall Street.

Ugh - China and Babylon MPP.


1365 AD: Babylon got Communism. We trade them Electricity plus Corporation for it and their spare change. Then we declare war on Babylon.

Babylon city is only showing regular riflemen as defenders. But - DANG! - there's at least SEVEN regular riflemen in it! I had 14 cavalry to attack Babylon city, but they only kill about three, and we lose too many cavs. And of course China declares war too via the MPP.

And Babylonian counterattacks kill three of our cavs that did survive. But Greece polishes off the Mongols this turn, getting us out of war weariness.


1370 AD: Well... ok. We're going to be tied up against Babylon and China for a while. So I sign alliance with Greece against both civs (in the same deal so that it will terminate if either target civ dies.)


1375 AD: Four more stock exchanges and Wall Street complete, and it should be pretty much nothing but military from here to forever.


1380 AD: A Babylonian boat lands units next to our Lugdunum, but Greece fights it all off for us. :D Greece also razes the next-to-last Babylonian city!


1385 AD: A large number of Greek cavalry assault Babylon city - most of them stupidly attacking across the river :rolleyes: :smoke: - but sheer numbers overwhelm the city and Babylon is eliminated.


1390 AD: Positioning and building rails over towards China. Replaceable Parts comes in at last, and we start building artillery. Greece got RP at the same time as we did, though.


1395 AD: Can't assault Beijing this turn because there's a frickin Greek cavalry in the way. :p


1400 AD: Greece's hordes of cavalry attacked Beijing. They failed to capture it, though, leaving it with one conscript rifle and a longbow - and we easily capture it. :lol: The cities of Canton and Tsingtao also easily fall to our remaining cavalry.
horsie.gif


st5-chinese.jpg


st5-1400ad.jpg


And then there were two. It's a one-on-one battle now, and there's going to be one heck of a cataclysmic showdown between us and Greece quite soon. Don't bother researching (maybe Espionage if you like, but nothing else will help). Don't build anything else besides military - but we are indeed going to need a lot of that. And don't make any new deals with Greece, of course.

I don't expect to get this one back again, though I might if falsfire is still MIA and if Greece holds out for a while.

Griselda << Up Now
falsfire << On Deck
Grimjack << On Deck if falsfire doesn't post; feel free to take it after Gris
 
(0) 1400 AD - Clearly, gearing up for the next war is a priority here. If Greece decides to attack now, we could be in big trouble. I spend some time shifting some defenders around to leave as many cities as possible covered. I set some of the core cities to infantry for now, so that we can at least defend our core's border. A few core cities, and the celtic ones, can do artillery.

(1) 1405 - Rush temple in Tsingtao. Begin collecting artillery and cavs in the East. The eastern cities will probably give us more land for less losses than the other Greek ones, although they won't do much population-wise.

(2) 1410 - The resistance ends at Canton. We rush a temple to celebrate. Beijing's resistance ends, but the city riots. We also get temples at Tamuin and Dalandzadgad.

Hmm, so much for "gearing up":
st5-greecewar1.jpg


We were NOT ready yet! Those bastards used our ROP to ride the rails up to Tenochtitlan this turn before they declared, so they just walked right in to the undefended city! They also capture Malinalco and several workers. In happier news, our one fortified jag kills an attacking cav. He promotes to elite, and he deserves it!

(3) 1415 - Well, the assembled artillery and assorted units might as well do something. They march towards Babylon. I don't really have anything that can pick units off in our core- I change some build orders to cavs. We should have a few. I pick off some Greek cav units. Oh, our palace moved to Teoti, so we now have our forbidden palance in our capitol. :( I'll try to fish for leaders when possible.

(4) 1420 - Re-capture Tenochtitlan. Capture Shanghai. At some point in here I upgrade some of those old jags to guerillas. We are very short on units at the moment, and those will help a lot.

BT - The Greeks capture Tula and raze Teayo. Visions of losing by domination during my turn run through my head. :help: Both of those cities were guarded by a single infantry. Increasing the defenders in those cities would have meant leaving some undefended. Since the Greek cities down there are mixed in with ours, there's really not a safe city to leave undefended. OTOH, in our core, now that we're at war, I can leave the backlands undefended now as long as I can keep the incoming units under control.

(5) 1425 - With those thougts in mind, I have a rudimentary strategy. I'll try to take Greek cities starting from the east to help us build an identifiable front and backlands. That should help us stretch our defenders better. The only problem with that idea is that I don't have a lot of units out there, and new production from the core can't get there safely at the moment. I guess it will start slowly, but it should pick up. We do have a stack of artillery.

The core, on the other hand, will focus on defense. I'll try to pick off the units they send without really going for land for the time being. Security in the core is still very iffy at the moment. Hopefully I can minimize losses and take out there units so that things will improve.

There is a Greek cav SOD that can get to Darhan and Ulaan next turn. I move defenders up from the back lines. Also, war weariness is around 35% already. Lux tax needs to go to 20%. I bombard Babylon, but hit everything but the defenders.

(6) 1430 - The Greeks have moved their stack up, but not attacked this turn. Perhaps the lightly defended cities in the back have attracted them. Still, I don't think it's puppet strings, because I was only moving units up to provide needed defense, not to bait.

Anyway, I kill all 10 cavs. First, artillery, then cavs, then guerillas. I needed a few infantry to finish the job. We capture Babylon and Sistine. I have to draft at a Mongol city.

War weariness is up to 52%! While it may be kind of tolerable (if you don't mind huge lux tax or starving cities, or both), it's not going to get better. I don't think anyone here wants 20 turns of peace anytime soon, and even that might not take care of it. If we were anything but religious, I would have stuck it out, but as a religious civ, it seemed clear that the time had come for Monarchy. I hope you guys don't mind. With those cavs gone, we can spare a turn of production right now, so I go for it.

Things were bad enough that the cities are already in much better shape during anarchy.

(7) 1435 - We become a Monarchy. Lux tax can be turned off, even in empty cities, which is such a relief! There's not a whole lot else to do this turn, except to pick off a few Greek units on the mainland. I also bombard Ur.

BT- Greeks land 4 cavs by undefended Tenochtitlan. There are two more full boatloads coming next turn.

(8) 1440 - Redline and kill the landed cavs easily enough. Our fighting force in the E is virtually nonexistent. Maybe I wasn't patient enough at Babylon considering we don't have reinforcements that can come. Right now, units from Ur can still ride some rails up and threaten the north, but that should change soon. I rush some temples and a few units to help us take Ur.

BT- Those two boats headed for Tenoch unload only 5 cavs.

(9) 1445 - I yellowline Ur, which has 3 infantry. I think we can take it. I attack, and kill the three infantry, plus a wounded cav that had been left out. That leaves a wounded cav holding Ur, but I have nobody to hit it with. Next turn.

At the core, we are able to kill the 5 cavs by Tenoch, and 1 by Darhan, losing one guerilla. I think I killed a couple of infantry, too, but didn't note it. I shift production focus away from cavs and infantry in most places to artillery. There's mostly Greek infantry in the borderlands now, and there's no point in attacking them without enough artillery.

BT - Two cavs land by Tlacopan (units are now healing in Tenoch, so it's not undefended but Tlacopan is).

(10) 1450 - Two cavs are easy enough to pick off. Once again, I failed to note if I killed any infantry, and already the memory is fading, but I think I got a couple.

Ur still has only the cav showing, so I attack. We capture Ur and Bach's.
horsie.gif


The extra artillery head over to bombard Tula this turn. I didn't move a "spy" cav in to see the units in there until after, for some reason, but I do know that there was a wounded infantry on top when I did peek. Ur seemed more important because it's can help to keep the roads open to the north.

The Greeks are bombarding like crazy with ironclads. This should be fine as long as we keep resource access up to China.

Speaking of resource access, if we closed two tiles out of Ta-Tu, I think that would end Greek rubber access in their eastern cities. I didn't check to see how much trouble that would entail, as far as what units would be available to go to Ta-Tu.

We are first in land, but second in population. My guess is that population will hold us back for domination more than land area will. If we have to crack their core anyway, conquest starts looking more and more appealing, imho anyway.

It was looking scary for a while, but I think things are starting to turn around now. Good luck!

st5-1450ad

Edit- I was interested in looking at the 1450 minimap vs. the 1400 one. Since I thought some others might be as well, I figured I'd post it.

st5-1450minimap.jpg
 
Got it.
Grimjack

SHould be interesting times. :)
Nice slugging there Griselda.
 
Immediate goal. Kill off Greece. This is the end game, and we are mano a mano with infantry.

Start up while I am fresh with doing an extensive survey of the cities. Do not gain much, but enough to make it feel worth my time. ( Gain a turn on production here, a turn of growth here. )

IBT: Watch in astonishment as I lose three fortified infantry to attacking infantry, without doing more than bloody their noses.
Start up a city on infantry and another on cavalry. Nede to have some troops as well as artillery.

1455 Spend my surplus money rushing infantry in the far east. Feel like making a unified front.
Grab Tula after artillery bombardment without losses.
Get a leader when finishing off the redlined infiltrators. Form an army with him. Will take a while to round up the troops to fill the army, but I will not neglect the chances of getting another leader.
Switch Texcoco to cavalry so that we can soonish fill the army up.
Wake up all the workers I can find. After spending time with Epic36, it is more easily handled to keep the odd 30 workers we now have fruitfully occupied.

IBT: This turn our infantry handles itself better, and it kills off two attacking infantry, getting elite in the process. The tactic of redlining the ships stalking our shores seem to pay off as well, as those ships do not release troops, instead beelining to harbor.

1460: Chengdu falls after extensive bombardments, and the front is shortened considerably. Start siege of Xinjian with leftover artillery.
Hadn't counted on Chengdu to fall so fast, and I waste the movement of five infantry, standing in position outside the now conquered city.

1465: TaTu siege is started, but bombardment really uneffective. Discover it is defended by at least three veteran infantry though. Xinjian siege is also continued. It is also guarded by at least three infantry.
Malinalco defended by only two infantry prove to be a softer target, but it costs us one of our three cavalry.

1470: Rush two more cavalry so I have a couple ready for Xinjian. Bad about TaTu, as I really only had this turn as window vefore the next SoD of infiltrators arrived. Greece is sending some 5-6 infantry on infiltration every turn. I neglected to bombard them this turn in order to take a poke at TaTu.
It is costly at three cavalry, one Guerilla and one infantry, but we capture Xinjian.

1475 Hmm, ChoyBalsan is having a rifleman on top. As this particular city is on a hill this is interesting. WIll see what my artilelry can do about it. Discover that it is now defended by two redlined Riflemen. Choybalsan falls with no losses for us.
Hovd next in line is defended by a rifleman and a musket. I cannot resist such a target, and use my artillery on it. Hovd is autorazed. Too bad, had it been alive, we would have connected our two parts of the empire.
We can now move troops by rail in between our northern and southern parts. Feels like Greece is somewhat short of money, given that I found cities not defended by infantry. I can only hope he will not upgrade the ones I couldn't reach this turn.

1480 No infiltrators this turn. Greek infantry are aflling back southwards, trying to protect their crumbling front there. Hmm, notice Ta-Tu has been reduced to size 4. DRaft ?. Will see if siege try two is more successful.
Three veteran and two regular infantry is guarding now. Concentrate on Akkad instead. After redlining, I swiftly plow through three riflemen, only to be brought up short on a redlined Guerrilla that kill all three of our elite cavalry. :( Akkad finally falls to our last infantry that were able to reach it.
Will have to build a couple of new cavalry. Weird that I never have been able to retreat. Not once have I retreated.
Move some 7 infantry into position by Ta-Tu. I want it next turn. I also would like a leader right about now. I stupidly didn't think of a new palace with the last leader.
That was some stupid decision to build an army.

1485 Ta-Tu is soon size 1 and redlined. For some reason, Greece has withdrawn a couple of troops. Tizoc appears in the battle for Ta-Tu. He will build a grand palace in Entremont after Entremont finishes a settler. ( to fill in a gap. )
Soon afterwards Ta-Tu falls after destroying one of the besieging infantry.
Time to start chipping away at the Greek core. Got to think a bit as well. During all these turns, I have not seen a single cavalry. Seems like a bit early to draw conclusions, but I deem it likely with the seven strength attack of infantry, the AI will always chose infantry over cavalry.

IBT: with the capture of Ta-Tu I get a coastal rubber, and every single clad beelines in that direction. As the clads didn't reach it this turn, some 20 infantry beelines in that direction as well.

1490 Rush Palace in Entremont. Not the most central site, but the most developed of our southern holdings. We finish our palace at long last.
Herakleia is the first greek core city to fall. This will ease off quite a bit of cultural pressure.
Ouch, Allegheny is size 22. That could be a fine tech to have. Decide to save the money rushing military instead.

IBT: not that I am doing it on purpose, but the greek SoD heads back towards the north again.

1495: Flatline Grand river. ( All defenders redlined, and size 1 or 2. ) Lose two cavalry attacking it. I saved teh army for when Greece got a promotion, and a good thing to. Had to use the Army once.
Move forces into position for next turns strike on Salamanca.

IBT: Lots of movement, but no fight. They expose a lot of infantry. I am hoping the siege will leave enough artillery free for me to flatline the exposed infantry as well.

1500: After flatlining Salamanca, I capture it using seven cavalry, losing one. I did not have enough artillery to flatline the greek SoD near Grand River. It would be up to next leader if he would like to risk the flip and reinforce, or if it should just be abandoned.
I have moved infantry into the city, reinforcing.

Save is Here
 
That dark green looks way better on your turn. :) Way to go. :hammer:

I noticed them attacking with infantry, too, once their cavs were dead. They must not have built any more after rep parts.

It sounds like your cavs were mostly attacking redlined cities? That's why they didn't retreat.

I peeked at the save, and notice we're now ahead in land and population. I'm guessing since we already led in land at the end of my turn that we're over 70% there. Still, getting land might just be the easiest way to get people. Heh, maybe the Greeks will draft/poprush themselves to death!

-Griselda
 
Wow! If there's anything that deserves a steaming helping of Realms Beyond wrath, ROP-raping our capital would be it! :mad:

Monarchy was fine, of course :thumbsup:- we're never researching again so who cares about income. Although, I might've actually tried Communism. This is a standard map and we're only around 2x OCN, and with us having only one core (the Palace jumped to the same city as the FP) until the GL showed up, Communism might've been quite productive indeed. We could even switch now if we wanted, just for experimentation's sake. :) (although we are now farther above OCN.)

Looks like the AIs have the same problem with preferring infantry over cavalry that they do with longbows over knights. We players can understand the value of mobility, retreating, and cost/value ratio, but the AI just goes for that higher attack number. Let's hope that if these unit changes are in Conquests, they've at least adjusted the AI for it. (Sulla or any other beta-tester, are you watching?)

We've still got a fair bit more land to go towards domination. There's a lot of cracks in our cultural borders, and a lot of coastal tiles that aren't under our control. Add to that the silly little northwestern island - every tile present there, including coastal, is two more that we have to control on the home continent - and we're looking at taking out at least half of what Greece has left before we actually reach domination. I would say to go for conquest instead, if it weren't for that silly little island 30 years of sailing away and Greece's ironclad control (pun) of the sea.

Note that abandoning Salamanca right now would be running afoul of the RBCiv temporary-cities exploit. Besides, it's got the Pyramids and Smith's, which are decent to keep anyway. If it flips or get reconquered, we just take it back.

Hotrod, you're up. You should be able to finish it off. :goodjob:
 
I wasn't suggesting abandoning as in razing the city, just abandoning the defense of the city, lettnig them recapture it.

I have no doubt we can defend ourselves against their attacks. It is the tiny risk of flip that bugs me. We have had some annoying flips thus far.
Grimjack
 
I've got and will see what I can do later tonight to finish this off to free up some time to explore conquests later this week.

Hotrod
 
1500 AD (0): Spend some cash and rush a few temples. 1 large stack of greek infantry are around but will need artillery support to hit them.

1505 AD (1): Spill the blood of countless Greek infantry. All infantry within artillery range of Salamanca and Grand River are redlined and killed. Many elite victories but no leaders.

1510 aD (2): Forming up a stack of infantry and Artillery to move on the Greek core starting with Epheus. Full scale draft to fill in the empty size 12 cities.

1515 AD (3): Capture Epheus and use our new found territory to move artillery in position to hit Sparta next turn. Capture the last city in the east, Veruluamium.

1520 AD (4): Take out the only forces the Greeks could muster 5 infantry. Begin bombing Sparta, it is down to size 9 without any improvements. Moving a seperate stack on Corinth and Allegheny.

1525 AD (5): A few towns expand and we get a domination victory. Score 4402, time 46 hours and change. Took me by surprise.

Great game!

I think it shed some light on how A.D.M are interpreted by the AI and how playing with those values can mix it up as far as the balance of power and what the AI throws our way.
 
Yup. Great game, and much fun.

Think the AI put all the emphasis on attack value when building attacker. Only if it has two or more units with the same attack to chose from does it think about move/defense/cost.

Also, with the two fronts we had, the rubberbanding was very visible.

Grimjack
 
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