STR-02 English Astronomers

From the top then:

T0 looks fine.
T2 Whip courthouse @ Visigoth
T3 Mao adopts Theocracy.... hmmm. We get Gunpowder, start Chemistry
T4 OB with Mao. Get some extra troops Jute's way.
Indians south of Jute:


Hatty is on the move:

T8 Set an extra specialist to Stagnate London (at max happy)
Now he's against the Malinese:


T10 Whip theatre @ Visigoth (early I know, but a bit of happy to spare here and I want the border pop asap.) Capture Jute.


T11 Hatty has no friends. JC is asking us to embargo Hatty now. No.
T13 Declare on Toggy.


This time it's Mao:


T15 Capture Izumo


View attachment 135178
 
Seems like a good set of turns Kanga. Good call about the courthouse in Visigoth, wanted to mention it to you but totally forgot.

Some questions though since I won't be able to take the save until tonight:
- how strong are we vs. Toku?
- I assume you moved the garrisons away seeing as you let London grow to max happiness?
 
Kanga_DU said:
A. Do you really want to know?

Very much. Saves me the shock when I get home;). However, if he is so much more powerful, why did you declare on him? The AI may be poor at tactics, but that doesn't really matter when he has overwhelming forces. Do we have Pikemen and/or Musketmen? That would change the whole situation, since they could counter Toku's Knights and Crossbows respectively.

Either way, I'm up for quite a challenge:lol:
 
We are bit behind him on the power graph - however at the moment he only has galleys to transport troops to us. I'd like to target a few of those if the chance opens up. That'd go a long way to redressing the balance. No we don't have muskets trained yet, however I was mindful that we couldn't wait forever to declare. We've a few pikemen now though.

Either way, I'm up for quite a challenge

Thats fortunate isn't it...

:mischief:
 
Kanga_DU said:
Thats fortunate isn't it...

:mischief:

Yes indeed. I love a warmongering challenge. Of course once we have eliminated Toku the rest will probably be a pushover for our elite troops, but for now let's enjoy the challenge
 
Kanga_DU said:
We are bit behind him on the power graph - however at the moment he only has galleys to transport troops to us. I'd like to target a few of those if the chance opens up.

This is a good idea. Have a fleet off of the city where he has the galleys and caravels (can't remember which one it is, Tokyo?) and hope to sink a number of units rather than fighting them. The fleet will need to be a few squares off I think or he may not bring his ships out. Also, don't know if we have the ships to spare to do this since we will need to move units to his main island.
 
IT (1565 AD): Toku now has Samurai. The Great People in Nottingham have not yet been used, I wait with the Golden Age until Chemistry comes in.

Turn 2 (1571 AD):
The Golden Age is started. The next 10 turns are spent on building up forces.

Turn 12 (1601 AD): The Golden Age has ended. We now have a sizeable force with a good amount of Grenadiers, so I load them unto the ships.

The plan: To land 2 waves north of Nagoya and 2 waves to the east of Kagoshima. Nagoya is self-explanatory. I land troops near Kagoshima because the city is very weakly defended (2 units), and because it will allow for a 2-pronged attack on Edo. If Toku gets really courageous/unbelievably stupid he might attack our forces there and be slaughtered by our Pikemen (especially on a hill). We aren’t at risk from Catapults, since they will need 2 turns to get to our troops.

Civ4ScreenShot0010.jpg


Apologies for the poor situating of the screen (the gold hill is barely visible for example), but I forgot to take a proper screen of the situation and I still wanted to give a little visual aid. Also note the Galley with the Settler about to be killed by the Galleon.

Turn 13 (1604 AD): Operation Olympic begins:lol:. Land troops as planned.

Turn 14 (1607 AD): Toku is cowardly/wise and does not move against our forces near Kagoshima. This allows me to reinforce them. I don’t attack yet, I prefer the hill bonus for now. I also land more troops near Nagoya.

Turn 15 (1610 AD): The year 1610 is a golden year for England.

Nagoya falls easily without losses:

Civ4ScreenShot0021.jpg


Kagoshima is only a little tougher and we lose one Grenadier:

Civ4ScreenShot0023-1.jpg


The cities are both still overwhelmed by Japanese culture, but will serve as bridgeheads for now. FoolontheHill: I suggest healing quickly, and then move on Edo as Toku now has Musketmen. I haven't sighted any yet, but he has enough gold to upgrade rather quickly. I have a Medic I Galleon in Kagoshima, does that help for land units as well?

Civ4ScreenShot0026.jpg


A funny thing about the demographics: apparently we have the highest production in the world;).
 
Roster:
1) Bede --> on indefinite auto-skip
2) Kanga_DU --> declared war on the amiable Tokugawa
3) Strauss --> invaded the Japanese homeland
4) Foolonthehill --> UP! to move on Edo and beyond

For those of you who don't know much about WW2 history, Operation Olympic was planned to be the first part of the invasion of Japan in 1945, to be followed in 1946 by Operation Coronet. I had to look it up as well to refresh my memory;).
 
I see it, but I don't got it as I'm not at my regular computer. Should be able to play tomorrow.

I believe units do heal at sea and medic ships help, but I'm not sure and haven't ever tested it.

One tactical question. Do we try to finish off Toku in this invasion or do we try to extort a tech or two after we take Edo?
 
FoolontheHill said:
One tactical question. Do we try to finish off Toku in this invasion or do we try to extort a tech or two after we take Edo?

If it's possible, finish him off. Toku doesn't have any techs we don't have.
 
Took a quick look around and saw quite a few infrastructure builds. Thought about changing to Theocracy and changing the builds to units for the war with Toku.

However, after scouting the Japanese island I see that Toku has approximately 3 times as many units on the island as we do. We don't have a big enough tech advantage to overcome that quickly nor do we have enough units to slog through that many (particularly the massive stack at Tokyo).

So, I develop a plan. Build a few more grenadiers and catapults, leave the infrastucture builds where they are, whip a little bit, and wait for rifling and REDCOATS!!!

Now, to help with getting research quickly, I decide to trade Chemistry. I know, it is a bad idea to trade military techs, but Gandhi already has it and the others will be well past it before we attack them, so I got Nationalism and 1020 gold for it. The gold lets me go back up to 80% research, 20% culture (for war weariness). Nationalism will also allow us to draft Redcoats, I believe. :D

Edo was low hanging fruit, so I used the stacks we have on the island to take it after fighting off some weak counter attacks on Kagoshima. Lost two cats and one grenadier in the fighting.

n1zj7.jpg


Looking at this stack led me to believe that we just don't have enough units on the island to take Toku yet.

n2rz1.jpg


So, I decided to take all of his upgrade gold.....and go to 100% research once the war weariness went away.

n3pu5.jpg


After this, I focused on infrastructure builds while waiting for rifling. Also built a couple of missionaries to spread the faiths and generate some gold. In 1631 we finish replaceable parts and are starting on Rifling.

In 1637, against 80% odds for a Great Prophet, we see this little beauty!!

n4ml0.jpg


:D :D

He will give us most of Steam Power if we want, but I'd save him for the next good wonder that comes along. We still have a Great Prophet in York so we could start a golden age (however, we might need three now), but I don't think I'd recommend that. We might be better off merging the GP in York for the cash.

On my 15th turn, 1655 AD, the peace deal with Toku expires and we are about 3 turns away from rifling. After rifling completes, I would suggest stopping research for about 4 or 5 turns and using the money to upgrade all grenadiers to Redcoats (I hope they will upgrade that way). Also, switch to Theocracy, and Nationalism and spend three turns drafting. I think we draft redcoats, so the army will grow very powerful very quickly. Those bright red jackets should provide the edge to finish off Toku pretty quickly.

After the upgrades, I'd switch to military tradition (should take about 10 turns) for cavalry and then steel for cannon.

Save is attached.
 
One thing I forgot to mention is that the Knights are only getting 20% odds even after all the defenses are down. That is part of what convinced me to wait. We need more grenadiers or redcoats until cavalry are available in 10 or 15 turns.
 
Good turns.

to upgrade all grenadiers to Redcoats (I hope they will upgrade that way).

They won't. Grenadiers and Riflemen (Redcoats) fight alongside each other,
 
Played - report soon

[edit:]

At work currently without notes, so this is from memory. :eek: I'll add some more detail and the save once I'm home from work.

Applied the whip at Jute and Visigoth. Visigoth has no hammers to speak of so liberal use of the whip is mandatory! Forge next I suggest to maximise the benefit. Jute is under cultural pressure from India, not sure what can be done about that, however I'm thinking that India might be a good next target (perhaps after Hatty). Their tech lead might blow out on us if we don't prune them back.

Not a lot else, mostly some redcoat builds, with a smattering of infrastructure. Not a lot of potential upgradable troops. And a 200+ a go I only upgraded 4 or 5 before I felt compelled to turn research back on.

I looked at swapping to Nationalism, but I couldn't swallow the 2 turns of anarchy.
 
In fact not much more to add. Couple of missionaries failed to spread religion, realised that there were ZZZ workers at Izumo which had unimproved tiles in the BFC late in the turns and whipped a lighthouse there. Toogy came asking for us to join him in mercantilism, to which he got a no.

View attachment 135684
 
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