TGOM 02 - The Grumpy Old Monk and the Ancient Crone go to Alpha Centauri

C3CFanatic0014 said:
lurker's comment: Also, beware of two wars at once, guys. If you get stretched out, even if it doesn't look like you will, the enemies may not end the war when you like. Then, you can be crushed from two sides. Just my 2 cents.
I don't think that was what Bede was suggesting. He's our trainer and knows what he's doing, so I don't think he needs advice on the matter. :mischief:
 
Executive Summary: Hammi is pulling significantly ahead. Our forces are gathering, but are still of questionable strength.

Pre-Turn - Switch Clever Springs Court to Rax (10 spt is good enough for military production). Eotin Bay Court to Market (6pop, will need happiness). Scoutsville Court to Market (same). Caughnawaga Court to Knight (low corruption here, no need for a Court). Fiddled with a few citizens here and there to generate a bit of extra cash and/or avoid overruns.

171 (560 AD) - Babs learn Astronomy. Switch Tyendenaga to Market.

172 - Cleo suddenly doesn't have Horses and I don't know why. Is there a war going on somewhere that we're not aware of? Perhaps so, because she now has some income - she offers 14gpt + 13g for Iron, and I take it since we're bleeding money. We now have 80g at -20gpt with Banking in 4.

IT - A Greek warrior and LB move W out of Herakleia - what are they up to?

173 - Harriet Bay Knight->MW. Knight deploys to Kiohero Bab border. Mayhem City Market->MW. Kiohero Worker->Worker. Babs start Copernicus. Persians learn Banking, but won't trade unless we give up our contacts. I'm tempted, but I'll wait out the 2 turns on our research. Found Owego in the gap NW of the farms:

owego.jpg


This city should be close enough to the core to be productive. Start on Treb.

174 - Clever Springs Rax->MW. Move more workers out of the Kiohero area - this area is corrupt, and we need work done in the core and second ring.

175 - Smelly Court -> Rax (12 spt, ready to produce units). Caughnawaga Knight -> Pike (will switch to Musket later). Knight deploys toward Kiohero. Finish research on Banking. Hammi is the only one with any money, and won't give up Astronomy unless we give up our contacts. But he will give up his whole economy (693g + 6gpt) plus Chemistry for Banking, and I take that. Gaining Chem reveals that Hammi already has Metallurgy - we need to take this guy down! Trade Chem to Shaka for the last contact plus change. Trade Republic to Spain for pennies so that she can possibly develop some kind of economy. Establish embassies with Egypt and Greece (pics below) - we'll need these to dogpile Hammi. Both of them are at peace with everybody. Switch Napa to Treb, which will be done next turn. I'm torn about what to research now - Hammi is up both Metallurgy and Astronomy and nobody else is doing very much. I go for Metallurgy to get closer to MT, since we may not get more trading opportunities with Hammi before war breaks out - 7 turns at 80% (-36 gpt). Our treasury is at 592g.

176 - Napa Treb->Treb. Tyendenaga is wasting food due to lack of an aqueduct, so switch to a duct from the market. Our Knight scopes out Carchemish (Bab city near Kiohero) and it still shows only a Spear defending, so it looks like those Bab cities are not yet hooked. Our saltpeter is finally hooked. Switch Caughnawaga to Musket, so that we can have at least one strong defender in the south, probably in Smelly.

IT - Our galley circling the south end of the continent sends an urgent message back to Salamanca - Hammi is further ahead than we thought...

bab_cavalry.jpg


Continue feeding Greece iron with a fairly nice deal:

greek_iron_deal.jpg


Americans start Copernicus.

177 - An MW scouts out Zamua (Bab city in NE) and they still have only a spear showing. I'm noticing that some of our cities building MW's "helpfully" upgraded to Knights automatically. Grr...

178 - Clever Springs MW->MW. VValley Knight->MW. Trade Engineering to Isabella for 13gpt plus change. Trade Chem to Alex for 12gpt + 30g. America learns Astronomy, but we can't get a deal out of him.

179 - Smelly Barracks->Musket. Tyendenaga Duct->Market. Farm4 Treb->Treb.

180 (650 AD) - Harriet Bay Knight->Knight. Cronetown Court->Treb. Farm1 Treb->Treb. Persia learns Demo, trades it to America for Astronomy and both revolt.


Notes/Questions/Comments:

Tech: The other side of the pond has Astronomy and Democracy, but not Metallurgy, which is due to us in 2. When it comes in, I would go ahead and sell contacts to get everything we can - at this point, somebody is either going to get Navigation or find a sea lane across the water so we can't delay communications much longer. The Babs are up at least Astronomy, Metallurgy, and Military Tradition. Also, I just noticed that the farms are still running taxmen - these should be switched to scientists if we're going to continue research.

Military: We have to start the war with Hammi ASAP - he's only pulling further ahead of everyone at this point. But I wish we had more troops available - we have only 4 Knights plus some obsoletes at Kiohero. It may be worth cash-rushing a rax there to allow upgrades. In the NE we have a Knight or two, plus a bunch of MW's. Roads have been built for the approach. If those cities still only have spears or pikes by the time we declare, we're probably best off just throwing MW's at them rather than getting slowed down by Trebs. We need to move quickly - if those cities get hooked and we're facing muskets, then our life will become a lot harder. It might be reasonable to declare next turn, attack to the NE, but hold back in the SW for a few more turns just to make sure that the two Bab towns there don't hook up.

Diplomacy: Well, we bring in Egypt and Greece in a dogpile on Hammi, obviously. Unfortunately, with Bab cavalry running around in his core, I'm not sure how well our allies will fare. Still, it's better than nothing. I'm wondering if it would be worthwhile to try to stir up trouble on the other continent - perhaps if we can MA in either Persia or America, then Hammi will buy the other one in and start a nice little world war. We could really use a global tech slowdown, even with the GA we should be expecting.


The save is here.
 
I have it, will probably play this evening instead of waiting a day for feedback because the next 2 days are going to be rather hectic for me.
 
gmharriet said:
I don't think that was what Bede was suggesting. He's our trainer and knows what he's doing, so I don't think he needs advice on the matter. :mischief:

Hey, no offense to Bede. :blush: I just wanted to mention that 'cause it's the downfall of many players who go to war. Not that I think he will; all of you are doing great. :goodjob: Good luck on the rest of the game!
 
Looks good to me, Clever. Good changes on the courts and you've got us solvent again. Not such good news about Hammi having cavs.

I'll be interested in Bede's comments about going to war. I'm such a reluctant warrior, often "feeling" when the time is right but ignoring that feeling until it's too late or waiting until I'm attacked.
 
No question the time has come. We are close to the close of the MA and will get a nice boost into the beginning of the next even more expensive age. Hammi is definitely getting too big fo his booties and could stand a little trimmin. He is a long way from our homeland and not much of a sailor.

@clever - nice clean dealing all around. And your assessments are bang on.

@General - live up to your name. Hit 'em hard, clean out their interloper towns, resettle then hunker down and wiat for the age change to make peace.

@gmH - thanks for the confidence.
 
Turn Log:

Executive summary: Hammi's colonies are mostly toast, and he's begging and pleading for peace but won't pay for it.

Turn 0 (650 A.D.)

Look at things, and realize that Metallurgy could be quite useful in buying in Egypt and Greece, so decide to wait for 2 turns to declare on Hammi.

Turn 1 (660 A.D.)

Farm3 builds Treb, start it on a Treb, Clever Springs finishes Mountie, starts Knight. Turn the science slider back for the last turn.

Turn 2 (670 A.D.)

Metallurgy comes in, will look at trades and if I can pull Astronomy via trading will start Nav. Bedeville finishes FP, starts Knight, Mayhem City finishes Knight, starts another, Farm2 finishes Court, starts cannon. Dial up Persia, and get Astronomy, Democracy, 304 gold, and 15gpt for Metallury + all our contacts. No one else has any money, so don't bother selling our contacts around. Dial up Hammi and point a mountie at him and he responds with this:
badbabs.JPG

Of course there's only one course of action to be made to this response:
warbabs.JPG

Dial up Greeks:
greecealliance.JPG

Dial up Egypt:
egyptalliance.JPG

Start on navigation due in 6 at -2gpt 80% research, of course this is going to change in a turn or 2... Sign ROP with Cleo to speed the invasion up. Capture a worker at Zamua, Elite Mountie kills a reg Spear in Zamua and:
GA1.JPG
Navigation now due in 4 at +12 gpt. Kill the elite spear that was the other garrison in Zamua and raze, netting 1 slave, change Cronetown to settler to claim the area. Knights take out 2 more spears at Carcemish and raze it, netting yet another slave. That area is going to become greek at some point in time since anything we put down there will be too high of a fliprisk. Kill ratio: 4-0

Turn 3 (680 A.D.)

Eotin Bay finishes market, starts barracks, Kiohero finishes worker, starts harbor, Smelly Sticks Musket>Musket, Caughnawaga same. Shuffle units around, change Owego to settler in anticipation of razing Nimrud.

Turn 4 (690 A.D.)

Cronetown Settler>Knight. We lost a mountie during the IBT to a longbow (4-1), but our fortified galley defensivly sank a bab galley (5-1). Raze Mari netting 2 slaves, kill a spear in Nimrud, but there's still a pike and another spear in there. Kill a spear escorting a settler North of Nimrud for 2 more slaves, and take out 2 longbows by Izibia, but the 6 mountie stack that was headed that direction has to turn back to heal. Kill ratio 11-1.

Turn 5 (700 A.D.)

Salamanca University>Knight, Harriet bay Knight>Coppernicus's Observatory (prebuild for Smith's), Scoutsville Market>Barracks, Napa Valley cannon>Court, North Pole Aquaduct>Court. Turn back the science slider for last turn of research. Lost another mountie during the IBT to a longbow (you'd think they'd have the sense to retreat...) 11-2. Upgrade several Mountie's to Knights. Further bombardment of Nimrud reveals a minimum of 3 defensive units in there, so that city will have to wait until I can get a few more knights up there.

Turn 6 (710 A.D.)

Bedeville Knight>Knight, Owego settler>library, Clever springs Knight>Knight, Smelly Sticks Musket>Knight. Get Navigation, start on Economics due in 4 at 70%. Hammi builds Coppernicus's, so switch HB to Magellans to keep the prebuild going. Do the rounds on trading, and discover that Xerxes has MT, so trade him Navigation for MT, with us throwing in Silks, Incense, WM, and 75 gold. Now we can fight Hammi on his own terms :D Navigation and our WM go to Shaka for Spices, Gems, and 6 gold. Invest some gold in public relations (embassies), screenies to follow in the next post. Shuffle some units around, upgrade a Knight and a Mountie, and kill a longbow by Sipar (12-2).

Turn 7 (720 A.D.)

Mayhem City Cavalry>Cavalry. Get the 4th palace expansion I've gotten this turn set so far. Lose a Knight to a spear in Izibia (12-3), then kill the 2 spears garrisoning it and raze to net 1 slave (14-3). Kill 1 spear in Zariqum, but there's another one at least in there (15-3).

Turn 8 (730 A.D.)

Caughnawaga Musket>Market. Zariqum and a TON of workers are now Greek :( Found Farm6 in the NE. Kill 2 spears at Nimrud, lose a Knight to a pike, but then kill the pike and yet another spear to raze the city (19-4). Change Farm4 and Farm5 to settlers to get them ready to fill the area in.

Turn 9 (740 A.D.)

Salamanca Cavalry>Cavalry, Venerable Valley Cavalry>Market, Scoutsville Barracks>Library, Tynegada Market>Library, Farm2 cannon>Library, Farm5 Settler>Wealth since we really don't need artillery right now (rename Farm2 to lurkersville since its actually a decent city). Refound Farm2 in the NE, both it and Farm6 are on harbors. Take out a musket in Sippar and come to the conclusion that city isn't falling until I get some Cav's down there (20-4).

Turn 10 (750 A.D.)

Bedeville, Caunawaga, and Smelly sticks each finish a Cav and start another, Panama City finishes harbor, starts Library, Farm4 builds settler, set it on wealth. Babylon came begging for peace, they have Physics now, but since I value our rep I tell them to take it elsewhere. Economics comes in, start on Physics due in 4 at 52gpt 70%. Switch HB to Smiths. Found Farm7 in the NE, start it on Harbor.

Trades: We are up at least 1 or more tech's on everyone but Hammi, and we can't sign peace with him for another 12 turns unless Greece and Egypt sign first.

Military: I have a SOD of 2 Cav's and 3 Mounties headed towards Lagash, the settler in the farms fields is headed to settle on the forest directly to the east of him, I'm building up a SOD of cavalry in Clever Springs, and there are 3 red-lined Knights running scared from the Sipar region in the SW, of which I'm guessing we are going to lose at least 1. Also, keep our galley on our east coast near lagash running in a general northernly direction, he's being pursued by at least 1 bab galley. I would be in favor of keeping Lagash if it doesn't auto-raze, its low flip-risk since its so far from the rest of Hammi and saves us having to build another settler.

Research: Physics due in 4 at positive research which is needed since we need cash to keep upgrading knights to cav. I would go for magnetism next so we can get decent ships. We have 12 turns left on our GA, so we will get Physics and Magnetism no problem before the GA ends. I would not trade Economics until we are within 1 turn of finishing Smith's so that we guarantee that we get it.

The Save
 
Nicely accomplished, General. Sorry I didn't have a couple of settlers ready to go for you - I always forget to build them before wars. Would be nice if we could have gained some more land out of this fight, but with everyone all packed in around us and our culture as low as it is there really wasn't much of a choice. At least the Babs will be out of the area so that we can take it from the Greeks later on. How did the Persians get that city in there SW of Kiohero? Did they actually send over a boat that quickly or did they appear to have a settler just hanging out?

Also, is the roster back to Bede with eotinb still out of town?
 
I'm going to need a skip. Actually just arrived here yesterday, so I'll probably need at least one more. Too bad -- looks like more fun to come. Great work so far General Mayhem. Hammi's had this coming for quite some time (wasn't he the one to demand Republic from us way back when?). Go get 'em, Bede.
 
And here we go.

Nice demonstration of the first and second and third rules of Civ warfare: 1) hit 'em fast; 2 hit 'em heavy; 3) move on.

One question just to satisfy my curiosity:

The General said:
Dial up Hammi and point a mountie at him

Was our mountie inside his borders when the spear was thrown in the ground?

Got it. Play tomorrow. Will probably change the research direction to Navigation unless there is too much already invested in Physics. Maps will have real high value in this world because of the layout.
 
Mountie was outside his borders, I even made sure our galley was outside his borders before declaring. And if you re-read my turn log you'll see that we already have nav...
 
Could someone please explain to me what difference between being inside vs. outside borders when declaring? I suppose I could also use a short explanation of rule 3 of civ warfare. Move on to what? What would not moving on look like?
 
'das okay, General, I just had to ask. And sorry I missed the Navigation deal.

@eotinb, if you have a unit, any unit, including a worker, settler or empty boat, inside the opponent's border and declare war, the rest of the world considers it a "Sneak Attack" and you will never get an RoP from anybody.

Rule 3 basically means if you can't hold the town with a minimum garrison, either because of "cultural reconversion" risk or recapture risk, burn it and boogy.

And if you can't move forward because you have no healthy troops it means you miscalculated the size of army needed to accomplish the goal. Mass and velocity are rewarded by the combat system. If you stall, for whatever reason, the opponent will pick at you until there is nothing left.

That's why intercontinental warfare is so expensive. The first landing is nothing more than a clawhold and you have to take enough force to absorb the immediate counter attack. Yopu also have to change your ToE mix when making a first landing and pick your terrain very very carefully. I misjudged the potential strength of a counter attack once and saw six full transport loads die on a mountain top because I had too few defenders, and not enough artillery.
 
Great job, General! :goodjob: I sure hope we get Smith's, because that gives such an economic boost with the maintenance-free banks, harbors, etc.

@eotinb Did you want a complete skip or just a swap?

My computer has been whining and growling ever louder and the new one I've ordered should be here sometime this week, which means reinstalling the game, Mapstat, CAII, firewall, popup blocker, spybot and maybe reconstructing my bookmarks and address book. Sheesh! As it stands right now, I expect the old machine to die every time I reboot or start up Civ, sometimes getting nothing but a blank grey screen for a minute or two before it finally decides to let me in. :cry: I usually post every day either in this thread or in the MTDG forum on the same team as Bede, so if I miss a day, you'll know I'm having computer problems and will need either a skip or swap. I have my fingers crossed.

Edit (as usual) for question:
Bede said:
Yopu also have to change your ToE mix
ToE? I know it's NOT Theory of Evolution, but can't puzzle out just what? I presume taking more defensive units along with the offense, trying to land on a mountain, having a combat settler ready and maybe a few workers too, building a town, rushing walls, harbor and barracks. At least that's the advice I was given in the Strategy forum when I tried my last AW game and it worked. Also a pillaging army is nice, because the AI doesn't seem to even notice its existence and it can pillage resources and luxes at will.
 
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