TGOM03 - Celts in Space (C3C Demi-god)

Getting the GL is really good for us. We'll be able to spend the gold to upgrade our archers and catapults.

@Bede: I think it's time to build a few pikes, and we'll need a good stack of trebuchets. We'll probably be killing muskets before we own this continent. The "deals" with Hittites (one a demanded silks deal) should run out on your turns. If you need something to sack that won't bust our incense deal with Hammi, those Hittite towns near our borders look like good targets.

@gmaharriet: I should have mentioned this, and I feel like an idiot for neglecting it... I was trying to sail one of our galleys around the northern coast, back over to Carthage. I suspect Hannibal is on a separate landmass, and there is another tribe we haven't met yet.
 
scoutsout said:
I should have mentioned this, and I feel like an idiot for neglecting it... I was trying to sail one of our galleys around the northern coast, back over to Carthage. I suspect Hannibal is on a separate landmass, and there is another tribe we haven't met yet.
Oh my! Don't blame yourself, because I should have thought of it with at least one of them, if not both. When I'm trying to do something new (like fight an early war), I focus on that single thing and forget the obvious...and breaking fog to locate civs is a pretty obvious objective. You'd be amazed at the things I sometimes forget to do. :crazyeye:
 
Own said:
lurker's comment: Sad you can't build gallics anymore. Or am i wrong in assuming they're better than MDI?
It's hard to argue that one is intrinsically "better". At this stage of the game I am glad to have access to the MDI. At 40 shields each, we can build 7 MDI for the cost of 4 Gallic Swords. Though slower, we'll need the extra punch as we meet better defenders to the south. We will need to mount a steady combined arms push to take the rest of this continent, and the lower cost of the MDI helps that cause.
 
lurker's comment: The double dip! Nice "do-bla" Gram! I think the GS will work for awhile since the AI loves to build longbows cuz they're so cheap. Easy targets.
 
I do so love it when a plan works out. Used the cash I got from burning Inca towns to short rush settlers and some "kulcha" (libraries). Built some towns to fill the gaps.

Spent a lot of energy keeping the Hittites bottled up.

The remaining Inca towns were like ripe plums, falling into our hands. The battle for the capitol was a good example. Wham bam, thank you ma'am with the cattypults, and then in went the swords to victory. Throughout the last stages of the campaign lost 1 GS attacking the little ville to the NW of Cuzco without seige engine support but that was all she wrote.

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The Great Library is generating lots of knowledge for us: Monotheism, Chivalry, and Gunpowder all came in. Have not bothered to turn on the science spigot yet.

The newly founded town on the ruins of Macchu is building a settler, when the town gets to pop3, cash it out and settle the nothern tip. Then keep doing the same until the peninsula is filled.

We know Guns but lack saltpeter, though there is a source to the SW in the borders of Hittite land.

Met Abe sailing by Carthage. There are still two folks out there to meet.

TJville is putting up the FP.

Might as well shift the forces south and put some hurt on the Hittites. We are going to need boats to finish them off, though.

I was tempted to revolt to Republic to pile up coins while the GA lasted but resisted the impulse as capturing Inca towns was worth far more.

I think a Republican government can wait until we clear the continent. The prospect of getting our hands on Hammi's treasury... :drool:

This is great fun so far, let's keep it going.
 
We know Guns but lack saltpeter, though there is a source to the SW in the borders of Hittite land.
Are they our next victim?

Looking good, Bede! :goodjob:

Interesting ideas there in using the "patch" against the Hittites and cash rushing settlers at size 3 to fill up the penninsula. I'll be adding those to my notes on "good ideas for the future". :D
 
And now for something completely different:

Roster check:

General M - keep the furball rolling!
scoutsout - let slip the dogs
gmaharriet - ran with the big dogs
Bede - finished what they started
 
gmaharriet said:
Are they (Hittites) our next victim?
Well... since somebody signed on a lux deal with Hammi... that'd make the Hittites the next logical choice. ;)

Way to finish the drill on ol' Pancho, Brother Bede. :thumbsup: I might have to swap the redhead in as my military advisor. She's cute!

Are there any more luxuries to be had on the home continent? I suspect we might have to go island-hopping for ponies..... IIRC, the Hittites and the Babylonians share an island south of the home continent, so we will want to build a few more boats. And we need to psych ourselves up to be at war with the Babs and the Hittities.
 
scoutsout said:
Well... since somebody signed on a lux deal with Hammi... that'd make the Hittites the next logical choice. ;)
Yup, and after I did the deal, I wondered if I should have first tried to trade instead for wines with the Hittites. I just looked at the save, and there are only 3 turns to go. If we can wait that long, Hammi can still be the target.

Are there any more luxuries to be had on the home continent? I suspect we might have to go island-hopping for ponies..... IIRC, the Hittites and the Babylonians share an island south of the home continent, so we will want to build a few more boats. And we need to psych ourselves up to be at war with the Babs and the Hittities.
Hammi has incense on the home continent. He also has wines, but not sure where they're coming from. He has 2 sources of salt on our continent, but 1 of them could be easily poached with a settler if we took the Hittites first, since it's 5 tiles S/W of TJville with the potential townsite only 1 tile into current Hittite territory now.

It looks like the Hittite wines are coming from the south island. There's also a "so far" unclaimed horse down there, but will likely belong to the Hittites once their town expands. Hittites have horses hooked up across the strait from that site. If we go after Hammi first, maybe later we could make a trade for horses, but that's probably too long to wait.
 
I have it. I guess the question is do we want a "short" war with the hittites, or do we wait 3 turns and take hammi off of our continent? If we wait the 3 turns and go straight for hammi we will have a better chance to get our units in position, while if we go after the hittites right away we won't have to worry about them stabbing us in the back or competing with us for the razed lands. I guess my vote goes to the hittites, I'll wait to see what the team decides before playing.
 
Hittites are handy and weak. Removing them from the home continent should be a nice warm up for Hammi.

With the layout of terrain horses are not a priority. We can accomplish what's needed with GSs and maces. Could even upgrade some loose GSs to maces (they're free upgrades) for the extra hitting power.

Smite on I say, no rest for the wicked, or at least until we learn Education.
 
Turn log

Executive summary: Things were going well, then the RNG decided to hate me.

Turn 0 (50 A.D.)

Take a look around, and decide to spend some money, 420 gold goes to archer upgrades, and 80 goes to rush a settler out of Cuzco so that we have a saltpeter thief avaliable. Upgrade all the GC's that I can to MDI's, the ones in tolosa don't have a rax to upgrade them, so keep them as GC's so we have a few fast units.

Turn 1 (70 A.D.)

suntzus.JPG
*bows to hammi* "Why thank you so much for saving us having to build it ourselves"
Cuzco finishes settler, starts another to be short rushed next turn. Carthage starts on Leo's and Abe starts Knights Templar.

Turn 2 (90 A.D.)

Hitties start both Leo's and KT, Hammi starts Sistine. Richborough finishes MDI, starts another. Cash rush settlers in Cuzco and Curovernum, which will take care of the penninsula and take care of any lingering flip risk in Cuzco.

japanmaybe.JPG
Probably Japan judging from F10.

Turn 3 (110 A.D.)

Cuzco finishes settler, starts treb, GOC finishes library, starts MDI, Curvonernum finishes settler, starts treb, Scoutsrest finishes pike, starts another. Abe starts Sistines. Meet Japan, he's down invention and chivalry on us.

Turn 4 (130 A.D.)

Theology comes in via TGL. Incense deal with Hammi runs out, I checked the happiness right after it expired via the click on the advisor method, and everything was fine, and then all our big cities decide to riot anyway. Bump
lux to 20%. Give Hitties the boot order and this time they declare :D Kill the spear that was the cause of the whole thing, (1-0) and use the cats to bombard the stack of 5 MDI's they had outside our borders to try to keep
casualties down. Found Isca and North Pole on the penninsula, start both of them on trebs. Troops go into action against the now yellow lined stack of 5 Hittie MDI's: Army takes care of 3 at the cost of 2 health bars, a MDI takes out another losing a health bar, and a GC is redlined killing the last one. (6-0)

Turn 5 (150 A.D.)

Order is restored everywhere. Troops move into hittite territory. Pull the pike out of Neinausus to help act as a meatshield for the stack as another 5 MDI SOD has been sited on the other side of Ollatoohardtotype. Hunker down and prepare to take a few casualties.

Turn 6 (170 A.D.)

Pulling the Pike out turned out to be a good move, the stack bypassed our SOD and went for the almost empty Neinausus instead. Carthage completes Leo's, and bunch of people start Sistenes. Cats redline both pikes in Olly, then the army flawlessly kills both of them and I temporarily take the town getting 3 slaves in the process to get our settler into position to poach the salt. (8-0) Start working on eliminating the SOD: Elite GC redlines, but takes out a MDI, MDI flawlessly kills another and promotes, another MDI redlines but kills another, yet another yellow lines while killing another, the next one flawlessly kills another, next one loses a health bar while killing yet another, next one flawlessly kills one and promotes, and then a redlined (passed the army twice) longbow is killed to send the kill ratio to 16-0.

Turn 7 (190 A.D.)

GOC finishes MDI, starts another, Tiawanku finishes treb, starts another.
KT.JPG
*bows to Mursillus* "Why thank you so much, mind if we borrow it in 50 turns or so?"
Found Salt Poach 3 squares SW of TJville, will abandon Olly next turn.

Turn 8 (210 A.D.)

Soutsrest finishes Pike, starts another, Richborough finishes MDI, starts another. Move the troops into position to attack Aleppo on turn 10.

Turn 9 (230 A.D.)

Edumacation comes in via TGL, so turn the science spigot back on via turning taxmen into scientists, working on Chemistry. Camalodunum finishes aquaduct, starts rax, Mayhemium finishes courthouse, starts library. Hitties put a MDI on a mountain, and he redlines while taking out two vet MDI's and an elite GC before a vet MDI finishes him off (17-3). Move the stack across the river to attack Aleppo next turn.

Turn 10 (250 A.D.)

Hittite Knight and MDI show up near Aleppo, but don't do anything thanks to the army. GOC finishes MDI, starts another. The siege of Aleppo: Treb's knock 1 Hp off of each of the 5 muskets defending, then the troops go in: MDI flawlessly kills wounded vet musket, next MDI dies but redlines another vet musket, army kills anther vet musket losing only 2 hp's, then the RNG decides to hate me as the army dies while only taking 1 hp off of a wounded reg musket [pissed] , yet another MDI dies while only taking 1 hp off a wounded reg musket, next MDI redlines, but finishes off a badly wounded vet musket, elite MDI loses 1 hp while finishing off a redlined musket, GC falls attacking a redlined musket which of course promotes to elite, next MDI kills the musket and razes Aleppo netting 4 slaves. (22-10 army counts as 4) Attack the reg MDI that the hitties sent in and of course lose a MDI to it before taking it out with another even though it had no defensive bonuses (23-11). MDI flawlessly kills the hittite knight (24-11).

Notes:

Hitties will take a peace treaty and throw in some (3) gold while their at it, I would take it, but if Scout decides not to he will have to figure out a way to convince Hammi to let us go through his territory, and the elite GC in the north is dancing with a pair of galleys to discourage amphibious landings up on the penninsula. We should probably think about upping our science, currently its at 0 with scientists providing the only beakers. Our military took a pounding from the RNG on my last turn, it will need to be rebuilt significantly before we even think about Hammi and it is going to be VERY painful to attack Hammi since we don't have horses.

The Save
 
The world at the end of my turnset:
world250ad.JPG
 
Tough news on the army. Remember to keep a seige engine in reserve!

Roster check:

scoutsout - ready for peace? I don't think so.
gmaharriet - ran with the big dogs
Bede - finished what they started
General M - got the furball in a knot!
 
I'm going to download the save and have a look at it... I may wait until tomorrow night to play it though. We may have some tough sledding ahead without fast units to skirmish with.
 
You still have 3 or 4 GC's that I deliberately didn't upgrade, but that's not going to help much.
 
That was really tough luck, General M. I tend to take it very personally when the RNG does that to me. :(
 
I've got it, and will get it started tonight. If I can't finish it tonight, I'll finish it up tomorrow evening.

I think I'm going to take the General's advice, and take a few turns of peace. With the tough roll of the RNG... this might be a time to regroup and re-assess our priorities.

But I'm not gonna build any temples, no. Notgonnadoit. :p
 
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