TGOM03 - Celts in Space (C3C Demi-god)

lurker's comment: The wheels are turning. :evil: Grabbing the pyramids will be hugemungous with the Celts! I miss playing c3c. :D
 
WE have made our research objective which was Monarchy, so by all means send the druids to work the fields. At any rate shut off the research spigot.

With the lifting of the despot food restrictions we are going to grow in population very fast, but less so commercially, yet we have only two luxury goods, one native and one imported, so we will be paying for a lot of clowning around as the towns get to pop7. So shut off research.

I like gmaH's notion of a dyes settlerment if we can hold the town.

Tactically we do have to take out the Incan town in the backyard. Besides we could make good use of the cow.

Babs and Inca have been duking it out for about 12 turns so their respective Golden Ages should have about run their course.

Do we know where the Pyramids was built? It might be fun to drive straight there from gmaH's dyes town.

If you shut off research you can handbuild the GS you need and also get some upgrades in, then you shouild also be able to partial rush some cats.
 
@Scout: I saw a grand total of 1 fight, a chaqasi scout killed a bab spear, as far as I could tell no cities changed hands, there was a decent amout of bab unit movement early, and then I never did see those units return so I assume they died. It looked like Pancho might have been attempting a few amphibious landings, but I don't think those amounted to much.
 
Bede said:
WE have made our research objective which was Monarchy, so by all means send the druids to work the fields. At any rate shut off the research spigot.
Aye, cap'n. :salute:
...we are going to grow in population very fast...only two luxury goods...so we will be paying for a lot of clowning around as the towns get to pop7. So shut off research.
This'll be no sweat. I should have a turn or two of war happiness, but the big thing is the gpt boost we'll get from the GA will boost the lux tax long enough for me to get the dyes connected. The imported lux won't run out until Harriet's turns...
I like gmaH's notion of a dyes settlerment if we can hold the town.
We already have a dyes settlement. It's called Tiwanaku. :devil: Seriously, I like the idea as well. That part of the landscape shall change. Mark it.
Tactically we do have to take out the Incan town in the backyard. Besides we could make good use of the cow.
Agreed. I'm just trying to decide if I want to try to keep that town or raze and resettle. I hate to use up the settlers that early in the war...but I think we could get 3 or 4 towns along that coast.

I'd appreciate the team's thoughts on that point.
Babs and Inca have been duking it out for about 12 turns so their respective Golden Ages should have about run their course.
I was hoping that their fighting would be in earnest. Nothing can dilute the AI's production advantage like a good slugfest.
Do we know where the Pyramids was built? It might be fun to drive straight there from gmaH's dyes town.
Pyramids are in Cuzco, which is still in the fog. Pancho's better land seems to be along his southern coast. My guess is that it's located on a line running between Tiwanaku and Macchu Pichu.

My current thinking is to take the Incan city on our Peninsula and dig in for a "First Second Punch" on our western Front, then take Tiwanaku. Take the flank at Vilcas, and consolidate the front so that Harriet has a nice tight front to contend with. I bet the peninsula is only 4 tiles wide west of Tiwanaku.

Ignoring Ollamayatambo (Ceding it to some combination of Babs/Hittites) will give us a nice defensible front to the south, with our troops positioned for a westward push in earnest.

If you shut off research you can handbuild the GS you need and also get some upgrades in, then you shouild also be able to partial rush some cats.
Here you're going to think I've gone daft again, but I may build some more archers. We will need troops for MP duty, and Gallic Swords are way too expensive for that. The last thing I want to do is have Harriet's offensive stall because our best troopers are tied down pulling MP duty.

@General: I forgot to pass my compliments along for getting us into Monarchy. I also noted the two Gallic Swords you've got positioned outside Vilacamba. Nice setup, you gave me some good stuff to work with. :thumbsup:
 
Archers are a good complement to the advancing attack in an case, with their free hit on any attackers. And they do make nice MPs.
 
The last thing I want to do is have Harriet's offensive stall
Scout, just wanted to say that it won't hurt my feelings if you need to take some extra turns to get things set up for me. I am really weak on warfare and, if you have a complicated plan in mind, it will have to be straightforward enough for me to follow through. :blush:
 
Scout's plans are subtle but not very complicated. They generally involve setting traps for the enemy to fall into so that they can be decimated piecemeal.

Your fearless leader on the other hand adopts the even less complicated and very unsubtle approach of overwhelming force.

Scout's tactics kept us alive in Bede02 when we were so far behind the tech curve we were killing tanks with cannons and Samurai.
 
Playing shortly... dispatches tonight, but it may be late.

@Harriet: Don't fret. I intend to do as Bede describes, so that the follow on campaign may be waged with greater force and simplicity.

As for keeping us alive in Bede02... man... what a slugfest. I could be wrong, but I don't think any of us had 10 consecutive turns of peace. Note to self: Feudalism is not durable enough for 4,000 years of combat.
 
Bede said:
Your fearless leader on the other hand adopts the even less complicated and very unsubtle approach of overwhelming force.
Myself, I'm very fond of bombers and modern armor against longbows. ;)
 
Since Bede's been waxing sentimental so much about Bede02, I decide to conduct a pre-flight Check with my advisors. For those who think my advisors bear a striking resemblance to each other, you may either read Bede02 or watch Deliverance 10 times in a row. Take your pick, but here they are:

Domestic Advisor:

TGOM3_advisors_01.jpg


Gimme a couple more combat settlers, and we'll work on that.

Trade Advisor:

TGOM3_advisors_02.jpg


I do note that Hittites have wines. When we get 4 lux on our continent, this will be good. Babs have wines, as well as the incense we're importing. Carthage has gems. Nobody seems to have any ponies. This is good and bad. Good, in that I don't like the matchup between the GS and the 3MC... bad in that we'll eventually want some horses.

Military Advisor:

TGOM3_advisors_03.jpg


Average? Oh puh-leeze dahlin'. Don't you fret yah purty little head none at all. You see, I have a much bigger... kill ratio than Pancho. And it only gets bigger as the night...er... um... war goes on.

Diplomatic Advisor:

TGOM3_advisors_04.jpg


Annoyed you say? Well... we'll "fix" that shortly. :hammer:

Cultural Advisor:

TGOM3_advisors_05.jpg


Yeah, yeah, yeah. Our culture bar looks like a skid mark in the underpants of the history-of-the-world histogram. But it'll end up bigger than the ones that are about to get "truncated".

Research Advisor:

TGOM3_advisors_06.jpg


You beakerheads are about to get your funding cut. It's time to beat plowshares into swords.

...and a last look at Pancho in the best mood the lurkers'll see him in from now on...

TGOM3_pancho_07.jpg


Okay scout... time to quit pokin' fun and get serious with the pointy sticks and rock-chuckin' thingamabobs...

...more to follow...
 
Now where was I?!?!?!? Oh yeah... time to quit pokin' fun and get serious.

Shut down Research. I can buy Currency for 22gpt+73g. Hold off on that. Wake a few units and shuffle them. Rush the Cat builds in TheRathus and Lurkersville.

IBT - I see a Chasqui scout headed south out of Tiwanaku on a hard burn for Babylon (and Valhalla). GOC Trains a GS, starts a settler. Same-same for TJ'ville. MM for an extra shield in TJ'ville. Mayhemium equips a settler, starts a cat. Bugsrest Cat>worker. Same for TheRathus. (These plains need serious worker turns.) Lurkersville Cat>Rax.

Turn 1/530 Short rush the Cat build in Cronium with a worker. Organize a forest chop at Lurkersville. Position some stuff.

IBT - Watch some galleys sail.

Turn 2/510 - Still a shield shy in TJ'ville... short rush the settler build with an archer. These blasted Catapults don't move so well from the south without roads.

I'm not...real sure whether we're still exploring with some of these galleys... but there are ponies on the southern island...sail some of them homeward.

IBT - Mursillis shows up demanding silks. As much as I hate to cave on a lux deal...

TGOM3_hittites_08.jpg
TGOM3_hittites_09.jpg


An Incan Galley shows up on the south end of the peninsula :cringe: An Incan Archer shows up out of Vilacamba. Scoutsrest trains a Gallic Sword, starts another.

Turn 3/490 - Bump the lux tax (GOC and TJ'ville are size 7...) Rush a worker in Bugsrest.

I've got a GS in TJ'ville, and 2 in Scoutsrest. Two more are in Richborough, waiting to joing the pair outside Lurkersville.

Decision time... our westward galley sees coast across a strait from Carthage. Take a screenie before risking it. Scoot across the strait to find...more Carthaginian borders. :wallbash:

TGOM3_galley_10.jpg


IBT - we get the "move or declare" message from Mursilis. (over a Curraugh? :hmm: ) Incan archer wanders into our territory. GOC and TJ'ville start training GS's. Bugsrest starts a rax. Hittites start Sun Tzu. We lose a Galley in treacherous waters.

Turn 4/470 Swap Camulodunum to Archer. Rush the Cat in Cronium. Lux down. Put an archer on our Iron Mountain.

Move a settler out of the capitol to found a town next turn. Phase 1 of "Scout's Peninsular Redevelopment Plan". (@Bede: Can I (TM) that? )

Tinker with the MM in GOC and TJ'ville a bit.

IBT - Mursillis is starting to annoy me. A second Incan Archer emerges from Vilacamba. The road to "our dyes settlement" is complete. Camulodunum Archer>Archer Cronium Cat>Rax

Turn 5/450 BC. Rush the settler in Richborough. And I've got an unguarded settler next to an Incan Archer. What shall I do?!?!?!?!

TGOM3_settlerarcher_11.jpg


There are those who say that it is better to be drunk on the fruit of the vine than the blood of thine enemies. To them I say...

Pooh. Feh. Wanna bet?!?!?!? :mischief:

...to be continued... (later tonight or in the wee hours of la mañana...)
 
scoutsout said:
I've got an unguarded settler next to an Incan Archer. What shall I do?!?!?!?!
You're going to just leave us here for now with that cliffhanger??? :eek: Oh, such cruelty!!! :p
 
Sorry... I've had some RL issues to deal with, and didn't realize it was so late when I got halfway through my turns.

I'll finish this up shortly - dispatches tonight. (I promise.)
 
Now where was I?!?!?! Oh yeah... Turn 5/450 BC.

Rather than starting the war now, I think I will wait just one more turn. Hire a tax collector in Richborough. (The 2 GSs no longer pull MP duty there.) Found Harrietsburg on the northern coast. Start an Archer. Sail our boats. I buy Currency from Hittites for 24gpt. (I wanted that in before the GA.) Set the research queue to Republic at minimum. MM Lurkersville for an extra shield. (We need pointy sticks soon.) Move a 2nd Cat into GOC, move 2 cats into Harrietsburg.

IBT - lots of troop movement. Some Hittite swords show up. Richborough equips a settler, starts a Rax. Washington completes Great Wall. Incan archers are outside GOC and one on a hill next to Harrietsburg.

Turn 6/430 - The moment of truth has arrived. Dial up Pancho and declare war. Cats go 3 for 4 v. Incan archers. Vet archer from Iron mountain flawlessly kills Incan archer next to GOC, promotes to Elite. Reg Archer in Harrietsburg kills Incan archer, promotes 2/4. Take the 4 Gallic Swords after Vilcabamba. First retreats, doing no damage. Second flawlessly kills the Incan Vet spear... and...

tgom3_GA.jpg


The third retreats, doing 1hp damage. The last one flawlessly takes the city...which is now a Rockpile. (Phase 2 of "Scout's Peninsular Redevelopment Plan")

tgom3_Vilcabama_Sacked.jpg


IBT - Hittites and Inca duke it out near TJ'ville. Mayhemium Cat>Rax Hittites and Babs start Sun Tzu. Carthage starts Great Library. America completes Statue of Zeus in Philadelphia.

Turn 7/410 Move some troops, rest some troops. Start to assemble Task Force Tiwanaku.

IBT - lots of fighting along the western front. Lots of settler pairs too. GOC and Scoutsrest train another GS apiece, while Camulodunum trains an Archer. TheRathus equips a worker, starts a rax (next player can change)

Turn 8/390 - move Task Force Tiwanaku into Incan Territory. We have 5 Cats, our Elite Archer, and 5 Gallic Swords. Scoutsrest and TJ'ville are guarded by 3 Archers apiece...this'll either give us the edge...or send us the other way. I buy Construction from Carthage for 65g+25gpt.

Congratulations Team. We just hit the Middle Ages.

IBT - Aside from the Hittites and Inca whacking at each other on our Western Border... I simply must take a screenie of this latest AI :smoke: move:

tgom3_AI_weed.jpg


We train another GS and Lurkersville starts training GS's this turn.

Turn 9/370BC - Collect 2 more Incan slaves outside Scoutsrest. Mistburg (archer) and Bede's Abbey (Rax) are founded this turn, completing the final phase of my redevelopment plan. (We dotmapper types love this urban renewal stuff.) TF Tiwanaku arrives at the city's gates.

IBT - Interloping settler pairs retreat. Inca start Sun Tzu.

Turn 10

*****Siege of Tiwanaku
Cats go 3 for 5, city is defended by 2 spears and an archer. First GS wins flawlessly v. 2/3 spear. The 3/3 Archer is next... go after him with our only Elite unit and...

TGOM3_Scouts_rout.jpg


We lose a GS v. Redlined Spear, but the next GS connects our dyes.

TGOM3_Tiwanaku.jpg


Use the MGL to rush the Forbidden Palace in Tiwanaku. (Anybody wanna buy a bridge?) Yeah, RIGHT. Vercingetorix builds an ARMY and we queue up a Temple in Tiwanaku. :p

Our last combat settler moves into position 3 tiles NW of Scoutsrest. Our Army takes out an archer just outside Tiwanaku and retreats to the relative safety of the town (won't flip the first turn).

Take a few screenies...and get ready to post the log.
 
We now need TWO screenies to see our empire! :banana:

tgom3_the_east.jpg


tgom3_the_west.jpg
 
After Action Review:

The good: Got us 4 more towns, counting the settlers I planted. Got us a GS Army too. Oh yeah, some dyes, and a couple of techs.

The bad: We're a little thin in the east, and I wasn't able to take Vilcas as hoped.

The ugly: The Inca are now furious with us. And with all these slaves... we will all have more worker moves to manage.

Tactical Situation:

Tiwanaku: GS Army in the city, a GS and 2 archers guard our Catapults. Combat settler is covered by a GS and archer. TJ'ville has a GS that is healing, and there are 2 more healing in Scoutsrest. My advice: Skirmish outside Tiwanaku until Vilcas is taken. After that, straight west from Tiwanaku, it's Macchu Picchu or bust from there.

Babs have a monopoly on Engineering. All known civs have Feudalism and Republic.

So...for the next better player...

>> The Save <<
 
Good job, Scout! Our empire is greatly expanded. :goodjob:

scoutsout said:
My advice: Skirmish outside Tiwanaku until Vilcas is taken.
Having no military background, I'm not quite clear on the definition of "skirmish". I'd guess in this case it means to fight off the Inca units defensively until we go on the offense west.

Got it and will play tonight. Any additional input welcomed.
 
gmaharriet said:
...I'm not quite clear on the definition of "skirmish"...
In Civ warfare, I apply the term to describe defending with offensive units - preferably fast ones. Two or three Gallic Swords in Tiwanaku should be able to kill Incan archers that advance on the town, and retreat to the safety of the city. You should be use tactic in Tiwanaku while you take the Army and a couple more Gallic Swords against Vilcas. Once Vilcas is taken you can move the bulk of the troops back to Tiwanaku, consolidate the stack, and push westward.
 
OK, thank you for making that clear. :)
 
Ok, your inexperienced "intrepid" warrior needs advice again. :rolleyes:

I'm almost through with my 3rd turn, Vilcas is ours and most units are moved back to Tiwanaku. Army is badly injured and needs to heal, as well as one wounded GS (and we lost one who died valiently). There is a GS and a couple of extra archers who could join them, but who have until now been blocked by 2 slightly injured spears blocking the roads...1 Bab, 1 Hittite, who have no settlers with them and no business being there, so now I'm reluctant to remove them as defenders at TJville and Scoutsville. There are also a couple of Inca archers nearing Tiwanaku.

Here is a screenie of the garrison at Tiwanaku (the spears are hiding behind the list, but they've finally cleared from our roads). Would it make sense to just defend for a couple of turns to give the troops some R&R, and to see what the Bab & Hittite spears are up to? then move westward with healthy troops?
290bc_Tiwanaku_troops.JPG

Here's the save too if anyone wants to take a look.
 
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