TGOM03 - Celts in Space (C3C Demi-god)

You have a nice setup to work with here. Inca are gassed after thier war with Ham and Gil, so I don't foresee a powerful counter attack. Since we are a Monarchy you can use one of my favorite tactics: park the skirmish line outside of Tiwanaku and invite the Inca to retake it. They will go straight for the town, ignoring any troops outside it. Pick at their forces with cats and dancing GS's as they march toward the city, then retake the town after their weakened forces get there. That will bring the population down to manageable size while picking apart the remaining Inca troops and the other force takes out Vilicas(?).

Have fun, I envy you!

@harriet, I think you forgot to attach the save. And it looks like youare having some fun.
 
The save is there just above my sig, but I forgot to rename it. It's just Brennus of the Celts 290bc.

Great idea about luring in the Incas! I'll definitely try that.

I've got some RL going on right now, so don't know if I'll be able to finish tonight. If not, for certain tomorrow night.
 
I needed to reload the page before I saw the save.

Only thing I would suggest is a little MM'ing at GOC will get you a GS in two. And put the other towns to building some infrastructure, like libraries (remember the rulle of 6?) and even some harbors (cheap gold).

Most importantly, get the troops oout of Tiwanaku NOW. The conversion risk is huge and it is real. You would hate to lose that army. The cats have no movement points so they will have to stay, but I would get everybody else out pronto. The town will riot when you do that so make everybody there a tax collector before you hit enter.

Otherwise all looks good, keep moving toops to the front along the western vector from Tjville. That has the added benefit of blocking the path northwards for GilHammi's bunch.
 
That's more or less what I did, though I waited another turn for the cats and didn't start infrastructure, but 2 settlers in the making. Many builds can still be changed. I'm at the end of turn 8 now with our troops at the gates of Cuzco. It's size 12 and we only have 5 cats, but everyone else is healthy. I've never taken a size 12 city without bombers or arty to get it down to 6 or less. I've taken pics with and without troop descriptions. Cats have no movement left. I have no idea whether or not to risk just going in next turn, so....???

The GA's in Tiwanaku are 1 wounded and 1 newly arrived plus 2 archers.

Cuzco area with troop list:
190bc_Cuzco_troops.JPG

Cuzco area without list:
190bc_Cuzco_land.JPG

And the save:
 
Hit with all but 1 cat then send in the army first, then follow with elite GS if you have any. It looks like Gil has two maces at the gates. Do they move next?

If so you may lose Cuzco to the Hittites. If they take the town just move on around and on to Machu. You can take it from Gil on the way back home.
 
Yep, they move next, but I think there's only 2 of their units atm. Maybe they can just "help me out", huh? ;)

Sorry, I'll have to finish tomorrow after work, but it should be before 6pm PST. Got some family problems going tonight that I must take care of. :(
 
Somehting to keep in mind for the future: try to set up attacks on cities so that the atackers don't have to cross a river. It shouldn't matter this time as there are only spears defending but the extra defense bonus will hurt your arttack force.

You have to press on as the Babs are moving into a position to block your attack if you wait.

As soon as feasible get a town on the river to block the advance of the southern contingent. Pit the captured towns on starvation diets and the scientist at GOC back to work. That will give you GS in two and you can switch the some other towns libraries and other cultural buildings.

Looks to me like Inca have no attackers left :woot: Our biggest risk now is cultural.
 
Hit with all but 1 cat then send in the army first, then follow with elite GS if you have any.
I'm going to finish playing now, but out of curiosity...why all but 1 cat? Why not all of them? :hmm:
 
Bede said:
Only thing I would suggest is a little MM'ing at GOC will get you a GS in two. And put the other towns to building some infrastructure, like libraries (remember the rulle of 6?) and even some harbors (cheap gold).
I've been checking the builds for changes. I don't remember the "rule of 6" :blush: and have frantically skimmed our Emperor training game. All I could find on the subject was needing ~10 net gpt for a lib, so I'll try that. I've had a couple of our larger towns on settler builds, because we need at least 1 and another would be nice. I'll see what I can come up with.
 
gmaharriet said:
I'm going to finish playing now, but out of curiosity...why all but 1 cat? Why not all of them? :hmm:
I'm not quite clear on this "all but one" with the catapults either. My guess is that so you've got something to lob at the 2nd strongest defender after the army takes out the strongest.

Keep an eye on the number of units the Hittites take out, and see if you can get a feel for the number that are left. If Cuzco is only defended by archers after the Hittite MDI are done (or one spear and a couple of archers), consider blitzing with the Army first. You may be able to take the city with just the army, and move the rest of the stack towards the next target.

As for the "Rule of 6"... that one doesn't immediately come to my mind either. Start some infrastructure builds in our most productive cities after the settlers. If you feel you need additional units, just swap the builds back out to Gallic Swords. A GS only cost 10 shields less than a Library.

@Bede: We need to be careful about starting in on Babylon or Hittites too soon. Hittites demanded silks from us during my turns. We risk a busted rep if we start in on them too soon, or if we bust a trade route by attacking Babylon too soon.

@gmaharriet: I haven't looked at the save, but from what I can see you're playing some solid turns. The Good General won't recognize the game when it comes back to him. :thumbsup:
 
I fear you guys are going to get really tired of all my questions, BUT...

It's the end of my turn 9. We've got Cuzco along with The Pyramids and Glib, but now I don't know what to do with my success. :rolleyes: Never did use the other cat, not knowing what it was for. Our Army and most GS are injured, though many have 1 movement left. Babs signed peace with the Inca on the IT, there were 2 Hittite MDI's of which 1 killed a spear and the other died. I think there were 4 spears left, and the last one put up a fierce resistance.

Now...I don't know whether to use the last available movement point to enter Cuzco or to fortify them in place to heal. I know it can't flip on the 1st turn, but more healing is needed. Army has no movement left. (We have 1 healthy GS, 1 healing GS and 2 healthy archers in Tiwanaku for reinforcement.) Here is a pic showing troop condition. (The GOOD pic showing the capture will follow later. :D ) A settler is heading that way from Scoutsville, but still has far to go to plant a relatively safe haven. Advice NEEDED!!!

170bc_Cuzco_troops.JPG

And the save:
Edit: Looks like the save didn't load. I'll try again.
One VERY good thing...we're gonna get some techs right away from the Glib.
Hmmm, save file still won't load. It's not THAT big, but I'll try the other upload option http://www.civfanatics.net/uploads10/TGOM03_Celts_170_BC.SAV
 
When did the GLib become part of the deal in capturing Cuzco?!?! Daaang... that is SWEET!

As soon as the save appears in a refresh I'll have a look at it. I suspect Brother Bede is suffering from retail madness at the moment. (This time of year is particularly rough on him...)
 
I haven't seen the save, but at this juncture I would probably take half of the banged-up Gallic Swords and put them in the city to quell resistance. Let the Army heal in place. (It can heal in enemy territory...)

...and if I may make a couple of points here:
  • The questions are no problem.
  • I like the way you're making this sort of a mess in this sort of game. The troops are supposed to be banged up at the end of a successful campaign. (You're doing good!)

@Own: :wavey: Glad to see you lurking our little furball. And I think the plan is to own this continent on the way to Alpha C. (But plans have been known to disintegrate on my turnsets... :crazyeye: )
 
scoutsout said:
I like the way you're making this sort of a mess in this sort of game.

Awww, thanks, Scout! I guess I did say I wanted to learn about early warfare in this game, and I'm learning a LOT!!! If banged up is a sign of success, I'd say we're definitely ahead. :D

One turn to go...then Bede gets to pick up after me. :mischief:
 
gmaharriet said:
One turn to go...then Bede gets to pick up after me. :mischief:
Now you know why I envy your spot in the order-of-go. I miss making him clean up my messes... of course... he wasn't so grumpy back then. Geez... I wonder if there's some sort of reason for that? :mischief:
 
Drop a town 2SE of Tiwanaku on the river. It will become the center of the science farm and put a cultural border across the isthmus.

:thumbsup: No advice needed on the warmongering.

The rule of 6 was meant to be the rule of 10 for libraries, sorry for the confusion.

Heal up and roll on. "Do not send to ask for whom the bell tolls, Pancho, It tolls for thee!"
 
Bede said:
Drop a town 2SE of Tiwanaku on the river.
There's a settler just S/E of Tiawanku for you to guide there. With no roads directly west, the shortest route was more of a counter-clockwise circle that led to Tiwanaku.

OK! Finally!!!

Preturn 350bc - Don't see anything that needs changing. Hit enter.

IT - People want to build Heroic Epic. Goc GS -> GS, Camoludenum archer -> archer. Incas have built the GLib for us in Cuzco. Carthage starts Sun Tzu's. 2 Incan archers move next to Tiwanaku, Incan spear moves S/W.

1. 330bc - Found Forward Post east of Tiwanaku -> cat. Move slaves to safety. Attack Inca spear losing an archer, but kill spear with GS. Move other archers and GS forward. Use army to kill the 2 Incan archers at Tiwanaku. Move cats, army and 2GS toward Vilcas. Not sure what galleys were meant to do, but try to position them to ferry troops as needed.

IT - 1 resistor quelled in Tiwanaku. Archer moves out of Vilca. Scoutsrest GS -> GS, Richborough GS -> GS, Harrietsburg archer -> archer. Babs start Sun Tzu's.

2. 320bc - Move troops forward as possible, but Bab and Hittite units are in the middle of the roads. Army takes Vilcas with 42g, 2 slaves and 5 resistors...keep city as we have no war settlers...start temple. Kill Inca archer outside Vilcas with GS, losing 1hp. Send last GS back to reinforce Tiwanaku, which has 2 archers 2 tiles away. Army down to 2/13 and healing in Vilca. various worker moves. GOC unhappy, so hire scientist.

IT - The 2 Incan archers move next to Tiwanaku. Hammi asks us to move our boat...sure. TJville GS -> GS, Camulodenum archer -> GS. Incense deal runs out.

3. 290bc - Renew incense with Hammi for Dyes and 95g. Skirmish with archers outside Tiwanaku, losing 1GS, 1GS redlined killing 1 archer and 2nd archer killed flawlessly with 3rd GS who promotes to elite. Move cats, army and a 4/4 GS back to Tiwanaku, leaving a 3/4 GS to heal in Vilcas.

IT - Bab troops heading north. GOC GS -> GS, Mayhemium rax -> archer. The people love us and build us a throne room.

4. 270bc - kill 2 archers outside of Tiwanaku. Was going to move troops outside, but cats have no movement left. All civs now have Republic and Feudalism, Babs and Hittites also have Engineering. Babs have lots of gold, over 2000. They will be a power house, and I'm wishing I hadn't renewed the deal for incense.

IT - Bab spear kills Incan archer, but is then killed by another Incan archer. Lots of Bab troop movement.

5. 250bc - Move all troops out of Tiwanaku. Bombard and RL Inca archer, kill with elite GS, but no leader. Shuffle troops and workers. No more resistors in Tiwanaku and only 2 left in Vilcas, but 3 tax collectors in each city...flip risk gradually going down.

IT - Hittite MDI heads toward Inca territory. Scoutsrest GS -> settler, Lurkersville GS -> GS, Harrietsburg archer -> cat

6. 230bc - Huge counter attack from 1 lone Inca archer, RL'd by cats and killed flawlessly by vet GS, but no promotion. I'd like to head west now, but our army is still healing at only 8/13. worker moves. One less resistor in Vilcas, so 1 more taxman.

IT - Hittite MDI takes out lone Inca archer, 2 more Hittite MDI and a spear head west into Incaland. GOC GS -> GS, TJville GS -> GS, Camulodenum GS -> settler, Richborough GS -> GS, Mayhemium archer -> GS, Cronium rax -> GS, Mistburg archer -> cat

7. 210bc - Army is healed, so head west, leaving 2 archers in Tiwanaku to keep the Hittites from getting any funny ideas. Can see Cuzco now, but the Hittites are a tile closer. more worker moves.

IT - Incas want peace, but only offer Engineering and 40g.

8. 190bc - Move all troops just outside of Cuzco...it is size 12. Hittite MDI is just outside Tiwanaku, so move a wounded GS in and move up a healthy GS from our core. Put scientist in GOC back to work, change Rathaus from rax to harbor, Cronium from GS to harbor, Mistburg from cat to harbor, Richborough from GS to lib, TJville from GS to lib.

IT - Bab and Inca sign peace. Hittites attack Cuzco but cannot take it and move in more MDI's. Scoutsrest settler -> lib, Bugsrest rax -> harbor, Bede's Abbey rax -> harbor. Next player can change builds as none will complete on my turns. Babs start Leo's.

9. 170bc - head settler from Scoutsrest west. Begin attack on Cuzco. Cats go 2 for 4. Army kills 3 spears and retreats, (no elite GS's) 4 vet GS's redlined and retreat, 3 GS's each kill spear and retreat, next GS killed by spear, next GS kills last spear and Cuzco is ours with 43g, 1 slave, The Pyramids and The GLib. There are 10 resistors!!! and one clown. Start temple. Move 3 wounded GS into Cuzco.

IT - We learn Republic and Feudalism. Our Domestic Advisor asks if we want to revolt to Feudalism...ha, ha! Fat chance!!! We learn Engineering and Invention. With our new knowledge GOC produces an MDI -> MDI (Bede can change any and all builds, as I'm not sure what's coming next.) Camulodunum Settler -> Market. The people love us and plant a lawn before out one-room castle.

10. 150bc - Send Camulodunum settler N to GOC, other settler still heading west (need some roads that direction), worker moves. Fortify units to heal.

After Notes: MapStat tells me that both the Babs and Inca know Mono, so we should get that on the IT. Research is set to Gunpowder, but we have only this turn invested. The troops and cats all have movement, but so much healing is needed I didn't want to start them on a new conquest...that could still be done. I completely forgot about our galleys as they weren't needed to ferry troops and could have been exploring. Sorry! :blush:

I'm pretty pleased with the results, but must give most of the credit to Bede and Scout who were so generous with their advice.

Pics to follow. :)
 
Cuzco gets GLib
350bc_Cuzco_GLib.JPG

We take Vilcas
310bc_Army_Vilcas.JPG

Hammi incense deal
290bc_Hammi_Incense.JPG

Cuzco 150ad and Incan Territories
150bd_Cuzco_Incan_Terr.JPG

Our Current Empire
150bc_Our_empire.JPG


I can't believe I didn't get screenies when we took Cuzco.
In fact, I'm sure I did. Maybe I misfiled them, and will add when located.

OK...found the Cuzco Taken pic :p
170bc_Cuzco_Taken.JPG
 
:cool:

Two really big buildings for the price of a couple of Gallics, now that's what I call a Demigod production discount (it works both ways you see).

HAving both the Library and the Pyramids is a huge boost to the Celts and it is not 10AD yet. Time to run the table! (Conquer the continent and breed lots of scientists).

Got it. Play tomorrow (God and the shoppers willin')
 
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