The Average Joes

IHT
We have non-average people in Nidaros, Carthage and Amsterdam they all get relegated to regular citizens. Amsterdam was especially weird as it was stagnating and running a spy, it also has a settled Great Merchant.
Change some Dutch cities to build a confucian temple to take advantage of the Apostolic Palace bonus.
Biology wouldn't have been my choice on the tech front, IMHO extra food is making things more difficult for us with micromanagement, although once Factories get built we'll go into unhealthiness which will help keep cities at size 20.
Both Monty and Charlamagne have enough on their hands.

IBT
Frederick comes asking for us to protect his feeble little empire. Having done the diplo rounds the turn before he showed up as public enemy number 1. No thanks Fred I'd rather fight on our terms.Tell you what, you keep Monty busy we'll pick up the scraps.

Turn 261
Shuffling of riflemen, getting the city raiders to the East coast of Netherlands.

Turn 271
Declare war on Monty. Positioned 2 fleets outside his cities with his armada of caravels and destroyed them all, mwahahaha.
Northern fleet wasn't that lucky, lost 3 rifle, southern fleet flawless. Burn the cities to the ground.

Turn 275
handing over,

Burnt another city of Monty's a couple of turns ago, lost a couple of rifles because I foolishly forgot to use the nearby frigates to reduce the defenses. A few naval battles have occurred, we've won more than we've lost because of our Ships of the line, good call on that one.
Monty has only a 3 more coastal cities, one of them is Tenochitlan his capital and home of his 2 wonders which would be great to burn, then we might have to think about cutting our losses, war weariness is already at 12 in Nidaros. We can now build Jails but it's going to get ugly soon.
I under cooked it a bit on our siege units and didn't build a single one, I suggest we get a few trebs built and do the relatively cheap upgrade to cannons when we get steel.
In the tech department I was angling towards Assembly line, amphibious infantry vs rifles is the next step, we're getting a bit light on the amphibious city raiders though.
Might pay to put the citizen in Essen back to work, we've had a couple of revolts there.

Handling governor assigned specialists.
I've found the easiest way to deal with the specialist situation is to click the auto governor when our cities grow beyond their maximum workable tile limit and have self assigned a specialist, then click the citizen specialist. A yellow box should appear, that will make every additional pop point a citizen. I've also tried to do this in our cities with settled GPs (Utrecht/Amsterdam) this should balance out the bonus of having them.

Happy hunting.
 

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  • Joe Bloggs AD-1810.CivBeyondSwordSave
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Biology wouldn't have been my choice on the tech front, IMHO extra food is making things more difficult for us with micromanagement,

My reason was simon-simple: massive war-weariness induced starvation all over the country! we were easily running -10 food in some towns!
 
My reason was simon-simple: massive war-weariness induced starvation all over the country! we were easily running -10 food in some towns!

I can see where you're coming from now. We are running a pretty tight line with food surplus now, mostly my doing, I've converted a few farms over to either workshops/watermills/cottages depending on the situation. With the War-Weariness creeping up starvations is an issue.

Perhaps an oscillating war would be best to keep war-weariness down.

Charlemagne holds the Statue of Zeus which we should try and burn ASAP

Who wants it? You and colony had a swap last time, shall we keep the normal roster?
 
ah, I'd say we keep the current roster ;) I am actually up at 1:40 a.m. and working now, which given my advanced age of 'please help me across the road' is not really a good way of heightening productivity and creativity :p
 
I said current, meaning the new, changed player order :)

but OK, I can play today, so..... got it
 
The old order suits me ATM, I'll be a bit busy over the next couple of days. Looking back playing on Emperor would've been more interesting, but the effective difficulty of the game probably wouldn't have been too far below a standard Immortal game.

Wars with Monty and Charlemagne should be enough to finish the game off, either Domination or Conquest would probably be quickest, though really any except Cultural are possible from here. Focusing on military tech should make it a bit faster though, Tanks should probably be a priority after Infantry.
 
Decision time: we get an offer - an AI wants to become our vassal. Can you guess which? And do we say Yes?
 
If it's Frederick then I'd be tempted, we're not exactly popular anyway and it'll save a war to finish him off. He also has Steel IIRC which he might be willing to give us. On the other hand it means if we end up close to the domination limit we might have to take another 20 turns or so to get some land off someone else.
 
If it's Frederick then I'd be tempted, we're not exactly popular anyway and it'll save a war to finish him off. He also has Steel IIRC which he might be willing to give us. On the other hand it means if we end up close to the domination limit we might have to take another 20 turns or so to get some land off someone else.

I count this one as a YES, and accept :)


It is really weird: we didn't to squat to give him a reason to capitulate without a war :lol: And it is totally out of character for Freddy, too :crazyeye:
 
Preturn: we will lose the unprotected Galleon. There are two Caravels in Monty’s town, and I know the AI loves to attack at abursd odds, hurt a unit bad, then finish it up. I land the troops, along with all other troops as protection.


1) Galleon kills one Caravel, but dies to No.2
Raze the Aztec capital, some fights at long odds (34%) we win, some at excellent odss (>95%) we lose. Meh!

2) Order Trebs all around.

3-5) raze, raze raze - in the end, Monty will sign peace for peace, I raze a re-founded town for no losses and get this:





Okey, dokey, time to look for a new target :)


On turn 281, Freddy pops up, asking to become our vassal. I accept.


Turn 285: handing off.
Prepared two fleets, one at home with lots of trebs, one at the jump-off point for Monty. Both should go for HRE and meet at the coast before an attack commences. Please note: units on our home continent are goto-ed for the fleet meeting tiles.

 

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  • Joe Bloggs AD-1828.CivBeyondSwordSave
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Sorry about the unprotected Galleon, guess I got too cocky.
Nice work on crippling Monty, he'll probably bounce back pretty quickly with an army but we'll be even more powerful by then. :)

I learned the hard way about combat odds: 60% means you die on attack, but 60% on defense means you also die ;)

Also, it is in CIV entirely normal that a warrior attacking a tank does 90% damage....

as for Monty: given the setup you provided I would have had to be totally daft not to hit him hard :thumbsup:
 
as for Monty: given the setup you provided I would have had to be totally daft not to hit him hard :thumbsup:
Awww shucks :blush:

I know what you mean about combat odds, they have a funny way of messing with your mind. I tend to round 80% odds to the nearest hundred :crazyeye: and get a little bit peeved when I lose :lol:

Your observation on the AIs proclivity for detroying a unit at all costs is dead-on, my infantry usually get pounded to oblivion by cavalry and catapults until they finally win. And what makes it worse is I've got the abd habit of playing with enemy moves off, I get about 10 messages and death/victory tunes in the space of a millisecond. I just got sick of watching enemy moves when you've got city visibility with espionage.
 
Awww shucks :blush:

I know what you mean about combat odds, they have a funny way of messing with your mind. I tend to round 80% odds to the nearest hundred :crazyeye: and get a little bit peeved when I lose :lol:

I tend to just utter several very un-family friendly words and get on with it. What I find more annoying is the way an AI will throw endless amounts of troops at you when you capture a city on a new continent, it makes it a bit too easy to destroy half their army quickly. I've got the save anyway, I'll look at it and plan something when I'm in a better frame of mind;) .
 
Finally got a chance to look at the save and noticed Charlemagne has Machine Guns, which is going to make things much harder:sad:. It makes me tempted to delay a war until we get Tanks, but that will be a while. It's going to be painful to do any serious damage with no military tech lead. Steel and Physics can be traded for Communism, Replaceable Parts, Biology and Constitution, not a great deal, but both are on the way to getting Tanks. Infantry will make things a lot easier though, CR Infantry shouldn't have too difficult a time against Machine Guns, if some losses are accepted..

So, here's the plan:

- Trade for Steel and Physice
- Upgrade some Riflemen to Infantry before declaring on Charlemagne (5 turns + time to get some gold to upgrade)
- Hope he doesn't build Machine Guns everywhere when he gets attacked.
 
Turn 0 - 1828AD - Get rid of all the specialists. Trade Communism, Biology and Replaceable Parts for Steel, Physics and 220 gold. As I said, not the best deal, but Cannons are a huge improvement over Trebs. Physics is needed for Industrialism so better to have it sooner rather than later. Turn research down to 60%.

1 - 1830AD - Upgrade some Trebs to Cannon

3 - 1834AD - Begin moving Galleons into position outside Aachen, it has the Statue of Zeus in so getting rid of that will be very helpful. It's also his capital so razing it would probably do a lot of damage.

6 - 1840AD - Assembly line complete, start researching Electricity

7 - 1842AD - There's a German revolt in Essen.

8 - 1844AD - Declare war on Charlemagne.

IBT: Destroy 2 Cannons. Kill 1 Chariot, 1 Horse ASrcher, 6 Grenadier's and a Knight. No losses but some units are slightly injured from the collateral damage.

9 - 1846AD - Nothing

IBT: Kill 3 Knights and a Grenadier, lose 2 Rifles and a Grenadier

10 - 1848AD - Attack Aachen. The Spy causes a revolt successfully. I also demanded some gold off Monty.

Summary: I lost a couple of Cannons, but those were the only losses. Razed Aachen. Left the final attacker there to be sacrificed, Charlemagne has a lot of units and I don't want to risk serious losses yet.

Full combat log:

Spoiler :
While attacking in Holy Roman territory at Aachen, Cannon loses to: Holy Roman Machine Gun (10.44/18) (Prob Victory: 2.7%)
While attacking in Holy Roman territory at Aachen, Berserker 17 of Uppsala (Rifleman) defeats (8.40/14): Holy Roman Cannon (Prob Victory: 97.0%)
While attacking in Holy Roman territory at Aachen, Berserker 13 of Birka (Rifleman) defeats (6.02/14): Holy Roman Grenadier (Prob Victory: 97.0%)
While attacking in Holy Roman territory at Aachen, Cannon loses to: Holy Roman Musketman (1.80/9) (Prob Victory: 67.6%)
While attacking in Holy Roman territory at Aachen, Berserker 9 of Nidaros (Rifleman) defeats (2.24/14): Holy Roman Longbowman (Prob Victory: 99.1%)
While attacking in Holy Roman territory at Aachen, Berserker 10 of Nidaros (Rifleman) defeats (12.60/14): Holy Roman Grenadier (Prob Victory: 97.4%)
While attacking in Holy Roman territory at Aachen, Berserker 7 of Carthage (Rifleman) defeats (10.08/14): Holy Roman Musketman (Prob Victory: 99.8%)
While attacking in Holy Roman territory at Aachen, Berserker 15 of Carthage (Rifleman) defeats (12.18/14): Holy Roman Musketman (Prob Victory: 99.8%)
While attacking in Holy Roman territory at Aachen, Rifleman defeats (9.52/14): Holy Roman Musketman (Prob Victory: 99.2%)
While attacking in Holy Roman territory at Aachen, Rifleman defeats (9.52/14): Holy Roman Grenadier (Prob Victory: 98.6%)
While attacking in Holy Roman territory at Aachen, Grenadier defeats (9.48/12): Holy Roman Machine Gun (Prob Victory: 98.9%)
While attacking in Holy Roman territory at Aachen, Rifleman 21 of Lödöse (Rifleman) defeats (12.60/14): Holy Roman Musketman (Prob Victory: 97.5%)
While attacking in Holy Roman territory at Aachen, Berserker 6 of Haithabu (Rifleman) defeats (14.00/14): Holy Roman Grenadier (Prob Victory: 100.0%)
While attacking in Holy Roman territory at Aachen, Berserker 3 of Haithabu (Rifleman) defeats (12.60/14): Holy Roman Knight (Prob Victory: 99.8%)
While attacking in Holy Roman territory at Aachen, Berserker 1 of Carthage (Rifleman) defeats (12.60/14): Holy Roman Knight (Prob Victory: 100.0%)
While attacking in Holy Roman territory at Aachen, Grenadier 5 of Lödöse (Grenadier) defeats (8.40/12): Holy Roman Swordsman (Prob Victory: 99.9%)
While attacking in Holy Roman territory at Aachen, Grenadier 2 of Carthage (Grenadier) defeats (10.80/12): Holy Roman Grenadier (Prob Victory: 100.0%)
While attacking in Holy Roman territory at Aachen, Grenadier 1 of Nidaros (Grenadier) defeats (8.88/12): Holy Roman Grenadier (Prob Victory: 100.0%)
While attacking in Holy Roman territory at Aachen, Grenadier defeats (6.60/12): Holy Roman Musketman (Prob Victory: 99.7%)
While attacking in Holy Roman territory at Aachen, Grenadier 3 of Birka (Grenadier) defeats (5.04/12): Holy Roman Grenadier (Prob Victory: 99.5%)
While attacking in Holy Roman territory at Aachen, Grenadier defeats (5.04/12): Holy Roman Grenadier (Prob Victory: 99.9%)
Captured Aachen (Charlemagne)
Razed Aachen


Charlemagne's territory just after taking Aachen:

Spoiler :


Florence looks like a good target once the units have healed, there's almost 50 ships there, but is also very heavily defended, with 11 Grenadier's and a lot of Knights and other obsolete units. It would be likely to almost completely cripple his army, but with all the WW from destroying that many units at once it would also be likely to lead to some serious economic consequences, probably enough to force us to have to make peace straight away. We have 19 Riflemen, about half well promoted, 6 Grenadier's and 10 Cannon left. There are a couple more Galleons on the way carrying Rifles and more siege, I might've forgotten to take some off go-to though I'm fairly sure checked them all.

Defenders in Florence:
Spoiler :


The other option is to continue the war, but leave that city alone, less likely to put a big dent in his army, but it should be possible to capture a few more cities before being forced to make peace due to WW (our WW rating with Charlemagne is 310 right now). That would leave us much more vulnerable to a decent counter attack though.

I know I only played 10 turns, but I'm having trouble deciding between the 2 options. The first would lead to a shorter, much more intense war that would be likely to take less land but also be likely to leave Charlemagne without a real army for a long time, the second to a more slow paced war that could potentially take a good chunk of the continent. Considering our WW rating with Monty is still high the second option appears more slightly more interesting to me, on the other hand a shorter war would be a chance to finish off Suryavarman and get a foothold on Monty's continent. One other thing to think about might be researching Fascism and switching to Police State, along with Jails WW would hardly be a problem and the game could be wrapped up quite quickly. Monty's and Suryavarman's territory would just put us over the limit by a couple of percent if the culture slider was turned up., though Charlemagne's would probably just be enough too.

I can either play the other 5 turns or the next player can take the game.
 

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  • Joe Bloggs AD-1848.CivBeyondSwordSave
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:goodjob: Statue of Zeus and the HRE capital destroyed. We're a ruthless bunch just like real vikings :D

War is pretty time consuming but sounds like you're pretty eager to continue, plus you're in the best position to keep up the momentum so up to you.

It looks like Charlemagne still lacks Astronomy, either that or he thinks his galleys are going to be useful carrying troops across the ocean. We could always shadow his fleet if and when he upgrades his galleys and sink them in the open seas, I'm not sure how WW works on indirectly destroyed units. In my turns I razed 2 of Monty's cities which held at least 10 galleys/caravels might pay to do a worldbuilder test perhaps.

I destroying Charlemagne's fleet in harbor is the best option while teching towards fascism.

We should wait and see what Simon thinks.
 
colony, please play the five turns - you have certainly earned the right to lead Viking troops into battle :thumbsup:

I am for kicking Charlie in the balls as hard and fast as we can, too. We can survive a few enforced turns of peace due to WW while we wait for the Fuhrer to appear!
 
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