The Gang of Four - FRFR Redux

Berzerks won't get obsolete that soon! I'll check the save tonight at home, and see what is best.
 
Pre Turn 900 AD; Checking our empire. We have few archers and berserks, and lots of pikemen… That’s not gonna help a lot. Catapults aren’t that useful either I think. Nor are Trebuchets… Change all unit production to berserks
My dear gangmembers: The last time I was playing this game, I set production to archers, archers, archers and archers. Now we have only 4 of them. Isn’t it obvious to only build archers, save money for upgrade, and thus build no pikes or catapults? This is a tremendous brake on our development

I decide that Persia and her lighthouse will be our next victim. Good to see they are near. With 4 coastal cities :) !

Turn 1; 910 AD; Several deals finish. For fur and 7gpt, I buy incense from Egypt. Gems are online. Switch Birka to temple. We don’t want that land tile to be settled! Found Tromso on the iron in the south.
Turn 2; 920 AD; nothing special.
Turn 3; 930 AD; troops movement.
Turn 4; 840 AD; Finsi forest near Tientsin: Start chopping it. Forrest NE of Birka is chopped and shows bonus grass. A Persian ship isnear. I suspect it has settling plans near Birka.
Turn 5; 950 AD Vadso founded on horse south of former Chines city.
Turn 6; 960 AD; Trade teho with Indians for Invention. Gunpowder is around. I think we should do the trick with a peace deal with the Persians. Thinking of it: I declare war on the Persians! This way, peace comes earlier.

Turn 7; 970 AD: We finish the Knights Templar. A Golden Age! I didn’t expect that! We kill a Persepolis defenders. I won’t fo further, as we need our defense backup first.
Turn 8; 980 AD; Persepolis is ours. Ships movement is 5 now! We loose a berserk south of Persepolis. Loos a Zerk near Gordium :( .
Turn 9; 990 AD; We raze Gordium.
IT: I see several Zeus horsies running around, triggered by our Zerk that just raised Gordium.
Turn 10; 1000 AD; Sink a Persian galley up north. We conquer Arbela and its Temple of Zeus. We conquer Persepolis and its Lighthouse and Hanging Gardens. Wound a cav, kill a cav.


Next player (discussion?):
1. Xerxes will accept peace now. If we pay him 25 gpt, he will give us gunpowder. We can hold out for the moment, I think, but we do not have too many units overthere. MAybe wait a few more turns?
2. Starve and whip those Persian cities asap! Whip a harbour, I guess. Flip chances are too big.
3. There is a settler in place in former China. Another settler is near to make an east-west connetion on our island. Up north there is another settler, ready to board the wounded galley. Up to you! You could use the fist settler ship to sail further south.
4. 2 workers are evacuated to the island east of Persia. Bring them back after peace, to do some chopping.

100 AD save
 
Nicely :hammer:ed, Stapel.

Pending discussion, I'm tempted to make the peace treaty with Persia.

Got it.
 
Your going to have to skip me my next turn (and possibly the one after that if it gets around that fast). C3C and me isn't getting along.
 
Nicely played Stapel!! That should hook up our Danish Studs.

Gengis
Stapel
Bede - UP!
Strider - Skipped
Bugs - On Deck
 
T0 1000
Persians counterattack at Persepolis and kill a pike. Ansar crippled

T1 1010
Found Gemfjiord.
Land settler on Canalsite
Load settler to head to SouthIsland

Berserks at Persepolis wipe out approaching Persians (2 IM's and 2 AC's)

There's a coastal ivory in Persian territory SW of Persepolis.

Indians start Sistine Chapel.

T2 1020
Found Kiel.

Persian counter attack moves past Persepolis towards Arbela

AC attacks warlords threatening Sidon and is forced to retreat.

T3 1030
Arbela flips. We lose cat and AC.

We take Sidon and the retreating AC is slain, Bede's Bowman promotes to Elite.

T4 1040
Elite Berserk's in garrison at Persepolis wipe out Persian counterattack. No promotions. One crippled AC escapes.

Persian Im counterattacks at Persepolis and slays exposed Berserk.

Hammi comes calling and demands 76g in tribute. Pay him off as I don't know where his forces are.

T5 1050
Garrison Elite Berserk at Persepolis wipes out Persian Im.

Persepolis gets the :whip: to finish its harbor and reduce the burden of Persian citizens.

Yet another Persian Im emerges from Pasargadae and kills our Berserk.

T6 1060
Move troops into position to retake Arbela.

Persian AC's attack Persepolis and are forced to retreat. Berserk promotes to Elite.

T7 1070
Amphibious assault at Arbela wounds pike but fails to take city.

Elite Berserk takes the city back but fails to promote.

Bede's Battleaxe fails to finish the Persian Im on way to Arbela.

Two elite Berserks from garrison at Persepolis eliminate Persian counterattack of IM and Archer. No promotions.

Persian IM turns back from Arbela and kills Berserk outside Persepolis.

Portugese complete SunT

Dutch start Sistine and Leo's

Persian IM emerges from Bactra on north tip of island.

T8 1080
Crusader moves into garrison at Persepolis.

Babylonians start Sistine.

Indians start Sistine.

Egyptians finish Leo's and start Sistine.

T9 1090
Settler and pike land on South Island.

Ship Berserks from Trondheim to Arbela.

Xerxes will give us a Peace Treaty and Gunpowder, but not Bactra. Wonder what's up there?

T10 1100
Found Fauske on South Island.

The war with Persia drags on. I did not make peace and pay for Gunpowder because I didn't want to fund his military and research budget. Xerxe is keeping very little of his income right now (only a couple gpt) but has learned Education. He will now give us Gunpowder for a Peace Treaty. I think we should continue the war until we control the entire peninsula. I changed the build in Alesund to settler which will be due on the IT. Suggest picking him up with a galley from Trondheim (A Crusader and Berserk are in place at Trondheim and lots of galleys for transport) and claiming the ivory on the Persian coast. though in our current government the extra luxury is worth more as a trade good than needed to keep our people happy.

For the future, I think we need to spend our income on self researched techs that will support our economy and science. I would not buy technology on credit from anybody as we need to keep the technlogy pace as slow as possible. We are really shield poor (even in our GA) and watching our towns struggle to build berserks in a a reasonable time leads me to worry about building the more expensive units that come with more advanced technologies. IIRC the AI will not do deficit research so money in their pockets is used to upgrade units or rush improvements. So, learn it or steal it or pay cash. We can buy Education for ~675g from the Dutch, the Babs or the Portugese right now and probably sell it to the Egyptians for Gunpowder and some cash, or we can buy both Education and Gunpowder from Xerxes in a peace deal for 650g, or we could try to steal either one for ~700g, then cut a deal with Xerxes for the other.

As I think about we might want to steal both Education and Gunpowder and keep the money out of the hands of the other guys.

We have nearly 150gpt in income, no military costs, and keeping the citizens happy is no problem, so we can easily spend gpt on research or keep the income and use the growing pile of coin to steal or buy tech for cash.


There is a fleet of galleys in Trondheim waiting to pick up troops for the Persian war. Once Bactra is captured and eastern Persia is secured we should go sailing with settlers and troops to claim whatever coastal trade goods and resources are left, or we could carry the war to the rest of the world once we build our home defense.

That Persian peninsula is key right now as it has the Lighthouse and the Statue of Zeus (sea mobility and shield free fast attack).




1100
 
Great job! As long as we can stay at war, we should! I didn't expect you could hold out this long!
 
Gengis - On Deck
Stapel
Bede
Strider - Skipped
Bugs - Put down those brackets and get the game! You're up!!
 
Here's the present war situation for lurkers.
Go4_1100_AD.jpg
 
Pre-flight - 1100 AD – Yuck! There are some of those nasty roads over there in Persia. What a filthy habit! Building roads! What idiots! These barbarian AI! Don’t they know that that is no way to play this game! Pillage some tiles in Persia.

Check our cities. Start to MM the size six cities to grow and then realize that we’re in Feudalism… bad idea.

Diplo – I smell a two-fer here. Hammi will sell us Education for 673G. Cleo will sell Gunpowder for 570G, but she doesn’t have Education. Let’s see. We have a fur deal expiring in a few turns. Let’s wait and see.

We have a funky palace going there with a combination of Mesoamerican and European styling.

Who’s this funky looking dude? Ahhh that’s right we built the Knights Templar in Reykjavik. So we have two wonders that do nothing for us but generate a strong military unit every five turns. It will be interesting to see how over powered those are.

I think that does it.

IBT – Some Immortals start towards us.
Reykjavik: Market=>Barracks (we want veteran Crusaders)
Molde: Barracks=>Zerk
Alesund: Settler=>Barracks

1. 1110 AD – Load up a Zerk and a Crusader in Trondheim and set sail for Persia. Pick up the settler in a boat with a spear and head for some elephants.

IBT – Our Fur deal with Cleo expires. Two Immortals stand outside the gates of Persepolis and ask us for our Grail. “You silly Persian Immmmmmortals. Your mother was a hamster and your father smells of elderberries.” :D

Odense: Barracks=>Pike (6 turns as opposed to 14 for a Zerk)

2. 1120 AD - Hammi will now sell us Education for horses. We clean out the 9G in his purse in the deal. :rolleyes:

Dial up Cleo. We trade Education and furs for Gunpowder, Incense & 29G.

Dial up Banking on a 50-turn gambit. Figuring the AI will go for Astronomy and Chemistry first. It is a required tech, so it won’t be wasted research.

We have gunpowder one tile southwest of Hangchow. :cringe: Ahhh, there is another pile between Xinjian and Chendu on the coast. We’ll settle that next. Well after we settle in Persia on the elephants. Let’s hope that the AI saw some oil under Hangchow.

@ Persepolis: 5/5 Zerk kills 4/4 Immortal There is a regular Immortal still there. Hopefully our pike will kill him.

Amphibious assault on Bactra: 4/4 Zerk killed by 3/3 Pike (redlined)
4/4 zerk kills 3/3 spear. Go pick up a Zerk from Arbela so we’ll have two attackers next turn.

IBT – The Treb wounds the Immortal and our pike kills him, goes red, but promotes.
Reykjavik: Barracks=>Zerk
Birka: Zerk=>Zerk

3. 1130 AD – The canal at Alesund is nice for getting to Persia quickly.
Found Ivoristad on the Persia Elephants. The spear defending immediately starts complaining about the stink of the huge beasts, but the citizen is thrilled to have them. Start harbor.

Amphibious assault on Bactra (part 2): 5/5 Zerk kills 3/3 pike (-1hp) and Bactra becomes a feudalistic society. Two citizens disagree with the decision so we put them on bread and water. Start harbor. Unload our second Zerk and immediately start cleaning up the countryside from these ugly roads and mines.

IBT – The Persians send out another meal for our Zerk outside Persepolis.

4. 1140 AD – Drop off a Zerk and a Crusader in Ivoristad, start pillaging. Zerk eats the Immortal for lunch. Gets a bone stuck in his throat and loses a hp.

Need to stop here. Posting a partial log for the team.
 
Nicely done on the tech trades, Sir Bugsy. We got the tech and the money!!
 
6. 1160 AD – Our 3/5 Zerk redlines the 3/3 knight but dies.
More transportation of units to Persia.

IBT – Three knights attack. Two die. The redlined murderer from the last turn kills a Crusader. Our GA has ended. :(

7. 1170 AD – Kill the murderous knight. Our crusader is redlined.
Cleo has Chemistry, but it is very expensive. 2700G.

IBT – An immortal and a knight sally forth.
Stavanger: Zerk=> Zerk

8. 1180 AD – Manuever on our roadless lands.

IBT – The Zerk covering the wounded Crusader is killed along with the crusader. :cringe:
Trondheim: Settler=> Zerk

9. 1190 AD – Kill the murderous knight. Of course that leaves the Crusader who had him for lunch outside the city in the forest.

Move the scientist to Stavanger.

IBT – The Crusader in the forest dies at the hand of a Longbow. A knight attacks Ivoristad and is killed by a Zerk who promotes.
Danish Royal Stud: Walls=>Court
Odense: Pike=>walls
Portuguese are building Cop’s. I smell some trading soon.

10. 1200 AD – Kill the LB with a Zerk who promotes.

After Action Report: The Navy portion of me couldn’t stand not having the vessels named. So I named them. VS stands for Viking Ship. I tried to give them Scandinavian names.

I started an invasion force. I have four Zerks in two galleys. Trying to cross the plains west of our Persian cities with Zerks is suicide. If we sail around and land next to Pasagardae we will suffer one turn in the open. We can then scamper to the mountain and attack from there. See screen shot.

Since our scientist died in Stavanger, we’ll need to hire another one somewhere else.

Chemistry is well known. Babylon only has Astronomy. You can probably get a two-fer by buying Chemistry from Cleo, Henry, or Willie and then trading Hammi for Astronomy.

Save - 1200 AD
 
:goodjob: and good plan. Amphibious assault is the only way to go!
 
After looking at the 8x10 color glossy with circles and arrows and the little paragraph on the back: Can we land on the iron hill for the defense bonus, pillage the road then move to mountain while distracting the Im in the picture with an AC and a pike?
 
A much better plan Bede Guthrie :thumbsup: That's what's nice about screenshots.
 
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