The last challenge -- Team game -- Deity trial

I'd like to hear duckweed here:
Yet, I see it quite simple: we draft muskets, they are fine for city capture (clean up after the cannon).
Teching (quite slowly) to rifles w/ the golden age help.

Pinch cuirassiers should be the best stack defense vs the peskymagic grenadiers they just got. Ragnar has no SoD and Monty has some mini SoD (less than 10 units).
In 5-6 turns we have to declare, imo.
 
Agree on the war declaration. I'm just worried that our cannons have no protection against grenadiers right now since the grenadiers will be at least combat 2, probably some combat 3. A few pinch cuirassiers should take care of that problem though.
 
They switched out of the military civics to Bur/OR which makes me believe they are building infrastructure for the culture attempt.
 
Situation looks pretty good, teching is better than I had expected. We could adopt theology earlier to make some of the cannons to be level 3, that's quite different winning odd for the first few battles in each city.

Yes, switch to Nat and Theo now and start drafting (there's no different of rifleman and swordman on cleaning with cannons) and try to produce a few level 3 cannons and some cuis. Once we have ~30 units other than cannons, we can start the revenge. I think we can divide our forces into 1 major stack (15~20 cannons + 20 units) marching to the gem city and a small stack to the Corn city, so that we can shorten the war time by ~1/3.

Shyuhe is UP

Edit: 2 cities with stable are enough.
 
Sorry I thought I would have time to look at the save yesterday but it didn't happen :( I won't be able to play till Saturday at the earliest so if somebody else wants to pick up the save first, feel free.
 
I'm starting to actually see a chance of winning this game now... the army is ready and we can declare this turn or next. We should also adopt Confucianism I think and try to vote ourselves as AP pope. We don't want Willem et al. putting up a stupid "stop the war" vote while we go on our merry way.

Basically I set tech to rifling, kicked off a GA, and started drafting under theocracy. I think our cities need to cool off now, especially in anticipation of mounting WW (Ragnar has the stupid SoZ - will it apply against Monty WW?). We are also in caste right now but can revolt out if we so desire since the 5 turns have passed.

And my 6 turns of work:

Civ4ScreenShot0422.jpg


vs

Civ4ScreenShot0421.jpg


(city west of Monty's capital)

and

Civ4ScreenShot0420.jpg


(Ragnar's new capital)

Remember - LB do NOT upgrade to grenadiers but pikes will (and mostly have). We also do not have any level 3 cannons right now :( Our cities are super mad from all the whipping and I wanted to stack draft anger on top of it so I couldn't get any out. Still, I think we should be ok - the Chichen Itza is in Tlateloco which isn't far from the border. I leave the honors to Duckweed.

One last note - if we get Toku to friendly, we should revolt to FR to bring Joao to friendly too (opening up tech trades!). We can trade for constitution from Churchill's team but I have not done so - they are teching up the SM line right now.
 

Attachments

All melee units and xbows can be upgraded to grenadiers but we have enough units.

It's time for revenge. Just a note: or west border may need a couple of defenders: ragnar sneaked the city near the pigs, we might send some troop(s)
 
Nice, we have powerful SOD now!:D

Will post a plan tomorrow. Suggestions for war plan are welcome.:)
 
war plan:

Move towards Tlaxcala in anticipation of Monty's SoD (assuming it moves 3 tiles per turn). He has catapults in Tenochtitlan as well.

Once we take out his SoD, capture Tlaxcala -- Tlateloco. At some point, we may need to start changing our bigger cities to build wealth modifiers in anticipation of rising city maintenance.

As an aside, I don't think I've ever built an SoD this large by 1200 AD.
 
I'd take the trades (constitution+sci. meth) from Churchill (repl. parts+mil sci+map+15gold) and sell the map to Ragnar (65gold).
We need jails b/c of the damn SoZ.

We can beg Toku for some gold I think too (with our power at least 100 gold or so).
Imo, declare and wait a turn to see if any troops move towards bloody hill.
I am afraid we should leave few defenders there.

Then move to Tlaxcala (will get the gems I was dreaming while discussed the city of Bloody Hill) and then wonder city. You will be upgrade some troops in the city (it's coastal).
Another option is heading to aztec capital (after the gem city) which has the amazing combo of heroic epic+globe theater. (NE is in the wonder city). Reinforcements can take the wonder city then.


I guess they (together) can get 4-5 units each turn but as long as they don't get horses to flank the cannons we should be ok.
Let the steel (cannons) prevail.

--
Indeed that's pretty amazing SoD for 1200AD.
 
OK, here's the plan.

Will do the trade as Bestsss suggested, but skip the tech trade of SM, the loss from monasteries is considerable. Tech next will be SP after upgrading all the cuis.

Switch to rep + bureo + slavery, our cities are exhausted from drafting, bureo capital with OU is huge. Slavery is needed to whip away angry citizens.

Will adopt Confu when all our cities got it.

Except the HE city, all other cities will focus on infras after current units. Hence will switch to OR 5 turn later.

Divide SOD to 2 stack after entering Monty's land, the major stack will head for the gem city and then Monty's capital, the minor stack will march to the wonder city and then capital. some cannons will be drawn to the southern gift city.

Our final goal is the Shrine city!!! But, but, do we want and dare to capitulate them and try to face the wrath of Willem/churchill? This can be discussed in the next set.:D
 
I think capitulation is out of the question... Don't Willem/Churchill have 60+ mounted units in their SoD? Besides, I'm pretty sure we'd have to take almost all of Monty before that team would capitulate to us, at which point it'd be better to finish Monty. Also, it'd totally screw our ability to tech trade - especially when we're close to hitting double friendly with Joao's team.

I wouldn't split our SoD until we crush Monty's. Ragnar's is much smaller so I'm not as worried about it. Otherwise I like the plan.

Also, I think Joao may be trying for a culture victory. It's definitely something we should watch out for, especially if he starts going up the electricity--radio--MM line. I haven't the slightest idea how we're going to stop him right now.
 
Also, I think Joao may be trying for a culture victory. It's definitely something we should watch out for, especially if he starts going up the electricity--radio--MM line. I haven't the slightest idea how we're going to stop him right now.

Fighters + Bombers will crush everything before he got jet fighters/mobile sams. I'm very confident on them.:D
 
We cant capitulate before they have a few (3-4) cities left. That means we would kill Monty off anyways.

My point about SM is that we can get communism in a trade from Joao (need them at friendly, though. Too bad there is nothing Joao can demand from us). Money wise the wonder city will help with the Spiral Minaret.


About infra build: looks good.
Although I am afraid they might get rifles before we finish them which will slow us down. And we don't really have much defense aside pinch cavalry.
Just see when/if they get RP.

About joao going culture I am not so afraid: we can tech nukes before they arrive there.
 
They do have printing press and military tradition. The latter is quite useless to them
since They don't have horse resource.

They jumped from military sci->printing press.
With 3 tech deep it's rifling (PP->RP->Rifling)... My bet it's rifling, I hope they are 10 turns before we see it, though.
 
Oh I must be thinking one set back then.

They've already upgraded most of their troops to grenadiers so we will only see rifles from LB upgrades (annoying).
 
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