The Space Race

Unless Quint Edited the pic, i can see Calamkul, look in the right corner
 
Unless Quint Edited the pic, i can see Calamkul, look in the right corner

He did. :p

@kingfire: Although, there were a couple, and some of them were quite amusing. Remember the Cruiser almost losing to the Galleon and a Galley defeating another one? "Yay! My Galley is more effecient than my cruiser!"
 
1340 AD - Arabia is willing to negotiate, a situation for which I am glad. But they won't accept an even peace treaty! Oh woeful combination of many wars and Arabic commitments to the Dutch. At least war weariness hasn't kicked in yet.

1342 AD -
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Leptis Magna is, not surprisingly, lost. So much for any chance of a decent peace treaty with the Dutch.

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That's what you call adding insult to injury. And though small and not that advanced, France is no trivial rival right now - they've got many a Musketeer in their forces and I'm sure are just itching for a Golden Age.

1345 AD -
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:woohoo: Just what we need to render our enemies incapable! Horrible suggestion for a next technology by my advisor, though. Instead I decide to research four-turn Ironclads. An unusual choice, true, but we could certainly use supremacy over the Dutch - and Ottomans and Spanish - at sea right now.

Seoul completes what we anticipate is its last Musketman this turn. But we get bad news when we look at its build queue.

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No Infantry? That's right, we don't have any rubber! :mad: We decide to build a few Guerillas for now, but securing some rubber will certainly be near the top of our to-do list.

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Terrible news indeed! Many a Hwach'a are lost with the city. Fortunately most of my Cavalry have relocated to Lagartero.

Scanning the map, we find three nearby sources of rubber. One is near Copan, requiring a culture pop and a road to secure. Another is just outside York, probably the one we will get. A third is by the French town of Tours - the most difficult French town to take.

But there's good news, too. The Dutch don't have any Rubber :D! So we won't worry too much about knocking them down on the score chart right now - there will be plenty of time for that once we've got Tanks and they're limited to Guerillas.

Rubber is fairly rare overall, in fact. Babylon, the Iroquois, Arabia, and England all lack it, and the Aztecs only have it due to our capture of York. And, consistent with their luck in this game, the hapless Vikings lack both rubber and coal.

This turn we intend to deal the decisive blow to the Maya - capturing Chichen Itza. They've already lost their only source of Saltpeter to the Iroquois, who previously lacked Saltpeter, and cannot afford such a loss.

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Two victories in, things are looking very good. With our distant lands still prone to culture flipping, as so recently demonstrated, we plan to send Pak Hyokkose to Suwon to hurry the Iron Works rather than building a Forbidden Palace.

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Three more Cavalry bring down Chichen Itza. Palenque, home of Shakespeare's Theatre, largest city in the world, and built on a hill stronghold, is the new Mayan capital. But it is Copan that we want now.

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Our Cavalry retakes it, and our Mayan territories reach their maximum extent yet.

I send a thank-you letter to Hiawatha for capturing the Mayan source of saltpeter. Makes it so much easier to take cities.

But we also decide that, with the new war with France and Arabic troops still pouring in to our newly conquered Mayan lands, it is time to make peace with the Maya. We certainly would love to take Palenque while they are weak - aka before they get Nationalism - but with all our other wars sending that many troops to the Mayan front is just not going to happen. So we cancel our alliance with the Iroquois and strike a peace deal.

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Three slave workers are also included in the deal. The Right of Passage allows us to reach the Arabs - even with our other wars I want to take at least one Arabic city so they'll agree to an even peace deal and quit sending those Longbows at us.

With that war settled, we turn to the most pressing measure - the Dutch.

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We easily destroy two-thirds of their Cavalry. With their other three troops in our territory, their final Cavalry will be alone in defence of Leptis Magna next turn - and with a Cavalry due in Haeju, that means we should easily be able to take it. Keeping it against the Longbows may be another matter, however.

Three Dutch Frigates are off our western coast, meanwhile.

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See why we need Ironclads? Nevertheless our Frigates and pirates are doing pretty well against the numerous Dutch ships.

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Just not winning all the time.

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That's better.

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Three out of four victories. Not bad. But I'm sure they'll be back.

With the latest naval challenges settled, we return to land battles, against Nottingham once more.

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Try though they may, the English don't stand a chance without Saltpeter. Thank goodness they are resource-poor - otherwise we'd be facing Men-O-War, a most undesirable situation.

We then send troops on towards London. This war is won, it's only a question of how much we take.

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Against France, all we do is spend 300 gold to upgrade border defences. They have Horses, and thus at least Horsemen and possibly Cavalry (though no Knights due to a lack of Iron...our doing :)), so we have to be prepared.

And near the end of the turn, I notice war weariness has hit. Oh well. We're in this for the long run. And it's not too bad, yet.
 
I like how resources are always (for me anyways) in the spot you least expect. Like the coal in your game for instance. I never forget a game I had where I had around 30 mountains and someone with one mountain had the uranium :mad:. Stuff like that always happens to me, not always in a bad way though :D.
 
It's just a theory, I'm not entirely sure it's true, but I think the AI hates you, Quint.
 
Can we see a picture of the overall map? Use the minimap from the military advisor and stretch it 200% both ways. The war weariness should be from your local wars, so kill them and it goes away. France is down to 4 cities visible, so finish them and England and the Dutch can be a holding action til you get infantry and artillery built. Then you can rub tank all over them all when you get Motorized Transportation.
 
1347 AD -
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:eek: The Dutch sink three of my ships! They came back, and in force! I'm glad I'm researching Ironclads!

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The French attack the one city along the border without Musketmen but do not win. They have Cavalry though, meaning our small neighbor will be, despite its size, the most significant challenge on our own continent we have faced yet.

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:lol: Nice try, Hiawatha. Unfortunately, we keep to our deals.

1350 AD -
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:(. It was a good Golden Age at least. But we will miss it.

Our remaining ships are being repaired, so the Dutch will escape. But London will not.

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Four Pikemen later the city is ours. Oxford is the new English capital. The English are likely sorely regretting their decision to align with the Dutch. They'll have lost all but one their mainland cities, and all their remaining cities of any consequence will be fair game for the Dutch.

Leptis Magna will not be retaken this turn due to the end of the Golden Age reducing production. An unfortunate situation.

1352 AD - The Dutch land a Longbow and a Cavalry by the currently undefended town of Sabratha. We ought to have the necessary Cavalry nearby to defend it, though.

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A lucky deal for the Maya, though perhaps at considerable cost. Still, facing a for with Cavalry without even having saltpeter, they were in a bad position.

1355 AD - The Maya managed to retake Calakmul somehow. Perhaps why the Iroquois made peace, but really a better reason for them not to make peace seeing that it cost them their saltpeter. Oh well.

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The newly-landed Dutch contingent near Sabratha is destroyed without loss. We then attack the poorly-defended Leptis Magna.

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William must be quite frusterated that his Swiss Mercenaries have not scored a single victory yet. He has fought well, but the coveted Golden Age still eludes him.

Going to the diplomacy screen again, I see the Dutch now have Nationalism, the first civilization to research it.

But then I see that the Ottomans have Steam Power - apparently their free tech. That's what really could be useful to the Dutch - being on an island and having good sea power, Riflemen give them almost nothing.

We capture another Dutch Frigate with a Privateer, giving us three captured Privateers and two native ones. But the Dutch still have at least six Frigates at sea, enough to keep us very busy with our nine-ship fleet.

Canterbury is our only land target this turn.

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It is taken easily. And with that the English are off the continent. Content with that, we decide to negotiate peace with them.

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We could have gotten the city of Newcastle, but it's on the Dutch continent, so taking it would have been de facto giving the Dutch another town, so of course we didn't do that. Would've been a great way to shoot ourselves in the foot.

1357 AD -
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Just what I didn't want to see! Apparently I was wrong - Nationalism is going to be quite useful to the Dutch. Thank goodness we've already retaken Leptis Magna - if not we'd be in quite a pickle. As it is, this means one thing - we must stay clear of Dutch soveirgn territory. Makes winning the war difficult, but at this point that is preferable to a war with the Iroquois.

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Ragnar Lodbrock requests and is granted peace. We will set an example for the whole world to follow - no wars with countries halfway across the world that there's no way you could possibly reach.

1360 AD -
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:mad: :mad: :mad: Talk about an oversight when I scanned the map for rubber! The three nearby workers are redirected immediately. We will have Infantry soon after all! If only we'd seen it sooner! :crazyeye:
 
I like how resources are always (for me anyways) in the spot you least expect.

See above :blush:.

Can we see a picture of the overall map? Use the minimap from the military advisor and stretch it 200% both ways. The war weariness should be from your local wars, so kill them and it goes away. France is down to 4 cities visible, so finish them and England and the Dutch can be a holding action til you get infantry and artillery built. Then you can rub tank all over them all when you get Motorized Transportation.

Here it is!

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And it does seem that waiting till Motorized Transportation or so for finishing the off will be wise, especially with the developments in Part Thirteen.
 
Quintillus, wait!

I believe simply attacking the Dutch will trigger the MPP, so you'd best be off getting Nationalism and getting an MPP with the Iroquois so when the Dutch attack you, the Iroquois become your allies.

Of course, I could be wrong, but I believe that's how it works...can anyone confirm?
 
Quintillus, wait!

I believe simply attacking the Dutch will trigger the MPP, so you'd best be off getting Nationalism and getting an MPP with the Iroquois so when the Dutch attack you, the Iroquois become your allies.

Of course, I could be wrong, but I believe that's how it works...can anyone confirm?

Excellent point - and in time. It's a better chess game than I realized - they've checked me, but in several turns I can return the favor. Of course, it is contingent on the Iroquois actually agreeing to the pact - with me having five wars that they are not in, that is a fairly big "if". But if war weariness doesn't get too bad, and a divergence to Nationalism doesn't look like too poor of a tech choice, I may keep the war going a bit longer and explore this possibility. Even if it doesn't pan out, it'll give me a chance to try out my soon-to-be-floating ironclads :).

One other note - as of the end of part 13, this is now up-to-date with my progress in the actual game.
 
with me having five wars that they are not in

You could easily make that 3 by making peace with the Spanish and Ottomans, who you can't fight anyway.
 
1360 AD - Spain still refuses to make an even peace. They will make peace for Music Theory, and since it's useless now that I have Bach's, I could agree to an essentially free peace. But out of principle I decide not to. Maybe when I've actually seen one of their units I'll agree to that deal.

The Iroquois and, unexpectedly, the French, have entered the Industrial Age. As far as we can tell, neither has any Industrial techs, but nonetheless we aren't too thrilled about it.

Our hero Pak Hyokkose reaches Suwon this turn, where he hurried the Iron Works. The city is producing a mere one shield per turn right now - but that is merely because it's been focusing on population growth while Hyokkose was on the way. Before long it should be quite productive.

Both cities that we can attack this turn, Rheims in the north and Basra in the south, enjoy 50% defence bonuses, and thus we wait to build up force before attacking. Thus the turn passes relatively calmly.

1362 AD -
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Another useless war. Ah well. I don't plan to take revenge on Babylon - the civs on the Babylonian continent are large enough already that I don't want to risk one of them swallowing up another.

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OK, didn't remember that deal. Now this war is a bit more of a problem. Time to look for more luxuries, by trade or by the sword!

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Now THAT is a great example of how to get someone in a mood for diplomacy, isn't it? Sign an ally against them, and then they'll be just jovial.

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Or it's just a way of being even more arrogant than ever known possible. This war shall continue.

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They sink our ship and think they can get away because we can't attack in neutral waters. But they're wrong, because we have PIRATES!!!!!!!! Mwahahaha!

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1365 AD -
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Well, rats. What a way to spoil the swashbuckling mood the sinking of our ship initiated. A good number of units were in Chichen Itza as well. So much for our advance against the Arabs.

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Iron Works today, Ironclads tomorrow! Production doubles to a whopping two shields per turn.

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Revenge of the pirates! Sure glad I hired a few of those guys.

Taking advantage of being able to defend our territory, we shell three Dutch frigates that sail too close to our shores with Hwach'a, and then start a battle royale on the seas.

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Three victories and a loss later, the Dutch ships are annihilated. We shift around production a bit to avoid having a bunch of Frigates finish the same turn Ironclad research does, and then turn to the land war.

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The Battle of Rheims starts well for us, with Chu-Mong defeating two Musketeers without so much of a scratch. About that superior defence of musketeers - it isn't showing itself.

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But those Spearmen...

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Rheims is conquered nonetheless. We then advance on Orleans. France is in trouble - they don't appear to even have any offshore territories to retreat to. But then diplomacy comes to play.

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Some of you are probably thinking, "WHHHHHHYYY???" Well, that's soon to be discovered - and no, it's not that our treasury is losing money :).
 
Anticipating Infantry and War Weariness Combined Perhaps?
 
Just who are you at war with right now, anyway?

Good question. After making peace with France, I remain at war with Spain, Babylon, the Ottomans, Arabia, and the Netherlands.

choxorn said:

Actually a result of forgetting to take a screenshot. Intentionally of course. :mischief:

Actually, they seem to have a city down by the isolated part of Smoke-Jaguar's Territory.

Indeed it seems they do. Shows what time off does to the players' memory of what's going on in a game.

Rodent said:
Anticipating Infantry and War Weariness Combined Perhaps?

Not exactly. Though I am somewhat anticipating Infantry, seeing as I'll be the first to have them. War weariness also is a bit of a factor - but not the main one. That is to be revealed in the next section.

It'll be several hours at least before the next section appears. Just had a short amount of free time and figured I might as well check CFC.
 
You have Replaceable Parts? What's the closest AI tech-wise? Anyone more advanced than The Iroquois and The French? If not, I'd think the game pretty much over... unless you have a very strange problem with aluminum and uranium.
 
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