The Space Race

Hey, how did you make it so that the AI started in the Middle Ages?
Great story!:goodjob:
 
Very simple. Just create a scenario with a random map, and edit all the AI to start with all the AA techs.
 
great story Quintillus! keep on annihilating those enemies!
 
@Meteor Man: Then he'd start in the MA too. :p
 
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.

The Dutch are the next-closest tech-wise. They're down Steam Power and Medicine, but up Nationalism (and possibly Comm/Fasc). It is looking pretty good for me, but there are a few ways I could be sidetracked. Namely, lack of resources (possibly oil as well), the Dutch getting a very good alliance against me, or the Ottomans/Sumerians/Babylonians becoming dominant on their continent and leapfrogging me.

You still breathing, Quintillus? Someone check his heart rate.

Its because the French have infantry... right?

Yep, just lacked Internet access for awhile there.

Welll... Thats what I do. If you don't want to start in the same age, then don't do it for player 1.

That's how I did it.

Working on an update right now...
 
1370 AD -
1370_Ironclads.png


A great discovery! Time to show the world who's ships are finest.

Regarding research, I decide to target Industrialization and Universal Suffrage before Nationalism. I very much doubt whether I'll be able to sign any Mutual Protection Pacts right now, and working towards Universal Suffrage seems a good choice this game.

So why the peace with France? To prey on weaker neighbors, of course! Namely, the all-too-tempting Aztecs.

1370_War_with_Aztecs.png


Even though I'm not going for conquest, this opportunity is just too sweet to pass up. Spearmen and Longbows against Cavalry, Hwach'a, Artillery, and - just now available thanks to new roads - Infantry? Steamroller time!

1370_Great_Leader.png


And a better omen to start the war could not be had. Onjo the Victorious starts the war off on the right track and there's no reason it shouldn't stay there.

1370_Spearman.png


Unless it continues like that. Guess I jinxed myself.

1370_Nora_Captured.png


But Nora is taken. We then move west.

1370_Calixtlahuaca.png


Two Spearmen are killed, but a multitude of spears is making progress slow despite the low casualties.

Although tempted to save Onjo for a Forbidden Palace, I decide to create an army for now. In a war like this, we'll likely have more than adequate leader opportunities.

Teotihuacan is struck this turn as well. Montezuma will have requests for reinforcements coming from more places than he'll know what to do with.

1370_Teotihuacan.png


And then our forces in formerly Mayan territory move from the south to attack Tlatelolco. We don't care so much whether we take it as we do to overextend the Aztecs.

1370_Tlatelolco.png


Its three Spearmen are finished off. The Aztec territory is being swarmed with purple.

1370_Advance.png


Satisfied for now with five of the remaining nine Aztec cities in our armies' sights, we end the turn.

1372 AD -
1372_Maya_Dutch_MPP.png


A somewhat inconvenient occurence, and another reason not to attack the Dutch for now. But the war with the Aztecs will more than sate our appetite for blood, at least while it lasts.

The Aztecs' sole advance is to kill a redlined Cavalry with a Longbow. Not particularly impressive, and nothing near what our troops are doing.

1375 AD - We begin this turn on the southern front. No reinforcements reached Tlatelolco, which means it is ripe for the taking.

1375_Tlatelolco.png


Haha, the Spearman was one square too far from the city! Our gain! Although since it is covering a Longbow, we may suffer some casualties from it.

Teotihuacan comes next, also defended only by Longbows. We chance it with a 2/5 Cavalry, and are duly rewarded. A Veteran Cavalry then defeats the remaining Longbow and takes the city.

1375_Teotihuacan.png


Texcoco, in the east, follows. We smell victory already.

1375_Texcoco.png


1375_Texcoco_Stands.png


Alas, one defender too many. But that is not much of a setback - we target Xochicalco, and seek to cut the Aztec Empire in two, with vigor.

1375_Xochicalco.png


1375_X_Capture.png


Ta-da! The Aztec Empire is divided in two! Then we turn back to the western part of the war.

1375_Calixtlahuaca.png


Two more Spearmen are felled at Calixtlahuaca, but a Cavalry is forced to retreat. What with its river and 50% city bonus, it's doing by far the best of any of the Aztec cities at holding us off. We could sent Chu-Mong in to crush it once and for all, but it doesn't look like there's any way it will survive a third turn anyways. So we send him instead to Tenochititlan.

1375_Tenochtitlan.png


All in the span of six years, we've taken six cities, greatly reduced the garrison of another two, and have reached the gates of their capital - losing just one Cavalry in doing so. It's a bit of a precursor to the blitzkrieg.

1377 AD -
1377_Dutch_Mongols_War_on_Me.png


OK...the Dutch are starting to take things just a little too far. Maybe it's time for the sleeping giant to wake up and diplomatically and fire a few salvos in return. I'm no huge fan of getting alliances against island-bound civs - we all know how good the AI is at naval invasions - but the Dutch are becoming a bit of a pain.

1377_Defence_of_Tlatelolco.png


The Aztecs get one more kill by Calixtlahuaca, but fail in their attack on Tlatelolco. They are obviously in disarray - they simply lack adequate firepower. Or bowpower as the case may be.

1380 AD -
1380_War_Weariness.png


Notice something about that screenshot? Well, the thing to notice is greatly increased war weariness. Happiness has fallen to 46%. It certainly is time to do something - despite their lack of direct invasion the Dutch are doing OK against us.

We start out with Arabia. They are willing to agree to an even peace, and thus so are we.

1380_Alliance_with_Arabia.png


We then secure our first alliance against the Dutch! The French and Iroquois won't agree, but Arabia will, so they are now on board!

Spain and the Ottomans still refuse to sign an even peace deal. But the Ottomans have something we want - Nationalism. We decide it is worth it to part with our very new technology of Ironclads before building a single one in order to secure peace and, more importantly, Nationalism.

1380_Nationalism_from_Ottomans.png


Then it is off to the bargaining table to strike the deal that will take the bite out of the Dutch.

1380_MPP_with_Iroquois.png


Expensive? You bet. But it is time to give the Dutch a taste of their own medicine.

And we've now done what is necessary to convince the Dutch we won't just sit back and let them get the world to gang up on us. In fact, they now will agree to peace.

1380_Dutch.png


Bah! Of course not now! Should've seen it coming, William! Now deal with the fact that you're not the sole diplomatic power in the world!
 
Don't you think you maybe payed a little too much for Nationalism? :rolleyes:
 
YAY!!! UPDATE!!! Thank you Quint for thes wonderful stoies. Loved "Conquest of the World". Keep up with the updates!

Another one coming up tonight.

Don't you think you maybe payed a little too much for Nationalism? :rolleyes:

It cost 3460 gold, plus Ironclads. For only the gold the cost isn't that bad. Ironclads makes it a bit of an overpay. However, I've already got a tech advantage, so by the time the AI gets a decent number of Ironclads (and they get near my shores) I'll either have or nearly have Destroyers. But it has already enabled me to get the Iroquois on my side.

I'd actually say the deal to bring the Iroquois on my side is the one that's really of questionable value. It has got me back up to even with the Dutch diplomatically, however.
 
1380 AD - Somewhere in the past couple events I did something that caused happiness to drop another 10%, to 36%. It wasn't exporting the last of a luxury I had, so it must've been due to war weariness. It takes quite a few entertainers, but I get happiness back on line.

We go right for the snake's head this time and attack Tenochtitlan with the army of Chu-Mong.

1380_Capture_of_Tenochtitlan.png


Three spearmen isn't nearly enough to stop an entire army. Montezuma hastily retreats to Calixtlahuaca - the only city that has been able to resist our advances thus far.

Then it is back to the eastern part of the war. Texcoco has a lone Longbow.

1380_Capture_of_Texcoco.png


The marshy city of Tlacopan is then exposed to attack. With only Regular Spearmen, its outlook is poor.

1380_Tlacopan.png


1380_Capture_of_Tenochtitlan.png


Onjo then heads to Atzcapotzalco, west of Tenochtitlan, to split the Aztec Empire again.

1380_Atzcapotzalco.png


Mission accomplished! A couple Cavalry then go on Longbow patrol. And, surprise surprise, we are rewarded for taking the 6-1 odds over the 3-4 odds with our fourth leader. With the path south now cleared of Aztec forces, and the war won, we have no qualms about sending him south to build a Forbidden Palace. The only question is where to build it. And that will have to wait a turn until our cities aren't rioting and we can evaluate productivity.

With several Cavalry still free, we mount another attack on Calixtlahuaca.

1380_Calixtlahuaca.png


The nearby Spearman is redlined by an artillery strike, and two Cavalry finish it off along with its escorted Longbow. By now the Aztecs are down to one city on the mainland, but they have another on an island up north, and their capital is on a one-tile island just north of us.

1380_World_Map.png


1382 AD -
1382_Iroquois_v_Dutch.png


Got them :).

1382_France_v_Dutch.png


:D :D Even better!

1382_Iroquois_v_Aztecs.png


Somewhat unnecessary. But we won't complain.

1385 AD - Of course our first task this turn is to push the Aztecs off the continent!

1385_Capture_of_Tlaxcala.png


:bump: That was easy! Now just three more Aztec troops to defeat and they're gone.

1385_Spearman.png


1385_Warrior.png


And they are dealt the final blow at the axe of a Warrior!

With the Aztecs taken care of, we investigate what else we have to deal with. The war with Spain is one of those things. Isabella is now willing to negotiate, and thus a peace treaty is signed.

1385_Peace_with_Espana.png


Babylon and the Aztecs continue to refuse to acknowledge our envoys. The Mongols certainly won't acknowledge them this quickly, and thus we send our Cavalry south to meet them on the field of battle.

While our horses head south, our ships resume their battles, freed from the threat of triggering a war with the Iroquois.

1385_Pirates.png


1390 AD - I decide on Tlatelolco as the location of my Forbidden Palace. Corruption is pretty high there, and it seems to be a good location for it assuming we don't end up conquering the whole continent.

The turn is relatively peaceful as our Cavalry move south. The sea is likely to be active in the next turns, however, this turn, we merely blockade and shell a Dutch convoy.

1385_Blockade.png


1392 AD - The Dutch blow a hole through our blockade, but do lose a ship in their attempts to defeat my convoy.

1387_Blockade_Broken.png


1387_Victory_At_Sea.png


Thus their advances towards my eastern shore continue. They'll have to fight eventually though.

The Aztecs request peace. I agree, in exchange for everything they have. They'll be left with a one-tile island.

1390_Peace_with_Aztecs.png


And the quick war is finished most favourably.
 
w00t, two updates in two days!

And Quint, why was Tenochtitlan captured twice? ;)
 
1395 AD -
1395_Forbidden_Palace.png


The resistence in Tlatelolco ends with construction of the Forbidden Palace. The defecit falls by about 30 gold per turn, and productivity doubles. I'm quite glad I got another leader to build it with!

My Cavalry at last spot the Mongol Keshiks. They are making slow, but sure, progress towards us.

1395_Keshiks.png


They'll escape us for now; we don't have quite enough movement points to touch them. So instead we turn to sea for battle.

1395_Pirate.png


We get vengeance on the Dutch for sinking our Caravel, and capture their ship. Taking full advantage of it, we use it along with the rest of our convoy to completely surround the nearest Dutch transport convoy.

1395_Total_Blockade.png


They aren't getting anywhere fast. A new Ironclad then gets to attack a returning Dutch transport convoy.

1395_Ironclad_Loses.png


Hmmm, it seems that happened the last game I played, too. Something like a galley doing better than an Ironclad. Alas, eventually we're sure to get a win.

1395_Ironclad_Wins.png


And there it is. One fewer ship harrassing our shores and workers.

1397 AD - The Dutch decide to batter down the hatches and hole up between our entire convoy of ships. So we'll batter them down with our cannons. Perfect.

On land, the Mongol horde begins their attack.

1397_Keshik_Attack.png


And are victorious. But now it's our turn.

1400 AD - At the turn of the century, things are going well for us.

1400_Demographics.png


To celebrate, we target the trapped Dutch convoy.

1400_Bombardment.png


It's slow progress, but they aren't trying to escape, so we'll gladly wait around and continue for a few turns.

And then it's on to the war with Mongolia. Their Keshiks have claimed high ground, but still are at a considerable disadvantage. And thanks to rights of passage, our troops can retreat after an attack far enough that they won't be able to catch us most of the time.

1400_Cavalry_Attack.png


1400_Cavalry_Advance.png


Just not all the time.

1402 -
1402_Evil_Dutch.png


Still being pesky. Ah well. We can deal with that.

1402_Peace_with_Bablyon.png


Babylon requests and is granted peace. They are probably in the weakest position of anyone on their continent, so we are in no hurry to see their demise.

1402_Keshik_Advance.png


I lose two Cavalry to the Mongols, putting them one victory ahead of us thus far. But that won't last long...

1405 - Because my armies have reached the front!

1405_Army_Advance.png


1405_Advance.png


1405_Second_Army.png


They do quite a number on the Mongol Keshiks. By the end of the turn, the Mongols are down 11 Keshiks, and we've lost just one Cavalry. The only good news for Mongolia is that they are in a Golden Age.

Back at sea, another Ironclad of mine reached the Dutch ships and began hammering away.

1405_War_with_Maya.png


Whoops. There's some more good news for the Mongols.

1405_Frigate_Sinks.png


But we do sink the convoy. The Dutch will need their own Ironclads soon. We then attack their surrounded convoy.

1405_Total_Blockade.png


I lose just one pirate in sinking the entire convoy. And now another convoy is approaching the area - all the better for bounty-taking.

1407 AD -
1407_Maya_v_French.png


Ahoy! France is helping in the war! And another ally against the Maya! I'm glad I let France off the hook!

1407_Mayan_Crusade.png


The Mayan sneak attacks are moderately successful. After we'd already lost two Cavalry to Keshiks, the Maya redline two more, destroy a Hwach'a, and capture an Explorer who was smack-dab in the middle of their territory. Their overall strength isn't all that impressive, however.

1410 AD -
1410_Industrialization.png


A key technology. I begin work on The Corporation, and industrailization will, of course, begin shortly.
 
Well, now you get to take Chichen Itza again!
 
Back
Top Bottom