TJS1 -- Going on the Pill-age

Excellent work, Elephantium! I enjoy seeing the Purple blob take over more and more of the world on the minimap. :evil:

Another thing to consider- I note you said several of the AI's have researched Gunpowder- should we consider researching it ourselves, or perhaps buying it from one of them? We've got plenty of gold and gpt from the GA right now, might as well spend it on something. We can't really upgrade units if we don't have any more powerful units to upgrade to!
 
On another note- Russia appears to not be long for this world, who do we go after next? The Dutch are close, with several cities right by our FP, and they have that nice Lighthouse we want, which would help us a lot in sending our Berzerks at the others.
 
As for Gunpowder, I don't think we need it. I want lots of boats and Zerks. The extra defense from Muskets shouldn't matter for us.
 
Dear Elephantium:

I looked back on my saves and I switched to galleys in odense around 310ad. That aztec galley was making me nervous and we need galleys; bodo was building galley when I took over.

Built a zerk in reyk because they are expensive and I overlooked lack of barracks...my bad.

Alesund/stockholm sugar. It looks like I was juggling her to maximize shield efficiency at expense of food growth. I guess food is more important.

I left yekta as a worker factory... that is why it kept the tile.

I think My hand-off was slightly before I had finished my last move, that is why horses are waiting for orders in stavangre.
 
Question: looking at your save some cities seem to be wasting a lot of shields. Is their any way to "save" those shields?

I tried MM with specialists but ended up with a starving population and fewer gpt.
 
Gunpowder: if we can get it in a peace treaty, we can take it. But I wouldn't spend anything on it.
We should spend all our gold on rushing and shortrushing things now. E.g. Galleys in corrupt towns where needed.

And shortrushing is the answer to this question:
looking at your save some cities seem to be wasting a lot of shields. Is their any way to "save" those shields?
Example: if a city makes 20spt, you would waste 10 shields for every Berzerk you build there. (4 x 20 = 80, while a Berzerk costs only 70s.) So what we do in such a case:
First turn: collect 20s and afterwards rush a Settler for 40g. --> shield box now contains 30s.
Second and third turn: collect 20s for 30 + 2x20 = 70 shields.
Result: Berzerks is finished one turn faster and we don't waste any shields.

Similar short-rushes can be found for most other spt-values. For example, if a city makes 15spt:
First turn: collect 15s and afterwards rush a MedInf for 100g. --> shield box now contains 40s.
Second and third turn: collect 15s for 40 + 2x15 = 70 shields.
Again the Berzerk is finished after 3 turns (instead of 5 turns).

This is the best way we can use our gold now: drum up a huge force of ships and Berzerks quickly, much faster than we could with our production alone. Even cities with 10, 11 or 12 spt could build 2-turn Berzerks that way, if we have enough gold: rush a Granary after the first turn.

On another note- Russia appears to not be long for this world, who do we go after next? The Dutch are close, with several cities right by our FP, and they have that nice Lighthouse we want, which would help us a lot in sending our Berzerks at the others.

I think that the battle plan, I drafted a while ago, can still be followed, perhaps with slight adjustments:
The question, where we should best attack, should be answered by where it is most worth-while.
  • The Arabs have nothing of importance atm, so just defend that choke-point at Kufah. We can turn to them later.
  • The Russians have nice productive land around our Forbidden Palace, two lux resources and iron. And they are on the way to Byzanz. So this should be the most important target!
  • From Russia, we can move on quickly to Byzanz, which has many juicy powerful wonders we would like to have: Pyramids, Zeus and Hanging Gardens (if I remember correctly).
  • While our "first wave" is busy conquering these first two targets, the core - fired up by a Golden Age - can quickly assembly a "second wave", which will take the Lighthouse (Netherlands)
  • After dealing with the Netherlands, the second wave can move on to Aztecia to get the Oracle.
  • During that time, a "third wave" should have been produced by the core, which can then take out Arabia.
So the order of battle that I would propose would be
  1. Russia
  2. Byzanz
  3. Netherlands
  4. Aztecs
  5. Arabia
Most probably, 2 & 3 can already go on simultaneously (e.g. the Knights from the Russian campaign can already move on to the Netherlands and support the Berzerk attack there). Similarly it is possible, that the third wave is ready by the time the second wave reaches Aztecia, so phases 4 & 5 can also be conducted in parallel.

I assume that the above 5 campaigns already bring us close to domination limit, which means, if we play it well, the game should be over in the next 40-50 turns. We can later think about how to re-deploy the Byzantinean force after it's done with Byzanz, in order to gain some extra territory (e.g. from Carthage?!) and speed things up.
With the GA we definitely have the resources now to go after 2 (or even3 ?!) targets at the same time. No need to drag this game on... ;)

So the fleet currently helping out with Russia, can move on to Byzanz (probable with some reinforcements, even rushed ones, if we can't get them there fast enough otherwise), while the Knights from the Russian campaign now help out with the Dutch non-coastal towns and a second fleet (which will hopefully be ready soon) attacks the coastal towns.
A third and fourth fleet will also be ready soon (if we utilize GA + shortrushing correctly) and can then go after the Aztecs and Arabia, while the first and second fleets move on to more distant targets, after they are done with Byzanz and the Dutch.

I left yekta as a worker factory... that is why it kept the tile.

But I think, I explained at least two times, how Yeka can keep operating as a worker factory without needing that tile: once in the input before your turnset and once when you asked a question during your turnset (and I saw that you still hadn't given that tile to Birka). See
Some notes for the pre-flight (and the following turnset):
  1. There are still 6 unmoved workers in our core. Wake them up and let them start mining the last irrigations around Trondheim. (Or even better: let two of them irrigate the BG for Birka, see below.)
  2. Yekaterinburg is currently building Workers at size 4. Let it grow to size 5 (e.g. rush a Galley on turn 2!?), then it no longer needs the irrigated BG and we can give that to Birka for faster growth! At the moment, Birka would still need 13 turns to reach size 7. If we give it Yeka's iBG now and have another iBG ready in two turns, it can reach size 7 in 7 turns!!

and

Much more important: Birka still hasn't gotten any irrigations?! As I already said earlier: let Yekaterinburg grow to 5 (e.g. by rushing a Galley when it hits 5 (which is now), so it can smoothly go back to worker-spawning). Then Yekaterinburg can replace the irrigated BG and mined plains with two mined grasslands (for the same 5 food and 5 shields), and Birka can have the irrigated BG!
Otherwise the game will be over, before Birka grows to size 7... :mischief:
(BTW: Birka can now start its Market.)
 
Last edited:
Did anyone have any thoughts on what to do with the 6 cities I mentioned? I'm waffling between setting them up for growth vs. just pumping out units now:

Oslo can do 10spt now and grow every 4 turns once it hits size 7 (it'll slow down due to forests, though). Or it can keep doing 2-turn Workers by dropping to 8spt.
Yekaterinburg can do 10spt now (at size 5). Growth requires a 'duct and harbor...
Karasjok - should be able to hit 10spt in 2 turns. Growth requires a duct.
Alesund - Making 10spt now. Growth requires a duct.

** These are heavily affected by whether we grow the previous two**
Hareid - Making 6spt now; more needs a Court. Growth requires 'duct and harbor.
Molde - Making 7spt now; could maybe get to 9 without a 'duct. Growth requires 'duct and harbor.

With all that in mind, I'm inclined to:
Oslo - stay on Workers, despite the shield inefficiency (it could do a 4-turn combo factory building Pike + Worker at size 7 to 8, but we don't need that many Pikes)
Yekaterinburg - Rush a duct and a harbor, and do a 4-turn combo factory Galley + Worker at size 7 to 8.
Karasjok and Alesund: Build units. Getting them to size 12 productive will take too long.
Hareid and Molde: Build Courthouses, then stick to units.

@robbus: Thanks for the clarifications. For the sugar, that tile did more good in Alesund's hands than Stockholm's (but it's a moot point now; the sugar doesn't make any difference for either city).

For Yekaterinburg, take a look at this:

Status quo in 250 AD:

yWOAHEo.png


With MM as Lanz described:

uhJxxPD.png


Then you see the results in 260:

G52cHpJ.png


In 270 (n.b. micro-managing needed in Yekaterinburg to get back to 5 food per turn and the extra irrigation in Birka allowing 5-turn instead of 7-turn growth):

W5IdVui.png


And finally in 280
(note the Worker just about to start in Yeka; he'll be part-built in 290 and finished in 300, with the city back at this size):

Vk6OT3r.png


For shield waste, part of it was simply me being sloppy :blush: (e.g. Reyk only needing 3 shields to complete the Galley). Most of it comes from the GA, though (e.g. Trond was only making ~20 spt before the GA started; again, sloppy planning meant I didn't short-rush the Zerk so the GA would start with an empty production box).

@Lanzelot: We can kick off war with the Dutch after our current gpt deal ends (5 turns left).
 
Did anyone have any thoughts on what to do with the 6 cities I mentioned? I'm waffling between setting them up for growth vs. just pumping out units now:

Oslo can do 10spt now and grow every 4 turns once it hits size 7 (it'll slow down due to forests, though). Or it can keep doing 2-turn Workers by dropping to 8spt.
Yekaterinburg can do 10spt now (at size 5). Growth requires a 'duct and harbor...
Karasjok - should be able to hit 10spt in 2 turns. Growth requires a duct.
Alesund - Making 10spt now. Growth requires a duct.

** These are heavily affected by whether we grow the previous two**
Hareid - Making 6spt now; more needs a Court. Growth requires 'duct and harbor.
Molde - Making 7spt now; could maybe get to 9 without a 'duct. Growth requires 'duct and harbor.

With all that in mind, I'm inclined to:
Oslo - stay on Workers, despite the shield inefficiency (it could do a 4-turn combo factory building Pike + Worker at size 7 to 8, but we don't need that many Pikes)
Yekaterinburg - Rush a duct and a harbor, and do a 4-turn combo factory Galley + Worker at size 7 to 8.
Karasjok and Alesund: Build units. Getting them to size 12 productive will take too long.
Hareid and Molde: Build Courthouses, then stick to units.

In my experience, in "semi-fast" military games it is good to invest a bit in large cities, even if it delays unit production a bit, because of the following effect: the bigger cities mean most of all more commerce, and this extra commerce is useful in the final phase of the game to rush units far away from home directly at the front line. They can then be used immediately, while units produced the "ordinary way" at home, would not reach the front line in time to make a difference anyway... Also the cash can be used to rush settlers all over the world, which is the fastest way to reach the dom limit.

I didn't have time to look at the current save yet, but I would tend towards letting as many as possible of these 6 towns grow. For example, Oslo and Yeka could each build 5 more workers, which we keep close by and then join in after reaching size 7. E.g. in the case of Oslo that would mean size 12 reached in 12 turns from now, instead of ~30 turns in the case of "natural growth". But in order to make concrete recommendations instead of just "general advice", I should better take a look at the save tonight. Also depends on how many workers we currently have and where, and how much work is still left.
 
I actually think Russia will last more like 8 turns, based on the terrain. Moscow will fall in 3-4 turns.

For cities, I'm just not convinced that the game will last long enough for the duct + harbor investments to pay off. I'm guessing we can finish this up in another 40-50 turns.

10 kill Russia
20 kill Byz and Dutch
30 kill Aztecs and Arabs
40 kill Carthage?
50 margin of error in case Byz takes longer
 
For cities, I'm just not convinced that the game will last long enough for the duct + harbor investments to pay off.
Probably not for all of them, but I guess the ones in good core locations would pay off:
  • Oslo: definitely. It needs neither Harbor nor Aqueduct.
  • Yekaterinburg: also a very fine city. It can get another 2f tile from Oslo for a while, so it can grow to size 8 in 5 turns, if we build another Worker there now (T1), then put 8s into the Aqueduct (T2), then rush a Courthouse for 80s and put another 10s into it (T3), then finish the final 10s of the Aqueduct (T4), then grow to 7 and join the Worker back in for size 8 (T5).
  • Alesund can take the mountain (mental note: improve it rather soonish) and 5 tiles from Molde and Hareid, and would then also be a pretty decent size 12 city.
  • Which means that Molde and Hareid will remain at size 6 and mostly fisher towns. (Also corruption seems to be too high there to really justify a 200s investment for Aqueduct and Market.)
  • Karasjok is a border case. But it already has a Harbor and also it can get a few more good tiles from Kufah (always give the best tiles to the inner cities with lower corruption! The outer cities need to be satisfied with what's left...) So I would be fine with letting it grow as well.
So for getting these 4 towns (Oslo, Yeka, Ale, Kara) up to speed , we would need 3 Aqueducts and 1 Harbor. That would be worth it.

Further notes:
  • Thanks to the GA, lux rate can now be lowered to 10%. (Thought I mention it, before we forget and lose a lot of dough.)
  • For the moment we have plenty of Galleys but lack the Berzerks to man them. So I would switch Birka to Berzerk. (Birka is doing 20spt, so rush the Galley and then switch to Berzerk to finish it in 2 turns.)
  • Krasnoyarsk is happy with only one entertainer, so give it a food tile now (it'll starve next turn!) and squeeze another slave out of it. (Still lots of work to do, so free labor is always welcome.) Bryansk can also do a slave. A Harbor will definitely never pay off there.
  • We have 5 Galleys in the Molde - Bryansk area, but only 7 Berzerks. So I would rush 3 Berzerks now in Hareid, Molde and Vadso (who needs Pikemen anway, this is only Emperor...) fill all 5 boats and then sail quickly on the route Tver - Vladivostok - Orenburg - Dyrachium. We can gift the Byzantine towns to Carthage for now, this is probably even better than signing an MA with Carthage against Byzanz?
  • Concentrate all Knights for a quick rush on Moscow - Rostov and then turn them around to take Yakutsk. This is all the Knights need to do, the Berzerks mentioned in the previous step will do the rest... So in about 5 turns we should be ready to attack Utrecht and Groningen with Knights. (BTW we have 3 Knights sitting idle at Kufah, 3 at Bodo and another 3 at Bergen?! Wake them up and let them do something useful... Are you really expecting mass invasions in our core at this point of time?! We have sunk so many Aztec and Arabian Galleys now, there is not much to be expected anymore. And if they should really send another Galley towards us, we can see it like 3 turns in advance and can prepare 2-3 units from the current production to fend that off. Or even rush one, if all else fails. And if they really catch us with the pants down, we can always sign peace! Even that would be better than keeping 9 Knights at home, doing nothing, when there is a world waiting to be conquered...! No wonder you think that finishing off Russia takes another 10 turns... :mischief:
  • So can we also drum up a fleet in 5 turns that will be ready to attack Eindhoven and Amsterdam at the same time? Should be no problem: currently we have 6 Galleys and 5 Berzerks in the Birka area. Trondheim, Birka and Bergen can produce 5 more Berzerks quickly (with shortrushing, where appropriate), and we should be ready to roll!
Why didn't you keep the Aztec town?! I thought you were talking about a mainland town, but it was that island! Keeping islands should be no problem, the AI is not very efficient in attacking those... And if they should really land a unit there sometime in the future, we can still disband (or even better gift away) that town then. Every town we raze, delays our victory!
 
Last edited:
I played 2 turns post 450ad. I feel we are swamped with workers... I have trouble finding something for them to do!

I have learned the value of join city, colony creation, and later mining irrigation tiles for shield production after pop max is reached.

I would appreciate a short preturn brief about general worker/slave goals.

Please pm me as this is for me and it need not clog up this thread (like I am currently doing).
 
Probably not for all of them, but I guess the ones in good core locations would pay off:
  • Oslo: definitely. It needs neither Harbor nor Aqueduct.
  • Yekaterinburg: also a very fine city. It can get another 2f tile from Oslo for a while, so it can grow to size 8 in 5 turns, if we build another Worker there now (T1), then put 8s into the Aqueduct (T2), then rush a Courthouse for 80s and put another 10s into it (T3), then finish the final 10s of the Aqueduct (T4), then grow to 7 and join the Worker back in for size 8 (T5).
  • Alesund can take the mountain (mental note: improve it rather soonish) and 5 tiles from Molde and Hareid, and would then also be a pretty decent size 12 city.
  • Which means that Molde and Hareid will remain at size 6 and mostly fisher towns. (Also corruption seems to be too high there to really justify a 200s investment for Aqueduct and Market.)
  • Karasjok is a border case. But it already has a Harbor and also it can get a few more good tiles from Kufah (always give the best tiles to the inner cities with lower corruption! The outer cities need to be satisfied with what's left...) So I would be fine with letting it grow as well.
So for getting these 4 towns (Oslo, Yeka, Ale, Kara) up to speed , we would need 3 Aqueducts and 1 Harbor. That would be worth it.

I count 3 Aqueducts and 3 Harbors (Molde and Hareid need Harbors to avoid starving as they lose land tiles to their neighbors).

Further notes:
  • Thanks to the GA, lux rate can now be lowered to 10%. (Thought I mention it, before we forget and lose a lot of dough.)
  • For the moment we have plenty of Galleys but lack the Berzerks to man them. So I would switch Birka to Berzerk. (Birka is doing 20spt, so rush the Galley and then switch to Berzerk to finish it in 2 turns.)
  • Krasnoyarsk is happy with only one entertainer, so give it a food tile now (it'll starve next turn!) and squeeze another slave out of it. (Still lots of work to do, so free labor is always welcome.) Bryansk can also do a slave. A Harbor will definitely never pay off there.
  • We have 5 Galleys in the Molde - Bryansk area, but only 7 Berzerks. So I would rush 3 Berzerks now in Hareid, Molde and Vadso (who needs Pikemen anway, this is only Emperor...) fill all 5 boats and then sail quickly on the route Tver - Vladivostok - Orenburg - Dyrachium. We can gift the Byzantine towns to Carthage for now, this is probably even better than signing an MA with Carthage against Byzanz?
  • Concentrate all Knights for a quick rush on Moscow - Rostov and then turn them around to take Yakutsk. This is all the Knights need to do, the Berzerks mentioned in the previous step will do the rest... So in about 5 turns we should be ready to attack Utrecht and Groningen with Knights. (BTW we have 3 Knights sitting idle at Kufah, 3 at Bodo and another 3 at Bergen?! Wake them up and let them do something useful... Are you really expecting mass invasions in our core at this point of time?! We have sunk so many Aztec and Arabian Galleys now, there is not much to be expected anymore. And if they should really send another Galley towards us, we can see it like 3 turns in advance and can prepare 2-3 units from the current production to fend that off. Or even rush one, if all else fails. And if they really catch us with the pants down, we can always sign peace! Even that would be better than keeping 9 Knights at home, doing nothing, when there is a world waiting to be conquered...! No wonder you think that finishing off Russia takes another 10 turns... :mischief:
  • So can we also drum up a fleet in 5 turns that will be ready to attack Eindhoven and Amsterdam at the same time? Should be no problem: currently we have 6 Galleys and 5 Berzerks in the Birka area. Trondheim, Birka and Bergen can produce 5 more Berzerks quickly (with shortrushing, where appropriate), and we should be ready to roll!

Lux rate: Good point.
Galleys: I don't think we have NEAR enough. I'm picturing ship-chains to quickly move troops as we push our frontiers out.
Krasnoyarsk and Bryansk: Good points. The Harbor is really just a placeholder.
Galleys near Molde-Bryansk: Ship-chains.
Knights: Geez, you are savage! I thought it was obvious that Russia wasn't a 2-3 turn target...
T1: Gather Knights
T2: Move next to Moscow
T3: Attack.
T4: Move next to Rostov
T5: Kill Rostov. Kill Vladivostok with Zerks?
T6: Kill whatever is in the fog NE of Vladivostok.
T7-9 Move Knights back towards Yakutsk
T10 Kill Yakutsk

As for the defending Knights: 2 to attack any landers, and a spare. We *have* had numerous landings, after all. And I didn't want to be forced into starting the GA prematurely to fend off a landing!

I will admit: If I'd left the core naked, I'd be attacking Moscow this turn, so the whole timetable would be 5 turns.

Birka: We have 4 usable Galleys. Two of them are on blocker duty.

Why didn't you keep the Aztec town?! I thought you were talking about a mainland town, but it was that island! Keeping islands should be no problem, the AI is not very efficient in attacking those... And if they should really land a unit there sometime in the future, we can still disband (or even better gift away) that town then. Every town we raze, delays our victory!

I told you, I didn't want to worry about defending it!

Next time I think I'll ask for a skip and have you play my set, Lanz :rolleyes:

What victory are we going for: Domination or Conquest?
 
Next time I think I'll ask for a skip and have you play my set, Lanz :rolleyes:
Hey, I have a reputation to live up to after all... :D "Drill Seargant Lanzelot"... :cowboy:
(Or as I said in another training day game: "you may curse me while in boot camp, but once you get into combat in your own Deity or Sid games, you may owe your life to me"...)

Two Harbors in Molde and Hareid. Yes, I completely missed that... So is it still worthwhile to let Alesund grow in that case? Not sure, but I would do it.

I told you, I didn't want to worry about defending it!
But they rarely attack island towns, so there isn't any need to worry about defending it?! Most probably they will continue to land next to Trondheim, if they have any ships left (robbus sank so many of them, I think it'll take a while before we see visitors again?!) And if they do land on that island, it is still time to disband the town then. When I read your report and that you didn't want to worry about defending that town, I was thinking "ah, he has taken an Aztec mainland town, which is under constant threat from e.g. Horsemen", so when I opened the save, I was a bit surprised to see that it was the island town and that there were no enemy units anywhere close (except for that lone worker, who is not really too frightening... ;))

Perhaps it's a difference in playing style: I'm quite used to leaving my core naked, even in Deity games, and then wing it somehow if indeed a landing happens... (The exception is of course, when I get railways and have a RoP with another power on my continent...) But in this case with our cash reserves, there shouldn't be much risk. I think we can now go on the offensive with everything we got. (Perhaps even the Galleys on "blockade duty" can now be redeployed?!) If I read your turnlog correctly, you had only one Aztec landing in the last 9 turns, and none from Arabia. You also killed 2 Aztec Galleys. So my expectation is that those landings will now become less and less and further apart.

Galleys for shipchains: in this kind of game there is also an alternative: we could assemble a task force (of 5-6 ships), fill them with Berzerks and then send them on their mission pretty much independently and without reinforcements from home. Each task force can then keep going like the Voyager, getting further and further away, taking everything on it's way. With Berzerks, this approach is possible, because we'll have very few casualties. And if we do need to replace a loss once in a while, we can always cash rush a Berzerk where we currently are, refill the ranks and then move on.
So I think, this idea might work: complete task force after task force and then send them off into all directions as they get finished?! Some may later meet with reinforcements at certain meeting points, others may continue to operate independently.

What victory are we going for: Domination or Conquest?
Good question. Up to now I've been operating under the assumption that we are going for domination (as this will probably be easier to achieve considering the fact that we have Artemis on a really huge landmass).
 
Hey, I have a reputation to live up to after all... :D "Drill Seargant Lanzelot"... :cowboy:

:rotfl:


Two Harbors in Molde and Hareid. Yes, I completely missed that... So is it still worthwhile to let Alesund grow in that case? Not sure, but I would do it.

Works for me.

But they rarely attack island towns, so there isn't any need to worry about defending it?! Most probably they will continue to land next to Trondheim, if they have any ships left (robbus sank so many of them, I think it'll take a while before we see visitors again?!) And if they do land on that island, it is still time to disband the town then. When I read your report and that you didn't want to worry about defending that town, I was thinking "ah, he has taken an Aztec mainland town, which is under constant threat from e.g. Horsemen", so when I opened the save, I was a bit surprised to see that it was the island town and that there were no enemy units anywhere close (except for that lone worker, who is not really too frightening... ;))

:eek:

Perhaps it's a difference in playing style: I'm quite used to leaving my core naked, even in Deity games, and then wing it somehow if indeed a landing happens... (The exception is of course, when I get railways and have a RoP with another power on my continent...) But in this case with our cash reserves, there shouldn't be much risk. I think we can now go on the offensive with everything we got. (Perhaps even the Galleys on "blockade duty" can now be redeployed?!) If I read your turnlog correctly, you had only one Aztec landing in the last 9 turns, and none from Arabia. You also killed 2 Aztec Galleys. So my expectation is that those landings will now become less and less and further apart.

Both of them committed suicide...one after landing troops...

Galleys for shipchains: in this kind of game there is also an alternative: we could assemble a task force (of 5-6 ships), fill them with Berzerks and then send them on their mission pretty much independently and without reinforcements from home. Each task force can then keep going like the Voyager, getting further and further away, taking everything on it's way. With Berzerks, this approach is possible, because we'll have very few casualties. And if we do need to replace a loss once in a while, we can always cash rush a Berzerk where we currently are, refill the ranks and then move on.
So I think, this idea might work: complete task force after task force and then send them off into all directions as they get finished?! Some may later meet with reinforcements at certain meeting points, others may continue to operate independently.

Good question. Up to now I've been operating under the assumption that we are going for domination (as this will probably be easier to achieve considering the fact that we have Artemis on a really huge landmass).

The task-force approach is interesting. I generally prefer ship chains to help with reinforcements. But you make a good point about low casualties with Berserks (and rushing reinforcements in new conquests).

For victory, I like the idea of Conquest. Seems like more games go for Domination.
 
T9 continued:

Wake up Lanzelot's Knights and send them North :crazyeye:
I do leave one guarding the hills at Kufah.

Lower lux rate to 10%
Switch city builds-
Bryansk: Worker
Krasnoyarsk: Worker
Birka: Rush Galley, then switch to Berserk
Oslo, Yeka: Workers
Alesund: Duct
Hareid: Rush Berserk
Molde: Short-rush Berserk using Granary
Vadso: Rush Knight (help with Moscow)

IBT:

Russia sends two Spears towards Novgorod. One LB follows, one tile behind.

Trond: Zerks
Vadso: Knight > Zerk
Yeka: Worker > Duct (MM Forest to Plains tile)
Reyk: Galleys
Oslo: Worker > Mkt (MM for +5 fpt)
Resistance ends in Bryansk
Hareid: Zerk > Harbor
Bodo: Settler > Galley

T10:

Move Knights North to Vadso
Knight retreats from Spear!
Knight kills Spear!
Knight retreats!
Knight dies!
Knight FINALLY kills the second Spear! That was our entire force of Knights in Vadso. They'd just finished healing, drat :mad:
eHorse kills LB! No Leader :(

Move Galleys: Since the threat of seaborne invasion is lower as Lanz pointed out, I began moving the blocker Galleys to Kufah and to Yeka.
 

Attachments

I'm up next, right? I'll do what I can to finish off Russia, then get to work on the Dutch when our deal with them runs out, and the Byzantines when we can get some more Galleys into position.
 
Back
Top Bottom