TMcC01 - Narcissistic Nehru (C3C, AWM)

Great turns guys, we're really cooking now! If I'm up before Tuesday, please skip me, I've got exams.
 
1250AD – Looking a Equina I feel that a shift of a pike from 7-11 is necessary. Slide one over. Looks like the enemy is dancing to least defended city. Swap to Mono due in 11 at a deficit but wines will be online in 2. 10g –3gpt. Without deficit it is 18. Lookin at dirty dozen on fire I switch taxman to scientist and Mono is in 10. It needs a temple and will look at it after order is restored. The settler in the dehli puts down his sandwich and looks to group up with the army to plant after the fall of Chinan. Army will have to fortify a turn. Cats in 7-11 have no movement left but it is obvious, since there are no opponents around 7-11 that they were not used. There should be movement left. Change the Yoms library build in 10 to pike in3. In Karachi a sword beats an archer promoting. A pike is left if the 3/3 archer decides to get frisky. I also have a 60% chance MDI vs ¾ crusader in Deerburg. Let’s see. He wins losing 3 hp. Workers near Bombs Away are clearing wetlands due in 2, I really want to get the spear covering to the coast. China is dropping off troops and we need the D. time to hit enter and see what awaits. [2-0]

IT – A pike in the forest SE of Deerburg withstands a LB charge and then dies t the 2nd one. [3-1] Egypt drops off two archers N of Bombs aways. Ouch. Troops shuffle near Equine and Dromen fire gets its usual dose.
Slingers Dehli – Pike>Trebucket
Ganges- Worker>Worker

[1] 1255AD – Deerburg – E horse retreats, Army kills pike. All others retreat to Deeburg for impending onslaught. Slide the 6 cats in 7-11 to mountain to bombard the crush coming at Equine. Those 6 and one in Equine go a combined 3/7. E sword that killed the archer near Karachi kills another sword, down to 1/5, Pike covers. Army pulls back to Karachi to heal. Settler along with MDI moves up with army for Chinan assault. Equina MDI wins vs MDI. Slaves in Irontown are killed off to drop times in both Irontown and GH to 1 turn for pikes. Nice. Horses moved for 7-11 to attack archers go 1 for 2 on archers. Bombs away may fall next turn to the 2 Egypt archers I could stop the wetland clearing but that’s a lot of work invested. E sword beats a spear near Bombs away. . [7-2]

IT – Our spear in bombs away defends against one archer attack. Egypt drops off a pike. LOTS of movement. Should be an interesting round.
Indy – Pike>Pike
GH – Pike>Horse
Ghandi GS- Pike >Temple (Vetoable, possibly by myself)
Dirty 12 – Horse>Temple, much needed happiness
Irontown-Pike>Trebucket
Hail Vishnu-MDI>MDI

[2] 1260AD – MM’ing all around- E sword wins vs archer in T’ville. Wetlands clear, road goes in, Mine next. Horse beats spear near Bombs. 2 MDI’s win in Deerburg as well as the army taking down a 2/4 knight. MDI wins in Equina vs MDI. At Mayans Lagarte our Army loses only 1 taking down 2 Pikes to leave a Jav on top. I lose a V horse to a 2/4 pike in Equine. 60% chance. [16-3]

IT – No attacks except the perpetual Dromon Fire ritual.
Nehru-Pike>MDI MM’ed to 3
Yoms- Pike>horse

[3] 1265AD – MDI from Dirty12 takes out backyard Pike. All clear in backyard. An E horse in Deerburg goes into a forest to seek and destroy a LB and after going down to 1hp wins. A pike from Deerburg covers. The Army at Lageret? Razes the city after 2 wins and is still 16/19. He’s bringing back 4 slaves for sacrifice at GGStation and then escorting a settler in Equina to the Desert Oasis. Chinan also goes down in flames with the settler in tow. Settling the coast to be closer to capitals in 2. A sword from GGS takes down a 2/4 MDI and could be attacked by a ¼ MDI next turn, we’ll see. Our eastern army, now 14/19 kills a Chinese settle pair and take 2 slaves back to the Delhi for preparations on a build horseman sandwich. [24-3]

IT – The damn 1/3 MDI did attack the E sword and won. Lesson learned. Sorry guys. Byz bring forth 5 horsies up next to Bangadrum!. A pike defends near Deerburg vs a MDI. [25-4]

[4] 1270AD – Our China army takes down a settler pair ready to poach and collects 2 more slaves for walls building. Army in Pune takes out a spear. Mayan city winner wins vs a ¾ MDI with the slaves in tow. Lots of bombing. Equina looks rough on IT now that we lost both a horse attacking a 1hp MDI and a V MDI attacking a 2/5 MDI. WOW! I shuffle a pike from GGS. [28-4]

IT – Legate area gets resttled. A lot of settler movement everywhere. The 5 horses attack Bangadrum and we lose 1 pike to their 5 horses. Only 1 attack on Equina with the hurt MDI’s going to heal. We win.[34-4]
SugarP-Library>Horse. Hoping for a leader soon to provide marketplace.
DromonFire-Temple>Brax
T’ville-Pike>Temple

[5] 1275 AD – Damn, got called away by the wife because her overstuffed aunt, while sitting with a plate of tacos broke a kitchen chair. I know the army in deerburg killed 2. Bombed a lot. I also remembered I wanted to get a harbor in Indy and Sugar P to free up tiles for others. Moving on Shatung with Army.

IT – Killed a knight, MDI and archer. [39-4]
Nehru-MDI>Pike
Equina-MDI>Temple
BombsAway-Walls>Rax
Yoms-Horse>Pike
Ganges-worker>worker
Pune-Trebuck>same

[6]1280AD – Chinatown founded. Slaves off’ed for walls in 6. Shantung razed killing a pike and a spear. Wine irrigation complete at the dehli, on to wheat. Mine a BG W of Dirty12. Another mine is in at bombs and road going to Take5 with mine on hill. Army kills 2 wounded knights at Deerburg. BTW, pillaging a plenty in Egypt heading back towards Washington after I get Egypt iron again. Really need 2 armies over there. Elite sword kills horse in Karachi. A spear near Deerburg and a jav at 7-11 go down. Kill a pike and 2 MDI’s at Equina and lose a horse to an MDI. I really have to remember to save them for upgrading. BTW, Mono in 3. Army near equina drops off slaves and picks up settler and MDI. Aztecs jump back into the fray and bring 3 archers to Irontown. We only have 2 pikes there, I swing one over from Bangadrum. [49-5]

IT – Archers attack Itown and lose 2 of them other one is crying. Army and MDI in Chinatown are injured bad. 3hp between ‘em after dromons. MDI in their face now. [51-5] Take5-Walls>Brax, Dirty12-Temple>Horse


[7] 1285AD – Army is 10-17 in Chinatown now. Conquests is nice that way. Other army kills a pike/settler and collect 2 slaves to drop off at China town. Killed 2 slaves in Equina and sent one to 7-11 to die for Marketplace. Killed a pike that was dropped off by Egypt near Take5 with an E Horse. NO LEADERS YET! [53-5]

IT- Damn, an American knight takes down our pike on the mountain near Equina. He has the mountain. I have to get him off of it. Also Egypt has a 3 group convoy coming in. 3MDI, archer; 5MDI,2 Pike; and 6MDI, 3 pikes. Some of those are injured so they may separate but none the less, a battle is coming. China drops a R spear at SugarP. [53-6]
GH-Pike>Lib
Dehli-Horse>Horse
Vishnu-Settler>Pike.

[8] 1290AD – Bomb knight on mountain to ¼ and MDI takes him out. Cover with fortified E Pike. Horse from Dirty12 takes out Chinese spear. Sword in Take 5 kills an MDI near T’ville. I shuffle some troops towards 7-11. Lose an E sword attacking a 3hp spear outside of the Dehli. Horse takes him out one swing. Crusader near Deerburg and an MDI near Chinatown. Just noticed the first 2 knight convoy. [59-7]

IT – No real attacks. Shuffling. Byz land a settler near ex-Shantung iron.

[9] E horse loses to settler pair near iron. Settle Pressure near Oasis and need to take out city 2 tiles away. Our culture is greater than the Mayans so I’m not worried on flip. After settling it the army kills a knight and goes back to town. Egypts iron is finally disconnected. Heading to Washington. Horse retreats on a jav and MDI kills pike near Deerburg. Change Itown to Pike. [61-8]

IT- No attacks again. Shuffling injured out and good ones in. Knight pair look to be bypassing Deerburg heading in country. A spear pillages a mine near Karachi. I forgot about the Chinese spears and they move in country too and another one gets dropped off.
Nehru-Pike>pike
Equina-Temple>Aqueduct, vetoable
Irontown-pike>pike
Chinatown-Walls>Temple to stretch boundries, vetoable.

[10]1300AD – Kill one of the knights with the army other is injured. Another knight is 1hp next to Equina. Kill a Chinese Pike with a horse. Retreat another horse and kill a spear near SugarP. [64-8] Not as good as I would have liked but 1 was on the 1st IT and two were complete RNG rip offs. Razed the offending city next to Desert Oasis is eliminated. But that’s the game.

Sugar is running at a food deficit for harbor in 1. T’ville has 2 cats and Pike arriving next turn. There is a settler in Indy for your placement. The Army that razed the Mayan city needs to get back next turn. Also, the Chinese city of Xinjian should fall next turn. Forgot to mention earlier. Mono is in and I think it wat 9 until Chivalry. Good luck
>>>>> THE SAVE <<<<<
 
Bah...I probably won't be able to get it as exams are in two days. So, I'll try and get it tomorrow, but don't be surprised if I don't.
 
@Slinger - :goodjob:

We're starting to make some progress in the west, but there are a tremendous number of enemy units over there. Once we get that inevitable next leader, a 3rd army on that front would start to clear out the riff-raff.

It looks like on Yom's first turn the Chinese can be put back in their cage. Then one army can fight in Chinese territory, on our terms, and the second eastern army can bring some more pain to the Byz. Judging by where the Aztecs founded a city (on some Byz ruins, on a cow) there must be coal in that mountain. We'll get that spot soon, but we won't build on the cow.

I stand by my earlier assessment that once the battlefront has moved east Pune should be disbanded by a settler and moved. It works zero unique tiles and just mucks up the MM and growth for Indy and the Deli. Not something that has to happen on Yom's turn, but we should do that eventually.

The Sugar P. does not have to run a food deficit. Something changed about the happiness, and it can use another tile w/out rioting.

I think we have 24 cities now to build a 6th army. I would be tempted to build an empty army and save it for Jumbos. We are unlikely to build 4 more cities in the 8 turns required to obtain Chivalry, and using the leader right away gives the army we want, and the opportunity to still get free infrastructure if we pop any other leaders.

If we do get an early leader, Yom should watch for Jumbo pre-build opportunities. Cathedrals would be good to use for this purpose.
 
On a slightly different topic ...

We are going to get our GA very soon (probably early in Handy's turn), so I'd like to offer my opinion on how that should be managed. I think we should run all cash for the GA, and use the money to upgrade most of our units. All cats --> Trebuchets, all non-elite horses --> Jumbos, and some spears to pikes.

I also believe every city should build at least one building during the GA (market, library, granary, cathedral). Some of our core cities only need one of those buildings, so I feel we can still have a force of >20 Jumbos at the conclusion of our GA.

In short, I feel the basic strategy is "improve what we already have" during the GA, and plan the big push forward to start either late in or very soon after the GA.

I'm advocating all cash because I think we still have more markets that libraries (maybe 4-1), and because the next useful technology for us after chivalry is 4 away (Invention, Gunpowder (alright, that's useful to know where to pillage, but I hate the shield/power ratio of muskets), Chemistry, Metallurgy, MilTrad). We can use the cash now to accelerate our research potential later (short-rushed libraries).
 
I agree on the upgrade idea. Since we are going to take a break on the offensive, I also think we should send out an army toward Egypt when we do this. We have sufficient armies and units to hold the lines. We are likely to get another one before the GA ends too. The earlier we start pillaging the Egyptians and mayans, the earlier we will have fewer units coming at us (and long bow at that) AND slow down the tech so we aren't trying to fight rifles. It can also cut the Mayans as it goes.
 
Turn 0 - Change Sugar plantation so it no longer starves, now at +0 fpt (+1 after harbor) and 12 spt after corruption.
Set Yom's Folly's scientist to work, still get Chivalry in 8 at +4 gpt.

IBT - We kill 2 horses, 2 archers, 4 MDI, and 1 Longbow on defense and lose nothing. [9-0]
Egyptians drop a pikeman at the tip of our peninsula.

Turn 1 - Cats go 5/7 at Deerburg, Kill 1 hp knight flawlessly on Deerburg road with vet MDI. Cats go 2/3 at 7-11 and redline Pikeman on road. Vet MDI kills it flawlessly
Vet MDI vs. 2/4 MDI across river at Deerburg wins flawlessly.
6/19 Army vs. 2/4 MDI across river at Deerburg wins flawlessly.
6/19 Army vs. 2/4 MDI across river at Deerburg wins flawlessly.
Elite horseman vs. 1/4 MDI across river at Deerburg wins flawlessly and retreats to safety.
9/19 Army vs. 1/4 Knight wins flawlessly.
Cats go 0/2 at the Dehli
17/17 MDI army vs. reg. pikeman in Xinjian wins, -1hp
13/19 MDI army vs. reg, unfortified pike in Xinjian wins, -1hp and razes the city, also taking a settler.
12/19 MDI army vs. vet MDI wins, -2hp.
Workers sent to Chinatown for sacrifice.
Dirty Dozen changed to aquaduct, Greebley set to maximize growth, slowing down Indy's. We really need more size 7+ cities, we're hurting for unit support.
[19-0]

IBT - Argh!! too many troops at desert Oasis to contain. Apparently Egypt has an ROP with the MAyans, as it falls to the egyptian MDI's (after killing 2) and is burned to the ground, 1 turn before the sword army would have made it there. :smoke: on my part, I shouldn't have killed that knight.
Equinia is once again on the front line.

Turn 2 - 16/17 Army vs. vet spear wins flawlessly, taking the settler under it.
Notice an undefended Byz settler heading for ruins, but I can't reach it with an army or horseman this turn, so it'll found and be defended next turn.
Disband Mayan workers, they can't get to any city.
Vet MDI kills 1/3 Pikeman across river, -2hp.
Vet MDI kills 3/4 Archer flawlessly.
Elite* Swordsman flawlessly kills 1/4 MDI, can be attacked by 1 hp MDI next turn, but I trust those odds.
Vet MDI kills 1/3 spearman in forest, -1hp & promotes.
Vet MDI kills 1/3 Jav Thrower on hill flawlessly.
I take a chance and attack the pesky 2/3 pikeman on hills with Elite Horseman.
He wins -3hp, and we get a Leader! I rename him JUMBO!
Hmm... unfortunately we can't build an army yet (we need one more city, it'll be founded in a couple turns, right before Chivalry). So the leader will wait in Nehruvia.
[27-2]

IBT - No attacks, Settler hasn't founded yet and isn't defended, but I have no fast troops to reach it this turn.
Egypt now has 2 mini-SODs heading for the Gas Station and Equinia.
Pikeman in South Pillages tile.

Turn 3 - Vet Horse vs. 1/3 MDI wins, -2hp and retreats to safety.
7/19 MDI army vs. 4/4 MDI on hill wins, -3hp.
19/19 Sword Army vs. 2/4 Crusader in forest wins, -3hp
Elite Swordsman vs. 1/3 Jav in Forest wins flawlessly.
[31-2]

Before I hit enter, I realize why we haven't seen any French or Aztec troops, they're practically dead! This is not good news for us. The prices for techs will increase and Egypt will become more of a monster. France is playing a 2CC and the Aztecs a 6CC soon to be a 5CC as Tenochtilan is behind Egyptian lines now.

IBT -
Lose spearman on wines to archer, archer is redlined.
Kill an MDI on defense outside Deerburg.

Turn 4 - Vet MDI vs. 4/4 MDI wins flawlessly.
Vet Horse vs. 1/4 Archer wins -2hp.
Elite* Swordsman vs. 2/3 Pikeman wins, -3hp
Vet MDI vs. 2/4 Pikeman wins flawlessly.
Elite Horse vs. 3/4 MDI wins, -4hp.
Elite* Horse vs. 3/4 MDI wins, -3hp.
16/19 Sword Army vs. 2/3 MDI wins, -1hp
9/19 vs. 3/4 MDI in forest wins, -1hp
8/19 vs. 3/4 MDI in forest wins, -1hp
[41-3]

IBT - Some Egyptian units retreat, kill Byz Horseman in East, they're starting to actually show up in significant numbers.
Sh*t, China drops off an MDI in our southern peninsula, where we are low on defenders.

Turn 5 - Luckily I found a horseman that can reach it this turn.
Vet Horseman vs. 3/3 MDI retreats after doing 1 damage.
Vet MDI vs. 1/4 Archer wins, -1hp
Vet Horseman vs. 1/4 Archer wins, -1hp and retreats to safety.
Vet MDI vs. 3/3 MDI wins flawlessly
12/17 MDI army vs. reg horseman on hill wins flawlessly.
15/19 sword army vs. 1/3 MDI in forest wins, -1hp.
Desperate times call for desperate measures...Vet Spearman vs. 2/3 MDI in peninsula...Loses flawlessly and promotes!
7/19 Sword Army vs. 3/4 MDI wins, -1 hp.
[47-4]

IBT - MDI in south loses flawlessly to our pikeman.

Turn 6 - Nehruvia and Sugar Plantation riot :smoke:. We'll need those spices soon.
Hyderabad founded.
Vet horseman vs. 2/3 Horseman wins flawlessly.
Build an army waiting for Chivalry (2 turns at +19 gpt).
12/17 MDI army vs. 4/4 spearman in forest wins, -1hp.
14/19 Sword army vs. 1/4 Knight in forest wins flawlessly.
Vet MDI vs. 2/4 MDI in forest wins, -1hp
Vet MDI vs. 2/4 MDI in forest wins flawlessly.
[52-4]

IBT - No attacks

Turn 7 - 11/17 army vs. 3/3 spear on forest wins, -1 hp.
Vet Horseman vs. 4/4 archer on forest wins, -1hp.
Vet MDI vs. 2/4 MDI on forest wins flawlessly.
Vet MDI vs. 2/4 MDI on forest wins, -2 hp.
19/19 MDI/3sword army vs. reg spear wins and takes 2 byz slaves that are sacrificed in hyderabad.
14/19 Sword army vs. 1/3 spear wins, -3hp.
19/19 Sword army vs. 4/4 Knight wins, -4hp.
[59-4]

IBT - No attacks
Chivalry learned, research set to Invention.
Many cities changed to War Elephants.

Turn 8 - Bah, :smoke: again, T-ville riots.
Vet MDI vs. 3/4 MDI in forest redlines the MDI and loses
Vet Horseman vs. 2/3 Horseman wins, -1hp.
15/19 Army vs. 2/4 Crusader wins, -1hp
[61-5]

IBT - Lose 1 pikeman at Equinia, and kill an Ancient Cav.
Our first War Elephant comes off the line at Yom's Folly.
Bad News is that the Americans have Economics and have started Smith's.

Turn 9 - Vet Horseman vs. 1/3 spearman wins, -1hp
Elite Horseman vs. 2/4 Archer wins, -1hp
18/19 MDI/3swordsman army vs. 3/3 Spearman in Tula wins, -4 hp.
3/4 Horseman vs. 2/3 Horseman wins and promotes, -2 hp (2/5)
10/17 MDI army vs. 3/3 pikeman in Kaifeng wins, -4 hp, razing the city and taking a settler in it.
Vet MDI vs. 3/4 Pikeman loses, pikeman is redlined
Vet Horseman vs. 1/4 Pikeman wins, -2 hp.
Use 5/5 War elephant army to take out 1/4 Knight (-1hp) and we get a golden age!
Income is up from +14 to +76!!!! This allows me to increase research greatly, Invention now in 3 at -15 (70 Gold)
[67-6]

IBT - Ah! an MDI attacks our new Jumbo army! Luckily we win and promote, but it wouldn't have been funny if it lost.
More :smoke: I forgot the Army was serving as MP in Nehruvia and it riots, we really need those spices soon, MPs are making me spread my forces a bit thin.

Turn 10 - 14/19 Sword army vs. 5/5 MDI wins, -1hp
13/19 Sword Army vs. 2/3 Pikeman wins, -2hp
5/6 Jumbo Army vs. 4/4 MDI wins flawlessly
14/19 MDI army vs. reg spear at Tula wins, -3 hp
11/19 MDI army vs. 1 hp Archer at Tula wins flawlessly and razes the city.
19/19 Sword army vs. 3/4 Crusader wins, -3hp.
Oops, forgot those roads are neutral, both slaves will be taken by the Byzantines next turn.
Bengal Founded.

Final Tally Us:73 Killed, Them: 6.

The Save
 
Originally posted by Yom
IBT - Argh!! too many troops at desert Oasis to contain. Apparently Egypt has an ROP with the MAyans, as it falls to the egyptian MDI's (after killing 2) and is burned to the ground, 1 turn before the sword army would have made it there. :smoke: on my part, I shouldn't have killed that knight.
Equinia is once again on the front line.
Dawg gone it! I thought I had specifically said at the end of my report to high tail the army back. Shoot! Besides that all looks well and we go on jumbo offensive. I think a jumbo army with escort should go raze a couple Egypt/American core cities.
Also, please scrool through F1 before you hit enter.
 
Jumbo army and our GA! Good stuff! It sounds like Handy will have some fun turns. Hopefully this will allow us to make faster forward progress.

LOL, I was going to suggest sending a force to capture Thebes for the great libary, but I forgot we need to Raze cities. Is keeping an enemy city for a single turn to gut the techs and then abandoning\burning it to the ground next turn allowed?

If it is allowed we could send 2 armies and a bunch of Cav after we get Mil Trad and catch up in Tech. On the other hand, the victory might be more meaningful if we don't do this....
 
GOT IT.

Originally posted by Greebley

LOL, I was going to suggest sending a force to capture Thebes for the great libary, but I forgot we need to Raze cities. Is keeping an enemy city for a single turn to gut the techs and then abandoning\burning it to the ground next turn allowed?

If it is allowed we could send 2 armies and a bunch of Cav after we get Mil Trad and catch up in Tech. On the other hand, the victory might be more meaningful if we don't do this....

After reading the variant rules, it looks like only Indian research is acceptable, which explains why subconsciously we did not complete our prebuild of the GL in the first place. :lol:

Seriously - this is a good question, and must be answered by our fearless leader. If we could build it, is it allowable to capture it? I'm kinda leaning toward answering "No", and just razing for the challenge, but it's T_McC's call.
 
To issue #1: All enemy cities must be razed. We do not hold for one turn and abandon, we raze immediately.

Now, from looking at the save:
Outside of Bangadrum, we have a worker standing next to an Egyptian Pike/Settler pair. Do something about this, even though the AI is likely not able to properly recognize the situation.

Irontown is considered to be on the river (it won't allow an aqueduct). So a little worker attention and possibly a granary would help our unit support situation. So granary before market, then some irrigation and roads, then the market.

Ganges is starting to really muck up the cities around it. We should consider uprooting this one and replanting elsewhere. Or build a harbor and run as a worker farm/economic village, where it is allowed no land tiles.

It looks like Pune might be headed for the "Chinese Choke", which we haven't settled yet.

Chinatown is building a regular pike. Make it stop. Artillery or workers.

Consider Cathedrals (we are Religious, remember) for Nehruvia and our other larger towns. Not having to run a lux tax or keep units off the front for MP could be useful.

Buffalo Wings may benefit more from a temple (Shamu! x 2) than a barracks.

Once Indy grows to size 9 it could pop out another settler.

I still think we should be running high cash rather than high science. A nice intermediate goal could be to get to Gunpowder by the end of our GA, or maybe we can go farther after we upgrade our troops. By my calculations, 23 catapult upgrades costs 690 gold, and 5 horse upgrades (I'd upgrade even the unstarred Elites, since the stats are so much better, and we wouldn't lose a HP) would be another 600. We could get to that amount of money in ~8 turns of 10% science.
 
That statement was: "I'd upgrade even the unstarred Elites ..." implying that I would upgrade those Horseman units with the potential to generate a leader with the next combat victory, in addition to the Elites that had already generated a leader and the veteran Horses.

Normally one wouldn't upgrade unstarred Elites, but with the amount of combat we are seeing the improved survivability of Jumbos vs. Horses more than compensates for the loss of a potential leader. And we'll promote the upgraded Jumbo to Elite fairly quickly so we'll regain the potential for leaders.
 
Preturn
Moved worker outside of Bangadrum to a safer spot/
Switched Irontown to granary
Switch Ganges to trebuchet. Harbor seemed a waste if we will later abandon the city. After the trebuchet I’ll build workers & switch to sea tiles. We don’t need a harbot to build workers.
Switch Chinatown to trebuchet
I’ll take T_McC’s advice to heart & consider Cathedrals (we are Religious, remember) for Nehruvia and our other larger towns.
Switch Buffalo Wings to temple to hunt little baby whales. Switch name to PETA since we are killing both whales & little furry creatures of the woods in this city. Must be a bunch of rednecks.
Slider goes to 10 / zero to get +177 GPT and invention in 14 turns. I’ll turn it up after upgrades to still try & get guns in our GA.
Try to disband the workers near the eastern army but they have already moved. Bummer, AI will recapture & use them.

F1 check shows no obvious riots, but sugar is close.
Deerburg is less crowded than my last turns, but Equinia looks to be well visited.
Bummer that Constantinople is now over size 7.

Here we go.

IBT
America wants to talk. No thx.
Fire boats take our southern China army down to 1 hit point. They will have to rest for a while.
Nehruvia – War Elephant (WE) – temple (so tax man can work again 2 turns for temple)
Dirty – aqueduct – market
Dromon Fire Drawer – barracks – aqueduct
7-11 – WE – WE
From the fog:
Notice China has a pike near Indy. Must kill or move our worker, but no attack units near by.
China sends 2 MI
Mayans send 2 LB and 2 MI to Deerburg
America send AC & knight to Deerburg
Mayan knight joins pike
Egypt sends MI to the Gas Station

Turn 1 1355 AD
Notice on F11 we are #2 in population and land area now.
Equinia bombs 4-stack of 2 pikes & 2 MI near Equinia (3 for 6)
Rush walls in Bengal to help the lone pike defend against 2 Chinese MI.
Upgrade some spears
Deerburg artillery goes 0 for 3.
Deerburg’s army kills a Mayan Javelin
Sword army kills 1 pike + 1 MI’s near Equinia
Elite sword kills MI
Jumo army kills Pike

Mi kills MI @ Gas Station
Horse kills wounded pike @ Gas Station
Pillaging army capture & kills Egyptian worker. Bwhaaaa.
[7-0]


IBT
Equinia – aqueduct – market
PETA – temple – courthouse
Bengal – walls – barracks
America is building leonardo’s

Turn 2 1360 AD
Chinatown switched to harbor
Deerburg:
WA kills MI
Army kills knight + LB
MI loses to redlined pike next to Indy.
Our horse kills MI
The Jumbo army heads off to raze Byzantine cities. The sooner we can fight a 1 front war the better.
[11-1]

IBT
Pike behind rushed walls kills 2 MI
Pike in forest kills ancient cav
Nehruvia – temple – cathedral (4 turns. Religious sure cuts Cathedral cost!)
Bombs Away – barracks – pike
Yom’s – library – cathedral (4 urns only again)
Ganges (no rax) treb – treb
Bangadrum – settler – pike
[13-1]

Turn 3 1365 AD
Kill spear in Constantinople.
Settler sets off towards the ruins where the two cows are. He only has 1 pike, so I plan to put him on the river on a hill for the defense bonus. Should only see archers and horses from the Byz. No heavy offense. We are very light on workers on the eastern side of our empire (only 2).
Upgrade 1 spears + 2 horses
Jumbo army kills 2 horses
MI kills archer @ Gas Station
Horse kills redlined pike
Sword kills LB @ Deerburg
Sword army kills 2 pikes near Deerburg
WE kills pike @ Deerburg
Switch INDY & T Ville to cathedrals (3 & 2 turns) Both are near growth & riot. T ville already has a tax man we can put back on the job.
[21-1]

IBT
MI kills our vet pike behind walls @ Gas station
Slinger’s WA – market
[21-2]

Turn 4 1370 AD
WA kills spear near Pune
Upgrade some stuff
Sword army kills 2 spears @ Constantinople. Will have to retreat & heal.
Sword army kills knight near Deerburg
Jumbo kills knight near Deerburg
We really need to chop the forest around Deerburg to remove the AI defensive bonuses.
Mi kills spear who had crept 2 tiles S of Deerburg and was going to pillage a road.
MI kills MI @ Gas Station
Army kills MI @ Gas station
Jumbo kills MI @ Gas Station
Aztecs have settled on the cow in Byzlands. The WA army will raze the new town next turn.
Yom has 5 sad faces so I hire a tax man. The Yom cathedral is due in 3 turns.
[30-2]

IBT
Hail Vishnu – AW – aqueduct
T ville – cathedral – WA
4 Aztec archers @ Irontown. Since we had no unit to kill after bombing, this is a recycle stack. Hope 2 pikes on a hill behind walls holds.

Turn 5 1375 AD
Kill spear near Tville
Kill pike @ Equinia
Kill 2 MI + 2 pikes @ gas Station
Send a third pike to Irontown. Can’t afford to lose that town. After Irontown gets a granary, we could use some more workers. No slaves is a huge penalty.
Army kills crusader @ Deerburg
Elite sword kills MI @ Deerburg 7 pops a leader who goes to Yom. We do not have enough cities for another army.
Raze Aztec city by our cow
Found Chittagong – walls
Kill Byz horse next to Chittachong

Since it’s 11 and I’ve had the game for 2 days I’ll pass the game after 5 turns so as not to slow things down. Perhaps Greebley can play my 5 turns + his 10 if it’s okay with T. I’m still logging long days at work, and I think I’m getting the flu, so I hope you don’t mind too much if I pass this along.

Notes to next player
1. The elephant army only has 3 units. There is an extra in Pune & Karachi you can use.
2. The Leader is in Yom’s Folly
3. There are 2 cats on the way from 7-11 to Deerburg.
4. Consider using the army to guard a worker stack to chop around Deerburg. The stack is currently on forest next to T ville. 2 are chopping, several just arrived.
4. I think Constantinople is Ripe to raze after you ad another elephant to the army.
5. Pune has settler completed but only 2 citizens. Switch to something.
5. Fire tax man in Yom when Cathedral completes.

Good Luck!

1375 AD save
 
OK, we're making a little progress. Took a look at the save, and have my usual rambling thoughts.

We may just yet get to use that leader on an army, the sword army in the east is red-lined. (Still 5 HP, but maybe the Byz will get lucky.)

I'm sure Greebley will catch this, but Yom's doesn't have to be running a food deficit.

Amen on using an army to cover workers hacking down the forest around Deerberg.

If you don't want to save the leader until we build another two cities, one possible use would be to have Sugar Plantation complete a Cathedral this turn, and rush the Market there next turn. The same trick could be used at Greebley Heights. SugarP would have to run a specialist next turn otherwise, when it grows to size 9. We have two elite offensive units and two elite defensive units on the western front. On the eastern front we have four elite defensive units.

Probably worth pulling the (primarily) Sword army off of the Eastern front and sending it on pillage duty in the west. With the Jumbo army on the eastern front, we'll burn the Byz ragged. Might be a good idea to use the armies in combination on Constantinople, then head back for pillaging. We don't need a defensive army against the Byz.

I'm sure Greebley already knows this, but if you set Pune to zero food surplus the settler should complete and we can move the city to the Chinese choke point. (Played one shadow turn, and this works.)

I believe we are on turn 7 of our GA.

----
As far as the remaining 5 turns, I've made an executive decision. For the next round, this Succession Game is "Going to 11".

This round is custom-made. "You see, most blokes will be playing 10 turns. You've played 10, all the way up, all the way up, ... where do you go from there? Nowhere. What we do, is if we need that extra push over the cliff...Eleven. One longer." "Why don't we just make 10 turns longer. Make 10 the top number, and make 10 turns a little longer?" ....... "This game goes to 11."

Eleven turns per player for the next round. Greebley is up!
 
Preturn: Seems a while since I played this. We have made progress! Minor MMing
I may work on connecting the spices...
I want another army! will build 2 settlers so I can settle (hopefully this will include the spices.
I am just going to record losses unless the battle is significant. Just assume I am killing streams of incoming units :D

IBT: Lose a Pike and the Elephant it was guarding
: Cathedral->Jumbo
Dromon Fire Drawer: Settler->worker
Irontown:Granary->Worker
Abandon Pune to move it

1380 AD: Kill several enemy units.

IBT: A few attacks. One Pike killed.
Greebley Heights: Market-> Jumbo
Ghandi's Gas: Market->Library
S Dehli: Pike->Jumbo
Yom's Folly: Cathedral->Jumbo
Deerburg: Jumbo->Jumbo
Take Five: Settler->Barracks

1385 AD: Hope to send an army out to pillage.
Indianapolis: Pike->Pike
Sugar: Market->Cathedral
Dromon FD: Worker->Worker
Irontown: Worker->Courthouse
7-11: Jumbo->Jumbo

IBT: No units lost

1390 AD: Raze Trebizond
Lose an MDI attacking an MDI

IBT: Kill several knights on defense. We gain invention and start Gunpowder.
Hyderabad: Temple->Courthouse
Chinatown: Temple->Courthouse

1395 AD: Raze Heraclea
Army starts carving up Mayan lands.

IBT:
Indianapolis: Pike->Pike
Equina: Market->Library
Yom: Jumbo->Jumbo
Dirty Dozen: Market->Courthouse
Ganges: Trebuchet->worker
Riot in Delhi.

1400 AD: Settlers advancing
Nehruvia: Jumbo->Jumbo
Slinger's Delhi: Settler->Settler
Dromon FD: Worker->Worker
T-ville: Courthouse->Library

IBT: A goodly number of units near Deerburg. Hope it isn't too many

1405 AD: Build Boot to the Head on the chinese front. Raze TsingTao
Upgrade last Horse - All cats and Horse are upgraded. Speed research.
Attack a Crusader with a sword and Jumbo and both lose. That could be bad.

IBT: Our luck in Deerburg continues to be horrible and they kill all 3 pikes defending it. Deerburg is razed. :(
I thought there were sufficient units, but I misjudged.

1410 AD: In revenge I counter-raze the Mayan city of Lazapa
Definitely running low on Pikes. Switch Capitol to build them.
Nearly healthy sword army is down many HP after attacking a knight on flat ground. Could be lost...

IBT: Yep, they get the sword army.

1415 AD: Switch to settler in T-ville to replace Deerburg. I build a Jumbo army to replace the sword one.
Gah I continue to do badly. MDI dies vs pike.
Loss of Deerburg has disrupted my front... Some scurrying about.

IBT: 2 Pike lost.

1420 AD: Raze Shanghai

IBT: We get Gunpowder. Start Chem. Chinese Rider Seen. Pillage Egyptian Saltpeter that I now can see.

1425 AD:Build Pune. Build Indus

1430 AD: Raze Ningpo and Smyrna

Notes:

I think 11 turns should be sufficient to destroy the Byzantine and chinese cities on our continent (the Chinese might be a bit trickier and might fail.

I have size 9 cities building settlers so they stay size 7+ as much as possible.

I was pretty agressive this turn. Deerburg and a sword army was the cost of this strategy, but I razed several towns, and pillaged the Mayans. If the sword army had stayed at home we wouldn't have lost it, but I really think we need to start pillaging the enemy, especially Egypt! I strongly suggest keeping the spear and sword army out in the field. The Jumbo army can do its best to cover the western front. Now that we have muskets to start sending to these towns, I am sure they will be able to hold. Deerburg will be rebuilt (Son of Deerburg?)! Get a leader and we will have 2 leaders on the front and can start Razing.

So my final score was 7-1 (counting cities instead of units :D )

So 2 armies will certainly finish off the Byzantine.
1 army is doing real damage to the Chinese.
1 army is holding the western front until we get a leader and can build a 7th army (we have enough towns now).
2 armies are pillaging - one in Egypt, one in Mayan territory (hopefully heading toward Egypt as they are our biggest threat).

One last note: Indus should not be building a Musket.

The eastern lands are showing signs of war. Lots of razed cities.
TMcC01_AD1430.JPG


The Save
 
Well, that was certainly an aggressive turn.

I'm up and got it, but won't play until either tomorrow night or Saturday.

Looked at the save and have a few thoughts: The Byz and Mayans don't even know gunpowder, although it would do them little good because their territory has no saltpeter. I can also confirm that all their cities are visible. It won't be on my turns, but soon after Smoke Jaguar will go gently into that good night. And good riddance to him! That will probably happen once we get a second Jumbo army on the western front.

I'm looking at that front, and am not convinced we should re-found Deerberg. That was an awkward site giving a lot of attackers a defensive bonus. I may re-found the city one N of the deer, putting all surrounding tiles on flat ground. Or I might go on the hill across the river. I would also like to found a city N of the lake on the western front, to see if we can get the Egyptian and American troops to split up.

I think we have 1 or 2 turns left on the GA, so I'll let the sliders be. After we get to Mil.Trad, we can run all cash.

Speaking of Cavalry, the Egyptians have no horses, and the Americans have no visible Saltpeter. So ... ahem ... we'll be the only ones with Cavalry and Cavalry Armies. How much havoc can we wreak before Rifles? Heh, no viable scientific civs in the game gives us a much larger window in the IA.

Cleo has Chemistry, but not Metallurgy. Not that it would do her much good.

One other late-game problem: France appears to have escaped the continent. Only relevant if we are going for conquest instead of domination.

We've come a long way since we were wondering which of our restrictions would be most responsible for our loss. :goodjob:
 
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