TR03 - Losers self-teach DemiGod

How bout a short history of the fall of Amsterdam? You used the army and the knight SoD to blitz it?

Those trebs will be useful when we need french 75s
 
Admiral Kutzov said:
How bout a short history of the fall of Amsterdam? You used the army and the knight SoD to blitz it?

Actually, that was easier than i thought.
First, Army killed 3 vet SMs. Then i had 5 knights and only 1 retreated.
3 more kills and last kill generated a leader, I even had a spare knight at the end.

Admiral Kutzov said:
Those trebs will be useful when we need french 75s
I disagree
We will use trebs to capture Hague.
Where is the France??? By the time we will put our hands on them we will be in Industrial Ages wher artillery is needed, meanwhile we pay unit upkeep on trebs. I strongly suggest after capturing Hague and may be another city to disband all trebs. Trebs will be totally obsolete when cavalry is researched.
 
Got it.

dmanakho said:
I set things up for Hague siege. All the trebs and some knights with more knights coming. There is no way next player misses taking that city on his 1st turn. (no pressure, remember no pressure :p )

Remember who you're putting in charge of the attack. :lol: If there's a way to fail to take the city, I'll probably find it...
 
I disagree
We will use trebs to capture Hague.
Where is the France??? By the time we will put our hands on them we will be in Industrial Ages wher artillery is needed, meanwhile we pay unit upkeep on trebs. I strongly suggest after capturing Hague and may be another city to disband all trebs. Trebs will be totally obsolete when cavalry is researched.

French 75mm cannon were the artillery of choice in WW1. The troops gave them the nickname of french 75s IIRC. I forget the rate of fire but it was exponentially better than anything else. IRRC, they were the first artillery pieces to use a muzzle brake. The reference was that they'll be useful for upgrades, not that we'll use the trebs to take out the french. Sorry for being obscure. Please remember, I'm an idiot but I'm not stoopid. :)

First, Army killed 3 vet SMs
Tis better to be lucky... 3 mercs with one army. If that had been me, the first merc would have RL our army. :goodjob:

@ tubby - no pressure, but if you screw up, I'm going to deploy Igor. :)
 
Admiral Kutzov said:
French 75mm cannon were the artillery of choice in WW1. The troops gave them the nickname of french 75s IIRC. I forget the rate of fire but it was exponentially better than anything else. IRRC, they were the first artillery pieces to use a muzzle brake. The reference was that they'll be useful for upgrades, not that we'll use the trebs to take out the french. Sorry for being obscure. Please remember, I'm an idiot but I'm not stoopid. :)

:blush: I need full membership in idiot's club. i certainly can be deputy idiot.
 
dmanakho said:
:blush: I need full membership in idiot's club. i certainly can be deputy idiot.

French 75's will do that to you. My sainted mother taught me the recipe (equal parts brandy and champagne with a dash of bitters), and after two of them I needed a "muzzle brake".
 
eldar said:
I'm back. So when do I get another go?

Now you have 4 people in front of you and it all depends how fast they play :)
 
Just for eldar.....

Tubby Rower - skipped until Wednesday
Dman - just played
Minute Man - up and to break Willie's spine
Bede - on deck
Mach
A-K
eldar - back but waiting...
 
Pre-flight: Hattusas has 21 spt and no growth, but we can grow a couple more citizens there before we start to have happy issues, and it'll build a knight just as fast at 18 spt, so adjust that. Ugarit is annoying. I'd like to grow that to size 7, just for the extra unit support, but it can wait until the workers finish clearing another space (four more turns). Everything else looks good.

IT - Spain and Russia sign peace. Osman wants an alliance vs. Spain, which I of course refuse.

1 - 360 AD Tarsus settler->settler. Hattusha settler->settler.

dman left enough forces by The Hague that even I can't screw up the battle; the city falls with only one knight lost. We now control Sun Tzu's.

Settler rushed in Amsterdam. Then I crank science up as far as we can afford; Mil Trad now due in 8.

I'm not quite sure where this settler by the Ottoman border is going. I don't really like the idea of trying to squeeze somebody with twice our culture who's already sneak attacked us once. In the empty space across the lake from Pink Iron looks much better to me, so that's where I'll send him. Future settlers will be sent south, as there'll be a lot of open space there when we raze a few more Dutch cities, and there's not much room on the northern border.

IT - One Ottoman musket enters our lands. Apparently this is going to be Osman's contribution against the Dutch. :)

2 - 370 AD Amsterdam settler->temple.

3 - 380 AD Tarsus settler->knight.

I wasn't paying enough attention and Aleppo riots. Oops.

Hubishna founded across the lake from Pink Iron. Still not really an ideal location, but probably the best available.

The problem with having a massive stack of trebs is that you actually want to use them, but they move so darn slowly that the whole attack bogs down. I'm in position to attack Groningen next turn, but after that I'll probably leave the trebs behind and start blitzing with the fast movers, as Willie's core cities have some wide culture boundaries to cross.

IT - After all of that preparation, I watch the Dutch move an attack force out of Groningen toward Portugal...including all of the Swiss Mercs that were in the city! So now it's defended by nothing better than spearmen.

The Ottomans and Dutch sign peace. Osman's mighty invading force turns back.

4 - 390 AD Hattusas knight->knight.

Oh, well, since I've got the trebs, I use them. Groningen's two spears don't stand a chance, and I take the city without losing even one HP. I'm not sure whether to raze the city or not, but in the end I decide to keep it.

The Ottomans have finished the road on or border, so now we can trade luxes. He wants dyes + 21gpt for incense. I'm a bit tempted, but I can have those wines near Amsterdam hooked up and ready to trade in a couple of turns, so I decide to wait.

5 - 400 AD
Our deal with Russia for silks runs out - wines, dyes, and spices aren't enough to renew it, and we happen to have slightly negative gpt at the moment, so Cathy becomes insulted when I try to add gpt. So we'll have to let it expire and see what we can arrange next turn. In a stroke of luck, though, the ivory at The Hague is connected this turn, so no riots.

Now that we have some spare luxes, trade dyes + spices + 3gpt to Osman for incense. Unfortunately, Cathy has already traded her spare luxuries somewhere else, so nothing can be arranged there. :( Neither Portugal or Russia will give us more than 5 or 6 gpt for a lux, so I decide it's not worth it. But I find that I can now turn lux down to 10% without any important cities becoming unhappy.

The attack on Utrecht goes well - I only lose one knight taking the city. Who needs those silly stone throwers? And for what it's worth, we now control the Sistine Chapel.

6 - 410 AD Hattusha settler->settler. Ankuwa knight->knight. Ivriz
courthouse->market. Kummani courthouse->market.

Alaca Huyuk founded on dman's blue dot.

7 - 420 AD Karatepe market->library.

WW has gone up a notch, which causes some unhappiness. Fortunately, the first city to riot is unimportant (Samuha), and I scroll ahead to fix the rest.

Military Tradition comes in, and nobody else has it yet. Portugal has a ton of cash and will offer 3100 (!) gold, or 2650 + contact with the French (whom Henry seems to have just met). 450 gold for is a bit steep, since I'm sure the French are too backward to be of much interest, so I take the money. Everybody else is broke, and nobody has any luxuries, so I don't sell to anybody else.

Turn up lux to 20% and go fire all the clowns I just hired.

I was planning to turn down science to get some cash for upgrades, but Henry just solved that problem. I upgrade most of our non-elite knights (Utrecht isn't connected yet), and, since we have so much money, the few 3MC's that we still have lying around (with Leo's, it's only 75 gp each, which I think is worth it). And I decide that rushing temples in the towns we've taken from the Dutch is a good investment. Finally, I decide to go for max
research on Physics, since that's the only useful tech to research.

8 - 430 AD Amsterdam, The Hague, Utrecht, Groningen temple->courthouse. And a few towns build cavalry.

All the courthouses are because I'm not sure what to build. Next player feel free to change.

Portugal and the Dutch just signed a peace treaty. That's disappointing.

Utrecht is connected now, so upgrade a few more knights. Also load up our empty army with cavalry. If Willie thought he was in trouble before, he ain't seen nothin' yet.

9 - 440 AD Ugarit cavalry->cavalry.

Portugal puts some of that excess cash to good use and brings Russia back into the war against Spain. I haven't been paying much attention to that part of the world, but it looks like Isabella is now down to an OCC.

10 - 450 AD Karhuyuk courthouse->market.

I was slightly inattentive and let a couple of Swiss Mercs sneak in from Russian territory (where William's been occasionally landing them). But cavalry move really fast, so there isn't really a problem. But next player be aware of this.

Our new cavalry army arrives at the front lines and single-handedly kills three mercs and captures Maastricht. Which (a) splits the Dutch empire in half and (b) gives us control of Knights Templar (which isn't even obsolete yet).

Found Matalya in a gap on the Dutch west coast.

So here's the situation on our southern front:

TR03-450AD1.jpg


Note to next player: I'm not entirely sure whether it's better to take on the eastern or western half of the Dutch empire next. There's a bunch of troops in Utrecht that haven't been moved, and the forces in Maastricht have some movement left, so feel free to send them whichever way you think is best. There's also a couple of settlers near Utrecht, to be sent wherever.

The stack of trebs is in Alaca Huyuk. I had vague ideas of using them against some of the bigger Dutch cities, but with the advent of cavalry they're not too useful at the moment.

I haven't done much with the diplomatic situation. I'm not sure whether it's worth trying to stir up more alliances against the Dutch at this point. Nor have I bought contact with the French; that might be worth doing since, despite my best efforts, we still have a big pile of unspent money.

Feel free to change any of my city builds. It's getting late, and I wanted to get these turns finished, so I didn't put much thought into them the last few turns.
 
Got it.
Misssion accomplished...looks like Willie is quadraplegic, time to make him headless.

I will take the forces east to the new Dutch capitol. One of the factors in the capitol move is city culture, so I like to chase the stars around as that reduces the culture gain and flip risk in the captured towns. The other factor that applies is garrison size and now that we apprarently have overwhelming force we will get the biggest bang for the buck on kill ratios.

Nice call on the mamagement of Hattusas and the trade on Military Tradition. Henry is our friend and keeping him powerful is useful now and even more so in the future when the Turk will feel the power of our arms. And since we know Metallurgy and have Leo's upgrading the trebs to cannon is worth it, then sending them east to deal with Osman as I don't think we will be needing them against the Dutch, though, maybe, as fortified SwissMercs in pop8 cities still have a pretty hefty defense value.
 
Job well done M-Man! :rockon:

Enjoyed reading your post...
Now we need to get rid of Willie completely so we can to eliminate WW (and flipping) issues
and build whole bunch of cities in his former domain just to keep army upkeep down.
In order to get rid of Dutch we will need to build fleet and send few cavs to those islands Willie controls.
 
Yes, very nice MMan!

Ooh, ooh...will I get to take a piece out of the backstabbin' Turks? Maybe, maybe...
 
More importantly, the Admiral finally gets some boats to play with! Maybe we'll find France at the same time....
 
Bede said:
.... as fortified SwissMercs in pop8 cities still have a pretty hefty defense value.

With 3 armies at our disposal SMs are not really an issue any longer.
 
Nice job MM. Best set from you that I've read to date.

@ bede - I like the eastern call because it's got all of Willie's green turf. The west is insignificant due to all the tundra.
 
Had a nice set up to work with so just rolled on the Dutch.

By 550AD Willie was exiled to his offshore islands. Cost me two cavalry but I gained another army with some judicious leader-fishing after I brought the cannon (upgraded trebs) to the front.

Attacking fortified Swissies in towns over pop 6 was just going to cost way too much, especially since I really hate it when a stupid general keeps throwing his troops at an uber pike. It's always better to wound them, take the most healthy with the army, then use a waiting elite to finish the job and even get a leader if the RnG gods smile upon our efforts, and they did.

Henry got me a blind date with Joan after some map swapping. She is an age behind but has lots of culture: bigger than the Ottomans and growing faster. Guess she hasn't been fighting very many wars way off there in the East Indies with only the Dutch and the Portugese for company. She has about equal our land are on her island buit only half the cities.

There are caravels in a coastal town, Adana I think, that are waiting for troops now freed up from the Dutch war. However, I have an idea. Instead of ending the war with Willie hire the Portugese to finish him off. We can just park some cavalry and the knight army in the old Dutch lands (armies won't fit in the boats anyway) and whack any former Dutch town should it depose our government. War Weariness will be quite manageable I think with the economy that we have and our inventory of luxuries. Then we can turn the armies loose on the Ottoman and not have the rest of the forces halfway across the world.

Burned our way to Physics, sold it to Henry for all his cash and enough cash flow to finance another burn to Economics. Started the Pentagon as a pre-build for Smith's and when we learned Econ (same turn as the Portugese BTW) swapped to Smith's, due in 17 or less now. Portugal is building it in Oporto due in 53. Most of the rest of the towns have been building banks, and marketplaces and such to pay for our troops (and a little culture).

We can generate about 400-500 beakers per turn without hurting our economy using scientists in towns without libraries and a budget at 60-70%. That is enough for 5-7 turn research if we want to learn anything that way.

Hattusha was abandoned as it was constraining the growth of its neighbors too much and the population added to Hattusas. We really need all the pop12 cities we can get and now the towns surounding that rubble can grow. Our unit support costs are dropping but still have a ways to go to get to 0. Having Smith's will help.

Spain was removed from the map by the rampaging Ottomans.

Where to from here?

We need to conquer our continent to close this one out and to do that we are going to need at least another 20 cavalry to support our rampaging armies and protect our gains. It sure would be nice to get there before 1000AD.

Now for the lesson:

Specialists: Using scientists for research requires every single turn management. And if a town in a Republic (the equation changes for Monarchy/Communism) produces at least six uncorrupted gold after building maintenance costs and has a library/university do not use a scientist. Keep those citizens producing revenue. Converting a citizen to a scientist in such a town will actually reduce the total beakers produced.

The same is true for tax collectors. Using tax collectors in a town that has a bank and produces uncorrupted gold after building maintenance will reduce total imperial income.

So keep an eye on the specialist employment on a town by town view depending on what buildings are in place.

So, Mach, what's next for the glorious Hittites?
 
The RNG is a funny beast... how on earth did Joanie bag that little pile all for herself?!

Just played with a bit of MM for Hattusas and Harran.

I kept Hattusas at the same spt and gpt by switching from the SW BG, to the Forest being chopped. So stop the forest chop.

Now, Harran. Size 12, 29fpt, Bank in 2. Moved citizens to the freed up BG, and from a couple of irrigated tiles to mined grass. Bank now in 1. Mine another Plains tile to get 24fpt, and an extra shield - should push it to 16 shields per turn after waste, essential for building Cavs.
 
Ok I got it. I'll take a good look tonight, and I'll figure out what's next then. :evil:

Meanwhile...

Bede said:
Specialists: Using scientists for research requires every single turn management. And if a town in a Republic (the equation changes for Monarchy/Communism) produces at least six uncorrupted gold after building maintenance costs and has a library/university do not use a scientist. Keep those citizens producing revenue. Converting a citizen to a scientist in such a town will actually reduce the total beakers produced.
:confused:

Usually I only manage my specialists when there is 1 turn to go on a tech -- then I turn scientists into taxmen until we're toeing that line. Why does it require management every turn?

Also, what is special about the number six? I would think that the important point is whether or not the ultimate or penultimate gold piece is lost to corruption -- then it would be useful to turn a worker into a scientist/taxman. This can be figured out by playing with the citizen and looking at the totals at the bottom of the city screen...

There must be something I'm not understanding here? I'll look at the save later and see how you left it set up, maybe then it'll come to me.
 
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