Turnplay Log

Rick what do you think our military composition should be, if we decide to sally forth towards Free?

And what does BABE mean by contractual obligation turn XXX to whoever in the turn thread? Is that a reference to the Council peace deal or that they feel obligated to play the game?
 
Learning from BABE vs SABER and from our past MTDGI we will have to make a different aproach in how to invade FREE, a more ruthless and annoying one:

1st - We should get Magnetism just in time for the fleet of 10-15 galleys to be upgraded to galleons and take 2x times more troops and in a sea not explored/watched by the enemie kinda like the japs did in pearl harbor.

2nd - We need some sort of bate manouver, some galleys stacked (3 should do it) going the direct path through coastal highway in order for them to believe we dont have magnetism yet, and we must make sure they see this galleys coming, and hopefully they will send units to cover the coast on that side leaving the north for us to kill and plunder.

3rd - Our target should be the north shore, as far from the core as possible, were we can do more damage and rape as we feel like it with greater change for establishing a beach head.

4th- Take a settler to build a city so that units wont lose turns if we need to reinforce for future conquests, we can rush a walls there and dug in.

5th- As for fleet composion, im thinking pikes, muskes (these would be excellent if BABE can get it for us), trebuchets(upgrade to cannons later) and some mdis to kill their cav units and so on. Im thinking 10/15 galleons carrying 40-60 units and 3 galleys carrying 6 pikes.

40 units:
1 Settler
1 Worker - joins and rushes walls on 2nd turn
3 Longbowmens
5 Trebuchets
10 MDI´s
15 Pikes
5 Muskes

As for battleplan:

Route 1 - 3 Galleys with 4 pikes to decoy and cut reinforcement path to our real landing zone

Route 2 - Landing "Hot" Zone, the only place i can see we can make city and still cut their continent in half while providing a lot of destruction to coastal notrhern cities.

invasionul8.jpg


Route 3 - Send a galleon with 3 Mdi´s and 1 Pike through this path behind enemy lines, as in bellow picture:

route3su3.jpg


So:
- disconnect iron and pump warriors and spears
- how do we build 15/20 galleys?
- we need to get more map information! i hate all these black screen stuff and BABE could help us here;
- we need to find out if Council already as gunpowder/astro....they could trade it to free....

Can this be accomplished without FREE/COUNCIL having Mil Trad? i dont think so...so they will be able to through at us Horsemans, MDI´s, their cities will have enkidus by the hundreds and lots of artillerir units, so for this plan to sucede there must be absolute surprise and this is a gamble since the military advisor will betray us in no time...i hate that guy :) When Cavalry joins in it will be the end for our troops, so we need more intelligence where their strategic resources are located... BABE can helps us here again.
 
Rick what do you think our military composition should be, if we decide to sally forth towards Free?

And what does BABE mean by contractual obligation turn XXX to whoever in the turn thread? Is that a reference to the Council peace deal or that they feel obligated to play the game?

Don't know what it means, but my wild guess is they want it to look like they're not interested in doing anything and thereby concealing their attack on Council.
I don't have time to really comment on your warplan Rick, but I can see the effort you've put into it and I wanna send a big :thumbsup: .
 
We need to put together a response to Council re: they're offers.

I think we need to weigh our response against
1) keeping them chatting while Babes head for them
2) responding assuming that the babes are horrible slaughter on the shore
3) responding assuming the babes are blocked ala Saber
4) responding knowing that we've wide open vulnerable

Check out the gmail for Coucil asking for a reply. They're telling us that the time for getting education is drawing very close. Read into that that Astro is 4 turns after that time.

Stalling them on a deal could hold them off on the Education thing for a turn or two but I doubt it.

Gotta run.
 
BSing is good. Then maybe they will declare war on us. Then the game will get fun.

BS all the way.

-Nate
 
126 is played and sent. I will draft a report later, but Invention is due in 1 turn at -86 gold with 93 in the bank. We can start on some troops in earnest now, and they are sorely needed.
 
I'm assuming that turn 127 saw us bag Leo's...

We need to post in the UN if that's the case.
 
Geez sorry for the lack of a report. I completely forgot. We received invention and sent it to BABEs. Iron is pillaged, and many cities are building spears and warriors. I offered Saber contact with Free for 60 gold, we will see what they do.

Next turn we get Leos. We are set up for almost exact shields. The scientists are now taxmen, so we pull in some gold (+70 or so).

With current geopolitical events, we are standing pretty well. Free is the only wildcard. Blocking off our shore I guess is the safest option. We can put together a force and take any islands out there I suppose, and gather another worker crew to railroad everything asap. We can build some unis in the core, and with the extra food from rails/100+ workers embark on unis everywhere else.

I would kind of like to go after Free but really, we take a risk in wasting shields on units there. If the islands hinted at by BABE are available, I think we should sit back and take those if possible, to get up to 60+ cities.

All in all we are sitting pretty if we get a coastal block up like everyone else. Maybe even go help the BABEs with Council if they make some headway. We are opportunistic arent we?
 
In parallel to working up the forces for a block we need to get some ships into those patches of water that are safe havens for Caravels. That will force any antics by FREE into deep and dangerous waters.

Suppose FREE's lower score is due to them sitting on galleys and units just waiting for the moment Astro comes in. Yes, FREE is the wild-card at the moment.
 
Lets pump out that military and take all the islands we can get, they could have horses, saltpeper, coal in them...

We should send a galley south to lookout for possible hostile moves from FREE.
 
Whips (+6) total culture 3355:

E Street-Cath
Rockaway Beach- Cath
Streets have no name-Settler for the island.

Lux back down to 20% with a taxman at DSOTM (the only city that really needs lux until it finishes its cathedral).

Our army of 1 longbow, 1 archer, and 21 warriors plus assorted junk is now AVERAGE to FREE. Dont think we will get an invasion from them soon.

Notable cities:

DSOTM- Cath in 6, now working the lake.
Graceland- size 7, 1 turn warriors for internal dispersement.
Sugar Mountain- grows to size 12 in 5 turns, produces 1 turn vet spears.

And oh yeah we built a wonder:
 

Attachments

  • leos.jpg
    leos.jpg
    88.9 KB · Views: 118
Next wonder will be Theory of Evolution/Newton Uni? :rolleyes: in DSOTM after Cath or Sugar Mountain? can we whip cath in DSOTM?

Great Work Killer, keep it up

I guess we on tech 0% now, for 2-3 turns or so?
 
I could have sworn that I updated this thread. Well here goes.

Turn 131

We received Education from FREE last turn, as Rick pointed out. So lets take a look at technological progress.

Gunpowder monopoly is 1275. On turn 130, 9 scientists gives us 47 turns (1269). So probably only Free has Gunpowder. On turn 131 the cost stays the same, so no trades.

Astro is not discovered by anyone on turn 130, but it was discovered on 131 by Council most likely. The technology has not changed hands yet. No civs knowing it=1680, monopoly 1488, cost this turn 1485.

Builds:
Sugar Mountain- Spear->Spear
Graceland- Warrior->Warrior
Whip It- Warrior-Warrior
We Built this City- Warrior-Warrior
DSOTM- Galley-> Worker?

Whips: Library in Montreaux. Library in Pete's End next turn.

Free is still average to us.

Should we build more worker instead of troops? Should we build some unis in Sugar Mountain, Graceland, and DSOTM? Should we do single scientist research on Banking?

This was in our inbox from Saber:

Dear Team Gong,

Our diplomats were pleased to see that contact with Team Free arrived last turn. It's always good to know what the world really looks like.

We also recently received an offer to buy techs, although we are greatly interested in buying techs from you, that specific offer didn't work out for us. As you will probably see when you'll open the save, we recently acquired Education and to get Gunpowder like you proposed, we'd need to have invention and feudalism. Apart from that, the offer looked interesting. Hopefully we can work out a deal that will work out for both of us.

Our proposal is along the lines of buying Feudalism, Invention, Gunpowder and Astronomy at 25% of the monopoly price. That is a total of 1350 gold. If that's agreeable for you, then our team can have a vote on it.

We hope to hear from you soon,

Team Saber
 

Attachments

  • Sugar Mountain.jpg
    Sugar Mountain.jpg
    156.5 KB · Views: 59
  • NW.jpg
    NW.jpg
    146.7 KB · Views: 65
  • army.jpg
    army.jpg
    125.1 KB · Views: 152
  • empire.jpg
    empire.jpg
    155.4 KB · Views: 79
Should we build some unis in Sugar Mountain, Graceland, and DSOTM?

Yes.

Should we build more worker instead of troops?

5 or more turns of troops pls.

Should we do single scientist research on Banking?

Dont know.

Saber proposal of 25%, i agree if the total becomes 1400 gold :D

Sell Feudalism and Invention right away and when CAII tells us they have traded Astro and Chemistry gift DSOTM to BABE :D
 
With Astro discovered we need to concentrate on troops and boats. Let's get that sea lane blocked.
 
Well guys I cant play the save, Conquests will not run for me. I have reinstalled a couple of times so I think I need to delete some registry files and folders and then reinstall. But until I figure it out, someone else needs to have at it, please. Hopefully this problem is related to the Civassist thing, and both can be fixed successfully.
 
Back
Top Bottom