SevenSpirits
Immortal?
- Joined
- Jul 7, 2007
- Messages
- 512
All right, I'll be going with plan b: buy a horse, build one in the capital, and build a settler in Pasargadae.
T55: Try for pact of cooperation with Wu (nope). try for secrecy pacts vs Rome (nope). Pledge to protect Venice. As we dont need gold this turn, and the 5 happy is still useful to us, and the terms of the deal are slightly subpar, I wait to make the deal with Gandhi. Unfortunately he will find a way to lose $100 between turns.
T56: OB with Wu expires, I resell it to her for $50. Our debt to Caesar is paid. I purchase a horseman in Pasargadae in case having one ready turns out to be useful (like we have an opportune moment to attack, or Caesar wants to attack us). Cost is only 1gpt, potential benefits are much larger.
T57: Argh! Gandhi asks for our Wine for free. As much as I like a friend, he clearly wont be able to help us for a while and losing $300 is unacceptable. I sell it to him instead. All 76 of his reserves + 7gpt comes to 286 total; thats the best we could do. Meanwhile we have hooked another wine. Trapping is in, start Mining. Rome has 5 warriors and 2 archers, all rather near us.
T58: Venice is now giving us Iron, but I think we need IW to use it, because it doesnt show up at the top of the screen. Rome is scaring me. If I let him attack first, we must either leave our horse unprotected, so it can be pillaged on turn 1 of the war, or leave a unit on it which will immediately die. (And we have only three units total nearby!) Its very precarious. But he vastly outnumbers our army. He has at least 6 warriors and my horseman scouting around can see four archers! Right now the horses are unpillageable I think - a unit entering that space will be out of moves from capturing the worker.
T59: Leave the worker there for a turn. Mining is in, start Masonry. Here's a view of Rome's forces:
I'm pretty worried. We'll desperately need another horse if he declares on us, but without his money we won't be able to afford it forever, because the other AIs are so poor. As such I sell him his two horses back for $67. I don't think this is at all cheesy, I'm hoping it discourages HIM from declaring, and trying to prepare for that eventuality.
T60: We meet Washington! This is really lucky for us, as he has TONS of money. I sell him a wine for $300, and buy another horseman. I feel much, much safer now. Even one horseman probably cant beat back 10 AI units in the worst defensive position Ive ever had to hold. Horseman to the horse tile, worker goes to the forest to make a trading post. Im not afraid of a declaration this turn; he moved units away.
T61: Venice wants us to road to them. The influence would be nice at some point, but man, they're far away! Maybe a coastal city and a harbor later could solve it. Wus deals end, so I renew them. Pasargadae wants Cotton, making the northern river site even better. As the resale of wine to Wu gives gets us over $200, I borrow another $180 from washington (for the price of $240 over 30 turns) to buy another horse. Having seen the size of Caesars army, I think it will be welcome. Note that along with the horse in production, we are now using all four horse resources.
T62: 3 horsemen, an archer, and a great general seems good enough. I declare war! Here's the tactical situation. I borrowed a worker from working to scout out his positioning a bit.
All right, that's a lot of forces, but ours are superior. Here's the battle plan:
I mildly screwed up, as I thought the number 3 horseman would be able to fall back. However, Antium apparently has a zone of control, which I did not realize. As our horse is quite vulnerable and could die to the multiple counterattacks, I move our warrior out to draw fire, ending the turn with these moves:
T63: Everyone survives! It only gets better from this point on. Here's the plan for T63:
And the results, after falling back:
T64: Caesar sends out three more units without attacking, and they die.
I retreated one horseman to the north, so he didn't have to use up his promotion to heal. We don't need him to fight for a few turns anyway. One horseman did have to promote, and the third (the one on the hill) still has one ready. I pillaged a couple improvements, too.
T65: Only a single archer moved into view. As taking Antium was unlikely in one turn, I just put one attack into it and killed the archer. Here's the current situation: (The archer was on the northwestern cow; hill horseman took him out and then came right back.)
So the war on Rome is all but over. We'll have four horsemen (of the apocalypse??) in a turn or two, and can turn to Egypt next (who just finished the Pyramids on turn 64). Masonry is in, and the worker we captured can start clearing the marsh for sugar purposes. The settler is a few turns away and imo should claim the best site available (on the deer, for example). I haven't set our research path yet, and there's also a worker near our capital who is currently free. In four turns our capital will expand to claim the furs, and one worker should definitely be ready to camp that. Additionally we gained a new social policy this turn! I dismissed the notification but we should surely take it, at least before we settle another city. Our capital now has a plains river farm and might want to switch to that for two turns when we're 8 food from growth. Our scout in the east needs to be careful as there is a Roman warrior nearby.
Edit: save attached! I used the deluxe-to-standard-edition converter. If it doesn't work, let me know and we'll figure it out.
T55: Try for pact of cooperation with Wu (nope). try for secrecy pacts vs Rome (nope). Pledge to protect Venice. As we dont need gold this turn, and the 5 happy is still useful to us, and the terms of the deal are slightly subpar, I wait to make the deal with Gandhi. Unfortunately he will find a way to lose $100 between turns.

T56: OB with Wu expires, I resell it to her for $50. Our debt to Caesar is paid. I purchase a horseman in Pasargadae in case having one ready turns out to be useful (like we have an opportune moment to attack, or Caesar wants to attack us). Cost is only 1gpt, potential benefits are much larger.
T57: Argh! Gandhi asks for our Wine for free. As much as I like a friend, he clearly wont be able to help us for a while and losing $300 is unacceptable. I sell it to him instead. All 76 of his reserves + 7gpt comes to 286 total; thats the best we could do. Meanwhile we have hooked another wine. Trapping is in, start Mining. Rome has 5 warriors and 2 archers, all rather near us.
T58: Venice is now giving us Iron, but I think we need IW to use it, because it doesnt show up at the top of the screen. Rome is scaring me. If I let him attack first, we must either leave our horse unprotected, so it can be pillaged on turn 1 of the war, or leave a unit on it which will immediately die. (And we have only three units total nearby!) Its very precarious. But he vastly outnumbers our army. He has at least 6 warriors and my horseman scouting around can see four archers! Right now the horses are unpillageable I think - a unit entering that space will be out of moves from capturing the worker.
T59: Leave the worker there for a turn. Mining is in, start Masonry. Here's a view of Rome's forces:

I'm pretty worried. We'll desperately need another horse if he declares on us, but without his money we won't be able to afford it forever, because the other AIs are so poor. As such I sell him his two horses back for $67. I don't think this is at all cheesy, I'm hoping it discourages HIM from declaring, and trying to prepare for that eventuality.

T60: We meet Washington! This is really lucky for us, as he has TONS of money. I sell him a wine for $300, and buy another horseman. I feel much, much safer now. Even one horseman probably cant beat back 10 AI units in the worst defensive position Ive ever had to hold. Horseman to the horse tile, worker goes to the forest to make a trading post. Im not afraid of a declaration this turn; he moved units away.
T61: Venice wants us to road to them. The influence would be nice at some point, but man, they're far away! Maybe a coastal city and a harbor later could solve it. Wus deals end, so I renew them. Pasargadae wants Cotton, making the northern river site even better. As the resale of wine to Wu gives gets us over $200, I borrow another $180 from washington (for the price of $240 over 30 turns) to buy another horse. Having seen the size of Caesars army, I think it will be welcome. Note that along with the horse in production, we are now using all four horse resources.

T62: 3 horsemen, an archer, and a great general seems good enough. I declare war! Here's the tactical situation. I borrowed a worker from working to scout out his positioning a bit.

All right, that's a lot of forces, but ours are superior. Here's the battle plan:

I mildly screwed up, as I thought the number 3 horseman would be able to fall back. However, Antium apparently has a zone of control, which I did not realize. As our horse is quite vulnerable and could die to the multiple counterattacks, I move our warrior out to draw fire, ending the turn with these moves:

T63: Everyone survives! It only gets better from this point on. Here's the plan for T63:

And the results, after falling back:

T64: Caesar sends out three more units without attacking, and they die.


I retreated one horseman to the north, so he didn't have to use up his promotion to heal. We don't need him to fight for a few turns anyway. One horseman did have to promote, and the third (the one on the hill) still has one ready. I pillaged a couple improvements, too.
T65: Only a single archer moved into view. As taking Antium was unlikely in one turn, I just put one attack into it and killed the archer. Here's the current situation: (The archer was on the northwestern cow; hill horseman took him out and then came right back.)

So the war on Rome is all but over. We'll have four horsemen (of the apocalypse??) in a turn or two, and can turn to Egypt next (who just finished the Pyramids on turn 64). Masonry is in, and the worker we captured can start clearing the marsh for sugar purposes. The settler is a few turns away and imo should claim the best site available (on the deer, for example). I haven't set our research path yet, and there's also a worker near our capital who is currently free. In four turns our capital will expand to claim the furs, and one worker should definitely be ready to camp that. Additionally we gained a new social policy this turn! I dismissed the notification but we should surely take it, at least before we settle another city. Our capital now has a plains river farm and might want to switch to that for two turns when we're 8 food from growth. Our scout in the east needs to be careful as there is a Roman warrior nearby.
Edit: save attached! I used the deluxe-to-standard-edition converter. If it doesn't work, let me know and we'll figure it out.