VD: Vanilla Demigod

Sweet! We're a backwards monarchy no longer. Now we just need to get RP, do some upgrades, and those fascists are toast.

Edit:

Looking at out readiness for war, here are our modern troops. I'm assuming that we wait for RP then get enough cash to upgrade the cannons and rifles:

our_army.jpg


We have lots of cavalry and soon-to-be-artillery (once we can trade for RP)

This is probably enough to raze the 3 inca colonies the same turn we declare, as well as killing off the 4 cavalry they appear to have in this area:

inca_blitz.jpg


The only problem is that we have a total of 6 riflemen/infantry. As soon as we press enter after the first turm of war, a horde of Incan cavalry will come pouring toward our cities. I suggest the following strategy:

main_front.jpg


2 infantry guard the mountian forts near Cologne and 4 guard New Heidelberg. The cities past New Heidelberg are indefensible against as many cavalry as the Incans probably have in reserve. Once we've absorbed the first wave of attacks we should go after Ica and Palenque, then send a suicide explorer (which we should build immediately) from Paleque to cut off their saltpeter. After that we have a few turns to deplete their cavalry and press our advantage before they reconnect it and start building more cavalry. That saltpeter is probably going to be crucial to this war, so we should make an effort to take the city or at least get within striking distance so we can keep pillaging it. Moving an infantry army onto the saltpeter might also be a good strategy.

So, as far as I'm concerned, the bottom line is: Research scientific method, trade for RP, and build more riflemen and a few explorers in the meantime.
 
Screwed by Inca getting Sci Meth two turns before we could and trading it around, and by Rome finishing Suffrage so that others' Suffrage builds might have switched to TOE.

Tattooed by Inca demanding wines and making us his prison, uh, sommelier.

But we do get Repl in four and TOE the next turn. After which we should be able to get Atomic Theory and Electronics, trade At The around for good techs, and build Hoover.

1450 (Preflight): Load up CrpMapStat. New Hannover is a minor flip risk;
I empty it and use the units to garrison Qurigua. Otherwise looks good,
so I hit spacebar ...

IBT: Zulu frigates perform some pointless bombarding. Two rifles and a cav
land near Essen.

1455: Dusseldorf lib-> temple, New Hannover lib -> temple. Coba and Brandenburg grow to unhappiness (MapStat is so awesome). Turn citizens into tax collectors; 36 gold left for Sci Meth in 5 at -7. Don't spend that $1 in one place :crazyeye: .

There are 17 cannon handily placed near the Zulu forces, so it's boom-boom-boom let's-go-back-to-my-room. No leader. Some railing.

Have to slow down Konigsburg to preserve the TOE prebuild. Some more flip prevention and then hit the spacebar.

IBT: More silly bombarding.

1460: New Frankfurt worker -> temple. Dortmund aque -> market.

IBT: This bombardment has become tiresome.

1465: Dusseldorf WLTKD, which halves its flip risk. Munich rifle -> rifle.

IBT: Ottomans ally with Zulu. Ooo, those scary Ottomans.

Then the Incans demand wines! I don't care so much about the wines, but giving it to them hamstrings us for 20 turns unless we want to take a rep hit. I submit; feel free to tell me that I did the wrong, and cowardly, thing. Obnoxious that we had only two turns till Sci Meth dealing.

1470: Berlin rifle -> rifle. Tulum courthouse -> lib.

IBT: Zulu cleverly land three cavalry next to a huge stack of cannons. What-ever will I do?!

1475: Get a rifle. Piedras market -> rifle. New Liepzig aque -> market.

Ouch, Inca are building TOE. And Sci Meth was traded around. :cry:

IBT: Bombardment craters a mountain south of Cologne.

Incans get pissy about the gems-for-spices deal. Good thing I don't have wines to offer them. Gems plus 2/ plus 8; another deal we won't be able to break. (25 in the treasury; have 307 coming from the last turn of partial science. Had I dialed down spend two turns early I could have paid cash. Insert head-beating smiley, I can't find it.)

1480: Uax aque -> temple. Everyone building TOE. Rome is Suffragette City.

Get Sci Meth (two turns late); how long till TOE? Nine turns. Can get Repl
in eight turns at +32 per turn. No remarketing opportunities for techs.
Zulu want 20 for peace. So I stay put.

IBT: More cratering.

1485: Rifle. Brandenburg court -> market.

Re-building of TOE. That was probably switching from Suffrage builds. :eek:

IBT: Zulu land five cav and a guerilla ... next to 17 cannon.

1490: Berlin rifle -> rifle. Essen lib -> court. Salz police -> bank.
Cobar court -> market. New Berlin aque -> court. New Zimb lib -> court.

Killing the Zulu stack yields Hengest! (I thought he was a Saxon, but I'll take it.) He's hanging out in the capital for now. Obvious use would be SPHQ.

IBT: Salt and 11/ and 5 renews the Dyes deal with Rome.

1495: Munich rifle. Tulum lib -> market. New bapedi lib -> harbor. Aachen
court -> harbor.

IBT: A guerilla and two cav land.

1500: Hamburg rifle -> rifle. Uxmal court -> lib. New Koenig court -> temple.
New Heidel harbor -> court.

Attack with veteran cavs and promote two of them.

That's it for me.

Notes:
- We have two deals with the Inca; we ship them wines for free, and we traded luxuries and 2 GPT. So breaking either of those deals is probably bad.
- The leader is hanging around in Berlin.
- Major flip risks are New Hanover and Dusseldorf. New Frankfurt needs only two units for some reason. Cologne, Quiringa, and New Liepzig are flip-proof by dint of large garrisons. Don't pull them out.
- Note the craters south of Cologne, and the Palace prebuild for Hoover.

No screenshot as there haven't been any changes except for railing, mining, and irrigating. The core peninsula is well-RR'd. I've railed a lot of irrigated desert to replace sea squares.

The save.
 
Got it.

I'd quibble with caving on the wines. But then again fighting too early in our situation would probably be worse than fighting too late. Looks like I won't be able to declare during my turns unless I can provoke them. I'd say from now on we should aggree not to make any 20-turn deals with the Inca, no matter how tempting, since we're going to be in a postion to attack within the next 10 turns.

I should have some time tonight. I'll probably just keep building unless the Incas trespass. With our new, improved unit support we can afford many more troops. I guess our priorities are:

Get RP and upgrade our infantry/artillery
Finish TOE and start building Hoover
Get espionage and build the SPHQ
Build more troops.

I'm tempted to build some boats and go raze a few Zulu cities to extort a tech, but I'll save our strength for the Inca.

Edit: Halfway through and there's good news and bad news. The bad news is that the Zulu got ToE. The good news is that We're at war with the Inca. :evil:
 
Ok, an update on the war so far. We've lost 3 cities in former Mayan territory (but they were indefensible anyway) and captured/razed 2 of the 3 Incan colonies in our territory. The Inca are out of rubber and the Zulu are on our side. We've lost a bunch of cavalry in the first few turns of the war, but I think I've stabilized the situation. The Inca are doing something very, very stupid and I'm taking advantage. :hammer:

We also have 3 armies and the pentagon.


fish_barrel.jpg


Add this to your list of stupid AI tricks. Large stacks of infantry went marching straight through our artillery kill zone to reinforce a city that fell before they even got there.

1500 AD preflight

We still have deals going so I don’t expect to declare war. The main goal will be to build and research infrastructure, particularly ToE, Hoover, and SPHQ, as well as more units.

Move cannon back onto railnet.

IBT - Zulu bombard our cities, accomplishing nothing.
Quiringua – Police -> Rifleman
New Hamburg courthouse -> aqueduct
New Nuremburg courthouse -> cannon
New Hannover Temple-> worker

1505 AD - Sci to 80% to get RP in 2 turns
Build more rails
Mine near New Nuremburg
Bombard two Zulu frigates that got too close
Irrigate near Dortmund

IBT - Zulu baobard, no damage
A gaggle of cavalry land
Berlin rifleman -> Hospital
Piedas Negras Rifleman -> Cavalry
Cuello aqueduct -> barracks
Stuttgart rifleman -> university
Dortmund Marketplace -> Barracks
Dusseldorf temple _> barracks
Zulu beat us to ToE

1510 AD - Make peace with Ottomans. They pay us 1 gpt.
Sell the Ottomasn ToG for 18 gpt.
Switch Leipzig to hospital
Switch Konigsberg to palace to prebuild ofr Hoover
Kill off the invading cavalry. We lose 2 cavs(!) but 1 promotes to elite.

IBT - Zulu land more cavalry and infantry
Discover RP -> Industrialization
Leipzig police -> cavalry
Frankfurt police -> frigate
Heidelberg police -> cavalry
Coba riots, switch taxman to clown
New Cologne courthouse -> library
New Hannover worker -> aqueduct
We don’t have rubber. The Inca do, at Juli :evil:

1515 AD - Sci to 0% to get gold for upgrades
Peace with Zulu. I don’t want to lose lots of units attacking an infantry on a mountain. I’ll let the stack sit around until we bribe the Zulu into attacking the Inca
Upgrade 3 cannons

IBT - Zulu ships leave
Hannover Riflemen -> Cavalry
Bonn courthouse -> aqueduct
Zunguin barracks -> Harbor
Amatukulu riflemen ->
Dortmund barracks -> guerilla
Aachen harbor -> library
Lots of riots. I forgot that we lost WH.

1520 AD - Lux to 20%
Build more rails
Upgrade 4 artillery
An inca is trespassing. I don’t want to fight this turn, so I decline to boot. Next turn…

IBT - Inca move some infantry into our lands…
New Munich courthouse -> library

1525 AD - Demand that the Inca leave. They declare. Let the fun begin :hammer:
WH lets us go to 10% lux
Hengest becomes an army to clear the war for more MGLs
Bombard down Juli with our 6 artillery
One cav army takes a lot of damage killing one ¾ and 1 redlined inf.
An elite cav kills the last redlined inf and takes Juli. I want to raze, but I keep it because we need the rubber.
Cannons bombard down the two infantry near New Konigsberg to red.
Two cavs kill the redlined infantry and capture 8 workers.
6 Cavs kill 5 Incan cavs in the Incan colonies. They are now without cav, I think.
Switch Cuello to explorer
Change Hamburg and Dortmund to infantry
Change Frankfurt to explorer
Fortify a bunch of warriors in Juli to quell resistance
Pick off a wandering rifleman in our territory. 1 cav retreats, 1 wins.
I have more cavs but not more artillery to take more cities.
Cross my fingers and press enter.

IBT - The Incan Cavalry Flood takes Dusseldorf, New Hannover, and New Frnakfurt. Those cities were indefensible anyway. At least we killed a few cavs.
A stack of 9 cavs swings around Cologne and ouucpies a mountain.
Hamburg Infantry -> Infantry
Quiringua frigate -> Artillery
Frankfurt explorer -> explorer
Munich Rifle -> Cav
Cuello explorer
New Berlin riots
Juli quells 1 resister

1530 AD - 2 explorers pillage rubber near Palenque. I believe the Inca are now without.
Bombard each invading cav down to 3 hp, attack, leaving 5 alive with 1-2 hp each. Ouch.
Buy the Zulu into the war for 292g + 16 gpt, mainly to keep them from allying with the Inca, and to send all those frigates somewhere productive.
Nasca gets bombarded and attacked, but survives with one infantry.

IBT - Caesar renegotiates wines for 16 gpt
The Incan invaders make a break for the colonies. They’re not invaders. They’re reinforcements!
Berlin Cavalry -> Cavalry
Uaxacutun temple -> market
New Bapedi Harbor -> Courthouse
Zulus end their embargo against us

1535 AD - An army razes Nasca
The other army blitzes through 3 invading cavalry and 1 invading guerilla.
The reinforcement cavalry are no more.
Upgrade a couple more rifles and a cannon.
Move another inf to New Konigsberg. Barring a culture flip, we have a good choke.
Trade Zulu wine and gems for fur and silks

IBT - Incan reinforcements keep streaming through the “shooting gallery”
Leipzig Cav -> Inf
Frankfurt explorer -> explorer
Nuremburg Police -> bank
Bremen Police -> Settler
Uxmal Library -> Harbor
New Leipzig Market -> artillery
New Nuremburg settler -> library
Switch Konigsberg to the Pentagon

1540 AD - Lots of action around the front. Kill a bunch more Incan reinforcements.

IBT - Incans continue to run around waving their arms.
Konigsberg pentagon -> police
Stuttgart university -> cavalry
New Berlin courthouse -> artillery
Brandenberg market -> Barracks

1545 AD - Upgrade 4 cannons
Seize all mountain tiles.
Bombard more Incas
We need more cavalry. Our strength is mainly 3 cavalry armies and a ton of artillery/cannons. One army has 4 cavalry, thanks to the Pentagon

1545 AD - More of the Same. We’re getting stretched thin by all those Inca targets.

IBT - Incan cav takes Quiringua. I didn’t realize it could reach there.
Frankfurt explorer -> explorer
Heidelberg cav -> cav
Cuello explorer -> barracks
Piedas Negras riots from lost wines
Tulum Market -> aqueduct
Zunguin harbor -> library
New Ulundi market -> aqueduct
New Munich library -> harbor
New Cologne library -> settler

1550 AD - Retake Quiringua with 2 cavs
Bombard and capture Arequipa with 2 armies
Upgrade 2 cannon, 3 rifles
Kill off several redlined infantry, bombard a bunch more.
A longbow kills a redlined inf.



Notes:
- In the first 5 turns of war, we lost 3 cities (temporarily), took 2, razed 1, and gained rubber. We also killed a large number of Incan troops, apparently including most of their cavalry.
- We’ve lost a bunch of cavs too. These are the first priority for unit builds.
- Our new cities on the eastern continent aren’t fully developed. I focused mainly on improvements to get them all up to snuff before switching to cavalry.
- I shut off research to have more money to upgrade cannons with. Be sure to turn it back on once there are no more cannons.
- Try to kill as many redlined Incan infantry as possible before they can escape. I don’t think they can build more.
- As tempting as it is to reclaim our captured cities, I’d still suggest Ica and Palenque, since Palenque has the Inca’s only source of rubber and is also a good staging area for explorer raids to pillage their only source of saltpeter.
- The Zulus are on our side. Don’t panic when you see them in our territory. I didn’t give them a RoP because I was afraid all those cavs would take one of the Incan colonies before we could.
- It looks as if the Inca have pretty much spent their strength unless they’re building up for a counterattack. Are we up for razing them all the way off the continent?

Our troops:
our_army2.jpg
 
I only had time to do 2 turns tonight - I'll do 3 tomorrow for 5 total - these turns take REALLY long, I hope you understand. :)
-------------------------------------------
Turn 0 - 1550 AD
Instead of playing around with flip risks, I'm going to raze + replace with the Inca. Will hold cities until end of turns to use RR benefits.
Use a 4/4 Archer to kill a 1/4 Rifle - now 2/4.
Looks good.

IBT: Lose the archer. 1-1

Turn 1 - 1555 AD
5/5 Cavalry vs. 1/4 Infantry - wins, now 4/5
5/5 Cavalry vs. 1/5 Infantry - wins, now 2/5
17/17 Army vs. 1/4 Cavalry - wins, still 17/17
Same Army vs. 1/4 Infantry - wins, now 14/17
Same Army vs. 1/4 Infantry - wins, now 11/17
Army goes to heal.
5/5 Cavalry vs. 1/2 Rifle - wins, now 3/5
3/4 Cavalry vs. 1/4 Rifle - loses, Rifle now 2/5
4/4 Cavalry vs. 1/5 Rifle - wins, now 4/5
4/4 Cavalry vs. 1/4 Guerilla - wins, now 3/4
3/3 Archer vs. 1/4 Longbow - wins, now 4/4
3/4 Longbow vs. 2/4 Cavalry - Cavalry retreats, 1/4
4/4 Cavalry vs. 1/4 Infantry - wins, now 3/4
4/4 Cavalry vs. 1/3 Infantry - wins, now 3/5
3/4 MDI vs. 1/4 Cavalry - wins, now 4/5
3/3 Archer vs. 1/4 Cavalry - wins, now 2/4
14/18 Army vs. 1/4 Infantry - wins, now 13/18
Same Army vs. 1/3 Infantry - wins, now 12/18
Same Army vs. 1/4 Infantry - wins, still 12/18
Army goes to heal.
5/5 MDI vs. 1/4 Cavalry - wins, still 5/5
2 explorers pillage the Incan Rubber.
Upgrade 1 cannon.
New Bremen is founded.

Unit kill count: 18-2
We have no Incan units in our territory anymore. I love the power of artillery.

IBT: Lose an archer and an MDI. 18-4

Turn 2 - 1560 AD
3/4 Cavalry vs. 1/4 Cavalry - wins, now 2/4
5/5 Cavalry vs. 1/4 Cavalry - wins, get's a MGL, now 4/5. MGL forms an army.
VDmgl.JPG

5/5 Cavalry vs. 1/4 Cavalry - wins, still 5/5
3/4 Longbow vs. 1/4 Cavalry - loses
4/4 Cavalry vs. 1/4 Cavalry - wins, now 3/5
14/14 Army vs. 1/4 Cavalry - wins, now 13/14
Same Army vs. 1/4 Cavalry - wins, still 13/14
Same Army vs. 1/4 Cavalry - wins, still 13/14
Army goes to heal.
4/5 Cavalry vs. 1/4 Cavalry - wins, still 4/5
Unit kill count: 26-5
 
Turn 2 - 1560 AD continued
All is well, hit enter.

IBT: Rome declares war on the Zulu ... this will slow the tech pace down.
Incans only drop a couple units in our territory.

Turn 3 - 1565 AD
17/17 Army vs. 1/4 Infantry - wins, still 17/17
Same Army vs. 1/4 Infantry - wins, now 16/17
Same Army vs. 1/4 Infantry - wins, now 12/18
Same Army vs. 1/4 Infantry - wins, still 12/18
Notice Zulus unloaded a SoD by Tamboccocha ... nice.
18/18 Army vs. 4/4 Infantry - wins, now 13/18
Same Army vs. 4/4 Infantry - loses, Infantry at 1HP ... ripoff.
5/5 Cavalry vs. 3/4 Infantry - retreats
5/5 Cavalry vs. 2/4 Infantry - wins, now 1/5

IBT: Zulus take Tampoccocha.

Turn 4 - 1570 AD
18/18 Army vs. 2/4 Infantry - wins, now 15/18
Same Army vs. 1/4 Infantry - wins, still 15/18
5/5 Cavalry vs. 1/4 Infantry - loses, Inf still 1/4 :(
4/4 Cavalry vs. 1/4 Infantry - wins, still 4/4
4/4 Cavalry vs. 1/4 Infantry - loses, Inf still 1/4
5/5 Cavalry vs. 1/4 Infantry - wins, now 3/5
We take Ica. Now our artillery can reach Palenque without going in Incan territory. However, almost all artillery (except cannons) have been used this turn.
Capture 2 workers railroading the Rubber, and pillage that tile.
5/5 Cavalry vs. 2/4 Guerilla - loses
5/5 Cavalry vs. 2/4 Guerilla - wins, now 4/5
4/4 Cavalry vs. 2/4 Guerilla - loses
4/4 Cavalry vs. 2/5 Guerilla - wins, now 2/4

IBT: Lose 2 Cavalry and 1 Infantry.

Turn 5 - 1575 AD
Start bombarding Palenque.
18/18 Army vs. 1/4 Infantry - wins, still 18/18
Same Army vs. 1/4 Infantry - wins, still 18/18
Same Army vs. 1/4 Infantry - wins, now 17/18
5/5 Cavalry vs. 3/4 Cavalry - loses, Cav now 4/5
4/4 Cavalry vs. 1/4 Guerilla - wins, now 3/4
4/4 Cavalry vs. 1/4 Guerilla - wins, still 4/4
4/5 Cavalry vs. 1/5 Cavalry - wins, now 4/5. Gets MGL used to make army.
We now have control of Palenque.
We now control of spices.
5/5 MDI vs. 1/4 Cavalry - wins, still 5/5

Next target: New Hannover. Artillery can reach it from New Konigsberg.
This takes away their only source of Iron (except for Buffalo, but it is an island and has no harbor).

TimBentley is UP!

This is the most fun I've had in a while. :cool:

Save
 
1575(0)-MM a bit, switch some builds (mostly regular units)
Ica has over 1% chance of flipping, send settler there to replace it with New Bonn (but not on the bananas)
Have to hire a specialist in Cologne (the migrating whipping memories)

IBT-Inca kills frigate, MDI

1580(1)-capture New Hannover without loss
lose a cav attacking a cav

IBT-Ottomans, Zulu sign MA against Inca
lose a cav
Rome establishes an embassy

1585(2)-lose three cavs capturing New Frankfurt (one an elite attacking a redlined cav!)
sell iron to Rome for industrialization, 154g
start research on espionage
switch some cities to factories

IBT-lose a cav, 2 rifles

1590(3)-Tamboccha is now Roman

IBT-Dyes deal expires, not enough gpt available
New Berlin riots

1595(4)-Buy dyes from Rome for saltpeter, 34gpt
lose a cav capturing Dusseldorf

IBT-Incan cavs decided to suicide against infantry army at Dusseldorf

1600(5)-capture Calakmul, Kaminaljuyu without loss
replace Kaminaljuyu with New Salzburg

Notes: I would recommend buying espionage from Rome, and switching cities to Intelligence Agency and SPHQ
We can then shut off research and steal
There's some cannons in Cologne you may want to upgrade
 
Preflight (1600): Suicide explorer pillages salt near Bonampak. It was railed, so another pillage required.

IBT: One attack on elite inf fails. Incans load up cav on a mountain; I know what to do about that ...

1605: Hamburg cav -> cav; Tulum rax -> cav. New Berlin market -> inf. No flips.

Cav army walks back, will pillage salt next turn. Hammer the seven cav that entered our territory and get a GL; he will become a small wonder.

Frontline cities are tough to defend given their flip risks. I put an inf or two in each along with some junk.

IBT: Just one attack on Calakmul. Four guerrilas cross the border; can ignore them as they're not next to anything.

1610: Frankfurt cav -> cav. Bremen settler -> market. Cuello cav -> cav. Bonn settler -> granary. New Hamburg rax -> cav. Dortmund cav -> cav. New Koenig aque -> market.

Zulu building Hoover. No flips!

Take Andahuay easily. It has nothing of value (except an aque), so I raze it and found Dresden in its place. Use the other half of the artillery force to grab Tikal. It's a high flip risk.

Army pillages salt and moves back to my borders. Talk to Pacha just to verify that he has no resources.

IBT: Incan cav kills our cav and takes two artys. Fortunately he moves them rather than disbanding them. A huge force (six cav, guerilla, inf) lands in mountains next to Essen.

1615: Get Espionage. Turn off science; realize that lux is at 10 unnecessarily (Cologne is unhappy, but 4 MP's solves that and I switch its build to a market). We make 31 GPT. Upgrade two cannon.

Uax market -> factory. Salz cav -> SPHQ. Coba hosp -> inf. Amat arty -> arty. New Munich cav -> cav.

No flips.

Barbarossa hurries the SPHQ. Grab the artys. Hammer the Inca stack and kill it with no losses.

Definitely running out of things for workers to do.

Pre-SPHQ stats: 681 income from cities, 119 corruption. 464 shields.

IBT: Renew peace treaty with Zulu. Stack of Zulu land next to Tambocchia.

Incan guerillas and one cav attack Calakmul. Wound inf, no losses. Incans land one inf next to Essen.

1620: Salz SPHQ (which uses the FP graphic, hmm) -> cav. Zunguin aque -> market. New Stutt lib -> court.

Post-SPHQ: 697 income, 102 corruption, 494 shields.

Bombard the inf next to Essen and kill it. Will load up an art stack and some cav and go for a city next turn. Bonampak would relieve a salient near Dresden, but Yaxchilan is better because its cultural borders are next to three mountains. I'm already having problems with a guerilla stack in mountains above Calakmul. Also, any leftover arty from next turn's attack can shell that mountain.

Put 16 arty, two cav armies, inf army, four elite cav, veteran cav. Other artys shell the seven guerillas north of Calakmul.

Big stack of unused workers by Cuello. Next player may want to join some of them to cities.

IBT: The AI is soooo stupid. A big Zulu stack is next to Tamboccocha. A few attacks reveal that the Romans are on the ropes. So what do the Zulu do? They spend two inf pillaging the square that would have become theirs had they taken the city!

1625: No attacks from guerilla north of Calak, but Calak then flips, losing two elite inf, an arty, and several warriors.

Stutt inf -> inf. New Heidel court -> lib.

Retake Calakmul easily. Now it's the turn of Yax. Its three defenders are redlined and the city is taken; doing so chews up one army. Yax has nothing of value so I raze-and-replace. Found Augsberg in its stead. It's still a big flip risk at around 4%

There's a stack of guerillas next to the arty stack that pounded Yax. The leftovers hammer them, and they are pasted at the cost of an elite cav (against a redlined guerilla, of course).

--

Notes for the next player:

- There are 38 workers in a stack near Cuello just hanging out; there's not much for them to do except in the front lines. Maybe join some to cities?

- There is a guerilla in the mountains northeast of New Salzburg. I left it alone because I ran out of artys, but you could try to swat it with three cannon and go after it with an unused army.

- Cologne is starving to get its market quicker. After it pops the market next turn, readjust its citizens.

- We have 21 cavalry, but only 10 infantry. I've had to use cavalry as buffers against potential attacks.

- There are three cannon which haven't been moved. You can upgrade them or attack with them. However note that the Inca do have the Workshop (at the far end of the continent), so don't go craxy with the upgrades (I left the spearman be for this reason).

- Inca have no salt, horses, or rubber. All they can build is guerillas.

- Need to build the CIA (after a factory?) and some new settlers.

- I was just accosted by the police! Some guy ran off the road and knocked over two of my fence posts. The incident does not appear to be connected with the Zulu or Inca.

The save.
 
Got it. Sounds like my turns will be a lot of fun.
 
1625 AD preflight:

Why atomic theory? The Zulu are already building Hoover, so our odds of getting it are pretty bad. I switch to corporation since Floyd mentioned nothing about research priorities.

Upgrade 2 cannons. You can’t have too many artillery. These babies are never going to go obsolete.

Sci to 30% so we’ll have enough to upgrade the last 2 cannons next turn.

Begin moving galleon around to a better position, so we can one day ship troops to Zululand.

IBT - Ottomans declare on Zulu :suicide:
Zulu take Tampoocha
Incan guerillas attack Calakamul, 2 guerillas, I inf die
Hamburg cav -> factory
Heidelberg inf -> uni
Cologne market -> cav
Hannover inf -> factory
New Bapedi aqueduct -> barracks

1630 AD - Elite cav kills redlined mountain guerilla near Calakamul without losing hp
bombard Lazapa to 1 hp, take with an army. See an Incan destroyer off the coast.
Move 1 inf and 5 workers onto the rubber near Palenque. Caesar wants that rubber.
Upgrade an artillery
Move the big artillery stack up toward Humanda because it’s putting pressure on Lazapa.
Another army takes out 3 invading guerillas then retreats to Cologne to heal.
An inf and a cav kill 2 more bombarded guerillas
9-0
Sci to 60%

IBT - Rome ends wines deal
Inca offer peace. <Laughs>
New Frankfurt worker -> courthouse
Berlin factory -> intel. Agency
Piedas Neagrs factory -> university
Uxmal aqueduct -> barracks
Brandenburg factory -> cav.
New Unundi aqueduct -> cav
New Leipzig inf -> factory

1635 AD - Big arty stack moves in range of Humanga and Machu Pichu
road Palenque’s rubber. Could trade wine, rubber, coal, 177g, 13 gpt to Rome for corporation. I do this and start researching refining at 50%
Bombard and kill 4 invading warriors. Lose 1 cav
Score 12-1

IBT - Zulu end silk + fur deal
New Bremen Library -> settler
Tulum inf -> cav

1640 AD - Get back furs from the Zulu + 8 gpt
Lux to 10%
Bombard and raze Humanga
Kill more guerillas
Score is 19-3

IBT - An Incan fleet is returning home. From invading Zululand?
Konigsberg factory -> army
Nuremburg bank -> uni
New Berlin inf -> uni
New Bapedi barracks -> cav
Dortmund inf -> factory

1645 AD - Disaster! 2 armies die attacking cities. One wasn’t my fault as a full-health army died attacking a 2 hp infantry.
Bonhampak is razed. Machu Pichu survives
Move more artillert toward Machu Pichu
Score 23-10

IBT - Leipzig factory -> cav
Coba inf -> uni
New Hamburg cav -> cav
New Munich cav -> cav
New Nuremburg cav -> market

1650 AD - Raze Machu Pichu, sinking a bunch of ships at port
Move a couple inf and art toward the next target


Notes:
-Ok, I blew it. One army was lost to the RNG attacking a 2 hp infantry. The other was lost because I attacked Machu Pichu a second time even though the army was at half hp. I can be overly aggressive sometimes.
-On the bright side, the Inca lost 4 cities in 5 turns, 3 of them actual productive core cities. Not bad for artillery warfare.
-If we settle on the spices near the former site of Machu Pichu, we can trade them to the Zulu.
-I gave up on the Hoover Dam. The Zulu will get it. We need to concentrate on getting tanks and bombers.
-We should build cavalry and settlers mostly, along with factories and universities where it makes sense. It’s scandalous the number of major cities without universities, given that we’re scientific.
-I think the Inca still have oil. If we don’t hurry we may one day see bombers overhead and battleships off the coast.


Wonders – The Inca have Sun Tzu and Leonardo, which we should try to keep, in two of their far costal cities. Their capital has the Sistine chapel, but we haven’t built any cathedrals so it might not be worth keeping that. I already razed Copernicus in Machu Pichu.

The UN - Before long the Zulu will have fission and be able to build the UN. This wouldn’t be a disaster as they’ll probably avoid calling a vote for fear that Rome would vote for us. Hopefully, the Inca would abstain. However, we should avoid attacking Rome unless we’re certain that we can get the UN for ourselves and suppress the votes. And of course a prebuild of our own for the UN would be the best idea.

Victory conditions – Once we beat the Inca and get all the new cities up and running we’ll have a lot of production, and we’ll have to decide whether to go for space or domination. Space is difficult because we need to out-research the Zulu on all those expensive modern techs. Domination is hard because we’ll have to invade an advanced continent-spanning empire. Either condition would benefit from our late golden age. What does everyone think? I vote for getting flight, building a huge navy and air force, declaring on the Zulu, triggering the GA, then building the spaceship while they try futilely to invade us.
 
I think a war over there is fine, and go for space race.

1. Declare war on Zulus, and land some armies / panzers.
2. Use panzers to trigger GA.
3. Use GA to build up science and corruption-reducing improvements in the homeland.
4. Use Armies to pillage Zulu lands (as well as bombers to help) to slow their researching capability.

We don't ever have to take a city. :)
 
Another thing - Chicago is building the Hoover Dam. Chicago is also easy to reach, giving us a chance to raze it and cripple the Zulu production capacity as soon as the war starts. But I really think we should concentrate on naval and air power as soon as we get combustion/mass production/flight. The trick is to make sure all the Zulu productive capacity ends up on the bottom of the sea. Then once their navy's out of the way, battleships, bombers, and marines can wreak havoc on their coastal cities.

p.s. Can you put explorers in an army? We could land a couple infantry armies (plus artillery and flak for defense) in Zululand and use them to shield an explorer army while it auto-pillages its way through their territory.
 
I didn't pay much attention to what tech we were researching because I thought we were going to steal techs. We could also build univs and self-research, but let's make up our minds.

I was hoping we could use the Ottomans as an easy launching pad for attacking the Zulu. We should grab one of their cities on the Zulu continent before they expire.

Yes, I think you can buiild explorer armies, and I believe they can pillage 9/turn!

We don't appear to be using many of our workers. Can we join them to some cities?
 
Is stealing tech cheaper than self-researching? I've never used it before. I will say that if we self-research, we also get culture from the universities, and we certainly need that if we plan to take and hold any more territory. Plus once we achieve tech parity we'll have to build the unis anyway to keep advancing. I don't have any problem with joining some of our non-Incan workers to cities. The Incan workers, of course, would only riot. Just make sure we have enough left to handle pollution when it shows up, especially if we decide to build coal plants in our high-production cities in preparation for the space race.
 
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