VD: Vanilla Demigod

We've taken, and lost, Quiringa twice now. Can we raze it next time and resettle? Yes, I know that would make Maya madder but is it worth it losing those units and the wines?
 
At the start of the game we listed the following play order:

floydmcw
Gato Loco
Ginger_Ale
plarq
TimBentley

But that doesn't seem to match who's gone recently. Didn't plarq go more recently than me? And we just skipped Tim.
 
I guess you're up floydmcw,then Gato->GA->me->Tim,let's still follow the sequences.
Razing Quirigua is not a bad idea,although we have 45cp in that city.,and we can also take the 3 cities in Mayan SE territory,better take them from peace deal.Sometime I think we must turn to Incans when war with Mayans are over.Also check overseas trade,I'd rather deal with Zulus.
 
The only reason I didn't raze Quiringua the first time was because there was an Incan settler nearby that would have stolen the wines. There is no such worry anymore with the Maya-Inca war going on. :evil:
 
Oh,if we raze Quirigua and sign peace treaty for all Mayan colonies,we can turn to Inca ASAP.

On tech issues,I recommend trade with Roman for Metal,sell to Zulu for Physics.
 
Ginger wants to make peace as we are low on units; plarq (and Gato?) wants to raze Quiringa first. Any other opinions? (I am at work and haven't seen the save yet.)
 
A full writeup tomorrow morning ... Ica flipped, but we got a city for peace and founded another.

Bought Metal and traded it for both Physics and ToG. We're 20-25 turns away from Military Tradition at 10-20% science, and 11 turns away from Newton's University!
 
Doesn't Inca start it long ago??

How would I know that? The perils of multiplayer games I guess. When I saw Berlin was on Cathedral, which it didn't need, I assumed it was a prebuild. (I searched all the turn reports and no one said anything.)

Anyway, no real harm; if the Inca get it, switch to cathedral and we've wasted a few turns. Newton's is cheap as great wonders go.
 
Preflight (850): Turn 200. I have a look around and use CrpMapStat, which I just downloaded. Our army looks ... thin. Super-model thin. Unhealthy thin.

So I chicken out and make peace. Mayans will give Coba (only) for peace, and I take it. (Any attempt to give them $$$ for more cities just makes my advisor pout.)

Would like to donate ica to Incans, but they won't have it. It will flip at some point.

Advance the settler in Branden to grab salt.

Now for some deals. Handy CrpMapStat says that can buy Metal from Rome and remarket to other nations, though they don't have much money.

Rome wants 30/ and all our money (1562) for Metal - 2162 total. I make it 689 gold and 70/, 2089 total.

America wants just 32 for a Physics/Metal trade. Zulu want more (~100), so I trade with America and hope Zulu has more techs ... yes, they have ToG. I pick it up for the low low price of 370 (and Metal). That brings us level with everyone except Inca. (America also has ToG.)

Trade with the Ottomans? No, they have no money.

Also note that Inca do NOT have Mil Trad. I give them gems for 158.

Convert tax collectors to scientists. Sci at 10 gives Mil Trad in 44; hope infra helps that later. Also hurry Brandenburg's library.

IBT: Maya boots. I scurry.

860: Hamburg market -> lib. Brandenburg lib -> settler.

We have our iron and salt back, so I switch builds: Liepzig -> univ, Hamburg -> lib, Munich -> knight, Hannover -> cannon.

And while I'm at it, Berlin -> Newton's in 19. We may not get it but we can
always revert to Cathedral.

Found New Berlin and grab the salt. Could give Inca salt for a world map and 380 (and then remarket the world map for more $$$). (Try to get Mag but he's having none of it.) If I don't sell the salt I need to disconnect the new source immediately, lest Inca come calling. I'll do that next turn when the Mayan worker leaves.

IBT: Zulu blackmails 47, then annoys me further by stealing the Mayan worker
on our second salt -- another turn that I can't disconnect it!

870: Irrigate south of Bremen. Huge stack of workers near Cologne get dispersed; maybe join some of them to cities when we build more units?

Would love to sell Rome salt. When someone gets Magnetism or Navigation, we can.

880: I rip up the second salt.

IBT: Rome joins in against Maya!

890: Konigs bank -> knight. Stuttgart market -> cannon (improvements don't do much for this city as it has so little money). Switch Hannover to knight.

IBT: Nothing.

900: Bonn doesn't need a courthouse so I switch it to temple; can join a worker to it next turn.

IBT: Hmm, Inca and Rome are fighting Zulu. Maybe the Inca can drill one of those Zulu cities near wines.

910: Bonn temple -> cannon. Mil Trad in 34. Newton's in 15.

IBT: Say hi to a Roman caravel.

920: Liepzig univ -> knight. Hamburg lib -> knight. Dortmund warrior -> lib.

Ica exercises its 3-6% right to flip. Lose a knight and a musket. Now Cologne
is 1% to flip each turn. I pull a knight out to leave one knight in the city.

IBT: Salzburg court -> aque. America starts Smith's Money House.

930: Rome has Navigation so we can trade the extra Salt to him. I do so now; otherwise someone could step in to steal our second salt when reconnected. We get dyes and maps.

Can't quite lower lux by 10, but I do reorg cities and get a little extra money.
Then bump sci to 20; Mil Trad in 22 at -7 per turn.

IBT: Nothing

940: Frankfurt temple -> knight. New Liepzig warrior -> knight.

IBT: Mayans and Incans move around. No fighting in awhile.

950: Konigsberg gets a ... regular knight, sorry, thought it had a rax.
There's not much else for it to build anyway. I start it on a rax.

Ouch, Incans have rifles.

The save

VD_950AD.JPG
 
Suggestions for Gato Loco:
- I put Konigberg on rax, but maybe settler would be better (especially as it is about to grow to 12).
- The workers aren't doing much (except for mining mountain near Bremen). Maybe send them to the colonies via boat to Heidelburg.
- Cologne may flip (MapStat says 1% or so); we may need a city where New Berlin used to be, northeast of Cologne.
 
Ok, got the file, but computer problems could delay my playing for a day or two until I can get a spare AC adapter.
 
I can't quite finish tonight, but I have a few pieces of news.

- We're at war with the Zulu. We've taken their 2 tundra cities and have knights approaching the Impi-defended wine city. Whoever goes next should take it within their first couple turns, then take their last colony and sue for peace. The Zulu don't have Nationalism or MT, so they haven't been able to resist very effectively.

- The Maya haven't tried to start anything and I've left them alone because of the Zulu war.

- If we give lots and lots of gpt (~74 or so plus gems) to the Americans we can get Magnetism and advance to the IA, and steam power if we're lucky with the free tech.

- Newton is on track to finish in 1060 AD.

- I've actually built knights this time instead of artillery and civilian buildings.
 
950 AD

Preflight - Lots of cities are building knights. The age of artillery is drawing near, so we should really have more cannons. How else do we ever plan to fight the Incan riflemen? But we’re sending our saltpeter to Rome so I’ll have to wait until that worker connects our second source.

IBT - Nobody attacks. The Inca are retreating a bunch of units through our territory. Lets hope they kill some Maya on their way home.

960 AD - Knight near New Berlin goes SE to check on Zulu towns
Caravel Heidelberg W,W,W,W
Worker near Dortmund starts cutting
Hurry settler at Brandenburg, since decreased unit support will quickly pay for itself.
Knight in Cuello goes to the hill overlooking Quiringua. So tempting…
Slave worker mines mountain near Bremen.
Two workers in Stuggart board the Caravel
Galley S,S,S
Worker near New Leibzig irrigates Desert
4 workers near Cuello SW,S,S
2 others mine mountains

IBT - Julu move next to Heidelberg. I start to worry.
Konigsberg Rax -> Knight (Yes, I’m a MDI fan, but with unit support what it is, 1 knight is worth more than 2 MDI).
Munich Knight -> Cannon
Heidelberg Aqueduct -> MDI
Nuremberg Market -> Cannon
Brandenburg Settler -> Settler

970 AD - A knight reaches the mountains near Zungin and sees an Impi! I quickly decide that I will declare on the Zulu as soon as I can ship some knights over. Hopefully we can get some nice tech in exchange for peace after blitzing their colonies.
Board the Munich knight into the caravel.
Move Caravel to Heidelberg and unload workers to the undeveloped hill
The knight near Quiringua decides to blow through Mayan territory to get to the colonies for the Zulu war.
More workers go to work on the mountains.
Brandenburg settler E,E
Galley S,S,W
Workers near New Berlin start mining saltpeter.
Embassy in Zimbabwe, to monitor Zulu diplomacy. They’re at peace with all their neighbors. Not sure whether that’s good or bad.



IBT - Leipzig Knight -> knight
Hannover market -> library

980 AD - Knight near Quiringua leaves Mayaland
Leipzig knight to Stuggart
Caravel back to the other coast
Knight waits in Heidleberg, upgrade the Heidelberg vet warrior to a MDI in preparation for taking on the intruding impi.
Settler W – I believe I can defend a new city here from zulu primitives.
Knight near Zungin fort on mountains
Galley SW,SW,SW

IBT - Stuttgart knight -> MDI

990 AD - Boot Zulu, they declare. I’d better be right about this
Knight kills a wounded impi near Coba, takes 2 hp
2 knights in Stuttgart board the Caravel, which ships them to Heidelberg
Heidelberg MDI redlines/retreats the invading impi. A knight finishes it off.
Trespassing knight S,S to Piedas Negras.
P-N knight to Coba to join in the Zulu-bashing
Galley W,S,SW
Another knight prepares to make the trip across Quiringuan territory
Take advantage of war happiness to turn lux to 10% and put some specialists to work to get more food.

IBT - Zulu elite warrior sacrifices life and limb to promote our knight to elite.
Inca want an alliance vs. the Maya. I refuse since it would trash our rep and distract us from the Zulu.
Americans found St. Louis on our continent. It’s on awful desert land.

1000 AD - 3 knights charge south form Heidelberg into the forest near New Zimbabwe. N.Z. is guarded by regular impis. :smoking:
An MDI follows suit to be the cleanup hitter.
Coba knight goes to reinforce our wounded elite.
Wounded elite fortifies to heal
Knight from P-N to Coba
Another knight makes the Quiringua dash
I leave our other knights in place just in case Mayans come knocking
Galley SW,SW,SW, to follow a Zulu convoy. I think they’re carrying settlers, since they didn’t reinforce any of their threatened colonies.
Worker roads BG near Dortmund
Change New Leipzig to Settler


IBT - America joins the Inca against Zululand.
A volcano erupts in Zulu territory, portending the beginning of the end of the mighty Zulu empire.

1010 AD - Our knights kill 2 impi and take New Zimbabwe. 1 resister. Move the knights on to the forest near New Ulundi
Move MDI SW toward New Zimbabwe. He’ll quell resistance.
Galley S,S,W. Zulu convoy still hasn’t unloaded. If there’s knights in that thing, the AI is either vary dumb or very crafty.
5 workers South from mountains near Bremen
Set N.Z. production to harbor. It needs one badly.
Knight near Quiringua – S
Knight in Coba joins resting elite
Settler founds New Hamburg on top of knight party. It starts building a library
New Leipzig hurries settler
Notice America has MT. We can’t get it. Maybe we can invade America after the Zulu war? Nah.
Workers near New Berlin go ahead and irrigate a floodplain


IBT - The Zulu convoy turns around. What are they up to anyway?
A maya MDI enters our territory. Please not now.
Hamburg Knight -> knight
Konigsberg knight -> knight
Hannover library -> cannon
New Leipzig settler -> courthouse

1020 AD - 3 knights attack New Ulundi. One damages a musket and retreats. One kills the musket and redlines. One kills an impi and takes the city. I set the production to library and leave the knights there to quell the one resister while they heal.
2 captured workers move NE,NE,NE out of New Ulundi
MDI into New Zimbabwe to quell.
Galley follows convoy back.
3 knights from New Hamburg to Zungin (wine town). OOOH, a veteran impi.
Quiringua knight out of Mayan territory.
New Leipzig settler N,N,NW
Hamburg and Konigsburg knights board the caravel and get a ride to Heidelberg.
Worker near Dortmund builds road.
A whole mass of settlers move toward Stuttgart.
I notice the Zulu have taken Miami on the other continent. A pity.

IBT - Zunguin archer kills our elite knight L
Munich cannon -> knight
New Zimbabwe resistance quelled

1030 AD - Our remaining two knights attack Zunguin. One dies, the other kills an impi and makes for New Hamburg, wounded. We’ll have to wait for reinforcements.
Two reinforcements from Heidelberg move near Brandenberg
Munich cannon to Stuggart
Settler founds New Konig on Bananas. Start building library
Move 3 workers into New Leipzig
Another knight moves to New Berlin
Galley hovers around New Bapedi to keep an eye open.
Mass of workers reaches Stuttgart
Workers near New Zimbabwe N,N
Worker near Dortmund mines BG
Workers near New Berlin irrigate FP and mine grassland

IBT - More Zulu ships show up but nothing is actually unloaded.
Maya are traipsing across our lands to fight the Inca who are already camped there. We have front-row seats to see our enemies kill each other.
Lone American knight is approaching Zunguin. Got to time attacks so they don’t get it.
Leipzig knight -> knight
Frankfurt Knight -> Knight
Nuremburg cannon -> cannon
Cuello library - > courthouse
Newton has 2 turns to go

1040 AD - Wounded knight fortifies in New Hamburg
Knight from New Berlin approaches N.H
2 knights relieve N.H.
Knight Leipzig to Stuttgart
Knight Frankfurt to Bonn
2 workers begin a road to connect the captured Zulu tundra to Heidelberg
3 Knights from New Ulundi make for Heidelberg
Nuremberg cannon E,E,E
Cannon and 2 workers board caravel, go to Heidelberg
3 Workers in New Leibzig N,N,N

IBT - The infamous knight-killing Zulu longbow attacks the American knight on a mountain and promptly dies.
More Maya Vs. Inca battles. We win.
Stuttgart MDI -> Settler

1050 AD - Cannon near Leipzig NE,NE,NE
2 cannons in Heidelberg E,N,N
Caravel back to Stuttgart
Knight + MDI + worker board caravel
3 knights near Heidelbarg NW
2 workers near New Berlin move NW,NW,NW toward Piedas Negras
Scientist in Brandenberg to prevent riot
2 uninjured knights from New Hamburg take the hills near Zunugin
Another knight draws within striking range
Galley hovers near the coast to keep watch

Notes:
- We have the Zulu in a bind since they’re distracted with multiple wars and don’t have riflemen yet. We’ve been at war for a few turns, so they should be willing to talk peace soon, and probably give us gpt or maybe even tech.
- I founded a city on top of the bananas so we can build a road right up to the Mayan iron. Don’t garrison anything in that city because of the flip risk. Rather station units next to it the turn before we declare war.
- Once we have a bunch of cavalry, we should throw them all at the Mayan capital. If they are defending with muskets, we have a good shot at taking it.
- Newton finishes next turn. That’s one GA trigger down.
- We can make an expensive trade for Magnetism. I recommend it since we aren’t doing much research on our own and we might be able to pull off some nice deals with the free tech.
- I would recommend that we turn off research for a while once we get RP, assuming we have rubber. With infantry and artillery, combined with lots of rush-building, we should be able to take on the whole continent. After that we’ll have to figure out how best to take on the Zulu, since I doubt we can reach domination without taking a bite out of their territory.
- Does anyone think it would be worthwhile to switch to republic once we have more unit support, or is that just asking for another 9-turn anarchy?
- We’re very backwards culturally. I’d shy away from taking (as opposed to razing) any more Mayan cities. Instead try to keep a settler or two on hand to replace razes.
- There are a bunch of Zulu ships at port. It is unknown whether they have delivered any reinforcements.


The great, over-irrigated city of Zimbabwe:

zimbabwe.jpg
 
I got it. Will turn research off in a bit and build up our forces. Switch to Republic? No. If we get our whole continent, Communism would be worth it, provided we build the SPHQ and have courthouses/police stations in our cities (even core cities).
 
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