Vikings III (Deity)

710AD - On Matsuyama island, the army dispenses with the annoying musket.

720AD - The Inca learn chivalry, so we won't be able to trade it. We speed up research to two turns, costing 208gpt.

IT - A longbow impales itself on our SOD by Nippur. A longbow and a musket is landed by Smolensk.

730AD - We attack the Smolensk SOD with two berserks, losing one in the process. The elite MI kills the longbow. This frees up the army to join the SOD by Nippur, and allows an attack next turn.

IT - Chivalry comes in. Research goes to gunpowder at min, so we can build up funds to upgrade horses and rush units.

740AD - Seige of Nippur - 3 out of the four trebucheys get hits - two on a musket, one on a pike, but there are at least two pikes there. There is also a longbow there. We use the MI army first killing a pike and the musket. There is now a three hp pike. We bring a berserk up in a galley and this leaves just the longbow. We use an elite MI to finish off in the hopes of another leader emerging. The hope is unrealised, but Nippur falls, and the island of Nippur is now in Viking hands!
World740AD2.jpg


750AD - Preparing the fleet to sail to Babylon!

760AD - More gathering of forces.

IT - The Bab come begging for peace. I have no intention of giving it to them, but just checking what they will give, it appears they will give all their treasury, but no tech, no cities and no gpt. Forget it Hammurabi. This continues until you are dead!

770AD - Next turn we will land at the south end of Babylon.

IT - The Babs land a longbow and an MI by the temporarily empty city of Yokohama.

780AD - The Yokohama landing was dealt with by the otherwise bored sword army on Scandinavia. We land 7 galleys worth of units in the icy wastes of southern Babylon by the city of Akkad. There are five Berserks, a knight, a pike, a settler, 5 trebuchets and an empty army (to be filled with berserks if we survive the IT).

IT - Much movement but no attack on our Babylonian SOD. Another MI lands by Smolensk.

790AD - We kill the Smolensk MI with an elite MI. We form the first Berserk army on Babylon. Seige of Akkad - 5 trebuchets only get one hit on the defending musket. The berserk army takes eight hits, but also kills two muskets. The next musket takes two berserks to kill. The knight kills the longbow, and Akkad is ours! (No more units left, though). We don't want Akkad, and so it is razed! We found Birka just NW of the ruins of Akkad. A barracks is rushed there.

IT - A longbow attacks Birka, but it is destroyed. Four muskets and a pike enter the cultural borders of Birka as well. Probably pillagers!

800AD - Our trebuchets pound this collection by Birka, and knock a hp off each one. On this luck we decide to hit the top musket with our knight, but that proves to be a fatal mistake. A further 11 units are brought up into Birka from Nippur Island. The army and the berserk there recover.

IT - The damaged units flee! Most head towards Uruk, but are still within easy range of our units!
SMV810AD.jpg

810AD - We bombard the units south of Uruk and redline the lot. We kill the lot, using two elites and two vet units, but there are no promotions. Still it is much easier killing defensive units when they are unfortified and on the run, rather than fortified behind city walls!

We step up research to get gunpowder in 7.

IT - A longbow and a pike now try to invade Birka's space - foolish.

820AD - We use the elite sword to kill the longbow first, and
SMV820AD.jpg

A vet berserk deals with the pike.

Seige of Uruk - The one available trebuchet does no damage. The first berserk army gets two shots and kills two muskets. The newly formed second berserk army attacks only once, but kills the last musket freeing Uruk from the Babylonian menace. From the image above there is a musket and a longbow in the cultural boundary of Uruk. A vet berserk promotes while killing the musket. But it takes two MIs to kill the longbow.

IT - The babs kill the MI by Uruk with a longbow. The Inca start Sistines, so must have theology. They send a musket, the longbow and a pike into the territory or Uruk.

830AD - The damaged first berserk army kills the musket/longbow pair, clearing the path for the advance towards Babylon itself. The elite berserk kills the pike.

IT - The Babs complete the Sistine Chapel in Ninevah. There is also a bunch of troop movement near Uruk. Another longbow/musket are by Uruk. A knight is near and another longbow/musket is just south of Babylon.

840AD - We lose a berserk and an MI killing the musket and injuring the longbow by Uruk. The first berserk army kills the knight, but is now down to six hp. The remaining musket/longbow is cleared by the second berserk army and a berserk in concert so that the advance can continue.

IT - Our Incan alliance against the Babs is up for renewal. This time instaed of 25gpt, it costs 1 gold. The longbow kills the MI in Uruk, leaving a one hp berserk.

850AD - Fortunately, two knights arrive as reinforcements at Uruk! A knight kills the longbow. The other knight kills yet another approaching knight.

Seige of Babylon - We get four hits on muskets, and a pike now shows. The second berserk army kills a pike and a musket, but is redlined! We decide to attack the longbow and pike that are in the open. A berserk dies in the process, but we are successful.

IT - A longbow kills the exposed MI. An MI lands by Itse on Matsuyama Island.

860AD - The army on Matsuyama Island kills the MI. We bombard Babylon, but reserve the attack.

IT - The Babs land a knight on Nippur Island.

870AD - Seige of Babylon - We only get two trebuchet hits. The second berserk army strikes and kills a musket. A knight attacks a pike, redlines it, but dies. We hold off further attacks.

The MI army kills the knight on Nippur Island.

IT - Gunpowder comes in, Chemistry next, due in 10.
 
880AD - No attacks, just bombardment of Babylon. The two berserk armies should be at full strength next turn.

IT - A Bab knight attacks ours by Uruk and dies.

890AD - Seige of Babylon - Trebuchets get five hits, revealing that there are three muskets and at least three pikes there. Our armies kill two muskets and a pike, but must again stop. An elite berserk makes a seaborne attack killing another musket. Reinforcements are on the way.

IT - Golden Age ends. CHemistry now due in 14.

900AD - Seige of Babylon - This time trebuchets only get two hits. The first berserk army kills a musket and a pike. The second berserk army kills a pike, but id down to three hp. Two berserks attack from their galley killing two injured muskets. Now there is an unfortified vet pike showing. We attack with a knight, and after these many decades of seige ...
SMV900AD.jpg

We also conquered the colossus, and more usefully, the great lighthouse. And as that was my goal for tonight, there ends this update!
 
El Loco said:
Great update, once u take thier capital, Hamurabi will throw some cities in the peace treaty.
Babylon was their capital, but I have no tinention of settleing for a few cities. This is the war to end all wars - the game will be won or lost against the Babs, so we will keep going until they are destroyed!
 
GR8Madmax said:
Seed Beast by ainwood can get you that info. Here's the therad:

Game setting extraction

The EXE only zip wasn't working for me but the setup.zip of seed beast works.

Btw, excellent progress against Babs Sandman.
Thanks GR8MadMav. The world seed is 104124467. Good luck T-Money.
 
900AD cont - We realise that there is a high flip risk with keeping Babylon, but we will try and keep it anyway. Mainly for the greater speed the great lighthouse gives our ships both via the extra movement point, and the ability to use sea squares pre-Astronomy. We will probably have to recapture it at some point, after a flip. Meanwhile we continue to build up our forces on Babylon, and continue research towards Military Tradition. During our Golden Age we built some infrastructure between military builds, including courthouses, aquaducts, marketplaces, and libraries! This is why we are in a position to self research a bit. Hopefully we will be able to trade Chemistry for theology from the Inca, and save on researching that tech. It is possible that we are actually catching up in tech to the mighty Babylonians right now, as I have seen no sign of either Magnetism or ToG emerging just yet! I am still pushing for the optimum impact against them before they get to rifles.

This second Bab war started in 620AD, and in 280 years we have only wrestled control of five cities off them! It took six decades alone just to take Babylon. However, we have more reinforcements coming, and expect the pace to start to pick up. Our military now consists of:
2 settlers
4 workers plus many slaves
2 warriors (might be time to upgrade, I was keeping them around because they are elites)
2 spearmen
5 swordsmen (again all elites)
27 pikemen
6 musketmen
11 knights
11 galleys (All operating from the south end of Scandinavia transporting units to Babylon)
6 armies
22 Berserks
15 medieval infantry
5 trebuchets plus at least two captured units.

We are actually rated strong versus Babylon for the first time in a while, so momentum is clearly with us at present. Culture-wise, in spite of the Temple of Artemis, the beast that is Babylon has pulled out to 4.5 times ours. They are now at over 18000 versus our 4000. On a continents map we would be getting much more benefit from Artemis!

We throw as many units as we can into Babylon for this one turn to get the maximum benefit of the free resistance suppression. Next turn we will remove all but one.

IT - Just as I spoke too soon, the Babylonians have started work on Newton's, and so must be at ToG.

910AD - Jus to give a perspective on the value of the great lighthouse, the voyage from the bottom of Scandinavia to Babylon (city) used to take 8 turns, now it takes five!

920AD - Troops advance to the city of Ellipi.

IT - A lone Babylonian longbow attacks our healing stack north of Babylon, and retreats a knight.

930AD - Seige of Ellipi - We have 8 trebuchets, a settler, 4 MI, 5 knights and 6 berserks right by the city. Plus one berserk army is almost fully healed and can strike once if need be. We only get three hits from the trebuchets, but it appears that there are only three muskets here anyway, so now they are all injured. We kill one with the berserk army. It is always nice to get off to a good start. We kill two more muskets with berserks and the city falls! We move the settler into the city, sell off all the improvements, abandon and replace with Aarhus.

The longbow mangaes to kill a knight on defence, before a second knight kills it off.

IT - The babs land a musket and two crusaders by Uruk, but the Incans have been trying to capture Ninevah, and have units healing in my land. An Incan MI kills the musket, and an Incan Ancient Cavalry kills a crusader. On Matsuyama Island the Babs again land an MI/pike by Itse and our MI army there.

940AD - Fearing our pike won't withstand the attack of a crusader we attack with a seaborne berserk, and destroy it. We now split our forces. The trebuchets and MI head for the town of Ninevah (no point letting the Incans take it), and the Berserk armies, the knights and six seaborne Berserks head for Ashur (the city to the north of Babylon that was in the fog).

On matsuyama Island the army makes short work of this intrusion.

IT - Some war weariness has started, but is easily manageable at the moment.

950AD - Seige of Ashur - We start with the first Berserk army. A longbow supports the defending musket, but is unable to stop the army, and now a pike shows. We use the second Berserk army to kill two pikes, revealing a reg musket. A seaborne Berserk is equal to the task, and now there is only a longbow left. We bring up an elite berserk solely for the leader fishing possibilities. No leader, but Ashur falls. Again we load Ashur up with as many units as possible for maximum resistance supression.

IT - A Babylonian longbow is landed by Rostov, and the Incan have another failed attempt at Ninevah. That was your last shot, Sapa-Inca.

960AD - Seige of Ninevah - Thanks for killing a pike, Sapa, it makes our job a bit easier. The eight trebuchest can only deliver two hits, this time. This brings a reg musket to the top. A berserk fails to make an impression, but the elite knight kills the musket. We are now down to injured vet pikes. Two MI are equal to the job, and the city falls.
SMV960AD.jpg

How nice of the Babs to build this lovely chapel for us!

A knight is on hand near Rostov to kill the longbow there.

The Babs have two more cities on this, their mainland, and a further 19cities in total spread across the globe, so there is much Bab killing still to be done.

IT - A lone Babylonian knight tries to squeeze past Ashur.

970AD - An MI dies attacking the knight, but a knight finishes off the Bab knight. On Scandinavia, our worker crews have cleared up the marshland by Izumo, and so a new city of Stavanger is founded.

980AD - Seige of Eridu - A hill city! There is another trebuchet here, assisting the first musket, but the first and second berserk armies are enough to dispense with the two musket defenders, revealing a pike. The pike fends off two berserks, but is yellowlined. An elite berserk dies next, but then the city is Viking.
 
IT - An MI is landed on Matsuyama island.

1000AD - Seige of Samarra - Unbelievably, I see only a pike showing. It turns out that there was only a pike and a musket there, and our two berserk armies are sufficient in themselves to deal to these defenders.
SMV1000AD.jpg

What a great way to bring in the new millenium - capturing the last of the BAbylonian original core, plus their Great Wall that was making even towns defend as strongly as cities.

On Matsuyama Island the army again clears the island.

The Babylonians have 17 cities left, but I know the locations of only 11 of these cities.

IT - A crusader is landed by Nippur. Happy hunting, MI army.

1010AD - This red letter year heralds the return to the Island of Shiruppak, and the town of Shiruppak, no longer defended by free walls, our berserks should be able to assault this town, although the defender is an elite musket! Two Berserks die, but it appears that there are only two very injured muskets defending now, a third Berserk dies, but then the city falls.

By Nippur, the Crusader is no match for the MI army.

Our best new target is probably the Babylonian New Territories, where the Babs have 7 cities acroiss two islands. Meanwhile we will resume the exploration around Babylon and Nippur Island for more signs of the evil Babs.

1020AD, 1030AD - Moving towards Babylonian New Territories.

IT - Chemistry comes in. We quickly go to the big picture and then contact the Inca so we can trade for theology, instead of letting him pick up our Chemistry automatically from his great library. Unfortunately he has no money, so we can not get anything else with the deal, but we do pick up theology. And then I see that he has education, so I needn't have worried after all!

1040AD - With a bit of management we are able to get metallurgy in 13. We should be able to trade this for education, and so speed up MT research.

IT - In the first bit of sea action, the Babylonians sink an empty exploring galley. That makes it about 4-0 against me as a defending galley vs galley conflict. I though the odds were in my favour!

1060AD - Our troops have arrived at the Babylonian New Territories. We immediately attack with Berserks. Seige of Zamua (West Island) - There was a pike and a regular musket defending, but we only need the first boat of berserks (so actually I could have attacked last turn). Zamua is now Viking.

Seige of Khorsabad (East Island) - This is a hill town defended by a pike. Two berserks perish against the pike defenders. But then another galley full of berserks arrives and Khorsabad joins the glorious Viking nation.

1070AD - An exploring galley has discovered another Babylonian island to the west of Babylon.

Seige of Adab (East Island) - The first pike gives way to a spear then a longbow, and it is all over, no losses.

IT - A Crusader lands by Aarhus, but I don't even have to wake the army. An Incan ancient cavarly charges across and kills it for me.

1080AD - Seige of Tall Willaya (West Island) - Two berserks kill two pikes leaving a longbow. A knight takes care of this. In the clean up two pikes are killed in the surrounding area by knights, but we lose a knight in the process.

We discover that the East Island actually has five cities on it not four. SO now Babylon has 12 cities and I know the whereabouts of eight of these.

IT - Another crusader, another ancient cav.

1090AD - Second level war weariness. Look people, the Babs are almost done for, just hang with us.

Seige of Himdana (East Island) - Two berserks are sufficient for this task.

Seige of New Babylon (East Island) - We see that this town is defended by spears, and so even though we can only bring two berserks within range, we attack. It is enough (just). New Babylon is liberated.

Seige of Nina (East island) - We face a pike and a spear. Two berserks are all that is required. Nina and the East Island are now liberated.

Our explorations west of Babylon have revealed another Babylonian city on the same island landmass. We also see more of the Ottoman border.

The Babs have 9 cities, we know the location of 6 of them. The latest city find is Zariqum, the home of the Knights Templar!

IT -
SMV1090AD.jpg

And you were supposed to be our friend. As I want to trade with you in 7 turns, we will let you get away with this outrage, but your number is coming up!

1110AD - Seige of Karana (West Island) - We kill two pikes and a longbow for the loss of one berserk. The Babylonian New Territories are now the Viking New Territories!

The world
World1110AD2.jpg


IT - The Babylonians attack our empty exploring galley by Sippar Island. We go down, but take two caravels with us.

1140AD - The Babylonians complete Newtons Uni at Carchemish (their new capital). The next level war weariness hits us. We may need to offer peace to the Babs just to recover from this. The lux is now at 20%, so there is still considerable room to move if we wish to pursue this war right to the death.

1150AD - The babs sink a galley containing two berserks waiting to cross to Sippur Island. Metallurgy comes in. We trade it for Education from the Inca. The Babylonians have banking, astronomy and military tradition over us, and will not give away any tech for peace. We sink the Bab caravel.
 
1160AD - Military Tradition is queued for 15 turns. The Inca have started Copernicus, so they must have just finished researching Astronomy.

1180AD - Babylon and Inca sign peace. The Babs land another crusader by Aarhus.

1190AD - The Crusader is destroyed by a berserk army.

1200AD - We land 4 knights by Sippar on Sippar Island.

1210AD - Seige of Sippar - In the battle against a musket, two pikes and a longbow, we lose one berserk, but do not jave to use the knights.

IT - The Babs drop a musket/crusader/longbow combo by Sippar.

1220AD - Seige of Zariqum - In the end there are three pikes. Two berserks kill two, then a knight is retreated, but the second knight ...
SMV1220AD.jpg

Cleaning up the bab mini SOD costs two berserks and a knight, but we do prevail. I decide to give the Babs peace in an effort to improve our tech standing, and enable us to crush the now number one in area and pop (after us), Inca. We give them 96gpt to secure banking. Unfortunately I do not have enough cash to persuade the Incans to trade banking for astronomy. Any time up until the time we declare on them will do for making this trade.

Why give babs peace? Well they are now down to 6 cities. I only know where three of these are, and it would take me the best part of 20 turns to get my invasion force over to them. So hopefully, I will still be able to complete this two-fer on techs, and also bring to a halt the Incan's run at main rival spot. Also they must be punished for demanding horses.

So the state of the world is:
Babylon - 6 cities, up mil trad, astronomy etc to at least ToG.
Inca - 9 cities, up astronomy, down banking.
Russia - 2 cities, down monotheism, gunpowder
Greece - 6 cities, down monotheism, gunpowder
Ottomans - 5 cities down banking, chemistry.
 
1220AD cont - Our status is 49 cities, even in tech. After peace we can zero the lux slider. We have picked up an extra lux during our conquests. These are furs by Ninevah in Viking Babylonia. This brings our native luxes up to five, and we have monopolies in these luxes, I think. The Incans have two luxes, and the Greeks and Ottomans share the final lux. We will get up to seven native luxes after our Incan conflict.

Running science at 10% will get us military tradition in 19, and earns us 131 gpt. We have spent 96gpt on banking and unit costs are running at 96gpt also, so our economy is able to weather this quite well.

1230AD - Trading banking for Astronomy and 409 gold (all I'vs got) is still doubtful. Military tradition is now due in 14 due to scientists being used to starve down ex-Babylonian cities.

1240AD - Trading banking for Astronomy and 540 gold is still doubtful.

1250AD - The trade for 668 gold is doubtful. I suspect we will not be getting it this way!
 
So the Incans don't have a native source of horses, eh? That will definitely hurt them in your inevitable war.
While it appears the game is pretty much won, I'm still enjoying reading it. :D
 
great war sadman, as Iroqoius said, the game is nearly won but it took three games to get the winner game. Good luck!
 
Glad you are still enjoting the game IroquoisPlisken - it looks like the aggressive approach, especially early in the game paid off.

1250AD cont - I have just noticed that the Inca actually do have a supply of horses on New Inca. Perhaps there is no trade connection back to their capital. We change the research slider so that it is at 50% for Mil Trad in 4 at -100gpt. About the amount we are wasting paying that crook Hammurabi for banking! The plan for the Incan operation is to simultaneously strike Inca itself, to form a beachhead into their core, and the sole remaining Incan city on New Scandinavia. This city is also the closest point to Inca, and it will be our reinforcement rally point on New Scandinavia. We will let Mil Trad come in first and probably use it to get Astronomy, and then attack.

1260AD - We are also continuing to build universities and banks, because I can see us researching to at least magnetism and galleys. We also notice that Russia has a couple of galleys out sniffing around. Obviously two city Russia is no threat at this point, but it might be annoying if they find somewhere to plant a settler. We give them the boot order.

We set science to 100%, Mil Trad now due in one!

IT - Mil trad comes in. We minimise the science slider to build up cash for upgrades. The people want to build the Military Acacdemy. Ok people lets do that! The Babs complete Copernicus Observatory.

1265AD - We now have 8 berserks just south of Inca, however the buildup on New Scandinavia has hardly begun. We will wait four more turns, then Operation Retribution can begin. The planned theatre of war
SMV1265AD1.jpg

We will strike Macchu Picchu and Andahuatlas in the opening phase of the war. Then we will concentrate on bringing reinforcements over to Inca to cleanse this continent.

1280AD - Enough waiting! I think it is time. First of all let's trade. Military Tradition and 170 gold nets us Astronomy (about time). Then we give the Incans the boot order.
SMV1280AD.jpg

Thank you, Sapa, saves us the trouble of declaring on you. Given the state of our rep, it doesn't really matter though. To tell you the truth, I really thought that he would back down, oh well. I notice from the leaderheads that Hammurabi has entered the IA, as I expected, really. Since he is scientific, he will have a free tech, and that usually means rifles. I kind of expected this, though I must admit.

We will deal with the mundane stuff first. On Viking Babylonia, Sapa left two ancient cavalry next to Aarhus. Of course, I moved a berserk army down there sometime ago to monitor what Sapa got up to, so in a quick one-two we clean the continent of Incans.

On New Scandinavia, 5 cavalry charge to the gates of the last Incan city there, Andahuayalas. They can not attack until next turn owing to a hill on the road to the city.

On Inca, we sail to Macchu Picchu. On a hill by Macchu Picchu are 4 muskets, 2 longbows, 2 MI, and an ancient cav. We attack the city, and in a very bloody battle we lose four berserks, only killing two muskets, although 2 others are redlined (and healing, no doubt). At this point we run out of attacks. OK, we will be back with more offensive weaponry. And I thought these guys would be a pushover!

1285AD - Siege of Andahuayalas - Two muskets and a longbow are swept aside by our cavalry without loss.

1290AD - The Incans land 3 ancient cav, 2 longbow and a musket by Rostov (New Scandinavia). They also land a sword, a spear and a longbow on the mountain on the north of West Island Viking New Territories.

1295AD - The force by Rostov is within easy reach of our cavalry. We suffer one death and one retreat, though, before destroying the invaders. On the West Island, we can attack with an elite knight, killing the sword. A cavalry takes care of the spear. We then bring a caravel over from east island with two berserks and a musket. An elite berserk makes quick work of the longbow.

1300AD - We notice that Hammurabi has discovered Navigation. He won't do a straight world map for world map, but he will do territory map for world map. We also get 11 gold. We now have the locations of the remaining 3 Babylonian cities. There is a two city island by Carchemish Island and a tiny one city island in the far south by East Island Viking New Territories.

For the second attempt at Macchu Picchu we have dropped 2 muskets, 2 cavalry and 5 cannon there one turn before we strike, so the land force can reinforce the assault.

IT - Our land foce is insufficient! The Incans attack with two longbows, killing both muskets (even with cannon shots), then they lose a long bow against a cav, but then they attack the cavs with MI and ancient cav and even though the Incans lose a couple more units, it is enough to overwhelm our force!! In the ocean crossing, the Incans attack our caravels with one of theirs. This time the PRNG plays fair, and the foolish Incan vessel sinks for its trouble.

1305AD - The landing site is truly heinous.
SMV1305AD.jpg

In the immediate vicinity of the landing zone are:
11 musket
7 MI
4 longbow
visible, plus whatever is in the city. Our cannons are on the southernmost SOD, where we left them, so we will use berserks to claim them back.

We lose one berserk, but do get the cannons back. We have three berserk, a musket, five cavalry and an elite knight protecting the cannon stack, now.

We decide to strike at New Inca, since the defense is spears. 3 caravels draw up with 4 berserks between them.

Siege of Vilcabamba - It takes three berserks to dispense with the three spears , but victory is ours. This reveals a longbow by the city, so we attack it with the remaining berserk. A musket protects the berserk, and two enter our new city.

IT - I totally underestimated the size of foces that the Incans had built up. The description above was barely half of what appeared out of the fog! The whole landing foce is annhilated! It does take a bunch of units with it, especially when they start using mauskets to finish off my force, but all in all the mainland Incan campaign has been a complete disaster!

The Babylonians are building JS Bachs Cathedral and Magellans Voyage.

1310AD - We have hit first level war weariness. I think we will have to end this campaign shorthly, and plan a much better thought out attack with many more defensive units in the initial stack.

1315AD -
SMV1315AD.jpg

We will be back after we have magnetism, and so can bring armies to your island, Sapa. Meanwhile we have to pick on other foes. The Ottomans have been busy trading with the Babs, and are catching up in tech, rapidly. Probably because this is one of the Babylonians only sources of luxes. The other being the Inca, and the Inca are using this to pick up techs rapidly as well. With a ruined rep, we can not use this technique ourselves, unfortunately. But we should have physics soon, then maximum on magnetism so that we can transport armies. We also will be completing the military academy in 12 turns so then we can cash rush armies. I don't think the Inca will look so strong when we have a musket and a cavalry army there!

1320AD - We speed up research to get physics in one. The lux slider can be zeroed again.

1325AD - We can do magnetism in 10 turns with a positive cashflow.

IT - The Russians send a longbow into the territory of Fukushima (Japanese Group). They are given the boot, and they comply.

1335AD - Russia declares war on the Babs.

1340AD - Our deal with the Babs has ended, so we get much gold back. The best we can do is accelerate magnetism to 5 turns though.

1345AD - The BAbs come asking for a trade embargo against the Russians. How pointless. We haven't done any trades with them any time recently anyway. We decline however.

1355AD - Magnetism comes in!!! ToG queued. The Babs do have rifles, because one is trespassing just by Fukushima. However I think that is because it is protecting an offensive unit being used against the Russian capital. I see no reason not to let these guys bash each other. It will make it easier for me when it is time. Military Acacdemy due in 4. All infrastructure builds in the mainland are becoming military as they complete. We will build a mighty force to quash the Incan menace, before they get rifles!

1360AD - At min science we make 363gpt. The military is sucking up 76gpt.

1365AD - The Inca now have theory og gravity. but won't trade for magnetism. Let me see if I can keep you in the MAs. 8 caravels have just become galleons.

IT - The Inca declared war on the Babylonians! Hahaha. It is breat when they fight each other. Waste all your units guys. I am coming for you.

1375AD -
SMV1375AD.jpg
 
1380AD - The Russians come asking for an ROP and an alliance against the Babs. Sorry Cathy, but I actually do not care if the Babs eliminate your civ at this time, it will save me a small amount of bother. Perhaps you should have checked how much bigger they were than you before declaring war!

1385AD - We cash rush our first army - a cavalry army, I think.

1395AD - Babs and Russia sign a peace treaty. Ottos and Babs sign an MPP. Greece and Babylon sign an MPP. Ottos and Greeks are brought into the war on the Inca by virtue of these pacts.

1405AD - We decide to attack the Inca again. The cavalry army will be agout five turns away before being able to reinforce the attack, but this time the Incan forces are fighting a multiple front battle. I send a frigate ahead to scout. The hill by Machu Picchu is empty. This will be our landing site.

New Inca, city of Vitcos - On the morning of war two galleons sail into view with a cargo of six berserks. Two dead muskets and a dead MI later, New Inca is now the north island of the Viking New Territories.

Inca, by Machu Picchu we land two berserk armies, an MI army, three berserks, 6 cavalry, a musket and a swordsman (elite). They will attack next turn.

We cash rush our second army - probably another cavalry army!

IT - We are bombarded by our own cannons (they will soon be ours again), but no other reprisals. The Babs complete Smiths. We will have that wonder too soon!

1410AD - Inca, Machu Picchu - The first berserk army takes 7 hits while dispensing with two muskets. The second berserk army also takes seven hits while killing two muskets. In an extremely poor showing of RNG, the MI army is reduced to three hp taking out a single musket, and more vet muskets remain! We then lose two berserks, retreat a cav and lose one, before the next musket is cleared. A couple more retreats and another dead Incan musket. Is there no end to them? And guess which unit finally prevails and takes the city. It is not the mighty on defence, but glass jaw defence berserk. It is not the much heralded cavalry. It is not the might of the Military Academy super-powered armies. No it is the elite sword we through in at the last minute. Machu Picchu is now in the hands of the Viking.

We reclaim our eight cannons at this time too. We land another two cavs and two muskets on our SOD,and otherwise reinforce Machu Picchu as best we can.

IT - The Incans complete Magellans Voyage for us. The Greeks land units by Sippur on Sippur Island. Ancient cavarly attacks our hill position, and our muskets go 2 for one against them. A huge SOD of Incan troops is seen approaching our positions.

1415AD - It looks like the world is about to go to war -
SMV1425AD.jpg

The Greek force is all of two archers. We give a couple of crusaders something to do.

IT - The Incans advance a huge SOD into the territorial borders of Machu Picchu
SMV1420AD2.jpg


1420AD - I realise that there is no possibility of successfully keeping the city, so we move all units to the hill, and retaliate from there. We get about 4 hits from our eight cannons. The first berserk army is reduced to three hp killing two muskets. The second berserk army is reduced to 4hp in a similar expercise. We will leave the MI army alone, so as to discourage an attack. An elite berserk dies against the regular musket. Come on PRNG! We attack with healthy cavs, and if wounded they retreat onto a waiting galleon. In the end we can only kill 7 of the musket stack, and we haven't even touched the offensive units. We have two cavalry still on Inca, and four in a galleon.

We sell off all the improvements in Machu Picchu and abandon the city! We land the cavalry army in the jungle to the NW of the hill.

IT - All the Incan troops retreat instead of fight. This invincible army bug is annoying. I really should have had to form a musket army for protection of my SOD before risking this attack, and I should have been smashed just then! Never mind.

1425AD - Healing, but we will let the cannons advance to the next target under the guidance of the cavalry army. We cash rush another army. That should do, now back into research mode while we pump out more units. ToG due in five.

IT - The Inca ask for peace, but will not give up any cities or techs. Forget it.

1430AD - Healing, advancing towards Huamanga.

IT - Inca and Babylon sign peace. Babylon redeclares war on the Inca. Greece drops an archer and a hoplite off by Sippur.

1435AD - More advancing, some berserks arrive from the New Territories campaigns.

IT - I forgot to bother with the Greeks. The archer dies attacking a fortified musket in a town. The Hoplite pillages.

1440AD - An elite crusader ends the Greeks latest outrage. I also accidentally left the swordsman on the hill while the rest of the units advanced. This appears to have attracted the Incan units out of hiding, and makes them susceptible to attack.
SMV1440AD1.jpg

We are able to kill one musket, 4 MI and two longbows from the first stack, leaving one longbow. Behind that is a stack of 3 muskets, 2 MI and 2 longbows. We unload 3 muskets onto the hill to protect our elite sword. At least it will cost Sapa if he attacks now, I think.

Siege of Huamanga - The cannons will be yet another turn arriving, so we don't wait. There is enough attack capability in the immediate area. First up is the cavalry army. The army kills two muskets, and then is held back so it can protect the other units there. We attack with berserks, but four die before a musket falls, although the defender is now redlined. Another elite victory, and
SMV1440AD11.jpg
 
GR8Madmax said:
Kill 'em all before they get to Fission/UN Sandman. ;)
That is exactly the intention. I could claim domination now just by filling in territory (or very vlose to it).
 
El Loco said:
great war sadman, as Iroqoius said, the game is nearly won but it took three games to get the winner game. Good luck!
Yeah, Deity is tough, and I am not so used to this island hopping, but it does look like third time lucky.
 
SMV1440AD2.jpg

See?

1440AD cont - we kill the exposed longbow with a cavalry. Now that we have taken Huamanga, there is no cultural border to cross to do this. This cavalry and the rest will now go to the city to quell resistance. Hopefully we get a noce SOD of Incan troops to wipe out with our cavalry, and our armies next turn.

IT - Only one MI attacks the sword/muskets on the hill, and he doesn't live to tell the tale. A bunch of units do indeed advance into the cultural borders of Huamanga. Our cavalry army gets free shots on about five of the units. The SOD is not nearly as bad as the one that threatened Machu Picchu. Instead there are:
6 musket
7 MI
2 longbows in one stack,
and a musket/MI mini SOD in another.

1445AD - We get 7 out of 8 hits on the main SOD with our cannons. We kill two muskets with each of the first cavalry army, the first berserk army and the second berserk army. The first MI army kills two MI. A berserk and the rest of the cavalry dispense with the rest of that SOD, with one retreat, but no losses. That has got to hurt Sipa!!

IT - The remaining MI attacks the city and perishes before the musket defence. The final Incan musket pillages (of course). We finish ToG and enter the IA with research set to steam in 12 - the maximum while retaining positive cashflow. Steam will help our productivity, our research and very importantly the speed we can get troops to the front, although not nearly as mush as on a continents map.

It looks like Babylon has steam and Nationalsim. My shock is that it appears that the evil Incans have also acquired nationalism. Perhaps their earlier wars resulted in using up all their cash so they could not afford upgrades to rifles. Anyway, we need to remove this unnecessary civ as quickly as possible.

1450AD - Troop healing. The armies move into the city because there is a barracks there, so in one more turn they will be fully healthy.

IT - The Greeks land a musket, 2 hoplite, two archers and a warrior by Sippur. They have obviously caught up tech a bit faster than I would want.

1455AD - Three crusaders die in the process of eliminating this mini Greek SOD because they were able to land on a hill. We decide to permanently occupy this hill to prevent such advantaged landings in the future.

On inca we advance towards Cuzco, home of the now obsolete great library, and the strongest culture city in the game presently. The armies are still healing, so the advance has 6 muskets, 8 cannons, a sword and 7 cavalry. The cavalry are able to fortify for added protection should the Inca still have pffensive forces left after the slaughter of Huamanga.

Ah, the second cavalry army has just reached Huamanga. We can use this army to protect our advancing SOD.

IT - The Incans refound on the hill by the old city ruins.

1460AD - We advanced all five armies, the canons and all the cavalry to the steps of Cuzco.

IT - The greeks and Babs sign a trade embargo against us. The Incans drop off three ancient cavs and a longbow by Huamanga.

1465AD - Our two elite berserks and one elite sword at Huamanga attack the ancient cav and retreat them all. The Ai really seems to get the better of the PRNG sometimes!

Seige of Cuzco - The cannons only deliver two hits against the vet rifle defenders. There are at least three such defenders. It takes the first berserk army 8hp to kill one rifle. The second berserk army fares much better, losing only two hp, so it is sent in again, and is successful. The first cavalry army is reduced to 5hp killing one rifle, but now, finally the wounded rifles are exposed. The second cavalry army destroys both remaining rifles and a longbow, and,
SMV1465AD.jpg

The city has the Pyramids, the great library and the statue of Zeus. Of course the latter two are obsolete now, and also I do not think I will keep the city - too much culture, and it is unnecessary land.

We decide to destroy this new Incan city, but encouter a musket and a rifle, and so lose a cavalry in the process. The city auto razes.
 
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