Bobbabooey - You are next.
Next 10 turns:
- Get a unit to Gems and Five for MP - each have an entertainer in them (maybe was this done).
-
On the warfront:
- I would
continue this war for the next 10 turns as we are not yet in danger
- We should
take Grand River or Cattargus next - raze and replace
one at a time.
- Take the army, 5-6 other attacking units, and the replacement settler and some defenders.
- One tech is not enough for peace
- Consider military alliance with Zulu if offensive gets bogged down
-
Keep another ancient cav back near the capital and west to deal with Iroquois boat landings, and anything else you think we need.
- See what you can do with tech trades. We have two irons, a gem luxury and a good bit of gpt to trade. Don’t waste gold on chivalry unless you can get it at the back end of a multi trade deal.
- Put a unit on the iron near Four before you trade it away.
-
Get some workers back in the core to improve tiles that our citizens are working
-
What to build:
- Cities like Five and Six could probably start on marketplaces soon. Some cities are maxing at size 6, pick one close to the capital and have it build an aqueduct.
- War units, mix and match med. inf and pikes.
- Build temple in St. Regis (maybe this was done)
- Make sure St. Regis has only one Iroquois citizen, then turn governor back on.
- If you need input, stop/save the game at any time and ask for it
Last 10 turn analysis:
Missions accomplished:
- Medieval infantry army established
- Built some settlers and moved them forward
- Marketplaces up and coming
- gold increasing, extra 63 gpt and 801 gold is very good
- As you mentioned – no cities or improvements lost
- No tiles pillaged
Areas of improvement:
1) I can see I blew it in the instructions I gave: - Clear out Iro units in our territory (you can leave the archer on the mountain - he will come down eventually)
I meant just the archers near St. Regis. So besides not telling Tominator2 to let them attack Four, I also said clear out their units. I just wanted those units in the north cleared out. Better tactics include letting new invaders are go for Four, where we should be expecting them. Protect the road into Four with a defender unit
2) Track your battle win-loss record in the log so we can see how well we are doing.
340
- lost warrior to Iro archer
[0-1]
- Five: medinf -> medinf
- Cheese: settler -> harbor
- incans complete sun tzu
- greeks finish knights templar
- settler: cheese -> thebes
- medinf: Five -> mountain by Abydos
- cav: mtn west of busiris
- medinf: into Four to heal
- St Regis: starving
- workers north of Four move north
- elite swordsman beats archer out east
[1-1]
- medinf beats spearman by Grand River
[2-1]
350
- Ramses(leader) to Four
- Busiris area almost clean [units used?]
- medinf fights off horse - now elite
[3-1]
- Four: medinf -> medinf
- Iro building Sistine chapel (they sense a nearness to the afterlife)
360
- medinf beats horse north of Grand River
[4-1]
- we have way more workers than work
- gathering a bunch of guys at Bus for run at Cat
- medinf and anccav lost on Iro turn
[4-3]
- Six: medinf -> medinf
- Deer: medinf -> medinf
- Iro trying to split Aby and Four
370
- both medinf -> Four (for Ramses)
- Thebes: marketplace -> medinf
- Two: medinf -> medinf
- Seven: medinf -> medinf
- Iro really mean it [units lost or defeated?]
380
- pulled some swordsmen out of Bus to clean out mountains south of Four
- lost horse in Iro territory and medinf near Aby
[4-5]
- army in Four holds off single archer
[5-5]
- Aby: medinf -> medinf
- Alps: temple -> pikeman
390
- Bong: anccav -> Abydos
- more hill-cleaning [units used?]
- waiting to get enough force south
- pikeman into Four
- lost a swordsman and a medinf to counterattacks
[5-7]
400
- Four pretty much surrounded
- medinf almost there
- lost archer, beat horse
[6-8]
- Three: medinf -> medinf
- Four: medinf -> medinf
- where is he getting all these guys?
410
- Ramses has full army
- more hill-cleaning (horse and two archers)
[9-8]
- china offers alliance vs inca (another war) and rop - turn them down
- Tyn: spearman -> pikeman
420
- lost medinf, beat spear and 2 longbow in hills
[12-9]
- settlers head south
- Thebes: medinf -> medinf
By my count, in all 14 units were added during the last turn. Our inventory was 67 at the start of the turn and it is 67 at the end. This means we apparently lost five more units than reported, maybe there were also more victories than were reported. I can do much better analysis if I know the counts of units defeated and units lost. In succession games I see them reported in brackets as I have added to a copy of the last turn log above.
I bring this up because in order to get ahead of the AI we need to kill more of their units than we lose our own. At 12 wins vs 9 defeats (hence the [12-9]) I would rate the performance as average. If it was [12-14] this would be bad. We cannot sustain those odds for very long if we want to win.
I am planning additional analysis on this – time permitting.