Zorn1: The great fall

Looks like the hot phase will begin soon. We should think about our strategy now.
Here is what I would do:
Since I don´t think we are strong enough to advance on both frontiers, let`s advance only in the west. The advantage is that there is only limited land to conquer, so that after a couple of turnsets we might be able to finish that theatre and use that forces in the east. Also, those cities are quite close to our capitol and should be quite productive.
In the west we should just hold the line.every advance would increase the lenght of the frontier.

There is one wonder we definitely want: Arc de triumphe. It`s a free barrack and walls in every conquered city. Just too good to miss.

Sanabas, you`re up.
 
preturn: revolt, we should be in absolute monarchy by now. Summer Palace should be built by now too.

610: trade for monasticism, usury & 5600 gold

640: we're an abs mon

650: use spare SGL to rush estates general in moscow

660: res steam power. moscow builds estates general, starts shangri la
trade for chivalry & 1800 gold

670: India sneak attacks us

680: Res ToE, get another SGL
Rush a uni in smolensk to build ToE

690: Build Summer Palace in Novy Kiev
SGL rush ToE in Smolensk

700: Research Nationalism, get industrialisation & steam engine from ToE
Declare war on the world
Raze Seville, Tlaxcala, Dublin, Caernarfon


http://www.civfanatics.net/uploads10/Zorn1_700_AD.SAV
 
Coolio, you`re up.
And at war with the whole world, what more can you want? :)
 
turn 1: sangra la is completed barracks started in moscow due in 1 lots of cossacks done. i see we're at war with everyone... how fun! :D some units die on the western front but the big thing is that we now have a cossack army! i didnt know you could only fit 2 units in there... but anyways i think were doing quite well
turn 3: another army. researching federalism. capture angora (celtic city), capture xochicalco (aztec city) with a halbierder!
turn 4: capture toledo (spanish city), the aztec city of malinalco is captured
turn 5 celts build voyage of discovery, capture the spanish capital of madrid

well we can do alot with the subcontinent with celts and china but i didnt focus many troops there. we have two armys over there and i think the next turnset can knock out either spain or celts. i only played 5 turns though... is that alright?
 
CoolioVonHoolio said:
turn 1: sangra la is completed barracks started in moscow due in 1 lots of cossacks done.

turn 3: another army. researching federalism.

Just a couple of comments. Moscow can already build vet units, so a rax there is completely superfluous. Federalism is an optional tech that only gives us a govt that we'll never use, why not go for techs that will give us better units, or let us RR?
 
sanabas said:
Just a couple of comments. Moscow can already build vet units, so a rax there is completely superfluous. Federalism is an optional tech that only gives us a govt that we'll never use, why not go for techs that will give us better units, or let us RR?
oops..... you have to be mercyful i dont know the ins and outs of RAR and i thought a barracks gave us vet units and you can always change the tech.
 
Eh? I thought I updated this with my other games! Played the turns, they went okay, the saves on my home comp at the moment so I have to bring it in monday morning (yey for Bank holidays).
 
Ta da!

0)750AD
Everythings looking okay; Workers are a bit haphazard, I would have liked a start on a strategic rail net, in RaR its best to build them across flat land since its so much quicker to build. Whoever was lat - its always better to have large stacks of workers - the total improvements will be done in the same amount of time but each individual one will be done faster.
Its better to not put cossacks in armies - we have harder hitting units and its waste of their blitzing.
Switch down science and rush s ome factories and coal plants - the goal is one turn cossacks in a couple of cities. (Novy Kiev and Moscow hopefully)

1)760AD
An excess of japanese horse archers cause me to abandon Malinalco and retreat to Uralsk

My battle plan is to hold in the east till a strategic rail net is built, as any agression just expands the battlefront, and institue a scorced earth policy in the west.

2)770AD
I want one of those hats the cossacks have.
Wow! Cannons have lethal sea bombard.

3)780AD
Considering our enemies are attacking with att 4 units (tops) Adventurers seem like a good deal - defence 4 that can keep up with our assult forces.

Raze Canton (there were 4 pioneers in it - 14 workers :) )
Raze Nanjiang (only 5 workers this time :( )

Loose a Cossack army to celtic knights.

The India war elephants start arriving in the east, finally a challenge!

4)790AD
Grand strategy>>Naval tactics [5] aim of Military tradition and the arc de triumph

Celts land some archers in the southwest
Lord those celtic knights are annoying

5)800AD
Destroy Chengu (new chinese city on ruins of Nanjiang)

6)810AD
Raze Shanghi (4 workers)

7)820AD
Moscow gets up to the magic 140+spt...

Capture Kellis (Celtic)

8)830AD
Advance on China
Ethopian heavy horseman arrive.

9)840AD
Naval Tactics>>Grand War[5]
Raze Xianyang (Chinese capital)

The Great TransRussian Railroad opens! Yakutsk to Novgorod for a mere 73 rubles! First part of the strategic railnet woo! the northern branch is nearly finished as well.

10)850AD
Forces move into position to attack the Southern celtic penisula, extend the rails into the chinese and celtic lands for speedy reinforcement.

There really hasn't been any threat in the east, the chinese and celts will be the most difficult foes this game I think :S
 
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