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Rhoth

Turn 234 - 1620ad

13 posts in this topic

Proposed moves:

bolded will see action:

 

Units:

Warriors:

- F2; fortified in Midgard

- F3; fortified in SCM

- F5; sentry in Marseilles

- F8; fortified in Apocalypto

- F9; fortified in Camazotz

 

Archers:

- Herbert West (CG1); fortified in Mag Mell

 

Longbows:

- Enoch Bowen (CG1&2); fortified in Vanaheim

- John Raymond Legrasse (CG1&2); fortified in Jotunheim

- Samuel Seaton (CG1&2); fortified at SCM 66

- Daniel Upton (CG1&2); fortified in Niflheim

- Frank Elwood (available promo); fortified in Sekhmet

- Asaph Sawyer (available promo); fortified in Apocalypto

- Joseph D. Galvez (available promo); fortified at SCM 66

 

Crossbows:

- Thaddeus Gardner (D1,2&3); fortified in Niflheim

 

Axemen:

- Roderick; fortified at Mictlan 63

 

Macemen:

- Canus Soldier George; fortified in Niflheim

- Canus Soldier Thomas (C1,S); fortified in Erebh

 

Spearmen:

- Canus Soldier Nacon; fortified in Niflheim

 

Pikemen:

- Canus Soldier Tobikko (C1&2,F); fortified in Vanaheim

- Canus Soldier Pluto (C1); fortified at SCM 66

 

Musketmen:

- Naberius (available promo); fortified at Mictlan 63

 

Riflemen:

- Orrin B. Eddy (available promo); fortified in Chasqui

- Canus Soldier Wyatt (CR1,2&3); fortified in Chasqui

- Canus Soldier Domino (C1,CR1&2); fortified in Chasqui

- Canus Soldier Kizzie (C1,CR1&2); fortified in Chasqui

- Barnabas Marsh (C1,P); fortified in Chasqui

- Larry (C1,P) 10.8/14 strength; in Chasqui, heal/fortifying

- Moe (C1,P) 3.9/14 strength; in Chasqui, heal/fortifying

- Curly (C1,P) 5.0/14 strength; in Chasqui, heal/fortifying

- Canus Soldier Elwood; sleeping in Chasqui

 

Grenadier:

- Huey (two available promos); fortified in Chasqui

- Dewey (two available promos); fortified in Chasqui

- Louie (two available promos); near Camazotz, move toward Chasqui

- New grenadier rename Mallardhead (two available promos); in SCM, move toward Chasqui

- New grenadier rename Uncle Scrooge (two available promos); in Sekhmet, move toward Chasqui

- New grenadier rename Gladstone Gander (two available promos); in Jotunheim, move toward Chasqui

 

Chariots:

- Jeanne d'Arc (Great General) (C1,M1,2&3); sleeping in Valhalla

- Hernan Cortes (C1,M1,2&3,Mor,T); sleeping in Chasqui

 

Ballista Elephants:

- Tyke (C1&2,S); sleeping in Chasqui

- Lallah Rook (C1,S, available promo) sleeping at Niflheim 699

 

Cavalry:

- Donald's Starvation (C1,P); sleeping in Chasqui

- Hanno (C1,P, available promo) 14.1/15 strength; in Chasqui, heal/fortifying

- Kesavan (C1&2,F) 9.1/15 strength; in Chasqui, heal/fortifying

- Surapa (C1&2,F) 12.3/15 strength; in Chasqui, heal/fortifying

- Eclipse (C1&2,P) 14.1/15 strength; in Chasqui, heal/fortifying

- Sea Biscuit (two available promos); sleeping in Chasqui

- Northern Dancer (two available promos); sleeping in Chasqui

- Secretariat (two available promos); sleeping in Chasqui

- Sir Barton (two available promos); sleeping in Chasqui

- War Admiral (C1,P) 9.6/15 strength; in Chasqui, heal/fortifying

- Tusko (C1&2,S,,P) 14.1/15 strength; in Chasqui, heal/fortifying

- Mona (C1&2,F) 13.6/15 strength; in Chasqui, heal/fortifying

- Abul Abbas (C1&2,S,P); sleeping in Chasqui

- Batyr (C1&2,F,P) 13.6/15 strength; in Chasqui, heal/fortifying

 

Trebuchets:

- Rock-it Launcher 1 (two available promos); sleeping in Chasqui

- Rock-it Launcher 2 (two available promos); sleeping in Chasqui

- Rock-it Launcher 3 (two available promos); sleeping in Chasqui

- Rock-it Launcher 4 (two available promos); near SCM, move toward Chasqui

- New trebuchet rename Rock-it Launcher 5 (two available promos); in Mictlan, move toward Chasqui

- Rock-it Launcher 6 (CR1&2); sleeping in Chasqui

- Rock-it Launcher 7 (CR1&2); sleeping in Chasqui

- Rock-it Launcher 9 (CR1); sleeping in Chasqui

- Rock-it Launcher 10 (CR1); sleeping in Chasqui

- Rock-it Launcher 11 (CR1); sleeping in Chasqui

- Rock-it Launcher 12 (CR1); sleeping in Chasqui

 

Caravels:

- Nina (C1); sentry southeast of Sekhmet

 

Frigates:

- Pinta (C1) 4.0/8 strength; south of Sekhmet, heal/fortifying

- Santa Maria (C1&2); near Sekhmet, heal/fortifying

- Esperanza (C1); sleeping south of Sekhmet

 

Galleons:

- Galleon (C1); sleeping in Rheims

- Galleon (C1); sleeping in Paris

- Galleon (C1); sleeping south of Sekhmet

- Galleon (C1); sleeping near Sekhmet

 

Spies:

- Mentlegen Reborn Again (Commando); in SC lands, move 996

- Meregen Reborn (Commando); in SC lands, move 23, end turn

 

Workers:

- Worker 1; roading Mictlan 444

- Worker 2; working on workshop at Asphodel 2

- Worker 3; road Mictlan 441

- Worker 4; move 7993 to Camazotz 477 and start road

- Worker 5; roading Niflheim 44

- Worker 6; working on cottage at Vanaheim 36

- Worker 7; roading Jotunheim 4

- Worker 8; working on workshop at Jotunheim 7

- Worker 9; working on cottage at Niflheim 7

- Worker 10; working on workshop at Jotunheim 41

- Worker 11; working on incense plantation

 

Work Boat:

- None

 

Settlers:

- None

 

Missionaries:

- Buddhist missionary, sleeping in Valhalla

 

Great People:

- Gustavus II Adolphus (Great General) settled in Mag Mell

 

 

 

Technology:

- Working on steel (1), slider at 60%, finish at EOT, start steam power, slider to 10% for a turn or two to build up gold again

 

 

 

Cities:

- Apocalypto; size 17; barracks, stable, forge, granary, Christian monastery, Islamic monastery, Buddhist monastery, Buddhist temple, library, observatory, university, colosseum, theater, marketplace, bank, lighthouse, harbor, customs house and courthouse; building cavalry, finish at EOT, start another

- - - - Current Garrison: Asaph Sawyer, F8

- Mag Mell; size 12; barracks, stable, forge, granary, baray, Christian monastery, Buddhist monastery, Buddhist temple, library, lighthouse, harbor, theater and marketplace; building work boat, finish at EOT, start grenadier

- - - - Current Garrison: Herbert West

- Mictlan; size 14; barracks, forge, Christian monastery, Buddhist monastery, Buddhist temple, granary, library, observatory, theater, colosseum, grocer and marketplace; building trebuchet,

- - - - Current Garrison: none

- Sekhmet; size 18; Moai Statues, barracks, forge, Christian monastery, Buddhist monastery, Buddhist temple, granary, library, observatory, marketplace, lighthouse, harbor, customs house and courthouse; building rifleman,

- - - - Current Garrison: Frank Elwood

- Sugar Candy Mtn; size 16; West Point, Heroic Epic, barracks, stable, forge, granary, Buddhist monastery, Buddhist temple, library, colosseum, theater, grocer and courthouse; building rifleman,

- - - - Current Garrison: F3

- Asphodel; size 9; Globe Theater, barracks, stable, forge, Buddhist monastery, Buddhist temple, granary, theater, library and courthouse; building grenadier, double whip, finish at EOT, start cannon, size 8 at EOT

- - - - Current Garrison: None

- Chasqui; size 11; walls, castle, Christian monastery, Buddhist monastery, Buddhist temple, Buddhist Stupa, monument, granary, theater, library, marketplace and courthouse; building forge,

- - - - Current Garrison: Donald's Starvation, Hanno, CS Wyatt, CS Kizzie, CS Domino, Barnabas Marsh, Kesavan, Tyke, Surapa, Eclipse, Sea Biscuit, Secretariat, Orrin B. Eddy, Moe, Curly, Tusko, Mona, Abul Abbas, Batyr, R-I Launchers 1-12

- Camazotz; size 14; walls, barracks, forge, Christian monastery, Buddhist monastery, Buddhist temple, granary, baray, library, marketplace and courthouse; building trebuchet, finish at EOT, start cannon, size 15 at EOT

- - - - Current Garrison: F9

- Valhalla; size 18; Forbidden Palace, walls, barracks, stable, forge, granary, baray, Buddhist monastery, Buddhist temple, library, theater and courthouse; building grenadier, finish at EOT, start another

- - - - Current Garrison: Jeanne d'Arc

- Erebh; size 2; walls, Buddhist monastery and library; building Buddhist temple,

- - - - Current Garrison: CS Thomas

- Midgard; size 18; barracks, granary, forge, Christian monastery, Buddhist monastery, Buddhist temple, theater, library, lighthouse, harbor, customs house, marketplace and courthouse; building grenadier, finish at EOT, start rifleman

- - - - Current Garrison: F2, Hernan Cortes

- Jotunheim; size 15; walls, barracks, forge, granary, Buddhist monastery, Buddhist temple and theater; building trebuchet,

- - - - Current Garrison: John Raymond Legrasse

- Vanaheim; size 11; walls, granary, Buddhist monastery, Buddhist temple, theater, library, lighthouse and harbor; building forge,

- - - - Current Garrison: Enoch Bowen, CS Tobikko

- Niflheim; size 11; walls, granary, Buddhist monastery, Buddhist temple, library, theater and courthouse; building forge,

- - - - Current Garrison: Daniel Upton, CS Nacon, Thaddeus Gardner, CS George

 

 

- - - - Reserves near SCM: Samuel Seaton, CS Pluto, Joseph D. Galvez

 

- - - - Reserves near Mictlan: Roderick, Naberius

 

- - - - Reserves near Niflheim: Lallah Rook

 

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Southern Cross info:

- At WAR

- Researching military tradition (4), in GA for (3) more turns

- Current trades: none

- Current tech deals: none

- Civics: police state, nationhood, caste system, free market, free speech

- Cities:

- - - - Te Aroha; size 18, barracks, forge, terrace, Buddhist monastery, Buddhist temple, library, university, observatory, marketplace, bank, grocer, lighthouse, harbor, courthouse; 2 corns, gems and cattle;

- - - - - - - - Current Garrison (t230): rifleman "Petrus" (C1), rifleman "Akenehi" (CG1), rifleman "Kiwi Tamaki" (C1,Cov),

- - - - - - - - rifleman "Kaheru" (C1,M1)

- - - - Neke Awa; size 20, barracks, forge, terrace, Buddhist monastery, Buddhist temple, colosseum, Islamic monastery, library, university, marketplace, bank, and courthouse; rice and horses;

- - - - - - - - Current Garrison (t229): pikeman "Rongo" (none),

- - - - - - - - Reserves near Neke Awa (t229): catapult (none)

- - - - Te Utu; size 14; Pyramids; Heroic Epic, barracks, stable, forge, Buddhist monastery, Buddhist temple, terrace, library and courthouse; cattle, horses and stone; built on hill;

- - - - - - - - Current Garrison (t232): quechua "Rua" (C1), rifleman (none)

- - - - Te Tai Rei; size 16; Forbidden Palace, barracks, forge, terrace, Buddhist monastery, Buddhist temple, library, university, lighthouse, harbor and courthouse; 2 ivories;

- - - - - - - - Current Garrison (t219): longbow "Iwi" (none), , pikeman "Perekura" (none)

- - - - Haeana Rati; size 10; forge, terrace, Buddhist monastery, Buddhist temple, courthouse; iron;

- - - - - - - - Current Garrison (t228): rifleman (none), quechua "Hoia" (C1)

- - - - Hapina; size 15; forge, terrace, monument, Buddhist monastery, Buddhist temple, Buddhist stupa, library, university, theater, grocer; 2 gems and spices;

- - - - - - - - Current Garrison (t233): rifleman (C1,P), rifleman (C1), 3 riflemen (none), longbow "Francisco Pizarro" (C1,M1,2&3,Mor), catapult

- - - - - - - - Reserves near Hapina (t233): 2 rifleman (none)

- - - - Lisbon; size 15; forge, terrace, barracks, stable, Buddhist monastery, Buddhist temple, library, observatory, university, marketplace, bank and courthouse; pigs, wheat, 2 wines, 2 ivories, oasis;

- - - - - - - - Current Garrison (t232): rifleman "Kaitieki" (C1), catapult (none)

- - - - - - - - Reserves near Lisbon (t232): 2 catapults (none)

- - - - RotoVegas; size 12; Heroic Epic, terrace, forge, Buddhist temple, library and lighthouse; fish, corn, oasis;

- - - - - - - - Current Garrison (t232): rifleman "Kotuku" (C1,Cov), rifleman (none)

- - - - Taramoa; size 10; terrace, barracks, stable, forge, Buddhist monastery, Buddhist temple, lighthouse, courthouse; corn, silk and floodplains;

- - - - - - - - Current Garrison (t2332): quechua "Emere" (C1)

- - - - - - - - Reserves near Taramoa (t233): 2 catapults (none)

 

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Abbreviations:

A = Amphibious (amphibious attack)

B1 = Barrage (+20% collateral damage)

C1 = Combat I (+10% strength), C2 = Combat II (+10% strength), etc.

CG1 = City Garrison I (+20% city defense), CG2 = City Garrison II (+25% city defense), etc.

Ch = Charge (+25% vs. siege weapons)

Cov = Cover (+25% vs. archery)

CR1 = City Raider I (+20% city attack), CR2 = City Raider II (+25% city attack), CR3 = City Raider III (+30% city attack, +10% vs. gunpowder)

D1 = Drill (+1 first strike chance), D2 = Drill 2 (+1 first strike)

F = Formation (+25% vs. mounted)

Fl1 = Flanking I (+10% withdrawal chance), Fl2 = Flanking II (+20% withdrawal chance, immune to first strikes)

M1 = Medic I (heals units in same tile extra 10%/turn), M2 = Medic II (heals units in adjacent tiles extra 10%/turn), M3 = Medic III (heals units in same and adjacent tiles extra 15% cumulative)

Mor = Morale (+1 movement rate - GG only)

P = Pinch (+25% vs. gunpowder units)

S = Shock (+25% vs. melee)

T = Tactics (+30% withdrawal chance - GG only)

 

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Edited by Rhoth

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Orders are finished up. We're just in a holding pattern to heal up and finish up steel and then next turn comes the mass cannon upgrade. On turn 236 we gather next to Hapina, and on turn 237 we raze it. Yes I'm thinking I would like to raze it for the sole reason that they can attack the city at any time because it would be on the edge of their borders. If we raze it then they have to slog through 3-4 turns of our terrain to get to Chasqui.

 

Continuing the discussion from the last turn thread, I'd like to put the military academy (once we get the GG) into Jotunheim. Right now Valhalla has one more hammer than Jotunheim, but in 3 turns (about the time we get the GG) Jotunheim will have 4 more than Valhalla, and still has 10 more to go as it gains its last two pop points.

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Ya, put it in Jotunheim.

 

Push hard for infantry. That is what I think will break the stalemate we really have with our military. Also, railroads should help out some, as well, but we really don't have huge distances, so it will be minimal I think.

 

Shame the game will be ending about then. The infantry / tank / bombers is in my opinion one of the most fun combat times in the game.

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I want to spend a turn (maybe two) getting our gold back up. Upgrading the cannons will use up almost all of our available gold. I don't want to get caught without upgrade gold if they decide to try something sneaky and attack one of our cities that is currently held by a longbow.

 

After that it will probably take us around 15 turns or more to get to the infantry tech, and then several more turns to get enough gold to upgrade all of them. The nice thing is...about the time we get to the infantry tech we'll have two great people and can enter a golden age to really push our war effort forward.

 

With any luck we'll be able to trade for railroads at some point, but I doubt it. We'll probably have to research it ourselves after we get the infantry tech.

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Which techs do we still need? Steam Power and Assembly Line?

 

Railroads are nice in that we can get machine guns, and we can get them post steel, but the issue is that granadeers upgrade to them, and they are pure defensive units, which I really don't want us to need to be defensive. If SC gets it, we really don't have a choice but to only use large stacks of doom until we can get up to Industrialism and get us some tanks and marines.... which would suck.

 

I expect we can get a trade for Physics. If not, that is tempting to get it direct as that gives a free great scientist, along with the airships that are great scouts (and so so on the bombing).

 

I think we are on the right path - push hard to Asembly Line and then just blitz them. Until then, it is a slogging match, and one we are winning - as long as the RND god just picks off units and not stacks of ours. I expect SC to turtle from now on, and us to not be able to do much except with the stacks of doom. Oh well. Slugging match it is.

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I want to spend a turn (maybe two) getting our gold back up. Upgrading the cannons will use up almost all of our available gold. I don't want to get caught without upgrade gold if they decide to try something sneaky and attack one of our cities that is currently held by a longbow.

 

After that it will probably take us around 15 turns or more to get to the infantry tech, and then several more turns to get enough gold to upgrade all of them. The nice thing is...about the time we get to the infantry tech we'll have two great people and can enter a golden age to really push our war effort forward.

 

With any luck we'll be able to trade for railroads at some point, but I doubt it. We'll probably have to research it ourselves after we get the infantry tech.

 

:b::b:

 

Burn baby burn.

 

This is the Apocolypse, SC's Apocolypse :cool:

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GK, yes we only need steam power and assembly line. Railroads also needs steam power (and steel which we will finish this turn).

 

SC is currently going after military tradition, and they also don't have steel or corporation so they are a few turns behind us in techs. I intend to keep it that way as much as possible. Unless they decide to go for democracy then we should be able to trade away the tech they are researching to keep them from trading for others. They know they need to go after military techs so with any luck we'll be able to keep them researching techs we already have...slower than we can research once their GA goes away.

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btw- just checked into the game - and Stalin and Zara have troops reaching the front. Zara has cavalry. I counted a total of 5 units. Hopefully more are following.

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Was there a plan to attack another behind the lines city in addition to Roto Vegas?

From French lands to Te Tai Rei?

 

Or have those plans tossed into the trashcan?

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Now that they have rifles most everywhere we'd lose a lot of cavalry. We lost three attacking RotoVegas with no success. Once we raze Hapina they have three cities that we could hit from that area so they'd have to try to cover them all or else give up one or two. They can't know which one we'd try to hit.

 

Plus, if our allies are finally getting some units into the area that's all for the better. SC will have to start protecting Te Tai Rei from them, possibly pulling units away like we'd hoped the French would do.

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Turn played per orders.

 

SC has built up a decent force of rifles in Hapina, but only one or two will likely have pinch. When we attack I expect them to attack our stack with their catapults and then attack with most of their rifles to at least try to kill off most of our rifles...which is why most of our cities are now building rifles. That way they can at least take a few with them. Otherwise we'll tear them up with cannons and grenadiers.

 

France decided they didn't like the sugar/stone deal anymore and canceled it. But then they gave it to us as a gift, so we have 10 more turns of it. :) Still no war declaration.

 

 

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Demographics and F4:

 

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