Tale of the Years 1800 AD -
1778 - Made adjustments to Workers (good work Minister of City Planning atawa)!
1780 - Darkness is attacked, Barb Elephant dies. We have 11 million Citizens. Wow! We kill a couple of Barbs harrassing our cities. An Ironclad kills a Carth Trireme, another Clad kills 6 units on a Barb Trireme. Our Caravel kill a Carth Tri and 2 units.
1782 - Babylonians discover Sanitation. I wish the Indians would get it too. We could use it, fleas are everywhere and our Wise Men say this "Sanitation" idea could help with that. We kill another Barb Elephant and 1 unknown unit at Darkness. Moving Ironclads to enemy coastal cities. We found a friendly Musketeer in a Hut in the Arctic. Poor guy was about frozen and seems very grateful to join us.
1784 - Indian govt is overthrown. We start Darwin's in Paha (just about to discover Tactics). Moving Ironclads to coastal cities. Moving troops by Caravel to new battlefronts.
1786 - Carths discover Seafaring. India is a Republic. We discover Tactics, get numerous upgrades of conquered units (old Warriors, Pikemen, Archers, Legions). We start researching Industrialization. We discover 2 more Carth cities. Our Diplomats visits Calcutta - It's a size 12 city! We back off (they want our entire treasury to revolt). We establish an Embassy with the Carths (finally). We kill an Indian Settler who comes right up to the city gates of Babar
1788 - Paha builds Darwin's! We choose Industrialization and Amphibious Warfare. The other choices were Corporation, Fundamentalism, Sanitation, Theology, Gravity). No Communism. We are offerred Communism after getting Amphibian Warfare. We start researching Communism, to get to Spies, which we desperately need. Bab Diplomat at Babar offers us Sanitation for RR. I refuse, and they declare war. Oh well, I kill their Diplomat and an Indian Settler who is inconveniently nearby. Just out of suspicion, we also kill another Indian Settler within reach (it was building a fortress). We deliver Caravels loaded with troops at Brandenburg (2) and Pisae (1). We also find another Carth city.
1790 - There is nearly constant Barb action around Bloomington and Darkness. We can hold our own well enough, but we also aren't gaining anything in those cities. The Barbs are now Musketeers, and are harder to kill. We discover yet another Carth city. The city of Babylon has grown from size 8 to size 12 in just a couple of turns (it seems). I've had a Clad sitting right next to it for a while, so I can see the changes.
1792 - We kill some Barbs at Bloomington and Darkness (this is a routine event). I'm sending an Engineer and some Riflemen to a spot at the edge of the Carth landmass as a great city location (2 Whale and 1 Silk) and deathtrap for offensive Carth units when the discover it. We have every coastal enemy city pretty much blockaded now. Ships can get out, but not without being seen and chased down and killed.
1794 - Carth Trireme lands near Girba (ours, but formerly Roman) and demand Gunpowder for tribute. I say NO and they declare War. They attack Girba with an Elephant and it dies. More Barbs appear near Bloomington. This is getting ridiculous! We kill the Carth Trireme and 1 unknown unit with a Clad.
1796 Barbs land near Thebes. The Barb attacks are really becoming a problem. They know where we are weakest (amazing, isn't it?), so all of our cities have to maintain about the same defensive ability (2 Riflemen and 1 Cavalry being my default choice). The Barbs are Dragoons now, which is getting rather difficult to deal with. We discover Communism and start researching Espionage (finally). We suddenly have disorder in Bombay, NY, and Thebes. No reason I can see, but there it is. We move conveniently placed armed Caravels to attack some of the Barbs. I'm moving a Caravan Caravel toward some likely trading locations.
1798 - Barb attack by Dragoons kills a Rifleman in Heliopolis, and further damage is likely. We capture a Barb Leader at Bloomington and get 150 gold. We establish an Embassy with the Babylonians (out of Brandenburg)! We kill a Carth Trireme, and discover Tingis (Carth). City of "Watership Downs" is established at far W end of Carth landmass and we immediately dump 3 defensive units into it for protection (and start building City Walls). I expect many dead Carth units to accumulate at those gates. I have arranged units to defend Heliopolis and Thebes as best I can. A Cavalry unit from Memphis has moved into a fortress just out of Barb sight. Heliopolis is in grave danger even with a rushbuild and an Engineer moved in for some additional defense.
1800 - Carths discover Engineering. We lose a 2nd Rifleman to a Barb Dragoon at Heliopolis. The Cavalry unit from Memphis kills a Barb Dragoon and exposes the Barb Leader. I use a Thebes Cavalry to kill the Leader (150 gold). The last Heliopolis Cavalry kills 2 Barb Dragoons separately; they are all dead for now. It was a close fight, and we need to rebuild our defenses in that area. If we hadn't happened to have (by luck) a Caravel carrying troops to the Indian battlefront, we would have probably lost Heliopolis
End of session… We have no Barb activity at the moment, we have many Cavalry, Diplomats, and Riflemen around the Indians. We have a good defended outpost on the Carth landmass, and the Babs are subject to attack from numerous units in Brandenberg. We need to watch out for Diplomat attacks on our cities.
It is time to take a fresh look at things and decide how to press the assault. The next polls should consider coordinated plans, not separate ones for each enemy civ. I suggest that it is time for a detailed battleplan from the Minister of War (if attacking is workable yet - saying "wait" is valid too).
1778 - Made adjustments to Workers (good work Minister of City Planning atawa)!
1780 - Darkness is attacked, Barb Elephant dies. We have 11 million Citizens. Wow! We kill a couple of Barbs harrassing our cities. An Ironclad kills a Carth Trireme, another Clad kills 6 units on a Barb Trireme. Our Caravel kill a Carth Tri and 2 units.
1782 - Babylonians discover Sanitation. I wish the Indians would get it too. We could use it, fleas are everywhere and our Wise Men say this "Sanitation" idea could help with that. We kill another Barb Elephant and 1 unknown unit at Darkness. Moving Ironclads to enemy coastal cities. We found a friendly Musketeer in a Hut in the Arctic. Poor guy was about frozen and seems very grateful to join us.
1784 - Indian govt is overthrown. We start Darwin's in Paha (just about to discover Tactics). Moving Ironclads to coastal cities. Moving troops by Caravel to new battlefronts.
1786 - Carths discover Seafaring. India is a Republic. We discover Tactics, get numerous upgrades of conquered units (old Warriors, Pikemen, Archers, Legions). We start researching Industrialization. We discover 2 more Carth cities. Our Diplomats visits Calcutta - It's a size 12 city! We back off (they want our entire treasury to revolt). We establish an Embassy with the Carths (finally). We kill an Indian Settler who comes right up to the city gates of Babar
1788 - Paha builds Darwin's! We choose Industrialization and Amphibious Warfare. The other choices were Corporation, Fundamentalism, Sanitation, Theology, Gravity). No Communism. We are offerred Communism after getting Amphibian Warfare. We start researching Communism, to get to Spies, which we desperately need. Bab Diplomat at Babar offers us Sanitation for RR. I refuse, and they declare war. Oh well, I kill their Diplomat and an Indian Settler who is inconveniently nearby. Just out of suspicion, we also kill another Indian Settler within reach (it was building a fortress). We deliver Caravels loaded with troops at Brandenburg (2) and Pisae (1). We also find another Carth city.
1790 - There is nearly constant Barb action around Bloomington and Darkness. We can hold our own well enough, but we also aren't gaining anything in those cities. The Barbs are now Musketeers, and are harder to kill. We discover yet another Carth city. The city of Babylon has grown from size 8 to size 12 in just a couple of turns (it seems). I've had a Clad sitting right next to it for a while, so I can see the changes.
1792 - We kill some Barbs at Bloomington and Darkness (this is a routine event). I'm sending an Engineer and some Riflemen to a spot at the edge of the Carth landmass as a great city location (2 Whale and 1 Silk) and deathtrap for offensive Carth units when the discover it. We have every coastal enemy city pretty much blockaded now. Ships can get out, but not without being seen and chased down and killed.
1794 - Carth Trireme lands near Girba (ours, but formerly Roman) and demand Gunpowder for tribute. I say NO and they declare War. They attack Girba with an Elephant and it dies. More Barbs appear near Bloomington. This is getting ridiculous! We kill the Carth Trireme and 1 unknown unit with a Clad.
1796 Barbs land near Thebes. The Barb attacks are really becoming a problem. They know where we are weakest (amazing, isn't it?), so all of our cities have to maintain about the same defensive ability (2 Riflemen and 1 Cavalry being my default choice). The Barbs are Dragoons now, which is getting rather difficult to deal with. We discover Communism and start researching Espionage (finally). We suddenly have disorder in Bombay, NY, and Thebes. No reason I can see, but there it is. We move conveniently placed armed Caravels to attack some of the Barbs. I'm moving a Caravan Caravel toward some likely trading locations.
1798 - Barb attack by Dragoons kills a Rifleman in Heliopolis, and further damage is likely. We capture a Barb Leader at Bloomington and get 150 gold. We establish an Embassy with the Babylonians (out of Brandenburg)! We kill a Carth Trireme, and discover Tingis (Carth). City of "Watership Downs" is established at far W end of Carth landmass and we immediately dump 3 defensive units into it for protection (and start building City Walls). I expect many dead Carth units to accumulate at those gates. I have arranged units to defend Heliopolis and Thebes as best I can. A Cavalry unit from Memphis has moved into a fortress just out of Barb sight. Heliopolis is in grave danger even with a rushbuild and an Engineer moved in for some additional defense.
1800 - Carths discover Engineering. We lose a 2nd Rifleman to a Barb Dragoon at Heliopolis. The Cavalry unit from Memphis kills a Barb Dragoon and exposes the Barb Leader. I use a Thebes Cavalry to kill the Leader (150 gold). The last Heliopolis Cavalry kills 2 Barb Dragoons separately; they are all dead for now. It was a close fight, and we need to rebuild our defenses in that area. If we hadn't happened to have (by luck) a Caravel carrying troops to the Indian battlefront, we would have probably lost Heliopolis
End of session… We have no Barb activity at the moment, we have many Cavalry, Diplomats, and Riflemen around the Indians. We have a good defended outpost on the Carth landmass, and the Babs are subject to attack from numerous units in Brandenberg. We need to watch out for Diplomat attacks on our cities.
It is time to take a fresh look at things and decide how to press the assault. The next polls should consider coordinated plans, not separate ones for each enemy civ. I suggest that it is time for a detailed battleplan from the Minister of War (if attacking is workable yet - saying "wait" is valid too).
Comment