View Full Version : HNDY 12 Tiny AWE Pangaea Portuguese


handy900
Mar 10, 2005, 05:05 PM
Wonder-less Pangaea Always War Emperor with a bad AW Civ and additional restrictions. C3C 1.22
Tiny Map

Work still sucks, but I'm back with my bad jokes, stupid city names and typos anyway :mischief:

This was way too easy on Monarch.
I’ll start Tonight [3-10-05] and then be out of town a few days.
Anyone who has a solo Emperor win is welcome, AW experience not required.

Is there a worse AW civ for Pangaea than the Expansionist and Seafaring Portuguese?. If so, I'm open to a switch. :D Two poor AW traits will spice the game up a little. With any luck we’ll also lack Iron.

Restrictions:
1. Our scout must not avoid AI borders. If you see a border, you must approach it and declare war. We are allowed to scout in a “circular” fashion around the capital to reveal land nearest to the capital, but if you happen upon a border you must immediately proceed to meet them and declare war.
2. No trades allowed, ever. Just declare war when you see a new Civilization.
3. No wonders, so no Glib. We will do all our own research.
4. We cannot build or capture any Great Wonders. We are allowed to build or rush Small Wonders. (Pentagon, FP).
5. All AI cities get razed. No exceptions.
6. No pillaging allowed by any of our regular units or armies, ever.
7. If we lose a city to the AI, we cannot later recapture it since it has been tainted by our enemies. It must be purified by razing it.
8. We are allowed to switch to Monarchy.

C3C 1.22 Patch
Level: Emperor
Variant: Always War
Civilization: Portugal
Map: Pangaea
Size: Tiny
Age: Random
Temperature: Random
Climate: Random
Barbarians: Raging
Rivals: Random
AI Aggression: Least Aggressive (so they won’t fight each other – just us)
Victory Condition: All are enabled, but conquest or domination are the only acceptable way for us to win.
Culturally linked starts: Off
Respawn : Off
Preserve Random Seed: On
Cultural Conversion: On
Patch: 1.22 C3C

Roster
1. handy
2. ThERat
3. Admiral Kutzov
4. DeadlyNeprhons!
5. Bede

Always War Boilerplate
You may never trade in this restricted AW game, and must declare war on the same turn. If you see a new AI unit, you must make contact & declare war that turn. Absolutely no turn based trade (such as GPT) allowed. If you see a new face on F4, you are obligated to declare war that turn. Players must declare war if they are exploring and see AI units, but are not required to actually attack the units they come in contact with. No peace treaties, ever. You may check F4 as often as you like to spy on the AI's tech, resources, luxuries & city count. We are not allowed to build embassies .

Discuss any move that seems exploitive before doing it with the team. Although there are not too many exploits available in AW, we’ll follow the forbidden blatant exploits banned by GOTM and RBCiv such as no "Free Wealth". Other normal game exploits such as "Baiting the AI" with an empty city to create a kill zone are an AW tradition and are allowed. Also, in this game you cannot initially keep a city, move a settler to the same spot as the city, and then abandon and immediately resettle. We must always select raze the city. We can keep slaves. If you need to build a city one square deeper into enemy territory just to move borders to steal a resource, go for it.

SG Stuff
You have 24 hours for an "I got it" and 72 to play. If you need a one day extension, then mention this before the 72 hours are up. Players can work out skips between themselves, just post a message to the thread. If you can't play within 72 total, please switch places or ask for a skip.

Lucky Candle
http://www.civfanatics.net/uploads7/HNDY02_luckycandle.gif

ThERat
Mar 10, 2005, 05:21 PM
could an old grumpy folk like me join an illistrous team like yours? :rolleyes:

handy900
Mar 10, 2005, 06:37 PM
could an old grumpy folk like me join an illistrous team like yours? :rolleyes:

Of Course. :D Welcome. I'm looking for a decent start now.

Admiral Kutzov
Mar 10, 2005, 06:39 PM
T-rat will warn you about me. I think I could really F up this game. Do you take idiots? please note, I've only ever played tiny world twice before.

ThERat
Mar 10, 2005, 06:47 PM
T-rat will warn you about me. well, we are not aiming for UN victory here, so taking AK should be fine and fun :lol:

Greebley
Mar 10, 2005, 07:09 PM
Unfortunately, I have to cut down my number of games. Otherwise I would join. Maybe the next one :D

LKendter
Mar 10, 2005, 07:28 PM
Unfortunately, I have to cut down my number of games.

I understand that feeling. Even with ZAV1 ended and LK88 close I still need to trim. One of these days I should play in this series, but not now.

handy900
Mar 10, 2005, 07:35 PM
Do you take idiots?

Only complete ones. :D Welcome aboard.

handy900
Mar 10, 2005, 07:39 PM
Here we go. First start that came up.
http://www.civfanatics.net/uploads9/hndy12_4000bc.JPG

Turn 0 4000bc
We will be playing against Inca, Maya, Iroquois in this little slugfest. Three despot GA’s against us in the ancient age. A very nice challenge. We will likely be on defense until well into the AD’s
I’m going to move away from the coast so we can place another city on the river S of the Mountain. We don't need no stinkin' boats. Yes, this breaks the don't settle 1 tile from the coast rule, but we get a better core this way, and that's critical to our survival. Coastal capitals in AW Pangaea are no good.
Scout N N
Settler NW to pop hut for CB
Worker E to the BG

Turn 1 3950
Lisbon – warrior
Research BW in 15 @ max. Masonrey was 20.
Worker starts a mine.
Scout sees another hut which we hope is masonry for some nice walls.

Turn 2 3900
Second hut gives us maps – the worst possible outcome. On the bright side, we can see ivory 6 tiles from the capital. We have a shot at that but it’s not a sure thing if another AI is close by.
Nice forest game tile 2 tiles away from Lisbon on the River in the direction of the Ivory.

Turn 3 3850
Gently scouting.

Turn 4 3800
First raging barbarian spotted.

Turn 5 3750
Great news. Another source of Ivory lies only 4 tiles from the capital.

Turn 6 3700
Lisbon – warrior – barracks
I am going to try to squeeze a barracks in here so we can build veteran spears. We can switch it if we go to war and need some spears.

Turn 7 3650
Pathetic Portuguese worker finally completes the mine and begins a road.
We appear to be very isolated on a narrow strip of land here. Decent land for an AW game, except there are not many potential iron sites nearby.

Turn 8 3600
Not much left to explore at this point without the risk of contact.

Turn 9 3550
Blue borders appear in the NE. in keeping with the extra special variant rules, the scout sets off towards the blue borders to declare war. He is on the mountain as far from the Mayans as possible, so it will take a while to get there.

Turn 10 3500
--

Turn 11 3450
--

Turn 12 3400
--

Turn 13 3350
--

Turn 14 3300
--

Turn 15 3250
Scout meets a Mayan warrior, insults his mama, declares war and hauls arse back to Lisbon.
For those of you playing along, we could have traded alphabet for masonry, but no trades allowed in this one.
Turn slider down since BW comes next turn.

IBT – BW – Masonry in 14. (slight edge over Warrior code), If we were on a hill I’d have selected WC. With ho hill defensive bonus, we need the walls. We may get pillaged, but we did not expect an easy win.

Turn 16 3200
Lisbon – barracks spear

Turn 17 3150
Workers starts a road for the AI to pillage.
And…Mayans build Copan to grab the far Ivory.

Turn 18 3100
--

Turn 19 3050
Two regular warriors are on the way to visit. Our spear will finish before they arrive.

Turn 20 3000
Move scout to a safe mountain and he sees Mayan UU’s.

Notes:
I built on the S side of the river so we could move between cities more easily. Build cities on the S side of the river first to make reinforcement easier.
We will want to settle on top of the Ivory to make it easier to keep it connected.
The worker is active for you to decide what to do. If you try to road the wines he will probably get interrupted by the warriors and have to hop into the city. The safe play is to mine the regular BG behind (SW) Lisbon.
Pop a spear if you have to, but we can likely avoid that.
Don’t settle a city unless you have at least 2 spears to cover the settler.

Roster
1. handy
2. ThERat is UP
3. Admiral Kutzov
4. open
5. open

handy900
Mar 10, 2005, 07:40 PM
20 turns later. This will be a long game if we manage to pull it off. Remember, it's NOT OCC, although it looks a bit like it at the moment. :D

If you see an AI, you have to declare.

Maybe red dot, blue dot, ivory.
Or red, orange, ivory.

http://www.civfanatics.net/uploads9/hndy12_3000bc.JPG

handy900
Mar 10, 2005, 07:51 PM
Unfortunately, I have to cut down my number of games. Otherwise I would join. Maybe the next one :D

Ok - I look forward to playing with you again. :D

One of these days I should play in this series, but not now.

The door is always open for you. :D

Admiral Kutzov
Mar 10, 2005, 07:51 PM
For those of you playing along, we could have traded alphabet for masonry, but no trades allowed in this one.
glad you clarified, I was confused by the conflict in the variant and the boilerplate rules. Then again, I'm easily confused. T-rat be up. Igor has located a part (finally). Inspecting it to see if it fits.

Question: why pop the hut for CB? educate me. I'd have set research to CB and then popped it? Just trying to make this hard?

ThERat
Mar 10, 2005, 07:55 PM
ok, got it, will play tonight s'pore time

by the way no wonders means no SoZ as well I presume

handy900
Mar 10, 2005, 08:00 PM
glad you clarified, I was confused by the conflict in the variant and the boilerplate rules. Then again, I'm easily confused. T-rat be up. Igor has located a part (finally). Inspecting it to see if it fits.

Question: why pop the hut for CB? educate me. I'd have set research to CB and then popped it? Just trying to make this hard?

You make an excellent point. I should have selected CB and hoped for BW or Masonry. :blush:

Yes - extra hard AW restiction, so no trading and we have to raze cities. I'll clean up the boiler plate a bit.

handy900
Mar 10, 2005, 08:07 PM
by the way no wonders means no SoZ as well I presume

Well, I posted this at work while the crew was killing a 12 pack - cat's away mice will play you know - ;) and I didn't really think about THAT. I was more thinking we beat AWM (http://forums.civfanatics.com/showthread.php?t=104573) without the GLib so easily we should try wonderless AWE. But yeah - let's stick to no great wonders, so no SoZ. We can build the pentagon and MA. We'll play it this way - If you can rush it, we can build it.

Denying the AI SoZ would be nice, but it will be a challenge to raze Copan until we have a few cats for support.

And remember - no pillaging.

Admiral Kutzov
Mar 10, 2005, 08:16 PM
Masonry in 14. (slight edge over Warrior code), If we were on a hill I’d have selected WC. With ho hill defensive bonus, we need the walls.

Igor's recalibrating.

We're gonna see waves of incoming AI I presume? WC after Masonry? Then writing and math?

Six archers is enough to go on the offensive?

Sorry for all the questions, but I'm not used to tiny.

Plinking and AI impalement is always fun.

handy900
Mar 10, 2005, 08:39 PM
Igor's recalibrating.

We're gonna see waves of incoming AI I presume?
Yes.

WC after Masonry? Then writing and math?For sure.
We need walls, then archers to kill pillagers.
After WC we'll need IW for swords and the Math path for cats. Cats are realy important to us. They never need to heal, create a great kill ratio, and upgrade all game if we have some cash.

Six archers is enough to go on the offensive? Not by themselves. It's a waste of shields to go on offense until we have a stack of cats to take off hit points. We hunker down, get WC IW and Math. Slowly expand and settle core cities and luxuries. CxxCxxCxxC city placement is a must. Our goal is a 10 to 1 kill ratio. Early on we get that by playing defense. Vet fortified spears behind walls are a 61% favorite to vet swords, 80% favorite over archers. Elite spears come early & often. We want to flush a bunch of AI shields down the drain while we build settlers & spears. The main use for archers is to kill pillagers, not for offense. If we have no iron then we'll have to use archers with cats. Forget about a sword upgrade. We want max science all the time. We'll never have cash for upgrades.

Sorry for all the questions, but I'm not used to tiny.
No problem. HNDY09 (http://forums.civfanatics.com/showthread.php?t=104573) is a good thread to read for the early tiny map AW strategy. We play defense and expand. Our best odds are on defense until we get cats and hopefully :) iron for swords.

HNDY08 (http://forums.civfanatics.com/showthread.php?t=102933) was a small AWDG blowout as Babylon (actually a pretty good AW civ). But we got a little lucky in that one. Iron, great lands, and the AI were fighting each other for a lot of the game.

DeadlyNephrons!
Mar 10, 2005, 08:54 PM
Any objections to my playing? I have just gotten into the forums and have had the game for about 2 and a half years. I just got back into it a week ago and am already back in the swing of things.

By the way, I am going to change my name. It is spelled wrong. :crazyeye:
EDIT- Scratch that, won't let me change it.

handy900
Mar 10, 2005, 08:58 PM
Any objections to my playing? I have just gotten into the forums and have had the game for about 2 and a half years. I just got back into it a week ago and am already back in the swing of things.

By the way, I am going to change my name. It is spelled wrong. :crazyeye:

It's okay as long as you can beat emperor solo. ;)

I'll hold a spot and tell me when your name gets fixed. :D

EDIT- Scratch that, won't let me change it.
Maybe a forum moderator could do it for you. :hmm:

Admiral Kutzov
Mar 10, 2005, 09:06 PM
Sorry to be a PITA. Should fortune smile upon us and we pop MGL with all those elite spears, whatfor we do with it? Archer army if no iron? Save it?

@DNS - welcome or welcome back. :crazyeye:

DeadlyNephrons!
Mar 10, 2005, 09:15 PM
Well it's a non-issue right now so you can add me to the roster whenever you see fit.
I can play tommorrow and Saturday. Preferably tommorrow. Thanks

Bede
Mar 10, 2005, 09:34 PM
Sign me in, handy.

handy900
Mar 10, 2005, 10:51 PM
Well it's a non-issue right now so you can add me to the roster whenever you see fit.
I can play tommorrow and Saturday. Preferably tommorrow. Thanks

We play in order, so your 10 turns come after the Admiral plays. You'll have 24 hours to post an "I got it" and 72 hours to play & post your turns. Any questions, just ask. :)

Sign me in, handy.

Done! :D

Sorry to be a PITA. Should fortune smile upon us and we pop MGL with all those elite spears, whatfor we do with it? Archer army if no iron? Save it?
Not a PITA :)
In a "normal" AW game we would make a pillaging spear army and the game would be over. Since that's too easy, we'll make an archer army with a very early leader. It will need spear cover for protection. If we are close on IW we can save it and hope we have iron in our soon to be expanding borders. Archer army with cat support is useful but you must protect it with multiple spears. Swords will attack even a fully healed archer army.

Option B is a spear army to cover a stack of cats & archers, but the archer army is better IMHO.

Roster
1. handy
2. ThERat is UP
3. Admiral Kutzov
4. DeadlyNeprhons!
5. Bede

ThERat
Mar 11, 2005, 12:52 AM
save (http://www.civfanatics.net/uploads9/HNDY12_BC2550.SAV)

Pre-turn
decide to send worker to BG in the southeast

IT :lol: Maya warriors chase our scout rather than to approach Lisbon

spear -> spear

1.2950BC
scout trying to escape pulling away their units

3.2850BC
warriors didn't show up, scout looking for them and spot 5 of them in a stack
http://www.civfanatics.net/uploads9/hndy122850.jpg

IT hmm, think they lost interest as they move towards Lisbon
spear -> spear

5.2750BC
move spear on mountain to lure warriors
http://www.civfanatics.net/uploads9/hndy122750.jpg

7.2670BC
stack of 5 warriors in front of Lisbon, mining ready just on time to maintain 3 turn spears
city defended by 3 spears + 1 warrior

IT AI is so predictable, 4 warriors impale themselves giving us 1 elite spear, 5th warrior pillages
our people celebrate with a palace expansion

9.2630BC
masonry is in, changed to WC in 25 since we can only afford 40% science
change build to walls

IT Maya warrior moves away, walls -> granary?

10.2550BC
worker on the way to another BG
we can build a granary or a settler in 5 with growth in 4
we do have 3 spears and 1 warrior, a 2nd town might be good no
scout is stil around north of Copan, if we feel its too risky, we can always disband it, but we might pop a hut?
WC in 16 at 50% science

http://www.civfanatics.net/uploads9/hndy122550.jpg

Admiral Kutzov
Mar 11, 2005, 05:19 AM
got it. looking for a (pizza) hut

Admiral Kutzov
Mar 11, 2005, 06:16 AM
Changed the build to a settler. We need the money a second city will bring. Maya park on the river, SW of the game for most of the set. Oporto gets planted where it is (SW of Lisbon, SE of the mountain) because it will be easy to defend. The scout explored north of Mayaland, found spices. On turn 10 a wandering Incan warrier stumbled out of the fog. Next player will need to declare. We can start building archers soon. Our forces should soon be enough to send out another city to the north. http://www.civfanatics.net/uploads9/HNDY12_ak_2150_BC.SAV

eldar
Mar 11, 2005, 06:53 AM
Watching along with interest. Looks like a decent start.

handy900
Mar 11, 2005, 07:53 AM
Changed the build to a settler. :goodjob:
Good call. We need to get cities down for the free unit support they provide.

Moving along rather quickly here.

Roster
1. handy
2. ThERat
3. Admiral Kutzov
4. DeadlyNeprhons! is UP
5. Bede

I'm out of town after work today (Friday) and can't play until Monday night. If Deadly & Bede play before Monday just skip me and keep going.

Walls need to be the first build (before barracks) in any city we settle toward the Mayans. :D

DeadlyNephrons!
Mar 11, 2005, 10:15 AM
Got it. I'll play at sevenish east coast time.

DeadlyNephrons!
Mar 11, 2005, 06:30 PM
Pre Turn- Declare war on the filthy Incans. Builds look pretty good.

2150 BC- Not much.

IT-zzzz

2110 BC- Move scout north to find Incan border. No leader after two warrior suicides on Lisbon. Roading Lisbon to Oporto. Start research at 50% on IW. We need to have some idea where iron is if we want this game to ever end.

IT- Two Incans step from the fog

2070 BC- Move scout away from warriors.

IT- zzzz

Turn 4- Spear--->Spear. Move elite spear towards the mountain.

IT- Scout dies by incans. (sorry)

Turn 5- Spear to mountain.

IT- Mayans found Tikal near north ivory.

Turn 6- Start roading the wines and fortify the spear on mountain.

IT- zzzz

Turn 7- Switch some stuff to get 2 more gold with spear in one.

IT- zzzz

Turn 8- Spear--->Settler. I think we should settle near the game tile on the red dot. Maybe even move it NE one tile. Grow in 7, Settler in 6. Start moving a vet spear towards the future settlement.

IT- zzzz

Turn 9- IW in 9! Must've gotten extra sci from the management. Palace expansion. Wines connected. I will improve a BG on the river to get extra money. Spears towards future city.

IT- Two Incan warriors move on a mountain next to our elite spear across a river. Let's hope they attack.

Turn 10- Fortify the spear. Start mining the BG on the river.

IT- Warriors are moving in a Lisbonward motion. Move elite spear onto forest with fortified vet.

For next player- IW in 7 at +4 gold. I really think a tile NW of the red dot in the previous dotmap would be good. There are mountains near it we can take to help defend it from the north. Also I don't want to waste the grassland forest which could be our food later in the game. Feel free to change the settler to granary if you want Bede.

No significant events to screenshot.

Be nice, this was my first ever report. :)

EDIT- Terribly sorry, I seem to have forgotten that we were doing max science. I'll get it next time.

Admiral Kutzov
Mar 11, 2005, 06:37 PM
pretty good first report. :thumbsup: Screenie at the end woulda helped (i know this is the pot calling the kettle... :lol::)

Now you get educated with the monk playing after you... ;)

DeadlyNephrons!
Mar 11, 2005, 06:49 PM
Eh, I screwed up the screenshot. Sorry.


A little late I know, but I got around to taking another screenshot.

Bede
Mar 11, 2005, 06:57 PM
:salute: DeadlyN. Nice to meetcha.

Got it.

Sir Bugsy
Mar 11, 2005, 11:48 PM
Good to see Handy back in business. Hopefully, I'll be down a few SGs by the time the next one starts.

Best of luck.

Bede
Mar 12, 2005, 08:40 PM
Lighting my first Lucky Candle!

Executive Summary:

Built Guimares. Learned Iron Working. Math due in 7 @-1 (90%)

Battle Summary

Lost a spear to Mayan spear chucker. Killed a bunch of Incans and promoted two spears.

The Details

First thing I do is crank up the music in the shaman's tent for IW in 4@-1. Keep the build at settler as I do want to push out towards the Maya.

Waste some worker turns as the mine isn't needed for a while but the road is....

Iron Working comes in early in 1650 as eveyone learns it so I put the shamans to learning how to count so we can throw them over the walls at the oncoming Inca. And we have iron right next door to Oporto and outside the borders of Lisbon :bounce:

In 1650 the battle of Lisbon gets us another elite spear and two Incans die and a Mayan spear chucker shows up:

http://www.civfanatics.net/uploads9/hndy12_1650_00.jpg

and in 1625 the Chucker kills a garrison unit at the new town of Guimares but founding the town puts three more beakers in the shaman's tent and a bunch of turns are shaved off the Mathematics learning.

Another battle at the gates of Lisbon in 1575 kills two Incans and produces another elite spear.

http://www.civfanatics.net/uploads9/hndy12_1575_00.jpg

There are two Mayans Javs at the gates of Guimares and and two Incan warriors at the gates of Lisbon. Accordingly another spear is shifted to Guimares and the warrior at Oporto heads to Lisbon forcing the luxury tax up a bnotch for one turn or so.

Roster
1. handy - on skip til Monday
2. ThERat is UP
3. Admiral Kutzov
4. DeadlyNeprhons!
5. Bede

ThERat
Mar 13, 2005, 12:12 AM
save (http://www.civfanatics.net/uploads9/Handy_AW1250BC.SAV)

Pre-turn
we have no archers, that needs to be changed as well as more workers

IT a warrior impales, we get border expansion, an archer finishes

1.1475BC
send back the warrior to Oporto and lux goes to 0%
why are we mining the G when there is a BG?

IT jags avoid to attack but round our towns

2.1450BC
fearing they might go for our backyard, kill warrior with archer and cover with spear, next to jags
http://www.civfanatics.net/uploads9/hndy1425.jpg

IT as predicted, jags avoid us and move further aiming at our wine
send worker back to road iron

3.1425BC
move unit

5.1375BC
two jags are out for pillaging
our 2 archers do a great job and dispose both

IT one jag approaches, one moves back home?

7.1325BC
wall completed in Guimares, it will be our cat pump, maths in next turn, reduce science

IT maths -> wheel in 4 at 80%

8.1300BC
we get another worker, need to increase science to 100%
remove the reg jag with our archer

9.1275AD
cover game with spear archer combo

10. 1250BC
warrior retreats, 2 jags turn up at game
wheel in next turn, swapped Lisbon to granary since we need more settlers
iron will be connected in 2 turns

http://www.civfanatics.net/uploads9/hndy1250.jpg

Admiral Kutzov
Mar 13, 2005, 03:24 AM
got it. Lisbon to skim off another settler when granary done. Settler to go to forest on east coast by BG

Admiral Kutzov
Mar 13, 2005, 07:08 AM
Preflight: Change mind. Change Lisbon to settler, wasting one shield. I don't wanna pay maintence for this yet and thought we could protect another city.

1225: Pull the salient forces back inside the walls of Guima.

IT: iron conected Wheel done. Drop science to 80% (HBR in 7 @ -1gpt). Spear thrower impales flawlessly upon the walls of Guima.

1200: Plant Lagos. HBR now due in 6 @ +1gpt.

IT: 2 more throwers flawlessly impale upon the walls of Guima. CS RL by our warrior outside of Lisbon. 2nd CS kills the warrior. Why was he there? He was only a regular and I was tired of supporting him. 2 more CS inbound to Lisbon.

1175: Shaman Appreciation Festival

IT: CS attempts to impale @ Lisbon, RL, retreats in shame, looking for paper bag to put over head.

1150: Launch a shaman over the walls of Guima. He lands on a thrower doing one damage. Archer RL the thrower and then dies flawlessly. 5/5 spear kills 1/3 CS.

IT: Incan warrior flawlessly impales at Lisbon

1125: Second field test of our new device. A stone is lobbed over the walls of Guima, damaging an Incan archer. Shaman are very confused; lobbing shaman and stones produces the same result. More testing needed to determine the optimal ammunition for our new device.

IT: another CS attempts to impale @ Lisbon, RL, retreats in shame, looking for paper bag to put over head. Emerging from his herb stores, Smoke has an inpiration and decides to be "sneaky" and try a flanking attack.
http://www.civfanatics.net/uploads9/sneakattack.jpg

1100: Lob a shaman at the sneaky Mayan flanker and do one damage. 4/4 archer kills 1/3 spear flanker

1075: Lob a stone at throwers on the game. One damage. Shaman decide to report that lobbing stones is clearly more effective as their sense of self-preservation kicks in. Another thrower flawlessly impales at Guima. Here comes the Incan Navy. Smoke been talking to what's his name about sneaky attacks. Odds that they're heading for our iron? And look another sneaky horsey! http://www.civfanatics.net/uploads9/navy.jpg

1050: Shaman develop advanced mathematics and learn to hit moving sneaky ponies. 4/4 archer retreats 2/3 horse. Drop shaman funding to 20%.

IT: lose 4/4 archer to another horse :spank: forgot to cover it.

1025: Second stone throwing device built. Devices go 1-2.

IT: Incan marine raiders land in confusion at Oporto as there original landing zone on the iron is covered by a spear.

1000: Devices go 1-2. Move some spears. Most the spears do not have their full movement left. Wasn't sure what to go for after HBR, so we're 2 turns into writing. Next player should adjust the research.

http://www.civfanatics.net/uploads9/handy1000.jpg
http://www.civfanatics.net/uploads9/Handy_ak_1000_BC.SAV

barbslinger
Mar 13, 2005, 09:07 AM
This is pretty exciting. Remember men, concentrate on minimal food/shield waste. I would suggest horses for the retreat. Wait a minute, I just saw you have iron. Go with swords. Get a spear/ pike on every mountain and funnel them to a kill zone. Get rid of that forest first chance. This looks tough.

DeadlyNephrons!
Mar 14, 2005, 10:28 AM
OK. Got it and will play at 7 PM east coast time. Do we have any ideas about where the horses are? Also, should Oporto really be an archer pump atm? I think we could use another sword pump for the strength and later upgrade potential. Seems like our golden kill ratio could be preserved easily that way, if I can get it up to five or 6 sheilds that is...

Admiral Kutzov
Mar 14, 2005, 02:25 PM
oporto isn't a pump, it's building an archer to use for mobile defense (for the bombard on defense). After it pushes one out, it can be changed to swords.

DeadlyNephrons!
Mar 14, 2005, 07:06 PM
Preturn- writing in 7 at 90%. Chasqui suicide. Mayans are trying a daring flank again.

IT- warrior impales on Lisbon.

T1- Move worker away from a chasqui. Bombard a stack.

IT- Elite spear in Gui.

T2- Kill pesky horse with an archer.

IT- Accidentally lose archer to a CS. :(

T3- Arty 2 for 2. Kill a thrower. Put a spear in Lagos for defense from a CS.

IT-zzzz

T4- Elite spear redlines but kills an archer. :eek: First sword to Gui. Mine wine.

IT- 3 suicides on Gui creating an elite spear!

T5- Writing in one at 60%. Sword in two in Oporto.

IT- zzzz

T6- Switch Oporto to get an extra gold. Whoops. I appear to have let writing go on too long from a sheild switch I did. Sorry :sad:

IT- Stacks moving our way. Javelin throwers on the horizon sirs.

T7- Arty goes 3-3. Yes! Kill a thrower with a sword.

IT- Sword fortifies outside Lisbon.

T8- Kill him. Bomb a thrower to discourage attacking the sword. We really need horseguys.

IT- WHEW. Vet sword goes elite after barely surviving a horse attack. :cool:

T9- Catapults 3-4. Do we get zone of control for walls? A horse lost a hitpoint going by Gui.

Whoops. I seem to have taken an extra turn somewhere, but you get the general idea right? One archer lost. Close calls. Elites formed. Myst in 2 for next player.

DeadlyNephrons!
Mar 14, 2005, 07:57 PM
And due to popular demand, here are some pictures.

ThERat
Mar 14, 2005, 08:36 PM
looking better now, we should try to expand now even the pressure is on. crank out a settler and move forward. we can't afford to sit back here.

one question: why did you choose mysticism? was it the cheapest? I personally would go for lit due to self research and maybe Glib.

DeadlyNephrons!
Mar 14, 2005, 09:07 PM
I chose myst because we need to get monarchy as soon as possible. It was the cheapest and we won't have much chance to build libraries for quite awhile if we want to hold an expansion city. As for the great library, I'd much rather have 13 swordsman out of Lisbon for 400 sheilds. Besides, the AI won't research an incredible amount because they're getting bogged down in the war so they can't build cultural and economical things.

Bede
Mar 14, 2005, 10:49 PM
Got it. Building swords and settlers.

Bede
Mar 14, 2005, 11:50 PM
Take on the Incan horseman with eSpear and Viriato appears. Build an army. Since we have swords start arming him with them. Cover Bede's Spear with another eSpear.

Mayans heal and kill them both.

730 Kill the offending Jav thrower and the vet sword in the army promotes.

710 Load another sword into the army and kill a Mayan Jav.

690 Newly built sword from Oporto retreats Incan horseman landed at Lagos.

650 Army gets its last sword and kills two Incan invaders.

630 Forest chop at finds bonus grass at Lisbon, mined and roaded.

610 Cats and army kill Mayan and Incan at Guimares.

590 eSword Kills invading Incan archer at Guimares leaving a wounded horseman, no promotion.

570 vArcher at Guimares kills Incan horse, no promotion.

550 Settler due at Guimares on the IT with the help of a forest chop. Polytheism due in two @-2gpt with 11 in the treasury. Army is healed up and ready to pillage some Mayaland.

Kill ratio 4-1.

http://www.civfanatics.net/uploads9/hndy12_550BC_00.jpg

The Save (http://www.civfanatics.net/uploads9/Henry_of_the_Portuguese,_550_BC.SAV)

ThERat
Mar 15, 2005, 12:00 AM
guess before we go into another round of play, we let Handy take his turns? I have this idea of going for ivory and SoZ since we have an army. has the wonder been started? else we would want to disconnect their ivory and start the wonder ourselves

I chose myst because we need to get monarchy as soon as possiblesounds valid as well, I also think GLib is not really an option here, if we go for SoZ, one city will be bogged down with a wonder, we can't afford more than that.

T_McC
Mar 15, 2005, 07:41 AM
I would suggest you re-read the 1st post of this thread to re-confirm the variant rules before undertaking any pillaging missions or building any Wonders. :)

ThERat
Mar 15, 2005, 08:55 AM
oh yes, no wonders for us, but army going to defeat cities should be fine, not pillaging missions

Admiral Kutzov
Mar 15, 2005, 01:57 PM
I think Copan needs to be priority target so we don't have to worry about incoming AC. By all means we should bring ivory under our control for the slider value.

ThERat
Mar 15, 2005, 05:00 PM
yes, I agree, we should try and settle anotehr town for ivory, now we have an army to help us out to move units forward

Admiral Kutzov
Mar 15, 2005, 06:50 PM
Yo' Handy, you back? Come give the idiot (me) a lesson.

ThERat
Mar 15, 2005, 06:58 PM
Yo' Handy, you backagree, we need him to show us how to fight AI's here ;)
I am on deck wanting to give AI's some beating :D

handy900
Mar 15, 2005, 07:21 PM
I just got back (1 day late). I'll read & begin play tonight, but may not post until tomorrow.

Sorry for the delay, I was helping to fix a marine railway that lifts a pontoon boat up from a lake to the shore. In the end, we just broke it worse than it was before. :crazyeye:

I got it.

handy900
Mar 15, 2005, 08:58 PM
If we could pillage and build the Glib it would be too easy. Been there, done that. We want a win to be proud of. :D

Pre Turn
I see horses next to the Mayan city E of Copan.
Two iron for us. :thumbsup:

We need a couple more cities ASAP to build units, so I’m going to knock heads at home with the army so we can place at least 2, maybe three cities down during these 10 turns.
First priority will be to settle on the ivory for the second lux, then another core city.
I think we should settle what we can, then take the Ivory from the fight our way up to and through the jungle.
Switch Lisbon to a settler, kill the two wounded Mayans with the army and hit enter.

Turn 1 550
The historians say we are mediocre; our advisors say the poll sample was skewed.
Settler heads toward the elephants, and Guimaraes begins a barracks.
Two more Mayan victims approach.
Dial down science since Poly is due in 1 turn.

Turn 2 530
What to research next? We are already paying 8 gold since we are over our free unit support as despots, so Monarchy will kill our economy and our research until we get some more towns built. I’ll take Philo since it is the cheapest (7 turns). Jumping too soon to Monarchy would kill us.

Turn 3 510
Move onto the ivory, bomb some Mayans, Kill one with the army, 1 with the elite sword. No leaders. Remember, the army can kill then retreat to the city, so it functions like a horse unit.

IBT
Oporto – sword
AI has started a few wonders. Good, less shields on units.

Turn 4 490
I built on the ivory as that will make it easier to defend. With the army in Guimaraes, the Ai should attack the ivory. Since there is no forest to aid in the AI’s defense, I see a leader in the near future. Next player may be able to take the cats for a stroll to Copan under the army. We’ll see.

Turn 5 470
Workers move to chop walls for Emerita.
Kind of quite so far in these turns. We need that barracks in Guimaraes so the army can heal more quickly.

Turn 6 450
Lisbon – settler – sword.
Three more Inca horses show up.
Lagos is building a cat, but will need to kick out a worker after that to avoid happiness trouble. Oporto will get too big soon also.

Turn 7 430
Kill a horse. Two horses may attack Lisbon across the river next turn. They will face cat & archer bombardment and the blood stained walls of Lisbon.

Turn 8 410
One horse dies, the other decided it was safer to fortify on the iron mountain.
Found Sagres.

Turn 9 390
Amazing what a couple of cities does for the old economy.
Military Advisor (Looks just like a young Christie Brinkley, what are the odds?) says we need to stay to the south of the river to avoid reinforcement issues.
I set research to Monarchy in 15, but we have to be diligent about getting our city count up so unit support does not ruin us.

Turn 10 370
Kill 3 units, no leader.
The Inca drop a horse off a boat near Lagos, and we kill him also.

Notes:
Be careful of our workers. They are safe on the IBT, but you need to watch the Incan horses.
The attacks were very light, and I think you can make a move on Copan with the Army, two swords and the cat stack. DO NOT attack with the army unless it is green. Be patient, it may take you several turns to get the cat shots you need to raze the city. Bomb, kill, heal, rinse, repeat. Remember, armies heal in enemy territory. When you raze the city, settle on the tile S of Copan’s current location. There is a better lake view from there, and it’s 2 tiles from our ivory city, so we can do the reinforcement shuffle. We may lose a couple of units when we take the cats on the road, but we have a window to go on offense right now since we are not seeing any swords coming to attack us.

Two more cities and we can make a second sword army. If we have two armies one can attack while the other heals. Two armies + 10 cats and we will have a good steamroller, especially if the Inca & Mayans have no iron.

Probably want to settle the dots first, X’s second.

Should we irrigate the wines to get faster growth in Lisbon?

We look pretty good in this game. I hope we get to war soon with the third AI to get them in war mode.



Roster
1. handy
2. ThERat is UP :goodjob: Lagos (& others) needs MM after the cat comes IBT.
3. Admiral Kutzov
4. DeadlyNeprhons!
5. Bede

handy900
Mar 15, 2005, 08:59 PM
Probably settle dots then X's

http://www.civfanatics.net/uploads9/hndy12_370bc.JPG

ThERat
Mar 16, 2005, 02:19 AM
got it, easy feat, raze Copan and Tikal, found 3 more cities...well that's a little ambitious for 10 turns, but I will try

ThERat
Mar 16, 2005, 06:07 AM
save (http://www.civfanatics.net/uploads9/HNDY12_150BC.SAV)

Pre-turn
everything looks good

IT as expected Inca go for Emerita
Lagos cat -> settler

1.350BC
cats reduce 2 horses to 1hp each, elite sword kills horse, army kills 2 archer, sword defeats last horse
move workers in place to start roading to front

IT Emerita walls -> cat

2.320BC
move some cats under army cover towards front, bombard 2 archers
change tiles every turn to optimise builds

IT Oporto sword -> settler

3.290BC
bomb then kill 2 archer and 1 warrior, mountains cleared

4.270BC
march towards Copan with 2 swords, army and 3 cats

5.250BC
in front of Copan now, attack next turn

IT defense back home a little thin, need more spears for mountain cover

6.230BC
cats at Copan go 1/3, attack with army goes down to 6/14 :eek:
but 2/3 hp jav revealed, sword attacks Copan and
http://www.civfanatics.net/uploads9/handy230.jpg
we get 4 slaves and 1 native worker :)
since there is a Jav next to our army, use sword to kill it
another sword goes elite defeating a 1hp spear in our killing zone

IT Mayan counter with horses, 1 retreats trying to defeat sword, the other takes out our Copan sword

7.2100BC
need to increase lux to 20% due to growth, army fortifies, workers back for road connection, covered by swords

IT foolish Incan archers fall into killing zone trap, we get 2 settlers and lux is down to 0%

8.190BC
settler towards front, kill 1 archer

IT Inca finish ToA

9.170BC
due to our forward push, many units penetrate towards us
army kills archer, e-sword kills Jav, sword kills horse, e-sword kills archer, sword kills spear, sword kills Jav
wow, only left 2hp archer for now

IT horse reretas on sword, but it is killed by archer

10.150BC
army defeats archer and covers settler that is in place at RED dot
connect road so red dot town can be reached in 3 moves
there is a settler in Gui, next player to decide what to do with it, we need better defence
we were moving on ice at times during my turns, especially turn 9, but managed to flush all those units

sorry didn't manage to get to my goal :lol: but Copan razed and red dot next turn ain't that bad either I hope
http://www.civfanatics.net/uploads9/handy150.jpg

handy900
Mar 16, 2005, 07:30 AM
Excellent progress! :thumbsup:

we were moving on ice at times during my turns
Ah, the fun of AWE :)

Once we settle the red dot, raze Tikal & settle the orange dot hill we won't need those units on the mountains. They can be moved forward, and all those slaves will come in quite... handy. ;)

The Admiral can decide if we are ready for more expansion during his 10. We don't want to settle a city we cannot hold. Keep the army in the raze-o-rama mode. You may need to backtrack a little to pick up a couple more swords or cats. We have a great opportunity to take down the Maya since they have no iron.


Remember
One core city needs to be building cats at all times.
No pillaging
Raze all cities
No wonders
Science @ max

Roster
1. handy
2. ThERat is UP
3. Admiral Kutzov is UP :goodjob:
4. DeadlyNeprhons!
5. Bede

ThERat
Mar 16, 2005, 07:39 AM
One core city needs to be building cats at all times. 1st I wanted to churn out more settlers and workers (that was changed due to 4 slaves and 1 native which make a perfect team)

Excellent progress! to get this comment from you, Handy, is a compliment I really appreciate

handy900
Mar 16, 2005, 07:41 AM
Question for the team...

Instead of taking out Tikal, should the army reload with a couple more cast & spears and move east to the Mayan heartland? We can always come back for Tikal later.

handy900
Mar 16, 2005, 07:44 AM
:) I wasn't criticizing the builds, it's just hard to make yourself build cats in lieu of swords, but they are so important to getting the win. We just have to keep reminding ourselves to build them. They exponentially increase the effectiveness of an army.

AWE - you always need more of everything, and that's the fun of it. :D

ThERat
Mar 16, 2005, 08:00 AM
Question for the team... agree, we could leave Tikal aside, and turn right instead and take out the capital

DeadlyNephrons!
Mar 16, 2005, 10:34 AM
I say we leave Tikal aside for now. It hasn't expanded so it has basically no sheild potential and gold is basically useless for the AI (except research, no big deal, after all no iron for them :) ), so it confers no advantage to them militarily.

Admiral Kutzov
Mar 16, 2005, 03:16 PM
Got it. Tomo2 is first then this. Think I'll go dark x rather than orange dot for easier d-fence

handy900
Mar 16, 2005, 04:38 PM
Got it. Tomo2 is first then this. Think I'll go dark x rather than orange dot for easier d-fence

OK, but remember that due to the river movement penalty, it will take 2 turns to reinforce with a unit from the south side of the river. The main attraction of the ornage dot was that it was on a hill, and we can do the reinforcement shuffle in a single turn. So the red X may actually be harder to defend. I'd recommend three units for protection in the red X city. If you park three units behind a wall the AI may avoid you for a while in order to attack the Ivory city.

Have fun with the army. :thumbsup: ...and be sure to get us a second sword army. :D

Admiral Kutzov
Mar 16, 2005, 06:49 PM
I was looking at it from the perspective of interior lines. Dark x puts more cities behind the front and frees up some units for general mayhem. Orange dot is a salient to be attacked from 3 sides. I almost feel like the panzers have taken Bastogne and are into the open country... :crazyeye:

handy900
Mar 16, 2005, 07:32 PM
I was looking at it from the perspective of interior lines.

A valid point. Go forth and raze :)

Admiral Kutzov
Mar 17, 2005, 06:10 AM
Not much happened until the end.

130: Build Coimbra in place.

110: 4/4 sword whacks a jav.

90: turn down research. Monarchy in 2 @ 40%

70: Manage to lose 2 swords at Coimbra while taking out MDI, archer and horse.

IT: Monarch finishes. Start construction.

50BC: build Leiria.

10: move the army next to CI and find a suprise. See below.

IT: Smoke sends 2 horses north out of CI. :crazyeye:

10AD: Cats go 4 for 7 at CI. It's defended by 3 javs and a spear. Army kills a jav. Move up more troops.

30: Cats go 6-7. 5/5 sword kills 1/4 spear. 4/4 sword kills 1/4 jav. 13/14 army kills 1/4 jav. CI turns into 4 slaves. Incan navy finally drops MDI SE of Coimbra.

50: move the forces back to Coimbra

The forces in Coimbra don't have their full moves. The dots are suggested locations after we resettle the ruins of CI. Research should go up now that we've got money in the bank. There's at least 2 more mayan horses to worry about. Held off on the revolt to get another settler out to claim the horses.
http://www.civfanatics.net/uploads9/HNDY_50.jpg

http://www.civfanatics.net/uploads9/HNDY12_AK_50AD.SAV

handy900
Mar 17, 2005, 08:15 AM
Wow. :eek: Looks like the Inca skipped over swords and went straight to MI. MI can be dealt with fairly easily by throwing rocks at them from behind our walls, but we need some more cats. Knights will complicate things a bit, so open F4 to see if the Inca have ponies.

Nice job on the Mayans :thumbsup: After we raze Tikal we need to move north and put the hurt on the Inca core, and separate them from their iron. Have the Inca built a road thru the jungle for our cats?

Let's join a slave & rush the walls @ Coimbra before we revolt.

In Leiria, just build cats after the wall. Skip Barracks.

Roster
1. handy
2. ThERat
3. Admiral Kutzov
4. DeadlyNeprhons! is UP :goodjob:
5. Bede

handy900
Mar 18, 2005, 07:26 AM
:bump:

Bede

We are 24 hours beyond the Admiral's post with no word from Deadly, so you are free to pick this up unless Deadly arrives on the scene and posts an "I GOT IT" before you do.

DeadlyNephrons!
Mar 18, 2005, 09:15 AM
Go on without me guys. I didn't have internet yesterday and I am going to a track meet until sunday. No worries if Bede and whoever else plays my spot. :)

handy900
Mar 18, 2005, 11:53 AM
Go on without me guys. I didn't have internet yesterday and I am going to a track meet until sunday. No worries if Bede and whoever else plays my spot. :)

OK - you can pick it up next round

BEDE is up

Admiral Kutzov
Mar 18, 2005, 05:02 PM
Nice job on the Mayans After we raze Tikal we need to move north and put the hurt on the Inca core, and separate them from their iron. Have the Inca built a road thru the jungle for our cats? There's also that nice dye next to Tikal. IIRC the incans were using the mayan road net. Don't think our cats have a route through the jungle yet. If we could pop 2 more MGLs I'd send an army to park on the incan iron. I don't think the inca have ponies as I haven't seen an incan horse. Only those slow guys with maces that wander into cat. range. Upon further review, red should go 1 N or NW. Bede should have fun with the ponies if he's recovered from his celebration.

handy900
Mar 18, 2005, 05:37 PM
There's also that nice dye next to Tikal.

Yes. Control the dye, the spices @ Yax & the horses and we will be in most excellent position.

After the 4th civ meets us, we need to get a boat out to circle the Pangaea so we will know the lay of the land.

Bede
Mar 18, 2005, 06:34 PM
Got it. Will play tonight. Fully recovered from both celebrations, only thing is slight case of indigestion brought on by two solid days of eating corned beef and cabbage.

See what I can do with sharp swords and cattypults.

Bede
Mar 18, 2005, 11:26 PM
Kill a loose Jav just because I can without risking being left exposed on the plains. Push the researsh bar all the way to high as I don't see any upgrades in our near future. then bop the Inca mace trying to flank Emrita and send the captured workers closer to home where they can do some good.

The Inca send a couple of maces at Coimbra, throw some more stones and kill two, then move the army and cats in place to cover.

In 110AD kill a few more Inca then start the march on Tikal.

In 170AD we are in place to plunder Tikal. There are some incoming bogies but nothing the defenses can't deal with.

In 190 Tikal is but a memory. The four defenders are easily dealt with but we get no promotions in three elite attacks. These guys must have forgotten the haversack that held the marshal's baton....

And the Iroquois show up at the site of Chichen Itza while I was looking elsewhere. Mayan jav impales on spears at Leiria. Second jav fortifies outsdie the city.

In 210 do a volte face with the army and cats to go pay a courtesy call on the Iroquois. (was heading that way anyway to deal with Yaxchilan) Iro are not in F4 so no declaration yet.

In 250 move a sword onto the hill and and say "Howdy, Hiawatha, have a Hamm's?" and when he refuses to give me a beer, declare war and move forces into his territory.

http://www.civfanatics.net/uploads9/hndy12_250AD_00.jpg

They got a lot of cities, but then they haven't met the Portugese yet :D

Both Emerita and Oporto are building curraghs to take a look see now that we have met the Iro. The army and cats are at the gates of Gayagaahe which should be in our hands soon. The settler is right there with them to rebuild in the rubble. The Mayan jav at the gates of Leiria has joined his brethren in the happy hunting ground. I did lose a spear on the mountain to an Incan mace but that was the only casualty.

http://www.civfanatics.net/uploads9/hndy12_250AD_01.jpg

Admiral Kutzov
Mar 19, 2005, 05:37 AM
When Gayagaahe is gone, check if that was Hiawatha's sole source of horses. Hopefully the roads aren't complete back to his core.

ThERat
Mar 19, 2005, 06:49 AM
@AK, agree with you, I also fear their UU which would catapult them into GA

handy900
Mar 19, 2005, 12:40 PM
Note to ThERat. Wake up the currah in the SE. I fortified to protect it and forgot to wake it up and move it.

Pre Turn
Lose a sword on the Mountain
Lots of builds complete.
Rush Currah in Emerita

Turn 1 260
Revolt – 5 turns
Kill MI
Kill 2 spears & raze the Iroquois city easily.
Sword kills the MI that killed our sword last IBT.
Army does a little recon and spots Palenque, which appears to be on the tip of a peninsula and has silks in the city radius. Soon we will have 4 luxuries since spices and dyes are also nearby.

IBT – no action.

Turn 2 270
The army turns south the raze Palenque, which has silks in the border.
Slaves will build a road on the mountain so we can throw rocks at the MI that approach.

IBT
2 Mounted Warriors show up. They came from the northeast toward Evora (our horse city).
Our spy has not yet penetrated the F4 encryption to see if the Iroquois have more horses. I’m sure they do with all those cities.

Turn 3 280
Kill 1 MW, the other retreats.
Raze Palenque, and colonize the silks on the spot.
Next turn the army heads north from the direction that the MW shoed up.

IBT
New MW kills our sword that was exposed, but was in a forest. The MW are going to be a PITA @ Evora until it has walls.

Turn 4 290
:eek: I spot two Incan Knights with our currah.

IBT
Spot an Iroquois LB. I hope they send those in lieu of MW’s :lol: Hiawatha must lack Iron or Horses if he is building LB’s.

Turn 5 300
Raze Yax and net three slaves. Redlined regular Jav took some points off the army so it will have to rest a bit. Still no new leaders. Killed 2 units in the attack. No losses.

IBT
We lose a spear on the mountain to a knight, the other knight falls to a sword.
At Leiria our spears behind walls defend against an MI and an archer.
We are Monarchs – currency in 9.

Turn 6 310
Bomb and kill two Iroquois. Leader Time
Excellent. Now we can either send two armies out that can heal & cover each other while we defend the homeland, or send one against the Iroquois with cats while the other hangs in the homeland until we accumulate some cats to accompany it to the land of the Incas.
New army is formed in Coimbra and kills a knight.

IBT
More Iroquois LB show up, no MW’s. Therefore, I’m going to pivot the army over near the spices back toward the Inca so we can stop the flow of Incan knights. While the two armies kill and cover each other for healing, we can grind and settle our way north.
Maya drop a jav off near Lago from a boat.

Turn 7 320
Kill the Mayan sea invader.
Army of the east kills an Iroquois settler, then begins its move to the west. Cats begin the slow journey west.
Two elite sword wins yield no leaders.
Switch Sagres to barracks. We can build cats in Coimbra & Leiria, which have no barracks.

IBT
Iroquois finish the Oracle.

Turn 8 330
Kill Incan archer.
Kill Incan knight with the new army + an archer.
Old army moves west.

Turn 9 340
There is a road that leads thru the jungle to one source of Incan iron.
Our spy cracks the F4 code and learn the Iroquois are ironless.
Maya have 5 cities left somewhere.

IBT
Stack of 4 Iroquois moves up to the horse city of Evora. Archer, 2 LB and a warrior.

Turn 10
Kill 3 of the Iroquois, but lose our new horseman in the battle.
Scouting army captures an Incan slave while the other army moves along with the cats.

Notes:
Homeland defense - there is a one sword in Oporto & Guimaraes.
Combine the two armies into a stack with the cats and raze the Incas. Don’t attack with a yellow lines army. One can heal while one attacks.
We only have 9 cities, and need to get some more down to settle the silks and the Spices.
We may want to irrigate the game & wines to speed up settler production.
Looks like the Iroquois are content to send LB for us to leader fish with.
We can quit building spears and build primarily swords with the occasional horsemen.
Iroquois & Maya both lack Iron. :D
We are in excellent position to win this. :thumbsup:
Note to ThERat. Wake up the currah in the SE. I fortified to protect it and forgot to wake it up and move it.



Roster
1. handy
2. ThERat is UP :goodjob:
3. Admiral Kutzov
4. DeadlyNeprhons!
5. Bede


Picture below.

handy900
Mar 19, 2005, 12:45 PM
The West. You can explore a little with the northern army while the southern one escorts the cats. Very nice to see the Inca have a road network thru the jungle for our cats.

http://www.civfanatics.net/uploads9/hndy12_35adwest.JPG

The east

http://www.civfanatics.net/uploads9/hndy12_35adeast.JPG

Admiral Kutzov
Mar 19, 2005, 03:46 PM
Did you want the rat to do something? :lol: Nice job. If only we could pop another leader.

handy900
Mar 19, 2005, 06:35 PM
Did you want the rat to do something? :lol:

Subliminal message ;)

If we pop another leader for our third army & then rush the Pentagon it's all over. :D Let's hope Hiawatha keeps sending LBs instead of MWs.

ThERat
Mar 19, 2005, 07:46 PM
Did you want the rat to do something? message, what message? :lol:
ok, got it. an army, more cities. top connect Emerita and Evore, the ideal city would be on top of the sugar :(

ThERat
Mar 19, 2005, 09:34 PM
save (http://www.civfanatics.net/uploads9/HNDY12_AD450.SAV)

Pre-turn
we got quite some money in the kitty (143g), up research for currency in 5 at -5gpt
we need more settlers, our growth is slow, that's a problem
oh, and yes, wake up curragh to explore

1.360AD
discover Incan horses up north, send settler to hill rather than east, MM

IT :( 2 MW + LB show up just in front of Evora, that finished walls due to forrest chop on time

2.370AD
elite sword kills jav down to 1hp :eek:
at Evora, retreat MW, barely take out LB (RnG, what's up?)

IT more IW showing up, this is getting hairy
at Tiwanako, a knight and LB pass our armies, we need to get back to choke here

3.380AD
cats go 2/6, army takes out 2 pikes, fully healed 2nd army attack LB inside and we raze Tiwanako netting 2 slaves
found Braga on hills in north
at Evora, retreat MW, kill LB and our horse retreats on LB
up research to get currency next turn

IT knight land in our hinterland, soutern curragh gets killed by Barbs, currency is in
next is lit in 4

4.390AD
heroic sword takes out knight
at Evora there are too many wounded MW just waiting outside to strike next turn, go on forward defense
kill 3 MW's + 1 LB
at Braga kill LB with spear

IT lose spear to a knight, spot another knight

5.400AD
shifting units and healing, recall 1 army to help defend, more knight show up

IT elite knight takes out spear and 2 more show up

6.410AD
horse goes elite taking out knight, another horse beats knight

IT no attacks, but the show starts again at Braga (1 knight + 1 LB)
and Evora with settler pair, 2 LB's 1 MW

7.420AD
at Evora, retreat MW, take out LB and settler cover giving us 2 slaves
army back at braga takes care of knight, take out LB but no leader

IT LB decides to pillage rather than attack

8.430AD
at iron Huanmanga cats go 1/6, army takes out spear and reveals wounded spear

IT Huamanga now has pikes, spear moves onto our horses

9.440AD
take out Huamanga and no more iron for Inca :lol: , send 2nd army to recover slaves and cats
take out LB and spear at Evora

IT lit is in, MM next in 5 at -12gpt, Tonawanda finishes the GLib

10.450BC
move settler in place at choke to settle next turn, will claim the dyes
army defeats Iro settler pair and covers cats and slaves, 2nd army needs to heal next turns, we can then decide where to move next
take out 2 LB with elite sword and horse, sorry had no leader luck during my turns

our situation looks better now, swapped Lisbon to market, we need some infra at least
more cities also, one to connect choke to mainland

the west
http://www.civfanatics.net/uploads9/handy12450a.jpg

the east
http://www.civfanatics.net/uploads9/handy12450b.jpg

Admiral Kutzov
Mar 19, 2005, 09:41 PM
wake up curragh to explore
how did you know? got it. I won't get to this until tomorrow. Advice in the interim?

ThERat
Mar 19, 2005, 10:02 PM
maybe it is not totally clear, but our curraghs have been destroyed by evil barbs, the northern one was taken out by 3 Barb boats

handy900
Mar 20, 2005, 08:07 AM
oh, and yes, wake up curragh to explore
The point at which the game tipped :lol:


raze Tiwanako... take out Huamanga and no more iron for Inca :thumbsup:

swapped Lisbon to market Good call. We'll want at least 1 core building infrastrucure all the time from here on. Overall things sound good except for those pesky knights and IMW's. A city on the hill near the spices would grab our 4th lux after we get the dyes. Throwing defensive bombard rocks from a hill city with walls will give our garrison better odds against the IMW's.

Iron, ponies, 2 armies on the rampage, soon 4 lux. :cool:

Roster
1. handy
2. ThERat
3. Admiral Kutzov is up :goodjob:
4. DeadlyNeprhons!
5. Bede

Admiral Kutzov
Mar 20, 2005, 04:15 PM
Welcome to counter attack city.

Preflight - up science a notch to shave a turn off MM.

460: Build Faro. Killing attackers.

Nothing much other than killing local counterattacks at Evora until we raze Machu Pichu. Then Iroquois muskets show up... :eek:

Join the native workers back into the cities. Running out of things to do with the slaves.

CoL came in, switched to Feudalism, post 530.

Furs are now visible. We need to get more cities down so we can get another army. next to the sugar on the east coast?

Sorry for the brevity, a little pressed for time.

http://www.civfanatics.net/uploads9/HBDY12_idiot_550_AD.SAV

DeadlyNephrons!
Mar 20, 2005, 05:16 PM
Got it and playing. (I'm on spring break) :)

EDIT- Muskets... :help:

Admiral Kutzov
Mar 20, 2005, 05:47 PM
Don't sweat the muskets. Use the stone throwers to RL 'em. I took one down with a 4/5 horse. the knights are actually more of a problem. We really need more cities so we can get a third army, but I was perplexed as to where to put them and keep them. IMHO, we'll pop a MGL as soon as we get enough cities down to support an army.

Couple of qerstions:

1. We're not permitted to raze roads, etc. which is really slowing our progress down. Is it permissible to bombard with cats to take out roads? I didn't, but it would have helped alot.

2. I assumed it was ok to check f4 to see who's got what. Is that ok?

ThERat
Mar 20, 2005, 05:52 PM
@AK, did you found any more cities? or simply defended? we should push forward in the east I feel.
but then while I played it often looked so so messy and walking thin ice, only after 10 turns did it look better.

Admiral Kutzov
Mar 20, 2005, 06:03 PM
Completely understand the thin ice feeling. Was getting ready to go grab more ground when 4-8 units would show up heading for the silk. IIRC, the only city I founded was Faro which you had pre-positioned. Or was it prepositioned (there was a slinky female winking at me...sorry digressing into old age again). Anyway the only new acquisition was the dye city. Furs are roughly 2 cities north of that. I don't know where Pachuti is getting his knights, thought we had disconnected his iron. MDI, trebs and pikes should help alot. I agree we should at least get a city to cover the silks but not sure I could defend it and left it for the next player.

DeadlyNephrons!
Mar 20, 2005, 07:33 PM
Preturn- Man, we have some densely packed cities. Leave coimbra unguarded to move the settler three tiles NE. Clear forest near Lisbon. I plan to get in two good turns of research for feudalism. Fuedal in 5. Attack Vilcabamba once with army and lose 4 points.

IT- Horse attack my settler triple and wins with 2 left. Knight moves into Vilca.

Turn 1- Bomb all defenders in Vilca to one. Found Rio Janiero. Kill Iro LB. Eep...Maya got a leader after that horse attack they made. Kill a Jav thrower on the leader. Kill an Iro LB near the leader. Kind of spread us thin but Maya has no horses right now. I'll take Vilca next turn.

IT- Incans land a knight in the south west.

Turn 2- Raze Vilcabamba but lost 5 points off one army attack a LB near the city :crazyeye:. Redlined the knight in the southeast with a sword but its alive. Change Lisbon to a settler.

IT- ZZZZZZ.

Turn 3- Retreating armies to heal and kill a LB. Feudal in 3 at +4 gold. Lose a sword against the knight :mad: but kill it flawlessly with another :)

IT- zzzzzz

Turn 4 Liera or some such makes a barracks->sword. Catapult in Coimbra to catapult. Not much else.

IT-zzzzz

Turn 5- feudal in 1 at -2. Moving settler up to front.

IT- Iro SOD of 4 LB's comes near Rio.

Turn 6- Feudal in. Start Mono, due in 17 with +13 gold. Kill 4 Iro LB's and one Mayan one. Armies helped out there. I left a sword exposed and he will die. Rng isn't friendly this turn.

IT- Sword dies. Incans move some units up in the west.

Turn 7- I move an army to the west with 4 catas to help defend. I kill a longbow on a hill with an army to get some ZOC near Rio.

IT- Enemy units bypass the army to get to Rio. Incans move towards Far.

Turn 8- First MDI completes in Lagos. Moving many units towards Kaminaljuyu. Kill all units near Faro and Rio. Move the army to choke the Iro units from coming to Rio.

IT- 2 more MDI's complete (they will fit in our next army when we get it, or knights). Enemies are moving up, Iro's specifically with 2 LB's near Braga (they were sick of his bragging :) ) and a spear and musket moving towards Rio.

Turn 9- Mono in 7 at -10 gold with 53 in the bank. Kill the Iro units at the loss of one sword. Moving up even more at Kaminaljuyu.

IT- Nothing...somethings not right.

Turn 10- Moving up at Kaminaljuyu.


Take it Bede! I didn't move anything so you still get the turn. One thing, start the Epic. We need another leader badly.

By the way, sorry for the losses on my turn. I know it wasn't the ten to one, (was it?) I kind of got us bogged down after razing Vilcabamba and founding Rio. But eventually I broke the enemy to a trickle of units, especially the mayans. It should be smooth sailing after the next army.

DeadlyNephrons!
Mar 20, 2005, 07:39 PM
Here it is. Our little corner of the world.

handy900
Mar 20, 2005, 11:14 PM
Bede is up.

We really must get one of the armies on offense. The best way to slow down the number of AI units is to raze cities. If we do not get out on offense, the AI will overrun us.

We can pack a couple of cities down around the silk colony and defend them relatively lightly.

Bede
Mar 21, 2005, 12:06 PM
Got it. Army on offensive, pack the people in silk

Bede
Mar 21, 2005, 03:10 PM
670AD
Mayan town is easy prey, two spears dead and the city burns. Move the settler back one to get the spices and build Sao Paulo. Hit the Mayan longbow with a couple of cat strikes and follow with eSword and spawn Dinis.

http://www.civfanatics.net/uploads9/hndy12_670_00.jpg

Build a sword army.

Start the march on Bonampak with a sword army, a horseman and some catapults.

Kill the two Iroquois longbows at Braga.

With three armies the people demand the Pentagon, building the Heoic Epic instead.

680
Two armies on the march

http://www.civfanatics.net/uploads9/hndy12_680_00.jpg

690AD
Lose a horseman looking for promotion at the gates of Bonampak. Follow with the army then a mace. Burn the town

700AD

Army climbs off mountain and discovers Iro city of Oil Springs. Climbs back up to heal and get support from catapults.

Cats at gates of Iro furs town miss, will wait
for reinforcement.

710AD
Inca drop off a long bow at Alcacer de Sol. Kill it with archer from Leiria. Oil Springs is pop12 behind a river, on a hill. Army and cats stay on the mountain and hit at Iro LBs.

Inca come calling and will give up everything for peace....

710-740
Setting up for the capture of the furs. Kill some Iroquois LBs at the killing ground in the east.

At the gates of the Furs:

http://www.civfanatics.net/uploads9/hndy12_740_00.jpg

Two muskets and a longbow dead, but lose a promotion seeking horseman.

http://www.civfanatics.net/uploads9/hndy12_740_01.jpg

There is a settler in the way station town of Guarda, all set to get fur lining for our fancy silk cloaks.

Built a galley and started sailing the coast to the south and east. Should have brought a couple of horseman to collect barb bounties....

The towns outside of Guimares are training settlers while the central towns build troops and libraries. We have five luxuries in hand and will soon have the sixth. :bounce:

I have not even tried to approach the Iro city on the hill. The cats and army and a horseman have been swatting Iroquois longbows as they emerge. Inca built an iron colony west of Faro so look out for Incan knights soon.

Reseaech on Chivlary is proceeding at -39gpt with 47 in the treasury so there is one turn left before turning it down. If we could sign a peace treaty with anybody we could acquire just about anything or everything we want..... :mischief:

Roster
1. handy - it's yours
2. ThERat
3. Admiral Kutzov
4. DeadlyNeprhons!
5. Bede

Admiral Kutzov
Mar 21, 2005, 03:25 PM
Sao Paulo. Hit the Mayan longbow with a couple of cat strikes and follow with eSword and spawn Dinis.
Sweet. If Handy hadn't put the no pillage restriction on, we'd be done.

handy900
Mar 21, 2005, 05:02 PM
Most excellent work Bede. :D

Sweet. If Handy hadn't put the no pillage restriction on, we'd be done.

yeah - pillaging makes AWE games on tiny maps just too easy :). On a Standard size map it's a different story. The downside of standard map AWE are the turns at the end firing off 100+ artillery. Gets a little tedious. AWM standard pangaea is a little less tedious, but it's not really a challenge either. Despite the lack of challenge, it is kinda fun to see if you can win before you reach the modern age.

I'm going to begin a small AWD :wow: continents game with no restrictions if any of you care to reseve a spot. Babylon or Sumeria I think. We'll need to get a pillaging army on the other continent early in that game or our goose will be cooked. It may get cooked anyway... :lol:

DeadlyNephrons!
Mar 21, 2005, 05:41 PM
I am so in for that Handy. Sign me up. Either we will win quickly, or die in a blaze of glory under the crushing tech pace.

handy900
Mar 21, 2005, 06:32 PM
I am so in for that Handy. Sign me up. Either we will win quickly, or die in a blaze of glory under the crushing tech pace.

Ok, I got it...and Deadly is signed up for AWD

Admiral Kutzov
Mar 21, 2005, 06:42 PM
slipping the bouncer a fiver for a reservation for an idiot. maybe the hittites?

ThERat
Mar 21, 2005, 07:32 PM
sign me up as well, but we don't go for Portugese I guess :)

first, let's finish this one here in glory, it isn't that easy at times, but I feel with a good team that plays careful and bold at times, we might be able to beat higher levels

handy900
Mar 21, 2005, 08:22 PM
Oil Springs…a size 12 city on a hill.

IBT
Armies on the move

Turn 1 760
Turn the slider down since we are out of gold – Chivalry in 5 turns.
Position settler on furs.
Off a lone LB
As we build corrupt cities we can irrigate them to support beaker nerds.

Turn 2 770
We grab the little foxes, and kill 2 more Incan LB.
Hiawatha has 1 spear in Oil Springs. What is he smoking?
Redline the spear and just like that Oils springs turns to a pile of rocks and we get a total of 10 slaves. We may lose the cats on the IBT since Oil Springs was on a hill, but the Army can chase them down.
Off 2 LB @ Sao Paulo
Switch Coimbra to Court.

IBT
The MI guarding the cats beats 2 LBs and promotes.

Turn 3 780
Raze an Incan city that a horse supplier. :D
Raze the Mayan city on the Dyes

IBT
HE – MI (we had no cities building units :lol: I’ll build a Library in Lisbon when some other cities complete their libraries.

Turn 4 790
Eastern army working it’s way home with all the slaves, killing LBs as it goes. The Inca are not going to last much longer. Soon we will be 1 on 1 with the Iroquois. :thumbsup:

Turn 5 800
We overrun the Incan Iron colony.
Elite MI pops the Pentagon :D for us which I’ll place in Rio.

IBT
Chivalry – Engineering (8)
Emirta – harbor – settler

Turn 6 810
Change mine and rush pentagon in Sao Paulo to expand the borders.
Another Incan city bites the dust.
IBT
Pentagon is completed in Sao Paulo

Turn 7 820
The army in the Incan lands has only three swords, so it will need another after the Incan mop up is complete. The other two armies each received an MI for their 4th member.

Turn 8 830
Raze a size 8 Mayan city
Delete some more Mayan LB @ Sao Paulo

IBT
Ahh… the AI genius Hiawatha completes the Hanging Gardens.

Turn 9 840
Horses are 0 for 2 @ versus wounded LB @ the Fur City. ! One and dead 1 retreat.
Elite horse fails against wounded LB @ Sao Paulo. :mad:
Horse finally wins @ Sao Paulo.
Another Incan city turns to rubble.

Turn 10 850
Repositioning the Inca army. It looks like the Inca are down to three cities in the western peninsula.
In the east we have two armies with 4 units working in tandem on the Iroquois urban reduction. Hiawatha still has 17 cities, but we should be able to raze one every other turn.
Smoke & Sapa both are down to 4 cities.
After we research Engineering we can turn research off and upgrade some ponies. The game will be over well before we get to cavalry.

Watch for galleys near Evora – the city is unguarded.

I'll post some pics below.

handy900
Mar 21, 2005, 08:28 PM
850ad.

The exploring galley noticed Smoke has an iron city over near Hiawatha. Lucky for us Hiawatha did not settle there.
The lucky candle strikes again. :D

http://www.civfanatics.net/uploads9/hndy12_850ad.JPG

handy900
Mar 21, 2005, 08:45 PM
first, let's finish this one here in glory
This is into mop up mode thanks to a well played early set of turns by the team. :thumbsup: I'll wait a bit to start AWD though.

We got lucky that the iroquois had no iron. If Hiawatha and the Mayans had both had iron, we may have been on the losing end of this given neither of our traits were useful.

Many believe that not making contact early in AWE help you, but I'm not so sure. Avoiding contact lets the AI research & expand more. Look at the number of cities Hiawatha put down while we battled the Mayans & Inca.

maybe the hittites
:hmm: If we want to win we should play a civ with 2 traits we can use most or all game long. Sumeria is probably the uber small map ancient age AW civ. Babylon with 20 shield 2.2.1 bowmen is also a winnable AWD civ. One turn anarchy & cheap temple to move borders along with scientific is a pretty strong AW combo. Then again, I've never played the Byz in AW. Dromons might be interesting in continents for the seaside pillaging ability.

but we don't go for Portugese I guess Maybe one day I'll try a tiny AWDG with these guys, but I think you will need wonders & pillaging to win at DG... or a really really good map set up.

ThERat
Mar 21, 2005, 10:00 PM
save (http://www.civfanatics.net/uploads9/hndy12_950AD.SAV)

Pre-Turn
we have quite few empty towns, fell a little nervous about that, shift one sword north

Inca start knights templar

1.860AD
kill 3 LB's at Sao Paulo

IT lose exposed sword after killing another LB

2.870AD
raze Chondote in the north killing a spear, kill 2 LB's

IT we get engineering, turn science down to 0% for some upgrading

3.880AD
raze another Incan town in the west

4.890AD
Caunghwaga is history, we are building too many settlers to be able to support

5.900AD
reach Incan capital Cuzco size 11
lose MI to a 2hp spear at Sao Paolo
upgrade a knight

6.910AD
Incan iron colony covered by knight is overrun by our knight
Ica in the north is razed, leaving Incans 2 cities

IT Incans land LB next to empty Evora, lucky we have pikes to reach and cover it

7.920AD
actually MI takes care of it, but cover empty cities now with pikes
Badajoz founded in the west for future beakers
bombard at Cuszo reveals 2 pikes only, both 1hp
easily defeat 1st, feel tempted to strike again but that would leave stack of workers and cats exposed
on the other hand they only have another town, go for it and spread the workers for baiting

IT see an Iro settler pair head north
galley gets killed by barb galley and no Incan counter :lol:
Incans start knight templar as OCC :smoke:

8.930AD
pull Incan slaves back to homeland for irrigation projects
move on to last Incan town and move towards Iro choke town, we should try and control that area

IT in an act of desperation Incan LB attack jungle knight but get defeated
more iro settler pairs, we need to stop them

9. 940AD
Laurenco Marques founded for easier choke control
start assaults in northernmost Iro town and choke town

10.950AD
raze Kawauka
army chases down settler pair but loses quite a few hp defeating the musket cover
raze nothernmost Iro town but army also suffers some hp loss, need to rest
take out last Incan town or so I thought only to see they have a new town up north
sorry to not being able to destroy Incans

http://www.civfanatics.net/uploads9/handy12950.jpg

handy900
Mar 21, 2005, 10:14 PM
WOW, that was fast. :D

Incans start knight templar as OCC :lol:

Roster
1. handy
2. ThERat
3. Admiral Kutzov is UP
4. DeadlyNeprhons!
5. Bede

Bede
Mar 22, 2005, 05:40 AM
AWD on a tiny map with fire spewing galleys. Yeehaw!

AdmK suggested Hittites just 'cause he likes my silk jammie, javelin throwing, curse spewing, chariot ride....

Admiral Kutzov
Mar 22, 2005, 06:04 AM
got it. probably won't be able to get to it til tomorrow

handy900
Mar 22, 2005, 07:46 AM
AWD on a tiny map with fire spewing galleys. Yeehaw

Small map :) ...degree of difficulty up a notch.

I love the enthusiasm. This sounds fun, and with an Admiral on the team to direct our fleet of fire breathing boats how can we lose? I'll get us set for Byzness tonight ot tomorrow. :)

I PM'd the original grumpy old dudes of war to see if they care to hook up with us.

ThERat
Mar 22, 2005, 08:33 AM
I PM'd the original grumpy old dudes of war to see if they care to hook up with us sounds great, lets blast the AI woth deadly dromons

handy900
Mar 22, 2005, 08:33 PM
The four AWD starts you can choose from are HERE (http://forums.civfanatics.com/showthread.php?t=114992) Vote early & often :D

DeadlyNephrons!
Mar 22, 2005, 09:24 PM
Save a few cities for me admiral. I want to see the fruits of our labor.

DeadlyNephrons!
Mar 22, 2005, 09:28 PM
Since we're in mop up mode, I thought I'd ask how my reports were. I still have some trouble getting lost in the "one more turn" thing while doing my reports, but that won't really ruin someone else's turn set though.


Thanks for a well played game guys. :) Now we shall eat, drink, and tommorrow throw napalm at our enemies from our ships in the next game. :devil:

Also, did I do my part sufficiently during my turns? Criticism and praise welcome.

handy900
Mar 22, 2005, 10:11 PM
Also, did I do my part sufficiently during my turns? Criticism and praise welcome.

Ok by me. :) I tend to overtype alot in my reports. It makes me slow down a bit & concentrate.

I thought all hands played pretty well, but tiny AWE is a pretty easy win if you play properly and have iron or horses. Still fun though :D. No iron for the Iroquois helped us a lot.

AWD small is a LOT harder.

Admiral Kutzov
Mar 23, 2005, 04:51 AM
960-Move the cats back to the cities. Switch Coimbra to settler.

970-Minor skirmishes

980-Build Viseu. Raze Nasca.

990-Raze Kente. Build Sao Mamede

1000-destroy the weak Inca. Locate Grand River, pop 9

1010-moving stuff

1020-cats go 3-6 @ GR, in another brilliant tactical display, Hiawatha has garrisioned it with 2 muskets. Raze GR.

1030-Kill a barb camp in the SW

1040-Build Orique, claim gems

1050-cats go 3-6 again at Quiriga. It falls after we take out a spear/LB combo.

Note the brilliance of the AI road net. There are slaves build a fort on the ruins of GR. The sword army is there until follow on forces can be brought up. In the meantime the maya can be cleaned up. Knight SoD ready to take city next turn, will probably have 1-2 spears and a LB. Need more setters. Lots of barbs running around.
http://www.civfanatics.net/uploads9/untitled.jpg
http://www.civfanatics.net/uploads9/HNDY12_ak_1050_AD.SAV

handy900
Mar 23, 2005, 08:12 AM
in another brilliant tactical display,Hiawatha has garrisioned it with 2 muskets

:lol: now that's funny :lol:

Roster
1. handy
2. ThERat
3. Admiral Kutzov
4. DeadlyNeprhons! is driving the steamroller
5. Bede

I thought all hands played pretty well, but tiny AWE is a pretty easy win
Read the SG again & I'm taking the above quote back. Wonderless pillage free AWE is NOT easy, you guys are making it LOOK easy because you have played your turns so well. Early raze of the Mayans got us on the right track, and despite the fact that the Iroquois & Inca had superior units (knights / muskets) we still are taking them down. :goodjob:

DeadlyNephrons!
Mar 23, 2005, 09:20 AM
Got it and playing.

DeadlyNephrons!
Mar 23, 2005, 10:32 AM
Preturn- Evora from treb to settler

IT- Iros move some units and a settler pair. :rolleyes:

1- Assault on Lazapa
Elite knight wins flawlessly. Vet loses one HP. Vet wins flawlessly and we kill.

Moving one army to deal with the southeast. I'll use those knights too. We have salt. Yay.....
Kill a barb camp with a knight. Kill a jungle LB with army. Chem in 9 at -36.
Took control of a mountain in Iro country for ZOC.

IT- Ok, so I lost some workers. Sue me. [pimp]

2- Moving some knights forward. Four heading towards one of the two mayan cities. Army towards other. Recapture workers with army and kill settler pair with army and MDI. patrolling for barbs with 2 knights.

IT- Two Iro LBs near Calakmul.

3- Raze Calakmul with army. He will be diverted to the other front. If I'm lucky I'll get a leader off of an elite knight in the SE. Wait a second.... Barbarian workers? Have you guys ever seen this stuff? Decide to kill a musket in Centralia. Knights rolling off assembly line.

IT- Get a ZOC shot on an LB. Seems to be a trend. Mayans are OCC with Knights Templar.

4- Raze Centralia with an army. Bully for us! Chopping jungles with immense worker stacks just because I can. Waste two LBs with SE army. Approaching the Iro stronghold Salamanca. Regular Musket showing. Moving knights to Uaxactun. Kill a mayan Settler pair. Turn research down so we have no gold next turn. :) Chem in 5.

IT- none

5- Damn you Maya. You win this time. They founded another city just as I destroyed capital. Move some knights to deal with the Maya. Will assault Salamanca next turn. Chem in 6 at +2

IT- None

6- Catapults go 4-6 Yay! Revealing 2 regular muskets and a regular spear. Where barracks Hiawatha, I ask. Now for the deathness. Kill two regular spears with army and get a LEADER with an elite knight attacking musket. Kill the remaining musket and keep city to form an army. Then abandoned the five wonder city. Kill a barb who nearly had his way with our gems.

IT- Oh balls... the Mayans got a complement of LBs who kill one knight and redline another. I'll kill em I say.

7- Kill a couple of Mayan spears and raze allegheny with knight army. Add another knight to the army.

IT- lose another knight to those Mayan LBs. rrrrrrrr.

8- Slow going at Oka. Messed up the assault there so I need to heal the four knights. Moving on to Niagra falls. I'm going to let the Mayans come to us with their stupid LBs.

IT- None

9- Raze Niagra with the two armies with moderate health loss. (It was on a hill). Change 4 builds to galleys for future transport to the Iro Island city.

Well it's 1150 A.D. This is where I get off and Bede takes the reigns and possibly Handy. Well played game sirs. :beer:


One more thing! Try to join the barb worker to a town. I want to see what they look like (what culture group etc.)

DeadlyNephrons!
Mar 23, 2005, 11:13 AM
Here's a shot of the enemy encampments.

handy900
Mar 23, 2005, 11:16 AM
Bede is up. If you are a couple away from winning, feel free to go over 10 turns. :D

Too bad there is not an option to select "Pangaea no islands" so we could win these by conquest without a navy.

Wonderlees, pillage-free AWE...and you guys made it look easy. :hatsoff:

romeothemonk
Mar 23, 2005, 11:19 AM
Based on what I have seen in this game, I think that the game was started with AI respawn on. This can get annoying as it gives the AI lots of new troops just when you think that you have wiped them out.
You can defeat it by patrolling the open space or by settling the open space. Nice read.

eldar
Mar 23, 2005, 11:34 AM
The Barb Worker would've been created by a Mayan Jav Thrower enslaving a Barb. I'm interested to see what it looks like joined to a city, though....

romeothemonk
Mar 23, 2005, 11:47 AM
Joining a barb worker to a city results in permenant unhappiness of "Stop the Agression against our Mother Country." This was re/discovered during Romeo3.

Bede
Mar 23, 2005, 11:58 AM
Do we even have a navy?

Got it. Build boats, kill Native Americans.

handy900
Mar 23, 2005, 12:08 PM
Based on what I have seen in this game, I think that the game was started with AI respawn on.

Thanks...and crap :wallbash: - I think you are correct. I hope this does no mean the HNDY13 and GR04 files are messed up as well.

Bede
Mar 23, 2005, 05:02 PM
It took until 1290.

http://www.civfanatics.net/uploads9/hndy12_1290_00.jpg

1150
Swap some buildings to galleys

1160
Raze two cities, eight to go. (6 Iro, 2 Mayan) Sailing the boats to the peninsula.

1170
Healing and yachting.

Mayan LBs kill a knight at the gates of Cuello...

1180
Stoning Cuello shows three in the garrison and only two effectives so will wait for reinforcement

Kahnawake destroyed.


Cuello collapses and Mauch Chunk and St Regis. Akwesasne(Iro) and Tulum (Maya) next.

1220
Maya are finally gone, gone, gone.

Cattaraugus (Iro) is next on the list. And then Akwesasne and the Iro in an island nation. Oops, forgot about Gewauge. And an Iro gally sinks one of our few.

1230

Gewauga gone.

Takes until 1285 to get enough boats to the island and the troops but after that the Iro go down like Triple A hitters facing Tom Seaver and the BIg Red Machine, no hits, no runs, no errors. Three pitches and their innings are over.

http://www.civfanatics.net/uploads9/hndy12_1285_00.jpg

Sorry Deadly but the barbs killed their brother before I could get him home...

ThERat
Mar 23, 2005, 05:24 PM
congratulations guys :goodjob: easy win with some iceskating in between, but overall we did very well. let's hope we are that blessed for the deity game

@handy, thanks for the respawn :crazyeye:

handy900
Mar 23, 2005, 06:11 PM
Outstanding. Conquest was a nice touch. :D

Once Rat woke up the sleeping galley (http://forums.civfanatics.com/showpost.php?p=2637211&postcount=81) in 350ad, it was all over for the AI.

Admiral Kutzov
Mar 23, 2005, 06:35 PM
yes, I concur. The awakening of the sleeping boat was the turning point. :)

ThERat
Mar 23, 2005, 08:15 PM
Once Rat woke up the sleeping galley in 350ad, it was all over for the AI. :lol: :lol: :lol: agree, if I had missed that, we would have been slaughtered