View Full Version : Ansar01-the slow-moving idiots


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Ansar
May 30, 2006, 06:12 AM
variant:
no fast troops. EVER. no artillery. EVER.
will we make this an Always War game?we will see.
aim is to hone the slow warfare skills. no flanking, rushing or similar stuff.
this is the heavyweight championship slugfest.

this is a combo fun-training game.
there is NO MINIMUM SKILL LEVEL. though if youre a chietain level player, jut say so for roster placement.

thus im looking for players that want to move UP to regent-monarch
we will aim for a CONQUEST game.
we will play the FRENCH? No, we play with SM's as the Dutch.

ROSTER(now in playing order :D)

B-
Abubu/SW-
Tribute
Frog King/Ansar
jb1964
Theryman

and our very own merciless devil:

Bede :devil:

soul_warrior
May 30, 2006, 06:29 AM
say hello to prince Abubu :worship:
i would still like to try it as GREECE though.
but your chief of this here mudhut, ansar. your call.
im just following orders.
those 50000 bodies were NONE of my doing. really they werent :mischief:

Ansar
May 30, 2006, 06:44 AM
ello, Abubu.:wavey:
Once the group is here, we will discuss our tribe.:king: I'm more of a Carthage type of guy, but lets see till the group gets here.

Reserved:

Theryman- the x factor(not present)
soul_warrior- arrived with criticism :D
jb1964- is the ogre still in the swamp?(not present)
Admiral K.- the fearless idiot leader :D(not present)

Bede
May 30, 2006, 08:09 AM
:devil:

I'll be watching you!

jb1964
May 30, 2006, 08:10 AM
jb checking in. Sunburnt, hung-over and partially clothed. Sir!

I really don't like AA UU's. If we're going to go w/ Carthage or Grease (is the word) and play AW then we're going to get an AA GA. The AA GW wouldn't be totally horrible if we could get to Rep first. But a despotic GA would twist my stomach into knots.

BTW, the offer for the evil cat is still on the table.

soul_warrior
May 30, 2006, 08:50 AM
jb checking in. Sunburnt, hung-over and partially clothed. Sir!.
i have nothing more to say :D
http://marthabolton.com/assets/images/the-turkey.jpg
I really don't like AA UU's. If we're going to go w/ Carthage or Grease (is the word) and play AW then we're going to get an AA GA. The AA GW wouldn't be totally horrible if we could get to Rep first. But a despotic GA would twist my stomach into knots.
ok. you convinced me.
how about the dutch?
they make a decent pint, and if we make this an ARID, HOT, 5 BILLION YEAR world, we'll have lots of sun to drink our :beer: in.
BTW, the offer for the evil cat is still on the table.
are you refering to this one?
http://www.vet.utk.edu/funrun/images/evil_cat.jpg

soul_warrior
May 30, 2006, 09:14 AM
aha.
just when you thought you were safe!!!
http://i10.photobucket.com/albums/a113/soul_warrior/ansar01.jpg

Tribute
May 30, 2006, 09:43 AM
Ooh! Am I allowed to join or do you have everyone already?

jb1964
May 30, 2006, 10:05 AM
That poor bird. :lol:

That cat is pretty close to mine. It especially depicts his attitude.

Dutch are cool. They do make a good pint. I'm still fine w/ the French people w/ the outrageous accents.

jb1964
May 30, 2006, 02:55 PM
The highest level units we'll be building before this game is a forgone conclusion are muskets and cannons.

Our best offensive units will be MI unless we substitute some other UU.

Early abuse of the AI's will be required to keep the research pace as slow as possible. I personnaly like the tactic of sending out a pair, or three, of spears, pillage and then park on a mountain.

The arty will allow us to set up cones of death. Elites at the apex to farm GL's.

Arty is going to be a big game changer for us so I would still like to try this out at Monarch. I think pulling this back to regent would make victory a certainty.

Beorn-eL-Feared
May 30, 2006, 03:55 PM
Carthage sounds fun because of the IND trait, and god knows we will need the roads up for slow movers. William of Orange sounds good too because you can never pass on AGR.

A definitely worthwhile alternative would be :viking:, because we will enter a huge offensive power gap between MDI's and artilleries with EVERY other civ... for instance the french, which d have a terrible accent, but a LOT of french canadians I know make a good point for themselves on that front, too ;)

Guerilla pillage tactics and an AA conquest sound reasonable, whatever the initial conditions.

:salute:

Admiral Kutzov
May 30, 2006, 04:08 PM
checking in for lurker only this game

Ansar
May 30, 2006, 04:46 PM
Ok, so it seems Dutch it is. The IND trait is good, but no match for AGR. Shall we play in a continents game to aid our seafaring trait? AW in pangaea is too weird...so many people coming and attacking..., but lets decide.

Tribute, you can join.:D What about you, B, was that post a sign up?:mischief:

So sorry to have you not participate AK, too many SG's?

I'll come up with some starts in the next few days...:scan:

Tribute
May 30, 2006, 05:44 PM
Hmm, thank you for allowing me to join. However, what level of AW will it be? And finally, pangea AW really isn't too hard if the level is low enough. Like monarch or regent.

Walls, spears, and catapults go!

Ansar
May 30, 2006, 07:43 PM
Well, it seems the settings are as follows:

Standard- to kill the average amounts of AI.:hammer:
No Barbarians- We dont want pesky tribes annoying our prey.
Pangaea- they cant escape us.:evil:
70% - Give them some room, so it feels better after conquering a big empire.:p
Arid- So they die of starvation and drought in the harsh plains and desert.:food:
Warm- So they dont have a cold place...?
4 Billion- The Earth is not too old or young, which means equal elevation throughout the world.:scan:

SGL's : OFF (Dont want them getting one of the helpers, do we?)
Flips : ON (Standard rule, even though AI cities barely flip to each other...)

Theryman
May 30, 2006, 09:33 PM
I'm here. All that sounds good, although why am I the woman in the picture?

Bede
May 30, 2006, 09:44 PM
:devil:

Far be it from me to give advice or suggestions but going Arid is going to stunt the AGRI trait of the Dutch. This is going to be fun to watch.

SimpleMonkey
May 30, 2006, 09:48 PM
Well, a desert pangaea is certainly going to make the Dutch less appealing than they usually are. (Personally, I find the Dutch very difficult to play poorly -- not that I haven't done so. But it does seem that whenever I jump up in level of play, it's been as the Dutch. Go figure.)

Wonder if anyone here is nuts enough to take a stab at this using the Hittities? Kind of an extra challange not to be able to build your uu ... :hmm:

Anyway, I'm reporting for lurking duty. Permission to come aboard and offer painfully obvious advice, Ansar sir? :salute:

Tribute
May 30, 2006, 10:48 PM
Well, a desert pangaea is certainly going to make the Dutch less appealing than they usually are. (Personally, I find the Dutch very difficult to play poorly -- not that I haven't done so. But it does seem that whenever I jump up in level of play, it's been as the Dutch. Go figure.)

Wonder if anyone here is nuts enough to take a stab at this using the Hittities? Kind of an extra challange not to be able to build your uu ... :hmm:

Anyway, I'm reporting for lurking duty. Permission to come aboard and offer painfully obvious advice, Ansar sir? :salute:

Well, it says that we can't have fast troops. So if we start out as an expansionist we automatically lose with our scout's existence.

However, I assume ships are okay? Armies obviously are not.

And finally, I only wish to play a start that DOES NOT have the Spanish. Stupid Conquistadors. How the heck can you beat 6 space movement and insane AI luck with the RNG?

soul_warrior
May 31, 2006, 12:37 AM
well, my intention for no fast movers....

i guess scouts are ok, sort of. as they are not military units.

ships are ofcourse ALLOWED.
how are we to get to the other side of the pond?
but if we are doing this as pangea, we can skip those too.
come to think about it, "scout's out" too!

theryman: its not a woman! well, technicxally it is :D but for illustartion purposes its the wailing, encouraging, reviving person!

Ansar
May 31, 2006, 06:14 AM
Anyway, I'm reporting for lurking duty. Permission to come aboard and offer painfully obvious advice, Ansar sir? :salute:

Welcome aboard, take a seat next to AK,and Bede. :wavey:

So is everyone agreed on the settings?

jb1964
May 31, 2006, 08:55 AM
However, I assume ships are okay? Armies obviously are not.

Armies of ground pounders is just fine with me. Does anyone else want to preclude armies? They are very powerful but as we proved in the last go-around they're not immortal. Only corporations are immortal.

soul_warrior
May 31, 2006, 09:30 AM
i want my swiss merc armies :evil:
i suggest we name the first one "Bill's Gate"

Beorn-eL-Feared
May 31, 2006, 10:25 AM
Bill's Gate :lol:

Yes it was a sign-up, ansar, and I like the idea of AW with the dutch. Sooooo counter-intuitive.

I'll refrain from commenting the initial conditions further and will focus on babblings about the saves :ar15:

The 777 Hoax
May 31, 2006, 02:24 PM
You have a new lurker. :)

soul_warrior
May 31, 2006, 03:40 PM
lots of lurkers around these bushes :D
hope you wont feel too crowded.
it is a desert after all :D
http://www.iol.ie/~gerardnorris/sahara%20photos%202002/images/Desert%20bush.jpg

Admiral Kutzov
May 31, 2006, 04:50 PM
use armies of slow movers

gmaharriet
May 31, 2006, 06:18 PM
Just pulling up a seat with the rest of the lurking Peanut Gallery. :D

Tribute
May 31, 2006, 06:25 PM
Seriously, though, are we supposed to use armies? They are fast moving (IE they can retreat and force no retreats from other fasties). It would make AW a LOT harder for a fun game of challenges. Trials and tribulations galore!

Ansar
May 31, 2006, 06:56 PM
Armies of slow-moving units is a yes.:bounce: Well, I got 2 saves, the rest had a cow on grassland and river.:vomit: I do not like cows...:scan:

http://www.civfanatics.net/uploads11/Dutch01.JPG

and...

http://www.civfanatics.net/uploads11/Dutch02.JPG

Glad to have you on board, B.:)
I personally like numero dos, because of the desert, and I love flood plains.:food:
Take a seat, gma and Cody and watch the slow-moving idiots triumph.:D

Admiral Kutzov
May 31, 2006, 07:11 PM
where's the beer and popcorn? Just a thought, but you might want to consider the first to get your initial cities out fast...

Beorn-eL-Feared
May 31, 2006, 07:38 PM
I'm for #1, mainly because of the production capacity. This is war, we can't afford to have super food pumps, they just don't work with the war effort...
#1 is a neat, easy, micro-less 6t sword/settler factory, for what it's worth.

I'm up for starting the ballgame, but really put me anywhere you want me, on whichever start.

Theryman
May 31, 2006, 08:55 PM
But in number two, we have mountains and hills to help save ourselves! We are probably going to want to have minimal D and focus on the killing, so we need every advantage we can get. Also, you can't say no to an early settler pump, with a nearby lux.

Also, hills mean iron.

Number two. A few months ago, I would have said 1, but I think that I have definitely changed.

Bede
May 31, 2006, 09:33 PM
:devil:

In AW you kill many more on defense than you do attacking until you can field your first real army. The only kind of game where I will build spears in great numbers. It is all about securing five or so productive towns then pushing out in all directions with troops. The important word is secure.....

I like #1 for the BG and sugar cane and the curving river. Good shield counts with minmal worker turns. And you have the sea at your back....

Tribute
May 31, 2006, 10:10 PM
I like start 1. Mostly because of the chain hills and the quick lux. Is the start coastal? It probably is, so we can settle in place. The fish, furs, and sugar, should help a lot with our self-research. Additionally, I wouldn't say no to the Colossus (by Scientific Great Leader and not by self-build).

Beorn-eL-Feared
May 31, 2006, 11:45 PM
If we get a SGL, ever, it goes into Pyramids, Sun Tzu or Leo - whichever is available. The only buildworthy wonder is GLB, although I would only build it if this is emperor, not monarch.

Tribute
Jun 01, 2006, 12:16 AM
Yes Yes, I know. I know. It's just that it's possible (though unlikely) to get enough. Especially at the level we're playing at.

Ansar
Jun 01, 2006, 06:31 AM
SGL's are off...:scan:

Do we all agree on start #1?:cool:

jb1964
Jun 01, 2006, 12:14 PM
I can't see either of the starts. For some reason the attached pics are not showing up through the company filters.

Anyway, since I have no clue I'll be glad to offer up my sage advice.

Sage is used in Greek, Italian, and European cuisines. It is used to season sausages, poultry, and fish. However the Dutch like tulips. I showered with my cat last night. It's easier on my tounge to get him clean that way.

jb off.

soul_warrior
Jun 01, 2006, 12:30 PM
start one is a go.

JB youre lucky,
my cat actually WANTS to shower with me :confused:
its becoming a real hazard stumbling blind in the shoower and onto a wet cat.
teach me blind folded martial arts though :D

Whomp
Jun 01, 2006, 12:55 PM
Anyway, since I have no clue I'll be glad to offer up my sage advice.

Sage is used in Greek, Italian, and European cuisines. It is used to season sausages, poultry, and fish. However the Dutch like tulips.
jb off.Great advice JB.
Can you guys get this started because we all know thyme is money and all...
You know that aromatic, perennial that was used by the romans as cough medicine.
A few other things you guys should understand about thyme.

Wear a sprig or throw onto a fire to attract good health.
Place a sprig beneath the pilow to keep away nightmares.
Women should wear it in their hair to become irresistable.
Thyme will attract fairies.

I showered with my cat last night. It's easier on my tounge to get him clean that way.
start one is a go.

JB youre lucky,
my cat actually WANTS to shower with me :confused:
its becoming a real hazard stumbling blind in the shoower and onto a wet cat.
teach me blind folded martial arts though :D
Oh and btw...you guys have issues. :smoke:

jb1964
Jun 01, 2006, 01:15 PM
OK, how about a spice theme?

Very cleaver Whomp.

Yes, issues are well established. However, the real story, the one I'm sure nobody give's a darn about, but the one I will inflict upon the community nonetheless is...

My housecat got out and stayed out for about two weeks. Last night I netted him. :evil: Additional story there. Anyway, he was filthy and I knew dunking him in the tub would lose me an eye and a pint. :health: So I donned my hunting pants and a wind jacket and got into the shower with him. He's now clean and I'm unscathed.

Please let us all, just for this moment, in our minds eye picture SW w/ soap in his eyes executing the crane maneuver on his cat. Naked. :vomit:

:lol:

Ansar
Jun 01, 2006, 02:35 PM
start one then? ok.

Roster: Keep in mind this was random...

B- Up!
Abubu/SW- on Deck!
Tribute
Frog King/Ansar
jb1964
Theryman

B, play 20 turns, then we play 10 each until IA, which we play 5. And I think everyone is familiar with the rules...:hmm:

jb1964
Jun 01, 2006, 02:43 PM
:hmm: ehem.......

Tribute
Jun 01, 2006, 03:32 PM
jb1964 was left out, I guess. And of course B refers to Beorn. If either of those are your questions....

Ansar
Jun 01, 2006, 03:49 PM
Sorry jb, I knew I was forgetting someone...:blush:

Beorn-eL-Feared
Jun 01, 2006, 04:43 PM
A B B then A Bu Bu. Got it.

LMAO the Crane in the shower. I wish my martial arts teacher didn't retire :(

Beorn-eL-Feared
Jun 01, 2006, 07:49 PM
Yo Ansar, where's my save :hmm:

Ansar
Jun 01, 2006, 07:51 PM
Ah, yes, the save...:crazyeye: :hammer2:

Theryman
Jun 01, 2006, 09:16 PM
Thats what I though J was eheming about. Lets do this, and hope we don't hit the IA.

For the record, what difficulty is this? For that matter, what difficutly was the other one?

Beorn-eL-Feared
Jun 02, 2006, 12:17 AM
Not gonna detail a log of these turns, let's sum it up real quick:
- I went max growth at each and every step of the turns
- Fur forest chops were way too amazing to miss, so I did 2 and got us rax-archer-archer that way
- WC, BW, then ongoing on IW. that's growth for ya.

http://img79.imageshack.us/img79/5539/ansar016ru.th.jpg (http://img79.imageshack.us/my.php?image=ansar016ru.jpg)

Comments:
- At a rate of 5 turns per growth, this being AW, I don't think we need to start a granary at this stage, really.
- My suggestion for the next 2 is work that last forest down, get a settler for more furs and 1-2 workers to do the mining job around Amsterdam. We will only need a granary when we have 2 more towns with barracks making archers and spears.
- Once we are there, if the forest isn't a BG, mine a plain to get a full time 6t sword/settler pump. This is just evil and deadly.

Tribute
Jun 02, 2006, 12:20 AM
You know, for some really odd reason, I always get a great settler pump capital city whenever I play AW, either its chock full of resources both iron, horses, and lux in the city radius!!! or its high in food. Odd, no?

And for some reason, I just can't stop but use a settler factory when I get one. Please, please, please can we do it after we're conquering like heck!

And I assume we're gaining +2 gpt for some reason? I can't tell. The only one my very imaginative brain can think of is that you just finished researching BW and lowered science at the last turn to avoid waste. And we're at 14 instead of 12 cause you did the same thing for WC. Am I right or just plain crazy?

Amsterdam will at least be a 6 turn sword/settler pump with the 2 furs, sugar, town center, and 2 BG's. We should probably slow growth if we want that though. And I advocate the green and pinky square for the commerce. Green is better than the others since it's coastal and productive. Pink is also better than the rest because it allows us to have an increased sphere of power and a worker pump. Now, we WILL have very high control and probability of securing the other spots. Also, Amsterdam will be relieved of pressure and will not need walls. In AW, aren't workers essential? Without the roads between towns and the production to overcome the combined production of the AI, we would lose. So workers would be easily grown and made in a pink dot Rotterdam.

I wonder....

And the roster:
B- Played and grew us to size 5 with a rax and archer
Abubu/SW- Up!
Tribute- On deck
Frog King/Ansar
jb1964
Theryman

Beorn-eL-Feared
Jun 02, 2006, 12:20 AM
About the dotmap, my proposed order is Pink (more furs = good tiles with a chop :thumbsup: ), Green (BG !!!), BlueNW, Red.

If we are to scout our IMMEDIATE (nothing far !!!!) neighborhood, it should be done in the next 10 to minimize contact possibilities.

SW UP

soul_warrior
Jun 02, 2006, 04:35 AM
got it.
scout immediate 4 tiles or so.
settler - workers out?
going for pink.

jb1964
Jun 02, 2006, 07:14 AM
Any thought of moving red to the hill? It gives us a forest chop and another tile that we can cultivate for 2-food. Just from a spacing point of view I must admit that it seems to fit better in the plains below the mountain.

Hey, since we're headed for IW, which is kewl, is there any thought of trying to be the first to Philo? If so I think we go straight for Philo after IW. If not, then go for Math so we can toss rocks. Then Monarchy.

The capitol looks great. We can have it up to 10spt with a little effort and be pumping swords and settlers. From the level of entertainment and MP's I'm guessing we're at Monarch.

Last comment, I'm digging the coin we're getting from those furs.

plarq
Jun 02, 2006, 08:55 AM
start one is a go.

JB youre lucky,
my cat actually WANTS to shower with me
its becoming a real hazard stumbling blind in the shoower and onto a wet cat.
teach me blind folded martial arts though Poor cat. Is it flat? :lol:

soul_warrior
Jun 02, 2006, 09:26 AM
alas, the is not flat but "round"

red dot to the hill, and the blue on our side of the river, fits snugly in a CxxC.

i think we should get math > monarchy.
were not in a trading game, and dont really need philo right now?

do we want the GLIB?
not really a must, but worthy of discussion

PLAYING NOW!

Beorn-eL-Feared
Jun 02, 2006, 10:08 AM
jb, I did not put it on a hill simply because on a coastal location, you need as many shields as possible around, and anyways it's not going to be attacked.

Philo is not part of my plans in AW, I usually go for IW, then horses-HBR if iron fails, cats then monarchy. You need catapults, you need a fast unit or a 3 attacker. By that time, philosophy is not impossible at all, but what for? Mysticism? Polytheism? Researching writing and philo is 2 techs, and it's generally not worth the risk. The bigger the tech you want from it (ie up to monarchy), the bigger the risk of having it jinxed. Below monarchy, writing+philo is jst too heavy a research toll.

If we have many opponents early, GLB could be good, otherwise this is monarch, we will just outresearch everybody.

Tribute: exactly right on the gold, I forgot to kick it back up. My bad, blame 2am (or blame Canada). Good points on the pinky and greeny, there's just so many reasons we need those. However, make sure every settler is always double-escorted.

soul_warrior
Jun 02, 2006, 10:17 AM
0- up lux 10 and sci 10. shaves 2 turns off iron.
send a bow to furs to looksee.

1- furs are wet. road 'em.
2- nada
3- Amsterdam spear > spear. up sci and drop lux. now shave another 2 turns off iron.
4- 'Dam grows. fiddle with slides.
5- nada
6- Dam spear > settler.
7- ZZzzz
8- same
9- still nothing
10- start irrigating another plain near the fursite.

settler out in 1.
15g in the bag.
iron in 5.

and an enlarged map.
looks very nice, though poop poor.
http://i10.photobucket.com/albums/a113/soul_warrior/ansar1_257.jpg
on second thought, move thesite back to B's original plain site.
just scratch this dotmap.
look at the land instead

Tribute
Jun 02, 2006, 11:17 AM
I'm up. I suck at city placement in AW. Did you know I've actually used OCP in an AW game before? It took so long to win too. I'll try to do 3 away, but my conscience will be angered. The dotmap will be disregarded for B's.

And what does 'poop poor' mean?

Whomp
Jun 02, 2006, 11:28 AM
And what does 'poop poor' mean?
It's jive talk. It's what he does and he's the master of it. When you see it do this... :yup:

OK carry on, team.

Beorn-eL-Feared
Jun 02, 2006, 11:37 AM
Jive he talks and Jive he walks :rockon:
I'll revise my dotmap, there's a few new sugars and cow that need attention.

Your dotmap would've been great for a space game ;)

Next growth in Hamster, you could make a worker, it needs those mined shields up and running. Both archers back home now, great job but let's not get caught.

Beorn-eL-Feared
Jun 02, 2006, 11:54 AM
Ok here's a new one, misfortunately (or fortunately, since we scouted and noticed ahead of time) the river and sugar are tiles we need to take care of, so I propose the following:

http://img302.imageshack.us/img302/6250/ansar026rh.th.jpg (http://img302.imageshack.us/my.php?image=ansar026rh.jpg)

It scraps the original pink dot so as to give 2 more river forest(grass) tiles to green and use the sugars better with purple. Btw, once green is settled, all forests to the NW will go to it until we found light blue to the NW.

The 3rd ring all fits wonderfully on hills, which is awesome.

My order would be going CCW: green, purp, pink, blue, yellow. Then steady as she goes.

soul_warrior
Jun 02, 2006, 12:36 PM
look mighy nice that dotted dress you've got on B, cant tell your a day over 2 trimesters in :D
somewhat tight, but i guess most 3rd ring town wont be large.

vmxa
Jun 02, 2006, 12:37 PM
Lurker:

Tribute you really need to stay tight on placement in AW, even AWE. If one was to move the white spot over, it would pick up that fish that will otherise not be used.

It allows the other spots to move to not land on the wrong side of one river (blue dot) and the pink to not land on the trees so they can be chopped. It frees space to get two more down on those rivers and on a hill.

True one is on the wrong side of the river for your troops movement, but they are forward and will become the front for much of the fighting, with any luck.

Edit: Looks like Beorn got there with the same idea.

jb1964
Jun 02, 2006, 02:13 PM
It scraps the original pink dot so as to give 2 more river forest(grass) tiles to green and use the sugars better with purple. Btw, once green is settled, all forests to the NW will go to it until we found light blue to the NW.

Very sweet map. Working (roads) all those river tiles will give us a nice income. So where's the iron going to show up?

@BeF, I agree the tech route from IW to Math to Mon is the way to go. The plains valley does look starved at first glance but if we water two grass (@Monarchy) that will let us use both hills and a mountain. If we grab and water the coastal sugar then we can bring the other mountain on-line. But that's a long way off.

Workers, settlers, & swords oh my!

Tribute
Jun 02, 2006, 02:19 PM
So I have to play now, huh? Got it.

Ansar
Jun 02, 2006, 02:26 PM
:clap: nice job everyone. sorry I havent been lately to comment on things.

It seems the AI is shy to meet us...but lets hope we are not on a island. Very nice terrain we have, we should have no problem beating the AI up, though I think we are going to lack in iron...(not many mountains and hills).

I like your dotmap, B.:goodjob: It is very futuristic in the sense of many settlements, but those wont take long with our AGR trait.:smug: Too bad lot of the desert is flood plains...I was hoping we would get to use our "special desert treatment".:(

Theryman
Jun 02, 2006, 02:43 PM
Yea, lack of iron may be a problem. Also, do you think we will be abe to get that many cities out before we meet a few civs and come under attack? We do not want to spread ourselves thin...

It's already been said, but I like green on B's map first. Lets go, team!

Beorn-eL-Feared
Jun 02, 2006, 02:48 PM
Thery, the dotmap is very, very futuristic indeed, theryman: we will get there somewhere around 10BC, with the pressure we'll get soon ;)

About swordsmen, not having them is a pain, but catapults are extra strenght tylenols. Enough catapults make for good rounds of archer action.

And jb, when we get to monarchy, red will make 3fpt in the core anyways, all the more reason to give it hill and mountain to play on.

Ansar
Jun 02, 2006, 05:00 PM
Yes, you must teach me the art of these...stone-throwing things? How do you make good use of them, i must learn...:confused:

Roster:

Tribute- currently playing
Ansar/Frogman - on Deck and jumping!
jb the ogre-washed cat without a scratch.:health:
Theryman
Beorn- got us a really nice dotmap.:goodjob:
Prince Abubu/soul- just played.:D

Tribute
Jun 02, 2006, 05:12 PM
2550BC to
(0) Looks good. Settler in 1 with growth in 1.

Inter: A warrior walks up next to our archer. Time for war!

(1) Amsterdam Settler->Archer in 3. MM Amsterdam for more food. Taxes down to 0% Science still 80%.
Zulu contacted. They are up only The Wheel. We are up nothing on them. Declare war. Archer attacks and ... wins 1/4. We are in trouble for defense. An archer will have to stay near to defend Rotterdam then. Following Beorn's latest dotmap, I will settle blue since it is on the other side of the where the warrior came from and nearest our archer down south.

Inter: A stupid pink warrior approaches on a forest. Not again! It's next to both our worker and undefended settler!!! Luckily both can move away. If we're lucky, a spear could take it out. But I won't risk it.

(2) No builds
Wake worker. It's working on irrigation outside of Amsterdam anyway. So it goes east to help out Amsterdam for a while.
Damaged archer fortifies.
Switch Amsterdam to a warrior in 1.
The Incans are up both masonry and ceremonial burial with 2 towns already settled!!! Declare war. No trades were available this time either.

Inter: Warrior fortifies on the forest outside of Amsterdam.

(3) Amsterdam Warrior-> Archer in 3.
Rotterdam settled Barracks in 14 with growth in 10. Archer moves in. Spear in Amsterdam moves out to Rotterdam. Warrior in fortifies. Worker to sugar. Science will make IW in 2 turns with +2 gpt

Inter: Nothing

(4) No builds
Temp fortify the Spear outside of Rotterdam. Move archer north under the spear.
Worker mines.
Science to 70% +4gpt IW in 1.

Inter: Nothing

(5) Iron Working->Masonry (in 7 with 90%) (Look! Iron is on the mountains near the town I suggested on the plains SE of Amsterdam
Attack warrior with archer. Win 4/4. Spear goes south into Rotterdam. Other archer has healed. It moves west to discover wines.

Inter: Nothing

(6) Amsterdam Archer->Settler in 4 (size 6 growth in 5.)
Lux up to 10% -1gpt.
3 archers exist. 1 explores a bit NW. Another W. The last SW.

Inter: Nothing

(7) No builds
Explore in said directions

Inter :Nothing

(8) No builds
Switch exploration to W, SW, and S

Inter: Nothing

(9) No builds

Inter: Nothing

(10) Amsterdam Settler->Spear in 3 (size 4 growth in 1)
Lux to 0% and Science to 80% Masonry in 2 and +2gpt

I leave the 3 archers to be moved by the next player.

Short Summary: 1 new town. 2 new wars. Kill 2 warriors with 2 archers without promotion. 1 worker, 1 settler, 2 spears, 3 archers, and 1 warrior.

In the future, make a worker or two from either Amsterdam or Rotterdam (the latter will be better but slower). We'll probably need a bit more defense and workers. So spears, defensive archers, upgradable warriors, and workers. And I hope I did well.

http://www.civfanatics.net/uploads11/Ansar012150BC.gif

Beorn-eL-Feared
Jun 02, 2006, 05:24 PM
Disclaimer: please note that I comment for the purpose of your improvement, I'm not and will never be angry or anything over a game, but things need to be said if you wish to learn, and I certainly wish you to. This holds for every post from now on from me :devil:

I will settle blue since it is on the other side of the where the warrior came from and nearest our archer down south.A very precisely bad idea. Right now our productive city is the capital, we need that city covered. The other one can wash hordes of zulus or anything, and it will not hurt our production. All the more reason to settle purp/green first.

Iron will be great, but it will have to wait for border expansions. Red dot is a worthless "opening" city, we need BG's and we need sugars, and we need them now.

Roading Rotterdam would be a priority to me. This and backing those archers BACK !!! Contacts are bad. High density of units around our borders is good.

The worker was a good idea, but untimely. If you are able, and it pays to try hard to be able, time it with growth and never lear Amsterdam shrink down below 5. Get it size 7 even, not 4. Food = population = power.

About the catapults, we'll see very soon how awfully painful they are to the AI when we get a few. For instance, spears, numids and hoplites are a pain when they get in your territory, because you always risk losing a sword or horse to them. Unless they are down to 1-2 HP.

Ansar
Jun 02, 2006, 05:48 PM
Yes, Tribute, I was thinking the original plan was settle pink first...but thats ok. I will check the save maybe later today or tomorow. It seems I will meet another civilization...:devil:

I plan on settling purple and green. They seem like optimal spots...:scan:
Unfortunately, I am not on my civ computer, so like I said, I will have to check this out later.:)

Tribute
Jun 02, 2006, 06:58 PM
I'm sorry about the first town. I was convinced we were surrounded, but instead, we've got tons of space! So yes, that town was a bad place. I built it cause we lacked the spears and archers necessary for defense.

And Amsterdam really isn't size 4; it'll grow in 1 turn, and we won't feel a 4 population effect.

But I get it. Those were mistakes.

Admiral Kutzov
Jun 02, 2006, 07:50 PM
next town SW of sugar1

Theryman
Jun 02, 2006, 09:44 PM
You think you made bad choices? Wait til my turn!

Anyways, what directions did each of those two warriors come from? It does not bode well that we have two neighborsd with AA UU. They will get their Golden Age, and maybe swamp us.

Bede
Jun 02, 2006, 10:21 PM
:devil:


At this stage of AW think spears and catapults, not swords. They are 2/3 the cost of a swordsman and make for a potent defense. YOur objective right now is to establish first ring towns and defend them strongly.

Ansar
Jun 03, 2006, 07:33 AM
preturn-
Move the middle archer to the mountain. Other archers fortify. Settler to purple dot(sugar).

IBT- turns out there was a Zulu warrior+archer combo. Archer attacked and died (1-0), plus our archer became elite.

1. 2110BC
Elite archer attacks Zulu warrior, we succeed, but no leader.:hammer:

IBT- Masonry comes in. Start research on Math.

2. 2070BC
Sugarcane Stacks is founded. starts barracks. Amsterdam spearman -> spearman.

3. 2030BC
Explore and no other civ.

4. 1990BC
Explore a little more...we have lots of desert.

5. 1950BC
Explore...and nothing. Not even AI units...:coffee:

6. 1910BC
Amsterdam spearman -> settler. Increase science by 10% and get Math in 9 turns at +0 gpt.

7. 1870BC
Rotterdam barracks -> spearman. Oh dear, spot a border...hope I dont make contact...

IBT- No contact made. Archer retreats.
http://www.civfanatics.net/uploads11/spotted_border1.JPG

8. 1830BC
Amsterdam grew to size 6. Lower science by 10% and up lux by 10% and end with Math in 7 with +2 gpt.

9. 1790BC
Settler in one turn, heading for green dot(BG'S).

10. 1750BC
Amsterdam settler -> spearman.

homeland
http://www.civfanatics.net/uploads11/homeland.JPG

and the wide front
http://img140.imageshack.us/img140/3825/widefront6bk.th.jpg (http://img140.imageshack.us/my.php?image=widefront6bk.jpg)

Summary: I think I did good...Mathematics was what we discussed and what Bede said. Im so glad we didnt meet the Persians so quickly, that would have been a major setback. Hopefully, in the future, we can kill them before they send stacks of immortals at us. Now I've got some questions:

Is the order of AW early game, spear -> settler -> spear in core cities?
Why do you suggest Amsterdam grow to size 7?
Was it a bad thing(cowardly) to not meet Mario of the Persians?

Ansar
Jun 03, 2006, 07:54 AM
And a quick Roster check...

jb- Batter Up!
Theryman- On Deck!
Beorn
Prince Abubu/soul
Tribute
Frogman- just played and got some sugar.:cool:

soul_warrior
Jun 03, 2006, 08:33 AM
Now I've got some questions:

Is the order of AW early game, spear -> settler -> spear in core cities?
Why do you suggest Amsterdam grow to size 7?
Was it a bad thing(cowardly) to not meet Mario of the Persians?

1- usually i would say no. what we need is atleast 2 spears per settler, to avoid its loss, if spear dies.
this is the defensive phase of the game, hence we need more units, which can slow expansion, but atleast we will get to keep what we expand onto.

2- growth to size 7 is not a neccesity, but wise anyway.
we dont have a granary, so we lose 2 pop anyway (same with size 7 and a gran)
but if we allow it to grow, we get the added production, as well as more units inbetween settlers.

3- not meeting Mario was one of the HIGHLIGHTS of your set.
nothing cowardly in avoiding war with an immortal stack!
we dont need more contacts now. we need less.
as long as he doesnt know we are here, he wont be bothering us.
and that, my friend, is VERY GOOD NEWS.

all in all - very nicely done :goodjob:

i think we should hold a bit on expansion and get more spears online, atleast at the front.
next settler should go claim the iron, too.

jb1964
Jun 03, 2006, 08:49 AM
Got it. Will be playing today.

Theryman
Jun 03, 2006, 09:46 AM
Good, iron. For some reason, in every game I play, I am stuck wihout iron.

Anyways, good job avoiding the Persians. They would have been the third AA UU we were at war with!

Beorn-eL-Feared
Jun 03, 2006, 11:14 AM
Explore and no other civ.Looking for trouble are ya :lol: Get those archers back before they get hurt, jb.

Mathematics was [...] what Bede saidNothing to add ;)

Now I've got some questions:

Is the order of AW early game, spear -> settler -> spear in core cities?
Why do you suggest Amsterdam grow to size 7?
Was it a bad thing(cowardly) to not meet Mario of the Persians?
Answer 1: Core cities have to balance out the production of units, settlers and workers. We need enough units, then enough settlers to expand, then enough workers to consolidate. Amsterdam is huge in both food and production, and we need to squeeze the fruit for all its capacity. The other towns will ensure we don't have too many settlers for our units if it goes unbalanced that way, or enough workers to get the work done.

Right now we can afford the lull involved in building barracks first in every city, so do it and make vet spears/archers. Make the odd settler and worker when they time in for growth.

There is no build order in particular, just make sure there's a spear or two in every town and an archer or two in every sector. When we have maths, some towns can go without a barracks and make full time catapults/workers or such.

Answer 2: I was saying getting it to size 7 is better than shrinking it to size 4, so if timing fails, make one more archer and let it grow up for a turn or two.

Answer 3: No, it was a good thing to avoid them, and you should back off the archers before you do !!

Worker roadingIn AW, what you need foremost is mines up. Roading is good when you can afford it, crucial when you have a network of towns, but shields is where it's at. Gold is a sidekick prize compared to 10 shields a turn for spears, archers and catapults.

This comes up with two conclusions: 1- the worker should be mining BG's in the capital; 2- we need more workers out of the secondary towns to road (network, purely for transport) and improve (chop, mines up and irrigation for the few plains we need) our first ring.

vmxa
Jun 03, 2006, 12:29 PM
Lurker:

"Answer 3: No, it was a good thing to avoid them, and you should back off the archers before you do !!"

This is gospel in AW, even AWM and surely AME or better. You cannot afford to get contacts as that means more units to deal with. Just explore enough to see where the next town should go and hunker down.

If you have 3 or more civs pouring units in early, you will be very busy and any improvements are going to soon be at risk.

Once those civs switch over to almost only troops, even slow movers are a handful. Until you gain either an army or cats, you are going to have very little in the way of an advantage in combat. None with attackers and you have to try to keep a decent kill ratio as you cannot replace units as fast as three civs can.

After you get cats and an amy or two, that will change some. Eventually you will get large enough to be able to keep up in replacements.

jb1964
Jun 03, 2006, 01:01 PM
It's turn three.
We have three four cities, three archers, 5 spears, one warrior and one worker.
One city is 5-turns from a racks and we get another vet spear nezt turn for the other city. The newly foulded city is busy putting up a racks that's not due for a while.
The capitol will grow to size 5 next turn.
I think it's time to build the granary.
The other thing is that the Capitol is at an awkward production level of 9 spt.
(Growth next turn working the forest and afterwards still 9spt working the fish.)

Objections?

jb1964
Jun 03, 2006, 01:29 PM
Too late, the deed is done and I'm happy w/ the results.

Turn 0 – 1750 BC
“You boys pick up all those arrows and get your butts back inside!”
Or in the famous words of the Knights of the Round Table, “Run away!”
Entertainment can be dialed back to 0%.

Turn 1 – 1725 BC, Move settler to green dot. Road finished, begin mining.
Turn 2 – 1700 BC, Found Blooming Idiot. Racks.
Turn 3 – 1675 BC, Capitol: spear - granary
Turn 4 – 1650 BC, Nothing
Turn 5 – 1625 BC, Nothing
IBT: We know Math, set our sites on Monarchy and the three preceding techs. CB in 4.
Turn 6 – 1600 BC, MM the granary to finish just prior to next growth then pump a quick, and needed worker.
IBT: Inca show up w/ two warriors. Yawn.
Turn 7 – 1575 BC, Nothing
IBT: Inca bring in another warrior. Or as I like to call them, Great Leader generators.
Turn 8 – 1550 BC, Nothing
IBT: One warrior dies (arrow/spear no hits), elite spear. CB in, Myst in 4 at –2gpt w/ 111 in the bank.
The peeps give us a lovely lawn.
Turn 9 – 1525 BC, Pin a medal on the spear's chest. Should rename him Uglysticker.
IBT: Another warrior thinks it all looks kewl and follows his bother into the ether. eSpear 5/5, no GL.
Hamsterdam: granary – worker (10spt and growth next turn)
Turn 10 – 1500 BC, This time we attack out at the warrior w/ our elite archer. Now 2/5 and no GL.

One mistake I see is that I should have put a spear on the hill in front of Sugrarcane Stacks. That would either make the AI pay a higher price for the hill and would force units into the open plains. Rotate the eArcher into the city and push the spear out.

With all the MP's our Entertainment slider is still at 0%. Myst in 3 turns.
When we settle the red dot (next?) just set it to making cats.

Beorn-eL-Feared
Jun 03, 2006, 01:56 PM
Good call on the granary jb

Just a reminder, Thery: don't forget that, when at size 5, you can give the mined BG back to Amster to get 4 turns growth, and when at size 6 you can afford to give more shields to Blooming Idiot. That way Amster never slows down and the other towns speed up.

Bede
Jun 03, 2006, 03:19 PM
:devil:

Walls first, then maybe a regular spear before a barracks in all towns from here on out unless they are safely in the backlines. Two or three regular spears and some walls do a better job of stopping the enemy then a barracks. (the promotions will come of their own) And I'm not sure where the backlines are since I don't know where the enemy boundaries are.

Counterintuitve note: the iron can wait until you have two or more towns with barracks at 6spt or better. Walls, spears and cats are cheaper and better defenders and maybe an archer or two to kill cripples.

Ansar
Jun 03, 2006, 06:07 PM
nice turns there, jb.:cool:

I like the granary, it will help growth.:food: Also, we could use 1 or 2 more workers and then back to spear/settler pairs. Agree that red dot next, then the orange one. the orange city, being on a hill, will produce many victories on our side, also it will serve as a...whats it called...killzone(?) for the AI units to crash into, making the core more productive and less dangerous of any interventions.:hammer:

Im guessing now we are going to defend our homeland by settling until we are strong enough to attack someone AND make them part of our empire?:devil: I want to learn how to use cats on the offensive.:D

Tribute
Jun 03, 2006, 06:12 PM
A silly question, is it considered unorthodox to use settler pair spear defenders as cover for archers? 'cause that's what I did.

Not that it's a bad thing, but if we switch the unmined BG to the fish, upon growth, that BG will be selected and we get 1 extra commerce.

And finally, for some odd reason, I just want to contact Persia because that way it'll stop them from developing and making the workers, towns, and cultural expansions necessary to get iron. Unless they're lucky enough to already have it in their borders.

But you all seem to think that no contact will allow us to expand better, which is true. So either cripple one AI or make ourselves stronger. What do you think?

Bede
Jun 03, 2006, 09:15 PM
:devil:

Time will come soon enough to go calling on X-man. Get an elite spear and a couple of vets and send them to pay a visit. We have the advantage as we know where he is. All he may know is where we came from. The spears can do a great job of supressing his production....but make sure to send enough force. One spear won't do it, two are marginal...

Beorn-eL-Feared
Jun 03, 2006, 09:50 PM
Whats it called...killzone(?) for the AI units to crash into, making the core more productive and less dangerous of any interventions.:hammer:

Im guessing now we are going to defend our homeland by settling until we are strong enough to attack someone AND make them part of our empire?:devil: I want to learn how to use cats on the offensive.:DExactly right, a killzone it is, and that's how we proceed. Catapults on the offense isn't rocket science: you use a large stack of 4-5 spears covering ~10 cats and ~10 swords, with a few horsies for the eventual usefulness. Send them to the front, make most of the catapults bombard. Send the horses. Unleash the swordsmen. Use the remaining catapult against promoted units or whatever comes up if necessary. This makes it possible to beat NuMe, Legions and Hops - at all.

A silly question, is it considered unorthodox to use settler pair spear defenders as cover for archers? 'cause that's what I did.

Not that it's a bad thing, but if we switch the unmined BG to the fish, upon growth, that BG will be selected and we get 1 extra commerce.Good thinking on the micro, and a stack is a stack, wether it carries a settler or not, archers are best kept under stacks.

So either cripple one AI or make ourselves stronger. What do you think?If this were a player vs player game, I wouldn't say let him grow, but this is vs an AI, and we must think outside of the full war engagement box. If we went in an all-out open war with an AI the way AI's make war, we'd be barely able to make it at regent.

Exploiting the AI's tactical difficulties is what makes AW possible against many opponents on levels higher than regent. And wether 1 AI out of several grows or not means little compared to wether or not WE do grow. Crippling anyone at the cost of our own unstopping, unbounded expansion, is never a good idea.

Admiral Kutzov
Jun 03, 2006, 10:15 PM
Is the order of AW early game, spear -> settler -> spear in core cities?The order is what keeps you alive. Don't get locked into one pattern.
Why do you suggest Amsterdam grow to size 7?
much too lazy to search out this comment. If I'm counting correctly, it will get you to 10spt, a 2 turn spear pump

Was it a bad thing(cowardly) to not meet Mario of the Persians?
No. See Handy's games. You get one shot at trading, might as well make the best of it.

BTW, go get the grapes.

jb1964
Jun 03, 2006, 11:47 PM
And finally, for some odd reason, I just want to contact Persia because that way it'll stop them from developing and making the workers, towns, and cultural expansions necessary to get iron. Unless they're lucky enough to already have it in their borders.

I totally understand the reasoning behind wanting to embroil Persia in a war to growth but that will happen soon enough. If we did provoke the war we could wind up only facing the three AI's sending fodder for us. Then again, we could stumble across the Chinese and a few others at the same time. The other risk of too many enemies, too soon, is that it will our growth. The risk of letting them develop in peace is valid, but as I see it, it carries a lower risk of failure than the risks associated w/ too many fights and stunting our own development.

And based on empirical evidence, running out and looking for a fight at this level is a one-way ticket to notching up another loss.

Let me reminisce about an AW game I joined and got to play about three turns. From the start a few of the players built warriors and sent them on walkabout. We got smoked.

Beorn-eL-Feared
Jun 03, 2006, 11:48 PM
Theryman UP, and you heard the admiral :salute:

X-post: was it R&L4 with the Hitties? That game was barely even funny so much we got massacred by the deadly not-so-early-scouting-of-doom-bringing-contacts.

Theryman
Jun 04, 2006, 08:41 AM
GOt it. Will play it soon. To hell with exams!

Also, are we still using your dotmap, B? Back in post 63.

Ansar
Jun 04, 2006, 09:31 AM
Also, are we still using your dotmap, B? Back in post 63.

Thats the master plan, IIRC.:yup:

jb1964
Jun 04, 2006, 11:53 AM
@BeF, Yes, it was R&L04. We were Babs and had a nice despot GA. We were burnt toast.

Can I suggest the following changes to the dots now that we see a bit more territory?

Also, I think the next dot to be founded should be light blue or black. Either will become more productive nore quickly than red. Red is a longer term worker investment crossing the river and improving the hills.

Beorn-eL-Feared
Jun 04, 2006, 01:49 PM
Moving LB and black sounds good, and going for black early is, as the Admiral pointed out, beneficial. However we cannot spare the workforce to road it immediately so it shouldn't be straight next. Red is also, as you mentionned, a mid-long term dot that we'll settle when we want a few more tiles.

However, settling the gold hill is a free 3-4 gpt. Every time I see a gold hill, it itches me to settle it. Road/mining on a hill is rather long, but settling on it gives full benefits instantaneously and gives the city more food to grow vs working the hill.

Ansar
Jun 04, 2006, 03:06 PM
However, settling the gold hill is a free 3-4 gpt. Every time I see a gold hill, it itches me to settle it. Road/mining on a hill is rather long, but settling on it gives full benefits instantaneously and gives the city more food to grow vs working the hill.

I was thinking the same thing. Anyways the hill benefits defense and also, like you said, the gold really helps. Also, since it is on the other side of the river, units can go from town to town in the nearby area if its on the hill.
I dont mean to bash you jb, but IMHO, I believe the hill is truly superior to the flood plain.:scan:

Tribute
Jun 04, 2006, 03:10 PM
I agree. And the dotmap looks much more spaced out. The gold hill is closer, true, but it would help us more.

Theryman
Jun 04, 2006, 07:54 PM
Hmm? My Civ is not working... I get this odd error. I think a file was wipped by Norton. I can't reinstall until I find the other discs.

Ansar
Jun 04, 2006, 07:59 PM
Do you need a skip? :badcomp:

Theryman
Jun 04, 2006, 08:58 PM
Yea, it's for the best. Unless you want to wait a few days, which i dount very much.

Ansar
Jun 04, 2006, 09:28 PM
Sorry to hear that, Theryman, I hope the computer gets better soon.:)

Roster...

B - Up!
Abubu/SW - On Deck!
Tribute
Frog King/Ansar
jb1964 - just played and got us a food pump. :food:
Theryman- Computer problems = No Civ. Skipped. :badcomp:

Beorn-eL-Feared
Jun 04, 2006, 09:50 PM
Playing tomorrow night..

jb1964
Jun 05, 2006, 08:37 AM
OK, we're moving black and light blue but keeping w/ the gold hill. Kewl.
So what spot gets settled next?

With our dearth of workers we might as well settle Golden Hills next. We get the gold and a defensible position. And if we're still low on workers at the next settler I can see an arguement for red. Sure we wont' be improving it straight away but we can set it on cats and get away with a single (or no) defender until the AI's start trying to land the lone attacker on our back stoop.

What are our worker priorities?

Ansar
Jun 05, 2006, 08:41 AM
with tthe new farway towns, i would say road to them first so we have a road network. then we can start irrigating/mining the tiles for production/growth.

I would say settle black and orange. black will give us wines.:beer: and orange will give us nice kill zone and keep the CxxC pattern going.

Admiral Kutzov
Jun 05, 2006, 04:01 PM
don't forget about the benefits of irrigated plains with your traits.

Exactly right, a killzone it is, and that's how we proceed. Catapults on the offense isn't rocket science: you use a large stack of 4-5 spears covering ~10 cats and ~10 swords, with a few horsies for the eventual usefulness. Send them to the front, make most of the catapults bombard. Send the horses. Unleash the swordsmen. Use the remaining catapult against promoted units or whatever comes up if necessary. This makes it possible to beat NuMe, Legions and Hops - at all.


I actually have more fun with an active cat defense than offense. A stack of swords or whatever runs up to your city, you run in some cats and redline them and they impale themselves; then you run to the next city and do it all over again.

@B, in this continuim, it is tomorrow night. :bump:

Tribute
Jun 05, 2006, 06:26 PM
don't forget about the benefits of irrigated plains with your traits.

I actually have more fun with an active cat defense than offense. A stack of swords or whatever runs up to your city, you run in some cats and redline them and they impale themselves; then you run to the next city and do it all over again.



Don't you mean irrigated deserts?

Anyways, the catapult defense bombard thing works best if we have cities with 1 road between, CXC style. So that they can move and bombard every turn and get the defense bombard. At any rate, catapults on the offense are very useful especially to increase our chances of killing those nasty elite pikes on a hill city. Good thing the AI doesn't do the same to our nasty little elite swiss mercs on a hill city. :p

Beorn-eL-Feared
Jun 05, 2006, 06:43 PM
@AK I just finished assembling the patio set, it's 15 to 8 and I'm playing it :p :lol:

Tribute, CxC is a fallacy, really, rank corrution will eat you alive. CxxC is just ok, you keep catapults in between cities if you have a wider front.

Tribute
Jun 05, 2006, 06:54 PM
I know that. I was just saying how best it could be used if we were in a tight spot or something and needed an AI prevention zone. I have never and will never desire to play CXC unless it's a variant. ;)

Admiral Kutzov
Jun 05, 2006, 06:56 PM
yes I meant desserts with whipped cream and all. and sprinkles, don't forget the rainbow sprinkles.

cxxc is ideal for AW. cxc is too close. what B said

I'm not saying cats on offense aren't useful; see scout et al in various locations, just that I personally have more fun with cats on defense

Ansar
Jun 05, 2006, 08:31 PM
I've been playing AW games recently on my own. CxxC is the way to go. Not exactly CxxC from the capital, but CxxC from a city to another is the key. Aslo, on the catapult issue, what does it matter if the catapult can move from city to city and bombard? The AI units attak the towns and catapults come into action. Its using them defensively, not offensively...unless you have a SOD of swords with cats, and thats where they are offensive, which is what B said a couple posts back.:p As for CxC, im not a fan of it. I like my cities to grow to at least size 7, yes I know, a little growth paranoid/builder-ish.:food: And thats my opinion on the subject.:coffee:

So...B, any battle reports/news for us?:)

Beorn-eL-Feared
Jun 05, 2006, 08:50 PM
Pre-Turn:
Both barracks cities will finish their build and then make a worker. Blooming rax changed to rocky and a worker will follow. Re-micro'ed Amster to keep on growing ASAP, it will make a worker next but I'm re-assigning it to full settler pumping.
Tech order is good, we're not headed towards TGL ;)

T1.
Bloom Cat - Worker
Rotter Spear - Worker
Amster Worker - Archer

T4.
Amster Archer - Settler

Hi darling
http://img129.imageshack.us/img129/4144/ansar032sy.jpg (http://imageshack.us)

She's up Wheel and Writing

IT
Gordium grabs the Wines

T5.
workers are produced, however I spot a continent to the east. Blooming makes a curragh to scout now.
Rotter goes for a spear.

T6.
Here's what catapults do:
http://img129.imageshack.us/img129/1476/ansar049sl.jpg (http://imageshack.us)

IT
Zulus show up from straight W

Notes: every chop in the N forest lump will go to blooming idiot. Every chop in the W-SW side will go to Rotterdam. Time them accordingly, like for lightning fast a barracks in blooming right now ;)

I went settling the hill site to the west for the defensive position.

Amsterdam SCREAMS to make 6 turns swordsmen/settler, so let's get 2-3 workers up in the next set to build up the road through the hill to the iron.

http://img129.imageshack.us/img129/2197/ansar053vv.th.jpg (http://img129.imageshack.us/my.php?image=ansar053vv.jpg)

Sir Abubu UP

Beorn-eL-Feared
Jun 05, 2006, 08:52 PM
2 new contacts, otherwise quiet turns. Would've gone much faster if AK wasn't chatting all along !! :lol:

I suggest making rotterdam into a worker pump, with its FP and forests ready to help a granary build. That would make us have a settler and 2-3 workers every 6 turns, which is an awful lot for AW games. It also makes for a more straightforward use of the rest of the empire: :hammer:

Tribute
Jun 05, 2006, 10:17 PM
I may take a peek at the save. I'm curious to see how well we're doing. And how about that. We have 4 (+1) settlements.

Over settler escorting there much, B? ;) But how come there's only 1 archer in the stack with 2 extra spears being made? Does this mean we have a lot of archers (out of sight) or they all died?

Ansar
Jun 05, 2006, 10:22 PM
So...we have met Theo, and Alex? Hopefully we dont meet Mario soon.:eek:

Yes, I think its time to begin making offensive units.:hammer: Wat are we gonna do about the wines? Its the nearest luxury...:(

Abubu/SW - Up!
Tribute - On Deck!
Frog King/Ansar
jb1964
Theryman
B- just played and met Alex + Theo.:cool:

Beorn-eL-Feared
Jun 06, 2006, 12:42 AM
I'm establishing a defensive position, and trust me, it's a position I on't intend us to lose tomorrow ;)

Luxuries we can do without, for a few dozen turns, but swordsmen we need. Swordsmen+catapults, those can make their way alone through to the knight era.

If we make a few more defenders, and by that I mean not going into archers much, we can keep expanding 'rapidly' and safely. We could also consider giving a hiking ride at the Persians, if we can ever spare 6-7 spears. Right now swords are near at hand, so archers have a limited usefulness time range. The ones we have are garrissoned under cities, waiting for units to come by.

It's not like that cursed COTM in which I'm still not fighting with immortals at 600BC. Oh well.

soul_warrior
Jun 06, 2006, 01:14 AM
prince abubu has it and wants da vino code!
1 hatti and 2 staffies every half score turns shall be decoded regarding the holy bears permission.
more punch in the vin-bowl screams the maitre'd!

i have lil kim visiting tonight so will get this tomorrow!

soul_warrior
Jun 07, 2006, 11:13 AM
ansar's bouncing along!

pr4turn - take a looksee, mario has grabbed them vinyards. no matter :evil:
no builds soon, nor possible sci cuts.
enter.

IBT- ZZZ

1- sugarcane spear > spear.
build Sandy Bottoms > cat.

IBT - zzz

2- Rotterdam spear > spear.
Blooming Idiots curragh > cat.
boat goes towards Mario.

IBT-

3- Amsterdam settler > spear.
move settler towards wine, add to mixture lots of covering troops.
lower lux and sci to gain some points and nuggets.

IBT- zzz

4- Blooming cat > cat.
howdie stranger :D
http://i10.photobucket.com/albums/a113/soul_warrior/ansar1_260.jpg
meet Henri. he has ponies, letters and coins to sell.
no thanks.
DoW.

IBT- a inca runner show up near Snady bottoms.

5- troops shuffling, dat all.

IBT - more incans arrive.

6- Amsterdam spear > settler.
sugarcane spear > warrior (upgradeable MP, + next worker with growth)

ping and harm the Incan one. he runs to mom. no kill.
move troops inside.
meet Mario. we can do math for writing. i take it. DoW.
up lux for growth.

IBT - Poly IN, Monarchy @ 60% in 28.

7- Rotterdam spear > spear.
move troops to more defensible places, and to rob incans of hilltops.

IBT- zzz more inca incoming. no bloodshed.

8- sugarcane warrior > worker,
more dancing.

IBT - nope

9- Amsterdam settler > spear,
Blooming Idiot cat > cat,
ping a pink bow. kill t with an archer. cover archer with spear.
settler for Vinland in place.
build it > temple (for them vines)
fresh settler gone to Rotterdam and then, dunno where to. SEE PIC.

IBT - incans getting frisky, and too close.

10 - sugarcane worker > archer.
ping and kill offending archer.
leave settler duo-trio at rotterdam for movement TBD.

http://i10.photobucket.com/albums/a113/soul_warrior/ansar1_259.jpg

Ansar
Jun 07, 2006, 11:24 AM
Ouch! 2 civs in one turnset? *gulp* :eek:

Comments...
About the SOD, we're trying to take Gordium, not the whole Persian empire, or are we? :) And what is that...?! a temple?! Soul...is this some kind of tomfoolery? :shake: , well, knowing you, its probably a pre-build of some sort. :cool: Do you have any info on if the Persians have iron?

Suggestions for next player:
I would recommend settling the gold hill + the hill SE, SE, E of the gold hill, the one near the cow. Watch out for Mario, he is scary, and remember that the Incan Scout can go through mountains without movement penalty.

and finally...the Roster:

Tribute - Up!
Frog King/Ansar - On Deck!
jb1964
Theryman
B
Abubu/SW - just played. Met Mario and Henry(:scared:) and got set up. :hammer:

jb1964
Jun 07, 2006, 12:52 PM
Destroy Gordium when possible.
We need to send a SODef (Stack of Defense) on a bit of a rampage into AI territory. Spearman's offense.
If Vineyard builds a temple I'm telling Bede. :lol:

Tribute
Jun 07, 2006, 01:49 PM
Oh dear, I have it now. Will try to build the settler according to the dotmap. I guess the temple will either be a walls. The catapult in Sandy Bottoms is cool but with walls, it'll be cooler.

And guess what? The gold hill would be semi-ICSin'. Time for some cool catapult defense bombards. OKay, then

soul_warrior
Jun 07, 2006, 01:59 PM
our SoD is VERY slim.
2 archers, a warrior, 2 spears and a cat.
3 more troops enroute.

the temple?
good that you noticed. it was sort of a smallish trap ;)
change it to a walls?

regarding the Mario Iron sitcom:
when we met and dealt, the Resource section was not there.
since we dont have iron hooked up yet, what does that mean?

SoDefence - the remains of the Gordium Stack can go on afterwadrds.
my guess is that in about 10 turns gordium can be ours, defended by a spear-archer duo.
the rest coul dgo on while reinforcements hole up in VinLand

Beorn-eL-Feared
Jun 07, 2006, 01:59 PM
SoDef :rotfl:

X-post: it means he has none either

Tribute
Jun 07, 2006, 05:55 PM
Eh heh, I didn't know you wanted to keep Gordium (after letting it grow to size 2) so I kinda played on past it (destroying it on turn 2).

Bad news though, I've so far lost 1 archer!!! (5 wins, 1 loss)

Good news: A MGL that has been made into an army (probably for swords).

jb1964
Jun 07, 2006, 06:30 PM
Eh heh, I didn't know you wanted to keep Gordium (after letting it grow to size 2) so I kinda played on past it (destroying it on turn 2).

Bad news though, I've so far lost 1 archer!!! (5 wins, 1 loss)

Good news: A MGL that has been made into an army (probably for swords).

A MGL! Very cool.
Time to hook up the iron and load that army w/ swords.

Tribute
Jun 07, 2006, 07:18 PM
(0) Nice. We can move into Gordium next turn, most likely.
I accidentally misclick the spear that was activated and actually kill the chasqui on the mountain 1/4. ... Okay. (1,0)
Move the spear to defend and move the warrior and catapult to defend the undefended catapult. This leaves Sugarcane Stacks with only 1 1/4 archer and 1 catapult as garrison. Move a spear to the middle of Blooming Idiot and Sugarcane Stacks to defend both if the warrior gets any ideas.
Spot a light blue border. The last civ. Not wanting to meet it, I don't think we can go any farther. Sugarcane stacks worker moves NE to mine the sugar fields. Another joins it.
Settler spear group moves to the gold hill in 4 turns.
Spear moves into Vinland.

Inter: An Incan archer approaches.

(1) Move troops from Vinland into Gordium with a Spear Warrior Pair defending it.
Sugarcane Stacks archer heals.
Archer moves to the mountain to see what's up. Spot two regular Zulu archers near it. (1 can attack)
Spear shuffle in case of attacks on the archer. Wounded enters Sandy Bottoms.
Actually, our curragh can go around the light blue border. Cool. But not this turn. (Advance 1 space)
Worker near Rotterdam finishes work. Moves to other FP.

Inter: Zulu attack our archer and lose 3/4. (2,0) The other archer moves next to ours.

(2) Amsterdam Spear->Settler in 3.
Workers finish both mines. 2 move off to road new towns.
Assault on Gordium. Bombard fails. 5/5 archer attacks 3/3 spear and wins 1/5 with a great leader. :D. Rename it the Drunken Ale Hog. The 4/4 archer wins against the unfortified 3/3 spear. (4,0) Destroy Gordium for 0 gold. And capture 1 slave worker. Which moves to Vinland's new wine field.
This is ridiculous. I have no idea what I am going to do with the Great Leader. I move it into Vinland as well as the spear and create an army so that we can get more great leaders later. Maybe this will be a future sword army. Maybe. Maybe. Maybe. But then I misclick again and send it out to the hills outside of Vinland in range of the chasqui scout. So the spear in Vinland moves out to defend the Great Leader.
Successfully avoid light blue border town.
Lose an 3/4 archer attacking the one blocking our settler advance to the gold hill. It had 3/3. But the elite spear wins 4/5. (5,1)

Inter: See a scout. And archers.

(3) Blooming Idiot Catapult->Catapult in 4.
Move a worker to go to the iron.
Switch Vinland to walls. Slave worker irrigates.
Leader makes army in Sugarcane Stacks. And fortifies for later usage.
Troops move some catapults to new city.

Inter: Chasqui and Archer approach Sugarcane Stacks

(4) Sugarcane Stacks Archer->Archer in 4.
Catapults bombard the two freaks. 2/2 catapults hit their mark.
Build a new town. Let's call it Golden Bombardiers ->Walls in 20.
Raise science to 90% -11gpt for Monarchy in 11. We're going to research lit, right? So better research sooner (before we need to use gold for stuff like upgrades)
Move some troops out of Vinland.
Attack 2/3 chasqui with 4/4 archer. It retreats with us having 4/4. Other archer attacks the remaining archer and wins 3/4. The veteran Spear moves from the mountain to attack the dying chasqui (which threatens a worker) and wins 4/5. (7,1)
MM Sandy Bottoms for growth. The hill tile was corrupted production anyway. We really need a worker to connect Sandy Bottoms to Golden Bombardiers, which we need for our CXC super bombard zone.
2 catapults into Golden Bombardiers.
A spear replaces the one that left on the mountain (exposing an unendangered catapult [unless the light blue civ is China and for some reason wants to declare war on us with its riders.] But that was an odd rant that should be disregarded. Can we have this stricken from the record?

Inter: A Persian warrior archer pair approach Vinland. The Incan scout moves deeper into the east side of (what will be) our territory.

(5) Amsterdam Settler->Spear in 2 (after MM'ing for 10 production and 3 fpt)
Spear and Settler to river hill near Golden Bombardiers and Rotterdam. This will be joined by a second spear on the way past Rotterdam.
Worker roads hill next to iron mountain. (Too bad Amsterdam has so much culture. We would've been able to make a colony otherwise for much faster iron.
Curragh almost runs into the next light blue border. F10 says that it is the one I suspected, the Chinese. As we cannot avoid the border this time. :( We could turn back. But then again, they are on the other side of the pangea. So we'll check them out. Besides with 6 AI against us, a seventh that are really far away, couldn't do too much damage. And if they weren't contacted now, they'll be a superpower later, making tech get researched quickly....
Sugarcane Stacks goes back to build an archer. The catapult and the archer inside leave. A spear enters. But now I notice something off with the town. It produces 6 not 5 shields! Oh no. And it only requires 5 food to grow to the next level (but will most likely have corruption) I decide to MM it for 7 spt (archer in 2 not 3) And set it back next turn for growth and the archer.
Move spear, warrior, archer, catapult group to hill near the Persian attackers.
Both cats in Golden Bombardiers make their marks. 2/2 hits on the now 1/3 warrior. Kill it so it can't go back and heal and harass us again. Spear wins 2/5. Other spear goes to cover it. Golden Bombardiers is currently safe from attack anyway, but the warrior enters it. Mountain spear fortifies. We need catapults up there or must expand west a bit. 3/4 Archer under the Mountain Spear. (8,1)
Cat into Sandy Bottoms.

Inter: Another Persian archer comes. Scout tries to flee. (and will) Greek warrior approaches.

(6) Rotterdam Spear->Settler in 6 growth to 6 in 6. How odd....
3 spears now cover the archer. 1 will be outside the city as an outpost (on a hill of course.)
Bombard Persian warrior revealing the archer. Goodies. Attack with 4/4 archer. and win 1/4. (9,1) Warrior and Spear sentry. Archer enters Sandy Bottoms. Archer catapult pair near it on the hill.
MM Sugarcane Stacks back to normal with growth in 1. (Archer in 2 but will be 1.)
Workers move to connect the wines. And then Sandy Bottoms with 1 worker.
Woops, I can lower lux to 10%. 1 turn too much then.
The moment of truth, meet China. Turns out they are up on us. Not surprising. With only Poly over them as a monopoly, they've got the wheel, CoL, and MM. They probably have HBR too. Surprisingly though, they don't have Philo, Currency, or Construction. We're building GLib, anyway, right? So pass. They have 8 towns to our 7. And war!

Inter: Scout starts to run off. Greek warrior and Incan warrior approach us. The other Persian archer advances into attacking range. :).

(7) Amsterdam Spear->Archer in 2. (Will also be 2 after growth since I MM for growth in 1 not 2.) Sugarcane Stacks Archer->Archer in 3. 8spt there. Blooming Idiot Catapult->Catapult in 3 with also 8spt. These'll be good towns for swords. :D
Time to kill the Greek warrior that stops our expansion north. Spear, Archer and catapult group advance.
Drunken Ale Hog kills Greek warrior 2/5 outside of Vinland. The mini-SoD on the hills bombards the Incan warrior but fails. The rest fortify. Archer spear groups are formed on our 2 defensive mountains. (10,1)
Spear to Blooming Idiot for happiness. However, Sugarcane Stacks people are crybabies and still demand us to go to 10% lux. As we run out of gold, science down to 60% with -2gpt and 47g in the kitty.
Wines will be connected in 2.
Explore China as Settler Stack goes into place.

Inter: Scout runs off. Persian warrior and archer regroup. Chasqui approaches as well as Byantine and Incan warrior. And oh no, the Persians have started SoZ. Well, if not immortals, ancient cavs. But think on the bright side, we can never have them anyway. (Because we are slow moving.)

(8) No builds
Everything rushes towards Vinland. Thank goodness walls will go up in 1 turn.
Bombard Persian warrior (again) to reveal its new Persian archer. Kill it 1/4 with the archer in the mini-SoD. Drunken Ale Hog goes back into Vinland for another cuppa. (11,1)
Bombard Greek warrior and slay it to get a 5/5 archer. (12,1)
Spear goes to Sugarcane Stacks to quell the shouters. Found Hilly Silly->Walls near Rotterdam and Golden Bombardiers. It's true. There are a chain of hills south of it. Now that I think about it. The last spear (cause 2 of the 3 fortify can go south in search of pillagable items, and maybe to kill that pesky scout.) Rotterdam is now moderately safe.
Attack Incan hill warrior with archer. I win, 4/5. Mountain Spear covers it. don't worry, nothing can seize our mountain in the interturn. (13,1)

Inter: Byzantines decide to advance their sole warrior next to

(9) Amsterdam Archer->Worker in 1. Oops, some food would have been wasted cause we have that granary if I made a settler instead. At least we'll have iron earlier. Vinland Walls->Catapult in 10.
Drunken Ale Hog fortifies to heal in Vinland. Archer in Amsterdam goes the south path (rather than west or SW) to go to Hilly Silly. Catapult, archer, and spear, that killed the Greek go back into our territory. Lower lux to 0% because of the MP and wine connection!
Move workers for city connection and mountain roading.
Both catapults hurt the Byzantine warrior. Slay it 4/4 archer. Defend with Mountain Spear. The archer that used to be under Mountain Spear goes to the mountain. In fact, I'll rename them. By changing a few preferences, we get Mountain Spear 1, Mountain Archer 1, Mountain Spear 2, and Mountain Archer 2. 1 is for Sandy Bottoms. And 2 is for Golden Bombardiers.
Mini-SoD waits this turn. Archer in the stack must heal, anyway. (14,1)

Inter: Nothing

(10) Amsterdam Worker->Settler in 4 (3 with growth). Sugarcane Stacks Archer->Spear in 3. Blooming Idiot Catapult->Catapult in 3.
Catapults move towards Vinland. Archer to Sandy Bottoms.
Bombard a few, move some units around. No attacks really.

MM as you see fit. And make some settlers too. We actually need a few more spears for catapult defense and killing with archers. I don't seem to have advanced very far in terms of pillaging (the south spear is off to do so). The settlers should be moved accordingly. The Amsterdam one to the north west along the coast to connect Blooming Idiot and Vinland. The one in Rotterdam should go SE or NE depending on whether you want one near the iron or near the cow.

And now, it's us against the world.

Does someone think I've done poorly? Please tell me what I've done wrongly and rightly. :)

And a pic of the important aspects of our empire in 750BC (I deem the iron mountain near Amsterdam unworthy of recognition as it is still unconnected)
http://www.civfanatics.net/uploads11/Ansar01750BC.gif

The Save (http://www.civfanatics.net/uploads11/Ansar01_Trib_750BC.SAV)

Admiral Kutzov
Jun 07, 2006, 07:24 PM
Eh heh, I didn't know you wanted to keep Gordium (after letting it grow to size 2) so I kinda played on past it (destroying it on turn 2).

sounds good

since we dont have iron hooked up yet, what does that mean?
go for more beer? just go hook up the damn wines.

I've PM'd Bede about the temple. You're all in deep do do. :crazyeye:

Something we didn't do last game was clearly state the short term and long term objectives. Please do so now

xpost with abovesince we dont have iron hooked up yet, what does that mean?
whomp has no hair?

don't mean nothing. considered burning a worker to make a colony?

Beorn-eL-Feared
Jun 07, 2006, 08:31 PM
5-1 is VERY acceptable without catapults or swords, and with a spearman misclick ;)

And whatever your killcount, even if it had been 3-5, a MGL makes you forgiven.

I'll read the rest of your log later, looks cool in the bulk.

@AK: it's already in borders, we need it roaded by hand. And we need this done yesterday. I wouldn't be ashamed of sending a 3rd worker there if Rotterdam makes one.

Tribute
Jun 07, 2006, 08:44 PM
It should be roaded in about 5 turns. Rotterdam's worker might make it 4 but it is unnecessary to build one. It's almost done with its settler I believe.

And I can't believe my kill count was 14 AI losses to my 1 archer death. It's so amazing what catapults and a stupid, stupid AI can do to help you win in AW.

Ansar
Jun 07, 2006, 09:22 PM
:woohoo: MGL! Thanks Tribute! :woohoo:
I agree on keeping the army for swords, and archer army is worthless at this point of the game. By the picture you posted, it seems all the troubles are gone. I like the idea of burning a worker for the colony, but the iron is already in our territory, so its roading time.:( It seems my turns will be less action, but less pressure. :D So...yea, nice job Tribute. :)

Ansar/Frogman - Up!
jb - On Deck!
Theryman
B
Abubu/SW
Tribute - just played and got us a leader.:thumbsup:

Beorn-eL-Feared
Jun 07, 2006, 09:29 PM
If you read Greebley's last super-huge AWM, they had counts well well over the hundred in some sets. At any rate, a killcount of 5-1 is OK, 10-1 good and 20-1 :worship:

You are irrigating wines, which has its plus values, but mining it wouldn't be bad here, this being AW.

I don't think Hilly Silly needs walls, it shouldn't receive much pressure IMO.

Amsterdam Archer->Worker in 1. Oops, some food would have been wasted cause we have that granary if I made a settler instead. At least we'll have iron earlier.Wasting a few leftover food bits isn't awful at all. We made the granary so the food grows in less turns, turns being the key word, not the exact excess food count. Also, if you noticed, sometimes it happens that you produce units on growth even if you were missing a shield or two for it to be built.

This is because on growth, when you fill your food bin, the next square to be worked on is automatically selected and the shields/gold is counted in on the IBT. This way, we can turn a 6-7 shields city into a 4 turn settler pump, if it works a forest on growth: 6, 6+2, 7, 7+2 = 30, not 26. Here, we have the possibility of 3 and 4 food per turn. This means that we should always allow it to grow on a max food tile setup, since it will catch the extra shields on growth. So at size 5, we can do 10s at 3f, but 8s at 4f. If we work the 3f 10s twice, and then the 4f 9s, we get 10f: growth. However, we don't get 28 shields, but 30: on growth, it will work the mined sugar again and get its 2 extra for a swordsman.

I'll make pictures of it when the iron is hooked up, if you want or if I'm unclear. I don't speak jive like SW but I can be unclear still.

Archer in the stack must heal, anyway.Good move, try never attacking with low health units. To engage a fight, always make sure that you have high HP and that the odds are favorable. The odds of winning a fight are, very boldly, Attack/(Def + Attack), where Attack = the attacker's HP*attack rating, Def = the defender's terrain bonus*HP*def value. Very boldly. This makes a good case for attacking at full health though.

This means a reg archer attacking a reg spear walking on grass has a 50% chance of winning ( 3*2/(3*2+3*2) = 6/12), but if it's elite vs reg, it increases to 10/16, or 62.5%. If it's vet vs redlined, it becomes 80%.

Sometimes, when impatient and eager to get a MGL, you may want to attack with a 4/5 elite, but elites are best used with their full 5HP potential.

Ansar
Jun 07, 2006, 09:49 PM
Some goals I have set and hope to accomplish during my turnset:

Establish these 2 spots.http://www.civfanatics.net/uploads11/spots.JPG
Connect iron to fill the army with fresh swordsmen.
Become a Monarchy under the rule of William the idiot King.
Stop all invasions and make sure homeland security is tight.:D
Anything else I missed?:scan:

Beorn-eL-Feared
Jun 07, 2006, 10:43 PM
You might want to hold on the revolt for a turn or two, getting a swordsmen army is more important, immediately, than a little bit of growth and a few odd shields. As weird as it seems, Despotism is a good AW government because of the unit support and the fact you're in it from scratch and need not revolt.

Tribute
Jun 08, 2006, 12:41 AM
Thanks for the explanation but I actually already knew some of that. But, some of the ideas you mentioned I have never even heard of Beorn. At any rate, Amsterdam had (at least) 10spt at that point anyway and the settler wouldn't have gone any faster. :(

It's just that Amsterdam got off its 3 turns for offense units and 3 turns for settler cycle. What with the need for 2-turn spears and archers, 1-turn warriors never even came to mind (to make the cycle work).

Combat has never been so understandable for me. Even with the method/formula you describe, for some reason, attacking units seem to beat defensive ones more of the time (time being the likelihood of their success) than not, even with the advantage of odds for the defender. Like the spear misclick incident. If they don't win luckily, they lose horribly. Like my archer dying to the other archer without a scratch.

And is the RNG really random? I've always wondered that. For preserving random seed it isn't randomized on the spot. The question becomes has it been randomized before? Or is it some set algorithm? And now I've just confused myself again. Like how I once sweeped myself into a corner.

Which reminds me. Isn't it nice our empire is in a little corner of the world? If it weren't we would have many fronts to handle. Most of ours are sea due to our seafaring trait. Doesn't this make AW with seafaring civs just great?

jb1964
Jun 08, 2006, 07:01 AM
I've PM'd Bede about the temple. You're all in deep do do.
Thanks AK, I've just blown coffee, black, all over my new 19" flat screen. :lol:
don't mean nothing. considered burning a worker to make a colony?
I have, I would, but then I'm lazy.

Ansar
Jun 08, 2006, 08:45 AM
pre-turn
everything looks good, we can speed up Monarchy by one turn, so I do that.
Monarchy in 7 turns at +0gpt.

1. 730BC
Sandy Bottoms catapult -> catapult. Move the units up the front.

IBT- Persia settles a town northwest of Vinland. Incan archer arrives and Incan Scout joins in.

2. 710BC
Rotterdam settler -> settler. Move archer+cat to defend worker.

IBT- It seems Persia doesent have iron, they just sent a horseman. Amsterdam settler -> archer.

3. 690BC
Sugarcane Stacks spear -> spear. Blooming Idiot cat -> cat. Kill 2 incan units and 1 persian horseman, but lose 1 archer.(3-1)

IBT- Persian warrior attacks our warrior, our warrior succeeds and he becomes elite. rename to Mountain Warrior. Persian warrior+archer combo near.

4. 670BC
Move troops, get them ready for next turn.

IBT- Cuzco finish SoZ! Persepolis finihses Colossus(cascade?)

5. 650BC
Amsterdam archer -> archer. exploring spearman find ruins...:hmm: :D. settle Whale City.

IBT- Mongol sword appears out of the fog. Persian combo heads to Vinland.

6. 630BC
Sugarcane Stacks spearman -> archer. Blooming Idiot cat -> cat. Whip walls in Golden Bombardiers. Settle Beach Party.

IBT- Iron message pops up.:dance: Monarchy come in, Monarchy -> Lit.

7. 610BC
Amsterdam archer -> swordsman. switch Sugarcane from archer to sword, sword in 4.

8. 590BC
kill Mongol sword with archer. Kill one persian archer with archer. another archer kills Persian archer and WHAM!
http://www.civfanatics.net/uploads11/Ansar-1.JPG

IBT- Persian archer attacks our archer, we win and become elite.(6-1)

9. 570BC
Rotterdam settler -> swordsman. Blooming Idiot cat -> sword. Vinland catapult -> catapult. Redline incan archer with cats, elite warrior attacks, kills it, but no leader.(7-1)

10. 550BC
Amsterdam sword -> sword. Attack Mongol sword with archer, and kill it. Kill Mongol archer.(9-1)

land down under...:drool:

http://www.civfanatics.net/uploads11/explore.JPG

our neighbors...

http://www.civfanatics.net/uploads11/neighbor-dot.JPG

and our homeland

http://img124.imageshack.us/img124/4164/homeland6qx.th.jpg (http://img124.imageshack.us/my.php?image=homeland6qx.jpg)

Ansar
Jun 08, 2006, 08:51 AM
I think I made mistakes , but overall it seemed good. I got to kill plenty of units and next player gets to have even more fun, now that there is 2 armies.:devil: I'm thinking if we get a 3rd leader, we should use it to rush Heroic Epic.

Sorry B, I almost got 10-1, but I couldnt get to kill another unit in that turn.:p

Well, all I have to say is, have fun jb! :)

jb1964
Jun 08, 2006, 09:10 AM
I will play this evening. I also have SGoTM10 (I think) on my plate but this should go more quickly.

For some reason the pics on the post are not visible to me. If you had not mentioned it I wouldn't know that we had a second army. Far out! Two sword armies can be used to not just tear up land but destroy any city guarded by spears.

I would not use a GL to rush HE. Ever. I just don't see it providing that much of a boost producing GL's.

What I would consider rushing is the FP in what would be an otherwise completely corrupt city. Think about it, turning a 1spt city, best used as a future Science Farm, into a nice 20spt out on our frontier. And you can pretty much scout for the best local.

Ansar
Jun 08, 2006, 09:27 AM
oh yea, about the FP, we can build it, I forgot to say that the message appeared the turn after I buildt Beach Party.:) But lets wait to see what the rest of the team thinks about HE.

About the pics, are you at work? cause it seems to some people, the computer at work wont let them view images.:scan:

jb1964
Jun 08, 2006, 09:36 AM
Yep, I'm at work. Some pics are visible and others not.

BTW, very nice set.

I'll load up the armies we do have and then become revolting.

Beorn-eL-Feared
Jun 08, 2006, 11:11 AM
The RNG really is random, it just happened that way during your set. Remember the smiley :spear: : it is a quasi-religious icon that means it also takes its toll from time to time.

Don't you be sorry for that count :nono:

Now that we have armies, it is common practice in AW to send one, or both together, to attack. They have enemy ground healing capacities, so they can stand their ground for 1 or 2 turns every other attack and no harm is done. I don't think we need them for either defence or pillage; this early, these armies are totally absurdly game-breaking.
Straight to the core and march forward.

I would go against the Zulus first, Persia second, for the UU bashing.

My bet we won't make it to knights.

Red dot A-OK, light blue SW for the 3 space placement.

Next leader should go into HE, we need all the odds we can get for leaders. FP can wait a bit, before it becomes really beneficial we'll have several more towns.

Tribute
Jun 08, 2006, 11:16 AM
This seems quite nice. So :goodjob:

The only thing for workers that I would advocate is a direct road between Golden Bombardiers and Sandy Bottoms. This means that we will have catapults easily movable (as well as troops) between the two towns, bombarding everything in sight (as well as killing). Also, if either is in trouble, troops can move and FORTIFY/ATTACK/BOMBARD in the SAME turn rather than in the next turn as CXXC would have you do. (I think this is the only advantage of CXC in AW).

There's a settler unescorted; however, it's going NW where all the troops are so just be careful.

Sugarcane Stacks, Amsterdam, and Blooming Idiot are getting huge! Maybe a settler out of each. Sugarcane Stacks can stay. Amsterdam should be making a settler immediately. And Blooming Idiot should switch to either rax or 'pults. But I guess you're making these to fill the armies, right? Oh, and Golden Bombardiers should be making a cat or a worker.

And the mountain spear archer pairs have broken up. I guess they weren't necessary anymore? I'd say a road on each mountain would be extremely effective for bombard range. And AI invasion prevention.

We're safe now. So it's time to revolt and expand!

Ansar
Jun 08, 2006, 11:38 AM
I would go against the Zulus first, Persia second, for the UU bashing.

What about the Incas? They built the SoZ, should they be our 3rd target?:hammer:

Agree that we should revolt, AFTER we get the 2 armies filled.

Tribute
Jun 08, 2006, 12:27 PM
Of course after. :) But shouldn't the Inca go down first? If we get their SoZ city.... We win.

Ansar
Jun 08, 2006, 01:07 PM
But shouldn't the Inca go down first? If we get their SoZ city.... We win.

We need the famous Ivory of which we do not posses. Anyways, if we can take on swords, we can take on AC's...i hope.:religion:

vmxa
Jun 08, 2006, 02:02 PM
Lurker:

If you capture the Soz city, you will probably get their ivory soon as well. AC's are very handy and iirc it take Metal tech to obsolete it.

Bede
Jun 08, 2006, 02:02 PM
:devil:

Fear not AC's in the hands of AI generals. They send 'em out one at a time from a town that has no barracks. Chinese Riders on the other hand, or Persian Immortals, will make you cringe, though.

Beorn-eL-Feared
Jun 08, 2006, 02:28 PM
Wait for them to finish SoZ, it will save us 400 shields.

Tribute
Jun 08, 2006, 02:55 PM
Oh, I thought they had finished SoZ. I guess I misread what was stated. This explains my low reading comprehension scores....

vmxa
Jun 08, 2006, 03:09 PM
:devil:

Fear not AC's in the hands of AI generals. They send 'em out one at a time from a town that has no barracks. Chinese Riders on the other hand, or Persian Immortals, will make you cringe, though.

Riders make me cringe, Immortal I do not sweat, as long as I can atack them first. Riders are hard to cover with that extra move. Slow moving Immortals are only a fright when you do not have much on hand to deal with them.

Beorn-eL-Feared
Jun 08, 2006, 04:45 PM
No I misread it. Cuzco did indeed finish it, and would be a nice target. Too bad we can't embassy them just to know where it is :evil:

jb1964
Jun 08, 2006, 05:02 PM
Hold the horses troops!

I really don't think we're entitled to AC's. Remember the variant?

Ansar
Jun 08, 2006, 05:08 PM
Hold the horses troops!

I really don't think we're entitled to AC's. Remember the variant?

The Variant!:hmm: Thanks jb, I feel so ashamed...:shake: :blush:

vmxa
Jun 08, 2006, 05:09 PM
Lurker: not sure what the rules are, but would they preclude you from using the AC's as shields and disband them?

Ansar
Jun 08, 2006, 05:13 PM
the variant is no fast troops, ever. So we can never contain a troops which originally has over 2 movement points.:cool: This is probably one of the reasons we did pangaea.

Tribute
Jun 08, 2006, 06:55 PM
Oh right, I remember saying that they started SoZ in my turn and that it was too bad we couldn't build it because of the variant. I'm ashamed too: "If we get their SoZ city, we win" Tsky, tsky, me.

soul_warrior
Jun 08, 2006, 08:24 PM
@ AK - OI! that temple was a joke. really it was. i promise.... run away and hide in a corner :D

im for using the next GL for FP rushing, not HE.

great sets so far gang :goodjob:

too :beer:ed up to comment further.
goddnight.

jb1964
Jun 08, 2006, 11:40 PM
0 - 550 BC
Swapped tiles w/ Sandy, Sugar, Blooming and Hamsterdam.
Both Hamster and Boolming are making 10spt.
Send spear from Rotterdam to Hamster and warrior to Blooming for a needed 2s sacrifice. He died well.
Armies head towards future swords.

IBT: Forces approach. Impi attacks a vArch and promotes him, eArch(3/5)
Zulu swords are running about. They’re moving up on the hit list.
Sugarcane, sword – sword

1 – 530 BC
Kill warrior (1/3) w/ spear (3/4) (Can’t remember why I thought this was a good idea.)
Gathering a search and destroy party.
Hamsterdam grows to 7 and we need 10% entertainment.

2 - 510 BC
Ummm, Bloom doesn’t have a racks.

3 - 490 BC
I think my dream of sending out a search and destroy party will have to wait.
Sugar is now also MM’ed for 10spt.
First sword army moves out. Renamed, 1st Sword Army

IBT: Sandy, cat – cat

4 – 470 BC
Kill warrior w/ some unit. Vague but true.
Lit in one turn.

IBT: The AI’s totally step up to be slaughtered.
Lit is in and we go for wheel. It’s quite cheap at this time. We get it in 4 at 30%.
Sugar, sword – settler
Whale, spear – cat

5 – 450 BC
Kill warrior.
Our eMountain Warrior goes down to an unforted, reg warrior on grass.
eArcher avenges.
I risk an eSpear on a 2/4 warrior and loose that proposition.
eArcher avenges
vArch kill horse
1st Sword Army kills Impi and destroys Zulu outpost city.
http://www.civfanatics.net/uploads11/Slide11.JPG
1st Sword (10/12) kills rSword and promotes an elite within.
Found “In&Out Burger” – worker
9-2 ratio

IBT
An eArch I moved up to pick off a beat up archer is attacked by a horse from the fog. But he attacks over the river and winds up floating down it.
Hamsterdam, sword – settler
Blooming Idiot, racks – sword
VinLand, spear – cat
Beach Party, worker – worker

6 – 430 BC
2nd sword army loaded
eMountain archer kills spear
I caught one! Kills archer
1st sword army kills Zulu sword flawlessly and moves on.
Worker from Beach Party heads for a forest chop so build changes from worker to cat.
Both Sugarcane and Hamster are at size 7 and I would like to get a settler out of each before becoming revolting.

IBT: Horse attacks In&Out and gets impaled.
Rotterdam, sword - sword
Inca are building the GLib.

7 – 410 BC
eSpear kills archer (1/3)
2nd army pitilessly kills an rWarrior.

IBT: Sugarcane settler – spear (@ 7spt); Hilly Silly, spear – cat

8 – 390 BC
Hire scientist in Golden Bomb and turn research to 0% to get Wheel next turn.
Pull back a few troops and resist going for eKills where the unit will be hanging.
Contemplate destroying Bapedi w/ 1st sword army but it’s sitting below a volcano. I would rather Shaka be troubled with this sad city while we heal this turn.

IBT: Something attacked our scouting spear on a mountain and died. (16-2)
Wheel to Horse in 4.
Hamster, settler – sword
Blooming Idiot, sword – settler

9 – 370 BC
Loose eArcher to warrior.
vWarrior kills wounded spear
Two archers kill two warriors
Caught One! Kills archer in the woods.
OK, I got out the armies and popped two settlers so it’s time to revolt.
We draw 6 turns of Anarchy.
Blooming Idiot is going to starve back to size 6.

10 – 350 BC
Sword kills archer
1st Army kills a Zulu sword
We can now see the Zulu’s source of Iron.
http://www.civfanatics.net/uploads11/Slide21.JPG
2nd Army runs flawlessly through a hoplite.

Final talley (23-3)

I didn’t leave things pretty.
I think the three units I lost were all elite.
Sent both armies into the countryside to wipe ops out quick.
http://www.civfanatics.net/uploads11/Slide32.JPG
http://www.civfanatics.net/uploads11/Slide4.JPG

Tribute
Jun 08, 2006, 11:54 PM
Seems nice. The only thing I have a problem with is Blooming Idiot's lack or rax. This caused the army not to be at its full potential. For some reason, I like to put in all elites so that the army will be maxed out in HP. If you don't do that, it must be weakened a lot and then win battles for the last/bottom/weakest/least experienced unit to be promoted.

And now for an odd question. Why the heck do you all need SO many units in a SoD. Just kill that Persian town already and bombard stall the warrior that approach. The spears can hold them back together!

At any rate, the next player should or rather MUST move the sword out of Blooming Idiot across the river to defend against a drop (this turn 0 rather than turn 1). If the boat goes south, the sword better keep up going south as well.

And to the next player, have fun in anarchy! Don't die!

soul_warrior
Jun 09, 2006, 05:04 AM
Seems nice. The only thing I have a problem with is Blooming Idiot's lack or rax. This caused the army not to be at its full potential. For some reason, I like to put in all elites so that the army will be maxed out in HP. If you don't do that, it must be weakened a lot and then win battles for the last/bottom/weakest/least experienced unit to be promoted.
nice point...
BUT...
we want more armies. to do that we need those E units out. also when you pop unit in an army, they stick.
an army has an almost unlimted lifespan *knock on wood. spit over shoulder* and will get units promoted within,
so i believe it is better to heal up a time or two, rather than lose on 3 chances for more armies.


And now for an odd question. Why the heck do you all need SO many units in a SoD. Just kill that Persian town already and bombard stall the warrior that approach. The spears can hold them back together!
because if we dont, we might have a breach somewhere?
this is AW.
we can never have too many unit here.
At any rate, the next player should or rather MUST move the sword out of Blooming Idiot across the river to defend against a drop (this turn 0 rather than turn 1). If the boat goes south, the sword better keep up going south as well.
i totally agree :D
we dont need thom bogies.

And to the next player, have fun in anarchy! Don't die!
indeed.
just try to hole up, not lose too many units, stay on the defensive.
if you can avoid starvation too, that would be grand :D

Ansar
Jun 09, 2006, 07:41 AM
Well, with the armies jb provided us, we should have no problem in anarchy. good job on spotting the Zulu iron, btw, where's the second army? :devil: I wanna get in the action.:evil:

Next player get ready for about 4 turns of anarchy.

Roster:

Theryman - Up!
B - On Deck
Abubu/SW
Tribute
Ansar/Frog King
jb - just played, got us 2 sword armies and got us set up.:D

Beorn-eL-Feared
Jun 09, 2006, 09:27 AM
When filling armies, like SW said, you're way better off making it all vets + the E*. That way, your other elites have their usual 1/16 or 1/12 chance of popping a friend. 3 armies at 12hp are pretty much superior to 2 armies at 15hp.

And SoD's are engineered to bring death, destruction, doom and desolation. The more the unit count, the more unstoppable it is. Think of it: 3 units will raze most AI border towns below emperor, but if you make it 20+cats, you can keep marching on and raze a dozen. Easily. Units will heal behind and come catch up with the stack after each assault. In a 3-5 units stack, 3 units all attack, all are wonded, and the offensive stalls.

I just played a normal domination game (COTM) and felt like stacks of 12++ units were a total overkill, but in AW, it never happens. You always need those numbers, somehow and some way.


Our eMountain Warrior goes down to an unforted, reg warrior on grass.The odds of that fight weren't even 60%, and it was an elite unit - as you pointed out, all the units you lost were elites, which suggests 2 things: you did a good job of picking your units, because we need those elites to fight, but you didn't pick your fights and/or didn't bombard enough. It may sound cowardly at first, but using elites on redlined units is not a luxury, it's a gaming style and it suits AW pretty well. Getting them redlined, or at least removing them a hp or two, is important.

Beorn-eL-Feared
Jun 09, 2006, 09:39 AM
Btw, we're researching HBR; do we have horses handy?

Ansar
Jun 09, 2006, 10:21 AM
Btw, we're researching HBR; do we have horses handy?

Obviously, that was a joke, cause this variant does not allow fast movers, thats why we are the slow-moving idiots.;) :D
How about we research Lit after HBR?http://www.civfanatics.net/uploads11/reading.gif Or are we planning on staying in the AA for the rest of the game? :evil:

Beorn-eL-Feared
Jun 09, 2006, 11:55 AM
Therefore we are researching it for the trade value, this being AW. I think lit or currency would've been a better choice, but then again if we've invested gold into it we might as well finish it off.

Tribute
Jun 09, 2006, 02:02 PM
Yeah, bad choice. The Wheel and HBr should've been the last things we research in the AA. But of course, we'd be wasting science turns since by then we'd be able to research both in less than 4 turns and the science dedicated to the longer techs would take even longer if we research them earlier. However, money for the feudalism upgrades is a must. So it all balances out.

jb1964
Jun 10, 2006, 09:59 AM
We already have lit. I selected HBR because it was cheapest.

There are no more unknown civs so I disounted trying to get trade material. If the others are paving the way to Feud then we can take the path of least resistnace.

Ansar
Jun 10, 2006, 10:21 AM
I suggest we go for Currency after HBR since is either that or Map Making, Phil, or CoL.:gold: Does anyone think tis game will last till knights? :hammer:

Beorn-eL-Feared
Jun 10, 2006, 11:09 AM
Alright, cool, I thought we wouldn't be that advanced. All for the better.

And IMO it's always best to go for MDI, wether the game demands it or not. At worse, they cost us a few short-rushed swords in techs, at best they break some necks. Same with trebs.

Tribute
Jun 10, 2006, 12:34 PM
Nice quote there, Beorn. (in sig)

Beorn-eL-Feared
Jun 10, 2006, 01:44 PM
Being both, you can imagine the kind of wtf that comes out sometimes ...

Tribute
Jun 11, 2006, 03:41 PM
Oh dear, Theryman doesn't seem able to play....

Ansar
Jun 11, 2006, 04:01 PM
lets give Theryman 24 hours to respond. :badcomp:

jb1964
Jun 12, 2006, 02:17 PM
It's been 22+ hours.

Whoever gets it nex, have fun scambling around to take care of the various incoming threats. Sorry to get so much out of position and to leave the back door without any defense.

Both armies are on the march in a SSW direction. Zululand'ish.

Beorn-eL-Feared
Jun 12, 2006, 03:11 PM
Roger that :salute:

Ansar
Jun 12, 2006, 03:39 PM
Revised Roster:

B - Up!
Abubu/SW- On Deck!
Tribute
Ansar/Frog King
jb
Theryman - Skipped

Beorn-eL-Feared
Jun 12, 2006, 06:57 PM
A lot of anarchy and little action until turn 8, so I'll make a big picture out of it all:

http://img119.imageshack.us/img119/7725/ansar064mh.th.jpg (http://img119.imageshack.us/my.php?image=ansar064mh.jpg)

Zimbabwe and Constatntinople have been razed. Slaves are on their ways back. I sent a spear for the southern slaves, in case a zulu impi would like a byzantine steak.

Our frontline was map-wide so I settled Narrow Front, where most attacks should be either received or spotted. I outlined 2 more towns that would make this frontline a much easier one to hold. The narrower and cleaner-cut the frontline, the easier time we have on defense.

A second frontline, for future considerations, has also been outlined. We might not even get there, but you never know. I also threw a dotmap for the south, take it or leave it.

Our 2 armies need to heal and then they could go express their anger at China and Inca. The chinese have probably been warring their share but we'll get to see more of them, and riders are a pain. Pillage, raze a few while passing, pillage more ...

We also have 2 strike forces, which should be enough, if fueled with new troops properly, to take out the persians and the zulus. They will not be good enough for China or Greece before our armies have passed for a round of 'destructive behavior group therapy'.

By that time we'll have MDI's.

We are doing 4 turns research on philosophy, so I thought the need for a library or 2 was minimal. More towns, more workers (more, more workers !!!! we need the core at 100% productivity and roads to the front and to everywhere our stacks go ! :p ) will benefit us more than 80 shields libraries. Same goes for markets, until we have 3-4 more luxes.

Tribute
Jun 12, 2006, 07:03 PM
Oh dear, a redlined army. I hope a stack of impis don't walk close by.

Othewise, :goodjob:

Ansar
Jun 12, 2006, 08:22 PM
Workers, settlers, Spearmen, and catapults! Thats our main goal! :hammer:

Nice job on the Zulu and Byzantine.:ninja:
I suggest Mario is next on the "hit" list. :p And then Pancho. :cool:

Beorn-eL-Feared
Jun 12, 2006, 10:21 PM
I just noticed that 2 harbor-colony-towns could grab silks and Dyes. 2 spears, 1 settler for each, short-rush harbor, hope we don't get backfired on.

And the army got badlucked on its second attempt, lost 8hp one-shot. 4 slaves though :mischief:

soul_warrior
Jun 13, 2006, 12:28 AM
i see it.
i will however probably NOT get to it tonight

* sketches for my soon to become real Full BackPiece at 6PM, followed by Brazil-Croatia soccer game.

tomorrow is another day!

Ansar
Jun 13, 2006, 08:19 AM
take your time soul.:)

Beorn-eL-Feared
Jun 13, 2006, 12:50 PM
Btw, why ?Mario? Last time I checked, his name sounded more like xylophone than Mario ...

Ansar
Jun 13, 2006, 12:55 PM
Its from tr1cky's games. It sounded cool. :cool: :D

soul_warrior
Jun 14, 2006, 12:31 PM
0- rotterdam gets a clown t cheer them up neext turn. as does VinLand.

IBT- bogies are TOO CLOSE.

1- Hamster sword > sword.
Rotterdam sword > sword.
Blooming Idiot sword > sword.
VinLand worker > cat.
Hilly Silly worker > settler.

E-sword attacks a bow. 1 kill, no leader.
E-bow VS horse. win. no GL.
E-sword VS redAC. win. no leader.
army heals up.
4 slaves - i will never manage to make them run the gauntlet. stay around and road for future settlers to arrive.

IBT- 0

2- SugarKane sword > settler.
Whale City worker > worker (though we could use a lib and harbour.)
GREEKS BUILDING SUNTZU

Esword kills arrowhead, no GL.
Intumbe SoD consolidating and kill a bow.
Army is at 9/13. time to do some damage.
Vsword kills bow. no promo.
fix towns.

IBT - narrow front spear kills a horse.

3- hurry settler in VinLand and HillySilly. on growth. 104gX2=208g cost.
Intumbe SoD in place. slave made it :confused:
PIC1
another Esword VS bow. still no go.

IBT - PHILO is in > Currency in 8 (making 8gpt, or 6 losing cash)

4- Hamster sword > spear.
Blooming Idiots sword > worker.
VinLand settler > cat.
Hilly Silly settler > worker (will need a 1 turn rush)

it takes all cats to red the Intumbe 2 impis. V+Eswords attack and autoraze. no GL.
a reg warrior robs us of a Ebow.
Esword avenges it.
Vsword gets promoted on a bow. we have troops in Mario's lands.
archer kills warrior.

IBT - 0

5- Rotterdam sword > worker.
Blooming worker > sword.

ping a horse and kill it with Esword. no GL.
kill a bow with Esword. no GL.
move persian SoD in.
bow kill bow. go E.
sword kill spear, Esword runs a horse, sword kills bow.
army kills a bow.

take a break. need to cook dinner.

kills so far 20. lost an archer :(
save.

i wont be able to continue this till friday afternoon at the earluiest, hence the partial save.
i can continue later, or pass the baton on.
sorry for lack of pics. nothing much changed.

we DO however have a settler (with 2 spear) in our SW, going for the hill, and one in the east alking along the river.

next builds should be SPEARS.

Ansar
Jun 14, 2006, 01:13 PM
Nice turns, soul.:goodjob: Sorry you couldnt keep playing.

Do you wish to take it, Tribute? or do you want to wait until friday? :)

jb1964
Jun 14, 2006, 02:29 PM
Nice set. Nice ratio.

Keep the armies healthy. Playing an emperor solo game, as Dutch, and just lost a cavalry army to a regular pike. He was forted in a town. I was robbed.

What's for dinner?

soul_warrior
Jun 14, 2006, 03:06 PM
well i made:
some pasta with dried tomatoes, wild shrooms,and red wine sauce,
a nice green salad,
baked yams,
and were having a very nice merlot to wash this down with.

just started a solo babylon game.
didnt pay attention.
a barb took my pyramids.
the pain! the shame!
thats what happens when you only look outside of your borders.
make that a lesson, all!

Beorn-eL-Feared
Jun 14, 2006, 09:20 PM
I skipped dinner because I drove all day to Montreal and back, with a detour at the grannie's, but she did however give me a bunch of chocolates from her mother's day treasury :D

Beorn-eL-Feared
Jun 14, 2006, 09:24 PM
GREEKS BUILDING SUNTZUI'm afraid that's not gonna happen :sniper:
Thanks Mario for the not-building-units great thinking.

soul_warrior
Jun 15, 2006, 02:29 AM
I'm afraid that's not gonna happen :sniper:
Thanks Mario for the not-building-units great thinking.
those were my thoughts :evil:
just thought id give you a heads up on the attempt :D

jb1964
Jun 15, 2006, 08:54 AM
those were my thoughts :evil:
just thought id give you a heads up on the attempt :D

Ya know, this would be a good point to be made in the general/strategy threads.
"Another reason to go easy on the Wonders... Why do you think AW (Always War) players start licking their chops when they find that the AI's are building wonders? Because they're not building units. Go pay them a visit with a stack of hurt."

Beorn-eL-Feared
Jun 15, 2006, 09:52 AM
Why do you think AW (Always War) players start licking their chopsI love this expression, we should have it in french as well :)

Admiral Kutzov
Jun 16, 2006, 07:41 PM
some pasta with dried tomatoes, wild shrooms,and red wine sauce,
a nice green salad,
baked yams,
and were having a very nice merlot to wash this down with.
needs beef, but sounds good otherwise.

kind of difficult to build riders without horses?

soul_warrior
Jun 17, 2006, 03:16 AM
needs beef, but sounds good otherwise.
i know :(
having a veggie for a girlfriend can be quite annoying sometimes.
but you get used to such things.
i never knew you could live without meat.
and i lost about 10 pounds in the last 6 weeks.
so it for the best for now.

kind of difficult to build riders without horses?
aha!
i knew the admiral had some landsman army aspirations too :D

Ansar
Jun 17, 2006, 08:01 AM
sorry to barge in on the conversation but...

what about the other 5 turns? :scan: friday was yesterday.

soul_warrior
Jun 17, 2006, 10:51 AM
sorry to barge in on the conversation but...

what about the other 5 turns? :scan: friday was yesterday.
thought they were taken.
playing NOW.

soul_warrior
Jun 17, 2006, 01:19 PM
0- rotterdam gets a clown t cheer them up neext turn. as does VinLand.

IBT- bogies are TOO CLOSE.

1- Hamster sword > sword.
Rotterdam sword > sword.
Blooming Idiot sword > sword.
VinLand worker > cat.
Hilly Silly worker > settler.

E-sword attacks a bow. 1 kill, no leader.
E-bow VS horse. win. no GL.
E-sword VS redAC. win. no leader.
army heals up.
4 slaves - i will never manage to make them run the gauntlet. stay around and road for future settlers to arrive.

IBT- 0

2- SugarKane sword > settler.
Whale City worker > worker (though we could use a lib and harbour.)
GREEKS BUILDING SUNTZU

Esword kills arrowhead, no GL.
Intumbe SoD consolidating and kill a bow.
Army is at 9/13. time to do some damage.
Vsword kills bow. no promo.
fix towns.

IBT - narrow front spear kills a horse.

3- hurry settler in VinLand and HillySilly. on growth. 104gX2=208g cost.
Intumbe SoD in place. slave made it :confused:
PIC1
another Esword VS bow. still no go.

IBT - PHILO is in > Currency in 8 (making 8gpt, or 6 losing cash)

4- Hamster sword > spear.
Blooming Idiots sword > worker.
VinLand settler > cat.
Hilly Silly settler > worker (will need a 1 turn rush)

it takes all cats to red the Intumbe 2 impis. V+Eswords attack and autoraze. no GL.
a reg warrior robs us of a Ebow.
Esword avenges it.
Vsword gets promoted on a bow. we have troops in Mario's lands.
archer kills warrior.

IBT - 0

5- Rotterdam sword > worker.
Blooming worker > sword.

ping a horse and kill it with Esword. no GL.
kill a bow with Esword. no GL.
move persian SoD in.
bow kill bow. go E.
sword kill spear, Esword runs a horse, sword kills bow.
army kills a bow.

take a break. need to cook dinner.

kills so far 20. lost an archer :(
save.
CONTINUED SET

IBT - more movement towards us.

6- Hamsterdam spear > sword.
sugarcane settler > sword.
delft worker > harbour (too tight with land tiles. might as well let it grow a bit and use them water tiles)

sword kills spear at narrow front.
Sardis has 2 spears. both pinged red. 1E+1V swords attack. VSword is red, but lives. we raze it 4 3g. 2 extra slaves too.
another ESword kills a reg bow. no GL.

SPOT A GREEK SWORDSMAN
greek army delegated to iron cutting detail.
1st Sword Army kills 2 Impi, razes a zulu town. down to 4 HP. will fort and heal on a hill next turn. no immediate threat.

IBT- lost the red sword. retreat a AC with a sword. hamsterdam riots.

7- rotterdam worker > sword.
whale town worker > harbour.
beach party rax > sword.
inca are build 2 wonders.
ESword kills another bow. still no GL.
ESword kills another bow. still no GL. its red now. cover with a spear.

bulid Topless Hilly > cat.

solid front.
fix towns. get 3 beakerheads.

IBT - galleys spotted of east-coast.

8- Bloomin idiot sword > sword.
sandy bottoms rax > spear.

LISBON GOT THE PYRAMIDS
galley is a portugese one.

made a booboo. left settler on spot, with no cover and a horse nearby. move under cover.
VSword kills bow.
meet the greek thug witha stoner that cant hit. his 2 VSword buddies, 1 dies, 1 injured, will lose cat in IBT.

we have circumvented the landmass :party: :beer:

IBT - lose 2 swords defending. didnt lose cat.

9- Hilly Silly worker > cat.

Bapedi gets its 2 Impi pinged. lose a bow, but kill 1 impi.
VSword goes E on a bow.

galley keeps on rowing towards our core. 2 swords due next turn will fix it.

IBT- porto bow lands.

10- hamster sword > sword.
rotterdam sword > sword.

VSword kills a red spear.
ping red bapedi's remaining impi. sword goes red but kills it. burns. get 1 slave.

build Den Holder > cat.
build Wider Front > walls.

Ebow kills red horse. no GL.
destroy 3 tiles of PERSOPOLIS.
2nd Sword Army kills 2 of Adrianople's spears. still has 8/13.
wake 1st Sword army (now 12/13) and seek local talents.
ESword kills a bow. as usual.

lower sci to 10, currency still in 1.
fix towns.

final tally: we kill 34 units. we lose 6 units (3 swords, a spear and 2 bows) 1:5.6
http://i10.photobucket.com/albums/a113/soul_warrior/ansar1_sw_267.jpg

http://i10.photobucket.com/albums/a113/soul_warrior/ansar1_sw_268.jpg

http://i10.photobucket.com/albums/a113/soul_warrior/ansar1_sw_269.jpg

http://i10.photobucket.com/albums/a113/soul_warrior/ansar1_sw_270.jpg

soul_warrior
Jun 17, 2006, 01:23 PM
notice the single bow we have deep inside (porto lander)
2 swords next to it, and every one else covered.
just mind the gap ;)

all in all, i think were doing quite nicely.

we COULD use some consolidating though.
i think i pushed out a bit too much.
nothing we cant handle, just that i would hate to see another landing go unopposed.

and the obvious - MORE WORKERS

Bede
Jun 17, 2006, 01:47 PM
:devil:


Definitely time to consolidate and concentrate on hrting, not destroying the enemy. Kick them back to the Stone Age while building up the SoD's on the borders then move on out in great force. Pillage and plunder to your heart's content but don't don't hurt the armies trying to capture too many cities. Better they should starve and have no production while you get ready to take them apart with malice

Ansar
Jun 17, 2006, 05:59 PM
Starve then kill? sounds good to me. :hammer:

nice job, soul, the Pyramids will soon be Dutch. :D
Is Adrianople and Ulundi the only Byzantine and Zulu cities left? :devil:

Roster:

Tribute - Up!
Frog King - On Deck!
jb1964
Theryman
B
soul_warrior - trounced the AI and set up for Tribute for action. :ar15:

soul_warrior
Jun 18, 2006, 12:45 AM
the Zula and Byz capitols are NOT the only ones remaining.

its just that im a sucker for taking bogous palaces.
and they ARE SOOO VERRYYY CLOSE TOGETHER....
just begging to be picked.

jb1964
Jun 19, 2006, 12:59 PM
Tribute was last active on the 13th.

Ansar, take it before I do. :)

Ansar
Jun 19, 2006, 03:55 PM
EDIT: I need a swap. having computer problems. jb, could we switch for this round? :)

jb1964
Jun 20, 2006, 12:55 AM
Will do unless Tribute steps in to play.

Beorn-eL-Feared
Jun 20, 2006, 09:48 AM
And that's me on deck, if Thery doesn't show up, am I wrong?

Ansar
Jun 20, 2006, 09:51 AM
jb, me (unless computer is still problematic) , and you.

so you are kinda correct. :D

Beorn-eL-Feared
Jun 20, 2006, 12:35 PM
Yes, forgot the swap.

Tribute
Jun 20, 2006, 02:50 PM
Well, since you're so indecisive, I guess I'll take it.

And apologies for not putting a note in the thread that I would be out and stuff. I was on vacation on islands of sand and oppressive heat.

jb1964
Jun 20, 2006, 05:15 PM
Welcome back to the land of hack and slash.

Enjoy.

Tribute
Jun 20, 2006, 06:55 PM
Wow, AD's already. You get so far when you play in an SG.

(0) From what I see, though we are making significant advances on Persia, we may lose Whale City. So, I send an archer there just to prevent losing it or even a loss. (A reg archer may kill the defending reg spear. No other units are in range) There is an undefended elite archer. The spear that can defend it lone defends a town that the offending horseman could raze if it left.

Archer from Hilly Silly to Whale City. The archer makes it in with the last road move. Everything else is about in order. Even science research is perfectly MM'd. I don't want to check the towns/cities because of time.

Inter: So many troops move towards us. 3/3 archer loses to 4/4 sword->2/5. Horseman kills that undefended elite archer 2/3. Currency->Construction in 19. Code of Laws will be last, of course. I've never tried fortresses and barricades, but now would be a fun time to try them. ;) Inca start to build Sun Tzu's. Landed archer pillages. Thank goodness. (1,1)

(1) Sugarcane Stacks Sword->Sword in 5. Blooming Idiot Sword->Sword in 3. In&Out Burger Spear->Worker in 10.

Catapult an elite sword for a 2/5 victory against the meany horseman. And I got another leader!!! What are the odds.... Rename it Scourge of the Persians. Switch In&Out Burger to Heroic Epic from the Worker in 10, and rush! Spear covers Scourge of the Persians.

SoD goes next to Persepolis.

Rush walls in both Wider and Narrow Fronts. Narrow Front troops move in. Workers will soon connect both fronts for quick defense.

Ulundi Group rejoins with 1/4 sword who rests.

Kill Scand landed archer for a now 5/5 sword. (3,1) My am I lucky....

Created swords move SW.

Yay! I finally get to use my CXC bombard defense procedure. 'pult moves 2N from Golden Bombardiers to Sandy Bottoms and fires at the Incan spear, missing. So much for that. 5/5 Mountain Archer attacks and wins 3/5. (4,1)

MM Blooming Idiot, Sugarcane Stacks and Amsterdam. Now they have, respectively, 10 spt, 8 spt, and 15 spt. Perfect for our Swords. :)

Byzantines have 2 more towns. 8/13 army destroys Adrianople netting 5 slaves (3 were in the town) to become 5/13. Army will heal in the marshes. Slaves sent out as bait for Zulu impi. (not that they'll get killed, but 5 instead of 6 slaves are unwieldy. When stacked, they really can lay roads.)

Send 1st sword army (in Incan lands) south to scout for the capital. It sees only mountains.

Construction in 8 with +1gpt. 20% lux 30% science.

And from here, I realize that making notes on everything would suck. So I'm just gonna go. And give some pics.

Key Things:
Heroic Epic built in In&Out Burger.
Persepolis is captured with The Colossus. We'll be able to FP here, I guess.
Rotterdam attains 10spt.
Palace expansion.
Tiwanaku (I think) is razed.
Misclick and lose a 'pult. (Our army will probably retake it.)
Zulu ask for peace because they only have Ulundi, which is about to be lost.
Rotterdam riots. Oh dear.
Destroy both Ulundi and the Zulu!
The Front Towns are secure.
Merge SoD's for real ones.
Recapture lost 'pult with army.
Many road crews formed. Irrigation and mining teams are solo workers for now.
Persepolis flips! Sorry, team. :(
Spot another island.
Construction is in.
Settle Vaca Vaca Vaca Vaca.
Greeks go medieval and get Feudalism! (I see Medieval Infantry).
Hilly Silly riots.
Rendevous on the big mountain range. 23 unit SoD.
Curragh starts eastern island exploration.
Capture Cuzco. I must raze it due to SoZ. :( But better than wasting an army's potential and another flip.
Destroy Vilcas. Army is 4/13. Be careful.

Front of Armies

http://www.civfanatics.net/uploads12/Ansar01250ADArmies.gif

Front of Fronts

http://www.civfanatics.net/uploads12/Ansar01250ADFronts.gif

Front up North

http://www.civfanatics.net/uploads12/Ansar01250ADNorth.gif

This was definitely fun, but it took WAY too long to play. I even had to turn off battle animations. (I might have left it off so be aware.) I may have to quit the SG before the finish, but we'll hope against that. After all, what are weekends for?

<<SAVE>> (http://www.civfanatics.net/uploads12/Ansar01_Trib_250AD.SAV)

jb1964
Jun 21, 2006, 08:13 AM
:thumbsup:

Heroic Epic built in In&Out Burger. - GL :cool:
Persepolis is captured with The Colossus. We'll be able to FP here, I guess.
- Very kewl and great idea for the FP w/ a rush.
Destroy both Ulundi and the Zulu! :goodjob:
Merge SoD's for real ones. :ar15:
Many road crews formed. Irrigation and mining teams are solo workers for now. :hammer:
Persepolis flips! Sorry, team. :sad: What units did we lose?
Greeks go medieval and get Feudalism! (I see Medieval Infantry). :eek:
Hilly Silly riots. :spank:
Rendevous on the big mountain range. 23 unit SoD. :evil:
Destroy Vilcas. Army is 4/13. Be careful. :beer:

jb1964
Jun 21, 2006, 10:56 PM
250 AD – Turn 140
Up entertainment to 30% and put everyone to work.
Lost some slaves/workers.
The enemy, everyone, seems to be triangulating on In&Out Burger.

Turn 141
eSword kills archer, eArch kills archer, vSword kills archer, vSword kills archer
Fort 4/13 army. Will likely be attacked by a Chasqui Scout and maybe a 1/3 archer.
Lose a spear to an archer attack.
2 Chinese archers, horse and 3 swords move right up to In&Out. Two more swords are three turns out. China must die.

Turn 142
vSword kills offending archer
eSword kills warrior, put cats to work on a horse to force retreat
SoD (10 cats, 8 swords, 4 spears) is bending to the NW to close on the Chinese.
5 units fort in In&Out and wait for the attack over the river.
We get growth and finish improvements so much MM’ing.
1st Sword Army takes off for China.

OK, lets see…
A forted mountain sword loses to an MI.
Two archers and a sword die at the cost of a sword and the horse does retreat.
A remnant AC shows up w/ 3 Chinese horses. Perfect.
CoL comes in, we enter a new age, and we set sights for Feud.

Turn 143
eSword kills sword and eArch kills archer.
Workers retreat from front
2nd Sword Army kills hoplite and takes a settler, now 6/13. We move down an open road to kill and archer. Still 6/13.
In&Out needs a racks.
MP’s make it so we can pull back entertainment to 10%.

rSword (2/3) reaches over a river and kills one of our eSwords! That’s not right.
AC reaches vSword moving through forest and kills it ending w/ a single hp.
Two horses attack, one retreats and the other dies.
Lose an archer in the open to a Chasqui scout from the fog.
Getting a crappy kill ratio.
Chinese galley is trying to backdoor us.

Turn 144
vSword kills horse in woods next to In&Out. That forest needs to come down as it’s a good defensive position next to in and out. Without the forest it becomes a nice spot to slaughter enemies.
vSword reaches over river to kill 2/3 sword and promotes 4/5.
vSword reaches over river to kill archer, no promotion 3/4
vSword kills 1/3 sword leaving it hung out in the forest but I’m tired of sitting back.
I managed to get 29s towards a sword after a cut so I redistribute the shield tiles.
No losses or kills in the IBT. Our hung sword is left alone.

Turn 145
eSword (1/5) kills archer and is covered by a vSword.
vSword kills archer.
vSword forces scout retreat.
vArch forces scout retreat.
Two vSwords kill the stinking scouts
Greeks are sending out Hoplites covering LB’s. That’s not good.
1st Sword army makes it to Chinese territory. Time to rip up turf.
Hire a geek in Hilly Silly.
With a little effort Rotterdam can be a 15spt city.
Whale city’s one shield from finishing a settler so we move all efforts to the cost tiles for maximum gold. Bad MM’ing job there.
Nice, wounded AC dies to sword and vArcher dies to another vSword that promotes (2/5). A little payback is welcome.
Portuguese galley rounds the bend behind the Chinese galley.

Turn 146
Hit the Chinese galley twice w/ cats to see if it’ll turn about.
2nd Sword Army is healed and runs over an archer that pings us twice, (11/13). Not right.
SoD starts getting some action by picking off an LB in their path.
1st Sword Army pillages silks and then continues to the Chinese core.
We’re up to 99 units. Despite losses we’re growing.

Ha! Galley turns about and we record zero attacks.

Turn 147
Portuguese galley takes two rocks. Run away!
Found “Dust Town”.
vSword and cat storm over a hill to whack an archer in a nice K-Zone.
SoD kills Incan city w/o taking a scratch. We love cats.
2nd Army kills an spear in an Incan city and goes to 8/13.
1st Army pillages and moves

Wounded Portuguese galley keeps coming. Bad idea.
No attacks. I fear this is the calm before the storm.

Turn 148
This is cool. Our mighty curragh sails from the harbors of Hamsterdam and sends the stinking Portuguese galley to Davy Jones’ Locker.
Had to attack an rSpear w/ a vArch and we win flawlessly. PRNG is treating me a bit better.
2nd Army heals and 1st Army pillages and moves again towards the Chinese core.

eSword is attacked over a river and on a mountain. If he had died I’d have sought out his father and castrated him.

Turn 149
1st Sword moves to Chinese mountain to cut gems next turn then wreck the flooded grasses.
2nd Sword kills two spears in Tiwanakuku and is sitting in the city healing up, 5/13.
Hmmm, wounded Chinese junk turns into an easterly wind and decides to come on back. They’ll never make it ashore. We have a nice galley to intercept.
Interestingly three different AI archers pull back into the fog. Consolidation? Spooky.

Turn 150 – 350 AD
My luck turns south. Two cats bomb a hoplite to 1/3, which is good but then a vSword goes 0 for 4 and dies. Crap! The cats are toast if the hoplite decides to step up and forego the healing process. The only upside is that an approaching sword should kill it.
The SoD has diverged and the two columns have now turned south to start beating up on hoplites before they ever get to the roads.
1st Army blows diamond mine then proceeds w/ the destruction of rice fields. On his way through the fields General JB spies the source of the Chinese iron in the hills and begins the march the Big Red 1 to stop the flow of Chinese MI’s.

Status
Feudalism in 1 turn. That’s at –40gpt, w/ 50g in the till and 4 scientists.
Enjoy the golden age. :king:
The AI’s are all up Feud, Mono, & Engineering. I have seen Greek LB’s but no Knights.
Hamsterdam is at 21spt and will be nice for 2 turn MI’s.
Blooming, Sugar and Rotterdam all at 10spt. I think we can get Rotterdam to 15spt but it’ll need a third MP and growth.
I sent a settler w/ moderate, OK light, defence to try and scarf up some silks. One of the swords that joined the stack basically ran his butt off from west to east with a LB and MI breathing down his neck. After passing the mountains just to the west they failed to follow.

Many elite wins but no GL’s. Lost one elite sword on an improbable attack.

We have 110 units w/ 23 workers, 23 spears, 39 swords (w/ 2 sword armies), and 19 cats.

http://www.civfanatics.net/uploads12/Slide1.JPG
http://www.civfanatics.net/uploads12/Slide2.JPG
http://www.civfanatics.net/uploads12/Slide3.JPG
http://www.civfanatics.net/uploads12/Slide4.JPG
http://www.civfanatics.net/uploads12/Slide5.JPG

Ansar
Jun 21, 2006, 11:06 PM
I will need a skip. Computer needs to go into repair, dont know how long it will take. so, I'll be watching from the sidelines until then. no civ, but internet access. :badcomp:

Beorn-eL-Feared
Jun 22, 2006, 12:11 AM
So it IS me up :p

I'm in SG feast mode right now, and there's a big holiday coming and my father is repairing his roof. If anyone wants to take it feel free, I won't get to this within 48H.

jb1964
Jun 22, 2006, 01:19 AM
Whoever wants it.

But I suspect that it will be here for you when you're ready BeF.

Roster:

Tribute
Frog King
jb1964
Theryman
soul_warrior

Tribute
Jun 22, 2006, 09:35 PM
Huh?

I'm so confused. Does that mean that I'm up after Beorn?

Does this also mean that Theryman and soul_warrior have left?

Why does that not make sense to me? :confused:

Beorn-eL-Feared
Jun 22, 2006, 09:41 PM
Huh?

I'm so confused.You got SW and I in the same game without a grumpy grandpa to moderate anything or a trilingual english-french-jive speaker to translate. Tough luck, sorry.

Tribute
Jun 25, 2006, 10:09 AM
48 hours has passed and nobody took it.

Beorn-eL-Feared
Jun 25, 2006, 08:56 PM
Back to
suspect that it will be here for you when you're ready BeF.This will be tomorrow.

Beorn-eL-Feared
Jun 26, 2006, 12:47 PM
We are on our way to a quick conquest in the next 2-3 roster rolls if we play in a disciplined fashion, IMHO. I had only one stack at the beginning of my turn and put up another bigger badder one. The armies are on their way to sweep the injuns clean alone. Ou north stack can handle Persia easily, and with MDI reinforcements, it will destroy China. The MDI army along with the south stack, once regrouped, can march on Portugal and Greece.

We need to build 2 roads: one straight towards China, one straight towards Greece. This will make for reinforcements faster. What I mean by a disciplined play is that once a stack is ion its way, it shouldn't split up to kill a rogue LB or anything ever at all. One town, heal, next town. Reinforcements can tackle rogue units on their way. This is a bit awkward at first because you kill less units and leave many behind your lines, but it makes for a much faster conquest, since your units are always assaulting the next town ASAP.

Pre-Turn:
Hit enter and wait for Feudalism

IT
Wow, the redlined hoplite captures the catapults and sends them towards our borders.

T1.
Change the builds to more MDI/Swisses, and start the FP in Sugarcane stacks.

Now researching towards Metallurgy, 7 turns on Engineering.

T2.
Disc the chinese iron

T3.
Destroy Nanking, which cuts the chinese supply of both horses, incense and silk. Will pillage on my way back to the injuns; a swords/MDI/Swiss stack will come assault from the east.

T4.
HE pays off

http://img367.imageshack.us/img367/1262/atk017hc.th.jpg (http://img367.imageshack.us/my.php?image=atk017hc.jpg)

T5.
Start building infra so that it finishes before or during our GA

T7.
Lose a sword on the attack, misclick 2 spears attacking redlined units but they win :lol:

T8.
Eng-Invention


http://img367.imageshack.us/img367/7155/atk020co.th.gif (http://img367.imageshack.us/my.php?image=atk020co.gif)

I only kept towns for the extra beakers, abandon them if they are threatened. I think Sugar stacks needed a checkup as well.

soul_warrior
Jun 27, 2006, 12:50 AM
looks very nice.

Beorn-eL-Feared
Jun 27, 2006, 10:25 AM
Roster:

Tribute - On Deck
Frog King
jb1964
Theryman
Beorn
soul_warrior - UP

jb1964
Jun 27, 2006, 11:38 AM
I can't remember who about called the game once we had the first sword army but it's turning out to be prophetic.

While marching the 1st Sword Army North to the Chinese I only slaghtered a unit if it was directly in my path. I wanted to rip up their core improvements and disconnect luxes and resources like yesterday.

Good game gang.

Beorn-eL-Feared
Jun 27, 2006, 12:13 PM
We still have a set of fun to go each, or so ;):D
Not game ... yet :p

soul_warrior
Jun 27, 2006, 02:35 PM
i wont be able to play till saturday.

need a skip.

Beorn-eL-Feared
Jun 27, 2006, 03:09 PM
That's Tribute UP, jb on deck, SW on hold

Tribute
Jun 27, 2006, 09:35 PM
Ah sorry, as my signature currently states, I cannot play until the weekends either. So jb is up. And SW is on deck.

jb1964
Jun 28, 2006, 05:51 AM
I can finish this up by Friday. My turns, that is.

Beorn-eL-Feared
Jun 28, 2006, 11:18 AM
jb, then Tribute and SW on the week-end sometimes. First come first served. I'll go after.

Ansar
Jun 28, 2006, 04:50 PM
I got my computer back, I'll take it after jb. :D

seems we have fallen into a little traffic jam?

Admiral Kutzov
Jun 28, 2006, 09:14 PM
WTH? you're not done yet? slackers...

Beorn-eL-Feared
Jun 28, 2006, 09:24 PM
Playing the war to the end would kind of be hogging all the fun, Admiral ;)
They worked hard on this, I'll let them :p

Ansar
Jun 28, 2006, 09:44 PM
are you saying with our firepower we could have won by now? you're crazy. :p

Beorn-eL-Feared
Jun 28, 2006, 10:24 PM
We could :p Last time I played we had a comparable stack North that could've dug into china already.

Admiral Kutzov
Jun 29, 2006, 08:34 PM
are you saying with our firepower we could have won by now? you're crazy. I was just being silly. ;) Nice progress so far.

Beorn-eL-Feared
Jun 29, 2006, 09:15 PM
AK being silly, now I've seen everything.

jb1964
Jun 30, 2006, 01:23 AM
Turn 160 - <CR>
Turn 161 – Golden age, GL, Army, Load w/ swords ‘cause it’s all that’s at hand
Turn 162 – Take three cities
Turn 163 – Let armies heal
Turn 164 - Build FP, Great Leader, Army, Fill w/ stuff
Turn 165 – Great Leader, Army, Fill w/ stuff
Turn 166 – Nothing much
Turn 167 – Crushed a few more towns
Turn 168 – More destruction
Turn 169 – Lost an army
Turn 170 – Bad stuff, missed a spear and it burned Narrow Front, Greece has knights.

Tribute
Jun 30, 2006, 02:23 AM
Okay, Ansar can play quickly. Maybe we can finish soon....

but of course, the knights HAVE to start showing up.

Ansar
Jun 30, 2006, 09:30 AM
the Frog has it...

jb1964
Jun 30, 2006, 09:37 AM
You've got 5 armies and a golden age. You should have fun.

Also, I made very good headway on getting roads from home base out to the various fronts.

Ansar
Jun 30, 2006, 11:21 AM
on the first IBT, a Chinese SOD of Maces,Swords, and a LB appeared from Persepolis...thats a nice surprise, should I abandon Pasargadae?

jb1964
Jun 30, 2006, 12:22 PM
on the first IBT, a Chinese SOD of Maces,Swords, and a LB appeared from Persepolis...thats a nice surprise, should I abandon Pasargadae?

Ya, important detail. Those guys kept swarming around the mountains to the SW of Persepolis and coming down onto the grass every so often to let one of our armies pick off two at a time. Eventually I had to abandon the city and let the army heal or they were going to either capture the town or rip the army to shreds.

I would run the units in Pasargadae out now and let the SoD walk up to the door before burning it. Even if those guys took a straight line for our boader you should be able to set up a favorable battle both from a forces and position point of view. There's another army in the area that I was sending NW to mop up the Persians and then wreck China again. You could pull it back to skinny down the SoD.

BTW, whatever happened to the army that was pillaging the Chinese frontier? We took out wines, gems, and iron and thought we were on a general rampage.

There's another town w/ ~4cats and 3spears just below the mountains and south of Persepolis that I had fun plinking LB's from. They would step up, I'd shell 'em, they would walk away. I moved a nice stack of cats and offensive units to cover a big stack of slaves laying a road to the core. The last obstacle is a Greek town in your path.

Regarding research, I would just shut it down. We don't need muskets w/ Swiss Mercs and we're never going to get to rifles or infantry. Use the gold for rushing whatever you would like. I would consider courthouses to help out the post-GA production.

For the next 10 turns you get either a treb or SMerc out of Hamsterdam each and every turn and many of the core cities are 20+ so two turn MDI/LB's. One city could get 3 turn MDI/LB and I couldn't tweak it to 20.

Beorn-eL-Feared
Jun 30, 2006, 01:13 PM
About the army, I shut off the important stuff off the chinese and then moved it south to deal with the injuns. That's what happened to it. Always better off finishing one guy completely than going wandering in 2 enemies at once.

I need to declare a leave from this SG, it will (should!!!) be done before I'm back from my trip to Mtl.

jb1964
Jun 30, 2006, 03:17 PM
About the army, I shut off the important stuff off the chinese and then moved it south to deal with the injuns. That's what happened to it. Always better off finishing one guy completely than going wandering in 2 enemies at once.

I need to declare a leave from this SG, it will (should!!!) be done before I'm back from my trip to Mtl.

That's sorta what I thought. Glad it's still up and running. Anyway, have a nice trip. I'm probably out for the next week as well but then again, I don't expect to really have to play another set unless it's mop-up actions.

Tribute
Jun 30, 2006, 10:48 PM
I am really, really sorry, but I don't have much time this weekend (summer classes overloaded me [Formal Lab Report, Short Essay, Study Old Notes, Study New Ones, finish another lab handout, read ahead in the book, study for a quiz, work with OTHER people on ANOTHER lab, find a way to return a book, find a way to buy new books, choose books to read ....

So only if I have ANY time left will I be playing CIV.