Gr3 - Mayan Continental AWE

Greebley

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Mar 28, 2002
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This is a continuation of the AW games from Gr2 to Handy11

Patch: 1.22 C3C
Level: Emporer
Variant: Always War
Civilization: Mayans
Water: 60%
Map Type: Continents
Size:Standard
Age: Random
Temperature: Random
Climate: Random
Barbarians: Roaming
Rivals: Random
AI Aggression: Normal
Victory Condition: All are enabled.
Culturally linked starts: OFF
Respawn: Off
Preserve Random Seed: On
Cultural Conversion: On

Roster and Order of Play
Greebley
Grs
ThERat
Microbe
Bed_Head7
Barbslinger
Hotrod0823

We have a strong start so the only requirement it that you have won a game of Always War at Monarchy either in an SG or single player. This should be a good first game for going from AWM to AWE.

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I would like to try playing with the following restriction on pillaging:

Pillaging Restriction: Basically no pillaging by armies is allowed. Land units cannot bypass a city without destroying it first. Sea units can go anywhere and drop off land units on any coast. The land units must then destroy the coastal cities before passing them either inland or along the coast (though they can bypass the coastal city by getting back on the boat). The idea here is to lessen the AI weakness of ignoring armies completely and allowing the human massive pillaging freedom. If the AI didn't have this weakness, you could pillage coastal resources by using boats, but inland resources would require fighting your way there. Thus guerilla type hit and run pillaging by non-army units is allowed. In other words, you can drop off a non army force by boat, pillage, and get away again instead of being killed.

Always War Boilerplate as we play it
You may only trade when you first meet a civilization, and must declare war on the same turn after trading is complete. If you see a new AI unit, you must make contact & declare war that turn. Absolutely no turn based trade (such as GPT) allowed. If you see a new face on F4, you are obligated to declare war that turn (after trading). Players must declare war if they are exploring and see AI units, but are not required to actually attack the units they come in contact with. No peace treaties, ever. You may check F4 as often as you like to spy on the AI's tech, resources, luxuries & city count.

Discuss any move that seems exploitive before doing it with the team. Although there are not too many exploits available in AW, we’ll follow the forbidden blatant exploits banned by GOTM and RBCiv such as no "Free Wealth". Other normal game exploits such as "Baiting the AI" with an empty city to create a kill zone are an AW tradition and are allowed. Also, you ARE allowed to initially keep a city, move a settler to the same spot as the city, and then abandon and immediately resettle. This is considered an exploit in RBCiv rules, but is okay in our AW games. In addition if you need to build a city one square deeper into enemy territory just to move borders to steal a resource, go for it. We however cannot then disband the city just founded city on the same turn. We may keep or raze cities, and can keep slaves.

SG Stuff
You have 24 hours for an "I got it" and 48 to play. If you need a one or two day extension, then mention this before the 48 hours are up. Players can work out skips between themselves, just post a message to the thread. If you can't play within 96 hours total, switch places or ask for a skip. A player plays 10 turns normally, but can choose to play 5 instead if their time is limited or when the turns get longer during the latter part of the game.
 
My AWM experience is a bit cheap. HNDY08, I think, on a tiny map. I would still like to give it a shot, though.
 
Looks like an early despo GA.
It is an early GA. I played Maya before as AW in the LK series. It gets odd that you may only want to road bonus grasslands until after the GA.

This is really a civ you don't want hyper early contact. You don't want a 3 city GA.

The nice thing about Maya is you get plenty of workers. ;)
Don't ever upgrade the JTs. If the AI sends some longbows you may enslave well into the middle ages.
 
I think I'm ready to give it a go again. I'm over my break up and my new job is going well. I now travel around the world training people to use the software my company develops.
This reminds me of Shermans War.
 
Greebly my SG plate is offically empty and would like a spot.

It appears I've missed the boat on several other games.

Hotrod
 
checking in, really looking forward to this
 
We have 7 so this game is full. I updated the first post.

Welcome back, Barbslinger :D I am glad things are working out for you. It will be good to have you back in the game.

I will probably wait for Grs to check in and then start this up.

On the game, I was thinking of moving the settler to the hill. It has better defense. What do you all think?
 
I like the hill too. A forest chop for granary or rax will be in play then and down the line it should have nice shields. What part of the map are we in? Corner I'm hoping.
 
We are in the lower left. IIRC, we are fairly low so we probably only have a small amount of non-tundra land to the south.

Note that we are playing 60% land, so there is more land for us to grab, but that also means the AI will have more land as well. Good expansion will be important in this game. If we run into difficulties (multiple early contacts for example), the game will be much harder.
 
are we going to settle on hill, then irrigate or mine the cow, chop forrests? I hope we can settle a little before we get GA
 
My .02. Settle hill, irrigate, road cow. Chop forest for granary. Of course the forest chops depend on meeting AI or not. If we get a respite from meeting the AI it would be nice to get the granary early. Then after WC comes in build nothing but Javs for a while and collect some slaves once the wars start. Perhaps one more worker after a settler.

Builds: Warrior, granary, Jav, Jav, Settler, Worker

It is nice to dream, but it really depends on the contact we get.
 
Move onto the hill and settle. The revealed squares are a bit disappointing, but I stick with the hill.

I go with a Warrior, Granary, Worker.

Annoyingly our original square was a better than the hill.

We have just started a Settler. It is either a Javelin pre-build (we get Warrior Code next turn) or an actual settler if we so choose. I think I would go Jav - Settler.

Notes:
No contacts, but I didn't explore much (I often don't when I build a granary).
One forest square became a BG which will help.
I went with an additional worker because we really want to get up our shield production quickly.
 
Unless I am mistaken, in a 4-5 factory, we could get 6s, 8s, 7s, and then 9s for a settler, and since we are agricultural we get 5fpt with river bonus and irrigated cow.
 
microbe said:
Looks like we should not have moved the settler. Now two inferior water tiles + missing a settler factory.
That may be true, but having a mountain the AI can perch on was not a good choice either. Plus defensive bonus may be critical.
IIRC, Agricultural gives +1food to city square.

Do we head N with the settler and backfill? That wheat and BG's could be nice too.
 
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