HNDY 12 Tiny AWE Pangaea Portuguese

handy900

Deity
Joined
Jun 5, 2003
Messages
2,411
Location
Tennessee, USA
Wonder-less Pangaea Always War Emperor with a bad AW Civ and additional restrictions. C3C 1.22
Tiny Map

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

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

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

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

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

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

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

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

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

Lucky Candle
HNDY02_luckycandle.gif
 
could an old grumpy folk like me join an illistrous team like yours? :rolleyes:
 
T-rat will warn you about me. I think I could really F up this game. Do you take idiots? please note, I've only ever played tiny world twice before.
 
T-rat will warn you about me.
well, we are not aiming for UN victory here, so taking AK should be fine and fun :lol:
 
Greebley said:
Unfortunately, I have to cut down my number of games.

I understand that feeling. Even with ZAV1 ended and LK88 close I still need to trim. One of these days I should play in this series, but not now.
 
Here we go. First start that came up.
hndy12_4000bc.JPG


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

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

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

Turn 3 3850
Gently scouting.

Turn 4 3800
First raging barbarian spotted.

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

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

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

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

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

Turn 10 3500
--

Turn 11 3450
--

Turn 12 3400
--

Turn 13 3350
--

Turn 14 3300
--

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

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

Turn 16 3200
Lisbon – barracks spear

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

Turn 18 3100
--

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

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

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

Roster
1. handy
2. ThERat is UP
3. Admiral Kutzov
4. open
5. open
 
For those of you playing along, we could have traded alphabet for masonry, but no trades allowed in this one.
glad you clarified, I was confused by the conflict in the variant and the boilerplate rules. Then again, I'm easily confused. T-rat be up. Igor has located a part (finally). Inspecting it to see if it fits.

Question: why pop the hut for CB? educate me. I'd have set research to CB and then popped it? Just trying to make this hard?
 
ok, got it, will play tonight s'pore time

by the way no wonders means no SoZ as well I presume
 
Admiral Kutzov said:
glad you clarified, I was confused by the conflict in the variant and the boilerplate rules. Then again, I'm easily confused. T-rat be up. Igor has located a part (finally). Inspecting it to see if it fits.

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

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

Yes - extra hard AW restiction, so no trading and we have to raze cities. I'll clean up the boiler plate a bit.
 
ThERat said:
by the way no wonders means no SoZ as well I presume

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

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

And remember - no pillaging.
 
Masonry in 14. (slight edge over Warrior code), If we were on a hill I’d have selected WC. With ho hill defensive bonus, we need the walls.

Igor's recalibrating.

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

Six archers is enough to go on the offensive?

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

Plinking and AI impalement is always fun.
 
Admiral Kutzov said:
Igor's recalibrating.

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

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

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

Sorry for all the questions, but I'm not used to tiny.
No problem. HNDY09 is a good thread to read for the early tiny map AW strategy. We play defense and expand. Our best odds are on defense until we get cats and hopefully :) iron for swords.

HNDY08 was a small AWDG blowout as Babylon (actually a pretty good AW civ). But we got a little lucky in that one. Iron, great lands, and the AI were fighting each other for a lot of the game.
 
Any objections to my playing? I have just gotten into the forums and have had the game for about 2 and a half years. I just got back into it a week ago and am already back in the swing of things.

By the way, I am going to change my name. It is spelled wrong. :crazyeye:
EDIT- Scratch that, won't let me change it.
 
DeadlyNeprhons! said:
Any objections to my playing? I have just gotten into the forums and have had the game for about 2 and a half years. I just got back into it a week ago and am already back in the swing of things.

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

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

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

EDIT- Scratch that, won't let me change it.
Maybe a forum moderator could do it for you. :hmm:
 
Sorry to be a PITA. Should fortune smile upon us and we pop MGL with all those elite spears, whatfor we do with it? Archer army if no iron? Save it?

@DNS - welcome or welcome back. :crazyeye:
 
Back
Top Bottom