GR17 - AWE vs 30 civs

Greebley

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Location
Boston Area, MA
Parameters:
Patch: 1.22 C3C
Level: Emperor
Variant: Always War (No initial trading)
Civilization: Random - We got the Mayans
Map Type: 250x250 Completely Random
Barbarians: Random
Rivals: 30
AI Aggression: Normal
Victory Condition: Any
Culturally linked starts: OFF
Re-spawn: Off
Preserve Random Seed: On
Cultural Conversion: On

We must immediately declare war (no trading first) upon contact, but can see if we are ahead or behind, look at graphs, etc.

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I played 1750 BC to make sure the game was viable. I also chose 60% continents as I kept getting archipelagos:

We have only a single contact - the Japanese so far. There is a lot of land though so this isn't suprising. We will meet more.

We didn't have a food bonus other than being the Argicultural for our capitol, but have a +5 food town settled. We have a Granary and Barracks there.

No initial rush from Japan yet. We have started building Jav's. I suspect our GA will be soon.

Here is a picture:

GR17_AD1750.jpg


Players will again get 5 days to play especially in the latter part of the game. Pls post an "I got it" in 24 so we know someone is playing (or if you are up next you can mention when you next can play and are ready).

Roster:
Greebley
NP
M60A3TTS
vmxa
ThERat
markh

NP - You are up.
 
Slaves are us, been a long time since I was able to use that ability. Are we allowed to cultivate a barb camp for slave fishing?
 
1750 (0): I switch Copan to a granary, due in six turns. I don't think we can fill territory quickly enough with just an eight-turn settler pump in the capital.


1700 (2): We can see six Japanese warriors. I think I'll withdraw our settler rather than founding a city right where the Japanese are advancing.


1675 (3): Chicken Pizza JT --> JT.


1650 (4): We spear a Japanese warrior and enter our Golden Age--unfortunate, but with this many Japanese units around there's no way to avoid JT victories (1-0).

We lose a warrior covering a redlined JT (1-1).


1625 (5): We implale two Japanese warriors next to Copan, gaining a slave (3-1).

Copan granary --> walls.


1600 (6): A JT fails against a regular warrior in clear terrain (3-2), which allows the warrior to pillage in the interturn.

We found Tikal in a safe spot west of the capital, at the mouth of the river.

BW --> IW.

Chicken Pizza JT --> JT.


1575 (7): We skewer a Japanese warrior around Copan, and gain a second slave (4-2).

Palenque barracks --> JT.


1550 (8): We catch the three remaining Japanese warriors stacked in clear terrain, and spit them all, gaining a third slave (7-2).

Copan walls --> settler.


1525 (9): Chicken Pizza settler --> JT.


1500 (10): Not much.

Seven JT victories this round produced three slaves.

One elite victory this round didn't generate a GL.

We should found our next two cities at 1 and 2 on the screenshot, though we can move 2 if it turns out to have bad sea tiles.

We have two elite JT, and so some hope of a GL when the Japanese return.

During this lull we should produce nothing but settlers in Copan, and a mix of JT and settlers in Chicken Pizza. It's really the only way to benefit from a GA this early.
 
We can probably pop the hut. With two good Jt's any barbs are just going to help us and we could gain something useful.

Nice to get the slaves here so we can road up sooner.
 
Growth seems a good idea to me too. Our GA will allow us to keep building the Jav in the capitol and get us Barracks more quickly. Japan has used up their initial guys and shouldn't send much right away.

Don't leave cities unprotected though unless they are surrounded by other cities. I would settle to minimize the front lines so we have enough to defend all our cities.

Also keep building roads connecting cities. If we have an unconnected city then connecting it is more important than improvements - If a jav in another city or two can be moved in if there is an attack - it effectively defends every city with 2 or 3 time more units than without the roads. With the slaves we can hopefully do both (or build more workers if needed).
 
http://forums.civfanatics.com/uploads/43630/GR17_1250_BC.SAV

Preturn- Looks ok.

1475BC (Turn 1) Move settler north.

IBT- zzzzz

1450BC (Turn 2) Settler north. Pop hut and get CB.

IBT- Vikes complete the Colossus

1425BC (Turn 3) Yaxchilan founded.

IBT- Quiet

1400BC (Turn 4) Moving another settler southwest.

IBT- Quiet again

1375BC (Turn 5) Move settler into position

IBT- No activity

1350BC (Turn 6) Bonampak founded

IBT- Same as before

1325BC (Turn 7) Another settler on the move, this time west.

IBT- No sign of activity

1300BC (Turn 8) Settler still moving.

IBT- Still nothing

1275BC (Turn 9) Quiet

IBT- Japanese want peace. I haven’t seen anybody yet.

1250BC (Turn 10) Still nada.

Post turn- Two settlers just about in place. Doing some chopping near Bonampak. Should be able to put two more towns down in the next turn or two, but you may want to bring up another JT for settler 2 just in case you run into bad guys. On going after IW, we’ll need to push south towards the hills. Doesn’t look promising for iron in the northeast.
 
Just going by the screenshot, that looks fine, except...are you thinking of Yaxchilan as a four-turn worker pump? I can't think why else we'd build a granary there.
 
lurker's comment: Setting up camp in the lurker's gallery. :)

What a different game this is from the last two! Plenty of water and time to establish yourselves before the big wars begin. It looks like fun.
 
Just going by the screenshot, that looks fine, except...are you thinking of Yaxchilan as a four-turn worker pump? I can't think why else we'd build a granary there.

It can be changed as needed. I'm thinking the faster towns grow, the better. We've got military going everywhere else.
 
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