HNDY02 - Itsy Bitsy AWE China

handy900

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HNDY02 - Always War Emperor C3C – Itsy Bitsy map as China

Roster:
Handy
T_McC
Yom
Greebley
Barbslinger

It’s not as easy as you might think. Tiny maps don’t have a lot of resources & luxuries to go around. In one AWE victory there was no iron on China’s home continent. By the time the glorious Chinese took Iron from the other continent Mao already had the world’s largest cavalry force. Mao is partial to mounted units. Mao has lit a good luck candle for Iron or Horses, or Ivory for that Zeus thing (maybe he needs 3 lucky candles!)



Our early empire will be pitifully small, so if we have none of the 3 early on, we are in for a long, though enjoyable dogfight.

Level: Emperor
Variant: Always War
Civilization: China (I won’t apologize choosing a militaristic Civ :D) Mao loves mounted units and so do I.
Continents: 70% Water
Size: Itsy Bitsy Teeny Tiny (AWE takes a long time, and the ancient & middle ages are my favorites. Once an AW tips your way, it’s all mop up which is not as much fun to me as desperately holding on by a thread in the early phases).
Age: 5 Billion (I want lots of hills for city placement – yes I’m stacking the deck again).
Temperature: Temperate
Climate: Normal (I hate Jungle chops)
Barbarians: Sedentary (We can use the cash)
Rivals: 3 Randomly Selected
AI Aggression: Normal
Victory Condition: All are enabled. We’ll need to get the UN if it goes that far (unlikely). We’ll take a win any way we can get it, but conquest or domination are most likely.
Culturally linked starts: Off
Respawn: Off
Preserve Random Seed: On
Cultural Conversion: On
Patch: 1.15 C3C
Anyone have strong feelings about using 1.15 either pro or con?

Always War as described by eloquently Greebley (minor edits by me)
The game is an Always War game. 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 GPT trades 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. 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, 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 this AWE game. 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 may keep or raze cities, and can keep slaves. You may whip captured cities or cities where all citizens are unhappy. This is not a popularity contest, this is war.

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, the team players can switch places, or you can ask for a skip. We will play 10 turns at first, and possibly fewer later (5) if the turns begin to take too long.

Tips & Tricks for Lurkers interested in AW
In earlier games we learned how strong the new army pillaging abilities are. Pillage early & often. At least one pillage army per Continent will be the key to victory on a tiny map. Bigger maps require more pillaging armies.
Major game priorities:
1. Build the GL if you can.
2. Get a pillaging army to the other continent asap to cripple their production.
3. Pillage AI Iron & horses so your team faces a steady stream of archers & later longbows for leader fishing.
3. Build cities on hills whenever you can. The defense bonus of cities on hills helps out spears immensely. When you settle, try to use rivers to your advantage for the defensive bonus. Also be aware of the movement penalty caused by rivers before engineering. This can really impact your ability to reinforce. Spears on a city on a hill with walls supported by cats can kill a lot of AI units. We are likely to wind up with an ICS type build outside our core ring on this teeny tiny map. Corrupt cites are useful as “specialist farms” and to increase your city count so you can have many armies in the field.
4. Build walls in all front line cities. Build barracks in any city you plan to build military units in. Build cats in a city without barracks.
5. Try not to build a city more than 2 moves from the nearest city. If a city is 3 tiles away, it cannot be reinforced on the same turn. Two tiles between cities also allows you to "chain" units built in productive cities to the front lines on the turn they are built, without leaving any cities exposed or short of police. If you are unable to shuffle units & reinforce, it's a killer for front line cities. You want a dense build anyway for the free unit support offered by despotism & monarchy. The exception to the 2 tiles between cities rule is late in the game you are going for domination.
6. The kill ratio goal is 10 to 1. This is done early on playing mostly defense using spears, cats, hills and keeping your cities tightly packed. Avoid attacking unless you have bombarded your opponent down first. You can't afford to waste units on offense on AWM or especially AWE.
7. Don’t attack the last unit in an AI stack if it means you will be exposed to counter attack by another AI unit on the IBT.
8. Don't underestimate archer armies. They work fine early on against size 6 & under cities guarded by spears.
9. If you want to win, pillage first & expand second. If you fail to pillage, you'll face the AI's strongest units (swords in stead of archers) and the AI numbers will overwhelm you. You can deal with 6 archers, 6 swords or MDI is another story.
10. Set up a kill zone. Induce the Ai to attack you on flats where he has no defensive advantage.
11. Build a lot of cats, trebs, cannon.
12. Avoid building regular units. They lose too easy.
13. Learn how to leader fish if you don't already know.
14. There is a big difference between AWM & AWE.
15. Learn to play on a continents map. Pang maps are much harder since you'll be fighting everyone all game long.

What to expect:
Your team will be way behind in tech. Higher levels means further behind. The GL, pillaging & specialists will help you catch up.
At Emperor, don’t be surprised if at some point after the GL expires you are running 0/0/0 on the sliders with a lone scientist doing 50 turn research. Unit support will cost a lot of money.
Stay in despotism for a while until you get a decent city count for the lesser free unit support of monarchy, then bite the bullet & go to monarchy and stay there.
Notes and observations on pillaging:
1) It takes a long time for armies get out-dated, so 3 spear armies can pillage for centuries.
2) Cutting off the capitol will eliminate AI trade deals, so finding & isolating the capitol is always a good idea.
3) If you can, capture AI workers. Kill them if they can’t get back to your lands safely & quickly.
4) Remember that in Conquests an army can pillage as a free move, and gets +1 movement over the base units used.
5) If you get an army to each continent to pillage, you can usually win the game, so leader fishing is important.
 
Originally posted by Rik Meleet
I don't know about this start. A lux is nice. Fresh water is nice. But plains ??? Mountains and Tundra's ??

Better have iron in those mountains.

This is not a signup

Yeah, that's the reason for the lucky candles... :)

First start I rolled, so we'll have to see how it goes.

 
Looks like the capital will be OK. Especially in monarchy. We have water. Is the water E of the lake coast or a bigger lake? If coast, I would explore W and then CCW in a second ring radius. If lake I would go north around the lake.
 
Originally posted by barbslinger
Looks like the capital will be OK. Especially in monarchy. We have water. Is the water E of the lake coast or a bigger lake? If coast, I would explore W and then CCW in a second ring radius. If lake I would go north around the lake.

IIRC the big water east of the lake is ocean.

We are far north on the mini map, and you can see Ice up north.
I agree - expolre W and then maybe a little CCW swing to the South.

Hopefully we won't bump into an AI warrior when I go south.
 
Have fun guys :)


Ted
 
Checking in.

I think that we should also explore south and SW after revealing our general surroundings. From the Minimap we can assume that we'll only have 1 or 2 fronts to defend :D. Unfortunately, our empire will probably suffer from a lot of corruption due to the position of our capital.

CCW = Counterclockwise?
 
And if you look to the south of Bejing, you'll notice a happy face peeking from a fog. Assuming it's a plain and not forests, we either have another source of Ivory or wines :). If it's a forest, it's gotta be furs. Looks like we're set for luxes, but our land isn't looking too great.
 
Originally posted by Yom
And if you look to the south of Bejing, you'll notice a happy face peeking from a fog. Assuming it's a plain and not forests, we either have another source of Ivory or wines :). If it's a forest, it's gotta be furs. Looks like we're set for luxes, but our land isn't looking too great.
On the scouting I would then definitly go south first and CW around. Unless the AI is right on top of us and will find us regardless of where we scout we should clear fog there first.
a) Less likelyhood the AI has come up that far yet.
b) Gotta know what lux it is.
 
Turn 0 4000 bc
I had already move the worker to the BG before I posted the initial screenshot.
The water immediately east is a small lake. Furster east has only 1 food so it is salt.
When I settled Ivory popped up north of Beijing. Zeus is way good in AW.
There is a smiley face to the south also. Probably more ivory, a third lux would doom us to no iron or horses for sure.

Turn 1 3950bc
Beijing ->warrior in 5
We start with masonry & Warrior Code.
Research set to get Bronze Working for spears in 20 turns. 11 gold in bank earning zero per turn.
Worker starts a mine.

Turn 2 3900 BC
:sleep:

Turn 3 3850 BC
:sleep:

Turn 4 3800 BC
:sleep:

IBT
Warrior -> warrior

Turn 5 3750 BC
Warrior moves E to the Hill, worker begins mine.

Turn 6 3700 BC
The warrior moves to hill N of gems, and reveals lots of saltwater to the west.
Warrior in 3 grow in 4

Turn 7 3650 BC
Road done. Move NE to the grass between the Ivory & the BG I just mined.
Warrior moves Due W and reveals two whales. Looks like Greenpeace is gonna be mad at us again.
Can’t tell for sure, but it sure looks like the ice N of the goody hut is the very tip top tile of our continent.

Turn 8 3600 bc
Start the next mine.
Warrior turns S and spots game SW of the Gems. Hey T, lets settle on top of the game like the AI does. :lol:

Turn 9 3550
Warrior -> walls
2nd warrior completes & stays home for MP duty since MP since we grow next turn.
Our lands to the south appear much better than “the game that must not be spoken by decree of Mao himself.

Turn 10 3500
Joy turns to panic as our borders expand and reveal 3 barbs near our capital. :eek: see the screen shot below
I’m reminded of a time T_McC commented that I seem to have interesting turns. I could use a little less interesting turn about now.
Since dude is on our BG, we have to work the grass & a forest.
I pull our worker back to the city and move the exploring warrior to the hill 1 tile W of the capital
Warrior in the city fortifies.
It would do no good to rush a warrior since he would not appear until after the barb attacks.
Hit enter

IBT
Barb pillages. Crap all those wasted worker turns.
Barbs move closer so there is a 2 stack next to Beijing.

Turn 11 3450
I attack the closest barb with the warrior in the city since it’s a 2 stack & if he wins he will not be exposed. He wins but does not promote.
Warrior on hill moves into the city.
We can stay on walls & get them in 2, or switch to a warrior in 2. I decide to MM to work 2 forest to get the walls in 1 instead of a third warrior.
Move worker to the forest S as a little bait. I doubt they will take it.

IBT
Barb attacks & loses. We promote. Only 1 barb left. He moves on the hill towards the worker. Next turn he will be on the flats.
Our new vet is full strength, so he attacks the barb on the hill (unfortified) & wins. No more barbs.
Beijing – walls - barracks
Palace gets a porch.
Worker goes back toward the BG to redo all his work.
MM back to working the BG & the G.

Turn 12 3400
Waste turns getting back to where we were before the emergency.

Turn 13 3350
Back to exploration & mining.

Turn 14 3300
BW in 9. Sliders 90/0

Turn 15 3250
Moving south
Forgot to mention more Ivory SE of Beijing.

Turn 16 3200
Narrow 2 tile choke spotted :D
Wave to our cats as you try to pass by…
Grow in 6
Barracks in 6
BW in 4

Turn 17 3150
:sleep:

Turn 18 3100
Mine “do-over” on the BG finished.

Turn 19 3050
There is a hill on the 2 tile choke point in the south. Pipe dream to claim it I think. Core cities close to home are more useful. We’ll see.

Turn 20 3000
BW comes in -> set to pottery in 10 since I love granaries. Seems in these AW games the capital builds settlers forever since you need so many cities for unit support. Settler/ spear/ settler/ spear/ rinse/ repeat.

T_McC - shrinking violet that he is - will I’m sure somehow muster up the courage to change the research as he sees fit. :D

Notes:
We grow in 2
Barracks due in 1
Pottery in 10 – I really do place a high priority on a granary in the capital for settler production.
I can’t recall coming that close sweating out losing a game that soon ever…. and in front of everyone. How embarrassing would that have been.
Zeus will be nice. Ancient Cav 3.2.2 is great for pillaging and can raze a size 6 or under city with spears in it. A unit every 5 turns on emperor will be a huge boost. I’ve never had Zeus in an AWE game, only AWM and it was great in that one. The AC army was useful the whole game long.

Good Luck T_McC :goodjob:

BTW - Thanks for playing with me!


Teeny Tiny save file 3000 BC Pics follow
 
On TMcC's point - build a barracks first. Barracks is only 20 shields so finishes in 3500BC. If someone shows up then switch.

All Vet units could be very nice. [Edit: NM. I had a feeling you were playing but I thought it wouldn't hurt to suggest it]

[Edit: You can't lose the game due to barbs. Just gold and population. ]
 
Lol, T_McC seems to be prophetic. Let's hope we get better luck with the next hut.

@Handy: Losing the game? Remember, Barbs can't capture cities like they could in Civ 2 ;).

And is anyone else noticing how fast everyone is responding?
 
Originally posted by T_McC
Handy, if you didn't know already ...

If you don't build a miltary unit before our border expands in 10 turns, the hut cannot pop barbs. Two-three lux is nice, a free settler is better. :)

As you'll see - I found out the hard way and wasted worker turns in the process. Well, if I can win AWE playing solo doing stupid stuff like this, we should have a pretty good shot at this game.

:wallbash:


Originally posted by Yom
Lol, T_McC seems to be prophetic. Let's hope we get better luck with the next hut.

@Handy: Losing the game? Remember, Barbs can't capture cities like they could in Civ 2 ;).


What a waste of good adrenaline :D
 
Handy900 - Just Played
T_McC - UP NOW
Yom - On Deck
Greebley
Barbslinger

Hmm...with everyone browsing the forum and the game being in its early stages, I wonder if we could finish a round of turns tonight.
 
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