HNDY05c - AWS as Iroquois GOMOAW

handy900

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Another chapter in a series of Always War tiny continent maps by the Grumpy Old Men of Always War.
HNDY05b-AWS|HNDY04-AWD|HNDY03-AWDG|HNDY02-AWE
This time as SesnOfWthr's Proud Grumpy Mounted Iroquois Warriors.

C3C 1.22 Patch
Level: Sid :eek:
Variant: Always War :hammer:
Civilization: Iroquois
Continents: 70% water
Size: Tiny Continents
Age: 5 billion
Temperature: warm
Climate: wet
Barbarians: roaming
Rivals: Maya, Dutch, Germans
AI Aggression: Aggressive
Victory ConditionAll enabled.
Culturally linked starts: Off
Respawn: Off
Preserve Random Seed: On
Cultural Conversion: On

Roster
SesnOfWthr
Handy
T_McC
Greebley
Barbslinger
Yom

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 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. Only Greebley can authorize the building of embassies. Style points awarded for sticking T_McC with anarchy turns.

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 may keep or raze cities, and can keep slaves. You may whip at will, including captured cities or cities where all citizens are unhappy.

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

Lucky candle to light the way.

HNDY02_luckycandle.gif


The start
Handy_start.jpg


30 turns later
Handy_final.jpg


HNDY05c save

SesnOfWthr - First 30 turns are here..
Handy - UP
T_McC
Greebley
Barbslinger
Yom
 
Checking in. I would concentrate on fast expansion. If we can get several town before the AI sails to meets us, we will have a strong chance. If we encumber our economy with too many troops, we may hamstring ourselves.

I am guessing we would have met the AI if they were on the same island.
 
Checking in also.

It's been a couple of days, but I think some MM can get that settler with growth. With the two wheat, growth doesn't seem to be a problem but should a granary be built, or is that just a waste of resources in this game?

BTW - I have no problem with Sesn, Handy, and I imagine we'll see Sens too. I would prefer skipping SOW though. :lol:
 
Checking in.

Maybe we should change the roster a little bit. We don't want to be up in 3 games at once, do we?
 
T_McC said:
Alright, I'm here. But it doesn't mean I like any one of you.
Sounds like you are in the proper frame of mind for a little war. :lol:

BTW - I have no problem with Sesn, Handy, and I imagine we'll see Sens too. I would prefer skipping SOW though.
Noted. Way back in GR2 Slinger took a little offense when I called him Barb once upon a time... :)
 
HNDY05c – Iroquois
Preturn
Looks Good.
Goals:
First time to play the Iroquois. :D
I wonder if we are alone here.
Build some settlers & workers. Irrigate the wheat. Mine some BG’s.
Settle safely to avoid the barbs.
Research Priority right now is HBR so we can build mounted warriors. If we make contacts, we’ll want Bronze to build spears. I’ll decide when we finish WC.

IBT
Warrior survives a barbarian attack. No promotion
Niagara – barracks – warrior

Turn 1 2510
Warrior moves to march to heal, and is surrounded by more barbs. :rolleyes:

IBT

Turn 2 2470
Warrior is not attacked. Dumb barbs. He moves onto a hill to heal.
Sliders go 80/20 to avoid riot.
Settler completes IBT so we MM to get +7fpt (never had that much food before as a despot). Good MM options in the capital.

IBT
Salamance – settler – worker (grow in 3 worker in 3)

Turn 3 2430
Sliders to 90/10 WC in 3 -1gpt. We’ll get some cash since I plan to settle & pop the barb hut.
Our warrior moves onto another hill to escape the barbs, and we spot an orange dinky boat.
It’s the Dutch who we are already at war with. They are up BW, M, WC, CB, W and have 5 cities.

IBT
Barb continues to chase our redlined warrior all over the countryside.

Turn 4 2390
MM the capital. Still worker in 2 but a little extra food.
Need to chop a granary in the capital.

IBT
Geez. Lots of barbs in this game.
Niagara – warrior – warrior.

Turn 5 2350
Slider to 50/10 WC in 2.
Barb has finally stopped chasing our brave, so we rest to heal.

IBT
Salamanca – worker – granary(12)

Turn 6 2310
Found Grand River & pop hut -> barracks. We’re rich!
Sliders 10/10 for 1 turn since WC is due on the IBT.

IBT
We get WC and I pick HBR in 14 turns over spears in 9 turns.
Mounted warriors to steal cash from barbs will be nice.

Turn 7 2270
no memory. Blacked out I guess. :crazyeye:

IBT
Niagara – warrior- worker (grow in 5 worker in 4 poaching food from the capital).
Dutch start oracle

Turn 8 2230
Start granary chop. I hope it goes to the correct city.
Another chop starts next turn.
Warriors are covering the workers.
Incense 5 road tiles W of the capital.
Lots of MM opportunities here with all this food & forest.

Turn 9 2190
Chopping. Granary is due in 9 but should complete in 4 considering the growth and assuming the chops go the Salamanca.
HBR in 11 –1gpt is the best we can do.

Turn 10 2150
Chopping.
MM Niagara for worker in 2 and growth in 2.
Grand River – growth in 2 and barracks in 34. At least it’s on a river with 2 floodplains. A little TLC from workers and it will be a good city.
HBR in 10 –1gpt.
Based on the # of barbs, there must be lots of barb huts out there for us to pop with MW’s.
Need to get that incense hooked up.
Our growth should explode with all that food after we get the granary.
Don’t forget to build workers, we’ll need a bunch for all that marsh up north.
Good to check F1 each turn and watch for MM in this one.

Roster
SesnOfWthr
Handy
T_McC is UP
Greebley
Barbslinger
Yom

10 go pretty quick @ this stage, but feel free to swap with Greebley if you need to.
 

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IIRC, the top chop will go to Niagara. I believe the order of priority starts N of the city and rotates around clockwise, if that makes any sense.
 
SesnOfWthr said:
IIRC, the top chop will go to Niagara. I believe the order of priority starts N of the city and rotates around clockwise, if that makes any sense.

Did you mean Grand River instead of Niagara? Neither can go to Niagara since they are not in Niagara's 21.

I've not heard of the clockwise rule, but I've always wondered how the game decides where a chop will go. I'm gonna play ahead to see where it goes.

So, if I understand you correctly, priority begins at the N of each city (12 o'clock). Since the top chop is basically at "7-o'clock" for Grand River, and at "10-o'clock" for Salamance, it goes to Grand River?

EDIT Yep - the 7-o'clock chop went to Grand River. Thanks for the tip on determining where a chop will go. Very very useful! :goodjob:

Next leader consider working the forest to complete the granary build in 5 more turns.
 
Yeah, I've found it very useful as well.

Of course this is altered by the building of Wonders in thie cities involved.

Here's a little .jpg that illustrates it better. On second thought, I'm not sure if the '1' should be at 12 or 1 o'clock. But it really shouldn't matter unless you're using ICS. Whichever city has the lowest number on that tile gets the chop.

Chop_rule.jpg
 
So Grand River will have to be switched to something if we want the chop to go to Salamanca (which I don't think is necessary). I'd rather get an early barracks in Grand River.

Seeing as we're agricultural and have an FP Wheat, we should be able to give the grassland wheat to Niagra Falls (which can get +5 growth and +5 Food), and the FP Wheat to Salamanca for easy 4-turn Settler farms. Actually, it can be a 4-turn Settler/Warrior farm or an 8-turn 2 Settler/Spearman farm. Imagine if we were the Sumerians, we would get an Enkidu AND a Settler every 4 turns!

In fact, if my calculations are correct, Salamanca is a 1-turn worker farm! It doesn't even need to pick up 2 shields from a forest with growth. Now that is the kind of start I'd want in my solo games. Too bad we're playing AWS, where we'll be more strapped for troops than workers/settlers. Still, we'll be able to expand very quickly.

I propose we use Salamanca solely for Settlers (with the exception of Spearman for an 8-turn 2settler/spearman factory). Furthermore, We can use Niagra falls and Grand River as powerful militar factories with Niagra pumping out the odd 2-turn worker.

With Niagra being the closest city to Salamanca, it should make 10 (after corruption) shields per turn at size 7 or 8 (depending on the corruption, 11 s with 1 corrupt or 12 with 2 corrupt). Therefore, I would not chop the forests by Niagra falls.

Here's a tentative dotmap, though green dot may be a little cramped. White dot is an alternative, though Black dot (near white dot) will be a little cramped and should be moved over to the tile 3 N. of White dot (3 tiles from white dot and grand river).
 

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Yeah, I noticed the 1 turn worker opportunity in Salamanca, which is the first time I've ever seen that possibility.

Let's just let the top chop go to the barracks in Grand River. The city grows in 3 turns, so soon we'll have 2 citizens working tiles to shave a bunch of turns off the barracks build.

After we get a couple more cities planted with settlers from Salamanca, the new cities can build military and then we can switch Niagara from building military to building 2 turn workers. Our empire will grow and develop pretty rapidly.
 
grs said:
lurker's comment: posted this just some days ago in another thread... Just switch the town you want not to get the forest chop to a small or great wonder before the chop will finish and back afterwards. It will never get the chop then.

That's two things I picked up in this game. Thanks. :goodjob:
 
BTW, Sesn. I found that map you posted not to work. A forest that should have been in tile 20 for one city and 12 for another went to the city who had it in tile 20.
 
Really? The #12 city wasn't building a Wonder I'll assume?

I'll have to dig up the thread where it was discussed. :hmm:
 
@Yom - I found the thread I was looking for. :)

Forestry Operations

It was written by Cracker, Qitai, T-Hawk, and others. I naturally assumed they knew what they were talking about. I suppose it's possible it only applies to Vanilla, but I don't know why they would change the formula in Conquests.

Are you sure there wasn't anything else going on to affect the chop?
For example, was the city building a wonder? Or had it already received a forest chop during that build?

For the record, it seems that the #1 tile should be moved to the right, at least according to those guys....
 
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