HNDY05d AWS-GOMOAW Sir Bugsy's Celts

handy900

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Another chapter in a series of Always War tiny continent maps by the Grumpy Old Men of Always War. This time as Sir Bugsy’s Celts
HNDY05b-AWS Sumeria|HNDY04-AWD Sumeria|HNDY03-AWDG Overlords|HNDY02-AWE China


C3C 1.22 Patch
Level: Sid :eek:
Variant: Always War :hammer:
Civilization: Celts
Continents: 70% water
Size: Tiny Continents
Age: random
Temperature: random
Climate: random
Barbarians: sedentary
Rivals: Sumer, Arabs, Carthage
AI Aggression: random
Victory Condition: All enabled.
Culturally linked starts: Off
Respawn: Off
Preserve Random Seed: On
Cultural Conversion: On

Roster
Sir Bugsy
T_McC
Greebley
Barbslinger
Yom
Handy

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..

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
GOW_-_4000_BC.jpg



30 turns later
GOM_-_2550BC_Situation.jpg


Save
Celts on Fire 2500bc

Roster
Sir Bugsy's first 30 turns are here.
T_McC is UP
Greebley
Barbslinger
Yom
Handy
 
Here as well.

I don't think there's much to discuss here though. Research IW full speed ahead and build 4 cities for an army.
 
HNDY05d - I Think We've Met?

2550 BC (0)
Firstly, send a Warrior to run after the Settler pair. No use having only 1 unit defending the new city. Leaves 3 in Capital.

Bad news is that the next city site appears to be very shield poor.

Swap capital to Spear. Otherwise the next settler has to sit in the city and wait for an escort to be built.

Science to 100%, IW in 26. Cash is of no use to us now.

2510 BC (1)
I spoke too soon. That wasn't a settler pair, that was a worker. :eek: How was the capital only size 3?

Capital back onto settler, but I'll try to build it timed with growth to 5.

2470 BC (2)
Raise lux to accomodate capital. Will not be possible to grow to size 5 before producing settler.

2430 BC (3)
Swap Elite* Spear with Vet Spear, now we can promote another unit. Also bring worker back to tiles we can actually use.

2390 BC (4)
Boy, there are a lot of Barbs in this game. The Arabs have been suiciding Warriors against Entremont every turn. About 6 have died so far.

2350 BC (5)
Entremont produces Settler, starts on Spear.

2310 BC (6)
Settler in place to found our 2nd city. On the IT we promoted another Spear as the result of two more unsuccessful attacks by the Arabs.

2270 BC (7)
Alesia founded, starts on Temple with chop assist. Best way to get a couple of better tiles in reach.

2230 BC (8)
Another dead Arab.

2190 BC (9)
Nothing, but spot 1st Arab Archer.

2150 BC (10)
Just some wandering around. Dotmap in next post.

Final Notes:
We've gotten through the Arabs initial units, but they have 9 cities! It's down to Iron in our backyard or bust.
 
Blue dots get us up to 4 cities and an Army. One is a river site, the other is on a gold hill ($$$).

This has the potential to get real ugly, real fast. Zippo bonus food and an AI that is growing like a weed. Need a lot of Fart Luck for Iron! (and then we have the problem of actually building Gallics ... ).
 
Forgive me for asking a newb question, but could you explain the swap of the Elite* Spearman for the Veteran?
 
lurker's comment: I am not sure what you mean Bedhead, so i will answer the two questions you could mean. If you mean how they did it, the elite* spear is in Alesia. If you want to know why, it is so another spear in Entremont can be promoted, and allow the chance of leader creation. You can never get a leader with that elite* spear again, unless it is upgraded to a pike and promoted to elite
 
I understood why, but I didn't know how. I thought maybe there was some way to change the order in which units would defend, which is something I would like to see. From the way he said it, I thought maybe it already existed, and I just didn't know how to use it. And I don't think they did what you said since Alesia hadn't been founded. But you may be right, I can't tell by the screenshot.
 
bed_head7 said:
I thought maybe there was some way to change the order in which units would defend, which is something I would like to see.

The only defend order "tweak" I know of is to leave certain units fortified, and others unfortified to change the defend order. I can't recall ever actually doing this, but I've seen it discussed.
 
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