HNDY06 AWD Pangaea Zulu Pillage-O-Rama

handy900

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Always War Diety C3C 1.22 As the Zulu Wrecking Crew

A quite possibly unwinnable Always War tiny pangaea map by the Grumpy Old Men of Always War +2 .
HNDY05b - AWS|HNDY04-AWD|HNDY03-AWDG|HNDY02-AWE

Patch: 1.22 C3C
Level: Diety
Variant: Always War
Civilization: Zulu
Map Type: 60% Water Pangaea
Size: Tiny
Age: 5 Billion
Temperature: Warm
Climate: Wet
Barbarians: Sedentary
Rivals: 3 Randomly Selected
AI Aggression: Normal
Victory Condition: All are enabled.
Culturally linked starts: Off
Respawn: Off
Preserve Random Seed: On
Cultural Conversion: On

Roster and Order of Play
Sir Bugsy
T_McC
Greebley
Yom
Handy
SesnOfWthr (on break)

HNDY02_luckycandle.gif

Lucky candle to light the way.


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 turn based trade (such as GPT) 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 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.

HNDY06PIC1.JPG


HNDY06PIC2.JPG


HNDY06PIC3.JPG
 
Checking in.

You guys are gonna show me a victorious AW if it kills me! :lol:
 
Checking in. I hope you had someone check our 1st and second rings for the presence of iron OR horses. I don't want to tgo through another HNDY05a. It's just not fun when you have no chance of winning.
 
'll get this played in the next 18 hours. 20 turns right. ? Anyone seeing a reason not to settle in place?

Plan on a circular search with the scout. Everything else will be military related.
 
Well, move the scout first before settling. But you already know that.

Maybe even a 2nd Scout to open as it appears that we are on the southern edge of the Pangaea. I always think ideally we settler 1-ring from the capital in the direction of the enemy and then backfill. Maybe we can do that here.
 
Yom said:
Checking in. I hope you had someone check our 1st and second rings for the presence of iron OR horses. I don't want to tgo through another HNDY05a. It's just not fun when you have no chance of winning.

Well, no I didn't since I'm a glutton for punishment. Didn't even roll a bunch of starts, this was the first one. But I just sent Mistfit a PM asking if he would peek. :)

Originally Posted by Mistfit
Mistfit said:
Delurk:
To alleviate playing starts that have no chance of winning you could have someone (like myself) check the starts with "rings" to insure that they have iron or horses somewhat close. Then report back giving no spoiler info.

If any other lurker would also like to check for iron or horses, have at it. :)

Sir Bugsy - if you want to wait to play your turns until we hear back about the iron, that's okay by me.

Sesn said:
You guys are gonna show me a victorious AW if it kills me!
Yes we will, but maybe not in this game. Pangaea will crank the difficulty up a good bit. If we flunk out ,maybe we'll do an AWM blow out. :D


On a sad note, Slinger can't join us for this game. I told him we have a spot saved for him when he is ready to return in a future SG.
 
lurker's comment:

I took the liberty of taking a look at it for you guys, and you're coming up a bit short on iron and horses. Despite that, I will say there is an interesting geographical feature that might make AWD on a pangea a little more managable. Shouldn't take long to find it if you want to see for yourself.

 
Kaiser_Berger said:
I took the liberty of taking a look at it for you guys, and you're coming up a bit short on iron and horses. Despite that, I will say there is an interesting geographical feature that might make AWD on a pangea a little more managable. Shouldn't take long to find it if you want to see for yourself.

Well now that we know there is a choke-point (Hill?) and all of the AA resources are beyond it, what's our strategy? :lol:
 
T_McC said:
Well now that we know there is a choke-point (Hill?) and all of the AA resources are beyond it, what's our strategy?

Thanks Kaiser :).

While I appreciate your time & efforts, I'm second guessing myself for asking someone to take a peek. I think I like playing totally in the dark better. If I wanted to win every game I'd stick to AWM. ;)
 
Well, if we already know horses and iron are out, and we have spoiler info about the terrain, then why not just reroll one?
 
lurker's comment: I would highly suggest it. I'm not near the level of the players here but this one truely seems unplayable to me. I you'd like me to check them I can. I lurk in here. I would however need some parameters like "iron and horse must be no > 9 ring" or somthing like that. Good luck to you all.

Note: I was out of the office this morning when you PM'ed me so sorry about the lag in the answer.
 
Sorry if I provided too much spoiler information Handy. I tried to be fairly discrete, but it would appear T_McC has developed telepathy :lol:

Since you guys were going to toss out starts that didn't have iron/horses nearby, I thought I would at least give you that little tidbit and see what you thought of it.
 
Well I played it anyway. Whether you want to keep it or not is another story.

Move the scout.
HNDY06_4000.jpg

Move the worker north and move onto the GH with the settler.
We get a warrior.

3950 - Found Zimbabwe. Select BW at max.
3750 – Scout=>archer
3650 – Get a warrior from a hut.
3450 – Lux up 20%, science down to 60%.
3400 BC – Scout sees a Chinese boarder.
Archer=>barracks
Science up 10%, lux to 0.
Spot a GH and pop it.
HNDY06_3250.jpg


“Run Forest Run!!”

Meet Mao. He’s up Masonry, BW and CB. We have nothing he wants. Declare war.

Because it’s a settler pair, our scout survives. Time for some intel on Chinese lands.
And here’s some intel!
HNDY06_3150.jpg


I’m going to stop there. Here’s the 50,000 ft view
HNDY06_3100.jpg


Here’s the save: http://www.civfanatics.net/uploads8/HNDY06,_3150_BC.SAV

We need to decide where to use our settler who is at the choke. I have an archer and a conscript warrior heading towards the choke, but I think we’re a little short on military at the moment. Building the second scout was probably :smoke:
 
I'm glad you played it. The choke will make this interesting. I don't think we can hold it without impis though, so I'd send the settler back to build a ring city.

We have a shot to maybe win this if we manage to control the choke before the AI does. They will have to attack across a river from flat land at the choke. We will have to pillage everyone's Iron until we can hook some iron up via colony. Easier said than done, but it's a tiny map, so 1 pillaging impi army can do a lot of damage to slow things down. Until we get an army, our impi should travel & pillage in stacks. If we can force the AI to whip their cities like Greebley did early on in HNDY05b, and use impis to scare workers away from improving tiles maybe we can pull this off.

Let's give it a go.
 
The real mystery is how a civ so primitive it can't write can get 50,000 ft into the air. Somehow I don't think hot air balloons came before writing.

This does look like a difficult start all right. We can try it though. I agree we won't hold the choke. Might as well send the units home.

Can we build our Impi yet? Not played the Zulu recently.
 
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