1.0 gram - Ancient Age All-Stars (C3C - Modified Rules)

FYI, the AI will attack armies if they are garrisoned inside of cities, but will usually not attack them in the field. The exception is when the Army is substantially hurt or has a low defense rating (ie a horseman army). They will attack any army when it is garrisoned, however. In a SP Sid game that I won, a foolish AI lost 150 MDI attacking my garrisoned 16 HP Mech Inf army in a single turn.
 
Nice job Bugsy. :goodjob:


Sid game where you have such a tech advantage? :wow:

And how do you count those attacks? :hmm:


I'm back, BTW
 
Preflight check: wow, we are huge! Looks like we’re at the endgame now. We have over 4200 gold right now so I’ll rush some knights this turn.

IBT: lose 3 knights to counters.

T1: 1270AD Take Ake. Tax-starve and worker rush mayan border towns to reduce flip risks.
IBT: 3 Mayan knights show up, 1 attacks Ugarit but retreats.

T2: 1275AD 2 elite knight wins near Isca does not produce a leader. Kill all 3 Mayan knights in the area and prepare for Kabah next turn.

IBT: 5 Mayan knights and 1 MDI move towards Isca but do not attack.

T3: 1280AD Take Kabah and 26g +4 workers, losing 1 knight. Kill all 5 knights and the MDI the Mayan had moved towards us.
Also take Oil Springs with 4 Knights.

IBT: we lose a pike and a knight in Kabah but a redlined knight holds on and we keep the city.

T4: 1285AD Move troops into position to take Coba next turn, though it may be a stretch due to the Knight counterattacks. Rush a few more Knights in the core. 2 knights fail to take Grand River.

T5: 1290AD Take Grand River with ToA. Take Coba and it’s silks.
Sell Dyes and Silks to Greece for all their gold. Rush a bunch of settlers so we can start razing and replacing the Mayan towns/cities as we get closer to their core.

IBT: lose 3 knights due to Mayan knight counters.

T6: 1295AD Regroup forces to take more towns next turn.

IBT: Resign alliance vs Mayan just to make sure Greece does not attack us now.
Kabah recaptured as I only left 1 pike in town.

T7: 1300AD Retake Kabah but it’s costly (2 knights and an MDI). Raze Kabah and replace with Rutupiae. Raze Coba and replace with Monguntiacum.
Redline 2 defenders and get the 3rd down to 2hp in Uaxactun. Use MDI army to kill 2 defenders and the other MDI kills the last and we take the city.

T8: 1305AD getting ready.

T9: 1310AD Abandon Uaxactun and replace with Glevum. Redline 3 pikes and 1 knight in Yaxchilan. Attack with 1st MDI Army (the one with the funny name Vercsomething) to kill 2 defenders, then finish off the last 2 with the Macho Man Army.

T10: 1315AD Get MGL skirmishing around Mong. Form our 1st pure knight army loading 3 vets and 1 reg. Promote to 16hp by killing a knight and an MDI. Capture Xcalumkin using 4 knights.

Found Axima. We are @ 59% land and 67% pop. Getting closer…. :)

10gram-1315AD.JPG
 
Way to :hammer G-man!!

This one will probaly only last another 30 turns max.
 
Roster Update - 24hrs got it, 72hrs to play
bugs
denyd <-UP
ankka <-on deck
6thGenTexan
mitsho
grahamiam <- just played

sorry, my last roster update had ankka before denyd but i think the correct roster is listed above. i have a large stack of Treb's going for the Mayan capitol. I was planning on isolating the capitol from the rest of thier empire which would increase thier corruption. whether or not we want to hammer the capitol with that stack is up to the next player.

also, it appears that 1 of the Mayan iron supplies is to the west so I was slowly starting to build-up that part of our force. have fun :thumbsup:
 
I'm kinda glad I didn't need to play that... 've never really liked such big wars, they're difficult to handle...
 
The ToA is really going to help out in the end game by automatically putting a temple in every town. No need to worry about filling in the gaps.

I would continue to hammer on Smoke. He's got to start running out of units soon.
 
I also was thinking about the ToA, it's an awesome wonder, producing even the culture of temples in each town... a little overpowered perhaps?

Also, it helps out the lux and WW, if we have any...
 
In a game like this, the ToA is great. The problem you run into is when it expires with Education. We aren't interested in being educated in this game, so it will really help in two ways.
1. It will give us an expansion five turns after we capture or found a city.
2. It will help stop resistance in cities we keep.
 
Sir Bugsy said:
I a game like this it is great. The problem you run into is when it expires with Education. We aren't interested in being educated in this game, so it will really help in two ways.
1. It will give us an expansion five turns after we capture or found a city.
2. It will help stop resistance in cities we keep.
sorry to burst your bubbling excitement guys, but i modded the game so that ToA doubles the effect of temples rather than produces free ones(see 1st post of this thread) :mischief:
 
Ok - I got it - this one is first in line (of the 3 I'm up in and will play tonight)

Looks like the plan is to hammer on Smoke until he's gone and then head for Alex until we reach the domination limit.
 
We might not even need to attack Alex... How much do the Mayans have left of land? 70% would be enough..
 
I don't think Smoke has enough land to put us over the top. Although I could be wrong and it wouldn't be the first time I've been wrong today.
 
Just a quick update after the first 5:

1. We have a shiny new Knight Army
2. Chichen Itza is ours
3. Cuello shelling starts soon

I did the math and throwing Vet Knights at Fortified Pikes in a size 12 city is a move similar to the one Custer made. With that in mind I have collected about 30 knights in Hispalis at the Greek/Mayan border. If the next player decides to settle peace with the Mayan once the deals with Greece are over (about his turn 5), he'll be able to romp through Greece (cities size 5-6) much easier. I seem to remember something about pikes getting a x2 defense against mounted, but the combat calculators didn't show that, so maybe that memory was in one of those brain cells that died off last weekend.
 
We're going to have the same problem with Greece. Hoplites=pikes Time to bring the catapults forward.
 
Back
Top Bottom