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

funny, i captured 3 large cities during my turns. cat's help but determination and consolidation of forces helps more. just avoid the capitol and you'll find 2-4 pikes per city. not too bad for a large stack of knights plus a couple of army's. it's slow but not too bad.

@bugs -> we have a huge stack of treb's forward already. enough to pound any non-capitol town into the ground.
 
The main difference is most of the Greek cities are size 6 or less, so the defensive bonus is less and normally so is the number of defenders. The are only two ways to take larger cities with our current offensive units, lots of pre-attack bombardment or lots of dead/retreated knights winning through attrition of the enemy.

Am I wrong about the pike x2 defensive bonus against mounted?

Was that a Civ 2 thing?
 
denyd said:
The main difference is most of the Greek cities are size 6 or less, so the defensive bonus is less and normally so is the number of defenders. The are only two ways to take larger cities with our current offensive units, lots of pre-attack bombardment or lots of dead/retreated knights winning through attrition of the enemy.

Am I wrong about the pike x2 defensive bonus against mounted?

Was that a Civ 2 thing?
i wipe out pikes all the time with knights so i guess your wrong or i don't pay attention enough. attrition is starting to move in our favor right now. we can help this by taking more cities away and isolating the capitol. we are definitely building more than we are losing and can increase this by shortrushing MDI's or graneries, and then switching to knights.

in regards to civ2 bonuses, my civ2 days are so far back that i can't remember what was what for that game :lol:
 
I think Denyd has already taken the capitol. Time for a slugfest.
 
Sir Bugsy said:
I think Denyd has already taken the capitol. Time for a slugfest.
right! way to go! personally, i'd rather win this game taking down the mayan than the greeks. there's a better possibility for setbacks which makes things much more interesting.

now that the capitol is toast, time to cutoff thier resourses. used the knight army to dig a big, gashing hole across the middle of thier empire, hopefully cutting off half of thier towns from iron and further pushing the war of attrition in our favor.
 
The pike defence x2 against mounted was so in Civ 2, I don't think there is any such possibility in Civ 3. :undecide:

Uh, who's up?
 
Me for five more grueling turns - I'm hoping not to leave any knights on goto when I'm done but with us build 5-10 knights every turn and most in the west hand moving them to the front would have taken way too long.

Edit: Yes he'll have a fight, but's more like trying to kill a hundred rabbits with a steamroller :D
 
denyd said:
Edit: Yes he'll have a fight, but's more like trying to kill a hundred rabbits with a steamroller :D
:lol: great quote! :lol: maybe we can just take the approach of only attacking cities and leaving the units to run around for themselves. probably not, as it works well with calvery but not too good with knights.
 
Oh, I feared I was up. But who knows, denyd might get it finished. Wouldn't propably be that hard if I've got the right feeling of our power. :D
 
Ankka, I think you may be the one to take the game across the finish line.
 
After 5 turns we still needed about 100 tiiles and had about 40 coming soon through expansion. Taking Cuello will add another 20. I might be able to get one more city, but I'll probably be about 40 tiles short when I hand off.

We've got enough troops, it's just that the Mayan cites are widely spaced and there are come terrain obstacles to overcome.
 
Sounds like a few settlers may be in order. The ToA will rapidly expand a new city to 21 tiles.
 
ToA would have if Grahamiam hadn't modded it's effects to be like the Oracle instead of a free temple. I've been rushing temples as soon as the resistance is over. We've got over 2,000 in the bank and are making +25 per turn, so money isn't an issue.

We've probably got enough troops also.

Good idea about those settlers though. Is it ok to found a city in someone elses land. I know you can do it when you're at peace (that causes a war), but I never tried it during a war.
 
That's probably best. I think in the early game the ToA is very powerful. Your culture explodes. However, the moment you have Education, its effects are gone and you are in the happiness hurt locker.
 
Sir Bugsy said:
That's probably best. I think in the early game the ToA is very powerful. Your culture explodes. However, the moment you have Education, its effects are gone and you are in the happiness hurt locker.
i got a firsthand view of the power of ToA wrt domination/conquest wins in cotm2. got it early, never researched education, and was able to avoid all but 1 flip. made me lazy, though, as i forgot to bring along combat settlers when i went after the zulu continent.

imho, having settlers along for the ride is best. we have plenty of corrupt towns building markets or courts that could be switched over. we need the settlers so we can raze&replace to avoid flips as well since the Mayan culture is very high.
 
FIRST THE SAVE

Turn 0 – 1315 AD – Reset Personal Preferences – We need 149 tiles to win – hurry a bunch of temples

IBT: Lose a Knight & MDI to Mayan counterattacks – Building either pikes/knights/temples

Turn 1 – 1320 AD – Avenging MDI Elite Knight wins and Caratctus is born and he builds an Knight Army – troops advancing on Chichen Itza – Hurry a couple more temples

IBT: A couple of Javelins die attacking our knights – more knights & pike start as temples finish

Turn 2 – 1325 AD – More positioning – Knights kill off 3 JTs & 2 knights

IBT: Lose a Knight defending a city, while 4 Mayan knights die attacking pikes

Turn 3 – 1330 AD – Assault on Chichen Itza: Trebuchet go 16/26 – 4 Armies take minimal damage and Chichen Itza with Pyramids falls to us

IBT: Lose a knight to MDI counterattack and a slave from Chichen Itza is captured

Turn 4 – 1335 AD – Kill a couple of Mayan pikes & MDI – moving to take Cuello next – 141 tiles to go

IBT: Smoke wants to talk, but what’s he’s offering, I’m not interested in – Lose 2 exposed knights

Turn 5 – 1340 AD –Troops advance on Cuello – 117 tiles to victory

IBT: Lose 1 knight, but Mayan lose 3 MDI

Turn 6 - 1345 AD – Deva founded – Troops positioned for upcoming assaults

IBT: One knight gets chased and 2 Mayan MDI die

Turn 7 – 1350 AD – Trebuchets go 9/19 and Knight Army takes Cuello – Settler founds Lezoux

IBT: Chichen Itza flips taking a pike, 2 wound knight and a settler with it

Turn 8 – 1355 AD – Palenque with Great Library is captured – Lose 4 knights but take Tulum – Settler founds Noviomagus – 72 tiles to go

IBT: Lose a pike going to Palanque

Turn 9 – 1360 AD – Chichen Itza is retaken – Settler founds Arausio – Lose 6 knights but Knossos is taken – 31 tiles to go

IBT: Lose an MDI & a knight to counterattacks

Turn 10 – 1365 AD – Uxmal is taken – Settler founds Durocortorum – Lagartero with Great Lighthouse is captured – Settler founds New Entremont – BTW the Mayans have invention - We are 4 tiles short – I’m going to play the IBT and we have 9 cities about to expand, if nothing flips, we might make it – and the answer is …..

:mischief:

:evil:

:aargh:

:help:

:wavey:

[dance]

Victory.jpg


This was great fun gentlemen - see you all next time around

BTW: We made it by 4 tiles :rolleyes:
 
:band: :rockon: [dance] :band:

That was great gents. Thanks for inviting me G-man. Now if we can get the SGOTM to go as well.
 
excellent game everyone! hope you all enjoyed the mod :D

it was a little hairy in the beginning with no horses or iron but we did well, taking out many tough foes. real down-in-the-dirt type of fun :)

:goodjob: denyd for slugging it out so quickly with those knights :D
 
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