Ansar01-the slow-moving idiots

prince abubu has it and wants da vino code!
1 hatti and 2 staffies every half score turns shall be decoded regarding the holy bears permission.
more punch in the vin-bowl screams the maitre'd!

i have lil kim visiting tonight so will get this tomorrow!
 
ansar's bouncing along!

pr4turn - take a looksee, mario has grabbed them vinyards. no matter :evil:
no builds soon, nor possible sci cuts.
enter.

IBT- ZZZ

1- sugarcane spear > spear.
build Sandy Bottoms > cat.

IBT - zzz

2- Rotterdam spear > spear.
Blooming Idiots curragh > cat.
boat goes towards Mario.

IBT-

3- Amsterdam settler > spear.
move settler towards wine, add to mixture lots of covering troops.
lower lux and sci to gain some points and nuggets.

IBT- zzz

4- Blooming cat > cat.
howdie stranger :D
ansar1_260.jpg

meet Henri. he has ponies, letters and coins to sell.
no thanks.
DoW.

IBT- a inca runner show up near Snady bottoms.

5- troops shuffling, dat all.

IBT - more incans arrive.

6- Amsterdam spear > settler.
sugarcane spear > warrior (upgradeable MP, + next worker with growth)

ping and harm the Incan one. he runs to mom. no kill.
move troops inside.
meet Mario. we can do math for writing. i take it. DoW.
up lux for growth.

IBT - Poly IN, Monarchy @ 60% in 28.

7- Rotterdam spear > spear.
move troops to more defensible places, and to rob incans of hilltops.

IBT- zzz more inca incoming. no bloodshed.

8- sugarcane warrior > worker,
more dancing.

IBT - nope

9- Amsterdam settler > spear,
Blooming Idiot cat > cat,
ping a pink bow. kill t with an archer. cover archer with spear.
settler for Vinland in place.
build it > temple (for them vines)
fresh settler gone to Rotterdam and then, dunno where to. SEE PIC.

IBT - incans getting frisky, and too close.

10 - sugarcane worker > archer.
ping and kill offending archer.
leave settler duo-trio at rotterdam for movement TBD.

ansar1_259.jpg
 

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Ouch! 2 civs in one turnset? *gulp* :eek:

Comments...
About the SOD, we're trying to take Gordium, not the whole Persian empire, or are we? :) And what is that...?! a temple?! Soul...is this some kind of tomfoolery? :shake: , well, knowing you, its probably a pre-build of some sort. :cool: Do you have any info on if the Persians have iron?

Suggestions for next player:
I would recommend settling the gold hill + the hill SE, SE, E of the gold hill, the one near the cow. Watch out for Mario, he is scary, and remember that the Incan Scout can go through mountains without movement penalty.

and finally...the Roster:

Tribute - Up!
Frog King/Ansar - On Deck!
jb1964
Theryman
B
Abubu/SW
- just played. Met Mario and Henry(:scared:) and got set up. :hammer:
 
Destroy Gordium when possible.
We need to send a SODef (Stack of Defense) on a bit of a rampage into AI territory. Spearman's offense.
If Vineyard builds a temple I'm telling Bede. :lol:
 
Oh dear, I have it now. Will try to build the settler according to the dotmap. I guess the temple will either be a walls. The catapult in Sandy Bottoms is cool but with walls, it'll be cooler.

And guess what? The gold hill would be semi-ICSin'. Time for some cool catapult defense bombards. OKay, then
 
our SoD is VERY slim.
2 archers, a warrior, 2 spears and a cat.
3 more troops enroute.

the temple?
good that you noticed. it was sort of a smallish trap ;)
change it to a walls?

regarding the Mario Iron sitcom:
when we met and dealt, the Resource section was not there.
since we dont have iron hooked up yet, what does that mean?

SoDefence - the remains of the Gordium Stack can go on afterwadrds.
my guess is that in about 10 turns gordium can be ours, defended by a spear-archer duo.
the rest coul dgo on while reinforcements hole up in VinLand
 
SoDef :rotfl:

X-post: it means he has none either
 
Eh heh, I didn't know you wanted to keep Gordium (after letting it grow to size 2) so I kinda played on past it (destroying it on turn 2).

Bad news though, I've so far lost 1 archer!!! (5 wins, 1 loss)

Good news: A MGL that has been made into an army (probably for swords).
 
Tribute said:
Eh heh, I didn't know you wanted to keep Gordium (after letting it grow to size 2) so I kinda played on past it (destroying it on turn 2).

Bad news though, I've so far lost 1 archer!!! (5 wins, 1 loss)

Good news: A MGL that has been made into an army (probably for swords).

A MGL! Very cool.
Time to hook up the iron and load that army w/ swords.
 
(0) Nice. We can move into Gordium next turn, most likely.
I accidentally misclick the spear that was activated and actually kill the chasqui on the mountain 1/4. ... Okay. (1,0)
Move the spear to defend and move the warrior and catapult to defend the undefended catapult. This leaves Sugarcane Stacks with only 1 1/4 archer and 1 catapult as garrison. Move a spear to the middle of Blooming Idiot and Sugarcane Stacks to defend both if the warrior gets any ideas.
Spot a light blue border. The last civ. Not wanting to meet it, I don't think we can go any farther. Sugarcane stacks worker moves NE to mine the sugar fields. Another joins it.
Settler spear group moves to the gold hill in 4 turns.
Spear moves into Vinland.

Inter: An Incan archer approaches.

(1) Move troops from Vinland into Gordium with a Spear Warrior Pair defending it.
Sugarcane Stacks archer heals.
Archer moves to the mountain to see what's up. Spot two regular Zulu archers near it. (1 can attack)
Spear shuffle in case of attacks on the archer. Wounded enters Sandy Bottoms.
Actually, our curragh can go around the light blue border. Cool. But not this turn. (Advance 1 space)
Worker near Rotterdam finishes work. Moves to other FP.

Inter: Zulu attack our archer and lose 3/4. (2,0) The other archer moves next to ours.

(2) Amsterdam Spear->Settler in 3.
Workers finish both mines. 2 move off to road new towns.
Assault on Gordium. Bombard fails. 5/5 archer attacks 3/3 spear and wins 1/5 with a great leader. :D. Rename it the Drunken Ale Hog. The 4/4 archer wins against the unfortified 3/3 spear. (4,0) Destroy Gordium for 0 gold. And capture 1 slave worker. Which moves to Vinland's new wine field.
This is ridiculous. I have no idea what I am going to do with the Great Leader. I move it into Vinland as well as the spear and create an army so that we can get more great leaders later. Maybe this will be a future sword army. Maybe. Maybe. Maybe. But then I misclick again and send it out to the hills outside of Vinland in range of the chasqui scout. So the spear in Vinland moves out to defend the Great Leader.
Successfully avoid light blue border town.
Lose an 3/4 archer attacking the one blocking our settler advance to the gold hill. It had 3/3. But the elite spear wins 4/5. (5,1)

Inter: See a scout. And archers.

(3) Blooming Idiot Catapult->Catapult in 4.
Move a worker to go to the iron.
Switch Vinland to walls. Slave worker irrigates.
Leader makes army in Sugarcane Stacks. And fortifies for later usage.
Troops move some catapults to new city.

Inter: Chasqui and Archer approach Sugarcane Stacks

(4) Sugarcane Stacks Archer->Archer in 4.
Catapults bombard the two freaks. 2/2 catapults hit their mark.
Build a new town. Let's call it Golden Bombardiers ->Walls in 20.
Raise science to 90% -11gpt for Monarchy in 11. We're going to research lit, right? So better research sooner (before we need to use gold for stuff like upgrades)
Move some troops out of Vinland.
Attack 2/3 chasqui with 4/4 archer. It retreats with us having 4/4. Other archer attacks the remaining archer and wins 3/4. The veteran Spear moves from the mountain to attack the dying chasqui (which threatens a worker) and wins 4/5. (7,1)
MM Sandy Bottoms for growth. The hill tile was corrupted production anyway. We really need a worker to connect Sandy Bottoms to Golden Bombardiers, which we need for our CXC super bombard zone.
2 catapults into Golden Bombardiers.
A spear replaces the one that left on the mountain (exposing an unendangered catapult [unless the light blue civ is China and for some reason wants to declare war on us with its riders.] But that was an odd rant that should be disregarded. Can we have this stricken from the record?

Inter: A Persian warrior archer pair approach Vinland. The Incan scout moves deeper into the east side of (what will be) our territory.

(5) Amsterdam Settler->Spear in 2 (after MM'ing for 10 production and 3 fpt)
Spear and Settler to river hill near Golden Bombardiers and Rotterdam. This will be joined by a second spear on the way past Rotterdam.
Worker roads hill next to iron mountain. (Too bad Amsterdam has so much culture. We would've been able to make a colony otherwise for much faster iron.
Curragh almost runs into the next light blue border. F10 says that it is the one I suspected, the Chinese. As we cannot avoid the border this time. :( We could turn back. But then again, they are on the other side of the pangea. So we'll check them out. Besides with 6 AI against us, a seventh that are really far away, couldn't do too much damage. And if they weren't contacted now, they'll be a superpower later, making tech get researched quickly....
Sugarcane Stacks goes back to build an archer. The catapult and the archer inside leave. A spear enters. But now I notice something off with the town. It produces 6 not 5 shields! Oh no. And it only requires 5 food to grow to the next level (but will most likely have corruption) I decide to MM it for 7 spt (archer in 2 not 3) And set it back next turn for growth and the archer.
Move spear, warrior, archer, catapult group to hill near the Persian attackers.
Both cats in Golden Bombardiers make their marks. 2/2 hits on the now 1/3 warrior. Kill it so it can't go back and heal and harass us again. Spear wins 2/5. Other spear goes to cover it. Golden Bombardiers is currently safe from attack anyway, but the warrior enters it. Mountain spear fortifies. We need catapults up there or must expand west a bit. 3/4 Archer under the Mountain Spear. (8,1)
Cat into Sandy Bottoms.

Inter: Another Persian archer comes. Scout tries to flee. (and will) Greek warrior approaches.

(6) Rotterdam Spear->Settler in 6 growth to 6 in 6. How odd....
3 spears now cover the archer. 1 will be outside the city as an outpost (on a hill of course.)
Bombard Persian warrior revealing the archer. Goodies. Attack with 4/4 archer. and win 1/4. (9,1) Warrior and Spear sentry. Archer enters Sandy Bottoms. Archer catapult pair near it on the hill.
MM Sugarcane Stacks back to normal with growth in 1. (Archer in 2 but will be 1.)
Workers move to connect the wines. And then Sandy Bottoms with 1 worker.
Woops, I can lower lux to 10%. 1 turn too much then.
The moment of truth, meet China. Turns out they are up on us. Not surprising. With only Poly over them as a monopoly, they've got the wheel, CoL, and MM. They probably have HBR too. Surprisingly though, they don't have Philo, Currency, or Construction. We're building GLib, anyway, right? So pass. They have 8 towns to our 7. And war!

Inter: Scout starts to run off. Greek warrior and Incan warrior approach us. The other Persian archer advances into attacking range. :).

(7) Amsterdam Spear->Archer in 2. (Will also be 2 after growth since I MM for growth in 1 not 2.) Sugarcane Stacks Archer->Archer in 3. 8spt there. Blooming Idiot Catapult->Catapult in 3 with also 8spt. These'll be good towns for swords. :D
Time to kill the Greek warrior that stops our expansion north. Spear, Archer and catapult group advance.
Drunken Ale Hog kills Greek warrior 2/5 outside of Vinland. The mini-SoD on the hills bombards the Incan warrior but fails. The rest fortify. Archer spear groups are formed on our 2 defensive mountains. (10,1)
Spear to Blooming Idiot for happiness. However, Sugarcane Stacks people are crybabies and still demand us to go to 10% lux. As we run out of gold, science down to 60% with -2gpt and 47g in the kitty.
Wines will be connected in 2.
Explore China as Settler Stack goes into place.

Inter: Scout runs off. Persian warrior and archer regroup. Chasqui approaches as well as Byantine and Incan warrior. And oh no, the Persians have started SoZ. Well, if not immortals, ancient cavs. But think on the bright side, we can never have them anyway. (Because we are slow moving.)

(8) No builds
Everything rushes towards Vinland. Thank goodness walls will go up in 1 turn.
Bombard Persian warrior (again) to reveal its new Persian archer. Kill it 1/4 with the archer in the mini-SoD. Drunken Ale Hog goes back into Vinland for another cuppa. (11,1)
Bombard Greek warrior and slay it to get a 5/5 archer. (12,1)
Spear goes to Sugarcane Stacks to quell the shouters. Found Hilly Silly->Walls near Rotterdam and Golden Bombardiers. It's true. There are a chain of hills south of it. Now that I think about it. The last spear (cause 2 of the 3 fortify can go south in search of pillagable items, and maybe to kill that pesky scout.) Rotterdam is now moderately safe.
Attack Incan hill warrior with archer. I win, 4/5. Mountain Spear covers it. don't worry, nothing can seize our mountain in the interturn. (13,1)

Inter: Byzantines decide to advance their sole warrior next to

(9) Amsterdam Archer->Worker in 1. Oops, some food would have been wasted cause we have that granary if I made a settler instead. At least we'll have iron earlier. Vinland Walls->Catapult in 10.
Drunken Ale Hog fortifies to heal in Vinland. Archer in Amsterdam goes the south path (rather than west or SW) to go to Hilly Silly. Catapult, archer, and spear, that killed the Greek go back into our territory. Lower lux to 0% because of the MP and wine connection!
Move workers for city connection and mountain roading.
Both catapults hurt the Byzantine warrior. Slay it 4/4 archer. Defend with Mountain Spear. The archer that used to be under Mountain Spear goes to the mountain. In fact, I'll rename them. By changing a few preferences, we get Mountain Spear 1, Mountain Archer 1, Mountain Spear 2, and Mountain Archer 2. 1 is for Sandy Bottoms. And 2 is for Golden Bombardiers.
Mini-SoD waits this turn. Archer in the stack must heal, anyway. (14,1)

Inter: Nothing

(10) Amsterdam Worker->Settler in 4 (3 with growth). Sugarcane Stacks Archer->Spear in 3. Blooming Idiot Catapult->Catapult in 3.
Catapults move towards Vinland. Archer to Sandy Bottoms.
Bombard a few, move some units around. No attacks really.

MM as you see fit. And make some settlers too. We actually need a few more spears for catapult defense and killing with archers. I don't seem to have advanced very far in terms of pillaging (the south spear is off to do so). The settlers should be moved accordingly. The Amsterdam one to the north west along the coast to connect Blooming Idiot and Vinland. The one in Rotterdam should go SE or NE depending on whether you want one near the iron or near the cow.

And now, it's us against the world.

Does someone think I've done poorly? Please tell me what I've done wrongly and rightly. :)

And a pic of the important aspects of our empire in 750BC (I deem the iron mountain near Amsterdam unworthy of recognition as it is still unconnected)
Ansar01750BC.gif


The Save
 
Eh heh, I didn't know you wanted to keep Gordium (after letting it grow to size 2) so I kinda played on past it (destroying it on turn 2).
sounds good

since we dont have iron hooked up yet, what does that mean?
go for more beer? just go hook up the damn wines.

I've PM'd Bede about the temple. You're all in deep do do. :crazyeye:

Something we didn't do last game was clearly state the short term and long term objectives. Please do so now

xpost with above
since we dont have iron hooked up yet, what does that mean?
whomp has no hair?

don't mean nothing. considered burning a worker to make a colony?
 
5-1 is VERY acceptable without catapults or swords, and with a spearman misclick ;)

And whatever your killcount, even if it had been 3-5, a MGL makes you forgiven.

I'll read the rest of your log later, looks cool in the bulk.

@AK: it's already in borders, we need it roaded by hand. And we need this done yesterday. I wouldn't be ashamed of sending a 3rd worker there if Rotterdam makes one.
 
It should be roaded in about 5 turns. Rotterdam's worker might make it 4 but it is unnecessary to build one. It's almost done with its settler I believe.

And I can't believe my kill count was 14 AI losses to my 1 archer death. It's so amazing what catapults and a stupid, stupid AI can do to help you win in AW.
 
:woohoo: MGL! Thanks Tribute! :woohoo:
I agree on keeping the army for swords, and archer army is worthless at this point of the game. By the picture you posted, it seems all the troubles are gone. I like the idea of burning a worker for the colony, but the iron is already in our territory, so its roading time.:( It seems my turns will be less action, but less pressure. :D So...yea, nice job Tribute. :)

Ansar/Frogman - Up!
jb - On Deck!
Theryman
B
Abubu/SW
Tribute
- just played and got us a leader.:thumbsup:
 
If you read Greebley's last super-huge AWM, they had counts well well over the hundred in some sets. At any rate, a killcount of 5-1 is OK, 10-1 good and 20-1 :worship:

You are irrigating wines, which has its plus values, but mining it wouldn't be bad here, this being AW.

I don't think Hilly Silly needs walls, it shouldn't receive much pressure IMO.

Tribute said:
Amsterdam Archer->Worker in 1. Oops, some food would have been wasted cause we have that granary if I made a settler instead. At least we'll have iron earlier.
Wasting a few leftover food bits isn't awful at all. We made the granary so the food grows in less turns, turns being the key word, not the exact excess food count. Also, if you noticed, sometimes it happens that you produce units on growth even if you were missing a shield or two for it to be built.

This is because on growth, when you fill your food bin, the next square to be worked on is automatically selected and the shields/gold is counted in on the IBT. This way, we can turn a 6-7 shields city into a 4 turn settler pump, if it works a forest on growth: 6, 6+2, 7, 7+2 = 30, not 26. Here, we have the possibility of 3 and 4 food per turn. This means that we should always allow it to grow on a max food tile setup, since it will catch the extra shields on growth. So at size 5, we can do 10s at 3f, but 8s at 4f. If we work the 3f 10s twice, and then the 4f 9s, we get 10f: growth. However, we don't get 28 shields, but 30: on growth, it will work the mined sugar again and get its 2 extra for a swordsman.

I'll make pictures of it when the iron is hooked up, if you want or if I'm unclear. I don't speak jive like SW but I can be unclear still.

Tribute said:
Archer in the stack must heal, anyway.
Good move, try never attacking with low health units. To engage a fight, always make sure that you have high HP and that the odds are favorable. The odds of winning a fight are, very boldly, Attack/(Def + Attack), where Attack = the attacker's HP*attack rating, Def = the defender's terrain bonus*HP*def value. Very boldly. This makes a good case for attacking at full health though.

This means a reg archer attacking a reg spear walking on grass has a 50% chance of winning ( 3*2/(3*2+3*2) = 6/12), but if it's elite vs reg, it increases to 10/16, or 62.5%. If it's vet vs redlined, it becomes 80%.

Sometimes, when impatient and eager to get a MGL, you may want to attack with a 4/5 elite, but elites are best used with their full 5HP potential.
 
Some goals I have set and hope to accomplish during my turnset:
  • Establish these 2 spots.
    spots.JPG
  • Connect iron to fill the army with fresh swordsmen.
  • Become a Monarchy under the rule of William the idiot King.
  • Stop all invasions and make sure homeland security is tight.:D
Anything else I missed?:scan:
 
You might want to hold on the revolt for a turn or two, getting a swordsmen army is more important, immediately, than a little bit of growth and a few odd shields. As weird as it seems, Despotism is a good AW government because of the unit support and the fact you're in it from scratch and need not revolt.
 
Thanks for the explanation but I actually already knew some of that. But, some of the ideas you mentioned I have never even heard of Beorn. At any rate, Amsterdam had (at least) 10spt at that point anyway and the settler wouldn't have gone any faster. :(

It's just that Amsterdam got off its 3 turns for offense units and 3 turns for settler cycle. What with the need for 2-turn spears and archers, 1-turn warriors never even came to mind (to make the cycle work).

Combat has never been so understandable for me. Even with the method/formula you describe, for some reason, attacking units seem to beat defensive ones more of the time (time being the likelihood of their success) than not, even with the advantage of odds for the defender. Like the spear misclick incident. If they don't win luckily, they lose horribly. Like my archer dying to the other archer without a scratch.

And is the RNG really random? I've always wondered that. For preserving random seed it isn't randomized on the spot. The question becomes has it been randomized before? Or is it some set algorithm? And now I've just confused myself again. Like how I once sweeped myself into a corner.

Which reminds me. Isn't it nice our empire is in a little corner of the world? If it weren't we would have many fronts to handle. Most of ours are sea due to our seafaring trait. Doesn't this make AW with seafaring civs just great?
 
I've PM'd Bede about the temple. You're all in deep do do.
Thanks AK, I've just blown coffee, black, all over my new 19" flat screen. :lol:
don't mean nothing. considered burning a worker to make a colony?
I have, I would, but then I'm lazy.
 
pre-turn
everything looks good, we can speed up Monarchy by one turn, so I do that.
Monarchy in 7 turns at +0gpt.

1. 730BC
Sandy Bottoms catapult -> catapult. Move the units up the front.

IBT- Persia settles a town northwest of Vinland. Incan archer arrives and Incan Scout joins in.

2. 710BC
Rotterdam settler -> settler. Move archer+cat to defend worker.

IBT- It seems Persia doesent have iron, they just sent a horseman. Amsterdam settler -> archer.

3. 690BC
Sugarcane Stacks spear -> spear. Blooming Idiot cat -> cat. Kill 2 incan units and 1 persian horseman, but lose 1 archer.(3-1)

IBT- Persian warrior attacks our warrior, our warrior succeeds and he becomes elite. rename to Mountain Warrior. Persian warrior+archer combo near.

4. 670BC
Move troops, get them ready for next turn.

IBT- Cuzco finish SoZ! Persepolis finihses Colossus(cascade?)

5. 650BC
Amsterdam archer -> archer. exploring spearman find ruins...:hmm: :D. settle Whale City.

IBT- Mongol sword appears out of the fog. Persian combo heads to Vinland.

6. 630BC
Sugarcane Stacks spearman -> archer. Blooming Idiot cat -> cat. Whip walls in Golden Bombardiers. Settle Beach Party.

IBT- Iron message pops up.:dance: Monarchy come in, Monarchy -> Lit.

7. 610BC
Amsterdam archer -> swordsman. switch Sugarcane from archer to sword, sword in 4.

8. 590BC
kill Mongol sword with archer. Kill one persian archer with archer. another archer kills Persian archer and WHAM!
Ansar-1.JPG


IBT- Persian archer attacks our archer, we win and become elite.(6-1)

9. 570BC
Rotterdam settler -> swordsman. Blooming Idiot cat -> sword. Vinland catapult -> catapult. Redline incan archer with cats, elite warrior attacks, kills it, but no leader.(7-1)

10. 550BC

Amsterdam sword -> sword. Attack Mongol sword with archer, and kill it. Kill Mongol archer.(9-1)

land down under...:drool:

Spoiler :
explore.JPG


our neighbors...

neighbor-dot.JPG


and our homeland

 

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