B06 - Bella gets jealous OCC AWE

I'm liking this, too. I'll play my turnset tonight.
 
My opening move for this game may be a bit controversial - I built a curragh. Being on an archipelago map, I figured that we may be isolated or have only one rival. The curragh didn't get very far before the land mass seemed a bit larger than first expected.

A Russian scout was seen in the east in 3700 BC. We made contact with their leader in 3650 BC, trading Alphabet for Bronze Working and 10 gold. We then declared war because she wouldn't trade Pottery for our Ceremonial Burial, a tech of equal value, even though we offered to sweeten the deal with gold.

Those Russians are strange. They conscripted some barbarians to spy on us from the mountains in the east. Perhaps we could convince those barbarians to relay false information?

In 3450 BC, our curragh sees signs of a civilization in the northeast. (We see a pink border.) The crew is apparently xenophobic, because they didn't approach. Instead, the silly buggers turned the boat around and headed for home. Hopefully, our warriors will be a little less cowardly.

Russian military forces arrived in 3400 BC. Reports indicate that two spearmen and two warriors have joined the conscripts. They approach our city, but we are prepared. Our spearman defeats all 3 warriors and is promoted to elite. The Russian spearmen are less willing to die - they run back into the mountains! One of our warriors follows to watch their retreat, and to be on the lookout for the next assault.

Having recently discovered Warrior Code, we are now able to train Archers to rain death upon the Russians. We are now studying The Wheel. We have 28 shields invested in a Barracks, which could instead be a Temple.

Edit: Attached save removed - see below
 
As Mathias pointed out, AI respawn is ON for all the saves (why on earth is that ... oh well) so I'll edit the saves post and fix that. I'll ask Math to re-play the same stuff the same way, and I'll do the same on my side. If anything doesn't go as played, use your imagination ;)

Sorry for that, it's a potentially major problem. I don't know how it works at all, and I've played military games with it on where it didn't affect anything, but it shouldn't have to be a gamble.

Edit: all done now. Sorry again, and that's the last you'll see of me beyond page 1. Although it really itches my whole curious being, I haven't read your log :p If you need anything, just do as he did and throw a pm over.
 
I don't know exactly how it works, but an AI will respawn only if there is an unclaimed area on the same continent at least large enough for a city. I'll replay and post save as soon as I get the fixed 4000 BC save.
 
I believe they also can only respawn once. So, while we probably could have played on with it on, it would have been annoying.

And I'm not sure about that curragh (too late now, anyway, but oh well). I thought in AW games, you should stay isolated for as long as possible. :confused:
 
I had a very slightly different experience with the neighbor (which you obviously probably know, so I don't think this is spoiling anyone), but nothing major at all. Although the other outcome was better for me, it's all the same in the end - that game won't be won or lost by a single unit, I don't think so.

If they really only respawn once, on the same continent, they probably wouldn't be too threatening (assuming you have the armed forces already there that beated their whole civilisation thingy). Anyways, GL guys, keep in touch, and I can tell by the look on Whomp's face that Tubs is going down :evil: :lol:

Oh and sorry but IP gave me something ... a curragh ... I just knew I had to read that turnlog. But ... will ... resist ... (hurries and presses send reply before scrolling up)
 
Well, history has been rewritten. I made several attempts to duplicate the original turnset, but Russia refused to show up in 3700 BC. From that point, I played as though I didn't know Russia was nearby.

Our curragh still saw pink borders in 3450 BC, again without venturing close enough to make contact. But instead of returning to our city, which I did only because we already knew Russia, I explored around the other side of our landmass.

In 3350 BC, a French warrior approached from the northeast. Of course, they start with Alphabet, so all we had to offer in trade was Ceremonial Burial. All they would offer in return was 10 gold. I reluctantly accepted the deal before declaring war, figuring that selling cheap was better than not selling at all.

On the following turn, we discovered Warrior Code. I started research on Bronze Working and switch production from a Temple to an Archer. One turn later, a Russian spearman approached from the southeast. We trade Alphabet and Warrior Code for Bronze Working, Masonry and 35 gold, then declare on them as well. Research set to The Wheel.

We have trained a second Archer, and production is now set for a spearman.

As for building the curragh, I know exploration goes against AW philosophy, but I fully expected to dart off to another island and trade with someone who wouldn't be an immediate threat after we declared war.
 
Beorn-eL-Feared said:
Oh and sorry but IP gave me something ... a curragh ... I just knew I had to read that turnlog. But ... will ... resist ... (hurries and presses send reply before scrolling up)
:eek: Oops...:blush: Damn. Sorry about that. :rolleyes:

Colossus would be good. We should make sure the Russians are not a threat before we start it, though. I don't want to end up with a half-built Wonder and too few units when the Russians show up with 10 swords.
 
OK.. I'll play this afternoon after more discussion.
 
We should make sure the Russians are not a threat before we start it, though. I don't want to end up with a half-built Wonder and too few units when the Russians show up with 10 swords

i don't think it's possible to make them not a threat before the colossus gets built by an AI. And ten swords won't happen either, that's AWD like stacks at this time and in the near future.
 
sorry about not getting to this today. SGOTM9 took ~ 1.5 hours to play and my daughter got the rest. I'll try tomorrow.
 
t0 - move warrior 1 E to hill

t1 - move warrior back
move archer to mountain to find 2 russian warriors
(so now we have 2 French warriors to the north and 2 russian warriors to the east)

t2 - IBT - we now have 4 French warriors to the north & 2 Russian warriors and a russian spear to the east
take out a russian warrior with archer on mountain losing 2 hp on our archer but he promotes
take out a French warrior on a plain flawlessly
move warrior to cover

t3 - IBT 3 French warriors attack. 1st two die.. 3rd kills our archer
Ruskies warrior attacks archer on mountain and dies
spear goes south and there is a new city down there
Madrid spear -> archer


t4 - move a warrior out of Madrid
healing warrior and archer

t5 - move 2 warriors to hill near two French warriors

t6 - IBT - a French warrior attacks and kills a warrior.and the frog promotes
Madrid archer -> temple

t7 - vet archer takes out reg French warrior advancing loses 2 hp
warrior moves to cover

t8 - archer moves to be with vet archer and warrior

t9 - IBT - vet French warrior dies only doing 1hp damage to our warrior
Wheel - > IW
Madrid temple -> Collossus

t10 - not much

<< Save >>

 
I have the worker roading that plain to make it easier to get to the spices upon culture growth in about 10-15 turns. We also have horses right outside our borders.

The Frogs and Ruskies have stopped sending troops for the past couple of turns. I think that it might be prudent to hold steady for a bit. The collossus has 1 turn of shields under it. If we don't want to go that way and get more units out then the next player should switch the build before they press enter. An archer or spear might could be built next turn, if not then it will get built in 2.
 
Wow, those Russians are pretty close!

18 turns for Colossus, not as bad as I thought it would be. How many units do we have?
 
I think that we have a warrior and spear in Madrid, 2 archers and a warrior off to the east.... and the curraph.
 
Pre-turn- Looks good.

1. Advance on Russian city.

Ibt- Nothing

2. Discover the city is Novgorod.

IBT- Barb appears

3. Get only defender down to one HP and fail to take it :mad: .

6 IBT- Russian archers appear

7. Madrid grows, colossus in ten. Worker goes to road spices, will be done the same turn the borders expand.

IBT- One archer advances, as the other was wounded by a barbie.

8. Nothing

IBT- No attacks yet.

9. Nothing!

IBT- Lose a spear, and kill an archer. Madrid goes disorderly.

10. Nothing, but the game could, and likely will be over next turn. I'll play to find out.

IBT- yep, it is. That loss was on me. I kept building the colossus and stupidly attacked novgorod when we needed defenses. Oh well, what say we try again?
 
Holy cow.... that's the quickest loss that I've ever had.

You could have left the last turn for IroP to play since he didn't get a chance to play in this one :lol:
 
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