Bz8 - 5CC AWE (small map)

got it. this could be interesting. How many units do they start with on Emperor?
 
Turn 1 Rome archer-->spear

Turn 2 Move warrior onto mountain.

Turn 3 4 Dutch warriors appear

Turn 4 spear-->spear warriors head for Rome 2 more warriors appear.

Turn 5 Battle of Rome pt1:

Vet archer kills reg warrior looses 2HP
Vet archer perfect kill promotes
Vet spear looses 2 HP to conscript warrior but wins
4th warrior doesn’t attack, retreats to reinforcements

Turn 6

Turn 7 Battle of Rome pt2
3 reg warriors at the gates
elite archer kills reg warrior
vet warrior kills reg warrior promotes
spear perfect defense, promotes

Turn 8 yikes a green warrior appears

Japan is up wheel, pot, mas, CB no deal possible. Declare war.

Turn 9 Japan warrior fortifies outside our boarder

Turn 10/11 no Japanese attack.

Summary: I think I took one too many turns. We beat 6 warriors with no losses and 3 promotions. The God’s of war were with us. We have 2 spears 3 archers and a warrior. We are building settler. However we are broke and the next player will have to increase taxes until we get another city. Both Japan and Dutch are coming from the S SW.
 
Welcome aboard Greebley.

betazed ---> Up
Greebley ----> On Deck

I will play my turns tonight.
 
Geeze. 2550BC and we're under attack by two civs.

From my Always War experience, archers are always preferable to spears in the early game. If we play this right, the foreign troops will never be in a position where they can attack our cities, so offensive troops are required.
 
I think that depends on how you want to play. For example, if I have a city with walls on a hill, the enemy archers will implode against the spears with only a small chance of loss. In that case, you can get better results by letting them beat their heads against the city if they have spears covering their archers or the advantage of good terrain. For attacking warriors, you get better odds with a fortified spear defending vs attack compared to an archer attacking the warrior. I will often use the defensive method if the situation seems to warrant it.

If there are predominantly archers coming at you, and the terrain doesn't have big defense bonuses, then ya, the archers will work well.

I also base my decision on the number of enemy civs. The more civs attacking, the better I feel it is to hold a defensive line and go for the best kill ratio you possibly can. With fewer civs then I think an agressive approach where you cripple your enemies with attacks on their cities is better; especially if you can do this before contact with the next civ is made.
 
Good luck gents. Should be interesting with the land you have showing thusfar. 2 lux are nice if they can be secured.
 
I played my turns.

Bz8_2110BC.JPG


Write up follows soon.
 
Turn 1 - Worker starts roading. Warrior going to explore the barb hut.

Turn 2 - zzz

Turn 3 - Increase lux. Warrior pops hut. We get much needed 25 gold. I popped the hut since it was on a hill and we can well defend ourselves even if it had barbs.

Turn 4 - Settler -> Spear. Settler moves to West.

Turn 5 - We discover another lux. Spices to our west. Settler and spear moves to position. Worker starts roading connecting cities.

Turn 6 - Jap warrior moves in closer

Turn 7 - Start IW. I hope there is iron nearby.

Turn 8 - Jap warrior killed my archer

Turn 9 - Worker starts connecting spice.

Turn 10 - zzz...

We have three luxes nearby. If we can grab them then we have a very good position.
 
Ok, I got it. I am thinking of putting a town in the area to grab the incense even though that means we have several desert tiles within our boundaries. If anyone has thoughts on this, I will be playing in a few hours. Not sure if my turn will be long enough to build said town, but we can discuss.
 
That is the direction that the Dutch and Japs are coming from so bring enough military. After IW I like a run for the GL which would be very useful in this variant, we're already behind a bunch of techs.
 
I agree on the importance of the GLib. Don't think we need to start a run on it quite yet, but soonish.

Preturn: All looks good. Going to move a unit to give me advanced warning of incoming AI.

IBT: All is quiet

2070 BC:

IBT: Umm... American scout? I don't remember Americans being mentioned before. We have nothing to trade them and they are up 4 techs. I declare them to be scum.

2030 BC: I move toward the scout.

IBT: The scout flees our righteous wrath.

1990 BC: I continue to the hill to give me a view.

IBT: Scout flees
Rome: Settler->Spear.

1950 BC: Send settler and 2 archers to settle near the incense.

IBT: We get spices.

1910 BC: Still no enemies to be seen.

IBT:
Veii: Barracks->Archer

1870 BC: I check diplo - the japanese and Netherlands both only have 3 cities. The most probable explanation I can think of for both the lack of incoming enemy troops and their small size is that Japan and the Netherlands are at war. This would be a real piece of luck if true. Normally I would expect the game to be really nasty with 2 enemies met so early.

IBT: The Scout shows up somewhere else

1830 BC: Continue to move to settle the new city.

IBT: Japan is finally sending troops - 3 regular warriors.

1790 BC: Good lord: We have a fourth luxury nearby! We are going to have 4 luxes within our 5 cities. The odds of that must be pretty darn low.

IBT: Warriors move to avoid my archers (the pests). We complete Iron Working and start Masonry (the all important walls and ability for prebuilds).
Rome: Spear->Archer

1750 BC: We have Iron within our 5 city area :band:
I build Antium on a hill for defense. It is near the incense.
Our spear goes and kills the scout. Oops a real weed - I didn't adjust Rome last turn so we only got 3 food instead of 4 - this means we grow a turn later.

Notes:
I will stop here to even out the turns (which will then go 1500, 1250, 1000, etc)
I did not move the archers or the Elite warrior that found the gems and is next to a hut. The next player can pop the hut. I would wait for the spear to get back first though (It killed the scout so the town isn't defended). He can also decide if he wants to fortify them or chase the workers.
4 Lux and Iron is excellent for a 5CC. We could play 100 games and not get that.

I will post a picture in the next post. We should decide where city 4 and 5 should go.

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Betazed, We played Meli with a twist where we could capture 3 (or 7) cities in a turn keep them to get a second (or third) army and disband by turn end. I kind of like this because it is fun to try for the second army. That variant is not true 5CC however. Are we playing with the standard 5CC or are we allowing the capture rule? I am happy to go with which ever way you want to play it.
 
Greebley said:
Betazed, We played Meli with a twist where we could capture 3 (or 7) cities in a turn keep them to get a second (or third) army and disband by turn end. I kind of like this because it is fun to try for the second army. That variant is not true 5CC however. Are we playing with the standard 5CC or are we allowing the capture rule? I am happy to go with which ever way you want to play it.

I think that is fair. As long as we abandon the city at the end of the turn we should be good. Having an extra army makes a huge difference to the game.

Arizona_Steve -----> Up
Mark1031 -----> On Deck
betazed
Greebley
 
betazed said:
I think that is fair. As long as we abandon the city at the end of the turn we should be good. Having an extra army makes a huge difference to the game.

Cool! I think the game will still be quite the challenge even with the second army to help (assuming we can get it :D )
 
Glad to see you back in SGs betazed!

I had just joined CFC when you were doing your Diety AW game, talk about mindblowing. I think I was was playing Cheiftan at the time.:lol:

Too bad the rosters filled. Ah well, good luck guys!
 
Gengis Khan said:
Too bad the rosters filled. Ah well, good luck guys!

Gengis, we are still just four players in this game and could definitely use another; so if you want to join then you are very welcome.
 
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