Bz8 - 5CC AWE (small map)

Great set.

No, I did not know that armies heal in enemy territory.

If you have already taken out two spears then my vote would be to work it the rest of the way into the dust. If it was me and an AI Legion army picked up and walked away from my capitol I would breath a sigh of relief. Taking Amsterdam out before pikes is a great idea.

This 5 city limit always war scenario is interesting.

Oh ya, I played the turns out a bit and the irrigation did get interruped by the Japanese horsemen. Although to describe my results as "interrupted" would have been kind.
 
I tried to dual install, got an error somewhere and have been spending the last 2 hours reinstalling Civ. I'm going to try again once I get 1.15 back up & running correctly but I'm afraid I'll have to ask for a skip. If it doesn't work this time, I'll find you guys a replacement player. Sorry again.
 
ok, gk.

Arizona_Steve ----> on deck
Mark1031
betazed
Greebley
Gengis Khan ------> Skipped
jb1964 ------> Up
 
Got it.

BTW, zipping these files is more of an annoyance than it's worth for me. Any objections to me just posting the .sav file?

Got a date w/ the wife tonight but tomorrow is open for me so I'll probably post on Saturday.
 
Later I found that zipping the file is pretty easy w/ XP. I just bought my first XP system this month and am still learning. I'll zip the files as well since it certainly can't hurt.
 
I will be out for the weekend. So if I come up before Tuesday please skip me. Also someone please maintain the roster.

Thanks.
 
Save
Didn't compress because it was only worth 10k. These saves seem pretty efficient.

Turn10.JPG


Pre turn…
Army needs to heal up some so I’ll reinforce next turn.

IBT: OK, we have no less than 7 ships buzzing our boarders. The Americans bring 5 swords towards our army.

Turn 1: I think discretion is the better part of valor so I move the Army to the hills to heal.

IBT: Dutch land a SoD consisting of a single regular archer. Yikes!

Turn 2: Neapolis legion -> cat, Veil cat -> cat
Vet legion redlines against the unfortified archer on open ground and promotes to elite.

IBT: The Americans seem to have a RoP with the Dutch as the stack of swords (5) are right on our butt.

Turn 3
Neapolis is maxed out on population so I switch over to an aqueduct and move the workers to our less developed cities. Lux down to 10%.
Our Army is now perched on our hill and will reinforce next turn.
Japan has 4 cities, America 8, and the Dutch 5.
We’re still technologically advanced. All hail the GL.

IBT: Ships move. No sign of our sword buddies.

Turn 4
Infrastructure and reinforcements. Compared to the Dutch and Japs we’re strong. Compared to the Yanks we’re average.
MM Rome to get growth from 4 to 1 turn

IBT: Japs want peace and I dismiss them. A Dutch spear is headed towards our hills.

Turn 5
Infrastructure and troop movement. The Army is up to 12/14

IBT: Dutch spear steps up to the base of our hills and certain death. Bravery? No, foolishness.

Turn 6
Two cats bring the Dutch vet spear down two notches and I finish him off with an elite archer who loses 2hp. Our fully healed army and an elite legion join the wounded archer on the plains.

IBT
Japs land a horse, Americans land a spear and a settler. Morons.

Turn 7
Antium cat -> cat in 5, Veii market -> legion in 3
Elite legion from Veii kills horse and takes one hit.
Vet Legion attacks regular American spear and dies putting a single hit on the spear.
Rome is at 12 w/ 18spt. All worked tiles are developed w/ a few to spare. Time to get Antium upgraded. Heroic Epic in 5.
Army and company move towards Arnhem. I keep the Cats on hill and add the one from Antium. The Army strikes Arnhem and takes out a regular spear at the cost of 5 hits.

IBT: American spear reinforces and settler does not found.

Turn 8
Elite archer takes 3 hits and kills regular spear.
Vet legion kills American spear and enslaves settler.
Arnhem has an unfortified spear so I attack with the elite legion. Flawless kill. No leader so I raze the city. No good targets other than some Dutch on the hills so I reinforce the Army.
Cats bombard a Dutch galley and I get 2 of 3 to hit redlining the boat.

IBT: The Dutch land two archers near Veii. Elite legion by the ruins of Arnhem dies to two archers. Not moving the army over and then reinforcing was a mistake.
We get Feudalism.

Turn 9
Elite legion kills one of the Dutch archers. Veteran archer from Veii kills the other Dutch archer taking two hits.
Army is back to 13/14 so I kill a spear and redlined Dutch archer in the open and move my 2/5 archer along for cover. The spear put 4 hits on my army bringing it to 9/14.

IBT: Americans land a warrior and a spear near Veii. Popular spot.

Turn 10
Veii is building a medieval infantry. I kill the American spear with an elite legion and take a hit. I risk a 2/5 legion against the warrior and kill him but take a hit. No leaders.
I upgrade a spear in Antium to a pike but will leave the rest of the upgrades to the next player. And the American swords never did follow us to the hills. Pity for Arnhem.

Save and screenshot are at the top.
 
Our army is defense 3 and I am pretty sure would not have been attacked.

Still I don't blame you for retreating. It is not something you want to err in the wrong direction on. The only way I have some idea about the above is by losing armies now and then. With one army it is not time to experiment.

Getting feudalism should free up some Legions from defense.

Did we finally irrigate Antium?

Lets see:

Arizona_Steve is up
Mark1031 is on deck
 
Antium - Irrigating to the NE. Done in 1 and road in 2. Slaves working on roads on the SE and SW tiles.

Antium.JPG


You were right. I reloaded and played it differently. The swords bypassed the army and dashed themselves against our hills. Well, only one or two died but the others took turns getting dinged by the cats. A legion promoted to elite. The army healed and I took out a spear and the fortified. Healed again and I took out two more spears with the second battle putting me in the red. IBT the dutch ran out archers and killed the army. :cry:
 
Ya, going red is not good; they explicitly target you then. One thing you can do after the roads are pillaged is attack on the first move only. Then if you get really hurt, try to retreat. It doesn't work if there are horse of course, though retreating to a hill can occasionally save ya. It works well for civs with only 1 move though. Even better is to have two armies that can protect one another if one gets a bad round.

[Edit: minor changes for clarity]
 
(0) 280AD
The food box in Neapolis is full and this city needs an aquaduct yesterday. I spend 176 gold to rush it. Cumae, at 12 food/turn and optimized for shields, can wait. It will get it's aquaduct in two turns anyway, and can move immediately onto a harbor. I'm happy to see the irrigation crews back at Antium. Looks like we snagged a few slaves between my turns.
I'd prefer to have our army healing on a mountain. So I move it onto a convenient Dutch gems mountain.
Switch a couple of Rome's citizens from mined non-bonus grassland to forests to bring us up to 20 shields/turn. For a size 12 city, that doesn't really seem a lot. It will still grow in five turns, so after the Heroic Epic completes I can pop out a Medieval Infantry, then a Worker.

IBT
An American stack of seven swordsmen come into view in Dutch territory.
America starts Sun Tzu's.

Veii - Medieval Infantry -> Medieval Infantry
Neapolis - Aquaduct -> Marketplace

(1) 290AD
Bombard a veteran Dutch spearman three times, scoring two hits. I want to keep my troops healthy for the incoming swordsman stack, so I'm going to let this one go.

IBT
Rome - Heroic Epic -> Medieval Infantry
Antium - Catapult -> Catapult
Cumae - Aquaduct -> Harbor

(2) 300AD
A lone archer and the Legionary army take out a Dutch spearman/archer/settler trio that was attempting to refound West of Amsterdam with no losses. That seven swordsman stack is next to our army, but with the army at 11/14 I don't think it'll get attacked.
I attack the veteran Dutch spear from last turn, and redline it with one catapult shot. It is killed by our elite archer.

IBT
The American swordsman group splits into two groups of three and four. Our army successfully takes pot-shots at two of them.
In a moment of classic AI stupidity, the Dutch move a settler next to our army, and cover it with an archer :smoke: :smoke:
Dutch start Sun Tzu's.

(3) 310AD
It goes without saying that the Dutch archer/settler pair is killed off by our army, giving us another two slaves. Now if only I can get them back to our core.

IBT
The two pot-shotted American swordsmen are left behind, and the other five regroup next to our troops on the chokepoint.
The Dutch land two archers near Veii.
The Americans land a warrior and a spearman near veii.

Rome - Medieval Infantry -> Worker

(4) 320AD
We have a number of troops scattered around Veii, so I deal with this threat first.
Elite legionary defeats regular Dutch archer.
Elite legionary defeats regular American spearman.
Veteran archer loses to a regular American warrior :mad:
Now I wake our catapults at the Southern front, and hit three of the advancing swordsman. A fourth one is taken out by a Medieval Infantry. That leaves only one full-strength regular left, and he will be attacking veteran legionaries on hills.

IBT
And then the goddamn &^%$&^ regular swordsman attacks and WINS against a fortified veteran legionary on a hill :mad: A second 2/3 swordsman then takes out the elite archer there. Damn the ##$@Q$R% RNG. Damn it to hell :mad: :mad:
The American warrior decides to ignore Veii and goes for our redlined legionary instead. Our legionary wins.
Dutch start Sun Tzu's again.

Rome - Worker -> Medieval Infantry
Veii - Medieval Infantry -> Medieval Infantry

(5) 330AD
Looks like the catapult training is working, as we score hits on four American swordsmen, redlining two.

IBT
Dutch bring out another archer/spearman/settler pair.

Cumae - Harbor -> Temple

(6) 340AD
Another spear and archer destroyed, another two slaves. Still cannot get them back to our core though.
Medieval infantry kills a 2/3 swordsman on the chokepoint hill.

IBT
We lose our Medieval Infantry on the chokepoint, but not before he takes out two more American swordsmen.
The Dutch request an audience, and are told where to go.

Antium - Catapult -> Catapult

(7) 350BC
All swordsmen within range are redlined by our catapults. One more is taken out by a medieval infantry. This time I bring troops out of Antium to cover.
Rush marketplace in Neapolis.
Rush temple in Cumae.

IBT
Now it is the turn of the Japanese to smoke some :smoke: - as they land an archer/settler pair next to our army.

Rome - Medieval Infantry -> Medieval Infantry
Cumae - Temple -> Marketplace
Neapolis - Marketplace -> Harbor

(8) 360AD
Well I'm happy to say that the American swordsmen are no more, as the last three are redlined with catapults and killed up by our troops with no losses on our side.
Our army takes out the Japanese archer and nets us another two slaves. The six Dutch slaves can finally be moved towards our core.
Kill a wandering Dutch archer on our side of the chokepoint.
Switch Antium from Catapult to Marketplace and Rush it.

IBT
Looks like the Dutch have managed to find a few troops. All spearmen and archers though.
The Dutch also start Sun Tzu's for the third time.

Veii - Medieval Infantry -> Medieval Infantry
Antium - Marketplace -> Aquaduct

(9) 370AD
Our new slave workforce has been busy building a road across the chokepoint and into Dutch territory. It is finally complete.

IBT
No attacks. In fact the Dutch turn round and flee.

(10) 380AD
We have enough troops at the chokepoint now to keep a look-out for settlers moving or landing West of Amsterdam, so I place the army on pillaging duty to strip the foreigners bare.
Kill the American swordsman next to Veii. Dutch aren't a problem right now.
Decide to play on two more turns to round out the years.

IBT
The Dutch archer moves toward Rome and threatens our worker.
You guessed it. Dutch start Sun Tzu's for the FOURTH time.

Rome - Medieval Infantry -> Medieval Infantry

(11) 390AD
I move a Legionary out of Rome to cover our threatened worker. And move a second legionary next to Rome int Rome so that it doesn't riot.
Amsterdam gets some pillagin' lovin'.
Because of the large crop of slave workers, I merge one of our workers into Antium to bring it to size 5.
Hurry marketplace at Cumae.

IBT
Cumae - Marketplace -> Medieval Infantry
Neapolis - Harbor -> Medieval Infantry

(12) 400AD
Merge a second worker into Antium to bring it to size 6.
More pillaging around Amsterdam. It has dropped from size 8 to size 7.
Kill a veteran Dutch spear that was looking for a pillage.

Summary: Things are a lot quieter at the chokepoint now. I started the army on a pillaging rampage, and this should continue into America once the Dutch are back in the Stone Age. Keep a watch on the two ruined cities to the West of Amsterdam and South of our chokepoint. The AI has been periodically sending settlers there, and I have picked up 8 slaves this turn thanks to this. There should be enough troops on the checkpoint now to take full advantage.
I took the opportunity to use the large treasury I was left with to rush infrastructure in our cities. There are marketplaces in all cities, and only Antium does not have an Aquaduct. Due to the large amount of excess food at Neapolis, I would recommend mining and roading both of the gems mountains.

Thinks look good right now. Have fun.

...And the save file - BZ8-400AD

BZ8-400AD.jpg
 
I am glad we are getting our army out and pillaging (though I agree 6 workers is worth waiting for - that will help get us up and running). It will be nice to remove swords and horsese and especially Pikes.

Do ppl want to also destroy cities (with some risk to our army) or straight pillaging?

Mark is up.

After that it is Betazed or I depending on whether he is back by then. If he is not back and I have time to play, I figure a swap would be good.
 
got it . yes i really do. 10 word min :D
 
I remember reading a thread where someone was discussing sending .sav rather than zipping it. IIRC someone said it is important to zip as if it is corrupted at all it says so, otherwise an error can take a while to manifest itself and be unfixable.

Good luck with the game.
 
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