CBob01 AWM Training Day Game

Long Range Goals:
Unchanged. Destroy all civs.

Intermediate Goals:
Destroy the Hitties
Improve our science position - slowly work toward be able to research faster.
Destroy the Babs to rule the southern part of the continent.
Deal with America and Germany next (though Germany may have done most of the dirty work against the Americans).

Short Term Goals:
Survive!
Take Hattusas if practicable, keep for Sun Tzu's
Defend against German SoDs.
Settle a new city - 1N of the volcano?
In conjunction with above, take Bremen.
Should Ellipi be a goal to raze this turnset? Maybe, we'll see how much resistance the Hittites put up.
Pillage enemy lands, focusing on iron, then horses, then all other terrain.
Send a couple units up to handle the barbs and get rid of the Bab city up there.
Build 1 library, maybe 2 amidst all the units we are cranking out.
Work toward Engineering.
 
I agree with you, getting Sun Tzu's should be our top priority these turns. And it looks like it can be done rather early.

Sun Tzu's Hints and Considerations
We may not have enough units in play to attack and capture Hattusas on one turn. I would bring the Army into play and have it be our main attack force on Hattusas, even if it is just one attack per turn. An Army and a small stack of swords could wear down the city over a number of turns. What I did to capture Hattusha was first attack with both armies and then rotate the armies, one going back to Hot'n Spicey to heal while the other one attacks.

So you may want to consider using the Army in Babylon to help attack Hattusas, even if this does delay the attack a few turns.

Capturing Sun Tzu's will actually be a big help to our research. With that wonder, we can sell the barracks we have and get gold. Plus, we have no upkeep to pay each turn. Thus, we can spend more on science, getting to Engineering a little bit faster.

German SoDs
Attack stacks with catapults first, then units. I would attack a stack first, then any single units, because if we win attacking a stack, we do not advance into the tile but stay where we attacked from. Since most of our units tend to be in cities, we keep units in the cities for defense. And the catapults attack on defense also. With well planned attacks, we can whittle a stack down to a redlined attacker fairly quickly.

On single units, damage them with catapults when they are next to our cities. Wounded units will leave, or at worst foritify inside our borders, where they cannot heal.

But deal with stacks first, if possible.

New City
No matter where we build a new city, we need to get roads to it as quickly as possible. Having a settler/worker stack, suitably defended, would be the fastest way, but we may have to found the city first and then road to it.

Bremen/Ellipi
Bremen might flip on us, but I would still keep it. In both it and Ellipi I would make every non-resister into a geek (thus making no food) until we starved it down to a non-flippable size (1 or 2). This will give us three extra beakers toward Engineering per geek.

Pillaging Armies
Keep it up. The only reason not to pillage might be to help take Hattusas. Otherwise, if you don't see Iron or Horses, pillage luxuries and then try to cut the road between the cities.

Libraries
One sounds OK, two might be a bit much, but only time will tell.

Barbs and Babs
Use the barbs to promote veteran units to elite, if you have the time to do so. Otherwise, I would leave them as a buffer between us and the lone Bab city up there.

Workers and Slaves
Try to keep these in stacks that can complete a task in a even number of worker turns. That it, if it takes 6WT to complete a task, have enough workers/slaves in the stack to complete it in one turn (6WT) or two turns (3WT) or three turns (2WT). If a task takes 6WT to complete, having a stack worth 4WT still completes the task in two turns, not one and a half turns.

Also, when doing this, don't worry much about 'wasting' WT when moving into a tile. For instance, you need to road a grassland tile, which takes 3WT. Move a 3WT stack into the tile on turn 1 and road it on turn 2. This builds the road faster than moving one unit onto the grassland and waiting for it to build the road all by itself. While the latter only 'wastes' one WT when moving into the tile, it also takes 3 or 6 turns before we can use the road in that tile. By moving the 3WT onto the grassland, we can improve it the next turn and use it (road movement and commerce bonus) on that same turn.

This is very important when roading to a new city. It connects the new city to our Iron and Horses and luxuries and allows us to move reinforcements to the new city on roads instead of open ground.

Disclaimer
I know you don't really need to be told all of this and I'm not sure why I went into all this detail.

Take what you might need and makes sense to you and feel free to ignore the rest.
:D
:crazyeye:
 
Update:
I'm about halfway through.
- Hattusas is under siege, but has not fallen yet. I have cats bombarding every turn and the army attacking, but the Hittites have at least 5 pikes and several more spears (I never get to the bottom of the stack, but it is their capital AND a wonder city, which always means defenders o' plenty). It will take some time. Also, we started off with a dearth of offensive units in this part of the world, so assembling some attackers also takes some time.
- 1 library almost done, I probably will refrain from starting another in favor of units
- Surviving German attacks in JellyBank well, but they have tons of units coming here. Always seems like another Pike/Mace stack appears each turn. If the cats hit their attacking stacks enough, I will sally forth if the odds are good, but attacking them in the hills and mountains is a dicey proposition. Settling the hills around the volcano has been a forgone conclusion to this point.
- I doubt I will get around to Ellipi with the resistance Hattasus is putting up, plus again, we have few offensive and defensive units around here.
- Pillagers : Babs iron is cut off. Germans still have one in the fog I can't find. Hittites have reconnected the horses since I'm using the army to attack, but I could care less; I think I rather they attack me with 2 attack 3MCs vs the 4 attack Longbows. Besides, after we take their capital they will have 4 citites, they won't be around much longer.
- Got a Mace promoted vs the Barbs
 
Sounds like all is going according to plan:). Good going CivA
 
Mid 9th turn at the moment - and we just generated our 4th MGL. I was probably going to make an army but will pause to see what others think.

A Mace army would be sweet right about now though...
 
My vote is for another army. I think we should get as many as we can at this point. One more and we can build the Pentagon:)
 
My vote is for another army. I think we should get as many as we can at this point. One more and we can build the Pentagon:)
We can build the Pentagon now since we already have three armies; I say we use the MGL to rush that or the Heroic Epic. We'll get more leaders (and therefore more armies) soon enough.
 
Sorry, I thought it was 5 in the field but if it is only 3 than that or the HE is a better call
 
Mid 9th turn at the moment - and we just generated our 4th MGL. I was probably going to make an army but will pause to see what others think.

A Mace army would be sweet right about now though...
Since you are pausing to ask, I must assume the fronts are pretty stable and we don't need a 4th Army to fill an immediate need. We could use a 4th Army but the need is not pressing at the moment.

In that case, build the Heroic Epic with the 4th MGL. I then think we should plan to build the Pentagon (in Mosiac Moscow or a similar high production city) with the 5th MGL. By that time we should have enough cities in place (16) to support a 4th Army.
 
@Bucephalus: It wouldn't if we're going to use an MGL, but I don't think we've got an MGL just hanging around to build it. I say this without looking at turnlogs or the save, mind you -- just shooting from the hip. So I don't think we can count on having an MGL to do so. The other thing that I would consider is that higher production towns will be closer to or in the core. I know that takes a military producer offline for a while, but it also makes capture of it by an AI less likely.

@CA -- I think whether we rush a small wonder or grab another army depends on whether we can support another army. Do we have enough cities?
 
lurker's comment:

If you are going to use a MGL to build the Pentagon, why would it be necessary to put it in a high production city?
I think I got the Pentagon confused with the Military Academy, which allows us to build armies. IIRC, only the city with the Military Academy can build an army.

My bad, sorry.
 
Since you are pausing to ask, I must assume the fronts are pretty stable and we don't need a 4th Army to fill an immediate need. We could use a 4th Army but the need is not pressing at the moment.

In that case, build the Heroic Epic with the 4th MGL. I then think we should plan to build the Pentagon (in Mosiac Moscow or a similar high production city) with the 5th MGL. By that time we should have enough cities in place (16) to support a 4th Army.
The reasons I was initially favoring a 4th army:
- We do have enough citites in place to support it already.
- 2 of our 3 armies are off on pillaging missions, with the 3rd active against the Hittites. A 4th army, to go offensive, would IMO tip the balance in our favor.
- The pillaging army against the Babs can keep both their iron disconnected - they are located close enough together to keep a decent eye on the 2. I don't think the German Iron are. A 2nd pillager army to gut the rather large German territory would help keeping their Maces off our backs, which have been troublesome (Not much other than holding the line has taken place around that volcano, I even moved the settler away to the NE because we are not gaining any ground here at the time).

Other thoughts:
- The Pentagon would make our armies more powerful - 4 units instead of 3. I'd actually favor this over the Heroic Epic at this point. It can be built anywhere - I think you're thinking of the Military Academy that needs to be built in a high production city.
- Heroic Epic would increase the chances of getting leaders, yes, but we have had good results fishing thus far, I think in an AW game you are going to be generating more elites and with more battles you can get more leaders.
 
With regards to Pentagon vs. Military Academy, in Phaedo's TDG, Sal dug out a thread and did some math on the effects of each on various armies, including Cossack armies. We're playing the Russians in that SG, too, so his post may be of some use for future reference. It can be found here:

http://forums.civfanatics.com/showpost.php?p=4897438&postcount=545

And yes, only the city with the MA can build armies. CBob's memory is correct.

As to the HE, I've never noticed that it's made any difference in how many leaders I get. That may just be bad luck on my part, though.
 
With regards to Pentagon vs. Military Academy, in Phaedo's TDG, Sal dug out a thread and did some math on the effects of each on various armies, including Cossack armies. We're playing the Russians in that SG, too, so his post may be of some use for future reference. It can be found here:

http://forums.civfanatics.com/showpost.php?p=4897438&postcount=545

And yes, only the city with the MA can build armies. CBob's memory is correct.

As to the HE, I've never noticed that it's made any difference in how many leaders I get. That may just be bad luck on my part, though.
I don't think we can build the Military Academy though until we learn Military Tradition

Edit: Also bear in mind, we can rush the Forbidden Palace as well. I keep forgetting that one.
 
I don't think we can build the Military Academy though until we learn Military Tradition

Edit: Also bear in mind, we can rush the Forbidden Palace as well. I keep forgetting that one.

No, we can't build the MA until Military Tradition. Nonetheless, I thought seeing the math on armies might be of some use.

Yeah, the FP might be a good option, too.
 
The FP would be good as well; it would help our economy quite a bit. Also, IIRC the city with the FP can't flip, so maybe we should rush it in Hattusas after we capture that city. Would that be ideal placement, though?
 
The FP would be good as well; it would help our economy quite a bit. Also, IIRC the city with the FP can't flip, so maybe we should rush it in Hattusas after we capture that city. Would that be ideal placement, though?
I did not know that the city with the FP can't flip. That's a plus.

Oh, and we have captured Hattusas :)
 
The FP would be good as well; it would help our economy quite a bit. Also, IIRC the city with the FP can't flip, so maybe we should rush it in Hattusas after we capture that city. Would that be ideal placement, though?

I did not know that the city with the FP can't flip. That's a plus.

I didn't know that either. That's a huge plus, but we still need to know if that's ideal placement. That seems like a long way from the core to me.

Oh, and we have captured Hattusas

Sweet! :goodjob:
 
An Army, Heroic Epic, Pentagon or Forbidden Palace.

Lots of good choices.

CivActuary, could you go ahead and post what you have done so far along with the save? That way everyone can examine the options in more detail and we can reach a better informed decision. Then once we decide how to best use this MGL, you could finish your turns.
 
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