CBob01 AWM Training Day Game

4000 BC: Found Moscow. Worker and Scout moved before. Starts Warrior. Search Alpha in 37.

3950 BC: Move Worker to a BG. Scout goes further west.

3900 BC: Starts Mine.

3850 BC: zzz...

3800 BC: zzz...

3750: Finish Warrior, start Scout. Fortifies.

3700: zzz...

3650: Meet Hittites. Declare.

3600: They send a Warrior.

3550: Marching.

3500: Scout finished. Starts Worker.

3450: zzz...

3400: Warrior reaches gates.

3350: Dead.

Note: I forget what I did.
 
CommandoBob said:
In the early game, when workers are few and turns are precious, I have learned to improve the tile first (mine or irrigate) and then road.

Improving first, then roading, lets you benefit from the improvement faster.

Roading and then mining a bonus grassland will take 10 turns (one to move onto the tile, three to road and six to mine) and will produce, at most, 1 extra shield (at the end of turn 10) for a total of 11 shields.

Mining first, and then roading this same tile will still take 10 turns. But it will produce 13 or 14 shields, not 11 as above. One turn to move, six turns to mine and three turns to road. But on the three turns of roading, the tile is now producing 2 shields, not one.
All good points, and very true. And there are times when those 2 or 3 shields you will gain will make the difference in finishing a build 1 turn sooner. There may also be times I think when the 6 gold you are losing out on may make a difference as well though, so it could still depend on the circumstances.

CommandoBob said:
Keep in mind that you want to avoid two things in early worker turn management. First, you don't want to backtrack. The AI loves to backtrack workers, so never automate. Second, every tile your worker touches will be roaded. So improve first, get the bonus production, and then road.

In the later game, with a bunch of workers in stacks, sometimes it makes sense to road first and then improve. And when you need roads to connect (like to wine, for instance), you need roads to connect and improvements can wait.
I wouldn't automate my workers if you had a gun to my head. I don't even like to automate them late game to clear pollution.
 
I double checked my save.

Russian Military
  • 04 Warriors (no 05 as previously reported)
  • 02 Workers
  • 01 Scout

City Builds
  1. Mosiac Moscow, grows in 10, granary in 6
  2. Silly St. Peteys, grows in 15, rWarrior in 5
 
I see a "???" in the list of players in the first post. Does that mean there's still a slot open? If so, I'd like to join. I'm an emperor/demigod player (with a few failed deity attempts), but I've never played AW and would like to give it a shot. If it's too late to join, I'll gladly lurk.
 
Aabraxan said:
CB, where does your research stand?
According to CivAssist II, I have 9 turns left before I learn Iron Working. CAII shows a one (1) beaker overrun, and sometimes CAII and the game do not match up on the science turns, so without opening the game I'll say IW possibly in 9 turns, for sure in 10 turns.

Norton II said:
I see a "???" in the list of players in the first post. Does that mean there's still a slot open? If so, I'd like to join. I'm an emperor/demigod player (with a few failed deity attempts), but I've never played AW and would like to give it a shot. If it's too late to join, I'll gladly lurk.
You're in!

And I'll change the first post.

I don't think any of us have played Always War; I know I haven't. According to Theodon's rating, this will be as difficult as an emperor level game, so don't expect a cake walk because we are at monarch. Though having two content citizens is a lot nicer than just one.

It is too late for you to play the first 20 turns and then post the results, but you are more than welcome to join in the discussion on which game we should continue with.
 
CommandoBob said:
You're in!

And I'll change the first post.

I don't think any of us have played Always War; I know I haven't. According to Theodon's rating, this will be as difficult as an emperor level game, so don't expect a cake walk because we are at monarch. Though having two content citizens is a lot nicer than just one.

It is too late for you to play the first 20 turns and then post the results, but you are more than welcome to join in the discussion on which game we should continue with.
Thanks! I figured it was too late to play those turns out, but as for which to go with, I'd say yours. You and Aabra both have two cities, and it looks like he's a little ahead on researching IW, but the extra worker and warriors strike me as more valuable at this point. As for research, I'd have preferred to go for WC first, but we'll get that soon enough. And I'm definitely not expecting a cakewalk! Many of the strategies I use to win regular games (such as building minimal military early on to focus on workers and settlers) would be suicide in AW.
 
Are we ready to decide which save to play from?
 
CommandoBob said:
Are we ready to decide which save to play from?
As mentioned above, I vote for yours. My only concern is those four Hittite warriors en route to Mosaic Moscow. Can they be diverted? Moving our warrior to the mountain 1 SW of the green dot might work, but then again, the Hittites might just ignore it and go straight for the city. Maybe the scout can be used to lure a couple of Hittite warriors away.
 
I'm for CB's save too (despite my miscount on the warriors:wallbash: ). Are we settled on the next research? My vote goes for WC. Immediate archers will go a long way at knocking off the smurf warriors that come at us.
 
I'm on a short timetable for looking at this before Saturday, so I don't have time to discuss in depth right now. I don't have any objection to going with CB's save. I also think that WC would be a good choice after IW. For the record though, I have three warriors. Two are south of Moscow and one is between Moscow and St. Pete's.
 
Three out of five vote for one save, so we'll use that one.
I'll upload the save this evening.

The Roster Order is in sign up order.
  • Aabraxan - UP!
  • Phaedo - on deck
  • D'Artagnan59
  • CivActuary
  • Norton II
  • CommandoBob - just played

Warrior Code after Iron Working sounds good.

(Random stuff now, at work, away from the save, take with a grain of salt)

We can meet the 4 Hittites warrior with 4, maybe 5, of our own. I tried to get one pair to follow the scout, but they did not. I was planning to bring the warrior back to Mosiac Moscow and create a 4 warrior stack of doom. We might be able to move our SoD forward and fight each stack separately, something I did not consider earlier. I am not sure about attacking two warriors with one warrior. Seems like only a 25% that our warrior would survive attacking and then defending.

I would favor Silly St. Peteys to keep on cranking out warriors every five turns. If a warrior is still in SSP, let's move him to the front lines.

Mosiac Moscow will complete the granary in 6 turns, should start a settler next, but we need a place to build our third city.

Just a blueprint, written in pencil, and we alll have erasers.
 
Sounds good to me, as long as both pairs of warriors can be intercepted. Should SSP crank out another worker after a couple of warriors? As for a second city, how about the grassland 2 S, 1 SW from Mosaic Moscow? It's on a river, has a BG and at least 2 forests in its radius, and can be reinforced from Moscow in a single turn once we have a road. Moscow itself can also be a settler factory once the 2 flood plains are irrigated.
WC is the obvious choice for our next research, but after that, there are two main options: The Wheel followed by HBR, or Masonry-Alpha-Math. If it turns out we have iron nearby, I'd say go for the second one so we can have walls and catapults (and possibly a palace prebuild for the GLib). Doesn't look like we have ivory around, so no SoZ. No need to decide anything about that yet, though.
 
And the save is >>HERE<<.

Norton II said:
As for a second city, how about the grassland 2 S, 1 SW from Mosaic Moscow? It's on a river, has a BG and at least 2 forests in its radius, and can be reinforced from Moscow in a single turn once we have a road. Moscow itself can also be a settler factory once the 2 flood plains are irrigated.
I was actually thinking of building back to the north, perhaps trying to snag the wines so that we need fewer MPs in our cities.

We really need a dot map to plan our next cities. We won't be building any in the next 10 turns, but we should be able to build one, maybe two, in the following turnset.
 
Just a quick confirmation,
Are we all taking the next save or are we in normal SG mode now?

We do need a dot map. I won't be able to do one up for the next couple of days but if no one does one before that, I'll try to post one Sunday.
Personally I like the idea of building towrds the Hittites. We do need a high shield city to get our military up. Another pump would be nice too. I'm assuming CxxC is what we are going for as we will be warring all the time.
 
Phaedo said:
Just a quick confirmation,
Are we all taking the next save or are we in normal SG mode now?

We do need a dot map. I won't be able to do one up for the next couple of days but if no one does one before that, I'll try to post one Sunday.
Personally I like the idea of building towrds the Hittites. We do need a high shield city to get our military up. Another pump would be nice too. I'm assuming CxxC is what we are going for as we will be warring all the time.
Normal SG mode now as I understand it. And I agree about building toward the Hittites; I'd very much like to have at least one city of ours between Moscow and Hattusas. Of course, snagging the wines will also be a priority as CB mentioned, but maybe not as important right now as in a regular game (since we'll be staying in a government that allows MPs and will want to station units in the cities in any case). As for CxxC, that's the build pattern I use in normal games, and while it's beneficial there, it's probably downright necessary in AW. It shouldn't be a rigid pattern, though, just a guideline. Settler pumps? Moscow's the only good one I saw; anyone see a better spot?
 
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