CBob01 AWM Training Day Game

Turn Set Twelve

End of Previous Turnset Stats:

Science: Ceremonial Burial, 4 turns
Treasury: 81 gold, +11 gpt; 5.2.3

Cities:
  1. Mosaic Moscow (8): grows in 3, vHorse in 2.
  2. Silly St. Peteys (3): zero growth, catapult in 5.
  3. Iron Hill (6) grows in 3, vSpear in 1.
  4. Rowdy Rostov (6) grows in 3, vHorse in 5.
  5. YarYar (2) zero growth, vSpear in 2.
  6. Yakkity Yakutsk (4) grows in 9, catapult in 2.
  7. Halifax (2) grows in 6, catapult in 4.

Military:
  • 04 Workers
  • 01 Warriors
  • 02 Archers
  • 12 Spears
  • 06 Swords
  • 03 Horses
  • 08 Catapults
Total units: 36 Allowed units: 28

Building List:
  • vHorse [2] (Mosaic Moscow and Rowdy Rostov)
  • Catapult [3] (Silly St. Peteys, Yakkity Yaktsk and Halifax)
  • vSpear [2] (Iron Hill and YarYar)

Resources:
  • 01 Horse
  • 01 Iron
  • 00 Luxuries


Cycle through the cities:
  • Mosiac Moscow, nets 10 spt, good.
  • Silly St. Peteys, nets 4 spt, work the irrigated desert instead of the hill, +1 commerce.
  • Iron Hill, nets 7 spt (spear every 3 or sword every 5), could use more roads.
  • Rowdy Rostov, nets 6 spt, work the mined BG 1SW of the city instead of the unimproved BG 1S of the city, now nets 7 spt (spear in 3, not 4).
  • YarYar, nets 3 spt, work the flood plain instead of the forest, now nets only 2 spt but grows in 1 turn (was at zero growth)
  • Yakkity Yakutsk, nets 5 spt, OK.
  • Halifax, nets 3 spt, OK.
Long Term Objectives
  • Destroy all Civs.
  • By 1800 AD or so.

Mid Term Objectives
  • Make the Hittites disappear.
  • Make the Babylonians disappear.
  • Deal with America and Germany next.

Short Term Objectivs (This turnset)
  1. Get two vSpears into every city. Iron Hill has 3 vSpears, Halifax has 2 vSpears. Silly St. Peteys and Rowdy Rostov have a single eSpear each. The other three cities have only one rSpear. Need 9 vSpears in 10 turns.
  2. Build a settler to replace Aleppo/connect Spices.
  3. Start a second settler to do the other.
  4. Get a wall around Mosiac Moscow and Yakkity Yakutsk.
  5. Once the vSpears are built for city defense, make more spears to defend our new cities and the forces headed to Aleppo.
  6. Might be able to start forces walking to Aleppo (only two tiles away).
I won't be playing right away, to give time for feedback.
 
Sounds good. Don't forget about pillaging the Hittites' horses; it'd be nice not to have to deal with those pesky 3mcs anymore.
 
Shield Rate and what to build
1 spt = whatever, workers or walls most likely (unknown because the town is likely to grow)
2 spt = walls or barracks or workers or catapults (still likely for population to grow)
3 spt = walls or barracks or catapults or archers or spearmen or swordsmen or horsemen or settlers
4 spt = walls or barracks or catapults or archers or spearmen
5 spt = walls or barracks or granary or catapults or archers or spearmen or swordsmen or settlers
6 spt = barracks or granary or swordsmen or horsemen or settlers (assumes it is a safe town or has walls)
7 spt = catapults or archers or spearmen (assumes that it is a safe town or has walls)
8 spt = swordsmen or horsemen or settlers (assumes that a rax and/or granary has been built and safe town or has walls)
9 spt = Some building (hopefully growth will take care of the inefficiencies)
10 spt = anything!

Like anyone's going to read that.

Just be defensive against those 3 MC's. And kill them on the retreat. Do disconnect their horses if you can though. Note that they shouldn't attack loose (not in towns) spearmen (4HP+) with archer(s) underneath (even redlined ones). Maybe they will if they are elite, but they shouldn't normally. Any pillaging stack should take in an archer, a 4HP+ spear, and a scout. The scout will be the pillager.

Each turn the scout will be on the tile it pillages. Pillage, then have the stack move. (It's way more efficient than moving one turn, stopping to pillage, then moving another.) Efficiency X2 for the win! BTW, you may desire to bring swordsmen along if you can spare it, just in case the horses are settled on by a town. If you don't, and it is under a town. Do the 8 square pillage around it and you should be fine. 3 MC production should decrease significantly.

Also, I note you have >60 gold and 1 warrior left. I think you should know what you need to upgrade. Otherwise, what's all this gold rubbish for? You're not in monarchy yet!
 
Tribute said:
Shield Rate and what to build...
Like anyone's going to read that.
I did. :p (Just like technical manuals and movie credits. Not too hard.)

Also, I note you have >60 gold and 1 warrior left. I think you should know what you need to upgrade. Otherwise, what's all this gold rubbish for? You're not in monarchy yet!
I forgot about upgrading; I'll do that early, probably on the IBT.

I need to find the scout. It wasn't in the Military Advisor's unit listing.
 
Keep in mind that the warrior is elite; we might still want to do some leader-fishing with him, but it's your call whether to upgrade him or not. As for the scout, we don't have one; for some reason I thought we still had him, but he got captured a little while back.
 
Plan to play this evening. My son, who goes to college in Kentucky, got in for the Thanksgiving holidays yesterday afternoon.
 
CommandoBob said:
Short Term Objectivs (This turnset)
  1. Get two vSpears into every city. Iron Hill has 3 vSpears, Halifax has 2 vSpears. Silly St. Peteys and Rowdy Rostov have a single eSpear each. The other three cities have only one rSpear. Need 9 vSpears in 10 turns.
  2. Build a settler to replace Aleppo/connect Spices.
  3. Start a second settler to do the other.
  4. Get a wall around Mosiac Moscow and Yakkity Yakutsk.
  5. Once the vSpears are built for city defense, make more spears to defend our new cities and the forces headed to Aleppo.
  6. Might be able to start forces walking to Aleppo (only two tiles away).
I won't be playing right away, to give time for feedback.
Re: Walls. MM is size 8 and grows in 3, with a horse due in 2. Do we need walls here if we are not going to let the size drop below 7, or are you anticipating that MM will not build back up by the time you build 2 settlers?

I would probably keep the elite warrior around for a little bit longer to try and fish some, but it's your call CB.

Good luck!
 
CivActuary said:
Re: Walls. MM is size 8 and grows in 3, with a horse due in 2. Do we need walls here if we are not going to let the size drop below 7, or are you anticipating that MM will not build back up by the time you build 2 settlers?
I hadn't thought about walls for MM. And unless it is targeted by the AI, I won't worry about walls there. It seems to be far enough from the front lines that walls will not be needed. (And as sure as I say this, watch the AI send hordes of horses to attack MM! :crazyeye: )

Not sure if I'll build two settlers here or not. I'm considering having RR and MM make a settler each, just to get the settlers into action sooner. After the settler, they each go back to military production. Going from my memory, RR lacks a granary, so it would take a little longer to grow back. The good part is that if both cities built settlers we could reduce the luxury rate. But I haven't really thought this through. It might be better to have MM generate the settlers and RR alternate worker/fighter. Or maybe have MM go worker/settler/settler. These are all in the idea phase; I haven't committed myself mentally to which is the best. I'll need to look at that before I play.

I would probably keep the elite warrior around for a little bit longer to try and fish some, but it's your call CB.
I'll definitely keep the eWarrior around and try for an MGL. A Sword Army would be nice!
Good luck!
I would like to be a lucky as last time, 10 wins and no losses, but I don't think that will happen. :cry:
 
Played four turns and realized we needed to stop and discuss something.

[IBT Pre-flight 190 BC]
SSP and YakYak need two Spears for defense.
MM vHorse -> vSpear, due in 1.
Wake rSpear in Yakkity Yakutsk and send across the river towards SSP.
Wake rSpear in MM and send across the river towards SSP.
Wake eSpear in SSP and send to YarYar.
Wake vSpear in Iron Hill and send towards MM.

Hit Enter.

We win two battles with the Germans at YarYar (2 of 2).
Americans pull back.
3MCs around Rowdy Rostov.

Mosiac Moscow riots because I forgot about the rSpear serving as crowd control. My bad.
Iron Hill vSpear -> vSpear, 3 turns.

01 170 BC

Both rSpears arrive in Silly St. Peteys.
Hire a taxman in Mosiac Moscow from a flood plain. vSpear next turn.
vSpear in Iron Hill heads toward MM.
Pound the American Sword to red near YarYar.
Move the workers stack into MM.

Have a Bab spear on our Horses. Yakkity Yakutsk is empty, it might head for it.

Move worker through Yakkity Yakutsk and 2SW of YY, hoping to draw the Bab spear away from the Horses.

2 3MCs 1SE of RR. Pound with catapults. Throw 5 rocks, inflict 1HP on a 3MC.

Minor Skirmishes
vSword vs. r3MC, Sword wins flawlessly and promotes (3 of 3).
eSword vs. r3MC 2/3, 3MC retreats, Sword moves onto grassland (4 of 4).
Wake vSpear in RR, move out with the eSword.
These two units are adjacent to 2 r3MCs. One is redlined and it should not attack. The other might attack and so the vSpear will present for defense.
vHorse vs. American rSword 1/3, Horse wins, advances onto the flood plain and then moves back into YarYar.

Two Hittite rArchers are 1SW of Halifax, which has 2 vSpears. Tempted to move a Sword and attack the Archers, but decide not to. Halifax should be able to stand on its own.
[IBT]
Hittite Archer dies attacking Halifax (5 of 5).
Bab Spear pillages our Horses.
MM did not get better.

YarYar vSpear -> vSpear, 10 turns.
Hire a second taxman in MM. Not smart, CB, not smart at all.
Yakkity Yakutsk catapult -> catapult, 4 turns.
Rowdy Rostov went cranky, too. Hire a taxman.

02 150 BC

The empty city and undefended worker did not deter the Bab Spear.

1 3MC 1SW of RR. Hit with catapults, the first two tries redline the 3MC.
Wake the eWarrior.

Minor Skirmishes
eWarrior vs. r3MC 1/3, Warrior wins (6 of 6).
vSpear and eSword move back into RR.
eSpear moves to eWarrior and fortifies.
Catpults put 1HP on American rSword on YarYar mountain.

rSpears fortify in SSP.
vSpear arrives in YY.
vSpear arrives in MM and stops to help maintain order.
Move eSword onto eWarrior and eSpear outside RR and forfify.
Catpult joins the eUnits 1SW of RR.
The eWarrior, eSpear and eSword are 1N of a v3MC. I expect them to be attacked. The catapult may take a HP off of the 3MC.
New vSpear fortifies in YarYar.
Workers move toward RR.

Cylce through the cities. They look good.
[IBT]
Defeat German Sword and Archer at YarYar (8 of 8).
Mosiac Moscow vSpear -> vSpear, 2 turns.

Hittites land an rArcher near Yakkity Yakutsk on the north sugar.

03 130 BC

Iron Hill grew to 7 with 3 unhappy people. (Thank you, MapStat!)
Up the happy slider to 30%, now +7 gpt.
Drop the smart slider to 10%, still learn CB in 1 turn, now +12 gpt.

All three catapults in YarYar miss the wounded American Sword.
Send new vSpear in MM across the river to Yakkity Yakustk.
Workers move into RR.
New cataplut in YY misses the Hittite Archer.
Catapults in RR do 2HP on 3MC 1SE of RR.

Minor Skirmishes
eSword vs. v3MC 2/4, Sword wins (9 of 9).
And Promotes! :woohoo:

Good News
130BC_MrRowdyRostovTrimmed.jpg


Rename to Mr. Rowdy Rostov.
Ivan the Terrible enters RR and builds the FirstSwordArmy.
Wake three vSwords in RR and add to the FirstSwordArmy.

The 3MC next to the Elites did not attack on the IBT. In fact, it stayed in place. Where it is now, it could attack Mr. Rowdy Rostov on open ground.
Move the vSpear in RR out with Mr. Rowdy Rostov 3/5.
Move vArcher out of MM to join vSpear and Worker 1SW of Yakkity Yakutsk.
Fortify FirstSwordArmy in RR.
[IBT]
3MC next to the Elites attacks the Spear defending Mr. Rowdy Rostov and dies (10 of 10).
Bab spear pillages the road to Halifax.
We learn Ceremonial Burial, begin to learn Mysticism, 15 turns at 10% science.
Iron Hill vSpear -> vSpear, 3 turns.
Hailfax catapult -> catapult, 7 turns.

04 110 BC

New Catapult in Halifax puts 1HP on Bab vSpear.
Catapult in Yakkity Yakutsk puts 1HP on Hittite Archer.
Catapult in YarYar puts 2HP on American Sword.
Catapults in YarYar are hot, hitting the American Archer on YarYar mountian twice and redlining the pesky little beast.

New Spear in Iron Hill to Rowdy Rostov.

Wake the Elites and move 1 South, into Hittite territory.
Mr. Rowdy Rostov moves into Rowdy Rostov, along with the redlined vSpear that defended him.
Catapults from Rowdy Rostov and the FirstSwordArmy move into Hittite territory, joining the Elites.
Army fortifies.

Minor Skirmishes
eSword vs. American rSword 1/3, we win flawlessly (11 of 11).

Move worker in YY and stop.
Move vSpear and vArcher to be 2SE of MM, hoping to force the Bab spear to move 1N.
Three workers in RR stay put.
Hire a taxman in MM to slow the growth; now grows in 4 not 1.

Save game for next tech discussion.

And the save is >>HERE<<.
 
First some eye candy. We have good news and not so good news. We have an Army. We have lost our Horses for a while.

North Russia 110 BC

110BC_NorthRussiaTrimmedDotted.jpg


South Russia 110 BC

110BC_SouthRussiaTrimmedDotted.jpg


Next Tech
We haven't yet decided what we will learn next. Here are our choices at various tax rates.

Tech options: 136 gold in the bank, 30% luxury rate.
  • 40% science, -3 gpt
    • Currency: 22 turns
    • Philosophy: 7 turns
    • Code of Laws: 12 turns
    • Mysticism: 5 turns
  • 30% science, +1 gpt
    • Currency: 29 turns
    • Philosophy: 8 turns
    • Code of Laws: 15 turns
    • Mysticism: 6 turns
  • 20% science, +5 gpt
    • Currency: 40 turns
    • Philosophy: 12 turns
    • Code of Laws: 21 turns
    • Mysticism: 8 turns
  • 10% science, +10 gpt
    • Currency: 50 turns
    • Philosophy: 23 turns
    • Code of Laws: 42 turns
    • Mysticism: 5 turns
  • 0% science (1 geek somewhere), +15 gpt
    • Currency: 50 turns
    • Philosophy: 50 turns
    • Code of Laws: 50 turns
    • Mysticism: 50 turns
 
Nice work getting the army CBob! :goodjob:
CommandoBob said:
[*] 20% science, +5 gpt
  • Currency: 40 turns
  • Philosophy: 12 turns
  • Code of Laws: 21 turns
  • Mysticism: 8 turns
[*] 10% science, +10 gpt
  • Currency: 50 turns
  • Philosophy: 23 turns
  • Code of Laws: 42 turns
  • Mysticism: 5 turns

I'm assuming that the 5 turns for Mysticism at 10% is a typo. My vote is for Myst as it will start us on the road to Monarchy. I don't think it matters too too much as I don't think we are ready for a quick switch to Monarchy and we need all the required techs. I guess we can't build embassies if we are at war so there isn't much to spend cash on. Might as well put research up as far as we can. Have we upgraded everything we want to? If we have then -3gpt isn't a big deal at all.

It'd be nice to get some more offence to take care of those enemy units near YY. Would it be worth it to switch the spear in MM to a sword?:hmm:

Just a hypothetical question about promotions and upgrades: if our eWarrior gives us another leader, he can't give us another one. Can he upgrade? If he does, I assume he will drop down to vetran. Could he then get promoted to an eSword? If so, could he give another leader?
 
Phaedo said:
Nice work getting the army CBob! :goodjob:
Thank you. I got lucky and others had built the swords to fill the army.

I'm assuming that the 5 turns for Mysticism at 10% is a typo.
Yes, it should be 15 turns for Mysticism at 10%, not 5.

It'd be nice to get some more offence to take care of those enemy units near YY. Would it be worth it to switch the spear in MM to a sword?:hmm:
I've debated about what to do next in MM. Since the Bab Spear and Hittite Archer are wounded, I think they will head for home. Along the way they should die. For MM I've considered making a settler after the spear, but haven't given it a lot of thought. I know we need to get more swords, but I don't want to skimp on city defenses.
Just a hypothetical question about promotions and upgrades: if our eWarrior gives us another leader, he can't give us another one. Can he upgrade? If he does, I assume he will drop down to vetran. Could he then get promoted to an eSword? If so, could he give another leader?
Why couldn't the eWarrior give us another leader? Ivan the Terrible was used up in making the FirstSwordArmy. The eWarrior did not generate Ivan, it was a sword. That sword, currently named Mr. Rowdy Rostov, cannot create another leader as a sword, but if it upgraded (and became a veteran in the process) it could promote to elite again and promote a leader again also.
 
CommandoBob said:
That sword, currently named Mr. Rowdy Rostov, cannot create another leader as a sword, but if it upgraded (and became a veteran in the process) it could promote to elite again and promote a leader again also.

Thanks, that answered my question. I didn't mean the eWarior had already given us a leader but if he were to give us a leader (in addition to the one already created by Mr.RR) could he then upgrade and give us one as a sword. I guess the confusion came with "another leader". Very clear explanation though:). Thanks
 
Great job so far CB!

- Research - I really do not have a preference I guess. We will need Mysticism, so that's ok in my book. I do not feel a pressing need to shoot for one of the other options immediately. I also have no problem running -3gpt.

- Build in MM - I actually think I'd go settler, if you can time it so it builds when MM grows to 9 (so the food box won't empty). Since we now have an army, we are going to be taking the offensive, so we are going to need to plant a city or 2. I like the location for spice city. There's that expanse up North, too, that I'm sure is just tempting to any AI laying eyes upon it to plunk down a city in our backyard.
 
At last, an army! :evil: Looks like the Hittites won't be a problem much longer. Those archers near Halifax could be trouble, though; a sword there would help. Of course, we also need to reconnect the horses.

Research: Mysticism at 40% sounds good; we won't be building markets or courthouses for a while yet, and philosophy just lets us build a useless wonder. As for the next build in MM, a settler to replace Aleppo (1 NE of its current location) might be best, and it looks as if we can time it just right if we let that spear finish.
 
Good. Sword armies are wonderful at this point.

Sword army= no more MC worries & pillaging of horse tile & destruction of Hittite towns.

Just don't lose it.

I suggest getting Mysticism in 4, not 5 turns. You can handle the loss of gold. Anyway, it's best to 'waste'/use the 4 turns now, rather than later when your tech rate far surpasses 4 turns.

On another note, where are the workers? I don't see any workers. Are there any workers?! I'm quite sure that despite all the invasioning we see with the coastal drops and stuff, you can manage to let your workers move along your roads at 3 tiles per turn and evade any attackers. Also, there are no more 3 MC, so something's wrong if your workers aren't working. Find them, use them.

Note: There may be 1 worker working SE of Moscow, but I'm not sure.

Also, you need 3 settlers. 1 to replace that hill town near the horses (and get rid of that American one). And another for the spice city. And a last one to replace Aleppo. You may also desire to raze and replace Hattusha, but that's just me.

Good kill ratio. Infinity:1. Keep that up. :p
 
Tribute said:
On another note, where are the workers? I don't see any workers. Are there any workers?! I'm quite sure that despite all the invasioning we see with the coastal drops and stuff, you can manage to let your workers move along your roads at 3 tiles per turn and evade any attackers. Also, there are no more 3 MC, so something's wrong if your workers aren't working. Find them, use them.

Note: There may be 1 worker working SE of Moscow, but I'm not sure.
Three workers are in Rowdy Rostov, one worker just made it to Yakkity Yakutsk. The three workers will road to Aleppo and Spice City (suitably protected), the one worker will reconnect our horses when we clear out the bad guys over there.
Also, you need 3 settlers. 1 to replace that hill town near the horses (and get rid of that American one). And another for the spice city. And a last one to replace Aleppo. You may also desire to raze and replace Hattusha, but that's just me.
Not sure how this will play out but my first choice for a new city would be Spice City, to get us a luxury. Second would be to plug the cap NE of Mosiac Moscow and finally a new Aleppo. The last two are pretty close in importance. Spice City will need a couple of vSpears for defense even though the destruction of Aleppo and our forces in the field will slow down the Hittite Archers.
Good kill ratio. Infinity:1. Keep that up. :p
I just try to make them attack us where we are strong and then attack them where and when they are weak (redlined). And try not leave our units exposed to danger (alone in the field).

It has worked so far!
 
'Cuz I forgot:

If we want a second army we need another city. It takes 4 cities to support 1 Army.

(Please, somebody tell me I am wrong!)
 
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