CBob01 AWM Training Day Game

Aabraxan said:
I believe that we've got a majority on Mysticism.

Excellent work, CB! :rockon:
Then the great Russian people shall become Mystic (but without all that nonsense associated with Grigori Rasputin).

I don't play very fast but do plan to get some turns in this evening.
 
lurker's comment: I know I'm a player but this is basically spam so...:blush:
CommandoBob said:
Then the great Russian people shall become Mystic (but without all that nonsense associated with Grigori Rasputin).

The Eastern Orthodox have always been mystical. They followed Plato while Rome followed Aristotle. Rasputin was just a nutbar who conned an equally nutty woman in power;).
 
Phaedo said:
lurker's comment: I know I'm a player but this is basically spam so...:blush:
lurker's comment: It's ok. :) You usually just have to put OT: before you post. (OT means Off-Topic)
 
Phaedo said:
lurker's comment: I know I'm a player but this is basically spam so...:blush:


The Eastern Orthodox have always been mystical. They followed Plato while Rome followed Aristotle. Rasputin was just a nutbar who conned an equally nutty woman in power;).
Doesn't seem Off Topic (OT) to me; more on the lines of For Your Information (FYI) or For What Its Worth (FWIW). After all, I was the one trying to be cute/funny. :crazyeye:

On the Other Hand
My knowledge of church history is a bit fuzzy. I knew that at some point in time the Eastern Orthodox was 'born' (created/started) but I am not familiar with the details. I am sure there is some theological differences between the two (priests and marriage comes to mind) but I don't know what they are.

So I'm learning history as I play C3C. What a great idea!

Game Stuff
I forgot we had Mid Week Worship last night, Tuesday, instead of Wednesday, due to Thanksgiving. I'm glad I remembered because I was the only person in the tech booth! I got home at around 9pm, where we had an unexpected overnight guest. I'll try to get some turns done today or late tonight.

I want to see if we can take Aleppo (which we may need to keep for a few turns in order to be able to get an MGL) and build Spice City.

I also want to see how long my winning combat streak will go on. In my last turnset I went 10 for 10; here I am 11 for 11 in just 4 turns. It has to end (doesn't it?) and would prefer that it ends soon so I don't have to worry about it. But if it keeps on going I won't complain either. :D
 
CommandoBob said:
I want to see if we can take Aleppo (which we may need to keep for a few turns in order to be able to get an MGL) and build Spice City.
From the looks of the screenie Aleppo might autoraze anyway.

But even if it does, I think we could still get an MGL, even if we do not have 8 cities. We would just have to wait a few turns to use it to build an army.
 
lurkers comment

Yes, you can get an MGL, but you cannot form a second army without having 8 cities. From then on you cannot get another MGL as long as you do not use the current MGL. You can get unlimited MGLs as long as you use them before attacking with the next elite.
 
markh said:
lurkers comment

Yes, you can get an MGL, but you cannot form a second army without having 8 cities. From then on you cannot get another MGL as long as you do not use the current MGL. You can get unlimited MGLs as long as you use them before attacking with the next elite.

Thanks markh, that is a very clear explanation.

Warning, of topic and irrelevant if you are uninterested in Church History
OT, OTOH, FYI, FWIW:)
Actually the Orthodox church wasn't "born" like protestantism. The meaning of orthodox in this context is sticking with the original. In the New Testament, there are all those letters of Paul to different churches right? That was the original form of Christianity. The bishop of Rome was considered the most important due to the connection with Peter (upon this rock, I will build my church,) however Rome couldn't speak for all of christendom. There was quite bit of argument over theology amongst people who called themselves christian (much like today;)). Particularly, there were groups that we now call gnostics (from which we get agnostic) who called themselves christian and took christ as a focus of worship but in a very different way than we would think of him now. When Constantine made christianity the state religion of the Roman Empire, he needed a standardized theology (don't worry, I'm not quoting that Dan Brown bollocks) so he sponsored an eccumenical council (a gathering of all church leaders) to figure out the foundation of christianity. This council was formed in the city of Nicea and their decesion is now recited in Catholic and Orthodox churches, the CoE and a number of others as the Nicene creed "I believe in one God, the Father Almighty, maker of heaven and earth, and of all things visible and invisible etc." There were a couple of other church councils that made important decesions on matters of faith (notably the council of Chalcenon where the Bible was put together and writings were decided to be divinely inspired or wise but merely human and thus subject to error).

The split came when the bishop of Rome (the Pope) claimed to speak for all christians. The eastern churches took the orthodox (or original) view that questions of faith could only be decided at an eccumenical council where God would guide the hand of the church and not by any single bishop. Of course there are political undertones here but that was the theological position. It was also the underlining argument of Henry VIII when he wanted his anullment and created the Church of England. He was supported by the non-protesting clergy because his move was seen as a return to orthodoxy rather than joining protestantism and why there is such a variety of belief in the CoE from very protestant or "low" churches to Anglo-catholics or "high" churches.

This also explains why there is no single leader of Orthodoxy. The most power any bishop could get was over his particular diocese. Thus, we have the Greek Orthodox, the Romanian Orthodox the Rusian Orthodox etc. The gnostocs (a kind of neo-platonist) retained some influence in the east. The iconic art of the orthodox and the idea that mystical relevation is both possible and desirable are quite different from physical pennance and the importance of law that developed in western Europe. That's why I said the Orthodox churches followed Plato while Rome followed Aristotle (Aquinas is basically a christianized aristotlean). Although The Davinci Code is historically absurd there were some facts in it such as the reason christians now have Sunday as the holy day rather than Saturday (the original sabbath) was because of decesions made at councils sponsored by Constantine. Whether these decesions were purely political or divinely guided is a matter of faith and not history.

Our Russians chose Orthodoxy when they converted to Christianity. Some say it was because Constntinople brought better gifts, but the relative independance Orthodoxy offered was probably a factor too. After all, would we accept another civilization's authority over us? I think not:evil: .
 
We decide to be Mystic as fast as possible (40% science).

Up the slider to 40%, we learn Mysticism in 5 turns.
Save game.
Hit enter.

German Sword attacks YarYar, and dies to our eSpear (12 of 12).

American settler pair sneaking in NW of Mosiac Moscow, attempting to desecrate our ruined city.

Wounded units attempt to leave.

Mosiac Moscow vSpear-> settler, 3 turns.
Silly St. Peteys catapult -> catapult, 5 turns.

05 90 BC

Pounding of Aleppo
1HP on rSpear, 1HP on rSpear, 2HP on rSpear, 2HP on rSpear.

Battle of Aleppo
eSword vs. rSpear 1/3, Sword wins (13 of 13).
eWarrior vs. rSpear 1/3 (sorta chancey, I know), Warrior wins (14 of 14).

Good News
90BC_AleppoTrimmed.jpg


And Aleppo is no more.

Move eSpear to protect eWarrior from 3MCs that are 1E of the Aleppo ruins.
Catapult in Halifax damages one of three Hittite rArchers 1SW of Halifax. 2 vSpears in Halifax.

Don't want an American city in our own backyard.
Wake vHorse in YarYar, move SE-S-S, now 1E of the American settler pair (rSpear and settler) on the hill of our ruined city.

Minor Skirmishes
vHorse vs. American rSpear, Horse is redlined and retreats (13 of 14).
YarYar catapults put 2HP on German rSword in the hills.
eSword vs. American rArcher 1/3 near YarYar, one swing and the Yank dies (14 of 15).
Move other vHorse in YarYar to fight settlers.
vHorse vs. American rSpear 2/3, American Spear is redlined but wins (14 of 16).
vArcher vs. Hittite rArcher 2/3, Hittite Archer is redlined but wins (14 of 17).
Wake vHorse in Rowdy Rostov, head 4N, plan to attack the Yank's settler/spear next turn.
Worker in Yakkity Yakutsk moves to connect Halifax, SW-S.
vSpear moves to cover the worker.
Wake rArcher in YarYar.
rArcher vs. German rSword 1/3, German Sword wins (14 of 18).

Workers in Rowdy Rostov move to make road to New Aleppo, SW-S, protected by FirstSwordArmy.

Lost 1 vHorse, 1 vArcher and 1 rArcher.

Cycle through the cities.
YarYar vSpear -> vArcher, 5 turns. YarYar works the flood plain, now grows in 2, which will reduce the time to make the vArcher.
[IBT]
Germans want to talk. In a normal game, Sure. In AW, no way.

In the ruins of Aleppo, our eSpear defeats a 3MC, but is redlined (15 of 19).
A second 3MC kills our eWarrior (15 of 20).
An rArcher then kills our redlined eSpear (15 of 21).

Hittite Archers move away from Halifax.

American settler pair leaves the hills for the desert.

Rowdy Rostov vHorse -> vSword, 4 turns.
Yakkity Yakutsk catapult -> catapult, 4 turns.

06 70 BC

Worker moves onto Horse resource NE of Halifax, will begin to reconnect next turn. Halifax connects to Rowdy Rostov. It is not isolated as I once thought.
vSpear moves with the worker.
Workers make road to New Aleppo.

Two Hittite Archers near FirstSwordArmy. Catapults hurt each, 1 red, the other yellow.
Send vSpear in RR to the FirstSwordArmy. It could be attacked by the Archers and by two r3MCs.
Fortify that vSpear.
Lots of catapults with no targets. For now, this is good.

Minor Skirmishes
vHorse vs. American rSpear 1/3, Horse wins and gets 2 slaves (16 of 22).
Slaves move south, vHorse moves with them.
New vHorse in RR moves to join FirstSwordArmy.
vHorse vs. Hittite rArcher 1/3, Horse wins flawlessly (17 of 23).
vHorse, with movement left, 1N to join FirstSwordArmy.
[IBT]
No attacks.
3MCs head to Hattusha.
German settler pair north of YarYar.

Iron Hill vSpear -> vSword, 5 turns.

07 50 BC

Can't drop science slider any lower and learn Mysticsm in 1 turn. Leave at 40%.

Pound Bab rBowman SE of Halifax, 1HP.
Pound Bab vSpear SE of Yakkity Yakutsk, 2HP.
Pound Barb cHorse NE of Silly St. Peteys, 1 HP.

Worker roads the Horse tile.

New vSpear in Iron Hill moves E-S-S, ending SW of Rowdy Rostov.
This Spear will guard our new city.
Slaves move south across the river. Plan for them to improve around Iron Hill.
Their wounded protecter moves into MM.

Need to get a road to Spice City. An Hittite rArcher is in the way. Want to move everybody and not split our forces, so no catapult attacks.

Minor Skirmishes
eSword vs. rArcher 2/3, Sword wins (18 of 24).

Five catapults, 3 workers, 1 vSpear, 1 vHorse and the FirstSwordArmy join the eSword.
FirstSwordArmy fortifies.
This stack can be attack by 2 r3MCs and 3 rArchers.
[IBT]
Bab warrior attacks Halifax and dies (19 of 25).
German settler pair 1N of YarYar (catapult range).
3MCs look like they are heading to RR or MM.
Bab Spear moves away from Yakkity Yakutsk.

We learn Mysticsm, begin to learn Polytheism, 12 turns at current science.

Mosiac Moscow settler -> vSpear, 2 turns (may change).

Germans are building Hanging Gardens.

08 30 BC

Drop science to 30%, go from -8gpt to -3gpt, Poly in 16 not 12.
Pound Hittite rArcher south of Yakkity Yakutsk, 1HP and 1 miss.
Pound Bab rBowman SW of Halifax, miss.

Rowdy Rostov could be attacked by five units this IBT, 3 3MC and 2 Archers.
Pound v3MC in grass, 1HP.
Pound r3MC in forest, miss, 1HP.
Both 3MCs in the forest are 2/3.
Pound v3MC, 2HP, now yellow.
Pound v3MC, 3HP, now red.

Up north, pound German settler pair; 2HP on rSpear in forest.

Workers build the road to Spice City.

American slaves move onto hill 2NE of Iron Hill to mine and road.

Minor Skirmishes
eSword vs. German rSpear 1/3 (rSpear in forest, with 2 Barb warriors close by; Sword can defend better than Horse), Sword wins (20 of 26).
We gain 2 German slaves, move them into YarYar.
vHorse vs. v3MC 1/4, Horse wins (21 of 27).
vHorse joins FirstSwordArmy and fortifies.
Mr. Rowdy Rostov (eSword) vs. Hittite rArcher, Mr. Rowdy Rostov wins flawlessly (22 of 28).
FirstSwordArmy vs. r3MC 2/3, FSA wins and a unit in the Army promotes (23 of 29).
FirstSwordArmy vs. r3MC 2/3, FSA wins again (24 of 30).

vSpear with FirstSwordArmy fortifies.
vSpear moves into Rowdy Rostov and fortifies too soon.
Wake vSpear in Rowdy Rostov and move SE-S and stops; I woke the wrong Spear. This vSpear in a grassland and not fortified.
Settler leaves MM, SW-SW-S, now due north of RR.
vSpear from MM protects settler.
eSword with FirstSwordArmy fortifies.

FirstSwordArmy faces three attacks: 1 r3MC and 2 Hittite rArchers.
[IBT]
3MC attacks the solo vSpear, is redlined and retreats (25 of 31).
Second 3MC attacks the wounded solo vSpear and dies (26 of 32).
eSword defeats 4 Barb cWarriors (30 of 36).
Someone thinks we need to build the Heroic Epic.

YarYar vArcher -> vSpear, 7 turns.
Halifax catapult -> catapult, 5 turns.

Germans are building the Pyramids.

09 10 BC

Pound the Bab rBowman near Halifax, 1HP.
Pound the Hittite rAcher near Halifax, 1HP.
Pound the German rSword 1S of YarYar, 2 misses.
Pound the German vSword 1W of YarYar, 1HP.
Pound the Hittite rArcher near FSA, 2nd HP.

Worker begin to mine the BG near Spice City.
Redlined vSpear moves to RR.

Minor Skirmishes
eSword vs. r3MC 1/3, Sword wins, now at 2/5, in the ruins of Aleppo, no enemy units in the surrounding hills (31 of 37).
Mr. Rowdy Rostov (eSword) vs. Hittite rArcher 2/3, Mr. Rowdy wins flawlessly (32 of 38).
The road to Halifax does not get pillaged this IBT, something that rArcher could have done.

Our settler pair now SE-S and cross the river, now 1SW of RR.
Will be in position next turn.
American slaves begin to mine the hill 2NE of Iron Hill.
eSword moves back into YarYar.
Move 1 catapult from Yakkity Yakutsk towards MM; YakYak builds catapult this turn.
Move German slaves SE-S-S; plan to join up with American slaves. Too hot around YarYar for slaves to make improvements.
Do not attack redlined Hittite rArcher near FSA. Could only attack with FSA and upon winning, FSA would be in the forest.

Cycle through the cities.
Mosiac Moscow vSpear -> settler, 2 turns.
[IBT]
No attacks, just unit shuffle.

Silly St. Peteys catapult -> catapult, 5 turns.
Rowdy Rostov vSword -> vSpear, 3 turns.
Yakkity Yakutsk catapult -> catapult, 4 turns.

10 10 AD

Drop science to 20%, now again at -3gpt, Poly in 20.
Horses are connected again.
Move new catapult in SSP to YarYar.

Pound German rSword 1W of YarYar, 1HP.
Pound German rSword 1W of YarYar, 2nd HP.
Pound German rSword 1S of YarYar, miss.

German slaves SW-S, cross river and stop.
Mr. Rowdy Rostov moves into RR and fortifies.
Horses connected, worker and vSpear move 1NW to reconnect with this part of the road network.

Move catapults out of Halifax westward on the road to RR.
Pound Bab rBowman, 1HP.
Pound Bab rBowman, 2nd HP.
Pound Hittite rArcher 2/3, miss.
Pound Hittite rArcher 2/3, 1HP.
Pound Hittite rArcher, 1HP.
Pound Hittite rArcher, miss.
Pound Hittite rArcher, miss.

vSword and vSpear from Rowdy Rostov follow the new road to the FirstSwordArmy.
Our settler pair move onto the jungle spices.
FirstSwordArmy joins them.
Wounded eSword 2/5 in the ruins of Aleppo moves onto Hittite Mountain.
Wake rSpear on Hittite Mountain, move 1W to the home of New Aleppo (or whatever we call it).
[IBT]

And the save is >>HERE<<.
 
Nice Work Cbob!:D

Um about the roster, Aabra is without a home PC these days. Does that mean I'm up?
 
Just looked at the save and things look well underhand. Here are some screenies:)
EDIT: Cbob posted screenies with comments so I deleted mine
 
North Russia 10 AD
10AD_NorthRussiaTrimmedDotted.jpg


In the north the action focused on YarYar. We lost an rArcher in YarYar, which has been replaced by a vArcher. YarYar has four catapults and trying to sneak past this city has been very tough for the Americans and Germans.

We need to irrigate the desert southeast of YarYar so we can irrigate the flood plain southwest of YarYar, but don't have the units to spare to guard the workers. YarYar needs to examined each turn to be sure it is working the flood plain as much as possible. The flood plain is its best growth tile, but the Yanks and the Krauts like to trample through it once we wound them.

Silly St. Peteys needs only one catapult right now. The Barbs only came close one time. We drew blood and they went away. For sure SSP needs only two catapults. Any extras can go to YarYar, to help hurt bad guys in the hills and mountains around YarYar.

South Russia 10 AD
10AD_SouthRussiaTrimmedDotted.jpg


The biggest news is in the south, where the Hittite city of Aleppo has been razed and we are poised to build a city AND connect a luxury next turn. This will give us 8 cities, enough for a second army if we ever promote an elite.

The situation around our new city looks bad, but it is not. Yes, there are six enemy units around the city but look carefully. Only one is at full health.

Units around settler pair:
  • 1NW Hittite rArcher 2/3
  • 1N Bab rBowman 1/3
  • 1NE Bab rBowman 2/3
  • 1SE Hittite rArcher
  • 1SW Hittite rArcher 1/3
  • 1SW-1S r3MC

With the FirstSwordArmy protecting the settler pair, this city should have no problem being founded next turn.

To the west of this city are 3 workers that will finish mining the BG this IBT and 5 catapults, defended by 2 vSpears, 1 vSword and 1 vHorse. Tempting target, but too strong to take out.

Further west, our wounded eSword is on Hittite Mountains serving as a lookout until a vSpear can replace him. On the mountain the 3MC will ignore him and the redlined Archer should not be a problem if it attacks.

The rSpear that was on Hittite Mountain I moved westward to serve as lookout on another mountain, but he hasn't gotten there yet. This rSpear could stay in place for a few turns to 'save' our Aleppo replacement city or move west onto the mountain.

Mosiac Moscow will finish a settler this IBT. This settler should serve as our Aleppo replacement. If the settler moves SW-S-S it will cross the river on Turn 1. SW-SW-S puts it just north of old Aleppo on Turn 2. Turn 3 it moves into place and builds on Turn 4.

I'm not too worried about the Bab and Hittite by YakYak. If we hurt them when they cross our border they will leave, sulk and heal.

One of the catapults between RR and Halifax under the vSpear needs to go back to Halifax. The other can move towards the front, either the north or south front.

Yakkity Yakutsk needs a 2nd vSpear for defense. And until the unfriendlies leave, keep two catapults in YakYak, but send any extras to the front.

We have four cities with barracks and three without. The non-barracks are making catapults as fast as they can and that is good. I think we need our barracks to produce 1 vSword for every vSpear or vHorse they make. This would make our forces about 50% attackers (Swords), 25% defenders (Spears) and 25% cripple killers (Horses).

Having said this, MM needs to make a vSpear for YakYak after the settler (and to allow MM time to grow). Then we need to use MM wisely to make both fighters and settlers.

Our current military looks like this:

Military:
  • 01 Settler
  • 04 Workers
  • 01 Archers
  • 17 Spears
  • 07 Swords
  • 03 Horses
  • 15 Catapults
  • 01 Army
Total units: 49 Allowed units: 28
Slaves: 4

Three of the Swords are in the Army, one cannot promote for a while, leaving three Swords in the field.

Hope this is not overkill on the notes.
 
Roster:
  • Aabraxan - skipped, 'puter issues
  • Phaedo - UP!
  • CivActuary - on deck
  • Norton II - warming up
  • D'Artagnan59
  • CommandoBob - just played
 
CommandoBob said:
North Russia 10 AD
Hope this is not overkill on the notes.

Detailed notes are always apreciated:) . Regarding our new city near the ruins of Alepo, the plan is to put it on te hill where the spear is now right? No point putting it in the velley is there?

As I recall, we are looking ot put another city up in the NE too right? I don't think I'll get to it in my set but it would be nice to havea consensus on where it goes in case I do. On the hill next to the iron or 1 square NE?

On the war front, Hattusha is next on the hit list I assume. That and fighting off attacks from the North. It would be nice to get rid of Atlanta but I guess that is a bit lower on the priority list.

Research is going towards Monarchy.

Anything else?
 
Nice work, CB! :clap: We're finally on the offensive, at least on one front. The next moves seem pretty obvious--continue research toward monarchy, hold the line in the north and west, and take out Hattusha (and later, Hattusas). A couple of things to consider, though: First, should we resettle the city west of MM near Atlanta? That way, we'd have a nice ring around the capital. Also, we still have a monopoly on lit (as far as we know), and no one's started the Great Wall yet, either--should we start a wonder in MM or use it to build more units, at least for the time being?
One minor quibble with CB's notes: The flood plain tile SW of YarYar is adjacent to a river (I could tell because it produces 1 gold without any improvements) and can therefore be irrigated without our having to irrigate any other tiles.
 
Phaedo said:
Regarding our new city near the ruins of Alepo, the plan is to put it on te hill where the spear is now right? No point putting it in the velley is there?
Yes, that new city will go where the rSpear is now. That way it is still only one turn walking from Rowdy Rostov.

As I recall, we are looking ot put another city up in the NE too right? I don't think I'll get to it in my set but it would be nice to havea consensus on where it goes in case I do. On the hill next to the iron or 1 square NE?
We do need to rebuild One Horse Town (to the NW), but we'll need a couple of vSpears and maybe a catapult or two to defend it. The Yanks have been more focused on YarYar, so perhaps a vSpear will hold it for a couple of turns until MM cranks out another vSpear. Don't want to take a Spear from YarYar; never know when that last Spear will be needed.

Can we make Yakkity Yakutsk a 6 turn settler pump?

Norton II said:
Also, we still have a monopoly on lit (as far as we know), and no one's started the Great Wall yet, either--should we start a wonder in MM or use it to build more units, at least for the time being?
For now we should build units and make cities. Let's build toward the Hittites (Aleppo replacement), fill in the gap to the NW and then expand to the NE.

(The Great Wall sure sounds appealing though.)

I considered starting a library in YakYak but think that it is too soon for that. We need to whittle the Hittites and Babs down a bit, place a few more cities and establish a solid border. We have 7 cities now, looking to grow to 10 pretty quickly. As a quick guess, I think we need to have 15 cities before we begin any libraries. I don't want to wait that long, but AW puts a premium on good fighting units. It will be a major effort to get to 15 cities, whether we build them or take them.

That's just my take on libraries, we need to discuss it in more detail.
One minor quibble with CB's notes: The flood plain tile SW of YarYar is adjacent to a river (I could tell because it produces 1 gold without any improvements) and can therefore be irrigated without our having to irrigate any other tiles.
Oops! :blush: I was going from memory and screenshots at this point.
 
Aabraxan said:
I swear, not having home internet right now is killing me! :mad:

Nice work, Cbob.

Umm, maybe I don't understand the term "flood plains" properly, but shouldn't they always be next to rivers?

lurker's comment: Indeed, they should.
 
True; I shouldn't even have needed to check. :blush:
 
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