CBob01 AWM Training Day Game

I got it. I won't get a chance to play today but I'll get them played tomorrow:)
 
The continuing saga of the the glorious Russians' march towards their rightful domination of the World

As we are planning to follow the historical Russia's lead by skipping the capitalist phase of historical materialism, we don't want to be in that same position where we are a backwards civilization trying to catch to the rest.

Despite our glorious plans, our more immediate goals seems to be getting our war machine up and running and get on the offensive in the north and west.

T00 10 AD
Have a look around and there's not much to do. Change the Yak Yak citizen back to the sugar. With a gran, it will grow in 5 and can build a settler in 5. The gran will take 10 turns by which time, it will be at around 6 pop, maybe less as those archers aren't going to go anywhere and will keep occupying the sugar every once and a while. I would really like a couple more swords but I guess it can't be helped for now. Decide to switch.
hit >return<

IBT Hittites want to talk but no deal. A bunch of units move around and the Yanks have sent 3 swords towards Yar Yar and the Krauts are sending a settler pair that will probably go for our NE.

T01 30 AD
We could use a couple more cats but after that I think SSP is going to change to a settler and maybe Halifax too. Hali may want a rax to hep on the offence or spears at least. We'll see...
Build Hot 'n Spicey on the spices and start on walls.
Bombard and redline the Hittite archer near Yak Yak
Move the rSpear to the mt as there are 2 3MCs next to him. I see an American scout.
Fortify the vSpear in RR
Change MM to a spear and SSP to a scout. We can take them and pilliage the horses and then walk across the mountains to the iron and get that. Depriving the Yanks of iron will help us a lot more than an extra spear in Yar Yar.
Bombard the 2 German swords in range and redline the mountain one. Attack with an archer and kill him. Move the rSpear to the mt to defend. The only units that can attack them are 2 German swords: 1/3 and 3/4.
I want to clear out the jungle so I can road between Hali and H&S so the cats bombard and redline everyone. The last cat on the road moves to Hali and successfully bombards the Bab spear for 1
SSP's cat goes to Yar Yar and MM's cat crosses the river to replace him.
Our vet spear in the stack the redlined Hittite archer and wins but is redlined. A vSpear moves over to defend him (even though I doubt a redlined AI unit will attack)
The horse and Mr. RR move to Hittite Mt with a vSpear, the workers move onto the open BG and the woulded eSword moves to the road where the stack was.
Our sword army attacks the Hittite archers across the river, kills one and only loses 1 hp (3-0). Fortifies
The 2 slaves will move to Yar Yar with the cat

IBT Well, the 3/4 Kraut sword did attack but died on our mountain rSpear with no loss. More Yank swords move to Yar Yar and a yank settler pair moves onto our old One Horse Town spot. Things are getting dicey on the western front

T02 50 AD
wounded swords and vSpear move to H&S
Sword Army takes out a retreating Bab archer
cats in H&S move to bombard the 3MCs that moved up near Hittite Mt and redline both. One is killed by Mr. RR and the other by our horse who gets yellowlined and moves back to the Mt
Yar Yar bombs the settler pair, redlining them and they are taken out by our eSword. The archer/spear combo moves back into Yar Yar and the rest of the cats are able to yellowline the US sword on the FP
There aren't many safe places for our workers to work but the 2 slaves move to the hill N of Yak Yak.
The vSword from IH moves N to threaten the US settler pair.

IBT The swords near YarYar are massing. The Hittites drop off an archer next to Yak Yak and their settler pair moves to the old Aleppo spot
Reports of a massive Barb uprising near SSP

T03 70 AD
2 cats redline the spear of the settler pair on old Aleppo
the rest move back to H&S and redline the H archer that moved up to threaten H&S
Our sword army continues to mop up the babylonians without any losses
Our Mt horse takes out the settler pair (2 more slaves!)
The cats in Yak Yak redline the new archer
Cat in Halifax moves with a spear to attack the Bab spear but fails to do any damage
Bombard the Yank rSword on our FP, redline it and attack with our vHorse but lose!
Moscow's horse kills the redlined archer next to Yak Yak

IBT German sword dies attacking YarYar. US settler pair moves onto the oasis and SSP starves. Hittites replace their redlined archer near H&S with a fresh one the Bab spear moves onto the other sugar near Yak Yak

T04 90 AD
Halifax builds a cat and changes to a rax
Found Murmur (instead of Murmansk) near the old Aleppo site, starts on walls.
SSP cat moves to bomb the US settler pair but fails. Our vSword attacks and is now elite
Bomb the new Harcher near H&S and finish him off with the sword army (it'll move back to H&S next turn to heal up to full strength)
redline the bab spear on our sugar. Finish him off with our horse who gets promoted to elite
move the southern slaves to the jungle square to complete a 2-square road between Halifax and H&S
Move a scout pair from MM towards the lake mountains
Move a worker S of Yak Yak to start irrigating and roading and cover him with a vSpear
Mr. RR and the vSpear go to Murmur and the rSpear goes to Mt Hitty. Moves the horse onto the road to move to Murmur too but then thought better of it and moved him back to the Mt. (wasted move when he could have been healing. Grrrrr.)
Bomb the Kraut swords on the mt S of YarYar, redline one and yellowline the other. Attack with our eSword and win without damage. Take out the other one with the archer and cover with the rSpear.
Check out our cities and make sure they are all working the proper tiles.

IBT A couple of bab swords move up S of H&S, US sword attacks our mountain rSpear and dies (spear lost 1HP), the Yanks send an archer towards YarYar.
Hittite archer attacks our worker and spear and dies
The Aztecs have completed the Pyramids

T05 110 AD
Scout pair moves next to US horses
New eSword moves towards YarYar
Yak Yak gets 3 cats and Hali gets 2
All S cats move to H&S, the 3 there bomb the new Hittite sword unsuccessfully
We were unlucky on the last bombardment so I attack the redlined US sword with the archer S of YarYAr and kill him with no damage
Bomb the units around YarYar, take 1 hp off the German sword and redline the US one
The sword army goes back to H&S to rest.

IBT 3 German swords move towards YarYar, 3 Bab swords advance towards H&S and 2 3MCs move next to Murmur (maybe I shouldn't have moved the cats back to H&S)

T06 130 AD
Bomb the archer near YarYar (the sword retreated)
Bomb the v3MC near Murmur (there was 1 cat there) and hit
Bomb the Hittite sword and archer S of H&S: redline the sword and yellow for the archer
eSword attacks the archer and wins. Put one of the vSpears on the workers as the Sword army and the other vSpear are plenty of defense against a redlined sword:)
Finish off the redlined archer by YarYAr with an eSword but no leader
Send the 2 Hali cats towards the southern front
Scout pair moves onto US horses

IBT Lots of movement. It's easier to just give a screen shot
img_094.jpg


img_095.jpg


T07 150 AD
Take out a couple of the Bab swords but the army goes down to 8/13
The two cats from RR redline the 3MC that bypassed Murmur. Take him out with the vSword who is now elite
Find the horse on the mountain is now healed (forgot about him. I should have taken out the 3MC with him)
SSP cat moves to YarYar

IBT German sword kills our scout pair. So much for that
Hittite sword attacks the spear protecting the worker E of H&S and dies. German swords impaled itself against YArYAr, 3MC unsuccessfully attacks the spear/sword pair near Murmur
Hittites are buildning Sun Tsu's

T08 170 AD
Mt horse kills redlined 3MC. Murmur bombs teh other one to yellow and our eSword kills it (no damage)
Bomb the forces around H&S. Take out the Hittite settler pair with a vSword, take out the wounded Bab sword with our eSword and the bowman with the army
Redline both Kraut swords next to YarYar and take one out with our eSword
Move a settler pair to the Mt S of OHT ruins and send the vSword from RR across the river to join them next turn

IBT Arabs have finished the Oracle and a Med Infantry is dropped off by a Hittite Galley!

T09 190 AD
Redline all the units within reach
Horse from Yak Yak takes out the Hit Sword they dropped SW of Hali, wins but is redlined
eSword on the hill S of Murmur finishes off the 3MC with no damage
I wish I had attacked Hattusha with the army when I had the chance.

IBT Hittites are building Sun Tsu's

T10 210 AD
Found New Horse Town, start on walls
Bomb the bowman stack S of H&S with 2 successful hits
Take 2 hp off the MI near Murmur
Redline the sword on the Mt next to YarYar and take him out with our archer (now vArcher)
Leave 2 cats in Hali and send 1 to RR
Bring back the sword of the Murmuring hill and move a sword into New Horse Town

And I'm done. I hired a specialist in RR as he was the only one we were keeping happy with the extra 10% lux and turned our research up to 50%. Murmur looks like it is going to see serious pressure from the Hittites and the Babs will keep sending units to H&S. Strangely, the North feels much more secure at this point but New Horse Town need some serious protection.

Here's the North
img_096.jpg


And here's the South
img_097.jpg
 
lurker's comment: Well done, Phaedo.

The going is pretty tough, and it's gonna get a whole lot tougher now you're facing MI's; how close are you to the MA's?
 
Phil, Currency, Poly and Code. We are actually in a bit of trouble:(
 
Good job Phaedo. Three new cities (with snazzy names), lots of AI dead and several units promoted to Elite. And slaves, too.

Random Thoughts

I haven't downloaded the save but if we are seeing Maces then we are falling behind in tech. I wonder if switching Halifax to a library will help any.

Along with this, we are spending a lot of gold on happiness. Connecting the spices helps. That gives us 3 content citizens per city (first 2 are content due to Monarch, third from the spices). I think we need to reconnect the wines to give us 4 content citizens per city, which will let us reduce our luxury rate (I hope) and increase our science rate.

But to reconnect the wines will be a major effort. First we have to eliminate any AI on that hill (which they love for some reason), get workers and defenders onto that hill, connect the wines and then leave defenders on that hill, like a West YarYar.

Or we add two cities in the North, one 2NW of the wines (on a hill) and the other 1SE of the oasis west of YarYar. These two cities would be attacked by the Germans and Americans instead of YarYar and the wine would be rather safe. But to do so means ignoring the Hitties and Babylonians for a while and I really don't want to do that.

Another thing we could do to reduce our luxury rate is to keep our cities at size 4, but I don't think this is possible in our core. On the border, maybe.

We need to road the forest game tile 1W of Rowdy Rostov. This should be easier at this point, as Murmur is taking a lot of Hittite heat.

MM and YakYak are building settlers. Where are they going? Would libraries be better?

I don't see any luxuries in the unsettled NorthEast, so moving there is not that critical. And with both Germany and the US sending settler pairs that way, let's leave it empty for a while (another turnset) and capture slaves. We do want to settle that area before someone sends a galley with a settler pair.

I don't see any luxuries within easy reach. Have I missed something?

Hittites are building Sun Tzu's Art of War. Be nice to capture that, if they do build it.
 
The settlers can be changed, I guess when they were being built, I was thinking raze and replace but that's not going to happen soon.

We are actually only spending 20&#37; on happiness but we are 13 units over our max and we need more (we are nowhere near ready to switch to Monarchy). 3 cities would allow us to up research at least 10%.

Another possibility for wines is across the moutains from IT and settle directly on them. That city would only take heat from America (who aren't really that tough). Having said that, in the mid term, getting cities on the western side of the lake mountins would be very helpful. It's those hills and mountains that make the constant agression against YarYAr so difficult. They get hurt, move into nicely defendable mountians, heal and move closer while the old positions get taken by new units. If we could get a city on one of those hills by the oasis (I'd take the chance on the volcano as it's already blown), it would take the pressure off YarYaar and be a hill town defending against units on plains and desert.

Taking out Hattusha Asap will help quite a bit as well as those Bab bowmen aren't so bad. Another city south of Murmur between the wheat and tobacco would be nicely defendable and definately grab the Hittites attention.
 
The settlers can be changed, I guess when they were being built, I was thinking raze and replace but that's not going to happen soon...

Another possibility for wines is across the moutains from IT and settle directly on them. That city would only take heat from America (who aren't really that tough).
I'm blind. I missed that wine entirely.

I like this idea. Iron Hill has seen very little action and this new city may be just as lucky. And we could do this for fewer units that we would need to make YarYar Winery Fortress.

Ideally, we would road the hill and mountain before we built the new city. But if we let either MM or YakYak complete their settler, we will be building the city first and then connecting.

Earlier I mentioned about Halifax changing to a library. Forget that, let it finish the barracks to support H&S. But I do think that one of our settler builds shoud switch to a library and after the library switch back to a settler.
 
Good work, guys.

MI's... Great.

It's been awhile since we discussed, but I'll bring it up again - should we be building the GL somewhere? Do other Civs have Lit yet?
 
MI already?! Oh wait, monarch, right. All you can do is pray that your spearmen will survive. On the other hand, what you can do is beat them before they can attack. But that requires more luck. Instead, hope that they stack up and bombard them. Beat them to bits with swords and leave 1 standing (weakened). Hopefully another stack will appear, and so on....

CBob is SO right. Any lux would help. Not only are your costs diminished empire-wide, but you can research more. And don't raise the lux tax to keep a settler factory (not that you have one) or something growing. A scientist is more important.

As for the techs, you're down 5 (you need feudalism too). Luckily, you have construction and most of poly complete. Currency is the longest one you have left. CoL and philo are shorter. Do those first. Because you need to save time. Currency should be done last; after researching CoL and philo, the AI will have more time to get currency, making it cheaper and faster for you to research.

Feudalism can be obtained if you're lucky. Engineering is good too for the rivers. But Monotheism would be just as bad as getting mononucleosis at this point because without those horses, Chivalry (from Feud+Mono) is useless.

Troop Suggestion:
Move your army to the north and west. It can remove the Americans and secure you the horses (making Monotheism only a slightly bad free tech). It can also remove the swordsmen in the north, giving you access to the wines, decreasing the luxury costs.
For the south, send down catapults and spearmen and some swordsmen. Probably to Murmur. They can get rid of the medieval infantry the Hittites are sending at you. If you can attack first.... As for HnS (I refuse to type the Spice Town's name), bowman give little threat and can simply defend. An archer, two spears, and a walls should suffice.
Settling: should be NW, as I can tell from the pictures. Make 3 and send interior defenders. (1 spear for each settler). 1 comes from MMoscow and 2 from YYakutsk. Hopefully, only the barbs can tell that they've come. A possible killzone may arise if you settle correctly. The catapults of SSt.Petey's should prove useful as the German and American swordsmen trek westward in vain as they are cut down in unison by the army you've sent up there and the swordsmen (and archers) prowling about the region.

Libraries: Who needs them? At this point settlers would actually help more. They reduce the # of people, hence lower lux tax. Also, they increase unit costs (assuming they get to settle). Overall, you'll have extra money for increased science spending.
 
Good set, Phaedo. Got the save? Are the Hittites still the only civ in the MA? Also, should we head straight for the MA or research monarchy first?
 
It's been awhile since we discussed, but I'll bring it up again - should we be building the GL somewhere? Do other Civs have Lit yet?

Not yet. We still have a monopoly on that one

Currency is the longest one you have left. CoL and philo are shorter. Do those first. Because you need to save time. Currency should be done last; after researching CoL and philo, the AI will have more time to get currency, making it cheaper and faster for you to research.

I agree

Feudalism can be obtained if you're lucky. Engineering is good too for the rivers. But Monotheism would be just as bad as getting mononucleosis at this point because without those horses, Chivalry (from Feud+Mono) is useless.

We have horses at Halifax

Settling: should be NW, as I can tell from the pictures. Make 3 and send interior defenders. (1 spear for each settler). 1 comes from MMoscow and 2 from YYakutsk. Hopefully, only the barbs can tell that they've come. A possible killzone may arise if you settle correctly. The catapults of SSt.Petey's should prove useful as the German and American swordsmen trek westward in vain as they are cut down in unison by the army you've sent up there and the swordsmen (and archers) prowling about the region.

Actually, the settler pairs get stopped by YarYar. The Germans go through our territory rather than the Americans' and they are easily pounded and taken for slaves

Got the save?

Doh!:wallbash: It's attatched to this one

Are the Hittites still the only civ in the MA?

It looks like the Germans are in the MA too:(

Also, should we head straight for the MA or research monarchy first?

If we switched to Monarchy now we wouldn't be able to support our rax let alone do anything else. We need more cities and more happy to make it effective. Stronger units would allow us to decrease the overall size of our army while still being effective. I'd say go for the MA first. The faster we get any of those feudalism units the better

On the topic of Feudalism: Can we pre-select a tech to research just before we switch to the MA and thus disqualify it as a free tech like you can when you pop a hut with your first settler? If we only have one more tech in the AA that will be the necessary path to the MA. Could we select Monotheism (funny that Monotheism is in the MA when historically it predates iron working) and thus ensure ourselves getting one of the two we want more?
 

Attachments

On the topic of Feudalism: Can we pre-select a tech to research just before we switch to the MA and thus disqualify it as a free tech like you can when you pop a hut with your first settler? If we only have one more tech in the AA that will be the necessary path to the MA. Could we select Monotheism (funny that Monotheism is in the MA when historically it predates iron working) and thus ensure ourselves getting one of the two we want more?

lurker's comment: You can pre-select by going to 'The Big Picture' option, but I don't think it disqualifies it as a free tech.
 
As of yesterday, my home pc is functional. As I'm what I like to term "technologically reclined," I'm really not sure if I've fixed the problem(s), but I once again have internet and CivAssist II.

That said, it looks like Phaedo just played, so I'll just plan on picking up on the next round if there are no objections. That will: (1) give me a chance to refamiliarize myself with where we are; and (2) keep the rotation in order. That said, I should also warn you that my work schedule just increased by a considerable amount, so playing will be a bit slow.

By the way, if you really want to feel like you're flying blind, play without the benefit of CAII for a while. I had C3C, but no CAII and no internet to restore it for a while there. I had no idea how fast CAII would spoil me.
 
As of yesterday, my home pc is functional. As I'm what I like to term "technologically reclined," I'm really not sure if I've fixed the problem(s), but I once again have internet and CivAssist II.

That said, it looks like Phaedo just played, so I'll just plan on picking up on the next round if there are no objections. That will: (1) give me a chance to refamiliarize myself with where we are; and (2) keep the rotation in order. That said, I should also warn you that my work schedule just increased by a considerable amount, so playing will be a bit slow.
Welcome back Aabraxan! Go ahead and take the next 10, I'll stay on deck and play after you.
 
Welcome back Aabraxan! Go ahead and take the next 10, I'll stay on deck and play after you.

Thanks, but I'd actually prefer to pick up next round, if that's OK. I haven't figured out where we are in Phaedo's TDG, but it's seriously low on players and I might be needed there. Besides, my workload just increased dramatically and I'll need to stagger playing times between the two games.
 
Thanks, but I'd actually prefer to pick up next round, if that's OK. I haven't figured out where we are in Phaedo's TDG, but it's seriously low on players and I might be needed there. Besides, my workload just increased dramatically and I'll need to stagger playing times between the two games.
Ah. Thought you meant you wanted the next round as in the one I hadn't played yet. OK. I got it then ;) I will likely start playing tonight after discussion of the goals.

Goals:
Long Term
- Some thing we do every night, Pinky - try to take over the world!

Mid Term
- Take out Hittites while defending against the others
- Catch up in techs

Short Term
- Settle on wines E of IH?
- Take out Hattusha? If we do, we'll raze and replace where, 1S?
- Wait to settle up N to be able to capture more slaves?
- Research - after we finish what are after now - CoL and Philo at max?
- GL?
 
That's southwest of Iron Hill by the way. Sounds actually quite good, but rather difficult to connect back to the mainland. It's best to try though, if you can get the army there and defend it for ~15 turns....

But that's not the point. It's probably safer to go NE. We all know you need the unit upkeep.

As for Hattusha, are you willing to risk the rest of the empire for about 4 turns and then even more as you settle it again? (Assuming the army takes it.)

I had no clue you had that slave 'trade' going on up there. Sounds good though. But you still have to settle there, so don't fill it up completely. (leave a bit of space).

No GL; you don't have time. But the techs are correct.
 
That's southwest of Iron Hill by the way. Sounds actually quite good, but rather difficult to connect back to the mainland. It's best to try though, if you can get the army there and defend it for ~15 turns....

But that's not the point. It's probably safer to go NE. We all know you need the unit upkeep.
SW. You are correct of course. Hmm, my wife always says I have a backwards way of looking at things... :blush:

Anyhoo, Certainly safer to go NE. And decreasing the unit upkeep may be even better than adding the additional lux at this point. Times like this I really wish I could look at the save here at work so I could sound more like I knew what I was talking about. ;)

As for Hattusha, are you willing to risk the rest of the empire for about 4 turns and then even more as you settle it again? (Assuming the army takes it.)

I had no clue you had that slave 'trade' going on up there. Sounds good though. But you still have to settle there, so don't fill it up completely. (leave a bit of space).

No GL; you don't have time. But the techs are correct.
I doubt I would be able to fill the NE entirely during my turnset anyway.

Is there an old dotmap somewhere of the NE? This first obvious site to me is that gold hill btwn Yak and SSP

That's kind of why I brought Hattusha up - the sites for resettling it look hard to defend.

Might have more questions once I open the save this evening, so may not actually get around to playing tonight, more discussion is certainly welcome.
 
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