CBob01 AWM Training Day Game

How long will it take to make a mine on a hill? . . .
Now, I have assume that all these units are present to make the mine and are not just passing through. If some are passing through, I've just made a mistake and I apologize in advance. The purpose is to teach something I've learned, not to point out mistakes.

A lesson well worth pointing out, CommandoBob, but some of those were just passing through, IIRC.

I was trying to increase the shield production at Iron Hill and my options were: (1) mine a roaded hill; or (2) clear the marsh and mine it. Every other tile around IH is already improved. I can't recall off the top of my head how many workerturns it takes to get the marsh cleared and improved, but I remember thinking that it would be faster to mine a roaded hill.

Hattusas -- It needed walls at one time, but I don't think it does any more. I remember thinking that I needed to change that build, but obviously forgot to do so. My mistake.
 
I would also strongly advocate using the YarYar settler to plant a town by the volcano...The faster you shore up that mountin range, the more secure we become.
Good point. I seem to have placed YarYar into a 'defense only' city and that needs to change.
I also don't think you need to upgrade any spears.
Okay.

AND SETTLERS!!!:D We have tons of room, lets get it populated for unit support if nothing else.

- That big empty spot between Ellipi and Ugarit is crying out for a city. As are others - with every settler built and new city founded, we decrease our unit support, which is critical right now.
Didn't see that area, was only using my memory at that point. Good call for both of you.

- Re: Upgrading. Instead of upgrading spears to pikes, I would agree with Phaedo - up the cats to trebs.
Good point, will do.

- Re: German battle plan. I would take whatever city that is SW of Frankfort before moving on to Leipzig, that way we would not have to backtrack later.
I think that city is Chicago, but we'll have to find out.

What I have in mind is getting our main forces together to go to Frankfort and then the new forces we make take out 'Chicago' and begin to move up the west coast of Old Germany.

Along with this, if we build a volcano area city, units there would wear down/capture Bremen and Munich and then join in on the post Berlin bashing.
- Could we stand a few markets in our core now?
:eek: ...Hadn't really considered markets until you mentioned them. I figured we would handle happiness by connecting luxuries. Which was fine in Despotism, where MPs would help keep things in order. Now we are in Monarchy and that doesn't work. And the three luxuries we have would make six citizens happy in each city with a market, right?

I'll look at sneaking a market into the production queue along with the libraries. And like the libs, it may be only one at a time.

A lesson well worth pointing out, CommandoBob, but some of those were just passing through, IIRC.

I was trying to increase the shield production at Iron Hill and my options were: (1) mine a roaded hill; or (2) clear the marsh and mine it. Every other tile around IH is already improved. I can't recall off the top of my head how many workerturns it takes to get the marsh cleared and improved, but I remember thinking that it would be faster to mine a roaded hill.
My bad on the workers. I got into a hurry (and I should know better than that by now!)


I think it takes 16 WT to clear a marsh, but I'm not sure. I know it is some multiple of 4, and not 3, which makes it a bit harder to work with.
 
lurker's comment: I'd say the removal of the Despotism tile-penalty is good enough for a switch. :)
 
:eek: ...Hadn't really considered markets until you mentioned them. I figured we would handle happiness by connecting luxuries. Which was fine in Despotism, where MPs would help keep things in order. Now we are in Monarchy and that doesn't work. And the three luxuries we have would make six citizens happy in each city with a market, right?

I'll look at sneaking a market into the production queue along with the libraries. And like the libs, it may be only one at a time.
Both for the happiness issues and, since we are not running full SCI, it might help out our treasury as well. I agree with you to only sneak 1 in at a time, we still need units.
 
CommandoBob's comments on workers and workerturns brought some things to mind that perhaps warrant a mention. During my turnset, I noticed that we had what I thought were odd-sized gangs of workers. For example, I found a gang of 5 slaves. My first impulse was that it was an automatic waste of worker turns and I began the process of "fixing the problem" by breaking up the gangs and reassigning the slaves.

However, upon reflection, it occurrs to me that whoever put the gang in that configuration might simply be using workers differently than I do, without wasting workerturns, simply by allowing the improvements to take longer to complete. For example, I considered 5 slaves (one of the gangs I found) to be an "automatic" waste of worker turns, because you've got an odd number. That may not be the case, however. If roading takes 3 turns and irrigation 4, a gang of 5, with 3 set to roading and 2 to irrigating would finish the road in 2 (and that gang could then move on), and the two would finish the irrigation in 4. No worker turns wasted that I see. But that's not the way I'd do it. I'd most likely assign 4 to irrigation (to be done in 2) and 1 to road (to be done in 6). When irrigation finished, there would be 4 turns left on roading (with 2 slaves). Naturally, this is all situation-dependent, but I realized that I may simply be operating on an incorrect set of assumptions.

I guess what I'm getting at is that I began the process of putting workers in gangs of what I thought were the "right" size. I don't want our team to waste tons of worker turns reassigning and moving workers around, and so I think maybe some discussion of how we use our workers may help us using our workforce in a coherent fashion.

I have very little patience and tend to put workers into large gangs so that they can finish projects inside one turn, where possible. When that's not possible, I tend to cut the turns required to finish projects as much as possible, without having to resort to mixed native/slave gangs. (I can do the math for those; I just don't like to).

I would also add that I'm really not very good with workers and workerturns, so this is an area that I could use some help in, OK?
 
I just checked and you are both absolutely right. I stand corrected. Silly me for doubting you Buce:)
 
One certainly can't argue against success. You've vanquished the Hittites and have America on the ropes. :goodjob:

As far as cultural pressure goes, this is monarch level, so I would think cultural pressure would not be that big an issue. I see the Babylonians have towns which have not yet culturally expanded beyond the starting 9 tiles. How much risk do you feel is really there?

In terms of leaving captured towns undefended, that would certainly be unwise. Supporting units that an MI or sword army might include in a stack are garrison pikes.

As far as pillaging salt goes, if you don't know where it is, it seems like a lot of effort is expended to pillage every possible tile source. Nothing will prevent the AI from rebuilding the roads as the army moves away from an area. It seems to me that if the armies can hasten the demise of the enemy, so much the better. Knowing gunpowder won't help a civ if they're dead. ;)
 
A final note to Cbob. If you are going to try to plant that city near the volcano, I would suggest you move the settler up from JB rather than over from YarYar. The cats can't travel over the mountains and any units trying to attack them will get a terrain advantage. I was able to move the settler with a stack if cats and some offensive units up the western hills and as soon as the city is founded, it takes the new pressure.
 
[IBT Pre-flight 950 AD](Turn 210)
We have 31 slaves and 4 worker, per CAII.
Sell all the barracks. We now have 405 gold.
Wake eSword in New York, send west to protect one catapult in America, the safer one (not enough movement to get to the far west catapult).

Hattusas walls -> trebuchet, 16 turns.

Can we get Invention quicker? Not really. At 70% science we learn Invention in 4 turns but at -36 gpt or -144 over those four turns. Currently we lose 50 gpt over five turns.
I'll stick with the five turns.

Hit Enter.
We kill a Bab Archer (1 of 1).
We lose a Pike to a German Archer (1 of 2).
We kill a German Archer (2 of 3).

Yakkity Yakutsk library -> market, 9 turns.
Hot'n Spicey vPike -> vMace, 6 turns.

01 960 AD

Hattusha is cranky, hire a geek.

According to Map Stat, America has 4 cities.

Pounding of Philaedelphia (3)
1HP on rSpear, 1HP on rSpear, 1 HP on rSpear, 2nd HP on rSpear, 2nd HP on rSpear, 2nd HP on rSpear.

Battle of Philadelphia (3)
vMace vs. rSpear 1/3, Mace wins (3 of 4).

All three defenders redlined, but only one attacking unit in position.
Move eSword to join the attack on Philadelphia.
Move seven catapults into New York and upgrade six to trebuchets, 30 gold each, 180 gold total.
Move Third Sword Army (9/14) to support the attack on Philadelphia. Will only attack if needed, letting the Mace and Sword try to get glory and a promotion.

Empty Hattusas of settler, eMace and catapults, head 2SE to make new city.

Road completed to New York.
New York vSpear -> vPike, 16 turns.

Settlers and protecters from YarYar head 1NW.
First Mace Army heads west and get stuck in some mountains (bad directions on my part).
First Sword Army, in Germany, tries to heal.
Find slaves B1, B2, B5 and B6 but not B3 and B4. They are history, so I'll rename those units to something else.
Create Slave Group C (C1 to C6) 1W of New Horse Town, making a mine.

Minor Skirmishes
vHorse vs. German vArcher 1/4, Horse wins (4 of 5).
vSword vs. German rLongbow 2/3, Sword wins (5 of 6).
vMace vs. German vLongbow 2/4, Mace wins (6 of 7).
[IBT]
German Archer kills our vHorse (6 of 8).
German Mace in the mountains dies to a vPike (7 of 9).

Mosiac Moscow vMace -> market, 10 turns.
Iron Hill vMace -> library, 4 turns.
Rowdy Rostov vMace -> vMace, 6 turns.
Hattusha trebuchet -> settler, 15 turns.
Halifax trebuchet -> settler, 5 turns.
Somewhere City vPike -> vMace, 8 turns.

02 970 AD

Settler stack from YarYar 1NW into German territory.

Pounding of Philaedelphia (3), Round 2
1HP on rSpear, 1HP on rSpear, 2nd HP on rSpear, 2nd HP on rSpear.


Battle of Philadelphia (3), Round 2
eSword vs. rSpear 1/3, Sword wins (8 of 10).
vMace vs. rSpear 1/3, Mace wins (9 of 11).

Good News
970AD_PhiladelphiaTrimmed.jpg



And Philadelphia is now Russian.
We capture two slaves.

We build Nowhere City 2SW of Hattusas, on a hill, grows in 10, vPike in 30.
Philadelphia (2) has one resister, one geek, zero growth, vMace in 40.

Slaves 2SW of New York, 3 make road (2 turns), 1 begins to mine (12 turns).
New slaves in Philly go to join these slaves.
Slave Group A connects the wines near Savignon Samara, increases commerce from 14 to 15.
Begin a road 1E of Anywhere, to connect to the roads of Ellipi.

New Trebuchets in New York move westward to the protection of Third Sword Army.
Shuffle vSpear from West Moscow to New York.
vSword in New York heads west to Third Sword Army.
vMace joins them.
Upgrade catapult in Anywhere to trebuchet, to pester Babylon.

Minor Skirmishes
None
[IBT]
German Archer dies to a Pike (10 of 12).
Second Archer kills that Pike (10 of 13).
German Mace kills a Pike (10 of 14).

YarYar vPike -> vPike, 8 turns.
Jellybank vPike -> vPike, 8 turns.

03 980 AD

YarYar settler stack move 1W onto hill 1N of volcano.
Slave Group A irrigates the wines.

Minor Skirmishes
eSword vs. German vMace 2/4, Sword wins (11 of 15).
Now, no Germans in sight around the volcano.
vMace vs. German vArcher 1/4, Mace wins (12 of 16).

Pounding of Ellipi (3)
1 HP on rPike.

Move Mace and Sword into Philly to stop the resistance.
Swap some tiles around, MM gets market in 8, Iron Hill gets lib in 2.
[IBT]
Lose a Spear to a Babylonian Archer (12 of 17).

04 990 AD

Resisting Cities
Philadelphia (2) resistance is over.
Firing the geek delays learning Invention, so I hire him back.

Drop science to 10% and still learn Invention this turn; +62 gpt.

Pounding of Ellipi (3), Round 2
Miss.

Move in 2 trebs to the Ellipi stack.
Ellipi attack force: 5 vMaces, 1 vPike, 1 vSpear, 4 trebs.
Rename B5 and B6 to Worker, move to the flood plain 1SW of YarYar, to irrigate and road.

Road completed 2SW of New York, remaining workers help make mine, 2 turns.

Washington has a river on the south side of the city. We'll have to cross the river for our best attack odds. Which means two turns of walking in German territory instead of one.
Third Sword Army moves 1SW of Washington.
First Mace Army, along with 1 eSword, 3 vMaces, 1 vSpear, 13 catapults and 6 trebuchets, are 1SW-1S of Washington, just inside the border.

Build Lava Town 1N of the Volcano on a hill, grows in 20, walls in 20.
Fortify 2 vPikes in Lava Town.

Create Slave Group D 1E of Anywhere; they begin to mine the grassland.

Minor Skirmishes
None.
[IBT]
We learn Invention, begin to learn Gunpowder, 49 turns at 10% science.

Iron Hill library -> vPike, 3 turns.
Murmur vPike -> library, 6 turns.

05 1000 AD

Pounding of Ellipi (3), Round 3
1 HP on rPike, 1 HP on rPike, 2nd HP on rPike.

Battle of Ellipi (3), Round 2
vMace vs. rPike 2/3, Mace wins (13 of 18).
vMace vs. rPike 1/3, Pike wins (13 of 19). First attacking loss.
vMace vs. rPIke 1/3, a swing and a kill and a promotion to Elite (14 of 20).
vMace vs. rLongbow, Mace wins (15 of 21).

Good News
1000AD_EllipiTrimmed.jpg


And Ellipi is now Russian.
We capture 2 slaves.
Ellipi (2) has two resisters, grows in 10, walls in 20.
Send the new slaves to the unimproved cow between Ellipi and Hattusha.

Move the Washington assualt force to 1SW of Washington.

Move the C slaves to 1N of Jellybank, to road to Lava Town.

Upgrade the three cats in YarYar and Lava Town to trebs, 180 gold.
Workers clear a jungle tile between Hot'n Spicey and Hattusha. Irrigate to be able to grow this IBT to size 6.

Up the science slider to 50%, we learn Gunpowder in 12 turns, +0 gpt.

Germans have learned Gunpowder, so we do need to pillage their hills.
Babylon has not learned Gunpowder.

Minor Skirmishes
vMace vs. Babylonian rLongbow 2/3, Mace wins and promotes to Elite (16 of 22).

Move a Spear and a Pike into Ellipi to get the city into order. It is too small to starve.
[IBT]
Gold Hill trebuchet -> vPike, 8 turns.
Anywhere trebuchet -> vPike, 10 turns.

06 1010 AD

Resisting Cities
Ellipi (2) resistance is over.

Pounding of Washington (7)
1 HP on rPike, 1HP on rPike, 1HP on rPike, 2nd HP on rPike, 2nd HP on rPike, 2nd HP on rPike.

Battle of Washington (7)
eSword vs. rPike 1/3, Sword wins (17 of 23).
vMace vs. rPike 1/3, Mace wins (18 of 24).
vMace vs. rPike 1/3, Mace wins and promotes to Elite (19 of 25).

Good News
1010AD_WashingtonTrimmed.jpg



And Washington is now Russian.
Washington (6) has five resisters, one geek, zero growth, worker in 10.

Capturing Washington and hiring the geek has dropped the time to learn Gunpowder from 11 to 10 turns.
Send Third Sword Army NW towards Chicago.
First Mace Army heads NE to pillage the hill between Chicago and Boston (and prevent easy counterattack on Washington).

Both Boston and Chicago are defended by rPikes.

Lava Town is a serious flip risk, almost 1%, and need over 30 units in to prevent a flip. Empty it of most attackers and send them to Bremen.
The new trebs from YarYar move out to help but will not arrive until next turn.
Bremen (3) is defened with an ePike.
Leave 2 vPikes in Lava Town.

Have several trebs from Ellipi to continue to pester Babylon, but don't have enough Maces to be effective.


Minor Skirmishes
vMace vs. Babylonian rSpear 2/3, Mace wins and promotes to Elite (20 of 26).
vMace vs. rLongbow, Mace wins (21 of 27).
[IBT]
Babylonians focus on Nowhere City. Ten units, mostly Bowman (Bab's UU) head that way.
Nowhere City has an eMace in it, with a vPike already headed that way, due there this turn.
Which leaves two units facing one unit this IBT, then two units facing ten next IBT.
Of these Bowman, seven are regular and two are veteran. One of the attackers is an rSpear.


Halifax settler -> vMace, 14 turns.
Hot'n Spicey vMace -> vMace, 6 turns.

07 1020 AD

Resisting Cities
Washington (6) has five resisters, one geek, zero growth, worker in 9.

Pounding of Bremen (3)
1HP on ePike.

The three trebs and vPike from YarYar move to be due south of Bremen.

Move a wounded eMace 4/5 into Nowhere City.
Nowhere City is on a hill.
Shuffle some Pikes to get a second Pike into Nowhere City.
Nowhere City now has 2 vPikes and 2 eMaces to meet the onslaught in two turns.

From the Ellipi strike force, send 1 eMace, 2 vPikes, 1 catapult and 4 trebuchets to Akkad.
Right behind it are another trebuchet and vMace.
Akkad is defended with an rPike.

Washington requires at least 71 units to prevent a flip, which we do not have.
Empty it.
Could abandon it, but I don't want to rebuild it. If it flips, we can recapture.

SettlerToTheDyes, new in Halifax, heads SW.

Minor Skirmishes
FirstMaceArmy vs. rMace, Army wins flawlessly (22 of 28).
[IBT]
Hattusas trebuchet -> vPike, 10 turns.
Silly St. Peteys trebuchet -> vMace, 10 turns.
Iron Hill vPike -> vMace, 4 turns.
Rowdy Rostov vMace -> vMace, 6 turns.
Tyrana vPike -> vPike, 10 turns.
New Horse Town vMace -> vMace, 7 turns.

08 1030 AD

Resisting Cities
Washington (6) has five resisters, one geek, zero growth, worker in 8.


Pounding of Bremen (3), Round 2
1 HP on ePike, 2nd HP on ePike, 3rd HP on vPike.

Battle of Bremen (3)
eMace vs. rSpear, Mace wins flawlessly (23 of 29).
eSword vs. ePike 2/5, Sword wins (24 of 30).

Good News
1030AD_BremenTrimmed.jpg



And Bremen is now Russian.
We capture two slaves.
Bremen (2) has two resisters, grows in 10, worker in 10.
Bremen is not connected to the greater Russian Empire. It is connected to Lava Town, but Lava Town is isolated, though roads are being built towards it.

Pounding of Akkad (3)
1 HP on rPike, 1HP on rSpear, 2nd HP on rPike.

Battle of Akkad (3)
eMace vs. rSpear 2/3, Mace wins and promotes to Mr. Akkad (25 of 31).
MGL Zukhov appears and goes to Ellipi, ending his turn.

See some barbarians SW of Tarsus and Hattusas, in the darkness.

The Chicago Stack of Doom moves 1N, now 1SE of Chicago.

Move units into Bremen to quell resistance.

Minor Skirmishes
vMace vs. German rLongbow 2/3, Mace wins (26 of 32).
vMace vs. Babylonian rLongbow 2/3, Mace wins (27 of 33).
Third Sword Army vs. German vLongbow, Army wins (28 of 34).
[IBT]
In various attacks we win 7 and lose 4 (35 of 45).

West Moscow trebuchet -> vMace, 20 turns.

09 1040 AD

Resisting Cities
Washington (6) has five resisters, one geek, zero growth, worker in 7.
Bremen (2) resistance is over.

Wake up Zukhov and create the Second Mace Army in Ellipi, whose initial focus will be on Babylon.
We are just too weak in the south to be real effective right now, else I would build the Pentagon.
Fill it with 2 vMaces, 3rd on the way, joins next turn.

Pounding of Chicago (3)
1 HP on rPike, 1HP on rPike, 2nd HP on rPike, 2nd HP on rPike.

Battle of Chicago (3)
Third Sword Army vs. rPike 1/3, Army wins (36 of 46).
vMace vs. rPike 1/3, a swing and a kill (37 of 47).

Good News
(Sorry, screen shot disappeared.)


And Chicago is now Russian.
Chicago (2) has one resister, one geek, zero growth, worker in 10.

Move Third Sword Army and bombards north to Frankfurt.
See that the Iron near Frankfurt has been reconnected, but only to Frankfurt.

Pounding of Akkad (3), Round 2
1 HP on rPike, 2nd HP on rPike.

Battle of Akkad (3), Round 2
Mr. Akkad (eMace) vs. rPike 1/3, Pike wins and promotes (37 of 48).
What??

Move the Bremen attack force to Munich.
Will add three more trebs next turn to that force.

Minor Skirmishes
eMace vs. Babylonian rSpear 2/3, Mace wins (38 of 49).
eMace vs. Bablylonain vBowman 1/4, Mace wins (39 of 50).
[IBT]
Mosaic Moscow market -> vMace, 3 turns.
Yakkity Yakutsk market -> vHorse, 3 turns.
Bremen shuts down.
Somewhere City vMace -> vMace, 6 turns.

10 1050 AD

Resisting Cities
Washington (6) has five resisters, one geek, zero growth, worker in 6.
Chicago (2) resistance is over.

Hire a geek in Bremen, until city is connected.

Pounding of Munich (3)
1 HP on vPike, 1HP on vPike, 1HP on rPike.
Three Pikes defend Munich.

Pounding of Akkad (3), 3rd Round
1HP on vPike, 2nd HP on vPike, 3rd HP on vPike

Battle of Akkad (3), 3rd Round
vPike vs. vPike 1/4, we win (40 of 51).
vPike vs. rLongbow 1/3, Pike wins (41 of 52).

Good News
1050AD_AkkadTrimmed.jpg



And Akkad is now Russian.
Akkad (2) has no resisters, grows in 5, walls in 20.

Third Sword Army (with a bunch of catapults and a treb) and First Mace Army move onto hills next to Frankfurt.

Minor Skirmishes
eMace 4/5 vs. vSpear, Spear wins and promotes (41 of 53).

[IBT]

And the save is >>HERE<<.
 
Good News
We captured one city from America: Philadelphia.
We captured two cities from Bablyon: Ellipi and Akkad.
We captured three cities from Germany: Washington, Chicago and Bremen.
We built two cities: Nowhere City and Lava Town.

We have units in place to attack Frankfurt (gems) and Munich (just because) next turn.

We generated an MGL, which became the Second Mace Army, focused on Babylon.

We have a settler in place to build a city on some Dyes (though this can be changed).

Bad News
The German front is broad and our units are thin. German and American cities are spaced far apart, making one-turn walking support difficult. We can use our Armies to lead the attacks for a little while longer, but in a turn or two that may end.

The Germans also know Gunpowder, which we will understand in six turns. Until then, I have just tried to pillage the hills, since we can't see Saltpeter.
Luckily, Babylon does not know about Gunpowder.

The Germans also have a galley coming down the coast, probably heading to Washington, since it is undefended.

Worker/Slave News
We have five Slave Groups: A, C, D, E and F. Group B got broken up along the way, so those units got renamed and assigned elsewhere. One of these is making a road to Lava Town, which is not connected to our Empire. Connecting Lava Town also connects Bremen, which will help with happiness in that town. That road should be completed this IBT.

We have two slaves making a road on the irrigate flood plain SW of YarYar.
We have two slaves making a road from Bremen to YarYar.
All four of our workers are clearing a jungle tile SW of Hot'n Spicey; they have two turns left, I think.
In the jungles north east of Rowdy Rostov are three slaves making a mine on a grassland.

City Build News
Some of our border cities are making walls. Feel free to change this if needed.
Washington is building a worker (really only a slave), just to drop the population down. And the flip risk down, too.
We have one library about to complete this IBT. And I built two markets this turnset. I should have only built one market in the core instead of two. That cost us some units for the front lines.

On libraries, I think a good rule of thumb might be: if the city nets two or more shields, building a library is OK. If it only nets one shield, we should use geeks instead of a library in that city. But I'm not sure about this; seems a bit too easy.

Flip Risk News
Washington is a huge flip risk, needing over 70 units to prevent a flip. Lava Town is also a flip risk, but I think that getting it connected will reduce that a great deal.

In Germany, I feel that we only need to keep Frankfurt for the gems and Berlin for the Wonder and any cities that are on the path to conquering those cities. All others we can raze.

But we need more settlers to replace those cities.

Russian Army
I am not sure of the composition of the Russian military. We have plenty of slaves, but need more units for MP duty than I expected. We have lots of ancient artillery. I once thought we needed 75&#37; attacker and 25% defender, but if we stay in Monarchy, well, I'm thinking that should be closer to 50-50.

Once we learn Gunpowder, do we want to connect to Saltpeter? Or should we stay unconnected so we can make Pikes, which are cheaper, while we conquer this land? And perhaps later upgrade the Pikes to Muskets.

And now, here are the new parts of Russia.

New Southern Russia 1050 AD

1050AD_SouthRussiaTrimmedDotted.jpg



New Northern Russia 1050 AD

1050AD_NorthRussiaTrimmedDotted.jpg



New Western Russia 1050 AD
1050AD_WestRussiaTrimmedDotted.jpg
 
Nice work CB!:goodjob:

It looks like the Germans are crumbling nicely. Putting down those (what was it 7?) cities is great.

Am I up?
 
Great turnset CBob. You have expanded our empire quite a bit!

I think you are next Phaedo.

So... what happened to the Americans? They were not eliminated it appears - some island cities maybe?

Re: Munich - take it 'just because'? I think a better reason is that it controls desert tiles - and could have their saltpeter. I'd think about taking out Boston for the same reason.

Our units are thin on both fronts but it certainly looks like we are approaching the mop up phase on our continent. The best way to counter the thin defenders is to keep the attackers rolling. The AI is gassed. The only thing that will prolong them is saltpeter and muskets.

I know Washington is a big flip risk - but putting a couple units there will help quell the resistors, which in turn lessens the flip risk (Don't citites in resistance have much higher flip risks?) and makes us able to starve the pop down, which we can't now - because of the resistors. I'd put some spears in there.
 
As rarely as I actually use the term "awesome" . . . awesome turnset CBob! Six cities captured & two founded. . .

I'm surprised that the Americans weren't eliminated. Like CA said, maybe they've got an island city or two. Regardless, they're off our continent and no longer a threat.

Whether to hook up saltpeter -- I think not. Pikes cost 30 for a defense of 3 and muskets cost 60 for a defense of 4. I don't think one extra defense point is worth 30 shields. Not when our primary use is for MP duty. None of the other civs on this continent are enough of a threat to warrant heavy-duty defensive measures. OTOH, as CB pointed out, the northern front is long and troops are thin there.
 
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Re: Munich - take it 'just because'? I think a better reason is that it controls desert tiles - and could have their saltpeter. I'd think about taking out Boston for the same reason.
Sorry to be trite on that and I did forget about desert tiles having Saltpeter. I was just more focused on the gems and Statue of Artemis. My main purpose in tackling Munich was to reduce pressure on the Armies and units in the west.

I know Washington is a big flip risk - but putting a couple units there will help quell the resistors, which in turn lessens the flip risk (Don't citites in resistance have much higher flip risks?) and makes us able to starve the pop down, which we can't now - because of the resistors. I'd put some spears in there.
I'm actually surprised that Washington hasn't flipped yet. According to MapStat, the chance was as high as 7%. I left units outside the city (the elite Sword and Mace) to be able to retake the city quickly.

More Notes
We would have had more units if I had only built one market and not two. But with those now built, and in cities with libraries, we can now crank out units in those towns (MM and YakYak). Iron Hill completes its library this IBT. Let's consider building a couple of units before we put a market in that city. We're going to need them for crowd control on the front lines.

I tried to make fast roads to the Western front, but we will still need to shuffle units from city to city to get units forward. Could have roaded to Boston but had no defenders for our slaves.

I've got YakYak making a Horse because we have only one. I know Horses are a bit dated, but we have no other fast mover. They can't do much right now, but they can grab AI workers, sometimes.
 
I've got YakYak making a Horse because we have only one. I know Horses are a bit dated, but we have no other fast mover. They can't do much right now, but they can grab AI workers, sometimes.

Dated or not, they're still fast movers. They can still harass our enemies, pillage tiles and, as you pointed out, grab AI workers. Nothing wrong with getting a few more ponies out on the field.

Edit #1: My only concern is whether YakYak is the best place to produce them. One, I don't think will make any difference, but I don't think we should commit YakYak to a steady stream of horses. I don't remember how many shields it was producing, but I had it set up for 4-turn maces. How much wasteage (sp?) is there when a horse finishes?

Edit #2: Obviously, if YakYak is producing an even 10 spt, then Edit #1 becomes utter nonsense and you may all feel free to point and laugh at silly old Aabraxan. :p
 
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