CBob01 AWM Training Day Game

The only sure way to know is when the worker is created. If it is named 'Worker (German)', we built a slave. It is a worker, it cost us 10 shields, but it works at half speed.

IIRC, the worker takes on the nationality of the last citizen added to the city. So if we capture a city, allow it to grow in size, the new worker will be Russian. If the city doesn't grow, the new worker will not be Russian, but something else.

So, if the unit we build is named 'Worker' by the game, we pay upkeep. If it is 'Worker (' some AI civ ')', then it is a slave and we don't pay upkeep.

I need to test this. I know it worked this way in PTW, where I was able to build foriegn settlers. I haven't tried to duplicate it in C3C.

No need to test--that's how it happens. Just keep in mind that slave workers created that way look like regular workers until you reload the game; after that, they look like slaves. The two native workers were probably intended to be slaves, but the population grew in the towns where they were being produced.
 
Oh, and Got it, I'll start playing tonight (though I can't guarantee I'll finish).

Goals
- Put more hurt on the Babs and Krauts
- Capture Berlin for the wonder, but probably raze the rest
- Disconnect Bab Iron
- Build more settlers
- Get a few more infrastructure buildings up
 
Sounds good to me, but no need to play in a rush. Take longer if you need it.
 
Just keep in mind that slave workers created that way look like regular workers until you reload the game; after that, they look like slaves.

That's what confused me. I know I saw a little brown worker pop out with the (German) tag next to him. I just figured he was a normal worker but would keep his nationality if we tried to join him to a city. I understand now, thanks:)
 
Order of Battle:
1 Settler
59 Workers (6 native, 53 slave)
1 Archer (1e)
11 Spearmen (3r/4v/4e)
4 Swordsmen (2v/2e)
2 Sword Armies (2v/4e)
9 Horsemen (8v/1e)
24 Pikemen (21v/3e)
21 Catapults (20 native, 1 slave)
19 Medieval Infantry (14v/5e)
2 Medieval Infantry Armies (4v/2e)
25 Trebuchets (24 native, 1 slave)

We have 7 cities and 35 towns for a total support of 98 (4*7 + 2*35).
With 135 total units, support cost is 37gpt. Those 6 workers are all included - so those 2 workers built were native and not slaves.


State of the Empire:
Mosaic Moscow (9) grows in 16, vMace in 3
Yakkity Yakutsk (7) grows in 7, vHorse in 1
New Horse Town (4) grows in 17, vMace in 5
Iron Hill (7) grows in 3, vMace in 4
Halifax (5) grows in 8, Harbor in 9
Silly St. Peteys (3) no growth, vHorse in 6
Rowdy Rostov (7) grows in 9, Market in 15
Gold Hill (5) no growth, Harbor in 4
YarYar (5) grows in 13, Aqueduct in 23
JellyBank (5) no growth, Courthouse in 16
Hot 'n Spicey (4) grows in 2, vHorse in 2
West Moscow (6) grows in 3, vMace in 9
Omsk (2) no growth, Harbor in 2
Savignon Samara (7) grows in 15, Courthouse in 36
Murmur (6) grows in 9, Aqueduct in 7
New York (3) grows in 7, vHorse in 8
Hattusha (7) grows in 1, Settler in 1
Lava Town (1) grows in 4, Trebuchet in 14
Bremen (1) grows in 8, Settler in 29
Somewhere City (7) grows in 19, Courthouse in 13
Whale City (1) grows in 17, vWarrior in 7
Tarsus (4) grows in 4, vHorse in 25
Anywhere (6) no growth, vHorse in 6
Vladimir (1) grows in 4, Settler in 24
Boston (4) grows in 7, Settler in 27
Tyrana (6) no growth, Courthouse in 38
Munich (2) grows in 3, Worker in 3
Hattusas (6) grows in 4, vHorse in 4
Ellipi (2) grows in 5, Settler in 9
Philadelphia (1) grows in 3, Settler in 26
Washington (5) grows in 4, Worker in 6
Nowhere City (3) grows in 4, vHorse in 12
Dyesville (1) grows in 2, vHorse in 22
Leipzig (4) grows in 8, Worker in 8
Hilton (1) grows in 6, Harbor in 56
Frankfurt (3) grows in 9, Worker in 1
Akkad (2) grows in 1, Worker in 10
Ugarit (5) grows in 10, Settler in 2
Chicago (2) grows in 10, Settler in 29
Ashur (2) grows in 7, vWarrior in 6
Cologne (3) shrinking, Harbor in 56
Eulbar (2) no growth, vWarrior in 9

With 42 cities that might be the last time I do that!

Total Builds:
Aqueduct - 2 (YarYar and Murmur)
Courthouse - 4 (JB, SavSam, Somewhere, and Tyrana)
Harbor - 6 (Halifax, Gold Hill, Omsk, Hilton, and Cologne)
Horse - 9 (YakYak, SSP, HnS, NYC, Tarsus, Anywhere, Hattusas, Nowhere, and Dyesville)
Market - 1 (RR)
Mace - 4 (MM, NHT, IH, and West Moscow)
Settler - 8 (Hattusha, Bremen, Vladimir, Boston, Ellipi, Philly, Ugarit, Chicago)
Trebuchet - 1 (LavaTown)
Warrior - 3 (Whale City, Ashur, Eulbar)
Worker - 5 (Munich, DC, Leipzig, Frankfurt, Akkad)

We are in Monarchy at 3.6.1
Chemistry is due in 7 turns, we are +1gpt with 202g in the bank.

PreFlight:
- Lux to 0, Sci to 70%, Chemistry in 6
- Frankfort is set to build a worker in 1, and it has already grown so it will be a native worker. Not sure I want this, since it will up the flip risk (no more native citizens) here and cost us unit support. Change build to Settler due in 21.
- Leipzig has a 4.2% - 8.3% chance of a flip according to CAII. That's massive. Hire 2 geeks and start to starve that food box down.
- Cologne has a 3.4% - 6.8% chance of flip, but it is being starved, so that should improve.
- Washington is building a worker, presumably to help with the alien pop, but it is due in 6 when the town is scheduled to grow in 4. So it won't help with the alien population and will add to unit support. Hire a geek to starve the city and ensure the place will not grow before a worker is produced.
- Ugarit Settler build rushed for 8 gold.
- 9 horses being built. I know we want a few MPs, but I think we can afford to change a couple of these. Change YakYak to a galley due in 1 and HnS to a Mace due in 4 to help with the Bab front.
- Not going to bother disconnecting saltpeter, we'll have enough MPs and luxes I think.
- There is a stack of 4 trebs and 3 cats in the forest NW of Leipzig, with only an eMace guarding them, and a German Longbow within 1 space set to attack. Eek. Wake an eSword in Leipzig and dispatch the longbow (1-0).
- Tyrana is set to build a courthouse in 38 turns. Shifting a citizen from an irrigated grass to an irrigated BG lowers that to 26.
- Tarsus set to build Horse in 25. Again, shifting a citizen from an irrigated grass to an irrigated BG lowers that to 13.

To be continued...
 
Update - it's turn 3. Had some bad luck and some good so far.

Are we beelining to Military Tradition? If so I'll continue with Gunpowder when Chemistry comes in.

Oh, and what does everyone think I should do with this leader I generated while taking Berlin and the Temple of Artemis? :woohoo:

Not sure we need another army right now.
 
The sooner the better for MT as then we are in position to start our GA. I think either an instant Mil Academy or cossack army is better than another MI army

Nice work:goodjob:
 
Update - it's turn 3. Had some bad luck and some good so far.

Are we beelining to Military Tradition? If so I'll continue with Gunpowder when Chemistry comes in.

Oh, and what does everyone think I should do with this leader I generated while taking Berlin and the Temple of Artemis? :woohoo:

Not sure we need another army right now.

You mean metallurgy, right?
As for the leader, I say save him for a cossack army.
 
Hopefully we'll get another MGL but if we only have the one, do you think a cossack army is better than the MA? The power boost and the ability to build would be nice. We have some nice producers (and a GA boost could pump out an army quick). I'm really not sure about which is best but we have a bit of a search to find the beta continent and our MI armies can pillage with relative freedom. A stack of cossacks under an MI army wouldn't be harassed.
 
IIRC, Military Academy comes with Military Tradition, which is two full techs away. If we park the MGL, we don't get another one until it is used. What about building the Pentagon now and parking the next MGL?
 
You mean metallurgy, right?
As for the leader, I say save him for a cossack army.
Uh...yeah...metallurgy...that's the ticket! :blush:

As I see it we have 5 options -

1) Stash the leader and wait for Military Tradition to either build a cossack army or the Military Academy. I don't particularly want to do this, since then we couldn't generate more leaders with all these elites we have running around doing mop up duty.
2) Build an army, fill it with MDI's. We really don't need another in the mop up here, and it would be obsolete by the next war, so bad choice I think.
3) Build an army and leave it empty until we get some cossacks. Not a bad choice.
4) Build the Heroic Epic. No pressing need for this IMO
5) Build the Pentagon. Not a bad choice either.

So I'm for 3 or 5. Leaning toward the empty army, but I like building armies. The pentagon would certainly be nice too.
 
The Pentagon isn't bad, but we won't benefit from it until we can load the fourth unit into the army after we get to the new continent. I would go for either an empty army or the heroic epic. Really, I guess the heroic epic is probably our best call as it would better our chances for future armies. If we get one quickly, make an empty army, if we get one late, use it for the academy.
 
1) I think beelining Military Tradition is the way to go. Cossacks -- they're like the gift that keeps on giving, aren't they? That and being able to build armies of them . . . :satan:

2) Current MGL -- I think the Pentagon is the way to go. We need to use that leader now, so that we can continue to generate them. I don't know how the math on the HE works, but I've never noticed any difference in generating leaders. That said, if everyone else thinks it's a good idea, go for it.

3) Military Academy -- We need to build this, one way or another. Being able to build armies in an AW game. Need I really say more?
 
1) I think beelining Military Tradition is the way to go. Cossacks -- they're like the gift that keeps on giving, aren't they? That and being able to build armies of them . . . :satan:

2) Current MGL -- I think the Pentagon is the way to go. We need to use that leader now, so that we can continue to generate them.

lurker's comment:

Is the Pentagon available before MTrad.?
 
Now that I think about it, it depends on whether we expect to get another leader before we own our continent. If so, the best thing to do is probably rush the Pentagon. If not, we ought to save this one for the Military Academy. That gives us about 17 turns (the rest of CA's set and mine, by which time all of the continent except for 1 city should be ours), so it's hard to say whether we'll get another leader by then.
 
I hate to rely on the RNG, but at the rate we have been going, and the amount of elite attacks we are making, I think chances are good we will get another leader before we clear our continent. So I am going to send our new leader back to a safer city and rush the Pentagon, unless I have any strenuous objections.

Finishing the set tonight (RL reared it's head last night).
 
I hate to rely on the RNG, but at the rate we have been going, and the amount of elite attacks we are making, I think chances are good we will get another leader before we clear our continent. So I am going to send our new leader back to a safer city and rush the Pentagon, unless I have any strenuous objections.
Sounds good to me.

Have fun!
 
Ok here goes the set.

IBT
Another German LB appears and takes out our eSword (1-1).
Ugarit: Settler --> Galley (due in 30)
Hattusha: Settler --> Courthouse (due in 20)
YakYak: Galley --> Galley (due in 3)
Cologne starves, flip risk less.

1160 AD Turn 231 (1)
Settler in place founds Pskov next to a river and 3 flood plains. Set up to build Courthouse, but I might change my mind later.
Galley renamed CivAct's Folly, sets sail in a southerly course to try and find a likely spot for a suicide run.
2nd Mace Army forifies to heal. 3 trebs join them to prepare for an attack on Izibia.
eSword kills German longbow (2-1). Attack force joins him in the forest to move toward Berlin. 1stSwordArmy will meet them there to give some added punch to the attack.

IBT
Not much. German LB emerges from Konigsberg and promptly loses a hp from our army bombarding him.
Bab LB moves in toward
Omsk: Harbor --> Galley

1170 AD Turn 232 (2)
Bombard the 2 pikes in Konigsberg and take the town. (4-1) Decent locale, so I suppose I'll keep it. Also bomb and kill the LB that came out of there (5-1)
vMace kills Bab LB (6-1)
Berlin attack to begin next turn.
See a good collection of sea squares next to YakYak - might try to cross once galley #2 is finished.

IBT
zzz only see another Bab LB coming.
MM: vMace --> vMace due in 3.
As I feared, Leipzig flipped back to Germany. We lost 2 garrison units that were quelling resistors. (6-3). Glad my attack stack left the town before it flipped!
Munich: Worker(slave) --> Settler (due in 30)

1180 AD Turn 233 (3)
CAII sais the Germans learned Theology, for all the good it will do them.
Iron Hill is about to riot. Hire a geek, find I can drop SCI to 60% and still get Chemistry in 3 turns
vMace retakes Leipzig (7-3).

Battle of Berlin.
Artillery redlines all 5 units - 2 vPikes, 2 rPikes, and a LB.
Army takes the 1st 2 attacks, wins (9-3)
eMace attacks and wins (10-3)
eMace attacks and wins (11-3)
eArcher attacks LB and wins (12-3) and double bonus -
leader1180ad.JPG


I knew we were keeping that guy around for a reason.

Oh, and we got this too.
captureTOA1180ad.JPG


Temples everywhere!


Staraya Russa founded on the hill between Ugarit and Dyesville to be able to capture the fish offshore.
1stSwordArmy attacks a spear in Nuremburg and kills it losing only 1hp (13-3)


IBT
Bab LB passes our army and gets bombed down a hp
Hattusas: vHorse --> Courthouse (due in 40). This has the potential to be a semi productive town.
Iron Hill: vMace --> Market (due in 8)
YakYak: Galley --> Galley (due in 3)
HnS: vMace --> Settler (due in 5)
Gold Hill: Harbor --> Library (due in 8)


1190 AD Turn 234 (4)
Leader moves back toward NewHorseTown, which will finish it's previous build just before he arrives next turn and rushes the pentagon
1stMaceArmy takes Seattle, easily knocking off the 2 redlined Pikes there (15-3). I know there was some discussion about leaving Seattle to finish off once we get cossacks, but with the German's culture accumulated I want them off the continent.
Attack and kill spear in Izibia (16-3), raze it because I don't like the name.
Mace from Hilton takes out Bab LB (17-3)
2nd Mace Army kills a spear and a Bab Mace on the way to pillage first their saltpeter (just in case), then their iron. (19-3)
1st Sword army attacks 2 spears in Nuremburg, takes them losing a couple hps (21-3), Decide to rze Nuremburg. The foolish Germans built it on top of a wheat!
Moscow build change from Mace to Settler due next turn.
Berlin has almost a 15% flip chance - take our troops out.

IBT
Nothing!
MM: Settler --> vMace
NHT: vMace --> Pentagon

1200 AD Turn 235 (5)
Moving units into position for the next round of battles, surprisingly, no attacks. Rush the Pentagon.

IBT

We learn Chemistry. Sci up to 80%, breaking even and Metallurgy due in 9 turns.
Washington: Worker(slave) --> Worker (due in 10)
SSP: vHorse --> vHorse (due in 8)
Ashur: Warrior --> Settler (due in 30)
pentagon.JPG

NHT: Pentagon --> Library (due in 8)
Anywhere: vHorse --> Courthouse (due in 16)

1210 AD Turn 236 (6)
Army pillages Mountain with Bab saltpeter. Gets ready to move to the Bab iron to find that... it's gone! Sure enough CAII says they need iron. Guess the army will move toward Babylon then.
2 other armies approach the last 2 German cities on our continent.
Suicide galleys heading east

IBT
Bab Settler, Pike, and Mace moving up to try and fill in some land.
Boston: Worker(slave) --> Settler (due in 30)
YakYak: Galley --> Galley (due in 3)
Murmur: Aqueduct --> Market (due in 17)
West Moscow: vMace --> Library (due in 14)
Whale City: Warrior --> Harbor
Both suicide galleys lost.

1220 AD Turn 237 (7)
Silk City founded where we wanted.
Heidelberg has 3 defenders, army kills 2 (23-3) with no losses. City will fall next turn.
Hamburg has 2 defenders. eMace kills 1 (24-3), army kills the other (25-3) and we raze Hamburg
Attack the Bab Pike and Mace with 2 of our Maces, both win (27-3), we capture the settler.

IBT
Bab LB appears
Cultural expansions happen everywhere!
New York: vHorse --> Settler (due in 8)
Ellipi: Settler --> Settler (due in 30)
HnS: Settler --> Library (due in 7)
Add another story to our palace

1230 AD Turn 238 (8)
Take Heidelburg. The Germans are kicked off our continent.
Nizhniy Novgorod founded.

IBT
Just some bab units moving
MM: vMace --> Heroic Epic. Might as well.
Halifax: Harbor --> Galley (due in 5)
Eulbar: Warrior --> Horse

1240 AD Turn 239 (9)
According to CAII, getting the German capital off our continent has helped the flip risk tremendously. Incidently, the Yanks look like they are to the West of the top of our continent. And the germans are to the East at the top. Now that our borders have expanded, I can see theirs. Sending a galley to check it out. Might not be a bad idea to keep some troops up here to deal with any landings.

CAII also says the Yanks have iron again. Maybe when that Bab iron disappeared it popped up where the Yanks are?

Not much else. Bringing some attack forces back South.

IBT
See this
green.JPG


YakYak: Galley: --> Galley (due in 3)

1250 AD Turn 240 (10)

Make contact with the Aztecs. They are up at least Republic, Theology, Chivalry, and Metallurgy. Looks like they have Knights, we are in awe of their culture, but they "feel like they are our scientific equals". That might be good.

Take out 2 Bab LBs trying to interfere with our worker party on the silks. (29-3)

And that's all folks.

End Notes:
- Sorry I didn't do the compilation of our forces at the end of the turns, or take any pictures. It was late and I was tired after I was done.

- I held off on declaring on the Aztecs (we did just meet them during turn 10). Just in case anyone wants to try and check out what they have before they refuse our envoy for the next few turns after we declare. Also, we can build an embassy with them - do we want to? I would say yes. Norton, I leave it to you to gloriously declare war on the Aztecs.

- The silks will be finished roading next turn, giving us 5 luxes. Also note the attack force there headed toward Babylon. We are in good shape so push on.

- We should be well timed to get Metallurgy in next set and then learn Military Tradition right before we clear the continent.

- The Babs look like they have an island alongside the Germans up in the NE. I have a galley headed up to check them out. I am hoping none of those islands are 1 tiles that we won't be able to clear until Marines. I'd love to clear off some of those islands of Yanks, Germans, or Babs. They will probably be nuisances, landing troops periodically, which is why I left some attackers up North.

- More settlers are building to fill in our land - we've got room.

- Workers I have been attempting to improve the lands around the core (right now in the western core, like West Moscow) before they move out to the outlying areas. I'm not always the best with worker tasks, but I think they are in good shape.

- I had the Heroic Epic building in Moscow. If we decide it's not necessary, change it. It's just that I think we are good on units right now.


And the file
>>FILE<<.
 
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