CBob01 AWM Training Day Game

Very nice! I just downloaded the save, and I'll play my set this weekend. Do we still want to leave one city, or should we clear our continent and send cossacks to the islands to start our GA?
 
Good turns, CA. The north is ours and it is time to claim the south.

I'll download the save this evening and look at it.

Don't know about embassies, but I appreciate you letting Norton II declare war on the Aztecs.

And the Germans and Yankees are just offshore. That's good. Maybe we can leapfrog to the New World.
 
Great Job! There was so much good stuff in that set. Haven't looked at the save yet but the tur nlog looks fantastic:D

Yes, definately build the embassy. The more information the better.

I also like the HE build. I like it more as a pre-build for the Mil Academy but I definately agree that we are good on troops.
 
Briefly looked at the save and these are the things that jumped out at me. They are not in any order.


We have six resisting cities:
  • Berlin
  • Leipzig
  • Konigsberg
  • Heidelburg
  • Seattle
  • Washington
What should we do with them to get them into good order? The reason I ask is that I don't think this is a case of a one-size-fits-all solution.

City Count per MapStat:
  • Russia: 50
  • America: 03
  • Germany: 01
  • Babylon: 07
  • Aztecs: 20

Our culture is 1766, growing at 126 cpt.
Germany is 2933, with no growth.
Aztec is 6645, growing at 114.
So in about 10 turns, our culture will equal Germany's and the cultural pressure to flip will decrease.

To the north east of Berlin is Stuggart, the last German city, and a Babylonian city. Those blue borders are not the same shade of blue.
We need to get a city on that coast line to support the invasion of those two islands.
We need a city 2NW of Cologne to support the invasion of America (looks narrowest at that spot).
This also means that there is only one more Babylonian city in the fog down south.

Even though the Aztecs have the Great Lighthouse, we might be able to leap frog to their homeland with galleys. They are still using galleys, anyway.

We get a new luxury connected next turn, good.

I didn't check on the cost of embassies. We don't need one with Babylon or even Germany, but it would help with America and the Aztecs. We could at least place those cities on our world map.

I have been puzzled by the small white line around the population size of some of our cities, like Somewhere City and Anywhere. In fiddling around, I discovered that those citys are using the Governor to manage the citizens. We don't want that. We need to manage citizens moods. All the governor needs to do is emphasis production. To change this, open the city screen and try to reallocate where a citizen works. Answer 'Yes' to the question 'Are you sure you want to stop the governor from managing this city's citizens.'
 
We have six resisting cities:
  • Berlin
  • Leipzig
  • Konigsberg
  • Heidelburg
  • Seattle
  • Washington
What should we do with them to get them into good order? The reason I ask is that I don't think this is a case of a one-size-fits-all solution.
Now that the German capital is offshore, the flip risks is most of those have decreased dramatically so I would accept the smaller risks of garrison units to pacify the resistors. After that we can produce slave workers (which I managed to do in a couple cities like Boston, which ended its resistance during the turnset)

I didn't check on the cost of embassies. We don't need one with Babylon or even Germany, but it would help with America and the Aztecs. We could at least place those cities on our world map.
We can only place one with the Aztecs, since we are, oddly enough, at war with the others. I checked on the cost before I ended the set, but can't remember exactly what it is (40-50 gold?). I think it's worth it to see what they are building and where their capital is, it may affect where we send our galleys.

I have been puzzled by the small white line around the population size of some of our cities, like Somewhere City and Anywhere. In fiddling around, I discovered that those citys are using the Governor to manage the citizens. We don't want that. We need to manage citizens moods. All the governor needs to do is emphasis production. To change this, open the city screen and try to reallocate where a citizen works. Answer 'Yes' to the question 'Are you sure you want to stop the governor from managing this city's citizens.'
Now that you mention it I did notice the governor on in a couple cities - I think it was gold hill I reassigned the citizens to. I dislike using the governor, so you'll get no argument from me about turning it off. ;)

Very nice! I just downloaded the save, and I'll play my set this weekend. Do we still want to leave one city, or should we clear our continent and send cossacks to the islands to start our GA?
An interesting query. What do we want most out of out GA? If it is military units (ie cranking out cossacks) we can certainly leave one city and then as soon as we get a cossack, go use it.

But if we are going to focus on infrastructure, would it make sense to wait until we at least know education (for universities) to kick off the GA? If so we may be able to use island invasions for that.
 
I have been puzzled by the small white line around the population size of some of our cities, like Somewhere City and Anywhere. In fiddling around, I discovered that those citys are using the Governor to manage the citizens. We don't want that. We need to manage citizens moods. All the governor needs to do is emphasis production. To change this, open the city screen and try to reallocate where a citizen works. Answer 'Yes' to the question 'Are you sure you want to stop the governor from managing this city's citizens.'

Now that you mention it I did notice the governor on in a couple cities - I think it was gold hill I reassigned the citizens to. I dislike using the governor, so you'll get no argument from me about turning it off.

Hmmm, I seem to recall mentioning the governor . . . :rolleyes:

Go to gold hill. Try to move a citizen. I have to turn off the governor?!?!

02_Cbob_governor.JPG


Based on a production/mm discussion from Aabra 01, I set the governor to "emphasize production" in all cities.

I thought I turned the governor off in all cities. I never knew there was a visual representation (the small white line that CBob mentions) telling us where the governor was on. But I agree that we do not want the governor on. We need the governors to emphasize production, nothing more.
 
My bad, I certainly didn't set any cities on Governor but I didn't check to see if they were all off either.

@Buce: I've never really used spies myself so I don't know how to use them well but seeing what you guys did in Goz12, I'm all for it! What do we have to lose? They declare on us:lol:
 
I think the whole governor thing is my fault: I turned it on in all cities when anarchy started, then changed a lot of clowns to taxmen, thus turning it off in the cities where I did that. I neglected, however, to turn it back off everywhere else afterward. That'll be the first thing I do during this set. Then I'll build an embassy with the Aztecs just before declaring war on them.

As for the GA, I'd prefer to build up infrastructure. Our economy and research are doing pretty well right now, but getting universities and aqueducts (where needed) in place might help us catch up with the Aztecs--though again, I don't think we're more than three or four techs behind them. If everyone agrees, I'll just get rid of all the Bab cities left on the continent.
 
[offtopic]

If any of you guys are up for a challenge, check out the Succession Game of the Month 12 signup here.

SGOTM 12 - Byzantine Diplomacy in a Crowded Feudal World

Looks like a another nailbiter from Gyathaar.
 
I don't think we're more than three or four techs behind them (Babylonians).
One tech really, Metallurgy. With that we can upgrade some of our units to cannons (just before we send them overseas). Cannons and Cossacks and we can rock-n-roll.

I don't have time now to calculate how long it would take us to be able to upgrade our galleys to something larger. It still might just be easier to capture the Great Library than self-research. Our exploring galleys will tell us a lot.

It might be worth it to rush a galley or two on the west coast to go hunt for the Aztecs and America. May not be possible after buying an embassy.
 
Actually, I was talking about the Aztecs--they're up three techs that we know of, but they might have education or MT as well.
 
Objectives:
Long-term: Destroy all civs.
Medium-term:
-Wipe out all civs that started on our continent.
-Find the other continent; prepare invasion force.
-Spam our continent with cities for unit support and specialist farms.
-Use GA to finish building infrastructure in core.
Short-term (this turnset):
-Set up embassy with Aztecs, then declare war.
-Kick the Babs off the continent, attacking with elites whenever possible.
-Finish metallurgy, move on to MT.
-Explore islands around continent and look for a passage to the other continent.

Current Military Strength:
2 Settlers: 1 native, 1 foreign
71 Workers: 6 natives, 65 slaves
3 Warriors
1 Archer
11 Spearmen
8 Swordsmen (6 in armies)
12 Horsemen
23 Pikemen
21 Catapults: 20 built, 1 captured
2 Galleys
4 Armies
31 Medieval Infantry
25 Trebuchets: 24 built, 1 captured
Total units requiring support: 146
Allowed units: 120
Support costs: 26 gpt

City build summary:
1 treb: Lava town
4 galleys: Omsk, Halifax, Yakkity Yakutsk, Ugarit
5 horsemen: Dyesville, Eulbar, Nowhere City, Silly St. Petey's, Tarsus
1 warrior: Staraya Russa
5 workers: Seattle, Heidelburg, Washington, Leipzig, Berlin
12 settlers: Bremen, Chicago, Akkad, Munich, Ellipi, Philadelphia, Frankfurt, Boston, Ashur, New York, Nizhniy Novgorod, Boston
Heroic Epic: Mosaic Moscow
4 harbors: Whale City, Hilton, Cologne, Konigsberg
1 aqueduct: YarYar
9 courthouses: Pskov, Anywhere, Somewhere City, JellyBank, Savignon Samara, Silk City, Tyrana, Hattusha, Hattusas
4 libraries: West Moscow, Gold Hill, New Horse Town, Hot 'n Spicey
3 markets: Murmur, Rowdy Rostov, Iron Hill

Research: Metallurgy in 4 at 80% science, breaking even, 290 gold in the bank

I'll play a little later today and post tonight.
 
First off, the save: View attachment CBob01_1300_AD.SAV

Pre-flight:
-build embassy in Tenochtitlan for 60 gold, then declare on Aztecs
-turn off governor in all cities where it was still on
-move horses from Iron Hill and Mosaic Moscow and elite mace from Akkad toward Silk City (they weren't needed for MP duty, and once we have silks, no city with a market and without foreign nationals will ever need more than 1 MP)
-change Silk City from courthouse to wealth (too corrupt to benefit from courthouse)
-change Pskov from courthouse to settler (same reason as above)
-change Washington from worker to settler (worker would be native)
-change all taxmen to geeks, add five more geeks in Nowhere City and Washington, drop sci to 60, mettalurgy still in 4, +35 gpt
IBT:
-Krauts wanna talk--not happening
-Tarsus horse->courthouse (27)
1:
-gather mace army, maces, cats, and trebs 1 NW of Babylon
-settle Suzdal', start on settler, fortify mace
-send mace near Anywhere and horse in Tarsus toward Silk City
-send settler to hill near Kraut-Bab Island(s) along with trebs, maces, etc. in the north (they wouldn't get to Babylon in time anyway)
IBT:
-IH market->horse; NWC horse->settler (30); SWC courthouse->lib (6)
-Romans build Leo's
2:
-trebs smack Babylonm, 2 hits, at least 3 pikes in Babylon; army attacks Babylon, kills pike (1-0); 3 maces attack, 1 dies, 2 kill pikes, Babylon is captured along with 6 slaves--2 resisters in city (3-1)
-sword army moves toward Ellipi
IBT:
-resistance in Babylon quelled
-Berlin worker->worker (10); SSP horse->horse (6); Leipzig worker->worker (10); Yakkity Yakutsk galley->galley (3); Gold Hill lib->market; Staraya Russa warrior->warrior (10)
Aztecs build Knights Templar (they were probably trying to build Leo's)
3:
-move mace army out of Babylon and fortify, will let heal
-move maces from Hilton toward Bab spear
-move maces, horses, and trebs toward Samarra
-drop sci to 50 and make some taxmen, metallurgy in 1, +62 gpt
IBT:
-learn metallurgy; Military Tradition in 7 after adjusting slider and specialists, -5 gpt
-RR market->horse (4); Halifax galley->aqueduct (15); Seattle worker->settler (30); NHT lib->market (20)
4:
-come up with a better idea on how to finish off Babylon: maces, cats, and trebs to Samarra, horses and 1 pike to Uruk (regular spear is best defender)
-horse in Anywhere moves to Eridu
IBT:
-Aztecs drop off musket and settler in the north
-Bab longbow kills elite mace :mad: (3-2)
-IH horse->cannon (3); Frakfurt settler->worker (10); YarYar aqueduct->market (17); H&S lib->aqueduct; JellyBank courthouse->market; West Moscow lib->market (17)
5:
-cats and trebs redline Aztec musket, elite mace kills (4-2)--2 more slaves from settler
-cats and trebs smack Samarra, 1 pike redlined, 1 yellowlined; maces kill 2 pikes and 1 longbow (7-2); Samarra is captured, starts worker (10), 2 resisters
-horses attack Uruk, 1 retreats redlined, 2 kill spears (9-2); Uruk is captured along with one slave, starts worker (10), no resisters
-horse in IH moves toward Eridu
-mace attacks Bab pike guarding settler on mountain, wins (10-2), 2 more slaves
-just noticed Babs are in Monarchy--WW too high? :evil:
IBT:
-New York settler->courthouse (27); YakYak galley->galley (3)
-Bab galley drops off spearman and settler up north (same area as Aztec musket)
6:
-cats redline Bab spear, elite mace kills (11-2)
-horses attack Nippur, 1 kills spear, 1 redlines spear and dies (12-3)
-mace army kills 2 spears (14-3); Nippur is captured, starts worker (10), 2 resisters
IBT: quelled some resistance
7:
-discover new Bab capital of Shuruppak, move mace army there
-horses attack Eridu, 1 dies, 1 kills pike (15-4); sword army kills spear (16-4); Eridu is captured, starts settler (30), 1 resister
IBT:
-IH cannon->cannon (3); RR horse->cannon (5); Hattusha courthouse->lib (7); SWC lib->market (13)
-Yanks drop off warrior :lol: and settler near where Aztecs and Babs dropped off settler pairs
8:
-mace army attacks Shuruppak, kills pike and spear (18-4); Shuruppak is captured, starts wealth, no resisters; change only citizen to geek (no tile around Shuruppak gets more than 1 food)
-elite mace kills Yank warrior (19-4), captures 2 slaves
-settle Magnitogursk near Yank Island, start galley (30)
-settle North Hilton near Bab-Kraut-Aztec Island, start galley (30)
-start moving forces in former Bablonian territory northward
IBT: YakYak galley->harbor (5); Heidelburg worker->settler (30); Murmur market->cannon (5); Lava Town cannon->courthouse (40)
-2 palace expansions!
9: move more units northward
IBT:
-SSP horse->cannon (10)
-riots in Hattusha! :blush:
10:
-move pike in H&S to Hattusha
-change some geeks to taxmen: MT in 1 at 50% sci, +90 gpt

Basically, all objectives for this turnset were achived: the Babs aren't on our continent anymore, we're at war with Monty and have an embassy with him, we've explored one of the northern islands and are about to check out the other, and we have two galleys heading south--based on Tenochtitlan's position, there's probably a good suicide passage down there. One additional thing to note: I have a stack of 3 slaves irrigating an oasis up north. This happened because I thought I had one more slave with movement left than I actually did.
 
Here's the south. Note the distinct absence of dark blue borders :D :
wheresbabylon.jpg


Here's one of the islands. Looks like the Aztecs have been busy:
theisland.jpg


Speaking of the Aztecs, check out Tenochtitlan. Too bad that isn't our capital (other than not being on a river, of course):
tenochtitlan.jpg


Final military strength:
1 settler
91 workers (6 native, 85 slaves)
4 warriors
1 archer
11 spearmen
8 swordsmen (6 in armies)
16 horsemen
23 pikemen
21 catapults (20 built, 1 captured)
2 cannon
6 galleys
4 armies
29 maces (6 in armies)
25 trebuchets (24 built, 1 captured)
Unit support costs: 13 gpt

City Build Summary:
2 aqueducts: Halifax, Hot 'n Spicey
4 cannon: Iron Hill, Silly St. Petey's, Rowdy Rostov, Murmur
7 courthouses: Savignon Samara, New York, Lava Town, Tarsus, Anywhere, Tyrana, Hattusas
4 galleys: Omsk, Ugarit, North Hilton, Magnitogorsk
5 harbors: Yakkity Yakutsk, Whale City, Hilton, Konigsberg, Cologne
Heroic Epic: Mosaic Moscow
2 horseman: Dyesville, Eulbar
1 library: Hattusha
6 marketplaces: New Horse Town, Gold Hill, YarYar, JellyBank, West Moscow, Somewhere City
1 warrior: Staraya Russa
7 workers: Leipzig, Frankfurt, Berlin, Nippur, Babylon, Uruk, Samarra
wealth: Shuruppak, Silk City
17 settlers: all the cities I haven't listed
Research:
Military Tradition in 1 turn
up invention, gunpowder, chemistry, and metallurgy vs. America
up chemistry and metallurgy vs. Babylon and Germany
down republic vs. everyone
down theology and chivalry vs. Germany and Aztecs
 
I think you had way too much fun with those turns, Norton II. And that's why we play.

Our landmass is all a very pleasing shade of brown, our UU is just turns away and we have cash in the bank. Not bad at all. :goodjob:

Invasion Plans 1300 AD
1300AD_GermanyBabylonTrimmedDotted.jpg


This is the tactical situation as we look at the remains of the once mighty German and Bablyonian empires. Both are reduced to one city apiece on an arctic island they share with the Aztecs (now at 22 cities).

The pinkish lines and dots are the one-turn movement range of a galley. From North Hilton, we can assualt the entire south coast of Exile Island whenever and wherever we want.

What I propose is to rush the galley in North Hilton this IBT. We load up the two vPikes in the city and move them across and unload them to the Light Blue Dot. The galley next to Exile Island goes to North Hilton. Next turn it is loaded with two Maces and ferrys them to the either the Light Blue Dot or the Light Blue Arrow, depending if we want to move the Pikes or not. The first galley now returns to North Hilton where it will be loaded up in the following turn.

By continuing this pattern (and sending units into North Hilton), we can move 2 units to Exile Island each turn. Once we get two Maces and two Pikes, we attack and capture (and maybe raze) Sippar. Then we head south and capture and keep Stuttgart. We can still feed units to Stuttgart every turn by kicking them off the boat at the end of movement.

The key is loading the units while the galleys are in North Hilton. This ensures they have enough movement to leave the galley once the galley's moves are exhausted.

And once Stuttgart is ours, we keep walking and take the two green cities.
 
Currently
We learn Military Tradition in 1 turn, which lets us build the Military Academy (we grow our own Armies) and Cossacks, our UU, an improved Cavalry with better than average defense (6-4-3 instead of 6-3-3). Plus, it can attack multiple times in one turn.

We know where the Aztec capital is located and we know it has some juicy prizes, biggest right now being The Great Library, since we could learn a bunch of techs real fast. However, we don' t know the way to Tenochtitian. It looks like it has open water to the northeast of the city, but we don't know if that is fresh water or salt. And while we could run some suicide galleys towards it, I don't think we will discover very much. If the oceans were narrow between us we would have already met.

Our only sea transport is the galley, which can carry two units. Empty Armies take the place of one unit in a transport and none of our are empty. So until we build some, we fight overseas with just single units.

After we learn MT, we drop our science to 0% and use the cash to rush things as needed.

Golden Age
All of those issues play into when we trigger Golden Age. We plan on having a Cossack victory start the GA, but against who? It seems to me we have three choices.

  1. Someone on Exile Isand (Germany, Babylon or Aztec).
  2. Americans
  3. Aztecs on their homeland

With our GA we get a lot of extra production. We have talked about using the GA to build up our infrastructure; markets, libraries and such in our core cities. Which we need.

But our Cossacks will be the dominant military force for the rest of the game, so it would seem wise to make a bunch of them during the GA, too. And the Aztecs will be our primary foe, since they seemed to be pretty well established and have most of the Wonders.

With Choice #1 from above, we get our GA in the next turnset.
With Choice #2, we might get our GA in the next turnset, depending upon galleys on the west coast. Exile Island will be ours before the GA.
With Choice #3, we may not get our GA until the following turnset and maybe late in it. Exlie Island will be ours before the GA and the Americans are probably history.

My Idea, Open to Suggestions/Corrections
I think we need to time our GA so that when it occurs we can translate into a mighty military force that will severly weaken, if not destroy, the Aztecs. As of now, they are our strongest foe.

I think we can take Exile Island and the Americans with our current military. We don't need Cossacks to take them out. The Aztecs do know Gunpowder and have Muskets, as Norton II shows in the screen shot of Tenochtitian. We will need Cossacks and Cannons to take them out.

I think we should go ahead and clean up the vermin on Exile Island and then rid the world of Billy Yank (Billy Yank = Union; Johnny Reb = Confederate; the two divisions of the American Civil War). As we do this, we have galleys exploring the Aztec coast line. Or maybe our first forces go explore and the second wave take out the Americans.

But during this time we improve the core cities as needed and then get them building Cossacks. We will have plenty of cash, so we can rush some builds along the way. Any geeks we hire become taxmen. Thus, once we have our GA, we build Cossacks rather cheaply and ship them to the front, where they can begin to overwhelm the Aztecs.

If we capture the Great Library we get some free techs, but the real prize, caravels (Astronomy) and galleons (Magnetism), might be beyond our reach. We may have to finish researching them on our own. No one is building Magellan's Voyage. In fact, no Wonders are under construction at this time. Right now, the Great Library is not as important to us as I once thought.

In a nutshell, I favor delaying our GA until we know more about the Aztec homeland and have our core improved enough so we can go back to building units, not improvements.

What say you?
 
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