DMAW04 - A Testing War

Save posted.
So, what do you think about the tech choice? Going for Calendar?
...
I'm also wondering how we are going to destroy the other AI...Saladin has longbows, and capturing a city from him with even 2 of those fortified in it will require some sacrifices, which we cannot afford too often.

Calendar sounds good.

Longbows are not a problem if we have many promoted trebs in the stack. The best way of cutting the AIs down to size should be to gather a real SoD with macemen, pikes, and lots of cats/trebs, and then go from town to town, razing them. Pillaging is simply not efficient enough.
 
Got it. It will be tomorrow night before I will be able to play it, though ...
 
Calendar is fine. I would further suggest going for Guilds to get Knights.

The sieges are sufficiently nerfed that they cannot be solely relied on. Since sieges can no longer kill enemy, we should also ensure we have enough attackers.

I suggest we have a group of light pillagers consist of inexpeirience troops to go pillage while amassing a bigger stack.

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Calendar is fine. I would further suggest going for Guilds to get Knights.

Yes, and that will mean getting Horseback Riding. A couple of Horse Archers would be nice, they're great for flanking the enemy cats/trebs, and we may have to deal with a lot of them soon. I like the idea of guilds though.

I'd also recommend placing a City Defender II/III longbow in the forts we have, that would significantly add to the defensive value, then we can leave a couple less units there. Additionally, engineering has meant that we can leave an even thinner home defence - units can move from each of the two choke points in about 3 turns. This means more units on the offensive, and we shall eventually be able to crack Saladin's home defence.

I noticed he has several war elephants and horse archers - we need pikes!
 
I suggest we have a group of light pillagers consist of inexpeirience troops to go pillage while amassing a bigger stack.
Have to be careful tho, since it could also mean giving them exp points.
 
@Jamesds: I don't think we have feudalism for longbows ... but that's another viable alternative. So, take your pick, Conroe: HBR/Guilds/Feudalism

@Berserks: Very true ... a risk we have to take. If we have feudalism, adding a longbow to the pillaging party would significantly reduce that risk.

Re: tech rate: fortunately, the game-starter does not have the stupidity to keep tech-trading on, (unlike some pholk-something dude), so I don't think the AI can out-tech us. I think with the espionage mechanism, we can know the beaker generation rate of Arab.

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fortunately, the game-starter does not have the stupidity to keep tech-trading on, (unlike some pholk-something dude),
just b/c some of us want a CHALLENGE, not an AI walkover, that's no reason to poke fun :p

go ahead, win your AW game ~ anyone can do that if you don't have to wait for workers to push your army around!! Able-bodied a-holes, that's what you are!! ;) :)
 
Hey folks, I'm getting an error on turn 2 and cannot proceed.

DMAW04_ErrorMsg.jpg

Unfortunately, I do not have a save nor an autosave to upload. Therefore I am going to forego reporting what happened thus far.

@Jamesds: I don't think we have feudalism for longbows ... but that's another viable alternative. So, take your pick, Conroe: HBR/Guilds/Feudalism
I picked ... none of the above. :) Guilds requires Feudalism and Feudalism requires Monarchy. So I switched research to Monarchy.
 
This sounds like the issue I had last time. I just let someone else play before me and pick up after them. That seems to fix the problem.
 
Could the problem be caused by different versions of the unofficial patch to 3.13? I know that the save format is supposed to be unchanged, but since the game seems to fail after 1-2 turns for some people the differences in calculation may cause the fault. Are we all running the patch, and which version? I think I'm running 1.07, but unfortunately I seem to have deleted the zip archive so I can't confirm.
 
I know abt the unofficial patch. As far as I know, the serious bugs are all display/info related, not game play related. The only game affecting bug is an exploit by my standards, which mean I wont use it. So I will wait for the official one, thank you -- as it seems to have other implications on SG as well.
 
Since most people seems not to use the unofficial patch, and it may cause problems, I will play my next round without it.
 
We have an isolated stack that will be toast IBT, so I create some havoc by killing some of Sally's wounded troops and cutting roads and pillaging in a vain attempt to get a couple of them back to our main stack.

I swap capital from Courthouse to forge.

Our main stack gets hammered IBT by catapults and loses about half its contents. The isolated stack is completely destroyed. We should really have just one super stack, if we seperate, we make an easy target.

Calendar comes in, I select Monarchy.

Hatty's stack approaches.



We butter them up with a sacrificial catapult. They are then partially taken out but we lose an axe and crossbow at good odds :mad: which means the survivors will skulk into our jungle.

We get our first :mad: from WW. :mad:

We pop another GG, merge in Beijing.



Weirdly, only a wounded sword jungle-skulks :confused:



We lose a mace at over 95% :mad: cleaning out the rest of them. Can't believe how many bum rolls I'm getting here.

Monarchy in, Feudalism up.

Lose more troops at high odds killing the Egyptians. :cry:

A great Merchant appears.



Will bulb Alphabet. Hoping that will change to Guilds once Feudalism is in.

This is just plain weird.



Undefended and a German name but Sally's city :confused:

Our calendar resources are getting put on line. No unhappiness is achieved.

We don't really have enough maces/catapults in our new stack for razing but we can get pillaging no worries.

A new Sally stack.



We only lose one axe at ridiculous odds here :lol:

Feudalism comes in last turn, Guilds seems the really straight forward choice but is last turn so can be changed.

Merchant won't bulb Guilds either. Alphabet is 2 turns, it may be worth researching it (has the added bonus of letting us know what techs the AI has we don't) and seeing if it will bulb Guilds then. We should look up the popping tables (has the order changed in BtS?).

I was slack in getting trebs online (read none yet). I think we should concentrate on maces/cats/trebs/crossbows with a few pikes and get some monster stacks out there.

I just have this out currently.



Should pillage the iron, head south and pillage dye and see about razing Anjar. Then meet up with the new stacks coming from home.

We could probably look at another city as well. There is a wine/fish option in old-Ethiopia.

Currently just a single Arabian longbow and Egyptian axe near our territory.

http://forums.civfanatics.com/uploads/88650/DMAW04_AD-1450.CivBeyondSwordSave
 
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