Emp01 - Rise and Rule AWE

Oh je, I've forgotten that we are a militaristic. The Champion is the better choice. We can built them in 2R.
But I would prefer to built a settler first to settle on spot 4.
 
Our Raider war lurking from a mountain. The city is protected by a reg TG (so it should be their 3. city, cause capital always builds vets) and the capital of the Carthagians is near. Would be a nice city. When expanding there a at least 2 tiles of flood plains and a camel on it. I think it has connection to a river either.
We should wait with attacking it, so we can overtake it. I'm now building a clan and then start 3-4 champions. That would be enough time to build some catas in the other cities.
The Raider will fortify and keep lurking what is coming into the city.

edit: I'm now building militia first, cause the science keep up and we produce 5 shields in the city.
 
Turn 14: raider moved towards enemy city.

Turn 15: raider moved towards enemy city and can see a reg SG.

Turn 16: Archer start his journey to our Raider.

Turn 17: Leipzig Cat->Cat

Turn 18: Berlin TG->Champ

Turn 19: Archer fortifies under Raider

IBT: Masonary comes in ->scrape mining(3R)

Turn 20: Champ->Champ, moving champ to Leipzig.

--2006-09-30--22-00-20.jpg


And the save for empiremaker:
View attachment Emp01_BC2030.SAV
 
Hmm...Since this is AW, I'd lean towards spacing our cities 3 apart, to make our empire more defensible.

In vanilla I might be tempted to start off by doing ICS, then abandoning the innermost ring of cities once we started growing past size 6 - but I'm not sure whether that strategy would translate well to RaR.
 
:wallbash: I'm so stupid. A defensive Unit can defend two cities when they are at 4 tiles distant. There are only 3 tiles between. So only the point with the offensive unit is still true and perhaps a reason for 3 tiles distant.

But when you have a look, the 4 distant grid is good. Then we settle SW of 4 and the carthagian city has again a distant of 4 to this city. Unfortunatly the other city has a distance of 5, but their can be found another city in between.

Some comments for empiremaker:
  • In Leipzig I let them work a coast-tile because the shield from another plain would be wasted. This way we take an extra gold.
  • It would be good, if you time the settler with the growth of our capital because they will get unhappy (Culti doesn't bring up any ressource :( )
  • Perhaps you bring the raider and archer on the other side of the city on the mountain, due to the fact that the rest of our army will come from this side)
 
I noticed our Vet Barb Raider has 6 hp and can probably take out the regular tribesman. To be really sure we could add the Cat.

We may just want to send a TG, the Cat, the Raider and Archer at the city. That can probably take it. Why don't we move these units (all built already) to the hill E of the town. We can then also see the town size then.

We can build a few champs, but probably don't need many. Even for the capitol especially after we finish the second Cat.

BTW, you played 23 turns PaGe.

Edit: Ya 3 or 4 distance is the same for RaR. There is also the density issue - no town needs more than 14 workable squares - to achieve that we will probably have a mix of distance 3 and distance 4. All distance 4 is too much and wastes useful squares.

Also note that unit support and number of armies is dependent on the number of cities so sometimes we may want more cities to support more troops and build further armies. In other AW games this has meant sometimes building towns squeezed in - usually to get another army built.
 
Oops, were have I lost them in my chronicle? At the beginning everything goes too fast. Sorry, next time I play some turns less and record it better :rolleyes: .

I don't think the city is at size 2 now. But as I mentioned above it would be good if Empiremaker changes the side with the Raider and the archer.
 
After scrape mining we should go for pottery and urbanization as a way to Dyn and being able to build walls. The other enemies will visit us sooner or later and will have good offensive units before getting spears.

@empiremaker: What is the meaning of IW?
 
Pre-Turn (0)- move some units

IBT- Moved TG, Berlin Riots :blush:

1- Meet Russia, Declare

IBT- Leipzig begins Worker Housing

2-zzz

3- Scrape mining researched, Iron on nearby tundra.

5- Berlin Begins Worker Housing, then granary

6- Pottery comes in, then Urbanization

9- Move towards the Carthaginian town (Utica) with a stack of 2 cats, 1 archer, 1 barbarian raider, 3 champs, and 1 Elite TG

10- Both cats fail, next person can try again.

Thoughts- Build Granary in Berlin, and continue research towards Dynasticism. After Granary, we should build a clan in Berlin.

Roster:

Greebley- On deck
PaGe- In the hole (playing seven turns next)
Empiremaker-Just played
Elephantium- Up for 10, but if you need more time to learn RaR, we can skip you.

Emp 01, 1675 BC

(IW = Iron Working)
 
@Empiremaker: I think the link isn't OK.
What unit came form russia. Have you killed it?

Could everybody please make a screen at the end of the game and post it. So we can discuss better (if needed).
 
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