Ok, I have good news and bad news. First the good ones: We didn't get wiped out, and, well, there is no and. As I read Skyfish's report, I was looking forward to 10 nice turns of expansion
. I shouldn't have been that confident
. I played the shortest set of turns in my whole life: I exactly hit the space bar ONE time.
An Arabian Scout stops at our borders SW of Zimbabwe
. I check F4 and see what I already know: We are "at peace" we the evil Arabs
.
In my solo games, I survived a few AW games with contact before 2000BC, but I didn't try starting a war without a SINGLE military unit :suicide: . Well, its always a first time for everything. We will at least want to try it, but we have our pants down for sure. Because our initial discussion focused on expanding, I didn't actually play my 10 turns, instead I thought it was time for the 'kangaroo court'
, because we really need masterful 100%-turns AND a common short and mid-term strategy, if we want to survive that one (and probably a bit of a gamble
).
Well, here is my short analysis: There are three possibilities:
1) The Arabs (or one of their stacks) are really close (on the west coast of the pangea or immediately to the south). In this case, we will be dead before we can say 'Caliph Abu Bakr'
2) A scout can travel through a whole 'small' world in 20 turns (assuming 1.5 tiles per turn -> 30 tiles). They could be far away and I'm making much noise on nothing. But I don't think we are that lucky.
3) We have some time before their starting units reach us. In this case we have a chance and now have to find the best way to prepare for the inevitable.
Our military advisor tells us a funny detail: 'We could support al larger military'
I want to switch Zimbabwe -> Impi, because the MP warrior will not help us in this situation (I hate to build regulars...). Zimb. is at 5spt, so it will be due in 3 turns (It has already 5s). We always can whip the second or the third and that would give us some protection. Our main problem is that Zimb. is our only settler/worker factory for a long time and we will hopelessly fall behind if we don't expand quick enough.
We need at least one quick settler, but this is in contrast to our military needs (with the additional facts that settlers will reduce the shield output of Zimb. and will itself be worthless if we do not protect them accordingly).
I intend to gamble and build an Impi in Ulundi too, I have the feeling that warriors will not help us at all. Ulundi has the additional slow-growth-problem (no whip possible for a long time), and we all know how good the AI is in finding the weak cities...
.
If we are not dead after the first Impi, I'm open for our build-queue in Zimb:
A: rax-Impi-settler-Impi
B: Impi-settler...
C: gamble a bit: no first Impi, immediately rax and then 2 Impis, then settler.
Sorry, if I delayed the game, but I really think that this is an important stage (I expected the fun to begin at my second set of turns, not yet, oh well...) if we want to survive, because Gothmog can only defend us with the things we build NOW.
I'm taking a time-out now and will check in later. If no one has responded, I will play my ten turns, hopefully appropriate
Belisar


An Arabian Scout stops at our borders SW of Zimbabwe


In my solo games, I survived a few AW games with contact before 2000BC, but I didn't try starting a war without a SINGLE military unit :suicide: . Well, its always a first time for everything. We will at least want to try it, but we have our pants down for sure. Because our initial discussion focused on expanding, I didn't actually play my 10 turns, instead I thought it was time for the 'kangaroo court'


Well, here is my short analysis: There are three possibilities:
1) The Arabs (or one of their stacks) are really close (on the west coast of the pangea or immediately to the south). In this case, we will be dead before we can say 'Caliph Abu Bakr'
2) A scout can travel through a whole 'small' world in 20 turns (assuming 1.5 tiles per turn -> 30 tiles). They could be far away and I'm making much noise on nothing. But I don't think we are that lucky.
3) We have some time before their starting units reach us. In this case we have a chance and now have to find the best way to prepare for the inevitable.
Our military advisor tells us a funny detail: 'We could support al larger military'

I want to switch Zimbabwe -> Impi, because the MP warrior will not help us in this situation (I hate to build regulars...). Zimb. is at 5spt, so it will be due in 3 turns (It has already 5s). We always can whip the second or the third and that would give us some protection. Our main problem is that Zimb. is our only settler/worker factory for a long time and we will hopelessly fall behind if we don't expand quick enough.
We need at least one quick settler, but this is in contrast to our military needs (with the additional facts that settlers will reduce the shield output of Zimb. and will itself be worthless if we do not protect them accordingly).
I intend to gamble and build an Impi in Ulundi too, I have the feeling that warriors will not help us at all. Ulundi has the additional slow-growth-problem (no whip possible for a long time), and we all know how good the AI is in finding the weak cities...

If we are not dead after the first Impi, I'm open for our build-queue in Zimb:
A: rax-Impi-settler-Impi
B: Impi-settler...
C: gamble a bit: no first Impi, immediately rax and then 2 Impis, then settler.
Sorry, if I delayed the game, but I really think that this is an important stage (I expected the fun to begin at my second set of turns, not yet, oh well...) if we want to survive, because Gothmog can only defend us with the things we build NOW.
I'm taking a time-out now and will check in later. If no one has responded, I will play my ten turns, hopefully appropriate

Belisar