GR12 - AWM vs 30 civs, Pangea

That big bag of gold is letting them peddle techs around as soon as someone learns them. Can we take a large chunk of it from them?

Wow they had an MGl exposed, I like that.
 
It is so strange to me that the Celts have not come regardless. I can't imagine that they would sit around, just because they would have to cross someone else land.

Maybe they are now using mostly old units and not many mobile ones. If they do not have horse, that would make sense. Hard to believe they are without horses though with all that land.
 
Another thought. It would be nice to take Korea out entirely, so building a Galleon near their island would make sense. We can then keep some of their cities

BTW, where is Leo's? 1/2 price upgrades might have use if we ever need more artillery (we could then upgrade the cannons). Not sure if we do, but if the AI get Infantry this might make them useful.

Lets not raze the city if we haven't already. If it is the Celts though, I am not sure it will matter.
 
vmxa said:
It is so strange to me that the Celts have not come regardless. I can't imagine that they would sit around, just because they would have to cross someone else land.

Maybe they are now using mostly old units and not many mobile ones. If they do not have horse, that would make sense. Hard to believe they are without horses though with all that land.

If they are not at war and don't get ROP, then they would continually be kicked out of the AI's land wouldn't they? I would think it could easily block them. It occurs to me I don't really know how that works though. Also if they are blocked and at war with somone else, I feel they will go after the target they can reach. They have been at war a lot to get all that land.

The mongols were also blocked. In their case they were at war with the Iroquois which completely blocked them from us. I didn't see a lot of mongols come at me either on my previous turns.
 
Why not plant a spy on the Celts and get some answers? They have had a lot of wars and may still be busy fighting. With all of hteir towns they are going to be forced to keep a lot of units on defense.

That could be the main reason to not have gotten to our front. If they have been at war with Rome, that is about the only one that could have stopped them from getting out. Az was a path they could have come, but if they are fighting Rome, that would be a problem for them as well.

I don't know, I still do not remember a civ on the same landmass not showing up at all and was so large. It is very strange.
 
Greebley said:
If they are not at war and don't get ROP, then they would continually be kicked out of the AI's land wouldn't they? I would think it could easily block them. It occurs to me I don't really know how that works though. Also if they are blocked and at war with somone else, I feel they will go after the target they can reach. They have been at war a lot to get all that land.

The mongols were also blocked. In their case they were at war with the Iroquois which completely blocked them from us. I didn't see a lot of mongols come at me either on my previous turns.

At least we were seeing Mongols coming in most turns. I killed lots of them, but zero Celts? I am not sure if the would leave if ask as large as they were. Most of the time in my games the AI seems to come, maybe they had RoP's?

I think it was war with Rome, but I would not expect them to have been at war all this time. Maybe they were too busy in the early phase. I forget how long ago it was that contacts were made with the Celts.

Probably we won't really figure out the truth. Just guessing as it is unusal. I would at least expect some ships, maybe those were sunk. I did see a Roman frigate redlined and I do not know what it was fighting on the south.

Edit:
Ok I see that Rome is at war with the Celts and Rome has nothing to stop thecelts from coming or going. Korea is in an MPP with Rome,but is not at war with the Celts, so the Celts are not fighting on Roman land.
 
One good thing about all the open spaces, maybe the Inca will land some place where they can be finished off. I like getting Leo's, but with 25 cities, it is a lot to eliminate Korea. Maybe we can just cut the rubber.

Then take some cash from the Ottoman with only 8 cities. The Celts will be able to break out soon regardless, I would think. Too many places for them to be block. My question is do they have much to hurt us with at this stage?

They are a long ways form RP as long as no one gives it to them.
 
We have one galleon there for the rogue Koreans, I'll fill it up for a trip to paradise city. Korea first was my plan, if you stick to simply the landform, they're the logical target otherwise they will always have our 6 no matter what.

The celts have everything but rubber for ressources.

After Korea is down, I'll go with the gold flow. And I'll consider the idea of upgrading or not the oldest artillery units to real artillery.
 
I think we might need more artillery as I purely pushed for cavalry to take out the enemy fast. We should be able to get rid of Korea fast. We have a lot of armies and if you use them properly and use workers to lay rails wisely, you can make a lot of progress per turn.

I tried to refound a city for every city that was razed, but this turn there is 1 spot left I think. That's the settler I put in place without a road.

By the way I especially built that galleon to get rid of the Korean Island. Frigate bombards have become very rare and are not a nuisance at this moment
 
Nice progress.:goodjob:

I saw the East collapsing, but that fast is excellent work.

Poor Vikings. :) I am surprised that they still live with the hungry Celts being around them.
 
The Celts are very strange in this game. They killed off a good sized Russia (for that time in the game). They leave a 2 town Vikes alive. They stop attacking England after it was down to 4 towns?

Actually, it is the killing of Russia that I find odd. They seem to not go the last step most of the time. That and not getting any units to us this whole time. Even with wars going on.
 
The celts have found a new luxury ressource in England called LSD and they all went totally hippy. That's my take of it.
 
Minor update:

Pre-Turn:
Rush 6 settlers in high food towns 1 turn from growth

Full round of MM, temples everywhere E, militias where there's resistors
Corporation could now be in 3 turns at 60% rather than 80%. I leave it at 80 though, in case.

Unless I forgot something, it should be ok to only check for cities that either grew or shrunk to re-do micro, as those are the only one that reassign tiles. CA2 has the wonderful grow/shrink warning for the alert panel that should take the MM down from several hours to at most 10 minutes each turn.

That's for the corrupt towns; the core has been swapped around tile-wise and I gave several policemen in some places, feel free to re-do. I see no reason to get to it at lenghts right before we have factories and plants, which will inevitably change all the cards.

IT
First celts in sight

 
Beorn-eL-Feared did you slap in a spy on the Celts? Does anyone have enough spare units to really even press us? By spare I mean above the amount they keep at home.

It looked like Rome and the Koreans are not able to muster much on offense. With all th fighing the Celts have done, they should not better much better off.
 
The Koreans are sending a stack of 10+ LB's with a few rifles' cover, but that's probably their last effort. I started turn one and it went rather good for a turn where most frontline armies needed to rest. I'll spy them up and we'll see.
 
Beorn, I am sure you are aware of it, but if a unit uses rails only to move it can still heal fully during that turn in case it moves only.
I used this feature to be able to quickly heal many armies. In my case it was almost as if 1/2 of the armies fight, the other heals fully. That way progress was really fast.

And thanks for MM before the IT. I was really too exhausted at 2am in the morning after 10 turns :crazyeye:
 
I remember testing it and I should've known but somehow I've always remained certain of the contrary ... :lol: thanks
 
Back
Top Bottom