GR12 - AWM vs 30 civs, Pangea

Meeting the babs was unavoidable, and so was (I think!) every other civ around. They came to us. Being good neighbors, we answered the door. I think we'll have to hold back the teacup breaks and make more spears and pults in the next roster roll though. The cringes might be well deserved.

Marshes do not give coal, misfortunately, only rubber and oil.

X-post: the second city wouldn't be a waste IMHO, short-term it gives us iron and a few tiles, longer term it gets a deer and can be a good beaker farm.

GLB might be a good gamble if we wish to go straight for lit and shut off research. We inevitably will learn monarchy, which is good. As to relying on it for techs beyond that point, that's a whole other bag of nuts.
 
I like the idea of lumberjacking up a quick granary in Aleppo, which can be a tremendous worker pump for us. :goodjob: It looks as though we can most easily reach 5 fpt and 5 spt there (without poaching Ankuwa's game tile, which I'd rather avoid) by irrigating both the game and the cow, working one unimproved forest, and clearing and mining one more forest. The additional chop could only contribute to the granary if the worker left the game tile before building even a road, so I wouldn't worry about that.

If we're going to found Rat's Wonder city and its auxiliary iron-claiming town soon, which we should, we'll need roads in that area. So at the risk of stating the obvious, the worker now free next to Washington and the worker two turns from finishing a road in that area should turn to this job next, whatever the other temptations.

If Ugarit stays with its present worker build the forest chop next to the town will be wasted, so a spearman or archer should precede the worker.

When our capital is building twenty-shield units (and when free shields from growth aren't part of the calculation), it can work its fish tile for extra commerce without losing time on the build.
 
NP the AI should do fine on the AA techs, up to the last couple. It is the middle age stuff you want to get from the GLB and those are where they will likely fall into the tank. but maybe not in this game.

It will be interesting to see how they do, it is not like I have played or seen lots of 30+ civ games. I built the wonder anyway, because its Monarch and you can.
 
Roster:
Greebley - On Deck
ThERat
Northern Pike
Beorn-eL-Feared - Just Played
markh - Up
Gozpel - Waiting for the Weekend slot

I agree we can't have avoided meeting civs - it is inevitable - for the Babs, I suspect we were going to meet the soon anyway. The challenge of this game will be the large number that can be met.

One thing I think we need to do though is fill our land. If all 30 civs send settlers to our lands we will meet them all quckly and the game will be much harder. I am not sure when the AI will have their land filled, but I would start grabbing some of the jungle fairly soon.
 
About the research though, do we want to head towards literature anyways? The debate so far has been about long term profitability over GLB, but on the short run it is a wonder not to be neglected. And IIRC I kept the pre-build going in Harran, there's got to be well over 60 shields in there so far.
 
Yes, by all means let's build it.
 
The prebuild is slow but steady. I guess after maths, we can go for writing and literature. It should then tie in nicely with the build.
By the time of completion, we should be able to have our new wonder city up and running.

I also agree with Greebley to fill our backyard so that the AI won't come with settler pairs.
In this game, initial troops will always be the biggest obstacle, and if we get too many contacts at once, it might just kill us.
I do hope that the landmass will provide some sort of choke somewhere, else expansion is very tough.
 
Having a steady stream of settler pairs walking into your lands would be a nice source of slaves. :mischief:
 
I glad to see someone thinks so too. A few slaves and possible promotions is not a bad thing, till you can fill.
 
Sir Bugsy said:
Having a steady stream of settler pairs walking into your lands would be a nice source of slaves. :mischief:

If this were continents I would consider it. I wouldn't want to lose the game just for some slaves though which could happen if we meet enough civs early enough. It is not worth the risk. 28 civs can send a lot of troops.
 
Sorry, I do not manage to play today. I can play tomorrow evening at the earliest, so, Greebley if you want it take it.
 
0) 150BC : looks fine

IBT : Hattusas : archer -> archer

1) 130BC : archer loses to reg Arab spear at Aleppo (0-1)
archer kills that pesky spear (1-1)
archer kills Babylonian spear in Izibia (2-1)
eArcher loses to a reg Arabian archer (2-2)

IBT : we defeat 4 units on defense and lose two spears at Spite (6-4)
Washington : settler -> archer
Hunt Season : archer -> settler

2) 110BC : Curragh sinks a Portuguese galley (7-4)
eArcher kills Japanese archer at Spite (8-4)

IBT : Ugarit : worker -> archer
Tyrana : spear -> spear

3) 90BC : archer kills Portuguese archer at Spite and promotes elite (8-4)
eArcher kills Portuguese warrior at Spite (9-4)

IBT : Portugal request an audience and offers some portwine. Sorry, I am not allowed.
Hatusha : archer -> settler
Ankuwa : barracks -> archer

4) 70BC : archer kills Arabian spear at Washington (9-4)
archer loses attacking Izibia (9-5)
a second archer defeats the spear and Izibia is history (10-5)
archer kills Japanese warrior at Spite (11-5)

IBT : lose an archer on defense (11-6)
a lot of units approach Spite, next IBT will be tough
Hattusas : archer -> settler

5) 50BC : move units
6 archers will attack two spears and an archer at Spite IBT
we have 6 archers at Spite to retake it if it falls

IBT : the Arabs capture Spite, we lost two spears and an archer. They defeated 4 archers (15-9)

6) 30BC : archers kills Arab spear in Spite (16-9)
eArcher kills Arab archer in Spite (17-9)
eArcher kills Arab archer and Spite is ours again (18-9)
archer kills Arab archer at Spite and promotes elite (19-9)
archer kills Japanese archer at Spite (20-9)
found Wonder City at Rat's suggested spot

IBT : Hunt Season : settler -> archer
Ugarit : archer -> archer

7) 10BC : nothing

IBT : a bunch of Japanese units appear between Spite and Wonder City

8) 10AD : just moving troops

IBT : Ankuwa : archer -> spear

9) 30AD : eArcher kills Arab archer at Spite (21-9)
eArcher kills Japanese warrior at Wonder City (22-9)
archer kills Japanese archer at Wonder City (23-9)
eArcher kills Japanese archer at Wonder City (24-9)
found Hubishna
archer kills Japanese archer at Wonder City (25-9)
archer kills Arab archer at Spite and promotes elite (26-9)

IBT : nothing
Washington : archer -> archer
Hattusas : settler -> archer
Hunt Season : archer -> spear
Hattusha : settler -> archer
Tyrana : spear -> worker
Aleppo : granary -> warrior (MP)

10) 50AD : archer kills Arab archer at Spite (27-9)
archer kills Japanese archer at Spite (28-9)

Not a good kill count. Maths is in in 4. We need those pults. The pre-build is at 30 turns. I don't know whether this is too fast maybe.

http://www.civfanatics.net/uploads11/GR12_AD50.SAV
 
Roster:
Greebley - UP
ThERat - on deck
Northern Pike
Beorn-eL-Feared
markh - just played
Gozpel - Waiting for the Weekend slot
 
we simply need the iron and cats, then the game should get better and we hopefully get a sword army up and running, what's up with the RnG here.

I would leave the palace build at this rate, IIRC the palace build will get more expensive the more cities we have. Am I correct?
 
Given the size of the map, I think we won't see the palace cost grow until we have a lot towns. I think it first grows at 4/6 or 5/6 the OCN. I forget what the OCN is though. We are talking about 16+ towns here as a minimum, IIRC

Edit: Based on the OCN Given below and my understanding of palace worth, the Palace will increase to 400 shields when we have 19 towns.
 
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