GR12 - AWM vs 30 civs, Pangea

actually I do hope that babs will get Sun Tzu, thus we could capture the city and keep it for ourselves.

As for cats, we can't get enough of them. Onyl issue now is to get more cities up to not exceed unit limit.
 
350 (0): I follow Greebley's idea of switching the pre-build in Harran to the Pentagon.

I change a couple of cat builds in cities with barracks to spearmen, as suggested.


360 (1): I re-name Aleppo Worker Pump Only, for all the good that's done in the past. ;)

I somehow cancel a sword army's movement while naming it, and have to re-load--not a trivial thing, with this file. :rolleyes:

Around Spite we slay two Spanish archers and an Arabian spearman (3-0).

We lose a spearman defending Hubishna (near our capital) from a Portuguese archer landed from a galley (3-1).


370 (2): We dispose of the Port. archer near Hubishna (4-1).

Around Spite we deal with a Spanish horse/archer stack (6-1).

On the Wonder City/Irontown front we defeat two Port. archers and lose the asterisked elite archer with the remarkable name (8-2). :lol:

Bah, we lose another archer on the Wonder City front, to the counterattack of a depleted Port. archer (8-3). We had almost nothing in the area and I had to take some chances.


380 (3): We eliminate a Japanese and a Port. archer on the WC/IT front, and an Arabian spearman around Spite (11-3).


390 (4): We kill two Arabian swordsmen next to Spite, and an Arabian spearman which was getting behind our lines (14-3).

An Arabian swordsman falls attacking Spite (15-3).


400 (5): We cut down two Arabian swordsmen outside Spite, and a Japanese swordsman outside Wonder City (18-3).

A Spanish horseman and a Spanish archer hurl themselves in vain at the walls of Spite (20-3).

Washington and Ankuwa complete walls, just as the Babylonians arrive.


410 (6): The Babylonians have been advancing on Washington and Ankuwa in a way which has made the river between the two towns a real inconvenience to us. We finally have healed armies not needed at Spite available to intervene, and we wipe out a stack of four Bowmen and two spearmen (26-3). There are still thirteen units visible in this Babylonian column, though.

On the WC/IT front we smite a Japanese spearman, a Japanese swordman, and a Port. archer (29-3). We're still very short of attacks over here.

Four elite victories this round didn't produce a Great Leader.

Only six turns, I'm afraid. Considering my schedule this week, it seemed that submitting a partial round quickly would be the best contribution I could make.
 
I think this game is reaching its crisis. We still have so few units to attack with on defense--you all know what I mean :D--that our armies have to do most of the work, and there's no question of taking the offensive. We're drifting towards "if you aren't advancing, you're losing" status. We have built up a force of seven swordsmen other than those in our armies, and barring disaster we'll have the GLib in twelve turns. So we could turn things around, but it'll be close.

Our basic problem remains our start in the forest, of course. We were out-expanded by the Babylonians at least, and this is monarch.

I like Rat's idea of founding new cities which would give Wonder City some protection, although I had no chance to implement it. We have one settler in WC itself and another in Tyrana.

I think the forest chops we've got going in our heartland now will be almost enough. This is why we're roading some forest tiles; and the three workers which will activate on forests next turn (two of them slaves stacked together) are there to road, not chop.

Spite can be attacked by horsemen coming from unseen points on the nearby road, so we have to be careful about the garrison there.

Distasteful though it is, I'd pop-rush barracks in Spite and Wonder City as soon as it would only cost 1 PP. In Spite, this may be possible next turn, after which it can turn BG tiles over to WC. We badly need the full healing.

Notes on individual cities:

There's no need to change the capital's MM until it produces its next swordsman, because it'll be getting 20 shields from forest chops. After that it should be set to 10 spt at a food deficit of one.

We have a cat in Emar, which will be able to escape in three turns when a gap is finally made in the jungle surrounding the town. :lol:

Hubishna's barracks should be treated as a library pre-build.

Tyrana's MM should be adjusted next turn.

The forest chops next to Ugarit and Hunt Season are properly timed to speed up those towns' builds, I'm fairly sure.
 
The blue tide:

GR12-410AD.JPG
 
I up, unsure about playing tonight but will do on wednesday at worst. Can look at the save from work, so I'll comment later - or try to ;)
 
we need to expand no matter what happens. Thus, take an army as settler cover and bring it to the desired spot, then clear the area. I would go for the hill south of wonder city. that would be a good defensive spot anyway.
and maybe we can settle west in the forest as well to absorb the babs
 
Pre-Turn:
Increase lux a notch, allowing for 3 swords to leave MP duties in the north
Cancel walls off of Worker Pump Only (tm) and start pumping workers only at 5/5 f/s
Hit it

IT
lots of movements, no attacks

T1.
Buy ourselves a turn to heal armies at washington: cat volley, one attack with each army, then back to heal while the babs have no healthy unit to attack with. [3-0]
The unit wall in the west is almost up.
Kill one horse in Spite, one archer in irontown [5-0]
Brace for impact and hit it :ar15:

T2.
Literature in, research off, pre-build changed back. At current rate, it will finish on markh's turn 2.
Third army healing in irontown, will go found a city when healed
1st and 2nd divisions in washington healing as well to crush the blue wave
All bombards, no :hammer:

IT
The arabs show up with 8 swords

T3.
The blue tide turns east towards wonder city, but is crushed by the reef of our swordsmen [11-0]
Some skirmishes at Spite, preparing the terrain for a greater fight against Khan Abu Bakr [13-0]

IT
Japan moves 5 attackers in iron city, the arabs move inland, babylon keeps pushing

T4.
The arabs are quickly quelled by iron boulders and blades [18-1]
A few more kills against japan and some random wanderers [26-1]
Leave a catapult bait just out of reach

IT
We finally get attacked on an IBT: a bowman dies on a 3/4 spear and a jap sword on our army [28-1]
The bait works and nets us 2 easy kills for the turn [30-1]

T5.
The arabian epic 'A Day in Hattusas' continues to bring us good news [34-1]
I notice we have made a dent in the babylonians' power of late. Slowly but surely, they will fall.
Do the catapult bait again
1st army has its settler cover ready to climb the hill next turn.

T6.
Lose a sword against a bowman, but the others do well against arabia and japan [44-2]

Army and settler in place to found the hill city. They spot a light blue border, however.

IT
Lose a spear to a spanish horse and Tyrana to a portuguese archer drop :blush: [44-4]

T7.
This turn I lose an elite sword to a 2hp spear... the RNG giveth but it also taketh away [49-5]



IT
The spanish horsemen are now 2-0-1 during my set :cringe:

T8.
I think now is a good time to stop, as I have no clue how to proceed with the pushing.

All 3 armies, along with the garrissons of Spite and Washington have yet to move.



I am clueless because I don't know wether we should push east to make room for cities around wonder city, or push west (widening our frontline but making several towns), or just keep killing units conservatively. You guys are more experienced and will have more educated opinions than mine.

Meanwhile, we are [53-6] in the last turns, but I'm afraid I've been spreading units a bit too wide and we'll need consolidation/regrouping to keep this pace.

>>> The Save <<<

EDIT: Save fixed now
 
good turns, let's hope we get the GL soon.

Of course now we raze those 2 towns near our new city (Pamplona and Yokohama). Then I would get a new city up in the forest south of Spite to take Wonder city out of the line of fire. I would then swap Wonder city to a prebuild already. We don't really need a rax there as it will be off the pressure soon (hopefully).

We can use the prebuild for either SunTzu or KT. In the worst case, pentagon is always an option though I think we should use a leader for that.
 
Good play, Beorn. :goodjob:

ThERat said:
Of course now we raze those 2 towns near our new city (Pamplona and Yokohama). Then I would get a new city up in the forest south of Spite to take Wonder city out of the line of fire. I would then swap Wonder city to a prebuild already. We don't really need a rax there as it will be off the pressure soon (hopefully).

I agree. The Babylonians have the Great Wall, which makes going after them with sword armies an unattractive prospect.
 
A couple lurker comments. I really have never liked the one-worker-a-tile approach. Clearing a jungle with one worker is almost a waste IMHO. The two lead cities are at 9 spt. If you MM right, Harran, Hatusas and Hunt Season can pull 10 spt. Although if Hunt Season is cranking settlers, obviously you can't sustain it.

As far as where to go, I'd eliminate Yokohama and replace Under Prssure, going 1 NE. Then you can build along the ridge line running south. With walls on the hill towns that should provide a good defensive line. Push against Babylon to the SE bringing the workers along to quickly make use of the abundant opportunities for forest chops that in turn will allow for quick walls.

Any thought about using an MGL to jump the capital to a place like Washington?
 
there is no need to jump palace. If we get the FP in wonder city, that would be just nice. We will get quite a few cities which can be productive with courts.
The outlying cities will be great science farms once we are in monarchy. By the way, once we acquire that tech, shall we revolt or wait? The limited unit support would make a later shift to monarchy attractive. Now, most cities are below pop7.

We also need horses for our GA which will be a real boost for us
 
With all those 2-1-1 tiles lying around, a despotic GA wouldn't be such a waste at all - and chances are we'll be a monarchy rather soon anyways. The only horses we have against us are still the spanish's, so wherever they are, they fall 2nd on my hitlist after babylon.
 
M60A3TTS said:
Clearing a jungle with one worker is almost a waste IMHO.

Yes. The problem is more with jungle than with one worker per tile. Early in the game jungle should be roaded first when absolutely necessary, and otherwise ignored.
 
I take it this evening and see what I can do. Hopefully we get a nice big house with many filled bookshelves. I cannot remember ? Did we have horses in sight ? I want knights.:hammer:
 
The only horses we are aware of are spanish, and they aren't in sight. I haven't checked CA2 for wether or not anyone has some, though.
 
0) 490AD : use some cats, but no units left to attack

IBT : lose two units on defense

1) 500AD : not very good, one army in the red on two spears at Yokohama, lose two swords on a wounded spear. that stinks :mad:

IBT : uh, our red army is still alive, this time we do not lose a unit

2) 510AD : kill various units without a loss and two swords promote elite

IBT : again no losses on defense

3) 520AD : cats do their job, mainly units healing

IBT : we get this big building with filled bookshelves

4) 530AD : Abu Bakr seems to be seriously interested in Spite. 8 swords will be there next turn
Kill a sword in Yokohama, another one appears

IBT : the techs come in and we are in the next age, but no medieval tech learned, yet. monarchy comes in, but do not revolt now

5) 540AD : finally we destroy Yokohama
the Arabs lose almost their complete stack at Spite

IBT : our army in under pressure is redlined by a Japanes archer

6) 550AD : the Arab stack is history, just two spears are left

IBT : nothing important

7) 560AD : the area around Washington is more relaxed now

IBT : we lose an army in Under Pressure against several Japanes swords
we get republic and feudalism

8) 570AD : upgrade some vet swords to MDIs

IBT : Under Pressure still is attacked, the Arabs again send a nice stack of swords towards Spite

9) 580AD : kill units

IBT : Portugal lands a spear and an acrher at our capitol

10) 590AD : kill units

IBT : Arabs go for Wonder City now

11) 600AD : wound all Arabian units at Wonder City

hm, uploading pictures does not work. Sorry guys.

If we want to revolt we could do it now. I think we have enough units at the front. I could not expand, so nothing have changed much. Too many foreign units there. I had many elite victories, but no MGLs. :cry: For the next player. There is another Portuguese galley reaching our capitol in 1 or 2 turns. I have a sword and two MDIs there to welcome the landing party.

http://www.civfanatics.net/uploads11/GR12_600AD.zip
 
MDI's should be a great push upwards, if we have a dozen I think we're safe to revolt :thumbsup: Too bad about the army, but hey, this is a super huge map, we'll have time to make more :borg:
 
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