GR13 - AWE on LK's world map

thinking about it, we should get CoL -> currency -> construction in my mind. Markets will be useful once we have 3 luxes for the double happiness. Did we spot a thrid lux somewhere?
I can't recall that.

I am with Greebley regarding keeping cities. Once we have Zulus or Songhai down to few cities, we should keep them all. Even a flip doesn't matter much as we should not station our units inside there.

markh, great kill ratio...
 
You don't get double happy faces until you have 6 luxs. You get 1 additional happy face at 3. IOW 3 lux get 3 happy, with a market it gets 4. At 6 you get 12. Still not a bad deal, but we do not even have 2 right now.

I agree at 2 or 3 towns left we are solid. It looks like you are correct we do have a culture edge over Zulu and Songhai. I guess I am not use to even thinking about having more culture. It is usually 3x mine or worse.
 
One more question. Why are we making a chariot now? It is a long time to we want to trigger a GA. Would not a few swords to use now be better?
 
That must be a mistake. I did not want to build a chariot. I just built swords. The one we have was built before my turns and I just used it as MP.
 
I was looking at the 250AD save and it had the cap making one. This may not be the latest save, I will check. I just figured we could wait till Monarchy is close to coming in.

I don't suppose they would be bad to use as MP's as long as they were not used in combat or did not come in place of a sword.

Edit: ok, I see I have a 350AD, so that one may be the only one.
 
Greebley said:
250 AD: Move onto Zulu Iron. Horses roaded and will build a war chariot next turn

Greebley didn't know if the consensus was to wait on the GA which is why the WC was built so soon.
 
That is fine, I just wanted to see if we were going to make a bunch of them so soon. Making one or two is not a problem, making lots of them to sit around would be though.

You never know if something was done as part of a plan or an ovesight. If it is an oversight, then we want to raise a flag. It is quite easy to accidently do something and forget to change it.
 
350 (0): Tremendous expansion recently :goodjob:, though we seem stretched to the limit and I don't expect to match that pace this round.

M60 is right that we have to declare on the Persians, so I do that.

A cultural expansion at Byblos will help our defenses more than one more catapult. I switch that build to a temple.

Helio barracks --> swordsman.


360 (1): On the northeastern front we smite a Bab MDI and two Bowmen (3-0).

In the SE we dispose of two Zulu swordsmen (5-0).

In the SW we cut down three Songhai archers (8-0).


370 (2): We slay two Bab MDI, a Bowman, and a Greek archer in the NE; two Song archers in the SW; and a Song spearman, a Zulu swordsman, and a Zulu archer in the SE (17-0).

A Persian horseman appears near Babylon.


380 (3): We defeat a Persian horseman, a Bab MDI, and a French swordsman in the NE; and five Song archers in the SW (25-0).


390 (4): We eliminate two Greek archers, a Bab MDI, and a Bowman in the NE; two Zulu swordsmen, a Zulu archer, and an Impi in the SE; and two Song spearmen in the SW (35-0).

Bizarrely, given that we haven't seen a mounted unit from them, the Babs have horses right next to Babylon. I send an army to pillage the tile.

A elite spearman covering an archer falls to the attack of a Bab MDI (35-1). I was going to cover this archer with an army until the opportunity to pillage Babylon's horses appeared.


400 (5): Our SW army defeats two spearmen in Songhai Kangaba, but the town remains garrisoned (37-1).

We pillage Babylon's horses.

The situation in the SE is a little delicate at the moment; we have to defend Lisht from the Zulus and Asyut from the Persians while also shadowing a Persian galley which is sailing far up the Red Sea without committing itself.

We extirpate two French swordsmen and a Bowman in the NE; one Zulu swordsman in the SE; and one Song archer in the SW (42-1).

We kill a French warrior near Pi-Ram, as they finally start attacking in the NW (43-1).

The Persian galley drops a single warrior off next to Heliopolis, after advancing as far as El-Amarna.

A Zulu horseman appears.


410 (6): We account for the Persian warrior near Helio (44-1).

We dispose of another spearman and archer in Kangaba, but the town is still garrisoned (46-1).

We overrun a Persian Immortal and warrior, ending the threat to Asyut for the moment (48-1).

We wipe out a French archer in the NW; two Greek archers, a Bab MDI, and two Immortals in the NE; and an Impi in the SE (55-1). We gain the GL Ramses on our twelfth elite victory of the round, as though probabilities were additive. :lol:

We only have seventeen cities, but with things heating up in the NW (fourteen Immortals in sight at one point) I definitely want to use this GL for an army, not the FP. In the next two turns we should be able to found two cities in reasonable though cramped locations, and one in a spot I would have chosen anyway; and since we have no elite attacks left to make this turn, we'll only lose one turn's worth of opportunites by holding the GL.


420 (7): We root another three units out of Kangaba, and finally auto-raze the wretched place, gaining zero gold (two archers and a spearman; 58-1).

We smash three Greek archers and three Immortals in the NE; three Song archers in the SW; and two Zulu archers in the SE (69-1). One of our armies has an incredible run of bad luck against an Immortal, falling to 1 HP.

We found Kahun near the ruins of Kangaba.

A Persian warrior--a conscript, no less--perishes attacking Byblos (70-1).

Memphis barracks --> swordsman, Byblos temple --> swordsman.

The Babylonians are building Knights Templar, which could work out well for us--or not. :crazyeye:


430 (8): We found Athribis and Mendes, pushing our border with the Zulus forward a little. I would have liked to put Mendes in the less cramped position one tile NE, but with the Zulus and Persians using the mountain range as a path, a city next to a mountain would be too troublesome tactically.

Ramses founds our fifth army in Alexandria.

We exterminate a French spearman in the NW; five Immortals and a Bab MDI in the NE; and an Impi in the SE (78-1).


440 (9): We liquidate two Immortals and two Bowmen in the NE, and a Zulu swordsman and an Impi in the SE, gaining the GL Cheops in fighting around Byblos (84-1).

I don't have time properly to consider what to do with the new GL, or where to put the FP if that's our choice, so I won't play a tenth turn.

Fourteen elite victories this round produced two Great Leaders.
 
Once our army in the area has healed, we should be able to advance on Koumbi with catapults and take the Songhai gems.

I'll repeat that we've seen horsemen from the Zulus, but not from the Songhai.

We have no settlers in play, after I used three almost at once, but two will complete soon.

We're still feeling the effects of our shield-poor start. Our lines are about as thinly held as I've ever seen in an AW game that wasn't obviously headed for disaster. The southeast, where we have only one army facing a lot of Zulu units, needs the most careful handling at the moment.

The policy of keeping the choke closed so that AI civs don't come our way trying to settle is working well. Our only new enemies this round were the relatively close Persians.

Our MM right now represents a compromise between research and shields. We can produce units a little more quickly if it seems urgent.

Alexandria can normally produce three-turn swordsmen, but this involves setting the city for more than 10 spt when the cow is available, to compensate for turns when it isn't. The town's MM will need adjusting after it produces a swordsman this interturn.

We have an asterisked elite swordsman next to Byblos, and a three-unit army also next to Byblos, so....;)

Remember not to use our one War Chariot in battle until we're ready for our GA.

I assume that this is the time to rush the FP, since we're the full four cities away from our next army; but as I mentioned, I'll leave that decision to the team.

Cheops is relaxing in Alexandria.
 
Closing in:

GR13-440AD.JPG
 
Northern Pike said:
I assume that this is the time to rush the FP, since we're the full four cities away from our next army; but as I mentioned, I'll leave that decision to the team.

Cheops is relaxing in Alexandria.

Should I hold off starting my turn to get some feedback on the FP or just slap one up. Normally I put little interest in where the FP is located as it is usually hand built.

Here we can rush it and I would think getting it close to the hills in the SE would be of some value. The issue for me is how long it will take to get the MGL on site. If it is more than 2 turns, I don't like it much.

I guess given we cannot found 4 towns very soon the travel time is not so important though.
 
try to get a site for the FP that has shield value so that it can serve us as a wonder city. We might be far behind in techs but we could use a city with many shields for good value.
and even if the MGL travels far, we can't build an army for some turns anyway. I would start keeping Songhai cities to preserve settlers.

Also, remember to bring the chariot in position to get us the GA as soon as we are monarchs
 
If noone has a better idea...

Kahun looks like it has lots of shields someday (mostly after rails though - only 2 hills before) and it is sort of centrally located. I would go for that one. It is far enough away to have decent corruption to eliminate and will reduce distance corruption in our African towns.

Edit: I see I am just a bit late... Ah well.
 
Not too late. I am just now going to start. I do not know where the town is right now, but it probably is as good as any.

OK, I have it up now. I like it fine. My other choice does not have a river, but does have lots of hills as far as we can see, so other towns will get some help.

So Kahun it will be.
 
Pre:

Sword kills Song archer (1-0).
Spear kills redlined impi (2-0).

IBT:
units head our way, 3 MDI land on the cow near Alex.
1st kills two swords that attacked Lisht. (2-0) [4-0]

450AD:
Cash down to 18 gold and losing 10 per turn, so drop research to 50% and break even. We stay at 8 turns to Monarchy for now.
4th kills archer (1-0).
Sword kills archer (2-0).
Sword kills Song archer (3-0).
Sword goes elite after killing Zulu sword at Lisht (4-0).
Star archer kills MDI and 2nd kills 2 of them, cows cleared (7-0).

IBT:
fast units appear at Lisht and Athribis. [11-0]

460AD:
Archer kills Fr archer at Pi (1-0.
Sword kills Song archer near Eduf (2-0).
2 swords kills 2 Song archer near Busiris (4-0).
Sword kills bow (5-0).
Fr warrior a reg no less does a lot of damaged to the attacking 4th army before falling (5-0).
Sword kills Greek archer (6-0).
3rd kills Gr archer and Fr warrior (8-0).
Sword kills impi and 1st kills archer (10-0) [21-0].

IBT:
ugly rng and a lone horse kills a forted elite spear in Athribis. The good news is I had moved in a wounded sword (0-1) [21-1].

470AD:
Found El-Ash and starts a place holder cat for now. This site is gross, but I need towns some place that are not going to be under lots of pressure right away.
Sword kills bow (1-0).
3rd kills Gr archer and then a second one (3-0).
2nd kills 2 of Hammies MDI's (5-0).
Rush FP in Kahun.
sword kills Song archer (6-0).
Sword kills Zulu sword at Mendes (7-0).
Sword kills the offending luck horse (8-0).
1st kills another Zulu sword next to Lisht (9-0).
2 Zulu swords are next to Mendes, which has a cat and 4/4 spear and a 4/5 sword. Move the 3/3 spear from Avaris to Pithom as it had a damaged sword and an impi was in range. I have had lots of bad luck with imps, so I prefer to be sure it cannot capture the town. Especially after the elite spear died to a horse.
Avaris need a beakerhead to be happy.
Buto need its beakerhead to be an entertainer.
El-Am needs a taxmen. We need those Gems to get some pop back to work or at least deal with grow unhappiness. [30-1]

IBT:
I get another ugly rng on the inter. First sword attacks Mendes and the spear goes redline, but wins. Then the elite sword drops their sword to redline and proceeds to lose the rest of the rolls and dies. (1-1) [31-2]

480AD:
FP is up and we move from a minus gold per turn to a +9. The bad news is that 5 Fr swords show up near Alex. Lots of Song units moving around.
Cats go on strike at Lisht and miss nearly everything.
Pithom the sword manags to kill the impi (1-0).
Swords kill 2 Song archers (3-0).
5th captures Koumbi and we will try to hold it to get those gems now. I start a temple, but we can switch it later if can get starved down. (5-0)

Miss click an elite sword and moved it so it is not out of range of 2 archers, ouch.
Well well 4/5 kills Song archer and makes an MGL. I do not know how many town we have, but I think I made 2 and captured 1, so we may need 1 more (6-0). Move the spear from Kahun to cover the sword.
4/5 kills Imm (7-0).
4/4 do as well (8-0).
3rd kills bow and 12x kills Imm (10-0).
3rd struggles, but kills another Imm (11-0).
2nd kills MDI and Fr sword and 4th kills Fr sword (14-0).
1st kills impi and sword (16-0).
Sword kills spear on our road, but I cannot cover it. Hope no one comes out of the fog.
Up research to 60% and get to 4 turns at +8, thanks tothe FP.
(17-0) [48-2].

IBT:
Barely escaped another bad rng on ibt as the sword attacked the spear at Mendes and redlined it before giving up the ghost. (1-0) [49-2]
 
490AD:
3 horses and 2 impi show up near Athribis which as has 5/5 and 2/5 sword.
Ok a Hop shows up with a settler in tow, so I use the 2nd to get it. (1-0)
Sword kills Fr sword (2-0).
4th kills Fr sword and spear (4-0).
I move a 3/3 spear into Athribis to help with the attack coming. May be able to get lucky with 3 units.
Sword gets brave and attacks Song archer across a river on a forest and takes no damage (5-0).
5/5 sword kills the other one with no damage (6-0).
Found Tanis and start a reg spear for now. I would just as soon have a few more MP's to use that do not ever fight, than another cat right now. It can be switch though.
Hum that is still not enough for the army? I count heads and we have 22 towns.

IBT:
some slack this time the two wounded units in our land do not attack the lone spear and leave. The 5 zulu units do not attack and move to Lisht.
Greeks show some horses near the choke. [55-2]

500AD:
I have not moved the chariot as it has been serving as an MP and I did not want to give up the pop working. It has to move now to be in place or maybe the next turn for sure.
Sword kills Song archer (1-0).
Another sword kills archer (2-0), not doing well in promotions.
1st kills 2 zulu units at lisht (4-0).
3rd kills Bab LB (5-0).
4th kill Bab LB and MDI (7-0).
Lisht is in danger here as it seems the Zulu move after the Persians. I left an Imm next to Athribis in the hope it and the army would block the Zulu units. Now I have to hope the wounded Imm will pillage the tile and stay put or at least the army pings the units and the spear and cats do the rest. Even though Mendes is only 2 tiles away I cannot get any units from it to Arth due to the river and lack of roads.

IBT:
Nice break here. The Imm leaves and two horses attack Arth, one dies and the other retreats. The 3rd horse cuts the road. 1 impi dies and the oher heads for Lisht. Very sweet (2-0) [64-2]

510AD:
Drop research to 50% Monarchy this turn.
Sword kills Imm (1-0).
1st kills Imm (2-0).
Man cats go 0 for 5 on an Imm.
Sword kills Gr horse. (3-0).
5/5 sword kills Imm (4-0).
4th kill Imm and covers the sword and cats on the hill (5-0).
2nd kill Gr horse (6-0).
Sword kills Bab spear (7-0).
Spear kills redline impi (8-0).
2 swords kill impi and a horse near Arth (10-0). [72-2]

IBT:
no action. Monarchy comes and I revolt. Many cities pop up for happy issues and we fix them. Select Currency, I think that was the next one requested.

520AD:
2nd kills Fr sword (1-0).
sword kills Zulu archer (2-0).
3rd kills MDI (3-0).
12X kills a bow (4-0).
Sword kills Song archer (5-0).
Sword kills Song archer (6-0).

IBT:
Horse attacks sword and dies. (1-0) [79-2]

530AD:
Sword kills Imm near Alex (1-0).
Yeah we bad, GA kicked off as Chariot kills redlined Imm (2-0).
Sword kills Imm at Asyut (3-0).
1st kills Zulu horse (4-0).
1st kills another horse (5-0).
Sword kills Bab LB (6-0).
Sword kills second LB (7-0).
4th kills Bab spear (8-0).
2nd kills hop and archer (10-0). Oh they were covering a settler, second one I caught. They all came to this spot.
Sword kills Song spear by Giza (11-0).
2 swords kill 2 Song archers at Tanis (13-0).
5th kills Song spear (14-0).
Switch 1 joker to science and drops to 8 turns.
Do some MM and drop to 7 turns and +12gpt.
Raise to 60% and go to 6 turns. Swap 1 sci to tax and stay at 6 and now -8gpt with 62 on hand.

I think I only had one vet make elite and since I had an MGL nearly all the time only one of them.
 
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