GR13 - AWE on LK's world map

Good work recently, in the circumstances. :goodjob:

Has anyone pointed out that the Indians are in the IA? :eek:

I know that it's hard to pay full attention to worker actions when the turns are so long anyway...but our workers are doing some strange things. Why are we roading so many useless desert tiles in the NW, seven of them outside our cultural boundaries? Why are we clearing so much jungle, when we can promote population growth in much faster ways?

It's not a sin to spend worker-turns just on movement when the workers have no sensible actions where they are.

Gwandu in the west is about to complete a regular pikeman. I'd change that to a settler, and then MM the town for much more pop growth, since it's completely corrupt anyway (although I realize that the reg pike may be an intentional attempt to build MP, and that's not bad either).
 
We need to settle that crap land so we can keep on eye on things and get all the unit support we can. The AI will do so much better in this game on research than the last one.

The lower map cost and better cost factor combined with the quick contacts, let them rip fairly well. Emperor civs will not suffer as much from unit production as those Monarch boys did.

Last I knew we could make a 20 shield MP units and that is better than a 30 shield one.

I see a value in making roads to towns in the jungle, but only cutting a tile with a bonus and then with workers that cannot be used elsewhere for a long time. This is why we need to clear that land south as workers were potentially in jeopardy if they were too far out.

Zulu impi and horses were coming out of the fog. Not to mention Ghandi had dropped some WE's and landing can occur at any time.
 
I had to play kind of quickly as I wanted to pass the game off so ThERat can play. I will just summarize.

You will want to MM as I was rushed at the end.

We had troubles with landings. Not enough units in the north and west and lost two towns. They were nothing towns however so not a big deal. I did bring over a knight army (probably should be replaced by a sword army) to handle a landing.

I did well with leaders - we got 4 more of them. We have 2 knight armies. One army I filled with MDI (because I had so many empty ones) and have two more that occurred to the far west and are heading across (can be knight armies).

We just took Zimbabwe. We are making more progress on the Zulu. They seem to own Madagascar so we may want a boat or two to knock them out of the game.

I made a bunch of settlers. We have 12 unsettled so I turned off further production as that seems enough. Town count is now high enough I don't think we will run into army limitations for awhile.

I sent off 4 Sword armies. I am afraid we waited too long though and Karakorum will be guarded by Rifles. We may want to join it with about half our catapults under a knight army. I feel we NEED the GLib at this point. We are an age behind and tech is slow. We really won't go far until rails and artillery/Infantry IMO. Too many enemy units.

If we do send out a second group then head straight east. I think I went the long way with the sword armies.

I saw the first Cavalry on the very last IBT. Next player will be fighting them. I accidentally hit enter so it is 1160 with no units moved (disbanded a worker on us too as I hadn't fixed science yet).

Choke can be opened and closed to lure the enemy.


Some Pictures:
GR13-AD1160a.jpg


GR13-AD1160b.jpg


GR13-AD1160c.jpg


The 1160AD Save
 
I think now is the right time to grap the GLB. It can now give up cavs. Did Byblos get overrun or was it abandoned?

Are you pillaging as you go or not? I am not sure a sword army will be able to handle landings for long, so the knights are better. They can get from A to B where swords won't and can kill cav and probably not be attacked.

I hope Zim does not flip, we will be a long time in taking down those island cities, unless we get at least a caravel, not sure we should care about them right now.

If we do not capture Zulu towns, we need not bother with ship at this point. Just let them rot until we get galleons.
 
We just shouldn't put units in Zim. I took it last turn. Since Zulu don't have speed 2 units, Zim doesn't need a defender. Just leave an attacker outside the city. It can kill the Longbows as they come at us.

In other words we don't care if it flips or not. We lose nothing. The only cost is we need to keep a MDI next to it (we need to defend it anyway).
 
thanks Greebley for playing so fast. I am still in Dubai and will be taking my flight soon, but will need some rest first at home. I will post a got it on Sunday evening (which is Sunday morning US time), if I can play my turns. Might well be that I fall into bed totally exhausted, but I think the jet lag will keep me awake at night.
 
Last I knew they were still sending horses, I guess we cut them off. Still with no MP, they will not end resistance for a long time and could be a flip risk much later. I just do not like to fool with captured cities.

I guess you can get away with at these levels. When you are used to being last in culture it is hard to think about holding anything unless the civ is about to go extinct. For the price of a settler, I just prefer not to deal with the issue.
 
ok, playing now, see how many turn I can get before I am too exhausted
 
Did any other civs bite the dust? We were declared upon by Australia, but we have no contact with them. We have 13 active civs and 2 deceased (afaik), so 2 others besides the down under crowd are unacounted.
 
Pre-Turn
have to get used to the new status, it has been a while since I last played my turnset
realise it's 1160AD, so start right away

1. 1160AD
while moving our 4 armies towards east spot some cossacks, that can get ugly
defeat 4 units, found 4 cities
capture Swazi and Hlobane

MM and invention drops to 5 turns from 7

IT defeat LB at Hlobane

2.1170AD
found 3 cities
defeat 7 units including 3 Cavs at the choke after pinging them
raze Delphi

IT a lot of movement but no attacks

3. 1180AD
defeat 2 keshiks landed near Swazi
at the choke kill 3 Persian Cavs but leave 1 alone to block France

capture Ngome and Bapedi

4. 1190AD
defeat a few units at the choke, otherwise uneventful

IT 3 Persian Cavs + LB land near Swazi, we're in trouble there
invention is in, gunpowder next

5. 1200AD
attack the stack, lose a sword, but keep situation at least manageable
at the choke the situation is udner control if played properly, remember Persia comes after France and blocks them
we have a settler there to settle on top of the iron again

in the east, our armies, finally spor Mongol land, hope we can get to Karakorum soon
once Umfolozi falls next turn, Africa is ours

I stop to play here, too tired now and too late, next player please MM again
sorry also for posting no picture
 
can't upload my save, will try tomorrow morning again before work
 
ok here it is
save
 
Well with all the desert we had and all the the bit of jungle and hills we now have, we should have salt and later oil. Coal is the one I am most hoping will be in Africa.

Hope you had a good trip and get some rest.
 
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