GR13 - AWE on LK's world map

I got it, but I just got home and have not even had dinner. I will take a look at it to see if any questions popup and play tomorrow.
 
Greebley said:
If the rifles don't attack we can just whittle away at them.

In fact one stack of Mongol rifles, of manageable size, has just wandered onto flat terrain adjacent to a road we recently built. We might be able to start punishing that stack this turn, though the Persian cav units in the Balkans have to be the first priority.
 
lurker's comment:

Northern Pike said:
The Germans and French don't seem to have riflemen yet.
There's a French rifle visible S,SE of Amiens

Nice kill figures :goodjob: , following this with interest
 
Greebley said:
BTW, when we get RP, we shouldn't upgrade our cats and stuff. It just isn't cost effective to upgrade artillery.

Upgrading cats to artillery isn't, but cannons to artillery is worth it, if you have Leo's (which is still in Delhi, I believe). 40 upgraded cannons to artillery would give us real stack crunching power.
 
Ya, I would definitely keep the Cannon since they are still useful. Upgrading when we get Leo's does seem a decent idea.

I do want to continue research. After espionage, I would like to go for flight. Otherwise getting units to the America's is difficult. As a reminder, the movement of boats has been increased for this map. Still airlifting units is going to be so much faster.
 
I think we MUST keep up research and after flight, we need to aim for the UN. We do not want to lose the game diplomatically.

Getting to America will be a challenge, but we should be able to do that. At least, this game is exciting until the modern age.
 
1545AD:
Switch Dread Lion from court to a rax. Want to be able to heal here, wish I had some cash to rush it next turn.

Ok I am not sure what is going on here. Istanbul is undefended and many cavs are past our guard and the door is open to others to come through.

We have a settler about to found a town, no units to defend it and apparently lots of units come into this area? It is not blocked by armies, so what is the plan for it? How is it to survive?

I see a bunch of places making courts and I have no idea as to what the value of them may be. War in babylon is a prime example. Size 1 makes 1 shield and is doing 80 turns on a CH, what is the point, I do not know. I would rather it be on wealth and grow as best it can. We at least get the extra gold, instead we will pay an extra gold for the Ch if it ever completes? Hopefully someone can enlighten me. I leave this crap alone so no one will have to worry.

Gwandu is size 11 and needs another specialist. It was making 6 shields after corruption and building a factory to finish in 36 turns. (Note I got down to 11 turns now)
For now I make one policeman to get one more net shield and drop it to 31 turns.

Umber needs another specialist as well. Policeman cuts off a corrupt shield. We do not have any MP's in these places or we could put pop back to work.
Aquamarine is starving at size 6 while making a factory with a net 6 shields. I need to get a work crew to rail one tile to get the food up to 12. This place cannot grow as it has no aqua nor any tiles on land it could work if it did grow.

5/5 cav kills a cav at Landing (1-0).
5/5 MDI kill Fr LB (2-0).
5/5 cav kill Az elite musket at Landing (3-0).
5/5 sword kills Az cav at Landing (4-0).

Time to choose on the settler I guess. Either I do not settle or I have to close access, if I can. 2 armies needed and all units have to be killed. They have to die without using any blocking armies as they need to be nearly full health to be safe.

15th kills 2 Persian cavs and a Fr MDI (7-0).
5/5 sword kills Fr LB (8-0).

I park the loose settlers in Alex as I do not see any usefule place to plant them right now. We have a bare piece of desert that could take a town, but with communism it will only add corruption to the empire. I leave it for later to decide.

Bombardment does not go very well and I am trying to clear out Dread Lion land and close it. Later when a rax is up and some defenders in place we can open it for a frontal attack. I will have to use some armies from Baghdad to do this.

23rd 9/17 kills 3 cavs for now. I want to see if I can send it back to Baghdad to heal, rather than a 4th attack (11-0). It lost no HP's.
22nd 10/13 kills 2 now 8/13 with 1 move left. I see it does not have a 4th unit (13-0).
Take an MDI from Abydos to kill a Fr MDI that I had redlined (14-0).
Take a sword from Avaris and kill 2/4 cav (15-0). These are Persian cavs at Lion.
13th kills 3 cavs (18-0).
Very desperate and take a 3/3 MDI from Busiris and kill 2/4 cav (barely) (19-0).
I said I was desperate, so I use the 2 pikes to kill 2 redlined persian cavs (21-0).
Take a 4/4 WC from Memphis and kills the last redline cav at Lion (22-0).
I go ahead and use 22nd and 23rd to kill 2 more Persian cavs at the point I want to block (24-0).
24th kill Fr pike and closes the far left of Dread Lion (25-0).
Found New ElAmarna and start a temple.
Grab a 5/5* MDI form some city and it retreats 2/4 cav.
4/4 MDI from Asyut kills 1/3 cav (26-0).
4/4 sword kills redline cav (27-0). Not a single vet promoted, but they all did their jobs.
11th kills the last unit a persian cav to clear the last block, but also killed the
retreated cav and then blocks (29-0). Block is now in place at Dread Lion.
 
IBT:
Lots of bombardments from Frigates, We must either put more units in those towns or get a counter (cats) to drive some off or we will lose pop and structures. Two towns lost pop, not sure if any structures were destroyed.
This is one reason, MP's are the other, to get some cheap units out. Teal finished its CH and I started an MDI in case we want to either sop up bombardment or act as MP's.

Mongols lost 6 MDI, 2 cavs and 2 LB at Baghdad as best as I could count (10-0) [39-0].

1550AD:
5 cities are upset, so take some action. Either send a unit from the front or change a citizen.
Take a tile from Babylon and give to Alex so it can stop working a coast and gain 3 shields. Babylon can work a grass tile and later a plains (not roaded yet).

Going over the cities near the core to mine any tiles there that can be useful before those farther out. With so much land it is hard to follow what is going on and needs to be done.
3/3 frigate Turquiose kills a Russian frigate after it was redlined (1-0).
Pinged some boats on the West Point area, but not on Blue's end. Ships out of reach and the cats would be exposed to bombardment on the lone frigate in range. Send the cats from Dread to Baghdad to try to take down some rifles, but the stacks are in the 30's and maybe 70's.
14th kills Mongol rifle and MDI next to New Kolhapur (3-0).
10th kill reg rifle/musket and cav in New Kolhapur and we liberate 118 gold (6-0).
16th kills three Mongol rifles (9-0). [47-0]

IBT:
Busiris finish factory and I start a cav. Did not go for coal plant as we net 24
shields and a few more will not help right now. We may be able o wait for a free hydro.

Borazjan finishes CH and I started a market as it is on a lake.
Cairo starts an MDI can be switched if something else makes sense. It has few tiles to work, so will probably not be a city.

Shakes is finished by USA.
Kahun needs spec, not sure what happened, but it did get pollution as well. In fact 2 tiles got polluted this turn. Like we have workers for that.
We actually did make one cav this turn. More than last turn. Good thing we are not losing units right now.

A few towns are making MDI's for MP duty, but of course they can be switched.
Mongols hit the rifle army real hard with the first 2 MDI's and it retires for this turn and a knight army takes up the slack. 2 MDI, 4 cavs, 1 LB and 1 warrior die attacking Baghdad (8-0) [55-0].

1555AD:
Isandhlwana need an MP and I send the returning MDI there.
Thebes has the other pollution so I start on that tile.
I ping to yellow a bunch of frigates as they are killing ciizens and the rifle stack is so large it will not matter much.
Conscripted rifle kills redline musket (1-0).
14th kills Mongol rifle (2-0).
10th kills mdi (3-0).
22nd filled.
Chopped some trees and mined the tile, even got a BG on one of them.
6th kills Mongols rifle and then goes to Alex to do MP work. The 22nd replaces it.
(4-0) Not spending any gold, holding it for RP.
23rd autorazes Amiens, no gold killed one pike (5-0).
19th kills Russian rifle and autorazed Kostroma for 2 gold (6-0).
I was sending a settler to found near Dread Lion, but I am wondering how we can do more damage trying to hold so many chokes.

We need some stout defenders to free the armies to raze and make havoc, before they face infantry. I think perhaps going past Istanbul is going to slow things down until we get more armies. A couple of infantry armies can hold a good choke backed by lots of cats and a couple of rifle/inf units. [61-0]
 
IBT:
Zulu wants to talk. Iroq starts US. We tripled our production of cavs, but that is only 3.

Mongols attacked Baghdad with 5 MDI, 4 cavs, 4 LB, 2 rifles (11-0) [72-0]
I was sweating that they would send all the rifles, but they booked.
The ibt is longer than the last game? Turns are a bit painful as so many frigates hit and then you have to bombard with about 100 units and a bunch have to be moved each time.

1560AD:
Finally got a promotion. The 3/3 frigate sunk a Russian and is now a vet (1-0).
2 5/5 cavs kills Mongol rifles (3-0).
15th kills Mongol rifle/cav and MDI (6-0).
16th kill 3 rifles (9-0).
2 cavs kills redlined rifles (11-0).
Babylon Prime needs a specialist. Lavender has to get a joker, so switch beakerhead.
Tika needs specialist.
I choose to not break any chokes and let the next player decide as I can only get 5 turns in. I am working Sat as well as Friday. [83-0]

IBT:
4 units land at Eastern Shores (Mongols).

1565AD:
I don't see the redlined MDI that was in front of Baghdad. Either it attacked and I missed it or it was disbanded. No roads to get away upon?
20th and 21st autoraze Staray Russia for 4 gold. Killed 2 rifles and a cav (3-0).

Kahun is starving, but you have time to finish the build or get an MP there.

WC kills redline cav (4-0).
3/5 cav kills redline rifle (5-0).
2/2 rifle kills redline MDI and is a regular now (6-0).
2/2 rifle kills redline LB (7-0).
New Memphis is starving. I meant to get some workers over there, but could not find it when I looked for it.
I took a break and forgot what I was doing and I moved the 20th thinking it was alone and left the 21st and it sperated and yellow. You may want to take units to cover from Baghdad.
16th kills 2 rifles. Stack in front of Baghdad is all pinged. 2 armies in baghdad are healing, but could either cover those other armies or attack. I leave it up the next player. (9-0) [92-0]
 
Sorry I whimped out, but I am not used to working and getting in at 8 or 9PM.

I did not make any choices that cannnot be undone, builds and such. We probably won't be getting any leaders right away as we have only 2 elite cavs and won 3 battles with each. I even had some old elite Aa units win, but we are only now getting some cavs.

They will be great to bash those 1` and 2 HP rifles, once we get some. To expand we need infantry to do the defending. To do damage to the teh AI we need to free up some of the 15 armies doing blocking. Two chokes need 6 armies each. Dread Lion and anything out there is trying us down for now.
 
Again nice kill ratio.

Not sure on the towns in question, but I think there are very few places that will only get 1 shield for the rest of their existance. Is there no potential for growth? No places to mine? Normally I would expect a town to grow and be able to get 5 to 10 shields minimum (with some corrupt). Usually those towns with few shields have lots of sea squares which make good science - courthouse then library and market. The Courthouse gets built in maybe 20-30 turns after which the town is making at least 3-10 more gold (at a guess). This is much better than 1 gold for wealth for the rest of the towns existance.

If there is a truely useless city that has no shield or gold potential, then it is probably worth abandoning as it is too crowded by other cities. or there is no food to support anything. I pretty much never bother with wealth if communist. (in monarchy, totally corrupt towns can be set to wealth or settlers).

Note that desert cities were limited to size 2 but can now start growing to size 12.

BTW, a lot of ppl will be playing 5 instead of 10 turns. The turns really start slowing down. It is always your choice on how many you wish to play with no problems either way.

Roster:
Greebley - On Deck
ThERat
markh
Northern Pike
vmxa - Just Played
M60A3TTS - Up
 
are we getting sci methods? I suggest to look at the big picture during the IT and then select the prebuild and swap over to ToE so we can get that immediately during the IT.

We need to free the armies, I think some vet or elite rifles can block the mountains at Baghdad, I don't think the AI will attack those without tanks.
 
Sci Meth is next turn. I cranked it down for the break through. We had only two cavs at the start of my set. No units could be moved out of any cities without a specialist being needed.

We had only 3 conscripted rifles at my start, so no options to relieve any armies, unless we abandoned a choke.
 
Greebley

"Not sure on the towns in question, but I think there are very few places that will only get 1 shield for the rest of their existance. Is there no potential for growth? No places to mine? Normally I would expect a town to grow and be able to get 5 to 10 shields minimum (with some corrupt). Usually those towns with few shields have lots of sea squares which make good science - courthouse then library and market. The Courthouse gets built in maybe 20-30 turns after which the town is making at least 3-10 more gold (at a guess). This is much better than 1 gold for wealth for the rest of the towns existance."

I cannot recall, but I doubt any of those far flung towns will get any help with workers for quite a long time. We are not getting slaves and cannot afford to make lots of additional workers and there is a ton of work to be done.

One of the poblems in an SG is the lack of continuity makes it hard to keep track of what the most effiecent worker use to adopt. We will be force to give up on communism and those places will likely be 1 net shield town after that and only slightly better with a court.

This is why I question their value. In 60 or 80 turns we will probably be back to Monarchy.

"If there is a truely useless city that has no shield or gold potential, then it is probably worth abandoning as it is too crowded by other cities. or there is no food to support anything. I pretty much never bother with wealth if communist. (in monarchy, totally corrupt towns can be set to wealth or settlers)."

Many of them will have food to grow, but will be 100% corrupt with communism or any form, save whatever you get from the courthouse.
We will get the farm ability from the place regardless of a court, that is why I am not big on building them. I am losing the extra gold each turn to gain little.

50 or 60 of these is not small change during that time.

"Note that desert cities were limited to size 2 but can now start growing to size 12."

True, only if they get an aqua.

"BTW, a lot of ppl will be playing 5 instead of 10 turns. The turns really start slowing down. It is always your choice on how many you wish to play with no problems either way."

Yeah, but I thought I was tougher than 5 turns, but not since I went back to working.
 
OK, I got it. RP and Atomic Theory is what I gather we're taking. Then on to electronics to sew up Hoover's. So do we have a strategy going forward? We are cranking miniscule military in favor of factories and infra. Are we simply sitting tight until all this is done? The clock is ticking, and victory by conquest is looking more difficult with every turnset we sit here.
 
M60A3TTS said:
RP and Atomic Theory is what I gather we're taking. Then on to electronics to sew up Hoover's.

Hmm. Looking back at the thread, we seem to have left this rather vague. I took it for granted that we'd select AT and Electronics, which is why the US prebuild for Hoover is in Thebes, where it can't switch to anything else useful if we're beaten to US. I wouldn't expect that prebuild to survive a long research run to Electronics. I can see the point of getting RP immediately, but if we make that choice we'll very likely have to dump a few hundred shields in Thebes and re-start Hoover from scratch in Kahun.
 
Well I got through most of turn 1. Took AT & electronics. RP in 11 and Hoover's in 9. Opened the choke and put the armies onto 47 Mongolian rifles that are now gone.
 
Well I got through most of turn 1. Took AT & electronics. RP in 11 and Hoover's in 9. Opened the choke and put the armies onto 47 Mongolian rifles that are now gone.
I was worried after your first message, but this sounds very good. Once we have RP, we should start to really push the AI back. Infrantries to hold the chokes and our armies to clean the big Asian continent.

Then towards flight for the big invasion of America.

And I agree not to build factories everywhere at the same time. Set a few cities to it, the rest to military.
 
vmxa said:
Many of them will have food to grow, but will be 100% corrupt with communism or any form, save whatever you get from the courthouse.

I focus on improving the ones that run at 33% and 50% corruption, the ones at 33% can generally do 10spt with rail at pop 6-7. Right now we have 52 cities and towns running at least 10spt. Anything below that can generate science, settlers, or workers.
 
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