GR15 - AWE on Ultra Huge Map

Greebley

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Demigod game didn't go so well so we are going for Emporer with no huts/barbarians.

Parameters:
Patch: 1.22 C3C
Level: Emporer
Variant: Always War (No initial trading)
Civilization: Celts
Map Type: 362 x 362, Continents (70% water)
Barbarians: NONE
Rivals: 30
AI Aggression: Normal
Victory Condition: Any
Culturally linked starts: OFF
Respawn: Off
Preserve Random Seed: On
Cultural Conversion: On

I decided against hidden diplomacy for this game. We must immediately declare war (no trading first) upon contact, but can see if we are ahead or behind, look at graphs, etc.

Here is a picture of the start. It is not the first one I got - I wanted to start on a river. I also skipped yet another desert/floodplain start since we did that twice before.

GR15_BC4000.jpg


Roster:
Greebley
markh
Northern Pike
vmxa
M60A3TTS
ThERat
 
Thank you for the no desert start. :D If we need the hill to save us, we probably cannot be saved.
 
lurker's comment: Tough break on the last game, fellows.

Hopefully the RNG will be on your side on this one. :)
 
I went ahead and played.

We built Warrior, Warrior (both explored until we found a good spot), settler, warrior, and started on Barracks.

I built Alesia on a river next to two cows. It is South of our Capitol and is thus likely to be safe. Since Alesia has food, I was thinking of building Settlers out of Alesia and Troops in the Capitol (with maybe an occasional settler).

Alesia is building a worker in 5 turns (unusual for a town to be able to build a worker in 5), and then can start either a Granary or Settlers. I think a Granary first is better since Alesia has more food than anywhere else and enough shields for the granary after we mine the cows (we can get a settler every 4 turns with the Granary).

Once we hit the city limit Alesia will be an excellent city to built the GLib in.

For research I went for archers once again (considered spears first), but this time I went for min research. This will save up a lot of cash which in turn will allow us to run 100% science on later techs for a good while. There are enough rivers that we will be able to run techs faster than 50 turns I suspect.

I like this start even though there was no food bonus next to our capitol. It is very strong in shields and our second town can pump out the needed settlers.

We should also build more workers than last time I think. Maybe the capitol can build them when it is bigger.

I also think we should place towns near Alesia to give it more BG squares to make sure it can get to the settler every 4 turns.

GR15_BC3000.jpg
 
lurker's comment: That looks like a pretty fantastic starting place. Lot's of commerce, shields, forest for chopping, hills for defense bonus, tundra in south (which means there probably won't be any AI civs that way)...

Could you please upload the 4000BC save? I'd like to try this as a normal game. Also I don't see the save for the next player.
 
this is looking so green and nice, unlike the desert stuff we had recently, no more sickness here :D

I agree with WC on min, then BW, masonry, alpha, writing, lit at max.
Alesia as the GL city looks pretty decent.

By the way, Greebley, I suggest we continue with vmxa in the Roster...
 
By the way, Greebley, I suggest we continue with vmxa in the Roster...

That would be fine with me.

Making a non-capital city with corruption the settler factory always poses some extra technical problems, but I agree that it's the right call here.

Since Greebley reached 3000 BC, I assume that his set is finished and he did just forget to post the save. Use of "Quote" doesn't reveal an invisible save.
 
I did forget the save. Going with vmxa sounds good to me...
The 3000 BC save


Roster:
Greebley
markh
Northern Pike
vmxa - Up
M60A3TTS - On Deck
ThERat

Have fun with it. Actually finishing it single player is a major undertaking, but still fun to play with even if you don't:
The initial 4000 BC save as requested
 
Hmm. Judging by the order of the posts, Vmxa may not know that he's up.
 
No I did not, I thought Mark was after Greebley and I had two more players to go? I have down loaded the save, but I just got to work. So I will play when I get home, if I am still up. Did we have skip or two that I missed?
 
Ah, I did not follow that. I was not sure what was being said. I could have play by now, sorry.

I did not even note the UP in the roster, I just sort of glanced and saw I was not after you and went on my merry way. That is what I get for getting home at 1030 or 11 at night.
 
sorry guys to cause this confusion, I just thought it's better to continue where we stopped :blush:
 
PRE:
none really

2950BC: 2900BC: 2850BC: nada

2800BC:
worker done, start warrior. Worker I am torn between minning both cows to get max shields and getting extra food. I go for irrigation of the cow that has water first and then a road to get the captiol connected. Would mine the other cow.

2750BC:
Work starts irrigation

2710BC: 2670BC: nada2

2630BC:
The idillic life of Brennus gets a rude awakening as a Dutch warrior comes into view. I did not check what they had to offer before declaring as I was unsure of the rule.

I figure that if it was ok to at least speak, but not trade, we could use CA2 to find out later.

2590BC:
Warrior forts up on the hill. Start roading the cow tile. Warrior finished and I send out the vet warrior.

I was not sure which way to go on the build here as it looks like we could stand a rax here and some troops. We could use a granary also and even a temple to get the borders expanded to use for a pre.

I started a temple and we can decide what to do later.

2550BC:
Another choice for worker turns. The worker in the capitol could go mine and road the BG tiles, but I am not sure we can defend them for long.

I opt to road to Alesia as it will need the road for happiness and to get troops to it.


http://forums.civfanatics.com/uploads/42522/G15_BC2550.SAV
 
I think we should churn out vet warriors later archers and spear in our capital and build as many settlers as possible in Alesia...warriors should be enough to keep the Dutch at bay for now
 
It is risky to get next to the invader, but I think we will be worse off to let it sit until it gets some backup. If we can kill it now, we can heal in time for the next unit.

I am not sure if the AI will attack or stay fortified and even which would be better for us. In theory having him attack is probably better, but with a defense of one, I am never comfortable with that.
 
I think we should churn out vet warriors later archers and spear in our capital and build as many settlers as possible in Alesia...warriors should be enough to keep the Dutch at bay for now

I agree with cranking out units. With two cows, Alesia would seem to be the idea spot for settlers.
 
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