GR15 - AWE on Ultra Huge Map

I would not send any armies out without at least two escorts. The amount of time needed to get any where will be long and the AI will have lots of frigates and privateers to hit any unescorted ships. After all they know where they are at all times.

Once you can see the map and know a safe path, that is another story. The problem with bombardment units is we just have too much distance to travel to get them into action now. By the time you get them where you start for, the action has moved. The railing task will be burdensome to say the least.

Outpost are handy, but we have more work to do than we have slaves right now.
 
I agree with vmxa about Frigate Escorts. In fact maybe all the coastal towns with Harbors could build boats (frigates and galleons) after we get Mag and after they finish their current build. We have plenty of other towns for Cavalry so I don't think it will be a problem.

I don't expect the cavalry army to actually be free to leave right away - probably we can send them off in NP's turn when the Germans are under control. I would just have boats available beforehand so armies can leave right away.

Note that we can add a 4th unit if we want after we land if we know the continent is a real one (not an island).

You may want to use F3 to find the settlers. It is possible that I accidentally fortified one of them.

Try to keep some settlers ready in case you need to abandon a city. Abandonment is fine as long as we can replace it. Or just keep the armies healthy and have them defend when a big stack is near a city. In any case, I tried to break up the roads so that the numbers in any turn are small enough we never have to do this.


Roster:
Greebley - Just Played
markh - Up
Northern Pike - On Deck
vmxa
M60A3TTS
ThERat
 
Yeah I was thinking that we could send at lease a unit to add to the armies after they land. We probably won't land before seeing enough to know it worth landing.

I just am not sure if we will have the luxury of sending armies for even longer. I am not sure how many civs we have met so far, but we can probably expect 4 or 5 more on this landmass, maybe even more.

We already are pretty sure that Az and Liz are here, so we can be facing many units quite soon. Now that some have Mag, it won't take long for us to spot all the civs on this land sailing around.

They will be able to sail around the borders and not be bounced. Of course
the frigate bombardment will get ugly as well.
 
Once we get Rails, then I think size 3 Cav Armies will be able to handle our continent along with the other Armies we already have - actually even our current armies would do, it just takes longer to claim the whole continent.

Finding the resources on the other continent would be good, so I think we can start sending some over - at the very least until we meet other civs.

I am hoping the German MDI will give markh multiple leaders so we can have Cav armies. If we run out of cities for armies, I think I would even disband the GS armies and build size 3 Cav Armies instead.
 
I am hoping the German MDI will give markh multiple leaders so we can have Cav armies. If we run out of cities for armies, I think I would even disband the GS armies and build size 3 Cav Armies instead.

Don't depend on me getting leaders. In all my last games I had many elite victories and no leaders. The RNG is not very gracious to me at the moment. Maybe I should sacrifice something.:)
 
Yes I was going to mention that we may soon want to send some of the GS armies back to be disbanded to rush something. I just did not know where we stood on the armies count Vs the number of towns we have.

It could be usefull to have 1 or 2 GS armies in position to get to a town that can use 100 shields once we get close to the limit.

We will soon need 4 cav armies to deal with rifles in cities as those scientific civs roll into the industrial age and get Nat for free.
 
IBT : no fights

1) 1455AD : Take St.Petersburg
found New Camolodunum

IBT : nothing

2) 1460AD : raze Smolensk
abandon St. Petersburg
found New Richborough

IBT : nothing

3) 1465AD : found New Verulamium

IBT : Magnetism -> theory of gravity

4) 1470AD : get a leader
raze Yekaterinburg
found New Gergovia

IBT : nothing

5) 1475AD : raze Chuito
foun New Augustdurum

I will not be able to do more than these 5 during the weekend, so I pass it on to NP. The biggest German stack is gone, so we are safe in that area. There is a settler below the SE knight army.

http://forums.civfanatics.com/uploads/47099/GR15_1475AD.zip
 
Sounds like steady progress. I've got it.
 
I am glad I left you enough to deal with the Germans successfully. It can be very hard knowing how many forces there are when you only have a few armies on lookout.

I suspect they will continue attacking into NP's turn - some were more than 5 turns away when I last spotted them. Good Leader fodder.

Hopefully we can again start attacking cities in NP's turn.

Note that the tremendous slow down will begin soon. When we and the AI get rails, that is what makes the game very slow.

Remember that ppl have up to 5 days to play or up to 10 turns. Don't be shy about taking the 5 days for this monster - IIRC the IBT will be one or two hours (I forget which) on an older computer (and possibly on the newer ones - not sure as mine is old).
 
Yeah I was thinking that I would probably need that time. I get home around 11PM, so I have to play before I go to work and at the point the IT can take most of the time I have.
 
I think we can release the cav armies in that area now. The single cavs we have there should be able to deal with the remaining incoming units from Germany. There are small stacks on the way, but they are no danger and can be picked off easily.
 
Yeah I was thinking that I would probably need that time. I get home around 11PM, so I have to play before I go to work and at the point the IT can take most of the time I have.

You can also hit the end of turn just before you go to work. It does cost in that you don't see the fights, but if the situation is pretty good, then this doesn't matter. Very often if you do things right, the enemy won't be attacking you anyway. It is a good idea to search for enemy units (also use the "sentry" mode) for landings and along the front. I turn on the color disk feature - zoom out with z and then ctrl-shift n(or something like that) to turn off terrain and only display units.
 
Yeah I though of that, but I just hate to miss out on seeing what took place, but I may resort to that at some point.
 
unless you got a very old computer, I doubt there will be such a delay of 2 hours interturn...
 
1475 (0): We lose a cav on a hill to the attack of an Inca LB (0-1).


1480 (1): We take Krasnoyarsk, held by two pikemen (2-1).

We take Vladivostok, held by three pikemen (5-1).

We take Moscow, held by two pikemen and two spearmen (9-1). We capture two workers and a treb.

We raze New Berlin, held by two pikemen and a knight (12-1). We gain five slaves.

We found Knight Fork on Mark's site in the NE.

On the northwestern front we slay fourteen German and nine American units, gaining a GL/army (35-1).

The armies which razed New Berlin are quite depleted, but it turns out that the AI won't attack a 6-HP, 4-unit knight army fortified in clear terrain with attack-factor-four units. With all the AW we've played, shouldn't we have charts for things like this? ;)


1485 (2): We storm Novgorod, held by three pikemen and an LB, and eliminate the "Strong Russians" (39-1).

We wipe out a two-unit German force landed next to Cowplains (41-1).

In the northwest we smite fourteen German and three Inca units, losing a cav (58-2).


1490 (3): We're able to found a free city, without razing one--Discovered Check, in the western grasslands.

The Germans land another knight on Cowplains' cow, and getting rid of it costs us a cav (59-3).

In the NW we strike down five Inca, two American, and five German units, gaining a GL/army (71-3).

One of our cav in the mountains repels the attack of an Inca LB (72-3).

We settler-abandon Yakutsk, which gives us a settler fairly close to the irrigated floodplains in the far west.


1495 (4): We found Smothered Mate on a three-cow site in the former Mayan lands.

We get started against the garrison of Nuremberg, slaughtering two pikemen (74-3).

Enemy units are only coming in twos and threes now, and outside cities we kill only eight (4 German, 3 Inca, and one American; 82-3), but even so we gain our third GL/army of the round.

Theory of Gravity --> Industrial Age --> Steam Power, due in eleven turns.


1500 (5): We raze Nuremberg, held by a remaining garrison of two pikemen, and gain seven slaves between razing and captures (84-3).

We raze Corihuayrachina, held by three musketmen and an LB (88-3). We gain five workers.

We raze Arequipa, held by three musketmen (91-3). We gain three workers and a treb.

We found Pawn Storm, Rook Ending, and Bishop’s Gambit, all on good science-farm sites. Pawn Storm also pushes forward our line of settlement in the NE, and will let us build an unbroken road to the Inca lands.

Outside cities we trample eight German, five American, and two Inca units, gaining our fourth GL/army of the round (106-3).

Twenty-four elite victories this round produced four Great Leaders.
 
We’re assembling six armies used in our Russian campaign to launch a second attack on the Inca lands, from the west. They’re all knights or Gallics, and they’ll be facing hill towns held by musketmen, but with that many armies we should be able to make progress if we’re careful. Our eastern offensive against the Incas, employing cav armies, should be limited only by the need to heal.

Our five armies in the far NE are again all knights or Gallics, so they should stick to attacking German cities until the Germans show up with musketmen. Good progress should be possible there.

Enemy attacks on us are trivial at the moment, though I can’t absolutely exclude the possibility of American rush units still in the middle of the great mountain range.

We’ve made a start on building frigates, and some galleons will complete soon.

It would be a gross error to send armies off into the blue without explorers to multiply their pillaging capacity. I’ve built a few explorers already, even though they’re a bit premature, as a reminder of this point.

We have two Russian settlers in the far west which won’t show up on F3. They should both head for the irrigated floodplains.

We have one settler pre-positioned, designated “Settle Here”, and several others are close to good sites.

We can abandon Krasnoyarsk when convenient, though I’d rather get a settler out of the process.

Our two cav units in the mountains E of Krasnoyarsk should move W along the road to help defend the Russian cities we’ve kept. They won’t be much use trailing after the armies in the area.

We now have six three-unit cav armies.

I’ve sent a few frigates out on short probes, but I’m not sure they should go much farther just yet.
 
The contest:

GR15-1485AD.JPG


GR15-1500ADa.JPG


GR15-1500ADb.JPG
 
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