GR15 - AWE on Ultra Huge Map

I think both cows could have been mined. We get +5 food even with both mined. If one is irrigated though we can work a forest so there isn't really a problem that we irrigated it. It works out the same.

As I stated I would build towns to expand Alesia's borders to save the time for a temple. A granary seems best to me followed by settlers while the capitol (and other towns) build units.

Roster:
Greebley
markh
Northern Pike
vmxa - Just Played
M60A3TTS - Up
ThERat - On Deck
 
The two issue with building a town to get expansion is that we do not plan on going CxxC AFAIK. The other issue is that we may not be up holding towns in that direction right away.

I agree that the cows could be mined and I gave it some consideration. The tipping point is that we will not have a granary for a little while. By the time we really need the mine, we can afford to mine it. I suspect we will find a few points where workers have to stay close to home.


PS The consideration on a temple is that if Alesia is to be the wonder site, it will need one to keep that extra pop working a tile. It does not have to be right now since we ran into someone already.
 
I'd say that after it builds its present warrior and one more, the capital should produce a settler unless we're under pressure from the Dutch. Otherwise the wait for Alesia's first settler--even assuming an immediate switch to a granary there, which is clearly the right play--will be rather long.

I'm not sure about the timing of pre-building the GLib in Alesia after we've produced enough settlers there. It'll certainly work if we hit the global city limit quickly, but then we'll be planning on a bad outcome, in essence. I think I'd rather start the pre-build in our third or fourth city, and let a long building period make up for the fact that that town won't be as strong as Alesia. That way we won't risk having to choose between waiting too long on the pre-build and ceasing production of settlers while we could still use them.
 
Ya that plan for the Glib sounds less complicated. Starting the prebuild can't happen until we have masonry which I think we should go for after BW.

Many of my AW games go this way in tech when I am making the decision:
Warrior Code - Bronze Working - Masonry - Iron Working (Pottery somewhere as well). Masonry gives walls which makes it a good build - towns can defend better with less unit loss.

If we do this order we can start the prebuild when we want to. I feel IW before going for Lit makes sense. There aren't huts to make the AI get too many techs this time.

I could also see Iron Working before Masonry if we preferred. We usually don't get iron right away though while masonry gives an immediate advantage. That is why I like that order.
 
I prefer holding off IW for at least after masonry or even alphabet. Reason is that we will get our GA with it and it should be used to invest into the GLib if needed.
If we are only writing and literature away from GLib, we can use the beakers for it. This would be very important IMHO.

I suggest BW - masonry - alphabet - IW - writing - literature
 
I like that plan NP and the one before it. If we need IW that soon, it would be very homely. If we find we hit the city limit about the time we get Masonry, we can consider changing to IW to use our UU to get a few more towns to up our research rate.
 
It would be interesting to know how much off that was due to being DG and how much was becasue they got settlers/cities and warriors from huts. The warriors allow them to go ahead and build something else.

Anyway those factors will not apply this time, so we should do much better.
 
http://forums.civfanatics.com/uploads/43630/GR15_2150_BC.SAV

Preturn- I like all the BGs of this map, and the hills look to be the path the AI will take to get to us.

IBT- Dutch warrior attacks our warrior and dies. We lose 1 hp. Entremont warrior>warrior

Turn 1 (2510BC) Move warrior southeast from Entremont.

IBT- quiet

Turn 2 (2470BC) Worker finishes irrigating cow, move to the next.

IBT- Entremont warrior>settler

Turn 3 (2430BC) Find the coastline to the east. That will be helpful.

IBT- Quiet

Turn 4 (2390BC) Quiet. Lux to 20%

IBT- Quiet

Turn 5 (2350BC) Change Alesia build from temple to settler.

IBT- Alesia settler>warrior

Turn 6 (2310BC) Move settler west.

IBT- Quiet

Turn 7 (2270BC) Still no signs of Dutch

IBT- Entremont settler>warrior

Turn 8 (2230BC) Lux to 20%

IBT- Alesia warrior>worker

Turn 9 (2190BC) Lugdunum founded. Start warrior. Something of an icepack to the south of there.

IBT- Entremont warrior>worker

Turn 10 (2150BC) Fortify settler west of Entrmont. I think we should settle in place this turn, but will leave it open to discussion and next up. And done.

Exploration of the terrain determined that we have something of a safe haven in which to build, given that we found the coast and are clearly placed in the southeast corner of the world. We have a warrior exploring in the south, and he can continue to move west to establish what’s along the coastline. I wouldn’t go too far north at this point, we have plenty to work with right here. No luxes found yet.
 
GR15_2150BC.JPG
 
save

Pre-Turn
MM a little, those workers would all finish before we grow, not good
capital to warrior, Alesia to settler and 3rd city to rax
also reassing cow to Alesia, it's our settler factory and should stay there

1.2110BC
found city #4, income up to 14gpt

2.2070BC
Alesia grows to 3, will finish settler in 4 with growth

3. 2030BC
warrior in the north steps on hill and runs into 4 Dutch warrior...

4.1990BC
well, those Dutch units do not attack but need to go round our warrior, good, we need to delay them so we get archers soon
capital gets another worker and goes for growth now

5.1950BC
follow the Dutch units...

6.1910BC
we get a warrior and settler

7.1870BC
Dutch mini stack heads for our 4th city, we need more units there, lucky it is behind a river

8.1830BC
a 5th warrior comes into view from the north

9.1790BC
lose vet warrior to reg warrior on defense, their warrior promotes :mad:
we have 3 units in our city, they have 4 outside...
found 5th city in the south to get yet more BG's for Alesia

IT :dance:, Dutch waste their units and give us this nice present
gr151750.jpg


10.1750BC
form an army, likely be filled with archers so we can even raze enemy cities once we hit the limit
take out the last offender with our *warrior
swap Alesia to granary, we need that for a proper settler factory
we will have 400gold for nice deficit research from next turn onwards

I suggest BW, then masonry, alphabet, writing and lit (we can get BW in around 11 turns currently)

the situation, my suggestion for city spots with somewhat less dense builds
gr151750b.jpg
 
Sweet got a leader. No furs down in the ice flows, to bad. Yes we pretty much agree on BW and then Masonry. We will probably have to evaluate again when alpha is to start.

That would be ideal and with no one else showing up and an army, we can probably go for Alpha. At least those mountains means we have a good shot at Iron.
 
well, since Greebley started this round anyway, I guess it's fine to continue with markh now...

Roster:
Greebley
markh - up
Northern Pike
vmxa
M60A3TTS
ThERat

Remember to change the warrior to an archer in our capital next turn
 
Ok, I got it, but I have to finish my turnset in another SG today, so I won't be able to get to it before tomorrow.
 
Yeah that should work out ThERat. I bought a new system so I could handle this game on my back up machine when it gets bad and still have access to the net and do things.

In the process I got an LCD and was shocked at the brightness running at 1440, civ looks new.
 
I have not yet started to play, so you can still take it, Greebley. I am to finish my turns in another SG this evening, so most probably I would not start with this one before tomorrow evening.
 
Preturn: Decided to switch newly built Richborough to a temple to get the Wheat (rather than Barracks right away).
Otherwise no changes.

I do agree with Markh on the need for more workers - our towns are using unimproved tiles. I will try to do something about this.

Early:
Get WC and switch the capitol to an Archer.
Go for Bronze Working at 100% science in about 11 turns.

A Warrior spots Rome from a mountain near Camulodunum. We declare war.

Mid:
Lux to 10%
Colossus completed by Mayans.
Alesia finishes the Granary (and grows next turn). Starts a settler.
Archer Army with two Archers in it attack and kill 2 Warriors (Dutch)
Roman Warrior outside Camulodunum and we kill it to free up the BG.
Camulodunum is building an Archer after its Barracks, but Lugdunum is building a Worker first before starting to build units. We need the worker.

Late:
Start on a Settler in Alesia.
Lux is up, but we met another civ so BW is still due in 1 turn even though we lowered science.

Notes:
Alesia may need a temple if we don't want to raise Lux to very high levels. In fact with no luxuries at all and cheap temples, most cities might want them as they grow bigger.

Picture is about the same. I settled no new towns since we were building the granary.

The Save
 
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