GR15 - AWE on Ultra Huge Map

I agree with getting espionage. At some point in time, we might want to steal some optional techs to build hospitals (for BM small wonder).
To know the world would also help a lot in planning our campaign overseas

We should be abel to do 4 turn research with all the science farms we own. If we bother to MM, we should get moutains of scientists.
 
I'd be ok with espionage. We should also be bulking up our science cities with dead civ workers. We really don't need 500+ workers as it is.
 
Yeah I decided that nothing much could be doen with those two galleons except to bust fog.

I am trying to link up the galleon stack with the frigates as attackers are in the area. My problem is I am not sure if we are going to get those units any place useful any time soon.

IOW the distance is great and we do not even know where we should be going.

As to sinking that is nice, but it won't be practical to have ships every where to dela with bombardment. Where we can we should, but with the long distances to travel, just pinging them will send them away for a long time and do just fine.

We will want to have some units to stick in any towns getting extra treatment, if they have any structures, else those will be destroyed.
 
Man I have not even finished the first turn. Played several hours before work and 2 more after. I have all the workers turns done, but not much else.

Anyway I see we have 11 armies with 3 units, that seems like too many. I would like to fill in some of them, so how many?

We are a ways from finding out where to send armies and we only need 3 techs to get transports.

Espionage is ok by me, unless we think we need to get transports sooner. I have not looked at all the armies, but it looks like only a few of the 3x ones are able to fight this turn.
 
Why would you want to fill them? We have almost beaten the AI on our island. We should ship off all 11 as soon as we can. I do NOT want to wait for transports - they are a number of techs away.

We can easily clear our continent with the armies we have.

Actually if you can build the 11 needed galleons and get them across now - that would be best.
 
Why would you want to fill them? We have almost beaten the AI on our island. We should ship off all 11 as soon as we can. I do NOT want to wait for transports - they are a number of techs away.

We can easily clear our continent with the armies we have.

Actually if you can build the 11 needed galleons and get them across now - that would be best.
fully agreed

Even if we find out that there are several continents, we can always ship them somewhere else later on. Do not delay the shipment as we get so many armies all the time. We can clear our continent in no time, even without those armies.
 
The proposed detour to Espionage is all right with me.
 
I am very curious to see a world map, so espionage sounds like a funny thing.:)
 
Why would you want to fill them? We have almost beaten the AI on our island. We should ship off all 11 as soon as we can. I do NOT want to wait for transports - they are a number of techs away.

We can easily clear our continent with the armies we have.

Actually if you can build the 11 needed galleons and get them across now - that would be best.

Get them across to where? I though we took units off the one land mass as not being the true place and sent them, I don't know where? In that case where do you propose I send these armies?

I have found two more 3x armies, so that is at least 14.

Anyway the reason I would consider filling a few is that I only have 2 full health 4x Cav armies and 1 full health knight army. Four full health 3x armies, so not much can be done this turn.

Many are redlined, a few are not yellow.

To answer my own question, I would expect that the landmass we landed on is the other contient and houses most of the civs. If it is not, then we are just sailing blind and the armies are at more risk on the sea.

The look of what we can see sure looks like one very large landmass, just like ours. In any event there is plenty of time for you to choose the direction to sail as I have 9 galleons in port now and the frigates are not able to sail this turn.

I would sail straight to the Hitties. We only have one galleon being built and it is far away and 7 turns to go, so there is little reason to sit on the 14 3x armies as we cannot ship, but 7.

Well 7, if we want to send the 4th unit to fill it upon landing, other wise we can send 9. 3x armies are very dangerous attacking large cities with muskets and rifles, let alone if anyone has infantry.

I am going to go through all the towns to see if any MM can be done and maybe spot a place or two where workers could do some good.

I am also looking for places to chop as once you have rails forest are not needed. Chop the trees, rails and mine get at least 2 shields and on grass you get the extra food and could find a BG. I chopped 4 tiles in the core and 3 were BG.

This and finishing the first turn wil probably take all of my morning. So I will check in tonight to see what the reponses are.
 
Well don't worry about the response as I am not filling any of them anyway. I have gotten 2 leaders and I am having trouble filling them.

We need more cavs and arties. Some frigates are able to move away without a ping as the cat/treb/cannon cannot reach them and so few arties are around.

As I find arties, I move them to the coast, if they are captured units. IOW they do not show up in F3 and are therefore hard to locate.

Three vike cities are ours and the galleon stacks are united with the frigates now (in the second turn).
 
We won't know where to send them until we get the world map. But it would take several turns to build galleons and then 8-10 turns just to get across the ocean. By that time we will know where to send them because we will have the map.

In the mean time they are 8-10 turns closer to the enemy when we do send them.

14 may be too many to send at once so maybe send 7 right away and then 7 more after 7 more galleons (or something like that). That way you can use 7 for the short term to fight. This requires more frigates as we have 2 groups to protect, but I am guessing we have enough (or we did).

Its true the sending them over will slow the advance on our continent by a bit because armies need to heal, but it will also start the attack on the other continent much earlier. Given that the other continent will take longer then it won't matter that we take longer on ours. The size 4 armies will sit around doing nothing anyway until we get transports so we don't lengthen the game if it takes longer to take over ours. We do shorten the game if we start razing the other continent - even Zulu cities will do this.
 
Ok I am done with the second turn, except I have to check for happiness and look over a few places to see if we can change some builds to get more ships out.

I am posting what I have so far, just so the game seems to still be going. I don't mind needing longer time, but I dislike the long silence, so here some updates.

PRE:
Move the lone frigate back towards the stack. Send the damaged frigate to port to heal.
Find 2 lone galleons out in the middle of nowhere, not sure what they are about. I guess fog busting. Since they are too far to return and have little other use, I will keep them moving. They will surely be sunk though.

Find a stack of galleons in Lapurdum, not sure what the plan is for them. I guess they will be used for a landing, but in which directions?

I see the cannons with no escort, hope we can get them some place without a) being sunk b) while they can still be used. I sure would like to see them at home as we have a ton of frigates near shore and nothing to hit them with.

(edit I found enough later)

IBT:
Frigates bombard, not much else no attacks. 14 minutes to get to next turn.

1700AD:
I ping as many frigates as I can as it will send them home and take a long time to return.

It looks like many armies are in bad shape and need to get healed.

Chop to forest at Curovernum and shave a turn off factory. Turns out both tiles are BG.
These tiles are river tiles so extra gold. Move citizen to rubber to get 2 extra gold.

5/5 kills Vike musket (1-0).
Abandon the Zulu workers as we have no reason to sit on them. We cannot use them there or transport them and they will not be destroyed, so we can get them later. The army has better things to do.

5/5 knight kills Bab spear (2-0).
Too many cities.
Rail and irrigate three tile in El-Amarna so it can feed itself with a buch of specialist to prevent riots.

Houston needs another scientist to avoid a riot, as does Washington.

Renamed armies to see what we have and this is the outcome:
Gallic = 7
Knight = 9
Cav 4x = 32
Cav 3x = 11

5/5 cav kills Korean musket (3-0).
4/5 cav kills Vike pike (4-0).
4/4 Cav kills Bab LB (5-0).
4/5 cav kills Bab spear (6-0).
5/5 cav kills Zerk (7-0).
17th kills musket in Alesund (8-0).
27th kills musket there (9-0).
Miss click 11th.
7th-3x kills pike and captures Alesund with 2 cats (10-0).
4th kills 2 Vike pikes (12-0).
10th kills 3 vikes (15-0).
cav kills Zerk (16-0).
25th kills 2 vikes (18-0).

IBT:
France attack the galleon stack and the frigates in the new land.
It looks like a frigate was sunk, but the galleons survived.
 
1705AD:
The galleons are now reunited with the frigates.
Research dropped to 60, SciMeth next turn.
4th kills V-knight (1-0).
5/5 cav kil Vike knight (2-0).
Too many cities.
33rd and 28th kill 8 impi's, but the town is still garrisoned (8-0).
24th kills musket in Hareid (9-0).
31st kills musket and captures Hareid (10-0).
Captured 1 cat, no gold.
5/5 cav kills Zerk (11-0).
4/5 cav kills pike and get leader (12-0).
Form 34th.
4/4 kill pike (13-0) joins 34th.
11th-3x kills 2 muskets in Odense (15-0).
8th kills kinght and pike (17-0).
8th-3x kills musket and capture city with a cat (18-0).
3/5 kills pike and leader, form cav-35th (19-0).
6th-3x kills musket in Birka (20-0).
18th kills one (21-0).
3rd-3x kill one and captures Birka (22-0).
5/5 cav kills musket (23-0).
Abandon Birka and found Alesia 2 in place.
15th kills Zerk and 16th kills musket (25-0).
three 5/5 cavs each kill a Korean spear (28-0).
4/4 cav kills one (29-0). Goes elite.
17th kills 2 Vike pikes (31-0).
27th kills zerk (32-0).
Rename 22nd to 12th-3x
Rename 35th to 22nd (only 1 unit).
Rename 34th to 13th-3x. Add a third unit.
5/5 cav kills Korean pike (33-0).
Hum looks like those Koreans are actually Babs.
4th-3x kills 3 babs (spear and 2 lb) (36-0).
12th kill Vike (musket/pike/zerk) (39-0).
9th kills 3 pikes (42-0).
5/5 kill bab spear (43-0).
14th kills V-musket (44-0).
5th kills 2 babs (46-0).
6th kills 3 babs (49-0).
26th kills bab spear and see some of babs land (50-0).

[68-0]

Back at it in the AM.
 
IBT:
Couple of rails cut by frigates in the Moscow area. Lots of babs show up out of the fog at Dalandzadgad (26) and 3 next door at Batshireet.

1710AD:
SciMeth in and set research to 0 on AT. Switch Alesia to ToE 80 shield overrun.
5/5 cav kills Vike musket (1-0).
5/5 cav kills Vike pike (2-0).
32nd kills musket in Mou.. can't read the name (3-0).
21st gets one there as well (4-0).
27th kills Vike musket on its way to heal (5-0).
11th kills Vike musket and MDI (7-0).
6th kills 3 babs (9-0).
1st kills 2 babs (11-0).
26st kills 2 babs (13-0). Finds a city.
4th-3x kills bab (14-0).
3rd kills 2 babs (16-0).
Ship out 7 armies and 7 cavs under heavy escort.
Varies units from 5/5 archer to 5/5 cavs kill the 26 babs units (42-0).
disbAnd a bunch of cats to speed up factory so it can start ships.
Tepexpan has 43 trebs/cannon types not used.
Got two more leader in back to back fihgts with the last 4 babs in that stack.
Formed 14th-3x and one empty.
May want to consider disbanning a couple of the gallic armies to rush factories.
[110-0]
Whoops looks like I forgot the 2 armies in Zululand that killed 8 more, but the city keeps getting more units. Maybe I should kill the ones outside as it will allow the armies to not take as much damage.
In any event 2 armies will not make much progress there. I am sure the have lots of cheap impi and horses.

[118-0]

IBT:
Same as before some bombardment, more babs show up. 4 or 5 civs ask for peace.

1715AD:
May want to consider selling some of the temples in those places that have expanded.
ToE gives AT and Elec. Hoovers in 10. Nat in 4 at 50%.
Bonampak irrigate and rail a tile so it is at 24 food.
Found place making factory with irrigated cow not used, so mined it.
A few others place get some work.
 
M60 what is your schedule like? I can finish this turn tonight or in the morn, if you are going to be ready. Otherwise I will go on to do the 5 or stop at the end of Sat night.
 
32nd razed Molde after killing Vike musket (1-0).
Got 6 slaves.
20th kills rifle at Babs Izibia (2-0).
22nd kills 2 rifles there, but is redlined (4-0).
10th-3x kills bab musket (5-0).
26th kills bab lb (6-0).
26th kills spear and lb in town (8-0).
26th kills lb and captures city (9-0).
2 workers and treb.
found Lugdunum 2 to get nearer Babs land.
Abandon Izibia and found Camulodunum 2 in its place.
Sold off structures of course.
5/5 cav kills vike musket (10-0).
5/5 cav kills bab spear (11-0).
Too many cities.
5/5 mdi kills bab spear (12-0).
4/5 mdi kills bab lb (13-0).
Two 4/4 cavs kills bab lb (15-0).
Sorry I seem to be misclicking a lot lately, but captured one of our explorers
and accidently sent another army on a wasted trip.
The mouse wants to stutter all over the place. I get it where I want and let go and sometimes it just zoom to another tile. Going to use keypad for combat.
Two elites kills bab units (17-0).
11th kills vike musket (18-0).
7th kills 2 babs (20-0).
4/4 cav kills bab lb (21-0).
5th kills korean spear (22-0).
10th-3x kills musket in Manp'o (23-0).
1st-3x kills musket there (24-0).
10th kills pike ther and captures it (25-0).
5/5 kills korean spear (26-0).
two 5/5 cavs kills units (28-0).
5/5 cav kills korean horse and gets leader (29-0).
form 17th-3x (one unit).
14th kills korean knight (30-0).
[148-0]

IBT:
Usual, frigates pound on Moscow, Korean Knights enter the field. No attacks.

1720AD:
Ok it looks like the three civs here have around 40 cities, so it is not going to be cleared for a bit. The nearest ones all are behind mountains and hills, double or triple rows, so even cav armies take time to cross.

29th kills pike at Suwon and razes it (1-0). Got 5 slaves.
Found Richborough2
Too many cities.
Five elite cavs kill Korean knights (6-0).
25th kills zerk (7-0).
17th kills 2 muskets and captures Reykjavik (9-0).
2 slaves.
25th kills musket (10-0).
5/5 mdi and cav kill knights (12-0).
Pollution hits Camulodunum.
16th kills spear (13-0).
12th kill spear (14-0).
26th kills bab spear and lb (16-0).
3 elites kill babs and another leader, moved to where the empty army is.
add killer to 17th-3x now 2 units.
4th-3x kills 2 babs (19-0).
[167-0]
 
Did not make a great effort to get the most out of the workers,just tried to keep them busy and safe for the most part.

There is an empty army in Dalandzadgad and leader. It also has many trebs and units that just healed.
Tepexpan has many trebs.
17th-3x 2 units now.
I held the cash to use on ships, just spend couple of hundred here and there.

Never heard back on the temple thing, but it probably with save some gold, if we sell off those temples that popped borders in corrupt towns.

Two fleets are moving more or less towards the Hittites rihgt now.

The two armies in Zululand were very damaged and are healing up. They kill 16 units in that town and make no headway.

I am not sure if they are surrounded now or not, but they probably should move out and look for easier towns. You could try to kill off units outside the town and cut roads, but that will be painful.

In the end we cnnot do much damage with 2 armies.

I did not rush the factories as the cost is high and Hoovers is not ready. I figure to use the money to rush ships, but .....

Most armies are in good shape, lots of elites around, most are in the front on the Korean borders.
 
Back
Top Bottom