GR15 - AWE on Ultra Huge Map

If we ship enough Infantry to the mountains we may be able to hold. If too many show up we can pillage the airport and they shouldn't attack. That way our infantry can heal back up and then we rebuild the airport again.

In the mean time I would concentrate on building more Infantry to defend it (i.e. switch most builds to infantry). If we can kill the initial rush with our infantry it would be great. Not sure if it is possible, but I think it worth the attempt at least.

There is an infantry army in a boat that was heading across. That would help if we can get it to the mountain.
 
You may have to be careful about putting an infantry army in the open (on an airfiled) as the AI may just leave it alone at this point. If you want to keep them coming and dying you may have to not use that army, until you plant a town.

They come for the town more often than not, even with super defenses.
 
the infantry airfield idea is great and should be very powerful even against cavalry. Add some cavs so they can take out the retreated units. If we put enough infantry there, we should be able to hold. Remember the AI will block each other as well, so not everyone can attack.

And one thing is for sure, this will empty their cities so we can raze them easily.
 
Not to worry about the airfield, Greebley. The infantries I flew in are holding perfectly. The first 20 French cavs died redlining just two infantries and the Zulu horsemen and impis can't do anything. We already have a good number of infs there and each turn I fly over more. I do not think that this nut can be cracked with the units the AIs are throwing at us.

A good thing is that the AIs are emptying their territories and cities. The Hittites are sending all their spears, archers and 3 Man Chariots towards the airfield, so the two armies you placed there can begin attacking cities there, too. Also Shaka cleared the paths to his cities sending all his units towards the airfield.:)

A first convoy including a settler will arrive at the Zulu side of the continent this turn, so another base will be established at the coast.
 
Sounds good. Even if it doesn't last forever due to overwhelming numbers, it is doing us good now.

The infantry Army was still a ways away and may not get there in time to do any good. I don't remember exactly how far it is, but it has to land and then go inshore.

The infantry army could grab another worker from a razed city and set up a second Airport on some other mountain if the first one starts looking overwhelmed.
 
4) 1798AD : raze Karatepe and Septum

found New Richborough and New Verulamium

IBT : Shaka decides that it is of no use to send horsemen and impis against these guys with guns
Well I learn something new. Frigates can bomb down bombers. They bombard a city which has a single bomber in it and the bomber dies, hmmm ????

Mass Production -> Motorized Transportation

5) 1800AD : not much

IBT : lose two 3 cav armies armies that were redlined by trebs and cannons in Hittite land

I will not manage to play further today or tomorrow, so I hand over to the next one. We have 50 - 60 infantries on the airfield in the mountains.

http://forums.civfanatics.com/uploads/47099/GR15_AD1802.SAV
 
IBT : lose two 3 cav armies armies that were redlined by trebs and cannons in Hittite land


I've certainly lost armies too, but I'm not sure why they didn't get a single cav added to bring them to full strength once we made land. Unless they were killed immediately after landing.
 
I've certainly lost armies too, but I'm not sure why they didn't get a single cav added to bring them to full strength once we made land. Unless they were killed immediately after landing.

Because these were dropped off from galleons and there were no single cavs with them to make them 4 cav armies.:)

I forgot to mention that it is the beginning of the turn, so no units have been moved.
 
I got it. NOt sure where we are in research. iirc we are doing Motorized, if so are we going to go for Computers next? Do we have a pre for Seti?

I will start in the AM, so let me know.
 
I don't have a strong preference on the Modern techs. Either computer or going straight for modern armor - both seem viable paths to me.

Not sure seti gets us much compared to our overall research (we are mostly living off the scientists). We can go for it if we want though.

It would be nice to get the internet for the research labs and free culture = town expansions.
 
Yeah I like having Mechs, which are pretty much cav proof, whereas infantry are just cav resistant.
 
Pre:
fix 5 cities about to riot.
Start to go through the towns to see if any more beakerheads can be used.
Not sure what the value is of making those 67 or more turn arties. Are they intended to be for settlers? Even if the game is not over in 60 or 70 turns, we surely will not need more arties at that point.
Nemausus is making a cath, not something I would like to do. I switch it and now it has 6 scientist. We will be getting additional lux as we go along, so we should not need and cath, unless this is an attempt to get culture win. Not sure that even that is useful at that this stage.

Kaesong move the three pop off the gold mines as they do not yields but 1 more gold and now yield 9 more beakers.
Can the market in Mosit Mountain, it is 50 turns and is not needed.
Feeeville put one pop to CE to get the temple done in 7, rather than 20.
Need to look at the shipping situation. Do we need to make more transports now? We can ship all, but armies, arties and settlers by air. Need to see if we have enough transports to shuttle back and forth already.

West Moscow making DD at 106 more turns, seems a waste. Switch to worker and will go on wealth next.

Maybe I am nuts, but why would we make a factory in Cornish Hen and it has only 3 net shields? Using 7 CE's. I flip it to a bomber and will switch to bearkerheads next turn.

Southern Snows doing a factory with only 2 net shields, someone is crazy, maybe it is me.

I switched Hear No Evil scientist to CE to get the aqua done.
I am not listing any more of these things, but I wll tweak as many towns as I can stand to look at.

Ok I am listing this one. Batshireet is making a harbor, but it will do nothing as each pop will only feed itself, so no real use in growing as we are already size 7 with 2 free food.

So my questions are:

1- do we really want to continue building 50, 60 or 70 turn arties?
2- do we want to keep making more workers? Yes I know we have endless amounts of work for them, but who wants to handle even more workers at this point?
3- how many more transports and other forms of shipping do you want? It seems we have 35 xports and a few more near done.

I think we can stop making any on the east coast and no more anywhere that need more than 10 or 15 turns to build.

Do we not want a few fighters to use to locate escaping ships for bombers to sink?

I propose to stop all arties over 20 turns and start no more. No ships of any kind after those going up now and stop any more than 20 turns now.
Get 6 or so fighters up for recon.

Try to locate some of our towns that need irrigation and rails for growth and freeing pop for scientist.

I will stop at this point to see the reaction.
 
The artilleries are just intended as place holders. We will need a lot of settlers at some point when our expansion really gets going if we are razing. At that point we switch them. The loss of a few shields is meaningless IMO. Basically if we have them on settlers already we just end up spending gold on settlers we do not need yet. If we put them on wealth, then we don't have the shields to build settlers when we want them.

So basically, they are not artillery - they are whatever we need to have at the moment. If we put them on wealth instead we end up rushing settlers which will cost us much more than the pitiful 1 gold a turn we gain with wealth. We could also use them to rush units later on if gold becomes trivial (this is already starting to happen) - nice thing about having Sun Tzu is that we can do that. It is better to rush units that are 1/2 built than from scratch.

Cornish Hen should be able to do much better than 3 shields. MM it for full shields and build more mines where necessary. It is a town with around/less than 50% corruption and could be around 12 shields (12 pop at 2 shields each * 50%) - with factory that is 24.

So for Cornish Hen, keep the factory and get it to the number of shields it can generate. We may have other towns near there that are wrongly put on scientists when they have only 50% corruption. Worth checking because we have plenty of scientists but could use more cities producing tanks

At least that is why the artillery and cornish hen part.

If we go for mech then lets also go for internet. Some towns could really used border expansions (get better squares for more scientists) and temples seem a waste. I will vote for this path. We can then go for modern armor after.
 
agree the internet is worth the effort, all those temples cost us quite some money and free border expansion + faster research should be well worth the beakers
 
OK I could not disagree more on the settler bit. We have 24 settlers now and at least 50 or more arties going up now.

We have 310 towns now and how many more are we going to get up? 50 a 100 surely not more than 100.

We do not need to continue to replace all the razed town by the time we are 400 or so as there will be no problems containting the AI.

There is no cost to making and holding settlers for us at this stage as we are hundreds of units below our free unit support and will never pay for any units again.

Cost for rushing is a maybe, as we will soon be in a position to stop researching for good or at least for a turn or 2 to raise gold if that is an issue.

Putting some of these places on wealth is not for the money, althought 40 or 50 extra gold would stop the deficit for a time, is not a bad thing. It is more to not have to look at all those places building something in the f1 screen, only to realize they are not really building anything. Just makes it easy to see the situation.

So lets put as many of these on settlers as you feel you need to have and be done with the rest of them, no more confusion on what is going on. How about 40 of them?
 
even if we don't use them for settlers, I still think rushing them for modern armor will be worthwhile in the future toward the end game (what else will money be for but rushing more armor - we don't need tech?) We probably get modern armor in 40 turns, so each one saves us 240 gold for each modern armor.

You could put them on tanks. I don't know how many modern armor we can rush - it depends on how long the game lasts. We will be able to rush quite a few at 100% gold and all the scientists as tax men.

+50 gold over 40 turns is 2000 gold. that will mean we get MA a turn earlier (since we convert it to science) if we go with wealth. For shields we get MA a turn later but can rush a 1/3 fewer.

I am not sure how many cities we will have, but we may very well want to keep the city count at 512. A settler wandering the wilderness is non-trivial to track down even on our own continent. I do not want to have the game come to the point where there is some boat in the water we cannot see with a settler. Eventually we can simply keep every city, but I do not know how many cities that will occur at.

If it is causing you confusion though then go and switch. It won't really matter much in the game as a whole whether we can rush a few extra MA or not. It may mean keeping more cities rather than razing You could also switch the towns to settlers for your turn to remove the confusing bit.
 
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