GR15 - AWE on Ultra Huge Map

An immediate GA would be fine with me.
 
I don't think the Romans are that far off considering the frequency of their units...I always felt that Civ far away come in stacks..Rome sends units in a constant stream, but not stacks. Their horses are most annoying, but as long as they have no iron, we are fine.

In fact we should stick our head out beyond those mountains to check their land...
 
Preturn: Minor changes. Decide we need more workers as we are working unimproved squares.

IBT: An attack on the city by a Roman Horse retreats

330 BC: Too many Dutch swords to settle the new town. Instead I kill off a stack of 1 sword and 2 Archers which joins another GS onto the Armies square (so size 3 army next turn). Retreat another Horse. Cannot kill the 1 hp horse without losing a unit. Moved a speed 2 GS into the town so we can start killing these horses.

IBT: Kill 2 horses on defense.

310 BC: Kill a Horse with a Gallic. Lose a Gallic to an injured Archer. Kill 2 more Swords with our Army. Try to settle but it fails.

290 BC: Kill 2 Archers.

270 BC: Lose an Archer attacking an Archer (does no damage and the enemy promotes). Kill a Horseman and 2 Archers. Kill a stack of 3 Swordsman with our Army. The army loses a number of HP on the last Sword and is down to 3 HP. It is covered by a GS and a Spear. Made an error and have to cover a settler with two Archers (one Archer adjacent).

IBT: Our elite Warrior on a Mountain is attacked by an Archer and goes to 1 HP. It is then attacked by a 1 HP Horse and loses. Several more Horses are also on the mountain now.
Get Lit and switch to the GLib. MM the city for max shields (9 turns counting this IBT).

250 BC: Kill 2 Horse and Retreat 1.

IBT: Coravorum is attacked. Hold off a sword, but lose a Spear to the next sword. Kill a Horse on defense.

230 BC: Kill 2 Swordsmen (almost lose the Archer Army), 3 Warrior, 2 Archers.

210 BC: Lose a Gallic to a Spear.

190 C: Kill the Spear, 2 Swords and an Archer. Lose a Gallic to a Sword.

IBT: Sword is dropped off. A Curragh I built (fortified) is sunk.
Horses near Camulodunum rearrange the tiles and it revolts (gov picks squares with no commerce).

170 BC: Kill off the dropped off Sword.

150: KIll off a stack of 4 Roman Horses, Some Greek Archers and Dutch Swords.

Notes:
See map for where the attacks are coming from.

3 turns to the GLib.

I strongly recommend building some Markets in major cities during the GA assuming we get the tech.

I mostly had to defend while we built up GS. I think we can go on the offensive soon. I would head for the Dutch - take Delft first and then send the Gallic Swords Army after the iron so they send no more swords.

GR15_BC150.jpg


The Save
 
I'm thinking of loading Civ III onto a more powerful computer which can better handle this beast. Will I need to do anything beyond loading vanilla Civ III, loading Conquests, and then applying the 1.22 Conquests patch? Specifically, will the last vanilla patch be necessary? And will PtW be relevant to the process at all?

Thanks in advance. :)
 
Nope, you only need vanilla and C3C and 1.22. I just did the same thing last week.
 
IBT : the Dutch and Romans move some units to the frontlines, but no fights

1) 130BC : GS kills a Dutch archer at Curovernum (1-0)
archer army kills a Dutch swordsman at Curovernum, but is badly hurt (2-0)
GS kills Dutch swordsman at Curovernum (3-0)
GS kills Dutch swordsman at Curovernum (4-0)
GS kills Dutch spear at Augustodurum (5-0)

IBT : William requests an audience, sorry no time
two Roman horses enter our territory

The Greek begin work on The Great Lighthouse

2) 110BC : GS kills a Roman spear at Cataractonium and promotes elite (6-0)
GS kills a Roman horse at Camulodunum (7-0)
archer kills Dutch swordsman at Curovernum (8-0)
archer kills Greek archer at Delft and promotes elite (9-0)
archer kills Roman horse at Camulodunum and promotes elite (10-0)
GS army kills Greek archer at Delft (11-0)
GS army kills Dutch spear in Delft (12-0)

IBT : The Great Library is completed in Lugdunum

3) 90BC : archer kills a Roman horse at Camulodunum (13-0)
GS kills a second horse at Camulodunum (14-0)

GS army kills a spear in Delft and the city is destroyed giving us a slave (15-0)

See Roman borders in the West where Delft was

found Arausio

IBT : one Dutch sword suicides on the defences in Curovernum (16-0)

We get all ancient techs except construction, currency, monarchy and republic

We have horse nera Tolosa

Now that we have TGL in Lugdunum Caesar is more interested in that city and redirects his forces

4) 70BC : archer army kills a Dutch sword at Curovernum (17-0)
eGS kills Roman horse at Lugdunum (18-0)

IBT : the Romans request an audience, not interested

lose a GS on the way North towards Dutch territory (17-1)

5) 50BC : earcher kills Greek warrior at Curovernum (18-1)
eGS kills Roman horse at Lugdunum (19-1)
eGS kills Roman archer at Lugdunum (20-1)
GS kills Roman archer at Lugdunum (21-1)
archer army kills Dutch spear at Curovernum (22-1)

IBT : nothing

6) 30Bc : lose an earcher to a Dutch spear at Curovernum (22-2)
a second archer kills that spear (23-2)
eGS kills Roman archer at Lugdunum (24-2)
GS kills Roman horse at Lugdunum (25-2)

IBT : a Roman archer and a horse suicide on a GS before a Roman spear kills the GS (27-3)
two Dutch swords suicide on our defences (29-3)

7) 10BC : kill a Roman horse at Verulamium (30-3)

IBT : lose a spear and a GS on defence, 1 Dutch sword suicides in that process at Curovernum (31-5)

8) 10AD : earcher kills Roman spear at Camulodunum (32-5)
archer army kills Dutch spear at Curovernum (33-5)
lose the archer army on a Dutch sword, it had 12/14 HP (33-6) :gripe:

IBT : nothing important

9) 30AD : earcher kills Dutch spear at Curovernum (34-6)
earcher kills Roman horse at Lugdunum (35-6)
eGS kills Roman archer at Lugdunum (36-6)
GS kills Greek archer at Curovernum (37-6)
GS army kills a spear in Pisae (38-6)
GS army kills second spear in Pisae (39-6)
GS loses to archer in Pisae (39-7)
GS kills that archer, razes Pisae for 36 gold, 2 slaves and promotes elite (40-7)

found Lindum

IBT : 2 Dutch swords suicide on Curovernum (42-7)

2 Dutch swords are dropped at Ratae Coritanorum

Cuzco completes The Temple of Artemis

10) 50AD : earcher kills Roman horse at Camulodunum (43-7)
eGS kills a Dutch sword at Ratae (44-7)
GS kills the second sword at Ratae (45-7)
GS kills Dutch spear at Lindum (46-7)
eGS kills Dutch sword at Lindum (47-7)
eGS kills Dutch sword at Lindum (48-7)
GS kills Roman spear at Lugdunum (49-7)

There are two Dutch galleys in the south that dropped off units. There is a new one in the North which is loaded.

http://forums.civfanatics.com/uploads/47099/GR15_50AD.zip
 
It sounds as if we razed a Roman city. Would be nice to post some screenies so we know what's happening.
An archer army is only that useful anyway...GS armies with movement 3 and attack 3 will be so much better.
I'd say as soon as we have more armies, some pillaging of the Dutch iron would be nice.

Do we try and found cities every turn even when we don't raze a city? This might work as in my case, if somewhere cities get razed without us knowing that.

And yes, get some cats up and running for better defense. Once we meet new Civs, the initial stacks will be tough to beat without them.
 
The archer army is very weak, but it would at least get us to 3 armies to get a pentagon. It was always in danger of dying, so not much could be expected.
 
It'll take a while before we build the pentagon anyway. I guess we have now close to 20 cities (that's 5 armies). We still have HE and FP to build as well. We will need real MGL galore to build all those...

But, as I mentioned, we might want to wait with the FP to find a real nice spot.

By the way, what do you people think about abandoning some of those crammed spots we took once we have nicer parts to claim? (Gergovia has to go in my mind, do only build units + settlers there before we abandon it)

And, any lux sighted yet?
 
Well if we had the two armies we would only need two more leaders to have the pentagon. One for the third army and one for the pentagon.

I would prefer to have it than any of the other things as a 4th units would really make a big difference. The extra unit will keep them alive and do more damage than the extra army.

I agree we can wait on the FP.

Abandoning is fine as long as we have a settler for the replacement and one for any opportunities and we can defend the new site.
 
The Roman city looked like an outpost. It was not connected culturally. It is still a long way to go. The same situation we have with the Dutch. They are also still far away. Actually the map looks almost the same as before. Just that there is one of our cities where Delft was and we have a new city in the East.

I tried to found a city each turn, but no luck. Only after razing the Roman and the Dutch city we could found a new city.

The HE should finish in the next 1 or 2 turns.
 
One thing I remember from the last time I played on this monster map is that the AI is pretty decent at building colonies. This means every civ will have Iron at some point if we don't do something about it. I think we will want to send out GS Armies to pillage this iron or we will have many swords and pikes to deal with.

This is once we have more GS Armies of course. The point is that we need to be aggressive rather than just defensive. I would like to try to cut the Dutch Iron now if we could and send our one army in that direction. Let the normal units handle the flow of incoming units.
 
Well, my relatives have been attacking in waves like the AI in an AW game, but I’ve held them off long enough to play a round. ;)


50 (0): We repel the attacks of a Roman horseman and a Dutch swordsman (2-0). Two Gallics in dangerous positions survive by retreating.

Richborough skims off a worker, since it's stuck at size six with a full food box.

A Wonder cascade accounts for the Hanging Gardens (France), the GLight (Iroquois), the Mausoleum (Ir.), and the Great Wall (Sumer).


70 (1): We pick off a Dutch spearman (3-0).

Our GA ends.


90 (2): Our Gallic army destroys a Dutch spearman, but takes quite a lot of damage (4-0).

Augustodurum temple --> catapult, Arausio walls --> temple.

The Sumerians complete the SoZ.


110 (3): We cut down a Dutch swordsman landed near Ratae C. and a Roman spearman near Ver. (6-0).


130 (4): On our western flank we crush ten Roman units--five archers, three horsemen, and two spearmen--while losing a Gallic (16-1).

Entremont temple --> Gallic.

Alesia HEROIC EPIC --> catapult.


150 (5): We smite a Hopite with a Gallic, though I hope we won't have to make many such attacks (17-1).

Our Gallic army slays a Dutch swordsman and a Dutch spearman in Den Helder, five tiles approximately north of Lindum, though the town remains garrisoned (19-1).

The Dutch finally start making the attacks we'd like, and lose two swordsmen at Curovernum (21-1).

Lindum walls (rushed) --> barracks.

Our source of iron runs out. We have another almost within our borders near Curovernum, but that's where we're under the most pressure from the Dutch, so it's not an ideal solution.


170 (6): On our western flank we flay two Roman horsemen, but lose a Gallic (23-2).

We auto-raze Den Helder, held by one remaining spearman, and capture four workers and a catapult (24-2). We then found Axima in a fairly useful spot, though it's close to Lindum. Our settler waiting to found in the NE was chased all the way back to Arausio by Dutch stacks, so that isn't an option.

In fighting around Lindum we overrun a Roman horseman and generate the GL Caractacus, who forms an army (25-2).

Our new army strikes down two Hoplites (27-2).

Another three Dutch swordsmen fall at the walls of Curovernum, after I moved the elite spearmen out (30-2). They'll attack veteran spears here across the river, but not elites.


190 (7): We smash four Roman horsemen near Ver., and a Greek archer as well (35-2).

We hack down a Dutch swordsman landed next to Lapurdum (36-2).


210 (8): We dispose of seven Greek archers around Ver. (43-2).

On the Lindum/Axima front we account for a Roman horseman and a Dutch spearman (45-2).

Closing in on the only Dutch city we can see, our advanced army discovers furs.


230 (9): Around Ver. we shoot down a Hoplite and three Greek archers (49-2).

We bombard and destroy a Dutch stack of two swordsmen and three spearmen next to Lindum (54-2).

Our advanced army kills one Dutch spearman in Arnhem, though the town remains garrisoned (55-2).

A Greek archer perishes attacking Axima (56-2).

Agedincum temple --> catapult.


250 (10): Our army routs the remaining two spearmen of Arnhem's garrison, and we raze the city (58-2), gaining a worker and capturing a catapult. We're then able to found Durocortorum in a reasonable spot on our east coast.

We grind down a Roman stack of three archers and a spear next to Tolosa (62-2).

Our homeland defense army crushes three Dutch swordsmen next to Lindum (65-2).

Seventeen elite victories this round generated one Great Leader.
 
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