GR15 - AWE on Ultra Huge Map

GR15_450AD.JPG
 
Looks like we may have a problem with the Pre. It is only 7 turns out and we have no idea if we will be getting Feudalism in time. The only way to slow it down is to irrigate the grass so we make another specialist or two to get fewer shields.

I did not count the number of towns, but we have 5 armies right? So that means more than 20 towns. I guess then that we have gotten the first bump for the palace shield count. I think the OCN is 28, the 500 shield level is 23 or 24 towns and I think we have 23. So if the palace is costing 400, we will get a bump to 500 with 1 more town, I hope.

If the palace is already 500, then we need to get to 28 towns to have it cost 600 shields. 5 more towns in 6 turns, is probably not going to happen.
 
I will check out what to do with the prebuild, in the worst case go for alternate unrest moves to slow it down...

got it, since we have a public holiday here today (hari raya haji), I can nicely play this...
 
save

Pre-Turn
some intel first for everyone and lurkers:
we have 23 cities
Dutch 10, Rome 14, Greece 15 and Maya presumably 14

hmm, we have only 2 settlers...unit support a staggering 99gpt
btw way down south, there is another iron source, a little inaccessible though

slow our prebuild by working more flat land, it's down to 8
Gergovia is building a market, now that town is really just a filler at the moment to be abandoned, no use to build any infrastructure

anything there but troops and settlers, swap to settler and rename city
we have Abandonia I and II (another junk city in the south)

after a lot of MM, our deficit is down to -8gpt for the moment

smite 2 wounded Roman horses in the west [2-0]

IT well, the Greek decided to go for the furs and kill 2 spears there :( [2-2]

1.460AD
move one army towards Groningen in the fog and it reveals the Dutch iron, lovely
move out another settler to be able to settle every turn

situation at Glanum a bit tricky, use army to cover all those cats and smite those Greek units there [7-2]

we got our first lux finally, reduce lux to 20% and we make 14gpt

IT Roman incursions getting a bit heavier, think we need an army there
we kill a horse there [8-2]

2.470AD
defeat 2 spears in Groningen and the city is razed, Dutch have no more iron :dance:
found Iron Hills to connect towns

form 6th army and the good news is that our prebuild has gone up to 15 turns

kill 8 more units at various spots [16-2]

while tinkering around, my computer shuts down? too hot?

IT Dutch want to talk, stripped off any resource, it's understandable...too bad we got no mercy
we get a market in our capital and it helps a little with our finance..though 2 new settlers drag the income down to 18gpt

3. 480AD
Glanum remains a hot spot as we kill 5 Dutch units there
defeat 2 Roman units in the west [23-2]

IT Roman horse attack a spear on a hill and the second takes it out [24-3]

4.490AD
northern army reaches Utrecht...
defeat 5 assorted units, a MGL is long overdue here

army in the west spots the first image of a Roman border [29-3]

IT plenty of Roman horses coming from the western moutains..very annoying and one manages to kill a GS covering some workers (don't worry there are 2 GS for cover, we didn't lose the workers) [29-4]

5.500AD
defeat 3 spears in Utrecht, but since there were units running through, still some more left
1st army reaches Maastricht

attack many of those Roman units and go 6-1 during those attacks losing a GS [38-5]

western army reaches the outskirts of Antium where horses are gazing

IT Roman horses on steroids take out another GS while losing one themselves [39-6]
lucky we add 3 GS from the production pipeline, though unit cost kills us currently

6.510AD
the Romans have Feudalism, time to speed up that prebuild again
add another MP and we make 19spt reducing the prebuild to 7 turns

defeat 3 units and raze Maastricht, found Fisher Town in the east
defeat 2 units and raze Utrecht, found Forest Gump

a 2nd army moves west from Masstricht, runs into Dutch workers and into Pompeii, that has gems
start to attack Antium taking out 2 units

slash another 7 units and we finally get another MGl just in time for maybe another army next turn?
[53-6]

current income 31gpt

IT enemy units running around, but no attacks, Dutch galley turns round and heads back???
Verulamium with those pretty gold hills adds a market to boost the income
Abandonia I adds another settler
Romans start Sun Tzu, not surprisingly (I wouldn't mind them getting it)

7.520AD
defeat 3 units and raze Antium getting 16 gold, since Romans do have some cash, :sad: they still have horses though
found Isca on hills in the west...now we need more settlers fast
capture Pompeii for 17gold, need to keep it though, lucky it comes with a rax (defeated 3 units there)

our palace prebuild jumped up to 12 turns, increase production to 20spt

a 7th army is minted in Verulamium

defeat another 7 units clearing the area of Verulamium [66-6]

IT I don't know what the Greek :smoke: but their hoplite that could have occupied our gems turned round
no attacks as the enemy is bleeding already (let's hope the Greek will muster feudalism shortly though)

8.530AD
a very quiet turn as armies heal and little enemy activity is noted, kill a mere 2 units [68-6]
one army moves to TheHague and captures 2 slaves on the way

IT a sword dies attacking Pompeii (it has 2 GS armies inside and has zero flip risk)
lots of units are going for this town, all Greek and Romans units, this will keep our hinterland easy to defend and should help expand, let them burn their units...
Dutch seem to make one last effort as many units approach Fisher Town in the east [69-6]

9.540AD
get another settler ready for next turn to connect our land with those gems
take out 4 units at Fisher town after nice bombardment
approach Veji and pull another army towards The Hague, do not attack yet though [73-6]

IT no attacks but now there are many units at Pompeii, let's hope the AI wastes their units, with 2 armies and a rax, this shouldn't be an issue
2 more markets are done to improve the financial situation
Romans start Sun Tzu again

10.550AD
attack The Hague, defeat 3 spears and the army is heavily wounded, use the other army to cover, but do not attack since the wounded army would be left exposed
attack Veiji, defeat 3 units and raze it for 33 gold, found Mongutiatum and gems are connected to our core :dance:

send out an army to the southwest to take care of whatever is left there of the Roman empire

at Pompeii use 1/2 armies to take out 3 swords, the other army needs to stay unmoved for complete health recovery
use GS to take out another 2 swords
for a change lose a e-GS attacking a redlined Dutch sword while slashing 3 units at Fisher Town [88-7]

great news as Greek have feudalism as well. We got 6 more turns for our prebuild which has the same amount of shields as Sun Tzu
I hope we can get it, this would be a major milestone for this game really, kudos to vmxa starting the prebuild.

final intel first for everyone and lurkers:
we have 29 cities and 7 GS armies,
Dutch 7, Rome 11, Greece 15 and Maya 14

we do not have built the FP, Verulamium would be my choice. It has wonderful commerce due to the 2 golden hills (keep on working them)

we do have 2 luxes onlines now, we hopefully get SunTzu

unit support currently 91 gpt :eek: we make 64gpt at 20% lux, 0% science with 1199gold in the kitty

the situation in the west
gr15550a.jpg


and the north
gr15550b.jpg
 
Looking good now with 2 luxs. Sun Tzu will save us a lot of shields and grief, not to mention support for barracks.

As long as no one gets a leader to rush it, we should be golden. Even a GA will not be enough for any of the civs to build it by hand in the next 6 turns.

I wonder how far we are from meeting another civ?
 
I wonder how far we are from meeting another civ?
Do not wish for that too soon. At least Dutch and soon Romans will be gassed, but Mayans did not yet show up with their stacks that are sure to come. I was able to expand, but big stacks can slow us down a lot...
 
Not wishing for it, but rather dreading it. We have a lot of land open now and the coast is getting longer and longer.

We are very short of settlers and workers and units to defend them. We are going to have to start making more settlers to send out to be in a position to found towns.

These towns will have to be spaced farther apart to allow us to cover more tiles to reduce the amount of towns needed to fill the land. They will all need temples to expand culture borders.

This will mean ever more tiles to road, needing ever more slaves and workers. Steam is so far off into the future with the AI researching being so slow from now on.

I was just looking at all the open space we can already see and then seeing how little of the map has been exposed, it is staggering how much land is out there.
 
Sounds like we are doing quite well.

Given unit support is so high and it sounds we are pretty strong, I may work on Infrastructure rather than more units. Get up Markets and Aquaducts where it makes sense. I will see.

I got it.

Roster:
Greebley - Up
markh - On Deck
Northern Pike
vmxa
M60A3TTS
ThERat - Just Played
 
I started a lot of infra already, a lot of markets are built or already completed. We can still finish libraries, but I would wait with that until we are closer to education.

I started a lot of settlers also, in fact few units. But, for example, our capital has nothing left to build for now and is doing 20spt 2 turn GS and next turn maces (since we get feudalism). We should get a few pikes up for better defense.
More cities are essential for us.

These towns will have to be spaced farther apart to allow us to cover more tiles to reduce the amount of towns needed to fill the land. They will all need temples to expand culture borders.

This will mean ever more tiles to road, needing ever more slaves and workers. Steam is so far off into the future with the AI researching being so slow from now on.

I was just looking at all the open space we can already see and then seeing how little of the map has been exposed, it is staggering how much land is out there.
I am a little puzzled by these comments. This game will have plenty of open space and we won't fill it. But we don't need to as the city limit is reached. the good part about this game is that we do not get visited by settler pairs to make more enemies. What I fear is that once PP spreads, we will end up with lots of new contacts.

Btw, is initial map trading allowed later on? Or some tech trades?
 
We have to immediately declare. No trading. As long as we have our fast moving armies, there should be no concerns. As far as new contacts go, a target rich environment hasn't stopped us before. ;)
 
What I am saying is we should think about spacing at least CxxxxxC soon. This is to reduce the amount of roads that the AI will be able to use against us.

We will see more and more roads in neutral land and they can be used by anyone.
Having as much land under our borders as we can get will make travel easier for us and harder for them.

True we will not ever be able to gain all the tiles, but once the AI is making rails, we will not be needing the tiles as we can use the rails in neutral land for travel.
 
(cross-posted since my I got it)

Preturn: Looks like ThERat agrees with building Infra. We are building a goodly amount so things look good to me. Only one minor change.
There is a stack in our lands that will probably pillage it and can attack some GS at even odds. Use the army to kill the Spear on top and then the Army and various GS kill the rest of the units without loss.
I think I want to cross the mountains (have a town on the other side) if I can. Looks like we will want more settlers too.
Culturally we are clobbering Rome and the Dutch and have no fear of keeping any of their cities. Only the Mayans have more than us and only by a smallish amount.

IBT: Greek Hop Pillages a mountain road. We get Feudalism.

560 AD: Attack The Hague but then decide to heal after the first battle.
Kill a few units near our towns. Start Sun Tzu.

570 AD: Capture Ravenna(Roman) and The Hague(Dutch).
Kill other units near our towns.

IBT: Mayan units near us as well as several Greek Swords.

580 AD: Leave Ravenna unguarded - may have to recapture, but I am not ready to settle/replace it yet. However, I think no Horse are close enough. After some thought I also rush a Pike to keep the town.
Attack Rome and kill some Spear.

IBT: Actually it looks like the Mayan initial rush as there are lots of Javs incoming.

590 AD: Capture Brundisium. Decide to keep the Roman towns and abandon Abondonia II for our next city (may still abandon later though.
Build Lezoux.
Pompeii is being rushed by Rome, Greece and the Mayan initial rush. We are batoning down the hatches and getting ready. Kill a few of the first units. We have 2 armies in the area so I am hopeful. Rush the walls (I see they haven't been built yet).
Also Capture Rome.

IBT: Messed up and 3 Cats are captured. Lose a GS on hills to a Horse. Lots of movement toward Rome.
Noone builds Sun Tzu so we have it next turn.

600 AD: Abandon Rome and Abandonia I to build two more new cities - One is built on the second Iron to secure it for us ( the old Dutch Iron).
Road is being built to Brundisium to connect up the Wines near that city to the rest of our cities (and is why I want to keep that city).
Kill the Dutch units attacking The Hague.

IBT: With the two armies and the new walls, it looks like Pompeii is being bypassed.
Mayans mill about like cats trying to catch their tails. Why remains a mystery as always.
This is worth a picture :D

GR15_AD600.jpg


610 AD: Capture Eindhoven and attack Syracuse.
Kill most of the Greek Swords.

IBT: There certainly are a lot of Mayans and each one dumber than dirt. I think they finally may be heading in a uniform direction. Nope spoke too soon.
A Galley I built is sunk by the Dutch.

620 AD: Capture Syracuse.

630 AD: Some more attacks on Cities.

IBT: Lose a GS on a mountain.

640 AD: Raze Lutetia (Roman) to build Nemausus. Capture and Abandon CaesarAugusta to build Glevum. Capture Haarlem(Dutch)

IBT: Looks like the Mayans are finally getting their act together and coming at us. Next player will get to deal with them. It definitely seems the initial rush of units.

650 AD: We connect the Wines (3rd Lux) and can lower Lux rate to 10%.

Notes:
Our boat met a Mayan boat in the south. It had a settler that stepped off in case we lose. The idea was to have a settler in a safe location that could settle every turn or replace a city if we are going to lose one and want to abandon it (and this one was near the boat when it got built). The current location is not horrible if the boat is sunk. Otherwise we can keep looking though I think I would just keep it where it is with all the Mayans threatening us (just in case).

I have been building boats. The idea is to kill off the Dutch invaders before they land. They have a lot of 1 hp boats.

Roman Lands:
GR15_AD650a.jpg


Dutch & Greek Front (see notes on image):
GR15_AD650b.jpg


Our landed Settler:
GR15_AD650c.jpg


The Save
 
On the cross-posts:

M60A3TTS is correct - No initial trades allowed. A strong reason to get Espionage is to see where all the AI towns are.

I am not sure we should worry about spacing but rather place towns where we want them. I think we will be building outposts to see enemy landings and cutting roads (road "choke points") with units on the remaining roats to control access to our lands rather than making the standard wall of cities.

Remember distance corruption is nearly meaningless. We don't need a compact empire - rank corruption will be everything (at least until we start settling on other continents or far north).
 
wow, this looks amazingly good. Income shot up to 176gpt...not too bad...and free raxes everywhere...sweet, very sweet.

Glad you managed to abandon those 2 useless cities in our core. I should have suggested the following, but didn't. The enemies we know are half dead (besides Mayans maybe). We might not get chivalry soon, we should employ a single scientist just in case and could have even started a prebuild for KT if we feel like?

As for wonders, I am just thinking, Adam Smith would be another huge wonder to save us plenty of money. There is a wonder that comes with music (I think) that would give an extra happy for the whole continent and that wonder doesn't go obsolete. But of course both techs (music and economics) are optional techs and could slow us down. I think Adam Smitch is surely worth it and Alesia seems to be able to produce a goodly amount of shields.

Just looked at the save and Romans have plenty of money with a mere 5 cities. These 5 cities could give us additional 1000+ gold, surely worth taking them out soonish.
 
I wouldn't take the time for research of Music Theory to bring in Bach's. We should have enough lux on this continent to keep the populace happy. Smith's is an interesting idea, worth considering.
 
I don't tink we want to go for culture, and if I am not wrong, we actually have to make sure that there is no run-away AI in culture. We aren't building culture massively to be able to compete here...
 
I don't tink we want to go for culture, and if I am not wrong, we actually have to make sure that there is no run-away AI in culture. We aren't building culture massively to be able to compete here...
lurker's comment: Oh, ok. I thought you guys were actually building temples everywhere. :crazyeye: You might wanna watch out for the civ that built the Temple of Artemis. Hopefully they aren't expanding like crazy...
 
I doubt that culture will be a huge issue as long as no one runs over several civs. In a map this isze, I would think the AI will be hard pressed to do that as fast as will.

We will soon be so large that even with the temple/libs for borders we will have lots of culture.

The only way anyone gets a new town is to take one from someone. The problem for the AI will be that they will raze some and not built a replacement asap.

A few civs could be a culture threat if they get large like Cleo or Hammy.
 
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