GR15 - AWE on Ultra Huge Map

We will probably have the most towns and temples are cheap. I think we can keep up in culture and should. That allows the flexibility to keep cities until we are ready to settle (or for keeps).

I think we will do well culturally if we don't sell any temples (with libs in the core). Since this will also keep the AI from a culture win, it is worth the cash.

Mostly though I like keeping cities - I think it is a stronger strategy to get cities with the Aquaduct prebuilt. Since keeping up in culture is easy when religious, I think we should do so.
 
0) 650AD : declare war on Russia

IBT : the Russian galley sinks ours
hoplites pillage around Haarlem

1) 660AD : raze Byzantium for 149 gold and two slaves
settle Deva at the indicated spot in the SW

uh, there are 18 Javs, 4 spears, 2 warriors and a sword West of Pompeii

IBT : the bigger Mayan stack heads towards Monguntiacum, change the temple to walls there
the reduced stack heads towards Glevum

a 1 HP Dutch galley still manages to kill one of our galleys

2) 670AD : kill some Dutch units and reduce one of the Mayan stacks a bit. We are too short on attackers here.
Just the two armies won't do it.

our defences at Glevum and Pompeii hardly hold

the main Mayan stack arrives at Monguntiacum

3) 680AD : abandon Haarlem and raze Holwerd to found two new towns

reinforcements arrive at Monguntiacum

IBT : The Mayas decide not to attack Monguntiacum after we reinforced it, but a 2HP Jav kills our remaining 2 HP GS at Glevum and burns the city

4) 690AD : kill some of the Mayan units
another army arrives ar Pompeii to help out.

IBT : play a bit with the Mayans, moved an army out of Monguntiacum and the Mayans start to come back
I lose Second Iron due to a very unclever move :wallbash:

5) 700AD : take Hispalis for 363 gold

IBT : the Mayans are now more interested in Hispalis and retreat all their forces

6) 710AD : abandon Hispalis and the usual killing of units

IBT : the Mayans are coming back to Monguntiacum

7) 720AD : we get rid of a good number of Mayan troops

IBT : nothing

8) 730AD : more Mayans fall

IBT : nothing

9) 740AD : raze Breda and found a new town

IBT : the healed Mayan units advance on Monguntiacum, but that are just 3 units

10) 750AD : we take Neapolis for 439 gold and a few slaves

Most of the action happened at Pompeii and Monguntiacum. There are just a few javs left, so I sent one army towards Cumae. It already killed two spears in Cumae and the reg should be the last one.

Maybe we should consider to research chivalry ourselves. Knights would be very nice as I had quite a lot casualties killing all those Mayan units.

http://forums.civfanatics.com/uploads/47099/GR15_750_AD.zip
 
It will take forever to research anything right now and require a lot of income to do it.

I am just wondering what is the purpose of ships for us?
 
Maybe we should consider to research chivalry ourselves. Knights would be very nice as I had quite a lot casualties killing all those Mayan units.
as I stated before, we should have employed a single scientist for that purpose...I guess we will meet other Civs soon and they might have that technology anyway.

Rome still has a lot of money though they have a mere 2 cities. By the way, we took 4 cities from the enemy but only gained 2. This kind of losses might be gained by other continents and can cost us dearly. We should always have enough spare settlers to replaced even cities that the AI raze in the IT. This is not good to lose cities that way.

I rather we let the AI take a city, that we can't hold and take it back later...don't found cities that are in danger of being razed.
 
I agree - losing cities without replacement is extremely costly in this game. Armies make good defenders if you keep the HP high and let them rest. Also don't be afraid to rush walls and Pikes when needed. I think I would have rushed a Pike in Glevum on turn 1 or 2 if there was that much threat to the city for example.

And as ThERat states, we should have a settler to replace abandonments. I notice we abandoned but didn'r replace which hurts us more than usual in this game. We also never want to raze a town if we cannot replace it as well. I would have saved the town way to the south for that abandonment you listed.

I could tell though that it was going to be a tough set of turns to play with such a large initial rush.
 
going with a single scientist is not going to hurt us, but trying to research in earnest will. The price of techs is very high on a map like this and we are without Libs in most places.
 
I wasn't able to get started right away, but I've played five turns now. We've taken Middelburg and Cumae, generated a Leader/army, and handled the Mayan stacks with no difficulty. We've been able to found one city without razing something else, as a result of the routine check.

I'll post in time for Vmxa to play on Sunday whether I've completed ten turns or not.
 
750 (0): The Mayan units near Monguntiacum all retreat.

Eindhoven temple --> pikeman, Lezoux walls (rushed) --> pikeman.


760 (1): We take Cumae from its remaining garrison of two spearmen, seizing 567 gold and two slaves (2-0).

We overrun a Mayan spearman next to Cumae and a Roman horseman around Pompeii (4-0).

Also outside cities we destroy two Roman archers, two Roman horsemen, a Mayan warrior, and a Dutch archer (10-0).

Agedincum library --> cathedral.


770 (2): We take Middelburg, held by two spearmen, an archer, and a horseman (14-0). We capture a catapult.

Outside cities we slay a Hoplite, a Greek MDI, a Greek swordsman, two Dutch archers, a Mayan swordsman, three JT, and two Roman archers (25-0).

A JT and a Mayan warrior perish attacking our army in Cumae (27-0).

Alesia cathedral --> MDI, Forest Gump aqueduct --> pikeman, Verulamium FORBIDDEN PALACE --> pikeman.


780 (3): With the Maya massing around Cumae, we smite four JT and a Mayan spearman there (32-0).

Outside Pompeii we hack down two Roman spearmen (34-0), generating a Great Leader and so another army. I fill it with Gallics, not MDI, since the extra movement point is more important than a point of attack strength.

Two JT and a Mayan warrior die attacking Cumae (37-0).

Three Greek MDI and a Dutch archer fall at the walls of Middelburg, though we come close to losing an army (41-0).

Fisher Town temple --> aqueduct, Middelburg walls (rushed) --> pikeman, Burdigala library --> MDI.


790 (4): Outside Neapolis we crush two JT (43-0). The big Mayan stacks are no threat now, but they are keeping us from pushing our armies forward.

Around Cumae we strike down three JT and a Mayan swordsman (47-0).

Near Nemausus we dispose of a wandering Dutch spearman (48-0).

A Greek MDI and a Mayan swordsman perish attacking our cities (50-0).

Glanum aqueduct --> pikeman, Durocortorum harbour --> temple.

Cumae, Neapolis, and Eindhoven all rush walls.


800 (5): Outside Neapolis we eliminate two Mayan spearmen and a JT (53-0).

Around Cumae we overwhelm four JT, a Mayan spearman, and a Mayan swordsman (59-0).

Near Middelburg we expunge a Dutch spearman (60-0).

Far Mount, Iron Hills, Ravenna, and New Entremont complete temples.

Tolosa library --> horseman. We're sitting on enough gold that we should accumulate some horsemen for upgrading when we get Chivalry.


810 (6): We spot the first Russian units to appear this round--a stack of four horsemen.

I make the routine attempt to found a city, and this time it works, so we establish Welsh Rabbit in a good spot on the southwest grasslands.

We wipe out a stack of four JT and two Mayan spearmen south of Cumae (66-0).

Also on the Cumae front, we liquidate five JT and a Mayan horseman (72-0).

Around Neapolis we account for two JT, a Mayan SP, and a Roman SP (76-0).

We shatter a wandering Mayan spearman near Monguntiacum (77-0).

Four Greek MDI, a Roman archer, and a Roman warrior make futile attacks on our cities (83-0).

Richborough library --> pikeman, Rutupiae walls (rushed) --> temple.


820 (7): We raze Leiden, held by two spearmen, and eliminate the “Fledgling Dutch” (85-0). We gain three slaves.

We found Irish Pennant in the southwest grasslands.

Having abandoned the tundra city of Deva by building a settler there, we’re also able to found Cornish Hen in the SW grasslands.

Otherwise a quiet turn, with few targets in range.

Agedincum cathedral --> pikeman, Lapurdum library --> MDI.


830 (8): We crush two Roman spearmen at Viroconium, but the town remains garrisoned (87-0).

Around Neapolis we liquidate three JT, two Mayan spearmen, and a Russian horseman (93-0).

Pompeii temple --> aqueduct, Ratae C. aqueduct --> marketplace, Curovernum courthouse --> MDI, Axima aqueduct --> temple.

The Greeks are building Knights Templar. So on the assumption that we may soon get Chivalry from the GLib, I start a KT pre-build in Alesia.


840 (9): We take Viroconium from its surviving garrison of two spearman, eliminating the “Fledgling Romans” and capturing 2434 gold (95-0).

Outside Viroconium we extirpate a JT and a Mayan spearman (97-0).

Away from cities we deal with three Russian horsemen, two Greek MDI, two JT, a Mayan MDI, and a Hoplite (106-0).

The Great Library brings us Engineering and Chivalry.

Entremont cathedral --> knight.

Neapolis and Cumae complete rushed temples.

The French, whom we haven’t met, complete Knights Templar. So much for our one-turn-old pre-build. :lol:


850 (10): We follow the road the Maya are using to advance on our cities, and locate their cultural borders.

Outside cities we obliterate two JT, a Mayan swordsman, a Mayan MDI, two Greek MDI, and three Russian horsemen (115-0).

Twelve elite victories this round produced one Great Leader.
 
We seem to have located the Greek homeland, in the northwest of the known world, and most of our armies are in the area; so our next objective is plain enough. With the Mayan initial rush contained and the Russian rush still to come, we’re not under much pressure.

The army next to Troy isn’t intended to attack before it’s reinforced by the two armies healing in Viroconium.

Middelburg has been worth holding so far, because the Greeks have lost a lot of units attacking it, and because it lets us see what the AI is doing in a central area which would otherwise be out of sight. But abandoning it to free up an army, and to found another good city in the southwest grasslands, would be acceptable too.

We have three settlers pre-positioned in good locations in the SW. The settler struggling north from the tundra (where we settler-abandoned Deva) should take up a position directly S of the single mountain three tiles SE of Welsh Rabbit.

We’re about to complete a mountain road linking Pompeii to Cumae, which will make it a lot easier to move catapults where we want them.

I’ve left some catapults with their movement to call attention to our cat stacks.
 
The push north:

GR15-820AD.JPG


GR15-840AD.JPG


GR15-850_AD.JPG
 
excellent work...

we got a lot of cash, which I wouldn't just splurge...keep it to rush settlers (if needed) and our research which has to start one day again...I would start with libraries once we are close to education
 
Excellent progress NP. Two civs down already.

If our progress is good enough we might be able to keep the Greeks from getting to education. If we additionally can hurt the Mayans and Russia, It might be possible to have the GLib expire when we meet the other civs when they have Navigation and find us.

This would be really nice if it could be made to happen. We definitely want to avoid knowing one civ that has education and not much else and then meeting advanced civs.

We don't entirely have control over this, but the fact that civs can't build more cities helps. It is definitely worth keeping in mind. We could push for elimination of any civ that looks close to gaining Edu.

This all assumes that we have met all the civs on our continent and there is ocean all around it. I would like to send a boat around our continent if we could to see if this is true. If we see a border we haven't met then we can retreat again if we don't want to meet a new civ.

Roster:
Greebley
markh
Northern Pike - Just Played
vmxa - Up
M60A3TTS - On Deck
ThERat
 
BTW what are the Cath about?

Since we're religious, a cathedral gives us three content faces for 80 shields and 2 gpt maintenance. To get the same effect with pikemen costs 90 shields and 3 gpt maintenance, given that we're grossly over the unit limit and probably will be until communism.

I like Greebley's idea of sending a ship around our continent, at least until it spots a new civ. I've left a galley in a fairly advanced position on the northeast coast.
 
I guess what I am thinking is the 2 gpt is spend for nothing as the size 12 places are running without cath. right now if we need a specialist it is fine as we are doing nothing. Later we will hopefully have another lux and not need the specialist.

80 shields is a knight plus and 2 gpt pays for 2 it.

Yes a bit of a peek can't hurt as long as we do not met one advanced civ and get the worst of all out comes. That is a one of the civs we gets ed and boom the adv one lets us learn it and the GLB goes away.
 
agree to take out Greece as soon as possible to eliminate the edu risk. I would also be gald if we can get rid of Russia before they acquire cossacks. Maya's are fine as they create slaves for us and their UU is useless already.

I agree with cathedrals as I think in this game we got a lot of space and might want to use hospitals (we need the healing effect overseas anyway I guess).

Also, we should locate other continents as soon as possible to send armies over to raze cities for our own good. Hurting others overseas will be the best method to slow them down.
 
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