GR15 - AWE on Ultra Huge Map

Well, Rat, if you wanted to prove your point that we can have a lot of scientists in this position, you've done it. ;) But I think we've gone too far in that direction. We have good towns at less than 50% corruption, such as Welsh Rabbit and Ravenna, written off as science farms building settlers. There's a lot of the game ahead of us, and such promising places should be allowed to develop normally (aqueduct in WR, marketplace in Ravenna).

Boring though it is, we should rationalize our deployment of MP units. Inner towns with cathedrals (Entremont, Alesia, Agedincum) have more than they need, while a little farther out we have cities running specialists for lack of MP.
 
Well, Rat, if you wanted to prove your point that we can have a lot of scientists in this position, you've done it. But I think we've gone too far in that direction. We have good towns at less than 50% corruption, such as Welsh Rabbit and Ravenna, written off as science farms building settlers.
The 50% corrupted towns will surely be useful as something other than settler farms later on. As it is at the moment, unit support is staggering (something like 130gpt). And, we are short of settlers. Thus, I had some semi corrupted places build settlers. As we expand and the need to build settlers in our core decreases, those cities should be developed.
With more armies, we will raze cities faster and have a more pressing need for settlers. I'd say we can never have enough of them for the time being. I always try and balance scientists with a real need to get more shields and growth. I do hope we can get more flood plain cities, those grow fast to get us more settlers.

By the way, Greebley might have some internet issues again...
 
With more armies, we will raze cities faster and have a more pressing need for settlers. I'd say we can never have enough of them for the time being.

Completely agree. This is a huge map. We have the potential for perhaps 200 cities and towns on this continent alone. Keep 'em coming I say.
 
Preturn:
Mayans have silks so I may try to go for them to find them if I can.
Rush a Settler or two just to make sure we have enough to keep up with building new towns.
Kill a Hop in

I am planning on going for Economics. Start the Prebuild in Alesia which will finish the palace in 37 turns (but that is 1000 shields and we only need 600). I am guessing Economics will take about 20-24 turns to get which is about right (has 27 shields per turn ~ 22 turns total)

IBT: Troop movement - no Attacks.

1160 AD: Raze Vitcos (Incan) to build Deva.
Capture Ephesus. Attack and kill 3 units in Herakliea - the current Greek Capitol.
Abandon Delphi to build Northern River
Abandoned another Greek town (forgot the name) to build Wheat By A River.

IBT: Not sure where the Incan Knights are going. Our boat gets sunk by the Japanese.

1170 AD: Capture and Abandon Herakliea to build Argent Rose. Lose a Knight attacking a Spearman.

BTW, most of our cities that are farther away from the capitol should be built in Grasslands that is irrigatable (unless we are sure we are going for Communism - and I don't think we should necessarily) and not plains (which only supports one scientist).

1180 AD: We get gunpowder and don't have Saltpeter connected. There are several on our borders and one safe in our territory when we want it.
MM Banking down to 7 turns. Most armies heal. Kill some random incoming units.

IBT: Lose a Knight vs a Knight along a road.

1190 AD: Kill 3 Pikes in Shimonoseki (Incan)
Capture Eretria and The Greeks have been Destroyed I was going to raze but our army is too injured and needs the town radius to defend itself.
Abandon Ephesus and build Tangerine

IBT: Knight attacked on Mountain and Forest win. Knight attacked in Hills retreats. We lose a fortified boat to Japan. I am 0 for 4 with boats for the game (0 for 2 this turn ).

1200 AD: Attack Quirigua (Myan - size 12) and capture it.

IBT: Watch about 30 odd Incan units pass by an Army. They are headed for Myceanae (the main reason I still have kept it is to lure the Incans this round-about way. There will be an initial rush of Incans, but it won't be for a while yet (the slow units that is).

1210 AD: Quirigua is Abandoned. Build Rivermuth up North (gets Wheat, Cow, Whale and is at the mouth of a River).
Capture

1220 AD: Capture Uaxactun (Mayan - size 12)
Capture Lagarto(Mayan)

1230 AD: Myceanae is Abandoned as the first Incan unit finally reached it - built High Rock
Abandon Lagarto and build Rivers Bend

1240 AD: Attack and Raze Palenque. Build Twixtseas between the two seas.
Uaxactun is abandoned to build Teal Fields.

IBT: We get Banking and start on Economics

1250 AD: Piedres Nadres is Razed built Fort Furthest to replace it.
Abandoned Eretria and built Thrweat.

Notes:
Economics in 7 at Max science. Palace prebuild is in Alesia and should finish smiths in 12-13 turns.

We have two settlers in place to form towns. There are 10-12 settlers elsewhere. Settlers take a long time to reach the front lines. I suggest we continue to build them at all times. Stopping building settlers will mean the player after won't be able to place new towns as no settlers would be reaching the front.

There will be a decent sized "Incan Rush" at some point. Not sure how many turns as it depends on the number of roads - maybe 10?. We need more forces near Fort Furthest - including trebuchets. Some units were only a few turns away - the numbers didn't seem large.

My turns on the other hand were very quiet. It was generally hard to find units to fight. This is the primary reason I got no leader.

We will want to bring the armies near Tikal back toward our own lines for the rush after Tikal falls. We will need them I think I think they can be in position in 5 or so turns.

Note that the Incan forces are the slow units. The Knights have already come for the most part - other than some trickling in.

Mayans and Russians also have several knights and other units to the West. I have been picking them off as they come in. There might be a smaller "Russian rush". Not sure on that.

I am not sure what the Americans and Japanese are sending. I have seen MDI from Japan passing by, but not so I could tell where they were heading. I don't really expect the Americans to have much of anything.

GR15_AD1250a.jpg


GR15_AD1250b.jpg


GR15_AD1250c.jpg


The Save
 
Looks like many science farms could be piled into the vicinity of Thrweat once cleared of bad guys. Plenty of virgin grasslands.
 
looking really good. I am glad you went along with my suggestion and Smiths. It will help us in the long run.

Once we have cavalry, we might want to think about not filling armies with 4 units, but only 3. This is to be able to ship them to overseas with galleons.

Greebley, there might be a reason (I stated earlier) why there is no initial rush from Japan/America and Inca. They fought each other and burned all their units anyway. Thus, they do not have that many units in store, which is lucky for us (or maybe not since we can't get MGL's then)
 
I have no internet connection at home at the moment. My provider will send a technician today, but it is not sure he can fix it, so if I do not post a "got it" tonight I need a swap or skip. If he cannot fix it today I will have no access the whole weekend and can only post again on Monday. Sorry.
 
Do we even know if there is another continent? It may be quite some time before we are sending any armies out.
 
Do we even know if there is another continent?
Well, since we have seen 4 luxes so far, I assume there should be some other continents (or one) around. Until we hit cav armies, we should know a little more.
PP might give more contacts (in case there are more civs on our land).
 
Greebley, there might be a reason (I stated earlier) why there is no initial rush from Japan/America and Inca. They fought each other and burned all their units anyway. Thus, they do not have that many units in store, which is lucky for us (or maybe not since we can't get MGL's then)

Ya, I agree with this - the rushes will be reduced - In America's case I don't see one at all.

However, there will be somewhat of one. This is based on Armies in the Incan lands seeing large numbers of units go by 20-30 at one point. The locations of the rushes are just guesses though (based on the locations of the units I saw and the directions they were traveling). I saw the units while still in the Incan lands.

It is also possible the Incans are still at war and we will get no rush at all. I think we should plan for those units heading toward us so we don't get suprised by it.
 
markh said:
I have no internet connection at home at the moment. My provider will send a technician today, but it is not sure he can fix it, so if I do not post a "got it" tonight I need a swap or skip. If he cannot fix it today I will have no access the whole weekend and can only post again on Monday. Sorry.
guess Northern Pike is up now...
 
guess Northern Pike is up now...

OK, I've got it. I'll try to play a reasonable number of turns and pass it on to Vmxa with some of the weekend left.
 
Vxma, I'll post in time for you to start playing on Sunday morning, but it won't be tonight.

So far we've taken six cities in six turns, and gained one GL/army. There's been no sign of an Inca rush.
 
1250 (0): I don’t much like offensives by single, unsupported armies, which involve too much risk of losing them. So I’m going to combine our two Gallic armies in Inca territory for use against the more vulnerable Japanese, while our knight army in the Inca lands explores and looks for a city without terrain or population bonuses which it might attack safely.

I begin rationalizing the deployment of the MP units in our core.

We lose a pikeman and a redlined knight to counterattacks (0-2).

Lapurdum cathedral --> pikeman.


1255 (1): We crush one pikeman from Yaxchilan's garrison (1-2).

We defeat the last three Mayan pikemen in Tikal and raze the city (4-2). Between razing and captures we gain eight slaves.

We found Malagate in the north centre of our front.

West of Fort Furthest we dispose of seven Russian units--a pikeman, two spearmen, and four MDI (11-2).

Elsewhere we smite a Japanese spearman, a Japanese archer, an Inca pikeman, an Inca MDI, a JT, a Mayan LB, and a Russian spearman, losing a knight (18-3).

A fog bandit picks off one of our pikemen, though the pike was on a mountain (18-4). The combination of roads and fog actually makes enemy longbowmen dangerous. :lol:

Burdigala cathedral --> university (a long build, but with limited land tiles this might as well be a research town).


1260 (2): Didn't we have some discussion in GR13 about armies occasionally failing to regain hit points? One of our armies facing the Maya, which spent last turn motionless in neutral territory, has just done this.

We slay the three remaining pikemen of Yaxchilan's garrison and raze the city (21-4). Between razing and captures we gain six slaves and two trebs.

We found Hekkus, which will be a real city almost in our core, not a science camp.

Elsewhere we shatter only a Mayan pikeman, a Mayan LB, and a CS (24-4). As Greebley said, on some turns there aren't many targets.

Eboracum cathedral --> university, Brundisium courthouse --> marketplace.

The Maya, though down to five cities, are building Copernicus.


1265 (3): We grind down a Japanese force of three pikemen and an archer along the east coast (28-4).

Northwest of Fort Furthest we strike down five Inca MDI and an Inca archer (34-4). That seems to be the whole force, though.

The Maya make a fairly clever landing next to Twixtseas, with a knight and an MDI, and dealing with it costs us a knight (36-5).

Elsewhere we ride down a Mayan pikeman and a Mayan LB (38-5).


1270 (4): We raze Calakmul, held by three pikemen and an LB, and gain five slaves and a treb (42-5).

We found Falushe in a gap in the SW grasslands.

We dispose of two pikemen of Copan's garrison (44-5).

Elsewhere we account for a Japanese archer, a Russian MDI, and an Inca MDI (47-5).

We repel three enemy attacks (50-5).

Lezoux library --> knight.


1275 (5): We raze Copan, held for some reason only by two pikemen (52-5). We gain five slaves and 112 gold.

As we advance on Ise we trample a Japanese stack of an archer, a spearman, and two MDI, but lose a knight (56-6).

NW of Fort Furthest on the eastern shores of the inland sea, where the Russians are making a considerable push, we eliminate eleven of their MDI, a spearman, and two pikemen (70-6).

We found Larque on the recent battleground by the NW inland sea.

We liquidate one pikeman of Chichen Itza's garrison (71-6).

In minor skirmishing we rout a Russian knight and a Mayan knight (73-6), generating a Great Leader and so forming our thirteenth army.

Glevum temple --> pikeman, Agedincum university --> worker, Cornish Hen aqueduct --> settler, Ratae C. marketplace --> cathedral, Irish Pennant courthouse --> aqueduct, Axima cathedral --> library.


1280 (6): We raze Lazapa, held by three pikemen and an LB (77-6). We gain 144 gold and five slaves.

We locate the Incas' silks, about thirty tiles north of any of our cities.

We raze (Japanese) Ise, held by three pikemen and two archers (82-6). We gain six slaves.

For once the AI seems interested in reinforcing a threatened city, so we have to break off our attack on Chichen Itza to thrash three Mayan pikemen approaching the town (85-6).

Along the northern shore of the northern inland sea we overrun three Russian units—two MDI and a spearman (88-6).

We found Treesong and Gersen in the north, both on excellent science-camp sites.

Twelve elite victories this round produced one Great Leader.
 
The situation around Chichen Itza is delicate, because all five of our armies are depleted, and we have to defend a large stack of captured workers. But the Maya are down to two cities, and we’ll easily eliminate them in three or four turns, even if we have to wait for our armies to heal.

Now that we’ve got armies and knights concentrated against the Japanese, we should raze one of their cities every three turns or so. There are two breaks in our coastal road to Japan which we need to repair, so don’t automatically send our workers in the area the other way. A little more road-building in that region should give us a highway to the Inca lands, too.

There’s been no sign of an Inca rush so far, although I know Greebley reported seeing large stacks in their territory.

The Japanese and American rush units, such as they are, are moving south through the great mountain range towards the River‘s Bend floodplain/oasis area. We have knights and trebs waiting, and the enemy stacks shouldn’t give us any trouble.

The Russians are appearing at the northern end of the northern inland sea.

I’m not aware of any enemy units in the fog behind our lines, although that’s not a guarantee. ;)

I’ve left two knight armies in the west with their movement (or 7/9 of it, in one case), because they can go almost anywhere, depending on our ideas about strategy. With the Maya almost gone, and the Russians so far easily contained with the units we have in place, we may want to start shifting armies east to attack the Inca and Japanese cores.

We have fifteen settlers, of which thirteen are on roads and two in acceptable locations for new cities. We should do our best to put science farms on fresh water, even if this means packing them in tightly; for example, Gersen’s one-tile lake could take another town.

Once we’ve eliminated the Maya, a huge area of grassland in the west will become available for science camps. We have settlers moving in that direction.

We’ll discover Economics this interturn, and complete Smith six turns after that. We can’t cut the science rate, though. We could re-assign a few scientists, but I don’t like to cut such things too close.

I’ve left a few workers and bombardment units with their movement to call attention to their stacks.
 
Back
Top Bottom