GR15 - AWE on Ultra Huge Map

I got it. Man it is a long way to those silks. It looks like it will take forever to get towns down in that area. I presume we want to head straight for cavs now an not concern ourselves with Cops or Newtons?
 
Pre:

As usual, the map is so large I am lost for a long time before I can even shake of the paralysis and make a move. You don't know exactly what is going on and what to prepare for next.

I know NP had a plan, but I don't know what he was planning for the two stacks of cats for instance. So I move them forward a bit, but leave them on the hills for now. I use two of the knights in the stack to finish off the redlined Long Bows, lest they get lucky on attack. (2-0)

I agree completely that they can be very dangerous against MDI and Pikes and even Knights.

They are fodder on defense, but as strong as knights on attack. I also fret over the 9th as it is redlined. I did not want the LB's to drive it off the workers or damage it further.

I leave the 9th in place and hope to get them some healing. The second stack of cats on the mountain is one I am at a loss as to what to do with them. The stack is too small to attack any towns and too slow to ge any place.

They are not well constituted to even attack stack units going by as they only have 2 MDI and one pike.

The double edged sword of slaves in this map is that it will be difficult to get them back to where we can use them. They need armies escorts to be safe and are too slow. I would like to get 4 pikes to do the escorting with maybe 2 mdi's. Ah, that is wishful thinking.

The 12th and 13th are far from any action andI am not sure where to send them. I opt to head towards Matsuyama and will see what is available when they get in the vacinity.

IBT:
Well I should not have mentioned LB's as one came out of the Mayan capitol and killed a knight that was in a stack on a hill with cats, ouch (0-1). I hate IT's.
[2-1]

1285AD:
Econ comes in and I start Chem at 8 turns -339 gold. Switch Alesia to Smiths in 5 turns.
Well 5/5 knight kills Mayan LB and gets two very nice events. A leaders is born and I see silks (1-0). Now all I have to do is get the leader home.
4/4 knight kills another Mayan LB (2-0).
Two 4/4 knights kill Nip archer and spear (4-0). Did not use the elite as I have a leader.
Two 4/4 knights attack Nip archer, first retreats and the second kills it (5-0).
To many cities. BTW I do not see any settlers that are in place? Ok, I found one and renamed it to in-place.

Moving some towards the silks. Looks like we have some settlers out ahead of pace going towards Japan?
Smoke sends out at least 2 pikes from the capitol and maybe the LB's where from there, not sure.
2 MDI and a GS attack a pike and mdi (7-1).
Not much action here as all armies are damaged except 12th/13th which were not in range of anything.
[9-2]

IBT:
Nothing much, lots of units move about, but they are hard to track as they move into the fog. This is why I was talking about not founding towns out in open spaces. Keeping an ocp line and being able to see the traffic, until we can get to the point that we have enough slaves to use a outlooks.

1290AD:
4 cities are about to riot, so I give them a specialist for now.
Knight kills pike @Gersen (1-0) maybe russian, could be Mayan.
Too many cities.
17 Ican units show up at Treesong. Not sure why they are going past it as it only had 1 knight to defend. Probably heading Fort Further that is empty.
Use 3 damaged armies to kill 4 pikes and an archer at Itza and razed it for 241g.
Get 6 slaves and a cat. (5-0).
Found New Entremont.
4/4 knight kill Nip archer and goes elite (6-0).
Knights kill 2 Incan mdi and an archer out of the stack (9-0).
3rd kill the last incan in the stack of 4, a spear (10-0).
4/4 knight kills Russian spear north of Further Fort (11-0).
4/4 knight kills Russian LB (12-0).
3/4 goes red, but kills Russian pike (13-0).
[22-2]

IBT:
Russian knight comes out of the fog and kills a knight covering a settler, but the GS is there (0-1).
Wow the Incan's have arrived. I see two stacks of 12 and 2 more of 13 next to Treesong. I suspect I will have to abandon it. I wish now I had keep the 12/13th in the area. This looks to be a massive contient and I am sure we will find many more civs, so we had better take care in our sight seeing.

[22-3]
 
1295AD:
4/4 mdi kills Russian knight (1-0).
5/5 knight kills Mayan LB (2-0).
8th kills Mayan pike (3-0).
Three 4/4 knight's kill Nip mdi's (6-0).
Too many cities. 5th is cutting the silks in the Incan land.
5/5 knight retreats from Incan mdi.
4/4 knight kills Incan mdi (7-0).
3rd kills I-pike (8-0).
4/4 knight kills another pike (9-0).
4/4 and 4/5 knight kill pikes (11-0).
Three 4/4 knights kill mdi (14-0).
two 3/4 knights kill mdi (16-0, both promotions.
10th kills mdi, but has to cover the knights (17-0).
4/4 knight kills Mayan pike @Gresen (18-0).
4/4 knight kills Incan mdi @Treesong and I abandon it. This is because I can at least found a town and not lose count and prevent them from getting gold (19-0).
Found New Alesia.
4/4 knight kills US archer, but goes red (20-0).
5/5 knight kills Nip archer (21-0).
Two 4/4 attacks a Russian knight and kill it, with one retreating (22-0).
Three more cities need specialist. The silks are still several towns short of being in our land. I can see that the last Mayan cities must have them as I can see borders. Probably will just hold the city to gain the silks.
[44-3]

IBT:
Sumerian's build Cope's.
4 Incan mdi attack the two wounded knights and kill them, while one knight kill one and redlined two. At least it drew off about 6 or 7 units (0-2). Not cutting some of these roads is costing us. Thos slow movers are able to move to far (1-2).
[45-4]

1300AD:
9th kills Mayan LB near their last city (1-0).
14th is filled.
Too many cities.
3/5 and 4/5 knights kill Incans by Fort Furthest (2-0).
Few units in place as most were damaged last round and went to heal.
Three 3/4 knights attack the stack of Incan's and one goes elite one dies (4-1).
Stack has 23 units still, but must get off the road and cannot reach Furthest.
Two 4/4 knights kill 2 Nip archers (6-1).
Plenty of targets, but few units. Ratio is falling with so many exposed tiles and no real advantage. May want to think about hooking up salt soon to get a few muskets in place to face the cavs and knights.
One more city needs a specialist.
[51-5]

IBT:
Pike attacked by Nip mdi, but wins (1-0).
Knight comes out of the fog to kill a long retreating redlined mdi (1-1).
We really need to cut these roads. Nearly all losses came from IBT attacks.
[52-6]

1305AD:
Fishertown needs a specialist.
4/4 mdi kill russian spear (1-0).
2 knight armies park near to last Mayan city, it has muskets.
Three 4/4 knights kill Nip 2 pikes and archer (4-0) one goes elite.
3/4, 4/4 and 5/5 knights kill 3 Nip mdi @RiversBend (7-0).
4/4 knight kills a Nip spear (8-0).
12th kills Nip pike (9-0).
10th kills Incan knight and mdi near Furthest (11-0).
5/5 knight kills I-mdi (12-0).
4/5 kills one as well (13-0).
8th kills russian knight (14-0).
4th kills mayan LB (15-0).
11th had to recapture 4 trebs that were miss clicked and I thought they were safe. I had to move some units and all the armies that were healing to find them.
Gersen has a knight and an elite mdi with 3 trebs. Nearby is 2 russian pikes and 2 russian knights. a 5 or 6 slaves are exposed, fog got me again.
I left the knight as next up. You can either decide to come out witht he trebs and units to kill the knight or stay put.

Teal is exposed as well. The stack of Incan units is still good size, but is isolated some and can be contained, I think. we have a bunch of knight healing near there and 2 armies as well as 10 or so cats. Two of the stacks are pinged some.
67-6]
 
OK, I got it. Looks like 3 immediate tasks, kill Incan stacks, capture Bonampak to finish the Maya, and bring force to bear on Japan so we can build more cities. Looks like once the Mayans are gone, we need to bust some fog south of that location.
 
There are now 4 armies nearing Japan. but I would not venture very far in that direction as there is surely other civs past them or even intersperced.

At least the Incan land is exposed enough to be risk free from contacts. it will be tougher though. Russians are past the old Mayan lands as they are coming out of that area. Not sure how far they are away though.

I came down with a cold, got it from the boss lady, so figure to go only 5 turns. I do not have MLK day off, so maybe you do.
 
I know NP had a plan, but I don't know what he was planning for the two stacks of cats for instance.

Yes, in a game on this scale it's impossible to write handover notes that cover everything. I just intended for those two stacks to block the mountain roads until we eliminated the Maya. Well, no harm done, evidently.
 
Yes, in a game on this scale it's impossible to write handover notes that cover everything. I just intended for those two stacks to block the mountain roads until we eliminated the Maya. Well, no harm done, evidently.

I figured as much and I left them there for a time, but nothing every came in range of them. We have lots of cats types, but it will be hard to get them some place that they will be useful, until rails.

We just do not know where they will be at any given time. Once issue is that the GS armies are now not able to cover enough ground and are marginal Vs pikes in a city. Probably are very shakey Vs muskets.

The distances are just so great. Cavs will help a lot, but even they will be be unable to get to the front for a number of turns.
 
http://forums.civfanatics.com/uploads/43630/GR15_Maya_dead.JPG

Smokey is off hunting the big jaguar in the sky. Incans are about to take Fort Furthest as there simply isn't enough to stem the tide. Will be spending a fair part of my set vectoring in forces for the counteroffensive and taking Japanese cities.

Abandon if it cannot be saved, so you can found another town. BTW I hope you switched that pike to a temple and rush it soon in the Silk town. We don't want an autoraze or a raze of any kind.
 
if our city is size 2+, you could let them capture the city and we get it back sometime later. we got a lot of cities, so the cash loss won't be that big of a problem.

It sometimes slows them down since they will try and defend that city. But surely we will face that sort of dilemma until we got rails. The inital rushes will be painful as we spread out very fast. I suggest to found cities in a pattern that borders do not interrupt. We can do that until we get rails.
 
Do you know if they will keep the town? Is there any way to determine if they will capture rather than raze?

BTW we may also need to get a harbor in the silk town to ensure we do not get the roads cut and lose the silks in the rest of the empire.
 
even if they raze it, I don't think any AI has a settler in place immediately so we could replace it after that.
 
Moot point. No great attempt to hold it since it had no improvements. Already back in our hands with Incan troops bleeding to death in the area.
 
http://forums.civfanatics.com/uploads/43630/GR15_1350_AD.SAV

Preturn: Well I don’t like the looks of things where there are a pair of Russian knights and a few of our towns with little or no defense. About 6 workers doomed in the IBT. Nothing in the vicinity with which to come to their aid. Well once the Mayans are toast, I’ll free up an army or two to support that area once that is accomplished. Bring up three armies to reinforce the attack on Bonompak next turn. Taking no chances here.

IBT- Incans kill a knight at the cost of an MI. Russians trade us a knight (2-2). Three trebs and two cats unescorted pass by our location.

Turn 1 (1310AD) Mayans lose 3 vet muskets at Bonompak to knight armies. GS army kills covering LB. We capture Bonompak and get 1228 gold. The Mayans are histoire. Send 7th Gallic Sword Army on a route recon of the area to the south of Bonompak. Pick up the wayward artillery with a knight. Boy, we get the only break that can save Gersen from Russian troops as a second and last elite attack on an Incan pike north of Larque draws an MGL. The newest knight army kills one Russian knight and an elite MI at Gersen. Kill a pike and pair of Jap spears and Matsumaya captured. GS army kills another Jap pike and archer team. Then rinse and repeat. Abandon Matsumaya and found Ashtabula. Kill 4 Incan MI and a pike that are redlined. Kill another MI by Fort Furthest with knight army that heads into the city. (22-2)

IBT- Quiet

Turn 2 (1315AD) 5th Knight Army kills a pair of reg pikes at Huanuco Pampa. Get a pair of Jap archers. GS army and knight kill Russian knight and spear. GS Army bags pike and 2 incan MI. Russian knight and Incan MI die next. Lose a knight killing another Incan MI and pike. Fort Furthest garrison gets a spear and three Incan MI. Get three American archers and a spear in the east. (43-3)

IBT- Incan knight walks into undefended Teal. America loses an archer against a vet knight. Chemistry in, mettalurgy in 8. (44-3)

Turn 4 (1320AD) 10th Knight recaptures Teal. Kill a pair of Russian MI, pike and a spear, MI of Incas vicinity of Fort Furthest. Fort Furthest is evacuated and will fall in the IBT. Incas have 9MI, 6 pikes, a spear, and 4 archers observed in the vicinity. Get another MGL with an elite knight killing a Jap spear. (50-3)

IBT- Fort Furthest falls to Inca for 29 gold. Incan MI attacks defending MI and dies at Gersen. Two Jap archers die attacking knights at Matsumaya. Jap MI comes out of fog and kills an elite knight. America plodding south with archers and spears in the hills. Also saw a longbow. Once they reach open ground, they are dog meat. Start a lot of bank builds. (53-4)

Turn 5 (1325AD) 12th Knight Army kills a pike and two spears and take Kagoshima. Keep the city so we can use the MGL to form another knight army there. Sell a courthouse, create the army that moves adjacent to Izumo and abandon the city. Kill 2 Jap archers and MI in the central regions. Most reinforcements I am sending to the western region. Knight army kills Russian pike, knight, MI. 3rd GS Army kills a pair of pikes near Fort Furthest. Two GS Armies begin a road pillaging exercise in the west to create a fire break. Incans are moving on next science farm to the south, Teal, but our knight army is healing there. (64-4)

IBT- America loses 3 archers in assorted battles. They are also streaming more forces in now from the central regions. Japanese galley comes home to die at Izumo. (67-4)

Turn 6 (1330AD) Knight kills American spear by Northern River. At Izumo, two pikes and an archer die. Town captured. Sell a courthouse and move the armies on. Kyoto spotted. Abandon Izumo. 3rd GS Army kills Incan spear and 2hp pike. Fort Furthest recaptured. Palo Alto founded. Going there next week, btw so I won’t be playing then. At Teal Fields whittle down the Incas by killing 3 archers and MI. Pick off a pair of American archers and a warrior in the east. (80-4)

Start Military Academy pre-build in Alesia.

IBT- Incas lose an archer and MI attacking Fort Furthest. Fog Jumpers kill a knight and MI of ours. American stacks moving south are now headed west. Moronic. We should have cavalry around the time they get close to a city of ours. (82-6)

Turn 7 (1335AD) Kill 2 Russian knights out west. 3 Japanese pikes and a spear are killed and Kyoto is razed. Two elite attacks on an American archer spear team pull in another MGL. Get 4 Incan MI by Teal Fields. Elite MI can’t beat a spear. Knights kills another 3 MI. GS gets an archer and knight kills the redlined spear that we failed to get the first time. 14th Knight picks up a pair of Russian pikes. Fort the eastern armies to allow them to heal. A pair of knights collect another Jap spear-archer team. (103-7)

IBT- French finish Bach’s. No combat.

Turn 8 (1340AD) Another knight army forms in the east. Kill 4 American spears and 3 archers in the center. Another 5 Incan pikes, 2 MIs and spear by Teal Fields and Fort Furthest. 4hp elite kills Incan spear and another MGL. Back to Teal Fields for another knight army although it’s an assortment of beat up ones so it won’t be ready for action for a bit. In the east, 5 Jap archers and a pike go away. (125-7)

IBT- Jap pike and spear amphib landing at Glanum. The Incans are frustrated as two archers die against our elite* GS. A final MI attack causes the GS to retreat. (127-7)

Turn 9 (1345AD) Redlined elite* GS returns to Teal Fields and is renamed Hero of the Celtic Kingdom. Knight army storms out of Teal Fields to kill Incan pike, MI, and spear. Knight at Larque kills Russian MI. 5th Knight Army kills 2 Incan muskets. Huanuco Pampa razed. Switch Glanum from knight to MI and bring up three knights to iron hills to deal with the landings next turn. 4th GS Army has completed it’s roadwork, or destruction thereof. Now on a recon mission along the west coast. Kill 2 American archers in the center. Note their stacks have 10 archers and 7 spears. (135-7)

IBT- Japs pillage their Glanum tile. No other combat.

Turn 10 (1350AD) Kill the pillaging Jap units. 5 American archers die at Rivers Bend. Get 3 Jap archers in the east. Bring up 2 knight armies to deal with American stacks in the center. (145-7) Mettalurgy in 1. And done.

Post turn- Military Academy prebuild in Alesia should be ready in 10, so if we can get Mil Tradition in 9, that should be good to go. The Incan SoD is finished. America is coming with it’s spears, archers and LBs. There are two armies scouting in the west where Russia presumably is. The front line is fully stable with 6th and 8th GS Armies and 11th and 14th Knight Armies holding the west front. In the center, Larque, Fort Furthest and Malagate have 4 armies in the area for protection, but there is no real threat. Just a number of weak American units in the open. In the east, Japan has to contend with 5 armies wrecking their cities and a sixth not far away.

I’m not convinced that we really have an immediate need to build any cities farther ahead of what exists. There is plenty of room in the interior for science farms. Our top eight commerce cities have banks building now, and all will be finished soon.

We may be close to the top of the continent in the east. No way to tell for sure, but the terrain does get much rougher going north. Civ Assist says the Japanese are down to 8 cities.
 
Fine work. :goodjob: The situation seems to be completely under control now, and we're within three armies of our limit.

Science camps with a reasonable amount of irrigation should build aqueducts before temples, not after. When they're stuck at size six, supporting three or four scientists from three or two worked tiles (or when they should be doing this--we need some science-farm MM ;)), the cultural expansion doesn't let them work anything new. This applies to places such as Thrweat, Argent Rose, Deva, New Entremont, and Franklin Crossing.

We should try to keep our settler count above ten, not because we're going to use them that quickly, but because on a map of this size we need to have a lot of them in transit at all times.

BTW, the Americans have lost units to the Aztecs, so Monty must be on our continent.
 
got it...looking good

so, we got the Aztecs on our continent as well...good for us as this means more cities to capture. Once we have Cav armies, we should make real progress fast. As I stated, I think filling those armies with only 3 units should do. We can then send them overseas with galleons.
 
Sweet. Did I count 5 mgl's? Banks won't do anything for us while we run 100% on sci and lux. That could be for a while.

I would think we are a very long ways from sending any armies any place. This contient is probably at least as much unexplored as explored right now. If that is so we have 3 to 6 more civs yet to met.

We don't have any idea where any other landmasses are, if there are any. Won't be able to explore much until we have some frigate to send out. If they are not in threes they will probably be sunk.
 
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