GR17 - AWE vs 30 civs

http://forums.civfanatics.com/uploads/43630/GR17_1475_AD.SAV

IBT- As Greebley suspected, we lose the pike covering the cannon from a Vike cav. Multiple landings at Nara.

Turn 1 (1430AD) Declare on Rome. Caesar is still learning the ways of mono and chemistry. Knight Army kills Iro musket and Caughnawaga captured. Abandon city and move knight armies next to Tonawanda. 9th Knight Army kills 3 muskets defending Tyendenaga. Reg musket still showing. Kill 14 French spears by Brainsample and lose a cav. At Nara beachhead, 21st cav army kills Dutch cav, 2 Korean knights and a pike. Cav gets Hittite chariot, lose an elite MI to a vet Korean pike taking it to 2hp, cav kills Korean MI. At Fort Lugnut, Dutch lose a pair of mercs, Byz an MI and spear. Cav goes elite in the process. 13th Knight gets a knight and 2 LBs. 10th Knight gets a Byz knight. Cinq Oasis founded. 3rd Cav gets two Vike cav. Independent Cav Army kills zerk and German knight and begins pillaging a new firebreak about 10 tiles in advance of our furthest borders. 12th Knight gets French musket and MI. Knight captures Dutch explorer.

IBT- German galley sinks attacking our caravel.

Turn 2 (1435AD) Tonawanda and Tyendenaga taken by 11th and 9th Knight Armies. 3 muskets killed in the process. 7 Arab pikes, MI and French spear killed at Brainsample. Two Dutch cav and an Ansar killed at Lugnut. 21st cav kills 4 Korean units at Nara. 10th Knight gets Byz knight. 13th Knight gets Iro knight and MI. 6th MI gets French MI and crusader. 14th Knight gets Arab pike. 3rd Cav Army kills 2 French MI, spear and German spear. I know this will be unpopular, but disband a bunch of captured workers and a couple artillery pieces that a knight army was guarding. We can’t afford to have armies sitting on protective duties right now. 12th Knight kills Byz knight and Iro LB but is now at 5hp. Cav army kills 2 German pike, an MI and spear SE of Lugnut. Cav gets Arab pike by Cinq Oasis.

IBT- Not a disaster, but a horrid IBT. About 8 Byzantine knights come out of the fog to assault Tonawanda and destroy 2 knight armies. :cry: :cry: :cry: A third barely survives. About 6 Byzantine knights are lost. Can’t recall the last time when an AI attacked three armies in a city when they were not all redlined.

Turn 3 (1440AD) Abandon Tonawanda. 6th MI kills 2 Ansars. 20th Cav kills German spear, 3 Ansars. 3rd Cav gets vike musket and zerk. 7th MI kills 2 musketeers. Knight and cav kill 2 Ansars. 4 muskets killed defending Kahnawake and city razed, but another knight army redlined. Cav and MI kill 2 Ansars. 2 cav kill 2 French MI. Swiss merc and 2 Arab pikes killed with cav army. 14th knight gets Arab MI, pike, Ansar. 15th Knight finds Iro town of Oka. 16th Knight Army kills Iro LB, only is now down to 2hp.

IBT- No better than the last. A redlined cav army killed by a French cav and a knight army killed by a Byzantine knight. :sad: :sad: So now I owe the team 4 MGLs. Two cav land at Nara.

Turn 4 (1445AD) First, an assessment. The AI still has plenty of units coming at us and they don’t lack resources. Just about everyone has knights or cav it seems. Greek and Dutch cav killed at Nara. 15th Knight kills 2 muskets at Oka. Kill 2 Dutch cav and get an MGL, so that’s a start. Cav kills musketeer. Vet cav kills red German pike and goes elite. Vet cav kills another one. 2 French cav killed with 2 zerks and pike by Brainsample. 4 French cav and musket killed.

IBT- Ansar kills knight clean

Turn 5 (1450AD) 10th Knight kills Ansar and Byz MI/spear. We have a couple new towns forward, Ambleve and Trois Ponts. Kill French cav, 3 MI and 3 musketeers and other assorted units. Lose a cav. Kill German knight, 3 muskets and a pike. Kill 3 Hittite chariots at Nara. 3 Vike muskets.

IBT- Lose 2 more cav.

Turn 6 (1455AD) 7th MI kills German pike and MI. Kill a French cav with elite cav and draw another MGL. Cav army kills musket and razes Oka. Kill 4 Ansars by Monte Cassino. 10th Knight kills 2 vike cav and a French one. 21st cav kills 3 musketeers.

IBT- Lots of fast movers approaching in the north. Hittite landings by Nara.

Turn 7 (1460AD) Add towns of Salerno and Neufchateau. Killing and more killing.

IBT- Forgot about those Hittites. 3 cannons captured and a worker lost. :(

Turn 8 (1465AD) Kill 11 legions at Monte Cassino. Kill the Hittites. Reclaim the cannons.

IBT- No losses for a change. Byzantines trying to get around the northern flank.

Turn 9 (1470AD) Armies make it to the last Iro city of Gandasetaigon and kill vet musket. Disconnect their salt while I’m at it.

IBT- And they just keep on coming. Almost lose another cav army as Dutch cav takes it to 2hp. 4 or 5 knights land at Nara.

Turn 10 (1475AD) Finally destroy the Iroquois and collect 168 gold. :) Kill 4 cav at Nara and lose 1. Eighteen Wabbit is borne from battle. :) Now I’m down one army. Disband some cats so we can get a rax in 1 at Neufchateau that is on the front lines. More killing, clear Nara again and done.

Post turn- I did merge some native workers to reduce our overhead. Actually just think of them as temporarily unemployed. We can always peel some off the corrupt towns as we close in on steam. Never lost 4 armies in a set before. But gained 3 so that helped a tad.

I pillaged the roads in spots and have tried to block easy access to our front line towns in the south. Note we can build one town now, but it is in the ice patch in the vicinity of the barbs. Another settler could make it to greener pastures next turn. It is taking time to walk down there.

Two armies need healing by where the Iro capital fell. Many bad guys even in that vicinity. Germans are attacking from the far south, Vikes in the same general location. French are trying to work their way around to the center from the south. Arabs tend to come through the center, and the Romans and Byzantines in the north. Landings at Nara essentially every turn. Since the other civs have all these untouched cities, their units are just streaming in everywhere. Definitely need more raxes to keep our armies from being bled white, which in many cases they are.

We're doing ToG at the moment and then can finish up with physics.

We may need to consider communism in this one. These core cities are not the most productive I've ever seen, but that's a long ways away.

I think I have animate battles off again. I tend to do that in these big games, at least until it's time for the IBT.
 
Southern_area.JPG
 
"IBT- Not a disaster, but a horrid IBT. About 8 Byzantine knights come out of the fog to assault Tonawanda and destroy 2 knight armies. A third barely survives. About 6 Byzantine knights are lost. Can’t recall the last time when an AI attacked three armies in a city when they were not all redlined."

Really, the AI will surely attack captured towns or beachhead towns regardless of the number and quality of the units in it. I just had literally 29 MA armies in a town and they just keep attacking it with zero chance to take the town, not sure they could even kill any armies. They were using infantry, cavs and guerilla's.

The only time you can be sure they will leave it alone is if they cannot reach it. True they often bypass towns with armies, but not always. I prefer to not put armies in a town that can be hit, unless I know they cannot take it down.

As to any redline army, they have to be coverd by a knight army or a cav army of at least green or they can bite the dust as they will attack them with cavs.

It is very risky to not settle a town when you can as that risk them getting another town instead.

I also agree with Greebely that we should bite the bullet and keep all workers. I would rather drop the research pace for a time than to lose a worker. Those rails will be our life savers and we need them up ASAP.

Thanks for the heads up on the animation as that caught me by surprise the last set.

That was some fast set, thought I had at least two days before I would see the save. I will get started later tonight.
 
Hum, I was looking over the list of our friends to see how many are not met and found this:
 
Just starting, but I figured I would slap this up for Barbslingers and others. A list of our current friends and those we will soon have I am sure.
 
Only reason that I even looked was as I looked at f4, I realized it was going to be a real pain to check all those civs. I had no idea what colors I had already seen.

It is easy to have someone come into view and never notice it was a new contact, unless they call you up.
 
I use the shift-d every few turns. That shows all the civs and their peace/war status on one screen. It is easy enough to declare war if one or more show peace.

I yes, I had forgotten that one. In fact I don't think I have ever used it.


As to the Vikes, no clue. The gap from our front to the next otwn is quite a distance. I managed to get part way into turn 4 last night and a this morning.

Going to try to get 2 more hours in tonight.
 
PRE:
Bangalore,Brainpan and Oilpan each need a beakerhead to avoid a riot.
Found tundra town rather than risk missing out. We need to get a couple towns down there to prevent uprisings anyway.

It saves 3gpt for now and can be abandon later in favor of a forward town.

IBT:
cav attacks and dies, answar attack mdi and retreats.
Athens does Newton's. (1-0)

1480AD:
One unit was built this turn.
salerno - 3/4 cavs kills Byz knight and goes elite (1-0).
12th kills other knight (2-0).
10th kills two legions heading towards a besieged Cassino (4-0).
Monte Cassino - cav kills arabian pike, 5th kills 2 (7-0).
8th kills legion (18-0).
3/4 cav kills one (8-0). 4 left. 10th does one more (9-0).
Run a cav down and kill the last pike on a road tile, will ignore the other one (10-0).
Trois Ponts - send cav from Neu and kill fr cav near Ponts (11-0).
16th kills fr cav and musketeer (13-0).
11th kills german pike and fr or dutch cav (15-0).
cav retreats from musketeer.
13th kills muskteer (16-0).
7th kills AC (17-0).

Armies now MDI (5,6,7th)
Knight (8,10,12,13,14,15th)
Cavs (1,2,3,4,9,11,16,17,18,19,20th).
So 3 mdi, 6, knights and 11 cavs for 20 total.
All are damage, with several redlined.


Neufchateau cav kills german knight. 4th kills answar and covers 11th.
2nd kills 2 musketeers after relining them. (22-0).

Start some workers that are midway between the front and the core, back to the core to be in place for railing.

Also going to use some to chop trees in the rear so the rails will go up easier and we can get a mine down now. May give up a couple of shields, but time is more important.

Too many cities. Leave that settler in place to found after any IBT opening.

Redline zerk by Nara and kill it (23-0).

Too many workers to protect in the front, not sure why we want to expose them anyway. Improving tiles here is of little value, but workers for railing are valued. I send more back to get in position.

Two towns need beakerheads.
[24-0]

IBT:
The bombardment has killed pop in Nagoya and redlined several units.
3 english units land at Nara.
 
1485AD:
Ganges finishes a cannon and I switch it to a settler.
Last round I only had one elite to use and it was 4/5. Got one promotion, so it seems we have next to nothing right now to make a leader from amd really very few cavs at the front period.

No units were built other than the one cannon.

Too many cities.
4/5 kills arabian pike (1-0).
cav kills AC (2-0).
13th kills answar, musketeer and mdi (5-0).
3rd kills byz horse, fr lb and rome's spear (8-0).
17th kills rome's mdi and horse (10-0).
7th kills byz knight (11-0).
11th kills fr lb (12-0).
4th kill dutch cav and vike cav (14-0).
19th kil 2 dutch and 1 vike cav (17-0).
2nd kills vike cav (18-0).
9th kills 3 german knights (21-0).
3 cavs kill 2 english knights and 1 cav (24-0).

5 towns need specialist this turn.
[48-0]

IBT:
Nagoya gets hit and loses the rax. I suspect that they were part of a captured town. The real worry is that the vikes will stick a zerk or 3 in a ship and hit. They have 5 or 6 frigates on scene now.

Unless we can get enough units there to absort all the bombardment, all structures and pop will be destroyed. This is what I was talking about way back when. I am trying to get some units there and cycle them to Satsuma to heal. Pandra's also getting pounded as well as Fish Fry.

Lots of Vike units coming our way now.

1490AD:
5/5 kills germany knight that got past the front, but was redlined (1-0).
Too many cities.
3rd killed 2 byz knights (3-0).
5/5 cav kills byz knight (4-0).
4th kills 2 v-cav and swiss merc (7-0).
17th kills 2 fr unis (9-0).
19th kills 2 answars (11-0).
5/5 cav kills answar (12-0).
16th kills musketeer (13-0).
2 more towns need specials.
[61-0]

IBT:
Looks like 5 or 6 cavs got behind the front. Can't tell as they are in the fog near Ambleve's coast. I forced them that direction as there are trees to block movement.

1495AD:
Drop research to zero, ToG in 1.
kill 3 barbs (3-0).
19 romans step next to Ponts and 6 more nearby.
3/5 kills dutch or fr cav (4-0).
6 cavs kills 6 romans, no promotions (10-0).
14th kills 2 more (12-0).
8th kills 2 more (14-0).
20th kills 3 more (17-0).
10th kills 2 arab pikes (19-0).
cav kills another goes elite (20-0).
Too many cities.
5/5 killed another (21-0).
chop forest find bg.
16th finds dutch town and captures a work, disband too far away.
19th kills german knight (22-0).
2 cavs kill fr cavs (24-0).
11th kills another 2 (26-0).
17th kills 2 german knights (28-0).
16th kills fr musket and mdi, 2 roman mdi (32-0).
19th kills german knight (33-0).
3 more towns to deal with.
[94-0]

IBT:
Frigates hit with the first 10 shots and go 12 for 15.
Dromons do the opposite with about 3 for 17, good thing.
Two barbs attack our units and die promoting cav to elite (2-0).
[96-0]

1500AD:
ToG comes in and I start Steam. We need to go straight for RP. Need those arties and infantry to free up the armies for attacking towns. Not to mention the faster workers.
I would pile up cash to upgrade some cannons to slow down those frigates and Dromons.

37 Roman units on the scene now.
Too many cities.
5/5* mdi kill redline musket (1-0).
3/4 kills zerk (2-0).
3/4 kills arab spear (3-0).
1st kills 2 vile muskets and a zerk (6-0).
5/5 cav killls fr mdi (7-0).
11th kill byz pike and v-cav (9-0).
2nd kills 3 v-muskets (12-0).
5/5 goes red killing roman pike (13-0).
10th goes red killing 2 legions (15-0).
3/5 cav kills roman mdi (16-0).
cav kill roman mdi (17-0).
3/4 cav kills roman mdi (18-0).
4/5 cav retreats from arabian pike.
5/5 cav kills arabian pike (19-0).
cav kills arab pike (20-0).
14th redlines killing 2 musketeers and a roman mdi (23-0).
Rush rax there as they are coming in long lines to this town.
8th kills roman mdi (24-0).
3 more cities need beakerheads. Set any taxmen I could find to beakerheads.
3/4 cav kills roman mdi goes elite (25-0).
13th kills 2 fr mdi (27-0).
16th kills 2 fr cav (29-0).
20th kills roman mdi (30-0).
9th kills v-musket and german knight (32-0).
[128-0]

IBT:
3 Az knights land at Nara and 3 english knights at West coast.
Vikes scare me with a landing party at West Coast as well, but it was an MDI.
I was afraid they had brought a zerk or two to hit the town from the sea.

1505AD:
Moved the solitary horse off the moutain in the far north as a bunch of dromons are next to it and will likely kill it. I guess we are going to get more bombardment, this time in the production area. Wait, there are three and he has 5 hp, so I will leave it and offer a diversion.
40 romans between Ponts and Cassino. Not enough units to deal with them as well as the arabs, vikes, fr right now. That is why I forced them to go that direction as they are now on an unroaded tile and are 1 move units. I will get 2 or 3 cracks at them before they can be a danger.

cavs killl 2 barbs (2-0).
3/4 and 3/5 cavs kill V-cavs at Neufchateua (4-0).
5/5 kills v-cav (5-0).
16th kills 3 roman units (8-0).
18th kill dutch cav and 2 merc at Roosendaal (11-0).
15th kills merc and cav and razes the place. Did not notice if we got any gold, but I disband 4 slaves (13-0).
The bad news is I thought the 18th had one move left to get under the 15th. It is now at 6 hp's and is at risk, sorry I could have sworn it had a move left and I cannot reach it.
Hopefully no one else can either or at least not enough to take it down.

3/4 kills v-cav (14-0).
4/4, 5/5 and 5/5 cav kill 2 AZ knights and a pike at Nara (17-0).
cav kills the v-mdi at West (18-0).
3 cavs kill 3 english knights (21-0).
found New Tikal, start a LB for now. Can be MP or switched later.
Too many cities.
Switch lugnut from rax to LB.
8th kills a very tough legion (22-0).
3/4 and 5/5 kill legions and both go redline (24-0).
So far all the legions are getting in their licks.
4/4 kills one clean and 4/5 kills one and finally a leader (26-0).
Form 21st.
2 cavs kill 2 more legions and I fill the army (28-0).
21st not at full health kills spear and mdi (30-0).
3/5 kills mdi (31-0).
13th kills 2 mdi and a legion (34-0).
5/5 mdi kills mdi (35-0).
12th kills arabian pike (36-0).
5th kills 2 mdi (38-0).
20th kills the last mdi in that stack (39-0).
19th kills 2 v-muskets and a cav (42-0).
1st kills 2 v-muskets (44-0).
4th kills 2 legions (46-0).
11th kills 2 v-muskets (48-0).
3rd kills zerk and musket (50-0).
17th kills 2 legions (52-0).
That gets rid of about 3/4 of them. Not sure how many more they have coming though.
5 towns need specialist to not riot. One I had to switch a beaker to a joker.
These all do not have MP's.
Fr is in communism and greece is in Facism. Many are in demo.
[180-0]

We may want to switch Neufchateau to a temple to get a border boost to reduce the blocking need. It may not be needed now or soon. Getting a settler under an army on that abandon site would be great as then we would have the gap closed.

Otherwise cavs were going around and getting to the trees. I cut off that route to shorten the places they could come attack. The price is that no armies were sent out to hunt and few towns could be planted.

Many workers are on the way to the capitol or there abouts. some will arrive a turn or two early as we needed 13 turns for Steam at the start.

What needs to be looked at now is the chances of getting the ToE. How many of a lead time we need to get up a good prebuild. I did not try to see where others are in the tree or how long it will take us to get there.

That depends on our path. Me I am for gettting RP, above the ToE. Rails mean so much here. Faster defense, arties to hit those ships and unts that cannot be hit now.

Infantry to defend and fast workers. The rails to boost food will really bump the umber of specialist we can employ to the point that it is more important than the TOE imo.

Anyway i am too tired now to concentrate right now.
 
ok, got it...

I agree in this game RP is much more important than anything else. After that we can check whether we can still snatch the ToE. Communism seems a good option here too and maybe we really need to fight all the way until MA...
 
save

Pre-Turn
some general information first for lurkers and the rest of the team:
we have only 96 cities so far
4 civs have steam and 2 medicine on top of that

I find to my horror that we have a mere 2 armies at the front, gentlemen, how are we going to win this if we don't raze enemy towns?

steam is more than needed, MM for more scientists and steam drop to 10 with 150 scientists

IT oh my, the bombardment really is annoying
Monte Cassino repels 2 Cavs, it's a nice kill zone I reckon
well, that's what I thought until 3 Ansars kill the musket and after one goes down, a heavily wounded knight army and the city is theirs
great start
our production is really not great as our core stinks, this game badly need communism

1.1510AD
declare war on Babylon, small and backwards though
take back Monte Cassino
defeat an Ansar and get an army, that's nice :)
defeat a landed English cav and get another MGL :dance:

kill another 13 units close to our borders, try and move 2 armies to the enemy lines while the surviving Cav army heals near Dutch border

IT immediately am dialled up by Egypt, another foe
the good thing about so many enemies, those guys actually block each other trying to invade our land
this game is really tough I can say

we get a self made army, but that city doesn't have a uni yet, that's next

2.1515AD
while the Cav army is healing, the knight army pillages Dutch horses, no more cavs from them at least
try to found a city and that actually works :)
clear a barb camp for 25 gold, we take everything we can get

defeat 29 units at our frontline, hope this will help get more armies forward

increase science to 60% and steam is down to 7 at -100gpt

IT 7 units land at our west coast
Fish Fry and Pandora's box get their fair share of bombardment again
units move in, mainly French, Byz, Vikings and hopefully the last contingent of Dutch Cavs, one steals 3 artillery

3. 1520AD/B]
try to found a city and it works again, there must be some major war out there

approach Middelburg, wait for a second army for cover to attack next turn
attack on Utrecht goes well, Cav army only yellow after taking out 2 rifles, defeat 2 more units with knight army, capture town
sell stuff and abandon it, found May Day to push our front forward

start to clear our lines and victory #6 gives us yet another MGL
defeat a total of 27 units and the 7 landed units
clear another barb camp, 25 gold

IT zzz bombardment zzz
another 12 units land near west coast :eek:
more units stream towards our land...endless supply of units it seems
Dutch show up with more Cavs, they will run dry though as I can see Middelburg produced a LB
the only fight comes in the form of a barb attack that we repel

4.1525AD
while clearing the landings, get another MGL, we're one city below the limit
try to found a tundra city and succeed yet again, we're short of settlers soon
create that army and defeat the rest of the 12 landed units

lose my first unit in a long time though

kill 14 units at the front, move a 5th army towards the Dutch, start to attack Middelburg, but stop to be able to replace it

find out that the Dutch got horses from somewhere again now they lack salt though

IT Pot's n Pans also gets its share of bombardment nowour frontline gets so crowded that the AI can't really advance

5.1530AD
same thing again, we can found a city without razing one ourselves
next city gives us the usual message, thus raze Middelburg after defeating 3 rifles, gain 9 slaves
now we can found city #102

clear the front and get another MGL, that can't be converted into an army now
send the fellow back to maybe get us a uni or such stuff

clear 3 landing and lose a Cav in the process, defeat around 10 units at our front

IT this time only 3 landings but massive movement at the front

6.1535AD
this time we can't found a city, that's a real pity, got too used to that
start to fetch those 9 slaves back, I have a feeling we might not have coal in our weird land and it might just be in all that jungle
it's better to keep some slaves there
start to attack Leiden

take out a number of Dutch cavs that want to sneak in the north , 7 in total
defeat the landings and around 10 other units

IT it seems the Dutch are out of steam, I mean out of Cavs...the Vikings sort of puzzle me as they
run quite a few units back towards their land inside Dutch territory
a new city gets attacked by 3 Arabs, but all are turned into glue

7.1540AD
if only we can find the Vikings and our monetary problems might be over
they have 15k in the kitty
the usual stunt works and we have another city, in this case our MGL might well form an army
this even works a second time, we now have 104 cities and no more settler at the front

attack Leiden and defeat 4 units inside, we need to keep it as we can only found cities next turn
it seems as though the Dutch founded a city on a small Island
wait with attack on Rotterdam to next turn

defeat units around he front, trying to place our armies in the right locations, this is a real strategy game here

IT France comes with many units, the Roman footsoldiers get their first knight company (no good)
Byz are anal about Fish Fry, I guess around 20 dromons are active there now, someone should tell them it doesn't work
swiss mercs run towards Leiden, fat hope I reckon
one Ansar robs us 6 slaves, my bad

8.1545AD
the Vikings just got much richer, I guess they got some government tech, they now have 25000gold
ok, no new cities, abandon Leiden and found another city

defeat 4 units and Rotterdam is razed to the ground, armuies heavily wounded though
found Steam to push our front forward

defeat and bomb units, our army defense line is now defunct since we pushed forward very fast
need to be careful, usually the enemy does no attack our towns if there is a healthy army inside
they will just bypass

IT something is happening here as Byz suddenly removes all their dromons from Fish Fry
hold breath when steam comes up. do we have coal or don't
open city screen and we have 2 sources of coal :dance: :dance:
next is electricity at 13 turns

9.1550AD
wow, all the money just got transferred to the Greeks
Greece and Vikings both have electricity, ToE might get very tight here

start to rail and decide to go via Fyingpan to avoid all the hills and mountains

clear some units at the front

IT the Byz dromons are heading for our new front town, this ain't good as we need a healthy front

10.1555AD
founding a city works yet again...but now we got no settler at the front to settle
attack Eindhoven and almost lose an army
clear units at our front, I think quick combat is enabled, disable it for the IT

we currently have only 3 settlers, suggest to rush a few with the AI fighting somewhere

currently we are able to rail around 14 tiles/turn, hope with more slaves this can go up, but then progress so far is slow.
we need too many armies at our front, but this can't be helped
we should send additional armies to raze Dutch and then Viking towns once we can afford that

we have an army where the enemy exclusively lands, near west coast
keep it because it is tough to fight rifles with Cavs
I was able to keep the kill ratio very hight and hardly lost any unit


who likes colors?
gr171555a.jpg


the minimap
gr171555b.jpg
 
Good work, Vmxa and Rat. :goodjob: Getting all those free cities is a real bonus.
 
Good progress. Tough call on the tech. Industrialization for factories, RP for the usual reasons, and making sure TOE isn't missed.

Often I like Ind first, but we can have that wait a bit this game.

Roster:
Greebley - On Deck
NP
M60A3TTS
vmxa
ThERat - Just Played
markh - Up
 
A couple of towns can switch from walls to settlers and even that cannon to a settler.

I always sweat that large stack of cash moving around so tech is passed faster to others and the cash keeps out of our reach. I was hoping the vikes were tops in science and would sit on it.

That was some turn around Rat, must have been very busy.

Greebley, we need the factories that is true, but the cost will be lower by the time we come back for it, so will help. The raisl will give some extra shields to shave time off the builds.
 
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