GR17 - AWE vs 30 civs

Had a quick look at the save, yes Greece has combustion. We should go for a steal (safe will be 8000+), as we can afford it, then check whether they have any tech beyond that and then go for flight or MT.
 
Good going. :thumbsup:

I've got it.

Flight before MoTrans is fine with me.
 
Oh, they just got it then on the very last turn. I think I checked last turn when we got refining. We have one turn invested so feel free to try a steal.

[Edit: I loaded up the 1790 autosave (The next to last turn) and the did NOT have combustion. Therefore they did get it in the very last IBT. They cannot have any techs past Combustion as they just started research this turn. Steal combustion and we will definitely be a tech ahead. Even if we don't steal it we will likely get combustion before they get their next tech.
 
For those of us that cannot seem to remember the order.

Roster:
Greebley - Just played
NP - Up
M60A3TTS - On Deck
vmxa
ThERat
markh
 
I like bombers first, too. They are so nice to stop those annoying coastal bombardments.
 
I've played four turns so far. We've eliminated the Russians and taken three Egyptian cities. We should be able to finish the Egyptians off in another two turns.

My schedule is uncertain and I'm not sure whether I'll be able to play this evening, but I'll post in time for M60 to play on the weekend, at latest.
 
Yes. Our being able to move full-strength armies to the small continent has speeded things up a lot, of course.
 
1792 (0): We steal Combustion safely from the Greeks for 8124 gold, and get started on Flight. The Greeks don't have any techs beyond Combustion.

The big shipbuilding effort can't begin immediately, however, because eight of our ten coastal core towns are still on factory builds.

I look through our cities, adding some factory builds. Even after Greebley's efforts several of our outer-core cities lack them--Indus, Lagartero, Potsandpans, and others.

We rush a harbour in Russian Bridgehead so that we can start offensive railroad-building in Russia.

Three Babylonian and five Egyptian units fall attacking Russian Bridgehead (8-0).

We suffer no naval bombardment at all.


1794 (1): We disperse a barb camp held by two warriors (10-0).

In Russia we smite two Cossacks and eight assorted Bab units, and get five tiles railed (20-0).

We redline and sink one enemy ship (21-0).

A Cossack makes one of those dangerous rogue attacks against one of our cav armies, but does little damage (22-0).

Eleven enemy units--eight Eg, two Russian, and one Bab--perish at the walls of RB (33-0).


1796 (2): We abandon Tachyon Drive to get the city count down, then found the tactical town of Darkness Visible.

We take Rostov, held by a rifleman, a Cossack, and five musketmen (40-0). Some moving Russian units must have ended their turn in the town.

We take Smolensk, held by three riflemen and a Cossack (44-0).

We take St. Petersburg, held by two riflemen and a musketman (47-0).

We make no attacks outside cities in Russia.

We ping twenty-six enemy ships and sink one, a Sumerian galleon (48-0).

Though our defensive line is much longer now in Russia, the AI doesn't attack much, with only a Cossack and four Eg MDI trying their luck and dying (53-0).


1798 (3): Our cities are growing so quickly now it's hard to find small ones to abandon, but eventually I dispense with Fishy Lake, after which we found the tactical town of Forbidden Tree.

We storm Moscow, held by just three riflemen and a musketman (57-0).

We take Novgorod, held by three riflemen and an LB (61-0).

We abandon Newton and found the tactical town of Tyrant's Plea.

We take Yekaterinburg, held by two riflemen, a musketman, and an LB (65-0).

We take Yakutsk, held by three riflemen and three LB, and sink a caravel in port when we enter the town (72-0).

We abandon Darkness Visible and found Dark Divan, moving us closer to the last Russian city and solving the problem of defending DV, which is surrounded by fifty Eg units.

We seize Yaroslavl, held by three riflemen and a Cossack, and eliminate the "Glorious Russians" (76-0). Only seven Russian units that we can see come off the map. Our final attack against Russia brings Blue-Quetzal-Macaw back for yet another encore, and he forms our thirty-seventh army.

With transports bringing full-strength armies into the Russian theatre now, we wipe out a Babylonian stack of twenty-eight on the oil tile near RB (104-0).

We trample an Eg stack of three, clearing our rail lines in Russia (107-0).

We ping thirty-seven enemy ships, including a Hittite stack of fifteen.

We overrun two barb warriors, one in a camp (109-0).

We pick off a redlined Eg knight outside Rostov (110-0).

Naval bombardment is light after our successful round of pinging, and we’re not attacked in Russia, where the fact that we’re holding a different group of cities after every turn is making the AI indecisive.


1800 (4): We abandon Tyrant’s Plea and found the tactical town of Memphian Chivalry, getting our Egyptian campaign under way.

The first minor operation of the Egyptian offensive, as we swat a musketman aside, produces a GL and our thirty-eighth army (111-0).

We take Hieraconpolis, held by four musketmen (115-0).

We take Alexandria, held by three musketmen (118-0).

We storm the Eg capital of Thebes, held by four musketmen (122-0).

We sink a Hittite frigate and a Korean galley (124-0).

We ping six enemy ships.

We ride down two barb warriors, one in a camp (126-0).

We rout an Eg stack of six in Russia, gaining our third GL of the round and our thirty-ninth army (132-0).

We make mincemeat of an Eg stack of two near Memphian Chivalry (134-0).

Eighty-nine Eg and Bab units are adjacent to Yaroslavl, so I put two infantry armies into the town in hope of a great slaughter. We get half a slaughter, when the Babs move away but the Egyptians attack, losing twenty-six MDI and LB (160-0). I wish the Babs had stayed to fight and the Egyptians had run, since the Eg units should be coming off the map in two turns anyway.

An interesting point arises when eight Sumerian frigates, attracted by an unescorted worker, bombard a tile which has damage craters already, but also a road. All eight fail to destroy the road. Does the program handle this situation in such a way that the craters make the tile immune to further damage, even if there’s an improvement there?


1802 (5): We complete Greebley’s Grand Coastal Railway.

We abandon Dark Divan and found the tactical town of Virgin Majesty.

We take Memphis, held by four musketmen (164-0).

We take Abydos, held by three musketmen (167-0).

We take El-Amarna, held by three musketmen (170-0).

We take Byblos, held by three musketmen (173-0).

We take Elephantine, held by three musketmen (176-0).

We dispose of an Eg stack of five blocking our rail line in Russia (181-0).

We take Giza, held by three musketmen (184-0).

We harrow two barb warriors, one in a camp (186-0).

Around Yaroslavl we pick off an Eg knight and two Bowmen (189-0).

Our first cruiser sinks a Korean ironclad (190-0).

We ping seventeen enemy ships.

We cut down an Eg musketman near Thebes (191-0).

The Babs and Egs shift their units around pointlessly in Russia, and don’t attack.

The first enemy landing of the round on the usual beach near Quirigua is fairly impressive—twelve Greek units, including guerrillas, and four Korean.

Flight --> Mass Production, due in five turns.

Copan army (our fortieth)--> army.

We get away with a minor risk when none of the three eligible Eg cities flips.

Someone’s propaganda upsets the citizens of Moscow.


1804 (6): Our cruiser sinks another Korean ironclad (192-0).

We abandon Memphian Chivalry and found the tactical town of Iron Sceptre.

We take Buto, held by four musketmen (196-0).

We abandon Forbidden Tree and found the tactical town of Barbaric Pearl.

We take Pi-Ramesses, held by three musketmen (199-0).

We take Edfu, held by three musketmen (202-0).

We abandon Virgin Majesty and found the tactical town of Thrice Happy, which puts us in artillery range of three enemy cities.

We seize Avaris, held by three musketmen, and eliminate the “Glorious Egyptians” (205-0). 119 Egyptian units visible to us come off the map.

We get started against the Babylonians by taking Shuruppak (garrison of four musketmen; 209-0), which like several Babylonian cities is at size thirteen. We capture a treb.

We take Akkad, another size-thirteen city, held by four musketmen (213-0).

We take Eulbar, size thirteen, from its garrison of four musketmen, capturing two cannon (217-0).

We take Sippar, size thirteen, from its garrison of four musketmen (221-0).

We obliterate a Bab pikeman on our rail line in Russia (222-0).

We dispose of the sixteen enemy units landed near Quirigua (238-0).

We break up a barb camp held by two warriors (240-0).

We take Ellipi, size thirteen, from its garrison of two riflemen and three musketmen (245-0).

We take Zariqum, held by three musketmen (248-0).

We take Nineveh, size thirteen, from its garrison of four musketmen (252-0). We capture a treb.

We ping twenty-three enemy ships.

Twenty-seven elite victories this round, eleven of them defensive, produced three Great Leaders.
 
We should take Babylon’s last six cities without difficulty next turn, so flips won’t be an issue. A combat settler is in position to get us started on the route Uruk-Eridu-Babylon, and we can abandon Iron Sceptre or Barbaric Pearl in the north of the continent to found the new tactical town. To get past the hill/mountain range sheltering the two westernmost Bab cities and take Nippur we may have to abandon Babylon city and replace it with a town one tile to the west, or just found two tiles away while keeping Babylon, depending on what Nippur’s cultural border looks like after we’ve captured everything else.

We have eight healing armies in Smolensk, along with two settlers.

In our recently conquered lands, Moscow, Novgorod, and Alexandria can’t come out of resistance because they don’t have garrisons. This is intentional, so that they don’t starve down, and we should leave these cities empty until their inner tiles have been railed and irrigated. Buto, Edfu, and Pi-Ramesses, where there’s also danger of starvation, will have to spend this interturn garrisoned, but after that they should be evacuated to limit the damage until their tiles are developed for maximum food.

Some of our Egyptian and Babylonian cities will riot this interturn, but it’s better than letting them starve.

I’ve started a UN pre-build in Palenque, since it’ll be best if we don’t have to do this in the capital, which can’t use the palace, or in Copan, which should build armies. The timing, twenty-two turns, seems about right, though I’m just estimating. We’ll have plenty of time to switch to a faster build in a more productive city if that comes to seem better.

Our buildup of air units and modern ships has hardly begun, since as I mentioned above so many of our cities are still working on factories. Hundred-shield bombers don’t fit well at all into our present MM, but I hope this will improve when we have more factories (and in Lazapa’s case, a courthouse).

The math of research works rather oddly when we’re getting so many of our beakers from specialists. MassProd is due in five turns at every science rate from 50% to 90%, and I’m not convinced, from what I saw as we researched Flight, that if we set the rate as high as possible we’ll make the additional gold back with a rate cut on the last turn. So I’ve chosen the lowest rate leading to MassProd in five turns, contrary to orthodoxy.

I’ve left various units with their movement to call attention to them, including an empty army in the capital.
 
Closing in:

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GR17-1804ADi.JPG


GR17-1804ADii.JPG
 
nice progress...next turn we will own that continent

next job will be to send a convoy of some armies over to the other continent, so that we can set up another killing zone, this time it will be huge
 
Roster:
Greebley
NP - Just Played
M60A3TTS - Up
vmxa On Deck
ThERat
markh

One thing to watch for - we have RR'ed the coast. This is great as long as we can see any landing and keep an eye out for Barbs. - otherwise we have to make sure every town is safe. It can be bad if we allow the AI to land without our knowing. I started outposts to keep track of the coast. We may want to make sure we have either units (which suppress Barbs) or outposts watching the coasts. Also be aware a barbarian hut will be built somewhere pretty much every turn. I tended to use an army or two to search, but better would be to work towards making squares all visible. we can also cut roads if we want a unit to have to stop moving into view.

I am hoping the first towns on the other continent will allow for us to build more cities to cover our continent better.
 
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