GR17 - AWE vs 30 civs

I've played three fairly normal turns, except that we have nine new enemies thanks to Printing Press. We've razed three enemy towns.

I'll post whatever progress I've made in time for Greebley to play on Tuesday evening.
 
More or less I got the hardware to work. Still have some sound issues. Greebley, I think it is best I go back into the original roster as I want this damn thing to run properly again, so I still have to try some things out.:mad:
 
1350 (0): Here and there along the main front we pick off another eight enemy units, including an Iroquois knight (8-0).


1355 (1): We raze Dutch Enschede, held by three musketmen (11-0). We gain five slaves by various means, and 81 gold.

We slay eighteen enemies, mostly Byzantine, near Starting Line Here; five, including two Ir knights, in the gap in our lines; and fifteen, all Arabian, outside Saltpetertown. We lose a cav in the gap (49-1).

We found Pantheon in the gap, though not far enough forward to close it completely.

In no-man's-land we ride down a Viking cav (50-1).

The Vikings are building Smith's.


1360 (2): We hack down a Dutch force of three landed on Coba's mountain (53-1).

It's tempting to go after Dutch towns at this point, since they have some gold, but I decide it's more important to stick with the Iroquois campaign now that we've exposed their best cities.

We raze Chondote, held by two musketmen (55-1). We gain two slaves.

One of our cav armies gets started against Gewauga, crushing a Ir LB on the approach and disposing of a musketman in the city (57-1)

We found Pantechnicon, a science camp in India.

In no-man's-land we account for a German pikeman and an Ir musketman (59-1).

We smite nine enemies, mostly Byzantine, near SLH; five, principally German, in the gap; and twenty-four, principally Arabian, outside Saltpetertown (97-1). We gain two Great Leaders, the second of whom can’t form an army because we’re at the limit.

The Portuguese (10 cities), Sumerians (23 cites), Greeks (20), Koreans (15), and Persians (14) introduce themselves to us with various gracious offers, so we declare war on all of them. :lol: Most of our new friends are building Shakespeare.


1365 (3): We raze Gewauga, held by a remaining garrison of two musketmen (99-1). We gain three slaves.

We found Pangloss, filling the gap in our main front.

We extirpate five enemies, mostly Ir, near SLH; seventeen, principally Viking, around Pangloss; three outside Saltpetertown; four, all German, in the New Copan area; two, both Ir longbowmen, in the Iroquois lands; and one, a Viking cav, in no-man’s-land (131-1).

The English (18 cities), Ottomans (23), Hittites (22), and Aztecs (20) join the roster of our enemies.

An Ir knight, redlined after passing through army zones of control and taking defensive bombardment, nevertheless defeats our elite pikeman in SLH in five straight rounds (131-2). :rolleyes:


1370 (4): We storm and raze Salamanca, held by four musketmen and an LB, though it’s a tough fight which leaves two of our cav armies in the red (136-2). We gain two trebs, a cat, and five slaves.

We found Pantops Mountain, filling in the hole in our borders behind Saltpetertown, after which we’re able to form our twenty-first army.

We exterminate three enemies near SLH; twenty-three, all German, around Pangloss; five outside Saltpetertown; twenty-one, mostly Dutch, in the New Copan area; and one, an Ir MDI, in the Ir lands (189-2).

The Chinese introduce themselves. Judging by luxuries they’re on a different continent, so I assume our other new acquaintances of this round are too.

The Vikings move a stack of forty-four towards Pangloss. This rules out the only other forward settlement, SSW of Pangloss, I had in mind for this round.


1375 (5): We raze Cattaraugus, held by three musketmen (192-2). We gain five slaves and a treb.

We found Pantagruel, a science camp in India. Our Indian lands can still accommodate a few more of these.

We assail the Viking SoD approaching Pangloss and denude it of its defensive units, striking down two musketmen, twelve pikemen, and a knight for the loss of a cav (207-3). We’ll now have two turns to attack the defense-factor-two units in the SoD before they can attack Pangloss, so the rest shouldn’t be too difficult.

We expunge five enemies, including our first three Musketeers, near SLH; three around Pangloss; five outside Saltpetertown; three, all Dutch, in the New Copan area; and one, a Byzantine spearman, in the Iroquois lands. We lose an MDI around Pangloss (224-4).

Our one JT victory this round generated a slave.

Twenty-one elite victories this round produced two Great Leaders
 
Finishing off the Viking SoD while also stopping the thirteen Musketeers now in sight may be a little tricky, but nothing Greebley can’t deal with, I’m sure. ;) We’ll have enough gold next turn to rush a barracks in Pangloss, which will probably be useful even if it isn’t strictly necessary. This is still a safe enough position that we should send another cav army to join our offensive as soon as we’ve taken care of the present problems.

The MDI and sword units sheltering under our army next to SLH have used 1/3 of a movement point this turn, so they can’t reach Pangloss.

We’ll be able to consolidate all the slaves, trebs, and cats we’ve accumulated in our offensive on one tile next turn. I’ve been using the MDI army to guard the booty.

It’s still DromonFest ’07 at Fish Fry, with the Byzantines harmlessly bombarding our three units there, so that’s working out well.

A Viking caravel sailed as far as Town0007 before we pinged it, so we have to be careful about Berserkers.

As before, the LB builds I’ve got going are for MP duty. Getting rid of the clowns in Palenque and Tulum should be our priority there.

We’ve got two settlers on roadless hills which would be acceptable sites for infill towns.
 
The front now (Viking SoD at 1):

GR17-1375AD.JPG
 
Minor changes. Decide to try to get Banking a turn earlier. It will allow me to build some Banks which I think can help.

IBT: Lots of units and initial rushes going on it looks like. Could get crowded on the front lines.

1380 AD: Raze Ganogeh and build Onahill
I can lower science which means I can get banking a turn earlier and still not run out of cash.
2 MDI and a Sword cannot do a single point of damage to a French Musketeer.

IBT: Lose a Sword army when a Cavalry attacks it and injures it enough for other units to take it out.
Smiths completed by Korea and Shakespeare by Greece.
In fact several nations now have Cavalry which will add challenge to our next round (until we get rails I suspect).

1385 AD: Get 2 Leaders disbanding a sword army to build 2 new Cav Armies (one lost and one disbanded sword army to allow for the 2 cav armies).

IBT: Lots of enemy units. I will mostly be defending on my turn as we are getting several initial rushes. There are a goodly number of cav too.

1390 AD: Lose a Cav to a 1 HP Musket.

IBT: Lots of cruft and some Cavarly.

1395 AD: Kill Kill Kill

IBT: Vikings start Newtons and are now in the industrial age.

1400 AD: Raze Grand River and build a new town dzib-something. Lose another Cav to a 2 hp Musket.

IBT Massive Barb uprising near Hyderabad. Guess someone else is also Industrial other than the vikings.

1400 AD: Kill Kill Kill

IBT: Some Barbs show up.

1405 AD: Lose a Cav to an injured Spear.

IBT: Landing between West Coast and Nara.

1410 AD: We are starting to drive back the enemy - there is not enough to kill for the first time and some units rest Armies are still needing healing so this is good.

1415 AD: More armies rest. I think the next player will be able push forward again(unless another rush shows up). Another Iroquois city is razed and replaced with a new town elsewhere. Going negative gold for two rounds to get Physics in 2.

IBT: Landings continue in the spot (between west coast and Nara) - we get a double landing from 2 civs.

1420 AD: Abandon a city to advance the main line.

IBT: More boats heading to the same landing spot.

1425 AD: Attack Caughnawaga - It will likely fall next turn.
Abandon 2 more towns to build front line ones
Declare war on the Monogls.

Notes:
Starting line here needs its defender back. I did check to make sure noone would attack it this round.

I MM'ed for scientists - the next player shouldn't need to go through the corrupt towns to do so.

The Banks I started should be finished soon. There probably wasn't enough Banks to run 50% science - we really need more towns for that. I am hoping the next player can do more to increase town count.

Magnetism and ToG are both 9 turns, though we may be able to shave off a turn from that.

All landings have been between West Coast and Nara. You can see two armies nearby that are healing

I slowed down some Byzantine ships by dinging them. They will likely be back later.

I found it a good strategy to hunt down the Cavalry before they get to our front lines. The armies in the no-man's zone were doing exactly that.

The huge stack of Workers that from NP's turn have made it home. We have excess workers now, but I think we will want every one of them when we get rails. I would prefer not to join them to cities.

I mis-moved a unit (cannon) near Brainsample. I covered with a Pike but we might lose it if there are any Cav nearby.

Our front line:
GR17_AD1425.jpg


THe Save
 
M60A3TTS, you are up because NP swapped with me

We could have rails by my next turn depending on how many turns ppl play.

Game is slowing down and the AI should be getting rails which will make it even slower. Remember you can take 5 days to play (and 6 is ok too if you want to finish up).

Roster:
Greebley - Just Played
NP (swap)
M60A3TTS - Up
vmxa - On Deck
ThERat
markh
 
Yeah any Sword or MDI armies have to be careful about taking damage and being in the open now. If I get leaders that cannot make an army and I have those types arouund I try to disband them for shields and make cav armies.

Later they can be use for not offensive task, if they survive. Do we have any count on how many civs are on our landmass yet? IOW are these new civs known to be elsewhere? I guess if we learn of them from contact trades, it is likely they are elsewhere.
 
Looking at [edit] luxuries is the best way to check.

However there are several civs that are on the Comm list that we have not met. They could even be on our home continent. They simply cannot afford communication (I am guessing this means we don't care as much because they won't be big.

Likely though, those with no contact will be elsewhere.
 
I am quite surprised that we have such advanced AI's, thought with our fast expansion initially we would be better off...makes for an exciting game that might last a little longer for once
 
Cost factor for them is better than that 362. That killed them and the slower contacts.
 
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