GR20 - Genocide AWE vs 30 Civs (try 2)

IBT : 2 Hittite Three Man chariots appear in our West

1) 730BC : kill a Hittite archer

IBT : 2 more Three-Man chaiots arrive

2) 710BC : kill the first pair of TM chariots losing an archer
dismount a Portuguese horseman at Kisurra

we run out of space to settle. Foreign units everywhere.

IBT : the East gets a little under pressure as there are more units than we can kill

3) 690BC : not much, just kill an intruding Hittite spear and ping some units. no chance to kill the pinged units, though

IBT : lose two units on defense

writing -> lit

4) 670BC : lose an archer to a wounded Portuguese one

IBT : a legion dies at Der

5) 650BC : our army now has 3 ACs

IBT : not much

6) 630BC : kill 3 Spanish warriors losing one archer
2 Three Man Chariots go down

IBT : lose an EW to a legion at Kisurra

7) 610BC : kill a Three-Man Chariot and a Roman archer

IBT : a legion dies attacking Kisurra

8) 590BC : first time in my set that our cats have no targets

lose an archer on a Spanish sword

IBT : a Portuguese horseman retreats at the walls of Zabalam

9) 570BC : kill a Spanish sword and two Spanish warriors

IBT : not much

10) 550BC : kill a Spanish warrior

Literature in 10, palace in 11. We have enough units to handle the intruders at the moment. Expansion is difficult as the Romans built cities around us, so no expansion without razing, but our army is needed to clear units.

http://forums.civfanatics.com/uploads/47099/GR20-BC550.SAV
 
:goodjob:

as long as we can hang on with archers/UW, we are doing fine. Once we have swords and the like, expansion will be that much easier.

In this case, it might be a wise move to use the army to pillage Roman iron. Their UU is a real pain.
 
If there will not come a surprising big rush we will hold our positions comfortably. Spain still sends their original warriors with single swords mixed in. The army should be healed next turn and could be moved out to raze a Roman city. We have 4 or 5 settlers ready, but still we need some safe space for our workers to road to the next spot.

At the moment most cities are put on wealth to match research with the pre-build, so no new units. I think 2 or 3 more cats are in production and the regular AC from Zeus of course.
 
http://forums.civfanatics.com/uploads/43630/GR20_2__350_BC.SAV

550BC Preturn – Looks fine.

530BC- Elite archer attacks Roman archer and we get MGL. :)

IBT- 3MC comes out of the fog and kills lone settler. :(

510BC- AC Army kills 2 Roman spears and an archer and eliminates town.
Kill another Roman spear by Bad-tibira.

IBT- Lose archer to Hittite 3MC. They lose a 3MC against forted spear. A number of Spanish swords advancing.

490BC- Kill Portugese spear. Kua founded.

470BC- Little of this, little of that.

IBT- Spanish troops kill a couple units.

450BC- Worker stuff and moving units about.

IBT- 3 Roman legions attack Kissura and fail to kill anyone.

430BC- Found Marad

IBT- Lose an archer to Hittites

410BC- Kill a couple Spanish units by Ur.

390BC- Kill a couple 3MCs by Marad.

IBT- Hittites and Romans each suicide a pair of units by Kisura and Kua.

370BC- Manueuver units forward near Erech

IBT- Lit in, MM Sumer to bring the Glib in 8. Science off. Get another AC to fill Army #2

350BC- Kill some Spanish and Hittittes. And done. Rome is an annoyance, and Portugal not much more, but the sudden appearance of a good number of 3MCs and Spanish swords made things interesting.

Glib now in 7. With 2 armies now fully loaded and towns off wealth, we are building units again and can kill more bad guys. It would be nice to have swords so we can do a little more against the AI, so hopefully iron isn’t too far away. If we can clear out some enemy in the pocket, we have furs by Marad.
 
GR20_350BC.JPG
 
Sorry guys, I'm going to have to drop out of this one. A fairly busy schedule plus declining interest in Civ (getting a Wii for Xmas will do that to you...) mean that I just don't have the attention necessary to devote to the game.
 
350 (0): After some thought, I decide to abandon Marad. The problem is that given its isolated position we can only hold it with an army, and that army represents half the good attacks we'll be able to make until we get swordsmen. I think it'll be cheaper in the end to let the town go, and free the army for other employment, than to try to deal with the steady infiltration from the west by attacking with archers.

I return the capital to its role as a settler factory.

We pick off a Spanish archer, a Roman spearman, and a 3MC (3-0).

We lose an Enk covering an archer to a Hittite swordsman (3-1).



330 (1): We expunge a Portuguese horseman in the east, and four Hittites and a Spanish archer in the west (9-1).


310 (2): In the W we smite three Spanish units and three 3MC, clearing our enemies off the inconvenient mountains (15-1).


290 (3): We wipe out three Hittite units in the W, and the western pocket of enemies barely exists now (18-1).

I halt archer production, since we shouldn't be too far from horsemen and swordsmen now.

An elite Enk repels the attack of a Legionary at Der, and we gain the GL Enmerkar (19-1).


270 (4): Enmerkar forms our third army, which I leave empty.

We strike down two 3MC and a Spanish warrior in the W (22-1).


250 (5): In the W we crush four Spanish units and a 3MC (27-1).

On Kua's forest/furs tile our Enks defeat the attacks of a Spanish swordsman and a 3MC (29-1).

Lagash library (for the expansion, and a whale) --> horseman pre-build.



230 (6): We found Kuara on the western river.

We liquidate a Port horseman in the E and two 3MC in the W (32-1).

Sumer GREAT LIBRARY --> Forbidden Palace.


210 (7): We eliminate two Legionaries and a Roman archer in the E, and a Spanish swordsman and a 3MC in the W (37-1).

The GLib brings us eight AA techs, so we're still missing five--the four most advanced plus Philosophy. We have one source of horses, hooked up, and one iron source, not hooked up.


190 (8): We found Kutha, on the far side of the western river.

With both AC armies healing, we dispose only of a Port horseman in the E (38-1).


170 (9): We hook up Kua's furs and cut the lux rate to 10%.

In the W we batter six Hittite units (44-1).


150 (10): With both AC armies again healing, we bombard but don't attack.

Eight elite victories this round, two of them defensive, generated one Great Leader.
 
Our foes are obviously getting Emperor-level production, but with only four of them this is a fairly easy situation. Once we have swordsmen and a third filled-up army we should be able to start serious operations against enemy cities.

There's apparently a fifth rival civ on our continent, which is why our curragh has reversed course--I don't think M60 mentioned this. Then again, the new civ's red is almost the Romans' red, so it's hard to be sure. :rolleyes:

I've been extending our road network towards a possible next foundation at site 1 on the screenshot, but that was before the Romans began moving Legionaries into that area, and we have various settlement options.

We have two independent AC and an empty army, but we should delay putting the AC into the army (while also being very careful with them, of course). If we get another Great Leader before the next AC appears (on the fifth turn of the next round), we should use the GL for the Pentagon, put the free AC into the two existing AC armies, and fill the empty army with swordsmen.

I assume that the FP is the natural build in Sumer now, but if we prefer we can cancel that plan via a granary and then build two-turn swordsmen there (which would probably require a return to a 20% luxury rate, however).

There are six workers under the AC army N of Kutha, which should build a road (or chop the forest and almost build a road, if the next player prefers) before the army moves next turn.

It's taken a while to get workers onto our iron source, but we'll be able to hook up the iron in two turns.

Ur is running smoothly as a four-turn settler factory, but we do need to adjust it whenever the population changes.

I haven't bombarded the Port archer next to Kisurra because I want to lure it forward.
 
lurker's comment: Just a question. Why would you want to build a sword army instead of another AC army? Unless you mean to fill the empty army with MDIs, which have a higher attack. An AC army is superior to a sword army, it has 3 more hp and another movement point.
 
Of course AC armies are better, but the point is that the Statue only gives us AC slowly--one every five turns. Right now we're a minimum of twenty turns away from having three four-unit AC armies, so I'd rather get to three four-unit armies more quickly by filling one with swordsmen--always assuming that we get another GL for the Pentagon soon to give us the choice in the first place. Another assumption here, which we've always followed in these games, is that the difference between robust four-unit armies and three-unit armies more vulnerable to bad RNG streaks is really important.
 
lurker's comment: Ok, I see, no sense having empty armies waiting to be filled. Also, in AW, leaders do seem to pop up frequently, so one isn't an incredibly rare thing. 3 armies are better than 2 and 4 units within one is even better. I'm glad to have an explanation to go along with the action. Thanks!
 
Lurker:

You will be hard pressed to not have empty armies at times in these maps as you cannot field enough units and when you do they may not be in the right place when you need them and may need to use now. Not to mention, you may be close to being able to get a better unit.

It is one of the games that you find it makes sense to jam in a unit that is not a good fit, just to have an extra unit in the army. 3 or 4 more hit points may save the army from death. If it get too low on hit points the AI will attack it.
 
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