GR22 - AWDG vs 30 Civs (try 2 of ?)

Yeah AWDG can do that, specially at the start of the Middle Ages. They are still making fairly cheap units, for them. At least we have not found any new friends. It will be harsh now that pike and soon MDI/knights will arrive.

We need to get those two towns up to get a fourth army. Even a sword army would be a big help.
 
2) 110BC : as we have enough workers and slaves I use some slaves as bait to lure possible attackers away from cities


Nice tactics. :goodjob: Our accumulation of slaves has become hilarious--I count 93, as against 40 native units.

As Vmxa says, there's nothing the player can do when enemy units appear suddenly in such numbers.
 
Sure--I don't expect to play quickly, but I should be able to finish before next weekend.
 
50 (1): We smite three GS around Tikal (3-0).

We strike down three attacking English units, as one of our exposed swordsmen fights well before succumbing (6-1).

Three Dutch swordsmen fall at the walls of Palenque (9-1). Luring the AI into attacking armies in cities is our best play at the moment, risky though it is.

Two Gallics perish assaulting our cities, though they aren't terrible attacks (11-1).

The Koreans, whom we haven't met, complete Sun Tzu.


70 (2): We cut down a Dutch spearman landed near Cuello (12-1).

We have a filled-up MDI army now, but I don't know when we'll be able to use it to re-take Tikal. This turn it has to go south to hold Lagartero.

At Palenque things get very delicate when the AI does an inordinate amount of damage to our mixed sword/JT army with bad attacks, and the army falls to 1 HP, but ultimately we account for seven Dutch and Celtic units at no loss (19-1).

Elsewhere we shatter five English, Bab, and Dutch attacks, also redlining two English horsemen which retreat, though a GS defeats an MDI in Yax (24-2).

Our first three pikeman arrive--quite a relief.


90 (3): We overrun an English and a Bab spearman with our JT army (26-2).

The AI mostly refuses to make bad attacks. We go 3-1 against scattered assaults, losing a pikeman at Pal (29-3).


110 (4): With our armies finally free to leave the cities and attack, we trample six enemy units well within our lines, including three Gallics (35-3).

Bonampak is the danger point this IT, but three Babylonian swordmen attack to no effect and three others ignore the town (38-3).

We lose an exposed MDI to an infiltrating Gallic--this is hard to avoid while the Celts hold Tikal (38-4).

About a dozen Dutch units move away from the war zone, in one of the AI's mysterious changes of mind.

We get Monarchy from the GLib, but we need a lot more production before we can safely revolt.


130 (5): We mop up another seven enemies within our lines, mostly English and Celtic (45-4).

Most Dutch units continue to retreat.

Only a Gallic (redlined) and a Bab swordsman (expunged) make attacks (46-4).


150 (6): We extirpate seven assorted enemies, including three Immortals, while losing a swordsman (53-5).

We move a modest stack, anchored by our MDI army, next to Tikal.

We're able to restore the improvements on some razed tiles.

We get bad RNG at Bonampak and lose two units to dubious attacks by Bab swordsmen (53-7).


170 (7): We liberate Tikal, wiping out the Celtic garrison of three without loss (56-7). The town’s walls and barracks survive.

We liquidate another five enemies well within our lines (61-7).

We break three scattered attacks on our cities (64-7).


190 (8): We shatter three foes within our lines (67-7).

We destroy three English attackers at Bonampak, and redline a Gallic at Copan (70-7).

The first serious Hittite stacks appear, so we’ll face trouble around Lagartero.


210 (9): We hunt down two Gallics (72-7), but mostly heal.

Seventeen elite victories this round, seven of them defensive, didn’t generate a Great Leader.

Twenty-six JT victories produced eight slaves.
 
We held our own this round, and even recaptured Tikal; but with the Hittites getting seriously involved in the war, I suspect another crisis is coming. A lot will depend on whether the AI throws away units attacking our armies in cities, since we can’t kill nearly enough with our own attacks. Our bombardment force is still negligible, because I had to use most of our production this round for pikemen. I’m leaving the next player three fully healed armies, anyway.

If we ever get another Leader, we can just squeeze in two cities in the north to qualify for a fourth army. Our two settlers are in that area now.

We have some specialists which apparently could serve as taxmen working as clowns, to reduce the chances of disorder if AI movements disrupt the MM of those cities.
 
Liberated, for now:

GR22-210AD.JPG
 
Things still look very precarious. Those Dutch swords and immortals by Tikal could cause our western flank to cave. Of course we've always counted on the AI's stupidity. :D This go perhaps more so.
 
great turns to be still alive :goodjob:

If we ever have the chance, I would try and get the lux and connect it with a city. We can't afford to stay like this in the long run.

The southwest also still has some space left to squeeze in some cities
 
Here is my turn log before I even move a unit....

Preturn: Things look good (well other than the number of enemies). Hit enter to see what happens.

IBT: No attacks. The AI is going after our unprotected cities.

230 AD: Visible Enemy troop list:
Persia - 13: 11 immortals, 2 Spear
Netherlands - 25: 9 Spear, 12 Sword, 3 MDI, 1 Archer
Celts - 5: 3 GS, 2 Spear
Babylon - 13: 5 Spear, 7 Sword, Bow
England - 10: 4 Spear, 4 Horse, 2 Archer
Hittites - 37: 17 Sword, 10 Spear, 7 Warrior, 3 Archer
Total (within or just outside our border): 103 Already in our territory: 54 Units.

If you are wondering how we can possibly deal with this number of units you are not alone. That is more units than NP killed in 10 turns.

I will give it my best however.
 
Good Luck Greebley, those DG civs can really put the pressure on once they are dedicated to war.
 
IBT: No attacks. The AI is going after our unprotected cities.

I wanted to place as many units as possible in positions from which they could move to at least two cities and then fortify, so I left some towns open. But we won't survive the numbers we're facing now unless the AI takes massive losses attacking our armies in cities, so we should try to garrison our unprotected towns to keep them from distracting our enemies. If we lose armies doing this, which is quite likely, we'll know that we tried everything and we can start another game.

If we try this, our armies shouldn't attack. It's more important that they should heal after every turn than that they should kill extra enemies on offense.
 
You guys know why your having so much trouble don't you?
You didn't light the lucky candle. :lol:
 
You're right--as I recall that was Handy's practice, and we're being punished for letting the tradition lapse. :D
 
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