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

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

Caveat: I was unable to record and sometimes didn't even see every defensive loss - In other words we lost more than I have listed. For this reason, I will provide a final result at the end.

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.

Kill 2 Immortal.
Lose an Elite sword attacking a Celtic GS (1 of 2) that are past Tikal. Bombard and kill the GS and cause the other to retreat. MDI Army move to Yax (name used to be longer) and kills another Immortal. It will cover the city Yax from the Immortals (2 left).
Ping a Spear that is farther into our territory to try to get it to move back.
Kill 3 Horse (+1 retreat) in our territory as well as a sword and Spear near Bonampak.
Troops sent toward Largato for the Hittites.

Couldn't kill two potential pillages.
Decided to rush two units right near 20 shields left (less important towns with lower output).

11 units killed total, lost 1.

Note that I killed no Netherlands or Hittite units yet.

IBT: Again no attacks. This is going to make it harder. No pillage, the units instead head deeper into our territory.

250 AD: 76 units are in our territory.
We don't do well - losing a Sword and MDI on attacks where we have a strong advantage.

Killed 8 units (1outside our boundaries) and lost 2.

I am attempting to form some unit walls to try to gain more time by forcing units around - or forcing the units to attack.

IBT: We get attacked this time. Palenque rioted - it really got stepped on - Lagarto starved (not a suprise).

260 AD: Unit count is 69 same as the end of last turn. Enemy losses and entering in our lands were the same.
12 Units on our borders - The number of units is down at least.
If anyone is curious how far into our territory enemies are getting - there have been units next to our capitol and one next to our Iron, but they have been mostly killed at that point (not big stacks)

Total kills is 7 for the round with no losses.

IBT: a square is pillaged. Lose at least 3 Pike and nearly Palenque (2 of the lost pikes) as our defense (on a hill + walls) is terrible vs swords. One loss was from full health. Another full health lost in an ordinary city.

270 AD: 56 units in our territory, but 20 outside - some new ones showed up including a decent size Babylon stack, and 2 Swiss Mercs from the Netherlands to defend their MDI (making Netherlands a serious threat). I drive back the Persians from the north.

Total kills is 8 this round.

IBT: More attacks but we do well this turn. A Swiss Merc lands from a ship.

280 AD: Build Tulum to the north. Grr. Army loses 9 hp attacking a defense 2 unit, Lose MDI vs a def 2 unit - No lose 2! MDI vs the same unit.
About 60 units this turn killing 5.

IBT: Cow gets pillaged. Lose an MDI to a mis-click last turn.

290 AD: Hit enter before recording last turn count.

IBT:Babylon starts attacking Bonumpak. It is really close - Our Army and one pike go to 1 hp with another one killed. On the plus side our Army was healing and ends up full health. Our RNG was actually poor for the defense, that is why it was so close. On average it would have been less scary - the army at 2 hp vs a full health sword was especially tense.

300 AD: I am ending here on an even number of turns. I need to pull all 3 armies to deal with units deep in our territory - as there are more there than threatening the outer cities. Kill some but there is still a big stack left. Will try to provide count in posted image.

Final number of units in our territory: 37 with a record high of 31 units just outside the border - most are new, but some are healing units.

Also final unit results:
3 Sword - There were 5 before for 2 losses.
16 Pike - There were 13 before so builds did outpace losses. I wasn't sure this would be the case.
10 MDI - There were 9 before - again builds did outpace losses.
10 Javs - 11 before so lost 1
9 Trebs - 5 before with no losses.
2 cats - same as before
3 Armies - same as before.
2 Workers - same as before. Didn't merge because when I checked we had no unit cost
Gained maybe 4-7 enemy workers through our Javs.

Notes:
So we were able to survive against the large number of units due (as usual) to AI ineptness. The AI did not attack in overwhelming numbers, and didn't even send its units straight for our unprotected towns (I did build 'unit walls' in the early turns to cause this). We were able to ping a lot of units with our trebs to retreat them and have our armies and MDI kill off enough per turn to handle them. They got PAST our iron on turn 300, but it was only 2 units. There is one of the larger stacks still deep in our territory, but I think we can cover towns with Pikes and pick them off without them doing real damage. They can pillage (but haven't), but with our number of Workers, we can repair any damage.

Overall I am feeling more confident that we have a chance. If we can free up our Armies to grab/raze cities on the outskirts we can expand and/or weaken the AI (we will get more leaders). We need to continue to rise on the power graph. We may not win - new contacts and more unit rushes being the greatest danger - but we haven't lost.

We now have 15 towns and a settler in the south.

There are fortified workers in many places.

Overall RNG was fairly average.

No way I was going to be able to revolt. Look for a chance though - it would be nice to do so before the GLib dies so we can afford the units without losing science.
We may want to build settlers before we revolt so our cities don't lose as much population.

The larger number of units just outside the borders means the armies will likely be going back to defend cities in the next 2 turns.

Some cities are MM'ed for current circumstance:
Palenque is building Settler because it doesn't support size 8 well.
Capitol is building a MDI when at 15 Shields as it missed the pike due to units in our lands. It can try to go back to pikes. I use the MDI as backup.
Yax grows next turn so it is set to the 1 food it needs.
Quirigua needs only 3 shields to complete treb, so it is MM'ed toward food (despite size 6 and no aquaduct). It should go back to working iron hill next turn and more shields in general.
I think on average I should have gotten 1 leader. Combined with NP's turn, we have been unlucky there.

GR22_AD300.jpg


The fact that we are still increasing on the power graph (given below) is gratifying. We just need to keep it up.

GR22_AD300_power.jpg
 
Without any Lux and such large cities, starvation during a revolt could be substantial. We should consider storing pop as Settlers and workers despite the fact we donn't need them but then rejoin them after the revolt. This can of course wait until we are more ready to revolt - we need more units at the moment, I think.
 
Great work, Greebley. :goodjob: I thought yours might be the last round.

I'm glad to see the complete coastal wall of workers--absolutely the right thing to do, but I thought you didn't believe in it. :lol:

Rather than wait for walls in our new front-line city of Tulum, we should merge in a native worker there and then pop-rush.
 
I try to avoid rather than restrict the lesser exploits. A good way to state it is a win with no exploits gets an extra gold star, but a win is still worth more than a loss. So unless it is one of the really cheaty exploits not allowed by the GOTM (however you ARE allowed to fix a misclick if you wish) use them when necessary. This inlcludes ship chaining, palace jumps, workers on the coast (most exploits aren't possible in AW anyway).

One restriction I sometimes explicitly restrict (usually in easier games) is burrowing into enemy territory using settlers - you can capture a city - bring one settler in and abandon the city (not an exploit in any game), but bringing in another and another and another to burrow into AI territory I really like to avoid. However for those games that don't explicitly list this restriction, one can do this if the reason is strong enough.
 
Preturn- Looks ok
IBT- No attacks! Hittite SoD moves into forest by CI.

Turn 1 (310AD) Mace army absorbs two archer bombards to kill 2 spears in Hittite stack. 1st Jav army kills Hittite spear then sword in the stack. 2nd Jav army loses some strength but kills another sword. MI from Quiguera knocks off another sword. CI MI kills another sword and goes elite. Trebs knock off a hit point off 3 Dutch MI at Paleneque. Artillery fire takes 2 hp off a Persian pike at Tikal.

IBT- Persia loses 2 immortals against Tikal. Celts pillage 2 mines at Copan. Babs pillage a farm.

Turn 2 (320AD) Cat and treb redline English horse, 3hp MI finishes it off. Jav army kills reg Bab spear, but goes red in the process. To Quiguera for rest. JT kills English spear at Cameltoe and collects worker. Trebs redline Bab spear and MI kills it near Bonompak. First Javelin Army kills Hittite spear and sword by Lagartero. 3rd Mace Army kills Bab bow, then Hittite sword at Lazapa. MI kills Hittite spear at Lagartero. MI kills red Hittite sword at CI.

IBT- Celts attack Copan, again a hill town with walls and pikes. Lose 2 pikes to GS and MI.

Turn 3 (330AD) Tikal riots. Trebs redline English horse. JT kills it for worker. Elite MI kills Hittite sword for MGL Eighteen Rabbit. Mace army kills Hittite spear, MI kills Hittite warrior, JT kills another Hittite warrior by Lazapa. Mace army kills Bab sword at Bonompak Trebs at Tikal go 4-4, wounding a spear, MI, and 2 swords. Yax MI kills Hittite archer. Move Jav Army into Tikal. 2 MIs and sword kill 3 Hittite warrior at Yax. Battle Royale may be up next IBT. 5 Dutch vet MI and a sword full health, plus 3 more 3hp swords and a 3hp MI against Tikal.

IBT- Only 2 attacks, Hittites lose an archer, kill a sword. Dutch veer away from Tikal.

Turn 4 (340AD) 2 English horses killed at Cameltoe by JT army. JT kills English redlined horse at Cameltoe. 3rd Mace army kills the last two horses by Cameltoe. 2 Dutch MI killed by army at Tikal. MI kills last archer that was SoD at Yax. Move workers in Yax to surround escape routes for English horse, then kill it with MI.

IBT- Dutch kill pike at Tulum. Dutch lose MI attacking Paleneque.
Pike defends against two immortals at Tulum and win. No bad RNG that time.
Babs lose 2MI at Bonompak and a sword attacking a pike/settler pair.

Turn 5 (350AD) Coba founded next to dyes. 1st Jav army kills Dutch MI and spear, collecting worker at Tikal. 2nd JT army kills Bab spear at Quirigua. Lagartero MI claim 2 English spears. MI kills English archer at Yax. Elite JT from Yax kills 2hp Dutch MI for another worker. Elite sword takes out 3hp Dutch MI at Tikal. Elite MI from Yax kills immortal. 3rd Mace Army kills Bab sword at Quirigua. New MI army goes to Quirigua and kills another Bab sword. MI comes out of Bonampak and kills last Bab sword next to Quirigua. JT forces English horse to retreat by Lazapa.

IBT- English spear captured slave. Lose pike to Hittite sword at CI. Celts lose MI attacking Pal

Turn 6 (360AD) 2nd Jav army kills Bab MI and English archer. MI army kills English archer and red spear. 3rd Mace army kills Persian pike at Yax after artillery goes 0-4. MI dies trying to kill a second one. Follow up MI does the job against the pike. JT kills English spear and we get MGL Cauac-Sky.

IBT- English amphib a spear at Cameltoe. Dutch amphib a SM by Tulum. Celts pillage another tile at Copan. Babs lose 2 MI attacking pike at Coba that promotes elite.

Turn 7 (370AD) MI kills English spear at Cameltoe. MI army kills English spear by CI. Jav army kills English archer and re-captures worker. MI kills Celt spear near CI. At Tikal, 1st Jav army kills Dutch MI and Persian immortal. MI kills immortal at Yax. MI kills Hittite sword at Lagartero. MI at Lagartero kills English horse.

IBT- Lose pike at Tulum to Dutch MI. Celts lose 4 MI attacking Paleneque

Turn 8 (380AD) 3rd Mace army kills Bab MI and English horse by Bonampak. MI kills English spear at Cameltoe. 1st Jav army from Tikal slays immortal and Dutch MI. Elite MI kills Hittite sword at Lagartero. Sword kills Dutch MI at Tikal.

IBT- Lose MI at Tulum to Persian immortal. Pike defends against Dutch MI at Tulum. Celts lose 2 MI at Paleneque.

Turn 9 (390AD) Jav army kills immortal by Yax and Tikal. MI and Jav army kill 2 English spears at Canterbury, but army is red. Lose an MI, but kill Hittite sword and then MI kills spear. 3rd Mace Army kills Bab MI and English spear by Lazapa. Whip walls in Tulum. MI kills Celt spear at Copan.

IBT- Lose pike near Coba to Bab MI. Persia loses immortal attacking Yax. Hittites pillage at Lagartero.

Turn 10 (400AD) 3rd Mace Army kills Hittite spear and sword at Lagartero. Mi finishes a red sword in the same area. MI Army kills Hittite spear and archer. Mi finishes off the intruders in the immediate area. Sword kills swiss merc at Tikal. First Jav army bags immortal and Dutch MI. MI kills Celt spear at CI. MI kills Celt spear at Copan. JT kills red Bab MI at Coba (112-10). And done.

Post turn- The best and seemingly only direction of advance worth pursuing is against the English to the east. Problem at this point is Canterbury in the south is on a hill and we need armies to crack that town. But the armies are constantly needed to beat back the waves of English, Babs and Hittites. We could possibly move on Oxford, but my thought was that with MGL Cauac-Sky who is in Coba, we can build the Forbidden Palace in a new town around the Canterbury site. Far better location than Oxford. I have a bunch of workers stacked by Canterbury because I had hoped to break through last turn and have them available for terrain work. Unfortunately the cross river attack drained the JT army to 4 hp, and in the last IBT at least 2 more spears moved into Canterbury to defend. And there are no lack of bad guys in any direction.

We are barely holding on in the west due to the usual AI dithering on where to go. With half an intelligence, we could have said sayonara to this one a while ago. The best sense I have with these last turns is that the Hittites seem to be beatable, along with the English and Babs in the east. But eventually the west will cave at some point if we’re stuck in this static position without an ability to make headway against the weak English. And sooner or later chivalry is coming. Once the AI has knights, it may get ugly quick. So I’d recommend we do everything possible to press east and get up the power curve before it’s too late.
 
Tremendous round. :thumbsup:

We should use the new GL for the HE, not the less immediately helpful FP, before we hit Enter. Then--although it's easier for me to say this than it'll be for the next player to do it ;)--we should squeeze out three settlers as quickly as possible, so that (as we have one settler already) we'll be able to go to twenty towns/five armies when we get our next GL. We can see where three new towns will go along our eastern coast, though the sites will be ridiculous, of course.

I believe we've only seen horsemen from the English and Persians. That may keep us alive in the era of knights, and it's a reason for going after the English, as M60 suggests. We have noticed oddities in these games, though, whereby AI civs which had the horses to build mounted units didn't bother until knights were available.

BTW, England's culture is as feeble as ours. We can accept the risk of holding some English cities--certainly the size-one towns we can see.
 
excellent :goodjob:

I agree with NP that we should rush the HE. We will get plenty of leaders for other stuff anyway
 
The trials and tribulation of AWDG and 30 friends. I got it and for sure will pop HE to get the MGL off the board so we can try for more. I am a bit shocked to see how many pikes have gone down.
 
lurker's comment:
You guys have a ton of workers - have you thought about fortresses/barricades on one end, to take HP off attackers as they pass between them? may not be all that useful anymore, since you seem to be expanding now.
 
You need units to man barricades and we do not even have enough units to defend all the empty towns.
 
Still, AT is right that we hardly think about fortresses/barricades in these games, and they might be useful here and there when our front is so static. At a minimum we might build defensive works on that mountain next to Bonampak it's necessary to garrison anyway.
 
GR has used them extensively in the past. The problems are that we do not have units to man them and if you do not have ZoC units, they just walk right past them.

I would not be surprised to see them used, but it requires a static front and we tend to use armies to choke as they get to shot at passing units. They are not attacking with 4 and 5 units and the town having only 2 defenders, they just go around right now.
 
Not sure, cannot remember the last time I built one, but will be finding out soon as I am going to do on the dyes. Still the problem is to have any units to put in them right now.

Then once you do, the border moves out past them or the AI goes around, where it cannot be zinged.

At 32 turns for a fort by slaves, it needs lots of slaves.
 
Latest picture of the eastern front

lurker's comment: I just noticed that the Englished mined a Wheat right next to a river:eek:

they irrigate everything usually
 
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