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

Greebley

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We are trying Always war Demigod this time. No special variant.

Settings:
Map: 250x250
AI: All 30 opponents
Civ: TBD
Continents
70% water
No Barbs
Demigod
TBD

Standard AW: Must declare war as soon as we have contact with no trades, but we can look at our opponents, their techs, etc.

I am hoping we will be able to choose from multiple starts. Any player can start a game with a civ of their choice and play between 30-50 turns - It takes that long to determine whether the game has any chance of survival.

When we have several games to choose from we will vote on which to try.

The Scenario/Map can be gotten here.

Roster:
Greebley
Northern Pike
M60A3TTS
vxma
ThERat
markh
 
I tried one start. Best advantage is only a single AI met. Also might have the ability to have solid fronts if we have a real water-to-water connect. Terrain is mediocre. Noone from the south and we are fairly south. Might have only 1 front.

Risked with a lone warrior and had to switch Barracks to Jav to build 2 Regular Javelins.

We seem to go from water to water.

Palenque could start prebuild right after walls complete. It will take a while to get it up and running so it should take a while to get to 300 as well as a while to get to lit. Not sure if it is the best spot - it needs surrounding towns to work enough tiles.

GR22_BC2150.jpg
 
I also played out a start...stopped at turn 49. Things look fine, our capital has a rax, granary and can use the wine to grow fas while producing settlers
We are in the southern corner, which would help as well.
There is only one Civ so far, bu we didn't meet them yet.

I would go for maths after alphabet before heading for writing and literature. Catapults are really needed.

gr22startwm4.jpg
 
I started one up and actually decided to go the vmxa route and pass on the GLib. I'm not convinced it's the best strategy, but the possibility is intriguing enough to look into. Since the tech imbalance going deeper into the game can be a real issue, I went with the uber-spear of the Ancient Age and started as Carthage. The Numidians should be able to hold their own long enough to at least see what happens. My own opinion is that while agricultural is an imporant trait at this level, growth means nothing if cities can't be protected over the long haul.

So the current situation is this: The year is 710BC (turn 92). Hannibal decided to rely on the power of his veteran warriors and delay for as long as possible calling on his Numidian mercenaries. That strategy has been largely successful as the despotic Golden Age has not yet started and 10 cities are in place. An 11th will be built next turn. The empire is at war with the Ottomans and Byzantines. The only enemy troops so far have been archers, spears, and warriors. Most activity has been in the eastern portion of what appears to be a natural peninsula that has made defending an easier task. There are no other cultural borders to be seen, so there appears to be room to grow. Resources are silks and horses, although the hold on the ponies is tenuous, connected at the front of the border town Hadrumentum. Have IW, but no iron spotted yet. All first-tier techs are in, except CB and WC which is due in 4.

The recent battles with the Ottomans has left Sabrathra on the east coast undefended, and their reg warrior can march in unless the Numidians move to defend the town, or they simply kill the warrior which is not an issue. There are 4 vet NMs in immediate range.

So this is much farther along than is typical for a SG start, but I thought I would bring it up. If anyone else wants to have a go at it, this game can always be played separately. The Golden Age can be started and whoever wants to join can take it from there, or let the NMs defend the town to see what the warrior does. It may simply pillage the road tile it is on. If there's no interest, that's fine too, I can always play it solo and report on progress.
 
Nice start M60. 10 or 11 towns is good for a despotic GA in these games.

ThERat's start could be in jeopardy. Having a civ town right on top of us is a big problem so soon. No hills in sight probably means iron is not close. If it more than 10 tiles in any direction, we will be hard pressed to hold it.

Greebleys start lacks green, but maybe we could found a small town and add in slaves to crank out settlers in a pinch.

I tried one that looked good for about 20 turns, but got ugly soon after. The next one had no contacts for a long time, but no resources either.
 
This one looks promising. In ordinary Civ terms it's an extremely good start, with a lux already visible. The capital will run on a very useful four-turn warrior-and-settler cycle after it completes its walls. Our western cities, on hills and walled (or soon to be walled), will form a strong bulwark. So far we've met the English and the Celts, who've sent only warriors. The downside is that it looks as though we're in a central location.

View attachment 175490, end of turn


Just for the record (added next day):


3950: We found Chichen Itza.


3400: We meet and declare war on the English, who have two cities and Alphabet.


3050: CI completes its granary.


2550: We found Copan.

We meet and declare war on the Celts, who have five cities, BW, WC, and CB.


2430: CI completes its barracks.


2150 (last turn): We found Palenque.

We went 13-4 in warrior-versus-warrior battles over these forty turns.

We'll be able to build JT in three turns, but it may be possible to avoid using them, and triggering our GA, until we have more cities.
 
NP at least those mountains will really slow those two move units on that side and there is a lot of hills and forest on the south/east side to slow them from that direction.

Looks like there are several starts that could be played.
 
I do like the strength of NPs start, but the central location could be a killer. There are a couple places for towns on hills which would provide decent defense. My suggestion is if we go with that start, the GLib should go on a town on a river so we aren't capped at pop 6.
 
I agree it's tough to decide. NP's position looks good, only the overall central location could be a killer. We would need to play it out to see what is going on.
Too many foes will simply overrun us and pillage the land.

I like the position of my game (and M60's) for the fact that we are in a corner. In my game, you can spot some hills and mountains to the south. The fact, that I would suggest alphabet-> maths-> literature will delay iron anyway. By that time, more land has to be available or the game is over anyway.
 
lurker's comment: And I add good wishes to whichever start you try. Have at it gents!
 
Well somebody may as well decide as we have all the starts we are going to get, since Mark is still on vacation.
 
One thing I noticed on ThERat's save, there are three red cities out there. Two clearly shown north of Copan, and a little fog gazing reveals the tip of the third east of CI.
 
After having a closer look, I think NP's save looks pretty good. Maybe we continue with his game for now?
 
I hope you do very well !
 
NP's start seems to getting the most votes. Lets try that one first. If it fails we can try another or gen new starts as we choose.


We will just use standard order

Roster:
Greebley
Northern Pike - just played
M60A3TTS - up
vxma - on deck.
ThERat
markh
 
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