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

That is something that one may need to do at times. If you have plenty of food, but need shields, go for it. Likely the AI did it out of habit, not necessity.
 
Are barricades really working the way ZOC worked in Civ2? If that's the case, it might be worth setting up a few in the west to make the enemy attack. Our odds are far better with pikes on hills behind walls than attacking ourselves.
 
I am not sure as I cannot remember noticing that behavior. Will soon see as I have one up now. As I said a few times, the real problem is we do not have nay units to man them, if we did get them up, but that will change.
 
Ok I got a leader so I will post up the current status to see what ideas are out there.

PRE:
Wow 57 units sitting next to Canterbury.
1 - settler
2/4 MDI
5/5 pike
4/17 2nd
53 workers

Coba is closest town it has a pike, 4/5 jt and GL in it.
Move leader as I fear holding that town, so do not want to have HE in it.

Find 3 workers sleeping next to 2 English spears and a horse that could reach them, so I move them out of the way.

I find Quello is the only place that does not have shields into a build so HE is there now.
Ping archer at Coba.

31 units in borders.
36 adjacent.

1 settler
2 native workers
2 sword (1 in army)
18 pikes
2 cats
14 trebs (presuming we have not captured any bombardment units)
15 MDI (7 in armies)
10 jt (7 in armies)

12 units actually, rather than 27. So we have only 20 attacks max at any one time. Not enough to make headway, unless they attack us and die.

4 armies
1st 3 jt+sword 7/19
2nd 4 jt 4/17
3rd 3 MDI 8/13
4th 4 MDI 7/18

Only build that will finish is the HE.
Copan starving, so I move taxman to cow.
Lag has a touchy situation as a sword and an archer next to it and it has only 1 pike. Wait, a horse is also in range.

Not sure what to do with the settler stack.

IBT:
Landing at CamelToe.
3 Celt MDI die at Pal.
Num takes his def of 4 to a hill next to empty town, ouch.
[3-0]

410AD (1):
Treb failed versus Num.
3/4 MDI kills landing spear (1-0).
4/4 MDI kills spear at CI goes elite no damage (2-0).
Move taxman to work no starving now. Want to chop forest there to be able to get food in a pinch, but the build it ready. We have 17 shields now per turn. Will hold off on this idea.
5/5 sword kills pike that I pinged to 1 HP (3-0).
Now move pop at Tikal to river gain 1 gold.
3/4 jt kills horse at Coba and goes elite (4-0).
4th kills the num (5-0).
move pike from CI to Yax, hope that will be enough.
5/5 jt kills one of the MDI at Yax and gets a slave (6-0).
That helps as they are down to 2 mdi and a sword at Yax.
3rd kills 2 horses at Coba (8-0).
Upgrade a cat that did not have a target at Copan, so only one cat left.

We end the turn with same counts of troops as we started.
[6-0]

IBT:
archer attacked 2/5 jt at Coban, we win (1-0).
2 Dutch units attack Yax and both pikes go red, glad I got one in there (3-0).
Landing at Toe again.
Num landed next to Tulum.
[9-0]

2 pikes and 2 MDI are created, yahoo.
Someone starts Leo, I think it was the Dutch.

420AD (2):
38 units in our lands.
20 pikes and 17 MDI now. Note one army is only 3 units.

Tulum has a Num, 7 and 6 unit stacks next to it, all Dutch.
mdi kills spear at Bon (1-0).
3rd kills horse at Coban and moves to Bon as no rax and it is deep red (2-0).
pike kills spear at Bon, it was redlined (3-0) and the pike cannot be reached.
I went ahead and chopped the forest next to CI to shave a turn off the MDI and we can mine the tile to get back to two shields or irrigate.
I mine for now and we have so many slaves we can switch with ease later.

I wish I knew what the situation is in terms of whipping at various towns as I would not mind whipping out two MDI's, but if they are still under unhappiness from prior whips, that would be bad.

Well that won't work as too many lives in most of them and the other has been under the whip as they remember the cruelness.
1st kills a horse (4-0).
5/5 sword kills immortal goes red (5-0).
4th kills 2 units at Yax (7-0).
2/4 MDI kills archer at Toe (8-0).
Musical chairs as I sent pike from Laz to Toe and one from Bon to Laz.
5/5 MDI movs to Lag and kills spear no damage (9-0).

Lag and Pal have no trebs to ping passing units, but it will be hard to get any made, let alone moved there. No trebs on the western towns either.

Wow a second 2/4 MDI kills spear at Toe, now it is clear (10-0).
Move pike to cow from a cow as the Num stack could move to it and I doubt we can afford to lose that tile.
The other cow cannot be reached now.

2nd kills horse at Coba, moved the stack in. Will see if we cannot build up a fort on the dye and hold that, while we try to get an assault going (11-0).

MDI kills the Num at Pal, still an MDI left (12-0). Only lost 1 hp.
Yax is facing a serious ibt with 7 units and only 1 pike. I have moved in 2 more units and the 5 hp army, but that is not enough.
They have another stack right behind.

I elect to add a pike to the army to force them to bypass the place or suffer. It does reduce the offense of the army a tad, but bumps up the defense. I do not have faith in pikes and MDI as defenders. The army will now take more units down on defense.

Later we can replace the whole army as we will be at cap many times I would suspect.
[21-0]

IBT:
The stack moved on, now I have to figure out how to stop it. MDI dies on the pike on the cow and pike is elite (1-0) [22-0].

We made 1 MDI and 1 pike and now have 21 pikes and 18 MDI.

430 (3):
move damaged mdi's into Toe and move the pike to Laz.
55 units in the borders.
Chop forest at Bon to gain a turn on MDI and start a road there. Not being worked anyway. I see now it is a bonus grass tile, sweet.
5/5 MDI kills spear at Lag, put CI pop back on the tile (1-0).
5/5 mdi at Yax kills spear, goes red (2-0).
mdi kills spear on hill between Lag and Quir (3-0).
I had redlined spear and sword there.
3/4 mdi from Bon kills sword (4-0).

I WHIP in Tikal need to get the army free and it has only 1 pike there now.
It cost one pop and town grows next turn.
5/5 mdi kills pike at Tikal (5-0).
Where is the help from the HE, just kidding?
New MDI from Quiri kills Dutch MDI past Yax (6-0).
1st kills pike (7-0).
*jt kills archer on dye and I move workers and army to it. Sent the elite pike to Coba (8-0).
4th kills 2 dutch mdi taking no damage, but it was at 8hp, so we shall see what the remaining dutch decide (10-0).
4/5 jt kills Num at Piedras (11-0).
That removes the threats to empty places, but the 2nd and 4th are next to 5 attackers. 2nd is down to 7 hp and has a 4/5 jt under it. The 4th I think is ok as it has a pike in the army.

Yax has 3 pikes at full strength. I just do not see any better coarse of action, so I am now hoping things go well on the IT.
Had to give up working the mountain in Lag and lose a turn on MDI. Going to get the dye online to help some of this stuff.
[33-0]

IBT:
English land horse at Toe and a Num lands behind Tulum. Lot of Dutch show up, can someone go to war with them please.
Built a pike and an MDI. Now 22 and 19.
 
440AD (4):
60 units in the borders now. The Dutch at Yax head for CI.
They have 6 stacks inside and 2 at the borders. Largest is 12, followed by 2
stacks of 9. These are mostly MDI, backed by Nums a spear or 2.
I thought the last round was hard, but this one looks ugly. You cannot find
targets to attack that will not leave the attacker hung out to dry in the West.

Chop forest on dye and that rushes the wall. Road and now we have dyes.
Build Fortress and Barricade. Start mine.

At least the Dutch move before the Celts and that means the stacks cannot hit Pal or Tikal this turn.
Mine tile at Bon and road it. Now I can send a treb to ping the horse by Laz.

I am concerned about the 7hp army sitting on the dyes as there are 9 hittites
next to it, swords and spears. 4 English archers also next to it.

I am pretty sure they will not attack it as I have a barricade up now and the
AI should look at it one one an army with all that bonus. If it however
blunders into the army and takes off another point, who knows if they will go
into a frenzy or not. I think we have to do it.

Once the army is healed, two pikes with a treb or three should discourage
attacks until knights. By then we best have moved the borders.

5/5 sword kills Immortal (1-0).
mdi kills dutch mdi (2-0).
mdi kills one (3-0).
3/4 mdi kills one (4-0).
3/5 jt kills the yellow Num by Tulum and get leader. Now where to send him and what to do about him? (5-0).
4th kills mdi now at 7hp (6-0).
2/4 mdi kills horse at Toe (7-0).

park leader for now, may attract attention.

3rd killed horse at Laz and moves back to Bon. I hope to get it to the west for
the dutch incoming (8-0).4th kills dutch mdi (9-0) now 6HP.

1st kills 2 units (11-0).
4/5 jt kills archer at Coba (12-0).
[45-0]

I have not done anything to adjust either pop or luxs due to the dye as yet. I am not sure how much to do, will need to check to see about any tiles landing that could cause riots, if I lower it.

Will try to remember to check that first thing tomorrow.

Anyway no town founded so far and no settlers even stated, so a new army is not going to be real soon, unless we do some desperate things.

So any ideas? Do we just burn it on a market or something? Sit on it, which seems ok for now, in case we lose an army.

Pop the FP and where do you want it? I would thing that is a decent move, but I am too tired to think it out right now.
 
I elect to add a pike to the army to force them to bypass the place or suffer. It does reduce the offense of the army a tad, but bumps up the defense.

Good play. :goodjob: The addition to the army's defense will apply constantly, whereas the deduction from its offense will only rarely be a factor. Mixed armies aren't necessarily a mistake except when the component units have different movement allowances.

I don't see that you've posted a save, so it's hard to comment in detail on what to do with the Leader. The FP sounds right, if we aren't close to having twenty towns. As for the location, a cultural expansion at Copan would be helpful, but safety is the main thing.
 
That is about what I figured, same movement and if the army gets down to the pike on attack, it was already in trouble.

Really we just about have to use it for an FP at this point. I will hold on that until the IBT finishes, in case an army is taken out. Two are exposed, but the 6 hit point one only has 2 units near it.

The 7 hit point one has three stacks from 2 to 9, but it is on the barricade, so I think they will be fine. I am going to move the leader closer to a potential home for the FP.

The big concern is safety as you say, same as the HE was for me. OTOH, if it is put in save Copan and that were to fall, we would have a massive problem anyway.

I should have put up the save, but wanted to pack it in for the day. I will see if I can get this done today.
 
M60 I am not sure if an "A" game is enough for this one. Maybe Aeson's A game would be, not mine. I am going to sleep on this one as the boss lady just pulled in and I am going nuts anyway.

Here is a save to peek at, if anyone has some input.

IBT:
Started off swell. Horses attacks 1HP MDI and the MDI wins (1-0).
Then the pikes add to my fears off them as an MDI attacks Yax and kills the
pike, behind a wall with bombardment, losing no points (0-1).
Two Nums land at Tulums as they have no place down the line to land.

Two large stack next to Lag, but they are just passing through. Tikal now has a stack with 8 MDI, 1 spear and 3 Nums. Another MDI, 4 immortal under a pike. 2 more immortals under a pike.

8 units next to Yax and Tulum.
8 units next to Coba. The ZoC cannot be tested as we have an army in the cade right now and it has ZoC anyway.

78 units in all in the land and the usual traffic not far off.
[47-1]

450 (5):
MDI kills Bab MDI at Coban (1-0).

Units:
settler
swords 2 (1 in army)
pikes 21 (1 in army)
cats 1
MDI 20 (7 in armies)
trebs 17
javs 10 (7 in armies)

We gained 3 trebs, not sure how many this turn. We lost an MDI.
So we have 13 MDI and 3 javs and 1 sword for a total of 17 offensive units.
We have 4 armies so 8 more attacks, if all are able to do it.
25 attacks to deal with 78 units and the AI is making a couple attacks per
turn.

This is not going to let us make much progress, especially since we really have maybe 10-12 attacks per turn and cannot be sure to win all of them.
So how to entice them to attack us, but not make it a winning strategy for
them? Yeah, I do not know either.

I have seen them bypass towns with only 2 units inside and they have 5 units on hand. One thing that occurs to me is, if we can get units in all the empty
towns so they will not be encouraged to go for them.

That and making landing spots hard to find, as best we can. We cannot funnel a we have too large of a front on three sides.

1st 16/19 3xjt and sword.
2nd 12/17 4xjt.
3rd 18/18 4xmdi, the best we have.
4th 6/17 3xmdi and pike.

We have 2 mdi and a pike due to finsih.
I lowered the lux and move a few pop around last turn.

jt* kills archer (2-0).
finished mine on dye and shave off 6 turns on rax.

I moved the leader to Copan, but did not switch to FP yet. I elected to WHIP
the mdi for 1 pop as the town is not growing. Then I would rush the FP.

So that is two town that got the whip so far. I cannot recall the last time I
used the whip, probably in Civ4, which I have not played much.

MDI in Lap kills Hittite spear on the hill taking only 1 point (3-0).
5/5 mdi kills 5/5 dutch mdi at Yax (4-0). Still have leader.
4th kills mdi and is down to 3 points (5-0).
5/5 mdi kills dutch mdi at yax (6-0).
3rd kills archer (7-0).
mdi kills celt mdi and goes elite (8-0).
1st kills dutch mdi (9-0).
1st kills immortal (10-0).
3rd kills Bab MDI (11-0).
mdi kills English spear (12-0).
End turn with 1st 16/19, 2nd 12/17, 3rd 17/18 and 4th 3/18.

2nd not sured, got a pike I hope to get to the dye and may one from Coba to
relieve the 2nd when it is well. I think 3 pikes there should hold till knights.
66 units still in borders.
[59-1]

IBT:
Three swords attack Lag and die, so the rest move on (3-0).
5 English horses arrive, 2 land at Toe.
I saw some Nums land at Tulum, not sure how many.
Many stacks of Persian head our way.
[62-1]

460AD (6):
My oh my, I don't even like this one. 98 units in the borders and still more
coming. I had hoped the Persian and the Babs were slowing down and maybe the English, but they all increases the numbers. Only the Celts have not boosted the incoming and I am sure they will soon.

Made 3 MDI and 1 pike, so maybe we can must 15 attacks this round.
Round by round we attacked 6,12,10,12 and 12. This means we are not able to kill enough to decrease the total as they are attacking about once per round. They have attacked 11 times with a death. Not sure how many times with a retreat, but not a lot.

So about 12 per round. Last turn started with 78 units. I killed 12 and the IBT
got 3 more. The next turn starts with 98. That is called an avalanche. My best turn in that we got 4 new units and they got more than 30 new units.

I rush the FP in Copan.
The question about having units in the rear towns to dissuade them from heading for those towns, is now moot. We could not stand having all those units attack a single town, but then we are not going to be able to keep peeling them off as they pass through.

14 Babs next to Coba.
5 Hittites next to Bon.
5 units next to Lag.
8 next to Tulum, with 3 of them also next to Yax.
Lag has 8 Hittites one more tile over.
A stack of 12 and 9 Dutch units next to Tikal, which also has 7 Persians and a

Celt next to it as well as a stack of 6 and another of 8 Dutch behind them.

I have 14 attackers, about half yellow and the armies to do damage with.
I tried to slow down the stack of 12, but the trebs failed on all shots. I just
wanted to get a few to go heal.
3/5 mdi kills Hitt spear at Lag (1-0).
MDI kill Hitt sword (2-0). Took no damage.Unit is expose to archer/spear combo.
1st kill celt mdi (3-0). Gets a slave. dare not use it for another attack. 12
HP left, but I do not know if I can afford to get attacked her with 28 units
adjacent.
mdi kills Hitt sword at Bon (4-0).
3/4 mdi kills horse at Lag (5-0).
mdi kills Hitt spear at Bon (6-0). Took no damage.
mdi gets another (7-0).
mdi kills horse at Toe, but is exposed to 2 horses (8-0).
Felt I had to get at least one of them down.

2nd kills bab spear at Coba (9-0).
mdi kill Num at Yax and goes elite (10-0).
3/5 mdi kills dutch sword at yax (11-0).
Move pop to the oasis, may as well get the extra food while we can.
Got to come back to this place and decide if I cover the elite and risk 2
losses or not. There is a fair chance that even with 6 dutch units, 3 mdi they
may not attack. This could occur as only one is at full health.
Not a lock, so I will think about some more.
I cannot afford to lose a pike, so I will likely let the mdi hang.

I left a worker on the tile next to Toe as it is English and maybe the horse
will go for it, while the MDI inside heal to deal with him later.
3/4 mdi kills sword at Bon (12-0).
[73-1]

IBT:
Not real good. 3/4 MDI kill flawlessly by horse (0-1).
Dutch MDI does kill the 3/5 MDI (0-2).
Archer dies attacking MDI at Lag (1-2).
desert tile pillaged at Yax/Tulum.
[74-3]

470 (7):
Now we have 102 units in the land, plus a galley looking to unload.
Start turn now with 22 pikes and 22 mdi. We made 1 mdi. 7 MDI are yellow.
Do note that at times some units cannot attack, even when at full health and
have targets. I did not use the elite sword in Tikal for fear that its loss or even drop to yellow could trigger an attack. Though that has not happened a lot.

8 units by Lag, 11 at Coba.
51 around tikal/Yax and CI. These are units that are next to towns and could
attack.

FP is up, did not note the increases, but the gpt is up.

5/5 mdi kills celt spear at Pal (1-0).
mdi kills horse at TGoe (2-0).
Guns go 2 for 7 at Tikal, better than last round, but hard to slow down the
traffic.

Stop here for now anyone got any magic?
 
Here is the save at this point:

I actually thought I saw light at the end of the tunnel, but it may be a train after all.
 
You've played superbly to keep us alive this long, but that's a lot of enemy units in the heart of our postion, all right. I can only suggest that we should try to garrison all our empty cities (perhaps by pop-rushing) so that the AI will make some bad attacks, and that we should build fortresses on tiles we don't want the AI to occupy, beginning with the tile W of Quirigua. The huge stack of slaves between Bonampak and Lazapa should move to the CI area to work on fortifications there.

I realize that we may not actually have the units to implement any of these suggestions. :lol:
 
I know it's easy to get caught up in unit counts. I try not to worry about all the units I see. I think we'd agree there are at least 10 times more that we can't see. I would get every artillery piece in Yax and CI and leave Quigiera open. Focus on the lead stack and whittle it down. Don't worry about the trail stacks. I wouldn't be afraid in the case of the Dutch to use MI armies to kill the covering swiss mercs w/o the benefit of artillery fire. Then the trebs might have more of an effect against the MI. In fact we might consider adding a few trebs to the build queues. The Bab stack in the east with 9MI is a definite problem, but if there are 4 pikes or so in a threatened city, the AI will tend to bypass if it sees an empty city nearby.

At this point our only hope may be that the Dutch and Babs go to war with one another, but I wouldn't send up the white flag just yet.
 
well done :goodjob:

I also don't want to count units as this can drag one down. I will try and get some expansion if that is possible. I still believe we need to expand no matter what.

Got it

By the way, I tried this again and the Romans are really a good choice for this game as their UU is strong on both defense and attack. Legion armies are killers in the early game.
 
I have to believe it wouldn't take that much to expand along the east coast. We might be able to do it with say settler, 3MI and a pair of pikes. The most the English seem to muster is a couple horses at a time.
 
Thank Greebley, I agree it was a real pressure cooker. I leave it the ThERat to save the day. I do think if we can get through this bunch we could get a little slack, but I thought that at around turn 5 it may lighten up, but it got darker.

Legions are strong, I would have like to have just a few horses to finish off and retreat some of those damage units, but we had none.

What do you guys think about my going for the dye, was that maybe a bad move? I had hoped to be able to get the army off the tile quickly, but then the Babs decide to come back in droves.
 
What do you guys think about my going for the dye, was that maybe a bad move? I had hoped to be able to get the army off the tile quickly, but then the Babs decide to come back in droves.

It was a good idea; we just have to get the army off the tile and hope that the AI won't care to attack normal units in a barricade. That's the point of fortifications, after all.
 
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