GR23 - AWDG vs 30 Civs

AW is a special case as regards keeping obsolete units, since the whole game is played in governments which can use military police.
 
NOTE this is just an update for the weekend, still playing.

PRE:
Hispalis starving, so irrigate a mine and put the coastal pop as beaker head. We lose two sheilds, but we could not make a tank in 2 turns anyway. The gold/beaker count stays the same as gold goes down and beakers go up. Stabilize the pop at 9 now.

Too many cities.


Elite frigate sinks Iro frigate by Ica. No animation for battles so it took me a second to realize I had won. Sink 3 more frigates and a transport. I don't know if it was loaded and if the plan was to let it land or not. I figure I do not want any leaders on the mainland anyway. The more ships sunk the less that I have to worry about interfering with our ships.

Switch a transport build to wealth as we do not need more xports and could stand more gold.

I disband a cannon to speed up a factory.
Disband more to get an aqua in so we can have more specialist there.
Salzberg disband some there and make two CE for aqua.

Workers do some roads and rails.

Celtic HQ all workers put to work getting roads up and rails on as many tiles as I can. If barbs show, I want to get to them. I also red lined the ships alongside the island and move the solo DD's over that way. Again I want to sink ships, not deal with landings.

I move the two frigates around the north side as I suspect the slot between HQ and mainland is not going to see much traffic.

Sorry guys, but I sold off the stuff in Phoenix and abandon it and ship units home. Let the Zulu cavs have the place. We got not even a specialist from the place. I found an ice town and make a lone scientist and needs no further attention.

Lets kill units on the other land, where we actually can use leaders.

Empty island I make an airfield and start shipping workers and units to new land.

If I can find a transport or two to escort to Vegas I will abandon that location as well. I would rather fill HQ or the homeland or the new land with the free town. Again why do I want to make leaders here or even look at the place? Once we are gone, it will not be of value to anyone.

Found all armies now. I added the 4th tank to one of the armies.

Killed an inf after red lined with 5/5 cav.

IBT:
Nothing, I am changing all builds that finished on the mainland from settlers or anything that cannot be flown.

Most of these places I was able to sell off something like barrack, temple or harbor. We get a free rax anyway and they do not need a temple. Harbors were in size 3 places, not going to get more than 2 free pop anyway and I got them now. I even sold off a court in Delphi. We were getting 1 beaker 1
gold with it, now we get 2 gold and 13 beakers.

19 minutes, most adjusting the towns that finsihed a build. I see pollution, but I did not see it, so not sure if it was there before or not.

Well Sumeria lands 3 cavs and an MDI by Zanibar.

1842AD (1):
4 cities need tweaks. Will try to go around all the towns, ugh and gin some extra scientist and it tends to free up tiles for others that are short of food.
127 units in the lands.

Cannons and trebs are only slightly effective, but better than nothing. Red line ships everywhere I see them.

Find a few infantry and a cav in transports on the mainland, so I move them over to the airfields.

I sent the infantry to HQ2 (was Nim something, but needed a name for the new land. send the cav to HQ1 (celtic HQ) as we do not need cavs on HQ2 and there is land not exposed on HQ1.

Sold airport in Hispalis, not even making planes there and no other land seems to have an airport.

Not sure if I mentioned this, but made an airfield on HQ1, that would have to have been the case to fly over the cav.

Thanks for the placement of the airfields, it sure makes it easier.

The pollution was in Confirium and I see it makes 33 shields and nets 20, so once we go to MA, may as well irrigated some to get full pop.

Before I go on the attack I am going to swing around and stop all the settler builds in the mainland that will not finish in 4 turns or less or are in a size 10 or better cities. We have 40 settlers now that are native and probably many other that are not.

We can make enough to fill any short fall from HQ2 towns. I am going to stop all cavs as they are not worth the trouble to keep track of them as we have so many now and will not be making any more cav armies.

Going to stop any arty on the mainland, unless it is 10 turns or less and those can stay home.

We will gain a few gold and prevent losing scientist from the settler builds. I also see those cities working so they can grow or replace pop and that can stop in many cases and we will gain a few more scientist.

The few I already have done has boosted the beaker count and reduce the deficit by 20gpt.

I also saw some 90+ turn sams going up, but we are around 390 turns in, so they will not be useful and I doubt planes will be a factor all that much longer. We can use the flaks in the front lines, but not on island.

If they want to send out carriers, go ahead. We can track them down and they won't be very effective on those towns with nothing in them.

Little surprised at how many barracks we still had on the mainland, I have sold off a bunch, may as well get the gold. Lots of granaries as well.

Wow this is a lot of work, but I have already dropped the cash from from about -140gpt to a +2gpt. Don't know what the beaker increase is so far. I don't even know how many more towns left to check.

I do know we have added 900 gold and have nearly 3k right now.

Palma shows the problem with putting in harbors for growth. If you put one in to make vet ships or connect land mass, that is one thing. Now you have no tile that will make more than 2 food, so you never get any extra specialist. You may as well just put the initial one as a specialist and forget
the place. Here we have size 7 with one 3 food whale, so we can have 1 specialist after how many years we had none and spend how much? I freeze it at size 7.

BTW I saw several attacks form arties, not all that common.

Dumped a DD and switched one to bomber.

Rome still had a coal plant. I gave it a tile from Veli so it can be size 12, but I need to add in a worker. Note that does break the 3 turn tanks next turn. Not a big deal as it will take 4 turns for MA's anyway.

Do we want to keep making armies to try to ship? Four tanks in stead could be at least as useful. Actually it takes 6 turns to make an army and we will probably have at least 3 leaders in that span. When this one is done, I will switch to tanks.

Again, I do not see the point in dealing with shipping things over than can be gotten in HQ2, just things that can fly over.

Whoops found 3 CE's working on a settler, switched them to beakers.

It is 9:30 and I still have not finished this run through.

Stop transport builds as well, we have 55 or so with little need to ship much. We will want to ship some MA armies to those islands, but not more than 55.

Fill 51st and 3 in 52nd (tanks).

Kazan is making a factory, but only has 4 net shields, no thanks. Don't need the pollution for that extra MA once every 12 turns.

I must have come across another 20 granaries and at least that many barracks. Granaries in the core, must been around for a very long time.

11:02 and I think I made a complete pass. Now +182gpt, with 4265 on hand. started with less 2100.
Now making over 3800bpt, up more than 300.

Captured three Bab arties.

Legion kills red line infantry just fine.

Never seen the modern barricade with the barb wire before now. I just realized even we cannot move through them as if they were just roads, so they are hampering my movements.

Looks like kills:
inf 38
cav 5
mdi 1
guer 4

lost 1 cav (48-1) [49-1]

I see dyes are up for grabs, so need to get a town(s) over there. I am also wanting to get a path out so going to hold one of the hills.

1884AD (2):
raze arabian town and found one.
sank 4 Sumerian ships off of Zanibar with bombers.
Switch Verdun to settler as no one is attacking this place anyway.
Same for Fort Vaux.
Got 7 leaders. I think that is about as many as I ever had in one turn, just ran out of solo units.

Check that on the legion armies. The 6th had 20/20 and attacked a 1 hp infantry and lost 14hp before winning, so there is danger. If you need an aqau or anything rushed, I say use them.

I have 2 red lined infantry, but out of single units to kill them with and have to use armies.
Rush rax at Fort Duamont as it has a number of damaged tanks that cannot move.

Capture 7 bombardment units from cats to cannons.

Lost one 4/5 tank on a 1hp infantry.

kills:
cav 1
ships 4
lb 1
rifle 3
inf 64

(73-1) [122-2]


54th is 3x and we have 6 empty armies on hand as well as 1 about to be finished in Rome.

At least now the turns should be a bit faster, so I hope to get one more in after dinner. It will take a few days to finish the set.
 
I was thinking about what I would like to try next, and I came up with the idea of Deity on Archipeligo with "No techs from the GLib. Even in Demigod we had no trouble catching up and passing.

So:

30 cvis on 250x250 - Archipeligo AWD
Variant: We must research all our own techs. We can only own the GLib if it will give us no free techs (same with the internet if that is the one that gives one free techs - the free research labs is ok).

Win is Conquest.

To discuss:
1) Do people want to try this? We can do something else if not.
2) Do we leave UN and culture victories on or off? Space would be on I think. We can stop a launch I feel. Culture can be handled by keeping at least one civ within 1/2. Not sure if we will catch up by the UN.

Doing it with them on is more a challenge if we think we are up for it.
3) I was thinking about using the Ottomans which is an AW favorite of mine that I haven't played in a while - possibly not the strongest but a fun civ none the less and science trait will help.. I think we will be on the offensive by the time we get our UU so the 8 attack will be fairly strong them.
 
Got in one turn more and the leader luck is crazy. I made 5 more.

1846AD (3);
Too many cities.
raze arab town. Found town.
raze arab city. found a town.
2 leaders back to back so far.
I am putting elite cavs that have made a leader in towns so you can find them, if you need another unit. Rather than under a stack and make the the stack harder to scroll through.
5 leaders this turn.

Legions did fair this time and I had to use a couple to kill 2 red lined units.

16th knight with one cav in it dropped to 5/19 on a 3hp infantry.
filled the 55th and we have 10, yes 10 empty armies.

EDIT: When I start the game today I found another empty army, so it should be 11 empty. I usually move them to a central location, but it was late.

guer 2
inf 50
cav 18
lb 1
rifle 6
ship 1

(78-0) [200-2]
 
"Greebley
We must research all our own techs. We can only own the GLib if it will give us no free techs (same with the internet if that is the one that gives one free techs - the free research labs is ok)."

We then we cannot own it. Once you have ED, you cannot make it, unless you already started it.

I think you are confusing III with IV. I am not aware of any wonders that give a free tech, but there is in IV.

"2) Do we leave UN and culture victories on or off? Space would be on I think. We can stop a launch I feel. Culture can be handled by keeping at least one civ within 1/2. Not sure if we will catch up by the UN."

Culture should not be a problem, but if someone makes the map, have them set the culture at 250k, which is what it should be for that size.

UN, if we cannot stop, then it will be a loss.

The main threat will be Byz, if they get good land, they can be a problem with those dromons. Not so much for use directly, unless close, but for everyone near them.
 
I like this variant, we played it as non AW on Sid and I think AW is doable on Deity. But we need isolated start + some lux on our Island. Best civs are Byzantia (but it is too simple), Germany, Sumeria, Persia.
 
Thanks for the placement of the airfields, it sure makes it easier.

You're welcome. :cool:

vmxa said:
Palma shows the problem with putting in harbors for growth. If you put one in to make vet ships or connect land mass, that is one thing. Now you have no tile that will make more than 2 food, so you never get any extra specialist. You may as well just put the initial one as a specialist and forget the place. Here we have size 7 with one 3 food whale, so we can have 1 specialist after how many years we had none and spend how much? I freeze it at size 7.

Yes, I preach the same sermon in every game.

Never seen the modern barricade with the barb wire before now. I just realized even we cannot move through them as if they were just roads, so they are hampering my movements.

This is peculiar, all right. I've always suspected it's a bug.

Greeebley's idea for the next game sounds good. No one's mentioned whether we'd be allowed to build ToE. I'd say we should keep that option, since it's far less unbalancing than the GLib, but permit the possibility of a UN loss. If we decide to deny ourselves ToE, we should turn the UN off. Or am I making the wrong assumptions, and would a rival civ probably beat us to ToE at these settings?
 
I am willing to try allowing TOE with UN on. If we lose by UN anyway we will know better next time. I think Culture is ok on since we can stop the win by having another civ with 1/2 theirs.

Not sure if we decided 250K or if it was 200K - I need to go back and read through. I think I felt 250K was just too hard for an AI to achieve to make it any threat - remember AI civs don't get that much more land in this game than huge - bigger but more civs, though they can get more via conquest of course.

Iroquois is really strong this game, I will estimate their culture to see how far they have gotten and whether it is closer to 200K or 250K.
 
It is just that the std is 100x100 for 100k and large is 130x130 for 130k while huge is 160x160 for 160k. So it makes sense that 250x250 would be 250k, regardless of whom it helps. Not that it matters.

I think the problem will not be culture, but rather getting to all the islands, before the bell tolls. On a map that size, you could face upwards of 1500 units on the last dozen nations, each. Some places will have 80-100 defenders. We can get some to come out and leave them to die, but still it will be a very tedious game in the second half and IBT time will be much worse.

I have trapped about 900 infantry in a single civ on Sid, with the extra map space these guys could get to Sid portions in numbers. Maybe a bit less as they do not get quite the free support, not sure. It will be very large numbers though.
 
I may get one more turn in tonight, but dinner time and then some make the peace time. The boss lady is getting frazzled as we are about to go up to NY to see the grand kids. She likes to worry about everything, so I may not get back tonight, but tomorrow is another session for sure.

Here is the current report. I like to dump them off so I do not have to deal with so much at once and maybe others would like to know what is going on. At least reading it in chunks is easier, if anyone does. :D


1848AD (4):
Rome starts a university. Pollution hits twice.

Too Many Cities.

raze arab town.
capture a cannon.
Got 4 leaders. Another back to back. Ran out of healthy elites to use.
Cleared a stack of 30-40 infantry from Bodo and now can send a settler out to found a town towards the dyes. Found the town and use one of the elite* cavs to rush the wall. May not need it, but I don't need the cav either and I may need the wall.

Rifles 5
LB 2
Inf 50
cav 7
Guer 5
Ships 1

Found a stack of workers in among all the airfields, that I had missed.
One of the reason I try to rail all tiles is for barbs, but I guess as a hand made map we are not getting them. I have not seen any and we have lots of fog on several land masses.

(70-0) [270-2]

1850AD (5):
With slider at zero, still have 1366 overrun, but sorry I am not about to go around to make taxmen and then flip them back. That is almost 700 specialist done twice, ugh.

Well I think I saw a tank (Iroq) come by and I know 3 bombers hit an army. I am sure they were pink stars, so must be Arabia as they were land based.

Still no attacks on the IBT.

This crazy, but my first tank made a leader.
Whoops forgot to make an army so wasted about 5 elite wins.

Razed damascas and found town on dye. Sending over some flaks as that is in range of Arabian bombers at least. I also have many very damaged cav armies in range, so I would rather they hit the town.

Two more pollution spots.

Too Many Cities.

Back to back leaders again.

Leaders this round 3.
Filled 56 and 57th and 58th. At least the 58th is all elite* tanks.
15 empty armies. Total 73 armies.

Out of elites again, going to have to make some more.

capture an artie.

rifle 4
lb 1
cav 3
guer 5
inf 40
ship 1

Lost a vet tank

(54-1) [324-3]
 
Here is the current report. I like to dump them off so I do not have to deal with so much at once and maybe others would like to know what is going on. At least reading it in chunks is easier, if anyone does. :D

I check at least once a day. :)

One of the reason I try to rail all tiles is for barbs, but I guess as a hand made map we are not getting them. I have not seen any and we have lots of fog on several land masses.

Here's the answer to that (very first post in this thread):
 
I like the suggested setting for the next game :D I would allow the ToE and also enable UN. If we lose, we can always try again.
 
Setting no barbs should not prevent barbs from making camps. When I select no barbs, that just means no huts to pop, but will will get barbs pretty soon. I think that when you make a scenario, that may not be the case.

I am pretty sure we have camps in these games and unless I am completely confused I recall us killing quite a number of camps on land masses that were largely empty.

I play most of my Sid games without barbs, but fight them every game. I just do not have huts.
 
I tried to run a test on a std sid map with 1 civ and was going to sit around to see, but would you not guess about 10 tiles over is the other civ. So I will have to try to test this later.

Like I said, I do not trust my memory all the time, but I am sure I have killed barbs in no barb games. Anyway to the GR23.
 
lurker's comment:

As you are discussing the next game, can the lurkers assume this is in the bag?

I have been thinking about this type of game while you have been playing and I was wondering if playing at monarch on a pangea would work? My thinking on this is the game which was closest to a loss without actually being a loss was when you got a lot of early contacts in GR18. On a pangea you will get a number of early contacts making the game more tricky.

Watching a game at Deity would be interesting, but it seems to me that the higher the difficulty the more important the start is, by lowering the difficulty you decrease the importance of the early turns. In this game, for example, because of the start it never seemed as if you were under any serious threat, especially after you killed the civ that started nearest you.
 
Monarch Pangaea is interesting as well, though a lot depends on the start. However, in a monarch game, even the close one falling behind in tech wasn't a major issue. The AI tends to stall in tech when industrial.

So while we won't be in as much danger of losing by conquest, there will be other dangers and we may be doing battle with technically superior opponents.
 
As you are discussing the next game, can the lurkers assume this is in the bag?

In terms of the result, yes. There may be an unpleasant amount of work still to do, because of all those island civs which have had nothing to do for all history except accumulate units. In short we may get a preview of what Vmxa predicts for the next game. :lol:
 
I am about to interface with the boss lady, so I am not sure if I can get in this turn done tonight. I have started turn 9.

I am going to do a lot of getting ready for a 2 week sight seeing up the coast tomorrow. So Mark let me know what works for you.

I can either finish turn 9 and put up the save tomorrow or play the 10th turn. I for sure will finish by Thursday afternoon. If you are not going to be able to pick before then, I will hold it. Just did not want to more less kill the next 24 hours for one more turn, if you are ready.

IBT:
No attacks, but I now see the bombers are Hiawatha's as 6 did go for the cav armies, making taking out the last Arabian cities harder.

Hiawatha sent in a ton of tanks, not counted them yet, but at least a score. Just when I was starting to think I had pared him down enough to come out swinging.

We did lose a frigate to a cruiser, part of a convoy bringing over some junk from the mainland. There are three convoys out now, but the others have better escorts. This one had three frigates, but two were damaged. I had not seen much in the way of ships till they lit out, now I am seeing some.

BTW none have come by HQ1, since the pinging on turn 1 and 2? Figures as I now have 4 ships there to deal with them.

1852AD (6):
Pollution.
Wave of We Love somebody as the Dye is greeted as the 7th lux.

I have been sending over 1 elite* cav to HQ1, I may have mentioned that not sure.

I liquidate Vegas and found a replacement. We now do not have any tiny islands that I know about.

Finally had a string of elites win and no leader, maybe 20-23. Then a tank finally made a leader. In total it looks like about 48 elite wins and only one leader. Back to earth I guess.

cav 4
guer 5
inf 23
ship 1
tank 18

(51-0) [375-3]

Just want to note that there are 4 ships off HQ1 fortified.

I crank research to 100% at -118gpt. The game says 7 turns, but looking at the beakers, we should be making 4346bpt. We only need 4334bpt to get a break through in 6 with around 10 overflow? We will gain a few more along the way, so presume we will learn in 6.

1854AD (7):
After going through the growth towns we now show 5 turns like we should.
Propaganda in Rome2 and I forgot to mention a turn or two back that Rome had production sabotaged.

Capture Mecca and Knights Templar. I need to hold it so I can reach those bombers that I suspect come from Basra. Going to need to get roads and rails to reach it or let them bomb the incoming.

Problem is that I also need a bunch of armies to sit on the existing rails to keep them open, otherwise the attackers will clog them and we cannot move. It is not so bad, if they drop a few in some tiles, but I am getting more like 12-30 units in a spot.

That takes most of what we have to clear as infantry and tanks need serious pounding.

I know this will cause lots of stupid and wasteful action, but I started to automate workers on HQ1 with no altering. I have enough rails to do what is needed there. Unfortunetly we will now probably get mines in tiles that will never be worked, but they will get all the rails up.

I am going to do the same on the mainland, except I will put two stack next to capitol for emergency pollution cleaning. The automated workers would get to it, but not always soon as needed.

Leader 1 out of more than 50 elite wins, so it is payback time by the rng.

Still a Iroq has about 40 units of guer/inf/marines. They are on a hill and I am out of bombardment, so I let them go for now.

I don't know if this is going to work or be disaster, but I am making rails to Arabia. This will be one tile from Basra. I am covering the path with armies that could get bombed. Right now 6 bombers are in range, so the most likely worse case is one army goes down.

However I am using 3 legion armies on some tiles and I am not sure those will not be attacked by cavs/inf and tanks. Most of the units are coming from the north west and I have fixed it so they have to go into jungle. If they send units from the north east, then they probably can reach those armies.

I just want try to get into Basra and Fez as that is got to be where they are coming from. It will also may the last couple of Arab towns available.

If it goes bad, we lost a couple of dozen slaves and a few Legion armies, not a huge loss.

Especially as we will get some of the slaves back. They will surely keep their own workers.

I did miss click two slaves, so the will be lost. (turns out they never came for them).

Hum maybe it will not be too bad as I use 3 cav armies and capture Basra and goodbye to three planes. Got 41 gold. Sold off things. Will abandon as soon as I see if I can reach Fez.

Three armies did the trick and those bombers are gone, got 42 gold. Razed it. Abandon Basra and cover armies as best as I can. They should all be fine, except for what ever bombers are able to reach them. They all are at least two armies deep, so hope it is good enough.

Plant replacement towns.
Fill 60th and 61st.
Killed the 3 Sumerian landing group.

rifle 4
ships 2
musket 2
marine 1
guer 3
inf 28
cav 1
tank 22
lb 2
pike 1
bombers 6

(72-1) [447-4]

IBT:
I was very surprised when they managed to get 12 bomber runs on the armies that sacked Fez. The good news is that the tanks rolled by and did not attack anything.

Looks like Hammi is back to sending ships down HQ1 and FishWhale.

1856AD (8):
Note I made 1 jet to use as recon.

Capture Fustat, will abandon as in bomber range. Just want to get to Anjar. Can put some flaks under armies next to Fustat. Raze Anjar and the Glorious Arabs are gone. If I have counted correctly the armies at Fustat are outside the nearest city 10 tiles. So I move the 4 flaks under the army that got Anjar and will move one more army to help cover.

I left a captured cannon exposed, oh well. Found two replacement towns.
Too many cities.

I keep trying to catch myself when a guerilla pops to the top of the stack and not bombard it red.

When you have so many bombardments to do, it is easy to just click away.
F4 has lost its "more civs" buttons now. Still no contact with Hittites. I figured someone would have bribed them into the action.

Bombers sent 12 armies to the side lines to heal, I just could not get them all back till now.

Got 1 Leader with about 30 elite wins. Lost 2 tanks. One bugged me as I had 9 tanks (vets) against 9 red lined inf and marines. One tank lost 1hp and one died. So 8 of 9 combined to lose 1 hp and one lost all.

Back a few turns I had switched a DD to a cruise missile over on HQ1 and I got to use it to sink a frigate.

rifle 5
marine 5
inf 34
cav 5
ship 4

(53-2) [499-6]

Babs still has about 190 troops (159 infantry).
Hiawatha has about 250 (220 infantry). 35 tanks.

If the roads do not get clogged, going to rail two tiles. One to tie in Mecca and the other to complete rails to Iroq borders. This should allow more attacking cities, but need to bring lots of cover to handle bombing runs. The 12 cav armies should do some damage. Six will not heal this turn.

IBT:
Got a laugh. Iroq sent out a flak to grab the loose cannon and fired the cannon, so we will get to kill the flak and grab the cannon back.

Second chuckle as a flak shot down one of the bombers sent on the heroic armies that took down Anjar. They only sent 3 bombers.

Tanks flood in and do not even glance at the Legion armies.

Stack of ship on HQ1, may want to upgrade a couple of cannons to make the DD's last over there. We have 5819 still. I had held off in the idea that we soon will be able to roll over Hammi with MA armies and no one else is sending out much.

Pollution. Going to look to see if we have any coal plants still.
 
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