GR28 - AWM vs 30 civs, Pangea

Despotism
20% Tax
80% Science
00% Luxury

8 gold, -3 gpt

Writing in 2 turns.

City Builds
  1. Karakorum (5) settler in 4, grows in 4.
  2. Babylon (1) walls in 3, grows in 4.
  3. Nineveh (3) vSpear in 6, grows in 12.
  4. Ta-Tu (4) palace (Great Library prebuild) in 9, grows in 9999.
  5. Ashur (1) rSpear in 20, grows in 10 (one resister).
  6. Kazan (3) Heroic Epic in 37, grows in 3.
  7. Almarikh (5) vSword in 2, grows in 1.
  8. Ellipi (2) worker in 4, grows in 19.
  9. Tabriz (2) worker in 1, grows in 2.
  10. Ulaan (5) Forbidden Palace in 31, grows in 8.
  11. Choybalsan (1) vSpear in 1, grows in 6.
  12. Hovd (1) vSpear in 6, grows in 6.
  13. Tie-Dye Frenzy (1) vSpear in 16, grows in 1.
  14. Dalandzadgad (1) settler in 14, grows in 4.
  15. Mandalgovi (2) settler in 22, grows in 2.
  16. Erdenet (1) worker in 2, grows in 2.
  17. Jungley Swamps (1) walls in 5, grows in 6.
  18. Banana Bob's Chutney (1) worker in 10, grows in 10.
We have 18 cities and can support 4 Armies.

Production Recap:
Settler [3] (Karakorum, Dalandzadgad and Mandalgovi).
Walls [2] (Babylon and Jungley Swamps).
vSpear [4] (Nineveh, Choybalsan, Hovd and Tie-Dye Frenzy).
Palace [1] (Ta-tu).
rSpear [1] (Ashur).
Heroic Epic [1] (Kazan).
vSword [1] (Almarkih).
Worker [4] (Ellipi, Tabriz, Erdenet and Banana Bob's Chutney).
Forbidden Palace [1] (Ulaan).

Military
02 Settlers
09 Workers
04 Slaves
15 Archer
19 Spear
15 Swords
01 Army

Current Units: 61
Allowed Units: 72
Support Costs: 0 gpt

Compared to Persia we are Strong.
Compared to Babylon we are Strong.
Compared to Celts we are Strong.
Compared to Sumeria we are Average.
Compared to Zulu we are Strong.

Luxuries
01 Ivory connected.
01 Dyes connected.
01 Spices connected.

Strategic Resources
01 Iron connected.

Pyramids owned by Ottomans.
The Oracle owned by Hittites.
The Colossus owned by Portugal.

No one is building The Great Library, according to our Top Geek.

City Count
18: Mongols
17: Sumeria
15: Persia
11: Zulu
03: Babylon
??: Celts

Situation/Plans
Northern Pike covered a lot of this, and more, so I won't repeat what he said on some things.

Writing in 2 -> Literature in ?.

Per Civ Assist II, Literature costs 722 beakers and we learn (right now, 80%) at 42 bpt.

Palace is a 300 shield build, The Great Library is 400 shields; we have 233 shields in the prebuild at 8 spt (net). If the cost goes up to 400 shields, we can boost that to 12 spt (net), which would complete The Great Library in about 15 turns.

First Sword Army (6/14) is just inside the Persian border. Let it heal (somehow) and whack the Persians.

We have two settlers in place, ready to make cities next turn. One is NE of Ta-tu and the other between Ellipi and Banana Bob's Chutney.

Two friggin' Impis near Almarikh, which is defended by one vSpear.

I am concerned about having only one Sword in production. That seems a little light.

I'll let Tabriz continue to make workers until we get the jungle cleared out. The other worker builds, once they complete, will go to walls -> barracks.

Lots of workers doing things on their own. Except for building roads on dry, flat land (grass, plains, desert and tundra) I try to avoid that. The three worker stack outside Tabriz, making a jungle road, is good use of a stack. A bit early, perhaps, since we don't have a settler ready to build there, but good combined use of the three workers. I don't like the solo workers, especially for swamp-draining and jungle-clearing, becuase they are exposed and need protection for such a long time.

We have two slaves that just started a road 2N of Dalandzadgad, and that city is now undefended. Seems like they should be mining the BG 1N of the city. This road seems a bit early.

If Persia leaves Ashur alone, we may send some troops to go Bab-hunting in the fog to the SE of Ashur. Otherwise, we'll hunker down and help Persians die.

I expect the Celts and Sumeria to show up in force.

Any MGLs created will make Armies.
 
I agree that our military production is too low. With that many enemies with many cities, they will force us in the defensive very quickly unless we get more armies and units. Beware once we hit the city limit, we will have to have settlers in position to raze and replace
 
That sounds good, except that Tabriz is not a natural worker pump and should return to military production after its present worker. If you like, you can switch Mandalgovi to a worker build to compensate.

The advance SE from Ashur isn't mandatory at all. If you judge it safer to keep those units for city defense, that's fine.

I appreciate Greebley's point, and it would be great to keep all three pre-builds going. But if that seems to involve too much sacrifice of military production, I would guesstimate that Ta-Tu could complete the HE from scratch after the GLib within about five turns of when Kazan could build it.
 
Looks good so far. I agree about switching Kazan to swords. With the bulk of our units to the west, we need to be able to build more swords right now. Only Almarikh building swords won't be enough if the Celts start coming in numbers as well, like the Zulu are starting to do again.
 
Just looking at my notes, I'll probably moved the HE to Tie-Dye Frenzy. It is about to grow from size 1 and already has walls and barracks (IIRC). Kazan will switch to Swords. TDF is a bit exposed, but that cannot be helped.

I'm considering building some Archers, so that we can have a Archer in each city for defensive bombardment. We have 15 Archers and 18 cities. Don't have a city in mind; this is something that just occurred to me.

Tabriz I had earmarked for workers just to avoid population decrease from disease, no other reason.
 
By shuffling the archers we already have back and forth, we should be able to provide any city facing attack with defensive bombardment; that's exactly why we stick to CxxC. So I wouldn't build any more when we need swordsmen so badly (and catapults for better bombardment aren't too far off). In fact, you should feel free to switch Hovd to a swordsman build (with MM to 3 spt) if that would suit your style better.

Tabriz has three fully developed tiles only it can use, so after its present worker there'll be no need to hold the population down there for quite a while.
 
[IBT]
Follow Northern Pike's directions.
Wake Spear 1W of Almarikh; move to the mined cow 1S of the city; fortify.
Wake Archer 1NW of Almarikh and move into the city; fortify.
Mountain Spear at Nineveh becomes a city dweller.
Wake eSpear 1N of Ashur and send towards Babylon, covering 3 of the 4 tile distance.
Wake vSpear in Ashur to take his place.
Wake Marsh draining Worker (15 turns to go) and move to help another worker on a forest road that will connect to one of our new cities.
Wake the Jungle clearing worker (22 turns to go) and move 1N. Next turn will start a jungle road to Jungley Swamps to Kazan, to allow for fast reinforcment. New worker in Tabriz will help with this road.
Wake Archer iE of Tie-Dye Frenzy and send towards Dalandzadgad; one road tile short of the city.

Kazan Heroic Epic in 37 -> vSword in 3.
Dalandzadgad settler in 14 -> Heroic Epic in 99. It has two BGs available, but only one is mined.

MM Karakorum for +1 commerce.
Ta-tu gains +1 commerce. Could get more, but then we complete the Palace too soon.
Gain +1 commerce in Ellipi.
Same in Choyblasan.
Ditto in Mandalgovi.

8 gold, -1 gpt, Writing in 2.

At 90% science, Writing still takes two turns. And we have -10 gpt. So we stay at 80% science.
[IBT]
Someone in Orange shows up.

Resistance in Ashur ends.

Tabriz worker -> vSpear in 10.
Choybalsan vSpear -> vSword in 10.
Nervous banker alert.

Celts are building The Temple of Artemis (Polytheism -> Education).

1 0130 BC

First, turn ON Animiate Enmey Moves and Animiate Manual Moves. I really should know to check this by now!

Around the Empire
One Zulu vArcher is inside our borders, W-NW of Karakorum, on the ZUlu expressway.

Impis at Almarikh moved away.

Orange unit is Sumerain rSword, 2NE of Nineveh, on a hill.

Unprotected slaves draw units away from cities.

Candygram for Mongo! is built between Ellipi and Banana Bob's Chutney; wall in 10.
Naw, Mongo Straight is started 3NE of Ta-Tu; worker in 10.

Two workers move to 1W of Jungley Swamps; start a jungle road next turn.
Worker 1N of Jungley Swamps starts a forest road.

New Spear in Choybalsan lets us shuffle units from Choybalsan -> Karakorum -> Ta-Tu so that we can send an Archer to Naw, Mongo Straight.
Archer arrives in Dalandzadgad; fortify.
eArcher into Nineveh; fortify.
3/4 Archer into Babylon.
Babylon slave moves into Babylon.
Babylon slave moves into Ellipi.
Road completed 2N of Dalandzadgad, Spear moves into Dalandzadgad and slaves move 1S of the city.

vSword aces a Persian Archer and promotes (1 of 1).
eSpear moves to help protect this new eSword.
First Sword Army (9/14) stays put to heal.
Exploring Spear (?), about 5S of Tabriz, moves 1W and spots an Orange border. No newbies on F4, however.
Suspect the friggin' Impis are aiming at Tie-Dye Frenzy, currently undefended, but reachable on the IBT by the friggin' Impis. Spear in Mandalgovi moves into Tie-Dye Frenzy.

I think the Zulu inside our border is heading for Kazan, currently undefended. Move vSpear onto mountain 2NW of Kazan.
Sword arrives in Erdenet.
Wake eSpear in Nineveh and move onto hill to defend Archer from Sumeria's rSword, in case it attacks.

Ta-Tu Palace in 20 -> Palace in 15.

Drop science to 50%; 7 gold, +11 gpt, Writing in 1.
[IBT]
Writing -> Literature in 22, at 50%.

We can now build emabssies with people.

Almarikh vSword -> vSword in 5.
Erdenet worker -> walls in 10.

2 0110 BC

Around the Empire
Two friggin' Impis show up 1N of Tie-Dye Frenzy, in a forest.
Zulu rArcher scooted SW, hilll to hill.
Three Persians attempt to surround Ashur.
Bab Bowman 2N of Babylon.
Sumerain Sword did not attack, nor move, but it is joined by two more rSwords. All three are 2NE of Nineveh.

Archer arrives in Naw, Mongo Straight.

Two eSwords and an Archer ride roughshod over two Persian Archers and Warrior at Ashur, but do not promote (4 of 4).
First Sword Army (12/14) pillages a road and slays a Persian Archer (5 of 5).
Exploring Spear moves 1NW, not moving onto the mountain.
Move lone eSword next to Eulbar (1), with an rSpear showing.

Science up to 80%; 18 gold, +0 gpt, Literature in 16.
Slow the Palace down to 17 turns.

Ninveh is in a tight spot. Max of four defenders facing four attackers. We have 2 Spears and 2 Archers facing 3 Swords and 1 Warrior. No easy reinforcing of Nineveh either. Rush a Spear to have three strong defenders. If we lose Nineveh we lose a luxury, Spices, too.
Move the Spear and Archer back into the city.

Science at 80%; 18 gold, -1 gpt, Literature in 16
[IBT]
We lose a Spear at Tie-Dye Frenzy to one Friggin' Impi; the other runs off (5 of 6).

Babylon walls -> barracks in 20.
Nineveh vSpear -> vSpear in 20.
Kazan vSword -> vSword in 5.

3 0090 BC

Around the Empire
Persia sends 2 Archers and 1 Spear to Ashur, but none are stacked together.
Bab Bowman is adjacent to Babylon.
Two stacks of Swords near Nineveh, but they are headed for Ellipi.
One Friggin' Impi 1N of Tie-Dye Frenzy, another 2N of the city.
Impi and Archer on the hill 2NW of Kazan.
Two Zulu Archers 3NW of Karakorum.

Move eSpear and redlined Sword into Ashur.
Two eArchers out-arch the Persians (7 of 8) but neither promote.
Three defenders face one attacker (rSpear) in Ashur.
Exploring Spear moves NW again.

eSword at Eulbar sticks it one Spear, but another remains (8 of 9).
First Sword Army slices and dices the two Spears in Antioch, which is then razed for 0 gold and 0 slaves (10 of 11).

Road W of Mandalgovi is done, send worker to connect Banana Bob's Chutney with a jungle road.
Two slaves mine the BG 1NE of Mandalgovi.
Jungle road complete, move the three worker stack to 1S of Ulaan, to road.

Science at 80%; 17 gold, -1 gpt, Literature in 15.
[IBT]
Karakourm settler -> vSword in 4.

The Statue of Zeus is built in Washington, America.

4 0070 BC

Around the Empire
At Ashur, one Persian Spear is still inside our borders, while outside of them are 4 Persian Archers in 3 tiles.
Bab Bowman now on the mountain at Babylon.
Three Sumerain rSwords can move adjacent to Ellipi this IBT. Behind them are two more stacks, 4 Swords and 1 Archer and then 1 Sword and 2 Archers. All Regulars. Ellipi has two defenders, a Spear and Archer.
Friggin' Impis are 2NW and 1N-1NW of Hovd.
Another one of the pests came in out the fog to the mined Cow 1S of Almarikh. One each are 1NE and 1E of Almarikh. Three Zulu Archers, a single and a double, appear headed for Kazan.
Celt warrior wakes up amd moves 1S of Choybalsan.

Ellipi will soon be busy. Wake the eSword in Candygram and send to Ellipi.

We start the jungle road to Banana Bob's Chutney.

At Almarikh, we unfrig one Impi and chase one off with two eSwords but no promotions (12 of 13).
vSword is not so lucky against a vImpi on the mined Cow (12 of 14).
First Sword Army, 9/14, takes out a Persian Archer flawlessly and now blocks the shortest route to Ashur (13 of 15).
vArcher is redlined, but manages to overcome the Celt rWarrior at Choybalsan and then becomes Elite (14 of 16).
vSword from Hovd impales the slightly wounded Impi on the mined Cow of Almarikh and promotes (15 of 17).
Move vSpear 1NW of Almarikh to help protect this Sword (one Impi two tiles away).
At Ashur eSword sticks to the Persian Spear (16 of 18).

New Settler heads SW to Kazan.
Mine completed at Erdenet, two workers move to connect Naw, Mongo Straight.
Exploring Spear moves NW again, still in jungle.
eSword at Eulbar, 3/5, move 1N, outside the border.
Send another Sword to Ellipi.
Slave in Babylon heads to Nineveh. May drag the Bab Bowman with him.
Road to Candygram is complete, two workers move to 1W of Tie-Dye Frenzy, to chop a forest to complete a Spear faster.
Wake Sword in Erdenet, send towards Karakorum.
The north-east has been quiet.

Ellipi worker in 4 -> walls in 4.
Ashur Spear in 6 -> walls in 6.

Science at 80%; 16 gold, -2 gpt, Literature in 13.
[IBT]
Hovd vSpear -> vSpear in 7.
Jungley Swamps walls -> barracks in 10.

Sumerai is building The Temple of Artemis (Polytheism -> Education).
Zulu are building The Temple of Artemis.

5 0050 BC

Around the Empire
Four Persian Archers in 3 tiles at Ashur.
Bab Bowman moves away from Babylon.
Three Sumerian rSwords on the hill 1N of Ellipi. Ellipi is also on a hill, but lacks Walls.
One more Sumerain rSword joins the crowd NE of Nineveh.
Friggin' Impis 1W (grass) and 1NW (hill) of Ulaan, currently undefended.
The retreated Impi from last turn moves back inside our borders.
One Zulu rArcher 1N of Kazan (forest) and 2 more 1W of Karakorum (also forest).

Settler moves to 1NW of Tabriz.

vSword from Erdenet triumphs over the Zulu vArcher 1N of Kazan (17 of 19).
vSword in Karakorum gets pinged by one Zulu Archer and then pongs the other one in the forest (18 of 20).
vSpear from Choybalsan goes to Karakorum; frees vSpear to protect the first vSword from the remaining Zulu Archer.
We frack the Friggin' Impi IW of Hovd (19 of 21).
The remaining Zulu pest is a vImpi on a hill.
We move a Spear and two wounded eSwords into Ulaan.
We move a Spear onto Iron Mountain.
Our 4/5 eSword slaughters the redlined Impi that reenterd our lands (20 of 22).

First Sword Army, 9/14, heals.
eArcher moves back into Choybalsan.
Exploring Spear moves 1NW again.

Science at 80%; 14 gold, -2 gpt, Literature in 13.
[IBT]
Zulu Archer suicides at Karakorum and vImpi skeedadels from vSpear in Ulaan (22 of 24).
Three rSwords up and three rSwords down at Ellipi (25 of 27).
Three Persian Archers are made arch-less at Ashur (28 of 30).

Almarikh vSword -> vSword in 5.

6 0030 BC

Around the Empire
One Persian Archer at both 1N and 1S of Ashur.
Bab Bowman is heading for Eulbar, but a 3/5 eSword blocks the most direct route.
Four rSwords and 1 rAcher of Sumeria are on the hill 1N of Ellipi.
Outside the borders of Nineveh are 2 Archers and 1 Sword (1E-1SE), 1 rSword (1E-1NE) and 2 Sword and 1 Archer (2NE). They are headed for Ellipi.
One patheic redlined vImpi 1SE of Almarikh, in a forest.
One Impi is visible in the desert NE of Almarikh, two turns away.

vSword in Almarikh finishes off the remaining Impi inside our borders (29 of 31).
First Sword Army, 13/14, moves 2SE to push back the Light Blue and Dark Blue borders at Ashur.

Exploring Spear 1N onto mountain.
Three workers finish the forest road 1S of Ulaan and move onto hill 1E of Hovd, to mine and road.
We shuffle a sixth unit into Ellipi; now has 2 Archers, 2 Spears and 2 Swords.

Science at 80%; 12 gold, -2 gpt, Literature in 11.
[IBT]
One rSword wins and 3 lose at Ellip (32 of 35).
Bab Bowman attacks our wounded eSword but their Golden Age does not begin (33 of 36).
Though only 2/5, this same eSword holds off a Persian rWarrior (34 of 37).
Persian Archer falls at Ashur (35 of 38).

Tie-Dye Frenzy vSpear -> vSpear in 20.

Bean counter panic attack at 10 gold.

7 0010 BC

Around the Empire
Three Persian Archers in two forests at Ashur.
Two Archers and two Swords 1N of Ellipi (Sumerian).
One Sumerain Archer 1W of Dalandzadgad.
Other Sumerian units move one tile, but no new units show up.
vImpi outside our borders in the desert NE of Almarikh.

We learn that the Celts have 19 cities.

eSword removes 1 Archer at Ashur (36 of 39).

Exploring Spear moves 1NW, mountain to mountain.
First Sword Army moves 2SE again, uncovers a Persian city with an rSpear showing.

Workers completed one road to Naw, Mongo Straight and two roads to Jungley Swamps.
Three workers mine the hill 1W of Hovd.
We mine the grass near Tie-Dye Frenzy.

Mongo Like Candy is built in the jungles between Tabriz and Mandalgovi; begins barracks.

Science at 80%; 10 gold, -1 gpt, Literature in 10.
[IBT]
We win both attacks at Ellipi and Ashur (38 of 41).

Karakorum vSword -> settler in 5.
Kazan vSword -> vSword in 5.
Ellipi walls -> vArcher in 20.
Tabriz vSpear -> vSpear in 7.
Erdenet walls -> barracks in 10.

Frenzy in the accounting office.

8 0010 AD

Around the Empire
One Persian Archer at Ashur.
One rSword 1N of Ellipi and 1 rAcher 1E of Ellipi.
Two Archers outside of Dalandzadgad.
Two more Sumerain rSWords appear.
Friggin' vImpi inside our borders 2W of Karakorum, on a hill.
Three Zulu units visible to the north, but a few turns away.

eSword buries the last Archer outside Ashur (39 of 42).
eSword overpowers the Sumerian Archer outside Ellipi but we lose an Archer to one of theirs (40 of 44).
First Sword Army finds Gordium (5) of Persia, a coastal city.
One rSpear is defeated (41 of 45).

Tabriz vSpear in 7 -> vArcher in 7.
Hovd vSpear in 3 -> vArcher in 3.

Science at 80%; 9 gold, -1 gpt, Literature in 9.
[IBT]
We fend off one attack at Ellipi (42 of 46).

Choybalsan vSword -> vSpear in 5.

The bean-counters can count to 8.

9 0030 AD

Around the Empire
No pests at Ashur, though a Babylonian worker becomes visible.
Two rSwords and 1 rArcher 1N of Ellipi.
One rArcher 1SW of Dalandzadgad.
Friggin' Impi just forities. The other Zulu unit move due South.

eSword punches through the rAcher outside Dalandzadgad (43 of 47).
First Sword Army, 12/14, is gutted by an rSpear in Gordium, dropping to 3/14 before slaying that monster (44 of 48).
The Army moves 1NW.

Science at 80%; 8 gold, -1 gpt, Literature in 8.
[IBT]
No attacks at Ellipi.
The Bab worker was a Bab Bowman, but it died (45 of 49).

A Dutch galley appears at Banana Bob's Chutney.

Ashur walls -> barracks in 20.
Almarikh vSword -> vSword in 4.
Banana Bob's Chutney worker -> walls in 10.

Accountants, :rolleyes:

10 0050 AD

Around the Empire
Ashur is quiet, for the moment.
One Archer, two Swords 1NE of Ellipi.
One Sword 1W of Dalandzadgad.
Two new rSwords show up 2NE of Nineveh.
Another rImpi just outside our borders, 3NE of Almarikh.
Three Celt Horses 1E-1SE of Erdenet.

Add a Sword to Erdenet, with another one on the way.

We road the new mine at Tie-Dye Frenzy.

Fortify the First Sword Army. It can be attacked on the IBT, but it can only be attacked once. It is survives, it can heal.

We almost forget to meet the Dutch. We say Hi.
The Dutch have 81 gold and know about The Wheel, Ceremonial Burial, Mathematics, Philosophy, COde of Laws and Map Making. Showoffs.
From MapStat we learn they have 21 cities, the same number we do.
We declare war on the Dutch.

Science at 80%; 7 gold, -1 gpt, Literature in 7.
And the save is attached.
 
Ashur Area 0050 AD
Spoiler :

Ashur_50.jpg



Lots of action, most of it a walk in the park. Except for our Army, down to 3/14. It is fortified and did not move on the last turn.

Ashur is well defended, with 3 Archers, 1 Spear and 2 Swords.

Persia replaced Antioch this turn.

I was aiming for Gordium to push the borders further back, until the Army ran into trouble.

Ellipi Area 0050 AD
Spoiler :

Ellipi_50.jpg



Busy area around Ellipi. At first I thought Nineveh would be attacked, but Sumeria has ignored it. Ellip was the target, at least until this last turn. Candygram for Mongo has been undefended for a few turns, so that might be their new target.

The Sumerian marching track is marked.

Corea Area 0050 AD
Spoiler :

Core_50.jpg



Nothing really new here. The Zulus come straight south, looking for trouble. Right now we have two Friggin' Impis to worry with, both marked in black circles.

The Green lines are roads. 1W of Junglely Swamps, that jungle does have a road, but it is hard to see.


North East 0050 AD
Spoiler :

NE_50.jpg



This area was quiet until just now, when the Celts show up in force.

Other Stuff
We built three cities.

The third city I built in the SW, not in the NE near Erdenet. The reason was rather simple. We didn't have any units to spare for another outlying city, so we built one in our interior. This city, Mongo Like Candy, is 3SE of Hovd and doubles the width of our land at that point. In turn, once the roads are complete, we can send units to the west, especially those units that cannot defend themselves, and not worry about capture from rougue Zulu Impis. But other than that, it is a poor location for a city, needing a lot of worker turns to make it productive.

The three workers SW of Mongo Like Candy are working together to build a forest road. Once that is done, I was planning to have them move 1W or 1S to build another forest road, so that units could bypass Hovd as they moved west.

We seem rather short on Archers. I know catapults are on their way, but we still need defensive bombardment units until then. We have one Archer in Ellipi and none in Dalandzadgad.

Our southern border cities have been lightly defended, but with the Dutch nearby that will have to change.

New worker from Banana Bob's Chutney, now 1NW of that city, needs to help finish the jungle road.

Two slaves are 1SW of Hovd, mining a BG. They just started.

1E of Hovd three workers are mining the hill and then plan to road it. Mine will finish this IBT.

1W of Tie-Dye Frenzy two workers just started to road the freshly mined BG.

Slave 1S of Ellipi has 4 turns left on its mine.

Slave in Nineveh is worthless at the moment, until the Sumerian's are stopped and the road to Ellipi cleared.

1N of Erdenet are two workers planning to make a forest road.

Karakorum went settler -> sword -> settler to get it back to size 5 and 6.

Dalandzadgad has some good tiles to improve, but Sumeria sorta gets in the way of doing that.

America built The Statue of Zeus.

We met the Dutch, who are south of us. They have 21 cities, cash and some smarts.

Fifteen elite victories produced zero leaders, but I think we had two, maybe three, field promotions.

Military
00 Settlers
12 Workers
04 Slaves
14 Archer
22 Spear
21 Sword
01 Army

Current Units: 70
Allowed Units: 84
Support Costs: 00 gpt
 
That's an excellent kill ratio, when we don't have catapults. :thumbsup: Bad luck with early Leaders seems to be plaguing us again, though.

Since we've been beaten to the Statue we can move the HE build to Ulaan. We definitely need the HE before the FP in this situation.

I like "ride roughshod". I don't think I've ever used that one. :lol:
 
got it, perfect timing, am playing now
 
Pre-Turn
the army is in a really dangerous situation.
Ta-tu changes tile allocation to finish palace in 7 with lit in sync
change some tile assignments and we are even in income
use e sword to attack a regular sword

gr2850a.jpg


form army of course

IT lose a spear one defense and win against sword [2-1]
our army is left alone
in my humble opinion we have far too few units

1. 70AD
defeat archer
shift units around and use new 2 sword army to defeat 2 swords
decide to recall our army to get after closer cities and defeat 3 archers in the process
defeat 2 impis but lose a sword in the process [10-2]

IT there is a build up of troops approaching from the south

2. 90AD
shifting the few troops we have
defeat 2 Persian archers [12-2]

IT there are now 6 Celtic horse next to Choybalsan, this can get dicey

3. 110AD
use our full 2nd army to defeat 2 intruders [14-2]

IT we defeat 1 horse, lose 2 swords but Choybalsan stands [15-4]

4. 130AD
defeat a EW, decide to send out our army
defeat 4 Persian swords [20-4]

IT Persians come with plenty of archers

5. 150AD
defeat one Zulu archer
at Ashur defeat 2 archer and get a third army
use it to defeat another archer
defeat irritater impi [25-4]

IT lose elite spear against archer behind walls...well well [25-5]

6. 170AD
defeat 2 archers at Ashur
take 2 spears at Eridu, an impi and Zulu archer follow [31-5]

reduce science to 50%

IT it is getting tougher with Dutch units starting to show up
we defeat 4 Persian archers at Ashur [35-5]

lit is in and we change palace via big pic and immediately get what we desperately need
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7. 190AD
take out 2 spears and capture Eridu
take out EW, a sword and impi and archer [41-5]
switch off research of course

IT go one one on on defense but there are too many horses at Choybalsan [42-6]
we get the wheel, CB, mysticism, maths, philo, CoL, MM, HBR, poly

8. 210AD
only defeat a horse, we have a severe shortage of units. [43-6]

IT worst of all is that the enemy doesn't attack, Persia and Dutch go for the weak towns
at Choybalsan, defeat 4 units but lose a spear [47-7]
we get construction
we get 5 spears, warm bodies we badly need

9. 230AD
decide to give up Eridu so we can pull back and army
defeat archer and horse and 2 crucial swords
shift units around in desperation [51-7]

IT defeat 3 units on defense, get more units in [54-7]

10. 250AD
defeat 5 units, but lose sword, too many units in our territory [59-7]

the situation is pretty dire in my mind
I would pull that one army back to our land to help defend
our cities are far too scattered for AW games in my mind. We have 2 settlers read\y but nobody to accompany them

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Fine play, in the circumstances. :goodjob:

the situation is pretty dire in my mind
...
our cities are far too scattered for AW games in my mind.

Well, we hardly wanted a position shaped like this, but the worst-case situation of a central start with only one direction for expansion forced it on us.

Things do look difficult, yes. If our enemies just hammer away at walled cities rather than infiltrating, we may be able to hang on.

We can build catapults now, of course, though I understand that the need for combat units may have seemed greater.
 
I really hate to build two more unproductive cities but....

What if we built a city 2N of Almarikh and 2N of Dalandzadgad? 2N of Almarikh (desert) should serve as a honey trap for the Zulu, which keeps them out of interior (and lets us develop our interior safely). 2N of Dalandzadgad (grass) might also draw Sumerian units to it, so we could develop around Long-D, Tie-Dye Frenzy and Hovd in peace and quiet. The areas around these new cities are mostly desert, so very little defensive bonuses (bonusii ?) for our foes when we attack.
 
It's acceptable to found cities for strictly tactical reasons in a position like this, and the site two N of Dalandzadgad is by no means bad anyway. The downside is that we'd be giving the AI the chance to attack new towns without walls and barracks instead of established towns with them. But if Daeron judges that we desperately need to change the direction of the AI's advances, it would be a legitimate tactic.

BTW Tie-Dye Frenzy is a front-line town at this point and should get its walls built.
 
Some exiting turnlogs with extreme cliffhangers, I was expecting to that army to die to an archer. :eek:
I'm really happy that we went straight for literature in hindsight.

I've only had a quick peek so far and I'll post a more detailed plan tomorrow. But from what I see I agree with pulling back one army. I think we need to play defence for a bit here, get cats, use math to throw big stones! Easy to call it playing defence of course when it's more of a case of not being able to go on the offensive. Our biggest issue is that we´re fighting against units on difficult terrain, near core cities. If Commandobob´s plan works, at least we won´t have that with the Zulu and the Sumerians.

The city of 2N of Dalanzadgad is therefore a must have at this point I think. Those Sumerians scurrying across hills is a big problem. The other settler I'd rather use east of Erdenet, but at this point with so many celts there, we need to hold out there first, so 2N of Almarikh it is. I just hope the flytrap has a lot of honey, because to the AI those hills must be looking pretty sweet as well.
 
We're using the phrase "pulling back one army" a little vaguely, but if the idea is to get the two-unit sword army outside Babylon to the Ellipi-Mandalgovi sector, that's good.

If we're going to try the honeypot gambit the new town will need walls at once, not in ten turns. So we should take a worker along, merge it into the newly founded town, and pop-rush walls immediately. Walls are so cheap for us that the double-cost penalty for rushing with no accumulated shields won't matter. We can get the worker back by having Ta-Tu produce a worker to empty its food box, which should be done anyway.
 
Looked everything over and I think I should be fine, noticed that Dalandzadgad is building the Forbidden Palace. Just checking if it's supposed to because it wasn't in the turnlogs.

There's one big problem and that's the Dutch units. The army that is nearest is down to 4 hp and there don't seem to be enough offensive units to deal with them. So I hope they will opt to attack the towns instead of flooding into our core. Other than that, it all looks quite manageable.
 
A hard position.

The initial rush of units after meeting a civilization can be very hard. I see your mission to be to survive while keeping the armies all alive. It is likely the rush will slow down and our unit counts will go up. This is monarchy, so I think we should have a chance at being able to hold off the hordes (this is a lost position for sure if it was emperor) while slowly expanding, though it could also be the nations are just too large for us to handle. We had a hard start, some nasty starting UU's, and the map is especially large (60% water) meaning bigger enemies (but later contact).

Try to minimize losses - don't risk units in the open. I think we need cats as well.
 
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