GR28 - AWM vs 30 civs, Pangea

Despotism
30% Tax
70% Science
00% Luxury

3 gold, -3 gpt

Iron Working in 1 turns.

City Builds
  1. Karakorum (4) vArcher in 3, grows in 3.
  2. Ta-Tu (4) vArcher in 3, grows in 4.
  3. Kazan (4) vArcher in 3, grows in 12.
  4. Almarikh (2) vSpear in 1, grows in 3.
  5. Tabriz (2) vArcher in 2, grows in 2.
  6. Ulaan (2) vSpear in 2, grows in 8.
  7. Hovd (1) barracks in 18, grows in 8.

Our only granary is in Karakorum.

01 Settlers
06 Workers
17 Archer
08 Spear

Current Units: 32
Allowed Units: 28
Support Costs: 4 gpt

Compared to Zulu we are Strong.

01 Ivory connected.

Pyramids owned by Ottomans.
The Colossus owned by Portugal.

Plans

Iron Working -> Masonry.

Settler is in Kazan, heading towards the clump of Dyes SW of Hovd. Planning on building 3SW of Hovd (CxxC); in turn that means only two grassland roads (and no forests) to connect this city.

The far-seeing NorthernPike has determined that Iron will appear on the mountain NE of Ulaan. We have 3 workers that can walk to the mountain next turn. We'll connect that Iron with those workers and then work on connecting our Dye city. If Zulu pressure is too much for that project, we'll mine the BG west of Ulaan instead.

We'll need to fiddle with the science slider most of these turns so that we don't lose any improvements due to overspending. Warring with Zulu will help, but our units are still several turns from those borders. Right now, if we were at 0% science, we would have +12 gpt, so we've got a lot of wiggle room with the sliders.

We need prebuilds for Statue of Zeus and The Great Library. We do not have any cities that can grow to size 12 without an aqueduct-thingee, which we don't know how to build yet. Almarikh and Ta-Tu look to be good prebuild sites, which keeps Karakorum as our occasional Settler producer.

Umm, we have a Spear that builds on this IBT. We have 3 gold and are at -3 gpt on income. So, during the IBT, are unit costs calculated/paid/done before or after city production is done? I think we are okay, but I don't want to lose a barracks due to one extra unit!
 
Hi Guys,
Long time no see.
Glad to see Greebly, NP, and ThERat still playing these large SG's. Got yourself some new blood too I see. :lol:
Real life has finally allowed me some time to get back to at least lurking the forums. Maybe I'll even have time to play a solo game. What a concept that would be! :rolleyes:
I'll be watching this one.
Good luck guys.
 
Builds come after cash is calculated so you are fine.

The only ways I know to lose a barracks when at -3 and 3 gold in the bank is if some AI demanded it... but in AW this is irrelevant since we declare war anyway - or if we lose a town and thus some income. Are there any other ways? I can't think of any.
 
CB, that all sounds fine.

Karakorum should return to producing settlers after its present archer.

Matt, good to see you check in. :cool:
 
I don't think the blue borders are Zulu as they usually and always come in black.
 
I don't think the blue borders are Zulu as they usually and always come in black.
Could be the color palette I am using, which is darski's (referenced late in GR27). But Zulu are all that show up in F3.
 
If I recall correctly the map we are still using is the one you helped us make. :)

Sure looks like the same scenario. :)
It's a good one. IIRC, LK get's almost all the credit for it. It was on his WM that all the ship movements and stuff were tested/tweaked. Those were some really good reads.
Speaking of good reads, I've started reading GR13 again.
The one where you guys played AWM as Egypt using LK's WM.
That one was a doozy. :goodjob:
 
Lurker:

GR13, that is the game I was thinking of in post 50. It was an AWM, plenty of desert in the start location.
 
GR13 was totally crazy and only the choke saved us from drowning...
 
The one where you guys played AWM as Egypt using LK's WM.

Just so that you properly appreciate what you're reading ;), that thread is clearly titled "GR13 - AWE on LK's world map". I don't know where this persistent idea that it was AWM comes from. :confused:
 
Lurker : Good Luck, guys !

I recall GR18 AWM as Korea as the toughest of these games. Each unit and move was critical until we broke out. I remember that it was very intense from the beginning.
 
Just so that you properly appreciate what you're reading ;), that thread is clearly titled "GR13 - AWE on LK's world map". I don't know where this persistent idea that it was AWM comes from. :confused:

Your absolutely right, it was AWE. Hey, us grumpy old guys get wrapped around the axle sometimes. What can I say. :lol:

I think that's enough spam from me. :mischief:
May the PRNG smile on this team.
 
Lurker:

Here is an easy way to see all the colors at once from darski's palette. Well minus one as I type in 30, rather than 31. Another finger check racked up.
 
No, GR7 back in mid-2005 was already AWM versus thirty enemies.
 
Checked with MapStat. ZUlu have seven cities, same as we do.

Karakorum makes settlers after the current archer.
[IBT]
We learn Iron Working and start on Masonry; 16 turns at 70%.

Almarikh vSpear -> vSpear in 5.

Our chief bean counter is worried about our fianances.

The Oracle is built in Hattusas, Hittitedom.

1 0975 BC

Science to 40%; 0 gold, +3 gpt, Masonry in 26.

Worker at Tabriz, mine finished, 1NW, new mine on normal grassland.
Three workers move onto Iron Mountain.
Two workers 1NW of Almarikh start to mine a BG.
Settler moves to Ulaan.

All units in Hovd are wakened and move 1W into forest, joining the other offensive units already moved there. This stack is now 9 Archers and 2 Spears.
[IBT]
Tabriz vArcher -> vArcher in 10.
Ulaan vSpear -> vSpear in 7.

Zulu rWarrior appears on the mountain 1N-1NW of Ta-Tu.


2 0950 BC

Science up to 50%, 3 gold, -3 gpt, Masonry in 17.

We begin to connect the Iron.

Settler arrives in Hovd, along with two Spears. One fortifies, the other will accompany the settler.

Blue Border Forces move 1SW, forest to forest.
[IBT]
ZUlu warrior moves 1S, mountain to mountain.

Karakorum vArcher -> settler in 4.
Ta-Tu vArcher -> vArcher in 3.
Kazan vArcher -> vArcher in 4.

Our taxman whines again.

3 0925 BC

Science down to 30%, 0 gold, 0 gpt, Masonry in 26.

Blue Border Forces move 1SW, forest to grass, revealing more of the dark blue border. The first tile inside that border is 2W of their current position; it is a hill and is the corner to whatever city is behind it.

New units in Karakorum and Ta-Tu stay put due to Zulu warrior. I'm not very worried about one unit, but expect more to follow.
[IBT]
Zulu warrior follows the mountain range NW of the capital. Another rWarrior appears in the desert to that warrior's NW, four tiles from the capital and three tiles from Ta-Tu.

4 0900 BC

Science stays at 30%, 0 gold, +1 gpt, Masonry in 25.

Two workers 1NW of Almarikh, mine finished, begin to road.

Blue Border Forces move 1W, grass to grass. Iron is visible inside the border, but not connected.

Send a second Archer to Almarikh.

Fortify an Archer in Hovd, to pair up with the Spear in the city.
[IBT]
Iron is connected to Karakorum. We can now make Swords.

Almarikh vSpear -> vSpear in 4.

MapStat indicates that the dark blue are Babylon, with only 6 cities.

Zulu warriors move; looks like they might be heading for Kazan.

5 0875 BC

Science stays at 30%, 1 gold, 0 gpt, Masonry in 23.

Talk to Babylon. They have Masonry, Alphabet, The Wheel and Ceremonial Burial. And 4 gold. And Spices, somewhere.
We are Strong compared to Babylon.
We declare war on Babylon.
Then we cross their borders and are adjacent to a city, but the fog hides the city name. It is on a hill, defended by an rSpear.

Iron connected, those three workers move to connect our new city, which will be built next turn.

Move the new Spear from Almarikh and the just arrived Archer in that city to the mountain 2NE of Kazan. This will prevent the Zulu from climbing this mountain and keep them off the mountains that are next to Kazan and Ulaan.
[IBT]
Ta-Tu vArcher -> vArcher in 3.

6 0850 BC

Science raises to 40%, 2 gold, -1 gpt, Masonry in 20.

Zulu rWarrior fortified on a hill, 1W-1NW of Karakorum.
Zulu rWarrior on a mountain, 2NW of Karakorum.

New Archer in Ta-Tu moves to Karakorum.

Spear and Archer fortify on their mountain.

Tie-Dye Frenzy is founded 2SW of Hovd on a Dye; starts on a barracks.
Spear fortifes in Tie-Dye Frenzy; vArcher moves in.
Workers move through Hovd to connect.

Science raises to 50%, 2 gold, -2 gpt, Masonry in 13.

Road completed at Almarikh, workers move 1NE to mine the normal grassland.

We take Ellipi of Babylon, losing one Archer in three attacks (2 of 3).
Babylon has almost double our culture (257 to 152) but is growing culture much faster (13 to 2 cpt).

Could be risky, but we keep this city, which will help with unit support.

Ellipi (1) has one resister. It is surrounded by marsh, jungle and hills. A BG is to the south and Iron is present to the NE. It starts building a barracks.
We move in eight units to deal with resistance.
Ellipi is next to a river.

Science raises to 70%, 2 gold, 0 gpt, Masonry in 10.

Almarikh, our home for The Great Library, switches to a Granary, due in 9 turns.
[IBT]
Both Zulu units move 1SW, staying in hills.

Karakorum settler -> settler in 5.
Kazan vArcher -> vSword in 5.
Resistance in Ellipi ends.

Our chief bean counter has another hissy fit.

7 0825 BC

Science stays at 70%, 2 gold, -1 gpt, Masonry in 9.

Ta-Tu vArcher in 2 -> vSword in 3.
Tabriz vArcher in 3 -> vSword in 7.
Should have done this before now. :sad:

Worker 1N of Tabriz, mine completed, moves 1W to mine and road.
Workers 1N of Almarikh begin a mine.
New settler heads towards Hovd/Ellipi.
Workers road the grass 1SW of Hovd.

One Spear and a wounded Archer stay in Ellipi, the rest move 1N onto a hill.

Archer in Tie-Dye Frenzy heads to Ellipi.
[IBT]
Tabriz takes a population hit from the surrounding jungle.

8 0800 BC

Science stays at 70%, 1 gold, -1 gpt, Masonry in 9 (still?).

Zulu warriors sidestep to the SW again. Third rWarrior appears NW of Ta-Tu, outside our borders.

These guys are getting too close to an area where they can threaten alot and be hard to dislodge. Take out one of them, but our Archer dies on the other (3 of 5). Wake the Spear in Ulaan and move to protect our exposed Archer. Ulaan will complete another Spear on the IBT, so we aren't losing any protection.

Worker mines Tobacco between Tabriz and Ulaan.

Settler moves into Ulaan.

Three workers move 1S to road to Tie-Dye Frenzy.

Move our 7 unit SoD 1N, hill to hill, but find no new cities.

Science at 70%, 1 gold, 0 gpt, Masonry in 9.

Hire a geek in Almarikh, granary (palace prebuild) in 11. Masonry in 8.
[IBT]
Impis show up near Almarikh out of the fog and capture the two workers! Blast.

Disease strikes Tabriz again, now at size 1.

Ulaan vSpear -> vSpear in 7.

9 0775 BC

Science at 70%, 3 gold, +1 gpt, Masonry in 7.

Impis 1N and 1NE of Almarikh and the wounded rWarrior moved outside our borders.
In Babylon, 2 rWarriors are 1N of Ellipi.

Move Archer into Ellipi; now 3 defenders and 2 attackers. Our SoD moves 1W onto grass, heading to a mountain.

Workers build a road and Dyes are connected. We now have two luxuries.

Settler moves into Hovd.

Wake Archer in Ulaan and send to Almarikh; 3 defenders facing 2 attackers. New Spear in Ulaan is fortified and I shuffle an Archer into Ulaan. Fortify Spear protecting our wounded Archer.

We get our first Sword next turn, in Ta-Tu, far away from the action.
[IBT]
Impis move W and do not attack.

Bab warrior suicides at Ellipi (4 of 6).

Ta-Tu vSword -> vSword in 4.

10 0750 BC

Science at 70%, 5 gold, +1 gpt, Masonry in 6.

SoD moves 1W onto mountains and finds Nineveh (1) on the other side, with an rSpear defending.

Three workers move through Tie-Dye Frenzy to start and finish a road next turn. This will allow us to send units to Babylon faster; it is two grass and one hill from here to Ellipi. I send a Spear to protect them and shuffle Spears to protect the city, too.

We take out the lone Bab rWarrior 1N of Ellipi (5 of 7).

First Sword moves to the capital.
And the save is attached.
 
Mongol Empire 0750 BC
Spoiler :

750_MongolEmpire.jpg



Home sweet home.

This was pretty peaceful until the Impis showed up two IBTs ago. Then we lost two workers at Almarikh. The Green shows where the Impis appeared and where they moved last time.

The Pink line is the Zulu Warrior path, which then turns into the Blue line as they head for easier places to bother than Ta-Tu or Karakorum.

At the end of the Blue line our blocking units can be seen. While hard to describe in words, I wanted to keep Zulu units off the mounatins between Kazan, Ulaan and Almarikh.

Ellipi Area 0750 BC
Spoiler :

750_ElllipiArea.jpg



Not much to see here. Nineveh is visible and so is Tie-Dye Frenzy. We have a bevy of BGs to claim, but Impis in the northeast make that a bit risky at the moment. Our Settler is in Tie-Dye Frenzy but no roads lead west from that city. I've a possible road to connect to Ellipi, but only the first tile can be completed next turn.

I've dotted a lot of places, but only to highlight CxxC city placement. I like the LightBlue dot best, but Yellow would be better defensively. The Red dot would draw a lot of Zulu attention, it seems.

Other Stuff
We now have two luxuries.

We built one city and captured one from Babylon, our Dark Blue friends out west.

We lost two workers to surprise Impis at Almarikh.

Our first Sword is in Karakorum.

Kazan is lightly defended with only an Archer at the moment.

Almarikh has our lone geek. If we fire him, the granary-palace-GreatLibrary prebuild completes in 6 turns, the same time we learn Masonry.

Tabriz has lost two population points to disease.

Very little combat.

We have one Spear, one Settler and three Swords in production. We are also building three barracks and a granary, mentioned above.

We have some land SE of Tie-Dye Frenzy that looks decent for expansion; a nice city site next to a river and BG. That is not in the screenshots, since getting a city closer to Ellipi seemed more important.

In Ellipi we worked the Iron tile the first few turns on the barracks build. I missed that and now we are working the BG south of the city to grow the city faster.

Military
01 Settlers
04 Workers
21 Archer
12 Spear
01 Sword

Current Units: 39
Allowed Units: 36
Support Costs: 3 gpt

EDIT:
I left Karakorum on its own and did not do any MM for it. So now it is at size 5 ready to birth a settler instead of size 6.

Been reading GR13 and see that the Impis showed up there a bit sooner than they did here. Not that I like them any better; pesky, gnatty things that they are.
 
Bob - regarding fighting resistance, are you sure any number of units exceeding the number of resistors would do any good?

afaik you wouldn´t have been any more likely to pacify that lone resistor with 8 units than with just 1.

templar_x
 
afaik you wouldn´t have been any more likely to pacify that lone resistor with 8 units than with just 1.
In peace time that is true; one unit (with an attack factor (not bombardment factor) greater than 0) will quell one resister. In war time it doesn't work that way. I'm not sure of the details, but it is different.

Granted, 8 units was probably overkill for one resister, but it got the job done. :crazyeye:
 
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