GR29 - AWM vs 30 civs, Pangea

Got it. Strategy post soon, maybe later today.
 
Excellent. :thumbsup: Our getting through anarchy so easily is a huge step forward.

We got more than enough benefit from our army-less offensive in America, considering the modest forces committed.
 
I'd be glad to hear alternatives, but I don't see how we can hold Adrianople without excessive risk of losing the army to a flip. Our other units are just too far away. So I'd say we should abandon the town next turn, assuming of course there are still Byzantine units adjacent to it. The army can remain in the ruins for two turns to heal fully and then move against the city to the west, probably Constantinople.

Now that we're in monarchy, we should run Persepolis as a full-time, four-turn, size 5 --> 7 settler factory, switching to settler builds immediately. At the moment food and shields aren't quite in synch there, so we should reduce shield production (probably using the fish tile) to build the first settler in four turns from now, rather than three. But if getting onto the exact 5--> 7 cycle is too tricky, the two essential things are that Persepolis should build only settlers, and that it should alternate turns of +6 food using both cows and +4 food using one cow.

Pasadena needs MM attention too since it's building 30-shield trebs at 9 spt, and ignoring a river tile.

If Shiraz is going to build spearmen, I'd work a forest to set it to 7 spt at +1 food.

It should be possible to cut the lux rate to 10% during your round, whether by establishing a colony on the incense outside Lisbon or just getting extra MP units into Pasadena and Arbela.
 
We're back to building very few Immortals again, although for various valid reasons, and turning Persepolis over completely to settler production as we should will exacerbate the situation. So I'd switch Pasadena and Shiraz over to Immortal builds, and it would also be acceptable to switch Phantanium from the FP to Immortals, since we can have Arbela start the FP after it finishes the HE and still get it before Phantanium would complete it.
 
Monarchy
80% Tax
0% Science
20% Luxury

1701 gold, 54 gpt

Feudalism in 45 turns (1 geek speed).

City Builds
  1. Persepolis (5) vImmortal in 3, grows in 4.
  2. New York (1) walls in 16, grows in 3.
  3. Adrianople (4) rSpear in 20, zero growth (3 resisters and 1 clown).
  4. Pasadena (6) trebuchet in 3, grows in 6.
  5. Guimarães (1) barracks in 26, grows in 8.
  6. Arbela (6) Heroic Epic in 8, grows in 15.
  7. Shiraz (5) vSpear in 3, grows in 5.
  8. Uskudar (1) trebuchet in 20, zero growth.
  9. Chicago (3) settler in 28, zero growth (2 resisters and 1 geek).
  10. Seattle (1) walls in 2, grows in 12.
  11. Phantanium (5) Forbidden Palace in 34, grows in 4.
  12. Aydin (2) trebuchet in 26, grows in 5.
  13. Bactra (4) worker in 1, zero growth.
  14. Sidon (4) vSpear in 2, grows in 3.
  15. Tyre (1) vSpear in 9, grows in 6.
  16. Mr. Peppermint (5) vImmortal in 5, grows in 4.
  17. Icky Twerp (1) trebuchet in 9, grows in 10.
  18. Hamadan (2) settler in 10, grows in 6.
  19. Ergili (2) trebuchet in 4, grows in 18.
  20. Dariush Kabir (1) walls in 7, grows in 2.
  21. Pee-wee's Playhous (3) walls in 5, grows in 20.
  22. Bicowville (2) worker in 1, grows in 5.
  23. Plain Plains (1) rSpear in 19, grows in 9.
  24. Istanbul (3) settler in 5, grows in 1.
  25. Lisbon (1) walls in 15, zero growth (1 clown).

Summary of City Builds
vImmortal [2] (Persepolis and Mr. Peppermint)
Walls [5] (New York, Seattle, Dariush Kabir, Pee-wee's Playhouse and Lisbon)
rSpear [2] (Adrianople and Plain Plains)
Trebuchet [5] (Pasadena, Uskudar, Aydin, Icky Twerp and Ergili)
Barracks [1] (Guimarães)
Heroic Epic [1] (Arbela)
vSpear [3] (Shiraz, Sidon and Tyre)
Settler [3] (Chicago, Hamada and Istanbul)
Forbidden Palace [1] (Phantanium)
Worker [2] (Bactra and Bicowville)

Military
  • 01 Settler
  • 07 Worker
  • 21 slaves
  • 02 Warrior
  • 13 Spear
  • 12 Catapults
  • 01 Cataputls (captured)
  • 02 Army
  • 29 Immortals
  • 02 Trebuchets
  • Support:
    • Current Units: 68
    • Allowed Units: 50
    • Support Costs: 18 gpt

Compared to Byzantines (Despotism) we are Strong.
Compared to Amercia (Monarchy) we are Strong.
Compared to Portugal (Despotism) we are Strong.
Compared to Babylon (Despotism) we are Average.
Compared to Aztecs (Monarchy) we are Average.
Compared to Japan (Monarchy) we are Strong.
Compared to Korea (Monarchy) we are Strong.
Compared to Ottomans (Despotism) we are Strong.
Compared to Cathage (Despotism) we are Strong.

Luxuries
  • 05 Ivory

Resources
  • 01 Iron

Next City Builds, Generally
  1. Veteran Unit -> same Veteran Unit.
  2. Trebuchets -> trebuchets
  3. Walls -> Barracks
  4. Barracks -> vImmortals
  5. Settlers/workers -> vImmortals

City Counts
  1. 25 Persia
  2. 20 Aztecs and Korea
  3. 14 Japan
  4. 12 Byzantium
  5. 06 America
  6. 02 Portugal
  7. 01 Ottomans
  8. ?? Babylon and Carthage

Plans
Change Adrianoples clown to a taxman.
Persepolis vImmortal -> settler (4 turn settler factory; from size 5 to size 7)
Pasedena trebuchet in 3 -> vImmortal in 3.
Phantanium Forbidden Palace in 34 -> vImmortal in 1 (only this turn's shields are lost).
Aydin Forbidden Palace follows Heroic Epic in 8.


Did we know that the Staue of Zeus was built in Trondheim in 350 BC?
Temple of Artemis (Polytheism -> Education) is very popular with only Portugal and Ottomans not joining the building craze.
Dyes are just outside the borders of New York.
Two Incense are in the hills east of Sagres, already roaded and mined.
Horses are visible to the SE of Hamadan, not roaded. They are also in the ruins 2S of Pee-wee's Playhouse, but harder to see.
Wines are inside Byzantium borders at Adrianople.

We know Engineering, so no river crossing penalty.

Monday evening is the earliest I could play any turns.



Luxury Grabbing
Incense
Would like to rush the settler in Istanbul for 60 gold; it will grow to size 4 this turn, so it will be at size 2 after the settler.
Sagres (1) of Portugal is facing an Immortal Army; it will autoraze when we capture it.
The settler from Istanbul would move to build on the Incense near Sagres; four turns to walk to the more northern Incense and then build on turn five, grabbing the fish, while still within walking distance of Lisbon.

Dyes and Wines
Both of these are out of our reach, due to culutral expansion of cities in the fog.

Greebley's Western City
We don't have any settlers nearby ready to build this city, located between Pee-wee's Playhouse and Adrianople. Our one settler is near Bicowville, heading for the southern hill west of Bicowville. This hill has 3 BGs around it, two of them obscured by city ruins. We need to road only one tile to connect this city. This settler can walk to Pee-wee's Playhouse, instead, taking three turns.

Or, we could rush the walls in Pee-wee's Playhouse for 40 gold this. We follow with a settler, letting it build for one turn and then rush it on turn two, completing on turn three. On turn one we move the two workers 1NE of Plain Plains onto the ruins 1S of Pee-wee; on turn two that tile is roaded. This will let the rushed settler walk to Greebley's city site on turn three and build on turn four.

vSpears
Would like to rush all three current Spear builds. Shiraz for 56 gold (3 turns to go), Sidon for 20 gold (2 turns to go) and Tyre for 72 gold (9 turns to go). Shiraz and Sidon's vSpears would go to Seattle, currently undefended. Tyre's vSpear would go with to Greebley's Western city-site. Shiraz would then make vImmortals, Sidon and Tyre will continue to produce vSpears.

Adrianople
We've just captured the city, so no flip chance this turn. And the concern is not that the city flips, but that our army is still in the city if it does flip. And we don't have any units we could put into the city instead of the army. Abandoning looks like a good option; the only other plan I see is to move the army out next turn, let it be recaptured (which drops it to size 3) and then take it again after the army heals, which would drop it down to size 2. We "save" a settler but allow the AI to use the city for a few turns.

I don't like either plan, since we get nothing when we abandon a city but allowing a city to be recaptured by the AI rankles me too.
 
Luxury Grabbing
Incense
Would like to rush the settler in Istanbul for 60 gold; it will grow to size 4 this turn, so it will be at size 2 after the settler.
Sagres (1) of Portugal is facing an Immortal Army; it will autoraze when we capture it.
The settler from Istanbul would move to build on the Incense near Sagres; four turns to walk to the more northern Incense and then build on turn five, grabbing the fish, while still within walking distance of Lisbon.

I like this plan. We'll need to have every tile of the southern road under observation before we send the settler along it, which isn't the case at the moment. BTW the army mustn't just hang around protecting this operation after it razes Sagres (except for healing), but should head directly down the hill road in search of the last Portuguese city.

CommandoBob said:
Greebley's Western City

vSpears

There are some good ideas in these categories but they involve too much rushing. The hoard of gold we're accumulating now will be vital to funding our deficit research when the GLib is defunct, and shouldn't be viewed as available for the routine expenditures of a normal game. Discipline about not upgrading and not rushing is a big part of success in AW. In particular, Sidon will complete its spearman in two turns and Shiraz can do the same with MM. Rushing to gain just one turn on these builds would be nervous, inefficient play.

Instead, we can move Sidon's spearman and the spearman next to Shiraz onto road tiles from which they can move into Seattle or Sidon in one turn--basic AW positioning. The settler Persepolis will complete in four turns will be sufficient to found Greebley's city, and the delay will give us time to get the necessary length of road built. If our enemies found a town in that space in the interim we'll just raze it. :sniper:

CommandoBob said:
Adrianople
We've just captured the city, so no flip chance this turn. And the concern is not that the city flips, but that our army is still in the city if it does flip. And we don't have any units we could put into the city instead of the army. Abandoning looks like a good option; the only other plan I see is to move the army out next turn, let it be recaptured (which drops it to size 3) and then take it again after the army heals, which would drop it down to size 2. We "save" a settler but allow the AI to use the city for a few turns.

I don't like either plan, since we get nothing when we abandon a city but allowing a city to be recaptured by the AI rankles me too.

You're right--letting Adrianople be captured and then attacking it again would be the only alternative to abandoning it. I didn't want to recommend such an elaborate and troublesome procedure, but if you're willing to do it, fine; it's your call.
 
I completely agree with NP on the rushing part. There is no need to waste precious cash on that when we baldy need it later for our deficit research. It's vital to get as much as possible of that and some markets would be good to make our coffers grow even faster.
 
Considering we're averadge to Babylon and Aztecs, while having 4 attack immortals we'll probably see the first big rushes. They must have a large amount of units stockpiled, Jaguar warriors and Bab Bowmen.
 
I had forgotten about using our gold to fund our research; In Mike Hussey's game at Diety/Demi-God (I forget which) we just had some involved discussion on rushing and short-rushing. I think that was clouding my mind.

But just to be sure, rushing the settler in Istanbul is fine, but the others are, well, as one old wizard almost said, "These aren't the rushes you are looking for." :D
 
Yes, rushing the settler in Istanbul is an exception, since it will let us hook up the incense in the best way and should pay for itself fairly quickly.

For the record, rushes are acceptable if they're the only way to save a city that's actually under threat. But merely possible threats, a general sense that an area is undergarrisoned, shouldn't push us towards rushing.
 
They can leave, but I am staying. I didn't leave for Civ 4, doubt I will leave for 5 either.
 
Well I did leave Civ2 for Civ3, so it is possible that I could leave for V. I detoured for IV. Still trying to find a reason to fire IV up for one game.
 
Ahem.... I guess with all the people leaving CIVIII there is no need for a bump though. ;)
I actually didn't write this to solicit for II vs IV comments. Sorry if it was construed that way. It was written because for the past few days I have checked my subscribed thread listing and your game was not there. So I opened up All Subscribed and saw the last post was 4-19. I thought I would bump it up the list like the old days and realized afterword that the list was a lot smaller then back in 2003-2005. Now there is really no reason to bump.

Anyway, sorry again for the spam. Looking forward to the balance of this game. Get 'em guys!
 
I also allow for a full week to play, unlike other SG's. The game gets slow at the end and it becomes necessary. It also allows for those who may not have as much time to play - it guarantees a weekend for everyone.

It will be interesting to see how Always War is in civ 5.

I will be away this weekend.
 
It will be interesting to see how Always War is in civ 5.

I will be away this weekend.

Since you can't stack units, I dread to find out how the game plays in variants where you have a lot of military.
 
I find it's too early to say what Civ 5 has in store. I just remember how Civ 4 had AW as an option and in the end turned out to be a total let down in that regard.

Of course, I am a fan of warmongering and the one unit per tile rule does sound underwhelming to me.
 
Okay to rush settler in Istanbul; other rushes are a no-no in AW.

Adrianople clown -> taxman.
Persepolis takes the fish tile from Mr. Peppermint and changes from vImmortal to settler.
Pasedena can get 10 spt by stealing both cows from Persepolois or having a hill mined. Opt to mine. Work the river tile.
Pasedena trebuchet -> vImmortal in 3.
Phantanium Forbidden Palace -> vImmortal in 1.
Shiraz vSpear -> vImmortal in 4.
Working a forest at Shiraz doesn't speed up our Immortal build any. However, at size 6 and working a forest, we get Immortals in 4 turns.

Wake Spear in Sidon and move towards Seattle.
[IBT]
We quell two resisters in Adrianople. They become tax men.

Phantanium vImmortal -> vImmortal in 6.
Bactra worker -> vImmortal in 8.
Bicowville worker -> barracks in 20.

Blast! Forgot to rush the settler in Istanbul.


1 0360 AD

Around the Empire
one Byzantine Sword is on the mountain SE of Adrianopble. Babylon built a coastal tundra city south of Uskudar and they have a settler pair by the Incense. Ottomans built Sinop SE of Adrianople.

Immortal at Hamadan removes a Portugese Archer that was eyeing Dariush Kabir (1 of 1).
Cryus the Great slaughters two Spears at Sagres. The city is destroyed and we gain 2 slaves and 2 gold (3 of 3).
Cryus is at 6/13.

First Immortal Army (6/14) moves onto mounatin NW of Adrianople; flip risk ranges from 0.698 to 2.021%.
Two Immortals, settler and 2 catapults move to 1W of Bicowville.
Move catapult at Tyre towards Pee-wee.
Lone Immortal moves adjacent to Dyrrachium, a tundra treasure.
Another Immortal approaches the newest Babylonian city.
Move trebuchet and eImmortal onto workers near Lisbon. Clown in Lisbon becomes a taxman. Portugese rSword could bother the workers, thus the protection.
New Immortal in Phantanium moves north towards Shiraz and Sidon, a just-in-case move.


Move Byzantine slave onto healing Immortal in the wilderness between Adrianople and Pee-wee's Playhouse.
Road 1W of Bicowville.
Bicowville worker moves onto cow 1SW of the city.
Two workers 1NW of Plain Plains move toward Mr. Peppermint, to mine a hill.
Two slaves 1SW of Pee-wee move 1SE onto city ruins, to road.
Worker 1N of Aydin moves 2N, to connect this side of Bactra. Worker of Bactra moves to the same place.

Rush the settler in Istanbul for 44 of 1759 gold.
[IBT]
Korea comes crawling. We cringe and kick them away.

Adrianople is captured by Bzyantium. They take 34 gold, something I did not count on.

Istanbul goes cranky, but produces the settler anyway. We start a new settler.
Resistance in Chicago is over.
Seattle walls -> barracks in 20.
Sidon vSpear -> vSpear in 7.

2 0370 AD

Around the Empire
Korean Spear 1W of Mr. Peppermint. Babylon built Khorsabad near the Incense.

Immortal becomes Elite destroying Dyrrachium and gains us 7 gold (4 of 4).
eImmortal steps on Korean Spear at Mr. Peppermint, but that is all (5 of 5).
eImmortal and vImmortal trash two Korean Swords outside our borders, but no promotions (7 of 7).
vImmortal whacks a Byzantine Spear south of Pee-wee (8 of 8).


Move Immortal and Treuchet and eSpear next to Khorsabad. It is defended with a Bowman.
Cyrus moves onto the mountain the eSpear was on, protecting two slaves.
Immortal at new Babylonian city waits for nearby 3/4 Immortal to heal.
First Immortal Army fortifies on the mountain.


Settler crew near Bicowville move 1SW.
Road the other cow at Bicowville.
IncenseSettler moves to Hamadan.
Start/finish road 1S of Bactra.
Dairush Kabir-Chicago turnpike is completed.
Road finished at Lisbon, we irrigate that flood plain.
Irrigate at Plain Plains.
Begin to mine the hill 1NE of Mr. Peppermint; two workers/four turns.
[IBT]
We lose two Immortals to wounded Korean Spears (8 of 10).
We drive off one Aztec Horse (9 of 11).

Pasendena vImmortal -> vImmortal in 4.
Chicago starves to size 2.

America is building Hanging Gardens (Monarchy -> Steam Power).

3 0380 AD

Around the Empire
Wounded Korean Spear 1W of Mr. Peppermint. Crippled Aztec Horse 1W of Pee-wee's Playhouse. American Spear 1S of Chicago.

Khorsabad is destroyed, no workers but 8 gold (10 of 12).
Byzantine Sword on our city site near Bicowville is removed but the eImmortal does not promote (11 of 13).
eImmortal clears out the Korean intruder at Mr. Peppermint, but little more (12 of 14).
vImmortal promotes over Korean Spear (13 of 15).
Aztec Horse is slain (14 of 16).
eImmortal only defeats American Spear at Chicago (15 of 17).

Cyrus heals.
eSpear from Tyre to undefended Mr. Peppermint.
New Immortal in Pasedena moves to Mr. Peppermint, but will soon move out.

Our lone geek was in Chicago but is now in Plain Plains.
I won't go into the worker assignments in any great detail. Trying to get 3 slaves into a stack to road or 4 in a stack to irrigate.

We find the last Portuguese city.
[IBT]
Redlined Korean Spear suicides to our wounded eImmortal at Mr. Peppermint, but no MGL from a defensive win (16 of 18).

Persepolis settler -> settler in 5.
Shiraz vImmortal -> vImmortal in 5.
Dariush Kabir walls -> barracks in 20.

The Great Wall is built in Copãn, Maya.
Babylon is building The Temple of Artemis.
Babylon is building Hanging Gardens (Monarchy -> Steam Power).
Aztecs are building Hanging Gardens.
Japan is building The Temple of Artemis.
Japan is building Hanging Gardens.
The Temple of Artemis is built in Paris, France.
The Hanging Garden is built in Bombay, India.



4 0390 AD

Around the Empire
Byzantine Spear 1NW of Pee-wee's Playhouse. Babylonian Sword 1NW of New York.

eImmortal merely wins over a Korean Sword (17 of 19).
Cyrus (10/13) clears out a Portugese Sword to make the road safe for IncenseSettler (18 of 20).
Out of place Babylonian Sword is given a new home outside New York (19 of 21).
First Immortal Army (12/14) takes out two Spears in Adrianople (21 of 23). We gain the city back and 7 gold, too.

Johnny Quest is built on the hill 2W-1SW of Bicowville. Two Immortals, two catapults and one trebuchet for defense. Starts on walls.

GreebleysWesternSettler moves into Mr. Peppermint.
Two Immortals move in on Zaumua of Babylon, that new coastal tundra city.
[IBT]

Mr. Peppermint vImmortal -> vImmortal in 6.
Pee-wee's Playhouse walls -> barracks in 20.

5 0400 AD

Around the Empire
Byzantine Swords head for Adrianople. American Archer 1SE of New York.

American Archer at New York is evicted (22 of 24).
Zamua's lone Spear falls and the Babylonian enclave is autorazed. We gain 7 gold (23 of 25).

Cyrus moves in on Emertia of Portugal, along with a trebuchet.

Send two Immortals towards Adrianople, which could be facing 6 Swords in two turns.

Germany appears out of the fog between Guimarães and Lisbon, a Settler/Spear combo.
Germany has 105 gold, Horses connected, along with Dyes and Gems. They do not know Currency and Monarchy. Germany has 13 cities, rather on the small side.
We declare war on Germany.
We only have Spears near the Germans at the moment.

America is down to 5 cities, so they have another war with someone else. No wonder that front has been so quiet.

GreebleysWesternSettler moves in Pee-wee, along with the eSpear in Mr. Peppermint.
IncenseSettler arrives at its new home.

Pasendena now size 7 and 10 spt.
[IBT]
Aztecs, Smaztecs; go away.

American Archer takes out wounded vImmortal near New York; did not expect a counterattack (23 of 26).
eImmortal wins on defense but vImmortal does not (24 of 28).

Phantanium vImmortal -> vImmortal in 5.
Ergili trebuchet -> trebuchet in 15.

6 0410 AD

Around the Empire
Aztec Spear 1SW of Pee-wee. American Archer 1SE of New York. Four Byzantine Swords are around Adrianople.

Per Map Stat, Babylon has 16 cities and Carthage 13.

Cyrus swats two Spears before destroying Emerita; we gain two slaves and 9 gold (26 of 30).
Portugal is dead.

vImmortal stifles the Aztec Spear outside of Pee-Wee (27 of 31).
Aztec Sword on Greebley's city site disappears, veteran becomes elite (28 of 32).

First Immortal Army in Adrianople swats one Byzantine Sword flawlessly (29 of 33).
Three rSwords remain. Fortify First Immortal Army in Adrianople.

We find Boston, on the coast NE of Sidon.

Persian Potpourri is built on the northern Incense; starts walls.
Incense is connected to Persepolis.

GreebleysWesternSettler moves into place, along with an eSpear and 2 eImmortals.

Luxury rates drops to 10%; Feudalism in 39; +82 gpt, 2008 gold.
[IBT]
First Immortal Army survives two Swords (31 of 35).

Pasedena vImmortal -> vImmortal in 3.
Sidon vSpear -> vSpear in 5.

7 0420 AD

Around the Empire
Yellowed Korean Spear 1W of Mr. Peppermint. rSword at Adrianople. American Archer 1SE of New York.
Eight Babylonian units (5 Swords, Bowman, Spear and Warrior) are outside New York's borders.

eImmortal clobbers the Korean Spear with just one clob; impressive, but no promotion (32 of 36).
vImmortal chases away a Jaguar Warrior (33 of 37).
West Greebley is built on a forest and starts on walls. Four catapults and an eImmortal from Pee-wee are moved in.
vImmortal takes out German Spear and we gain two more slaves (34 of 38).
Lose a vImmortal at Boston; city has at least one Archer and two Spears (34 of 39).
Accompaning Spear pillages irrigated plains.
[IBT]
eSpear stares down an Korean sword at West Greebley (35 of 40).

Persepolis settler -> settler in 5.

Heroic Epic is built in Arbela.

Arbela Heroic Epic -> Forbidden Palace in 23.

8 0430 AD

Around the Empire
Two Byzantine Swords bother Adrianople. Korean Sword 1NE of West Greebley. Three Aztec Archers, a Sword and Warrior 1W of Pee-wee. Bzyantine Spear 1NW of Pee-wee. Babylonian Bowman and Sword 1N of New York. American Archer 1NE of New York.

Immortal from Pee-Wee axes the Aztec warrior (36 of 41).
vImmortal and eImmortal each knock out a Korean Sword (38 of 43).
*Immortals430AD* from the eImmortal and Achaemenes.

Achaemenes can reach Arbela and rush the Forbidden Palace this turn. Or form an Army, which allows us to build the Pentagon. Given the rush of units out west, I think an Army makes more sense at the moment. Achaemenes moves into Mr. Peppermint (closest city with barracks) and forms the army known as Immortal Pipsqueaks.
Load one Immortal into the new army and move it into Pee-wee.
In turn, that makes Mr. Peppermint cranky, so we hire a taxman; Immortal still completes in two turns.

First Immortal Army (12/14) clears out a Byzantine vSword, dropping to 8/14 and moves back into Adrianople, to face, maybe, one attack on the IBT (39 of 44).

SouthEastSettler, new in Persepolis, heads SE, where the land is open and foes are few.

vSpear and eImmortal arrive in New York.
[IBT]
Two Immortals and a Spear had begun to scout out America but had turned back when Babylonian units appeared near New York. Last turn they made back inside our borders. Babylonian Sword and Bowman took out the Spear and one Immortal; American Archer wasn't so lucky on the remaining Immortal (40 of 47).

Pentagon, anyone?

Shiraz vImmortal -> vImmortal in 5.
Bactra vImmortal -> vImmortal in 8.
Tyre vSpear -> vSpear in 10.
Icky Twerp trebuchet -> trebuchet in 15.


9 0440 AD

Around the Empire
Three Byzantine Swords outside of Adrianople. Three Aztec Archers 1SW of Pee-wee. Byzantine Spear 1NW of Pee-wee. Two Babylonian Sword and one Bowman 1N of New York. Four more Babylonian Swords, Spear and Warrior 1SE of New York.

America is down to 4 cities, but not by us.

eImmortal bends the Byzantine Spear (41 of 48).
Three vImmortals dispatch the Atzec Archer menace, with one promotion to elite (44 of 51).
eImmortal whacks a Jaguar (45 of 52).

At New York, two elite and one veteran Immortals bazooka three Babylonian Swords (47 of 54).

Cyrus heads towards New York, but it three turns away.
Another vSpear arrives in New York.

Spear climbs a mountain near Boston. New border color to the NE.
*Immortals430AD* 1/5, moves into Mr. Peppermint to heal.
vSpear arrives in Mr. Peppermint, also. Fire the taxman.

New Immortals head towards New York.
Rush the walls in New York for 28 of 2259 gold. This rush is almost too late. Outside the borders of New York are nine more Babylonian units, looking for blood and heading to New York.
[IBT]
Spears defend well at New York, Immortal not so well (49 of 57).
Two Swords die attacking Adrianople (51 of 59).

New York walls -> barracks in 40.
Pasedena vImmortal -> vImmortal in 3.
Mr. Peppermint vImmortal -> vImmortal in 4.


10 0450 AD

Around the Empire
Korean Sword 1NW of West Greebley. Jaguar Warrior 1E of West Greebley. Aztec Archer 1W of Pee-Wee. Korean Sword 1W of Mr. Peppermint. Wounded Babylonian Spear and healthy Warrior 1SW of New York, heading to undefended Seattle. American Spear/Settler pair 1NE of New York. Three Babylonian Swords 1N of New York. American Archer 1E of New York. Lone Babylonian Sword 1SE of New York.

The situation around New York is certainly interesting! The Spear and Warrior won't attack this IBT, but three Swords and 1 Archer could. The one vSword won't attack; it is at 1/4. Eight other Babylonian units are one turn away: Bowman, Spear and Sword 2NE of the city; one Spear 2E and then 2 Swords, 1 Spear and 1 Bowman 1E-1SE. All units are regular. New York now has walls and still has 5 defenders and a cat and a treb. Only one vSpear is healthy, leaving 2 4/5 Immortals, 1 3/4 Immortal and 1 2/4 Spear. Reinforcements are two turns away. This turn, the cat and treb fire at the 1N stack and damage both healthy Swords. Remaining units fortify.

Fortify the Spear on the mountain between Boston and New York.

Cyrus and a vImmortal move to 1S-1SW of New York.

eImmortal scares off Jaguar Warrior at West Greebley (52 of 60).
Another eImmortal gets past the Archer defender and scrags the Jag (53 of 61).
Load 3/4 Immortal into Immortal Pipsqueaks in Pee-wee and then clean out the Korean Sword at Mr. Peppermint (54 of 62). The Army then moves 1SW of Mr. Peppermint.

Moved an Immortal into Pee-wee from Mr. Peppermint. Move Spear from Mr. Peppermint into catapult stack 1N of Pee-wee and fortify. Move new Immortal from Pasedena into Mr. Peppermint.

Move an Immortal to 1E of Seattle.
New trebuchet arrives in Pee-wee.

Sidon and Chicago both grew this turn and both are now cranky. Raising the luxury rate to 20% drops our gpt from +82 to +70. Hire taxmen in both cities. That slows Chicago's settler build down to four turns from three. The Spear in Sidon still completes in 2.

Native worker 2NW of Sidon mines an unroaded hill for Sidon (8 turns).
SouthEast Settler gets near Aydin.
Turn off Animate Enemy Moves, our Manual/Automatic Moves.
And the save is attached.
 
New York Area 0450 AD
Spoiler :

450_NewYorkArea.jpg



This is what New York looks like: lots of Babylonian and American units facing a smaller number of Persians. Cyrus can play a role next turn and the Immortal hidden under him can garrison New York. The Immortal near Seattle probably needs to stay there to deal with any leakers that get past New York. It might be able to grab the American Settler/Spear combo in a few turns. Chicago is weakly held, but we have an Immortal from down south on its way to help.

The six workers on the hill are on their first turn of road making; that road will finish next turn. East of them is a stack of 3 slaves and one worker; they can road that plains tile in one turn. In the bottom left hand corner is a stack of three slaves, ready to road that plains tile.


SE Persia 0450 AD
Spoiler :

450_SEPersia.jpg



The settler SouthEastSettler, currently around Aydin, is heading to this area. Now that Porutgal is gone this area has been very quiet. One source of Horses is here, along with two rivers, some BGs and gold.

The two workers SW of Dariush Kabir are irrigating to Hamadan. The two slaves SW of Guimarães thought they were moving onto plains, but that tile is actually forest. Maybe it is time to start chopping the forest to help builds. The six slaves 1W of Lisbon just finished roading that flood plain and ready for more duties.


Deep South 0450 AD
Spoiler :

450_DeepSouth.jpg



Three Immortals that took out three cities (Zamua and Dyrrachium and one from the prior turnset) seek more cities.


West Persia 0450 AD
Spoiler :

450_WestPersia.jpg



Here we can see Adrianople and West Greebley. Adrianople is not connected and may not be connected for a while. Two forest tiles or two mountain tiles are the shortest route to the city. The mountain route is probably the safest one, but also takes the longest to road.

First Immortals Army is in Adrianople, fortified. It might face one attack on the IBT, from the north. The Byzantine Sword on the SE mountain has been there for several turns; fortified and immobile. The main advantage of Adrianople is that once we get it connected and we start to move on Bzyantium we have a Wines tile nearby.

Most of the action has been around Mr. Peppermint. Korean units have been following the coastline in ones and twos. The catapult stack 1N of Pee-wee's Playhouse has been able to keep them at bay. The Aztecs started showing up in force about two turns ago. It was because of them, and the mobility of the Jaguar Warriors, that I opted to make a third army instead of rushing the Forbidden Palace. The Army, Immortal Pipsqueaks only has two units in it now. *Immortals420AD*, which birthed the MGL, is in Mr. Peppermint healing. Next turn it can be added to the new army.

Once our third army is at full strength we can keep it around this front for a little bit, until the Aztec rush is over and then decide where we want to expand.

The two workers near Johnny Quest have not been moved. Ordinarily, I would mine this BG, but since the city won't use it for many turns, that may not be the best use of their time. Roading the hill should be fairly safe. The only enemy units we've seen around here have been ones that slipped through the Adrianople-Pee-wee gap. The Ottomans built Sinop and have not stirred.


Other Stuff
We have mined the hill 1NE of Mr. Peppermint, The other hill, 1W of Pasedena, will be mined this IBT. Two NW of Arbela we have one worker mining that hill, to help with the Forbidden Palace.

Pasedena can make 3 turn Immortals. Mr. Peppermit can do that too, once the other hill is mined.

Sidon and Chicago both have taxmen. The other option was to raise the luxury rate to 20%, but that dropped our gpt by about 12 gold. so I went with the taxmen.

Plain Plains is home to one lone geek.

Three slaves 1S of Mr. Peppermint will finish the road this turn.

Four slaves 1N-1NE of Johnny Quest will finish irrigating this turn.

Two workers 1N-1NE of Hamadan will also finish irrigating this turn.

The Horses 2S of Pee-wee's Playhouse are still unconnected; they are not inside our borders.

The Dyes by New York are now open. America used to control those Dyes but someone took that city; perhaps it was Carthage. We don't have a settler in the area nor do we have units to defend a second city until the Babylon rush is stopped. Chicago commpletes a settler in 4 turns. It could walk to the forest Dye and build a city in three turns. That tile is halfway between Boston and New York; three roaded tiles both ways.

Istanbul and Hamadan will complete their settlers in the first part of the next turnset.

Heroic Epic was built in Arbela; Forbidden Palace is now being built in that city.

We learned no new techs.

Portugal is destroyed.

We met Germany.

The Great Wall was built in Copãn, Maya.
The Temple of Artemis was built in Paris, France.
The Hanging Gardens was built in Bombay, India.


Fourteen Elite victories gave us one MGL. We also had four units promote to Elite.

Feudalism in 35 turns; +86 gpt, 2313 gold.

Military
  • 01 Settler
  • 09 Worker
  • 27 slaves
  • 02 Warrior
  • 15 Spear
  • 12 Catapults
  • 01 Cataputls (captured)
  • 03 Army
  • 32 Immortals
  • 04 Trebuchets
  • Support:
    • Current Units: 78
    • Allowed Units: 58
    • Support Costs: 20 gpt
 
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