GR29 - AWM vs 30 civs, Pangea

Could we space them further apart than CxxxC and still keep settlers out?

lurker's comment: Five spaces apart should be no problem at all; six should generally be workable I think. The AI won't tend to settle three spaces from an existing city unless it's really desperate (which these AI may be). Seven and I think you have problems.
 
I see what I can do filling our back.

Maybe the city limit will come up sooner rather than later.
 
Pre-Turn
MM a little, switch our capital to a library
chemistry is a whopping 19 turns away, but I go for it

IT lengthy turn as Far West Greebley gets attacked by 4 units but repelled them all,
we lose 2 exposed units though and defeat another unit
we get theology, Tolosa deposes us
we get a MGL as well

1. 910AD
defeat 3 units in Akkad and raze the city. this will help a lot to shut out the enemy
take another Babs knight out

at Altin Tepe, take out 5 units and 2 settler pairs
take back Tolosa, at Pee Wee defeat 8 units and fill an army with 2 knights
at Far West Greebley kill 2 units, amongst them a settler pair

2. 920AD
start to poll one knight army back to the tundra to help us spread there
defeat 6 units in the west
rush walls in Far West Greebley

in the east, slay 8 units including a settler pair
armies perform badly though and defense is getting really thin

IT FWG gets attacked and we lose 1 pike but defeat 2 other units
the enemy starts to block each other in the east and west, there are so many enemy units,
it is hard to not lose track

3. 930AD
start to attack Chongfu in the south, it's a pop 5 city
defeat 9 units in the east, 7 in the west
attack Iconium

just so you know, India has WE looming in the east
rush a rax in Nile, we need to be able to heal there

IT we got a real problem in the east as we don't have enough units for defense and the enemy invades our land
Korea finishes Leo

4. 940AD
to make myself feel good, capture Chongfu in "Operation Tundra"
settle Herat for more tundra coverage, set it on wealth as it is useless

in the east take out 6 units and block the WE from attacking us
in the west, take out 6 units, almost lose a knight army
raze Iconium, but decide this doesn't work unless we can break out

IT it's our luck that the AI is dumb and that they nicely block each other

5. 950AD
West Greebley's borders have expanded, that will really help us
remove the 3 WE in the east, so they can do no harm
finally get another MGL in the west. use it to rush an aqueduct

defeat a few units here and there, same old procedure

IT zzz

6. 960AD
another two useless tundra cities are laid down
in the west, we can always clear all the enemy units, the east looks different and there are some pillager units

IT Japanese sport samurais now, at least the German tanks will still have to wait a bit :lol:

7. 970AD
Japan has education now, I am glad I stuck to my gut feeling and started chemistry
Operation Tundra progresses smoothly as our knight army takes yet another settlement, Chiconaut

defeat the usual units and get another army just nicely timed, we just don't have the knights to fill it
but we will finish 6 knights next turn :dance:

IT is there a new civ sailing past?

8. 980AD
false alarm, no new Civ
found 2 more junk cities

6 more knights give some room to play but we lose one against a reg archer, man man
defeat a few units in the east, in the west we have things under control and can eventually expand once we have the settlers

9. 990AD
defeat the usual units, the pressure in the west is less, decide to transfer another knight army to the east

IT Japanese suddenly appear with a stack of 6 samurai :eek:
to top this, 3 enemy units are landed at Lisbon

10. 1000AD
oh, I wasted quite some money on chemistry as two AI's now have education and chemistry
apologies to the team

luckily I can shuffle units and pull an army into Lisbon from Nile
pull and army forward and defeat 1 samurai and hope we can block them

found another city

change all scientists to taxmen for this turn
 
The situation in the west. I think we can easily break out and settle aggressive as we have more units here and quite a few armies. Enemy movement is manageable.

gr291000a.jpg


The east:
Far less stable. two armies are tied to close that small land bridge. Enemy has been coming with knights (Babs and Germany, WE and now samurai). I would hold this line while filling the south and expanding west.

gr291000b.jpg



By the way, I have built some immortals for MP duty. we are horribly short of them.

By the way, we have 60 cities and can afford one more army at the moment. There are settlers on their way to fill all the gaps of the tundra, there is one knight army there that can move once we have more units around.
 
Researching Chemistry isn't bad. The AI does skipt it often enough that it can be worth the gamble to research.

I think the best we will be able to do is advance slowly on the northern front until we get Cavalry. We are close enough that we may want to start saving empty armies so we can have more than one Cav Army when we get Mil Tradition.

I think if we are at the maximum number of Armies we should settle 4 more Tundra towns. The more cav armies we start with the better, and settling for a rushed Market seems a waste when we have land to settle.

We should also get libraries in all major towns.

Greebley
Commando Bob
ThERat - Just Played
Daeron - Up
Northern Pike - On Deck
 
Fine work settling the tundra. I see you worked in some libraries, too. :thumbsup:

Since it looks as though we're going to be in a difficult, defensive posture in the east for quite a while, perhaps we should consider an option we normally ignore, that of building a fortified line. In the ideal case, meaning if we were able to straighten out our line by taking Boston and Novosibirsk, it would only be twelve tiles long. But even a partial line of fortifications covering the front we have now, for example on the tiles in front of Seattle, might help a lot. Most of our workers are now engaged in distinctly secondary tasks, so it could hardly hurt to explore these possibilities, which I feel we've tended to overlook in these games.

We can't do much about this on Daeron's round, since we have very few workers anywhere near the eastern front. But if he'd like to start moving them to the east and grouping them in stacks of sixteen, I'll try to make good use of them.

BTW it appears that things are going to get so delicate in the Bunyan-Seattle sector, for lack of units other than armies, that the spearmen from Ergili and Bactra should start moving in that direction before we hit Enter. I'd send the Immortal from Dariush Kabir, too, even though the town will then have to run a scientist.
 
I like the idea of defending in the East and attacking in the West. I had not considered fortifications in the east, since I rarely build them. I was thinking of a line of cities from Boston to the SE that somehow claimed (securely) at least one Dye.

I'll try to get a dot map on this, to use a guide. Boston would have to be taken first and that doesn't seem likely in the next ten turns.

Mount St. Helens
If we can, we need to get an Army, along with a Pike or two, on that mountain between Seattle and Altin Tepe. The AI currently beeline for that place and then we have to deal with them spreading out in our interior. Since our forces are on the front lines, we have to scramble to kill those that get behind the lines.

With an Army on that mountain, we can stop that exploit and channel the AI to cities we want them to attack (those on the border with walls and artillery).

Roading this mountain would be nice, too, but it appears our workers are elsewhere at the moment.
 
Tundra Towns
In the tundra area down south we have a fairly good supply of forests that we can chop to make 1 turn warriors. So, when we capture a city or build a new one, we need a force of eight workers to move onto a forest tile and chop it in one turn. Warriors cost 10 sheilds; Immortals are 30 and the city needs Iron to build our UU. Both are equally effective as MPs, so we should try to build as many warriors as we have tundra forests. We might even want to disconnect Pluto while we chop five warriors out of that city.

We should road near the new cities, so that our new Warriors can quickly become MPs. But until all the nearby forests are gone, we should wait and not connect the city.

By the time one of those cities grows to size 2 all the warrior-chopping around it should be complete, so happiness will not be an issue in these isolated icy outposts.
 
North East Line
Spoiler :

1000ADNorthEastLine2.jpg



This is how I envisioned our North East Line, which is nothing very fancy. Just a string of cities at CxC on the far side of the Dyes and Boston. CxxC might be better; I'm not sure. At CxC we could bombard units from two cities (sometimes) and that is the only real advantage I see in it.

Boston (3) and Novosibirsk (2) would be captured and not razed. We could build another city (not marked) between them later.

The real trick to all this is finding enough untis where we could go on the offensive in this area. Just keeping the AI at the border is proving to be a hard enough task,

To attack freely in the west we need to Hold/Pause in the West (at least for a little while) while we first focus on a limited offensive in the East. :crazyeye:

The West seems easier at the moment. Except for the lack of grassland tiles, it looks fine. Due west from Tolosa appears to be nice and open, even though the area from Far West Greebley to Mr. Peppermint seems to have most of the action.
 
Random Stuff
Two Knight Armies have only three, not four Knights in them. 13th Army (in West Greebley) and 10th Army (in Lisbon). 10th Army cannot be helped at the moment, but we can get the 13th up to four units rather quickly.

The eHorse* 1W of Pee-wee's Playhouse needs to be upgraded to a Knight. Our lone vHorse is fortified near Antayla in Tundra Territory. It can be upgraded also. These are our last Horses.

Ninth Army, in Chiconaut, has two target cities, both Aztec and with long, oddly spelled names.

Babylon sneaked in a city on the SE coast just NW of Salzburg. We cannot get to right away and that might be okay. It will take it about 20 turns or so to grow to size 2 and it may take us that long to capture it.

Mayan Mace and Babylonian Longbow threaten Lisbon, but not greatly.

Fourth and Eighth Army are blocking Babylonian access to South Akkad. That is good, since South Akkad is defended only with a Pike and the Babs have Knights.

We are building a lot of settlers; 19 at the moment. We are building one trebuchet, 13 turns to go. I think we need more trebuchets along the North/East border, since only Altin Tepe and Nule have any rock-throwers in that area.
 
I do like the terrain along that line, nice and flat. I don't know if we'd prefer settling behind rivers though, for the extra defensive bonus.

By the way, I'm not 100 % sure when I will be starting my turns, maybe tomorrow, but after that it's Pinkster, so I'll probably be slow.
 
I do like the terrain along that line, nice and flat. I don't know if we'd prefer settling behind rivers though, for the extra defensive bonus.
Good point.

I have gotten to be very Luxury-Focused in C3C. So I am willing to give up a river defensive bonus if we can have a secure hold on a new luxury. To me that is an acceptable trade-off. And that is why the Dyes are behind the line and not on the line.

The line is a plan; an idea. I don't think it is perfect, but it can serve as a starting point for discussion. We may never use it, and that is fine, too.
 
Yes, that looks good. It would certainly be preferable to have our line far enough in front of Boston and Novosibirsk that the AI wouldn't get the benefit of the rough terrain.
 
turnset

Spoiler :
IBT

We go 1-1 against the Japanese in the IBT, losing a pikemen at Bunyan.

Babylon is dropping LB's next to Persian Potpourri

We learn education and chemistry -> metallurgy

Houston library -> trebuchet
bicowville musket -> knight
plains plains knight -> knight
Johnney quest barracks -> knight
kandahar settler -> settler

koreans are building sistine's

Turn 1, 1010 AD

We have 44 enemy units in our territory

Sardis is building a courthouse at 90% corruption, heh think that one slipped under the radar. Switching it to a regular knight since there are already 61 shield into the build

Switch taxmen to scientists and hire some more.

Metallurgy and mil. tradition are both around 4600 beakers. We have 4600, so we can easily run science at 90 % at -78 pgt. Metallurgy in 14 turns.

We'll still have gold to spare after research mil. tradition.

The north.
Kill 12 units in the north (12 of 13)
Move some trebs around for better spread.

Group two stack of 16 slaves to move to the north

The west

Kill 11 units in the west (23 of 24)

Ugh, first misclick and an ugly one, mental note to save more often

Found Pasargadae -> wealth

caught a worker on auto move

Send out one army in the north to scout the region we want to fortify and spot a Japanese crusader that way. Nasty unit.

There are now 18 units in our territory.
We're really low on artillery for my feeling.

IBT

Defeat a german mdi and babylonian knight on defense (25 of 26)

Sardis knight -> trebuchet
horse town immortal -> immortal
antioch settler -> settler
winetown walls -> barracks

Turn 2, 1020 AD

46 units in our territory, hrm

Metallurgy now in 13 turns

North
Nile is under a lot of pressure, army is yellow lined. Pull an extra knight army there to help defend and rush walls

kill 6 units in the north (31 of 32)

West

kill 13 units in the west (44 of 45)

34 units in territory

IBT

Go 1-1, lose a spear kill an MDI (46 of 48)

The north gets flooded with units..

Pasadena knight -> knight
West greebley musket man -> musketman
Peewees aqauduct -> musketman

Chiconaut riots, hire two scientists to starve it to size 1

Nile walls -> trebuchet
ghulaman settler -> settler
hadji settler- > settler

Turn 3, 1030 AD
49 units in territory

north
13, lose one immortal to a 2 hp spear

west
kill only 5 units, apart from Korea, they're drieing up (66 of 68)

We capture Zitlapetc, now called Zit

IBT
Kill one MDI but lose a pikemen and seattle. I couldn't cover it, being spread. I can capture it back and reinforce now though. (67 of 69) Lost about 37 gold.

Lots of Celts in the west

Istanbul knight -> knight
Persepolis knight -> knight
Atlanta walls -> barracks
Tyre immortals -> knight
Peppermint knight -> knight

Turn 4, 1040 AD
Metallurgy now in 10 turns

There are only 21 units in our territory now, let's ignore that some are around Seattle which is no longer us. This is progress.

The North

We take back Seattle. Lot of easy marks, but almost all the units need to heal.

We kill 7 units there (74 of 76)

The west

Feeling a shortage of settlers here, want to expand, but taking cities would leave big gaps.

Kill 2 units in the west. (76 of 78)

IBT

Lots of movement, Babies pillage one of our tiles again

Newer York Settler -> Settler
Arbela knight -> knight
Shiraz knight -> knight

turn 5, 1050 AD

30 units in territory

The north

Almost miss some units 4 tiles in our territory, whoops

Kill 13 units in the north (90 of 92)

The West

Kill 13 units in the west (103 of 105)

Dispose of a LB in Southwest and get a military leader. (104 of 106)

There are now 11 units left in our territory

IBT

French pillage another floodplain, grr
Spot two Indian Dumbo's

MDI dies on a knight army which was redlined earlier (105 of 107)

Horse town immortal -> immortal

Turn 6, 1060 AD
15 units in territory

The north

We take Karana -> walls

Kill 10 units in the north

The west

Kill 12 units in the west (127 of 129)

IBT
Spot Korea's first musketman

PAsadena knight => knight
Hindana settler -> settler
Phantanium knight -> knight
Plains plains immortal -> immortal

Turn 7, 1070 AD
20 units in our territory

Found Gordium and capture Coyotepec (129 of 131)

The north

We capture the russian town but I accidently raze it, turns are long enough, so not reloading for this

Kill 8 units (137 of 139)

the West

Kill 10 units (147 of 149)

Pulled the old irrigate irrigate irrigate.. pillage!

Found Samaria -> trebuchet

9 units in our territory :)

IBT
Guimaers courthouse -> trebuchet
Bactra -> aqauduct
Icky twerp aquaduct -> immortal (needs an MP)

Turn 8, 1080 AD
23 units in territory

The north

Trebs miss samurai 4 times in a row..

Kill 9 units (156 of 158)

Raze Adab, accidentally attack with an immortal instead of army and lose it (158 of 161)
Found Zohak -> harbor

The West
Kill 10 units (168 of 171)

IBT
Lose a knight to an elephant (169 of 172)
Whoops accidentally lose 6 slaves, my bad

Settlers seem to be turning around now

Lisbon settler -> settler
Varna Settler -> Settler
Aydin aquaduct -> musketman

Bicowville riots, not sure if I pulled out a unit there..

Turn 9, 1090 AD
26 units in territory

Raze Jilotzingo (170 of 173)

Counting 10 war elepants in total, 4 german knights and 3 babylonian knights

The north
Found Istak -> walls

Lose a lot of hp just killing 4 elephants with a knight and immortal army...

Kill 10 units

West

Kill 11 units (191 of 194)

Found Jinjan

IBT
Persepolis knight -> knight
Arbela knight -> knight
Horse town immortal -> knight
Tolosa walls -> barracks
Karana walls -> barracks
Far West Greebley barracks -> immortal

Japan is building Bach's

Turn 10, 1100 AD

Lots of fast movers in the north, leaving it to the other player so he can plan for it.

There are 4 stack of 16 slaves at the north now.

Metallurgy comes in 4 turns, we could lower the science slider by a few and still get 4 turns.

Aydin, Darisuh Kabir, Bicowville need MP´s.
 

Attachments

The west is a bit of a mess. Not sure what I was trying to accomplish here, but I sure did not get any extra towns. Part of it was that I couldn't get a settler there, didn't want to rush. Celts are coming strong now while all the others, including Korea seem to have dried up. Celts have knights.

Spoiler :
gr29b1west.jpg

Not much to say, there's a 2-knight army there which needs at least one more knight. Got rid of all the other civs here.
Spoiler :
gr299seast.jpg

Took me forever to stabilize this region and of course as soon as I went on the offensive, there came elephants, knights and more knights. :crazyeye:
Next players will probably have quite a dance with Ghandi, since he probably started his GA against me. Those elephants are very tough. Note the workerstacks that are ready for fortifying. I took the opportunity to scout a bit more of the region. I think we might want to raze Washington and settle our own line. The army in south Akkad should be swapped with pikes or muskets so it can be used. I tried drawing the armies away there, but I didn't have the units to allow for attacks on the town.
Spoiler :
gr298neast.jpg
 
Fine kill ratio. :goodjob:

Thanks for getting the fortification parties to the eastern front. We'll clearly need them. I see that we're still desperately short of ordinary units in the east, so congratulations on your deft footwork with the armies.

You're right that we're short of bombardment units. But given that we had an abnormally attractive alternative build--Immortals--available for a long time, it was probably inevitable.

I've got it. I imagine I'll take the full week.
 
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