GR29 - AWM vs 30 civs, Pangea

All right, I thought about this a bit, and I'm pulling back from Civ for a while. I simply don't have the time right now to finish my turns in an acceptable time, without it losing all its fun for me.

It's just awkwardly busy right now, hope to be joining you guys again on a later time. But as it is, I don't have the time or energy to keep up with the pace of the game.

I didn't manage more than three turns, so next player might as well start over. Good luck guys.
 
There is no requirement to do any number of turns. 3 is just fine if that is what you can do in a week. I would go ahead and post. If you can only complete 1-3 turns, then no problem if you want to still play. These games get huge and one turn can be more than 10 for a standard map. Its up to you -whatever is best for you.
 
I could take the game as I was supposed to play before Daeron...
 
I'd suggest that you do that. Judging by the tone of his post, Daeron may not even be checking in to see that we'd be glad to use his three turns.
 
Ok, I have started to play and am into turn 2. It s very slow going as we have such meagre production and the enemy many units.
 
Pre-Turn
our production is really pathetic, I am surprised we got anywhere here

IT lose a cav that is exposed, 2 more units landed at Istakhr
we get astronomy, go for banking

1. 1295AD
the landing causes trouble and I need to pull back an army to prevent the worst

defeat units in the west and advance a little, found gems city

IT :eek: all of a sudden a big stack of Gallic Swordmen appear in the west
the 2 German knights attack and take out a musket

2. 1300AD
there are 13 Gallic swords next to Ancyra now, must find a way to defeat them
take out 5 of them with cavalry, 2 immortals retreat 2 of them
attack Byzantine town and they got a mere musket inside
raze the city as we need to stay a bit tight right now

raze Inchon as well, found a city in the west, in the east do that as well and inch a bit forward

defeat some units here and there, but the Celts are most concern

IT wow, we go 4:2 and gain a leader at Ancyra, but there are another 13 GS showing up

3. 1305AD
and we get another enemy, the Iroquois
take out one of the red GS and get another MGL, after I had formed a cav army
form another cav army, but both are not filled to the max as we are really short on units

found a city to close the west gap and defeat 3 units around there, there are plenty of them and we need to be extremely careful not to lose the front line, pull another army back to defend Ancyra

autoraze Ephesus but need to pull back that army too next turn

the repeated attacks on Babylon's capital are successful and we manage to raze the town :)


IT GS stack doesn't attack

4. 1310AD
spot yet another big GS stack, goodness me
ok, we got one 13 GS stack that is able to attack 2 front cities in the IT. How am I going to prevent them from attacking
and taking the towns?

first I take care of two landed knights in the far east as well as 2 Japanese Cavs at our army wall

now the chess play in the west: I use a cav and a cav army to defeat 4 units next to our new town
Use one immortal army to block access to both empty towns and start working on it
3 immortals get defeated and 3 retreat, that still leaves 7 of them

I got no choice but to rush the barracks at 'Fight the Gauls' as we need healthy armies next turn as well
found one city in the west, it's our hundredth


IT Japan founds a city close by, this might be a chance to get some money from them

5. 1315AD
manage to take down the town and gain 811 gold :dance:

defeat 2 more landed units there

focus on the west again. GS still haunt us, defeat 7 of them but lose an immortal
there are still 17 of them around, 5 wounded though at the moment
besides that, there are other units like knights, swords, maces etc
defeat around 10 of them

capture and abandon another city in the west and pull even this army back

6. 1320AD
same old game in the west, GS now deep in our land
kill 9 of them, with 4 new one we still see 13 of them
defeat a few other front line units there

defeat 1 unit in the east

IT get a whopping 2 cavalry, that's more than average for us

7. 1325AD
situation finally seems a little more stable now

defeat 7 more GS
clear other units and get a MGL, this one will be the Mil Academy in our capital

found a new city in the west to fill some gap

clear a new Babs city to make way for the Japanese, more lucrative for sure

IT they actually found a town near us again :)
we get banking, on to physics now, since we got cash, we can afford 90% science
we get a breathtaking 3 cavalry

8. 1330AD
rush the Mil Academy in our capital
though there are again 9 GS around, decide to send out one cav army to eliminate the Byzantines

defeat 6 GS and lose a cav :(
why defeating units in the west, get another MGL, this one will go east to defeat the Japanese
defeat quite a few Koreans

IT somehow we meet the Dutch and need to declare war, more enemies, goodness
we get the Academy, good, our armies are now stronger

9. 1335AD
capture Amorium, keep the city for a turn to attract the enemy

gr291335.jpg


Byz gone
autoraze a Korean city

defeat the 3 last visible GS but lose a cav against one of them on flat land
kill 7 Korean units

IT 38th Parallel gets attacked but we retreat the enemy

10. 1340AD
defeat several units in the west, the situation is quite stable for the moment and
we have 2 settlers in position to found new cities next turn

while clearing the little stack that lands in the east, get yet another army
fill it with 1 cav and send it east. we really want to take the Japanese money
 

Attachments

The situation:

East:

gr291340a.jpg

We have blocked the front entirely to prevent Japan from breaking through. A knight army with a cav inside has started to attack that Japanese city and should be able to raze the city next turn, then pull back to allow the Cav army (needs to be filled) to start advancing into Japanese territory. We have another 1 cav army there but we need to fill it when more cavalry is produced.

The landing site for the AI is also indicated, please do leave the units there, we could also pull back some artillery from the front as it is useless there.


The west:

gr291340b.jpg



Tough to defend, but we have plenty of armies there to support our defense. We have 2 settlers covered by armies to settle next turn. We also have a the last Byz city occupied by a cav army. I would abandon to city to free the army to start razing Korean cities. Koreans seem most dangerous now that the Gallic sword rush is over.
 
Greebley
Commando Bob
ThERat
Daeron - retired
Northern Pike - up
 
Was that five Leaders? Superb. :goodjob:

I've got it. I'll probably take the full week.
 
I couldn't tell because I didn't see any units or settler pairs. Guess it was PP trading.
 
1340 (0): Well done mining our capital area for better MM. :goodjob:

I cut the lux rate to zero, which only requires adjustments to four cities.

We've fallen into our old error of building improvements other than aqueducts in completely corrupt towns, so I change several of those builds. We don't win these games by domination, so getting cultural expansions to fill empty tundra with no capacity to support scientists is useless. Nor is there any profit in building libraries just to let corrupt coastal towns reach one whale. Vmxa has delivered this lecture many times. ;)

Bad news--a Japanese cav makes one of those random attacks on our mixed cav-knight army (still well in the green) next to Ise and does a lot of damage, so other Japanese units pile on and we lose the army, though it takes three attackers with it. This will push the point at which we can have two cav armies operating beyond our wall in the east some turns into the future.


1345 (1): The Koreans have cavalry. That'll be a problem, on the fluid western front.

We seize Suwon, a Korean desert town held by two musketmen and a cav. We also crush two Aztec knights adjacent to the town (5-0).

We found Slumtrimpet on Rat's coastal site. There are too many enemies around the inland settler for us to found there ATM.

We pummel six Korean units adjacent to 38th Parallel North (11-0).

We curb-stomp a Mongol stack of six next to Foppish Nose (17-0).

We smite six enemies, mostly Korean, on the Fight the Gauls - Dry Gulch front, gaining our first Leader/army of the round (23-0).

I'll send the new army east. It'll take a few turns, but we can't lose the opportunity to gain gold capturing Japanese cities, and we don’t have much capacity to generate new armies in the east.

We grind down six Japanese units in the eastern mountains (29-0).

We storm Paegam, a size-twelve Korean city that somehow doesn't have a cultural expansion, held by three musketmen (32-0). We destroy a Hwa'cha, since we aren't alowed to capture it. We have to pass on razing and hold the city briefly to protect our army.

We begin a programme of lumberjacking improvements in semi-corrupt towns, since our workers don't have much else to do.

Back in the west, we pick off two enemies around Ancyra (34-0).

We leave a hole at the northern end of our line in the east to pull the Japanese away from Ise, and it works, in that only three cav come through the hole and we can easily mop them up.


1350 (2): We auto-raze Ise, held by a Samurai, two musketmen, and a cav, and collect 821 gold (38-0).

We round up the three Japanese cav from the minor jailbreak (41-0).

We unhorse another five Japanese cav left in vulnerable positions by their swing to the north (46-0).

On the northern sector of the western front we dismember ten enemies, mostly Korean (56-0).

On the southern half of the western front we flay seven foes and an Aztec settler, mostly around Suwon (63-0).

Back in the east, we spot two Samurai on flat land and shame them into seppuku (65-0).

We abandon Paegam.

Germany, Babylon, and Russia land one unit each in the Istakhr area.


1355 (3): We dispose of the three units landed around Istakhr--not hard, when we had a cav army passing through (68-0).

There's no action at all along our eastern wall, as the Japanese have moved out of range.

The west is quiet too, as we heal most of our armies and strike down just five enemy units (73-0).


1360 (4): We found Triptweeze, filling in the gap between Suwon and Slumtrimpet in the southwest.

We send two cav armies towards the Korean core and raze Kaesong, which is at size eight but has no culture (garrison of three musketmen; 76-0). We also shatter two Korean musketmen in the area (78-0).

Elsewhere in the west we defenstrate twelve enemy units, seven of them Aztec knights, and a Greek settler (90-0). We gain our second Leader/army of the round, and this one will stay in the west.

We found Malacandra, one tile off Rat's inland site in the west.

In the east we move two cav armies next to Toyama, the latest Japanese foundation near our wall.

Science down to 50%, Physics still due in one.

We lose a pikeman to the attack of a Korean MDI, because I didn't see that a mountain was roaded. Does Darski have a graphics mod for this? :D We just survive a second Korean MDI attack along the same road (91-1).

The Japanese decide to make some attacks on our armies next to Toyama--the same thing that happened at Ise, except that with two armies stacked together and good RNG there's no disaster. We repulse three Samurai (94-1). We noticed in GR23 too that the presence of a wall of armies tends to randomize AI behavior.

Physics --> Magnetism, due in eight turns at 100%.


1365 (5): We auto-raze Toyama, held by three musketmen, two cav, and a Crusader, and gain 824 gold (100-1).

In the west we raze Cheju, held by three musketmen and a cav (104-1). Cheju is about the sixth city the Koreans build, so we're really hurting them now.

We found Perelandra, connecting Amorium (which I decided to keep) to Suwon in the southwest.

We strike down two German units landed as usual near Istakhr, and gain our third Leader/army of the round (106-1).

We bludgeon six Mongol units outside 38th Parallel North (112-1).

Elsewhere in the west we devastate five enemy units and a Greek settler (117-1).

We pick off a Japanese cav that wanders too close to our wall (118-1).

We leave a hole at the top of our wall to get the Japanese moving again.


1370 (6): We found Thulcandra to fill in a gap in the east on a river site.

In the east we expunge three Japanese cav and a Babylonian LB moved into vulnerable positions after we opened our wall (122-1).

In the northwest we take the Aztec junk town of Tlapanaloya, which conveniently has just reached size two and doesn’t auto-raze (garrison of two musketmen; 124-1). We then topple seven Aztec knights in fighting around the town (131-1).

Elsewhere in the northwest we extirpate three enemies, including two Korean cav (134-1).

In the southwest and central west we shatter four Mongol and three Aztec units (141-1).

We locate Osaka. If we can start razing major Japanese cities we’ll be in fine shape.

The Aztecs have cavalry now too.

The Koreans have conducted some merges, since the population of Iri has gone up from one to four. That’s a rare sight.

A lot of cannon complete in our tundra towns, since we began that project forty turns ago.


1375 (7): We found Viritrilbia, pushing our line forward in the southwest.

We move two cav armies adjacent to Osaka in the east.

In the Korean core we raze Pusan, held by three musketmen and a longbowman (145-1). We destroy at least four Hwa’cha and take seven slaves.

We storm Iri, held by two musketmen (147-1).

In the northwest we slay seventeen enemies, including a Korean cav, an Az cav, and three Az knights. We lose a full-strength elite cav attacking a redlined musketman (164-2).

In the southwest we overrun a single Korean musketman (165-2).

We open a gap at the northern end of our wall again.

Elizabeth introduces herself, obviously as the result of a communications trade. She has twenty-seven cites, six of them Iroquois. We declare war.

One of our musketmen posted on a mountain repels the attack of an Aztec cav (166-2).

The Koreans complete Magellan for us, which would be good news if this weren’t a pangaea game.


1380 (8): In the east we raze Osaka, held by four musketmen, a Crusader, and a cav (172-2). We gain 1414 gold and seven slaves.

I invest some of the Japanese gold in settler rushes in the west, since the corrupt cities we’ve held long enough for them to produce settlers naturally are all in the east.

In the Korean core we raze Namp’o, held by three musketmen and an LB (176-2).

In the east we obliterate ten enemy units, mostly Japanese cav, moved into vulnerable positions after we re-opened the hole in our wall (186-2). We capture a Bab settler.

In the northwest we liquidate eleven enemies, including two cav (197-2). We capture an Aztec settler.

In the southwest we exterminate four foes (201-2).


1385 (9): In the east we massacre thirteen Indian cav and four Jumbos lined up against our wall (218-2).

In the west we heal several armies and set up three foundations for next turn. We abolish just eight enemy units including two cav, as two terrible RNG runs by our cav armies hamper our operations (226-2).

Three different nations land a total of five units next to Istakhr behind our eastern wall.


1390 (10): We found Glundandra, Lurga, and Neruval, pushing our front another step forward in the west.

We auto-raze Mongol Tsetserleg in the far northwest, after I get tired of waiting for the wretched place to grow to size two (garrison of two spearmen and a swordsman; 229-2). We gain our fourth Leader/army of the round.

We hack down six Inca units next to Neruval in the northwest (235-2).

In the Korean core we move two cav armies adjacent to Pyongyang and winkle out two musketmen, though the town remains garrisoned (237-2).

Elsewhere in the west we slay nine enemies, including three cav (246-2).

In the east, we account for the five enemy units landed next to Istakhr (251-2).

With our enemies having retreated from our wall, we pulverize only an Indian cav there (252-2).

We move two full-strength cav armies next to Satsuma, which at size twelve should provide another rich payday. We have to scatter seven slaves from the razing of Osaka to the winds, but we’ll get them back eventually.

With help from lumberjacking, we made fair progress on infrastructure this round—six aqueducts, two marketplaces, three courthouses, and two libraries, counting the upcoming IT.

Twenty-eight elite victories this round produced four Great Leaders.
 
The strategy of keeping the east closed with our wall of armies and attacking in the west is working perfectly. We’re already wiping out the Korean core and advancing steadily in the west, and once we can build railroads, we should be able to finish off our western enemies fairly quickly. We could have rails in ten turns, if we happen to draw SP as our free IA tech.

We’re still producing units slowly, as noted by Rat, and our armies have to do most of the work in the west. But the AI is only sending units in dribs and drabs there, and we can make good progress.

Opening a hole at the top of our wall of armies about once every three turns seems to be proper timing, if we want our enemies to come forward to be killed.

It would be interesting to know why we’re seeing almost nothing from the Celts in the west, when they have twenty-four cities. Perhaps they’re at war with someone else.

The Japanese are about to found another city right next to our wall, but it just means more gold for us.

There’s been a lot of naval movement along our long southern coast, but the AI civs have only landed at their favoured site at Istakhr.

There are enough workers beneath the knight army and other units two tiles north of Iri in the central west to build them a road before they move next turn.

We have plenty of settlers in the east, since our wall is close to the corrupt cities where we naturally produce them. Generating settlers to keep up with the pace of our advance in the west is harder, but we have six fairly close to the front.

I’ve merged Thessalonica up to size twelve and done some lumberjacking in the area, since it’s bad to have undeveloped towns so close to our capital. Once the town completes its marketplace this IT it can put its specialists to work.

We should settler-abandon Foppish Nose now that we don’t need it tactically, since it has only desert tiles to itself and makes better towns more corrupt. We might want to do the same with Dry Gulch.

After Sidon and Pee-wee’s Playhouse finish the infra builds they’re on, we may want to start working in our cheap universities here and there.

The many workers around Sidon have been lumberjacking. The area bounded by Boston, Seattle, Shiraz, and Sidon has been thoroughly lumberjacked now, so if the next player wants to continue with this he should move the workers south or west.
 
Once the Korean core:

GR29-1390ADi.jpg


The west today:

GR29-1390ADii.jpg


Beyond the wall:

GR29-1390ADiii.jpg
 
great tactical play and progress!!!
 
1360 (4): We found Malacandra, one tile off Rat's inland site in the west.
1365 (5): We found Perelandra, connecting Amorium (which I decided to keep) to Suwon in the southwest.
1370 (6): We found Thulcandra to fill in a gap in the east on a river site.
Malacandra, Thulcandra and Perelandra. No Weston or Ransom or N.I.C.E? :D
 
I was thinking of those possibilities, but wanted to cover the less-mentioned planets (Viritrilbia, etc.) first. :cool:
 
Civ 3 seems to get the well-read crowd.
 
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