Gr5 - Persian AW Demigod, Standard Continents

I won't be posting for another 24 hours or so...but to relieve your suspense, yes, we got it. :king:

Does anyone not want to revolt to monarchy as soon as we have our second luxury (the ivory) hooked up?
 
550 (0): A Zulu swordsman dies attacking Ergili (1-0).

We get a palace expansion.


530 (1): I merge a worker into River Hills, as suggested.

We dispose of the Impi landed near Tyre (2-0).

I turn off research on Horseback Riding. I'll re-start it in the unlikely event that we don't get the Great Library.

We defeat an Impi and a Zulu warrior near Ergili, and a Dutch archer outside Samaria (5-0).

We refuse a Zulu request for an audience.

Samaria walls --> barracks.

The Celts found Curovernum in the hills west of Samaria. We should be able to raze it soon.


510 (2): On the Ergili-Samaria front we destroy two Impis and a Dutch warrior (8-0).

We narrowly defeat one Celtic spearman in Curovernum, but the town is still garrisoned (9-0).


490 (3): We raze Umtata (north of the ivory), held by two Impis, and gain a worker (11-0).

We defeat the final spearman in Curovernum and auto-raze the town, destroying a galley in port, but we lose an Immortal (13-1).

On the Ergili-Samaria front we overrun an Impi and a Zulu AC (15-1).

The Dutch are building Knights Templar.


470 (4): OK, the direct route it is, and damn the torpedoes (well, Ottomans ;)).

We trample a Zulu Impi/settler team near the ruins of Umtata (16-1). Our eastern army is herding five slaves now.

We cut down two Zulu archers and an Impi around Ergili (19-1).


450 (5): We overrun an Impi, a Zulu swordsman, and a Zulu archer on the approach to Isandhlwana (22-1).

We destroy a Dutch archer outside Samaria (23-1).

A Dutch archer surprises me by attacking an Immortal while depleted, but fails (24-1).

We complete the Great Library, seemingly by a safe margin.

I produce a settler out of Arbela, since the town's food box is almost full (at size six) and we're essentially getting it for one pop point.


430 (6): We lose an Immortal attacking a Dutch spear/settler team (24-2).

We raze Isandhlwana, held by two Impis, and gain two workers (26-2).

We spot an Ottoman spear/settler team, which would obviously have brought us into contact with them regardless of the direction of our advance, and declare war. They've got thirteen cities.

We hunt down an Impi between Samaria and Hamadan, and a Zulu archer in the northeastern wilderness (28-2).

The GL gives us all the remaining AA techs, and also Monotheism. We get Feudalism as our free mediaeval tech.

Gordium builds our first galley.


410 (7): We destroy an Impi and a Zulu archer near Ergili (30-2).


390 (8): We found Isfahan next to the ivory tile.

Assuming the Zulus are our first priority, I'm not sure where to send our armies. There's only one short stretch of black border showing, to the northeast, and it might well belong to a useless hill town. Most Zulu units--including their AC, which we know are coming from Zimbabwe--seem to be approaching from directly north, implying that the Zulu core is behind a band of Ottoman territory. What makes this decision more difficult is that we appear to be in a valley entirely surrounded by hills and mountains, so wherever we direct our armies, they'll move slowly. In the end, I move our fully healed army towards the north. It defeats a Dutch spearman and a Dutch swordsman on the way (32-2).

We defeat a Zulu swordsman outside Ergili, and another two to the northeast (35-2).


370 (9): Dealing with a Dutch MDI landed in the hills next to Tyre (though mountains were available :smoke: ) costs us an Immortal (36-3).

We push a little farther north with our army, establishing that the Zulus are indeed behind the Ottomans and destroying two Ottoman units (warrior and archer) on the way (38-3). The ring of hills and mountains around our valley seems to be at least four squares thick.


350 (10): A seemingly well-prepared attack against Dutch Middelburg (three cats managing two hits) fails, one Immortal succeeding against a spearman but another losing, leaving at least a spearman and an archer in the town (39-4). Elsewhere in the region we defeat a Dutch archer (40-4).

Our workers hook up Isfahan's ivory.

In confused fighting north of Ergili we destroy a Zulu AC, a Zulu swordsman, two Dutch swordsmen, and a Dutch archer (45-4).

Nine elite victories this round didn't produce a Great Leader.
 
We should wait two turns, which will allow seven units to complete, and then revolt to monarchy. We shouldn't automatically send all the new units to the front, because our rear area is weakly garrisoned, and the Dutch have recently landed at Tyre, a spot the Zulus also like.

Our settlers are in Samaria and Ergili, and still have their movement.

The Dutch galley near Shiraz is the one that dropped the MDI off near Tyre. The galley off Isfahan hasn't landed anything yet.

Our somewhat messy-looking deployments between Tyre and Isfahan are intended to give us the most options if the Dutch land next to either city.

If we can hold on in the area for another two turns, we'll have a tactically valuable road through the hill and mountain north of Ergili.

We'll soon be able to send two galleys always stacked together, to exploit Handy's clever observation that the AI hates to attack stacked naval units, out to explore the world. Safely uniting the galley fortified off Gordium and the one about to be produced in Shiraz may require patience and care, though, since the Dutch galley in the area has five movement points.

Konya is on grassland, not hills, so that looks like a promising attack for our northern army.

Persepolis is about to produce an Immortal, so that we'll be a little stronger during our anarchy, but after that it should probably go back to generating settlers.

The AI will probably try to re-settle the razed site west of Samaria. So the site is a sort of settler trap--but not an ideal one, since it's on a hill.

We're hand-building the FP in River Hills, as suggested.

Our road network around Isfahan isn't right yet, because I changed the city's location at the last moment for tactical reasons. Our two workers in the area should road the mountain by the town as their next job to correct the problem.

We've got a single-scientist run to Engineering going, since I believe in this as a precaution. Of course the scientist (presently in Isfahan) should move every couple of turns.

I think we have fair chances, but this will be a much harder game than appeared to be the case at the beginning of my round. The geography is dreadful from the standpoint of eliminating any one opponent quickly.
 
The slow march north:

GR5-350BC.JPG
 
We'll soon be able to send two galleys always stacked together, to exploit Handy's clever observation that the AI hates to attack stacked naval units, out to explore the world.

I hope that holds here. I'm not sure if they were afraid to attack, ot if they were at their max unit support and would not disband a warrior in order to build a galley. The they won't attack a stack tactic may only apply to Sid Islands, but we'll find out soon enough.

One other little trick is to use the last movement to fortify the galleys. I can't recall a fortified galley stack being attacked in the past.

:thumbsup: Great kill ratio and a wonderful write up.

I agree that the geography is going to make this harder. We will need roads thru those mountains, so slaves will be important in this one. No wonder it took the AI so long to find us with all those mountains, hills, swamp and jungle.
 
Since I almost missed this. I just realized that I might be up.

Signed up:
Greebley
Handy900
ThERat
Bead_head7 (currently playing?) Is this still a swap or a skip?
Northern Pike (just played)
LKendter (on deck)
 
If you would take it, LK, that would be great. Depending on when you finish and what Greebley wants, I may pick it up after you. As it is, it looks like my schedule is still relatively packed for a few more days, and when I have the time, playing Civ isn't how I want to spend it.
 
Signed up:
Greebley (on deck)
Handy900
ThERat
Bead_head7
Northern Pike
LKendter (currently playing)
 
http://www.civfanatics.net/uploads9/GR5-150BC.zip


350 BC
I realize that Immortals are great attackers. However, I would like to have a few fast units in our rear to deal with surprises. This is even more important when you consider the capitol is naked. The FP city has a conscript warrior. This is going to tempt the AI too much for landings. I simply can't play this risky. The other issue is we have nothing to hunt down fast impi and Gallic swordsman with.
(IT) We get Theology and Chivalry for free.
We lost our galley. (0-1)


330 BC
I kill 1 swordsman, 1 archer, 1 spearman, 1 impi and 2 Gallic swordsmen. (6-1)
(IT) We lost 1 spearman. (6-2)


310 BC
I kill 1 swordsman, 1 archer, and 1 Gallic swordsman. (9-2)
(IT) We lost 1 elite immortal. (9-3)


290 BC
I kill 1 ancient cavalry, and 1 Gallic swordsman. (11-3)


270 BC
I killed 2 archers, 1 impi and 1 spearman. I lost 1 immortal to a lone archer. (15-4)

I auto-razed Ibabanago that the AI formed next to our army. :crazyeye:


250 BC
I killed 1 impi, and 2 spearmen. (18-4)

I razed Middleburg.
(IT) An AC tries to break out mountain guards. (19-4)


230 BC
I killed 1 spearman, 1 swordsman and 3 Gallic swordsmen. (24-4)
I lost 1 immortal to an injured swordsman. (24-5)
I just noticed some major weed, and I am not sure if I did it. Why in the world are we still in despotism? I order an immediate revolt and hope we can survive 7 turns of anarchy.
(IT) The sacrificial warrior is dead. This gives me enough time so save Tyre from a landing. (24-6)
An attacking swordsman dies. (25-6)


210 BC
I kill 2 swordsmen, 1 impi, and 2 MDI . (30-6)
The conscript warrior fails to kill the 1 HP archer. Our elite immortal can't kill a 2 hp sword. (30-8)
(IT) I just watch a lot of units move toward us.


190 BC
I killed 3 archers, and 1 Gallic swordsman. (34-8)
The landing is finally contained.
(IT) Forget the stacked galley theory. We won, but the stack of 2 galleys WAS attacked. (35-8).
We get Engineering from the Great Library. [dance]
The heading of river crossings is gone.


170 BC
I killed 2 impi. I lost 1 immortal. (37-9)
(IT) I killed 1 swordsman. (38-9)


150 BC
I killed 1 impi, 5 archers, and 1 Gallic swordsman. (45-9)


==========================

Summary:
This is downright ugly. We have built no infrastructure and I don't see when we can. You can't survive long-term in AW without some buildings. The GL may not have a lot of time left, but we have zero research buildings.

We have no fast units built. My kill ratio is NOT what you need in AW. I think there are more AI units now then at the start of my turn.

The other problem is the front is really lacking the needed road network.

The party for Greebley to have fun with:

LAK-784.jpg



Signed up:
Greebley (currently playing)
Handy900 (on deck)
ThERat
Bead_head7
Northern Pike
LKendter
 
I am hoping things were ugly because you got to fight the first wave of celts. They will lessen with time. I don't mean we will win, but things will have looked worse on your turn than they may actually be.

I expect Demi AW to be tough. We may not win even with a decent start.

In any case, I got it. If kill ratios are poor, will more Trebuchets help?
 
Greebley said:
In any case, I got it. If kill ratios are poor, will more Trebuchets help?
I see the problems as:
1) NO fast units to hunt down strays
2) A few more bombards wouldn't hurt.
3) We are fighting without a road net, yet don't have the units to protect the workers.
 
LKendter said:
I just noticed some major weed, and I am not sure if I did it. Why in the world are we still in despotism?

Well, this was the first item in my "The Future" post above:

Northern Pike said:
We should wait two turns, which will allow seven units to complete, and then revolt to monarchy.

That's bad news about the AI attack on stacked galleys.
 
Preturn: Hmm... I see why you were discouraged, Lee. It is more than just the Celts. There are a LOT of units out there.

Early: It is rather tough holding on with us having no new units but we do it.

Mid: I see a stack of 6 Netherlands Knights.

Late: We get a leader on the last turn. I go for the Army (We have 1 knight and are making another next turn for a Knight army).

Notes:
A rough set of turns, but things are momentarily calm. Only 16 visible units at the moment - fortunately over half is low level stuff (Att or Def over 2 there is 1 knight, 4 MDI, and 2 long bow). Some of the movement was odd. The AI may have gone to war. It may be possible to use the armies to advance.

Some towns are set to worker. We are behind on worker counts and need some to expand forward. We need more cities to support our unit costs. In cases like this I even keep enemy cities (or at least try)). In this case the AI city placement is so terrible, it might be better to irrigate a city and put it on settler duty.

Gr5_AD50.JPG
 
What happened? I see more then one city in riot. :(
This game is very difficult, and I hate to see wastage at that level.


I do not see any Zulu cities. Are they still alive behind the Dutch?
Take a look above Konya. You may see the black borders of the Zulu.
 
In cases like this I even keep enemy cities (or at least try)).
If you really want to do this we NEED some culture buildings. I suspect any town we attempt to take will have horrid flip risks as we have almost zero culture beyond the palace and GL.
 
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