GR6 - Persia II - AW Demigod.

GR6 - Persian Rugburns

750 AD (0)
I'm not sure what to do. We apparently don't have to revolt this turn. :confused: :lol:

Pop into F4 and find out Liz bought our contact, so declare war.

We have three armies that give us the equivalent of Cavs vs. Spears in Arabia, so I intend to burn all except the Pyramids and re-settle at our leisure, picking off foreign settler pairs as we go. The Arabs can found new cities for us to capture, I'll get back to them later. Looks like the Arabs have 6 cities on this continent.

Whack a red-lined LB and cover with an Elite Pike. Nothing useful can attack us on the IT.

I think we're good for at least 3 more Armies, hopefully I find out for sure this round.

I am seriously tempted to pillage the Saltpeter, we don't want any part of Muskets and I'm not sure we want Cannons. Leave it be. We're primarily building Knights anyway.

I think we have to go Astronomy before Military Tradition, or our offensive will stall for lack of transport. As such, the pre-build becomes a Market. The pre-build can re-start by the end of my turns, and be better timed to end with our acquisition of MilTrad.

Now ... what to build in all of the Ice Fishing Villages. We're sort of on a little bit of everything, and that's probably correct. I switch cities that can reach food bonuses with a border expansion to Libraries. Ones that cannot build Trebs or Harbors. We'll worry about superfluous border expansions when we're in the final Domination push.

Swap Borazjan to Harbor, so it can run another specialist. Was on Treb.

Kandahar needs another Specialist in 2. Squeeze two extra Scientists out of Istakhr. Sidon goes back to being fed, and swapped to a Courthouse. Then it can build either Trebs or Knights, depending on how many shields are recovered.

Bactra will grow on the IT. Birka does us more good with another Scientist. Samaria will have to spit out a Worker after its Courthouse completes. Maybe. Don't need Clowns. Ergili won't be able to grow to size 7 without really pinching our core, swapped to Galley.

Need at least 1 Settler for domestic consumption, for the NE tip of the Tundra.

All of that mess to shave 1 turn off of Metallurgy.

IT - Nothing much, except Celts complete Copernicus. Celts also have a Caravel out and about.

760 AD (1)
Keshik volunteers for target practice. First elite victory. Get the party started at Medina. Five army victories later the city burns, netting us 5 slaves.

Homeland army starts to run after Celt Caravel. I suspect a landing in the Jungle. Wake two Trebs on the island and send them back home. I intend to make the Arab units go poof.

Re-MM and now Metallurgy is due in 11. Good shot we have the tech by the end of this round.

IT - Apparently I forgot to declare on the English, as they've signed an MA vs. us with the Celts. :lol:

770 AD (2)
Healing round for the Armies, we'll get back at it next turn.

IT - Celts land 1 Knight. Arabs found a city in front of our Armies.

780 AD (3)
Whack Celt Knight. Win 4 vs. Arabs and burn the offending city. Set up to attack Najran next turn.

Metallurgy is due in 9.

790 AD (4)
Three Army victories later, Najran is razed for 6 more slaves.

Goofy plan time. We'll see if it can be executed before the end of my round. :) (Also known as, can I count. :lol: )

I think I'm being a little more aggressive than NP in creating Specialists in the Tundra. I'm pulling the plug when the city hits +1 food and only has 1-food tiles to grow into. We need the 3 light bulbs more than the last corrupt body.

IT - Celts drop off a Musket/Crusader combo on the island.

800 AD (5)
Arbela completes Library, starts on Pentagon as pre-build. Same shields as Military Academy, so it is easy to figure out how fast it needs to build.

Have a brain fart and will temporarily misplace a few of the slaves.

We're doing so well on Scientists I won't bother to turn the rate up. It would cost us 150 gold to trim off 1 turn.

I think I went 1 too early at Anjar. We'll see.

IT - Crusader attacks and dies. Musket retreats. I was a bad boy and the Arab units chase the unprotected slaves. Shame they fall one tile short.

810 AD (6)
The Saltpeter is hooked up, so we are stuck building Muskets. I guess we could pillage it if we wanted to, leave it for post-turn discussion.

Now the Mongols land a Keshik. Disposed of.

We should be able to whack Mecca (and the Pyramids) next turn.

The Celts completed Bach's.

820 AD (7)
Anjar grows, we hit twice and capture. I want to start ferrying Knights over to help with the clean up.

Three Army wins only dent Mecca. The terrain wasn't amenable to what I really wanted to do, sweep behind Mecca and hit it on the way back. Total of 6 Arab units die this turn.

IT - Capturing Anjar made the Arabs bold enough to ...
GR6_Leader1.JPG


2nd Horse retreats. Poor stack of Arab Spears still can't catch up to the action. :lol: Have to get Mecca this turn.

830 AD (8)
Rush Walls in Anjar. Form empty Army.

Found New Gordium, spot Celt Caravel up to no good. Need those Knights, will have them next turn.

That was anti-climatic. Capture Mecca with first Army victory. We have the Pyramids, for what that is worth. Didn't really plan this one out too well. I don't want to Garrison with any of the Armies, and all of our other units are on the other side of the continent. :cringe:

The Pyramids only work on this island, so Mecca can be abandoned with little reprecussion. The tourism is corrupted.

I won't be able to finish the Arabs off on this round, but the next guy can do it rather easily.

IT - Celts land a Knight/LB/Musket combo by Behustin. Nothing we can't handle. Maybe.

840 AD (9)
All intruders whacked without loss.

The Mongols have a city on our 2nd island. Like that's gonna last.

Moving 3 Knights, 1 Pike, 1 Settler, 1 Treb to the island. Army is coming back on a different boat.

Decide to risk all 3 armies for 1 turn in Mecca to heal. We are actually ~even with the Arabs in culture, so what could go wrong? :lol:

IT - Solid landing by the Celts by Behustin. Stack of six units, might get interesting.

850 AD (10)
Six units were landed by the Celts, and we cannot kill them all ... Screw that, kill 4 and lose my first unit of the round. They have many empty cities they can approach but not enter, and then give us a leader next turn.

We will get Metallurgy on the next IT with scientists alone. I leave it as an exercise for the next player to optimize the specialists. :lol: (Who can guess what I do?)

The empty Army is now hiding in New Pasagardae.

Time to put a match to Mecca, but first we use the cultural boundaries to attack Damascus. Criminy, took all 4 army victories to burn the city.

Final Notes:
I lost as many cities as units, counting the abandonment of Mecca.

The Arabs have 8 total pop points, and the biggest challenge for the next leader will be to escort the 15 slaves to somewhere useful. They've been tagging along with the army, and rapidly accumulating. There are 4 settlers in New Pasagardae and we can probably capture all the remaining Arab cities, if we time things right we can keep the bulk of the Arab force running between targets and not have to garrison the captures.

Next leader might be able to lead off by capturing Fustat with the three Knights, or whatever. Our own island is full and we have an active settler to transport over, so we may be able to cover the Arab island in ~20 turns. We do have to build a road net to allow the armies to defend the entire island. Some of it is in place already, but we don't want to lose cities by being hasty on the settling.

The AI is so happy about Behistun we know we have either Coal, Rubber, or Oil there, so we've got that going for us.
 
I would have kept Mecca and Damascus. I don't see the need to raze either. We could have just kept an army within 6. Its not like clearing the rest of the island will be major.

Roster:
Greebley - On Deck
LKendter
Northern Pike
T_McC - Just Played
ThERat - Up
 
Greebley said:
I would have kept Mecca and Damascus. I don't see the need to raze either. We could have just kept an army within 6.
There are a lot of Arab units wandering around the continent. We could have either garrisoned the cities or re-captured them multiple times each. The problem wasn't really flip risks, it was the sheer number of units the Arabs had.

Ehh. It probably could have been done. The original plan was to pass Mecca and raze Damascus, then capture and hold Mecca on the way back. But when the Armies got to Mecca they ran into a stack of ~8 Spears. I wanted to hit Mecca before they could reinforce the city, but now I'm not sure why I cared. At least we got a lot of free labor out of the deal. We're still pulling Settlers out of our completely corrupt cities, so it isn't costing us much to re-settle the island.
 
Good work, Troy. :goodjob: I think we'll be glad we let the armies run wild and crushed the Arabs quickly.

This is mostly of theoretical interest now that T McC has played, but to address some of the above points:

1. LK, I'm basically pro-courthouse too. But how much gain do you expect from building a CH in a town which is clearly in the "totally corrupt" category?

2. With Bampur garrisoned, the Celtic landings between Behistun and Birka came on a tile two squares from any of our cities. This was extremely helpful, and judging by T McC's turnlog they're still doing it.

3. My thinking on the Metallurgy-MT tech path and a quick MA prebuild was that we aren't likely to get going against any new enemy until we have both MT and Astronomy, so

A. It would have been good to have cavalry as soon as possible for homeland defense, and

B. By the time we'd discovered MT Astronomy might have become common and cheap, whereas (given the AI's research preferences) this factor was never likely to help us if we chose Astronomy first.
 
got it

think we should try and get MT as fast as possible and try to go after Mongols. I am planning to keep Basra and Fustat and raze the other 2 towns since holding them would be tough when they are that far away from the other towns.

Are we sure we want to self build Mil Academy instead of rushing it with a MGL?
 
ThERat said:
Are we sure we want to self build Mil Academy instead of rushing it with a MGL?

Every additional army adds adds so much to our strength in AW that I don't at all like the idea of burning a leader on anything else. We hand-built the FP and the HE, and I think that's still the right policy.
 
I prefer self building as well and getting armies. I usually find the extra army worth more than the troops I could have had by not self-building.

It really is a trade-off; Cav/knight Army vs 5/6 more Cavalry/Knights. I prefer the army in most cases.
 
Re: Astronomy vs. Military Tradition

If we don't get Astronomy, we cannot safely reach any other islands. We can try to ship-chain, but then we need ~3X as many boats (or we transport 1/2 as many troops at a time) and once Magnetism gets out we have to worry about Privateers and Frigates. Being attacked at sea is less of a concern if we have Caravels, since we'll have boats to spare as cover. If we have to cover Galleys we aren't going to be able to transport squat.

Astronomy also allows us to land a reasonable army as a cover for the invasion. A two-member Knight army looks like an 8-10 HP Musket and should be ignored by the AI. Yes, the bulk of our invasion will be with Cavalry, but we're going to have to wait for Astronomy to launch that invasion anyway. Getting Astronomy first allows us to start invading with Knights and a Knight Army. Our home island is a little less safe but the AI should be more concerned with the troops on their turf.

The only civs that can reach us are the Celts and the Mongols. We will see Cavalry from both of them as they have each landed combinations of Horse and Saltpeter based units. Egypt must be getting hammered by the Mongols since we can see their cities and apparently they still can't reach us.

Interesting game. We're getting attack by civs we can't find and the Arabs are wondering what they did to have us walloping them with technology we were taught by the two civs that are attacking us. :lol: I think this game doesn't make the IA (at least for us). Galleons and Cav armies should finish the job.
 
ok guys, I listened to your adivce and went for self building, here is the log

save

Pre-Turn
MM, change Dariush Kabir to aqueduct, it's a high growth city, swap a lot of scientists to taxman and we make 139gpt for this turn
move 5 units out of Anjar to attack Basra, the armies are too far away.
move a settler out of New Pasargadea, we want that wine

IT didn't even see 2 Celt units left at Bahistun :eek: LB dies to our knight
Mongol caravel dies to our galley :)
we get metallurgy, big decision, MT in 13 or astronomy in 9?
by the way the advisor says we are moderately advanced :)

1. 860AD
decide to go for astronomy in the end since we need that 3rd lux, MM and we get it down to 7turns at -35gpt
units cost us already 42gpt, switch some builds to markets

2. 870AD
found New Bactra to fill our land
got my share of lousy RnG as we lose a knight to an archer outside Basra, kill 2 archers
defeat 3 spears in Basra and capture the city
bomb a Mongol galley to 1hp and sink it
increase science at we get atronomy down to 5 at -53gpt

IT RnG justice as an exposed knight defends against 3 archers and promotes to elite
in a :smoke: move Celts land a settler pair directly next to our 3 armies

3. 880AD
found 'wine connector' on the Arab island
kill a few stray units and lose a horse in the process
knight army kills Celt musket and LB for extra slaves

IT :eek: big trouble, Mongols decide to land next to Tureng Tepe with 2 crusader, 3 keshik and 2 LB
Celts also land 1 knight next to Bampur

4. 890AD
kill another settler pair, this time from Arabs, start to attack Yamama
at the home front manage to kill the Celt knight and all Mongol units for the loss of 1 knight

IT this time only 1 LB landing

5. 900AD
autoraze Yamama

6. 910AD
nth much

IT we get astronomy, next finally MT

7. 920AD
wine is online, reduce lux to 10%, increase science and we get MT in 9
raze Kharason and Arabs are OCC
finally get a MGL after so many elite victories, build an army (we now have 2 empty armies)

8. 930AD
attack Fustat and
gr6930.jpg


9. 940AD
set up attack on Tsetserleg

IT Mongols land 3 units

10. 950AD
raze that Mongol town (don't want to keep it due to flip risk)
defeat 3 Mongol units and found 2 more towns in Arab land

we have 2 more settler there already to expand
1 empty army is in our home land, and the other on the Arab Island. I would wait for Cav's in 5 and the fill them with 2 units
and send them over to Egypt. We have now 2 caravels that can make a safe passage to Egypt
MT is due in 5 turns at -15gpt at the moment, 17 turns for Mil Academy
we might want to join some native workers for the time being since we pay 38gpt unit support

btw we are at 26/32 for domination, still some way to go

gr6950.jpg
 
cross post with T_McC and it seems we had the same thinking regarding astronomy.
We can now start the invasion of Egypt. In fact there are knights to fill the army on that Arabian Island and a caravel is ready to cross. I am sure a 2 knight army won't get attacked, so we could start the launch now
 
decide to go for astronomy in the end since we need that 3rd lux,
This is a very good point. In the astronomy or cavalry discussions this very important fact got to low on the list.


IT :eek: big trouble, Mongols decide to land next to Tureng Tepe with 2 crusader, 3 Keshik and 2 LB
Celts also land 1 knight next to Bampur
I realize I am started to beat a dead horse, but this is why I wanted an empty city for the AI to go after. I was trying to control the traffic flow. Instead we are now being hit with scattered landings pre rails. I WILL set the AI attractant city again. If you doubt the power of this type of city read the log for LK101. I deal with an over-stretched front and slaughtered Venezuela by funneling them to a killing zone.


we might want to join some native workers for the time being since we pay 38gpt unit support.
Please don't do this. We need to get specialist cities up and running including the Arab lands. More workers clear all that jungle and get more scientists employed faster.


btw we are at 26/32 for domination, still some way to go
It is closer than you may think. We still have a big block of Arab land to claim, and last time I looked we still lacked control of a lot of tiles at home.
 
I got it.

Agree on getting Arabian isle up and running. Building the rest of the towns on the Arabian isle and getting towns over size 6 will reduce unit costs.

I probably won't build a Knight army. Cav armies with the better attack and speed make more sense even if there is a short delay.

I will probably upgrade our knights.
 
I realize I am started to beat a dead horse, but this is why I wanted an empty city for the AI to go after.
I kept either Bampu or Behistun empty to lure the AI there. For whatever reason suddenly the Mongols decided to land elsewhere, for the remainder of the turns, they landed where I wanted them to be.

My suggestion on worker merging is based on the fact, that we have now improved almost all land on our home continent (still have around 30 slaves there). As for Arab land we have 21 slaves to improve the land, more than sufficient
 
Not sure about the merging native workers. We were running out of useful things to do on our home island by the end of my turns. (No, planting forest around the Ice Fishing Villages is not useful. :p ) The SE jungle should be knocked down by now. I thought that was the last major task to complete.

We should have >20 slaves on the Arab island just from the guys tagging along with the Army. There is already a decent road network and some irrigation on that island. I think Marsh is easier to clear than Jungle.

Not a big deal either way. I am working under the assumption that we're going to research MT - Physics - Magnetism and then run all cash. That way we avoid the traditional Communism vs. Industrialization argument Greebley and I have every game. Just thinking about it ... we're scientific so ToG is a 2-for-1 and we might get rails. (Let's be real, we're getting Medicine. :rolleyes: ) So let's not merge the native workers. I don't think we're going to need rails/Communism, but it can't hurt.
 
ThERat said:
MT is due in 5 turns at -15gpt at the moment, 17 turns for Mil Academy

So we should have stayed with the original Military Academy pre-build. It's really pretty hard to start a pre-build too early in a high-difficulty game.
 
One of the things I do in all SGs I play in to track civ growth. This is the exact reason I didn't at all like the position in the last AW game from Greebley. Take a look at the growth. Add it a lot of unclaimed former Arab land. Add in the games in our homeland.

It is only 950 AD, but IMO this game is now ours to lose. We really have to screw up to not win. I never thought AWDG could end with factories probably never being built.

LAK-838.jpg
 
Preturn: Make some minor adjustments.
Not worth moving but New Tyre is badly placed. It is four squares from both cities. While we got armies on the island, but I would still like to be able to switch Pikes and Muskets from town to town.

Early: We get no landings and then suddenly 3 landings at once. We easily handle though we lose a Knight vs a injured Keshik.

Mid:
We get Mil Trad. Set science lower to upgrade the knights.
The AI has stopped dropping units off near the empty cities - not sure why.

Late: First English Landing I have seen.

Notes:
Very few losses. Maybe 2 or 3 at most (It would have been less but I wanted elite units and elite victories). We had armies sitting on the sidelines of all landings. Nothing too big to handle.

The AI has been landing in 3 places:
Near Anjar and New Sardis (if I move the knight army out of the town) on the Arabian island.

On our island all landings have been near the empty town of Behistun.

We land the Egyptian contingent I would go ahead and merge the third Cavalry into the armies. We will probably have Galleons by the time egypt is killed.

We could use a leader to rush Pentagon. However, we don't actually need Pentagon quite yet as we still want to be able to ship our armies and so do NOT want 4 units in our armies. I would wait for the Celts mainland for that. Once we go for the Celtic mainland we will definitely want Pentagon. I am assuming there is one big continent still remaining. The main use of pentagon now would be to add a forth unit to our Immortal armies.

GR6_AD1050.JPG
 
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