Gr7 - AWM vs 30 civs on a giant map

all good points Rat. I think if we get a chance for any kind of win we go for it.
 
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Pre-Turn
one thing is clear, we need more towns, unit support is a staggering 136gpt
stop all those workers builds, we can get enough slaves and need to slow down on unit cost
we have currently 94 towns

IT quite some stack sin the south, but all they do is in the end, block each other

1. 1405AD
raze Heliopolis, now Egypt has no more resources
raze Kutallu and
gr71405.jpg


in the south defeat many units and form another army

IT the army that took out the last Sumer town is killed :(
in the south the choke gets filled with lots of units. Guess we can handle it

2. 1410BC
found New Akwesasne, Fishertown and Bananatown in the south to extend the front finally
raze Avariz
kill around 30 units in the south

IT some unit movement but no attacks

3. 1415AD
found New Tyendenaga
raze Giza, defeat more units down south, extend our barricades

IT we get Mil Tradition, Theology in 4 at -70gpt possible (since we have 502g)

4. 1420AD
found River Fields, Twin Peaks (100th town), New Kahwanake
raze Hirancopolis

5. 1425AD
found Iron Town in the south, raze Goa
start to attack Chichen Itza
In the north, found Horse town, raze Buto
get another leader and since it's too far away from our core, it will be an army and not the Mil Academy

IT sometimes I don't know what weed the AI smokes, since Dutch and portugese move away many knights but bring on
other units
New Mauch Chunk is now popular with several AI's dropping units there, all together so many units that we won't be able to deal with all of them
6 knights 1 crusader and 2 archers

6. 1430AD
kill some but have to leave 4 units for now, hope our cities will hold
found Northeast and Wheaty Fish, raze Lisht
in the south defeat 4 units in Chichen Itza and raze it, this will hurt Mayans

IT we defend against those units losing only 1, Babylon is dropping 4 knights at Goigouen
and shows up with 23 knights in the south, will delay expansion until that stack is cleared

7. 1435AD
raze Pithom and Edfu, found Egypt Grassland
clear all units landings and units in the south, prepare for babs attack

IT another 3 knights next to Goigouen, Babs knights dare not attack our fortresses
we get Theology, Education next in 4 at 50% science

8. 1440AD
attack last Egyptian town, but 1 archer left, kill a Roman settler pair in the north
found Cowfield
we face a stack of 17 and 4 Babs knights, take out a few and ding a lot of them

IT Babs does not attack but retreats wounded units, however more units show up

9. 1445AD
In the North
gr71445.jpg


In the south, clear 17 knights (including some English that showed up)

IT English and babs actually attack but only retreat :)
India finishes Bach

10. 1450AD
found New Caughwanaga
clear 20 units in the south

I am sure we can maintain the 4 turn research for the time being with a lot of the new towns growing very fast and soon being able to be science farms
We should not stop to expand, I left armies in the north in case of landings. We can however shift more units south now.
I would plant a city next to the lake, had planned that but we need to clear many units first

The choke should be easier to defend soon with Cavs and a Cav army coming from the north

I did not MM the last turn, next player please do so

Final stats:
Edu in 2 turns, no new contacts, we have 108 cities now and currently 10 more settlers

gr71450.jpg
 
Signed up:

Greebley
ThERat
LKendter (currently playing)
Matt_G (on deck)
Markh
Sir Bugsy
 
First peaks shows Portugal and Babylon with printing press...
It may get ugly very fast. The race is on for rails.
 
LK, don't worry so much, AI landings aren't that terrible, we have a good spread of armies in the north.

Don't forget to MM before hitting enter, cities might have grown and assigned the wrong tiles.
I also have some workers parked at our capital, since there isn't that much to do
 
LKendter said:
First peaks shows Portugal and Babylon with printing press...
It may get ugly very fast. The race is on for rails.

The hardest thing before rails will be adequately defending all our coastal cities. I am not much worried about the south - we should even be able to start pushing forward. We had sufficient units down there. I don't think things will change much. Until we get rails we will be at risk of losing a town for a turn or two, but that is unchanged from before - this has always been true.

It will be interesting to see if we get contact with the other continent. I am guessing we will not until they get Navigation. At that point we may get landings in a new location. It will take those AI a bit to ramp up and get attacks to us though, so we will have some time to handle it.

We are strong enough now though that though there is some risk of losing a city for a turn or two - I think that that is the only risk. We are not going to lose the game - we are just too strong for that.

Good job on cleaning out the North and eliminating two civs. Now to expand south and claim our huge continent. :hammer:
 
A quick update: It just totally hit the fan.

In 1470 AD we have 3 new contacts, and America can sell us 13 more. :cry:
 
LK, if possible make sure to get a WM in the deal before declaring. Also, would be good to note down to number of cities they have
 
1450 AD
I cancel some worker actions. Totally corrupt cities will gain nothing from mining a tile.
(IT) We lost a pike. They lost a galley. (1-1)


1455 AD
I killed 7 units. (8-1)

Ocean View is formed.
I am working on shifting troops to the southern choke. Once we hit critical mass a big breakout should occur. When a few more knight armies arrive I plan to start razing some Mayan cities.
(IT) They lost a ship. (9-1)
Education has completed.


1460 AD
I killed 14 units. (23-1)

Horse Farm and Another City are formed.
(IT) Iron Lake is heavily assaulted. The AI lost 7 units. (30-1)


1465 AD
The bombard units by Trebizond pay off as I easily kill a 4 knight landing. I killed another 11 unit at the choke point. I lost a cavalry against an injured knight along with an elite MDI. (45-3)
I wish the bombard units would hit better.

Silky Smooth is formed.
(IT) Both of the galleys trying to explore are killed. (45-5)


1470 AD
I killed 2 Incan units, and we have our first Incan workers.


I attempt to form Jungle Lake.
LAK-982.jpg


I razed Ek Balam gaining 3 workers. Now Jungle Lake is formed. I disband a catapult, and rush walls.
With us hitting the city limit, I am going to stop building settlers. If we somehow get down to 1 or 2, then I will start up again.


:eek: We gained *3* new contacts. We are now at war with America, Inca and India.
America can sell us 13 contacts. :cry:



It just officially hit the fan. I really wanted rails, or at least be close, before this happened.


Since Greebley plays with the weird first turn trading:

LAK-983.jpg


LAK-980.jpg


LAK-981.jpg



I officially declare war on America, the Inca and India.
America has 17 cities. The Inca have 29 cities. India has 24 cities.

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

It is time for a big decision. Is trying for Smith's worth delaying rails 6 turns? I am going to stop for the night. Please chime in with comments for when I continuing playing tomorrow. I have a feeling it will be a very long IT. I lean toward rails now, but Smith's does really help the economy is we get it.
 
I think a four turn delay to get econ is worth the potential long term boost to our cashflow.

Edit - what's the rest of the world look like?
 
LAK-984.jpg
 
I think we are enough ahead in the game that we can go for Smiths.

It is funny we know the rest of the world but not our own continent.

[Edit: I would also like to finish filling our Continent so there isn't a big piece of unsettled land. Maybe we should consider disbanding the temporary towns and resettling the Far North? I would think a loser build up there would work. We are not that far from rails and we can use speed 2 or more units to defend it until then.
 
Greebley said:
It is funny we know the rest of the world but not our own continent.

I think we were the FIRST civ they met on this side. I don't think any of the 3 traded maps with our landmass.
 
this is excellent, we gained 5 techs just in time so that the prebuild paid off. Mauch Chunk has been building the palace since 16 turns now, that's around 500shields. With economic in 6 turns, we will get Smith immediately :)

We should then rush the Mil Acad there and maybe go for more prebuilds again. It's an excellent wonder city. I don't think we even need to discuss what an impact Hoover will have for us with 100+ towns.

I would think a loser build up there
I actually started to settle a bit loose already, with distance 4 as long as we can keep continuous borders (meaning settling within 4 tiles would connect sth like 12 tiles insetd of just 9). This way we can get a nice continuous border expansion faster.
 
ThERat said:
Mauch Chunk has been building the palace since 16 turns now, that's around 500shields. With economic in 6 turns, we will get Smith immediately :)

Uh, Mauch Chunk was building the Military Academy when I got the game. The MA was completed. The prebuild was just started up again.
 
Getting the MA was critical. We'll get Smith's.

the good news is that there doesn't look to be any civs in a run away. The aqua civ in the far left hand side looks like the strongest area wise.
 
I think we were the FIRST civ they met on this side.
just looking at the mini-map we know that they crossed the Ocean in the north via that light pink color.
We should try and keep it that way and sink all those galleys or caravels. I actually believe this is one of the few games where a strong naval fleet is needed to protect our convoys and sink theirs.
I suggest to swap coastal towns to galleons and firgattes the moment we have the tech.
 
1470 AD
The next research project is Smith's with 3 votes yes.
(IT) 3 more AI units die at Iron Lake. (48-5)

We get a very serious landing at Trebizond.



1475AD
I killed 4 of the invaders at Trebizond. There are still 4 left. I killed 20 units in the south. (72-5)

LAK-986.jpg



I am surprised that no new contacts have shown up.

(IT) 3 more units die at Iron Lake. (75-5)
There are even more landings at Trebizond. Even with a 2nd army arriving, our resources are really being taxed.

There are notices about Shakespeare being built.


1480AD
I kill 7 more units at Trebizond. I killed another 18 at the choke point. (100-5)
If I had more bombard and attack units I could kill even more. It is that crazy.
(IT) There are no attacks.
It is so crowded in the south that I am constantly watching one AI block another's movement.


To be continued...
I may finish this tonight.


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

One of the big discussions has been unit cost. I still don't feel they are that bad. IMO unit costs are a problem when science is stuck at 10%.
However, a big reduction is coming in the future. Once we get to rails we will be able to gather all of the bombard units from the whole map, and place then to a central location. At that point we will probably be able to disband a bunch of catapults.
 
http://www.civfanatics.net/uploads10/GR7-1500AD.zip


1485AD
I killed another 17 units all in the south. (117-5)

Yaxchilán is razed for $0 and 4 workers. This allows List End to be formed.
Mayapán is razed for $0 and 2 workers. This allows Ocean View North to be formed.
(IT) 1 unit dies assaulting Jungle Lake. (118-5)


1490AD
I killed 17 units again in the south. I lost 2 elite MDI. (134-7)
Tazumal is razed for $0 and 3 workers including a nearby capture. The captures include a Korean worker.
Icy Green is formed.
(IT) We lost a pike in Jungle Lake. (134-8)


1495AD
I can only kill 13 units. (147-8)


1500AD
I kill 2 units in the northern wastelands and we have 2 more free workers.


I razed Bonampak for $0, 2 workers, and 2 catapults. Grass Overload is formed.



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

Summary:

I agree with Greebley that loss via military is very low at this point. Babylon is almost triple our culture. What we haven't talked about is loss to 100K. I think we need to keep pushing culture where possible to make this a zero risk issue.


One thing that has made it rougher is I now have stacks of crusaders and AC showing up. Why did both free unit wonders have to show up on our continent?


I pushed scientists from 115 to 152. 50% science is 431 beakers. Scientists now are the stronger research source.


Smith's is due in 13 turns. Newton's is a waste on this large of a map, so the next wonder will be in the MA. I would like to get a bank and university in the city.


I hope we can break out in the south soon. As we keep razing cities the unit blitz should slow down. Once that happens we will destroy the south. So far I have built cities up north as I razed in the south. We need to keep razing even if we can't replace the city immediately. The other key is to get all the new workers home. Once rails arrive we will need every possible worker just to lay down the military rail-net. Not to mention getting the cities optimized.


My plans were pretty simple:
1) Have the workers irrigate everything in the corrupt lands. If that finishes up start marching the workers back to the core.
2) Send all bombard units to the choke. The only spot I didn't we Trebizond, the favorite AI landing point.
3) Review the cities every turn to keep them growing at the maximum rate for the corrupt cities. That faster the cities can grow, the faster we get the badly needed scientists.
4) Push our tech toward rails. After that, that team needs to plan the next direction.
5) Send all military to the choke, and kill as many units as possible. I was forced to let way to many units retreat.


Signed up:

Greebley
ThERat
LKendter
Matt_G (currently playing)
Markh (on deck)
Sir Bugsy
 
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