Gr7 - AWM vs 30 civs on a giant map

I would start building a navy as soon as we have magnetism. At the moment we can only build caravels. I would prefer to use our funds to upgrade cats/trebs to cannons than caravels to galleons.
 
markh said:
I would start building a navy as soon as we have magnetism. At the moment we can only build caravels. I would prefer to use our funds to upgrade cats/trebs to cannons than caravels to galleons.


I agree to wait for Magnetism. I don't know how much money was can even afford to spent on upgrades. There is no sense in building ships that will go obsolete quickly.
 
Waiting for Magnetism seems sensible to me as well.

I don't think we need to wait for the south to be entirely in control to consider starting an Arabian attack. We have 24 armies - another one down south isn't going to speed our advance by much that much. I don't think. We can at least consider picking off weaker Arabian units with an army they will probably have a lot that we can start wittling away at their forces.

If we have a spare leader, it might be worth sending an initial Cav army after we build 2 Galleons and 2 Frigates (which will take time).

I think we should go back to making workers. We are now close enough that increasing our workers makes sense to me. We will need a lot to improve our lands. Put some of the corrupt towns back on workers and start cranking them out. The hit in gold will be compensated by having the rail net up quickly and our core quickly improved.
 
Greebley said:
Put some of the corrupt towns back on workers and start cranking them out. The hit in gold will be compensated by having the rail net up quickly and our core quickly improved.

Most of the corrupt towns are well into building aqueducts. I don't think have much worker potential here. What we may need to do is peel workers from cities at max pop with full food in the box.
 
Agree. Corrupt towns that complete builds can do workers next and we can peel off the workers as well.

The mind boggles at how many turns it will take to improve the land we already have (also the number of scientists we would have if all the corrupt towns are fully improved - they would need around 6 squares each for 6 scientists each since it is mostly grassland).
 
Greebley said:
Agree. Corrupt towns that complete builds can do workers next and we can peel off the workers as well.
That will be rather strange. We build aqueduts to get the cities above size 6, just to not do so. :crazyeye:
I wonder if a couple of cities can become worker factories. That would be much more efficient.



Greebley said:
The mind boggles at how many turns it will take to improve the land we already have (also the number of scientists we would have if all the corrupt towns are fully improved - they would need around 6 squares each for 6 scientists each since it is mostly grassland).

I agree the number of turns will be a lot. However, I don't even want to *talk* about improving the land until *after* the rail-net. I would love to free up all the armies in the north defending possible landings.


Getting rails for the corrupt cities will allow one or two more scientists. At this time I am more concerned for core improving. All those plain and desert tiles gaining rails should allow a lot more in the way of mined tiles. That will be a big improvement to productivity.
 
I was more thinking of towns that don't need aquaducts. I just don't remember what they are building now. Cannon? Agree that building an aquaduct and then keeping the size less than 6 is silly - I wasn't suggesting that..

Definitely agree with
1) Rail Net
2) Core
3) Scientists
 
Greebley said:
I was more thinking of towns that don't need aquaducts. I just don't remember what they are building now.

At the end of my last round either aquaducts or temple if can grow past size 6. Any culture boast will help.
 
Here it is :

IBT : America begins Smith's

1) 1505AD : lower science to 40% - > physics still in 4
get a leader -> cav army

IBT : Germany and Portugal remove their forces westwards
Babylon and Inca start Smith's

2) 1510AD : Another leader -> cav army
Raze Coimbra

IBT : -

3) 1515AD : lower science to 30% -> physics still in 2
Raze Palenque

IBT : A mountie army with 2 HPs lost is attacked, but retreats

4) 1520AD : not much to report, usual bombing and killing in the south

IBT : physics is in -> magnetism in 6 at -31gpt


5) 1525AD : same as previous turn

Here is a pic of the south. I think we can expand there with that many armies.At the moment only Babylon and Rome send considerable amounts of units.
 
:scan: Trying to find the save. :scan:


:confused: Why haven't any more civs contacted us?


Looking at the southern map I think some more armies need to get on razing duty. I only counted 1 razed city in 5 turns. I really want to gain control of the continent.


Signed up:

Greebley (on deck?)
ThERat
LKendter
Matt_G (was this a swap, or skip?)
Markh
Sir Bugsy (currently playing?)
 
I razed two cities and escorted the slaves and cats back to our cities. And I returned the badly hurt armies, too. The ways back are quite long now, so it took a while to get them back. The next player will have the fun going on razing duty again. ;)
 
I was looking at the game for the worker situation. I would like to suggest ST4 with a granary go on indefinite food duty. It can build a settler, then every other turn worker. All of the cities should be looked at for this type of plan. I suspect there are more that can become worker factories. We are 3 techs from having rails, and we have just about every tile roaded. The odds greatly favor us having coal.
The former Egyptian lands are getting close to being done. At the point the worker trek can begin to the collect them all at the core waiting for rails.

The other part of the picture is to make sure we keep razing cities. Every city that we raze is more workers. In any Civ game you can't have enough workers.
 
Communism is very good for a midrange number of cities. It would be good for the number of cities we have now if we had headed for it. With all our outer lands irrigated though, it would be poor. We are playing for a non-communism game - using scientists will give us more science, but less shields. It depends which you want I guess.

You can get too many cities for communism and it becomes horrible. That number is probably around 200+ cities on this map.
 
Our game is really geared for science farms in the outlying cities. We can rely on them for our research and once we get 200-300 cities, the research will be self sustained by those cities, I guess (remember with rails, irrigation will give us 4fpt on grass).

The resaon I don't fancy communism in this game is also the fact, that we can't cash rush any longer, but would need to rely on pop rush, not a nice option. We would end up with a lot of cash, which we can't really use.

And imagine the poor player that has to go through up to 8 turns of anarchy with 200 cities to check, good luck then :crazyeye:

As for the progress, I agree that we can send out far more armies, we don't really need to clutter the front line with our armies. if we raze more cities, the problem will be solved by itself, since the AI can't sustain a good military by then anyway.
 
ThERat said:
And imagine the poor player that has to go through up to 8 turns of anarchy with 200 cities to check, good luck then :crazyeye:
You could always ask T_McC to do a guest set for you guys. :lol:
 
Pre-flight – We have 24 civs left in the world. We only have contact with ten of them. We have six settlers. The Maya are our weakest foe with only five cities. Although it is tempting to try and kill them off, I’m not sure that is the most prudent move at this time. No matter how we proceed south of the choke we are going to create a salient. The goal here will be to create a defensible salient. Given the terrain, I think it makes the most sense to keep the sea to our back and maintain a two sided front. Here is my proposal:
GR7_-_1525_Front.JPG

We can maintain a stationary front line to the southeast while we expand to the west. I will maintain the three tile separation on city settling. We have a general idea on how far the continent extends in that direction. We can swing around from our far right flank and sweep left. We know the Dutch and Portuguese probably lie to the southeast. The Germans and Babylonians perhaps to the southwest. Mayans are south.
 
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