Gr7 - AWM vs 30 civs on a giant map

The Hittites are going to be tougher. They are over an age ahead of the Persians. Not sure if we will be able to keep both fronts moving forward.

The Main continents seems more important of the two.

Out of curiosity, how many armies have we moved over to the new continent? Is there another shipment of them due soon? That could help things a good bit.
 
I have several armies on the way over and several on the ground.
 
1836 – We invade Hittite land. We march a more formidable SOD against Smolensk.

Here is the situation in Hittite Land:
GR7_-_Hittite_Landing.jpg


IBT – Espionage=>Fission

1838 – Bombard Smolensk and…
GR7_-_Smolensk.jpg


Found Northern Outpost. In Hittite Land, we improve our forces with two more armies. We kill six defenders in Adana, but the city stands.
 
1840 – Expanding the front we attack Kazan. The Indians hold out killing three of our troops, but in the end…
GR7_-_Kazan.jpg


Found Dublin over in Ireland.

We attack Adana and capture it temporarily. Transport some troops across. Recommend abandoning it next turn.
GR7_-_Adana.jpg


We attack Karhuyuk and raze it.
GR7_-_Karhuyuk.jpg


Found Intuit.

Pass Down – We have a ton of settlers just south of Salmanca. You can short rush the three turn tank cities to get them in two. We are also gaining complete control of the western ocean. We need to start sending units to the eastern ocean. Controling the Incas and Indians have been a priority. Fission is due in five. CIA will be built in six. I started a pre-build for the UN. I didn’t use Mauch Chunk since I think we need the armies.

Here is the northern front:
GR7_-_Northern_Sitrep.jpg


Save: http://www.civfanatics.net/uploads10/GR7_-_1840.zip
 
We're at a six turn science rate. We could probably get it to a five turn rate, but I was using cops and engineers to help builds along. We essentially need only two more techs. Fission so we can build the UN, and whatever it takes to get Modern Armor. Once we get modern armor, we can shut down science.
 
well, we could of course go for stealth bombers and the internet (2cpt for all cities on home continent). This won't change things that much, but why not. And, do we have marines already or do we still need the required tech for that?
 
Yes, you are right. We need to get Amphib Warfare for marines. There are two one-tile cities. The Japanese OCC and a Spanish city in the western ocean west of Lackawanna.
 
Preturn: I didn't think we were ready to lower science and work on shields. There are several techs I would like to get. Having played these huge maps before, I know that getting modern armor is a major boost. The sped 3 and high attack means we can clear out infantry much more effiently. We also need Marines for the island towns, and sanitation would be a boon since we abandoned our temp towns (meaning the cities can grow past 12 and we benefit). Note that Modern Armor is 3 techs - rocketry to see the Aluminum and then Eco, and synth fibers. Mech Inf would allow us to have the AI throw its cavalry against it and mount up huge losses.
So I sped up the science rate a good bit. I also switched towns to Markets for now, but they can be changed back if we do want the shields.
Note that I cannot get our science rate to finish Fission in 3 turns. We had almost 18k beakers to go and I can only get it 5.2k a turn (so about 4200 beakers from scientists or 1400 scientists more or less).

So Fission in 4 then. I switch towns back to emphasize food. That will allow them to grow more quickly to size 12.

IBT: Too many units are coming at us - probably close to 200 - most of them infantry. Incas have 150 units by themselves.

1842 AD: I think I want to get to the choke point before trying to deal with huge floods of units. I close up the gap for now. Once I have battled to the choke point, we will repopen the flood gates.
We lose some tanks in Hittites land.

Destroy Murmansk and Yekaterinburg using tanks and armies
Adana in Hittite land is abandoned. They have Cavalry and Knights.

1844 AD: Mostly healing. Because I want to cover stacks so they don't get over-run and attract enemies, I have a lot of armies simply doing guard duty - I don't have enough armies to do much else. This will change when I can guard stacks with Knight armies on their way freeing the Cavalry Armies to do other things. Even so it will be slow as Cav Armies vs large cities with infantry take damage and need to heal every other round.

I do attack Novobirsk (on the way to the Choke).

IBT: Some of the Incan infantry retreated, but the rest seem to be milling about right outside our wall like demented yaks.

1846 AD: Novobirsk is destroyed. Continue to cover with armies for the most part. Ship over workers to help by building rails under our armies. We have built a Colony on the Spices behind the wall.

IBT: Incans immediately replace Novobirsk, India places a town around where Murmansk and Yekaterinburg were.
We get Fission and can build Rocketry in 4.

1848 AD: Raze Novgorod, Magadan and two towns that were just placed last turn

Here is a picture of the main attack so far.

GR7_AD1848.jpg


To be continued:
 
I'm sure you are doing this, but we have a ton of settlers just south of Salamanca. Settle a town when you raze one. Even if it is a tundra fishing town.
 
1848AD: Opened a small hole to pull in the Incan Infantry so I can start slaughtering them

IBT: Two more towns are built again - an Indian one and Chinese.

1850 AD: New towns Destroyed.
Healing is finally finished so we can destroy Hattusha in the Hittite lands.
Kill a bunch of infantry and Geurillas.
Open up our lines again - at least briefly. We will see.

IBT: Another Incan Town is built near the Novgorod area

1852 AD: New town is destroyed.
First Indian town, Krasnoyarsk, is destroyed.
Try to attack Yaroslavl' but the way is clogged with obsolete Chinese units.

Finally my leader luck shifts. After dozens of Elite victories, I get 3! leaders this round (bringing my leader luck to about average).
All 3 leaders will become Tank Armies.

IBT: I made a major error. There were two Cav in the Incan stacks and we lose an Army and our spices. This causes some riots Argh!

1854 AD: Yaroslavl' is razed. We get 3 more leaders so they become Tank Armies.

I advance the wall as in the following picture. The main reason for this is to have an airbase that can reach the AI cities. It also allows us to build the towns behind the lines, but that is mostly just to grab the real estate.

GR7_AD1854.jpg


To Be Continued
 
1854 AD: If anyone is curious, we have
22 Settlers, 12 Workers,
hmm.. 1 warrior, 1 Archer, 9 Spearmen?? - oh ya, they are in Arabia...
4 Swords in a army, 4 pike in a army, 8 Mounted Warriors in 2 Armies, 4 MDI in an Army - These are the armies guarding our mainlands which haven't gotten a landing during my turns.
40 Knights (I am guessing we have 10 knight armies left)
97 Cavalry
127 Infantry
85 Tanks
63 Artillery
14 Frigates
29 Transports
33 Destroyers
35 Bombers
48 Armies

IBT: An Elite Tank gets a Leader on Defense in Hittite Territory.

1856 AD: Attack on the choke commences. I grab and keep Orenburg. I then complete rail to Orenburg and assault Rostov.

GR7_AD1856.jpg


I then destroy all the Incan towns excepting Tver which I can block off with a single Army.
I check every square for units that are faster than speed 1. There are none, so I only need to worry about units that are on the roads (otherwise they move speed 1).
I can now pick them off essentially at my leisure.
Plant spys in some of the bigger civs.

1858 AD: Kill enemy troops.

1860 AD: All units behind the Choke are gone. Setting up attack outside the choke for the next player. I do destroy one Incan city. Get a Leader for Army 50!

----------------------
For the Hittites, it has been hard to organize it. For example, I built an Airport, but was then attacked so Army needs healing. We may get some tanks attacked by Cavalry.
We got a leader over there so we now have another army. The next player should be able to do something there (only destroyed 2 cities.

GR7_AD1860b.jpg


Notes:
Ecology in 2 turns. I MM'ed for very close to max possible science. My hope is we can do synth in 4 or 5 turns. We probably cannot squeeze much more science out of our civ (I did allow towns to grow so we can get some more)

Troops (artillery, army, settler) can get over in 2 turns. They go via the celtic lands as drawn in the following picture. This was set up by Bugsy

GR7_AD1860.jpg


This is the setup for attack. We should have no problems destroying the two cities nearby.

I opened the choke. No way will there be enough enemy troops to kill the 3 Inf Armies, 2 Knight Armies, 2 Tank Armies, 1 Cav Army guarding it.

Here is another picture.

GR7_AD1860a.jpg


There is a decent chance I won't see this game again. We are strong - we own 2/3 of the power graph now.

The Save
 
wow, Greebley, that was fast, I don't think I can finish that fast during the week (can't go on leave now).

I hope I can really hurt the AI during the next turnset and plant more towns behind the choke. With rails everything should be really fast.

I would go for amphibious warfare after synthetic fibers. That would get us the needed techs for the final kill.
 
Greebley, I'm glad you explained the transfer system. I forgot all about. Remember folks, that is only for armies, settlers and slaves.
 
ThERat said:
wow, Greebley, that was fast, I don't think I can finish that fast during the week (can't go on leave now).

I hope I can really hurt the AI during the next turnset and plant more towns behind the choke. With rails everything should be really fast.

I would go for amphibious warfare after synthetic fibers. That would get us the needed techs for the final kill.

I had a free weekend.

At this point I consider each player having a full week to play his turns, so there is no immediate rush. If you do play, post intermediate results.
 
just opened the save, will play a bit now...and post results ;)
 
Pre-Turn
the counter tells us 366 hours playtime so far :eek:
count cities and there are 'only' 509 cities
rush a few settlers to fill land

intel check: Incans, India, America and Geece are closest to us, having refining, they could get flight one day

IT some Hittite attacks, but nothing serious
6 Indian Cavs die at the choke and they seal the choke with their inf

1. 1862AD
found Cork in Ireland and Frontrunner in Hittite land and There was Jungle in Persia
that makes 512 cities for now

Hitties:
2nd elite gives us 52nd army
after a few attacks, Kultepe is razed
thus Sugarfields found in Persia

2nd continent:
pound Chuito and the city is down to pop 6 and empty, raze it for 85gold
Nasca is razed for 132gold

found Extending the front and Inca goodbye
set up attack for next turn on 5 towns, circled in blue
red arrow shows AI path for attacks, city well protected

gr71862.jpg
 
Back
Top Bottom