Handy 24 Random AWE [Portugal]

I agree on Masonry.
I would get a settler out of Lisbon and have it head to 1N of the mined oasis by Lisbon.
The next settler wouldn't be ready until my turns at least, and should go where the worker stands in TheRats screenie.

I wouldn't go too hard after the Mongols city just yet. Let the borders exapnd first, just so we can keep it and save cranking the settler of our own.

Just remember that the Mongols are exapnsionist and may have popped settlers and cities all over God's green Earth.
 
I agree, we should irrigate the cow and wheat near Karakorum and build a few settlers. Waiting for border expansion before attacking is a good idea. We don't have to worry about flips since their culture is even lower then ours because they lost the culture doubling from palace.
 
Got it. Playing now. :D

Handy24_Mongols.JPG
 
http://www.civfanatics.net/uploads10/Handy24_1250_BC.SAV

1575BC- Kill Mongol archer, our elite archer loses one hp.

1550BC- Advance a spear on the road towards the Mongol town. Oops, two English archers, not good. Vet archer kills Mongol archer on mountain, which allows our spear to retreat to that spot.

1500BC- Tough call here. The Mayans aren’t heading for us, they’re making for the Mongols. If they are at war, we could administer a coupe de grace right here. No guts, no glory. Advance!

The IBT proves the assumption correct, the Mayan’s are hammering away at Ta-Tu. Advance next to the city.

1475BC- The Mayans capture Ta-Tu and Mongolia bites the dust.

1450BC- That ivory looks mighty nice. Kill 2 defenders and Ta-Tu is ours. Two Mongolian workers added to our collection. Kill 2 more warriors with elites, but no MGL.

1400BC- IW in, Masonry in 8.

1350BC- Whack a Mayan warrior w/elite. Nothing. Grapes of Wrath founded.

1300BC- Maneuver about a Mayan spear.

1250BC- Kill the spear with an elite archer. Nothing. Finish 15 turns to make it an even 70 played. Masonry in 1.

Hmmm. What to do next. :mischief: Ivory in our possession, Learn Math next perhaps. Elite archers for an MGL…

Well someone smarter can figure it out. ;)
 
IHT: Find my way around again. It has been a day or two since I have played some AW.
We know 2 folks and are at war with both. We have 13 units, can have 16.
We have ivory and wines.
The next tech is obviously math. If you have to ask why, you haven't read enough Grumpy Old Men games.
The 2 civs we know are Maya and England. Due to Maya already being at war, it is safe to say that they are in their GA. Our goal is to not let England sniff their GA.
We can see an English border to our south. Woot! I know where the troops are headed.
Worker actions, get the mined plains cow irrigated and soon.
IBT: Barb pony shows up. Who invited these guys? Decide to hold off on Math for now as CB is a 4 turn tech.
Turn 1: Kind of odd that animate friends moves was on. Moving towards that English border.
IBT: In case it wasn't clear before, the Maya appear to be to our north, as a Jav kills a barb horse. England advances a reg warrior and archer towards us.
Turn 2 and 3: Advance threateningly towards Nottingham. Locate a very nice city location along the way.
IBT: Hokey smokes batman. Incans already build the Pyramids. What difficulty is this?
Turn 4: Elite archer kills reg Maya spear. (1-0).
Turn 5: The Maya start the ToA. Whoopie!! Grapes of Wrath builds rax, starts archer. Math started, due in 12 at a deficeit. Kill reg english archer.
Turn 6: Kill reg english archer. Pillage by Nottingham.
Turn 7: Bad Rng. Lose an elite archer to reg unforted English spear, lose vet archer to reg archer. Kill said reg archer.
Turn 8: More stuff goes wrong. Lose elite archer to reg spear at nottingham. 2nd elite archer kills him, but there is another spear present. Attack is postponed.
Turn 9: Retreat! Maya and English both coordinate moves.
IBT: 2 Mayan javs attack Ta-Tu, we have 1 spear defending. Move in 2 archers to help. First jav Rls our spear, even after D bombard hurts him. 2 Jav kills elite archer.
Turn 10: I kill some stuff. Most notably 1 english archer and 1 english warrior that were threating GoW.

Here are my thoughts:
Keep archers coming from Lisbon, GoW and Karakoum, at least for a bit. Lisbon is 3 turn archers, GoW and Karakoum are 4 turn. A settler is due from Ta-Tu in 2. (A pun)
I would put the settler on the black dot on top of the forest between Ta-Tu and GoW. It is a nice location, gets us game forest, plenty of BG and shortens our English front.

Grumpy24-1.jpg

http://www.civfanatics.net/uploads10/Handy24_1000_BC.SAV
 
1000 bc Decide to switch one archer to a spear.

Turn 1
GOW – spear – SoZ pre-build
Looks like a time to heal and consolidate a little bit. We have some room to expand and create a buffer around the future SoZ city.

Turn 2
Spain builds the Oracle
Start walls in the Ivory city of Ta Tu.
We lose two vet archers killing a pillaging spear. Pillagers are going to be a problem until we get an army or Acav.
Lisbon switched to spear
Karakorum to walls
Ta Tu to walls
[1-2]

Turn 3
Mayans build ToA. I guess they’ll send loads of javs now.
Lose another vet archer to a regular spear that was going to pillage the wines.
[1-3]

Turn 4
Kill the offending Mayan spear [2-3]
Found BG I hate to be 1 tile from the sea, but three BG will help a lot and we need some military.

Turn 5
Karakorum has walls and starts on a settler. Lux goes up.

Turn 6
Lisbon – spear – archer
Lux is now 10 and science 90 with math due this turn.


Turn 7
Math – wheel
Palace switched to SoZ which says due in 29. We’ll grow soon and with MM can cut that down a good bit.
I’m temped to switch Lisbon to settler and send him to the safe peninsula.
The Statue build time drops to 21 and the city grows again in 5.

Turn 8
Lisbon – spear – spear
Inca get Hanging Gardens

Turn 9
English archers move toward the ivory city.
I set Lisbon to 11 spt for 2 turn cats, so it is not growing. Slave can begin irrigation next turn.

Turn 10
Decline Mayan peace offer.
A lone Mayan jav appears in the north.
Kill 2 to English archers with no losses. [3-3]
I would place the settler on the red dot if possible. If the AI traffic is too thick, one of the safer green dots. The red dot is a river city that would be S of the River so we can shuffle units from Karakorum to bend in the River to Ta Tu since the cities will be CxxCxxC.
If we can hang on until we get some cats & Acav there looks to be some narrow areas N and E we can slowly push our way through.
GoW grows in 2 so you can MM for fates SoZ build time.

Thoughts on Glib? Might be fun to try without it again.

The next few turns could bet a little bumpy until we get sufficient cats & archers to the front lines. You will only lose 2 shields it you switch the settler in Karakorum to a cat before you hit enter, which may not be a bad idea. It may be better to lose 2 shields & get a cat that may help to save an archer than to lose an archer that will cost us 20 shields to replace. Karakorum would also keep pop to produce units faster. Interesting decision. :)

In 2 turns GoW Karakorum grows and won't need the wheat anymore.

1. Greebley up
2. Northern Pike
3. Obormot
4. ThERat
5. M60A3TTS
6. romeothemonk
7. Handy






76571714_e55bc92a01_o.jpg
 
Looking at this, I would swap the settler to Cat.
I would have Lisbon finish the cat, then start unit pumping. (Spear then archer)
I would have karakoum build a settler after the cat, then go not to the Red dot, but to the city ruins dot first. Karakoum can be a nice settler pump with the wheat and the cow.
The Maya should be coming out of a GA now, and should be easier to handle.
We should sneak another worker in there somehow too. Lisbon could use some more improvements.
 
Looking again, the old city ruins is a great spot.

Consider switching settler to cat, then build a settler in Karakorum. By the time that is done you would have some 2-turn cats from Lisbon you could use to create a nice kill zone by founding on the city ruins and leaving the city with no garrison. The Mayans will stroll right past Karakorum toward the empty city on the ruins. Parks cats on the wines and hit the Mayans as they stroll past and farm leaders. Road on the hill would help also, but the AI won't walk the long way around the cats.

Red dot is too agressive with mayans in a GA.

I really like the way C3 AW makes you think about tactics so early in the game. C4 is an okay game, I just wish it was as exciting (action packed) as
C3.
 
I take the advice above and switch the settler to a Catapult despite the loss of shields.

We have horses so I went for HBR next.

I built 3 Cats, an Archer and our first Horseman.

We lost a single Archer attacking a red-lined archer.

Got a few elite victories but no leader. Not a lot of units came at us. I only saw two units in 10 turns (killed one - one just got here).

Zeus is in 4 turns. We should get it. The ACav will be our only attack 3 units given our lack of Iron.

You may want to switch the Capitol to something other than a Horse since we will get Zeus. Up to the next player though.

HNDY24_BC550.jpg
 
I'm afraid that holiday-related RL is consuming all my time :(, and I'll have to ask for a skip. I may be able to jump in after a couple of rounds, turning the skip into a swap, but I don't know.
 
Northern Pike said:
I'm afraid that holiday-related RL is consuming all my time :(, and I'll have to ask for a skip. I may be able to jump in after a couple of rounds, turning the skip into a swap, but I don't know.

No Problem. Busy time of year.


1. Greebley
2. Northern Pike up
3. Obormot UP
4. ThERat
5. M60A3TTS
6. romeothemonk
7. Handy

Obormot is up, but with a new job I'm not sure if he will be able to continue. Let's give him some time to see if he can still play.
 
got it, now at work :( play tonight
 
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