Handy17 AWD Small

Sir Bugsy

Civ.D.
Joined
Jun 20, 2003
Messages
7,834
Location
Berkshires
Here is Handy's standard opening:

0 for 3 in AWD :(

In Handy14, he let the players each play 30-40 turns on a start of their choice. Since Handy is out of town, why don't we do that. Let's all have a start up and posted by Sunday evening and then we can select which one to play

C3C 1.22 Patch
Level: Deity
Variant: Always War :hammer:
Map Type: Continents
Size: Small

Civilization: Player Option
Age: Player Option
Temperature: Player Option
Climate: Player Option
Barbarians: Player Option
Rivals: Player Option
AI Aggression: Player Option

Victory Condition:All enabled
Culturally linked starts: Off
Respawn: Off
Preserve Random Seed: On
Cultural Conversion: On


Roster
1 Greebley
2 Handy
3 Bugs
4 Rat
5 bede
6 Romeo
7 Matt



Always War Boilerplate as we play it.
You may only trade when you first meet a civilization, and must declare war on the same turn after trading is complete. If you see a new AI unit, you must make contact & declare war that turn. Absolutely no GPT trades allowed. If you see a new face on F4, you are obligated to declare war that turn (after trading). Players must declare war if they are exploring and see AI units, but are not required to actually attack the units they come in contact with. No peace treaties, ever. You may check F4 as often as you like to spy on the AI's tech, resources, luxuries & city count.

Discuss any move that seems exploitive before doing it with the team. Although there are not too many exploits available in AW, we’ll follow the forbidden blatant exploits banned by GOTM and RBCiv such as no "Free Wealth". Other normal game exploits such as "Baiting the AI" with an empty city to create a kill zone are an AW tradition and are allowed. Also, you ARE allowed to initially keep a city, move a settler to the same spot as the city, and then abandon and immediately resettle. This is considered an exploit in RBCiv rules, but is okay in our AW games. In addition if you need to build a city one square deeper into enemy territory just to move borders to steal a resource, go for it. We may keep or raze cities, and can keep slaves. You may whip at will, including captured cities or cities where all citizens are unhappy.

SG Stuff
You have 24 hours for an "I got it" and 72 to play. If you need a one day extension, then mention this before the 72 hours are up. Players can work out skips between themselves, just post a message to the thread. If you can't play within 72 total, switch places or ask for a skip. We will play 10 turns at first, and possibly fewer later (5) if the turns begin to take too long.

Lucky candle to light the way.

HNDY02_luckycandle.gif
 
thanks Bugs for putting this thing together. Let's hope we can pull it off this time and are blessed with a fairer spread of AI's.
So, are we allowed to actually choose all the opponents? Maybe that would help.
I also see all victory conditions are enabled :( but all the sweeter will be our victory :lol:
 
We want diplo on.
I will be out of town for a few days. I will just play whatever.
 
my take as celts

Pre-Turn
ok, will go for Celts, no barbs to eliminate the AI's ability to pop techs from huts etc.
will choose all opponents to increase chance of a win. the rest as pre-set. go for continents of course. chose Egypt, America, Babylon, England and Portugal

moved settler to start on river, found cow 2 tiles away. so far no contacts. went for BW, IW in 12
gems can be seen south of Lugdunum, many hills and mountains for iron for our UU
IMO this looks like a promising start. the only disadvantage is that 2nd town Alesia is founded away from river, but wanted to keep it 3 tiles from
capital and on hill in case of attacks. Lugdunum could be our GL town.
there is wheat to the north and we are nicely at the edge of the map.

statistics at the end of 35 turns:
Entremont has granary + rax, we have 3 reg warriors and 2 workers, 3 cities.

handy17rat2350.jpg
 
You laugh, but that's who I would have suggested.

What was the problem in the last game? Not being able to reach the Mayan/Portuguese continent in time for pillaging to be decisive. That one extra move goes a long way towards allowing for safe passage with Galleys, and a single Conquistador Army does a lot of damage in a short time. The last game and the Persian DG game are showing that Bombers are just as game-breaking on the AI side as on the humans so the formula would seem to be: Get over there before Flight. Seafaring could be a big help.

Clearing out your own continent in a timely fashion, however ...
 
Yep, Spain is a pillaging god. I will probably try a spanish game and see if I like how it goes. Its traits are less than ideal, but with the GLib you are only one tech from Conquistadors. That means you can start pillaging about 20 turns after the GLib expires.
 
Candle is lit. Praying tonight.
 
Yes I hope things work out better this round. I am glad you elected to tilt at the windmill again.
 
I went for Spain and played to 2150.

I got a fairly strong start. We can build a Warrior and Settler every 4 turns.

We have met Korea, but only killed a single spear so far.

We are researching Masonry both because of Walls and because getting the GLib is so important that I want Palace to be able to start research.

We have 2 nearby luxury.

We have 2 cities and 1 settler.

HNDY17_BC2150.JPG
 
Greebley, yours looks like a strong start indeed, SoZ as well...
 
Here's my entry:

I decide we have to play as a seafaring civ. So Vikings, Carthage, Spain, Netherlands, Byzantines, Portuguese and the English. Expansionist isn’t smart for AW. Religious is wasted. Industrious and commericial are good, but it is a toss up between the Dutch, the Vikings and the Byzantines for me in this game. I rule out the Byzantines just because we are playing as the lovely and talented Theodora in Handy16. I have Mrs. Bugs pick a number between 1 and 10. A low number will be the Dutch, and high one the Vikings. She picks nine. We are Ragnar.
The rest of the set up: small, continents, wet, temperate & old. Random opponents and barbs.

The first start was a frozen tundra, so I bypass the Handy tradition of taking the first start
Here’s the start:
Handy17_-_Start.JPG


We move S to settle. We’ll have 7 BGs on expansion. Go for BW at max. Go warrior=>warrior=>barracks=>curragh
BW=>pottery
Curragh=>spear=>spear
Pottery=>IW

2710 – We see this:
Handy17_-_2710_-_Yellow_Border.JPG

Spear=>settler
2670 – Declare on Cleo. She has four techs. I stay with the Handy tradition of not trading.
2630 – Our sailors see this:
Handy17_-_2630_-_Meet_Zulu.JPG

Declare on Shaka. Five cites and up three techs.
Settler=>spear

Here is the local area:
Handy17_-_2470_BC.JPG


And the save: http://www.civfanatics.net/uploads9/Handy17_-_Bugs,_2470_BC.SAV

The settler is unmoved. I figure we can make a dot map if we want to play this game.
 
Checking in. Got to come home Friday night. :)

Matt_G asked to join us this game and since we only have 6 so far it seemed like a good idea. I have vacation coming up and probably others do also. Summer games seem to have a lot of skipping and swapping so a bigger team seems okay.

I would really enjoy playing with T_McC and Barbslinger again if they have the time. I think I play better when T_McC is around since I fear his rants. :lol:

Bugs - can you edit the firs post and add Matt_G to the roster?

We are researching Masonry both because of Walls and because getting the GLib is so important that I want Palace to be able to start research
Good call. Missing the Glib sealed our fate last game. And T_McC is right about the bombers. Lethal bombard when you are behind in tech like we were is just a killer.

I like all the civs chosen so far. I'll avoid the inner voice tempting me towards Portugal :mischief: [hey - they are 2-0 in my AWD SG's] and give the mighty pillaging Zulu Random Civ a go.

Map Type: Continents 70%
Size: Small
Civilization: Russia :p
Age: 5 billion
Temperature: Warm
Climate: Wet
Barbarians: Off
Rivals: Random
AI Aggression: Most

Decide on Random for the Civ button.
First roll provides two cows and a river with lots of grass and we are Russia.
Russia is a mixed bag with the useful science trait and worthless expansionist trait (no huts to pop in this game). We probably won't play this one.
Great start though for a non AW diety game.

Turn 17 3150
German archer bumps into our scout and we declare. I was trying to avoid contact, bu now that we know Germany we may as well scout the north a little.

Turn 30 2550Moscow has a rax and 2 vet spears with a Reg Warrior.
St Pete has a rax build going.
Two lux within sight, but they are kinda far away.
Scout in the north has attracted a few archers, but there may also be some heading toward the capital. Both cities are on flat ground with no walls.
Russia is kind of a poor AW civ, so this would be a hard one to win with.
Glib in St Pete may be possible with all that BG.

>> Russia at 2550bc<<
 

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Howdy guys!

Thanks for letting me join Handy. :D
A little info about myself.
I'm a 40 something former A&P mechanic, now a Sys Admin, can be grumpy as all hell at times, and have a sick, twisted sense of humor. :lol:
I can beat Deity solo, but have never played a AW game. :eek:
I know the drill for SG's though, having played in Sirp's TDG's and a couple of other SG's.

One other thing, if T_McC and/or Barbslinger want to join and you guys feel there are to many players as a result, I will gladly step aside and lurk instead. That's not a problem.

I am off to reread some of the past exploits of the Grumpy Old Men.
 
First post is edited. I'm thinking that may be a pain.

Russia maybe an interesting choice, but at the moment I'm leaning towards Greebley's game. I like the Gallic Swordsman, but I think we need to be seafaring. I can't wait to see what Bede and Matt come up with.
 
Sir Bugsy said:
First post is edited. I'm thinking that may be a pain.

If you think this is too many people Bugs, just say so. :p
As the johnny come lately, I'll drop out.

Sir Bugsy said:
Russia maybe an interesting choice, but at the moment I'm leaning towards Greebley's game. I like the Gallic Swordsman, but I think we need to be seafaring. I can't wait to see what Bede and Matt come up with.

So far I like Greebley's as well. I'll try and get a 30 or 40 turn start posted by tonight. I definitely can see the argument for seafaring, though I have to admit, I am thinking of trying Sumeria in my start. :p
Agri and Sci are damn good traits, and I love those 10 shield spear equivilents right from the get go...
Problem is, we would probably get our GA with only 2 cities, maybe 3.

So what do you guys think? Would you like to see a start with Sumeria rolled or do you want to see a seafaring civ?
Me, I don't care one way or the other. I am on new ground here and will defer to the judgement of my AW betters. :lol:
 
One comment on the spanish game game. It has roaming Barbarians.

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Sumaria is a great civ.

Remember if you start near another civ, then use your UU for supression. Park them on mountains or hills nea near his cities for supression. He cannot improve his land if there are enemy units close by - the settlers stay in the city.

Since mountains are your friend, I always pick a young world with Sumeria.

Just a comment on Bugsy's game - I think meeting the second civ was a mistake. Fighting only one civ is a big advantage. I think it even more important at deity. You will be spending all your effort holding off both civs units and will be unable to grow.

I would have headed the Curragh back or disbanded it when you saw the Zulu border.
 
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