HNDY01 Babylonian Rampage (AWE C3C)

That makes it tough. We will really have to find some. Our pipe dream of laying low in the south just flushed down the toilet. We are going to have to send all available troops minus 1 spear for MP's and a few roving bowmen for landings. This is going to be tough. Fortunately they can't come atus in huge numbers due to the mountain choke. Wow, that's a rough blow. I'm hoping it will be like GOTM28 and iron will just suddenly appear :rolleyes:

The question is: Can we take some iron and then hold it and a road intact? I'm not looking forward to clearing that marsh but it looks like that will be the task. Whew, revision of gameplan coming up after we settle our lands. I might even go and settle right next to any iron if close to marsh, fingers crossed, much like Yoms folly. Put 4-5 spears in there and then raze the city when the opportunity arises.
 
Preturn: Do some MM (including granary problem previously mentioned). Spain doesn't have Iron yet. The Hittites are unknown. I may think about building a wonder. Probably too late though.

IBT:
Ashur: Granary->Curragh (Decide I want a boat for both E and W sides of the continent). I will probably "switch sides".

1425 BC: More MM. +4 food in the capitol means I will probably do a lot of MM to get the best benefit.
Decide I am going to try a wonder. Switch over Nineveh. A real gamble, but neither the Civs we have contact with have started.
See a Hittite border (spear).
1400 AD:


IBT:
Babylon: Spear->Spear (Babylon can grow more)

1375 AD: See Hittite warrior

IBT:
Ashur->Curragh->Worker

1350 AD: Found Uruk and start worker. It is in our main grasslands on a TMcC sanctioned location (TM).

IBT:
Babylon: Spear->Settler

1325 AD: Up science to 60% to get wheel next turn.

IBT: Learn wheel and start on writing (so we can switch wonder to GLib if necessary).

1300 AD: Rename spear "Dances with Hittites" and fortify it to see if it can survive attacks by Hittite warrior.
Horses way up north by Hittite town (Northmost point that we can see).

IBT: Our spear survives first attack uninjured but there is more than one warrior in the area.
Ashur: Worker->Temple

1275 AD: Hmm... we have two Uruks. I rename one... Raise Lux.

IBT:
Babylon: Settler->Spear

Well the Hittites have silks. That means it is likely there is a Civ we have not met yet. Note that if we do, getting N to the iron and horses seems dubious for a long time. We may have no choice, but I will avoid contact if I do get a choice.

1250 AD: See spanish border

IBT:

1225 AD: Town of Seville discovered.

IBT: Dances with Hittites becomes Elite after defending vs 2 spear. A more serious threat of an archer appear next to it.
Zulu finish the Oracle.

1200 AD: Finis.

Notes:

I decided to go Writing-Lit to have a fall-back if we don't get pyramids (which is likely) or we do decide that we can get the GLib. I think the GLib is better, BTW. There is no way we even remotely keep up with the AI as they can trade techs.

In fact, if I was playing this as a single player game I would go so far as to merge workers into Nineveh to get to size 6 using the highest shield squares in the area. Ashur can produce the workers to do this (before merging though, we need mines on the hills and a grassland mined).

Our current Empire:

HNDY1-BC1200.JPG


I may start saving files as SAV instead of ZIP. I have seen a few players insist on ZIP, but I am not sure why. I have never had a problem with an SAV, but I have seen problems with ZIP. I can switch back if anyone cares.

>> The Save <<
 
Originally posted by T_McC
@Handy - Not a 19-shield Spear. Growth is calculated first, then production. When the city grew the governor assigned it to tiles that produced 10 shields, so that is what was in the box. What you saw was not "production at size 4, then grow to size 5", it was "grow to size 5, production at size 5".

@Greebley - MM alert on growth and Granary in Ashur. Specialists are nice people.

Back @Handy - Uruk is a canal city. A boat can go in one side and out the other, so we don't have to be picky about where we build boats.

Thanks for explaining that to me. I did not think about growth and that had me really stumped.

I missed Uruk (now Northern Gap) as a canal. That helps. I named the first Uruk "Uruk - Incense" so I guess the game felt obligated to name the next town plain old "Uruk". Nothern Gap is much more elegant. :)

You guys are so good for my game. If you have time please explain what you did to MM the granary Ashur.

Big ooops on the turn numbering. :lol: I guess I was obsessed with trying not to waste shields and writing a good report that I screwed up the simple stuff like counting to 10.
I'm sure it was the years declining in BC while turns were ascending that got me. :crazyeys: You know...simple minds.... Thanks for tolerating me. :) I'll play 8 next time - or I'll try to play only 8.

Saves I been using with generic .sav ever since T_McC had trouble with my zip. If the files ever get too big I'll zip again, but in these games they are pretty small. Well under the size the forum rules specify. I've never had a problem unzipping a file - so whatever is fine with me.
 
lurker's comment:
The ratio behind the zipping is that *if* a bit falls over in transit a 'zipped' file will tell you it's corrupt, a SAV file won't. Usually you only find out much later when the game keeps falling over. I've seen this happen once, so I know it is something that does happen from time to time.
 
Thx Space. That makes sense.

For the granary what you do is slow growth. Usually the easiest method is to move from Grassland to forest. Sometimes this speeds up the granary as well. You don't want the granary to build on the same turn as the town grows.

The way to figure it out is that if the number of turns for the granary is less than the number of turns to growth, then the granary will build, and then when you grow you will have 10 food in the bin. In essence you get a "bonus" of +10 food.

This is especially important if your capitol has no food bonus. So for example, say my capitol (with no food bonus) was going to grow in 4 and the granary was in 7 turns. In this case, it would be worth slowing the growth to turn 8 on purpose, as I get more food (10) than I would if i grow in 4 (8). It is also likely by using forest I can lower the number of turns to 6 for the granary and grow on turn 7 by MMing. That way I would have 12 food by turn 8.

By the way, Handy, when you do calculations for a settler factory, adding in the shields on growth can be important on determining whether you can make one or not. For example, if a city (with fresh water or with an aquaduct) had +5 food, plenty of grassland, and some nearby forest, but NO bonus grassland, could it make a settler every 4 turns? The answer is yes. The way it works out is:
Turn 1: 5 grasslands + center = 6 shields
Turn 2: as above + we grow to size 6 which will be placed on the forest square for + 2 = 8 shields.
Turn 3: We MM the citizen off the forest and onto the grassland for our +5 food - so 6 grasslands + center = 7 sheilds.
Turn 4: At the start of this turn it appears we won't make it. The game claims you need 2 turns for the settler, but will grow next turn. The reason is you need 9 shields, but are only making 7. However, you grow to size 7 and get the bonus 2 shields which completes the settler which then drops you to size 5 where you can start all over again.

Note that without the aquaduct, you don't grow to size 7 but stick at size 6 and miss it. For our capitol in this game, it is better to make the settler before you hit the size 6 max pop as you end up as size 4 with a full food box instead of size 5. (Something I have a tendency to forget - I am used to capitols on rivers).

As a total aside, not having to do with anything, I had one game I played where the Hoover Dam wonder was the LEAST USEFUL wonder in the game. It was a tiny map with no rivers ANYWHERE on the map :eek: Hoover could not be built.
 
Thanks Greebley very much for the lesson on the granary, and the tip on caculating growth into a build Greebley.

...and Hi Space - thanks for the zip tip.

Handy900
Greebley <- Just played
- > Barbslinger is up
T_McC <- on deck
Ted_Jackson

So, do we make a play now for the horses?

The only feasible way I can see would be to plop 2 cities down by the horses, and back-settle between the montains and the horses. Given the worker turns it would take to road the marsh much less clear it, I don't know how feasible this is. Figure on at least three spears going with a settler to have a chance of holding the city.

With no iron and no horses we are in kinda deep.
 
With no iron and no horses we are in kinda deep.
Perhaps cats & bowmen (2 defense IIRC). Mapmaking by way of philosophy and then you could pop rush harbors to get horses for example. :p
 
Agreed Coffee. Bowmen are essentially Swordsmen that are weak on attack, so with Cat support, they become nearly as good.

The lack of horses is a bigger concern to my mind as we lose out on the abiltiy to attack the last unit and then retreat back again. Fortunately, we can at least see the horses.

It will still be quite a challenge to reach the horses. This is why I would prefer not to meet the third civ on the continent if possible. 50% more units coming at us will make it that much harder to reach the horses.

I do like the idea of meeting the OTHER continent however.
 
Don't forget that Bowmen get the defensive bombard so it's well worth having a couple in a stack :)

Those Horses are a long way away so if we want to get them we'll have to start out for them now or else the AI will snap them up. I think that we should try to get a settler & 2 Spears on their way ASAP and send "Dances with Hittites" to cover the Horses now. We can send another 1 or 2 Spears for backup as they become ready.

Our best bet is to settle on top of the Horses but we'll have to get some culture going pretty quickly to avoid losing to a flip. Add in Walls, Barracks & a Harbour (when we reach MM) and we might get lucky enough to build some Horsemen :)


Ted
 
Will play tonight. I really like the idea of getting Nineveh pop up with a few worker merges for the Glib though I don't know how many I can build for this and the impact on infrastructure it would have until I see the save. As to the horses we will need an experienced spear group and settlers to hold it. NOT easy. It looks like they already have a civ settled there which will get the horses on expansion so a Yoms folly settler right on the border will be necessary or we capture the city. ( I was hoping for the hill, but then saw the borders). It will probably have to be a capture and an additional city 1S 1SE with a harbor. I really like the excel sheet on spear / settler rotation. It looks like I have 2 nothern cities doing Brax through my turns though Ellipi will finish theres with the pop going to 2 in 2 turns. We will need some bowmen built for the future rush on the horse city. A stack of 8 with a settler and 6 spears should do the trick with reinforcements right behind them.

Writing > Lit sounds good to me too. We will need some rover Bowmen home to keep tresspassers vanquished. I'll start around 9PST.
 
We need to think about our short-term strategy. We can do any two of the following three things: Continue to expand and fill our land, Build a Wonder in Nineveh, Assault to gain Horses. We can't do all three, we don't have enough productive cities. In my opinion, if we want to attack the Hittite city to get Horses, Nineveh has to come off of the Wonder and build troops. If we leave it to Babylon alone, it will take about 20 turns (+researching WC) to assemble a task force. With about 10 turns of transit time to the front, we run the risk of facing Pikes. The prep time can be cut nearly in half if Nineveh produces troops also.

Actually, looking at Greebley's screenshot we really can't assault the Hittite city anytime soon, unless we want to try a Warrior rush. :lol:

OK, if we research Writing --> Lit, we are committing ourselves to settling out our side of the Mountain, and praying we get the GLib. A research path of Writing --> WC --> Lit allows much more operational flexibility. (I think this is my decision to make, as Writing won't come in on Slinger's turns.) Plus we still need Map Making to build a harbor, ... what a headache. The GLib is our best shot at staying in this game, as we are getting pulled in six directions at once technologically.

Until we get a unit (Bowmen) that can attack at 2 or better, it is unwise to settle north of the Mountain. So it looks like we have quite a few Infrastructure turns remaining. (A Despotism GA to help build the GLib is actually a quite useful thing!).

So after all that, I think my point is that we should research WC before Lit, and not to worry about quickly assembling a stack to aggressively settle the horses. With nothing to really attack with, it would be very difficult to hold the city.
 
I don't think rushing up to grab the horses ASAP is a good idea. We may have the town for a while, but even with 10 spear it may very well fall if it doesn't have support. If we sacrifice the GLib, we probably won't have Horseback riding (unless we sacrifice some other tech like catapults). So we end up with a few chariots that we can't upgrade. I don't think it worthwhile to throw away a lot of units just for a few horses.

I think a much better timing for the Horses is later even though it means the enemy will be larger too. At that point we can send out 30 to 40 units if we wish that can hold against the hordes. This is one advantage of the mountain. We only need to hold two squares (mountain and horse town).

I feel we should go for the GLib gambit even though it may fail. If it does fail, we have to self research and that means building up behind the mountain to do so. Note that if we plan to stay behind the mountain we do not need horses. Who cares if 1 injured unit survives every round.

If the gambit succeeds we ride the AI coat tails to chivalry at which point we make a two prong attack on iron and horses (if we can find coastal iron).

If the gambit fails we initially build fewer units for an AW game until we get the essential techs(Monarchy, Currency - we already have Lit from the GLib gambit). If we get lucky and the GLib is on the island, then we build a big armada and take out the GLib city, or send 2-3 armies to take the GLib city. If we don't get lucky, I think we are going to have to go very heavy on the catapult techs to push back the enemy with inferior units. The jungle will actually be a help here because the biggest problem is fast units - with jungle all units have speed 1. I think we can amass sufficient units to be able to hold the narrow front to work our way to the horses and then we have fast units too. I am pretty sure we will be able to get to the horses in the future this way. 40 units on the narrow front up to the horses will be nearly impossible for the AI to stop unless they have infantry or tanks.

The other reason to do it this way is that we are Babylon. We have cheap Libs and have a good chance of doing real research. If we had gone with China, the push to horses might be better.

In other words, other than holding the choke point - lets play the game as if we only had the restriction that we cam only trade with the AI once when we meet them (i.e. where we do our own research). Later we switch over to pushing back the AI to get the horses and then worrying about iron.

What do people think of this?
 
Pre-turn 1200BC – Just read T_McC post and agree that we can’t do everything. For some reason I thought we could build bowmen already. Can’t figure out where on Handy’s chart we are. It doesn’t match the 1200 point on the spreadsheet nor does it match any other point where spear is due in 1. I’ll work it out. I rush the Temple in Ashur. Writing in 15, happiness clear.

IT – Babs – Spear > settler in 3 growth in 2. Ashur – Temple > warrior for MP in 10.

[1] 1175 – There is Iron in soon to be expanded city radius of Hittite town with horses. Wow, we have to get this town! Settler sliding down to spot indicated in prior posts.

handy1175.jpg


[2] 1150 – Found Eridu, set to worker for merging into Nineveh or leaders choice. Dances with Hitties may buy the farm next turn but hoping for a leader. He is 87% against the 4hp archer moving in with another 3 hp turn after. Curraughs still exploring but will turn around if another border is seen. Rush the Brax in Ellipi.
Ellipi – Brax > Temple. We will need the expansion and a harbor if we want it to grow. The archers ran off! They must be at war up there. I guess I can get off this hill and have a look around. Hittites founded another town next to the marsh. They are running out of room up there.
[3] 1125 – “Dances WH” scoots towards the iron for denial and have a look.
IT – Those archers gave me the run around are were not running off to war but merely conned me into thinking they were. They are back now and covering the iron.
Babs – Settler > Spear
Uruk – Worker > Worker.
[4] 1100 – I send the new settler to S. “DWH” moves back to his hill and is still favored to win. Is this why Greebley named him this?
IT – “DWH” takes the battle to 1-1 hp and loses. Damn RNG, he was 82%
[5] 1075 – Nothing of note. Moving settler. Will need to shuffle MP to cover in case GH pops barbs.
IT – Ashur – Warrior for escort > Brax
[6] 1050 – Ashur’s growth would require too much lux to keep happy so we have a scientist. That cuts writing from 9 to 7 so not a bad trade off.
[7] 1025 – Nineveh will grow next turn and most likely cause happy trouble.
[8] 1000 – Nineveh gets a scientist for 1 turn until the warrior gets there. Writing in 4. I rename a spear on the mountain DWH II and he goes off to dance.
IT – A Spanish galley sails in. Here we go. Incense hooked up so scientists are fired.
[9] 975 – We get a bit of luck and pop Mysticism while founding Samarra. I redirect the warrior N. the western Curraugh spies a border peeking out. No contact on F4.
IT Babs – Settler > Spear.
Northern Gap – Brax > Temple to be whipped since it is zero growth. Construction is a ways off yet too. Lisbon completes the colossus.
[10] 950BC – Western curaugh retreats. Settler is in Ashur probably heading to furs. I put a scientist in Ashur to get writing in 2 and also so you can whip the barracks next turn when it will only need 17 shields to complete. It has 10 turns left on Temple whip and won’t grow for 10.

>> THE SAVE <<
 
Roster:
Handy900
Greebley
Barbslinger <- Just played
T_McC is up
Ted_Jackson <- on deck

Horses

I'm a little torn between our two apparent choices:
1. Go get the horses ASAP; my first inclination
2. Settle fully S of the mountain choke, then amass a bunch of units and march north, settling and holding ground as we go. This is what I’m thinking we should do.

#1 – Go get horses ASAP
Pro: we don’t lose any units taking the horses assuming we get there first.
Con: we lose a bunch of units holding the horses
Pro: we get horses now
Con: Chariots don’t do us much good. Horsemen are best if we have cats or bowmen to bombard first, and use horses to kill red-lined AI. We currently do not have math, and have zero bowmen.
Pro: After HBR, we can kill the last AI unit with a horse so they don’t recycle and create large “recycled stacks”
Con: we can’t kill the last unit @ “Horse-Town” & retreat if they attack from marsh, forest or hill unless we have a road. I’m at work and can’t peek at the map too well, my boss is lurking ;) Building roads around such a hot zone will be hard. Holding the non-road hills & marsh around the horses will take even more units.
Big-con The AI will totally ignore our mountain choke if we settle Horse-Town. We thus lose a significant advantage and a great “kill-zone”
Bigger con Our reinforcements have a long way to travel to get to Horse-Town, and we currently have no roads for them to use. Horse-Town would be a “front” very far from our core cities. (Using the term “core” loosely as we really don’t have one :lol: )
Pro: The continent is pretty narrow next to the horses, we lose a 1 tile mountain choke, but can create a 2 city narrow – pass choke.
Con: We’ll likely have to use bowmen to defend the horses, getting an earlier GA. Holding a 2 city narrow passage choke near the horses would require lots of cats, bowmen & spears which we do not have.

#2 – Settle fully S of the mountain, get horses later
Pro: we get math & cats before we have to start defending the horses
Con: without Iron we’ll be possibly trying to pry the horses away from Pikes
Pro: We get a lot of towns built, and can control our GA until it suits us best.
Pro: kill ratio of the mountain choke should be pretty good.
Con: we basically give the AI all the land N of the mountain.
Pro: we may get an army off the mountain we can use to march forward and have a better chance to hold the horses.
Con: If we wait, we’ll likely have to go through a couple of AI towns before we ever reach the horses. At some point they will settle south of the horses in the marsh area.

I’m leaning towards #2. I just think it would be terribly hard to hold the horse city since it would take so many turns for reinforcements to reach the city, especially with no roads to Horse-town.

Regardless, this game is getting very hard very fast.
 
HNDY1 - Dude, Where's My Resources?

950 BC (0)
Writing in 2, at -2 gpt. We have 4 gold in the bank. This may be a little close. Please, let that Spanish Galley be carrying a settler pair. We may be attacking with Vet Spears. I am completely torn on the utility of whipping our plains cities. Yeah, they can't grow, but they will make 3-4 spt at size 2. I am leaning to not whipping. I am open to chop and mine, however. We have an awkward situation around the G.Lib pre-build, as our Palace is good for 28 turns at the current size of Nineveh. If we try to merge workers we are shortening the window where we have to get Lit. Hopefully founding another town or two will get the Palace cost up, and allow for the merges. I think Nineveh can pull 11-13 spt at size 6, so we have a good shot at the G.Lib if we get the tech in time.

Nineveh needs MP, will sort that out on the IT. Actually, it needs two. Babylon will get to a size that can do 1-turn Warriors, and I will do so for "attack" and for MP. Let's go for this right: Swap tiles at Babylon and Nineveh to retain growth in 4 at Babylon, and cut 7 turns off the Pyramids. Phew, can turn science down to get Writing in 2 with no loss of gold. Not sure I like the Barracks at Ashur, but it can't do Settlers continuously, so the build stays. We have a Settler active, but will probably wait for MP to send him to the Furs.

Nobody we know is building Wonders, but I expect the Pyramids announcement soon, as they are starting to fall.

925 BC (1)
I'm going to retreat that spear to the Mountain. One guy does not a pillaging make. Spanish boat pulls to shore.

900 BC (2)
Writing comes in, set course for WC (due in 5). Spanish boat continues.
Eridu: Worker --> Temple, whip in 10 turns.

875 BC (3)
Babylon: Spear --> Spear.

Moving Spear ahead of Settler in heading for the Furs.

850 BC (4)
Ellipi: Temple --> Spear.
Uruk: Worker --> Temple (whip in 10)

The Spanish look cramped in the North. They have a little Tundra too. Warrior Code in 3 at -1 gpt, with 4 gold in the bank.

825 BC (5)
Ashur: Barracks --> Spear

Spanish start the Pyramids. Suicide Curragh time! Off into the sea with you! See Spanish Iron in North. Don't know where their boat went. WC in 2 at -1 gpt.

800 BC (6)
Found Eulbar by the Furs. Can't be on the Furs and also coastal. Starts Temple. Hopefully pre-build for Harbor, but who knows? Spanish boat appears in West. I think they are just out for a float, as they have passed up the softest targets. Note darker green borders in the North, but it is the Hittites and safe to continue. Our other Curragh didn't sink. Yet. Founding of new city did not increase Palace build time, so we may be cutting this a little close. We have nearly double the culture of the other known civs. :lol:

775 BC (7)
WC comes in, and Lit in 20 at break-even. Pyramids completes in 27.

Spain drops off an Archer on the Gems mountain. May have to adjust lux up after this turn, as I expect the Spanish to pillage. Or they may be stupid and attack. Have to move the worker. Babylon switched to Bowman. Shuffle defenders so Nineveh has two vet Spears, and the reg Warrior goes back to Babylon. If it is necessary, I will trip our GA to save Nineveh.

The Hittites have decided to participate, as I see a few archers approach the Mountain.

750 BC (8)
We got lucky, the Spanish impaled themselves on our vet Spear. We now have an excellent shot at the G.Lib. Curragh sinks. We are losing money, and have to slow research (or re-arrange tiles) (or hire a specialist). Our continent is shaped like a Y, with the Spanish on the top right. They will not be the threat, the Hittites will be.

To whomever follows me: The Sci slider will need to be fiddled with every turn, as there are large differences between 40% and 50% science.

Hire a Scientist in Ashur, still growth in 1. Lit in 29 at +5 gpt.

730 BC (9)
We have our 1st Bowman, and an Elite spear on the mountain.
Babylon: Bowman --> Spear.
Ashur: Spear --> Settler
Samarra: Worker --> Temple (whippable in 10)

Lit in 17 at -1 gpt. I think Samarra would be a good candidate for the FP if/when we get that choice. We'd have a lot of low-corruption fishing villages. Plus we really don't have a lot of options.

710 BC (10)
Northern Gap: Temple --> Spear (Maybe a whip? Depends on how much traffic reaches the mountain.)

Lit in 15 at -1 gpt. Spain may have just gotten Philosophy.

Notes for next player:
We are the largest Civ in the world. We are the cultural leaders of our continent. Our military absolutely sucks. Always War at its finest!

Look for the Temple whips in the south. They will come up at various points in your turn. I'm not sure it is productive to whip the northern cities, as they get stuck at size 2 yet can produce 2-3 shields per turn.

The Pyramids are due in 24, but a Palace pre-build can only last for 13 more turns. Hopefully founding another city will bump that up, but don't be afraid to turn us into a nation of Scientists. When the current worker projects complete around Babylon, it will be possible for the capital to pull 10 shields/turn and run a scientist. It really behooves us to get Lit in the next 13 turns. Of course, if anyone we know discovers it, we'll make it easily. We should not have to perform worker merges in Nineveh, it will grow to size 6 before we obtain Lit.

I now realize I am ignoring the possibility of slowing the build in Nineveh down. It can be slowed to ... 29 turns for the Palace without starvation at size 5. But get Lit ASAP, we might get an SGL. :) We can't speed up the build much, but should have <10 turns to the Great Library after we discover Lit.

In the oddest of ironies, if we are to win this game, it will likely be as the Cranky Cultural Communists. Our empire (and the rest of this continent as we know it) is not conducive to Palace-centric gov'ts.

Treat them firmly, but fairly
 
I think timing option 2 with our getting Feudalism/Chivalry would be ideal if we can do it. Knights and pikes are the first units that really make a difference. Swords and horsemen are nice but not a huge jump over bows, spear, and cats. Pikes and especially Knights are however.

If we get the GLib, this will happen much earlier and we won't need Infra to do it so, we want more military sooner.

If we don't get the GLib, it will happen later and require a lot of infrastructure to get there so we will want light military at first. Perhaps we can try to keep the military close to our amount of support (so no cost for units). The techs I see important for this case are Lit, Construction! (else we can't grow past 6), Currency, Monarchy - probably in that order, though I can see switching currency and monarchy.

I also think the timing in terms of being able to build enough units to make the push should be good for both cases.

[Edit: Note that the reason I don't find horsemen "essential" is due to the narrow front. In our last game not being able to kill the last unit would have been a real problem as there were many enemy stacks, so multiple units per turn survive to fight again. With the narrow front all the way up to the horses, we are talking a lot fewer units that retreat and heal (and only one until we head N of the mountain). In a sense this game is the exact opposite of the previous in terms of our front lines.]
 
If we are in need of faster science, consider sacrificing growth in lesser towns for scientists. +3 science is huge in this era. In general, I think use of specialists is a strong strategy in C3C. In one game I was playing I generated 200-300 beakers per turn, an increase of nearly 25% to get tanks sooner (we had a decent number of corrupt cities - it was the Krys03 game that Barbslinger joined to help that team out).

This is especially true for tundra cities and the incense city. Just halt their size at 1. They won't grow at size 2 without a harbor so it costs little.

[Edit: Oops, meant to add to my previous message not post another. That is what I get for not paying attention]
 
This game will be an odd AW and we will undoubtably have to do another emporer game after this to get a better feel for AWE. The GL looks on target and careful slider/ scientist control should put the GL in the bag. I think we should put our first 4 bowmen on patrol as roving trespasser guardians. More boats will undoubtably follow. I may even consider leaving a vacant city site for the AI to land on to farm some workers out of dead settlers. Unless it is prohibited. Which ever way we go it will end up as a bowmen rush for the city with horses and iron. Lets not be stingy with units and probably take upwards of 20 to secure it with ample spears, a settler and some cash for rushing a barracks, temple, harbor and pikes/MDI. Getting that one city may be the entire lynch-pin to winning this game. Without it we will be toast. Patience is gathering the required forces and getting an economy to support the units will be important. A feudal gov't may be the ticket for this setup with Fascism later.
 
Got it

I won't be able to start till tomorrow evening but should turn it round fairly quickly.


Ted
 
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