HNDY05b AWS as the Sumerians

HNDY05b - You Want a Piece of This?!?

150 BC (0)
I'll whip the Walls in Agade in 2. {Turns out I didn't, no need} I think I can get rid of the Impi next turn, but he'll pillage another tile first. (Unless he just runs away.)

OK, we only have 1 settler, let's get two more in production. Also means next leader may just go for the HE after all.

Lagash swapped to settler. It will max out at size 6 in 3 turns. The settler can be timed to match that, and we already have a few units that way.

I'll pop another settler out of Ur timed with growth to size 8.

I'm not going to colonize the Ivory. We would need too much to defend it right now.

IT - Win one, retreat one vs. Zulu.

130 BC (1)
Russians have Horses. :nono: Have to stop that.

We have Iron in our cities, and EW's upgrade to Pikes instead of Swords. So we need to build a few from scratch.

No real MM possible. Swap one city over to a sword.

110 BC (2)
Kill one Impi, bong another with the Cat.

Slowly sneaking up on a Russian city in the east. The Russkies have discovered our planned city in the West and are advancing.

90 BC (3)
Push Archer army towards intended victim city. Use Horse covered by Elite Enkidu to pillage Russian Horses. Have to figure out logistics of founding the Incense city, we're short on offense over there.

Found Akshak by the fish. Starts on Walls. Will come under attack, but per usual the AI will likely stop in front of the city and allow me to get the first attack.

Push Enkidu army out to view Moscow. Maybe we can do some more pillaging there.

Make a couple extra bucks with Currency coming in next turn.

IT - Nothing much.

70 BC (4)
Kill a Russian Horse. We'll be attacked next turn a couple of times. Maybe.

Trap is set at Yakutsk. The city is size 3, and we can attack three times next turn.

50 BC (5)
Miss Cat shot on Impi. He can't do anything useful, so no big deal.

Kill Russian Horse near Akshak. Then kill an Archer and the coast is clear over there. Start to push some workers and two Cats that way.

Slide Enkidu Army towards Incense hill. Settler is approaching from other direction. Retreat a Horse on an Archer there, so may have to attack with the Enkidu Army.

Kill Spear with Archer army, retreat Horse vs. Spear, then kill Spear with Archer army and capture Yakutsk. It's size 2, so you better believe Walls will be whipped once resistance ends. Also slide Elite Enkidu in there, we can be attacked by a couple reg. Archers next turn.

Enkidu army takes way too much damage to be comfortable, but slay an Archer that is in my way of founding the Incense city, our 12th.

I think the Zulu and Mayans are throwing down. Shaka hasn't landed anything in a while, and his cities are starving (via F11). More good news. :)

30 BC (6)
Win one on IT, but Russians pillage a tile at Yakutsk. Good Play Sparky. :rolleyes:

Lose Elite Horse on red-lined Impi, then kill his full-health brethren, in a forest, with a vet Horse. :crazyeye:

Whack Russian Archer and assume the position to form a city on Incense Hill. That will be 12, now where's my leader? Kill another Russian Archer at Yakutsk. The sun is starting to set on Cathy.

Skirt blue borders in our Curragh. I didn't see anything. Honest. :mischief:

Have to turn up lux for a turn, the Impi in the forest kept a Sword from completing next turn. Now it will again. :)

Nertz! Should have had Governor on in Yakutsk. The city will starve next turn and prevent me whipping it.

IT - Lose the regular Enkidu that was guarding our Iron. I never liked that guy anyway.

10 BC (7)
Found Incense city, start on Walls.

Our first Sword rolls off the line. Retreat Horse off of Iron. Red-lined Archer remains. Ehh, so we might have to hook it back up.

Lux tax to 10%, Writing now due in 5.

IT - Retreats.

10 AD (8)
Mis-click and move an Army. Re-load.

Couple of Russian Archers are advancing on Kish. We'll have three units, including a Sword waiting.

I think I can get another Russian city by the end of my turns. Requires leaving a vulnerable Archer alone this turn. In the not too-distant future we'll have the Russians penned up on the extremes of the continent.

IT - Hmm ... apparently all the party people want to go to Yakutsk.

30 AD (9)
Take a gamble. We can be attacked by two units next turn, and we have two Enkidu behind a river. I move out to attack Orenburg, scoring 1 victory with the Archer army.

IT - Win 3 on the IT, promoting an Enkidu in the field to Elite. Russians pillage and run at Yakutsk.

50 AD (10)
We win twice with the Archer army and capture Orenburg and three slaves. Then whack the Horse that ran away.

Cathy, that light at the end of the tunnel is a Sumerian Freight Train! Choo-choo!

Final Notes:
The Russians are gassed. They're 2cc'ing because Yekaterinaburg is building SoZ, and one of the 2CC is size 1. :lol:

I didn't check to see if they have any off-island cities, but from those visible they can only generate 5 troops every 8 turns, less if they have Horses somewhere I didn't see, plus whatever Moscow can build. The workers are starting the process of digging St. Pete out of the jungle, and then they can retreat to our core. No cities we capture/found from here on out will be better than 1/1 until Communism.

We are such a nice position that I think we should go for Lit next and get our cheap libraries on-line before we try for Monarchy and beyond. The Mayans completed Leo's during my turns, so they at least are drawing near to Cavalry. If we can get to Trebs and Knights before they can bring Rifles/Cavs in force, we can win.

Picture and dot-map in next post.
 
I didn't get us to 12 cities. :sad:

I got us to 13. :)

Open blue circle is the 4th lux on our continent. God-awful place for a city, but we'll manage.

Open red circle is our burgeoning Sword stack. Combine these three with the Elite Enkidu and we have another group capable of capturing cities in the mild east.

Since our Enkidu Army doesn't have much to do anymore, the southern pink dot should be a priority. It is located on top of the Ivory. The other pink dot completes a nice 3x3 square and brings a food bonus into play.

The western blue dot may be a productive city, the eastern is next to a food bonus and fills in territory.

The Zulu did not land a single troop on my turns and the Russians paid a terrible price. :D

Note the presence of zero Russian troops in this picture. :eek:
 
First off, great going. Now another leader and we are rolling. There is incense under Agade I thought? Need to hook up that road again. Perhaps the Zulus gave up because they are fighting the Mayans. We should be able to populate our little slice of heaven over the next 20 turns to cover our island. The one thing I'm wondering though is you said 2CC'ing. I count 7 russian left. It looks like taking out Khabarovsk next and then fortifying the mountains leading to Bryansk to hold back the 3 russian towns left in the east. We can then concentrate on clearing out the russian west and filling out the FP core.
Looking good!
 
barbslinger said:
There is incense under Agade I thought? Need to hook up that road again.

Actually we don't need to. Zabalam is also built on Incense and is already on our road network. We need to connect the two ex-Russian cities to ours though.

barbslinger said:
The one thing I'm wondering though is you said 2CC'ing. I count 7 russian left.

Correct. But only two of those cities are within 15 tiles of their capital. All the rest are 1/1 crap. And of the two in their core, one is tied up building a wonder and the other was size 1 the last time we saw it. It may have grown since, but I didn't see very many troops from the west.

Next leader should carefully look things over. We may have an opportunity to get away with building 4-5 settlers in the next 10 turns. I felt we had more than enough troops to handle what was thrown at us, and we don't have a pressing need for much more military unless we want to step up the attack on the Russians.

And I just had a wicked thought: There are at least 3 Horses on our continent. It is entirely possible the Zulu and Mayans have to share 1 or zero. If the AI is forced to do an Infantry-only game, we're in terrific shape.
 
So what order should we go for city kills?

I am inclined to go for Kharabvosk, and then the 3 to the south including Moscow. This will make our line of defense very easy.

When did Yekatiniaburg start SoZ? I think I want to take it out just after it finished.
 
I'd go for Kharabovsk, then circle the Archer army back towards Moscow. Yekat started building SoZ about my 2nd or 3rd turn. If they can pull 5 spt they will finish it at the end of your turns. Agreed to let them finish the Statue, then we have 5 turns to snag the city. :)

I would not attack the Russian core until all the cities in the east are ours, I doubt anything we capture in either area will be useful to us and nothing is getting past the EW/Sword group by the mountains.

I actually think we are better served to push settlers rather than military on these turns. It should be easy to build 3-4 Settlers in the next 10. Ur can do another after the one queued (with an intervening unit or two to let it grow), and Lagash can probably do one after it grows to size 6. The Russians are not putting up much resistance.
 
I won't be concentrating on military (i.e. I agree with settling), but the archer army will need something to do :)

I think the last cities should be the 3 NE most cities. Distance corruption will be less, but the Russians won't have a land route to our lands and we can settle more land.
 
The concern I have with attacking the Russian core is that if we capture Moscow or whatever the NW city is, they may stop building SoZ for us.

Ehh. Either way, so long as we can attack cities we can capture instead of raze. If it works out right we may be twice the size of either the Zulu or Mayans. That has to count for something.

Writing will complete early in your turns. Maybe we go for Map Making and hope for a leader. Or my original thought of Lit to speed up all the rest of our researching. I'm not sure how critical Libraries will be, we should have many specialist cities.
 
First thing to do when I get home (or you can when you open the game): Check the Zulu city list. I was under the impression that the Mayans were winning that war. They seem to have all of the recent wonders, and I only figured the other continent was at war when I checked F11 and saw three Zulu cities listed, and all three were starving.
 
Great banter there guys. The SoZ wold be a nice feather to have for sure. It's culture will keep it from auto-razing too I would think so It can be captured as soon as it completes. You could probably station the archer army just outside the city gates in preparation for the capture.
On the russian western cities; is corruption that bad on the tiny map that the FP in Isin won't help those cities?
 
:goodjob: Great turns T_McC.

If the Mayans are losing badly, then I believe it's in our best interests to start taking the Zulu down a notch now. They're definitely at war with the Mayans, seeing as there were 0 landings. Seeing as we only have galleys, we'll have to send a 1-unit enkidu army, defended by 2 Elite Enkidus. A preliminary galley/curragh (do we have MM?) might be in our bests interest to find the Zulu continent and see how badly they've beaten the Mayans.
 
barbslinger said:
On the Russian western cities; is corruption that bad on a tiny map that the FP in Isin won't help those cities?

The central problem is that the OCN for a Tiny map on Sid is ~9.25 (with the FP). :eek:

The city just SW of Isin may be decent, and the SW Blue dot from the previous DM should be OK. But otherwise we're looking at serious corruption problems in every other city in our S or W.

Another point. The DM I posted is a little loose in the 2nd ring (meaning >12 tiles/city). That was intentional, even though Yakutsk and Orenberg are horribly corrupt and don't need that many tiles. If we want to squeeze those cities, let's do it from the S along the shore and leave our potentially strong cities with lots of tiles.
 
Let go MM on research. It looks like there is an unroaded jungle tile we can safely insert the army on to the W of Akshak. If we get an army inserted, we can pillage the stronger of the Mayans & Aztecs to make sure they both survive.

GreebleyAre you 100% sure a lone remaining AI will attack a pillaging army on the AI's home continent? I thought the AI would run to the boats to attack our shores. I do know if we build a city on their continent, and place an army in the city they will attack. I don't think a lone remaining AI will attack a pillager unless the AI has the army way out-gunned, as long as the AI can cross the seas to get to us.
 
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