HNDY05b AWS as the Sumerians

I wasn't able to finish Bz9 until now, so this will have to wait until Sunday afternoon, if you don't mind.
 
Turn 0 - Switch Ur from Marketplace to The Pentagon, due in 36 (400 shields). I've got my‌ fingers crossed for TGL.

I'm a bit skeptical on the location of Kissura, but I won't disband it. I'm still going to build a city on T_McC's blue dot 1 S and 1 SW of where it is now, though. I only make 1 build change, but once most of these settlers are built, I'll focus on some more troop production.

IBT - Various troop movements, the Mayans advance a longbow and a Crusader.

Turn 1 - Der founded. Emphasize production was off, so I turn it on.

IBT - We lose an Enkidu on defense to a Longbow (expected), but it allows our workers to complete the road this turn, rather than retreat.
Mysticism learned, research set to Polytheism in 7 at +4gpt (Literature next, then Monarchy).

Turn 2 - Good thing we waited a bit before sending an army over to the Zulu continent. There's actually a 4 tile island right next to the main continent that we may have accidentally have landed on.

IBT - We defeat a Russian archer. The mayans advance another longbow in addition to the one they already have near Der and advance their Crusader. This is gonna be a close fight, or we're gonna have to take some casualties.
Orenburg and Erech (iron city) riot. :smoke: Sorry about that.
Yekaterinburg has finished Zeus! Time to attack.

Turn 3 - Nevermind about that 4 tile island thing. It's barely connected to the mainland.
I seem to have forgotten about our Archer army, which can take out a Longbow this turn. Our catapult hits the 2/3 Longbow and a horseman takes it out flawlessly. The archer army kills the 2/3 Longbow flawlessly as well.
I think we built a few too many settlers. I wish some of those were swordsmen right now as the areas we want to settle aren't enemy-free (save one inside our borders).

IBT - Lmao!! The Mayans are fools. They move their crusader onto another mountain (Rather than the plains, which is smart), but they bring with them a settler that moves onto the mountain undefended.

Turn 4 - Our swordsman army (2 swordsmen only) takes Yekaterinburg, losing 2 hp in the process but getting us Zeus and a slave.

We capture the Mayan settler, netting us 2 slaves.

IBT - The Crusader attacks a regular Enkidu on a hill (that I put there so it couldn't stay on the high ground) and wins, but loses 2hp. A russian archer dies at the hands of a vet Enkidu at Kissura (it wouldn't attack when the Elite Enkidu was showing, though).

Turn 5 - Once again, it's good to explore before sending an army out. The Island near us is NOT the Zulu Homeland. There may be a passage in the South though, since I see a Zulu border poking out.
The lucky crusader defeats a veteran horseman (after redlining, it won 4 straight points) AND promotes.
Kua is founded.
Our sword Army takes out an archer, losing 1 hp in the process. The battle for Moscow will occur next turn. I should probably let the capital stay far away from their cities, but since they have so few cities, the far away cities should have regular corruption anyway. All of them are size 1 too, so there's no need to delay Moscow's capitulation any further.

IBT - We defeat a Longbow and Crusader on defense, getting one promotion to elite.
Yakutsk and Yekaterinburg riot. I keep forgetting that MP means something in the small cities (once the russians are dead, they shouldn't be a problem).

Turn 6 - Our cats go 2/3 at Moscow. We kill 3 spearmen and an Archer and get a Leader on my first try leader fishing. Do we want the Pentagon or another army? I will save this decision for the next leader as there's little chance for more Elite Combat on my turns.
Moscow is captured along with 2 slaves. I decided to capture, not raze, since it's too small to get us any slaves. If we deem it too high a flip risk (which I don't believe it is)

IBT - The Mayans advance another reg Longbow out of Calakmul.

Turn 7 - A Vet horse defeats the Longbow flawlessly and retreats.

IBT - We defeat another Russian Archer on Defense.
Mysticism comes in, research set to Literature in 19. We could have gotten Monarchy in 13 and still made a little gpt, but if we get TGL (which it seems we will) we won't need to research it, so why waste the money doing so? The AI will have Education soon (if it doesn't already) so it should be getting Literature right after, meaning that TGL could fall soon, but I think we can take that chance.

Turn 8 - Marad Founded. Calakmul will be assaulted soon. Most likely on my last turn or the turn after.

IBT - The Mayans advance Yet another Longbow out of Calakmul

Turn 9 - Our vet horseman kills the Longbow, losing 2 hp but promoting.
A Catapult hits the Musketman in the city, but no other defender pops up. They may have more units in there, though.
Our archer army defeats the Musketman, losing 3 hp (now 11/14), revealing a reg spearman. The army attacks again, and wins, losing 2 hp. Calakmul is razed since it is 1 tile away from the proposed city spot (on the Ivory). No slave, unfortunately.

Our curragh is kinda useless with its short range, so I'm going to attempt a suicide run to see if it can get across the 4-tile sea/ocean (if only we were seafaring or had TGLighthouse). In its crossing, it discovers a Mayan Caravel near our coast. Let's hope it's not landing anything near our newly conquered territories as I barely defended them so that I could push the offensive.

IBT - The Mayan Caravel luckily retreats. We also defend against an Elite Impi who manages to do more damage than the past 3 russian archers combined (1 hp).

Turn 10 - Kuara Founded. I move most of our troops towards the Western front. We need some more settlers to fill it out, but we have plenty of troops to clear out our West. The addition of Ivory made our cities a lot happier, and Furs would do a lot of help as well. All of our size 2 cities can be happy without any scientists, but I have left them there for now so that we don't have to increase the science rate. Right now, it seems that our Pentagon Prebuild will finish 1 or 2 turns before we research Literature (thanks to growth).

Our leader is right outside Isin. You can use him for an army or for the Pentagon or Heroic Epic. I'm starting to think that an Army was the smartest thing to do now, but it won't make a difference since we only have 1 elite unit capable of producing a leader right now. If we do build an army, I would reserve it for Ancient Cavalry which we get next turn.

Finally, I left the movement of the Galley unmoved because we can use it as a suicide Galley if we want, but it's up to the next person.
 
Very nice turns. :goodjob:

Diplo update: Zulu still don't have either Horses or Iron. They have to be winning their war vs. the Mayans as they have 44% of the worlds pop.

The Mayans also don't have either Horses or Iron. They only have 8 cities.

Cathy is .... :lol:

Next leader really should put a unit (or 3) in Akshak. The Zulu can land there and we don't cross rivers well.

I'd almost be tempted to whip the settler in Agade next turn. Next leader should ponder that.

We may be able to capture Magadan even if it is size 1. It is the new Russian capital, and the city will claim furs for us. We can build a city on the Hill in the this strip of land leading to the city to create a more easily defended land route to the lux.

I'm not sure it is a suicide route to get from where the Galley is standing to the western border. Worth a try, and then we can do the mid-pt transfer trick of Greebleys if we need it to move an army.

Yom pulled a Homer when that near piece of land was an insignificant island. We cannot transport an army with 2 units in it! All of the current armies are stuck on our island until Astronomy. We'll have to send an army of regular AC because Yekat does not have Barracks. (Get workers there to chop the forest ASAP!)

Shouldn't we have an AC by now? I guess Yekat wasn't connected to the Ivory by turn 9.

I guess it's alright to accumulate cash while we wait for Lit, we can always run a deficit later. I think the AI will be less likely to go for Lit if we don't devalue it.

The leader really has to be turned into an empty army. We could be shipping it across in 15 turns.

We should also try to circle our workforce back to Ur. The capital is working 2 unimproved tiles at size 7, and will grab another next turn. Mined hills will cut 4-5 more turns off the G.Lib build.

Might start to think about skewing our builds toward Horses, since we know we'll be able to build Knights. We may also have >800 gold for upgrades when the time comes.

It's AW, and we're 27 units below our support limit. We can always use more workers. We're going to have a problem once we revolt, only a couple of our cities will be over size 6.

I think we have enough settlers being built. Four should cover most of the open territory and we should be able to capture a couple of the enemy cities.
 
Argh!! I forgot that the army counts as a unit!!! We'll need Caravels to transport them, won't we! Sorry about that team. On the other hand, we won't be able to cross the channel until Caravels either, so it doesn't make a difference. We should have Astronomy in 20 turns if things go as planned, though.
 
Very Quiet

Summary:
Capture fur City
Raze a russian city
Barracks for SoZ
No safe galley crossing in sight
Zulu have 2 cities on our soil, but not for long.
No Elite battles, so we still have the leader (in isin).
Improved tiles in Ur.
Lit in 9, Pentagon in 9.


Preturn
Move EW to Akshak.
I’ll save the leader until we have an opportunity for an elite battle. I’ll probably build an army, but I’ll save him in case something better seems appropriate.
Looks like there is a southern crossing S of Tugela.
Change SoZ city to barracks that we can chop & pop.

IBT
EW defends against Russian archer
We get an Acav. He’ll stay at home to defend SoZ

Turn 1 360ad
Workers head to chop barracks in SoZ city
Sending workers to Ur to mine the hills, to start a road to our furs, and to improves some core tiles.
Sword army is going after furs.
Archer army is going after Russian cities on flat land.
Sword to Akshak
Mm Agade to grow in 7 and get the settler in 9, so I think I’ll not rush. We can hire a specialist for the last 2 turns.
Don’t want to waste galley on a suicide run.

IBT
Lagash – sword – EW (we are light on spears)

Turn 2 370 ad
Moving into position.

IBT
Bad Time – sword – horse

Turn 3 380
No landings. Should have a couple of Russian cities soon. It will take a while to get the furs hooked up.

IBT
Spot 2 Zulu galleys & 1 Mayan galley
Lagash – EW – EW

Turn 4 390
Exploring & moving in for kill

Turn 5 400
Capture the fur city – a chain gang is building roads.
Cathy is down to 2 cities, soon to be 1 city.
Pentagon in 17, lit in 16.

IBT
Second Acav comes online. I wish we had a safe crossing! Still looking.
Lagash – EW – EW
Kish – sword – horse
Resistance ends in Furs R Us.
2nd Acav

Turn 6 410
Raze Kazan and capture 2 workers.
Finish forest chop & pop a barracks in SoZ city. We have 2 regular Acav, the rest will be vets.

IBT
Zulu want to talk

Turn 7 420
Promising Mayan border turns out to be a tease as it’s not a safe passage.
Lit in 14, Pentagon in 14. Next leader will have to watch the Prebuild closely. You can speed lit up by working a scientist if need be. Pentagon build will drop when the mines finish over the next 2 turns.

IBT
Akshak – barracks – EW
Lagash – EW – EW

Turn 8 430
Found Kutha
Pentagon now in 12, so slider goes to 10% to get lit in 11.

IBT
Isin – market – horse
Zabalam – settler – settler

Turn 9 440
Bad time starts a market since Isin finished it’s market and can now build military.

IBT
Lagash – EW – EW
Zulu have founded another City in our lands.
The sword army is on the way to greet them.

Turn 10 450



Notes
Sword army is in Kish, on the way to take the two Zulu cities. It can hook up with the 2 swords on the mountain near Kissura.
Active settler is near Kua.
Lit in 9, pentagon in 9 – so watch the Prebuild.
Kish needs irrigation, chop and a mine on a hill.
I poked around a good bit with the galleys. I don’t think any safe galley passage exists. :(
Leader is in Isin There were no elite battle opportunities, but you may as well go ahead & build the army. We’ll so have 3 Acav, and need to suicide a galley I guess to get a way to get them over there. We get a pillaging army, and we win this.
Not a since AI landed on these turns.
Keep an eye on the Russian galley near Orenburg.
Next leader gets to kill Russia off, and clear out the Zulu.
No AI action on the Glib.

Yom
Handy
Slinger UP
T_McC
Greebley
 
Mauve Alert! Mauve Alert!

The Mayans have Lit!

We should still get the Library (we're 276 shields in), but we won't get an SGL for discovering Lit first. :(

I just thought of something weird: We're scientific. Once we build the G. Lib we're going to get most of the MA. Will we get our free tech first, or will we get the Library techs first? It may mean getting Metallurgy for free, or heaven forbid both the Zulu and Mayans reach the IA, we might get two freebies in the IA. :lol:

Let's try to get two Galleys and a Harbor on both sides of the continent. That way once we build the Library we can put two pillaging armies on enemy soil. We'll almost assuredly get Astronomy and there are safe routes for Caravels on each side. Next leader should remember not to put another unit in the Sword Army. We should also be looking for opportunities to promote the AC before they get loaded into the Army. There is no reason not to use our MGL on another Army right now.

Next leader gets to see the Russians off. If one wanted to be sneaky, wait until the borders expand at Tver' to capture (5 or 6 turns). It's in a good spot, so a little patience can save us a settler. :)

We need Courts and Libraries once we complete the G. Lib and have our revolt. I'm sure we can afford Monarchy because we are way under our support limit now. We can always use more workers.

We may want to veto the settler at Erech and let it grow beyond size 6 for unit support.
 
Handy-Sid-Sumerians 450AD
Preturn – All looks pretty good. I really don’t like the looks of the zulu so close and a cleansing of that island would be nice. Library times out in 9 with the lit research. Play around with the specialists a bit and finally decide to stick with what is happening. Also don’t like the idea of Zulu getting a harbor in Amatikulu and the iron hooked up.
IT – Zulu found another town north of T’ver. AC and walls are built.
[1] 460 – Archer army takes a swipe at T’ver at size 2 and goes down to 1/14 before winning. Swords and Sword army move out. Lagash goes to a horse. Orenburg goes to worker. We really have a lot of unimproved land here, even in the core. Zulus have a musket in the new town. Looks like I am primarily looking to take out the Russians and then wait on TGL.
[2] 470 - Lots of worker moves, horse can’t den’t T’ver. I have the galley coming to pick up the AC and a cat.
IT – Isin-Horse>Horse, Akshak-Enki>horse.
[3] 480 – Take down the musket to expose an Impi in the new Zulu town. It was risky with odds at 58% but he performed admirably. Drop off AC and cat to take down Russian town. Lit and pentagon in 6.
IT – Sumer-Mkt>horse, Agade-Settler>Worker. We were attacked by a zulu galley and record a sea victory. Russia drops an archer.
[4] 490 – I don’t know what the Russians are eating but the spear takes no damage from cat or AC and then 8/14 archer takes 1hp before retreating. Now I know. Eating our units alive. However, we do take the Zulu town intact. Kill the archer drop off with Enki after retreating an E horse.
[5] 500 – Furs are in and lux drops to zero which only affects Ur which gets a taxman not shorting TGL build.
IT – AC, 2 horses, walls and a rax. Most military builds go to horses for knights coming up, others are workers. Zulus send an archer down from the north.
[6] 510 – Merely moving workers and units to prep for archer and attack on T’ver again in 2. TGL in 3.
IT- A few nice builds and Zulus start Copernicus. We lose an Enki in the forest to the archer. Oops, make that a LB.
[7] 520 – Kill the LB and go elite with a horse, cover with Enki.
[8] 530 – Our elite Enki defends flawlessly in the forest to a LB. Sword army heads north to make sure Zulu are NOT getting iron. Here comes TGL.
[9] 540 – TGL>Market. Ac ouple of horsies too. We have 1136 +59gpt for upgrades for next leader. Finally, the archer army does his job in T’ver and takes down 2 spears with an AC finishing off the archer and the Russians ARE GONE! City comes with 2 pop set to walls. All specialists go back to work or become a taxman. No science needed for this IT, waiting on the tech roller coaster.
IT – We get 14 techs capping out at Chem and Astro. No banking, PP, Metal or Music. Maya have navigation and banking on us.
[10] Researching is futile without librarys. Jump to Anarchy and pull a 7-turn. Yikes. I’ll leave off here and let next leader do the upgrades. Salt is connected near St. Petes. I moved all the workers and just left the horses and settlers. I also killed another LB with the sword army which delayed getting to the iron.

Looks lots better except for lack of metal and MT. Maybe that is a good thing. We don’t need cavs landing quite yet. We can upgrade quite a bit with the 1200g in the kitty.
handy05b-550ad1.jpg

handy05b-550ad2.jpg
 
Solid turns, Barbslinger. 7 turns of anarchy hurts, but we'll be better off in the end. I think we should focus on building workers in our fringe cities and libraries/infrastructure in our core. With Galleons, we should be able to transport 2 armies over to the enemy continent without the need for many units at home. I do think we need one harbor city though (most likely Sumer). It will build 1 Galleons and we will upgrade our 2 regular Galleys there. Also, we'll need 1 more reg galleon from Akshak. That way, we can keep the armies in the reg. Galleons and the 3rd units for the armies (1 ACav and 1 Sword) in another reg. Galleon and have an empty Vet. Galleon as protection (if this takes too long, we could always keep our 3rd men in a Vet galleon). We do want 3-unit armies there, don't we?

I wouldn't build many knights for now. We won't be seeing much action with them and Cavalry are only 2 turns away (they do only cost 30 gold to upgrade though). I think a little infrastructure would be best for now, with a few knights here and there.

Edit: And don't forget to get that Furs hooked up. That'll be our 4th lux, right :D.
 
Excellent turn Barbslinger. A civ gone, our homeland is almost completely ours, and we got the TGL. Who would have guessed we could get the TGL in 550 AD at SID?

Not only that but you cleverly gave TMcC 7 turns of Anarchy. Good thing he likes it so much.

I agree on clearing the nearby islands first. I assume we also have the leader ready to for a pillaging army for the Zulu and Mayans? I think we should go for a knight Army That way we can use it on defense too. I guess we can also get that sword army across now as well - maybe add a musket to it and use it defensively?

We will want to restart Pentagon of course. I would build it from scratch rather than wasting a leader. Pillaging will gain us more and we don't need pentagon until we start attacking cities on the other continent. It would be nice to have Cavalry before that happens.

Do we want to save some cash so we can go for 100% research to Cavalry?
 
Greebley said:
Not only that but you cleverly gave TMcC 7 turns of Anarchy. Good thing he likes it so much.
Yes, I was quite amused when 7 turns popped up too. I wasn't quite sure who was next but when it said seven I made a mental bet that it had to be T_McC. Funny!
@ Yom. Furs are hooked up under the town. See 500ad.

the research rate was metal in 46 at -2gpt when I looked. Not good. Libs/Markets in all -50% corrupt towns will help. Growth in outlying areas with specialists too.
 
Greebley said:
Can we do some real resarch in Anarchy using specialists? Scientists get pretty powerful in bigger countries.
I'm sure T will fix that up. Besides upgrading a few horsies, planning a Zulu assault there won't be much else to do with the anarchy and all. :) :D :lol: :rotfl:
Sorry it gets funnier the more I think about it.
 
7 turns of Anarchy isn't THAT bad. 15 turns should be plenty. The only difference in Anarchy is no new troops. Doesn't mean you can't have some fun ;).
 
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