HNDY05b AWS as the Sumerians

Preturn: One trick we can do (that is hard to set up but really helps). Put Enkidu in mountains near towns. It suppresses the ability of workers to improve the terrain. Consider it "pre-pillaging". I wish we could have done more of this to keep the Russians down. I don't think you can win by defending like in most AW games.

690 BC: The "SOD" destroys the nearby russian town

670 BC: Finish HBR and start Ceremonial Burial.

650 BC: Leader Fishing Works!

630 BC: I end up making an Archer Army (there are archers there now).

550 BC(IBT): Our archer army is attacked when injured and is down to 2 hp.

Notes:
It is frightening how fast SID AI's grow. This game is starting to look lost.

Russians have Horsemen.

I would use the archer army to destroy Russian towns. I feel we MUST destroy them to win (Hopefully it will reach the town and heal). We may need to defend the archer army with the other Enkidu Army.

Sorry this took so long...
 
From what I see on this map: We can keep Cathy's cities instead of burning them, if we have the chance. She appears to have no culture besides her Palace.

Any chance we can pop out a settler and found a defensible city between St. Pete and our Iron city?

At first blush I don't think we're doing too badly here. If we can get the Iron connected we may be able to outclass the Russians enough on the battlefield to make up for the short numbers. Or are we also in a mad scramble to beat the Zulus out of our core?
 
I agree on building a city between the iron city and our core. Getting iron to our core will be a challenge I think. We need more workers too (I didn't build as many - I felt I needed more defense).

We need a road on the iron square itself and have 3 workers, but they had to move so I would hold off until our Archer army heals I would also try to send two or more Enkidu out to defend the city.

Its really scary how fast the AI grows at SID.

[Edit:
Not sure on the Zulu. They have been landing a pair of units every 3-4 turns, but recently, I have seen a LOT more boats than before. If this means we will have an increase in landings it could get rough. Enkidu at only 10 shields (and defending) works pretty well if you need to handle things quickly - its downside is that you can be pillaged.
 
I got it, but it may take me a while. Tropical Storm Charley is coming my way and may knock out the power.
 
Few notes from peeking at the save:

Lots of city MM to do.

Maybe push a few more Cats, especially in cities that would take 15 turns to build a Horse. I agree that we need to be on the offensive, but artillery multiplies kill ratios which is the most important thing. Also check cities to verify you want as many MP as we have. We only need 2 for Happiness. Unfortunately I'm not sure exactly which of our cities I would describe as being off the front lines. :(

We are at our Army limit. Next leader can go towards Heroic Epic, or an FP. My nomination for an FP is in Lagash.

I might consider Walls in Agade before the Curragh. The Zulu were landing there on my turns. Also note the weedy spot in which I built Agade, making it more critical the city be able to defend itself.

I'd assume the regular Enkidu being built in Erech is to cover the workers on the Iron mountain, and that veteran Enkidus can come out of the core.

I would seriously consider a Settler out of Ur next. We are already running a clown in our capital, so the loss of pop there isn't that big a deal. I nominate the ruins/Hill SW of the Horses on the way to the Iron.

We actually can get a reasonable time on Currency after the MM and slider adjustment. I see ~20 turns.
 
I can play this tonight, I just didn't want to hold up HNDY05a any more than I already had.
 
Turn 0 - Cover Archer army with Enkidu army. Raise science to 60%

IBT - Tons of Zulu boats move around, The russians advance on Lagash. The archer/spearman pair retreat into the city.

Turn 1 - I have to retreat the offensive against Smolensk. The catapult will be lost if I don't destroy the archer on the hill (can't move onto mountain, so I do so with an archer, -3hp.

IBT - The zulus are heading south

Turn 2 - Not much.

Turn 3 - Destroy some archers by Lagash and St. Petersburg.

IBT - More advances.

Turn 4 - Kill a horseman/archer pair by kish, an archer by St. Petersburg and an archer by Lagash.

IBT - Well that was unexpected, those Zulu galleys must have landed S. in Russian territory as an impi/archer pairman comes up by Vladivostok. Another russian city pops up, this time on incense north of our Iron city (it's a good city spot for us too).

Turn 5 - Resting. With luck, the new russian city will be gone next turn.

IBT - More impis, not good news.

Turn 6 - Bye, bye Novobirks, we knew thee not well.

IBT - The Zulus attack Iron city with an impi unsuccessfully, next turn they will attack in full force (they gathered on the iron tile, unfortunately. The mayans complete Sun Tzu's.

Turn 7 - Destroy a settler pair, an archer and a spearman. I have to lower science b/c of unit costs.

IBT - we kill 3 zulu archers on defense, which allows us to retake the Iron tile.

Turn 8 - lose a horseman killing a spearman, but get an elite horseman out of it.

IBT - more advancements, no attacks.

Turn 9 - Kill 3 archers. Move a pair of enkidus towards iron city. We'll need more Enkidus if we want to defend the city AND the Iron AND leave the archer army free to attack cities. Next target, Vladivostok.

IBT - Not much, advancements as usual.

Turn 10 - Our curragh discovers furs on our landmass in the far North. Our archer army destroys one spearman in vladivostok, but another remains. We should be able to take the city next turn (I doubt it has more than 3 spearmen. I sent 4 enkidus on their way to Erech. 1 in the West and 1 in the East. The Western one should help guard the Iron, as should 1 of the Western ones. The other 2 Enkidus are actually to keep the russian troops off the mountains where they can roam about our lands (like one russian spearman did on my turns) and won't get the high ground. Ur should probably build a city soon as we need more troop support and need more cities to build armies. I would recommend the site of our old city on the hill where an enkidu is standing. Currency is due in 11 at -3 gpt with 79 gold in reserve.

Our next leader is coming soon. What do we want to do with him? FP immediately or wait for a sword army? I vote FP. It will take us a few turns before we get 4 more cities.
 
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