HNDY05b AWS as the Sumerians

HNDY05b - We Don't Even Have a Snappy Title :(

550 AD (0)
You are the scum under the leaves after it rains.

Lugalbanda builds an Army. We're going to have 2 pillaging armies on the other continent. Next leader rushes the Pentagon.

After creating all the scientists possible, it's still only going to be worth 1/5 of a tech to completely stop growth. Not useful, so everybody back into the fields.

We are overmining, particularly around cities that have Mountains and Hills to use. Put a stop to some of that. Also start 4 Caravels, a pair on each coast.

560 AD (1)
Really don't want any part of vet Muskets on Hills, so by-pass near Zulu city to whack the Iron city.

570 AD (2)
Off a Zulu LB, backtracking from the Iron City. Slight problem, our Armies are all getting caught in the East.

580 AD (3)
Kill another Zulu LB. Have our pair of two-member Armies together. Have to bring Archer army up as well.

590 AD (4)
Are the Mayans still in this game?

Kill two units with the AC army, promoting a member to Elite. Now it will have 15 HP when it hits Zulu shores. :)

Forest chops are progressing a few builds. There is a Zulu Caravel sneaking around, so I upgrade a Horse to a Knight.

600 AD (5)
AC Army almost bites it, dropping to 1 HP before retreating while being attacked by an LB.

Win one with the Sword Army, but drop to 4 HP and retreat.

610 AD (6)
Shaka has Horses. We haven't seen any yet, and we have time to clip them before Cavalry.

620 AD (7)
Shaka is floating around, but nothing special yet.

We're a Monarchy and the Zulu build Copernicus.

We make +67 gpt, and I'm not starting research yet. I want to rush a couple of Caravels and get a few Libraries finished first. We do have a few scientists poking along (11 to be exact). We could get Metallurgy in 16 turns.

The sum total of land troops I have queued up is zero. :lol: We are 18 over our support limit, to be improved by a couple of Aqueducts that will be rushed.

630 AD (8)
Hurry two Caravels in the West for 230 gold. The AC army ships out next turn.

Off a pair of Zulu LB's. We really need another Leader so I can build an Knight Army and be done with these guys.

640 AD (9)
The AC army sails away, never to return. A compatriot accompanies them in a separate boat.

Little more Infra completes, much more to do.

650 AD (10)
Now the Eastern task force is assembling for transport to Mayan lands.

Must dig St. Pete's out of the jungle to free up tiles for other cities.

660 AD (11)
We make landfall next turn in the West, and depart our shores in the East. The Zulu are just screwing around sacrificing LB's left and right.

670 AD (12)
Zulu make a nice landing in our south. We trade an AC for a LB, and redline a Musket. Max of one more unit to be lost on the IT. Upgrade another Knight to deal with the problem.

Things will start to look bleak for the Zulu next turn. We land the AC army on a Hill, and will properly assemble next turn. Kill yet another Zulu LB in our East.

IT - Zulu LB flawlessly kills our Enkidu behind Walls and spawns a leader. Shame that guy won't survive this turn.

680 AD (13)
As predicted the Zulu LB/Leader pair perish.

And the Pillaging has Begun! Already the Zulu empire is split in half by land. :)

We could get Metallurgy in 13 turns at max sci, but I'll leave a full treasury to the next person.

690 AD (14)
We make landfall in the East, again putting the Army on a hill.

Whack invading LB from the Zulus. The red-lined Musket will live another day.

We are now 2nd in population.

Hmmm ... just now noticing that the Mayans have already been picked fairly clean.

700 AD (15)
Finally smite that Musket and smack another LB.

Sword army is assembled in Mayan territory. AC army is fortified in Zulu territory. Wasn't going to chance attacking anything, they'll move next turn.

Final Notes:
Next player can probably turn research back on. We have three cities that are able to build military, so I doubt we need much more cash for infra-rushing. I'd leave some of the coastal corrupt cities building boats, we're going to need a bunch.

Next player also gets to enjoy a few border expansions that should make micro easier.

I wasn't at all concerned with the Zulu cities on our shores. They are only useful for draining Shaka's treasury and providing leader fodder. Once we start seriously producing Knights (or Cavs) they'll be easy to be rid of.
 
This looks extremely promising. Looks as though some impis have visited the Mayan infrastructure. The Zulu must have some better lands because they were ahead of us in land.
Great job getting the armies over. This should start steamrolling into a win pretty quickly.
 
I now officially declare this game won :D. I don't think we could have gotten this far if Greebley didn't handle the early game so well. Thanks to him, we defended against the initial onslaught of Sid units and even razed the Russian's 4th city :D.
 
Well, there's a few things that made this possible:

(1) The Zulu and Mayans appear to have been at war since before we met them. Everyone was playing AW this time around! :lol: That meant we could go 1-on-1 with the Russians on our continent, and once the AI blows their free units they can never keep their forces together sufficiently to make their numbers effective. A subtle benefit to sharing a continent with an AI was Cathy never built any infrastructure, so she stayed as dumb as we were. Trickles of Archers aren't going to accomplish much at all.

(2) No one besides us could keep resources connected. We easily could have had to fend off Zulu and Mayan Knights (they've had the tech for a while), but their home land mass apparently contains no Horses or Iron.

(3) The AI ignoring Lit, allowing us to trade 400 shields for 14 techs.

(4) We had both the larger and better shaped continent. Shaka has a lot of cities, but almost all of them are crap because of distance corruption.

If we have some strong leader-luck in the next 20 turns, this may not make the IA. :eek: Neither the Zulu or Mayans will have any roads left and their research will crash-and-burn.
 
Very nice. As long as we can keep two pillaging armies across the pond this baby is done.

fat_lady_sining.jpg
 
Great work at getting the armies across the pond :hammer:

I agree with all the benefits listed above. For the start, this was my ninth attempt with Sumeria sharing a continent and by far my best start. It is the first start I really used the strategy of having the Enkidu hover near AI cities to supress workers which seemed very effective. It was actually better to start nearer the AI because of this.

The AI ignoring the GLib was really suprising. We could have started it earlier, but I thought "Whats the point?" I was clearly wrong.

Anyway, I got it. I will continue the pillage and work at getting cannon and Cavalry. I think that is the next step.
 
Greebley said:
It is the first start I really used the strategy of having the Enkidu hover near AI cities to supress workers which seemed very effective. It was actually better to start nearer the AI because of this.

Excellent Strategy, and well played in Greebley's First 30 Turns:hatsoff:

Arathorn said:
Congrats on the (pending) win. Taking out Russia on the shared continent was impressive.

Thanks very much. :)

I suppose we'll have to try a continents small map as Sumer now. :D
 
Though this is not over I am really happy my poor Lagash city placement did not mess this game up. I was grumpy for a couple days after that bit o' :smoke:
 
Preturn: Move last few units.

IBT: A musket and 2 longbow land.

710 AD: Attack and raze the Zulu town. Nearly lose the archer army to an Impi - lost about 10 hp. On our continent.
Attack the musket with a knight doing no damage. There is nothing else in the area to attack with.

IBT: The longbow kill two of our Enkidu

720 AD: Still can't kill the Musket

IBT: Another Enkidu is killed by the longbows.

730 AD: Finally kill the musket. The longbow die easily. Settle Susa where the old Zulu town was.

IBT: No landings.

740 AD: An assault force on Zulu horses takes boards a boat.

IBT: No Landings

750 AD: Upgrade some horsemen.

IBT: No Landings

760 AD: Land to threaten a Zulu city.

780 AD: I pillage the Zulu horses

IBT: Large landing. Get Metallurgy an start Mil Trad.

790 AD: We don't have enough artillery units to handle these without losing knights... I dont attack

IBT: The Longbows split from the Muskets

800 AD: Just in time too. They now have Mil Tradition. Attack a
Attack the Muskets and Longbows and do pretty pathetically. One longbow retreats a ACav and defeats a Enkidu and will probably kill the ACav next turn.

Notes:
I went full bore on research - Mil Trad in 18.

Pillaging is going well.

We really could use rails. I am unsure if we will be able to mount an offensive before that due to needing so many units to defend ourselves. I would keep researching to the industrial age.

Probably played quicker than I should have. You may want to MM.
 
Freaky...can we see the real map though? It's hard to tell what's what in that one.

Edit: Oh, and I got it.
 
The MM has to really be looked at. Particularly the use (or absence) of specialists in all of our hopelessly corrupt towns. A quick spin through reduced the ETA for Mil. Trad from 18 turns to 10.

Next player should also examine whether we really want to be mining some of the tiles we currently are. It may be a bit early to prepare for Communism, outlying cities are more productive with excess food and specialists rather than inevitably corrupted shields. :)
 
T_McC said:
The MM has to really be looked at. Particularly the use (or absence) of specialists in all of our hopelessly corrupt towns. A quick spin through reduced the ETA for Mil. Trad from 18 turns to 10.

Next player should also examine whether we really want to be mining some of the tiles we currently are. It may be a bit early to prepare for Communism, outlying cities are more productive with excess food and specialists rather than inevitably corrupted shields. :)

Second that. Farm specialists in the corrupt cities so we can get some benefit from these towns.

Sounds like we are in a holding pattern until we get to MT. Pillage the daylights out of the AI and we'll see the steady stream of LBs for leader fishing. At least until they get to rifles.

I can't tell from the map, but it appears we do not yet have a city on the other continent. That's the fastest way to end landings on our shores, but of course we need to bring a stack of cats & some muskets to defend a city (on a hill with walls) over there. Nice leader fishing opportunities for us :) over there. Since we'll have the AI pillaged, we'll only face slow moving units we can bomb & kill from the hill top. If you do build a city over there, be sure to bring a worker you can disband to allow for the rushing of walls @ 1/2 price on the turn you found the city. If we don't have enough galleys to bring the city party over in one trip, park units under an army while you go back & fetch the rest of the units you'll need to protect the new city.

End game in this one will be similar to the Diety game. Couple of cavalry armies with a stack of 15 or so cannon methodically bombing & taking down AI cities. We'll be up against a bunch of rifles by the time we get to this stage.

Good luck Yom. :goodjob:
 
I'm going to be pretty busy today, so if you guys don't mind, I'll play this tomorrow.
 
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