HNDY05b AWS as the Sumerians

The reason we weren't on specialists was to grow the towns. We will be able to get more specialists if we don't totally kill growth.

Mil Tradition might be important enough to stop growth... not sure, but I feel we need to go all the way to rails before we will get anywhere and Bigger towns will mean more scientists in the long run.

So go ahead and make some scientists, but don't kill our growth of those towns doing so (note this is only for towns that have grasslands - towns without don't benefit from growth so much).
 
I concur with Greebley. It takes time to go through them all but I usually juggle the slow growth town scientists until the difference of one scientist changes the turn count of the research. Then I decide on growth/taxmen in the balance of potential specialist towns.
 
It looks like I couldn't find time to play today either (school's about to start and I'm pretty busy with my job and college class that I'm taking and Cross Country). Normally I would just ask for a skip/swap, but since Handy's out till Monday, I'll play Saturday if no one has any objections. I took a peek at the save, and the situation isn't too bad. I'd rather we stay on the offensive, but I believe we can handle the landings.

Our corrupt cities aren't reall over-mined either. There are a few clusters of mines by Orenburg and Kua, but that's it. What we really need is more workers because we lack basic infrastructure in certain places (as in roads, irrigation, mines). The core is okay on development, but our corrupt cities aren't well roaded and lack more than a few tiles of irrigation.

Though I did find a gem :D (you'll have to wait until I'm done playing though).
 
Turn 0 - Turn 2. I lost the report for these turns, but I defeat the
invaders as well as a new drop-off from the Zulu. Time to MT is
dropped from 18 to 11 turns. Unfortunately, the Zulu saltpeter is
defended by a Musketman and a Longbow and our AC army is cut
off from the rest of the continent by a number of Musketmen and
Longbowmen.

Turn 3 - Not much.

IBT - Our musketman defends flawlessly against a longbowman
on the Zulu's Horse Island. The Zulu also foolishly withdraw from
their saltpeter tile. Bye bye musketmen.

Turn 4 - More pillaging and infrastructure building.

IBT - The Zulus drop off 2 musketmen and 1 longbow. This
should be their last musketman landing.
Heroic Epic completes.

Turn 5 - Our newly-produced cannon injures a vet musket.
A vet knight takes out 1 Musketman. We lose 1 knight after
redlining a musket, but we take out the redlined musketman and
longbow with 2 more knights.

Saltpeter pillaged.

Turn 6 - Again, not much.

IBT - The Zulu drop off 1 longbow and 1 musket.

Turn 7 - Our artillery goes 2/2 and we kill both offending units.
Still no promotions though, this is unusual :confused:.

IBT - The Zulu drop off 2 Longbows and 2 Musketmen. Once
again, on the tile right next to Ur. This is slowing down the
prebuild, so I'm gonna camp a unit on the square once I clear out
the new batch.

Turn 8 - Artillery goes 1/2. First knight retreats without doing any
damage. As does the second :mad:. The third wins, redlining. The
4th and 5th win. Still no promotions, though.

Turn 9 - Pillaging... MT due in 2.

IBT - The Zulu drop off the Motherload. Damn the proximity of
that island!
In other News, the Mayans are itching for a fight and move their
caravel into our bay.

Turn 10 - The amount of troops isn't that bad, but after 3 straight
landings, it gets hard to deal with. There's no way we'll get rid of
all the troops this turn.
Our artillery goes 2/2. Our Archer army loses 1/2 of its hp but it
defeats the first musket. A knight takes out the 2nd. What
followed is the greatest massacre of all time (at least, in this
game's timeline regarding Zulu invaders). Our knights tore
through their longbows like butter. Too bad they don't have blitz.
With our last possible attack (aside from 1 Vet Enkidu) our
Archer Army shows those Zulus that Technological advancement
isn't the same as military prowess and defeated its more advanced
counterpart flawlessly.

Our AC army finds the Zulus trying to rebuild their roads, but
can't quite reach the perpetrating worker. I lower the research rate
10% and we still get MT next turn.

My successor will get to start an offensive. I've been starting some
irrigation in the fringe cities and chopped a few plains forests to
hurry their courthouses. I assumed that all of the caravels were for
the assault of the main island that will come with Cavalry. They
could be used to sink ships before they land their units, but they
are ill-equipped to do that as they only have 1 attack as opposed to
their 2 defense. Nevertheless, I left my successor with an
unmoved Caravel that can sink a Mayan Caravel in our bay
. It
might be easier to simply fight off the units it lands (the mayans
lack saltpeter and iron), but that area of our empire is not very
well defended.

Though MT is due next turn, do not get rid of any scientists this
turn
. I purposely hired 1 more scientist than needed to get MT
next turn because we will lose a scientist due to a worker being
built in the interturn. I'm know that science is calculated before
production, but I don't want to take the chance and delay MT
another turn. I would also cycle through the cities once MT comes
in so that we can switch some cities to cavs. Isin will build a
knight on the interturn if it is not manually upgraded to a Cavalry.


I'm sure my successor will be able to MM our cities better than I
have. I've been gradually moving more workers to the fringe, but
the majority are still in our core.
Finally, Akshak has a chance at being semi-productive, unlike
some other fringe cities. It produces 2 shields right now, but with
an aqueduct, harbor and some worker-turns, it can get up to 6+ spt
and 15 uncorrupted commerce (more with a courthouse).
BTW, here's that gem.
 

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Solid progress.

Handy is up, but he's not going to be around until Tuesday. If Slinger can pick it up and play before Monday night, I think he should.

After MT comes in, I agree with Greebley's general idea that we should let our fringe cities grow. I'm not sure how many Knights we have, but maybe run max cash until we have enough money to upgrade all of our Knights, then put a good effort towards Physics/Magnetism. The next thing we need are Galleons. While we're doing this we could run max food in the outlying cities with the hope we can pull extra scientists once they max out on pop.

That Knight build should auto-upgrade to a Cav on the IT. I believe the tech is discovered before the production cycle, and the game auto-upgrades build orders with discovery of any technology.
 
I'm pretty sure the auto-upgrade happens the turn after the tech is discovered, but I don't want to spend another 30 gold upgrading the knight in case we're wrong.
 
I regret to inform everyone that due to my breakup I won't be able to play anymore until I can get an internet connection where I will be moving to. Sorry all, I'll miss this.
 
Slinger said:
I regret to inform everyone that due to my breakup I won't be able to play anymore until I can get an internet connection where I will be moving to. Sorry all, I'll miss this.

Not too sure what this is all about, but it sounds ungood. :(
I hope things work out for Slinger and he can get a hookup soon.

I got back early, so I got it.
 
Our culture stinks, so it will be a raze-o-rama for us.
Caravel will not attack since the galley is fully healed. The caravel is very valuable as a troop transport.

IBT
MT – Physics (lone scientist while we upgrade knights.)
Bad-Time & Isin both get knights builds switch to cav before they compete on the IBT.

Turn 1 910 ad
Upgrade a couple of knights to cavalry.
Switch scientists back to farmers to grow the cities, or to tax-babes (except for 1 lone scientist). +112 gpt. We have 4 knights, 3 horsemen & 4 cats to upgrade.
Moving the galley to Sumer so it can be upgraded.
Pillage a little bit.
Ur has extra food so I’ll go mine a mountain & mine over irrigated grass there.

IBT
Bad-time – cavalry – cavalry
Kuara – caravel – harbor
Isin – cav – cav
Longbow dropped near Kish

Turn 2 920
Elite horse offs the LB, but no leader.
Acav army has nothing left to pillage.
Pulling together some forces to raze the Zulu island paradise. Slaves are good, and I'm afraid we can’t hold those cites.
I’m shadowing a Zulu convoy with a couple of cavs.
We are #1 in Mfg. Goods.

IBT

Turn 3 930
All knights are now upgraded. We have 8 cavalry – and the Sids have none. :lol:
Too bad we can’t build EW’s for police.

IBT
Sumer – cav – cav
Lagash – Market – Cav
Agade – Aqueduct – courthouse (can chop to assist)

Turn 4 940
Zulu are spice less after pillaging. :D
St Pete gets extra food for a turn since the cavalry has 1 turn to go, then it’s back to the mountain for 10spt.
Cavalry make a move on the island and capture 3 Zulu Slaves.
Irrigating over the mines at Lagash so it can grow & work the mountains.
Isin can get to 10 spt after the marsh is cleared.

IBT
Zulu drop 3 LB and 1 musket near UR.
St Pete – cav – temple. Need to join workers here after we capture some more slaves.
Zabalam – aqueduct – courthouse. Need to Irrigate Zabalam & mine the mountains.
Kua – courthouse – cavalry
Maya begin Newton’s

Turn 5 950
Elite horse kills LB near Ur, cavalry mop up the rest of the LBs
Caravels are in Akshak.
Raze Umtata on the Zulu island netting 2 slaves and losing no cavalry. The garrison was Impi & LBs

Turn 6 960
Raze Umfolozi netting 4 workers and losing no cavalry. No promotions though. Once again only Impi on the island cities.

IBT
Maya complete Bach’s
Zulu drop units off on the mountain N of Kisurra.

Turn 7 970
Raze Tugela for 3 workers and lose a cav in the process. We finally have an elite cavalry.
I’m bringing the cavalry back home since the island is cleared. I don’t think we want to settle over there and tie up units defending those jungle-infested cities. Maybe we could build 1 city on the hill in the middle of the island.
In the battle N of Kissura we killed 3 LB and 1 Musket with no losses. The elite horse killed an LB but spawned no leader.
We need an army and a bunch of cannon before we can attack the other continent.
The only remaining upgrades are the elite horse and a cat, so research is back on for physics in 12 +0gpt.
BTW – I switched the pentagon to the Military Academy in Ur, which is due in 8 turns. We may build an army before we can get one via leader.

IBT
Lots of Zulu ships in our far north east.

Turn 8 980
Join a worker to St Pete.
Kish – cav – cav
Magadan – library – court

Turn 9 990
Worker shuffle
I’m putting together some cavalry & cannon to go take a peek at the other Zulu island that has three cities. If it is just Impis we can take it. If you see muskets or pikes in cities over size 6 I’d wait. We can’t do much on the other main landmass until we get an army & more cannon. After temples complete in St Pete & Isin we can build cannon there.

IBT
Isin – temple – cannon
Zulu start Smith’s

Turn 10
Cannon & cav set sail to the second zulu island.
worker shuffle.
Not much else.

Notes:
Turned down science a bit so we can upgrade the galley & cat. We get physics in 10 +30gpt instead of in 8 +0gpt. Magnetism will let us swap the Sword army with the Acav army. There are a lot more tiles than the sword army can keep up with. The Acav army is bored with no tiles left to pillage in the smaller land mass it occupies.
Sumer, Lagash are a good candidates to join workers to.
Bad-Time needs irrigation over a mine so it can grow. I MM’d to get over 10spt for cavalry.
You are set up to land on the other Zulu island next turn with 3 cannon & 6 cavalry.
Sword army needs to pillage Zulu saltpeter next turn.
Workers N of Der should are headed to chop Zabalam’s forest.
There are 2 Zulu caravels N of Kissura. I placed workers on the mountains N of Kisurra to deny the AI the chance to land there. They can build roads or something. We should fortify a slave on these & other sea-side mountains to deny the AI the defensive landing bonus they crave.
Maya have Galleons and are industrial I think. Maya did not land a single unit on our shores during these 10 turns. Zulu are landing muskets & LBs, which could do some damage to cavalry from a mountain.

Handy
T_McC is up
Greebley
Barbslinger
Yom
 
I got it and should be able to play tonight. I'm amazed Smoke is industrial, given that he is about 6cc'ing with no roads.

I'm more than a little bit tempted to send those boats to the Zulu homeland. Might as well go after the big game. :) [Plus, I think 3 out of 4 cities on that island are built on Hills.]
 
T_McC said:
I got it and should be able to play tonight. I'm amazed Smoke is industrial, given that he is about 6cc'ing with no roads.

I'm more than a little bit tempted to send those boats to the Zulu homeland. Might as well go after the big game. :) [Plus, I think 3 out of 4 cities on that island are built on Hills.]

That's not a bad idea. You can cover the cavalry & cannon with an army on the other continent.
 
HNDY05b - Ch-ch-ch-ch-ch-changes!

1000 AD (0)
MM a bunch and knock two turns off of Physics. We'll see which way the wind blows me in a couple of turns vis a vis science vs. growth.

1010 AD (1)
Zulu land 3 LB's and a Musket. Dismiss that without loss. Start to assemble a 4th boat full of Cavs to ship to Zululand.

1020 AD (2)
Now it's an LB, Musket, and MDI. Lose a Cav clearing out that crap.

1030 AD (3)
The Zulu had refounded Tugela on the medium island. Had.

Another 3 Cavs set sail to put a real serious part in Shaka's hair.

1040 AD (4)
Complete the Military Academy.

Shaka is starting to improve his lands again, AC army slides down to put a stop to that. Sword Army is re-doing the Mayans.

1050 AD (5)
Major Strategic Point! Swazi is occupying a 1-tile island. We will win via Domination. As such, will ship newly-built units to large island and colonize for ourselves.

1060 AD (6)
Shaka-la hits the IA. We complete two settlers and a Library to assist the domination push.

1070 AD (7)
Start attacking Ulundi. Three Cannons hit, damaging 3 Muskets. AC Army whacks a 4/4 Musket, revealing another. We lose three Cavs on the attack, but raze the city (and the Colossus).

The Mayans are doing a terrific job of accidentally protecting their roads. They have units fortified everywhere.

1080 AD (8)
Physics comes in. Magnetism in 17 with just scientists. I'll use some cash to rush libraries in outlying towns. If we were serious about it, we could get Magnetism in 9 turns.

Injured Cavalry are beating their way back to the island, to rendezvous with the Settlers from our core.

Rush three Libraries.

1090 AD (9)
Rush another Library, land a Settler on the Island and have another to follow next turn.

1100 AD (10)
Found Kutallu on the island.

Zulu drop off an Elite LB, disposed of by Elite Horse.

Final Notes:
We are at 43/52 for Domination. The population goal is irrelevant since we can just burn our way to 67%. I think the land goal is feasible through filling the two islands and capturing New Zimbabwe.

Greebley gets to spend the money this turn. I can see 1-3 more libraries worth rushing, and then we have a decision to make. My thoughts are to finish Magnetism and shut research off. We then use the money to cash-rush Settlers, culture, and units. It is a long way to Steam and/or Communism, even if we are Scientific. [We also have to research Banking somewhere in here.] I'm not sure we need Rifles, but we could use a Cav army. The other use for cash is to rush-build an Army in Ur.

There may be a couple of workers still on go-to on the inherited IT. Also, Handy has a few on Auto-Clear Wetlands. I think. If you really care you can probably corral those guys. The AC army has a few Cannons and Zulu slaves hiding under it. The Caravels are running a shuttle between there and the large island, so you can pick all those move-1 units up in a couple of turns.

I suspect I'll get this back, but not twice.
 
Nice job. :D Getting rid of that choke city is a big plus. Should be all downhill from here.

T_McC said:
]Also, Handy has a few on Auto-Clear Wetlands.
I didn't do it on purpose. I did Shift-C, but I thought that only made them clear the tile they were on. :confused: I never intentinally automate workers in SG's.

Handy
T_McC
Greebley is up
Barbslinger - come back soon.
Yom
 
Quite Possibly Unwinnable Zulu Pangaea AWD

Yeah, Zulu Tiny Pangaea AWD. Demi God seemed like a cop out. Just had to try Greebley's pillage early & harass workers strategy. Impis may be too expensive to pull this off, but it sounded like a nice little challenge.

If you do not want in, let me know. I saved you all a spot & put Slinger last in the hope he is back online by the time we get to him.
 
Early: The Mayans have rifles. They also attack our sword army with a Crusader and win and start sinking our boats including one with a settler, Cavalry and cannon on it (3 boats total are sank)

In response I speed up magnetism. We now have noone to pillage the Mayans who are getting stronger and need to get the armies across.

Mid: First Landing in 1180 - Lose Cavalry attacking an Impi. I destroy a Zulu town with some cav and the Army. The Army does badly vs a damaged Musket though.

Late:
1190 AD: Several very large landing parties that will not be easy to deal with.
Our Cannon go 0/4 vs Mayan rifles, so I decide to defend rather than attack.
Another stack is destroyed with difficulty

1200 AD: More landings. I destroy one landing party again with difficulty and try to guard a town from the Mayan force (its crusader died by attacking). I don't attack

Notes: I strongly recommend continuing our research. We are as close as 2 techs from steam power and could get it in as little at 22 turns with luck. I think steam is the single most important tech in AW. We can defend everywhere with a single force and nearly double the production of our cities.

In the meantime, our home defense is too weak. I would concentrate on that for a while - the AI has started shipping across units again.

Our army is badly injured from the city attack. It is trying to heal but may be killed. We can now bring other armies across if we so desire.

I would start the Pentagon if we get a chance.

I think the Mayans and Zulu are finally at peace and the game got harder.
 
Starting to sound a little hairy, but we are now at 52/55 for domination.

Although we aren't paying unit support I would think about merging a few of our 22 native workers. Ur and St. Petes could take 3 between them. It would be a boost to our economy, and we're really just waiting around for rails, which we may never see.

Next leader (Yom) should take a hard look at specialists. We have a few cities that are maxed out in size due to missing aqueducts. I think the time for Banking can be reduced by 2 turns just by doing that.

Otherwise have to agree that a round of homeland defense is warranted. The cheapest thing we can build right now is an MDI. Not a bad unit for homeland use.

I'm shocked that the Sword Army got attacked. The Mayans had plenty of opportunity to attack on my turns. Did it first get damaged attacking a city? 'Cause those are really lousy odds for the AI to attack into.
 
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