HNDY05b AWS as the Sumerians

Ok, I got it. I don't see the island being worth 10% of the land area - do we really have a lot of other coastal squares to gain? In any case, we will be close enough to be able to build a town or two on the other continent and win (we don't have to hold them long).

I will also grab the size 3 island. It is actually worth a decent amount since coastal squares are included in the count.
 
Don't forget that in the near future we also have 2nd border expansions to come from our coastal cities. With Libraries it only takes 33 turns to get to the 100 level in culture, so the next player should see 2nd expansions from libraries I rushed on my previous turn.

Having said that, I agree we will probably need a city or two to break out from 64/65% land.
 
A second border expansion won't add many coastal squares though. IIRC, sea (and ocean) squares don't count. So the question is how many squares that "count" with that expansion add?

I am guessing the number is fairly small as we own most coast on the first expansion.
 
I didn't really keep notes of my turn. It was very straight forward. We were able to handle all landings as they occurred. I mostly built up our resources.

Notes:
We are at 64% of domination. I got civassist which told me we need 32 more squares. Rush the Library at New Kish for 7 of those. Expansions elsewhere will give us only 3 more so we need 22 squares on the mainland or 3 towns built. We could try 3 (or 4 for safety) landing parties and build 3 towns. We would have to hold off the enemy for 2 turns. Might be very doable and the fastest.

Otherwise we can do a normal invasion.

I had science at 0. Being able to build rifles seemed lower priority to me to grabbing rushing libs and even updating our Enkidu's - we build too slowly to get many of rifles . I would have gone for factories; we are low on shields. Even then factories would come in too late to really matter. I hope we didn't choose Nationalism to try to get to communism - that is completely pointless. No way do will it be worth it to change governments and suffer Anarchy - it would just slow the game. Besides communism wouldn't even help much with our shields being so low (our outlying towns would get 4 -7 shields instead of 1 or 2) and our outlying towns are missing so many basic buildings.

No map, but we completely own all islands and only the other continent (and the size 1 island) are not ours.
 
Well, Nationalism would also have allowed us to Mobilize and bump our 5-6 core cities up to 15-20 spt. Would only have been useful to build a landing party to accompany a pack of settlers. Drafting might also have been useful.

But if we're at 64% for Domination the next player will end it regardless, cash is more important for speeding the end-game than a tech.
 
If we mobilized we couldn't build libraries at all and the game would have taken longer (since we wouldn't have cash to rush the libs we would have been farther from domination). This close to the end mobilizing would slow down the game, not speed it up.

I think no research is the fastest win.

Don't forget to rus the Lib in New Kish!
 
I got it :king:.
 
I lost the report on turns 0, 1 and 2.

IBT - The Zulu drop off 4 riflemen and 2 Longbows by Ur and 1
Longbow and 1 Rifleman on the Island by the Mayans.

Turn 3 - A newly formed cavalry army takes out the 4 riflemen
and 1 Cavalry and the Archer Army take out the longbows.

IBT - The Mayans drop off 2 Crusaders, a guerilla and a rifleman
on our island by their mainland.
Moscow riots.

Turn 4 - Take out the landing, costing us a cavalry.

IBT - Nationalism comes in and I turn off research. Do we want to
mobilize? If we do, we can't build anymore libraries and our
culture comes in at 1/2 rate. Is it worth it?

Turn 5 - Not much.

IBT - Zulu drop off 3 riflemen and a longbow.
Mayans drop off 3 guerillas and a rifleman

Turn 6 - Kill invaders, losing 1 cav, land 2 armies on Mayan
homeland.

IBT - Zulu land a rifleman. Mayans drop off 2 rifleman, 1
guerillas and a longbow.

Turn 7 - Kill invaders, pillage Mayan Iron. I'm going to try to get
Zulu cities because the mayans are pretty strong.

IBT - Zulu drop off 4 rifles.

Turn 8 - Take out rifles.

IBT - Mayans drop off 2 riflemen and 2 guerillas.

Turn 9 - Bombard and take out 1 of the new invaders.

Turn 10 - Take out one more invader and a galleon. I think I can
win in a couple turns, so I'll play this out.

IBT - The Zulu drop off 6 riflemen, an MDI and a Longbow.

Turn 11 - Getting ready to assault Tikal. It may take a couple turns
to get all our armies there.

Turn 12 - I am able to take Tikal and build a city to claim 4 more
tiles this turn. Surprisingly, I didn't need to use any of the 3 new
Cavalry armies that were about to ship out this turn. I merge a few
workers into a few of our cities to get us up to 67% and hit end
turn...
 

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Wow. Congrats on a great win folks! :)
 
Great finish guys. Wish I could have been there with you down the stretch. Things are starting to get better and I'll be moving into a condo next week out of the hotel I have been in. Hope to be back and playing soon.
 
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