HNDY16 Open SG - Byz Always War Sid Tiny Island Map

I don't think population will be a big problem, Russia has currently 39 (soon 40) pop, Aztecs have 36 pop and will not get more since they are backwards(no hospitals). Thats 76 pop, so we need a bit over 152 pop to win. We currently have 102 pop, when we take out Arabia, this should be possible within the next turnset (when such a good player has claimed it). We can keep Mecca at maybe size 5-6, if we settle 3-4 more towns in Arabia, we have two native workers and around 35-40 Arab slaves we could join. If happiness is a problem in Arabia, there are 2 luxes we could connect before joining the workers + we have a lot of MP in this region. This should bring us very close to the needed pop.
 
HNDY16 - Yowza!

1300 AD (0)
Not sure why there are concerns about pop, there are plenty of slaves to merge.

Need about 5 settlers and a path to Mecca to use them.

1305 AD (1)
Moscow builds ToE. The Arabs still have about 300 units, give-or-take. I think they have a couple of settlers under stacks of 30+ units.

Found a new iceball city, build a settler, move another. I think I'm going to have to trick the Arabs to get a path to Mecca.

Moscow: 12,198 -> 12,288

1310 AD (2)
Now we have 60% land area.

All units in Basra are red-lined, let's have a go. Heh. First pull.
denoument_HNDY16.JPG


Capture Basra. This will draw the Arab units away from Mecca. Plus it lets us form an army right away.

Form army and leave a path open.

Now we have 62% land area.

IT - Lose 3 Dromons because I forgot we can't safely sail in Sea tiles. :blush:

1315 AD (3)
Whack Arab settler pair, hopefully we can get an open tile around Mecca. I think I'll have to bait in the south as well.

We get 1 tile next to Mecca, but only one of the Armies can make it there. Maybe in 2 turns we can hit this.

1325 AD (5)
The back door opened, and a second army is now adjacent to Mecca. A bit injured, so maybe not quite the best solution.

We have a shot next turn to knock off the Arabs.

1340 AD (8)
Chivalry is in, and the baiting has finally worked. We need a lucky shot to begin with ... got it! Red-lined AC kills red-lined Warrior escorting settler.

Now on to Mecca: Everyone is red-lined, and there aren't that many of them!

Firstly, we now have this ... along with the Oracle and the Great Wall.

Magellans_HNDY16.JPG


Which causes this ...

Toasted_HNDY16.JPG


vaporizing about 100 Arab units that had been chasing the naked settlers I was landing. :lol:

Next I unload all of the Arab workers to hook up the lux that are on the island, and settle two cities. I would rush Settlers out of Mecca every other turn, until we hit the starvation limit.

There are 3 lux on that island so cities can be happy at size 4 without MP and size 7 with an Army as MP.

I shall pass it on here.

We are now at 66/60 for Domination. I would try to ferry workers from the islands where they are playing shore patrol to the Arab island for lux hook-up/merging. Since we don't know Astronomy we can't get those lux back to the other islands, even with Magellan's.
 
Well I will clean this up. Not much work left to do...
 
1340 AD


http://www.civfanatics.net/uploads10/HNDY16-1380AD.zip


At this point I don't feel a turn-by-turn summary means anything.
I completed the following actions to hit 66% population:
1) Build MPs in cities where I can add another pop point.
2) Fire all scientists in favor of taxmen, so that I can rush if needed.
3) Push aqueducts on the home island to get above size 6.
4) Move workers like crazy to Arabia, as that is the best spot for new cities and fast population growth.
5) Merge in native / Arab workers were possible.
6) Continue to insure that no Russian ships leave port.
7) Stare in disbelief when I notice Moscow have the airport symbol.


The following years saw percentage of population increase:
1350 AD saw 62%.
1355 AD saw 63%.
1365 AD saw 64%.
1375 AD saw 65%.
1380 AD saw 66%.

I can tell it was a small map, as I didn't get much population growth and merges done to hit these numbers.


I wonder if we would have lost by UN before Russia hit 20K with this tech pace.



LAK-903.jpg



LAK-904.jpg
 
wow what a fast finish, great turns in the end. Wonder what would have happened with Russians, I doubt UN would have been an option since they had been fighting Aztecs before, who would vote for them? Us :confused: :lol:
 
If arabia had had more advanced units, I guess this could have been a dom race against Russia's SS.

:worship: everyone !
 
Look at what a few good turns can do while I am away basting in the sun. :thumbsup:

AW Sid without the Glib is apparently doable. Yes the deck was stacked, but still quite a feat.

Anyone up for a larger, maybe even Huge :crazyeye: Byz Sid Island SG? I’ll give first crack to those who actually played turns in this one. If all 12 sign in it would be quite a team.

ThERat
Sir Bugsy
DJMGator13
Handy
Gyathaar
LKendter
Mark 1031
vmxa
Sanabas
Romeo
Ts64
T_McC
 
handy900 said:
Anyone up for a larger, maybe even Huge :crazyeye: Byz Sid Island SG? I’ll give first crack to those who actually played turns in this one. If all 12 sign in it would be quite a team.

I will pass on this. This did prove how powerful dromons are, but I am not up to a second one...
 
I like AW, but Sid generates too huge of stacks. I like AWE, as most of those starts can be winnable. We have to get Handy to start a RaR AWE.
I like the RaR setup for AW as it makes it significantly more interesting.
 
Maybe what Romeo says is true, it would be slugging and pressing b for bombard until your fingers bleed.

A RaR AW would be interesting, ever played one myself on emperor level. I like the Open concept for one AW as well, more freedom and faster turn around.
 
That is what I was thinking, that the endless bomardment of Dromons would be very tedious, but effective. Should be fun to read it though. Good luck.
 
romeothemonk said:
I like AW, but Sid generates too huge of stacks. I like AWE, as most of those starts can be winnable. We have to get Handy to start a RaR AWE.
I like the RaR setup for AW as it makes it significantly more interesting.

I like that idea. If nobody else starts one I will as soon as one of my current games finishes.
 
I'm playing a huge map right now in GR7. I think I'll pass on playing two. Ten minute IBTs aren't a lot of fun.
 
You have convinced me this is a bad idea. Too much bombard takes the fun out of the game. :(

I like the Open concept for one AW as well, more freedom and faster turn around.
This does seem to work pretty well, and we get to see some players that we don't run into otherwise like sanabas. :D Picking off workers with a warrior was a neat little trick I learned in this game.
 
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