HNDY16 Open SG - Byz Always War Sid Tiny Island Map

Some good looking progress. :D

Played so far:
ThERat (aka Rat)
Sir Bugsy (aka Bugs)
DJMGator13 (aka gator)
Handy
Bugs
Rat
Gator
Handy
Gyathaar
Rat
LKendter
Mark 1031
Gator
Rat
Bugs - has it

LKendter said:
Well I think Handy is due for a round.
I don't know - I killed us off last time. :lol:
Gyathaar :king: had to come along and bring us back from the dead.

LKendter said:
I am to sick to attempt to play any civ today.
Hope you feel better soon. :)
 
Things are looking good. Russia needs to be knocked down a few notches. The other two civs aren’t a real threat yet. Bump science 10%.

260 – Prepare to send a settler across to the western island. Load some AC up to raise havoc with the Russians.

270 Nada

280 – Found Handidon on the western island.
IBT – A Russian caravel tries to leave Moscow and is sunk.
290 – Sink a second caravel in Moscow. Drop off two ACs next to Yakutsk.

300 – The Russians now have an archer in Yakutsk. After being bombarded, we kill the archer and one spear in the city.

IBT – Kill an attacking archer outside Yakutsk. Russians build Cop’s

310 – Bombard and kill the spear in Yakutsk and…
Handy16_-_Yakutsk.JPG


320 – Drop off a settler pair on an island to the south.

330 Found Gatorville. Kill an archer that stepped out of Yekaterinaburg.

340 – Kill two defenders in Yekatrerinaburg.

IBT – Aztecs want to talk. They have two techs on us. Polytheism=>philosophy (due in five)

350 – Attacking Yekaterinaburg, we lose an AC and kill a spear.

After Action – There is a settler that can probably go to pink dot. Keep pounding the Russian cities. If they build a caravel, you can sink it before it sets sail. I’d keep working our way up the islands to the east. Sooner or later we’ll need to think about invading the Russian mainland. Here are some screenshots:

Handy16_-_350_East.JPG


Handy16_-_350_Russia.JPG


Handy16_-_350_South.JPG


Save: http://www.civfanatics.net/uploads9/Handy16,_350_AD.SAV

This game is a piece of cake at the moment. The invasions will be hard, but for now just keep hammering away at the Russians and build settlers and dromons.

Edit - Pink Dot should be on the island to the south of Gatorville, try to get the whales.
 
Should build some warriors to put in the dromons you send to russia.. put one warrior in each dromon.. the warrior can land ontop of russian workers that is fixing bombard damage.. then just put the captured workers into the dromon (sacrifice the warrior for 1 or 2 workers)
 
great turns Bugs, I am happy we could take that city. Exactly what I was thinking. I would try every turn to hit those towns to test whether they have been building a boat. Sink it inside their harbor.
I think the other 2 Civs drowned in units, they can't even build boats and settlers any longer. If we succeed to take out all overseas towns of the Russians, I am sure they face the same fate.
 
Looking good.

So you can land units on top of workers. I did not know that.
 
So you can land units on top of workers. I did not know that.
yes you can do that, but the AI doesn't know that
 
I thought that was an amphibious attack. In some circles it is an exploit to block your coastline with workers, so I don't think you can land on top of them.
 
I can't address the exploit (it is imo), but you can land a warrior on a worker from a ship. It does not come up much as the AI will use units, not workers to guard bombardment and not think about blocking a landing.

I have not tried other units that can be captured, but I would not be surprised to find it works for cats/trebs etc.
 
It was changed in C3C so you can land onto of zero defense units without needing amfibious assault to prevent the exploit of blocking the coasts with workers and artillery..
but the bad part is they forgot to tell the AIs.. who wont use it.. so it only prevents the coastal blockades in multiplayer games..
 
Gyathaar said:
It was changed in C3C so you can land onto of zero defense units without needing amfibious assault to prevent the exploit of blocking the coasts with workers and artillery..
but the bad part is they forgot to tell the AIs.. who wont use it.. so it only prevents the coastal blockades in multiplayer games..

Did not know about the zero defense amphibiuos landing tactic. :goodjob:
Thanks to all for the tip. If we take away the AI workers they I doubt they will build any new ones. In prior games they were loath to disband military to build workers when they have reached their maximum allowed number of units. Trading regular warriors for slaves seems like a good idea to me. Helps us and hurts the AI economy.

Played so far:
ThERat (aka Rat)
Sir Bugsy (aka Bugs)
DJMGator13 (aka gator)
Handy
Bugs
Rat
Gator
Handy
Gyathaar
Rat
LKendter
Mark 1031
Gator
Rat
Bugs

Who wants it? vmxa has not taken a turn at the helm yet. T_McC, the Admiral, Ginger Ale are also out there lurking this.
 
Yup at Sid the AI will use up all of its support and not replace workers, until you drop its unit count down. I have seen the pollution all over and no workers. I have nuked them and they had no workers to put back roads, until I killed enough.

They will have a unit queued up, so it is hard to break in for a worker and if they do, it will be auto disband to stay within in support levles. Workers are about the first thing picked to disband.
 
vmxa said:
Yup at Sid the AI will use up all of its support and not replace workers, until you drop its unit count down. I have seen the pollution all over and no workers. I have nuked them and they had no workers to put back roads, until I killed enough.

They will have a unit queued up, so it is hard to break in for a worker and if they do, it will be auto disband to stay within in support levles. Workers are about the first thing picked to disband.

lurker's comment: Won't they lose enough units to build workers if you nuke them?
 
Yes, but they seem to have queued up troops and do not break into the queue. They will eventually make some after the support gets freed up. Some times they seem to feel the threat is more important than workers and do not get the chance.

Sorry about butting in.
 
Don't butt in, take the game a play ten turns. Be Brave!!
 
Sir Bugsy said:
Don't butt in, take the game a play ten turns. Be Brave!!

I did not even realize it was an open SG. Will read the rules and peruse the turns and play it.
 
OK, seems to have worked. I used Handy16 and AD400 as saves are easier to sort if they have AD or BC first.

I played 5 turns as I want to get a few things done after lunch.

Pre:
Moved pop from coastal to horses in Constaninople to give up 1 food to gain 2 shields. Cut turn off of Dromon, can switch back for growth on next build.

Varna switched worker to warrior as we want to implement the grab their workers policy and the town would build worker in 2 turns and not grow to size 2 for 5 turns. We can grab two workers with no risk it seems as long as we can keep those workers where they are and cut the road on the hill.

Well I presume they do not have any horses on the island or at least in St. Pete.

360AD
Andrianople finished Dromon, start settler.
Nicaea Dromon, starts another.
Bombardments MHmHM/HH/M Hit destroy irrigation @ St. Pete MH/
HH/HM/HHMH AC kills spear now 2HP, one spear left.
HH

Note that the whale on the "pink dot" not usable until border can expand. I was considering going down the fish.

IT: nothing watch units move

370AD
Caesarea finish settler, start Drom.
HH
Capture Yakateriaburg with a settler and worker. Set to worker and move 3 slaves to chop to get the build done and drop to size 1. Flip risk is the same as the other city, so take a chance.
I screwed up as I should have set to wealth here and switch to worker just in time for chop, whoops. Oh well it would require staying on top of it.
HHHMMM (St Pete bad news is mine not cut).
MH cut the gold road in Pete.
HHMHH sink caravel and promote to vet.

IT: Cathy wants peace, sure next life.
380AD
Handidon finish worker, start anther for now, lots of jungle, but support is thin still.
Bombardment goes so so cut road at Pete, but they are replacing them as fast as they are cut. Need that warrior.

IT: zzz
390AD
Constantinople finish Drom, start another. Yeah I did not switch back for grow, but next player can.
Resistance ends in Yakutk (sp). We have another worker due in 2 turns, but pop will still be at 1, so switch to a warrior. I have a Drom right there to take it over to Petes. If warrior is not lost, it can be an MP some place.
Sink another caravel and promote to Elite.

Oh I let the elite drom heal in the newly captured city, risky but not very.

Found Nassus and it starts a worker.
Bombing at Petes not so good and no road cut.
Set research to 50%. After next turn someone should see if it makes sense to use a scientist in Smyrna or let it grow as the jungle tile will be cleared.

Sending AC+Settler to the jungle tile between the bananas. It will not arrive duing this stint, so it can be altered.

Sending AC from Caesarea to Nicaea to get the full MP as it is not needed on Caesaea and we can put the taxman back to work on the newly cleared tile and grow.

Send the parked spear to Varna as an MP, not needed yet, but not need where it was on the horses now.

IT: more AI patrols of their land
400AD
Varna finished warrior, start Drom. Loaded the warrior,

NOTE I have a few Droms off on trips, so if you are concerned, grab them to control them. It looks like we have no issues at sea at this time.

Smyrna starts Drom, switch scientist to work for now.
Bombardments are close to 50/50, cut road again at Pete.

Research at 60% on Monarchy. No beakers yet, so you can go with what ever seems best. I can't recall playing on a tiny map at any level, so I have no real feel for it.

Trying to move ships around in the Arabian area to try to find an improvement to hit. Want to get a ship or two to the Aztec's to harrash them a bit. Also ensure no ships do get out.

One settler about to come up, but may want to look to switch another Drom to a settler. More towns needed for support.
 
nice to capture another town, any screenie?
 
I was going to put one up, but I could not think of anything that would be real useful.
 
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