HNDY16 Open SG - Byz Always War Sid Tiny Island Map

I can give it a whirl when I get home from work, say about 7 hours from now. So if someone else wants it first feel free.
 
handy900 said:
grs and romeothemonk, where are you?
Perhaps this will shed a little light on where I am now, and Why I might not get to this for a few days. :mischief:
A reason
 
Playing now, post to follow soon.
 
Into the 8th turn pretty uneventful until this happens. I need a little advice.

I checked the diplo status using the "Start Diplo" button and no contact has been made. Do we want to go forward and make contact or should we delay 2 turns until writing comes in and try to trade.

Handy16_01.jpg




There is also a safe passage for the 2 new AI's to come visiting us.

Handy16_02.jpg
 
Figuring I wasn't supposed to make a trade to begin with, I'd go and make contact.

Once we get dromons, we can control that sea lane with no problems. A city on either side of those straits and on the southern and northern part of those islands, and we'll bombard them to shreads, then let our dromons sink their ships.
 
Sir Bugsy said:
Figuring I wasn't supposed to make a trade to begin with, I'd go and make contact.

Once we get dromons, we can control that sea lane with no problems. A city on either side of those straits and on the southern and northern part of those islands, and we'll bombard them to shreads, then let our dromons sink their ships.

I'm of minimal help on the first question since I usually never trade in AW. A more well rounded player can give a better answer to that one. Since we have already voilated the "no trade' we may as well trade all we can, so I suspect it's best to wait for contact, then trade.

The second point about the passage is interesting. Will the AI sail across sea tiles with galleys? In other words, are they smart enough to probe and then "see" that it is a "safe" passage like a human does. Or do they just note thay have hit a sea tile and turn around?

Stated another way: Does an AI galley ever even venture into a sea tile to check what type of tile is on the other side? If the answer is no (that's what I always thought) then we are safe until astronomy since the AI will avoid even entering a sea tile and cannot even locate us. This was my assumption in my regular map AWS game and it held there. But maybe I was just lucky. :D

Bugs is right when he says once we get dromons no one will ever reach our shores.
 
soul_warrior said:
@ handy - thanks for the invite. just got home after a hard nights clubbing. seeing double trouble.
will check thread tommorow and post an "I Got It"
this is a 95% got it.

OK, but be sure to wait for Gator to finish up. He is on turn 8 and wanted some feedback.

When the old head clears, :crazyeye: post a 100% got it. This way someone else can jump in while your brain cells reorganize. :D
 
Handy, I don't think there is any exploration about it. The AI knows the map. If he can get across then he will do so. I am pretty definite on this after having met the civ with the G Lighthouse very early - they crossed ocean quickly finding the only way across (basically they can bee-line for it).
 
Greebley said:
Handy, I don't think there is any exploration about it. The AI knows the map. If he can get across then he will do so. I am pretty definite on this after having met the civ with the G Lighthouse very early - they crossed ocean quickly finding the only way across (basically they can bee-line for it).

Yeah I realized the AI "knew all tiles", but thanks for clearing this up. We'll just have to get to dromons before they get to us.
 
lurker's comment: IMO in this case it would not be benefiscial to trade away writing before declaring war.. if you give them writing they will beeline for mapmaking so they can get galleys to get to you.. if you dont give them writing they will have a to research writing first, and spend all those those turns building more land units instead.
And yes, the AIs knows what sea and ocean squares they can pass safely,and will use them if it allows them to pass...
However.. if you put 2 curraghs in the coast tiles they have to end their turn on, they will not be able to pass, since the first galley to attack has no way of crossing safely even if it wins battle..
(meaning 2 currachs in each of the 8 tiles at NW end of your island will block any non seafaring AI without Lighthouse from entering - assuming no other passage that you cant see yet)
 
I'd agree with Gyathaar. If the game-plan is to get GL, don't trade any tech. You'll get it for free, although a little later.

Just found this thread, I may give this scenario a go myself, see how I do :)
 
Gyathaar said:
lurker's comment: IMO in this case it would not be benefiscial to trade away writing before declaring war.. if you give them writing they will beeline for mapmaking so they can get galleys to get to you.. if you dont give them writing they will have a to research writing first, and spend all those those turns building more land units instead.
And yes, the AIs knows what sea and ocean squares they can pass safely,and will use them if it allows them to pass...
However.. if you put 2 curraghs in the coast tiles they have to end their turn on, they will not be able to pass, since the first galley to attack has no way of crossing safely even if it wins battle..
(meaning 2 currachs in each of the 8 tiles at NW end of your island will block any non seafaring AI without Lighthouse from entering - assuming no other passage that you cant see yet)

Excellent excellent post! :goodjob: You should be playing a set of 10 instead of lurking

However.. if you put 2 curraghs in the coast tiles they have to end their turn on, they will not be able to pass, since the first galley to attack has no way of crossing safely even if it wins battle..
Worth repeating. :goodjob:

All comments welcome here, if you have a point to make, speak up.

AFAIK - Gator still has it. Thanks for stopping and asking for discussion Gator - different ideas and perspective are what makes the game and the thread interesting.
 
handy900 said:
Excellent excellent post! :goodjob: You should be playing a set of 10 instead of lurking
Perhaps later.. my huge sid HoF milk is taking too much time atm.. will see when I am out of the conquest phase.
 
lurker's comment: 16 curraghs is a whole lot to accumulate to block off access! Assuming the AIs really won't attack stacked curraghs, though (is that the case, Handy?), I think you can do it with just 8.

curraghblockbetter.jpg


2 curraghs in each of the black circles will keep the AIs from getting past unless they're seafaring or have the Lighthouse (unless the coast juts out to the east in the fog north of the active unit).

Renata
 
They may attack 2 stacked curraghs if they can attack from coast...

Also remember that curraghs can be upgraded to dromons... and I expect you will end up with a lot more than 16 dromons :D

Edit: I dont think they will attack with galleys that is carrying units thou
 
I'm finishing up the last 2 now and will post very shortly. I'll go ahead and make contact and not trade writing.
 
preturn 2550BC
switch Constantinople to curragh (might as well build up the dromon fleet)

IBT - quiet

Turn 31 - 2510BC
sailing

IBT - Big C curragh ("Gator") => curragh (we don't know pottery so no granary option)

Turn 32 - 2470BC
send Gator SE
worker back to the second ivory, to irrigate
rename northern curragh to "Bugsy"
rename Arabic curragh to "Handy"

IBT - quiet

Turn 33 - 2430BC
Arabia's stats pop up on MapStat so we could make peace except for it being an AW game
They are up POT, CB and WC

worker reaches 2nd ivory
Gator continues SE
Bugsy sailing the frozen northern ocean
Handy mapping out Arabia

IBT - ARB learns The Wheel

Turn 34 - 2390BC
Handy sailing
Gator sailing
Bugsy sailing
worker starts irr 2nd ivory

IBT - Big C curragh ("Rat") => settler (too early? or head for dyes)
Adrianople worker => worker (we have a lot of jungle to clear)

Turn 35 - 2350BC
Rat scurries SE also
Handy sailing
Gator sailing
Bugsy heading south
new worker S to jungle

IBT - quiet

Turn 36 - 2310BC
worker starts on jungle
Rat same
Handy sailing
Gator sailing
Bugsy heading south

IBT - quiet

Turn 37 - 2270BC
not much for Rat to explore currently so I park it in our jungle cove
Bugs only moves 2, spies more coast 3 tiles away
Handy almost completes a circuit around Arabia (1 FOW tile left to clear)
Gator still moving SE

IBT - a strange tribe, called Russia, completes the Pyramids - we must visit there one day
ARB switch to Oracle

Turn 38 - 2230BC
Rat waiting
Gator sailing
Bugs moves 2 times and sees not 1 but 2 new borders off in the distance, using the "Start Diplo" button check to see if contact is made, not yet - post question to thread and wait for response

Decision reached to move forward and we met the Aztecs
Aztecs are gracious (little do they know what is about to happen), 3 cities, 30 gold, up POT, WHEEL, WC & IW down only ALPHA

TRADE: ALPHA and 15 gold for POT and WHEEL
good news is we have horses NW NW of Big C

worker1 roads the ivory
Handy removes the last FOW around Arabia then tyrns around to check out the island NW of Arabia
sci to 90% still in 2 turns at +1gpt

Call up Monty and demand 10 gold just for fun and then issue DOW

IBT - watch 2 AZT swords and a spear move into RUS land :eek: looks like they are already at war with each other

Turn 39 - 2190BC
Bugsy move forward to complete contact with RUS to see if another trade opportunity exists since they appear to be at war already

Contact RUS: 3 cities, 27 gold, 1 source of horses and silk (none available), up WC, CB & IW, down nothing no trade possible
Try to extort CB, no deal, issue DOW

Handy heading back NW
Gator continues S SE reaches bottom of map

IBT - we learn WRITING set to MapM but this can be changed
Say no to embassies, not allowed and we only have 7 gold anyway

Turn 40 - 2150BC
Gator heads E to Ice Island, which is SW of Arabia - this exposes a "Safe" passage to Arabia as well, with 5 crossing point
Bugsy starts mapping out RUS/AZT Island
Handy continues backtracking around Arabia to explore other islands

Score: ARB 561, RUS 385, AZT 315 and BYZ 189

Notes to next player
1) a settler is due next turn but now that we have Pottery we should probably switch to a granary (would complete is 6 turns)
2) sci still at 90% for MapM in 40 at +1gpt, 80% makes it 48 turns
3) we need more workers, way too much swamps and jungles on our home island to settle many productive cities

The Save

Safe passage to Arabia
Handy16_03.jpg
 
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