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LK175, South Africa, AWE

Teaser: Game winnability is greatly improved by optimally placed iron:hammer:
LK175_BC1260.png
 
BTW, I think I will delay play slightly to mention/discuss a plan to go for Literature ASAP to get Great Lib.
This is a huge plus if we succeed but has some risk if we fail.

I think the well placed iron will keep us in good shape even if we delay other war tech for the GLib gambit.
 
My proposed city site after yellow dot. The coffee tile is 2 food, 3 shields. The buffalo are 2 forest tiles with 2 food. It will be another good production city.

Working on comments on GL next.

 
Iron is good news. The next question is horses. We really want fast units for lots of fighting.
After that coal becomes very important long turn. The good news is we are already getting a decent amount of forest, hills and mountains in our territory.

The first problem the GL gambit has is research pace. 25 turns for writing is a LONG time. Even that won't hold long since we are at -1 income.
Can we do anything to improve income? The new city coming on your turn will help a bit. However, we can only build units (UGG). I'm very worried we can research it fast enough. Sacrificing production in favor on income ASAP is needed.

The second problem is what to use as a prebuild? We have NOTHING available.

The third problem is contacts. We need at least one more to get the free techs.

Zimbabwe can get to 20+ shields. 20 or less turns to complete. That is somewhat reasonable. We need to mine more forest around it. Most of our workers need to concentrate on improving Zimbabwe.
 
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Don't forget that after learning Writing we would need to learn Literature (another 20 turns) to be eligible to build the Great Library all of this while in the worst type of government.

We have other choices of tech to research. The Wheel (to find horses), Polytheism (for temples and leads to monarchy), and City-State (we learn how to irrigate, leads to monarchy and if we revolt into it we increase our workers and slaves speed to 100% and remove the tile bonus penalty).
Of the 3 choices above I would take City-State and revolt.
 
Of the 3 choices above I would take City-State and revolt.

Does city-state give us any buildings to put up? We can't keep producing all units or we will drowning in upkeep.
 
When Iron is hooked up we can build Workshops.
Does city-state give us any buildings to put up? We can't keep producing all units or we will drowning in upkeep.
Only 1 building and that can only be built in the Capital.
If we want buildings then Polytheism temples is the best tech of those I listed. After Polytheism we might go for Mysticism (need for monarchy) and see if we can build the Oracle.

Maybe we should just build Impis and try an Impi rush vs Germany (that will get ride of some of our excess troops) :evil:
 
Early: Kill 2 enemy units without loss (one was a landing from a boat next to the capital)
We have iron.

Middle: Archer targets our Enslaver specifically and killed it. We got another.

Late: Losses and wins vs Archers.

Notes:
We have 4 impi in the front line and 4 just behind to go for the the German city.
Iron should connect next turn which should give better units less often which will help the economy once the Impi get killed off taking the german towns.

I was slow to move other Numidian defenders to the front. When the workers complete the Iron use the covering Numidian for the offensive. You may want to wait for all 2 Num/8 Impi to be in the same front before advancing

My advice is to keep flinging units at Germany and solve the cash flow issue with more cities and unit losses at the front.
LK175_BC940.png
 

Attachments

Our #1 priority needs to be to connect the iron. We need to be able to build forges. One of the ways you can lose AW is death by too far behind in tech. We need to stop all unit building quickly.
Mapstat says Germany already has wheel,writing, polytheism and sail. Iron working is the only tech Germany doesn't have. We need to increase our science rate ASAP.

ROSTER:
LKendter
Elephantium (up)
Greebley (swapped)
Jersey Joe (on deck)
 
Middle: Archer targets our Enslaver specifically and killed it. We got another.

Archers have the ability to specifically select enslavers. Being in a stack doesn't keep them safe.
 
We connect the iron over the first IBT. Pausing for Forges is likely ok (maybe staggered) as I think we have enough troops to grab the first German city. A pause improves the cash flow as well, but I do think we need to keep taking as many cities as we can before we meet further civs and its harder to progress.
 
Pre-turn and planning:

After looking around, I realize I have the wrong save! I'm in 1340 BC. I go back to the thread and download 940 BC.

We're in Despotism, sliders 4.3.3. -2gpt with 23 in the treasury.
City-State due in 13.

Zimbabwe, 12, +3fpt, 15spt, 29gpt. Happiness 6.1.5, making Impi in 1.
Pretoria, 8, +2fpt, 7spt, 14gpt. Happiness 4.0.2, making Impi in 1. MM for growth in 2, Impi still due in 1
Cape Town, 5, +3fpt, 6spt, 8gpt. Happiness 3.1.1, making Impi in 2. MM for gold -> 9cpt, Impi still due in 2.
Johannesburg, 1, +3fpt, 2spt, 2gpt. Happiness 1.0.0 :D, making Monument in 3. Due to get Iron next turn.

We have 20 Impi, 11 Numidian Mercs, 1 Enslaver, and 6 Workers.

We're at war with the Germans to our NW. We're Strong compared to them.
No other contacts.

We have 9 Impi around Johannesburg with more coming every turn. I'm going to wait 2 turns to get our attack stack in order before I advance.

Once the Iron is hooked up, I'll immediately switch Zimbabwe and Cape Town to Forge/Workshops. Once Zimbabwe builds it, I'll start Pretoria on one. Johannesburg might build a Numidian Merc before the Workshop depending on how the war is looking.

Oh, and since this is AW, no exploring! We don't want more contacts any sooner than absolutely necessary.
 
For the Impi near Zimbabwe, they are to give us an (one turn) earlier alert to protect the capital if someone shows up. You might want to put them on 'sentry' instead of fortified. At our current size I don't think you would miss someone appearing, but sentry gives extra assurance since they would become active.
 
I know I advocated for City State. However I did not consider that War Weariness is High under City State. Revolting to City State looks like a disadvantage, and maybe we should wait to change Governments until we can become a Monarchy.
 
I know I advocated for City State. However I did not consider that War Weariness is High under City State. Revolting to City State looks like a disadvantage, and maybe we should wait to change Governments until we can become a Monarchy.

I agree 100% to skip city state.
 
Rest of turnlog

IBT:

Germany drops off a wounded Enslaver near the Iron road gang.

Zimbabwe: Impi -> Workshop
Pretoria: Impi -> African Swordsman

T1, 900 BC:

Impi kills Germanic Archer
Enslaver kills enemy Enslaver
Switch Cape Town to Workshop

T2, 860 BC:

Impi crushes Germanic Spearman near Cape Town

Hmm, odd.
Cape Town's commerce split is 4 gold, 2 beakers, 2 happy faces.
If I move a citizen from an unroaded BG to a roaded riverside hill, the commerce split is 3 gold, 3 beakers, 3 happy faces.
This makes City-State come in 1 turn faster, but it's also the difference between -2gpt and -3gpt :(

IBT:

Johannesburg: Monument -> Great Iron Mine

T3, 820 BC:

Our stack approaches Hamburg.

IBT:

Enemy Archer tries to assassinate our Enslaver, but he retreats before dying.

Zimbabwe: Workshop -> African Swordsman

T4, 780 BC:

Battle of Hamburg:
Impi hits Germanic Spearman once before dying. He promotes. Great.
Impi kills Germanic Spearman
Impi redlines Germanic Spearman ... but then dies.
Impi kills Germanic Spearman, takes the city, and captures a Worker! 1 gold. It ain't much, but I'll take it.

Impi dies
Impi kills Germanic Archer

We're now at +1gpt!

IBT:

Pretoria: African Swordsman -> Workshop

T5, 740 BC:

2 Impis die to Germanic Spearman

IBT:

The slightly damaged Germanic Spearman retreats

Zimbabwe: African Swordsmen

T6, 700 BC:

Impi dies to Germanic Archer
Impi kills Germanic Archer
Impi kills wounded Germanic Spearman

IBT:

Germanic Archer kills our Impi
Johannesburg: Great Iron Mine -> Granary

T7, 660 BC:

Enslaver captures the Germanic Archer who killed our Impi

IBT:

Enemy Enslaver attacks our Enslaver and redlines him -- but ours wins

Zimbabwe: African Swordsmen
Cape Town: Workshop -> African Swordsman

T8, 620 BC:

Battle of Berlin:
Impi dies
Impi kills Germanic Spearman
Impi dies
City holds for now.

IBT:

Zimbabwe: African Swordsmen

T9, 580 BC:

Reinforcements are en route, so I'm not attacking this turn.

IBT:

City-State > The Wheel

Revolution? No, we are happy with Despotism

Zimbabwe: African Swordsmen

We get a Clan.

Somehow we hear that China has completed the Great Wall.

T10, 540 BC:

I still don't attack - I want to mass another couple of units beforehand. Maybe in 3 turns? Impi vs. Spearman is kind of rough.



The known world:

sg_511.jpg
 

Attachments

Nice to see a German city ours.

Getting Berlin will break the back of Germany. We may have to explore a bit around Germany. They still have 2 more cities in the fog.

I would send the clan to the city near the buffalo that I posted somewhere above.

ROSTER:
LKendter (on deck)
Elephantium
Greebley (swapped)
Jersey Joe (up)
 
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