LK86 - Two great variant in one. RaR and AWM.

@grs - Thanks.

Time to get out the PCX editor.
 
Well where did this engineer come from? Looks like a builder to me. ;)





FYI - The EuroCitizen "bug" is from people that copy in the pop-heads. The euros are part of the new section of people.

The correct pop-heads also solved my missing specialist problem. Now all we have to do is to convince the RaR people to default to the happy faces.
 
:rotfl:
Believe it or not, I wasn't aware of Bob's presence :lol: Never seen him in-game, also. Nice Easter Egg.
Oh, and I updated my signature.

Arabia, 1750BC

Inherited:
I sacrifice some Growth to production. If we really end without Iron, this can get ugly.
Notice both Science and Lux is at 10%; this is an exploit, we should stay away from using it.
None of our cities is atop a Hill; not great – the city tile would give 2spt (and the defence bonus).

Enter.
Urbanization-> Caste System (on the way to Dynasticsm)
We have Olive Oil in the Desert.

Turn 1: 1725BC
Ranger finds Sugar nearby.

Turn 2: 1700BC
IBT: Mecca WH->Archer

Turn 5: 1625BC
IBT: Caste System -> Mysticism, Mecca Archer -> Forge

Turn 9: 1525BC
IBT: Mysticism -> Writing

All quiet. Spooky…

My proposals:



Horses are a Food bonus, that’s why I prefer to not settle atop of them. And, you cannot found cities on Desert, so that seems the best city to grab the Olives.
Do not get Dynasticism before the cheap Clan in Medina is completed! We need the Wheel anyway. We won’t research Dyna too fast ourselves, but in case another Civ shows up.
Btw, Chariots are stronger than Horseman in RaR (no HP malus).

The Save
 
All quiet. Spooky…
Siam must be in another war.


I sacrifice some Growth to production.
We have to be very careful to slow down growth. Our growth rate directly affects how fast we can research. I prefer to try and keep growing since the only contact is Siam whom is inactive.


Ranger finds Sugar nearby.
Let's limit the exploration. We really don't need to know more then a few tiles in front of the next city.


The good news is we have several nearby luxuries. Now to get some of them connected. Keeping a good research rate is always a challenge in AW, and luxuries help that. I agree with the push toward Dynasticism and a better government. After that we should for Bronze Working (better defender), Fermentation (another possible luxury) and Chariot (fast unit and potential luxury).

Then it starts to get tricky. Do we push toward Military Training to get barracks everywhere and not waste on time on regular units? Until we find iron pushing toward barding is a waste. If we try for the GL we have to go down a totally different path and limit improving our units. RaR really forces us on 2 totally different paths. We really need to decide if the GL is worth regular units for a long time, and delaying a lot of the stronger untis.


Signed up:
LKendter
Microbe
Doc Tsiolkovski
Greebley (currently playing)
Meldor (on deck)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
It will drop to 5 to 10 turns in the industrial age.
 
The proposed dot map and settling priority:
Yellow dot - you can't get horses quick enough. You know the AI will go there early.
Blue dot - probably a front line city will hill defense, and a luxury is always a good thing.
Grey dot - this simply gets a luxury on-line.
Light blue dot - this simply gets a luxury on-line.
Green dot - this will be a major source of settlers / workers with awesome amount of food.
Red dot - a filler city, but it will be a first ring city.
Blue dot - this is simply a filler city.
 
What's the use of cash anyway without cash-rush?
It is mostly unit upgrades. With the rate caps in effect, you often have excess cash. As soon as we have bronze working I would start the unit upgrade process.
 
1) Growth vs. Production
I agree growth is crucial. But if that means we're pulling a total of 6spt in our 3 cities, that's not worth it. Especially not in the capitol, when it can make decent shields, and still grow.

2) City spots: The Horses, then the Olives, then the Silks. The other spots are too far-flung, and have no good defensive terrains.

3) Research: I'd get the Wheel even before BW; a 2.1.2 unit with 5HP serves us way better than a better defender now. Don't think Siam will send anything bit Archers and TGs/Spears for some time, and even their Sword UU has only a Defence of 1.

4) Great Library:
A distraction. Even without Iron, we better hurry to Horse Archers and Barracks ASAP (or, grab the Sphinx ;) ). We have a long coastline, and in RaR on Monarch, coastal cities can easily keep us in the tech race. The Literarature path will offer us not that much (Still, Libraries and the HE are nice to have, but not a top priority).
And, if we manage to get Iron, we don't have to care about falling back anyway; our UU is a 6.2.2 unit with a HP bonus, and will rule the battlefields for a long time. And if we do not find Iron (let's not forget Gold, btw), we need to attack like mad anyway. Our attack capacity is still strong without Iron, but our defence is weak.
 
2) City spots: The Horses, then the Olives, then the Silks. The other spots are too far-flung, and have no good defensive terrains.
I can't spot what is different from my list in order. As for the rest of the cities I was plotting out the long-term. It could change if we spot a critical resource.


I forget about how powerful coastal cities are. The below includes a revised spot for grey dot. All the other cities are the same.
 
Comment: I am not sure but we may find this game way too easy. The reason Siam hasn't sent a unit at us might simply be because they haven't built them yet. It is likely they were stuck at size 2. We are playing Monarchy and started with a big food bonus. (checking Siam is Average compared to us. We have 6 units and the Ranger).

I switch Damascus to food. I am not afraid of Siam. If they have 6 units too, then 4 will be used for defense (and maybe all 6). We can easily handle 0 to 2 units. I will concentrate on growth

1475 BC:

IBT: Spot the incoming Siamese invasion force. That archer looks fierce.

1450 BC: Troops move to respond

IBT: Archer moves next to our city.

1425 BC: Bombardment hits. Our archer kills their archer.

IBT: Learn Writing, start Dynasticism.
1400 BC:

1375 BC:

1350 BC:

IBT: Build a Clan in Medina

1325 BC: Head to the Horses

IBT: Build a Clan in the Capitol (More vet units up next).

Doc is correct on non-max food. This is due to having many flood plains. At max food we will only be building clan (and still growing) and we need some troops.

1300 BC:

1275 BC:

IBT: A Siamese Spear shows up.

1250 BC: Move units to deal with spear.

Notes:
I move the Spear onto the mountain so that the Siamese couldn't claim it. Obviously, the Spear will go back into the town next turn to defend.

The Ranger is at the edge of the darkness, where my best guess on where Siam is. I think I would send it on to find Siam, but thats the next leaders choice. It runs the risk of meeting more civs.

Both towns can be settled in the next two turns.

We are 3 turns from the Dynasticism Tech. Do we want to switch to it right away? Mecca can work a lot more shields if we do with the +1 food per square. Again, I think it worthwhile.

It should come as no suprise that we are easily ahead of Siam in terms of city count. In two turns we will have 5 cities to their 2 cities (though they may build another soon of course).
 
The reason you wouldn't necessarily want to Microbe is that it will cost us more population to build our settler units. You definitely don't want to if you have all plains for example as 2 food stays at two food. However for Grassland and Floodplains one gets +1 food for each square.

So the question is: Is it worth getting an extra food per square if it costs one more pop point? In our case I believe the answer is yes. We will gain +1 food for each floodplain we work and thus can grow fast enough to make up for the extra population loss.

Flood plains and possibly bonus Grassland would be the only two terrain types that would make it more worthwhile.

That is why I say switch right away.
 
I can't check right now. However, I think simply acquiring Dynasticism Tech gives us the move expensive settler.

==========================

Signed up:
LKendter (on deck)
Microbe
Doc Tsiolkovski
Greebley
Meldor (currently playing)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
It will drop to 5 to 10 turns in the industrial age.
 
1250 BC (0)
Not much to change.
(I) The Siamese TG steps on the lux. Mecca Archer->Clan

1225 BC (1)
PIng the Guard, but decline to attack across the river. There will be two archers that can attack next turn.
(I) The TG moves towards the capital.

1200 BC (2)
Kill the TG, get an elite archer and a slave. Found Baghdad next to the horses. Turn Science down to 20%
(I) Get Dynasticism and go for the Wheel due in 3.

1175 BC (3)
I chose not to revolt until the Pioneer is finish in 3. Najran is founded to claim the Olives.
(I)Nada.

1150 BC (4)
Movement.
(I)Nothing shows.

1125 BC (5)
Horses are hooked up. Science down to 30%
(I) Get the Wheel go for BW due in 7. Mecca Pioneer->Chariot.

1100 BC (6)
Pioneer goes towards silks. Will pick up TG on the way. Decide to pull the trigger. We get two turns of Anarchy. MM all of the cities for max growth.
(I)

1075 BC (7)
Movement.
(I) A Siamese TG appears direct from teh east and one square south of the sugar. We become a Monarchy.

1050 BC (8)
Move troops to direct the TG. Science up to 60%, BW due in 5.
(I) The TG moves into the trap.

1025 BC (9)
The Pinger misses so I can wait till next turn.
(I) Damascus TG->{ioneer

1150 AD (10)
Pinger misses again but the elite is in place so we attack. All we get is a slave.
 
Signed up:
LKendter (currently playing)
Microbe (on deck)
Doc Tsiolkovski
Greebley
Meldor

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
It will drop to 5 to 10 turns in the industrial age.
 
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