MLDR002 - None Osc War (NOW)

I've got a lot of things ongoing at 1.21, solo and succession, and I really don't want to bother with this yet unless there's some important benefit to others. Sorry.
 
To put it another way, is patching something the rest of you in this game actively want to do, or is it just an idea that acquired some momentum after Coffee casually asked about it? If it's the latter, then let's not, please. If it's the former, then I'll try to learn meldor's unpatching routine, though with no very lively sense of confidence. :(
 
It seems the EU patch is out and working this time. It looks as if some of the other games are moving towards patching. If that occurs, those here involved in other games will have to make the choice to patch/unpatch or leave the game. I would prefer the former.

I don't mind patching and unpatching if a patch isn't available for everyone around the world.
 
I still played this turns with 1.21, but because T-Hawk in ST2 wants to patch, I'm Ok with that.

Here we go:
Preturn: Why are all the plains at Thebes mined? :smoke:
We need max food for faster growth, I think we also need a granary to let Thebes produce our worker and settlers while our other cities produce units.
The wheel was a good idea, we want to know where the horses are so that we can build those awesome 20-shield horsemen :D

IT: The barb warrior impales itself on our warrior fortified on a mountain.

2510: I found Heliopolis where the settler was standing. 4 tiles away from Thebes is enough,
also we want our city on fresh water and we don't want to waste the BG.
I order a spear.

2470: some warrior movements

IT: The first Carth. warrior commits suicide on our fortified guard.

2430: worker beginns road on furs tile to connect our cities.


2390: 2 Carth. warriors show up.
I fortify one of our warrior on the southern mountain.

2350: A barb conscript shows up

IT: The 2 carth. warriors go for the barb.

2310: I fortify the next warrior on the mountain tile south.
I have to raise lux to 10% (Thebes size 3, but still get the Wheel in 5)

IT: The barb is killed by the Carths and two additional Carth warriors show up south.

2270: Furs is online, lux to 0%
some movement.

IT: The wounded warrior loses against one of our fortified ones.
The rest (3) move towards the mountain, where two of our warriors are fortified.

2230: -

2190: some unit movement

2150: I kill one of the two remaining warrior, but avoid attacking the other
to stay on the mountain.

IT: The last warrior impales itself on our hero, we have an elite warrior,
but a Carth elite warrior shows up, they must have fought babs.
Thebes build granary, start settler.
We get the Wheel, start on WC (vetoable), we have 2! horses nearby.

2110: Heliopolis builds Spear, starts a cheap temple for boarder expansion to
get both the cow and the horses.



Notes for the next leader: Memphis should build military, Thebes settler and worker.
The temple in Heliopolis is vetoable, if more Carth. units show up.
Keep in mind: Expansion and grwoth is key, so please don't mine plains any more.
Thebes will grow next turn, so don't forget to set lux back to 10%
And check the tile-assignement in Thebes after the city grows or builds a settler.
The stupid gov. always assignes the low-food tiles.

I made a first dotmap based on the know lands. The two red dots east are Nr.1 priority.
I didn't want to place the southern one at the flood plains to avoid diseases.
The pink dot north is a fishing village only and will have to wait, expansion
in the south is more important.

Good luck, Belisar

The Save:

SAVE

mld-1.jpg
 
If you're on a hill and they're two squares away on flatland, you'll see them but they won't see you.
Actually they can see you, as you can spot hills/mountains from 2 squares away, if the intervening square is flatland. I think the only times that you can see them, and they can't see you is when you have an outpost on a mountain, or with borders.

It seems like you won't get the civ in the f4-screen untill you talk to them, or they to you, but you can usually contact them earlier using shift-d. Standing next to a civs border will do this for you :)
 
I forgot: Because this is no real AW game, contact with some other civs would be nice for trading and to get techs cheaper, so if we have a spare warrior.....
 
Belisar mentions that his choice of Warrior Code is vetoable, and it should be vetoed. Since we're in a good position to build our War Chariots, we don't need archers and we don't need Horseback Riding.
 
Actually its not that simple:
WC was the cheapest tech availabel and its usually a good choice to follow the AI on the tech tree.
And I don't know for sure if we need archers. We may need a few offensive units before Heliopolis has a boarder expansion and the horses are connected or we may want to delay our GA.
We also need WC for Monarchy, which is a high priority.

Just something to consider :rolleyes:

EDIT: We could go for IW, but it would take 14 turns at max. Anyway, your call ChrTh :)
 
Hmm. I find it easier to argue against Warrior Code--though I appreciate your explanation of your reasoning, Belisar--than to suggest any clear alternative. :) We'd need to be quite lucky to discover iron within our present borders, which perhaps is an argument against Iron Working.
 
I would also suggest that we consider a bee-line towards Map Making. The island to our northwest looks like it could be productive, close to our capital and hopefully we could snag it all and provide ourselves with an easily defended base.

One more thing, I mined one of the plains because the city did not have enough shields early on. I wanted the 4 warriors fast in case of early contact.
 
I expect Carthage's NM to show on my turns followed by swords. The NM is a 2/3 unit. For me to attack/defend effectively I'm going to need catapults. A long way off but on the road to maps. It also appears that we are alone with Carthage. Carthage should have sold contact by now. Lets hope he does.

So for me its WC, Math, Maps. Archers as our only 2 attack unit. Math for cats and trade. Maps to find a civ to trade with.

Suggest we start with Alphabet and hope for contact. There is some distance between us and Carthage, that is to our advantge. WC is a cheap tech to trade for and quick to research.
 
Originally posted by meldor

One more thing, I mined one of the plains because the city did not have enough shields early on. I wanted the 4 warriors fast in case of early contact.
I'm Ok with the reasoning and since we are industrious we can change the improvements later quickly.
Nonetheless I would suggest to irrigate two of the unimproved plains with the first worker from Thebes to let the city stay at +5 food while we produce settlers.
 
I had no intention of them staying mined. As a matter of fact, it may be good to mine one or two of the cows. I irrigated just for despotism.

[edit] BTW, I don't think contacts can be sold until writing is researched. It may be a while until we can have that. That is another reason that MM may be something to go for. I agree that Cats can be a very good thing for AW. This won't be as intense, but I would suggest that we have at least one city that does nothing more (once we have cities that aren't produce immediate needs).
 
@meldor, thks for info on writing. Maybe I'm giving the AI too much of a lead. But if Carthage has writing they can sell our contact, assuming the next AI has writing also. My concerns are more centered on the Sword/NM problem. But again, if the AI has iron its less likely to be connected. So now I'm down to Archers/NM. If the NM was not a 3 defense I would have request WC first, going for Alphabet first is a potential trade and leaves the door open to beeline to MM. Also, I think we have enough of a grace to research WC if contact is not made. Hence my request to start Alphabet.

Edit: Ok, just had a look at the save and your right, its not as difficult as I imagined. :)
 
Turn 0 -- 2110 BC
Still on 1.21f

I decide to switch to Alphabet as it gives us more options, I feel. 11 turns.

Everything else is ok.

IT: Elite Carthage Warrior dies at our hands :)

Turn 1 -- 2070 BC
Lux to 10%, going to run slight deficit until Settler built (9 turns at -1gpt)
I see Belisar's point about the 5 food, however if the plain worked was irrigated instead of mined, Thebes wouldn't build the settler the same turn it grew (2 turns Settler/3 turns Growth v 3 turns Settler/2 turns Growth) ... but I might be missing something with my train of thought so never mind :)

IT: Barb walks right by my Fortified Warrior

Turn 2 -- 2030 BC
I take out the snobbish Barb
Worker @ Memphis finishes Mine, I send him to road/mine other BG
Alphabet now in 7 turns at -1gpt

Turn 3 -- 1990 BC
Thebes builds Settler...I turn off 'build last unit' and order up Worker
Memphis builds Barracks, I order up Warrior

Waitaminute ... Numidian Mercenaries are 2.3.1?!? Oh crap...

Turn 4 -- 1950 BC
:sleep:

Turn 5 -- 1910 BC
Thebes Worker > Settler
Memphis Warrior > Spearman
Warrior goes with Settler (timed perfectly!)
Warrior dies vs. Archer

IT: The Persians say Hello!
They have Alphabet and Warrior Code. I don't trade yet ...

Turn 6 -- 1870 BC
I know the Greeks now too
I trade The Wheel and 7 Gold for Warrior Code and finish off Alphabet (if I had traded at contact, it would've cost me 20 Gold)
The Greeks are up Iron Working, Writing, and Mysticism
Persians also have Writing, but not Iron Working...yet

I order up Math, due in 20 turns

Elite Warrior kills Carthaginian Warrior without wounding

Turn 7 -- 1830 BC
:sleep:

Turn 8 -- 1790 BC
Elephantine built on coast ... horses now within our boundaries. Conveniently, the Memphis worker has just finished mining, and moves on the Horses to road
I order up a Warrior in Elephantine, feel free to Veto

IT: Archer gets elite Warrior :grr:

Turn 9 -- 1750 BC
Memphis Spearman > Archer
I fortify the Spearman at Memphis and send the Warrior down to explore/fight

Turn 10 -- 1710 BC
:wallbash: Thebes riots
Helipolis builds Temple, starts Barracks (feel free to Veto)
:grr: RNG betrays me and Warrior loses to Archer

Not bad the first 9 turns...the last one :suicide: ... although the RNG was unkind with my smash Archer strategem
Sorry about the :wallbash:

Here's the game:
http://www.civfanatics.net/uploads5/MLD2-1725BC.SAV
 
Hey guys, just an FYI: I'm heading to the beach tomorrow, so I'll be out of touch until Monday afternoon (East Coast US time) ... it probably won't get around to me before then, but if it does go ahead and skip if you want. This time I won't be late coming back :rolleyes:

In the meantime I'll hang around and listen to all the accusations of incompetence ... :slay:
 
I would sugest that we finish this round and let NP get one more in before we patch. After NP's next turn the first to have the patch can lead the way. NP if you need instructions on patch/unpatch let me know.

Meldor (on deck)
Northern Pike
Belisar
ChrTh
Coffee (up)
 
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