mm13:Incan Insanity-AWP-1CC

Keep ferrying our troops over to the small island where also a second city was located while also following the galley with a settler onboard on the mainland.
In 970AD we destroyed Walata .
In 980AD the settler finlly set foot on land just to get massacred by a awaiting sword right away.
And in 990AD we finish off the last Malinese city.
We get conquest in 1000AD!
Talk about timing!
I forgot to take screenshots but i got the last save before we get victory.
We got a score off 9369 and a Charles De Gaulle rating.
Congrats team we did a fantastic job :goodjob: and i must say this game looked a lot easier then it was on paper.
 
We won? WE WON!!!! Yeah! :dance:

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Congrats everybody on a good job... it look sipmle enough, but imagine what happens if we do not have iron ...

I think the AI does not know how to handle very early war well ... imagine still trying to build settlers when they are under siege. No human would do that.

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Good work team. I was quite surprised that this went so well. Having Iron is obviously critical. I wish you could do colonies in ciVIV as defending a distant resource can be quite interesting. Anyone think this is possible on Monarch?
 
The problem with Monarch is the free units the AI gets at the start. IIRC it is 2 archers, 2 warriors/scouts and 2 workers.

Supression is still possible but we would be defending a lot more and that means doom.

I think part of the reason this game went so well was the locations of the AI civs with respect to iron/copper.

Monty had none close by and while Asoka did, his was easily blocked. Cyrus and Sally's were far away from their starting locations and I don't think Liz had any. The only one who had close iron/copper and time to develop it was Manza and he blows at fighting.

I think we had a fair amount of luck this game and I suspect if we tried again at Prince we might have a much tougher fight.

Mind you, I'm up for a monarch game. Not optimistic but it should be fun. If we do win, it would be an interesting comment on early AW strategy. When I look at GOM's AW games, I starting to wonder if early growth is ideal. Perhaps it's better to lay down the smack first with supression and building a muscular capital and then trying to balance growth and defense/attack.

Of course this would be impossible without iron or copper in the capital radius so perhaps you HAVE to do some early settling.

Gotag
 
A most excellent ending to this game!

The reasons we won this, in my opinion:

1. No weed. We had a good, solid team, who didn't push their luck but rather worked steadily towards the greater goal, didn't take unnecessary risks to steal all the glory, and generally worked together very well.

2. The Oracle slingshot worked. We had been successful at early stages, keeping pressure form the AI that didn't give them much time to build this crucial wonder, held out long enough to grab Code Of Laws, and only then build this wonder. With early Bureaucracy, our capital turned into a production powerhouse.

3. Good location. While being in the middle of Pangea in a normal game is not such a great prospect, here this meant that there weren't any faraway civs that could have run away with technology while we were plowing through the immediate neighbours.

4. No barbarians. This meant that our wounded units were safe in the outlands, and our forces could travel all the way to the enemy without undue hassle.

5. Lady luck was on our side. Had we lost an important battle or two, the outcome would have been very different.

Good game, team!
 
as a lurker I have to take my :hatsoff:

This was played brilliantly though the map was kind to you guys
 
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