mm18: Incan Warlords AWM

werdna are you playing???
 
sorry, I didn't realize I was up.
I will play tonight (in about 8 or 9 hours).

So where should we settle second town?
It's 2 for the hill and 2 against, if noone else will voice their oppinion i'll settle on the hill.
 
I would vote against the hill. We need production more than defense. If the AIs start encroching on our territory and we have to turtle and let our 2nd city get pillaged we are finished anyway.
 
agree with mark, the second city should not come under pressure anyway, so do not settle on the hill
 
2000BC (inherited turn):
change cuzo to work on great wall (in 12)

1960BC:
mining in, set research to bw (due in 9), don't revolt until cuzo finishes great wall
barb archer pops on hill next to where quechua is, move him to forest and keep settler for one more turn
cesars mine demolished for 15 coins

1920BC:
archer attacks quechua and dies (only had 5% odds)
settle tiwanaku and work gold mine tile for 2 hammers and 3 gold (this moves bw from 7 to 6), alternatives where horses for 1 food, 2 hammers and 1 gold, but will switch to that once horses are pasturized
another quechua heads to rome to do some more pilaging

1880BC:
just moved some units (escort leaves worker and heads south)

1840BC:
hindism spreads to tiwaniku, american archer appears on hill next to our quechua. don't attack as odds are only 55%



1800BC:
worker gets to horses and helps finish pasture, switch production to get 1 food 4 hammer and 3 gold. bw in 3




american archer moves to grassland and dies to our quachua (86% odds)
our woodsman quechua heads east
another quechua pillages romes farm for 4 gold



1760BC:
move worker to gold (need more happines for cuzo which is to grow in 5 and second worker to fp for cottage
after taking life of american soldier our infadel hides in forest to hill, promote him to cover (healing time 4 turns instead of 8)

1720BC:
barb archer approaches tiwanaku, move freshly made quechua to hill to intercept him

1680BC:
bw in (no copper visible), set research to iron working (maybe we'll have some iron). Was tempted to go for priesthood for oracle (only 3 turns).
our woodsman discovers shanghai




pillage romes elephant camp for 4 gold (no more improvements around rome)
barb archer disappered, decide to mvoe quechua south to choke point


1640BC:
cesars archer decides to attach our wounded quechua (1.6) that is in forest with cover promo and dies (had only 37% chance)

1600BC:
tiwanaku finishes another quechua and set it to produce baracks now. leave quechua home (that leaves us 2 in there) for homeland security
pillage shanghai camp for 5 (i don't know why but after playing incas for a while I noticed that AI never attacks my quachuas on grassland out of city, even if there are 6 archers in the city (there were 2 in shanghai))

1560BC:
great wall built. set production to pyramids due in 15, but should be faster as both workers will mine plains hill to boost production

1520BC:
nothing

1480BC:
chinese chariot approaches our woodsman quechua, move him to forest hill




1440BC:
our quechua is approached by 3 roman archers and archer and spear from chinese





borders of tiwanaku pop, spot roman archer and settler 3 tiles away, but another archer on forest is blocking easy access
mine next to cuzco complete so pyramids due in 10


1400BC:
roman archers don't attack
our woodsman quechua attacked by chariot and wins and retreats to forest hill again (will heal in 6 turns)
kill chinese archer but cesar moves archer and settler to hill and will probably settle next turn

1360BC:
spot american axeman




cesar does settle on hill, have 2 quechuas near by, maybe with help of swordsman or 2 can take that city




1320BC:
kill cesars archer by tiwanaku at 72% and antother by rome on rice at 86%
3 more roman archers approach cumae (new roman city)




our worker heads to irrigate rice

1280BC:
a lot of barbarian activity to the north (good we have great wall)
3 archers by cumae instead move back towards our quechua which retreats back to jungle

1240BC:
iron working in (we have iron by cuzco) set research to priesthood (due in 3) and cuzco could use temple for happiness and maybe we'll get oracle




roman archer approached our worker on rice and dies from barbarian archer
our wounded quechua at south is chased by 3 roman archers, so moves further into jungle
worker finises another mine by cuzco and will head to iron now
cuzco has a lot of hammers:




with so many hammers can probably still get oracle even without marble especially once iron is mined

1200BC:
our poor quechua is chased again by those 3 archers (don't they have anything better to do?)




barracks complete in tawanaku, set it to produce chariot for axeman that might come (no hammers put into it, so can change it)
there are some unpromoted units (one in tawanaku, the chased one and one by cumae)
pyramids due in 3 and priesthood in 2

our cities:



World as we know it:



I'm not used to normal speed, so i don't know if I should have built a settler or not by this time.
 
Looks good Werdna. Fastest pyramids build I've ever seen.

We have another strategic decision to make now, should we attempt Oracle (it is a little late at this point) or just try to kill Caesar straight away? I think I would rather attack Caesar than make settlers now, in any case.
 
i agree, he has only 3 cities, but our quecheas mostly denied him of any resources, so his commerce and production sucked
iron should be hooked up by the time pyramids get built and cuzco can produce swords every turn or 2.

on the other hand, those cities are far and will cost us a ton for maintance, so we should probably just raise antium.

and i forgot to switch to slavery (nothing to whip yet, so it's ok i think) and once we get pyramids we can probably switch to hereditary rule (to let cuzco grow more) and savery for cost of 1 turn only.
 
I think we have the two wonders that we need and we now must expand and build troops. With axes and chariots about we will need spears and axes first and then swords. I think we want to take Cumane on the hill for strategic reasons. It cuts off the choke, has the hill defense, and anything that tries to bypass it goes through flat land. If we can grab that and hold it, we will be in good position to expand our back territories safely before moving on. We need sailing next in my opinion to block naval landings and then it should be on to construction. It will be very hard to move effectively without cats.
 
Argh. Oracle can be built in 5 turns targetting Code of Laws for courthouses for Rome. Really tempting and it looks like we would get it seeing as there apparently aren't any religious civs in game (Judaism not founded yet.) Should I...?

(I warned you I was a builder.)
 
a mere 5 turns? I'd say go for it then...
 
5 turns w/o marble. I would certainly do it.
 
ok...

Mao chases our woods 2 quechua in the south around with a chariot, it hides in the jungle and the chariot gives up and goes elsewhere.

Caesar chases our quechua in the east around with his 3-archer stack, it runs around.

Build pyramids. I don't revolt yet, need a bit of time to read the situation to see whether we can afford to build library and go to representation or not.

Cumae has 1 archer in it. I attack the city with two quechua, the first one loses at 16% as expected, but the second takes the city. It is auto-razed. I don't think we could hold it yet anyway.

Research: Priesthood -> Writing -> Sailing.

Build oracle, and take CoL.

Revolt to police state and slavery, we have a small stack incoming from Roosevelt (Axe, spear, archer) and one chariot loose from Mao and need some military in a hurry.

I patrol our woods2 quechua around to make sure that Caesar isn't connecting the iron source there, then camp him out on the hill near Rome with the other guy we had there.

Sailing -> Hunting for spears -> Alphabet for Literature (we need Great library and Heroic epic.)

Mao's chariot shows up at our gold mine but is unable to pillage. It's damaged to 3.1 presumably from fighting a barbarian. Our chariot kills it off and spawns our first great general! I settle him for +2xp in the capital so that we can produce Shock axes immediately and defeat enemy axes, and CR2 swords for taking out Rome.



Enemy at the gate, the American troops show up and Caesar's 3 archers give up chasing our quechua and decide to attack Tiwanaku instead. I meet them before they can pillage.

Chariot > archer
Quechua > archer
Quechua > archer
Shock axe > axe
Axe > archer
Sword > spear

6-0.

Mao has a trireme and Caesar an archer, but they don't attack. I build a trireme in Cuzco to block the coastal route.

Great prophet spawned in Cuzco in 675, this is pretty useful as we can build one of our two shrines or research monotheism and use him for Theology. With two turns to go to the end of set, I leave him on ice for now.



Caesar tries to sneak a settler with escort out of Rome past our two quechuas which were camping Rome. Nice move Julius. We got a free worker heading back to our lands via the north route round the lake.

I used Police state to train straight military after we completed the Oracle and they are mostly resting up in Tiwanaku right now. We might want to consider getting a settler or two now to high food sites in preparation for the Pyramids specialist economy, and once we have enough of an army to kill Rome we should switch over to Representation and build some infrastructure in Cuzco too.

Hit the endturn button accidentally, killed off a couple more American archers losing one cover quechua somehow, but you get unlucky eventually. Played a total of 21 turns taking it to 600 BC. Alphabet in in 4, and we have a Prophet in Cuzco.

http://forums.civfanatics.com/uploads/88630/mm18_BC-0600.CivWarlordsSave
 
Looks Good. I would get out military and 1 or 2 more cities.

Mark
werdna
uberfish
XtreamRockstar-UP
Qwack-On Deck
ThERat
 
okay this is da pick up and i gotta say yes!!! its the freakin weekend
 
Any thoughts about our prophet? I think maybe we should try and grab theology with him, as we might be able to deny religion to the enemies on our continent altogether that way and prevent them from effectively using theocracy in future.
 
ok, Ill play probably tonight.. In terms of prophet, theology sounds good but not to deny other AI's theocracy, I think we can make good use of theocracy since barracks + 2 xp = 2 promotions now ;). In my AW experience so far, whichever AI's we meet will stagnate horribly for anything other than military tech's, so I dont think any AI from our island will found any religion anyway..
 
Qwack said:
ok, Ill play probably tonight.. In terms of prophet, theology sounds good but not to deny other AI's theocracy, I think we can make good use of theocracy since barracks + 2 xp = 2 promotions now ;). In my AW experience so far, whichever AI's we meet will stagnate horribly for anything other than military tech's, so I dont think any AI from our island will found any religion anyway..

i just played another test of AWM (marathon speed) and AI does really bad tech wise. In all my experiences of AWM, I've never seen AI even get macemen.
This game might be different, as there are other AIs on other continent that probably are not going for military techs. By the time we meet them, they might be more advanced and we might already have some WW and they won't.
 
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