mm18: Incan Warlords AWM

since cuzco is at happy limit with extra food, we should probably run some specialists there.
 
Scientist should be used for academy in cuzco. It will give us 21 extra beakers per turn there. Philosophy is also a possibility but I think academy is worth more in this situation.

Good turns Werdna.
 
Our scientist is Enrico Fermi, lol. I wish they'd kept them in somewhat historical order, it's a little disconcerting.


640 AD (0) - Build Academy in Cuzco. Remove the citizens working the coast in cuzco and make them scientists. Research goes up from 53 to 88 bpt in Cuzco and machinery is now due in 7.

Cancel the forge with 0 turns invested in Tiwanaku, in favour of settler, we ought to get this silver.

660 AD (1) - Cuzco: Whip library for 3 pop, overflow into forge. Mao makes a futile attack on Hangzhou.

680 AD (2) - Hangzhou is secure for now, and I managed to get that mine up. Decide to build our forge and granary in Cuzco

720 AD (4) - Hangzhou completes walls, the AI has no chance of ever taking this city until it has catapults now. Because of the jungle we can't attack the enemy units camped out there either, annoyingly.



740 AD (5) - take out Chicago, it's a good production city and I will keep now that we have Hangzhou acting as a secure choke. I leave a spear and axe to defend it

760 AD (6) - Forges complete in Cuzco and Machu - Machu starts colossus, cuzco terrace

780 AD (7) - Machinery complete -> research CS

800 AD (8) - we get more XP killing off AI troops around Hangzhou (our chariots can take out loose axes in jungle) spawning another great general who gives 2 xp in cuzco for instant level 4 units.

820 AD (9) - Granary and settler done, start training crossbows, a couple of these in Hangzhou will free up our entire melee force to take out the annoying jungle campers and then Arretium. I built a weedy cottage next to Machu Picchu that blocks the irrigation chain route (red circles), feel free to get rid of it when CS comes in.

840 AD (10) - Founded the cow/silver/spice site NE of our capital, granary is being chopped. I transferred the CG archer from Machu there, so Machu interrupts colossus for a peacekeeping quechua.



Might need another worker or two soon to get more cottages up and to properly develop Chicago.
 
i didn't think cuzco needed forge or granary. it had enough shields to keep on working on a lot of commerce tiles to produce one unit per turn.
We should also go for engineering for faster road movement and TRABUCHETS.
With those cities will fall really fast.
If there is no chariot in that jungle stack, I would move units away from horses and hopefully they will enter there, so we can take care of them.
 
The forge provides happiness as well and we get a discount building it being industrious, granary helps growth. We'll be able to grow cuzco a couple more sizes, remember we aren't producing 1 unit per turn anymore now that we're moving up to the next tier of units.

Agree with engineering next, trebuchets readymade with CR3 are disgusting, and good idea to move our stack off the horses.
 
Looking good. I think we should also put 2-3 more cities up to fill in our part of the continent. We will need many more troops to make a move but perhaps a pillaging party with a couple of spears and crossbows would be in order.

Xtreme- UP
Quack-ON Deck
 
Our army is costing us a bomb, not sure we can afford to put up too many more cities until we get more cottages/courthouses and Currency/calendar/bureaucracy. I think we might as well send our old troops out to do some raiding while we train more modern troops, a few obsolete swords and quechua to sack a couple of cities is a good trade at this point.
 
Agree with uberfish here. We should use our old city radier swords and try to raze a few cities here and there. They will give us gold to keep running a decent beaker output, while we train maceman/trebuchuts for a full wave. I dont think we should plant any cities yet, we have enough production in Cuzco to get an army together in 10-15 turns.
 
i gotta take a skip i got to learn some songs for homework... on the weekend :(
 
Played until 1000 AD. Start off by moving units off horse, we can cut down Roosevelt's stack if he moves on top of the horses. Crossbowman being produced in core cities, which is nice. This will give us best counter to city raider swordsman.

880 AD, roosevelt sneaks a stack near chicago, which is defended by only 1 spearman.. He will take the city but only temporarily, I move chariot/spear/axe out of Hangzhou for recapture. Along with the stack which was fortified on horses.



Instead of countering immedietely, decide to wait until chariot stack reaches city, as this will minimize losses. Recapture chicago with 1 loss. Send worker from Hangzhoe back to core cities. I noticed we were building colussus, so started lighthouse in Hangzhou after forge. Unpillagable 3f/4c tiles are much better than land improvements for that city atm.

Mao builds huge stack but attacks with only 3 units per turn. Typical AI retardedness... Colussus built in 980 AD, I change city to work coast tiles. Civil service also came in, have started building maceman.



I havent switched to beauracracy yet... Our small offensive stack razes arretium.. 1 quecha lost.



Ive also built another offensive stack near Hangzhou. Washington tried to sneak units by hangzhou and get to our core, but we easily pick him off. The road on that spot there is genius, do not let anyone pillage it, as we can pick off units and than retreat even with the 1 movement units. I think when we have worker idle we should road the tile directly south of the cow also, just incase AI tries to sneak through that side.

So much combat I forgot about tech. Research is set on calender(due in 2 turns), the calender resource and the silver will give us +3 happiness in capital, so I think we should adopt beauracracy soon.. Also washington's chariot pillaged the horse, I didnt notice the chariot. But I think we should leave that for now, devoting 4-5 units to protect a tile isnt worth it, and we have some very strong 3f/4c tiles coming up once the lighthouse is built...

I also think after 1 or 2 more maceman, we should build hanging garden in cuzco, health may become a problem soon...

[edit]TheRat, just check/change Tiwanku's build. I wasnt sure what do build there so I started courthouse, its probably better building maceman there for now.

save:
 
save

Pre-Turn
will wait for calendar until revolt to bureau...
well, the AI's do not attack as usual though they got many units around

1. 1010AD
beat archer at 20% odds and autoraze Neapolis
beat 5 units around Hangzhou, but lose 1 axe

2. 1020AD
er get calendar, the screen zooms out and I got no clue what's going on. I 'love' this feature, who thought of such brilliance???
start worker in Cuzco as we have a meagre 3 of them, far too few, but first revolt to bureaucracy

3. 1030AD
lose a scouting quechua to a praet, this is not good, Rome must be stripped off the iron

4. 1040AD
take out small Chinese stack but lose another axe at high odds

5. 1050AD
raze Mediolanum in the east
silver is online, fire 2 scientists in Cuzco for faster growth

6.1060AD
zzz

7. 1070AD
lose a cat, but raze Macao

8. 1080AD
take out 2 stray units, move forward with 2 stacks

9. 1090AD
reach Antium, defended by 2 units only

10. 1100AD
Cuzco gets aqueduct (it was unhealthy already) and goes for Hanging Gardens in 5!!!

we have a stack next to Antium, left troops alone for next player
guess we need to bombard a little. we need more catapults now that we attack
engineering is due in 2 and trebs will rip any city anyway

mm181100.jpg
 
Rat, you forgot to upload save.
look at the first line of my post....
 
Sorry busy weekend.

OK this time I lost my detailed notes in a file crash so you will get the executive summary.
I switched Cuzco to all military builds, maces, crossbows and pikes when engineering came in. They are headed to the battle front. Cuzco is our main military producer and as enticing as it is to build the hanging gardens in five turns I don't think we can afford that at the moment. Also switched some of the other cities to military builds after key buildings completed.

Burnt Antimum to the ground on the second turn but lost a fair number of troops. I did not manage to take any other cities as we just didn't have enough troops. Had a nice kill ratio and troops have been building up at Hangzhou. Ravenna has been under bombardment but we did not have enough to take it and I would also like to keep that city. It is on a hill and moves the front forward allowing us to improve and consolidate at Hangzhou.

Caesar builds a city near ex Rome. I tried to grab the settler but didn't get there in time. I would let that city grow and then keep it.

We got another general that I merged in Cuzco both for the science and to get level three troops out of the gate in other civics than theocracy.

Problem areas (see Pics). There is an American boat about to pillage our crabs. Sorry about this. I think what happened is a border expanded in the South allowing the AI to get into our territory on an ocean square. I really hate this aspect of the game. In any case once we get rid of the boat I would move our blockers well away from our cultural borders. The other problem is near Chicago there is a landing of four troops. We have two crossbows there which should hold but almost our entire workforce is also there. Make sure you don't lose them.

Summary. I think they're two ways to go in AW. First one is build up five or six nice cities and simply defend with the minimum number of troops and try to out tech the AI. This works quite well on all levels of play and by about 1400AD you have Greni's and cannons facing LB's. You are then able to swallow the AI;s whole in relatively few turns and keep the cities as you move. The alternate strategy is to build up a very large army of equivalent or slightly superior units and use better human tactics to rampage earlier. The idea being damn the economy and worry about that once your opponents are wiped out. The worst possible strategy is a combination of the two in which you build up military, go out and take a few cities and then switch to infrastructure until you realize you don't have enough military and then switch back having the double negative effect of both hurting the economy and producing relatively little progress in slowing down the AIs. We need to commit to one or the other of these strategies. On my turns I build nothing but military. We have Trebuchets and maces now which really alters the balance of power so I would say we go with strategy 2 and just build military for like the next 20 or 30 turns and rampage keeping key cities along the way even if it drives us to bankruptcy. But let's not keep switching back and forth.

If the team would like to take the other approach we are certainly in a good position to do it being industrious and having stone we could grab lots of wonders and really out research the AI's. If we want to do that I would then pulled back from Ravenna, switch to organized religion and put down about 3 more cities in our back lines. Also switch research path to chemistry via paper/edu. Let's discuss. I vote for military now but that means going all out until we are loosing $$ @ 0% research.

Note: The save is 1210 but I just hit enter and haven't moved anything.
 

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I would go with the second approach too.
But I would leave maybe 1 or 2 AI cities and not allow them to expand.
This will give us some training ground for few troops that we'd be producing, and once we get granadiers, we can send them and get the towns and train them a little too.
Meanwhile, we can expand on our continent until we get astronomy for other AIs
 
this is AW, thus I vote for route 2
 
ThERat said:
this is AW, thus I vote for route 2

Well the first route works quite nicely, perhaps better but is less fun I think. We have won AWE-1CC with this approach. Admitedly on an archi map but really the military advantage of a tech lead is overwhelming.

Anyway in this game I always assumed the aggressive approach would happen but the lure of quick wonders in Cuzco is seductive. In any case when I picked it up we were again producing no new military while in theocracy. I'd say we switch to infra when we are completely broke. Don't forget that as we have representation we will be able to research reasonably even @ 0% Science. I'm not saying build no buildings obviously terrace, lighthouse for growth and rax but we don;t need courts or markets yet in our close cities. Cuzco should slip in a market once we have at least 1 industrictable SoD out there. If we want to keep a city leaving 2 defense 3 crossbows and a pike should do the trick. We might loose it but the AI should also loose lots of troops retaking it.
 
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