MM3: One City Smackdown. AWE-OCC

It's a random map but I added the cow as I just got tired of going through maps looking for one with all the features we discussed. If that's too cheesy for everybody we could just go with this site without the cow. I really don't think the food bonus is as important as the commerce and the ivory. It's just very hard to find coastal rivers with food bonus and luxuries on a pangea map. If you don't like this map with or without the cow may be somebody else could generate a few and we could vote. I do think ivory is critical for the SoZ.
 
I personally would go with this one without the cow. I went through over 50 maps and this is the best I saw (IMO) even w/o the cow. The commerce is excellent and it is at the end of the continent so nicely defensable (also won't the sugar go to 3 fpt irrigated in Monarchy?). I just don't think we can get a natural spot with all the things we want and I don't think the food bonus is really that important with 1 city.
 
OK I will redo with natural start (cow was only change). I don't think it makes that much difference anyway, the commerce here is huge and food/shields should be fine.
 
OK same as last time with natural start (80% water, cold, dry, 5 mill age, respawn OFF, no barbs, random opponents)

4000BC: Road ivory, step to coast.

3950: Found Sala Start WC.

Build warrior, warrior, currgah explore with currgah, keep warriors at home.

3100: WC in start BW

Granary can be changed to barracks at no loss or completed if no immediate danger. I would go for Mas->math next for SoZ. Would be nice to pull off some workers @ size 6 for rapid improvement and reintegration and growth at size 7.


MM3-3000BC.JPG


Mark
Aggie UP Take 20 then 10t/player
Akots On Deck
Greebley
Bed Head 7
 
IHT: I MM a tiny bit to have the city grow one turn faster.

Turn 1 (2950 BC) It's very scary, but I send our curragh next to orange borders.

Turn 2 (2900 BC) England has BW and Masonry. I declare war on England without being able to trade.

Turn 3 (2850 BC) :sleep:

IT: granary->barracks. Two English warriors go south. Towards us?

Turn 4 (2800 BC) Science to 80%. BW in 3.

Turn 5, 6 (2750, 2710 BC) :sleep:

IT: We discover BW.

Turn 7 (2670 BC) Masonry on max (14 turns, -1 gpt with 22 gold).

Turn 8, 9 (2630, 2590 BC) :sleep:

IT: barracks->archer.

Turn 10 (2550 BC) :sleep:

Turn 11 (2510 BC) Size 5 city needs 10% lux.

IT: Archer->archer. We are running on -3gpt and have 15 gold.

Turn 12 (2470 BC) Archer climbs a mountain.

Turn 13 (2430 BC) :sleep:

IT: archer->archer.

Turn 14 (2390 BC) Science to 70%. Masonry in 7 at -1gpt with 9 gold.

IT: Three English warriors appear.

Turn 15 (2350 BC) We meet the Inca, up Masonry and The Wheel. No trades possible. I declare war on the Inca. It made Masonry cheaper. 60% science brings us this tech in 5.

IT: archer->archer.

Turn 16 (2310 BC) Size 6 Salamanca needs 20% tax. Science to 50%. Vet archer kills reg warrior [1-0].

Turn 17 (2270 BC) Vet archer kills reg warrior, losing one HP. [2-0]

IT: Two new English warriors show up. Archer->archer.

Turn 18 (2230 BC) vet archer kills reg warrior, losing 3 HP. [3-0]

Turn 19 (2190 BC) 2 vet archers kill reg warriors, losing 3 and 2 HP. [5-0]

Masonry->Math. Archer->Colossus(?)

Turn 20 (2150 BC) We meet China, up The Wheel and CB. I declare war on China without trading. Math takes 50 turns without deficit. So I go min science.

MM3-2150BCmap.jpg
 

Attachments

They are pretty far away to do much damage with just a handfull of archers. It would be nice though to set up a kill zone away from our city to allow us to do colossus in peace and maybe wack some settlers.
 
Also, We might not want to meet all the civs but leave maybe 2 unmet so they can hopefully war with each other (agression is Max BTW). Just enough to keep the tech rates reasonable. I would favor ignoring wheel and HBR and going straight to writing/lit. Build GL and hopefully get Monarchy and then start our GA. I think we should be able to pull 30 shields in GA and build 20 MW. Along with the AC we build up during this period it should be enough to begin doing some damage although we might be facing pikes by then. Once we have a market our biggest concern will be having enough units as opposed to cash. For now if we can develop a defensive perimeter and effecient kill zone I would be happy. The key will be being able to do 1-turn units. Build up pults/spears/archers @ 20spt, then MWs during GA then :hammer:.
 
Everything looks OK, all quiet, move one archer east. I’m not sure that building Colossus now is a good idea though, does not seem to be safe for 19 turns. We might be better off archer-rushing England.

[2] “Archers, forward” – this is the war cry from Lord of the Realms II iirc.

[4] Kill English warrior. Blue borders spotted to the NE – must be Maya. This is not a pleasant neighbor.

[5] We meet Aztec warrior, no deals are possible, war is shortly declared. Also, yellow border spotted but no contacts are possible yet. This must be mighty Shaka.

[6] English spear killed, our archer goes elite.

[8] Our boat stumbles upon Zulu warrior, no trades possible, war declared. These AIs are rather advanced for Emperor level. I don’t think further advance with the boat is worth it. American border spotted but no contact can be made. This is a bit too risky and hence the boat is disbanded to save on upkeep costs.

[9] Inca advance with a few warriors.

[10] Actually, a few turns to be 4 regulars. I decide to cowardly retreat to have all archers within range since they could be attacked only with 2 this turn. Colossus ready in 6 and growth in 7. We are making 13 spt and 7gpt. Math can be researched in 23 turns at 50% losing 1gpt. IMHO, chances for Philo race are rather slim in this situation but always still worth a try.

The glorious city of Salamanca:

OCC-AWE-1750BC.JPG


Current military disposition, not in our favor. But we still don't have contact with Maya.

OCC-AWE-1750BCa.JPG


Finally, SAVE.
 
Yes I think Greebley is probably right. Sorry it was my suggestion. I tried a few tests of this on other maps and the tech pace was brutal w/o some contacts. I can;t believe we couldn't get a single trade. I was thinking that far away civs met by curggah would not be too big a problem, having the Maya on our doorstep will be a big problem though. So far it looks OK. I think we are doomed w/o both the SoZ and TGL.
 
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