Mump3 - AWDG Standard Pangaea, take 4

Mumpulus

King
Joined
Aug 9, 2004
Messages
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Location
Belgium (GMT+1)
We had a few proposed starts in Mump2, after the Iroquois demise. Rat's was chosen first, but this one also looked fine:

Mizar said:
Demigod, Celts
standard pangea, 70% water
no restart
Klima and Barbs random

These are the first turns of my start.
No food bonus, so the starting position is not that strong.
The gold hill is a small long-term bonus.

First I trained 2 warriors, one scouts the neighbourhood.
Research to BW, the worker starts improving the BGs.
The boarder expansion from the capital pops a hut with barbs.
The barbs die and I get a settler out as quick as possible towards the cow in the south.
A rax in the capital to train the needed vet-military.

First, I played 30 turns but realized that more are needed to be comparable with Therat's save.
On turn 43, IW comes in and I stop to discuss things and wait for the other starts.
No contact yet, funny enough I seem to be in the same corner of the world :D

Mump2_2.jpg
 
We are on turn 43. I'll even things out to 50.

Go over the towns. Alesia is building a granary, can't say no to an early settler factory. Notice we have a conscript warrior, so not all GHs were bad :)

I also check our opponents: Inca, Dutch, Germans, Mongols, Byzantines, Vikings, Japanese. Me like very much. To avoid tedium, I vote to go after Theo first :p

We have a lot of commerce in our core, we're in a true corner, ... I like this start very much so far.

0) 2030BC
Switch a tile in Lugdunum for an extra gold. Stack worker at Entremont to finish irrigation early. Probably nothing invested in WC, so switch to Masonry. We have Ivory after all. Research to 100% at -1gpt for three turns, maybe we'll be able to hold on to that single turn we gain by going negative for now.

1) 1990BC
Alesia grows and I switch to max production (1/6spt corrupted for now) at +2fpt to get the granary in 5. Lugdunum is working unimproved tiles only, so keep the workers stacked to irrigate a plains tile in 2. I send out a spear from Lugdunum to do just a bit more recon east.

IT
The barb warrior on the mountain north of Lugdunum starts to fight someone. I cheer him on, but to no avail: a yellowish warrior appears in his stead.

Entremont: Spear > Worker

2) 1950BC
Say hi to the polite Mongols, who have Masonry, Alphabet, Wheel, WC and Myst, 50g in the kitty, and 6 towns in all.

Move new spear to Lugdunum, explorer spear continues for now.

Masonry has dropped a bit, but have to dial back research to 90% and +1gpt. Swapping tiles every turn here for extra commerce while maintaining growth and production...

IT
Mongol archer joins his buddy on the mountain

3) 1910BC
Recall the explorer spear, too bad, but I won't risk our improvements. One worker moves forward, the other back to start improving Alesia.

IT
Archer moves to NE of Lugdunum, warrior still healing (4/5 now).

Entremont: Worker > Spear

4) 1870BC
At this point I have to start thinking strategy already... We need one town in between to get to the iron. A have a new worker in Entremont. Pink dot seems the natural place to go towards the iron. Red dot supports that nicely, and is away from the front. So I start roading towards red dot for now. If we decide otherwise, it also goes towards the BG. :)

dotmap1.jpg


Cover the Lugdunum worker with two units; two units remain in Lugdunum so all safe.

Research could go down again, but I keep it high in hopes of saving a turn (we get it in 4 at 90%, we could do 3 at 100%, if only we had some gold).

IT
Archer waits for his now healed warrior buddy.

5) 1830BC
Research back to 100% to save a turn, but will have to go down again next turn.

IT
5/5 warrior attacks, redlines our spear in Lugdunum, but ultimately dies [1-0]

Alesia: Granary > Settler

Our cave gets a new front door.

6) 1790BC
No luck on the research. Dialing back to 50%, Masonry in 2. I started out with 14 turns indicated without MM, and will end up with 8 turns, so I'm happy.

IT
A barb horse appears on the Ludgdunum mountain. Will he avenge his brother? Most likely the archer will get some target practice.

7) 1750BC
Research down another notch, Masonry still in 1. Then up again because of Alesia MM for growth.

I will stop here. The strange MM in Entremont is a consequence of commerce MM and governor choice on growth. Alesia's 5th shield is corrupted, but not its 4th and not its 6th. If you need 5spt, you need both forests, else you get 4spt anyway, so you might as well use the river gold. Because Lugdunum has unimproved tiles, switching to the gold may also be beneficial if it doesn't hurt growth. I swapped tiles almost every turn to get max commerce. I hope the other players will be prepared to do the same, until we get a sufficient number of tiles improved to stabilize the MM.

After masonry comes in, I'd continue beelining for maths, and go for SoZ prebuild immediately in Lugdunum (change barracks build). After the current spear, Entremont can build another in 4, and in then more in 3 after growth (using the forest until the BG is improved). That should do for troops. Depending on the military situation, try to go for pink dot first, red as an alternative. When Alesia is improved to a 4-turner, concentrate on building roads.
 
Wow, this was fast.

Notice we have a conscript warrior, so not all GHs were bad :)

If I remember correctly we had a hut somewhere near the start :)

Probably nothing invested in WC, so switch to Masonry. We have Ivory after all.

Correct, nothing invested, just stoped as IW came in to post the save.
Iron is some turns away so I was not sure of WC. I like the start and cann't wait to see how it plays out in the mid-run (next 40,50 turns)
Our lands seem to be reasonable, some good and productive cities possible.
 
ok, I am up for it..start looks promising, most important hat we are able to eventually get that iron and then an army
 
Sorry to see you go nerovats. I hope you'll have the time to chime in with comments now and then.

So, that would make Mizar up. Since it has been so long since he played this start, I guess this is fine? If someone sees it differently, let us know, then we can change the order a bit.

Roster
Mumpulus - Just played
Own - On deck (requested swap)
Mizar - Up
ThERat

We can use an additional player again. Please keep in mind that this is a very tough variant on a pretty high difficulty level, so you should be very comfortable playing on high levels and have at least some AW experience. You should also be prepared to write turnlogs that describe the action in sufficient detail for the team to be able to gauge the situation correctly and base decisions on that.
 
Agree we have to start on SoZ quickly if we want to get it. Since we have a pop-based-unit-factory this time, we should be fine dedicating a town to this.

lurker's comment:

If you feel that you can spare a town for a Wonder attempt, wouldn't the GL be a more worthwhile acquisition?

AC's are little better than the GS's that you already have, and if you miss the GL you can always take SoZ as second prize.
 
Rat21 takes some time, maybe I will slot it in tomorrow, otherwise Own can take his normal turnset.
I hope we are not in a hurry, quality over speed :)
 
@Mizar Take your time.

@Buce and team: SoZ vs GL is always an interesting choice I think. By now you all must know my view on the GL, so for me the choice is easy. I also think on demigod we have a much better chance at SoZ than at GL. And although we have our most excellent UU, in AW you never say no to "free" units, and the extra HP also makes a big difference.
 
My .02:
It has been some time since I played a DGAW, but I would think you would be taking a massive risk going the GL.

If you are on a small landmass with 1 or 2 civs, you probably will not be able to get he tech in time.

If you have more than that, you will be busy as a one arm paper hanger with a dose of an itching disease.

If this is an island game, then you have a shot at it, especialy if it has lots of water and is good sized.
 
IIRC in the AWD games on standard pangaea, we actually bagged both SoZ and GL...now that would be the winner for the game, never mind taking off a productive city from producing units...
 
Pre - flight check- Change Entremont to settler. Seems a little weird, but the AI is putting absoluetly no pressure
on us now, so we must take this opportunity and expand like mad. Mumpulus suggested that the rax in
Ludgunum be changed to a prebuild, but will a granary last until math with alphabet still to research? Maybe.
Even if it doesn't, granaries are useful, so I change Ludgunum to granary.

1. Mongolian archer kills barb horse and promotes :( . Alesia and Lugdunum grow. It would take 20% lux
to get Alesia happy, so I just turn a forest into a scientist. It says settler will be due in 6 but really in 5.
New Lugdunum citizen works gold to get faster research and slow down granary. Finish masonry, alpha due
in 7.

IBT- spear kills mongolian archer. [1-0]. Barb horse apperars, threatening our worker.

2. Have to move spear out of Alesia to guard worker, which makes the scientists become an entertainer.
Alpha still due in seven. Slow growth in Entremont for a turn to get settler a turn faster.

IBT- barb horse impales itself on our warrior in Alesia.

3. Raise lux and move scientist to gold hill. Entremont settler > spear. Alpha still due in seven :rolleyes: .

IBT- mongolian troops approach.

4. Finish road on ivory, kill lux, alpha now due in 5.

IBT- Mongolian archer dies to our spear at Lugdunum. [2-0]. Barb horse appears.

5. Thankfull the barb horse appear just as the worker finished his irrigation, so he runs in the city.

IBT- kill barb horse and mongolian warrior [3-0].

6. Alesia settler > rax. Send it southeast. Forgot to mention that I founded Camulodunum a few turns ago.
Switch Lugdunum to Palace, said all the granary junk before masonry.

IBT- Mongol warrior appears, threatening ivory. Move spear. Vikes build the Colossus.

7. Nothing at all.

IBT- warrior moves, have to move spear to guard worker.

8. Settler pair discovers barb camp. Switch Ludgunum citizen to forest
from gold hill as alpha will finish
next turn regardless.

IBT- warrior sees that he is outmatched and retreats.

9. Alpha > mathematics, due in 15. Entremont spear > spear. Camul warrior > worker. Founding Richborough
disperses barb camp, giving us 25g and allowing us to research max until math is done! :)

IBT- barb warrior dies attacking spear at Richborough.

10. Nothing happened. Lots of weird tile workings are just becuase Alesia and Camul are about to grow, switch
it back to normal next turn.

Keep expanding! The mongols are passive now, but they won't be for long, take advantage of this peaceful time.

Mump3_1500BC.JPG


I believe Mizar is up.
 

Attachments

Good job Own, and nice entertainment with the granary-prebuild stuff :D

My suggestions:
  • Alesia should build nothing but settlers IMO, no barracks required.
  • Keep Alesia on two turn growth to get out some extra workers too; rather up lux slider than employing specialists.
  • Let's settle my two dots next? Expansion while things are still quiet is good, expansion to grab the iron while things are still quiet is better.
  • Edit: Entremont can squeeze out 2 extra beakers by working gold hills for a turn :twitch:
  • Edit2: I'd rather see Camu start on troops immediately
  • Edit3: Up research to 100%?

Roster
Mumpulus
Own - Just played
Mizar - Up
ThERat - On deck

Additional player(s) still welcome!
 
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