Rat 17 - AW for C3C scenarios

ok, Empire, go ahead and play

Roster
ThERat
Greebley
pindicator - just played
Empiremaker - up
Sir Bugsy - on deck
D'Artagnan status???
 
:salute: Commander Bugs reporting for duty.

Hey you guys. I have been playing very sporatically since April. If you see something I've done that looks crazy, you guys need to call me on it and get me fixed. But I'm back for a while now. CD is finished. I just have two more practices and one more gig a month. :band:

Bring on the CIV!
 
Rat 17 Log
Pre-flight – OK, need to get into an AW frame of mind. Put on the Ramones’ “Rocket to Russia.”

Rock-rock-rockaway beach!

On with the game. I would have put Tokuyama within three tiles of Hiroshima. Why is this new city so far from everything. I go back an look at the Greeb-meister’s dot map. OK that makes sense when everything is settled.

We have plenty of happy people with three luxes and another within sight. Drop science 20% to gain 1gpt.

Jul 1475 – Found Ube. Get 25G from popping a hut. Start a barracks.

IBT – An Orange boarder appears to the SE. Pottery comes in. Go for invention (crossbows) at full burn (-1gpt) good thing we popped that hut.
Hiroshima: Ashi=>Ashi
Okayama: Barracks=>ashi

Jan 1476 – No contact with the orange people.
Jul 1476
IBT – Hiroshima: Ashi=>Settler
Tokuyama: worker=>Barracks
Jan 1477 – Whack a barb.
Jul 1477
IBT – Okayama: ashi=>settler
Jan 1478 – Whack another barb for 25G this time.

Jan 1479
IBT – Hiroshima: settler=>worker
Jul 1479
Jan 1480 Found Shimonoseki. Start barracks.

IBT – Hiroshima: worker=>granary (we may want to change this one.)

Jan 82
IBT – A purple boarder appears to the NW.
Jul 82

After Action – I played 15 turns since they were completely boring. We have absolutely no corruption. Did we get the right patch set when we created the game? The barbs don’t seem very active either. I can’t remember where I need to check for the barbs activity setting=1

Here is our fiefdom:
rat171480fb4.jpg


Note the purple and orange boarders. We need to hook up the iron so we can have something other than Ashis. We also need to upgrade our daimyo when we have the cash.

SAVE: http://forums.civfanatics.com/uploads/32851/RAT17_Jul._1482_AD.SAV
 
After Action – I played 15 turns since they were completely boring
:confused: this was meant to be exciting, it's AW after all.
I think in order to spice things up, I will get some 3/2/1 figthers out and attack that purple Civ.
Contacts will drop our research time as well.

Roster
ThERat - up
Greebley
pindicator
Empiremaker
Sir Bugsy - just played

D'Artagnan status???
 
save

Pre-Turn
crank up science to 100%, invention down to 9 turns

1. 1/1483AD
we get another settler, whom I send to the hills southeast of our capital

2. 6/1483AD
zzz

IT a settler pair comes into our view claiming the same tile we want

3. 1/1484AD
declare war against Myoshi and the fun can start
move the settler pair on hill and run into another pair
war against Urukami now, this will be fun
meeting them reduces research on invention

I move 2 swords towards the front

IT both settler pair keep moving

4. 6/1484AD
defeat one of the settler pairs and we got 2 slaves :dance:
settle Matsue on the hill

5. 1/1485AD
the settler pair moves on hill, a chance for 2 more slaves
lose one sword, but gain 2 slaves, well worth it

6. 6/1485AD
lower science to 50%

7. 1/1486AD
go for masonry in 4 on the way to wheel
iron is connected, no money to upgrade

8.6/1486AD
capital finished granary, now going for bushi's, take 5 turns for 1

9.1/1487AD
another settler pair is next to our cities, but Myoshi, which we fight already
defeat it for 2 slaves, but spot 2 stone throwers approaching

10. 1655AD
2 more enemy unit come into view. We will start to get better troops in 3 turns
the next turnset will be crucial already, masonry in 5

rat171487.jpg
 
Roster
ThERat
Greebley - up
pindicator
Empiremaker
Sir Bugsy

looking at it, we might want to stop research for a while, it takes 60gold to upgrade a sword however
 
We do have some serious cashflow if we lower research. Remember, those guys that look like swords (Ashi) are really only warriors (1.1.1)
 
Greebley, I would stop research for a while. We do face at least 4 units and more to come. To bridge the gap until we can get some bushi's up, we need to upgrade 2-3 units I think.


OT: @Bugs, who of the musicians are you?
 
Preturn: I see we have 3 civs near enough for us to see now though we have met only 2.
Lower science for an upgrade or two.

July 1489: Win an attack on the IBT. We have upgraded one Bushi and built one. Kill two Xbow on attack with Bushi. Lose an Ash vs Ash fight and then getting 2 worker from a settler. Kill one more Xbow losing an Ash in the process.

IBT: Last XBow (of the first wave) attacks our Ash and we win. It is now a Grandmaster (elite).

Jul 1490 AD: Kill 3 XBow and lose 1 Ash doing no damage and it promotes - Matsue is at risk as I can only move in a Bushi to defend.
Rather than risk our capitol on attack 2 vs defense 1, I use our leader to kill the final one. Our leader promotes to Vet.

IBT: Matsue barely holds. Ube is seriously threatened by Barbarians

Jan 1491 AD: Upgrade a 3 hp Ash to a Bushi for Barbarian Defense. 2 hp vs 3 hp didn't seem good enough odds. We will probably be pillaged.

Turn research back on. We have a 3 HP and a Grandmaster Ash left.

IBT: We get pillaged and the other Barbarian steps on the Iron.

Jul 1491 AD: Kill the Barb on the Iron and Reg Bushi is now Vet.. Kill the other with our leader to try to get it to Grandmaster ( attack 2 4 hp vs def 1 2 hp).

Pop a Hut for Barbs.

IBT: A XBow and Ash are coming, but we build 2 more Bushi. We now have 7 and are feeling safe. Building settlers to grow fast.

Jul 1492 AD: Our leader goes for another Barb and is now a Grandmaster. Attack with our GM Ash (leader try) but lose doing no damage. A Bushi kills it and is now a GM (grandmaster).

Some good land to the SW. Game crashed.

Start work on Wheel.

Jan 1494 AD: Now light blue is showing up with units. We appear to be Surrounded as there are civs to the SW of us. Kill 3 XBow and leave an Ash still alive.

IBT: XBow attacks us on hill and we promote to GM.

Jul 1494 AD: Get another GM Bushi killing Ash.

Jan 1495 AD: Turn divisible by 10 so I end here. We have enemies to the South and I started setting up for that.
We need more settlers as well.

Notes:
It was touch and go for a while with the possibility of a lost town, but we did ok in the end.

We have 3 settlers for blue, purple dot and NW of Tokuyama. I would like to see 3 more pretty quickly to fill out our
space.
More towns sooner means higher production and more unit support. We are going to need it being surrounded. Attacking is the other way to get cities, but the cities will be too far away to defend easily. The map not is wrong in that it says we need 4 more.

Not sure if promoting our leader was a good idea, but it worked. He is a GM.

Rat17_1495AD.jpg


Link to the picture above because I am not always seeing images.
 
good to keep all cities with tat amount of enemies coming at us. I was a bit worried about our leader. Just that you all know, once the leader is dead, we lost the game!!! (same for the enemy as well)

Keep expanding, I thought there won't be anyone in the south as I thought Honshu won't extend there. I guess one of the other Civ is occupying Kyushu while the orange Civ is at Shikoku.

Roster
ThERat
Greebley
pindicator - up
Empiremaker
Sir Bugsy
 
ThERat said:
I was a bit worried about our leader. Just that you all know, once the leader is dead, we lost the game!!! (same for the enemy as well)

I don't think we should use our leader ever again for that reason. He is a GM and we now have the troops to defend rather than use him.

Note that we can now build walls. The blue town in the south should start them right away when built. Other towns could use them too.
 
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