Rat26 - Random AWE

el_filet

Prince
Joined
Mar 10, 2004
Messages
529
Location
CH (GMT+1)
Start game with random civ, opponents and climate. Restless barbs, no cultural links or scientific leaders.

Turn 1:
get hittites
scout reveals ocean in the south
move settler NE to make room for cities S
worker on cattle
"start" on wheel

Turn 2:
found Rat26->rax
irrigate cattle

Turn 4:
hut gives us cb


Turn 7:
road cattle

Turn ~12:
road toward sugar
up lux

Turn 13:
map from hut

Turn 14:
switch rax to granary, theres no food until monarchy...

Turn ~19:
incense in the north


Turn 21:
up lux to keep capital happy

Turn 24:
granary->warrior

Turn 26:
warrior->settler
mine->road on sugar
25g from hut

Turn 27:
Herodotus tells us we are with:
iro, inca, arab, english, babs, egypt and mongols.
arabs and mongols are top dogs in power, we are last.

Turn 28:
hut nets us WC


Turn 29:
science to 30%

Turn 30 (~30):
settler->worker
wheel in, we have horses east.
chose bw, maybe min on writing is better
not moving any units, because i think we should decide on gameplan first.

Lineup:
El Filet: just played
ThERat
TheOverseer714
Greebley
Donny Brook
Own
Elephantium
alternated veterans and newcomers/comebacks

sending the scout for huts was a risk paying off, but i think we should call him back now.
land in the south is ok, but i think we have to establish a front N of the huge ridge. horses are high prioritiy too, so suggest we go red, blue, green, pink, brown. with these cities in place, we force attackers on flatlands, with only defended cities and one or two units on mountains next to brown.
the worker being built is meant to connect cities asap.

PS: had to reload the autosave on turn 30, because i carelessly disbanded our scout instead of saving the game. (ctrl-D+enter)
my first shot got me the greeks and a starting position with wines. unfortunately the germans wiped me off the map around turn 23. building a hoplite instead of a warrior might have done the trick...
 

Attachments

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Elephantinum is also in...will check things out..now must go bed
 
lurker's comment: Takes a seat next to Aabraxan. Brought lots of popcorn.
popcorn2.gif
 
Checking in. Agree on your exploration. If we meet anyone I would disband the scout. We could do that now or risk coming back a slightly different route.

We need more units, I would change the worker, the risk is too high. Even the built settler before another warrior has the problem we cannot cover both towns. I would have likely gone for at least another warrior before Settler (more shields that way to build it) and possibly barracks before that. Keeping town size larger is good in AW because you build units faster.

Edit: actually we can go for the purple dot now and it will be safe without a defender. I would prefer heading toward the horses though.
 
save

Played 11 turns to get us to 35...

Unfortunately I ran into an enemy bringing the scout back

rat26a.jpg


Thus, build 2 more warriors and 1 reg spear after getting BW. I swapped the capital to another settler which we could use to settle purple for now. The second city is going for a worker.

After the settler we should get a rax and more spears and archers. I went for masonry and palace/walls first. I guess we can afford to go for maths before heading for a Great Library approach.

Left scout and warrior unmoved for next player to follow the enemy. I do not recommend to attack the barb on mountain with warrior...too risky. Let the Arabs get eliminated that way :)

rat26b.jpg


El Filet:
ThERat
TheOverseer714 - up
Donny Brook - on deck
Greebley
Elephantium
 
I think that Arab warrior would have found us anyway. It always is a risk when exploring in a AW game. Too bad we didn't get more freebies first. I have the save downloaded and will most likely play it tomorrow. Looks like we got some rough territory to work with, which will limit the effectiveness of our 3MC's. Looks like we will be building swords.
 
hello lurkers, we'll do our best to give you a good show :banana:

too bad own won't be able to join us, but our with our big roster we'll manage without him.

ThERat transformed my high risk start into a solid position. Disbanding the scout might have given us a few turns more of peace, but with barbs surrounding us we had do focus on units anyway. :goodjob:
He obviously values a second city with access to cattle very high, besides ocean it's the only advantage of Tarsus compared to red dot. With cultural expansion needed for BGs and whale, the lands around red dot are as good as those around Tarsus.
I still think creating a funnel north is more important then filling in the south, we should be able to do that anytime. The mountain road needed is annoying, but with our 3MC's we'll have to do that anyway. Grabbing incence on blue dot is a nice bonus too. Horses are certainly important, but without a gateway north i don't see the point in building our 3MC's.
 
I finished my turn set. Nothing eventful happened, though 2 Arab warriors died. 1 city settled, I changed pink dot 1 SE for a more defensible location(1 adjacent mountain, not 3) A settler finishes next turn. The scout met a barb and died, and never met any other civs. I doubt we'll build any more. 1 Arab lurks near our capital. Here is the save: http://forums.civfanatics.com/uploads/110452/Rat26_Overseer__1950_BC.SAV
 
Did we build a barracks in our capital? What about research?

El Filet:
ThERat
TheOverseer714
Donny Brook - up
Greebley - on deck
Elephantium
 
peeked at the save: we need 11 turns to research IW. not a single barrack has been built.
horsietown is more defendable, but with our single horse located there, we'll need to protect that too - meaning there have to be serveral offensive units located there instead of just a well defended city. it also makes it impossible to place the next city north within 3 tiles. now yellow dot should be built next or we won't be able to send (slowmoving) reinforcements to horsietown.

capital is losing 7 shields with settler next turn, might be a good moment to sneak in a barrack. unless we need units asap, other towns should build barracks too. can we agree, that capital needs to provide us with settlers while most of new cities we'll be building units, with one exception for GLib?

i'm surprised nobody seems to care about establishing a northern front asap. with most of our cities next to mountains, defending them will be a pita. with incense on blue dot and the need for a defendable frontline, going there was a no brainer for me.
anyway, with only arabs there thinking offense might be a better plan. starting a game i easily take risks to speed up early develoment. but ignoring the possibility of several opponents being able to reach us by land seems like quite a wild assumption to me.
 
I posted the save without a turn-log. Duhhh. I guess I wasn't taking the Ayrabs seriously, thats why I didn't build a barracks. For all I know there could be a stack of 3 spears and 6 archers bearing down on us. Easily fixable, change the current settler to a rax. Better yet, change Tarsus to a rax so our capital continues pumping settlers. Here is the missing turn-log:
Spoiler :

Pre-flight check: All programs up and running.
Non combat:
Settlers 0
Workers 1, Slaves 0
Scouts 1
Military:
Warriors 5
Spearmen 1

Press enter=>

IBT: Arab warriors kill 2 barbs,

2310 BC: Raise Lux to 20% to avoid riots on growth at Rat26.

IBT: Tarsus worker=>archer.

2270 BC: zzzz

IBT: Arab warrior red-lines killing barb.

2230: rWarrior wins vs red-lined Arab RWarrior, -1hp.(1-0)

IBT: Rat26 settler=>worker.

2190 BC: move settler/warrior towards pink dot. Lower lux to 0%, science to 100%.

IBT: 3hp Arab vWarrior dies against our 2hp rWarrior.(2-0)

2150 BC: continue toward pink spot.

IBT: Arab warrior shows up. Rat26 worker=>settler.

2110 BC: zzzz

IBT: zzzz

2070 BC: on the fly decision. Move settler 1 tile SE of pink spot, so there is only 1 mountain for enemies to attack from.

IBT: zzzz

2030 BC: Ugarit settled =>spear.
IBT: Masonry arrives, next is IW in 15 turns.

1990 BC: Lux back to 10%

IBT: Barb kills scout. It was good knowing ya, dude!

1950 BC: begin irrigating E of Rat26.

Non combat:
Settlers 0
Workers 3, Slaves 0
Military:
Warriors 5
Spearmen 1
 
I would swap pur capital to a rax and get a few spears and archers if the need arises. this is AW after all.

We should get the other cities up to raxes as well. After we have gone for IW, are we going for maths or do we think we need to head for literature straight. I think we can afford mathematics first and then head for literature wile starting a prebuild.
 
Agree on the switch to Barracks. Let or capitol grow to size 6 before building a settler. I wouldn't bother with the Regular Archer, let the capitol build the Military. A temple might be nice to grab the Bonus Grasslands, or we could start the prebuild now. Switching to the temple, we can decide to switch later to a prebuild (just don't cut down the forest).

I definitely think we can go for Maths. We are ahead with the huts found.

I usually build a Barracks first for Urgit rather than a Spear or Archer.

Using our UU for a rush on Arabs would be a good use of them. They are better then horsemen with 2-2-2. If we get them before Arabs get swords or if we can deny iron, it would be ideal
 
Sorry gang, I can't participate in this one. I didn't realize these SG's got going so quickly and I don't have C3C yet. I looked around a few retailers and couldn't locate it, so I'll have to buy online. I'll follow your game with interest.
 
lurker's comment: I'll be watching this one with interest. :)
 
sorry to hear that Donny.

El Filet
ThERat
TheOverseer714
Greebley - up
Elephantium

By the way, if anyone is still interested to join this game, you are welcome. A Roster of 6 would be fine.
 
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