Rat29 1BC AWM - pangaea

I finished my turns. Things went pretty well, didn't lose any cities, lost very few units, captured a couple cities, and best, got a leader. We have an MDI army, and I think we are a few turns from making a big break. Bad news, the Inca have Education, so the GLib will soon become just a culture building. We also Here is my turn-log:
Spoiler :

Pre-Flight: CivAssist 2, Word running. Open the save, look things over. See a Byzantine Dromon, check diplo screen, they are they, and we are at peace! Contact Theo to declare war. They are a 5CC and are even in science.

Civilian units:
Workers 7
Slaves 8

Military units:
Swordsmen 6
Horsemen 2
Pikemen 4
Catapult 1
Trebuchets 4
Army 1, 3 Swords
Bowmen 8
Medieval Infantry 14

Press enter=>

IBT: Lots of Roman moves, including a mini SOD forming near Bombay. Inca settler pair arrives at our border.

Turn 1, 410 AD: Army kills 2 spears at Bangalore, losing 2 hp, MDI kills yellowed archer and Bangalore is ours, 4 slaves taken. Ping pike on our Iron, 2 of the 4 MDI’s at Bombay. Clear out Legionary near Bangalore. No losses.

IBT: Viking archer blocks our road, as does Inca settler pair. Greek MDI shows up at Bombay along with multiple Roman MDI’s.
Bombay gets cultural expansion.

Turn 2, 420 AD: Ping everything in reach. Cover any units exposed.

IBT: Pinged units retreat.

Turn 3, 430 AD: Ping more units. Kill a yellowed archer near Bombay. Kill a Greek archer near Madras.

IBT: Incan archer approaches eHorse north of Babylon.

Turn 4, 440 AD: Kill that archer, and we get an MGL!
First Maces, here we come!
CivAssist 2 tells me the Vikings have Invention:eek:

IBT: Arequippa settled north of Texcoco.

Turn 5, 450 AD: Kill pike near Bombay. Load 3 veteran MDI’s into 1st Maces.

IBT: Lose an eMDI defending Bangalore, need walls and pikes there, Rome wants it bad.
GLib gives us Theology and Invention. Will we get Education or Gunpowder first?

Turn 6, 460 AD: Viking horse retreats.

IBT: There are now 8 Roman MDI’s near Bangalore. Meet a Byzantine settler pair while heading towards Ica.

Turn 7, 470 AD: Finish Viking horse, lose an MDI attacking a Greek MDI.

IBT: Spot another Incan settler pair.

Turn 8, 480 AD: No attacks, just ping what I can reach. Move 1st Maces to Palmyra.

IBT: Lose a vPike who won 1 and promoted, then lost the next to a Roman MDI. Pinged Roman units do not retreat this turn.
Chalcedon settled northeast of Babylon.

Turn 9, 490 AD: Try to cover all bases and ping what I can, kill 2 redlined Roman MDI’s and a pike. Palmyra taken by 1st Maces.

IBT: No attacks, so covered things well.
Nasca settled southeast of Babylon.

Turn 10, 500 AD: Inca have Education:sad: Arequipa has grown.
2 MDI in position to take Ica next turn. Kill some units, ping others.

Civilian units:
Workers 8
Slaves 12

Military units:
Swordsmen 6
Horsemen 3
Pikemen 5
Trebuchets 9
Army 2, 3 Swords, 3 MDI
Bowmen 8
Medieval Infantry 18


The save:
 
Pre-Turn
MM a little. if we need to do self research,we will be caught with our pants down.
We don't even have a single library yet and the only really proper city is our capital

IT defeat mace at Palmyra
we got a problem as the Vikings land 2 maces next to 2nd city.

1. 1025BC
take Ica after killing 2 spears, city will be worthless for a while
take out 1 mace but redline a bow, use e horse from the distance to attack, retreat but 2nd mace a 2/3 hp

defeat 2 maces + legion near Delhi

IT lose the red bow to mace, win against LB and mace elsewhere
Vikings just finishes SoZ, more units...

2.520AD
finish off the mace
sword army moves on towards Pisae while taking out 2 units
dislodge a mace after bombardment at Bombay

3. 530AD
defeat mace at Palmyra, we have 2 maces + 1 pike inside and can move the army

defeat mace and LB, army next to Pisae, but needs to heal
Bombay faces quite a number of enemies

IT well, AI doesn't attack which is no good

4. 540AD
bomb units, send a small stack towards Arequipa

5. 550AD
the borders of our capital have expanded so far that the iron is now within that zone
move stack, Chalcedon has expanded borders, ready to be taken

take out 2 archers and 2 maces, Bangalore faces some Roman maces now
defeat 2 spears in Pisae, 1 LB left

IT we lose our pike in Bangalore, but get a MGL on defense while defeating 2 maces :dance:

6. 560AD
form mace army filled with 2 units and take out 2 Roman maces

move 3 maces and 1 pike next to Arequipa
take out 2 units after redlining them including a settler pair
mace army takes out mace, area now pretty clear of enemy units

7. 570AD
defeat 2 spears and Arequipa is ours
defeat 1 mace but there are still units in Pisae, move mace army to help

IT ugh, LB attacks and kills mace a Chalcedon

8. 580AD
Nasca is pop 2 now and could be taken as well
we need more units, take out stray mace

take out a pike and we capture Pisae

IT Vikings sport a zerk, our towns at the sea need better defenses

9. 590AD
take out 2 stray units in the south, Pisea is threatened by 2 maces, but we have 2 armies inside
move away one army from the threat after redlining it, second takes out a mace

10. 600AD
move in healthy army at Pisae

take out LB and move 3 units next to Nasca
take out LB in the south


Future:
we better take care of all those cities behind the lines and make sure we have enough units to deal with that
I stared min research on gunpowder, probably a little late. Nothing has happened there

as for leaders, next should go for the pentagon and then maybe HE

rat29600yj6.jpg
 
I can safely say that we have a core now, The AIs stand no Chance :) !
 
Did we build the FP yet? If not, we should start it right away.

I think we should start full research on Gunpowder. Didn't an AI have Education already?

Also I would consider building the HE by hand. Not worth spending a leader on IMO unless we hit max armies. (I would go pentagon, then armies from now on). It is only 200 shields.
 
Madras might be a good FP city, maybe Horsietown. We want size plus a river and decent shields. Madras can't be attacked from the sea(zerks), so it might be better. I thought of something last night: Since we have met everyone, how about doing some exploration, so we know where our enemies are? A couple galleys could show us the outline of the landmass, and a pike or musket could wander from hill to mountain inland, with little likelihood of an attack.
 
got it

like the idea to explore to know where our enemies are, but not sure we can afford the units. same with HE.
it appears the cities for our core are ready to take, but with our almost complete lack of infra calling it a core seems premature.
do we plan to move the palace? if not, i agree with madras for FP.

probably won't be able to play tonight, but should have time to have a look and maybe start the set.
 
after the 'core' is captured. make sure to make workers both to get the foreign nationals out and for infrastructure. the next 10-20 turn will probably be consolidation time. Delhi is good position for FP
 
I don't think I'll be able to finish my set in a decent timeframe. still regret forcing through the last one. better skip me, until i got time i probably will be up again.

sorry
 
The Roster:
TheRat - on vacation until 17th June
el_filet - skipped
Rodent - up
Greebley
TheOverseer
 
Hopefully i can play tomorrow.
 
Turnset goals- 1) Increase our worker numbers

2) Secure a Core

3) Take Cities whenever possible

Turn 0- Madras is switched to FP, due in 24 turns.

Turn 1- Babylon-Medinf-Medinf

Second City- Courthouse-Medinf

Delhi-Worker-Worker

Bombard a Spear near Bombay and try to Leaderfish. Unsuccesful

Kill a Longbow near Chalcedon.

Battle of Nasca
Horseman dies.
Med inf wins
Med inf wins and we capture the city.

IT- The Army Defends successfully against 2 Med inf but is nearly Destroyed

Turn 2- Walls are Rushed in Palmyra. Bombard a Hoplite and attempt to leaderfish. fail again. Leaderfish again on a berserk. fail. MM Madras. FP in 19 turns

Turn 3- Kill a Berserk near Madras. Kill a Spear in Odense. Super Spear defeats a Mace and goes Elite in Chalcedon. Bombard 2 Maces near Bombay and Leaderfish with no luck. Rush Temple in Bangalore

Turn 4- Kill a Spear in Odense. Kill a Longbow near Madras. Bombard Near Bombay and Leaderfish. No luck. A Med inf scouts and finds CaesarAugusta. Size 2 and near a volcano

Turn 5- Capture Odense. Bombard and Leaderfish with no luck. First Mace Army goes scouting and finds Veii in the middle of swamp. 2 Med infs produced. Lose 2 Med infs

Turn 6- Med inf produced in Babylon. Kill A Spear. Bombard and leaderfish. no luck

Turn 7- Lose a Sword. First Mace Army attack Veii and Captures it, killing two Pikemen. Lose a Med inf but kill the super spear in chalcedon, it should fall next turn.

Turn 8- lose a Med inf. Kill an Hoplite. Kill a Spear and Chalcedon is Captured. Rush temples in Ica and Arequipa. Check with our Military Advisor and he says we are strong vs all but the Inca.

Turn 9- We learn Chivalry AND gunpowder. We have 2 sources but both are unconnected. Exploring Sword Army Meets Brunsidium. size 2 with walls and spear defending. KIll a Redlined MI .

Turn 10- 2 MI and a worker Produced. The Sword Army, while barely living captures Brunsidium. Huge Incan Army near Brunsidium. i dont think it will survive.

Captured 5 cities and looking good for more.

we should have Knights. letting them build for 3 turns then rushing will give us good production rates. ASAP connect Saltpeter and get Muskets, they will make our borders very Secure
 

Attachments

looks like good progress:goodjob:
On top of that, we are lucky to get chivalry and gunpowder. I would start self research towards cavalry now. The earlier we get that the better.

The Roster:
TheRat - on vacation until 17th June
el_filet
Rodent
Greebley - up
TheOverseer
 
I got it.

As a side note, I think the rushes of Temples and such are fine since this game is at monarchy level. However, if this game was emperor level it would be much better to save cash to do deficit research toward Cavalry. The AI gains techs at a fairly fast clip at Emp, and you want to get Mil Trad quickly - the more turns where you have Cav and they don't have Rifles, the better.

I mention this in case we raise the difficulty next game - for emp or higher, the cash can go toward some of the more important unit upgrades (sword -> MDI, and knight -> Cav especially) and emergency rushes, but mostly should be for research.
 
Preturn: A few changes - switched to worker to reconnect Gems, etc. Move a unit to potentially protect injured Army. Find Rome.
Whats with all the Regular units? Regular units should not be built this late in the game. Switch to trebs or Barracks. Science to Max.

Also move units toward Palmyra so I don't have to build the Reg Pike there.
Upgraded a Horse.

IBT: Our lone Pike holds off all comers in Palmyra.
We get Education.

720 AD: Decide to Abandon Veii so it doesn't tie up Army and I can attack Rome. Brundism will likely also go after the Army heals. We still have no Libs so building a few.

Your automove on one of the Pikes puts Pisae in danger. Please be more careful about automoves past the end of your turn. I realize it is hard to break habbits(It was hard for me at least when I started), but it is something to work on if you want to play SG's. Case in point, the pike is heading for Veii that no longer exists and isn't there to protect Piasae which no longer has the Army in it. this is why you shouldn't automove.

IBT: Auto-pike is killed.

730 AD: Sword Army got back some hp, but MDI is next to city. Abandon Brundism to avoid attacks.
Find Cumae which is an easier target than Rome itself. Also find Iron. Lose Elite MDI vs a 2 hp Spear. We have very few Elites.

740 AD: Kill a MD near Piasae.

IBT: Made a mistake and the Knight is exposed. Not only that the Knight dies without doing any damage. We have def 2 units to defend.

750 AD: Going to try to Defend since attacking out exposes us at Piasae. Raze Cumae.

IBT: We lose an Elite MDI to the enemy MDI doing no damage again (despite ! This is really nasty.

760 AD: Piasae is not tenable anymore. I abandon it.

770 AD: RNG is being terrible. Cats do practially nothing. Armies are heading back as our normal units continue to prove useless. Raze another Roman city - Virconium.

IBT: Several attack on our town behind walls on a hill. Do all right for once.

780 AD: Going to end here and hope the next player has a better time of it. An army is back to help with defense.

Notes:
Its getting late and I am starting to play poorly (city riots for no good reason) so I am passing the game on.
We have too few Elites to have much chance of a leader, and I got very few advancements.
I don't think we will have to fall back any further. The cities left have walls and are on hills.
I have consolidated our front line. We had no communication between cities. before.
I did damage Rome It would be nice to send the 2 armies after more roman cities.

Rat29_AD780.jpg
 
While the Abandoning and razing is understandable, please keep in mind we can never build cities. Hopefully the Greeks or some other civ will settle the land again providing easy pickings

Auto-moves :(
 
Ya, I don't like destroying cities but we need to slow the AI down a bit. Destroying Romes core will do so as it will be replaced with lesser cites.

Our core is just taking a while to get up to speed. The new cities actually hurt us in the short term because they are small and raise corruption.

We need courthouses, libraries, etc.
 
For the time-being, razing is okay now that we have a core. By the time we get back in those places with enough troops to hold what we capture, there will be shiny new cities to grab, whether they be Roman or not. I have the save, I can probably play this evening or tomorrow.
 
I'm not sure my 12 turns really accomplished much, but I have finished them. I basically played a treading water set, we didn't gain much, didn't lose much. I think terrain is currenty our major enemy, the south is jungle and swamp-ridden and the area we need to expand toward is mountainous. I'm frankly thinking that we may need to just burn everything with cavalry(once we get it) and win by Conquest. Unless there's more grass and plains to the east, we can expect to capture crappy little corruption holes that are hard to defend. Maybe Rat or Greebe can make a big breakout here, because I sure couldn't. Here is my turn-log:
Spoiler :

Pre-Flight: CivAssist 2, Word running. Open the save, look things over. I see some possible pillagers, but can’t attack without exposing troops.

Civilian units:
Workers 15
Slaves 21

Military units:
Swordsmen 6
Horsemen 3
Pikemen 9
Knights 2
Army 3, 1 Swordsmen, 2 MDI
Bowmen 7
Medieval Infantry 25
Trebuchets 13

Press enter=>

IBT: Lots of Roman moves, Inca gather at Palmyra, Greek MDI stands on roaded grass.

Turn 1, 790 AD: Ping Greek units around Bombay, but most are misses. Kill Greek MDI with knight, who promotes. Greeks have settler pairs in place to replace burned Roman Cities.

IBT: No attacks, but tons of movement. Eretria and Rhodes settled on ruins of former Roman cities. Greece is building Knights Templar.

Turn 2, 800 AD: Ping everything in reach. Kill a Greek LB with eKnight.

IBT: Pinged units retreat. No attacks but Viking AC finds a very scary spot to park, on a mountain next to a 1 defender town. See 3 crazy guys with axes, this could get ugly soon.

Turn 3, 810 AD: Ping more units. Kill several red-lined Greeks and Icans, but our army at Rome goes to 3 hp killing 1 pike:eek: we may lose that army:sad:

IBT: Viking AC kills a knight and goes back to the mountain with 3/4hp, Army barely survives an LB.

Turn 4, 820 AD: Lose 4 hp killing a settler pair to get other army to guard 2hp army. Kill a 3 Roman MDIs and an LB near Bangalore, the pesky AC at Herakleia, Incan Archer, no losses.

IBT: The north is going to be very hot, very soon. 3 berserks and an MDI line up at Palmyra, with more ACs and 4 zerks on the way. FP finishes tt Madras, I’m getting some Musket builds going there.

Turn 5, 830 AD: Kill 2 MDIs near Bangalore, all clear there for first time in recent memory. Send sword Army toward Palmyra.

IBT: No attacks. Viking mini SOD continues forward.

Turn 6, 840 AD: Kill an LB at Palmyra, ping everything in reach.

IBT: Viking mini SOD arrives at Palmyra, 4 rZerks and a vMDI. Greeks line up near Bombay.

Turn 7, 850 AD: Trebuchets do well at Palmyra, damaging all Viking units, lousy at Bombay. Kill Greek MDI at Bombay with sword army. Kill a stray rZerk with a knight who promotes.

IBT: Wounded Vikings retreat.

Turn 8, 860 AD: Trebuchets do lousy, about 2 misses per hit. Kill a zerk with eKnight, a Greek MDI with MDI army.

IBT: Lose an MDI guarding our workers to a Greek MDI, the damn AI sure can find vulnerabilities.

Turn 9, 870 AD: Kill a redlined hoplite and an MDI near Bombay. Kill Longbow guarding stolen slaves to get them back.

IBT: Lose exploring MDI out west to a longbow out of the fog. Greeks drop off a Hoplite near Bangalore, pillaging mission?

Turn 10, 880 AD: Kill 2 zerks, 2 ACs, 2 Greek MDI with no losses.

IBT: Greeks drop off another Hoplite near Bangalore. Regular zerk stack heads back in.

Turn 11, 890 AD: Kill a wounded Viking MDI and Incan LB. Send MDI Army and Sword Army toward Ceasaraugusta to burn it, tired of enemy troops recovering there.

IBT: 4 rBerserks step to Palmyra, Greeks drop off another Hoplite near Bangalore.

Turn 12, 900 AD: Redline all zerks, kill 2 with available healthy units. Redline 1 Hoplite, kill with a knight.

Civilian units:
Workers 18
Slaves 23

Military units:
Swordsmen 3
Pikemen 8
Muskets 4
Knights 6
Army 3, 1 Swordsmen, 2 MDI
Bowmen 7
Medieval Infantry 22
Trebuchets 19


The save:
 
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