Rat37 - Very Random AWE

Discussion in 'Civ3 - Succession Games' started by Greebley, May 19, 2009.

  1. Greebley

    Greebley Deity Supporter

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    It is true the Cavalry are able to defend a lot more area, so ya, I can see that we could need some. I also think getting our core productive - mostly with aquaducts to grow past size 6 as important too - perhaps more so than losing some corrupt town. If we have the aquaducts, then I think a mix of cav and markets works best.

    I would definitely keep researching at least until steam. Rail will make things easier. We are a bit on the weak size to pump out lots of Cavalry. Rails will get our cities to decent levels of production, so I definitely don't think going for rails would slow the win - probably the opposite.
     
  2. ThERat

    ThERat Deity

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    Got it...let's see what can be done...will be out 2 nights though...playing my turns on Friday I guess
     
  3. TheOverseer714

    TheOverseer714 Overseer

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    Positive update has arrived! I am home recovering from the hospital, quite sore and all, but there is no better therapy than returning to normal. I believe by next week I'll be at least 95%, so I might be able to take a turn then.
     
  4. ThERat

    ThERat Deity

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    Glad to hear the god news TheOverseer714. Make sure you rest well.
     
  5. Greebley

    Greebley Deity Supporter

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    Welcome back Overseer. Glad to hear everything went well for you.
     
  6. IvanDolvich

    IvanDolvich Chieftain

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    lurker's comment:

    Welcome back! May your recover be swift. I have been lurking a long time and I have learned so much from you and your other expert companions! Thanks

     
  7. ThERat

    ThERat Deity

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    Pre-Turn
    MM a little

    IT Greeks land 3 cavs on the iron island and we get physics
    magnetism will take a while but steam surely will help us
    Tarsus flips

    1. 1380AD
    defeat 3 units and take Hattusas back
    defeat1 unit and Tarsus is ours again

    take out all 3 cavs but lose a horse in the process

    2. 1385AD
    nothing much as we need to rest our troops

    IT Greek land 4 units yet again at the same spot
    Hattusas deposes us yet again
    Korea starts Smiths

    3. 1390AD
    barely manage to take care of the landing, but a wounded LB is left
    take back Hattusas

    IT Greek Lb defeats a sword and land yet another cav, we really need better defense there

    4. 1395AD
    take out both LB and cav since we have 1 cav there as well ourselves
    found New Intombe to ease our unit support

    5. 1400AD
    2 armies are now next to Ankuwa

    IT Egypt lands 2 units next to Tarsus and we get a templar

    6. 1405AD
    take out 1/2 Egyptians
    the catapults/trebs do very poorly at Ankuwa, but since there are only regular units, we manage to take the city

    IT Egypt loses its last unit, Greece drops a cav on our homeland

    7. 1410AD
    defeat the cavalry, our scouting caravel spots a German rifle

    8. 1415AD
    defeat a Hittite LB and found another city
    approach Aleppo
    defeat 2 landed cavs

    IT Germans land a cav near Aleppo?

    9. 1420AD
    lose a cav while taking out the German cavalry

    IT greeks start to bombard, annoying and they succeed twice

    10. 1425AD
    take out a Hittite LB
    take out 2 muskets in Aleppo, we should be able to secure that city soon


    The Roster
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    Greebley - up
    AndrewN - MIA
    TheOverseer
    M60A3TTS
     

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  8. ThERat

    ThERat Deity

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    a picture of our Hittite holdings. We should be able to take over the entire island soon. We might want to raze Aleppo and the other city to reduce flips
     
  9. Greebley

    Greebley Deity Supporter

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    I got it. Hope to play this weekend.
     
  10. TheOverseer714

    TheOverseer714 Overseer

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    Thank you, Ivan. Welcome to our SG, we like lurkers here, since once we were all lurkers. Glad to know we aren't the only ones followig our games.
     
  11. Greebley

    Greebley Deity Supporter

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    Preturn: We still have a terrible economy. I am going to work on that. Start by having towns be over size 6.

    IBT: Some bombardment

    1430 AD: Kill two Musket in Allepo. Lower unit expenses by disbanding a Cats especially in places less likely to need them. Keeping the Trebs and Cannon for eventual Rifle landings.

    IBT: Hattusas flips again. Korea drops Cav near Aleppo
    Greeks drop the dread Warrior.

    1435 AD: We redline all over the place. but capture Aleppo and Kadesh. Even the Elite MDI redlines against the Warrior. Size 1 island city is now the Hittites only city. I kept the cities until we can get Settlers there.

    1440 AD: Got science to 30% but it required worker merging and unit disband and some settling. I am hoping Hattusas won't flip again as it is size 1.

    1445 AD: Healing

    IBT: Greek land 3 Cavalry next to Iron Jungle

    1450 AD: Kill 3 Cav. Science to 0 and still getting Magnetism in 1.

    Notes:
    Stopping after 5. We need to decide as a group where to attack next. I see two possibilities:

    Attack Egypt down here. We could get well established if we blocked off the Greeks (see picture)

    Or we could go for Korea or take out the Northern Peninsula and only deal with the Greeks. It is farther away however.

    With some of the Worker merges we are short on them for when Rails come in. We should build a bunch when we reach Steam.



     
  12. TheOverseer714

    TheOverseer714 Overseer

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    I don't see us winning this if we don't start clipping the Greek wings way back, so I like attacking the Greek tundra towns in a slash and burn style, working slowly toward their core, maybe picking up a leader or 2. Cavalry armies can then destroy their core and resources. With Greece gone, the rest should be easier. Korea is an island, and I hate invading islands. Egypt is more a nuisance than a threat, so they can wait too.
     
  13. M60A3TTS

    M60A3TTS Ex-treadhead

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    Agreed. We should strike at the head of the beast which is Greece.
     
  14. ThERat

    ThERat Deity

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    Yes, let's go after the Greek.

    Greebley, are you handing this over or are you going to play another 5 turns?
     
  15. Greebley

    Greebley Deity Supporter

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    Hand it over. I have another game to play as well.
     
  16. ThERat

    ThERat Deity

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    The Roster
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  17. TheOverseer714

    TheOverseer714 Overseer

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    I will download the save and begin playing tonight or tomorrow night. I may be a little slow at first, so bear with me.
     
  18. M60A3TTS

    M60A3TTS Ex-treadhead

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    Take all the time you need, TheOverseer714. I will be travelling and unable to play from Jul 25-Aug 1.
     
  19. TheOverseer714

    TheOverseer714 Overseer

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    Almost done, this game is tortuously slow, who would think AW could get boring? I am slowly getting one Mace army toward the Greek tundra towns, the next player might get it there.
     
  20. TheOverseer714

    TheOverseer714 Overseer

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    So little has changed that a picture would be a waste. This was a treading water turn-set at best, while our opponents continue growing. The sea is becoming very dangerous, we may need to go after Egypt first because of this. Our 1 Frigate was sunk immediately after entering the north ocean, which means any expedition in that direction needs a large escort force. Here is my turn-log:
    Spoiler :

    Pre-Flight: CivAssist 2, Word running. Open the save, look things over.
    Look around for some thing needing fixed, find almost nothing.

    Civilian units:
    Settlers 3
    Workers 12
    Slaves 10

    Military units:
    Archers 3
    Maces 6
    Horsemen 1
    Cavalry 7
    Impis 12
    Pikemen 16
    Armies 3
    Catapults 1
    Cannon 1
    Galleys 7
    Caravel 1

    Unit Support:
    Total units: 112
    Allowed: 102
    Support cost: 10 gpt

    Press enter=>

    IBT: Korea wants to talk. Lots of boats move around, no landings, 2 bombardments. Magnetism researched, ToG in a pathetic 12 turns.
    KT gives us a Crusader.
    Carthage Cavalry=> Cavalry.
    Umfolozi Aqueduct=>Marketplace.

    Turn 1, 1455 AD: We need some Galleons and Frigates as escorts.
    First Frigate built is at Intombe, switch from Aqueduct, we need veteran Frigates more than another city.

    IBT: Egypt lands a Mace near Ngome, Greeks land 3 Cavalry at Isles End.
    Ankuwa Worker=>Cannon (if this town is to be abandoned and replaced, change it back to a worker)
    Intombe Frigate=>Frigate.

    Turn 2, 1460 AD: Bombard and kill all intruders with elite units.
    Upgrade 1 Galley at a cost of 60 gold.

    IBT: Typical bombardment, no landings and no builds complete.

    Turn 3, 1465 AD: Do nothing except move the army onto our new Galleon.

    IBT: Typical bombardment, no landings.
    Zimbabwe Library=>Cavalry.
    Bapedi Galleon=>Frigate.

    Turn 4, 1470 AD: Even less to do.

    IBT: Typical bombardment, Egypt lands a Mace near Ngome.

    Turn 5, 1475 AD: Land army, I’d not want to lose it.
    Bombard and kill the Egyptian Mace.

    IBT: Typical bombardment, no landings, but 3 transport type vehicles are within our waters.

    Turn 6, 1480 AD: This is so slow I feel like I should be doing more. Nothing to do.

    IBT: Typical bombardment, Korea lands a Cavalry, Egypt lands a Mace, both near Carthage.
    Hattusas Barracks=>Cannon.
    Ulundi Cavalry=>Cavalry.
    Kadesh Worker=>Cannon.

    Turn 7, 1485 AD: Landings dealt with, forthwith. No leaders, though I am using elites mostly.

    IBT: Typical bombardment, though this time a citizen is killed. Egypt lands a Mace near Isle’s End, which riots. There are 3 Greek flotillas around there, so next turn could be quite interesting.
    Harran Harbor=>Cannon.
    Isandlhwana Library=>Marketplace.

    Turn 8, 1490 AD: Our invasion fleet is almost ready.

    IBT: Typical bombardment, Greeks land 2 Cavalry in jungle near Ibabanago.
    Hlobane Marketplace=>Cavalry.
    New Ulundi Cannon=>Cannon.

    Turn 9, 1495 AD: Lose a Mace without scratching the Greek Cavalry.
    Our Cavalry do better, both win.

    IBT: Typical bombardment, Greeks land Cavalry in jungle near Ibabanago.
    Our 1 Frigate is sunk immediately….obviously we need several as guards.
    Bapedi riots….missed that one.

    Turn 10, 1500 AD: Retreat the lone Galleon, can’t risk losing an army.
    Kill the Greek cavalry.

    Civilian units:
    Settlers 1
    Workers 12
    Slaves 12

    Military units:
    Archers 3
    Maces 25
    Horsemen 1
    Cavalry 9
    Impis 12
    Pikemen 16
    Crusaders 3
    Armies 3
    Catapults 1
    Trebuchets 18
    Cannons 2
    Galleys 6
    Caravel 1
    Galleons 2

    Unit Support:
    Total units: 115
    Allowed: 108
    Support cost: 7 gpt

    Sliders
    40% tech/40%taxes/20%luxury

    Research:
    Theory of Gravity, 2 turns, 0 gpt. (53 in the bank)


    The save:
     

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