RK-03: Alien Nation (Warlords AWI OCC)

T0 I switch research to Mathematics so we can increase our health with an
Aqueduct and Hanging Gardens. Also, we'll be able to build the new and
improved forts on key squares. I promote Voyager (27.6/40) to Drill 3 and had trouble trying to change the name. I had to delete the unit to avoid shutting off the computer!



I move 2 citizens off production and make 2 scientists. So, Mathematics is due in 13, a new great person in 13, and National Epic in 14.



IBT As much as I tried to see where are units were, I missed a chariot moving
2 and pillaging a pasture, fortunately, we only lose time to rebuild, because it was an extra health point.

T2 I kill a few units, but...

IBT The AI kills an axe while losing an archer and a road gets pillaged.

thru 20AD I promote a few of our axes and spears to Woodsman 2 to defend the passes. Another Great General is born and he is assigned to Enterprise now known as the Oliver Cromwell. It seems impossible to change the names once a Great General gets attached.



35AD I capture a worker!

65AD The population grows to 13.

80AD Mathematics complete, resume researching drama.

110AD We get a Great Engineer which I settle in place. We can build the
Hanging Gardens in about 10 turns, maybe less with some chopping of the
outlying forests.

200AD Drama and Hanging Gardens due in 7 turns, although the latter can be
accelerated by a forest chop I started. War weariness has started so maybe
now is a good time to get Globe up after the Gardens. Probably, WW was
caused by a city that I razed on the edge of the power grid. I built 2 more
cottages and 1 farm. There are still 2 squares left we can hope for forest
growth. Javaman (formerly Voyager) is at 110/82 experience points and
36.4/40 health and Cromwell (formerly Enterprise) is at 90/65 with 40/40
health. There are some promotions available. Quite a few of my attacks with
the MA were at 99.9% chance, so I was lucky I didn't lose one. Most of the
action was in the west. I didn't build any forts, doesn't look like we need
them, yet. So far, the AI is not using anything stronger than strength 6.
Sorry, Greyfox, when I got back from work I had forgotten your point about
getting into representation after building Globe.

Here is a look at the situation in 200 AD:



And a look at Berlin, I missed putting a worker on the corn so the next person please fix that. This was because on my last turn WW caused 1 unhappy person and the governor moved the worker off the corn.

 
Nice job.

I was worried you deleted an MA. But in a later screen I saw that they're still there. :lol:

Ok we'll call them "Java" and "Cromwell" from now on. Fortunately, Kirk is still Kirk. Although not as useful as I would hope, maybe assign him (he's medic) to one of our choke points?

We don't have Globe yet don't we? It's better to remain in Monarchy for now I think. After Globe it's time for MORE UNITS... until Oxford..?

Wait, it's OK not to work the corn? We're already being killed by the upkeep and one more chariot or spear... well...

What's next research path? Civil Service then Machinery?

EDIT: one more thing... I'm sure remconius will be looking for the save...
 
Playshogi: don't worry, you probably made a good choice abt going for Maths first instead of Drama: Hanging Gardens is a good wonder to have (albeit the effect of which is not maximize in an OCC).

Good job razing a city and getting one more worker!

Yep, we can only go into Representation after we built the Globe. After the Globe is built, we can either delete those warriors away, or send them off to their death (WW is no issue here), they are just incuring cost to maintain. Representation will be huge, looking at the picture above, it will be worth 9 beakers at no cost.

We may need to consider Philosphpy as well to go into Pacifism. Another thing to build is the Heroic Epic for unit built boost.

--
 
Spock: "Captain! Must I remind you again about the Prime Directive?"

Kirk: "We need stronger military units to defend ourselves!"

Spock: "Of course! But the Prime Directive does not permit us to lay waste to this planet far beyond our power grid! Even if we use, 'native materials'."

Scottie: "Captain! I have developed a trans-warp-space-time-disruptor module that can send 1 annoying Vulcan back to Star Fleet to request assistance!"

McCoy: "It's perfectly safe!"
 
Sorry, but I don't get the joke. Please explain it... :D

Actually we are authorized to use new units to siege any cities. Not that it's a good idea anyway since we're surrounded...

Oh yeah, may I remind you about the save...
 
Yeah I tend to forget so I do the same, first attach the file first. Then type the report before it... It makes it look like you attached the save at the end ;)
 
Report, Nr One, what is going on!

Local inhabitants are all around us... We must hang in there.

200AD: Rearrange tiles to max production, lets get the arboretum (hanging gardens) up and running.

275AD: Arboretum ready, let's feel Heroic and start an Epic

305AD: Oh no, what Drama is this research. We all have our manhood, lets start Priesthood (route to CS). The Epic can wait, theatre first!

350AD: Priesthood has been discovered (under a rock), Data try to crack this code (of Laws). Sir, your theatre production is ready! Let's start something bigger!

365AD: Nr One, what is that noise? Can you turn off audio? Sir it's your child, who is still awake. What was I doing, let's end turn. Ouch, forgot the chariot. Razed our wheat farm... (damn RL)

380AD: Great Scientist has joined us. He start his own little academy...

440AD: Cromy get's combat II (health low)

455AD: Globe comes in. Continue Heroic Epic. Switch civics to Representation.

470AD: Cromy gets Drill III

485AD: Javay get Combat II

500AD: Cromy gets barrage III

Things are heating up, we should build loads of units!





View attachment 140249
 
Great job keeping the ravenous hordes at bay!

If petey is on auto-skip still and don't post a got it... is it my turn again!? Will play in 12 hours.

Hopefully we can hold out until Heroic Epic is built...
 
I already built 1 spear before HE, because I was getting nervous.

I also used/sacrificed a few warriors to mop up weakened units. We can replace them all after HE.
 
Wow, this game is full of action. I sweat watching all of those units roll by even though we have our two MA.

Housekeeping turn:
The Great General joins Berlin as a Military Instructor. Also gets +3 beakers from Representation, which is a good thing.
For some reason, I was able to rename the MA's. So they are once again Enterprise (the 130XP one) and Voyager (the 110 XP one).
Increase science to 80% to get Code of Laws immediately.

IBT:
Numidian attacks Spear and dies

Turn 1:
Research: Code of Laws -> Civil Service

IBT: Interesting: Numidian attacks Spear and dies

Turn 2:
Enterprise kills 1 Chariot and 1 Swordsman
Voyager kills 1 Swordsman inside the city

Turn 3:
Heroic Epic -> Axeman, etc. build tons of units in next turns. Mostly 1 unit per turn.
Voyager kills Archer and Horse Archer
Enterprise attacks and damages Huge Stack of Doom 1

Turn 4:
Axeman -> Spearman
Voyager was heavily damaged, so it promotes and attacks Horse Stack of Doom twice killing 2 Horse Archers
Enterprise gets back on the wheat and attacks Horse Stack of Doom once killing 1 Horse Archer
Axeman kills Swordsman
Axeman kills Horse Archer

Turn 5:
Axeman kills Swordsman
Voyager attacks city twice killing an Axe and an Archer, no damage taken.
Enterprise kills Chariot and Horse Archer but ends up in the trees

IBT: Horse Archer attacks Voyager and retreats

Turn 6:
Spearman -> Axeman, and so on...
Axe dies to Archer (was attacking from the North)
Axe kills Archer
Axe kills Swordsman
Voyager razes city, attacks Stack of Doom
Enterprise kills Sword

IBT: Axe dies to Chariot, whoops.

Turn 7:
Voyager kills Numidian, Attacks 2 Healing Stacks of Doom
Enterprise kills 2 units
(apparently they get stuck when hurt and trying to heal in our land)
Spear kills Chariot
Axeman kills Gallic

Turn 8:
Voyager kills 3
Enterprise kills 2
Spear kills Chariot

IBT: Whoops, Bronze gets pillaged when HA + Chariot kills Spear and Axe. Thought it was secure. :smoke: Attackers die next turn.

Turn 9:
A forest grows but sadly not in our fat cross
Voyager kills 3

Turn 10:
Great Scientist joins Berlin
Voyager kills 2

Turn 11:
Voyager kills Chariot + Settler. Captured worker deleted, can't be saved (Armor must return into operations area)
Enterprise kills 1

Turn 12:

Enterprise kills 1
Voya
ger kills 2 in Ragnar's new horse stack of doom

Turn 13:
Enterprise responds to Chariot + Catapult attack from South, killing 2
Voyager kills 2 more in Ragnar's new stack of doom + reinforcements from others

Turn 14:
Civil Service is in. Revolt immediately.
Voyager kills 2 more in Ragnar's new stack of doom + reinforcements from others.
I don't know what to build/research now, so I stop here.

Here's what it looks like now:


Note that I've successfully roaded the west side of town. Also, sensors indicate that a Numidian Cavalry and a Catapult are backstabbing from the South.

I propose Currency or all the way to Machinery. Also since we probably don't need anymore units, how about pre-building a wonder for money? EDIT: Or better yet, run scientists? Didn't think of that one!
We have lots of Axes and Spears in a 2:1 ratio. Maybe I should've built more spears.
We also have 2 chariots and a hindu temple built during when copper was pillaged.

Nice game, guys! Keep it up! At this rate, will victory be in the bag?
 
We definitely can't be turtling within our city all along and expect to out-build and out-research these Immortals Civs ... sooner or later we have to bring the battle to their ground, pillage a little, suppress thie growth.

Although I see it, I won't be playing this tonight, likely tomorrow morning.
 
Chapter 3

"Geordi, what is the situation now? You have better work quickily, or we won't survive these natives!"

"Working on it now, Captain!"

"Well, you have to work faster! The native appear to have advance in their agression. They are starting to adapt ... no longer are they charging headlong through the west. They now learn to flank from the north and the south!"

"I am working as fast as I could, sir!"

"Not enough, not enough! You have to work faster than you can!"

"Sir, perhaps I could give Geordi a hand ... the natives may well be adapting, but so are we. The ensigns are getting experienced enough to defend themselves without my supervision."

"Alright, Data, go help Geordi out!"

'Accessing ... I have made necessary adjustment ... the replicator can now convert the native metal deposit into gold-pressed latinum ...



... moving on to the design module ... the replicator can now combine native raw materials into more useful tools ...



... now moving on to next module ... "

"Data, watch that arrow!"

* BANG *

".. bdkjkds hhdksdj ... re-routing ... I have repaired myself, my positronic matrix now functioning within normal parameters ..."

"Yeah, normal? Why you waste time teaching the computer how to ride a horse?"



"To give us more speedy unit, Geordi."

"But the computer still does not now how to fabricate an arrow yet!"

"opps ..."

-- End of Chapter 1 --


I have continued our Temple building ... athough the 100% trade boost is useless to us, the +2 GMerchant point and +1 free priest seems nice enough. Plus we would deny the AI this wonder. However, I was forced to suspense the building twice to produce more spears. The enemy are almost using Horse Archers, Chariots, and Numidian Cavalries exclusively. They have also managed to pillage a road on the SE and the farm on the NE.

Despite these set back, we got the ToA:



I have also pushed our western defenders out by 1 tile, each containing an axe and a spear. I am starting to focus more on using the units to kill enemies rather than rely on the MAs. That will yield more experience, and reduce our reliance on the two generals.

Da Vinci was borned,



and was merged into Berlin. Here is how Berlin is doing:



As seen, the specialists now produces more than half our beakers (remember the numbers you see are not yet multipled by the beaker bonus). So, we can and should reduce our research rate to start accumulating money. Once Machinery is in, we would want to upgrade some axes to maces.

I was a bit :smoke: in going for HBR. Intention was to build faster moving Horse Archers to help the defenses and perhaps even start pushing our troops out for pillaging, then realized we do not have Archery :crazyeye:

We can either research Archery for 1 turn, or press on with researching more important techs and wait for Guilds to build our offensive forces.

Here is our situation, all the enemies troops consist of atmost 2 units (easily repelled), ecept for the huge stack as indiicated. Enemy are starting to use those beast with dicks growing on their head instead of their groin (gioving the term "dickhead" a whole new meaning), so be careful.



>>> The Save (950 AD) <<<

Oh, I wasn't sure how many turns I'm suppose to play this round, so I settled at 14 turns, bring us to a nice year (currently it is 15 years per turn).
 
That's OK. Blow one turn on archery, it's fine.

I don't know how many turns... I thought twenty but the action is getting hectic so 15.
 
Sorry, I lost all my notes, after previewing my post I didn't save it!

Quick summary: I finished machinery and started engineering so that we can build Hagia Sophia for the GE points and also the extra movement on roads will help our defense. I turned science all the way back up to 100% because we only have 2 axemen left to upgrade and we can build new macemen in 2 turns, I don't see the point of upgrading. I disbanded the warriors. A great general was born and I made him an instructor. A great engineer was born and I settled him as a Super Specialist. I changed one of our mines to a windmill so that our city can grow. I assemble a task force of macemen to carry the battle to the enemy and I crushed Libyan for 80g on my last turn.



The situation in 1136.

 
Goodjob, shogi, finally we razed a city that is not MA-assisted! :clap:

As we settle more and more super specialist, our research would shift more and more towards specialist-supported rather than commerce-generated. The research slider is going to be largely irrelevant, so I would suggest maintaining a positive cash flow in case we needed an emergency upgrade or something. Especially when we head towards chemistry, maces -> grenies upgrade is very lucrative!

--
 
T1
Engineering discovered, Archery next.
Cant build pikes, as we dont have iron...
T2
Archery in, Meditation next for Philosophy.

T3
Meditation in, Philosphy next.

T4
Start Hagia Sofia.

T5

T6
Freak luck, Mace lost :(, But city razed

T7

T8

T9
Philosophy in, Monarchy next for Guilds. We also found taoism... and get a useless missionary. He is sent to explore. Civic changed to Pacifism.

T10
Sicca razed.

T11

T12

T13
Monarchy in, Guilds next. I hope Iron will come in range when borders expand.

T14
Great engineer comes in. Do we need to rush a project soon? Or do we just add him.
It's 1220 seems like a good date to stop.



Pacifism rules!
 
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