Rod1- Something Enjoyable

I am beginning to be very worried about my game. so much stuff just gets changed around when I pass on the save. it is driving me crazy.

BTW, did you guys agree that the 3 of you can run this game?
 
I am beginning to be very worried about my game. so much stuff just gets changed around when I pass on the save. it is driving me crazy.
What do mean? :confused:

City builds, worker orders?

I've gotten into the habit of naming my saves SGName_AD/BC_YYYY_Beg/Mid/End.SAV. I'll save at the end of each turn, which forces a refresh of MapStat. If it points out anything I need to give attention to (cranky cities, mostly), I make the change and then save the game as ...End2.SAV. I don't normally overwrite my saves.

I also have a separate folder for each series of games I am involved in.

Somehow I don't think that is what you are talking about.
BTW, did you guys agree that the 3 of you can run this game?
Yes, three will be fine.

Maybe it is me, but the last SGs I have been in started off with about 6 people and then dropped to 3. CBob03 was the first one SG where I noticed it, but that was a tough game to play, trying to MM/whip over 200 cities on a pangea map. It took me about an hour to cycle through all the cities looking for places to whip. Ouch! CBob04 has gone the same way, also, dropping down to the current 3, but the turns are not nearly as long (and the map is smaller).

I've seen that in some other SGs. I can't tell if is an SG phenomenon or a CommandoBob phenomenon!
 
At one point, we were to get iron working on the turn after I finished and when Rodent took the save - it needed 3 turns to get it. That is the sort of thing I meant.

I handed over this game at turn 119 and suddenly, only a few turns in it is reading as turn 135????

Ok, I will stay subscribed to this game to see how y'all make out with it.
 
It's not you CBob, it's SGs. We are now a very small community compared to just a few years back, and finding 6 committed players who can be there for 3-6 months is near nigh impossible. Mini SGs are becoming the norm. Anyway, we can see where this goes and hope we can get through it.
 
I might join you soon as well. I will be finishing one class next Tuesday, and will have much more free time.

Additionally, my second summer class ends July 23, but all work must be turned in by the 17th, so I will be looking for things to do for about seven weeks. :lol:

I will be picking Myth01 back up then as well.
 
I have finished playing. Basically in a defensive posture, but soon we can go offensive when everyone heals. We have a unit support issue, paying 14 gpt a turn. We have 11 warriors, mostly MPs. We need luxuries so we can disband them. Anyway, here is the turn-log:
Spoiler :

Pre-Flight: CivAssist 2, Word running. Open the save, look things over. Looks like we have a decent base on the other continent. Now to expand away from the beachhead.

Civilian units:
Workers 13

Military units:
Warriors 12
Archers 7
Spearmen 4
Swordsmen 1
Curragh 1
Galleys 3

Press enter=>

IBT: Archer survives Indian warrior attack. Barb moves beside undefended Desertland. Inquiring minds want to know, in an AW game, why is a frontier town undefended?

Turn 1, 10AD: Rejigger MM at Trondheim to prevent starvation, it’s just going to have to riot. Kill Babylonian warrior with vSword.

IBT: Barb warrior steals 2 gold from Desertland.

Turn 2, 30AD: Kill Indian warrior with vSword.

IBT: Our shy enemies do nothing.

Turn 3, 50 AD: Nothing worth noting

IBT: :sleep:

Turn 4, 70 AD: Meet the Maya, they have Republic and 102 cash. No trades made, declare war on them. Last anarchy turn, yay!

IBT: :sleep:

Turn 5, 90AD: post-anarchy adjustments, fire geeks, boost lux to 10%.

IBT: 2 Bab bowmen arrive near Sacred Cow. Ottomans get ToA, Carthage gets the GW,

Turn 6, 110 AD: Nothing of note.

IBT: Bab bowman kills barb, other one steps up, plus an Indian archer.
Babs get Mausoleum.
Fishing Town Walls=>Catapult.
Morning Mood Worker=>Settler.

Turn 7, 130 AD: Kill both bowmen and the Indian archer, cover exposed archer with a fortified spear. Kill a fourth archer and grab an Indian slave.

IBT: Sugar Hill Archer=>Swordsman.
Spamalot Barracks=>Spear
Sacred Cow Barracks=>Settler.
Massive Barbarian uprisings, prepare for swarms of barb horseman. This may get painful soon.

Turn 8, 150 AD: we are at turn 135 according to Civassist 2, I can play 5 extra to even things out or stop here. I move on. It takes 2 archers to kill 1, darski isn’t the only one withy lousy RnG luck.

IBT: Trondheim Sword=>Sword.
Barbs in all directions.

Turn 9, 170 AD: Move a sword and spear out of Trondheim towards Sacred Cow.

IBT: 3 Bab bowmen arrive at Sacred Cow. 6 barbs move in towards Trondheim.
Currency arrives, next is Feudalism in 20 turns.
Madsville Worker=Walls.

Turn 10, 190 AD: Kill 1 Bowman, vSword promotes. Will defend against the rest.

IBT: Spear is undamaged by 1 Bowman. Spear wins clean vs barb horse.
ICS Catapult=>Catapult.
Trondheim Sword=>Sword.
Its Cold in Here Catapult=>Catapult.

Turn 11, 210 AD: Kill 1 Bowman, vSword promotes.

IBT: Fishing Town loses Walls to barb horse.
Bergen Sword=>Sword.
Champion City Settler=>Settler.
Bus Stop Sword=>Sword.
Desertland Walls=>Catapult.

Turn 12, 230 AD: Hunker down at Sacred Cow, we got barb horses, a bowman and 2 Indian archers.

IBT: Barbs lose all attacks this turn. Some Ottomans arrive for the party at Sacred Cow.
Hooray Walls=>Galley.

Turn 13, 250 AD: Kill Ottoman warrior and barb horses. Next player, have fun. This round of barbs didn’t really hurt anything.

Civilian units:
Settler 1
Workers 16

Military units:
Warriors 11
Archers 7
Spearman 4
Swords 5
Catapults 2
Curragh 1
Galleys 3

Total units 50
Allowed units 36
Support cost 14 gpt


The save:
 
we need more productive cities to make any real progress i say. also, zerks are not far away :devil:

our strategy will probably to keep india crippled and develop our infrastructure, Grow some cities and get ready for zerk time

CommandoBob is UP!

Heres a Roster:

1)Darski- Currently lurking, but welcome at any time

2)Rodent-On deck

3)Yahya-Back in Action

4)Civ Rules all- still MIA

5)Overseer - Just played

6)CommandoBob- UP!
 
I am pretty sure the Maya and Iroquios are on our continent, and I saw Incense there. I think when we get berserks, we can start raiding enemy coasts and also go after Carthage. A berserk should make mincemeat of a NM. However, we will need Pikemen to guard the stack, since berserks have a weak defense.
 
Still have not got a 'Got it' from Commando.

inform me if you need a skip
 
Sorry, I thought I would have gotten to it by now.

I may need a skip or a swap; I'll know more when I get home.
 
I think I had better ask for a skip. I'm up in CBob04 and have been for more than a week. The first part of this week has not gone as I expected and has backed things up.

I don't see anyway to get to my turns before Saturday.
 
I am up but cant get to this before saturday

Whoever can play first, do so
 
Spoiler :
Turn 0- all looks well, press enter.

IT- uh oh, MW moves towards Desertland. I also wonder if carthage is ********.

Turn 1- a sword, 2 settlers and walls are produced.

Elite sword kills archer

Ship chain lands a sword and an Cat

IT- Spear just manages to hold out against the MW. Barbs do well promoting the sword i landed to elite :goodjob:

Turn 2- Retreat a sword.

Settler founds gold mine which starts a worker immediately

IT- lose a Settler to a Horseman and feel stupid :mad: :cry:

Turn 3-Kill three archers with elite swords. no luck yet.

Boost Lux slider to 20%

IT- Archer dies on the elite sword.

Turn 3- Spamalot Riots. A bit of citizen moving fixes that

A mis click messes up the ship chain

Sword Dies on a Warrior :eek:

Turn 4- Finally i decide to contact the carthaginians

They are quite strong with 7-8 cities. we need better maps. I declare war

Ship chain lands a sword and a spear

IT- Ottomans move 2 archers and a warrior towards sacred cow :rolleyes:

Lets see if we can get a leader

Turn 5- We kill a warrior and an archer, but no luck :mad:

Gold mine 2 is founded and starts a worker

Sword spots 3 mounted warriors

IT- 2 swords of ours are knocked out by mounted warriors

Turn 6- We move out and go near Madras. I divert resources toward the Iroq front, their MWs are deadly dangerous

I switch non barracks town to spears as well to defend our front

Check out score. we are 3rd, behind the ottos and the maya. but from our scouting efforts, we know that the maya have conveniently placed towns on the coast for our UU.

Turn 7- Attacking madras from across the river is not smart, but i dont see any other avenue where a river is not present, so i attack

Elite sword dies to elite spear

Elite sword kills reg spear

Vet sword kills elite spear and Madras is ours :party:

by Burning some cash, we can get feudalism in 7 turns

I am killing some units with elites every turn, but the RNG refuses to reward me :cry:

IT- Remember Sam? I moved him near The iroq city for recon and he insteads kills 3 mounted warriors :lol:

Turn 8- a Settler is produced. Sam kills another Mounted, but he will die :cry: . you fought well sam.

Turn 9- Trondheim Riots, adjust lux slider

Ottomans move 10 units near madras

Archers force retreat of 2 Ottoman Horse and kill one

Trondheim starts temple to fix some unhappiness

Ship chain lands a catapult and a sword

Curragh completes mapping of our continent.

The Vic screen says it is turn 151, so i stop.


This game is getting hard, mostly because all AI are attacking us. but we still look pretty good, feudalism is a few turns away and if i am correct, we will be the first to get to it and MI. with MI killing India should be easy. then we can go berserks and take out Korea and then Maya since they have many exposed coastal cities

Also, because of the number of elite kills that i got, i feel that the next guy is destined for a MGL.

Overseer is up if commando cant play
 

Attachments

[Preflight]
Monarchy
30% Tax
40% Science
30% Luxury

31 gold, -1 gpt

Feudalism in 5 turns.

City Builds
Trondheim (8) temple in 4, grows in 6.
Bergen (5) vSword in 3, grows in 7.
Madras (4) rioting, everyone becomes a geek.
Twofer Town (2) settler in 5, grows in 7.
Champion City (2) settler in 13, grows in 2.
Nice Brown City (3) settler in 5, grows in 10.
Sugar Hill (4) vSword in 3, grows in 8.
Hooray! (2) rGalley in 6, zero growth.
Bus Stop (4) rSpear in 1, grows in 8.
Spamalot (4) vSpear in 1, grows in 13.
Morning Mood by Grieg (3) settler in 13, zero growth.
Sacred Cow (6) harbor in 26, grows in 17.
Thermals (3) rSpear in 9, grows in 6.
madsville (2) rSpear in 2, grows in 3.
Its cold in here (2) rSpear in 1, grows in 5.
ICS style (3) rSpear in 4, grows in 3.
Fishing Town (3) catapult in 2, grows in 1.
Desertland (2) rSpear in 8, grows in 5.
Gold mine (2) worker in 1, grows in 8.
Gold mine 2 (1) worker in 5, grows in 5.

01 Settler
16 Workers
10 Warriors
07 Archer
08 Spear
09 Swords
06 catapult
03 Galley
01 Curragh

Current Units: 61
Allowed Units: 42
Support Costs: 19 gpt

01 Iron connected.

Why is Desertland NOT built on a hill? It is adjacent to three hills but it is stuck in a valley. A city on a hill with walls is a much better defending location than city on flatland with a walls.

We are in an Always War game and we are buildng Regular units? Are we crazy?

Spamalot vSpear -> vSword in 4; nets 3 shield out of 6.
Twofer Town settler -> vSword in 5; nets 2 shields out of 4.
Thermals rSpear -> library in 39; nets 2 shields out of 4.
Desertland rSpear -> settler in 13; set to zero growth; town will disappear when we build the settler and move the city onto a hill. Need 104 to rush; we have 31.

Core cities making the wrong things:
Bus Stop rSpear -> barracks in 1; nets 5 shields out of 6.
ICS style rSpear -> barracks in 4; nets 4 shields out of 5.
madsville rSpear -> barracks in 2; nets 2 shields out of 3.
Its cold in here rSpear -> barracks in 1; nets 3 shields out of 4.
Champion City settler -> barracks in 8; nets 2 shields out of 3.

Trondheim temple -> vSword in 2.

Wake vSwords next to Numidian Mercenary.

vSword vs rNumidian, Sword wins (1 of 1).

Geeks in Madras drop Feudalism down to 4 turns.

Our settler is on the tundra north of Thermals? We need luxuries, not nine tiles of useless expansion.

The closest luxury is an Incense hill just outside of Piedras Negras of Maya. We have access to Dyes in Madras, but our trade routes are only by roads and coastal tiles. We are not smart enough to survive in non-coastal waters.
[End of Preflight]

Hit Enter.
[IBT]
No AI attacks, but a Barb warrior promotes a Veteran to Elite.

Order is restored in Madras, and then it starves.

Bus Stop: barracks -> vSpear in 4.
Its cold in here: barracks -> vSpear in 7.
Fishing Town: catapult -> catapult in 10.
Gold mine: worker -> catapult in 20.

1 0370 AD

We have Barb Horses West of Nice Brown City; Gold mine is undefended.
Wake vSpear in Spamalot and send to Gold mine.

Minor Skirmishes at Madras
vArcher vs. Ottoman rHorse, Horse retreats (2 of 2).
vArcher vs. Ottoman rArcher, we win and promote to Elite (3 of 3).
vArcher vs. Ottoman rArcher, we are redlined but win (4 of 4).
vArcher vs. Ottoman rArcher, we win with no damage (5 of 5).

The Ottoman stack is down to two rArchers. Two single rBowman of Babylon can attack on the IBT. We have seven units that can defend Madras.

We hire all geeks in Madras, city will starve.
[IBT]
We kill all three attacking units (1 Ottoman, 2 Babylon) at Madras (8 of 8).

Trondheim: vSword -> vSword in 2.
Madras starves to size 2.
madsville: barracks -> vSword in 15.

2 0380 AD

Hire 2 geeks in Madras; city will starve to 1 and its chance of flipping will go away.

Minor Skirmishes at Madras
We ping the lone rBowman outside the city.
eSword 4/5 vs. rBowman 2/3, Sword is redlined but wins (9 of 9).
And Promotes to *SwordsmanOne* and Healfdene.
Healfdene moves into Madras; will have to move to Sacred Cow next turn.
We move a vArcher onto *SwordsmanOne* in case the wounded Ottoman rWarrior decides to attack.

25 gold, -8 gpt, Feudalism in 2.
[IBT]
Barb Horses pillage a plains near Nice Brown City.

Bergen: vSword -> vSword in 5.
Madras starves to size 1.
Sugar Hill: vSword -> vSword in 6.
Our beancounter is worried about our gold.

3 0390 AD

Madras hires a geek for one turn.
Our exposed units were not attacked on the IBT, they both move back into Madras.
Healfdene, in Madras, moves to Sacred Cow and loads into Galley03.

Minor Skirmishes at Madras
We ping an Ottoman Horse.
vArcher vs. Ottoman rHorse, we win (10 of 10).
vSword vs. Ottoman rArcher, Sword wins (11 of 11).

Minor Skirmishes Other Places
vSword vs. Iroquois rWarrior, Sword wins (12 of 12), but can be attacked by a Mounted Warrior.

Madras: catapult -> barracks in 16.

17 gold, -10 gpt, Feudalism in 1.
[IBT]
vSword 2/4 defeats rMounted Warrior and promotes to Elite (13 of 13).
Barbarians pillage Thermals; it takes a population hit.
Barbarians attack Nice Brown City and promote the Warrior to Elite.

We learn Feudalism, begin to learn Engineering in 23.
We decide to stay as a Monarchy.

ICS style: barracks -> library in 20.

Our beancounter is still worried.

4 0400 AD

Galley03, in Sacred Cow with Healfdene aboard, sails N towards Hooray!
Galley01, in Hooray!, sails and meets Galley03.
Healfdene changes Galleys.
Galley01 sails back into Hooray!
Healfdene moves to Its cold in here.
Its cold in here changes to Forbidden Palace.
Healfdene rushes The Forbidden Palace.

Since Thermals was reduced in size, the library build is still good. Workers SW of Thermals begin to chop forest to help with that build.

Minor Skirmishes at Madras
We ping an Indian Archer.
eArcher vs. Indian rArcher, we win but do not promote (14 of 14).

Minor Skirmishes at Desertland
Both catapults hit.
vSword vs. Carthage vWarrior 3/4, Sword is redlined, wins and promotes to Elite (15 of 15).
vSword vs. Carthage rWarrior 2/3, Sword wins with no damage (16 of 16).

Drop science to 20%; Engineering in 40; +6 gpt.
Sword builds changed to Maces; Spears to Pikes.
Desertland hires a geek to stay at zero growth.
Gold mine 2: worker -> catapult in 11 (delays the unit build, may want to switch to settler).
Fire the geek in Madras; city grows in 7.

6 gold, +7 gpt, Engineering in 38.
[IBT]
We lose a vSword in Madras to an Ottoman Warrior (16 of 17).

Trondheim: vMace -> vMace in 3.
Nice Brown City: settler -> settler in 15.

Forbidden News
T400_IBT_ForbiddenPalace.jpg


Its cold in here: Forbidden Palace -> vPike in 8.

5 0410 AD

Wake vSpear in Sacred Cow and send to Madras.
Middleton is built about midway between Bergen and Spamalot, on a hill. Middleton grows in 7, library in 80.
New settler in Nice Brown City heads for the hill betweeen Hoorary! and Trondheim.
Galley03 sails back to Sacred Cow.

Minor Skirmishes at Madras
Catapult hits.
eArcher vs. Ottoman vHorse 3/4, Horse retreats (17 of 18).

Hooray!: rGalley -> library in 17.

14 gold, +13 gpt, Engineering in 33.
[IBT]
Carthage builds Nora on the far tundra north of Twofer Town.
Maya drop off an rSword near Twofer Town.

Champion City: barracks -> vMace in 20.



6 0420 AD

Madras' city area is clear of enemy units. For now.
vSpear arrives in Madras.
*SwordsmanOne*, fully healed, fortifies in Madras.
Send an rWarrior to Twofer Town.
eWarrior in Thermals attacks barb warrior north of Thermals and wins, leaving the city empty.
That should get the attention of the Mayan Sword away from Twofer Town.

Minor Skirmishes at Desertland
vSword vs. rMounted Warrior, Sword is redlined but wins (18 of 19).
vSword vs. Iroquois rArcher, Sword wins (19 of 20).

27 gold, +13 gpt, Engineering in 29.
[IBT]
Mayan rSword attacks rWarrior in Twofer Town, Warrior wins and promotes to Veteran (20 of 21).

India wants to talk. We don't. Go away.

Our curragh, VMS Galkill, already at yellow, is attacked by a barb boats, goes to red but wins the battle.

Bus Stop: vPike -> vPike in 6.
Spamalot: vMace -> vPike in 6.

7 0430 AD

Hilltop Beaches is built between Hooray! and Trondheim; catapult in 10, grows in 20.

Minor Skirmishes at Madras
Catapult hits Bowman.
eArcher vs. Babylon rBowman, Bowman wins (20 of 22).
vArcher vs. Babylon rBowman 2/3, Archer wins (21 of 23).

Bergen hires a geek.

40 gold, +17 gpt, Engineering in 24.
[IBT]
A Korean Archer dies at Madras (22 of 24).
Our valiant curragh defeats a 2nd barb boat.

Trondheim: vMace -> vMace in 3.

8 0440 AD

We ping one (of two) Numidian Mercenary NE of Desertland, outside our border. A Carthage Sword is with the two Numidians. With one unit damaged, we hope the other two will stop so we can kill them.
Barb Horses are becoming a bit of a nuisance out West.

Bus Stop hires a geek, which keeps it from rioting but also kills it's growth.

57 gold, +17 gpt, Engineering in 21.
[IBT]
Barb Horses pillage two roads out West.

Bergen: vMace -> vMace in 7.
Twofer Town: vMace -> vPike in 10.
Morning Mood by Greig: settler -> settler in 30.

9 0450 AD

vMace kills a Barb Horse out West.

Minor Skirmishes at Desertland
Both catapults aim at the wounded Numidian, fortified and alone; one hits.
vSword vs. rNumidian 1/3, Sword is redlined but wins (23 of 25).
vMace vs. rNumidian, Maces also is redlined but wins (24 of 26).
eSword vs. Carthage rSword, we win (25 of 27).

Good News
T450_SwordsmanTwo.jpg



And promote to *SwordsmanTwo* and Inwaaer.
Inwaaer moves into Desertland (2 moves), where he is left unmoved for the next player.

74 gold, +13 gpt, Engineering in 20.
[IBT]
 
We got an MGL and rushed The Forbidden Palace in Its cold in here.

We now have a 2nd MGL from these turns and a decision. We have nothing to rush, so it looks like MGL Inwaaer, who is in a city, should build an Army. We can't build The Heroic Epic until we have a victorious Army. It could be a Sword army or a Mace army.

Desertland Area
Spoiler :

T450_DesertlandArea.jpg




This area is pretty stable at the moment. The Numidian Mercanary is all alone and we should let it close to our catapults before we attack.

St. Regis has been around for a while, but Tyendenaga was just built and is defended by a Spear.

Desertland is just about ready to be erased when the settler build completes; we can move it either East or South and rebuild it. I think East is better, but not by very much.

Out West
Spoiler :

T450_OutWest.jpg




Here we have a Barbarian problem with a simple solution: build more cities out west. Sadly, the nearest settler is in Champion City, along with a vPike to protect it. From Champion City to Nice Brown City is 6 tiles, or two turns walking. So we will be forced to be clever with our Warriors and Maces as we beat back the Barb Horses. Then we can replace what has been pillaged.

Madras Area
Spoiler :

T450_MadrasArea.jpg




Not too much has changed. Madras is now fairly un-flippable since it is now size 1 with many units inside. Two slaves are also inside, but we haven't been able to send them out.

Madras has been the focus of the AI attacks; Sacred Cow has been picked on by Barbarians. We can rush the barracks in Madras for 40 gold, but as long as we only get one or two attacks per turn we might be able to survive until the barrackks is built on its own. Another catapult would be nice for pinging attackers. So would a third city between Sacred Cow and Madras.

While I don't think we need to focus on expanding overseas for a long time (at least twenty turns from now) we do need to send a unit or two across from the mainland, and shuffle units from Sacred Cow into Madras. The AI loves to attack Madras, so let's kill their units there.

North
Spoiler :

T450_North.jpg



Carthage built the city of Nora on the tundra north of Thermals. It is not going to grow any. I don't think it is a threat right now. Even weak units along our northern border should be able to delay any advance that Carthage might make.

Workers
We have 4 workers on a roaded grass tile 1W of Morning Mood. They should irrigate that tile.
South of them are 3 workers on an irrigated grass tile. It needs to be roaded.
There are 4 workers on a plains tile 2SW of Desertland. That tile should be roaded and then the plains SE of that tile needs to be irrigated and roaded, too.

Hilltop Beaches was connected to the network, but that road will pillaged by the White Horses. It needs to be reconnected.


Grand Strategy
We need to take St. Regis and replace it with our own city. Tyendenaga needs to go, also.

Madras needs to bleed the AIs dry of attacking units. So far, it has done that job well.

We need to build out west to get rid of the Barbarian pests.

We need more libraries to help us learn faster.

We need some luxuries to help with happiness. Markets without luxuries don't help us that much.
 
Overseer is UP!

Everything is in top condition for a great game.

I wonder, if berserks are going to be available soon, we can keep the army ready for them, an Berserk army can kill anything.
 
I decided we can use the Army now, so I loaded it with MDI's. I have finished playing, made some modest gains, captured one enemy city, built 2 of our own. I think our position is beginning to solidify and we are near to reaching the breakout point where we can start making major gains. Here is my turn-log:

Spoiler :

Pre-Flight: CivAssist 2, Word running. Open the save, look things over. Kill barbs in our western area. Turn leader into army.

Civilian units:
Settler 1
Workers 17

Military units:
Warriors 10
Archers 6
Spearmen 8
Swordsmen 10
Pikeman 1
Catapults 7
MDIs 6
Armies 1
Curragh 1
Galleys 3

Press enter=>

IBT: NM kills a fortified sword near Desertland. Swarms of enemies descend on Madras, next IBT will be fun.
Barb galley sinks curragh.
Sugar Hill MDI=>MDI.

Turn 1, 460AD: Kill the NM with a vSword, losing 2 hp.
at Madras, kill an Indian rArcher and a Bowman. Move a sword and a spear to help out.

IBT: eSword survives an archer and a horseman, rBowman kills vSpear.
Trondheim MDI=>Pikeman.

Turn 2, 470AD: Move settler with pike escort into barblands.
Load an MDI into army, we can’t wait for berserks. Madras is in trouble, 3 Ottoman swords plus Indian swords and Bab bowmen are swarming in. Need some pikes there bad.

IBT: Indian archer kills eSword at Madras. At this rate, we lose the town next IBT, there are 3 Ottoman swords, 2 bowmen and 2 Indian archers.

Turn 3, 480 AD: Load 2 more MDI into 1st Maces. Kill 2 swords with archers, lose a third to Indian archer. Switch Barracks to Walls at Madras.

IBT: Indians drop archer near Sacred Cow.
eSword survives an Ottoman rSword, and a rBowman.
Madras Walls=>Catapult.
Trondheim Pikeman=>MDI.
Bus Stop Pikeman=>MDI.
Spamalot Pikeman=>Settler.
Its cold in here Pikeman=>Library.
Desertland Settler=>Pikeman.
Gold Mine 1 Catapult=>Courthouse.
Our people love us, add front porch to palace.

Turn 4, 490 AD: Kill archer at Sacred Cow with Algernon.
Ping Sword and Bowman at Madras.
Founded Wild Wild West near NBC.=>Catapult.

IBT: Walls make a big difference at Madras, eSword retreats an Ottoman horse, defeats a bab bowman.

Turn 5, 500AD: Bombard and kill a NM near Desertland. Move 1st Maces up to St Regis. Kill 2 wounded Bowmen near Madras.

IBT: Holy crap, 6 MWs show up near Desertland! 1 hp Ottoman rHorse kills 1 hp eArcher at Madras:mad:.
Gold Mine 2 Catapult=> Catapult.

Turn 6, 510 AD: Kill the offending Horse at Madras with vSword. Kill 4 of the six MWs, 2 retreats.

IBT: 2 more MWs move into attack position.
Trondheim MDI=>Library.
Champion City Settler=>MDI.

Turn 7, 520 AD: Kill 4 MWs, 1 spear, 1 NM near St.Regis.
Lake Havasu settled SE of Desertland.

IBT: Pike unscathed at Madras.
Sugar Hill MDI=>Pike.
Hilltop Beaches Catapult=>Harbor.

Turn 8, 530 AD: Kill a Spear and Archer at St. Regis, still has an MW guarding it.

IBT: vPike promotes as rSword attacks.

Turn 9, 540 AD: Kill archer at Madras. Kill 3 MWs and spear at St. Regis, and St Regis is ours.

IBT: Korea lands a Warrior and Spear near Sacred Cow. MW and Archer both attack(and lose to) 1st Maces in St. Regis.

Turn 10, 550 AD: Bombard and kill Spear and Warrior at Sacred Cow.

Civilian units:
Settler 1
Workers 17
Slaves 2

Military units:
Warriors 10
Archers 4
Spearman 7
Pimemen 5
Swords 9
Catapults 11
Curragh 1
Galleys 3
Army 1, 3 unit MDI
MDIs 11

Total units 79
Allowed units 52
Support cost 27 gpt


When the army gets healthy, we can get the choke blocked between us and everyone else, so that we are the ones crossing into their territory. Just be aware that the Iroquois are beginning to churn out MWs and they are dangerous.

The save:
 
Spoiler :
Turn 0- All is good.

IT- Pikeman in St regis repels an MW easily without loss of HP. 7 Babylonian Units and 3 Ottoman units move next to madras :mad:

Turn 1- ICS style-Library->Archer

Rename Madras to nothing in here

Swordone kills A bowman (1 hp Lost)

Kill an MW with an Elite sword, 2 hp lost

Units move from Sacred cow to Nothing in here, where all the action is

IT- Elite pike has 2 flawless victories against 2 Ottoman Swords

Turn 2-Engineering Researched. Invention in 16 :mad: with -8gpt deficit.

After Trondheim builds its library, invention goes down to 15 :)

4 Pikemen, a settler and a MI are produced

On to nothing in here. 10+ units are threatening it :eek:

Catapults fire and 3 of them hit.

MI kills Bowman, Red lining himself
MI kills Bowman, Yellowing himself
Sword one kills bowman, Red lining himself
Sword dies to a Ottoman Sword

Near St Regis

Elite Sword Retreats a MW

Army Moves out

Switch Several builds to Galleys, in Anticipation of Berserks

IT- Elite pike kills 2 swords flawlessly

Bowman kills a sword

Spot a Carthage Settler pair

Galley sinks, ruining the ship chain because i mis clicked :eek:

Turn 3- Army kills 2 MWs and moves near Hippo

I accidently mis click and a red lined MI attacks, and wins :rolleyes:

IT- the Elite Pikeman winning flawlessly for the past few turns *finally* promotes and generate Hubba.

Turn 4-What to do with the leader? I can form an army of MI with him right now but do i wait until Berserks?


We have a question on our hands. Armies sooner or better badder armies? I Personally think that Berserks are more useful not in armies since they can amphibious assault . Team consensus needed
 
I'm thinking that this leader can be a ground bound Berserker army on the India continent, we need a big hitter there to break us out, sitting around defending can become a loss in any AW game, and that is what is happening there. If we wait too long, we'll be facing cavalry and sipahi and this will become very difficult. Build an army, keep it empty for now, and the first 3 berserks can be put in it. Speaking of berserks, we need some prebuilds going soon in our barracks towns, as berserks are very expensive. Markets and colosseums are probably the best prebuilds for berserks.
 
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