Are we going to go zero tech spending as currency isn't going to mean much and just let the GL bring us to MA? Once there, we can see what our free tech is and then decide whether to research or not. Alternatively, should we put some money to currency and maybe move to MA faster? I favor the first.
I'm pretty sure that within the time it would take us to research it, the AI will finish it, too. So we can save the money and still be as fast as by researching it ourselves. (Or at most 1-2 turns slower.) Just be patient.
Once we get to the middle age, things get different, though: tech prices are twice as high in the MA, end then I think waiting for the AI would slow us down to much. We should at least do some own research towards Invention (Longbows), perhaps even further on to Gunpowder. If we then see we have saltpeter, we could continue all the way to Military Tradition (Cavalry). Chivalry, however, would make no sense as we have no iron.
Question about the bottle neck. Pardon if it's newbish. I'm assuming we position a bunch of cats defended by spears on the mountain with horsies to kill redlined enemies then retreat back to the mountain. Do we need to drain the swamps or road them to be able to retreat back to safety?
Station just one spear on top of the mountain, so that no AI unit will go there and get the defensive bonus. Build a "canal town" directly on the Isthmus (so that at the same time it can be used by our galleys). Build/rush walls and barracks there, and then all the chokepoint units can fortify and heal there in safety. I think you won't be able to clear or road the swamp: the multitude of incoming enemy units will simply not allow this. But it doesn't matter: swamp only gives 20% defensive bonus, which is not much more than the 10% from grassland. And we don't need roads: just leave all units inside the town. Never attack the last remaining enemy unit, so that our units are never exposed outside the town. The chokepoint can then exclusively be manned with archers and cats, and we can keep the precious horsemen for the Greek invasion.
Barbarosa is for an army, not to rush the FP? We already have a bunch of shields spent on it in Hamburg. Alternatively, we could rush the FP in Amsterdam, make it productive nearer the front and use the shields in Hamburg for a prebuild. I'm new to all war so I don't know how urgent an army is for our situation. A middle age wonder might be nice but I don't want to take Hamburg out of production too long.
Barbarossa already
is an army... (See turn log.) I had to convert it immediately, so as to not waste any following elite victories. Also I think the FP is not that important that we want to use a leader on it. Most of the players and lurkers seemed to aggree that an Army is the most important thing to get in an AW game. At the moment Hamburg can use a wheat tile once in a while and grow quickly. So building the FP by hand there should not take long.
It's late to start playing, so I'll await comments and dive in tomorrow.
Wait at least 2 more days, before playing! There are still too many open questions and the majority of the team has not yet discussed these things.
Also please check out all the core towns and see how I arranged the citizens and what needs to be changed each turn. For example Berlin, our most important town: instead of running it at 10 shields, 0 food constantly, I'm now running it in a 10, 7, 7, 6 cycle. That way it needs 4 turns for a horseman, instead of 3 turns, but at the same time it can pick up 2 food during 3 out of the 4 turns. I think it's important that we get our capital to size 9 or 10 in the long run. Then it will generate much more income and it can make 15spt, producing a horse every two turns. In the long run this will compensate for the turn we currently lose for each horse.
Leipzig remains difficult: it had grown to size 6 during anarchy, so for the next settler we didn't need food and I gave Hamburg both wheat tiles for the moment. That needs to be changed, once the settler is ready.
I actually kind of like the idea of a spear army, since spear army + horses are both move 2, which is handy. If we do go with a horse army, it would almost be better used to assault the incoming stream of units, freeing up our main attack force (cats + spears + horses, though archers work about as well in this situation) to go roaming off to Greece or Persia.
I think it is sufficient to man the chokepoint with a few spears, cats and archers. (After all, the units I had at Eindhoven for the last ten turns were sufficient to fend of the incoming stream, and if you and Overseer are right, the numbers should get smaller soon, once the Persian GA is over.) Then we can use our most powerful weapons (Army and horsemen) for Athens. (And I think for making any kind of progress against the Greek core, we need all the strength we can muster...) This leads me to your next point:
Problem here is that we can't send the army alone (because, as you note, it'll be attacked, especially by Immortals), which means that we have to send some stuff with it. And if we do that, we'll effectively move at the speed of the slowest unit anyway. And we don't have a fleet (and won't have a sizable one) to transport units in quantity, even if we wanted to.
I think these difficulties can be overcome. First of all I think 5 galleys should be enough. Land 9 spears and a settler on a hill. These should be able to hold out for the 2 turns until the second wave arrives. The second (or third) wave then contains the Army, and then wait 2-3 more waves before we break out of the beachhead towards Athens.
The Army needs to advance slowly with the rest of the stack anyway. I don't see any way of utilizing its speed. (Perhaps we can sometimes use it for pillaging and then returning to the cover of the stack.) The main asset of the Army is it's fire-power (12 HP and attack value of 3) and the ability to heal in enemy territory. With enough cats (or even trebs? If we are lucky, we might have trebs in a couple of turns, and the D-Day still needs a long time of preparation), that should be enough to grind down a Hoplite per turn.
Rather than a large quantity of settlers, I think Leipzig would be better placed to produce 2-turn workers to bring our other cities up to size 7 as soon as possible. (Obviously, we need a FEW settlers to replace the Dutch lands, but my guess is that we won't have a big breakout through the chokepoint any time soon, so getting larger and more productive cities should be a priority IMO.)
Good idea. Only problem with that: currently only Berlin and Hamburg can grow beyond 6. During my turnset I started an aqueduct in Frankfurt, but it'll still take a while.
Perhaps we should abandon the idea of capturing the remaining Dutch towns? I noticed that during my 10 turns, none of the towns have grown to size 2. But they should have, as ususally 10 turns is enough to grow once. So either the Dutch currently poprush during the interturn as soon as they hit size 2, so I never see the growth in my turn, or they have an entertainer in each town, or they work a forrest? In any case, "chase the capital" would slow us down too much I think. Just raze them and replace. Then Leipzig can still mainly concentrate on settlers (with the occasional worker to beef up Berlin & Hamburg), until we have the Dutch territory ICSed. By that time we may have enough aqueducts and switch Leipzig to 100% worker production. (Oh, and don't forget 2-3 combat settlers for the Greek campaign.)