SGOTM1-Persia Team Ankka

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If I had know that you're gonna play, I'd have waited for your advice. But as not... Sorry if I messed the first turns...:undecide:
 
Interesting start for OCC AW.

Choke point to the south, nobody north. Lots of opportunities to build defensible colonies.

Not sure I understand the temple build. We don't need it right now for border expansion. Would a barracks be better?

Can't wait to meet the neighbors.
 
andvruss:

Remember - 24hrs got is and 72hrs total to post the log. ;)
 
First off, good move on taking the settler to a coastal location. The idea of a OCC AW without any navy is unsettling.

I'm worried about our lack of freshwater, this means we're going to need to dump 100 shields into an aquaduct at a time when every single shield counts.

Next we need to ask ourself if we really want to keep scouting, is finding a couple huts early worth possible running into 3 or 4 Civs at the same time & having to declare war?

We need to come up with a research path, and goals we want to accomplish, since this is an AW we'll be doing nearly 100% of our own research, which is a very very bad situation when you only have 1 city(especially one with no rivers for bonus commerce & only 2 furs).

We need to decide if we want any early wonders(Collosus & GL would be very very nice), but they would definatly come at drastic price.

We need to decide on what we're going to be prioritizing in our city, we need a ton of units but with only 1 city worth of Unit Support making the most out of the few units we have is key.

We have to decide whether we plan on going for an early archer rush, or turtleing till we have a sizalbe stack of Immortals(or even longer).

We have to decide whether we want to build them from scratch, or upgrade warriors. Knowing full well that any money put into upgrades is money that could have been spent on our much needed research.


Thank god we're scientific, those free techs are a must. However the Industrial trait is for the most part wasted, and in this perticular situation I'm not the biggest fan of Immortals(I'd much rather have Hops or Legions, a nice D unit in the beggining helps out a ton) either.

Anyone not familiar with the XCC AW format & how challenging this is should check out Di1 for some idea what we'll be going through. I'm think that your starting terrain is the biggest influence to how far you make it(well that, a good strategy, and a healthy dose of RNG luck), as you can see we got shafted with the starting terrain.

Anyone care if I try to recruit another player?

[edit- not a problem wiz, we're all in uncharted territory here.]
 
Originally posted by Bede
Interesting start for OCC AW.

Choke point to the south, nobody north. Lots of opportunities to build defensible colonies.

Not sure I understand the temple build. We don't need it right now for border expansion. Would a barracks be better?

Can't wait to meet the neighbors.

That's the only thing we have going in our favor so far, 2 very defensible chokes that means noone will be getting to us until MMing at least. Of course if we don't have Iron AND Horses between the two it's a moot point anyways cause it's over before it even starts.

[edit2- Oh yea, PTW or vanilla?]
 
I'm thinking we need to control access to our island as best we can. That suggest archers sent south to find local neighbor (s)and eliminate them. That will give us a window city development until Map Making before we have to deal with anyody else.

PTW, please
 
Any feed back or ideas on research path, upgrading, unit priority, scouting? Anyone?
 
Since this is an OCC AW, we should get to the chokepoint ASAP. Fortify there, and do no more scouting. Then build immortals by the hundreds :) and take our opponents as quickly as possible. If we stalemate and lose our forces, it is basically over. Looking at DI1, see how hard it was as a 3CC AW.......
 
We still need to explore the area south of the choke point. Rather bring it to them than have them bring it to us.
 
Not much further, we just want to scout a couple tiles past to see if there's maybe a further choke we can hold.

Scouting in an AW(especially a XCC AW) is bad news, the longer we can keep the AI from knowing our bloodthirsty nature & happily churning out workers/temples/wonders/ect and not warriors & spears the better.
 
2950: zz

2900:zz

2850: worker finishes mine, begins road

2800:zz

2750: zz

2710: Ugh we meet the Aztecs. Trade masonry for WC and 10 gold. Declare war. They have a tasty worker chopping a forest....

IBT: worker retreats

2670: zz

IBT: warrior barely dies to jaguar warrior. Oh well, at least they will have a very ill timed GA.
Persepolis barracks-spear

2630: Luxes to 10% for 1 turn

IBT: furs connected

2590:zz

IBT: We learn mysticsm-iron working

2550: zz


Persepolis is size 3, due to grow in 8 turns, and spear due in 3. Worker is roading one of the other furs. IW due in 18 at -1gpt (can be vetoed).
 
I have created a maintenance thread for this game >>HERE<<.

It will be used for scores and announcements so it might be a good idea to bookmark it.
 
Got it.

Will play tonight, hoping for commentary.
 
I am thinking of sending a couple archers/spear to quickly kill the Aztecs. Or even immortals....

For a defensive strategy, we could raze cities and capture tons of forgein workers. Since this is PTW, we can fortify on the shores until marines (or if the Vikings are in this game....) and then just hold the 2 chokepoints in the north and south.
 
SGOTM1 Team Ankka
2550
Persepolis
6fpt+2
4spt
100% Science IW due in 18 -1gpt with 21 in treasury
Building spearman

The army
1 lonely warrior and Marge says we are weak compared to the Aztecs.

The state of the world
At war with the Aztecs.

We need spears, archers and at least one more worker to drop a colony on the dyes in the north.

The choke is undefended and we are 17 turns away from putting any defense there.

T1 2510
Hunker down in Persepolis.

T2 2470
Still hunkered.

T3 2430
Spear finished, start another. Spear joins warrior in shell.

T42390
Worker starts road to south

T5 2350
Hunkering

T6 2310
Worker finishes road and the Aztecs show up. Worker scurries to backlines.

T7 2270
Aztecs have sent two Jags at Persepolis. Luck be a lady tonight. They attack on IT

Vet Jag attacks and kills one spear, -2hp. Other Jag pillages newly built road.
Third Jag arrives.

Replacement spear finishes.(JIT) Start another.

T8 2230
New spear fortifies. We have a vet spear and a vet warrior facing a wounded vet Jag and a fresh one(reg) with a third Jag (reg) in reserve.

Road building worker takes cover

Monte will talk. As I suspected he has now learned IW:

SGOTM1TA_Diplomacy.jpg


Spear forces reg Jag to retreat, crippled. Wounded Jag heads home. Reserve Jag (reg) moves into forest on pillaging mission.

T9 2190
Worker rests in Persepolis. Considered adding him to city but Jags now occupy improved tiles, so will wait.
Switch spear build to archer as Monte has only one effective in range of Persepolis and we have two in garrison.

T10
Jag pillages forest road, then retreats south. Wounded join healthy Jag reserve in forest to heal outside our borders. Archer training swapped to spear as there won't be any cripples to hunt in three turns.

SitRep
Serious but not yet critical. No Aztec swords in view but that won't take long, if he has iron, something we won't know for four turns yet. Pillaging Jags have cut off access to furs so Persepolis has four content citizens now, but growth is in 18 so no disorder fears in immediate future.



The Save

SitRep

SGOTM1TA2150SitRep.jpg
 
That sounds like the begining of the end.:(

Sorry guys, but I've had a family emergency and won't be able to play until Sunday. I'll still have internet access so I'll be able to chime in with my $.02.

Very good luck & remember........ lots of screenshots!
 
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