SHWH01 - Iroquois Tree Huggers

Admiral Kutzov said:
here's where my acorns get roasted :crazyeye:
Sounds to me like you're doing fine, AK, with 3 more towns (including Alesia), tech parity and destroying a barb camp. :goodjob:
 
lurker's comment: You might be in tech parity, but Brennus is left crippled.:) Nice job Admiral!:goodjob:
 
I haven't looked at the save, but that looks like a game-changing set you played there AK! :thumbsup:

I've got a bit of a 'feast'... so I might wait until tomorrow night to play this.
 
ware the barbs in the SW

we're on the edge with regard to research. need to watch it. if you can get liz to declare, we're good.

I didn't do well with getting the ponies connnected.
 
oh, yeah, I forgot to mention something

ifuseek2aw.jpg


there's iron in them thar hills
 
Looks like we could promote some archers with a lot of targets.
 
SHWH

Start the set at 51g, +1gpt, writing in 44. MM Douglas Fir for an extra gold. Swap Ponderosa Pine to an archer and whip it. Takes the citizen off the BG somebody mined... and I'll need to re-check the variant discussion to see if we agreed to soften the variant.

IBT - Barbs start crawling all over the place. Ponderosa Pine Archer>Archer

Turn 1/1450BC Dispatch the archer towards Douglas Fir, Warrior whacks a barb camp outside the celtic Capitol.

IBT - Brennus gives us the boot.

Turn 2/1425 - put the archer on the mountain to guard the worker that's threatened by barbs. MM the cities... writing in 21 at -2gpt. Do a little fog busting and find a Celtic Settler pair about to claim another dyes. Do a little fog busting... starting to bring the warriors home for MP duty.

IBT - Barbs promote the warrior at , our Curraugh gets promoted fighting an Illinois Galley... (somebody's got maps) Douglas Fir trains an archer, starts a settler.

Turn 3/1400 Celts have founded Lugdunum. Move some stuff around... start on a road towards Silver Maple. Whack a barb with an archer... now 1/3.

Turn 4/1375 As much as it pains me to do this, these barbs simply must be dealt with. I whip an archer at Douglas Fir.

IBT - a Barb Horseman shows up at Ponderosa Pine.

Turn 5/1350 ...whack a barb at our capitol. Whack the barb Horseman at Ponderosa Pine. Lose a scouting warrior attacking. Up the lux tax.

Turn 6/1325 Swap Ponderosa Pine to Settler. move some units.

IBT - a Barb attacks one of our Archers. Celts advanced on our borders, ostensibly to play whack-a-barb.

Turn 7/1300 - Lux back down. Move some troops.

Turn 8/1275 - Risk our Curraugh to try to see what's on a sea tile.

Turn 9/1250 - Whack a barb horseman at Ponderosa Pine.

IBT - Ponderosa Pine equips a settler, starts a worker.

Turn 10/1200 - whack some barbs. I do have us a few elite archers now. and a settler on the way to the southern peninsula.

IBT - a Barb Warrior attacks an archer. WHOOPS... I wasn't supposed to advance that turn.

This is a beginning-of-turn >>> Save <<<.

We've got 2 settlers on the ground, one in the capitol. I recommend we take that one in the capitol and try to claim the rockpile that was Alesia - there are dyes there. The southern settler is travelling with an archer... with a 4/5 Archer walking point that should be able to disperse that southern Barb camp that was spawning those Horses that gave me such fits at Ponderosa Pine.

I'd be careful about popping that goody hut without troops in the area. It's likely to spawn barbs.

Peace with Brennus is up during this turnset. I recommend we build some more archers (and maybe one Spear) and go after the Celts again. Brennus is what stands between us and eastward expansion.

Oh yeah - I'd try not to whip anything this turn... or we'll have some happiness problems. I whipped a couple of archers this set.

Feel free to make wholesale changes to the build orders.
 
I don't mind softening the variant a little... but I think it'd be cool to get our shields from planted trees rather than mines. I'll leave it open for discussion... and see what we come up with to capture the 'spirit' of the variant.
 
My impression was that we're only mining resource tiles: iron, aluminum, uranium, gems, maybe a gold hill or mountain. As scout says, it's kinda cool that our high production tiles for the most part will be trees. And only irrigating food bonus tiles: wheat or sugar or cows, etc.

Also, are we pillaging AI improvements that don't fit our gentle, eco-friendly ways? After we move into their recently vacated lands, that is. I thought that we were.

@scout -- is that dinky boat still out at sea, or did you just do the peek-a-boo to see of you could spot a coast?
 
I concur with Monkey's assessment. Only irrigation to bring water to the resources we want to water.
 
SimpleMonkey said:
@scout -- is that dinky boat still out at sea, or did you just do the peek-a-boo to see of you could spot a coast?
I went... further than I should have with a curraugh... you'll see where I explored. Whomp said he saw a sea passage over by England. See if you can work the curraugh over that way.
 
I guess I was under the same impression as AK. Seems like the original statement (paraphrased) was that we could improve bonuses and I thought a bonus grass was a bonus. I'll support whatever is the final decision on that. :)

I have a general question on game theory. What is the advantage (if any) of playing with barbs raging, rather than just roaming? Is it more opportunities for promotions? more camps with gold for research? just more fun whacking? Until fairly recently I always set barbs to sedentary, so I still have much to learn about them.
 
Whoops, I was just casually wondering what the next guy was going to do with scout's set-up when I realized that I'm the next guy! :blush: I shall look at the save and play either tonight or tomorrow.

Won't pillage any of our own tiles until I get a final ruling on imrovements. Promise not to do anything rep-trashing either. :lol:

Can we work this so that gma gets the change of age barb uprisings? Should be pretty amusing at the raging level. :mischief:
 
SimpleMonkey said:
Won't pillage any of our own tiles until I get a final ruling on imrovements.
Let's not pillage anything... I'm also considering softening the variant to allow us to road tiles that we plan to plant trees on. I really am open to discussion on this... it's intended to be fun, and I don't want us to lose sight of that.
Can we work this so that gma gets the change of age barb uprisings? Should be pretty amusing at the raging level. :mischief:
Now you're starting to sound like TGOM or SHWH. :p
 
:devil:

lurker's comment:

The Crone said:
I have a general question on game theory. What is the advantage (if any) of playing with barbs raging, rather than just roaming? Is it more opportunities for promotions? Yesmore camps with gold for research?Yes just more fun whacking?Yes Until fairly recently I always set barbs to sedentary, so I still have much to learn about them.

It also takes the "settler factory" out of play, a not so bad thing IMNSHO. Settler factories are fun to set up, once, but are almost game breaking.
 
TheBaboon said:
Can we work this so that gma gets the change of age barb uprisings? Should be pretty amusing at the raging level.

The lady has already lived through two of those (one at Emperor and again at Demi-god) so I concur with the AdmK ;)
 
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