SM1 - Sid challenge

@zerksees
A 10 spt city can build the Glib in 60 turns right? Well when we get closer we can decide about that.
I think, GL can be built only on archipelago map. We wouldn't have more then 3-4 cities for long time, and so we can't switch prebuild to FP. Also, we cant waste time building GL when we have only two cities. Btw, AI on SID level have 2,5x accelerated production, and GL for them will cost only 240 shields.
If persians will build GL we could stop research and capture it with all free techs.
Also, don't techs cost more on Sid level?
On Sid techs cost 2.5x more breakers, then "base" regent cost. But also on tiny and small maps tech cost is lowered. On Sid standart map you cant move up research slider to 20% or higher. On tiny you can ;)
You guys have any objections to giving gpt for gold or tech at the initial meeting before declaring war?
Please, read rules in the first post - it is prohibited.
 
Own said:
Is there still room for me :( ? I've been gone for a while and just got brief internet access.
Ok, I will open extra slot for you. Lets beat cheating Sid together :crazyeye:
Roster is closed now, thanks all, who had been signed up :goodjob:

Roster:
Smart
Beorn
nerovats - gots it already
zerksees - on deck
Whomp
Own
 
Yellow is on the coast, and can build curraghs. It is not on a hill though. Is that why you prefer red over yellow?

Regarding Glib - I am aware of the AI production advantage. In fact I count on it. Usually the ancient age wonder cascade is over before any AI gets literature. I am guessing I get beat when the AI gets a scientific leader. Since the AI over irrigates and does not do palace prebuilds I think it is very possible. My plan usually starts with an alphabet civ though.
 
I think purple first is a no brainer because of the hill and the fact we can start with walls first hand. After that, before we can complete the blocade at yellow, red looks good. Problem with yellow is that it needs the blocade to really shine, and we can't afford it atm.
 
Pre-turn
move EK's from road towards intruders
2510BC
Persians move north, block the forest for them
worker to forrest to chop
2470BC
Persians move in more units, just 1 archer though
FoS EW->settler
2430BC
First settler pair appears moving north
Up lux to 10% WC now in 6
2390BC
just blocking the Persians
2350BC
Persians Settle Sardis, ruins our block plans
Persians now send their first immoratals and first warriros outside FoS
2310BC
Persians attack, 2 warriors suicide
We enter golden age
FoS Settler->walls
Not sure what to do now, when to settle hill 3NE, or hill 3SW seem best to me.
Probably NE as I see no option option how to get SW.
Might be better to change walls to EW for now, then start wall after that.
Won't have time to play for 2 or 3 days so Zerksees can take it from here.

SM1_2310BC.JPG

View attachment 108760
 
3SW hill is very important, and we must settler here, before persians will do it. You can bring worker to that town, join, and immediatly pop-rush walls. Fortified EW in walled town on hill have defence of 5. Create wall of EW's, and SW persians forces will attack that town on hill and die.

Sid_new_town.JPG
 
Acknowledging. Plan to pull some EW off some of the improvements to escort the settler to 3 SW. How many would be needed and any objections? I don't have time to investigate now - plan to play tonight (about 7 hours from now). So I'll take any advice I can get before then. Fitting this in around Christmas will be a challenge.
 
I think it would be best to stall the settler for as long as that immortal is around. Once we can pull 3 EW I'd say go go go, but it looks risky atm.
 
Dont leave all EW's from any improvement - spearmans will immediatly pillage it.
My option is sending 3 EW's with settler, and one worker. Join it to city, and pop-rush walls after one turn. City will get defence of 5.

-- Edit --
X-post. Sure, wait 2 turns, and send settler if immortal will die.
 
2310 BC - preflight

Yikes this looks bad already. Can't panic though it is only a game - right?

Move EW from forest tile NE of FoS into Fos
Worker under EW SE of Fos in jeopardy. He is pulled off assignment as he will take 2 to finish and immortals will be there in 1.
Worker then disbanded for shields and walls pop rushed. I will not put my EW against immortal without walls if possible.
WC in 3 @ -3 gpt science.

IBT - warrior dies to EW, one EW lost to archer [1-1)

1) 2270 BC
Now I see why EW was in the woods as units to north are now at doorstep of FoS: 5 warrior, 2 archer, 1 immortal at doors of FoS. I empty SoI of all units.

IBT - one archer and four warriors die at the walls of FoS. 2 EW promoted to elite. Immortal attacks fortified EW on grassland and kills it. [6-2]

2) 2230 BC - nothing

IBT - Immortal takes fortified EW on cow losing only one HP. [6-3] Spear pillages road SE of FoS. 3 spears on cow tile.
Germans complete the pyramids
Warrior code done, going to alphabet next. (Either to get mathematics or writing next is my thought)
FoS EW -> archer

3) 2190 BC - Worker finishes road and heads to FoS. Science @ 80%. I move Ews out of SoI.

IBT - Immortal heads to Sardis to heal. 3 spear now on cow tile head north

4) 2150 BC - Leave SoI open again.

IBT - 3 spears head north again, 1 archer dies attacking FoS [7-3]

5) 2110 BC - Have to refortify SoI as spears are knockin'

IBT - another immortal approaches, spears go south again, archer redlines elite EW but loses [8-3]

6) 2070 BC - Sent one EW from SoI on a short trip north to look from the hilltop, reopen SoI. Science at 70%

IBT - regular immortal now on door of FoS.

7) 2030 BC - refortify SoI.

IBT - immortal dies @FoS [9-3], offensive Persians heading north
SoI - EW -> EW
Persia completes Colossus

8) 1990 BC spot a clearing to west of FoS, send out 3 EW and settler to 3SW.
SoI left open again

IBT - FoS - EW -> EW

9) 1950 BC - Science at 50%. Sent worker toward new city. Pop rush walls in SoI, refortify EW in there again. Put two EW (one elite) and archer fortified in woods as veteran immortal is next door.
Settler and support move 1 west on a hill.
IBT - Elite EW loses to immortal, archer did not help and immortal is now 2/5 elite [9-4].

10) 1910BC - Worker catches up with settler. Can't move settler as Persian settler pair is now at 3SW.

The settler and escort all have their movement point left. We should decide if current location is good enough or should we hope the Persian settler pair is headed north? (I am guessing they would not build on our border with all that free land to the north yet.)

Not sure how long we can hold our improvments with immortals out there as the odds are against the EW when it is not fortified behind walls.

Good luck.

My first turn ever in a SG - thoughts?
 

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This is what I call an overrun. Not surprised, nor really disappointed - can you blame the rabbit for being eaten by the wolves? It really got down to a smack in the face when I saw the 3rd hill underneath the 2nd one we are to settle. It dismantles all hopes of getting somewhere with a killzone hill town.

On the desired comments: I really dislike pop-rushing with so little actual population, and knowing we were a few population point below 10 spt. I guess it goes into playstyles; besides that, nothing to say: good tech and build choices, you did the moves you saw fittest and the RNG took its toll.
 
Good progress and RNG luck, open/close town trick works well :goodjob:
I'm agreed with zerksees pop-rushing - walls are very important in AW game ;)
I think, we should settle on current hill - we can't wait 2 turns, because persians could take up that place before us.

Whomp, come out from Stronghold of Idiocy, you is up next :)
 
Beorn-eL-Feared said:
I really dislike pop-rushing with so little actual population, and knowing we were a few population point below 10 spt.
I am not a big fan of pop rush either but obviously felt it was necessary at this time. I saw what the immortals can do to fortified EW without walls. Thanks for the input.

Smart said:
I think, we should settle on current hill - we can't wait 2 turns, because persians could take up that place before us.
I am on the fence about this. Founding where we are gets us going with city3 faster. Waiting gets a little more distance between the cities and maybe chance for better tiles to work.

I really don't know how well it will work because immortals can cut right through the EW wall. However, maybe if there is no improvement underneath they won't attack the EW. If that is the case then the wall should be expanded from shore to shore (looks like 9 tiles could do it), and we could force the attack at the city in the wall, end the overrun, and then go and get Sardis. Expanding up north would be way easier once we knock out the units that are already up there.

Smart said:
Good progress and RNG luck, open/close town trick works well :goodjob:
It actually might be worth putting a town up north to open/close - they would pass right by the core on the way there (until our EW great wall is up anyway). In our current situation, this was the only way I could use some of the well known tricks to keep the AI at bay. Until the AI get horses we might be able to use city 3 the same way.
 
OK I got it and will play it after a little X-Mas clean up.
 
I agree to settle on the spot (and it gives a fresh water bonus, too) with plans to settle the hill 2S of it eventually, for the wished killzone. With the traffic it'll get, it could be named something like "Wish I were a back-bencher" :)
 
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