Space-1: War While Waiting

But what about Joan? :love:


Ted
 
Kewl :)


Ted
 
I prefer to deal with situations like this by absorbing attacks, to the greatest extent possible, rather than making them. The advantage to be gained by getting the AI to attack fortified units, even on level ground, isn't trivial. I realize that the Vikings' possession of an archer makes it hard to apply this approach in its pure form, but I would hate to gamble our survival on straight warrior-versus-warrior attacks made by us--especially if we'd be using regulars.

I think we should just wait for this crisis to end and then use the settler to found a city where we really want one. Perhaps we should try to establish three front-line cities which won't need aqueducts, since the dense settlement pattern which this would require is right for this game anyway. One possibility would be a city on the hill at the far end of the lake, a city just northwest of the cow, and a city either on the river/forest (plains) tile or one tile southwest of this.

I don't see any objection in principle to our using suicide galleys. Whether we actually do so, as Space says, will probably depend on whether we get the Great Library.
 
Originally posted by a space oddity
I agree, so the right tactic should be:

if we manage to claim the Great Library we will try our luck with suicide galleys,
if not we will safeguard the lives of the crewmembers and save our shields in the process. :)

Any objections?

Good rule of thumb. In the Oct 2003 GOTM I had the GL and failed with my suicides. Two boats from the other continent showed up on the same turn and taught me Education. :lol:

We do need a couple of safe galleys to circle our continent when we can afford them.
 
Well, there is something to be said for late contact even with the GL, I've heard stories a many late techs to be gained, because the GL goes obsolete the next turn.
We are on this landmass with at least two other civs, so we'll have to time it. We will be able to see which techs they have by opening the negotiation screen. After 20 turns of war they'll all talk to us.
 
Space – Do you still have the Persian save? :lol:

These are my humble opinions. I like SG’s because of the dialog. There is always more than one way to win, so don’t read these as “must do” or “we’ll lose if we don’t…” just my thinking from experience.

Originally posted by Northern Pike
I prefer to deal with situations like this by absorbing attacks, to the greatest extent possible, rather than making them.


I agree. We can’t afford a 2 to 1 kill ratio, we need much better in AWM.

The advantage to be gained by getting the AI to attack fortified units, even on level ground, isn't trivial. I realize that the Vikings' possession of an archer makes it hard to apply this approach in its pure form, but I would hate to gamble our survival on straight warrior-versus-warrior attacks made by us--especially if we'd be using regulars.

We don’t have walls in Rome yet. Archers against a spear fortified behind walls gives a nice advantage. On a hill is even better. Walls are always the first build I do on any city near the front. Barracks are the next to be built. It’s going to be a while now, but eventually we will need to chop the forest near Rome to prevent the AI from using it for defense. We will have to guard our workers while we do this.

I think we should just wait for this crisis to end and then use the settler to found a city where we really want one.


I agree.

Don’t fret too much yet about the slow pace of Roman expansion. AI is directing production towards building units. If we can withstand the first stack of the AI’s, we’ll have a few turns where the settler can make a break.

If we build north next to the gems, the AI will park on the hills or mountains and we will have a hard time killing them (they often bring a spear with the archers) until we have cats & swords. We will likely lose that city if we build it now with less than a 2 spear garrison. Don’t settle until you can defend, just wait. At this point, the best defense is a good defense. I’d build spears for defense and archers (if we have the tech yet) to kill AI’s. When we get enough units to fortify the city & park on hills & mountains then we can get the gems. Kill ratio is very important in AWE. Make the AI waste shields. When we get some archers, don’t attack in a fashion that leaves the archer exposed to a counter attack the next turn. Keep them safe.

Betazed, who has an AWD victory to his credit, repeatedly told me “make sure you won’t lose before you try to win”
 
I realize it is a bit close but would it make sense to settle on the hill with the warrior? It is only distance 2 from the capitol, but would be a city on a hill which would be even stronger when we build walls. We can give the capitol "room to grow" behind it.
 
Well, I tried to play it safe. We never risked being conquered, but we have clearly lost a few turns in development.

Can't really spend much more time on the forum right now, as I am connecting from home with a lousy modem and a few people waiting for the phone line...



Pre-turn
Ok, then. I will send one warrior on the hill through the forest. Depending on how things go, Rome wil switch (or not) the Spear to warrior.

Let's see what happens


IT - One warrior of the stack detours to the South to attack a barb.


Turn 1 - 2550 BC
Rome: pop 3. MM'ed to get Spearman in 2 (at zero growth).
Move all warriors back to Rome.
Alice roading NE of Rome


IT - The two Viks are coming.


Turn 2 - 2510 BC
All warriors fortified
Lower science to 70%, now at 0 gpt. IW in 12 turns.


IT - Vikings come over the forest, the Spear cannot be made


Turn 3 - 2470 BC


IT - Viking warrior dies, Archer kills our warrior


Turn 4 - 2430 BC
Rome: Spearman - Spearman (depending on how things go I may switch it to an Archer or Barracks)


IT - Viking archers goes away to heal, warrior approaches


Turn 5 - 2390 BC
Alice starts irrigating


IT - The stupid warrior kills our spearman


Turn 6 - 2350 BC
Our Vet warrior kills his, and promotes to Elite
MM Rome to get the Spearman next turn, lux up one notch to avoit riot


Turn 7 - 2310 BC
Rome: Spearman - Barracks


Turn 8 - 2270 BC
Nothing


IT - The Archer fortifies outside our borders


Turn 9 - 2230 BC
Nothing


IT - Oh no! A blue warrior appears from the South.


Turn 10 - 2190 AD
Rome Barracks - Archer (better to attack his Archer)

I checked the diplomacy screen. It's Babylon, and they have both The Wheel and Masonry. I haven't initiated anything though.

Space.jpg



Here you are
 
I got it.

I think I will use the settler right away. We need to grow. I am thinking of putting it behind us NE-NE-E so it is just SE of the wheat and next to a bounus grassland so it can make a warrior in 5.

Edit: I am 2 turns in. There is no iron to be seen.

What should I research
1) Writing in 36?
2) Wheel in 14?
3) Mathematics in 36?

Any opinions? The original advise was to go straight for Literature, but with no Iron I am wondering if a side-step to wheel or mathematics might be in order?

The alternative is to drive straight for Lit to get the GL. We would then have to survive 50-60 odd turns with archers and spear.


SP01-2115BC.JPG


I will wait some for comments before playing again.
 
Wow, only 1280 more tiles to domination! :lol:

Since you asked for comments, here are mine. :)

We really need walls in Rome. It’s on flat land so we get only the "unit fortification" defensive bonus. Furthermore, IMHO we will lose if we build warriors to fight archers. The AI will attack, fortify wounded out of our borders, then attack again. In a few turns the wave of new & healed archers will overwhelm us. Talk abut bad luck, the Babylonians are the worst to face early in AW. The bowman has a 2 on defense, this is a bad development for the home team.

We must start killing AI units. Warriors won’t help us, they are the path toward defeat. The most effective way to kill AI units at this point is to build veteran spears in Rome & stick them behind walls. If we get a chance in a few turns we can start attacking archers on the turn they walk up (before they fortify). The key to winning at AW is kill ratio. Much better than 2 to 1, more like 10 to 1. At this point in the game our best odds are definitely on defense.

According to the Civ Battle Calculator regular archers will beat a veteran warrior fortified in a town more than half the time. A veteran archer (assuming they get promoted) will beat our veteran fortified warrior 7 times out of 10. OTOH, a veteran spear will beat an elite archers slightly over ½ of the time.

Rome without walls:
Veteran spear fortified versus regular archer wins 78%
Veteran warrior fortified versus regular archer wins 46%
Veteran spear fortified versus veteran archer wins 65%
Veteran warrior fortified versus veteran archer wins 29%
Veteran spear fortified versus veteran archer wins 53%
Veteran warrior fortified versus veteran archer wins 18%
Warriors never have the edge versus archers in Rome without walls.

Now lets’s look at what walls do:
Veteran spear fortified behind walls versus regular archer wins 88%
Veteran warrior fortified behind walls versus regular archer wins 62%
Veteran spear fortified behind walls versus veteran archer wins 79%
Veteran warrior fortified behind walls versus veteran archer wins 45%
Veteran spear fortified behind walls versus veteran archer wins 70%
Veteran warrior fortified behind walls versus veteran archer wins 32%

I’m open to discussion, but it seems that building warriors may lose the game before we ever get a chance to upgrade any of the warriors to Rome’s UU.

edit for mucho typos.

second edit for handy's oversight about our research position
Did not realize we were so close to IW until I re-read the earlier posts. It will be a bummer though if we waste a golden age on 2 cities. I still think spears are the way to go just so we can save the GA for the time we have more cities.
 
Preturn: Dial up Babylon. I want wheel but can't afford it. I trade Alphabet for Masonry and 3 gold. Then I declare war on the Babylonians.

Move settler and weak warrior toward the new settle spot. If more units show up IBT I may move them back.

Lower science to 50% - still getting IW in 2.

IBT: Babylon warrior moves forward.

2150 BC: Move settler to chosen spot NE-NE-E near wheat. I choose this spot despite the lack of river because it is very strong in terms of immediate benefit and it is defended by our main city so I can settle it now. I notice our road to the front doesn't work very well as it crosses the river each turn.. We need more units to fix this problem. Move the elite warrior to defend our mined BG and at least have the option to attack next turn. I suspect the Babylons will pillage. Lux 10%

IBT: What a suprise. We are pillaged.

2110 BC: I don't attack across river as we have an archer that can handle the warrior. I fortify on the BG square (so we have both the river and fortify bonus as well as 2 more hp). Veil settled. Since no new units have shown up I go for the 3 fpt over the 2 spt. The worker is now building a road to connect the two towns. Raise Lux to 20%

The bad news: No iron to be seen where we have explored.

IBT:
Build archer and start on walls. Choose writing for our tech.

2070 BC: Looks like a standoff. Everyone is fortified.

IBT: A barbarian comes from the north.

2030 BC: Zzz

IBT:
Build walls and start on settler. Even the barbarian is fortified. It must be the international fortify unit week.

1990 BC: Zzz

IBT: The barb shows his disdain of civilization by unfortifying. The Nerve!

1950 BC: MM a bit. Settler in 3.

IBT: Peer pressure is too great. The barbarian fortifies again.

1910 BC: Zzz

IBT: The barbarian flees back into the woods. 3 iroquois warriors show up from the south

1870 BC: Zzz

IBT: Iroquois move forward. Settler built and spearman started.

1830 BC: Settler heads N. Worker heads to grain to irrigate it.

IBT: Iroquois advance.
Build Warrior in Veil.

1790 BC: Settler head N again. Takes a warrior with him.

IBT: Spearman nearly loses vs the regular warrior. 2nd warrior impales himself on the Elite warrior and dies. 3rd is much more polite and fortifies.

1750 BC: I am going to leave the units unmoved in Rome (and unfortified - quite shocking! The next player can decide what they want to do (we have an elite warrior and can leader-fish). It occurs to me that the game was given to me a turn early. I was supposed to play 2150 to 1750. The next player should just play his 10 to 1500BC.


SP01-1750BC.JPG


The Save
 
Originally posted by Greebley
Getting an early GA is not going to be a problem. No Iron means no GA. If our best unit is Spear and you don't see an immediate need for horses or Catapults, I will go the writing route.

I'll give Rome walls if it doesn't have them yet.

Sat 11-08-03 Got it playing tonight. Will do the write up tonight or Sunday if I start to fade. Hail Ceasar, hail Baccus.

Iron with a 2 city GA, or no Iron. :crazyeye: These are not the best of options. I'm playing a solo game AWM game now as Carthage. The Carthage UU is awesome. 2.3.1. In my game I had a most excellent 2 city GA. :lol:

Cats are the great equalizer, and we really need horsemen, but we most likely lose without the GL, so Lit. seems the best choice. Where in the vast Roman Empire do we start a prebuild? :lol:

Good job on the max science. AW is not the game for 40 turn gambits (exceptions for the period when we have the GL or if we need the $$ for upgrades)

The more AWM games I play the more I believe Industriousness is most powerful trait. Fast road network & mining is the key to early defensive success. Militaristic is good for barracks & extra promotions, but I vote fast workers as the key.
 
Ya, the money from a 40 turn gambit seemed...well... useless. We have zilch to spend it on. Only if we met a 4th enemy civ or get Iron which seemed dubious propositions. As you say max research is the way to go :)

Note that there is a settler under the warrior to the north. I am not sure exactly what my plan was with him. I think he was fleeing Cylon tyranny or something like that. I felt we needed more towns.
 
One thing seems very important, given our lack of iron. If we ever get another chance to make pre-war trades, we should try to get the new civ's map, in preference to any tech. If we know where iron is, we can perhaps put together a plan to seize it. If we just have to push forward blindly (whenever that might be possible) and hope...I don't know.
 
12:30pm. I’ll post this & the save and edit for spelling tomorrow. Hope the writing is clear enough to follow. Rome is in pretty good shape with no AI units in sight!

Pre Turn End of 1750BC

Diplo – No one likes us.
Iroquois: Wheel & Mysticism; 3 cities; 65 gold
Viking: Wheel & Mysticism; 3 cities; 51 gold
Babylon: Wheel & Mysticism; 3 cities; 7 gold. I wonder if he wears that hat in the summer…

Rome grows in 3 and will require happy juice.
Switch Veii to Barracks. I can change to walls if the crowd heads that way.
Can’t decide what to do with the settler. If Veii was one tile SE, then I could go 3 tiles NE then 1 tile N and each city would have 9 tiles to work. Wish Veii was on coast right behind the river. Nice defense bonus & no aqueduct.

Below is a dot map of likely future Roman cities. I know if I go for the Red Dots AI will attack the least fortified city. The red dots also require irrigation to grow. We are having trouble protecting the city, much less the worker. If I settle next to the Gems the AI parks on the Hill & mountains. The purple dot where the archer stands is an excellent location. The rivers are on two sides of the tile. Eventually we can park on the hill and force the AI to attack across the water. If we settle the purple dot now, the AI will raze the city for sure. The blue dot has grasslands we can mine, is far away from the battle from (for now) and can turn out some shields. The blue dot should probably chop build a temple then pre-build the GL. I hate to settle 1 tile away from the coast. The temple will pull in 5 grass tiles and 1 hill for the GL pre-build. The orange dot is probably the best pick for the next city. The settler is already there, and time is of the essence. We can chain units from this city up to the front after it starts to produce. We need another worker (1.5 per city in AW) & that’s probably what I’ll start with.

SP01_BC1750_Pic.JPG


It appears we will have no iron for a several centuries. I hope we have horses up north somewhere…

Fortify spear & archer. I don’t want to attack a fortified warrior in a forest. The Roman vet archer is a 4 to 1 favorite to kill the fortified Viking regular warrior. But if I lose 2 hp in the process, Babylon’s warrior is a 6 to 4 favorite to kill me. We can’t afford to trade units with the AI. I’ll wait. Hit enter.

Turn 1 1725 BC
Barb turns tail & runs into the fog. Settler & warrior move to orange dot. We need a warrior to protect our worker from the barbs. I switch Veii back to a warrior build.
Rome – Spear in 3, grow in 2
Veii - Warrior in 3, grow in 4. Worker irrigating wheat near Veii.

Turn 2 1700 BC
Antium founded
No AI moves, no AI new arrivals. I suppose they are waiting for reinforcements. Let’s hope the RNG is true to form and they impale their warriors on our vet spears.
There are two barbs up north. One on the hills and one by the fish.
Rome (5) – Spear in 2, grow in 2
Veii (2)- Warrior in 2, grow in 4. Worker irrigating wheat near Veii
Antium (1) – Build worker. We need roads & mines.

Turn 3 1675 BC
No AI moves, no AI new arrivals. One barb goes to the fog.
Rome (6) – Spear in 1, grow in 1. Up the happy juice to 20%
Veii (2)- Warrior in 1, grow in 1. What a difference water makes! Worker building road on the wheat near Veii.
Antium (1) – Worker due in 9.
I hope we get our empire settled before the bars get horses.

Decision time. Do I attack with the vet archer (he’s a 4 to 1 favorite) and then bring the spear (spear won’t be able to fortify) in after him for cover? The veteran spear would be a 9 to 1 favorite in the forest to win on defense. Good odds to kill 2 units.
Archer wins in a rout and promotes to elite. VetSpear move in for cover.
Good year for the Romans. Bacchanalia :band: @ 7, dress is casual.

Turn 4 1650 BC
The AI’s all look sad. Bet they heard how much fun the Bacchanalia was. Rumor has it Joan snuck in.
Research set to 70%, writing due in 14 turns.
Happiness set to 20%.
Rome is earning zero GPT. Rome has eight gold in the vault after party expenses.
No AI moves, no AI new arrivals. One barb goes to the fog.
Rome (6) – Settler due in 4, grow in 3.
Veii (3)- Barracks in 7, grow in 7. The new warrior goes to protect the worker from barbs. The worker is building a road on the wheat. Watch happiness in Veii.
Antium (1) – Worker due in 8.
The archer & spear move to the hill. I want to attack the fortified archer before his friends show up. If I waste the warrior next, the archer will counter attack the unfortified spear. Spear is a 70% favorite in that fight. But if I get the archer first, the spear is a 90% favorite over the warrior. Downside is it takes a turn to get into position, but that’s what I’m going to do. We have a good view from the hill, so if a stack of 4 archers shows up we can always retreat back to the forests towards Rome.

Turn 5 1625 BC
New barb shows up in the North. Research still set to 70%, writing due in 13 turns.
Happiness set to 20%.
Rome is earning zero GPT, and has eight gold in the vault.
No AI moves, no AI new arrivals. Two barbs up north
Rome (6) – Settler due in 3, grow in 3. Rome should probably go Settler / Spear / Settler / Spear for a few centuries. We can send 1 spear to cities in the back. If we settle towards the AI we will need 3 veteran spears as an escort. Building roads to the new cities towards the front also takes a lot of spears.
Veii (3)- Barracks in 6, grow in 6. Watch happiness in Veii when it goes to 4. May need a warrior for police duty and eventually a temple.
Antium (1) – Worker due in 7.
Elite archer takes out the Viking archer. The spear moves in for cover. The archer is down to three points. He can heal in no mans land.

Turn 6 1600 BC
There is a barb poised to attack Antium. Our fortified warrior is a 4 to 1 favorite.
Rome (6) Settler due in 2, grow in 2.
Veii (3) Barracks in 5, grow in 5
Antium (1) worker due in 6.
Worker moves to next square to road.
Archer is healing. Will have 4 points next turn. I’m in no hurry to attack unless friends show up.

DIPLO Check:
Diplo – No one likes us.
Iroquois: Wheel & Mysticism; 3 cities; 65 gold. No change in all these turns.
Viking: Wheel & Mysticism; 3 cities; 51 gold. No change!
Babylon: Wheel & Mysticism; 3 cities; 7 gold. No change?
Hard to believe.

Turn 7 1575 BC
Warrior beats barb in Antium, he does not get a promotion.
Archer healing.
Worker building road.
Rome (6) Settler due in 1, Rome will grow in 1 turn
Veii (3) Barracks in 4, grow in 4
Antium (1) worker due in 5, grow in 5 (due in 7 last turn. What gives?)
Our worker moves to next square to build a road.
Archer is healing. Will have 4 points next turn. I’m in no hurry to attack unless friends show up.

Turn 8 1550 BC
Regular spear and Settler head to the blue dot.
Elite Archer takes out warrior, signs book deal, wants to renegotiate his contract. Spear follows, asks for autograph.
Rome (4) Spear due in 3, grow in 5.
Veii (3) Barracks in 3, grow in 3
Antium (1) worker due in 4, grow in 4
No barbs in sight.

Turn 9 1525 BC
Settler & spear heading to blue dot. There is a barb camp on the mountain next to the blue dot.
Archer & Spear head to forest on the way to Rome.
Move slider down to 10%. Should have done that the turn when the settler was built.
Research now at 80%, writing due in 7. Happiness is at 10%, we are earning zero per turn. Be sure to watch Rome each turn & set the sliders.

Turn 10 1500 BC
Rome’s influence expands.
Archer returns to Rome to a hero’s welcome. Party @ the palace at 8pm. BYOB.
Worker moves to bonus grass by Veii to mine.

When you found the next city you will pop the barb camp.
Be sure to micro manage Rome each turn & adjust the research & luxury sliders.

Veii will grow next turn. Send a unit from Rome for police or turn up the happy gas.

The group needs to decide where & when to start a pre build for the GL. Perhaps we should get it started in Veii, build veteran spears in Antium, and build workers out of the new city.

There will be a worker coming out of Antium next turn. Antium is further away from Rome than the Blue dot will be in RCP terms, so build workers in Antium and a barracks in the new city. The next city after that probably needs to go way up north to the fish. We can get gems safely up there far from the AI and build workers out of there. Once you found that, Switch Antium over to building military. Let’s hope we meet a new friend that will trade writing for math! We could use some cats and a map to the IRON.


SP01_BC150_Pic.JPG



Rome 1500 BC
 
Originally posted by Greebley
I was thinking we could explore with a spearman once we have things under control in our main cities.

We could use it to pillage too.

If we get a leader and can't use it for Pyramids, and we have the b@lls to see if we can build the GL brick by brick, we can build an Army with the leader and do some Offensive Pillaging which might let us know where the IRON is.

I'm a little surprised we have seen no AI units. Usually they come in pairs early on.

Gosh I hope they are at war with each other, could we be that lucky?
 
Back
Top Bottom