Space-1: War While Waiting

Originally posted by handy900
AI will keep trying the beach landing in our rear cities all game long.
And the annoyingly slow coastal bombardment once frigates & Privateers arrive :)


Ted
p.s. well played NP, great kill ratio :thumbsup:
 
Originally posted by TedJackson
And the annoyingly slow coastal bombardment once frigates & Privateers arrive :)

Yes, and there will be little we can do about it (except rebuild infrastructure) until we have rails to move cannon & artillery around and polish off wounded AI boats with our own navy. I've killed may 1 hp battleships with artillery + elite ironclades in past games. Love to sink all those shields. ;)

EDIT I turn off the "battle animation" about midway through an AW game just to speed turns up. I turn animation back on to track what the AI is doing.

Is there a mod to animate battles, but not bombardment. That would speed AW up quite a bit.
 
That seems to be the major problem with AW :)


Ted
 
There are just a few guests in our lands, aren't there :eek: I can see why turns might take a while.

Karasu picked a convenient day to come back on :) before my brithday, I go after Ted. After my birthday I go after Karasu. I will be 41 :eek:

I do hope there is a closer iron. That one would take a good bit of work to get to. Saltpeter in our land would be nice too. If we see any towns in that desert that look less than ideal that might be clues for salt sources.

We are going to want a lot of catapults and archers/longbow and spear for our eventual offensive, aren't we?
 
Originally posted by Greebley
I do hope there is a closer iron. That one would take a good bit of work to get to. Saltpeter in our land would be nice too. If we see any towns in that desert that look less than ideal that might be clues for salt sources.

We are going to want a lot of catapults and archers/longbow and spear for our eventual offensive, aren't we?

I also hope there is closer Iron. That would be hard to take and harder to keep hooked up.

I've never build a longbow. Perhaps there is a strategy with them, I've just always favored a strong defense up until cavalry + bombarding is available, so I build a lot of cats, horse, and spears. The cats & spears upgrade all game long, and the horses only become obsolete with tanks. By the time we get to tank we will have either won & be mopping up, or it will be hopeless. Rails + cav + bombardment is potent.

AW is all about odds. Early in the game the odds favor defense behind walls using cats for a good kill ratio. Taking ground slowly mostly with settlers. When you can bombard & attack with cav the odds start to become really good on offense, and you are also alot more mobile. You don't want to be stuck out in the open while you move into position & then attack a city, you lose too many units to counteroffensive that way. It also pays to have pillaged without mercy before you go on offense. Check back a few posts for the pillaging thread. I hope we get an army soon so we can start pillaging.

I like our chances in this game is we can get a couple of armies soon.
 
Goals:
Revolution to Monarchy at the right time.
Beware of the galleys, send our own to the north west.
Keep up the good survival rate.
Try for a leader.

Pre-turn:
Everything looks scary but optimal.
We strong vs the Babs, average compared to the others.

IT:
The Iroqs wanna talk, you that means they'll be coming with more troops.
And sure enough, more Archers come, one dies, not a scratch on our elite spear.
Egypt completes the Great Lighthouse.
Spain moves 2 reg warriors within striking distance.

70AD - turn 1
Bad news, the land NW is Viking occupied. :(
Our 2 cats get 1 hp of the new vet Vik Sword near Neapolis.
4/4 Archer vs 3/3 Spain Warrior: wins at 2/4.
5/5 Archer vs 3/3 Iroq Archer(across river): wins but redlines.
I make no further attacks, the odds are too low IMHO.
It looks as though the Iroqs go for Ravenna, Spain for Pompeii and Vikings for Neapolis.
I switch Cumae from Galley to Cat, I feel we need some in the west more urgent than a Galley right now.

IT:
OMG Viks now have a decent stack at Neapolis' gate. :eek: 3 Swords, 1 Archer
Spain destroys a road.
Rome Spear -> Horse
Antium Galley -> Harbor We will need vet ships.
Cumae Cat -> Cat Oops, missed the chop. Sorry guys bad:smoke: :(
Bab stack-ette moves away.
Babs start Hanging Gardens.

90AD - turn 2
4/4 Horse vs 3/3 Spain Warrior: wins 3/4 left.
Jeez, we really need some more attacking power, this is the only battle to be fought without exposing the troops.

IT:
The defenders of Neapolis beat 2 Vik Swords, each taking 1hp of damage.
Neapolis Horse -> Horse
Viroconium Rax -> Archer

110AD - turn 3
Ha, our cats really do damage this time!

Neapolis
4/4 Horse vs Vik 3/3 Archer: wins at 2/4
Arggh, I can't attack the 1hp Sword without leaving an attacker exposed to the healing Vik Swords.

Pompeii
4/4 Archer vs Spain 3/3 Archer: wins 3hp left and promotes!

Ravenna
5/5 Archer vs Iroq 3/3 Archer: wins 3hp left.

IT:
This is really frightning, what a lot of troops moving in. :eek:
Pompeii Archer -> Spear
Hispalis Spear -> Worker

130AD - turn 4
Pompeii
4/4 Archer vs Spain 3/3 Warrior: wins 3hp left.
4/4 Horse vs fortified Spain 3/3 Archer: redlines but wins.

We are now strong vs the Iroqs too.

IT:
Bab stack moves on the cow.
We enter a new era!
SP1-130AD-new-era.JPG

Currency comes in through the GL, start Feudalism.
Rome Horse -> Settler
Ravenna Spear -> Spear

150AD - turn 5
Pompeii
5/5 Archer vs Bab 3/3 Sword: wins 4/5 left.
4/4 Horse vs Bab 2/3 Bowman: wins 3/4 left.
I misclick and a spear moves out of Ravenna. It's important enough to reload the autosave, time to call it a night, I'll play on tomorrow.
 
150AD - turn 5 redux
Pompeii
5/5 Archer vs Bab 3/3 Sword: wins 4/5 left.
4/4 Horse vs Bab 2/3 Bowman: wins 3/4 left.

Ravenna
5/5 Archer vs 3/3 Spain Spear (on floodplain): wins 4/5 left.
5/5 Archer vs 3/3 Spain Archer: wins 4/5 left.

Spear moves from Hispalis to Neapolis.
I've been thinking about the revolution and I think I should not postpone it. Things will not get better soon, so the earlier the better
Start revolution and ... we draw 2 turns. [dance]
Hire entertainers, scientists and taxman to arrive at +5gpt and Feudalism in 40 turns and we should not lose any citizens.

IT:
No AI troops attack.

170AD - turn 6
4/4 Horse vs 2/3 Iroq Archer (on plains): wins 4/5 left.

IT:
3/3 Vik Archer attacks and dies, Dances-with-Stacks 2/5.
We're a Monarchy!

190AD - turn 7
Fire all the clowns etc, but for the 1 scientist.
Pompeii
4/4 Horse vs 2/3 Archer: wins 3/4 left.

IT:
Iroq Archer pillages road.

210AD - turn 8
Pompeii
4/4 Horse vs 3/3 Iroq Archer: wins 3/4 left.
4/4 Horse vs 3/3 Iroq Archer: wins 3/4 left.

Ravenna
5/5 Archer vs 3/3 Iroq Archer (on hill): wins 4/5 left.

NW Galley hides in Hispalis for Vik vet Galley.

IT:
3/3 Vik Archer attacks and dies.

230AD - turn 9
Neapolis
4/4 Archer vs 1/3 Vik Spear (on Wheat): wins unscratched
No other (safe) opportunities.

My luck with suicide galleys is appaling but in this case I guess there's so much to gain, that I'll have to try.
Try my luck in SE direction with Soutern Hope.
SP1-SouthernHope.JPG


IT:
Phew, 2 spears are redlined in Neapolis but hold the fort.
Rome Settler -> Horse
Oops Cumae riots.
Neapolis Horse -> Spear
Pompeii Spear -> Horse
Oops Pisae riots too.
Hispalis Worker -> Spear
The Galley survives but finds no land.

250AD - turn 10
Pisae gets the scientist
Cumea a taxman, a worker will solve the problem next turn.
I'm finally able to move a Horse in Ravenna, that should take care of some of the attackers.
The Galley is in deep water still. :(

Diplo:
Well, we're behind Engineering to Babylon.
Viks lack Monarchy and Currency, but know The Republic.
The others have no extra techs, the Iroqs have no money.

F3 tells us we are strong versus Babs, Iroqs *and* Scandinavia! Average vs Spain.

The settler is in Pompeii, some troop movement could send him on his way south-east well-defended, that's for the next player to decide.

----------------> the save
 
Superb! :goodjob: :D :thumbsup: I count that as eighteen successful attacks, seven successful defenses, and no losses. Over the last three rounds we're 63-2, although what the RNG is giving in victories it's taking away in Great Leaders.

To borrow a joke of Karasu's, it's a good thing we've got the terrible problem with iron, or mad-bax would already be complaining about this game's being too easy. ;)
 
Got it. I'll play tomorrow. I have some serious civvin to do tonight in other SGs.
 
250AD: Pre-turn.
I decide to change the archer in Viroconium to horse.
Otherwise no changes.

IBT:
2 viking swords die Attacking Neapolis. No losses.
Spanish request audience - no.
Veii library - horse
Cumae cat - walls
Pisae worker - worker

Southern Hope Sinks.

260AD:
5 cat attacks - 2 hit
vet archer kill viking archer
Elite archer kills viking archer
vet archer kill reg babylonian sword
vet horse kills vet babylonian unit (not sure what they're called and he was already dead by the time I wanted to find out).
vet archer kills viking sword
vet horse against viking sword retreats
vet horse against viking sword retreats
I don't risk any attacks at Ravenna as winning would put troops in the open.

IBT:
Nothing happened.

270AD:
Redlined archer outside Neapolis with cats. Can't finish him off as all attack units are also red-lined.
I don't know how we are going to fight our way out of this corner. Difficult game.
No attacks made.

IBT:
Neapolis Spear - horse
Virconium horse - cat

280AD:
vet archer against reg bab archer wins and is promoted.
vet horse against reg bab archer wins.
vet horse against injured vet sword retreats
vet horse against injured vet sword wins.
I just can't find a gap to get the settler out.

IBT:
viking archer dies attacking Neapolis
We learn republic
Rome Horse - spear
Cumae walls - cat

290AD:
Horse kills el bow and is promoted to elite.
vet horse agains reg bab sword wins
elite archer against reg Bab sword dies :(
elite archer against reg Bab sword wins. This was a little foolhardy as both units were on a hill. But wee needed th hill as enemy units were using it as a highway to our core.
Elite archer against bab archer wins
Rome gets taxman for a couple of turns.

IBT:
Veii horse - horse
Antium harbour - cat
Pompeii horse - horse
Ravenna spear - library (vetoable of course)
Spanish start hanging gardens.

300AD:
Decide to try to make a break for our settler.
vet horse kills viking sword and promotes
vet horse kills spanish archer and promotes

IBT:
viking sword attacks vet spear and dies
viking sword attacks vet spear and wins
viking archer attacks elite horse - horse retreats
Rome Spear - horse

310AD:
Elite archer against reg viking archer wins
Elite archer agains reg viking archer loses
vet horse against reg viking archer wins
vet horse against reg viking archer wins
Elite horse against reg viking archer wins.
Elite horse against reg viking archer wins.

IBT:
Bab bowman (aha that's what it was!) loses against our ver spear. Spear promotes.
Viking sword agains elite spear loses

320AD:
Elite horse against reg viking sword wins.
vet horse against reg viking archer wins and promotes
Elite horse against reg viking archer wins. This is a JOKE. We are militaristic for heavens sake.
Reg horse against bowman wins.
Rome gets a clown for a turn since I used a unit from there.

Rome changed to spear.
Settler can at last venture out.

IBT:
Neapolis horse - spear (7spt so it's less waste)
Virconium cat - cat

330AD:
Elite horse against reg viking archer wins
The spot I was going to take with settler is grabbed be the Babs.
vet archer against red-lined sword loses :mad:
Elite horse against sword wins.
vet horse against reg archer wins.
I just realise that some of the battles I have been saying are against babs are in fact Iroquois :smoke: :)

IBT:
Rome spear - horse
Veii horse - horse
Antium cat - cat
Cumae cat - cat
Pisae riots gets taxman and build changed to spear.
Hispalis spear - galley.

340AD:
Elite horse against vet archer wins and generates leader.
Elite archer against vet sword wins (to protect leader)
vet horse against reg sword retreats
vet horse against reg sword wins.
Pompeii horse - horse

sp1b.jpg


IBT:
Strangely quiet.
Hurry Hanging Gardens with leader. Hope this is OK. It means we can adjust sliders down etc. Most of you will have wanted an army I know. Five minutes later that's exactly what I wished I had done.

350AD:
Raze Babylonian Lagash.
Switch Veii to settler.
vet horse against reg archer wins.

Here is our Fledgling Maginot line, which is performing quite well actually.
sp1c.jpg


Here is the >>save<<
 
Nice one pushing back the front, MB. :goodjob:

And finally a leader. [dance] You know, you really should have created an army, but who knows, maybe now our luck has turned, and the game will finally remember that we are militaristic. :rolleyes:

Ted: you're UP.
 
Nice call on the archer, it's a waste to build any more archers. Build horses, spears, cats.

We need a city on the top of the middle hill where the spears are. Road the hills, then move & fire cats at the swords from Ravenna, Neapolis and the new city.

AI will probably ignore the spears on the hills & just walk into the forest near Neapolis. There are nice flat tiles on both the W and E of the hills the AI has to walk through before they reach the forest near Neapolis. If we road & hold the hills we can fire down at them and possibly kill some more units with horses.

This is going to be extremely difficult with no Iron. Even if we hold out to cavalry, the lack of Iron will mean no cannon. Going on offense with no bombard support will cause a kill ratio we cannot live with. I'm guessing there is no iron on the coast of viking land to our NW of Max would have mentioned it.

Our best hope in this game is to pillage the AI.
The next leader must build an ARMY of spears, and go on a pillage rampage through the AI's core. Pair 1 horse with the ARMY. The army moves, the horse pillages, then the horse moves to the ARMy's position. Eventually we will want an ARMY next to each AI capital to keep them from trading. This is the only offensive strategy available to us at the moment, and it's a good one, so we need to use it.
 
Got it

Well played MB :thumbsup:

This is turning out to be a harder game than we expected. We need to road those hills, chop the forest around Neapolis, get that middle hill settled & found a city on the ruins. Oh, and generate some more leaders for armies & Heroic Epic, Sun Tzu etc, pillage the AI territory and hire some alchemists to convert Gems to Iron.

OK, I think I've got all that. Just don't be surprised if I don't manage to get it all done in the next ten turns :)


Ted
 
It was a shame I had to turtle as much as I did, but I had a lot of units around Pompeii and I couldn't move the settler.

I built a lot of horses. I think we can take out cities one at a time soon and make a push for the iron.

I should have built and army I know. But I would have built an army of horses. I believe the move-pillage-retreat move is better, and you can also get to the vital tiles quicker. I'm sorry about that, I was just obsessed with trying to allow our cities past size 6 without the slider going up further.

There is a settler standing in the rubble of the Babylonian city. I would put a city there and use the horses on the same tile to take out Centralia. Every tile takes us closer to something we need.
 
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