The Ancient Mediterranean Mod (TAM) - Large Map ver 2.5j

Sorry bout the redlining army problem - both times they attacked with 8 hp's. With bonus, they should be 10/3 units. More random RNG. I've been switching builds to infra to make use of our GA. We should have plenty of units to roll Rome now, but feel free to produce more if you feel it necessary. Caere is making exactly 30 spt, hence the one-turn chariots (for garbage collection, and pseudo-bombard effect with retreat).
 
Hey, that looks good! I didn't expect war this soon. (You could have roaded that hill yourself first ;) ).

Q:
Why do you think lit would have been so much better than MM?
 
Mainly because it allows libraries :)

Also opens more options, although having the merchant ship will be nice (transports armies). If that lets us take the GL, it will all be worth it. No biggie.

Roading that hill would have delayed the war around 4 turns (no workers close by). Every turn we waited was another turn Rome was getting stronger than us. We needed the GA ASAP. Things got a little dicey (overall, the RNG was fair, it just bit me at the worst times), but the worst that could have happened was losing some Pelts on D. Our cities were never in danger.

We could use the army as cover to build a city one tile SE of the wines (there is a settler in the copper city), which would set us up nicely for taking Rome. I think some of Rome's cities are built on resources, and since they have few improvements, we could easily move them to more ideal locations once the war cools down. So probably best not to build improvements in these cities, instead farming them for workers.
 
The initial Roman invasion near Gravisca. Most of our forces were in copper city or the far west. We were saved by the 2 movement of the Peltast. This allowed the stack you see in our western city to clean up the broadswords and velites around Gravisca, after vet pelts from copper city took out the spears.

Roman_Offensive.JPG
 
Seems like a good set of turns! :goodjob:

The roster:

1. akots - getting ready
2. Stapel
3. Winterfell - skip
4. grs - skip
5. Bezhukov - Just played and it feels good to spill some Roman blood
6. Krys - UP
 
After much consideration, I'd recommend throwing everything we have at the Roman capital. The one weakness of our Peltasts is that they lack a hp compared to many of the units they are fighting. This means we need vets badly. Rome has a wonder that gives all cities barracks (we cannot build barracks, so this is doubly important).

We have a healthy army, that you can use as cover to build a city on the tile SE of the wines near Rome. Once both armies are healthy, you can park them and about 10 vet/heroic pelts right next to Rome. This should be sufficient to take it out (estimating 6-8 defenders at this point). After that, we can build vet pelts in all our cities, and should soon have Mapmaking, which will allow our amphibious pelts to dominate the Mediterranean. With our seafaring trait, our economy should then take off.

Until we get Rome, I'd recommend using our GA to build mostly infra, as reg pelts are pretty fragile, and there won't be many more easy promotion opportunities.
 
The pillage idea sounds good, but lets wait until after the GA - hate to waste those 30 spt. Maybe build some infra there with all those shields. We also have a good shot at Temple of Zeus.
 
Pillaging sounds too much like exploiting...
If we want to the temple of Zeus will bo ours for sure as noone else ever builds it.
The question is do we really want it.
 
It would be a nice first step in getting our culture out of the gutter. As we conquer coastal cities throughout the Med (my preferred method of expansion), it would be nice to be able to rush temples to grab fish/other resources quickly. We can currently build harbors, and will soon be one tech away from the uber-powerful ports. Minoan cities may also have quays, as well.

I'm open to other suggestions, but I think we need to go for building at least one wonder to get the big culture boost we wouldn't from just capturing. Since there are no units with defense greater than 4 until Iron, we should push our advantage now.
 
There is no way we can have decent culture against Deity AI even with Temple of Zeus. The cities will be flipping from us like the autumn leaves in any case. Just look at the total culture in the MapStat.

Krys is UP. Posting "got it" or skip request will be nice.
 
There are,what, 30? AI civs. There are not 30 big-culture wonders, nor enough early culture improvements for all 30 to be running away from us. Yes, the big 5 will never be caught (until we raze all their cities :hammer: ). But the mid-range ones can be competed with, and the stragglers can be dominated. If we can find civs without horses, then keeping cities can prevent immediate counters.
 
Guys, looking how long my turns took on the first time, when we were at peace and small, I don't think I can have time to play this game apart on weekends. I hope you understand, so I'll do my best to play it on Friday night or Saturday afternoon. If someone can play inbetween, that's cool. :)
 
Use MapStat then, it should help. We don't have many cities. I played right after you and it took me about 45 minutes to finish my 10 turns. Then another 45 minutes to write it up and post.
 
It's the IBT's. On my middling PC, they were taking 10-15 minutes apiece. I saw at least two AI-AI wars, and these can slow things down considerably.
 
cant help but need to post, since I remember our little debate here on page 4. just a little joke, don't take it too hard. :joke:

I can handle long turn because I'm a superhero, so no problemo with me.
:lol:

Mapstat ain't that bad :rolleyes:
 
Mmmh yes, I can handle long turns, but if I lack time to play them, what can I do ? I have no problem playing for long when I have time, no matter what ITs take... And I obviously need more sleep.
 
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