Tokugawa the Unsettled (Conquests 1.22 Deity Variant)

Yeah, cheer up Aggie :). You've played in enough SGs with me where in 10 turns you've annihalated 20 cities :D. Even colossal warmongers have a downturn every now and then ;). We'll see how you fare in your next turn :goodjob:
 
Tokugawa the Unsettled, inherited turn 250AD

We're at war with the Hittites and China, defending against China but attacking the Hittites. Looks good.

Hattusas is quite vulnerable at the moment, defended by a 2HP army. I hope the Hittites don't have any fast units. Move pike from Tarsus to help.

Otherwise things look very good. The disadvantage of this variant is that our cities are rather far apart, which makes defence difficult, eg Uruk is vulnerable. Aleppo and Murcia changed to aqueducts. Hattusas set to starvation and switched to worker. Uruk's warriors upgraded.

One thing we're short on is workers. I know it's a military game but with worker purchases off the table and with us capturing cities rather than razing, we're not too strong on workforce. I think we need to train some more, since we have a lot of tiles to work on and the ex-AI cities need balance changing from irrigation to mines as we capture them (AI always over-irrigates).

Checking diplomacy, a number of AIs are taking a whipping. Babylon, Byzantium, Zulu, Hittites and Spain all have 4 cities or less. China has a few cities, Iroquois have quite a lot, but an early conquest/domination is well on the cards here.

IT: Hittite units move into our territory. Hittites and Iroquois ally against China. Chinese MDI kills our pike in the jungle.

Kyoto horse ----------> horse

Turn 1, 260AD: we're one city short of being able to turn our existing leader into another army, so I hold on to it for now. Move units around but do not attack this turn. Upgrade a warrior in Murcia.

Decide to get into the tech action now. Aw feck, someone's broken our rep :(. We can't pay gpt for techs...apparently we've betrayed the Iroquois...when did that happen? I'm getting really fed up of broken rep games.

However, the Zulu are at war with Iroquois so will accept gpt. Buy monotheism from them for 59gpt. Monotheism gets Engineering + 13g from Byzantium. Republic, Chivalry and Invention are generally about, while the Iroquois have a monopoly on Theology.

IT: kill 2 Hittite archers on defence. Big Chinese movement. Hattusas riots as resistance ends.

Turn 2, 270AD: MDI army kills spear defending Tyrana. Kill a Hittite warrior. Kill Chinese MDI near Kyoto. Upgrade some cat's.

IT: lose MDI to Chinse longbow.

Hattusas worker ----------> worker
Kyoto horse ---------> horse
Seville horse ----------> pike
Ankuwa aqueduct ---------> horse
Iroquois building Leo's.

Turn 3, 280AD: MDI army kills spear at Tyrana but reduced to 5HP. Horse army kills 2 spears but reduced to 4HP. There is an unfortified spear on top, so decide to attack with horses (don't want to risk MDI army)...first horse does 1HP damage but is killed; second horse does 0HP damage and promotes the spear. 3rd horse is killed but reduces spear to 1HP. 5HP MDI army cmpletes the job and we capture the city with a settler, slave and 39HP. Set to worker.

Form another horse army with available leader. I expect we'll get more leaders before we get samurai. Upgrade more cat's.

IT: lose a horse that was defending the injured horse army. Get the Pentagon message.

Tyrana quells resistors and riots.
Aleppo aqueduct ----------> market

Turn 4, 290AD: upgrade another cat, kill a Hittite spear. Then...well, there's no easy way to expalin this. I attacked a 1HP Hittite archer that was in the way of our cities with the 4HP horse army, and lost :o. What were the chances of that? By my estimate, about 1.5%. Don't you just love the RNG?

IT: lots of Chinese movement.

Madrid market ----------> worker
Kyoto horse ----------> horse

Turn 5, 300AD: upgrade a cat. Lose horse, kill a Hittite spear. Send other horse army to do some pillaging in China.

IT: Hittites drop spear near Tyrana. Lots of Chinese units in the north, may have to make peace with them soon.

Hattusas worker ---------> worker
Seville pike ----------> pike
Ankuwa horse ---------> market.

Turn 6, 310AD: kill Hittite spear. Use horse army to kill Chinese MDI. Pillage one set of Chinese gems, move to other source.

IT: Nad the army killer :o. You know, this serves me right. I've heard all these rumours on the forums about armies with decent HP not being attacked by the AI if there are softer targets available. To be honest, I've not quite believed them: I've felt (instinctively, and from games I've played solo) that the AI will attack armies if it wants to, but will just avoid them if possible. In this situation, I decided to trust in the rumours rather than my own instinct. We had a 12/14 horse army in jungle in China, and it just got slaughtered by Chinese MDI. Like I say, it serves me right for trusting in rumours, but it doesn't do our team much good. I am extremely sorry guys :(. 2 armies lost in 3 turns. Not a record I'm going to remember with fondness.

Madrid worker ----------> worker
Kyoto horse ----------> horse
Spanish building Leo's.

Turn 7, 320AD: time to let bygones be bygones and refocus. Kill a Chinese pike and then make peace, they've got too many MDIs in the area threatening our cities, and I don't intend to increase my cock-ups in this turn :rolleyes: Peace treaty + 295g gets us Chivalry. At least we can have some fun with samurai now.

Sign straight rop with Zulu to allow me to move MDI army towards Hittites.

Upgrade 4 horses to samurai. Set and configure Kyoto and Seville to samurai.

Wines to China for spices + 1gpt. We need the luxury and we're not going to attack them for 20 turns anyway due to the peace treaty.

IT: Tarsus aqueduct ---------> market
palace expanded.

Turn 8, 330AD: MDI army moves towards Harran.

IT: Babylon and China ally against Hittites.

Madrid worker ----------> courthouse

Turn 9, 340AD: MDI army kills spear at Harran. Upgrade another horse. Send lone samurai out to look for Hittite target to trigger GA.

IT: Hittites drop off spear near Tyrana.

Turn 10, 350AD: MDI army kills 2 spears at Harran, but is badly wounded and there is an unfortified spear on top, so have to call off attack for now. Kill Hittite spear near Tyrana.

Everything is a bit chaotic at the moment...troops are all over the place, so I'm going to play an extra couple of turns to leave the next player with less of a mess to deal with.

IT: Hittites drop off archer. Iroquois sneak attack Hittites!

Hattusas worker ----------> temple
Kyoto samurai ----------> samurai
Akkad market ----------> samurai
Byzantines building Leo's.

Turn 11, 360AD: kill 2 Hittite archers, the second is by a samurai, and we are in a golden age :).

Reconfigure cities. Kyoto, at exactly 30spt is set to a pike a turn.

IT: Hittites and China make peace.

Kyoto pike ----------> pike
Seville samurai ----------> samurai
Hattusha market ----------> courthouse

Turn 12, 370AD: Reorganizing units. Upgrade a horse.

Many apologies for the poor play. Still, we're doing well. After the Hittites are exterminated, which the Iroquois will do if we're not quick, we can pick a new target. Perhaps Byzantium. I don't think we should worry about the Iroquois too much. If, as looks likely, it comes down to a 1 on 1 fight against them, I have no dounts we'll trounce them. They still don't have horses ;).

Enjoy the GA.
 
A 12 hp horse army has a defence-count of 12x1, which is about the same as a veteran pike at 4x3. It looks like the AI avoids the "impossible" combats, such as attacking a defence-count 36 pike army (12x3) with MDI. Exactly what it will and won't attack isn't quite clear to me, but the rule of thumb is it won't attack an army of the normal defenders of the age as long as it has green HPs.

Atleast that's my 2cp on how it's working :)
 
Well, I'm feeling very stupid. But let's not dwell on the negatives. Let's focus on the positives, such as Greebley being up next! Greebley would certainly never make horrendous cock-ups like me, right Greebley? ;) :D


Greebley...UP NOW
Ted Jackson...ON DECK
Sir Bugsy
gozpel
Aggie
Nad
 
We haven't been at war with the Iroquois, so we didn't break our rep that way. Did we have a lux/resource deal with them that was cut due to war?
 
Sir Bugsy said:
We haven't been at war with the Iroquois, so we didn't break our rep that way. Did we have a lux/resource deal with them that was cut due to war?


I just wonder....towards the end of my previous turns the Iroquois DEMANDED (and received) horses. Then, in Greebley's turn, the Iroquois decalred war on the Zulu...could that have cut the route? Lending wieght to this is that Greebley then had the Zulu demand (and receive) horses from us.

If that is the case, what a flipping joke. Losing your rep like that absolutely sucks...
 
The problem with reputation is when a spearman pillage a road on the other side of the universe, where you never been and never seen, and the player get a rephit that last for the rest of the game and just breaks it. Or some idiot of a civ declare war on their neighbour and can't hold their own towns and lose a trade route.

There should be some sort of flag on units that pillage and destroy stuff, so the right civ gets the blame. But I guess it's too hard to fix as microbe said. Still, it just stupid.
 
Nad,
I have been playing AW alot which uses armies and feel I have some grasp for the "rules" of armies.

1) Armies seem either to be completely safe or will be hit by all eligable units. There seems to be little gray area.

2) If a unit has an attack somewhere between 2x and 4x of an armies defense (and it may possibly vary), the unit will attack the army. For this reason defense 1 units should be avoided for armies. They will be attacked. Horse armies are not the best for this reason (you have to keep them from all attack 4 units).

3) An army loses any form of immunity from attack if it is in a town. In a single player game, I made the mistake of allowing a Cav army to capture and stay in a town. It was over-run by enemy cav after being ignored for turns - never leave an army in a town where the enemy can reach it with an unkown number of units.

4) There seems to be a magic numbr of hit points, that if the army drops below, it will be attacked. As a general guide, a red-lined army is in danger.

5) Artillery, Bombers, and Ships prefer to bomb armies. I have put an army in a coastal square and have every boat in the area swarm to bombard it.

6) An AI that has complete ownership of a land mass will target an army unless there is a weaker target. In one of Lee's games, an army had bee happily pillaging away. When the last city of another civ fell, the pillaging army was attacked and killed the next turn (I even went back and played it... the last city fell on a different turn, and the army was again attacked the turn after the city fell).

For 2 above, Conquistador armies will be attacked by Sapahi on the flat, but are safe on Mountains, so terrain matters.

There are probably other conditions I may not be aware of, but above handles most situations. Basically defense 2 non-redlined armies (8 hp seems ok) not in towns, seem safe until Cavalry at which point defense 3 Cavalry and knight armies are safe until tanks.

Best seems to be having two armies in a stack. You can attack with them until one drops below 8 or 9 hp at which point the other one can cover while they both heal. They heal in enemy territory so you can heal up next to the city you want to attack. Basically, the only chance of losing an army is if the army loses 9 or more HP vs a single defender.

[Edit: Oh, I am up too? Ok, Got it. Can't be worse than AG10...]
 
My only change is to switch the capitol to a worker. It is size 12 at max food. I like building a worker in that case as we only spend 1 turn at size 11 and get a otherwise worker for "free".


IBT: Sistine started so Theology is now known.

Renegotiate Peace with the Babylon getting theology and 218 gold for Horses and 61 gpt (the gold on Babylon side is so I can pay extra if need be for a trade).
Trade Theology and 130 gold for Invention from the Byzantines.

Zulu have iron but unconnected. I trade Theology and Iron for Gunpowder and 2 workers (no renegotiate peace), I throw in Alliance vs Hittites. If the hittites die we get out of the deal.


We are still down Republic for most civs; Chemistry and Printing Press from Babylon, and All the above plus Education from the Iroquois.

380 AD: Move toward the Hittite with my Available units.

IBT: Byzantines demand a small amount of gold. I give it to them rather than bother with a war I do not want to deal with.

390 AD: Continue south toward the Hittites.

IBT: Big battle of Byzantium vs China. Start building Muskets (we do have gunpowder). Zulu may be in trouble fighting Iroqouis.

400 AD: Move units South (stack is just outside Hittite city now).

IBT: (aprox) Sistine built

410 AD: Capture Harran. No point in starving it...

420 AD: Byzantine and China Sign Peace.

IBT: Leo Built.

430 AD: Attack last Hittite city, but a warrior holds off 2 Samuri (ugh!).

440 AD: Take last City and the Hittites are no more.

450 AD: Healing round.

Notes:

Do we want to attack the Zulu next turn? We have a 59 gpt coming back to us next round from them. Then all we would have is an ROP which we can break without a problem as long as we are not in their territory(no alliance hit for breaking an ROP). Getting one or two of their cities consolidates our empire nicely.

The Zulu have 2 more cities in an unknown location - we may want a galley to explore. I think there are islands (I switch our capitol to one as we can build in 1 turn - two would allow us to circle in both directions).

China and the Iroquois are fighting which is good.

There are several techs available. I was waiting for us to get back the gpt Next turn to do a deal.

Note that the picture is bigger than 800 so its a link...

[Edit: Following on Nad's idea,we could clear the main continent of all civs except Chinese and Iroquois.
 
Looking good Greebley :thumbsup:

I've got it & added it to the queue :(


Ted
 
Another small point for the AI/ attacking Armies discussion:
Shield costs matter. The AI will always attack the more expansive Army (say, a Pike Army vs. a Sipahi Army). This is especially true for Cruise Missiles and all kinds of bombardment units.
Sounds like a good move, but you can utilize that: If you have a MI Army and a Rifle or Inf Army on an AI continent, the AI will concentrate on the MI Army. If you can cover that one with AirDefence and Ari support, the outdated Army is pretty safe while pillaging.
Also, a Spear or Pike Army in the open will only be attacked when the odds for the AI are pretty good, while a Cav Army is much more prone to be a target. So, always take care of expensive Armies, but don't worry about the cheeap ones.

Great variant, btw. One of my favorite reads :thumbsup:
 
Nice work Greebley! And thanks for the excellent information on armies, very useful :).

The only thing I'm a little concerned about is the resource deals with very weak civs, Babylon and Zulu. Granted that the Zulu deal is now over, but those are civs on the verge of extermination. I deliberately didn't do any resource deals except with the safe civ, China. If they die, we get shafted rep-wise. I understand that we've already "betrayed" the Iroquois, but we can get round that...as long as other civs are at war with Iroquois (which is most civs!) they'll accept gpt from us. But if, for example, Babylon now gets killed, then no-one will offer us credit at all, period, for the rest of the game. We must be very careful, a destroyed rep makes the game much harder.

Good hunting Ted!
 
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