Wang's Killing Fields (IMM Always War)

To 1120 BC:
Spoiler :

Okay, so I went TGW->TO->Mids at the cost of my expansion. However, that can also be offset by the fact that I will also need less archers for a stack that I should be expecting any turn. I'm very poor at abusing game mechanics so have only stolen one worker despite having two Woods II warriors :lol:

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Need advice on tech path really. I'm thinking of going Maths->CS to abuse Mids and Rep and settle all my specialists since tech trading kind is non-existent.

Or maybe this game is already lost with just three cities :lol:
 

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Spoiler :


I stayed very small early to max early wonders and research. Stone is great for an AW start, so i grabbed SH, GW, Oracle->MC and Pyramid.

Only settled the south fish city early to help with settler and troop building.

Since I have good GPP on GProphet, I went for Oracle->MC since MC is the most expensive tech i could get and +25% :hammers: and +happiness (gold/gem) is just awesome. I figure that I can always found another later religion by either bulb Theo or Philo.

MC paid off quite nicely as the capital has even more prod capacity and can run the extra rep Engineer.

Chocking Qin allowed some breathing room for wonder spam. 1 W2 warrior + 1 G2 archer stole multiple Chinese workers since Qin's cities are surrounded by hills and woods. See pic for a Pro G2 archer in action.

Chariots scouted West and did not find Alex for a while. After Writing, I went for HBR thinking I can rush someone with HA but soon Greek and German stacks starting showing up forcing me to defend. HAs did decent job killing stacks in my territory gaining great GG pts. Got 3 GGs so far, 1st GG settled in capital to produce CG3 archers, 2nd GG attached to the W3 warrior and upgraded to Axe and help protect and heal. He picked up nice xp finishing wounded enemy unitsin the woods. 3rd GG attached to an archer to be a super defender near the fort that is in the path of all 3 AIs.

After HBR, I went literature to pick up GL/NE/HE all in capital. Then going Math/COL. Currently going Currency then CS. Need Markets and chain irrigation badly. 0% science slider and barely staying even.

After I tested strength of the AIs, set all Spy pts on Alex early, so I was confident for a steady westward expansion while tying up Alex to the North West. all those stolen workers helped a lot with a quick burst of expansion. All settlers were whipped from the fish city south of capital.

will now grab the Ivory/Rice/Gem city to get Elephants. Just stole Construction from Alex and building Hewachas. Next will steal Calendar from him.

1st GP was a GSPY, settled in capital, 2nd GP was an GE, settled as well, 3rd was a GP, bulbed Theo, 4th was a GS, built Academy. I would say I had very good luck with the GP odds here as the right ones were born at great timing.

Went heavy cottage in the Western cities, once i get currency and CS, they will start whipping markets and courthouses. Building AP atm for hammer boosts. I will try quickly capture the Qin hill city getting that nice wheat. Will see if it is best to invade Alex or Germany after that...

 

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The one thing AW has taught me is how heavily I rely on massive tech swings from tech brokering. Evaluating tech, wonder choices, and such is much different.
 
I don't know what to research right now. I'm leaning towards Math, but I'm also going to need Alpha soon for spies...

It's 675BC, I'm about to settle my 5th city (built wonders early), and i just picked up IW to make some use of the jungle city i settled while working my way towards the wheat/horse/ivory spot that i really want. I'm in Rep, so i don't need Monarchy.
 
2560 BC
Spoiler :

I settled on the stone for all the extra hammers and went warrior first which I think is the best play. Hunting - AH - BW for chops - Masonry. Lost a warrior against a scout, but still have 2 W2 and good scouting which I think wins you the map early.

I suggest wet corn/gold first then the two fish sites for all that coastal FIN commerce. I suggest not getting oracle and getting those settlers out as you'll have great beakers. Use the saved hammers on archers and settle a northern hill city as your 5th city about the time you'd be oracling. Then pyramids for happy while you go to elepult probably. Elephants will also allow you to safely rex into a lot of land. FIN is great.

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@ben-jammin

The spot south of the capital is fine. Later, it can double up as your trap city for the arrival of the other continent. Use it to grow the capital's cottages and pump units as best it can. Don't waste hammers building huge amounts of infrastructure, just grab the essentials. Expect to lose it around ~1600 AD.

Do you know what I mean by a trap city? It's a junk city settled close to your capital that has your religion. Capital proximity and owning a religion gets you big discounts on espionage missions. When another, more advanced AI takes it, you can catch up in techs very quickly.

Shrines are great in AW, but, since you are in Rep, you might have done better to settle the first Great Prophet. It depends on the chances of spawning a second GProphet, I guess. Another nice tactic: bulb Theology and build the AP while teching Paper (for Sankore). I think ABigCivFan did this in his game to found Christianity.

@Zx

Regular Civ is largely about big bursts that lead to a big payoff. Spend 20 turns teching Aesthetics: backfill all of the Classical era techs. Ignore Feudalism until you've gotten Lib. It doesn't matter. Chop/whip an 20 unit Elepult stack. Your economy crashes, but it recovers with peace and a vassal.

AW is a relentless slog where you have to constantly play as efficiently as possible.

@Izuul

Youll need Monarchy for Feudalism (eventually). Don't postpone this for too long.
 
I think I'm going to replay this one from the beginning. Because I lost my third and fourth blocking locations in the North to a city settled by Qin:

Spoiler :
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The AI was able to constantly harass me in three different locations including, most problematically, my capital:

Spoiler :
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I hooked up the Ivory too late for Elephants to be cost-effective and, without the Mids, I had no way to reach Rifles before the arrival of the other continent. So I basically fell into the trap I warned against: defend, defend, defend, build super-LBs, fall behind in tech, get overtaken by AI era bonuses. Lose.

Sad face. Well, attempt two will be different I am sure. Three planned changes: push out further with initial block-settles; claim the Ivory earlier; look to build the Pyramids.
 
Yeah I recall the trap city from dirk and snaaty's deity AW game. That's a good point...if I lose that city it will give a huge distance discount. I'm really regretting using the first GProhet for the shrine now, though at least I should have 8 or 9 cities contributing gold :( I surely would have gotten at least one or two GProphets later on.
 
I don't know what to research right now. I'm leaning towards Math, but I'm also going to need Alpha soon for spies...

It's 675BC, I'm about to settle my 5th city (built wonders early), and i just picked up IW to make some use of the jungle city i settled while working my way towards the wheat/horse/ivory spot that i really want. I'm in Rep, so i don't need Monarchy.

You will need monarchy for feudalism, but it's a prime candidate for stealing.
 
@Izuul

Youll need Monarchy for Feudalism (eventually). Don't postpone this for too long.

Right. I went Math b/c it had a couple of immediate benefits (chops and possibly some Hanging Gardens FG if i get a chance) plus unlocked Construction, and now I'm still wrestling with where i should go from here.

I'm starting to get pressured by the other civs. They all have metal and are just starting to send their first small stacks at me. Construction could be useful. I will need Monarchy + Feudalism at some point, and i would still like to get some spies out, but I'm probably a ways from being able to steal techs at this point. Defense seems paramount right now though.
 
@Doshin I have been finding out from playing this, and BiC Lizzy map that I am fairly inefficient at some things. But none the less AW is still fun.
 
I don't know if i can win this game, but I'm getting more confident that i can at least conquer my continent, and if i do that i should have a good shot at space, if nothing else.

Edit: The tech pace on my continent really sped up once everyone started trading with the other continent. Qin and Alex both vassaling to Bismarck probably hasn't helped either. At any rate, Alex just got a Cuirassier, and all 3 of them have Chemistry. I think I'm gonna try to steal Chemistry from Qin (i have the EP, but no Spy in place yet) while going all out tech for Rifling (i lack Replaceable Parts atm), but both are going to tech a little bit of time. If i can hang on long enough right here, i should be able to roll over them shortly after.
 
I prefer staying small and wonderwhoring like there's no tomorrow. 6 cities by 760 AD.

But I am tech leader :p and:

Spoiler :
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Best trap city I've ever had. Took Alex long enough to send HA in this direction. Going to steal Compass/MC from Alex to open Machinery bulb after I bulb Philo. Need postpone CS for that, so I will go for Theology. After what happened on previous AW map I'd better build AP myself. :lol:

Haven't steal too many workers though.


 

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Spoiler :
My first AW game. :crazyeye: I tried to follow the tips Doshin posted, played till 1400AD(?) or something. I don't feel I played very well but managed to get Qin down to 2 cities with HA's and I'm pushing Alex with trebs. Any tips on getting the other continent to settle on our continent? Perfect scenario would be that one of them captures a weak coastal city or something. Any way to predict their cross-continental target city?

Dno how I'm supposed to win though, as long as Bismarck keeps teching I can keep up with EE. But ofc the other continent is more advanced. :(

Btw I'm sick of seeing WAR ELEPHANTS!!! :wallbash:


Edit: Nice spy city indeed Gkey. Didn't think of that. :)
 
@BurN I find the idea of settling trap city for been invaded by overseas guys tricky. Here is how Snaaty's described it in previous AW immortal thread.

I would recommend that entire thread. Lots of stuff about overall AW strategy.
 
4000 - 1080 BC (T1 - T73).

Game two. I played the same opening as in my initial try: Warrior moves 1S, I settle 1E, and I begin to build a Worker. My Warrior moves West (again) in an attempt to explore in a clockwise circle around my capital.

Tech path is, for a second time, Hunting ---> Animal Husbandry ---> TW ---> Masonry.

The first change of note involves my Warrior, who manages to snipe a second Scout in 3320 BC, or T17, and reach Woodsman II:

Spoiler :
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This leads to a free Worker, ten turns later:

Spoiler :
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This was mostly a question of dumb luck. In my first game, it seemed like an age had passed before I secured a Woodsman II Warrior: 2280 BC, T43. In my second, I ran into two Scouts at an early date, which doubled my early exploration efforts. Attacking a Scout grants 2XP, so two Scout attacks, coupled with an animal fight, gets you that second promotion.

In 2260 BC, T42, I build Stonehenge:

Spoiler :
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Here was my thinking.

Game one: I might miss Stonehenge and, honestly, I'd rather have a GSpy as my first Great Person. The actual benefit offered by Stonehenge is very small. I'd like to get the Great Wall ASAP, before an AI builds it or barbarians begin to enter my borders.

Game two: actually, Stonehenge is pretty cheap. A Monument costs 30 :hammers: . Stonehenge, with Stone, costs 60 :hammers: . For the cost of TWO Monuments, I can have free Monuments everywhere right up until Astronomy. Moreover, my capital is a good production spot NOW (Quarried Stone, Gold, Grassland Horse), whereas newly settled cities take a while to get going. Several new cities will make Walls their first build, which slows down border pops. Finally, a GProphet wouldn't be such a bad thing. If I don't build the Oracle, I can use a GProphet to bulb Theology. If I found a religion, I can build a Shrine. If I build the Mids, I can settle the Prophet for additional research and production. And, above all, the wonder doubles my early GPPs for a mere 60 :hammers: .

The Great Wall followed. In 1960 BC, T51, I found my second city on a more Northerly site than in the original attempt:

Spoiler :
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Thirteen turns later than the first game, but, since I no longer have to build a Monument first, the city gains back ten turns of production. You'll notice that I'm also trying to push out further this time around

Poor Qin gets choked more efficiently now, since I have earlier access to a 2-movement Warrior:

Spoiler :
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For city #3, I follow Grashopa's advice, and claim the Gold/Wet Corn spot in the West, with the aim of backfilling:

Spoiler :
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I wouldn't have settled this city so soon had it not been suggested. The Gold allows the city to turn a profit, the wet corn will let it grow.


In 1200BC, the first GPerson turns out to be a Spy:

Spoiler :
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47% odds, or thereabouts. He gets settled. The next GP will ideally be a Scientist or Prophet.


Three turns later, I complete the Mids:

Spoiler :
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I currently have one Woodman I Warrior in Bismark's territory, and one Woodsman II Warrior in Qin's land. I sent an Archer to try and choke Alex:

Spoiler :
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But unfortunately Alex has a high attack courage (he attacks at low odds). Chariot #1 died (~10% odds), Chariot #2 lived (~43% odds). Still, it weakens his first stack I suppose.

I want to build a Library in the capital ASAP (Rep. Spy brings in +6 :science: per turn). More cities need to be settled: blocking cities to the north, productive cities in the West. I think I'll skip the Oracle this time around. The Hanging Gardens might be worth a build if it's still available when I have six cities, but it's not a pressing concern.

I'll have access to a Great General with 16 more GG points. He will be settled, and I'll build one or two Guerilla II Archers to further choke Qin and Bismark.

An Elepult attack might also be on the cards. I want to take the fight to the AI.

Too many things to do at once. :crazyeye:
 

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@BurN

If you can take over your continent in good time (~1800 AD), you should be able to win the game, cultural and diplomatic losses excepted. Tough times usually follow with Astronomy, Assembly Line, and Flight, but if you're in a strong position, these can be managed, even at a tech disadvantage. Railroad is important then, for the increased movement and access to Machine Guns (upgrade CG III, Drill I Grenadiers).

The human player can tremendously hurt the AI in the Renaissance period at tech parity. Whip/draft Rifles with abandon. Upgrade Macemen and Trebs. Keep pushing forward before they vassal to someone on TOC and are gifted Assembly Line by their master.

I haven't encountered Nukes in an AW game before, but that would be very tough to deal with.
 
Well, i finally got Rifling in 1670 AD so i should be safe for awhile. I'm getting harassed at sea and there's really nothing i can do about it. Lincoln tried to boat one of my back line coastal cities with 5 cuirs and 1 cav, and nearly succeeded.

I'm researching Steel right now, which I'll obviously need if i want to go on the offensive b/c everyone just got rifles. It's 6 turns if i build Wealth in most cities, but i really need to build rifles in those cities, so it's looking more like 8 or 9 turns. Taking the continent by 1800 AD isn't going to happen.

I've lost two large groups of workers over the course of the game to mounted units due to careless micro. That sucks b/c it's hard to find time to replace them. Not getting an Academy in the capitol earlier in the game was probably also a mistake.
 
@Revent
I'm not entirely optimistic about your situation. You're not out of it yet, but you need more cities ASAP (you have two, not three) and to stifle Qin.

The AI will start sending stacks your way soon. You won't have any difficulty warding these off, but it makes horizontal and vertical city growth that much slower. Tough times will arrive in the medieval period, when the AI manage to get their cities set up and start to build respectable stacks.

I'd probably go for HBR next to attack Qin, while he's still weak. After HBR go to Construction and transition into an Elepult attack. You might need to switch into Caste system during the attack, so as to run Merchants.
 
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