Here are this week's
Master's of Rise of Nations League
games vs WH and KRG.
[bdc5ddcb2de]Game 1 AU (Home) vs. WH (Away) @ Australian Outback[/bdc5ddcb2de]
AU_sims (Persians) Rush-proof, great on water.
AU_tl (Dutch) No explanation needed.
AU_bird (Japanese) Probably 2nd-best on Outback after Dutch.
vs. WH_LordAOF (Bantu), WH_Georgie_CHN (Romans), WH_Auchinek (Japanese)
Game starts and AU suspects a rush from the civs. tl comes to help sims against the rush when lord stops sims 2nd city. But tl guesses wrong as WH double rushes bird instead, sacking his cap. However, bird soon regains his cap with minimal econ damage, other than giving up a cap sack to Georgie. Watching this part of the game is a good way to see how a great defender like bird can hold off a double rush. Lord's harassment slows down sims a little bit, but he is chased away by sims and tl's archers.
Even with the cap sack, going with an ancient raid on Outback is just too costly for the attackers. Forgoing early fishing wealth puts WH in a huge econ hole--every minute Lord and Auchinek aren't on the water, Bird and Sims are gaining an extra +100 or so wealth over them. We boom to gunpowder and gain the upper hand militarily, then finish WH off in V. An interesting game that shows why you probably shouldn't rush on Outback. Too big of a gamble.
[bdc5ddcb2de]Game 2 KRG (Home) vs. AU (Away)[/bdc5ddcb2de]
KRG_Sebi (Nubians), KRG_Faris (Lakota), KRG_4Stars (Egyptians) vs.
AU_sims (Greek) Big advantage with the ancient-age knowledge gathering.
AU_tl (Japanese) Cheaper ships that work harder.
AU_bird (Egyptians) Wonders and more wonders--important since most EMW games finish in a wonder race.
KRG picks the ultimate boom map and tries to beat AU at their own game. Their strategy is to slingshot resources from feeder to boomer--in this case, Sebi is feeding resources to 4Stars to help build wonders and further his boom. Sims already knows this is what KRG will try from previous KRG EMW games, so AU prepares to counter the strategy by attacking "early" (in EMW terms, that means before Info).
The game starts normally (though not without a dispute regarding whether or not AU_wolf could watch) and both teams proceed to boom. KRG has a big advantage on booming rares, with silver, papy, and relics--perfect for Nubians and Egyptians on this map, since Nubians get the extra resources from rares, and Egyptians can build a fast Porcelain Tower.
4Stars starts the wonder war with a fast Colossus. In response, tl makes a few infantry to harass 4Stars in ancient (though by the time they get there, everyone's already classical). While the harassment didn't do a whole lot it, it at least forced him to spend a bit on defense away from his uber-boom (fueled by donations from his teammates).
Faris begins raiding in classic by building a rax and a stable on AU land, although both are soon gobbled up by sims' and birds' borders. Faris' raid is extremely annoying and breaks AU's concentration from booming a bit (sims forgot taxation and later on a university upgrade because of the raid), but eventually AU chases Faris off the island. Once Faris is chased off the island, sims lands at his capital with 4 cannons and a moderate-sized army in V and takes Faris' cap. He is chased away by Sebi, but manages to save almost all his army from being demolished.
Meanwhile, everyone is booming. Amazingly, no one is really building a navy except bird (who can spam navy with Angkor Wat) and 4Stars (who has a very unbalanced heavy-ship only navy). This allows AU to attack KRG more or less at will. Sebi and 4Stars reach Industrial first and KRG continues wonder spamming when Sebi builds Taj Mahal. Because of Porcelain Tower, 4Stars is up 1/2-1 age and reaches VII first, allowing him to start Supercollider. tl army raids the supercollider workers to buy time for AU to build more wonders and prevent a wonder victory. 4Stars eventually finishes his SC and researches World Government.
Almost immediately after researching WG, 4Stars is invaded by sims, with tl following a minute later. With no temple and no navy (bird's subs and sim's planes killed it before the invasion), KRG can't stop the invasion and 4Stars loses his capital to sims (which has Colossus and Porcelain Tower), swaying the wonder advantage towards AU. By the time Sebi and 4Stars kick Sims out, tl is there with a large army. A key part of this battle is the air both teams fly all their planes into the capital zone, but sims brought 6 anti-air vehicles with his army in the invasion. That helps out a lot in the ensuing air war.
bird continues building up his navy and finishes Space Program, starting the wonder timer. Not much after, sims finishes researching World Government for the wonder victory.
The key factors in this game were the lack of a real naval battle or even a real navy for much of the game (allowing land raids by both teams on each other) and the fact that AU has 3 players to each age more or less simultaneously, while KRG has one player ahead one age (4Stars), one player at the same age (Sebi) as the AUs, and one player behind one age (Faris). When info rolls around, it's 3v2 as Faris is still in Modern, letting AU win the land and naval battles pretty easily in the late game. Faris's raids slow down the AUs a bit, but they slowed him down more (also because he failed to spend wealth quickly enough--at one point in classic he has 900+ wealth lying around and zero scholars).
An interesting game--more action than in most EMW games, but with a familiar result--a World Government instant victory in mid-info.
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