View Full Version : LK90 - Revenge of Mao, AWE


LKendter
Feb 02, 2005, 06:29 PM
Difficulty = Emperor
Civilization = China
Map = Pangaea, mystery climate.
Barbs = None
World Size = Standard


Signed up:
LKendter
Open slot
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Sign up requirement - previous AW experience is mandatory. AWE experience is preferred. At least a previous military win on deity. I suspect this will be at deity plus with the new LK AWE rules.

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
5 to 10 turns starting with the Industrial Age.

Strict AWE rules for the LK series:

1) The second you meet a civ you must declare war. NO initial trading is allowed.

2) You may never open up the diplomacy screen. You may never establish an embassy. If you use any civ tools you may not look at the trading tab.

3) Limited range armies. Armies may not travel more then 5 squares from the nearest cultural border.

4) Leader hording is prohibited. If you can't build an army this turn, then the leader must be used for a building rush.

LKendter
Feb 02, 2005, 06:29 PM
The following tactics are PROHIBITED:

RoP Abuse Tactics - Denying resources, blocking key tiles, RoP rape, or other ways to screw-up a civ via the RoP. A scout in AI territory has an explicit RoP and is subject to this rule.

Peace Treaty abuse - If you get concessions from the AI you must wait for the 20 turns to end before declaring another war.

Resource abuse - You can't disconnect / reconnect a resource every turn for the sake of building cheap units to upgrade with excess cash.

Ship chaining exploit - you can move a ship, unload troops to another ship in the same square not using any movement, move that ship, etc. This allows you to ship an indefinite distance, and that is why I consider it an exploit.

The negative science exploit - you can run a huge deficit (-250 / turn) of negative cash with a token penalty of one lost worker / cheap building. If cash will go below zero, the research level must be dropped.

Palace Jump - You abandon the capital city to move the palace to a new location. If you want to move the palace, build a new palace.

Mass troop jumping - You can't give away a give a city to transport a large amount of troops to another landmass.

Worker baiting - You can't spread around and sacrifice workers to an oncoming attack. This is often done to avoid losing real units or cities. This takes advantage of the AI failure to prioritize targets.


Standard LK house rules:
1) Worker automation of any kind is prohibited.

2) Worker blockades are prohibited. This prevents things such as fortifying workers along the coast to stop invasions, blocking troops from going through your territory with workers, etc. Workers activity doing something along the coast is fine. The workers must be actively doing something.

3) You may not declare war on a civ if you are currently shipping cash and / or goods to the civ.

4) Even if not covered under exploits listed, please try not to use tactics that take advantage of holes in the game design.

5) Our reputation is golden - please respect it.

6) Self-research is highly preferred, if it is viable. I would rather invest money in beakers to toward science, then waste it on demands. Minimum research is discouraged unless we have no viable alternatives. This may happen at times such as going for republic early on, or late game to insure we get nationalism.

Greebley
Feb 02, 2005, 06:33 PM
I can't resist AW games. I will play

LKendter
Feb 02, 2005, 06:34 PM
Signed up:
LKendter
Open slot
Greebley, before I even got to post the teaser picture!
Open slot
Meldor? (I will give him until tomorrow morning)

microbe
Feb 02, 2005, 06:37 PM
I like AW too but I am chicken enough not to sponsor a AWE myself. :)

May I join?

LKendter
Feb 02, 2005, 06:40 PM
I like AW too but I am chicken enough not to sponsor a AWE myself. :)

May I join?
I am curious the reason for the question on joining. I thought you have done AWE before.

I haven't even posted the great teaser picture, and may have 2 signups!

microbe
Feb 02, 2005, 06:41 PM
I am curious the reason for the question on joining. I thought you have done AWE before.


Nah..I won some AWM and lost an AWDG, and am playing AWE with Greebley. Never won one.

LKendter
Feb 02, 2005, 06:44 PM
@Microbe - welcome aboard. Make sure to remember this is strict AWE, and the LK standard is raze and replace except under rare conditions.


Signed up:
LKendter
Open slot
Greebley, before I even got to post the teaser picture!
Microbe
Meldor? (I will give him until tomorrow morning)

ThERat
Feb 02, 2005, 06:44 PM
being in greebleys AWE right now, I would like to try on pangaea as well. Or you rather have your old crew in?

LKendter
Feb 02, 2005, 06:47 PM
@ThERat - One started AWE isn't much. What other AW experience do you have?

ThERat
Feb 02, 2005, 06:53 PM
I know it isn't much, but here at SG's that my only AW experience. playing in goz8 though, which is a defiant variant (I think you know that one). That's on deity, but it's ok if you prefer to keep the slot for people with a better SG CV :) mine is growing only at the moment

Tomoyo
Feb 02, 2005, 07:00 PM
My SGs are dragging a bit... and I am fairly comfortable in AW. I have won AWE once, and almost won AWD once (both in vanilla).

Can I join? LK is a pretty famous name, so I also just want to be in one! :)

EDIT: Do rules 1, 2, 3, and 7 of your ruleset (prohibited) actually matter in this game?

microbe
Feb 02, 2005, 07:15 PM
Can I join?


if you promise to put the game save in an obvious way.

Tomoyo
Feb 02, 2005, 07:20 PM
if you promise to put the game save in an obvious way.What if I point out where it is? (Or maybe I'll just label it "save" :()

meldor
Feb 02, 2005, 07:20 PM
I will join as well.

LKendter
Feb 02, 2005, 08:06 PM
To make sure these don't get lost. I have changed AWE a bit in the LK series.

Strict AWE rules for the LK series:

1) The second you meet a civ you must declare war. NO initial trading is allowed.

2) You may never open up the diplomacy screen. You may never establish an embassy. If you use any civ tools you may not look at the trading tab.

3) Limited range armies. Armies may not travel more then 5 squares from the nearest cultural border.

4) Leader hording is prohibited. If you can't build an army this turn, then the leader must be used for a building rush.

Tomoyo
Feb 02, 2005, 08:09 PM
2) You may never open up the diplomacy screen. You may never establish an embassy. If you use any civ tools you may not look at the trading tab.How are we going to declare war if we can't open up the diplomacy screen? :crazyeye:

LKendter
Feb 02, 2005, 08:10 PM
Since I have some new LK AWE players the general guidelines:

1) Maximum science research except while we have the GL. No turning down science for upgrades except the cleanup phase.

2) Strict 3 apart spacing for cities.

3) Generally raze and replace with rare exceptions. Exceptions are a good wonder, civ is almost dead, or game almost over.

4) Early pre-build for the GL is critical.

5) Kill ratio is everything, so catapults are very important.

LKendter
Feb 02, 2005, 08:12 PM
How are we going to declare war if we can't open up the diplomacy screen?
My point is the ONLY action is to declare war. No peaking to see the techs they have, resources they have, etc.

LKendter
Feb 02, 2005, 08:14 PM
3650 BC
The future settler / worker factory of Beijing is formed.


2710 BC
Shanghai is formed.


2150 BC
Canton is formed and claims our first source of horses. :D


1830 BC
(IT) A Mongol warrior dies against the walls of Canton. (1-0)


1790 BC
(IT) There are two more dead Mongol warriors. (3-0)


==========================

Summary:
If we can't win this one, we just plain suck. Look at the map if you don't believe me.

The Pyramids are a pre-build for a granary. Nothing else lasted long enough. Beijing will become a settler / worker factory. The problem is constant MM to stay at +5 food. Beijing should never build anything else after the granary.


Signed up:
LKendter
Greebley (currently playing)
Microbe (on deck)
Meldor
ThERat (be warned, this will be much harder then GR3)


Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
5 to 10 turns starting with the Industrial Age.

Strict AWE rules for the LK series:

1) The second you meet a civ you must declare war. NO initial trading is allowed.

2) You may never open up the diplomacy screen. You may never establish an embassy. If you use any civ tools you may not look at the trading tab.

3) Limited range armies. Armies may not travel more then 5 squares from the nearest cultural border.

4) Leader hording is prohibited. If you can't build an army this turn, then the leader must be used for a building rush.


http://www.civfanatics.net/uploads8/LK90-1750BC.zip

ThERat
Feb 02, 2005, 08:17 PM
ThERat (be warned, this will be much harder then GR3) ok, I saw that you changed your army restrictions a little. I think it gives a little more freedom than previously. The key here will be resources as usual in AW. hope you won't be disappointed taking me in :lol:

Tomoyo
Feb 02, 2005, 08:31 PM
Signed up:
LKendter
Greebley (currently playing)
Microbe (on deck)
Meldor
ThERat (be warned, this will be much harder then GR3)So I'm not in? :(

LKendter
Feb 02, 2005, 08:31 PM
The initial dot map, and settling priority:
Black circles - theses are goodies to notice on the map.
Green dot - it has iron, need I say more?
Red dot - this will be a decent first ring city.
Yellow dot - with 3 bonus grasslands this is the city to build the Great Library. I can't stress enough that this it critical to get built early. With the worker / settler factory we may even want to merge some workers to get this one stronger.
Light grey dot - this is mainly a fishing village. However, once we plant forest on the 2 games it will have decent shields.
Blue dot - gives another luxury, but NOT to be settled until contact with the Aztecs.
Purple dots - they goal is to connect the furs.

Grey dot - this is a low priority site mainly to have back up horses. To be honest I expect to expand north before getting to this junk location. We will want some troops around there to kill AI settlers trying to claim the horses.


http://www.civfanatics.net/uploads9/LAK-565A.jpg

LKendter
Feb 02, 2005, 08:33 PM
So I'm not in? :(
Sorry, but only 5 slots available. This one is filled.

Tomoyo
Feb 02, 2005, 08:36 PM
Sorry, but only 5 slots available. This one is filled.Okay, I guess I'll just have to wait for another one! :)

Greebley
Feb 03, 2005, 02:25 PM
Ok, I got it.

Greebley
Feb 03, 2005, 08:18 PM
Preturn: Decide to let Canton grow faster. Give it 2 food instead of only 1.

IBT: Mongol moves up.

1725 BC: Defending seems the better option

IBT: A mongol warrior kills himself on our walls.

1700 BC:

IBT 2 Archers spotted. Get Pottery. Go for HBR.

Hmm... our road from Shanghai to Canton doesn't work well (in terms of movement). It crosses the river twice so it is still 3 turns to move between the cities. In the other direction it does save us a turn. Will look into building a better road. It is a lot of hills to cut through so it will be slow to build.

1675 BC: Switch capitol to Granary. Growth in 2, Granary in 3 is changed to Granary in 2, Growth in 3.

IBT: Archers move up.

1650 BC: Odds defending are slightly better than attacking so I will defend vs the Archers rather than attacking out.

IBT: Archers attack and we get an elite spear. 3-0

1625 BC: Since my pop is so high, I will build 2 workers before another settler. We have some hills and mountains that need roading.

IBT:

1600 BC:

IBT: An Aztec Warrior shows up to the north away from their town.

1575 BC: We declare war on the Aztecs Important not to self: Remember no trading!

IBT: Warrior Fortifies

1550 BC: Archer and Spear head to deal with the Warrior.

IBT:

1525 BC: Archer kills the warrior and is now Elite.

IBT: Hello American scout.

1500 BC: We build two settlers. Declare war on America

Notes:
Our Unit cost is momentarily very bad (7 gpt). It will go to 0 when we build our two new towns.
Our capitol can build Warrior and Settler every 4 turns. Remember to switch to 5 food every 2 turns when it grows.
The Settler from Shanghai was going to settle in the Iron spot, and I think we should lay down the GLbi spot now as well.

Greebley
Feb 03, 2005, 08:20 PM
The excitement will begin soon with 3 enemies. Here is a current map:

microbe
Feb 03, 2005, 08:20 PM
I'll queue this up after the other LK game. Looks like 3 early contacts!

LKendter
Feb 03, 2005, 08:56 PM
I will build 2 workers before another settler.
I agree 100%. I was already thinking we need more. Don't be afraid to sneak in some between settlers. We also need to road up the gems.


Since we now have contact with the Aztecs the wines city should go high on the priority list. Getting another luxury on-line is always a good thing.

================

Signed up:
LKendter
Greebley
Microbe (currently playing)
Meldor (on deck)
ThERat

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
5 to 10 turns starting with the Industrial Age.

Strict AWE rules for the LK series:

1) The second you meet a civ you must declare war. NO initial trading is allowed.

2) You may never open up the diplomacy screen except to declare war. You may never establish an embassy. If you use any civ tools you may not look at the trading tab.

3) Limited range armies. Armies may not travel more then 5 squares from the nearest cultural border.

4) Leader hording is prohibited. If you can't build an army this turn, then the leader must be used for a building rush.

microbe
Feb 04, 2005, 01:39 AM
Not much.

Early: found Naking.

Middle: connect horses. get HBR start Alphabet. found iron city.

Lose archer when killing an archer. :( Warrior finishes it off. [1-1]

Found Xinjian.

Find spices in the west.

Late: Kill a warrior on the mountain. [2-1]

Connect roads and send settler to claim the wines. We may push toward Aztecs.

I haven't connected our gems yet. We don't have a good worker town.

microbe
Feb 04, 2005, 01:39 AM
http://www.civfanatics.net/uploads9/LK90-1250BC.jpg

Greebley
Feb 04, 2005, 01:54 AM
Our position is looking good. There are 4 lux within 10 squares of our capitol which makes life much easier.

I would have towns make occasional workers rather than a worker town. Tsiango could be set to build a worker or two after the wall completes for example.

ThERat
Feb 04, 2005, 02:10 AM
looking good so far. a have 2 questions

a.
dot map. I see blue dot is on top of the wine and I know the reason why. but it would result in a weaker defense town. would it be wiser to move dot 1 NW to found on hill, which would be easier to defend? I know AI would try to pillage the wine then. just wondering which option is better

b.
it is stated that army can move maximum of 5 squares outside our borders. does that mean that we are allowed to attack towns as well as long as they are within reach?

meldor
Feb 04, 2005, 08:31 AM
I see it and it is in the queue

LKendter
Feb 04, 2005, 11:35 AM
I see blue dot is on top of the wine and I know the reason why. But it would result in a weaker defense town. Would it be wiser to move dot 1 NW to found on hill, which would be easier to defend? I know AI would try to pillage the wine then. Just wondering which option is better
The wine spot is also on a river. That means a free aqueduct. Unit support will kill us in Monarchy, and having a city that can get to size 7 without building an aqueduct is very important.


it is stated that army can move maximum of 5 squares outside our borders. Does that mean that we are allowed to attack towns as well as long as they are within reach?
You can attack towns, pillage, etc within 5 squares of our borders.


There are 4 lux within 10 squares of our capitol, which makes life much easier.
That 4th luxury was very much as unexpected bonus. When I said the game looked GOOD it was for the settler factory. It looks like our #1 happy building will be the marketplace.


I would have towns make occasional workers rather than a worker town.
We have 6 cities with more coming, and just 4 workers. We really need to peel some workers out of other towns. Any captured workers will be an unexpected bonus. I agree with you 110%.


IMO the number one important thing is the Great Library. We can give Beijing the bonus grassland tile from Canton. This frees up the southern bonus grassland for Xinjian. It is lost to corruption for the moment, but we want to insure that Xinjian gets all 3 of the bonus grasslands to give us the best shot at the Great Library. With having horses this game we delayed the research to get the needed horseback riding. That makes it more important to minimize the turns to the Great Library.


I am guessing the elite archer in the northern hills killed a unit. Since we haven't gotten the initial unit rush from the Aztecs or America I don't want to explore anymore. I definitely don't want to waste an elite unit exploring.


A dot-map for the north is in the next post. With the spices being a coastal spot we want the city ON them to prevent bombardment latter in the game. While we are moving very well right now, I don't want to assume the game ends before bombard units. We want dark green dot BEFORE the spice city to insure it has at least one supporting town.

LKendter
Feb 04, 2005, 11:36 AM
http://www.civfanatics.net/uploads9/LAK-567.jpg

ThERat
Feb 04, 2005, 12:41 PM
IMO the number one important thing is the Great Library. agree with you and thats why I would suggest to merge settlers faster there. and building workers to mine the land there. and build the light grey city to free up more tiles for it to work on

of course lux will have to go up then

Bezhukov
Feb 04, 2005, 12:48 PM
Has anyone ever tried a Feudalism government in AW? You're never going to get the commerce bonus anyway, and unit support is much better than Monarchy if you have a lot of small towns, which saves you needing to build aqueducts right away.

ThERat
Feb 04, 2005, 12:51 PM
Has anyone ever tried a Feudalism government well not in AW but sort of in AK5, have a look at the thread. ask the members what they thought of it. AK summed it up when he said it was a one time experience he doesn't need to repeat.

LKendter
Feb 04, 2005, 01:02 PM
Has anyone ever tried a Feudalism government in AW? You're never going to get the commerce bonus anyway, and unit support is much better than Monarchy if you have a lot of small towns, which saves you needing to build aqueducts right away.

I don't want to experiement with an UNKNOWN. I have never tried feudalsim. However, if I recall correctly when you go over the unit limit the cost are brutal.

T_McC
Feb 04, 2005, 01:17 PM
Feudalism also has War Weariness. :eek:

Hard to say exactly what the intended use of that government was, even the AI won't use it. If aqueducts came after Feudalism it might have been useful, but since by the time you could form the government you can do something about being stuck with towns ...

Arathorn
Feb 04, 2005, 01:18 PM
Key fact. Feudalism has war weariness. Same level as Republic. It's a complete non-starter for an AW game.

Arathorn

LKendter
Feb 04, 2005, 01:19 PM
Feudalism also has War Weariness.
End of debate. AW with war weariness just won't happen.

Bezhukov
Feb 04, 2005, 10:07 PM
Wow - I used it in COTM 7 and didn't notice the weariness - guess with all the units I could support wars were fast enough for it not to kick in.

:rolleyes:

Obviously, war weariness and always war do not mix. As far as the availability of aqueducts, one could have built several units with those shields. More units of course mean more cities which mean more units, etc, etc. But with the WW, the point is moot.
Poor game design.

meldor
Feb 05, 2005, 12:54 PM
1250 BC (0)
Not much to do. will recall the archer and try to get some offense built up. Worlers need pealing and I might join the next settler into Xinjian to jumpstart its growth. The more shields we build up on the prebuild the better.
(I)Aztec wrrior move next to Shanghai another appears out of the fog from the east. The Aztec archer does nothing.

1225 BC (1)
Elite Archer moving home finds a Mongol warrior fortified on the grass. The iron is now connected. We don't have enough money to upgrade a single sword, but science is turned down to get 10g extra this turn and still get Alphabet. I leave the horse build but change the archer build to a sword. I like the defensive bombard of the archer but swords are better. The workers under the settlers complete the road, move the wine settler and the two spears into position. The workers will move south to start irrigation towards Tsingtao and then head south to Xinjian to get it going. I decline to attck the warrior across the river.
(I) The warriors at Shanghai move across the river. Beijing Settler->Sword.

1200 BC (2)
Two Mongol archers appear on the mountain on the other side of the warrior. I decide not to kill it this turn as they will then kill the exposed archer next turn, not worth it. Chendu is formed on top of the wines, it begins walls. Our archer kills off the Aztec archer and our Vet Warrior kills the warrior at Shanghai that is on the plains but we don't attack the one on the mountain. It will move off next turn. The settler moves south to join Xinjian. Drop lux by 10 and raise research shaving a turn off of writing. (2-0)
(I) The warrior cross to another mountain. The two Mongol archers head for Chengdu. Nanking Rax->Spear.

1175 BC (3)
Jioning worker into Xinjian drops the prebuild from 195 turns down to 78 turns once I give it the second BG. I have the workers start working the third one as it is yielding only 1 shield right now. Move vet warrior to Chendu and it will then rest. The archer is healing outside the city but can move in next turn. The elite archer is also on its way. The warrior on the mountain (Mongol) will be left only as we will have our first warod next turn and we can deal with it then.
(I) Mongol warrior is joined by an Aztec warrior near Tsingtao, The Mongol archers continue to move towards Chegdu and the Aztec warrior steps off the mountain next to Shanghai. Shanghai Sword->worker

1150 BC (4)
Our sword gets its first taste of blood as it kills the warrior without gains a scratch. (3-0)
(I)All Mongols move towards Chengdu, the Aztec Warrior does nothing. Beijing Swrod->Worker, Tsingtao Walls->Rax.

1125 BC (5)
Bad news, our sword fails to kill a vet archer. Our elite archer then kills the reg archer and our vet archer promotes killing the 2hp archer that nailed our sword. (5-1).
(I) No movement from the enemy. Beijing Worker->settler, Shanghai Worker->Sword, Canton Horse->Worker.

1100 BC (6)
No fighting. I have to up lux as Beijing grew and built the worker. I don't drop research and just go negative for the next 2 turns, its due in 3.
(I) Chenddu Walls->Rax

1075 BC (7)
Elite archer kills fortified Mongol warrior (5-1). Shaved some more turns off of the prebuild, now due in 62.
(I) No enemy movement. Canton Worker->Horse

1050 BC (8)
Our first horseman kills the Aztec warrior sitting on the next city site (5-1). Drop science.
(I) We get writing and start Lit, due in 14. Beijing Settler->Sword.

1025 BC (9)
Settler again heads south to join Xinjian. If we want to get the GL we can't let the build wait 60 turns. Right now, we could build it faster in the capital at 40 turns.
(I)No enemy in sight.

1000 BC (10)
Merge settler into Xinjian, dropping the prebuild to 44 turns. Once the workers finshing mining the last grass and roading the forest, I would merge one of them into the city to give us that last shield. I had to up the lux to keep the city happy. This dropped science so lit was due in 19, but this isn't an issue. We have 4 attack units in Chengdu, if the enemy stays away, you could take a shot at Tlaxcaca. The inits are fortified and unmoved.

One thing to consider, we can build the GL in the capital in less time. It could take the BG back, worker the mined sugar on the hill and get the turns to completion under 30. How secure do we fell with the prebuild taking 30+ turns once we get the last shield. The captital could do it in 25 with 3 more pop. Do we want to risk those extra 10-15 turns?

If we go for the GL in Beijing then we should leave the prebuild in Xinjian and try to grab another wonder, Clolossus is there and it could even grab something else if it is open.

meldor
Feb 05, 2005, 01:12 PM
Almost forgot, the two workers are moving south to connect the gems, it is time to get the second lux on line.

ThERat
Feb 05, 2005, 07:46 PM
Pre-turn
first target is to get Glib faster

IT English finish Colossus, so much about the alternative wonder

1. 975BC
move workers to connect gems

IT red archer shows up on hills north of Tsingtao :(

2. 950BC
we say hello to Japanese and declare
notch up research at -3gpt but speed up lit to 12turns

3. 925BC
send new spear to Xinjian to keep lux in control. can decrease lux to 20%, up research so we get lit in 10

4. 900BC
a few Mongol archers heading towards Tsingtao
kill archer at Tsintao with sword [1-0]

5. 875BCkill warrior near Chengdu and spot aztec sword [2-0]

IT sword is approaching Shanghai, and 3 archers now at Tsingtao

6. 850BC
we need cats, so after lit we should go for maths
gems online, but since merge a settler up lux to 30%, lit in 7 at -3gpt, pyramids now in 31

IT at Tsingtao, spear and sword defend against 2 archer attacks [4-0]

7. 825BC
at Shanghai, horse kills sword [5-0]
we need more cities, else unit cost will kill us
move out 5 units to try and raze aztec town Tlaxcala near wine

IT an archer runs out of Tlaxcala

8. 800BC
sword kills spear, horse takes off 1 hp but retreats, elite archer kills spear and we raze the town[6-0] :D
another elite archer defeats exposed archer[7-0]

9. 775BCnothing much

10. 750BC
near Shanghai kill 1 warrior and 1 archer [9-0]
be careful there is a sword in the fog north of the wounded horse and sword
kill archer at Tsingtao and sword promotes to elite
a settler now ready in Bejing (fortified!). a spear in Nanking could follow it. Beijing should turn out more settlers in the next turns to expand fast. I focused on GLib, but we need to expand now
Lit due in 5 at -2gpt, pyramids in 27, hope that will be enough

http://www.civfanatics.net/uploads9/lk90750.jpg

LKendter
Feb 05, 2005, 09:22 PM
Signed up:
LKendter (currently playing)
And when am I supposed to watch my Eagle win the superbowl tomorrow?

Greebley (on deck)
Microbe
Meldor
ThERat

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
5 to 10 turns starting with the Industrial Age.

Strict AWE rules for the LK series:

1) The second you meet a civ you must declare war. NO initial trading is allowed.

2) You may never open up the diplomacy screen except to declare war. You may never establish an embassy. If you use any civ tools you may not look at the trading tab.

3) Limited range armies. Armies may not travel more then 5 squares from the nearest cultural border.

4) Leader hording is prohibited. If you can't build an army this turn, then the leader must be used for a building rush.

LKendter
Feb 07, 2005, 05:01 PM
750 BC
There is nothing to change except to wake the settler.


730 BC
Elite sword simply kills archer. (1-0)


690 BC
Elite archer simply kills a spearman. (2-0)


670 BC
Horse dies attacking archer. 2 elite archers simply kill archers. Vet archer dies to archer. We really need to get some catapults. This type of loss ratio is horrid for AW. (4-2)
(IT) An archer and sword are killed on defense. (6-2)
The next research project is math. I won't stop research until the Great Library is built. Plus we badly need catapults.


650 BC
Horse dies attacking spear. Elite sword simply kills a spear. (7-3)


630 BC
Horse kills injured archer. (8-3)


610 BC
Hangchow is formed. This is the dark green dot heading toward the spices.


590 BC
Elite archer dies to horseman. At least the elite sword can kill it. Another elite horse retreats doing NO damage. (9-3)
(IT) This isn't the news I wanted to hear. America starts the Great Library.


570 BC
Tientsin is formed. This was the dark blue dot near the whales.
(IT) The defense at Hangchow and Chengdu is excellent. Total dead units are 2 swords, 1 warrior and 2 archers. (14-3)
We now have another elite spearman.




==========================

Summary:
We need catapults.

The below is a new dotmap that adds red dot. This is to replace Hovd. I hate to see a cow wasted.


http://www.civfanatics.net/uploads9/LAK-572.jpg

With our expansion rate we need to start thinking about FP placement.


Signed up:
LKendter
Greebley (currently playing)
Microbe (on deck)
Meldor
ThERat

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
5 to 10 turns starting with the Industrial Age.

Strict AWE rules for the LK series:

1) The second you meet a civ you must declare war. NO initial trading is allowed.

2) You may never open up the diplomacy screen except to declare war. You may never establish an embassy. If you use any civ tools you may not look at the trading tab.

3) Limited range armies. Armies may not travel more then 5 squares from the nearest cultural border.

4) Leader hording is prohibited. If you can't build an army this turn, then the leader must be used for a building rush.


http://www.civfanatics.net/uploads9/LK90-550BC.zip

ThERat
Feb 07, 2005, 05:31 PM
There is nothing to change except to wake the settler. that's something I like to hear

America starts the Great Library. that's scary, how many turns do we have left? 17?

Greebley
Feb 07, 2005, 07:14 PM
I got this one too.

Greebley
Feb 07, 2005, 10:13 PM
Preturn: Raise science to get Math a turn earlier. Need Cats.

IBT: Mongols start GLib too.

530 BC: Sword vs sword is just a bit better than defending. We lose though.

IBT: Oracle completes and a Japanese start the GLib. May have been a cascade which would be double-plus ungood.

510 BC: The road to Hangchow is kind of useless for troop movement. It crosses the river then goes back again. I would have roaded the hills first even though it would take a bit longer to stay on one side of the river. Will build that road now.

Build the town at the White dot. We had only 1 Spear which wouldn't have been enough for the Spices. Settler just build will be for the spices.

Elite Archer kills an Archer.

IBT: Mathematics->Currency We can use Currency with 3 lux and it is one of the less likely techs for the AI to have if we get the GLib.

490 BC: Sword promotes to Elite.
Tatung (white dot) founded.

I notice we can now build the Forbidden Palace. I think Hangchow should be our FP city. Its got gobs of shield potential with 2 Flood Plains, Cow and Grass to support lots of hills.

IBT: Lots of units milling about but few attack opportunities.

470 BC: Attack a Sword and a Spear with Elite units.

IBT: Spears kill an attacking Sword, retreat a Horse, and lose to a Horse

450 BC: Build a final city from the capitol. I think about some settlers for the tundra (one would even give our GLib city another square, but it would be too late to do any good). Decide we need miliatry. Things are getting more intense. Put the capitol on 10 shields to start build Swords.

First Catapult.

IBT: Several Mongol attacks are repelled.

430 BC: 2 more Elite victories but no leader.

IBT: Attack Repulsed.

410 BC: Found Macao on the Spices I can lower Lux to 20%

IBT: No attacks

390 BC: Lose an Elite Sword to a regular Spear.

IBT: Attack Repulsed

370 BC: Kill a few archers.

IBT: Pyramids Complete. We get to see if anyone cascades to the GLib next turn (due in 7).

350 BC: Bombard and kill a sword.

Notes:
GLib in 7. I would keep up research until it is 1 turn away (assuming we make it there). I would head straight for Monarchy next; if we don't get it from the GLib we need to research our selves.

Mongols seem strongest. Lots of horses.

Its not going to be an easy game I don't think. I wish I had gotten a leader - lots of elite victories but no luck.

Was Nanking building a Library for a reason? I switched to a Granary.

I formed a 'mini-attack' on Hovd to try to grab the cows.

microbe
Feb 08, 2005, 02:35 AM
IBT: archer attacks fortified spear behind walls across river and dies. [1-0] Aztecs start Sun Tzu's. America starts Zeus and ToA. :cry:

330BC: horse kills horse and sword kills sword [3-0]. Sword kills archer [4-0]

Kill 3 units and raze Hovd, gain one slave. [7-0]

I have to retreat our workers as we have no units to kill a closeby archer.

IBT Mongols start Sun Tzu's.

310BC: warrior kills injured archer. [8-0]

IBT archer dies to elite sword. [9-0]

290BC: archer kills archer and promotes [10-0]

IBT more units show up: 2 Aztec swords, 2 Mongol horses, 2 Japanese archers. Aztecs land a JW next to Nanking.

270BC: warrior kills JW. [11-0]

Found Anyang and connect road.

Elite sword kills archer. [12-0]

250BC: Currency -> CB. GL in 2.

Kill two Japanese archers. [14-0]

Elite archer retreats a horse.

Elite sword kills sword. [15-0]

IBT Horse dies against spear. [16-0]

We'll get GL! :dance:

230BC: sword kills sword. Swords kill two spears. Warrior kills JW. [19-0]

I switch Berlin to market.

IBT we get GL.

I set Xinjian to settler.

210BC: Sword kills spear. [20-0] Horse kills archer. [21-0]

IBT we get all the way to Feudalism+Engineering.

I do not revolt as I want to build the settler first, to avoid losing too many pops in Xinjian.

190BC: kill sword and archer. [23-0]

170BC: kill spear. [24-0]

150BC: archer kills horse. Horse kills horse and promotes. [26-0]

Note: the mountain at Anyang could be used as a killing zone. I've killed several Mongol horses there. I'm also roading the mountain. After that the workers should go to irrigate (mine?) the cattle to speed up the FP build.

We have a settler which I didn't move.

We should probably revolt now.

I'm kinda lost which way to go offense: east or north?

microbe
Feb 08, 2005, 02:36 AM
http://www.civfanatics.net/uploads9/LK90-150BC.jpg

ThERat
Feb 08, 2005, 03:58 AM
:goodjob: GLib and what a kill ratio. :D
but, where is the MGL, don't even remember how many elite victories we had.

I'd say revolt now and once we get our riders, AI better watch out. mongols have their UU keshiks which are not easy to handle as well. we should advance towards them, which looks NE to me. north looks like a lot of jungle. hopefully we can get their horses soon.

meldor
Feb 08, 2005, 08:09 AM
I would think that at least for the short term, expanding towards the furs might be in our best interest to get that next lux. We have made great progress!

On the MGL, did you form an army? I would assume so, then the next one should go for getting the FP online asap.

I see this but will be late getting home today, as I was last night and most likely will only be able to finish LK89, this will be for tomorrow.

ThERat
Feb 08, 2005, 08:23 AM
On the MGL, did you form an army I think microbe was refering to the Great library, there is no army

LKendter
Feb 08, 2005, 10:46 AM
I switch Berlin to market.
How in the world has Berlin come into play? :crazyeye:


I'm kinda lost which way to go offense: east or north?
I may be able to answer better after looking at the game. We don't have a clue where the critical resources are for the AI at this time.

Signed up:
LKendter
Greebley
Microbe
Meldor (currently playing)
ThERat (on deck)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
5 to 10 turns starting with the Industrial Age.

Strict AWE rules for the LK series:

1) The second you meet a civ you must declare war. NO initial trading is allowed.

2) You may never open up the diplomacy screen except to declare war. You may never establish an embassy. If you use any civ tools you may not look at the trading tab.

3) Limited range armies. Armies may not travel more then 5 squares from the nearest cultural border.

4) Leader hording is prohibited. If you can't build an army this turn, then the leader must be used for a building rush.

LKendter
Feb 08, 2005, 10:50 AM
Was Nanking building a Library for a reason? I switched to a Granary.
Even with the GL we will be back to self-research shortly. I was trying to prepare for when the GL expires. I haven't looked at the game yet, but I suspect we are really short of buildings.

LKendter
Feb 08, 2005, 01:02 PM
I got a chance to look at the game. Hangchow at size four still needs an obscene 93 turns to complete the FP. Unless some serious effort to improve shields is done by my turn I plan to abandon the effort. We can't afford to wait that long to improve corruption. We need some workers improving the cattle and hills NOW. There is no more important priority at this time then getting the FP built.

We will only get 5 to 7 more techs from the GL. We need to start sneaking in some libraries and markets into more cities or we are in trouble when self-research is back.

We have 8 workers and 1 free worker. We need more workers with having 12 cities.

The big question was where to expand next. What we can see in the pure north is jungles and mountains. In addition, I suspect that direction has the biggest risk of meeting another AI. I don't want to head that way. The south is still an artic wasteland. The west has hit the ocean. That leaves expansion to the east. We have slowly worked our way up to 5% of land and I don't want to stop. My newest proposal for expansion is below. This also will let us get the 4th luxury of furs. That will really help with getting size 7 cities and better self-research when the time comes.


http://www.civfanatics.net/uploads9/LAK-573.jpg

Greebley
Feb 08, 2005, 01:40 PM
Agree with the direction of expansion. I prefer going Market then Library since otherwise you are paying Maint on libraries for longer that are not being used. Also it is easy to go broke supporting units Agree we want to start working on infrastructure right away. We have some time before the GLib expires, but not a whole lot

I was really worried about the GLib. Good to see we got it.

I also agree that 93 turns is too long to wait for the FP. We should see what corruption is in Monarchy before making a decision I think. It is suffering because we are a despot. If it still looks too long when a monarchy, I agree we can switch. Too bad we are having a great leader drought. Otherwise I would consider using a leader to rush it.

microbe
Feb 08, 2005, 02:05 PM
In Monarchy Hangchow could actually be very strong with the hills, flood plans and the cattle.

LKendter
Feb 08, 2005, 02:13 PM
I also agree that 93 turns is too long to wait for the FP. We should see what corruption is in Monarchy before making a decision I think.

I agree we need to see if Monarchy helps with recovering a shield for the hill and lower corruption before anything is decided.

ThERat
Feb 08, 2005, 05:46 PM
Build a final city from the capitol I still think our capital is really suitable for churning out settlers, even the growth suffers. other towns simply take too long. and we really want to expand fast, I guess.

Greebley
Feb 08, 2005, 07:36 PM
I agree the capitol can make more settlers. The comment meant that I was turning off the settler factory for a while. We had only Tundra to settle in. This far into the game I like to keep the Capitol large. Taking a settler when it reaches the higher end (needing to raise lux or the loss doesn't affect the build times) does make sense. I like to build workers or settlers when I reach size 12.

meldor
Feb 10, 2005, 01:02 AM
150 BC (0)
Looks like I will take the pain of the anarchy while the GL is in effect. I pull the trigger and we get 6 turns. I MM the cities to stop any from rioting.
(I)Some units move closer.

130 BC (1)
I kill a Mongol horse after pinging it. Cover it with a spear. (1-0) Upgrade a vet sword to an MDI
(I) Lots of Units! Greeks finish ToA. The Japanese complete MoM.

110 BC (2)
Elite horse kills a Mongol horse, elite Archer kills a spear. Elite sword and vet sword take out 2 Japanese Archers. Elite sword kills a Jag and an MDI kills an Aztec archer. (7-0) Upgrade a vet warrior to MDI.
(I) MDI loses to a fortified spear across a river. The Americans complete the Hanging Gardens. (8-0)

90 BC (3)
Elite sword retreats a Jag, an elite Archer kills it and we get a MGL. I build an army, the next one will go for the FP. One horse retreats but the second kills a Japanese archer and promotes. An elite sword retreats another Jag and then a reg warrior kills it. Upgrade a spear to a pike to heal it. (11-0)
(I) The Mongols start SoZ. The Greeks finish the Great Wall.

70 BC (4)
An elite sword kills an Aztec spear. Load our two MDI into the army and kill a Mongol archer. (13-0)
(I) Not much

50 BC (5)
An elite archer kills a Mongols archer, cover it with a spear. (14-0)
(I)We are now a monarchy.

30 BC (6)
Elite archer kills a Mongol horse. Elite*archer kills an Aztec MDI, an elite sword kills another. (17-0)
(I) We learn Republic, wouldn't it figure, one turn too late. :)

10 BC (7)
Elite archer kills Mongol Horse. Army kills a mongol archer. (19-0)
(I) Now, that is odd. An American spaer coming to visit us, is attacked by an unknown unit. I like it when the AI fights for us.

10 AD (8)
Kill 2 Mongol archers and an Aztec MDI. (22-0)
(I) Not much.

30 AD (9)
Only get to kill one Mongol horse. (23-0)
(I) The Aztecs complete Sun's. The Greeks finish the Great Lighthouse.

50 AD (10)
Not much to do. The army kills one archer on the way to raze a town. (24-0).

ThERat
Feb 10, 2005, 04:33 AM
We learn Republic, wouldn't it figure, one turn too late.
you mean you would take republic in AW games :lol: good joke.
got it

meldor
Feb 10, 2005, 08:09 AM
BTW, The FP is still going to take ~40 turns if it builds by itself. It appears that the land north of it is mountain and hill. It would probably be better to swap it to something else and use the next MGL to rush the FP in either the red or gray dot in the dot map above. This city stand a better chance of having productive cities in a complete ring around it.

Greebley
Feb 10, 2005, 08:31 AM
Its 40 turns because it is working 2 unmined, unroaded hills. We could have gotten that down to 20 and can in the future by improving the lands around it. We need to get more workers improving the lands. We are definitely short on workers. Some other cities are also using unimproved tiles even at size 3.

My thought is to build more workers and get our lands improved faster. We always seem very short of workers in these games and are slow in improving new lands.

Even if we switch the FP build to something else, I think it worth rushing the FP with a leader in that town. I think it still has the best potential for good shields and will be stronger for the FP than any of the other towns we have built.

LKendter
Feb 10, 2005, 08:33 AM
With kill ratios like the above I hope we can squeeze in some buildings. The GL won't last forever.

The army kills one archer on the way to raze a town.
This is a good time to remind everyone about the limit range rule - 5 squares max from nearest border.


Signed up:
LKendter (on deck)
Greebley
Microbe
Meldor
ThERat (currently playing)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
5 to 10 turns starting with the Industrial Age.

Strict AWE rules for the LK series:

1) The second you meet a civ you must declare war. NO initial trading is allowed.

2) You may never open up the diplomacy screen except to declare war. You may never establish an embassy. If you use any civ tools you may not look at the trading tab.

3) Limited range armies. Armies may not travel more then 5 squares from the nearest cultural border.

4) Leader hording is prohibited. If you can't build an army this turn, then the leader must be used for a building rush.

meldor
Feb 10, 2005, 08:43 AM
The town is Darhan and it is only 2/3 squares outside our borders.

meldor
Feb 10, 2005, 08:45 AM
On the FP, I am more concerned about the surrounding towns being able to benefit from the reduced corruption. It would be nice to get a full second mini-core.

LKendter
Feb 10, 2005, 08:51 AM
It would be nice to get a full second mini-core.
:confused: The FP stopped giving a second core with C3C. I don't understand this comment.

ThERat
Feb 10, 2005, 09:20 AM
ok I played my turns without seeing all those somments, here it goes...

save (http://www.civfanatics.net/uploads9/LK90-250AD.SAV)

Pre-turn
wake settler and send to front. want to settle blue, then red and pink.

IT oh, Mongols finish SoZ

1. 70AD
at chengdu, sword kills archer. army kills 2 spears and raze Darhan [3-0]

IT warrior defeats against archer [4-0]

2. 90AD
army defeats MI
elite sword defeats archer and we have MGL, go for FP as suggested, first complete trebs as not to waste shields
[6-0]

3. 110AD
found Shantung at blue spot, rush FP in Hangchow
next elite sword wins and we have another leader. this will from an army. defeat another MI, army defeats MI and we spot English and declare
[8-0]

IT we learn invention

4. 130AD
found Chinan in pink spot
horse beats archer, horse beats MI, warrior beats archer [11-0]

IT 3/4 Mi attacks pike covering workers and promotes it [12-0]

5. 150AD
Kaifeng on red spot founded, 2 horses beat acher and warrior, sword beats spear
2nd army beats JW
army approaches Tlacopan and defeats spear [18-0]

IT Japanese land archer near nanking

6. 170AD
horse removes archer
1st army defeats 2 spears and razes Tlacopan and nets 3 slaves
horse defeats archer [21-0]

7. 190AD
2nd army defeats archer, sword beats archer up north, sword and horse beat 2 archer [25-0]

IT America land archer
Hangchow riots, forgot about the MP's

8. 210AD
horse kills it, 2nd army kills 2 spears and raze Teajo, horse kills MI [29-0]

IT aztec land JW

9. 230AD
horse beats JW, 2 horses beat MI and LB [32-0]

IT archer attacks sword on mountain and loses [33-0]

10. 250AD
a new settler is ready and we can start to continue expanding towards furs
sword retreats horse

http://www.civfanatics.net/uploads9/lk90250.jpg

oh, and I did finish some infra like libraries, which we need sooner or later
and of course, I made sure the armies never went more than 5 tiles away

LKendter
Feb 10, 2005, 09:35 AM
IT oh, Mongols finish SoZ
We spot English and declare
Well things just got hotter.


Summary:

Signed up:
LKendter (currently playing)
Greebley (on deck)
Microbe
Meldor
ThERat

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
5 to 10 turns starting with the Industrial Age.

Strict AWE rules for the LK series:

1) The second you meet a civ you must declare war. NO initial trading is allowed.

2) You may never open up the diplomacy screen except to declare war. You may never establish an embassy. If you use any civ tools you may not look at the trading tab.

3) Limited range armies. Armies may not travel more then 5 squares from the nearest cultural border.

4) Leader hording is prohibited. If you can't build an army this turn, then the leader must be used for a building rush.

Bezhukov
Feb 10, 2005, 09:50 AM
Lurker Comment:

"390 BC: Lose an Elite Sword to a regular Spear."

This is the last time you record losing a unit. Since then, you're 86-0.

:crazyeye:

Hope this isn't like a no-hitter that you're not supposed to talk about.

meldor
Feb 10, 2005, 12:27 PM
:confused: The FP stopped giving a second core with C3C. I don't understand this comment.Correct me if I am wrong, but the FP does effect the corruption due to distance. You don't get the full palace effect but it is better then not.

LKendter
Feb 10, 2005, 12:36 PM
Correct me if I am wrong, but the FP does effect the corruption due to distance. You don't get the full palace effect but it is better then not.
It is useless with rank corruption. This is the bigger component of corruption.
It still helps with distance calculation. The distance component will go to either the FP or palace.

LKendter
Feb 10, 2005, 01:09 PM
250 AD
The 3-apart city plans requires roads connecting at that distance. Tatung and Tientsin are effectively 4 tiles apart.
(IT) The GL gives us Monotheism. With a 4th luxury coming up I am not sure how many churches we will need.


260 AD
I kill 1 longbow, 1 MDI, and 1 archer. I lost 1 sword to a 1 HP archer. I lost another sword to a 1 HP longbow. The RnG has an attitude today. (3-2)


270 AD
I kill 1 MDI, 1 Pike (our army lost a lot of hp) and 1 archer. (6-2)


280 AD
I kill 1 horseman, 1 archer, and 1 longbow. (9-2)


290 AD
I kill 1 warrior, and 3 MDI. (12-2)


300 AD
I kill 1 JG, and 1 MDI. (14-2)
I promote a MDI to elite.

Ningpo is formed. This is the white dot location, and furs are getting closer.


310 AD
I kill 1 longbow, 1 warrior, and 2 MDI. (18-2)


320 AD
I kill 1 longbow, and 1 pikeman. (20-2)


330 AD
I kill 1 longbow, 1 warrior, 2 spears, 2 pikemen, and 1 settler. (26-2)
I promote a MDI to elite.

Paoting is formed. This is the grey dot location.

Chalco is auto-razed . We get $11 and no culture pressure on Paoting.
(IT) We lost an exposed MDI taking 2 longbows with us. (28-3)
The Great Library still works, as Gunpowder is now ours.


340 AD
I kill 1 MDI, and 2 longbows. (31-3)

We have NO saltpeter. However, I noticed an Aztec musket.
(IT) They lost 3 MDI, and we lost 1 horse. (34-4)
The English landed a warrior behind our lines.


350 AD
I kill 1 warrior, and 1 longbow. (36-4)


==========================



Summary:
:confused: Where are the American units? I haven't see any this time.

I think we should continue to push toward the Aztecs. Those furs will be huge when self-research is back. I would like to destroy that Aztec horse city. I hope to get a clue where the Saltpeter is. If those furs are the ONLY Aztec source we can put some hurt on them. I would also like a clue where the Aztec iron is.

Signed up:
LKendter
Greebley (currently playing)
Microbe (on deck)
Meldor
ThERat

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
5 to 10 turns starting with the Industrial Age.

Strict AWE rules for the LK series:

1) The second you meet a civ you must declare war. NO initial trading is allowed.

2) You may never open up the diplomacy screen except to declare war. You may never establish an embassy. If you use any civ tools you may not look at the trading tab.

3) Limited range armies. Armies may not travel more then 5 squares from the nearest cultural border.

4) Leader hording is prohibited. If you can't build an army this turn, then the leader must be used for a building rush.


http://www.civfanatics.net/uploads9/LK90-350AD.zip

Greebley
Feb 10, 2005, 03:33 PM
Ok, I got it. From what I have read, the Aztecs do seem the obvious choice.

On America, possibilities include a choke city is blocking access, war, few cities left.

Greebley
Feb 10, 2005, 09:40 PM
Preturn: I always lose count of my wins, so I am only going to announce losses. Assume much poundage.
Aztec has a nearby Horses. We will want to clear that out as well.

360 AD: Armies healing, we bombard and attack a few units. No losses.

370 AD: More units killed. Attack Tabriz.

IBT: Missed a danger spot. MDI kills our MDI.
The fact that the Mongols and America are at war probably has a lot to do with our not seeing Americans. They have to hike past Mongol terriotory to get to us.

380 Worker steps on a hill to our West and can see a border of another color. Think I will step back...
Raze Tabriz Attack Atzcapotzalco (Aztec Furs)

IBT: Yellow? Who is yellow.

390: Yellow is Egypt. Instantly declare war.

400 AD: Kill a few.
Raze Atzcapotzalco

410 AD: A lot of fronts makes it hard.

IBT We have Chivalry I am still working on taking out Aztec Horses. Been building a lot of Infra. Now it is time for Military.

420 AD: Raze Choybolsan

430 AD: First Rider Win. Golden Age
E Horse loses to an injured MDI.

Yow! We are making 183 gpt. Upgraded some Horses. Decide to not wait for the AI, but go full on Chemistry. There is a decent chance the GLib wouldn't give it to us anyway. Due in 9.

440 AD: Complete Upgrades (didn't upgrade E Horse - don't have many of these).

450 AD: Lose a Rider to a bombarded Longbow.
Found Icy Furs (not quite connected yet).

Notes:
Ivory Spotted Why have only 4 Lux when you can have 5? Aztecs direction is definitely the way to go.

We need to track down the Saltpeter. Its timing might just match getting Cav if we continue to push and research. 30 turn isn't impossible.

You can see a green "Persian colored" border across the water to the west. We will have another enemy soon enough.

Our position is very strong. We may able to have time when we exclusively have Cavalry (If we can find Salt = Aztecs IMO). In any case, we are in a position to surge ahead of the AI in research.

I would send pikes out a bit to search for the Salt. We are limited to 5 squares, but are no way close to seeing even that far.

I decided it wasn't worth giving Tsingtao land at the expense of Hangchow. So Tsingtao is currently going to starve (I rushed a settler but forget which occurs first). Basically it is a junk city, but I would rather have 1 strong (less corrupted one) and 1 junk one than 2 mealy ones.

LKendter
Feb 10, 2005, 10:01 PM
First Rider Win. Golden Age
That didn't take long. :D

Ivory Spotted Why have only 4 Lux when you can have 5? Aztecs direction is definitely the way to go.
Heading toward the Aztecs has become a real no-brainer. 5th luxury and we will never need a church. Even a temple is questionable. Now it is time to find the mystery Saltpeter.

I would send pikes out a bit to search for the Salt. We are limited to 5 squares, but are no way close to seeing even that far.
Pikes can go as far as they want. The armies have the 5-tile range limit. This was to prevent the blowout problem with once you got 2 or 3 armies = game over.

Summary:

Signed up:
LKendter
Greebley
Microbe (currently playing)
Meldor (on deck)
ThERat

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
5 to 10 turns starting with the Industrial Age.

Strict AWE rules for the LK series:

1) The second you meet a civ you must declare war. NO initial trading is allowed.

2) You may never open up the diplomacy screen except to declare war. You may never establish an embassy. If you use any civ tools you may not look at the trading tab.

3) Limited range armies. Armies may not travel more then 5 squares from the nearest cultural border.

4) Leader hording is prohibited. If you can't build an army this turn, then the leader must be used for a building rush.

ThERat
Feb 10, 2005, 10:01 PM
Limited range armies. Armies may not travel more then 5 squares from the nearest cultural border does this account for armies only or any units? I thought if you send out a pike, it should not matter. now that we know almost all Civs (except that green colored one), we should bust the fog a bit towards east to have a clue of the front and salt\

good call on chemistry I think

edit: crossed with LK's message, sorry

Greebley
Feb 11, 2005, 12:47 AM
It might be worthwhile to build a Galley and send it East. We can stop if we see a border. We can see what Aztecs lands look like and see if there is an obvious "saltpeter island".

LKendter
Feb 11, 2005, 10:39 AM
I looked at the game. It looks like Erdenet is the main cluster of gems for the world. I think I see the next direction after the Aztecs. Deny happy help to the world kills AI production. :hammer:

Greebley
Feb 11, 2005, 11:44 AM
I razed the gem city once. It will keep on getting replaced. Perhaps for the near term a pike to Pillage might make sense. When we build a city there we won't need the gem anyway so it won't matter if they are pillaged.

microbe
Feb 12, 2005, 03:32 AM
Got it .

microbe
Feb 12, 2005, 04:48 PM
preturn: By looking at the powergraph, Egypt is very powerful.

Tsingtao is starving. Switch tiles to fix that.

460AD: I switch capital to Knights Templar in 12 turns. It would be good to have.

Kill 2 MDI and 2 archers. [4-0]
Kill a Mongolian scout. [5-0]

IBT all Jap archers retreat. They may be at war with Egypt.

470AD: Kill one reg musket and raze Teotihuacan. [6-0]

Kill MDI. Kill 2 spearmen and raze Brighton. [9-0]

Kill MDI/archer. [11-0]

Wack a musket/settler pair. [12-0]

Army kills musket/MDI. [14-0]

480AD: elite horse kills warrior. Elite rider kills MDI. Goes to the closest town to form a rider army. [16-0] Rider kills MDI and promotes. [17-0]

http://www.civfanatics.net/uploads9/LK90-480AD.jpg

We have furs and lux drops to 0. :dance:

Rider kills an MDI. [19-0]

IBT lose a pike to MDI. [19-1] We learn Theology.

490AD: form rider army. rider kills knight. MDI kills spearman. [21-1]

IBT we lose pike to longbow. [21-2]

500AD: lose a rider but kill 3 units and autoraze Tlamanalco. [24-3]

Kill a spear and 2 MDI. [27-3]

Wack another musket/settler pair. [28-3]

510AD: Wack warrior/settler. [29-3]

Kill a landing LBM. [30-3]

Kill musket. [31-3]

Kill 2 LBM and a warrior. [34-3]

520AD: nada.

530AD: Kill sword and 2 war chariots. Egypt has a lot of units in sight. [37-3] Kill 3 MDI. [40-3]

Kill LBM. [41-3]

Rush wall in New Beijing.

540AD:

IBT Greece meets us and wants to trade Education for Chemistry. We learn Education.

550AD: Kill 2 swords and 2 warriors, but lose an elite horse to reg warrior. [45-4]

Tenochtitlan is defended by 4 muskets and LBM. Our trebs hit 4 times and capture it. [50-4]

http://www.civfanatics.net/uploads9/LK90-550AD.jpg

Kill 2 knights. [52-4]

We are a bit stretched to capture Sun Tzu's.

Wack 2 settler pairs. [54-4]

Note: I forgot to declare on Greece, please do so asap.

LKendter
Feb 12, 2005, 05:15 PM
I love the number of times I read dead settler pairs. Our work force is getting some badly needed help.

The placement of New Beijing was off from the dot map.
Ivory would have been ours if it was placed correctly.
I am working on a new dot-map. New Beijing will be abandoned by my turns.


Signed up:
LKendter
Greebley
Microbe
Meldor (currently playing)
ThERat (on deck)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
5 to 10 turns starting with the Industrial Age.

Strict AWE rules for the LK series:

1) The second you meet a civ you must declare war. NO initial trading is allowed.

2) You may never open up the diplomacy screen except to declare war. You may never establish an embassy. If you use any civ tools you may not look at the trading tab.

3) Limited range armies. Armies may not travel more then 5 squares from the nearest cultural border.

4) Leader hording is prohibited. If you can't build an army this turn, then the leader must be used for a building rush.

LKendter
Feb 12, 2005, 05:17 PM
Note: I forgot to declare on Greece, please do so asap.
Meldor this must be fixed immediately. I don't like even skipping a single turn. If it was more I would have forced a replay. If 650AD has Greece at peace their will be a replay.

meldor
Feb 12, 2005, 05:33 PM
I see it and will kill the Greek envoy and return him in a bag.

LKendter
Feb 12, 2005, 05:39 PM
Looking at the game more I love the carnage in the Tundra zone. :goodjob:


This is the corrected city building toward Teno.
http://www.civfanatics.net/uploads9/LAK-580.jpg

This is the plan to support Sun Tzu and control the Saltpeter.
http://www.civfanatics.net/uploads9/LAK-581.jpg


I think this ends the expansion toward the Aztecs.
Our lines are getting to awkward and thin.
We got the goals of Ivory and Saltpeter.
I think we need to start working north to start claiming better quality land.

Greebley
Feb 12, 2005, 08:24 PM
Microbe, How do you know Greece wants to trade Chem for Education? We are not supposed to ever look at diplo. Did you do the trade or did we get Edu from the GLib? I am hoping the latter (its a very bad trade as well as against the rules).

Sounds like we are making good progress.

LKendter
Feb 12, 2005, 08:26 PM
Microbe, How do you know Greece wants to trade Chem for Education? We are not supposed to ever look at diplo.
I suspect Greece contacted us to make the trade. I would like that confirmed.

microbe
Feb 12, 2005, 08:50 PM
I suspect Greece contacted us to make the trade. I would like that confirmed.

I think it's quite clear in the log: IBT Greece meets us and wants to trade Education for Chemistry.

We learn Education from the GLib.

meldor
Feb 14, 2005, 02:38 AM
550 AD (0)
First thing up on the list is to declare war on the Greeks. I need a lot of settlers, but what is new. I won't abandon New Beijing until I have some settlers with which to replace it. A lot may have to wait as I would rather do infra during the GA. So herer we go...
(I) Lots of enemy movement. An Aztec MDI kills itself on a pike. Shanghai Rider->Library, Xinjian Colosseum->Pentagon (We can switch to something else if we like). (1-0)

560 AD (1)
Start with the Aztecs and kill 2 MDI, a knight, 2 longbow and 2 muskets. Next I trim a Japanese and Egyptian spear and an Egyptian warrior. (11-0)
(I) We retreat an English knight. We finish Knight's Templar. Beijing KT->Leo's, Canton Aqueduct->Library, Tsingtao Pike->Market, Tientsin Harbor->Courthouse, Shantung Settler->Settler, Kaifeng Market->Courthouse. The Greeks swap to Sistine, the English to Leo's.

570 AD (2)
The English lose 2 knights and two 2 spear/settler pairs, we lose a vet rider. The Mongols lose a Longbow, a Keshik and their own spear/settler pair. (18-1)
(I)Holy-smoly, I forgot to kill the Greek longbow that they landed next to Nanking, fortunately it attacks our Rider and dies. The Americans land a settler near the horses in the artic. Chengdu Rider->Temple, Anyang Settler->Settler (19-1)

580 AD (3)
There is only 2 Mongol Keshiks to kill. There must be some AI wars going on as the Spanish and Egyptian troops have all withdrawn. Kill an English LB with an elite Rider and we get a leader. I swap Xinjian from the pentagon to a University. The MGL goes to Chinan which will finish its settler next turn. I don't know if I can reach the America settler before they found, if not we will raze the city. (21-1)
(I) The Americans found on the spot. The Egyptians must have finished their war as they come pouring back. Nanking Aqueduct->Market, Chinan Settler->Pentagon

590 AD (4)
The American spear can't protect Cincinnati and it is no more. I shuffle the armies around because we have 9 Egyptian swords and several English Knights headed our way. (22-1)
(I) Lots of units pouring our way. Tenochtitlan Temple->Library, Shanghai Library->Temple, Chinan Pentagon->Settler.

600 AD (5)
Kill two English Knightsand 1 LB. An Aztec musket and Knight. A Mongol LB is next to go. (27-1)
(I) The units continue to come.

610 AD (6)
We retreat a Keshik. Kill two English spears off a stack of 3 spears, 1 warrior, 5 swords and a settler. (30-1)
(I) The Aztecs lose a LB attacking a fortified Rider. (31-1)

620 AD (7)
Kill two Egyptian swords and capture a settler. Kill an English Knight. Pound the stack of Egyption swords with Trebs. New Beijing is moved and two more cities founded. (34-1)
(I)Lots of enemy movement. Canton Library->Temple, Ningpo Settler->Settler, Chengdu Temple->University, Hangchow Heroic Epic->Temple, Tientsin Courthouse->Library, Tatung Aqueduct->Market

630 AD (8)
Kill from Egypt, 1 spear, 5 swords. (40-1)
(I) Enemy Movement but no attacks. Our GA ends.

640 AD (9)
Egypt loses 1 spear, 1 archer, 2 warriors and 6 swords. The Aztecs lose 3 MDI. England loses a LB it landed at Nanking. (54-1)
(I) Egypt loses an MDI attacking a rider. Shanghai Temple->Rider, Anyang Settler->Settler, Paoting Pike->Pike.

650 AD (10)
Egypt loses 1 spear, 1 sword, 2 warriors, and a chariot. That ends the Egyptian rush. One English Knight dies, but I lose an elite Rider getting rid of 2 Aztec Muskets. (62-2)

We can start to switch back to military builds. We got a lot of infra done. Military Tradition is due in 7 and no one has started Bach's. We could also try to grab Smith's.

I sent a pike out to scout the lands to the north. While there is a lot of jungle and swamp in that direction, Nara has saltpeter and Osaka has dyes.

ThERat
Feb 14, 2005, 02:55 AM
Spanish where did they appear from all of a sudden? :lol: anyway I got it

LKendter
Feb 14, 2005, 04:05 AM
Beijing KT->Leo's

We could also try to grab Smith's.
Are we sure this is AWE? It seems really weird to have the time for wonders. Especially Leo's when we won't do a lot of upgrades. I can't remember the last time Smith's was even talked about.

Signed up:
LKendter (on deck)
Greebley
Microbe
Meldor
ThERat (currently playing)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
5 to 10 turns starting with the Industrial Age.

Strict AWE rules for the LK series:

1) The second you meet a civ you must declare war. NO initial trading is allowed.

2) You may never open up the diplomacy screen except to declare war. You may never establish an embassy. If you use any civ tools you may not look at the trading tab.

3) Limited range armies. Armies may not travel more then 5 squares from the nearest cultural border.

4) Leader hording is prohibited. If you can't build an army this turn, then the leader must be used for a building rush.

meldor
Feb 14, 2005, 08:21 AM
1) I can't remember if I killed the archer that the English landed near Nanking. Please make sure that I didn't airball that one again.

2) Leo's is most likely a prebuild. We can either try and go for Bach's as soon as MilTrad is finished or we can bee-line for Econ and grab Smith's, or since we are most likely the most advanced on the lower half of the tech tree we can grab a science wonder to help research. I think the non-coastal capital and the food bonus expansion are allowing us to put a city to prebuilds. Having one ready to go is always a good thing.

3) The Spanish were most likely Japanese, sorry about that. Sometimes my fingers type before my brain can think.

4) I sent one pike out exploering, now that we know everyone, we should send out a couple more so we can have a better idea of which way we want to expand first. The area to the north would require a lot of work and I would prefer to let the AI use its manpower to do it but it does contain another lux and the salt, not to mention the 3 gems we could deny the AI.

ThERat
Feb 14, 2005, 09:21 AM
save (http://www.civfanatics.net/uploads9/LK90-750AD.SAV)

Pre-turn
there is a japanese archer next to Nanking, bombard it, an elite rider retreats and a warrior finally defeats it [1-0]

IT we are building a lot of infra, but our defense in the core is weak. get landing of musket and hoplite, spear and LB

1. 660AD
try to shuffle armies, we need 1 in the east part to support salt town, 1 central and 1 west
then realise that our rider army is still filled with 3 units only
with this little units we fail to take out those 4 units, they will pillage :(
no arty in the west to even ping LB
beat 2 units [3-0]

IT LB dies at rider, 2 hp spear moves, musket pillages BG and hoplite moves, another MDI dies to pike
[5-0]

2. 670AD
combat settler founds salt city
clear 3/4 units and kill another LB [9-0]
MT now in 3

IT lots of units approach, tons of greek LB's
Greek building Copernicus

3. 680AD
kill another 3 units, 4th victory creates another MGL, go for an army
get a MGL from a elite MDI :D . beat 4 more units [17-0]

IT the amount of incoming units is huge, we need more units

4. 690AD
shuffle units and kill 10 units [27-0] including a settler pair

IT the mountains in northwest can be used as a killing zone
elite sword defeats 1 units before losing to a knight, knight killed on defense [29-1]
MT comes in , switch to astronomy in 9
Greek finish Sistine, they also keep on sending muskets behind our lines
at the same time egypt keeps on sending settler pairs

5. 700AD
Leo swapped to military academy, kill 7 units [36-1] including settler pair

IT greek building Bachs, Paoting riots, MP issue :smoke:

6. 710AD
raze Erdenet killing 3 units netting 39g and 1 slave
raze Tatletonco killing 2 pikes, no more iron for aztecs I hope :D
kill 7 more units [48-1]

IT lose a rider on defense [48-2]

7. 720AD
found New Nanking, kill 11 units including settler pair [59-2]

IT our exploring pike gets attack on mountain, retreats a knight and defeats LB, but is down to 1hp [60-2]

8. 730AD
kill 5 units [64-2]

IT Greek building Leo

9. 740AD
6 kills later and we have another MGL from a Cav win :D . the win is in salt city, very far from core, decide to create army for Cavs
defeat 2 more units [72-2]

IT our explorer pike gets killed, rider and cav win on defense [74-3]
English also building Bachs now

10. 750AD
found new Tsingtao on suggested spot
kill 2 units in Coventry and raze town, defeat 5 more units [79-3]
there is a settler in Anyang fortified, the new Cav army is filled with 1 unit only
I left the army in Paoting unmoved to give next player chance to use with settler maybe.
astronomy in 5, Leo could be changed to Copernicus according to what suits us best

ThERat
Feb 14, 2005, 09:26 AM
2 screenies,

our new holdings in the east
http://www.civfanatics.net/uploads9/lk90750a.jpg

killing zone in the western mountain range
http://www.civfanatics.net/uploads9/lk90750b.jpg

meldor
Feb 14, 2005, 10:13 AM
Now we know who was fighting as I saw almost no American or Japanese units during my turns.

LKendter
Feb 14, 2005, 02:49 PM
Signed up:
LKendter (currently playing)
Greebley (on deck)
Microbe
Meldor
ThERat

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
5 to 10 turns starting with the Industrial Age.

Strict AWE rules for the LK series:

1) The second you meet a civ you must declare war. NO initial trading is allowed.

2) You may never open up the diplomacy screen except to declare war. You may never establish an embassy. If you use any civ tools you may not look at the trading tab.

3) Limited range armies. Armies may not travel more then 5 squares from the nearest cultural border.

4) Leader hording is prohibited. If you can't build an army this turn, then the leader must be used for a building rush.

LKendter
Feb 15, 2005, 03:50 PM
760 AD
http://www.civfanatics.net/uploads9/LAK-584.jpg

The military academy is rushed in Hangchow. We now have stronger armies, and Hangchow will be one of our top shield locations if we want to start building them after the era of factories begin.


770 AD
http://www.civfanatics.net/uploads9/LAK-585.jpg

I form another army. I am not sure how long it will stay empty. I haven't even filled the other cavalry army.
(IT) Copernicus is built. I would much rather have US control the science rate. This stops scientific Greece from getting stronger in science. The already appear to be a possible science leader as they were already building this wonder.

Greece cascades to Leo's and Bach's.


780 AD
I am going to take a gamble and capture the no culture city of Ulaanbaatar. I have no nearby settlers, and I want to keep that horse source out of AI hands. With 5 luxuries I hope we can keep 1 AI citizen happy.

I realize this may not be popular. I build a crusader as I can fill it NOW. I have 3 crusaders already available. It looks to be at least 5 to 10 turns to have enough cavalry to fill another army. 5 of the current 6 cavalry are slated for army use. The 5th is to fill out the rider army that is short a unit. This 6th one is an elite. That is with upgrading the victorious elite riders.


800 AD
(IT) The Mongols start showing up around Ulaanbaatar. I wonder if that was there ONLY horse source?
The Aztecs start Bach's.


810 AD
I raze Dalandzadgad. I have to punish the Mongols for such awkward names. We pick up $2 and 6 workers.
(IT) English knights join the party at Ulaanbaatar. This is getting rough.


820 AD
Our lone rearguard elite rider saves us from a knight landing in the rear.
(IT) I spot the first American knight. We have 4 civs that can build knights now.


830 AD
You know the expansion is going well when new appears in front of a town. New Xinjian is formed.


840 AD
If you want proof to never get rid of out of date elites:
http://www.civfanatics.net/uploads9/LAK-586.jpg

I form an army that so far has just 1 cavalry.

I destroy El-Ashmunein, the latest AI attempt to control the gems area.

(IT) Our science advisor needs to be fired for this type of suggestions.
http://www.civfanatics.net/uploads9/LAK-587.jpg



==========================
Summary:
Total kills are 8 spear, 19 longbows, 6 horses, 21 archers, 7 MDI, 2 AC, 17 knights, 7 muskets, 3 Keshiks, 1 hoplite, 3 pikes and 2 settlers. Total losses were 2 elite riders.

Leo's is a pre-build for Smith's. If Leo's is built we can play games with a bank and university to at least have a decent amount of shields for when economics is done.


Please leave the courthouses building. They are very underrated by most players. I will gladly pay $1 to recover even 1 shield. Most of the time they will recover more.

I would keep the 2 rider armies in the salt area. There are enough short burst of units to justify them staying.

I am on mostly military units. We have achieved the goals of salt, 5 luxuries, crippled the Aztecs, and Sun Tzu. However, the front is to long. We need more military. In addition, the AI attacks now seem all over the place. I have at least destroyed most of the obsolete Japanese and American units.

Signed up:
LKendter
Greebley (currently playing)
Microbe (on deck)
Meldor
ThERat

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
5 to 10 turns starting with the Industrial Age.

Strict AWE rules for the LK series:

1) The second you meet a civ you must declare war. NO initial trading is allowed.

2) You may never open up the diplomacy screen except to declare war. You may never establish an embassy. If you use any civ tools you may not look at the trading tab.

3) Limited range armies. Armies may not travel more then 5 squares from the nearest cultural border.

4) Leader hording is prohibited. If you can't build an army this turn, then the leader must be used for a building rush.


http://www.civfanatics.net/uploads9/LK90-850AD.zip

LKendter
Feb 15, 2005, 03:52 PM
The below are the plans for expansion.
Gray dot gets the fighting away from the FP.
We keep losing shields as the AI steps on important tiles.
It opens up white dot to take control of another salt source.
Japan has sent nothing but junk and I want to keep it that way.
http://www.civfanatics.net/uploads9/LAK-588.jpg


The below are the plans to fill in the center.
This will get the fighting away from the core.
The gems will be under our control.
I don't care if they are pillaged.
I simply don't want the AI to have them.
The two fronts will start to merge.
http://www.civfanatics.net/uploads9/LAK-589.jpg


This is why we will need to head east eventually.
Look at all the yummy resources to deny to the AI.
I would be happy to add the wines.
http://www.civfanatics.net/uploads9/LAK-590.jpg


I think the competition should be obvious.
http://www.civfanatics.net/uploads9/LAK-591.jpg

Greebley
Feb 15, 2005, 05:24 PM
Ok, I got it. I will see what I can do.

Greebley
Feb 15, 2005, 11:04 PM
Power outage took out my original log.

Captured Tatu (Mongol Saltpeter), Nara, Almarikh. Note that Nara may be worth keeping (rather than the grey dot) for the dye that is nearby.

Destroyed several small towns and the Mongol Capitol

Built some towns.
---------------

The towns I kept seemed to fit in with our dot map. The exception is Nara. That I kept because we can road one more swamp and then build a Dye colony to get another Lux. We can move it if we want later. It is not in an ideal locale.

I think we should straighten out our line and also to backfill at this point. Lets dedicate an army to capturing all the towns to the South so we don't have to defend two borders.

The Mongols must be really hurting. We essentially have captured a good bit of their core.

Our land area rose from 13% to 17% on my turns. We just passed Egypt in land area.

Smiths in 17. Researching Physics.

Greebley
Feb 15, 2005, 11:05 PM
Here is a map:

microbe
Feb 16, 2005, 01:23 AM
Very nice turns Greebley, we've exceeded Egypt in territory. I am playing now.

microbe
Feb 16, 2005, 04:18 AM
preturn: hmm, we are paying lux just for the Smith city. I move a pike into it and drop lux to 0. Raise sci to get Physics one turn earlier.

960AD: Found Chongqing.

Quite a few LBM approach us from the south..we need to clear it up.

MDI army kills knight. [1-0]

Pillage gems to America doesn't have it. But we are not allowed to look at the diplo screen to verify.

Cav army kills 3 settler pairs by its own. :goodjob: [4-0]

Rider army kills 2 knights. [6-0]

MDI army kills 2 Greek LBM. [8-0]

IBT 3 LBM lose to us. [11-0]

970AD:

I found Lasa. It's a bit off Lee's original dotmap but given the latest front town locations I think it's better.

Rider army kills pike/spear and raze York. [13-0]

Kill spear and raze Dallas. [14-0]

Kill 4 misc units. [18-0]

IBT lose a musket to longbow. [18-1]

980AD: MDI army kills 2 pikemen and razes Osaka. [20-1]

Kill 7 knights but lose MDI. [27-2]

Kill spear and raze Izumo. [28-2]

Kill musket and hoplite in Rhodes. [30-2]

IBT lose pike to sam. [31-3]

990AD: kill redlined sam. [32-3]

Kill 4 knights. [36-3]

Kill knight/spear pair. [38-3]

Kill 2 LBM. [40-3]

1000AD: Kill spear and LBM. [42-3]
Kill settler pair. [43-3]
Kill 3 knights. [46-3]
Kill 2 LBM. [48-3]

IBT Greece completes JS Bach. Egypt switches to Smith's.

1010AD: Kill 6 Egyptian knights, still 3 in sight. [54-3]

Lose crusader and kill 2 hoplites and raze Rhodes. [56-4] We gain about 500g. :eek: Greece has a lot of gold. Let's raze more of its cities!

Kill LBM. [57-4]

1020AD: Kill 3 units and raze Edo. [60-4]

Kill 4 units. [64-4]

1030AD: max sci to ToG, so if Smith misses we might be able to switch.

Kill 8 units. [72-4]

1040AD: Kill knight. [73-4]

Kill 2 units and raze Aztec new capital. [75-4]

Kill 4 LBM. [79-4]

Kill 3 knights and a settler pair. [83-4]

1050AD: Kill musket/spear and autoraze Ixtapaluca. [85-4]

Kill 3 pikemen and there is still a reg pike in Hastings. [88-4]

Kill 4 knights. [92-4]

We are basically fighting America in the NW and Egypt in the NE. Armies pretty much takes care of them.

microbe
Feb 16, 2005, 04:28 AM
We have two new luxes soon.

http://www.civfanatics.net/uploads9/LK90-1050AD-NW.jpg

http://www.civfanatics.net/uploads9/LK90-1050AD-NE.jpg

microbe
Feb 16, 2005, 04:45 AM
http://www.civfanatics.net/uploads9/LK90-1050AD-S.jpg

http://www.civfanatics.net/uploads9/LK90-1050AD-E.jpg

LKendter
Feb 16, 2005, 06:19 AM
Captured Tatu (Mongol Saltpeter), Nara, Almarikh. Note that Nara may be worth keeping (rather than the grey dot) for the dye that is nearby.
While I don't mind an occasional capture for special reasons I don't want to start capturing most cities! If nothing else it is very hard to get them into correct 3 apart spacing.


Signed up:
LKendter
Greebley
Microbe
Meldor (currently playing)
ThERat (on deck)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
5 to 10 turns starting with the Industrial Age.

Strict AWE rules for the LK series:

1) The second you meet a civ you must declare war. NO initial trading is allowed.

2) You may never open up the diplomacy screen except to declare war. You may never establish an embassy. If you use any civ tools you may not look at the trading tab.

3) Limited range armies. Armies may not travel more then 5 squares from the nearest cultural border.

4) Leader hording is prohibited. If you can't build an army this turn, then the leader must be used for a building rush.

meldor
Feb 16, 2005, 08:26 AM
Please swap me with ThERat or skip me.

LKendter
Feb 16, 2005, 08:43 AM
Please swap me with ThERat or skip me.
ThERat has been playing so fast I will do a skip. The swap won't buy you any time.


Signed up:
LKendter (on deck, and trying to recover from feast overload)
Greebley
Microbe
Meldor
ThERat (currently playing)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
5 to 10 turns starting with the Industrial Age.

Strict AWE rules for the LK series:

1) The second you meet a civ you must declare war. NO initial trading is allowed.

2) You may never open up the diplomacy screen except to declare war. You may never establish an embassy. If you use any civ tools you may not look at the trading tab.

3) Limited range armies. Armies may not travel more then 5 squares from the nearest cultural border.

4) Leader hording is prohibited. If you can't build an army this turn, then the leader must be used for a building rush.


=========================

With our strong position I would like to snag Newton's to keep us the tech leaders. Please switch Beijing to Bank as a Newton's pre-build.

This is definitely a game of push to Steam Power and factories. The AI pressure hasn't been that bad, and I don't feel a real need for rifles.

:confused: How did we get the 2 Japanese catapults stuck in the jungle?

I can't say for sure, but I wonder if the next goal is the death of the Aztecs. I suspect there isn't much land left toward the east. I would love to take a civ out of the game.

ThERat
Feb 16, 2005, 09:52 AM
ThERat has been playing so fast I will do a skip. well, if I would have known about this skip a few hours earlier, I would have played already.
It's too late now and I only played 2 turns so far, need to go bed. will finish tomorrow after work

Greebley
Feb 16, 2005, 03:42 PM
I felt the towns I kept fit nicely in with the 3-3 pattern. If they hadn't worked out I would have replaced them.

The real problem is that we need more settlers than our core can support. For the lands to the SE, I would keep any we can make fit and do not have a chance of flipping. Our rate of expansion is very much tied to the number of settlers we can build using enemy cities where we can will allow us to gain territory faster.

microbe
Feb 16, 2005, 03:47 PM
The real problem is that we need more settlers than our core can support. For the lands to the SE, I would keep any we can make fit and do not have a chance of flipping. Our rate of expansion is very much tied to the number of settlers we can build using enemy cities where we can will allow us to gain territory faster.

Yes we are definitely short of settlers. On the other hand, our fronts are too long and we are short of units too. I would clear the east and south and that's why I have a cav army going east and a few cavs/riders/crusaders going south. Those LBMs coming from the weak AIs are still annoying because we often have only one pike defending the towns.

microbe
Feb 16, 2005, 03:57 PM
How did we get the 2 Japanese catapults stuck in the jungle?

We razed a town and captured them, but without roads they couldn't return home.

The pressure is not that much, but America and Egypt keeps sending knights to us and I had to kill more than 10 of them per turn at some point. Furtunately we have enough armies.

I haven't seen a single cavalry from the AI. It's really strange. I believe they have the tech, but just lack resources. I really like to see which resources they have, and how many cities are left, but due to the rule we cannot do that.

I am thinking to stop research for a few turns to upgrade our pikes to muskets, to prepare for the upcoming cavalry.

LKendter
Feb 16, 2005, 04:26 PM
I am thinking to stop research for a few turns to upgrade our pikes to muskets, to prepare for the upcoming cavalry.
If we start hurting from Cavalry I would consider this. Until that happens I prefer research at full steam toward Steam. Rails would do wonders to help defend our long empire.

Greebley
Feb 16, 2005, 04:33 PM
They very well may not have the tech. IIRC, we started full out toward MT before the GLib expired with a strong economy to back it during our GA. It is not unlikely that the AI headed for the upper techs. Also we have battered all but two civs, so the number of AI trades would be down.

If they don't have it yet, I think it will be coming soon.

On the other hand, 120 gold is too much for +1 defense, IMO. I would rather simply make sure we keep building muskets and push to get rails ASAP.

ThERat
Feb 16, 2005, 05:13 PM
If we start hurting from Cavalry I would consider this. Until that happens I prefer research at full steam toward Steam. Rails would do wonders to help defend our long empireagreed with this. we shouldn't stop research until steam at least.

Yes we are definitely short of settlersI saw that as well. we need more fo them desperately. Unfortunately, during the 2 turns I played so far, the city in the south autorazed.
I rather get the 2 additional luxes connected first.

One more thing: we can see the Ocean in the north now. After razing Hastings (got Leo inside), I moved a little to the north and the land ends there. We can cut the land into 2 there and work our way eats and west.

edit: the movement and razing now is very much restricted by our own expansion. armies can't go more than 5 tiles out and we have cleared a corridor around our land. we need settlers, settler and more settlers

Greebley
Feb 16, 2005, 05:24 PM
I would have kept Leo.

Similarly, I would keep Pyramids (London?).

microbe
Feb 16, 2005, 05:26 PM
After razing Hastings (got Leo inside)

Huh? Why did we raze it? Half-price upgrading is huge.

ThERat
Feb 16, 2005, 05:44 PM
I would have kept Leo.sorry then guys. it was taking me a while to decide whether to raze it or keep it. it was at pop 8 when I attacked, so we would have to starve it down to avoid flips. (in this game I won't even bother to use mapstat since I do not want any info accidentaly, so % of flip risk not known).
The city is a bit far off from our land at the moment and we have 0 settlers available, it would take a while to connect. Egpyt is running around with knights there, essentially we would need to park an army inside to defend (another outside). if the city flips (and that's possible), we would lose that.

so, after all this, I decided to raze it.
I feel we do not really need to upgrade units in the game. The core can keep obsolete MP's. We have Cav's already and no more riders to upgrade. upgrading to muskets isn't really that crucial, I felt.

upgrading of arty is the only issue, but I remember this huge discussion in an LK game on pangaea about it. I don't think we are in this situation due to the fact that we have armies. So, overall Leo isn't really that important in my mind.

I hope you all can live with this and not want to :ar15::spank: me

microbe
Feb 16, 2005, 05:48 PM
It's OK for it to flip or be captured, just capture it back. Do not put units into it.

ThERat
Feb 16, 2005, 05:54 PM
It's OK for it to flip or be captured, just capture it back. Do not put units into it. that's the usual strategy, of course. but with knights around, they could just enter the city, if there are no units inside. so, we need to put some units inside and at the moment, we do not have units close by except for 2 armies. unless we do not mind the city to be captured and we take it again and again. :crazyeye:

but, if the team feels is was a :smoke: move, I will accept the mistake. sorry guys.

LKendter
Feb 16, 2005, 05:54 PM
I would have kept Leo.

Similarly, I would keep Pyramids (London?).
Leo's is on my list to capture. Along with Pyramids, Zeus (if active for awhile), Bach's, Sistines (in games with building churches).

How weak do the Aztecs look? I wonder if we could just capture all there cities.

ThERat
Feb 16, 2005, 05:57 PM
How weak do the Aztecs look? I wonder if we could just capture all there cities.
very weak, 2 cities taken out already and I can only see one more green border in the east. just too far off for our armies (5 tile movement restriction). will try and get Cavs there and take it. also, took the mongol capital, but they seem to have at least one more city. would like to finish them off as well.

Greebley
Feb 16, 2005, 06:04 PM
Not really a problem, ThERat. It would be nice to have, but not necessary. It just means we probably won't be upgrading. Putting all our assets into research is not a bad thing. Either way we will win, IMO.

ThERat
Feb 17, 2005, 07:46 AM
save (http://www.civfanatics.net/uploads9/LK90-1150AD.SAV)

Pre-turn
reduce science to 90%, ToG still in 4. change a few fringe towns to growth

IT no counter attacks

1. 1060AD
kill LB, kill pike and raze Hastings and Leo, it's too far off at the moment to keep it. peep north of Hastings and discover ocean there, maybe a chance to tighten the front
kill another 7 units [9-0]

IT spear defends against knight loses to 2nd knight [10-1]

2. 1070AD
raze Texcoco killing 2 units, 4 more
kill 3 units and raze Kazan, raze Tamium with 2 units

IT musket and army defend against knight and samurai [12-1]

3. 1080AD
raze Tanis, auto raze Norwich, reduce science to 80%, ToG next turn [19-1]

IT in the north Egypt sends a few knights. ToG is in, next magnetism, at 8 turns at -12gpt. Greeks start Newton

4. 1090AD
attack Mandalgovi in the south, capture it
http://www.civfanatics.net/uploads9/lk901090.jpg

take out a few more units, one settler pair [25-1]

5. 1100AD
autoraze Malinalco and Xocicalco, taking 2 settler pairs [37-1]

IT the 1st Greek cavalry appears and take 2 trebs and a slave away :mad:

6. 1110AD
take out that Cav with our 'army giving leader' and get another MGL, that is the right retribution.
found New Macao in the south, take our trebs back [42-1]

IT we get Smith, Greek start Newton (again?), Egypt start Shakespeare

7. 1120AD
found dyes city and we got our 6th lux
take out Yokohama, capture Tzintzuntsen [52-1]
magnetism now in 5

8.1130AD
found new Anyang to get us closer to our new Aztec cities
found silk connection and 7th lux is ours as well, capture Tula in the east, raze Dover
capture Campola,
http://www.civfanatics.net/uploads9/lk901130.jpg

now there is quite an area to fill in [61-1]

IT 2 Greek cav show up again

9. 1140AD
defeat both, army gets first view of London [66-1]

IT a lot of units show up near dyes city, we enter the IA. but are broke with 9g. go for steam

10. 1150AD
get another MGL, leave it fortified in Almarikh for next player to decide what to do with it. left 2 settlers unmoved, since next player
can come up with a plan which gaps to fill, we currently have 6 settlers available
there are 2 armies ready to approach London, the army there defeated 2 pikes already
steam is in 13 turns only
maybe we could use the leader to rush a university or so

ThERat
Feb 17, 2005, 07:51 AM
the east with a lot of gaps at the moment
http://www.civfanatics.net/uploads9/lk901150a.jpg

the north where most units approach
http://www.civfanatics.net/uploads9/lk901150b.jpg

LKendter
Feb 17, 2005, 09:16 AM
You got 2 dead civs in 10 turns. :goodjob:

take out that Cav with our 'army giving leader' and get another MGL
That is always fun to see the same unit give multiple leaders. I think one game had a triple - horse, knight and cavalry.

Signed up:
LKendter (currently playing)
Greebley (on deck)
Microbe
Meldor
ThERat

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
5 to 10 turns starting with the Industrial Age.

Strict AWE rules for the LK series:

1) The second you meet a civ you must declare war. NO initial trading is allowed.

2) You may never open up the diplomacy screen except to declare war. You may never establish an embassy. If you use any civ tools you may not look at the trading tab.

3) Limited range armies. Armies may not travel more then 5 squares from the nearest cultural border.

4) Leader hording is prohibited. If you can't build an army this turn, then the leader must be used for a building rush.

microbe
Feb 17, 2005, 12:52 PM
So still no cavalry? :eek:

LKendter
Feb 17, 2005, 01:02 PM
So still no cavalry? :eek:

You missed the following from the report:
IT the 1st Greek cavalry appears and take 2 trebs and a slave away


EDIT: I caught your away from the weekend comment. Can you confirm the exact dates so that I know what LK games to skip you in. I know you are up in LK88 right now.

ThERat
Feb 17, 2005, 05:31 PM
That is always fun to see the same unit give multiple leaders. I think one game had a triple - horse, knight and cavalry.we need to upgrade it to guerilla then. last turn, it just survived retreating a 2hp knight with 1hp left :lol:

the main challenge now is to settle faster than light. there is a lot of land available and with so many armies now, defense is not an issue at all. Of course, we need to watch out for the enhanced range of Cav's, that's where the Greek caught me and captured the trebs and slave behind the lines. luckily they approach from the north and jungle + mountains slow them down.

microbe
Feb 17, 2005, 05:37 PM
I would like to push to Greece's core. They seem to be the only one with cavalry. Once we destroy its horses or saltpeter it'd be a walk over. Also don't forget it had a lot of gold (not sure if still the case), so razing each of its cities would probably gain hundreds of gold.

ThERat
Feb 17, 2005, 05:49 PM
I would like to push to Greece's core. They seem to be the only one with cavalry. Once we destroy its horses or saltpeter it'd be a walk over. Also don't forget it had a lot of gold (not sure if still the case), so razing each of its cities would probably gain hundreds of gold.sounds like a good pan, however, I did not even see any of their cities close, north it's america. greek must be somewhere behind a bend in the island since we can see borders beyond some ocean (or canal). if we want to push that way, we need more settlers up north. there is 1 on the way at the moment, but that's not enough

microbe
Feb 17, 2005, 05:56 PM
Greece is right across the one-tile strait to our west. We could just build a couple of boats and send over a few armies.

ThERat
Feb 17, 2005, 06:01 PM
We could just build a couple of boats and send over a few armiesgood plan except that our armies are too big for galleons, and we got a 5 tile restriction

LKendter
Feb 17, 2005, 06:13 PM
Get another MGL; leave it fortified in Almarikh for next player to decide what to do with it.
Please leave the leader active as the only unmoved unit, or simply hit space to wait a turn. It is too easy for the leader to get lost in the shuffle. All it would take is I miss this line in a report.

It looks like Egypt is still serious competition as they are also industrial. Rifles can get tough to kill.

The only real problem is to many settlers for the number of escorts.


1150 AD
The leader will become another army even though I don't know how much we gain. Now if the game was up to factories, you know what I would do with the leader.
(IT) Egypt completes Shakespeare.


1160 AD
Hakodate is auto-razed.


1170 AD
Leeds is razed simply because of its awkward distance 4 from another city. I am shocked to find the army that did it only has 3 units. How did that happen?

London is captured with the Pyramids. The Pyramids will really help to get settlers our faster so I have to keep it. Canterbury is razed for a couple of workers.

Tundra Filler and New Shantung are formed.
(IT) Greece completes Newton's. :(
I think we could have built it if the swap was made when I suggested it.


1180 AD
South London and Jungle Rot are formed.


1190 AD
http://www.civfanatics.net/uploads9/LAK-598.jpg

Frozen city is formed.
Nottingham is razed to take the culture pressure off of London.


1200 AD
Reading is auto-razed.


1210 AD
http://www.civfanatics.net/uploads9/LAK-599.jpg


1230 AD
Antarctica is formed.


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