View Full Version : LK68 - More AWE -
LKendter May 26, 2004, 11:06 PM Difficulty = Emperor
Civilization = Maya
Continents (60%), Warm, Wet, 5 billion
No barbs
World Size = Small
A minimum of previous Demigod military win - prefer Deity military win - to sign up
Signed up:
LKendter
Open slot
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Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
This game will have a forced despotism GA due to our UU. However, we should hopefully acquire a large amount of free labor. This will help a lot with early development, and keep units cost down. I hope we don't need too many natural workers for a while.
One question is do we prohibit the building of Zeus? I think was a key part of the LK66 win.
LKendter May 26, 2004, 11:06 PM The following tactics are PROHIBITED:
RoP Rape - if you have to ask...
RoP Abuse that includes things such as irrigating all tiles with a city building wonders, denying resources with a RoP, putting a unit to block a land bridge, etc.
Scout resource denial - parking a scout on a resource, as the AI won't ask scouts to leave. The same scenario also applies to workers.
False Peace Treaties (must wait for the 20 years to end).
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.
Ship chaining exploit - you can move a ship, unload troops to another ship, move that ship, etc. This allows you to ship an indefinite distance, and that is why I consider it an exploit.
Resources disconnect / connect exploit - I consider most resource tactics fine. Delaying to hook a resource, trading it away etc is fine. The exploit is to do this every turn. Build a stack of horses, connect saltpeter, upgrade to cavalry, and disconnect.
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.
Standard LK house rules:
1) Worker automation of any kind is prohibited.
2) No worker purchases during the first 50 turns to avoid civ crippling.
3) Declaring war / demanding leave solely for the purpose of getting out of trade deals. This includes nonsense spying simply to force a war. Stealing techs is fine.
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 trading reputation is golden - please respect it.
6) Complete your turn. It is frustrating to get a 1/2 completed turn.
meldor May 26, 2004, 11:43 PM I will go wither way. If you want to slot me in, I will join you.
LKendter May 27, 2004, 05:38 AM Signed up:
LKendter
Open slot
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meldor
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LKendter May 27, 2004, 09:19 AM NOTE: This game starts the switch to patch 1.22.
Grimjack May 27, 2004, 12:47 PM Please sign me in.
As to zeus, I would like to have the option that if we do not have horses, we should be allowed to build it.
Not having any mobile units really hamper the warfare in Always war.
LKendter May 27, 2004, 01:15 PM Signed up:
LKendter
Open slot
grimjack
meldor
Open slot
Just 2 slots to go. :D
Greebley May 27, 2004, 02:11 PM I would like to play this as well.
I do not have a strong opinion on the Zeus issue. It may not even be an isssue as we may not have Ivory.
LKendter May 27, 2004, 03:16 PM Signed up:
LKendter
Open slot
grimjack
meldor
Greebley
Just 1 slots to go. :D :D
hotrod0823 May 27, 2004, 04:13 PM Not to be left out :D !
LKendter May 27, 2004, 07:27 PM Warning - I shuffled players around versus the sign up order
Signed up:
LKendter (currently playing)
hotrod0823 (on deck)
grimjack
meldor
Greebley
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
hotrod0823 May 27, 2004, 10:17 PM Well thanks I think! Unfortately I already need a skip as I am heading to AC for the weekend returning on Sunday night.
See you then.
Hotrod
LKendter May 27, 2004, 10:26 PM Well thanks I think! Unfortately I already need a skip as I am heading to AC for the weekend returning on Sunday night.
Well living in the USA along the east coast I know AC = Altantic City. I wonder how many other players realized what AC meant?
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3950 BC
I start immediate research on warrior code. I hope not to use the JT too early, but we do want to start building them.
3350 BC
Our next research project is the wheel. I would like to know where the horses are.
3350 BC
Our 2nd city is formed - Copan. This city will be our primary source of settlers and workers. Agricultural along with irrigated game creates a great food source.
3000 BC
(IT) The most powerful nations list shows: Carthage, Germany, Maya, Greeks, Mongols, and Romans. I can't believe we are #3. I don't like the fact that we have 3 civs listed with early UU.
2670 BC
(IT) The next science project is bronze working. I see horses on the map. [Dance]
2190 BC
(IT) The next science project is Iron Working.
2190 BC
Our 3rd city is formed - Palenque.
1910 BC
Tikal is formed
Summary:
I am surprised we still haven't had a first contact. If we can avoid it for another 10 to 20 turns we will have multiple cities that are pumping out military. I hope to have good news about iron sources soon.
I am working toward connecting our furs, and heading toward the ivory source.
Warning - I shuffled players around versus the sign up order
Signed up:
LKendter
hotrod0823
Grimjack (currently playing)
Meldor (on deck)
Greebley
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
http://www.civfanatics.net/uploads7/LK68-1750_BC.zip
LKendter May 27, 2004, 10:30 PM Our initial starting lands:
http://www.civfanatics.net/uploads7/LAK-398.jpg
Grimjack May 28, 2004, 01:56 AM Got it.
Too bad we do not know where the other players are. It would have been good to prepare for the GA by only roading the bonus grass. As it is, we need the shields to build troops now.
Looks like we can grow quite a bit though.
Grimjack
Grimjack May 29, 2004, 06:46 AM LK68-1750BC Standard build phase, barring exploring.
IBT: The peace and quiet do not last long, as an obnoxious and loutish guy in red comes barging in.
1725 I do not do deals with louts, and war is declared. I laugh in his face when he tells me I can have 10 gold on the side, if I just let him leave with our skills in making bricks.
1700 Trying to head off the loutish roman in the northern pass with our single sentry.
1675 Workers unions demands of higher salaries forces us to lower science tax.
1650 Start moving a settler to claim the horses. First settler laid claim to the ivory.
1625 Furs comes into demand, as well as the knowledge of iron. Good times are ahead.
I tell a couple of young braves to go learn how to use the big animals known as horses in a better way than as meat.
As the louts are due to arrive shortly, I will see what our javelin throwers can do against them.
As expected, they were only full of hot air, and as soon as our javelins start to fly they give up their right to be free to die, and becomes the first of many slaves.
1600 Quiet
1575 Almost too quiet
1550 Still quiet. Wonder if the louts have been booked elsewhere.
our workers are mainly roading, since there is no point in building mines now.
There still remains to be connected some ivory, some horses, and the iron.
1525 As we seem to be somewhat short on warriors, I send the newly arrived settler to fill in the backline, maybe nearby the southern iron.
IBT: our young braves comes back and show how to build a 'saddle' in order to easier stay on top of the infernal horses, and much rejoicing is heard.
It is time we hear what the learned has to say for themselves, and I start to see if some meaning can be derived from the signs of the moons and stars written in knots on lengths of string.
1500 I start roading the iron now, as if the louts are nearby, we might need our mightiest armored warriors.
Tikal is building warriors, so we can relieve the Javelin throwers on MP duty. Also, it could be nice to have a stock of warriors ready for emergency upgrading.
In hindsight, I should probably have used a warrior to dispatch the roman warrior, as we have not needed the GA much. Our outlying cities with only roads are making the best of the GA though,
so it is not a complete loss.
Grimjack
Save attached
Greebley May 29, 2004, 08:44 AM Since we have started our golden age we might as well take advantage and start a wonder. We have 5 turns on alphabet and our palace build is about 50 turns in tikal (at size 3). That will go down as we grow, but then back up again when our golden age ends. I am thinking we may be able to start the Great Library and go straight for Literature. This would make it very probable we will get it. I think we can get to Literature in time (and can always slow down the build if not) as it is a small map.
LKendter May 29, 2004, 09:39 AM loutish guy in red comes barging in.
So the Romans are nearby - we us hope they are iron free or it will be hard. You are right to want to get the Iron roaded asap along with horses.
becomes the first of many slaves.
Well that didn't take long. :D
============================
Signed up:
LKendter
hotrod0823
Grimjack
Meldor (currently playing)
Greebley (on deck)
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
meldor May 29, 2004, 10:44 AM Got it, will squeeze it in...
meldor May 31, 2004, 03:13 AM 1500 BC (0)
I cancel the walls at Tikal. The enemy shouldn't make it that deep inside our lands or we are hurting. I decide for another Javelin Thrower. I also swap the capital to the Pyramids. If we are going to be serious about a wonder we need to get hoofing.
(I) Nada
1475 BC (1)
Not much, jack lux up by 10 to keep two towns from rioting.
(I)No sightings.
1450 BC (2)
Boredom.
(I) Yaxchilan Walls->JT
1425 BC (3)
Move a JT on the mountain range. Time to chack out how close the enemy is.
(I)Copan Settler->Settler
1400 BC (4)
Settler now in position to found near the second iron, it never hurts to have reserves. Alphabet due in 1 but science has to stay were it is to get it.
(I)We get Alphabet and since I haven't seen anyone, I go writing instead of math. We should probably do math next. Tikal JT->JT
1375 BC (5)
Find a fortified Roman warrior, wonder if he wants to be a slave? Lagartero is founded to get control of the second iron.
(I) Reg Roman warrior decides not to met us on the open plain and steps away. We get horses and the trade advisor is at least happy about it. Palenque JT->JT
1350 BC (6)
He can run, but he can't hide. He is now a slave.
(I) Not much
1325 BC (7)
Boring
(I)Nada
1300 BC (8)
Found another backfill city.
(I) People want to build the FP. Tikal JT->JT
1275 BC (9)
More exploring to find the Romans. I do not explore to the east, only to the north were the warrior was apparently from. Just for Lee, I swap Tikal to the FP.
(I)Nada
1250 BC (10)
Find another reg Roman warrior. Looks like another slave. There is a settler on the way to claim the wheat next to the river. Place him were you will. Looks like the Romans are indeed to the direct north, past the jungle.
http://www.civfanatics.net/uploads7/LK68_1250BC.zip
LKendter May 31, 2004, 07:09 AM He can run, but he can't hide. He is now a slave.
Great start for our JTs. Extra workers this early are a major bonus for us.
We get Alphabet and since I haven't seen anyone, I go writing instead of math.
:hmm: If it continue to be just Rome for awhile, I would be tempted to go for literature next for a real early start on the Great Library. We can handle one AI civ no problem for now.
Signed up:
LKendter (on deck)
hotrod0823
Grimjack
Meldor
Greebley (currently playing)
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
Greebley May 31, 2004, 09:20 AM I got it. I hope to play today or tomorrow.
I agree completely on going for Lit next. We want to get that ASAP just in case the pyramids are completed.
Greebley May 31, 2004, 08:25 PM Preturn: I check out our empire. I am not sure I would have mined the mountain before the BG's, but I leave the worker be. We should have plenty of workers this game. I assume the mountain mine is because with iron we should make 3 shields. The downside is our capitol won't grow if we use it.
I also am in favor of building the Forbidden Palace outside the first ring so it gains some benefit from the lesser corruption. In fact we are building a regular jav in Yaxchilian (I am going to shorten it to Yax). Since we can switch freely still, I change Tikal with the barracks to the Javelin, and Yax to the Forbidden Palace. If ppl don't like that, then we can try for a wonder or switch to a granary.
Is it me or does ivory seem more common than other resources near the player start? Maybe it is because I notice it more, but it seems over half the games can build the statue of Zeus.
I also change quirigua to barracks at least for now. I feel it will need more than a regular warrior to guard it.
IBT: Warrior and Archer do not attack.
1225 BC: Attack warrior and kill it taking no damage. Try to get Lux down by giving the capitol another MP, but we still need 20%. Lower science, writing in 1.
IBT: We get Writing; Lit in 10.
Bonampak: Barracks->Horse
1200 BC: Kill the Roman archer as well.
IBT: Roman warrior spotted
1175 BC: We have a 1 square choke to the E and it looks like there is no way to go south. Our Javalin retreats as it is injured.
IBT:
1150 BC: Settle Calakmul near wheat.
IBT: Roman warrior appears
1125 BC: Kill the warrior. Still no slaves. GA is ending. I there is a good chance that Tikal will riot, so I take precautions. Other towns all look ok.
IBT: Archer appears. GA ends
1100 BC: We barely kill the archer, but get a worker for our troubles. Our Settler factory no longer works as well as the shields went down.
IBT: Not much
1075 BC: Going to send the settler to the potential choke point to the east (it may only be a small peninsula).
IBT:
1050 BC:
IBT: No one the last few turns.
1025 BC: The choke looks real. I am going to retreat so we don't meet anyone yet.
Notes:
I felt it was a waste to walk the slave Workers back to the town so the one I got is roading. Feel free to abandon this if you feel we need it more in our center.
There is a 1 square choke that is a hill. We have a settler moving toward it. With walls it will hold off all comers.
I wasn't quite sure what to do with Quirigua. It is going for barracks, but I don't like the fact it isn't growing.
Literature in 3
Greebley May 31, 2004, 08:28 PM Here is a map of empire and what I hope we can grab for our own.
There is a good chance our roman line will have to retreat, but at least we will have some warning.
LKendter May 31, 2004, 09:51 PM Signed up:
LKendter (currently playing)
hotrod0823 (on deck)
Grimjack
Meldor
Greebley
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
LKendter Jun 01, 2004, 12:10 AM I am having a very difficult time trying to dot map this one. Lazapa and Lagartero are very awkward to work with in the south. After looking at the below with expanded borders I have determined we are pretty much done in the south. I don't want to add some poor fishing villages that increase corruption in cities with shields.
http://www.civfanatics.net/uploads7/LAK-399.jpg
Calakmul should have been one northwest. This city is just too awkward to work around. I came very close to simply abandoning the city to get rid of the horrid location.
http://www.civfanatics.net/uploads7/LAK-400.jpg
LKendter Jun 01, 2004, 12:15 AM 1000 BC
This is a bit late in the game to get the Pyramids, so I swap to the mountain tile. That one less turn could make the difference. I can't believe no wonders have been built by any of the AI civs. What are they doing?
950 BC
We get a big one-shot boast of money, as I can drop the science rate way down for a turn.
(IT) I doubt we would be the first to Philosophy, but decide to try anyhow.
875 BC
(IT) The Greece complete the Oracle
850 BC
Kaminaljuyu is formed. The choke point city is ours.
The Romans have IRON. Two Legionaries are heading my way with just one swordsman built.
(IT) Who needs swords - both of them self-destruct on our JT stack which loses just 1 hp.
825 BC
(IT) I don't believe it! We are the first to Philosophy. I selected the most expensive tech - math and I got it instantly. [dance]
800 BC
Piedras Negras is formed on the black dot location.
[party] We have just one turn to go - the Pyramids are ours [party]
(IT) Next up is the Great Library. Zeus is very temping, but we have NO other cities with decent shield output. Chichen is 16 spt. The next closest city is 6 spt.
750 BC
Danger Captain! Carthage has map making, and just build a city behind our lines near an empty city. Things just got uglier. I decide to switch to Zeus. We are going to need military help. I switch our settler factory to barracks. We have expanded faster then our military can handle.
Summary:
It is 10 turns with just 3 legionary? Rome has 8 cities, and dyes. He must be fighting the other civ on our continent.
Signed up:
LKendter
hotrod0823 (currently playing)
Grimjack (on deck)
Meldor
Greebley
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
http://www.civfanatics.net/uploads7/LK68-750BC.zip
Grimjack Jun 01, 2004, 03:02 AM I am surprised at the meek response of the louts to our enslavements.
I was fearing legions right about now.
LKendter Jun 01, 2004, 07:05 AM I switch our settler factory to barracks. We have expanded faster then our military can handle.
Thinking about this more - switch this to catapult. With us fighting another 3 defend unit we need some bombard abilities.
Grimjack Jun 01, 2004, 07:59 AM Was the idea not that we should avoid Zeus this game ?
With both babs and romans in the game, it got a whole lot of harder though.
LKendter Jun 01, 2004, 08:07 AM Was the idea not that we should avoid Zeus this game ?
We had talked about it, but never decided either way. This one is much harder with defense 3 units from Rome and Carthage!
Greebley Jun 01, 2004, 08:32 AM I have no problem allowing Zeus. Getting both the GLib and Zeus may a challenge in itself. We aren't going to be able to use it to quickly overrun our foes either [edit: since they both have defense 3 units], which to my mind is the only part that may be "overpowered" about the wonder.
Interesting that we got the Pyramids. I thought we were going to have to change to the GLib (or Zeus). Also interesting that we got to philosophy first. I wonder if it means several early wars are slowing down tech and wonder building. It seems likely.
Agree on the immediate catapult building.
meldor Jun 01, 2004, 08:47 AM I don't agree that we expanded too fast. Given the empty room between us and the nearest civ we would have wasted our GA to do anything else. I would suggest we build some horsemen to cover the shores and not panic too much. During this stage of an AWE game it is expected that we would be in a more defensive mode. I don't care one way or the other about Zeus. I don't think it is that powerful, it just lets you change tacits. We should expnad to fill out the space between us and the choke points, preventing the AIs from settling behind us and at the same time build a mix of JT and cats. The combo of the two will handle the defense 3 UUs of the nieghbors. That is why I wanted Math before Lit. Last AWE we got away from building bombard units and we paid for it by getting mired down until the end, when we finally started building arty. Bombardment is the biggest advantage we have, not AC or JT.
Do not go away from building our UU, abandoning them too early will hurt is a lot in the long run. We need those slaves, and the earlier the better. Bomb and capture. If we get Zeus, use the AC for defense and homeland security.
LKendter Jun 01, 2004, 09:21 AM I don't agree that we expanded too fast. Given the empty room between us and the nearest civ we would have wasted our GA to do anything else. I would suggest we build some horsemen to cover the shores and not panic too much.
I think we will have to agree to disagree. We already have 2 naked cites, a coastal city with warrior defense, and limited military on the way.
Do not go away from building our UU, abandoning them too early will hurt is a lot in the long run. If we get Zeus, use the AC for defense and homeland security.
I agree 100%. We also don't want to upgrade them to Longbows. Even later in game they can do well versus longbows. We can get workers through a good part of the Middle Ages if we play them well.
Now we should build a few spears for MP and long-term upgrades. JT are an offensive unit and should be free to attack.
Last AWE we got away from building bombard units and we paid for it by getting mired down until the end, when we finally started building arty. Bombardment is the biggest advantage we have, not AC or JT.
Nothing to say here but I agree. With 2 defense 3 UU around we need help. To make matters scarier I am not sure if Carthage came from our continent. They came way to far down the coast for our landmass.
hotrod0823 Jun 01, 2004, 05:38 PM I've got it and will play tonight
Hotrod
Greebley Jun 01, 2004, 07:43 PM One thing I like to do if I meet a new civ and have the cash is establish an embassy. It becomes useless after declaring war, but it does tell you where their capitol is and allows a single look in the city which is worth the cash IMHO.
hotrod0823 Jun 02, 2004, 08:38 PM Lk 68
750 BC (0): At first glance I like what I see. Nice amount of towns, pyramids and a real shot at Zeus and Great Library. I have to agree with Meldor we have done well to expand this much and it gives us huge potential once the real fighting begins. The empty towns are always a concern but we will be able to cover them soon enough. Horses and horsemen should do the trick on the back lines as usual. If we get AC all the better.
Now I see why Lee wants Copan to be a cat but it seems like a huge waste to lose 7 shields unused on a cat. :hmm: I swap it not wanting the :whipped: but I think a baracks is better use of shields.
730 BC (1): Copan builds a cat starts another. Move cat immediately to the West with a jav. Romes Legionary is heading our way alone, let him meet up with our horse and sword. Reduce research to zero +23gpt. Wow our corruption in Yax sux and we really need a courthouse before the FP but no such luck can't do anything without CoL.
710 BC (2): Well CB comes in and I am torn. Do we be-line for Monarchy and go with Mysticsism now or code of Laws or better yet currency. I opt for code of Laws and the much needed courthouses. Palenque builds a jav starts a horsemen. Lagartero builds a spear starts another for replacement of our MP javs. Moving our Jav wall north and lose a jav to a reg spear in the open. CoL is due in 7 running -1gp.
690 BC (3): Tikal builds a sword starts a temple. will be needed before the next growth. Kill the lone spear and the lone legionary but lose a sword in the process. The lone carthage city is guarded by a warrior. We now have contact with carthage and we trade Philo for CoL straight up. Could also trade Lit but decide to hold onto it for now.
670 BC (4): Calakmul builds a worker starts a settler. Cadiz is easily razed. Uaxucatun is formed at the yellow dot. Starts a worker. Copan builds a cat starts a temple.
650 BC (5): Just some movement.
630 BC (6): Spot a red ship to our NW. There is a jav and a cat in the area. Need a few horses soon.
610 BC (7): Stacking out another choke in the North. Road to the north is near completion. Swap Calkmul to a worker a settler is just silly with only 1 uncorrupted shields.
590 BC (8): Bonampak builds a horse and starts a temple. Sending the horse west to shadow the boat. 2 legionary approach our NE choke. Lux is up to 30% with some creative scientists. We need libraries and some cheap MPs.
570 BC (9): Map Making comes in next turn. Spot a red boarder to the very north. 2 legionar approach our choke city and I fear it may fall. Kill a lone archer that came off the boat and promote a horse to elite.
INBT: Rome wants peace right before they capture our choke town of Kaminaljuyu. Well we have no units in the immediate area but a horse is due next turn and we can swap Tikai to a horse as well but a temple is really needed soon as well.
550 BC (10): Move some units but can't get to the choke area very quickly. Need to send units back from the Western spur. I thought incorrectly that the choke was "safe" 2 legionary took it easily :(. Perhaps the temples should be swapped for swords.
LKendter Jun 02, 2004, 08:51 PM Rome wants peace right before they capture our choke town of Kaminaljuyu.
Ouch - this is rougher then last game. I don't remember losing a early town last game.
=========================================
Signed up:
LKendter
hotrod0823
Grimjack (currently playing)
Meldor (on deck)
Greebley
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
Grimjack Jun 03, 2004, 05:46 AM Got it. I will likely not play until tomorrow though, since I have two other games I need to finish first.
Grimjack Jun 04, 2004, 02:44 PM lk68-550BC, growth.
I will prioritize getting back the choke. This will need two or three cats though.
( Unless it is a stupid AI that puts spears as defenders instead of Centurions. )
Oops, accidentally hit next turn before I can check if we could convert any scientists to taxmen. MapMaking comes in though.
Palenque completes horseman, Carthage starts Hanging gardens.
530 Lob a rock at the passing roman galley. In the far north, I discover that Caesar lets his spearmen guard the cities.
I start to collect troops for a takeback of our city.
IBT: Zeus comes in, and we might get something to neutralize the nasty Legions.
I put Chichen on Great Library for now. Change to Mausoleum if Library is missed.
510BC Our horse scouts reach the peninsula only to discover it is guarded by two legions. the city is guarded by a spearman though.
Whip a 20 shield temple in Tikan
Discover I missed upping research, and I lose one turn on mysticism. :(
IBT: The Legions gets reinforcements, and start to advance. I now have five legions visible. I prepare to whip a regular swordsman out of uaxactun rather than letting them capture it.
490 I hope I can get forces into position before the legions comes too far. I do a strategic withdrawal in the north. I might capture the city there ( and raze it.), but that would likely cost us our force.
I decide to sneak out a worker out of Palenque.
470 Positioning, trying to lure the legions away from the vulnerable city, by putting winded horsemen in it.
450 I stretch myself thin, trying to cover two cities at once. Retreat continues in the north.
Do some MM around chichen to keep from wasting shields and food.
IBT: Mysticism comes in, and I start Polytheism.
430 Legions goes for our most distant city, and I whip up a regular jav thrower. I also put in two more jav throwers as reinforcements.
IBT: The vet legion makes its strike across the river, and our jav throwers triumph when the legions have to remove their armor while wading across. The regular Legion sees what happens to its compatriots, and fortifies on the mountain.
It is likely they will remain for a while upon that mountain. Not much we can do about them. Back corewards, we produce our first cavalry.
410 I send two catapults to pelt rocks on the legion, but it is to no effect. I send two Javeliners to guard the pults, but I fear for their lives.
Copan needs to be MMed every turn. I take a chance and do not MM Chichen, possibly losing a turn on Great Library, but getting faster growth. Hmm, I sacrifice growth in the end though, realizing how stupid I would look if I missed by one turn.
IBT: Nothing happens except that the two legions in the east group together on the mountain top.
390 I continue to try and pelt the legions with rocks, but they are entrenched to well.
IBT: Both legions are destroyed when they attack across the river, and much rejoicing is heard in the lands.
370 I will have to use our cavalry to shadow the Cartage ship that appeared out of the southern mists. In the north our troops increase their southern withdrawal as they are chased by two legions.
I start to move a small strike force towards the choke city.
IBT: Carthage lands a single warrior on our shores.
350 Up in the north there is a pak of a legion and archer just one step into the mists. I am withdrawing, so that newly produced cats can weaken them before I take them out.
Beware happiness in Yax, Tical and Bonampak, as they riot if you lower the income. I have also maximized shields around Chichen, but we can improve tiles and import workers to shave another turn or two if we go all out improving it.
Half of our armed forces are in the far east, trying to get choke city back. Our Ancient cav promotes taking out Cartahge's warrior. Copan needs to be MMed in order to maximize production and shields, as there is no way to keep it stable.
LKendter Jun 04, 2004, 03:13 PM Signed up:
LKendter
hotrod0823
Grimjack
Meldor (currently playing)
Greebley (on deck)
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
meldor Jun 05, 2004, 12:58 AM 350 BC (0)
Not much to do. Give Calakmul a taxman to rpevent rioting.
(I)The legion and archer advance. Palenque Horse->Spear. Calakmul Cat->Cat.
330 BC (1)
Move new horse to shadow Carthage Galley. I shift one cat and the new cat towards the west to help with the coming Romans. I would suspect that there are more behind these.
(I)They advance again. We get a second AC.
310 BC (2)
Our cats at Kaminaljuyu go 1/3 but we take the city back and I install 3 JT and a Horse to guard it. It starts building walls. We continue to retreat while waiting for cats in the west.
(I)The Romans shift east. I wonder if they are after the choke again. Tikal Horse->Spear
290 BC (3)
I go ahead and move the three cats and remaining JT into the choke city. I move units up in the west to strike next turn.
(I) Interestingly the Legion and Archer split. Copan JT->Spear
270 BC (4)
Always give the elite guy the right job. Our elite AC attacks the Legionary and he goes down to 1hp before victory and producing our first Leader. An army is of course the first order of business (Lee keeps me around just for the luck). A JT takes out the archer but also reveals one Spear and 3 Legioary behind it. He takes a slave, but the slave might live longer than he does.
(I) Our JT does indeed pay the ultimate sacrifice. There are now five Legionary in the area. Palenque Spear->Settler
250 BC (5)
Our cats in the west go 1/2 and an AC takes out the Spear. We will leave th ehurt Legionary for now. I get to drop science to nothing and still Poly in 1.
(I) The Legions advance. Copan Spear->Spear. Tikal Spear->Spear.
230 BC (6)
Our tow cats both hit, red-lining the lone Legionary and putting a point on one of the stack of four.
(I)We lose two JT to counters. The FP finishes and we get another AC. The Germans complete the Temple of Artemis and the Mongols complete the Hanging Gardens.
210 BC (7)
We take out two Legionary and there are two left.
(I) Carthage complete the Great Wall and the Greeks finish the Mausoleum.
190 BC (8)
We take out one of the two remaining Legion.
(I)Our AC holds off an attack by the last Legion and goes elite. Guess he will have to make his own army. The second AC is added to the army.
170 BC (9)
We retreat to heal in the west.
(I) Three legion and an archer show up outside the choke. Spears are on the way. Remember to attack them first.
150 BC (10)
There are two AC in the army and it is healed. It can reach the choke in time to help.
I focused mainly on defense and getting some more settlers. We need to fill in the land between us and the Romans. I also completed several Cats. We need a lot more of them.
The Great Library is due in six. I hope we get it.
http://www.civfanatics.net/uploads7/LK68_150BC.zip
LKendter Jun 05, 2004, 08:32 AM An army is of course the first order of business (Lee keeps me around just for the luck).
The second AC is added to the army.
:lol:
Next army - how about a JT army? We can still get free workers from it. One thing I want to do different this game is pillage the Romans to death. That was a key early mistake from last game. Pillaging is the fastest way to slow the AI down. What would Rome be like without Iron? Lot's of easy archers to kill for workers.
The Great Library is due in six. I hope we get it.
I will be impatient to see the next turn. We have already had awesome luck with wonders getting the Pyramids with agricultural. Growth is very easy for our civ. Zeus will help with all these nasty 3 point defenders, and I would love cash to rush some things like walls along the front thanks to the Great Library.
====================================
LKendter (on deck)
hotrod0823
Grimjack
Meldor
Greebley (currently playing)
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
Grimjack Jun 05, 2004, 10:49 AM It is an exciting race when the wonders start to fall out. We cannot even get a consolation price now from what I read.
:hammer: on the army. I also would like to see a Javelin army. It will continue to grab slaves for a long time.
Grimjack
meldor Jun 05, 2004, 11:24 AM I gave serious thought to a JT army, but the first priority was to be able to hit some of those Legionaire stacks.
Greebley Jun 05, 2004, 05:51 PM I also like the speed of the ACav army. It pillages 50% faster. If we feel the need for a defensive army, then a Jav army could work. Even then, it is hard to give up the +1 attack and speed. Either one would work for our second army if we get a leader.
I got it. I have time tomorrow to play.
Greebley Jun 06, 2004, 02:57 PM Preturn:
As a side note I have a feeling that the method of city placement I am used to differs from the method we are using. I would have put Piadras Negras one square SW to bring it within 3 of Bonampak for mutual defense and Uaxactun one square NW to bring it to distance 3 of Cakamul. My next city would have been north of the mountains within distance 3 of Yax and Calakumul. Palenque would be a square straight south. In other words a tighter build with cities placed so that units can move from one city to another in a single turn. I have a feeling that this is why Calakmul was so awkwardly placed. I will adjust my thinking on city placement to better match the current method.
Also interesting is the placement of Kaminaljuyu. I would have placed it on the hill; with walls a jav would have defended at 4.5. 4.5 vs 3 being the best odds we can get vs legions. Its current placement is clearly superior in terms of offensively attacking outward. We need a goodly number of cats for that, which I see is already in progress. I defintely agree with Hotrod that we need the army over there. in the meantime.
I change Quirga to a spear as it is vulnerable to attacks from sea at the moment. It will build its harbor after it has 2 defenders.
I also put a Jav on the iron hill to see what the legions do.
IBT: Putting the Jav on the iron caused the legions to retreat back the way they came.
Palenque: Spear->Settler
Yax: Settler->Catapult
Uaxactun: Walls->Harbor It needs a defender, but has no barracks.
130 BC: I think I will leave the eastern blockade for now so we only have to worry about a northern attack. It will free the army to find Roman iron which now heads North. An archer, spear pair is seen.
IBT: Another spear appears.
Copan: Spear->Worker
Tikal: Spear->Settler
We get an ACav
110 BC: Bombard and kill the spear gaining us another worker. Join most recent ACav into the army.
Attack Spear with Jav and win. Attack archer with horse and we retreat.
IBT: Injured Archer attacks healthy horse covering the injured one and we win.
Palenque: Worker->Settler
Bonampak: Settler->Galley
Lazapa: Cat->Spear
90 BC: Build Cuello. All is quiet with the romans. Army is now northmost unit and will start to explore.
IBT: Carthage starts Sun Tzu
Yax: Catapult->Barracks
Calakmul: Cat->Worker
70 BC: Army spots Legion and kills it.
IBT: I get the Heroic Epic Message
Palenque: Settler->Jav
Tikal: Settler->Sword
50 BC: Army kills another legion that is in the way. There are quite a few legions up here. We will be very busy soon. Carthage galley spotted in the SE. We get the GLib next turn.
IBT: We now own the Great Library
Chichen: GLib->Sword
Copan: Settler->Barracks
Piadres Negras: Cat->Worker
30 BC: Army is down 3 hp so takes the round to heal. I am setting things up to deal with the Legions that the army didn't attack. I am undecided on whether to continue Monarchy research. Only one of the known civs knows it. It is still several turns away for us to get however (7 turns). I will decide next turn after we get the techs from the GLib.
IBT: The great library gives us every tech in the ancient era except Monarchy and no Medieval techs. Carthage has Feudalism, Mono, and Monarchy, but not Engineering.
Research time in Monarchy jumped from 7 turns to 18 turns. Did switching eras throw away our current reseach in Monarchy? Is this a bug? In any case, I turn off research. No point now.
10 BC: Our cats go 0-4 on the first legion. It is only regular so I decide to attack it with our elite ACav. We get a leader!
Build Tulum
Build Coba
Army heads onward leaving our main forces to deal with the incoming Roman units. Leader heads toward a town.
IBT:
Chichen: Sword->Market
Quirigua: Spear->Galley
Calakmul: Worker->Cat
Lazapa: Spear->Spear (need MP & defense still)
10 AD: The choice between rushing the Heroic Epic and another army with the leader is not easy. I go for the Army due to the large influx of Legions in the near future and my decision to send the ACav army onward looking for the iron to pull the plug on further legions. I also debate market vs Heroic Epic in Chichen and decide on Market
Found Two Whales
Found Uxmal
IBT:
Tikal: Sword->Aquaduct
Bonampak: Galley->Galley
30 AD: Decide to send the Galley W to go off the coast rather than E. E is more likely to meet civs that can get to us. The next boat can try E if we so decide. Make a Jav army for defense.
IBT: I somehow missed the fact that Lazapa was going to riot. Carthage starts the Knights templar. We really want to meet another civ soon!
Copan: Barracks->Jav. (Need more Jav after the Army absorbed 3).
Palenque: Jav->Jav
Yax: Barracks->Aquaduct
50 AD: I switch Lagarto to a Harbor. It needs one to continue growing
Build Mayapan
Notes:
We need to meet another civ ASAP and have only 1 boat so far. Unfortunately, we do not have many coastal cities with decent shield output.
The army was heading toward Roman land, but since Carthage started the knight templar, it might be better to head it south as knights are a greater threat than legions.
Comments on town placement are welcome. I feel unity of purpose is more important than any particular method (I feel that this unity is one of the main values of dot maps).
I haven't seen a single unit to the east since putting the javalin on the iron. That may change since Carthage has knights now. Carthage is also threatening our southerns shores with boats. The turns were quiet which was very nice in terms of building our empire.
If we do meet other civs we may get invention. More Jav before then might be useful.
Lee, I suspect you will see more action than I did, but I think/hope we are ready for it. Carthage is my biggest concern.
Greebley Jun 06, 2004, 03:00 PM Here is a picture of our lands and our current forces. We have about 9 Roman Workers that are not listed. (Rome also has 9 of ours as well that we may capture back some day).
LKendter Jun 06, 2004, 03:13 PM We get more good news. The Great Library is ours and a second army. We have cash to rush with and / or upgrade units. However, I won't upgrade our precious JTs. We still need plenty more workers.
================
Feast or famine continues. I finished LK69 this morning, this one comes up, and the monster LK65 also arrives. :crazyeye:
Signed up:
LKendter (currently playing)
hotrod0823 (on deck)
Grimjack
Meldor
Greebley
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
LKendter Jun 06, 2004, 05:03 PM Also interesting is the placement of Kaminaljuyu. I would have placed it on the hill; with walls a JT would have defended at 4.5. 4.5 vs. 3 being the best odds we can get vs. legions. Its current placement is clearly superior in terms of offensively attacking outward.
This city also gives us a backup source of Iron. I have seen very little resource depletions recently, but I still know they happen. The current location makes it a lot easy to stop the units from going on the mountain.
50 AD
I don't know how much longer we will be allowed to build JTs. I swap the some builds to JT.
(IT) Carthage ignores our galley?
70 AD
We bomb a regular spear down to 1 hp, our regular JT attacks and goes veteran. :D
I can't tell if our army in Rome was on a pillaging campaign, but I start it on one. Slowing down Roman production will help us a lot.
(IT) I never argue with another AC.
110 AD
Well Rome decides to send a decent stack our way - 3 legs and 1 archer. Of course, they come into range of our rock throwers. Our JT army attacks, one unit of it promotes and we get two workers. Our AC kills the other leg, but I leave the archer. I don't want to expose any units to the next 3 legs coming up.
130 AD
Our JT army fights a demonic leg dropping it to 3 hp. However, another unit promoted, and we got another worker. If it wasn't for the catapults, I probably would have lost the army.
I pillage a Roman iron source, but they must have another. They still have a source of iron.
(IT) Our galley dies just as we can see what looks like a Greek border.
150 AD
I pillage the only Roman fur source. Now that has to hurt Rome. :D
190 AD
I have located Rome, and begin to pillage it.
210 AD
(IT) The leg stack hits our units guarding the workers, wins and steals the 2 workers already their. They even get the new worker generated for a total of three workers.
230 AD
I recover the workers. I clear out the 3 legions in the area, but lost a horseman. The stack of legs has finally thinned out. Now will it stay clear until more troops arrive?
(IT) Carthage completes the Lighthouse.
250 AD
We get a bonus during the pillaging campaign a kill a Roman worker.
Summary:
Signed up:
LKendter
hotrod0823 (currently playing)
Grimjack (on deck)
Meldor
Greebley
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
http://www.civfanatics.net/uploads7/LK68-250AD.zip
LKendter Jun 06, 2004, 05:04 PM For any who doubts the value of a pillaging campaign, check the below out. The below yellow line shows path of damage I did in just 10 turns.
http://www.civfanatics.net/uploads7/LAK-404.jpg
meldor Jun 06, 2004, 08:01 PM We haven't seen any ground units appear from Carthage, they must therefore be on another island. We need to contact another Civ. I would only worry about Carthage dropping units off. We need to keep a few AC back to handle any drop offs.
Greebley Jun 06, 2004, 08:48 PM Our empire is starting to look pretty strong. Pillaging the Romans should slow them down enough for us to go on the offensive fairly soon - especially if Carthage is not on our island as Meldor suggests and I think he is likely to be correct, though it is also possible they don't want to attack our choke city as it is too well defended.
I think we should contact the Greeks. It means more invasions, but we need Monarchy sooner rather than later. We have one galley in 3 turns. Will that be enough? It will take time to get there and may sink again.
I have been noticing in my Conquest games that galleys seem safe from enemy attack until frigates appear and even then the frigates are often tied up with escorting galleons. I have been getting less and less afraid of sending out boats within enemy reach of enemy stacks.
hotrod0823 Jun 06, 2004, 09:19 PM I see it and will play as soon as I finish the 5CC game. It has it the long bombing period :(
Grimjack Jun 08, 2004, 02:20 AM Looks like we have secured our own island quite satisfactory.
Any chance of saving next army for an early pillaging campaign on the other continent ?
( Or, lacking other targets, will the apparent immunity of armies vanish ? )
Grimjack
meldor Jun 08, 2004, 08:43 AM It is never too early to establish a beachhead on the other land mass. It gives the other Civs a target to expend all of their military on. A big stack of the best defenders and an army to play clean-up would be great. Not to mention all the leader fishing that comes with it. I would recommend that we not build defensive armies until muskets at least, rifles prefered.
Greebley Jun 08, 2004, 10:00 AM Usually pillaging armies are not attacked even alone on the other continent in my experience. Obviously this is not always true (I was reading the 20K game (LK69?) for example), but I think in that case it had to do with Mayan complete ownership of the island with the fall of Thebes.
In any case, I think we should try to pillage Carthage and remove their knight building potential if possible. Establishing a beach-head is a good idea if we think we have the troops. It should lessen the number of units landing in our lands (which I suspect will start up soon), and pretty much guarantee safety of armies with high enough defense (2+).
As a side note: I was playing with the LK69 save to see if I could figure out why the armies were attacked. When I played it, Thebes fell two turns later; and the attack on the armies was also delayed two turns to occur right after the fall. My suspicion is that when an AI owns an island exclusively they will attack any intruders even if they are armies.
I do know that Armies in towns will be attacked.
[Edit: Since a galley will only hold an army with a single unit, it would useful to find a mountain to land on or some spot out of reach from enemy attack on the first round before we form the army. We will probably want to explore the coast a bit to see if we can find such a spot. It might also be a good beach-head spot; though mountains are bad for Trebuchets.
hotrod0823 Jun 08, 2004, 10:12 PM Grimjack is it too late to swap? I haven't started yet and the 5CC is overdue as well. I'm in serious feast mode and had a long day at work and will not be able to play effectively tonight.
Sorry for the delay.
Hotrod
Grimjack Jun 09, 2004, 01:47 AM I can play tonight in about 10 hours. I suspect I can finish by tonight as well, as wife is out making town unsecure.
Got it.
Grimjack
Grimjack Jun 09, 2004, 03:16 PM LK68, Securing our Continent.
250AD Familiarize myself, rereading reports.
Make only minor change to prevent riots in a city, and note that troops will be scarce for a while, since we are in a market push.
260AD I lose two slave workers turn, as I mistakenly believe one native and two slaves could road in one turn.
Instead of following my first thought, after some reflection I use our pillaging army for just that, pillaging instead of risking it against legion defended cities.
I also lob some rocks to small effect against a stack of three legions who are hiding in the jungles to our north. Our jav army takes out the top one, preparing for a more deadly bombardment next turn.
Give Copan a taxman as well, since it grew this turn. I am hesitant to use lux 40%. The taxman could not do much of anything for a while, as I need to improve our core much more if I want him to do meaningful work.
IBT: Get Monarchy from the Library, and I am fairly certain I will revolt immediately. An Aqueduct completes, and I start a jav-thrower.
We get another Cartage galley incoming from the west.
270Ad This time our rock lobbers have gotten the aim right, and we have three redlined legions waiting to get to know our cavalry. ( Had they been on the plains, I would have used our javeliners, but they are in the jungle, so of course it is better to use cavalry..... )
Find the roman iron underneath Pompeii. Sigh. I will pillage all access to that city, but I fear it will be able to continue to produce legions for the foreseeable future.
A horseman scout finds some dyes in the jungles to our northeast, and I suspect our next expansion wave will have to seriously consider this spot.
I whip two temples and revolt into MOnarchy.
Thats not nice. I draw a SEVEN turn anarchy. I will have to go to great lengths to avoid starvation in at least three cities. I had hoped we would be safe, when all cities could manage five turns.
IBT: Romans comes and beg for peace. Yet Another Cartage Galley ( YACG) comes from the north. They seem to have surrounded us.
280 Bomb ye olde Stack of Legions in the red jungle, and kill the top one. I cause riots in the two cities that would have starved.
290 The galley dumps a mercenary and a warrior. It is under control. Yet more legions enters the red jungle.
I kill off the top three Legions, netting one worker and no promotions. I leave the bottom one to lure in his friends.
Move defenders to repel the Carthage troops, waiting for a cat to help defeat them should they stay still.
IBT: A Roman galley drops of a legion near Cuello, beside the Carthage invaders. The Carthage invaders move away to make room for the legion.
300Ad Our cat miss the legions as they are hiding in the woods, and I reinforce Cuello rather than attack with the 6 HP Cavalry I have on top.
IBT: Our four HP cavalry gets some help from the ashamed catapultiers, and manage to repel the invading legion while losing four Hit points.
310 Bombing is abysmal, and roman troops actually reach the grasslands beyond the red jungle. They are cleared, but next turn will be harder as more legions will reach the grasslands.
IBT: The initial cartage forces seems to be headin northwards reinforcing a new Cartage city. Two more mercenaries are dropped off near Palenque though, and I need to pull defenders back.
Two legions escape the red jungle and enters what is soon to become the red plains.
320 The great thing about the red plains is that the metalmen is much easier to hit there, and we soon have three redlined legions crawling about. Unfortunately we also have three green legions in the red jungle I cannot do much about.
I finally get the promotion I so much have deserved after all my work. Next legion doesn't give a promotion, but a slave is not something I have anything against.
There is not much mm to do during Anarchy....
IBT: We get two more guests at the red plains, while one dinged one remains in the red jungle. Ps, I ever told how much I like that our armies can see two tiles into the jungle. It makes it easier to make a clean sweep of our red jungle, and perhaps start to advance a bit.
Hmm, the next set of Carthage mercenaries are also taking the scenic coastal road northwards. I have no idea what they are up to.
330Ad I clean up the red plains as well as the red jungle, and we have no romans near our borders any longer. I wonder briefly if one more turn of anarchy means we are monarchs next turn, as magasines of food are starting to get really empty.
I chance that it is, and avoid riots.
IBT: I was right in my guess, and we are now a monarch. All hail the king. The Cartage invaders avoid the coastline, and move towards the red plains. I will have to make a red grass up there.
340AD I start to pull back the pillaging army, as I intend to use it in the next offense that ought to happen as soon as our market push is done.
This turn took almost as long as the entire anarchy, and I didn't even do any fighting.
IBT: A regular warrior meets the expected fate as he attacks a fortified elite cavalry in a city with a catapult.
We complete our first galley. I will leave it with movement, as I do not know what it was supposed to do.
Cartage starts Leos. And Sistines. And they complete KNights Templar. I had hoped for that one.
350AD Todays elite battle is against a mercenary, but he wont give us leaders either, and the search has to be handed over to the next player.
Copan is difficult to MM. We can shave a turn off of the market by moving the fishermen to the forest, but for some reason the Copaners really like fish, and they will threaten to riot.
Cartage likes to drop troops of north of Palenque, and then travel northwards along the coast until they reach Maya..., Just shadow them with our cavalry and a cat or two.
The romans are likely to enter what I called the red jungle. We have lots of Cats there, and also a couple of spare cats in Maya... I have not used the javeliners even against redlined legions in the jungle, but only if they actually reaches the plains.
I leave movement on the galley, so you can decide if we explore northwards or southwards, or save it for transporting an army to the other continent.
We need contacts soon, or we are likely to miss out on the medieval wonders.
Grimjack
350AD
LKendter Jun 09, 2004, 03:36 PM We get more good news with being a Monarchy.
===============
Signed up:
LKendter
hotrod0823 (currently playing)
Grimjack (swapped)
Meldor (on deck)
Greebley
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
hotrod0823 Jun 09, 2004, 06:13 PM I see it and will have time to start tonight
hotrod0823 Jun 10, 2004, 04:56 PM LK68
350 AD (0): I understand the reason for a courthouse in Kaminaljuyu but think a courthouse is more important in the long run. We are losing 3 shields to corrpution already. I also think the dyes are worth fighting for as our lux is already up to 30% with only 2 natural luxury items. I changed Palenque from a jav to a settler, due in 2 turns.
360 aD (1): Uaxactun builds a harbor and starts a worker. Oh how nice the greeks completed the SunZun. Kill a mini Stack of 1 legionary and 2 archers. Take a weak warrior. No leaders no promotions. AC army moves on to plunder another roman town killing an archer and caputering a a worker along the way West. Moving galley to try and contact the greeks to the east.
370 AD (2): A new AC arrives and Palenque builds a settler and starts a courthouse. :eek: carthage is building leos. WE need contacts now. They also start sistenes. Small party heading toward the Carthage town of Russadir. Horse kills an archer outside of Nora in the Eastern jungles.
380 AD (3): Carthage lands a longbow and an MDI near Russadir. Piedras Negras builds a worker starts a duct.
390 AD (4) Take 2 Merc out and get 2 workers. Cats did a nice job softening them up. More pillaging around Cumae.
400 AD (5): Yax builds a market starts a sword. Bonampak builds a duct starts a market. CAlakmul a courthouse and starts a Marketplace. Lazapa a temple and starts a market. Uaxacutun a workers and starts a galley. Change Coba to a galley. should've sent the gally west but got blinded by the green lights in the east. More pillaging and still no new techs. We are going to get them all at once.
410 AD (6): A carthage longbow attacks a AC and causes a retreat. Copan builds a much needed market and starts a horse. Hmm Piedras Negras grew and rioted. Coba builds a galley stars a temple. A roman continent approaches move away from the carthage town to protect our owns.
420 AD (7): Chichen builds the heroic epic and we get a new AC and start on a horse. Cuello builds a temple starts a barracks. Bomb and capture Rusaddir. Kill 3 advancing romans. Suicide a galley to make contact with greece.
INBT: spot a yellow galley to the west and the flood gates are open we learn Monotheism, Engineering, Theology, Chivalry, Invention, Education :(, and astronomy. Tikal builds market starts a knight.
430 AD (8): We have contact with the Mongols. We are at war but built and embassy to get a general idea where they are. Sistenes is due in 12 in Karakorum. Meet Greeks who have guns and build an embassy as well.
440 AD (9): Setting up to hit a future Roman city in the Western Jungles. Cleanup rouge units. Setting up to maybe try and hit the town of Nora and claim the much needed dyes.
450 AD (10): :wallbash: Copan was overlooked this last turn and riots :(. Yax builds MDI start a knight. Ready to hit Nora and Syracus soon. Rome has a lot of archers running around :D. Pushed back our boarders a bit and continued the key infrastructure push focus on courts and markets.
LKendter Jun 10, 2004, 05:18 PM I understand the reason for a courthouse in Kaminaljuyu but think a courthouse is more important in the long run.
:confused: Courthouse to courthouse - huh?
===============================
infrastructure push focus on courts and markets.
Well add libraries to that list. :(
===============================
Signed up:
LKendter
hotrod0823
Grimjack
Meldor (currently playing)
Greebley (on deck)
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
hotrod0823 Jun 10, 2004, 10:44 PM whoops it was actually on a barracks :D. Yep now that GL is done we need libraries
Grimjack Jun 11, 2004, 03:49 AM I had hoped we would have some more time before we needed libraries. Not much we can do about it. The price we pay for having no contacts is a faster tech on the peaceful continent.
I think it was worth it anyway, since we had a somewhat easy time on this continent, and once the other side is at war, the tech will slow down.
Grimjack
meldor Jun 11, 2004, 08:40 AM I see it and will get it out before I drop back to 1.15 for the world map.
meldor Jun 12, 2004, 02:14 AM 450 AD (0)
Not much to do. MM Calakmul not to riot. Change Mayapan from Temple to settler.
(I)I watch troop movements. No counters. Chichen Itza Knight->Sistine Chapel (I would like to grab at least one MA wonder). The Greeks start Magellan's.
460 AD (1)
Kill a Legion and raze Syracuse. Kill off two archers that are after the exposed slave. On the Carthage front, I kill off a lone Longbow that came out to play. Pull two of the three vet horsemen back for upgrade. The third is supporting the attack on Carthage's dye city.
(I) No attacks, Romans move to re-enforce Byzantium. We get an AC. Palenque Courthouse->Temple.
470 AD (2)
AC takes out a NuMe, a JT take out a second one and the vet Horse takes out the longbow and we capture Nora. It is now size one and we began a temple (which we will whip) to get the dyes under control. AC army takes out a Legion and a Spear and we capture Byzantium.
(I)Roman's attack AC army at Byzantium with two Legions and a Longbow. All three die. Copan Kight->Knight, Uxmal Temple->Market. The Greeks start Bach's.
480 AD (3)
We now move to support Byzantium. There is only an AC army with 5 HP in it.
(I)The Roman's attack with two archers. We get a promotion in the Army and it survives with 2 HP. Lagartero Knight->Market
490 AD (4)
The army gains HPs at the end of the turn. Since it can only take out one archer and there is a stack of seven coming, I wait. The JT army arrives to support it and several mounted units are about there to help fish.
(I)There are now nine archers to play with. Carthage drops off some units as well. Tikal Knight->Knight. Mayapan hit with Disease.
500 AD (5)
Kill off the MDI and longbow that Carthage dropped off, but lose a JT trying to kill the bow. Kill Seven out of th eight Roman archers.
(I)Carthage drops off a NuMe and an MDI.
510 AD (6)
Kill a Roman Legion and archer. Lose a Knight trying to kill the NuMe. A JT takes out the MDI.
(I)Greeks send a boat our way. The NuMe decides to move rather than pillage.
520 AD (7)
Kill off the NuMe. Move units north of Byzantium. AC army advances on Lutetia. Spot a Carthage NuMe/Settler in the jungle.
(I) The Greeks drop off a horse and warrior. The NuMe/settler moves next to our stack.
530 AD (8)
AC army takes out a Legion, Spear and Archer and Lutetia is ours. We also take out 2 archers. An AC and Knight retreat trying to take the NuMe in the Jungle, but the MDI finally does the trick. Take out the Greek units.
(I)Roman Legion attempts to kill a Knight and gives us an Elite Knight. Mongols finish Sistines.
540 AD (9)
Kill off archer with newly minted Elite but no luck. Troops gather outside of next Roman town.
(I) Greeks finish Cop's and start Adam Smiths. So much for us getting anything.
550 AD (10)
Two Elite AC take out Legions and the Elite Knight takes out an Archer giving us a leader. Oh yea, we capture Pisae while we are at it and also grab some slaves. Build a couple more towns while I am at it.
Ok, I got us four new towns, razed a fifth and built 2 others. I also got us another army. Don't let up on the Romans. They are on the ropes and we should be able to roll through them.
http://www.civfanatics.net/uploads7/LK68-550AD.zip
meldor Jun 12, 2004, 02:15 AM That was close, with the leader coming in the last turn, I was a hair's breath away from being fired by Lee. :D
Grimjack Jun 12, 2004, 05:02 AM Any theoretical chance at Bach's ?
yey, bad Meldor, waiting so long for the leader :)
grimjack
LKendter Jun 12, 2004, 10:14 AM Kill Seven out of th eight Roman archers.
Any workers for all these kills? I really thought our JTs would get a lot more free help for us.
==========================
start Adam Smiths
:eek: Just how far behind are with in tech?
==========================
They are on the ropes and we should be able to roll through them.
I also got us another army.
Amazing what a good pillage campaingn can do. Now we need to get an army over to start pillaging either Greece or Carthage!
==========================
Signed up:
LKendter (on deck)
hotrod0823
Grimjack
Meldor
Greebley (currently playing)
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
Greebley Jun 12, 2004, 12:57 PM Ok, I got it. I should be able to start it today and finish tomorrow.
Did we fill the new army yet? It might be nice if we can get it over to the other continent to do some pillaging there.
meldor Jun 12, 2004, 09:25 PM Army was just built, doesn't have any units in it at all.
Greebley Jun 13, 2004, 12:38 PM Preturn: Look over our empire. It is getting pretty big. We have met all but the Germans and are behind in tech though not that far.
For the empty army it has a long way to go to get to the other continent. I am going to load the Elite* into it and start it around. We can have 2 units in it and still get it across.
More workers would be nice. I will try to build them when I can especially when cities hit max population.
I MM the capitol to get the wonder faster.
We are within 1/2 of the best AI in culture. That will help things.
Some towns are unhappy so I move units in to try to solve the problem with MP's. We definitely could use some more Lux and there are dyes near our territory to the West. I will get some workers started on connecting them we are running 30% Lux.
I switch some towns from markets to aquaducts. Getting the towns growing sooner rather than waiting for a market seems important to me this is especially true when Aquaducts are cheap and we have only a few Lux.
I raise science and rebalance the budget (moving MP from happier cities to ones with entertainers allowed me to make tax collectors and scientists in some cities) This gets Gunpowder in 6 at 0 gpt.
There is a lack of Jav Throwers on the front line. I will try to get some there so we can get the free slaves. We need some pikes to free up the Jav throwers from MP for this - we are building pikes now so that is good.
I do move up our Jav army toward the front line so it can get slaves.
Going for Leo's seems a long shot to me, but we can switch to Pentagon as long as I don't lose an army.
IBT: Two Carthage MDI are landed
560 AD: We kill the MDI, but lose an ACav doing so. Kill a Greek Archer(longbow?) on our borders. Our troops advance.
IBT: Two more Carthage MDI land.
570 AD: The MDI have the mountain advantage so I decide to let them come off or attack us first. I attack Cumae and capture the city. Rome has reconnected their iron and are sending Legions at us once again. I count 10 roman cities and diplo shows 9 plus capitol, so there are no Roman cities hidden by fog.
Shave another two turns off Leo by joining a worker to get it to size 12 and running a deficit of of 1 food.
IBT: One MDI kills a pike guarding some workers and the other retreats a ACav.
580 AD: Attack Viroconium with the ACav army and have troubles with the spear. The army is 1/2 hp so I will let it heal rather than attacking more. We want to keep the Pentagon as a fallback on the wonder city.
IBT: See Rome moving unit. None attack.
590 AD: Our Jav army finally sees some action, but fails to nab a worker.
IBT: Quiet.
600 AD: Our Jav army kills a legion and nets us 3 workers (1 settler, one worker generated).
We destroy Ephesus, the greek city that was planted on the SE of our continent.
Two Caravels are launched with our army
Science reduced. Gunpowder next turn. Adjust scientist to taxman for even less wastage.
Knight is now on Roman army. Hoping to pillage next turn.
Various attacks - lose an ACav to an MDI.
IBT: Carthage drops off 3 Crusaders near Byzantium which is not well defended. It is a size 1 ex-Roman city.
610 AD:
A knight captures Virconium. Our ACav army is healed and heads north.
I Abandon Byzantium and flee. It will take a bit to get the troops needed to deal with this threat.
IBT: No sign of the Crusaders. Did they fortify?
620 AD: Attack and capture Ravenna. The Romans are now only north of the lake. Pompeii has another iron under it. I disconnected it by road, but it has a harbor. Note that the only 2 saltpeter were far to the north, the closer one is on the border of our northmost captured town.
IBT: A Galley is sunk by a Carthage Frigate. The era of safe boating is over. Another Crusaer is landed near Cumae. It will be taken for a turn. We don't have good defenses in these roman cities yet....
630 AD: We plop down a colony on they Dyes as long last! There was much rejoicing (or at least less grumphing).
A legion takes out both an Elite ACav and Vet knight on the flat. Grrr!
The group of 3 crusaders appear and threaten two towns that are not easy to get to. I do my best to cover them.
I lower lux to 20% which requires a scientist or two, but gets us cash again. I also upgraded 3 Cats to Trebuchets. To do them all was too expensive.
IBT: One crusader eats a sacrificial worker the other two decide to also move away from the town fortunately.
640 AD: Kill one of the Crusaders. I attack Cumae, but carthage built an instant Numidean which I kill and get a worker doing so. The greeks are going to resettle that danged city again. There is so much territory to cover and all the jungle is making it very difficult.
IBT: Greek town settled. Somehow Yax riots on me. No idea how. I must have moved a defender out after checking it. Lutetia too (for that town know I move the unit out at the end of the turn).
650 AD: Attack Cumae killing the Crusader with a knight and killing yet another numidean with the Jav army netting us the (how does the AI build 1 a turn? Rushes it I guess).
I land the pillaging army/party. I wasn't sure the Javelin should come along or not. Put it back on the boat if you think it will just slow it down. This occurred to me after the Javelin was on the boat so I just dropped it off as well. Same is also true with the knight (the army moves speed 3).
Greebley Jun 13, 2004, 12:40 PM Here is a picture of the roman lands. Note the location of the last injured crusader. It is in the FOW at the moment.
Greebley Jun 13, 2004, 12:42 PM Here is the picture of the landing. I went around to land on the mountain near the capitol
Grimjack Jun 14, 2004, 01:57 AM Time to see if the army immunity holds on a shared continent .. Sounds like you did well.
Grimjack
LKendter Jun 14, 2004, 06:00 AM 650 AD
(IT) The Mongol's complete Leo's.
660 AD
I waste 32 shields and switch to the Pentagon.
We find the 1 hp crusader and kill him. No leader is available - I think Meldor used them all up. ;)
(IT) I watch a Greek cavalry moving around! The tech situation is worse then I thought.
680 AD
Xcalumkinc is formed. Our pillaging crews are heading toward Athens. Disconnecting the capitol will limit the AI ability to trade.
Our JT army kills two MDI that were weakened by bombardment, and we get two new workers. :D
690 AD
While cleaning up 2 mdi, and a longbow that landed by Pisae.
http://www.civfanatics.net/uploads7/LAK-414.jpg
Can you guess what I hope it will do?
We have plenty of settlers arriving, so I simply raze Pisae. I won't argue with netting 2 workers.
(IT) Greece completes Smith's in Delphi. I think I know where I want to land.
700 AD
Our elite knight runs away from an archer. :rolleyes:
(IT) Carthage completes Magellan's. Corinth completes Bach's.
710 AD
Our JT army is tired, but we kill 2 more units by Cumae gaining another worker. The catapults pay off again.
720 AD
Thessalonica is stubborn, and cost us an elite AC. The city fails to fall.
730 AD
We kill an archer with a JT, gaining a worker and a promotion to elite.
Rome continues to burn as I raze Hispalis.
Cumae continues to feed us new workers. I love that 4 units JT army. :D
740 AD
We fight off the strongest landing by Cumae - 2 cavalry and an mdi despite weak bombardment. Do I need to even mention the JT army gained another worker?
The side tour by pillaging army razed the island city of Mycenae. We get $3 and 6 workers.
(IT) Gee, I wonder why Greece chooses this turn to contact us.
750 AD
The Greece sent a longbow to harass Kabah - we decide it would be better employed working our lands.
Neapolis has ceased to exist. Rome isn't that far from being banished to the island.
Summary:
http://www.civfanatics.net/uploads7/LAK-415.jpg
I would let the units heal. Get the first 6 workers home. Raze the other city. After that, land by Argos and pillage your brains out. Do NOT load any more units into the army, or it will be trapped on the island.
I am making the big push for infrastructure - libraries, markets and churches. The next military push will need to be ships. The landings begin by Argos. The more we can pillage the area ahead of time, the better our odds of a clean landing.
Signed up:
LKendter
hotrod0823 (currently playing)
Grimjack (on deck)
Meldor
Greebley
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
http://www.civfanatics.net/uploads7/LK68-750AD.zip
hotrod0823 Jun 15, 2004, 07:11 PM I see it and LK67. I am on 1.15 ATM so will play that first and it should be a faster set of turns.
LKendter Jun 18, 2004, 05:50 AM @hotrod0823 - it is over 48 hours. Can you give us a status?
LKendter Jun 18, 2004, 10:04 PM Signed up:
LKendter
hotrod0823 (skipped 72 hours past got it, and no signs of life)
Grimjack (currently playing)
Meldor (on deck)
Greebley
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
hotrod0823 Jun 19, 2004, 12:48 AM LK 48
750 AD (0): My how things change. Nice to see the hurtin put on the Romans. Will ferry the workers home. And NOT put units in Armies until I am sure they can be moved. Wake 2 cats in 2 whales and sending them to cover the West coast. Looking to stage a few more units to take the Small Greek Island. It will serve as a nice lauching grounds for future landings on their mainland. With the large and necessary infrastructure push I doubt I will be able to get much done other than hit Rome and hopefully finish them off.
:confused: Was Cumae left empty on purpose. I move a knight to cover just in case.
760 AD (1): Was that a Greek CAV I saw!!! :wallbash: UGGG! Did every thing but check happiness and my favorite PITA city of Copan riots. Scroll ahead to make sure I don't have any other rioting factions. Surprised by the number of entertainers but we need to catchup in tech so can't push lux up and still have a suitable reasearch. We need CAVS soon. Choose a courthouse over a market in Piedras Negras we are losing 50% to corruption. Tikal builds a library and starts a cath so we can fire that entertainer. Kaminaljuyu builds an explore and starts another. A market will be needed there soon as well. Ake a worker and starts another. Load up 2 full caravels but the 3 will wait for the 2 new workers thanks to a settler that the greeks served up with a long bow cover. BTW pillaging will start on Delphi next.
770 AD (2): Coba build a caravel starts a market. Get a new AC. :eek: Greeks start Newtons. We are way behind. Pillage like crazy. Lose an elite AC to a reg longbow in the jungle. Kill a lone Carthage Cav landing. Unload 6 workers. Load up 3 more to go home. MOve to hit the second greek town on our future island. Scatter a couple settlers in the north to begin filling up our norther territories. Waiting for the aC army up North to heal before pushing on ROme.
780 AD (3): Tough call but Chicken Itza builds a cath and I choose a bank to help our fledging economy. Mayapan builds a settler starts a worker. Found Ek Balam on some Roman ruins near horses and furs. Herakleia is razed and the island is purged. Will begin by sending a settler to hold down the fort. Our army is badly damaged but did its job nicely. More pillaging of Greek lands.
790 AD (4): Greece lands a cav and a musket. Will have to deal with them. Kaminaljuyu builds an explore starts a market. It takes a wounded army to the limit but we kill the greek landing party. Moving units in possition to claim more lands. Found an island town next turn.
800 AD (5): Greeks just reinforce Tess. Need Bonampak builds a library starts a cath. Cuello a library starts a market. Found Tazumai in the north. Found Cozumel filling in a blank. Found New Chicken Iza on the island hills. Starts a harbor.
810 AD (6): Yax builds a cath and starts a library. Pompeii is razed and Delphi is Naked of all land improvements.
820 AD (7): New AC and Copan build a cath starts a bank. Calakmul builds a library starts a cath. Tulum builds a library starts a duct.
830 AD (8): Moving another AC army although not full to the Greek mainland with 2 explores.
840 AD (9): Uh OH! Carthage lands 2 cavs and 2 crusaders up north and we have zero units to help cover the area. Also a longbow sits outside Cozumel and may take the Jav. Raze Rome to the Ground, barely losing an MDI in the process and badly damaging the AC army. We have a new Contact with Germany. Trade World Maps. Only tech of interest is Navigation and he wont part with it. WE are at WAR.
850 AD (10): :(. UGGG! Lose the 2 AC army to a 1 cav Greek Army. Losing an explorer with it. Stave off major loses barely with javs and Knights vs. 2 cavs and a long bow. Chemistry is due next turn. 2 riots because I shifted units around to cover and forgot to re check the happiness before starting the next turn. Shuffling more units on the West coast to fill blanks were had to move units to the East coast. There are still 2 crusaders out and about and a spear/settler Mongol Pair up North.
Late but hopefully before GrimJack has "got" it
Grimjack Jun 19, 2004, 08:46 AM Got it.
Looks like we are defending. Hopefully I will be able to finish the infra push so next player can be a bit more militaristic.
I thought I would get it, but the download stops at 140kB. I will try again in a couple of hours, when I have discharged my social duties.
LKendter Jun 19, 2004, 11:19 AM Did every thing but check happiness and my favorite PITA city of Copan riots.
2 riots because I shifted units around to cover and forgot to re check the happiness before starting the next turn.
Hotrod, I would prefer you skip before you rush the turns. It feels like you rushed because of my skip notice. We can't afford rushed play, as that creates sloppy play.
760 AD (1): Was that a Greek CAV I saw!!!
:confused: I already reported this at 660AD. Please see my quote below. That is exactly what prompted me for the push for libraries. I am confused why you seem surprised.
660 AD
(IT) I watch a Greek cavalry moving around!
===============================
Signed up:
LKendter
hotrod0823
Grimjack (currently playing)
Meldor (on deck)
Greebley
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
LKendter Jun 19, 2004, 01:40 PM 830 AD (8): Moving another AC army although not full to the Greek mainland with 2 explores.
...
850 AD (10): . UGGG! Lose the 2 AC army to a 1 cav Greek Army.
Why was this still a *2* AC army? There where 4 ac on the island to move over. The army should have been able to merge 2 additional AC during 840AD.
I left 2 AC to land to merge to create a 4 ac army.
hotrod0823 Jun 19, 2004, 01:44 PM I am confused why you seem surprised.
Thats what I get for reading 2 days before I play.
I did rush a bit and the riots caught me a bit off guard because I panicked a bit when I realized I no unit support in the NE terriotry and Carthage just landed 4 units in the area and the only thing availble was a wounded knight.
The big infrastructure push is a necessity of all these war heavy games. AWE and the 5CC games need to have a stronge infrastructure to help support the large army that is required and play catch up in tech. Unfortuneately a by product of the infra. push is the thining of the military and the slowing of the :hammer:.
We, It appears are in the same situation as all other AW games. Early attacks to gain some terriotry then build infrastructure to play tech catchup. Then when Cavs and rifles come along finally make a play for the other continent with a strong landing.
Meanwhile, slowly fill the original lands and play defense against the weak AI landings.
hotrod0823 Jun 19, 2004, 01:54 PM I would let the units heal. Get the first 6 workers home. Raze the other city. After that, land by Argos and pillage your brains out. Do NOT load any more units into the army, or it will be trapped on the island.
I did exactly that. Took the last city and razed it. Left 2 AC to patrol the island and protect our new city then landed the Army near Argos.
How can you load up the army and then move it using Caravels? :confused?
LKendter Jun 19, 2004, 02:14 PM I did exactly that. Took the last city and razed it. Left 2 AC to patrol the island and protect our new city then landed the Army near Argos.
How can you load up the army and then move it using Caravels?
It was NEVER my intention to have the 2 AC patrol the island.
Load up the army, and load the 2 lone AC into a second caravel. All land 830 AD. 840 AD load the 2 additional AC into the army. At this point the lone cav army versus 4 AC army probably fails. You simply have to ship the 4 units army in parts before transports. Merge them after landing.
hotrod0823 Jun 19, 2004, 03:25 PM Miss understood your intentions. Best option would be to leave the AC army on the island, at size 2, and wait for more units before moving toward Argos.
Greebley Jun 20, 2004, 04:29 PM Lee,
I have a trip from this Wednesday to the through the next Monday. If my turn comes up during that time, then just skip me. I will be able to play Tuesday (6/29) onward.
Grimjack Jun 20, 2004, 05:26 PM LK68, 850AD, Getting a toehold.
I will have to hope I can farm another leader so that we can keep up with pillaging, since the lonely knight army cannot keep up with the workers. Greece has built a road to a harbor from the capitol, but I will not travel backwards. I will go forth and pillage some Carthage cities now.
Carthage has a coastal, harborized capitol, so we cannot hurt it by isolating the capitol. Plenty of hurt in pillaging all his roads though.
We have Chemistry coming in in one, and as I suspect we want cavalry ASAP, I will go metallurgy afterwards, in spite of this making a stop to ancient cavs.
Chicken has a stable configuration at 23 spt. Considering Knights costs 70, it might be better to starve for 24 spt and knight in three.
I am also considering building food at 22 spt while building a Uni.
We only have 6 knights though, so knights it is, at least two more before starting Uni drive.
IBT: Mongols found Choy on hills in former Roman lands. Some Carthage Crusaders are advancing.
I go for Metallurgu in 9 at -9 gpt. getting 8 turns would be -29, and I want the ability to rush walls.
860AD Viro is threatened by two Crusaders, so I put three troops into it, to prevent it from falling. I move our Jav army nearby into position to defend next turn.
IBT: The greeks drop of a cavalry and FOUR longbows on the small island. :help: We have two ancient cavs.
The crusaders go one lost against a jav thrower, and one win against an ancient cav.
870 OUr ancient army raze the last roman outpost on our continent. Our jav army deals with the crusader, creating a worker while he is at it. On the island I need to separate the Cavalry from the bowmen. I rush a longbowman, while I put up a worker as a lure, and another worker in the way of the city, hoping his cavalry will grab the worker, leaving the city alone.
IBT: No such luck. The cavalry headed for our city after the longbows cleared our workers, and we now have one ancient cavalry and one regular longbow. The odds are even worse than they were, I should have struck with our cavalry. There was almost a 40% chance of our cavalry taking out the modern cavalry greek.
Pisae is captured by a stealthed Carthage cavalry. I never noticed the landing. :(
Lutetia is mismanaged and riots. Bah, not one of my best turns.
880 I fear the island is lost to us, as Carthage lands two more cavalry. Our regular longbow makes good though, and shoots one of them, and our Ancient cavalry kills one of the longbows. Next turn, our wounded longbow, and fresh ancient will have to defend against two cavalry and one longbow.
Our Ancient cavalry army is redlined, but manages to dispatch two invading cavalry.
We are critically short of Knights and pikemen, and it is at least two or three turns before I can take back Pisae. I expect there to be spearmen defending by then, and his cavalry is out making a nuisance of itself.
IBT: On the small island, we manage to defeat one of the attacking longbows, but the two cavalry makes the process short with our defenders.
Tikal produces a Cathedral, and is put on a 15 spt diet producing Pikemen.
890 Movement
900 Hmm, lost this one too. Been to engrossed in the play, and thus forgot to take notes.
I have dispatched some greek longbows and netted two more workers.
910 I regain Pisae. Seems like the Cartaginians had some problems with resisters, as they didn't rush any spearmen.
We are in the traditional dilemma of needing to raise lux tax, but not wanting to, since that would prevent science. For now, I keep the setting firm, and use entertainers.
I do put enough of them as scientists to bump down Metallurgy by one turn down to three.
IBT: I spot a privateer, and it is time to withdraw our shipborne scouts to harbor. Mongols start Newtons.
Carthage lands three cavalry on our continent, right were all our troops in a five tile radius is one Knight, who is supposed to cover two cities.
920 Our Jav army makes two workers out of the top two Hoplites from the Greek city on our continent.
I position our Ancient army so that he hopefully together with one Ancient or one knight can deal with the Carthage cavalry.
IBT: I forgot to wake up the galley, and it is sunk by the privateer. Greece lands four longbows on our continent in a forgotten corner.
930 Thessalonica is size 1, and I keep it. No more greek cities on our soil.
Things do not seem lighter as I spot Carthaginian riflemen defending his cities......
Our Ancient army deals with two of the Cavalries, leaving one, that is out of range for capturing a city. I could not even start to deal with the greek longbows, as they are right here, where I try to deal with the cavalry.
IBT: Greece lands Yet Another Longbow next to an undefended city. Carthage kills the top Jav thrower in another city.
Metallurgy comes in, and I start MilTrad research. We will need it in case the drop offs include riflemen.
Virconium riots, now that one of the MPs is dead.
940 Kill off the Carthage Cavalry, and the lone Greek Longbow. Rest the Javelin Army, as that is going to deal with the four Greek longbows in the jungle.
IBT: Wow, no new landings, I might even get to rest our armies, so the next player may have something to counterattack with.
950 There is a new Carthage set of ships moving northwards along our western shores. See if you can scrounge up some troops so we can contest their landing. We ought to be able to get two knights, and perhaps one of our armies.
It will likely take two or three turns before another landing on our eastern shores, unless the one in the far north contains a settler group. It might be good to get the Ancient cav army up there ASAP.
I am starting to road our coast, to help get troops into position, but there is still optimizing needed in the core, so I do not have many workers to spare for this.
I have been systematic in my pillaging on the other continent, but I am starting to think I should have beelined for the resources instead of isolating cities. Think about what you want to do.
I have left the wounded army awake, and you can decide where you want to send him, if you do not want him to rest.
There is not a single barracks in the undeveloped parts of our lands, so he might as well just stand there resting.
I suspect we might sneak in one or two universities real soon now in our commerce laden cities. We are starting to get Knights online nowm, and it might be time to get as many pikes online as possible before we hook up the Saltpeter.
DO NOT FORGET TO HOOK UP THE SALTPETER IN A TIMELY FASHION WITH OUR MILTRAD RESEARCH!
Grimjack
meldor Jun 20, 2004, 06:25 PM Got it and will endeaver to complete it before too long.
LKendter Jun 20, 2004, 09:32 PM Well the small island turned into a total disater...
Sorry about that team. I should done a better job passing my intentions to Hotrod. I just wanted the chance to slaughter a couple of cities, pick up more workers, then pillage with a second army. We badly need another pillaging army, not to mention a defensive cavalry army to help deal with rifles.
===========================
I have been systematic in my pillaging on the other continent, but I am starting to think I should have beelined for the resources instead of isolating cities.
I was doing the same pillaging the most I can a turn. I think gaining the maximum tiles pillaged is better then resources. The more damage, the longer the AI needs to repair it.
===========================
Signed up:
LKendter
hotrod0823
Grimjack
Meldor (currently playing)
Greebley (on deck?) (skip June 23rd to July 4th)
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
LKendter Jun 20, 2004, 09:38 PM These comments are directed at no particular player. However, I note that we are a horrid 4 full required techs plus cavalry behind the AI. One of the ways we can make this up is specialist from our 100% corrupt cities. A large block of scientist / taxman can make a difference. We need every dollar we can get are hands on.
http://www.civfanatics.net/uploads7/LAK-417.jpg
Take a look at the city in the picture. It is clearly hopeless corrupt. The workers in the red block are MINING. This is a 100% waste of time. This city only has one value - specialist. To hire the most we need irrigation only. I hope we can concentrate on the corrupt cities only getting irrigation in the future.
hotrod0823 Jun 21, 2004, 05:44 PM NOT at ANY one player huh! :lol: :D Who else's last post was from 850 AD. HOTROD :whipped:
1. Lost an army
2. Workers mining instead of irrigating
3. Had a couple rioting towns
Anything else I need to not do Lee? ;)
I have no excuse and understand the difficulty we face and point is taken. Will be for diligent in the future.
Hotrod
Greebley Jun 21, 2004, 06:46 PM I was a bit unclear, I will actually only be gone through the 29th.
LKendter Jun 21, 2004, 07:39 PM NOT at ANY one player huh!
This is my general complaint in a lot of games.
Would you really like to see the list of players I have had this complaint with? Start with checking out LK69. ;)
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Signed up:
LKendter
hotrod0823
Grimjack
Meldor (currently playing)
Greebley (on deck?) (skip June 23rd to June 29th)
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
meldor Jun 21, 2004, 11:28 PM 950 AD (0)
I rest the army. If the Greeks are sailing away, he can rest. I look things over and find that the other land mass has only 1 iron. We have all but one of them. It sures is temping to disconnect all but one and then pillage theirs. I will pillage theirs anyway. That will mean that unless we lose one, they will have no rails. Not too many workers ready to hook up the saltpeter in 9 turns. I will try to change that. I can get MT two turns early but we don't have the cash. We should be able to get it a turn early if we cycle the science. We have push infrastructure way too much and we are seriously hurting for defnese. I will try and change that, but we must also push for rails as well. If they can't build rails we should be able to lock ToE if we catch up in time.
(I) The Greeks land 3 longbows and a Cav next to our empty city. The longbow that remained from last turn steps up to the ex-Greek city. Carthage lands a crusader and Cav next to it as well.
960 AD (1)
Well, good thing I rested the AC army. He takes out the Greek Cav and 2 of the longbows. Our JT army retreats to the city and then strikes out to kill the crusader. Now he and the army under him will have to sustain the longbow and Cav attack. I evac the workers. I have a knight and AC on the way, but they won't be any help this turn.
(I) The lone Acv goes after some worker and the longbow sits. Carthage lands 3 more cav and the Greeks land a musket and a longbow. The greek longbow tries to take out our JT army and fails. Carthage also founds a city in the northand a crusader steps out of the fog. I have a knight and a JT to hit him with. We will be lucky if we don;t lose a couple of cities before we can get forces built back up. Do not build infranstructure until factories. We need lots of military. It isn't like we have armies galore this time.
970 AD (2)
Well, I get really lucky as the elite knight redlines but take out the crusader. The JT army takes out one of the Cav and I leave the other. The AC army take the musket but a knight retreats after doing 1hp on the longbow. All nearby workers are converging on the saltpeter. We need better defenses and certainly better attackers. It would be nice to be able to build armies, but we will be luck to be able to do that anytime soon.
(I)The hurt Cav attacks our pike at Nora and retreats. The other Cav attacks an elite AC and loses. Carthage land another Cav next to the Greek longbow. I have no way to hit the CAv.
980 AD (3)
I retreat units to cities and shuffle so that we won't lose one maybe. I get a knight to Thessilonica to help there but the attacks will just shift elsewhere. I pillage the only iron on the other landmass so there will be no rails over there for now. I then park on top of the iron for now. A quick scan show no one but us with iron. It is a shame we could have that with saltpeter.
(I)Cav attacks our AC army with only 5hps left. We win, barely. The hurt Cav near Theassilonica retreats to heal.
990 AD (4)
Kill the Greek longbow and move to kill the Carthage Cav. With no landings we can rest this turn. Re-enforcements are moving north slowly. I am trying to collect some units to take out the Carthage city before they put rifles in it, but we will see. It may have to wait for cav. I start the rock throwers in that direction. I hook up the saltpeter early as I want some musket sooner rather than later. We don't have money for upgrades and science. I will not swap the pike build though as I have too many places were I need warm bodies.
(I) Will miricles never cease. No landings this turn either. Lot's of ship plying the waters though.
1000 AD (5)
Kill off the 1HP Cav and there are no visible troops on our soil. Continue to move troops north and build military. By oscillating science, we will get MT this turn. I will then start on the cheapest required tech to get us to the next age. For the first turn, I get to move units because I want to, not because I have to, it is much better.
(I) MT comes in and I start on the only choice we have of Physics, due in nine, but we will oscillate.
1010 AD (6)
I swap the capital to the Military Academy, we need more armies and the Pentagon would be nice.
(I) Carthage lands two Cav near Ravenna.
1020 AD (7)
The completely healed AC army ctakes out the two Cav. Move a lot of units and can even concentrate on worker actions. Lee would be proud!
(I) It was too good to last. The Greeks land two longbows and a rifle and Carthage lands a Cav. On the plus side, our first Cav rolls off the line.
1030 AD (8)
The AC army dis patches the rifle. I lose an AC (my first military loss) but a knight then takes out the Cav. A knight takes the top longbow, promoting and an elite JT takes the last but we only get a worker. I send a knight to scout out the Carthage city.
(I)No landings.
1040 AD (9)
The knight scout shows that there is only a musket in the Carthage city so our Elite knight burns it to the ground. It also takes out the two stinking privateers that have been up there.
(I)Carthage lands a Cav, settler and crusader next to the city we just burnt.
1050 AD (10)
I take out the Crusaer but do not attack with the hurt elite. Our Cav can reach it next turn and it isn't worth the risk. Worst case, they build a city and we raze it. There is a settler there to take the spot and another going to the tobacco spot on the tundra. We should then be able to mount an assualt on both the Carthage island and the Roman island. Let's at least get rid one one enemy before modern times!
I was sending the defenders north, but I think some of the threat is abated. There are two coastal cities in our core that are still defended by a JT and spear.
I would do at least 1 or two more rounds of military builds before going back to infrastructure. Let's not let the military get that bad off again.
http://www.civfanatics.net/uploads7/LK68_1050AD.zip
meldor Jun 21, 2004, 11:31 PM This is my general complaint in a lot of games.
Would you really like to see the list of players I have had this complaint with? Start with checking out LK69. ;)
If I don't get yelled at by Lee every once in a while, I start to think he doesn't love me anymore :love: :eek: :lol:
meldor Jun 21, 2004, 11:37 PM BTW, Lee, I looked at my HD and have in all or part of LK23, LK25, LK26, LK31, LK32, LK33, LK34, LK35, LK37, LK39, LK42, LK44, LK51, LK55, LK56, LK57, LK58, LK61, LK62, LK65, LK66, LK68 and at least three more early ones before I started saving them.
Do you give frequent flyer miles?
Greebley Jun 21, 2004, 11:43 PM I think I had better go for a skip. If I tried to play it tomorrow it would be too rushed what with trying to pack and all.
hotrod0823 Jun 21, 2004, 11:54 PM I would do at least 1 or two more rounds of military builds before going back to infrastructure. Let's not let the military get that bad off again.
Item 4: Hotrod built zero units and now our military sux
Actually I can't dissagree but it seems that this has become the norm for these AWE games. Early military, a too long infrastructure period, and then a long military period until factories come along.
The middle infrastructure comes at a bad time. We are always, it seems, way behind in tech and need libraries. At the same time we can't trade so lux items are scarce making markets and temples/cath all the more important. These all take time too much time for size 8-12 cities but they are needed. Unfortunately at this time frame you can't even have your smaller towns building units because knights take too long and MDI are useless for partrol because of there speed.
It is a catch 22 that seems to come up a lot. No easy answers IMO.
BTW: I don't have all the LK saves but I am sure it is quite a few not meldor numbers but a few. :D
Hotrod
LKendter Jun 22, 2004, 06:02 AM If I don't get yelled at by Lee every once in a while, I start to think he doesn't love me anymore :love: :eek: :lol:
[pissed] :aargh: Where was my leader? :aargh: [pissed]
I thought I could count on Meldor for a new army. ;)
meldor Jun 22, 2004, 07:34 AM Sorry Lee, there weren't enough single military units to fight with and I had to take extreme chances with the armies as it was. I feel really lucky that I didn't lose the two armies we had on the mainland. Both of them were attacked when they had 5 or 6 hps and we won. If Carthage had attacked with its Cav after the Greek longbow attacked the JT army couldn't have held off the assualt.
Hotrod, in an AW game you have to build military all the time. Even during a push, you have to at least build enough to replace what you lose, and with the assualt of the island and the loss of the army not to mention the pillaging army is lost for homeland defense, we should have had half the cities building infra/half military. Grimjack had started a military push and that helped towards the middle of my turns, but his turns and my turns shouldn't have been so tight. This isn't a knock of anyone jplayer, btw. One person not building military, didn't cause it to be that bad.
LKendter Jun 22, 2004, 08:36 AM Sorry Lee, there weren't enough single military units to fight with and I had to take extreme chances with the armies as it was.
Well I clearly failed at making my last post a joke about me not yelling at you...
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One person not building military, didn't cause it to be that bad.
Well I was just a guilty. I pushed a big round of libraries to help with tech...
Greebley Jun 22, 2004, 04:52 PM I feel determining the number of units you need is fairly tricky. I have played AW with too many units, and that turns out to be deadly - your science research grinds to a halt.
It is quite possible we didn't do the wrong thing. I have seen this stage of the game get a bit dicey in a majority of the AWE games I have tried. Given that we have kept our armies alive and our main island towns intact, I don't think could have been that far off from where we want to be. A few more troops might have been better so as to not risk the armies, but we probably won't really feel "comfortable" until rails when instant access allows a few troops to defend the empire.
Its a balance between research and safety, and players levels will differ on which is more important. For me we are just about where I like to be for that balance. As we continue to grow, we will be able to add more units and increase safety without impairing research.
hotrod0823 Jun 22, 2004, 06:47 PM I understand your point Meldor. I didn't get stuck short on military until my last 2 turns. And then it was like "UH OH" Greebley is not going to have a fun first few turns. There were only 1 or 2 landing during my first 7-8 turns and they were easily dealt with.
The island was my mistake I felt that holding the island was equally as important as getting to the Greek mainland with the army and split our force thining our army that much more.
The infra push that continued after the libraries completed was brought about by the need for happy citizens. I put getting productive citizens over knights. Knights were needed in the short term and markets/caths/banks in the long term. I didn't look far enough ahead and felt confortable enough to push that one building too far.
I agree with Greebley and don't think the infra push is detremental in the long term but obviously made for some dicey times in the short. Cavs,rails, artillery and infantry and then we will be able to build nothing but units for a long time. At least until factories and after that maybe but not necessarily hospitals.
Hotrod
AWE is suppossed to be exciting and hopefully the future rounds will be just as exciting.
Grimjack Jun 22, 2004, 11:24 PM It is a tight game, and I do not think we had too little military, we had too much land to cover with them though.
The wish and opportunity to liberate our continent made our situation so tight. Hopefully we are over the top soonish, without any losses of core cities. As long as we keep them, it is only a matter of time until we have rails and cannon.
Even with 30% luxes, we needed specialists in our size 12 cities until we had Cathedrals in place. I would have been unhappy if the Carthaginians had landed a mayor landing in the core during my turns, but they was on the more weakly defended outskirts.
It may even have been that the island we lost played a role in delaying the landings on the continent.
Grimjack
LKendter Jun 23, 2004, 07:36 AM LKendter (currently playing) Feast mode in progress. Still need to deal with more of LK65, and seeing the Ridick movie tonight.
hotrod0823 (on deck)
Grimjack (swapped)
Meldor
Greebley (skip June 23rd to June 29th)
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