View Full Version : LK71 - More AWE


LKendter
Jul 06, 2004, 11:18 PM
Difficulty = Emperor
Civilization = To be decided
Pangea (60%), Warm, Wet, 5 billion
That is right - Pangea - we will be stuck fighting all the civs via LAND
No barbs
World Size = Small

A minimum of previous Demigod military win - prefer Deity military win - to sign up
I want previous AW experience. This is the hardest AW yet for me to try
Signed up:
LKendter
Open slot
Open slot
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Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.

LKendter
Jul 06, 2004, 11:19 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
Jul 07, 2004, 12:37 AM
OK, I'll byte :)

LKendter
Jul 07, 2004, 05:40 AM
Signed up:
LKendter
Open slot
Open slot
meldor
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Arizona_Steve
Jul 07, 2004, 10:33 AM
OK, I'll kick some AI butt...

LKendter
Jul 07, 2004, 10:41 AM
Signed up:
LKendter
Arizona_Steve
Open slot
meldor
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I changed post one to civ still open. I don't play on the Maya again.

Arathorn
Jul 07, 2004, 10:56 AM
This lurker would like to see France as your civ choice. I don't think I've seen a single C3C game with the 2/5/1 musketeer and I would like to. With AW, you're likely to see a number of them attacked and the extra defense could play a very large role.

Sorry, not a sign-up...just a request. Feel free to ignore.

Arathorn

betazed
Jul 07, 2004, 12:22 PM
This should be really interesting. I will have to lurk though. I am signed up on my max permissible number of SGs now. :(

hotrod0823
Jul 07, 2004, 07:54 PM
:hammer:

Ok I'm in!

Mauer
Jul 07, 2004, 08:50 PM
Not a sign up (no demi experience), But I will keep an eye on this one.

LKendter
Jul 07, 2004, 08:58 PM
Signed up:
LKendter
Arizona_Steve
Open slot
meldor
hotrod0823


We need just one more to start this puppy. :)

LKendter
Jul 08, 2004, 02:13 PM
I am still hoping for a fifth. I hope the harding Pangea isn't discouraging players.

If I don't get a fifth by Saturday morning I will start with 4.

Any thoughts are civs? I am leaning toward at least militaristic or religous (cheap border expansions with temples).

hotrod0823
Jul 08, 2004, 06:22 PM
I think the Vikes would be an intesting choice but we can't over look the possibility of playing as Babylon. The bowman may be very effective given the high probablity of the early action.

Now how about the Aztecs, Jags may be pretty strong too.

No matter how we go it will be fun.

Hotrod

LKendter
Jul 08, 2004, 07:11 PM
I think the Vikes would be an intesting choice

The Vikings were done at some point in the LK series for AW. They are positively brutal as the human players. All of the coastal cities were burning.

meldor
Jul 08, 2004, 07:23 PM
And the vikes are pretty brutal even on land.

I am not that wild about the Jags.

The Babs are a good one.

The French would be interesting, the UU comes at the right time, but except to trigger the GA they aren't that hot. We would have a strong GA about the time we would lag going Industrial.

Egypt would be the old standby.

I think Military, industrious is a great combo for AW/ We have done both scientific and religious with military.

Maybe you should do what I like to do and make it random, let the odd gods of the galaxy decide?

hotrod0823
Jul 08, 2004, 08:03 PM
Maybe you should do what I like to do and make it random, let the odd gods of the galaxy decide?

Even better!

I forgot you all played as the vikes and cleaned house. :hammer:

Egypt or France are both interesting choices

LordKestrel
Jul 08, 2004, 08:31 PM
If you want to try Mil+Ind, try Austria. I doubt they have been used in a AW game yet, and it's better then the old standby of China.

And to clarify, no I'm not signing up. AWM maybe, but AWE is out of my league :)

meldor
Jul 08, 2004, 08:53 PM
Austria has been done as well....

LKendter
Jul 08, 2004, 08:56 PM
Maybe you should do what I like to do and make it random, let the odd gods of the galaxy decide?

Interesting comment, but I do try a keep the civs varied in the LK series.

China has been overplayed, they were in: LK13, LK18, LK27, LK31, and LK47
Babylon - Do we want another forced despotic GA?


:hmm: Austria as the civ. A stronger cavalry unit.

hotrod0823
Jul 08, 2004, 09:49 PM
I haven't played any games as Austria - forget about them

Tarkeel
Jul 09, 2004, 04:41 AM
I'll join if you want me :) Don't have much AW experience, but been reading a few AW SGs. Have military win on DG, and working on diety.

Austria for civ would be interesting, since I've never tried them (could never figure out how to load them), but I agree with Arathorn that France would be interesting. Netherlands would be interesting too, but seafaring isn't that good on this map. Maybe test out the new blitzing Cossack? Not too god traits for the Russians either though.

LKendter
Jul 09, 2004, 06:02 AM
Signed up:
LKendter
Arizona_Steve
tarkeel
meldor
hotrod0823


@tarkeel - welcome aboard.

We have our fifth, and I will start tonight.

LKendter
Jul 09, 2004, 09:11 PM
The start will be tomorrow. I remember to make sure Austria has the Hussar, but I forget to cleanup the junk from Sumeria. Playing without warriors and spears is a bit to much for my taste.

LKendter
Jul 10, 2004, 11:20 AM
We are going with Austria. You will need to load the revised PediaIcons.txt file to C:\Program Files\Infogrames Interactive\Civilization III\Conquests\Text. It can be downloaded at http://www.civfanatics.net/uploads7/LK71-PediaIcons.zip

I recreated an Austrian mod using 1.22 so that we have the latest tech changes.


4000 BC
With this being AW I start on Bronze Working.

Now this is really painful - all 5 of our opponents have ancient age UU. Surviving to the Middle Ages will be a challenge.


2950 BC
Salzburg is formed. I will sneak in a worker before the barracks.


2430 BC
(IT) The next science project is Iron Working. I see horses to our south. [dance]


2190 BC
Innsbruck is formed. It is our forward outpost on a hill and behind a river.



Summary:
Vienna requires constant MM to keep it at +4 food. That high growth is needed to sneak in some settlers and workers.

I avoided any exploring to the north based on the mini-map location. We can get our horses to the south. For being a Pangea I am amazed we went this long without a civ contract. If we avoid contact for another a little while longer we should be heading toward horses to help out our empire.

The rough part of the start is no luxuries in sight. The good part of the start is at least some food bonuses. Arizona_Steve should have the answer on iron. After that I feel we should head toward horseback riding followed by math. You can't build catapults too early.


Signed up:
LKendter
Arizona_Steve (currently playing)
tarkeel (on deck)
Meldor
hotrod0823



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/LK71-2150BC.zip

LKendter
Jul 10, 2004, 11:29 AM
We have very little room for mistakes.

The below is the proposed dot map.
We need to agree on the dot map, and follow it very carefully.
I would like to hear people's opinion before the next player goes.

http://www.civfanatics.net/uploads7/LAK-429.jpg

LKendter
Jul 10, 2004, 03:11 PM
Due to a recent situation in an LK game I am adding new house rules as listed below:
Standard LK house rules ADDITION:
7) Once you post a skip notice it is irrevocable.
8) If I skip a player to due a missed got it, or over due turn the turn is invalid if the next player has posted a got it.

Tarkeel
Jul 10, 2004, 04:29 PM
Well, we have horses atleast.

Red and brown should maybe be positioned on the other side of the rivers for defensive bonus? There also seems to be a hill NE-E of brown which looks like it could be a good spot for a forward line, we'll have good room towards the coast atleast.

Edit: After looking on the save, we have some prime grasslands to the east for future expansion.

LKendter
Jul 10, 2004, 04:56 PM
Good point on the defensive position for red dot. I was trying to avoid a river crossing from Salzburg to the city. I am going to think more about the map. Brown dot was a pure guess for now.

Tarkeel
Jul 10, 2004, 05:00 PM
Red can have 1 turn move to Salzburg both ways if both sides of the river is roaded.

LKendter
Jul 10, 2004, 05:08 PM
Red can have 1 turn move to Salzburg both ways if both sides of the river is roaded.

Good point - revised dot map later tonight. Since AS hasn't posted got it, we still have time to redo and plan a better map.

LKendter
Jul 10, 2004, 08:44 PM
The below is the proposed dot map.
We need to agree on the dot map, and follow it very carefully.
I would like to hear people's opinion before the next player goes.
This is the second version.

Priority for settling is
Yellow dot - it has the lowest corruption.
Red dot - next lowest corruption and
Blue dot - it will put horses inside our borders.
What could change to order is where the iron shows up.

http://www.civfanatics.net/uploads7/LAK-430.jpg

Arizona_Steve
Jul 10, 2004, 08:46 PM
I was going to play now, but I will play first thing tomorrow morning in anticipation of a revised dot map.

Edit: Cross-posted with Lee's post above. I'll take that map and play now.

meldor
Jul 10, 2004, 09:17 PM
Make sure that both sides of the river get roaded, otherwise it will be a one turn trip one way and two turns the other.

hotrod0823
Jul 10, 2004, 09:39 PM
We are a few rounds from placing the green but I think I would push it 1 tile NE to pick up an additional BG and reduce the overlap with Red and Blue and still be 3 moves from RED for reinforcements.

Other than that Go for it!

Arizona_Steve
Jul 11, 2004, 09:12 AM
(0) 2150BC
Everyone's happy, and our Military Advisor indicates that we have 7 units out of a possible 12. The Forign Advisor is telling me to "make more friends", as if that'll happen. Iron working is due in 6 turns.
I think we need a few more archers though. I find these more effective in the early game than spearmen, particularly to prevent pillaging. Our warriors are all veterans and should be retained so that they can be upgraded later.

(2) 2070BC
Vienna spits out a settler and starts an archer. Settler heads towards Yellow Dot.
Luxuries to 20%, due to Saltzburg. I queue up a worker there after the spearman completes.

(4) 1990BC
Spearman produced in Saltzburg. I fortify him there to help with happiness and switch to another worker.
Graz is founded on the Yellow Dot. I'll get it started on Barracks, and will send defenders from other cities.
Luxuries dropped to 0%. Science to 90%.

(5) 1950BC
Iron Working due next turn, but I can only drop science one notch to 80% and still get the tech this turn. We make 1 gold.

(6) 1910BC
Iron working came in and four techs are available (Ceremonial Burial, Pottery, Horseback Riding and Alphabet). I select Alphabet, as it's a prerequisite for Mathmatics and catapults. Due in 10 @ 80%.
Vienna spits out an archer and starts another. The new archer heads towards Graz.
There is no iron to be seen anywhere.

(7) 1870BC
Saltzburg pops out a worker and starts another.

(9) 1790BC
Vienna pops another archer and starts a settler. Innsbruck completes it's Barracks and starts a spearman.

(10) 1750BC
Salzburg pops another worker and starts a spearman.

http://www.civfanatics.net/uploads7/LK71-1750BC.jpg

Tarkeel
Jul 11, 2004, 09:17 AM
I see it, but will wait for some discussion before playing. We should probably invest in a Granary for Vienna soon, and walls in Salzburg.

Arizona_Steve
Jul 11, 2004, 09:19 AM
I thought about that, but we don't have Pottery yet. I side-stepped that one in anticipation of getting it in a trade when we meet someone.

LKendter
Jul 11, 2004, 10:00 AM
We should probably invest in a Granary for Vienna soon
Vienna is a very awkward 4 food growth. We simply can't get to 5 food growth, so we won't gain much from the granary. We have two cities with extra food that can flip between military and growth. Let's stick with that for now.


There is no iron to be seen anywhere.
I am not surprised. There are to little hills seen. I would prefer some swords, but horses with bombard units should hold for awhile. We will need to get those horses on-line. I don't want to invest too much in dead end archers.

I select Alphabet, as it's a prerequisite for Mathematics and catapults. Due in 10 @ 80%.
I agree - the next tech targets are math and horseback riding.


and walls in Salzburg.
With military we can build very quick walls. I would be no big rush until we know where the front line is.


Signed up:
LKendter
Arizona_Steve
tarkeel (currently playing)
Meldor (on deck)
hotrod0823

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.


We can add another high priority dot. This city gets a cow and gives us a third high growth city. We have too many city targets, and not enough time. I would still stick with heading toward horses for the next 2 cities.
http://www.civfanatics.net/uploads7/LAK-431.jpg

Tarkeel
Jul 11, 2004, 10:06 AM
Just a clarification: You mean the eastern horses, between red and blue, and not the one north of Innsbruck?

LKendter
Jul 11, 2004, 10:19 AM
I am talking about the horses between red and blue dots. We want to expand south first where the odds are lower of civ contacts. We are at the bottom of the world, and every cities to the north is closer to full blown war.

Tarkeel
Jul 11, 2004, 04:37 PM
(0) 1750 BC
Cities are looking good, and no "friends" yet. That'll probably change during my turns though.

(1) 1725 BC
Warrior spots a dark blue border just north of us. Probably Germany or Maya, atleast Maya makes workers we can capture.

(3) 1675 BC
Could turn research up to 100% for alpha in 1, but then Vienna would riot. Turn it down to 50 instead, with lux at 10.

(4) 1650 BC
Innsbruck: Spear->Spear

(5) 1625 BC
Alpha comes in, start Math at 80, due in 13. Lux back to 0.
Vienna: Settler->Spear

(6) 1600 BC
Salzburg: Spear->Settler

(7) 1575 BC
Lux to 10 and Research to 60, due in 11 at -1gpt

(8) 1550 BC
Graz: Barracks->Spear
Found Krems at red spot: Barracks
Warrior spots dark green borders in the north.

(9) 1525 BC
Vienna: Spear->Spear
Innsbruck: Spear->Spear

(10)
I didn't move the northern scout, so you can make contact with the (probably) Aztecs next turn. Also have a spear near the German/Maya border to make contact.
http://www.civfanatics.net/uploads7/LK71-1500BC.jpg

>>> Save <<< (http://www.civfanatics.net/uploads7/LK71-1500BC.zip)

We should maybe plot down a city on that hill just north of our borders, for a central killing field.

LKendter
Jul 11, 2004, 06:28 PM
I didn't move the northern scout, so you can make contact with the (probably) Aztecs next turn. Also have a spear near the German/Maya border to make contact.

We are breaking the number one rule of AW. Delay contact as long as possible. The longer you can avoid contact the stronger you are to deal with the AI civs.

Trying to deal with two GA fueled AI will be a major problem.

Please withdraw that scout ASAP.
There was a reason I avoid any scouting to the north. I had a feeling at least one AI civ was close by. We should have stopped exploring the second we were aware of the Maya. It is the Maya as I remember that all 5 civs have Ancient Age UU.

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

Signed up:
LKendter
Arizona_Steve
tarkeel
Meldor (currently playing)
hotrod0823 (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
Jul 11, 2004, 07:52 PM
1500 BC (0)
I move the warrior back towards home and I move the spear off of the moutain. We want to be kept in the dark and we don't want to see it coming yet. After war is declared then we can worry about seeing them coming. I do disagree on one thing, archers aren't so dead end and they are more useful thatn cats at this point. They provide the same hit before a defense, but they can also attack units as well. Getting archers in every city before math is a good thing.
(I)Nothing to report.

1575 BC (1)
Nothing so far, warrior is managing to sneak past the city without being seen.
(I)Nada.

1450 BC (2)
Warrior heads along coast to avoid Mayan city and clear up mystery darkness. Hire taxman to allow settler to finish without riot.
(I) Vienna spear-archer. Saltzaburg settler-spear, Innsbruck spear->settler.

1425 BC (3)
Start settler of to the east.
(I)Nada

1400 BC (4)
Warrior discovers spices on the coast. If the settler weren't so far away I would send him back that way. As it is, we should probably send the next one that way (with heavy excort).
(I) Graz Spear->Spear

1375 BC (5)
Move new settler to the front.
(I)Nada.

1350 BC (6)
Nothing much, warrior still enjoying his shore vacation. No blue units on the outskirts.
(I) We get math and start on HBR at 60% due in 7, +2gpt. Vienna archer->spear.

1325 BC (7)
Since Salzburg was built one farther north, I do the same with Landeck. It starts on a rax.
(I) Salzburg spear->settler (This one can get us the horses).

1300 BC (8)
Warrior is now at location of spice city. He will stop there.
(I) Innsbruck settler->spear.

1275 BC (9)
Settler,/spear/archer set out to met the warrior. Not only will this city bring in spices, but it will have cows and fish.
(I) Vienna Spear->Cat, Graz Spear->Spear (not the right shields for cat). Krems Rax->cat. The blue border expands.

1250 BC (10)
The settler is moving with escort. I have checked the diplo screen every turn and no connact yet. If we can get a few cats in and get the horses hooked up before the pain starts, so much the better.

HBR in 3 and we have 45g to make trades with on contact.

I suggest a revised dot map as the last one is out of date.

http://www.civfanatics.net/uploads7/LK71-1250BC.zip

LKendter
Jul 11, 2004, 10:01 PM
1400 BC (4)
Warrior discovers spices on the coast.

Well it is about time. I couldn't believe how empty the luxury bin was.


I do disagree on one thing, archers aren't so dead end and they are more useful that cats at this point. They provide the same hit before a defense, but they can also attack units as well. Getting archers in every city before math is a good thing.


I think I am looking at a different perspective. I am concerned about loss ratios. The best help for favorable loss ratios are catapults. They also help with leader fishing to weaken the units for elite kills.


I suggest a revised dot map as the last one is out of date.
I agree we need another. However, I am not up to doing another at this time after watching my second effort get ignored.


Signed up:
LKendter (on deck)
Arizona_Steve
tarkeel
Meldor
hotrod0823 (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.

hotrod0823
Jul 11, 2004, 10:40 PM
I agree we need another. However, I am not up to doing another at this time after watching my second effort get ignored.


Not sure why you think that Lee but I will take your word for it. I see it and will not be able to start tonight but will play tomorrow. If someone would like to get a dot map by all mean do it tomorrow before I play.

Hotrod

meldor
Jul 11, 2004, 11:56 PM
I don't think it was ignored. Since the first city on this side was built one north, I built the second one, one up as well so as to give less overlap with the blue city. I think the rest of it is OK, maybe an square shift here or there.

Tarkeel
Jul 12, 2004, 07:00 AM
I'll have a look at putting together a dotmap later today. I have a sneaking suspicion that I managed to use the old dotmap when founding that city...

Tarkeel
Jul 12, 2004, 09:58 AM
Here's a proposed dotmap:
http://www.civfanatics.net/uploads7/LK71-1250DotMap1.JPG

Purple and red should be our next to cities.
Pink and black are very tentative, and lack 1 turn move to them, and should maybe be moved 1 square SW.
The 4 southern dots are a bit cramped, but yellow and blue will allow us to get horses without cultural buildings. Green might need a small move to allow 1 turn move.

LKendter
Jul 12, 2004, 10:34 AM
Is black dot next to the Mayan border? If so, we should that is an avoid spot until war starts.

Yellow is critical to get horses inside our borders and should be a high prioirty city.

I will try to comment more in a couple of hours.

Tarkeel
Jul 12, 2004, 10:51 AM
Yes, black is next to their border, and as such should only be settled when war starts. When it does start however, there is a high chance of that being the AI's target (I think)

Neither blue nor yellow will get horses without border expansion, but together they will.

Arizona_Steve
Jul 12, 2004, 12:41 PM
I'd move purple dot one tile to the South. It's not going to be a city under pressure (so less need for three-tile distance for reinforcements), it will bring in an additional hill, and it will have less overlap with Innsbruck.

LKendter
Jul 12, 2004, 01:42 PM
The far north pink dot is next to a volcano. It must be moved. Please move it one SW. This will put it 3 from red dot, and make it hard for the AI to reach our spices. We will have to road both sides of the river to get the 3 movement points between cities. This may also delay the Maya becoming aware of us.

White dot will be a junk city, but the spot is wide enough for the AI to settle. I would prefer not having a surprise behind our lines.

Purple dot is hard to card. Moving it one south avoid overlap, but wasting a bonus grassland. I don't think the borders with Innsbruck will merge right with one south and leave the cow unused. More growth in a first ring city is a good thing.

I would hold off any decision on black dot until war with the Maya. We still have plenty to settle for the moment even with 2 cities that can sneak in an occasional settler.

Looking at the map carefully we may be seeing 2 Mayan cities.

Tarkeel
Jul 12, 2004, 02:45 PM
http://www.civfanatics.net/uploads7/LK71-1250DotMap2.jpg

Updated with all the sugestions, even the move of purple (which I don't think helps us much).

hotrod0823
Jul 13, 2004, 02:29 AM
Conquests crashed on me last night and I still have to complete 5CCR first. If you are itching to go Lee we can swap or I will play my turns tomorrow night.

Post your intentions to avoid any confusion.

Hotrod

LKendter
Jul 13, 2004, 05:54 AM
I can't play until tonight. I will wait...

hotrod0823
Jul 14, 2004, 01:12 AM
LK71

1250BC (0): Need to up lux to 20% to avoid riots in Veinna. For 2 turns only I choose shields over food in Vienna. We are at size 5 can get cats in 2 turns vs. 3.

1225BC (1): Move settler/spear/archer into position for red dot. HBR is due in 2 turns.

1200BC (2): Vienna builds a cat, decide to build another. Red Dot town of Leinz is founded. Starts a cat. A spear waits outside of salzburg for a new settler to head to our horses town, Yellow Dot, due next turn. Research down to 50%.

1175 BC (3): HBR comes in and now we have a few options. Get Pottery on the cheap now (4 turns), Push for Lit and the GL now. Or push for Monarchy now via CB, Poly etc. I think the best bet is the Writing/Philo/Lit path. Writing is due in 12 turns. Salzburg builds a settler starts another. Still now contacts :D.

1150 BC (4): Vienna continues the cat parade. Can't find a good reason not to continue with the cats. Innsbruck builds a spear starts a settler. Another town kicking out a settler while we have the time isn't a bad thing. Graz builds a spear starts an archer. Decide to rethink Vienna and swap to a settler and MM to go 4/4. Move a few units around.

1125 BC (5): Yellow dot, horse town is now in position. Already have a road to the town site and soon the horses.

1100 BC (6): Found Kufstein at Yellow. No horses yet but next town, Blue, Will get it on our boarders. Starts a worker.

1075 BC (7): We get the FP Notice. Krems builds a cat starts an archer.

1050 BC (8): Vienna builds a settler starts a spear. Graz builds an archer starts a spear. Settler is heading toward blue dot.

1025 BC (9): More Moves toward blue dot. Up research, writing is due in 3.

1000 BC (10): Salzburg builds a settler starts a worker at 4/4. We need to keep up with all the new towns. Sending settler toward the Purple dot, first ring city. Change Kufstein to a barracks. Writing in 2 runnin -5gpt.

I can't believe we don't have any contact yet.

LKendter
Jul 14, 2004, 05:53 AM
I can't believe we don't have any contact yet.
Considering how close two of them are I am surprised myself.

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

Signed up:
LKendter (currently playing)
Arizona_Steve (on deck)
tarkeel
Meldor
hotrod0823

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
Jul 14, 2004, 09:44 AM
Note: I will be on vacation from Aug 3 to Aug 9. I will have net access, but will not have any time to play games.

hotrod0823
Jul 14, 2004, 06:45 PM
Along the same lines I will be away from Friday July 16th - Saturday July 24th. Please skip me next week.

Hotrod

LKendter
Jul 14, 2004, 07:16 PM
1050 BC
I switch Graz to palace. This is a pre-build for the Great Library.
I switch Krems to forbidden palace. You can never build that to early.


975 BC
WAR begins. Our troops heading toward the northern pink dot officially meet the Maya. A good thing the horses are coming on-line.

They Maya have no resources at this time. They do have furs for a luxury. They are ahead by pottery and burial, but no trades are possible. We only have one more city them him at the moment.
(IT) It completely hits the fan as an Aztec galley appears.


950 BC
We are WAY behind the Aztecs in tech, and no deal is possible. The have iron, but not horses. They have wines and spices for luxuries.

I declare the mandatory war. Two GA fuels civs together is going to make the next few rounds very difficult.

Bisch... is formed. This is the blue dot city for horses.

We still desperately need the FP, but I cancel the build for now. We are going to need troops NOW.
(IT) We have our first elite unit. It is a badly injured warrior that beat off two attacking regulars.


875 BC
The Aztecs are nice enough to move a settler pair by our offensive stack. Our catapult hits, and our archer does it job. We have our first free workers. :D
Eisenerz is formed as an extremely aggressive city at the northern pick dot. We will need to raze those AI cities shortly. However, we need those spices NOW.

Our military advisor considers us average vs. the Aztecs, and STRONG vs. the Maya!


825 BC
It is revenge of the PRNG as a vet archer can't even dent a warrior. The next archer barely wins, but it goes elite.


775 BC
We kill our first JT. We avoid the Maya GA for the moment.


750 BC
We kill one spear in Qui..., but our archer fails against the other. That city must die ASAP to help out Eisenerz.

We get our first elite win, but haven't gotten that magic leader yet. ;)


Summary:
NO Aztecs units outside of the settler pair.

I have to spears exploring to give us a little bit better lay of the Maya lands. Don't take them too far.


Signed up:
LKendter
Arizona_Steve (currently playing)
tarkeel (on deck)
Meldor
hotrod0823 (vacation July 16 to July 24)

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/LK71-750BC.zip


This is the current front. We will want to control that small area between the sea and lake as a good northern choke point.
http://www.civfanatics.net/uploads7/LAK-434.jpg

meldor
Jul 15, 2004, 12:35 AM
We get our first elite win, but haven't gotten that magic leader yet.
I'll get us a couple... :D

Arizona_Steve
Jul 15, 2004, 07:55 PM
(0) 750BC
Usual pre-flight checks. We're running 40% luxuries almost exclusively for Graz, but since this is our Great Library prebuild, there's not a lot I can do. Hopefully the spices will come online during my turns.

IBT
The Iroquois complete the Pyramids in Salamanca.

(1) 730BC
A warrior came out of Tikal last turn and heads towards our 4/5 elite archer. I fortify the archer to gain the last hit point before the warrior reaches him.
The Iroquois founded Akwesasne near Landeck and Bischofshofen. Check F4 and he hasn't appeared on the foreign advisor screen.

IBT
An Aztec galley is heading along our Western shore.
Maya start the Temple of Artemis. They also complete the Oracle on Chichen Itza.

(2) 710BC
Elite archer wins against Mayan warrior.
I position the new Horseman from Vienna to keep watch on that Aztec Galley, incase it tries to drop troops behind our lines.

IBT
I witness half a battle as a Javelin thrower defeats an unknown opponent. Could it be that the Mayans are at war with the Aztecs?
The Mayans land a warrior next to Bischofshofen. The Galley carrying it came from the East and I had no way of seeing it coming.

(3) 690BC
Bischofshofen is defended by a single veteran warrior (the Mayan warrior next to it is a regular), and I think the odds are better if he stays fortified in the city. I send two horsemen in the area to recapture the city next turn should it fall.

IBT
You guessed it, the Mayan warrior attacks and detroys Bischofshofen. Sometimes I hate the RNG :mad:

(4) 670BC
The horses are now outside our territory. Saltzburg is switched to settler and left as is, as micromanagement has no effect on the completion time.
Literature is due this turn, and I drop science to 20%, gaining us 12 gold.

IBT
A Javalin Thrower attacks an exploring spearman of ours, and loses.

(5) 650BC
I simply HAVE to hire a specialist in Graz, as it takes 70% luxury tax to make the city happy at size 6. I have a road to the spices prioritized though.
I have three catapults bombarding Quirigua and still I cannot take more than one hit point off the single spear there.
Still no contact with the Iroquois.

(6) 630BC
Still cannot yellowline the Quirigua Spearman. A fourth Catapult is added to the stack.
I bring our exploring Spearmen back, avoiding roads so that they cannot be attacked by Javalin Throwers.

IBT
Spices are connected to our empire.
Iroquois build a second city, Tyandenaga, right next to our borders. We will have contact next turn.

(7) 610BC
I successfully yellowline the defending Spearman at Quirigua, but this reveals a second unfortified regular Spearman. Two horsemen attack and BOTH RETREAT WITHOUT DOING ANY DAMAGE??? :mad: Then the third one DIES only inflicting one point of damage to the demonic Spearman. The fourth one DIES to the fortified yellowlined spear, only inflicting one point of damage.
I move our three remaining horsemen out of enemy territory to heal after this extremely screwed up turn.
At least the Iroquois haven't appeared on F4 yet.

(8) 590BC
In my complete and utter disgust at the RNG, I forget to adjust our cities for the Spices. I put the scientist at Graz back to work and max out shields to bring us the Great Libaray in 27 turns.
Salzburg popped it's Settler during the interturn and he goes to refound Bischofshofen (thank goodness I won't have to type that again).

(10) 550BC
Settler moves to refound the former Austrian city beginning with "B". There's a few more defenders there this time.
A second Settler is in Graz, and he should plop a city on that gold hill South of Graz and Kufstein.

What a crappy turn...

LKendter
Jul 15, 2004, 08:38 PM
:eek: I really didn't expected a third civ this soon. :eek:
This is going to get uglier that I even expected.

Signed up:
LKendter (vacation Aug 3 to Aug 9)
Arizona_Steve (vacation July 31 to Aug 15)
tarkeel (currently playing)
Meldor (on deck)
hotrod0823 (vacation July 16 to July 24)

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.

Tarkeel
Jul 16, 2004, 05:06 AM
Got it. Should have it done pretty soon.

Tarkeel
Jul 16, 2004, 06:12 AM
Small update:

(0) 550 BC
Our cities are looking rather fit for now, but I don't like the pressure Eisenherz is under. Guess we'll just have to raze Qui-whatnot.

IBT:
Aztec Archer and 2 Jags move in on Eisenherz, all regular
Aztecs start ToA and Great Wall

(1) 530 BC
Found Gmuend on old Bischofshofen. (Try to spell that one Steve)
With 2 jags and an archer ready to hit our city, and we can only kill the archer, I pull some units back to Eisenherz.
4/4 Horse vs 3/3 Archer -> 3/5 Horse

IBT:
3/3 Jag vs 4/4 Spear -> 2/4 Spear. Other jag stays put

(2) 510 BC
Lienz: cat->horse
Kufstein: Cat->Cat

IBT:
2 Veteran jags and vet sword come running to Eisenherz.

(3) 490 BC
Vienna: Spear->Horse
Salzburg: Spear->Walls
Found Villach on white spot.
5/5 Horse vs 2/4 Jag -> 2/5 Horse and Leader.
I'm torn between an army and FP for this leader.
4/4 Horse vd 1/3 Jag -> 2/4 Horse

Lee, your call on the leader. We need an army in the field soon, but we also need a FP to help our corruption. Krems would be a good spot for it I think. We also don't really have any units to put in the army, it would most likely be a spearman pillaging army.

LKendter
Jul 16, 2004, 07:14 AM
5/5 Horse vs 2/4 Jag -> 2/5 Horse and Leader.

Lee, your call on the leader. We need an army in the field soon, but we also need a FP to help our corruption. Krems would be a good spot for it I think. We also don't really have any units to put in the army, it would most likely be a spearman pillaging army.


Right now we need military help about all. While I would love the help of the FP for corruption, it is miilitary that we need more for the moment.

I would make it a 3 horseman army and the named elite can be the first unit. Maybe its first task can be to raze that annoying Q... city before heading out to pillage / explore.

We also need at least one army for southern defense, one army for northern offense, a leader to rush the fp, and a leader to rush the heroic epic for more leaders. :crazyeye:

Tarkeel
Jul 16, 2004, 08:40 AM
(3) 490 BC (Cont.)
We make an army in Eisenerz.
Change my mind, and set Salzburg to horse.

IBT:
3 more aztec swords appear, and Maya come in from the north.

(4) 470 BC
4/4 Horse vs 1/3 Sword -> 4/4 Horse
Load elite* and a vetran horse into army.

(5) 450 BC
Innsbruck: Spear->Horse
Krems: Spear->Horse
Eisenerz: Cat->Cat
5/5 Archer vs 2/3 Sword -> 1/5 Archer
4/4 Horse vs 2/3 Sword -> 5/5 Horse
8/9 Horse Army vs 1/3 Sword -> 8/9 Army, reveling another 2 swords on the way in.
8/9 Horse Army vs 3/3 Jag on mountain -> 7/9 Army

IBT:
Maya start Hanging Gardens

(6) 430 BC
Vienna: Horse->Horse
Bruck: Barracks -> Horse
7/9 Army vs 3/3 Jav in Qui -> 6/9 Army
6/9 Army vs 2/3 Spear in Qui -> 3/9 Army
5/5 Horse vs 2/4 Spear in Qui -> 2/5 Horse and another leader!
4/4 Horse vs 3/3 Jav -> 1/4 Horse
Make another army with Alvintzy

IBT:
3/3 Aztec Sword vs 4/4 Spear -> 2/4 Spear
2/3 Aztec Sword vs 2/4 Spear -> 2/5 Spear
3/3 Jav vs 4/4 Spear -> 2/5 Spear
Aztecs start HG

(7) 410 BC
Landeck: SPear->Horse
Kufstein: Cat->Cat
Load other elite* into first army.

IBT:
Maya start Great Library!

(8) 390 BC
Salzburg: Horse->Horse
4/4 Horse vs 2/3 Jav -> 3/4 Horse

IBT:
Aztecs keep pouring units toward Eisenertz

(9) 370 BC
Vienna: Horse->Horse
11/14 Army vs 2/3 Sword -> 10/14 Army
5/5 Archer vs 3/4 Warrior -> 4/5 Archer
10/14 Army vs 3/3 Archer -> 8/14 Army

IBT:
Inca (Cuzco) Finish ToA, no visible cascades.

(10) 350 BC
4/4 Horse vs 3/3 Warrior -> 4/5 Horse
4/4 Horse vs 2/3 Sword -> Retreat and 2/3 Sword
4/5 Archer vs 2/3 Sword -> 3/5 Archer
Army in Eisenerz is healing this turn, but can attack if needed.

Both Maya and Aztecs are in republic, so war wearing should be hitting them. We are strong compared to Maya, and average to Aztec.

We have 2 warriors, 4 archers, 22 spears, 9 horses and 12 cats.

LKendter
Jul 16, 2004, 09:51 AM
Make another army with Alvintzy
I think the next leader = FP. That is effectively a courthouse in every city. We need to increase the troops coming out.

We also need to hit the point where we can sneak in some buildings soon.

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

We have 2 warriors, 4 archers, 22 spears, 9 horses and 12 cats.
Is that elite warrior still around? I didn't see his attack mentioned.

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

IBT:
Maya start Great Library!

That is the scary moment of this turn. We are so screwed for tech that we badly need the GL to catch up.

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

Signed up:
LKendter (on deck) (vacation Aug 3 to Aug 9)
Arizona_Steve (vacation July 31 to Aug 15)
tarkeel
Meldor (currently playing)
hotrod0823 (vacation July 16 to July 24)

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.

Tarkeel
Jul 16, 2004, 10:54 AM
He is still around, but never had a chance to do much good. He would have been slaughtered on the counterattack. The aztecs are pouring a steady stream of swords at us now.

meldor
Jul 16, 2004, 02:30 PM
I'll get us a couple... :D
I got beaten to it....Got it...

meldor
Jul 17, 2004, 05:21 PM
350 BC (0)
Everything looks good. I hate to let the damaged swords get away, but I will let things heal.
(I)Innsbruck Horse->Horse, Kufstien Cat->cat. Gmuend Walls->Rax. The Zulu complete the Great Library in Zimbabwe. Cascades ensue to Hanging Gardens.

330 BC (1)
Turn research on CB due in 1. Swap GL to Colossus. I thought about HE or FP but went for cash instead (for research). Kill off one JT at Eisenerz Load tow horses in second army.
(I) JT is dropped off on hill at Villach. Vienna Horse->Horse, Salzburg Horse->Settler, Graz Colossus->Heroic Epic. Lienz Horse->Rax (I missed that one sorry). Mayans complete Hanging Gardens in Copan, Aztecs start the Great Wall and MoM

310 BC AD (2)
Two cats fail to hit JT at Villach but a Vet Horse btakes him anyway, altough it redlined. Take a point off one at Krems and then the archer takes it out. Finish loading second army. It is moving to the eastern front for now. Pound three swords at Eisenerz and then hit them with an elite horse and archer. Both win and the army takes 5 hp damage getting rid of the third.
(I)More swords at Eisenerz. Villach walls->Rax.

290 BC (3)
The Iroquois now appear on the trade screen. We buy Code of Laws and Pottery for 271g and then declare war. Here come the Mounted Warriors. We bomb the two swords to 1 hp but don't get a shot at the archer near Eisenerz. Our elite archer takes out the archer. The elite warrior takes out a sword and the army finishes the last one.
(I) Swords/Archer at Eisenerz, Aztec spear at Krems Iroquois warrior at Landeck.

270 BC (4)
Cat hits spear at Krems and archer finishes it off. Cats do their job at Eisenerz and the elite Warrior and elite horse follow up with kills. I notice Eisenerz doesn't have a Rax and so it is swapped to one pronto. Demonic warrior does 4 Hp of damage to our horse army. The army promotes.
(I) Three JTs in range at Eisenerz. Vienna Horse->Library, Krems Horse->FP, Kufstein Cat->Cat

250 BC (5)
The elites need healing, so the army takes out tow of the JTs and the reg horse takes out the third promoting to vet. of the JTs.
(I) We get Mysticism and go for Poly due in 10. Slazburg settler->spear, Innsbruck Horse->settler, Bruck Horse->Horse. Salamanca is the new home to the Great Wall.

230 BC (6)
Kill off two full hp swords outside of Eisenerz so the army will have to heal. No units in the area right now. Kill Iroquois archer outside Akwesasne
(I)Aztec swords pour down the coast. Lienz Rax->Horse. Aztecs start MoM and Sun's.

210 BC (7)
Kill an Aztec and Mayan spear near Krems getting an elite archer. Kill an Iroquois archer near Landeck. Demonic spear at Awkansasne red-line army before dying and it retreats to heal.
(I) Eisenerz Rax->temple. The Iroquois start Sun's.

190 BC (8)
Eisenerz no longer seems to be the prime target. I start shifting some troops to either put it back into the crosshairs or get troops to the next locus. I am forced to turn research down to keep the populace happy.
(I) Troops in the mist. The Incan city of Machu Picchu finishes the Mausoleum.

170 BC (9)
More shifting of troops and trying to see were the next pressure point is.
(I) Salzburg Spear->Spear, Kufstien Cat->Cat. The Aztec's start Sun's.

150 BC (10)
Move new spear to krems and move Krems spear to moutain. Kill two Iroquois archers outside of Awkansasne but agian the army will have to heal.

Keep pulling troops away from Eisenburg until the next locus is found. May need to bring the army to the middle near the capital and bring some cats with it.

http://www.civfanatics.net/uploads8/LK71-150BC.zip

LKendter
Jul 17, 2004, 06:28 PM
The Zulu complete the Great Library in Zimbabwe.

ARGGGGGGGGGGGGG.
We are now in a severe tech hole with no easy way out.

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


Signed up:
LKendter (currently playing) (vacation Aug 3 to Aug 9)
Second game for Sunday evening. I hope I can complete both.
I really hope I can bring some good news during my turns. We need to get on the offensive, or at least start pillaging soon.

Arizona_Steve (on deck) (vacation July 31 to Aug 15)
tarkeel
Meldor
hotrod0823 (vacation July 16 to July 24)

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
Jul 17, 2004, 09:03 PM
That is the price you pay when you avoid contact as long as we did. Early contact slows the tech pace. If you don't want the Zulu to hit Industrial while we are still trying to get Moanrchy, we had better build some ships to go find them.

LKendter
Jul 17, 2004, 09:11 PM
That is the price you pay when you avoid contact as long as we did. Early contact slows the tech pace.

But how well would we have done with just archers? At the contact time we didn't even have our horses connected.

As for contact the Zulu we will have to agree to disagree. It sounds like a stalemate with 3 civs. I am in no rush to find additional civs. I am not hearing the foward progress we need.

meldor
Jul 17, 2004, 10:08 PM
I have three cities building infrastructure and 1 city build a settler with a built settler on the way to drop another city. We go more than twenty turns without losing a single unit verses massive loses by the other three civs and we are making no progress?

meldor
Jul 17, 2004, 10:11 PM
But how well would we have done with just archers? At the contact time we didn't even have our horses connected.

As for contact the Zulu we will have to agree to disagree. It sounds like a stalemate with 3 civs. I am in no rush to find additional civs. I am not hearing the foward progress we need.We would have done quite well with them. They are doing quite well right now. They may not have the movement that the horse has so you have to leave the bottom guy on the stack if you don't want to risk the last attacker. They give bombard in defense. Great earlier game units.

LKendter
Jul 18, 2004, 10:52 PM
150 BC (Pre-turn)
I agree we want Heroic Epic. However, with Graz having high commerce I want a library in that city.

I sent the army forward for recon, and find another 5 Aztec units on the way. I have no choice but to keep the army at home. :(
We really need to find where the iron is.

:eek: I seen another border color. The Inca are very close. Between this and the walls in the Iroquois towns it is clear the north is the way to expand.

I can't justify 30% luxuries for just 3 citizens. I swap to scientist, and get Polytheism a turn early with no money lost. We need to catch up the severe tech deficit.
(IT) Graz can complete the FP is just 20 turns. A further away FP does help, but any FP will reduce our horrid corruption.

:confused: I have no idea what the Aztecs are up to. There movement path almost implies a war with either the Maya or Iroquois.


130 BC
I kill 1 archer, and 1 spearman. Our elite had no luck. Our army is shadowing that nasty Aztec stack.


110 BC
No action as we wait to see the direction of the Aztec stack. There are no other units of significance are in range. That will change next turn.


90 BC
Salzburg is the new Aztec target.
I kill 1 archer, 1 spearman and 3 swordsmen. Our elite had no luck.
(IT) I don't know why, but all AI have suddenly become obsessed with Salzburg.


70 BC
I kill 1 archer, 1 JT, 3 spearmen, and 6 swordsmen at no cost!
I promote a horse to elite, and got away with a warrior attacking a badly injured sword. You have to love those catapults.

The Aztec SoD is fried.
(IT) We kill a JT in on defense.
We then see the BAD news from the Aztecs. The first MDI has arrived.


50 BC
I kill 2 archers, and 1 JT. I promote TWO horsemen to elite.
(IT) We almost lose one of the horse armies, as the Aztec MDI attacked it. We need stronger units to create a pillaging army with.
I suffer my first lost with a spearman.


30 BC
I kill 2 archers, 1 swordsman, and 1 JT. That is 4 more elite victories without an army. :(


10 BC
I kill 3 JT, and 1 spearman. My luck with elites sucks as another victory fails to produce a leader. The new Maya town of Lazapa is auto-razed

Klagenfurt is formed on the hills near Tikal. The next step is to raze Tikal.


10 AD
I kill 2 spearmen, and 2 JT. I lost 1 horseman. Two more tries with elite units are simply wins. I promote yet another unit to elite.

Weiz is formed.
(IT) We lose 1 spearman on defense, but kill 1 JT.


30 AD
The Aztecs again coming back as several MDI are approaching around Tikal. Tikal is razed and we get $1 along with a worker

I kill 3 archers, 2 MDI, 1 JT and 1 warrior.

Well it is about time.

http://www.civfanatics.net/uploads8/LAK-435.jpg
(IT) No AI attacks, but more Aztec MDI coming our way.


50 AD
I kill 2 warriors, 2 archers and 2 MDI. I am back to simply winning with elite units. Of course, I do promote yet another horseman.


Summary:
Our next leader target should be the pentagon. We would use that extra boast for the armies. I would like to start pillaging, but we need better defensive units for that army.

We need to be very careful fighting the Iroquois to not contact the Maya by mistake. We have forward progress up north, and I don't want to lose it.


Signed up:
LKendter (vacation Aug 3 to Aug 9)
Arizona_Steve (currently playing) (vacation July 31 to Aug 15)
tarkeel (on deck)
Meldor
hotrod0823 (vacation July 16 to July 24)

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/uploads8/LK71-50AD.zip


The below is the current war front. We have an Aztec city getting in range. The red dot is where the settler is heading.
http://www.civfanatics.net/uploads8/LAK-436.jpg

Arizona_Steve
Jul 19, 2004, 05:47 PM
Not getting a response from the download server. I'll try again a little later, otherwise it's going to be tomorrow before I can play.

meldor
Jul 19, 2004, 09:16 PM
I think the only way to slow the tech pace is to get all of the civs at war. Otherwise we are going to be hopelessly behind.

LKendter
Jul 19, 2004, 10:16 PM
I think the only way to slow the tech pace is to get all of the civs at war. Otherwise we are going to be hopelessly behind.


What I have learned from the last AW game is that pillaging helps big time. To really slow the tech pace we need to pillage some civs to death. If we get the pentagon we might be able to go pillaging with a spearman army with a couple of horses hiding underneath.


Getting the AIs to fight each other really slows the tech pace. This denies the other Civs luxuries and the ability to trade tech.

The only thing fighting additional civs does from us to discourage additional buildings. They will still trade luxuries and techs with each other. The one advantage we get is researching at a lower cost.


We are finally making offensive progress. Fighting another civ will put us back on the defensive.

meldor
Jul 20, 2004, 08:35 AM
We will have to disagree on this one. The NOW format always extended the game past Cav into Tanks and Modern Armour. Most AWE games end during the age of Cav most around infantry. If you want to fight tanks while we have rifles and Cav and struggle to get infantry then so be it. It is your game and I will follow your desires.

I don't think the lack of contact will last much longer anyway, the only thing we will have done is allowed the AIs to build up more troops and get farther ahead of us on tech.

Arizona_Steve
Jul 20, 2004, 07:52 PM
(0) 50AD
Switch Klagenfurt to a Barracks as there's a forest being chopped next to it (walls would waste shields here). Everything else left as is.

IBT
The Iroquois move three archers towards Landeck.

(1) 70AD
I'm going to let the three Iroquois archers come a little closer so that I can throw some rocks at them with our catapults.

IBT
One of the Iroquois archers wanders into our territory. A couple of Mayan Javalin Throwers wander out of Copan, but don't attack.

(2) 90AD
With plenty of offensive capability to the North, I start sending new horsemen South to deal with those Iroquois cities there.
I redline the Iroquois Archer and kill him with an elite Horseman.
One of the Mayan Javalin Throwers is bombarded and destroyed by a Horseman army.

IBT
The Aztecs bring out a trio of Medieval infantry.

(3) 110AD
I kill off three Iroquois archers, unfortunately leaving a horseman exposed. Thanks to a river, I cannot bring a Spearman to cover.
An Aztec Pikeman that was threatening to pillage is bombarded and killed by a Horseman army.
Wiener Neustadt is founded on Lee's red dot.
Kufstein gets an extra Spearman and a taxman is put back to work.
I bombard the three Medieval Infantry next to Wiener Neustadt. Both Horseman armies in the city lose way too many hit points taking out one Medieval Infantry each, and it's left to a lone horseman to take out the third one. He promotes to elite though.
There is one archer available to take out the other Javalin Thrower. We win.
I bombard a swordsman next to Weiz, but lose an elite Horseman trying to take him out. He's taken out by an Archer though, and we have a replacement elite.

IBT
Our exposed Horseman dies to the Iroquois archer.

(4) 130AD
Healing turn. Our troops get a much needed break. I drop science to 20% to get some cash back.

IBT
The Maya and Iroquois start Knights Templar. Four Aztec Medieval Infantry appear, but only one is next to Wiener Neustadt.

(5) 150AD
I redline the single Medieval Infantry and LOSE with an elite Horseman :mad: Rebombard and kill the Medieval Infantry with a second elite Horseman, but that one redlines.

IBT
There's trouble a-brewing. Four Javalin Throwers are headed towards Wiez. Two Iroquois archers are next to Landeck. and the Aztec troops (three Medieval Infantry and a Pikeman) continue to move forward.

(6) 170AD
Bombard and kill a lone Iroquois Archer that was getting a little to close to one of our workers.
We have contact with the Inca from a Galley that sailed through. Unable to trade though. We are now at war with a fourth civ.
Kill the two Iroquois Archers next to Landeck.
Science goes back to 30%.

IBT
There are now 8 Medieval Infantry heading towards us in two groups of four.

(7) 190AD
I move our Horseman armies to Klagenfurt to deal with the Medieval Infantry threat.
Switch scientist to entertainer at Lienz.

IBT
The Aztecs start Knights Templar. There are eight Medieval Infantry and an archer next to Wiener Neustadt.

(8) 210AD
This is one of those ugly looking turns. I score four hits with six Catapults on the Aztec Medieval Infantry. Two Armies and a lone elite Horseman dispose of five of the Medieval Infantry. We should have no problem holding the city.
Monarchy is due next turn, but I cannot reduce science. A lone scientist becomes a taxman for this turn.

IBT
An Aztec Archer and a Medieval Infantry attack Wiener Neustadt. We lose an elite Spearman. They lose their Archer.
Monarchy comes in Currency is selected. An immediate revolt is ordered.
I let all our cities riot for one turn to alleviate starvation. Then it'll be an alternate starve and riot cycle.
The Iroquois complete the Great Lighthouse.
The Inca begin Sun Tzu's and Knights Templar.

(9) 230AD
F1 tells me that we have drawn four turns of anarchy. Not bad.
I go through our rioting cities and hire specialists as necessary.
Another three Medieval Infantry are killed next to Wiener Neustadt, and the threat is removed for the time being. The third Horseman army kills the final Medieval Infantry that was in the area.
I notice that the Iroquois are sporting Longbows now.
Finally...

http://www.civfanatics.net/uploads8/LK71-250AD.jpg

Wurmser goes to Kufstein and rushes the Pentagon there.

IBT
Order restored in all cities. Starvation in three of them.
Kufstein gets the Pentagon.

(10) 250AD
It's the turn of the Iroquois to attack this time. I lose one Horseman attacking two Longbows. Kill off a Warrior, Longbow and Swordsman, but misjudge the distance and leave a single redline Horseman exposed.
Switch all cities back to riot mode.

LKendter
Jul 20, 2004, 10:35 PM
Wurmser goes to Kufstein and rushes the Pentagon there.

Alright, it is time to load up the 4th unit in each army. [dance]

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

I start sending new horsemen south to deal with those Iroquois cities there.

I think we need to come up with a team plan hear. I was ignoring those cities as much as possible to avoid dealing with the walls. I know the badly needed iron is the Aztec direction, and that is why I was heading north. We badly need iron to pull this one out.

We also need to find another luxury to help our suffering economy.

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

Signed up:
LKendter (vacation Aug 3 to Aug 9)
Arizona_Steve (vacation July 31 to Aug 15)
tarkeel (currently playing)
Meldor (on deck)
hotrod0823 (vacation July 16 to July 24)

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
Jul 20, 2004, 10:47 PM
I got a chance to look at the game. The Maya aren't much of a threat. Our next big objective needs to be Tula. We need to start hurting the Aztecs as they the big MDI source, and have iron. I will say it again - we need to find iron.

Tarkeel
Jul 21, 2004, 01:07 AM
I see it and will play it later tonight.

LKendter
Jul 21, 2004, 07:42 AM
One more thought -
We no longer have the despotism penalty. Vienna or a nearby city should be able to become a settler factory now. We need to keep the expansion toward the Aztecs moving along. Every city north has to get us closer to another luxury or resouce.

LKendter
Jul 21, 2004, 08:12 AM
Yet another thought-

The next army should be a spearman army. We need to start a pillaging campaign down south. The knowledge we have of the current map is too weak.

An elite MDI = 5*4 for 20, while a spearman army = 16*2 for 32. I hope that it will be strong enough to be ignored for a while.

I agree with Meldor on the need to slow down the tech pace even though I don't want contact with the Zulu. I prefer a pillaging campaign that kills the AI production, along with access to resources. Look back to the Mayan game and what the pillaging did to cripple Rome. We need to cripple some of the current civs.

Tarkeel
Jul 21, 2004, 02:52 PM
(0) 250 AD
3 turns left of Anarchy. All cities set to riot this turn.
Move a Spear from Krems to cover horse at Salzburg

IBT:
Iroquois are pushing forward at Salzburg. 2 swords impale at the spear, promoting it.
Lots of Mayans near Weinz

(1) 260 AD
Set cities to starve.
Found Eisenstadt
Try to bombard they maya, but fail all 4 times. Joy.
Kill the Aztec raid at Wiener Neustadt

(2) 270 AD
Set cities to riot
Attack Tula with 2 armies, burning it. Get no slaves :(
Destroy Maya and Iroquois raid at Salzburg

IBT:
Iroquois keep pouring in at Salzburg

(3) 280 AD
We are now a monarchy. Unit costs are at 53 gpt!
Set lux to 20%, and research to 0% for +5gpt. I hope this is just rioting..

IBT:
Iroquois retreat?
Horse in forest defeats counterattacking jav.

(4) 290 AD
Nope, our economy is shot. We can alternate every second turn +/-5 GPT at 0/10% research. FP due in 4. We need more and bigger cities, but we don't have room..
Order a settler from Salzburg, we can settle where Tula was.

IBT:
Iroquois SoD heads to Weiz
Iroquois start Leo

(5) 300 AD
Salzburg: Settler->Horse
Krems: Horse->Horse
Lienz: Horse->Horse
Gmuend: Cat->Cat
We are at -1gpt with max tax...
Advance horse armies on Copan


(6) 310 AD
Innsbruck: Horse->Horse
Kufstein: Cat->Cat
We have some growth, and is back at +7gpt.
Copan is defended by pike :(
Army kills the pike, revealing Jav under it. Last army captures the city. It has hanging gardens! It has 8 resisters, and is under cultural pressure in 2 tiles.
Cut the Iroquois SoD down to size, but no leader there yet.

IBT:
Iroquois LB kills defending spear in Weiz!
Inca Knight (!) approaches Copan
Aztec MDI blitzes elite spear covering 2 workers and wins :(

(7) 320 AD
Bruck: Horse->horse
Villach: Spear->Spear
Elite Archer gets us a leader in Weiz! Mack forms a spear army
Move troops from Eisenerz to cover Eisenstadt

IBT:
Maya start Knights Templar

(8) 330 AD
Wiener Neustadt: Walls->Barracks
Graz: Forbidden Palace -> Horse
Landeck: Horse->Horse
Sci to 20%.

IBT:
Copan survies the counterattack

(9) 340 AD
Kufstein: Cat->Cat
I notice a yellow dinky on the western coast, it has probably been sailing there for a turn or two :( Call up Shaka, he is in the MA and is missing Horses. Declare on him.

(10) 350 AD
Salzburg: Horse->Horse
Gmuend: Cat->Cat

Notes:
The northern front is hairy, and we are spread pretty thin
The armies in Copan are unused this turn
Copan may not be defensible
Maya and Inca have RoP

LKendter
Jul 21, 2004, 03:08 PM
Nope, our economy is shot. We can alternate every second turn +/-5 GPT at 0/10% research.

Graz: Forbidden Palace -> Horse
Sci to 20%.

Thank you for the FP.

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

Signed up:
LKendter (on deck) (vacation Aug 3 to Aug 9)
Arizona_Steve (vacation July 31 to Aug 15)
tarkeel
Meldor (currently playing)
hotrod0823 (vacation July 16 to July 24)

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.

Tarkeel
Jul 21, 2004, 03:16 PM
I just finished FP, so don't thank me :)

I really hope we can manage to hang on to Copan, but it might get very hard. Hanging Gardens allows us 10% lower lux though.

I repeat again, since this is important: Inca and Maya have RoP, so you might be attacked by Incan knights charging from inside Mayan territory.

meldor
Jul 21, 2004, 10:16 PM
I see it and will attempt to finish it tonight or tomorrow

LKendter
Jul 23, 2004, 12:29 AM
@tarkeel - I got a chance to look at the game an notice you had science @10% with +15 / turn. We can support 20% right now.

I can't stress this enough - if we lose it will be due to research. We MUST research at max at all times even running a small deficit if we have enough of a cash reserve.

Tarkeel
Jul 23, 2004, 01:05 AM
Hmm, that must have been from mucking about with sliders on the last turn. I'm pretty sure I was running 20% in the earlier turns (when it could be supported).

meldor
Jul 23, 2004, 03:01 AM
350 AD (0)
Don't see anything to change for now.
(I) We have a horse army almost killed by a warrior and two bows. We then get lucky as a cat covered by a spear is attacked by a knight and an MDI and wins both. A horse on the coast is then attacked by a hurt MDi and wins and promotes.

360 AD (1)
Bombard Pike at Landeck and elite horse takes it out. Elite archer takes out MDI at Eisenstadt. An elite horse clears out the knight and the cats move into Copan in time to redline an MDI that one of our armies take out. Send the unhurt army to the northwest to check on things. I find the iron source (or one of them and it is unhooked att. We should probably keep it that way. I change Innsbruck to a settler so we can build up to get that iron, if it doesn't move in the mean time.
(I)A quite IT.

370 BC AD (2)
Kill off spear near Wiener Neustadt and a sword and longbow at Copan. The smaller army ventures out to disconnect the iron and snags a couple of workers in the process. They might make it back. It seems that there is also incense at that same city.
(I) A couple of knights appear near Copan. Aztec MDI chase their workers. The Iroqouis finish Knights Templar in Niagra Falls. The Inca swap to Leo's.

380 AD (3)
Kill a longbow at Landeck. I have to disband the workers as they won't be able to outrun the 6 MDI chasing them. Pillage the iron and hurry back rowards Copan. Trying to get some more cats to Copan.
(I) The knights go after the cats. The first dies but the second takes out the spear. Guess it was good there was a horse there as well. The 5 Aztec MDI turn back. I suspect they are headed for Wiener or Eisenstadt. We get currancy and start on Philosophy, due in 4. The Zulu start Sistine's and Leo's. The Aztecs start Leo's.

390 AD (4)
Lose a horse killing off the knight but the second horse gives us another leader. Get the three cats into Copan. I start to move troops to support the two western cities. The big army scouts the iron and finds no workers.
(I) More knights coming. More troops step up at Copan. We get the Heroic Epic.

I pause the game at this point as I would like to get some input on what we want to do with the leader. I would like to make another army, but I would rather not fill it. We are close to both Pikes (if we can get iron) or knights. Or we can make another horse army for defense or another spear army to pillage (but how long does it last?).

Tarkeel
Jul 23, 2004, 03:11 AM
If the current spear army hasn't been attacked, then it is probably safe untill cavs, atleast as long as it has 4 spears and is at full health. We really need to pillage, so I think I'd go for another pillage army.

LKendter
Jul 23, 2004, 06:07 AM
I pause the game at this point as I would like to get some input on what we want to do with the leader.
My gut feeling says empty army with nearby nearby horses to fill in an emergency.

If we hit the point we can't build armies we can disband an ancient one for a marketplace. We need some good defense at home to deal with knights and pikes.

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

The big army scouts the iron and finds no workers.
[dance] We finally find the critical iron. I would like some 3 attack units, and the potential for knights / MDI.

LKendter
Jul 23, 2004, 07:18 AM
More thoughts, by LKendter (tm)

Once we hit the middle ages I think we should ignore the top of the science tree.

My first goal is pikes / MDI. My second goal is knights, and that will cover theology for churches and happy help. After that we should beeline to cavalry. We are behind in the tech race, but I still have a good shot for cavalry at the same time, if not first. We will get a GA at that point provided we have saltpeter.

Our short-term goal is to find more hills / mountains for saltpeter. We also need more luxuries. Above all we need to keep expanding. The last WM game proved how powerful specialist are. I would love to get to the point of specialist cities in the game. After all, starving Copan is giving us a big boast with multiple scientists. The Mayan are such duds I wonder if we should risk capturing more cities?


I will stick with my leader plan of empty army for now. If we are close to connecting the iron we could go for a swordsman army to give us strong attacker for homeland defense and dealing with knights / pikes.


If the leader is close to the front I would run him back to a further town before making the army. Empty armies are really slow, and I don't want an army trapped in Copan

meldor
Jul 23, 2004, 09:51 AM
Thoughts on thoughts.

First, I agree with the empty army, however with at least 5 MDI headed for the second line cities behind Copan, the emergency might come sooner than later.

The borders around the city that has both the iron and the incense has small population and no border expansion. With another army, it may be possible to both take that city and hold it, as well as Copan.

The Mayan capital has furs, however our borders are extremely wide. If the AI should shift the attack point we would be hurting (especially if there was more than one attack point).

It is starting to look like we can move up the right hand side. All of the units coming from the eastern AI's are coming from the same direction. It appears that there might be a choke point some where that we could split the AI's in two. If this is true and we can split the AI in half, it would be a HUGE boon to us. Setting up to hold two or three civs at bay while we take out the other two would be a great help. I am starting to move to try and take the eastern cities and hopefully push up to the the choke point and hold. Unfortunately, it will be painful at this point with horses vs. pikes.

LKendter
Jul 23, 2004, 10:35 AM
I am hearing one of the key things we need - Incense and furs. This will let our cities grow larger without getting killed on luxury tax. We need to be able to maintain a higher research rate. Knocking the Mayan capital out has another appeal that it is also takes a luxury away from the AI. I will be very happy to have the AI hire more clowns and / or raise its luxury rate.

That will slow down AI research and help us even out the playing field.


One the subject of where to attack next, I didn't study the map that hard outside of realizing that Copan tough to hold. However, the extra happy face from the Hanging Gardens is critical to us.


If we are forced to build another horse army it still will help with units cost as 4 horseman in an army cost $1. This is the same reason I wanted the Pentagon to fill the existing armies up - not just better fire power, but two more "free" horses.

meldor
Jul 23, 2004, 11:47 PM
400 AD (5)
Unfortunately, we can do nothing with the leader for now. We can't build any more armies! Hopefully with the setttler just built and the next on coming we can change that. The army scouts and finds two more workers attempting to hook up the iron, we capture them. Maybe these two will come home. If not, they may provide us a respite from the Zulu MDI. Bomb a pike at Eisenstadt and don't attack, I don't want to lose a unit to those MDI, we might need them later. I pillage the furs outside the Mayan capital.
(I) I bunch of units show up at Copan. Knights, MDI, Pikes, Longbow, etc.

410 AD (6)
The horses that were set to raze the city of Awkansasne last turn when it had pikes in it are shocked to learn they face muskets instead. We lose two horse, get one elite and raze the city. We got zero workers. I take out two longbow, 2 MDI, a pike and a spear and leave 2 longbow and 1 1hp knight at Copan. The big MDI stack hasn't arrived south of there yet. I bomb a pike in the south, but it is on a mountain and I won't attack. I am gathering forces for a settler in the northwest and in the east to replace Awk.
(I)Guess we don't have to worry about the army. I single knight takes out a fully healed 14 point army and our spear holds off a longbow. The Iroquois drop a pike/settler to replace Awk and the Zulu drop an MDI behind the lines.

420 AD (7)
It takes 2 vet horses to kill the MDI, one retreated. I form and army and start filling it with spears to protect Copan. The other spear army turns around to pillage roads back to Copan, hopefully slowing the attackers down. It looks like we will need a spear army to hold the iron as well, at least until we can get knights and pikes. I take out a longbow with and arriving horse but have the leave the knight that killed the army alone. The other two armies must heal.
(I)A big stack of Zulu MDI show up at Copan, arrival next turn. A big stack of Aztec MDI are headed for Eisenstadt. We get Philosophy and start Map Making.

430 AD (8)
I am moving more troops towards Copan. I kill the Iroquois pike and capture the settler. Waiting for the other shoe.
(I) A stack of five MDI and a bow from the Zulu arrive at Copan. 5 Aztec MDI stop at Weiner. Warning: The Zulu have Impi running around. I lost an exposed cat I thought was safe.

440 AD (9)
I take out the Zulu stack but leave an Iroquios MDI in the woods at Copan. At Weiner, I manage to take out all but two of the MDI, but it cost us a horse. The two remaining are hurt. We do have one exposed horse.
(I)Units now bypass Copan thanks to the spear army. Weiner looks to be the target.

450 AD (10)
I kill one more MDI at Weiner, but can't get the other. A bunch of units are healing. I bombard at Copan, but don't attack. The spear army has pillaged its way back to lead some units and a settler to go claim iron. I found a city in the east. We could put another on the hill outside of Tyendenaga and then raze the city.

Good luck!

http://www.civfanatics.net/uploads8/LK71-450AD.zip

hotrod0823
Jul 24, 2004, 01:25 AM
I'm back and got it will not play until some time tomorrow so comments are welcome.

Hotrod

LKendter
Jul 24, 2004, 10:08 AM
LKendter (on deck) (vacation Aug 3 to Aug 9)
Arizona_Steve (vacation July 31 to Aug 15)
tarkeel
Meldor
hotrod0823 (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.

LKendter
Jul 24, 2004, 03:27 PM
I never realized how over-dependent AWE was on the Great Library. Based on hearing the phrase muskets and the Iroquois caravel visible we are at least behind 10 techs. We can only support a 10% science rate without a deficit. We MUST run a deficit as long as we have a cash cushion above $10. The science situation is very depressing.

Hotrod - you need to review the cities as I saw at least one ready to riot city.

Our horseman armies are offensive units - please use them to attack out of Copan. We can attack MDI with 2 vs. 2, rather then defend with 4 vs. 1. I also notice a couple of defending horseman. Again, the attack better then defend. Just make sure they can get back into the city. I would attack with the horsemen first, then the armies.

We have 2 settlers sitting in Wiener Neustadt. Do we really need to build 2 more?
Lienz should swap to horseman.

As for strategy we must work toward the blue circle area.
http://www.civfanatics.net/uploads8/LAK-439.jpg

If we can't build knights, then we have no hope of winning. The addition luxury will help with trying to grow our cities and improve the science rate.

meldor
Jul 25, 2004, 11:00 AM
We have 2 settlers sitting in Wiener Neustadt. Do we really need to build 2 more?
The settlers are more for crowd control and we will need them at some point. IF any city grows bigger than what it is currently, you either have to hire specialists or raise lux. We can put another city in the Southeast on the hill next to the Iroqouis city, which can then be taken out. (I would take some cats to bombard before the attack though). We can then porbably get another city north of that one.

We can build one city between the current ones and the one with the iron and spices, plus replacing that city.

That gives at least four settlers needed short term.

LKendter
Jul 25, 2004, 11:39 AM
I was looking at size 7 dropping to size 5 costing use 2gpt in unit support. I think one of the reason Monarchy is killing us this game is to many cities under size 7.

We badly need the extra unit support, and that is what I was looking at. I wouldn't mind hiring a specialist if we could hire a scientist.

The sad part is our severe tech deficit may be the norm for Pangea. I been fooling around solo AWE Pangea, and I have already have the AI building the GL before I can get to Literture. This is despite the fact that first contact has been much early then this game - I already at the AI find me with 10 turns.

Tarkeel
Jul 25, 2004, 11:50 AM
Agree that we need the cities at size 7+, and scientists doesn't exactly hurt us..

hotrod0823
Jul 25, 2004, 05:08 PM
Good: Got the iron/incence site. We hit the Middle ages

Bad: Lost a horse army but built a brand new one

Ugly: Horses vs Knights - This is tough even with cats the knights are a real pain. We should have pikes soon enough but really need our UU to make a real difference.

450 AD (0): We are being swarmed at Copan. Wake 3 cats at Wien, 3 hits and take out the 1/4 MDI with the only non redlinded horse. We win but no leader. Kill a Zulu MDI outside of Copan with a vet horse. A second horse died dealing 1 HP of damage to an Iroquois MDI. 1 Horse Army takes the Zulu knight and the iroquios MDI. The second horse army kills a zulu MDI an Inca knight and a Maya Longbow. Shuffle a few units to keep Klangenfurt from rioting. Up research to get MM in 4 turns running -6gpt. Landeck is losing 5 shields to corruption with out a courthouse try to get one in now. Leave Kufsteins settler, there is no baracksa and a cat is a waste of shields. Change Lienz to a horse for reasons Lee pointed out.

460 AD (1): Innsruk builds a spear starts a horsey. Krems builds a horse starts another. Lienz builds a horse starts a market to try and help our economy. Kufstein builds a settler starts a cat. Klagenfurt a spear starts another. Same at Weiz. Zulus complete SunTzu and the others all move to sistenes or Leos. 2 very wounded armies sit in copan to recouperate. Cats damage 2 approaching Iroquios units and they are redlined for the spear army to take them out, had no safe horses to use in the area. Units are still healing in the Weiner... Sending a small horse party with cats in tow to hit Caughnawaga.

470 AD (2): Kill 2 Aztec MDI in defence and promote a spear to elite. Wiez appears to be the new hot spot. Vienna gets a temple starts a market. Salzburg builds a horse starts another. :wallbash: lose 2 elite archers to a redlined aztec spear out in the open. Building a stack to move on towards Tlaxcala.

480 AD (3): Graz buidls a horse starts a market. Gmuend a cat a starts a horse. Villach a spear starts another. Bomb then kill a longbow outside of Caughnawaga and get a leader. Kill 2 more longbow and get 2 more elites. Kill off a stack of zulu MDI on the way to Tlaxcala but it takes the help of both horse armies. Cleanup a few units around Copan. Map Making comes in next turn.

490 AD (4): Lose 3 Horsemen to various knights and longbows had a few retreats. MM comes in and we start on construction. Bruck builds a horse starts a duct. Eisentadt is in trouble with 2 MDI and a longbow approaching. The cats and horses in the area did very little damage. Sending reinforcements. Retreating from the Iroquois town after the Inca knights showed up. Change a few building back to horsemen.

500 AD (5): Ugly, 2 knights come out attack Weiner, Send a horse army to clean them up. Move a Stack into Aztec territory. Incas land another knight in our lands and it takes 2 horses but he is dispatched. Copan is holding its own but I don't know for how long. Zulus keep sending knights.

510 AD (6): Copan holds vs 2 knight attacks. Lose 2 vet spears to MDI attacks at Eisentadt. Tlaxcala is razed and we replace it next turn hopefully pulling in the incence.

520 AD (7): More inca knights are coming our way. Form the town of Budpest and starts walls. Try but fail with 2 elites to take a wounded Iroquois spear. Will try and fill in the gap with the other settler in Wiener.

530 AD (8): The knights are swarming. Lose a stack of 2 horses and an archer to 2 knights that came out of the fog. A lone knights is at Eisentadt and another sits outside of Weiz. Construction next turn.

540 AD (9): Construction comes in starts on Feudalism. Due in 10 turns. Kill 3 Inca knights and a Zulu knight but more remain outside of Copan and inbetween Wiener and Bupapest.

550 AD (10): A lone longbow takes out a horsey 11/15 horsey army :eek: A new army is created with 2 units ready to load in next turn. Sitting in Vienna. Kill various units around Wiez and Weiner. And kill a knight outside Copan. Feudalism is due in 7 running -7gpt with 34 in the bank.

LKendter
Jul 25, 2004, 11:42 PM
A lone longbow takes out a horsey 11/15 horsey army
I am not sure why the surpise. It has been quite clear that the AI will attack defense 1 armies with attack 4 units. Now if you mean on the attack, then...

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

LKendter (currently playing) (vacation Aug 3 to Aug 9)
Arizona_Steve (on deck) (vacation July 31 to Aug 15)
tarkeel
Meldor
hotrod0823

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
Jul 25, 2004, 11:57 PM
Not so much that they attacked just that it took it down so easily. I had to bring the army out to take on the multiple knights in the area so I realized it could be a target and it was. :(

BTW we have the incence but need to destroy a new Aztec city and secure the road to the area. We have a settler in the area just for that reason but the high level of knight activity and MDI from the Aztecs has made that difficult. An expansion at Copan would help matters but didn't want to use the cash to rush it.

LKendter
Jul 26, 2004, 10:55 PM
550 AD (Pre-turn)
I make a couple of minor build changes. Eisenstadt and Villach around 50% corrupt so I swap to courthouse.

We are still severely hurting for luxuries and resources. Budapest brings that closer, but was a premature placement of the city. It lacks any way to connect it to the empire until some gap cities are built.

I need badly to get another city to bring Budapest and Copan closer. Both of our spearman armies are being WASTED on defense. They desperately need to be pillaging to slow the AIs down.
(IT) We lose 1 horse, but kill 2 MDI on defense.


560 AD
It disgusts me to waste another army for a horse army, but I have no idea on how long until the iron will be connected. We need the help NOW.

I start to get the offensive army out of Budapest. We need the help closer to home.

I killed 1 pikemen, 2 longbows and 1 swordsman. I lost 3 horsemen.
(IT) We lose 1 spear, and kill 1 MDI on defense.
The Inca complete Leo's.


570 AD
I kill 1 longbow, and 5 knights. I lost 1 horse to an Impi. If the Zulu haven't already had there GA, they will now. I lost 2 horsemen trying to kill a demonic pikemen.
(IT) I get a lot of notices about Sistine / Copernicus being built.


580 AD
I kill 1 knight, 1 longbow, 1 spearman and 3 MDI.


590 AD
I kill 1 warrior, 2 spearmen, 1 pikeman, 1 longbow and 3 MDI. I promote 2 horses to elite status. I lost 1 horseman. While killing the warrior
http://www.civfanatics.net/uploads8/LAK-442.jpg

Since we are 2 turns from the 20th city, I will keep the leader on standby.
(IT) The Mayans are back with some knights. Of course, they both show up next to the settler to form city #20 forcing me to retreat.


600 AD
There is nothing to report on.
(IT) This is interesting AI behavior. Now that we have feudalism all of the attention turns to Budapest.


610 AD
I kill 3 knights. I lost 2 horses including Lee's favorite horseman. :(
Fighting knights with horses is just too brutal.

Budapest looks like a lost cause, so I disband the two workers inside it. A 3 spearmen army has no change against 3 longbows, 2 MDI, and 3 knights. I abandon the city rather then give the AI 3 pop points.


620 AD
Pecs is formed.

I kill 1 crusader and 1 pikeman.
(IT) Now this is interesting - Malinalco finished Copernicus. The Aztec capital must be close by.
The Iroquois cascade to Magellan's. :(


630 AD
The one good thing out of Budapest dying is one of our spearman armies are finally out pillaging.
I kill a lone knight. Next turn will be "interesting".
(IT) The Inca are building Shakespeare.


640 AD
The Iroquois interest shifts south toward Landeck.

I kill 4 longbows, 3 MDI, and 3 knights. Our army is redlined to just 2 hp. I wonder what would have happened without the catapults knocking a hp off.
(IT) I watch and Iroquois and Aztec galley fight each other. [dance]
The Zulu finish Magellan.


650 AD
I kill 2 longbows and 1 MDI. I promote yet another horse.


Summary:
We can't afford another Budapest.
I had a feeling when I picked up the turn that city was a mistake. Please don't build a city that isolated again.

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

Signed up:
LKendter (vacation Aug 3 to Aug 9)
Arizona_Steve (currently playing) (vacation July 31 to Aug 15)
tarkeel (on deck)
Meldor
hotrod0823

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/uploads8/LK71-650AD.zip


The below is the next city target. Don't even attempt it until you have 6 to 7 spearman. That city is right in the path of the Aztec and Zulu attack forces. I would start with walls and probably disband a spear to get them in a single turn.

The key is this city starts shorting the front, and is one step closer to a defendable city chain to iron / incense. The added bonus is that we can finally build the empty army with the leader. After that more leaders can rush marketplaces in our better cities. We need to continue to improve the economy.
http://www.civfanatics.net/uploads8/LAK-443.jpg

hotrod0823
Jul 27, 2004, 02:03 AM
Can't disagree Lee but didn't see the spear army as an effective pillaging unit given the strength of the AI knights etc. Budapest was virtually ignored and I did have plans to "back fill" in the area you suggest but had too many Inca knights to contend with to move a settler out of Wiener.

The area was clear before I settled Budapest and was about to send second settler out when the inca knights arrived and the Aztecs filled in "our" spot. :(

For that matter Copan was also "ignored" when the spear army was inside. There just weren't enough spears to go around replace the army at Copan. I was building mostly horses to deal with the onslaught of knights. Like you said fighting knights with horses is not fun.

LKendter
Jul 27, 2004, 08:33 AM
Can't disagree Lee but didn't see the spear army as an effective pillaging unit given the strength of the AI knights etc.


The magic formula seems to be attack times hp vs. defense time hp.
An elite MDI is 4 * 5 = 20.
A horse army is at beast 20 * 1 = 20.
The match is equal, so the AI will attack.

The 3 spearman army is 12 * 2 = 24.
It is now better then the elite MDI, and will be ignored unless inside a city, or the only unit on a continent.

When cavalry arrive at 6 * 5 = 30, then the spear army may get attacked. It isn't clear where the exact break point is. In the last LK AWE game a cavalry ignored a knight army (12 * 4 = 36). Do watch getting the pillaging armies damaged, as bad enough injuries will remove the "ignore" status.

Either way the spear army has already hurt the Aztecs. Incense was temporarily disconnected. A spice disconnected will happen shortly. We are also getting badly needed map information. I have 2 cities on spears every other turn to hopefully get the spear army in Copan free to move the other way and increase pillaging / map knowledge.

meldor
Jul 27, 2004, 08:38 AM
I think at this point we need to pull the spear army back to protect the forward city. I agree that pillaging is needed, but if we don't grab the iron we are going to be fighting Cav with spears and we might as well fold our tent. Since we don't have Monotheism yet, we better hit every temple around and pray we get saltpeter or this game will take a drastic turn for the worse.

Arathorn
Jul 27, 2004, 08:46 AM
[/lurk]

Is there a reason yellow dot isn't on the hill directly south of the iron? It would be only one move away from Copan and would put iron almost connected. It shouldn't be any harder to defend than the proposed yellow dot (and being on a hill might make it easier). To be clear, the spot I'm proposing is E, NE, NE of Lee's dot. This city is close and even gels well with Lee's proposed dot.

Of course, you are playing and I'm just riffing on the map without knowing the situation, but I have to ask/propose.

[lurk]
Arathorn

LKendter
Jul 27, 2004, 08:47 AM
I have been fooling around with AWE trying to figure out what went wrong this game.

That is the price you pay when you avoid contact as long as we did. Early contact slows the tech pace.

Meldor is at least partially right. However, not for the exact reason he mentioned. What I found is that we avoided first contact for to long. However, then issue isn't slowing the AI tech pace. The issue is speeding up you own tech pace. We spent way too much time researching at 1st civ prices. I am still trying to figure everything out with how many civs and how soon.

Of course this game was totally screwed by lack of iron. I am finding attack 3 units much better for fighting knights / pikes.

I hope to have a lot more AWE Pangea answers before the next AWE game starts.

LKendter
Jul 27, 2004, 08:53 AM
I think at this point we need to pull the spear army back to protect the forward city. I agree that pillaging is needed, but if we don't grab the iron we are going to be fighting Cav with spears and we might as well fold our tent. Since we don't have Monotheism yet, we better hit every temple around and pray we get saltpeter or this game will take a drastic turn for the worse.


A spear army in a city will get attacked and ripped to shreds by a stack of knights. From my fooling in AWE Pangea I found shear number of defenders is the key.

I was curious if my feeling on Budapest was right, and tested after submitting my turns. The AI ripped the city to shreds in alternate history testing of that turn.




I have been spending a lot of time playing AWE Pangea solo to better understand how to win. I hope to have a set of guidelines before the next game.

LKendter
Jul 27, 2004, 09:19 AM
[/lurk]

Is there a reason yellow dot isn't on the hill directly south of the iron? It would be only one move away from Copan and would put iron almost connected. It shouldn't be any harder to defend than the proposed yellow dot (and being on a hill might make it easier). To be clear, the spot I'm proposing is E, NE, NE of Lee's dot. This city is close and even gels well with Lee's proposed dot.

Of course, you are playing and I'm just riffing on the map without knowing the situation, but I have to ask/propose.

[lurk]



What you haven't seen is the two cities south of yellow dot are both AI targets with the AI splitting out in both directions just south of yellow dot. I am trying to shorten the front line. We are over-stretched with on city defense. I don't want to make it worse.

If we build where you propose we add more possible targets for the AI to come after. I plan to get the iron with the next settler. That city will be 3 NE of the current city and have two reinforcement paths.

Pecs did the same thing with finally connecting Copan to our empire.

The reason Budapest fell next to the iron was no clear way to reinforce. I don't want to get nailed again.

Arizona_Steve
Jul 27, 2004, 09:39 AM
I've got it. Got to tread a little carefully as the Mrs is probably still pissed about the all-day Civ marathon on Sunday (solo game).

Arizona_Steve
Jul 27, 2004, 08:20 PM
(0) 650AD
There's an Iroquois longbow sitting outside Landeck. I notice that the only available horseman has one movement point left, so attacking the longbow would leave him exposed. So the longbow has to stay.
There's some city adjustments to be done. Landeck puts a scientist back to work. At Weiz and Innsbruck, an entertainer is switched to a scientist. At Eizernerz, a scientist is also put back to work. I'll wait until the size 6 cities are one turn from growing before hiring specialists, who will remain until aquaducts are completed.
We have 19 cities. An additional city will allow wurmser (in Wiener Neustadt) to become a fifth army.

IBT
The longbow attacks Landeck, gets hit by a rock, and impales himself on our spearman.
A couple of Zulu knights appear, heading to Wiener Neustadt.
An Inca knight and longbow pair moves next to Landeck.

(1) 660AD
At Landeck, three catapults get one hit on the elite Inca knight. Horsemen versus knights is brutal, as we lose two horsemen killing it.
Both Zulu knights are defeated relatively easily by the two horseman armies in Wiener Neustadt, and both armies retreat to the safety of the city.
Monotheism is due this turn but I cannot lower the science slider. I switch some scientists to taxmen to maximize gold though.

IBT
The remaining longbow at Landeck pillages a mine. Another longbow joins him.
Eisenstadt is attacked by a Zulu knight and we lose a spearman.
Monotheism comes in. I have a tough choice between Chivalry and Engineering. I hope I can get near to securing iron in the near future. Chivalry it is, due in 8.
The Zulu complete the Sistine Chapel.

(2) 670AD
I move a fourth catapult into Landeck, and all four catapults score hits on the two longbows next to the city, redlining both. Since we already have a leader lying around, I attack with veteran horsemen in an attempt to gain some promotions.
A veteran horseman takes out the redlined Zulu knight next to Eisenstadt and a second veteran knight is taken out by one of the horseman armies in Wiener Neustadt (allowing the other to heal this turn).
Switch taxmen back to scientists to take a turn off Chivalry.

IBT
Three Inca knights appear out of the fog, heading towards Landeck.
A Mayan longbow lands next to Gmuend.
Two Mayan longbows appear next to Copan.
Two Zulu knights appear next to Wiener Neustadt.
The next few turns could get interesting.

(3) 680AD
I bombard the Zulu knight next to Wiener Neustadt and take him out with a veteran horseman, gaining a promotion.
It's definitely in our interests to get the yellow dot city established as soon as possible, so I move our settler to the spot. One horseman army, three catapults, three spearmen and a horseman join him. This will hopefully be enough to last this turn, then I will move more troops up once the city is in place and rush walls next turn. Of course, the Aztec city of Cempoala will need to be dealt with at some point.
As for Landeck, the city will hold, but it is not possible to attack the knights as they are two tiles away.
The longbow next to Gmuend is disposed of, and a second horseman become elite.

IBT
Landeck loses two spears to Incan knights. An elite horseman wins against the third one.
An Incan musketman appears out of the fog.

(4) 690AD
Maribor is founded. Wurmsur becomes an army and is filled with the four available horsemen. Klagenfurt is switched to settler.
All troops near our cities are disposed of, although the Inca have a knight in rage of Landeck. Spearmen are on the way though.

IBT
The Incan knight kills our horseman on the mountain. And the Iroquois have a stack of muskets, medieval infantry and a crusader on the way.

(5) 700AD
Five catapults cannot score a single hit on the Incan knight. I have to attack otherwise we lose our catapult stack, and it takes three horsemen to dislodge it.
Walls are rushed in Maribor.
Aztec iron is disconnected.
There are four knights and a Medieval Infantry in range of Maribor. Two knights are killed by horseman armies. A third army is moved to Maribor for extra defence.
One longbow is killed next to Breclev. An elite horseman loses against the second. An extra spearman is moved into Breclev to keep the city safe.

IBT
Strangely enough there are no attacks, and Maribor gets it's walls.
Gmuend riots, even though I have been checking F1 every turn. Scientist hired.

(6) 710AD
Our catapults work a little better against the Incan musketman that wandered into our territory. Even though he's redlined, he still takes out an elite horseman before succumbing to a second one.
The catapult guys at Maribor appear to be cross-eyed, as every one misses the two knights next to the city. Two horses kill an Aztec medieval infantry and longbow next to the city. The two knoghts won't reach anywhere important until the next turn, so I leave them for the time being.
The Iroquois look like they're about to mount a serious attack. I see two crusaders, three musketmen and three medieval infantry on their way to Landeck. I have four spears in the city now, and more coming.

IBT
Landeck looks increasingly ugly. And increasingly better defended. It looks like the Iroquois may be headed to Breclev instead.

(7) 720AD
Two more Zulu knights die.
I catapult the Iroquois muskets in the hope they will turn back and leave the other troops undefended.

IBT
We get some excellent luck, as the Iroquois decide to attack Landeck across a river. Three crusaders and one medieval infantry all die at the hands of our spearmen there. We suffer no losses.
The Maya bring a stack of five longbows next to Copan.

(8) 730AD
I nail three Iroquois longbows next to Breclev with no losses, and leaving no troops exposed. Bombard a musketman and crusader next to Landeck, taking a total of three hitpoints.
In other news, two Aztec medieval infantry and a longbow are disposed of next to Maribor.
An Iroquois landing of a medieval infantry and a longbow gives me a leader. Vienna will complete it's horseman this turn, so I will rush a cathedral there.
The Mayan longbows are bombarded, with four hits.

IBT
In a game that can only be described as going increasingly downhill, the Iroquois appear with caravals.
We lose one spearman in Landek. The Inca lose a knight, and a crusader is redlined.

(9) 740AD
I take the opportunity and kill the redlined crusader across a river. It looks like the Iroquois are focusing on Breclev this time, as the main stack bypasses Landek.
Vienna gets an instant cathedral thanks to our leader.
Chivalry is due this turn, and science goes to 0%. A few scientists are also switched to taxmen.

IBT
Chivalry comes in. Engineering selected. No attacks.

(10) 750AD
The calm before the storm. One Iroquois longbow is killed. Lots of troops headed to Breclev. A number of troops are fortified there. I'd think about emptying Kufstein as we all know the AI cannot resist an empty city. Is that against the rules?
Readjust cities. Science back to 30%. Taxmen changed to scientists. Engineering due in 7 turns.

LKendter
Jul 27, 2004, 08:57 PM
Wurmsur becomes an army and is filled with the four available horsemen.
OUCH - I really wanted to save that army for something better then the fragile horse armies. Sounds like the fronts are still to hot. It sounds like one army needs to be near the Iroquois.


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

Vienna gets an instant cathedral thanks to our leader.
No arguements at all. We need larger productive cities. Aquaducts would be another good target as size 7 = 2 more gpt in unit support.

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

LKendter (vacation Aug 3 to Aug 9)
Arizona_Steve (vacation July 31 to Aug 15)
tarkeel (currently playing)
Meldor (on deck)
hotrod0823

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.

Tarkeel
Jul 28, 2004, 01:24 AM
I got it. Looks like we're barely hanging on with the skinf of our teeth here. Muskets and Caravels are dire needs indeed.

Arizona_Steve
Jul 28, 2004, 09:09 AM
Those "fragile horse armies" have been doing an awesome job of keeping the Zulu and Aztec medievals and knights at bay. I wanted the army sooner rather than later.

Tarkeel
Jul 28, 2004, 01:17 PM
(0) 750 AD
Scan over cities: Copan is dangerously low on defense, especially with 5 LBs so close.
Krems no longer needs scientist

IBT:
4 Inca knights approach Copan
Knight attacks Landeck but retreats
LB attacks Breclev and is killed

(1) 760 AD
Copan: Temple->Walls
Salzburg: Temple->Library, entertainer turned into scientist
Bombardment knocks a hp of most LBs at Copan, elite horse kills one. Move spear army back, since we'll get attacked by knights.
Bombard and kill 1 MDI, 1 LB at Maribor
Horse fails to kill redlined MD in forest at Pecs

IBT:
Defeat 1 knight at Copan
Iroquois SoD heads out
Aztec SoD heads in

(2) 770 AD
Vienna: Spear->Horse
Bruck: Horse->Aqueduct
Disconnect 2 silks for the Zulu
Salzburg no longer needs scientist, Vienna gets one

IBT:
Kill 2 knights at Copan, and the 2 I bombed retreat to heal.
Zulu SoD retreat
Aztec start Shakespeare

(3) 780 AD
Krems: Horse->Temple and gets a scientist
Kufstein: Cat->Cat
Eisenerz: Horse->Horse
Rush walls in Copan for 32g

IBT:
Zulu SoD enters our land

(4) 790 AD
Vienna: Horse->Horse, lose scientist
Copan: Wall->Courthouse
Salzburg riots, when it was happy last turn... Something is funny with our happiness, as Vienna needed that scientist.
Lienz: Horse->Horse
Eisenerz riots, this was also happy last turn..
Klagenfurt: Horse->Horse
Kill some invaders in the NE, and get a leader. We have max armies for a while, so he heads to Lienz to rush a cathedral
Found Ljubljana on hill south of Iron
Go over cities: Vienna now needs scientist.. Something is very very wrong here? Salzburg also gets scientist. Kufstein gets scientist and is switched to temple

IBT:
Kill 2 Knights,
Lose a horsearmy that was severly hurt vs redlined knight last turn, in a position it couldn't be defended

(5) 800 AD
Lienz riots... Despite being happy when I ended turn?
Breclev: Temple->Barracks
Villach: Spear->Market
Alvintzy heads to Wiener Neustadt and forms army instead. Load some spears into it, this will go protect our much needed Iron.
Rush walls in Ljubljana
I double check that all cities are happy

IBT:
2 Iroquois SoDs arrive
Zulu land a knig