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
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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
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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
Open slot
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 knight in the south, next to Gmuend
(6) 810 AD
Vienna: Horse->Horse. Scroll ahead and check happiness. Looks good, except that vienna no longer needs scientist.. I leave it though
Wiener Neustadt: Spear->Spear
Lujbljana: Wall->Barracks
Kill a redlined LB, and get my second leader. Send him packing to safety in the rear.
Cut research to 10%, still due in 1.
Adjust happines yet again
IBT:
Knight kills spear in kufstein
(7) 820 AD
Engineering comes in, start on invention
Innsbruck: Market->Horse
Landeck: Horse->Horse
That's all I had time for today, but it's a good spot to pause:
We have a spare leader, and iron will start being roaded next turn. Might be best to hang on to him and replace a horse army once we have pikes/knights coming in
LKendter Jul 28, 2004, 01:36 PM Go over cities: Vienna now needs scientist.. Something is very very wrong here?
As troops move in and out of cities the number of MP change. Move a horse out of city, and then it needs a new specialist. We are so marginal on happy help that a single MP loss kills us.
===================
Engineering comes in, start on invention
Good news - science pace is picking up some, and rivers no longer slow us down.
===================
We have a spare leader , and iron will start being roaded next turn. Might be best to hang on to him and replace a horse army once we have pikes/knights coming in
We are generating leaders so fast I would rush another building. Markets and aquaducts are also good choices. We haven't have enough time to work on infrastructure.
Tarkeel Jul 29, 2004, 04:47 PM (7) 820 AD Cont
Rush cathedral in Innsbruck
IBT
kill 2 and redline 2 knight 3 MDI, lose 4 spear
(8) 830 AD
Vienna: Horse->Horse
Innsbruck: Cathedral->Spear
Graz: Aqueduct->Spear
Pillage Zulu horses
Rush barracks in Ljubljana
IBT
Kill 1 knight, 2 LB. There is a lot of push towards Pecs and Krems
(9) 840 AD
Klagenfurt: Horse->Horse
Ljubljana: Barracks->Court
4 knights can strike Pecs in the IBT.
Kill 1 crusader, lose 4 horse :( That hurt, 0 retreats vs MDI
IBT
Kill 3 Knight, 2 LB, 1 MDI, lose 2 spear in Krems.
Iroquois start Shakespeare
(10) 850 AD
Vienna: Horse->Pike
I missed salzburg, and it riots
Innsbruck: Spear->Pike
Graz: Spear->Pike
Eisenerz: Horse->Pike
I leave some horses fortified in Krems if you want to try your luck on counter attack
Our workers are stuck in Ljubljana for the turn.
I can't seem to upgrade horses to knights? I hope it's just me being tired and the upgrade path isn't broken...
LKendter Jul 29, 2004, 04:57 PM I can't seem to upgrade horses to knights? I hope it's just me being tired and the upgrade path isn't broken...
I suspect it is lack of cash. The upgrade would cost $120 per knight. We can't afford to upgrade knights as that would slow down research that is already way behind the AI.
Can we build knights? If so, then cash is the issue.
Rush barracks in Ljubljana
We should very much limit rushes. Cash is much better spent rushing science at a deficit to get to cavalry quicker. The AI will beat us there, but I don't want to big of a time difference.
====================
Signed up:
LKendter (vacation Aug 3 to Aug 9)
Arizona_Steve (vacation July 31 to Aug 15)
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 29, 2004, 10:53 PM Got it and will play asap
Tarkeel Jul 30, 2004, 01:25 AM When you use upgrade-all you usually get that you can't afford it, but I got that I couldn't upgrade any. I hope it's just the cash issue though.
Agree on limiting cash rushing, but we need Ljubljana to hold.
LKendter Jul 30, 2004, 01:04 PM When you use upgrade-all you usually get that you can't afford it, but I got that I couldn't upgrade any. I hope it's just the cash issue though.
Agree on limiting cash rushing, but we need Ljubljana to hold.
I looked at the game - we can BUILD knights. It is a cash issue. To be honest I don't ever see us upgrading to knights. We are in a several tech deficit, and can't afford to hold money for upgrades. If we get a block of cash from the AIs we need that to fund deficit science rate.
The reason I mentioned the cash rush was is the same issue - severe tech deficit. The fact we could afford to rush the barracks tells me we had too much cash on hand.
Once again I am going to state this - we need to run at a DEFICIT if we can afford it. I could up science 10% and get invention 1 turn earlier! It only cost us $2/turn.
We can't afford science slider mistakes. It is bad enough I screwed up and delayed first contact to long, but let's not compound the mistake.
At this point we will lose for one reason - the AI is to far ahead of us with units.
LKendter Jul 31, 2004, 12:09 PM More news from my Solo testing with AWE Pangea.
I have to give Meldor credit, and that I underrated archers for AW. I have done a limited archer rush before to nail one or two cities before peace. I have never tried it in AWE before. I actually have nailed 2 Persia cities and broke there back already at 1025BC. They would give me 4 techs and a city already!
Since I am I haven't even found horses, and need time to build toward Iron and Ivory this has been a big help.
I think the next AWE Pangea game will be easier with the guildlines I am coming up with in my solo play.
meldor Jul 31, 2004, 03:39 PM 850 AD (0)
Well, I swap the two horse builds, one to a knight and the other to a much needed pike. WE are building a ton of infrastructure. I know that it is needed, but it sure is putting a crimp on things. I move two spears from Breclev north. I move the two cats out of Weiner Neustadt to Pecs and use them to take a couple of points off a knight. I move one of the spears north to Marlbor. We need to move the border in the east up to where the Mayan catital is located. This will reduce our border from 7 cities down to at most 4 and make defense a lot easier. I swap Klagenfurt to a settler. Oh yeah, I up the science slider to get invention in 4. Salzburg is set to riot for another turn so I add a taxman to balance out the treasury.
(I) Two knights die on our spear army at Pecs, two more are attempting to bypass the city. An iroquois Bow takes out a spear at Landeck, but redlines. Lots of other troop movements. Salzburg Library->Knight, Wiener Neustadt Spear->Pike, I forgot to scroll ahead and Landeck riots because the spear was lost. Weiz Temple->Pike
860 AD (1)
The two spears arrive in Landeck. I use an elite horse to kill the offending Bow and retreat. At Krems,we pound a musket to 1HP and then take it out with a vet horse. I use the cats from Pecs and Copan to take the knights at Pecs down and then take one them out with an elite horses. Use a spear to cover the cats(They are out of range of all but the 1HP knight. Do a spear shuffle to get a spear to cover the workers at Ljubljana so they can build a road behind the city. Wake the cats there to redline two Mayan Bows and the horse to take one of them out.
(I)Lose one of the pikes at Ljub but the other holds and promotes, if that keeps up we are in deep doo. The Mayans lose two knights at Pecs. The Iroqouis land an MDI and a Bow between Innsbruck and Bruck. Vienna pike->knight, Kufstien temple->Treb.
870 BC AD (2)
I move a couple more cats to Ljub. Pound a Knight and two Bows there and then take them out.It seems we only have a single horse on the entire southern coast to protect from invasion by sea. That lonely defender manages to take out the MDI and even promotes, so I move the new pike from Vienna to cover him from the Bow. Next turn things will heat up on the Irqouis border, but for now we can rest. I sure would like to get some pikes and cats up on that mountain to pound all those units they are trying to bring there. I can drop science by one and still get invention in two.
(I)The Bow manages to take out our pike but the horse is safe, big whoop. Our elite pike goes to 1hp but holds off an elite knight at Ljub. We lose a spear at xxx Innsbruck Pike->Pike, Graz riots as I forgot I pulled the horse from there and missed it on the f1. Krems Temple->Pike, Einenstadt Courthouse->Pike
880 AD (3)
Bombard the stack at Krems doing damage to the musket and Crusader but leaving the MDI and Spear untouched. I will let them come off the moutain before doing anything else to them. Take out a musket at Landeck. I swap it to a temple. Pound the knight trying to sneak past Pecs, but leave him in the woods. I pound two Bows at Ljub and take them out and take out the MDI at Marlbor. The elite horse takes out the 1hp Bow that ate our pike and then retreats to heal. I pull the horsemen from Breclev to help with the folks on the mountain next turn. I swap Pecs from pike to temple as I would like to keep those knights from reaching the forrest. I can't lower science this turn but I can swap all but one of the scientists to taxmen t still get it in 1 and give us a little spare cash.
(I) The MDI at Krems attacks from the moutain, across the river and dies. The spear moves on to pillage and the two hurt units move off to heal. Graz Pike->Knight, Bruck Aqueduct->Pike, Gmuend Aqueduct->Treb, Klagenfurt settler->Pike. The Incans finish Shakespeare's. We get invention and start on Gunpowder, due in 8 at +2g or 6 at -24g.
890 AD (4)
Pound the new musket on the mountain. Kill the spear at Landeck. Nothing to hit in the north. After moving the taxmen to science and seeing what we can get, we are now due Gunpoweder in 6 at -10, with 54g in the bank. Hopefully we will get some growth to balance that out. I swap the scientist in Graz for one in Marlbor which trade one corrupt shield and two food for one food and two shields. This allows Graz to cut a turn off its knight build but slows growth in Marlbor. This also has the side benefit of increasing income by 1gpt and brings our treasury out of a projected loss. Repillage the Zulu silks and head for a new city (Ulundi) to burn the countryside.
(I) Lots of troops on the mountain, no attacks anywhere. It makes me wonder were the knights that were attacking Pecs have decided to go... Lienz temple->Pike, breclev Rax->settler. The Aztec's and Iroquois begin Smith's.
900 AD (5)
Bombard two Mayan Bows at Pecs and then kill one of them off. Bombard another Mayan Bow at Copans and take it out. Bombard and then take out Zulu knight at Ljubs. Pound an Aztec musket and take it out at Marlbor. I manage to only take 1HP each off of the musket and the two crusaders on the mountain. That leaves two fresh MDI up there. After the vorder expansion at Weiz, it shows that the Incan Knights are headed wouth as well. Good thing pikes are starting to come in.
(I) Aztec Bows attack at Marlbor, two die against the hosre army, but one takes out the pike that just got there. A zulu knight takes out our elite pike at Ljub. The Iroqous lose two crusaders and tow MDI at Krems, in the only good news for this turn. The Incan knights seem to be headed to Salzburg. This is why we need to shorten our borders. We can't pull units quickly around the lake to help. Innsbruck Pike->pike, Kufstien Treb->Treb, Eisenerz Pike->Pike
910 AD (6)
Start brings cats around the lake from Pecs and send two from Copan's to Pecs. Kill the knight and Bow at Ljub and kill a bow at Marlbor. I swuffle the pike from Innsbruck to Vienna and the spear from Vienna to Salzburg so the knight that can hit it can't capture or raise the city this turn. I then attack it with a vet horse and win, but the horse will be exposed. The lone elite MDI on the mountian is pounded.
(I)As expected, the exposed horse at Salzburg is killed, but we at least traded a horse for a knight and kept a city safe. A second horse is killed which I missed. We do get some good news, as a knight dies on a spear at Landeck and promotes the spear. An Aztec MDI and Bow die at Marlbor giving us antoehr elite spear. The Iroquois land an MDI near Gmuend. We get our first Knight from Vienna. Vienna Knight->Knight
920 AD (7)
Take out Zulu knight at Wiez. Move our Knight to Salzburg but attacking with it will leave it exposed. Take out MDI at Gruemd and it is a ggod thing I used an elite as the horse is redlined before taking it out. Pound the units on the moutian at Krems. Get a pike in Weiz and the cats arrive there.
(I) An Incan knight dies at Krems and the other retreats to heal. Two Iroquois longbow take spears to 1HP before they die. Krems produces a much needed Pike and starts another. Bruck Pike->Pike, Gmuend Pike->Treb. We get a much needed border expansion at Krems as well, unfortunately, the culture at Caughnawaga is stronger so we need to swap Krems to a library.
930 AD (8)
Krems to library. Our knight kills an Incan knight and retreats to heal. We pound a musket on the mountain at Krems. Kill Three Aztec Bows at Ljub. I ahve to readjust the scientists as growth at Salzburg had autoswapped the citizens and dropped Gunpowder to 3. It is now back to 2 turns. Pillaging Ulundi is paying off as it is now size 7, down from size 10. A settler, pike and two spears leave Breclev for teh hill to the north.
(I) Units move but no attacks. Salzburg Knight->Cathedral, Innsbruck Pike->Knight, Wiener Neustadt Pike->Library, Kufstien Treb->Aqueduct, Eisenstadt Pike->PTreb
940 AD (9)
The mountain is finally clear, I am tempted to move units on top of it but we most likely need to wait for muskets. I don't get to kill any units this turn as it would leave us exposed. Gunpowder is due next turn but I can only swap two scientists to taxmen. I finally get a pike in Salzburg.
(I) The pike kills one knight at Krems but we lose our elite spear to a second. A reg longbow kills the pike protecting our settler, even thought they were on a hill. Graz Knight->Knight, Lienz Pike->Musket, Klagenfort Pike->Musket, Weiz Pike->Musket.
950 AD (10)
The tough defense and cost of keeping Copan pays off as our only saltpeter is nestled on the hill right outside the city. Kill off a Zulu MDI and Longbow at Ljub. Kill three Aztec Bows at Marlbor. Kill two Incan knights and an Iroquois Crusader at Krems getting our first elite Knight unfortunately, I didn't check his movement and he is left exposed. I move a sacrifical spear out to save him. Kill another Incan knight in the woods with a horse and cover it with a spear as well. I have been leaving the pikes in the coastal cities and moving out a spear instead. I adjust the taxman/Scientist level to get Chemistry in 9 at a -6gpt, we have 31g in the treasury. I fortify the two spears and settler on the hill awaiting another spear and two horse to help out.
Now that we have knights, we must push the border in the east up the coast. If we take out the five foriegn cities on that side we can shorten our borders greatly and help ourselves a lot on defense.
http://www.civfanatics.net/uploads8/LK71-950AD.zip
LKendter Jul 31, 2004, 03:49 PM Signed up:
LKendter (on deck) (vacation Aug 3 to Aug 9)
Arizona_Steve (vacation July 31 to Aug 15)
tarkeel
Meldor
hotrod0823 (currently playing)
Hopefully quick turnaround so I can get one more turn before vacation.
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 31, 2004, 03:49 PM Black line is the old border
Red line would be the new border
Blue X's are the cities to take out.
LKendter Jul 31, 2004, 06:00 PM We need to see if there is a choke point around where I put in on the map.
One thing to note is the border by the white circle. I have no idea how far the land mass extends that way.
http://www.civfanatics.net/uploads8/LAK-444.jpg
meldor Jul 31, 2004, 07:59 PM Even if there is a choke point there, it would still cut us down to having to defend 3 cities instead of six. A lot better for us defending on that side.
I am guessing that there isn't a choke point there based on the direction the Iroquois and Incan units were coming from. I would be greatly suprised if there were.
hotrod0823 Aug 01, 2004, 12:52 PM Got it will try to get it to lee by tomorrow ;)
LKendter Aug 01, 2004, 12:59 PM Even if there is a choke point there, it would still cut us down to having to defend 3 cities instead of six. A lot better for us defending on that side.
I would prefer to be defending front line 90% corrupt cities, then core cities.
===================================
Got it will try to get it to lee by tomorrow
Well make the EARLY tomorrow. I leave for vacation by 8:30 AM Tuesday. Monday night and I will skip.
hotrod0823 Aug 01, 2004, 07:53 PM Lee, didn't get to it today. Sun came out and we went to the pool.
If you want play tonight or tomorrow and I will pick up after you that way you get your cracks in before vacation.
Hotrod
LKendter Aug 01, 2004, 08:07 PM I see it, and will try to get more knights into play.
LKendter Aug 01, 2004, 10:23 PM 950 AD (Pre-turn)
I see good news that Copan is 100% Austrian citizens.
I wake up the Catapults in Pecs, bomb the longbow, attack with the elite from Ljubljana and get the following message. :D
http://www.civfanatics.net/uploads8/LAK-4441.jpg
I can replace the horseman army, so the army from Maribor attacks and destroys the musket in Cempoala
I swap Villach to temple. This will let citizen #6 be employed and work the gold hill. We need the revenue.
(IT) A horrid round as our exposed knight dies, along with a 2 spearmen for nothing in return.
960 AD
An elite horseman kills a 1 hp knight by Landeck.
Cempoala is RAZED, and the pressure is removed from Maribor. I killed 1 pikeman and longbow over there. I pick up 2 workers from the rubble, but no cash.
I have no choice but to push the horse army in Ljubljana to the limit. I do manage to kill 4 longbows with it, and the other available horse. It is beat down to just 5 hp.
I promote our knight by Krems killing a 2 hp musket.
(IT) We lost a spearman in Ljubljana.
Landeck does well chasing off a knight, and killing a MDI. The only damage was a pillage that I couldn't avoid.
:cry: The Inca are building Newton's. :cry:
970 AD
Since the army is safe I let Wursmer rush a marketplace in Gmuend.
An elite horse kills the 1 hp knight by Landeck. Our next elite hits the musket that was beat down and I am glad I rushed the building.
http://www.civfanatics.net/uploads8/LAK-445.jpg
Kufstein gets a rush Aqueduct to grow to size 7. I realize it will have to hire a clown at that point, but we need larger cities.
The elite knight by Krems simply kills the 1 hp musket.
I kill a longbow by Maribor.
I kill a knight by Ljubljana
(IT) A knight retreats from Krems.
During the defense of Copan we get the following.
http://www.civfanatics.net/uploads8/LAK-446.jpg
980 AD
I have to turn science down to 30% this turn. It looks like we can flip 30 - 40 - 30 - 40 for now.
Alvintzy rushes the temple in Ljubljana. I don't like a critical city suffering from cultural overlap with the Aztecs.
The Ljubljana / Maribor corridor is a killing zone with 3 longbows dying.
I kill another 1 hp knight by Krems. AI knights retreat does them no good when they leave them exposed.
The bombard units earned there worth as we kill an Iroquois stack of 1 crusader, 1 MDI. However, the 1 HP musket is stubborn and cost us a knight as horseman before dying.
(IT) Nothing happens.
LKendter Aug 02, 2004, 01:15 PM 990 AD
I notice the Zulu cities have the Industrial look. :(
Ljubljana again sees Zulu units die - a knight and a MDI.
A musket is killed by Copan.
(IT) Nothing much of interest happens.
1000 AD
We have our first specialist city - Maribor. We can hire 2 permanent scientists there. I hope to add more of these cities as the last LK AWE game proved how valuable the scientist are.
I kill another 2 Zulu longbows by Ljubljana.
(IT) The moment I have been dreading has arrived - Inca Cavalry have arrived.
1010 AD
I kill a longbow that landed near Gmuend.
I kill a longbow by Maribor.
I kill a longbow by Copan.
(IT) Both cavalry that attack Krems retreat.
1020 AD
The RnG turns on me big time.
A demonic Musket by Copan eats two horsemen. I finally have to send the horse army after it. I have to ignore some other threats due to this.
An elite horseman and a vet horseman and can't kill a 1 hp cavalry by Krems. The knight lost 3 hp before killing it.
We barely kill an MDI and longbow by Maribor. Both units have just 1 hp left.
Our knight vs. longbow on mountain barely kills it.
I kill another 2 longbow by Ljubljana.
(IT) We lose another spearman in Landeck. A knight attacking Krems simply retreats.
1030 AD
We kill the 1 hp knight by Krems with the army - the only unit not recovering.
We kill a musket and capture a catapult by Ljubljana. It must have been one of ours, as it doesn't say Zulu catapult.
I kill another longbow by Copan.
I kill a single spearman and RAZE Bonampak as the location wasn't at the three away from city target. We get 1 worker and no money for our troubles.
I actually let 2 injured longbows escape as I have to troops to chase them down with. Way too many units are healing right now.
(IT) No AI attacks again, but a lot of units moving toward us.
1040 AD
I kill 2 more longbows by Ljubljana.
I kill a stray longbow by Landeck.
Kranj is formed.
Our horse army kills a crusader and retreats back to the safety of Krems.
I lower science to 20% for a turn.
(IT) 2 knights attack Landeck - 1 dies, and 1 retreats with 1 hp left. The next target is Metallurgy in 9 turns if we can pick up some cash.
1050 AD
An elite knight kills the 1 hp knight by Landeck.
I kill a longbow by Ljubljana.
I kill one longbow on a mountain by Krems.
I kill an MDI near Copan.
I kill 2 of the 3 longbow by Maribor. I don't have a 3rd attacker to spare except the army that I want to heal to deal with the musketman heading that way.
I kill 2 MDI near Salzburg.
Summary:
The Inca are the #1 threat, as they are the only other civ with horses and saltpeter at the moment.
Copan is 3 turns from size 6 - please create another specialist city when it hits size 6.
The next leader should be a knight army now that we have enough knights to spare for an army. I would disband a horse army for the shields if we are short the city count at the time.
It is still ugly, but we are just 2 techs away from our UU and a GA. I hope we can turn a lot around along the Inca front during the GA time. It will help with catching up in science.
=====================================
Signed up:
LKendter (swapped) (vacation Aug 3 to Aug 9)
Arizona_Steve (vacation July 31 to Aug 15)
tarkeel (on deck)
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.
http://www.civfanatics.net/uploads8/LK71-1050AD.zip
This is the direction for the northern pillaging army. We need to gather more map intelligence, and try to find the Inca horses / saltpeter to pillage it out of existence.
http://www.civfanatics.net/uploads8/LAK-447.jpg
Black dot is the next city target. When the city is formed I would load it with knights to raze the Iroquois city. Red dot it the target after that. I have one settler built, and one due in two turns to help out with this.
I am trying to merge the spear army and some workers - the blue and red arrows. Lack of roads at the border is killing are counterattack abilities. The army still seams to be on the ignore list, so use it to add some badly needed roads along the yellow line. Please don't waste the army for city defense. We need to get those roads built along the front.
http://www.civfanatics.net/uploads8/LAK-448.jpg
meldor Aug 02, 2004, 02:23 PM You might want to swing the pillaging army close enough to put another unit it. IIRC, it is a three spear army and could use a musket or pike to kkep it from getting hit by CAv.
LKendter Aug 02, 2004, 02:40 PM You might want to swing the pillaging army close enough to put another unit it. IIRC, it is a three spear army and could use a musket or pike to kkep it from getting hit by CAv.
My plans put it just one square from Krems to lay roads. We could add the fourth unit from Krems.
Hotrod - add this idea to your list beside my plans for more cities. These next to cities work perfectly with Meldor's goal to shortly the front line. Someday we will get another luxury...
hotrod0823 Aug 02, 2004, 04:36 PM See it and will start tonight
meldor Aug 02, 2004, 10:23 PM I was speaking of the pillaging army in the north, but adding a pike or musket to that one might extend its usefulness as well. I wouldn't put too much in them as maybe we should plan on disbanding them and building musket and knight armies. Maybe even Cav armies.
hotrod0823 Aug 03, 2004, 11:37 PM I was unable to play last night and tonight had other obligations. The soonest I can play and focus would be thursday. Tarkeel can you swap and take this set of turns.
Thanks,
hotrod
Tarkeel Aug 04, 2004, 04:49 AM Ok I got it then, will try to have it done tonight.
LKendter Aug 04, 2004, 06:53 AM At this point it would be tarkeel, hotrod, meldor, hotrod for a play order. I don't want a player that close in rounds. I am going to make hotrod a skip, and he can pick up after meldor.
Signed up:
LKendter (vacation Aug 3 to Aug 9)
Arizona_Steve (vacation July 31 to Aug 15)
tarkeel (currently playing)
Meldor (on deck)
hotrod0823
hotrod0823 Aug 04, 2004, 03:48 PM Thats fine Lee. I wanted you to get your turns into your game before you left but I was unable to play Monday and last night due to a very hectic work week and busy home life. My sister inlaw is getting married this saturday and tonight we are off to some relative party.
Anyway, sorry for all the confusion things should settle down at home and at work once vacations and things are over.
Hotrod.
Tarkeel Aug 05, 2004, 11:32 AM (0) 1050 AD
Urgh, enemy cavs :(
Can't find anything to change,
IBT:
Kill 1 Inca cav at Landeck
(1) 1060 AD
Innsbruck: Knight->Knight
Bombard intruders and kill a musket at Maribor.
The protection army is boxed in this turn
IBT:
Cav kills pike and 3 spear in Landeck :(
Lose pike in Kranj
(2) 1070 AD
Vienna: Knight->Knight
Graz: Knight->Knight
Gmuend: Knight->Knight
Eisenstadt: Settler->Temple
Kill 3 cav, 1 pike, 5 MDI, 2 LB
IBT
REdlined cav kills a knight :(
(3) 1080 AD
Turn research down this turn. Make scientist in Eisenstadt
A quiet turn for once.. Kill that annoying cav.
IBT:
Cav attacks Kranj, is redlined, but kills pike.
Zulu cat actually bombards our army!
(4) 1090 AD
Bruck: Musket->Musket
Move settler in position to found.
Another quiet round, but lose a knight to a 2hp crusader. Kill cav at Kranj
IBT:
2 more cavs come at Kranj, killing 2 spears..
Maya start SoZ
(5) 1100 AD
Salzburg: Cathedral->Musket
Kufstein: Musket->Barracks
Weiz: Musket->Court
Kill 2 cavs at Kranj and 1 crusader at Bischofshofen
Found Bischofshofen: Walls
IBT:
Cav kills musket in Kranj without a scratch.. The next cav kills of our counter army.
LB lands at Graz
Damaged LB and redlined MDI kills of a pike and knight in Bischofshofen... Glad I had another knight there healing!
Kill 2 LB at Copan, ending the IBT from hell..
Maya start JSB
(6) 1110 AD
Vienna: Knight->Knight
Eisenerz: Knight->Knight
Turn up research again
Kill 2 MDI and 2 LB at Bischofshofen, 2 LB and 1 MDI at Maribor, LB at Graz, Musket at Copan
Our pillaging army kills a worker
IBT:
Inca cav kill musket in Kranj, another impales. They have a ton moving up too.
LB lands at Eisenstadt
Iroquois and Maya start JSB
(7) 1120 AD
Innsbruck: Knight->Knight
Krems: Cathedral->Court
Kill 2 cav at Kranj, 2 MDI and 1 LB at Bischofs, 1 LB at Eisenstadt. REdline but lose against cav at Kranj/Bischofs, but horse finishes it.
IBT:
Our horse army redlines Cav, but loses. Lose elite* horse, knight kills MDI on counter.
Inca start JSB
(8) 1130 AD
Kufstein: Barracks->Musket
Villach: Knight->Aqueduct
Caughnawaga:
4/4 Knight vs 3/3 Musket -> 1/4 Knight
4/5 Knight vs 3/3 Musket -> 3/3 Musket, retreat
4/4 Knight vs 3/3 Musket -> 4/5 Knight
5/5 Knight vs 4/4 MDI -> 2/5 Knight, raze and 2 slaves.
Kill 1 MDI
Research to 30%, still due in 1. Trim specialists.
IBT:
Kill 1 redlined cav, but lose 2 knights to cavs. 1 cav redlined at Kranj, second killed by spear. LB kills our pike though.
Iroquois and Zulu start JSB
(9) 1140 AD
Metallurgy comes in, Start MT at 40%, due in 12.
Only Inca and Zulu have MT, and Maya are missing Metallurgy.
Incas have Rifles now..
Graz: Knight->Knight
Kranj: Walls->barracks
Kill 2 cavs and 1 LB, kill musket and grab a cat at maribor.
IBT:
kill Counterattacking redlined cav, retreat 2 knights from LBs.
Iroquois and Maya start JSB
(10) 1150 AD
Vienna: Knight->Knight
Salzburg: Musket->Musket
Lienz: Musket->Court
Bruck: Musket->Musket
Klagenfurt: Musket->Temple
Bischofshofen: Walls->Barracks
Kill 1 LB at Maribor
Status:
Researchwise, we can stay at 40% with -1gpt (-30 at 50%), and get cavs in 10. This might drop as more get the tech
Pillaging: Our pillaging army hasn't had much luck locating resources yet, but has cut part of the supply line past Chichen Itza. Up to next leader to complete this or go on looking for horses. We need to pillage Aztecs soon, they have 2 saltpeters.
Military is looking slim, the LBs in the north aren't much of a threat, but we are running low on units to kill them with. Sorry about losing those 2 armies, but they were outdated and we badly needed to kill those cavs.
I have left the settler active under the army stack in the centre, might be best to wait 1 turn to move in position. There are a LOT of inca cavs running around.
LKendter Aug 05, 2004, 11:45 AM Sorry about losing those 2 armies.
That hurts - we need some leaders now for some knight / UU cavalry armies.
Caughnawaga: raze and 2 slaves.
Some good news this turn. :D
-----------------------------------
LKendter (vacation Aug 3 to Aug 9)
Arizona_Steve (vacation July 31 to Aug 15)
tarkeel
Meldor (currently playing)
hotrod0823 (on deck and hopefully starting our badly needed GA)
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 Aug 05, 2004, 12:14 PM One interesting piece of news - check out the #1 for land and pop.
http://www.civfanatics.net/uploads8/LAK-450.jpg
LKendter Aug 05, 2004, 12:23 PM The below is the new city plan.
There is a settler hiding under the army almost ready to settle red dot.
Blue dot is simply a back fill city.
Yellow dot will shorten our lines.
It will also let us let us start to hit the number one problem - the Maya.
http://www.civfanatics.net/uploads8/LAK-449.jpg
meldor Aug 06, 2004, 12:30 AM I see it and will get to it.
meldor Aug 07, 2004, 06:03 PM 1150 AD (0)
I can't move the settler in position because some of the units under it don't have movement. We also have a city that is defended by a single spear on the front line. I shuffle defenders to give it a pike. That is all I can do. It will have at least one musket next turn. I then reshuffle people to keep everyone happy.
(I) Lots of troops move into our lands. It is a good thing that I put the pike in there as a single cav attacks and is retreated by the pike. Gmuend Knight->Temple
1160 AD (1)
Try to beat off the units I can. Have to kill a musket on our saltpeter with a horse.
(I) More units coming.
1170 BC AD (2)
Killing a redlined musket with a horse doesn't work this turn and I bring in a hurt knight to finish it off. I will plant a musket on the saltpeter. I finally get to move the settler without losing the workers.
(I)We lose a knight to counters.
1180 AD (3)
Finally, the fishing pays off! I get a leader and form an army. I know Cav are close, but I will take a knight army for now. The city of Fledkrich is formed. It starts on a RAX.
(I)
1190 AD (4)
Kill off some stray units. Most of our options are bombard and allow to retreat. Buying time for our UU. Get a second knight in the army. Pillage Iroquois saltpeter.
(I) No losses. We get a Cav to retreat and an MDI that dies.
1200 AD (5)
Play witht he scientists and the slider to get MT in 4 at -17gpt. Kill off some stray units. Pillage an Incan dye.
(I)No losses again. There are a ton of Incan Cavs on the way though.
1210 AD (6)
Again, I kill off some stray units. I need more elites. We are slowly building up defensive units on the fronts. Seems to be a theme everytime I see the game. Continue to bombard the Aztec units and they continue to stack up. It is getting to the point that we can't hit them all so hopefully we will get something up there to kill them with. The temple in Maribor is complete so hopefully those three attackers can move north soon.
(I)We have 5 Cav attack Copan. The spears repel 4 of them killing 2 but the 5th one takes a spear.
1220 AD (7)
Kill off the Cav that went elite and one of his friends. Can't get the last one without expoisng a unit. Pillaging in Incan lands I spot some horses, can we hope this is there only source? I do a shuffle to get a musket to Copan. Pull some knights off the east as the army with the musket seems to be keeping things away from there and I need attackers and defenders. Kill off an MDI that landed behind our lines and get an elite horse.
(I) Lose a musket to a Cav. Everything else holds.
1230 AD (8)
Our knight army takes out two full Cavs out of reach of the Cats. Use some extra cah to rush the Rax at Kranj, it needs it badly to heal units. Shuffle a repl=acement musket to the city.
(I)The game crashes on the interturn. I guess I lost the right file for hussars during the multi-version period. Re-do the turn and MT comes in and we start on Theology due in 4.
1240 AD (9)
Clean up units. With the knight army, we are starting to get ahead on the units pouring in.
(I) No losses. We get our first Hussar.
1250 AD (10)
Our hussar redlines on a Longbow that landed, but we get our GA!. Use the knight army to kill two more Cav and use some *elite horses to take out some of the stary Aztec forces. After adjusting the cities, we still have Theology due in 3 turns but we have 77gpt income. We need to use the cash to rush needed buildings in weak cities and selectively upgrade our units.
I got the red and the blue dots settled. As soon as we can get the Hussars over to take out Tyendenaga out we can then take out the two Incan cities and think about taking the furs from the Mayans. I would be happy if we just get the border shortened during the GA.
http://www.civfanatics.net/uploads8/LK71-1250AD.zip
Tarkeel Aug 07, 2004, 06:35 PM Very nice. GA will help very much. Might even start beating them back some now.
meldor Aug 07, 2004, 10:27 PM Hotrod doesn't get to start the GA but he does get a full 10 turns of enjoyment from it.
[EDIT] I forgot to check if the horse I pillaged was the only one the Incas had, just in case, I was pillaging every square around it so it would take longer to hook back up.
LKendter Aug 07, 2004, 10:47 PM Hotrod doesn't get to start the GA but he does get a full 10 turns of enjoyment from it.
[EDIT] I forgot to check if the horse I pillaged was the only one the Incas had, just in case, I was pillaging every square around it so it would take longer to hook back up.
Well a picture is worth a 1000 words.
http://www.civfanatics.net/uploads8/LAK-451.jpg
LKendter Aug 07, 2004, 11:06 PM Very nice. GA will help very much. Might even start beating them back some now.
We already are turning them back. Meldor place another 2 cities, and we are close to forming the shorter white line a couple of post back.
=============================
:confused:
What happened to the specialist in Maribor? Maribor makes just one shield even in the GA. We gain more with 2 scientist / taxman. Please make that switch.
LKendter Aug 07, 2004, 11:13 PM We need to use the cash to rush needed buildings in weak cities and selectively upgrade our units.
We are severely behind in tech. I am still scare to death of how long we have to fight cavalry with defending muskets. We could still lose this game because of tech. We really need to keep 4 turns per tech no matter what, and I would really like build a cash reserve to keep deficit spending after the GA is over.
The only cost effective upgrades are knights to Hussars. IMO nothing else justifies the cash loss and the ability to run science at a deficit.
Please limit the rushes to a couple of critical walls and barracks. Nothing else is worth it.
Our science picture is still horrid. We haven't recovered from screw-up and delaying first contact to long keeping us researching at first civ prices. The failure to push deficit research also cost us at least one tech.
hotrod0823 Aug 08, 2004, 03:43 PM I've got it
Hotrod
hotrod0823 Aug 10, 2004, 01:05 AM 5 turns in the books. Lots of MM for specialist. Get theo and almost got education. An army of Hussars is almost full and ready to roll. Disconnected the Iroquios gems. Killed a few cavs :hammer:
Will complete tomorrow.
hotrod
Sirian Aug 10, 2004, 06:00 AM Interesting game. I'm glad to see AWE not yet fully mastered and routine. Wishing you luck with the rest of the game.
- Sirian
hotrod0823 Aug 11, 2004, 12:19 AM 1250AD (0): General survey and play with specialist. Swap to all taxmen as Theology is still due in 3 no matter how many scentists we run Add 2 taxmen per Lee's instructions. NOtice we are producing mostly military :hammer:. Hope to get muskets to the front to allow the push to be Hussars.
We have a nice amount of knights but very few will become Hussars. Hope to drive back the units on all fronts and secure the East coastline. Kill 1 MDI but lose to another outside of Kranj.
INBT: No loses to advances on all sides.
1255 AD (1): Krems builds a musket starts another. Kufstein the same. Eisenerz hussar starts another. Villach a duct starts a market. Klangenfurt a temple starts a musket. A little scientist swap allows theo in 2 at 30% gaining +110 gold. Kill 2 of 3 inca cavs. Kill a couple longbows in the West. Not much else. Moving our pillager toward the iroquios gems.
INBT: No loses, Aztecs start Bachs.
1260 AD (2): No units are avaible to attack the 3 approaching cavs. Kill a wounded cav outside of Kranj. Moving Hussars to the front lines. Pillage the Iroquios gems and move toward a second source. Theo due in 1 with +110 gold.
1265 AD (3): Wound a few cavs on defence lose a spear guarding the salt but the cav is hurt and will die this turn. Theo comes in and start on education. Elite knight in the west kills a wounded MDI and we get a leader. And a soon to be hussar army to start getting some offence going.
1270 AD (4) more units get built. Get a new settler in the north. The Inca have moved cavs south :(. Need some knights or Hussars asap. Can't get any there soon enough. Load up another unit into the Hussar army. Will add a forth next turn.
IBtN: UGgggg.... Landeck falls, 2 cavs kill 2 muskets. A Krems spear kills a cav. 2 other cavs are killed at Bischofshofen.
1275 AD (5): Landeck is reclaimed by our Hussar in the area. Have to check to make sure the Incas can't build cavs. Good news is that they still don't have horses. They must have built a boat load of cavs before it was disconnected. Moving a settler into position in our NE to claim some more territory and increase the buffer near our iron. Getting offensive with the Knight army and a local Hussar. Will let the last of the Hussar in the army heal then begin moving north.
1280 AD (6): Very uneventfull interturn for a change. Copan builds a cannon starts a market. Salzburg, Lienz both complete much needed muskets and start more. Found New Vienna to put some land arournd our key resources like salt and iron. Mowed down 4 aztec unit with barely a scratch on our Hussar army. In possition to hit Vitcos on the East coast. Need a settler soon to fill the spot sooner rather than later. :D Education is due nex turn wiht +154 gold. We have 598 in the bank.
1285 AD (7): Another slow interturn. Education comes in start on Banking. Easily caputure Vitcos . At size 3 I decide to keep it. It is closer to us then the Inca and will help close up the coast line. Tyendenaga is razed and will be easily replaced soon. Banking is due in 4 turns with +77 gold.
INBT: Zulu cavs come alive and move toward our resources. Mayas build an obsolete wonder Statue of Zeus. :lol:. Get a few new Hussars but lose 2 trying to kill a wounded crusader.
1290 AD (8): Not much action. General cleanup in the West and our East coast. Continue pillage campaign. Getting Hussars to the front lines.
1295 AD (9): More Zulu cav activity. Use new hussars to cleanup a couple. Can soon begin push on the last Inca town to secure our front lines and begin build up to take the Mayan capital. Lose an elite Hussar and a elite knight vs a wounded rifle outside of Feidkirch.
1300 AD (10): Lose a couple units to zulu cavs. Pecs riots but not sure why was okay before I ended turn. General unit cleanup in the NE primarily. Banking in 1 turn, 973 gold and +85 gpt. We are leading in territory and population. Need to free up the spear army on the iron to get to the zulus. Their cavs have become a real bother.
LKendter Aug 11, 2004, 12:30 AM IBtN: UGgggg.... Landeck falls, 2 cavs kill 2 muskets. A Krems spear kills a cav. 2 other cavs are killed at Bischofshofen.
1275 AD (5): Landeck is reclaimed by our Hussar in the area.
Definitely a sign we are getting streched. We can't afford to many of those...
=====================
Signed up:
LKendter (currently playing)
Arizona_Steve (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.
LKendter Aug 11, 2004, 09:36 PM 1300 AD
The only reason Vitcos survives this turn is that the knight army can't move. We need to keep with the strict 3 away from a city rule.
New Vienna looks like a headache to defend. We should have completed roads to the area before building the city. I would have preferred the city to be on the Maya front to shortly the front lines. Why is our offensive Hussar army tied down in city defense?
We are so stretched for units that I actually use some cash for upgrades.
I sent the knight from Vienna to kill a longbow.
(IT) We lose that knight, but it took a cavalry with it.
2 cavalry attack Ljubljana - 1 died, and 1 retreated.
Next science is Astronomy in 4 turns.
1305 AD
I abandon Vitcos. We can't afford any city to that is to hard to reinforce. I refuse to tie up two armies for this city.
It is actually hard to determine where the army has been pillaging in the Iroquois lands. I will make the destruction path wider. :D
I kill a longbow and cavalry by New Vienna with the army.
I kill a 1 hp cavalry by Ljubljana promoting the Hussar. I kill an MDI without a promotion.
:confused: Why did I have the option to fortify the spearman army? I thought it was locked down defending iron hill.
(IT) A cavalry tries to assault our pikeman on the salt and it dies.
1310 AD
I kill 3 MDI by Ljubljana.
The knight army continues to prove its worth by killing a cavalry and longbow.
I kill a pike by Feldkirch.
I kill a musket by Pecs not taking even a scratch.
1315 AD
I kill the offending longbow by Villach.
I kill a pike by Landeck. That front is starting to heat up again.
This time it is 2 cavalry that die by Ljubljana.
1320 AD
The Ljubljana area stays a death zone as I kill 2 longbows and an MDI.
I just realized how powerful 3 apart cities are as I effectively move a musketman 5 cities via waking up the next one to shift toward New Vienna.
I kill one of the MDI near Landeck.
I kill another longbow near Kranj promoting to elite.
(IT) A Zulu cavalry retreats at Maribor.
Next science goal is Physics still in 4 turns at a slight deficit. :D
1325 AD
The AI obsession with Villach continues. We kill the offending cavalry, but can't deal with the MDI. I simply have to shift troops for a turn.
This time the action is at Landeck as I kill 2 MDI and a rifleman.
I kill a Zulu cavalry in the marshes near Maribor.
(IT) It is a lousy inter-turn as the Zulu kill a Musket and Hussar at Maribor for just a cavalry.
The Zulu kill a musket guarding our workers by New Vienna. I am glad I put the junk spearman in the stack.
The MDI at Villach fails to kill our spearman.
1330 AD
I kill the offending cavalry at Maribor.
I barely kill a crusader by Landeck.
I kill a cavalry by New Vienna.
I will wait to see where the Inca rifleman parade is going before I commit the troops. I would like to get a few bombardment shots.
(IT) In theory a musket behind walls should win versus cavalry. The reality is we lost another Musket in Maribor.
The Iroquois builds Smith's in Salamanca.
1335 AD
I get a promotion for killing a cavalry that landed just south of Maribor. I also get promoted for killing the Musket near Maribor.
I kill a cavalry by Copan. For all the elite attacks I am doing you would think I would get another leader.
Another longbow dies near New Vienna.
I think I should complain about no leaders for often...
http://www.civfanatics.net/uploads8/LAK-455.jpg
Yes, you read that right. I upgrade the named elite horseman, and one of them produced a second leader. What is unreal is it occurred by Ljubljana. :crazyeye:
Our Hussar army kills 2 riflemen by Pecs losing just 1 hp. It is a good thing since at least 3 more are spotted.
(IT) The Aztecs start Bach's and Newton's.
1340 AD
New Salzburg is formed.
New Vienna watches a longbow and MDI die.
The big killing zone is by Copan. We kill 2 rifleman and 2 longbows.
(IT) Another Zulu cavalry commits suicide at Maribor.
1345 AD
I kill one of the cavalry in the marshes by Maribor. As long as the Zulu multiple stack them I can kill some on the offense.
I kill 1 longbow, 1 rifleman and 1 MDI by Copan.
http://www.civfanatics.net/uploads8/LAK-456.jpg
The bad news is we are one city short to build the next army.
I promote another Hussar killing a longbow by Feldkirch. I also kill an MDI down there.
The road to New Vienna is completed, and the city is much safer. :D
1350 AD
Our GA is over. :(
We see the first ancient cavalry arrive from the Maya. Since they are backwards they still don't have Metallurgy.
I kill another Cavalry that landed just south of Maribor. I also kill 1 cavalry just north of it.
The Hussar that has been killing Longbows by New Vienna gets promoted to elite.
Another MDI is killed by Ljubljana.
Summary:
Pillage the horses near Tiwanaku like crazy. They are the only source for the Incas.
We have several hundred dollars in reserve. Please use it to keep a high science rate as long as human possible.
The leader and named elite are in Salzburg. I want to have that army build on the other side of the map near New Salzburg. We are in range to raze an Incan city soon.
=====================================
Signed up:
LKendter
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.
http://www.civfanatics.net/uploads8/LK71-1350AD.zip
I have noticed something very interesting about our map. If you follow the white lines we can go ocean to ocean alone those lines. Once we hit that point we can pick a direction for expansion, while the other side holds the line. http://www.civfanatics.net/uploads8/LAK-454.jpg
LKendter Aug 11, 2004, 09:40 PM The below are the next few cities to build in priority order.
1) Red dot. Once this city is build we can reinforce from New Salzburg. From there we can use the Musket / Spear army to cover the attackers that raze Andahuaylis.
2) Yellow dot. The Musket / Spear army should be able to cover the next settler arriving to this dot.
3) Grey lines. The Musket / Spear army protects the workers to build these roads. All the action is along the white arrows at the moment. Blue dot will be hot instantly. We CRITICALLY need multiple cities to support it before we build it.
4) Blue dot. This city will put the Mayan capitol in range.
5) Yellow lines. The Musket / Spear army protects the workers the increase the mobility in the area.
We really need to use the army to let us connect all those missing road gaps without losing any workers.
http://www.civfanatics.net/uploads8/LAK-457.jpg
Tarkeel Aug 12, 2004, 01:17 AM I got it. Things are looking rather good :)
Tarkeel Aug 12, 2004, 12:06 PM (0) 1350 AD
Sacrifice 3 surplus food in Vienna for a scientist, lose 1 gold and gain 2 beakers. Gain another 3 beakers in Salzburg. Drop scientist at Kufstein to let it grow.
IBT:
Musket kills cav in Kranj and Maribor. Lose 1 musket and 1 Spear in Maribor
(1) 1355 AD
Sigh, Happy faces were not updated with end of GA. Vienna riots, but I save the rest.
Landeck: Temple->Musket
Feldkirch: Temple->Court
Kill 3 Cav, 2 AC, 4 Rifle, 1 Crusader
Found New Innsbruck on red dot, form new army there
IBT:
Lose 1 musket to cav and retreat 1 cav.
(2) 1360 AD
Graz: Temple->Hussar
Kill 2 Cav, 2 MDI
IBT:
Retreat 1 cav
(3) 1365 AD
New Vienna: Barracks->Temple
Kill 5 Cavs, 1 LB, 1 MDI
Turn research up a notch to 70%, ToG in 1.
IBT:
Kill 1 LB
Loads of shipmovement.
(4) 1370 AD
ToG comes in. Start Magnetism at 50%, due in 5
Pecs: Temple->Hussar
Kill 1 Crusader, 1 Cav. Generate a leader and rush Military Academy in Pecs, to make our armies better. We aren't likely to handbuild any really.
IBT:
1 MDI land at Gmuend
Kill 1 cav
(5) 1375 AD
Pecs: Academy->Musket
Innsbruck: Bank->Uni
Weiz: Musket->Library
Kill 2 MDI, 1 AC, 4(+2) Rifle, 2 Cav, 1 LB
Bomb Andahualas and kill 2 rifles in it.
IBT:
MDI land at Gmuend
(6) 1380 AD
Turn research down to 40%
Kill 3 cav(+1), 1 LB(+1), 1 MDI
Bomb Andahualas, kill 1 Cav and 1 LB and raze it
(7+8) 1385-1390 AD
I must have lost track here somehow..
Lienz: Cathedral->Market
Kill 1 Spear, 1 LB, 1 rifle
Eisenerz: Hussar->Market
New Salzburg: Walls->Barracks
Bischofshofen: Market->Library
Found New Graz on Yellow dot
Kill 2 LB, 1 Musket
(9) 1395 AD
Kill 1 rifle, 3 Cav, 5 LB, 1 Crusader, 1 MDI, 1 worker (in Incaland)
Found New Krems
IBT:
Kill 1 cav
MDI lands near Gmuend
(10) 1400 AD
Salzburg: Hussar->Bank (vetoable)
Kill 1 pike, 1 MDI, 4 LB, 1 Cav
Set specialists and rates for research in 1.
Notes:
-Zulus come with the occasional cavalry, but they usually stop just short of attacking and are easy to pick off. Inca and Iroquois only send rifles and LBs atm, and it would be safe to assault Chichen Itza soon. There are quite a few Hussars in that area now.
-Blue dot settler is in New Graz, and can be founded in 2 turns.
-Both incense and furs should be in reach for the next 10-20 turns.
-Set artillery to sentry (shift-y) instead of fortify, so it will wake on enemy contact.
-I forgot to take care of the landing at Gmuend. Please fix that :)
LKendter Aug 12, 2004, 01:17 PM (4) 1370 AD
ToG comes in. Start Magnetism at 50%, due in 5
(6) 1380 AD
Turn research down to 40%
(10) 1400 AD
Set specialists and rates for research in 1.
We need to run DEFICIT research. Cash has very little use except to recover from our tech deficit. We want to get up to rails ASAP even though it kills the Hanging Gardens. This game is locked when we hit rails.
Generate a leader and rush Military Academy in Pecs, to make our armies better. We aren't likely to hand build any really.
Well I disagree on this one. There is a good possibility of that being true, but we should have hedged our bets. I would have built it in Vienna or Salzburg. A city with factory and coal plant can crank out the shields. We built plenty in the last WM game, so I know they can be cranked out. At this point Pecs should work on getting to size 12 with all needed buildings in case we want to hand build some armies. Leaders are NOT that reliable a source for armies.
Bomb Andahualas, kill 1 Cav and 1 LB and raze it
I always love hearing dead enemy cities. :D
How much cash from it? I thought the Inca had a lot of money. Please report any large cash sums. Did we get any workers?
Blue dot settler is in New Graz, and can be founded in 2 turns.
Sounds like time for another dot map. If the needed roads are there we are close to getting to more cities. It won't be to late tonight (8 to 9 hours from now).
==============================
Signed up:
LKendter
Arizona_Steve (vacation July 31 to Aug 15)
tarkeel
Meldor (currently playing)
hotrod0823 (on deck)
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
We must research at maximum rate at all times!
>> Starting with LK68 the LK series is on patch 1.22.
Tarkeel Aug 12, 2004, 01:24 PM Why? We had 52 gold left, and were running at -54..
No worker from the city, it was drafted down to size 1. Can't remember the amount of gold, but it certainly wasn't very much.
Also, armies can be cash rushed with academy.
There aren't too many roads in front of now, they were pillaged to limit counters.
LKendter Aug 12, 2004, 01:53 PM Why? We had 52 gold left, and were running at -54..
No worker from the city, it was drafted down to size 1. Can't remember the amount of gold, but it certainly wasn't very much.
Also, armies can be cash rushed with academy.
There aren't too many roads in front of now, they were pillaged to limit counters.
Ouch - I can't believe the spare cash went that quick. I thought it would last more then one round. Looks like the rest of the game will be rough for tech. Guess I owe an apology for over reaction. I had no idea cash would run out that quick. :( :( :(
=====================================
Interesting game. I'm glad to see AWE not yet fully mastered and routine. Wishing you luck with the rest of the game.
- Sirian
If you noticed, it sounds like we offering a interesting game. I don't think AWE will ever become routine. Some times it feels like a chess game trying to choose from all the targets and options...
Tarkeel Aug 12, 2004, 02:09 PM Don't worry about overreacting, your deep interest in the game is one of the good things in your games :) Making mistakes and having them pointed out is one of the best ways to learn
We have some specialist farms coming up in the west now though, that should help along with the 2 luxuries due soon.
meldor Aug 12, 2004, 02:28 PM AW can be easy and routine if you use the one main exploit of leaving an attractive city open and killing the AI units as they go past the well defended ones.
I always find it interesting to try and guess were the next "choice" city is...
LKendter Aug 12, 2004, 02:56 PM I always find it interesting to try and guess were the next "choice" city is...
Well this game did teach me part of the AI logic for priorities. I couldn't believe how quickly the all turned on the first iron city after we learned feudalism.
The Copan obession what the AI knowing it was salt, and wanting the gardens.
However, the Aztecs are fixed on iron. The Zulu Maribor (sp?), The Maya Copan, and the Iroquois the south. I would love to understand why the each have a different priority.
=================================
Making mistakes and having them pointed out is one of the best ways to learn
Well I learned a lot this game. My first contact paranoia wasn't a good thing is this. To many early contacts is very ugly, but you don't want to research at first civ prices to long.
hotrod0823 Aug 12, 2004, 07:33 PM I always find it interesting to try and guess were the next "choice" city is...
That is especially true when you finally get the "choice city" defended only to have a new one attacked and captured the very next turn :(.
I don't think AWE will ever get old. Maybe AWDG is doable but I think AWE is a exciting enough. It is by no means a lock.
Hotrod
LKendter Aug 12, 2004, 08:34 PM Meldor, I hope you find some coal for rails during your turn.
I got a change to look at the game. We will never build an army - Pecs sucks for production and is 50% corrupt with courthouse. The only way to start building armies is to abandon Pecs to put the military academy is a useful city.
We need to push our military forward as we build the next cities - Bischofshofen still has 3 muskets, and 4 bombard units. Feldkirch has 3 infantry, and 2 bombard units.
Question for Tarkeel
Are you aware that an army gets 2 free pillages per turn?
I notice the mountain the army was sitting one is NOT pillaged.
The top half is my turn, and the bottom is your turn. There is no way the AI rebuilt the road and mine that quickly.
I wonder if this could be part of the reason that I couldn't tell the pillaging area well enough from Hotrods turn.
http://www.civfanatics.net/uploads8/LAK-460.jpg
LKendter Aug 12, 2004, 08:35 PM The below are the next few cities to build in priority order.
White Lines - The target line to get a stable front. After we hit this we hit the critical juncture and have to decide on attacking toward the Aztecs / Zulu of the Iroquois / Maya.
Red Circle - :confused: Why does this army have just 3 units?
Meldor, please fix this and load a 4th unit.
White Circle - A city placement mistake. All of my dot maps are designed to be 3 squares apart. The old blue dot is CANCELLED to fix this mistake.
Please don't waste our armies defending cities. The defensive army is immune outside of the cities and should be used there.
Grey lines - The critical needed missing road segments.
The below are the cities to build in order of priority. These priorities could change depending on where the coal shows up.
1) Yellow Dot - This is revised city location to offset the white circle mistake.
2) Red Dot - This is the replacement for Chichen Itza when it is razed.
3) Light Green Dot - The front line target. This city is weak with only one reinforcement city from behind, but I can't do a thing about it.
4) Blue Dot - This secures the front line and gets the furs clearly behind our lines.
5) Purple Dot - This simply helps to build the front lines.
6) Dark Grey Dot - The final piece for a short front line.
7) Unknown dot - A team decision has to be made one which front to go after next.
http://www.civfanatics.net/uploads8/LAK-459.jpg
meldor Aug 12, 2004, 09:43 PM I have it
The message you have entered is too short. Please lengthen your message to at least 10 characters.
hotrod0823 Aug 12, 2004, 11:08 PM I think the we have to get both the furs and spices first. That requires focus on both the Aztecs to the North East and the Maya. Once the Maya are gone we can play strong against the Aztecs and push on through the Zulu. Rails will speed things up for sure as we can get needed rifles?? to the front lines.
On that note do we want rifles?? Or push on toward infantry. How is our shot at ToE or for that matter Hoovers? It is difficult to tell exactly how far behind we are at this point in tech, with no new units coming until infantry and hopefully that is later rather than sooner. I want to see these Hussars get a workout vs. rifles.
meldor Aug 13, 2004, 12:46 AM Hotrod, I played before I saw your post, but I think you will be pleased.
1400 AD (0)
Things are looking a lot better defensively. I kill the Incan Cav and Aztec MDI that were dropped off behind the lines. Load a 4 Hussar in the army.
(I) Only 3 units move into our lands. We get Mag and start on Steam.
1405 AD (1)
Kill off the musket and 2 bows. Move settler in place. Move 2 Hussar armies to Mayan capital
(I)We lose a Hussar to a Cav, don't know why the musket didn't defend on top.
1410 BC AD (2)
We kill the offending cav. The first army takes out 2 muskets and a pike and Chichen Itza is no more. We get 3 g and 3 workers. The army then kills a longbow. The knight army takes out a Crusader and an MGI and then the other Hussar army take out 2 bows and a Cav. We need settlers badly. I can get one next turn and the turn after that, but then there will be a drought.
(I)We lose a musket to a Cav at New Krems.
1415 AD (3)
Kill a rifle and two Cav at New Krems, but we lose an elite Hussar. Armies advance on Swazi. This will prevent Zulu units from doing an end around and it has jungle around it. I suspect it has some hidden resource or the Zulu wouldn't have gone out of the way to settler there so quickly.
(I) We lose yet another musket at New Krems. No less than 5 Zulu Cavs appear headed for Weiner Neustadt. This city has been a hot button for them all game. What major resource is there?
1420 AD (4)
Kill off a Cav and bow at New Krems. Finally at Maribor I get a leader taking out 2 Zulu Cav. Wurmser heads back as we can't build a new army just yet.
(I) Three Incan rifles and a Cav enter the woods outside of New Krems. The Zulu Cav scatter and two attack Ljub and kill a musket. The rest surround Maribor. The Aztecs advance a mini-sod.
1425 AD (5)
Knight army attacks Aztec city and razes it. That clears any culture pressure for the last city on that side and in 2 turns the civs will be cut in half. I let the rifles at New Krems alone as our bombard units did nothing. Since we have a leader, I fish for more elites. I get one killing the two Cav at Ljub. Kill to more Cav and 2 MDI at Maribor.
(I) We lose a musket and hussar to counters. The Incans get style points for attacking muskets with rifles, but lose all three. The cav then tries to kill a musket over a worker and dies as well. The Mayans found what will be a short lived replacement city for their former capital.
1430 AD (6)
Clean up a Zulu Cav and 2 bow and 1 MDI from the Aztecs. No units from the other side in sight.
(I) We lose two of the three muskets escourting our settler.
1435 AD (7)
Knight army moves to help cover the settler and heal. Take out 3 Zulu Cav. Maribor army advances into Aztec territory.
(I) Lots of troops move in. They lose a Cav, we lose a musket.
1440 AD (8)
The city of Cut-off Junction is formed and so is FursNow. We get yet another Hussar army which heads for Aztec territory. Clean up a Zulu Cav. Three muskets die at Malinalco but the city holds. I don't think it will make it next turn with two Hussar armies assualting it. Kill two rifles and a bow near New Krems. The Mayans don't do as well as the Aztecs one Hussar army kills a musket and pike in their new city and razes it. It then goes on to kill a bow and Crusader. The other Hussar army advances on Palenique. In doing so, it shows a really small, two city choke point. Exploration will have to go north to see if it is really good news or not.
(I) We lose nothing for a change.
1445 AD (9)
The Mayans lose their capital again and Palenique gaining us 4 workers. The other Hussar army on that side advances on the next Mayan city, but can only kill the musket on top. The Aztec city of Mainalco loses a musket and drafted rifle as we raze Cop's. Kill off 4 Zulu Cavs. Where are they getting them all??
(I) Two Zulu cavs attack Cut-off and retreat. One attacks our muskets on the furs and dies. We get a Cav and MDI landed at Maribor. Lots of troops move in.
1450 AD (10)
The city of Lagartero is razed along with the Statue of Zeus. We get 1g and 4 workers. The city of Atzcapotzalco is razed. We get 8g and 2 workers. Unfortunately I can not protect two of the new workers. I will let them work and wish them well. Clean up 3 bows, an MDI and a Cav. There is still a bow on the hill next to New Landeck.
The Mayans and Aztecs have been demolished. Hotrod should be able to take one or both out and not break a sweat. We are due Steam in 11. There is a settler headed over to the Mayan side, pick your spot. We could use a lot more, but then defense needs to be built to protect them.
I managed to take the offensive and nail 8 or 9 cities. If we can get rid of two opponents, things will get easier.
http://www.civfanatics.net/uploads8/LK71-1450AD.zip
http://www.civfanatics.net/uploads8/lk71=1450ad.JPG
Tarkeel Aug 13, 2004, 01:18 AM Only 3 units in it because we were short on hussars when it was formed. There is an elite* on the way to join it.
As for the mountain, I have no other excuse then forgetting to pillage it in the first turn. It took a trip around the area to pillage some irrigation to make those cities starve down, and I was trying to get rif of that saltpeter (too many units walking over the square, so it headed back to get horses again) so it wasn't back to the mountain before now.
Very nice :hammer: there meldor, I knew the Mayan front would crumble :)
LKendter Aug 13, 2004, 06:11 AM I managed to take the offensive and nail 8 or 9 cities.
Well that desevers a :hammer: :hammer: :hammer:
I certainly won't argue with the new workers. :D
=========================
The big question - will we have coal? I can't believe we still need 11 turns for steam! Our research ability sucks again. Sounds like we need a few more libraries / universities.
=========================
Signed up:
LKendter (on deck)
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.
meldor Aug 13, 2004, 08:53 AM I don't think anyone else has steam yet. I didn't check the diplo screens, as I don't do that in my own AW games, so I forget to do it here. I had the choice of going for rifles at 8 or steam at 25. I got it down a couple of turns by shifting the specialists.
As for coal, my guess is, just like the rest of the resources, we will have to go get some. Why not! Except for horses, we have had to fight for the rest.
Lee, did you check out the neck down of the screen shot? You might want to redo the dot map or extend the old one.
LKendter Aug 13, 2004, 09:27 AM I don't think anyone else has steam yet. I didn't check the diplo screens, as I don't do that in my own AW games, so I forget to do it here. I had the choice of going for rifles at 8 or steam at 25. I got it down a couple of turns by shifting the specialists.
There is no question we are researching steam at first. The only thing that can explain the difference between steam and rifles is 3rd or 4th prices for rifles.
This means the GA got us back close to tech parity. :D
Lee, did you check out the neck down of the screen shot? You might want to redo the dot map or extend the old one.
We are growing so fast I will have to make an extended dot map tonight. What is crazy is that we need several more cities fast. You hammered everything near the border, so our supply lines are now getting long.
Looking at the map the decision of whom next is easy - Aztecs and Zulu must die. I see a very narrow front to defend against the Inca and Iroquois.
meldor Aug 13, 2004, 01:33 PM I was building settlers out of Pecs, even rushed one (but don't tell Lee). If we are going to abandon the city we should get the population down before doing so.
LKendter Aug 13, 2004, 09:35 PM We have 26% land, and 41% population.
We are going to have to make a lot of settlers, but those numbers are improving rapidly.
With having 3 luxuries we want to start getting marketplaces in our productive cities for the extra happy face.
We have pretty much caught up to the AIs.
Hotrod, I notice 2 fortified workers in Cut-Off Junction. Can you please wake them up and put them to work.
The below are the next few cities to build.
The red line is the stop point. This is an excellent, narrow front to hold the Maya and Iroquois off. We want to switch to mostly a defensive mode on that side of the map.
http://www.civfanatics.net/uploads8/LAK-461.jpg
The other side of the world.
http://www.civfanatics.net/uploads8/LAK-462.jpg
meldor Aug 13, 2004, 10:27 PM The workers in Cut-Off were there so they didn't get nailed by the Zulu Cav before they could get back from the razed cities.
I would suggest that one of the Hussar armies make for the Zulu horses and stop all those Cav.
hotrod0823 Aug 14, 2004, 12:09 AM I've got it and will try to check things out tomorrow.
Hotrod :hammer:
Arizona_Steve Aug 15, 2004, 12:17 PM I am back from vacation and can rejoin the game when my turn is up.
hotrod0823 Aug 15, 2004, 11:10 PM Im slow out of the box. Not much other than a kill off a few Inca units, find the Mayan Ivory in the North and rounding up units to move on the Aztecs. Will have full turns completed tomorrow.
Hotrod
hotrod0823 Aug 17, 2004, 12:47 AM 1450 AD (0): My how we've grown. Well not really huge but we have a lot of elbow room and those luxuries I had my eye on. We need settlers to "fill in" the blanks. Have 2 wounded Hussar armies that are standing guard over 4 workers/slaves each. They need some rest anyway. Leader fishing but fail against a inca longbow. A wee bit of MM and I get Steam down to 9 turns with -2 gpt.
1455 AD (1):Some minor annoyances but nothing worth reporting :D. Complete a few more units. Innsbruck builds a university and starts a palace. Realize it may be a bit premature but we have 77 turns to get to ToE. General unit cleanup. Had to bring reinforcements to deal with 3 rifles near New Vienna. Take out a few inca longbows clearing the way to move the settler to the Eastern White Dot. Hussar production continues but we need to start picking up some univerisities.
1460 AD (2): Various counters. Lost 2 muskets and a small stack of 3 cats :(. A wounded Hussar and 2 slaves :p. Salzburg buidls a bank starts on Hussar. Wiener Neustadt builds a cath starts on library. Krems builds a musket starts a library. Tenochtitlan the Aztec Capital is razed to the ground for 13 gold and 3 workers. Sending our knight army to attack the final Mayan City of Calakmul. Kill the pike on top to spot a musket that holds up to our Army. Move a Hussar army in the area taking 4 new Mayan slaves and will take the city out next turn. Best I can due is steam in 7 with +2 gpt. 50% is too much of a deficit at -44gpt.
1465 AD (3): :wallbash: Haven't seen any Zulu cavs and out of the blue come 5. Lost 2 muskets protecting a stack of 3 workers. Lost another musket in the area. Calakmul falls and the Maya ar e no more. Or sooo... I thought. They must have a settler floating around. Get a leader and send him home. Will get another settler out of pec then rush a Military Acedemy in a more productive town. xochicalco is razed. The other Hussar army is sent to rest/cover Incence hill in the wake of all the zulu cav sitings. Found the Town of New Lienz on the White Dot.
1470 AD (4): General cleanup. Retreat the forward Hussar army to rest before continueing. Take out the remaining Inca units in the East. Moving on the next Aztec town of Tlacopan. up research to 50% for 1 or maybe 2 turns to get Steam in 4 turn but a heavy -42 gpt.
1475 AD (5): :wallbash: Lose a partially wounded Spear Army in the East to a cav attack. Good and bad. Good because I can replace it and bad because... Well maybe not too bad. Lienz builds a library starts a bank. Kufstein a musket starts a library. Eisenerz a market starts a library. Gmued a library starts a Hussar. Eisenstat a market starts a Library. Made a new Hussar army and my first elite battle the Leader is replaces :D. Tlacopan is Razed. Build an ivory colony for the Short term until we get settler up to the North. This allows me to drop lux to 0% and get Steam in 3 with -7gpt.
1480 AD (8): Sending the wounded armies to the baracks town to rest. We have 4 armies that need a few turns before they can press on. Take the only "healthy" army and hit the Zulu town of Texcoco and it is razed giving us 20 gold. Steam in 2 turns with +1 gpt.
1485 AD (9): General unit cleanup/wounding. Knight army takes the Aztec town of Tlatelolco and the aztecs will be gone next turn.
1490 AD (10): Steam comes in and we have NO coal. Start on Industrialization but will leave it up to discussion wether we want to persue research or not. We Lose the HG effect but have no riots. There is a lone coal outside of CutoffJunction. Requires a cultural expansion, a colony or another town to bring it into our control. Calixtlahuaca has been destroyed and the Aztecs are history. Well twice in 1 game, they too must have a settler out roaming. It also just so happens that we the knight army with 2 aztecs slaves are sitting on a second source of coal that can be colonized next turn. Use our fresh armies to take out a lot of Inca and Iroquios rifles and longbows.
hotrod0823 Aug 17, 2004, 12:50 AM Whoops didn't realize it until i posted that I can't count and skipped turns 6 and 7 completely.
Well rather than wait till tomorrow please consider this round complete and perhaps the next player will get 2 free turns :D.
Sorry for the confusion.. thats what I get for playing my 10 or rather 8 over 2 days.
Hotrod.
LKendter Aug 17, 2004, 06:10 AM Lose a partially wounded Spear Army in the East to a cav attack.
:confused: How did we have a damaged Spear Army?
======================================
Start on Industrialization but will leave it up to discussion wether we want to persue research or not.
I say keep researching, but will nothing done I will switch to rifles.
======================================
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.
meldor Aug 17, 2004, 02:28 PM I think at this point we would be better served by pushing for conquest rather than Domination. If it turns out that conquest would drag the game out (It turns out there is an island somewhere that we can't send Hussar armies to). Ravage and raze, only settle enough to support a couple more armies and don't slow down progress to wait for settlers to catch up.
LKendter Aug 17, 2004, 03:13 PM I think at this point we would be better served by pushing for conquest rather than Domination. If it turns out that conquest would drag the game out (It turns out there is an island somewhere that we can't send Hussar armies to). Ravage and raze, only settle enough to support a couple more armies and don't slow down progress to wait for settlers to catch up.
I was already wondering if this could turn out to be conquest, and planed to look at that tonight. I was thinking the Zulu need the :hammer:
LKendter Aug 17, 2004, 10:58 PM INVALIDATED turns due to hard drive dead. :mad:
LKendter Aug 18, 2004, 08:35 AM Signed up:
LKendter (skipped - waiting for new hard drive)
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.
Arizona_Steve Aug 18, 2004, 09:20 AM I have it, but may be delayed as I am up in BZ9 also (Sid level, industrial age, huge map, 16 opponents - Ugh!).
LKendter Aug 18, 2004, 10:13 AM AS, please make sure to connect the coal ASAP and start building a rail-net.
Please protect the captured workers in the field - we realy need more rail building help.
Arizona_Steve Aug 18, 2004, 08:13 PM (0) 1490AD
Things look a little precarious in the North. There is a redlined cavalry army guarding four workers, which I fortify. A leader sits in Weiz. We're currently at 35 cities, so a new one will allow another army to be built. All cities look OK, so I hit enter.
IBT
We lose one musket to a crusader. The redlined army is not attacked.
(1) 1495AD
A lone hussar takes out the crusader. A settler is directed towards the coal. Take out a Zulu longbow and an Iroquois rifle using hussar armies. I redline an Aztec longbow outside IncenseHill with catapults, but don't attack with the muskets there.
IBT
Usual annoying bombardment of our shores. Nothing to write home about.
(2) 1500AD
A dozen or so catapults and trebuchets are not too good against a trio of Incan rifles. Two armies destroy them. Might be time to get some cannon upgrades going. The Aztec longbow and a Zulu cavalry are destroyed by another hussar army.
(3) 1505AD
The Inca continue to bring up troops and three rifles and a longbow are standing next to our catapult/trebuchet stack. Not much luck with the bombard units, but two hussar armies and a lone hussar kill off all the units without leaving anything exposed.
The Iroquois lose an iron source. They have also landed a rifle, medieval infantry and settler in an attempt to grab some coal. I'll let the nearby armies heal for a turn, and hopefully they'll kill off any city that's founded next turn.
(4) 1510AD
Bombard the three Incan rifles and two longbows near New Lienz. I build a colony on the coal to get an instant road, then found New Kufstein next to it. I note that ther are three rifles and a crusader heading that way and start organizing defences appropriately.
(5) 1515AD
Two hussars came in last turn, so our leader forms an army. I watch the Iroquois rifle and crusader stack to see where they're headed. Armies and catapults are moved into New Lienz for a healing turn.
(6) 1520AD
More troops continue to flow out of Inca and Iroquois. Workers are being organized into railroading groups.
It looks like the foreigners are converging on Landeck, so I stuff it full of defenders.
(7) 1525AD
More mindless killing. Incans and Iroquois are heading to New Landeck, Zulu are heading to Maribor.
I'm finally able to disconnect Incan saltpeter and put a stop to their cavalry.
We need catapult upgrades desperately, so I turn science to zero for a couple of turns to get some funds.
IBT
An Incan cavalry sneaks up from out of the fog and kills off our ivory colony. Scroll forward and hire specialists where necessary.
A rifleman kill at Maribor gives me a leader, who moves to Wiener Neustadt while I figure out what to do with him.
The newly built Iroquois city of Gavagaahe is razed, and they no longer have access to the Northern coal.
(8) 1530AD
(9) 1535AD
More mindless defensive killing. Little opportunity for offensive play.
(10) 1540AD
New Bischofoshofen founded. Science still at 0% as more catapult upgrades are necessary to get artillery hits on the incoming rifles.
Tarkeel Aug 19, 2004, 05:22 AM I see it and will play later today.
LKendter Aug 19, 2004, 07:35 AM A rifleman kill at Maribor gives me a leader, who moves to Wiener Neustadt while I figure out what to do with him.
We need catapult upgrades desperately, so I turn science to zero for a couple of turns to get some funds.
Are we at 9 armies already? If not, we need more armies.
We want to get to factories as this will give us a factory to rush if no other options. Don't keep science off to long. It don't know how much building the factories will pay, but I won't argue with a free leader rushed one.
======================
I see the critical coal is on-line. Life will be a lot easier once we get the military rail-net going. What we now need to do is get more workers from razed cities to bring the win close, and speed up rail building.
I hate hard drive crashes. It sounds like your turn played differently. I had the coal connected sooner with more rails built.
====================
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.
Tarkeel Aug 21, 2004, 05:21 AM Lee, the civilopedia file is missing, and since I'm on a different PC now that means I can't play it :( Will need a skip.
LKendter Aug 21, 2004, 09:17 AM Tarkeel - please try the below. Let me know if you can load the game, and maybe play.
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.
Tarkeel Aug 21, 2004, 11:18 AM Not Found
The requested URL /uploads7/LK71-PediaIcons.zip was not found on this server.
That's what I tried first, but the file isn't on the server anymore.
meldor Aug 21, 2004, 11:37 AM Try this one, it is a copy I had on my HDD. If you still want to swap or skip. let me know.
Tarkeel Aug 21, 2004, 11:39 AM I don't have time to finish it untill tomorrow at the earliest now, so go ahead and take it meldor. Thanks for the file, it should do the trick :)
meldor Aug 22, 2004, 02:21 AM I have it and will post it so you can play tomorrow.
meldor Aug 22, 2004, 02:35 PM 1540 AD (0)
I can't believe that things look almost exactly the sasme as the last time I was playing. I wake up some armies and send the at the Zulu. I then spend some time moving units around to best cover the cities. Pillage with the spear armies.
(I)Three CAvs try to take New Vienna and fail. Teh Zulu are pouring units across the border.
1545 AD (1)
The city of Teotihuacan is razed giving us 23g and 4 Zulu slaves that we can use. I then pillage their wines before the other army heads for Umfolozi. Wake up an armiy and kill off 3 cav. Kill off 4 Zulu rifles and 1 Bow. Wake up another army which kills off a rifle, MDI and Bow. It also pillages a road so that there is only on road in the area and we control it. I don't want any more Cav charging deep into our lands. There is still a rifle and bow near New Vienna but they can wait for next turn. We have a serious worker shortage.
(I)Nothing is attacked. The units are trying to get around the restricted roadway I created.
1550 BC AD (2)
Our army kills a rifle and Umfolozi is razed giving us 16g. We get no workers from the razing but snag one from nearby. Kill of the bow and rifle behind our lines. Two armies seem to be holding the line in the east, now that it is pushed back. I should be able to put another city up there to secure the breach and then back fill behind it. On the Zulu side, the armies are resting and the next target should be Mpondo. I forgot to mention that I upped science to get Industrial faster while still getting some cash. I would like to get rifles and maybe pull ToE for denial. All workers are currently working on the military net, but I think I will have one crew stay at the capital and get it improved.
(I)Not much.
1555 AD (3)
Two armies arrive at Mpondo. The workers will have to make it back on their own. It isn't that big if they are retaken as we will get them back again. Pillaged one Incan coal and head for the other one.
(I)The Zulu's do indeed retake the workers. They must be worried about their cities as the rifles on our border head home. They also found a town to get the Aztec saltpeter. Two Cav try to make it to our cities, but without a free ride on the roads, they don't get far.
1560 AD (4)
Kill off the Cav and a rifle. Army approaches the Iroquois city of Gewauga. I love armies! One army kills 3 rifles and a bow thereby razing Mpondo by itself. We get 24g and 5 workers. We also raze the saltpeter town getting 16g. The second army at Mpondo heads for Ulundi, but only has enough movement to kill two rifles. The city still stands. I expect they will draft like crazy. I almost forget to kill off the rifle the Zulu dropped off. Settle a backfill city.
(I) Seems the Iroquois can't resist the saltpeter either, but I spot them before they settle.
1565 AD (5)
We kill the Iroquois rifle and snag the two workers. The Zulu had drafted in Mpondo, but it does them no good. We kill both rifles and capture the city with Sun Tzu's in it. I will attempt to keep it as Sun's would be most nice. That allows us to build an army and I do so. It is filled with 4 hussars and gets to the Zulu front with enough movement to kill off two rifles. We raze Gewauga in the east to free up some border room. The Iroquois are poor as we get no money for the city. We do pick up a worker. I send some troops towards Mpondo so we won't risk the army. I up science to get Industrial next turn.
(I) The Zulu lose an MDI attempting to keep us from re-enforcing Mpondo. They also land a cav and warrior near Maribor. How long have they been on that ship? The resistance in Mpondo ends, but it riots. Everyone is a clown. We start on Nationalism.
1570 AD (6)
Re-enforce Mpondo, muskets on the way. Dispatch the Cav and warrior. Clean up a Crusader, several bow and a rifle on the other front. The armies should be able to advance on the Zulu capital next turn. I have seen no Incan mounted units, but I pillage the horses again just to be sure. Swap palace to factory. It costs 63 shields but should be worth it. Vienna is swapped to factory as well.
(I) The Incans land a Cav near Maribor and the Iroquois land a rifle. The Mayans land a settler and spear, trying to get back their anciestrial homeland.
1575 AD (7)
We kill the rifle and Cav at Maribor. We pick up two more workers, thanks to the Maya. Two armies advance on the Zulu capital. Build a filler city to get us Ivory.
(I) The Zulu grab the workers from the last razing and found a new city to try and get the wines back.
1580 AD (8)
We get 15g for razing the new city. When then capture the workers trying to make their way back home. They move units in to re-enforce the capital. Five vet, one reg and one drafted rifle later and the Zulu capital is no more taken Sistines with it, Zimbabwe yields 16g and 5 workers. Ulundi got a rush worker, so it is down to size 1 now. We have a choice of wines or silks. I then take out an MDI that landed near Maribor. Next is 3 rifles and 4 Bow on the eastern front.
(I)
1585 AD (9)
Kill off an MDI and 2 Bows that landed at Maribor. Snag 2 Zulu workers and get a settler in position to get us silks next turn. I also have a settler on the way to the wines. The armies in the Zulu area are resting. There is only one bow to kill on the eastern front. I would like to go more on the offensive on that side, but I need a few more attackers/defenders on that side before doing too much.
(I) The Zulu build a saltpeter colony, but fail to guard it.
1590 AD (10)
We roll over the saltpeter colony. Armies arrive outside the new Zulu capital of Bapedi. It is losing population fast. I love when they draft a city below size 7. The other two armies are still healing but should be able to start for Hlobane next turn and rid the Zulu of any chance of horses.
(I) A rifle comes out of Bapedi to attack a Hussar. It loses and we have another elite.
1595 AD (10)
One vet rifle and 3 drafted rifles hardly give a single pause. Bapedi is razed giving us 16g and 5 workers. The other armies arrive outside Hlobane. The armies in the east have pushed back the enemy until they are now in the Zulu lands to the east.
(I) Not much.
1600 AD (10)
Hlobane has stiffer defenses, but they can't handle 3 Hussar armies and the city is no more. We gain 17g and raze Magellan's Voyage. In the Zulu lands of the east, the city of Tugela is razed, giving us 19g and 2 workers. Found a city on the wines. We now have 6 luxes to keep the masses happy.
The army in the west should be able to rest several turns and then take out the two Zulu cites over there. There can't be many Zulu cities left. We clearly have an island somewhere (mostlikely one to the west of our start).
Don't slow down the assualt. Once the Zulu are gone, leave troops to handle settlers landing and then slowly fill it in. The rest of the armies should start moving east and we should be able to finish this off before infantry can rear their ugly heads. Don't let it get back to me.
meldor Aug 22, 2004, 02:44 PM For some reason the attachment doesn't get there, try this:
http://www.civfanatics.net/uploads8/LK71-1600AD.zip
LKendter Aug 22, 2004, 09:44 PM I couldn’t tell if tarkeel was a swapped or skip. Please let me know.
Signed up:
LKendter
Arizona_Steve
tarkeel (currently playing?)
Meldor (swapped?)
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.
Tarkeel Aug 23, 2004, 08:04 AM Got it and playing now.
Tarkeel Aug 23, 2004, 09:07 AM Nationalism is in, what do we want next? Nobody has either espionage or Electricity,which I think are our 2 choices atm. I don't think we'll need infantry and arty, so suggest taking espionage then shutting of research?
LKendter Aug 23, 2004, 09:25 AM Do the other AIs have any techs above us? It is hard to answer you question without that piece of information.
I am in no rush for research anything at first except for Sci Method if the game isn't over by then.
Tarkeel Aug 23, 2004, 09:30 AM 3 have communism, 2 have fascism, and Inca have both Electricity and Corporation.
LKendter Aug 23, 2004, 09:52 AM Coropration doesn't help us much, as I suspect we haven't made much progress on building factories.
I say follow the Inca and go for Electric Power. If they get RP I want to quickly follow behind them.
meldor Aug 23, 2004, 02:16 PM Coropration doesn't help us much, as I suspect we haven't made much progress on building factories.
I say follow the Inca and go for Electric Power. If they get RP I want to quickly follow behind them.We had one factory already, the one in Veinne due in a couple of turns and all of the first ring cities were building factories when I turned the game over.
I would like to see us get hospitals as well as we now have the lux to get some decent size cities.
BTW, just to show how bad drafting is for the AI, we had ~31% of the land and over 50% of the population.
LKendter Aug 23, 2004, 02:29 PM BTW, just to show how bad drafting is for the AI, we had ~31% of the land and over 50% of the population.
This isn't anything new. We have dominated in population for while.
OTOH the land number is an improvement. If there is a one square island we will appreicate number improving. I still suspect conquest win, but we shall see.
Of course no matter how we win it will benefit us to destroy more of the Zulu cities. :D
Tarkeel Aug 24, 2004, 01:01 PM (1) 1605 AD
Kill 6 rifles, 1 settler, 1 LB; Raze Isandhlwana (22g)
(2) 1610 AD
Vienna: Factory->Coal, then Newton
Salzburg: Factory
Found 2 filler cities
Kill 2 rifles, 3 LB, lose 1 hussar vs LB on grass...
Research to 50%
IBT:
Lose 1 Hussar to LB, MDI kills Musket defending worker crew.
(3) 1615 AD
Kill 1 LB, 6 Rifles; Raze Cattaraugus (85g)
Found 1 filler city
(4) 1620 AD
Kill 5 rifle, 1 settler, 1 MDI
IBT:
Kill 1 crusader
(5) 1625 AD
Nationalism comes in, start on Electricity. Due in 15 at 50%
Kill 6 rifles, 3 LB; Capture Intombe (24g), Raze Kahnawake (2g)
(6) 1630 AD
Vienna: Coal Plant->Newton
Kill 2 Rifle, 1 settler, 7 LB
(7) 1635 AD
Kill 7 Rifle, 1 LB; Raze Ngome (50g) and Huamanga (52g); Capture Oka(1g)
Found 1 Filler city
(8) 1640 AD
Kill 6 LB, 6 Rifle; Raze Ica(80g)
Found 1 filler city
(9) 1645 AD
Kill 4 rifle, 2 LB, 1 Spear; Raze Arequipa (53g); Capture Tamuin(16g). Aztecs have another city somewhere it seems
IBT:
Landing at New Budapest
(10) 1650 AD
Kill 2 MDI, 6 Rifle, 4 LB, 2 Crusader; Raze Machu Picchu (55g)
The west is cleansed and is waiting for settlers. The north is also cleansed, I kept 2 low flip cities there. Most of the east is also gone, but is severely road deprived now. Slaves are working on connecting some stumps.
Military rail-net is 95% complete, missing some far western colonies and the frontline. Working on core rails now. Try to keep slaves and native workers seperated in workgangs. Have set a few core cities to factories as we are good on Hussars right now. We need to start building ships to get at the island west of Lienz, the AIs have quite a fleet bombing us.
LKendter Aug 24, 2004, 01:27 PM That looks like some serious razing. :D
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.
meldor Aug 24, 2004, 02:29 PM Great job, lets keep up the pace of the razings. It should only take one army to keep down any intruders in the west. The est should be able to pick up the pace in the east.
hotrod0823 Aug 24, 2004, 03:40 PM I've got it and will try and start tonight
hotrod0823 Aug 26, 2004, 12:43 AM Not done Yet but will be soon!
Conquest has crashed 3 times on me tonight and I am on turn 9 but don't think we are too far away from victory.
Update: Incas only have 2 visible cities left and the capital is about to fall in 1 or 2 turns. The Iroquois have about 4-5 cities but the capital is toast. Aztecs are finished and we have a rail right up the front lines. Rushed many many settlers and temples, spending most of the gold we get per turn now that research is off and we own Smiths and the Pyramids.
Will complete tomorrow and hopefully be able to post an end game picture. BTW we are at 51% in land but many expansions are due soon. Will have to see if domination or conquest comes first. :D
Hotrod
LKendter Aug 26, 2004, 09:24 AM FYI - I have started another AWE game. Check out:
http://forums.civfanatics.com/showthread.php?t=98085
hotrod0823 Aug 26, 2004, 11:30 PM 1650 AD (0): The race is on. I think I can finish this in 10 turns. NOW the question is domination or conquest. I decide to spend or gold. You can't take it with you?!! Rush multiple temples and settlers we have 30 percent more land to cover to win. Also, shut down research. We don't need electricty and we are already over the population mark with more towns falling shortly it will not be an issue. Move all available hussars sitting idle in towns to the Eastern front.
1655 AD (1): A town with a really longggg name Cor.... falls. Rail roading to the main front and positioning to take two more Inca towns next turn. Kill all units on the Inca outskirts. Found New Pecs, Found New Maribor. Ready to found about 3 or 4 more towns soon. up to 41%.
1660 AD (2): Found new Lj... , New Kranja, Vienna 2, Salzburg 2. Tiwanaku is razed. Vilcas is razed but did a number on 1 army, wounded not dead. Need to rest the armies a few turns.
1665 AD (3): More of the same, new towns few kills more rails.
1670 AD (4): Newtons completes :p. More rails more cleanup, try to take Salamanca and fail but will finish the job next turn.
1675 AD (5): Salamanca is ours along with smiths. Hold it at size 3. BTW the Aztecs have a town in the West that will not last 2 turns. Niagra will be attacked next turn and the armies are healing in Salamance to begin moving on the rest of the iroquios. Rush a few settlers. Will rush a few more temples next turn.
1680 AD (6): A few new settlers. Continue the rail project. Attack Niagra Falls and it ahh.. Falls. Chalco is captured and the Atzecs are finally gone.
1685 AD (7): Rails to the front. Move units to hit Grand river next turn. 1 army does kill 2 rifles but holds off for reinforcents. Gathering units to go at the Inca capital. Couple new cities and some expansions. Up to 51%.
1690 AD (8) Capture Grand river to allow faster movement this turn. May not keep it though. Cheap Move? maybe but we are so close now I can taste it.
1695 AD (9): Cuzco falls and we get 15 more slaves. Oliantambo falls. Take a Iriquios town as well. Can't for the life of me figure out where the rest of the towns are. Maya have no cities, Zulu have no cities and the Iroquiois have 6 left but only 3 are visiable. Inca have 3 left but can only see 1 on the main land. Conquest may be a few more turns away :(. Rush more settler to push the domination level.
1700 AD (10): Well our first ship spot the Inca capital to the West. We will need ships I think for a conquest. Oil Springs falls. Rush more settlers as it appears domination, although still 14% away will be the fastest.
http://civfanatics.net/uploads8/LK71-1700AD.zip
hotrod0823 Aug 26, 2004, 11:38 PM Well I focused on 2 fronts. Trying to push toward domination, lots of rushed settlers and temples.
And tried to push closer towards conquest. There is a bit of a wrinkle. There is another land mass as I think we all suspected to the West. Haven't done any investigating but suspect that there are a few Inca and more Iroquiois towns on that piece of land.
As of right now only 3 Iroquiois towns are visible on our continent and only 1 Inca town. BTW Mayas and Zulu are still kicking as well.
I sent out a few more settlers last turn and there are more rushed as well as some temple expanions coming up. I suspect that once the last of the main continent cities are razed then it just becomes a matter of rushing settlers all around to push us over the hump.
Also I had a terrible time with crashes. I don't know if it was because I just upgraded to XP SP2 or not but I couldn't play the last few turns straight through without a crash :(.
One more thing: I think some of the core towns can be better optimized I focused on getting the cities in the west destroyed not too much on domestic issues.
Good luck, I suspect the final continental towns will be gone in 3-4 turns max and then it is just literally fill in the blanks.
Hotrod
LKendter Aug 27, 2004, 12:11 AM LKendter (currently playing, and trying to finish it off)
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 Aug 28, 2004, 12:08 AM 1700 AD
UNREAL - our percent of world population is 87%
We have 52% of the land.
I start by rearranging the troops and free up a few more attack units. A
I correct a few builds where we are not building temples where we would claim more tiles.
I disband our catapults. I doubt the AI can set a big enough stack at this point with rails that would be a threat. More shields towards some temples have more value. Less GPT outlay also speeds up the push.
(IT) We lost a single Hussar that had just 1 hp left.
It seems weird to see the largest civs list this late in the game and to only have one dead civ.
1705 AD
I build 1 new city.
Tonawanda will live a little longer as our army was redlined after killing just 2 rifles.
Allegheny is razed.
We kill a Zulu rifle / settler pair.
1710 AD
I build 1 new city.
Centralia is razed.
(IT) Our people want to build the iron works. What totally corrupt town is this in?
1715 AD
Vilcabamba and Tonawanda are razed. This leaves NO AI cities on our land mass. :D
At this point the game is simply spam out cities and rush temples.
I build 2 new cities.
1720 AD
I build 3 new cities.
This sums up the military threat quite well. I disband our 3 spear army to rush a library.
1725 AD
I have to kill a rifle / settler pair that landed.
1730 AD
I build 2 new cities.
1735 AD
This sums things up quite well. I start fortifying all workers.
I build 2 new cities.
(IT) We get multiple border expansions. Since we were already at 66% this really doesn't matter.
Summary:
=====================================
Signed up:
LKendter
Arizona_Steve
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.
http://www.civfanatics.net/uploads8/LK71-1735AD.zip
http://www.civfanatics.net/uploads8/LAK-464.jpg
hotrod0823 Aug 28, 2004, 12:14 AM Well done! Pretty much ended as I suspected it would. Kill off the remaining towns and pump the settlers.
BTW: Tonight out of curiosity I played and made peace with the zulu just to get the map. All the civs had capitals on the same island. It is a strange site a small rainbow island with AI OCC's :D.
GL on LK73!
What's next AWDG ;) !
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