LK61 - AWM, Inca

LKendter

Exterminate, exterminate, exterminate!!!
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Joined
Aug 15, 2001
Messages
19,617
Difficulty = Monarchy
Continents (60%), Warm, Wet, 5 billion
Roaming Barbs
World Size = Standard (yes, we are not playing my typical small of recent times)
Civilization = Inca (the Chasqui scout will be a non-factor except to start a GA after we get in Monarchy).


Signed up:
LKendter
open slot
Meldor?
open slot
open slot

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.


Notes:
AW = Always war. The moment we meet a Civ we must declare war at the end of the initial meeting. We can't even wait until the end of the turn. No gpt or luxuries allow in trade.

Experience preferred: Deity Military win.

Please don't suggest Emperor. I won't make this Emperor - period. I want to see how AW plays out with C3C and the stronger armies and no rushed wonders with MGL. To get a valid feel versus previous LK series AW the game must be at Monarchy.
 
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 before 1000BC to avoid civ crippling.
3) Declaring war / demanding leave solely for the purpose of getting out of trade deals.
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.
 
I'll try an AW SG. I haven't played one, so I think Monarch is a good start.
 
LKendter
Chieftess
Meldor
open slot
open slot

One AW newbie is enough. I would prefer the 2 slots left be for players that have played AW before.

Don't forget: Experience preferred: Deity Military win.
 
Not a sign up, but have an opinion on C3C AW: I think AW is easier in C3C than in PTW. While leader-rushing Great Wonders will be sorely missed, the extreme strength of Armies more than makes up for it, I feel. The early ability to pillage an opponent (back) into the Stone Age is very useful. [Edit to include actual information: You will be able to control resource access for your enemies. If you can get a couple of leaders early, you can very easily be the only one who can build Knights. As long as you have the tech to see the resources, you will usually be in the position of having the best troops on the battlefield.]

Later, the Armies become the vanguard of your offensive. Even better, you should have a monopoly on Armies (or at least a near-monopoly), as the AI has no idea how to manage elite units.

I think the Incas are Agricultural and Expansionist. Agricultural is a good AW trait, I feel even better than Industrious if you get the right terrain (lots of rivers). Expansionist is useless no matter how you cut it.

Good Luck, but with the crew you will get, you should tear this one up unless you get completely hosed on resources.
 
LKendter
Chieftess
Meldor
hotrod0823
open slot

One AW newbie is enough. I would prefer the 2 slots left be for players that have played AW before.

Don't forget: Experience preferred: Deity Military win.


Just one slot to go. Who wants the final slot?
 
I suspect/hope we will get an early army and tear the AIs up.

If we get the option of kgoing five turns in the later game, then sign me up.

Grimjack
 
If we get the option of kgoing five turns in the later game, then sign me up.

LK series are always up to 10. However, I prefer not to go a 5-turn rotation unless it is really bad for time. 5-turn rotation makes the end of the game take forever to arrive.

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

LKendter
Chieftess
Meldor
hotrod0823
open slot

One AW newbie is enough. I would prefer the 1 slot left be for players that have played AW before.

Don't forget: Experience preferred: Deity Military win.
 
4000 BC
Cuzco is formed, and our Civ begins it journey. With a nearby cow and agricultural food won't be a problem.
We pop our first hut, but we simply get $25.


3850 BC
We already find hut number two in the Tundra and get a lousy skilled warrior. :(


3300 BC
(I) Next up for science is The Wheel to find the horses.


3250 BC
We find another hut and we get $25. Our luck with huts has been horrid so far.


3150 BC
Tiwanku is formed with 2 game forest tiles nearby. This is a prime military city, something we really need with AW.


3000 BC
We get the largest nations list and our enemies are: Iroquois, Portugal, Zulu, Carthage, Korea, Mongols and America. What is amazing is that we are third on the list!


2750 BC
We get to pop another hut and we get maps. :crazyeye:


2670 BC
(I) Next up to research is Bronze Working.
We have a nearby source of horses. [dance]


2350 BC
Machu Picchu is formed our fresh water, next to the horses, and brings the other game time within our borders. :D
(I) Research begins on the all important iron working.


2150 BC
Ollantaytabmo is formed and we have our first coastal city. We don't need ships at the moment, but we have to think long-term.


Summary:
The governor is Cuzco is being very stupid. This city requires constant MM with growth.

Cuzco should stay in pure worker / settler mode. Even if all we do is build workers to merge into other cities, don't stop pumping out the workers. The great news is despite AW we already have 4 workers out doing there job.

We have avoided early contact, and managed to build a settler / worker factory! We are light on military for AW, but Tiwanaku has a barracks and is in pure troop mode. If we can avoid contact for 10 to 20 more turns we will have three cities pumping out troops.

The next science goal is to head toward the all important catapults.

LKendter
Chieftess (currently playing)
Meldor (on deck)
hotrod0823
Arizona_Steve

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.


http://www.civfanatics.net/uploads6/LK61-2150BC.zip


This is our initial starting point and our plans for the next two cities. City A is on a river (great for agricultural). City B doesn't claim much, but it will be decent one the fish is on-line. After this we will want to at least build the furs city in tundra. I am in no rush to settler the other way until we have better military.
 
Got it!
 
1750BC

Turn 0 - 2150BC

I immediately see how stupid our governor is in Cuzco. It needs 1 food to grow, so I move the grassland tile where the warrior is standing to the forest next to the river. It bumps the settler to completion in 2 turns vs. 1 turn.

Turn 1 - 2110BC

Moved a warrior south for some barb patrol. Bump the lux slider to 10% to prevent rioting in Cuzco. Micromanage again to get it to grow in 2 turns.

turn 2 - 2070BC

Cuzco: Settler->Settler
Tiwanaku: Spear->Spear

Start moving the settler to site "A". Moved lux back to 0%, and science to 100%.

Turn 3 - 2030BC

Several workers complete their roads, and start mining. The worker near the horses goes to build a road there.

Turn 4 - 1990BC

Scout continues exploring, cautiously, and sees a goody hut. (Being that this is my first AW game, I'm a little paranoid about meeting a civ early on. :))

Turn 5 - 1950BC

Settler is in place at Site A. Scout moves onto the goody hut. The Carib Tribe teaches us how to pay our final respects to our fallen warriors. We get Cerimonial Burial! Micromanage Cuzco and the lux rate again.

Turn 6 - 1910BC

Cuzco: Settler->Settler
Tiwanaku: Spear->Spear

Corihuayrachina (cori for short) founded!

Micromanage Cori to get its' 3fpt, and set it to a worker. Micromanage lux to 0%, and science to 10%. IW in one turn!

Turn 7 - 1870BC

Horses have been connected! We learn Iron Working! We also have iron to our north! [dance] Scout spies another goody hut. Our 2nd settler continues to site B. MM Cuzco and the lux/science slider once more. I set research to Alphabet.

Turn 8 - 1830BC

Nothing of great interest. Scout is almost on the hut.

Turn 9 - 1790BC

Scout pops the hut, and we get a 'skilled' warrior.
Tiwanaku: Spear->Spear
Micromanage lux and science.

Turn 10 - 1750BC

Cuzco: Settler->Settler
Micromanaged lux.
Huamanga is founded!

Settler prepares to head towards the furs area.

Also, don't know how Cuzco got to 4 food last turn. (thought I spotted that - guess I missed it).
 
Scout continues exploring, cautiously, and sees a goody hut. (Being that this is my first AW game, I'm a little paranoid about meeting a civ early on.
This is why I already had the scout returning home. I suggest Meldor return it home. The longer we can avoid contact, the better chance the AI start fighting each other!


Micromanage Cori to get its' 3fpt, and set it to a worker.
We can peel workers from the capitol. We don't want setters faster then we can get military to protect our cities!


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

LKendter
Chieftess
Meldor (currently playing)
hotrod0823 (on deck)
Arizona_Steve

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
1750 BC (0)
I think long and hard about what direction to take with the Cuzco build. We are a minimum of 11 turns away from horsemen and we can build swordsmen now, if we had iron. We have iron to the north, but it would be exposed. The one thing it has going for it is that it would be in the hills and likely a good early target to give atttackers. The bad thing is that it would be surrounded by mountains and would be rough on counter attacks. It would be a second layer city from were we are now. I let the settler continue to build, but I still have one more turn to decide. If I build a city, it will most likely fill out the left side and not go for the iron.I let the worker continue in Cori, as we need as many as we can get this early.
(I) Machu Picchu Rax->Spear.

1725 BC (1)
The settler continues towards the furs. The workers step over to give Machu Piccu one more improved grassland. I would like to build a temple there to get the BG but it isn't worth the shileds right now.
(I) Tiwanaku Spear->Spear.

1700 BC (2)
The new spear heads towards Olly.
(I)

1675 BC (3)
More of the same. The scout and warrior are headed back our way, BTW. Move science down as Alphabet is due next turn.
(I) We get Alphabet and have the choice of Math in 9 or Horseback in 6. I go for the defnese and Math. Cuzco settler->worker, Cori worker->Rax.

1650 BC (4)
Settler sets out to meet warrior at the wheat. yea, I know, it widens the front but it also has some great BG and growth. We need big military producers.
(I) Tiwanaku Spear->Archer, Machu Picchu Spear->Archer

1625 BC (5)
Ouch, scout was coming back by way of the mountains and found a barb camp and a goodie hut. You have barbs turned on Lee?
(I)Cuzco worker->worker, Olly Rax->Spear

1600 BC (6)
Wake spear in Haugmanga to escort settler south. Other settler pauses to let spear catch up. Warrior moves to take out camp.
(I)

1575 BC (7)
Spear catches up with the northern settler. Southern settler sits and waits. Have to jack up lux to 20% to keep Tiwanaku from rioting.
(I) Cuzco worker->worker. Tiwanaku Archer->worker

1550 BC (8)
Spear and settler resume the journy in the north. The spear and settler meet in the south and guess what? There is a barb camp there!
(I)Not much.

1525 BC (9)
Move archer towards Cuzco. Will move it on to catch up with the spear/settler. In the south, I decide to build one square farther south rather than wait for something to take out the camp.
(I) The barbs attack our spear and he is sore but elite. Cuzco worker->worker, Tiwanaku worker->spear. Machu Picchu archer->temple, Ollay Spear->Archer

1500 BC (10)
Both settlers are now in their intended spots. All builds are of course veto bait.

The save
 
Oh, I forgot to drop the lux tax and get science back up now that Tiwanaku had built the worker. Please do so before you hit enter. Thanks
 
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