LK106 - AWE & 20K

LKendter

Exterminate, exterminate, exterminate!!!
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Joined
Aug 15, 2001
Messages
20,061
Difficulty = Emperor
Civilization = TBD
Barbs = None
World Size = Standard, 60% water, Pangaea


Summary:
LKendter (currently playing)
ThERat (on deck)
Greebley
Meteor Punch
Sanabas


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

Additional restrictions:
Armies may NOT be used more then 5 tiles from a cultural border.

Leaders may ONLY be used for armies or to rush a building / small wonder in the 20K city. If you can't form an army the leader must go to the 20K city.


The game MUST be won by 20K - period.

This is the standard LK AW type game with NO initial trading.
 
The following tactics are PROHIBITED:

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

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

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

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

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

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

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

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

Worker blockades - You can't fortify a bunch of workers along the coast to prevent invasions, or shut down the borders with workers. The workers must be actively doing something.



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

2) Our reputation is golden - please respect it.

3) You may not declare war on a civ if you are currently shipping cash and / or goods to the civ. The ONLY exception is a pure per-turn deal if it is the last war of the game. I still don't like this, but this is a concession to the SG community standards.

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

5) As you probably know barbs are screwed up in C3C. It is preferred that you add the following line to your Civ3 .ini file - noAIpatrol=0. Adding "noAIpatrol=0" to the .ini file turns the annoying patrolling back on for the AIs, but also restores movement to the barbarians.
 
my take:

save

chose Japan since they are militaristic and religious, that means more leader chances, cheap temples etc and a short anarchy
and they have not been played for a while IIRC

played until turn 20 (3000BC)
the city will have 4 BG's, plenty of hills (maybe iron) and we have horses nearby
just finished researching BW to be able to build Colossus after a temple

lk106rat3000.jpg
 
Sorry Tuco (also known as the rat),I've you had played
a couple of more turns you would be utterly disgusted.
Although the hills made me drooling.

To help this team a bit more without spoiling too much.
You guys can't ignore the ideal situation of the landscape/
world shape of this map.(99% ideal situation)
There is more to say for this start. :D
The 20k city could be a problem,but you can't have it all.

The most productive 20k city would be the Aztecs start.
 
This is my second attempt. My first as Japan failed miserably. This time the surrounding terrain is good, but we are in early war with America. The Greek Hoplite (not escorting a settler) popped into view this turn.

Maybe someone can do something good with this. Nothing has been moved or MM'ed this turn.
LK106attempt1.gif
 
actually I like Mathias attempt, and I think we should have no spoilers of what happens after the save is posted here, I am sure AWE 20k will end up with several tries before we succeed, but that's what is the intention, isn't it?
 
I want to play out the first 50 turns to make sure the game is viable. I don't want to have a lot of quick death starts. The 20K city really screws up early military production.

The Japanese start can only work 9 tiles before monarchy, and will have a very difficult time growing. I am not that impressed.


ThERat said:
I am sure AWE 20k will end up with several tries before we succeed, but that's what is the intention, isn't it?
I certainly hope it isn't that difficult...


I hope to be able to try my luck tomorrow rolling a start.
FYI - China will NOT be the civ, period. Already did far to many China AW games.
 
The Japanese start can only work 9 tiles before monarchy, and will have a very difficult time growing. I am not that impressed.
will try again until turn 50...
 
I continued playing my attempt to the 50th turn, and I think things are pretty good, assuming we get the Colossus.

Units:
3 workers
3 archers (1 elite)
3 spearmen

City Improvements:
2 barracks
1 temple (20k site)

Tech:
Bronze Working
Iron Working
Pottery
Warrior Code
Ceremonial Burial
researching Masonry (due in 5 turns)

At war with America and Greece.

I don't think any more land has come into view since the last map, but Iron has popped up, and the enemies have been cleared.
LK106attempt2.gif
 
I hadn't moved any of the units yet that turn. I declared on the Greeks and moved the settler SE. the Hoplite moved E towards the unguarded city. Mountain of God wasn't founded until a few turns later. I was able to lure the AI around alot with unguarded cities.

EDIT: that hoplite is the only Greek I've seen, I think he's a contact scout. I've killed about 6 American warriors.
 
I took a look at the Aztec start from Meteor Punch. It has a big problem in that our 20K city is a second-ring city. The corruption is already a horrid 3 of 12 shields. As more of the first ring cities are placed this will get worse. In order to have an effective 20K city it must be a first ring city, or the shield loss will most likely cost us a wonder.
 
LK: That's true. I don't think we have shields to spare on a courthouse, unless we get to Monarchy soon and cash-rush it. I think that's an option.
 
I rolled zillions of starts yesterday until I was fed up, it is not easy to get a food rich start and a 1st ring location on a coast with river, I always got either of them....
 
I kept playing to see if the Colossus is feasable.

Units:
4 workers
5 spearmen
7 archers

researched Masory and The Wheel. The Wheel researched last turn, so there is no beakers put towards the next science.

No other civ has completed Colossus, so it will safely finish next turn.

I think this is a good start based on the many I've tried and failed, but I'll go with another one if you guys want.
LK106attempt3.gif
 
ThERat said:
I rolled zillions of starts yesterday until I was fed up,
Same for me after 1.5 hours pressing the "new game" button.
It's almost impossible to get a start with all the right conditions.
 
http://www.civfanatics.net/uploads10/LK106-1750BC.zip

The list civs that haven't been played in a long time is getting pretty slim pickings. I hate Greece for AW. England gets a GA from the colossus. Egypt losses regular horseman, so a despotic GA is pretty much forced. Sumerian with EW is a guaranteed despotic GA. America has a useless UU and a weak AW trait with expansionist. The next civ was the Netherlands that would get a GA from the colossus. The 20K goal makes the civ choice a lot harder...

I picked Spain, and will find out if the conquistador is of much value in AW.


3850 BC
Madrid is formed.


2950 BC
Barcelona is formed to be the 20K city.


2630 BC
We have completed a temple in Barcelona.


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

Summary:
We at least have a decent 20K city due to the fact that it is grows faster due to the cow. The 12th citizen can work the mountain and give us more shields.

We have horses and spices. I don't know about iron at this point.

We have had *no* contact from the AIs at this point. We now need to go into serious expansion mode until an AI contacts us. We need more cities, workers and military. It is typical for an early AW game.

Dot map and empire picture coming shortly.



Signed up:
LKendter
ThERat (currently playing)
Greebley (on deck)
Meteor Punch
Sanabas


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

Additional restrictions:
Armies may NOT be used more then 5 tiles from a cultural border.

Leaders may ONLY be used for armies or to rush a building / small wonder in the 20K city. If you can't form an army the leader must go to the 20K city.


The game MUST be won by 20K - period.

This is the standard LK AW type game with NO initial trading.
 
MeteorPunch said:
No other civ has completed Colossus
Are there Sea civs in the game?

I think this is a good start
I did some counting in Codex Mendoza,29 shields at size 12. :eek:
That's a lot,I must admit this a real good starting location with
all the shields and rivers.
I don't know if it would help much to fight corruption in Codex Mendoza
if the Palace is switched to Tlatelolco.
 
Based on the mini-map, I suspect all of the AIs are to the north.
I want blue dot first, so that the possible choke point city can get walls up.
I want purple dot second for the horses.
I want yellow dot third for the spices.
After that I see the order as flexible.
The order may very well depend on AI contact, and from where.


LK106-DOTMAP1.jpg
 
The next civ was the Netherlands that would get a GA from the colossus.
Dacht het niet.Wij zijn Agricultural.
(Don't think so.We are Agricultural.)
 
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