LK103 - AWM & 20K

Because I stuffed up and thought they cost maintenance.
Jul 05, 2005 11:53 AM
IIRC once you have the respective wonder, those buildings never cost maintenance (temples, barracks, wall...), selling them only gives you some shillings, that's it.
 
I took a look at the game. We now have 11 natural workers and a decent amount free workers. IMO we have finally hit a good worker pool and can stop building them for the moment. I would even cancel the two in progress. I think "excess" population now needs to be used for some more settlers.


The 20K part still looks awesome. We went from 2028 AD to 1978 AD for the win date with just adding the church and coliseum. The timing of Theology will work well, as we will have half completed Sistine. Getting another 6 point wonder will really help with the end date. Sistine will also work well with our cities as hitting larger sizes is much more viable with a double strength church.


Even the military looks better as we no longer have German units in our lands. We are heading toward horses to help with fighting the Incan horses. Heraclea should start to help with troops once those workers mine that area. My big request if that future dromons stay home. I want to have 3 or 4 of them to shut down any invasion attempts. We have won by 20K, but a stepped on tile could still cost us a wonder and delay the end date by a number of years.


We need to start squeezing in buildings soon. We can't go the whole game without any infrastructure. If nothing else I would like to squeeze in some 40 shield libraries soon.
 
450AD, turn 0:
Finishing these turns quick so I canget back to LK101 again..

All these workers spread out and working single instead of being stacked where that is more effective (everywhere except new roads) really annoys me.. but nothing I can do about it.

hmm.. Chalcedon has 10 shields in the bin towards a worker already, but still 2 turns left before it grows.. I assume it was hit by one or more forest chops.. and it should have been switched to something else before that..
atm it seems that finishing the worker is the best option thou

I swap around tiles and shave off a turn or two on several builds.

IBT:
cathage galley sails in from SW
lots of incan horses move around.. (I turn on animate enemy moves so I wont miss a unit)

460AD, turn 1:
redline horse.. kill with 3/5 sword.. no leader
redline horse and kill with 4/4 sword
kill 3/3 german archer with 5/5 sword

IBT:
loose a spear, kill an archer and retreat a horse

Constantinople: sword -> sword
Caesarea: sword sword
Smyrna: worker -> spear
Chalcedon: worker -> settler

470AD, turn 2:
kill archer with army
kill redlined horse with 3/5 sword
kill a 3/3 archer with 4/4 sword.. promotes to 5/5

IBT:
loose a spear, retreat a horse

480AD, turn 3:
kill 2 horses, 2 swords.. loose 1 sword

IBT:
kill a horse

Trebizond: dromon -> dromon

490AD, turn 4:
kill horse, archer and spear

IBT:
Constantinople: sword -> sword
Varna: sword -> sword

500AD, turn 5:
sink a galley in Nurenburg with lethal bombard
redline 2 regular spears in nuremberg.. regular archer shows up top

flawlessly kill archer with 5/5 spear
4/4 spear redlines but kills 3/3 archer and promotes to 2/5
3/4 sword dies to 1/3 spear
5/5 sword kills 1/3 spear.. still a 1/3 spear left

4/4 sword kills 4/4 archer outside Chalcedon

IBT:
nothing

510AD, turn 6:
bombard and kill 2 spears in Nuremberg.. raze the town and get 1 worker

dromon sees spices a bit along east coast.. that is a 3rd lux we can easilly get to

bombard and kill regular numed.. 4/4 sword is promoted to 4/5

sink a carthage galley
kill 2 horses and an archer

horses is connected so I switch some builds

IBT:
kill an archer

Caearea: horse -> horse

520AD, turn 7:
kill 2 spears and archer

IBT:
retreat a horse and kill another

Constantinople: horse -> horse
Nicaea: settler -> cat

530AD, turn 8:
kill horse and archer

I decide to send the settler for the yellow dot.. because this is closest.. and it looks like Germans may be at a pennincula to the SE.. so the yellow dot will close them in

IBT:
nada

540AD, turn 9:
spot what looks like ottoman border.. we can make contact next turn if we like..

kill carthage sword
kill spear in cologne
kill 3 german archers

IBT:
Carthage sword pillage a tile

Caesarea: horse -> horse
Smyrna: spear -> horse
Heraclea: settler -> settler

550AD, turn 10:
sink incan galley

settle Sardica.

it appears as if ottomans cant get to us before astronomy earliest.. so I sail across to make more contacs for GLib to work better (and to get them into warmode)

ottomans has feudalism and engineering.. down monotheism.. They are building Sun Tzu and have 20 cities
I declare on them

The army outside Cologne needs to heal a bit

we can build FP now too

we have a settler, but need to clear out some german archers before sending it to blue dot by the gems.. we may want to send the german slave down in the area up on teh gem mountain and make a colony there before settling town (to save all the turns it takes to road the mountain)

Carthage has iron at the coat to the NW os us.. we may want to use the dromon to disconnect it so they stop sending swordsmen

both incas and germany lack iron, so we only see archers from germans and archers and horsemen from incas

I raised lux to Adriople went into WLTKD, and it is getting 21spt instead of 20spt

The Save
 
Not much in the way of changes on the 20K front. The only important news is that at least the Ottomans aren't after Sistine. We don't have a backup to use 240 shields on except for the FP. If we get another leader during Tatran's turns it is time for army #2. Sistine Chapel has to long to go before we could sneak in a leader rushed FP. A third army won't be needed for a while, so we may want a leader on standby for the FP.


My big concern is still getting some buildings done. We still have nothing but barracks outside of 20K.


The military picture continues to improve as we finally have horseman, and Germany continues to have cities burned.


I am going to repeat my request to keep some dromons home. I didn't start gray dot and building them to go exploring. I want them to kill off any potential invading galleys.


We have a settler, but need to clear out some German archers before sending it to blue dot by the gems. We may want to send the German slave down in the area up on the gem mountain and make a colony there before settling town (to save all the turns it takes to road the mountain)
I agree with blue dot next. We need larger cities and that requires some luxuries on-line. My other though is a native worker as we can rebuild them, but free workers are hard to replace.


it appears as if Ottomans can't get to us before astronomy earliest. So I sail across to make more contacts for GLib to work better (and to get them into war mode)
Has anybody really proved that overseas nations go into war mode? I feel getting overseas civs on military gains nothing.



Signed up:

LKendter
Sanabas
Gyathaar
Tatran (currently playing)
Kaiser_Berger (on deck)

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 OUR cultural borders.
This is very intentional to discourage armies. The first army is encouraged for the high culture of heroic epic. The preferred use of other leaders is to rush buildings such as heroic epic, forbidden palace, etc. Even a university is good to rushed between wonders.

The goal is to keep the 20K city on wonders and not have to divert to secondary buildings. However, a lot of those buildings will really speed up the end date. Guess what the leaders can help with?

The game MUST be won by 20K - period.

This is the standard LK AW type game with NO initial trading.
 
Some comments.

Maybe we should change our research plans.
The old plan was go for Chivalry,but this a dead-end
tech.Also the other AIs will soon go after it.
I would like to start on Education and save some cash
to rush the university as soon as possible.We could
slow down the science on Education until we got enough/
the necessary techs from the GL,like Feudalism,Engineering,
Chivalry and maybe Invention and Gunpowder.

Maybe we should also skip the Shakespear wonder,another
3 dead-end techs.Another reason to skip this wonder we won't
get any extra shields,there are only sea tiles left around Adrianople.
Also I don't like cleaning up pollution.It only hurts building wonders.
I don't now how the team thinks about Magellan's and Smith's.
We could use them as a back-up.

I haven't played the Byzantines much,but I know the dromons
can be a real pain in the butt until ironclads or the oil needed ships.
So we should build a lot of them to stop future invasions from the other
continent.
 
Tatran said:
Maybe we should change our research plans.
We are going to have be fluid on the tech plans. I would like to shut of research after theology for the moment. We still have the option to hand build the FP after Sistine if Knights Templar isn't available. Sun Tzu and Leo's are terrible for culture. The FP still adds culture and will help our empire out. Let's see the picture when Sistine is close to built.


Tatran said:
Maybe we should also skip the Shakespeare wonder, another 3 dead-end techs.
In this case I agree. If we were hurting for culture I would want it, but with that game already being won in 1979 AD before Sistine I don't think it is that critical.


Tatran said:
I don't now how the team thinks about Magellan's and Smith's. We could use them as a back up.
The AI tends to build Magellan's in a lame city, so we could probably get it.
Smith's would really help out economy, and is decent culture besides. I would much rather put shields toward Smith's, then Shakespeare.


Tatran said:
So we should build a lot of them to stop future invasions from the other continent.
That is what I am trying to push. I would like the dromon city to stay on them until we can't build them. I hope we can get a second city on them at some point.


I didn't see a got it in that post.
 
Smyrna changed to a spearman.We need more defenders
for future towns.
Chalcedon changed to a catapult for the moment.

560 AD (1)
Germany and the Incas have both Monotheism.
Sistine chapel in 17 turns.
German archer dies.
Research to Education,70% tax,30% luxuries.
Cities and luxuries would help us a lot to speed up science.
Spearman reveals another iron source.
Incan spearman dies.Our spearman pillages a road.

IBT
The Germans kill a spearman.
The Incas start Sun Tzu's.

570 AD (2)
Well that's funny we didn't get Feudalism from the GL.
Swordsman kills the German archer.3 more German archers die.
Carthaginian swordsman dies.
580 AD (3)
We get Feudalism from the GL.

Free_tech1.jpg


Lose a swordsman + horseman to 2 German archers.
Another 2 horsemen kill both archers.
We make contact with the Celts.They have Engineering,but
lack Theology.War declared.
Lost a dromon near Trebizond to a Carthaginian galley.
Upgrade a swordsman + 2 spearmen in Smyrna.

IBT
Carthage loses a swordsman and pillages a tile near Smyrna.
Their galley goes home without unloading anything.

590 AD (4)
We get Engineering + Invention from the GL.

Free_tech2.jpg


Free_tech3.jpg


Native worker builds a gems colony,Naissus founded on blue dot
and starts building a dromon.
Carthage loses another swordsman.
Germany loses an archer.Incas lose a horseman.
Constantinople starts a library.

600 AD (5)
Upgrade a swordsman in Varna.
Dromon bombards the Carthaginian iron.

Carthage_Iron.jpg


What is it with those spearman in this game?
I keep on attacking with elite swordsmen no MGL,
an elite spearman kills an Incan archer and spawns
a MGL.Also another 2 Incan archers + 2 spearmen die.

MGL_Constantine.jpg


Create an empty army in Heraclea,maybe we have soon
Chivalry.

610 AD (6)
Caesarea starts a library.
Carthage loses a NumMer.
Upgrade a spearman in Varna.

620 AD (7)
Germany loses a spearman in Cologne.
We meet Zululand,they lack Theology.War declared.
Adrianople has 4 forest tiles,which speed up production.
24 uncorrupted shields,Sistine in 9 turns.
Another MGL is spawn by an elite swordsman.

MGL_Theodosius.jpg


Theodosius goes to Heraclea.
Incas loses 2 horsemen and an archer.Germany also loses an archer.

IBT
Carthage attacks Varna and loses a swordsman.

630 AD (8)
Army kills last spearman in Cologne and razes the town.
We capture 2 German workers.
Constantinople starts a marketplace.
We need more cities to create another army.And still there
are a lot of easy targets for our remaining elite units.
I don't know if the team likes my solution according to
Theodosius,but I let him rush an aquaduct in Trebizond.
The town is size 6 and will grow the next turn.Also it
just finished a dromon.And building an aquaduct will take 15 turns.
Germany loses 2 archers.Incas also lose an archer.
Carthage loses a swordsman.Upgrade a spearman in Smyrna.

IBT
German archer attacks a spearman and dies.

640 AD (9)
This is unbelievable!!!Another elite spearman spawning a MGL
by killing a 1 HP German archer.

MGL_Irene.jpg


Irene goes to Heraclea.
I let Kaiser_Berger decide what to with this MGL.
Dromon misses a Carthaginian galley near Trebizond.

650 AD (10)
Caesarea starts a marketplace.
There is a settler ready in Heraclea.
The Celts start the Knights Templar.

Celts_KT.jpg


Horseman kills a German archer and becomes elite.
Upgrade 2 spearmen.

Our civ 650 AD

Byzan_650AD.jpg
 
Lost a dromon near Trebizond to a Carthaginian galley.
:confused: That happened during your movement. Please don't tell we you attacked with a dromon. There advantage is to stay alive via lethal bombardment. The whole goal with AW limiting troop loss, and attacking with dromons goes against this. We still aren't close to my goal of several dromons to be able to sink any thing by the shore. Even our lone dromon by Adrianople can be attacked by Carthage. I am going to ask again that all future dromons be stockpiled by Adrianople. Our ability to build them ends with Astronomy.


I don't know if the team likes my solution according to Theodosius, but I let him rush an aqueduct in Trebizond.
I really didn't like this solution. I would have saved him for army #3, or to rush the FP immediately after Sistine is done. I think you missed the leader plan to rush buildings / small wonders in our 20K city. If we didn't get leader #3 this would have lengthened the game.


Irene goes to Heraclea. I let Kaiser_Berger decide what to with this MGL.
Sistine Chapel has just 6 turns to go.
IMO we should save this leader to rush the FP after Sistine. The FP will help our productivity, and will be done before the 750AD cutoff of best doubling of culture.
I would love to snag another 8 culture points before 750 AD.


I suspect we will get Education by then, and want to push hard to snag Copernicus. The game is still early enough cut a decent number of turns of the game from more cultural buildings.


What bites is the Celts are starting Knights Templar. I really would have liked that wonder for the free units. I wonder if we can locate and raze that city.


Please DON'T fortify armies and leaders in cities. I have seen them get totally lost in the shuffle in SGs before.


Right now our problem is research. With reducing the luxury tax to 20% and science to 40% we need 17 turns for education. Our economy is in deep trouble once the GL expires. Based on this the next city site is pretty much mandatory. After that we need to push toward the spices. We need to improve our research ability. Once we have education spending an extra 10% luxuries for one shield isn't worth it.

LAK-889.jpg





Signed up:

LKendter (on deck)
Sanabas
Gyathaar
Tatran
Kaiser_Berger (currently playing)

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 OUR cultural borders.
This is very intentional to discourage armies. The first army is encouraged for the high culture of heroic epic. The preferred use of other leaders is to rush buildings such as heroic epic, forbidden palace, etc. Even a university is good to rushed between wonders.

The goal is to keep the 20K city on wonders and not have to divert to secondary buildings. However, a lot of those buildings will really speed up the end date. Guess what the leaders can help with?

The game MUST be won by 20K - period.

This is the standard LK AW type game with NO initial trading.
 
LKendter said:
Please don't tell we you attacked with a dromon.
I took the risk.We didn't have Engineering yet and I was short on troops
near Adrianople.I didn't want to have any pillagers around that city.

I suspect we will get Education by then, and want to push hard to snag Copernicus.
Why Astronomy first?Music Theory is a cheap tech with a good wonder.
We also need Banking and maybe Economics.So we can still build a lot
of turns dromons.

I wonder if we can locate and raze that city.
The KT will eventually fall in AIs hands as result of Sun Tzu's cascade.
 
Tatran said:
Why Astronomy first?Music Theory is a cheap tech with a good wonder.
We also need Banking and maybe Economics.So we can still build a lot
of turns dromons.

That is a good point. We may be able to delay Astronomy some. Bachs is still a good wonder to snag.
 
Preturn- We look alright.

IT- Units are shuffled around, no engagments.

T1 660

I take out an Incan Horse (1-0), thats all. Move settler towards furs, try and consolidate some forces.

IT- We lose two pikes to two Carthage swords (1-2)

T2 670

We kill a Cathage galley (2-2). KIll an assortment of German, Incan and Carthaginian rabble (8-2).

IT- More movement, no fighting.

T3 680

More cleanup, settler makes it onto furs (14-4)

IT- Movement, no fights.

T4 690

We meet Arabia and declare. We found our furs city. We also take out three Incan horses (17-4).

IT- Same stuff

T5 700

Two German archers are nixed (19-4)

IT- We pick up Chivalry and complete Sistine in Adrianople. Celts complete Sun Tzu.

T6 710

We rush the FP with the leader. One German archer is killed (20-4)

IT- We complete the FP. I start us in KT, as we might stand a chance of snagging it.

T7 720

We kill a German spear and Salzburg burns. Two Incan units also die (23-4)

IT- We learn Gunpowder. Our first knights roll off the line.

T8 730

We kill two Carthage swords, two German archers (27-5) We have furs online, lux drops to 20%.

IT- We fend off a Merc (28-5)

T9 740

Our knight army is fully loaded and ready to rumble. We kill a couple of spears in Bremen and raze it with the sword army, also frag Incan archer (31-5)

IT- We kill one Incan horse (32-5) Caesarea riots due to lost MP :smoke:

T10 750

Dortmund is crushed by knight army (34-5)


Summary


We are really crushing the Germans now. We have a settler ready to take away their iron permanently next turn. With the knight army on the scene, the sword army can likely help mop up Incan units once it is healed. Once we can close out the Germans, we should be able to speed up a good deal.
 
Signed up:

LKendter (currently playing)
Sanabas (on deck)
Gyathaar
Tatran
Kaiser_Berger

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 OUR cultural borders.
This is very intentional to discourage armies. The first army is encouraged for the high culture of heroic epic. The preferred use of other leaders is to rush buildings such as heroic epic, forbidden palace, etc. Even a university is good to rushed between wonders.

The goal is to keep the 20K city on wonders and not have to divert to secondary buildings. However, a lot of those buildings will really speed up the end date. Guess what the leaders can help with?

The game MUST be won by 20K - period.

This is the standard LK AW type game with NO initial trading.
 
LAK-898A.jpg



Armies may NOT be used more then 5 tiles from OUR cultural borders.

What the? Please reread the rules above. Seeing as this appears to from turn 9, I am asking for a replay of the last 2 turns.


Signed up:
LKendter (currently playing)
Halted waiting for corrected save.

Sanabas (on deck)
Gyathaar
Tatran
Kaiser_Berger

Remember 10 turns per round - STRICT 24 hours got it, total 48 hours to at complete.
 
I am happy to report Sistine and FP dropped the win date from 1979 AD to 1920 AD. That shaved a lot of the time to win.
 
Sorry for my overzealousness. I keep forgetting about the army rule, a mistake I intend not to make again. I'll get the corrected save up ASAP. Sorry for the inconvieniance.
 
http://www.civfanatics.net/uploads10/LK103-850AD.zip

750 AD
I wake up the elite sword in Sardica to kill the Inca horse on the mountain, and get a nice bonus: (1-0)

LAK-899.jpg


I will form an empty army waiting for knights, as I don't see any rush worth it at the moment. Now if I get another leader, can you say Pentagon?
(IT) Once Incan horse dies at Dyrrachium, while several others retreated. (2-0)


760 AD
Since we have plenty of cash I am going to try and upgrade as many spears to pikes and catapults to buckets as possible.

I kill 2 archers, and 1 horseman. (5-0)


LAK-900.jpg

I will save this one to rush the Pentagon.
(IT) More Incan horses retreat at Dyrrachium. I need some knights up there, as they are spread out all over the place.

The Ottomans complete Knights Templar. :(


770 AD
It isn't the most efficient rush, but I do rush the Pentagon. The palace pre-build wouldn't have lasted long enough.

I killed 1 archer. (6-0)
(IT) 1 archer dies at Dyrrachium. (7-0)
I lost 2 workers to an injured horseman. The workers shouldn't have been that close to the border to begin with, but I screwed up in covering them.


780 AD
I killed 4 horsemen and 1 archer. I lost 1 MDI to an injured sword. (12-1)
(IT) I lost our regular MDI to that same injured sword. (12-2)


790 AD
I killed 1 swordsman, 1 archer and 2 horsemen. (16-2)
(IT) I killed 1 archer, but lost an elite spearman. (17-3)


800 AD
I killed 1 swordsman, and 1 horseman. (19-3)
(IT) I killed 2 Incan horses. (21-3)


810 AD
I killed 2 archers. (23-3)
(IT) I killed another 2 Incan horses. They are finally not retreating every single time. (25-3)


820 AD
I killed 1 MDI, 2 spearmen, and 3 archers. (31-3)

I razed Hamburg for $0 and 4 workers.
Nicomedia is formed. The good news with this is that the palace cost went up to 400 shields.
(IT) I hate when the AI suddenly switches targets. The Inca are suddenly heading toward Sardica.


830 AD
I killed 1 archer, and 1 merc. (33-3)

I razed Cirta that had a single defender. What is Carthage smoking? I did gain 1 worker from it.


840 AD
There is nothing in range to fight!


850 AD
I killed 1 archer. (34-3)



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

Summary:
There is a knight army loading up by the capitol. It only has one knight right now, and two more will complete shortly. I hope we can wait for the 4th one before committing it, but it may have to go help clear up the Inca troops.

My plans for Hippo should be obvious.

I am surprised that the pentagon dropped the end date from 1920 AD to 1913 AD with being to light in culture.


The palace pre-build situation is getting ugly. The palace will complete in just 9 turns, and the lame AIs still have just one civ with Education. Swapping out to Leo's is just too risky. Sanabas may have some tough decisions if we can't start on Music Theory soon.


The below is the newest dot map.
There is a settler and 2 pikes under the army to build green dot.
I want to keep hitting the German area hard.

LAK-901.jpg



The bad part is this is the area that will heat up once the other continent can get across the seas.


Signed up:

LKendter
Sanabas (currently playing)
Gyathaar (on deck)
Tatran
Kaiser_Berger

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 OUR cultural borders.
This is very intentional to discourage armies. The first army is encouraged for the high culture of heroic epic. The preferred use of other leaders is to rush buildings such as heroic epic, forbidden palace, etc. Even a university is good to rushed between wonders.

The goal is to keep the 20K city on wonders and not have to divert to secondary buildings. However, a lot of those buildings will really speed up the end date. Guess what the leaders can help with?

The game MUST be won by 20K - period.

This is the standard LK AW type game with NO initial trading.
 
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