LK103 - AWM & 20K

Preturn- We look fine.

IT- An Ottoman ship slips past our navy.

T1 1160

We kill a few units (3-0)

IT- zzz

T2 1170

A couple more Incans are fragged (5-0)

IT- zzz

T3 1180

Weaken the Ottoman ship, along with two others. Several Incans taken care of (13-0)

IT- We learn Econ, start Chem, due in 5.

T4 1190

Ani founded. We raze Hadrumentum, kill some Incans (23-0)

IT- zzz

T5 1200

Edessa founded. Mop up a couple Incans (25-0)

IT- zzz

T6 1210

We raze Nora. (27-0)

IT- zzz

T7 1220

We get another leader, another army. We kill Incans, raze Leptis Minor (34-0).

IT- We learn Chem, start Physics.

T8 1230

Troops movments, not much else.

IT- zzz

T9 1240

One Incan, one Ottoman ship killed. (36-0)

IT- zzz

T10 1250

Taormina founded. Our armies slaughter Incan longbows (41-0)


Summary

We are pushing forward quickly. We essentially own the continent. Smiths is due in 11. This one is pretty much in the bag.
 
Kaiser_Berger said:
We are pushing forward quickly. We essentially own the continent. Smiths is due in 11. This one is pretty much in the bag.
I agree this is in wrapup mode. The only thing that could make it a pain would be lack of coal...



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.
 
http://www.civfanatics.net/uploads10/LK103-1300AD.zip


1250 AD
I swap Ancyra from settler to bucket. I dislike building settlers from 100% corrupt cities and losing the scientists. After a recent COTM I have really learned the power of the specialist city. I start some courthouses in marginal cities. I want a marketplace with the extra happy help before a university in Septum.
(IT) Not much sign of the AI.


1255 AD
Ica is razed for $0 and 6 workers. I kill 4 Incan units. (4-0)
At this point armies look pretty useless, as we can't build new settlers toward the cities fast enough.
(IT) 1 Incan unit is dead. (5-0)
We have a caravel coming in from west of the 20K city. That was unexpected.


1260 AD
I killed 4 Incan units. (9-0)
(IT) We now have Smith's competition from the Celt's.


1265 AD
New Constantinople is formed. This one will probably be another science city.

I start to load the empty army that I don't remember hearing about.

I only kill 1 Incan unit. (10-0)
(IT) Since we are still working on Smith's, I decide to research Magnetism next. There is no sense in researching a tech if we aren't ready to build that wonder.

The competition increases as the Ottomans are building Smith's.


1270 AD
I killed 2 Incan units and 2 Carthage units. I lost a healthy knight to a 1 HP spearman. (14-1)
Oea is razed and I think that Carthage has been banned to a small island. We gained 3 workers and 2 promotions to elite.


1275 AD
Lethal sea bombard finally kills that caravel. I killed 2 Incan units. I nailed one of there settlers. (17-1)


LAK-909.jpg


I think its name sums up my plans for the leader.
(IT) Where is the world did these Zulu units appear from? We are lucky that the pike in Iconium retreated their knight. We lost 3 workers to an Impi. :mad:


1280 AD
The forming knight army with 3 knights kills of the 2 Zulu units. I also killed 3 Incan units. (22-1)

New Adrianople is formed to push toward the Incans.


1285 AD
I killed 3 Incan units, but the RnG was sadistic as I lost a healthy knight to a longbow. The knight army hunts down another Zulu unit, and a straggler from Carthage. I really didn't think that army would see activity. (27-2)

New Caesarea is formed near the Incans.
(IT) The Zulu join the civs trying to steal Smith's.


1290 AD
I killed 4 Incan units. (31-2)

New Nicaea is formed to start claiming former Carthage.


1295 AD
There is nothing of interest to report.
(IT) The Great Lighthouse has expired.


1300 AD
I killed 5 Incan units. (36-2)

New Varna is formed to continue to claim former Carthage territory.

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

Summary:
With the range restrictions slowing down the armies, I allocated 3 for roving defense. One near the 20K city, on along the possible landing coast, and one where Carthage use to be. The third one was in case the AIs try to sneak a city in the razed zone.


Smith's completes is 1 turn, and is a lock. The leader is in Adrianople to rush a bank before starting the pre-build for Newton's. I intentionally did Metallurgy before Physics to give us time to at least get a small pre-build done.


Our goal for the early IA is pretty easy. Rails for mobility, and to work toward suffrage. We also want corporation to build Wall Street in 20K. While I don't see building many armies, we also want to slip in Military Academy in Adrianople. That could be another nice rush from a leader. Stronger armies are a good for us, and it is another point of culture.

A stack of knights is building by Huamanga. The army is ineligible to attack, but it can protect the stack building up. We need to keep spamming out settlers toward the Inca.

I have a lot of workers on hills and mountains hoping that I may pre-connect coal.

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.
 
1305: complete Smith's
New Smyrna founded
Kill 3 bows
Kill 2 spearmen, raze Huamanga (5-0)

IBT: Bow kills a knight (5-1)

1310: Adrianople builds bank, starts Newton's prebuild
Celts start Newton's too
Kill 2 spears, 1 bow (8-1)

IBT: Bow kills MDI (8-2)

1315: Kill 5 bows, lose a knight in the process (13-3)
New Heraclea founded

1320: Learn Metallurgy, great wall is obsolete
Kill 1 bow (14-3)

IBT: Bow kills knight (14-4)

1325: New Trebizond founded
Kill 3 bows
Kill 3 spears, lose an MDI, raze Tiwanaku (20-5)

1330: zzz

IBT: Celts and Ottomans both land troops by New Constantinople. Can't get enough defenders there, I'm glad there's nothing important in there.

1335: Kill Ottoman ancient cav (21-5)
New Chalcedon, New Sardica founded
Kill 2 spears, 1 bow, raze Arequipa
Kill 3 spears in Ollantayambo
Kill 4 bows (31-5)

IBT: Celts kill pike, take new constantinople
Ottoman Ancient cav attacks and dies (32-6)
Arabs land on west coast

1340: Research theory of gravity, enter IA, and we get Medicine as our freebie.
Kill ottoman ancient cav
Kill musket and 2 MDI at New constantinople
Sink celt caravel
Kill longbow, raze Ollantayambo
Kill 2 arab MDI (40-6)
New Naissus, New Dyrrachium founded

IBT: Incan bows kill a pike and a knight (40-8)

1345: Sink celt caravel
kill 2 spears, retake new constantinople
kill 3 incan bows, 1 arab warrior (47-8)

1350: zzz

Steam power is due in 5, newton's is due in 8. We're slowly forcing back the inca, there's now a few more units doing defensive duty on both coasts. Hopefully we've got coal, first priority should be to get rail access from the incan front to both coasts, will make any landings much easier to deal with. Improving adrianople isn't first as it won't be possible to improve the newton's finish date. Railing should go quickly, we picked up almost 30 incan slaves on my set, we can rail 8 grassland tiles per turn with our current workers.

save
 
sanabas said:
Steam power is due in 5, newton's is due in 8. Improving adrianople isn't first as it won't be possible to improve the newton's finish date.
I disagree on this part.The AIs were already working on Shakespear's
Theatre at the end of LK's turns,so the there's a high negative chance
we will miss Newton's College.If we do miss this wonder,maybe we should
switch back to the palace pre-build for the Universal Suffrage.Railroading
Adrianople would speed up the US notable,800 shields is a lot.
 
Signed up:

LKendter
Sanabas
Gyathaar (currently playing)
Tatran (on deck)
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.
 
Looking at the game all I can say is we better have coal. I noticed the mobile defense armies where moved. We are back to the praying the navy stops landings by Hannover. Once the AIs start building frigates and have escorted ships this won't work. If we don't have coal we must get mobile defenders back in place. I am not happy to see they left. Our armies are all but worthless for pushing the attack forward at this point.

Besides helping the economy, the building of Smith's changed the end-date from 1862 AD to 1853 AD. Now if we get lucky and get Newton's...
I agree with Tatran that there is a real risk of losing in to a Cascade from Shakespeare.
 
Please skip me. I have found myself totally unable to play civ3 (or any other game for that matter) at all the last few days. I just load games and stare at them for the longest time before quitting.
Hopefully I feel like playing again before it becomes my turn again.
 
Tatran said:
I disagree on this part.The AIs were already working on Shakespear's
Theatre at the end of LK's turns,so the there's a high negative chance
we will miss Newton's College.If we do miss this wonder,maybe we should
switch back to the palace pre-build for the Universal Suffrage.Railroading
Adrianople would speed up the US notable,800 shields is a lot.


We'll know 2 turns after getting steam whether we can get Newton's. Starting on Adrianople 2 turns later might make us lose 1 turn on US, might make no difference. With no AI prebuilds available, I don't see any danger of us missing US if we miss Newton's. It'll also take 1 or 2 turns for the worker force to RR their way to Adrianople anyway.

LK said:
I noticed the mobile defense armies where moved. We are back to the praying the navy stops landings by Hannover.

Needed to be moved to repel the landings at New Constantinople. Haven't moved back yet as they were still recovering HP. The dromon force will give us at least 1 turn warning of landings near new hannover, caravels just appeared out of the fog and landed immediately at new constantinople.
 
1355 AD (1)
New Septum founded.

1360 AD (2)
Knight army kills a Gallic swordsman + MI.
Knight kills another GS and becomes elite.
MI kills a spear in Cuzco and becomes also elite.
3 knights kill 3 spears in Cuzco,a MGL was spawn by one of them.

MGL_Byzan.jpg


Cuzco is razed.We captured 5 workers.

Cuzco_razed.jpg


A dromon sinks the Celtic caravel.
2 knights kill 2 Incan longbows.
Knight army kills another Incan longbow.

1365 AD (3)
New Nicomedia founded.

IBT
As expected.

Zimbabwe_Shakespear.jpg

Entremont_Newton.jpg


1370 AD (4)
Switch Adrianople to the palace.
New Amorium founded.

1375 AD (5)
We know Steam Power,start to research Industrialization,8 turns.
Yes,we have coal.One source is already linked and there is a second
source nearby in that jungle area.
New Ancyra founded.

1380 AD (6)
Leader creates an empty army in Caesarea.
Well,MI attacks Vitcos,kills a spear and guess what.See picture.

MGL_Justin.jpg


2 knights kills 2 spears in Vitcos,the city is razed.

Vitcos_razed.jpg


We capture 4 workers and a catapult.
Knight kills Incan longbow.

1385 AD (7)
Knight army kills Ansar Warrior.Knight kills Arabic warrior.
Knight kills Zulu musket,lose a 5 HP knight to a 1 HP Zulu knight.
2 knights kill the Zulu knight and a Zulu longbow,capture a settler.
Knight army kills 2 Incan longbows.

IBT
The AIs invade in the west,so our dromons in the east are jobless.

1390 AD (8)
Knight army kills Celtic MI.Knight kills Incan longbow.

1395 AD (9)
Knight army kills Incan spear.

1400 AD (10)
New Brusa founded.

Our civ 1400 AD

Byzan_1400AD.jpg
 
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.
 
I took a look at the game. There really isn't much to comment on.

The one thing I noticed is we still need to backtrack to Military Tradition. We may as well get the best bang for the buck. This also lets us squeeze in the military academy.

Missing Newton's bites as that delayed the end date.
 
Preturn- We look good.

IT- zzz

T1 1405

We kill some Incan city that I refuse to type out.

IT- We learn Industrialization, start on MT.

T2 1410

Switch Adrianople over to Uni Suff due in 9. Torch an Incan and a Carthaginian town.

IT- zzz

T3 1415

Mostly rail roading.

IT- zzz

T4 1420

Not much.

IT- zzz

T5 1425

Not much new.

IT- We learn MT, start on Corporation.

T6 1430

Kill a few units.

IT- zzz

T7 1435

Kill a multi national invasion force. Celts, Zulu and Arabs all landed a sizeable number of troops all by one town. Kinda impressive for the AI...not impressive in the face of our armies though.

IT- zzz

T8 1440

Not much of interest.

IT- zzz

T9 1445

Nothing much new.

IT- zzz

T10 1450

More of the same.


Summary


Fairly boring turns. Adrian will finish Uni Suff next turn. Justinian can rush the Academy next turn, and then start a prebuild for Wall Street since we can start building Stock Exchanges next turn. The railways are coming along nicely as well.
 
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.
 
http://www.civfanatics.net/uploads10/LK103-1500AD.zip


1450 AD
I killed the 4 Zulu units at no cost. (4-0)

Well I am glad I looked at the empire. Kaiser_Berger didn't deal with 4 Zulu units by New Prilep.

Please don't fortify empty armies or leaders. There is a real risk that they get lost in the shuffle.

I can tell playing style can really be different. I prefer to have one giant stack of workers laying rails; rather then workers scattered to lay rails. What does matter is the priority for the workers. We still don't have former Germany on the rail-net. That IMHO is much more important then rails by the capitol.


I change all taxmen to scientist. Scientists give three beakers, while taxmen give two dollars. I prefer the maximum of raw commerce.
(IT) We lost an exposed elite knight by the Incan border. (4-1)

As expected we complete Universal Suffrage. The end-date drops from 1853 AD to 1844 AD.


1455 AD
I killed 1 ship. (5-1)

The military academy will cost the most shields, so that is rushed.

I load up the army with 4 cavalry.
(IT) The Military Academy is completed. I am shocked that is reduced the end-date from 1844 AD to 1841 AD. I am used to the MA being negligible for an end-date change.


1460 AD
I kill off a 7 junk unit landing by the Celts. I painfully watch our elite knight die to an MDI. (12-2)


1465 AD
I kill 4 more junk Celtic unit that landed by New Prilep. (16-2)


1470 AD
I kill 1 ship and 2 Incan units. (19-2)

New Samosata is formed. It brings our cultural borders much closer to the Inca.
(IT) We lost a dromon. (19-3)


1475 AD
We get revenge against that frigate. I killed 4 ground units from multiple nationalities. (24-3)
I got an elite cavalry, and destroyed a settler.

The military rail-net is finally completed.


1480 AD
I killed 9 units including another Celtic landing by New Prilep. (29-3)

Newly formed Huaras is auto-razed. Vilcas is razed for $1 and 2 workers.


LAK-922.jpg


We don't need another army right now, so I sent the leader to Adrianople. I figure it can rush the Spy Agency. The question is what to sneak during the 2-turn gap waiting for the Spy Agency to be available, and completing the factory.
(IT) The Incan and Celts land by New Prilep, and a stray Zulu unit is also nearby.


1485 AD
I killed 7 units. (36-3)

New Ani is formed to continue to push toward the Incans.
Tamboccocha is captured, as I don't think the Inca will last longer enough for it to flip.


1490 AD
I killed 8 units including an Arab landing by New Ani. (44-3)

I captured Nasca and Chuito.


1495 AD
I killed 2 units. (46-3)

I captured Chuquiapo.


1500 AD
I killed 3 units. (49-3)

I captured Atico. I razed the Arab city of Fez.

LAK-923.jpg



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

Summary:
Adrianople is ready for a spy agency rush next turn. There are 2 stock exchanges in progress. I am working us toward 5 and the right to build Wall Street. The next big culture push will be ToE. It looks like it might take a bit before we are ready for Wall Street as it isn't real clear where the last 3 SE will come from. Hoover should be right after ToE. It isn't much culture, but the IA is very hard to get much culture from. We will want to push quickly to the MA for things such as UN, SETI, and the Internet.


This one is all but wrapped. We will want to hit the other continent at some point, but I don't see a rush before infantry, artillery, tanks, and transports. I think this one has very good odds of being done militarily long before the culture goal is hit.




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.
 
Why did we spend research on 2 dead-end techs?
Do we want the Battlefield Medicine wonder also?

Also,I don't know about the specialists.
You just keep on switching between them to optimize
commerce and production.
 
Tatran said:
Why did we spend research on 2 dead-end techs?
1) By getting Espionage we can steal the world map, and that will really help us for planning the invasion of the other continent.
2) Once we get spies in place, it will be nice to know the AI troop strength.
3) The Spy Agency is another source of culture, even if not much.
4) While I doubt it will happen, it will be nice to watch the space race for signs of danger.
5) The cop specialist may be the difference of getting the one shield short in some cities.
6) While I don't see the need at the moment, I still like the option for a draft.


Tatran said:
Do we want the Battlefield Medicine wonder also?
I will take anything to give us more culture. The game looks like it will have us waiting for to hit 20K after the military has won. Anything that can knock even one turn of the end-date is worth it.
 
preturn: wake up fortified settlers

1505: research espionage
New Edessa founded
Capture Gades
Auto-raze Shiraz, we now own our own island

IBT: Frigate sinks a dromon, another frigate suicides against a dromon

1510: Adrianople builds intelligence agency
New Taormina founded

1515: Constantinople 2, Adrianople 2 founded

1520: Adrianople builds Coal Plant, starts wall st prebuild

1525: Caesarea 2 founded

1530: sink Zulu galley, kill 2 carthaginian mercs and capture a settler

IBT: celts and arabs land units

1535: research Electricity
Kill 1 gallic swordsman
kill 3 ansar warriors, get an MGL.
Adrianople's prebuild is now for T of E, MGL will be saved for Wall St

IBT: Celts found 2 cities in the fog on the NE of our island
arabs land units

1540: autoraze both celtic cities
kill 2 arab cavalry

1545: sink zulu caravel

1550: zzz

Scientific method will be researched next turn, T of E will complete in 4. We can either delay T of E 1 turn, and sneak in sanitation, or we can stockpile cash for all the cannons we have to upgrade for 3 turns. Wall St is available to build, there is an MGL waiting to build it once T of E finishes.

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