LK104 - AWM & 20K

ThERat said:
we know that America has salt, it must be somewhere in the desert/plains in the east. I will try and expand towards the silks and maybe send out a knight to bust some fog to find out what's around there. Near the silks is jungle; more possibilities for coal as well.
This is what I was mapping out. I still want to finish locking the southwest before we go fill steam up north.


ThERat said:
How many more turns do we have for Smiths now?
We still have a very long 8 turns. Your round will give the answer.
 
I will be able to play up until noon on Friday. If Rat gets the game posted, I'll take it and play as much as I can.
 
Sir Bugsy said:
I will be able to play up until noon on Friday. If Rat gets the game posted, I'll take it and play as much as I can.
will play this tonight, so you can take over Thursday US time ;)
 
save

Pre-Turn
see we still have some units we can use on the offense
kill 1 knight with AC, spear with knight [2-0]
move unit from Leipzig to Berlin to fire clowns
reassign some tiles which giver higher commerce (river) and physics drops to 7

IT lose pike in strange placement, but win against the other [3-1]

1. 1060AD
there are 2 new American towns in the northeast
move out settlers,
kill 5 Aztec, 1 Iro, 2 Roman (incl settler pair), 2 Mayan, 1 pesky Carthagian [14-1]

IT defeat 2 Mayan knights and retreat 2 at New Leipzig [16-1]

2. 1070AD
Erlangen is founded on yellow spot
1 Roman, 6 Mayan, 2 American including sacking of silk Cleveland[25-1]
knight army moves out and spots Rome
leave pike in Berlin to be able to get 2 turn pikes at 15spt

IT a knight and LB are dropped behind our lines

3. 1080AD
found Bamberg, form a new army
kill 8 units, raze Byzantium. kill 3 units in Rome and sack city for 4 slaves
another knight army steps north to attack iro town and we discover a source of salt
defeat 1 unit and raze town, salt is 5 tiles away from our borders still inside Iro land [37-1]

IT no attacks, no wonder yet

4.1090AD
turn a settler round that was on the way to the east, we need that salt by all means
found Wuerzburg to expand the northeastern border
kill 3 units and 3rd gives us another MGL
pillage the salt, kill 4 more units [44-1]

IT kill 1 unit on defense and lose 1 pike in new Leipzig [45-2]
quite a few knights show up in the north

5. 1100AD
kill 2 units and raze Lugundum, do the same in Veji. all together gain 6 slaves
defeat 2 knights and raze Los Angeles and discover furs in the east
defeat another 5 units [56-2]

IT Bamberg is the new hot spot, 3 Iro knights attack but all die to our pikes :) [59-2]
we get physics, ToG next in 9 for Newton

6. 1110AD
raze Denver and spot a new Carthagian city
defeat 7 more units [68-2]

IT Iro drop 2 units in the hinterland

7.1120AD
defeat 2 units, defeat 1 unit and raze Carthagian town
defeat another 8 units, lose 1 AC [79-2]

IT defeat 1 knight on defense and a picture saya more than 1000 words [80-2]
lk1041120.jpg


8. 1130AD
rush a market in Leipzig with MGL
defeat only 3 units this time, rather quiet for a turn [83-2]

IT lose a unit on defense, we get a market in leizig, go for palace Newton prebuild [83-4]
get a border expansion in the east, thats very good for workers

9. 1140AD
found Ansbach on the way to salt in the west
defeat a pike and raze Iro town which blocked our salt access
defeat another 6 units [90-4]
while defeating units spot an Iro musket in the north, but since we disconnected it, they have no more of it

IT again go for 1-1 [91-5]

10. 1150AD
army adavnces to Oil springs, it has to be removed to get the access to salt
lose elite AC to 1hp LB, defeat it with elite pike, defeat a settler pair and 1 LB
defeat 2 units, defeat 2 spears and raze new Iro town [97-6]

one army is unmoved in Ansbach and could be sent out to help at Oil springs


now is the time to produce settlers and get us expanded towards the salt and the luxes in the east, a lot of land is cleared and
our military looks strong
 
the west with salt source bewtween Oil Springs and Ansbach
lk1041150a.jpg


the north with new towns
lk1041150b.jpg


the whole east with silks and furs
lk1041150c.jpg


estimated win date is now 1894, hope we can improve it with Newton and
the IA wonders ToE and maybe Hoover
 
Of course the salt has to be a different direction then the silks. Not to mention the furs being in yet another totally different direction. :rolleyes:


We had another good round. ThERat caused a lot of devastation in the south. Rome is really trashed as they are down to five cites.


Getting Smith's saved another 6 turns on the end-date. With having Smith's and additional luxuries coming up we really want to build marketplaces. I notice we already have one building in Hamburg. :D
An important event happened during this round. The cascade is broken. So far no AI has started Newton's. If we can get a tech lead and keep it we can lock up the few wonders available in the AI. There are also some small wonders coming up for 1 or 2 points as rush targets.
We will want the spy agency, even if all we do is steal the world map. That would do us wonders for long-term planning.


More comments and dot map arriving shortly...


Signed up:
LKendter
ThERat
Sir Bugsy (currently playing?) (vacation Aug 5 to Aug 7)
Dl123654 (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.

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.
 
now is the time to produce settlers and get us expanded towards the salt and the luxes in the east, a lot of land is cleared and our military looks strong
My request is to continue the plan I used along with ThERat. Keep all the settlers being build from the third ring cities such as Bremen. I don't want to touch the core with larger, productive cities. As we keep expanding the need for military and buildings gets worse until rails. We still don't know if we have coal. The one risk we have right now is over-extending ourselves trying to build to many cites to fast.

It is time for another dot-map. This will be the plan to get the salt. I would do this before the silks. I will work on a plan for the furs in the future. We can only handle so many goals in a round.

LAK-968.jpg



I see the settling order as: red, dark blue, green, and light blue. Since we don't have military tradition yet we have the time to get the supporting cities in place along with fixing the gaps in the road-net.
 
Lee - I don't think I can play and play well between now and tomorrow noon. I'll be back by Sunday afternoon Pacific time, if you want to slot me in then.

@ Rat - Well done finding the salt and the furs.
 
Save

Preturn 1150AD:

Turn 1 1160AD:
Raze Oil Springs
Get a leader
Need 2 cities for a new army, send leader to Leipzig
Raze Kansas City

Turn 3 1180AD:
Found New Konigsberg in the east coast

Turn 4 1190AD:
ToG->Magnetism
Newton in 17, Mayans start it in Chichen Itza
F8 says that Chichen Itza is the second highest culture at 2710 when we have 5452
Raze Tlalmananlco near the saltpeter
Found New Frankfurt on the northern lake
Create a new army for knights
Raze Malaca in the east

Turn 5 1200AD:
Take a settler from Cathage
Raze San Diego
Get another leader, send him to Leipzig
Found New Munich on the saltpeter
Take a Roman settler
Find Wines 5 squares from New Munich in Iroquis territory

Turn 6 1210AD:
Raze Ixtapaluca
Raze Niagara Falls size 12 has Wines
Found New Heidelberg on the way to the silks

Turn 7 1220AD:
Take a Carthage and Mayan settler

Turn 8 1230AD:
Found New Nuremberg as a filler city on the west coast

Notes:
No much happened, we can't build settlers fast enough
We have about 100 foreign workers and its hard to find them new work
We have the saltpeter and are 1 row closer to the furs and spices
Also found wines in Iroquis land
Newton in 11
 
Signed up:
LKendter (currently playing)
ThERat (on deck)
Sir Bugsy
Dl123654


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.

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.
 
http://www.civfanatics.net/uploads10/LK104-1300AD.zip


1250 AD
I am a bit confused with the new cities. One seems to be heading toward furs (far northeast), another toward silks (north), a third northwest, and a fourth southwest. I don't feel we can go in all directions at once.

Dl123654, you may want to read up more before you play the next turn. We talked about expansion toward the salt, and silks. We need to be expanding toward a goal, not simply placing random cities at this point.


Dl123654 said:
Found New Nuremberg as a filler city on the west coast
We don't need "filler" cities. We need to be heading toward a goal. My turn gained us valuable silks to help with our misery problems. If furs get hooked up soon we can stop having to depend on 3 MP to keep the largest cities happy.


1255 AD
I killed 2 Carthaginians, 2 Americans, and 2 Mayans. (6-0)
One of the armies had to rush home to kill a 1 knight landing by New Berlin.
I gained 2 more workers.

I noticed the Maya are in the IA. Rifles are getting very close.
(IT) 2 AI knights die, but we lost a pike in New Nuremburg. (8-1)


1260 AD
I killed 2 Mayans, 2 Americans, and 1 Carthaginian. (13-1)

Now this is interesting. I found the Roman capitol of Neapolis. Rome has been in at least one war.


1265 AD
I killed 1 Roman, 2 Carthaginians, and 1 Mayan. (17-1)
(IT) One AI knight died. (18-1)


1270 AD
I killed 4 Carthaginians, and 3 Mayans. (24-1)

New Cologne is formed. This is the light blue dot from the plan for expansion toward the silks.


1275 AD
I killed 1 Romans, 1 American, 1 Mayan, 1 Iroquois, and 3 Aztecs. (30-1)
The Iroquois just sent a mounted warrior. Lack of iron really killed them until cavalry.

New Hannover is formed. This is the gray dot from the plan for expansion toward the silks.
(IT) Metallurgy has completed. Our free tech is Medicine. This was the worse freebie IMO. I start research on rails due in 14 turns.
The Status of Zeus is obsolete.


1280 AD
I killed 2 Aztecs, 2 Americans, 2 Mayans, and 1 Romans. (37-1)


1285 AD
I killed 3 Iroquois, and 3 Mayans. (43-1)

I built enough cities for another army. The leader has become an army, as the south is getting awkward to defend and a bank isn't that critical of a rush.


1290 AD
I killed 1 Aztec, 3 Carthaginians, and 2 Americans. (49-1)
I gained another 2 workers. I just spotted my first Aztec knight.


New Bremen is formed. This is the red dot from the southern expansion plan.
(IT) A pike died at New Hamburg. (49-2)


1295 AD
I killed 4 Mayan, 2 Aztecs, 1 Iroquois, and 1 Carthaginian. I lost an elite knight to a spearman. (57-3)
(IT) Well that is embarrassing. I missed a riot in Bonn.


1300 AD
I killed 3 Romans, 1 Iroquois, 1 Aztec, 3 Mayans, 3 Americans, and 1 Carthaginian. (60-3)
I gained 9 workers. The crazy AI landed two settler pairs below Oea where I had a knight army on patrol.

Palmyra was razed. Baltimore was also razed. All the new cities are opening up new targets.

I have to turn science down to 40% this turn. I hope we can alternate between 40% and 50%.

Silktown is formed. I get to review all cities, and fire some specialist.

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

Summary:
The strong civs for tech are the Iroquois and Mayan. The Maya have military tradition. I have been trying to send most of our muskets to the south, as that will be the first front to see cavalry.


Wall Street is close, and we don't even have 5 banks. I started one in Berlin. Leipzig should get one in a rush at some point. I want 5 stock exchanges to be possible once we research corporation. Wall Street is good for cash, and is some of the rare culture in the industrial age.


Newton's is a lock, as it is due in just one turn. I think it can go back to a palace pre-build after that. Once we get up to industry, we can decide if the pre-build becomes Suffrage or a factory (preferred).

Dot maps to follow shortly in the next post.

Signed up:
LKendter
ThERat (currently playing)
Sir Bugsy (on deck)
Dl123654


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.

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.
 
Once we complete rails, I suspect we will need to backtrack to Military Tradition. Once we have MT, the military academy will be an important rush for Leipzig.


FYI - Newton's will really pay off, as the end-date will go from 1894 AD to 1874 AD. I really like knocking 10 turns off of the end-date.

The below is the southeast. These are the last two cities I want to form for now. The northern knight army is protected workers for the missing round segment. This gives us some protection around the salt source of New Munich.

Expanding is 2 different directions is to much of a stretch IMHO, and I want to concentrate in the north after this.


LK104-DOTMAP11.jpg
 
IMPORTANT - I uploaded the save that didn't include a correction.
The knight in New Heidelburg needs to wake up and kill the knight north of Silktown, or we lose workers.
 
Getting Newton's will be huge for our super science city.

Oh, BTW I'm back.

Edit - Lee, can you post a plan for the north?
 
Depending on the coal situation, these plans could change. For now I have to plan on us being lucky and having coal inside our borders. I am trying to lay roads on the stray hills and mountains inside our territory to increase the odds of coal being connected. We won't know until Sir Bugsy's turn if we have coal.
The large block of mountains above Wuerzburg could very well turn our to be our coal source.


The workers in the picture aren't as exposed as they appear. The knight armies have all the fog in the north busted. They are killing the stray AI units before our workers are in danger.


I see the next big goal as getting to the furs. This should let us reduce the MP for happiness in cities such as Berlin. This block of cities also takes away an iron source from America, and keeps another source of salt away from the AI. I realize the dark green dot on the furs is an awkward one from the coast. With that city being totally corrupt I prefer to settler on the furs to reduce the odds of pillaging.
I have one settler heading this direction, and another due next turn.


LK104-DOTMAP12.jpg
 
getting Newton's is really good news. Hope it will shave off a turn or 2 on steam. Once we have rails, we need to lay 2 RR systems, the military net and of course all around our 20k city, hope we do have enough cities.
I agree on going back to Mil Trad and then head towards ToE.

got it...
 
I don't have my cheat sheet, but would US be a better initial cultural target than ToE?

We should also plan a leader rushing a factory in Leipzig as soon as it is available.
 
ToE is 3 culture points for 600 shields. Suffrage is 4 culture points for 800 shields. The advantage of Suffrage next is to get some factories into our cities.

The bigger issue is the AI goes to suffrage long before ToE. We have to fight where there is more competition first. If we plan it right, we should get both.
 
we need to research nationalism followed by industrialization. It would be great to time it right so we can swap the palace to US the moment we get there, then leader rush a factory and a coal plant (if possible), then head for the lower part of the tech tree going for ToE, having the palace pre build.

What I like is the fact that Maya wasted all their shields for Newton's and there is no cascade available for them :lol:
 
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