LK61 - AWM, Inca

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

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
LK61

1500 BC (0): Adjust sliders accordingly. Max science Math is due in 4, lux to zero for at least 1 turn. Although Meldor has advised against more expansion I think a couple more cities are in order. 1 to secure the iron source in the north and another to get the incense. The iron city will be well defended in the hills but as Meldor noted a difficult city to counter from given the terrain. I will see what happens as the turns progress.

1475 BC (1): Found the city of Vilcas near the NW wheat, starts on walls. Found Vilcamba on the southern furs, starts a barracks. Drop research to 80%.

1450 BC (2): Cuzco builds a worker starts a settler. Conscript warrior kills 1 warrior but a horse remains to the north.

1425 BC (3): Tiwanaku builds a spear, take this time to build a temple. Research to 70%. Allow the warrior to heal back to full 2/2 health before attacking.

1400 BC (4): Math comes in and start on HBR. Tambo builds an archer starts a spear. Decide to avoid the horse for now and move to pop the hut next turn. Change Baracks less Huamanga to a cat.

1375 BC (5): Pop the hut and we get Mysticism. HBR is due in 5 turns with +5gpt.

1350 BC (6): Not much move slider to get HBR in 3 with -2 gpt.

1325 BC (7): Cuzco builds a settler starts a worker and is on a 2 turn cycle for workers. Fleeing the horses I spot a purple boarder to our NE I will move home now and stop playing footsies with the barbs. Lux to 10 % to keep Tiwanaku happy until the temple completes in 4 more turns.

1300 BC (8): Tambo builds a spear starts another. The purple warrior appears from outside the fog. We are up on Math on have a few more cities than he does but naturally we declare war.

1275 BC (9); Cuzco builds a worker starts another. Research to 10%, HBR and +21 gpt.

1250 BC (10): HBR comes in Machu Pichu builds a temple starts a horseman. Spot a stack of 3 warriors leaving the Iroquios border. Cori builds a baracks starts a spear. Huamanga a cat starts another. Settler grabs the spear from Vilcas to head to the iron source. Start on Writing but can be changed. Due in 10 at 70 and +1gpt.

We now can build horsemen and cats and hopefully soon swordsman. Our first contact was the Iroquios.

Here is the save:

http://civfanatics.net/uploads6/LK61-1250BC.zip
 
LKendter (on deck)
Chieftess
Meldor
hotrod0823
Arizona_Steve (currently playing)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
(0) 1250AD
I make some quick check on our cities and everything looks good. A number of cities will be completing builds this turn, so I will try to select new builds that minimize shield waste, and optimize where possible. From what I can tell, there are no Iroquois near us. I'd like to check to see if they have horses connected, but they're not talking.

I would also like to place another city to the North of Cuzco, to create a buffer around our capital.

IBT:
Cuzco - Worker -> Worker
Tiwanaku - Temple -> Horseman (at 8 shields per turn, horsies are more shield-efficient).
Ollantaytambo - Spearman -> Spearman (7 shields per turn).
Vilcas - Walls -> Barracks.

(1) 1225BC
There's a catapult at Tiwanku, which I place between Cuzco and Machu Picchu, as I'm not sure which city will need the extra defence yet.
I find a settler/spearman pair near Vilcas, and send them off to found a city North of the capital.
Our exploring warrior moves back towards home. I'd rather attack the Iroquois stack of three warrior when they are on open ground. There is a wandering archer that will also be useful.

IBT:
Our warrior is attacked by a barbarian warrior. We win.

(2) 1200BC
After some thought I place the settler three tiles away from the capital. There is a lot of overlap, but we gain two advantages. Firstly, once a road is in place, a defender can be brought from the capital in one turn. Secondly, we have no mountains adjacent to the city, avoiding the problem of hard-to-kill units sitting in the mountains.
After more thought I switch Cuzco over to a barracks. We are already over our free unit count, so I'd rather have more military than workers, at least until I can get another couple of cities.

IBT:
Maunch Chunk suddenly appears in the North.

(3) 1175BC
Vitcos founded. I'm going to start it pumping out catapults, so no barracks will be needed unless it needs to start building military.
I relocate the three Iroquois warriors. Looks like they're more interested in barbarian camps than us.

IBT:
Borders expand at Machu Picchu.
Ollantaytambo - Spearman -> Spearman.

(4) 1150BC

IBT:
Tiwanaku - Horseman -> Horseman

(5) 1125BC
Ollantaytambo grows to size 6 and I push luxuries to 20%.

IBT:
Cuzco - Barracks -> Settler
Machu Picchu - Horseman -> Horseman
Corihuayrachina - Spearman -> Spearman
Huamanga - Catapult -> Catapult

(6) 1100BC
Bring science down to 50%, writing still due in two turns.
I have two horsemen and an archer out in the field to defend against the Iroquois "army".

IBT:
The Iroquois warriors turn around and head home.
Ollantaytambo - Spearman -> Spearman

(7) 1075BC
Science remains at 50%.

IBT:
Yay! We draw first iroquois blood as a veteran warrior attacks our fortified regular warrior on a hill. We win without taking a scratch and promote to veteran. Our warriors may wear pink, but they sure aren't wusses!
Writing comes in and I switch to Polytheism to get us towards Monarchy. Due in 14.

(8) 1050BC

IBT:
Cuzco - Settler -> Worker
Tiwanaku - Horseman -> Horseman
The two remaining Iroquois warriors come back. I move our troops to head them off once they are forced off the mountains.

(9) 1025BC
I send our settler, along with three spearman and a catapult towards the spices.

IBT:
Ollantaytambo - Spearman -> Spearman
Vitcos - Catapult -> Catapult

(10) 1000BC
Not much.

Troops are in place to intercept the warrior pair that is heading our way.
Settler is heading to the red dot next to the spices. Feel free to veto. Iron may be more important.

LK61-1000BC.jpg


And the save file - 1000BC
 
LKendter (currently playing)
Chieftess (on deck)
Meldor
hotrod0823
Arizona_Steve

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
1000 BC
I don't understand why we are mining a tile the only Cuzco can't use. This city should be a pure settler / worker pump and already has enough developed tiles.

975 BC
Scratch 2 Iroquois workers, and we now have an elite archer.

925 BC
Our big military action is fragging a barb camp. That will help with deficit science research.
(I) We get our first palace expansion.

900 BC
That annoying barb on the furs is dead and our workers should be able to connect them soon.
Once again our military action is fragging a barb camp. So far I have killed more barbs than Iroquois. :crazyeye:

875 BC
Andahuaylas is formed on the spices. Two luxuries are now secured.

850 BC
The forbidden palace is started in Machu Picchu. Only 29 turns to get a boast to our productivity.

800 BC
Two more barb camps are destroyed.
(I) We can get Philosophy in just 4 turns! It is time to take a gamble on being first. Our free tech would be Monarchy!
The ultimate would be a SGL and to rush the Pyramids. :D

775 BC
We get an elite horseman for killing an Iroquois spearman on a hill.


750 BC
Two Iroquois warriors and an archer appear. We promote another horseman. Our other elite horseman is clueless and retreats. We kill 2 warriors and leave the archer so as to not expose our horseman.

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.

I snuck in some infrastructure in the way of temples. Two will complete during Chieftess reign along with connecting furs / spices.

Well, any round in which I loss *ZERO* units is a great fighting round.


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/LK61-750BC.zip
 
Want an unreal stat - check out our percent of world population.
LAK-372.jpg



Our next city targets:
LAK-373.jpg

A is a good staging point to fight the Iroquois.
B gets the iron inside our borders.
C will be a high growth city.

At the moment A is the only safe build until such time that we can get a road net toward the other cities. The workers can easily build the yellow road segment.
 
Got it!
 
550BC

A few minor skirmishes in this one, and a destroyed Iroquois town! [dance]

Turn 0 - 750BC

Notice that Huamanga will riot next turn. I move a warrior from Tiwanaku Huamanga to stop the city from rioting next turn. (Other options were increase lux, and philo in 4, or the ever shameful clown)

IBT:

Iroquois archers make tracks in front of our stack and head east, probably towards our lone warrior. Barb attacks the archer, and our archer wins (2hp now).

Turn 1 - 730BC

Cuzco: Worker->Worker
Tiwanaku: Horse->Horse

Send the worker to Vitcos to help with the road. Vilcabamba is now connected. Move our stack onto a hill, surrounded by rivers.

IBT: Our horse by the volcano defends against an barb horsie and wins!

Turn 2 - 710BC

Cori: Horse->Horse
Philo in 1 - lower science to 50%
Ica founded. Our horseman does a little exploring around Mauch Chunck, safe from any archer attacks. There's coast to the north. Maybe there's a chokepoint nearby?

Fortified our stack in the hills and river to recoop and try to lure the AI into the floodplains. The units there are headed for our horse by Mauch Chaunk now.

IBT: We got Philo, but no Monarchy! Someone must've gotten to it first!

Turn 3 - 690BC

Cuzco: Worker->Worker
Huamanga: Temple->Cat

Spot a barb camp to the east.

IBT: Iroquois Troops shift east again (they're getting nowhere!). It's mostly archers and warriors now.

Turn 4 - 670BC

Tiwanaku: Horse->Horse
Ollan: Horse->Horse
Vilcas: Spear->Spear

Attacked the barb camp and won. Spied an Iroquois Spear/Settler pair west of Mauch Chunk. Gonna wait until it settles, since the spear is on the forest. The lux rate can also be trimmed down to 10%

IBT: Spear/Settler pair retreats into the grass!

Turn 5 - 650BC

Cuzco: Worker->Worker

Vet horse defeats a barb near our border in the east and is promoted! Bombarded the archer on the hill.

Elite horse vs. Archer - wins, but no GL.
Elite archer vs. vet archer - wins, but no GL.

IBT: Warrior attacks our elite horseman. We win, but no GL. Iro Settler founds Kahnawake next to our 2 horses.

Turn 6 - 630BC

Vitcos: Temple->Spear

4/4 horse vs. 3/3 spear - wins! (horse is 1/4 now)

Kahnawake falls! We get 0 gold.

IBT: There seems to be another barb camp near the iron.

Turn 7 - 610BC

Cuzco: Worker->Worker
Tiwanaku: Horse->Horse (borders expand)

A nearby horse attacks a barb threatening Vitcos and wins!

I move our stack down 1 tile to try and get the archers off the mountain.

IBT: Iroquois troops move along the hill.

Turn 8 - 590BC

Ollan: Horse->Horse
Huamanga: Cat->Cat
Vilcas: Spear->Spear

Horseman attacks barb horseman and wins. Lower Science to 50% - we're almost out of gold.

Turn 9 - 570BC

Cuzco: worker->worker
Lower science to 40%.

IBT: Iroquois troops FINALLY come off the hills.

Turn 10 - 550BC

Tiwanaku: Horse->Horse
Cori: Horse->Horse
Vitcos: Spear->Spear (borders expand)

Horseman finds a barb camp near the cattle in the west and loses!!

5/5 horse vs. 3/3 archer - wins! (no GL)
5/5 horse vs. 3/3 archer - wins! (no GL)
5/5 horse vs. 2/3 archer - wins! (no GL)

The Iroquois have 2 archers, 2 warriors and a spear left of that origanal stack. We're also strong compared to the Iroquois. I accidently moved a worker from Vitcos onto the wrong plains tile when moving horses. Hopefully we can get rid of what's left of the Iroquois stack, and head striaght for Mauch Chunk. We now have 6% of the world area.

Note: We can actually move the science rate up to 50% now.
 
LKendter
Chieftess
Meldor (currently playing)
hotrod0823 (on deck)
Arizona_Steve

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
550 BC (0)
I swap the capital to settler from worker. Since we have only met the Iroquois and there is plenty of land to the west, I assume it is uncontested until gallies and we need to fill it as fast as we can while still maintaining the offesive aganst the Iroquois. Everything else is fine. We have a nice SoD ready to start moving in on their cities. Only three archers, a warrior and a spear in sight. All on mountains.
(I) All of them move. One archer, the warrior and the spear leave the mountains.

530 BC (1)
Elite horse takes out the warrior, vet horse takes out the archer, and vet horse takes out spear. The other two archers are still on mountains. Since they are regs I send and elite horse to take out the first one and a vet horse dispatches the second. The SoD advances with only a reg archer within view of the scout on the mountain. MM Cuzco for growth/settler in 2. Mauch Chunk is defended by reg spears and is looking tasty. Ollie Horse->Horse, Vilcas Spear->Settler
(I) Archer moves towards the SoD. Watch archer move into Mauch Chunk.

510 BC (2)
Reg Archer retreats one horse but dies at the hands of the second. Mini SoD can attack next turn or wait two truns for slow units to catch up.
(I) There were two archers in Mauch Chunk. The first makes a horse retreat, the second dies without putting a scratch on our unit. Cuzco settler->settler, Tiwanaku Horse->Horse, Huamanga Cat->Cat, Vitcos Spear->Spear.

490 BC (3)
Disperse Barb camp to the west to make room for next settler factory. Settler is on the way with new spear escort. This also makes it safe to irrigate the wheat to boost food in Vilcas.
(I) The archer at Mauch Chunk does 2 hp damage but dies. An Iroquois galley appears on the lower west coast. We will need to keep an eye on it.

470 BC (4)
Slow units arrive at Mauch Chunk, assualt will begin next turn.
(I) Archer tries to dislodge our horse on a mountain and loses. Watch galley move down coast.

450 BC (5)
Follow galley with a horseman. Cat fires at Mauch Chunk and hits. Vet Horse take the first spear and then we lose a horse to take out the last spear with only 2hp left. We do spot a settler/spear pair just out of range. The rest of the SoD start moving towards the last Iroquois city on what appears to be this side of the choke point. The city under the fog and stuck in the jungle is Oil Springs. Hopefully, it will live up to its name.
(I) The Iroquois settler/spear moves closer so that even the slow units can hit it. Barbs appear from the east. A single barb horse is playing in the western mountains. Tiwanaku Cori, and Ollie Horse->Horse, Vitcos Spear->Spear.

430 BC (6)
We lose a vet archer trying to kill the spear, but an elite finishes it off and we get two more workers. New horses respond to the barbs in the east. Troops in the north gather near Oil Springs. Continue shadow on galley, dispatch horse to handle barb in west.
(I) Silly Iroquois galley lands a single archer near Ollie. Cuzco Settler->Settler, Huamanga Cat->Cat.

410 BC (7)
Dispatch one barb horse in the east. Silly archer killed giving us an elite horse. Settler joins spear and they will head north to try and start blocking the choke point, if one exists. I have a horse slogging throught he jungle to scope the lay of the land out.
(I)A couple of spears and an archer appear near the slogging horse, he will retreat. A barb horse moves across a river to attack our city from the other side and with only 2hps kills our fortified vet spear across a river! Vilcas settler->spear, Andahuaylas Rax->Horse.

390 BC (8)
It takes three vet horsemen with one retreat to rout the spears at Oil Springs and then an Elite Horse takes out the archer. The city is ours and it starts on a Rax. We pick up two more slaves wilst we are in the area. The first settler/spear arrives at the river across form the cow. There are lot of flood plains for us to use here. The second settler/spear pair continues north. The third settler picks up a spear and heads for the iron. Dispatch the two remaining barb horses and find a barb warrior wandering around. There must be an encampment in the east. SoD in north moves next to archer in jungle. It is a slog from here on out. Looks like we could have a several city choke point up there. I am tempted to change the FP build to the MoM and then restart it farther north, but I will leave that for the next person.
(I) Archer attacks spear in SoD and dies. We see our first Mounted Warrior. I guess Hia finally found some horses he liked. This means that unless we are careful we will now put them in their GA and have an increase in units to handle. The barb warrior tries his luck aganst a horse and gives us an elite (Guess it sorta makes up for the pillage). Tiwanaku Horseman->Horseman. Vitcos Spear->Spear.

370 BC (9)
Disperse the Barb camp in the east. Hia won't be starting his GA with that MW as we taost it with our Horse. We let the two spears pass as we gather the SoD for advancement. Arequipa is founded on the flood plains and cow, it starts a worker to make itself some helpers.
(I)Sneaky archer under the spears, tries to take revenge for the loss of the MW but dies, giving us another Elite. Ollie Horse->Horse. The Zulu complete the Pyramids, the Koreans the Great Wall.

350 BC (10)
Scout arrives outside of Cattaruagus to find that it too is defended by only reg spears. Shall it fall next turn as well? There is one settler in the mountains to finally settle next to the iron. There is another settler moving north to replace Mauch Chunk (I would suggest one square northeast of its position to lock the choke point once we take/replace Catty. There are seven horses ready to hit the city next turn, assuming our scout isn't taken out on the interturn. Vilcas, Arequipa and Cuzco need to pump out settlers. As long as we have gone without contact with someone else we should fill in this land and claim it before the others arrive. The two sets of worekrs building roads have met and we should be albe to get units to the north a lot quicker.

If this were my game, I would swap the FP to MoM and then restart it either in Andahuaylas or in a city that can be settled next on the river between it and Oil Springs. Ther can't be much more land to the west or the Iroquois galley wouldn't have made the trip. The choke point is ours to take, and we should be able to hold it for the Iroquois GA and then wipe them from the map. Moanarchy is due in 2 turns. It wouldn't be a bad time to take the anarchy and get us to the next government.

Good Luck!

The Save

The choke point:
choke.JPG
 
LKendter
Chieftess
Meldor
hotrod0823 (currently playing)
Arizona_Steve (on deck)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
LK61

350 BC (0): :hmm: I see what Meldor is saying about the FP. Yes it is nice to have now but I think that it would be better served in a different location a bit further from the capital. I will leave it as is for now and think MoM is not worth it but HG may be a better choice and that option is due in 2 more turns. Change Vitcos to a settler, no sense making a reg spear. Both due in 4/4. Move the Elite archer to cover the wounded elite horste.

330 BC (1): Cuzco builds a settler starts another. Cori a horse-> horse. Huamanga cat-> cat. Change Ica to from reg spear production to walls. Kill an archer, 2 spears and capture Cattaraugus. Monarchy is due in 1 turn. Kill a MW in the Jungle before he could attack. Will not be able to hold off his GA for long.

310 BC (2): Monarchy comes in and we immediately revolt. Drawing 4 turns of anarchy [dance]. MM to avoid riots. Build Nasca near the iron. I am not sure if currency or Lit are better choices but have 4 turns to decide.

290 BC (3): Will ocillate our two size 8 cities in and out of rioting to avoid shrinking our citizens. MOve the Stack toward Akwesasne. Expanding our scouting Horses out in the West. Take out a barb hut in the east. The Mongols completed the Mausoleum of Mausollos.

270 BC (4): Akwesasne is razed costing 1 Horseman with no leaders. We are already on the doorstep of the Iroquois Capital :D.

250 BC (5): Lose a horse to a MW attack. Kill a spear at the capital of the Iroquios. Settler in position. Moving workers to cut the jungle for our cats.

230 BC (6): The new Monarchy of the Incas. MM all cities for something or another. Swap Machu Pichu to HG over the FP. Gotta get a leader sooner or later. Research is on Currency. Markets over courthouses and libraries. And hopefully some trades if we get another contact. An elite victory at Salamanca yeilds our first leader. I am torn but decide to send him home to be our FP in a more stragetic location that Meldor suggested. Kill a spear and a wounded MW and the Capital is razed. Move settler to jungle to save time clearing the jungle. A bit too close to Cattaraugus but will allow the cats to move to the north sooner rather then later and will close the choke. Change Ica from Walls to Barracks. Change Andahuaylas to a spearmen.

210 BC (7): Lose a horsemen to a MW attack but survive another killing 1 MW. Tiwanaku builds a horse starts another. Founad Atico on the jungle to close the choke. Found Juli at our future FP site. Start Temple but it will swap to FP when the leader arrives. Bump research to 50% and get currency in 8 with a small loss. Move stack outside Nigra Falls. Cats are on the move.

190 BC (8): Tambo builds a horse starts another. Vilcas a spear starts a temple. Vitcos a settler starts another. Capture Niagra falls across the sea. I see what may have been his only horse supply. I haven't seen any new MW. Settler is heading to our northern coast.

170 BC (9): Cuzco builds a settler starts another. Spot a spear/settler pair in Iroquios territory. Uh Oh Massive uprisings can only mean that we are way behind in Tech and there are 2 in the Middle ages. Change Juli production to the Forbidden Palace and use the leader to rush it. Barbs are everywhere, I was about to hit 2 camps. Fail to kill the spear/settler pair :(, 2 retreats.

150 BC (10): Juli builds the FP and starts a temple. Finally capture the spear/settler. Wounded horses need to be sent south. There are cats in Atico to move with the now rested horses. Direction to be determined by the next player. The FP is done and there are 10 turns on HG. And there are a few units in Niagra Falls. The immediate concern is the barbs :(.

Here is the save;

http://civfanatics.net/uploads6/LK61-150BC.zip
 
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