LK61 - AWM, Inca

Rise of the Inca Navy

Turn 0 - 750AD

Bump science up to 50% to get Invention a turn sooner.

IBT: Portugal lands a Pike/Warrior pair. American sword attacks our elite horse, but the horse retreats.

Turn 1 - 760AD

Cuzco: Worker->Worker
Anda: Knight->Knight
Arequipa: Market->Trebuchet
Riobamba: Court->Temple

The people love us! I add the west wing onto the palace.

5/5 horse vs. 2/3 sword - wins!

New Vilcabamba founded.

4/4 Knight vs. 3/3 Port. Pike - wins!
4/4 Knight vs. 4/4 Port. Warrior - wins, and promotes!

New Vitcos founded.

IBT: Barbarians start coming from the northern iron source.

Turn 2 - 770AD

We have learned Invention! Set research to Gunpowder (8 turns).

Cori: Knight->Knight
Ica: Aqueduct->Library

The people love us! I add the east wing this time!

Horseman army attacks a barb and wins unscatched along the wawy to Buffalo.

The Battle for Miami...

13/13 Army vs. 3/3 Spear - Wins without a scratch!
13/13 Army vs. 3/3 Spear - Wins. There's still a spear left.

Battle of Buffalo...

4/4 Knight vs. 3/3 Spear - wins!
5/5 Horse vs. 3/3 Spear - loses, but the spear is redlined.
5/5 Horse vs. 1/3 Spear - wins! We sink a galley, too!
5/5 Horse vs. 3/3 Archer outside of Buffalo - wins!

We now have 30% of the world area, and 44% population! :eek:

IBT: Port. galley leaves.

Turn 3 - 780AD

Cuzco: Worker->Worker
Niagara Falls: Worker->Worker
Vilcas: Cathedral->Pike
Chuito: Court->Galley

Planting forest by Machu Picchu.

Attack of Miami...

11/13 Knight Army vs. 3/3 Spear - wins!
13/13 Knight Army vs. 3/3 Spear - wins!
11/13 Knight Army vs. 3/3 Spear - wins!

There appears to be more cities on an island to the west.

Seattle will be attacked next turn.

Turn 4: 790AD

Vilcabamba: Galley->Galley
Huanuco: Galley->Galley

This huge landmass is starting to make me ache for rails! :D

Attack of Seattle...

4/4 Knight vs. 3/3 Spear - wins! and promotes!
4/4 Knight vs. 3/3 Spear - wins! and we take the city!

Attacking New Orleans...

13/13 Horse Army vs. 3/3 Spear - wins!
12/13 Horse Army vs. 3/3 Spear - wins!

We capture New Orleans! The continent is ours! [dance]

IBT: The Portuguese want peace. I laugh at them.

Turn 5: 800AD

Cuzco: Worker->Worker
Atico: Aqueduct->Galley
Ollan: Knight->Knight
Vitcos: Knight->Knight
Arequipa: Treb->Treb

Not much this turn. Started to move galleys to the north-west.

Turn 6: 810AD

Huamanga: Harbor->Galley
Vilcas: Pike->Galley

Seattle resistence is ending (not fully yet) and they riot. Starving the people...

Anda: Knight->Knight
Tambo: Court->Temple

Moving gallies. No appearence from the Portuguese.
Juli threatens to riot. Lux up to 20%, Science down to 40%.

Turn 7 - 820AD

Cuzco: Worker->Worker
Sausa: Temple->Court

The people love us again! I add a top floor to the palace. Starting to put trebs into New Tiwanaku.

New Andahuaylas founded. Elite knight goes barb hunting and we pick up 25g.

Turn 8 - 830AD

Cori: Knight->Knight
Chuito: Galley->Galley

Rush a temple in Miami. MI goes barb hunting.

IBT: A vet Port. Galley appears, and attacks our galley. Ours loses, but the galley is now 2/4. Another Port. Galley appears.

Turn 9: 840AD

Cuzco: Worker->Worker
Vilcas: Galley->Galley
Miami: Temple->Worker
Arequipa: Treb->Treb
Huanuco: Galley->Galley

MI starts attacking a barb camp, and defeats 1 barb (2 remain).

IBT: 1 Port galley heads for their colony. Another drops off a knight and ancient cav.

Turn 10: 850AD

Catta: Temple->Treb
Vitcos: Knight->Knight

Elite knight attacks a barb horse and wins. MI attacks a barb, and disperses the camp. Moved a galley by New Cuzco, and loaded 2 knights. This one can head north. I have other galleys moving up the lower west coast. Moved a pick to Huaras and upgrade the pike.

4/4 knight vs. 4/4 port knight - loses (knight is now 3/4).
5/5 knight vs. 5/5 Ancient Cav - wins! Loses 1hp. Moves into the city for defense.

31% of the world area!
49% of the world population!
 
850 AD (0)
I swap Miami to a galley and will rush it next turn. I want to get some units over in Lincoln land and keep the pressure up. Also get an idea of how many units will be needed to finish him off. Wake two galleys in the south to eliminate the Portuguese blight on the southern island. We seem to have a number of workers improving tiles that cities will never use...I will finish the roads but the rest are canceled.
(I) Portuguese knight attacks our elite knight and dies. A galley attacks ours and sinks. We learn Gunpowder and start Chemistry. If we are going to research it might as well be on military needs.

860 AD (1)
I rush the galley. Drop science to 30% to get chemistry in 17. We have a lot of spears and pikes to upgrade. We have two sources of saltpeter, BTW. I load a couple of knights in the south to hopefully remove the Portuguese interests in the area.
(I) A Portuguese galley attempts to sink our floatilla, but I had an extra galley sitting on top of our slightly hurt galley with the knights in it. Our galley doesn't take a mark, their's rests at the bottom of the sea.

870 AD (2)
Load up two knights in the north, send them towards Aemrica. Looks like they only have spears. I unload the two knights on the southern island, looks like spears there as well. Upgrade our first pike to musket.
(I) We get the Pentagon, which means that our already oversized armies can add another member and wait for transports or not add a member and go sooner.

880 AD (3)
In the south, one knight dies trying to take out a spear but the other succeeds. One spear left and 1 2hp vet left. Load up another knight to help out. Land the two knights in America. I have started building a good many muskets. I would like to get at least one in every coastal city as soon as possible.
(I) American warrior tries to take out a Knight and dies for naught.

390 AD (4)
We take Detroit as both Knights in the north suceed. The Knight in the south wins again but they russhed another spear so one more to go still. I land a second knight so we have fresh troops. Load some more troops in the north to take on America.
(I) The Americans send an archer.

900 AD (5)
Newly arrived troops kill the archer and push on. We approach Denver. In the south, the fresh knight prevails and becomes elite but down to 2 hps. They had rushed yet another spear so the hurt knight attacks and retreats, we need more troops. Pull the troops off to heal, load two more to take their places.
(I) American workers run, but they can't hide.

910 AD (6)
The MDI fails to take the spear but a knight does and leaves Denver with only an archer for defense. We grab two workers to add to the pile. Land another Knight in the south with one more due next turn. The two hurt are now fortified in a city with a Rax.
(I) The Americans rushed a spear and their archer managed to retreat a knight. Unfortunately for them, there are two more outside the twon now defended by a single spear and the archer is exposed.

920 AD (7)
First Knight takes out unfortified spear and the second takes out the exposed archer. We land a knight and elite horseman on the second American island and will proceed towards their last city. Unload a couple more knights on the Porto island.
(I) The Portos decide to drop off an AC and elite knight in the north. Unfortunately for them it is near a city with two armies.

930 AD (8)
We kill off the two invaders. It takes three knights with one retreat but the city of Luanda is ours and there are no more Porto cities in sight. We land some more troops next to the American capital. The attack will take place next turn.
(I) The Porto ship is retreating, I spy one moving past us to the north. I suspect they are bringing a settler to the empty northland or more workers for us.

940 AD (9)
I take the last American city and there are no cites on our map that don't belong to us. I am following the Porto galley back it see if there is a spot we can blockade. I doubt it but at leasat we can station a dew line for warning.
(I) A new Porto galley sails into view. They are coming from off the southern end of the American islands. There must be a sea squares bridge there.

950 AD (10)
A boring turn to end it all.

Most of the core cities worked on what infra they could. Took a nice leisurely pace to get rid of America and the single Porto blight. We are building up a fleet. Question is, when do we want a second contact to spring the GL spurt.

I would suggest that we go for a contact once we have the techs for Cavs and can take about twenty or more gallies worth across the way to begin hitting everyone over there. Remeber that the first ones to land will also need a bunch of defense, so maybe ten gallies of muskets to go with them.

The Americans are gone, two down.

http://www.civfanatics.net/uploads6/LK61-950AD.zip
 
I can't find one even going back a few pages and from the logs things have changed. Include minimap too please.

Much obliged.
 
Here's an animated minimap of every 10 turns starting on turn 40.

LK61_history_950AD2.gif
 
950 AD (0): My how things have changed! If we are building galleys they may as well be vets. Change Vilcas to a harbor. Change Ollantaytambo to musket duty from knights. More of an immediate need to improve defences. Gotta figure out something to do with Cuzco. We are wasting shields like crazy. Change it to a temple with designs on bringing it up to a larger worker cycle.

960 AD (1): Washington builds a temple starts a settler. Andahuaylas builds knight starts a library. New Vitcos builds worker starts a temple. Arequipa build a trebuchet and starts a granary. Nasca a library and starts a knight. Chuito a duct starts a market. Riobamba a duct starts a musket. Wack a barb for 25 gold. Begin searching for land. Send out a feeler galley to our West. That will help determine where to send the galleys. I hope we don't have to wait for Astronomy or Navigation to get to the others.

970 AD (2): Portugal lands a ancient cav and an archer. Centralia builds a temple starts Duct. Miami builds a worker starts a settler. Portugal starts Cop's. Land HOOOOO!!! to the West. Spot the boarders of Carthage. :D :lol: He has zero gold, and lacks Monotheism and Engineering and every thing that comes after them. Will search for a safe route to him and see if I can ready some units to get a foothold. Dispatch the invaders easily.

980 AD (3): Atico is only 50% corrupt so starts a market. Cattaraugus builds a trebuchet starts a duct. Oil Springs library completed starts a musket. Chuquiapo builds a musket starts a granary. Huanuco Pampo builds musket starts a market. Huaras builds a temple starts a galley. There is no "safe" passage to Carthage. Checking out our score notice our contacts have been traded around. We are now a war with korea. It is now safe to shut off research given Korea is as advanced as Portugal.

IBTN: We learn, Chemistry, Theology, Printing Press, Education, Astronomy, Metallurgy, Military Tradition [dance]

990 AD (4): We are now at war with the rest of the world. Zulus and Mongols. Currently researching Banking to help our war economy and get us more cash for all our upgrades. Upgrade as many galleys to caravels and knights to cavs as I could muster. Slow research but not off completely. I have no idea where the others besides Carthage are. Cuzco gets a temple and starts a market. Ollantaytambo a musket starts a library.

1000 AD (5): Find a land mass way out East. Need alot of ships and units to get ready for departure. Rethink my research and move up banking to 10 turns.

1010 AD (6): Portugal lands a cav and a knight. New York builds a temples starts a settler. Grand River a temple starts a duct. Huamanga builds a caravel starts a library. Vitcos builds a cav and starts a university as a prebuild fo a bank if we so desire. Same thing goes for Ica.

1020 aD (7): Haven't even begun to think how to mount this attack on Carthage or any one else for that matter. Need to bring the knights back for upgrade first?? Begining to bring galleys to the north but just lost 2 to attacking Portugal ships. Upgrades are going slowly with few more knights and or galleys every turn. Andahuaylas builds a library starts a university prebuild for a bank. Trying to get the lay of the land but really have nothing to see yet.

1030 aD (8): Juli builds a cav and it too start a university/bank prebuild. More exploration of the other land mass. Saw my first Carrack. More upgrade but they are going slowly because I kept the research up for banking. Due in 4 turns.

1040 AD (9): More of the same. Did load up a couple caravels in the SE. Need many more units to fill our fleet. The NW fleet is awaiting upgrade in the closest harbor.

1050 AD (10): Upgrade yet more galleys in the NW and continue with the fact finding missions. Cuzco is on a 2 turn growth cycle now. And wil have a market place in 5 turns. All our core cities that can be 12 are or are darn close. Cuzco is now at size 8 and will get to 12 easily. Banking is due in 2 with a few univerisities ready to be switched to banks.

Here is the save:

http://civfanatics.net/uploads6/LK61-1050AD.zip

Really focused on infrastructure and trying to upgrade while trying to research what IMO is an important tech. Got a nice albeit expected windfall from the GL. But we have major upgrades to do and we have to make a choice to upgrade everything or continue research. Right now I think Banking needs to come in and then shut off research. From what I can see carthage and Zulu are backward and have towns protected by NuMurcs and Impi.:D.

The logistics of how to go about getting units across the ocean to the others is a nightmare. Need bigger boats first off and get all our units upgraded before we even attept to make a go of it. FYI: we are at 38/50 and havent filled in our continent yet. Closest is Portugal at 11/15.
 
Could you tell if they were at war with each other? I've seen ancient UU AIs that start next to each other have age long grudge matches (usually started by the Zulus). Hopeful for a Great Leader Heaven! :D BTW, Naval warfare/transporting troops over to another continent for an invasion is one of my weakpoints I'd like to work on.
 
(0) 1050AD
Shut down research after Banking? I disagree. At the very least we need Physics and Magnetism to allow us to cross the ocean safely, and to build Galleons so that our armies can get in on the action. It looks like this will be another infrastructure turn, and I will try to get the gaps in our land filled in.
After some quick checks, I leave everything alone.

(1) 1060AD
Very little happens. Banking due next turn, but science cannot be reduced.
Oil Springs is switched to a cathedral. It's our major reason why we're running 20% luxury tax.

IBT:
Banking comes in. I switch to Economics in the hope that no-one is building Smiths.

(2) 1070AD
All remains quiet. I hit F7 and see that no-one is building Smiths. Economics it is then. Machu Piccu is still building that palace, so it looks like we have a lock on this.

IBT:
Add another floor to one of the palace wings.

(3) 1080AD
Another quiet turn. If this keeps up, I should be able to get most of our infrastructure up and running.
Settler rushes at New Corihuayrachina. We need to settle that one-tile island before someone else gets it.

IBT:
Looks like Carthage is at war with someone else on the continent. I see at least two settlers and three numidians move into one of their cities.

(4) 1090AD
I work around our most corrupt cities, and am able to hire enough scientists to reduce the research time for Economics to five turns.

IBT:
We love the Sapa-Inca day breaks out in a number of ex-American cities, due mainly to the scientists there. Our people like scientists.

(5) 1100AD
Yawn...

(6) 1110AD
New Ica is founded on a one-tile island. We cannot be defeated until marines appear :D

IBT:
The first Carracks start appearing near our continent.

(7) 1120AD
I'm keeping track of a carrack/galley combo outside New Vilcas. I'm pretty sure there will be a landing, so I shuffle troops around to cover the area.

IBT:
Dammit. They're trying to take our island. A knight and a longbow are landed next to Detroit.

(8) 1130AD
The Detroit invaders are no more, killed by a couple of knights.
I adjust our scientist/taxman ratio as Economics is due next turn.

IBT:
There's bad news and good news.

The bad:

LK61-1150AD-1.jpg


The good news...

LK61-1150AD-2.jpg


I'm having some luck with leaders this game! Physics is selected as our next research target.
Portugal begins Magellan's Voyage. It's not like their ships have enough movement points as it is!

(9) 1140AD
I fortify all available knights in Detroit, as there are no ships in the vicinity to bring reinforcements. I'm impressed with the AI for a respectable landing.
I switch Machu Picchu to Smith's, wasting some shields. We will get it this turn. Copernicus is also available, and I will leave it up to Lee as to what to do with our scientific leader. He's in Cuzco, by the way.
Time to sit back and watch what happens to Detroit...

IBT:
The news is better this time. One MDI and two crusaders are killed at Detroit, with only one of our knights lost. In fact one knight takes out two crusaders singlehandedly and gets a promotion to elite. Walls are also rushed there, and we should have enough time now to bring in reinforcements. I have a caraval heading in that direction. There's still a musket and a crusader wandering around up there.

LK61-1150AD-3.jpg


(10) 1150AD
Another quiet turn. I left our defenders in Detroit, and Lee can decide whether it's worth attacking the musket and crusader. And don't forget the scientific leader sitting in Cuzco.

And the save file - 1150AD
 
We get the major economic boast of Smiths, and still have a SGL around. [dance]

I may have to check the situation with Bachs. I would like to have more happy faces. :) :) :)
 
Sweet! Good run on Economics.

My only point on slowing, not necessarily stopping research was to get some gold for upgrades. Smiths and our new banks will help in that reguard for sure :goodjob:
 
1150 AD (pre-turn)
This game has a really mind blowing stats. Despite this being an AW game we are the number one Civ for culture!

I decide to rush Copernicus to kill the cascade. Andahuaylas is our number one revenue city and it already has a library and university. I up our research to 50% as so that I rush toward Music Theory next.

:confused: Why are we mining by totally corrupt Washington? We have the same wastage of workers by Caxamalca.

I kill the musket and crusader on our island.


1180 AD
New Arequipa is formed to continue to fill in the gaps.


1190 AD
(IT) Next up is Music Theory.


1200 AD
It takes 3 knights down to 1 hp just to kill a crusader by Baltimore. The musket is still alive. :rolleyes:


1210 AD
We fail to kill the MDI by Denver. Denver could get dicey.
(IT) As I feared, Denver falls. The good news is they captured it, so we may get it back
I am really starting to have Carracks as Portugal killed our exploring galley on the other continent.


1220 AD
We do recover Denver. :D


1230 AD
The Portuguese kill the other exploring galley on the other continent.


1240 AD
We stop another attack on the islands, but loss a knight. I have a stack of cavalry heading that way but they still need a few turns to arrive.

I have most of the workers building roads to increase or mobility and increase the chance that coal will already be hook up when rails arrive.

Summary:
The palace is a pre-build for Newton's
We already have 209 shields toward Bach and no other AI has started!
The palace pre-build for Newton's already has 90 shields and no other AI has ToG!

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/LK61-1250AD.zip
 
This one's going by quickly!!! Got it!
 
Chugging Along

Turn 0 - 1250AD

Micromanage Juli to get the FP from 21 turns to 19 turns. (I could get it in 18 if I had an extra mined tile...). Andahuaylas gets some MM to get the prebuild done in 48 turns (down from 51). Turn any excess ents (:hmm:) into scientists. MM Cuzco to get its' university 1 turn quicker. Same for Vilcas. Tamboccocha might need some more irragation if it wants to get shields from the mountains. (Interesting mined forest effect by Machu Picchu! :lol:) Rushed the settler in New York. Also put scientists in corrupt cities where I could. One good thing about scientists in C3C is the 3 beakers it gives. Have a food-rich corrupt city, and you can have science factories mid-to-late game. I got science down to 4 turns from 5 turns. (I love micromanagement! :D I think I spent a good 45 minutes this turn alone!)

IBT: Left my speaker volume up and jumped out of my seat when a Carrack went by in the north!

Turn 1 - 1255AD

New York: Settler->Worker
Grand River: Worker->Worker
Vitcos: Bank->Musket
Caxa: Worker->Worker

I think for now, it's pretty safe to say that all cities above the "Atico Bottleneck" is 90% corrupt (corruption has changed from 95% to 90% max - most cities will have 2 non-corrupt shields max), and we could probably irragate those until we hit communism. Only downside is, we can't rush build in communism...

There's settlers everywhere, and I don't know where to put them all! I'm gonna try to fill in the gaps. I decide to move the northern MI 1 tile NW from the northern mountains, and spy a Zulu Impi/Settler pair that just landed on our continent!

IBT: YIKES!!!!!!! :eek: :eek: 4 Carracks approach our island, and Korea lands 2 Cavalry (from a galley) on our island by Denver. Perhaps there's oil there?

Turn 2 - 1260AD

Machu Picchu: Court->Cav
Atlanta: Worker->Worker

4/4 Cav vs. 4/4 Korean Cav - Wins!
5/5 Knight vs. 3/3 Korean Cav - Redlined, but wins!
3/3 MI vs. 3/3 Impi - wins and we get 2 free workers!

New Nasco founded.
New Atico founded.

IBT: 2 longbows and 1 musket are unloaded (wimps!).

Turn 3 - 1265AD

Niagara Falls: Worker->Worker
Cori: Cav->Cav
Cincinatti: Settler->Worker
New Huamanga: Market->Library

Move a caravel with a cav in it into Baltimore, and wake it up.

4/4 cav vs. 3/3 Port. Musket - wins!
5/5 Knight vs. 4/4 Longbow - wins!
4/4 Cav vs. 4/4 Longbow - wins!

Both cavs were redlined.

1 turn left on ToG, but science can't be lowered.

IBT: Zulu galley limps back home after its' failed colonization attempt.

Turn 4 - 1270AD

We have learned ToG! Started on Magnetism (4 turns! wow)

Huaras: Aqueduct->Library
Tambo: Cathedral->Cannon
New Cori: Worker->Worker

Koreans are building Shakespeares! (had we not been so close to the Industrial era, I would have actually cared. *shrugs*) Anda is switched to Newton's (complete in 13 turns - 12 turns with 'minor starvation'. It could survive 19 turns like this). Rush the temple in New Vilcas. Upgrade Pike in Boston and Cincinatti. Upgrade a trebuchet in New Cori. Upgrade the Cat south of it. Upgraded another Treb.

New Juli founded. Switched Huaca to a harbor. Hired a bunch of scientists in ultra corrupt cities to get Mag in 4, while earning more gold at 50% science.

IBT: A confused Carrack appears by Sausa, and changes course. (Where's it going???)

Turn 5 - 1275AD

Tonawanda: Worker->Worker
New Vilcas: Temple->Worker
Luanda: Temple->Harbor
Chuquiapo: Cav->Cav

Portugal is now building Shakespeare's.

New Chuito founded.

IBT: Confused Carrack heads home, but 4 Carracks pass New Vilcas. Carthagians want peace. I ingore them.

Turn 6 - 1280AD

Tiwanaku: Bank->Cav
Boston: Worker->Worker
Vitcos: Musket->Cathedral
Ica: Cath->University
Nasca: Cav->Cav

Portuguese are building Newtons (We have 10 turns left on ours). Rush a Harbor in Huaca. There's 4 caravel nearby for upgrades. Upgrade a cat in Vitcos.

IBT: 4 more Carracks move past Vitcos. 4 Carracks approach our island and mainland.

Turn 7 - 1285AD

Machu Picchu: Cav->Cav
Oil Springs: Cav->Cav
New Vilca: Musket->Musket
Huanco: Cathedral->Library
Huaca: Harbor->Worker

Upgrade 2 Trebs in New Tiwanaku. Finished mining tiles around Cuzco. It's now a 25spt powerhouse! Bring on the rails!

New Chuquiapo founded. Mag in 1 turn. Did a little moving of troops around to anticipate a landing.

IBT: Another Carrack and Galleon join the southern group. Portugal lands 3 Crusaders where the cavs, army, and cannon are waiting.

Turn 8 - 1290AD

We are Industrialized! [dance] Set research to Steam Power (9 turns).

Washington: Worker->Worker
Chicago: Worker->Worker
Arequipa: Cathedral->Musket

Koreans are building Newton's.

Cannon takes a shot at a crusader, injuring it.

13/13 Knight Army vs. 4/4 Crusader - wins!
6/6 Cav vs. 4/4 Crusader - wins without a scratch!
5/5 Horse vs. 3/4 Crusader - wins, no GL.

Switched Allegheny to a settler to fill in the gap NW of the city. Upgraded 4 Caravels to Galleons at Huaca. Upgraded a Spear to a Musket in Arequipa and switched it to a Harbor (It's gonna make Frigates).

IBT: Another Carrack stack drops off a Musket, Crusader, and MI by Chicago. Another Galleon is passing New Vilcas.

Turn 9 - 1295AD

Atico: Library->Harbor
Allegheny: Settler->Worker
Boston: Worker->Worker
Cori: Cav->Cav
Centralia: Worker->Worker
Tambo: Cannon->Cannon

Moving cannons towards the Chicago area (seems to be the most embattled area - can't wait for rails!). Cannon misses the musket. Move a caravel with 2 cav from Detriot to Miami. Unload, and move towards the musket.

4/4 Cav vs. 4/4 Musket - wins and promotes!
4/4 Cav vs. 4/4 Crusader - wins without a scratch!
4/4 Cav vs. 4/4 MI - wins without a scratch!



NOTE: Anda is purposely starving to get Newton's in 1 extra turn. Be sure to MM it after it's complete. Sending a stack of Caravels to Chuquiapo for an upgrade. Upgraded a Treb in Vilcas. There's a stack of 9 catapults near Vitcos, and one in Machu Picchu that's joining the stack (I want to get most of the ships upgraded first). Finding more scientists to hire - seems some went away when workers were built, and we're back to Steam in 9 turns... Got it to 8.

IBT: Mongols want peace - we refuse. Portugal lands 2 muskets, MI and a Longbow by Chicago.

Turn 10 - 1300AD

Cuzco: Uni->Cathedral

Mongols are building Shakespeare's.

Cannon takes a swipe at the Musket and hurts it.

4/4 Cav vs. 3/3 Musket - wins!
4/4 Cav vs. 2/3 Musket - wins!
4/4 Cav vs. 4/4 MedInf - wins and promotes!
3/5 Cav vs. 3/3 Longbow - wins, but no GL.

Upgraded 4 Caravels in Chuquiapo.


A settler is about to found a city next turn in the gap. I'm not sure how many workers we want, but we have 63 native workers, and a large number of captured workers. New Vilcas is our Science City due to all the excess food from the flood plains. Try to keep as many scientists as you can. I've been irrigating in the north (I miss the old FP...), and mining around the core cities to max out their production. I'm trying to keep workers around there for when rails come. Can't wait for that! The stack of cats by the capital is due for an upgrade, too.

Stats:

Settler - 1
Workers - 63
Warrior - 4
Spearmn - 30
Horsies - 11
Pikeman - 23
Muskets - 29
Knights - 13
Cavalry - 34
Cataplt - 10
Cannons - 8
Galleys - 3
Caravel - 5
Galleon - 8
#Armies - 3

World Area: 43%
Population: 50%
 
irragate those until we hit communism
I don't want to swap to communism! Most of those remote cities have zero buildings and would add very little value.

Not to mention that I *HATE* pop-rush goverments.

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

LKendter
Chieftess
Meldor (currently playing) -
Hoping to hear a report that we have coal, Newton's and Bach's.
hotrod0823 (on deck)
Arizona_Steve

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
Not to mention that I *HATE* pop-rush goverments.
Join the club. I was a little disappointed that the two new governments added for Conquests both required pop rushing instead of cash rushing. I think they will be underused as a result.
 
1300 AD (0)
I swap a couple of cities to settlers. Checking things out, we have good defenses, except on the islands. We need a lot more ships. We need to land a ton of units on the other land mass as everyone is going to come at us at once.
(I) The Portos must have an island in the gap there as that is where the ships are coming from. They land a Cav next to our army. I couple more of their ships make their way up to us.

1305 AD (1)
Without any healed elites (except a horseman) I use the army to take the Cav.
(I) I Zulus beg for peace, a Korean galley sails past the island. I suspect with two more worker for us. I start a palace pre-build in Macchu Piccho.

1310 AD (2)
As soon as Cuzco finishes the Cathedral, I will start it on the Military Academy. We need bigger armies and more of them (or it will be a prebuild). Lots of worker movement and not much else.
(I) Unsatisfied with the last attempt, the Portos land 3 Cav this time.

1315 AD (3)
The elties have healed, so two elite Cav take out the first two vet Porto Cav. The third is bombed and then hit with a Vet Cav which give us another elite. I move two Cav north in anticipation of the new workers arriving. All workers are looking for jobs that move them closer to the core.
(I) More ships sailing up the coast. As I thought Korea land an MDI and a settler in the North. No wonder they came begging for peace. They want to get peace and settle before we knew it. Too bad for them. One source of saltpeter goes leaving two.

1320 AD (4)
No assualts, lots of workers.
(I)The Portos drop off two Cav, a Crusader and a Longbow.

1325 AD (5)
We take out the Portos but it cost an elite Cav.
(I) The Portos decide that landing next to an army is no good. They land farther south with two muskets, two crusaders and one AC. We get Newton's.

1330 AD (6)
The army takes out the muskets and get one enternal promotion. We then take out the rest with vet Cav getting another elite. All workers that can not complete a task in one turn are brought to the nearest city, up up lux for this turn and make ready for...
(I) The Portos land one musket, one MDI, two Crusaders, and a Cav. We get Steam and start Industrialization. The Hanging Gardens are no longer effective. We only have two none core cities riot. Shouldn't have been any, they must have grown as well and I didn't catch them.

1335 AD (7)
We take out the troops getting another elite cav. Railing is started.
(I) A Korean vessel is spotted off the southeastern coast. Are they going for the little island? The Zulu land a knight and longbow next to Detriot. To make up for the Hanging Gardens, we get Bach's.

1340 AD (8)
A Cav and Knight dispose of the Zulu units. Lux is dropped back to 20%. Rush the harbor on the southern island.
(I) The Koreans land a Cav on our southern island. We get a bunch of worker builds but it drops the due date on Industry by one.

1345 AD (9)
Go back through and set enough scientists to get Industry back to 6 turns. The elite knight takes care of the Korean Cav. Lee's favorite thing, working on the rails.
(I)Nothing except foreign ships sail home with unfortunate news.

1350 AD (10)
Lots of railing. It is nice for a Cav to move from the southern area half way up the map in one move.

Need to watch science to keep worker builds from delay research. I got the ships to the north. We still need more ships and more troops but at this point it would be better to wait until after factories. There are lots of prebuilds everywhere waiting to swap to factories.

The worlds fastest SG continues...

http://www.civfanatics.net/uploads6/LK61-1350AD.zip
 
Don't know about world's fastest... PAD1 Regent ranked up there in one of the quick turn-around times. (mainly because of 3 people being in the chatroom at once). This has a nice turn-around time, too.
 
I've got it but will not play until tomorrow night the earliest.

Hotrod

sorry for slowing the game down too much :D
 
Railing is started. :D :D :D


We still need more ships and more troops but at this point it would be better to wait until after factories.
I was already thinking the same thing. That is why my turn was building heavy.


The worlds fastest SG continues...
Well taking our own landmass so fast certainly helped.

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

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

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