LK61 - AWM, Inca

I guess we could use New Vilcas as a settler factory (with those engineers we have)...
 
What are all these settlers for? Building onto our core cities?
It needs it after adding workers/settlers.


NO. These were to let us build cities on the other continent. Well we need to switch more corrupt cities back to settlers. We were building a nice stack... No more workers merging please - a couple of mountains getting hit by pollution along with a couple of AI bombardments would stretch our worker force to the limit.

Rushed a hospital in Ollan.
No more hospital rushing please. We need to invest cash in science and unit upgrades.

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

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

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

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

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
1550 AD (0)
We have played around with this for too long. I decide to get the ball rolling. I wake up the armies and load them up. I wake up the arty and cavs and load some of them up. I wake up the elites and load them in, try look for the infantry and want to load them in, but we have none? Well, there is an army due in 4 turns the infantry army can go in the secind wave. I rush one infantry. some of the transports and escorts have already moved so I will push the fleet off next turn.
(I) It seems strange that Portos goes up the little bay at Niagra Falls to drop troops off they could have deposited two squares away and saved 5 movemnt points. Korea attamps to sink a frigate and loses. Lots of ships plying our waters and not many of them are ours. This will change once we give them a good target on the other landmass. As the Cav, Hospitals and Frigates finish I swap eerything to Infantry. We will need tons of defense.

1555 AD (1)
The fleet sets sail. I have my eye on a very nice little spot of land jutting out in the Carthage territories. It has several advantages, it has limited sides it can be attacked from, it has a hill to add to defense, and it has coal so we can build rails without having to rush a harbor. A nice stack of cav and cannon take care of the Porto Crusader and rifle. Our first infantry moves next to Juli to join the army.
(I) The Portos land a Cav and Rifle in the same spot. The Carthage land 3 NuMes next to Baltimore. The Koreans land two rifles and two MDI near Detroit.

1560 AD (2)
We take care of the Portos first, losing a cav but getting an elite. The NuMes also cost a cav but give us another elite. The army comes out of Denver to take out the two Korean rifles and we hit the MDI with two cav. We get one elite promotion and one GL! The GL is loaded on a caravel and shipped off with a frigate to form a second infantry army.
(I) Porto lands a Cav on the southern island. We get Corporation and start work on nationalism. I know we don't need rifles, but espionage is one of the most under-rated techs. Spies are worth their weight in gold and we get to steal techs to boot. What are they going to do? Declare war?

1565 AD (3)
Tupa offloads and builds an army. As our first infantry are coming off the line, we now have an infantry army. It will start for Carthage on the next tide. The elite Cav at Luada dispatches the lone Porto Cav but no leader. We unload four armies, 18 cannon, 6 Cav, 4 elite horseman, one elite knigh and an elite MDI next to Nora. I almost forgot (don't panic Lee) there were two settlers with the landing party. I can finish loading the armies next turn. We will see how the Carthagians react. They have no rails so it will be slow. That is another advantage of attacking them first. Everyone else will have to slog to us on roads. Load up the infantry army and a couple more to fill it in. I turned up science a notch to get Nationalism in 4, but all the rest of the money has been saved to rush buildings in our foothold.
(I) Porto lands another Cav on the southern island. I can't believe that Carthage did nothing!

1570 AD (4)
The fleet heads back. I bomb all the ships I can. We then bombards Nora, which is protected by NuMe defenders. After everything is redlined, an elite Cav takes out the first, an Elite Knight takes oout the second and an elite horse takes out the longbow and we raze the city capturing a Trebbie for our troubles. We also get our first two slaves on that side. The city of ToeHold is established and starts working on walls. It is on a hill and is sitting on coal. Lee's army is filled and it heads to Leptis Minor, scouting. Finding only NuMes there as well, it attacks and takes out two of them but at least one more remains. It costs a vet Cav to remove the Cav at Lauda.
(I) The Korean Cav arrives at ToeHold and we darn near lose our Knight army. The Portos land yet another Cav near Lauda and one more near Niagra Falls.

1575 AD (5)
We pound the three remaining Korean Cav and then take them out. Lee's army paused to raze Leptis Minor getting 5 slaves that won't make it home. The army then retreats to defend ToeHold. I rush the walls there. The elite unit in Lauda takes out the Cav and produces an leader. I form another army and throw the now used elite into it. I send a ship to pick it up. The cav near Niagra is taking out with an elite as well but no GL. Two more turns before the infantry arrive, hope the ToeHold stands.
(I) Boy, Detriot should feel special. Carthage landed two MDi and the Zulu landed a knigh, an MDI, a longbow and an impi. We lose an exposed MDI (my bad) and the Cav covering the five workers (but they lose 2 cav to take them).

1580 AD (6)
The Cav army takes out all four Zulu units. Two cav take out the two Cathagian MDI. We bomb the Korean Cav around ToeHold and take them out. Turn science to zero and still get Nationalism this turn. The main fleet reloads with fresh cav, infantry and cannon while the reserve fleet aproaches ToeHold with the infantry. One more turn and all will be safe.
(I) Ouch, the Koreans lose three cav attacking but their rifles arrive. The Mogol Cav arrive as well and they lose four to our defenders. Porto lands another cav next to Niagra Falls. We get Nationalism and start Espionage, due in four.

1585 AD (7)
Rush the Rax in ToeHold. The reserve fllet anchors off the coast and offloads one infantry army (with two infantry in it. One empty army and 12 additional infantry. Next turn we will have two full infantry armies, one to defend and the other to protect attackers. We take out the Cav at Niagra. Bomb everything near ToeHold. We take out 1 Mongol Cav, three Korean rifles and one Carthage MDI. The main fleet sets sail with its batch of re-inforements.
(I) Two Carthage MDI are the only ones who come close. There are two Koreans rifles and an MDI one step back. Surely that couldn't have been the big rush. We haven't seen any Porto units yet.

1590 AD (8)
I load up the two armies and we now have tow fully loaded infantry armies in ToeHold. While the Cav armies heal, they won't have defender duty. I then upgrade 5 of the cannon there to arty to get at the units earlier. I add some cav into the other armies to top them off. I think we have enough infantry to start us off so I will start moving some of the builds back to cav.
(I) Two Porto Cav show up at Toehold as well as the Koreans bringing 2 Cav, two MDI and 6 rifles in one stack and just behind it a Cav, a Longbow and a Rifle in another stack. A Porto Cav lands next to Niagra. This is probably the last landing we will see here for a while. They will be too busy trying to scrape us off the other landmass.

1595 AD (9)
We kill off all of the above units except the second Korean stack. One of the infantry armies sets out with a settler to establish a second town. The main fleet arrives off the coast and will unload in-port next turn. Rush the temple in ToeHold to get the borders out. Kill off a Porto Cav near Niagra.
(I) The Portuguese come begging for peace. Korea sacrifices a couple more cav and a bunch of units pour into the ToeHold area. I didn't catch the growth on Chiaqua and it riots. I will change its production to some happy maker.

1600 AD (10)
Unload another 11 Galleons full of troops and cannon at ToeHold. Bomb the stuffing out of every unit in reach. The Koreans lose 3 Cav, 8 rifles, 2 Longbow, and 1 MDI. The Portos only lose a single Cav.

I leave you with a bunch of armies, Cav and Infantry in ToeHold to start the attacks with or you can have fun and just kill off all comers, or better yet both. The Carthage is a joke, we should be able to dispose of them quickly. You have another empty army to load and several troops ready to load and go. The main fleet is on the way back. I have a second fleet building on the east coast, if you want to get the army from Lauda and load it with 3 more Cav, maybe take a couple of loads of infantry and an empty army and go pillage the stuffing out of Portugual.

Espionage is due next turn and we can then plant spies, steal maps, steal technology and do other fun things. We can then resume the trek to Tanks, but I think this one will be over long before that.

Unleash the power of the modern Inca and have fun.

http://www.civfanatics.net/uploads6/LK61-1600AD.zip
 
LKendter
Chieftess
Meldor
hotrod0823 (currently playing)
Arizona_Steve (on deck)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
lurker's comment:

Can we lurkers have some pictures please?

 
Just to move it from the back pages.

I have started and it is progressing nicely. Long turns so far.

Good thing is that I got leaders on my first 3 elite victories.

Hotrod
 
Lucky. I just tried an AW game, and with my GL luck, I only got 2 GLs (after 25+ elite wins) at the END of the game! Decided to wait 5 turns just to shuttle my cav army over (I only had horses - all 4 iron and 3 saltpeter were on another continent). 85+ Mounted Warriors, 25+ each of Ancient Cavs and Crusaders sure do come in handy! (funny thing is, U lose more MWs against spears than against muskets... and I faced about 40-50 of them in cities). I didn't bother founding cities (just 1 to get saltpeter), since I pretty much had the game in hand once the invasion started.
 
LK61

1600 AD (0): Wake an infantry and cav army and set out with a settler to secure the other side of our new front. A nice location in the hills outside of soon to be ruins of Ruchadar.

INBT: Many more units come into our new town boarders it will be a huge kill zone. Espionage comes in and choose refining over communism although getting a few police stations later will be nice. I think it is important to push on towards tanks.

1605 AD (1): Redline all advancing units and first kill yeilds first leader. Build another army. Second Victory yields Leader Number 2, :hmm: rush a harbor or build an army. A harbor is not needed just yet but I don't want the leader to sit idle so I build another army. Okay now this is just plain silly 4th victory yields my 3rd leader. This time I rush the harbor. Found town of New Huarsas. Starts on walls. Moving all new infantry toward the coast. Cav army blitz' and captures Rusaddir. Capture a tebuchet. Decide to hold it. Nice location only 4 native citizens and we have plenty of units for suppression. This allows the settler to move to claim another spot. Loading 1 army with infantry the second with cavs. After looking at how many caravels and cannons we have that need upgrade I knock research to zero and we still get refining in 19 turns vs. 9 and +331 gold vs. +71. Review a few production towns and swap a few back to cavs. BOSOF kills one of portugals galleons. Yellow lines 2 other ships. MOving stack of workers to send to the front. Have loaded up the caravels but would rather upgrade them before moving them. After suffling units for 20 more minutes press enter. Oh yeah Battlefield Medicine is swapped to CIA.

1610 AD (2): AI counters were unimportant. Many worker moves. Running out of things to do. Have a few sets ready to board the next ships. Our newly upgraded Galleons gain another passenger and head West. Moving the slow artillery stacks to the expanding front lines. Kill a few advancing Korean units and lowly Carthage units. Sabratha will fall next turn.

1615 AD (3): Loading up our returning Galleons. Don't have enough units to fill them all so sent one to pickup the island army and at least one for workers. Will have some slaves sooner than later but may as well have our workers doing something productive. Oh and got my 4th leader. Sabratha is razed to the ground. Utica is razed to the ground. Another Elite horseman vs. MDI victory and another leader. Rush a walls in our two newest towns. Try to plant spys but fail in Korea and Portugal but succes in Carthage. Steal WM.

1620 AD (4): General unit cleanup. Continue to move units west. Raze Leptis Magna and get a few new workers. Fast Armys with 3 attack rock. Kill off a few of every thing. Units are now arriving.

1625 AD (5): With the knowledge that cav armies rock move on with a healed army toward Oea it is captured easily. Bad news is that my slaves were covered by an infantry and were killed. Have workers in transit to get the rails up.

1630 AD (6): Our cav army continues is reign of terror. Cadiz is burned to the ground. Moving in position to take another 2 Carthage cities. We have armies all over the territory now. Settler/Infantry groups are branching out to settle towns and secure the area. Dispatching of opposting forces easily. We have a brand new Korean Spy. Get the remaining spies as well.

1635 AD (7): Capital City of Carthage is Razed to the ground. Founded New Cax near its ruins. Found New Susa on the coast. continue movement to get units to the new continent. Readying troups to hit the last northern Carthage town then begin on sealing off the North and taking out the weak zulu.

1640 AD (8): Our Korean Spy was captured. Continueing to build units. Theveste is razed to the ground. Found New Tambo Colorado start on temple. Spend some gold rushing temples on the island and our new territory to claim more land. Kill more Portugal ships. Continue the slow rail process.

1645 AD (9): Drop more units In country. Found New Huaca start and rush baracks. General cleanup of pollution and AI units. The armies are sleeping, readying for the next strike.

1650 AD (10): Found Cuzco 2 as a combat settler to aid in bombing of the Zulu city of Ruscide. Capture the size 2 city of Mpondo from the Koreans. Failed to reload our Korean spy. Quick diplo check reveals we are down refining and steel but frankly I don't think either are necessary. Upgrade a coupld cannons to artillery. Artillery and cannons are slowly moving to the front but our Armies are fast and they are slow without rails. Slowly the railnet is improving. Killing more Portugals ships.

here is the save:

http://civfanatics.net/uploads6/LK61-1650AD.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.
 
Wow. I only got lucky with GLs like that twice (once was 3 in a row in the ancient era, and another was in the 2nd Civ3 Demogame... got 5 in a span of 2 turns there. 4 in a row in the first turn.). What's BOSOF? Big Old Stack of Frigates?
 
(0) 1650AD
I find it amazing that with all our land area, we only have three native luxuries. There's some rather nice looking wines in range of Hlobane (Zulu) and Inch'on (Korea) and dyes next to Hyangsang (Korea). It looks like our preferred direction would be to take out Carthage and follow on with the two Korean cities to snag the extra luxuries.
Looking at our techs shows us we're four techs away from Flight (airports) and three techs away from Combustion. Portugal and Zulu also have rubber available, so they may be throwing infantry at us at some point. Portugal is up by Refining, so I will look towards stealing that tech. Korea is also up by Steel and Refining. It looks like we're going to steal our techs from now on, so instead of going heavy on scientists, I go for taxmen instead.
I start the laborious and thankless task of hiring taxmen. I note that New Vilcas has a load of civil engineers but is training infantry. Civil engineers don't work when building units, so there are seven (!) taxmen there now. Optimize some food tiles too, working flood plains where possible to allow an extra taxman or two. Income is increased by nearly 200 gold/turn.

IBT:
Our attackers have been silenced! Or maybe the preferences aren't right. No. I realize that I have my sound muted (wretched netzero advertising).
Lots of units of various nationalities appear next to our beachhead cities. We lose one knight in the fighting, and promote an infantry to elite.

(1) 1655AD
Reorganize defences in our cities. Mpondo in particular as there are four cavalry outside it. An infantry army and a cavalry army bolster the defence there.
The carthaginian city of Hippo is captured. Flip risk is minimal, as I don't expact Carthage to last more than a couple of turns.
A spy is successfully planted in Korea. We have spies in all other nations.

IBT:
The Koreans and Mongols attack Hippo with insane ferocity. They lost at least ten cavalry between them against our defending infantry army. I'm really sure there's a resource there as it also gets hit by propoganda.
Cuzco completes Wall Street and starts Battlefield Medicine. And another army is trained.

(2) 1660AD
Clobber lots more troops. We've lost a knight and a cavalry so far. I've lost count of the number of enemy troops killed, but it's somewhere around twenty.

IBT:
Ugh! We lose three slave workers to a wandering cavalry as I forget to cover them :mad:
More troops sit outside Hippo. It's definitely a prime target. But with two infantry armies there, it should hold.

(3) 1665AD
More of the same. Absorbing the blows from the foreigners before I can press the attack.

(4) 1670AD
Tiwanaku 2 founded, filling in a gap between our cities.
I decide that distance covered is more important than defence, and create a new cavalry army.
I send our cavalry armies after the final Carthaginian city. Hadrumetan is captured.

LK61-1700AD-1.jpg


It looks like Hippo will get pillaged again this turn, but I moved in a large stack of artillery there that will start laying down some serious whoop-ass next turn.
Immediate steal from Korea gives us Refining. There is oil by Hadrumetan, so that may become a target.

IBT:
We lose Hadrumetan and one cavalry army to the Portuguese :mad: I misjudged the distances involved and was unable to fortify with an infantry army. There's another cavalry army outside, so we'll get it back next turn. With twelve extra native workers on that landmass now, we should be able to get a rail link constructed.

(5) 1675AD
Hadrumetam is recaptured. Stupid Portuguese only put two cavalry in there to defend (one was redlined). I complete a railroad to it this turn, and add an infantry army and a bunch of extra infantry to the city for defence. I bombard many Korean units and clear out about two thirds of those that are inside our borders. I also upgrade ten cannon to artillery, which will bolster defence at Hadrumetan next turn.
Found Machu Picchu 2, another filler city.

(6) 1680AD
I have enough spare artillery to bombard the Zulu city of Rusicade from Cuzco 2. Enough in fact to allow the two cavalry armies at Cuzco 2 to go in and raze the city, giving us some much needed relief from cultural pressure.
After the usual bombardment, I locate our elites and start killing the softer targets. A cavalry defeats a rifleman and...

LK61-1700AD-2.jpg


Well, at least I can replace that cavalry army now...

(7) 1685AD
I set my sights on the Korean city of Inch'on, and the wines next to it. I bring in our cavalry armies, and attack, defeating at least eight riflemen in various states of disepair. The city is razed, and a settler is brought in to settle next to the wines next turn.
I create the big ol' artillery stack of doom and head towards Hyangsang.
Try another immediate steal from Korea, but our agent is uncovered.

IBT:
I guess things were just a little too quiet. Lots of Korean and Portuguese units appear next to Hippo and Hadrumetam. Potugal had a transport roaming around and landed ONE cavalry next to detroit. What a waste of a transport! :smoke: :smoke: :smoke:

(8) 1690AD
Ollantaytambo 2 is founded next to wines, stealing them from Korea.
It's a great day for the glue factory, as about twenty cavalry are destroyed. By the time I finish, not a single unit is left in our territory.

IBT:
A Mongol cavalry that I completely forgot about takes New York :mad:
We complete Battlefied Medicine.

(9) 1695AD
New York is recaptured, but we lose a cavalry.
Bombard all defenders in Hyangsang and attack with cavalry armies. Hyangsang is no more. A combat settler plops down Corihuayrachina 2 on top of one of the dyes.
Bring luxury tax down to 0%. With five native luxuries, we should be doing fine now.

(10) 1700AD
I send the artillery stack over towards the Korean city of Cirta. There's a bunch of ships there (including a transport) that I bombarded. You KNOW the AI is going to send them scurrying into Cirta for repairs, so here's a great opportunity to destroy some Korean shipping.

Other than that, just keep on razing and pillaging...

The Save File - 1700AD
 
Our western front, where most of my gains were concentrated.

LK61-1700AD-3.jpg


Our Northern front, including the Korean city of Cirta and a number of damaged ships that will hopefully be in port there when our troops attack next turn.

LK61-1700AD-4.jpg
 
Do we want to go the conquest route? If so, then there could be another complete round of this to go.

Although admittedly, I'd be a little surprised to see this get back to me in any case...
 
I doubt if it'll even get around to me, too. Conquest would be good. What about the wonders? Raze them? Or keep them?
 
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