LK62 - Austria, Demigod, Fast Moving Civ

So far:

I had to work all night yesterday, and thus did not complete the 10 turns yet. I got up early this morning to play.

I have played 4 turns so far, and they are INTERESTING!

I moved most of our troops to the west to prepare for a glorious battle with Rome. As the Romans have a city in the east, few of our troops got into position to attack that city.

After 2 turns, a fabulous interturn shows up:
The Ottomans drag the Portuguese into war against us. The Portuguese attack our workers, defended by a pike, in the south east. They loose. They did kill a horseman in the west. This horseman, and his many friends, was on his way to Neapolis, a Roman city, that is conquered by the English in this same interturn. These troops were in excellent position to conquer the Portuguese city of Lugdunum, and then Faro (iirc, I am at work now) .
I think it is rather easy to hold off the Portuguese in the east.

In the following interturn, the Romans declared war on the Portuguese......
Next turn I will make peace with the Ottomans. I don't think they will give us 80 gold now, as they need to break a fresh alliance for it.
We also have a victorious army :) .
 
Isn't it exciting when unforeseen things happen to make one redraw the most carefully laid plans :)

grimjack
 
These games will stay on the 1.15 patch. I am still sorting of the details, but 1.20 has some serious incompatibilities issues with older versions. At this time I am waiting to fully understand the 1.20 issues before committing to upgrades. If I read correctly on-going games can't be loaded into 1.20.

DON'T PATCH!
 
:scan: Looking for a turn update from Stapel :scan:
 
ah, I just got out of bed, playing on now. so far:

Pre turn: move troops in position to kill the Romans in a few turns :evil:

Turn 1; 460 AD; not too much happens.

IT: of course: The AI changes our plans:

Treacherous_Portuguese.JPG


Our pike defending workers near the Portuguese border holds off a MI.
In the west, one of our horsemen, on its way to conquer the Roman empire, gets killed by a Portuguese archer. I think this is a great opportunity. I don't fear the Portuguese. Many of our tropps were heading for Neapolis, which is now English.

Turn 2; 470 AD; We capture Lugdunum (from the Portuguese), with our formidable power, that was on its way to Neapolis :lol: . We have a victorious army now.
IT: Portuguese declare war on Rome :hmm: .

Turn 3; 480 AD; Indians refuse to talk. Our army moves on and kills a defending spear in Faro. upgrade some spear int he east to pikes.
IT: Portuguese land a musktman in the middle of our lands. The Ottomans kills one of our horsies. They are near with knights.
Turn 4; 490 AD; We capture Faro on the Portuguese. A knight kills itself on the Portuguese musket. For 38gpt and 7 gold we buy peace and gunpowder from the Ottomans. Ottoamns and English have chemistry, not for sale. I buy Theology from the English for 34 gpt and 3 gold.
I call up Ceasar. Stapel is not pleased at all, as he sees that we have 5 more turns of peace to go, due to a iron/horse trade. I didn't see this before, due to the black treaty box. There goes my plan anyway! I guees the Roamns need to wait, before the van get slaughtered by the mighty Austrians. Maybe better. In 5 turns we should have peace with Indians and Portuguese, and we can destroy the Roamsn then. Now I will bring back all my troops to the east.


Turn 5; 500 AD; MAke peace with Portuguese. w get Printing Press and 20 gold. Chemistry in 50 turns. Troops positioned again to beat Romans (who have education....)
Turn 6; 510 AD; I tell the Portugues to go home: they declare war..... What a bunch a .....
It: Englsih are one the move against Romans. They hardly leave anything for us.
Turn 7; 520 aD
 
Turn 7; 520 AD; Ottomans and English have troops in our territory. I have seen the AI before today... They are up to something.
IT: More Ottomam knights move into our territory.
Turn 8; 530 AD; Make peace with India: we get 3gpt and 6 gold :) .

Ok: Here it comes: stapel discovers a fortified settler in our land.... My fault I didn't see it before, but what is its purpose? Move it to a fine spot.
IT: Ottomans move on. We have several troops near now. Bombay builds Bach's.
Turn 9; 540 AD; We are in no position to hold off the Ottoman and Ebglsh hordes. Alliences vs the Romans might help, I think...

I don't know. My knowledge about AI aggression is not that big. I guess this is one of those situations wehre you van pay the AI tons of gpt, and make them declare war in the same turn.

Here is the540 AD save .

I'd like to see some discussion on what to do now. Things look tricky.
 
LKendter (currently playing)
Grimjack (on deck)
Aggie
Meldor
Stapel

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Don't forget the variant rules:
Speed one military units may never leave our cultural borders.
This includes any warriors that we build.
There is a good reason for no barbs.
Speed one military units may never form armies.
We may not build offensive (attack > defense) speed one units such as swords, mdi,
etc. This includes the building of guerillas.
 
As far as I can see it, all the civs in our lands are trying to take out Brundisium, on the other side of the continent. If they would have gone after us, we would have noticed earlier. If we want to take that Roman city we have to be quick. We have no deals with Rome, so let's go for it :)
 
@Stapel - I may have prematurely got it. Are you planning to play 540 / 550 AD? I am not sure from your post.


I don't know. My knowledge about AI aggression is not that big. I guess this is one of those situations where you can pay the AI tons of gpt, and make them declare war in the same turn.

Here is the540 AD save.

I'd like to see some discussion on what to do now. Things look tricky



As for the Roman city of Brundisium - take it. We may able to even get tech discounts from the English or Ottomans for an alliance. :crazyeye:

I don't think those troops are after us. I have almost never seen the AI break a peace treaty during the 20 turns of negotiated peace. This looks like a case of the AI seeing Brundisium as the easiest target and sending all troops that way. The only Roman cities left are Rome and Brundisium.

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

While we can't get any tech without GPT from Rome, we could send them PP and get 2 workers and ~$60. We can always use more free workers and cash.
 
I have the game; though I realize the got it was premature. This leaves me with the confusion of trying to figure out where the 540 AD turn is at...

540 AD
I switch Graz to a pike every 6 turns as we have cities that are defending by warriors!
Optimize Graz for growth. Lugdunum goes to maximum growth as the shields are wasted anyhow. We can't wait 50 turns for any tech at this point, so I change the token scientist to taxman. We need larger cities, so I switch Linz to aqueduct.

Out number one problem is no saltpeter. This means no cavalry, no UU, and no GA.
I send Rome PP, and get 2 workers and $50. I then suggest he gives us Education to keep the peace. He refuses, and a war begins. Thanks to the Roman cash we can upgrade a horseman to knight.
(IT) Portugal completes Copernicus. The cascade goes to Smiths. :(
We are still behind big time for tech.


550 AD
We kill 2 spearmen, but a longbow lives is alive in Brundisium.
I kill the 3 MDIs that Portugal had inside our borders at no cost.


560 AD
We kill a stray musket the Portugal landed by Linz from there fleet in the lake. :crazyeye:
Our knight army earns is worth as we capture Brundisium.

We established an Embassy with the English. The English have 6 luxuries. We can't get anything thing of worth for an alliance versus Rome.
(IT) As I suspected all those Ottoman troops reverse direction.


570 AD
Besides the tech deficit, our lack of free cash is hurting us. We really need troop upgrades including horses to knights. This turn I upgrade two spearmen to pikemen.

We promote a knight to elite killing a musket and an elite horseman kills an archer (no leader) that landed by Krems.

I attack the Portugal stack of 2 mdi, longbow and archer that entered our borders. All 4 are killed at no loss and 2 more elite battles without a leader. I kill a stray longbow and all dead Portuguese. The price for education and peace is down to $11/turn. With some more pain should have good pointy stick research.


580 AD
We upgrade another spearman to pikemen.
Bruck is formed, and we have a source of incense. This city will need some real defenders shortly.

I sign an alliance with England vs. Rome and Education for $36/turn. I hope that Rome dies quickly and our gpt isn't tied up to long.


590 AD
We kill another stray musket near Brundisium. Our elite AC kills an MDI, but my leaderless streak continues.


600 AD
We lose a knight trying to kill a musket by Brundisium. At least the other nearby knight went elite.
(IT) The rampaging Ottomans have destroyed the Romans. :D
The foolish Portuguese lost a MDI trying to attack our pike on a mountain.
The stack of Knights by Bruck is scary.


620 AD
(IT) The Heroic Epic completes. Maybe I can finally get another leader.


630 AD
Thanks to the incense from Bruck our luxury tax drops to 10% saving us a lot of GPT.
I begin the assault on Leiria - our knight army kills 2 muskets, and an elite horseman kills the longbow. The city is razed to the ground with ships in port. We get no workers, but too bad that a settler was hiding under the knight army. Can you say another source of iron?

The price of banking with peace drops from 14/turn to 3/turn. I guess destroying there city helped.
(IT) Size 12 Innsbruck can do a knight every 4 turns. Once again city growth pays.


640 AD
Gmuend is formed to replace Leiria. Iron should never be a problem for us. That location increases our chances for coal and rubber in the future.


650 AD
We upgrade another vet horseman to knight.
Our knight army doesn't do as good by Emerita as we kill one musket but are beat up. Ancient cavalry kill another. The knight army kills the last 1 hp musket and Emerita is razed. We net a total of 9 workers.


Summary:
I will let Grimjack makes the decision, but my opinion is peace now for Chemistry for free. A settler is two turns away from us claiming the dyes.

Our troops are beat to death by former Emerita, and we could lose the knight army. I think we got our goal - dyes, more iron, more cities, free tech and a nice stack of workers.


As soon as we can afford it rush the temple in Bruck - I don't want our incense flipping to England.


LKendter
Grimjack (currently playing)
Aggie (on deck)
Meldor
Stapel

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Don't forget the variant rules:
Speed one military units may never leave our cultural borders.
This includes any warriors that we build.
There is a good reason for no barbs.
Speed one military units may never form armies.
We may only build defensive speed one units - attack factor must be less the defense factor. Warriors are the only exception.


http://www.civfanatics.net/uploads7/LK62-650AD.zip
 
Great turns!

I guess my fear for the furious and mighty Ottmans was a bit overdone.

I sign an alliance with England vs. Rome and Education for $36/turn. I hope that Rome dies quickly and our gpt isn't tied up to long.

The rampaging Ottomans have destroyed the Romans.

Doesn't that damage our rep? Just wondering...
 
Doesn't that damage our rep? Just wondering...
As far as I know - it doesn't. The deal simply termintated. No trade route was broken.


If that money was going to Rome when they died, then it gets ugly.
 
Originally posted by LKendter
Doesn't that damage our rep? Just wondering...
As far as I know - it doesn't. The deal simply termintated. No trade route was broken.

Aggie might know, as I don't remember exactly.

Last summer we had a PBEM (Aggie & me). I had an MA with one AI vs another. I had payed them gpt for it. When the victim AI was killed, the MA was over and so was the gpt deal. I did get a rep hit. I don't remeber exactly about the gpt. I might also have been a lux deal.

The only other difference with our SG, is that I myself had conquered the last victim AI town, but I don't think that it matters. (if a trade route is broken by another AI, you also get the rep hit).
 
Got it,
Grimjack

Good going there STapel and LKendter.
 
I did something either very smart, or very stupid, and the situation will be a bit tricky for the next player unless he gets somewhat lucky with leaders.

LK62, Fast moving civ. We will never build slow attackers.
Slow defenders will not leave our borders.

Short term goals, initiate some peace with our pointy stick, and look for other likely targets of our wrath, or prepare for cavalry takeover.

The English have Crusaders everywhere, so that is not a likely target pre cavalry.

I follow the advice of Lkendter, and sign peace with the Portugese. I would not like to see our units get hurt unnecessarily.

I sign peace and pay 41 gpt for Chemistry and Astronomy.
We have deals running out with both Ottomans and English running out in four turns. Then thats the time I haev to prepare.
I also smell a twofer, as Portugal lacks iron, and India lacks Metallurgy.
Pay 7 gpt and iron to Portugal for Metallurgy
Pay 39 gold and Metallurgy to India for Physics
Now we can see that the Ottomans are the scientific leaders, as they are ahead of the pack with a monopoly on Magnetism. None has Theory of Gravity.
After my deals, we haev zero treasury, and 34 gpt income. Time to check so we didn't get any unhappy cities after signing peace,.
I need to increase lux tax, and we are now down to 10 gpt. :(
I decide to keep building knights for a soonish war, rather than building cathedrals to improve our economy.
If we conquer the world, we wont need much money and happiness.
After some further deliberations, I decide to start the Cathedrals, they are prebuilds for banks which I hope to get during my reign.
So I switch our powerhouse cities over to cathedrals.

IBT: Landeck settler->Treb, Something happens, and our income goes down to -4 from the +12 it was on. ouch.

660AD We can live with the deficiency for a short while. ( A very short while. ) I will look for taxmen targets later.
Fortifying units so our settler can grab the Dyes in the south.

IBT: England comes and wants our entire treasury of 12 gold, mening we would lose buildings and a worker if we granted her request. I am fairly certain we do not have exposed units near hers, I deny her her request, and she goes ....
Back to where she belongs. She is a bit disappointed with us, and may even be cross should we again spurn her reasonable requests.
I have the eternal debate, when a second ring city finish its aqueduct, should I go market before granary or not. With our monetary resources, I chose Market.
Portugese starts Shakes.

670AD We are at 8 gold, making -5 gpt. I will wait another turn, as we get Dyes online next turn. Do some random acts of Micro, and we are at zero gpt, with increased growth in a pair of cities.

680AD Build Villach, guarding the dyes on an old Portugese site. I send Portugal one of the dyes together with 19 gpt for Furs, and I nix our lux taxes, or I could have, if our size twelve cities wern't stuck on 5 happy, 1 content and 6 unhappy. :(
I will hire specialists in those cities, as they are prebuilding, and shields are not terribly important, neither is growth. We will lose a gpt for each taxman though, as their 2 gpt income is multiplied by our markets.
After these ministrations and yet more Micromanagement, we are at 52 gpt, running a total of four taxmen.

IBT: English start Newton's, I hope this will result in a twofer opportunity.

690 India has probably researched MilTrad, England Gravity, as now India, England and Ottomans have Monarchy, Music Theory, Banking, Theory and MilTrad on us. Ottomans are Industrial with Magnetism as well.
We have no way to buy into Magnetism, and it is unlikely to be a good twofer once it comes available, as both India and England has that as their only research option. ( I suspect. I do not know beyond Banking. )
I continue plans for some pointy stick against England, and I will see if we can sign upp Ottomans as well once we get to that war.
We can buy any tech we want barring Magnetism for almost all our gold, but I save up instead so we can get some rushes.

IBT: Ottomans resign peace with us.

700 I spend my hard earned cash rushing a temple in Bruck. All the money in the world are in the Ottoman coffers.

IBT: Ottoman seems to be in 4 turn per tech mode, as they statr Magellan's.

710 I buy an embassy in Istanbul. They are 11 turns from Smith, running 20 spt. They have 9 riflemen defending. If we are to do anything shortly, we better make sure they do not give Nationalism to our target. They do lack Saltpeter, but they are only a border expansion away from acquiring it.
They have five luxes, and a cathedral a 1000 years old. While I am feeling diplomatic, I build an embassy in LIsbon as well. They have musketmen, a massive amount of unhappiness, and are trying to build shakes due in 36 turns.
It is time to see if I can trick ENgland into granting us a war. They are annoyed at us, and we are weaker than them.
I fork out 67 gpt for MilTrad to the English. ( If we had been Scientific, I would perhaps have gone for Theory instead, to see if we could get a free tech. )
Then I ask the ENglish to vacate our premises.
And they agree :o. Ooops. I just locked us into a long deal with our best bet for a couple of easy cities. Time for plan B.
I pay MilTrad and 4 gpt to Portugal for Banking.
Switch cathedrals to banks across the country.

Plan B is put into effect. I go to war against Ottomans. Then I pay the ENglish to take the brunt of the attack. 22 gpt that pleasure cossts us.
The goal here is to permanently capture Ottomans source of Saltpeter, enabling our own cavalry, bleeding England and Ottomans of excess units, and hopefully extort a monopoly tech from Ottos, launching us into the industrial age.
It could of course backfire if he gets hold of Saltpeter and sends a SoD of Sipahis into our core.
The dies are cast though, and there is no turniong back.
I sign a separate RoP with the English, thus making it possible to retreat troops, should they suddenly withdraw from the war.
It will take a couple of turns for me to assemble a force of knights big enough to capture Rome and Antium, but work is underway. Meanwhile I send the army ahead to pillage as many roads as possible. I am fairly certain the army wont be attacked until the Ottos have Sipahis.
Some unknown factor makes us happier now than before, and a couple of taxmen returns to work. I though war happiness only came when you got attacked :?

IBT: I see Ottoman Sipahis having a field day against the English spearmen, and suddenly those same cities I wanted from the english can now be taken from the Ottomans, if we just can deal with his free riflemen that pops up in all his new cities. On the other hand, england has some cavs around, so things may get interesting.

720 Since the Ottomans used the capture, then move and capture again trick to take out two layers of English cities, it is time for plan C, getting our army back from the front as soon as the Saltpeter is pillaged, and then see if I can capture the cities from the Ottomans.

IBT: I wonder where the Ottomans have dug up all the Sipahis, as they have a lot of them available. OUr hero pikeman withstands the charge of one of them though. The other Sipahis goes after the english troops though. It is a slaughter. I can only hope the english can get a couple of cavalry up to the front soonish, and that the Ottoman Golden age is past, as golden age fueled Sipahis could be detrimental to our health.

730 Thinking I would fish a bit, I send an elite ancient up against a Sipahi on the plains, but they lose. England has roaded up some Saltpeter, while at the same time they lost their iron. I trade iron for Salt paying 4 gpt in between. Time to see if we can match the Sipahis. I increase to 10 gpt to get some rushing money.

IBT: The Ottomans are swarming everywhere. Our exposed fishing Ancient get the pleasure of killing a rifleman before dying to a knight.
OUr valled filler city defended by three knights gets in three kills and one death when it is attacked by four knights. English and Ottomans trade forces, but no cities.

740 I upgrade two knights to Hussars, and they look black and sleek. If I can just withstand the next two/three turns, we ought to be able to turn the tables on the Ottomans. I am thinking of initiating a full dogpile though. It will likely cost a lot of money, but I suspect both India and Portugal pay a lot to Ottomans.
I kill off the leftover knight outside Klagenfurt, and hold my thumbs pressing return.

IBT: No attacks on our frontline cities.

750AD I gather our two Hussars in Lugdunum, as that city is within range of Sipahis. Pure luck we still have it, as it was defended by a single pikeman.
Beware of the far north, as if the last city up there falls, we are next. The Ottomans were stronger than I had imagined, and I can only hope we will check them with our trusty Hussars.
Our army is away pillaging horses and Saltpeters. Luxes and traderoutes would be fine as well. Do pay attention to pillaging their iron, as they are likely to have steam soonish.
I am fairly certain our army do a better job damaging the Ottomans pillaging all their specials, than if it were defending against the Attackers.
Do start to strike back though, as we will want/need a Hussar army shortly so we can start to hit the rifleman defended cities with gusto.

Grimjack

Show the world that Hussars are better than Sipahis.

The frontline
LK62_750AD.jpg
 
Back
Top Bottom