LK62 - Austria, Demigod, Fast Moving Civ

Now that the army is shipped, do not forget to load up the fourth Hussar into it.

Hopefully with the number of battles we are due to do, we can get another leader so we can afford to risk the army.
( Unless the rubber is close enough so we can send sacrifical Hussars to pillage it. )

Otherwise, I would say losing 6 hussars against a full size 12 city is something we can afford. We have lots of workers we can merge should population become an issue.

Grimjack
 
Barracks rushed. I also sent a few muskets, who didn't leave our borders
Not bad and all! I didn't realize there was a way to get military to India. Great landing zone choice. :goodjob:

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Population is the biggest issue.
Razing a few size 12 Indian cities can really help there.

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

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

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 any offensive (attack > defense) speed one units - swords, mdi,
etc.
 
Note that we can claim more land peacefully. With four settlers we would get at about 65%.

Do resisting citizens from India also count? If so, we could take the gamble and keep them for a few turns. Crazy plan, but maybe worthwile when we actually get to 66% with them. Holding one turn should be possible...
 
As far as I know, resisting workers do count as population for us.

Grimjack
 
I was up in all three LK's at the same time. I didn't the other two first as they take less time (being early in the games). This one will be done tonight or early tomorrow morning (PDT).
 
1300 AD (0)
We have six turns left on the deals with Donnie. I am willing to bet that he won't go the 17 turn distance with India. They question then would be, do we hit him or pull him back into the war. A lot will depend on how we are doing in India. I don't see Doonie mounting much of an effort, but he might suppy air cover if his tech level is as high as I think it is. One thing we lack is combat settlers. I may not be able to finish this off. I need at least 4 more settlers and they won't get there this turn. Also, why are the transport ships in the wrong port. They can reach from one port to the other in a songle turn and be in port. We will move them as they come around with troops. I use our funds to rush four settlers so we can kick this thing off in a couple of turns. Move one vet hussar out to join the army on the hill. We have two turns before the combat settlers arrive so I go ahead and kill off one of the two guerillas in front of the army and then fortify it. Check for happiness and general MM. We are borderline, I hope WW stays away for a while as we will be operating in their territory, or at least I hope so...
(I) One of India's ships attempt to sink one of ours. Two Guerillas and one rifle step up to our city. We get lucky this time. Ouch, Donnie completes ToE and goes farther ahead.

1305 AD (1)
Load up the four settlers and two new Hussars and move them over, they will be in play next turn. The Trebs manage to do a point on the rifle. We then start with the elites and have to use one vet Hussar to dispose of the rifle and two Guerillas. We don't lose any troops but we do get four red-lines. Looks like a sizable group will be ready next turn. Move the two infantry to fortify on top the mountain pass. The army moves into the city to rest and get ready for next turn.
(I) More Indian troops move in, they attack the Infantry on the Mountain and give us an Elite. We are left facing two Guerillas and three infantry. Lisbon riots and WW forces me to scroll through and save our entire core from rioting. Looks like luxes will have to go up.

1310 AD (2)
Again, we run out of elites before the Indian troops are gone. We lose two vet Hussars, bot we get a third to promote. The army will be healed and the offensive will begin next turn. I see if Donnie will sell us silks but no deal. Just wait bud.
(I) Only one Guerilla come to visit us.

1315 AD (3)
Three Trebs take the Guerilla to 1 HP so I upgrade the fourth to Arty. An elite Hussar then dispatchs it. The army assualts Kolhapur taking out 2 Infantry. It has one more attack but I send in the Hussars. We lose one elite but the last infantry is killed and we capture the city long enough to move a settler up. Unfortunately we will have to hold it and its 10 resisters for a turn.
(I)Only one Indian Guerilla shows up and that one doesn't move into our territory. Sao Paulo loses a citizen due to disease. As expected the Ottomans make happy with the Indians.

1320 AD (4)
Havign large gpt deals left with Donnie, we bring him back into the war. Our new arty pings the Guerilla. We rest this turn. Move a bunch of Hussars from the port to the new city. The army moves out
(I) Not much.

1325 AD (5)
Army assualts Madras but can only take one Infantry. I will wait one more turn to get more healed units.
(I)We lose an infantry to attacks. I see Donnie's bombers in action.

1330 AD (6)
Due to the massive Indian culture it will be one more turn. There is a square on the road between our cities that is Indian, even though surrounded by our culture.
(I)

1335 AD (7)
We assualt and take Madras. I keep it so we can move a settler up. It has a RAX in it and the troops can heal. With a settler, we can also get some spices under our control. We sit at 64% land and 60% population.
(I) Three Guerillas move in near Madras.

1340 AD (8)
I kill off the three Guerillas although we lose two Hussars. While the Indians are looking elsewhere we take Jaipur, ending any chance they will be building infantry anytime soon. Rush the temple in Eisenstadt and we finally have a decent income. We are sitting at 65/62. Looks like I might blend in a bunch of workers on the next turn if we can hit 66.
(I)The Indians land 4 Guerillas next to an empty town in England.

1345 AD (9)
Our armies dispatch the invaders quicly. We sit at 65/63. The Ottomans were nice enough to pound Bangalore for us so we only have to take out 2 rifles and a 1 HP infantry and the city is ours. We also get one more arty as a bonus. This puts us at 66/64. I clean up some stray Indian units and then move in enough to hopefully hold Bangalore for the last turn. A bunch of workers abandon their tasks and run to the nearest city that will take them and join the citizens. I merge in enough to get us over the 66/66 mark and some extra for the ones that will starve in India. Move the lux tax from zero to 30% to prevent any rioting as well as take a swing throught he cities that got new workers to make them all happy.
(I) Nothing major happens and we win! 66 hours, 31 minutes and 47 seconds. However, one of the Pediaicons for Austria Happy Face was missed and the game craps out. I will fix it this evening and post the last safe with the corrected Pedia file.

Good game all!
 
[dance] We just make it in under the wire.

The Ottomans were a monster this game for tech, and I am glad we didn't have to fight them again. :D
 
Great game people.
Grimjack
 
Here is the saved file. Just load it in and then hit end of turn. Watch some units run around, laugh at me because I didn't stop the worker builds, and then get the ending message. We don't get a score as we were playing a "scenerio" and not a straight game. If you want it to not crash change the following line in your pediaicons.txt from:
#HAPPY_RACE_AUSTRIANS
to:
#HAPPY_RACE_AUSTRIA

Enjoy. The replay was pretty interesting. Watch closely for the battle of England at the end.

http://www.civfanatics.net/uploads7/LK62-1345AD.zip
 
I got a chance to look at the replay - I am tempting to do it again in single step mode. It looked like almost every captured English city flipped!
 
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