LK68 - More AWE -

Signed up:
LKendter
hotrod0823 (skipped 72 hours past got it, and no signs of life)
Grimjack (currently playing)
Meldor (on deck)
Greebley

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
 
LK 48

750 AD (0): My how things change. Nice to see the hurtin put on the Romans. Will ferry the workers home. And NOT put units in Armies until I am sure they can be moved. Wake 2 cats in 2 whales and sending them to cover the West coast. Looking to stage a few more units to take the Small Greek Island. It will serve as a nice lauching grounds for future landings on their mainland. With the large and necessary infrastructure push I doubt I will be able to get much done other than hit Rome and hopefully finish them off.

:confused: Was Cumae left empty on purpose. I move a knight to cover just in case.

760 AD (1): Was that a Greek CAV I saw!!! :wallbash: UGGG! Did every thing but check happiness and my favorite PITA city of Copan riots. Scroll ahead to make sure I don't have any other rioting factions. Surprised by the number of entertainers but we need to catchup in tech so can't push lux up and still have a suitable reasearch. We need CAVS soon. Choose a courthouse over a market in Piedras Negras we are losing 50% to corruption. Tikal builds a library and starts a cath so we can fire that entertainer. Kaminaljuyu builds an explore and starts another. A market will be needed there soon as well. Ake a worker and starts another. Load up 2 full caravels but the 3 will wait for the 2 new workers thanks to a settler that the greeks served up with a long bow cover. BTW pillaging will start on Delphi next.

770 AD (2): Coba build a caravel starts a market. Get a new AC. :eek: Greeks start Newtons. We are way behind. Pillage like crazy. Lose an elite AC to a reg longbow in the jungle. Kill a lone Carthage Cav landing. Unload 6 workers. Load up 3 more to go home. MOve to hit the second greek town on our future island. Scatter a couple settlers in the north to begin filling up our norther territories. Waiting for the aC army up North to heal before pushing on ROme.

780 AD (3): Tough call but Chicken Itza builds a cath and I choose a bank to help our fledging economy. Mayapan builds a settler starts a worker. Found Ek Balam on some Roman ruins near horses and furs. Herakleia is razed and the island is purged. Will begin by sending a settler to hold down the fort. Our army is badly damaged but did its job nicely. More pillaging of Greek lands.

790 AD (4): Greece lands a cav and a musket. Will have to deal with them. Kaminaljuyu builds an explore starts a market. It takes a wounded army to the limit but we kill the greek landing party. Moving units in possition to claim more lands. Found an island town next turn.

800 AD (5): Greeks just reinforce Tess. Need Bonampak builds a library starts a cath. Cuello a library starts a market. Found Tazumai in the north. Found Cozumel filling in a blank. Found New Chicken Iza on the island hills. Starts a harbor.

810 AD (6): Yax builds a cath and starts a library. Pompeii is razed and Delphi is Naked of all land improvements.

820 AD (7): New AC and Copan build a cath starts a bank. Calakmul builds a library starts a cath. Tulum builds a library starts a duct.

830 AD (8): Moving another AC army although not full to the Greek mainland with 2 explores.

840 AD (9): Uh OH! Carthage lands 2 cavs and 2 crusaders up north and we have zero units to help cover the area. Also a longbow sits outside Cozumel and may take the Jav. Raze Rome to the Ground, barely losing an MDI in the process and badly damaging the AC army. We have a new Contact with Germany. Trade World Maps. Only tech of interest is Navigation and he wont part with it. WE are at WAR.

850 AD (10): :(. UGGG! Lose the 2 AC army to a 1 cav Greek Army. Losing an explorer with it. Stave off major loses barely with javs and Knights vs. 2 cavs and a long bow. Chemistry is due next turn. 2 riots because I shifted units around to cover and forgot to re check the happiness before starting the next turn. Shuffling more units on the West coast to fill blanks were had to move units to the East coast. There are still 2 crusaders out and about and a spear/settler Mongol Pair up North.

Late but hopefully before GrimJack has "got" it
 
Got it.
Looks like we are defending. Hopefully I will be able to finish the infra push so next player can be a bit more militaristic.

I thought I would get it, but the download stops at 140kB. I will try again in a couple of hours, when I have discharged my social duties.
 
hotrod0823 said:
Did every thing but check happiness and my favorite PITA city of Copan riots.

2 riots because I shifted units around to cover and forgot to re check the happiness before starting the next turn.
Hotrod, I would prefer you skip before you rush the turns. It feels like you rushed because of my skip notice. We can't afford rushed play, as that creates sloppy play.


hotrod0823 said:
760 AD (1): Was that a Greek CAV I saw!!!
:confused: I already reported this at 660AD. Please see my quote below. That is exactly what prompted me for the push for libraries. I am confused why you seem surprised.

LKendter said:
660 AD
(IT) I watch a Greek cavalry moving around!
===============================

Signed up:
LKendter
hotrod0823
Grimjack (currently playing)
Meldor (on deck)
Greebley

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
 
hotrod0823 said:
830 AD (8): Moving another AC army although not full to the Greek mainland with 2 explores.
...
850 AD (10): . UGGG! Lose the 2 AC army to a 1 cav Greek Army.

Why was this still a *2* AC army? There where 4 ac on the island to move over. The army should have been able to merge 2 additional AC during 840AD.
I left 2 AC to land to merge to create a 4 ac army.
 
I am confused why you seem surprised.

Thats what I get for reading 2 days before I play.

I did rush a bit and the riots caught me a bit off guard because I panicked a bit when I realized I no unit support in the NE terriotry and Carthage just landed 4 units in the area and the only thing availble was a wounded knight.

The big infrastructure push is a necessity of all these war heavy games. AWE and the 5CC games need to have a stronge infrastructure to help support the large army that is required and play catch up in tech. Unfortuneately a by product of the infra. push is the thining of the military and the slowing of the :hammer:.

We, It appears are in the same situation as all other AW games. Early attacks to gain some terriotry then build infrastructure to play tech catchup. Then when Cavs and rifles come along finally make a play for the other continent with a strong landing.

Meanwhile, slowly fill the original lands and play defense against the weak AI landings.
 
I would let the units heal. Get the first 6 workers home. Raze the other city. After that, land by Argos and pillage your brains out. Do NOT load any more units into the army, or it will be trapped on the island.

I did exactly that. Took the last city and razed it. Left 2 AC to patrol the island and protect our new city then landed the Army near Argos.

How can you load up the army and then move it using Caravels? :confused?
 
I did exactly that. Took the last city and razed it. Left 2 AC to patrol the island and protect our new city then landed the Army near Argos.

How can you load up the army and then move it using Caravels?
It was NEVER my intention to have the 2 AC patrol the island.

Load up the army, and load the 2 lone AC into a second caravel. All land 830 AD. 840 AD load the 2 additional AC into the army. At this point the lone cav army versus 4 AC army probably fails. You simply have to ship the 4 units army in parts before transports. Merge them after landing.
 
Miss understood your intentions. Best option would be to leave the AC army on the island, at size 2, and wait for more units before moving toward Argos.
 
LK68, 850AD, Getting a toehold.

I will have to hope I can farm another leader so that we can keep up with pillaging, since the lonely knight army cannot keep up with the workers. Greece has built a road to a harbor from the capitol, but I will not travel backwards. I will go forth and pillage some Carthage cities now.
Carthage has a coastal, harborized capitol, so we cannot hurt it by isolating the capitol. Plenty of hurt in pillaging all his roads though.

We have Chemistry coming in in one, and as I suspect we want cavalry ASAP, I will go metallurgy afterwards, in spite of this making a stop to ancient cavs.

Chicken has a stable configuration at 23 spt. Considering Knights costs 70, it might be better to starve for 24 spt and knight in three.
I am also considering building food at 22 spt while building a Uni.

We only have 6 knights though, so knights it is, at least two more before starting Uni drive.

IBT: Mongols found Choy on hills in former Roman lands. Some Carthage Crusaders are advancing.
I go for Metallurgu in 9 at -9 gpt. getting 8 turns would be -29, and I want the ability to rush walls.

860AD Viro is threatened by two Crusaders, so I put three troops into it, to prevent it from falling. I move our Jav army nearby into position to defend next turn.

IBT: The greeks drop of a cavalry and FOUR longbows on the small island. :help: We have two ancient cavs.
The crusaders go one lost against a jav thrower, and one win against an ancient cav.

870 OUr ancient army raze the last roman outpost on our continent. Our jav army deals with the crusader, creating a worker while he is at it. On the island I need to separate the Cavalry from the bowmen. I rush a longbowman, while I put up a worker as a lure, and another worker in the way of the city, hoping his cavalry will grab the worker, leaving the city alone.

IBT: No such luck. The cavalry headed for our city after the longbows cleared our workers, and we now have one ancient cavalry and one regular longbow. The odds are even worse than they were, I should have struck with our cavalry. There was almost a 40% chance of our cavalry taking out the modern cavalry greek.
Pisae is captured by a stealthed Carthage cavalry. I never noticed the landing. :(
Lutetia is mismanaged and riots. Bah, not one of my best turns.

880 I fear the island is lost to us, as Carthage lands two more cavalry. Our regular longbow makes good though, and shoots one of them, and our Ancient cavalry kills one of the longbows. Next turn, our wounded longbow, and fresh ancient will have to defend against two cavalry and one longbow.
Our Ancient cavalry army is redlined, but manages to dispatch two invading cavalry.

We are critically short of Knights and pikemen, and it is at least two or three turns before I can take back Pisae. I expect there to be spearmen defending by then, and his cavalry is out making a nuisance of itself.

IBT: On the small island, we manage to defeat one of the attacking longbows, but the two cavalry makes the process short with our defenders.
Tikal produces a Cathedral, and is put on a 15 spt diet producing Pikemen.

890 Movement

900 Hmm, lost this one too. Been to engrossed in the play, and thus forgot to take notes.
I have dispatched some greek longbows and netted two more workers.

910 I regain Pisae. Seems like the Cartaginians had some problems with resisters, as they didn't rush any spearmen.
We are in the traditional dilemma of needing to raise lux tax, but not wanting to, since that would prevent science. For now, I keep the setting firm, and use entertainers.
I do put enough of them as scientists to bump down Metallurgy by one turn down to three.

IBT: I spot a privateer, and it is time to withdraw our shipborne scouts to harbor. Mongols start Newtons.
Carthage lands three cavalry on our continent, right were all our troops in a five tile radius is one Knight, who is supposed to cover two cities.


920 Our Jav army makes two workers out of the top two Hoplites from the Greek city on our continent.
I position our Ancient army so that he hopefully together with one Ancient or one knight can deal with the Carthage cavalry.

IBT: I forgot to wake up the galley, and it is sunk by the privateer. Greece lands four longbows on our continent in a forgotten corner.

930 Thessalonica is size 1, and I keep it. No more greek cities on our soil.
Things do not seem lighter as I spot Carthaginian riflemen defending his cities......
Our Ancient army deals with two of the Cavalries, leaving one, that is out of range for capturing a city. I could not even start to deal with the greek longbows, as they are right here, where I try to deal with the cavalry.


IBT: Greece lands Yet Another Longbow next to an undefended city. Carthage kills the top Jav thrower in another city.
Metallurgy comes in, and I start MilTrad research. We will need it in case the drop offs include riflemen.
Virconium riots, now that one of the MPs is dead.

940 Kill off the Carthage Cavalry, and the lone Greek Longbow. Rest the Javelin Army, as that is going to deal with the four Greek longbows in the jungle.

IBT: Wow, no new landings, I might even get to rest our armies, so the next player may have something to counterattack with.

950 There is a new Carthage set of ships moving northwards along our western shores. See if you can scrounge up some troops so we can contest their landing. We ought to be able to get two knights, and perhaps one of our armies.
It will likely take two or three turns before another landing on our eastern shores, unless the one in the far north contains a settler group. It might be good to get the Ancient cav army up there ASAP.
I am starting to road our coast, to help get troops into position, but there is still optimizing needed in the core, so I do not have many workers to spare for this.
I have been systematic in my pillaging on the other continent, but I am starting to think I should have beelined for the resources instead of isolating cities. Think about what you want to do.
I have left the wounded army awake, and you can decide where you want to send him, if you do not want him to rest.
There is not a single barracks in the undeveloped parts of our lands, so he might as well just stand there resting.
I suspect we might sneak in one or two universities real soon now in our commerce laden cities. We are starting to get Knights online nowm, and it might be time to get as many pikes online as possible before we hook up the Saltpeter.
DO NOT FORGET TO HOOK UP THE SALTPETER IN A TIMELY FASHION WITH OUR MILTRAD RESEARCH!

Grimjack
 
Well the small island turned into a total disater...
Sorry about that team. I should done a better job passing my intentions to Hotrod. I just wanted the chance to slaughter a couple of cities, pick up more workers, then pillage with a second army. We badly need another pillaging army, not to mention a defensive cavalry army to help deal with rifles.

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

I have been systematic in my pillaging on the other continent, but I am starting to think I should have beelined for the resources instead of isolating cities.
I was doing the same pillaging the most I can a turn. I think gaining the maximum tiles pillaged is better then resources. The more damage, the longer the AI needs to repair it.
===========================

Signed up:
LKendter
hotrod0823
Grimjack
Meldor (currently playing)
Greebley (on deck?) (skip June 23rd to July 4th)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
 
These comments are directed at no particular player. However, I note that we are a horrid 4 full required techs plus cavalry behind the AI. One of the ways we can make this up is specialist from our 100% corrupt cities. A large block of scientist / taxman can make a difference. We need every dollar we can get are hands on.
LAK-417.jpg

Take a look at the city in the picture. It is clearly hopeless corrupt. The workers in the red block are MINING. This is a 100% waste of time. This city only has one value - specialist. To hire the most we need irrigation only. I hope we can concentrate on the corrupt cities only getting irrigation in the future.
 
NOT at ANY one player huh! :lol: :D Who else's last post was from 850 AD. HOTROD :whipped:

1. Lost an army
2. Workers mining instead of irrigating
3. Had a couple rioting towns

Anything else I need to not do Lee? ;)

I have no excuse and understand the difficulty we face and point is taken. Will be for diligent in the future.

Hotrod
 
NOT at ANY one player huh!
This is my general complaint in a lot of games.

Would you really like to see the list of players I have had this complaint with? Start with checking out LK69. ;)

--------------------------------------------------

Signed up:
LKendter
hotrod0823
Grimjack
Meldor (currently playing)
Greebley (on deck?) (skip June 23rd to June 29th)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
 
950 AD (0)
I rest the army. If the Greeks are sailing away, he can rest. I look things over and find that the other land mass has only 1 iron. We have all but one of them. It sures is temping to disconnect all but one and then pillage theirs. I will pillage theirs anyway. That will mean that unless we lose one, they will have no rails. Not too many workers ready to hook up the saltpeter in 9 turns. I will try to change that. I can get MT two turns early but we don't have the cash. We should be able to get it a turn early if we cycle the science. We have push infrastructure way too much and we are seriously hurting for defnese. I will try and change that, but we must also push for rails as well. If they can't build rails we should be able to lock ToE if we catch up in time.
(I) The Greeks land 3 longbows and a Cav next to our empty city. The longbow that remained from last turn steps up to the ex-Greek city. Carthage lands a crusader and Cav next to it as well.

960 AD (1)
Well, good thing I rested the AC army. He takes out the Greek Cav and 2 of the longbows. Our JT army retreats to the city and then strikes out to kill the crusader. Now he and the army under him will have to sustain the longbow and Cav attack. I evac the workers. I have a knight and AC on the way, but they won't be any help this turn.
(I) The lone Acv goes after some worker and the longbow sits. Carthage lands 3 more cav and the Greeks land a musket and a longbow. The greek longbow tries to take out our JT army and fails. Carthage also founds a city in the northand a crusader steps out of the fog. I have a knight and a JT to hit him with. We will be lucky if we don;t lose a couple of cities before we can get forces built back up. Do not build infranstructure until factories. We need lots of military. It isn't like we have armies galore this time.

970 AD (2)
Well, I get really lucky as the elite knight redlines but take out the crusader. The JT army takes out one of the Cav and I leave the other. The AC army take the musket but a knight retreats after doing 1hp on the longbow. All nearby workers are converging on the saltpeter. We need better defenses and certainly better attackers. It would be nice to be able to build armies, but we will be luck to be able to do that anytime soon.
(I)The hurt Cav attacks our pike at Nora and retreats. The other Cav attacks an elite AC and loses. Carthage land another Cav next to the Greek longbow. I have no way to hit the CAv.

980 AD (3)
I retreat units to cities and shuffle so that we won't lose one maybe. I get a knight to Thessilonica to help there but the attacks will just shift elsewhere. I pillage the only iron on the other landmass so there will be no rails over there for now. I then park on top of the iron for now. A quick scan show no one but us with iron. It is a shame we could have that with saltpeter.
(I)Cav attacks our AC army with only 5hps left. We win, barely. The hurt Cav near Theassilonica retreats to heal.

990 AD (4)
Kill the Greek longbow and move to kill the Carthage Cav. With no landings we can rest this turn. Re-enforcements are moving north slowly. I am trying to collect some units to take out the Carthage city before they put rifles in it, but we will see. It may have to wait for cav. I start the rock throwers in that direction. I hook up the saltpeter early as I want some musket sooner rather than later. We don't have money for upgrades and science. I will not swap the pike build though as I have too many places were I need warm bodies.
(I) Will miricles never cease. No landings this turn either. Lot's of ship plying the waters though.

1000 AD (5)
Kill off the 1HP Cav and there are no visible troops on our soil. Continue to move troops north and build military. By oscillating science, we will get MT this turn. I will then start on the cheapest required tech to get us to the next age. For the first turn, I get to move units because I want to, not because I have to, it is much better.
(I) MT comes in and I start on the only choice we have of Physics, due in nine, but we will oscillate.

1010 AD (6)
I swap the capital to the Military Academy, we need more armies and the Pentagon would be nice.
(I) Carthage lands two Cav near Ravenna.

1020 AD (7)
The completely healed AC army ctakes out the two Cav. Move a lot of units and can even concentrate on worker actions. Lee would be proud!
(I) It was too good to last. The Greeks land two longbows and a rifle and Carthage lands a Cav. On the plus side, our first Cav rolls off the line.

1030 AD (8)
The AC army dis patches the rifle. I lose an AC (my first military loss) but a knight then takes out the Cav. A knight takes the top longbow, promoting and an elite JT takes the last but we only get a worker. I send a knight to scout out the Carthage city.
(I)No landings.

1040 AD (9)
The knight scout shows that there is only a musket in the Carthage city so our Elite knight burns it to the ground. It also takes out the two stinking privateers that have been up there.
(I)Carthage lands a Cav, settler and crusader next to the city we just burnt.

1050 AD (10)
I take out the Crusaer but do not attack with the hurt elite. Our Cav can reach it next turn and it isn't worth the risk. Worst case, they build a city and we raze it. There is a settler there to take the spot and another going to the tobacco spot on the tundra. We should then be able to mount an assualt on both the Carthage island and the Roman island. Let's at least get rid one one enemy before modern times!

I was sending the defenders north, but I think some of the threat is abated. There are two coastal cities in our core that are still defended by a JT and spear.

I would do at least 1 or two more rounds of military builds before going back to infrastructure. Let's not let the military get that bad off again.

http://www.civfanatics.net/uploads7/LK68_1050AD.zip
 
LKendter said:
This is my general complaint in a lot of games.

Would you really like to see the list of players I have had this complaint with? Start with checking out LK69. ;)
If I don't get yelled at by Lee every once in a while, I start to think he doesn't love me anymore :love: :eek: :lol:
 
BTW, Lee, I looked at my HD and have in all or part of LK23, LK25, LK26, LK31, LK32, LK33, LK34, LK35, LK37, LK39, LK42, LK44, LK51, LK55, LK56, LK57, LK58, LK61, LK62, LK65, LK66, LK68 and at least three more early ones before I started saving them.

Do you give frequent flyer miles?
 
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