LK68 - More AWE -

1350 AD
For a civ that didn't get rails that long ago I am very impressed by how strong of a rail-net we already have. I wonder if we just saw the true strength of the JT showing up.

I change army priority and start it toward Greece. For me pillaging the other continent to death is more important then the other junk island.

I find we have 3 elite JT fortified in the middle of nowhere. I realize that a longbow is there only legitimate target at this point, but I would hate to waste any chance for a leader. I wouldn't be upset if all we got is a free worker. ;)
(IT) The calls to really land on the other continent are heard. Bonampak starts building frigates every 3 turns for escort the troops to Greece sometime in the future.

Carthage lands 1 rifle, 1 cavalry and 4 longbows. Sounds like a leader fishing pile to me.


1355 AD
We prove the value of bombardment yet again. Our vet cavalry kills the rifle, but drops to 1 hp. However, 5 elite attacks give no leader. The 3 JT produce no workers. I hope the AI lands another stack to fish with. ;)


1360 AD
We have the typical headache of taking over small islands as Germany lands by the ex-Roman lands. I really hate defending one and two city islands.

Our pre-build will finish too quickly, so I switch Tikal to University. It only needs 21 turns, and electricity alone is 17 turns. I will start another pre-build after the University.
(IT) I hate garbage like a galleon with cavalry to go to the island getting killed by a galley.
It may not be popular decision, but I decide to squeeze a university in Chichen before the next army. Our research rate still needs help.


1365 AD
I raze the Carthage city of Saldae. I am disappointed to get no new workers.

We clean up a 1 cavalry, 2 longbow landing and at least get a worker. I am up to 8 elite attacks and still waiting for a leader.


1370 AD
We raze Rhodes on the island and gain $368. I thank the Greeks for allow several upgrades to cannons.

We now have another pillage cavalry army on the other continent with some explorers to do extra damage.

It cost a cavalry, but Sulcis is razed.


1375 AD
The landing by the ex-Roman island is a lame 3 longbows, so we don't have a problem cleaning it up.


1380 AD
We lose a cavalry clearing up a single rifle landing on the ex-Roman island.
(IT) The Mongols are building Shakespeare's. :confused:


1385 AD
Two rifles, and 3 longbow land on the ex-Roman island. We lose another cavalry, and the other is injured. All we can do is pray to the dice gods.
(IT) We lose Lugdunum to Carthage.


1390 AD
The silly Greeks left an unescorted galleon by New Chichen Itza. Our 3 frigate join together and destroy the galleon.

All my units went to Lugdunum to try and save city, so I am forced to abandon an empty Brundisium as the AI landed units by it.
(IT) The Mongols are building Shakespeare's. :crazyeye:
They can't even make their mind up where to build it.


1395 AD
Clean up a lame German landing but no luck. We attack with 3 elites. I still fail to get a leader, and 3 JT attacks fail to get a worker.


1400 AD
New Tikal is formed. The ex-Carthage island is defendable as the galleon need to only jump two spaces, drop troops, and return.

I cleanup another 4 unit German landing, but I all got was a worker.



Summary:
Keep those taxmen coming into play. The extra taxmen make 60% science possible. We are getting $136 from taxman.

Most of the northern cities are building settlers in anticipation of future raze and replace operations on the other continent.


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

http://www.civfanatics.net/uploads7/LK68-1400AD.zip
 
Consider doing scientists and 50% science instead, it might give us more money.
A taxman is only two gold equivalents, while a scientist is three, so the more of our specialists are scientists, the better.

I do know however that I am guilty of not doing this, as it is much easier to put the science slider on a comfortable level, and adjust with enough scientists to gain one turn. Theoretically it should be better to just run all scientists.
 
Consider doing scientists and 50% science instead, it might give us more money.
We have to drop science down to 30% without the taxman. Yes, we are that dependent on specialist. Wonder why I was pushing them?

Despite weaking the library / university boast we still come ahead with pure scientist. All taxman = 60% science, -4/turn, electric in 7.
All scientist = 30% science, -7/turn, electric in 6.
Grimjack hit a great idea - switch to pure scientist! :goodjob:

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

I realized I forget to correct one item before before passing off - please wake the frigates near the small island, and send them to guard the transports. I temp fortified, and forget to fix it.
 
meldor said:
Even with the Greek gold and science at 100%, it will be 2 turns to medicine. You can try science at 100 and specialist converted to science to see if it makes a differnce.
Guess you just don't listen to me anymore Lee? :cry: :lol:
 
A not so quick 5 turns update:

1400 AD (0): Rolling along. Things all look good. We are due Electricity in 7 running -4gpt. I go all scientist and get it in 6 with -7 gpt.

1405 AD (1): Build bank in Cuello Start a university. Lots more railing. Loading up the army with some friends to move on the Greek lands next turn. Found New Yax... on the North island.

1410 AD (2): Palenque builds a bank starts a University. Tikal continues to builds cavs. Virconium builds a baracks and starts a duct. Tulum gets a factory but still lacks a market. :eek: Greeks completed Sufferage. We now have 12 turns on a palace prebuild for ToE. Electricty has dropped down to 1 turn. Research to zero and fire a few scientist and we get electricty in 1 with +145 gold. Doing some optimizing for shields in the core. Will take Argos next turn. Frigates damage the only 2 rifles that are on the city.

1415 AD (3): Greece lands 4 cavs on our souther island. Chichen builds an army starts another. We learn electricity and start on Scientific Method. Lazapa continues to build muskets. Coba builds a factory starts a cath. Germany completed shakes. Argos is razed and we get 155 gold. Kill 2 of the 4 cav but fear they may take our settler/pike pair. SM is due in 9 with -12 gpt at 30% with all scientists.

Lost a settler/musket on the southern island to the 2 remaining cavs.

1420 AD (4): Kill the remaing cav. Load up an army and 4 cavs to move toward the greeks. Land a combat setter where Argos used to be along with some javs, an AC and a cav to add to the Army.

1425 AD (5): A few of each nation decide to pay us a visit. Kaminaljuyu builds a factory starts library. Build a few more cavs and muskets. Our jav army picks up a new worker. Founded New Bonampak on the Greek mainland. It take all our free cavs but the 4 rifles, 3 longbows and 3 cavs are all disposed of. SM is due in 6 with -45 gpt and our palace is done in 9 :) . Have a new landing area on greek territory and our explore/army combo is awesome.
 
Well that we totally unexpected! We are going to the other continent with muskets to defend against cavalry. :eek:
 
As long as we keep an army in the bottleneck, they will never reach the city.

Exactly ! I took the shot at Argos just because I was able to use the Frigates to soften the city.

They will not be able to reach the city and we can use it as a base to move on them with Armies and cavs. I think we can hold the foot hold with the Army and they are severely hampered by the lack of roads.

I don't expect us to be able to put on a full court press but I think we can at least make life difficult for them rather than sitting around and turtling. We are not that far from Infantry either.

We'll see what the next 5 turns brings.

Hotrod
 
LK68 continued

1430 AD (6): Greeks land 3 more cavs. Tikal continues to build cavs. Bonampak builds a bank starts a galleon. Calakmul builds a cav starts on another. Uxmal completed its factory starts a couthouse. New Pal builds a temple starts a settler. Take out all the cavs. More pillaging and BTW Greece no longer has salt, horses, iron or coal.

1435 AD (7): More pillaging. Kill a landing party of 2 cavs and 2 longbows. Sending out another army to pester the Greeks. Loading up a few cannons to send to the new territory. Brining a few cavs home from the North island.

1440 AD (8): 2 small landings. Bonampak builds a galleon starst a cannon. Yax builds a courthouse starts on cavs. Continue cavs in a few other cities. Quirigua builds a factory starts a bank. Tulum a market and start a bank. More pillaging but miscounted the explore movement and may lose a couple :(.

1445 AD (9): Our explores survive. Chichen builds and army and starts another. calakmul builds a cav and starts another. Kaminalijuyu builds a library and begins a bank. Piedras Negras completed a cath and starts a bank. Cuello a university starts a cannon. Research to 20 and SM in 2 turns -25 gpt. Load up the Army into a galleon with 3 cavs.

1450 AD (10): More worker moves. Load up a couple galleons with cavs and cannons to bring across to the Greek lands. Left an army un moved in Greek territory. Moving an Army on towards carthage. SM is due in 1 turn with -60gpt. We have 4 turns on our palace prebuild and Chichen can be swapped to Hoover.
 
This time I doublechecked that it was/is my turn :)

Got it,
Grimjack

-60gpt at science 20% is this a typo, or do our economy stink this much ??
 
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.
 
No our economy sux that much. One of the "scientist" towns built a settler and kicked us back to 2 turns at 20% so I had to up it to 30%. I didn't play with the taxmen so you may be able to change some scientist to taxmen and recoup so of that gold. I was able to do that the turn before electricity came in.

Hotrod
 
We seem to be at -66 gpt at 40% science. At 20% we have +32 gold.

This seems pretty reasonable for AWE. The larger number of units and being stuck in Monarchy are both reducing our gold compared to a non-AW game.

The only problem with the town is that it ties up the Army. Why don't we switch to walls. If we keep the resources pillaged only speed 1 units will come at us and we can bombard and kill them as they come. If we do this then I would send the army gaurding the town to make sure the sulfer isn't reconnected (after the town is relatively secure in the short term, perhaps that next shipment?)
 
Good point Greebly! We also have a load of units heading that way and I think I did put some cannons on the ship along with the making a fourth cav army.

IMO I think we can start thinking about plucking off the cavs that are roaming around in the Greek territory and when we can get more cannons over there start with the towns.

The spices look really good in Thermo.. ;) It may be too early to expand into their terriory with cities but we can put a hurtin' on them with our cav armies even without the artillery support. Conquest of the Greeks is also another option. That way we can move quickly with fast units and not have to back fill worthless towns with mere muskets :eek:

Hotrod
 
Using the two cav armies (the one guarding the city and the one mentioned by hotrod that is coming across) we can start taking out Greek cities like Thermopylae. Just make sure that at least one of the two armies in the stack has 8+ hit points and our chances of losing an army is very small (Stop attacking if either army goes below 8 hp and rest a few turns and attack again). We can add cavalry in as well, but the two armies probably could clear the continent given enough time (and no tanks).
 
I have started to play, and the large number of specialists we have make turns take a while if one has the incilination to min-max (too) much.

HIghlights of the first few turns are:

Lost a city on the eastern island to a massive invasion, cleverly using forces from several AIs to completely block any possibility of reinforcements.
Attacking a cavalry in Thermopylae makes our 11 HP cav army go to 1 HP.... :o
Knight pillagers have reached the Germans.
Replaceable parts is known, although not by us....
Guerillas are not as fun as Longbows to fight against....
Thermopylae is razed after severely wounding three cavalry armies.

Grimjack who will likely play to the stunning conclusion tonight.

( Economy sucks, but it will be picked up by the help of Greek money once we can raze their cities faster. Thermopylae netted us 700 gold. )
 
LK68_1475, We start to get close

I start to fiddle a bit with our entertainers, and we get to -5 gpt and still get tech in one.
I use two spare scientists in case our citizens get displaced from working water tiles.

I am undecided on what to do with the extra cavalry army in Greece. On one hand it would be needed when/if we start to attack greek cities.

Having most of Greece and Carthage already pillaged tip the balance, and I go back to join the reinforcements underway in our ships.

I kill off a greek worker who didn't realize that a cavalry army could move four tiles.

IBT: Carthage drops off two riflemen on the closest island. Science comes in, and I go Atomic, since I think our prebuild will be finished this turn.
I am a bit chagrinned by losing 300 shields in our Palace prebuild, but the army prebuild cannot become ToE before the Palace prebuild completes.
ToE comes in, and with that Atomic Theory as well as Electronics. After this I start Replaceable Parts.
( Mainly for the fun factor in playing AWE and never build a single rifleman... )
I let the cavalry, Musket and cannon builds continue after they complete.

1455AD Switch Chichen to Hoover in ten. We will have to get new armies in the old way. I collect spare troops around Uaxactun, so we know where they are.
I kill off two greek cavalry that were on the way to the first greek city due to be attacked.
I switch Chichen to Hydro Plant, as I believe we get Hoovers faster if I build the Hydro Plant first.
I may have sacrificed a Galleon, as it cannot reach port, but If we want to keep our islands, they will need to be fortified. This one has one musket defender against one rifleman and two longbows. I ferry two cannon, one musket and one cavalry to the island.
It was/is of course not really optimal, since I should have tried to drive out the invaders with the three cavs on the island before I ferried reinforcements to that place.

I lose an elite cav against the regular rifleman. :(
Our two other cavs kill off one longbow and the wounded rifle, leaving one longbow. I use the Musket to clear him out.

Oooo, an empty army, and I have just filled up with cavalry reinforcments. Now we get the extra cavalry army I wanted. Great.
Science is a balancing act. I can go Replaceable in 10 with -6, or 12 with +36. I set it in ten for now, and I suggest we shut down research after that.
I am not afraid of helping the Ais to get to RP, since a quick check revealed they already have it. Pillaging just got more important.

IBT: A small landing on an unexpected tile bothers me. I was stupid enough to let them land next to our city on the other continent.

1460 Bomb down the two riflemen to redline status, and strike with our cavalry. I earn a promotion on the first rifleman, but on the second, I die with the first cavalry, and the second gets redlined.
This leaves me with three armies available to strike at Thermopylae though, and it is expected to get hurt.
Ack Thermopylae contain two guerrillas. I had hoped the greeks wouldn't have money for upgrades. At least they do not have any rubber, as I do not see any infantry.

I could hardly believe my eyes, as in the siege of Thermopylae, a redlined cavalry almost kills our army. After killing four riflemen, two guerillas and two cavalry, thermopylae is razed, and we get 655 gold.
Amazing, where do they get their gold from, we have pillaged their land good.

I am tempted to rush a few things, but I crank up science first, and rush only a temple in New Bonampak.

IBT: Once again I made a mistake. Building Hydroplant in Chichen cost us four turns on Hoover, and also a couple of gold in maintenance. I watch a HUGE stack of Mongol cavalry come storming across the mongol lands, and I shelve the plans for securing spices until we have better defenders than muskets.
Perhaps I should have checked if there was a coal plant before I built the Hydroplant. Bah, a newbie mistake. My apologies crew.


1465 I will lose the workers I got from razing Thermopylae. I wanted to draw back our forces so I could heal our armies.
Someone who is really good at MM can take a look at Palenque, as I only get 37 spt, three short of the ideal 40.
I shift around to scientists, and MM a bit, and RP is in six turns. I may shave a turn off of that if I can capture a fat Greek city soonish.

IBT: We have several landings now. Greeks land near where Thermopylae stood. I will leave them alone, since I am healing our armies.
On the island, both the Germans and Carthaginians land troops, and it may get iffy trying to defend it.

1470 Our frigates guarding our ferries sink a stray Mongol galleon.
No battles this turn, but I pillage my way eastward with our two pillaging armies.
On the island I have three muskets, two cannon and two cavalry defending two cities against three riflemen and three longbows ( and a spearman. )
The main problem is that the troops are blocking the roads, so I cannot reinforce the threatened city.
Our cannon both miss the riflemen so I do not even attack, as odds are better in defending.

IBT: We lose the surrounded city on the small island. The lone musket died to the first longbow. Carthage lands a settler pair on the southern small island. Hopefully I can make a difference here.
As usual we produce a couple of cavalry along with a musket.

1475 Our elite knight fish against a longbow, but no bite.
These redlined greek riflemen are monsters. I lose one cavalry and get another redlined before it dies.

IBT: More landings on the small island, and it will be tough to defend it. Pollutions gets annoying. Somehow with all my specialists, I get a riot in the hinterlands.

1480 With sadness I watch the accuracy of our three cannon defending our island. They all miss their target.
I lose a cavalry killing off two riflemen and two longbows from our little island. Hopefully I will soon have ferried enough cannon to make the island safe.

With some twiddling of Yax and Palenque, I manage to get both of them to 40 spt.

IBT: The Greeks are scurrying like ants around the old Thermopylae site. Carthage lands a longbow on the isolated island, and the germans advance a longbow themselves, while withdrawing the riflemen. No sightings of infantry yet.

1485 I have advanced most of our cavalry force near the next greek city.
I kill off a couple of greeks, and grab two workers in the guise of a settler.
The greeks have lost a lot of money somewhere, as I only get 260 gold from razing Pharsalos. I managed not to incur any losses in the razing, and only used one of the armies, so I can speed up the next strike.
I decide we have enough cannon to support another more exposed city on the other continent, and I dispatch a settler for the spices. I also rush a harbor, to enable me to rail.

IBT: The Greeks kill off the cavalry that razed their city. The mongols arrive on the scene, and their stack is big. Carthage lands another miniature landing. Bismarck is caught trying to plant a spy in our fair lands.

1490 The Mongols come charging with eight cavalry, six riflemen and one longbow. The greeks have five riflemen, two guerillas and two longbows visible outside their cities.
Hmm, I lose two cavalry taking out three mongol cavalry that had separated from the infantry stack.
I almost miss a carthaginian infestation on our main island. I will trail them with our two armies for now, until they venture down to the plains, as I do not want to hunt riflemen in the mountains.
I make another 6 gpt from taxmen, but still RP in one.

IBT: Replaceable parts comes in, and I will put a lone scientist on Corporation. Up to you if you want this or sanitation. Both would benefit our economy, but I suspect not researching will benefit more in the immediate future.
Good news, we can build infantry.

1495 The germans have advanced on the little island, and it is time to pelt them with our cannon, now firmly ensconced behind walls. Our five cannon manage to shave one HP from the vet rifle, and I strike.
First cavalry gets hit by a longbow and retreats without doing damage.
Second cavalry takes away one hitpoint and dies, although the german is not promoted.
Third cavalry dies, promoting the stubborn rifleman. By this time I am commited, and
Fourth cavalry wins.
Fifth cavalry takes out the spearman, and
a musket takes out the longbow. This battle did not go very well, and I feel like reinforcing with a couple of more cavs.
I do some weird maneuvers that could only work against an AI to keep the Mongol cavalry from being able to strike at our cities. I do not want to strike at them while they are on top of a mountain.
Our pillagers are beelined towards the rubber I can see. One rubber is in Mongol hands, and may be roaded, and one is in greek lands, most definitely not roaded.
Spices is roaded.
I go without lux taxes, hoping our specialists can keep us floating without production losses.
Switching to mainly taxmen, with the occasional engineer lets 140 gpt grow to 260 gpt.


IBT: A german guerilla takes out an exposed musket of ours. New ships coming in from Carthage, but no new landings.
First artillery roll off the production lines, and soon it will be time for Infantry.

1500 I will leave money for next leader to decide if he wants to rush something, or upgrade a musket or two. Both are important.
Our cannon on the small island redlines the guerilla, and our cavalry rides him down, earning a promotion.

By Athens there is a small force that needs to be reinforced in a turn or two, or withdrawn to help repel the hordes.
Notice that if you do not do something, our spices will be taken by the greeks, and much mischief will happen in our tightly organized cities.
I suggest you move the army instead of healing it.
By all means, do take a screenie of the situation in greece. It should be entertaining and colorful.
On the small island, the german town is likely defended by a rifleman and a guerilla. Either get some artillery, or more cavalry before taking it.

Notice there is a fortified carthage rifleman on an eastern mountain in our eastern parts. Pelt him next turn before taking him out.

Also, there are a couple of spare workers fortified by our ferry camp to the south. Two spare cavalry and a couple of ships in the city.
 
and I will put a lone scientist on Corporation. Up to you if you want this or sanitation. Both would benefit our economy, but I suspect not researching will benefit more in the immediate future.

I would really let to see Stock Exchanges, and Wall Street for the extra interest. IMHO we should start up on Corporation at positive cash flow.

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

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

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.
 
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