LK68 - More AWE -

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.

Item 4: Hotrod built zero units and now our military sux

Actually I can't dissagree but it seems that this has become the norm for these AWE games. Early military, a too long infrastructure period, and then a long military period until factories come along.

The middle infrastructure comes at a bad time. We are always, it seems, way behind in tech and need libraries. At the same time we can't trade so lux items are scarce making markets and temples/cath all the more important. These all take time too much time for size 8-12 cities but they are needed. Unfortunately at this time frame you can't even have your smaller towns building units because knights take too long and MDI are useless for partrol because of there speed.

It is a catch 22 that seems to come up a lot. No easy answers IMO.

BTW: I don't have all the LK saves but I am sure it is quite a few not meldor numbers but a few. :D

Hotrod
 
meldor said:
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:

[pissed] :aargh: Where was my leader? :aargh: [pissed]

I thought I could count on Meldor for a new army. ;)
 
Sorry Lee, there weren't enough single military units to fight with and I had to take extreme chances with the armies as it was. I feel really lucky that I didn't lose the two armies we had on the mainland. Both of them were attacked when they had 5 or 6 hps and we won. If Carthage had attacked with its Cav after the Greek longbow attacked the JT army couldn't have held off the assualt.

Hotrod, in an AW game you have to build military all the time. Even during a push, you have to at least build enough to replace what you lose, and with the assualt of the island and the loss of the army not to mention the pillaging army is lost for homeland defense, we should have had half the cities building infra/half military. Grimjack had started a military push and that helped towards the middle of my turns, but his turns and my turns shouldn't have been so tight. This isn't a knock of anyone jplayer, btw. One person not building military, didn't cause it to be that bad.
 
Sorry Lee, there weren't enough single military units to fight with and I had to take extreme chances with the armies as it was.

Well I clearly failed at making my last post a joke about me not yelling at you...

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

One person not building military, didn't cause it to be that bad.
Well I was just a guilty. I pushed a big round of libraries to help with tech...
 
I feel determining the number of units you need is fairly tricky. I have played AW with too many units, and that turns out to be deadly - your science research grinds to a halt.

It is quite possible we didn't do the wrong thing. I have seen this stage of the game get a bit dicey in a majority of the AWE games I have tried. Given that we have kept our armies alive and our main island towns intact, I don't think could have been that far off from where we want to be. A few more troops might have been better so as to not risk the armies, but we probably won't really feel "comfortable" until rails when instant access allows a few troops to defend the empire.

Its a balance between research and safety, and players levels will differ on which is more important. For me we are just about where I like to be for that balance. As we continue to grow, we will be able to add more units and increase safety without impairing research.
 
I understand your point Meldor. I didn't get stuck short on military until my last 2 turns. And then it was like "UH OH" Greebley is not going to have a fun first few turns. There were only 1 or 2 landing during my first 7-8 turns and they were easily dealt with.

The island was my mistake I felt that holding the island was equally as important as getting to the Greek mainland with the army and split our force thining our army that much more.

The infra push that continued after the libraries completed was brought about by the need for happy citizens. I put getting productive citizens over knights. Knights were needed in the short term and markets/caths/banks in the long term. I didn't look far enough ahead and felt confortable enough to push that one building too far.

I agree with Greebley and don't think the infra push is detremental in the long term but obviously made for some dicey times in the short. Cavs,rails, artillery and infantry and then we will be able to build nothing but units for a long time. At least until factories and after that maybe but not necessarily hospitals.

Hotrod

AWE is suppossed to be exciting and hopefully the future rounds will be just as exciting.
 
It is a tight game, and I do not think we had too little military, we had too much land to cover with them though.

The wish and opportunity to liberate our continent made our situation so tight. Hopefully we are over the top soonish, without any losses of core cities. As long as we keep them, it is only a matter of time until we have rails and cannon.

Even with 30% luxes, we needed specialists in our size 12 cities until we had Cathedrals in place. I would have been unhappy if the Carthaginians had landed a mayor landing in the core during my turns, but they was on the more weakly defended outskirts.

It may even have been that the island we lost played a role in delaying the landings on the continent.

Grimjack
 
LKendter (currently playing) Feast mode in progress. Still need to deal with more of LK65, and seeing the Ridick movie tonight.
hotrod0823 (on deck)
Grimjack (swapped)
Meldor
Greebley (skip June 23rd to June 29th)
 
FYI - I am already thinking about the next AWE game, and how to UP the difficulty a notch ;)
 
1050 AD
I manage to drop luxuries to 10% with only hiring a couple of specialist. We are badly hurting for science, and this let me up the science rate part of the time.

I switch a couple of building orders, but don't make many other changes. Some of our totally corrupt cities were still needed temples. One of these days we will make a push for domination. We may as well get those temples built.


1060 AD
We destroy the brand new city of Carthage city of Malaca. I would have preferred to kill the settler last turn, but I agreed with Meldor's assessment.


1070 AD
GACK - We built a regular cavalry. I switch Calakmul to Barracks.
Thanks to all the taxmen I hired I manage to upgrade a knight to cavalry.


1080 AD
New Copan is formed.
(IT) I watch Greece land 4 cavalry and 3 longbows by Kaminlijuyu! This is one of the strongest AI landings I have seen.


1090 AD
It is time to pray to the PRNG. The AC army drops to 13 hp, but 3 cavalry are dead. The regular cavalry manages to go to veteran. Elite AC kills a longbow, but no leader. A knight just makes it to kill another longbow. The last cavalry in range kills the final longbow. I wonder what the Carthage ship is up to.


1110 AD
New Palenque is formed.


1140 AD
I have another landing to deal with - 3 cavalry and 1 longbow by Mayapan. Of course the dice gods have us lose cavalry vs. cavalry when we don't have enough troops in the area. Then an elite knight dies to a cavalry. :mad:
(IT) The PRNG turns on Carthage as 3 cavalry can't kill a pike and JT.


1150 AD
The landing force is cleared. However, the elite AC gives no leader. Our JT army gives no worker, and trying to get lucky with a regular JT cost us the JT.


Summary:
Build the army next in Chichen Itza. We want a second pillaging army overseas.

10% luxuries is a pain to keep our cities happy, but the science rate is getting reasonable. I got two techs completed during my turns.

We need rails above all. Once they are in place, we can secure our continent and even thing about invasion of the Greeks.

Keep those specialists coming into play. They gave us enough cash to upgrade our knights to cavalry. The extra taxman made it easier to keep 60% science. We are getting $58 from taxman, and a decent amount of free science. We can research ToG in 23 with just the scientist.

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/LK68-1150AD.zip
 
LK68

1150AD (0): Not much has changed we still control the land mass and are still pillaging the other continent. Will have a few landings to deal with seeing a few carthage ships around. ToG is due in 4 turns.

1160 aD (1): No landings. Lots of irrigation and some pillagaing. Shuffled a few units around to shadow the boats. Drop research to 50% and still get ToG in 3.

1170 AD (2): Bonampak builds a cav starts a Frigate in prep for some kind of naval force. Virconium builds a temple starts a barracks. Really at a loss for what to do with corrupt towns. Nora a temple starts a worker. Mongols build Newtons. We are still 2 turns away. Amazing as it is there were no landings.

1180 AD (3): Palenque builds a cav starts library. Towns at size 12 should have a library at this stage I think. Piedras Negras builds a library. Starts a Harbor to help build our navy eventually. Change a few taxmen to scientists and we get ToG next turn with +77 gold at 40% research. Upgrade a single pike to a musket and 1 carvel to galleon in case I get brave and load up some cavs to try and retake the island in preparation to hop to the mainland with our future army.

1190 AD (4): First AI landing by Carthage on the west coast. 3 cavs and 2 longbows. We are in the Industrial age finally. Start research on Steam. Our Military Academy completes and start on an Army. Copan builds a cav starts another. Cozumel a temple starts a Cannon. Steam is due in 8 turns at 60% +11gpt. 2 elite victories no leaders, 1 promotion and 1 new worker.

1200 AD (5): Lagareto builds a market starts a frigate. Lazapa builds a cav starts a university. Cuello builds a cath starts a university, quite possibly a nice factory prebuild. More pillaging. No landings.

1210 AD (6): Tikal builds a cav starts a bank. Ravenna builds a temple starts a cannon. Rusaddir a temple starts a barracks. :( Greeks start on Sufferage. Pillage some Carthage spice an eying there salt. Kill 2 Greek cavs.

1220 AD (7): Just cut off the Carthage Salt. Steam is due in 5 at 50%.

1230 AD (8): Palenque builds a library starts a cav. Kill 2 more Greek cavs.

1240 AD (9): Copan build a cav starts a university as a factory prebuild. Steam is due in 3 and I think Industrialization will be a bout 8 or 9 turns. Bonampak builds a frigate starts another. Tulum builds a temple starts a market.

1250 AD (10): Steam in 2 turns. More pillaging. Slowly building a force of cavs. We have 210 gold available for upgrades.
 
Got it
Grimjack
 
LKendter
hotrod0823
Grimjack (currently playing)
Meldor (on deck)
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.
 
LK68, The plot thickens.

1250AD, Just two turns from Steam. That does not feel like it is especially slow.
We seem to gather a small roving defense of Cavalry, and it might be time for a cavalry army or two.

I will do my utmost to get that.

Hmm, we are two turns away from rails, and every worker we have is out west, improving terrain.
I would have liked to start railing from the center out, but it may be time to try other approaches.
I will see how many workers I can skim off the top of our cities. Since we have a load of entertainers,
they can entertain while they rail.

I do some micro for a few lousy gp due to taxmen in corrupt cities. There were not many builds I could get workers instead of. ( Without losing shields. )
I also spend 48 gold to rush a barracks in Lutetia. It may be unnecessary, but during my last set of turns, I really missed a rax in this area.

IBT: Cool, a soft start with no landings. I start a pair of cannon. Once we have rails, the cannon will be really valuable.

1255 I fortify our Frigate in Bonampak, Do not forget this, in case I forget to wake it before I hand over to the next player.
I pull most of our available workers corewards in preparation for next turn.
I send the settler northwards, as I suspect next targets might be the Roman or Carthaginian islands up there.
Hmm, our army has seen combat, it is only 10 hps out of thirteen. Rather than take any chances of it appearing as a target, I will rest it.

I had MMed almost too tight, as I still had two turns for Steam, due to less income when I produceed three workers. I make two extra scientists, just to be safe.


IBT: A landing near Kamin.... on a hill. Steam comes in. I can chose between Medicine in 11 turns, Electricity in 17, Industrialization in 13 and Nationalism in 9. I take Nationalism, as I interpret that to mean no AI has Electricity yet, so there is no rush in getting ToE
Industrialization is tempting as well, but we have no prebuilds, and we might need/want the ability to draft.
After spending another five minutes thinking, I switch to Industrialization anyway. The power of Factories/Hoovers is not to be denied even in AWE.
We will have to use cannons and rails to hold us out until Nationalism.
I start prebuilds in cities completing their current builds after I skim of a worker where there is a food surplus.

1260 Discover it takes three slaves and three native workers to rail in one. Coastal scenery steamway is started. Obviously this means we have coal somwhere. :band:
I mm a bit and Industrialization is in eleven at -8 gpt. I want to keep the 200 gold we have as an emergency buffert. ( Buffer ? )

The greek landing is three cavalry and one rifleman. I send out our Ancient cavalry army against the rifleman after some thought on odds.
And I am rewarded by an anticlimax, as I only lose one Hp to it. I then send our cavalry after his cavalry.
The cavalries does their job without promotions and leaders.

I delay Copan's University build, as I fairly strongly suspects it will be better served by a factory.

IBT: Lot of fleet movements, but no landings.

1265 Railing, our pillager spot a Cartage rail. It will not last long.

IBT: A single cavalry is persuaded to land on our soil. He will soon learn his mistake.

1270 An elite cavalry deals with the invader after I lobbed some rocks on their heads with our catapults that I found. Said catapults will be transported to the embryo railnet that is taking shape along our southern coastline.
I feel the report is somewhat terse, but rest assured the terseness does not reflect upon the time I spend. I spend lots of time trying to eke out that last gold piece out of as many cities as possible, and turns are not fast. More like 30 minutes per turn.

IBT: Well, the warming up period is over, this turn there were four landings from three nations, all along our northern shores that do not have rails.

1275 The invaders are Mongol cavalry and Keshik, German longbow and archer, and Carthage crusader and 3*cavalry.
I did not think I could make it, but I can prolong the milnet so that at least our cavalry can range all the way to the invasion spot. Time to plan how to deal with our catapults.
Our three catapults draw mongol blood as they bombard. I am betting on being able to take out all the invaders, as there is no way I will be able to defend against a cavalry from where the catapults stand.
Elite cav redlines but takes out the regular Keshik. Another elite cavalry takes out the MOngol wounded cavalry.
Our Javelin army takes out one crusader and one cavalry, while creating a new slave worker. Two vet cavalry deals with the Carthage horses, but no promotions. Elite Ancient cav takes the German longbow. A jav thrower gets promoted while making a slave out of the remaining regular archer. Our soil is free.
I would not have been able to repel that many invaders last turn, but now I had help from the budding railnet. Hopefully we can cover all of our shores with a lean mean military machine after my turns, so we can make a bigger effort in our pillaging campaign.

I spend almost half of our treasury rushing two cannon.
I set Yax on Musket builds, as we could use some more MPs, and I do not think it wise to put ALL our cities on Factory builds.

IBT: Another fairly large invasion by Carthage this turn, but they land next to our rails.

1280 This turn I spend railing so all our artillery is on rails, and can start to whittle down the stack of Three cavalry, two crusaders, one longbow and one rifle that Carthage thought fitting to land on our soils.
The victorious troops from the last turn are still recuperating, so I wake up our second wave, the southern defenders. With the rails firmly in place, there are no problems making them come to the invaders.
The Ancient cav army takes out the rifleman, and two crusaders.
I get my first loss as one of our cavalry buys it from a wounded cavalry. The rest of the fighting proceeds without a hitch, and we have a clean continent once again.

Railing lets me have more specialists, and I can shave a turn off of Industrialization.

IBT: Much movement, but no landings. As to builds, more workers and even a prebuild started.

1285 I manage to MM to positive income, and try to increase science, but no turns are shaved, so I turn science back. I will rail a bit around Chichen next turn, to get some more shields out of our city that builds armies. Getting a cavalry army over to the other continent will help quite a bit in our pillaging campaign.
One of our pair of Frigates smell blood as they bombard a greek vessel of some kind. I will shadow it, and see if it can be sunk next turn.

All the ships and railing makes MM quite profitable, as after MM I have 11 more gpt than before. I also gained a turn on the army production.

IBT: The wounded greek ship disappears in the fog. Too bad, I had hoped the ship would continue to hug our coast. Cartage drops off four cavalry on our rails. Our newly minted cannon will make themselves useful while our rested elites will make the process short with the remains.
Germans start Suffrage. I can only hope our Industrialization will become cheaper.

1290 I discover that the cannon are markedly more effective against cavalry than Catapults.
I kill off the invaders without losses, but no leaders, nor promotions.

IBT: No landings this turn. I produce the first defensive unit on my watch, as a muskets roll of the production lines. I have not produced many troops, as most of our core is building factory prebuilds, and my fringe is building temples/workers.

1295: I lose a hitpoint on our pillaging army as I cannot resist the lure of a longbow out in the open.

IBT: An armada of Carthage ships comes sailing, but they did not drop off this turn. I suspect they may do three dropoffs during the next IBT though. They are just outside Uxmal, and we have a railnet in place all over our continent now.

1300 Hmm, I was wrong. I missed a small greek landing, but I dispatch the single cavalry with ease.

We have no margin for error on the two turns left for Industrialization. It could be that you need one or two more scientists to have some margin. At least have that next turn. It wouldn't do to miss Industrialization because a Carthage ship/landing made our income drop 2 gpt.
Also, almost all building in our core would be prebuilding for Factories. I also recommend you optimize around our two capitals, and also the site(s) of the future ToE and Hoovers, should you decide to build them elsewhere than in those two cities.

I would go for nationalism, so we can draft, but if you want to play it safe(r), you may want to hasten to ToE. It would not be good to miss that wonder.

Beware the carthage fleet. They are likely fully stocked with troops, and they are travelling southwards.

Grimjack
 
Railing lets me have more specialists
We will want to eventually rail the north to like crazy. The specialist income is really helping us.

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

Our Javelin army takes out one crusader and one cavalry, while creating a new slave worker.
I love the fact that were have entered the industrial age are can still pick up an occasional free worker.

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

LKendter (on deck)
hotrod0823
Grimjack
Meldor (currently playing)
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.
 
1300 AD (0)
With Industrialization due in two, we are still three techs away from ToE. We are at least 25 turns from it, so we have lots of time to rail and get factories going. I rush one galleon and swap a temple to a galleon and rush it as well. The Romans don't even have gunpowder yet so lets take them out and get rid of at least one opponent. Then we might consider the other island.
(I) The Greeks land a single Cav next to all our cannon.

1305 AD (1)
We sink a hurt Greek galleon with our frigate and it goes elite. I finish the military rail net. Then we load 5 Cav and the fresh army into the galleons to sail for Rome.
(I)No landings. A privateer tries to sink our Frigate and loses. Industrialization comes in and we start on Medicine.

1310 AD (2)
Land the five cav and empty army in Rome. I move the cannon and cats down to hit some Carthage ships that wandered too close. Pull the Frigate in to heal. Swap all core cities to factories. We have enough that will be done in a couple of turns to forego military for 2-3 turns.
(I)The Greeks land 2 rifles and 2 Cav. The Carthagian's then turn the ships around. I think they are all aiming for the same spot.

1315 AD (3)
Bombard and kill the Greeks. Load THREE Cav in the army and then we kill two spears and an archer and capture Brundisium. The last Cav advances on Lugdunum and finds only spears there as well. The two captured worker begin railing as the city came with a harbor.
(I) A Roman Bow attempts to take out our Cav and fails. We get our first factory.

1320 AD (4)
We attack Lugdunuim and capture it ending any hopes the Romans had of the greatest comeback in Civ3 history. They thank us profusely. We then give the Greek ships the bombard treatment and notice that the Frigate has healed just in time. Send a fresh musket on a ship towards the ex-Roman island.
(I)Now that the Greeks have stopped landing, it is Carthage's turn and they start with a Crusader and Cav. The hurt Greek ships run from anywhere near our Frigate.

1325 AD (5)
Kill off the Carthage invaders. Drop a musket off on the island and pick up the army. I will drop it off and then gets some galleons on the other side. Lots of worker railing.
(I) The real Carthage landing comes as we get 3 bow, 2 rifles and a Cav. The germans decide they want the island and drop off a rifle, 2 bow and a spear.

1330 AD (6)
Bring the army back to the island and it singlehandedly take out the German troops. We then bombard and remove Carthage getting a leader which becomes another army.
(I)No loanding but a Greek Galleon comes within range.

1335 AD (7)
Just to stay in practice, our Frigate sinks the galleon. I load the new army and some more troops for a task force. I load the army on the ex-Roman isle and drop off another musket.
(I)Carthage lands a rifle and 3 bows. Germany lands 2 rifles on the island.

1340 AD (8)
Darn, we lose one of our 2 Cav on the island and leave a rifle to make mischief. We have a musket covering each city but I will have to get some more troops over there. I take out the Carthage troops with no luck.
(I)German rifle moves to heal. No other landings.

1345 AD (9)
Clean the German rifle up. Land the new army. The first army is in position to load once the boat gets there.
(I)The Mogols manage to land a couple of cav and make Carthage sail around in circles.

1350 AD (10)
We take out 2 rifles, a cav and a bow with our army, but a warrior remains. The musket takes it out, losing 1 hp but promoting. We capture New Chichen Itza back and get 297g for our troubles. I leader fish with the Mongols and get an elite for the effort. Next up will be Carthage.

The core is railed and we are starting up the landmass. I started a coal plant in the capital and a couple of generic prebuilds in other cities. The Greeks seem to be the ones to go after as they have cash. Their island will be a nice stepping stone into the other landmass. We need to move some more troops over there and several muskets are building. The boat in the north can pick up the other army and deposit it on the island for the Carthage cities. Once the islands are safe, the armies can continue on to the mainland to help stomp out Greece.

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.

WARNING: I played with the science and did not readjust the cities. Do so before you hit return. Otherwise you will have the whole nation mad at you.

http://www.civfanatics.net/uploads7/Lk68_1350AD.zip
 
Signed up:
LKendter (currently playing)
hotrod0823 (on deck)
Grimjack
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.
 
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