LK71 - More AWE

Hotrod, I played before I saw your post, but I think you will be pleased.

1400 AD (0)
Things are looking a lot better defensively. I kill the Incan Cav and Aztec MDI that were dropped off behind the lines. Load a 4 Hussar in the army.
(I) Only 3 units move into our lands. We get Mag and start on Steam.

1405 AD (1)
Kill off the musket and 2 bows. Move settler in place. Move 2 Hussar armies to Mayan capital
(I)We lose a Hussar to a Cav, don't know why the musket didn't defend on top.

1410 BC AD (2)
We kill the offending cav. The first army takes out 2 muskets and a pike and Chichen Itza is no more. We get 3 g and 3 workers. The army then kills a longbow. The knight army takes out a Crusader and an MGI and then the other Hussar army take out 2 bows and a Cav. We need settlers badly. I can get one next turn and the turn after that, but then there will be a drought.
(I)We lose a musket to a Cav at New Krems.

1415 AD (3)
Kill a rifle and two Cav at New Krems, but we lose an elite Hussar. Armies advance on Swazi. This will prevent Zulu units from doing an end around and it has jungle around it. I suspect it has some hidden resource or the Zulu wouldn't have gone out of the way to settler there so quickly.
(I) We lose yet another musket at New Krems. No less than 5 Zulu Cavs appear headed for Weiner Neustadt. This city has been a hot button for them all game. What major resource is there?

1420 AD (4)
Kill off a Cav and bow at New Krems. Finally at Maribor I get a leader taking out 2 Zulu Cav. Wurmser heads back as we can't build a new army just yet.
(I) Three Incan rifles and a Cav enter the woods outside of New Krems. The Zulu Cav scatter and two attack Ljub and kill a musket. The rest surround Maribor. The Aztecs advance a mini-sod.

1425 AD (5)
Knight army attacks Aztec city and razes it. That clears any culture pressure for the last city on that side and in 2 turns the civs will be cut in half. I let the rifles at New Krems alone as our bombard units did nothing. Since we have a leader, I fish for more elites. I get one killing the two Cav at Ljub. Kill to more Cav and 2 MDI at Maribor.
(I) We lose a musket and hussar to counters. The Incans get style points for attacking muskets with rifles, but lose all three. The cav then tries to kill a musket over a worker and dies as well. The Mayans found what will be a short lived replacement city for their former capital.

1430 AD (6)
Clean up a Zulu Cav and 2 bow and 1 MDI from the Aztecs. No units from the other side in sight.
(I) We lose two of the three muskets escourting our settler.

1435 AD (7)
Knight army moves to help cover the settler and heal. Take out 3 Zulu Cav. Maribor army advances into Aztec territory.
(I) Lots of troops move in. They lose a Cav, we lose a musket.

1440 AD (8)
The city of Cut-off Junction is formed and so is FursNow. We get yet another Hussar army which heads for Aztec territory. Clean up a Zulu Cav. Three muskets die at Malinalco but the city holds. I don't think it will make it next turn with two Hussar armies assualting it. Kill two rifles and a bow near New Krems. The Mayans don't do as well as the Aztecs one Hussar army kills a musket and pike in their new city and razes it. It then goes on to kill a bow and Crusader. The other Hussar army advances on Palenique. In doing so, it shows a really small, two city choke point. Exploration will have to go north to see if it is really good news or not.
(I) We lose nothing for a change.

1445 AD (9)
The Mayans lose their capital again and Palenique gaining us 4 workers. The other Hussar army on that side advances on the next Mayan city, but can only kill the musket on top. The Aztec city of Mainalco loses a musket and drafted rifle as we raze Cop's. Kill off 4 Zulu Cavs. Where are they getting them all??
(I) Two Zulu cavs attack Cut-off and retreat. One attacks our muskets on the furs and dies. We get a Cav and MDI landed at Maribor. Lots of troops move in.

1450 AD (10)
The city of Lagartero is razed along with the Statue of Zeus. We get 1g and 4 workers. The city of Atzcapotzalco is razed. We get 8g and 2 workers. Unfortunately I can not protect two of the new workers. I will let them work and wish them well. Clean up 3 bows, an MDI and a Cav. There is still a bow on the hill next to New Landeck.

The Mayans and Aztecs have been demolished. Hotrod should be able to take one or both out and not break a sweat. We are due Steam in 11. There is a settler headed over to the Mayan side, pick your spot. We could use a lot more, but then defense needs to be built to protect them.

I managed to take the offensive and nail 8 or 9 cities. If we can get rid of two opponents, things will get easier.

http://www.civfanatics.net/uploads8/LK71-1450AD.zip

http://www.civfanatics.net/uploads8/lk71=1450ad.JPG
 
Only 3 units in it because we were short on hussars when it was formed. There is an elite* on the way to join it.

As for the mountain, I have no other excuse then forgetting to pillage it in the first turn. It took a trip around the area to pillage some irrigation to make those cities starve down, and I was trying to get rif of that saltpeter (too many units walking over the square, so it headed back to get horses again) so it wasn't back to the mountain before now.

Very nice :hammer: there meldor, I knew the Mayan front would crumble :)
 
I managed to take the offensive and nail 8 or 9 cities.
Well that desevers a :hammer: :hammer: :hammer:

I certainly won't argue with the new workers. :D

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The big question - will we have coal? I can't believe we still need 11 turns for steam! Our research ability sucks again. Sounds like we need a few more libraries / universities.

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Signed up:
LKendter (on deck)
Arizona_Steve (vacation July 31 to Aug 15)
tarkeel
Meldor
hotrod0823 (currently playing)

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.
 
I don't think anyone else has steam yet. I didn't check the diplo screens, as I don't do that in my own AW games, so I forget to do it here. I had the choice of going for rifles at 8 or steam at 25. I got it down a couple of turns by shifting the specialists.

As for coal, my guess is, just like the rest of the resources, we will have to go get some. Why not! Except for horses, we have had to fight for the rest.

Lee, did you check out the neck down of the screen shot? You might want to redo the dot map or extend the old one.
 
Meldor said:
I don't think anyone else has steam yet. I didn't check the diplo screens, as I don't do that in my own AW games, so I forget to do it here. I had the choice of going for rifles at 8 or steam at 25. I got it down a couple of turns by shifting the specialists.

There is no question we are researching steam at first. The only thing that can explain the difference between steam and rifles is 3rd or 4th prices for rifles.
This means the GA got us back close to tech parity. :D


Meldor said:
Lee, did you check out the neck down of the screen shot? You might want to redo the dot map or extend the old one.

We are growing so fast I will have to make an extended dot map tonight. What is crazy is that we need several more cities fast. You hammered everything near the border, so our supply lines are now getting long.

Looking at the map the decision of whom next is easy - Aztecs and Zulu must die. I see a very narrow front to defend against the Inca and Iroquois.
 
I was building settlers out of Pecs, even rushed one (but don't tell Lee). If we are going to abandon the city we should get the population down before doing so.
 
We have 26% land, and 41% population.
We are going to have to make a lot of settlers, but those numbers are improving rapidly.

With having 3 luxuries we want to start getting marketplaces in our productive cities for the extra happy face.

We have pretty much caught up to the AIs.

Hotrod, I notice 2 fortified workers in Cut-Off Junction. Can you please wake them up and put them to work.


The below are the next few cities to build.

The red line is the stop point. This is an excellent, narrow front to hold the Maya and Iroquois off. We want to switch to mostly a defensive mode on that side of the map.

LAK-461.jpg



The other side of the world.
LAK-462.jpg
 
The workers in Cut-Off were there so they didn't get nailed by the Zulu Cav before they could get back from the razed cities.

I would suggest that one of the Hussar armies make for the Zulu horses and stop all those Cav.
 
Im slow out of the box. Not much other than a kill off a few Inca units, find the Mayan Ivory in the North and rounding up units to move on the Aztecs. Will have full turns completed tomorrow.

Hotrod
 
1450 AD (0): My how we've grown. Well not really huge but we have a lot of elbow room and those luxuries I had my eye on. We need settlers to "fill in" the blanks. Have 2 wounded Hussar armies that are standing guard over 4 workers/slaves each. They need some rest anyway. Leader fishing but fail against a inca longbow. A wee bit of MM and I get Steam down to 9 turns with -2 gpt.

1455 AD (1):Some minor annoyances but nothing worth reporting :D. Complete a few more units. Innsbruck builds a university and starts a palace. Realize it may be a bit premature but we have 77 turns to get to ToE. General unit cleanup. Had to bring reinforcements to deal with 3 rifles near New Vienna. Take out a few inca longbows clearing the way to move the settler to the Eastern White Dot. Hussar production continues but we need to start picking up some univerisities.

1460 AD (2): Various counters. Lost 2 muskets and a small stack of 3 cats :(. A wounded Hussar and 2 slaves :p. Salzburg buidls a bank starts on Hussar. Wiener Neustadt builds a cath starts on library. Krems builds a musket starts a library. Tenochtitlan the Aztec Capital is razed to the ground for 13 gold and 3 workers. Sending our knight army to attack the final Mayan City of Calakmul. Kill the pike on top to spot a musket that holds up to our Army. Move a Hussar army in the area taking 4 new Mayan slaves and will take the city out next turn. Best I can due is steam in 7 with +2 gpt. 50% is too much of a deficit at -44gpt.

1465 AD (3): :wallbash: Haven't seen any Zulu cavs and out of the blue come 5. Lost 2 muskets protecting a stack of 3 workers. Lost another musket in the area. Calakmul falls and the Maya ar e no more. Or sooo... I thought. They must have a settler floating around. Get a leader and send him home. Will get another settler out of pec then rush a Military Acedemy in a more productive town. xochicalco is razed. The other Hussar army is sent to rest/cover Incence hill in the wake of all the zulu cav sitings. Found the Town of New Lienz on the White Dot.

1470 AD (4): General cleanup. Retreat the forward Hussar army to rest before continueing. Take out the remaining Inca units in the East. Moving on the next Aztec town of Tlacopan. up research to 50% for 1 or maybe 2 turns to get Steam in 4 turn but a heavy -42 gpt.

1475 AD (5): :wallbash: Lose a partially wounded Spear Army in the East to a cav attack. Good and bad. Good because I can replace it and bad because... Well maybe not too bad. Lienz builds a library starts a bank. Kufstein a musket starts a library. Eisenerz a market starts a library. Gmued a library starts a Hussar. Eisenstat a market starts a Library. Made a new Hussar army and my first elite battle the Leader is replaces :D. Tlacopan is Razed. Build an ivory colony for the Short term until we get settler up to the North. This allows me to drop lux to 0% and get Steam in 3 with -7gpt.

1480 AD (8): Sending the wounded armies to the baracks town to rest. We have 4 armies that need a few turns before they can press on. Take the only "healthy" army and hit the Zulu town of Texcoco and it is razed giving us 20 gold. Steam in 2 turns with +1 gpt.

1485 AD (9): General unit cleanup/wounding. Knight army takes the Aztec town of Tlatelolco and the aztecs will be gone next turn.

1490 AD (10): Steam comes in and we have NO coal. Start on Industrialization but will leave it up to discussion wether we want to persue research or not. We Lose the HG effect but have no riots. There is a lone coal outside of CutoffJunction. Requires a cultural expansion, a colony or another town to bring it into our control. Calixtlahuaca has been destroyed and the Aztecs are history. Well twice in 1 game, they too must have a settler out roaming. It also just so happens that we the knight army with 2 aztecs slaves are sitting on a second source of coal that can be colonized next turn. Use our fresh armies to take out a lot of Inca and Iroquios rifles and longbows.
 
Whoops didn't realize it until i posted that I can't count and skipped turns 6 and 7 completely.

Well rather than wait till tomorrow please consider this round complete and perhaps the next player will get 2 free turns :D.

Sorry for the confusion.. thats what I get for playing my 10 or rather 8 over 2 days.

Hotrod.
 
Lose a partially wounded Spear Army in the East to a cav attack.
:confused: How did we have a damaged Spear Army?

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Start on Industrialization but will leave it up to discussion wether we want to persue research or not.
I say keep researching, but will nothing done I will switch to rifles.

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Signed up:
LKendter (currently playing)
Arizona_Steve (on deck)
tarkeel
Meldor
hotrod0823

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.
 
I think at this point we would be better served by pushing for conquest rather than Domination. If it turns out that conquest would drag the game out (It turns out there is an island somewhere that we can't send Hussar armies to). Ravage and raze, only settle enough to support a couple more armies and don't slow down progress to wait for settlers to catch up.
 
meldor said:
I think at this point we would be better served by pushing for conquest rather than Domination. If it turns out that conquest would drag the game out (It turns out there is an island somewhere that we can't send Hussar armies to). Ravage and raze, only settle enough to support a couple more armies and don't slow down progress to wait for settlers to catch up.


I was already wondering if this could turn out to be conquest, and planed to look at that tonight. I was thinking the Zulu need the :hammer:
 
INVALIDATED turns due to hard drive dead. :mad:
 
Signed up:
LKendter (skipped - waiting for new hard drive)
Arizona_Steve (currently playing)
tarkeel (on deck)
Meldor
hotrod0823

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.
 
AS, please make sure to connect the coal ASAP and start building a rail-net.

Please protect the captured workers in the field - we realy need more rail building help.
 
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