LK71 - More AWE

(0) 1750 BC
Cities are looking good, and no "friends" yet. That'll probably change during my turns though.

(1) 1725 BC
Warrior spots a dark blue border just north of us. Probably Germany or Maya, atleast Maya makes workers we can capture.

(3) 1675 BC
Could turn research up to 100% for alpha in 1, but then Vienna would riot. Turn it down to 50 instead, with lux at 10.

(4) 1650 BC
Innsbruck: Spear->Spear

(5) 1625 BC
Alpha comes in, start Math at 80, due in 13. Lux back to 0.
Vienna: Settler->Spear

(6) 1600 BC
Salzburg: Spear->Settler

(7) 1575 BC
Lux to 10 and Research to 60, due in 11 at -1gpt

(8) 1550 BC
Graz: Barracks->Spear
Found Krems at red spot: Barracks
Warrior spots dark green borders in the north.

(9) 1525 BC
Vienna: Spear->Spear
Innsbruck: Spear->Spear

(10)
I didn't move the northern scout, so you can make contact with the (probably) Aztecs next turn. Also have a spear near the German/Maya border to make contact.
LK71-1500BC.jpg


>>> Save <<<

We should maybe plot down a city on that hill just north of our borders, for a central killing field.
 
I didn't move the northern scout, so you can make contact with the (probably) Aztecs next turn. Also have a spear near the German/Maya border to make contact.

We are breaking the number one rule of AW. Delay contact as long as possible. The longer you can avoid contact the stronger you are to deal with the AI civs.

Trying to deal with two GA fueled AI will be a major problem.

Please withdraw that scout ASAP.
There was a reason I avoid any scouting to the north. I had a feeling at least one AI civ was close by. We should have stopped exploring the second we were aware of the Maya. It is the Maya as I remember that all 5 civs have Ancient Age UU.

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

Signed up:
LKendter
Arizona_Steve
tarkeel
Meldor (currently playing)
hotrod0823 (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.
 
1500 BC (0)
I move the warrior back towards home and I move the spear off of the moutain. We want to be kept in the dark and we don't want to see it coming yet. After war is declared then we can worry about seeing them coming. I do disagree on one thing, archers aren't so dead end and they are more useful thatn cats at this point. They provide the same hit before a defense, but they can also attack units as well. Getting archers in every city before math is a good thing.
(I)Nothing to report.

1575 BC (1)
Nothing so far, warrior is managing to sneak past the city without being seen.
(I)Nada.

1450 BC (2)
Warrior heads along coast to avoid Mayan city and clear up mystery darkness. Hire taxman to allow settler to finish without riot.
(I) Vienna spear-archer. Saltzaburg settler-spear, Innsbruck spear->settler.

1425 BC (3)
Start settler of to the east.
(I)Nada

1400 BC (4)
Warrior discovers spices on the coast. If the settler weren't so far away I would send him back that way. As it is, we should probably send the next one that way (with heavy excort).
(I) Graz Spear->Spear

1375 BC (5)
Move new settler to the front.
(I)Nada.

1350 BC (6)
Nothing much, warrior still enjoying his shore vacation. No blue units on the outskirts.
(I) We get math and start on HBR at 60% due in 7, +2gpt. Vienna archer->spear.

1325 BC (7)
Since Salzburg was built one farther north, I do the same with Landeck. It starts on a rax.
(I) Salzburg spear->settler (This one can get us the horses).

1300 BC (8)
Warrior is now at location of spice city. He will stop there.
(I) Innsbruck settler->spear.

1275 BC (9)
Settler,/spear/archer set out to met the warrior. Not only will this city bring in spices, but it will have cows and fish.
(I) Vienna Spear->Cat, Graz Spear->Spear (not the right shields for cat). Krems Rax->cat. The blue border expands.

1250 BC (10)
The settler is moving with escort. I have checked the diplo screen every turn and no connact yet. If we can get a few cats in and get the horses hooked up before the pain starts, so much the better.

HBR in 3 and we have 45g to make trades with on contact.

I suggest a revised dot map as the last one is out of date.

http://www.civfanatics.net/uploads7/LK71-1250BC.zip
 
1400 BC (4)
Warrior discovers spices on the coast.

Well it is about time. I couldn't believe how empty the luxury bin was.


I do disagree on one thing, archers aren't so dead end and they are more useful that cats at this point. They provide the same hit before a defense, but they can also attack units as well. Getting archers in every city before math is a good thing.

I think I am looking at a different perspective. I am concerned about loss ratios. The best help for favorable loss ratios are catapults. They also help with leader fishing to weaken the units for elite kills.


I suggest a revised dot map as the last one is out of date.
I agree we need another. However, I am not up to doing another at this time after watching my second effort get ignored.


Signed up:
LKendter (on deck)
Arizona_Steve
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 agree we need another. However, I am not up to doing another at this time after watching my second effort get ignored.

Not sure why you think that Lee but I will take your word for it. I see it and will not be able to start tonight but will play tomorrow. If someone would like to get a dot map by all mean do it tomorrow before I play.

Hotrod
 
I don't think it was ignored. Since the first city on this side was built one north, I built the second one, one up as well so as to give less overlap with the blue city. I think the rest of it is OK, maybe an square shift here or there.
 
I'll have a look at putting together a dotmap later today. I have a sneaking suspicion that I managed to use the old dotmap when founding that city...
 
Here's a proposed dotmap:
LK71-1250DotMap1.JPG


Purple and red should be our next to cities.
Pink and black are very tentative, and lack 1 turn move to them, and should maybe be moved 1 square SW.
The 4 southern dots are a bit cramped, but yellow and blue will allow us to get horses without cultural buildings. Green might need a small move to allow 1 turn move.
 
Is black dot next to the Mayan border? If so, we should that is an avoid spot until war starts.

Yellow is critical to get horses inside our borders and should be a high prioirty city.

I will try to comment more in a couple of hours.
 
Yes, black is next to their border, and as such should only be settled when war starts. When it does start however, there is a high chance of that being the AI's target (I think)

Neither blue nor yellow will get horses without border expansion, but together they will.
 
I'd move purple dot one tile to the South. It's not going to be a city under pressure (so less need for three-tile distance for reinforcements), it will bring in an additional hill, and it will have less overlap with Innsbruck.
 
The far north pink dot is next to a volcano. It must be moved. Please move it one SW. This will put it 3 from red dot, and make it hard for the AI to reach our spices. We will have to road both sides of the river to get the 3 movement points between cities. This may also delay the Maya becoming aware of us.

White dot will be a junk city, but the spot is wide enough for the AI to settle. I would prefer not having a surprise behind our lines.

Purple dot is hard to card. Moving it one south avoid overlap, but wasting a bonus grassland. I don't think the borders with Innsbruck will merge right with one south and leave the cow unused. More growth in a first ring city is a good thing.

I would hold off any decision on black dot until war with the Maya. We still have plenty to settle for the moment even with 2 cities that can sneak in an occasional settler.

Looking at the map carefully we may be seeing 2 Mayan cities.
 
Conquests crashed on me last night and I still have to complete 5CCR first. If you are itching to go Lee we can swap or I will play my turns tomorrow night.

Post your intentions to avoid any confusion.

Hotrod
 
I can't play until tonight. I will wait...
 
LK71

1250BC (0): Need to up lux to 20% to avoid riots in Veinna. For 2 turns only I choose shields over food in Vienna. We are at size 5 can get cats in 2 turns vs. 3.

1225BC (1): Move settler/spear/archer into position for red dot. HBR is due in 2 turns.

1200BC (2): Vienna builds a cat, decide to build another. Red Dot town of Leinz is founded. Starts a cat. A spear waits outside of salzburg for a new settler to head to our horses town, Yellow Dot, due next turn. Research down to 50%.

1175 BC (3): HBR comes in and now we have a few options. Get Pottery on the cheap now (4 turns), Push for Lit and the GL now. Or push for Monarchy now via CB, Poly etc. I think the best bet is the Writing/Philo/Lit path. Writing is due in 12 turns. Salzburg builds a settler starts another. Still now contacts :D.

1150 BC (4): Vienna continues the cat parade. Can't find a good reason not to continue with the cats. Innsbruck builds a spear starts a settler. Another town kicking out a settler while we have the time isn't a bad thing. Graz builds a spear starts an archer. Decide to rethink Vienna and swap to a settler and MM to go 4/4. Move a few units around.

1125 BC (5): Yellow dot, horse town is now in position. Already have a road to the town site and soon the horses.

1100 BC (6): Found Kufstein at Yellow. No horses yet but next town, Blue, Will get it on our boarders. Starts a worker.

1075 BC (7): We get the FP Notice. Krems builds a cat starts an archer.

1050 BC (8): Vienna builds a settler starts a spear. Graz builds an archer starts a spear. Settler is heading toward blue dot.

1025 BC (9): More Moves toward blue dot. Up research, writing is due in 3.

1000 BC (10): Salzburg builds a settler starts a worker at 4/4. We need to keep up with all the new towns. Sending settler toward the Purple dot, first ring city. Change Kufstein to a barracks. Writing in 2 runnin -5gpt.

I can't believe we don't have any contact yet.
 
I can't believe we don't have any contact yet.
Considering how close two of them are I am surprised myself.

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

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.
 
Note: I will be on vacation from Aug 3 to Aug 9. I will have net access, but will not have any time to play games.
 
Along the same lines I will be away from Friday July 16th - Saturday July 24th. Please skip me next week.

Hotrod
 
1050 BC
I switch Graz to palace. This is a pre-build for the Great Library.
I switch Krems to forbidden palace. You can never build that to early.


975 BC
WAR begins. Our troops heading toward the northern pink dot officially meet the Maya. A good thing the horses are coming on-line.

They Maya have no resources at this time. They do have furs for a luxury. They are ahead by pottery and burial, but no trades are possible. We only have one more city them him at the moment.
(IT) It completely hits the fan as an Aztec galley appears.


950 BC
We are WAY behind the Aztecs in tech, and no deal is possible. The have iron, but not horses. They have wines and spices for luxuries.

I declare the mandatory war. Two GA fuels civs together is going to make the next few rounds very difficult.

Bisch... is formed. This is the blue dot city for horses.

We still desperately need the FP, but I cancel the build for now. We are going to need troops NOW.
(IT) We have our first elite unit. It is a badly injured warrior that beat off two attacking regulars.


875 BC
The Aztecs are nice enough to move a settler pair by our offensive stack. Our catapult hits, and our archer does it job. We have our first free workers. :D
Eisenerz is formed as an extremely aggressive city at the northern pick dot. We will need to raze those AI cities shortly. However, we need those spices NOW.

Our military advisor considers us average vs. the Aztecs, and STRONG vs. the Maya!


825 BC
It is revenge of the PRNG as a vet archer can't even dent a warrior. The next archer barely wins, but it goes elite.


775 BC
We kill our first JT. We avoid the Maya GA for the moment.


750 BC
We kill one spear in Qui..., but our archer fails against the other. That city must die ASAP to help out Eisenerz.

We get our first elite win, but haven't gotten that magic leader yet. ;)


Summary:
NO Aztecs units outside of the settler pair.

I have to spears exploring to give us a little bit better lay of the Maya lands. Don't take them too far.


Signed up:
LKendter
Arizona_Steve (currently playing)
tarkeel (on deck)
Meldor
hotrod0823 (vacation July 16 to July 24)

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/LK71-750BC.zip


This is the current front. We will want to control that small area between the sea and lake as a good northern choke point.
LAK-434.jpg
 
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