LK71 - More AWE

We will have to disagree on this one. The NOW format always extended the game past Cav into Tanks and Modern Armour. Most AWE games end during the age of Cav most around infantry. If you want to fight tanks while we have rifles and Cav and struggle to get infantry then so be it. It is your game and I will follow your desires.

I don't think the lack of contact will last much longer anyway, the only thing we will have done is allowed the AIs to build up more troops and get farther ahead of us on tech.
 
(0) 50AD
Switch Klagenfurt to a Barracks as there's a forest being chopped next to it (walls would waste shields here). Everything else left as is.

IBT
The Iroquois move three archers towards Landeck.

(1) 70AD
I'm going to let the three Iroquois archers come a little closer so that I can throw some rocks at them with our catapults.

IBT
One of the Iroquois archers wanders into our territory. A couple of Mayan Javalin Throwers wander out of Copan, but don't attack.

(2) 90AD
With plenty of offensive capability to the North, I start sending new horsemen South to deal with those Iroquois cities there.
I redline the Iroquois Archer and kill him with an elite Horseman.
One of the Mayan Javalin Throwers is bombarded and destroyed by a Horseman army.

IBT
The Aztecs bring out a trio of Medieval infantry.

(3) 110AD
I kill off three Iroquois archers, unfortunately leaving a horseman exposed. Thanks to a river, I cannot bring a Spearman to cover.
An Aztec Pikeman that was threatening to pillage is bombarded and killed by a Horseman army.
Wiener Neustadt is founded on Lee's red dot.
Kufstein gets an extra Spearman and a taxman is put back to work.
I bombard the three Medieval Infantry next to Wiener Neustadt. Both Horseman armies in the city lose way too many hit points taking out one Medieval Infantry each, and it's left to a lone horseman to take out the third one. He promotes to elite though.
There is one archer available to take out the other Javalin Thrower. We win.
I bombard a swordsman next to Weiz, but lose an elite Horseman trying to take him out. He's taken out by an Archer though, and we have a replacement elite.

IBT
Our exposed Horseman dies to the Iroquois archer.

(4) 130AD
Healing turn. Our troops get a much needed break. I drop science to 20% to get some cash back.

IBT
The Maya and Iroquois start Knights Templar. Four Aztec Medieval Infantry appear, but only one is next to Wiener Neustadt.

(5) 150AD
I redline the single Medieval Infantry and LOSE with an elite Horseman :mad: Rebombard and kill the Medieval Infantry with a second elite Horseman, but that one redlines.

IBT
There's trouble a-brewing. Four Javalin Throwers are headed towards Wiez. Two Iroquois archers are next to Landeck. and the Aztec troops (three Medieval Infantry and a Pikeman) continue to move forward.

(6) 170AD
Bombard and kill a lone Iroquois Archer that was getting a little to close to one of our workers.
We have contact with the Inca from a Galley that sailed through. Unable to trade though. We are now at war with a fourth civ.
Kill the two Iroquois Archers next to Landeck.
Science goes back to 30%.

IBT
There are now 8 Medieval Infantry heading towards us in two groups of four.

(7) 190AD
I move our Horseman armies to Klagenfurt to deal with the Medieval Infantry threat.
Switch scientist to entertainer at Lienz.

IBT
The Aztecs start Knights Templar. There are eight Medieval Infantry and an archer next to Wiener Neustadt.

(8) 210AD
This is one of those ugly looking turns. I score four hits with six Catapults on the Aztec Medieval Infantry. Two Armies and a lone elite Horseman dispose of five of the Medieval Infantry. We should have no problem holding the city.
Monarchy is due next turn, but I cannot reduce science. A lone scientist becomes a taxman for this turn.

IBT
An Aztec Archer and a Medieval Infantry attack Wiener Neustadt. We lose an elite Spearman. They lose their Archer.
Monarchy comes in Currency is selected. An immediate revolt is ordered.
I let all our cities riot for one turn to alleviate starvation. Then it'll be an alternate starve and riot cycle.
The Iroquois complete the Great Lighthouse.
The Inca begin Sun Tzu's and Knights Templar.

(9) 230AD
F1 tells me that we have drawn four turns of anarchy. Not bad.
I go through our rioting cities and hire specialists as necessary.
Another three Medieval Infantry are killed next to Wiener Neustadt, and the threat is removed for the time being. The third Horseman army kills the final Medieval Infantry that was in the area.
I notice that the Iroquois are sporting Longbows now.
Finally...

LK71-250AD.jpg


Wurmser goes to Kufstein and rushes the Pentagon there.

IBT
Order restored in all cities. Starvation in three of them.
Kufstein gets the Pentagon.

(10) 250AD
It's the turn of the Iroquois to attack this time. I lose one Horseman attacking two Longbows. Kill off a Warrior, Longbow and Swordsman, but misjudge the distance and leave a single redline Horseman exposed.
Switch all cities back to riot mode.
 
Wurmser goes to Kufstein and rushes the Pentagon there.

Alright, it is time to load up the 4th unit in each army. [dance]

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

I start sending new horsemen south to deal with those Iroquois cities there.

I think we need to come up with a team plan hear. I was ignoring those cities as much as possible to avoid dealing with the walls. I know the badly needed iron is the Aztec direction, and that is why I was heading north. We badly need iron to pull this one out.

We also need to find another luxury to help our suffering economy.

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

Signed up:
LKendter (vacation Aug 3 to Aug 9)
Arizona_Steve (vacation July 31 to Aug 15)
tarkeel (currently playing)
Meldor (on deck)
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.
 
I got a chance to look at the game. The Maya aren't much of a threat. Our next big objective needs to be Tula. We need to start hurting the Aztecs as they the big MDI source, and have iron. I will say it again - we need to find iron.
 
One more thought -
We no longer have the despotism penalty. Vienna or a nearby city should be able to become a settler factory now. We need to keep the expansion toward the Aztecs moving along. Every city north has to get us closer to another luxury or resouce.
 
Yet another thought-

The next army should be a spearman army. We need to start a pillaging campaign down south. The knowledge we have of the current map is too weak.

An elite MDI = 5*4 for 20, while a spearman army = 16*2 for 32. I hope that it will be strong enough to be ignored for a while.

I agree with Meldor on the need to slow down the tech pace even though I don't want contact with the Zulu. I prefer a pillaging campaign that kills the AI production, along with access to resources. Look back to the Mayan game and what the pillaging did to cripple Rome. We need to cripple some of the current civs.
 
(0) 250 AD
3 turns left of Anarchy. All cities set to riot this turn.
Move a Spear from Krems to cover horse at Salzburg

IBT:
Iroquois are pushing forward at Salzburg. 2 swords impale at the spear, promoting it.
Lots of Mayans near Weinz

(1) 260 AD
Set cities to starve.
Found Eisenstadt
Try to bombard they maya, but fail all 4 times. Joy.
Kill the Aztec raid at Wiener Neustadt

(2) 270 AD
Set cities to riot
Attack Tula with 2 armies, burning it. Get no slaves :(
Destroy Maya and Iroquois raid at Salzburg

IBT:
Iroquois keep pouring in at Salzburg

(3) 280 AD
We are now a monarchy. Unit costs are at 53 gpt!
Set lux to 20%, and research to 0% for +5gpt. I hope this is just rioting..

IBT:
Iroquois retreat?
Horse in forest defeats counterattacking jav.

(4) 290 AD
Nope, our economy is shot. We can alternate every second turn +/-5 GPT at 0/10% research. FP due in 4. We need more and bigger cities, but we don't have room..
Order a settler from Salzburg, we can settle where Tula was.

IBT:
Iroquois SoD heads to Weiz
Iroquois start Leo

(5) 300 AD
Salzburg: Settler->Horse
Krems: Horse->Horse
Lienz: Horse->Horse
Gmuend: Cat->Cat
We are at -1gpt with max tax...
Advance horse armies on Copan


(6) 310 AD
Innsbruck: Horse->Horse
Kufstein: Cat->Cat
We have some growth, and is back at +7gpt.
Copan is defended by pike :(
Army kills the pike, revealing Jav under it. Last army captures the city. It has hanging gardens! It has 8 resisters, and is under cultural pressure in 2 tiles.
Cut the Iroquois SoD down to size, but no leader there yet.

IBT:
Iroquois LB kills defending spear in Weiz!
Inca Knight (!) approaches Copan
Aztec MDI blitzes elite spear covering 2 workers and wins :(

(7) 320 AD
Bruck: Horse->horse
Villach: Spear->Spear
Elite Archer gets us a leader in Weiz! Mack forms a spear army
Move troops from Eisenerz to cover Eisenstadt

IBT:
Maya start Knights Templar

(8) 330 AD
Wiener Neustadt: Walls->Barracks
Graz: Forbidden Palace -> Horse
Landeck: Horse->Horse
Sci to 20%.

IBT:
Copan survies the counterattack

(9) 340 AD
Kufstein: Cat->Cat
I notice a yellow dinky on the western coast, it has probably been sailing there for a turn or two :( Call up Shaka, he is in the MA and is missing Horses. Declare on him.

(10) 350 AD
Salzburg: Horse->Horse
Gmuend: Cat->Cat

Notes:
The northern front is hairy, and we are spread pretty thin
The armies in Copan are unused this turn
Copan may not be defensible
Maya and Inca have RoP
 
Nope, our economy is shot. We can alternate every second turn +/-5 GPT at 0/10% research.

Graz: Forbidden Palace -> Horse
Sci to 20%.
Thank you for the FP.

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

Signed up:
LKendter (on deck) (vacation Aug 3 to Aug 9)
Arizona_Steve (vacation July 31 to Aug 15)
tarkeel
Meldor (currently playing)
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.
 
I just finished FP, so don't thank me :)

I really hope we can manage to hang on to Copan, but it might get very hard. Hanging Gardens allows us 10% lower lux though.

I repeat again, since this is important: Inca and Maya have RoP, so you might be attacked by Incan knights charging from inside Mayan territory.
 
@tarkeel - I got a chance to look at the game an notice you had science @10% with +15 / turn. We can support 20% right now.

I can't stress this enough - if we lose it will be due to research. We MUST research at max at all times even running a small deficit if we have enough of a cash reserve.
 
Hmm, that must have been from mucking about with sliders on the last turn. I'm pretty sure I was running 20% in the earlier turns (when it could be supported).
 
350 AD (0)
Don't see anything to change for now.
(I) We have a horse army almost killed by a warrior and two bows. We then get lucky as a cat covered by a spear is attacked by a knight and an MDI and wins both. A horse on the coast is then attacked by a hurt MDi and wins and promotes.

360 AD (1)
Bombard Pike at Landeck and elite horse takes it out. Elite archer takes out MDI at Eisenstadt. An elite horse clears out the knight and the cats move into Copan in time to redline an MDI that one of our armies take out. Send the unhurt army to the northwest to check on things. I find the iron source (or one of them and it is unhooked att. We should probably keep it that way. I change Innsbruck to a settler so we can build up to get that iron, if it doesn't move in the mean time.
(I)A quite IT.

370 BC AD (2)
Kill off spear near Wiener Neustadt and a sword and longbow at Copan. The smaller army ventures out to disconnect the iron and snags a couple of workers in the process. They might make it back. It seems that there is also incense at that same city.
(I) A couple of knights appear near Copan. Aztec MDI chase their workers. The Iroqouis finish Knights Templar in Niagra Falls. The Inca swap to Leo's.

380 AD (3)
Kill a longbow at Landeck. I have to disband the workers as they won't be able to outrun the 6 MDI chasing them. Pillage the iron and hurry back rowards Copan. Trying to get some more cats to Copan.
(I) The knights go after the cats. The first dies but the second takes out the spear. Guess it was good there was a horse there as well. The 5 Aztec MDI turn back. I suspect they are headed for Wiener or Eisenstadt. We get currancy and start on Philosophy, due in 4. The Zulu start Sistine's and Leo's. The Aztecs start Leo's.

390 AD (4)
Lose a horse killing off the knight but the second horse gives us another leader. Get the three cats into Copan. I start to move troops to support the two western cities. The big army scouts the iron and finds no workers.
(I) More knights coming. More troops step up at Copan. We get the Heroic Epic.

I pause the game at this point as I would like to get some input on what we want to do with the leader. I would like to make another army, but I would rather not fill it. We are close to both Pikes (if we can get iron) or knights. Or we can make another horse army for defense or another spear army to pillage (but how long does it last?).
 
If the current spear army hasn't been attacked, then it is probably safe untill cavs, atleast as long as it has 4 spears and is at full health. We really need to pillage, so I think I'd go for another pillage army.
 
I pause the game at this point as I would like to get some input on what we want to do with the leader.
My gut feeling says empty army with nearby nearby horses to fill in an emergency.

If we hit the point we can't build armies we can disband an ancient one for a marketplace. We need some good defense at home to deal with knights and pikes.

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

The big army scouts the iron and finds no workers.
[dance] We finally find the critical iron. I would like some 3 attack units, and the potential for knights / MDI.
 
More thoughts, by LKendter (tm)

Once we hit the middle ages I think we should ignore the top of the science tree.

My first goal is pikes / MDI. My second goal is knights, and that will cover theology for churches and happy help. After that we should beeline to cavalry. We are behind in the tech race, but I still have a good shot for cavalry at the same time, if not first. We will get a GA at that point provided we have saltpeter.

Our short-term goal is to find more hills / mountains for saltpeter. We also need more luxuries. Above all we need to keep expanding. The last WM game proved how powerful specialist are. I would love to get to the point of specialist cities in the game. After all, starving Copan is giving us a big boast with multiple scientists. The Mayan are such duds I wonder if we should risk capturing more cities?


I will stick with my leader plan of empty army for now. If we are close to connecting the iron we could go for a swordsman army to give us strong attacker for homeland defense and dealing with knights / pikes.


If the leader is close to the front I would run him back to a further town before making the army. Empty armies are really slow, and I don't want an army trapped in Copan
 
Thoughts on thoughts.

First, I agree with the empty army, however with at least 5 MDI headed for the second line cities behind Copan, the emergency might come sooner than later.

The borders around the city that has both the iron and the incense has small population and no border expansion. With another army, it may be possible to both take that city and hold it, as well as Copan.

The Mayan capital has furs, however our borders are extremely wide. If the AI should shift the attack point we would be hurting (especially if there was more than one attack point).

It is starting to look like we can move up the right hand side. All of the units coming from the eastern AI's are coming from the same direction. It appears that there might be a choke point some where that we could split the AI's in two. If this is true and we can split the AI in half, it would be a HUGE boon to us. Setting up to hold two or three civs at bay while we take out the other two would be a great help. I am starting to move to try and take the eastern cities and hopefully push up to the the choke point and hold. Unfortunately, it will be painful at this point with horses vs. pikes.
 
I am hearing one of the key things we need - Incense and furs. This will let our cities grow larger without getting killed on luxury tax. We need to be able to maintain a higher research rate. Knocking the Mayan capital out has another appeal that it is also takes a luxury away from the AI. I will be very happy to have the AI hire more clowns and / or raise its luxury rate.

That will slow down AI research and help us even out the playing field.


One the subject of where to attack next, I didn't study the map that hard outside of realizing that Copan tough to hold. However, the extra happy face from the Hanging Gardens is critical to us.


If we are forced to build another horse army it still will help with units cost as 4 horseman in an army cost $1. This is the same reason I wanted the Pentagon to fill the existing armies up - not just better fire power, but two more "free" horses.
 
400 AD (5)
Unfortunately, we can do nothing with the leader for now. We can't build any more armies! Hopefully with the setttler just built and the next on coming we can change that. The army scouts and finds two more workers attempting to hook up the iron, we capture them. Maybe these two will come home. If not, they may provide us a respite from the Zulu MDI. Bomb a pike at Eisenstadt and don't attack, I don't want to lose a unit to those MDI, we might need them later. I pillage the furs outside the Mayan capital.
(I) I bunch of units show up at Copan. Knights, MDI, Pikes, Longbow, etc.

410 AD (6)
The horses that were set to raze the city of Awkansasne last turn when it had pikes in it are shocked to learn they face muskets instead. We lose two horse, get one elite and raze the city. We got zero workers. I take out two longbow, 2 MDI, a pike and a spear and leave 2 longbow and 1 1hp knight at Copan. The big MDI stack hasn't arrived south of there yet. I bomb a pike in the south, but it is on a mountain and I won't attack. I am gathering forces for a settler in the northwest and in the east to replace Awk.
(I)Guess we don't have to worry about the army. I single knight takes out a fully healed 14 point army and our spear holds off a longbow. The Iroquois drop a pike/settler to replace Awk and the Zulu drop an MDI behind the lines.

420 AD (7)
It takes 2 vet horses to kill the MDI, one retreated. I form and army and start filling it with spears to protect Copan. The other spear army turns around to pillage roads back to Copan, hopefully slowing the attackers down. It looks like we will need a spear army to hold the iron as well, at least until we can get knights and pikes. I take out a longbow with and arriving horse but have the leave the knight that killed the army alone. The other two armies must heal.
(I)A big stack of Zulu MDI show up at Copan, arrival next turn. A big stack of Aztec MDI are headed for Eisenstadt. We get Philosophy and start Map Making.

430 AD (8)
I am moving more troops towards Copan. I kill the Iroquois pike and capture the settler. Waiting for the other shoe.
(I) A stack of five MDI and a bow from the Zulu arrive at Copan. 5 Aztec MDI stop at Weiner. Warning: The Zulu have Impi running around. I lost an exposed cat I thought was safe.

440 AD (9)
I take out the Zulu stack but leave an Iroquios MDI in the woods at Copan. At Weiner, I manage to take out all but two of the MDI, but it cost us a horse. The two remaining are hurt. We do have one exposed horse.
(I)Units now bypass Copan thanks to the spear army. Weiner looks to be the target.

450 AD (10)
I kill one more MDI at Weiner, but can't get the other. A bunch of units are healing. I bombard at Copan, but don't attack. The spear army has pillaged its way back to lead some units and a settler to go claim iron. I found a city in the east. We could put another on the hill outside of Tyendenaga and then raze the city.

Good luck!

http://www.civfanatics.net/uploads8/LK71-450AD.zip
 
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