LK71 - More AWE

LKendter (on deck) (vacation Aug 3 to Aug 9)
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 never realized how over-dependent AWE was on the Great Library. Based on hearing the phrase muskets and the Iroquois caravel visible we are at least behind 10 techs. We can only support a 10% science rate without a deficit. We MUST run a deficit as long as we have a cash cushion above $10. The science situation is very depressing.

Hotrod - you need to review the cities as I saw at least one ready to riot city.

Our horseman armies are offensive units - please use them to attack out of Copan. We can attack MDI with 2 vs. 2, rather then defend with 4 vs. 1. I also notice a couple of defending horseman. Again, the attack better then defend. Just make sure they can get back into the city. I would attack with the horsemen first, then the armies.

We have 2 settlers sitting in Wiener Neustadt. Do we really need to build 2 more?
Lienz should swap to horseman.

As for strategy we must work toward the blue circle area.
LAK-439.jpg


If we can't build knights, then we have no hope of winning. The addition luxury will help with trying to grow our cities and improve the science rate.
 
LKendter said:
We have 2 settlers sitting in Wiener Neustadt. Do we really need to build 2 more?
The settlers are more for crowd control and we will need them at some point. IF any city grows bigger than what it is currently, you either have to hire specialists or raise lux. We can put another city in the Southeast on the hill next to the Iroqouis city, which can then be taken out. (I would take some cats to bombard before the attack though). We can then porbably get another city north of that one.

We can build one city between the current ones and the one with the iron and spices, plus replacing that city.

That gives at least four settlers needed short term.
 
I was looking at size 7 dropping to size 5 costing use 2gpt in unit support. I think one of the reason Monarchy is killing us this game is to many cities under size 7.

We badly need the extra unit support, and that is what I was looking at. I wouldn't mind hiring a specialist if we could hire a scientist.

The sad part is our severe tech deficit may be the norm for Pangea. I been fooling around solo AWE Pangea, and I have already have the AI building the GL before I can get to Literture. This is despite the fact that first contact has been much early then this game - I already at the AI find me with 10 turns.
 
Good: Got the iron/incence site. We hit the Middle ages

Bad: Lost a horse army but built a brand new one

Ugly: Horses vs Knights - This is tough even with cats the knights are a real pain. We should have pikes soon enough but really need our UU to make a real difference.

450 AD (0): We are being swarmed at Copan. Wake 3 cats at Wien, 3 hits and take out the 1/4 MDI with the only non redlinded horse. We win but no leader. Kill a Zulu MDI outside of Copan with a vet horse. A second horse died dealing 1 HP of damage to an Iroquois MDI. 1 Horse Army takes the Zulu knight and the iroquios MDI. The second horse army kills a zulu MDI an Inca knight and a Maya Longbow. Shuffle a few units to keep Klangenfurt from rioting. Up research to get MM in 4 turns running -6gpt. Landeck is losing 5 shields to corruption with out a courthouse try to get one in now. Leave Kufsteins settler, there is no baracksa and a cat is a waste of shields. Change Lienz to a horse for reasons Lee pointed out.

460 AD (1): Innsruk builds a spear starts a horsey. Krems builds a horse starts another. Lienz builds a horse starts a market to try and help our economy. Kufstein builds a settler starts a cat. Klagenfurt a spear starts another. Same at Weiz. Zulus complete SunTzu and the others all move to sistenes or Leos. 2 very wounded armies sit in copan to recouperate. Cats damage 2 approaching Iroquios units and they are redlined for the spear army to take them out, had no safe horses to use in the area. Units are still healing in the Weiner... Sending a small horse party with cats in tow to hit Caughnawaga.

470 AD (2): Kill 2 Aztec MDI in defence and promote a spear to elite. Wiez appears to be the new hot spot. Vienna gets a temple starts a market. Salzburg builds a horse starts another. :wallbash: lose 2 elite archers to a redlined aztec spear out in the open. Building a stack to move on towards Tlaxcala.

480 AD (3): Graz buidls a horse starts a market. Gmuend a cat a starts a horse. Villach a spear starts another. Bomb then kill a longbow outside of Caughnawaga and get a leader. Kill 2 more longbow and get 2 more elites. Kill off a stack of zulu MDI on the way to Tlaxcala but it takes the help of both horse armies. Cleanup a few units around Copan. Map Making comes in next turn.

490 AD (4): Lose 3 Horsemen to various knights and longbows had a few retreats. MM comes in and we start on construction. Bruck builds a horse starts a duct. Eisentadt is in trouble with 2 MDI and a longbow approaching. The cats and horses in the area did very little damage. Sending reinforcements. Retreating from the Iroquois town after the Inca knights showed up. Change a few building back to horsemen.

500 AD (5): Ugly, 2 knights come out attack Weiner, Send a horse army to clean them up. Move a Stack into Aztec territory. Incas land another knight in our lands and it takes 2 horses but he is dispatched. Copan is holding its own but I don't know for how long. Zulus keep sending knights.

510 AD (6): Copan holds vs 2 knight attacks. Lose 2 vet spears to MDI attacks at Eisentadt. Tlaxcala is razed and we replace it next turn hopefully pulling in the incence.

520 AD (7): More inca knights are coming our way. Form the town of Budpest and starts walls. Try but fail with 2 elites to take a wounded Iroquois spear. Will try and fill in the gap with the other settler in Wiener.

530 AD (8): The knights are swarming. Lose a stack of 2 horses and an archer to 2 knights that came out of the fog. A lone knights is at Eisentadt and another sits outside of Weiz. Construction next turn.

540 AD (9): Construction comes in starts on Feudalism. Due in 10 turns. Kill 3 Inca knights and a Zulu knight but more remain outside of Copan and inbetween Wiener and Bupapest.

550 AD (10): A lone longbow takes out a horsey 11/15 horsey army :eek: A new army is created with 2 units ready to load in next turn. Sitting in Vienna. Kill various units around Wiez and Weiner. And kill a knight outside Copan. Feudalism is due in 7 running -7gpt with 34 in the bank.
 
A lone longbow takes out a horsey 11/15 horsey army
I am not sure why the surpise. It has been quite clear that the AI will attack defense 1 armies with attack 4 units. Now if you mean on the attack, then...

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

LKendter (currently playing) (vacation Aug 3 to Aug 9)
Arizona_Steve (on deck) (vacation July 31 to Aug 15)
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.
 
Not so much that they attacked just that it took it down so easily. I had to bring the army out to take on the multiple knights in the area so I realized it could be a target and it was. :(

BTW we have the incence but need to destroy a new Aztec city and secure the road to the area. We have a settler in the area just for that reason but the high level of knight activity and MDI from the Aztecs has made that difficult. An expansion at Copan would help matters but didn't want to use the cash to rush it.
 
550 AD (Pre-turn)
I make a couple of minor build changes. Eisenstadt and Villach around 50% corrupt so I swap to courthouse.

We are still severely hurting for luxuries and resources. Budapest brings that closer, but was a premature placement of the city. It lacks any way to connect it to the empire until some gap cities are built.

I need badly to get another city to bring Budapest and Copan closer. Both of our spearman armies are being WASTED on defense. They desperately need to be pillaging to slow the AIs down.
(IT) We lose 1 horse, but kill 2 MDI on defense.


560 AD
It disgusts me to waste another army for a horse army, but I have no idea on how long until the iron will be connected. We need the help NOW.

I start to get the offensive army out of Budapest. We need the help closer to home.

I killed 1 pikemen, 2 longbows and 1 swordsman. I lost 3 horsemen.
(IT) We lose 1 spear, and kill 1 MDI on defense.
The Inca complete Leo's.


570 AD
I kill 1 longbow, and 5 knights. I lost 1 horse to an Impi. If the Zulu haven't already had there GA, they will now. I lost 2 horsemen trying to kill a demonic pikemen.
(IT) I get a lot of notices about Sistine / Copernicus being built.


580 AD
I kill 1 knight, 1 longbow, 1 spearman and 3 MDI.


590 AD
I kill 1 warrior, 2 spearmen, 1 pikeman, 1 longbow and 3 MDI. I promote 2 horses to elite status. I lost 1 horseman. While killing the warrior
LAK-442.jpg


Since we are 2 turns from the 20th city, I will keep the leader on standby.
(IT) The Mayans are back with some knights. Of course, they both show up next to the settler to form city #20 forcing me to retreat.


600 AD
There is nothing to report on.
(IT) This is interesting AI behavior. Now that we have feudalism all of the attention turns to Budapest.


610 AD
I kill 3 knights. I lost 2 horses including Lee's favorite horseman. :(
Fighting knights with horses is just too brutal.

Budapest looks like a lost cause, so I disband the two workers inside it. A 3 spearmen army has no change against 3 longbows, 2 MDI, and 3 knights. I abandon the city rather then give the AI 3 pop points.


620 AD
Pecs is formed.

I kill 1 crusader and 1 pikeman.
(IT) Now this is interesting - Malinalco finished Copernicus. The Aztec capital must be close by.
The Iroquois cascade to Magellan's. :(


630 AD
The one good thing out of Budapest dying is one of our spearman armies are finally out pillaging.
I kill a lone knight. Next turn will be "interesting".
(IT) The Inca are building Shakespeare.


640 AD
The Iroquois interest shifts south toward Landeck.

I kill 4 longbows, 3 MDI, and 3 knights. Our army is redlined to just 2 hp. I wonder what would have happened without the catapults knocking a hp off.
(IT) I watch and Iroquois and Aztec galley fight each other. [dance]
The Zulu finish Magellan.


650 AD
I kill 2 longbows and 1 MDI. I promote yet another horse.


Summary:
We can't afford another Budapest.
I had a feeling when I picked up the turn that city was a mistake. Please don't build a city that isolated again.

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

Signed up:
LKendter (vacation Aug 3 to Aug 9)
Arizona_Steve (currently playing) (vacation July 31 to Aug 15)
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.

http://www.civfanatics.net/uploads8/LK71-650AD.zip


The below is the next city target. Don't even attempt it until you have 6 to 7 spearman. That city is right in the path of the Aztec and Zulu attack forces. I would start with walls and probably disband a spear to get them in a single turn.

The key is this city starts shorting the front, and is one step closer to a defendable city chain to iron / incense. The added bonus is that we can finally build the empty army with the leader. After that more leaders can rush marketplaces in our better cities. We need to continue to improve the economy.
LAK-443.jpg
 
Can't disagree Lee but didn't see the spear army as an effective pillaging unit given the strength of the AI knights etc. Budapest was virtually ignored and I did have plans to "back fill" in the area you suggest but had too many Inca knights to contend with to move a settler out of Wiener.

The area was clear before I settled Budapest and was about to send second settler out when the inca knights arrived and the Aztecs filled in "our" spot. :(

For that matter Copan was also "ignored" when the spear army was inside. There just weren't enough spears to go around replace the army at Copan. I was building mostly horses to deal with the onslaught of knights. Like you said fighting knights with horses is not fun.
 
hotrod0823 said:
Can't disagree Lee but didn't see the spear army as an effective pillaging unit given the strength of the AI knights etc.


The magic formula seems to be attack times hp vs. defense time hp.
An elite MDI is 4 * 5 = 20.
A horse army is at beast 20 * 1 = 20.
The match is equal, so the AI will attack.

The 3 spearman army is 12 * 2 = 24.
It is now better then the elite MDI, and will be ignored unless inside a city, or the only unit on a continent.

When cavalry arrive at 6 * 5 = 30, then the spear army may get attacked. It isn't clear where the exact break point is. In the last LK AWE game a cavalry ignored a knight army (12 * 4 = 36). Do watch getting the pillaging armies damaged, as bad enough injuries will remove the "ignore" status.

Either way the spear army has already hurt the Aztecs. Incense was temporarily disconnected. A spice disconnected will happen shortly. We are also getting badly needed map information. I have 2 cities on spears every other turn to hopefully get the spear army in Copan free to move the other way and increase pillaging / map knowledge.
 
I think at this point we need to pull the spear army back to protect the forward city. I agree that pillaging is needed, but if we don't grab the iron we are going to be fighting Cav with spears and we might as well fold our tent. Since we don't have Monotheism yet, we better hit every temple around and pray we get saltpeter or this game will take a drastic turn for the worse.
 
[/lurk]

Is there a reason yellow dot isn't on the hill directly south of the iron? It would be only one move away from Copan and would put iron almost connected. It shouldn't be any harder to defend than the proposed yellow dot (and being on a hill might make it easier). To be clear, the spot I'm proposing is E, NE, NE of Lee's dot. This city is close and even gels well with Lee's proposed dot.

Of course, you are playing and I'm just riffing on the map without knowing the situation, but I have to ask/propose.

[lurk]
Arathorn
 
I have been fooling around with AWE trying to figure out what went wrong this game.

That is the price you pay when you avoid contact as long as we did. Early contact slows the tech pace.

Meldor is at least partially right. However, not for the exact reason he mentioned. What I found is that we avoided first contact for to long. However, then issue isn't slowing the AI tech pace. The issue is speeding up you own tech pace. We spent way too much time researching at 1st civ prices. I am still trying to figure everything out with how many civs and how soon.

Of course this game was totally screwed by lack of iron. I am finding attack 3 units much better for fighting knights / pikes.

I hope to have a lot more AWE Pangea answers before the next AWE game starts.
 
meldor said:
I think at this point we need to pull the spear army back to protect the forward city. I agree that pillaging is needed, but if we don't grab the iron we are going to be fighting Cav with spears and we might as well fold our tent. Since we don't have Monotheism yet, we better hit every temple around and pray we get saltpeter or this game will take a drastic turn for the worse.


A spear army in a city will get attacked and ripped to shreds by a stack of knights. From my fooling in AWE Pangea I found shear number of defenders is the key.

I was curious if my feeling on Budapest was right, and tested after submitting my turns. The AI ripped the city to shreds in alternate history testing of that turn.




I have been spending a lot of time playing AWE Pangea solo to better understand how to win. I hope to have a set of guidelines before the next game.
 
Arathorn said:
[/lurk]

Is there a reason yellow dot isn't on the hill directly south of the iron? It would be only one move away from Copan and would put iron almost connected. It shouldn't be any harder to defend than the proposed yellow dot (and being on a hill might make it easier). To be clear, the spot I'm proposing is E, NE, NE of Lee's dot. This city is close and even gels well with Lee's proposed dot.

Of course, you are playing and I'm just riffing on the map without knowing the situation, but I have to ask/propose.

[lurk]


What you haven't seen is the two cities south of yellow dot are both AI targets with the AI splitting out in both directions just south of yellow dot. I am trying to shorten the front line. We are over-stretched with on city defense. I don't want to make it worse.

If we build where you propose we add more possible targets for the AI to come after. I plan to get the iron with the next settler. That city will be 3 NE of the current city and have two reinforcement paths.

Pecs did the same thing with finally connecting Copan to our empire.

The reason Budapest fell next to the iron was no clear way to reinforce. I don't want to get nailed again.
 
(0) 650AD
There's an Iroquois longbow sitting outside Landeck. I notice that the only available horseman has one movement point left, so attacking the longbow would leave him exposed. So the longbow has to stay.
There's some city adjustments to be done. Landeck puts a scientist back to work. At Weiz and Innsbruck, an entertainer is switched to a scientist. At Eizernerz, a scientist is also put back to work. I'll wait until the size 6 cities are one turn from growing before hiring specialists, who will remain until aquaducts are completed.
We have 19 cities. An additional city will allow wurmser (in Wiener Neustadt) to become a fifth army.

IBT
The longbow attacks Landeck, gets hit by a rock, and impales himself on our spearman.
A couple of Zulu knights appear, heading to Wiener Neustadt.
An Inca knight and longbow pair moves next to Landeck.

(1) 660AD
At Landeck, three catapults get one hit on the elite Inca knight. Horsemen versus knights is brutal, as we lose two horsemen killing it.
Both Zulu knights are defeated relatively easily by the two horseman armies in Wiener Neustadt, and both armies retreat to the safety of the city.
Monotheism is due this turn but I cannot lower the science slider. I switch some scientists to taxmen to maximize gold though.

IBT
The remaining longbow at Landeck pillages a mine. Another longbow joins him.
Eisenstadt is attacked by a Zulu knight and we lose a spearman.
Monotheism comes in. I have a tough choice between Chivalry and Engineering. I hope I can get near to securing iron in the near future. Chivalry it is, due in 8.
The Zulu complete the Sistine Chapel.

(2) 670AD
I move a fourth catapult into Landeck, and all four catapults score hits on the two longbows next to the city, redlining both. Since we already have a leader lying around, I attack with veteran horsemen in an attempt to gain some promotions.
A veteran horseman takes out the redlined Zulu knight next to Eisenstadt and a second veteran knight is taken out by one of the horseman armies in Wiener Neustadt (allowing the other to heal this turn).
Switch taxmen back to scientists to take a turn off Chivalry.

IBT
Three Inca knights appear out of the fog, heading towards Landeck.
A Mayan longbow lands next to Gmuend.
Two Mayan longbows appear next to Copan.
Two Zulu knights appear next to Wiener Neustadt.
The next few turns could get interesting.

(3) 680AD
I bombard the Zulu knight next to Wiener Neustadt and take him out with a veteran horseman, gaining a promotion.
It's definitely in our interests to get the yellow dot city established as soon as possible, so I move our settler to the spot. One horseman army, three catapults, three spearmen and a horseman join him. This will hopefully be enough to last this turn, then I will move more troops up once the city is in place and rush walls next turn. Of course, the Aztec city of Cempoala will need to be dealt with at some point.
As for Landeck, the city will hold, but it is not possible to attack the knights as they are two tiles away.
The longbow next to Gmuend is disposed of, and a second horseman become elite.

IBT
Landeck loses two spears to Incan knights. An elite horseman wins against the third one.
An Incan musketman appears out of the fog.

(4) 690AD
Maribor is founded. Wurmsur becomes an army and is filled with the four available horsemen. Klagenfurt is switched to settler.
All troops near our cities are disposed of, although the Inca have a knight in rage of Landeck. Spearmen are on the way though.

IBT
The Incan knight kills our horseman on the mountain. And the Iroquois have a stack of muskets, medieval infantry and a crusader on the way.

(5) 700AD
Five catapults cannot score a single hit on the Incan knight. I have to attack otherwise we lose our catapult stack, and it takes three horsemen to dislodge it.
Walls are rushed in Maribor.
Aztec iron is disconnected.
There are four knights and a Medieval Infantry in range of Maribor. Two knights are killed by horseman armies. A third army is moved to Maribor for extra defence.
One longbow is killed next to Breclev. An elite horseman loses against the second. An extra spearman is moved into Breclev to keep the city safe.

IBT
Strangely enough there are no attacks, and Maribor gets it's walls.
Gmuend riots, even though I have been checking F1 every turn. Scientist hired.

(6) 710AD
Our catapults work a little better against the Incan musketman that wandered into our territory. Even though he's redlined, he still takes out an elite horseman before succumbing to a second one.
The catapult guys at Maribor appear to be cross-eyed, as every one misses the two knights next to the city. Two horses kill an Aztec medieval infantry and longbow next to the city. The two knoghts won't reach anywhere important until the next turn, so I leave them for the time being.
The Iroquois look like they're about to mount a serious attack. I see two crusaders, three musketmen and three medieval infantry on their way to Landeck. I have four spears in the city now, and more coming.

IBT
Landeck looks increasingly ugly. And increasingly better defended. It looks like the Iroquois may be headed to Breclev instead.

(7) 720AD
Two more Zulu knights die.
I catapult the Iroquois muskets in the hope they will turn back and leave the other troops undefended.

IBT
We get some excellent luck, as the Iroquois decide to attack Landeck across a river. Three crusaders and one medieval infantry all die at the hands of our spearmen there. We suffer no losses.
The Maya bring a stack of five longbows next to Copan.

(8) 730AD
I nail three Iroquois longbows next to Breclev with no losses, and leaving no troops exposed. Bombard a musketman and crusader next to Landeck, taking a total of three hitpoints.
In other news, two Aztec medieval infantry and a longbow are disposed of next to Maribor.
An Iroquois landing of a medieval infantry and a longbow gives me a leader. Vienna will complete it's horseman this turn, so I will rush a cathedral there.
The Mayan longbows are bombarded, with four hits.

IBT
In a game that can only be described as going increasingly downhill, the Iroquois appear with caravals.
We lose one spearman in Landek. The Inca lose a knight, and a crusader is redlined.

(9) 740AD
I take the opportunity and kill the redlined crusader across a river. It looks like the Iroquois are focusing on Breclev this time, as the main stack bypasses Landek.
Vienna gets an instant cathedral thanks to our leader.
Chivalry is due this turn, and science goes to 0%. A few scientists are also switched to taxmen.

IBT
Chivalry comes in. Engineering selected. No attacks.

(10) 750AD
The calm before the storm. One Iroquois longbow is killed. Lots of troops headed to Breclev. A number of troops are fortified there. I'd think about emptying Kufstein as we all know the AI cannot resist an empty city. Is that against the rules?
Readjust cities. Science back to 30%. Taxmen changed to scientists. Engineering due in 7 turns.
 
Wurmsur becomes an army and is filled with the four available horsemen.
OUCH - I really wanted to save that army for something better then the fragile horse armies. Sounds like the fronts are still to hot. It sounds like one army needs to be near the Iroquois.


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Vienna gets an instant cathedral thanks to our leader.
No arguements at all. We need larger productive cities. Aquaducts would be another good target as size 7 = 2 more gpt in unit support.

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

LKendter (vacation Aug 3 to Aug 9)
Arizona_Steve (vacation July 31 to Aug 15)
tarkeel (currently playing)
Meldor (on deck)
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.
 
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