LK71 - More AWE

5 turns in the books. Lots of MM for specialist. Get theo and almost got education. An army of Hussars is almost full and ready to roll. Disconnected the Iroquios gems. Killed a few cavs :hammer:

Will complete tomorrow.

hotrod
 
Interesting game. I'm glad to see AWE not yet fully mastered and routine. Wishing you luck with the rest of the game.

- Sirian
 
1250AD (0): General survey and play with specialist. Swap to all taxmen as Theology is still due in 3 no matter how many scentists we run Add 2 taxmen per Lee's instructions. NOtice we are producing mostly military :hammer:. Hope to get muskets to the front to allow the push to be Hussars.

We have a nice amount of knights but very few will become Hussars. Hope to drive back the units on all fronts and secure the East coastline. Kill 1 MDI but lose to another outside of Kranj.

INBT: No loses to advances on all sides.

1255 AD (1): Krems builds a musket starts another. Kufstein the same. Eisenerz hussar starts another. Villach a duct starts a market. Klangenfurt a temple starts a musket. A little scientist swap allows theo in 2 at 30% gaining +110 gold. Kill 2 of 3 inca cavs. Kill a couple longbows in the West. Not much else. Moving our pillager toward the iroquios gems.

INBT: No loses, Aztecs start Bachs.

1260 AD (2): No units are avaible to attack the 3 approaching cavs. Kill a wounded cav outside of Kranj. Moving Hussars to the front lines. Pillage the Iroquios gems and move toward a second source. Theo due in 1 with +110 gold.

1265 AD (3): Wound a few cavs on defence lose a spear guarding the salt but the cav is hurt and will die this turn. Theo comes in and start on education. Elite knight in the west kills a wounded MDI and we get a leader. And a soon to be hussar army to start getting some offence going.

1270 AD (4) more units get built. Get a new settler in the north. The Inca have moved cavs south :(. Need some knights or Hussars asap. Can't get any there soon enough. Load up another unit into the Hussar army. Will add a forth next turn.

IBtN: UGgggg.... Landeck falls, 2 cavs kill 2 muskets. A Krems spear kills a cav. 2 other cavs are killed at Bischofshofen.

1275 AD (5): Landeck is reclaimed by our Hussar in the area. Have to check to make sure the Incas can't build cavs. Good news is that they still don't have horses. They must have built a boat load of cavs before it was disconnected. Moving a settler into position in our NE to claim some more territory and increase the buffer near our iron. Getting offensive with the Knight army and a local Hussar. Will let the last of the Hussar in the army heal then begin moving north.

1280 AD (6): Very uneventfull interturn for a change. Copan builds a cannon starts a market. Salzburg, Lienz both complete much needed muskets and start more. Found New Vienna to put some land arournd our key resources like salt and iron. Mowed down 4 aztec unit with barely a scratch on our Hussar army. In possition to hit Vitcos on the East coast. Need a settler soon to fill the spot sooner rather than later. :D Education is due nex turn wiht +154 gold. We have 598 in the bank.

1285 AD (7): Another slow interturn. Education comes in start on Banking. Easily caputure Vitcos . At size 3 I decide to keep it. It is closer to us then the Inca and will help close up the coast line. Tyendenaga is razed and will be easily replaced soon. Banking is due in 4 turns with +77 gold.

INBT: Zulu cavs come alive and move toward our resources. Mayas build an obsolete wonder Statue of Zeus. :lol:. Get a few new Hussars but lose 2 trying to kill a wounded crusader.

1290 AD (8): Not much action. General cleanup in the West and our East coast. Continue pillage campaign. Getting Hussars to the front lines.

1295 AD (9): More Zulu cav activity. Use new hussars to cleanup a couple. Can soon begin push on the last Inca town to secure our front lines and begin build up to take the Mayan capital. Lose an elite Hussar and a elite knight vs a wounded rifle outside of Feidkirch.

1300 AD (10): Lose a couple units to zulu cavs. Pecs riots but not sure why was okay before I ended turn. General unit cleanup in the NE primarily. Banking in 1 turn, 973 gold and +85 gpt. We are leading in territory and population. Need to free up the spear army on the iron to get to the zulus. Their cavs have become a real bother.
 
IBtN: UGgggg.... Landeck falls, 2 cavs kill 2 muskets. A Krems spear kills a cav. 2 other cavs are killed at Bischofshofen.

1275 AD (5): Landeck is reclaimed by our Hussar in the area.
Definitely a sign we are getting streched. We can't afford to many of those...

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

Signed up:
LKendter (currently playing)
Arizona_Steve (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.
 
1300 AD
The only reason Vitcos survives this turn is that the knight army can't move. We need to keep with the strict 3 away from a city rule.

New Vienna looks like a headache to defend. We should have completed roads to the area before building the city. I would have preferred the city to be on the Maya front to shortly the front lines. Why is our offensive Hussar army tied down in city defense?

We are so stretched for units that I actually use some cash for upgrades.

I sent the knight from Vienna to kill a longbow.

(IT) We lose that knight, but it took a cavalry with it.
2 cavalry attack Ljubljana - 1 died, and 1 retreated.

Next science is Astronomy in 4 turns.


1305 AD
I abandon Vitcos. We can't afford any city to that is to hard to reinforce. I refuse to tie up two armies for this city.

It is actually hard to determine where the army has been pillaging in the Iroquois lands. I will make the destruction path wider. :D

I kill a longbow and cavalry by New Vienna with the army.

I kill a 1 hp cavalry by Ljubljana promoting the Hussar. I kill an MDI without a promotion.

:confused: Why did I have the option to fortify the spearman army? I thought it was locked down defending iron hill.
(IT) A cavalry tries to assault our pikeman on the salt and it dies.


1310 AD
I kill 3 MDI by Ljubljana.

The knight army continues to prove its worth by killing a cavalry and longbow.

I kill a pike by Feldkirch.

I kill a musket by Pecs not taking even a scratch.



1315 AD
I kill the offending longbow by Villach.

I kill a pike by Landeck. That front is starting to heat up again.

This time it is 2 cavalry that die by Ljubljana.


1320 AD
The Ljubljana area stays a death zone as I kill 2 longbows and an MDI.

I just realized how powerful 3 apart cities are as I effectively move a musketman 5 cities via waking up the next one to shift toward New Vienna.

I kill one of the MDI near Landeck.

I kill another longbow near Kranj promoting to elite.
(IT) A Zulu cavalry retreats at Maribor.
Next science goal is Physics still in 4 turns at a slight deficit. :D


1325 AD
The AI obsession with Villach continues. We kill the offending cavalry, but can't deal with the MDI. I simply have to shift troops for a turn.

This time the action is at Landeck as I kill 2 MDI and a rifleman.

I kill a Zulu cavalry in the marshes near Maribor.
(IT) It is a lousy inter-turn as the Zulu kill a Musket and Hussar at Maribor for just a cavalry.

The Zulu kill a musket guarding our workers by New Vienna. I am glad I put the junk spearman in the stack.

The MDI at Villach fails to kill our spearman.


1330 AD
I kill the offending cavalry at Maribor.

I barely kill a crusader by Landeck.

I kill a cavalry by New Vienna.

I will wait to see where the Inca rifleman parade is going before I commit the troops. I would like to get a few bombardment shots.
(IT) In theory a musket behind walls should win versus cavalry. The reality is we lost another Musket in Maribor.

The Iroquois builds Smith's in Salamanca.


1335 AD
I get a promotion for killing a cavalry that landed just south of Maribor. I also get promoted for killing the Musket near Maribor.

I kill a cavalry by Copan. For all the elite attacks I am doing you would think I would get another leader.

Another longbow dies near New Vienna.

I think I should complain about no leaders for often...
LAK-455.jpg


Yes, you read that right. I upgrade the named elite horseman, and one of them produced a second leader. What is unreal is it occurred by Ljubljana. :crazyeye:

Our Hussar army kills 2 riflemen by Pecs losing just 1 hp. It is a good thing since at least 3 more are spotted.
(IT) The Aztecs start Bach's and Newton's.


1340 AD
New Salzburg is formed.

New Vienna watches a longbow and MDI die.

The big killing zone is by Copan. We kill 2 rifleman and 2 longbows.
(IT) Another Zulu cavalry commits suicide at Maribor.


1345 AD
I kill one of the cavalry in the marshes by Maribor. As long as the Zulu multiple stack them I can kill some on the offense.

I kill 1 longbow, 1 rifleman and 1 MDI by Copan.
LAK-456.jpg


The bad news is we are one city short to build the next army.

I promote another Hussar killing a longbow by Feldkirch. I also kill an MDI down there.

The road to New Vienna is completed, and the city is much safer. :D


1350 AD
Our GA is over. :(

We see the first ancient cavalry arrive from the Maya. Since they are backwards they still don't have Metallurgy.

I kill another Cavalry that landed just south of Maribor. I also kill 1 cavalry just north of it.

The Hussar that has been killing Longbows by New Vienna gets promoted to elite.

Another MDI is killed by Ljubljana.


Summary:
Pillage the horses near Tiwanaku like crazy. They are the only source for the Incas.

We have several hundred dollars in reserve. Please use it to keep a high science rate as long as human possible.

The leader and named elite are in Salzburg. I want to have that army build on the other side of the map near New Salzburg. We are in range to raze an Incan city soon.

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

Signed up:
LKendter
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.


http://www.civfanatics.net/uploads8/LK71-1350AD.zip


I have noticed something very interesting about our map. If you follow the white lines we can go ocean to ocean alone those lines. Once we hit that point we can pick a direction for expansion, while the other side holds the line.
LAK-454.jpg
 
The below are the next few cities to build in priority order.

1) Red dot. Once this city is build we can reinforce from New Salzburg. From there we can use the Musket / Spear army to cover the attackers that raze Andahuaylis.

2) Yellow dot. The Musket / Spear army should be able to cover the next settler arriving to this dot.

3) Grey lines. The Musket / Spear army protects the workers to build these roads. All the action is along the white arrows at the moment. Blue dot will be hot instantly. We CRITICALLY need multiple cities to support it before we build it.

4) Blue dot. This city will put the Mayan capitol in range.

5) Yellow lines. The Musket / Spear army protects the workers the increase the mobility in the area.

We really need to use the army to let us connect all those missing road gaps without losing any workers.

LAK-457.jpg
 
(0) 1350 AD
Sacrifice 3 surplus food in Vienna for a scientist, lose 1 gold and gain 2 beakers. Gain another 3 beakers in Salzburg. Drop scientist at Kufstein to let it grow.

IBT:
Musket kills cav in Kranj and Maribor. Lose 1 musket and 1 Spear in Maribor

(1) 1355 AD
Sigh, Happy faces were not updated with end of GA. Vienna riots, but I save the rest.
Landeck: Temple->Musket
Feldkirch: Temple->Court
Kill 3 Cav, 2 AC, 4 Rifle, 1 Crusader
Found New Innsbruck on red dot, form new army there

IBT:
Lose 1 musket to cav and retreat 1 cav.

(2) 1360 AD
Graz: Temple->Hussar
Kill 2 Cav, 2 MDI

IBT:
Retreat 1 cav

(3) 1365 AD
New Vienna: Barracks->Temple
Kill 5 Cavs, 1 LB, 1 MDI
Turn research up a notch to 70%, ToG in 1.

IBT:
Kill 1 LB
Loads of shipmovement.

(4) 1370 AD
ToG comes in. Start Magnetism at 50%, due in 5
Pecs: Temple->Hussar
Kill 1 Crusader, 1 Cav. Generate a leader and rush Military Academy in Pecs, to make our armies better. We aren't likely to handbuild any really.

IBT:
1 MDI land at Gmuend
Kill 1 cav

(5) 1375 AD
Pecs: Academy->Musket
Innsbruck: Bank->Uni
Weiz: Musket->Library
Kill 2 MDI, 1 AC, 4(+2) Rifle, 2 Cav, 1 LB
Bomb Andahualas and kill 2 rifles in it.

IBT:
MDI land at Gmuend

(6) 1380 AD
Turn research down to 40%
Kill 3 cav(+1), 1 LB(+1), 1 MDI
Bomb Andahualas, kill 1 Cav and 1 LB and raze it

(7+8) 1385-1390 AD
I must have lost track here somehow..
Lienz: Cathedral->Market
Kill 1 Spear, 1 LB, 1 rifle
Eisenerz: Hussar->Market
New Salzburg: Walls->Barracks
Bischofshofen: Market->Library
Found New Graz on Yellow dot
Kill 2 LB, 1 Musket

(9) 1395 AD
Kill 1 rifle, 3 Cav, 5 LB, 1 Crusader, 1 MDI, 1 worker (in Incaland)
Found New Krems

IBT:
Kill 1 cav
MDI lands near Gmuend

(10) 1400 AD
Salzburg: Hussar->Bank (vetoable)
Kill 1 pike, 1 MDI, 4 LB, 1 Cav
Set specialists and rates for research in 1.

Notes:
-Zulus come with the occasional cavalry, but they usually stop just short of attacking and are easy to pick off. Inca and Iroquois only send rifles and LBs atm, and it would be safe to assault Chichen Itza soon. There are quite a few Hussars in that area now.
-Blue dot settler is in New Graz, and can be founded in 2 turns.
-Both incense and furs should be in reach for the next 10-20 turns.
-Set artillery to sentry (shift-y) instead of fortify, so it will wake on enemy contact.
-I forgot to take care of the landing at Gmuend. Please fix that :)
 
(4) 1370 AD
ToG comes in. Start Magnetism at 50%, due in 5

(6) 1380 AD
Turn research down to 40%

(10) 1400 AD
Set specialists and rates for research in 1.

We need to run DEFICIT research. Cash has very little use except to recover from our tech deficit. We want to get up to rails ASAP even though it kills the Hanging Gardens. This game is locked when we hit rails.


Generate a leader and rush Military Academy in Pecs, to make our armies better. We aren't likely to hand build any really.
Well I disagree on this one. There is a good possibility of that being true, but we should have hedged our bets. I would have built it in Vienna or Salzburg. A city with factory and coal plant can crank out the shields. We built plenty in the last WM game, so I know they can be cranked out. At this point Pecs should work on getting to size 12 with all needed buildings in case we want to hand build some armies. Leaders are NOT that reliable a source for armies.


Bomb Andahualas, kill 1 Cav and 1 LB and raze it
I always love hearing dead enemy cities. :D
How much cash from it? I thought the Inca had a lot of money. Please report any large cash sums. Did we get any workers?


Blue dot settler is in New Graz, and can be founded in 2 turns.
Sounds like time for another dot map. If the needed roads are there we are close to getting to more cities. It won't be to late tonight (8 to 9 hours from now).


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

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

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
We must research at maximum rate at all times!

>> Starting with LK68 the LK series is on patch 1.22.
 
Why? We had 52 gold left, and were running at -54..

No worker from the city, it was drafted down to size 1. Can't remember the amount of gold, but it certainly wasn't very much.

Also, armies can be cash rushed with academy.

There aren't too many roads in front of now, they were pillaged to limit counters.
 
Tarkeel said:
Why? We had 52 gold left, and were running at -54..

No worker from the city, it was drafted down to size 1. Can't remember the amount of gold, but it certainly wasn't very much.

Also, armies can be cash rushed with academy.

There aren't too many roads in front of now, they were pillaged to limit counters.


Ouch - I can't believe the spare cash went that quick. I thought it would last more then one round. Looks like the rest of the game will be rough for tech. Guess I owe an apology for over reaction. I had no idea cash would run out that quick. :( :( :(

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

Sirian said:
Interesting game. I'm glad to see AWE not yet fully mastered and routine. Wishing you luck with the rest of the game.

- Sirian

If you noticed, it sounds like we offering a interesting game. I don't think AWE will ever become routine. Some times it feels like a chess game trying to choose from all the targets and options...
 
Don't worry about overreacting, your deep interest in the game is one of the good things in your games :) Making mistakes and having them pointed out is one of the best ways to learn

We have some specialist farms coming up in the west now though, that should help along with the 2 luxuries due soon.
 
AW can be easy and routine if you use the one main exploit of leaving an attractive city open and killing the AI units as they go past the well defended ones.

I always find it interesting to try and guess were the next "choice" city is...
 
meldor said:
I always find it interesting to try and guess were the next "choice" city is...

Well this game did teach me part of the AI logic for priorities. I couldn't believe how quickly the all turned on the first iron city after we learned feudalism.

The Copan obession what the AI knowing it was salt, and wanting the gardens.

However, the Aztecs are fixed on iron. The Zulu Maribor (sp?), The Maya Copan, and the Iroquois the south. I would love to understand why the each have a different priority.

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

Tarkeel said:
Making mistakes and having them pointed out is one of the best ways to learn

Well I learned a lot this game. My first contact paranoia wasn't a good thing is this. To many early contacts is very ugly, but you don't want to research at first civ prices to long.
 
meldor said:
I always find it interesting to try and guess were the next "choice" city is...

That is especially true when you finally get the "choice city" defended only to have a new one attacked and captured the very next turn :(.

I don't think AWE will ever get old. Maybe AWDG is doable but I think AWE is a exciting enough. It is by no means a lock.

Hotrod
 
Meldor, I hope you find some coal for rails during your turn.


I got a change to look at the game. We will never build an army - Pecs sucks for production and is 50% corrupt with courthouse. The only way to start building armies is to abandon Pecs to put the military academy is a useful city.

We need to push our military forward as we build the next cities - Bischofshofen still has 3 muskets, and 4 bombard units. Feldkirch has 3 infantry, and 2 bombard units.


Question for Tarkeel
Are you aware that an army gets 2 free pillages per turn?
I notice the mountain the army was sitting one is NOT pillaged.
The top half is my turn, and the bottom is your turn. There is no way the AI rebuilt the road and mine that quickly.

I wonder if this could be part of the reason that I couldn't tell the pillaging area well enough from Hotrods turn.

LAK-460.jpg
 
The below are the next few cities to build in priority order.

White Lines - The target line to get a stable front. After we hit this we hit the critical juncture and have to decide on attacking toward the Aztecs / Zulu of the Iroquois / Maya.


Red Circle - :confused: Why does this army have just 3 units?
Meldor, please fix this and load a 4th unit.


White Circle - A city placement mistake. All of my dot maps are designed to be 3 squares apart. The old blue dot is CANCELLED to fix this mistake.
Please don't waste our armies defending cities. The defensive army is immune outside of the cities and should be used there.

Grey lines - The critical needed missing road segments.

The below are the cities to build in order of priority. These priorities could change depending on where the coal shows up.

1) Yellow Dot - This is revised city location to offset the white circle mistake.

2) Red Dot - This is the replacement for Chichen Itza when it is razed.

3) Light Green Dot - The front line target. This city is weak with only one reinforcement city from behind, but I can't do a thing about it.

4) Blue Dot - This secures the front line and gets the furs clearly behind our lines.

5) Purple Dot - This simply helps to build the front lines.

6) Dark Grey Dot - The final piece for a short front line.

7) Unknown dot - A team decision has to be made one which front to go after next.

LAK-459.jpg
 
I think the we have to get both the furs and spices first. That requires focus on both the Aztecs to the North East and the Maya. Once the Maya are gone we can play strong against the Aztecs and push on through the Zulu. Rails will speed things up for sure as we can get needed rifles?? to the front lines.

On that note do we want rifles?? Or push on toward infantry. How is our shot at ToE or for that matter Hoovers? It is difficult to tell exactly how far behind we are at this point in tech, with no new units coming until infantry and hopefully that is later rather than sooner. I want to see these Hussars get a workout vs. rifles.
 
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