LK73 - AWE, Pangea, Civ = Random*

LKendter

Exterminate, exterminate, exterminate!!!
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Joined
Aug 15, 2001
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20,064
Difficulty = Emperor
Civilization = Random *
Pangea(60%) , rest = random
That is right - Pangea - we will be stuck fighting all the civs via LAND
Barbs = random
World Size = Small

A minimum of previous Demigod military win - prefer Deity military win - to sign up
I want previous AW experience. You know AWE isn't pretty earlier on

Signed up:
LKendter
Open slot
Open slot
Open slot
Open slot

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.

* I reserve the right to avoid a double up with a recently played LK series AW civ or the Ottomans (Active in LK72)

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The following tactics are PROHIBITED:

RoP Rape - if you have to ask...

RoP Abuse that includes things such as irrigating all tiles with a city building wonders, denying resources with a RoP, putting a unit to block a land bridge, etc.

Scout resource denial - parking a scout on a resource, as the AI won't ask scouts to leave. The same scenario also applies to workers.

False Peace Treaties (must wait for the 20 years to end).

The negative science exploit - you can run a huge deficit (-250 / turn) of negative cash with a token penalty of one lost worker / cheap building. If cash will go below zero, the research level must be dropped.

Ship chaining exploit - you can move a ship, unload troops to another ship, move that ship, etc. This allows you to ship an indefinite distance, and that is why I consider it an exploit.

Resources disconnect / connect exploit - I consider most resource tactics fine. Delaying to hook a resource, trading it away etc is fine. The exploit is to do this every turn. Build a stack of horses, connect saltpeter, upgrade to cavalry, and disconnect.

Palace Jump - You abandon the capital city to move the palace to a new location. If you want to move the palace, build a new palace.

Mass troop jumping - You can't give away a give a city to transport a large amount of troops to another land mass.


Standard LK house rules:
1) Worker automation of any kind is prohibited.
2) No worker purchases during the first 50 turns to avoid civ crippling.
3) Declaring war / demanding leave solely for the purpose of getting out of trade deals. This includes nonsense spying simply to force a war. Stealing techs is fine.
4) Even if not covered under exploits listed, please try not to use tactics that take advantage of holes in the game design.
5) Our trading reputation is golden - please respect it.
6) Complete your turn. It is frustrating to get a 1/2 completed turn.
7) Once you post a skip notice it is irrevocable.
8) If I skip a player to due a missed got it, or over due turn the turn is invalid if the next player has posted a got it.
 
Signed up:
LKendter
Tarkeel
Open slot
Open slot
Open slot
 
Greebly said:
Any chance of trying this on a standard map?
If we win another at small I do plan to up to standard. However, for this one I am going to stick with Small.

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Signed up:
LKendter
Tarkeel
Greebly
Tenantive reserved for Meldor
grs
 
Greebley said:
Any chance of trying this on a standard map? I would like to try AWE on a standard pangea. It would be a harder game. Maybe too hard?

IIRC Belisar won this game twice playing alone and credited the wins to a 1 move spacing between cities. I think that setup allowed him to maintain some happiness while creating virtual rails. The last part being the more important.
 
Ya, most of my AW games I use a city distance of 3 (which is what I assume you are saying) to allow MP's to shuffle. It is a powerful technique. (OOC, did Belisar use a random/non-AW civ?)

Lee, IIRC, one AW SG game I didn't do this on was a previous AW game that you ran. Do you want to go for a more crowded city placement at distance 3 or do you want to go for the less crowded distance 4 placement?
I ask now as I remember I placed a city too close last game and messed up subsequent dot mapping and so feel it is worth discussing before hand (though the answer may depend on the actual game situation).
 
Greebley said:
Lee, IIRC, one AW SG game I didn't do this on was a previous AW game that you ran. Do you want to go for a more crowded city placement at distance 3 or do you want to go for the less crowded distance 4 placement?

I ask now as I remember I placed a city too close last game and messed up subsequent dot mapping and so feel it is worth discussing before hand (though the answer may depend on the actual game situation).


I want to do the game as LK71. Each city has 2 empty squares between them to be reach in one turn. Any tighter and the game is too much ICS. As it is some of the cities couldn't use 12 tiles.

My big concern is not to have another round of dot map confusion - wrong version used. The other is over extended city. Copan and Budapest come to mind. Budapest was toasted, and Copan was very painful to defend.


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

Signed up:
LKendter
Tarkeel
Greebly
Tenantive reserved for Meldor
grs

Alternate if Meldor doesn't confirm - Cuivienen.
I can't believe so many signup to the point of considering a second opening!
 
I will get this one started tonight
 
Signed up:
LKendter
Tarkeel
Greebly
Meldor
grs

excess players - possible second game?
Cuivienen.
 
I throw away the first attempt is I draw the Maya who were just used in a recent AW game.

Our random civ is the Aztecs. We get a despotic UU, but we can control when it is build. We are militaristic and get warrior code to start. :D

Agricultural isn't bad as faster growth is always a good thing.

3950 BC
Tenochtitlan is formed. Research begins on Bronze Working.


3150 BC
(IT) Bronze Working completes and the next science target is The Wheel.


3050 BC
Teotihuacán is formed and we claim furs.


3000 BC
(IT) The power of agricultural trait shows as we are the 2nd largest nation. The first is the Maya who are also agricultural. The rest of the pack is India, Byzantines, Spanish and Mongols. The middle ages will not be pleasant.


2630 BC
Well just as I thought the early start was to quite the Byzantines appear. No tech trades are possible. The war begins. I have to swap the capitol to an archer. There is no sense in building a 3rd city that we can't defend.


2510 BC
(IT) The next science project is the critical iron working.


2470 BC
We get our first bad news with no visible horses.


2270 BC
(IT) I am surprised as the Byzantine spearman attacks. Both sides lost a spearman as his warrior beat the damaged spearman.


2270 BC
We kill the conscript warrior with ease. Our 4 hp warrior can't kill 1 hp warrior. Our regular warrior beats the promoted warrior.


Summary:
Our goal is to expand toward the Byzantine and find those missing horses.
I pray we have better luck with iron.

I have one warrior exploring near the Byzantine home land to map out that area. Please keep him alive.

As long as we have just one contact we want to push hard toward the Byzantine front.

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Signed up:
LKendter
Tarkeel (currently playing)
Greebly (on deck)
Meldor
Grs


Our general game plan:
1) Pure 3 apart cities with NO exceptions. If we want a critical city 4 tiles away then we build a tightly packed city between it. I refuse to have another Copan / Budapest like LK71.
2) We must start the pre-build for the Great Library by the time writing appears.
3) Science research must be very aggressive with deficit spending if we can afford it.
4) Skip horseback riding research for now. I want literature before that since we can't build horseman.
5) Try to build the roads before the city to take maximum advantage of the 3 tile city plans.
6) We really want an early FP. LK71 proved it went we almost we bankrupt before it was built.

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/LK73-2150BC.zip
 
The below is the initial city plan in priority order.
Black lines - avoid this area. When the capitol borders expand that area will be covers. That area has little shield potential and will push the corrupt rank up for other cities.

Red dot has good shield potential and pushes the front forward. It is on a river and takes advantage of our trait.
Blue dot is also on a river. I want to get it quickly going as it is a 1st ring city.
Grey dot is another river city and begins to push the front toward the Byzantines.
Yellow dot continues the push toward the Byzantines.
None of the other cities are that critical for order although the Iron location could quickly change that. Just remember the faster we expand that direction the quicker we need more military to handle the probably 2nd front.

LAK-463.jpg
 
Uploaded again and it appears to have taken this time.
 
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