LK73 - AWE, Pangea, Civ = Random*

Nice start. Full ack on the dotmap and road layout, though Theo or iron could force us to adept fast.

What will our research priorities be after iron working? Horseback riding seems pointless unless we can secure us some horses and I don't think we are that interested in anything else. I don't see a good tech for a minimum research either, so I suggest to shut it off after iron working to have some spare gold to trade when we meet the next civ.
 
I don't see a good tech for a minimum research either, so I suggest to shut it off after iron working to have some spare gold to trade when we meet the next civ.
We don't ever want to stop research. We need to get to Math for the powerful catapults.

We need to head toward the Great Library. That is just to powerful in AWE.

That areas to head toward next.

Depending on meeting the next civ and having enough cash to get a tech is to risky.
 
(0) 2150 BC
Change Tenochtitlan from forest to BG, still settler in 3. Gain 1 food for 1 gold.

IBT:
Warriors move to hill

(1) 2110 BC
4/4 Archer vs 3/3 War -> 1/3 Warrior. Warrior got in 4 hits in a row there..
Move spear up from Tenoch, up lux to 10% to cover.

IBT:
3/3 Warrior vs 4/4 Spear -> 2/4 Spear
Wounded warrior retreats

(2) 2070 BC
Move spear back and reset lux

(3) 2030 BC
Tenoch: Settler->Spear
Move settler to spear/worker

IBT:
3/3 Archer vs 3/3 War (in forest, across river) -> 3/3 Archer

(4) 1990 BC
Teot: Archer->Archer

(5) 1950 BC
4/4 Archer vs 3/3 Warrior -> 4/4 Archer
Turn research down to 70%

(6) 1910 BC
IW comes in. Start on Masonry at 80%, due in 12
Tenoch: Spear->Worker
2 Iron in sight, one is just south of Tenoch, the other along the southern river

(7) 1870 BC
Found Tlateloco: Barracks

(8) 1830 BC
Tenoch: Worker->Spear
Teot: Archer->Worker

(10) 1750 BC
Teothicuan: Worker->Spear

I founded on blue dot first as it was easier to defend right now, red should be next. Worker has just started connecting iron, and the second worker is about to connect Furs.
 
the second worker is about to connect Furs.
:confused: I built the 2nd city on the furs. I don't understand this comment.

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2 Iron in sight, one is just south of Tenoch, the other along the southern river

We get some good news. We can build something stronger then archers. [dance]

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I suspect Teotihuacán will be the city to build the GL in. The furs square is effectively a bonus grassland. It has at least one, if not two more in range. We want to get this city to size 6 ASAP.
I don't want to miss the GL again like LK71.

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Signed up:
LKendter
Tarkeel
Greebly (currently playing)
Meldor (on deck)
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.
 
Ok, I got it.

Agreed that we always need to research - almost always at max.

Grs, In AW cash loses all its advantages. You never want to wait 50 turns for a tech, nor do you want to rely on finding someone new to get techs - it might not happen for a while. Without the ability to trade, get gpt deals, and do 2-fers, cash is no faster than research either.
 
In that case, the worker is on the furs to chop it ;) Maybe change the build to a granary to facilitate it into wonder building?
 
I was thinking of going for Alphabet then writing for our next techs. Does this seem reasonable?

I will also work on connecting up the iron as a high priority.

Do we want to build a granary in the capitol? Assuming we have sufficient troops for current needs it would help us grow faster. Otherwise, we will be short on settlers and workers (given our lack of food bonuses).
 
Same thoughts like Tarkel: You could chop the forest with the weasel to get a granary in Teotihuacan. The tile is 1.2.1 now and would be 2.1.1 after chop with perfect tile potential after that. I don't think we can afford doing 2 granaries right now.

Edit: I just see that Theo already has iron working and iron too. :(
 
I was thinking of going for Alphabet then writing for our next techs. Does this seem reasonable?

IMHO is it mandatory. Our next goals are catapults and the Great Library. Those two techs are both along the path.

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Do we want to build a granary in the capitol?
That is very hard to call. We currently grow every 7 turns. A granary would drop that to 4 turns.

I think we have to have some forest chops times to help it. With our current city count we can't afford to go off military for to long.
 
Confusion with cross posts:

Same thoughts like Tarkel: You could chop the forest with the weasel to get a granary in Teotihuacan. The tile is 1.2.1 now and would be 2.1.1 after chop with perfect tile potential after that. I don't think we can afford doing 2 granaries right now.

The problem with Teotihuacan is that is our best city to build the Great Library. A granary in that city *WON'T* help much with additional cities.
 
Confusion with cross posts:
Sorry, but can't avoid to crosspost. :confused:

The problem with Teotihuacan is that is our best city to build the Great Library. A granary in that city *WON'T* help much with additional cities.
Point taken. I have just noticed, Teotihuacan is not on a river. If it were, I'd have liked a granary in it before starting the GL prebuild. We should chop the forest nonetheless and then look to time it for something else - maybe even a spear if the timing is really good.
 
Sorry, but can't avoid to crosspost.
Well that was a bad attempt to explain why I double posted, and why my post composed BEFORE the previous comment show after.

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We should chop the forest nonetheless and then look to time it for something else - maybe even a spear if the timing is really good.
A sword or spear is fine. We do want the square cleared for the effective bonus grassland and I think a bonus dollar.
 
Preturn: Things look good. After some thought, I decide to try for the Granary in the capitol. We have the units, but not the pop for the settler.

Pre-1700 IBT: Two Byz archers are spotted.

1625: Get Masonry (alphabet in 10 to 12 turns). Kill two archers above.

1550 BC: Iron is connected and start swords. I did build 1 vet Warrior which we may be able to upgrade if we need it badly enough. Finish Granary and start settler.

Looks Byz is trying to settle near the iron. That will give the swords something to do.


1525 BC: They settle 3 from the iron. Still it is a target.

1500 BC: Our next settler will be in 3 and is timed with growing to size 5. We have a granary and can build settlers every 8 turns instead of 14. We seem to have enough military (-1 unit cost), so I think the granary was well worth it.

Our first sword is also in 3 turns.

I put the archers and spears on the mountains nearer the Byzantines. They can fall back if you wish They defend better in the mountains.

There is one Jag Warrior to the N. He just found a barb hut which is 25 gold for research. He was watching the Northern passes so we don't get suprised by a new civ to the north.
 
There is one Jag Warrior to the N.
Why did will build this? IMO this was a mistake. We are risking a GA with just 3 cities in Despotism! This unit will be recalled on my round to our homeland, if not disbanded. Desptoic GA suck enough. 4 to 5 city GA suck even worse.

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


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.
 
Why did will build this? IMO this was a mistake. We are risking a GA with just 3 cities in Despotism! This unit will be recalled on my round to our homeland, if not disbanded. Desptoic GA suck enough. 4 to 5 city GA suck even worse.
I don't see a risk. The jaguar is a fast unit, so you can use it in a way you can chose when to attack and when not. It is still good for whacking barbs because it is that fast. We may get it elite soon and may use it to trigger our GA, when we want/need it.
 
That was my thinking as well(no risk).

We built it because otherwise we would have completely wasted 10 shields from a tree chop. Consider it a 5 shield unit. It is our only speed 2 unit and so can get farther to defend if absolutely necessary. I agree completely about not using it in war vs the AI unless it saves us a town. I was thinking of having it take out the barb camp and then return, or go back to scout duty. I think keeping an eye out to the North is important,

Note that it can see 2 squares when on sentry so there is no way an enemy can attack it.

I figured at least 1 speed 2 unit could be useful
 
It is still good for whacking barbs because it is that fast.
Even that is a risk. If it attacks a barb camp and finds an AI unit on the other side we could trip the GA.

I have a real dislike of very early GA and this is why I am nervous with that unit on board. It only takes a single mistake to trip an acidental GA.
 
I feel we need some unit in the North to keep an eye on things. If we disband it, we will have to send a sword or spear, or archer that would be better used elsewhere.

I think if we are all careful, we can keep the unit. You are correct that hunting barbs does have some small risk. We can just use it for sentry duty and keep it at that. If someone shows up it can retreat and do MP duty on a non-frontline town. If we are fighting on all fronts, then we can disband it if we want.
 
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