LK73 - AWE, Pangea, Civ = Random*

I would propose purple - teal - orange. Purple and teal could get walls, would be much easier to defend and would in fact block orange from the Mongols.
 

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Nice turns Greebley :) I'd go for wiping out the byzantines completely when we're first at it, that should lower tech costs as well.

The issue with using build previous unit, is that it doesn't even ask... I usually turn it on when I have rails and the only active units in cities are newly built, but before then it's more hassle imho.

When we start getting cats online, don't fortify them in frontline cities: Use shift-Y (Sentry) instead, this way they will wake when enemies aproach.
 
Greebly said:
We might be able to destroy the Byzantine in as little as 10 turns. After that we could aggressively head North.

Just make sure we have some units the border towns. The Mongol war is very close!

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Tarkeel said:
I'd go for wiping out the byzantines completely when we're first at it, that should lower tech costs as well.

I don't know if it will effect tech cost much for us. One the other hand it is one less Civ for trade techs with the other AIs.

-----------------------------------------

Signed up:
LKendter (on deck)
Tarkeel
Greebley
Meldor (skipped *)
Grs (currently playing)


* I got a PM on Aug 28 that he followed my lead with hard-drive self-destruct.
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.
 
grs said:
I would propose purple - teal - orange. Purple and teal could get walls, would be much easier to defend and would in fact block orange from the Mongols.

I agree with the dot map. Add 2 more cities to it. Stick with the proposed order.
LAK-468.jpg
 
decide to settle white green rather than green white.
The reason I wanted green white was to get the city closer to the Mongols to have change to build the walls first.

We NEED to start fighting the Mongols shortly, so I wanted the border better prepared.
 
The dot map looks good to me. I have been sending workers in that direction, so we should be able to get roads up as well.

We need more spears too. We will run short when the towns.

It might also be worth settling orange first. The reason is that it may delay meeting the mongols to allow us to place the rest of the towns. I am assuming that the mongols will put a higher priority on the dyes and if we take them, they may settle elsewhere first and give us longer to set up.
 
It might also be worth settling orange first. The reason is that it may delay meeting the mongols to allow us to place the rest of the towns.

The Byzantines are a non-factor. We need to get fighting more of the Civs. If we get the Great Library we MUST me at least 2 civs for it to even work for us. We need to concentrate on the fighting.
 
I am talking about fighting the Mongols. It would be much harder to place the light blue and black towns with streams of Mongol units coming at us. By grabbing the dyes first, it is more likely that we can place our towns and then attack, rather than having the Mongols showing up before we have the walls and towns in place.
 
Pre Turn: Think about us researching currency for a moment, assumption seems to be we get monarchy or at least close to it via the GL. Really hope for it, I don't see us building markets soon. I guess we could have even done Philo. MM a bit.

IBT: Cleo shows 3 archers. Tenochtitlan sword-settler. Our people want The Forbidden Palace.

530BC: We kill 1 archer and diperse a barb camp, both flawlessly. I do something about Tenochtitlan which is totally out of sync. and I better not tell what :) Result is I change it to a spear that will be squeezed out in 2 and get the settler in 4 after that.

IBT: Theo's 2 archers advance. Texcoco settler-spear.

510BC: Kill the 2 archers, one of our swords is redlined.

IBT: Tenochtitlan spear-settler; Xochicalco walls-catapult. Spain completed the Oracle.

490BC: Shuffle around troops and shields.

IBT: Theo has another archer. Mongolian city Mandalgovi founded north of Corman.

470BC: We are now inside Constantinople's borders of the horses - they were not even connected.

IBT: Tlatelolco sword-sword; Tlacopan walls-catapult

450BC: Constatinople shows a vet spear.

IBT: Theo asks for peace and suicides her archer uphill against a sword. Texcoc spear-sword. Corman catapult-catapult. Tlaxcala catapult-barracks

430BC: Atzcapotzalco founded and walls started.

IBT: Tenochtitlan settler-sword.

410BC: Pillage improvements.

IBT: --

390BC: Troop movement, roading, mining, irrigating.

IBT: --

370BC: Troop movement, roading, mining, irrigating.

IBT: Theo shows an archer.

350BC: Kill archer flawlessly - 3 elite wins on these turns.

Have fun killing Theo. You have 2 cats, 6 swords and an archer at your disposal. I'd keep Constantinople and Caesarea south of it. We have 3 slaves on their way to fill the roadgap and maybe reconnect the lux. We have a happyness problem in Tlaxcala and I put a taxmen there for now (just a suggestion) - it would cost 5+2 gold to free him. Currently currency in 1 and the Great Library in 4, you can pull 2 shields of it without delaying - ok, that's what I did at the start :)

Have a look at our treasury if you change anything! It is almost empty.

Just a question: Is there any reason for us not to have the governor on maximise production? We have lost shields due to that and I bet we have lost in the past (as I saw from our capital). I turned it on on my last turns, but now it is off again. I see no reason to do so; if there is any, I'd seek enlightenment. :confused:
 
Just a question: Is there any reason for us not to have the governor on maximise production?
Well I personally hate the governors. Even when I have set them one they haven't given me the results I wanted. They wont decide between things like working a forest without road or mined grassland with road correctly. Why work the forest if the extra shield is lost to corruption?

I'd keep Constantinople and Caesarea south of it.
I will take a look, but I suspect it violates pure 3 apart cities with NO exceptions. . What I can't tell at work is if one city can fill in the gaps to make it somewhat safe.

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

Signed up:
LKendter (currently playing)
Tarkeel (on deck)
Greebley
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.
 
Well I personally hate the governors. Even when I have set them one they haven't given me the results I wanted. They wont decide between things like working a forest without road or mined grassland with road correctly.
Ehm...sorry, but that is not what they should do. Commerce is collected before any production is. In fact Commerce is even collected before happyness check, then food and last production. That is why a governor on production gives you the shields the just "born" new citizen can collect and this is really huge sometimes.

Why work the forest if the extra shield is lost to corruption?
Corruption is no argument. Say the governor gives you 5 shields in some turns of which 2 are lost to corruption, it is still 3 shields more.

More important you have much more chances to avoid wasting shields due to overproduction. In many cases it is not only the one shield you gain, but you complete the project sooner and don't lose many shields on the next turn.

I will take a look, but I suspect it violates pure 3 apart cities with NO exceptions. . What I can't tell at work is if one city can fill in the gaps to make it somewhat safe.
What I do like very much about this particular game, is that there is really an idea about what we do together and that rules are set to avoid one player doing it one way and the next doing it the other way, but why throw away a city or two without any need? Even a written rule has to be flexible - we should at least have a look at it after taking it.
 
Maybe hold of on capturing those cities till we have the support in place? can always use the byzantine production for leaderfarming while we wait on it?
 
grs said:
but why throw away a city or two without any need?
I haven't decided either way yet.

I can't forget the nightmares from LK71. Trying to reinforce Copan the last game that was 4 tiles away. That city was a major struggle for much of the game until a couple more cities could finally be built. Budapest was a nightmare to maintain due more the 3 tiles from the nearest city. The AI managed to raze it Budapest.

For me it comes down to why capture a city if it can be secured. After all the plan was to get a city to link Budapest built, but the AI then screwed it up.

LK71 proved how important a solid front line is. What I have to determine is can we get those cities into a solid front line?


I just saw the dot map posted since I started to compose this. I still want to look at the game tonight.


Greebley said:
Aren't those cities far from our others? If we keep them we have an isolated group far from our core that will be very difficult to defend. That may make it impractical to keep them even if they do line up in our eventual 3-city pattern.

I think Greebley sums up my worry nicely.

The key is we WILL be fighting more then the Mongols shortly. If we get the Great Library I plan a push to find at least one more civ. The GL is useless with just one know civ.


grs said:
What I do like very much about this particular game, is that there is really an idea about what we do together...
I agree team planning has gone well. The differences have been very minor between the team members.
 
I say burn it. We will need atleast 2, most likely 3 cities just to form a weak chain to it, and we have much better areas to fill in right now. We also need as many slaves as we can get.

Although it might be worth leaderfarming on the units they will produce...
 
I'd say forget about leaderfarming. Theo is not even whipping - she sends an archer every few turns and more probably she will produce more spears. We have most of our army over there and we need it back when done. Two cats is not what you need for redlining a big city defence, we'd be lucky if we even get both to hit on the same turn.
 
350 BC
We have 27% of the world's population. It makes it quite clear how power agricultural is. Even if you ignore the Byzantines we should only have 20%.

I would like to switch to horses, but we still lack horseback riding.

I switch Corman Coral to walls. That city will be at the front of the fight with being our only horse source. The capital switches to settler. We need to keep the expansion going while the wars are meaningless.

As suggested I up science to 80% to get currency to 1 turn.

(IT) The next science project is horseback riding in 4 turns. That times perfectly with the completion of the library.


330 BC
The assault on Constantinople begins. I am shocked as both catapults score a hit. We lost 1 archer. The city is razed to the ground. We get $2 for our troubles. No workers were to be found.


310 BC
The game does like to throw a curve your way sometimes. Our next contact is India! With the Great Library two turns away I don't risk trading Literature.

I ship India Currency and get Burial and Horseback Riding (saved 3 turns). That trade does send India to the Middle Ages. :(
I then proceed to declare the mandatory war.

An obscene amount of horses shows up in the barb camp near Hovd. That makes him clearly the second to go to the Middle Ages.

Tzintzuntzen is formed. This is the city next to the gold hills.

Science is shut off this turn with the GL due in just 2 turns.

I have to go chasing a Byzantine spear / settler pair.
(IT) I stare in complete disbelief as ever horse from the barb game heads north. I wonder if the town is empty.


290 BC
We have our first Indian workers. You can never have enough workers. ;)

The Byzantine were nice enough to put that settler next to us, so I have another 2 workers.
(IT) The Great Library completes.

The Barb horses near Hovd all turn back around. There is another stack near Corman.


270 BC
Malinalco is built. This is the western yellow dot.
(IT) As I expected our spearman in Tzintzuntzen is destroyed. We get ransacked for a good amount of our gold.

We lost a spearman that was trying to head north.

We get the following techs for free: Mysticism, Map Making, and Construction.


250BC
Somehow I lost track of this turn.


230BC
I kill a Byzantine archer.
(IT) The barbarian rush appears again and massive ransacking occurs at Corman Coral.

We see a Mongolian unit kill the barb camp.
The Library supplies more technology: Philosophy, Code of Laws, Polytheism, Monarchy,

We may not be ready, but I start the revolt.


210BC
We burn Caesarea to the ground. We get $8 and no workers.

LAK-471.jpg


Our forces all start heading back home. We are now in a race to get the troops back home before the Mongol rush. We have just four more turns for the anarchy to end.


190BC
(IT) A couple of stray barbs commit suicide at Corman Coral.


170BC
I destroy a barb camp promoting a swordsman to elite.

150BC
We kill our first Mongol unit promoting another Swordsman to elite.


Summary:
The second we see ships please put a guard on the iron by the capitol.
I don't want to have to try and kill units on the mountain to protect our iron.

The anarchy will end in 130BC. :D

This is an exceptional AW game. You rarely see a civ gone in the BC time frame.

The settler is heading to the city site just south of the dyes.

It is time to trip our GA. We have 2 jags nearing the Mongol borders. Make sure we sneak in some buildings during the GA. We are really hurting for buildings outside of barracks.

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

Signed up:
LKendter
Tarkeel (currently playing)
Greebley (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) Science research must be very aggressive with deficit spending if we can afford it.
3) Try to build the roads before the city to take maximum advantage of the 3 tile city plans.
4) 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/LK73-150BC.zip
 
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