LK73 - AWE, Pangea, Civ = Random*

I say contact the Mayans now, the later we wait the more ACs they will pour at us when we finally do declare.

Also, move the central scout one mountain north, it will get a much better view from there, including of their horses.
 
@Greebly - elite* ????
Does this mean we finally got a leader? If so what did we do with him? Your report was to SHORT. That is a very important piece of information.

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

Greebley said:
Here is the current map. Note that we do not have Mayan contact yet. We should dicuss if we want to go for contact. It may give us some techs, or we may want to concentrate on the Mongols.

We need that incense. A third luxury will make it much easier to get to size 7 cities and the extra unit support.

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

Signed up:
LKendter
Tarkeel
Greebley
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) 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.

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.
 
Tarkeel said:
Since he mentioned Heroic Epic, I would assume an army, probably swords?

The is my issue - assume. I shouldn't have to assume what he did. Since we have fuedalism I would hope for a MDI army.
 
Ya, we have an MDI army. I don't know how I missed reporting that. We have many opportunities for Elite victories given our elite swords and a large number of archers incoming. We may even be able to get another as well before the current wave is killed.
 
Ya, we have an MDI army. I don't know how I missed reporting that. We have many opportunities for Elite victories given our elite swords and a large number of archers incoming. We may even be able to get another as well before the current wave is killed.

Well we certainly have the cities to support another army or two. :)
With the GA I suspect we will have heroic epic built shortly, and already have the FP. Nothing much for leaders to do except build armies for the moment. After army #3 will will want to rush the Pentagon.
 
Signed up:
LKendter (on deck)
Tarkeel
Greebley
Meldor (looks like still having PC problems)
Grs (currently playing)

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. This goal is almost here. :D

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:
Sorry I have to delay for about 24 hours. If you don't skip or swap me, I will have the turns played in a day for sure.

I can't play until the middle of Monday at the earliest. I will wait the 24 hours, but I will skip monday night.
 
260AD: Kill 1 spear, 5 archer. Get 2 leaders -> armies. Chalco founded.
270AD: Kill 4 archer, 1 sword. Get 1 leader -> rush Pentagon at Tlatelolco.
280AD: Kill 3 archer. Get 1 leader - army.
IBT: Kill 1 archer.
290AD: Kill 1 archer. Lose 1 galley.
300AD: GA ends and heroic epic completes. Kill 2 horses. Tlalmanlalco founded.
310AD: Get monotheism from the GL. Contact the Maya - they are up engineering which we will get next turn. War is declared on the Maya. Kill 1 settler/spear pair.
IBT: Kill 1 barb. warrior.
320AD: Kill 1 settler/spear and 1 archer.
330AD: Kill 2 spears at Kaminaljuyu and 1 spear in the open.
IBT: Mongols want peace. We get Invention from the GL.
340AD: Kill 1 spear and 1 longbow at Kaminaljuyu and take it. We get 8 gold and 1 slave. Kill 2 spears at Tapriz (that's all the mongol city def. already), take it and get 2 slaves. Ixtapoluca founded.
IBT: Lose 1 worker and 1 slave to barb horses.
350AD: Huexotla founded. Upgrade 3 cats -> trebs. Kill 1 settler/spear and 1 AC.

Both ships you see are very probably empty. Mongols did not connect their iron yet and only send a spear some times. India has some horsemen and archer. Maya send ACs. I have not seen any swords yet.

I would keep both cities and found next on eastern grey, pink and darkblue.
There is a worker in the middle of nowhere near Tenochtitlan - sorry. The barb camp near Huexotla is dispersed - these are the last 2 barbs. Corman Coral need an entertainer for one turn unless you do up the lux, but it seems a waste.
 
260AD: Kill 1 spear, 5 archer. Get 2 leaders -> armies. Chalco founded.
270AD: Kill 4 archer, 1 sword. Get 1 leader -> rush Pentagon at Tlatelolco.
280AD: Kill 3 archer. Get 1 leader - army.
Talk about leader insanity! 4 leaders in 3 turns. Definitely proves that luck can cluster.

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

I would keep both cities and found next on eastern grey, pink and darkblue.
I will have to take a look. I have no idea how much havoc the new cities play on the dot maps.

Note to all: I don't want to capture AI cities. The complaints about fighting the mother country, and flip risk are not worth it to me.

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

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) 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) Raze all cities unless they have a wonder.

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.
 
Just three remarks before you start to tear me apart :)

1. Flip risk is minimal when you starve the city down to one.
2. We need the mongol city and the barracks I rushed in it to heal our armies or we lose much time. You may abandon it later when we filled in, but with that many armies I had to be more agressive.
3. I keept the Maya city because it fits in nice and will get the spices online sooner. Though it is not like on the dotmap.
 
Healing armies in a city with a flip risk is probably not worth it. A flip is rare, but when it does happen the cost is very high. We should only use the city to heal if the number of troops is sufficient to prevent all flip risk. This is a lesson I learned the hard way.

If the Mongol culture is 4x or higher than us, I don't think it is worth it; too many troops would be needed.

In the above case I would push our towns in the direction of the Mongols to get the Lux (edit: after we get incense that is).
 
In the above case I would push our towns in the direction of the Mongols to get the Lux (edit: after we get incense that is).

I haven't finished the turn yet, but we have incense and spices. We also found a location for Silks!
 
I notice some of our interior cities are empty. This may create an AI baiting situation where they will bypass our front lines to go after the empty cities. I am switching several cities to pikemen until every city is occupied.

I switch Tenochtitlan to Temple. I cancel the worker mining by Tula. With the number of nearby hills we need food to offset working the hills. I switch Cempoala to walls. I refuse to build regular troops.

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

I don't know when it happened, but why did why do we have regular MDI?

Having two players on a totally different wavelength can really hurt an SG. I totally disagree with Grs in keeping AI cities. I am also frustrated to have spent all the time doing up the dot maps to have my work wasted.

I immediately abandon Kaminaljuyu.

I waste 10 shields ($40 in rushed money) and swap Tabriz to worker. That at least lets me salvage half of to rush costs.


350 AD
We lost our elite* horse on the mountain to a Mayan AC.
One barbarian commits suicide at Huexotla.


360 AD
I destroy a barb camp.
We kill 2 archers, and 1 AC.

One army advances toward Ta-Tu and finds we have a nearby Silks source.
(IT) Another barb commits suicide.
An attacking AI archer dies.


370 AD
We kill 3 spearmen.

Our 3 MDI army razes Ta-Tu. I need to get the 4th MDI into two of our armies. We get no money, but I won't argue with 4 workers.

Another army gets us 2 more workers from a settler pair.
(IT) Spain completes the Great Wall. One of these days I would like to declare war on Spain.


380 AD
We kill 2 spearmen and 1 longbow.

We caught yet another settler pair for 2 more workers.


390 AD
We kill 1 spearman and one barb.


400 AD
I kill 2 spearmen.

Tepexpan is formed. This is the white dot for the spices. This will allow me to get rid of Tabriz.

Kazan is razed to the ground capturing 1 catapult and 3 workers. I see multiple Mayan JTs coming our way.


410 AD
I kill 5 spearmen and 1 barb. Scratch one barb camp.

I get another army up to 4 MDI inside.

Dahran is razed and we gain another 2 workers.


420 AD
I kill 2 horsemen, 1 spearman, 1 longbow and 2 barbs.

I raze Piedras Negras and get $16 for my trouble.

I use a natural worker to get the incense colony now.
(IT) Nothing of importance happens.


430 AD
I kill 4 barbs, 1 spearman, 2 JTs, 1 warrior and 1 archer. We gain yet another 2 Indian workers. The AIs can't stop trying to settler the no-mans zone.

I raze 2 barb camps.
(IT) That Mongol ship actually had an archer on-board.


440 AD
We kill 1 barb, 1 archer, 1 AC, 1 spearman and 1 JT. We lost a vet MDI vs. a JT. The very next battle and we get the below message. :D
LAK-478.jpg


I form another MDI army. The army has just one MDI for now. I am sending it to meet to more. The only problem is there are still already 2 three unit armies out to reinforce besides filling this one.

We promoted a regular MDI to veteran. This works out well as that unit is the only near the western army.
(IT) The Maya complete Sun Tzu. Spain cascades to the Great Lighthouse and completes that.


450 AD
We kill 3 barbs, 1 JT, 1 warrior and 1 AC. We lost an elite horseman trying to kill a regular longbow. :(
Two more barb camp bite the dust.

The party is complete as we meet the Spanish. They have no luxuries, and are down invention. They have horses and iron. :eek:
We will see knights and their UU. War is declared. They came by ship, so I have no idea where they reside.

Tepetlaoxtoc is formed. This city is near the dye source and simply fills in a gap.

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


Summary:
Please keep ALL cities occupied. Not doing so can create an AI baiting tactics where they always rush to the empty cites.

Another tough turn for the enemy with 4 razed towns and absurd amount of settlers killed.

Please merge our last natural worker into a city. Unit costs are hurting us. We need to be ready for when we have to turn research back on.

Our next goal is to raze the Mongol capitol. Once we can get two or three MDI armies healthy the next round of pound the Mongols begins. Most of the armies are heading that toward that area.


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

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 ASAP. 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) Raze all cities unless they have a wonder.

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/LK73-450AD.zip


No dot map for the west. The settler is on the next square to settler to further secure the incense. We have no reason to continue that way. We want the 5th luxury as that means we don't have to build the traditional churches of AW. This position is already quite strong, and that 5 luxury is a killer.

Our big push is up Silks corridor. IMO the order to settle is light green, purple (the spice city), off yellow, light blue, red. After take care of the 3 filler cities. I have another settler heading that way. Another is due in one turn. Keep pumping the settlers out. We want to push the supply lines forward.
LAK-479.jpg
 
Good turns Lee

The Regular MDI came from our warriors. I felt it worth the cost with us running 0 science to upgrade them even though they were regular.

Do we really want to merge all our workers in? I felt we were behind on improving our lands and didn't have sufficient foreign workers to do so on my last turn. My worry is that we will have a net loss of gold and shields due to unimproved lands rather than a gain if we eliminate our workers completely.
 
I notice some of our interior cities are empty. This will create an AI baiting situation where they will bypass our front lines to go after the empty cities. I would prefer to avoid this situation as it borders on exploitive.
It was not known to me that there is a need to occupy any given city no matter if at the front, coast or not. I did definately not let the AI wander aimlessly from empty city to empty city if that is what you mean.

I don't know when it happened, but why did why do we have regular MDI?
One is from Greebly as he explained. Another one is from me and is in an army ready to promote. I had to fill the armies with something at least and it will be a veteran soon, if it isn't already.

Having two players on a totally different wavelength can really hurt an SG. I totally disagree with Grs in keeping AI cities. I am also frustrated to have spent all the time doing up the dot maps to have my work wasted.
I don't think this critique is even a bit appropriate. Your dot-map work is not wasted by me keeping an AI city that is beneficial to us. All but one city I founded were on the proposed locations - and I would like to stress the word proposed here. As you are far more experinced in SGs it may be my misunderstanding, that it should be possible to make an own deceision based on the planning made before and based on the actual game situation that arises once you play.

The overall state of this SG does not look like it was hurt too much, but if you think I am ruining your fun in this particular game, feel free to ask me to drop out and I will comply. I would miss this interesting game though.
 
Back
Top Bottom