LK73 - AWE, Pangea, Civ = Random*

Given that we have an excess of land, it seems a shame to raze it. The town is within 3 of two towns behind it and it won't matter much when the next row of towns is placed. If we were short on space I would agree, but we have the opposite problem; we can't fill the space we do have fast enough. I would really like to have towns along the roads that are currently in neutral territory. Otherwise enemy units can attack us at distance of 3 or 6.

So I would live with the bad placement.

[Edit: Since we are trying to build MP, maybe hooking up the Saltpeter was a mistake. Do we want to disconnect it until we get Cav? Muskets for MP doesn't seem useful to me.]
 
650 AD (0)
I don't know why we are building libraries before Rax when we are short on defenders. Libaraies later, rax now. Swap 3 libraries to Rax. Swap pike builds to muskets. We need the defenders, but an extra three turns won't matter at this point. Need to pull some of the armies back to the east. It will ahve to wait.
(I) No attack, but lots of movement. Indians start Bach's.

660 AD (1)
Kill two AC and a longbow. Start moving some of the armies eaastward. Rush the walls at Zitlaltepec. Drop lux to 0% and raise science.
(I)

670 AD (2)
Kill a couple each of knights, MDI and longbows. Spot an Indian settler/spear pair but don't know if I can reach it before they settle. Snag a Mongol worker.
(I) Four elephants appear on the roads.

680 AD (3)
Kill two elephants, a spear and clean out a barb camp. However, the spear gaurding the settler kills a knight.
(I) The two remaining elephants advance down the road.

690 AD (4)
Kill the last two elephants. Raze Choybalsan and Bengal with two spears each but only get one worker. Kill two stary longbows.
(I)

700 AD (5)
Kill 2 spears and collect 2 workers from the Indian settler. Kill and MDI a longbow and warrior. Found Chapultepec on the east coast.
(I) The Mayans complete Sistines.

710 AD (6)
We kill 2 spears and raze Ulaanbaatar gaining 2 workers and finishing off the Mongols. Itzapalapa is founded.
(I) The Indians land a settler/spear right next to our elite knight.

720 AD (7)
Two more workers. Ayotzinco is founded. Kill a spear, Crusader and 2 longbows.
(I)Not Much.

730 AD (8)
Kill a longbow and spear. Move muskets up, trying to get every city covered.
(I)Lots of units move up.

740 AD (9)
Kill two spears, two longbows and an MDI. Found Calixtlahuaca. I don't like Logrono, so I raze it and get two more workers.
(I) We get Metallurgy and start Military Tradition due in 12. Sarn, I missed one and Corman's riots. Mayans finish Cop's. The Mayan's units seem to be running away. I haven't seen andy Indian units in a bit, could they be fighting?

750 AD (10)
I kill a Knight and spear but don't get to raze Vitoria as there is one spear left. The rest is boring.
 
finishing off the Mongols.
Two dead civs and we haven't even hit cavarly! This one is in the bag. May be another race of domination or conquest first. If possible I would prefer conquest as it has been a long time since the LK series won a game that way.

I also note that we continue to do a good job collecting more workers every round.

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

Signed up:
LKendter (on deck)
Tarkeel
Greebley
Meldor
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) 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.
 
The only reason not to go for conquest would be a single tile island. One doesn't want to wait for marines. Otherwise I think conquest and domination usually are fairly equivalent at AW.

I do think building 2 boats to go around the continent might be useful if we do this so we can start looking for islands.
 
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.
 
750 AD
We still have cities without defense and settlers without escort. Do to this I make several swaps to get more muskets built.

I make several MM changes such as Tenochtitlan to higher growth. Tlatelolco is size 6 with river. I chance the workers to irrigate the plains for +1 food. Once we chop the forest it will be size 7.

I have no idea why all cities are blindly set to emphasis production. Extra shields are a major waste of time in hopelessly corrupt cities.

Chiauhtia is set to temple to fix the city gaps. 2 other cities in the west start temples to claim more land.

I wake up our MDI army and kill a stray knight.


760 AD
I kill 1 knight and 1 spearman.
Vitoria is razed for 1 worker.


770 AD
Cempoala is our first specialist city that hires 3 scientists.

I kill 1 AC, 2 longbows, 1 pikemen and 1 spearman.


780 AD
I kill 1 elephant, 1 pikeman and 2 spearmen.

Mingapulco is formed.

Seville is toasted, and Spain no longer controls the Great Wall.


790 AD
I kill 1 barb camp, 1 barb, 2 elephant and 4 longbows.
(IT) Spain calls up begging for peace.

We lost our knight to a blasted longbow. That knight was to be the 4th knight for the northern army.


800 AD
I kill 2 barbs, 2 barb camps, 1 elephant, 1 pikeman, 1 spearman and 1 longbow.

Murcia is razed to the ground gaining two workers that will be challenged to get home.

I have nothing to deal with an Indian horseman that landed a bit behind our front lines. We have zero reserve units to deal with landings in that area.

Tepexpan gets two scientists, and can hire a third after more irrigation. Tlalmanalco also gets two scientists.

New Teotihuacán is formed in the west filling in a small gap.
(IT) As expected we lost one worker to a barb.

I don't like that India is sending a War Elephant to the west. We have nothing down there to deal with it.


810 AD
I kill 1 horseman, 2 longbow, 1 crusader, 3 spearmen and 1 settler.
I razed just formed Punjab.
This included a musket attack to kill the horseman as I had nothing else to kill it with.
(IT) The AI chased down a worker that was avoiding the barb camp.


820 AD
I kill 1 barb and 3 spearmen.


830 AD
I kill 3 barbs, 2 longbows and 2 elephants.
(IT) I am really remembering why I hate barbs as another worker trying to get home dies.


840 AD
I kill 1 barb, 1 barb camp, 1 crusader, 1 pikeman, 1 longbow and 2 spearmen.
I raze Asturias, a Spanish city in the far northeast. I am close to finishing the mapping of that area.
(IT) I am happy to report our first cavalry has rolled of the line.


850 AD
I kill 3 spearmen, 1 pikeman, 1 crusader and 2 longbows.
I raze Santiago to the ground gaining $0 and 3 workers who will really be challenged to make it home.

We need the knight army to help defense, but I refuse to not raze Coba when it was down to a longbow. We pick up $29 for our trouble. That army needs to get back to the war zone.

I actually spend $60 to upgrade 2 knights to cavalry. For me to weaken the science deficit reserve tells you how much I want some cavalry on board.


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


Summary:
The next leader should rush the military academy in our of our HIGH shield cities. It may be awhile for any leaders and most of our offensive units are in armies.

Almost all of the fighting is north of the silks. The biggest problem is lack of a road net.

If Bach's completes I would start a palace pre-build so that we can try for Smith's.
It is only worth going after if the cascade is broken.


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

Our general game plan:
1) To target our cities to always be 3 apart tiles. 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 useful 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/LK73-850AD.zip


The below is our next 4 cities. It is a bit awkward, but the mountain really screwed things up. Once we have some spare escorts I would settler in the following order - yellow, blue, red, then white. White could become a hot spot, so make sure the road past the iron is completed first.
LAK-484.jpg
 
(0) 850 AD
Go over and do some minor MMing.

(1) 860 AD
Kill 5 LB, 1 Crusader, 1 spear, 1 barbcamp

IBT
Indian settler landing in the west

(2) 870 AD
Coatepec: Barracks->Aqueduct
Kill 4 LB, 2 spear, 1 barbcamp, 1 settler
Turn research down to 50%, still due in 2 at +48 gpt

IBT
Maya start Shakespeare

(3) 880 AD
Mingapulco: Walls->Cannon
Turn research down to 40%, still due in 1 at +95 gpt
Kill 1 spear, 1 LB

(4) 890 AD
Banking comes in. With Shakespeare out there as well, I start on Astronomy @ 70%, due in 4 with +10 gpt
Kill 5 spears, 1 settler, 1 LB; Raze Tulum (52g, 1 slave

(5) 900 AD
New Teotihuacan: Walls->Harbor
Tula: Library->Court
Kill 1 Crusader, 5 LB
Rush a barracks in Iztapam for army healing (56g)

IBT:
2 conquistadors are coming at us. Worker stacks need protection now

(6) 910 AD
Tzintzuntzen: Market->Aqueduct
Iztapam: Barracks->Cannon
Kill 1 Conquistador, 1 spear

IBT:
Another indian settler in the west, guessing that desert has oil

(7) 920 AD
Chalchihuites: Barracks->Aqueduct
Tlateloco: Cav->Settler
Kill 1 Conquistador, 4 spear, 1 settler, 1 musket, 1 LB, 1 Pike, 1 barbcamp
Found New Tlateloco on yellow spot
Turn research to 50%, still due in 1 at +46gpt

IBT:
Lose a worker in the eastern wasteland to barb horse

(8) 930 AD
Astronomy comes in. Start Physics at 80%, due in 5 @ -17gpt. Maya got it this turn, so it's not at first civ cost.
Kill 5 spear, 2 settler, 4 LB and get a leader.

(9) 940 AD
Teayo: Musket->Caravel
Corman: Musket->Library
Kill 3 LB, 1 Spear; Raze Valencia(1g, 1 slace)

IBT:
Mayan Longbow lands in the east

(10) 950 AD
Tlateloco:Settler->Cav
Kill 2 LB, 2 spears; raze Cuello (87g, 5 slaves
Found New Texcoco on blue spot
Rush Academy in Xocichalco

-We have some cavs guarding the homeland now
-I've set quite a few corrupt cities on aqueducts so they can grow larger
-It looks like an island outside Tepetlaoxtc (in the east)
-Tlamanalco can go to unit factory once it's hills are mined
-I'm trying to slip a MDI army into mayan territory, but the mountains are pretty crammed with units
 
We have some cavs guarding the homeland now
Glad to here we have a mobile reserve especially with conquistadors in play. :D

===========================
Rush Academy in Xocichalco
We now have stronger armies. The next step is some cavalry armies. We are already doing a next job razing AI cities, and cavalry armies will only speed up the progress.

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

LKendter
Tarkeel
Greebley (currently playing)
Meldor (on deck)
Grs

Our general game plan:
1) To target our cities to always be 3 apart tiles. 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 useful 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.
 
I got it. It sounds like we are doing well.

Are there any dangers of the enemy building cavalry? If any civ has both Saltpeter and Horses, I will make it a high priority to pillage their resources. The speed 3 of cavalry makes things much nastier for us and may attack our MDI armies.

In any case, I will check/ keep an eye on this.
 
I got it. It sounds like we are doing well.
I have no question this is in good shape. I nailed some more Spanish cities, and I caught the word raze in the last report.

I haven't looked at 950AD yet, but it sounds like the thin military situation is finanlly cleaned up.
 
I didn't push much forward during my turns, there are a few cavs waiting at the border to take care of enemies, while the armies are pressing west. Send the MDIs in front to do some pillaging I think.

We should be good on muskets, so can start switching over to cavs again in the core. We also need a new settler factory going I think.
 
We should be good on muskets, so can start switching over to cavs again in the core. We also need a new settler factory going I think.
If we start a settler factory up we should still keep at least a couple cities on muskets to cover the new settlers. I would actually like to get small reserve of muskets so that the are ready for when the settlers appear.
 
Preturn: Upgrade two knights.

IBT:
We build the Mil Acad.

960 AD:
Forward Cavalry! I kill the elephants and spears that were on the roads without loss.
Physics drops to 1 turn at 60% Some AI got it I suspect.

980 AD:
Attack Barcelona and Madrid with armies.
Caravel discovers new land right off our coast - probably an island.

990 AD:
Raze Barcelona

1000 AD: Our first losses - We lose a cav attacking a spear and an Elephant.
Capture Madrid - It has the Lighthouse and we don't really care if it flips. We can disband when the armies leave but for now it speeds boat movement. It has 3 other wonders too.

1010 AD: Capture Palenque. This small city has the Statue of Zeus and Sistine. Its definitely a keeper.

1020 AD: Raze Dacca. - a newly settled town.

IBT: Magnetism makes the Lighthouse obsolete. I am going to Abandon Madrid.

1030 AD: Raze Madrid and Toledo. Raze island town and build our own near it.

1040 AD: Raze Dzibilchaltun(Mayan). This nets us 202 Gold!

IBT: Warning to next Player: Massive Barbarian Uprisings!!
Lots of nasty horses will be running around.

1050: Attack Chichen Itza and Calakmul.

Notes:
We continue to make good progress.
Mayans have 8 cities (7 + capitol)
India has 9 cites.
Spain only has 1 city

There is a barb camp very near to Castle in the Swamp - it has 10+ barb horses.

Feel free to wake up workers. I was working on roads to the north when the Barb message came.

I would continue to run 100% science as we can get Money from enemy cities to support ourselves.

The Mayans didn't have Iron or Saltpeter, so hit them now before they get rifles.

The army that looks like a cav army only has 1 cavalry.
 
Capture Palenque. This small city has the Statue of Zeus and Sistine. Its definitely a keeper.
:hmm: Zeus is expired, and we aren't building Churches. I don't see the value.

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

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

Our general game plan:
1) To target our cities to always be 3 apart tiles. 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 useful 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.
 
When I made the comment, I had forgotten Zeus had expired. As for Sistine, it seemed a decent way to boost happiness in a single city if we ever need to (probably unlikely we will get to sanitation). We can abandon it if we want, but it doesn't seem a problem to keep either. It has actually been very nice in that the AI is stopped by the terrain so we get first attacks. It costs us very little if it does flip.

I would keep it until the Mayan capitol falls at least (actually in a single player game, I would keep all cities to cut down the enemy's movement at this point and simply take back cities that flipped. The game won't last long enough for many to flip - but thats my own personal style of play).
 
I am happy to see that we are getting a lot of science specialist cities going. :D
LK71 proved how powerful they are for researching.

New Texcoco was not placed per the previous dot-map. Blue dot was the target spot. It was trying to redeem a few more squares toward the ocean. Due to this I am adjusting the next two city spots.


LAK-485.jpg
 
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