LK76 - AWE - Pangea, No armies, Random Civ

1250 BC
I fix Amsterdam for growth.

I think the odds of the Pyramids surviving ~40 turns are low. I don't trust it as a pre-build, so I swap the pre-build to Rotterdam. I also don't want to tie the granary city up on wonders.

It still feels stretched for the empire.
(IT) The RnG is nice for a change and our 1 hp archer not only survives, but it promotes to elite.


1200 BC
Groningen is formed on the yellow dot spot. I will sneak in a badly needed worker.


1100 BC
(IT) The RnG continues to feel sorry for earlier as our warrior on the mountain survived an archer attack.


1025 BC
Babylon completes the Oracle. That is half of a GA for Babylon.


Summary:
This was 10 very quite turns. I won't argue with that at all. It gave me the needed time to double our worker force to 4. Territory development was really suffering.

A settler is ready to build blue dot. I would suggest at least one worker from that city.

The second the road on iron completes switch Rotterdam to it for the additional shield.
That will add a 9th useable shield in the city.


Signed up:
LKendter
Greebley (currently playing)
Zwingli (on deck)
hotrod0823
Meldor

Our general game plan:
1) To target our cities to always be 3 apart tiles. With no armies it is really critical to keep this rule going.
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.
5) Our first leader should be for an optimal FP location.

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Additional restriction: No armies


http://www.civfanatics.net/uploads8/LK76-1000BC.zip

The below are the next few cities. I see white dot first. This WILL become the focal point for Persia, so it will need a heavy guard for to start. This city should also become the staging point to start pounding on Persia.

The blue lines are missing road segments we really need.

LAK-497.jpg
 
Early: Build some more workers. Found Eindhoven.
Build our first Sword.

Mid: Our Sword becomes elite. Lose an archer on attack vs another archer. Looks like Persia is going to try to grab the cow.

Warning: Persia has Horses

Late: No Persian intrusions even though the horse could have gotten to us. Perhaps they are at war and our towns are well defended enough for them to go after their other foe.

Notes:

Turn was pretty quiet. I only had to deal with about 5 or 6 enemy troops. I got some elite victories but no leader.

No new contacts.

I went for swords since I felt we needed them ASAP, but a town needs to be switched to back catapults. We will need more cats when we meet new foes or Persia pays attention to us more. They have 8 cities and thus could be more aggressive.
 
Signed up:
LKendter
Greebley
Zwingli (currently playing)
hotrod0823 (on deck)
Meldor

Our general game plan:
1) To target our cities to always be 3 apart tiles. With no armies it is really critical to keep this rule going.
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.
5) Our first leader should be for an optimal FP location.

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Additional restriction: No armies
 
750 BC (0)
Switch the northern barracks build to a catapult. Everything else is in order.

730 BC (1)
Amsterdam settler->swordsman
Persian horseman approaches, and I begin gathering troops to attack Sardis.
IBT- Persian horseman kills our scouting warrior on a mountain

710 BC (2)
Continue advance on Sardis. MM Amsterdam for growth.

IBT- Two Persian horsemen approach

690 BC (3)
Raise luxury tax to deal with growth of our wonder city
Our swordsman retreats a Persian horse outside Sardis. Shuffle spearmen to strengthen northern defenses.

IBT- Another horse and 2 archers approach our northern defenses

670 BC (4)
Set up for the attack on Sardis, and hold back the settler due to Persian pressure.

IBT- 2 horsemen and 1 archer move north of Groningen

650 BC (5)
We learn literature and science is shut down. Great Library is due in 19 turns.
Kill 2 of the horsemen north of Groningen with elite units, but don't have an attacker to kill the archer.

At Sardis, the first swordsman defeats the lone spearman and we raze the city.

630 BC (6)
Elite sword kills the last archer north of Groningen, stack of spears with settler advances to white dot.

IBT- We defeat an archer in defense.

610 BC (7)
Found Arnhem


590 BC (8)
New settler heads for red dot worker team connects Arnhem to the road network.
Our elite archer retreats a horse and is covered by spear

IBT- Another horseman approaches Arnhem to join an archer, Hague riots due to improper management (lost lux tax).

570 BC (9)
MM to fix Hague and get a couple builds completed sooner.

Catapult hits a horse, we lose a swordsman attacking an archer on a hill, but finish it with an elite archer. Vet archer retreats the horse revealing that Arnhem is 2 squares away from Persepolis.

550 BC (10)
Lose 3/4 vet archer attacking reg archer on a hill, finish the redlined archer with offensive spearman and get a good view of Persepolis.
Move Settler and Spear into position to found red dot.
lk76_550bc_Persepolis.jpg

Persia is ahead of us by a few techs, but still lacks Literature and Mathematics. I would expect Persia to be more advanced if they were in contact with the rest of the world, so I wonder if we might be on an isthmus or island seperate from the rest of the pangea?
 
We learn literature and science is shut down. Great Library is due in 19 turns.
Why did we shut down science? If we failed to get the GL we have lost 20 turns of research and go further in the hole.

Hotrod0823 - please turn science back ON to maximum. I have learned never to assume we will get it. I would ran maximum deficit until we actually build the library.

In addition the GL is useless until we meet another civ.

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

I will do another dot map up tonight

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

Signed up:
LKendter
Greebley
Zwingli
hotrod0823 (currently playing)
Meldor (on deck)

Our general game plan:
1) To target our cities to always be 3 apart tiles. With no armies it is really critical to keep this rule going.
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.
5) Our first leader should be for an optimal FP location.

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Additional restriction: No armies
 
Persia wouldn't give full prices for our techs which often indicates they know someone else with that tech (the alternative is that they are researching it).

They also are sending fewer units than I would calculate a normal 8 city civ would send, not to mention no early attack of warriors. Both of these combined to me make me think that they have been in a war that probably started before we met them.

So I suspect that there will be at least one more civ - and quite possibly a whole bunch that haven't gotten around to visiting yet.

I agree we should keep up research for now. The chances of getting it are good, but if we don't then the loss of turns of tech will really hurt us and is not worth the risk. Cash will be plentiful enough if we do get the GLib.

I also think we need to get currency and should research at least until then. We don't know for sure when we will meet another civ.

The other alternative is to find another civ by building a curragh, but I would rather not do that as we currently have a chance of doing serious damage to Persia. An incoming stream of enemy units would interfere with our efforts in the 'Persian Removal Project'.

There are some other techs we want, but I usually like making markets a priority.
 
Our general game plan:
2) Science research must be very aggressive with deficit spending if we can afford it.
I didn't notice that one. :blush:
In that case we should go all out research on Currency, and the deficit will quickly take care of the current surplus. :)
 
If twe manage to get the Great Library, that would be the one thing that would make us want to hold off contacts as long as possible. If we can wait until after the others are beyond Education, we can get more out of the GL. However, I would suspect we will see them in ships before then. If no ships come then that increases the chance we are isolated. Isolated with the GL is a major goodness.
 
Isolated with the GL is a major goodness.

I can attest to that. The infantry 2 AWM game we go some crazy amount of techs. We had started on our own private island and didn't have many contacts until most civs were well into the Middle Ages. Major tech haul in that 1 turn.

I will begin playing tonight.
 
This is the next block of cities. We are strong enough to deal with more then one civ at this point. This works toward an important goal of iron not being at out front lines.

The other thing is to start improving our map knowledge. At some point luxuries need to be on our road net.

I would like to have the option for the FP available for when we finally get our first leader.

LAK-498.jpg
 
LK76 550BC (0): First off I change research to currency I don't think we had much invested in Philo and our chances of getting if first are slim and none IMO. Running at Max allowable science of 60%. A bit of tiles swapping shaves a turn of TGL but slows the settler by 1 turn. Tough call but I would rather save a turn on our key wonder.

530 BC (1): Persia is sending a couple horses our way. Want to form up a few units to hit the Persian capital but can't leave the town underdefended. Founded Maastricht where the settler is now. Starts a worker. Attack the advancing horsey but he retreated. More MM at the capital. Our towns are soo close they require tons of tiles swaps and MM to be most effective.

510 BC (2): Kill the wounded horse and wound another. Advancing units slowly.

490 BC (3): Hague builds a sword starts another. 2 cat hits and an elite archer victory and we get our first leader. And we can build our FP thanks to the latest town. Moving the leader toward the Hague I don't want to risk losing a boarder city with and FP in it. The Hague is a bit more secure. Will rush it next turn.

470 BC (4): Amsterdam builds a settler starts another. Settler is heading East. Sending more units toward the Persian Capital. Rush the FP in The Hague.

450 BC (5): Kill a spear in Persepolis and get a second leader. Sending him home to find something nice to rush. Hague is building a sword.

430 BC (6): Lose an elite archer that was exposed to a Horsey that came out of the fog. :smoke:. Utrecht needs a taxman at size 5 so I build a spear and start a settler. Groningen builds a worker starts a cat. WoW! my sword kills a spear in Persepolis and reveals a wounded 2hp spear. Use a wounded archer in the area and Persepolis is razed to the ground. Not sure if this is the best choice but it will help pushout our cultural boarders so I rush a library in Arnhem.

410 BC (7): :wallbash: Lost a spear and an archer on the ruins of Persepolis. Still think it is worth it to take the city before reinforcments arrived. Arnhem builds its library and starts a cat. Well we move our settler/spear combo to the new orange dot near the wheat and we have new contact. The Aztecs! He has 12 cities and is up CB, maps, HBR, and Construction. No deals and we are at war.

390 BC (8): Amsterdam builds a settler starts another. Found Haarlem on the orange Dot. Start on Walls. Kill 2 stray Persian Archers.

370 BC (9): The Hague builds a sword starts on a spear. Change Utrecht to a spear to cover our newest settler.

IBNT: The Aztecs completed the pyramids.

350 BC (10): Moving a sword to dispatch the lone Aztec Warrior. Settler is available in the East and the spear escort is due next turn. Another settler is due out of Amsterdam in 2 turns.

The FP is done and we are 2 turns from the Great Library and 6 turns from Currency. With 40 gold and -4gpt. Lux is way up because we lack temples and luxuries.

The only other question is do we bother with research for the next few turns until the GL completes.

Also, we may want to switch Amsterdam to a sword to bring some units to the east faster and allow the capital to grow some before building another settler. Not sure where I messed up the MM but it is smaller than I would've liked.
 
Not sure if this is the best choice but it will help push out our cultural boarders so I rush a library in Arnhem.
The general goal is the most expensive building to rush.

The only thing worth it in a highly corrupt town is a temple to push the borders. No sense in anything else. In the core anything is valid.

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

Signed up:
LKendter (on deck)
Greebley
Zwingli
hotrod0823
Meldor (currently playing)

Our general game plan:
1) To target our cities to always be 3 apart tiles. With no armies it is really critical to keep this rule going.
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.
5) Our first leader should be for an optimal FP location.

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Additional restriction: No armies
 
It is probably worth finishing research on currency. The Aztecs didn't have it when you listed their techs. At only 6 turns we may get it before the AI. Persia especially may be slow to get it. If they do have it we can turn off research next turn.

We can then rush markets with leaders too :D
 
It is probably worth finishing research on currency. The Aztecs didn't have it when you listed their techs. At only 6 turns we may get it before the AI. Persia especially may be slow to get it. If they do have it we can turn off research next turn.
There is also a slim chance that an AI will complete the Great Library next turn. We are ranked third in literacy (F11), which means 2 AI civs have literature and have built at least 1 library each. If the Pyramids cascade doesn't take out the GL next turn we will be assured of getting it.
 
350 BC (0)
Not much to change.
(I)Utrech spear->spear, Maastricht worker->worker

330 BC (1)
Kill an Aztec warrior and a Persian horse.
(I)Amsterdam Settler->Settler, Rotterdam Great Library->Sword. Hague spear->sword

310 BC (2)
Kill a couple of Persian spears.
(I) We get Ceremonial Burial, Mysticism, Code of Laws, Map Making, and Horseback Riding from the GL

290 BC (3)
Retreat Persian horse and kill an archer. The city of Holwerd is founded.
(I) Groningen cat->Rax, Eindhoven cat->cat

270 BC (4)
Not much
(I)Some more horses appear.

250 BC (5)
Kill one horse. Turn science down to still get currency next turn. I will then shut it off completely.
(I)Rotterdam sword->temple, The Hague Sword->Sword. Utrecht spear->spear.

230 BC (6)
Kill another horse. The settler is moving near its spot.
(I)The last Persian horse vears to go after one of the new cities.

210 BC (7)
Start a shift to protect the cities.
(I)Persian horse attacks a sword protecting a settler and dies without making a scratch. Amsterdam settler->settler.

190 BC (8)
The city of Middelburg is founded. The road to the next city is complete.
(I)We lose a defending sword to a reg Horse. The second sword kills the second sword. The Sumerians finish the Great Wall.

170 BC (9)
I can't kill the offending horse and leave the city empty.
(I) Another horse dies on our sword. Haarlem walls->Rax, The Hague sword->temple, Arnhem Cat->Cat. The Sumerians complete the Temple of Artemis. The Aztecs switch to the Hanging Gardens and the Mausoleum, however the Mongols complete the Hanging Gardens.

150 BC (10)
The third settler is in place to found its town next turn. No units to attack. Three swords are on the way to inspect the incense and see how we need to settle the cities to bring it under our control. I still don't see any horses.
 
Three swords are on the way to inspect the incense and see how we need to settle the cities to bring it under our control.
We finally get some good news. Lack of luxuries have been killing us!

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

Signed up:
LKendter (currently playing)
Greebley (on deck)
Zwingli
hotrod0823
Meldor

Our general game plan:
1) To target our cities to always be 3 apart tiles. With no armies it is really critical to keep this rule going.
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.
Additional restriction: No armies
 
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