LK76 - AWE - Pangea, No armies, Random Civ

That bad news for our empire is that we haven't captured any foreign workers. Unit costs are ok for now. However, the nature of AW requires free labor to avoid unit cost killing you.

150 BC
I swap Eindhoven to harbor. This city is to be a fishing village and I don't want it to run out of growth.
(IT) A swordsman is killed by a Persian horse.
The GL gives us Construction.
The Sumerians complete statue of Zeus.


130 BC
Delft is formed at the cow site.

I kill 3 horsemen, but I have to leave one sword exposed. I have located the horse source in Persia.
(IT) As expected we lost 1 sword.


110 BC
(IT) Persia lost 1 archer.


90 BC
I have an RnG headache as 1 spearman kills a named elite archer and a sword.
(IT) We lost another elite sword.


70 BC
We have our first 2 free workers. :D
I hate letting a 1 hp spearman live, but I have nothing to attack it with.


30 BC
The Aztecs are getting close to use. I can just see an Aztec border near Holwerd.


10 AD
:eek: A Sumerian city just appeared next to the horses!

I easily kill 1 hp spearman.
(IT) Persia lost an archer attack our spearman promoting him to elite.


30 AD
A Persian horse dies against our spearman.
(IT) It is clear the Aztecs are doing well as they start Sun Tzu.


50 AD
Breda is formed. This is brown dot from the dot-map below.

LAK-504.jpg


We now have a marketplace in Utrecht.

I kill 3 Aztec warriors. I kill a Persian spearman / settler pair. I will lose the sword, but I felt is worth it to gain more free workers.


Summary:
We need to get our catapults into play. We can't sustain this lost level.


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.

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


http://www.civfanatics.net/uploads8/LK76-50AD.zip

The below is the newest dot-map. Yellow is going to be a pain with Sumeria in the picture.
LAK-503.jpg
 
Preturn: Cover a Vulnerable sword with a spear.

Early:
We gain Philosophy and enter the Middle ages. We also gain Rpublic, Monarchy, Feudalism. Revolt immediately.
Sumeria grabs the incense too before we can get it.
Anarchy with size 7 cities and no Lux is horrible in terms of starving. Not sure what else we could do about it, however. Even if we got the incense it wouldn't help much. Maybe I should have waited for temples...
We are at war with Sumeria. Not exactly sure how we met them.
Most of the cites of the dot map are too contested for the settler I built(switched so town wouldn't starve), so I build the grey dot in the direction of Sumeria. It has the benefit of being connected up and there able to defend itself. I think it is because Sumeria is getting culture VERY fast and touched our border. - Der on the incense is already expanded - Yep, as I expected -Sumeria has the temple of Artimis - their culture is 3x ours and have placed cities with overlap to ours. They may be one of our main concerns.

Mid: Become a Monarch.
Lose an Elite Sword Attacking an Archer on the flat.
Aztecs have swords.
Start upgrading to our UU.

Late:
We are now a Monarchy. I spend our cash on upgrading to our UU. It seems an appropriate time for a GA and the 4 defense will help quite a bit.
Our Swiss Merc. Retreats a horse but no win yet.

Notes:
Our GA will start within a turn or two. We should use it to get markets as well as more troops.

We now have 3 enemies; one with horses and one with swords. It would be nice to pillage the Aztec Iron and the Persian Horses. Maybe a stack of two or more Swiss Merc would be successful.

The Anarchy was a bit rough, but we are now on the far side and mostly recovered from it.

Lee's swordsman is a Med Inf. I just moved it before being able to rename it.

Not all defenders are in the towns they defend. The reason is the upgrade of troops.

I would upgrade the Catapults too.

Warning: Delft needs adjusting or it will riot. I saved before fixing it

Here is our current Map:
 
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.

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Additional restriction: No armies
 
Unit costs are starting to hurt. We are paying $14/turn. We need 29 turns to research the cheaper Monotheism. We will be in trouble once self research starts again. To help this I see the following needs to be done:
1) Size 7 cities for the extra unit support.
2) We badly need that incense site. If luxuries are lowered 10% and science helped 10% the number of turns drops to 20.
3) Fast units including knights are really needed. Sumeria owns the easiest source to deal with.
This all points to a push on the Sumerian cities.
 
Summary: GA started. Went heavy on infrastructure (I didn't see the note above before starting...)

250 AD (0)
Upgrade 1 catapult to a treb. Use an elite spearman in Breda to kill a redlined horseman.

IBT- Lots of Persian archers show up, and we retreat a horseman.

260 AD (1)
Bombard and kill an archer with a SM starting the golden age.

IBT- A redlined horse I hadn't taken into account captures some of our workers. :cringe:

270 AD (2)
Bombard and kill several units without loss, we get a leader from an elite swordsman who rushes another marketplace.

IBT- A large stack of Aztec swordsmen approaches from the North.

280 AD (3)
Bombard and kill more units without loss. The first Sumarian ancient cavalry is approaching.

290 AD (4)
Bombard and kill more units without loss.

IBT- We fend off the first regular AC, but an Aztec stack of 5 swords and 1 spear moves into range.

300 AD (5)
Kill a couple units, but lose an MDI attacking a horse.

IBT- Kill 4 swordsmen and 1 AC in defense with no losses.

310 AD (6)
Continue rotating cities between infrastructure and units.
Kill a spear and horse for no loss, bombard a Persian galley.

IBT- Another AC and a couple swordsmen approach along with a Sumerian longbow (Invention). We defeat an archer in defense.

320 AD (7)
A yellow border is visible under the fog.
We take down an archer.

IBT- We defeat a longbow and AC in defense.

330 AD (8)
The Great Library gives us Invention.

340 AD (9)
We kill 2 longbows and 2 swordsmen.

IBT- We defeat 2 Persian archers

350 AD (10)
Kill an Enkidu, redline a Persian galley, and knock off an Aztec Sword giving us another leader (I leave its use to the next player).
lk76_350ad_north.jpg

Post-turn
3 settlers are available to move at the front lines, and can found a new line of cities once we have enough mercs to cover them. Most of our core cities are working on infrastructure for long term tech viability.

We lost only 1 unit (not counting the workers :rolleyes: )during these turns thanks to the defensive boost from the mercs, and can probably afford to contact the Mongols (northern yellow borders) before they build up too many more troops. Since most of the Sumerian troops are coming from the north, their cities to the west poaching our insence and horses are probably lightly defended colonies which would make a good target for the next offensive maneuver (despite the Great Wall + Enkidus).
 
IBT- A redlined horse I hadn't taken into account captures some of our workers
The plural form is really painful. I feel workers are so needed that I sacrifced a swordsman to get 2.

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

I am not happy to hear the Mongols spotted. We seem to be shifting into defensive mode. I am glad to hear GA. We can very much use the boast.

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

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.

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Additional restriction: No armies
 
I took a look at the game. The easy decision is what to do with the leader. He can go to Groningen and rush a library when the marketplace is complete.


The latest plans for the excess settlers. I am unsure about the light green dot. More map knowledge is needed for the final placement.
LAK-508.jpg


We can't afford to keep the settlers around as our unit support cost is up to an excessive $25/turn. Settler production must STOP until we use up the current set.
 
350 AD (0): From the looks of things we have been pushing infrastucture with our golden Age. We are over run as Lee said by unit cost but that is the name of the game for AWE. Can't doo much offensively with the units we have available. Lots of merc but very few MDI need to change that. Will begin moving settlers next turn when we have more support available. We don't have Mongol contact yet but will soo with the boarder visable in the East. Can use an eastern settler on our Eastern coast near the lone Aztec town. Put a few out of work tax men back to work.

360 AD (1): A few Sumerian longbows approach. Grogingen builds its market and starts a library that will be rushed by our fearless leader. No battles but I think next turn will be a few.

370 AD (2): Amsterdam build a merc. Start an MDI. Groningen a library starts a MDI. Can only wound the approaching stack of Longbows. Managed to only kill 1/4. Not enough MDI in the NW, hope our mercs doo the trick. Lux to 30% to help Grongingen and Haarlem. Groningen really needs temple/cath but we need the units right now. Kill a lone Aztec spear. There are 2 more swords on the way. Moving a small party to claim another coastal spot and use up one of the eastern settlers.

380 AD (3): Kill all offending longbows in defence. Kill a couple Persian horses too. The Hague builds a library starts on an MDI. Utrecht a merc starts a marketplace. Breda builds a treb starts another. Moving stack toward a town spot and a lone aztec city.

390 AD (4): Rotterdam builds a market starts an MDI. Babs completed SunZu. Kill an Aztec longbow and found Den Helder near the lone Aztec town. Cleanup a couple Aztec swords but lose an MDI.

400 aD (5): Amsterdam build a MDI starts another. Same for Groningen. Raze Aztec town of Tamuin. Kill a Sumerian AC wound a few longbows but don't attack for fear of leaving units exposed. Move into position outside of Der.

410 AD (6): Middelburg completed its courthouse starts temple. Kill an AC and a sumerian longbow. Will begin moving a few more MDI toward Der. Don't Press too hard to the east to hold off contact with the Mongols for a little while longer.

420 AD (7): Build a few new MDI start a few more. Push the MDI toward the NOrth but not getting there fast enough to make any attacks.

430 AD (8): Wounded longbows all around but can't finish them off. Kill 2 longbows in a stack of 3 with adavancing MDI. Kill 2 of the 4 wounded longbows with a couple MDI. cleanup 2 Aztec MDI in the east.

440 AD (9): After 3 victories a Merc in our northern town finally succums. Kill a few wounded units around Breda but will have to seriously regroup next turn. Need to consolidate forces to bring some trebs and MDI to Der and got the incence town online soon.

450 AD (10): The GL kicks out Monotheism. Yuck not sure how I missed it but Middelburg riots when I moved out an MDI. The Major threats around Breda are contained and most units are in need of rest before moving on Der. Production of MDI swapped to Mercs to fill in a few MP duties and reinforce our front lines.
 
Moving a small party to claim another coastal spot and use up one of the eastern settlers.
:confused: I had no dot map for expansion toward Aztecs. Where did this come from?

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

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.

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Additional restriction: No armies
 
Moving a small party to claim another coastal spot and use up one of the eastern settlers.

I had no dot map for expansion toward Aztecs. Where did this come from?

If we can lay down extra towns not on the front lines, I think this is a good thing. It gives us +4(or so) gpt for settlers already built Given that expansion is now difficult in the direction we want to go, I think laying down some towns in other directions is a good idea if we have extra settlers not yet used.
 
If we can lay down extra towns not on the front lines, I think this is a good thing. It gives us +4(or so) gpt for settlers already built Given that expansion is now difficult in the direction we want to go, I think laying down some towns in other directions is a good idea if we have extra settlers not yet used.
I won't argue with you here. I am more trying to understand why the decision was made.

We desperately need the incense area safe before self-research begins to avoid another game of tech headaches and unable to keep pace. We had 3 settlers and 3 key spots to fill up north.

I also don't want to create a longer front for a non-key area. I can't tell if we did or didn't with the city placement.
 
It wasn't a choice of the East over the West. The incense spot should be ours in the next set of turns. Getting all 3 would've been a stretch. There were just too many units to deal with coming from Sumeria and Persia. I think pushing settlers and under-defended towns in the west I think would've been a mistake. The east was relatively quiet and does exactly what Greebley states without putting too much pressure on defence.

Taking the Sumerian town opens things up and we should be able to get 2 of the 3 towns soonish. I sent a set of troop to take the incence but need to get the MDI to the frontlines. They were too busy on mop up duty near our existing towns to push that far NE.

If it was wrong not to push hard then I am sorry but didn't want to risk putting the new towns at risk with all the unit activity in the West.

Hotrod
 
450 AD (0)
Wake up an MDI and kill an Endiku warrior.
(I) Spears appear at Holwerd and Middleburg. A horse attacks and retreats at Breda. Another horse and a couple more archers appear. Haarlem Merc->Merc, Amsterdam MDI->Library, Utrecht market->MDI.

460 AD (1)
An elite MDI goes to 2 HP taking out a 1 hp horse. I cover it with a Merc. Middlebergs MDI takes out the Endiku warrior, thought it was a spear.. MDI takes out the spear at Holwerd. I want those horses to the west. They would come in real handy. I rush the walls at Der Helder. I swap Holwerd to a Rax and rush it. I swap Groningen and Rotterdam to MDI and rush them cheap as they were only a turn away. Middleberg is set to a rax. Guess I change my mind after a better look over things.
(I) Horse kills our Merc covering our elite MDI. More Persians arrive. Rotterdam MDI->Merc, The Hague MDI->MDI Groningen MDI->Library, Holwerd Rax->Library, Middleberg Rax->Library, Den Helder Walls->Rax. The Sumerians start Bach's.

470 AD (2)
I switch Breda to a RAX and rush it. I bombard the archer but don't attack. I retreat the elite to heal. Start moving toward the next city spot and move the MDI up to take out Der.
(I)One AC shows up. Our golden age ends.Holwerd riots and I fix the rest. Maastricht Treb->settler, we need a third one to get the horses. Breda Rax->Worker.

480 AD (3)
Pretty quite. The treb in the stack next to Der takes a point off of the AC.
(I) A Sumerian LB tries to take out our settler giving us an elite MDI>Missed the riot at Groningen. Sumeria finishes Knights Templar, just what they needed.

490 AD (4)
Pound the AC and take it out with an elite MDI.
(I) The Sumerians drop off a Longbow. The Aztecs show up with 5 MDI and a spear. Three Persian horses spotted. This is getting fun! Delft Courthouse->Library

500 AD(5)
Somewhere I missed a turn. Start moving some troops to handle the Aztecs. Swap some towns to MDI and rush them.
(I) Haarlem MDI->Merc, Amsterdam Library->MDI, Rotterdam MDI->MDI, The Hague MDI->Merc, Utrecht MDI->Merc.

510 AD (6)
AC take out Merc in Breda. Persian troops move toward Arnhem. Breda riot even though it has two defnders left. Knock out 2 Aztecs and another is at 1 hp but we lose one MDI.
(I)We lose 4 MDI to counters. The Axtecs lose 2 MDI and the Sumerians lose a horse and have 2 retreat. We get Chivalry. The Sumerians finish Sistines.

520 AD (7)
Finish off the Aztecs units. There where 2 Longbow and 3 Endiku warriors in Der but we finish off the last Bow with a vet Merc after 5 MDI attack and we lose one. Kill off a Persian spear and a Sumerian LB. Found the cities of Harlingen and Lauwersoog. If we take out Kisurra, we will have horses. The Persian's have 4 horses and 2 archers, the Sumarians have 1 AC and 4 longbow in our lands. Oh, and in case you are interested, the only saltpeter in sight is north of were Der used to be. Yet another AWE that we have to fight for every resource.
(I) More units arrive. Amsterdam MDI->Maastricht Settler->Treb

530 AD (8)
Get rid of a Persian horse and archer. Get rid of two Sumarian longbows. Pull troops to heal in the south as there are 3 new Aztec MDI to deal with. Rush the walls in Lauwersoog.
(I)We lose two MDI. We get Theology and Education and the free ride comes to a stop. The Hague Merc->Merc.breda Worker->Treb. Lauwersoog Walls->Rax. The Sumerians finish Leo's. I was hoping for that one. Aztec's take the Great Lighthouse.

540 AD (9)
Start Chemistry due in 22.
(I) Everyone is moving towards Harlingen. Rotterdam MDI->Library

550 AD (10)
Kill off some stray units. Move to re-enforce Harlingen.
 
(I)We lose 4 MDI to counters.
That was painfull to read.

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

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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