LK76 - AWE - Pangea, No armies, Random Civ

Got through 5 turns tonight, and will finish tomorrow. Production is just keeping up with losses at the moment and the riflemen are building up in the north. The northern penninsula has only two enemy cities, but has a deposit of furs.
 

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What is scary with the picture is the AI is once again trying to walk rifles past our front line again. If they every break to the rear we will be pillaged to death.

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The northern penninsula has only two enemy cities, but has a deposit of furs.
This has changed priorities for us. Another luxury will speed up our tech pace. This is probably all the furs in the world, so taking that away from the AI will slow down there pace. Not to mention to make then hire more clowns and slow production.

The trouble is the northern front need to get stabilized!
 
I find that bombarding intruding AI's is pretty effective at preventing this. They will retreat the unit to heal. Just prioritize the ones that are on improved lands and you can prevent pillaging.

The problem with this is that you don't have concentrated fire, which means you are not actually killing the units. Best is to have enough cannon to do some random bombards to prevent pillaging and some concentrated fire to bring stacks to 1 hp so they can be killed.
 
That was exactly why some of my builds were more cannons. Bombardment is also important to chase units. My frustration was not enough kills of the rifles. I did get rid of 1 hp longbows using injured units.
 
Looking at Zwingli's picture, they look reduced from the numbers that existed in my turn. The rifles are now coming from a different direction (this had just started on my turn). As long as the number each turn is decreasing, then we are doing well for rifles in the north

We almost certainly can use more cannon down south. This will be a priority when the Mongols get rifles which can't be too much longer so we want to be building them in any case.
 
Apologies for the abbreviated writeup, but I have to get packing.

Summary
Economy: +
Military: -

Pre-turn
Remanage cities for science, change some builds in corrupt towns and sell off a couple unneccessary buildings. I didn't sell off any culture in Den Helder, but it is missing a building. (did it get captured?) This is the longest single front I have ever had to actively defend.

Early
Our northern caravel is sunk with "Bob" onboard costing the Aztecs 2 caravels. Likewise our eastern caravel is first bombarded by trebs (I ended a turn next to a city) and sunk by a frigate costing the mongols a caravel. There just aren't enough artillery/units around to deal with the northern region, and we can only plink incoming riflemen enough to make them retreat.

In the east, the Mongols come in force and we trade mercs for cavalry on about an even basis. On a particularly nasty turn we lose 5 cavalry in favorable (but not as favorable as I'd prefer) battles. We do get a leader out of all the battles and rush a University in Eindhoven.

I begin an irrigation project in the north to get more scientists active in corrupt cities, and begin scouting the north with a merc covering an explorer.


Middle
The defensive situation stabilizes a bit after part of the Sumerian rifle stack dies against fortified mercs. A few extra cannon in the east also relieve some of the Mongolian pressure and we regain a favorable ratio against their cavs.

We learn Physics and start Magnetism as a few harbors complete in seaside villages (working coast is a good source of extra science). I remember the fortified settler and move it to found red dot as we don't have the spare forces for offense against even Persia. In the north our scouting merc/explorer is destroyed costing the Babylonians a longbow. Sell the Collosseum in Gouda after expansion for a nice 30g (2gpt to keep a corrupt city happy is too much).


Late
The Sumerians begin to arrive from the northeast rather than pure north, and our defenses are again stretched. I scrape together enough units to defeat an Aztec ministack of muskets/MDI, but a second group of Aztec cavalry show up and overrun our northern mountain positions. The last turn is another combat disaster as we lose 3 cavalry in favorable battles. The eastern mongol front is relatively stable, but it is tying up badly needed cavalry and cannon for counterattacks against mongol cavs.

I found Leerdam and get a settler into position to found blue dot after marsh clearance.


Post-Turn
Magnetism is due in 1 turn at a heafty deficit, after which we can run 40% science at a small surplus (change all the taxmen to scientists). The good news is we only have 2 more techs to go for Steam Power if we can hang on that long. Rails would allow us to concentrate our artillery so we can redline rather than wound incoming units, and I think we will have no problem surviving if we have coal.

In the meantime, the balance between production and losses will be tight. It may be worthwhile to sacrifice cavalry to eliminate Persia as it would reduce tech costs (we would be researching in last place). The Mongols have been able to come up with about 3-4 cavalry + 1 musket per turn, so be prepared to keep a steady stream of mercs to replace losses.
 
Poor Bob. Sniff.

Sounds like losses were heavy. We may want to start only attack rifles when they are red-lined and terrain is favorable.

Question: Would it be worth slowing tech by 2-3 turns to upgrade our trebs to cannon? That little bit might help us do a bit more damage to troops and allow us to attack units with fewer hp. Its not a huge bonus (attack 6 going to 8) but they are only 30 gp to upgrade.

Rails will definitely help. The AI is probably already railed, so is getting the benefits while we are not. The other option is to play very defensively until we get the 3 needed techs.
 
Greebley said:
Question: Would it be worth slowing tech by 2-3 turns to upgrade our trebs to cannon? That little bit might help us do a bit more damage to troops and allow us to attack units with fewer hp. Its not a huge bonus (attack 6 going to 8) but they are only 30 gp to upgrade.
Absolutely NO. Rails are going to be far more powerfull, then having a few better artillery units. We need more flexibility on the overstreched fronts. Rails helps with this. More important is that rails will help improve production. Both of these benefits far outweight a little bit better artillery.

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

Signed up:
LKendter
Greebley
Zwingli (travel Oct 13 to Oct 16)
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
 
It may be worthwhile to sacrifice cavalry to eliminate Persia
I looked at the game. It is so ugly I can't see us affording to waste a single unit.

IMHO we can't even afford to work on ANY buildings and need to go to 100% military mood. Any break in the front lines could set off a fatal chain reaction. If fact, on round of sadistic RnG could do it.
 
Our number of cavalry is the same as it was at the end of my turn. I think we need to build up the numbers somewhat.

It might be possible to take out Perisan cities without sacrificing cavalry. Samaria has mountains it can attack from and retreat to. Covered by Swiss Mercs they have better defense than in towns. Similarly there is a hill near Sidon that we can move off, attack, then retreat to the hill. Even Gordium is defended by jungle if we settle a new town after razing it.

This may want to wait until our Cavalry reserve is built up assuming we can do so.

In two player turns we can/should have steam power.
 
In two player turns we can/should have steam power.
I agree steam power is close. The question will be if we have coal. This is a lot of potential tiles for coal, the question will be if any of them will actualy have it.

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

Signed up:
LKendter
Greebley
Zwingli (travel Oct 13 to Oct 16)
Hotrod0823 (currently playing) OVERDUE for got it Heading toward skip.
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
 
Signed up:
LKendter (on deck)
Greebley
Zwingli (travel Oct 13 to Oct 16)
Hotrod0823 SKIPPED - no got it after 48 hours
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) Goal is to raze most cities unless they have a useful wonder. Don't risk culture flips! Plus we can always use more workers.

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Additional restriction: No armies
 
:scan: :scan:
Looking for an update - almost 48 hours.
 
Delurk:::::: Good luck brave civ.ers:::::Relurk
 
1300 AD (0)
Not much to change. We are extremely stetched. We will be luckly to keep the cities in the north.
(I) More units arrive. We lose a Merc and Cav at Lauwersoog. Luckily the last Merc standing holds off 2 rifles and a Longbow. We pick up two Cav and a cannon.

1305 AD (1)
Pound all of the units I can. An elite Cav hits a musket near Haarlem. I kill off the 2 remaining rifles outside Lauwersoog. No losses this round. The Hague is switched to a Uni and it is rushed.
(I) We are assualted big time. Four rifles and a Cav attack Breda, but we take no losses. There is one Cav left. We are attacked by 4 Cav at Haalem and lose 2 Mercs and a Cav. Middleburg is attacked by 4 rifles and we lose 2 mercs and a cav and survive by a single HP in a damaged Cav. We get anyother round of WW.

1310 AD (2)
I can only bombard the units in the north. There are two rifles passing Arnhem but two cannon fail to hit them for the 3rd turn in a row. I do kill off 4 Babylonian Cav that were left at Haarlem plus one more that was dropped off near Amsterdam. I have moved almost all mercs from the middle cities. Only the coast cities have any defense.
(I)One Merc on a hill outside Bactra repulses one Cav, kills another elite Cav and goes elite after killing off a rifle. We lose a merc at Breda, but another takes out a Cav. More Babylonian units attack at Haarlem and we kill two. There are two more a Middleburg and 2 arrive but don't attack at Haarlem. Additionally a musket tries to bypass Holwerd.

1315 AD (3)
The two cannon again fail to hit at Arnhem. A 1 hp spear is killed on the volcano. Kill off 3 Cav in the south and one at Breda.
(I)We lose two Cav, they lose two Cav a Crusager and a rifle and 2 other Cav retreat. For some odd reason we get a palace expansion.

1320 AD (4)
Pound some units in the north. Swap the two cannon who can't shoot straight to a new town
(I)We lose an MDI and a Cav, the lose 2 Cav.

1325 AD(5)
Bombard more units in the north. Kill an unescorted longbow. Kill 3 Cav in the south. We have so many Sumarian rifles in the north that our lands are blue.
(I) We lose a merc in the south and redline another Cav.

1330 AD (6)
We bombard some more units in the north. Kill off another Cav in the south.
(I)We lose one merc, but retreat 2 Cav and a rifle.

1335 AD (7)
We take out a couple of Longbow in the north and 2 Cav in the south. Bombardment this round didn't go so well.
(I) Lots of units moving in but no attacks, strange.

1340 AD (8)
Kill 3 Cav in the South. Shuffle and bombard in the north.
(I)We lose a Merc, they lose 2 Cav and we retreat another.

1345 AD (9)
Kill off 1 Cav in the north and a rifle near Harlingen. Three more cav and a longbow die in the south.
(I)They lose two Cav and 2 Longbows. We are slowly getting pillaged to death but we are also slowly building up the troops again. We are now industrial and set our sights on Steam.

1350 AD (10)
Kill off a rifle and a Cav in the South. In north we have our worst bombardment turn yet, without a single hit. I am suprised to have finished this set of turns without losing a city. It came close twice and really close once. We have a ton of units in our lands and not much we can do about it until our production goes way up.
 
I was afraid that thing would start getting ugly when the AI had cavalry. Probably one of the hardest things with no pillaging is the lack of ability to stop the AI.

I think our best option though is to try to hold off the hordes until Steam. I think we also may want to prioritize either Nationalism or Rep Parts with higher priority than usual to get adequate defense vs the cavalry.

If we can bombard roads outside our territory we may be able to limit the range of the cavalry and make it harder for them to attack us. The problem is to not lose the stack of cannon.
 
1350 AD
The situation is beyond ugly. We no longer have a cohesive front line. The number of Sumerian rifleman is far beyond what I had at the start of my last round.

The worst of it is steam is still 20 turns around, and I don't think we can survive the 20 turn wait. I reduce that to 19 turns by changing all taxman to scientist.

(IT) I lost 1 merc. I killed 2 cavalry and 3 riflemen. One square was pillaged by Zwolle.


1355 AD
I killed 7 rifleman, 1 longbow and 2 cavalry.
(IT) A meaningless tile is pillage. No AI attacks, but several troops move deeper inside our borders.

A city starves because of to many AI troops nearby.


1360 AD
I killed 5 riflemen, 1 knight, 1 musket and 2 MDI. I lost 1 cavalry to a 1 hp rifleman and another cavalry to a musket.

To give you an idea how crazy these turns are I have to select a specific attack order. I had to kill the knight to let cannons get to the musket / MDI. I had to kill the rifleman before the cavalry to leave enough movement to not expose the cavalry, etc. These turns are a brutal tactical exercise.

Did I mention having to count every stack of units to determine the best distribution for the mercs?

LAK-519.jpg

I rush a bank.

LAK-520.jpg

I rush a bank again.

(IT) I lost 1 merc. I killed 1 rifleman and 1 longbow.

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

These turns are beyond difficult. To be continued...
 
1365 AD
I killed 1 longbow, 2 cavalry and 3 riflemen.
(IT) I killed 1 rifleman and 1 cavalry. I lost 1 merc.


1370 AD
I killed 2 cavalry, 2 longbows and 2 riflemen. I lost 1 cavalry vs. a longbow. :(
(IT) An excellent defense kills 3 cavalry and 2 longbows at no cost.


1375 AD
I killed 4 riflemen and 2 cavalry. I lost 1 cavalry and our only MDI.
(IT) No AI attacks occur.


1380 AD
I killed 1 knight, 2 muskets, 1 longbow and 1 rifleman.

I am forced to drop science to 30% due to lack of cash.
(IT) No AI attacks occur, but Sumeria is trying to push a major riflemen stack deeper into our territory.


1385 AD
I killed 4 cavalry, 2 longbows and 1 rifleman. I lost 2 cavalry for a terrible loss ratio.

Science goes back to 40% this turn.
(IT) NO AI attack again. I wish those rifle stacks would just attack and get it over with.
:crazyeye: The AI lands a 1 hp cavalry behind our lines.


1390 AD
I killed 2 riflemen and 3 cavalry. I lost 1 cavalry to 1 hp rifleman. This is just getting disgusting.
(IT) Once again simply watch enemy troops shuffle around.


1395 AD
I killed 1 musket, 1 cavalry, 1 longbow and 3 riflemen. I lost 1 cavalry.
(IT) A defensive failure as we lost 3 mercs for just 1 rifleman.


1400 AD
I killed 3 riflemen and 2 longbows. I lost 1 cavalry.

Summary:
After steam the next tech needs to be factories. The problem is the only way to pull them off will be leader rushed. There is no way we can afford the troop loss waiting for them to build and survive this game.

Greebley gets to find out if we have coal and any chance to win. We won't survive infantry without concentrated firepower and the mobility of rails.

Total military stalemate with the total unit count change is losing 2 cavalry, gaining 4 cannon and 4 mercs.
We are WEAK compared to Sumeria for military.


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/LK76-1400AD.zip
 
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