LK76 - AWE - Pangea, No armies, Random Civ

Is Hotrod still around? I haven't seen any posts from him for some time. His last post in this thread was on the 11th. Has he posted in any other threads?
 
meldor said:
Is Hotrod still around? I haven't seen any posts from him for some time. His last post in this thread was on the 11th. Has he posted in any other threads?
I don't know. However, if I don't see a got it with 24 hours he will be dropped from this game. Same will hold true for LK75.
 
Jeez Guys one awful week of Yankees' failures and late night disappointment and you all write me off.

BTW I got It!
 
Well the on slaught continues. Haven't lost any cities YET but it has been close.

How badly do we want to keep Sumeria? Also, Electricity just came in and what is our next tech. Rep Parts or Industrialization ?

I understand the need for artillery and infantry but we are really hurting without factories. Then again I am not sure how we can take the time to build them.

Hotrod
 
hotrod0823 said:
Well the on slaught continues. Haven't lost any cities YET but it has been close.

How badly do we want to keep Sumeria? Also, Electricity just came in and what is our next tech. Rep Parts or Industrialization ?

I understand the need for artillery and infantry but we are really hurting without factories. Then again I am not sure how we can take the time to build them.

Hotrod
The reason for electric power for to get infantry / artillery / faster workers. You said the problem exactly right with factories - we can't afford the time to build them. On the other hand, double speed workers will let us squeeze a few more shields from the core. Not to mention a few more scientists.
 
1500 AD (0): Oh my! We are in desperate need of units. Many cities have no units in them and the ones at the front lines are down to bare bones in some cases. Well the rest of the world is Fascims I guess this is a good thing for the tech pace if nothing else. Change the capital scientist to an entertainer for the time being.

1505 AD (1): The AI now has it's sights on Samaria. Have terrible luck bombing and only can kill a few units up north with the availble cavs. Lost 2 cavs on redlined babs units outside of Bactra. Can't take the stack of Summarians that are about to pillage our rails to the north. There are 9 units and only 4 were barely touched in the bombings.

IBNT: A couple losses of mercs but more siginificant is the loses of the furs due to the pillaging of our road to the north. The Summarina rifles just keep on coming as do Aztec cavs.

1510 AD (2): Manage to bomb but not attack a couple stack of red and blue. Still lacking enough cavs to make any real progress. Electricity is due next turn. Had to raise the lux to 20%. Our economy still is in the gutter.

INBT: There was a bloodbath at Sumeria and barely we hold the city. Not sure if the reinforcements are worth it. But will see what can be done.

1515 AD (3): Replaceable parts is due in 20 running -6gpt but not for long as we only have 50gold in the bank. Redline a large stack of rifles outside Sumaria but only muster enough cavs to kill 4/8 with no loses. A few much needed Cavs come on line next turn. Heavily reinforce Summaria for the time being.

1520 AD (4): The Parade of blue continues. More than 30 Sumarian Rifles are in our territories. Some are retreating after being wounded but most are heading our way. Wound with cannons and kill 3 "yellow" but lose 2 cavs trying to kill a forth. Need to really wait for redlines but with 10 units to a stack that is tough. Kill 2 random rifles behind our lines with eyes on continueing a pillage compaign. Really need more cavs to be effective. Artillery should help as well but won't be around for a long time. MM and some changes and RP is still due in 20 turns.

1525 AD (5): A few defensive victories at Samaria. 1 merc lose. Mongols land a cav behind the lines. Bomb and take 3 rifles off a stack of 9. There is second stack between Samaria and Bactra.
 
@ALL - Should we reduce to 5 turns a round? It seems like everyone, including myself, is struggle to complete 10 turns in a reasonable time frame.


Please let me know before hotrod tries to complete the other 5 turns.
 
5 turns seems reasonable to me. We don't want rushed play at this stage of the game. The turns were long enough that it is easy to get sloppy in the latter half. If we are going to win we need people to play well.

My only thought on the game is to MM our towns to maximize science (ignore growth for now) and hope we can get infantry ASAP. With infantry we will be able to defend key spots (if we have rubber, but the chances are decent I think). Artillery will really help too.
 
Switch to 5 turns per player:
LKendter
Greebley
 
For what it is worth, I think you were right on the Trebuchet upgrade. I am regretting the lost turns. I also sat down and calculated the amount of extra damage of cannon over Trebuchets and it was lower than I thought it would be.

Ah well, live and learn.
 
I agree with switching to 5 turns each. The fighting already feels like modern warfare, and the turns will get even longer if/when we switch over to offense.
 
Switch to 5 turns per player:
LKendter
Greebley
Zwingli

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

We already have 3 switch votes. Effective immediately: 5 turns per player
Hotrod - Please post the save after turn 5.
 
How about 5+2, 5 turns is often too short to get any thing done. I hate leaving something that is on the edge to the turn log and hoping the next player sees what you see. Otherwise it would be fine, as once momentum swings to us the game can end quickly.
 
meldor said:
How about 5+2, 5 turns is often too short to get any thing done.
Are you proposing 7 turns or 5 to 7 turns as the players option?
 
Signed up:
LKendter (on deck)
Greebley
Zwingli
hotrod0823
Meldor (currently playing)

Our general game plan:
1) Science research must be very aggressive with deficit spending if we can afford it.
2) Try to build the roads before the city to take maximum advantage of the 3 tile city plans.
3) For the most part raze all cities unless they have a useful wonder

Remember 5 to 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Additional restriction: No armies
 
I made it 5 to 10 turns per round to give people flexibilty. However, I have no intention of going over.

This game is still going nowhere as we only have 6 lousy cavalry, and are down to 48 mercs. 48 mercs is lower then when I last had it.


I am not happy with the city MM. I found almost all of the scientist cities could add another scientist. This saved 1 turn on Replaceable Parts. This little mistakes add up. While I think the main problem was no armies is just to hard with AWE this little things don't help.
 
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