LK83 - AWE Invitational, Random Civ, Emperor

irrigate some grasslands
I agree 110%. We can now try to get some of those cities larger. We really need to start getting the water to the core. Until we do we can't use a lot of the hills.
 
With Grs mentioning capturing cities I added the below clarification to the variant rules.
If an army is trapped outside our borders due to a flip is must return to the nearest city. It may NOT kill any units on the way there.
I still prefer raze and replace, but I need to cover the capture possibility. If nothing else we may start capturing cities once hit late game cleanup depending on if domination or conquest is fastest.

Here is my opinion on the empty city comment by Grs. I don't mind Canton as we have plenty of nearby defenders. Chengdu scares me as the last AW game saw the AI landing at a much higher frequency when our coastal cities were undefended. I do want to build the coastal defenses back up to discourage potential dangerous landings.

The game is safe for the moment. I would revolt to Monarchy now.

The dot-map below shows two things to do. The first is the irrigation path with the blue line. Tientsin, Xingjian, Canton, etc will be choked for growth with the water to offset the 1 food hills. The second is an additional city to build. Yellow dot pushes the front up some, and lets us raze that French city.

LAK-546.jpg
 
Got it. I may wait a turn or two to let units complete, but then I'll revolt.
 
Edit2: We should probably keep the ?? mine.
That is exactly why I put the ?? on it. We have to see how the food works out before committing. The main water push is to get Canton viable. The ?? mine isn't needed for that.
 
We've razed Grenoble and founded Tatung on LK's yellow dot. On my seventh turn (10 BC) we've generated a Great Leader. So, would we rather have the Forbidden Palace or a second army? If our choice is the FP, where should it go?

I should mention that the military pace has picked up a little--nothing we can't deal with, probably, but there are fourteen enemy units in sight now.
 
but there are fourteen enemy units in sight now.
As long as the anarchy is over shouldn't be a problem.

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

It is hard to say on FP or army. What is our revenue like with monarchy? If it is pitiful, then we need the FP. If not, we want the army.

With a leader rushed FP I would say yellow dot. That city should be able to grow larger and use the FP better.
 
150 (0): We reject a Byzantine request for an audience.


130 (1): Canton MDI --> MDI.


110 (2): We get Monotheism and Engineering from the Great Library, and I begin single-scientist research on Invention.

Beijing MDI --> aqueduct, Shanghai settler --> MDI, Chengdu settler --> barracks.


90 (3): We revolt and draw six turns of anarchy. :mad:


70 (4): I start moving eight units and seven catapults towards Grenoble.

We reject a French request for an audience.

The Spanish complete the Great Wall.


50 (5): We move adjacent to Grenoble.

The Celts complete the Statue of Zeus.

The jungle burn near Tientsin completes, and doesn't reveal BG.


30 (6): Our cats redline Grenoble's garrison of two spearmen, and we raze the town without loss, capturing one worker in the usual way and getting another from the razing (2-0).

We found Tatung on the suggested site two squares north of the ruins of Grenoble. This allows our army to move forward and destroy a Javelin Thrower (3-0).

We pick off a French archer outside Tatung (4-0).


10 (7): We shoot down a French archer outside Tatung with an elite archer and generate the Great Leader Jin Qiu (5-0).

We destroy another French archer outside Tatung (6-0).

We defeat four Javelin throwers and a Mayan spearman near Tatung (11-0).


10 (8): With much of our army still out of position after razing Grenoble, I have to allow two French attacks on Xinjian, but we defeat both, destroying a swordsman and an MDI (13-0).

We enter monarchy.


30 (9): We destroy two Javelin Throwers and two French MDI around Tatung (17-0).

We rush the Forbidden Palace in Tatung (= the yellow dot), which wasn't possible during anarchy.

Our elite warrior, fortified on a mountain, defeats the attack of a JT (18-0).

A Javelin Thrower landed next to Nanking defeats our spearman defending the town, though the odds were with us (fortified vet defending against regular; 18-1).

Tatung FORBIDDEN PALACE --> walls.

Tientsin walls --> trebuchet. We might as well have one barracks-less artillery factory.

The French are building Knights Templar.


50 (10): We manage to defeat the redlined JT next to Nanking with a warrior (19-1).

A Celtic warrior appears. The Celts have horses, wines, ivory, 23 gold, and 14 cities. They're even with us in tech, and no deals are possible. I declare war.

We destroy three Javelin Throwers around Tatung (22-1).

Five elite victories this round, one defensive, produced one Great Leader.
 
Our line of irrigation is advancing well. I haven't irrigated the grassland square next to Tientsin because I don't want to stir up the stack of Sarmatian horsemen.

I've started a granary in Hangchow, since that's our high-food city at the moment.

I'm keeping our min tech run going with a homeless scientist--that is to say, he moves to a different city every turn, so that no one town is handicapped. Right now he's in Tientsin, but he should keep moving.

We have a settler in Beijing. With very little production during my round, I couldn't think of founding two cities. The settler still has its movement, if you want to move it before hitting Enter.

The Mayan galley off Nanking has already dropped off one JT, so it's probably empty.
 
Signed up:
LKendter (currently playing)
Greebley (on deck)
Meldor
Grs
Northern Pike

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
It will drop to 5 to 10 turns in the industrial age.


Variant restrictions:
1) Homeland defense armies only. The armies are prohibited from leaving our borders for even a millisecond. This includes attacking a stack outside borders and moving between 2 cities if there is a border gap.
If an army is trapped outside our borders due to a flip is must return to the nearest city. It may NOT kill any units on the way there.

2) Leader hording is prohibited. If we get a leader, and can't build an army it must be used to rush a building. We can delay using the leader to get it moved to an optimal city and waiting a turn for the shield bin to get empty. Once a leader is set for a building, no shifting back to army.
 
50 AD
I upgrade a spearman to pikeman. While we have the free tech period we may as well sneak in a few upgrades.

Our big problem right now is unit support at $24/turn. We will have no research ability when the Great Library expires due to this. We need more cities. Since the expansion phase is still in progress I don't see size 7 cities in the near future.

My goals are to survive and expand toward the wines. A second luxury is really needed.
(IT) The American troops retreat?


70 AD
MDI kills JT. (1-0)
Warrior kills archer with no leader. (2-0)
Army kills sword, but lost to many hp. (3-0)
Archer kills JT. (4-0)
(IT) We get Chivalry from the GL. Now the lack of horses suck, and we can't build our UU.


90 AD
The only attack is to kill and American horse. (5-0)
We get a leader. :dance:
An empty army is formed. Once we get 3 MDI available it will be filled.


110 AD
The army kills a JT. (6-0)
(IT) A barb horse kills itself at Tientsin.
I am glad to see expanded borders at Tatung.


130 AD
Lee's Crazed warrior attacks a 1 hp JT and wins. (7-0)
We get another leader. He will head to Tsingtao to rush a building.
A sword kills another JT. (8-0)
(IT) We get screwed as a 2 hp barb horse kills an uninjured spearman behind walls . The next barb cost us a pop point.


150 AD
Tsingtao gets a rushed library. It will soon be able to work the whales and inland fish (4 food) tiles.
Elite sword simply kills an MDI. (9-0)
Even though it only has 2 MDI, the army easily kills a 1 hp archer and 1 hp MDI. (11-0). The army gets an internal promotion.
The sword army kills and MDI. (12-0).
(IT) Another barb horse dies against a pikeman on a mountain.


170 AD
This time the French are the target.
Swordsman kills a French spearman. (13-0)
Archer kills a French archer. (14-0)
The sword army kills off 2 American horses. (16-0)
(IT) The pikeman barely survived, but 2 more barb horses are dead.
The Celts complete Sun Tzu.
To Byzantine ships are approaching an undefended Chengdu.


190 AD
Macao is formed. This is the purple dot city to get us closer to the wines source.
The sword army kills a spearman. (17-0)
The MDI army kills the first pikeman that I have seen. (18-0)
(IT) Cantons borders expand and eliminate the AI healing zone behind our lines.
Egypt completes Knights templar.


210 AD
MDI army easily kills 2 American horses. (20-0)
Elite sword simply kills an MDI. (21-0)
Sword army kills an MDI. (22-0)
(IT) Pikeman kills another barb. The building of Macao did stir them up.
I knew that might happen, but I couldn't stop expansion just over the barbs. Our empire is too small to stop expansion.


230 AD
The MDI army kills 2 American horsemen, and an archer kills the last one. (25-0)
The MDI sent barb hunting in the north kills a barb horse.
The sword army kills a spearman sitting on the next tile to improve.
(IT) A French MDI dies attacking Tatung.
4 more barb horses are dead, and we promoted an MDI.
Theology and Gunpowder come in from the Great Library.


250 AD
A warrior kills another barb horse.
The MDI army kills a French MDI. (26-0)
A Byzantine warrior and spearman are killed with named elites. (28-0).



Summary:
Be careful with the workers. Lack of roads by Tatung was slowing me down, and several workers are fixing that problem.

We are in deep science trouble. We can't research better then 50 turn pace. Education will be showing up shortly.

The kill ratio has been the good news as I felt I could at least work on some badly needed buildings.

No new dot-map as we still have 3 cities to build on the old one.

You will need to watch the below stack. I hope a second front isn't opening up. We don't even have the needed roads built in that area.
LAK-547.jpg


The good news is below. I don't know how fast of a rush I am to hook it up. We still need a lot of defenders, and cavalry isn't close.
LAK-548.jpg





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

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
It will drop to 5 to 10 turns in the industrial age.


Variant restrictions:
1) Homeland defense armies only. The armies are prohibited from leaving our borders for even a millisecond. This includes attacking a stack outside borders and moving between 2 cities if there is a border gap.
If an army is trapped outside our borders due to a flip is must return to the nearest city. It may NOT kill any units on the way there.

2) Leader hording is prohibited. If we get a leader, and can't build an army it must be used to rush a building. We can delay using the leader to get it moved to an optimal city and waiting a turn for the shield bin to get empty. Once a leader is set for a building, no shifting back to army.

http://www.civfanatics.net/uploads8/LK83-250AD.zip
 
Nice kill ratio. Actually, since division by zero is meaningless, there is no ratio. :lol:

LKendter said:
Resource abuse - You can't disconnect / reconnect a resource every turn for the sake of building cheap units to upgrade with excess cash.

God knows we don't have excess cash. Could we connect and disconnect the saltpetre just once or twice, to get a few musketmen for special duties while mostly building pikemen, or would even that be against the conventions?

LKendter said:
The American troops retreat?

The American horsemen turned around as soon as I put together a solid line of units from Xinjian's lake to the volcano.
 
At the moment we're supporting our fifty-turn run on Chemistry with a research rate of 20%. Is this intentional, in the hope that we'll get above the fifty-turn rate later on? If it isn't, we should cut the science rate to zero, turn one taxman into a scientist, and so save 9 gpt.
 
At the moment we're supporting our fifty-turn run on Chemistry with a research rate of 20%. Is this intentional, in the hope that we'll get above the fifty-turn rate later on?
Yes, this is very intentional. I am desperately trying to get a decent science rate. Token scientist = tanks versus musket, and you know where that leads.


Resource abuse - You can't disconnect / reconnect a resource every turn for the sake of building cheap units to upgrade with excess cash.
God knows we don't have excess cash. Could we connect and disconnect the saltpeter just once or twice, to get a few musketmen for special duties while mostly building pikemen, or would even that be against the conventions?
This opens up too much of a grey area. I prefer to keep is simple with no intentional disconnects.
 
I got it.

The best way to get our economy in shape is probably more (and bigger) towns. That way we can get our unit support up and more citizens producing gold. It will hurt us in the short run, however, by lowering our populations. Markets also help of course.

In any case, I will likely concentrate on Infra this turn.

One funny thing I have noticed is that if the kill ratio is TOO good and one continues to build units, you end up killing science. The solutions are to either go on the offensive (costs units to take out cities) or build more cities and Markets.
 
LKendter said:
This opens up too much of a grey area. I prefer to keep is simple with no intentional disconnects.

Fair enough. We certainly shouldn't hook up the saltpetre yet, then.
 
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