LK86 - Two great variant in one. RaR and AWM.

Lee,
You do know that embassies are completely useless once you declare war? There is no "per-turn" benefit to embassies. They tell you were the capitol is and that is it. This is why I classify them as "allowed".

Some people don't know this fact. If you hate knowing where the enemy capitol is then I agree the rule makes sense. Otherwise I would allow them.

My thought though is that if you are "pals" enough to trade the first round, then finding out where their capitol is as well - it seems the same kind of thing to me.

Actually, I always thought the ability to trade first round against the spirit of AW, but I didn't write the original rules, so I go with them as they are.

[Edit: The capitol builds an Ansar a turn. I would rather have the 10 Ansar. After our GA, then I would go back to wonders.

I would keep other civs towns if they are size 5 or less. We can raze them later if we stall and can't take out the civ. Build settlers will slow us down a lot. Losing 2-3 pop off a major city is more expensive than a 1% chance to flip a turn.
 
Greebley said:
Actually, I always thought the ability to trade first round against the spirit of AW, but I didn't write the original rules, so I go with them as they are.
I agree with you on this point. When I redo my AW rules I may eliminate the 1st turn trading and the ability to ever look at the AI diplomacy screen.


Greebley said:
I would keep other civs towns if they are size 5 or less. We can raze them later if we stall and can't take out the civ. Build settlers will slow us down a lot. Losing 2-3 pop off a major city is more expensive than a 1% chance to flip a turn.
I already agreed with you on this point ever though I hate doing so. I don't know why you brought it up again. FYI - it isn't just about flips. The whiners about fighting the mother country really limit the productivity of those cities. IMO it only works if you can knock a civ out quickly.
 
550 AD (0)
Not much to change.
(I) We finish Gunpowder and start Matchlock due in 4.

560 AD (1)
Capture Nan, move the units so they can hit the capital without attacking across the river. Kill off some stray units and pick up a couple of extra workers.
(I) Crossbow tries to kill an Ansar but instead gives us a slave. A German crusader appears.

570 AD (2)
Capture Khon Kaen, with 3 workers plus we get 2 more slaves. Can't raise Stockholm, but I kill the Crusader and spot Spanish units headed our way. Nahkon Ratchasima is captured with a worker and a cat. I kill 2 of the three defenders in Bangkok but the city holds this turn.
(I) An Elephant promotes our Ansar before the second one kills it.

580 AD (3)
Capture Nahkon Si Thammarat. I raise the city of Oslo for 2 workers and our elite Ansar gives us a leader. I raise Stockholm and get 5 workers for the trouble.There are a couple of Pioneers we can't reach this turn, one German and one Spanish. We will snag them next turn or burn the city.
(I) The German Pioneer comes in range.

590 AD (4)
We capture Bangkok but lose an Ansar. Others approach the new Siamese capital. Kill the spear guarding the German Pioneer and get 3 workers instead of just 2.
(I) We get Matchlock and start Guilds, The Academy completes.

600 AD (5)
We are outside the new capital of Siam. A stack of Ansar approach Shurrapak. There are 3 Spainish Elephant Riders and a Viking Crusader outside the city. The Spanish pioneer is headed for the spot at whcih the German Pioneer just died. There must be something good there.
(I) We lose 2 Ansar and they lose 2 Elephant Warriors.

610 AD (6)
The leader rushes the Heroic Epic in Khursan. We capture Sara Buri, we get 2 workers and the Siamese are no more. I kill the crusader and an elephant. Our stack is now on the hill outside of Shurrapak. The Babys are flooding the area with Pioneers. They have settled 3 towns in the last 2 turns. Too bad for them.
(I) We lose one Ansar. We get Guilds and start Theory of Warfare.

620 AD (7)
Kill 2 pikes and the Jan who killed our Ansar in razing Shuruppak for 117g and 2 slaves. I kill a 1hp crusader on a viking gold colony. Kill a Bab escort and gain 2 slaves from a Bab Pioneer.
(I) We lose a couple of Ansar and they lose an elephant.

630 AD (8)
Kill off a Crusader and War Camel. We kill 2 units in Zarogoza but there is a 3rd left. Kill off stray units.
(I) They lose an elephant and longbow.

640 AD (9)
We kill two units and raze Zaragoza netting 517g! We need to find more Spanish cities.
(I) We get ToW and start Metallurgy.

650 AD (10)
I have 3 Pioneers moving to fill in some gaps. I have a stack of Ansars in the west to go after the Babs. The group in the middle needs to join up with the ones coming from Siam to go up the east side.

I snuck in some Town Clocks and Guild Halls.
 
We get Guilds and start Theory of Warfare.
Oh crap. That was the completely wrong choice.
We can no longer build Ansars - and I much prefer a 6.2.2 unit with an extra HP and Enslavement for 70sp to a 6.2.3 unit for 120sp. Plus, we can build no Elephants as well, and I would have wanted a couple of those to lay roads.
We should have headed to Absolutism instead, the very best Gov for us.

No pun, Meldor, it's a new tech tree for you after all. I should have pointed that out earlier, my bad.
 
Signed up:
LKendter (currently playing)
Microbe (on deck)
Doc Tsiolkovski
Greebley
Meldor

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.
Well, if we even see it. ;)
 
Doc Tsiolkovski said:
Oh crap. That was the completely wrong choice.
We can no longer build Ansars - and I much prefer a 6.2.2 unit with an extra HP and Enslavement for 70sp to a 6.2.3 unit for 120sp. Plus, we can build no Elephants as well, and I would have wanted a couple of those to lay roads.
We should have headed to Absolutism instead, the very best Gov for us.

No pun, Meldor, it's a new tech tree for you after all. I should have pointed that out earlier, my bad.
The only problem witht he 6.2.2 unit is that we can not strike first when the city has culture. We are going to be hard pressed to make enough combat settlers so the extra movement point will allow us to strike from a distance and not lose as many units to pre-emptive strikes. This is even more important if we are going to shoot for conquest and not worry about back fills. With unit defense so much more poor in RaR, the extra movement is a bigger factor. I lost too many units to fast attackers. If it saves units on offense it will make up for the shield difference between the two units.

BTW, are you aware that there is a bug with doing ctrl-u upgrades on slaves? It doen't charge you anything if you do it on more than 1 unit. I was suprised when I did it on a stack of 5 and was charged nothing to upgrade them. I then tries it on a single unit and I was charged the correct amount. I tried ctrl-u on other units and the math was ok. It was just the slaves that had the bug.

BTW, I didn't mention it, but I didn't spend any of our money on upgrades. I was saving it for the post GA when we can build Sun Tzu's and then do them for half price. I wouldn't upgrade any defneders unless they are threatened and none were even close to that in my turns.
 
650 AD
I have no idea why almost nothing is moved.

Mecca is very wasteful building Cuirassier. I switch it to Sun Tzu for the half-price upgrades.

I cancel mining by Damascus on the desert as the city is starting to choke for growth.


660 AD
Bergen is captured from the Vikings and 3 more workers are added to the labor pool. The AI really wants us to have labor when the put settler pairs in front of our AW.

Aydab is formed.
(IT) Add Sun Tzu to our list of wonders.


670 AD
Another settler pair is killed for more workers.

Izibia is auto-razed for $137.

We make another contact with Persia. $270 and Gunpowder gets us a world map, Education and Astronomy. The map just made planning our assaults much easier.


680 AD
This actually feels like AW for a turn, as there are 5 elephants by Bergen. I might lose a city temporarily.

The AI continues to insist on giving us workers from killing settler pairs.
(IT) A rough round as we lost some AWs.
Indian completes the Great Lighthouse.


690 AD
Bonn is auto-razed.

We kill 2 more settler pairs and enslave both escorts for 6 more workers.


700 AD
I get a leader. :dance:
The sad thing is I so NO small wonder to rush at the moment. I may actually build our first army.
(IT) We get several AW slaughtered. They simply can't handle being exposed near Elephants. We badly need new cities in that area and pikeman on top of the stacks.


710 AD
I will probably regret this, but I capture the Viking capitol of Birka to get Stonehenge (free granaries in all cities). I also capture Trondheim. We are now into the heart of AI land, and progress will slow down. I really need those pikeman to get to the front.

This is just plain crazy, but I get another leader from a horse archer. :crazyeye:
(IT) Babylon completes the Colossus.


720 AD
This is a turn of solidifying the front. I am finally starting to feel resistance from the AI and need those pikeman to catch up. The loss ratio just plain sucks for AW.
(IT) Babylon is building Gutenberg's Bible.


730 AD
The slaughter of settler pairs continues.


740 AD
Suhar and Bayt Ras are formed.


750 AD
Why not, lets get even more workers from killing a settler.


Summary:
I case you wonder I am building Mameluks in the capitol. I would rather have 2 units with attack 5, then one unit with attack 6. The extra defense point doesn't hurt either.


Signed up:
LKendter
Microbe (currently playing)
Doc Tsiolkovski (on deck)
Greebley
Meldor

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.
Well, if we even see it. ;)


http://www.civfanatics.net/uploads8/LK86-750AD.zip
 
preturn: I switch capital to Leo in 9 turns for 2 free techs and 100% sci boost.

Upgrade 6 pikemen along the coastline.

Why Mosul is build a mill while forge hasn't been built?

IBT we lose a horse archer but an elephant dies against our AW. [1-1] Persia starts Gutenberg.

(1)760AD: lower lux to 0 and sci to 60 to get Absolutism in 3. We need to revolt after GA.

Kill 5 units losing one AW and raze Valencia with 463g.

Kill 4 more units around. [10-2]

IBT we lose one AW but win 3 battle. One of our heroic AW fends off two attacks! [13-3] Our GA ended. :(

(2)770AD: We kill two spearmen and raze Santiago with 498g.

Clean up 4 units.

Kill 2 spearmen and raze Reykjavik. [19-3]

We have some core cities stuck at size 7. Switch to aqueducts and ports. Some of them don't even have a forge? Too much waste.

(3)780AD: army kills elephant and moves next to Barcelona. [20-3]

IBT India contacts us! He is backward and has only 3 optional techs to trade and I do not do anything.

(4)790AD: kill 3 units and raze Barcelona getting 563 plus a leader. [23-3]

Kill another unit. [24-3]

(5)800AD: Absolutism in. I wait for Leonard's to complete before I revolt. Research Physics in 2 turns. Avoid leadership so our wonders would obsolete later.

Kill 7 units. [31-3]

IBT we lose two Cuirassiers. [31-5]

(6)810AD: I rush Summer Palace in Trondheim. It's size 2 but has good chance to be a powerhouse after merging some workers.

Kill two spearmen and capture Seville. [33-5]

Kill 3 more units. [36-5]

IBT two crusaders lose to us. [38-5] Babylon completes Leonard. :eek:

(7)820AD: I switch Leo to university losing 285 shields. :( I revolt right away. Glad we are religious.

We lose one Cuirassier but kill 3 spearmen and burn Madrid with MoM. [39-6]

Upgrading all our peasants needs 1470g. I hesitate a bit and only manually upgrade a few.

Those siam workers could be merged, so I do not upgrade those. Vikings/Spanish will soon too.

Upgrade two AW.

IBT Germany completes Voyage.

(8)830AD: kill elephant and raze Larsa for 196g. [40-6]

Kill one unit. [41-6]

IBT crusader loses to AW. [42-6]

(9)840AD: We are Absolute Monarchy. Sci to 50 to get MM in 2.

We kill one spear and raze Copenhagen. Damn, it has another town in the NW corner.

India landed an Otomo and I forgot it, so we'll lose two laborors.

(10)850AD: Kill 3 Shoni. Kill the landed Otomo. [46-6]

I'm sending some units to clear the NW, and kill the Vikings.

I would merge the pioneers or siam workers into Trondheim.
 
(7)820AD: I switch Leo to university losing 285 shields. I revolt right away. Glad we are religious.
Was there a chance to get the capital rioting during Anarchy? In that case, we could have saved the shields for the Absolutism GSW (Estate General), a pretty nice wonder (Colossus and one HF everywhere).

Got it, btw.
 
Doc, what is needed to get the pentagon? I found 3 unit armies very powerful when using them in CZ4. Do we just need 3 armies or do we need a tech too?

If all it requires is 3 armies, I think we should use leaders for armies. Also note that because units have more hp in RaR, 2 unit armies can be pretty strong.
 
I rush Summer Palace in Trondheim.
We rushed the palace in a former AI city? It can't be reversed, but I personally will never rush anything in former AI cities unless that civ is dead.


I'm sending some units to clear the NW, and kill the Vikings.

I would merge the pioneers or Siam workers into Trondheim.
I am glad to hear kill the Vikings. At least we are trying to fix the Summer Palace flip and war whiner problems. Before I get called over-paranoid I had a city two turns from completing the FP flip on me. The city loss denied my starting another FP and was a major factor to me losing that game.

AFTER the Vikings are dead we could merge some Siam workers. The Pioneers costs us more pop, and I know there is a lot of a backfill space to work on. Of course, we may hit conquest before domination. However, it can't hurt to get closer to domination.


Upgrading all our peasants needs 1470g. I hesitate a bit and only manually upgrade a few.
The second movement point makes a laborer much more powerful. It can move to a grassland and start laying a road on the same turn.


We have some core cities stuck at size 7. Switch to aqueducts and ports. Some of them don't even have a forge? Too much waste.
Welcome to AW. We had so many cities on unit that buildings got missed. I found similar problems with terrain development. Khurasan, a first ring city, was stuck at size 3 until I started irrigating the plains by it. Damascus was also over mined and stopped growing.


Signed up:
LKendter
Microbe
Doc Tsiolkovski (currently playing)
Greebley (on deck)
Meldor

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.
Well, if we even see it. ;)
 
Greebley said:
Doc, what is needed to get the pentagon? I found 3 unit armies very powerful when using them in CZ4. Do we just need 3 armies or do we need a tech too?

It needs Oil, so forget it. We'll win before then.

LKendter said:
We rushed the palace in a former AI city? It can't be reversed, but I personally will never rush anything in former AI cities unless that civ is dead.

I thought Vikings had only one city left and missed it had a small town in the NW. Another reason is I couldn't find a good shield town nearby, and I hate to have to miss the opportunities getting new leaders.

For the peasants upgrade, we could do it (before Sun Tzu expires!) but since I don't think we'll ever need to railroad, it really doesn't matter much.
 
Arabia, 850AD
Looks really good, only minor changes. Map Making is a good choice, next MGL will rush the International Port in Basra.

IBT: Ansar defeats German Crusader 1-0
AI keeps sending Settler combos.
Map Making -> Magnetism

Turn 1: 860AD
Oops, several units on goto; no harm done, makes sense where they head.

Kill: 4 Persian Mujahid, 1 Persian Spear (escort) 6-0; 3 Worker

The Governor is set to emphasize both Food and Production. Don’t think that makes any sense… Emphasize on Production for all cities.

Btw, do we really fear culture flips? :D

Culture.jpg


IBT:
Loose a Cuir to a Babylonian Elephant; 6-1

Turn 2: 870AD
Found Taif.

Kill: 2 Babylonian ERs 1 Persian Spear; 9-1
Nothing something else pretty useful about Ansars: They ignore the movement cost of desert.
IBT:
Magnetism-> Mercantilism
Berlin completes Gutenberg’s Bible for us.

Turn 3: 880AD
Kill: 1 Indian Horse Archer, 2 German Crusaders, 1 Babylonian Spear, 1 Bab ER, 1 Conquistador (MGL); 15-1
Oh crap, that’s not goto, that’s a rally point…I have not the slightest idea how to turn that off :lol:
Found Hama.
Turn down research, nothing we need urgently. Cash helps more atm. Btw, we do not pay any unit support.
IBT: *Elite Cuir defeats Persian(?) War Rider without a scratch. Pike retreats Bab ER. 16-1

Turn 4: 890AD
Found Tabuk.
Kill: 1 Bab Spear, 1 Bab ER, 1 Indian Spear (autoraze Ganges); 19-1

Turn 5: 900AD
Found Sana’a.
Kill: 1 Indian Spear (autoraze ?), another Indian Spear (escort), 1 Persian Man-at-Arms, 1 Bab Muja, 2 Bab Spears (capture Sippar and keep it, no culture there; comes with a Worker = 20cp), 1 Bab ER, 1 Persian Spear; 26-1

Capturing Babylonian cities is nice, they’re drowning in cash.
IBT: Loose Mameluk to German Knight of the Realm (that’s a 6(3).2.2 unit, the most scary thing the AI can muster); 26-2

Turn 6: 910AD
Kill: 1 Indian Stone-Crossbow, 1 Persian Spear, 1 Persian Muja (nice, wasn’t sure if Armies can enslave –they do), 2 Bab ER, 1 German War Camel, 1 German KotR, 2 Indian Spears (autoraze Punjab); 35-2

Found Shihr (netting us another Lux, Tobacco), Aden.
IBT: Defeat German Crusader and Bab ER; 37-2

Turn 7: 920AD
Kill: 2 German Spears (and raze Stuttgart for 3 Slaves), 2 Persian Muja, 1 Persian Guard, 1 German Pike (escort, 3 Workers); 43-2
IBT: Ansar defeats ER, dies to the next one. 44-3
Mercantilism->Economics

Turn 8: 930AD
Rush the International Port.
Kill: 1 Indian Bushi (escort, 3 Workers), 2 Viking Spears …and they deserved it. :D, 2 Bab ER, 1 German Crusader, 1 Indian Swordsman, 1 Indian HA; 51-3

Start joining Vikings.
IBT: International Port done.
Persia completes Knights Templar for us (in Susa, right next to our units).

Turn 9: 940AD
Kill: 1 Indian Spear, 2 German MDI, 1 German Crusader; quiet turn, 55-3
IBT: Defeat Persian Arquebusier; 56-3

Turn 10: 960AD
Kill: 1 Persian Muja, 1 Persian Man-at-Arms, 2 Bab ERs, 1 Indian Spear (autoraze Chittagong), 1 German MDI;

Total: 62-3

After action report:
Focused on clearing out that Northern peninsula.
Around Sana’a it does feel like AW.
Germans are mostly quiet.
The Palace prebuild in FUstat is for Smith’s, obviously. My fault, didn’t check for happiness; with the Estate General, we can add another citizen, and then we need either another Lux, or Berlin (Gutenberg’s).
We need absolutely no more techs.
IMHO we can now push Eastwards, and raze anything but wonder cities.
The plains cities around our core need Worker merges.
There is a German Galley near Mecca, that’s why I have some attackers there.
We could also start to build ships, to shuttle defenders.
Don’t forget the 5 Banks for the Central Bank.

Phew, this starts to get work ;).

The Save
 
comes with a Worker = 20cp
:confused: Why bother with a sacrifice? We are still getting free Shrines from our wonder. I must admit I will never get use to this feature of RaR. The thought of throwing valuable workers just doesn't sit right with me.
I would be just as happy if there was a way to turn this "feature" off.


(nice, wasn’t sure if Armies can enslave –they do),
An army will keep the trait of its units if they are all the same. My Mayan AW game had a JT army that enslaved quite a bit. I had a pure marine army attack coastal cities, and a pure Berserk army to the same.



Signed up:
LKendter
Microbe
Doc Tsiolkovski
Greebley (currently playing)
Meldor (on deck)

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.
Well, if we even see it. ;)
 
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