View Full Version : LK93 - RaR, 25K again, not OCC


LKendter
Feb 13, 2005, 07:57 PM
Difficulty = Deity
Civilization = TBD
Map = Pangaea
Barbs = Roaming
World Size = Small

Signed up:
LKendter
open slot
open slot
open slot
open slot

Remember 10 turns per round. STRICT 24 hours got it, total 48 to complete.

The goal is to try for 25K win. I think it shouldn't be too hard with deity.
While we are allowed to fight the goal is a semi-passive culture game. Fighting is meant for short wars to acquire a critical resource, trim the leader, etc. I don't want this turning into a conquest / domination game.

microbe
Feb 13, 2005, 08:33 PM
Sign me up.

LKendter
Feb 13, 2005, 08:38 PM
Signed up:
LKendter
Microbe
open slot
open slot
open slot

sanabas
Feb 13, 2005, 09:33 PM
I am keen if you'll have me.

LKendter
Feb 13, 2005, 09:56 PM
@sanabas - I don't recognize the name. I want to confirmed a couple of things:

1) You have the Rise and Rule (RaR) module installed.

2) You have previous deity experience. Are you playing other SG at deity?

sanabas
Feb 13, 2005, 11:11 PM
No worries. I have RaR, I have only started one other SG, it is on Monarch. I have plenty of experience on Deity with RaR, I have also won on Sid with RaR. I can probably find a deity RaR save if you want.

LKendter
Feb 13, 2005, 11:13 PM
Signed up:
LKendter
Microbe
open slot
open slot
sanabas

LKendter
Feb 14, 2005, 02:45 PM
:bump:
Still need more players...

Greebley
Feb 14, 2005, 03:21 PM
Unfortunately, my SG schedule is currently full so I have had to pass on recent games. I would have to wait until LK87, 89, or 90 finished.

Hopefully, you will be able to fill it without me, but if you can't get enough interest now, I would be willing to play when one of the above games is in its last turns.

Kaiser_Berger
Feb 14, 2005, 05:43 PM
If you're willing to put up with my lack of RaR knowledge, I'd join. I've been picking up on some stuff by lurking the other games. I imagine if I play it slowly and think out every decision I should have few problems.

LKendter
Feb 14, 2005, 05:49 PM
Signed up:
LKendter
Kaiser_Berger
Microbe
open slot
sanabas

I will start this tommorrow even if we don't get a 5th.

LKendter
Feb 15, 2005, 08:59 PM
LK89 turned into an unexpected set of ugly war turns and delayed my other games. I will start this one tomorrow.

LKendter
Feb 16, 2005, 11:57 AM
I almost had a great start until Rome declared. The capitol had 2 food bonuses, incense was nearby along with iron. If a deity civ attacks within the first 30 turns you know your fate.

I will try again.

LKendter
Feb 16, 2005, 12:33 PM
I change the game to standard map. The more I understand RaR, the less I like small maps with it. I am sticking with RaR 1.01 for now. This time I wanted a civ with some cheap culture buildings.

Tibet looks great with Religious and Scientific. However, we can't see any food bonuses. I realize one of our 2 traits will have to been expansionist to see a lot of the food bonus. Russia and Arabia are the only to expansionist civs that also get cheap buildings. Zav1 may be Russia, so we default to Arabia.

Trying again to get a valid start...

Zavior
Feb 16, 2005, 01:34 PM
I think also Acri civs see food bonuses.

LKendter
Feb 16, 2005, 02:23 PM
This is frelling absurd. This is the second great start destroyed by a very early war. I am starting to hate RaR. I almost never have this problem with standard C3C.

http://www.civfanatics.net/uploads9/LAK-595.jpg

LKendter
Feb 16, 2005, 04:23 PM
3600 BC
We meet India, and the have nothing to give us.


3450 BC
We ship India domestication for Warfare and $21. It was worth waiting 3 turns.


3400 BC
We meet the Sioux after they killed a barb near us. We ship them Domestication and Pottery for Cultivation and $35.
I sell India Cultivation for $29. The extra money doesn't help get the other tech from the Sioux. :(


3300 BC
We pop a hut and get a tribe. :dance:


3250 BC
Medina is formed and we have spices for a luxury.


3150 BC
The price is a bit high, but I give the Sioux Mysticism and $120 for Masonry. We want to build a worker housing.


3050 BC
I ship Mysticism and $8 to India for Scrape Mining.


2850 BC
I ship Alphabet to the Sioux for Boat Building and $60.
I ship Alphabet to India for Sailing and $10.
I sell Sailing to the Sioux for $75.


2630 BC
:wallbash: The Sioux already stole the site with incense and iron. We really need incense to hit 25K.


2430 BC
I ship Writing to the Sioux for Caste System and $30.


2390 BC
We meet up with the Germans. I buy weaving for $75.
I sell the Sioux weaving for $68.
I buy Urbanization from Germany for $115. The last thing I can buy is Fermentation for $65.


2230 BC
We meet the French. They are up 2 techs, and no deals are possible.

Goodie huts also gave us Pottery, Slavery, $25 and Mythology.


2190 BC
Damascus is formed to claim silks and iron.
(IT) Mecca is struck by disease. :mad:


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

Summary:
There are mystery people with Green Borders to meet.
Dynasticism is due in 5. Please revolt immediately. We need to get rid of the chiefdom penalty. This is for both growth in Mecca and extra income. We are running -1 right now with $75. We are pushing our luck.

Mecca is the 25K city. Please get the production improvements completed and lets start building culture.



Signed up:
LKendter
Kaiser_Berger (currently playing)
Microbe (on deck)
Open slot << This slot disappears after Microbe's turn.
Sanabas


Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.

While there are no specific variant restrictions remember the basic goal is a semi-passive 25K. War should be to trim the leader, stop a launch, or to grab a critical resource.

http://www.civfanatics.net/uploads9/LK93-2150BC.zip

LKendter
Feb 16, 2005, 04:32 PM
I forget some comments:
1) NO more settlers from Mecca. We can't build settlers and culture.
2) Medina has the granary to let us build settlers with escorts.
3) The AI is much more aggressive early on as 2 the failures show. We also have barbs in play. All setters need escort.
4) Gold is a RESOURCE needed for many commercial buildings. Our next settler should claim the gold.

DeceasedHorse
Feb 16, 2005, 04:52 PM
/delurk

The RaR/DyP AI is VERY aggressive if it perceives any sort of military weakness, much more so than the normal Civ3 AI. While this occasionally leaves it vulnerable to gross miscalculation when it formulates its foreign policy (even more than usual), especially once fast-moving units and railroads show up, it also makes it more dangerous in the early game. Farmer's gambits are suicidal, and the AI seems to be much more likely to just bury a civ regardless of diplomacy, particularly early on. I would imagine that the free units it gets on deity make the AI even more aggressive, particularly against the human player.

ThERat
Feb 16, 2005, 06:03 PM
Mecca is struck by disease. look at bed03 game, we planted the capital in a flood plain just like you did. expect to lose heaps of citizens by disease. we lost around 10 I think.

Kaiser_Berger
Feb 17, 2005, 01:27 AM
Ok, I've got it.

Greebley
Feb 17, 2005, 10:55 AM
The reason you are gettting attacked is because you are choosing food rich starts. The AI will often attack you if you are ahead of it (in score), but have a really weak military.

In RaR, since a normal start has a max city size of 2 or 3, and you are choosing locations that you can grow freely, you are going to be higher in score, while the AI with its free units will have a stronger military. Your options are:

1) I think part of the point of RaR is to not be able to grow as quickly at the start. Choosing non-flood plain starts should really help in that the AI will be bigger than you.

2)Choose the very powerful starts, but build up enough military that you don't fear an attack by the AI.

3)Put off meeting other civs until you have a stronger military.

LKendter
Feb 17, 2005, 11:09 AM
FYI - there was a critical thing I forget in my reports. Please get a road to the silks ASAP. There is a wonder call Silks Road that is ONLY available to a civ with Silks. This gives us a colossus type effect for an INLAND city. Our capitol is really going to have most of the revenue and science. We need to build many of the science buildings anyhow for the culture. In addition, you get the C3C marketplace effect with luxuries making luxury #3 and above more powerful in the capitol.

LKendter
Feb 17, 2005, 12:40 PM
Another comment - Even though LK91 looks bad it did prove how powerfully tourism income is. Small wonders that give tourism including the palace gardens, and any large wonders giving tourism are the prioirity after the production boasters.

Kaiser_Berger
Feb 18, 2005, 12:24 AM
Preturn- Ok, looks good. Here we go.

T1 2150

Trade Japan Slavery and Fermentation for The Wheel. Disease hits Mecca :vomit:

T4 2030

Lower science to get Dynast for best price.

IT- Revolt, drawing two turns of anarchy, of course.

T6 1950

We are a Monarchy. MM Mecca for growth and Worker Housing in 1.

Set research to Philosophy, due in 14 turns at 50%.

T7 1910

Mecca complete worker housing, start on Forge.

Crap, ranger ends up next to barb.

T8 1870

Barb ignored ranger. Lucky, I guess. Move on with him.

T9 1830

Nothing new.

T10 1790

Pop a hut and get Bronze Working.

T11 1750

Not much.


Summary

I played an extra turn to even it out at 1750. We have a forge due next turn in Mecca. I started a Pioneer in Medina for the Gold and Iron spot. Settling right on the iron looks good, as it will also pull in two sources of gems. Figured we could with just a Pioneer and not hardy since it has so much bonus food. If I'm wrong feel free to change. Philo is due in 7, perhaps we'll get a free tech. Worker is now free to start road to the silks.

microbe
Feb 18, 2005, 12:33 AM
I got it. One extra game to play..but it shouldn't take too long.

microbe
Feb 18, 2005, 01:49 AM
preturn: I switch monument to shrine. Same cost, more benefit, and I'd happily pay 1gpt for it.

I switch Medina to worker, as we simply need more.

Also, Medina should work on the forests to get high shields. I get Pioneer in 5 turns.

We can lower lux and get Philosophy one turn earlier.

1725BC: Set Mecca to Palace Garden. Culture 2 and has tourist income. MM to get it in 8 turns.

IBT India starts HG and completes Oracle.

1700BC: Sell Fermentatoin to Sioux for 83g. Raise lux to 30.

MM Medina to get Pioneer next turn as the grow. We should never let it grow beyond size 7 as that would empty the food box.

1650BC: Send settler to claim the iron/gems/gold.

1625BC: Methology to Sioux for Construction+6g. Bronze Working+35g to Japan for Polytheism. Medina starts Worker Housing.

1600BC: We get Philosophy the first and take Classic Education.

1575BC: Philosophy to India for 295g. Philosophy+36g to Germany for Aristocracy.
Classic Education to India for 362g. Classic Education+71g to Germany for Civil Engineering.

Set to Poetry in 9 turns. Found Baghdad.

IBT Palace Gardan is completed and we start Wind Mill. India establishes embassy with us.

1500BC: Philosophy+5g for CoL from Japan. Wheel to Sioux for 156g.

Medina could go 3fpt/6spt or 1fpt/8spt. Make sure not to let it grow to size-8.

We shouldn't spend too many shields on wonders, as in RaR they don't have much more culture than normal improvements (normally just 2cpt instead of 1). So after WM we should go for Monument/Acadamy/Arena/etc. Cheap ones go first. (I should have built Monument first I guess)

But I guess we are going for Great Library?

LKendter
Feb 18, 2005, 08:03 AM
We shouldn't spend too many shields on wonders, as in RaR they don't have much more culture than normal improvements (normally just 2cpt instead of 1). So after WM we should go for Monument/Academy/Arena/etc. Cheap ones go first. (I should have built Monument first I guess)

But I guess we are going for Great Library?

We do want to get the Great Wonders that also have benefits we like. Great Library is one of those for keeping up with tech. We want Silks Road for the revenue improvement. Right now we want anything with tourism bonus while the game is early. Palace Gardens was a great call. Heroic Epic has no bonus and should be ignored for now or used as a pre-build.

Signed up:
LKendter (on deck)
Kaiser_Berger
Microbe
Sanabas (currently playing)


Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.

While there are no specific variant restrictions remember the basic goal is a semi-passive 25K. War should be to trim the leader, stop a launch, or to grab a critical resource.

sanabas
Feb 18, 2005, 08:28 AM
Got it. I don't think great Library is that important in RaR, Silk Road is much more important to us. Great Library expires relatively early, and if there's other tourism wonders available, it's very feasible to bypass literature until we need a library for something like copernicus', and make up the other techs with encyclopedie. Not being able to prebuild is also a factor in my reasoning.

LKendter
Feb 18, 2005, 08:42 AM
Got it. I don't think great Library is that important in RaR, Silk Road is much more important to us.
I agree as Silk Road also has tourism and the extra revenue will really help with tech research. Now we need to build Academy and The Academy in the capitol at some point.


Not being able to pre-build is also a factor in my reasoning.
We may want to keep Heroic Epic (no tourism) around as a small pre-build.

sanabas
Feb 18, 2005, 09:23 AM
Sorry, didn't type that as clearly as I meant to. Because Library is a prerequisite for Great Library, and both become available at literature, it's not possible to do any sort of prebuild for the great library. Can prebuild/rush to finish the library the turn you get literature, but then TGL is started from scratch.

LKendter
Feb 18, 2005, 10:29 AM
I got a chance to look at the game. We now have construction and mines. We need to get some more workers, and to get mines on the flood plains, hills, and forest. RaR actually is slower for initial culture with all the production boasters to build. We are almost ready for culture and need to build it quickly.

I have a question for the team. Should we head toward democracy with a cash rush government? We might be able to partially rush some additional culture in the capitol.

sanabas
Feb 18, 2005, 11:20 AM
Exactly what I was about to ask. We definitely should be on democracy, for the extra commerce, the higher rate cap and for the cash rush ability. We can also mine most of Mecca's terrain, and should ASAP. We'll reach close to 40 shields, possibly higher in mecca when we do, which means we should be able to build a AA tourism wonder every 8-10 turns until we run out. Anyway, played my turns, and they were:

1500BC: All looks good, we really need that incense to the south of Mecca, it's a prereq for a lot of culture. So I change Medina to a pioneer to settle next to the incense, build a shrine then a temple, and pinch the incense with culture, as that's preferable to starting a war.

1475: zzz, except there was a worker on a goto to the silks, that should have been mining in Mecca, and I didn't notice it until it moved. :(

1450: Silks connected

IBT: Sioux building Stonehedge

1425: India & Germany have Republic
Pop a hut and recieve Naval Warfare, sell it to India for 143 gold.

IBT: Korea building Colossus

1400: zzz

IBT: Research poetry --->maths (for silk road)

1375: Mecca Water Mill ---> Shrine (micromanage mecca to move from 18 to 20 shields to get shrine in 1 turn)
Medina Pioneer ----> worker

Buy Republic from Germany for poetry & 85 gold
Sell poetry to India for 87 gold. We don't need republic, but it's a net cost of 0 to get it, and we can sell it to the other AI civs when they get something useful for us.

IBT: India building Mausoleum

1350: Mecca Shrine ---> Hanging Gardens (Silk road prebuild)
Damascus Archer---> worker

IBT: Japan building hanging gardens

1325: Baghdad worker--->worker
India & Germany now have Democracy & Monotheism. Personally I'd buy democracy & revolt at this point, but it can wait the 3 more turns until the next player so everyone can discuss it.

1300: Germany, India & Korea have maths. Buy maths off Korea for 15 gold, start on Trade.

1275: Medina worker ---> worker

IBT: Sioux complete Hanging Gardens, cascade ends with India completing Mausoleum.

1250: Mecca changed to Stonehedge, still on Silk Road prebuild.
Najran founded, ----> Shrine. Ignore Najran's growth for shields to get the incense ASAP.

Germany & India now have Iron working & Trade as well.

We can buy all 4 available techs off Germany for 830 gold or India for 790 gold. I would recommend buying Democracy & trade, revolting immediately, and then researching Drama and Literature, as they will both have trade value. We don't need to buy the other 2 anytime soon. Long term, once silk road is finished, hopefully we can cash rush Library, Academy & temple (total cost about 1100 gold to get them in 3 turns total, mecca's production should be high enough by then to get them in 5 turns total for minimal cash.) Then stockpile cash while we build great library, cash rush any other available culture & production buildings (arena, wind mill, etc), and start cranking out the wonders.

LKendter
Feb 18, 2005, 11:48 AM
Signed up:
LKendter (currently playing)
Kaiser_Berger (on deck)
Microbe
Sanabas

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.

While there are no specific variant restrictions remember the basic goal is a semi-passive 25K. War should be to trim the leader, stop a launch, or to grab a critical resource.

LKendter
Feb 18, 2005, 01:57 PM
1250 BC
Najran is with the range of the 21 tiles of Oglala. This kills AI attitudes, and goes totally against the grain of a semi-passive 25K. This is a warlike action to me. I switch it to worker to abandon it in 2 turns.

I change Medina to spearman with another settler after than. We must continue to expand our empire.

I buy Democracy from India for $290. I will save the rest of the cash for rushing.


1200 BC
I cash rush a shrine in Baghdad. Gold is needed for a lot of the later income buildings and I want it more inside our borders. I partial rush a forge (due in 2) in Medina to speed up the building of future settlers and escorts.

I give tech backwards France Polytheism and Naval Warfare for $18 and a barbarian worker.
I ship The Sioux Poetry for $156.
(IT) The next research project is currency that no civ has.


1175 BC
(IT) A barb runs away from our scout.
Najran is abandon in favor of a worker.


1100 BC
The final civ of English is meet. They have the exact same techs as India and Germany.
(IT) Slave Trade is completed. The reason I went for this is the production boast in all cities for the free slave markets, future tourism, and colossus effect in the capital until the industrial age.


1075 BC
(IT) The English complete the Sphinx.


1050 BC
I ship Republic to The Sioux for Monotheism.
I ship Republic to Korea for Seafaring and $4.
I ship Republic to Japan for Riding and $6.
I ship Democracy to the Sioux for Elephant Training. We don't have Elephants at this time, but you never know.
The only tech we are down is Iron Working.
(IT) :eek: There are massive barbarian uprisings near Medina.


1025 BC
Currency is bought for $13 from Germany. I start on Drama so that the culture strong theater can be built.


1000 BC
Our only archer can't kill that annoying barb near Medina.

Currency goes to Japan for Iron Working. We are close to entering the Middle Ages.


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

Summary:
The reason I am building the Great Wall is that is has *3* culture. That is good for a RaR great wonder. We want as many high culture buildings as possible that can double. Silks Road takes longer, so in the worst case we build Silks Road earlier. I would build Silks Road after The Great Wall.

The newest settler pair is heading toward the horses. The city won't be great until irrigation, but horses are a very important resource. We need to explore more that way to determine how many more city sites are available. Our empire is very small.

Our culture rating isn't very strong yet, but if we get the two planned wonders we gain 5 more culture a turn.


Signed up:
LKendter
Kaiser_Berger (currently playing)
Microbe (on deck)
Sanabas

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.

While there are no specific variant restrictions remember the basic goal is a semi-passive 25K.
War should be to trim the leader, stop a launch, or to grab a critical resource.

http://www.civfanatics.net/uploads9/LK93-1000BC.zip

microbe
Feb 18, 2005, 02:02 PM
It's quite wasteful to abandon a city for a worker. We essentially wasted 2 pops and 20 shields, or 1 pop and 50 shields.

I understand your reaction, and agree it wasn't founded in the right way, but isn't it a bit paranoid? I didn't look at the map though.

LKendter
Feb 18, 2005, 08:36 PM
This is another wonder to really think about. The capitol can have one of the monuments of the three needed. 2 CPT for 300 shields is typical for RaR. More important is this wonder is 1/2 of our GA. If we swap the capitol to Stonehenge we have the other half. IMHO you can't have an early enough GA with 25K goal. The really early culture that doubles is quite a way to a victory. Are there any comments from the team?

http://www.civfanatics.net/uploads9/LAK-602.jpg

sanabas
Feb 18, 2005, 11:35 PM
I disagree that founding Najran there is warlike, and I've honestly never noticed the AI attitude getting worse when I do. It's just the attitude of that AI, not a rep hit, yeah?

And even if you consider it warlike, it's less aggressive than actually declaring war, so I consider it definitely within the spirit of a semi-passive game. As you have said multiple times:

While there are no specific variant restrictions remember the basic goal is a semi-passive 25K.
War should be to trim the leader, stop a launch, or to grab a critical resource.

Incense is extremely critical, especially as we need culture.

Doc Tsiolkovski
Feb 19, 2005, 02:40 AM
I've honestly never noticed the AI attitude getting worse when I do.
It is definitely a provocation. Don't even think the attitude itself gets worse, I think it is an independant reason to declare on you, like weakness or having a resource they need.
Unless they are substantially weaker, they will declare at some point for no othre reason.
Lee:
You should go for the Pyramids for the REL trait. Except for Angkor Wat (and that one is hard to get), the MA REL Wonders require Incense, so you better don't rely on that. OTOH, about the time you get the Pyramids, you'll have Chivalry as well.

Slave Trade gives no tourism, btw. And only 1 cpt. Still a useful wonder, but no must-have for 20k games.

LKendter
Feb 19, 2005, 07:48 AM
I disagree that founding Najran there is warlike, and I've honestly never noticed the AI attitude getting worse when I do. It's just the attitude of that AI, not a rep hit, yeah?

I have had games where a city like this was founded, and war with they AI I overlapped occured within 10 turns.

We are in no position at this time to risk a war IMO.

I agree incense is critical. However, we haven't even explored the lands near us to the north. There may be another conflict free source.

Kaiser_Berger
Feb 19, 2005, 03:52 PM
I've got it.

Kaiser_Berger
Feb 21, 2005, 01:55 AM
Preturn- We look alright.

IT- Eight barbarina riders end up on the mountain next to Medina. Yipee...I'd be worried if these were C3C barbs, let alone these beasts :lol:

T1 975

Not much to do. Brace for the worst from barbs. I decide to use some of our money in case the barbs decide to take it on the IT. We get Military training from Germany for 220g. Military Training and 40g go to Sioux for Barding.

IT- Medina really takes it up the bum from the barbs, drops all the way back to size one.

T2 950

Not much new.

IT- zzz

T3 925

Nothing new still.

IT- We get Great Wall. Set to Silk Road due in 8 turns.

T4 900

Lower research by 10%.

IT- We get drama. Not sure what to research, finally decide on Dark Ages, due in 7 turns. Korea completes Stonehenge.

T5 875

Found Kufah on the horses.

IT- zzz

T6 850

Not much new.

IT- zzz

T7 825

Mecca hits 50spt.

IT- India declares war on the English.

T8 800

Not much to report.

IT- zzz

T9 775

Lower science a bit.

IT- We get Dark Ages, start us towards Theology, due in seven.

T10 750

Nothing new.


Summary

Mecca is no wat 54spt, due to increase a bit more. Silk Road due in 2 turns.

LKendter
Feb 21, 2005, 09:20 AM
IT- We get drama. Not sure what to research, finally decide on Dark Ages, due in 7 turns.
The literature path would have be better. There is still a lot of ancient age culture to go for.

Signed up:
LKendter
Kaiser_Berger
Microbe (currently playing)
Sanabas (on deck)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.

While there are no specific variant restrictions remember the basic goal is a semi-passive 25K.
War should be to trim the leader, stop a launch, or to grab a critical resource.

Kaiser_Berger
Feb 21, 2005, 09:42 AM
I'm not sure, but I think that Lit may have already been picked up by several AI, we could easily acquire it once we want to get those buildings, I do believe.

LKendter
Feb 21, 2005, 10:33 AM
I took a look at the game. There is still land to the north unclaimed. We need to claim more land to win this one. Our empire is too small. We need to build some more settlers.

We are religious, so monuments and shrines cost the same. Under normal cases we should build shrines. However, Medina building a monument is the CORRECT move. Damascus also has a monument. That is 2 of the 3 required monuments to build The Pyramids.

The Pyramids will complete the Religious requirement to trip our GA. With a 25K game you can't have the GA to early.

Silks Road completes in 2. We build the monument in the capitol, and we can start the Pyramids. We have NO wonders to go for at the moment, so this is a great time to build the Pyramids.

microbe
Feb 21, 2005, 11:48 PM
preturn: I establish some embassies:

Sioux: size 8, 40% sci with 12 beakers. Elephant, incense, horses. 2 lux. 8spt building elephants. It has Heroic Epic and Hanging Gardens. It has 7cpt, only 2 less than ours. We simply need more culture.

Germany: size 8, 30% with 7 beakers. gold and incense. 1 lux. 2 clowns. 3spt building Wiseman German. 3 garrison. It knows everyone except Sioux.

I switch Baghdad to granary and work on the iron to get it in 6 turns. Raise sci to get Theology in 5 turns.

Almost hit enter, but there is actually a brokerage opportunity!

Drama+35g to India for Theology.
Theology+Drama to England for Invention+40g.
Theology to Japan for Horse Breeding.
Drama to Sioux for 107g.

AI is up Milling. Set research to Vassalage in 5 turns.

IBT Korea completes Colossus.

730BC: Give Sioux 28g. Give Korea Horse Breeding. We build Silk Road and start Monument.

Medina is a great 2-turn worker factory, so set to worker. England starts Sun Tzu and Pyramids. England completes Sun Tzu!

710BC: Pyramids in 6 turns. I starve it a bit and get it to 5 turns. :D

IBT Japan gets 25g. India starts Ankor Wat.

670BC: oops, we can lower lux to 0. Wasted some money.

650BC: We get Vassalage the first.

Before selling monopoly tech, better to establish embassis.

Establish embassy with Korea:
size-8, gold/horses, 1 lux, 4spt building Chariot. Has stonehenge. 1 clown. 2fpt grow in 3. It doesn't know England.

Establish embassy with Korea: size 7, gold/horses, 2 lux, 3spt building Training Camp in 17. 1fpt. 1 clown. No improvements. 2 garrison. It knows everyone.

I decide to sell to Germany and Sioux first.
To Sioux: get Milling+202g.
To Germany: get Fundamentalism and we add 10g.
To England: 204g.
To India: 197g.

England has monopoly on Clockworks.

I set research to Warrior Code in 4, although someone is likely researching it already.

IBT Kafhu riots..

630BC: Sioux starts Great Lighthouse.

610BC: I switch Pyramids to Angkor Wat. Better wonder and both may trigger GA for religious civs. It just delays one more turn.

590BC: Shoot..our scout meets barb horses at Japan..

I decide to switch Medine to Poineer in 4.

IBT India and England make peace. :( AI lose 2 units to those barb horses and our scout is ignored. We build Angkor Wat start Wind Mill.

570BC: We again get Warrior Code the first. Our scout flees away from the barbs.

AI has Literature already.

Since England doesn't know Korea, sell to them first.

Warrior Code to England for 495g.
Warrior Code + 9g to Korea for Clockworks + Naval Spirit.
Naval Spirit + Warrior Code + 18g to Germany for Literature + worker.
Warrior Code to India for 207g.
Warrior Code to Japan for 180g.
Warrior Code to Sioux for Athletics.

I switch Wind Mill to Library. The added Wind Mill or Town Clock won't shorten the build of library so build it first. After library, we should build a Wind Mill to make us over 60spt and then build Great Library in 6 turns. Then it should build Town CLock and then go for other culture buildings.

Feudalism in 5 turns which enables faster workers.

I upgrade two units by 150g.

We'll have a settler next turn. A camel rider is due in 2 turns and should be able to catch up with the settler. Settler should go north of Kufah to found on the hills.

Capital is 17cpt now. With the library/GL it will add another 4cpt.

LKendter
Feb 22, 2005, 08:05 AM
610BC: I switch Pyramids to Angkor Wat. Better wonder and both may trigger GA for religious civs. It just delays one more turn.
As long as we got the religious half the GA I am happy. Now to get the expansionist wonder...


Feudalism in 5 turns which enables faster workers.
Just don't forget we will need to officially upgrade them.


Signed up:
LKendter (on deck)
Kaiser_Berger
Microbe
Sanabas (currently playing)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.

While there are no specific variant restrictions remember the basic goal is a semi-passive 25K.
War should be to trim the leader, stop a launch, or to grab a critical resource.

sanabas
Feb 22, 2005, 12:39 PM
got it. won't get to play until this arvo.

LKendter
Feb 22, 2005, 12:41 PM
got it. won't get to play until this arvo.

What is arvo? I don't recognize that as an English word.

microbe
Feb 22, 2005, 12:45 PM
What is arvo? I don't recognize that as an English word.

My dictionary tells me it means "afternoon".

LKendter
Feb 22, 2005, 09:09 PM
I took a look at the game. Keep pushing research for Crop Rotation even if we get the GL. Irrigation will be the key to get Mecca to 15 pop points. Not to mention to grow our other cities. After Crop Rotation I would go minimum research if we get the GL.

England is building the Pyramids, so we lost that one. :(

We can now upgrade our workers to peasant at no cost. That will increase our worker speed.

sanabas
Feb 23, 2005, 01:09 PM
Yeah, arvo = afternoon. Sorry, I try to avoid posting in Australian, sometimes I forget and/or don't notice.

We don't need irrigation to grow Mecca to 15, we do need to irrigate a little bit once we reach 15 to maximise shields. I chose to ignore Great Library as we simply don't need it, and it is too expensive for the 2 cpt it provides.

550BC: All good, change damascus to a pioneer for growth.

530BC: Mecca builds Library ---> Academy, cash rush part to complete in 1 turn
Medina Pioneer ---> Pikeman
Damascus Pioneer ---> Pikeman

510BC: Mecca builds Academy ----> Theater, cash rush part to complete in 1 turn
Most of the world now has Feudalism, I buy it from India for 11 gold, then sell Feudalism to Korea for Stirrup & Lateen Sail
Unfortunately Feudalism makes our worker housing expire, which was providing extra shields and a content face to Mecca. I cash rush another 10 shields to keep Theater completing in 1, and push lux to 20 to avoid disorder.
Set research to Engineering, it is most likely of the available techs for us to reach with a monopoly.

490BC: Mecca builds Theater ----> Wind Mill, cash rush part to complete in 1 turn
Basra founded ----> Peasant
Upgrade 1 worker
Kufah now has access to grassland & quicker growth, I change it to a Hardy Pioneer

470BC: Mecca builds Wind Mill ----> The Academy
Most of world has Scientific Method
Upgrade 5 workers
Khurasan founded -----> peasant

450BC: World has Monasticism & Crop Rotation
Upgrade 2 workers

430BC: Research Engineering ----> Castle Building. (After trades I was deciding between Scholasticism & Castle as to which had most chance of a monopoly, I guessed Castle)
World has Alchemy. Trade time.
We give Engineering to India for Alchemy, Crop Rotation & 180 gold
We give Engineering & Alchemy to Germany for Mounted Archery, Scientific Method, Monasticism & 5 gold
We give Engineering to England for 330 gold
We give Engineering to Japan for 300 gold
We give Engineering to Korea for 300 gold.
Net result, we have gained 5 techs and 1115 gold. I love monopolies.

410BC: Baghdad builds Hardy Pioneer ---->Pikeman
World has Heraldry, I buy Heraldry & 18 gold off the Sioux for Alchemy.
Upgrade 1 worker.
England has a warrior and a longbow at our borders, they might be invading

IBT: Nope, they were just exploring, they have moved away

390BC: Mecca builds The Academy ----> Arena, cash rush part to complete in 1 turn
World has Usury

IBT: England builds the Pyramids

370BC: Research Castle Building ----> Scholasticism (aiming for Copernicus' Observatory and our GA)
Mecca builds Arena ----> Town Clock, cash rush part to complete in 1 turn
Medina builds Pikeman ---->Pikeman
Rest of the world has Castle Building too, I guessed wrong. :(
Mecca has an Arena now, I set lux back to 10

IBT: England extort 33 gold

350BC: Mecca builds Town Clock ----> Leonardo's Workshop (as a Copernicus prebuild. 640 shields for Copernicus will complete in 8 or 9 turns, we should do the research in 6 to 8.)
Oops, didn't check Medina when I set the lux back, it is in disorder.
Ansar founded ----> Forge
Upgrade 2 workers.


The only culture building we now have available is philosopher's school, which is only 1 cpt and expires as soon as we change govt again, so it's fairly pointless. We currently have a base shields of 31 in Mecca, with 125% bonus making 69spt. We grow to size 15 in 3 turns, we will obtain maximum shields by irrigating 3 tiles and mining both mountains, that will produce 45 food and a base shields of 40, with the bonus leaving us on 90spt. When we hit our GA the base will increase by 13-16 depending what gets irrigated, which will put us over 120spt. Mecca is now at 25cpt.

microbe
Feb 23, 2005, 01:14 PM
I chose to ignore Great Library as we simply don't need it, and it is too expensive for the 2 cpt it provides.

This is deity. I don't understand why "we simply don't need it". Cash can be used to rush buildings *and* settlers. I definitely would go for it asap. (do we have SGL enabled? If not, more reasons to do so) You can also do research and sell to AI, but instead of getting techs you get gold only.

It's also only 360 shields. Where is "too expensive" coming from?

sanabas
Feb 23, 2005, 02:04 PM
Too expensive at 180 shields per culture point, making it the most expensive culture we had available. Not suggesting it's not useful, just that we can keep up without it, despite being on Deity. I thought about building it instead of The Academy, I decided to take academy and then arena, town clock, etc to reach the GA asap. We can build the great library in 5 turns from our current position, (I think. We can do the 72 spt by adjusting 1 tile, but I haven't checked when other civs will finish it), at the cost of delaying our GA those 5 turns, and possibly a lot longer if we miss Copernicus'. I'd aim for copernicus, I have no problem if whoever's up aims for GL instead. No idea if we have SGLs enabled or not.

microbe
Feb 23, 2005, 02:15 PM
Too expensive at 180 shields per culture point, making it the most expensive culture we had available.

Wonders get more and more expensive anyway. It's a very cheap wonder in my book.

We go for GL not for the culture, but for the extra cash which then speeds up culture building. There was definitely no rush for The Acadamy as it's a small wonder.

LKendter
Feb 23, 2005, 02:23 PM
Signed up:
LKendter (currently playing)
Kaiser_Berger (on deck)
Microbe
Sanabas

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.

While there are no specific variant restrictions remember the basic goal is a semi-passive 25K.
War should be to trim the leader, stop a launch, or to grab a critical resource.

sanabas
Feb 23, 2005, 03:22 PM
I just went and had a look at the game again, and Great Library is worth more culture than I thought, so I'm definitely talking out my bum calling it too expensive. I should have built it instead of the academy, and I'd lean towards building it now before starting copernicus', especially as we can switch if someone beats us to GL. I suspect I probably cost us maybe 1000 gold for a few extra culture points. Which is a bit expensive. My bad.

LKendter
Feb 23, 2005, 04:51 PM
Our empire really sucks. We can't even build the FP, and that with having our cities to crammed together. We also lack a fresh water port, and that makes trade routes weaker.

350 BC
We have no open trade routes, so I cancel the worker on the spare iron. With no harbors our trade network going to be weak and I don't want iron demand by a far away civ and the have our rep ruined.
I switch Medina to barracks as it is time to stop building regular troops.

I swap to the GL. I would like to turn research to minimum allows by the rate caps and use cash to rush more needed buildings.


330 BC
I rush a monument in Anjar to get even more culture in that city. I want US to maintain the control of the salt.


290 BC
(IT) The Sioux complete Voyage of Discovery.


270 BC
(IT) The Great Library is completed. :dance:

We get Chivalry, Siege Warfare, Guilds, and Usury from the GL.


230 BC
I cash rush a peasant from Basra and Anjar. We are really short of them, and I would hate to waste our GA with undeveloped tiles.
(IT) I hate to give away techs, but when France demands them you know you are way to weak. I give here Iron Working.


210 BC
(IT) We get banking from the GL.
Korea builds the Great Lighthouse.


190 BC
(IT) We get Architecture from the GL.


170 BC
(IT) The GL is already expired as we get Education. I still think it was worth it for several techs and more culture now.


130 BC
Now here is a really good deal for us:
http://www.civfanatics.net/uploads9/LAK-615.jpg

We are nowhere close to a military build up, so I sell horses and silks to India for $745. We haven't even build token defenders and still need many of the production multipliers. Some of the cash is spent to rush a courthouse in Khurasan in anticipation of the GA.

110 BC
(IT) Copernicus is completed and our GA begins. :dance:


70 BC
Fustat is formed, and that is it for cities for the moment.


30 BC
I buy 2 workers from The Sioux for $250. I immediately do the peasant upgrade for $0.
(IT) We add Shangri La (3 culture points and happy help) to our wonders list.
The Sioux cascade and complete Knights Templar.


10 AD
(IT) Until we have an offensive force I will bow to the AI. Japan gets $61.


30 AD
I give Korea Gunpowder and $235 for Political Philosophy.
I give England Gems and $50 for 2 workers (upgraded to peasant).



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

Summary:
Our next big push needs to be towards Shakespeare, the best culture wonder in RaR. It gives *8* culture points and a free sewer system to get beyond size 15.

We will need to push for a better military soon. However, we should use the GA to get production boosters and happy help.

Chichen Itza is due in one for 2 culture points and free courthouses for a short time frame. I think we can also get Statue of Zeus. We want to snag a lot of the cheap wonders now.


Signed up:
LKendter
Kaiser_Berger (currently playing)
Microbe (on deck)
Sanabas

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.

While there are no specific variant restrictions remember the basic goal is a semi-passive 25K.
War should be to trim the leader, stop a launch, or to grab a critical resource.

http://www.civfanatics.net/uploads9/LK93-50AD.zip

microbe
Feb 23, 2005, 05:56 PM
170 BC
(IT) The GL is already expired as we get Education. I still think it was worth it for several techs and more culture now.


:eek: This is fast.

Kaiser_Berger
Feb 24, 2005, 09:10 AM
I've got it.

Kaiser_Berger
Feb 25, 2005, 01:05 AM
Preturn- We look good.

IT- Chichen Itza is finished, Start on Temple of Zeus.

T1 70

Not much.

IT- We learn Physics. I decide to go for Matchlock so we can work toward Shakes.

T2 90

Again nothing much exciting.

IT- zzz

T3 110

1 turn till ToZ.

IT- ToZ completed, decide that Heroic Epic offers a cheap 2 culture points so we go with that.

T4 130

Nothing new. Matchlock next turn.

IT- Korea demands gems. Part of me wants to tell him to stuff it because of a potentially unsafe trade route, but the thought of the Sioux being brought in against us is not good. I cave.

We learn Matchlock, set for Absolutism once we get Nav through Trade.

T5 150

Matchlock to Sioux for Horses, Tea, and TM. Matchlock and 50g to Japan for Navigation. Matchlock and 375g to Korea for Magnetism. Magnetism and 150g to Sioux for Map Making. Matchlock to England for Printing Press and 130g. Matchlock to India for Music Theory and 100g.

I set Damascus to build some Ansar Warriors to bolster our military since we now have horses.

IT- We get HE, start on Royal Tournament.

T6 170

Not much new to do.

IT- zzz

T7 190

Nothing new.

IT- sss

T8 210

Several civs now have Absolutism, we get it next turn.

IT- Learn Absolutism, head towards Humanism. Complete Royal Tournament, start Training Camp.

T9 230

Nothing new.

IT- zzz

T10 250

Nothing much.


Summary

We have Training Camp due in 2, Humanism in 3. We are at 47cpt. Lots of production boosters finished. Hopefully we're the first to Humanism, should be great trade bait.

microbe
Feb 25, 2005, 03:02 AM
preturn: Training Camp is not urgent to build and I doubt we'll ever build it. I switch to Leonard. It doesn't have the highest culture but very useful.

IBT: England starts Newton.

260AD: I sell Currency to France for WM. England is building Newton in Coverntry, size 7, and it has some shields, pretty competitive.

IBT Sioux starts Newton too.

280AD: We get Humanism the first.

Sell Humanism to Korea for Newtonian Synthesis+330g.
Humanism+silks to India for Metallurgy+46g.
Humanism+spices+WM+171g to Sioux for Juris Prudence.
Humanism+473g to England for Mercantilism.

I sell Banking to Germany for WM+12g+2 workers.

I then switch to Encyclopedie in 7 turns.

Our capital is making 119spt, just one shield off 120g otherwise we'd be able to build it in 6 instead of 7 turns. I starve it a bit to get it in 6 turns.

300AD: AI have Theory of Warfare. I buy with 18g. Set to Social Contract in 4 turns.

330AD: We build Encyclopedie.

340AD: Start university then we go for Newton?

Sell Social Contract to Korea for 1317g.
Sell Social Contract+gems to Sioux for worker+704g.
Sell Social Contract+gems+4g to England for incense.

Shut off research.

IBT we learn Economics, Leadership, Naval Cannon, Ship Building.

350AD: Sell Social Contract to India for WM+90g+6gpt.

Note: We can build Shakespear in 6 turns if we choose to do so (self-research Free Artistry). But we may want to build Guild Hall first.

LKendter
Feb 25, 2005, 09:11 AM
Signed up:
LKendter (on deck)
Kaiser_Berger
Microbe
Sanabas (currently playing)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.

While there are no specific variant restrictions remember the basic goal is a semi-passive 25K.
War should be to trim the leader, stop a launch, or to grab a critical resource.

Bezhukov
Feb 25, 2005, 10:30 AM
Lurker comment:

"Complete Royal Tournament"

:confused:

Will be interesting to see if you get any units for your investment of 2 gpt for the rest of the game...

Doc Tsiolkovski
Feb 25, 2005, 10:45 AM
Training Camp/Royal Tournament are a waste of shields for most games.
They do make sense if you can build them very early (lots of MGLs), or in OCCs (again, build them early) - since you can upgrade the mediocre units, you do indeed save production turns here.
But, they expire - and once they expire, all they do is costing upkeep. Unlike Great Wonders, obsolete Small Wonders/Improvements don't produce culture...

Kaiser_Berger
Feb 25, 2005, 11:01 AM
Chalk it up to my RaR inexperience, I suppose. Didn't know the culture would expire.

microbe
Feb 25, 2005, 11:42 AM
Chalk it up to my RaR inexperience, I suppose. Didn't know the culture would expire.

Kaiser, it's not just about expiration of culture. There are many nice great wonders to grab (I love those scientific ones, and JS Bach/Sistine have high culture too).

* Training Camp would have expired as soon as it was completed (I switched)
* This is a passive game, so HE isn't useful.
* ToZ already expired when you built it.

These wouldn't be my choices. Consulting to Civiloperia would be good to do. Although it often has errors, I've never seen one in culture/expiration.

In a word, if you want cheap buildings with culture, build universities, cathedrals, etc, otherwise go for great wonders. Small wonders, unless they are really good, skip them.

Kaiser_Berger
Feb 25, 2005, 01:31 PM
Thanks for the pointers. They certainly help :)

sanabas
Feb 25, 2005, 01:57 PM
350AD: All looks good. Outside of Mecca, I built a few pikemen & dragoons during my turns, I was aiming for at least 2-3 pikes per city, so we have a bit more chance of repelling an invasion if it happens. Pushed research to 70%, we will get Free Artistry in 4 turns.

380AD: London builds Sistine Chapel, our golden age ends, we get Cav Tactics, Flintlock & Medicine from Encyclopedie, and are now in the IA.

390AD: England build Leonardo's. Research Free Artistry, switch Research back off. England & Korea both have FA, we didn't need to research ourselves. :mad: Cross fingers that they don't build Shake's first. Lose our tea & horse supply, buy Tea off the Sioux for 200gold & WM. We now have horses connected somewhere in our borders, so no need to buy them.

400AD: Tokyo builds Circus Maximus, Encyc gives Constitutionalism & Steam Power.

410AD: Delhi builds Gutenberg's Bible, Encyc gives Federalism. We now have Federal Republic & Const Monarchy available, I'm not sure if it's worth switching, I don't think the lower corruption will offset the increased unit support cost with our empire so small.

430AD: We build Shakespeare's Theater!!

440AD: Encyc gives Grand Strategy, Mecca builds Artist Guild

450AD: Mecca builds Guild Hall.

We still have Basilica, Cathedral & Uni to build in Mecca, we also have a good small wonder available now. National Gallery (I think. might have been national library) 800 shields and 3cpt, doesn't expire, it's a good fallback that lets us aim for a wonder. Mecca is now at 66cpt. We also have a spare gems we can trade somewhere, or gift to anyone looking threatening.

LKendter
Feb 25, 2005, 02:13 PM
Signed up:
LKendter (currently playing)
Kaiser_Berger (on deck)
Microbe
Sanabas

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.

While there are no specific variant restrictions remember the basic goal is a semi-passive 25K.
War should be to trim the leader, stop a launch, or to grab a critical resource.

microbe
Feb 25, 2005, 02:13 PM
I would build university and try to get Newton.

LKendter
Feb 25, 2005, 03:44 PM
450 AD
I saw Microbes comments about Newton. However, there are already 3 civs building it. We lack the needed university. I don't think we can get this one.
(IT) We get Naval Tactics for free.


460 AD
(IT) We get Nationalism for free. Another culture building is now available - National Monument (3 culture points).


470 AD
England declares war on Japan.
(IT) We get Modern Legal System for free. With our small empire I am not sure if Supreme Court will matter that much.

England completes Newton's before we can even finish the university.


490 AD
(IT) We get Grand War for free.


500 AD
(IT) Germany declares war on Japan due to an MPP with England.


510 AD
I sell Germany Free Artistry for wm, 2 workers and $59.
(IT) We get Theory of Evolution for free.


520 AD
(IT) We get Industrialization for free.


540 AD
(IT) We get Social Darwinism for free.

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

Summary:

This will be the only semi-passive 25K game I run. Any more culture games won't have any restrictions on warring. With RaR passive is more boring then standard C3C. I am not sure why.

There is no clear path on the culture buildings. I just snuck in anything I could find including the university that is a prerequisite for some wonders.

Signed up:
LKendter
Kaiser_Berger (currently playing)
Microbe (on deck)
Sanabas

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.

While there are no specific variant restrictions remember the basic goal is a semi-passive 25K.
War should be to trim the leader, stop a launch, or to grab a critical resource.

http://www.civfanatics.net/uploads9/LK93-550AD.zip

LKendter
Feb 27, 2005, 08:20 AM
Signed up:
LKendter
Kaiser_Berger (currently playing) OVERDUE for got it - heading to skip.
Microbe (on deck)
Sanabas

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.

While there are no specific variant restrictions remember the basic goal is a semi-passive 25K.
War should be to trim the leader, stop a launch, or to grab a critical resource.

Kaiser_Berger
Feb 27, 2005, 09:29 PM
Again, I apologize. Got it.

Kaiser_Berger
Feb 28, 2005, 12:42 AM
Preturn- We look alright.

IT- zzz

T1 560

Nothing.

IT- Lots of people gang up on Japan. India completes Bachs.

T2 570

Nothing.

IT- We learn Steel. Sioux complete East India. We complete Opera house, start on Clausewitz, will see if we can get it.

T3 580

Nothing of interest.

IT- zzz

T4 590

Nichts.

IT- zzz

T5 600

Nothing new.

T8 630

We learn Marxism and Corporation. Siouz complete Clausewitz, so we switch to ToE for kicks.

T9 640

Siouz demand and get silks.



Summary

Our cpt in Mecca is going up. Not really sure of much else, as this game is fairly foreign to me. It will be a while before I sign up for any more RaR SGs.

LKendter
Feb 28, 2005, 12:56 AM
It will be a while before I sign up for any more RaR SGs.
Sorry to hear that. I know the LK series will be going heavy RaR.


Signed up:
LKendter
Kaiser_Berger
Microbe (currently playing)
Sanabas (on deck)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.

While there are no specific variant restrictions remember the basic goal is a semi-passive 25K.
War should be to trim the leader, stop a launch, or to grab a critical resource.

LKendter
Feb 28, 2005, 03:10 PM
We now can win via 25K. It will happen within 260 turns. A lot of buildings will still double taking some of the time off of the date. However, that date will most likely have problems with an AI launching on us.

The good news is there are still 3 small wonders as standby for culture along with a Museum. We are close to the 750 AD cutoff for good doubling. I would avoid the factory until after 750AD.

Signed up:
LKendter
Kaiser_Berger
Microbe (currently playing)
Sanabas (on deck)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.

While there are no specific variant restrictions remember the basic goal is a semi-passive 25K.
War should be to trim the leader, stop a launch, or to grab a critical resource.

microbe
Feb 28, 2005, 03:25 PM
Got it. I'll play this first tonight..

microbe
Mar 01, 2005, 12:52 AM
preturn: switch from ToE to National Gallery with higher culture. We don't need ToE.

I buy two luxes from Japan by 22gpt, and sell Grand Stratery+Constitutionalism to Japan for WM£«74gpt+67g. I do it in two trades so we wouldn't lose gpt if its resources are pillaged.

I lower lux to 10.

Interesting, we are building newspaper? I wouldn't worry about propaganda! Switch to Guild Hall.

I also switch hospitals to factories - calculate the cost/benefit ratio.

IBT we learn Steam Engine.

670AD: National Gallery -> Museum in 5 turns (2cpt). Notice the 80% cap so raise lux to 20 again..

690AD: lose cotton from Japan. Sioux completes Magellan's.

700AD: England researches fast..it has Electricity+Registration. It starts Edison's Workshop.

710AD: We learn Electricity. Museum due -> National Monument in 8 turns (3cpt). It will finish a little after 750AD but is still worth a lot.

IBT we learn Espionage and Refrigeration.

740AD: Germany and England MA vs Japan.

Note: we should build factory and hospital after National Monument.

Or if we want Smith more than culture, switch to it and we probably could get it in about 8 turns.

We are 88cpt with just over 5K.

Japan is dying. If not for the passive rule I'd launch a dogpile on England..

LKendter
Mar 01, 2005, 06:37 AM
Signed up:
LKendter (on deck)
Kaiser_Berger
Microbe
Sanabas (currently playing)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.

While there are no specific variant restrictions remember the basic goal is a semi-passive 25K.
War should be to trim the leader, stop a launch, or to grab a critical resource.

sanabas
Mar 01, 2005, 06:50 PM
got it. posting this from uni, so won't download the save until I get home tonight, won't be able to play until tomorrow sometime.

sanabas
Mar 03, 2005, 01:54 AM
750AD - All good. Switch Mecca to factory, as our next culture build won't happen until 800AD, not much use for doubling. Fustat is right on the edge happiness-wise, so switch it to Temple. Also turn up research and switch to Military Tradition, due in 3 turns, we should get a monopoly on it.

760AD- Factory due next turn, and High Explosives should appear soon, so buy coal & dyes off england for 865 gold so we can build coal plant & railroad.

770AD - Lux down to 10%, Mecca builds Factory

780AD - Research Military Tradition, start researching Screw Propeller
Sel Mil Trad to England for WM & 1770 gold, sell to Korea for 208 gold & 34 gpt.

790AD - Mecca builds Coal Plant, H.Ex & railroads due next turn

800AD - Mecca builds Hospital, start on Taj Mahal. It's useful and 3 cpt, so build it before the small wonders.
We get High Explosives, start railroading
fur deal expires, Sell Espionage to India for WM, 48 gold, 11 gpt & furs

810AD - Pollution in mecca, cleaned immediately

820AD - Pollution in Medina, cleaned immediately
Sell H.Ex to Korea for WM, 129 gold & 39 gpt

830AD - Research Screw Propeller, switch research off again, as I'm not confident of monopolisong any of the available techs
Sell Screw to Eng for WM, 2900 gold
Sell to Sioux for 33 gold & 72 gpt
Sell to Korea for 27 gold & 42 gpt

840, 850 - zzzzz.

Replaceable Parts & Riflemen are due next turn, we can afford to immediately upgrade all our pikemen. Most of the workers around Mecca are split into 2 teams of 8 each, (with foreign ones counting as 1/3), so each team can railroad 1 tile per turn. 1 team is split up due to cleaning pollution not needing a whole team. We can consider changing govt to increase worker speed, probably still not worth the extra cost, we'll have enough surplus workers to deal with pollution when we finish railroading. Mecca is still at 88cpt, now at 176 spt, that should finish above 200 when railroading & a mine or 2 is finished.

LKendter
Mar 03, 2005, 09:41 AM
Signed up:
LKendter (currently playing)
Kaiser_Berger (on deck)
Microbe
Sanabas

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.

While there are no specific variant restrictions remember the basic goal is a semi-passive 25K.
War should be to trim the leader, stop a launch, or to grab a critical resource.

LKendter
Mar 03, 2005, 05:55 PM
850 AD
(IT) We get Replaceable Parts for free.
Taj Mahal is added to our list of wonders. The wonder list is so pathetic that I go for National Monument next.


870 AD
(IT) The Sioux and Korea sign a MPP.


880 AD
(IT) France and Japan sign a peace treaty.


890 AD
(IT) We complete Smith's. :dance:


910 AD
(IT) We get refining for free. We actually have oil.
Mecca is going off culture for a few turns. I want to build bank, stock exchange and district courthouse to get us closer to more culture buildings.


920 AD
(IT) Korea and Japan sign a peace treaty.


940 AD
(IT) Japan and England sign a peace treaty.

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

Summary:
We want to get 5 banks, and then 5 stock exchanges. This gives us two more small wonders to build.
No AI has build supreme court, so we also want to build 3 district courthouses to build the Supreme Court.

I upgrade a decent number of units to rifles. Please continue the process.

Signed up:
LKendter
Kaiser_Berger (currently playing)
Microbe (on deck)
Sanabas

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.

While there are no specific variant restrictions remember the basic goal is a semi-passive 25K.
War should be to trim the leader, stop a launch, or to grab a critical resource.

http://www.civfanatics.net/uploads9/LK93-950AD.zip

microbe
Mar 03, 2005, 10:12 PM
750AD - All good. Switch Mecca to factory, as our next culture build won't happen until 800AD, not much use for doubling.

It would double at 1800AD!

When do we expect to win? I have no idea with RaR but in normal games 1800AD is still a while from 20K.

sanabas
Mar 03, 2005, 11:01 PM
It would double at 1800AD!

When do we expect to win? I have no idea with RaR but in normal games 1800AD is still a while from 20K.

At our current pace we're looking at approx 1850AD (turn 400) for 25k. With the buildings we still have to double, and the culture buildings we still have available, I expect we'll win before 1800.

Kaiser_Berger
Mar 04, 2005, 11:49 AM
I've got it.

Kaiser_Berger
Mar 06, 2005, 10:57 PM
Preturn- We look alright.

IT- Korea takes our silks. I think I've had our silks demanded away on every single turn set I've had :lol:

T1 960

Not much. Get coal back from India for a tech. Continue RR.

T4 990

We learn Thermodynamics.

T6 1010

We get Repeating Rifle and Supreme Court finishes in Mecca.

T9 1040

We get Sanitation.

T10 1050

We complete Central Bank.


Summary

Fairly boring turns. We're at 103cpt now.

LKendter
Mar 07, 2005, 12:38 AM
Fairly boring turns. We're at 103cpt now.
As long as that number keeps improving I will be happy.

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

Signed up:
LKendter
Kaiser_Berger
Microbe (currently playing)
Sanabas (on deck)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.

While there are no specific variant restrictions remember the basic goal is a semi-passive 25K.
War should be to trim the leader, stop a launch, or to grab a critical resource.

microbe
Mar 07, 2005, 04:38 AM
preturn: I switch to Edison's Workshop for the 100% sci boost. It's still worth it although taking 2 turns more. Then we should go ToE. Arc De Triomphe is the last choice.

India gets Thermodynamics for furs+WM+10g. I lower lux to 10 and keep sci at 10.

AGAIN, why are we building newspapers? I've pointed this out and we are still repeating this mistake! I switch to hospital.

IBT Japan and Germany make peace. We learn City Planning.

(1)1060AD: I keep 10% sci on Compulsory Education.

(2)1070AD: England completes Arc De Triomphe.

(3)1080AD: IBT we learn Realpolitik.

(4)1090AD:

(5)1100AD: make Baghdad a 2-turn worker pump. We are seriously short of workers.

I sell Realpolitik to Korea for WM+188g+57gpt.

(6)1110AD: we learn Internal Combustion.

(8)1130AD: Pollution delays Edison by one turn. :mad:

IBT we build Edison's Workshop. We learn Compulsory Education and Flight. Shangri La is obsolete. Next up is Park for the pollution. It even has 1 culture.

England starts Crystal Palace!

(9)1140AD: raise lux back to 20..

IBT we learn Emancipation. Slave Trade then becomes obsolete.

(10)1150AD: Oddly England doesn't have Compulsory Education. I sell to it for 3029g+11gpt.

We can built Crystal Palace in 11 turns. We should be able to get it. I research Mass Production in 6 turns and start prebuild on ToE. Make sure to switch ToE to Crystal Palace. EDIT: we could also use Emacipation Prolamtion as prebuild in 9, and slow down research.

We are 111cpt with 8921 in total.

I have Medica pump cavalry. The only way we could lose is military.

sanabas
Mar 07, 2005, 06:05 AM
got it. Full speed ahead for crystal palace & big production boost. Don't think you've said anything about newspapers in this thread., but yeah, there's no point to us building them.

sanabas
Mar 07, 2005, 07:09 AM
1150 - all good

1160 - coal deal expires, sell emancipation to India for coal & WM

1170 - Encyc gives Advanced Metallurgy

1180 - zzz

1190 - Korea builds Theory of Evolution

1200 - Research Mass Production, Encyc gives Theory of Relativity, Angkor Wat is obsolete, switch research back off, lux to 20%

1210 - zzz

1220 - England declare war on India
Buy rubber off england, aluminium off sioux, both for 1 gold.

1230 - France allies with England against India
Korea build Universal Sufferage

1240 - zzz

1250 - Encyc gives motorised transportation
Fur deal expires, Refrigeration to India for furs & 12 gold. We can do silks for furs, but I don't want to risk the rep hit if India's war kills the deal.

Other cities kept on pumping Cavalry & Artillery. Crystal Palace is due next turn, Eiffel tower & Wall St should be our next targets, we need to make sure we get league of nations which will be available soon. Mecca is now at 10051 culture, 113 cpt, our latest possible 25k win is now turn 372 (1824?).

LKendter
Mar 07, 2005, 12:04 PM
:scan: Looking for the save. :scan:

Signed up:
LKendter (currently playing)
Kaiser_Berger (on deck)
Microbe
Sanabas

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.

While there are no specific variant restrictions remember the basic goal is a semi-passive 25K.
War should be to trim the leader, stop a launch, or to grab a critical resource.

microbe
Mar 07, 2005, 12:23 PM
Don't think you've said anything about newspapers in this thread.

Check my previous turnlog (http://forums.civfanatics.com/showpost.php?p=2591173&postcount=79).

LKendter
Mar 08, 2005, 10:28 AM
@Sanabas, I am still trying to find the save. Can you please post it.

sanabas
Mar 08, 2005, 06:03 PM
Oops, sorry. I shouldn't post reports as a break from uni work, as apparently I forget to switch my brain on for them. Save is now attached.

LKendter
Mar 08, 2005, 08:42 PM
http://www.civfanatics.net/uploads9/LK93-1300AD.zip

1250 AD
(IT) The Crystal Palace is completed. We now make 315 shields a turn in Mecca.
England completes Emancipation Proclamation.
We get Quantum Physics for free.


1255 AD
(IT) England completes Eiffel Tower. :cry:


1260 AD
I swap to Einstein's Lab and hope we get that.
(IT) This is NOT want I wanted to see. The monster Sioux allies with science leader England against India.


1265 AD
(IT) The only reason I don't tell Lizzie to shove her $100 demand is the fear the Sioux would join the fight.
Our border with the English got larger because they took Bangalore.


1270 AD
(IT) India will be the odd-man out. Germany and the Sioux ally against them.
We caught England trying to plant a spy.


1275 AD
England is a runaway science leader. I saw an English tank.
(IT) Japan and India sign peace.
Korea and Germany ally vs. India.


1280 AD
Renewing our coal deal cost an obscene $1400 from England. I normally hate up front payments, but I don't want to give England more GPT.
(IT) The Sioux and England sign an MPP.
We get Submarine Warfare for free.


1285 AD
(IT) We get Automatic Weapons for free.
We complete Einstein's Lab to double research in Mecca. We also gain a couple more culture points. There are NO large wonders for the moment, so I decide to build Wall Street.

The English have conquered Karachi, and we now have access to Saltpeter.
The English start Spirit of St. Louis. The means they have researched Aviation and are probably close to entering the Modern Ages.


1290 AD
(IT) The Sioux destroys India.

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

Summary:
I pushed our cities for missing cheap buildings (libraries, shrines, temples, toll house, etc.). I don't know how much longer the Encyclopedia will last and I want to be in a position to self-research. England has the biggest potential for 50K win so we need every piece of cheap culture possible.

We may have to consider the war to trim the leader provision soon. England really needs to lose some cities.

We need 5 skyscrapers for another wonder. Please work toward building 5 of them. I have 4 of them in progress. Mecca will need to build the 5th. Empire State is a great boast to income with +1 commerce to every tile, +50% to revenue and 2 more culture points. After the Skyscrapers we need to push toward a better military again. We could use some machine gunners for better city defense.

Signed up:
LKendter
Kaiser_Berger (currently playing)
Microbe (on deck)
Sanabas

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.

While there are no specific variant restrictions remember the basic goal is a semi-passive 25K.
War should be to trim the leader, stop a launch, or to grab a critical resource.

LKendter
Mar 10, 2005, 09:13 AM
Signed up:
LKendter
Kaiser_Berger (currently playing)
Heading toward skip - Microbe please take if no word within 12 hours of this post
Microbe (on deck)
Sanabas

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
While there are no specific variant restrictions remember the basic goal is a semi-passive 25K.
War should be to trim the leader, stop a launch, or to grab a critical resource.

Kaiser_Berger
Mar 10, 2005, 12:38 PM
My apologies, had no idea I was up in this. I've got it.

Kaiser_Berger
Mar 12, 2005, 12:36 AM
Sorry to stop this one up so long, but I've got to ask for a skip on this one. Thought I could play it this weekend, but have no accesss to a computer with RaR installed, and have no chance to play until Sunday. My apologies.

microbe
Mar 12, 2005, 03:46 AM
preturn: amazing, the Encyclopedie is still effective. We really have a lot of gold.

IBT Wall Streat -> Brockerage Firm. It's cost 10 but requires Wall Street, weird.

1305AD: I switch skyscrapers to prisons which decreases corruption and increases shields.

IBT Sioux completes Statue of Liberty.

1320AD: IBT we get Radio and Unionization.

1325AD: IBT Intelligence Agency -> Battlefield Medicine.

1330AD: Upgrade 14 riflemen.

1335AD: we lose rubber from England and need more than 50gpt. I don't want to sponsor its research so no trade.

Unionization to Sioux to renew Aluminum+42g+3gpt.

1345AD: Battlefield Medicine -> Toll House. We have no culture to build now. Then we get a prompt for National History Meseum, as I just completed a 3rd Museum. I didn't realize this. It has 3 culture!

1350AD:

Important: I started universities as we then can build National Library just after National History Museum is completed (another 3 cpt)! Do not switch them.

We have 124cpt now. Soon we'll have 6cpt more. Are there any other small wonders that we can build but haven't built the prerequisite yet? We'll be out of culture builds in 6 turns.

LKendter
Mar 12, 2005, 08:33 AM
1305AD: I switch skyscrapers to prisons, which decreases corruption and increases shields.

We'll be out of culture builds in 6 turns.
ARGGGG - Reread my quote below. The skyscrapers were to get ANOTHER WONDER! I also saw the lack of culture buildings as were working toward another wonder that also helped science at Mecca. I am really going to be annoyed if we missed the Empire State because of this.

We need 5 skyscrapers for another wonder. Please work toward building 5 of them. I have 4 of them in progress. Mecca will need to build the 5th. Empire State is a great boast to income with +1 commerce to every tile, +50% to revenue and 2 more culture points.

@ Sanabas - We need more culture to build. Please swap the 5 strongest shield cities to skyscrapers ASAP.

Our culture pace is slower than Zav1. We can't afford any lost culture buildings. As it is we must start some wars after we get a decent number of tanks. Trim the leader of England is now mandatory to win this game. The question is when.

Signed up:
LKendter (on deck)
Kaiser_Berger
Microbe
Sanabas (currently playing)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.

While there are no specific variant restrictions remember the basic goal is a semi-passive 25K.
War should be to trim the leader, stop a launch, or to grab a critical resource.

LKendter
Mar 12, 2005, 09:52 AM
The below are the next two pieces of culture available. More information to follow after I can write up plans how to snagged both the quickest.

http://www.civfanatics.net/uploads9/LAK-645.jpg

LKendter
Mar 12, 2005, 10:22 AM
IMO great wonders have a higher priority then Small Wonders. However, we can't finish enough skyscrapers without burning way too much cash in rushes. The National History Museum will need to complete first.

We need 5 universities and 5 skyscrapers ASAP. We have 1 University built in Mecca, and 1 Skyscraper built in Damascus.
Here is how we can get the remaining 4 skyscrapers quickly.
1) Kufah switches to skyscraper due in 6 turns.
2) Anjar switches to museum and is cashed rushed for $834. It can be swapped to complete the skyscraper in 7 turns.
3) Fustat switches to coal plant due in 2 and rushes it for $948. It can be swapped to complete the skyscraper in 6 turns.
4) Khurasan swaps to Opera House and rushes it for $1,020. It can be swapped to complete the skyscraper in 6 turns.

Mecca will have to build Stock Exchange after National History Museum, and then use the skyscraper as a pre-build for Empire State Building. The AIs haven't started it yet, but I suspect we are running out of time.

We need to mine more tiles by Basra as it at 7 excess food and has a specialist already.
It is very shield poor and the extra shields would really help us.

Signed up:
LKendter (on deck)
Kaiser_Berger
Microbe
Sanabas (currently playing)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.

I am officially dropping the semi-passive comment.
I think the AIs will win by launch before we get enough culture. While this was the preferred goal, it simply won't happen.

LKendter
Mar 13, 2005, 09:50 AM
Signed up:
LKendter (on deck)
Kaiser_Berger
Microbe
Sanabas (currently playing) :scan: Over 24 hours for got it. Heading toward skip.

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
I am officially dropping the semi-passive comment.
I think the AIs will win by launch before we get enough culture. While this was the preferred goal, it simply won't happen.

sanabas
Mar 13, 2005, 10:55 PM
Got it now. Had computer problems, spent the weekend fixing them and haven't been able to get online. Sorry about that. I will play it tonight, and aim for empire state. Silk Road expires soon too, but we then get Spirit of St Louis available which is another colussus-like wonder. Also, do you guys think it is worth changing to Federal Republic? It will give Mecca access to the Conglomerate small wonder, which is more culture and also has colossus-like bonus.

sanabas
Mar 14, 2005, 07:40 AM
1350: All is good, switch builds to skyscarapers/universities, leave mecca building wonders.

1355: Get Tank warfare & Total War from Encyclopedie. Switch Mecca to League of Nations, 3cpt and stop an accidental diplo loss

1360: Germany extorts silks from us
Germany declares war on Korea
Mecca builds League of Nations, starts national history as empire state prebuild

1365: We now have our 5 unis

1370: Military Academy produces an army, it is fortified in Mecca
Psychology is due next turn, and will be our last free tech, so I turn up research on motion pictures, hopefully we get a monopoly

1375: Learn Psychology from Encyclopedie, and it expires. Build our 5th skyscraper, switch Mecca to Empire State. I spent about 5000 on part rushing skyscrapers

1380: England & Korea sign MPP
England and Sioux both declare war on Germany due to MPPs
Lose our coal supply, England is the only source, so buy it off them for 1380 gold.

1385: Notice we don't have a French embassy, so I establish one.

1390: Mecca builds Empire State, start on Wonderland
Pay to check york, it is halfway through wonderland but in disorder.

1395: France & England ally v Germany
Research motion pictures, switch 3 cities to building movie palaces as prereqs for Hollywood
Trade motion pictures and 5100 gold to England for Totaliarianism
Trade M Pictures & totaliarianism to Korea for Machine Tools & some cash
England are in the modern age with all 4 of our possible tech choices, so I start on Guerilla warfare. Communism will give us steel foundry but is optional, aviation? will give us spirit of St Louis but will make silk road expire.

1400AD: Build our first Movie Palace.

I checked york again, wonderland is due in 3 turns, but they will enter disorder next turn. Mecca will build wonderland in 6 turns, so it's still possible we'll get it. Hollywood is available in 2 turns, so if we lose Wonderland we don't lose any shields and get hollywood instead. All non uni/sky/movie builds were tanks. Mecca is now at 13677 culture, 129 cpt, 25k will now be no later than 1786.

LKendter
Mar 14, 2005, 12:33 PM
Signed up:
LKendter (currently playing)
Kaiser_Berger (on deck)
Microbe
Sanabas

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.

I am officially dropping the semi-passive comment.
I think the AIs will win by launch before we get enough culture. While this was the preferred goal, it simply won't happen.

microbe
Mar 14, 2005, 01:21 PM
I am not sure about the "dropping passive" comment. AI has barely made into Modern Ages.

LKendter
Mar 14, 2005, 04:05 PM
http://www.civfanatics.net/uploads9/LK93-1450AD.zip

I am glad Sanabas snuck in the League of Nations. Every piece of culture helps, and 3 culture points for a mere 400 shields is really nice this late in the game.

1405 AD
(IT) Japan and England ally vs. Germany.


1415 AD
The deal is a bit the favor of the Sioux, but I ship them Totalitarianism and Motion Pictures for Aviation, $98, wm and $15/turn.
(IT) The English are building the United Nations. OUCH - This is really a wonder I wanted to control.


1420 AD
(IT) :wallbash: England builds the 8 cpt monster Wonderland.


1425 AD
Mecca swaps to Hollywood.


1430 AD
(IT) The Sioux have already destroyed the Germans. :eek:
The hopeless Japanese demand silks. I them tell bite me and he goes away.

We have completed Hollywood for 8 culture points. I will try for the economic boast of Spirit of St. Louis next.


1445 AD
England must have completed Mech Warfare the same turn we did. :mad:
I was really hoping for trade material. I confirmed they did NOT have it for trade in 1440 AD.

I upgrade our artillery to heavy artillery. I upgrade 11 units to armor. Our military is a lot more powerful.

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

Summary:
I built some cheap science builds like libraries. Now that we have to self-research we need the science help.

The good news is we still have 2 small wonders on standby along with Echelon. The Pentagon will be added to that list after the third army is build.

We did get some good out of the German war. We have a few more tiles to work with our cities.

I am researching fission hoping that we may still pull of the UN. After that we should head toward Plastics for another monster culture wonder.

NOTE: Baghdad will stop starving as soon as the Gems jungle tile is cleared and irrigated. That should be the #1 worker priority.

We still need another 68 turns for the culture win.

Signed up:
LKendter
Kaiser_Berger (currently playing)
Microbe (on deck)
Sanabas

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.

Kaiser_Berger
Mar 14, 2005, 05:52 PM
I've got it.

Kaiser_Berger
Mar 15, 2005, 12:13 AM
Preturn- We look good.

T3 1465

We complete Spirit Of St. Louis. Start National History Museum as place holder for UN. Fill another Armor army.

T4 1470

England declares war on Sioux. This will be fun to watch. We learn Fission, start Radar on route to Plastics. Korea also delcares on Sioux.

T5 1475

For kicks I investigate England's UN build, which is now in Dover. Its 9 turns for us compared to 186 for them :lol:

T8 1490

We learn Radar. Start Advanced Flight.

T9 1495

England begins Hoovers. I notice open space where a city has been razed, so I plop down our settler to form Aden.

T10 1500

We finally get the FP message :lol:

I start up the FP, Summer and Winter Palaces.


Summary

We're at an even 150cpt with around 16,660 or so culture. The English-Sioux war should help to slow things down a bit, hopefully we can go on cruise control fairly soon.

microbe
Mar 15, 2005, 04:44 AM
preturn: nothing.

1505AD: 2CC Japan MA with England.

1510AD: See a cool English Churchill.

We get Advanced Flight.

I sell Radar+Fission+2037g to Sioux for Amphibious Warfare+Pesticide. Radar+Pesticide to Korea for Communism+WM+80g. Sell Advanced Flight to England for 7915g. Communism to Sioux for 2591g+57gpt.

I set to Electronics to get in 3 turns.

I rush shrine in Aden so we'll get Aluminum in 10 turns, and short rush hospital in Anjar.

1515AD: I buy coal from England by 694g and start railroading again.

IBT France and Japan sign MPP. We build United Nations and start National Library.

1520AD: France and Sioux MA vs Korea.

1525AD: Electronics -> Mass Media.

I decide not to build Hoover as culture wise it's not a good deal. I investigate Berlin and England will build it in 92 turns, so no need to deny it.

1535AD: deny UN election.

1540AD: Mass Media -> Legalized Gambling.

1545AD: France and Sioux MA vs England. Japan declares on England due to MPP.

1550AD: Sell Advanced Flight to Sioux for WM+1193AD+129gpt. I buy Rocketry by Mass Media+2534g.

Note: I'm building Steel Fountry. Although it's only 1cpt it adds 100% shield and needs iron/coal. We then should (pre)build Las Vegas which is 5cpt with one commerce in every tile.

I'm also building Pentagon in Damascus. It's only 1cpt and our 20K city has enough other things to build.

I lowered lux to 0, and hire one clown in Fustat which could be fired next turn.

We can build Shopping Mall which acts like markets, but since we have no happiness problem it's not necessary.

We'll win in less than 42 turns.

LKendter
Mar 15, 2005, 09:40 AM
Signed up:
LKendter (on deck)
Kaiser_Berger
Microbe
Sanabas (currently playing)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.

LKendter
Mar 15, 2005, 12:53 PM
I have a short comment. Even though a grassland tile can show a mine on it after clearing a jungle, it doesn't add any shields. This shows up by Baghdad. Grassland is only worth irrigating.

microbe
Mar 15, 2005, 01:03 PM
I think we can follow the research path of England to not speed up tech pace, unless there is a tech with wonders we want (like Las Vegas). Researching new techs is only better when we can sell to multiple AIs and exchange for non-monopoly techs.

sanabas
Mar 16, 2005, 03:09 AM
1550 - all good

1555 - Mecca builds steel foundry, start las vegas prebuild

1560 - zzz

1565 - Japan declares war on korea
Research legal gambling ---> plastics for great opera house
Mecca builds Casino, 3 other builds switched to casinos
Sell legal gambling to England for 8800 gold

1570 - England cancels our incense deal, I don't renew it.
Korea destroys the French
Discover a civpedia bug, Las Vegas requires 3 casinos, not 4. Mecca switches to las vegas

1575, 1580 - zzz

1585 - Research Plastics, start on Satellites.
Sell Plastics to England for Naval Aviation and 1200 gold.
switch 3 builds to performing arts centres for Great Opera House

1590 - Japan & England sign peace treaty
Decline UN election

1595 - Mecca switches to Great Opera & 8cpt

1600 - Mecca builds great opera, starts performing arts (1 turn for 2 cpt is preferable to Las Vegas' 8 turns for 5 & 1 turn delay won't cost us las vegas)

Mecca is now at 19780 culture, 173 cpt. I have played my last turns for this game, as when the performing arts centre is built next turn, our latest finish will be 1750, on the last turn of microbe's set. England won't launch in 30 turns, so we probably won't get to play with all those armours we have. :(

LKendter
Mar 16, 2005, 07:45 AM
Signed up:
LKendter (currently playing)
Kaiser_Berger (on deck)
Microbe
Sanabas

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.

LKendter
Mar 16, 2005, 02:58 PM
http://www.civfanatics.net/uploads9/LK93-1650AD.zip

1600 AD
I swap all military builds to TOW. It will be nice to have quality defenders without tying up our armor.
(IT) Next up for Mecca is the 5-culture point wonder of Las Vegas.


1610 AD
(IT) The Sioux and Japan sign a peace treaty.


1625 AD
I load a third armor into each of our armies.


1635 AD
I ship Civil Liberties and $1200 to England for Sonar. After this I am going to research behind England. I wanted the option for another wonder on our list.
(IT) Japan that has the dreaded pikeman demands our silks. Do I even need to tell you the answer?


1640 AD
(IT) Las Vegas is completed and next up is Civil Rights movement.

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

Summary:
England is scary and is up to 43% land. They are winning vs. the Sioux. The good news is we are up to 21,540 in total culture. We have just 20 turns left to win. I don't think England can claim enough territory in those 20 turns.

Signed up:
LKendter
Kaiser_Berger (currently playing)
Microbe (on deck)
Sanabas

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.

Kaiser_Berger
Mar 17, 2005, 03:51 AM
I've got it.

Kaiser_Berger
Mar 17, 2005, 07:53 PM
Preturn- We look fine

T8 1690

Civil Rights completed.



Summary

This one is all but done. Afew more times hitting enter and it will be victorious.

LKendter
Mar 17, 2005, 08:15 PM
Signed up:
LKendter
Kaiser_Berger
Microbe (currently playing)
Sanabas (on deck)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.

microbe
Mar 17, 2005, 11:07 PM
SAVE (http://www.civfanatics.net/uploads9/LK93-b4-win.zip)

IBT Sioux and Korea make peace. We build National Sports League, start Multi-Cultural Center in 2 turns.

1705AD: Korea and England sign MPP. Countless Churchills run to Sioux.

1710AD: Korea demands silks, and I give to it. MCC -> national History Museum.

Laser -> Genetics.

1720AD: We settle to claim two dyes. Korea declares on Sioux due to MPP.

1725AD: England and Sioux sign peace! National History Museum -> Apollo, but we won't see it built.

1735AD: I claim another oil. IBT England declares on Sioux due to MPP.

1740AD: just press enter

http://www.civfanatics.net/uploads9/LK93-win.jpg

I wonder if these are all the wonders we built or overflowed:

http://www.civfanatics.net/uploads9/LK93-city.jpg

Some stats:

http://www.civfanatics.net/uploads9/LK93-vic.jpg

microbe
Mar 17, 2005, 11:08 PM
Our glorious city:

http://www.civfanatics.net/uploads9/LK93-glory.jpg

LKendter
Mar 18, 2005, 09:02 AM
Another win is recorded. :D

Don't expect another passive RaR 25K from the LK series.