View Full Version : LK109 - China - just win baby - warlord


LKendter
Oct 31, 2005, 01:08 PM
http://www.civfanatics.net/uploads10/LK-109_BC-2800.zip


4000 BC
Our random civ is China.
I am starting on the path to Hinduism. You really want as many religions as possible. With the ability to build a temple for each religion it is a huge source of potential happiness. Not to mention the ability to eventually rush that nice wonder that spreads your religion.

We get a bonus scout when founding Beijing.


3920 BC
We pop a hut and get maps.


3880 BC
We pop a hut for some gold.


3720 BC
Our first contact is Mongolia. We also contact Japan this turn. Do we have an all Asia theme going here?


3520 BC
The AI was first to Buddhism.


3360 BC
We have contacted Spain.


3280 BC
We have contacted the Inca.


3200 BC
We pop a hut, but simply get gold.


3120 BC
We are in contact with India.


3080 BC
(ST)
http://www.civfanatics.net/uploads10/LAK-10301.jpg


3040 BC
We have contacted the Mali.


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

Summary:


Signed up:
LKendter
Ragnoff (currently playing)
Zavior (on deck)
Lord Genghis
Greebley


Remember 20 turns per round for the *first* round only. After that, 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
I am changing this as the early turns have way to little going on.

Ragnoff
Oct 31, 2005, 02:00 PM
OK, got it, but will not get a chance to play untill tomorrow (tuesday) evening.

Ragnoff
Nov 01, 2005, 05:10 PM
Pre-turn discussion:
okay we are the Chinese, which means we are industrious and financial Our workers complete things more quickly with the industrious trait. For the financial trait to be of value, we must find, or create, tiles that have at least two coins.

Beijing is only size 2, and will complete a worker in six turns. I usually do not want to start a worker at the small size, as I feel allowing the city to grow to size to read or more before channeling rows into workers and settlers gives a better base, usually with more coins going toward research. However, six we have cows and horses right by us, so with Animal Husbandry completing in 7 turns, it makes a lot of sense to leak this worker and start reaping the benefits of those bonus resources. We also have three inland lakes in our main city area, so I will probably research Fishing next, so we can take advantage of those as well. In addition to the techs mentioned above, we know Polytheism and we founded Hinduism (was impressive since we did not start with Mysticism). As far as worker techs, we have Agriculture, Mining, and The Wheel.

We have one warrior at home, and another off scouting, along with a scout.

Okay, my goals then become:
Get to get the worker out and get him started improving to horses and cows resources.
Make our workers more effective by learning a few more worker techs, specifically Fishing, Bronze Working (reveal copper and allow forest chops), Masonry (we have marble nearby), and perhaps Hunting if I see camps we could take advantage of. At this point and again, I am not going after a second religion, mainly because we have fast workers and I see the need to get the worker based technologies to take advantage of this.

2800 B.C.
Move, scout, nothing much.

2760 B.C.
More scouting. The warrior to the South and East has been working his way around the huge audio water that was either a big lake or an inland day. He sounds the channel proving it was a bay, this mean he is quite a ways from home.

2720 B.C.
More moving and scouting.

2680 B.C.
The scout to the West move to the top of the hill only to find lions on the other side! Well we are on a hill in a jungle, hopefully that will help.

2640 B.C.
Amazingly, the scouts defeated the lions, although they were badly wounded! I choose to let them heal for a couple turns.

2600 B.C.
Our scouting warrior discovers he is on a very small peninsula of land, nearly cut off by cultural barriers! I quickly ordered him to move through the single line of titles left to get out, hoping that there is not a cultural expansion in the next few turns.

2560 B.C.
Our worker finishes! I order him down to the cows, although he cannot start on the pasture until next turn when Animal Husbandry is finished. I order up a warrior, who looks like he will take forever to finish. That's okay, that's at least in part because our two citizens are working a floodplains and the grass on with the cows, neither of which gives coins. However, the cow will start providing hammers as soon as the pasture is done. Beijing will grow in five turns.

http://img179.imageshack.us/img179/57/lk109008zm.jpg

2520 B.C.
Animal Husbandry completes, and I start on Fishing (five turns). The pasture is started, and it looks like the warrior scouting in the East will slip by the cultural borders, although this is not certain yet.

2480 B.C.
The scout is nearly healed, so I wake him up and start him moving again.

2440 B.C.
Moving and scouting.

2400 B.C.
Because of how long it is taking our worker to complete his pasture, I'm thinking to myself, what the heck is going on we are industrious! Then I realize industrious speeds WONDER production not WORKER production. So my plan is based on an entire misconception! I reevaluate my plan for my turns, but decide that, since we have the worker, getting the worker techs is still useful thing. However, this means that we really should hook up the stone that is southwest of us when we either place a city that way or borders expanded now. That plus our industrious bonus means we would have a good shot at a few of the early wonders. Ah well, more working and scouting.

2360 B.C.
Beijing grows, in the time to complete the worker drops to six because the initial placement is forested plains tile. This will go down again when the pastor is completed, but will go up when fishing is discovered because I will move at least one citizen to an inland lake to start pulling in the increased revenue. I consider starting either a worker or a first settler, but decide to hold off for another couple turns.

2320 B.C.
Fishing is learned, I start on Masonry.

2280 B.C.
The pasture also finished. Shifting workers around or warrior is still finished in five turns, but I shave 2 turns off masonry (8 turns to go). Next I can improve a corn resource were horses, improving its warheads to food, improving the horses adds to hammers and a coin, so that will be next. I'm thinking about work or similar production, where hammers and extra food both contribute to production so long as you have enough food to feed the city.

2240 B.C.
Moving and scouting. I have brought this Western scout back towards Beijing because I was looking for a place to found the second city, and boy do I think I found one! Settling one square west of the marble would give us access to marble, rice, bananas, pigs, and incense once the city had its first cultural expansion! See the picture below. As soon as the warrior being produced is finished, to act as an escort, I will probably start work on the settler

http://img179.imageshack.us/img179/6161/lk109014qt.jpg

2200 B.C.
Moving and scouting.

2160 B.C.
Moving and scouting.

2120 B.C.
The warrior is produced. If I start the settler now, it will take 19 turns. However, Beijing will grow into turns, which will let us add the horse pasture (which should finish at about the same time. I decide to start a barracks, which I will move the settler in front of after Beijing grows.

2080 B.C.
Moving in scouting.

2040 B.C.
Beijing grows to size 4, and the pasture at the horses is finished. Roads are not needed on resources within the city's radius, so I would advise the next player not to build a road on the horses (it on a river anyways, which I think will serve as a trade network to Beijing). So it's your choice, you should be able to move the worker on your first turn.

Masonry will complete on your first turn, and I would go for Bronze Working next. This will both reveal any copper resources, and allow you to place a mine on the forested Hill WNW of Beijing. Doing that will both add the trees to the settler production (of the settler has not been finished by that point) and give us a tile that should be worth for hammers opened for the season possibly a coin). While waiting for that, you could either build a farm on the corn, or on the floodplain just north of the corn. Moved one citizen from the inland lake he was fishing choose the floodplain, gaining one food at the cost of two coins. This reduced the time on the settler by one. You've start researching bronze working, we strongly suggest moving him back to the lake and seeing if the increase in the speed with which Bronze Working is researched his worth delaying the settler's production by a single turn.

The alternative to going for Bronze Working to me would be to go for Monotheism, which could found a second religion and give us access to temples. If you not intend to use a worker to clear that forested Hill, the slight be a better choice, but remember you will not be able to clear any forests until bronze working is done

I don't think my first turn was too bad, I had one misconception would send me on the worker technologies, but I don't think that was a critical mistake, as I did get is masonry and said the next player out to choose between bronze working and monotheism, based on his/her goals. Oh, there are two screenshots, the first showing the territory we've explored, and the second being a closer shot of Beijing. I've labeled the location I believe you should build the second city. But that, too will be up to the next dynasty.

http://img179.imageshack.us/img179/6103/lk109022ar.jpg

LKendter
Nov 01, 2005, 05:33 PM
Beijing grows to size 4, and the pasture at the horses is finished. Roads are not needed on resources within the city's radius, so I would advise the next player not to build a road on the horses (it on a river anyways, which I think will serve as a trade network to Beijing).


This is incorrect. Check out the picture below. Note the phrase requires route .
That tells us they are *not* connected to the capitol. We are losing out the +1 health from the cows due to lack of roads. You still have to connect the resources. The difference is that rivers take care of that sometimes.

http://www.civfanatics.net/uploads10/LAK-1033.jpg



Signed up:
LKendter
Ragnoff
Zavior (currently playing)
Lord Genghis (on deck)
Greebley


Remember 20 turns per round for the *first* round only. After that, 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
I am changing this as the early turns have way to little going on.

Ragnoff
Nov 01, 2005, 06:01 PM
Hmm you are right. IF you play the tutorial it specificically says road are not needed for a resource inside the city radious, only to give OTHER cities access to that resource. As we did not have other cities yet, I thought it more important to improve more resources so that the settler would finish more quickly. However, the tutorial appears to be incorrect. (although it DID work in the tutorial)


You are correct about the health, but as the city is not yet large enough to need that health, it is not a problem yet.

eotinb
Nov 01, 2005, 06:22 PM
A road will also be necessary to unlock the units the horses make possible.

Greebley
Nov 01, 2005, 10:06 PM
I was looking at the save and we have some very good sights around us. I would grab the Marble first with a road to get Stonehenge. Other than that I think building 3-4 settlers to grab the good sites as fast as we reasonably can (We want to defend the cities as well of course)>

LKendter
Nov 02, 2005, 06:47 PM
Signed up:
LKendter
Ragnoff
Zavior (currently playing) overdue for got it - heading to skip
Lord Genghis (on deck)
Greebley


Remember 20 turns per round for the *first* round only. After that, 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
I am changing this as the early turns have way to little going on.

Lord Genghis
Nov 02, 2005, 11:26 PM
Looks like its going to be a skip, I will check out the save now and post some thoughts on what I plan on doing if the skip goes ahead.

Gives the rest of you a chance to babysit the virgin while giving Zav an opportunity to jump in.

:EDIT:

First things first, will be building roads with the Worker to connect Horses and Cows as well as found one city and getting a Settler up for myself or next player to found another.

The big question is where to found the second city, Ragnoff's Green Dot was nice, but I prefer Blue Dot, we get Pigs and Wheat in the City borders and a few more food producing tiles. On top of this it gets us away from the Jungles and their unhealthiness. We do miss out on having the Marble in the City borders (+2 hammers with a mine) but we can easily road to it and still get its VERY useful Double Production on alot of the Wonders, on top of our Industrial bonus so we should be able to Wonder it up BIG TIME in later turns. It also has the added bonus of forcing the Japanese West.

http://i16.photobucket.com/albums/b6/SuspectX/LK1092.jpg

There is also a third option: Red Dot. This gives us Cows and Gold within our borders and should nab Elephants on our expansion. I especially like this position as it hems in my namesake and his Mongolians as well as keeping elephants out of his warmongering hands.

http://i16.photobucket.com/albums/b6/SuspectX/LK1091.jpg

The only decision is where to build first?

Personally I am partial to Red Dot, it pretty much reduces the Indians to nothing as Genghis will have to settle East blocking India's norther advancement and India's West is blocked by the Incans. Blue Dot will be a better city but if we go Blue Dot > Red Dot, there is a large chance we wont get Red. By going Red we achieve what I have mentioned and will definately be able to grab Blue Dot as well. Red just gives us such a great opportunity to retard Mongolia and India that I dont think we should miss it.

LKendter
Nov 03, 2005, 06:07 AM
Right now I don't feel I understand the game enough to comment on the dot-map. One of the areas I am struggling with in this game is what is a good city site.

Signed up:
LKendter
Ragnoff
Zavior (skipped - must reconfirm)
Lord Genghis (currently playing)
Greebley (on deck)


Remember 20 turns per round for the *first* round only. After that, 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
I am changing this as the early turns have way to little going on.

Zavior
Nov 03, 2005, 06:16 AM
Sorry I missed this, I'll post some thoughs about the dotmap..

LKendter
Nov 03, 2005, 06:25 AM
Sorry I missed this, I'll post some thoughs about the dotmap..

Lord Genghis hasn't got it yet. If you can "got it" right now...

Zavior
Nov 03, 2005, 06:28 AM
I think I can.


http://www.civfanatics.net/uploads10/Dotmap1.JPG

Any opinions?
Blue first, then white.

Blue would grow fast, enabling faster growth, and its coastal.

LKendter
Nov 03, 2005, 06:35 AM
Signed up:
LKendter
Ragnoff
Zavior (currently playing)
Lord Genghis (on deck)
Greebley


Remember 20 turns per round for the *first* round only. After that, 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
I am changing this as the early turns have way to little going on.

Greebley
Nov 03, 2005, 07:07 AM
I would say blue first.

BTW, In a single player game I made the mistake of neglecting Bronze Working for too long (went for Theology instead). Archers do not defend well against Axemen and the AI very reluctant to trade BW. We still have time, but I would self research those techs before delving too deeply into the tech tree.

Zavior
Nov 03, 2005, 07:13 AM
Greebley, I agree, with bronze working we could also chop forests, that would GREATLY help us to expand. I'm going to wait for an hour for additional comments before playing.

Lord Genghis
Nov 03, 2005, 07:14 AM
Good timing Zavior I was just about to start!

I think we should grab Red first, just to make sure we close off Genghis and shut down India. We dont lose anything by getting Red and then grabbing Blue. If we grab Blue then we miss out on the opportunity to hurt the other Civ's, already ending the game for India. If we grab Blue first, then we run a high risk of losing the opportunity for Red.

So basically by going Red > Blue, we get the best of both with no risk, if we go Blue > Red, there is a high risk we dont get to shutdown the other Civs.

After that, I still think the Blue on my map is the best place for our third city.

The problems I see with your white is the Jungle (unhealthiness) and we get more productive tiles from my Blue. Your blue I would still move to my location as we get the water tiles as well.

My blue/your blue either way is still vastly preferable to your white as we get Pigs and Wheat on tiles that already produce decent amounts of Food so it will ensure the third city grows quickly.

So in a nutshell, I think grab my Red as our second city then move on to your blue/my blue as third.

Hope this doesnt come across too much as, I am right, your wrong, its just my 2 cents, like LK I still havent got city placement quite settled in my head, so PLEASE tear down my ideas.

Ragnoff
Nov 03, 2005, 07:38 AM
THe red dot is not a "costless" choice.

I feel the red dot will be a slow growing city with no defensive ground and poor access to resources. It is also mor distant than the other dots, which could mean a higher maintainence cost (true only 1 coin dif now, but that can make a difference between runing a 100% science and 90%) if you wished to expand in that direction, i would go 2 spaces W and 1 S (between teh cow and gold). THis remove 3 bad tiles (2 mountain and a lake) reduces teh about of desert, and, after the city culture expands once, works with that aforementioned mountain and lake to block that potion of the map...

If you give an AI no other choice, it IS smart enough to attack, and with just red city and our home, we do not produce enough of *anything* to win that war right now.

Ragnoff
Nov 03, 2005, 07:48 AM
oh, BTW, do think both of your blue dot suggestions are better, from the standpoint of getting a productive city running soon, than my green dot was. However, I can see valid agruements for both, so think it can go either way.

Zavior
Nov 03, 2005, 07:58 AM
The AI's are so crippled already that we can conquer them with ease, I'd expand to 3-4, then aim for early conquest with axemans.

Lord Genghis
Nov 03, 2005, 08:03 AM
Looking at it again, I think I would go Red City one square south of what I originally said, this way you still get Cows and more importantly you get 2 Gold in the City boundaries. With Mines they would bring in over 6gpt each and there is still plenty of grasslands (and the Cows) to provide solid food for growth.

By costless I was meaning that we dont risk losing another city site, while if we dont grab it now and go Blue first, we most likely wont be able to settle Red.

The reason I preferred Blue to Green was twofold:

a) Its gives us Pigs and Wheat which we can immediately improve with our techs to fuel fast growth.

b) Gets us away from the unhealthiness of Jungles.

Zavior
Nov 03, 2005, 08:44 AM
Turn 1
We finish masonry, start on bronze working(in 15 turns atm)

IT
We are the largest empire in the known world!

Turn 2
Exploring

IT
Bears found our warriors!

Turn 3
Fortify warriors

IT
We now have horses. Bears disappear.

Turn 4
Building road to cows. Exploring, found those bears again.

IT
Nothing.

Turn 5
Warriors destroy bears and got promoted.

IT
Nothing

Turn 6
Exploring.

IT
Nothing.

Turn 7
Cows connected, exploring.
Settler will be ready in 6 turns, I sent worker roading towards my blue dot. There is also unimproved rice which should be improved later.

IT
Nothing.

Turn 8
Exploring

IT
Nothing.

Turn 9
Found some bears, warriors fortified. Nothing else.

IT
Bears take no action.

Turn 10
Bronze working in 6 turns.

IT
Bears attack our fortified warrios, warriors will be eating some meat this evening :)

Turn 11
Settler in 2!

IT
Nothing.

Turn 12
Exploring, not much left to explore though :P

IT
Nothing.

Turn 13
Settler ready and sent to blue dot with warrior. Start building second worker(7 turns). Existing worker sent to create pasture.

IT
Nothing.

Turn 14
Movement

IT
Weakened warrior loses to wolves

Turn 15
Settler and worker both are in place to start working next turn =)
Bronze working in 1.

IT
Bronze in, began on pottery, 8 turns.

Turn 16
Shangai built, worker starts building pasture next to it.
Shangai -> warrior
Found lions, scout might not survive.

IT
Scout did survive. Promoted.

Turn 17
Warriors fortified in Shanghai.

IT
Nothing.

Turn 18
Worker will be ready in 2 turns.

IT
Nothing.

Turn 19
Worker in 1, sent scout to north.

IT
Nothing.

Turn 20
Worker ready and sent to rice, next player should build farm there. We can adopt slavery, though we dont have pop to do anything with it.

Greebley
Nov 03, 2005, 08:44 AM
We have AI's on both sides of us, so I don't think red is any more strategic than blue. Both are towards an enemy - about the same distance too. Given that, I would rather go for the better spot townwise.

Zavior
Nov 03, 2005, 08:54 AM
http://www.civfanatics.net/uploads10/civ4_screen1.JPG

EDIt: I seriously doubt that AI's can do any harm to us, its only warlord :)
We also got some copper near our capital, which I forgot to mention. But its not our first priority yet..

Greebley
Nov 03, 2005, 08:54 AM
Seems I cross-posted.

In any case slavery is higher cost, so I wouldn't go for it until we see some use for it (which may be never).

Bezhukov
Nov 03, 2005, 10:31 AM
This is very strange, but if you look in all the earlier pictures, there's a corn resource (that was oddly unfarmed by your team) in the square where the copper showed up. I've never seen one resource replace another.

:confused:

BTW, its an interesting exercise to run the math on building a worker TURN ONE while skipping the religious techs for worker techs. The Cho No Ku knows of other means by which to acquire holy cities, should they be desired...

:hammer:

LKendter
Nov 03, 2005, 11:53 AM
WT??? I thought the picture said Kone, and not LK109. Does anyone have a clue how our leader name changed?
More important, does anyone know how to get it back?
The leader name has a huge advantage of keeping the game saved with the SG name.


Once again I notice a settler being built in the game without an escort available.
Unescorted settlers are very strongly discouraged in LK series games.


One good this going for us is the amount of resources.
We have horses, cows, corn, copper, and pigs. With a border expansion at Shanghai we gain wheat and incense. If we can get a city south of Beijing we can a nice block of luxuries.
We are covered for early military units, health and happiness for the moment.


Signed up:
LKendter
Ragnoff
Zavior
Lord Genghis (currently playing)
Greebley (on deck)


Remember 20 turns per round for the *first* round only. After that, 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
I am changing this as the early turns have way to little going on.

Greebley
Nov 03, 2005, 12:16 PM
Agree 100% on always having an escort on the settler. There are other options however than building the escort first. For example, the warrior in our second city will probably be ready before the settler (it says 18 turns now, but we will grow and can switch to more shields). This to me seems the better strategy. Especially if we are going for the white dot.

I think the best idea is for the player to put in their log where the guardian for the settler is to come from. I have seen for example, an player intending for a exploring warrior to be the guardian, but if it is not mentioned the next player might send it out exploring leaving no guard.


BTW, I feel that for Civ4 having a guard is even more important than it was in Civ3. You can't just settle to avoid barbs like in Civ3. The barbs will now autoraze the city when they try to capture it. Also note that even a single square that is not seen can generate a Barbarian.

I also don't trust this new AI to leave a settler alone when they see an unprotected one. I have already had one civ attack me when I moved a missionary into his territory.

Zavior
Nov 03, 2005, 01:18 PM
We will have warrior ready before our second settler, and we could build one in few turns if necessary..(there should even be on in queue..)

I launched the game by double clicking the save, that might cause player name to be renamed..

After we build our third city I'd build barracks and start producing axemans. We could easily crush any of the opposing civs..

@Bezhukov
Humm, what corn? Copper did not replace anything as far as I can see.
I chose not to work on corn near beiijing since improving it would not have given us any significant bonuses.

@Greebley
We wont see any barbs for a while :)

Greebley
Nov 03, 2005, 02:09 PM
@Greebley
We wont see any barbs for a while :)

Is this based on the fact we are playing warlord level? Or is there a set known time when barbarians come out? How about animals? I have seen speed 2 animals pretty early (they can't take towns like barbs, but they can ambush settlers).

I don't know how early I have seen barbs and I played Noble anyway which is probably different. I do agree there was a bit of time before the first real barb.

Lord Genghis
Nov 03, 2005, 05:25 PM
Got it.

Just about to jump into a MP game so will knock out the turns after that.

I looked in the Manual and couldnt find how to change the name, Zaviorhow did you manage to change it from LK109 to KONE?

Zavior
Nov 04, 2005, 12:32 AM
@Greebley
I'm pretty sure there is timelimit or something, I've never seen barbarians to arrive before I got my third or fourth city, playing on prince that is.

@Genghis
I opened the game by double clicking the save, thas all I did :/

Vol
Nov 04, 2005, 12:39 AM
Try CTRL-D? But otherwise, I think in the same way all of your options and settings are stored in your profile, your leader name is also local to each user's machine. If so, this will be odd for SGs.

Greebley
Nov 04, 2005, 09:03 AM
@Greebley
@Genghis
I opened the game by double clicking the save, thas all I did :/

I always have opened games by starting the game and loading the save in game. I wonder if double clicking is somehow different?

Zavior
Nov 04, 2005, 09:04 AM
I'm not sure, you could try.

LKendter
Nov 04, 2005, 09:22 AM
I always have opened games by starting the game and loading the save in game. I wonder if double clicking is somehow different?

Double-clicking is broken. It renames the game to your default name on the current machine. With the save including the leader name, I really want to keep LK### in the name.
To fix this use the Alt-D feature for Civ details.



I have revised the LK houserules to cover this.

Zavior
Nov 04, 2005, 11:07 AM
Great, it wasn't completely my fault :crazyeye:

Zavior
Nov 04, 2005, 01:20 PM
LK, is your computer called "LEE-HOME"?

LKendter
Nov 04, 2005, 03:18 PM
LK, is your computer called "LEE-HOME"?
Yes it is. I also have Lee-Laptop. My default name is Civ4 is Lee.

Lord Genghis
Nov 04, 2005, 05:59 PM
Pre-turn:
Scout sent to hill to keep an eye on the Japanese. Worker set to build Farm on Corn.

1500BC: The Evil Dictator KONE has been replaced by the Kindly King LK109. The people rejoice!!

1475BC: Workers at Shanghai complete work on Pigs. Now building Road to connect.

1425BC: Pottery completes. Started on Monotheism, we should pick up Judaism and its location in Shanghai will put alot of pressure on the Kyoto borders. Shanghai expands to pop 2.

1400BC: Road is completed. Set to build Cottage. I just noticed that Shanghai only has a Health of 4? Could this have been avoided if it was built on the coast? I got no idea if there is a Health bonus for living on the coast like there is for living near rivers, so hopefully someone here knows for future reference.

1375BC:

1350BC:

IBT: Wolves attack Scout on hill. Scout wins.

1325BC:

1300BC: Warrior completes in Shanghai. Started on Obelisk. Since Shanghai will most likely become the Jewish Holy City the extra culture from the Obelisk will further the Culture land grab. Warrior moved to Beijing preparing for escort duty. Farm on Corn completed near Beijing, Worker sent to Copper to build mine. We didnt need the health yet from the Corn so will connect both Corn and Copper once mine is completed. MM with the Corn shaved a turn off Settler production.

1275BC:

1250BC: Turn 10. Scout maintains surveilance on Japanese.

1225BC: Settler completes. Beijing grows in 7 turns, so building Barracks to finish in 9. The extra pop will give us a 3f tile, suggest that on pop growth Beijing becomes a Worker/Settler factory.

1200BC:

1175BC:

1150BC: Guangzhou founded. Obelisk set to build, Obelisk is crucial to speed expansion to grab resources. Growth is going to be a little slow in this city til first border expansion. However this city has Cows, Rice and 2 Gold in its borders. Once improvements are built, these 4 tiles alone will produce a combined 8 Food, 7 Hammers, 14 Gold.

http://i16.photobucket.com/albums/b6/SuspectX/LK1093.jpg

1125BC: Obelisk completes in Shanghai. Started on Warrior. Worker completes Cottage set to build road to connect Shanghai and Beijing. Maybe a slight waste but not much else for him to do and still want him near Shanghai for when the border expansion comes . Worker completes Mine on Copper, starting on Road to connect Copper and Corn to Beijing.

1100BC: Warrior completes in Shanghai. Production set to Barracks.

1075BC: Judaism is founded in Shanghai. Started on Priesthood, as we are so close to Marble we have a good shot at The Oracle and a free tech.

1050BC:

1025BC: Barbarians appear next to our Warriors.

IBT: Barbarians attack Warrior, Warriors victorious.

1000BC: And my reign comes to an end. Barracks complete, I have set Beijing to Stonehenge but thats just a placeholder, thought I would leave production choice to the next person.

Signed up:
LKendter (on deck)
Ragnoff
Zavior
Lord Genghis (just played)
Greebley (waiting for got it)

When Shanghai and Guangzhou expand there will be lots of improvements so would suggest production in Beijing leans towards Settlers/Workers. One of the hardest things I am finding in Civ is balancing Settler/Worker production with population growth so hopefully you guys can share your thoughts.

Savefile: 102686

http://i16.photobucket.com/albums/b6/SuspectX/LK1094.jpg

LKendter
Nov 04, 2005, 06:38 PM
If Stonehenge is only 11 turns, I say go for it. ;)

Signed up:
LKendter (on deck)
Ragnoff
Zavior
Lord Genghis
Greebley (currently playing)


Remember 20 turns per round for the *first* round only. After that, 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
I am changing this as the early turns have way to little going on.

Greebley
Nov 04, 2005, 07:06 PM
Got it

Greebley
Nov 05, 2005, 06:26 PM
Preturn: First thing I notice is that there is a Barbarian city just south of us that has grabbed some of the resources we wanted. Our capitol is also defended by a single Warrior. I order up an axeman (and probably also an archer next) to attack/defend before stonehenge.
Not sure why we are building stonehenge and obilisks? I will keep the Obilisk though because I am delaying Stonehenge so we may not get it. I would rather play safe though and defend the captiol first. Archers seem to require a tech as we cannot build them yet.

IBT: Barbs spotted

940 BC: We get Priesthood and go for Hunting (only 4 turns) & gets Spearmen.

860 BC: Going for Archery. I want to be able to quickly get units defending our other towns.

820 BC: We take out the Barbarian city. It is auto-destroyed and we get some gold.

800 BC: We get Archery and start Writing.

680 BC: Get Writing and start Alphabet

Notes:
Going for Alphabet so we can trade techs.
The Axeman near Shanghai was going for the new Barbarian town that appeared.

Shanghai is unhappy. We can:
Build a temple
Get Monarchy.
Connect up a Happiness Lux. Elephans make the most sense.

We have a settler shown in the following picture. I think I would pick the square between the Elephants and Dyes.

Build Workers. I should have probably built a worker before the last settler - I just wanted to grab the Ivory first. We are way short on them with only 1. The next player can decide if the workers are more important than the military/defensive units.

http://i13.photobucket.com/albums/a251/Greebley/LK109_BC600.jpg

LKendter
Nov 05, 2005, 07:04 PM
Signed up:
LKendter (on deck) I can't play until Monday, so I am doing a swap.
Ragnoff (currently playing)
Zavior
Lord Genghis
Greebley


Remember 20 turns per round for the *first* round only. After that, 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
I am changing this as the early turns have way to little going on.

Ragnoff
Nov 06, 2005, 03:37 AM
Got it. I will be playing asap. We are on 10 turns each now as we are in the second rotation.

Ragnoff
Nov 06, 2005, 05:09 AM
Pre-turn: OK, State of the Union, or more accurately, dictatorship.
“Research, we have learned many more skills since my family's last dynasty. My advisers tell me that, had we large groups of laborers to command, there is almost nothing to improve LAN these men cannot do. A small number of advisers disagree, suggesting all sorts of mechanical wonders, but we do are not advanced enough to learn its. Having mastered writing, and form called pictograms, the Greebly dynasty prior to us had directed our scholars to see if these were the same pictogram used by our neighbors. Of course, they were not. Scholars are examining the pictograms of all lands developing something they call "an alphabet". I'm told it, without additional science funding, it is doubtful that they will complete this great work within my time. As I'm already sending almost all the empires income to the scholars, I can see little more to do.

Speaking of neighbors, we have one umpire to the cells, a goodly distance away. Two umpires to the West, both fairly near our borders. Three empires lied to the east, although only one will share borders with us (the other two being beyond them). Although it is rumored that these folks have started to make tenuous overtures in our direction, we are not yet ready to be involved in international politics. As we are trying to still establish our empire, my dynasty it somewhat hesitant to allow the first request these empires inevitably make, not to open our borders to one another.

Our military is weak. I believe, by the end or dynasty, should be working to establish larger units for our defense. There are simply too many enemies out there.

We have sounded both Judaism and Hinduism. But we have no organized religion for the state. Neither religion has spread beyond its founding city, so extending one of these religions, like the Hinduism is that this is the state religion, and starting to set up organized religion may convince workers to work harder on the various projects our empire deems worthy. This must be considered.

We're about to found another city, and may have the chance to found one or two more during our glorious reign. Although I somewhat doubt my fellow and rulers will agree with me, I'm starting to believe that, after these this next city and perhaps one more, we should think carefully before establishing another. Already, even with only three cities in our empire, maintenance costs the bureaucracy that is developing are already starting to add up.

Having considered these wise words from our advisers, we per year in to once again take destiny into our own hands.”

Short version: I think I should adopt slavery and organized religion, work to spread the religion we haven't as into the lands we have, and build our military. This, along with founding the new cities, is all that I shall begin. Everything looks ready to go, so I begin.

(1) 580 B.C. - Neijing founded, in the location suggested. Adjacent to the ruins of the barbarian city, work on an obelisk is begun. Of the six military units we have, four are guarding cities. The three older cities all have warriors, where Neijing has a unit trained to the axe. I send our remaining axeman down to where our remaining warrior is resting and healing, outside a foul barbarian city.

(2) 560 B.C. - military units continue to move. At this point, great revolution is called organized religion is adopted, as is the institution of slavery, although we reassure nervous elite members of our societies that neither they, nor their families, would ever be used in such a harsh manner.

(3) 540 B.C. - the revolution is ended! The worker near Guangzhou finishes the cottage, and Starr is ordered to connected to the city via road. After this is completed, we will likely order both this worker and the one establishing a farm in the near Beijing south to connect Neijing, and the ivory outside of it, to the Empire.

(4) 520 B.C. the axeman traveling south and west to join the waiting Warriors, who are nearly healed.

(5) 500 B.C. the glorious Chinese have asked us to open our borders to them, and they will do the same for us. As we currently have no trade with these people, nor do we roads, rivers or coasts, I politely declined, a Spearman, which I improved the combat ability of, now awaits in the capital. I order the capital to begin construction of a great wonder, and Oracle. This will give us a free technology when we build it. It will complete in 11 turns. Stonehenge could be built and nine, but two of the four cities already contain an obelisk, and a third is building that obelisk. Shanghai finishes an archer, trained to defend cities, and begins production of another set of workers. As people here are already unhappy, the city will build nothing but workers and settlers until happiness improves. The healed warriors in the axeman move adjacent to the uncouth barbarian city of Illinois. Two barbarian warriors await our coming.

http://img374.imageshack.us/img374/6774/lk109036my.jpg (http://imageshack.us)

(6) 480 B.C. Worker near Guangzhou finishes the road, and moves towards Neijing. The attack is launched on Illinois, the Axeman unit, twice skilled in city raiding, destroys his warrior was no problem. The warrior would face stiff odds, especially one launching an attack across a river, so he is instead moved south to the barbarian side of the river. The farm on the floodplain completes, and that workers also ordered south.

(7) 460 B.C. the odds for the warrior still not good, so the axeman, undamaged by his previous attack, strikes. He succeeds and disperses the city of Illinois. Barbarians had no culture and not enough people to remain a city after their destruction. 52 gold was looted. This would be enough to promote one of our Warriors to a Spearman or an axeman, or, with maintenance costs of seven from our civics (2) and city maintenance (5), this windfall could allow us to continue paying the scholars the full amount that warrants, and allow us to use the treasury to pay the costs of maintaining our empire. This latter course is chosen.

(8) 440 B.C. The two military units dispersing Illinois begin the trek back to Shanghai.

(9) 420 B.C. The will workers complete the first section of road, one more (the elephants) to hook up Neijing.

(10) Two workers are ordered to spot adjacent to Neijing, one starts building a road, the others the elephant camp. The next empire it is welcome to change these temples work on the same project is desired.

For the next empire, your military consists of eight units, the Warriors are nearly back at Shanghai, the accident couple moves away. V. Oracle, a worker, and an archer in Guangzhou should all finished midway through your turn. Beijing should also broach a size 8, which would make it unhappy. However, the ivory we are hooking up will allow this worker to be happy and should eliminate the unhappiness in Shanghai. Also during the next turn, the border should expand and Gold Hill in between Beijing and Guangzhou be included. I is a worker currently finishing the road, or perhaps in the worker, should probably be moved to do so in the anticipation of mining for gold. Our civics costs are already significant, although all of the next dynasty in some of the following could be run out of the treasury. We have adopted organized religion, is also it is only working in Beijing.

I think it may have made a mistake with the Oracle. My thoughts were those apps the Oracle is also a great profit producer, would get the free technology, and Stonehenge could be attempted next. Although we will soon have trade routes between our capital in all three cities, holds in promoting the spread of Hinduism on its own, a better idea may have been to produce a missionary. The next emperor should decide if they wished to interrupt to Oracle construction for a missionary or Stonehenge, or let the Oracle complete and then decide on either a missionary or Stonehenge based on whether Hinduism spread. Our military is not strong, but eight units at this point and again is not horrible either. We lead to point score from other nations in a large amount.

As far as additional cities, although it is stretching out of it, south of Neijing is a fairly good spot that could also be on a coast giving us our first coastal city. The residual by horses there that would also give us Horses (which I do not think we have). No settlers are in production, although it would make sense with the military units returning to Shanghai, and given Shanghai's happiness problems, to have them begin a settler immediately after the worker. If you're going to do this, I would suggest one of the two military units to the new city spot (since the settlers move faster than the military units) and positioning the other at the edge of our territory waiting to escort the settlerDiplomatic front, the Malinese empire, which consists one city to our, offered us open borders on my last turn. Following what I believe is protocol, about making agreements upon the last turn, I turn them down. However, especially for going to build that city to south on the coasts, action sink open borders might be a good thing with them. If we can get them to follow Hinduism we would likely have an ally there. Japan has expanded to their south, which puts them along most of our western border. Again, and open borders agreement may be good. I do not know how many cities we want to sound still. I see good spots southeast of the capital on the coast, south of Neijing on the coast, or directly north of the capital, perhaps around the head of the river system that runs into the capital. Another city might be wise south and west of Shanghai, near where those Illinois barbarians were destroyed, but that is only if we wish to cut the Malinese off so that we are their only neighbors.

By the way, I hope everybody's OK with the storytelling I'm doing, but I think discussion of moves and detail when storytelling increase the enjoyment to for those of reading the thread, which hopefully includes people beyond our team! .In any case, this was fun, and look forward to seeing what we do!

LKendter
Nov 07, 2005, 07:35 PM
Signed up:
LKendter (currently playing)
Ragnoff (swapped)
Zavior (on deck)
Lord Genghis
Greebley


Remember 20 turns per round for the *first* round only. After that, 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
I am changing this as the early turns have way to little going on.

Zavior
Nov 08, 2005, 05:31 AM
I might be away from wednesday till friday, however its not sure yet.

LKendter
Nov 08, 2005, 07:15 PM
http://www.civfanatics.net/uploads10/LK109_BC-0200.zip


400 BC
I am really wondering is if a state religion is worth it. I really hate the severe diplomatic penalty that you suffer from opposing religions.

I open up our borders with Mali, Mongols, Spain and India. The other civs aren’t interested.

Having a city with 2 lousy shields produce military seems wasteful, but I can’t figure out anything better for Guangzhou.


340 BC
(ST) Our Axeman in Nanjing kills a barb and gets a combat II promotion.


280 BC
(ST) We complete the Oracle and take Theology for our free tech. Since it only needs 9 turns I am going to try for Stonehenge. Even if the wonder isn’t that great, you really want those great people points.


260 BC
(ST) We form Christianity in Guangzhou. This is one thing I really like about the Oracle. It often can snag another religion.


240 BC
(ST) Ouch, I missed a barb and a mine gets pillaged. :(

Christianity has spread to Beijing.


220 BC
The annoying warrior is killed. Now all we need to do is reconnected the copper.


200 BC
Another barb dies trying to fight our Axeman in Nanjing.

I perform some trading and pick up Sailing, and Mediation,



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

Summary:
Even with the worker build on my turn we still badly need more of them.

Signed up:
LKendter
Ragnoff (swapped)
Zavior (currently playing)
Lord Genghis (on deck)
Greebley


Remember 20 turns per round for the *first* round only. After that, 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
I am changing this as the early turns have way to little going on.

Zavior
Nov 08, 2005, 10:15 PM
I need a swap/skip, I will be back on friday evening.

Greebley
Nov 08, 2005, 11:54 PM
I am really wondering is if a state religion is worth it. I really hate the severe diplomatic penalty that you suffer from opposing religions.

I was playing with spreading my religion to other civs and it worked to a certain extent. The bonus is very nice when you are the same religion. In one game I traded 3 techs to get an AI to convert to my religion - it seemed worthwhile. We can probably do that at the Warlord level. Its at least worth considering.

LKendter
Nov 09, 2005, 02:53 PM
Signed up:
LKendter
Ragnoff
Zavior
Lord Genghis (currently playing)
Greebley (on deck)

Ragnoff
Nov 10, 2005, 04:20 PM
We seem to have stalled.
:(

LKendter
Nov 10, 2005, 05:22 PM
We seem to have stalled.
:(
25 hours for a got it isn't a stalled IMO. However -


Signed up:
LKendter
Ragnoff
Zavior
Lord Genghis (currently playing) Skip if nothing if 24 hours
Greebley (on deck)


Remember 20 turns per round for the *first* round only. After that, 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
I am changing this as the early turns have way to little going on.

LKendter
Nov 11, 2005, 02:49 PM
Signed up:
LKendter (on deck)
Ragnoff
Zavior
Lord Genghis (skipped - must reconfirm game interest)
Greebley (currently playing)


Remember 20 turns per round for the *first* round only. After that, 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
I am changing this as the early turns have way to little going on.

Greebley
Nov 11, 2005, 08:08 PM
I have got it.

Greebley
Nov 11, 2005, 09:01 PM
I shave a turn off of Stonehenge. There is no point growing at the moment anyway.
Set shanghai to a Temple as it is also unhappy. I would have gone for Monarchy before code of Laws. That would allow us to grow without worrying as much about Happiness - just build MP. Courthouses and another Religion just doesn't seem very high priority to me.

Mansa begs for Polytheism. I give it to him to better relations. He becomes pleased.

We get Stonehenge.

Start a Hindu Missionary. Otherwise other religions will spread and the AI will be unhappy with us because of it.

Ghandi begs too for Alphabet - Sure.

Trade for Iron working with older techs We have iron right outside of Shanghai.

Notes:
We got the Ivory reconnected that will give us +1 happiness. I also started work on the Gold that will give us another +1.
I am building Missionaries. That way we can make other civs Hinduism. I discovered in another game that if you don't (and you don't have theology I am guessing), then other religions spread and the AI is all over the map in terms of religion.

Besides having Hinduism everywhere will bring in good money.

Not sure on the Jewish Temple in Shanghai

Pictures not working at the moment so no pic.

Greebley
Nov 11, 2005, 09:26 PM
The more I think on it, the more I think your Archer was the better build, Lee. I didn't realize that we did have the 2 Lux - just not hooked up. I think the temple can wait. We should be able to switch back.

LKendter
Nov 12, 2005, 03:20 PM
http://www.civfanatics.net/uploads10/LK109AD-0200.zip


1 AD
We have a state religion of Hinduism taking a huge diplomatic penalty for just 1 city. That is something that we really need to fix. I hate having a much higher war risk for this. This IMO needs to be our #1 goal to fix.


80 AD
Fate is bizarre sometimes. I send our missionary toward Edo to convert it to Hinduism, just to have it convert on its own 1 turn before my arrival.


100 AD
(ST) Having the faith spread paid off. :)

http://www.civfanatics.net/uploads10/LAK-1039.jpg


140 AD
http://www.civfanatics.net/uploads10/LAK-1040.jpg


160 AD
(ST)
http://www.civfanatics.net/uploads10/LAK-1041.jpg


180 AD
(ST) Well I don't know how much another one helps, but...
http://www.civfanatics.net/uploads10/LAK-1042.jpg



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

Summary:
There is a missionary ready to spread the faith to Timbuktu. That will fix that last of our immediate neighbors. We still need to spread Hinduism to our cities to get more out of the production bonus.


Beijing is concentrating on military and should continue to do so. With 2 nearby barbarian cities we *are* going to have problems if we don't get more military and knock these cities out.


The area I would really like our next city, and our problem with placing it.

http://www.civfanatics.net/uploads10/LAK-1043.jpg




Signed up:
LKendter
Ragnoff (currently playing)
Zavior (on deck)
Lord Genghis (skipped - must reconfirm game interest)
Greebley


Remember 20 turns per round for the *first* round only. After that, 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
I am changing this as the early turns have way to little going on.

Ragnoff
Nov 12, 2005, 04:00 PM
got it, should post my turns tonight (Sat)

Ragnoff
Nov 12, 2005, 06:21 PM
State of the Union: a quick look around shows that we have only four cities, although we do have a settler ready to found at this if we can clear up a barbarians to the south. We lost the city's title I was looking at in the north to Japan, although there is another site (between and north of the gems and the corn) which we could still grab We have two of the city's at max happiness already and one of those is also in max health. From a city standpoint, I think we could found a couple more. 80% science, we are earning eight gold a turn, which is also our current expenses, six of which is to city maintenance. So if we found any more cities, we also need to be aggressive in making sure that we have more income.

Civics & religion, we are running organized religion and we know theocracy (good for troops alone requires return of anarchy to switch). We have founded for religions, which will simply set up a city to start producing great profits we can start making money off the shrines. Unfortunately, our state religion is only in one of our four cities. However, sent at least two others have adopted the same state religion, I decided that I need to spread the state religion around rather than adopting one of the two religions that have more cities.

Technology: we're working on mathematics, although I will not finish during my rain. In which Charlie urge we go for calendar next so that we can hook up a few of our happiness producing resources. Other good choices might include monarchy (troops for happiness) and metal casting (forges).

My goals are to: settle the south city spot and spread the state religion about.

220 A.D.
Tacitus has declared we are the largest civilization in the world! Shanghai completes its Jewish Temple and starts on a queued archer. Nanjing finishes constructing an obelisk (didn't we have Stonehenge?) And, as Nanjing will not be able to construct anything quickly, I sent Nanjing to build a granary. Our missionary successfully spreads Hinduism to Timbuktu. I begin shifting ask himself to deal with the barbarian city of Cherokee, which will be hard as it is located on top of the hill and guarded by archers.

240 A.D.
Mansa Musa adopt Hinduism as a State Religion! Some worker improvements finish. Military units continue to move south.

260 A.D.
Worker finish as far outside Beijing, send them south to remove a jungle around elephants camp to improve the food yield there. Worker in the South continues to extend road towards the barbarian city (and hopefully location of our new city).

280 A.D.
Shanghai finishes archer, starts a chariot. Beijing finishes axman, despite previous recommendations switches to a new missionary. Beijing is currently the only city capable of creating missionaries needed to spread Hinduism.

300 A.D.
Military movement continues.

320 A.D.
Barbarian city is now size 2, setting up the possibility of a capture rather than a raze. However, where it is currently positioned it does not include the cows in its workable radius, and it would preclude placing another city to get those cows. This city will be razed. The troops are nearly in place.

340 A.D.
Guangzhou finishes a worker, starts a barracks. The worker is sent to build a mine on a plains/hill/forest that Beijing is working. The other nearby worker finishes a farm on the rice, and starts a road there to connect it. Beijing is size 10 and unhappy. Shanghai is size 8 and unhealthy and at max happiness. One priest is created at Shanghai for a unimproved plains tile worker (so 0/1/1 instead of 1/1/0). Shanghi is now growing very slowly, which is fine. The iron mine here is finished and we have iron hooked up. That worker is sent to mine a grassland hill that is currently covered with jungle. 3 axeman and an archer are in position to attack the 2 archer in the barb city of Cherokee, and the settler is moved into position, next turn shall see the attack and founding of the new city.

360 A.D.
Shanghai finishes its chariot (left unpromoted so that the next player can promote as he needs) and in the swordsman. I am using Shanghai, rather than Beijing, as the military producer because Beijing needs to build Hindu missionaries and temples for its own unhappiness. Beijing finishes a missionary, and starts on a temple, the missionary is sent towards Guangzhou. At least three more missionaries will be needed to spread Hinduism to all of our cities (including the new one). The barbarian still have only wto archers, so the attack commences. The axemen with two city raider promotions attacks and is victorious, the action with a single city raider promotion is also victorious, and Cherokee is razed. Xian is founded and begins work on a granary. An archer is left left behind at Xian, the rest of the axemen start moving north towards the other barbarian city.

380 A.D.
Hinduism is spread to Guangzhou by the missionary. General military movement back to the north towards the second barbarian city.

400 A.D.
Worker near Nanjing finishes removing the jungle from the elephant camp, which improves the food of that tile, and his move towards the rice paddies. Worker near Guangzhou is moved to second Gold Hill in order to mine, noticed it to new cities have been found along our northern border, one Japanese, one Mongolian.

I did nothing with foreign relations during my set of turns, although a check at the end revealed that currently nobody has either resources or technologies they are willing to trade to us. I only see two locations left that would be good for cities, one is at the barbarian city that we are taking (perfect spot along the coast). And another south of Shanghai. Perhaps too could be squeezed into the south of Shanghai, however I would assume that the mile in these will found one more city in the northern direction which will leave us with at most one decent spot left. Because I will take awhile to move the axemen interposition (you have a city raider three in a city raider two on the road at the southern edge of our empire ready to move north) and because the two city raider axman are wounded and will need to heal once they get in position, I would wait until that second barbarian city is that the size 2. This would allow us to just take that city rather than producing a settler. No settlers are in production. I recommend Beijing finishes its temple, shifts one of its people to as priest specialist so that we have two cities attempting to produce Great Prophit. And pumps out a few more missionaries to get a new is into all of our cities. We are definitely running at a disadvantage when our state religion is only in two of our five students.. Shanghai is turning into quite a nice little military producer, in spite of having one of its citizens dedicated to being a priest (particularly because the one hammer the priest creates is the same hammer a citizen would produce on a unimproved plains tile). The other three cities are basically new. All of our cities could use libraries, but Beijing and Shanghai are too busy right now in the other three cities are too new.

I will edit in the pictures for this later as I'm having trouble putting the pictures up.

LKendter
Nov 12, 2005, 08:17 PM
I am using Shanghai, rather than Beijing, as the military producer
Well I really don't care which city builds the military as long as we continue to crank it out.

I am glad to hear one barbarian city is destroyed, and we gained another city. With the additional cities coming up I suspect we still need more workers.


Signed up:
LKendter
Ragnoff
Zavior (currently playing)
Lord Genghis (heading to dropped if no word)
Greebley (on deck)


Remember 20 turns per round for the *first* round only. After that, 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
I am changing this as the early turns have way to little going on.

LKendter
Nov 12, 2005, 08:51 PM
The following tactics are PROHIBITED:

1) The diplomatic demand exploit. You can demand a ton of stuff from a civ, ask for a counter-offer and get everything you want.


Standard LK house rules:
1) Automation of any kind is strongly discouraged until the game is known better.

2) Go to orders beyond the end of your turn are not allowed.

3) Please complete your turn. At most the next player should have one unmoved unit such as a settler where you are unsure of its direction.

4) Please load the game while running civ. If you load by clicking the game you rename the leader. The leader name becomes part of the save, so I want to keep LK### as the leader name. I don't want to defeat a very useful feature.
If you do accidentally load by double clicking the save, then please use the Alt-D feature for civ details and rename the leader by the LK### value.

LKendter
Nov 13, 2005, 09:15 AM
Revised rules as I just learned about another exploit.

The following tactics are PROHIBITED:

1) The diplomatic demand exploit. You can demand a ton of stuff from a civ, ask for a counter-offer and get everything you want.

2) The diplomatic gold exploit. See the below thread for details. You can do such silliness as get iron for $1/turn.
http://forums.civfanatics.com/showthread.php?t=139169


Standard LK house rules:
1) Automation of any kind is strongly discouraged until the game is known better.

2) Go to orders beyond the end of your turn are not allowed.

3) Please complete your turn. At most the next player should have one unmoved unit such as a settler where you are unsure of its direction.

4) Please load the game while running civ. If you load by clicking the game you rename the leader. The leader name becomes part of the save, so I want to keep LK### as the leader name. I don't want to defeat a very useful feature.
If you do accidentally load by double clicking the save, then please use the Alt-D feature for civ details and rename the leader by the LK### value.

Zavior
Nov 13, 2005, 01:00 PM
Got it. Will play tomorrow.

Got stuck in real life, turn log to follow soon.

Zavior
Nov 15, 2005, 06:13 AM
This it how it looks:
http://img357.imageshack.us/img357/8860/screen11pp.jpg
Pre-turn: 400 AD
Start building farm on the rice.

410 AD:
Moving towards barbarian city. Only 1 archer on defense!
Start building mine on gold.
That barbarian city is only size 1 - it probably will be destroyed when we attack it. I queue settler in Beijing.

420 AD:
We got this: http://img357.imageshack.us/img357/303/screenie2420ad7ge.jpg
Start building pasture on cow.

430 AD:
Shangai: Swordsman -> Swordsman. Left unupgraded for now.

440 AD:
Mathematics comes in, wee! Research begins on calendar now.
We attack barbarian city,
http://img357.imageshack.us/img357/801/screen34uy.jpg
But it autorazes. Well, we got settler queued for this.

450 AD:
Trade Code of Laws to mongols - now we can hook up wines!
Nobody has techs to offer us.

460 AD:
Quiet turn.

470 AD:
http://img357.imageshack.us/img357/2029/screenie49yv.jpg
As a result, I build this:
http://img357.imageshack.us/img357/2541/screen54mx.jpg
Science rate up to 90%!

480 AD:

Clearing forest boost our settlerbuild in Beijing - will be ready in 3 turns.

490 AD:
Shangai: Swordsman -> Swordsman.
hinduism spreads to Djenne.

500 AD:
Settler ready, sent to ruins of barbarian city, there is axeman for garrison already.

Greebley
Nov 15, 2005, 07:54 AM
I assume I am up since we haven't yet heard from Gengis. I got it.

LKendter
Nov 15, 2005, 03:55 PM
Signed up:
LKendter (on deck) (skip Nov 23 to Nov 27)
Ragnoff
Zavior
Lord Genghis (dropped)
Greebley (currently playing)


Remember 20 turns per round for the *first* round only. After that, 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
I am changing this as the early turns have way to little going on.

Greebley
Nov 16, 2005, 01:08 PM
I will be out from Nov 18th through Nov 28th. Computer access will be limited. I plan to finish my current turn before I go. Skip me if my turn comes up.

Greebley
Nov 17, 2005, 09:00 AM
Forum went down last night before I could grab the save. I will be trying to play this tonight.

Greebley
Nov 17, 2005, 09:01 PM
I was hoping to play tonight before I left, but have had to deal with issues at work. I will not be able to play before I leave so skip me.

Ragnoff
Nov 18, 2005, 02:59 AM
Do you have it LK?

LKendter
Nov 18, 2005, 04:46 PM
Do you have it LK?

:shakehead
The only time I can get on-line during weekdays is from 6:00 pm to 10:00 pm EST. Greebley's post was 11:00 pm EST. Sorry, but I can't reply while sleeping.

Signed up:
LKendter (currently playing) (skip Nov 23 to Nov 27)
Ragnoff (on deck)
Zavior
Greebley (skip Nov 18 to Nov 28)


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

LKendter
Nov 19, 2005, 10:19 AM
http://www.civfanatics.net/uploads10/LK109_AD-0600.zip


500 AD
I swap Beijing to a Hindu missionary. We have built that shrine, and I would really like the extra income. In addition, it wouldn't hurt to get a couple more neighbors that are friendly.


520 AD
(ST) Beijing now celebrates we love the despot day. What does that do in Civ4?

Several units moved on go to. While I agree with the targets, I wasted a worker heading toward the wines. I didn't know the other was going that way.
Please don't leave any movement points left over to the next player.


550 AD
Hinduism has spread to Shanghai.


560 AD
(ST) Calendar is completed, and we can know get the dyes on-line for happy help. The next target is currency for the extra trade route.


580 AD
I start a worker getting the dyes on-line.


590 AD
I spend $115 to upgrade a warrior to axeman to improve Beijing's defense.

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

Summary:
I have a missionary SW of Shanghai. We have open borders with Spain, and I would like to convert another neighbor to our faith.

I would like Beijing to stay on missionary duty for a while so that we can get all of our cities Hindu.


Signed up:
LKendter (skip Nov 23 to Nov 27)
Ragnoff (currently playing)
Zavior (on deck)
Greebley (skip Nov 18 to Nov 28)


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

Ragnoff
Nov 19, 2005, 10:24 AM
Got it, will play today (Sat).

Ragnoff
Nov 19, 2005, 02:25 PM
Ok, we seem to have a good number of units near Japan, we need 2 more missionaries for our own cites. So that and linking everything up is my first goal. I do not see another place to easily found a city at this point.

610 A.D.
Not much.

620 A.D.
Beijing finishes a Missionary and starts another. Several workers finish their tasks, a few moved to connect and develop Chengdu.

630 A.D.
Xian Finishes Granary, starts Library (for culture).

640 A.D.
Xian adopts Hinduisn from the trade route just as the missionary arrives! Looking for somewhere else to send him. Shanghai finishes swordsman, begins library. Our missionary sent to Spain reports success in converting the Spanish city of Seville.

650 A.D.
Issabella of Spain must have been desperate for spiritual guidance, for she immediately converts to Hinduism and adopt organized religion. Beijing finishes a missionary, who is sent to enlighten Chagndu, and begins a library. The missionary that was not needed at Xian spreads Hinduism to the Milanese city of Niani.

660 A.D.
Marble is hooked up now.

670 A.D.
Ghandi wishes to trade, and we trade our extra cows for his extra fish, as well as open borders. He then warns us about the Inca, their worst enemy. Japan and Inca are both annoyed with us, everyone else is pleased (almost everyone else is Hindu, too).

680 A.D.
Currency researched, between this and the spread of Hinduism, we now have a slight surplus with 90% science. Hinduism is spread to Chengdu, and every city in our empire has it. Start researching Construction in order to build catapults and war elephants if needed.

690 A.D.
Guangzhou finishes a worker, and had a swordsman already queued (I missed this), although I think a library or barracks would be better, the swordsman already has some shields towards it, so I let it finish.

700 A.D.
Nanjing completes a barracks, and begins a library, feel free to change that if you wish. Of our 6 workers, 4 complete tasks this turn, the other 2 (located NW and SW of Nanjing) completed tasks last turn and could be moved this turn. I choose to leave them unmoved so that the next dynasty can start them on the new tasks they envision.

Here is a map of the cultural borders from the strategic level.
http://img518.imageshack.us/img518/2383/ldk1105fa.jpg (http://imageshack.us)

Note that the southern 3 cities, the newest ones, are at sizes 5, 3 and 2 now and starting to become productive. 2 workers just finished linking Changdu by road to the Empire, and I would suggest using those 2 to improve the local surroundings. Nanjing is a bit shy of hammers, although it is producing a lot of coins and will produce more when the 2nd dye plantation is built. It would be possible to squeeze another city in the large forest west and a bit south of Nanjing. Another possibility is to finish barracks and prepared to declare War on Japan, who is squeezed to our west and north and annoyed with us anyway. Shanghai can build a lighthouse, so that lake to its north is salt water. A galley or 2 in that small lake could allow us to drop a small task force just outside the Japanese city to our north, which is newer and lightly defended at the moment. We have some axeman with several city raider promotions from the battles verses the barbarians. IF we do not go to war, with marble hooked up, you may consider building some wonders as teh libraries finish in Beijing and Shanghai. You have many choices!

LKendter
Nov 19, 2005, 02:41 PM
Isabella of Spain must have been desperate for spiritual guidance, for she immediately converts to Hinduism and adopt organized religion.
Now that is good news. Two of our immediate neighbors share our state religion. Of course, Japan will be the typical pain to deal with.


Another possibility is to finish barracks and prepared to declare War on Japan
With the hostile attitude of Japan, and our other 2 neighbors friendly, we should have the majority of the offense near the borders of Japan.


Signed up:
LKendter (on deck) (skip Nov 23 to Nov 27)
Ragnoff
Zavior (currently playing)
Greebley (skip Nov 18 to Nov 28)
Open Slot Let me know if you are interested.


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

Zavior
Nov 20, 2005, 05:34 AM
I got it, probably wont have time to play it today.

LKendter
Nov 20, 2005, 07:30 AM
The below are revised rules to avoid a lost post.

The following tactics are PROHIBITED:

1) The diplomatic demand exploit. You can demand a ton of stuff from a civ, ask for a counter-offer and get everything you want.

2) The diplomatic gold exploit. See the below thread for details. You can do such silliness as get iron for $1/turn.
http://forums.civfanatics.com/showthread.php?t=139169


Standard LK house rules:
1) Automation of any kind is strongly discouraged until the game is known better.

2) Go to orders beyond the end of your turn are not allowed.

3) Please complete your turn. At most the next player should have one unmoved unit such as a settler where you are unsure of its direction.

4) Please load the game while running civ. If you load by clicking the game you rename the leader. The leader name becomes part of the save, so I want to keep LK### as the leader name. I don't want to defeat a very useful feature.
If you do accidentally load by double clicking the save, then please use the Alt-D feature for civ details and rename the leader by the LK### value.


NEW
5) Don't edit your game results into a got it post. There is *no* notification of new activity. I have had SGs stalled waiting for a person to move, when the already did.

Zavior
Nov 21, 2005, 07:35 AM
Turn 0:
Not much

Turn 1:
Not much here either. I decide not to attack yet, I'd love to have catapults with us.

Turn 2:
Worker actions.
Shangai Library -> axeman

Turn 3:
Beiijing Library -> market
Hinduism spreads to madrid.

Turn 4:
Nothing.

Turn 5:
Construction comes in, aim for metal casting -> machinery(for our UU)
Shangai Axeman -> Catapult

Turn 6:
Worker actions

Turn 7:
The malinese build the parthenon, ghengis adops organized religion. Nothing else.

Turn 8:
Worker actions

Turn 9:
Axeman and catapult finish. Start new ones.

Turn 10:
Xian completes library, starts on catapult
Ghenzou completes lighthouse, starts on granary(this city is very bad, it cant produce anything and it cant grow.)

LKendter
Nov 21, 2005, 05:33 PM
Signed up:
LKendter (currently playing) (skip Nov 23 to Nov 27)
Ragnoff (on deck)
Zavior
Greebley (skip Nov 18 to Nov 28)
Open Slot Let me know if you are interested.


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

LKendter
Nov 21, 2005, 08:18 PM
http://www.civfanatics.net/uploads10/LK109_AD-0900.zip


800 AD
I feel there is too much emphasis on offensive military, so I swap Xian to Hindu temple with the nearby AI cities.

Between having the shrine and organized religion I really want to get our last city to Hinduism.


810 AD
(ST) We are the most advanced civ in the world. :)
Japan is the last place loser.


820 AD
(ST) Hinduism expands outside of our borders. Keep that shrine money expanding.


870 AD
Nanjing now celebrates the Hindu faith.


900 AD
(ST) Taoism has been founded.

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

Summary:


Signed up:
LKendter (skip Nov 23 to Nov 27)
Ragnoff (currently playing)
Zavior (on deck)
Greebley (skip Nov 18 to Nov 28)
Open Slot Let me know if you are interested.


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

Ragnoff
Nov 22, 2005, 05:02 PM
OK, got it, should be able to post a set of turns tonight.

Ragnoff
Nov 23, 2005, 01:31 AM
The Ragnoff dynasty once again comes to power! The year is 900 A.D. and our point lead over the next civilization is almost 500 points! We have a fairly good invasion force ready from Shanghai, and good defensive forces in the north. However, we are currently building wonders, granaries and forges. Regretfully, I decide not to launch the war, yet. I do check foreign relations and find out that very few people like Japan, and of the two who do, one of them is already annoyed with us (although does not share a border with us). We have founded three or four religions, our civics look good running a surplus at 90% science, we have numerous workers improving the areas nearby, and overall civilization looks in great shape.

910 A.D.
I maneuvered two tasks forces up near Japan's borders, mostly as a preparatory move for later on in my turn. I'm hoping to scout how well their cities are defended. Our borders have pushed the Japanese city of Edo Beck so far that we can actually get a unit adjacent to that city while remaining within our own borders.

920 A.D.
A missionary of our spreads Hinduism to the Mongolian city of Ning-hsia. Workers begin a plantation outside the city of Changdu. This'll be a spice plantation, which is a luxury resource we do not yet possess. Granary in Ghanghzou finishes, order up a forge. Task force one, from Shanghai, is in place on our far western border. It could capture two workers on its first attack.

930 A.D.
Beijing finishes its forge, starts a granary.

940 A.D.
Machinery finishes, begin feudalism (in case the war with Japan becomes protracted). Second task force moves into position adjacent to Edo. Additional archer positions itself to capture another worker (that would make three on the opening attack, which may launch next year).

950 A.D.
Nanjing finishes its spearman and begins as a forge. Xian finishes its monastery and begins a forge. As both task forces seem ready, I prepared to begin the opening moves against Japan. EDO, which only had a 20% defense due to culture, apparently completed a wall. The screenshots below show our two task forces. Japan has moved into second place in points.


I choose to begin the war. Japan, who will not speak with us, who will not convert to Hinduism, and who is the only civilization that seems to be attempting to struggle against us, does not seem ready for our attack.

Two workers in the West and one in the north are captured. Bombardment begins on Edo, and troops moved west are adjacent to Tokyo. I made a mistake here, I forgot to split the stacks, intending to leave one guard with the workers. Because they were stacked movement, no guard was left with the workers. However, the Japan wishes to capture them, it will have to move troops out of Tokyo to do so, what should allow me to take Tokyo. Another unit from Shanghai is sent west, Nancy workers are not captured on the in between turn, then they will be guarded. Here is a screenshot of the forces arrayed around Tokyo.

960 A.D.
Beijing finishes a granary, begins a war elephant. Japan chooses not to and to the defense of the Tokyo in order to recapture its stolen workers, so the bombardment begins. Melee troops are left unpromoted, they will be given the city raider promotion immediately before being ordered to attack once the defenses have been brought down a bit through bombardment. This way, if another force shows up to attempt to break the siege, I will have units I can add the appropriate promotions to in order to drive off the relief force. More than also continues in Edo, although radio now boasts a swordsman for defense as well. The Northern attack force is beginning to look like it will need to be reinforced in order to successfully take Edo.

970 A.D.
The Japanese swordsman at EDO moves to the held top in our territory, obviously attempting to bypass our attack force and start pillaging. Feeling foolish, I realize I have not prepared to respond. All of our troops would be at reduced odds to attack. And unpromoted axeman is selected and attacks, and dies. However he wounds to swordsman. Our second axeman attacks and destroys the swordsman. The archer who captured one of the workers is moved over to hold the hill the swordsman was on. Tokyo's defenses are reduced to 20%, Edo’s are a bit higher. I realize that the forces defending the catapults at Tokyo would have to attack across in the river, so the Spearman is moved enough to defend the catapults while the swordsman and axeman cross the river north of Tokyo. The Tokyo assault will begin next turn.

980 A.D.
Shanghai completes the colossus! I select a war elephant for the next production.

Outside Edo, the archer is in place on the hilltop, so the axeman rejoins the attack force, and promotes to city raider II. The city's defenses are down to 20%, and examining the combat odds once the defenses are eliminated that axeman may be able to successfully attack the city.

Tokyo's defenses are down to 5%, however there is now a Japanese axeman in the city, who will be very effective against the 3 swordsman that are the main part of our attack force. Apparently, a catapult will need to attack, hopefully causing significant collateral damage. This delays the assault on Tokyo for one more turn.

990 A. D.
(IBT) the axeman in Tokyo attacks our axeman, who successfully destroys him. This removes the biggest barrier to taking Tokyo, as neither the Spearman nor the archers in Tokyo are likely to be able to defeat our swordsman with city raider promotions. The first catapult reduces Tokyo's defenses zero, however the second catapult would be attacking at a disadvantage and the swordsman are deemed enough to storm the city. Each of the three swordsman's attack, killing an archer, an archer, and the last Spearman! Tokyo falls. The city seems to be in an acceptable location, so it is captured rather than razed.

Apparently, I was :weed: because I missed and axeman from Japan that slips around to the north, and is now located on our winery. They do not think we can prevent this from being pillaged. However, a war elephant will finish next turn in Beijing and will head towards this unit.

1000 A.D.
As expected, the winery is pillaged. Beijing finishes a war elephant, who is moved to the south of this axeman, and to who should be able to reach him in almost any location he moves to next turn, unless he moves back north towards Japan. Beijing begins told in our unique unit, the Cho-Ko-Nu. As far as Edo, they once again have a swordsman present. We have a number of workers who were building a road north from Beijing to where the assault force on Edo is located. Most of these have finished, and can be moved out of harm's way. One is stacked with the task force itself building a road in that hex. The catapult knocks the defenses down to zero, and the asked him what the city promotion attacks, destroying an archer but being wounded in the process. The city was at 20% defense rather than 50 when I first thought to attack it, but the loss of the other axeman up here and the reinforcement has made this a risky attack now. Once the war elephant deals with the pillaging axman and moves to join this group and the Spearman guarding the workers can rejoin the group, it may still be possible to win this assault, that is up to the next player. Luckily, assaulting from our own territory, the axeman with the city raider II promotion should heal fairly quickly.

The task force that took Tokyo has all gathered within the walls of Tokyo. All three swordsman (who have city raider I) have earned another promotion, as did the axeman that survived the attack by the Japanese axeman, but I did not choose what to promote them to. Several of the units in this task force are injured, although I think all four injured units have promotions available. You're welcome to use those promotions in order to partially heal these units, I believe this task force should press north soon in order to prevent Japan from shifting all reinforcements to Edo.

I hope I was not out of line to start this war, Tokyo was certainly captured easily enough. We're still running organized religion rather than theocracy (something that you can change) because many cities were still finishing up their last improvements before shifting over to military units. However, if you switch to theocracy, unit should start with two promotions if they're built in cities with a barracks.

EDIT my links for the pictures were not working, i will see if I can fix that tomorrow.

Zavior
Nov 23, 2005, 05:51 AM
1000 AD

Familiarising myself with the situation... Done.

1005 AD

I send our spearman to Tokyo, the stack already in Tokyo needs to heal before moving out.
Bombard Edo, defenses are now reduced to zero! But none of our units have any chance against their defenders. We need reinforcements there.
Our elephant destroys japanese Axeman, captured worker sent to rebuild winery there.

1010 AD

Shangai builds War Elephant, Chu-Ko-Nu will be next. Our War elephant in north goes to satsuma, with an axeman.

1015 AD

Feudalism comes in, research set to guilds(Knights, wee!)
Beijing Chu-Ko-Nu -> Chu-Ko-Nu

1020 AD

Gandhi demans Metal Casting, no deal.
Tokyo starts library.
Our war elephant defeats Swordsman in front of Tokyo.

1025 AD

Start rolling towards Kyoto. Enemy swordsman destroyed by Chu-Ko-Nu.

1030 AD

Beijing Chu-Ko-Nu -> Chu-Ko-Nu
War Elephant kills archer in Satsuma.

1035 AD

Tokugawa offers peace + 200g. No deal yet..
Axeman loses to archer :(
Awww, Kyoto is built on hill. This is going to require suicide catapults.

1040 AD

Guangzhou Chu-Ko-Nu -> Chu-Ko-Nu

1045 AD

Swordman kills our spearman, our axeman kills their swordman.

1050 AD

Chu-Ko-Nu defeats archer.

Kyoto needs to be bombarded once more. Edo is bombarded to zero already, next player will have the fun of capturing it. Satsuma has one archer left, it can be taken soon.

LKendter
Nov 24, 2005, 10:04 AM
Hopefully the war with Japan will be sufficient to take care of our long-term threats. I am not interested in Civ4 repeating Civ3 with almost every game ending in domination.


Signed up:
LKendter (skip Nov 22 to Nov 27)
Although I have limited time to look, there is no way I can play - especially war turns.

Ragnoff (currently playing)
Not sure what do to. Do we wait several days, or play a two player for a bit?

Zavior (on deck)
Greebley (skip Nov 18 to Nov 28)
Open Slot Let me know if you are interested.

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

Zavior
Nov 24, 2005, 11:14 AM
I'm not very keen about playing with only two players. Feels like playing single :/

LKendter
Nov 24, 2005, 11:53 AM
Signed up:
LKendter (currently playing) (skip Nov 22 to Nov 27)
Game delayed until I am back into the loop. With the time suck of war turns, later Sunday is the earliest chance to work on it.

Ragnoff (on deck)
Zavior
Greebley (skip Nov 18 to Nov 28)
Open Slot Let me know if you are interested.

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

Ragnoff
Nov 24, 2005, 04:02 PM
Hmm, so how should we try to win this one? I do think the war against Japan will give us most of the land we need.

LKendter
Nov 27, 2005, 05:05 PM
The official position for the patch is that all LK series games should be played using the 1.09 patch.

LKendter
Nov 27, 2005, 09:05 PM
http://www.civfanatics.net/uploads10/LK109_AD-1050-1.zip


1000 AD
This time warp bug is a real nuisance. I thought I was starting at 1050 AD, but turn 10 was 1050 AD.

One thing I really dislike with Civ4 is that war requires dedicate all of your cities to war production. In Civ3 I felt more comfortable with limited production of units. Any war you fight really screws your infrastructure.

I swap Beijing to a Hindu missionary. We want to have every Japanese town under that faith, especially with us building the appropriate shrine.


1005 AD
Well I thought I could make a quick grab of Satsuma, but our Cho-Ko-Nu self-destructed.


1010 AD
Well I don't know why my attempted screen shot failed, but we have captured Edo.
I think this is when I got Kyoto also.
I swear Civ4 is buggy with the screen shot capture feature.

I use some cash to promote an archer to our UU.


1020 AD
Tokyo now follows the Hindu faith.


1050 AD
We are already suffering from war weariness.

There is a Great Prophet heading to Shanghai to create a shrine.

Kyoto now follows the Hindu faith.

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

Summary:
If the WW really gets bad we should end this war. If not, we should take out Japan.
After that lets spam Hindu missionaries and convert the last two neighbors whom don't share the faith.


Signed up:
LKendter
Ragnoff (currently playing)
Zavior (on deck)
Greebley (skip Nov 18 to Nov 28)
Open Slot Let me know if you are interested.

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

Zavior
Nov 27, 2005, 11:33 PM
Should we go for a conquest? As soon as we get guilds in, we get knigts, which yells for some warmongerin :)

Ragnoff
Nov 28, 2005, 10:03 AM
Got it, will try to play today (monday)

LKendter
Nov 28, 2005, 05:16 PM
Should we go for a conquest? As soon as we get guilds in, we get knigts, which yells for some warmongerin :)

I am not a big fan on conquest. Let's go one step at a time - lets finish off Japan and recover from that war.

Greebley
Nov 29, 2005, 08:03 PM
I am back and can play when I am up.

Zavior
Nov 30, 2005, 05:29 AM
Greebley, maybe you should play this, seems like Rag has disappeared :o

LKendter
Nov 30, 2005, 03:12 PM
Greebley, maybe you should play this, seems like Rag has disappeared :o
:confused: You are after Ragnoff. Why are you suggesting that Greebley play?


Signed up:
LKendter
Ragnoff (currently playing) :scan: Past 48 hours will be skipped to Zavior tomorrow.
Zavior (on deck)
Greebley (skip Nov 18 to Nov 28)
Open Slot Let me know if you are interested.

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

Ragnoff
Nov 30, 2005, 11:37 PM
Sorry, I forgot to post this from the university yesterday. My home internet was down, however, it was fixed today and I will post very soon.

Ragnoff
Dec 01, 2005, 01:18 AM
The Time warp bug seems very odd, as it looks likely you had two sets of terms between 1000 and 1050 A.D.

Preturn:
We seem to have a decently strong army, and Japan seems to be on its last legs. We have a great deal of money in our science is running high. Hinduism is very well-established and Confucianism is becoming well spread. Cynical eyes, we're still on our initial civics for everything except slavery and organized religion. We have hereditary rule, vassalage, serfdom and theocracy, although I do not see a need to change to theocracy at this point. Paper will finish researching next turn, so after that I will probably revolt to more advanced civics

1055 A.D.
Confucianism has spread to Satsuma, the only one of our cities without any religion. We will still have to spread Hinduism here. In the battle for the Japanese city of Osaka, I promote the damaged catapult and bombard with that, city defenses down 4%. The undamaged catapults attacks, destroying the archer and damaging the Spearman. Our city raider II swordsman attacks, capturing the city. An axeman in a war elephant destroy the two archers nearby. The Great Prophet Zoroaster builds the great shrine of Confucianism in Shanghai. Paper is learned, and literature is selected for an increase in culture and the ability to use theaters for happiness. The revolution is started, we will be an anarchy to turns adopting vassalage, hereditary rule, and serfdom.

1060A.D
Several units of our promotions from the capture of Osaka. An axeman is left to guard Osaka, and the remaining units gather in preparation for an attack on Kagoshima. The new war elephant with flanking attacks and destroys a swordsman in that area.

1065A.D
The revolution is over. With the additional happiness provided by garrison troops, no cities are currently experiencing unhappiness. With science at 80%, total costs exceed revenue by 19 gold a turn, but we have over 400 gold in the bank. Satsuma comes out of resistance and is set to build a granary. Remainders of the force that took Edo and Satsuma move north, revealing the Japanese city of Nara, which is defended by a spearman and an archer. The bombardment of Kagoshima will commence next turn.

1070A.D
Kagoshima defenses are reduced to 12%. Shanghai finishes a war elephant, which I sent north. A monastery is started, we could build three monasteries here for a 30% research bones. Chengdu finishes a temple and begins a forge. A worker finishes a mine that cannot be used as it is not in any city radius.

1075A.D
A barbarian archer is destroyed outside Osaka. The Kagoshima defenses are reduced to 4%, and the assault is launched. The city raider three swordsman destroys one archer, and the Cho-Ko-Nu destroys the second. The only remaining unit is the Spearman, so the medic two war elephant is not ordered to attack. The assault will be finished next turn. Literature is researched, and drama is begun. As Beijing is our primary location at the moment to create great people, I begin the national epic there - we should give some thought to what we want for the second national Monument in the capital.

http://img220.imageshack.us/img220/4226/ldk1117cq.jpg (http://imageshack.us)

1080A.D
Gandhi offers us music for theology and most of our gold, although we are slightly over paying for music, this will also improve our relationship, so the deal is accepted. Immediately afterward, our city raider three swordsman takes Kagoshima, restoring 97 gold to our treasury. The assault on Nara is equally successful, with our catapult destroying an archer, and the Spearman that is left is destroyed by our Cho-Ko-Nu. Japan is down to one city. Nanjing finishes the Spearman and begins a monastery. Osaka comes out of resistance and begins a forge.

1085 A.D.
I am reminded by China that we can trade maps, which I decline, prefer to do this on my own turn. At the beginning of the turn I trade mass of everyone possible, and sell maps to those I cannot trade with. Mali and India trades map straight up, Spain trades maps plus 20 gold, the Mongols refused to give us their map but buys ours for 40 gold, as does Inca. I don't asked Japan, we're about to have everything of theirs. Guangzhou finishes a Knight and begins a Hindu missionary.

1090 A.D.
Drama is discovered, and work begins on civil service, primarily so that farms can be extended if necessary. Shanghai finishes the Hindi monastery and begins a Hindu missionary.

1095 A.D
Guangzhou finishes a Hindu missionary and begins a Hindu missionary. Troops draw around the final Japanese city of Nagoya, which has no defense bonus.

1100 A.D.
In the battle for Nagoya our barrage three catapult attacks, damaging units and successfully withdrawing, a second catapult destroys the Spearman. Finally, a Cho-Ko-Nu attacks, capturing Nagoya and destroying the Japanese empire. The war is over!

http://img220.imageshack.us/img220/5733/ldk1120sf.jpg (http://imageshack.us)

A missionary spreads Hinduism to Satsuma. Kagoshima comes out of resistance and begins a granary, Nara comes out of resistance and begins a granary. Although we have just under 300 gold, our maintenance costs are extreme at this point.

http://img220.imageshack.us/img220/3317/ldk1131dw.jpg (http://imageshack.us)

We can build groceries and markets in most of our cities, something that the next emperor may choose to do. There's a lot of open land surrounding the newly taken cities in the north, so missionaries to convert them to Hinduism and culture buildings are probably useful. Another thought, since many of these cities already have Confucianism, we could switch toreligion so that we get one culture per religion in the city rather than simply one culture if they have Hinduism. However, this will entail another turn of anarchy, so I left this decision to the next player. If you do this, remember to switch off organized religion, as that as one expensive civic.


Another thing, whoever goes next might want to reorganize our military, as many units are either in or near where they fought the final battles. I does nto make a lot fo sense to leave a city raider 3 swordsman on garrison duty near the cener of our realm. However, if we are not going for a domination victory, and thus not PLAN on fighting any more wars (possible, our neighbors love us), this can be a primarily defensive deployment. We likely have all the land we need and then some. Thsi might be a game taht a diplomatic victory is very possible, so I suggest we try for that.

Zavior
Dec 01, 2005, 09:41 AM
Got it, will play today or tomorrow.

LKendter
Dec 01, 2005, 03:53 PM
Summary:
I see Japan is destroyed. It is time to take a breather and get the infrastructure to pay for all of these new towns. We need to spread religion the new towns and expand those borders. We badly need some courthouses built. IMO these should be high on the priority list for the distant towns.

We definitely need a breather even if we have another war, or our economy will totally collapse due to city costs.


Signed up:
LKendter
Ragnoff
Zavior (currently playing)
Greebley (on deck)
Open Slot Let me know if you are interested.

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

Zavior
Dec 02, 2005, 08:47 AM
Save (http://www.civfanatics.net/uploads10/LK109_AD-1145.Civ4SavedGame)

Turn 252 1105 AD:
Start courthouses and some missionaries. Grocery in capital.

Turn 253 1110 AD:
Seems like we cant produce more Hindu missionaries.

Turn 254 1115 AD:
Switch some builds to workboats for crabs and fish. Our northern cities are totally useless.

Turn 255 1120 AD:
Civil Service in, start on banking. We can now spread irritigation.
Missionary fails to spread hinduism in osaka. Start new missionary.

Turn 256 1125 AD:
Workboat ready next turn.

Turn 257 1130 AD:
We now have fish. Quiet turn.

Turn 258 1135 AD:
Hindu missionary sent to kagoshima. Start building another missionary.
Missionary spreads hinduism in Nagoya.

Turn 259 1340 AD:
Beiijing builds grocer, starts hindu missionary.

Turn 260 1345 AD:
We have a lot of forest. We should chop few of them to speed up production in our low-production cities.

I didn't start as many courts as I would have liked.. But its nonsense to build them for over 90 or 120 turns. I built monasteries and temples instead.

LKendter
Dec 02, 2005, 04:46 PM
Signed up:
LKendter (on deck)
Ragnoff
Zavior
Greebley (currently playing)
Open Slot Let me know if you are interested.

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

Greebley
Dec 03, 2005, 03:08 PM
Our relations seemed very good with the other civs so I encouraged this. We may even want to try to see if we can get a diplomatic victory. This is a good game to experiment with as we can easily fall back to Space and win if diplo fails.

Silver is now within the radius of Nara. We want to connect it as we don't have it yet.

I built some knights. I didn't want the AI to percieve us as weak. Otherwise I mostly concentrated on building up our cities.

We spread Hinduism where we could.

We got a great Merchant. I was thinking we should send him to Ghandi's capitol. I raised science to 100%. If we don't want to use him in that way, we will have to lower science.

We got Banking and Printing press.

LKendter
Dec 04, 2005, 01:26 PM
http://www.civfanatics.net/uploads10/LK109AD-1250.zip


1200 AD
While I do want to spam Hinduism, it isn't worth building missionaries in a city with 2 base shields.

Since we are running 90% science, I really don't understand the bank in Guangzhou. I swap the city to courthouse to start dropping our brutal city maintenance costs.


1210 AD
(ST) Add the Sistine Chapel to our wonder list.

I noticed an interesting fact. You can't give great merchants to an AI civ. The option wasn't even able with the Mongols or the Indians.


1225 AD
I give Gandhi Guilds to get Philosophy. It is a bit lopsided, but I will take the tech.

As suggested by Greebley, I conducted my first trade mission in Civ4.
http://www.civfanatics.net/uploads10/LAK-1057.jpg


1245 AD
(ST) I take the offer from the Mail giving us Optics and $10 for Banking. With our win target, we should try to accept all trades unless absurd.

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

Summary:
We want to send Hindu missionaries to India. Our diplomatic goal will be a lot easier if he converts to Hinduism. I have 2 missionaries heading his way right now. We should try to keep 3 of them in play at all times. We don't want any civ thinking about swapping out to another religion.


Signed up:
LKendter
Ragnoff (currently playing)
Zavior (on deck)
Greebley

Open Slot Let me know if you are interested.

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

Win target: Diplomatic, then space. I agree with Greebley that are relations are good.

LKendter
Dec 04, 2005, 01:33 PM
If you want all of the details


Turn 270 (1200 AD)
Satsuma begins: Hindu Temple
Guangzhou begins: Courthouse
Nanjing begins: Hindu Missionary
Xian begins: Hindu Missionary
Tokyo begins: Barracks
Edo begins: Hindu Missionary

Turn 271 (1205 AD)
Beijing finishes: The Sistine Chapel
Xian grows: 9
Nara grows: 4
Nagoya's borders expand

Turn 272 (1210 AD)
Beijing begins: Notre Dame
Shanghai grows: 10
Chengdu grows: 7
Edo grows: 7
Kyoto finishes: Granary
Osaka finishes: Theatre

Turn 273 (1215 AD)
Kyoto begins: Barracks
Osaka begins: Granary
Nanjing finishes: Hindu Missionary
Edo finishes: Hindu Missionary
Kyoto grows: 8

Turn 274 (1220 AD)
Kagoshima grows: 5

Turn 275 (1225 AD)
Hinduism has spread: Osaka
Tech learned: Philosophy
Shanghai finishes: Knight
Xian finishes: Hindu Missionary

Turn 276 (1230 AD)
Shanghai begins: Hindu Missionary
Hinduism has spread: Walata (Malinese Empire)

Turn 277 (1235 AD)
Guangzhou finishes: Courthouse
Kyoto finishes: Barracks
Osaka's borders expand

Turn 278 (1240 AD)
Guangzhou begins: Cho-Ko-Nu
Kyoto begins: Knight
Tech learned: Replaceable Parts
Shanghai finishes: Hindu Missionary
Tokyo's borders expand

Turn 279 (1245 AD)
Tech learned: Optics
Research begun: Engineering
Shanghai begins: Hindu Missionary
Nanjing finishes: Knight
Kagoshima grows: 6

Turn 280 (1250 AD)
Nanjing begins: Hindu Temple

Ragnoff
Dec 05, 2005, 01:52 AM
VERY cool log, is that one automatically captured or did you make it? and how did you do the SHOW thing? Inquiring Ragnoffs want to know.

Got it, will prolly post tomorrow unless I can't sleep tonight.

Zavior
Dec 05, 2005, 05:32 AM
Thats autolog, made by eotinb.

That spoiler thing is made easily, like this
[ spoiler ] text [ / spoiler ]

Greebley
Dec 05, 2005, 09:59 AM
Since we are running 90% science, I really don't understand the bank in Guangzhou. I swap the city to courthouse to start dropping our brutal city maintenance costs.


I set it to a bank when we were running even gold. I am glad you caught it as the courthouse is much more useful now that we have gold from the merchant and will be running high science for a long time. I should have caught that myself.

Ragnoff
Dec 06, 2005, 05:21 PM
ok, should post tonight, sorry for the delay, I was taking care of a sick 4 year ol yesterday.

Ragnoff
Dec 07, 2005, 12:10 AM
My turns were fairly quiet. Spain requested banking, which I gave as to my understanding we are looking at a diplomatic victory. Khan demanded we stop trading, which I refused. Most workers are building lumbermills in our various forests, most city builds are either monestarty/temple/theater for culture, especially in new cites, or forges. 2 costal cities are building harbors.

Gandi switched to our religion after the first missionary, so I was sending missionaries to the Inca Empire.

We got Notre Dame, and both Shanghai and Beijing are building monuments.

Sorry this is not more detailed, I was trying to use the auto logger and it did not work. :(

LKendter
Dec 07, 2005, 03:35 PM
Signed up:
LKendter
Ragnoff
Zavior (currently playing)
Greebley (on deck)

Open Slot Let me know if you are interested.

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

Win target: Diplomatic, then space. I agree with Greebley that are relations are good.

Zavior
Dec 07, 2005, 10:31 PM
Got it, playing after school

Zavior
Dec 08, 2005, 07:28 AM
1300 AD Turn 291
Hit enter.

1305 AD Turn 292
We build hindu missionary and start another one.

1310 AD Turn 293
Astronomy in, begun on Education

Kyoto hindu monastery -> library
Edo forge -> Observatory
Osaka Granary -> Observatory
Spreaded hinduism to Machu Pichu

1315 AD Turn 294
Built hindu missionar, sent to incas.

1320 AD Turn 295
Worker actions, another missionary sent.

1325 AD Turn 296
Ollantaytambo has now the hindu faith.

1330 AD Turn 297
Kyoto Library -> Observatory
Hagia Sophia in two.

1335 AD Turn 298
Missionaries move, some worker actions.

1340 AD Turn 299
Beijing Hagia Sophia -> Bank
Tokyo forge -> Observatory
Missionary fails in Cuzco.

1345 AD Turn 300
Education -> Liberalism(6)
All but one cities of the inca have hindu faith, but they all have buddishm too. I think its kinda unlikely that they will conve