View Full Version : LK112 - Mongols, Noble, Barbarian Havoc


LKendter
Dec 03, 2005, 09:35 PM
http://www.civfanatics.net/uploads10/LK112_BC-2400.zip

A civilization wasn't discussed, so I picked an aggressive leader. We are going to need all the help with can get with this one. I go with expansive and aggressive Genghis Khan. I think one player may have mentioned them.

4000 BC
We at least get cows, so I start on Animal Husbandry.


3920 BC
A pathetic hut gives us just $27. This is the lamest dollar amount I have gotten from a hut.


3760 BC
We get mysticism from a hut. :dance:


3600 BC
I still haven't decided if free experience is worth it from a hut.

IMHO getting a technology from a hut that you have put a lot of research into is screwed up. I hope this makes it to the fix list for Civ4.


3280 BC
We get more lame experience.


3210 BC
(ST) Well the free tech pays off. I think this is the first time I saw 2 religions formed the exact same turn.

http://www.civfanatics.net/uploads10/LAK-1054.jpg


3120 BC
Yet more experience points from a village.


2920 BC
Well the nasty Aztecs found the other religion. I suspect a war is coming rather quickly. We can't have enough military.

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

Summary:

Signed up:
LKendter
BotlGnomz (currently playing)
Afpunk (on deck)
Merzbow
Renata

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

Win target: Domination (preferred), or conquest.


The details:

Turn 0 (4000 BC)
Karakorum founded
Karakorum begins: Warrior
Research begun: Agriculture
Research begun: Animal Husbandry

Turn 2 (3920 BC)
Tribal village results: a little gold

Turn 4 (3840 BC)
Karakorum's borders expand

Turn 6 (3760 BC)
Tech learned: Mysticism
Tribal village results: technology
Contact made: French Empire

Turn 7 (3720 BC)
Karakorum finishes: Warrior
Scout defeats (0.84/1): Barbarian Lion

Turn 8 (3680 BC)
Karakorum begins: Warrior


Turn 10 (3600 BC)
Tribal village results: experience
Tech learned: Animal Husbandry
Tribal village results: technology
Research begun: Polytheism
Karakorum grows: 2

Turn 11 (3560 BC)
Scout promoted: Woodsman I
Scout promoted: Woodsman II

Turn 13 (3480 BC)
Karakorum finishes: Warrior

Turn 14 (3440 BC)
Karakorum begins: Worker

Turn 18 (3280 BC)
Tribal village results: experience

Turn 19 (3240 BC)
Warrior promoted: Woodsman I
Warrior promoted: Woodsman II

Turn 20 (3200 BC)

Turn 21 (3160 BC)
Hinduism founded in Karakorum
Hinduism has spread: Karakorum
Tech learned: Polytheism
Buddhism founded in a distant land

Turn 22 (3120 BC)
Research begun: Archery
Tribal village results: 4

Turn 23 (3080 BC)
Scout defeats (0.88/1): Barbarian Wolf

Turn 24 (3040 BC)

Turn 25 (3000 BC)
Scout defeats (0.74/1): Barbarian Wolf

Turn 26 (2960 BC)
Karakorum finishes: Worker
Contact made: Greek Empire

Turn 27 (2920 BC)
Karakorum begins: Warrior
Contact made: Aztec Empire

Turn 28 (2880 BC)

Turn 29 (2840 BC)
Tech learned: Archery

Turn 30 (2800 BC)
Research begun: Masonry
Karakorum begins: Archer
Karakorum's borders expand

Turn 34 (2640 BC)
Karakorum grows: 3
Scout defeats (1.00/1): Barbarian Wolf

Turn 35 (2600 BC)
Karakorum finishes: Archer
Scout loses to: Barbarian Lion (1.56/2)

Turn 36 (2560 BC)
Karakorum finishes: Warrior

Turn 37 (2520 BC)
Karakorum begins: Archer
Karakorum begins: Barracks

Turn 38 (2480 BC)
Tech learned: Masonry

Turn 39 (2440 BC)
Research begun: Agriculture

BotlGnomz
Dec 03, 2005, 09:46 PM
I actually mentioned Kublai Khan, but Genghis works too :p.
I'm out of town until Monday, so I'd like to switch with afpunk for the first go round.
That's two other Aggressive civs! If France is led by Napoleon, that's four aggressive civs in one game :crazyeye:

LKendter
Dec 04, 2005, 06:07 AM
Signed up:
LKendter
BotlGnomz (on deck)
Afpunk (currently playing)
Merzbow
Renata

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

afpunk
Dec 04, 2005, 06:28 AM
Got it, will get to it later today.

Merzbow
Dec 04, 2005, 01:14 PM
We're gonna kick ass and chew bubblegum.

:ar15:

http://i17.photobucket.com/albums/b79/merzbow4242/Theylive.jpg

afpunk
Dec 04, 2005, 11:46 PM
Not too much to do here in the early going, but here's the details..


2320 BC-
Barracks completed, start on Archer.

2160 BC-
Archer completed, start on Settler.

2120 BC-
Agriculture completed, start on Mining



I'm researching mining so that we can get bronze working/iron working and hopefully some copper and/or iron before the barbs have axeman running around. I'd recommend the second city go along the river near the gold and rice, but that's up to the next ruler. I have a feeling things are going to get exciting pretty quick here. :D

EDIT: I think its a good idea to wait until we get that last strip of black east of the capital uncovered before we try to put up a dot map, but if anyone wants to have a go at it, be my guest. My second city recommendation is vague, but it's hard to tell the perfect square at this point. You'll know more when you're playing, BotlGnomz.

BotlGnomz
Dec 05, 2005, 01:39 PM
I got it.
Will play and post by tonight.
I'll also whip up a dotmap for perusal while I'm at it.

LKendter
Dec 05, 2005, 04:19 PM
Signed up:
LKendter
BotlGnomz (currently playing)
Afpunk (swapped)
Merzbow (on deck)
Renata

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

BotlGnomz
Dec 05, 2005, 07:11 PM
Argh.
I tried using eotinb's logger, but I couldn't find the log file after I finished my turns. I haven't modified any of the files provided in the latest build of it.
Grrr.
Anyway, here are the important details:

Researched Mining and there are three turns to go on BW IIRC.
Worker is now roading a path up to Beshbalisk, though currently taking a break from its roadwork to farm Beshbalisk's rice. There exists already a trade route between our cities (cause of the river) but I wanted a path for quicker troop movement. It also conveniently brings the worker up where it can improve Beshbalisk's tiles.
That's right, we founded a city! Directly between the rice and the gold. The game suggested a tile 1 W, but I didn't want to waste a forest by settling on it. Beshbalisk is currently building an Obelisk, because, lacking the Creative trait as we do, we need to get a border expansion for the defense bonus and the tiles.
After the Settler, Karakorum trained an Archer which is moving up to further defend Beshbalisk. It's currently on another Archer, which will conveniently finish at the same time that Karakorum grows to size 5, allowing us to immediately start (and accelerate with chopping!) another Settler, or a Worker first if we feel the need.
There's a barbarian city on a promontory to our west. I recommend that we block the choke point with some archers while we build up our military.

Screenies with some dotmapping:
http://www.civfanatics.net/uploads10/mongoldotmap1.JPG
http://www.civfanatics.net/uploads10/mongoldotmap2.JPG

Red dot is a given. Yellow dot is more iffy, but I'd like it if we can. We probably won't get both yellow and green dots. I like green dot a lot because it meshes perfectly with Beshbalisk. Pink dot would be an INCREDIBLE city if we could nab it; with two border expansions and civil service, it will have all the food it needs and PLENTY of shields and commerce. I doubt we'll get it. Gems, incense, and fishy are locks for us. The other miscellaneous flatlands between us and france hold some promise as well.

NINJA EDIT: If pink dot does not work out, perhaps the forest tile that land both the fish and the clams? That leaves room for a city to Karakorum's immediate west to grab both gems and the incense in its radius.

LKendter
Dec 05, 2005, 07:47 PM
Signed up:
LKendter
BotlGnomz
Afpunk (swapped)
Merzbow (currently playing)
Renata (on deck)

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

Win target: Domination (preferred), or conquest.

ChrTh
Dec 05, 2005, 07:50 PM
3600 BC
I still haven't decided if free experience is worth it from a hut.


I've found with Scouts not so much, but getting Woodsman II for Warriors is great with exploring early on (unless you're playing a very dry map).

Merzbow
Dec 05, 2005, 08:23 PM
Got it, playing now...

Merzbow
Dec 05, 2005, 10:36 PM
Preflight Check

Everything looks OK. Researching BW for da chop. Buddhist Monty hates us, we'll have to keep an eye on him, but luckily Alex is in the way. Possible long-term strategy - Hinduize and befriend Alex, sic him on Monty, when both are worn down we roll over them. But then we've got Nappy to deal with also. Three super-aggressive civs as neighbors, we're gonna see some heads a-rollin' before long I guarantee. Diplomacy will be important in this game as we don't want to get dogpiled.

I will block off the promontory ASAP. We will have a good advantage if that leads into a nice-size piece of land we can grab for ourself.

Turn 60 (1600 BC)

End of turn, hit return.

Turn 61 (1560 BC)

Nothing much. NE warrior still exploring. Moving S warrior towards promontory to do a little exploring there since there's nothing more to see where he is now.

Turn 62 (1520 BC)

Same.

Turn 63 (1480 BC)

BW learned. Start on Priesthood for the Oracle, then we should go Writing and grab CoL (or something else nice and expensive) with a chopped Oracle. Oracle is too cheap to ever miss in a game.

Nearby sources of copper are near yellow and green dots, so our next city should be one of these.

Archer reaches Besh, promote to City Guard and fortify. (I realize too late I probably should have left him unpromoted, but I never seem him leaving the city).

Kara archer to worker, 6 turns then we'll use him to chop settler. I start walking the new archer towards the promontory entrance to stand guard.

Turn 64 (1440 BC)

Barb warrior appears W of Besh. We'll see what he does next turn.

Turn 65 (1400 BC)

Barb warrior wanders aimlessly on outskirts of Besh, out of harm's way.

Worker finishes farm, starts on road.

Warrior scout in E keeps scouting.

Turn 66 (1360 BC)

Barb warrior starts wandering down towards Kara. New barb warrior appears E of Kara. Plus new barb town sprouts up NW of Kara and SW of Besh! Ouch, raging barbs looks to be crazy. If more barbs appear I may have to change production to archers again.

Archer in W arrives in woods guarding promo passage, fortifies. Warrior enters promo and begins exploration (being careful not to step within the barb city tiles).

Turn 67 (1320 BC)

Holy cow that promo looks to have some primo resources - cows, horse, and crabs all on the eastern portion. My barb is gonna have to put himself in danger's way to explore the western side, though. I'll try to make it as safe for him as possible by stepping only in the forest squares in the city tiles. He steps in the first forest tile, reveals Scythian with three archers already - wow.

Barbs near Kara keeps approaching - I promote an archer to Drill 1 and fortify on our cows.

Move worker near Besh to gold with intention of mining.

Turn 68 (1280 BC)

Our intrepid warrior on the promo is not attacked, and continues tiptoeing around barb city in forest tiles.

Worker begins mine on gold.

Barb warrior N of Kara heads back to Besh. Barb warrior E of Kara steps closer, perhaps heading to our kara farm now?

Turn 69 (1240 BC)

Barb E of Kara pillages a road tile between Kara and the undeveloped cows to the S. Meh.

Barb near Besh steps on our rice farm. Grr, I definitely should not have promoted that archer to City Guard. Try to kill the warrior with him and... archer wins!

Kara worker->settler. Move worker one square NW to chop that forest tile next to the river (which we want to cottage eventually for the commerce bonus).

Priesthood->Writing.

Turn 70 (1200 BC)

Promotory completely explored. OMIGOD, this is a KILLER place for a city. I suggest we just inherit the barb city, it's well-situated on the coast with access to 4 resources and eventual cultural access to one more (the crabs). I hereby nominate our intrepid warrior on the promontory for a medal for outstanding bravery. I rename him 'Big Brass' in recognition of, well, his big brass ones - he's gonna have a tough time making it out alive.

Barb archer appears near promo exit, apparently having left Scythian. He'll soon have a date with destiny - our lookout in the woods. Heck, I think I'll rename him 'Destiny'. He's now a fierce Amazon Mongolian archer. :crazyeye:

Barb warrior now S of Kara. Hopefully he will expend himself on Washington's warrior, who is directly to the S of him now.

Dammit, Alex grabbed green dot. We're gonna have to go for yellow pronto.

Besh archer who defeated the barb now has another promotion (unused of course) and fortifies in town.

Kara worker begins chop.

Conclusion

http://i17.photobucket.com/albums/b79/merzbow4242/LK112/LK112-Turn1-SS1.jpg

http://i17.photobucket.com/albums/b79/merzbow4242/LK112/LK112-Turn1-SS2.jpg

Overall, a solid set of turns. Nothing too exciting.

We're gonna have to grab yellow dot ASAP with that settler. The two barb cities are both in VERY good locations, we should take them as-is. But if we don't get that copper we're in a world of hurt. It's gonna be a while either way before we can hook up that copper, so hopefully our neighbors don't grab the northern barb city with axemen before we do.

Once writing finishes and the settler is out we should chop for the Oracle. I suggest getting CoL with it, but it's up to debate - we could even pick up Theology (a more expensive tech).

(BTW how do I turn off those bloody clouds in zoomed-out view?)

BotlGnomz
Dec 06, 2005, 04:48 AM
I'm not sure about keeping the barb city.
It'd be a powerhouse, yes, but there's room for THREE good cities on that promontory, and if we keep Scythia, we can only fit the one.

Merzbow
Dec 06, 2005, 05:13 AM
I'm not sure about keeping the barb city.
It'd be a powerhouse, yes, but there's room for THREE good cities on that promontory, and if we keep Scythia, we can only fit the one.

You're sure? Production would suck on those cities due to the large number of water tiles, would the commerce make up for it in science and gold?

BeefontheBone
Dec 06, 2005, 06:31 AM
Lurker's comment: My thought on looking at that screen above was that 3 good cities will fit on that promentary, especially if there turn out to be more resources in the water between the two barb cities. Lots of water tiles doesn't seem to be as bad for cities as it was in Civ 3. The main reason I delurked, though, was this:
Argh.
I tried using eotinb's logger, but I couldn't find the log file after I finished my turns. I haven't modified any of the files provided in the latest build of it.
Grrr.
You'll know the autologger's working if you get a popup on starting a game asking you what log file to use. In order to get that far you need to edit one of eotinb's python files (notepad is fine, it's all ASCII) to make the path where it saves the log files a valid one - there's instructions in the readme. You'll probably need to clear the Civ4 cache the next time you load the game (hold shift while it's starting up, assuming you're patched to 1.09, or delete the contents of the cache folder manually).

Renata
Dec 06, 2005, 06:54 AM
Got it, but I have to play my SGOTM9 turns first. It'll be close to the whole 48.

Edit: @BG -- Those 'gems' are actually dyes; look at the tiles. A bug of some sort; I get the same thing.

LKendter
Dec 06, 2005, 04:20 PM
Signed up:
LKendter (on deck)
BotlGnomz
Afpunk
Merzbow
Renata (currently playing)

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

Win target: Domination (preferred), or conquest.

Renata
Dec 07, 2005, 08:09 PM
About to play, but there is something really squirrelly going on with my internet connection. If you don't see any post from me within about 3 hours of this one, assume my connection died.

Renata
Dec 07, 2005, 09:17 PM
I was too exhausted to keep a good turnlog -- sorry. :blush: On the plus side, my internet connection woes got sorted out.

The short and messy version:
Learned writing and pottery, built a settler and an Obelisk, and started the Oracle and another settler. Oracle is in Beshbalik -- due only one turn later than if in Karakorum and gives the capital more flexibility. We may very well need more military before that next settler though. I didn't lose any units, but have had a lot of trouble trying to get the first settler out to yellow dot. Still a couple of turns away assuming the units survive the interturn. Three barbarian units killed, I think, and both roving archers had to use their promotions (I chose drill both times).

Research is sort of randomly set to Monarchy (just finished pottery this turn). I'd love horseback riding for keshiks, but we have no horses.

Open Borders treaties signed with everybody but Montezuma. Oh, and Alex is apparently not fond of dear old George.

That's about it. Sorry for the extremely cheesy summary; I'll try to do better next time.

LKendter
Dec 08, 2005, 06:38 PM
Signed up:
LKendter (currently playing)
BotlGnomz (on deck)
Afpunk
Merzbow
Renata

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

Win target: Domination (preferred), or conquest.

LKendter
Dec 08, 2005, 08:17 PM
http://www.civfanatics.net/uploads10/LK112BC-0600.zip


875 BC
I swap to monotheism so that theology will be available if we get the Oracle.

With raging barbs in play I put an archer in the queue in front of the settler. I really don't want to be thin on military.
(IT) 2 barbs attack and die, but we are badly beat up.


800 BC
Turfan is formed at the yellow dot location.


775 BC
There are to many nearby barb cities, and the just built archer has to head north to help out. I put another archer in front of the settler.
(IT) Alexander converts to Hinduism. :dance:


725 BC
(IT) I didn't expect to actually form Judaism.


700 BC
I revolt to get organized religion for the building boast, and slavery in case we need to whip out some emergency military.


675 BC
We are researching alphabet to allow for tech trading. I hope we can fill in some of the holes once we get it.


650 BC
(IT) The oracle has been completed.
As planned we take theology for our free tech, and we will found Christianity in Beshbalik, the city that built the oracle. :crazyeye:
Beshbalik is now on a granary.


625 BC
I really hate the bug where if you hit enter by accident on many of the advisors screens the game goes to the next turn.
(IT) Washington demands we cancel our deals with the Greeks. I cannot tell I lie; I won't annoy the only civ that shares our state religion.

600 BC
I finish the 11th turn...
Karakorum also practices Christianity.

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

Summary:
The worker on the wheat needs to keep building roads to Turfan. I want that copper on-line. The additional worker being built is to have one available for red dot when the settler gets there.

We are expansive, so please get the cheap granaries built.

BotlGnomz please play 9 to fix the number of turns.

It is well defended, but I really want to take Bantu. Gems and spices would do wonders for keeping our people happy.

http://www.civfanatics.net/uploads10/LAK-1066.jpg

Signed up:
LKendter
BotlGnomz (currently playing)
Afpunk (on deck)
Merzbow
Renata

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

Win target: Domination (preferred), or conquest.

LKendter
Dec 08, 2005, 08:19 PM
The details:

Turn 80 (875 BC)
Research begun: Monotheism
Research begun: Theology
Karakorum begins: Archer
Warrior defeats (0.56/2): Barbarian Archer
Archer defeats (0.39/3): Barbarian Archer

Turn 81 (850 BC)

Turn 82 (825 BC)
Beshbalik's borders expand

Turn 83 (800 BC)
Turfan founded
Turfan begins: Barracks
Karakorum finishes: Archer
Hinduism has spread: Thermopylae (Greek Empire)

Turn 84 (775 BC)
Archer promoted: Drill I
Karakorum begins: Archer

Turn 85 (750 BC)
Karakorum begins: Worker

Turn 86 (725 BC)
Judaism founded in Turfan
Judaism has spread: Turfan
Tech learned: Monotheism

Turn 87 (700 BC)
Archer defeats (3.00/3): Barbarian Archer

Turn 88 (675 BC)
Archer promoted: Drill II
Research begun: Fishing
Research begun: Sailing
Research begun: Mathematics
Research begun: Calendar
Research begun: Alphabet
Karakorum's borders expand

Turn 89 (650 BC)
Beshbalik finishes: The Oracle

Turn 90 (625 BC)
Christianity founded in Beshbalik
Christianity has spread: Beshbalik
Tech learned: Theology
Beshbalik begins: Granary

Turn 91 (600 BC)
Christianity has spread: Karakorum

BotlGnomz
Dec 09, 2005, 03:05 AM
We've founded three religions? And we didn't even start with Mysticism! :crazyeye:
What's Montezuma been DOING?
Got it.

BotlGnomz
Dec 10, 2005, 09:15 AM
Turn 91 (600 BC)
Karakorum finishes: Worker

Turn 92 (575 BC)
User comment: Worker heads to help road to Turfan
Karakorum finishes: Settler

Turn 93 (550 BC)
Karakorum begins: Granary
Turfan finishes: Barracks

Turn 94 (525 BC)
Turfan begins: Granary
Archer defeats (1.65/3): Barbarian Warrior
Ning-hsia founded
Ning-hsia begins: Granary
Beshbalik finishes: Granary
Turfan grows: 2

Turn 95 (500 BC)
Beshbalik begins: Barracks

Turn 96 (475 BC)
Karakorum finishes: Granary

Turn 97 (450 BC)
Karakorum begins: Hindu Missionary
Karakorum grows: 6

Turn 98 (425 BC)
Beshbalik grows: 4

Turn 99 (400 BC)
User comment: Washington cancels open borders. Blech.

A worker is now improving Ning-hsia while the other continues to road to Turfan. Karakorum should get all our cities converted before we amass troops to take the two barb cities. Turfan should build a Library after the Granary. I did my math wrong and only played eight turns. Sorry :p.

LKendter
Dec 10, 2005, 10:41 AM
A worker is now improving Ning-hsia while the other continues to road to Turfan.
Well I see a major fault in the auto-logger. I am guessing Ning-hsia is the new city. This is *not* mentioned in the log. I consider this an important event.

I am started to get frustrated with over dependency on the auto-logger. An event such as Ning-hsia is formed should be reported.
If I keep feeling important detail is lost because of the auto-logger, then I will ban it for the LK series.
I feel the better use is how I am doing it, and that is as isolated post in case people need the details, not as a sole source of information.


Signed up:
LKendter (skip Dec 23 to Dec 26)
BotlGnomz
Afpunk (currently playing)
Merzbow (on deck)
Renata

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

Merzbow
Dec 10, 2005, 11:46 AM
I don't like the autologger. I always find it faster to just play in windowed mode and write my notes in a text editor on the side. I have a template file that already has 'Turn 1', 'Turn2', etc. there.

eotinb
Dec 10, 2005, 12:45 PM
Turn 94 (525 BC)
Turfan begins: Granary
Archer defeats (1.65/3): Barbarian Warrior
Ning-hsia founded
Ning-hsia begins: Granary
Beshbalik finishes: Granary
Turfan grows: 2

LK, autolog is a work in progress, so its certainly likely that there are still missing features. For instance, I can't seem to get war and peace declarations to work properly and trades are much harder than they should be. If you notice other glaring omissions, I'd appreciate some feedback as I don't read every SG in the forum. If you decide to ban it from your games, my feelings won't be hurt, but in this case the information you (rightly) expected is there (although there is a known issue where the city founded event will not display the correct name if you don't use the default name, but subsequent references to that city will be correct). And as I've said before, it was never intended to replace old-fashioned logs, just to make them easier to write by taking notes for you.

Tatran
Dec 10, 2005, 12:56 PM
(IT) Alexander converts to Hinduism. :dance:


Don't cheer too early or you will :cry:.

afpunk
Dec 10, 2005, 01:01 PM
Got it. If I happen to use the autologger, I'll do it your way LK. I probably won't get the turns done till tomorrow--I have turns to do in BGZ02 first.

LKendter
Dec 10, 2005, 01:18 PM
but in this case the information you (rightly) expected is there (although there is a known issue where the city founded event will not display the correct name if you don't use the default name, but subsequent references to that city will be correct).

Maybe it needs to be in black - I tend to skim the logs for items in black as being the important ones (same color as user comments).

afpunk
Dec 12, 2005, 09:45 AM
400BC

I move a citizen in Karakorum off of the grassland/forest and onto the grassland/cottage, and also a citizen of Beshbalik off of the plains/forest on onto the gold mine. We need to get some commerce going.

375BC

ZZZzzzZZZzzz

350BC

Beshbalik finishes barracks, starts archer. Need to start the build up, and our copper isn't hooked up yet

Turfan finishes granary, starts library, primarily for culture.

Karakorum-hindu missionary->hindu missionary

Missionary sent to Turfan first

2 archers have left Bantu. Our archer might be in trouble up there.

http://www.civfanatics.net/uploads10/LK112BARB.jpg

IBT-Alexander declare war. Ok, this will be fun. Barbs on one front, Alex on the other.

http://www.civfanatics.net/uploads10/LK112ALEXDEC.JPG

325 BC

I decide to recall our Barbarian defense (they decided to go back to Bantu), given that our cultural borders should give adequete warning of a barbarian attack, and we don't have much of a military yet.

Karakorum switches to archer

Alexander's initial invasion force is 1 archer and 1 axeman. The axeman could definitely cause hell with our terrain improvements. We need the copper hooked up.

I move one of the archers in Turfan north to defend on the hill.

300 BC

Missionary spreads hinduism to Turfan

We're going to lose Beshbalik's rice to the Axeman next turn, not much I can do yet

After the initial onslaught is fended off, I may switch to theocracy, even though we don't have every city yet. An extra promotion would be nice at this point.

275 BC

Beshbalik: Archer->Archer

As expected, the rice is pillaged. I give the new archer a strength promotion. We need to get that axeman out of here.

http://www.civfanatics.net/uploads10/LK112AXE1.jpg

http://www.civfanatics.net/uploads10/LK112AXE2.JPG

http://www.civfanatics.net/uploads10/LK112AXE3.JPG


And then the archer.

http://www.civfanatics.net/uploads10/LK112ARCH.JPG

Well, we've lost 2 units, they've lost 2 (better) units, and the initial assault is gone. Good start.

250 BC

Beshbalik archer->archer
Ning-hsia Granary->barracks
Karakorum archer->back to Hindu Missionary
Revolt to Theocracy.
3 archers are headed towards Greece

225 BC

OK, that was :smoke: Should have left that missionary finish before switching. At least we won't lose the hammers for a while. Probably a hangover from playing my last couple of games without ever getting monotheism.

200 BC

Our copper is hooked up! We can definitely take it to them now.

175 BC

Bantu archers are on the move again. We need to keep an eye on them
Greek copper is HEAVILY defended. In fact, the archer of ours may be finished.

http://www.civfanatics.net/uploads10/LK112COPPERD.JPG

IBT- We lose our archer to the beefed up phalanx. In retrospect I should've moved him to the jungle/hill instead....another :smoke: Although, I didn't expect him to have enough units that he would feel comfortable attacking with one. That's definitely the most units I've ever seen on a resource.

150 BC

Beshbalik: Archer->Axeman
Troop movement is up to you.

Notes:
Alphabet is due next turn. Keep an eye on the NW barbs. We have 2 archers outside of Thermopylae. A road from Karokorum towards Thermopylae would be a very good idea I think, up to you. Also, you might want to consider a peace treaty with Greece until we can build up a military. Again, your choice.

Besides the 2 stupid mistakes, not a bad set of turns :blush:

afpunk
Dec 12, 2005, 09:47 AM
The Details:


----------------------------New entries----------------------------
Turn 99 (400 BC)
Beshbalik's borders expand

Turn 100 (375 BC)
Karakorum finishes: Hindu Missionary
Beshbalik finishes: Barracks
Turfan finishes: Granary

Turn 101 (350 BC)
Karakorum begins: Hindu Missionary
Beshbalik begins: Archer
Turfan begins: Library
Ning-hsia grows: 2

Turn 102 (325 BC)
Archer promoted: City Garrison II
Warrior promoted: Shock
Karakorum begins: Archer
Archer promoted: City Garrison I

Turn 103 (300 BC)
Hinduism has spread: Turfan
Karakorum finishes: Archer
Beshbalik finishes: Archer
Judaism has spread: Tlatelolco (Aztec Empire)

Turn 104 (275 BC)
Beshbalik begins: Archer
Archer promoted: Combat I
Archer loses to: Greek Axeman (3.50/5)
Warrior loses to: Greek Axeman (1.55/5)
Archer defeats (2.55/3): Greek Axeman
Archer promoted: Combat I
Archer defeats (1.20/3): Greek Archer
Beshbalik finishes: Archer
Ning-hsia finishes: Granary

Turn 105 (250 BC)
Beshbalik begins: Archer
Ning-hsia begins: Barracks
Archer promoted: City Garrison I

Turn 106 (225 BC)
Karakorum begins: Archer
Judaism has spread: Texcoco (Aztec Empire)

Turn 107 (200 BC)
Ning-hsia grows: 3

Turn 108 (175 BC)
Archer promoted: Combat I
Beshbalik finishes: Archer
Archer loses to: Greek Phalanx (4.20/5)

Turn 109 (150 BC)
Beshbalik begins: Axeman

Merzbow
Dec 12, 2005, 11:15 AM
Ahh what fun. Will play tonight. Will build up a big defensive military. Initial look at the save - there's no way we're taking axeman-defended cities without cats (especially one on a hill), so an invasion is out of the question for now. Plus our economy sucks and we need to get those barb cities off our back. Here's hoping that Alex doesn't have a stack ready to march on our copper before we can get enough axemen up, otherwise it's basically game over.

Shame he declared on us, sharing our religion and all. Oh well. He'll be the first to go.

I notice that Nappy has no religion... once we get peace with Alex gonna try to convert him.

Renata
Dec 12, 2005, 11:21 AM
Pillaging could help the economy if you can manage it.

Did Alex found Hinduism, or was it someone else? Would be nice to be able to build a Hindu shrine eventually if so.

Good we're getting into it early here. Fun, fun!

afpunk
Dec 12, 2005, 11:29 AM
Right, I should mention that Thermopylae was "only" defended by 2 archers up until my last turn. That axeman is a brand new addition....he may even be the one that was previously on the copper. Regardless, this leads me to believe that while we don't have the strength for an offensive on Greece, Alex doesn't have the strength to launch an offensive on us either.

Merzbow
Dec 12, 2005, 11:56 AM
We founded Hinduism.

Have we revolted into slavery yet? Being many turns away from even our first axeman, if I see any movement toward our copper at all, gonna have to whip like a sadist.

Renata
Dec 12, 2005, 12:25 PM
Whoops, somehow I was confusing Hinduism and Buddhism. :blush:

LKendter
Dec 12, 2005, 04:45 PM
All I can say is what the???????????????
Greece declares war this early despite getting a bonus for common religion?
I am glad the RNG wasn't moody, as we could have self-destructed with that attack.

I don't like seeing reports with the weed symbol. :(


Signed up:
LKendter (skip Dec 23 to Dec 26)
BotlGnomz
Afpunk
Merzbow (currently playing)
Renata (on deck)

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

Win target: Domination (preferred), or conquest.

Merzbow
Dec 12, 2005, 10:33 PM
Turn 1:

Ouch, not looking good for us. A two-front war with barbarians and Alex with our nearest axe 6 turns away (unless I whip, which luckily I can since we're in Slavery).

I micro Besh to starve but produce that axe in 4 not 6 turns.

Micro Kara for max production also (into stagnation).

Workers will be choppers for the next few turns. Gonna chop that library in Turfan and some axes elsewhere.

Move our two archers back a square from Therm - why risk them unnecessarily right next to Therm?

Alex won't talk. Nobody wants to go to war on our behalf.

Turn 2:

Alex moves the axe in Therm east towards Turfan. Uh-oh.

Crap, those two barb archers and a barb warrior are starting to roll down.

Kara archer -> axe. Archer fortified in Kara for the time being.

Alphabet rolls in. Can we make any trades? Nah, everyone wants Alphabet. Monte is the only one without Theology, but he's annoyed with us and won't trade jack. Damn.

http://i17.photobucket.com/albums/b79/merzbow4242/LK112/LK112-Turn2-SS1.jpg

I put us on Iron Working.

Turn 3:

George wants OB. Sure.

Alex will talk but he wants a city for peace. I'm going to enjoy drinking spiced hot Mongolian rum out of your patched-up skull in about 500 years you metrosexual crapweasel.

Alex axe is 4 turns away from Turfan. All our cities are producing axemen now, but only Turfan will be able to pop a chopped axe in time. Hopefully him and our two archers will be able to hold our copper.

Turn 4:

You moron Alex... he retreats his axe left one space, bringing it BACK from the Turfan area. More evidence that this guy is just too stupid to be left swimming in the gene pool.

Barb archer pairs heads toward Besh. Besh will pop an axe next turn, he and Besh's two archers will deal with them.

Barb warrior heading down to Kara.

Turn 5:

Alex axe again appears to be coming towards Turfan, but now we'll be prepared. Axemen start popping up from many of our cities. I won't bore you with the details of their movement unless need be. I'm setting all cities to pop a second round of axes also.

Therm still has only two archers guarding it but with all bonuses they are 7.3 effective strength and have 2-3 first strikes! Definitely will wait for cats. Pillaging is a possibility, however.

Turn 6:

Take out a barb archer and the warrior. Our rice is gonna be pillaged AGAIN because I lose a promoted archer against the remaining barb at overwhelming odds to win.

OK things are looking hairy. Looks like Alex is sending two axemen and an archer to Turfan, and his stack of two phalanx and one axe has moved off his copper and is heading towards Besh.

http://i17.photobucket.com/albums/b79/merzbow4242/LK112/LK112-Turn2-SS2.jpg

Turn 7:

Alex stack in west heading for Besh. Moving spare units towards Besh to prepare.

Remaining barb archer didn't pillage our rice after all; instead, he's heading off into Alex's lands. Buh-bye.

Lots of unit movement this turn. Things are about to get bloody. All cities still on axemen. Workers have chopped what they can and are now on various improvements on those turns when they aren't hiding from enemies.

Turn 8:

Jesus Christ, we've now got THREE axemen and an archer heading for Turfan. But by the time all of them reach Turfan we should have FOUR axes of our own plus TWO archers to counter. We should win this.

Turn 9:

Damn. Our axe guarding the copper was wiped out at odds to win (wounding one of Alex's axes by only half). Turfan copper will likely be lost in two turns. I retreat the archer still on the copper to safety.

http://i17.photobucket.com/albums/b79/merzbow4242/LK112/LK112-Turn2-SS3.jpg

Good news is that I wipe out Alex's entire stack near Besh with just a loss of one axe. I was the heavy favorite to win so I didn't wait for him to attack (or potentially split up and pillage).

The bastard still won't talk peace.

Barb archer wandered back into our lands and is dispatched.

I'm thinking about sending some of Besh's axes east next turn to pillage Alex's copper now that his stack appears to be gone.

Turn 10:

Unreal. Genius Alex does NOT move any of his Turfan units onto the copper this turn, instead settling NE of Turfan! You idiot. He also breaks up his stacks in such a way that the wounded axeman is separated from its healthy fellows with just an archer for company. I take out the archer and axe. Our wounded axe will be lost next turn, but we came out ahead on this trade. If it wasn't for the exposed copper I would have just holed up in the city but every excuse we give Alex to stay away from our copper square for another turn is a win here.

Good news! Alex has seen the light and takes a straight offer for peace! Emergency over! In honor of our wounded Turfan's axeman's wild laughter in the face of almost certain death, I promote him to 'Wicked Clown', skipping right past the rank of 'Juggalo'.

To next player:

http://i17.photobucket.com/albums/b79/merzbow4242/LK112/LK112-Turn2-SS4.jpg

You've got an easy 10 turns ahead of you now, heh. Put our cities and economy back on track and shift focus into taking out those barb cities - if you think our axes can do so, then do so, but I suggest waiting for IW in 4 then producing swordsmen, keeping the axes back for defense. I think even our thrice-promoted axemen still are barely a match for those city-fortified barb archers. Remember to re-micro our cities out of stagnation and starvation!

Patch up diplomatic relations so we can trade. Believe it or not, Alex is at cautious now and willing to take OB only a turn after war - we should take it. Also see if you can convert the Napster to the Thuggish Ruggish ways of Hinduism. Keep an eye on Monte, he's PMS'd and I wouldn't be surprised if he declares soon. A good reason to keep our axes back on defense and build swordsmen for the barb cities.

Vol
Dec 12, 2005, 10:39 PM
Alex will talk but he wants a city for peace. I'm going to enjoy drinking spiced hot Mongolian rum out of your patched-up skull in about 500 years you metrosexual crapweasel.

:lol: :lol: Oh man. That is exactly the type of passion and humor more SG write-ups need. If this was a Sirian write-up, and he was so bold, he'd go ahead and give that an acronym: MSCW. :lol:

Merzbow
Dec 13, 2005, 12:10 AM
Heh, thanks. I'm just praying that when the time actually comes to cut down Ally the Grapester it's my turn. I'll give him a worthy eulogy you can bet on that.

afpunk
Dec 13, 2005, 02:00 AM
Great set of turns and a great report. :)

Move our two archers back a square from Therm - why risk them unnecessarily right next to Therm?
Yeah, during my last turn of movement, the axeman wasn't in the city, so with just the 2 archers there, there wasn't much risk in having 2 archers on the edge of their empire hidden in the forest (and that could see 2 squares away). This will certainly be a fun game, lots of action going on.

Renata
Dec 13, 2005, 06:35 AM
I got it! Easy ten turns, coming right up. (Edit: I should say, coming up within the next 48 hours, that is. I do have to work for a living. :sad: )

@Merzbow: :rotfl:

Arathorn
Dec 13, 2005, 07:34 AM
I want to echo the kudos for Merzbow's report. Great read. Thanks.

Arathorn

LKendter
Dec 13, 2005, 07:12 PM
Summary:

Signed up:
LKendter (on deck) (skip Dec 23 to Dec 26)
BotlGnomz
Afpunk
Merzbow
Renata (currently playing)

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

Win target: Domination (preferred), or conquest.

No auto-logger details are included. I am no longer going to use it in game reporting.

Renata
Dec 15, 2005, 07:16 AM
I couldn't play last night, so I need either a half-day extension or a skip.

LKendter
Dec 15, 2005, 03:06 PM
If you can play tonight that is fine, otherwise I will take it.

Renata
Dec 15, 2005, 08:41 PM
I got it done. :) Hope I didn't miss anything obvious; I'm still really new at this.

Turn 1: 100 AD
I can't believe Alex is pleased with us. Just goes to show he's nuttier than a pecan pie.

Anyway. A couple of axes finish. Karakorum has happy to spare, so is set to grow while it works on a library. Turfan gets to build a settler, since we sort of need one. Need workers, too. War really puts a crimp in a builder's style, doesn't it?

Not that our weary units get to rest much. I plan to attack Bantu by the end of my turns.

Trade monotheism for fishing with Alex, since he likes us so much. I also gift cows to Washington hoping to improve his attitude (he'd make a *great* ally when the time comes to put Alex in his place), but nothing happens. This is one of those things I have still to learn, apparently. (At least I didn't give away our only cow -- we had two.) Bump research a bit.

Turn 2: 125 AD
Hinduism spreads to Tlaxcala, yay! I smell money in the air, just as soon as our Great Prophet finishes baking in Besh. Alex wants to trade the one turn we have left on IW for all of alphabet. Umm, no. We hate you, didn't you get the memo? Ning-hsia starts a library.

Turn 3: 150 AD
We have iron right by Karakorum, and also SE of Turfan, outside our culture for now. Trade polytheism to Washington for sailing. I'm rather enjoying the benefits of our Alphabet monopoly, so I won't trade it for math, at least not yet. Monarchy next since we have grapes.

Turn 4: 175 AD
Decide to build a galley in Ning-hsia ahead of the library. Cover-promoted axeman makes mincemeat of a barb archer by Bantu. Minimal damage.

Turn 5: 200 AD
RNG is not so kind on the interturn, as another barb archer kills one of ours on defense. Boo. An axeman coming over from Ning-hsia takes revenge. Beshbalik gets in on the library push. That town needs some growth pronto.

Turn 6: 225 AD
Alex wants Open Borders -- I had thought we already had it. But at any rate, I won't argue.

Turn 7: 250 AD
Lost a turn here somewhere. Possibly not this one.

Turn 8: 275 AD
Setting up to take Bantu. Two more turns. Whip galley in Ning-hsia. The explorer in me thinks our lack of map knowledge is appalling, just appalling! :mischief: Of course, we may have to declare war on Monty to get the right to move through his territory ...

Turn 9: 300 AD
Another archer tries to make trouble near Karakorum; this one commits suicide against our cover-promoted axeman. Sorry, dude. Karakorum finishes its library and starts a worker. Iron is hooked up.

Turn 10: 325 AD
Turfan finishes its settler thanks to a forest chop, and starts a lighthouse, as the place is desperately in need of some growth. (Just ignore that player who forced the town to build a settler all turnset.)

In other news, Bantu!

http://www.civfanatics.net/uploads10/bantubattle.jpg

Notice the two French archers. Napoleon's trying to horn in on our action. I have three axemen, two with cover, but one of the two barb archers in Bantu has a couple of useful promotions, and of course the town *would* be on a hill. I have another axeman a turn away, but no guts no glory! (Or maybe to be more precise, no guts, somebody else gets the glory ...)

Anyway, the screenshot I tried to take after the attacks didn't work, but long story short: one axeman damaged to 0.8 left, a second to 0.3 left :eek:, but in the end Bantu is ours with no losses. Take that, Napoleon.

Afterturns Comments:
I left the two unused axemen by Bantu unmoved, same with the settler since I have no idea what the status of our dotmap is. I didn't check trades this turn.

We should go after Scythian ASAP, because the last thing we want is an AI poaching the site away from us. Also the horses would be terrific to have sooner rather than later.

That's about it. I'll be interested to see what the next couple of players do with techs, because this is the point at which I always get hopelessly confused. Good luck!

LKendter
Dec 15, 2005, 08:50 PM
Signed up:
LKendter (currently playing) (skip Dec 23 to Dec 26)
BotlGnomz (on deck)
Afpunk
Merzbow
Renata

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

Win target: Domination (preferred), or conquest.

Merzbow
Dec 15, 2005, 09:23 PM
Good turns... about gifting... I generally find it more predictable to gift techs. The formula seems to be something like +1 to relations for each 800 bp in techs you gift, up to +4 max.

LKendter
Dec 17, 2005, 02:19 PM
http://www.civfanatics.net/uploads10/LK112AD-0600.zip


325 AD
I am more confused by the settler sitting in Turfan, as IMHO there are no cities worth settling in the area. I am not interested in a fishing village that would need to steal the grassland from Turfan.

I am glad to see a worker under construction, as our workforce is pitiful. 5 cities and just 3 workers are really bad when a lot of tiles aren't developed. The new worker is timed perfectly as monarchy makes the wines
We have gems to connect now, and it wouldn't hurt to start building toward the dyes, silks, incense, and spices once calendar is researched.

I whip a library in Nigh-hsia so that I can start on a lighthouse for growth. While I don't like losing two pop points, working the water

I trade Greece Alphabet for Mathematics. While I agree that Greece must go long term, a friend short-term can't hurt. In addition, it brings us closer to the very useful calendar that will really let our cities growth. With how bad our relations with the Aztecs are you know another war is coming, and we might get lucky and get help from Greece.
It looks like America is the odd-man out, so I cancel open borders.

Something got screwed up as we have 312 turns left. I will play 12 to fix this.

:smoke: Why in the world do we have a worker just sitting in Beshbalik? :smoke:


375 AD
(IT) The next research project is currency so that we get more income from another trade route.

I order a revolt for hereditary rule (mp = happy) and organized religion. I really want to see more religion in our cities to let us build plenty of relatively cheap temples for happiness. We have plenty of health with our trait, and a cheap granary adding 2 more.


425 AD
I check possible trades, and I find some bad news:

http://www.civfanatics.net/uploads10/LAK-1070.jpg


Scratch 1 barbarian archer.

It may not be the perfect location, but Old Sarai is formed.

http://www.civfanatics.net/uploads10/LAK-1071.jpg

(IT) Another barbarian archer dies at Old Sarai.


450 AD
The barbaric slaughter continues at Old Sarai.


475 AD
(IT) We get a nice bonus as Christianity spreads to Bantu. It now can build a temple to expand its borders.


560 AD
How often do you still see one of these on the map this late in the game? To bad we only got experience when the unit might die next turn.

http://www.civfanatics.net/uploads10/LAK-1072.jpg


580 AD
The barbs are wimps, so I get to promote the archer and use it to destroy the archer on the wheat.



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

Summary:
Nigh-hsia is working on the Great Lighthouse. 3 of our cities are coastal cities, and the cities I want by near the barbarian city will also be coastal cities. This would do wonders for our economy.

Currency is due in 4 for a badly needed boast to our economy.

The plan for after the city is razed. We can get 2 more decent cities, and claim a lot of land toward the long-term goal of domination.

http://www.civfanatics.net/uploads10/LAK-1073.jpg


The worker by Bantu is heading toward the gems to get them on-line, and to connect Bantu to the road network.
There are several unused forests NW of Nigh-hsia. I cleared one where the worker is, but there are more to clear. We can use the extra shields.

Despite my building military I still feel we are weak. War *will* come with the Aztecs, and we need more military around Turfan.


Signed up:
LKendter (skip Dec 23 to Dec 26)
BotlGnomz (currently playing)
Afpunk (on deck)
Merzbow
Renata

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

Win target: Domination (preferred), or conquest.

We should avoid trading with Washington, as he appears to be the odd man out this game.

No auto-logger details are included. I am no longer going to use it in game reporting.

Merzbow
Dec 17, 2005, 04:31 PM
Ouch, that barb city has walls now. We need cats badly, after currency comes trade for it perhaps or research it.

The sleeping worker was my fault, I slept him in Besh because he couldn't escape with barbs attacking from the south and Alex's stack from the east. Should have noted this for the next player.

LKendter
Dec 17, 2005, 05:02 PM
Ouch, that barb city has walls now. We need cats badly, after currency comes trade for it perhaps or research it.
We are at almost even odds to attack now. One or two more axeman should to the trick.


The sleeping worker was my fault, I slept him in Besh because he couldn't escape with barbs attacking from the south and Alex's stack from the east. Should have noted this for the next player.
Ouch - over 10 turns of idle worker...

Renata
Dec 17, 2005, 09:17 PM
Ow, indeed. I can't believe I didn't notice that. :(

Re: the settler in Turfan -- I built it there; it had just completed. IIRC, Turfan was only making one excess food per turn anyway at the time, so I figured that would be a good time to get a settler built, since it had the hammers to do it in a reasonable number of turns. Even excepting the Scythian peninsula and its resources, we still had a couple of good spots for cities close enough to the capital to have low maintenance costs.

LKendter
Dec 19, 2005, 05:42 PM
Signed up:
LKendter (skip Dec 23 to Dec 26)
BotlGnomz (skipped - must reconfirmed)
Afpunk (currently playing)
Merzbow (on deck)
Renata

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

Win target: Domination (preferred), or conquest.

We should avoid trading with Washington, as he appears to be the odd man out this game.

afpunk
Dec 19, 2005, 08:28 PM
I have it. I have two games to play, but my turns should be done by tomorrow.

Renata
Dec 20, 2005, 06:26 AM
I'll be away a few days over Christmas, but I'm not sure which ones yet. I'll let you all know once I do. Cheers!

afpunk
Dec 20, 2005, 10:53 AM
600AD

Checking over everything, we look pretty well set. Hopefully we will get the Great Lighthouse, as we have a number of coastal cities now, and 2 more in our near future.

620AD

Karakorum: Swordsman->Archer(Defense for one of our pending cities.)
Mahavira (Great Prophet) is born in Beshbalik. Given our economy, and the fact that Greece is also Hindu, I move him to Karakorum to build the Hindu Shrine. I hope this isn't stepping on any toes.
Hinduism spreads to Beshbalik.

IBT
I have an odd crash, which has never happened on a standard or smaller map. Interesting, good thing I autosave every turn. Autosave loads just fine...

640AD
Karakorum: Archer->Settler
Hindu Shrine built in Karakorum, immediately yielding 7gpt
Turfan: Granary->Swordsman


660AD
The Scythian assault is underway!
As expected, our first 2 axeman are cut down under a slew of arrows. However, The second wave was successful, and the city falls! Not only do we get a nice chunk of cash, but, more importantly, we get two workers as well. The peninsula is now open to our settlers.

680AD
Currency comes in. I check the tech trade screen to see if we can get anything interesting. Also, I notice Alex has Calender and not Currency. He will give us all of his gold (170) for a tech that costs 70 beakers more. It seems well worth it, so I take it. The next tech is a hard choice, to be sure. We will soon have horses, so horseback riding might be helpful for our UU. But by the time we actually have them, they may be obsolete, except for pillaging purposes. Other choices include Meditation, Literature, Metal Casting, Code of Laws, Construction, Drama, Feudalism, and Compass. I can see a good argument for many of these. After swtiching back and forth between a few of them, I settle on Construction. Whether we declare war on the Aztecs (or someone else), or have it declared on us, Catapults will be essential for city capturing.

Beshbalik: Axeman->Swordsman, as the military buildup continues

Our city razing axeman pillages the ruins before going to boost our eastern borders.
A barb swordsman is approaching from the north. One of our axeman is nearby to intercept.

Although we are still in the red, our gold from Alex and razing Scythia give us a nice surplus, and I turn up research to 90%, at least for now.

700AD

Napolean converts to Confucianism

IBT

The incoming Barbarian swordsman dies attacking our fortified axeman on a jungle hill (duh!). It appears as if there's a city to the north

720AD

Karakorum: Settler->Settler
Bantu: Granary->Library

740AD

Old Sarai: Granary->Library

IBT

Alex cancels Open Borders....looks like he switched to Buddhism. We're back to being surrounded by enemies.

760AD

New Sarai founded on the blue dot, starts on a granary.

780AD
Beshbalik: Swordsman->Spearman

http://www.civfanatics.net/uploads10/LK112greatlighthouse.JPG

800AD
Turfan: Swordsman->Axeman
Ning-sha:Great Lighthouse->Galley

Notes
There is a Barb city along the coast to the north. Given that Alex and Monty are both Annoyed at us, and they're both aggressive, I decided not to divert any military to check it out. However, the axeman that beat the barb swordsman a couple turns ago is fortified nearby, healing. He should be finished now and could venture that way if desired. Our other settler for the peninsula is due next turn. I think it may be advisable to head towards Greece or the Aztecs sooner rather than later, after a few cats are built. Its always better to choose the battlefield. Also, I recommend a market next in Karakorum, since it has the income from the shrine. Good luck!.

Sorry there aren't more pics, I swear I took more, but they just didn't save apparently. It may be for the best, I'm stuck on dial up for the holiday and a huge array of pictures would take quite a while. :)

Merzbow
Dec 20, 2005, 11:56 AM
Got it. Looks like the time for war is coming nigh. I'll start building up a force, which should be ready for the next player. Cats and axemen, a few swordsmen. Alex should be first since we're more 'intimate' neighbors with him. We're gonna need courthouses bad to take cities so CoL will be next. After that I think we want longbowmen, knights and macemen.

LKendter
Dec 20, 2005, 04:39 PM
With Greece changing religions against us we need to push military like crazy.

I agree that we need Code of Laws ASAP. I almost lost Epic1 due to taking to long to get courthouses on-line. Please make this the number one target for technology. I don't want to suffer with 20% science ever again.
Now the question is are there any nice wonders to grab?

Signed up:
LKendter (skip Dec 23 to Dec 26)
BotlGnomz (skipped - must reconfirmed)
Afpunk
Merzbow (currently playing)
Renata (on deck)

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

Win target: Domination (preferred), or conquest.

We should avoid trading with Washington, as he appears to be the odd man out this game.

No auto-logger details are included. I am no longer going to use it in game reporting.

Merzbow
Dec 20, 2005, 10:32 PM
Turn 1:

1 turn to Construction, check.

Financial situation kinda sucks, we've got a bunch of cash but on heavy deficit research. Gonna try for more cottages. Ning should have been working cottages on those two +2 food tiles before the water tiles. The peninsula cities are gonna be ass for production but good for commerce long-term.

I wish we could convert to Buddhism to improve our diplomatic situation, but we have no Buddhist cities. Who wants to go kidnap some Shaolin Monks? :ninja: I would really have liked OB with Alex so I could scout him out beforehand. Specifically I wanted to know if that copper mine is his only source; if so, an early pillage would be a goal.

Here's the power chart:

http://i17.photobucket.com/albums/b79/merzbow4242/LK112/Turn03/Civ4ScreenShot0001.jpg

Even though Nappy is by far the weakest civ, I still think Alex should be our first target because he's way ahead of the others in techs and we face a clear danger of him stabbing us in the back while we're occupied with Nappy or Monte. By the time we attack we should be a good 30% greater than Alex on this chart.

I have no idea why we're building another galley in Ning, it's useless without OB from Monte. But wait, I can remedy that I think. We're so far ahead of Monte in techs why not gift him some for better relations (and more security while we go after Alex). Let's try Calender.

We got +1 but he's still Annoyed. Give him Monarchy! +2 but still Annoyed, damn. I'm pretty sure +3 or +4 will get us OB but I'm not willing to give him Theology, Currency, or Alphabet yet (our 3 remaining techs). But the +2 will stay so we can continue this later, and we might have bought ourselves a little insurance. In the meantime I veto the second galley and put Ning on units.

Strategy... I anticipate a two-pronged approach to attacking Alex. A bigger stack that will push up from Turfan towards his main empire, and a smaller stack from Besh that will take Therm and the copper mine. We can ignore Delphi until after we take his capital. So as I build units I'm going to allocate them to these two stack locations accordingly.

I'm going to scout out the copper mine ASAP, if lightly defended I'll put two axes nearby so we can take it first turn of the war.

I switch us to Theocracy for war-footing. Anarchy rest of turn.

Turn 2:

Bantu should be working the gold mine. It slows growth, but the extra cash is mint.

Besh has the potential to be a great production city with all those hills. Gonna mine the hills and farm the other tiles.

Turn 3:

Delphi is revolting. :D We may not even have to take it with troops. I guess Alex's own people hate the sight of his leering piehole almost as much as we do:

http://i17.photobucket.com/albums/b79/merzbow4242/LK112/Turn03/Civ4ScreenShot0002.jpg

I put New Sarai on lighthouse instead of granary. We need to Hinduize this city for a cultural expansion.

Construction -> CoL. Our tech rate is pretty good, only 5 turns.

Karo pops settler. I send him over to our last spot on the peninsula. I intend to build a monastery but notice we don't have the tech (sigh). I deviate from CoL to Meditation, 1 turn, and put Karo on cat for now.

Turn 4:

Meditation -> CoL.

Turn 5:

Our scouting axeman can no longer see Alex's copper due to a cultural expansion. Bah.

Samarqand is founded, put on lighthouse.

Turn 6:

Kara cat -> monastery. We'll need missionaries to convert our peninsula cities and any cities we capture to our state religion.

Other cities mostly units -> units.

Alex has fallen to equality with us on the power graph but is falling behind in tech.

Turn 7:

:sleep:

Turn 8:

:sleep:

Turn 9:

CoL comes in, what next? We have a bunch of choices.

We can go Compass for harbors, but with us having OB with virtually no one I'm not so sure trade routes will be worth much.

Literature for Heroic Epic or Great Library. Nah.

Metal Casting or Feudalism? Our production is good so I don't think we need forges yet. We could use Longbowmen and Vassalage though, and I think soon we'll be able to trade for MC, so I pick Feudalism. We could also pick Civil Service for Macemen but I want Longbowmen first seeing as how our axes and swords are gonna be just fine with our cats.

Sarai library -> lighthouse. It has the potential for decent production (mine that second hill eventually), but needs food before we go barracks and units.

Turn 10:

Kara monastery -> missionary.

I trade Nappy CoL for Horseback Riding (since we have horses). He still doesn't have Alphabet!

Turn 11:

I dislike giving away saves at the beginning of a turn instead of the end, so I'm gonna play to the end of this turn. Beginning turn saves are bad because you're not giving the next player a full turn - many times there are non-dismissable dialogs that come up at the start, like AI demands, etc.

To next player:

Here are pictures of our two stacks. We have 3 cities now pumping out military non-stop. Right now they are all on cats, after those pop give it another round of axes/swords then consider attacking. Don't bother attacking Delphi until the end, it will flip to us. It's 0% Greek right now. Also don't bother building horse archers, Alex's phalanx makes them obsolete. (Now that I think about it I wonder why I even bothered trading for it. Oh well).

http://i17.photobucket.com/albums/b79/merzbow4242/LK112/Turn03/Civ4ScreenShot0003.jpg

http://i17.photobucket.com/albums/b79/merzbow4242/LK112/Turn03/Civ4ScreenShot0004.jpg

Spread missionaries to our three unconverted cities. This will give the peninsula cities +1 to culture each turn, so we don't need libraries there yet. Let those lighthouses finish, we need them to work the water squares.

We're down to 60% research, but this should improve as our cottages grow. We should be fine to take Alex, but after that we need to throw down courthouses like mad.

http://i17.photobucket.com/albums/b79/merzbow4242/LK112/Turn03/Civ4ScreenShot0005.jpg

Renata
Dec 21, 2005, 11:49 AM
You gotta love Beshbalik's cultural borders. :p

Got it.

LKendter
Dec 21, 2005, 03:07 PM
Signed up:
LKendter (on deck) (skip Dec 23 to Dec 26)
BotlGnomz (skipped - heading to dropped, needs to reconfirm)
Afpunk
Merzbow
Renata (currently playing)

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

Win target: Domination (preferred), or conquest.

We should avoid trading with Washington, as he appears to be the odd man out this game.

afpunk
Dec 22, 2005, 03:04 PM
If I come up before Monday, I'll need a skip. Merry Christmas to all who celebrate it, and for those who don't, I hope the next few days rock anyway :band:

LKendter
Dec 22, 2005, 04:06 PM
LKendter (on deck) (skip Dec 23 to Dec 26)
BotlGnomz (skipped - heading to dropped, needs to reconfirm)
Afpunk (skip until Dec 26)
Merzbow
Renata (currently playing)

LKendter
Dec 22, 2005, 07:14 PM
I took a lot at the 1000 AD save. Out cities support a base health of 8. We have two of the three foods for our cheap granaries quickly taking us to 10 health. We really should be emphasizing city growth. Samarqand should be working the grassland. We will probably get the lighthouse almost as soon, and once we put a cottage we are way ahead of the game.

Renata
Dec 23, 2005, 06:55 PM
Well, I was supposed to play by today, but given the way my day has gone and given that nobody else can play until after the holidays anyway --- meh, I'll play tomorrow morning.

Cheers, guys. :)

Renata
Dec 24, 2005, 07:47 AM
:mad: Stoopid once-per-24-hours forum ad ate my write-up. I don't have time to type it all out again. :mad:

The short version:

Religion spread as requested. Some courthouses started, although one or two of them may need to shift back to military as needs require.

Athens captured! No losses, at that: three axes did for the archers, and swordsmen took out the phalanx and chariot. There hasn't been much counterattack.

The Thermopylae attack was delayed due to too few attackers in that stack. I have the city pinned down and isolated with its defense at 0%, but the earliest an attack would be practical is next turn. The axeman from that stack is ready to pillage the copper.

Monty has a war elephant near our borders; I suggest we get a few spears into the build queues, and maybe upgrade an archer at Turfan. Feudalism came in last turn; we're on Metal Casting now.

Have fun, whoever winds up playing next.

Merry Christmas.

LKendter
Dec 24, 2005, 10:52 AM
Some courthouses started, although one or two of them may need to shift back to military as needs require. With starting to gain Greek cities, we will need these courthouses. If not, our economy may collapse due to city maintenance costs.

Signed up:
LKendter (skip Dec 23 to Dec 26)
Afpunk (skip until Dec 26)
Merzbow (currently playing?) If you can play, then we can do a quick 2 person round. If not, then game is on hold until late Dec 26 when I have access to a computer that can play civ. The machine I am on get only get to the Internet.
Renata (on deck)

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

Win target: Domination (preferred), or conquest.

We should avoid trading with Washington, as he appears to be the odd man out this game.

Merzbow
Dec 24, 2005, 12:29 PM
I can play, but I want to confirm first that we want to use the patch. I think we should, it seems most other SGs are doing so (and I've already patched anyways).

Merzbow
Dec 25, 2005, 09:16 AM
Looks like people might be AFK until tomorrow before we can resolve the patch issue, in which case we can just proceed with the normal roster if LK or Afpunk can play. Anyways I took a look at the save and have these comments:

Almost all our cities are on courthouses with many turns left, in the middle of a war :blush:. Not a good idea; we're only at the halfway point in this war and in addition face the constant threat of war with Monte who's equal to us on the power graph. I would have no more than two of our core cities on improvements at any given time (courthouses, forges, etc.) but the rest need to be on constant units. Of course all newly captured cities should go on courthouse immediately.

Military strategy: The units we have in the field might be enough to finish up Alex. But continuing with that will leave us COMPLETELY undefended in the south against Monte. I propose continuing to push on Alex with those units, but take all of our near-term military production and use it to build up a decent-sized army near Turfan (mostly spears). I don't see value in actually attacking Monte until we've first mopped up our side of the continent - that means Alex, Nappy, and Washington, because they are significantly weaker and because geographically it gives us a good compact easily defendable empire. But at all times we need to keep an army near Turfan big enough to hold off Monte until peace can be declared (I see this happening several times). We'll leave him until the end to beat down.

LKendter
Dec 25, 2005, 09:30 AM
Looks like people might be AFK until tomorrow before we can resolve the patch issue, in which case we can just proceed with the normal roster if LK or Afpunk can play.
We are upgrading to 1.52, and I already did so on the PC that can play Civ4.
I won't have Civ4 access until late tomorrow.


Without looking at the game I can't comment on the military and build comments.

Merzbow
Dec 25, 2005, 02:34 PM
Let's just wait for the normal roster then given that it's only 24 hours. Merry Xmas guys.

Renata
Dec 26, 2005, 03:25 PM
I thought I only put three or four cities on courthouses :confused: Might've gotten a little overenthusiastic, though. At any rate, I'm pretty certain I left the capital and Beshbalik on military, and probably one more should be switched back. (Old Sarai, maybe; I think it's closest to the capital after Besh.) We still have slavery, right? A couple towns might be candidates to whip courthouses -- check what tiles would be lost.

Re: patch -- I still want to play this GOTM, which is on 1.09. But I can run a dual install if necessary, so don't skip patching for my sake. If we continue with the normal roster I'll almost certainly be done by the time my turn comes back around anyway.

LKendter
Dec 27, 2005, 10:20 PM
http://www.civfanatics.net/uploads10/LK112AD-1200.zip


1100 AD
This is the worst I have seen a game for relationships. We don't have a friend on the map. The best relationship we have is a zero. That is a very scary way to run an empire. The good news is we have a rarity in being #1 is solders.

I revolt and switch our civics to vassalage and organized religion. We still get +2 in experience, but we don't suffer the serious penalty of only being able to spread our own religion.
(IT) Napoleon comes and offers silk for wheat. I take the deal manly to help our relations.


1110 AD
I pillage the copper to insure Greece has a problem building better units.

This attack did cause us to lose a swordsman and 2 suicide catapults.

http://www.civfanatics.net/uploads10/LAK-1077.jpg


I whip a lighthouse in New Sarai and Samarqand. These cities were stuck with very slow growth until the lighthouses arrived.


1150 AD
It cost 2 suicide catapults and a axeman, but:

http://www.civfanatics.net/uploads10/LAK-1078.jpg


(IT) After staring at the available techs, I finally pick machinery to head to engineering. With psycho Monty around I really like the idea of extra road movement and pikes.


1160 AD
More catapults die, but Greece continues to get hammered:

http://www.civfanatics.net/uploads10/LAK-1079.jpg


The decision may not be popular, but I dial up Greece and sign a peace treaty gaining literature. They still have 3 cities left, and I have no idea where two of them are. I think taking more Greek cities will overextend our empire. We need time to rebuild troops and the economy.

I whip Athens heavily to get a temple. We need to start building Greek culture in that city. I also want the ivory and wheat inside our borders.


1190 AD
Lee the cruel strikes again in Athens, and 2 more citizens die for a Jewish Monastery.
Thermopylae is whipped x2 for a Hindu temple.


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

Summary:
We need to get a few more missionaries to our captured cities. We lack Hinduism in several former Greek cities.

We still need a lot of military, as our backlines are weekly defended.
I built a few more workers, but IMHO we are still short.

With all the new cities we picked up we really need some work on the economy. Courthouses are badly needed. I would love to be able to build the FP.

We have a good start toward domination. Several towns are still waiting to expand borders. I think the next target need to be the psycho.


Signed up:
LKendter
Afpunk (currently playing)
Merzbow (on deck)
Renata

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

Win target: Domination (preferred), or conquest.

We should avoid trading with Washington, as he appears to be the odd man out this game.

Renata
Dec 28, 2005, 10:26 AM
Three more cities, whee! And no funny business from Monty yet, happily.

Merzbow
Dec 28, 2005, 04:06 PM
:whipped:
:whipped:
:whipped:
:whipped:

No problem with stopping the war with Alex at this point, he can be mopped up whenever. Monte's as good a target as any I suppose. If we march in with a billion pikemen he'll be impotent.

afpunk
Dec 28, 2005, 07:09 PM
1200AD

I look over all the cities, make a few minor adjustments (Such as a grass/forest to a grass/cottage, and end turn.) Boy, our empire sure has grown since I last had turns. :)

1210AD
Beshbalik: Hindu Missionary->Hindu Missionary
Turfan: Keshik->Keshik

1220AD
Karakorum: Forge->Courthouse
Sparta: End of resistance->library
Missionary spreads Hinduism in Delphi

1230AD
Machinery comes in, start towards engineering.
Old Sarai: Barracks->Forge

1240AD
Bantu:Worker->Barracks

1250AD
Beshbalik: Hindu Missionary->Hindu Missionary
Ning-Sha: Courthouse->Forge
New Sarai: Hindu Temple->Courthouse


1270AD
Turfan: Keshik->Forge
Hindu Missionary fails to spread our religion in Athens, ugh.

Library whipped in Sparta--it needs some culture
Courthouse whipped in New Sarai

1280AD
Karakorum: Courthouse->Market
New Sarai: Courthouse->Granary
Sparta: Library->Barracks

Great Merchant is born in Ning-Sha. I'm not sure what to do with him. A trade mission would help a great deal at this point, however our only open borders are with the French. I'll move him in that direction in any case. He could also be used as a super specialist. +1 food and +6 gold (+modifiers) is nothing to scoff at. He could also discover paper. It will be up to the next player to make the final decision.

1290AD
Beshbalik: Hindu Missionary->Hindu Missionary
New Sarai: Granary->Library

1300AD
Bantu: Barracks->Forge

Well, my job was to consolidate after the war, and set up for a future action against the Aztecs. Our costs have gone done considerably since I began my turns, but we are still running at a big deficit at 60% research. If the Great Merchant can find a good place to conduct a trade mission in France, this won't be too much of a problem. An overview of our finances. I hate to say it, but what I wouldn't give to be an organized civ right now ;)
http://www.civfanatics.net/uploads10/LK112finance.JPG

As soon as we get the war machine going, we will have a steady income from city captures. That is something to keep in mind.

Our army is for the most part outdated, we need to upgrade a few units if at all possible (with the newest patch, outdated units are much, much weaker.)

After a couple economy boosting buildings are completed, I'd recommend going full out military again, and take it to the Aztecs.

Engineering is due in 3.

New Sarai is a slave master's dream. The whip should be brought out there quite often.

I expect the next leader or the one after to declare on the Aztecs. Remember that they seem to have captured the former barb city in the northwest.

http://www.civfanatics.net/uploads10/LK112NWaztec.JPG

Good luck with the warmongering!

LKendter
Dec 28, 2005, 08:36 PM
Signed up:
LKendter
Afpunk
Merzbow (currently playing)
Renata (on deck)

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

Win target: Domination (preferred), or conquest.

We should avoid trading with Washington, as he appears to be the odd man out this game.

Merzbow
Dec 28, 2005, 11:06 PM
Turn 1:

OK so Monte is next, but we also have infrastructure needs to take care of. I'll try to build up a stack near Turfan while improving our economy. Certainly I'm not going to declare during these ten turns.

I notice Monte has a settler pair that he's probably going to place in those few unused tiles near Turfan. Anyone else think that the sickly green glow that surrounds the Aztec empire is a perfectly accurate reflection of Montezuma's own corrupt desires:

http://i17.photobucket.com/albums/b79/merzbow4242/LK112/Turn04/Civ4ScreenShot0000.jpg

Alex's former cities need Hinduism.

Why in William Shatner's name is Samarq building a temple? :smoke: I put it on granary for faster growth (these sea tile towns always have a food surplus but always a small one, so they grow slowly).

Thermop should build a courthouse before library... I change it. Also it should probably not build a library at all until WAY in the future. Instead we should focus it on production... once that copper tile is mined and some of the other hills mined and milled it will be great as a unit pump.

JHC on a popsicle stick we have 15 workers, cool.

I'm going to send the great merchant to Nappy to see if we can get decent gold from any of his cities. If not, I'll probably use it to discover Paper.

Bantu is a promising city but needs hammers... gonna mine those hills.

Athens has enormous potential as a GP factory because of its food surplus. I strongly think that each empire should have a GP factory even if you aren't playing culture - priests, scientists, merchants, engineers are all useful. I'll focus it in that direction. It has only fair-to-middling potential for production.

We have no cities building military... I'd object but we're not in a war, are still on top of the power graph, and need this infrastructure. I'll let these buildings finish then focus some cities on units.

Alex demands we convert to Buddhism. I demand that he go have relations with a large hairy.. err I need not go on. Neither of us leaves satisfied:

http://i17.photobucket.com/albums/b79/merzbow4242/LK112/Turn04/Civ4ScreenShot0001.jpg

Turn 2:

:sleep:

Turn 3:

Engineering learned, what next? Macemen for popping longbows! I choose Civil Service.

Building Colossus in Old Sarai, only 10 turns and we have a bunch of water cities.

Ack, we really need courthouses everywhere now. But we need military also; we should have a third of our cities on military at any given time. We should shift production among cities as buildings and units finish in order to spread the love.

In particular, Besh needs forge and courthouse and Kara needs Heroic Epic (since it's tops in production). But for now I put them on military until other cities come online again.

Turn 4:

:sleep:

Turn 5:

I use the merchant to grab 900 gold from Paris. Not spectacular but better than I thought we'd get given our map. Will be good for future upgrades and 'emergencies'. Of course we all know that C.R.E.A.M:

http://i17.photobucket.com/albums/b79/merzbow4242/LK112/Turn04/cream_chess_front.jpg

Guys, I think we should make a concerted effort to improve relations with Nappy and Washington, and between them. They could serve as valuable allies while we beat on Monte and Alex (again). The biggest obstacle here is that Nappy hates Washington solely because of differing religion.

There doesn't seem to be an easy solution here because taking OB with Washington with an eye toward converting him to Hinduism might hurt us with Nappy. But I don't see an alternative. Also having OB with the guy who cannot lie would be VERY useful for scouting out the edges of Monte's empire. Therefore I go ahead and sign OB. Our information about Monte's land is horrible and if for this reason only we need to do this.

Turn 6:

:sleep:

Turn 7:

What kind of crack am I smoking today... built a scout but accidently give him two HILL promotions instead of woodsman. Oh well. I send him to scout Washington's land, specifically to get a peek at the Aztecs.

I put one worker with absolutely nothing to do on auto-build trade network (harmless).

Delphi is under some mean cultural pressure so we're basically forced to build a bunch of culture stuff there rather than military. Once we get a border expansion to the NE we can refocus it.

Turn 8:

We get civil service. Yay macemen! Tough decision about what to do next... we can try to grab for Liberalism, or go for Guilds for knights. But jumbos are almost as good, and macemen are going to be our primary ass-kickers anyways, so I go for Paper. A cheap tech needed for the Liberalism path but also useful for map trading.

Turn 9:

:sleep:

Turn 10:

Nappy asks us to turn Christian. Dammit. I of course turn him down. He's now Annoyed. We should SERIOUSLY consider going after this arseclown first before Monte. I can see the Pyramids sitting right there in Paris, ripe for the taking:

http://i17.photobucket.com/albums/b79/merzbow4242/LK112/Turn04/Civ4ScreenShot0003.jpg

And he's definitely weaker than Monte:

http://i17.photobucket.com/albums/b79/merzbow4242/LK112/Turn04/Civ4ScreenShot0002.jpg

Also would remove a bunch of cultural pressure from our cities.

To next player:

Continue to improve our economy. Keep those cottages worked and built where the tiles can sustain them - they are key. I still like the idea of Athens being a Great Person factory. I suggest building a library there and then the National Epic (right now I have it on barracks because it's so cheap and because all our cities that can muster more than half a dozen shields should be able to serve as emergency backup for building military).

Try to keep at least a third of our empire on military. I'd call it a toss-up on whether to focus on Nappy or Monte. However, I don't see us going to war for at least 15-20 more turns. We'll need stacks consisting of many macemen, pikemen, jumbos, and cats.

LKendter
Dec 29, 2005, 06:56 AM
I put one worker with absolutely nothing to do on auto-build trade network (harmless).

Worker automation is prohibited in the LK series.
Will the next play please locate this worker and kill it - thanks.

Renata
Dec 29, 2005, 07:20 AM
Worker automation is prohibited in the LK series.
Will the next play please locate this worker and kill it - thanks.

The penalty for getting automated is DEATH?? :eek: Poor, poor worker. :(

:mischief:

Got it, but didn't I just play yesterday? You guys are too fast for me. :)

Merzbow
Dec 29, 2005, 11:56 AM
Oops, forgot about that. Sentence him to 'abeyance' (fans of the La Femme Nikita TV series will know what I mean) and have him build roads all near Monte's border perhaps...

LKendter
Dec 29, 2005, 02:42 PM
Signed up:
LKendter (on deck)
Afpunk
Merzbow
Renata (currently playing)

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

Win target: Domination (preferred), or conquest.

LKendter
Dec 31, 2005, 08:12 AM
Signed up:
LKendter (on deck)
Afpunk
Merzbow
Renata (currently playing) :scan: At 48 hour limit :scan:

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

Win target: Domination (preferred), or conquest.

Renata
Dec 31, 2005, 08:45 AM
Skip please. I had problems with 1.52, had to install twice, had a crash first time I tried to load the save, then another crash two turns in when I forgot to turn off wonder movies and the Colossus finished. My hard drive took five minutes to stop paging and I have to go fix the virtual memory and run a defrag. I'm out of time -- going away for the weekend and have to get ready.

Nothing important happened in the two turns except that Napoleon cancelled his deals and I traded theology to Washington for compass and a WM when paper finished. I intended to go to Optics next to scout out the Aztec coast, then philosophy (toward liberalism). It's not worth uploading an autosave that covers all of a turn and a half, though, so I won't. Next player can do what he wants.

I'll be back Monday. I'm a bit frustrated; sorry for the lack of turns.

LKendter
Dec 31, 2005, 10:47 AM
Signed up:
LKendter (currently playing)
Afpunk (on deck)
Merzbow
Renata

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

Win target: Domination (preferred), or conquest.

LKendter
Dec 31, 2005, 09:24 PM
http://www.civfanatics.net/uploads10/LK112AD-1500.zip


1400 AD
Beshbalik doesn't suffer from a potential food shortage, so I cancel the windmill in favor of a mine. I personally don't like windmills unless the city is marginal for food.

I give Washington theology for compass and $20.

We really need more culture in the former Greek cities. The citizens are converting to Mongolian to slow for my taste.

I still am whip happy, and the courthouse is whipped in Sparta.

These will be 10 builder turns unless I am forced to do otherwise. We have to many rear cities with just one unit, and that is an obsolete archer.
(IT) This isn't a good sign. Napoleon cancels open borders and wheat for silk.


1410 AD
I ship wheat to crazy Monty for $4/turn.
I ship spices to Washington for $5/turn.
(IT) Research is completed on paper. I start on drama to let us build cheap theaters along the borders.


1420 AD
I get updated maps from America. No one else likes us enough to trade maps. :(
(IT) It won't last long, but we complete the colossus.


1430 AD
(IT) The next research target is divine right. I am really interested in the associated wonders more then founding another religion.


1450 AD
It looks like America may become our favorite trading partner. I trade them paper to get optics.


1470 AD
How do one of these still exist this late in the game?

http://www.civfanatics.net/uploads10/LAK-1085.jpg


1480 AD
Tabriz is formed. If you are wondering where it is:

http://www.civfanatics.net/uploads10/LAK-1086.jpg


In case you are wondering why I built it. The red lines are the only tiles that overlap another city. It will be near Athens where am I building the FP. The white circle will be farmed soon so that the city can grow. The 2 blue cities are high commerce tiles that were being wasted. Once we bring water along the yellow line this city will pick up a ton of shields from all of the hills.

http://www.civfanatics.net/uploads10/LAK-1087.jpg


Can someone explain why a granary in Tabriz need 30 shields, but one in a former Greek city needs 60?
(IT) Our newly built city already celebrates the Hindu ways. :)
Fate is weird sometimes. We discover a new source of iron on the exact tile I stopped the windmill from being built on. This is one of the reasons I dislike windmills except by food poor towns.

http://www.civfanatics.net/uploads10/LAK-1088.jpg


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


Summary:
I spent a lot of worker actions completing missing roads on our developed tiles. While roads don't give +1 trade like civ3, there are still very useful in war for unit movement.

Washington may turn out to be our best friend this game. I would like to start sending missionaries his way and get him to convert.

Divine right completes in 3 turns, and the Hindu temple completes in Karakorum in 3 turns. This sets us up perfectly to build the Spiral Minaret.

Our first missionary is heading toward America. Keep them coming, and lets home America will convert at some point. I would like to have at least on friend.

I improve the military backline cities around Old Sarai. Bantu still needs a lot of help with the nearby Aztec cities. I would hate to see our gems and spices pillaged during a war. I want to keep building up military, as we will need another war at some point to continue the goal of domination. The only question is France or the Aztecs next.


Signed up:
LKendter
Afpunk (currently playing)
Merzbow (on deck)
Renata

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

Win target: Domination (preferred), or conquest.

Merzbow
Jan 01, 2006, 12:16 AM
I say Nappy because he's still weaker than Monte, and he has a much larger border with us, so a backstab from Nappy would be much harder to counter than a backstab from Monte.

LKendter
Jan 01, 2006, 08:06 AM
I say Nappy because he's still weaker than Monte, and he has a much larger border with us, so a back stab from Nappy would be much harder to counter than a back stab from Monte.

That is a good point. I would overstock the two cities along the Aztec border as a safety measure. We can then stock Bantu heavy as that would help with the Aztecs and French. I don't like having 2 happy resources at the edge of our empire that aren't well protects. We have the health and happiness to get a large cities, and don't want to screw it up.

Tatran
Jan 01, 2006, 08:24 AM
Can someone explain why a granary in Tabriz need 30 shields, but one in a former Greek city needs 60?

Sounds weird,but maybe it has something to do with the majority of the
original population (Greek) in that city.I almost never capture enemy cities,
razing is better.

afpunk
Jan 01, 2006, 07:49 PM
I've got it. I should have the turns done late tonight or early tomorrow. I'll see what I can do about setting up/attacking Napoleon.

afpunk
Jan 02, 2006, 02:34 PM
1515AD

Divine Right comes in. New Sarai is the home of Islam. I go for guilds next. Having knights will be quite useful. Karokarum starts on the Spiral Minaret.

1540AD
Guilds come in. I go for Gunpowder next. Having musketmen for defense on the warpath will be very handy.

Summary:
I spent a lot of my turn buliding some infrastructure, including harbors on most of our coastal cities. They have 4 trade routes each, so with even just basic trade routes, these give 4 more commerce to each city already. Since we get them cheap, there's really no reason not to. We also have roads heading towards the heart of France now. I haven't dealt with manipulating troop movement yet, but if France is indeed the target, I would work on getting the army towards their border.

We have a caravel now. Use him to explore a bit in enemy waters.

Only 4 American cities don't have Hinduism: New York, Los Angeles, Atlanta, and the newly founded Houston. As such, Washington has converted to Hinduism on his last turn! He is now pleased with us.

http://www.civfanatics.net/uploads10/LK112washington.JPG

We only have 4 Hinduism buildings. The Spiral Minaret can help our income a great deal if we make one or two of the fairly cheap buildings in our cities.

Moving ahead I would probably declare on our next target in the next 10 turns. We're leaning towards France, but if you can't get Washington involved in that war, but could get him to move against the Aztecs, that might be a good idea instead. We have a great deal of cash. Use it for troop upgrades on the front lines. Good luck!


Build details and such...

Turn 210 (1500 AD)
Turfan finishes: Hindu Missionary
New Sarai's borders expand
Samarqand grows: 7
Thermopylae finishes: Granary
Sparta finishes: Theatre

Turn 211 (1505 AD)
Thermopylae begins: Forge
Sparta begins: Forge
Delphi grows: 7

Turn 212 (1510 AD)
Turfan begins: Hindu Missionary
Tech learned: Divine Right
Islam founded in New Sarai
Islam has spread: New Sarai
Karakorum finishes: Hindu Temple
Ning-hsia grows: 14
Bantu grows: 9
Old Sarai finishes: Galley
Athens finishes: Theatre
Thermopylae grows: 8

Turn 213 (1515 AD)
Research begun: Guilds
Karakorum begins: The Spiral Minaret
Ning-hsia begins: Aqueduct
Old Sarai begins: Harbor
Athens begins: Hindu Missionary
Hinduism has spread: Boston (American Empire)
Beshbalik finishes: Forge
Ning-hsia finishes: Maceman
Bantu finishes: Courthouse
Old Sarai grows: 12
New Sarai grows: 12
Sparta grows: 5

Turn 214 (1520 AD)
Beshbalik begins: Courthouse
Bantu begins: Harbor
Islam has spread: Karakorum
Turfan's borders expand
Samarqand finishes: Library
Athens grows: 11
Athens finishes: Hindu Missionary
Delphi finishes: Christian Temple

Turn 215 (1525 AD)
Samarqand begins: Harbor
Athens begins: Hindu Missionary
Delphi begins: Maceman
Hinduism has spread: Chicago (American Empire)
Turfan finishes: Hindu Missionary
Old Sarai finishes: Harbor
Tabriz grows: 2

Turn 216 (1530 AD)
Old Sarai begins: Caravel
New Sarai finishes: Market
Samarqand grows: 8
Athens finishes: Hindu Missionary
Hinduism has spread: Atzcapotzalco (Aztec Empire)

Turn 217 (1535 AD)
Athens begins: Hindu Missionary
New Sarai begins: Harbor
Tech learned: Guilds
Beshbalik finishes: Courthouse
Bantu finishes: Harbor
Sparta's borders expand

Turn 218 (1540 AD)
Research begun: Gunpowder
Beshbalik begins: Longbowman
Bantu begins: Maceman
Hinduism has spread: Washington (American Empire)
New Sarai grows: 13
Athens finishes: Hindu Missionary
Thermopylae grows: 9
Tabriz's borders expand

Turn 219 (1545 AD)
Athens begins: Hindu Missionary
Hinduism has spread: Seattle (American Empire)
Beshbalik finishes: Longbowman
Turfan finishes: War Elephant
Old Sarai finishes: Caravel
Delphi's borders expand

Turn 220 (1550 AD)
Beshbalik begins: Maceman
Old Sarai begins: Knight
Turfan begins: Knight

Merzbow
Jan 02, 2006, 02:43 PM
Got it. I notice that Nappy converted back to Hinduism? Odd. We'll he's still next, the geography just works too well. :D Hopefully him being Hindu means we can grab OB and get some intelligence about his forces.

Besides, I kind of like the idea of some sort of apocalyptical battle with Monte to cap off the game in a couple hundred years. I'll spend my turns building up stacks.

LKendter
Jan 02, 2006, 03:53 PM
Signed up:
LKendter
Afpunk
Merzbow (currently playing)
Renata (on deck)

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

Merzbow
Jan 02, 2006, 06:20 PM
Pre-turn (220 left):

Wow. Take a look at the power graph - Nappy has outpaced Monte:

http://nryan.com/Civ4/LK112/Turn01/CaptureWiz016.jpg

But Nappy has only TWO defenders each in the three cities we can see - Tours and Reims, which are closest to us, and Avignon, deep in his empire. Where are his units? Probably twiddling their thumbs in Paris, I bet. Still no OB so I can't tell.

Heck, we could probably take out Tours and Reims in the next 5 turns with the units we have now. But better safe than sorry. I'll build up the stacks and the next player will knock 'em down.

Good work on buttering up Washington, we have very good relations with him now. I suspect he'll be on the sidelines the whole game watching as we cruise to a domination victory after beheading Monte.

I don't see any trades to make.

I still think Athens should pop GP. It's a shame people didn't let it grow more since my last turn given its obscene food surplus. We could use artists to quickly consolidate captured towns. I micro it from production to growth and hire artists. It's still got more than enough hammers to complete the missionary. Soon I'll put it on forge so we can hire an engineer.

Why is Kara on a Wonder when it's our Heroic Epic city??? This was an extremely bad move. :smoke: This city can pop macemen in 2 turns! The only reason I don't ditch this production now is because it's half-done already (12 turns). But our army is going to be around 2/3 the strength it should be because of this.

Turn 1 (219 left):

Hinduize Athens.

Turn 2 (218 left):

Monte asks us to ditch the Americans, I gleefully tell him to stuff it:

http://nryan.com/Civ4/LK112/Turn01/CaptureWiz017.jpg

Turn 3 (217 left):

Building units. Lots of catapults, we are woefully short on them. I want at least 4 in each stack.

Turn 4 (216 left):

Nappy has macemen now. Gonna build some crossbowmen in addition to our macemen.

Turn 5 (215 left):

Gunpowder comes in. This one is a no-brainer - Chemistry in 8. Those grenadiers are gonna be killer. All the AIs are waltzing down the Philosophy/Liberalism path. Screw 'em.

Hinduize New York. That's almost all his towns. Enough for now.

Turn 6 (214 left):

Zzz.

Turn 7 (213 left):

Zzz.

Turn 8 (212 left):

I'm tempted to up the science rate, but I want lots of gold to upgrade stuff to grens when Chemistry comes in.

:whipped: the granary in Tabriz and assign a lighthouse. Production in this city is butt. I see more whippage in its future:

http://nryan.com/Civ4/LK112/Turn01/devo2.gif

Turn 9 (211 left):

Nappy asks for OB! I take it and will do some scouting with a knight.

Good thing I checked. Paris is bleeding with Horse Archers. (My screenshot didn't take, but I remember seeing about 5 longbows, 5 horse archers, and 3 macemen, plus some weaker units).

We're going to need some pikes, something I didn't anticipate. I upgrade the two spears in Besh to pikes. I send them to our stacks. I keep a third in Besh to deal with pillagers. I also upgrade the spear in Athens. (These are cheap).

Nappy is calling us friend now. It almost warms my heart of stone:

http://nryan.com/Civ4/LK112/Turn01/CaptureWiz018.jpg

Alex is putting insane cultural pressure on Sparta. After cleaning up the French we should swing to the right and finish him.

Turn 10 (210 left):

Washington asks for a straight trade for his world map. Sure. We see a little more detail of Monte's empire:

http://nryan.com/Civ4/LK112/Turn01/CaptureWiz019.jpg

Wow he's really bottled up on his peninsula. Only a single tile connects him. The logistics for our eventual attack on him are going to be pretty simple - control that tile.

To next player:

I've built up three ministacks so far - one to the right of Reims and two on either side of Tours. I say just attack. We certainly have enough to take those two cities now. We'll need the units coming online soon in order to move upwards, though, but we'll be fine. And oh yeah, before you attack move that knight back, I'd hate to see him get thrown out onto the ice.

Once Chemistry comes in spend about half our money on upgrades. Keep the other half as an emergency fund (i.e. if Monte attacks we're gonna need to upgrade units in Turfan and Athens ASAP).

Keep at least one town popping pults at 2 turns each; we're gonna need plenty to root out the numerous longbows I saw in Nappy's northern towns.

Oh, and once the Minaret comes in next turn put Kara on units and keep it there. It has the Heroic Epic!

http://nryan.com/Civ4/LK112/Turn01/LK112_AD-1600.Civ4SavedGame

LKendter
Jan 02, 2006, 07:01 PM
EDIT: Bad save. I tried 3 times, and I keep getting told it is zero bytes in length.


Failing behind is science is really bad IMHO in Civ4. Can we please get the science rate back up, and stop upgrading units. I feel the upgrades are so expensive in Civ4 that they aren't worth it.

The problem with keeping Karakorum on pure units is that it is are ONLY city with decent production the last time I looked.

Signed up:
LKendter (on deck)
Afpunk
Merzbow
Renata (currently playing)

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

Win target: Domination (preferred), or conquest.

Merzbow
Jan 02, 2006, 07:58 PM
Save is fixed, sorry.

Actually Besh is equally to Kara in production. Several cities are quite close.

It's well worth it to upgrade from macemen/axemen to grens. For one, we'll be able to preserve the city attack promotions you can't give to grens. We'll be seeing 6 turns or so to build a gren from most of our cities, so they're not cheap in hammers. Plus either way we need a pile of cash for emergency situations (Monte invades). 60% is quite reasonable for a large empire preparing for war.

Renata
Jan 02, 2006, 09:10 PM
Stacks o' Doom ready to go, fun. Revenge for the solo game I started today in which I am getting my butt handed to me.

Got it.

Renata
Jan 04, 2006, 05:13 AM
Starting now; will finish when I come home for lunch.

Renata
Jan 04, 2006, 12:18 PM
OK, done. Napoleon's been relieved of four of his cities, three of which I kept. It's going just fine, in other words. I don't have time to put in the write-up right now -- have to go back to work.

But here's the save in the meantime if anyone wants to look at it.

LKendter
Jan 04, 2006, 03:22 PM
Signed up:
LKendter (currently playing) (waiting for the write up before starting)
Afpunk (on deck)
Merzbow
Renata

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

Win target: Domination (preferred), or conquest.

Renata
Jan 04, 2006, 03:51 PM
I'm headed home in ten minutes and should have the write-up done within about two hours.

Merzbow
Jan 04, 2006, 03:55 PM
Nice. Nappy, Alex, and Monte should be more than enough for a domination win. Then we have to hold on for 20 turns. Maybe we should take it as a challenge to wipe out Washington and win by conquest in those 20? :D

Renata
Jan 04, 2006, 05:45 PM
Pre-turn 1600 AD

Ok, here we go. I definitely agree with upgrading a handful of macemen, and it looks like our finances will allow it with no trouble. We're not behind anyone in tech, though we and Monty have different ones. So it should be ok. Plan for war upon discovery of chemistry. Watch out Napoleon -- we're after you. :scan:


Turn 1:

Spiral Minaret completes.

http://www.civfanatics.net/uploads10/LK112spiralminaret.jpg

Beshbalik is stagnant -- sacrifice a couple of shields to get it growing again. Knight is duly recalled in order to get back before war is declared. Back to units for Karakorum. Athens starts a grocery for more health. Bump research a notch for chemistry next turn. That means war in 2.


Turn 2:

http://www.civfanatics.net/uploads10/LK112chemistry.jpg

I go for philosophy next, since it's blocking some nice techs, including Liberalism. Steel is also tempting, but we don't really need cannon against the French or Greeks, and I'd rather keep building cheap catapults for bombardment purposes. Macemen are upgraded. I'm going to build a couple more specifically for upgrade -- did you know that level 3 macemen get access to formation? And grenadiers don't. Let's kill some knights.


Turn 3:

Napoleon's head *would* look good on a pole, don't you think? :mischief: Move the stacks into French territory.


Turn 4:

Commence bombardment at Rheims!

http://www.civfanatics.net/uploads10/LK112rheimsattack.jpg

Well, gee, would you look at that. Nice odds on those grenadiers after bombardment. Who needs softening-up when you have a tech lead? 98.1% winning chance for a cover/combat II gren against that poor longbow. The second one doesn't even need any promotions to mop up the spear. Rheims is ours.

http://www.civfanatics.net/uploads10/LK112rheimsvictory.jpg

Tours fares no better against the bombardment, but has a knight on top of the defense, so it gets to live another turn until the main attacking stack gets there.

http://www.civfanatics.net/uploads10/LK112toursbombarded.jpg

Turn 5:

On the interturn, we lost one war elephant on defense against a French knight. Another French knight (the one from Tours, conveniently) went after Athens (pillaging a cottage, I think). A pike takes care of the invasion, and two grens take care of Tours.

Turn 6:

The stacks move on. Units will be sent at Orleans and Lyons next.

Turn 7:

Wow, that really is different behavior in 1.52! There are French units all over no-man's land between Lyons and Paris. There aren't enough of them to present major problems, I don't think. Unless they start sending a bunch of cats. I have some pikes here and there with medic II promotions to help out with that