View Full Version : LK55 - True Russian Communists


LKendter
Sep 22, 2003, 11:05 PM
World Size = Small
Land - just 20% - a rarity for me. I figure I am due to try a squeezed land mass.
Continents with mystery climate / temperature / age.

NOT culturally linked, NO restarting players.
Difficulty = Deity
Barbarians = NONE - I really hate barbs and have just to much of them in recent GOTMs.
# Civs = 6 (including us)
Civilization =
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.

Signed up:
LKendter
Open slot
Open slot
Open slot
Open slot


This is a modified game.
Communism has no pre-reqs and is available to all civs to start.
Police Stations are now available with Espionage.

Other civs are free to go for other governments - we must stay Commie the whole game. We may never own Republic, Monarchy or Democracy. I realize the locks out Hanging Gardens, but it really should not matter at deity.

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

The following tactics are PROHIBITED:

RCP (Ring City Placement) - A new tactic that exploits a hole in the corruption calculation. 3 cities at the same distance from the FP / palace suffer the same amount of lower corruption. I feel this turns the game into a mathematic formula.

RoP Rape - if you have to ask...

RoP Abuse that includes things such as irrigating all tiles with a city building wonders, denying resources with a RoP, putting a unit to block a land bridge, etc.

Scout resource denial - parking a scout on a resource, as the AI won't ask scouts to leave. The same scenario also applies to workers.

False Peace Treaties (must wait for the 20 years to end).

The negative science exploit - you can run a huge deficit (-250 / turn) of negative cash with a token penalty of one lost worker / cheap building. If cash will go below zero, the research level must be dropped.

Ship chaining exploit - you can move a ship, unload troops to another ship, move that ship, etc. This allows you to ship an indefinite distance, and that is why I consider it an exploit.

Resources disconnect / connect exploit - I consider most resource tactics fine. Delaying to hook a resource, trading it away etc is fine. The exploit is to do this every turn. Build a stack of horses, connect saltpeter, upgrade to cavalry, and disconnect.

Palace Jump - You abandon the capital city to move the palace to a new location. If you want to move the palace, build a new palace.


Standard LK house rules:
1) Worker automation of any kind is prohibited.
2) No worker purchases before 1000BC to avoid civ crippling.
3) Declaring war / demanding leave solely for the purpose of getting out of trade deals.
4) Even if not covered under exploits listed, please try not to use tactics that take advantage of holes in the game design.
5) Our trading reputation is golden - please respect it.

meldor
Sep 22, 2003, 11:11 PM
If you need a player put me in.

LKendter
Sep 22, 2003, 11:22 PM
Signed up:
LKendter
meldor
Open slot
Open slot
Open slot

Rowain deWolf
Sep 23, 2003, 01:51 AM
Would like to join (it's been a long time since my last LK game )


Rowain

Sirian
Sep 23, 2003, 02:02 AM
With 20% land, there's going to be less land here than in the "teeny tiny" Zulu game. :lol:

Lee on 20%? Will that be as much as shocker for him as the first time he played a small map (RBD SG23)? Arg, this I gotta see. And I haven't played with Meldor or Rowain in a long time. OK, sign me up. I can fit in one more small map, low land SG.


- Sirian

Urugharakh
Sep 23, 2003, 05:36 AM
Never used communism.
Never played with anyone of you.
Actually my last succession game was RBE4 more than a year ago.
Back to a bit CIV3 I would be interested.

LKendter
Sep 23, 2003, 06:52 AM
Signed up:
LKendter
meldor
Rowain (yes, it's been awhile - 5cc arabs the last?)
Sirian (I must admit this is a first with 20%)
Urugharakh (You say back to Civ3 - this it PTW just to clarify)

Well I thought this would not fill at least until I got home tonight. This one will start tonight - hopefully the test game of the scenario won't appear - all plains with no water.

LKendter
Sep 23, 2003, 08:51 AM
Originally posted by Sirian
With 20% land, there's going to be less land here than in the "teeny tiny" Zulu game. :lol:

- Sirian


Well this is all an experiment of how small can I make the game, but still have fun. Just 3 civs the whole game in tiny has made that no fun.

I figured I try 20% and 30% to see if they are tolerable at small.

Bam-Bam
Sep 23, 2003, 09:14 AM
Lee--

FYI--Urugharakh has PTW. He has been playing some of the recent RBCiv Epics, and has also signed up for my game.

Ridgelake
Sep 23, 2003, 09:43 AM
Wow, this one filled up fast. All of 6 hours. Have fun, guys. :hammer:

LKendter
Sep 23, 2003, 07:54 PM
http://www.civfanatics.net/uploads5/LAK-351.jpg

What the? Bam1 has infected my pc. :rolleyes: Let us try again. ;)


The second attempt reveals something really bizarre about the editor. I popped Communism from a goody hut! You can have a default government even though you don't have that tech. Adding commie to all civs, and rolling a third attempt.


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

I did change one setting - no barbs with the expansionist trait is crazy. I switch to sedentary barbs.


4000 BC (Game Start) - Well food won't be a problem with flood plains wheat. On the other hand shields will be a challenge. Moscow is formed in the food zone.

3700 BC - We already meet England. No reasonable trades at this time.

3650 BC - Holy #@$!@$ this puppy is crammed as we meet India. Bronze and pottery gets us Alphabet, Burial and $10.

3300 BC - Welcome to the world of disease. :(

3100 BC - I buy warrior code from India for $65.

2710 BC - St. Petersburg is formed.

Our exciting corner of the world:
http://www.civfanatics.net/uploads5/LAK-352.jpg


Summary:
I case you are wonder why no granary is Moscow - we are very food heavy, and shield light. I didn't want to wait for 60 shields of granary to complete. This map is so crowed we might not have gotten city #2.

LKendter
meldor (currently playing)
Rowain (on deck)
Sirian
Urugharakh



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

http://www.civfanatics.net/uploads5/LK55-2550BC.zip

meldor
Sep 23, 2003, 08:49 PM
2550 BC (0)
Boy I sure would like to get that dye but those silks look even better for long term trading.
(I) The indians start the Colossus. The settler builds and we start another.

2510 BC (1)
We can only drop the lux tax 10% which give us no savings at all.
(I)

2470 BC (2)
Settler to be in postition in 2 turns. India now has writing and England is up Masonry and the Wheel but we don't have the funding to deal. max I can get even going with a taxman in Moscow is +7gpt, not enough.
(I) The english send out another settler.

2430 BC (3)
Settler in place next turn. I went for the 5 silks rather than the fresh water.
(I)

2390 BC (4)
Settler in place.
(I)

2350 BC (5)
Kiev is founded. There are three english settlers headed for the area. We may be hard pressed to get another city. Kiev starts a warrior.
(I) We hook up the first ivory and connect our first two cites.

2190 BC (9)
(I) Moscow builds a settler and another. We get Iron Working and start on Masonry but this is subject to change pending deals with Iron Working.

2150 BC (10)
The settler move west.

We have an exclusive on iron Working. India has the Wheel and Writing. England has the Wheel, Mysticism, and Masonry. I will leave it to the next person to pull the trigger on the trade.

I intended this settler to go up and steal the dye and wheat from England. We will have a lock on the sils and the Ivory so this should be most good.

There is an English settler in the picture below and another pair east of the silks headed for the Iron. I wouldn't have beaten them to the Iron even if I had known it was there.The Game (http://www.civfanatics.net/uploads5/LK55-2150BC.zip)

http://www.civfanatics.net/uploads5/LK55-2150BC.JPG

LKendter
Sep 23, 2003, 09:37 PM
LKendter
meldor
Rowain (currently playing)
Sirian (on deck)
Urugharakh

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

Rowain deWolf
Sep 24, 2003, 01:56 AM
3650 BC - Holy #@$!@$ this puppy is crammed as we meet India.


On the contrary . We have astonishing a lot of room. I had 20% games were even the second City was already with heavy overlap from AI-Cities.

With any luck we will have 4 Cities. I intend to switch Moskau to Worker and start building Military in the other Cities.

Comments?

Rowain

LKendter
Sep 24, 2003, 06:39 AM
I agree we need to start on military.
St. Pete should now have a worker or two to improve those plains.

As for Moscow - stay on settler. If nothing else we can squeeze a fishing vilage in the corner near Moscow with 2 whales after culture expansion.

meldor
Sep 24, 2003, 07:08 AM
We can get one more city in the south and one more to the north.

St. Pete has two workers currently mining an Ivory to get some more shields for Moscow.

Rowain deWolf
Sep 24, 2003, 07:16 AM
@Lkendter : Have not seen the Whales on the picture so at least that spot will be worth another Settler.

@Meldor: we will see where the English settle

will try to play tonight

Rowain

meldor
Sep 24, 2003, 11:03 AM
The one pair is in the picture to the east of our scout. The second pair is east of the silks headed for the mountain with the iron on it.

I didn't notice until just now that there is a second iron SW of Kiev, if I had not been blind to that I would have sent the settler that way first. The iron may prove more important than the third lux.

Rowain deWolf
Sep 24, 2003, 12:53 PM
2150BC (0): We have exactly 0 Military so I decide to switch St.Peter to Warrior.

Trading: IW + 82 gold to India for Writing;
IW + Writing + 1 gold to England for Masonry;
Masonry + 11gold to India for Wheel;

On par with India; England has Myst as Monopoly; MinScience on Mathe started.


An Indian Settler-Warrior pair showed up next to St.Peter
Since I have no Chance to settle north I sent the Settler south-east to settle on a hill next to Horses. India settles on the Wheat tile.

1990, 1910BC First Lizzy then Ghandi demand and get 20gold;

1870BC: Buy Myst from India for 25gold and 3gpt;

1750BC: Minsk settled; Both AI have MapMaking;

The Settler is meant to settle between Moskau and Hastings but thats for Sirian to decide.

http://www.civfanatics.net/uploads5/LK55-1750BC.jpg

The Game (http://www.civfanatics.net/uploads5/LK55-1750BC.zip)

Rowain

ChrTh
Sep 24, 2003, 01:01 PM
Are my eyes deceiving me, or does the mountain east of Moscow have Iron?

EDIT: Now I'm sure of it:

http://www.civfanatics.net/uploads5/moscow_iron.jpg

Sirian
Sep 25, 2003, 07:09 AM
Got it. Be evening before I can play, though.

- Sirian

Sirian
Sep 25, 2003, 09:26 PM
To call these lands "somewhat poor" would be generous.

* Settled Smolensk.
* Trained two warriors.
* Trained a worker.
* Trained another settler, destined for the tile occupied by the scout.
* Whipped St. Pete toward its temple.
* Traded maps.

We can buy mapmaking, but I held off.

Ottomans got Oracle, English got Pyramids.

Under communism, remember we can have FOUR MP's per city.

Unit support is 2 per town, 4 per city, 8 per metro.
Keeping Moscow above size 7 worth 2gpt, so I ran heavy food.
Disbanding our scouts may be desirable.

Room for one more fishing village west of Moscow.

http://www.civfanatics.net/uploads5/lk55-1500bc.jpg

LK55 - 1500BC (http://www.civfanatics.net/uploads5/lk55-1500bc.zip)


- Sirian

LKendter
Sep 25, 2003, 10:07 PM
LKendter (on deck)
meldor
Rowain
Sirian
Urugharakh (currently playing)

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

Urugharakh
Sep 26, 2003, 04:53 AM
Got it.

Urugharakh
Sep 26, 2003, 06:07 AM
Nothing much to report.

Washington completes Colossus.
Trained 2 warriors.
Trained 1 worker.
Trained 1 settler for our whale fishing village.
St. Petersburg finished its temple and got horses under control.
Odessa founded.

LK55-BC1250 (http://www.civfanatics.net/uploads5/LK55-BC1250.zip)

LKendter
Sep 26, 2003, 06:52 AM
LKendter (currently playing)
meldor (on deck)
Rowain
Sirian
Urugharakh

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

LKendter
Sep 27, 2003, 02:26 PM
1250 BC (pre-turn) -
Swap to build orders - low food Odessa to warrior, and high food Moscow to worker.
I switch Minsk to a needed temple. With religious India nearby weed need to build culture.

1225 BC - It happens even quicker then I expected - Karachi expands is borders. I know we will eventually lose that horse to India.
Sevastopol is build to get the double whale site - a temple is ordered.


1075 BC - I hire the evil clown at Smolensk. If refuse to up luxuries from 10% to 50% for one citizen.
We have an unexpected trade route as India built a Harbor in Karachi. Ivory and $20 gets us Horseback Riding. Only an $80 discount, but I will take it.
I establish an embassy with India and find 2 galley, 2 settlers and 3 spearmen in the city.
I establish and embassy with England and find 6 spearman in the city and building a swordsman. London is well developed with temple, courthouse and barracks already built.
We have a trade route with England, but it doesn't matter since they have ivory.

We are starting to pay for units, so I disband our 2 scouts in Kiev.


1050 BC - Thanks to Smolensk temple, I can swap to scientist and turn of science.


1025 BC
(I) - India is building the Great Library.


1000 BC -
India offers the better deal and gets Math @Monopoly for Philosophy, Code of Laws and $20.
Math and $115 gets us Map Making from England. I suspect they were researching math.
We are down Republic which the variant rules prohibit us to own, and literature.


Summary:
Keep pumping workers from Moscow. We have lots of jungle to clear.

LKendter
meldor (currently playing)
Rowain (on deck)
Sirian
Urugharakh

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

http://www.civfanatics.net/uploads5/LK55-1000BC.zip

meldor
Sep 28, 2003, 04:58 PM
1000 BC (0)
I don't think we can lose the horses if we are working them. I will make sure that as soon as the city grows the governor does nothing stupid.
(I) St.Petersburg granary->harbor.

975 BC (1)
(I) The Indians complete the Great Lighthouse.

950 BC (2)
(I) Moscow worker->worker

925 BC (3)
Indians are making noisies near Smolinsk, I rush the barracks will start a spear.
(I) The English start the Great Library.

900 BC (4)
The Indians reverse course. Buy Lit from Ghandi for 126g and WM
(I)

850 BC (6)
(I) Moscow worker->worker

825 BC (7)
(I) India declares war on the English, let the games begin. They capture hastenings which relieves cultural pressure on Smolinsk. Smolinsk Spear->Library.

750 BC (10)
Silks are now hooked up to the network and just in time as Smolisk grows after its whip and needed the happy bonus.

OK, I think we need to jump on the Indian side against the English. I would suggest that we hook up the iron and go for the two southern English cities. This would give a single front in future troubles. I also think that India will take it on the chin if we don't help and that would be very bad for us in the long run. There are a couple of English warriors moving out of those cities toward home, so we have time to decide. We also have enough cash that we could build some more warriors while the iron is getting hooked up and then do a quick upgrade to swords.

The game (http://www.civfanatics.net/uploads5/LK55-750BC.zip)

LKendter
Sep 28, 2003, 05:04 PM
LKendter
meldor
Rowain (currently playing)
Sirian (on deck)
Urugharakh

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

Rowain deWolf
Sep 29, 2003, 03:59 AM
Caught a cold and can't realy think at the moment so please skip me till further notice :(

Rowain

LKendter
Sep 29, 2003, 06:21 AM
LKendter
meldor
Rowain
Sirian (currently playing)
Urugharakh (on deck)

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

Sirian
Sep 29, 2003, 04:29 PM
Got it.

Sirian
Sep 30, 2003, 10:24 PM
IT 750BC: Sirian opens desk drawer, pulls out his gold plated VETO stamp, and rolls up his sleeves. :hammer: Two words: CHEAP LIBRARIES. :D Karachi won't be stealing our horses any time soon, I don't think.

India has captured Hastings from the English? Excellent. Less culture woes for Smolensk, even if the English recapture. English warriors from the south use Deity RoP (TM) to cross our lands, toward the fight. India sails some ships around to land south of Odessa. The landed troops both lose, but the English lose at least one ship attacking the landing galley.

I got Moscow back up to size 7, from 4, even with training another worker out of there. I used St. Pete, which has a granary, to train more workers. I didn't use a whole lot of whip, either, but next player may find a couple whippings worthwhile.

* Built six libraries. Only Moscow is without.
* Trained four workers.
* Trained four regular warriors for MP duty.
* Moved our harbor construction to the whale town, which incredibly has 4spt.
* Bought the world map. (India has Lighthouse, found some islands and settled).
* Re-upped India ivory deal for cash.
* Caved to Lizzie's demand for horses.
* Ottomans built Great Wall.
* Hooked up our iron.
* We are FIRST IN THE WORLD in literacy!

Worker and vet sword due next turn. Sword could be swapped to horse, if preferred. (Cossacks?) The sword seemed like a better short term security investment, though, so that was my reasoning.

This is a small map, where distance corruption stings. We need to think courthouses soon. We are currently losing the second, fifth and eighth shields out of every city. Sure would be nice if we could push that back to third-sixth-ninth or better.


EDIT: Oh, and Smolensk has THREE whip memory. Odessa has one. The others have none. Low food low shield sites like Minsk and Kiev are prime whip candidates. English are in Republic, not Communism, so perhaps Odessa can overtake its neighbor for control of two more jungle tiles. Might be worth a try.

Sirian
Sep 30, 2003, 10:27 PM
* Bought Spices from England.
* Dropped lux to zero, but available for reincrease rather than using specialists.
* England learned both currency and construction, but India did not, so I saved our money.

http://www.civfanatics.net/uploads5/lk55-550bc.jpg

LK55 - 550BC (http://www.civfanatics.net/uploads5/lk55-550bc.zip)


- Sirian

LKendter
Sep 30, 2003, 10:58 PM
LKendter (on deck)
meldor
Rowain
Sirian
Urugharakh (currently playing)

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

Urugharakh
Oct 01, 2003, 05:16 AM
Preturn: mm Smolensk for more commerce, since the forest chop will complete the sword next turn anyway. I agree with Sirian, that the sword is more urgend at the moment. There should be enough time for horses later.

Some warrior transfer keeps our luxes at 0%.
Odessa partially whips temple using a sword and gains 2 food/turn again.
Minsk partially whips temple using barracks.
Mm Moscow and Sevastopol so that granary completes before population growth.
Kiev whips temple.
Moscow completes granary. It just started a courthouse, which may be changed.
St. Petersburg is on FP in 21 turns. Its our most procuctive city and the FP will fight corruption best.
Trained 2 workers
Trained 2 swords

England has Polytheism now, which India lacks.

http://www.civfanatics.net/uploads5/LK55_BC0350.jpg

Game (http://www.civfanatics.net/uploads5/LK55-BC0350.zip)

LKendter
Oct 01, 2003, 06:46 AM
St. Petersburg is on FP in 21 turns. Its our most procuctive city and the FP will fight corruption best.
I have no idea what commie does to with the FP. It may not even matter!

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

whips
The worst feature of this government. We really have the risk of whipping our cities to death.

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

LKendter (currently playing)
meldor (on deck)
Rowain
Sirian
Urugharakh

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

Urugharakh
Oct 01, 2003, 07:10 AM
Originally posted by LKendter
St. Petersburg is on FP in 21 turns. Its our most procuctive city and the FP will fight corruption best.
I have no idea what commie does to with the FP. It may not even matter!/b]
It matters. It will reduce waste and corruption by doubling the OCN.

Sirian
Oct 01, 2003, 09:55 AM
Woops. For some reason I was thinking we needed 8 cities for FP. But no, this is a small map. :crazyeyes: Good that we have that going now.

- Sirian

LKendter
Oct 02, 2003, 12:14 AM
The forum down time screwed me up on this one.
I couldn't download the save in time to play tonight.

In the queue for tomorrow.

LKendter
Oct 02, 2003, 06:38 PM
350 BC to 150 BC

Silks and $260 gets us construction from India.

England recovered Hastings.

Hire scientist in Moscow to salvage cash flow - city still grows in 4!

England builds the Great Library in York.

India agrees to give us $300 for horses. I would prefer to help India's position.

The English are building Sun Tzu! We are clearly falling behind in the tech race.

Summary:
Cash flow is killing us. We will need marketplaces as soon as currency completes.

LKendter
meldor (currently playing)
Rowain (on deck)
Sirian
Urugharakh

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

http://www.civfanatics.net/uploads5/LK55-150BC.zip

Rowain deWolf
Oct 03, 2003, 01:02 AM
Back again

rowain

meldor
Oct 03, 2003, 07:31 AM
Inserted into the cue. Will handle it prior to the monster. Looks like a feast weekend...

meldor
Oct 04, 2003, 02:26 PM
150 BC
I MM Smolinsk from the game tile to the mountain. This puts them at a mild food shortage but will finish the Aqueduct before they starve and a full food box will just make them more unhappy. When the mine is finished on the mountain they will complete it that much sooner and hopefully not all the shileds will go to corruption. MM Moscow and St.Pete to shave a turn off the FP.
(I) Moscow completes aa courthouse and starts a temple. Odessa completes a temple and starts a suicide galley. We might as well try to be the ones with first contact. The English begin Sun Tzu's and we gt our second palace expnasion. I put in a nice porch for the cave so I ahve somewhere to put the rocker when I retire.

130 BC
Currency due in 1 so I set Moscow to Mad Scientist and shut off research funds.
(I) We get currency and start Poly at least temporarily. the Chinese complete the hanging Gardens.

110 BC
I take a chance and buy Poly from the English for 469g and silks. I lose, as our frre tech is Fuedlism and we get no two-fer from the English. I go for a 40 turn on Mono hoping the English are going after Engineering.
(I) The English start Sun Tzu's in Hastings. The Indians are attacking it. It must have been a cascade from the Hanging Gardens. If the Indians retale Hastenings we might have a chance of switching Moscow to Sun's (if no one esle like the Chinese are building it yet).

90 BC
I buy a worker from England (after all what good is our cash beside research and purchases).
(I)

70 BC
(I) The English again start Sun's in Hastings.

30 BC
We find out that the English have been researching Monarchy. The Indians are now fighting MDI with Archers.
(I)

10 BC
(I) The Indians see the writing on the wall and make peace with England. Moscow Temple->Market.
(I) The English sqap the build of Sun's to London.

10 AD
Drop Lux back to 10%

The galley is due next turn so it can be changed the FP is due next turn. Once the Aqueduct is finshed in Smolinsk, it needs to be put back on growth.

The game (http://www.civfanatics.net/uploads5/LK55-50AD.zip)

meldor
Oct 04, 2003, 02:27 PM
Oh yea, we now have two MDI and one pike. We need to make at least one extra unit in Smolinsk and start rotating out the warriors and upgrading them.

LKendter
Oct 04, 2003, 02:41 PM
I agree on the plan to keep upgrading troops. You know England will come our way sooner or later. Military is our #1 week point at this time.

LKendter
meldor
Rowain (currently playing)
Sirian (on deck)
Urugharakh

meldor
Oct 04, 2003, 03:11 PM
Sorry wrong thread...:crazyeye:

LKendter
Oct 04, 2003, 03:30 PM
@meldor

:confused:
What is the above about?
Nothing makes sense for this game.
:confused:

Rowain deWolf
Oct 05, 2003, 01:38 AM
Got it

rowain

Rowain deWolf
Oct 05, 2003, 10:02 AM
50AD - 250AD

Not much to report here:

Moskau built Barracks after Market and is now at 15 spt building Pikes;
Started Markets in St.Pete and Smolensk;
Aqueducts in Kiev and Minsk; Sevastopol is on Courthouse and Odessa started a Harbor;

The Galley was lost on its first turn on sea; England discovered Monotheism so I kicked the Scientist; India learned Feudalism so no trades possible; The English Spice costs now 8gpt instead of 7;

Good Luck

Rowain

The Game (http://www.civfanatics.net/uploads5/LK55-250AD.zip)

LKendter
Oct 05, 2003, 12:59 PM
LKendter
meldor
Rowain
Sirian (currently playing)
Urugharakh (on deck)

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

Sirian
Oct 06, 2003, 12:00 AM
* Trained one horse, three pikes.
* Built a library, market, duct, harbor, and one or two other buildings.
* India learned Monarchy.
* Workers ran out of things to be doing, so I started a fort on the iron.

LK55 - 350AD - WARNING: Do not take while operating heavy machinery, could cause drowsiness. (http://www.civfanatics.net/uploads5/lk55-350ad.zip)


- Sirian

LKendter
Oct 06, 2003, 12:36 AM
http://www.civfanatics.net/uploads5/lk53-350ad1.zip

The only recent upload was the above. And that really is LK53

Could we get LK55 please?
I think the drowsiness already set in. :lol:

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

LKendter (on deck)
meldor
Rowain
Sirian
Urugharakh (currently playing)

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

Urugharakh
Oct 06, 2003, 02:29 PM
Hm, unable to play with a correct save file. Seems I have to wait some time.

Sirian
Oct 06, 2003, 10:49 PM
Woops. :blush:

OK, Let's Try That Again. (http://www.civfanatics.net/uploads5/lk55-350ad.zip)

Urugharakh
Oct 07, 2003, 03:00 PM
We trained 5 horses out of Moscow and distributed them for mp. We now have 4 mp in every city except Odessa.

Our workers are out of work sicne our complete territory is improved now. I merged some into our cities to save unit cost and gain more income and production. The remaining are waiting for more orders near Moscow.

London completes Sun Tzu and Istanbul Sistine. England started Sistine few turns before completion.

Americans have been destroyed by an unknown opponent.

Spices cost now silks and 2gpt saving us some cash.

India gets monotheism on my last turn. We buy it for ivory, silks and 419g.

Game (http://www.civfanatics.net/uploads5/LK55-AD0450.zip)

LKendter
Oct 07, 2003, 06:18 PM
450 AD to 550 AD

Virtually nothing happened - just kept improving our empire. I can't believe this late in the game we had just hit enter turns. :sleep: :sleep: :sleep:

Started building some Cathedrals so that we are dependent on 4 mp, as some year a war will happen.

Chivalry is available, but with tons of cash is there a rush to get it?

Tried 2 exploring galleys - one dead, the other one is going to try a straight line west.

Summary:


LKendter
meldor (currently playing)
Rowain (on deck)
Sirian
Urugharakh

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

http://www.civfanatics.net/uploads5/LK55-550AD.zip

meldor
Oct 08, 2003, 07:48 AM
I see it, do you want me to do this before I finish LK51?

LKendter
Oct 08, 2003, 08:05 AM
Originally posted by meldor
I see it, do you want me to do this before I finish LK51?


Yes. You could finish your 10 turns faster then you could finish one turn of worker actions in LK51. Just make sure you don't get to groggy hear and zone out in LK51. :p :p

So far LK55 has been the most boring early game even played. Now if suicide galley #2 can get lucky...

meldor
Oct 08, 2003, 09:18 AM
I am waiting to get the message "The Romans have completed ToE in Rome!"

meldor
Oct 08, 2003, 07:56 PM
Looks like a nice relaxing turn for me. All of the builds are longer than ten turns except two. Ah the galley is in the middle of the ocean. I check for MMing and trades and then hit enter. The galley doesn't sink this turn! I move our galley and see some lighter water but it isn't in reach this turn. Cross our fingers. I check trades and hit enter. We ahve pink border, but it is two moves short of us being in safe water. I can see land. Crossing fingers and toes, I hit enter. And our galley sinks! however, when I go to the trade screen, who should appear but Chairman Mao! yes, we have contact! He has communications with the Ottomans! I build an embassy and Beijing is size 12 with three luxes, Rax, market, Library, Courthouse, University, Colosseum, the Hanging Gardens, and Heroic Epic! Have they been fighting like naughty boys? They are building a cathedral and are pulling 19spt in Republic. They have 6 pikes and 2 cats for defenders. They do have Iron and 3 horses.

I buy comms with the Ottomen for 265g and build an embassy with them. Istanbul has all the improvements, the Oracle, the Great Wall and Sistine Chapel. They are building Leo's to be complete in 10 turns. They are pulling 22spt in Republic.

I then do some serious trading. No sense in holding back as they will come demanding contact anyway. I won't list all the details, but at the end of the day we have Theology, Education, Banking, Engineering, Invention and Chivalry, 1232g but only 14gpt income. We also have a current WM. I swap all current cathedral builds to banks. We are even in tech to everyone and ahead of India who lacks Engineering, Education, Banking and Invention. They are broke and so well stay behind.

I then upgrade all of our horses to knights and even find a warrior to boost to MDI. Before the end of my reign all of our units are upgraded.

After watching the Indians buy a tech a turn for three turns when they had no money to buy from us I finally sell them Banking for dyes just to get something for it. I then turn lux to 0% and our income goes up 16gpt. It was at least something.

meldor
Oct 08, 2003, 07:59 PM
China is the 800 pound canary. The Ottoman are down to only a few cities and the Chinese have cities named Washington, Edrine, Philidelphia, ect.

The save (http://www.civfanatics.net/uploads5/LK55-650AD.zip)

The map:

http://www.civfanatics.net/uploads5/lk55_650AD.JPG

LKendter
Oct 08, 2003, 08:11 PM
LKendter
meldor
Rowain (currently playing)
Sirian (on deck)
Urugharakh

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

Rowain deWolf
Oct 09, 2003, 12:23 PM
Got it

Rowain

Rowain deWolf
Oct 11, 2003, 02:00 AM
650AD - 750AD

Another 10 exciting turns in this really weird Game

In 700AD I bought Gunp. from Osman for 20gpt + 424gold and Astro from India for Gunp. + Silks + 1gpt;

Wonders: Osman complete Leo, China completed Copernicus; Everyone and his Granny built Bach;

We have 2 Saltpetre England, India and Osmans have none;

Techs: We are down Chemistry and Music Theory; Chemistry would cost Ivory + Saltp + 10gpt from India but perhaps and 2-fer will open


The Game (http://www.civfanatics.net/uploads5/LK55-750AD.zip)


Good Luck

Rowain

LKendter
Oct 11, 2003, 09:40 AM
Another 10 exciting turns in this really weird Game
That is the ultimate in understatement. I have never seen a game of civ so dull! I think it time to get ready for Cossacks and start a war!

LKendter
meldor
Rowain
Sirian (currently playing)
Urugharakh (on deck)

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

Sirian
Oct 11, 2003, 10:08 AM
Early: Ruh Roh. Here come the English! :eek:

http://www.civfanatics.net/uploads5/lk55-760ad.jpg

I buy a lux from China to replace the one we'll lose when Liz attacks. I shift our units toward the hot zones, and I move a musket onto the mountain at Smolensk, to deny them the high ground. Looks like I am going to get a Griselda's Interesting Times (TM) experience.

Uh... nope. :hmm: Liz tweaks my nose and says, "Got ya." :lol:

http://www.civfanatics.net/uploads5/lk55-770ad.jpg

Bwaha. I ain't been fooled like that in... quite some time. :)

Great. Now we're paying for a lux we don't need.

I finish upgrading our pikes to musket. 2fer: Nav-Chem. China declares war on Ottomans.


Middle: I build a boat. I also train a settler out of our smallest town, so we have one for poaching. Then I decide to marry these two, and send the settler out into the fog at sea in case there is a small island out there. I didn't want to re-up our spice deal with Liz at the higher price, and between turns, she sold the spices to somebody else! Blah. Ottomans finish Bach, just in time to hand it over to the arriving Chinese hordes (any turn now).

Late: 2fer: Physics-Metallurgy. There are no more islands, so I turn the ship around. (And wow, did the AI's tear up that fog in a couple of turns or what? :eek: Man o man). Built a fort on the mountain at Smolensk. Altered a few tiles for better production. All the AI's got MilTrad on the final turn. We never got a courthouse in Smolensk?? :smoke:

Looks like a typical Sirian's Uninteresting Times round after all. :crazyeye:


LK55 - 850AD (http://www.civfanatics.net/uploads5/lk55-850ad.zip)


- Sirian

LKendter
Oct 11, 2003, 10:39 AM
Early: Ruh Roh. Here come the English!
:hmm: I am not sure if the English turning around was good.
This game needs something to kick it out of the ultimate boring game.

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

LKendter (on deck)
meldor
Rowain
Sirian
Urugharakh (currently playing)

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

meldor
Oct 11, 2003, 10:25 PM
Originally posted by Sirian
Early: Ruh Roh. Here come the English! :eek:
The Indians did the same think to me on the turn they attacked the English. As soon as I moved to counter (by rushing a spear) they turned and hit the English.

Urugharakh
Oct 12, 2003, 04:07 AM
Got it.

The opportunity for cossacks agaist pikes will be over soon. I'll at least prepare for it or - even better - start it, if possible.

Urugharakh
Oct 13, 2003, 06:43 AM
Checking diplomacy I discover England bought salpeter. So no cossacks against pikes war. :( Furthermore we are giving Liz Silks for another 18 turns and a war now would ruin our reputation. Better prepare and hope they don't have rifles when the deal expires.

China and Ottomans are at peace again.

Ottomans demand ivory and we don't cave and face no serious consequences.

China demands 40g and I give it.

2fer for magnetism and gravity involving our currently only salpeter to Ottomans. We'll get it back from India 4 turns later. We got steam power as our free tech as does Ottomans, who sold it immediately to China.
Everyone has coal, but Liz hasn't connected hers.
Our workers start rails. Size 12 cities with full food box train workers.
Sell Steam power to England getting good cash including some gpt and mititary tradition. Later I sell steam power to India once Gandhi could srcatch some cash together.
We make 90 gpt, have 659g in the bank and all our knights are
cossacks. Looks like the game will become interesing soon.

Game (http://www.civfanatics.net/uploads5/LK55-AD0950.zip)

LKendter
Oct 13, 2003, 10:02 AM
LKendter (currently playing) Very disappointed no possible Cossack war before rifles
meldor (on deck)
Rowain
Sirian
Urugharakh

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

LKendter
Oct 13, 2003, 04:33 PM
950 AD to 1050 AD
My hands are tied with deals, so another 10 turns of nothing ahead.

China and England sign an MPP. China and India sign an MPP.

Buy Industry from China for Silks, $1296 and $36/turn. All cities switch to building factories. I buy Nationalism from India for factories, Ivory and $57/turn.

The English build Newton.

Our workers completed the military rail-net, got Odessa more shields from railed desert, and Minsk growing faster.

Summary:


LKendter
Meldor (currently playing)
Rowain (on deck)
Sirian
Urugharakh

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

http://www.civfanatics.net/uploads5/LK55-1050AD.zip

Puppeteer
Oct 13, 2003, 05:09 PM
Originally posted by Sirian
Uh... nope. :hmm: Liz tweaks my nose and says, "Got ya." :lol:

Bwaha. I ain't been fooled like that in... quite some time. :)
I've noticed this a couple of times in recent games. The AI seems to be thinking of attacking a city from an adjacent mountain or heading towards an unguarded strategic resource, but when I see it coming and put a guard or two up they turn around and casually wander off. On a recent standard map I was Rome and had wiped out the Germans & Egyptians and pushed back the Greeks, and I noticed the Greeks--now in peace treaty--heading (with a galley) for an unguarded iron. I guarded it then they headed towards the far side of my empire. It took me a while to figure out they were going for an unguarded Saltpeter. After I guarded it the Galley turned around and wandered off. More recently I had a mountain south of my capital, and two or three times I turned a curious attacker away by moving a garrison unit onto the mountian as they approached.

Perhaps you could tempt the English into attacking you by leaving some bait.

meldor
Oct 13, 2003, 09:10 PM
I see it and it is on the plate. I will not be able to get it tonight and may not be able to get it tomorrow night. If you want to swap me with the next in line that is fine as well.

LKendter
Oct 13, 2003, 09:27 PM
@Rowain - can you take it tonight?

Rowain deWolf
Oct 14, 2003, 01:35 AM
I can take it on Wednesday but not today


Rowain

meldor
Oct 14, 2003, 08:19 AM
I will try and squeeze it in tonight then, after my daughteres swim meet. If we go to war, it may only be a partial update.

meldor
Oct 14, 2003, 10:00 PM
Looks like a nice relaxing turns for me, again. Everything is peaceful until 1080AD when the Indians begin moving troops into our area. It looked like they were headed for Coventry, but I kept an eye on them. They attacked us on the interturn and the war was on. I got the palace expansion for the first successful defense. I then woke up a Cossack and killed an elephant to start our GA. Nice timing with all of those facturies building. I dial up Lizzie and get her in on it for silks, 148g and a WM. We lose 1 Cossack but take out 5 elephants, 2 Cav, 2 MDI, 1 rifle, 1 bow and 1 sword in their SoD and there are no more units in our lands. We raze the Indian dye city taking 3 rifles, unfortunately the Indians had an MPP with the Chinese and we are now at war with them as well. On the plus side, the 5 new slaves don't hurt. China is forced to declare on the English as well. Tbilsi is founded.

I get Spy Craft from Ossam for 66gpt and 125 then sell it to Lizzie for spices, 19gpt and 220g. We then make another 30gpt by turning lux back down to 0%. In the interturn Lizzie calls with electricity and she trades it for saltpeter and 53gpt. Next turn we get an RoP to allow is better access to all things Indian.

I then capture Lahore, losing 1 Cossack and taking out 3 rifles. I know it is a flip risk, but we don't have much choice, if I raise it then the English culture borders would prevent us putting in another city. While the Cossacks rest and supress resisters in Lahore I pillage the Indian's dye and would ahve pillaged their hores but an English unit is standing on them, I assume to pillage them in the interturn.

Executive summary: We are at war with India and China. We have two new cities, one of which is being starved until we get rid of resisters and then we can pop rush a temple and library. India has already come asking for peace, they wouldn't give up a city though, only a worker. china has two ironclads that want to bombard our coast. I move our lone cannon over to pinge them. There is a second Indian horse that could stand to be pillaged as well. We have 4 factories, one more due this turn and 2 more in 3. We have one city building the CIA and Smolinsk now has the shields to build a Cossack every other turn (at least in our GA). We had an 18-2 kill ratio.

The save (http://www.civfanatics.net/uploads5/LK55-1150AD.zip)

LKendter
Oct 14, 2003, 11:44 PM
We have one city building the CIA
We don't build any American buildings. This is Russia, and it is the KGB. :p :p

===================
we can pop rush a temple and library.
5 dead people and that city will be useless the rest of the game. Any reason you feel we need both?

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

LKendter
Meldor
Rowain (currently playing)
Sirian (on deck)
Urugharakh

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

Rowain deWolf
Oct 15, 2003, 08:58 AM
Got it

Rowain

meldor
Oct 15, 2003, 10:41 AM
Originally posted by LKendter
[I] we can pop rush a temple and library.
5 dead people and that city will be useless the rest of the game. Any reason you feel we need both?
They don't need to be full whips, but the sooner we get the Indian population down and our populatin up plus the 5 culture per turn, the sooner thisw becomes less of a flip risk.

Rowain deWolf
Oct 17, 2003, 05:20 AM
Announcement of a (small) delay. Game and Report should be up in ~10 hours from now.

Rowain

Rowain deWolf
Oct 17, 2003, 09:35 AM
1150AD - 1250AD

Not too much to report:

Wars: England signed peace with China in 1170Ad and with India in 1210AD;
China did alot of bombarding but landed only 3 Cavs which were easily killed. Nevertheless Mao wants Money for Peace.

We captured Madras in 1250AD which will give us Dyes (after Borderexpansion and Roading). They are willing to sign Peace alas they don't have anything we need.

Science: Bought Rep.Parts in 1180 from Osmans for Horse, Silks,48gpt and 1100. We have Rubber.

Sad News: China has a Monopoly on Medicine and Sci Methods and started to build ToE in 1220
in their Capital.
Kiev is on Palace (complete in 5) but can be swapped to Police Station without losing Shields.

Espionage: Despite several attempts we only have a Spy in India but none in China.


The Game (http://www.civfanatics.net/uploads5/LK55-1250AD.zip)

Good Luck
Rowain

Sirian
Oct 18, 2003, 11:20 PM
Please skip me this round. I have a lot of work to do to finish my Epic 36 report. :)

- Sirian

LKendter
Oct 19, 2003, 02:42 AM
LKendter (on deck)
Meldor
Rowain
Sirian
Urugharakh (currently playing)

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

Urugharakh
Oct 19, 2003, 07:55 AM
Got it.

Urugharakh
Oct 20, 2003, 12:01 PM
England got medicine in 1265 AD. We are in no position to buy it let alone scientific method next. Consequently our palast prebuild turns into an expensive infantry and we hope for a economic wonder and a leader.

We plant a spy in Beijing. He was exposed two turns later and replanted immediately.

Our first ironclad got one victory lowering the price for peace and then looses against a 1hp chinese bringing it back to the old price. We kill a few landed chinese troops and another ironclad lowering the price again but I see no reason paying 100g for peace.

China declared on Ottomans on my last turn.

We captured Bangalore and Calcutta.

Lahore and Bangalore are on their last diet turn, while Calcutta need another 3 turns of starving.


The Game (http://www.civfanatics.net/uploads5/LK55-AD1300.zip)

LKendter
Oct 20, 2003, 08:19 PM
1300 AD (pre-turn)
(I) The Ottoman war helps us as all Chinese ironclads leave our shores.

1305 AD
We kill two Chinese cavalry that landed by Bangalore with elites, but no leader. :(
(I) China is building Hoover Dam. :cry:

1310 AD
Bombay is captured along with a worker.

1315 AD
I give England Saltpeter and $70 to get Corporation. With the ToE built, out best bet are stock exchanges to improve our economy. We are way behind in tech. Could the weakness of Communism be showing?

1330 AD
(I) Bombay flips to ENGLAND cost us an infantry.

1350 AD
Size one Delhi is now ours, and India is banished to the islands.

Summary:
Next player can decide about peace with India. The sad thing is they have nothing of worth to offer.

China will sign peace for $80. I am tempting to pay just to end the phony war, but the next player can decide.

This one is starting to feel hopelessly behind for tech. We are down at least refining, steel, medicine, sanitation, sci method, atomic theory and electronics.

LKendter
Meldor (currently playing)
Rowain (on deck)
Sirian
Urugharakh

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

http://www.civfanatics.net/uploads5/LK55-1350AD.zip

meldor
Oct 21, 2003, 09:41 PM
Out of town on business. Just got back. I will play this one first tomorrow.

meldor
Oct 22, 2003, 08:35 PM
Mostly uneventfully turns.

I did get Medicine and Sanitation from the Ottoman Empire.
Made peace with India for Ecomonics and 2g. We could've had two of their three cities, but undefended they wouldn't have lasted. I did include an alliance against the Chinese in the deal. Two turns before the end they broke the deal and we are back at war again.

The Ottomans must be bombing China hard as they no longer have a port through which to trade. They will now pay us for peace, but I would prefer if they stayed in Communism like us (misery loves company). I saw a BB on the next to the last turn so they are at least up to that tech.

I started a couple of coal plants and 1 hospital. Mostly build arty and infantry.

We have 3 more turns on a deal with England and then we have to atttack them if we are to have a chance of winning this game. ILuckily they signed an MPP with China and are at war with India. I saw several Galleon (hopefully loaded with troops) sail off into the great beyond (toward India). I tried 3 times to plant a spy in england and was caught all three times but Liz refused to dclare war. It must have something to do with that 70gpt we are shipping her. Lets hit her while her troops are busy elsewhere. They did take one Indian city BTW.

[EDIT] I did get us to 0% lux tax in spite of not renewing the lux deal with Lizzie.

http://www.civfanatics.net/uploads5/LK55-1400AD.zip

LKendter
Oct 22, 2003, 09:33 PM
LKendter
Meldor
Rowain (currently playing)
Sirian (on deck)
Urugharakh

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

Rowain deWolf
Oct 24, 2003, 01:10 AM
Got it.

But will only play on Saturday.

Rowain

Rowain deWolf
Oct 25, 2003, 02:19 AM
Sorry but I can't find time to play it .

Please skip me.

Rowain

LKendter
Oct 25, 2003, 09:21 AM
2 skips in one round isn't good. I hope we don't have to many more.

LKendter
Meldor
Rowain
Sirian (currently playing)
Urugharakh (on deck)

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

Sirian
Oct 25, 2003, 03:34 PM
I got it.

Sirian
Oct 26, 2003, 10:24 PM
IT 1400AD: We have taken all of India's cities on our continent, and our forces are in no position to move against either England or China. Looks like another quiet round for me.

* Our coal source dried up in 1405AD. :cry:

* Built five hospitals, started BatMed.

* Ottomans signed embargo against us with India. This cancelled our deals with Ottomans AND RUINED OUR REP WITH THEM??? :eek: :hmm: That seems buggy. (I have been playing too much GalCiv lately, I guess).

* Signed England to alliance vs China, including resource swaps.

* Grew our captured cities a bit.

* Our valiant ironclad sank a Chinese battleship, with artillery help, then nabbed an enemy clad, too, before finally being sunk.

* Then I noticed we had a second clad. Oops. Maybe if I had grouped them, I could have saved the one that sank. Too late now.

* Ottomans are dying, last gasp, one foot in the grave the other on a banana peel.

* India is down to OCC but has made peace with England, after which I signed them to peace and nabbed 240g.

* 2fer: Steel-SciMeth.

* Started lone scientist research in Minsk, which lacks for tiles anyway. (Hospitals still reduce our unit costs, though, so was worth it). Will we still be needing Atomic Theory in another 39 turns? Possibly. What the hey, right? Right. :)


Not sure how we are going to win this thing. All I could do was chug along, consolidate what we have.

LK55 - 1450AD (http://www.civfanatics.net/uploads5/lk55-1450ad.zip)


- Sirian

LKendter
Oct 27, 2003, 12:18 AM
LKendter (on deck)
Meldor
Rowain
Sirian
Urugharakh (currently playing)

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

Urugharakh
Oct 27, 2003, 04:30 AM
Got it.

I finish my Epic 36 report today and will be on a buisiness trip tomorrow. I do have time and will play on wedensday. In case this should be too late please skip me.

LKendter
Oct 27, 2003, 07:47 AM
Originally posted by Urugharakh
Got it.

I finish my Epic 36 report today and will be on a buisiness trip tomorrow. I do have time and will play on wedensday. In case this should be too late please skip me.


No problem - that is just within the 48 hours. My only request is you complete this before BAM2 as that game is a more laid back pace.


I hope you can pull a rabbit out of your hat - when I see Sirian say "Not sure how we are going to win this thing" that is scary.

Bam-Bam
Oct 27, 2003, 09:01 AM
Originally posted by LKendter

My only request is you complete this before BAM2 as that game is a more laid back pace.


Hey Lee--I resemble that remark! ;)

I second that, Urugharakh--Lee runs a tight ship, while those of us who have run 2 (well actually one, since the first one was undone by silly modding error) SGs can afford to have lower standards...:lol:

Urugharakh
Oct 29, 2003, 10:45 AM
Our situation looks bad. We have a weak economy and are way behind in tech. We have to stick with communism, which suck from the economic point of view. The only tasks communism can do are war and spies. So we have to use them. We can't attack China with our current navy, though this is our long term goal. Hence we must attack England once or treaties are over. We desperately need more land so we can at least steal our stechs.

Ottomans died on my first turn.

Liz betrayed us and made peace with China on my second turn. We loose our spices as a consequence. I use scroll ahead to prevent riots.

I pay 40g for peace with China. We lost our coal and can't allow the bombardmend again until we got some back. Silks to China will give us wines and 7gpt. We plant a spy in London for 75 gold. England has 61 infantry, 5 cavs and 15 guerillias. China has already tanks.

Liz uses propaganda in Kiev. I'm sure she will go after us in the near future. As we have to do something I start mobilization in 1470 AD. We need more troops really fast.

It might be too late already. England just got motorized transportation and has oil or bought it from China.

On my last turn we got up to 35 infantry. Still not enough for England, but we have to pay them 141gpt for another 5 turns before going to war anyway. If necessary we can start a war with india to get out of mobilization, but I would strike at England as soon as possible. Currently they only have 3 tanks, but it will be harder for us with every new tank and I don't see a reasonable chance for us getting motorized transportation in the near future.


Game (http://www.civfanatics.net/uploads5/LK55-AD1500.zip)

LKendter
Oct 29, 2003, 11:45 PM
1500 AD (pre-turn)
As they liked to say on Farscape - we are totally frelled. We have lost our ability to trade for tech with gpt. I have no idea what to do at this point...

A couple of cities switch from infantry to artillery as we have far to little artillery.

1505 AD to 1510 AD
The Russian leaders took a nap

1515 AD
:eek: The English and Chinese have gone Modern. :eek:


1525 AD
Suicide is painless...
I dial up China and sign a MPP for $55. I perform a dirt-cheap sabotage attempt, and war begins with England. I plant a new spy without a problem.
(I) I time it right, and let the MPP trip by England attacking us.

1530 AD
I kill the stack of guerilla / infantry that England has by Tblisi. I kill the 2 stray English tanks by that city.

1535 AD
I pick of a few stray units, but most of our Cossacks need to heal.

1540 AD
We ship China Ivory for Coal and $2/turn. We need the ability to repair the bombardment damage.
More units are dying with a great kill ratio. We are making progress as we know have an average military vs. England.
(I) England already wants an audience - after just 3 turns!

1545 AD
We continue to kill English units, and our excess artillery begins the bombardment of Nottingham.


Summary:
It looks like this variant proves how bad Communism is. This crowd should not be hopelessly behind in tech.

Oh well, at least we go down fighting.


LKendter
Meldor (currently playing)
Rowain (on deck)
Sirian
Urugharakh

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

http://www.civfanatics.net/uploads5/LK55-1550AD.zip

meldor
Oct 30, 2003, 08:23 AM
I see it. Glad to see that the war with England is finally under way, should have started a while back. I will also try to sneak in a ship of two so that we can get some troops off the China coast and get to them as soon as we finish the English. Yes, we will go down fighting.

meldor
Oct 30, 2003, 09:37 PM
Alright, we are finally rolling against the English. Something we should have done hundreds of years ago.

The English manage to send one last SoD into our territory (8 Infantry, 2 Marines). They die and thereafter the largest stack we see is one of four and two of three. We bomb any units in our bordres to 1hp and kill them. Left over arty hits Nottenham. I send a unit over to watch the Chinese assualt Warwick hoping they will leave it with one redlined infantry and we can steal it. However they don't but as luck would have it, they raze it and we have settler.

Next to fall is Nottingham. We pound it to size 1 with all redlined units and then raze it.

Next to fall is Hastings, again we pound it to size 1 with all redlined units and raze it. both cities replaced with fine Russian communities. One of the new Russian cities allows us to move up and start bombing London. It goes from size 28 to size 13 and is no missing lots of buildings.

England starts with 7 marines, 52 Infantry, and 4 Guerillas. They end with 1 marine, 29 Infantry, and 1 Guerilla. They have been drafting a lot of marines as I killed 5 in the last two turn, that is ok as it saves soe arty.

One the tech front we slog along and only have 10 more turns on Atomic Theory. However, we are commies and I am cheap. I manage to steal (immediately) Refining, Combustion and Mass Production. This leaves us AT, Electronics and MotTran from having Tanks! Keep stealing from England.

Of course England will give up AmpAssualt to make peace but I would rather not.

I switched one city and we may think about two, to producing transports. The turn we make peace with England and the MPP runs out with China, we need to land about 30 Infantry and 70 Arty on a selected spot in China.

I got one GL and turned him into an army. It was near the end so I didn't fill it. I would suggest the next one might be saved for moving the palace if this will help in communism.

http://www.civfanatics.net/uploads5/LK55-1600AD.zip

And for you who like to play along at home:
http://www.civfanatics.net/uploads5/lk55-1600ad.JPG

LKendter
Oct 30, 2003, 09:51 PM
I knew Nottingham was in trouble. I had already did two partial hits killing several buidlings and people. I suspected England may have already started to gas, but I didn't think it was that bad!

It sounds like my MPP with China paid. The Warwick razed helps with the problem of coal.

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

LKendter
Meldor
Rowain (currently playing)
Sirian (on deck)
Urugharakh

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

Rowain deWolf
Nov 01, 2003, 01:58 AM
Got it

Rowain

Rowain deWolf
Nov 03, 2003, 02:05 AM
Sorry to let you all down but I can't find the time to play. Since I won't find it during the next 2-3 weeks either I have to bow out.


Rowain

LKendter
Nov 03, 2003, 06:18 AM
LKendter
Meldor
Sirian (currently playing)
Urugharakh (on deck)

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

Sirian
Nov 04, 2003, 06:43 AM
IT 1600AD: Well, we've got lots of artillery, at least. And in communism, we can use it with impunity.

Early: London has about 5000 infantry defending it. No way will we get through that. I drop the city to size 1, then shift the gun SoD over to Bombay. China captures the English city on the south coast and then the rest of their shipload of troops heads inland through our land toward London.

Middle: Bombay is razed. Settler moved into position, found a new city. Checking with Liz, she will almost offer Flight for peace. Gun SoD marches on Canterbury. Few defenders there. Only takes one and a half turns to reduce the city and capture it.

Late: China lands two transports (not full) on the north shore near York. They land on the rubber tile I had pillaged several turns back :smoke: instead of directly adjacent to the city. [pimp] This will cost them York. I run some of our cossacks out in between the Russians and York. One will die, but he gave his life for the motherland. This delay on Chinese forces allows me to capture York. Both York and Canterbury were so badly shelled to redline their defenders, nothing left in terms of improvements except the ones that can't be destroyed: hospitals, wonders.

1650AD: Our lone scientist researches Atomic Theory. I give Liz peace and ~110gpt for Flight and Electronics. London is all she's got left, and it's a small town with about half a dozen or fewer defenders. The Chinese tanks from the north shore will reach it in two turns, but there's a chance they won't be enough. China already spent its other transport full, and did damage to London. I figured if London is captured, we don't have to pay the full deal to Liz, and we can take London from China easily enough. Had to get the two free techs while we could, and timed it with the lone scientist so the second tech would actually be worthwhile. We are still significantly behind China, of course.

I saved cash all turn (we started with none?) so a tech steal attempt could be made by next player. I assume that's how we're going to do our "research", since we surely cannot keep up under this government the old fashioned way.

I left most of the units unmoved, for next player to choose our direction and plan. England is, for all intents and purposes, kaput, and what lies before us is a grueling war with China. Their navy is massive. I built us a few ships, but our shores may get picked clean anyway. At least the threat of a genuine invasion by the AI is pretty much nil, since we have plenty of artillery. I did get our military academy built, but did not pop any leaders and did not promote a single unit. Go figure. :)

Sirian
Nov 04, 2003, 06:47 AM
http://www.civfanatics.net/uploads5/lk55-1650ad.jpg


LK55 - 1650AD (http://www.civfanatics.net/uploads5/lk55-1650ad.zip)


- Sirian

LKendter
Nov 04, 2003, 06:42 PM
LKendter (on deck)
Meldor
Sirian
Urugharakh (currently playing)

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

Urugharakh
Nov 05, 2003, 02:31 AM
Got it.

Urugharakh
Nov 06, 2003, 08:51 AM
Start my turns with stealing motor transport from England. Then have to move our units and change production starting our first tanks. I cancel our expired ivory for coals and 2gpt deal with China as we now have our own coal again. Ivory will now give us 40gpt. Canceling this deal for a war will hurt our non existent reputation, but should be allowed by the rules.

1655 AD England is down to 4 infantry and 1 artillery. 6 chinese tanks will attack London next turn. So I use our cash and steal radio from Liz. We enter modern age drawing computers. China has rocketry and ecology already. China is in democracy. So trading techs involving our gpt is out of question for me locking us into peace too long while they will part with not enough cash per turn for computers.

England survives the attack next turn but was finally destroyed in 1670 AD.

1690 AD Our dyes for furs trade expires. As we don't need another lux after we got our spices online we sell dyes for 44gpt with the same intention as the ivory. We steal rocketry form China.

We should definitely declare war the turn China discovers computers and earlier if possible. We now have 6 tanks and 6 mech infs without any upgrade.

Game (http://www.civfanatics.net/uploads5/LK55-AD1700.zip)

LKendter
Nov 07, 2003, 05:49 AM
LKendter (currently playing)
Meldor (on deck)
Sirian
Urugharakh

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

LKendter
Nov 08, 2003, 12:04 AM
1700 AD (pre-turn) to 1725 AD
We need shield and transports badly. The hospitals in Lahore and Calcutta gain us neither. Both of those cities switch to transports.

1730 AD
(I) - China begins working on the UN.
:eek: China has started building space ship parts! :eek:

1735 AD
Due to the Chinese start of UN and space parts I feel the DoW can't wait. I am forced into the despicable position of declaring war with goods being shipped to China. I don't think we can't wait 11 turns. If this was a solo game I never would have shipped them any goods. I wish I could ban this as an exploit, but I can't prove where the human play clearly gains from it.

I promptly ally with India to insure 0% chance of China winning a UN vote.

We take size one London and now own Sun Tzu, The Pyramids and Newton's. It was a glue factory, but I didn't lose any of our fledgling tank force. What is absurd is the tank on the hill outside the city cost more then killing several units inside the city.


1745 AD
Coventry is razed and replaced by a good Russian city. We get some badly needed workers from the deal. I hope the planes that were bombing us were in the city and that the Chinese plane count dropped.

I attempt to steal tech from China, but I fail. Our spy is still in China.


Summary:
I am passing one turn early so that Meldor can decide if he feels the fleet is strong enough to get us to China now.

LKendter
Meldor (currently playing)
Sirian (on deck)
Urugharakh

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

http://www.civfanatics.net/uploads5/LK55-1745AD.zip

meldor
Nov 08, 2003, 10:54 AM
got it

Sirian
Nov 09, 2003, 03:33 PM
Small maps on Deity with 20% land. Lee's new favorite scenario? Somehow I think not. ;) And yet if we survive to victory, eking across the finish line, what a legendary way to go out for PTW.

:sheep: :fish:


- Sirian

LKendter
Nov 09, 2003, 03:48 PM
Well small maps will stay common. LK56 started as another small map. As for 20%...

meldor
Nov 11, 2003, 09:57 PM
Sorry I won't be able to give a full report.

We have a toehold in China. We are pounding the second city and the first is getting pounded in return.

China added another part to the sapce ship. We can't cash rush an airport so we need to build the fleet back up to make anaother crossing. It took a brutal beating getting across the once.

On the plus side, they have stopped bomobing our coast from the mainland and those units from the former lands of India come just in to range of atry, get pounded and return without firing a shot.

If we can hang on on the mainland, it is the beginning of the end. While, it really is that either way. If we can get enough ships up for another crossing, it would really help.

http://www.civfanatics.net/uploads5/LK55-1766AD.zip

LKendter
Nov 11, 2003, 10:06 PM
LKendter
Meldor
Sirian (currently playing)
Urugharakh (on deck)

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

Sirian
Nov 14, 2003, 12:47 AM
Got it.

Urugharakh
Nov 15, 2003, 06:47 AM
I leave for the weekend and can't post a got it until monday evening. I can still play on tuesday or wedensday, so no skip is needed.

Sirian
Nov 17, 2003, 01:12 AM
IT 1766AD: Divided we fall. Our force on the other continent is split??? :hmm: Are they gassed? Apparently, a transport load of enemy vehicles -- mechs and tanks -- was just landed next to our one toehold city? And we have five defenders? Looks dicey. For that matter, the other stack doesn't look so good either. Lots of arty, three tanks? Three tanks? And some cover? There's nothing good I can do with this position.

I attempt a tech steal. We succeed and I grab ecology. There goes our cash.

I sue for peace! Mao will talk, and even pay a few coins. I fan out our stack and pillage anything in range, then I sign the deal. I load up our transports from home and send them out, no longer afraid of the swarms of enemy b-ships, at least for the short term.

I abandon Philadelphia. It probably should have been razed anyway.


Early: Mao demands that all of our units leave (automated move) or else. I thank him for the free ride out of his territory, which re-unites our two stacks. Now if the AI will just move those last three vehicles, I can move a settler onto the hill and settle. Well, of course that doesn't happen, so after a few turns I give up and found on the site of former Philadelphia.

Some fortyish of our units, mostly more artillery, unload onto the other continent. Mao builds UN and Manhatten, and starts SETI. If he were to tac-nuke our city over there, we'd be devastated. Just so you know.


Middle: I get some more airports built back home, working on mass transits in our biggest cities to slow that flood of pollution. Most captured cities are working on courthouses or building more workers. I plunk down a couple of airfields, too. And we now have an airfield and radar tower at our beachhead.


Late: Mao stabs us in the back as soon as he learns Synthetics. That is less than ten turns since we made peace.

http://www.civfanatics.net/uploads5/lk55-1782ad.jpg

Fine with me. United we stand. Come get some.

Our cossacks mop up the remnants of tank units that approached under our withering artillery fire.

http://www.civfanatics.net/uploads5/lk55-1784ad-leader2.jpg

Pete rushes an airport. That was the finale of the first round of combat. We lost one mech, they lost half a dozen units.

Been eight or nine turns since I stole Ecology. We have the dough now for a safe steal, even though it would leave us a bit below 1k for interest purposes.

http://www.civfanatics.net/uploads5/lk55-1784ad.jpg

OK, now we're good. I mobilize. Urug will have the tools necessary to begin to go on the offensive on his round. Could be close on their launch attempt, though.

After the airport completes, I disband two cossacks, including the one that spawned the leader, in order to get a barracks produced. I chased off all the ships, but next round some will be back, the ones wounded on the first turn. Our airport could be lost from bombardment by ship. That wouldn't be good. But I at least want to get our tanks that are already over there upgraded to armor.

The AI lands two full shiploads of mechs, armor, and tanks. Sixteen units right next to our city. For all the dozens of arty we have there, it's not enough to redline the whole stack, though at least all the mechs are fully reduced. Takes three quarters of our units to wipe out those sixteen, and we lost half our tanks to streaks.

http://www.civfanatics.net/uploads5/lk55-1786ad.jpg

Stalin forms our third army. We are eligible for the Pentagon. I start it back home.


1788AD: China is gassed! They sent only three armors. One killed a mech, but that's par for the course. Their b-ship swarm is being annoying, pulling out of their harbor, firing, and going back to port. Blah. Need to target Washington first to put a stop to that.

On the up side, we've shot down over fifteen enemy bombers, and lost only one jet. One of ours also promoted.

http://www.civfanatics.net/uploads5/lk55-1788ad.jpg

I tried to get our destroyer over to the other continent to help pick off redlined ships. I waited until I saw we were in the clear, but nope. An enemy sub was out there, and our tin can is now an artificial coral reef habitat. :fish: :lol:


1790AD: Again, only three armors are sent by them. Again, we lose one mech. I have eight or ten of our own armor over on the other continent now.

Although we haven't gained a lick of ground, technically, I feel that I did the right thing to consolidate our position, enjoy a little peace time preparation, and that I have put the team into a much better position from which to fight.


LK55 - 1790AD (http://www.civfanatics.net/uploads5/lk55-1790ad.zip)


- Sirian

Skyfish
Nov 17, 2003, 05:56 AM
Masterful set of turns !
:thumbsup:

LKendter
Nov 17, 2003, 06:39 AM
Unreal - I can't remember the last game that was still in question during the modern age.

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

LKendter (on deck)
Meldor
Sirian
Urugharakh (currently playing)

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

Skyfish
Nov 17, 2003, 09:16 AM
Try LotR7 or LotR5 ;)

Sirian
Nov 17, 2003, 10:39 AM
Unreal - I can't remember the last game that was still in question during the modern age.

Short memory, Lee? :) We were still in doubt in the 5CC Conquest come modern age. That was the previous LK game, IIRC.

I don't think we're too much in doubt here. They are four techs short of launch. We ought to be able to reach their capital one way or another by then, since we now have several cities able to build an armor in two turns, a few more in three, and some factories and power plants in the works for yet more tank crank down the road. And of course, the AI will not conserve to form a SoD, but send everything it produces as it comes off the assembly lines. "In doubt" is true, but I believe we will win.


- Sirian

meldor
Nov 17, 2003, 01:16 PM
I will apologize for leaving you the mess.

When I split the units to go after the next city I had thought the initial rush from the AI was over. It wasn't unitl they landed twice outside the city that I realized for some reason they were bringing the troops over on transports rather than attack directly. It could have had something to do with jfact that I had mechs out to force them to go around and give me a chance to hit them once before they got a full attack.

You recovered from it nicely though.

I didn't raise Philly because I had planned on shipping over some more troops. I didn't realize that our entire stack of protectors would be gone before we got back the first time. I thought I would be able to do several runs at least and so made the mistake of not bringing at least one settler with me on the initial run. One major shortcoming of communism is the lack of cash rush in the case were you want that infrastructure now.

I am gald to see you were having better luck with the jets. I lost the first one off the line.

Urugharakh
Nov 17, 2003, 02:28 PM
Got it.

Urugharakh
Nov 19, 2003, 07:07 AM
Everything is fine and I hit return. We loose our infantry army and a mech while killing 4 MAs an 2 bombers. Next turn we loose one of our mech inf armies.

After our wall completes our losses are significantly reduced from ~3 units/turn to ~1 unit/turn. Unfortunately our barrack fell to bombardment and must be replaced.

We steal fission and have uranium.

Otherwise nothing worth reporting. I feel still too weak for the land assault on chinese continent. Fortunately our situation has been improved as we now own 27 MAs and almost enough mechs. So Lee may dare the land war. Mao has 7 space ship parts and is building none, probably because he lacks the necessary techs. We do have cash for another steal. Good luck.

Game (http://www.civfanatics.net/uploads5/LK55-AD1810.zip)

LKendter
Nov 20, 2003, 12:28 AM
1810 AD (pre-turn)
I attempt a tech steal, and fail. We still have an agent in Peking.
(I) China loses 6 MA, and we lose 1 mech. The kill ratio is in our favor.

1812 AD
I kill 4 ships and 1 ma at no cost.
This is scary - China has a tactical nuke.
(I) China loses 5 MA for nothing.

1814 AD
4 more China ships are sunk and one MA is destroyed.
(I) China loses 6 MA for one mech. In addition, they must have lost a sub.

1816 AD
Operation forward fort is completed, along with a road. We have the ability to get our troops to the hill in one turn.
I can't steal for beans as our agent again fails.
(I) Just one unit attacked?

1818 AD
I perform a straight MA blitz of Washington and raze it a cost of 2 MA. Well, so much for the Colossus. I think attempting to keep any China city is to high a flip risk.
We destroy 9 battleships in port [dance]
(I) 2 dead units on each side, and China burned a couple of cruise missiles.

1820 AD
Atlanta is razed for a cost of a couple of MA and China no longer has access to gems. This should cause him to hire a whole bunch of clowns. :D
Lenin appears during this battle.
The attempt on Boston goes nowhere costing us 5 MA before I abort. It looks that city must have civil defense.
(I) :eek: China just nuked Kiev and Smolensk :eek:
An empty army died with Kiev.

1822 AD
Astrakhan is formed to increase on presence on the main China Island. Lenin rushes and airport in that city.
During the assault on New York Trostsky appears who rushes a battleship in Beachhead. Before we get to raze New York Zukhov appears who builds an army. New York is razed.
(I) I see the most bloody ground battle my round as we lose 7 units, and China losses 5.

1824 AD
We kill 6 MA and a MI at the cost of just 1 MA.
(I) We lose 3 battleships. :(
On land they lose 4 for nothing.

1826 AD
We get revenge killing 1 battleship.
:confused: We get to kill 2 Chinese guerillas?

It costs a horrific 11 MA, but Iznik is razed. We gain 8 more workers to ship home and try and cleanup the polluted mess.
(I) This is an unbelievable messy game as Sevastopol is nuked.

1828 AD
China tries to sneak in a new city - Anyang - and we promptly raze it.
(I) This is getting frustrating as can be as Madras is nuked.

1830 AD
I suck with spies - third steal attempt fails, and we lose the spy. I do replant without problems.

Our 14 hp MA army drops to just 1 hp before killing a MI in Istanbul.
We lost 10 units to raze Istanbul, but China just lost Smiths, Sistine and Bach's. With that level of culture there is no way we could have kept it. It also had several obsolete wonders. I hit my #1 goal, and hope that really kills China's productivity. They just gained a massive amount of miserable people.

Summary:
I feel the next big goal is Izmit so that we can control the choke point. That would make it safe for us to establish multiple luxuries colonies.

LKendter
Meldor (currently playing)
Sirian (on deck)
Urugharakh

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

http://www.civfanatics.net/uploads5/LK55-1830AD.zip

meldor
Nov 20, 2003, 06:54 AM
Sounds like you did a great job Lee. I will try to keep the progress up and put some more nails in...

LKendter
Nov 20, 2003, 07:52 AM
Originally posted by meldor
Sounds like you did a great job Lee. I will try to keep the progress up and put some more nails in...


Well Chinese clowns are very well employed now. :D
Get that choke point city, and I will be quite happy with your 10 turns. With all the nukes flying around I would like to be able to keep our troops 2 from any city. We can't do that until the choke point is ours.

Don't forget to ship most of our new cheap labor home. Way to much work to do at home.

sgrig
Nov 20, 2003, 05:38 PM
Very exciting game guys! I downloaded the latest save and played for a while. I never had such an interesting modern age game! *edited out*


By the way, is cultural victory condition on?


EDIT: Sorry, I didn't know that a general result by another person is classed as a spoiler.

Bam-Bam
Nov 20, 2003, 10:55 PM
sgrig--

You know--this is generally considered bad form to download an in-progress SG and then post your results. I suggest that you edit out your comments on how the game turned out for you.

LKendter
Nov 20, 2003, 11:23 PM
@sgrig -
I second Bam-Bam comments. This is know as a spoiler when you talk about FUTURE results. Please don't comment about a future, even if it is only in theory.

meldor
Nov 21, 2003, 08:36 PM
1830 AD (Pre-turn)
Not much to do except look at the ugly countryside.
(I) A sub dies to promote our BB to elite. We lose 2 mech and 1 MA to counters, they lose 1 MA but leave more exposed.

1832 AD (1)
Pound three MA near Beachhead with arty and attack with elites. This gives us a GL who immediately rushes the Pentagon in Beachhead. Move our MA back to Beachhead to heal. The Mechs stay with the workers. Our MA Army gets the MA that just pulled a leader added to it. We found a town to give us wine. Looks like they are going to try and start a gem colony, we will ahve to put a stop to that.
(I) We lose one mech they lose 2 MA. A battleship comes within range of our arty. A transport leaves the island city of Hyperbad. WE move to intercept it.

1834 AD (2)
The BB is redlined and sunk. Our MA should be healed next turn and we can again go on the offensive.
(I) The Chinese nuke Vladivostok. We lose two BBs and all but 2 of our transports. Then then lost 6 MA (Four attacking our Mech army) and we lose two Mech

1836 AD (3)
The ironclad escorting the transport is sunk and the transport joins it at the bottom. We begin movement towards Boston and Bursa.
(I) We 2 Mechs and 1 MA they lose two MA.

1838 AD (4)
Clean up two stray MA and then assualt Boston. We raze it and it 10 workers. I can then capture the worker about to build a Chinese gem colony. Instead he builds one for us. We park about four Mechs on top. We then raze Bursa and get no workers. When I get enough spare Mechs we will have a Fur colony as well. sine Shantung is only guarded by a Guerilla I don't even bother to take the radar tower first and we raze it as well.
(I)A sub dies trying to take out a BB.

1840 AD (5)
Take out the tower near Edrine. Position a bunch of arty to pound it next turn. Found a fur colony and slap 4 Mechs on it. Kill off an infantry and capture the settler under it.
(I)Kiev gets nuked again and we lose 8 workers who had been cleaning up the mess from last time. They lose 3 MA and we lose 2.

1842 AD (6)
bomarbs Edrine from 24 to 18 taking out the Rax, Civil Defnese and temple (amoung other things.) It has at least 5 Mechs defending it so we will wait unitl next turn to assualt it. Move some units back to heal.
(I) They attempt to capture are Arty stack, even using an MA army but to no avale. We lose one Mech and the stack stands. The Chinese add another part to the space ship giving them 8 of ten parts. No more are building.

1844 AD (7)
We bomnard and then raze Edrine taking with it their injured MA army. We then position ourselves for a assualt on both Izmit and Uskadar.
(I) We lose 2 MA.

1846 AD (8)
Not my turn as we assualt both Izmit and Usakdar and fail. I do get 4 Mechs into the choke point. I steal space flight.
(I) We lose one of our mechs in the choke point but they lose 2 MA.

1848 AD (9)
Izmit is razed. I couldn't get enough units to Uskadar to take it out. It is the last city on this side of the island.
(I) The Chinese land two MA near Beachhead.

1850 AD (10)
We pound the two Chinese MA and finish them off. We then raze Uskadar and finish cleaning off this half of the main Chinese island. The settler is in place to build the choke point next turn or even move up one and build there.

The chinese haven't started building either of the last two parts for the space ship, however they have 1 TacNuke and 1 ICBM.

This should have been my last turn on this one.

The Game (http://www.civfanatics.net/uploads5/LK55-1850AD.zip)

LKendter
Nov 21, 2003, 11:13 PM
The settler is in place to build the choke point next turn or even move up one and build there.

The next key objective is reached. :D
We free up a lot of defenders, and can keep the troops 2 away from the cities.

We have more luxuries, and the Capitol is getting closer. Them having just 2 space parts to go is a bit scary, so the pressure is still on.

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

LKendter
Meldor
Sirian (currently playing)
Urugharakh (on deck)

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

Sirian
Nov 22, 2003, 03:13 PM
Got it.

Sirian
Nov 22, 2003, 08:50 PM
http://www.civfanatics.net/uploads5/lk55-1864ad.jpg

http://www.civfanatics.net/uploads5/lk55-1864ad-a.jpg

http://www.civfanatics.net/uploads5/lk55-1864ad-b.jpg

http://www.civfanatics.net/uploads5/lk55-1870ad.jpg

Just a little mopping up left for Urug.

I had a great time playing with this team. This was a memorable game, in all its various forms of noteworthiness. :lol:


LK 55 - In The Bag (http://www.civfanatics.net/uploads5/lk55-1870ad.zip)


- Sirian

LKendter
Nov 22, 2003, 09:56 PM
What was noteworthy - how many cities of ours got nuked? :crazyeye:

With the space ship destroyed - I agree purely mopup phase.

====================================
LKendter (on deck)
Meldor
Sirian
Urugharakh (currently playing)

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

Sirian
Nov 23, 2003, 02:13 AM
What was noteworthy

* What a crappy bit of land we started with. Crammed in seven cities on four cities worth of land.
* Runaway AI on the other continent.
* Having to battle ever larger foes.
* Missed the entire wonder train.
* Communism the whole way on Deity.
* One city (Smolensk, which I founded), had rubber and oil, and it got nuked three separate times (the only nuke they launched my round was the third).
* I cleaned up ALL of the nuke pollution by the end of my round.
* Our beachhead almost failed. Took both me and Urugharakh two rounds without gaining any land to hold on to it and build up to attack. And you're not exactly talking about timid players there. :crazyeye:
* Most boring start ever, but quite the finish.
* Probably the only 20% land game you'll ever play. :p :lol:

I could probably come up with more if you insist. :D


- Sirian

LKendter
Nov 23, 2003, 09:30 AM
Probably the only 20% land game you'll ever play.

I won't argue with that one. 20% is way to crammed for my taste. On the other hand small world isn't stopping as my standard.

Urugharakh
Nov 23, 2003, 01:23 PM
Got it.

Sirian
Nov 23, 2003, 03:35 PM
Yeah, but 20% land has its uses. For one thing, you don't HAVE TO play with the max number of civs. So... playing 20% with a portion of the civs missing is sort of like playing a smaller map size on crowding, but a larger size on spread between civs, tech pace, etc. I'm not sure you've considered that.

I suggest you try a Large map 20% land with only seven opponents or a medium 20% with only five opponents before you relegate 20% to the dustbin of useless options. Eh? :)


- Sirian

Urugharakh
Nov 25, 2003, 06:06 AM
Not interested in settling the origional chinese continent taking a domination win I went for a military victory.

First turn we raze Hyderabad on the southern island and kill a radar tower near Jaipur and kill all defending MIs leaving only rifles.

Interturn Smolensk got nuked again.

Next turn we raze Jaipur.

The former Indian islands are cleaned in 1880 AD.

Next turn our assault on Tientsin almost killed our MA army. Getting tired of chinese resistence I decide on razing Macao the same turn. Unfortunately 5 MAs died but Macao is history. Mao is down to OCC.

1884 17 MAs landed near Tatung. Next turn China just rushed another ICBM at Tatungs population dropps from 13 to 8 while ICBMs goes up from 0 to 1. :) We loose 7 MAs before killing the first 3 defending mechs and redline the forth. But we raze the city next battle. For those interested adding the game to their highscore here (http://www.civfanatics.net/uploads5/LK55-AD1886.zip) is the save before the last battle.

http://www.civfanatics.net/uploads5/LK55_Victory.JPG

Thanks to everyone playing. I finally know how bad communism really is. Its terrible unless you are waging a full scale modern war and even then I prefer monarchy in most situations.

Sirian
Nov 25, 2003, 06:26 AM
Under PTW, modded games do not appear on the high score board. Renders most Epics a non-recorded event for that purpose. No idea why they changed it, since this wasn't the case originally. Ergo, no need to grab the save for high score.

Congrats to the team! Chalk another win up for Lee's series. :)


- Sirian

LKendter
Nov 25, 2003, 06:33 AM
Wahooooooooooooooo [dance]

Once China finally broke on my turn they fell fast. Nice to finish the PTW games with another win. I agree - I truly understand why the AI collapses once they enter communism.

meldor
Nov 25, 2003, 07:36 AM
Congrats to all!

I didn't mind the shared corruption, it was the total lack of cash rush that turned me off. It made capturing cities a lot dicier at these levels. It might be useful in some situations, but I would agree that monarchy or even republic (if you have enough lux) is bettter than it.

We started out pretty passive on this game with no one wanting to be the one to pull the trigger first. We really needed a Charis in this game to offset and give us the aggressive part!

Rowain deWolf
Nov 25, 2003, 09:53 AM
Congratulations to you all :goodjob:

After the boring start a war- and nuke -happy ending :)


Sorry again for my drop out.


Rowain

Sirian
Nov 26, 2003, 01:29 PM
Pulling the trigger when the chamber is empty will not win the day. :) All it will do is bring on a whole heap of trouble. :lol:

Sometimes the best move available is to load the gun. :cooool: Charis understands that, too, believe me. :hammer:


- Sirian