View Full Version : LK56, Something Conquest, Demigod


LKendter
Nov 04, 2003, 08:50 AM
Difficulty = Demigod
Barbarians = Roaming
Civilization = Open to debate

Signed up:
LKendter
Open slot
Open slot
Open slot
Open slot
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.


Notes:
1) This starts tonight provided my local EB games has a copy of conquests.
2) I may try one of the scenarios if they appear long enough for SG play.
3) If not, then I will simply pick a Civ not conflicting with my LOTR game that starts.
4) This will be an easy game to get a chance to digest the changes to conquests.

LKendter
Nov 04, 2003, 08:51 AM
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.
6) Complete your turn. It is frustrating to get a 1/2 completed turn.

Ankka
Nov 04, 2003, 09:00 AM
No offence, but IIRC, RCP was somehow eliminated in C3C. Seems nice, but too high-leveled for me. So I shall only lurk around...

meldor
Nov 04, 2003, 10:12 AM
I will join you, but the earliest that any store will have it in this area will be tomorrow.

LKendter
Nov 04, 2003, 10:49 AM
Signed up:
LKendter
Open slot
meldor
Open slot
Open slot

Ridgelake
Nov 04, 2003, 12:15 PM
I am interested in either this one or LoTR 11. If that game is full, then I would love to join you, Lee. Actually, I will pull out of that signup as it seems to be fairly full already.

If you would, slot me either second or last. I will be out of town Sunday through Wednesday of next week.

Ridge

Arathorn
Nov 04, 2003, 12:16 PM
If, and I stress IF you're looking to do a scenario, it appears from http://www.kalikokottage.com/civ3/sullla/CQ_conquests.html that Middle Ages or Sengoku are your best choices.

Sengoku is the full 540 turns of a regular Civ3 game and plays on a large map. Regicide with progressive king units might make for an interesting, or a BAD, twist. The map is 140 X 132, FWIW.

Middle Ages also has some odd tweaks -- mass regicide, reverse capture-the-flag, and VP scoring, but it also looks pretty intense in size/scale and seems mostly Civ3-like. The map is 110 X 120.

I'm NOT trying to influence any decision and NOT signing up, just trying to spread information so that you can make the best/most interesting choice.

Arathorn

LKendter
Nov 04, 2003, 01:28 PM
LKendter
Ridgelake (vacation Nov 9 to Nov 12)
meldor
Open slot
Open slot

I am suspicious this may not start tonight with the comments I have been seeing about people not finding the game yet. :(

Rubberjello
Nov 04, 2003, 01:41 PM
Confirmed. (At least for the EB stores in Southern California) It will be on the 5'th. And my source confirmed that they were not hiding in a box in the backroom - like some game releases have been.

I'll sign up for a conquest, if you'll have me. I vote for the Middle Ages Scenario.

Ridgelake
Nov 04, 2003, 01:48 PM
I mentioned this in the LoTR thread, but I didnt find it in any stores here when I went out at lunchtime.

As for a game choice, I would rather do a random game choice than a scenario. My personal opinion is that the scenarios are better for single play as everyone with the game can do them.

Rubberjello
Nov 04, 2003, 01:54 PM
I disagree. A scenario S.G. would make for an interesting read for many folks (especially those who don't have the game yet!). The different tech tree, units, wonders, and victory conditions would be instructive for others to compare their experiences against (especially when we go "oops! So that is what we should have done...")

CG13 is going to be on a random map (standard game), if you want to sign up for both. :D

LKendter
Nov 04, 2003, 02:04 PM
LKendter
Ridgelake (vacation Nov 9 to Nov 12)
meldor
Rubberjello
Open slot


I will make this game a standard map, and then LK57 will appear shortly. That will be a scenario. With all my other hobby interest, I doubt that I will play the scenarios solo play. I barely have enough time for Civ3 SG, GOTM, A&A, A&AE, A&AP, Was, and Vitp. Not to mention RL (what a pain!), other computer games, etc.

LKendter
Nov 04, 2003, 06:34 PM
Still have only slot open.

The civ is decided - the Dutch!

Now EB games really better have the game tomorrow!

hotrod0823
Nov 04, 2003, 07:15 PM
This starts tonight provided my local EB games has a copy of conquests

Mine doesn't until tomorrow :( { they were kind enough to give me a "bonus" demo CD for my trouble :p } but I would like to join. :D

Will pickup at EB tomorrow night and be ready to play.

Hotrod

LKendter
Nov 04, 2003, 07:52 PM
LKendter
Ridgelake (vacation Nov 9 to Nov 12)
meldor
Rubberjello
hotrod0823

The Dutch arrive November 5th. :D

Ridgelake
Nov 05, 2003, 12:28 PM
Well, it took 4 stores to find it, but Conquests is now MINE!!!!!! [maniacal laughter/]

hotrod0823
Nov 05, 2003, 05:59 PM
Game on!! and a $10 rebate at EB to Boot :D

LKendter
Nov 05, 2003, 10:44 PM
Full report shortly, but this looks promising.

http://www.civfanatics.net/uploads5/LAK-359.jpg

LKendter
Nov 05, 2003, 11:26 PM
I never announce parameters for the game outside of Civ = Dutch.
The rest are:
Small world, Roaming Barbs, 40% land Archipelago, wet, warm, 5 billion years.

4000BC (pre-turn)
With this painful start I decide to move to the forest square to not waste a bonus grassland.

3950 BC
OK, it probably won't work, but I begin a 50 turn run on writing.

Well I am already waiting for the graphics mods to appear. I want my pop heads with smiley faces back!

3600 BC
I can pop a demigod goody hut with just one military unit on board? I think I shall pass.

2950 BC
We are not alone, as I have met the English. Is this the seafaring island? I am not surprised that no trades are possible.
(I) Gack - I just saw a settler leave York heading our way.

2670 BC
The new Curragh earned is worth as we find Babylon on an overseas landmass. Alphabet and $35 gets us Warrior Code, Bronze Working and Burial. England already has all these techs so no extra trades possible.

2550 BC
Unknown civ borders have been spotted.
England built Hasting in point-blank range of our capitol. We are going to have a difficult time finding a good spot for city #2.

Summary:

LKendter
Ridgelake (currently playing) (vacation Nov 9 to Nov 12)
meldor (on deck)
Rubberjello
hotrod0823


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

http://www.civfanatics.net/uploads5/LK56-2550BC.zip

Puppeteer
Nov 06, 2003, 02:44 AM
By the way, I peeked at the PopHeads.pcx. Naturally with the new specialists the new PopHeads is a different size and has a different number of heads. I'm sure the mods will hit soon.

Note: Civilopedia says tobacco is a bonus resource, not a luxury resource.
http://www.civfanatics.net/uploads5/lk56-2550bc.jpg

Grimjack
Nov 06, 2003, 04:23 AM
Take the englander out. You just KNOW there is iron on the mountain, and horses on the grass :)

:hammer:

Grimjack

Bam-Bam
Nov 06, 2003, 07:18 AM
Originally posted by LKendter

Well I am already waiting for the graphics mods to appear. I want my pop heads with smiley faces back!


I know! That was one of the first things that hit me. I hadn't realized what a part of the game they had become for me.

Ridgelake
Nov 06, 2003, 09:08 AM
I see it and will get to it tonight, assuming the game loads ok.

Ridgelake
Nov 06, 2003, 10:02 AM
An early tentative dot-map

http://www.civfanatics.net/uploads5/LK56-2550BC-Ridge.jpg

My thought is that red dot gets settled first. I think that we have to risk barbs at this point as England really hemmed us in with that settlement. Incidently, I bet dollars to doughnuts that there are horses in the city range of Hastings, probably in the tiles S or SW of the mountain.

I plan on taking our warrior to pop the goody hut. Assuming all goes well, the settler will follow in due course.

My second proposed site would be the blue dot near the tobacco, south of our capitol. Puppeteer, tobacco and the other new resources were originally designed as luxuries. But it was discovered that three additional luxuries destroyed the happiness balance that currently exists. So they were switched over to bonus resources.

I dont fear a culture flip this close to our capitol.

Additional cities will have to go to the west, hopefully along the river. The little island to the east looks good. It will be first ring. Lets hope we can get it before the Babs do. I believe mapmaking will be required before we can get a settler over there though.

Thats my plan for now. Any comments before I play tonight?

LKendter
Nov 06, 2003, 10:11 AM
I believe mapmaking will be required before we can get a settler over there though.

Actually, I think the new ship has transport capacity.

Rubberjello
Nov 06, 2003, 10:45 AM
I am pretty sure the Curragh is only a scout ship (no carrying capability) in the standard game, but it can certainly be changed in the editor because some of the scenarios have it as being able to carry one unit.

Rather than risk getting barbs from the hut at the red dot, I would vote settling 1 South of that (forest) and pop the hut when settling the city. As you said, we don't need to worry about flips this close to our capital.

Ridgelake
Nov 06, 2003, 11:45 AM
I think that you are right on both counts, RJ. From what I understand, the curragh has no transport capacity. It can upgrade to a galley with mapmaking. I would expect that to require a harbor, however. So we will likely have to build a new galley anyway instead of sinking shields into an early harbor and then upgrading.

I also like your suggestion to move the city south 1 square. My initial thought was that we would have to prioritize culture to get the shared territory. But actually, the only square that we would lose from not getting an immediate culture lead is the forest between the two of us. I dont think that will be worth the effort to move away from likely intended military production there.

Settling on the forest square will also be a test to see if we get the extra food for being on a river-grassland tile (Agricultural-trait benefit). I hope the forest is auto-cleared to a grassland so that we do get the food bonus.

Ridgelake
Nov 06, 2003, 08:23 PM
LK56 – 2550BC

2550BC (0) Look around, we have contact with England and the Babs. England is up the wheel and construction. We are at tech parity with the Babs. Next turn, we should meet a civ with brown borders.

IT England kicks out our warriors.

2510BC (1) Babs now have masonry. I cannot get wheel from England for a 2fer.

Don’t meet the brown civ as we cant see insider their borders. I move the boat around the island.

2430BC (2) Amsterdam grows and auto-allocates to the forest giving us a settler this turn. Order up another warrior for MP.

Send current warrior and settler to the west, as per the revised dotmap.

Lizzie now has Ironworking.

IT 4 barbs come out of the west right at our warrior-settler pair.

2390BC (3) Swap Amst over to a spear.

2350BC (4)

2310BC (5) Spear comes in. Barbs fortify on mountain next to Amst.

2770BC (6) Found Rotterdam on the forest site. We get Masonry from the goody-hut auto-pop. Rax ordered.

With the 4 barbs fortified right next to Amst, sending out an unguarded settler is not advisable. So I will build another boat while one of the scouting warriors returns for guard duty. Another of the scouting warriors did make it south of the English territory and is looking around.

2730BC (7) The brown border is Carthage. We meet a scouting warrior. They are up wheel on us. They have 4 cities to our 2.

2190BC (8)

2110BC (9)

IT Incas finish the Colossus.

2070BC (10) Move boats and scout. The new settler moves south.

A broker opportunity. 8gpt and 57 gold to the babs for IW. IW to Carthage for the wheel and 55 gold.

We have iron on the mountain N-NE of Rotterdam. No horses on our island, but some on the little island next door. I owe someone some money for the lack of horses on the English poach city….

Rotterdam swaped to temple to bring iron in border. It wont hurt our flip chance either for the English city.

I heard that we can get 40 shields from rushing something. Take a look at whipping a temple in Rotterdam.

http://www.civfanatics.net/uploads5/LK56-2040BC-dotmap.JPG

As for my dot-map. I cannot decide between the 3 red dots for the next settler. The northwest one is on a river, but is a BG. It, and the middle dot, are 3 tiles from Amsterdam which will help defendability. The middle and south red dots are both on the coast. The south one improves our overlap.

Blue dot is perhaps next. It would hem in Hastings. It is on a river (and BG), but it has a ton of BGs to work. The pink dots are for that island. But, again, we will need mapmaking before we can get over there. I would grab the south pink dot first for the horses. The green dots are the next tier of sites.





The Game (http://www.civfanatics.net/uploads5/LK56-2070BC.SAV)

Puppeteer
Nov 06, 2003, 11:11 PM
The Civilopedia in this SG's save game shows no transport capacity for the curragh. I loaded up LK57 and checked it too, but it doesn't have curraghs in the Civilopedia.

LKendter
Nov 07, 2003, 05:58 AM
With the 4 barbs fortified right next to Amst, sending out an unguarded settler is not advisable.
We can't get a break in this one. :rolleyes:

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

LKendter
Ridgelake (vacation Nov 9 to Nov 12)
meldor (currently playing)
Rubberjello (on deck)
hotrod0823

Arathorn
Nov 07, 2003, 07:59 AM
I checked the 40 shields from whipping in the epic game already -- it's not true. It might be true for some scenarios/conquests, but in the main epic game, it's still only 20 shields from a whip. Sorry to disappoint.

No breaks in this game, but your tech situation is a lot better than in LotR11.

Arathorn

P.S. My guess on Hastings is a goodie hut situation, one way or another.

Puppeteer
Nov 07, 2003, 06:54 PM
Originally posted by LKendter
Well I am already waiting for the graphics mods to appear. I want my pop heads with smiley faces back! I felt the same way and got tired of waiting, so I modded them myself. It was easy; I just took EvanCiv's 8x8 and 15x15 popHead mods and pasted them carefully into Conquests' popheads making sure not to cover up the new specialists with whitespace--er, pinkspace.

Post w/8x8 mood badges (http://forums.civfanatics.com/showthread.php?postid=1344577#post1344577)

Post w/15x15 mood badges (http://forums.civfanatics.com/showthread.php?postid=1344474#post1344474)

meldor
Nov 08, 2003, 11:02 AM
got it

ChrTh
Nov 08, 2003, 11:27 AM
New definition of feast mode: up in THREE LK games at the same time! :eek:

meldor
Nov 09, 2003, 02:03 PM
2070 Bc (0)
Nada.
(I) The English kill off a couple of barbs and the Babs start the Pyramids.

2030 BC (1)
Lots of movement. I am taking the southern most position for the settler. I don't like the river positoin as it has just too much overlap.
(I) The English kill off the last barb fortified on the moutian outside our capital. Amsterdam->Curragh->settler

1990 BC (2)
More movement
(I) The English found Coventry south of where we intended our next city to be.

1950 BC (3)
We found the Hague and someone starts talking about NATO, whatever that might be. The town begins building a worker.
(I) Carthage begins the pyramids.

1910-1870 BC (4-6)
(I)Amsterdam settler->spear.

1830 BC (7)
Settler begins moving to the west. We pop a barb camp in the south and bag 25g. Ther is now a 2-fer available for Mysticism and Math, but Lizzie won't let go of math. We are 3 turns from writing so we will be able to pick it up then.
(I) The English settle Warwick to the west and south of Rotterdam. The AI has definitely learned to settle agressively.

1790-1750 BC (8-9)
Spot blue border south of England.
(I) We finish writing and start on Mapmaking. Establish embassies. London has 27 turns left on the Pyramids pulling 7 shields and 10 food (2 extra). Babylon is building a worker with 3 shields and 6 food (2 extra). One thing they didn't manage to fix is the stupid builds of the AI. The worker is due in 2 turns and Babylon won't grow for 6. Carthage has 127 turns to go ont he Pyramids pulling 2 shields and 5 food (3 extra). Amsterdam spear->settler.

1725 BC (10)
We have an exclusive on writing. Math and Myticism are there to be picked up. It looks like we have the 90 pound canary on our island as England is expanding like crazy. We may have to begin war preps as we are fast running out of save expansion room.

The save (http://www.civfanatics.net/uploads5/LK56-1725BC.zip)

meldor
Nov 09, 2003, 02:05 PM
Originally posted by ChrTh


New definition of feast mode: up in THREE LK games at the same time! :eek:

Not to mention that I am out of twon on business to boot.

LKendter
Nov 09, 2003, 02:10 PM
LKendter
Ridgelake (vacation Nov 9 to Nov 12)
meldor
Rubberjello (currently playing)
hotrod0823 (on deck)

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

========================
@meldor - OK, maybe a feast. However, 2 of the 3 are done. Of course you save the worst for last. :crazyeye:

Rubberjello
Nov 10, 2003, 09:47 AM
Got it. Sorry for the delay, but I got into a ping-pong PBEM cycle yesterday afternoon/evening with two games where we ended up playing about 30 turns each. I saw this yesterday, but decided not to play it at 1:00 a.m. when I had to go to work at 7:00!

Hope to complete it soonest.

Rubberjello
Nov 10, 2003, 04:23 PM
Ewww!!! Nice error messages you get when you accidentally try to load a Conquests file with PTW running. Oopsie.
Pre-turn. Well, Coffee said it all at the end of his turn. Why do we always get the biggest opponent on our continent? :p Sell Wheel to Babylon for 251 gold. The English really value their Mathematics (I wonder if the Statue of Zeus has increased the AI value of the tech?) That aggressive settling of Lizzie's is downright criminal! :mad:

1700 BC (1) Exciting exploring with our teeny, tiny oversized canoes.

1675 BC (2) Exploring.

1650 BC (3) Amsterdam (Settler->Worker) Rotterdam (Temple->Worker) Utrecht founded on Green dot on river and starts Temple. I'm not really sure where to send our next settler, we are out of room already. I head for the Blue dot to surround Hastings.

1625 BC (4) Contact the Mayans.(Blue) They are up Mysticism, Horseback Riding, and Mysticism on us. Lizzie knows him, so the price of Mathematics drops big-time. Writing + 31 gold to Elizabeth for Mathematics. Writing to Carthage for Mysticism and 47 gold. Mysticism to Babylon for 91 gold.

1600 BC (5) Amsterdam (Worker->Barracks) One of our ships barely survives a barb galley attack.

1575 BC (6) The great search for the last Civ continues.

1550 BC (7) England and Babylon start the Oracle. Rotterdam (Worker->Barracks) The Mayans have learned mapmaking, but won't part with it.

1525 BC (8) Find the Pink Incas. They are down Math but up HBR. We take that trade plus 8 gold from them. Incas and Mayans are on the same continent. Sell HBR to England for 120 gold (they would not offer any more for it, though they had it.) Open embassy with the Mayans. Their Cap is size 6 with no infra, but Oracle is due in 2 turns. (They do have Iron hooked up). Embassy with the Incas reveals a size 7 city (they built the Colossus) and they will lose the race for the Oracle.

1500 BC (9) Build Gronigan on the Blue dot and Warrior started.

1475 BC (10) Amsterdam (Barracks->Spearman) Mayans complete Oracle. Hmmm...Everyone except us have huge places to expand to. Go figure! :(
Mayans still have the monopoly on Mapmaking. We cans sell HBR to Carthage and Babylon for some quick cash. Sorry for taking Amsterdam off the 4 turn settler factory, but we really had no place to expand to, and Tundra fishing villages at this stage of the game seem like a waste. We will be at war with England eventually fairly soon, I'd wager.

(I would have taken an extra turn to even up the turns, but the fear of the wrath of Lee quickly brought me to my senses.)

The Save (1475 BC) (http://www.civfanatics.net/uploads5/LK56-1475_BC.zip)

LKendter
Nov 10, 2003, 04:40 PM
LKendter (on deck)
Ridgelake (vacation Nov 9 to Nov 12)
meldor
Rubberjello
hotrod0823 (currently playing)

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

hotrod0823
Nov 10, 2003, 04:54 PM
I've got it and will play tonight.

hotrod0823
Nov 10, 2003, 11:55 PM
LK56

1475 BC (0): :lol: Now that is an aggressive and rather foolish settlement. Question is wether it will flip or not. Or do we need a :hammer:. Drop lux to 10%.

1450 BC (1): Lux back to 20% for Amsterdam. Mayas just picked up Map Making. But don't see any reason to buy it at Seconds. Can sell Math or HBR to Babs or Carth for all there respective golds ~190 total.

1425 BC (2): Amsterdam builds a spear starts a settler.

1400 BC (3): Not much. :hmm: Tempted to take the 150 from Hanibal for math but roll the dice and hope he gets a tech soon.

1375 Bc (4): Not Much.

1350 BC (5): Amsterdam builds a settler starts another. Sending settler to the SW of Groningen. To either claim more land or continue to claim the silks.

1325 BC (6): zzzz

1300 BC (7): England is sending a settler North toward the frozen tundra. Sweet Carthage just picked up Map making. Math ALONE gets us Map Making and 150 gold :confused: Now we can build Galleys to settle the isands. MM is really changed values since Maps can't be traded yet. Take the 90 gold from Lizzy for MapMaking rather than allowing her to give it to the Mayas. The Incas just pickup MM as well. Begin research on Philo due in 8 turns with the intention of trying for a Scientific Leader.

1275 BC (8); Groningen builds a warrior starts a temple. Buy an English worker off Lizzy for 115 gold. :hmm: "slaves" Look differnt :D.

1250 BC (9): Amsterdam builds a settler starts a galley. Settler is in Amsterdam waiting for the Galley. Can still sell tech to Babs. A settler/warrior pair is just outside of Groningen to go whereever Lee sees fit. Not sure what is the best move there. Philo is due in 6. Edit: Coffee pointed out in LK57 that if Philo comes in first for us then we get a free tech.

Here is the save:

http://civfanatics.net/uploads5/LK56-1250BC.zip

LKendter
Nov 11, 2003, 06:20 AM
1275 BC (8); Groningen builds a warrior starts a temple. Buy an English worker off Lizzy for 115 gold. "slaves" Look differnt .
Standard LK house rules:
2) No worker purchases before 1000BC to avoid civ crippling.

:hmm: Notice a conflict here?



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

LKendter (currently playing)
Ridgelake (on deck) (vacation Nov 9 to Nov 12)
meldor
Rubberjello
hotrod0823

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

Rubberjello
Nov 11, 2003, 08:58 AM
*Moves over to make room for Hotrod in "Lee's Naughtiness Doghouse of Succession Game Detention"™*

PS The top bunk is mine!

hotrod0823
Nov 11, 2003, 08:29 PM
Alright alright you can have the top!

Sell him back and charge me later. Crippling in 1250 BC??? :hmm: I would suggest that that is not true at all of a demigod civ but can't say for sure. IF it is truely an issue then sell him or gift him back. I will just long for the days of LK30 something when Worker purchases got :worship: NOT :whipped:.

I honestly missed the worker deals. :blush:

Hotrod

LKendter
Nov 11, 2003, 09:56 PM
1250BC (pre-turn)
I must agree with hotrod0823, the placement of Groningen is way to close to Hastings. The one extra food from the river isn't worth this placement.

I dial up Babylon and take his $93 for math.
(I) Hammi is an ungrateful @##@$ - the reward for us selling him math is to demand horseback riding. Considering how pathetic our military is I cave.


1200BC
(I) England builds the Pyramids! The 600lb guerilla is now an 800lb guerilla. Then the Incan completed the great lighthouse.

1150BC
(I) We get Philosophy first and we take currency as our free tech.

1100BC
Eindhoven is formed, and we have the needed horse city.

1075BC
Arnhem is formed and we control the rest of the island.
We didn't get Philosophy with much to spare as two other civs now have it without me selling it due to lack of trades.

1050BC
Currency goes to England for Construction and $200.

Summary:
War is coming before my next round. Even at $60 and upgrade, we can create a 10+ swordsman SoD. We need to be get ready ASAP.

LKendter
Ridgelake (currently playing) (vacation Nov 9 to Nov 12)
meldor (on deck)
Rubberjello
hotrod0823

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

http://www.civfanatics.net/uploads5/LK56-1000BC.zip

LKendter
Nov 13, 2003, 12:01 AM
LKendter
Ridgelake (currently playing) (vacation Nov 9 to Nov 12)
I will give Ridgelake another 24 hours, then I am skipping.

meldor (on deck)
Rubberjello
hotrod0823

Ridgelake
Nov 13, 2003, 10:05 AM
I see it and will try to get to it tonight

Can anyone post a map in the mean time?

meldor
Nov 13, 2003, 02:47 PM
I will be able to play Saturday at the earliest. Just to let you know.

Ridgelake
Nov 13, 2003, 09:04 PM
LK56 – Dutch Demigod

1000BC (0) We are pushing hard up against the pyramids-enhanced English. But they have no horses or iron. We will be going to war with them before too long.

Techwise, I am shocked to see us leading the pack. England is even with us, but everyone else is behind. Perhaps the benefit of being a seafaring civ with contacts to all. Or more accurately, their lack of contacts.

Swap around a few build orders. Gronin from settler to walls. This will be a military flashpoint. Defense will be wanted. Amsterdam from warrior to harbor so that we can import our horses. It will then go back to warrior production in anticipation of upgrade to swords. Arnhem is changed to worker so that all of those BGs on the island can get in use. We only need 1 harbor on that island anyway (Eindhoven).

IT the Mayans complete the Statue of Zeus.

975BC (1)

950BC (2) Sell around Philosophy for 155 gold.

925BC (3) Gronin flips to the English.

900BC (4) The Babs drop off a spear and warrior next to Arnhem. I take a spear and warrior from Amsterdam to help add more force on our island.

IT No surprise, the Babs sneak attack. Their warrior does kill our spear in Arnhem.

875BC (5) I go to MA with Carthage against the Babs. Then I realize that the Babs have met no one as no one has them available to MA. So this is a way to tell if a nation has contact or not.

IT Our 2 warriors defeat attacking spear and warrior of the Babs.

850BC (6) Sell HBR to Carthage for dyes and 37 gold. Lower lux tax to 10%

825BC (7) Kill a landed spear and warrior. Sink a Bab galley, but lose a curragh in the process.

The Mayans and English have CoL. Sell Currency to the Mayans for CoL and 70 gold.

800BC (8) I whip a temple in Utrecht.

775BC (9) Notice that the English have starved down Gronin. Or at least it is down to size 1 now.

750BC (10) Our road to the iron completes. Upgrade 10 warriors to swords.

I had expected that we would go to war with England in a turn or two. But the Bab conflict is slowing things down a bit. It might be worth putting a sword or two on the island for security, and then going to war with England. We badly need the space. I would raze Hastings for the space. Possibly capture the rest.

England has no iron or horses. Have fun, Meldor! :hammer:

http://www.civfanatics.net/uploads5/LK56-750BCmap.JPG


The Game (http://www.civfanatics.net/uploads5/LK56-750_BC.SAV)

LKendter
Nov 13, 2003, 09:23 PM
Upgrade 10 warriors to swords.
And we still have $640 in cash? Blasted Bab conflict forced premature upgrading. :mad:

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

LKendter
Ridgelake
meldor (currently playing)
Rubberjello (on deck)
hotrod0823

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

Ridgelake
Nov 14, 2003, 11:18 AM
A couple of things that I did not put in my report.

We might want to turn Arnhem into a settler/worker factory. It has the wheat. And after a government change, it will have 3 food in its center. Not exactly 5fpt, but it will grow reasonably well. The other cities are far too crucial for other purposes to go settler production now. With this in mind, it might make sense to swap Arnhem over to a granary.

Although it overlaps some, we might consider putting a town NW of Utrecht. It would be on a river and could work 2 whales with expanded borders. A nice "fishing village" indeed.

There are several more warriors available for upgrade. I moved some over to the island to help prodtect against the Babs. We could move swords over and bring warriors back for upgrade. Further, I would not be opposed to upgrading regular warriors. I expect that we will be facing a lot of archers and warriors. An upgrade to vet will likely come quickly.

There is an English settler pair next to Utrecht. I was blocking their path north with the intention of providing a slave target.

One question that is open in my mind is whether we want to capture or raze the English cities. Hastings is obviously razed. Groningin is obviously captured. London is a capture for the Pyramids. The rest are open to discussion.

Thoughts running through my mind right now are: 1) Our lack of workers (raze more); 2) Lack of settlers (Arnhem? for a factory); and 3) placement of the English cities. These are my current thoughts: capture Coventry, raze Warwick and found a new city 1 tile NW. After that, I am not sure. I don't particularly like the location of Oxford. The rest are not badly located.

Comments on these various items?

meldor
Nov 15, 2003, 11:53 AM
I am back and have it. It will hopefully be done this evening.

meldor
Nov 16, 2003, 12:43 AM
750 BC (0)
I start the swords moving towards Hatings. Move a warrior to block the English setter/spear pair.
(I) The Babs land a warrior outside of Hague.

730 BC (1)
we kill the Bab warrior, our sword promotes to elite. The rest of our swords move to just outside of hastings in the forest.
(I) The Babs land a Bowman on top of the tobacco. We get Poly and start on Monarchy at 50.

710 BC (2)
We declare on England and proptly lose 3 swords taking out one lousy spear. Hatings is razed and we get no workers. Raise lux tax to make Amsterdam happy.
(I) The settler spear pair goes into Groningen. A couple of warriors appear out of Liverpool. Our little boat suvives a second barb attack. Carthage starts the Great Wall. Amsterdam sword->sword.

690 BC (3)
Upgrade two more warriors. Dispatch a couple of swords to deal with the Liverpoolers. The troops advance on Groningen. We make peace with the Babs straight-up.
(I) An archer attacks out of Groningen and our sword survives.

670 BC (4)
We lose a sword but take Groningen. Set it to starve will building a temple. Kill one of the warriors from Liverpool. Move a spear out of Utrecht to cover a worker. A sword is moving that way to either cover the city or kill the archer out of Warwick.
(I) Hannibal demands currency, I cave. Our warrior int he south dies to an archer before he can pillage. Rotterdam sword->sword. Hague Rax->spear

650 BC (5)
We kill the last Liverpool warrior and an archer outside of Groningen. The archer moves away from the worker so I move the spear back into the city.
(I) The archer near Utrecht move on top of the mountain. Amsterdam sword->settler. Eindhoven harbor->temple. Wonderful, the English complete the Great Wall. As if It wasn't costing enough for thiese piddly little cities.

630 BC (6)
A stinking sword dies trying to kill the archer but the spearman finishes him off.
(I) A couple more archer appear out of the fog.

610 BC (7)
Move the spear to cover the worker again. Pull a spear out of Rotterdam to help cover Utrecht as that seems to be the English target of choice. Four swords advance on Warwick.
(I) The archer from Warwick moves on top of the mountian. The spear fortifies. The second archer moves to go around Groningen.

590 BC (8)
We auto-raze Liverpool. We lose our elite sword but raze Warwick gaining two English slaves.
(I) We finally lose our brave little boat to a barb ship. Amsterdam settler->horseman. The Mayans complete the Mausoleum of Mausollos.

570 BC (9)
Kill the archer outside of Groningen. Move the two spears into Utrecht and move the workers away as they have completed their tasks and seem to attrack too much attention. Move the settler so it can join the spear to complete in The Hague so we can replace Warwick. Pull the injured swords back towards Groningen the heal.
(I) The archer on the mountain outside of Utrecht fortifies. Rotterdam Sword->sword The Hague spear->spear.

550 BC (10)
I send the new sword to deal with the archer on the mountain.

The settler and spear are just outside Groningen. As soon as the swords heal we can head for Coventry. Good Luck!

The Game (http://www.civfanatics.net/uploads5/LK56_550BC.zip)

LKendter
Nov 16, 2003, 06:19 AM
:hmm: Any chance we can end the phony Babylon war?

rj can determine how much further we can go versus England.

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

LKendter
Ridgelake
meldor
Rubberjello (currently playing)
hotrod0823 (on deck)

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

Ridgelake
Nov 16, 2003, 07:56 AM
Originally posted by meldor
690 BC (3)[/COLOR]
We make peace with the Babs straight-up.
(I)

Lee, we did make peace with the Babs.

Good set of turns, Meldor. :goodjob:

I cannot believe the english got the stupid Great Wall. All of the other ancient age wonders that they could have built would not have mattered much.

:sigh:

At least they still have no iron or horses. It will just take longer to remove them. :hammer:

LKendter
Nov 16, 2003, 08:02 AM
Lee, we did make peace with the Babs.
:blush: :cringe:
:blush: :cringe:

Rubberjello
Nov 16, 2003, 12:07 PM
Alrighty then...Some Lizzie-bashing in the works. Wake up the Catapult and pound the Archer on the mountain. Our Science is zero on Montheism - add a scientist in a city to find we are 8 turns gone on that (only 42 to go!) :crazyeye: Switch Amsterdam over to Catapult (now that we are facing walls everywhere). We are up at least Polytheism over the rest of the world.

530 BC (1) Resistance at Groningen ends. Spear/Settler fends off an Archer attack *whew*. Wake up two warriors from our Island and bring them back over to be upgraded.

510 BC (2) Kill the English archer. Healing and staging turn.

490 BC (3) 2 English archers approach from Coventry, and one from Oxford. Amsterdam switched back to Swords. Uprade 2 warriors to Swords. Go and get the last two from the Island. Settler turned around from the destination on the ruins of the English city because an army of 5 English Archers are waiting there.

470 BC (4) English Archers advance. Sword and Cat produced and others ordered. Upgrade 2 more Warriors and a Connugh into a galley.

450 BC (5) Archer pillages a road near Groningen. We capture Coventry with the loss of 1 sword. Kill an archer in the stack outside Groningen, wound another with the catapult.

430 BC (6) Groningen successfully fends off 3 Archer attacks with no losses. (That elite spear deserves a medal! - but we would have settled for a great leader!) More English archers show up. Amsterdam (sword->horse) Resistence in Coventry ends. The English are willing to talk peace, and have learned Republic (but won't part with it for free). It is something to consider as we might eventually get it at a cheap discount in peace talks. England is in Anarchy! :lol: I don't think I should end the war now, right? Kill a wandering Archer and Spear and gain a promotion. Move a Sword back to the Island for defense.

410 BC (7) Kill 2 Archers and two warriors with no losses (the Cats are hitting everything is sight!). Start an invasion force towards York.

390 BC (8) Rotterdam (Sword->Sword) English units are drying up. Found Maastricht. Nothing has changed on the tech front.

370 BC (9) Babs demands Polytheism. I ignore him and he goes away. Arnhem (Barracks->Temple) Amsterdam (Horse->Settler). Conquer York with 1 Sword loss. I decide to raze it because of the flip risk. Hmmm...??? Didn't get any slaves out of a size 6 city?

350 BC (10) Hmmm....England is now a Republic? 4 turn Anarchy??? We have two attack stacks now, they can converge upon Coventry, and then maybe London itself. Lizzy is "doubtful" about giving us Republic for peace. We still have a Monopoly on Polytheism. We are near our allowed units limit. I should have had another settler ready to replace York, but I miscalculated how easy it would fall. There is a Barb tribe in the North. Good luck!
The Save (350 BC) (http://www.civfanatics.net/uploads5/LK56_350BC.zip)

http://www.civfanatics.net/uploads5/lk56pic004.jpg

hotrod0823
Nov 16, 2003, 12:25 PM
Got it and LK 57 :eek:

Rubberjello
Nov 16, 2003, 12:32 PM
Originally posted by hotrod0823
Got it and LK 57 :eek:

I'll try and get RBC3b finished as soon as possible, so that you will be up in yet another one! :lol:

Er.... I hope you don't mind following me in so many games. Hopefully you can cover up all my missteps!

By the way, I apologize to the whole team for my misplacement of the town of Groningen originally. I was so pissed at Lizzie's aggressive settling, I let my emotions override my better judgement. Sorry!

LKendter
Nov 16, 2003, 01:14 PM
Originally posted by hotrod0823
Got it and LK 57 :eek:

Well that puts me on deck twice. :thanx: NOT!


What happens when LK58 starts? :mischief:


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

LKendter (on deck)
Ridgelake
meldor
Rubberjello
hotrod0823 (currently playing)

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

Ridgelake
Nov 16, 2003, 01:20 PM
Good turn, RJ! Those walls dont seem to be hurting as much as we thought (yet).

I like the position of Gronin. It was placed that way on my dotmap. The trouble that we had was we were slow in getting culture going. I thought we had a chance to flip Hastings before Gron flipped. But regardless, it has worked out just fine.

BTW, did London build the Great Wall? If it did, lets amass an attack on London first. Getting the GW and the Pyramids will be a tremendous help. London should not benefit from the GW anyway as it is over size 6. It will obviously take longer to amass enough troops than would be needed for Oxford. But assuming both wonders are in London, lets hit that first.

On another subject, I think the FP should go in Rotterdam. In time, we can move the palace. Perhaps to London or another island.

Thoughts?

hotrod0823
Nov 16, 2003, 02:50 PM
350 BC (0): Looks like the war with England has progressed pretty well. Have to let the swords heal before pressing on however. Oxford and London are next on the Horizon. :hmm: Lizzy will give up cities for peace right now but like RJ said Republic is doubtful. With the advent of the new Scientific Leader I decide to make a run at Monarchy. Turn Research up to 50% and it is due in 21 instead of 32. What we really need is another Lux. Those silks outside of London look nice.

330 BC (1): Rotterdam builds sword -> sword. Utrecht cat -->courthouse. Whip the Temple in Eidhoven. Consolidating forces to hit Oxford with all available units and then move on towards London. :blush: Just realized now that Poly is the last Ancient Age tech and zero trade opportunities will come up so decide to sell it around. Poly to Mayan's for 280 gold. To Carthage for 320 gold. To the Inca for 90 gold and 1gpt. BTW: When did galleys get 4 moves.

310 BC (2): Amsterdam completes a settler starts another. :hmm: Uprisings ! :smoke: should've dispatched that darn hut in the North before trading everyone Poly. English start Temple of Artemis. Load a settler from Amsterdam on a galley to send south. Setting up stack to hit Oxford next turn. Kill an English Settler/Spear with an elite sword no leader, 2 new slaves.

290 BC (3): English Counter and lose 4 archers to our 1 spear. Hague builds a spear starts another. Attack Oxford and kill a spear, wound another and we get a Military Leader Abel Tasman. Fail to take the last city when a lone redline archer remains :wallbash: It will fall next turn. :hmm: Look to rush the FP in Oxford as soon as we capture it.

270 BC (4): Barely capture Oxford. Captured alone with 3 new slaves. With 4 Resistors and not a enough units to maintain the peace I think I should've just razed it. May still just abandon it once my settler arrives. Would like to press on toward London before Making peace. We could use the silks.

250 BC (5): Leader is hanging out until the dust settles. Settler is in position to found north of the lake to bring in more plains tiles than the old York ruins. Another settler is enroute.

230 BC (6): Cleanup an advancine archer lose a sword to a wounded spear. Found Haarlem start a temple.

210 BC (7): English archer cut down 2 more swords in the forest :wallbash:. I don't have enough firepower to move on London.

190 BC (8): Another settler arrives on the coast SW of Coventry. 2 more swords are enroute to help in the West.

170 BC (9): Forced to shuffle spears in the south the spear on the way to Oxford was killed. This leaves Coventry open for now but a new spear is due out of Hague in 2 turns. A settler is on the hills between Haarlem and Newcastle but reluctant to settle.

150 BC (10): That's it I give up lose another spear to a darn archer. Found Holwerd on the hills. Against my better judgement :(. My thoughts are that we are close to getting Newcastle in peace talks so the culuture pressure should be lessened soon. Babylon finally got Poly but will not part with Engineering his free tech.

Here is the save:

http://civfanatics.net/uploads5/LK56-150BC.zip

Terrible luck vs. the English archers has lead to a less than favorable military at the momement. Peace can be had from the English and she will give up Republic or a couple throw away cities. Every time I went to step out and clean up advancing archers I would win but the exposed sword got killed at least 3 times. Think I would've learned. There is a free settler in Coventry and a spear will be built out of the Hague to fill the void in Coventry. Not a great effort but at least we have a leader. He is as of yet unused but I recommend making peace putting a FP in Oxford and then getting to Republic. There are a few Scientist about and they are helping push on towards Monarchy.

LKendter
Nov 16, 2003, 02:54 PM
LKendter (currently playing)
Ridgelake (on deck)
meldor
Rubberjello
hotrod0823

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

hotrod0823
Nov 16, 2003, 02:58 PM
http://civfanatics.net/uploads5/lk56_150bc.JPG

Well played before I saw Ridgelake's post. Yes London would be nice but Oxford was closer for all the units to get to. I had hopes to get units on toward London as soon as Oxford fell but the pesky archers kept on coming and killing 4/5 swords.

Hotrod

hotrod0823
Nov 16, 2003, 03:09 PM
Oh yeah one more thing! Did anyone else notice that culture only requires 80,000?

meldor
Nov 16, 2003, 07:52 PM
I would still prefer to hit London before we take peace. The Great Pyramids and the Great Wall await us. It will also greatly reduce the cultural pressure on our cities.

LKendter
Nov 16, 2003, 11:11 PM
150 BC (pre-turn)
I feel in a bit of a bind here. Our military is spent, and we really should end this war. However, ending the war will most likely see Oxford and Holwerd flip. Holwerd was built to soon IMHO.

Abel Tasman wakes up and rushes the fp in Haarlem. This may not be the perfect location, but an early fp beats no fp.

We need to get rid of cash, so I buy Republic from the Maya for $700. I would rather get cities from England. In addition, I need to cut back the amount of cash the barbs will get.

90 BC
I get to kill an English archer without having to expose a sword. :D
Yes, we are that gassed.

70 BC
The English seem obsessed with Oxford. There is no question where the killing zone will be while be rebuild our forces. We get to kill another archer by that city at no cost.

50 BC
Operation Killing Zone appears to be working. 2 more archers are killed by Oxford at no cost. We now have some horseman down there that can attack, and then retreat.

Monarchy @ monopoly gets us $12 and Feudalism from Babylon.
Monarchy @ 2nd plus $145 gets us Engineering from Carthage.
(I) - The Maya demand Monarchy! They wimp out when I tell them where to stick it.

30 BC
Sooner or later England will run out of archers. :D Another one dies

10 BC
See the report for 30BC.
Continuing the fight vs. England doesn't gain us much at this point. I decide to accept peace for Leeds.
To help us survive anarchy, I ship the Maya monarchy for $63 and Ivory.
(I) - Of course Carthage demands money during anarchy. Enjoy it for now, you are on the list.


Summary:
I can't believe how much better catapults hit!

We have most of 20 turns of peace with England left. This will give us time for a better government, and to upgrade to Swiss Mercs guarding MDI. Not to mention the better bombardment units. Keep shuffling the units and get everything upgraded for Dutch vs. England - part 2.

LKendter
Ridgelake (currently playing)
meldor (on deck)
Rubberjello
hotrod0823

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

http://www.civfanatics.net/uploads5/LK56-50AD.zip

hotrod0823
Nov 16, 2003, 11:26 PM
Horsemen now I wish I had thought of that! <INSERT HOMER VOICE HERE>

Archers came from everywhere but the exposed swords didn't fair well.

Ridgelake
Nov 17, 2003, 07:52 AM
I see it and should be able to play tonight

Ridgelake
Nov 17, 2003, 08:59 PM
LK56- the Dazzling Dutch.

50AD (0) We are in anarchy for 4 more turns. Lee has done a nice job of MMing everything.

We are in the tech lead. We are researching engineering, due in 45. Because of our lack of native luxuries (only 3 on the island), other means of happiness will be important. That means religion. I think that we would do well to push hard for Sistene and cathedrals. To that end, I switch research over to Monotheism.

I wake the settler next to Rotterdam and send him towards the silks NW of Leeds. If we don’t claim these, someone else will. With London’s silks, we will have a lux to trade. Never a bad thing.

I also upgrade a couple of spears to Swiss Mercs.

70AD (1) Upgrade our 5 catapults to trebuckets.

90AD (2) We are too late to get those silks. England has 5 archers and a settler headed that way.

IT Carthage starts Leos and finishes the Temple of Artemis.

110AD (3)

130AD (4) We emerge from Anarchy and go to Republic. Re-MM things. We have to run 20% luxes. We are researching Monotheism in 26 turns @ 10gpt.

I do swap over a few build orders while we are at peace. Amst from MDI to temple. Hague from MDI to aqueduct. Rotterdam from horse to MDI. Oxford from rax to temple.

150AD (5) Arnhem temple to duct.

170AD (6) England settled on the silks NW of Reeds. My settler was 4 turns away. Carthage founded a town in the Tundra north of our area.

190AD (7) Haarlem rax to temple. Holwerd flips to England. :mad: :aargh:

Buy dyes from Carthage for 9 gpt and 15 gold. Reduce lux tax.

Incans finish the Hanging Gardens.

210AD

230AD (9) Gronen temple to rax. Monotheism gets passed around to everyone. I pull a twofer on invention for it. Send 49 gpt to Carthage for invention. Invention to Incas for Monotheism. I could get an English worker, but I don’t want Lizzie to get longbows.

I would start research on Theology (for Sistene), but we cant afford it right now.

250AD(10) Move workers. Etc.

I don’t feel all that great about this turn. I don’t feel that I accomplished all that much for us. We have 7 more turns before we can hit England. Not sure how much I did to get us ready. Getting some markets to finish will help the economy.

Good luck, Meldor.


http://www.civfanatics.net/uploads5/LK56-250ADmap.JPG

The Game (http://www.civfanatics.net/uploads5/LK56-250AD.SAV)

LKendter
Nov 17, 2003, 10:27 PM
Holwerd flips to England.
:hmm: From my last turns report - Holwerd was built to soon IMHO.

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

LKendter
Ridgelake
meldor (currently playing)
Rubberjello (on deck)
hotrod0823

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

I caught something that the FP may be broken, and I am sad to report that it is! Based on that report I review out cities, and created the below cities. Our net gain by building the FP is **ZERO**. Fixaris, you screwed up royally on this one
http://www.civfanatics.net/uploads5/LAK-Corruption.zip

hotrod0823
Nov 18, 2003, 12:00 AM
150 BC (10): That's it I give up lose another spear to a darn archer. Found Holwerd on the hills. Against my better judgement .

Not in disagreement at all my bad :smoke: [pimp] Had hopes that the archer waves would part and Newcastle would fall to us or be razed relieving the pressure. WAYYYY toooo optimistic. I blew it here. :splat:

meldor
Nov 18, 2003, 07:03 AM
I see it and will give it a go tonight.

Arathorn
Nov 18, 2003, 08:30 AM
You should also note that gpt payments are messed up. The receiving civ gets double the purported payment every turn. So, when you "Send 49 gpt to Carthage for Invention", while you're only paying 49 gpt, Carthage is receiving 98 gpt. Makes receiving gpt payments look a bit better and giving them out a bit worse.... Not the cleanest of releases. Seems they went for a bunch of improvements (GOOD!) and missed the mark on a few of them (bad).

Arathorn

meldor
Nov 18, 2003, 09:08 PM
250 AD (0)
I call up all of the AI except for England and swap them gold for gpt. This gets our income up to 600gpt. I then sell off the FP...oK, really, I put a taxman in rotterdam to keep it from rioting. It will stil get its market in 5. We don't have enough militry to enough think about attack Lizzie and she now has longbows. I will let the markets finish and then start military buildup.
(I) The Hague aqueduct=>SwissMerc, Utrecht courhouse->Rax. The Babylonians are building Leo's

260 AD (1)
Continue to shuffle spears up to upgrade. Amsterdam also wants to riot without a taxman so they get one to keep the lux rate down for now.
(I) Amsterdam completes its market and the taxman is fired. It begins Sun Tsu's as a pre-build for something wonderful. I may switch the prebuild to another city to allow it to switch to a palace. Coventry temple-rax. The Inca begin the Great Library. The English land a settler/spear pair to the north but seem put out by the barb camp.

270 AD (2)
I get Literature @4th hoping to swing a deal for Gunpowder @2nd but no deal. Swap Amsterdam to the Great Library as the Incas are the only ones building it and that is in Macho Picchu (size 4 with 2 mined grass and a harbor). We will see who else builds it. If not we can get a couple of free techs before it expires.
(I) As expected the English and Babs begin the Great Library.

280 AD (3)
The English effort is in Brighton, a jungle invested city. The Bab effort is in Ashur, size 6 with some mined hills nearby. Not much else. Carthage traded Gunpowder to Hannibal for Literate but not us.
(I) Leeds worker->worker, Eindoven Aqueduct->MDI. A volcano erupts in Mayan lands and takes out one of their cities. A lesson for us all.

290 AD (4)
We take a barb off the camp in the north but there is a horse under it.
(I)Rotterdam completes its market and starts MDI. With a little MM it can do one every 3 turns. The Hague Swiss Merc->SwissMerc

300 AD (5)
Take out the barb horse to reveal another.
(I) Groningen Rax->SwissMerc. Carthage completes Sun's starts Knight's Templar.

310 AD (6)
Finally take out the camp and get the 25g. Hannibal won't part with either Gunpowder or Chivalry. Utrecht needs a taxman to complete its Rax next turn.
(I) Our brave MDI withstands the attack of 5 barb horsemen with only 1 HP but he is elite now! Utrecht Rax->MDI. Haarlem Temple->Horseman. We lose our ivory. Everyone else cascades.

320 AD (7)
It costs 12gpt to get the Ivory back saving us a big 1gpt over the cost of the lux tax. I swap Amsterdam over to a temple before we lose any shields. I will restart a pre-build in Rotterdam as soon as it has two MP.
(I) Amsterdam Temple->MDI, Rotterdam MDI->Palace

330 AD (8)
Our last spear has arrived for upgrade.
(I) Coventry Rax->MDI, The Hague SwissMerc->market, Oxford Temple->Rax

340 AD (9)
Lots of movement. Move some workers towards Rotterdam as it needs at least one improved tile.
(I) Nada.

350 AD (10)
More movement.

We are almost there for a war with the English. All of our spears have been upgraded. There is a 2fer on the table but we can't get Carthage to give up Chivalry. Maybe when our current deal expires.

The Game (http://www.civfanatics.net/uploads5/LK56-350AD.SAV)

LKendter
Nov 19, 2003, 06:21 AM
LKendter
Ridgelake
meldor
Rubberjello (currently playing)
hotrod0823 (on deck)

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

Rubberjello
Nov 19, 2003, 09:58 AM
D'oh!!! Hmmmm... LK56 or LK57 first? Decisions, Decisions...

Rubberjello
Nov 19, 2003, 11:28 PM
Preturn: English still have no Horses of Iron. :D But Longbows can be vicious if you don't have mobility to get out of their way. We really need Chivalry to press the attack, even though Knights cost so much. The rest of the world knows Gunpowder, but only Carthage knows Chivalry. What is the Palace pre-build for again? Kind of a waste of a city before a huge fight, but we might get something good from it.

360 AD. Some units complete. Others ordered.

370 AD. Babs start the Knights Templar. Chivalry is in play but at a bank-busting cost that would leave us with no money to upgrade. I decide we don't really need them, but before declaring war on England, I do some investigating of trade routes. If we declare war on England, our trade route with Carthage and the Mayan will be severed, ruining our rep with both countries. (The only Coastal route goes through English territory). We really cannot afford that? War is going to have to wait, which is a pity. 5 turns until the Carthage agreement expires, 15 turns for the Mayans. (Or Astronomy comes in).

380 AD. Switch most cities over to Marketplaces rather than military.

390 AD. Nothing

400 AD. Theology is in play. Mayans start Sistines. Carthage starts Knight's Templar. We can't even afford a 2-fer deal. No one is willing to part with Gunpowder or Theology, and everyone knows Chivalry.

410 AD. English starts Knights Templar.

420 AD. Carthage starts Sistines. Carthage agreement expires. Boost lux rate up to 20% and do not renew the deal to Carthage.

430 AD Nada

440 AD Build Whaleburg over by the whales on the west coast.

450 AD Incans build Leonardo's workshop. Finally pull the twofer deal and get Theology from the Incas and Gunpowder from the Babs. We have a Gunpowder in our territory (unroaded), and England does not.

Sorry for the uneventful turns. I wanted to kick some English butt, but our Trade rep. is Golden, right?

The Save (450 AD) (http://www.civfanatics.net/uploads5/LK56-450AD.zip)

LKendter
Nov 19, 2003, 11:41 PM
@Rubberjello - there is nothing I hate more then trying to play with a broken rep.
LKendter (on deck)
Ridgelake
meldor
Rubberjello
hotrod0823 (currently playing)

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

Ridgelake
Nov 20, 2003, 07:40 AM
I think that our trade route to Carthage goes through our island.

I would really like for our pre-build to snag Sistene. We are short on luxes on this island. Plus Sistene works anywhere in world, not just on our island.

I would wager that our swiss mercs would do just fine against longbows. A GA would not be a bad thing either. :hammer:

Rubberjello
Nov 20, 2003, 08:42 AM
@Ridgelake.
Nope. Our island has Ocean squares to the next continent. The only place that is coastal to the rest of the world from our continent is the very Southern tip (in English waters).

I am with you though. We could have kicked off our Golden age and probably finished the English off in less than 20 turns. It was an extremely tough decision.

Ridgelake
Nov 20, 2003, 10:13 AM
Good catch, RJ. I would have assumed that it went through our island. It is a 1 turn hop over the pond.

When we do go after England, lets hit London first to get the greatwall out of play. Pyramids won't hurt either. :hammer: Yes, its a flip risk, but so is losing a gob of units on walled cities.

hotrod0823
Nov 20, 2003, 06:51 PM
I've got it!

falsfire
Nov 20, 2003, 07:33 PM
lurker post:

Re capturing London.

Conquests has changed the whole "capture of enemy capitol" for the better. I don't know the specific details or numbers, but according to the guide, capturing an enemy capitol significantly improves the chances their other cities will flip TO you.:mwaha:

hotrod0823
Nov 22, 2003, 01:11 AM
450 AD (0): Wake our stack and prepare to hit England. The only civ we have deals trade deals with are the Maya but we have 7 more turns. The Inca have the GL but I don't think we can trade through them. Sit and get ready for war.

IBNT: England completed the Great Library in Nottingham. And started on Knights Templar. Babylon Completed Knights Templar and started sistenes as does every one else.

460 AD (1): Mm Amsterdam for food and gold. MM Coventry, the Hague. Trade a few clowns for taxmen or a lone scientist.

INBT: Babs want gold, 22. I say take a hike. And he yet again declares war.

470 AD (2): Sending a few elite swords to the north to dispatch that pesky red city. A few markets complete and our gpt is up to 104. start on units, MDI and SM.

480 AD (3): Utrecht builds a market start a Swiss merc. Haarlem a market starts an MDi. Chemisty price is still a bit steep.

INBT: Now the Maya are demanding. NO way! I decline, and he declares okay not we are ready to hit England when the time is right.

490 AD (4): Turn a few of the advancing units around to deal with England soonish.

500 AD (5): Buy Chemistry from Carthage for 290 gold and 40 gpt. Chemistry to the Inca for Chivalry and 12 gold. Carthage has PP and Metalurgy as well

510 AD (6): Upgrade 2 horses to knights at 120 gold each :eek:. Move a few MDI to hit the lone bab city. Begin forming up units to declare on England next turn and move on London from the North.

520 AD (7): Continue to form up a SoD outside of the English boarder.

530 AD (8): Maya build Sistene's, a few more units start MDI, SM and Knights. Build another other market. With a large stack ready I declare on England and move into Orange territory from the North. Kill 2 spears in Mari to the north. Hurry Market in Oxford to free it up for military builds.

540 AD (9): Suffle some units. continue to move on toward London. Lose 2 MDI to a regular spear in Mari.

550 AD (10): Stack is outside of London but England recently got iron and now has Pikes. Fail to take Mari with the last of the MDI in the area. The Knights kill 2 archers but are wounded. A SM victory will give us a well timed golden age.

Here is the save;

http://civfanatics.net/uploads5/LK56-550AD.zip

LKendter
Nov 22, 2003, 09:46 AM
@Hotrod - This isn't the defiant Dutch game. :crazyeye:

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

LKendter (currently playing)
Ridgelake (on deck)
meldor
Rubberjello
hotrod0823

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

hotrod0823
Nov 22, 2003, 12:19 PM
:lol: Yeah well I wasn't concerned about babs or mayans and England has to go and now is the time. By the mayans declaring it opened the door to attack England.

I think I actually waited too long. Lizzy got iron from somewhere :(.

Ridgelake
Nov 22, 2003, 01:01 PM
It might be worth trying to trade-embargo England with the other civs.

LKendter
Nov 22, 2003, 04:08 PM
550 AD (pre-turn)
The palace has only 8 turns to go, so I switch it to an expensive Cathedral then back to Palace. The Palace is now due in 18 turns, so I hope a wonder tech appears before then.

Since we burned our troops up in the North I sign peace with Babylon for $120. I want to concentrate on a single front.

I found multiple cities ready to riot. :eek:

The war with England could get tricky as I have zero reserves behind the lines. I burn the rest of our cash to speed up getting more military. We really are ready for our GA.

560 AD
The lack of reserves makes Oxford real dicey. I have to strip the SW from Haarlem to give us decent odds of surviving 2 longbow and 3 archers.

I begin the assault on London - our total losses are a single MDI. We capture London; however we may lose it next turn. WW could get ugly fast. I just hope we haven't used up our RNG luck.
(I) Taking London pays as England withdraws from Oxford.
Our SM is attacked in London and our GA begins. [dance]

570 AD
I failed to catch some :smoke: as Maastricht built a regular knight.
I really hate phony wars, as you never know who will ally against us. I send the Maya $100 to end the war.

590 AD
We wipe out the England mini-SoD that was by Oxford. We are now ready to start thinking offensive again.
Why you never upgrade obsolete elites.
http://www.civfanatics.net/uploads5/LAK-364.jpg

Did you also know that military leaders can no longer rush military units? :eek:
Does that mean the late game battleship rush and ICBM rushes are also gone?
We simply formed an empty army.

600 AD
We now have a victorious army. I switch the palace to an expensive Heroic Epic.
We need to start catching up on tech, so I buy Education from Carthage for $672 and $9/turn. Until the gpt bug is fixed I will go cash heavy.
I ship Education to Babylon for Printing Press and $26. All of the possible communications are already known.

610 AD
England must have known I was ready to go back on the offensive as a lot of longbow / archers appear around London.
(I) Maya declares war on Carthage.
London continues to starve as resistance is dropping quickly. The good news is the city isn't that corrupt and I am building workers to drop the pop. You can never have enough workers. :D
Our MDI defeats an attacking longbow and goes elite.

620 AD
Well this isn't good - English culture expands and cuts London off.
(I) Inca and Carthage ally vs. Maya.
A longbow attacks Lee Horseman and it is now an elite knight. Can we get another leader?

630 AD
Well smoked major :smoke: league. I captured Nottingham with the Great Library.
Like an idiot I bought Education recently. :wallbash:
It only had two defenders so the knight army alone does the trick - I will be annoyed big time if it flips before the army gets out.

640 AD
I try to promote that annoying regular knight, but it dies to a 1hp defending knight.

650 AD
Holwerd is back in the hands of the Dutch. Newcastle also falls this turn.

It looks like armies also have a greater vision range.

Summary:
Don't stop until England is dead. Then we can finally build some badly needed infrastructure.

Watch that English galley by The Hague. Those two knights are our counter-attack force.

LKendter
Ridgelake (currently playing)
meldor (on deck)
Rubberjello
hotrod0823

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

http://www.civfanatics.net/uploads5/LK56-650AD.zip

Ridgelake
Nov 22, 2003, 05:43 PM
Got it. It will be tomorrow before I can play, though.

Nice turn, Lee

Ridgelake
Nov 23, 2003, 09:11 PM
LK56

650AD(0) We have been doing a wonderful job killing the English. They have 1 harbor city left and our army is 1 turn away from it. Then, no more iron for England.

Techwise, metal and banking are out there, but Carthage has a monopoly on Banking.

I was tempted to swap our prebuild to a cathedral, but I will leave it in the hopes that we can get either Bachs or Smiths.

660AD (1) Move units next to Canterbury. Another stack starts towards Brighton.

IT Carthage started Shakespeare which means they are up at least Metal, Banking, Democ and FA.

670AD (2) We get a leader killing an English LB that moved towards London. It cost us 2 knights and a MDI ( to a LB), but we capture Canterbury. Dick Hartberg is turned into an Army. I will wait to fill him, though.

IT England drops a Knight and a LB next to Nottingham.

680AD (3) Brighton falls without a loss.

IT Our merc survives against the knight.

690AD (4) Clean up the LB, along with another LB that England dropped on our island.

Carthage has cavs now.

700AD (5) Move troops

IT Carthage starts Smiths.

710AD (6) Lee’s Horseman gets us another GL as we clean up a LB! Henry Hudson

Dover falls to us without a loss.

IT the Babs and Carthage MA against Maya.

720AD (7) Move troops into position to take out Norwich and Reading.

Buy banking @ 4th from the Incans for 940 gold. Banking, 500 gold, and 37gpt to Maya for Astronomy and Metal

IT Babs start Smiths.

730AD (8) We lose a knight, but take Norwich. No losses taking our Reading and England is destroyed!

410 gold and 25gpt to the Babs for Econ. Econ, 33gpt and 10 gold to Maya for Mil Trad. Mil Trad to Inca for 270gold and 5gpt.

Rush temple in London.

Smiths due in 12 in Rotterdam.

740AD (9) Henry Hudson rushes the Military Academy in Amsterdam.

Upgrade a few knights to Cavs. Trebuckets to cannons.

750AD (10) Few more upgrades.

We have a shot at Smiths. It might be worth merging in a couple of workers to Rotterdam. We could use the pop there. London’s borders expand in 3 turns which should bring the wines into our borders. They will be tradeable.

Once our deals with the Mayans run out, we might think of taking over their lands. We could use their ivory and incense.

You might think about rushing a temple in Norwich.

Good luck, Meldor. We are going to need it.


The Game (http://www.civfanatics.net/uploads5/LK56-750AD.SAV)

LKendter
Nov 23, 2003, 09:24 PM
Good luck, Lee. We are going to need it.
:confused: Don't you mean good luck Meldor?
Why are you wishing the previous player good luck?
EDIT: I see you caught you mistake a few minutes later. :crazyeye:

LKendter
Ridgelake
meldor (currently playing)
Rubberjello (on deck)
hotrod0823

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

meldor
Nov 23, 2003, 09:35 PM
I see it. Looks like another set of builders turns.

meldor
Nov 24, 2003, 10:02 PM
I will apologize in advance for the unusually short turn report. I am getting the house ready to sell.

I thought I was going to have nice easy builder turns. I spread the Cav out to cover the coast. Eschewed farther military build-up to get in infrastructure. We had 9 turns to go on Smith's . Then the GA ended and the first city to roit on the interturn was Rotterdam. I fixed the rest but we lost a turn of production on Smith's. By the time it came out of disorder, I have merged in two workers and swpped some tiles around to get it to size twelve, zero growth max shields. I had also picked up a couple more luxes so that I wouldn't have to raise the lux tax to 50% to keep everyone employed in Rotterdam.

Three turns before the end the Babs came demanding silks. Told them to stuff it and they declared. I shifted some units onthe island towrds the northern end as I saw 3 Bab ships up there. A couple of Cavs and our knight army took the Bab city north of Amsterdam. The Cav moved back to Amsterdam to heal and there is a boat there to take them to the island or they can shift around depending on where the Bab ships decide to go. I moved the Merc out of Amsterdam north to cover the new city and I swapped Amsterdam to a Merc.

Shake's and Cops both were built. Cascades were to Newton's and Smiths. It should be close. We have 6 turns left to Smiths. There is enough cash on hand to but another wonder tech if needed.

The Game (http://www.civfanatics.net/uploads5/LK56-850AD.zip.zip)

LKendter
Nov 24, 2003, 10:12 PM
LKendter
Ridgelake
meldor
Rubberjello (currently playing)
hotrod0823 (on deck)

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

Rubberjello
Nov 26, 2003, 02:22 AM
Got it! (Sorry for the delay)

Ridgelake
Nov 26, 2003, 08:15 AM
Guys, I will be out Thursday through Sunday and maybe Monday too. Good luck while I am away. :hammer:

Rubberjello
Nov 26, 2003, 12:42 PM
Preturn: Everything looks pretty good. I rush a few temples in former England-land. At least the rest of the world is at war - I hope it slows Carthage down some. Carthage looks to be a monster. We are down Navigation from the Mayans. Even with the Incans, and down Domocracy, Free Artistry, and Physics (at least) from Carthage.

860 AD (1) 3 Bab ships approach. Gee! We sure could use a functioning Forbidden Palace! (Understatement of the year). Buy Physics from Carthage using most of our savings. Sell to Mayans + gpt and Wines for Navigation. Sell Navigation back to Carthage for Theory of Gravity (and our backup Wonder). I really, really tried to keep out of a GPT deal with the Mayans since we have hinted we might go to war with them soon, but I couldn't swing this deal any other way, and I wanted to catch up on techs. Trade World Maps around for a profit.

870 AD (2) Babs drop off a Bowman, Crusader, and Musketman on our Island. We easily take out the Crusader and Musket, but don't have enough offensive units to take out the Archer. I transport some help over from the mainland just in case. (2 Cavs). Trade Theory of Gravity to the Mayans Navigation plus some gold. We enter the Industrial Age only to find Carthage has Nationalism. Leave minimum run on Music Theory for now??? Hmmm... Researching Railroads at a loss would take us over 20 turns. We don't have any Libraries to support our own research, really. Change minimum science run over to Railroads at least.

880 AD (3) Archer dies trying to kill our Elite Sword. EEEK! Babs drop off 3 more muskets and 2 Crusaders on the Island. The AI is a little better at invasions now! Kill the 2 muskets and 1 Crusader with our cavs (all were red-lined!).

890 AD (4) Babs' Crusader kills one of Swiss Mercs and they pillage one tile. Our Cavs finish off the invasion force and we talk peace with Babylonia. We get all their gold and World Map. They have Democracy, but not ToG. (No trades available on that)

900 AD (5) Palace expansion. Hurry some builds. Start building up some units for our eventual strike against Mayans/Babylonians. Beware! Carthage is spitting out Privateers! (At least 5 sighted.)

910 AD (6) Smiths completes. Woohoo! That was a good call to go for that one. Upgrade Caravels to Galleons.

920 AD (7) Babylonia completes Magellon's. Carthage completes Newtons.

Later turns: Nothing much. We have a strong economy and no great debts. Trading opportunities were fairly limited. Whenever our Galleons leave port, the Privateers start swarming towards them. I haven't built any Frigates yet, but was seriously thinking about it. Peace broke out everywhere on the last turn. Babs got into the Industrial age and drew Steam Power. I successfully did a safe steal from Carthage for Nationalism and then trade it to Babs for Steam Power, but have to chip in a heft gpt payment also. Trade Steam back to Carthage for Spices, 450 gold and 48 gpt. Carthage is only up Communism now over us. We have only 1 coal on our lands (unroaded yet).

The Save (950 AD) (http://www.civfanatics.net/uploads5/LK56-950AD.zip)

Ridgelake
Nov 26, 2003, 01:31 PM
Very nice turn, RJ! Excellent on getting Smiths. Excellent on the trades. Glad that we have coal.

Building up a Navy does make sense. We will need one to attack the other civs. But with factories, stocks and hospitals due soon, not to mention science buildings, there is a whole lot of infrastructure that we need.....

LKendter
Nov 26, 2003, 01:51 PM
960 AD with nationalism already out there! I can't wait to they fix that GPT bug.

hotrod0823
Nov 26, 2003, 04:01 PM
I've got it but with holidays may not get it back until Friday evening.

hotrod0823
Nov 28, 2003, 12:01 AM
950 AD (0): It is good to see the English are gone. Not entirely sure about the tech choices but I guess it may get a nice deal in about 50 turns.:eek:. Anyone have any idea if the 50 turn gambit works ? Takes me a few minutes to get reaquainted with the "new" map. With current deals and peace treaties in effect I will try to focus on infrastructer in the new territory and improving our fledgling military for our next wave of wars. MM a few towns for, gold, food or shields depending on need. Change Oxford from Courthouse to Cathedral. Only 1 corrupt shield doesn't seem to make the courthouse worth it. Notice a trend of ZERO libraries. May be the time to get some built but will wait and see what goes on with the tech trading possibilities. MM Norwich to grow and build a worker next turn. :O Upgrades of our SwissMerc to rifles cost 150 gold. We could only do 3 with the gold we have right now.

960 AD (1): Norwich builds a worker starts another. :smoke: Not sure how it happend as I don't recall doing it but the scientist accidentally got fired last turn. ReHired. Facism due in 50. Not much else, nothing new on the tech front.

970 AD (2): Rush courthouse in Leeds for 24 gold. Rush Market in London for 76 gold. Worker arrive at the coal.

980 aD (3): Carthage Navy is in our Southern tip. See some privateers out and about. London completes a market starts a rifle. A cath is not needed yet. Leeds completes a courthouse and starts a duct. Upgrade one swiss merc in the south will upgrade another next turn. Trade magnetism to the Maya for Ivory. With the lux deals we have with Carthage up next turn I want another lux now. I can also drop lux to 10%.

990 AD (4): Carthage has 5 frigates escorting a galleaon and a galley to who knows where. A caravel has 2 more frigates in tow. Amsterdam builds a cav starts another. Reup our wines for furs deal and the silks for dyes. combined and he kicked in 12 gold.

1000 AD (5): Rotterdam builds a bank and starts a cav. Groningen builds cath starts a cav. Coal is almost online. We will have to start pealing off workers from our size 12 cities. Should get a few with in the next couple turns. As well as continueing the upgrades. And Fascism is now known by Carthage :p. We can afford it but I don't see the point. I would change research to something more productive like Industrialization but we don't have the libraries or universities to start self research so a swap to the dead end tech of ironclads in a shot in the dark at getting a gambit trade later.

1010 AD (6): Carthage wants PP and ROP I decline. Haarlem builds a rifle starts another. Begin to slowly start the railroad. Rush a couple workers and change Groningen to a worker.

1020 aD (7): The Hague builds a cav starts a worker. Groningen builds worker starts a cav. New castle builds a worker starts a duct. Norwich a worker starts another. Maastricht a bank starts a harbor. Holwerd a courthouse starts duct. Working on the railroad but need to consolidate and focus.

1030 AD (8): Coventry a bank starts a rifle. The Hague a worker starts a rifle. Upgrades are almost complete.

1040 AD (9): Amsterdam cav starts a worker. Build a few cavs start a few more.

1050 AD (10): Moving a few more Swiss mercs to upgrade with the next turns. Works are on projects but need to be better consolidated for railing tasks :blush:.


http://civfanatics.net/uploads6/LK56-1050AD.zip

LKendter
Nov 28, 2003, 07:28 AM
LKendter (currently playing)
Ridgelake (skip - out until 11/30 or 12/01)
meldor (on deck)
Rubberjello
hotrod0823

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

LKendter
Nov 29, 2003, 11:24 AM
1050 AD (pre-turn)
These are clearly 10 build turns with the emphasis to get more workers, and to get our worker crews together. Several hopelessly corrupt cities switch to workers. We need the military rail-net ASAP.
(I) Inca and Carthage ally vs. Maya.

1070 AD
I cash rush another round of workers - we are really short.

1090 AD
I cash rush another round of workers - we are still short.

1110 AD
I cash rush another round of workers - I hope you like workers.
(I) Babylon and Carthage ally against Maya.

1130 AD
If I hear any complaints about not enough workers...

1140 AD
(I) Carthage and Maya sign a peace treaty.

1150 AD
Wines and Silks to Babylon for Gems and $75.
Our military net is complete, and we get to start optimizing cities.

Summary:


LKendter
Ridgelake (skip - out until 11/30 or 12/01)
meldor (currently playing)
Rubberjello (on deck)
hotrod0823

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

http://www.civfanatics.net/uploads6/LK56-1150AD.zip

meldor
Nov 29, 2003, 03:32 PM
I see it.

meldor
Nov 30, 2003, 12:05 AM
1150 AD (0)
Everything looks relatively good. We have lots of cash so I steal Electricity from Carthage. Carthage has Replacable Parts. I sell Electricity to Babylon for WM, Democracy and 168g.
(I) Amsterdam Colosseum->Cannon, The Hague Galleon->worker. We get a palace expansion and the Maya start Bach's.

1160 AD (1)
Get Amsterdam another shield so the Cannon will finish in 2 rather than three. Try to get Rotterdam more shields to speed its build but it has no courthouse and it seems that every shield I increase goes to corruption. Swap it to a Courthouse to try and recover some of those 6 shields now lost. We still have too much money, so I steal Replacable Parts from Carthage. Oh look, we are now building an artillery in Amsterdam. I upgrade 22 Rifles to Infantry for 660g and then scroll around the map to hear all the bolts slam home. Not quite as satisfying as it is on the world map.
(I) The Maya want an alliance vs the Babs instead we swap maps. The Hauge worker->Infantry. Oxford Rifle(??)->worker.

1170 AD (2)
Lots of fun with workers. Try to get cities to something reasonable for builds.
(I) Oxford worker->arty, Eindoven Cathedral->Colosseum. We loase our Ivory.

1180 AD (3)
More getting cities to multiples of 5 shields. The Maya want way too much for the Ivory. For the time being I up the lux tax to 10% and rush buy two Galleons in the south. Some Cav, Arty, and Infantry move south in anticipation of a war. Only three cities would riot without ivory. All of them are corrupt enough that a taxman doesn't change their net shields.
(I) London Bank->Cathedral. Nottenham Market->Courthouse. Canterbury Galleon->Galleon. Rotterdam Courthouse->Colosseum. The courthouse dropped corruption by one third, we may be able to hit 30spt there now. Coventry Colosseum->worker. Utrecht Cav->Arty, Groningen Coloseum->worker. Brighton Galleon->Galleon.

1190 AD (4)
We load up the two Galleons and place them just outside Mayan territory. I ahve completed the useful cities and will now start seiing if Amsterdam can hit 30spt.
(I) our trade with Carthage for furs and dyes ends but he wants to extend it. Instead we get furs, dyes and spices and he gets silks, wine and 78g. Amsterdam Arty->arty. Groningen worker->arty. Coventry worker->arty.

1200 AD (5)
Rush two more Galleons in the south. Fire the three previously hired tax collectors.
(I) Canterbury Galleon->Galleon, Leeds Aqueduct->Market, Brighton Galleon->Galleon. Haarlem Cav->worker.

1210 AD (6)
Load up the two new galleons and we now have 8 infantry, 7 arty and 1 settler off the Mayan coast.
(I) Well, the three Galleons that were sailing down the right caost to help ferry troops in the upcoming war were all sunk by pirates. The Hague Infantry->Infantry. Dover worker->worker. Haarlem worker->Infantry. Holwerd Bank->Rax.

1220 AD (7)
We declare on the Maya Empire and move our forces in and land. The Mayan cities are protected by pikes.
(I) The Mayans refuse to attack our stack. Amsterdam Arty->arty. Rotterdam Coloseum->Palace pre-build. Oxford arty->infantry. Carthage begins US.

1230 AD (8)
We bombard and then raze Quirigua' getting 5 workers and two Trebuchets. We found the city of Choke and it begins a Rax. Load up the 4 Galleons agan and they are off once more. Still lots of fun to be had with workers.
(I) The Mayans again refuse to attack. Lots of pikes and longbows trying to pass by. Coventry arty-.Infantry. Groningen Arty->Arty, Newcastle worker->worker, Norwich worker->worker, Maastricht Cathdral->Rax, Reading worker->worker, Whaleberg worker->worker, Delft worker->worker.

1240 AD (9)
Bombard a stack of lonbows guarded by a spear. Each infantry kills a 5 infantry kill longbows and the spear. We get an elite. Rush the Rax the Choke. I now have enough money to make another ellict tech aquisition. We grab Industrialization. I have slowed to upgrading only 2 rifles per turn to free some cash. I swap some core cities over to factories including Rotterdam.
(I) The Carthage Pirates make a run for our Galleons but won't make it. The Mayans still refuse to fight. Choke Rax->Library, Holwerd Rax->Infantry.

1250 AD (10)
I upgrade our last two rifles. I pound a stack of MDi and Longbows then then wipe them out. We move some units in to block the other square. I then use the army to take out the units in the fortress. We should move the blockein units into it next turn. I leave the Galleons inside Choke until the Carthage Privateers clear the area or we get some frigates. We have enough troops to begin going on the offensive in Maya. I swapped a couple of corrupt cities to settlers. I also changed the Galleon builds to Frigates if you want to rush them. After a factory completes in Amsterdam we need to start a prebuild.

The Game (http://www.civfanatics.net/uploads6/LK56-1250AD.zip)

LKendter
Nov 30, 2003, 06:00 AM
LKendter
Ridgelake (skip - out until 11/30 or 12/01)
meldor
Rubberjello (currently playing)
hotrod0823 (on deck)

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

meldor
Nov 30, 2003, 10:11 AM
BTW, Carthage must have sold Nationalism to the Maya last turn. I forgot to mention that I did see one rifle. I think that they have been pounded pretty hard by everyone else though.

Rubberjello
Nov 30, 2003, 09:52 PM
What the ??? :confused: My turn on this one already? I hope Ridgelake gets back soon!

Ridgelake
Dec 01, 2003, 06:42 PM
I am back in town again. Looks like some good turns in my absence! :hammer:

Rubberjello
Dec 02, 2003, 12:42 AM
Preturn: Everything looks pretty good! Thanks to the theiving abilities of Meldor ;), we are looking good tech-wise. Change some builds over to factories and rush a Frigate. I don't really know why we are researching Ironclads, but since all our techs are going to come from steals in the forseeable future, there is no other choice really.

1255 (1): Move a Stack of Death out of Choke Southwards towards their core (and the Ivory and Incense!). We have too many workers! :lol: Rush Library at Choke.

1260 (2): Well, this is insulting. We have a Carthaginian worker moving all the way from the southern tip of our lands to the northern tip! Start 2 more Factories. Carthage has learned Corporation. An attempted steal fails, but no ramifications from it. SoD still heading for Lazapa. Start a escorted convoy over with 16 reinforcements. I debated about making an Infantry or Cavalry army with our Army unit, and decided upon an Infantry army due to the style of fighting we are probably going to end up doing.

1265 (3): Mayans send a bunch of junk units at Choke. The Privateers come swarming, but we'll make port with no problem.
Rush Temple at Choke. Force #1 is in position outside of Lazapa. Force #2 is strikes out for the Capitol of Chichen Itza. Mayan SoL (Stack of Laughter) is demolished with no losses, 3 promotions, but no leaders. Kill a Privateer with a Frigate.

1270 (4): The Mayans finish off a Privateer for us with a Frigate. A single Longbow approaches Choke. We manage to steal Corporation from the Carthaginians. BTW, they are in Fascism right now. (I don't think anyone else mentioned this?) Conquer and raze Lazapa with no losses, capturing 2 Trebuchets and generating 5 slaves. Bombard Chichen Itza, but no attacks this turn.

1275 (5): Maya and Inca sign peace. Maya and Babylon sign peace. (Looks like we've got their attention!) :p Babylonia completes JS Bachs. Bombard the Chicken place some more, as they have at least 10 units in there and I need to soften it up more. Babylonians learned Industrialization somehow, even though they could only afford 6 gpt when I checked last turn.

1280 (6): Bombard and finally conquer Chichen Itza with only 2 Cav loss. I decide to raze it even though it had the Masuleum Wonder in it, because our Cultural deficit is so huge, and it would surely flip.

1285 (7): Rotterdam will be our prebuild for ToE, but I want to put in a Coal Plant first (this round). Trade Corporation to Babylon for Medicine almost straight across. Healing round.

1290 (8): Stack approaches Palenque. Kill off some invading Mayan units who were infiltrating.

1295 (9): Bombard, Conquer, and Raze Palenque (their new capital), even though it had the Statue of Zeus in it (obsolete). Found Den Helder and Leiden on the ruins of Mayan cities.

1300 (10): Approach Copan with a stack. Clean up some infiltrators. We should be able to plop a city down next turn and claim our Ivory. Carthage just learned Steel this turn. In our core cities I've mostly been building Factories, then Stock Markets.

The Game 1300 AD (http://www.civfanatics.net/uploads6/LK56-1300AD.zip)

hotrod0823
Dec 02, 2003, 01:07 AM
I've got it and should be able to play tonight.

LKendter
Dec 02, 2003, 01:40 AM
LKendter (on deck)
Ridgelake
meldor
Rubberjello
hotrod0823 (currently playing)

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

meldor
Dec 02, 2003, 09:33 PM
Glad to see you put the forces I left you to good use!

hotrod0823
Dec 03, 2003, 11:14 PM
I'm slowly making my way through. Hope to finish tonight and post by tomorrow night. It is taking longer than I anticipated.

Rubberjello
Dec 04, 2003, 06:32 AM
Originally posted by meldor
Glad to see you put the forces I left you to good use!
You always set me up beautifully for war turns, Meldor! :mwaha:

hotrod0823
Dec 05, 2003, 01:34 AM
1300 AD (0): We are pushing nicely into the Mayans but we have zero infantry at home. Will try to secure the rear and press the front.

IBNT: Reup gems deal with Babs, we give silk and wine for gems.

1305 AD (1): Rotterdam builds a coal plant and starts on Universal Sufferage as a prebuild for ToE. Bomb and Raze Copan at a way too high cost of 3 cavs. And it took each Army to redline :eek:. Time to put on the breaks and hope that the artillery hit citizens and not sooooo many units. Move units to hit Yaxchilan next turn. 2 settlers are in position for new cities on the Incence and on the other choke.

1310 AD (2): Amsterdam builds a stock exchange and starts an Army, can be used as a prebuild as well if necessary. Found Harlingen on the incence. Starts a library. Found Lauwersoog on the West choke. Need a few of these builds to hurry up so I can get more units to the front lines. Rush the factory at Haarlem and see that it has way too much food. Sending workers to remedy the situation. Ditto goes for Oxford. Bomb and Capture Yaxchilan. Nearly capture Uaxactun but come 1 healthy fast moving cav short. Carthage has just picked up Sanitation.

1315 aD (3): Oxford builds a factory start cav. Haarlem a factory starts a cav. Babs have started ToE, wee need to make a trade now. Carthage builds Universal Sufferage. :hmm: May be the cascade has died with that. :hmm: to give rubber or gold. I decide to give up gold. Trade the Corporation and 400 gold to Babs for Scientific Method. ToE will complete in Rotterdam in 9 turns. Investigate Ashur to be sure, :lol: not a problem it is due in 39 turns. MM to bring ToE down to 8 running neg food of 1. More optimization to bring Haarlem and Oxford to forty uncorrupted shields. Press on and Capture Uaxactun.

1320 AD (4): Bomb and capture Tulum. Bomb and capture Tikal. It takes both armies but we have the city. Slow the army to match up with Toe. Cash rush 2 settlers. Will load up at least 1 ship next turn with settlers and cavs. Rush the much needed Leeds market for 36 gold. A few other infrastructure projects then we can go on a big infantry push.

IBNT: Have to renegociate our lux deals with Carthage. He gets Silks and wine we get fur and dyes.

1325 AD (5): Cantebury builds a markets starts a courthouse. Coventry completes a factory starts infantry. Leeds builds a market and for some reason riots :(. Newcastle builds a settler starts a duct. Oxford builds a cav starts another. Dover builds a settler starts another. Haarlem builds a cav starts another. Leader fishing against longbows, pikes, and MDI. Get a ML from an elite cav. We could really use police stations but will hold off on tech trade until ToE comes in. May make an army or hold the leader for a rushed Wall street. Bump Rotterdam up in shields but lose 3 fpt.

1330 AD (6): Zero counter. Hague builds a stock exchange starts an infantry. Groningen builds stock starts infantry. Found Enschede in the hills of Mayan country. Bomb and Capture Lagartero and sistenen's Chapel.

1335 AD (7): Hannibal makes demands and he gets a lowly 89 gold. Moving some units to position to hit and take Bonampak next turn. Kill scores of weak units in the norht.

1340 aD (8): More units built, these will stay at home and serve as much needed back fill. Take Bonampak. Moving units back to the Northern.

1345 AD (9): General Mayan unit cleanup. More rails on Mayan lands. Is there a problem with Rails through towns and cities. :( Running out of movement while on rails :confused:.

1350 AD (10): Capture Machu Picchu and set up for assault on Cuello and then on to Vitcos and DZ..... Capture Cuello. Rotterdam has ToE next turn. Army is a prebuild for Hoover in Amsterdam. There is a leader waiting orders in the Capital. Most units are in the North ready to continue moving on the Mayans. Made no tech deals conserving cash and waiting for AT and Electronics to come in for deals to happen.

http://civfanatics.net/uploads6/LK56-1350AD.zip

http://civfanatics.net/uploads6/lk56mini1350.JPG

LKendter
Dec 05, 2003, 02:18 AM
LKendter (currently playing) In feast mode with 2 war turns tonight.
Ridgelake (on deck)
meldor
Rubberjello
hotrod0823

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

Ridgelake
Dec 05, 2003, 07:56 AM
Nice playing, Hotrod! :hammer:

Probably makes sense to continue on and remove the blue from the mini-map. Then remove the pink.

With Sistene's (wooo wooo!) we should be able to cut lux taxes and/or lux imports.

I would probably use the leader on a police station or factory. One of our core cities could push out Wall Street at a fairly reasonable clip.

Edit: Changed names :blush::crazyeye:

meldor
Dec 05, 2003, 06:33 PM
Thanks, but that has Hotrod....

LKendter
Dec 06, 2003, 01:42 PM
1350 AD (pre-turn) From the LK house rules
6) Complete your turn. It is frustrating to get a 1/2 completed turn.
Why does this continue to get ignored? I found almost no workers moved...


I switch many of the Mayan cities to be taxed to death. We need that population down to lesson the flip risk. I let the leader get marginal Leeds factory on-line. Once we get communism and a police station that will be a decent city. I salvage 3 more shields by employing some policeman. I switch cities building libraries to temples. We may as well save some cash - I do rush a couple temples where possible.

(I) I should have looked closer at the cities. I missed Nottingham building a bank before factory.
ToE completes and we do the standard AT / Electronics. I start 50-turns on Radio. I don't know if well get it first, but I love getting this tech dirt cheap.
The new specialists do pay off - Arnhem is factory is 35 turns. With 2 cops it is 27 turns. With Engineers it is 22 turns. All of a sudden food heavy cities don't seem as bad.


1355 AD
Hoover is due is just 9 turns. We capture the fort by Coba. One choke point is controlled. I begin to ship our elite MDI to the front. With longbows out their, we may as well get as many changes for a leader. The non-elites can help with killing resistance.

Since Babylon is further behind I ship him AT and get Communism, Espionage and Steel. :D
The spy agency is ordered up. I ship AT to Carthage and get Sanitation, $1054 and spices.
(I) The Maya killed and infantry with a longbow. :rolleyes:


1360 AD
Tiwanaku falls to our knight army with artillery support. (Doesn't that sound strange?)
We capture a future artillery piece. That front is now complete.

Lee's Cavalry is formed. Abel Tasman will head home to find a building to rush. The Mayans are so weak we don't need armies. Speeding up infrastructure is better in my opinion.

Size 1 Vitcos is captured.
(I) We get one of those annoying flips - Yaxchilan goes back to the Maya. I hate flips where there is ZERO culture pressure. Unfrelling believable - we get hit with a double flip, and Cuello goes back to Maya. The lost of the 2 infantry is almost as back as the cities.


1365 AD
Abel rushes the factory in Nottingham. Getting those marginally cities up and running will really help when we have to fight the monster named Carthage.

My first goal is accomplished, and all our homeland cities have an infantry guarding them.

Cuello is recaptured after being bombarded down to size 1.


1370 AD
Yaxchilan is recaptured after being bombarded down to size 1.


1375 AD
Dzib... is captured, and I achieve goal #2. We now have just one front to beat the Mayans up on. During that battle Lee's Cavalry #2 was formed, and Jansz comes home and rushes a police station in Whaleburg.


1385 AD
I never realized that entering a fort in enemy territory that you already occupy ends movement. Coba will survive another turn. However, I do kill 2 of the rifleman with the army that was guarding the fort.

1390 AD
We take Coba - I lost an elite infantry trying to kill 1 hp rifle, but promoted 2 more cavalry to elite. We kill 3 1hp pikeman with our MDI, but no leaders. :(

I see the bug Hotrod is talking about - Coba just captured doesn't have a railroad in it!
(I) The spy agency is completed.

1395 AD
Our attempt to spy on the Maya failed.
(I) Hoover Dam is completed.
We catch Carthage trying to spy on us.

1400 AD
We raze the Mayan capitol of Uxmal. :D
Forts are really broken in the game. A fort in NEUTRAL territory stops movement for that turn.


Summary:
I think we should be glad we didn't sit on that leader waiting for Wall Street. :D
We have 3 elite* cavalry, so the next leader should be an army.


LKendter
Ridgelake (currently playing)
meldor (on deck)
Rubberjello
hotrod0823

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

http://www.civfanatics.net/uploads6/LK56-1400AD.zip

hotrod0823
Dec 06, 2003, 02:36 PM
As far as the workers I was rushing to get the game completed.

I don't quite understand your frustration Lee. Move the workers as you see fit we have plenty around. Most of my turns were spent using the Mayan workers to railroad and the mainland workers to optimize the cities with excess food sources. IF by not moving the workers created a problem it was unnintentional.

Ridgelake
Dec 06, 2003, 04:57 PM
Got it. Will be Sunday before I can play though.

LKendter
Dec 06, 2003, 05:53 PM
Originally posted by hotrod0823
I don't quite understand your frustration Lee.


I have been asking over and over with different players to not give me incomplete turns. That alone is frustrating me as I feel like nobody is listening to my requests.

Rubberjello
Dec 06, 2003, 10:40 PM
Meldor told me this a long time ago - If you REALLY want to annoy Lee, leave one worker automated. He'll have so much fun tracking him down, he may even forget to yell at you! ;)

hotrod0823
Dec 07, 2003, 12:15 PM
Annoying Lee was not my intention. I just ran out of time and at 3:00 am was happy to finish my military moves and get the darn game posted.

Workers are not my strong suit. Seems I can never find anything for them to do in the later stages of the game. :blush: Need to work on that.

LKendter
Dec 07, 2003, 12:50 PM
I finished railing every file in our territory. By the end of my turns most of the workers got fortified. I started waking some up after hospitals completed to get those cities going...

hotrod0823
Dec 07, 2003, 01:23 PM
Thanks Lee

Ridgelake
Dec 07, 2003, 11:11 PM
LK56 – 1400AD

1400AD(0) Cycle through the cities. Play around with the new specialists. Its interesting that civil engineers near the capitol give 2 shields, while those far away from the capitol don’t seem to help much.

IT Babs and Incans sign an MPP

Lose our gem supply.

1405AD (1) Move troops towards 2 Mayan towns. Trade Electronics to Carthage for Fascism, Refining, and 40 gpt. To the Babs for ironclads, gems, 5 gpt.

We have 2 oils, one on our native soil. Carthage has no oil. He does have combustion @ monopoly. That tech is ridiculously priced, so I sell him excess oil for 89gpt.

Without a native oil, Carthage will not pose a serious threat to us. Tanks, battleships, destroyers, etc. will not be available to him. There is oil on one Bab island (not main), more oil in the Mayan area, and one in Incan land.

IT Nothing

1410AD(2) Bomb down Rusginiae to a 1 hp rifle and a spear. Capture it without loss.
Cav army takes out rifle in Mayapan revealing a pike. Elite cavs kill it and a LB capturing it.

1415AD (3) Wall Street completes. Bomb 2 rifles and a pike that are in the open. Kill the redlined pike with an elite sword. Elite MDI loses 5 straight to a redlined rifle.

Larsa bombed and captured. Arequipa bombed and captured.

1420AD (4) Bomb and capture Ica.

1425AD (5) Have to kick in incense to get Carthage to re-up our furs/dyes for silks/wine/incense +175 gold.

Demand that the Incans leave our territory and they declare.

A steroid-enhanced redlined LB kills 2 elite cavs, but we capture Corihblahblah and destroy the Mayans.

1430AD (6) Capture Ollantayblah from the Incans.

IT we get a leader on defense from an attacking Bab cav near Mayapan.

1435AD (7) Get a ROP with Carthage so that I can attack the Babs easier.

1440AD (8) Bomb and capture Izibia from the Babs, taking with it several boats.

It was defended by about 10 rifles, but Cuzco, aka home of Leo’s Workshop, falls to our mighty armies! It also comes with the Colossus, Lighthouse, Gardens, Police station, market, bank, harbor, rax. Etc!

Do a safe steal from Carthage on Combustion. They have both Mass Prod and Flight beyond it.

1445AD (9) Move units, upgrade some galleys to transports. Start building a navy.

IT Cuzco flips.

1450AD (10) It cost me 2 elite cavs to kill a stupid redlined rifle. But Cuzco is ours again.

Income is up to 1150gpt. Not bad considering it started at about 650gpt.

Right now, we just need more navy. We should first take the eastern Bab island. It has the only other oil which is not under control. After that, we go after motor transport and then remove the Babs and Incans. We may never have to go after Carthage for domination. Time will tell.


Dutch Destruction (http://www.civfanatics.net/uploads6/LK56-1450AD.SAV)

LKendter
Dec 07, 2003, 11:26 PM
Originally posted by Ridgelake
Its interesting that civil engineers near the capitol give 2 shields, while those far away from the capitol don’t seem to help much.

That isn't surprising - engineers are still subject to corruption. In far away cities the only help is a lot of cops.

------------------------------

LKendter
Ridgelake
meldor (currently playing)
Rubberjello (on deck)
hotrod0823

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

hotrod0823
Dec 08, 2003, 01:36 AM
If the Incas fall as easily as the Mayans. And I think they will domination can't be too far away. The Incas are spread out across more islands so travel will be slower but shouldn't be a problem.

Ridgelake
Dec 08, 2003, 08:32 AM
Originally posted by LKendter


That isn't surprising - engineers are still subject to corruption. In far away cities the only help is a lot of cops.


Well, I played with it some more during my turns. It seems to be a display bug in certain circumstances. At one point, the engineer showed no shield help. I changed the build order and suddenly the engineer showed 2 shields. But even this technique was inconsistent. Very odd.

The cops seemed to do very little. I didn't try them in any town with a police station. I wonder if that would increase their effectiveness.

The railroad bug and the fort-in-neutral territory bugs are extremely annoying.

Good luck, Meldor. You have more of a builder and staging turn ahead of you. It will take some time for us to get our navy into position to move on the Incans and Babs. I should have started that earlier in my turn than I did. Though doing a lot would have been tough as our core was finishing up infra builds. Most of our core is done with that now and can be turned over to military builds again.

I would not renew the oil deal with Carthage. They already built a lot of boats. Given another 10 turns of oil, they could develop a decent force. Lets hope they dont get to tanks before the end of the oil deal.

meldor
Dec 08, 2003, 09:00 AM
I set RJ up to hit the Mayans, I will try to do the same with the Babs and Incas.

Arathorn
Dec 08, 2003, 11:41 AM
Civil Engineers are NOT subject to corruption. They always provide two shields when their city is building a building and zero shields when it is building a unit. I have not yet experimented to see what happens to their shields if you start building a building and switch to a unit partway, so I don't know what happens in that case. Thus, CEs are very helpful for that initial courthouse/aqueduct that you need built or when you're in food heaven (lots of floodplains) and need to get some buildings up. I am 95% certain this is a design decision and not a bug.

Are forts stopping movement or are they barricades (the new upgraded forts)? I also wonder how it works with manned barricades in neutral territory.....

Arathorn

Ridgelake
Dec 08, 2003, 12:20 PM
Arathorn, you might have found the answer on the engineers: units versus buildings.

Barricades in neutral territory (occupied by us) was stopping rail movement. It was so frustrating, that I dumped several units into a nearby city to stop resistance so that I could rush culture. Once in your territory, there was no movement hindrance.

BTW, Meldor, you may very well have the chance to do some amphibious assaults. It is funny how some games work out that you get certain types of turns. In this one, I hvae had the pleasure of removing both the English and the Mayans. In RBC1d, it was all defensive and setup for the next player. Timing.

meldor
Dec 10, 2003, 06:51 AM
I didn't get to finish this last night but will give a smal update.

We didn't have spies anywhere and now we do. Inca are a joke, the Babs are hardly better. Carthage has 4 times the military we do and a whopping 167 Infantry and counting.

meldor
Dec 10, 2003, 09:45 PM
1450 AD (0)
Ok, we don't have any spies, why not? I fail with Babylon but get an agent in with the Incas and Carthage. The Incan forces consist of 1 warrior, 5 Longbow, 19 Rifles, 1 Caravel and 2 Galleons. Carthage on the other hand has 1 Rifle, 57 Cav, 167 Infantry, 19 Arty, 11 Transports, 17 Destroyers, 2 Bombers and 25 Guerillas. Swap some tiles around in hopelessly corrupt cities like Tulum set to build walls in 9 turns. By putting a single citizen to work on an irrigated grassland the other two become civil engineers and we get the walls in 2 and growth in six. Two irrigated grass gets walls in 3 and growth in two. Thats what we go with. I can see there is a lot of irrigation work to do. You can now build the cities up in the outlying areas.
(I) The Baby land three Cav on our first island and it looks like more are coming. Lose our silks.

1455 AD (1)
Re-up silks for 1255g. Kill the three Bab cav.
(I)

1460 AD (2)
Take out 2 frigates and a Galleon.
(I)The Babs bring three more frigates on top of a galleon. We complete Battlefield Medicine.

1465 AD (3)
I nail the frigates but have nothing to hit the galleon with. We have too much cash so I steal Flight from Carthage. I swap core cities over to airports and pick a city on the otherisland to get one. This will make it easier to mount an assualt from that island. Load up a couple of transports. Fill the army with infantry and load it in a transport.
(I)The Babs continue to bring target bouys, er I mean frigates and Galleons. We complete the pentagon.

1470 AD (4)
I drop off a couple of arty on the island and bombard a frigate and Galleon. They are then sunk. Three frigates and a galleon to go and we have gotten an elite cruiser out of it.The destroyer is in for repairs. I think about a steal but we don't have enough for a safe one yet.
(I) The Babs drop off more Cav. The Frigates and Galleon attempt to take the long way home. Also spot a Bab Destroyer and Frigate off the north shore.

1475 AD (5)
Bomb and then kill the 3 frigates and Galleon. I wake some arty on the mainland and bomb the destroyer. We then take it and the frigate out there. I drop off three armys and other assorted units on the Babs small island. Load four more tansports up fro dispatch next turn.The infantry army does an pillage-move-pillage-move on their main island. Make attempt to steal tech and fail but no declaration.
(I) Not much. The Incans land a longbow

1480 AD (6)
Land a bunch more units. One army kill a marine and snags some workers. The rest of the units move next to the first city. We take out the longbow and bombard the two Incan ships. The pillaging army continues its impression of a hoover vacuum.
(I) The Incans drop off another Longbow and several rifles.

1485 AD (7)
We bombard and then raze Shurrupak nabbing 4 more slaves. Bomb and destroy the longbow and 3 rifles the Incans sent. The pillaging army gets another 2 squares.
(I) Not much.

1590 AD (8)
Advance on the next Bab city. Attempt to steal tech was unsuccessful but went unnoticed. Carthage is building tanks.
(I) Nada

1595 AD (9)
Pillage and move. Ouch, Carthage has 53422 Culture and they only need 80000 to win, they are adding almost 600 per turn.
(I) A Bab cav comes out and dies on our infanry.

1500 AD (10)
We bombard and raze Zariqum. Plant a city on the samll Bab island and start it on a Rax. Steal Mass Prod from the Babs.

http://www.civfanatics.net/uploads6/LK56-1500AD.zip.zip

LKendter
Dec 10, 2003, 11:25 PM
LKendter
Ridgelake
meldor
Rubberjello (currently playing)
hotrod0823 (on deck)

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

meldor
Dec 11, 2003, 06:50 AM
This one shouldn't get back to me. We will either win it or Carthage will win on culture within 45 turns.

Rubberjello
Dec 11, 2003, 12:51 PM
Errr.... I hate to criticise the decision of a previous player, but I *THINK* I know why they did it (to provide more challenge at the end?)

Anyway, on my turn 2 Carthage came begging to renew the oil we gave them 20 turns ago. I said "no way!" (and wouldn't have done the first trade 20 turns ago!). Anyway, is it the group concensus to empower the Carths for another 20 turns? Or castrate the buggers?

I vote castrate 'em.

Of course, they could just demand it anyway next turn and declare war, which would not be a very good thing since we're not ready for them yet. *Points to Meldor's spy message where they have about 4 times our military*

LKendter
Dec 11, 2003, 01:02 PM
I never would have given Oil to Carthage. I think we have to risk war with them. The question is how close are we in pop / territory? Can we squeeze a few more towns for a few more squares?

meldor
Dec 11, 2003, 01:41 PM
I think we are at about ~50% and need 66%. The pop situation is worse but I spent my whole turn irrigating the outlying cities to get there pop up for either taxmen or engineers.

We need to steal MotTran and get to the next age.

Is Diplo victory enabled? If so we need to beat them to the UN.

It shouldn't take long to take out the Babs and Incans. We would then have several footholds on the Carthage island. Us with tanks and them without would make the game over before they know it.

Rubberjello
Dec 12, 2003, 01:00 AM
Pre-turn: I just hit "enter" because I trust Meldor so much. ;)

1505 (1) Gahhhhh!!!!! I shouldn't trust Meldor so much! (Just kidding - nothing happened!) Safely steal Motorized Transportation from the Carths, start a bunch of Tanks. Sink a Bab Cruiser. Forces approach Carcemesh (Last Bab city on their small island) Invasion force for the main Bab area is starting to accumulate. Rush a few builds. The maruading Infantry Army has more fun pillaging.

1510 (2) Oh Dear - The Incas invade by landing a single Longbow on our mainland. A Tank accidentally ran over them on their way to the staging area. The resistance in Cuzco finally ends. Found Dordrect on a ruined Bab city near their only Oil. I continue on with Meldor's agrification program in the conquered lands. These Civil Engineers are fun to play around with! When these cities all have Temple/Barracks/Walls/Aqueduct, then they are put on Markets with one or two Civil Engineers to help along the process without affecting growth too much.


1515 (3) Carcemesh (Babylonian) bombarded and razed with no losses. Invasion force for Bab mainland launched from 2 directions. Successfully do a safe steal of Radio from Carthage, and enter the next age. Fearing the worst, I check to see what Carthage knows - They are only up Rocketry and Amphib Assault! I check to see if we could research Fission for ourselves, but the "Dumb Dutch" moniker holds true. Our much-neglected educational system could only get Fission in 14 turns at a deficit run at 80%. Well, "Once a thief, always a thief." should be our motto for this game. Min run set for Fission, and start saving up money.

1520 (4) Hmmm....Babs enter the modern age and draws Fission. It starts the UN. Carthage is sure to trade for Fission next turn. I start a competing pre-build in Rotterburg. Somebody sabotages production in Whaleburg. Our landings go off without a hitch.

1525 (5) Renew our 3 for 2 Lux deal with Carthage, and we have to kick in 125 gold. Carths start UN and Manhatton. 8 Bab Cavs attack our invasion forces, and all of them die. Massive movement of Bab forces to the Western invasion force. Failed steal attempt for Fission results in no repercussions. Bombard and raze Akkad with 2 tank losses against 4 Infantry. Bombard and Capture Samarra with no losses against 3 Infantry. I will have to abandon/replace it later because I didn't have a settler with me, and 100% of the 11 population is in resistance right now. Leeds built one regular Tank before I noticed it didn't have a Barracks. Bad me! :blush:


1530 (6) I decide to use our spy in Babylonia do a risky steal for Fission, and it works! Rotterdam switched to UN due in 10. Healing turn. Land another force near Babylon's Capital.

1535 (7) Bombard and capture Babylon. (Magellon's and Knight Templar Wonders) I was pretty lucky because I only lost 2 tanks versus 9 Infantry and 5 Cavalry. It might be worth the flip risk to keep Magellon's, so that's the reason I didn't raze it. Bombard and capture Elipi. Babylon is folding fast, so we might as well keep the cities here on out.

1540 (8) No Bab reprisals to speak of. Incas drop off some more buzzard-bait troops near Tikal. Refuse to renew the ROP with Carthage. Clean up the Inca trash (Including using 2 Elite Medievel Infantry in a shameless leader-bait effort). Bombard and capture Nineveh and gain control of J.S. Bach's. (1 tank loss) Destroy a big stack of approaching Bab older units (No Leaders) :(

1545 (9) Bab Destroyer sneaks out and nails one of our empty transports. Capture Ashur with one tank loss. During the battle for Nippur (On Carthage's continent), Henry Hudson was generated from a Cav victory over an Infantry. We also eventually capture Nippur, even though we ended using up Infantry to do it. (1 Tank, 1 Cav, and 1 Infantry loss). Sink that Bab Destroyer with one of our Cruisers. Sink an Incan Galleon with one of our Destroyers.

1550 (10) Only 3 Bab cities left. Eridu falls to our Infantry and Cav armies with no losses. Eulbar falls with a loss of 2 tanks. There is a bloodbath at the last city - Uruk. 5 Tanks fall before the Babylonians are no more. Woohoo!

http://www.civfanatics.net/uploads6/lk56pic009.jpg

Our UN is due in 6. Carthage's UN is due in 10 (I did an Investigate City on them). We are now at 54% area, and 51% world population. There are 6 more Incan cities to conquer, and some transports with tanks are on the way towards them. I doubt we can gain domination without attacking Carthage. If we want to speed up Pop, we should rush Granaries in our conquered lands.

Sorry for leaving the forces in Babylonia in such a mess, but I barely was able to get all their cities in my turn allotment here. (Everybody has moved, but everybody is also wounded and scattered) We now have 43 Tanks, and a brand-spanking new Tank Army. But I have not built a single Air or Flak unit. I have not played Conquests into the modern age yet, so I think we need more air power than we did in PTW, but I'm certainly no expert. We are still weak compared to the Carths Militarily, and they managed to build 22 Tanks before we shut off their Oil supply.

The Save (1550) (http://www.civfanatics.net/uploads6/LK56-1550AD.zip)

http://www.civfanatics.net/uploads6/lk56pic008.jpg

hotrod0823
Dec 12, 2003, 01:17 AM
I'm up right.

I've got it.

I am still having problems with LK58 and have to finish my remaining turns before I start this.

LKendter
Dec 12, 2003, 06:12 AM
Originally posted by hotrod0823
I'm up right.

I've got it.

I am still having problems with LK58 and have to finish my remaining turns before I start this.


What is going on with this? You are at 4 days. This is way outside typical LK response. Please comment under LK58 to not junk this thread to much.

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


LKendter (on deck)
Ridgelake
meldor
Rubberjello
hotrod0823 (currently playing)

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

meldor
Dec 12, 2003, 07:05 AM
Good going RJ. Glad to see you finish off the Babs. Carthage is Infantry heavy and with our tanks should pose no real threat.

Rubberjello
Dec 12, 2003, 07:30 AM
Thanks! But they are building those new TOW Infantry. It's not going to be a picnic in the park either.

meldor
Dec 12, 2003, 08:43 AM
As long as you continued to build up the arty it will be...We have a foothold on their land mass and they can't see it coming.

LKendter
Dec 12, 2003, 09:08 AM
With Carthage's culture make sure to raze everything. Even those small islands are important, as most of them have expanded borders. Replace those cities with optimal locations to replace tiles. The key is we have very little time left.

Make sure to get more settlers ASAP. File in the gaps, 2 Carthage cities on our landmass, strays on territory mostly ours, etc.

30 turns is very little time left to win. A few razed Carthage cities and less culture may give us a few extra turns. Screw the pink Civ - Hotrod must attack Carthage ASAP or we lose.

Rubberjello
Dec 12, 2003, 10:19 AM
In that case: (More notes for Hotrod!)

I would recommend 2 turns for reorganization/healing.
Heavily fortify our foothold city with all of our artillary and infantry and 15-20 tanks for counterattacks (Basicially all our forces in the north except for our Armies). Create a kill zone and target so that we don't have to worry about a whole bunch of Carth amphibious landings on our scattered holdings. Try to get some AA defence in there also. Don't put our Armies in that city or it would scare them off???

(On second thought, it may take more than two turns to set this up!)

Conquer the two Carth cities on our continent, the Carth city on the former Mayan continent, and divert our transports towards the two Carth islands. Right now some of our transports are unescorted. Carth has lots of ships, so protect these guys well once war is declared! After the Carths have "shot their wad", we could make our second or third invasions (The choke point in the SE at the pink cities looks attractive.)
BTW The Carths are in Democracy now (They were in Fascism during my last round). It appears they are gunning for a peaceful victory.

meldor
Dec 12, 2003, 06:01 PM
Don't forget that we have flight. Burn a slave and get us a second airstrip on the toehold incase the city gets bombed down to nothing. We don't need the transports to get re-enforcements into the main island.

hotrod0823
Dec 14, 2003, 11:58 PM
Lk56 (0): With a foothold already in place on the carthage continent I will try to get a sizeable force to hit them hard once war is declared. Rush a few Settlers in the Old Myan holdings. Carthage Population is huge and there culture is at 59852 only 20k from winning. Need a couple turns to move the units from Old Babylon to our Foothold. Also have to ship the settlers and workers to the Carthage Continent. Tempted to draft on our mainland to pull infantry from those cities without leaving them bare. Don't want to kill population though so I hold off for now and only move the inner city defense to the coasts.

1555 AD (1): Rush the airport at Nippur. Load up a few settlers (5) and Move them towards Nippur next turn. Start on a round of mostly TOW and Tanks. Moving all units towards Nippur. Will wait for the Army to heal in Bab territory before moving them. Short Rushed on the Mainland via the worker/Cruise missle. Getting a few infantry, ToW and tanks next turn for 280 each.

1560 aD (2): Build a few units :D. Start on a couple Mobile SaMs. Again short rushing where I can. Nippur builds its Airport :hammer:. Send a few new units. Rush a Library for some quick culture. Investigate Thaene to see what I need to leave behind and notice that he only has 1 aluminum and it is on our continent. Safely exposed the Carthage Spy but lost ours in the process. So I planted a new one. Demand Ecology so what is a guy suppossed to do. I declare war killing our rep. Capture Sippar, Capture Ake. Moving on Nora with a stack of 8 tanks.

1565 aD (3): carthage counters with a few cruise missles. They try an amphibous Assult at Nippur and fail. They manage to kill the Knight army but not before it took out 3 tanks. Capture Thaenae. A rediculusly hard fought battle for Sabrath, lost 5 tanks to a redlined infantry. Razed the city and replaced with. Take out a few random tanks and infantry. Lose a couple more tanks to redlind infanatry.

INBT: Ake flips taking a wounded tank.

1570 AD (4): Raze Ake. Rush the Bab Temples. Moving a combat settler and his followers within Artilery range of a size 31 city of Leptis Magna. Take out a battleship and an aircraft carrier.

1575 AD (5): Up lux to 20% as cities were about to riot due to WW. A large SoD of ToW are approaching Nippur. Will drop in a few more units as well as begin the bombing of Leptis Magna. Redline the units, kill a few citizens and take it with 4 tanks, and no losses. A size 31 city is no more :D. Short rush a few tanks to replenish at Nippur. Moved them out and have too many ToW and Infantry.

1580 AD (6): Many tanks, short rush more. UN completed :( couldn't justify wasting all the shield on something else or the Manhattan Project. Riots again even with 20% lux. Busting the stacks of infantry surrounding NIppur. Kill about 15 infantry and a few of the TOW. Carthage is down to 92 infantry, from 117, 6 tanks and 28 TOW.

1585 AD (7): Zero Counters from Carthage. Found Middelburg outside of size 28 Rusicade. Hitting it hard redlined all the units, took 4 off the pop. Carthage has pillaged the roads around Nippur, can't get the tanks to hit Rusicade this turn will wait and take it next. Cleanup all random units in the area of Nippur. Would short rush more tanks but don't have enough cash with the extra lux needed. Tempted to make peace with Incas but not sure if that will effect the WW because we are at war with Carthage. Manuvering Ships to take some tanks to hit the Islands in the south. 2 landing parties outside of Kaminajuyu and Calakmul. In an attempt to Lower WW I make peace with the Inca. They are backward and broke but I dont want to waste ships and time killing them. Well that was :smoke: NO changes. Up Lux to 40% :eek: All the way up to 70% and it has zero effect.

1590 AD (8): WW is nuts. Capture Kaminaljuyu easily and raze the city. Have some new settlers in the area to replace it next turn. Get my first Leader in the battle for Ruscide. Raze and replace Rusicade a size 28 city. Found Breda at the choke. We have a shiny new tank army. I tried to avoid this but I think we need to revolt back to Monarchy. Calakmul is razed. Very tempted to revolt but don't want to lose the producion. I decide to drop lux to a reasonable level and deal with the riots as they come up. Our core cities (the ones building all the tanks :hammer:) are uneffected and haven't been rioting at all. Just the conquested civ cities. Drop lux to 50% almost the break even point. Have to hire many many entertainers but I think it is better than the alternative of revolting. We don't have many turns left as it is we can't afford to waste them by revolting.

1595 AD (9): Our Infantry army protecting our combat settler takes some bomber damage. Mobile SaMs do squat. Found Hilversum within artillery range of the Carthage Capital Will bomb and possibly attack this turn. Successfully bomb and Raze the Capital of Carthage. Dyes are in the area and may help or WW problems. Found New Amsterdam to grab the dyes now. Found New Rotterdam on the Small island in the south. Our victory will come soon. We are sitting at 63% of Area and 65% of Population.

1600 AD (10): Very little in terms of counter from Carthage. They completed manhattan project. Use my last combat settler to build a city just out side of Leptis MInor. Bomb and easily take Leptis Minor. Consider holding it to see about winning the game right here. Found New Utrecht. Found New Grongingen on our Southern tip. Find 2 more settler and try to place cities strategically to get more tiles. Found New Eindoven and New Arnhem. With only a few more tiles needed I will go OT and finish this off.

1605 AD (11): Found another city on the Carthage continent and hit 66/68

End the turn and wait. We win ! [party]

here is the save: http://civfanatics.net/uploads6/LK56-1605AD.zip

http://civfanatics.net/uploads6/lksatus.JPG

LKendter
Dec 15, 2003, 12:18 AM
I didn't think Carthage would collapse that fast. I thought my turns would be the race for enough territory before his culture kicked in.

Of course you did just what I hoped for in getting all the junk Carthage outposts taken over with good replacement points.


Either way - we win. [dance]


Down to 2 LK games waiting for patch (plus past holidays at this point).

hotrod0823
Dec 15, 2003, 12:40 AM
It's pretty easy when your opponent doesn't have tanks of his own. :D

As far as new units I liked the TOW, they have the bombard on defence like archers and longbows but not on offense. They are stronger then infantry and have a good defence to IIRC they are 12(6),14,1.

The Mobile SaMs I can't figure out :confused: they are 1.6.1 but don't seem to do much. Didn't see them hit any planes, Do they?

The AI was not very strong. He walked right up to Nippur with a huge stack, something like 15 infantry 15 ToW and our artillery/tanks mowed them down easily. The core Carthage cities were huge but they were each only protected by 4/5 infantry or TOW. Hitting units first every time with artillery makes taking the city easier. You don't waste time hitting libraries, temples or Granaries.

One other thing I found interesting was the use of Cruise missles. I don't recall ever seeing one used against me before but he used 7 or 8 over the 10 turns, maybe more.

Our superior navy helped things along as well, Bombing and destroying transports was fun and easy. Did get hit with a sub once or twice though :(.

WW was way high towards the end. Not sure if that was changed or not. In the end had 50% lux and many entertainers. Getting Dyes was a big help.

Overall a good military style game. Some nice wars in all the ages. Swords vs. spears. Mace vs. Pikes. Cavs vs. rifles and ofcourse tanks vs. infantry. We hit them all.

And the new features of the Armies Rock. Pillage at will and the Blitz are nice!

Besides the Lack of FP and GPT issues it was a fun game.

Still unsure what the deal is with the rails and the cities. I also noticed that razed city sites have no roads is that new too?

Hotrod

hotrod0823
Dec 15, 2003, 12:48 AM
I didn't think we would be that close either but after his core cities were razed we had the population portion easily. Getting that last few tiles was the key for the last 2 turns. Before I realized it I was out of combat settlers. Rushed the last one in Nippur and that gave us the win with about 7 or 8 new tiles when that city was formed. Rushing the Bab temples helped too.

Hotrod

Ridgelake
Dec 15, 2003, 09:09 AM
An enjoyable first game on C3C! Thank you, Lee for letting me join you and play.

:hammer:

Rubberjello
Dec 15, 2003, 09:22 AM
Great job finishing this one off Hotrod! :goodjob:
'Twas a tough game. Lizzie in our face at the beginning. No FP. Rather limited trading opportunities in the midgame and end. Tough domination phase late midgame and end. I think it shows that Seafaring Civs have a fairly good advantage in the early game for contacts/maps/trading and can keep up with the AI much easier than other types of civs during that stage.

I need some practice with the new C3C units and rules in the modern age. I was completely lost in knowing what units are cost-effective to build. I may play Hotrod's turns over (if I have time) to just experiment with some things.

Thanks all for the enjoyable game!

meldor
Dec 15, 2003, 09:28 AM
Great game all, nice finish Hotrod!