View Full Version : LK57, Sengoku Scenario, Demigod
LKendter Nov 04, 2003, 05:35 PM Barbarians = Roaming (if I can control it)
Civilization = To be determined
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.
This will be my second and final demigod game. After this, I will go back to standard Deity level.
LKendter Nov 04, 2003, 05:44 PM 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.
Rubberjello Nov 04, 2003, 06:01 PM I'm in!! Reading the reviews, this is a pretty darn big map. As to which Civ --- unless somebody who joins is an ancient history expert with an emphasis in the Far-East, it matters little which one we choose (from what I've read).
Hey Lee. I know I'm probably the n'th person to tell you this, but are you going to change your sig soon?
"I may make LK100 with Civilization III: Conquest due this fall"
ChrTh Nov 04, 2003, 06:14 PM Want to join, but no C3C til :santa: ... so I'll be lurking
LKendter Nov 04, 2003, 06:38 PM Signed up:
LKendter
Rubberjello
Open slot
Open slot
Open slot
meldor Nov 04, 2003, 07:40 PM I had thought the other thread was the one with the scenerio in it. I guess I will have to throw in for both of them.
LKendter Nov 04, 2003, 07:51 PM LKendter
Rubberjello
meldor
Open slot
Open slot
@meldor - If you don't want the LK56 slot, I suspect someone else would take it.
meldor Nov 04, 2003, 09:56 PM I would suspect that I have only a turn or two lift in all three of the current SGs I am in. LK55 may be the one that lasts the longest. MLDR03 won't go much longer with the crew of warmongers we have there, and LotR8a is in the final stages to domination.
6thGenTexan Nov 04, 2003, 10:05 PM Now looks as good as any time to join a LK game. I'm in if you'll have me.
Rubberjello Nov 04, 2003, 10:22 PM :eek: A Texan in Japan? :eek:
*Does....not...compute...*
;)
I'll be happy to be on the team with you 6gentex, if LK will have you, of course!
LKendter Nov 04, 2003, 10:35 PM LKendter
Rubberjello
meldor
6thGenTexan
Open slot
=================
@meldor - I agree on you assement of those games. Lotr8A and MLDR03 are games that I follow.
With a solid bridghead on the other landmass - MLDR03 is in cleanup mode.
Well Lotr8A should end soon - provide you don't get a whacked dice roll. :crazyeye:
As for LK55 - that is going to start hard. England got beat down, and we are closer in tech. However, trying to take on China is going to be brutal!
meldor Nov 05, 2003, 07:11 AM @Rubberjello "A Texan in Japan?", You best look to the left at were I am as well...you are out numbered now...
@Lee, re LK55: The last time I looked the Chinese had built only 9 tanks. If we land with enough infantry, say 20-35, on a single turn with a settler and enough arty to tale care of attackers it will be a piece of cake. They don't have all that many cities. If we can get flight and a city toehold, the game is ours. The AI just can't fight against arty. I don't see anymore than two more turns at the game. I was worried we wouldn't get to the Chinese mainland until after they had started the UN, but I think we are safer now. If they start the UN, we can declare war and get Egland and India on our side ended any hopes they might have of a quick diplo victory.What did suprise me was how passive this group was in the game.
LKendter Nov 05, 2003, 07:51 AM @meldor - to avoid going to of topic I will reserve anymore LK55 comments to that thread.
mad-bax Nov 05, 2003, 08:39 AM Lee: I would like to play this game.
You haven't posted a start date, and as a European I will not have the software for a couple of weeks. But if you are not starting for a couple of days, and you can put me near the end of the roster please sign me up. If you think there is too big a risk of not making the first turn then don't. :)
Rubberjello Nov 05, 2003, 09:36 AM Originally posted by meldor
@Rubberjello "A Texan in Japan?", You best look to the left at were I am as well...you are out numbered now...
Didn't the last Texan to visit Japan.....
...
...
...
...Throw up all over the Prime Minister? :lol:
LKendter Nov 05, 2003, 09:56 AM Originally posted by mad-bax
Lee: I would like to play this game.
You haven't posted a start date, and as a European I will not have the software for a couple of weeks. But if you are not starting for a couple of days, and you can put me near the end of the roster please sign me up. If you think there is too big a risk of not making the first turn then don't. :)
The start date is tonight as soon as I get home from buying the game. You would most likely skip turn 1. Let me know if still interested. Even if I don't get a fifth, this puppy starts today.
I can tell I spaced, as I thought this one was already full. Guess I've gotten to spoiled with how fast y games fill. :D
mad-bax Nov 05, 2003, 10:14 AM No, I won't join. I will get the software too late and probably miss the first two rounds. Because the software is new I'd be too far behind the game plan. Shame though.
Puppeteer Nov 05, 2003, 11:03 AM Originally posted by mad-bax
Because the software is new I'd be too far behind the game plan. Don't be so sure. With the map trading/com trading changes the expansion/exploration phase of the game will last much, much longer. 150 turns into the game may still not have the whole island/continent map, much less a world map. The tech rate will likely be slower, too. If you miss two turns you may still get in for the start of the big action.
Rubberjello Nov 05, 2003, 02:18 PM [dance] [party] :band: :jump:
I've got it!!! Woohoo! Ready to go here.
...and on a completly unrelated side note: Move over, Joan! You've got some competition in the "babe" department now.
:love: Theodora (Byzantines) (I'm pretty sure she doesn't shave her head!)
LKendter Nov 05, 2003, 11:46 PM Our initial starting position:
http://www.civfanatics.net/uploads5/LAK-360.jpg
LKendter Nov 06, 2003, 12:21 AM I just pick our clan by Random. We draw the Mori.
Jan 1450 AD (pre-turn)
I form the capitol where we stand.
Jan 1453 AD (pre-turn)
They weren't kidding about a lot of barbs. I have already spotted **3** camps.
Jan 1454 AD (pre-turn)
Correction, there are 2 camps. Our Ashigaru frags one camp promoting to vet.
Jul 1454 AD (pre-turn)
We pop a hut and you know we get the wonderful bonus barbs.
Jan 1456 AD (pre-turn)
The free support in despotism is now just 2 units.
We make first contact with Urakami. There are no possible trades.
Jul 1456 AD (pre-turn)
The joy of huts continues with more angry barbs.
Jul 1458 AD (pre-turn)
Next time in this scenario I go straight for swordsman. We have already lost our 3 Ashigaru to barbs!
Summary:
This is brutal for barbs. After the settler we had better go military happy. We need to research toward swords ASAP.
LKendter
Rubberjello (currently playing)
meldor (on deck)
6thGenTexan
Open slot
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Remember this is Regicide - lose our king and game over
http://www.civfanatics.net/uploads5/LK57-JUL1459AD.zip
Mannerheim Nov 06, 2003, 02:04 AM Hi!
I think I speak on behalf of the 'rest of the world' - screenshots please and many ( atleast till its 15th when we get the game ).
Happy conquering :)
Puppeteer Nov 06, 2003, 02:46 AM I put two words on here: Saki and Jade for the resources nearby. Look at the cute hat on the "peasant worker"!
http://www.civfanatics.net/uploads5/lk57-1459ad.jpg
Rubberjello Nov 06, 2003, 07:17 AM Well...kind of a different world here. No starting techs (except road, mining, and irrigation are not techs you have to learn like in a few other scenarios). No Civ traits at all??? No bonuses there.
Is it 20 turns, or 10 for the second round?
Going on the RJ credo of "It's better to seek forgiveness than ask permission", I'll go 20 and Lee can fire me later. :D
Our only known neighbor is up Metal Working.
http://www.civfanatics.net/uploads5/lk57pic001.jpg
Jul 1460 (2) Produce Settler at same time as learning Pottery. Granary started. Metal-Smithing started, in case this gives us a better deal with the trading the tech. Settler heads SW for ocean/wheat, and away from barbs (hopefully) In a surprising deal (I would think the AI would value Metal Smithing obscenely high), I was able to trade Pottery and 32 gold for Metal Smithing from the Urakami to the North. We can now build Barracks. 40 turn gambit started on Sword-Smithing with science at 10%. (Science at 70% was also 40 turns.)
Jan 1462 (5) Okayama founded, an Ashigaru started.
Jan 1464 (9) Ashigaru completed, another started.
http://www.civfanatics.net/uploads5/lk57pic002.jpg
Jul 1464 (10) :eek: 2 Barb camps to the South also!
Jul 1465 (12) Nagasaki grows to size 4, lux goes to 30.
Jul 1466 (14) Nagasaki Granary->Settler. Okayama Ashigaru->Ashigaru. Take a risk and actually disperse a barb camp.
Jan 1467 (15) The barb from the next camp over kills ours, full strength, sitting on a mountain! :(
Jan 1468 (17) Barb battle nets us a promotion.
Jul 1468 (18) Okayama Ashi->worker. The Urakmi to the NE have learned Mysticism, but won't trade it for the money we have.
Jan 1469 (19) Nagasaki Settler->Settler. Lux dropped to 10%.
Jul 1469 (20) Settler heading North with escort (vetoable) Brown border suddenly appears on an island to the south. 22 turns to Sword-Smithing.
The game (1469) (http://www.civfanatics.net/uploads5/LK57-JUL1469AD.zip)
http://www.civfanatics.net/uploads5/lk57pic003.jpg
LKendter Nov 06, 2003, 07:35 AM Is it 20 turns, or 10 for the second round?
Uh, what part of Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete. is confusing? LK games are always 10 turns after I start with 20 or 30 depending on the game. :hmm: Do I need to make that flash, big size, and underlined?
===================================
LKendter
Rubberjello
meldor (currently playing)
6thGenTexan (on deck)
Open slot
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Remember this is Regicide - lose our king and game over
Rubberjello Nov 06, 2003, 08:21 AM Well then, after that sarcastic response I don't think I'll bother 'seeking forgiveness'. :p
Rubberjello Nov 06, 2003, 08:23 AM ignore this. Browser screwup.
meldor Nov 06, 2003, 10:02 AM Lee please swap me as today is my flight t Portland. I should be able to play tomorrow night and this shouldn't slow our progress.
LKendter Nov 06, 2003, 10:13 AM LKendter
Rubberjello
meldor (on deck)
6thGenTexan (currently playing)
Open slot
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Remember this is Regicide - lose our king and game over
NOTE:
We still have a slot left. Anyone want it?
6thGenTexan Nov 06, 2003, 08:39 PM I've got it.
hotrod0823 Nov 06, 2003, 11:00 PM How big is the map??
If it is only a standard or large map I will join.
Hotrod
Coffee Nov 07, 2003, 12:20 AM Hey, I was eyeing this one. :) So conquests is looking better all the time. Good luck with this one, it reads like a great scenario.
LKendter Nov 07, 2003, 06:09 AM The map is 140x132 - slightly above large but with lots of water around Japan.
hotrod0823 Nov 07, 2003, 04:26 PM Okay I give it a go. Hope the end game doesn't get too crazy.
Can't handle huge.
LKendter Nov 07, 2003, 04:55 PM LKendter
Rubberjello
meldor (on deck)
6thGenTexan (currently playing)
hotrod0823 (just joined)
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Remember this is Regicide - lose our king and game over
6thGenTexan Nov 08, 2003, 08:04 AM JUL-1469-0 Look around and see a whole lot of nothing. Going on the known geography of Japan, all attemps on settling should be east. Not that I can do anything now.
Jan-1470-1 Thinking that all of the bad hut luck showed up prior to my turn, I pop the hut to our west and get Mysticism.
Jul-1470-2 Okayama worker-->worker Raise lux tax to 30% for growth. The Urakami have Sword-Smithing.
Jan-1471-3 Able to move Ashigaru to meet the brown neighbor, Ichijo. They have SS but not Pottery. Pottery and 42g for SS. The Urakami now have Alphabet so research started on Invention. Disperse barb camp on western Jade. Tokuyama founded on North coast and starts an Ashigaru. Our Iron is in a mountain by the western Jade. There is a second on the eastern end on the mountain range taht starts north of Hiroshima. The Urakami are settling the southern coast towards us.
Jujl1471-4 ONe worker is roading to Tokuyama and the secont is connecting our incense.
Jan-1472-5 Hiroshima setter-->settler The settler is heading SE to coast by the fish.
Jul-1472-6 Okayama worker-->temple The culture will bring in the wheat, furs and probably the Saki.
Jan-1473-7 Settler also sees a whale in first expanse on location.
Jul-1474-8 Ube founded and starts an ashigaru. We now have one more city than the other 2 clans. I believe the Urakami are at war with their eastern neighbor because there has been a worker in the capital for 3 turns now.
Jan-1474-9 Pulled the Daimyo our of Hiroshima to protect the worker and did not see the pop growth so they rioted. Alphabet is now affordable for all our gold and half our GPT.
Jul-1474-10 Incense is now connected. Lux rate down to 10% and we're making 12GPT. I left one worker with movement. He just connected the incense and I would go ahead and continue roading to Ube.
The Game (http://www.civfanatics.net/uploads5/LK57-JUL1474AD.zip)
LKendter Nov 08, 2003, 10:05 AM see the pop growth so they rioted. :wallbash:
======================================
LKendter
Rubberjello
meldor (currently playing)
6thGenTexan (played out of order)
hotrod0823 (on deck)
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Remember this is Regicide - lose our king and game over
meldor Nov 08, 2003, 10:41 AM got it
meldor Nov 09, 2003, 01:11 PM Jul 1474 AD (0)
Move worker to continue road. Wake up Ashigaru in Tokuyama and send him out to scout. I would like to see if the best spot for the next settler lies to the north or south.
(I) Nada
Jan 1475 AD (1)
The Ashigaru moving north finds a barb camp in the mountains overlooking the goodhut in the area.
(I) Horishima settler->settler
Jul 1475 AD (2)
Settler moves north as the area loos good to block the AI and pick up more resources.
(I) Barb from camp attacks our Ashigaru and dies. Tokuyama Ashigaru->worker
Jan 1476 AD (3)
The goodie hut produces barbs but they move away from us.
(I) The Uramkami kill one of the. They alreay have an elite unit roaming the hills.
Jul 1476 AD (4)
Our Ashigaru fortifies to heal. The settler pauses to pick up its escourt.
(I)Nada.
Jan 1477 AD (5)
We decline to attack the barb camp int he moutain.
(I) The elite Urakami takes the camp out.
Jul 1477 AD (6)
Find another goodie hut and its attendant barb camp in the south.
(I)A barb moves out of the camp in the south over the goodie hut.
Jan 1478 AD (7)
I take out the barb and pop the goodie hut and get barbs again. We do spot another border at the end ot the island.
(I) One barb attack our Ashigaru in the south and he promotes to a grandmaster! Hiroshima settler->rax. Tokuyama worker->temple, Ube-> Ashigaru->temple
Jul 1478 AD (8)
We kill a barb in the north. The settler reaches its spot. The second settler heads north as well. The Ashigaru in the south fortifies to heal.
(I) The barbs around the unit in the south fortify as well. One of them is on another goodie hut. That is the first time I have ever seen two goodie huts in squares one beside the other.
1295 AD (9)
We meet the Miyoshi and get Alphabet from them for 99g. They are still up invention as are the Urakami. I kept waiting for a two-fer but none showed. We then sell it to the Ichijo for 120g.
(I) Our one grandmaster int he south dies as he is defeated by a two hp barb.
1300 AD (10)
Shimonoseki is formed int he north and begins a temple to pull in a fish and whale, not to mention a jade. The second settler is one square away from its intended spot and has an MP that can move on top of it next turn (even though it is hurt). Our ashigaru in the north is moving to cover Shimonoseki.
The save (http://www.civfanatics.net/uploads5/LK57-JUL1479AD.zip)
Rubberjello Nov 09, 2003, 01:23 PM Originally posted by meldor
(I) The barbs around the unit in the south fortify as well. One of them is on another goodie hut. That is the first time I have ever seen two goodie huts in squares one beside the other.
Yes. It is a hand-made map, so we may see lots of things we've never seen before. At least it sounds like these tough barbs are slowing the AI expansion down a little bit also?
Good job!
LKendter Nov 09, 2003, 01:29 PM LKendter (on deck)
Rubberjello
meldor
6thGenTexan
hotrod0823 (currently playing)
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Remember this is Regicide - lose our king and game over
hotrod0823 Nov 09, 2003, 01:53 PM Got it looking forward to playing later tonight!
hotrod0823 Nov 09, 2003, 10:17 PM Jul, 1479 AD (0): Scope things out and it takes a while to get acquainted. Nothing to do here
Jan, 1580 AD (1): Move settler to the desert to better utilize the land. :hmm: Ichijo just picked up Invention.
Jul, 1480 AD (2): Found Matsue on the lone desert tile. Start a pesant worker. It is getting tight but need another settler soonish.
Jan, 1481 AD (3): Okayama builds a temple starts a granary.
Jul, 1481 aD (4): Nothing.
Jan, 1482 Ad (5): New contact: The Matsunaga! There are no less than 5 settler/Ashigaru pairs heading across our lands. IF we had a force of units a few free workers. but we don't so I swap Okayama to a settler in hope to make them travel a bit further down the island. Lux to 20%.
Jul, 1482 Ad (6): I don't have enough units to run interferance. One is going to get by so I request that the Miyoshi leave our lands and they comply.
Jan, 1483 AD (7): Hiroshima builds a barracks starts on much needed Ashigaru.
Jul, 1483 AD (8): With 15 turns left on invention I think buying at 5th may be our best option to get better units for what will be a coming battle. I don't think archer or rather cross bowmen are worth the 280 gold it would take with zero trade posiblities.
Jan, 1484 AD (9): Hiroshima builds a Ashigaru and starts a settler. Trying to run interference with to stop the settler flow west. Upgrade our Shogun to Shogun-2.
Jul, 1484 AD (10): Forced to use all available units to stop the Miyoshi settlers from stealing our territory a bit of a blockade until a settler arrives.
There are crazy amounts of settlers - 6 are visible :eek: Not sure if it is best to allow them to settle and capture them later or just play cat and mouse. In retrospect I should've changed those temples to units for more blockade forces. :(.
Here is the save:
http://civfanatics.net/uploads5/LK57-JUL1484AD.zip
hotrod0823 Nov 09, 2003, 10:25 PM After playing my initial thoughts are that this is a very crowded map. We have a large territory now (comparatively) and should try to expand to the West but at the same time need to get to some better units.
The iron to the West must be a priority for The bushi Unit and following Invention we need Sojutsu even though it is an optional tech to get 1/3/1 spearman.
6thGenTexan Nov 09, 2003, 10:40 PM Is the AI cheating? How did they know there is unsettled land to our west? Map Making has not arrived and I do not remember anyone sending scouts through our territory to see that there is unsettled land to our west.
LKendter Nov 09, 2003, 10:48 PM LKendter (currently playing)
Rubberjello (on deck)
meldor
6thGenTexan
hotrod0823
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Remember this is Regicide - lose our king and game over
hotrod0823 Nov 09, 2003, 11:56 PM I don't think they are necessarily cheating but rather sending settlers out in search of any land. We have at least the same number and in some cases more cities than the DemiGod AI. They are sending settlers out enmass. Taking a whack at some free labor may not be out of the question.
Land to the NE must be tight.
Smellincoffee Nov 10, 2003, 12:27 PM Edit: Oops.
LKendter Nov 10, 2003, 01:05 PM @Smellincoffee - No comments about the map layout please. None of us have every played this scenario, so your comments are a spoiler.
Smellincoffee Nov 10, 2003, 01:07 PM Sorry. Edited out. :)
Reagan Nov 10, 2003, 02:25 PM So, Lee, you'd prefer that we not warn y'all about Godzilla and Mothra wandering around in the northern part of the map?
Arathorn Nov 10, 2003, 02:41 PM BTW, with no civ traits, how does one trigger a GA? Are there UUs? I could just open up a new conquest myself when I get a chance, but I thought maybe the participants in this game knew already.....
Arathorn
Bam-Bam Nov 10, 2003, 02:58 PM Originally posted by Arathorn
BTW, with no civ traits, how does one trigger a GA? Are there UUs? I could just open up a new conquest myself when I get a chance, but I thought maybe the participants in this game knew already.....
IIRC, all the civs in this game have the wonder tags for military and religious, just like the base Japanese civ.
hotrod0823 Nov 10, 2003, 05:00 PM From what I gather about this scenario it looks like the Samuria are still the UU but I am not sure. I would like to see the rules for the game but don't want to see the map futures as Lee discussed above. It doesn't say in the civilopedia :(.
BTW: This is the first time I really USED the civilopedia for much of anything. It is really a tough learning process to see a new tech tree, resources etc. I suspect this is going to be a tough game just based on my first set of turns I think war is going to be coming soon and will be the focus throughout. Upgrades, units and necessary techs will become a priority. It is also the first time I saw a tech tree with virtually all the optional techs on 1 branch. I think it was the NINJA path but not completely sure. It was 2 ages away from where we are now and was checking it out as a mere curiosity.
Any comments on how we should procede tech wise?? What do the AI value for techs? I fully expected at least 1 2fr to come through but spent 10 turns just waiting. Should we just buy invention at this point? AhHH sooo... many quesitions and not a lot of answers.
Hotrod
Reagan Nov 10, 2003, 05:37 PM I can tell you (1) what research approach worked for me and (2) how to trigger a GA. If that's not spoiler info, let me know and I'll be happy to oblige. Don't ask any Godzilla questions, though. :nono:
Rubberjello Nov 10, 2003, 05:45 PM Unless we accept spoiler info, we will just have blunder through the tech tree somehow. :lol:
A general rule of thumb is that with the AI, all military-aspect, and government techs are highly valued, while dead-end and culture techs are usually valued fairly low. A tech with a wonder boost it up somewhat. But since this is a scenario, anything can go. I remember playing the Ancient Med. mod and I finally got a monopoly on a tech. Every AI was willing to play a whopping total of 1 g.p. for it!!!
Louis XXIV Nov 10, 2003, 07:38 PM Screenshot please :)
LKendter Nov 10, 2003, 08:54 PM I saw one of the questions was about tripping a golden age. I didn't spot any units that have trip GA flagged, so I don't think we will see one. However, we very much want to build fire cannon. They have a bombard range of **3**. Even artillery is only 2.
Jul 1484 AD (pre-turn)
I wake up our king to increase the blockade size.
Jan 1488 AD (pre-turn)
Yonago is formed, the first step to securing that iron.
Jan 1488 AD (pre-turn)
Iwakuni is fomred, as iron / gems are inside our cultural borders.
Summary:
The western pair of Ashigaru are to kill that barb camp, stray barbs, and see if we can contact the mystery civ.
LKendter
Rubberjello (currently playing)
meldor (on deck)
6thGenTexan
hotrod0823
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Remember this is Regicide - lose our king and game over
http://www.civfanatics.net/uploads5/LK57-Jul1489AD.zip
hotrod0823 Nov 11, 2003, 12:52 AM Did some checking into the Civiliopedia again tonight and we can get an Age of Elightenment or some such thing by getting a Scientific Leader (reaching a tech first) and increasing science output. It will trigger 20 turns of +25% production. Sounds a lot like a golden Age but very random if you ask me. What are the odds of even getting to a tech first let alone then getting a Scientific Leader??
Hotrod
Coffee Nov 11, 2003, 12:56 AM Russia got a Scientific Leader and rushed the temple of Zeuss during my turns in Lotr11. If you ae the first to get Philosophy you get a free tech don't ya know.
hotrod0823 Nov 11, 2003, 01:20 AM Ahhh maybe good in LK56 then !
Didn't know that
Mazarin Nov 11, 2003, 02:43 AM If you have no civ traits assigned, the first great wonder you build should get you a Golden Age:)
Rubberjello Nov 11, 2003, 08:54 AM Got it.
WoooHOOO! I'm going to play 30 turns this time! :mwaha:
j/k ;)
Rubberjello Nov 11, 2003, 11:46 AM More rollicking adventures in ancient history in the campaign to install Shogun Lee into power!
Jan. 1490 (1) Hiroshima (Settler->Settler) Miyoshi settler pairs seem to be giving up and leaving. Matsunaga settler pair found a hole in our line and seems determined to get through. Doh! I just saw another pair already deep in our territory. Restage our blocking line. Attack and kill a barb. On the tech front we are down Mathematics and Invention (our Invention is due in 2)
July 1490 (2)Shuffle, shuffle, shuffle
Jan. 1491 (3) We learn Invention. Oh cr@p! What to research next? Decide on Sojutsu. Ube (Ashigiru->Barracks) Oh man! The barb hut in the South just spawned 3 Ronin (4.3.1) Our two Ashigirus down there are going to be toast. The Mayoshi have learned Sojutsu (monopoly, as far as we know), and won't trade for it. We can buy Mathematics fairly cheaply, but can't get a 2-fer anywhere. With some hesitation I await a better trading opporunity.
Jul 1491 (4) Hmmm...there are 2 floodplains around Matsui with no river? The Ronin do not attack in the South.
Jan 1492 (5) Hiroshima (Settler->Settler) Settler heads for a fill-in spot relatively close to the capitol.
Jul 1492 (6) Tokuyama (Temple->Peasant) Doh! The Matsunaga pair (that was already deep in our South) settle where our Settler was one square away from, (nearish our capital). (Possible flip chance for us?) Settler heads of a secondary area.
Jan 1493 (7) Yonaga (Ashigiru->Peasant) Enemy settlers moving off North finally.
Jul 1493 (8) Iwakuni (Ashigiru->Peasant) Onomichi founded in the SE next to all the barbs. Temple started. Upgrade our king unit to Shogun 3. Breakup the blockade line and send them to garrison duty. Drop luxes to zero percent. Still no good trading oppotunities available.
Jan 1494 (9) Okayam (Barracks-> Stone Crossbow) We get lucky as two Barb Ronin attack our city with fortified Ashigiru on a hill and we win both times. Note- Stone crossbow has the bombard capability, so it might help us clean up barbs. We are lux -rich, having 4 hooked up and dups on many of them.
Jul 1494 (10) Hiroshima (Settler->Peasant) Tokuyam (Peasant->Peasant) Settler stays in Hiro...not sure where to send him. We need to hook up our Iron pronto! Another civ has learned Sojutsu. This seems to be the most highly valued tech of the ancient age, as they are not willing to sell it for anything. We can still buy Math cheaply and sell it for recover some losses, otherwise the tech race seems to be pretty slow?
The Save (Jul,1494) (http://www.civfanatics.net/uploads5/LK57-Jul1494AD.zip)
LKendter Nov 11, 2003, 12:22 PM LKendter
Rubberjello
meldor (currently playing)
6thGenTexan (on deck)
hotrod0823
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Remember this is Regicide - lose our king and game over
Well the Meldor feast continues...
We really turned around back to him! He still owes the time consuming LK55 - modern war end game.
6thGenTexan Nov 12, 2003, 09:23 AM I took a look at the save and the slow tech pace may be due to the small civs near us. We have 8 towns and our neighbors have 5,5,4,2. I'm thinking the Miyoshi, with Sojutsu and Math, know the civs farther north. Being on the south end of the island gave us a larger share of the land, but we are hurting for contacts. Increasing the science slider would not speed up the research. We might as well stop our research and do it the old fashion way... :hammer:
We also have a 5th lux to connect when we need it.
6gntxn
Rubberjello Nov 12, 2003, 06:48 PM Well, we have a little matter of cleaning up the Ronin barbs at the extreme SW point of our lands. I haven't seen such fearsome barbs since the time I played the Dino-barbs scenario! :lol:
I agree that it seems we got a very favorable placement. With land this cramped, war is sure to break out soon. And we have the most land (from what we know), we're going to be target #1!
Yom Nov 12, 2003, 07:58 PM How about a picture for the lurkers?
LKendter Nov 13, 2003, 12:06 AM LKendter
Rubberjello
meldor (currently playing) (overdue for "got it")
6thGenTexan (on deck)
hotrod0823
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Remember this is Regicide - lose our king and game over
meldor Nov 13, 2003, 02:43 PM I will have to ask for a swap or skip as I am not going to be able to play until Saturday at the earliest. I won't have net access again until late Friday night.
LKendter Nov 13, 2003, 02:49 PM LKendter
Rubberjello
meldor (on deck)
6thGenTexan (currently playing)
hotrod0823
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Remember this is Regicide - lose our king and game over
6thGenTexan Nov 13, 2003, 06:37 PM Jul-1494-0 The asking price of math@3 is 240g and we could not get more than 83g back from the 2 civs w/o it. I'll wait to see if one of them learns it to drop the price. All it does is broaden the tech tree. Shimonoseki gets a philosopher until it is connected gaining 1GPT. Wake an Ashigaru in Matsue to look across the boarder at the Urakami.
Jan-1495-1 Someone has maps because there are barb galleys. With nowhere to go, I fortify the settler in Hiroshima.
Jul-1495-2 Hiroshima peasant worker-->stone crossbow Floodplains near Matsue breed disease in the town. Found Tamashima where it will pick up 2 whales with expansion and starts an Ashigaru. The Miyoshi have maps and their WM costs 250g. They are the contact/tech brokers.
Jan-1496-3 move workers
Jul-1496-4 Okayama crossbow-->corssbow
Jan-1497-5 move people
Jul-1497-6 Hiroshima crossbow-->temple Miyoshi show up with Masonry. We pay 442g for it. Masonry and 36g get us Mathematics from the Urakami. Sojutsu is still doubtful for both _ all our income. I go ahead and sell off Math to the rest and recoup 89g.
Jan-1498-7 Yonago worker-->granary Pick up Code of Laws from Miyoshi for WM+212g+11GPT. Trade CoL and 4GPT to the Urakami for Ancestor Worship+19g. I still cannot get Sojutsu for Masonry+Ancestor Worship+CoL.
Miyoshi start the Oracle. The Oda? complete the Oracle in Nagoya.
Jul-1498-8 Iwakuni worker-->temple Iron connected. The Miyoshi have a stone crossbow annoying my workers and Shimonoseki. They also have the Wheel.
Jan-1499-9 Okayama crossbow-->bushi Tokuyama worker-->barrack Change Yonago to barrack. With Fudalism the governmet we will be going to next, there is no need to have larger towns that size six.
Jul-1499-10 move workers. Stone crossbow hits first barb but there is tow more in the stack. The 2nd crossbow is on the way. Our third is in the mountains to the east watching the Miyoshi finnally leave. We are building our first Bushi. In another 20 turns, most of our towns will be ready to produce vet troops.
The Game (http://www.civfanatics.net/uploads5/LK57-Jul1499AD.zip)
LKendter Nov 13, 2003, 06:49 PM LKendter
Rubberjello
meldor (currently playing)
6thGenTexan (played out of order)
hotrod0823 (on deck)
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Remember this is Regicide - lose our king and game over
6thGenTexan Nov 13, 2003, 06:54 PM THE WEST
http://www.civfanatics.net/uploads5/LK57jul1499.JPG
THE EAST
http://www.civfanatics.net/uploads5/LK57jul1499-2.JPG
It looks like I did not change Yonago to barrack after all.
6gntxn
meldor Nov 15, 2003, 12:48 PM I have it and it is in the queue....looks like a heavy day of Civ
meldor Nov 16, 2003, 12:13 PM July 1499 AD (0)
Look around and find nothing to change. Decide to color code city names, factions and Barbs as it is just too confusing for my little brian otherwise.
(I) Nada
January 1500 AD (1)
I move the crossbow out of Onomichi to try and take out one of the Barb camps. Trade AW, CoL, Masonry, 5gpt and 70g to the Ichijo for Sojutsu. Start a 40 turn run on Shinto Precepts even though this has to be what eveyone else is researching.
(I) Tamashima builds an Ashigaru and starts a worker.
July 1500 AD (2)
We actually gain 2gpt because Hiroshima grows. Our crossbow takes out one of the Ainu camps, we pocket 25g and the crossbow promotes. Still don't have enough to upgrade any units, including our shogun.
(I) Hiroshima completes its temple and begins Archives (Library) as I assume the idea is to culture flip Shingu. Ube (Now thats a more reasonable name) completes a barracks and starts a spear in 14 turns our income will be up hopefully).
January 1501 AD (3)
Start moving the crossbow towards the other camp.
(I)Okayama builds a Bushi and starts an Archive.
July 1501 AD (4)
Begin moving the Bushi to the south to help with the Ainu problem.
(I)
January 1502 AD (5)
The crossbow awaits the arrival of the Bushi as there is a Ronin (4.3.1) on top of the other barb camp.
(I) Nada
July 1502 AD (6)
Movement. Begin choping the forest over the fur as we can get water to Shimonoseki that way.
(I) Not much
January 1503 AD (7)
Begin plan to get water to the south as well as the north. Our Bushi and two crossbows step onto the hill to challenge the Ainu in the south.
(I) Knowing their days are numbered, the two Ainu Ronin on the Sake attack our group. The first is hit by one of the crossbows and then killed by the Bushi. The second is missed by a crossbow but the Bushi defends osing 2 hp and promotes.
July 1503 AD (8)
Our Grandmaster crossbow takes out the last Ronin and the second crossbow takes out the camp, pops the goodiehut and gives us two more Ainu Ashigaru to take care of down there. Our Bushi goes ahead and takes out the first one.
(I) We lose a crossbow to the remaining Asigaru. Oda of the Nagoya completes the Great Wall.
January 1504 AD (9)
Our Bushi takes out the last Ainu Ashigaru and the barb porblem in the south was been put to rest for now. We now have contact with two new factions, the Matsunag (down Ancestor Worship) and the Oda (up Wheel, Map Making, Currency, and Shinto Precepts). There are no trade deals as we can't touch Shinto Prects at this time. In nine more turns we should have 14gpt in income back and might be able to do a 2fer at that time.
(I) Shimonoseki completes its temple and starts an Archive.
July 1504 AD (10)
Movement.
We need to get irrigation to the cities in the south. I have started the process. Once the forest is clear, we can get water to the last city in the north. Upon reflection, I probably should have set research to Map Making so that we can get trading going with someone.
The Game (http://www.civfanatics.net/uploads5/LK57-Jul1504AD.zip)
hotrod0823 Nov 16, 2003, 12:26 PM Got it.
LKendter Nov 16, 2003, 01:09 PM LKendter (on deck)
Rubberjello
meldor
6thGenTexan
hotrod0823 (currently playing)
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Remember this is Regicide - lose our king and game over
LKendter Nov 17, 2003, 10:32 PM I caught something that the FP may be broken, and I am sad to report that it is! Based on that report I review the cities in LK56 before and after the fp. Our net gain by building the FP is **ZERO**. Fixaris, you screwed up royally on this one
DON'T BUILD THE FP - IT IS A TOTAL WASTE!
http://www.civfanatics.net/uploads5/LAK-Corruption.xls
Reagan Nov 17, 2003, 11:00 PM Well, for this game you don't have to worry about an FP -- there isn't one! Also, your cities can grow beyond size 12 without hospitals. Those are things that should be made clear in the scenario intro, IMHO. The AI civs know those rules but they're not spelled-out for the human.
Matt_G Nov 17, 2003, 11:26 PM @Lee,
You're right, they really screwed up with the FP. I don't even think it's worth doing your World Map mod in Conquests until they fix this. (IMHO)
God, I hope they do fix it. :rolleyes:
Sorry for the threadjack. :o
LKendter Nov 17, 2003, 11:39 PM Originally posted by Matt_G
@Lee,
You're right, they really screwed up with the FP. I don't even think it's worth doing your World Map mod in Conquests until they fix this. (IMHO)
It is still worth starting the devlopment cycle. There will be a lot of testing to do to upgrade it to conquest. However, I doubt I will start it with the FP fix.
hotrod0823 Nov 17, 2003, 11:53 PM Jul 1504 AD (0): Take a look around and do a quick survey of our new contacts. We are on par with some, behind other and ahead of a few. No trade opportunities as of yet. Wonder if the scintist is worth it with it available to buy sooner than 31 turns.
Jan 1505 AD (1): More irrigation. We need water badly. Lots of Archives being built and with no other pressing details will let them continue.
Apr 1505 AD (2): Tamashima builds a peasant starts a temple. New contac the Saito in RED. :hmm: they are only up the wheel and Map making check possible trades. No deals the can't afford currency or Shinto Precepts.
Jul 1505 AD (3): Hiroshima builds Archives. Starts Bushi.:hammer: Our neighbors only have 3 total cities and could be taken soon. They are about to get iron. Sending our grandmasters in the West to the East. Whip temple in Onomichi on the West Coast.
Oct 1505 AD (4): Onimichi builds a temple starts an archive. maybe a granary would be better. Ube a spear starts a cross bow. Our scientist is moved to Iwakuni. Irrigation is coming around the mountain. It takes most of our gold but I buy Shinto Precepts from Tokugawa for 70 gold, 11gpt and WM. Sell ancestor Worship for measly 8 gold to Ryuzoji. Shinto WM and 8 gold to Urakami for Map Making. Shinto WM to Saito for Wheel and TM. WM and 2 gold to Ryuzoji for there WM. Wm to Tokugawa for his TM and 7 gold. Wm to Oda for TM and 9 gold. WM to Urakami for WM. WM to Ichijo for Wm. Whip a temple in Iwakuni. Hold off on Trading Shinto to the Miyoshi. He has both currency and Construction but won't part with either but will trade gold and WM for it. Not enough. With both possible tech already out there I fire the sceintist. Change Masue to a Cat.
Jan 1506 AD (5): People want the Izumo shrine (FP??). Matsue builds the cat starts a barracks. Iwakuni builds a temple starts a galley. :( should've trade shinto to Miyoshi for his gold. :wallbash: it is now off the table.
Apr 1506 AD (6): Hiroshima builds a bushi starts another. More irrigation. Continue to bring units East. WM to Miyoshi for TM and 25 gold.
Jul 1506 AD (7): upgrade a vet Ashigaru to a Bushi for 60 gold. Change Yonago to a galley to get contacts in the South. Sell Wm for about 20 gold total.
Oct 1506 AD (8): Okayama builds archives starts bushi. Ube a crossbow starts galley. Oda start Sun TZu :eek: we are behind 3 techs. Forming up a small SoD on the Eastern border.
Jan 1507 AD (9): Hiroshima builds another bushi starts another. Saito have construction but not Currency but we can't afford either.
Apr 1507 AD (10): Moved a settler to the Eastern Front. There is a stack of units on the boarder ready to go at the Urakami. They have no Iron. We can now buy Currency for alot of gold but I don't know if it will guarrantee a trade with Saito for Construction. We have another new contact with Takeda. He won't part with his map cheaply and is up Currency and Construction. We can see but haven't contacted yet 3 more group the Otomo and Shimazu in the Sw and the Hojo way out East. The Chososkabe right near by.
Here is the save:
http://civfanatics.net/uploads5/LK57-1507.zip
http://civfanatics.net/uploads5/lk57_1507.JPG
LKendter Nov 18, 2003, 06:21 AM Well team, try this link:
http://www.civfanatics.net/uploads5/LK57-APR1507.zip
==========
LKendter (currently playing)
Rubberjello (on deck)
meldor
6thGenTexan
hotrod0823
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Remember this is Regicide - lose our king and game over
Reagan Nov 18, 2003, 08:01 AM People want the Izumo shrine (FP??).
This is yet another example of a poorly explained feature in the Civlopedia. The shrine can only be built in one city (as with any small wonder) and it only aids that one city. Its purpose is to act as a combination harbor, quasi-Colossus, and offshore platform rolled into one. It adds one food, one trade, and one shield to every water tile in the city in which it is built. If you have a coastal capital, that would likely be your best site.
If y'all consider these tidbits to be spoiler info, I'll stop posting them. I view it as leveling the playing field by telling you what the AI knows but you don't. Now if I told you that a certain civ advance reveals the eighth luxury item (sushi), then that would be a spoiler!
LKendter Nov 18, 2003, 07:47 PM Apr 1507 AD (pre-turn)
I switch a city to build the Izumo Shrine.
Oct 1507 AD
:hmm: 8 offensive units, but an Ashigaru is showing.
I suggest the Urakami concede us Ako. They refuse, so war is declared.
Jan 1508 AD
Ako is captured with 3 resistors, and 2 workers. :D
Apr 1508 AD
I may have jumped the gun. I kill 2 stone crossbow, losing 1 Bushi. 3 crossbow and 2 Ashigaru are in position to take Ako defended by one spearman.
Apr 1508 AD
All I can do is throw everything into Ako and heal.
Jul 1509 AD
Are these really one defense units we are fighting? We are losing more Bushi then I think we should.
Summary:
I have gotten past Ako - the high unit loss needs to be replenished.
LKendter
Rubberjello (currently playing)
Meldor (on deck)
6thGenTexan
hotrod0823
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Remember this is Regicide - lose our king and game over
http://www.civfanatics.net/uploads5/LK57-OCT1509AD.zip
I never saw this one before - a barbarian galley SoD?
http://www.civfanatics.net/uploads5/LAK-362.jpg
Rubberjello Nov 19, 2003, 10:18 AM Got it. It might be 24 hours due to other obligations, but I'll shoot for less than that.
Rubberjello Nov 20, 2003, 09:32 PM http://www.civfanatics.net/uploads5/lk57pic004.jpg
Preturn: We are behind Currency and Construction from the (many) leaders. Look for a 2-fer, but none available. Get into the WM trading game with only a small gold loss. Upgrade our Leader to Shogun-4 (5.5.2) It looks like our army has been through a bloodbath! We do need some more units, yep.
Jan 1510 (1) What the ???? 5 Urakami units stroll into sight. But they only have two cities left? Kill 2 crossbows and a Urakami with no losses. Make a good profit on World Maps.
Apr 1510 (2) Kill 2 Urakami Ashigarus
Jul 1510 (3) Our waiting pays off, as one of the backwards nations finally gets Construction. We trade Shintu Precepts and WM to it for Construction + 8 gold. We can afford to buy Currency outright, but I'll wait and see if something else shows up.
Kill an Ashi and Stone xbow.
Oct 1510 (4) Move S.o.D towards Kobe (Urakami capital)
Jan 1511 (5) Hmmm... our neighbors the Miyoshi seem to have declared war on the Urakami (Those damn opportunists!) I had better get to the capital before them. Kill 2 Uri stone xbows.
Apr 1511 (6) Now this is interesting. Our leader has a ZoC? I didn't know that. I had him up near the front to pick off wounded Ashis and trying for a promotion. He did get a promotion to Veteran, but when an Ashi tried to bypass him, he took an automatic health off of them.
Jul 1511 (7) Disease strikes Tokuyama? There are no jungle tiles working there. Some sort of scenario-based thing?
Oct 1511 (8) Our leader is now a Grandmaster. (Only by attacking 1 health Ashis in open terrain.) Our Galley has discovered some new Islands to the West. Hmm...the battle for the capital...bombardment reveals the enemy has at least 6 Ashis inside (besides their leader, I assume) We need reinforcements, lots of them. Meanwhile, the Takeda has made contact with 4 new civs (or at least we can trade contacts now) I trade for 2 of the new ones for 3 of the ones we knew that he didn't). I get tired of waiting for Currency to be traded cheaply. I buy it in the frenzy of deals going on this round for 252 gold. Lots of WM trading. The leaders know Horseback Riding, and at least Takeda knows Feudalism, as that seems to be the trigger for trading contacts.
Jan 1512 (9) I have to buy Horseback Riding sooner or later, as it is a single tech string to feudalism and getting on with the next age. Trade with the cheapest: Miyoshi for Gems, 180 gold, and 5 gpt. As expected, Takeda has a monopoly on Feudalism. We are broke but at least making 17 gpt. We have horses (unconnected) in our border (SW). Horseman are 3.1.2 in this scenario.
Apr 1512 (10) Massive battle time! I lose 3 Bushi, but manage to kill hordes of Ashis and finally their 5.5.2 leader (bombarded down to 1 health). We have a whole lot of wounded units! All their cities disappeared. We need to get our settler up there fast! (2 turns away). All builds switched from military to Marketplaces. Feudalism has been traded around, but it is ungodly expensive (no one is talking to us).
Remember to trade WM around at least every other turn, it can make a fair amount of money.
The Save (http://www.civfanatics.net/uploads5/LK57-Apr1512AD.zip)
LKendter Nov 20, 2003, 10:25 PM LKendter
Rubberjello
Meldor (currently playing)
6thGenTexan (on deck)
hotrod0823
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Remember this is Regicide - lose our king and game over
hotrod0823 Nov 20, 2003, 11:45 PM Nice ! :hammer:
Who's Next!? We need a fairly large build up. It seems that due to the small size of the enemy territory all they have shields to build are units and lots of them. This being Demigod I am sure their upkeep cost aren't too bad.
As far as our King goes he gets a new "ability" with almost every upgrade and they are addative. They are like ZoC, Blitz and are all listed in the civilopedia.
meldor Nov 21, 2003, 07:20 AM Got it, will play after LK55 is finished, only got that one half done last night.
meldor Nov 22, 2003, 06:37 PM April 1512 AD (0)
Everything looks good except Ude needs some food to grow. We are building the Izumo shrine in a city that only has 3 coastal tiles. It should have been built in a city with more coastal tiles but there is nothing to build that won't cost us 98 shields so I will let it finish.
(I) Okayama Iumo Shrine->Aqueduct.
July 1512 AD (1)
Lots of movement. The settler is one turn away. I spread some of the troops around to block any other Civs from gettting any ideas.
(I) The Hojo start a blue and orange version of Sun Tzu's. The Miyoshi are sending two two settler pairs to try and fill the area.
October 1512 AD (2)
We get our city in next to the lake on top of the furs. I move more units to block the Miyoshi from pouching any land.
(I) The settler pairs withdraw.
January 1513 AD (3)
Lots of movement, getting some food for Ude finally. Got some shields for Yonago.
(I)Nada.
April 1513 AD (4)
Movement and not much else.
(I) Nada
July 1513 AD (5)
The workers finally get some food for Ube. It will grow in 20 now so plenty of time to get that Aqueduct going. They will now move to the capital as it is working two unimproved tiles, not good. Mogami get Horses for spices, Contact with the Mogami WM and 27g. For 50g we get the last to contacts that they have. Both of which are backward so no lowering of the cost of Fuelaism. Move troops up to declare on the Miyoshi and realize that we have 14 turns before we can do so.
(I)Lots of boats sailing around in circles.
October 1513 AD (6)
Troops go to sleep dreaming of attacks that won't come for many turns yet.
(I) Much the same.
January 1514 AD (7)
We are happily building up infrastructure.
(I) Zzzzz
April 1514 AD (8)
Movement and worker excitement. We can now barely get Fuedalism.
(I) The parade of boats. Oda complete Sun's in Nagoya.
July 1514 AD (9)
Not much, move to contact up the second Jade so we can trade it and get out of the tech hole we are falling into.
(I) Hiroshima completes its Market and starts a Bushi.
Oct 1514 AD (10)
We can now get fuedalism. The cash flow is up to 35gpt and I have made no trades this turn. We still have 9 turns more before we can atttack the Miyoshi.
The save (http://www.civfanatics.net/uploads5/LK57-Oct1514AD.zip)
LKendter Nov 22, 2003, 07:06 PM LKendter
Rubberjello
Meldor
6thGenTexan (currently playing)
hotrod0823 (on deck)
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Remember this is Regicide - lose our king and game over
6thGenTexan Nov 22, 2003, 07:43 PM I've got it.
Grimjack Nov 24, 2003, 02:43 AM If you havn't figurred it out yet, there are 'surprises' hidden in this scenario not mentioned in either the scenario description nor in the civilopedia.
So, if you can check in the scenario builder what each building does, it might influence your decisions on build- and research orders. Got some nasty surprises by trusting the docs instead of doing my own research.
Grimjack
6thGenTexan Nov 24, 2003, 05:51 PM Sorry for the delay getting this posted, I actually had to work at work today. :D
Someone may want to do what Grimjack suggests because there are a bunch of new building we can build ber the text turn.
I want to get Feudalism from the Tokugawa but it look like our trade routes all go through Miyoshi territory. Attacking them when the deal ends may break the trade routes. We may have to wait 15 turns until the deal with the Takeda ends. I raise science to 40% and get Feudalism in 10 @ +6GPT. That way the next in line will be able to discuss where to go tech wise. I vote for the tech (cannot spell or say most of them) which will get us harbors.
I change Yonago to aqueduct. It will take as long as the local magistrate. It will be size 5 in two turns. The same with Iwakuni. It will be size six next turn.
Jan-1515-1 Move workers and MM cities.
Apr-1515-2 Okayama aqueduct-->market Shimonoseki market-->aqueduct Onomichi local magistrate-->aqueduct Pick up about 5 gold for map trades. Everybody has THE map now.
Jul-1515-3 Hiroshima Bushi-->spearman
Oct-1515-4 move workers
Jan-1516-5 Tamashima barrack-->aqueduct IBT we lost our galley off of Okinawa. My notepad was up on the screen so I did not see the barb galley sink it. Pick up chump change with maps.
Apr-1516-6 Matsunaga picked up Feudalism. That makes 6 civs in the next Daimyo.
Jul-1516-7 Hiroshima spearman-->settler to time with full food @12. Having one or two on hand when we attack will be handy. Ube marketplace-->aqueduct Uesugi learned Feaudalism, #7.
Oct-1516-8 Disease strikes Matsue & marketplace-->aqueduct. The disease emptied the full food box @ size 6. We now have enough gold to upgrade the 7 Ashigaru in towns with barracks. I'm saving the money for trade possibilities in the next Daimyo.
Jan-1517-9 Worker moves. Matsue lost another pop to the disease.
APR-1517-10 Hroshima settler-->treasury This can change to whatever we get in thech trades. Workers are mining near Onomichi and Tamashima since they need more shields than food now stuck at size 6 waiting on aqueducts. I'm also irrigating the road between Matsue and Ako. Ako needs the food.
I took a quick look at the trade posibilities. Only one Civ has all 4 frontline techs. I wrote down who has what on a legal pad to keep the civs straight but left that at home. :( I think it is the Takeda. A couple have 3 of 4, a couple have 2 of 4 and our friends the Tokugawa only have one tech. I think I left science at 10% so dropping that will give us some more GPT if needed.
A harbor will be good to have before starting the next war to keep trade routes open.
You'll have a fun turn Hotrod. Start with some heavy trading, then the lull of revolting to Fuedalism, and ending with the attack on the Tokugawa.
The Game (http://www.civfanatics.net/uploads5/LK57-APR1517.zip)
hotrod0823 Nov 24, 2003, 07:10 PM I've got it !
LKendter Nov 24, 2003, 07:43 PM LKendter (on deck)
Rubberjello
Meldor
6thGenTexan
hotrod0823 (currently playing)
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Remember this is Regicide - lose our king and game over
hotrod0823 Nov 26, 2003, 01:38 AM Apr. 1517 AD (0): Tech trades are available but without a real knowledge of value and what they are relative to each other it makes getting the most bang for the buck difficult. Decide on Caligraphy first Buy from Oda for 425 gold, 32 gpt and furs. Caligraphy, gems, incence, 8gpt and 100 gold to Hojo for Suiejutsu. Caligraphy and Suiejutsu to Miyoshi for Bojutu, WM and 6 gold. We are broke but now have tech parity. Pickup one more contact from Ryuzjio for currency. Sell it to Oda for 32 gold. and 25 gold from Tekada. 20 from Hojo. We have opened up a few new buildings. Yoriki Law (police), Imperial Decree(increases lux), Geisha House(4 unhappy now content in city), Noh-Kyogen Theatre (cath), and the Yamabushi. Change Hiroshima to Yama. Will let the 2 markets complete then revolt. Turned off science completely to gain some gpt.
Jul, 1517 AD (1): Move our King back towards the core. Check for possible whips and decide against killing 2 citizens for a duct. Will revolt next turn.
Oct, 1517 Ad (2): Okayama builds a market starts a Yama. Ako builds a temple starts a spearman. Tokuyama builds a market starts a duct. Iwakuni builds a duct starts a harbor. start the revolution. 6 turns. We will run out of money during the gov't change :(.
Jan, 1518 Ad (3): Sell our gems for 76 gold to keep from going completely broke.
Apr. 1518 AD (4): More of the same. Sell some maps.
Jul, 1518 AD (5): Our horses for spice deal ends. Only 2 more turns of anarchy.
Oct, 1518 AD (6): Nada.
Jan, 1519 Ad (7): Returns to normal next turn.
Apr, 1519 AD (8): We are now in Feudalism and our economy got a nice boost to +143 gpt. Bujutsu is known by Oda, Tokugawa and Takeda and we can afford to buy it. Research will take 14 turns. It opens up 3 new paths so we need to buy it soonish to have any shot at 2frs. I'll wait to see if it gets a bit cheaper. The other option is to persue LIt and the Great Library.
Jul, 1519 AD (9): I still think 91gpt and 169 gold is too much. I can get it down to Iron and 70 gpt. With another iron ready to be hooked up this may be the best bet. I'll hold off for now. We are down at lest 2 techs to Takeda, they have samurai archers.
Oct, 1519 AD (10): Complete our first Yamabushi. Start another. Leave the trading for Lee to decide. A few options are available, gold, gpt, iron, horses, lux etc. Not sure what the best deal is :confused: Mostly infrastructure being built. Rather unproductive turns except for the first round of trades.
Here is the save: http://civfanatics.net/uploads5/LK57-OCT1519.zip
Grimjack Nov 26, 2003, 02:11 AM Please be advised that the Geisha house in addition to providing happiness also functions as a factory, increasing production 50%. Fairly important tidbit to leave out of the docs, wouldn't you say ?
Grimjack
LKendter Nov 26, 2003, 06:20 AM LKendter (currently playing)
Rubberjello (on deck)
Meldor
6thGenTexan
hotrod0823
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Remember this is Regicide - lose our king and game over
LKendter Nov 27, 2003, 01:49 PM Oct 1519 AD (pre-turn)
50% production boost sound great to me, so I switch some cities to Geisha houses. I rush the temple in Nimi as it is surrounded by Miyoshi culture. I partial cash rush the Geisha house in Iwakuni.
I crank science to the max (slight negative gpt) as I don't think the AI will go this path. I would really like to build the Great Library. In addition this game has the bonus tech for first to Philosophy.
I perform some map and communications trading so pick up some spare cash and our cash goes from $16 to $156. I burn $60 and upgrade another unit to Bushi.
Jan 1520 AD
I perform some map and communications trading so pick up some spare cash and our cash goes from $90 to $219. This included selling Calligraphy to Uesugi for $81. Some of this cash is spent on the final partial cash rush in Iwakuni.
Apr 1520 AD
I perform some map and communications trading so pick up some spare cash and our cash goes from $72 to $103. It isn't much, but I am covering our deficit research nicely.
(I) :wallbash: The Hojo are building the Great Library. :wallbash:
Jul 1520 AD
:confused: The Hojo have a size 13 city?
The Hojo city is pretty shield weak, but will a Geisha house overcome a 9 turn lead for a demigod civ? Once again I trade moving cash from $96 to $161.
(I) I am very tempted to tell him to shove it, but I cave and give the Miyoshi wm and $26. With all of our cities on infrastructure we could not hold out long in a war.
A lot of civs start the Library. We have no shot at this point.
Oct 1520 AD
I perform more trading including Calligraphy to Matsunaga for $23, $5/turn and a worker.
Jan 1521 AD
What is Tokogawa up to with a stack of 4 caravels? Our troops move to shadow this stack.
I don't know where the Date suddenly got cash from, but I sell them Feudalism for $167.
Apr 1521 AD
I have connected our spare iron. Iron to Tokugawa for Literature and $1. Can we pull of Philosophy first?
Jul 1521 AD
The Date suddenly has cash, so I sell them Suiejutsu for wm, $140 and a worker.
Oct 1521 AD
The incredibly backwards Imagawa get horseback riding for a worker.
Jan 1522 AD
The mystery ship stack reverses direction.
Apr 1522 AD
Hiroshima just grew to size 13. I guess you don't need hospitals in this scenario.
Summary:
Forget the GL. Get those Geisha houses completed. I confirmed that they act like a factory with a 50% production boost. Keep selling like crazy. I would really like to be the first to Philosophy.
LKendter
Rubberjello (currently playing)
Meldor (on deck)
6thGenTexan
hotrod0823
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Remember this is Regicide - lose our king and game over
http://www.civfanatics.net/uploads5/LK57-APR1522AD.zip
Rubberjello Nov 28, 2003, 10:40 AM Got it. This scenario (more than any other), seems to be the most "whole new game" type situation. I'll have to hit the Civilopedia hard to avoid weedy moves.
Rubberjello Nov 29, 2003, 10:40 PM Preturn: Hmmm....I have my doubts of getting Philosophy since the tech tree is so narrow in this age. But it is a good goal. (8 turns though!)
July 1522: (1) Geisha House completes in Hiroshima: shields jump from 21 to 31 :wow: What a nice improvement for this stage of the game! (+2 cpt and 4 smilie faces!) Hmmm....Treasury or University next? Go for Treasury since University won't complete in time to help the Philo effort. This seems to be an age of no conquest, as the best offensive unit is a 3 attack, and the best defensive unit has a 5 defense? Make 67 gold in selling maps and contacts this turn.
Oct 1522: (2)Nimi has become a battleground between the Miyoshi and the Takeda. Good news for us as they are two of the strongest leading civs. Hmmmm...the Ichijo (our Brown neighbors on the large island to the direct south of us) land 2 troops on a hill near Tokuyama (on our North shore?). Definitly hostile. Fortunately I was shuffling troops around and we can cover what used to only be a single Ashigaru defending. I ask them to leave and they declare war. (They have a large military than us.) We kill both Ichijo units with no losses, and spread out our remaining army to the South since I have no idea where they may land next. Decide to found a new city to gather many unused tiles between Nimi and Matsui, and steal 3 tiles from the Miyoshi, including a plains wheat. Sell the Date Calligraphy for 45 gold and 9 gpt. Only make 12 gold on map trades.
Jan 1523: (3) The Takeda have destroyed the Mogami. The Tokugawa complete the Kabuki theatre. Sell off some old techs to some laggard Civs for 235 gold, and then rush two Geisha houses.
Apr 1523: (4) The Oda complete the Great Library. I see a Tokugawa Yamibushi (2.5.2) kill at least 5 Miyosha peasants in the last 3 turns. They may be the best raiders I've ever seen in Civ 3, because the AI avoids attacking them like the plague. Hirata founded in above-mentioned location. Trading only nets us 11 gold.
July 1523: (5) Lots of boat traffic along our shores. 3 more turns till Philosophy, and no one yet knows it. Cross your fingers!
Oct 1523: (6)2 more turns. No further attacks from the Ichijo. Not much profit on the trading front. We need to build a harbor so that we can trade our surplus luxes without worrying about trade being cut off when we declare against the Miyoshi eventually.
Jan 1524: (7) The Uesugi are brought into war against us by the Ichijo. They are on the other side of the continent and are no threat, but I smell a dogpile coming on.
Apr 1524: (8) Philosophy comes in, and we get the bonus tech. I choose Diplomatic Finesse because the only other choice was Bujutsu which we could trade for. I then choose Contact: Ronin for research until we find how we stand after a huge trading round coming up. It appears we have an exclusive on Philosophy. (And by default, Diplomatic Finesse). Trade to Takedo for Bujutsu and 900 gold. They know the next 3 military disciplines at least) Philosophy and 325 gold to Tokugawa for Kenjutsu. Philosphy and 380 gold to Hojo for Kyujutsu. Philosophy and 420 gold to the Oda for Heihojutsu. We are only down Iajutsu and Naginatajutsu from the leaders. All leaders now have Philosophy.
Hiroshima is switched over to the "War Council" (UN) due in 15 turns. We maybe can sell our monopoly on Diplo in another 4 turns or so to catch up in the other techs while still having a lock on the UN. (There is no worry of a cascade). Research is reduced to minimum to save money for rushing some builds.
July 1524: (9) The usually trading for chump change. No tech deals available. Rush a Geisha House. Neither one of our enemies wants to talk yet.
Oct 1524: (10) Nothing much. WM trading completed and a couple of rushes. Make peace with the Ichiju for 20 of their gold.
War Council due in 13. We need to build a few more units, build a harbor, and then trade our extra luxes. We have no ongoing deals with the Miyoshi, but no real army to speak of either. The army in the south was following an Ishi caravel that was probably going to drop off a few units.
The Game (Oct 1524) (http://www.civfanatics.net/uploads6/LK57-OCT1524AD.zip)
LKendter Nov 29, 2003, 11:06 PM Originally posted by Rubberjello
Preturn: Hmmm....I have my doubts of getting Philosophy since the tech tree is so narrow in this age. But it is a good goal. (8 turns though!)
July 1522: (1) Geisha House completes in Hiroshima: shields jump from 21 to 31 :wow: What a nice improvement for this stage of the game! (+2 cpt and 4 smilie faces!)
Well I was hopeing the AI would go after all the military techs. :D
Geisha house = factory + cathedral plus. Understand why most of our cities were working on them?
=================
LKendter
Rubberjello
Meldor (currently playing)
6thGenTexan (on deck)
hotrod0823
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Remember this is Regicide - lose our king and game over
meldor Nov 30, 2003, 12:12 AM I see it.
meldor Nov 30, 2003, 10:23 PM October 1524 AD (0)
Not much.
(I) The Ichiju sail off into the sunset. Okayama Treasury->Harbor, Ube Geisha House->Treasury, Hirata Temple->Rax
January 1525 AD (1)
The troops start moving north in anticipation of war.
(I)The Saito ally with the Ussugi. Iwakumi Local Magistrate->Market
April 1525 AD (2)
There is a Saito Galley off the coast of Tokuyama. We move some troops in that direction.
(I) Nimi Loacal Magistrate->Rax. Onomichi Rax->Horseman.
July 1525 AD (3)
More movement. Two Hojo Ashigaru appear.
(I) The Saito galley move northeast up the coast without dropping off anything. Shimonoseki Geisha House->Yamabushi. Hirata Rax->Yamabushi. Matsue yamabushi->yamabushi. The Takeda start the War Council.
Oct 1525 AD (4)
Continue to shadow the galley. It is heading in the direction I wanted to take the troops anyway. Rush the Harbor.
(I) Okayama Harbor->Samurai Spear. Onomichi Horseman->Horseman.
January 1526 AD (5)
More movement.
(I) The Oda start the war Council
April 1526 AD (6)
More movement of troops to the front. Diplomatic Finesse, gems, incense, and 634g to Tokugawa for Naginatajutsu. We can't touch the other tech without massive gpt payments. Swap several builds to Samurai Spearmen. Make peace with the Uesugi for 13g and 9gpt.
(I) Nada.
July 1526 AD (7)
Two Hojo Ashigaru are wandering close to our territory. I ask them to leave and they declare. Our two Grandmaster Bushi take them out. We declare on the Miyoshi and move in.
(I) Nada
Oct 1526 AD (8)
Our 3 cats only do 1 hp of damage and I refuse to attack with only 1 Samurai Spear uphill.
(I) The hojo bring the Chosokabe in against us. someone takes the vet yamabushi down to 1hp for us. He will heal one but that is good.
January 1527 AD (9)
our cats take one Hp off the vet and one off the reg yamabushi, we even get a hit from one of our Stone Crossbows. Our Samurai Spear takes out the 2 HP vet and a Grandmaster Bushi tkaes out the 1 hp regular. Start the journey towards the next city. Horseman kills a Yamabushi. Please remember that the yamabushi treat all terrain as roads and they are a fast unit (move six per turn). Don't leave workers exposed anywhere near the front or empty cities.
(I)
April 1527 AD (10)
Not much.
http://www.civfanatics.net/uploads6/LK57-APR1527AD.zip
LKendter Nov 30, 2003, 11:50 PM We are fighting the Hojo, Chosokabe and Miyoshi? :eek:
LKendter
Rubberjello
Meldor
6thGenTexan (currently playing and seeking some peace treaties)
hotrod0823 (on deck)
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Remember this is Regicide - lose our king and game over
LKendter Dec 03, 2003, 12:08 PM 6thGenTexan - OVERDUE, heading to skip.
hotrod0823 - It is yours Thursday in no post by 6thGenTexan.
LKendter Dec 04, 2003, 11:06 PM 6thGenTexan is SKIPPED. Heading toward dropped unless sign of life before next turn.
hotrod0823 Dec 05, 2003, 12:25 AM I will take it and play tomorrow I hope. Still slogging through the Mayans in LK56. :D
Hotrod
6thGenTexan Dec 06, 2003, 02:54 PM I’m back now. My holiday stay at the in-laws was to end on the 29th. It was unfortunately extended a week. Last Friday night, we learned the hard way that my wife had an ectopic pregnancy and she underwent emergency surgery. We are home now and she will be fine and will take it easy for the next 6 weeks. I did not have internet access to give y’all a heads up. :goodjob: on the Philo run. I’ll be able to jump back in on the next go around.
meldor Dec 06, 2003, 06:42 PM I hope that your wife is OK. Hopefully everything will turn out for the best.
Rubberjello Dec 06, 2003, 10:35 PM Yeah, 6gentex - Take good care of Mrs. 6GT. You could tell her that everyone here gives her best wishes for a speedy recovery. Somehow, I don't think she would appreciate it (considering the time you spend here! :lol:
hotrod0823 Dec 08, 2003, 01:25 AM Apr. 1527 AD (0): We are at war and could use some friends. Buy an embassy with Takeda for 102 gold. They are building Trade Network(:eek: just realized in turn 3 that means they are in the next age 4 techs at least ahead.) and have many many units in the capital and all the improvements. Embassy with the other tech leader Tokugawa, building war council due in 3 turns. Have loads of polution and many many units as well at size 21. With only 1 civ knowing Ronin I can't afford it at monopoly prices and 28 turns is a long time to wait. These linear tech trees make trading difficult. Either buy at Monopoly and hope for a trade or wait for the rest to catch up so the tech gets cheaper. At least once we get more embassies stealing will be an option. Embassy in Ichijo for 40, building university, many units. Upgrade our Daimyo to Shogun-5.
INBT: Hojo bring the Otomo against us. Ryuzoji join Takeda in fighting Miyoshi.
Jul. 1527 AD (1): Ube builds treasury starts samurai archer. Hirata builds a settler starts a granary. Onomichi builds a horseman starts Samurai archer. Moving the stack to the East. Settler heading to the North near the fishes. Oda now have Roni as well as Iajutsu. Sell Caligraphy to Ryuzoji for 110 gold.
INBT: Watch Takeda capture a Miyoshi city of Nara. Hojo bring the Tokugawa in against us.
Oct. 1527 AD (2): Hiroshima completed the War Council and we enter a completely unexpected Golden Age. Start a samurai spear. Okayama sam spear - sam archer. Nimi Yamabushi starts geisha. Tokuyama a sam spear starts another. Likewise at Shimonoseki. Yonago a geisha starts a harbor. Iwakuni a :( reg sam spear starts baracks. Decline the election. New Embassy with Oda. Can't buy tech and stealing is too risky right now and expensive so I turn it on and Ronin is due in 6.
INBT: Now this is just plain silly! The Otomo sign the Imagawa in an alliance against us.
Apr. 1528 AD (3): Hiroshima builds a sam spear starts another. Okayam a archer starts another. Change Yonago and Onomichi to caravels to form up a party to hit the Otomo to the south. Buy Ronin from the Oda for 1300 gold. Continuing to upgrade our units at the frontlines.
INBT: Miyoshi and Takeda make peace. Hojo brings in yet another civ against us the Uesugi and the Saito. And now the Uesugi bring in the Ryozoji.
Jul. 1528 AD (4): Building more units two caravels completed in the West need 2 more to load up . Start a harbor in Ube can't maintain size 6 without it. Leaving new archer in the West to secure against any landing parties. Continue with a few spearman upgrades. Have a stack outside of the Miyoshi town but fear our offesive units aren't strong enough against the Yamabushi. Nijutsu just came in and we were 5 turns away :(. Can buy peace with Hojo but don't see a point to peace yet.
Oct. 1528 AD (5): Most have started the Trade Network at least 3 techs ahead and we are struggling to keep up. With zero trade possiblities will be forced to overpay for tech. Buying with nothing to trade for stinks but decide researching is lost cause. Shut it down again. :wallbash: All that being said check my diplo contacts that will talk and the Ichijo have Iajutsu but not Ronin. Trade Ronin and 400 gold for Iajutsu. We can't afford Bushido yet. Loading up the ships in the west. Upgrade our Shogun to 6. Forces finally arrive at the front and will hit next turn.
INBT: The Shimazu want fuedalism and maps no deal.
Jan 1529 AD (6): It takes almost our entire stack to kill 3 grandmaster Yamabushi in Maizuru. Kill another behind our lines. Trying to get more units to boats but torn weather to press on to take out the Miyoshi. We will need a lot more units if the capital is half as tough as that 1 city. We still can't afford Bushido.
Apr 1529 AD (7): Mix in some Yamabushi. Continue military builds have 3 caravels ready to load in the west. Moving units east. And for those who didn't know caravels carry 5 units. Loadup and ready to hit Otomo territory next turn.
Jul 1529 AD (8): Land 4 samurai archers and a sam spear in Chosokabe territory. Land another party in Otomo territory. Still can't get Bushido.
Oct 1529 aD (9): Maizuru on a starvation diet. 2 stacks of Yamabushi are outside of Maizuru. Pay 160 gold to get out of war with Tokagowa, they are the ones near Maizuru. Can buy off the Hojo too but they are not a threat.
INBT: Okay now what. The Hojo now sign the Takeda into an alliance against us. Now the Matsunaga are in on it too.
Jan 1530 aD (10): Archer fail miserably at Otomo territory. Kill 5 Ashigaru in the Chosokabe capital. Track down and kill a few Matsunaga units. We can't affor the Bushido technology but have enough gold for a steal from Oda. I decide not to do it but it is an option. Units are under construction. The only other thing I would consider is universities to start self research.
We are at war with the Following Groups:
Matsunaga
Chosokabe
Saito
Ryuzoji
Otomo
Takeda
Imagawa
Miyoshi
Hojo
Uesugi
And behind in tech at least Ninjutsu, Bushido, Bajutsu, Akinai and maybe more.
The golden Age continues for something like 12 more turns.
here is the save:
http://civfanatics.net/uploads6/LK57-Jan1530AD.zip
On last thing as the game was closing I noticed a group of workers that needs to be covered. Yamabushi will get to them. There was a spear with them that was fortified and I forgot to move it with the workers. :blush:
Rubberjello Dec 08, 2003, 04:04 AM Well, fuuuuuuuuuuuuudge! What other bad things could happen?
*thinks of the Godzilla and Rodan comments earlier, and decides not to ask that question!*
That is one massive dogpile going on against us. At least we grabbed our sole Wonder and won't get voted out of the game!
All I can say about this rapid fall-behind in the Tech race is that the double gpt bug is probably fueling these Civs into a faster race? (Besides the narrow tech trees which puts trading at a disadvantage.)
LKendter Dec 08, 2003, 06:39 AM Good luck Todd - we need to end this insanity. Even wonder why you hear me comment about people not giving into demands? Dog piles are ugly to say the least.
This world sounds really crazy if most of the fighting is overseas. We need to work on our island.
=====================
LKendter
Meldor
hotrod0823
ToddMarshall (currently playing)
Grimjack (on deck)
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Remember this is mass Regicide - lose our kings and game over
Rubberjello Dec 08, 2003, 09:12 AM What the ?????????? :hmm:
Did 6gentex and I get voted out and someone forgot to tell us?
=================
LKendter (Currently avoiding playing, but its his turn!)
Rubberjello (on deck)
Meldor
6thGenTexan
hotrod0823
LKendter Dec 08, 2003, 10:39 AM :cringe: I posted the who is up from the wrong game. :cringe:
==================
Double UGG - World is a mess turn.
LKendter Dec 08, 2003, 09:28 PM Jan 1530 AD (pre-turn)
The first thing I check is for active alliance, and we have none. I am free to end this war insanity ASAP.
We sign peace with the Miyoshi and get $14, wm and Lizuki. The citizen in the cities isn't ours? Has the scenario, or the game, changed the rules for surrendered cities? We sign peace with Chosokabe getting an updated world map. We pay Uesugi $80 and end that war. We sign peace with Imagawa and give them Philosophy and get $21, wm and $2/turn in return. The Hojo are starting all this trouble, so I give them $40 for peace.
I start at war with Takeda as I want Nara. I stay at war with Matsunga as I want Shingu. The Otomo are backwards, so I hold of deciding.
The Ryuzoji, and Saito won't talk. This is getting better, as I am down to 5 enemies.
I hope the Chosokabe kick our troops out. We can't fight on 2 different islands and the mainland at the same time.
:wallbash: Our rep is totally trashed. It happened during Meldor's turn by declaring war on Miyoshi. I had to stare at the map until I realized we passed through their water on both sides. I might have even missed this one on my turn. No matter what the game is more painful and tech is going to get worse. I take advantage of the GA and crank science to the max to get Ninjutsu in 6 turns. Trying to trade is going to be a joke.
(I) As I hoped the Chosokabe kick out troops out. The number of fronts is shrinking.
Apr 1530 AD
Can you say unbelievable ugly? Yes, that is 3 different serious SoD!
http://www.civfanatics.net/uploads6/LAK-366.jpg
It is worse - Takeda still won't talk. This is no longer about making gains. The Yamabushi is brutal as they can even treat enemy territory as roads. This is about survival. I dial up the Otomo, Ryuzoji and Saito to sign a peace treaty. After going zero for 2 on the attack I decide to simply wait until Mastunaga will talk.
Besides everything else Yamabushi can retreat. :(
(I) The Miyoshi are destroyed.
Takeda completes Trade Network.
All I can say is I am glad the AI is lame. I walled out the Yamabushi, but could have killed a Bushi and caused major havoc. The ignored the unit!
Jul 1530 AD
Our Daimyo attacks a one hp unit and promotes to grand master.
(I) The Otomo kick the last of our troops out and they
Unfrelling believable - Takeda drags the Date into war with us.
Oct 1530 AD
Fucho is in major trouble with 2 defenders and 9 attack units next to it. The Yamabushi have destroyed all roads to that city so no reinforcements possible. Takeda still won't talk, so I have no choice but to abandon Fucho.
(I) The pain continues as Takeda and Ichijo ally against us. Ichijo is in point blank range, so serious landings may happen.
Jan 1531 AD
We are barely holding the line, and Takeda won't talk. Once piece of bad RnG and we have 12+ Yamabushi behind our lines. I have to commit us to 20 more turns of Havoc.
I ship Iajutsu to Uesugi for alliance vs. Takeda.
I send Hojo $17/turn for alliance vs. Takeda.
I send Saito $17/turn for alliance vs. Takeda.
I ship Kenjutsu to Imagawa for alliance vs. Takeda.
I send Oda $22/turn for alliance vs. Takeda.
I send Tokugawa $32/turn for alliance vs. Takeda.
The last thing I wanted is 20 turns of war with Takeda, but the alternate is to be pillaged to death and possibly lose more cities.
(I) :wallbash: It won't stop - Ichijo and Shimazu ally against us.
Ichijo declares war on Hojo, Oda with no alliance involved?
Matsunaga declares war on Uesugi with no alliance involved?
Ryuzoji and Oda ally against Ichijo.
Saito and Oda ally against Ichijo.
Apr 1531 AD
Well it worked - the Takeda only have 3 units by our borders.
(I) Otomo and Tokugawa ally vs. Takeda.
Date declare war on Saito.
Imagawa and Ichijo sign an alliance against the Oda and Ryuzoji.
Shimazu delcares war on Saito.
Hojo and Imagawa sign an alliance against Ryuzoji.
Our people want to build den of spies which is started in Hiroshima.
Have you read what the Ninja can do!
http://www.civfanatics.net/uploads6/LAK-367.jpg
The rest tomorrow - I have been at for almost 4 hours and I am exhausted.
Rubberjello Dec 08, 2003, 11:01 PM You did the right thing, Lee. The name of the game in this scenario is Military Alliances - many and often - it seems. No more selectively choosing a single victim at a time and not expecting a dogpile (especially if we are still in the histograph lead)???
There are some seriously overpowered units in this variant. Yamabushis are like Combat explorers/Riflemen - the ultimate pillager/protective unit. I have no idea what Ninjas will be like in practice, but it might be a very good idea to keep 2 units with our leader at all times?
meldor Dec 09, 2003, 08:14 AM I didn't realize that our rep got trashed. I don't think it was the war on the Miyoshi that did it though. I think it was when the Hojo brought the Chosokabe in on their side and removed our last free path to the north. Sorry about that, it was unexpected.
LKendter Dec 09, 2003, 08:58 AM I sat there trying to figure out what happened. I loaded the save at the begining of your turn - rep was fine. I loaded the save at the end of your turn rep was trash. I reloaded the game from the begining turn and declared war on Miyoshi - we stopped shipping Iron that very moment. It was 100% war on Miyoshi.
meldor Dec 09, 2003, 09:33 AM OK, my bad, I thought it was safe. I will do proper pennace by forcing myself to move to a colder city.
[edit] One thing I forgot, most of our deals where going through our harbor. That is why I waited to declare on them until after it completed. Try your test again, rushing a harbor and see if the declare trashes the rep.
Rubberjello Dec 09, 2003, 09:41 AM That's kind a figgin' problem with the map then. It is so narrow that if a Civ controls both sea sides of the map, your trade routes are going to get screwed no matter what when war is declared. They should have thrown in another couple ranks of coastal and Ocean tiles to allow trade. Japan isn't surrounded by "deep" water really, is it?
LKendter Dec 09, 2003, 10:10 AM Well it won't bother me too much for the moment. I am so disgusted with the fp / gpt issues that the LK series will probably go on hiatus until those two items on patched. I am not enjoying the whacked out effects of these bugs.
Between Galactic Civ and 8 A&A series e-mail games I have plenty of other thing to keep me busy....
hotrod0823 Dec 09, 2003, 07:02 PM The alliances and deals that have been going on have been plain silly. Couple that with way overpowered Yamabushi and it spells trouble. The best offensive unit we have is the Sam Archer and they are not effective at all vs. the 2.5.2 Yama. I honestly can say I don't like this scenario as the tech tree and the unit disparity is way too big. Add to that the lack of an effective FP and the gpt issues and it make for a very difficult and unsatisfying scenario. I played and had to take last night off just to regroup my last set of turns was just plain silly and completely unfun. It took almost our entire stack to take that one Miyoshi town.
LKendter Dec 09, 2003, 08:12 PM Jul 1531 AD
It is nice to have a quite turn. I don't know what it means, but I spot a Takeda city with the industrial look!
I ship Iajutsu to Otomo for $242 and wm.
I ship backwards Ryuzoji Philosophy for $59 and wm.
The even more backwards Chosokabe get Caligraphy for $25, $1/turn and wm.
(I) I watch the Matsunaga stack commit suicide on Maizuru.
Matsunaga declare war on the Saito.
Date declare war on the Oda.
:eek: The Ichijo amphibious invade and take Ichijo.
Date declare war on the Uesugi.
Matsunaga declare war on the Oda.
Matsunaga declare war on the Tokugawa.
The Oda dial up and try to get us to declare war on Imagawa - No thanks.
Otomo and Hojo sign an alliance against Ryuzoji.
Saito and Hojo sign an alliance against Ryuzoji.
Oct 1531 AD
I can report good news - the Matsunaga city if Shingu is now ours. :D
We kill the two Matsunaga units by Yonago. Now we need to take it back from the Ichijo and 3 or 4 units in the city.
(I) Total lunacy continues...
Chosokabe and Saito ally against Matsunaga.
Chosokabe and Otomo ally against Takeda.
Ichijo declare war on Tokugawa.
Shimazu declare war on the Uesugi.
Shimazu declare war on the Tokugawa.
Ryuzoji and Takeda ally vs. Uesugi.
Ryuzoji and Takeda ally vs. Tokugawa.
Uesugi and Hojo ally against Ichijo.
Chosokabe and Date ally against Uesugi.
Jan 1532 AD
Uesugi has money again, so I sell him Ninjutsu for $260 and wm. He is really helping of deficit research on Bushido. We really need those more advanced units.
We sell the Imagawa Kyujutsu for $17, $3/turn and 2 workers.
We sell the Ryuzoji Kenjutsu for $163, wm and Silks.
We sell the Chosokabe Literature for $333 and wm.
I think we are getting most of the cash paying for these alliances. :D
I don't know if we really need the workers, but I send Tokugawa $360 for 3 of them. Maybe he will spend the money on more alliances. :satan: In addition, it is a way to weaken one of the tech leaders.
(I) I can't believe there still isn't 2 civs allied or fighting, but...
Hojo and Tokugawa sign an alliance against Shimazu. I wonder how Tokugawa pulled that off? :satan:
Imagawa and Hojo ally vs. Ichijo.
Apr 1532 AD
It cost us 4 archers, 1 horseman, and 2 spearman but we recapture Yonago in a desperation Yamabushi attack on a 1 hp Yamabushi defender.
My elite luck continues to suck as a 6 attack elite archer can't kill a 3 defense spearman.
Summary:
I can't find any mpp tech - I have no idea what is causing the massive simply declare wars going on. I wonder if I am getting incomplete information due to lack of embassies.
I can't stress this enough - workers need the front must be guarded - between Ninja and Yamabushi they would be lost. Don't give up the spearman wall, or Yamabushi havoc will start again.
LKendter
Rubberjello (currently playing)
Meldor (on deck)
6thGenTexan
hotrod0823
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Remember this is Regicide - lose our king and game over
http://www.civfanatics.net/uploads6/LK57-APR1532AD.zip
Rubberjello Dec 10, 2003, 10:44 PM Well. I went and saw "The Last Samurai" movie before starting this, looking for some possible motivation. ;) I must say. Hollywood has never hesitated rewriting the U.S.'s culture and history to suite its dramatic needs. But it just seems violently insulting when they do the same to other cultures. Entertaining it was. Accurate is was most definitely not.
Diplo update: We are at war with the Date, Takeda, Ichijo, Shimazu, and Matsunaga. We are only committed to Alliances against the Takeda. 2 turns until we learn Bushido,
(I) Otomo and Ichijo MA against Tokugawa. Shimazu declare on the Imagawa. Otomo and Oda MA against the Ihcijo. Some enemy figthing on our Eastern Borders.
Jul, 1532 (1) I swear. If we had any more ships in our territorial waters, there would be gridlock! :p Ask Chosakopi units to leave, and they do. Ask Saito units to leave and they do (they were sitting on our main road!). Make peace with the Date for 60 gold. I could make peace with the Matsunaga, but we might be beating up on them next. Healing turn.
(I) 3 Matsunaga ships drop off a single horseman near Yonago. Chosokabe and Oda MA against Imagawa and the Ichijo. (Great news - the Chosokabe are on the same island as the Ichijo, so they will have much better things to do then amphibious assault us.) Shimazu declare on the Oda. Our Golden Age ends. :(
Oct, 1532 (2) Cleanup Matsu horsie. Check to see if anyone else will talk peace - No. Maizuru now connected by road. Advance our spearman Line of Defense Eastwards. Our stack moving towards Nara rolls onward.
(I) See our allies-the Matsunagas- tear apart a Takeda stack on our border. Date declares on Tokugawa. Chosokabe and Oda MA against the Date.
Jan, 1533 (3) Spread out some more defenses in the South. Settler activated to claim some land. Spear wall starts fortifying on a new line.
(I) Hojo and Chosokabe MA against Date. (Doesn't anyone ever make peace?) We decline a MA offer from the Chosokabe. They do a MA with Shimazu against the Hojo instead. The Takeda offer peace which we decline (They have 9500 gold! :eek: ) We repel two of their Sam Archer attacks on our stack.
Apr, 1533 (4) We learn Bushido and start on Bajutsu. Decline the "U.N." vote (We could win that without any sweat because all the other Civs have screwed their reps many, many times over!) Start Sam. Warriors in many cities (7,7,1) Keep research at 90% for Bajutsu (Mounted Sam. Warriors seem to be the way to go.) Den of Spies costs 400 shields? Sheesh! 3 more turns to go on that. On second thought I change our research to minimum to save money, and will try to steal Bajutsu instead. Make peace with Shimazu for all their gold. Ichijo are still not talking to us. I shop around to see if we could sell Bajutsu, but the laggards have no money.
(I) Saito and Takeda sign peace. Matsunaga declare on Otomo. Lots of fighting near Nara. Imagawa and Hojo MA against Date. Matsunaga and Hojo MA against Date. Imagawa and Uesugi MA against Matsunaga.
Jul 1533 (5) Found Masuda on ruins of another city. Our stack is next to Mara now. Bombard and destroy a small Takeda stack outside of Mara. We're going to need more units. Takeda units are swarming everywhere.
(I) Alright. I'm giving up anouncing all the alliances during the interturns unless they involve us. Just assume there are at least 3-5 of them and you'll be spot on. 3 Takeda ships drop off a 7.7.1 Sam Warrior near Hirata.
Oct 1533 (6) A bit of RNG luck leads to a Ninja victory over the Sam Warrior. Still bombarding the stacks around Nara.
(I) The usual.
Jan 1534 (7) Den of Spies finally completes in Hiroshima. Plant a spy successfully with the Tokugawa and manage a safe steal of Bajutsu first try! We enter the new age with a single straight tech tree and start on Akinai. All build orders changed to Samurai Mounted (7.7.2) and a few Horse Archers sprinkled in. Bombard and kill 4 Takeda units near Mara. Sell some old techs to the laggards for some small amount of cash. Make peace with the Ichijo straight across. Make peace with the Matsunaga for all their gold and 15 gpt. (The Takeda are not going away anytime soon!)
(I) Some actual peace treaties happen. (Unbelievable!) Of course, 3 treaties and 3 MA's net out to zero, really.
Apr, 1534 (8) Our first Mounted Samurai appears and charges towards the front. :) The units near Mara are continuing to bombard and pick off Takeda units. Ninja units sure are fun to attack with since they can select any target in a stack! Tip - you can instantly see what you are facing in a city battle by having a Ninja attack, then declining to make a selection of the unit. Instant intelligence report! :D Upgrade our Leader to Shogun 8.
(I) The parade of boats on our coastline should be converted to a tourist attraction.
Jul, 1534 (9) Uhmmm...more bombardment, 3 more Takeda units killed.
(I) What the ???? Is every unit amphibious? The Takeda attack Kasuga with 3 Samurai Archers from ships. We defend OK, and then they dump 2 Yamabushis and 2 Sam Archers on a hill nearby.
Oct, 1534 (10) We would have been in trouble a few turns ago with this invasion, but now we have a steady stream of Samurai Warriors and Mounted Samurai wandering by. They eliminate the invaders with no losses. We manage a safe steal of Akinai from the Tokugawa. Contact with Portuguese is next. Trade around some techs to the laggards, and gain some good money. During the usual attack on Nara, a Ninja generates a Great Leader! (Ankokuji Ekei)
http://www.civfanatics.net/uploads6/lk57pic009.jpg
What do you want to do with him? (My vote is for Mounted Sam. Army)
We are now nearly caught up on techs. Sorry for no cities conquered, but we did gain some territory and didn't lose many units, and have only one enemy now. The same warning that Lee had holds true - don't let a hole in our Spearman line open up or else those Yamabushis (Who put Conquistadors to shame!) will invade in less than a split second. With all these amphibious units around, we might consider putting 3 good defenders in our Coastal cities eventually.
The Game (Oct, 1534) (http://www.civfanatics.net/uploads6/LK57-OCT1534AD.zip)
For anyone who still doesn't believe the rapaciousness of the Yamabushis - check out the picture below that used to be the heartland of the Miyoshi. As you can see, developed squares are pretty darn scarce!
http://www.civfanatics.net/uploads6/lk57pic008.jpg
LKendter Dec 10, 2003, 11:33 PM LKendter
Rubberjello
Meldor (currently playing)
6thGenTexan (on deck)
hotrod0823
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Remember this is Regicide - lose our king and game over
meldor Dec 11, 2003, 06:47 AM It is in the queue but third. If 6thGenTexan has time he may want to grab it first and then I will get it after him.
6thGenTexan Dec 11, 2003, 10:41 AM I available. I'll have it done today of Friday easily.
6gntxn
6thGenTexan Dec 12, 2003, 12:19 PM Scan through the civs to see where we stand and pick up 72g for the world map.
Swap Nimi and Tamashimi to granary to complete before growth. Swap Shingu to harbor, the whale will be in range in one turn. Shift our wall in a couple of spots.
Jan 1535-1 Hiroshima MSam-->MSam Tokuyama MSam-->granary Ube MSam-->granary Iwakuni MSam-->MSam Lizuki ashigaru-->temple Bombard the units down to nothing and take Nara. We lose a vet ninja but promote our vet Horse Archer. We liberated 368g, 2 slaves and a siege crossbow. Move leader to Nimi for army. Rush temple in Masuda for 176g.
IBT Yoshimoto offer to renew straight peace but I decline. I do not know where they are and we have no immediate target for our army.
Apr 1535-2 Shimonoseki MSam-->MSam Tamashima granary-->harbor Masuda temple-->barrack Move stack towards Tokugawa. I would prefer Matsunaga but we have 15 more turns of peace with them. Yoshimoto are no threat so there is another pseudo war we are in.
IBT Ryuzoji want to renew peace staright. They are on an island and are backwards and broke so I accept. They reward our generosity by joining Takeda against us. :confused: We lose our silks but there are some near Nara. Lizuki flips to Oda<--single square island.
Jul 1535-3 Hiroshima MSam-->MSam Okayama MSam-->granary Onomichi MSam-->granary
IBT Date joins Takeda against us.
Oct 1535-4 Nimi granary-->ninja Tokuyama granary-->MSam Ube granary-->MSam Matsue MSam-->MSam Iwakuni MSam-->granary Killed a Matsunaga warrior with a ninja. Attacking w/o declaring was fun. :D
IBT OK , the ninjas are atacked by EVERYONE around once they are seen. I lost 2. :rolleyes: The Ichijo have destroyed the Chosokabe. Pass on the elections.
Jan 1536-5 Hiroshima MSam-->ninja Okayama granary-->ninja Shimonoseki MSam-granary Onomichi granary-->ninja Attempt to steal Portuguese contact from Tokugawa for 3062. We succeeded. I was hoping for the declaration of war. We have to declare. There are 2 yamabushi and 2 Spears in Otsu. We lose another ninja and move our forces to Otsu.
Apr 1536-6 Ako harbor-->granary Hirata local magistate-->granary Attacking Otsu, I lose a vet MSam and a MArcher. One unit in the MSam army promotes and we get 4g and a slave. Oda city gains the spices NE of Otsu with border change. Rush temple in Nara for 180g to get them back.
IBT Heroic Epic and War Academy messages.
Jul 1536-7 Nora temple--local magistrate Iwakuni granary-->MSam Rush temple in Otsu for 196g. Shift wall and start connecting roads. Start HE in Hiroshima, due in 4.
IBT Takeda drop off 2 yambushi and a bushi near Nara. Oda starts fighting the Tokugawa and they pull back their troops from Otsu.
OCT 1536-8 Otsu temple-->local magistrate Okayama, Nimi, Onomichi
Ninja-->MSam Tokuyama, Ube MSam-->MSam Shimonoseki granary-->seige crossbow Matsue MSam-->Granary Our forces are across an un-roaded mountain from Nara and my ninjas are too slow to get to Nara for defense.
IBT A ninja attacks Nara from sea and loses. The landed troops pillage our silk and capture 2 workers.
Jan 1537-9 Ako granary-->MSam Lose a bushi removing the unwanted guests. Clean up a stack of sam archers and closing in on Tottori.
Apr 1537-10 Okayama, Iwakuni MSam-->MSam My daughter decided to power down my computer here. I did not have time to go back and play the last turn so I am using the auto save from the end of Jan 1537. Meldor can have my last turn.
We have less than 10 turns of war with the Takeda before the alliances end. We may want to keep that war going since they are only dropping troops on our coast and they are the closest rival to us. The victory screen shows us ahead in pop, area and score so we can win as we choose. Meldor should be able to capture the next two Tokugawa towns near us w/o any trouble. Do NOT renew the alliance with Matsunaga. They should be our next target. After the two Tokugawa towns, we will have a solid eastern border with the Oda. The Matsunaga will be completely cut off from any land route other than our territory.
I do not remember haw much money we have now but we should have enough to get Gunpowder. I would see if we can trade some resources to the Oda or just steal it from someone on the other end of the island.
There is a small stack of MSam’s out west near Yonago to remove any unwanted guests. Everyone else is heading east. We may want to consider some more mounted Archers for their speed and bombard ability.
THE GAME (http://www.civfanatics.net/uploads6/LK57-Jan_1537.zip)
LKendter Dec 12, 2003, 01:11 PM LKendter
Rubberjello
Meldor (currently playing)
6thGenTexan (swapped)
hotrod0823 (on deck)
meldor Dec 12, 2003, 05:51 PM Got it.
meldor Dec 13, 2003, 07:33 PM April 1537 AD (0)
Cancel alliances vs the Takeda and make peace with them, they pay us 100g. Imagawa get peace for 196g. That leaves us at war with the Date and Ryuzoji who refuse to answer our envoy and Tokugawa. Swap Nara to a settler and rush it. Swap Masuda to settler. I need a couple more SamSpears to move the spear line. SoD moves on the next city.
(I) The Matsunaga and Saito sign for peace. The Saito and Uesugi ally against Tokugawa. Hiroshama Heroic Epic->SamSpear. Nara Settler->Settler, Nimi Mounted Sammi->Sampear, Shimonoseki SiegeCrossbow->Mounted Sammi, Matsue Granary->MountedSamArcher, Onomichi MountedSammi->Same
July 1537 AD (1)
Troops move forward. I clean a Yamabushi and SamArcher off a hill. Make peace with the Ryuzoji and Date for all their cash (22g). We are now only at war with one faction, Tokugawa. I then steal gunpowder from the Tokugawa (What are they going to do, declare war?). I then steal Hojutsu from the Hojo as I don't like them anyway. That is the last tech except for "Future Tech". I upgrade our Shogun to Shogun-8, he needs 9 and 10 now. We can now build Arquebusiers (10.8.1) and the Fire Cannon with a range on 3 and bombard of 8. We only have one source of gunpowder near Matsue. I imagine that that will become a popular assualt point. Swap over to build some Arquebusiers.
(I) The Imagawa and Hojo ally against the Uesugi. The Date and Uesungi make peace. The Takeda and Uesungi make peace. Okayama and Ube MSammi->Arque, Hirata Granary->Settler, Kasuga Aqueduct->Rax.
October 1537 AD (2)
We bombard and they raze Tottori getting 6 workers. Move more units north. Our Shogun is now Shogun-10 and is an 11.11.2/2 unit, not that Lee would want us using him in battle! There is only one more Tokugawa city that is in the way right now so I might make peace as soon as it is taken. Of course we will have to heal units first.
(I) The Uesugi and Saito ally against the Ryuzoji. The Ichijo and Saito make peace. The Tokugawa are more concerned with the Matsunaga, they steal some workers from them and move them back towards our forces. The Shimazu and Hojo ally against the Date. Ako and Iwakuni MSammi->Arque, Tokuyama Arque->Arque.
January 1538 AD (3)
Our GL builds another army. Snag the two workers that were just stolen from the Matsunaga. Take out stray Yamabushi. Since we have no more techs to steal, I start using our money to rush units.
(I) The Tokugawa still go after the Matsunaga instead of us. The Date and Ryuzoji make peace as do the Shimazu and Tokugawa. Hirosima, Shimonoseki, Matsue and Nimi Arque->Arque, Shingu and Tamashima Harbor->Market, Onomichi MSammi->MSammi.
April 1538 AD (4)
Bombard Yamabushi on top of moutain and take him out, capturing a SiegeCrossbow. Continue advance to Wakayama.
(I) The Imagawa and Tokugawa ally against Saito. Oda and Ichijo make happy. Tokugawa snag a couple more workers for us. I guess the AI doesn't understand the 6 move. Otomo and Takedo make peace. Okayama Arque->Arque, Maizuru Local Mag->Market, Yonago market->rax,
July 1538 AD (5)
Troop movement, get the group of 6 salves back. The other two are still in the war zone. Move the Spear line north so there is only three squares to block it from that direction. Start moving the other line east. I am having to move a bunch of workers back to the core as we now have 5 spots of pollution and not enough peasnats to clean them up.
(I) Otomo and Saito sign a peace accord. Otomo and Tokugawa then ally against us. Takeda and Imagawa make happy. Hirata settler->treasury, decline elections.
October 1538 AD (6)
Well, the Otomo are on the island to our south. I change Yonago to a caravel and rush it. I will divert some Arque to go pillage the crap out of Otomo's lands until he cries uncle.
(I) Matsunaga and Imagawa make love not war. The Ichijo and Oda ally against the Shimazu. Hojo and Date make with peace. Hiroshima, Iwakuni, and Ube Arque->Arque, Yonago Caravel->Caravel, Onomichi MSammi->MSammi, Masuda Settler->Settler.
January 1539 AD (7)
Hagi is settled on incense right outside the Oda border. We arrive outside Wakayama and can assualt it next turn.
(I) The Oda and Masunaga sign peace. The Matsunaga try to trick us into signing a peace deal and we refuse. Saito and Ryuzoji make happy. Takeda and Tokugawa ally against the Matsunaga. The Shimazu and Matsunaga ally against the Matsunaga. Saito and Hojo ally against the Uesugi. Okayama, Tokuyama, and Ako Arque->Arque, Shimonoseki Fire Cannon->Fire Cannon.
April 1539 AD (8)
We lose three mounted Sammis but raze the city and get 3 more slaves. I settler is on the way to take its place. Kill off a couple of Matsunaga SamArchers. Dial up Tokugawa and he gives us peace and 185g. Start shifting our assualt forces twoards the Matsunaga.
(I) Tokugawa and Takeda ally against Ryuzoji. Shimazu and Takeda ally against Hojo. Date and Hojo ally against Takeda. Tokugawa and Date ally against Takeda!!! That first one didn't last long, did it! Nimi and Matsue Arque->Arque,
July 1539 AD (9)
Kill off 3 SamArchers and a Yamabushi. SoD retreats to Hagi for upgrades to the siege Crossbows. Rush Rax in Hagi to accomplish this.
(I) One of our spear line fails but there was a Yamabushi under it. Hiroshima, Ako, Tokuyama, Ube, Iwakuni and Okayama Arque->Arque, Otsu Local Mag->market, hagi Rax->Temple. Maizuru and Shingu Market->Geisha House. Shimonoseki Fire Cannon->Fire Cannon. Kasuga Rax->Market. Yonoago Caravel->Rax. Onomichi MSammi->MSammi. The Shimazu make an embassy in our capital.
Oct 1539 AD (10)
Our MSAmmi army takes out the two Yamabushi and a MSammi takes out the SamArcher, we raze Arida with loss. We are now blocked off from the north on both sides of the lake. The troops are kinda scattered, but are ready to re-assemble into a SoD. The Siegecrossbows are waiting for the road to finish to upgrade. The SamArchers are headed south. The Army has been filled with Arquebusers. The Matsunaga only have 4 cities left that we would be interested in at this time. There is a full caravel with 5 Arques that can land on Otomo lands next turn. The second Caravel is ready to fill. We are up 1% on area and Takeda is down 1%. With 35% needed of both Population and Area we are at 15/16 and they are at 12/14. I didn't get the last two squares of pollution but there are workers right there to clean it up. You have lots of units to play with. Remember that tech is no more, so rush to your hearsts content.
Have fun!.
http://www.civfanatics.net/uploads6/LK57-Oct1539AD.zip
LKendter Dec 13, 2003, 07:57 PM LKendter
Rubberjello
Meldor
6thGenTexan (currently playing)
hotrod0823 (on deck)
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Remember this is Regicide - lose our king and game over
6thGenTexan Dec 13, 2003, 08:10 PM I swapped places with Meldor this round.
LKendter (on deck)
Rubberjello
Meldor
6thGenTexan
hotrod0823 (currently playing)
hotrod0823 Dec 14, 2003, 12:28 PM I've got it ;)
hotrod0823 Dec 17, 2003, 01:28 AM LK57
october 1539 (0): What a relief to see we are only at war with 2 other clans. A very nice improvement over the last round. With our best units we shall see how we can press to take the Matsunaga. The ArqueBusier is nice unit :D. Not much to do but short rush a couple units.
IBNT: Matsunaga ally with Imanagaw vs. Date. Hojo and Ryuzoji make peace. Imagawa and Tokugawa ally vs. Oda. Oda and Otomo vs. Uesugi. Ichijo and Takeda vs. Saito. Buy an Oda worker for 120 gold.
Jan 1540 (1): Okayama builds Aquebusier starts another. Tamashima a market start treasury. Land 5 Arquebusiers on Otto soil. Load another with Mounted samurai and another with a few more units. Continue moving the settlers to fill in open spaces to the South and the East. Advancing units on the remaining Matsunaga cities. Rush a few more Aques.
Apr 1540 (2): Have 15 units on Otomo soil and pillage there salt. More on the way. Moving slowly toward the last of the Matsunaga cities. Found city of Mine on old city ruins. Not ready with all my forces in Otomo but bomb the city and there are only 2 Yamas :D have a Yam left so kill one. Hiroshima has happiness issues hire a tax man but rush a Jesuit Cath rather than up lux.
Jul 1540 (3): Saiki is ours but cost two Aques to a wounded Yama. Decide to keep the city. Intend to make short work of the Otomo. The Aques are nice but slow. Lose an elite Mounted Sam leader fishing vs. a wounded archer.
October 1540 (4): Found Yanai on the SE of Matsunaga near horses. More movement.
Jan 1541 (5): Lit to Shimazu for 2 workers. Moving more units toward Otomo and the Matsunaga. Using bomb of Arques to see how many unit there are. 3 caravel just returned. Saiki is on a diet. Moving the stack towards the Otomo capital and just landed another set of 5 units. Will attack the 2 cities on the flanks of the capital first then hit the Matsunaga capital in full force. Have a settler heading this direction and a settler heading to Otomo next turn. Hojo have huge gold 11K but will only share the wealth if I offer up a resource. I decide to horde my resources and with war on a new clan approaching soon chances are the trade lane may be severed. Rush a few units and a geisha house. We have cash and I will spend it.
IBT: Matsunaga want peace :lol:
Apr 1541 (6): Many Arques are built more started another settler. Our artillery power is still on the move but decide to hit Tanabe. I decide to keep it knowing the capital and the king is not long for this world.
Jul 1541 (7): With a substantial stack I decide to hit Kishiwanda. Lose too many Arques vs. Yamabushi but capture the city. Make an attempt to hit the Otomo capital with my stack of 10 units and cut loses and stop when 3 Aques get mowed down easily by the spears. Will make and send some fire cannons. Rush a few in the West. Will hit the Matsunaga capital of Osaka next turn.
Oct 1541 (8): kill 2 random Yamas but it takes 3 Arques to kill just 1 :(. Finally get a leader after a Arque kills a wounded archer. Form an army will load it with Arques. Okay that was odd all that remains in Osaka is a peasant. Use an archer and the Shogun kills him.
Jan 1542 (9): Bomb and kill the Matsunaga showgun and the Matsunaga are no more :D! Plant a spy in Otomo and check out his capital there are a ton of units 20 mostly Yamabushi. He won't give up cities for peace. Begin moving cities to the choke on the Oda boarder. Have 1 settler in the area of the old Matsunaga cities and another is on the way. Not sure what to put in the army. Sending him to the choke.
Apr 1542 (10): Settler is almost in position in the old Matsunaga area. Moving units toward both fronts. Rush more units with our gold. Not much else. Oda happen to be the next ones on the map. Tried to plant a spy on them last turn but failed. We still have 973 gold unspent.
here is the save:
http://civfanatics.net/uploads6/LK57-APR1542.zip
LKendter Dec 17, 2003, 06:03 AM LKendter (currently playing) Tyring to figure where to find the time with 6 A&A games due!
Rubberjello (on deck)
Meldor
6thGenTexan
hotrod0823
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Remember this is Regicide - lose our king and game over
Arathorn Dec 17, 2003, 08:23 AM two Aques to a wounded Yama
Doesn't that sound like a good name for a rock band? :lol: The names of units, and your abbreviations, are rather humorous.
For those of us lurking, what are the stats of some of these guys?
Arathorn
meldor Dec 17, 2003, 09:12 AM You haven't been lurkering well enough... :D
To quote me in my report: "We can now build Arquebusiers (10.8.1) "
IIRC the Yamabushi is a 7.7.1 or something of that nature.
LKendter Dec 17, 2003, 09:27 AM IIRC the Yamabushi is a 7.7.1 or something of that nature.
Note even close - 2.5.2, treats all terain as roads. It is a combination explorer and rifleman and the AI is brutal with pillaging if you let them.
meldor Dec 17, 2003, 09:53 AM Which one is the 7.7.1, I know a saw them somewhere? Was that oine of the Sammies?
Rubberjello Dec 17, 2003, 10:01 AM Sam. Warrior: 7.7.1 === Amphibious (no historical accuracy whatsoever!)
Mounted Sam. Warrior 7.7.2 === Has ZOC
Sam. Archer 6.3.1 === Amphibious ( ditto from Warrior)
Sam. Horse Archer 5.4.3 === ZOC and Blitz
hotrod0823 Dec 17, 2003, 07:13 PM The Sam Warrior also has 5 hp as a vet and 6 as a grandmaster.
What gets me is the Yamas were eating the Arques for lunch.
10 attack vs. 5 defence :hmm:
LKendter Dec 17, 2003, 10:27 PM Apr 1542 AD (pre-turn)
We are at war with just one civ. Hopefully this round will stay more manageable. We need 35/35 to win and are at 18/19. Killing the Otomo will help then, but we need a bit more. I rush temples in Hagi, Mine, Kishiwada, Yanai and Tanabe.
I wake up some Arque and bomb the annoy Yami near Saiki. Our MS then slaughters that annoying unit.
I sell the Imagawa Bushido for $242. I sell the Shimazu Philosophy for $229. That gold is used to rush a barracks, partial rush a market, 1 Ninja and one more temple.
I switch a few builds around - 37 spt Hiroshima should not be building an 80 shield unit.
(I) Peace and war notices continue like crazy. I will only report that ones involving us.
Oct 1542
Hikari is formed. Our corrupt cities rush military.
Jan 1543
I upgrade some old fashion Siege Crossbow to Fire Cannon.
(I) Date and Otomo ally against us.
Apr 1543
I take a change and ally with Takeda vs. Date giving iron and getting $225. Hopefully we get no more broken trade routes. I doubt we will see any Date troops.
The Otomo suddenly send a small SoD by Saiki - 3 Yama and 3 Sam Arch. We lose just 1 MS to kill that stack. I am slowly building a SoD.
Jul 1543
Score Otomo 0, us 5 kills.
Contact Portugal to Uesugi for $431.
I sell Hojustu to Saito for $153, worker and wm.
Jan 1544
Lee's Mounted Samurai appears and we have a MS army. The new army helps for another slaughter of Otomo at 6 to 0. This isn't good for Otomo when we are shipping more troops
Apr 1544
The Otomo just won't leave the killing zone alone. Stacks of fire cannons / aque to bomb you to 1 hp followed my MS blitz is deadly. They are nice enough to give us Lee's Mounted Samurai #2. The leader rushes military academy as in the scenario is also gives the benefits of Heroic Epic and Pentagon! One thing I love with MS is blitz. With 2 attacks it is very easy to promote to elite.
Jul 1544
(I) In a fit of insanity, the Otomo start a war with the other civ on their continent - Ryuzoji.
We lost a caravel with several units on board. :(
Oct 1544
We have problems as the shipping zone to the Otomo island just got to hot.
Summary:
RJ should have a good enough SoD to beat up the Otomo nicely.
LKendter
Rubberjello (currently playing)
Meldor (on deck)
6thGenTexan
hotrod0823
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Remember this is Regicide - lose our king and game over
http://www.civfanatics.net/uploads6/LK57-OCT1544AD.zip
Rubberjello Dec 18, 2003, 04:17 PM Got it. Looks like a steady plod until domination then? At least the really scary turns of "us against the rest of the world combined" seems to be over. (I hope!) :D
meldor Dec 18, 2003, 05:46 PM Until you press "enter"
Rubberjello Dec 19, 2003, 02:55 AM Originally posted by meldor
Until you press "enter"
What a virtual fountain of optimism you are, Meldor! ;)
Summary: Killed 3 Civs...still quite a few to go!
Preturn- Wake up some Arques and bomb the tar out of some Otomo Caravels that are clogging our shipping lanes. Change a few build orders. Wake up our SOD and move all healed units towards the Otomo capitol of Beppu.
Jan. 1545 (1) Positioning round. The wounded Otomo Caravels limp off and we are able to ship 20+ more troops over to the South island this round. The usual 2-3 Peace treaties and 4-5 Military alliances were announced over the interturn.
Apr. 1545 (2) The Otomo had truely a horrendous number of units in their capitol. But after a loss of 4 Arques and two Mounted Sam. units, we kill their Daimyo and all their cities disappear. Doh! I didn't have many settlers standing by. Rush a few.
Jul. 1545 (3) Moving some settlers into place. Healing. Getting invasions of the Ryuzoji and Shimazu into place (smaller civs on the Southern Island.) Transporting more units over.
Oct. 1545 (4) Notice the Ichijo landed a huge invasion into Ryuzogi last turn. Nice of them to help us out! (Because they are next!) Kudamatsu founded on a ruined Otomo city. More troop staging.
Jan. 1546 (5) Trade around World Maps. Dial up the Ryuzoji and declare war honorably on them. Invasion with a large SoD towards Nagasaki. Mihara founded on old Otomo lands. Dial up the pathetic Shimazu and informed them that we were going to put them out of their misery.
Apr. 1546 (6) Conquer Nagasaki with no losses. (The Ichijo weakened them for us). Found Takahashi in former Otomo lands. Clean up 5-6 Ryuzogi Sam. Archers with no losses.
Jul. 1546 (7) Positioning turn. No counterattacks on our new holdings. Clean up some wandering units.
Oct. 1546 (8) Hmmm....this was bound to happen: The Date bring in the Saito against us in a Military Alliance. I had checked last turn, and those bastards the Takeda are holding us to that false war against the Date for the full 20 turns. (7 more turns on the alliance) It should be OK. We have a narrow front up there and quite a few forces just lying around. These capital cities are killer! I killed 12 units at the Ryuzoji capital, and bombardment reveals at least 5 more. (lose 4 Mounted Sams) I should be able to get it next turn. I had better luck against the Shimazu. The number of units was around 14, but at least they were mostly Spears and Archers. The Shimzu were destroyed, and the race is on to claim their lands.
Jan. 1547 (9) Lose a couple of Mounted Samurai to Ryuzoji counters. Date wants peace with us, but the Takeda are still holding onto our alliance. (5 more turns.) We kill 6 more units at the Ryuzoji capital, and then they are destroyed. The entire southwest island is (can be) ours, except for an opportunistic Ichijo city. Found two more cities in that area.
Apr. 1547 (10) Healing units, moving them to get ready for a war against the Ichijo? We now have 24% of land and 25% of the population (35/35 to win). There are 5 Settlers heading for spots on the newly conquered island. When they found and culturally expand, I'm guessing that will kick us up to 28% of the land. I've been irrigating our fringe areas for maximum population growth. I'm thinking if we take over the Ichijo island, we should have enough for a domination win.
The Game. April 1547 (http://www.civfanatics.net/uploads6/LK57-APR1547AD.zip)
http://www.civfanatics.net/uploads6/lk57pic010.jpg
LKendter Dec 19, 2003, 06:09 AM LKendter
Rubberjello
Meldor (currently playing)
6thGenTexan (on deck)
hotrod0823
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Remember this is Regicide - lose our king and game over
meldor Dec 19, 2003, 07:53 AM Man, this got back around quick...Looks like Shushi tonight...
meldor Dec 20, 2003, 05:19 PM April 1547 AD (0)
Ok, looks like we are at war witht he Saito and Date (alliance with Takeda 4 more turns). We are currently in clean up in the southern island. Claiming lands. While the Ichijo look like the next best strategic target as they are the only large Civ behind our forward lines, it will be several turns before we can mount an assualt on their island and I must amuse myslef in the mean time. The Saito are nearby and it wouldn't take much to get to them. The Oda are at war with them and would be willing to give 237g for both an alliance and RoP. However, it might be just as easy to go through the Oda to get to Saito. Then we wouldn't have to seprate areas to protect. Since these territories will be too far from the capital I won't worry if they get pillaged, but we will raze and replace unless the city is the cultures last couple or it has something nice for us. Some of the units up north have already moved so we will contemplate the options during the interturn. I swtich a couple of 1 shield towns to settlers and rush them.
(I) Date and Hojo ally against Imagawa. Hiroshima and Matsue MSammi->MSammi, Yanai, Yanago and Nagasaki settler->settler, Nimi Arque->Arque, Ako Fire Cannon->Fire Cannon, Sakaminato and Kibitsu Temple->Settler, Iwakuni SSpear->SSpear
July 1547 AD (1)
Well, after looking long and hard I think a war with Oda will break our deal with Takeda. Not wanting to feel the rath of Lee-san two turns in a row I get an alliance and RoP with them which will expire with the Saito (the alliance anyway). Build Fucho and Nagato on the island. Continue to laod caravels to get our military off the island. I will leave only enough to take a city or two and for protection. Lots of movement north and we begin the trek through Oda to get at Saito. As the AIs have been pillaging the devil out of eeach others lands this will take several turns. Maybe I should move some workers and SSpears to make and cover a road for us to use.
(I) The Saito and Uesugi make peace. The Date bring the Tokugawa against us. Otsu Market->Geisha House. Maizuru and Shimonoseki MSammi->MSammi, Nara Rax->SSpear, Tokuyama SPear->SPear, Hagi Settler->Settler, Hirata Arque->Arque.
October 1547 AD (2)
Continue the trek to Saito lands. Rush some caravels as we have a bunch of units to move off the island and it would be nice to land about 10 caravels full of units on the Ichijo island the first turn, would it not? Nothing much else is happening. Since the Tokugawa made the mistake of taking the Date blood money and they have a city on an islnad to the south, a caravel of SWarriors is diverted towards their city. It wil be a while before it gets there though. Our MArchers and the MSammi army arrive outside the first Saito town. It is pillaged and polluted, guarded by SSpears.
(I) Watch the Ichijo attampt to sink several Tokugawa gallies and fail. Saito and Takeda ally against the Imagawa. Hiroshima and Okayama MSammi->MSammi, Saiki, Tamashima and Yonago Caravel->Caravel, Ube Arque->Arque, Iwakuni SSpear->SSpear, Onomichi MSammi->MSammi
January 1548 AD (3)
Lots of movement. The siege of the Saito city begins. Load more Caravels.
(I) Nagato and Fucho Temple->Settler, Matsue MSammi->MSammi
April 1548 AD (4)
The city of Fujitsu is founded. Our MSammi army takes out an SSpear and one Yamabushi, the Arque army takes out two more Yamabushi, MSammis then take out the last Yamabushi and one SArcher. The city of Matsumoto is razed and we get 104g and 8 workers for the road project. I dial up the Date and make peace with them as our deal with the Takeda is no longer in effect. That leaves only the Tokugawa and Saito. The nice thing about he RoP with the Oda is that we can now hit the Tokugawa cities as well. That will then leave the Oda surrounded by us on three sides...hmmm. Use a couple of fire Cannons to hit some passing Tokugawa Caravels.
(I) Watch the dance of the Caravels. The Saito declare war on the Takeda and then land a settler and escourt right beside a SoD of MSammis. Hiroshima and Shimonoseki MSammi->MSammi, Saiki and Yonago Caravel->Caravel, Nimi Arque-Arque, Tokuyama and Iwakuni SSpear->SSpear, Tamashima Caravel->Yoriki Law.
July 1548 AD (5)
Hit a couple more Towugawa Caravels. Found the city of Toyota. It costs us a MSammi but we kill the Yamabushi and take the settler. Load two more Caravels. Start building a SoD to venture into Tokugawa lands.
(I) The Takeda and Imagawa make peace. Okayama, Matsue, Onomichi and Maizuru MSAmmi->MSammi, Nara SSPear->MSammi, Ako Fire Cannon->MSammi, Hagi Settler->settler, Hirara and Kasuga Arque->MSammi, Shingu Treasury->MSammi, Matsuda Aqueduct->MSammi.
October 1548 AD (6)
As you can tell I have stopped all furture production of anything but MSammi for offensive purposes. Anything else is just too slow getting to the front and not worth bothering with at this pint in the game. We are in a place to simple beat them to death. Found the city of Seiko. Our Arque army takes out the top SWarrior. We then take out a mess of units out of Tonami but fail to raze the capital.
(I) We must have gotten the last good spot on the island as the Caravel dance reverses direction. Ichijo and Uesugi give peace a chance. I am going to stop calling out build orders, you can assume it is either building an MSammi or settler.
January 1549 AD (7)
The town of Sony is founded and is our first in the Saito lands. It had to be built 1 square farther north due to Oda culture borders. We take out 2 more SSpears and an elite Yamabushi but we will have to await more re-enforcments.
(I) Imagawa and Tokugawa make happy.
April 1549 AD (8)
I kill off 2 yamabushi and 3 SArchers and the only thing showing on top of the city is a peasant worker. I attack and the Shogun kicks my butt. When we are finished a Sammuari Warrior is now on top of the stack. We will bring up the cannon. I have the required 10 Caravel loaded and ready to go against the Ichijo. Shoud I do it now or let the next person start the fun? I will let them have the fun. Meanwhile I can get a Caravel of settlers ready to go.
(I) Nothing happens at all, no alliances no peace treaties.
July 1549 AD (9)
The MSammi Army takes out a SWarrior, Yamabushi and SArcher. Again, a peasant worker is on top. This time the Shogun dies to a MSammi and the Saito are no more. I have 3 settlers coming down the road, hopefully we get two of the three spots.
(I) Back to normal... Imagawa and Tokugawa ally against Ichijo. Interesting, the RoP with the Oda expired with the Saito. They demand we leave or declare. I have about 25 units within 1 turn of thier capital...what to do...I sign the RoP to get our settlers to the north faster and because it wouldn't be right otherwise, taste too much of RoP rape.
Oct 1549 AD (10)
Lots of movement. Our caravel arrives at the southern Tokugawa city. We lose two Sammi Warriors and redline two more to kill two Yamabushi. The third and last is hurt but we are forced to retreat.
Tamashima has 11 (55 units) Caravels filled with assorted forces to launch against the Ichijo. The caravel off the island needs to pick up the 3rd settler and head for Tamashima were 3 more settlers are making their way to join the group.
Outside the Oda capital is a stack off 10 MSammis and a stack of about 16 or so slow/bombard units ready to head for the Tokugawa capital. It might be better to load a settler on the boat near the southern city. Wipe out their Shogun and then resettle the island.
There are 3 settler on the way to the former Saito lands. One is beside the square the captial used to be on. I would send it to the northern spot, the next one to the north weat spot and teh last one take the capitals spot.
When I started we were 24/25 land/pop. We are now 30/27 and only need 35/35. I was bringing irrigation to all the cities on the island.
This one should last too many more turns...20-25 maybe.
The Game (http://www.civfanatics.net/uploads6/LK57-Oct1549AD.zip)
LKendter Dec 20, 2003, 06:47 PM LKendter (wondering if he will even see the game again)
Rubberjello
Meldor
6thGenTexan (currently playing)
hotrod0823 (on deck)
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Remember this is Regicide - lose our king and game over
LKendter Dec 22, 2003, 05:58 AM 6thGenTexan (currently playing)
Overdue for got it.
hotrod0823 Dec 22, 2003, 07:00 PM Lee I'll grab and play tonight. Got a PM from Texan wondering if I could swap.
I will play and post tonight. I will use the current unpatched unless we decide to upgrade midgame.
I have downloaded the 1.12 beta but will not upgrade unless this and RBC4b (my only 2 current games) both decide to go that route.
Hotrod
LKendter Dec 22, 2003, 07:09 PM I haven't decide on the patch yet, so hold off for the moment.
I am downloading it though.
hotrod0823 Dec 22, 2003, 08:12 PM Okay I will play unpatched. Should effect us at this point either way.
hotrod0823 Dec 23, 2003, 10:34 PM Quick update. Hit Ichijo and captured a razed a coastal city. Slow going but killing a lot of units. Afraid to hit the capital just yet. Working on moving on Tokugawa capital as well.
We are sitting at 34/30 but may be able to hit it once we capture these to Shoguns.
6thGenTexan Dec 24, 2003, 11:03 AM Thanks for the swap. thoughit looks like I may not get to play. If we have the settlers ready when the capitals go, we are all set.
hotrod0823 Dec 26, 2003, 02:33 AM LK57
Oct. 1549 AD (0): Soo many options. Okay if we hit the Ichijo capital can I fill up enough galleys to claim the entire Island in a few turns ??? :hmm: or go city by city and take the island slowly. Either way we need a spy. Plant an Ichijo spy. Investigate the city pre war to see what the capital has to offer. There are 20+ units in the capital. I think we are better of population wise if we take cities before the shogun bites it. Will deal with the Tokagowa first however.
Jan 1550 AD (1): Various movement. Continue buildup at Tamashima. Load remaining settler and one other in a caravel awaiting transport to Ichijo island shortly. Rush a caravel in Hagi to make the move toward Tokagowa easier. Oda has RoP but very little roads remain. Spend some gold to get more units next turn. Short/cash rushes. May have to consider Yorki law to cut corruption. Or even imperial decree, not sure if either really works. NO fighting this turn.
Apr. 1550 aD (2): An Oda settler is grabbing the NE spot near the whale. Will have the other 2 this turn. Many MSammis complete starts many more. Rush a couple western settlers to load up for the hit on Tokagowa. We are sitting at 31/28 with 3 new cities to come next couple of turns we may only need worker merges to hit domination coupled with taking out the Tokagowa capital and the Ichijo capital. Land area shouldn't be a problem. Continue to move the stack toward the Tokugawa.
Jul. 1550 aD (3): More units more movement. Found New Hiroshima in the north. Found New Okayama on the Saito capital site. Merge a few workers just to see the effect on % of population and 3 workers merges increased it from 28-29. :hmm: Take out the Ichijo capital and the Tokagowa and I think this game is over. We are at 32% land. I would like to have some fire power before hitting the Ichijo but looks like we have enough units. My only concern is the many galleys they have milling around. There are no less then 9 that can drop units on our southern island.
Oct. 1550 AD (4): Shoe horn New Tokuyama in the old Saito lands. Start a temple will rush it. We are sitting at 33/29 and Now is as good a time as any. Declare on Ichijo and land our SoD on their coast. Captured the Ichijo city of Miyazaki on our Southern island. Unloaded the SoD out side Ozu on a hill. Found New Ube to fill in the gaps on Matsuaga territory.
Jan 1551 AD (5): At a cost of 7 MSammis we captured Ozu a key city for us to get units across to the Ichijo Island. It is at size 19 and I am tempted to keep it because the capital is next on my list but we need more units. I am not confident. I due the safe thing and raze it to be replaced next turn. Ichijo have many units and this may be a long battle. There were 8 units in Ozu and I didn't attack until I bombed it to wound all the units and still took loses. Continue to cash rush units. Mostly MSammis and a few Arques. Grabbed a Ninja. I have a cool idea but will be reluctant to try it. There are 4 barb units just waiting to be enslaved as Samari.
Apr. 1551 AD (6): Found New Shimonoseki on Ozu ruins, cash rush a barracks. Moving Stack outside of the Tokugawa capital and Ichijo capital in the mountains. OUr current position is 34/30.
Jul 1551 Ad (7): Various units are cleanedup. Ichijo is sending a lot of Ninjas. Bombed and kill many. Did bomb capital but not enough. Lost a couple MSammis to the Tokugawa Yamas. Founded A new city on a lux island to the SW and we are over 35 %. I wonder if we can merge our way to 35% poplation along with destroying either of the groups we are at war with. Capture the Ichijo city of Uwajima on our souther island.
Oct. 1551 Ad (8): New leader emerged in a cleanup operation vs. a Ichijo Yama. There are too many units in the capital will focus attention the size 20 city of Saijo. Shuffling units on the Tokagowa front as well. Bombing was weak and damage to units but not all. No reduction in Population. Not ready to send the horses to the glue factory yet. Will hit the other cities before the capital. There are just too many protecting the Soguns.
Jan. 1552 aD (9): Combat Settler founds NEW yonago right outside the Tokagowa capital. Cash rush a barracks in anticipation of a long fight. Another "combat settler" outside the Ichijo capital. Siege Saijo and go for the attack once the wounded units stay ontop. It takes a few MSammis with it but Saijo is ours. I am not concerned about flips as we haven't had any and I really want to see what effect a new size 19 city has on our population number. This may very well be the end. As expected we are at 35/33. A few worker merges from dead civs and our own and we are up to 34. MM every city possible for growth and maybe we win next turn.
Apr. 1552 aD (10): Okay WW is kicking in. We are 1% away from victory. worker merge 4 workers and a couple "combat settlers" and we hit 35%. I up Lux to avoid WW riots but it doesn't matter.
OT: I ended the turn without playing it out. Watch a few battles and click through the riots because of the war Weariness and we get the victory screen. Domination in 82hours, score 10027, turn 300/540.
hotrod0823 Dec 26, 2003, 02:34 AM Will upload the file later this weekend.
hotrod0823 Dec 26, 2003, 07:45 AM http://civfanatics.net/uploads6/LK57-win.zip
LKendter Dec 26, 2003, 07:47 AM [dance] Another win for the LK series [dance]
Just one game active at the moment - but no clue how much long that one has...
Need to start thinking about more next year.
meldor Dec 26, 2003, 12:07 PM Good game all...It would have been more enjoyable without the gpt bug, then we could have gone for a conquest victory more in line with the mass regicide. All we really needed was a massive Sod to protect a bunch of ninjas, then smack each shogun.
6thGenTexan Dec 27, 2003, 12:14 PM Way to go team. I really enjoyed the game.
6tnGenTexan
Rubberjello Dec 29, 2003, 01:40 PM Yep. Challenging game. Thanks for the chance to work with a great team! :goodjob:
I would love to say that this is my favorite Conquest, but I'm afraid I can't. I love all the effort put into all the units, buildings, and techs. There are two issues that need to be addressed to make this a more enjoyable play (in my opinion).
Yamabushis must be fixed (down to 1 Movement). These guys are just way unbalancing for their time and their rapaciousness is game-altering.
Something needs to be done to the map to allow more trading (trade routes). Due to the narrow nature of the land mass and narrow Coastal/Sea boundaries, a single enemy can cut off trade routes to 3/4's (or more!) of all potential trading partners. Either more Sea squares need to be added, or allow trade across Ocean squares (not realistic, but will add to the balance.)
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