View Full Version : LK70 - Semi-passive 20K city, emperor, Portugal
LKendter Jun 29, 2004, 08:59 PM Difficulty = Emperor
Civilization = Portugal
Continents (60%), Warm, Wet, 5 billion
Sedentary barbs
World Size = Small
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.
>> Starting with LK68 the LK series is on patch 1.22.
The variant rules - this is meant to be a semi-passive cultural win game as much as possible.
1) During despotism we must cave to all demands.
2) After despotism we have the right to refuse demands beyond cash / world map. However, our civ dislikes war. Is the item worth fighting over?
3) We may not demand other AI civs leave our territory, except for a clear sneak attack. If the Zulu and Vikings are fighting each other going through our territory we allow it.
4) Once spies arrive, we many only plant spies, and steal techs. I don't want other actions that are designed mainly to encourage war.
5) If the AI starts a war due to a refused demand we are PROHIBTED from signing alliances, and must accept peace when it is offered for free.
6) Any other war started buy the AI allows use to sign an alliance during the first turn of the war ONLY. As soon as the alliance expire (20 turns or peace by the AI), then we must accept peace when it is offered for free.
7) We may not declare war except to prevent a very close AI win. This would cover things such as space launch shortly, to close cultural 80K, etc. If you are in doubt if this rule can be used, then ask my intention if it falls under this rule.
8) When in doubt about actions please think about the spirit of the game.
LKendter Jun 29, 2004, 09:00 PM The following tactics are PROHIBITED:
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 during the first 50 turns to avoid civ crippling.
3) Declaring war / demanding leave solely for the purpose of getting out of trade deals. This includes nonsense spying simply to force a war. Stealing techs is fine.
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.
microbe Jun 29, 2004, 09:21 PM I'd LOVE to have another culture win..
meldor Jun 30, 2004, 12:52 AM I see some extra free time coming up. If you want a diehard warmonger...count me in.
LKendter Jun 30, 2004, 06:08 AM LKendter
microbe
meldor
Open slot
Open slot
Sir Len Taft Jun 30, 2004, 01:43 PM I would be interested. though I will be away next week. If that's ok, I'll sign on. :)
LKendter Jun 30, 2004, 01:57 PM LKendter
microbe
meldor
Sir Len Taft (skip July 4 to July 10)
Open slot
Just one slot left, and this one gets started.
Sir Len Taft Jun 30, 2004, 02:09 PM Skip from July 1 to July 10 instead, as I'm leaving tomorrow...just in case this gets going really quickly.
-0blivion- Jun 30, 2004, 02:17 PM I'll play. Got some free time as one SG just finished and i am last in the roster for another one..
T-hawk Jun 30, 2004, 02:40 PM Emperor? Bah, go for it on Demigod! ;) ;)
Not a signup, but I do want to point out that 40% land on a small map makes tech go *quite* fast and might not be the best conditions for 20k...
LKendter Jun 30, 2004, 03:11 PM LKendter
microbe
meldor
Sir Len Taft (skip July 1 to July 10)
-0blivion-
I will get this puppy started tonight.
LKendter Jun 30, 2004, 07:44 PM 4000 BC
Lisbon is formed.
We pop a hut and get Bronze Working for free.
3900 BC
We pop a hut and get a settler. [dance] [dance]
You have got to love expansionist.
3800 BC
(IT) It is very atypical, but I build a worker out of the capitol. You can't develop the 20K city fast enough.
3750 BC
We pop another hut and get the boring skilled warrior. I will let him be MP for 20K
20K-Oporto is formed.
3650 BC
We pop another hut and get warrior code.
3500 BC
The civ you don't want as a neighbor appears - Persia. We ship them Alphabet, and get Masonry and $5 in return.
We just beat Persia to popping a hut, but all we get is $25.
3350 BC
We find another hut and get $25 again.
3250 BC
You knew there has to be bad news. The Ivory patch is next to the Persian capitol.
3000 BC
(IT) At least the Persians are below us for the moment on the power scale.
2800 BC
We have first contact with Carthage. There are no possible trades.
Summary:
The bad news is Persia has already connected iron. The good news is Carthage as a strong UU. I hope they beat each other up for awhile.
The good news is 20K-Oporto has already completed a temple. 20K-Oporto has an excellent growth curve growth every 4 turns. It has 63 shields of the needed 400 shields already. With 7 bonus grassland tiles the city is a shield powerhouse. The only trouble is two workers are struggling to improve the tiles as fast as we can grow.
The warrior is heading toward 20K-Oporto to add a 2nd mp. With the push for ASAP size 12 we need every piece of happy help we can get.
Signed up:
LKendter
Microbe
Meldor
Sir Len Taft (skip July 1 to July 10)
-0blivion-
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
The variant rules - this is meant to be a semi-passive cultural win game as much as possible.
1) During despotism we must cave to all demands.
2) After despotism we have the right to refuse demands beyond cash / world map. However, our civ dislikes war. Is the item worth fighting over?
3) We may not demand other AI civs leave our territory, except for a clear sneak attack. If the Zulu and Vikings are fighting each other going through our territory we allow it.
4) Once spies arrive, we many only plant spies, and steal techs. I don't want other actions that are designed mainly to encourage war.
5) If the AI starts a war due to a refused demand we are PROHIBTED from signing alliances, and must accept peace when it is offered for free.
6) Any other war started buy the AI allows use to sign an alliance during the first turn of the war ONLY. As soon as the last alliance expires (20 turns or peace by the AI), then we must accept peace when it is offered for free.
7) We may not declare war except to prevent a very close AI win. This would cover things such as space launch shortly, to close cultural 80K, etc. If you are in doubt if this rule can be used, then ask my intention if it falls under this rule.
8) When in doubt about actions please think about the spirit of the game.
http://www.civfanatics.net/uploads7/LK70-2150BC.zip
The below are the proposed new cities.
Red dot - if you have to ask...
Yellow dot - it has decent growth from the wheat, and some bonus grassland tiles.
Grey lines - wasted tiles.
Blue dot - it is the best location to avoid too much wastage of tiles near the capitol.
Pink dot - it needs water badly, but I would like to claim at least one luxury.
http://www.civfanatics.net/uploads7/LAK-423.jpg
microbe Jun 30, 2004, 09:42 PM preturn: Nothing to do.
(1)2110BC: Persia has 2 sources of iron already! This is crazy.
IBT warrior->curragh.
(2)2070BC: Carthage gets Wheel.
(3)2030BC: Found our 3rd city.
(4)1990BC: 20K city grows to size 6 and lux to 40.
IBT Curragh->settler.
(5)1950BC: Somehow lux can drop to 30.
(6)1910BC: I guess no other civs on our continent. Time for suicide curraghs only..
(7)1870BC:
IBT Persia starts Pyramids.
(8)1830BC:
(9)1790BC: Lux has to be 40 as 20K grows to size 7.
IBT Persia demands CB, and I give to him.
(10)1750BC: Our suicide curragh will get to the other continent if it survives this turn! [dance]
I think we should send more MPs to Oporto so we could lower the lux.
Persia will probably demand again. We should build some military. I don't want to give Writing to him..so I set Lisbon to rax for now.
We'll have horses connected soon.
LKendter Jun 30, 2004, 09:52 PM We should build some military. I don't want to give Writing to him..so I set Lisbon to rax for now.
Yellow dot should be able to pump out military soon.
We'll have horses connected soon.
I agree we need them, but after this we better get two workers for the 20K city again. We are getting competetion for the Pyramids now. Our edge is size 7, but we want all tiles developed.
=================================
Signed up:
LKendter
Microbe
Meldor (currently playing)
Sir Len Taft (skip July 1 to July 10)
-0blivion- (on deck)
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
The variant rules - this is meant to be a semi-passive cultural win game as much as possible.
1) During despotism we must cave to all demands.
2) After despotism we have the right to refuse demands beyond cash / world map. However, our civ dislikes war. Is the item worth fighting over?
3) We may not demand other AI civs leave our territory, except for a clear sneak attack. If the Zulu and Vikings are fighting each other going through our territory we allow it.
4) Once spies arrive, we many only plant spies, and steal techs. I don't want other actions that are designed mainly to encourage war.
5) If the AI starts a war due to a refused demand we are PROHIBTED from signing alliances, and must accept peace when it is offered for free.
6) Any other war started buy the AI allows use to sign an alliance during the first turn of the war ONLY. As soon as the last alliance expires (20 turns or peace by the AI), then we must accept peace when it is offered for free.
7) We may not declare war except to prevent a very close AI win. This would cover things such as space launch shortly, to close cultural 80K, etc. If you are in doubt if this rule can be used, then ask my intention if it falls under this rule.
8) When in doubt about actions please think about the spirit of the game.
meldor Jul 01, 2004, 07:40 AM I see it and will get it in before playing on LK65
microbe Jul 01, 2004, 07:35 PM What should be our research plan?
Philosophy -> CoL and min on Republic or Lit?
Or CoL and Philosophy -> Republic?
LKendter Jul 01, 2004, 09:51 PM We need to head toward any tech that gives wonders / culture. The worst thing that could happen is to build a 350 shield barracks. We don't have a lot of back up right now if we miss the Pyramids. I just hope the workers can catch up to growth so that we can be at max wonder building.
Critical techs are writing to open up Literature. We really want the right to build a library, along with the Great Library. Everything we do has to be to give us multiple choices for wonders.
IMHO Writing to Literature. With 20K wonders are more important then anything else.
microbe Jul 01, 2004, 10:03 PM Philosophy is also a very cheap tech. I forget how many turns left for Pyramids, but I really doubt anyone can build it before we get Philosophy. Then we can take Lit as free tech? The only drawback I can see is then we'd have two wonder techs that AI might demand.
meldor Jul 01, 2004, 10:26 PM 1750 BC (0)
Not sure I like the Rax in Lisbon, but the other option is a worker or settler. I have another turn to think on it. We have 30 turns left on the Pyramids.
(I) Watch a Persian settler move south, that is good.
1725 BC (1)
Our boat makes it and we met the Mayans. They are up writing and won't part with it. Our scouts continue to scout.
(I)Nada
1700 BC (2)
Zeres has writing. We take it for Mysticism and his 10 gold. Better us than Hannibal. I start us on Philosophy due in 13 at -2gpt. I change my mind and swap Lisbon to a settler. I think I will then hit it for another worker.
1625 BC (5)
Lisbon, settler and back to Rax.
1550 BC (8)
Build the city of Lagos.
(I)Carthage demands 21g, we cave.
1525 BC (9)
Build the city of Emerita. Oporto grew so lux goes up until the worker can hook up the incense
(I) Lisbon Worker->Rax
1500 BC (8)
Nothing else happens. We are down Math to Cartage and Persia. PHilosophy is due in 7. Pyramids due in 17.
http://www.civfanatics.net/uploads7/LK70-1500BC.zip
meldor Jul 01, 2004, 11:58 PM I didn't see your post before I started. We can hit Lit after Philsophy
LKendter Jul 02, 2004, 12:05 AM Our boat makes it and we met the Mayans.
Now we hope we can broker between the conitnents at some point. :D
I start us on Philosophy due in 13 at -2gpt.
I hope we have a decent cash reserve. Going to zero because of a demand and having the game sell of the temple in 20K would be a major setback.
Pyramids due in 17.
Looking good - we shaved another 3 turns of the ETA. The 20K city is doing great.
Signed up:
LKendter (on deck)
Microbe
Meldor
Sir Len Taft (skip July 1 to July 10)
-0blivion- (currently playing)
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
The variant rules - this is meant to be a semi-passive cultural win game as much as possible.
1) During despotism we must cave to all demands.
2) After despotism we have the right to refuse demands beyond cash / world map. However, our civ dislikes war. Is the item worth fighting over?
3) We may not demand other AI civs leave our territory, except for a clear sneak attack. If the Zulu and Vikings are fighting each other going through our territory we allow it.
4) Once spies arrive, we many only plant spies, and steal techs. I don't want other actions that are designed mainly to encourage war.
5) If the AI starts a war due to a refused demand we are PROHIBTED from signing alliances, and must accept peace when it is offered for free.
6) Any other war started buy the AI allows use to sign an alliance during the first turn of the war ONLY. As soon as the last alliance expires (20 turns or peace by the AI), then we must accept peace when it is offered for free.
7) We may not declare war except to prevent a very close AI win. This would cover things such as space launch shortly, to close cultural 80K, etc. If you are in doubt if this rule can be used, then ask my intention if it falls under this rule.
8) When in doubt about actions please think about the spirit of the game.
-0blivion- Jul 02, 2004, 03:12 AM Got it.
*ten
-0blivion- Jul 02, 2004, 11:41 AM Turn 1: 1475 BC
Not much. Mining finished at Lisbon, moves to work tiles for Oporto.
Turn 2: 1450 BC
Carthage and Persia both up Mathematics. Scout finds Spices up north.
Turn 3: 1425 BC
Nothing
Turn 4: 1400 BC
Oporto hits 100 culture. Mine completes, Pyramids in 12.
Greece now has Polytheism. Won't trade it for anything.
Switch Emerita to Warrior from Spearman.
Turn 5: 1375 BC
Incense hooked up. Lux down to 40%. Emerita Warrior to Barracks.
Turn 6: 1350 BC
Not much.
Turn 7: 1325 BC
Philo comes in. Get Literature as free tech. Set research to CoL @-1 gpt,
in 17 turns. Mayans now have map-making. They're are two-fers available.
Trade Philo for Math and 31 gp with Carthage (want to keep our evil neighbours Persia backward, and they have no gold)
Trade Math + Philo with Maya for Map Making and 15 gp.
Turn 8: 1300 BC
Persia found Gordium by Incense.
Turn 9: 1275 BC
Oporto grows to Size 9. Lux to 50%, -2 gpt. Pyramids in 7.
Turn 10: 1250 BC
Lisbon Barracks to Settler. Growth in 5, settler in 5.
LKendter Jul 02, 2004, 12:35 PM Signed up:
LKendter (currently playing)
Microbe (on deck)
Meldor
Sir Len Taft (skip July 1 to July 10)
-0blivion-
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
The variant rules - this is meant to be a semi-passive cultural win game as much as possible.
1) During despotism we must cave to all demands.
2) After despotism we have the right to refuse demands beyond cash / world map. However, our civ dislikes war. Is the item worth fighting over?
3) We may not demand other AI civs leave our territory, except for a clear sneak attack. If the Zulu and Vikings are fighting each other going through our territory we allow it.
4) Once spies arrive, we many only plant spies, and steal techs. I don't want other actions that are designed mainly to encourage war.
5) If the AI starts a war due to a refused demand we are PROHIBTED from signing alliances, and must accept peace when it is offered for free.
6) Any other war started buy the AI allows use to sign an alliance during the first turn of the war ONLY. As soon as the last alliance expires (20 turns or peace by the AI), then we must accept peace when it is offered for free.
7) We may not declare war except to prevent a very close AI win. This would cover things such as space launch shortly, to close cultural 80K, etc. If you are in doubt if this rule can be used, then ask my intention if it falls under this rule.
8) When in doubt about actions please think about the spirit of the game.
LKendter Jul 02, 2004, 09:57 PM 1250 BC
My only change is to switch Lagos to worker.
1175 BC
:wallbash: Carthage completes the Pyramids when we had just two turns to go. :wallbash:
1150 BC
Well this is why you have a fallback position. I switch to the Great Library due in one.
I drop research to 0%. We have the Great Library locked.
(IT) I doubt we can get the Mausoleum of Mausollos. I decide to build a regular library due in 7.
1125 BC
(IT) We get Polytheism for free.
1050 BC
(IT) We got our first palace expansion.
1025 BC
Sagres is formed, and we have claimed the spices.
Summary:
We shouldn't have lost the Pyramids. Developing Guimaraes with the 2 mines was a mistake that cost us the wonder.
We get a library in one turn for more culture. After that the only thing we can try for one of the available wonders, although the odds are bad. I hope by the time they are all build we can get a chance for the Great Wall or preferably Hanging Gardens.
Signed up:
LKendter
Microbe (currently playing)
Meldor (on deck)
Sir Len Taft (skip July 1 to July 10)
-0blivion-
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
The variant rules - this is meant to be a semi-passive cultural win game as much as possible.
1) During despotism we must cave to all demands.
2) After despotism we have the right to refuse demands beyond cash / world map. However, our civ dislikes war. Is the item worth fighting over?
3) We may not demand other AI civs leave our territory, except for a clear sneak attack. If the Zulu and Vikings are fighting each other going through our territory we allow it.
4) Once spies arrive, we many only plant spies, and steal techs. I don't want other actions that are designed mainly to encourage war.
5) If the AI starts a war due to a refused demand we are PROHIBTED from signing alliances, and must accept peace when it is offered for free.
6) Any other war started buy the AI allows use to sign an alliance during the first turn of the war ONLY. As soon as the last alliance expires (20 turns or peace by the AI), then we must accept peace when it is offered for free.
7) We may not declare war except to prevent a very close AI win. This would cover things such as space launch shortly, to close cultural 80K, etc. If you are in doubt if this rule can be used, then ask my intention if it falls under this rule.
8) When in doubt about actions please think about the spirit of the game.
http://www.civfanatics.net/uploads7/LK70-2150BC.zip
microbe Jul 02, 2004, 10:44 PM http://www.civfanatics.net/uploads7/LK70-2150BC.zip
Is this the correct save?
Bad luck on the Pyramids, but culture-wise Great Library is better, and we may have chance for another wonder like MoM.
-0blivion- Jul 03, 2004, 04:44 AM I am glad we got Philosophy first, and then Literature anyway. Always good to have a fallback. I did wonder at the mine on the horses in Guimares. I should have switched the worker irrigating the FP wheat to Oporto most probably.
Not the worker roading the incense though, he was vital, lux tax was killing us for Oporto. Get the spices roaded ASAP also, but only relegate one worker to the task. The others should work Oporto.
-0blivion- Jul 03, 2004, 04:45 AM On the save situation. He may have accidently put 2150BC in there, because it looks similar to 1250BC. Or he may have made a mistake when typing.
LKendter Jul 03, 2004, 01:58 PM Get the spices roaded ASAP also
I already started a road toward the spices with a single worker.
The below is the correct link. I keep this stuff in a word document, and I forget to update the link.
http://www.civfanatics.net/uploads7/LK70-1000BC.zip
microbe Jul 03, 2004, 07:18 PM preturn: whip temple to get the iron faster.
I establish embassy with Persia. MoM in 13 turns.
I establish embassy with Maya, MoM in 6 turns.
We can only build it in 10 turns so we'll lose it.
(1)975BC: Library compelted and I set to MoM for now. Hopefully we can switch to Great Wall.
(2)950BC: ZZZ
IBT we get HBR from GLib.
(3)925BC: We meet Germany. He is down Writing, Math and HBR.
(4)900BC: ZZZ
(5)875BC: IBT Maya completes MoM.
(6)850BC: Maya demands HBR. I would have refused if not for the variant rule. Persia starts Zeus. :eek:
(7)825BC: ZZZ
(8)800BC: ZZZ
(9)775BC: Carthage will settle on the silks in the south.
(10)750BC: ZZZ
We found an extra city which I forgot to mention.
We have accumulated 129 shields in our 20K city.
Carthage expands really fast - it has 12 cities now. But we have the highest culture and score.
LKendter Jul 03, 2004, 07:26 PM Signed up:
LKendter
Microbe
Meldor (currently playing)
Sir Len Taft (skip July 1 to July 10)
-0blivion- (on deck)
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
The variant rules - this is meant to be a semi-passive cultural win game as much as possible.
1) During despotism we must cave to all demands.
2) After despotism we have the right to refuse demands beyond cash / world map. However, our civ dislikes war. Is the item worth fighting over?
3) We may not demand other AI civs leave our territory, except for a clear sneak attack. If the Zulu and Vikings are fighting each other going through our territory we allow it.
4) Once spies arrive, we many only plant spies, and steal techs. I don't want other actions that are designed mainly to encourage war.
5) If the AI starts a war due to a refused demand we are PROHIBTED from signing alliances, and must accept peace when it is offered for free.
6) Any other war started buy the AI allows use to sign an alliance during the first turn of the war ONLY. As soon as the last alliance expires (20 turns or peace by the AI), then we must accept peace when it is offered for free.
7) We may not declare war except to prevent a very close AI win. This would cover things such as space launch shortly, to close cultural 80K, etc. If you are in doubt if this rule can be used, then ask my intention if it falls under this rule.
8) When in doubt about actions please think about the spirit of the game.
meldor Jul 04, 2004, 05:41 PM I will give you the chioce Lee, you can swap me out and let me work on LK65 or I can fit this one in tomorrow. Let me know. I will work on LK65 tonight though.
LKendter Jul 04, 2004, 09:58 PM LK65 is always know to be last priority based on the comminent. Please due this one tomorrow.
meldor Jul 05, 2004, 11:40 AM 750 BC (0)
MM Guimaraes to get the settler in two. Looking at the cities building the ToA, it looks like they are all size 2 or three. The only problem would be cascades. We can't see the Mayan city that is building nor the Greek city, which is their capital. Maybe it is time to build some embassies. I build the embassy with the Greeks and their capital is size 2 pulling 5 shields. I think they have been building settlers! It isn't on a river and so will require a pause to build an Aqueduct. More importantly, they have 80 turns to complete ToA. The Mayan city in question is not thier capital so we can't investigate it as we having "seen" it yet. We can guess it is probably less than size 6 as a quick peek at the map shows the Mayan'swith the most land at 8% and Carthage right behind us in population. I think the ToA should be a lock, the only question is, can we finish it before another wonser tech comes in? Not likely, but it would be nice to have a shot at a third early wonder. Looks like we can fit one more city in the north, a fishing village northwest of Oproto and a couple more in the jungle. I would assume that Carthage has taken the spots with resources so we can build a couple of long term worker factories.
(I) Nada.
730 BC (1)
Well, after the long winded opening, we get to do some MM and relax.
(I) We get contruction and have another wonder in play. Lisbon spear->spear, Guimaraes Settler=>settler, The Germans begin ToA. The Persians start the Great Wall and complete the Statue of Zues (Isn't that lovely!!!).
710 BC (2)
The workers finish the last tile we need for Oporto. I merge one of them into the city to get it to size twelve now, and the other two make for the whaeat to mine it and bring in another shield.
(I)Nada, except the Carthage warrior touring our lands.
690 BC (3)
Putting another MP in Oporto doesn't allow us to drop lux so I send it on to Guimaraes. Better to discourage the nieghbors.
(I)Lisbon spear->spear
670 BC (4)
Yawn. Separ heads to Sagres. Establish an embassy with Carthage. They are building the Great Lighthouse and it will complete in 13 turns. Build embassy with German (mainly to get rid of cash that will be demanded). Berlin is size 3 building an archer. I think the Mayans and Germans should be having fun. However, looking at the trade screen revels a peaceful world. Just wait until the land is all gone.
(I)Crap, Carthage is sending a settler to the spot in the jungle I was headed for and they will beat us there. I will have to take the second best spot. The Germans start the Hanging Gardens.
650 BC (5)
Not much, switch the spot the settler/warrior was heading for.
(I)Emerita spear->spear.
630 BC (6)
OK, this spear will be the seond MP at Oporto. Finish minig Oporto and shave another turn off of the ToA. I wish we could plant forests as there are still two extra food and we could use the shield instead of the food. This will have to occur as soon as it is available. For now, I will set the two workers to building a better road system in case things get ugly. Having to cross so many rivers so many times is a big no-no.
(I)Nada.
610 BC (7)
Spices are connected and we can't drop lux. The second MP should allow it though we will have to watch when the food box fills that it doesn't cause trouble. I will also send a worker to start hooking up the iron, we need swords to discourage the two neighbors. Carthage is looking like the 800 pound canary on our landmass.
(I)We get Monarchy. Lisbon spear->spear.
590 BC (8)
The second MP does allow the lux to drop. It sure would be nice to get the FP or a courthouse in Oporto, we are losing 5spt right now.
(I)Nada
570 BC (9)
Not much.
(I)We get Code of Laws from Carthage and Maya. Carthage starts the Hanging Gardens.
550 BC (10)
Not much. I only shaved a single turn off, so the ToA is due in 13 turns.
We need to hook up the iron and build swords to deter agression as the expansion phase is coming to a close. We need to continue to build military for the same reason. Peace through might.
We have several options open for the next build:
Hanging Gardens at 4cpt and 3 happy faces until steam. (300 shields/17spt = 17.6 turns)
FP at 2cpt but increased shields but drops corruption. (200 Shields/17spt = 11.8 turns)
Great Wall at 2cpt but good for defense early. (300 Shields/17spt = 17.6 turns)
Colosseum at 2cpt and 2 happy faces. (120 shields/17spt = 7.1 turns)
If we get the FP first and risk one of the others, then we could pull in those 3 shields to get us to twenty and cut three turns off of the bigger projects. Most likely start one as a pre-build and hope we get the best. It would be nice to get HG and then FP and Colloseum all before the MA wonder rush starts.
Not to mention that we need to switch governments to something better.
We have 460 culture at 13cpt needing another 1500 turns to win!!!!
http://www.civfanatics.net/uploads7/LK70-550BC.zip
LKendter Jul 05, 2004, 12:37 PM We have 460 culture at 13cpt needing another 1500 turns to win!!!!
I know it always looks lousy at the beginning. Don't forget the 6cpt great library will double, and the 3 cpt library will double.
I took a look at the game. Arteminis and Hanging are both 4cpt. We can switch to Hanging and get it next turn. This guarantees another ancient wonder and another early doubled wonder. It also let's us drop the killer luxury tax.
From there I say Colosseum for another quick 2 to double and drop luxury tax. We really need to get rid of this killer luxury tax.
After that I would say the FP mainly to gain help more on the future wonders, and help our overall economy.
I am open to suggestions from the team. My number one this is the Hanging Gardens to guarenteed another 4 cpt now. That gets use two good ancient wonders. :D
==================================
a fishing village northwest of Oproto
I agree with that. That was my proposed city from an old dot map. It will claim a few grassland, so it is a bit more then a fishing village.
==================================
Signed up:
LKendter (on deck)
Microbe
Meldor
Sir Len Taft (skip July 1 to July 10)
-0blivion- (currently playing)
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
The variant rules - this is meant to be a semi-passive cultural win game as much as possible.
1) During despotism we must cave to all demands.
2) After despotism we have the right to refuse demands beyond cash / world map. However, our civ dislikes war. Is the item worth fighting over?
3) We may not demand other AI civs leave our territory, except for a clear sneak attack. If the Zulu and Vikings are fighting each other going through our territory we allow it.
4) Once spies arrive, we many only plant spies, and steal techs. I don't want other actions that are designed mainly to encourage war.
5) If the AI starts a war due to a refused demand we are PROHIBTED from signing alliances, and must accept peace when it is offered for free.
6) Any other war started buy the AI allows use to sign an alliance during the first turn of the war ONLY. As soon as the last alliance expires (20 turns or peace by the AI), then we must accept peace when it is offered for free.
7) We may not declare war except to prevent a very close AI win. This would cover things such as space launch shortly, to close cultural 80K, etc. If you are in doubt if this rule can be used, then ask my intention if it falls under this rule.
8) When in doubt about actions please think about the spirit of the game.
-0blivion- Jul 05, 2004, 01:11 PM Got it
Ten character limit
-0blivion- Jul 05, 2004, 01:44 PM Turn 0: 550 BC
Switch Oporto to Hanging Gardens, due next turn. Everyone else is waay behind on tech.
Two Civs don't even know writing yet. Maybe i am just shocked because i have come from my first Demigod game :hmm:
Turn 1: 530 BC
Lisbon Spearman - Spearman
Oporto completes Hanging Gardens.
FP message pops up. Start FP in Oporto, due in 12.
Lux goes down from 40% to 20% due to Hanging Gardens. Income at +26 gpt.
Turn 2: 510 BC
Guimares builds settler. Sets to worker. MM to growth in 5, worker in 5.
Settler goes to fishing spot NW of Oporto.
Turn 3: 490 BC
Lisbon Spearman - Horseman. We need a little offensive mobile punch if we need it.
Hannibal demands Literature. Had to give it to him of course. Doesn't really harm us anyway. Not a required tech and we have the Glib.
Turn 4: 470 BC
Emerita Spearman - Horseman. Lagos has growth in 6, settler in 6.
Turn 5: 450 BC
Nothing
Turn 6: 430 BC
Lisbon Horseman - Horseman. Carthage starts Collosus.
Evora founded NW of Oporto.
Turn 7: 410 BC
Guimares is a nice 5 turn worker factory if you switch from the Iron to the forest after the last worker completes. Guimares worker- worker.
Turn 8: 390 BC
Workers busy connecting iron.
Turn 9: 370 BC
Lisbon Horseman - Horseman. GPT is now +30.
Iron will be hooked up in two turns.
Turn 10: 350 BC
Lagos Settler - Settler
Leira Worker - Worker
FP in three turns. Culture at 630, +17 per turn.
meldor Jul 05, 2004, 02:22 PM Great job, you knocked it down from 1500 turns to go to only 1140!!!
(Tax, title and dealer prep not included, Your miliage may very, turns left model does not include optional doubling at 1000 years on all models, see dealer for full details)
LKendter Jul 05, 2004, 09:24 PM 350 BC
My big goal is to get the workers helping the core cities. The capitol is working undeveloped tiles.
(IT) The Great Lighthouse is completed by Carthage. The only cascade is a swap to the Colossus.
310 BC
I buy a worker from Carthage. We can use the help, and I don't mind slowing him down.
(IT) The FP is completed. We are up to 19 cpt. We have 11 culture points that will double early. Thanks to the FP we have 21 useful shields.
270 BC
(IT) Carthage is definitely the running away civ as they start Sun Tzu. :eek:
230 BC
I don't know where the Maya is getting its cash from, but I ship them Literature for $61 and $4/turn.
210 BC
This isn't the exact spot I wanted, but Braga is formed. I don't want to lose out to the Carthage settler.
Persia is finally the first civ with Republic. Now if just one more civ would get it.
(IT) Persia completes the Great Wall.
150 BC
We have Republic and order a revolt. We draw six turns of anarchy.
I ship Literature and $170 to Persia for two luxuries. This should make it a lot easier to handling the anarchy period. If it wasn't for the anarchy we wouldn't even need these luxuries as we were down to 10% luxury tax.
Summary:
Carthage is definitely the monster Civ. As soon as the anarchy is over we need to continue a heavy military push. I hope some other civs will catch up to Carthage soon. We really want a good shot at Sistine Chapel.
Signed up:
LKendter
Microbe (currently playing)
Meldor (on deck)
Sir Len Taft (skip July 1 to July 10)
-0blivion-
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
The variant rules - this is meant to be a semi-passive cultural win game as much as possible.
1) During despotism we must cave to all demands.
2) After despotism we have the right to refuse demands beyond cash / world map. However, our civ dislikes war. Is the item worth fighting over?
3) We may not demand other AI civs leave our territory, except for a clear sneak attack. If the Zulu and Vikings are fighting each other going through our territory we allow it.
4) Once spies arrive, we many only plant spies, and steal techs. I don't want other actions that are designed mainly to encourage war.
5) If the AI starts a war due to a refused demand we are PROHIBTED from signing alliances, and must accept peace when it is offered for free.
6) Any other war started buy the AI allows use to sign an alliance during the first turn of the war ONLY. As soon as the last alliance expires (20 turns or peace by the AI), then we must accept peace when it is offered for free.
7) We may not declare war except to prevent a very close AI win. This would cover things such as space launch shortly, to close cultural 80K, etc. If you are in doubt if this rule can be used, then ask for my opinion if it falls under this rule.
8) When in doubt about actions please think about the spirit of the game.
http://www.civfanatics.net/uploads7/LK70-150_BC.zip
microbe Jul 05, 2004, 11:10 PM preturn: Looks like I'm left a 6-turn anarchy. Not much to do then.
(1)130BC: Persia gets Currency.
IBT Maya demands 45g, now I get a chance to refuse. We enter Middle Ages. We draw Feudalism as our free tech..nope, we get Feudalism as Persia drew it as free tech. :lol:
(2)110BC: I upgrade 4 spears to pikes by 120g.
(3)90BC: I disband our scout. I ship Persia our only horses plus 70g for 2 workers. We'll connect another horses next couple of turns. No fear for Persia getting horses, as immortals are better units, plus it has AC anyway.
(4)70BC: ZZZ
(5)50BC: buy a Persian worker again.
IBT We are a Republic.
(6)30BC: Carthage has Engineering.
We are making 63gpt.
I switch Lisbon to temple.
(7-10): ZZZ
The curragh is going to Sagres to upgrade. Then we should think about settling those nice islands in the north. Don't know if there is a safe route though, but the risk is worth it.
I am surprised no one has built ToA yet. Not sure if we can build Sun Tzu's. We probably will lose to Carthage. Maybe we should gift Currency to Germany to speed up the tech pace a bit?
Our cities are built quite sparsely. We should be able to fill in more cities.
LKendter Jul 06, 2004, 05:40 AM Our cities are built quite sparsely. We should be able to fill in more cities.
Our cities are quite well set IMHO. I don't see any reason to build any more on our continent unless some Persia or Carthage cities are razed.
Since we can rush now - please rush the temple in the city at the Carthage border.
============================================
Signed up:
LKendter
Microbe
Meldor (currently playing)
Sir Len Taft (skip July 1 to July 10)
-0blivion- (on deck)
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
The variant rules - this is meant to be a semi-passive cultural win game as much as possible.
1) During despotism we must cave to all demands.
2) After despotism we have the right to refuse demands beyond cash / world map. However, our civ dislikes war. Is the item worth fighting over?
3) We may not demand other AI civs leave our territory, except for a clear sneak attack. If the Zulu and Vikings are fighting each other going through our territory we allow it.
4) Once spies arrive, we many only plant spies, and steal techs. I don't want other actions that are designed mainly to encourage war.
5) If the AI starts a war due to a refused demand we are PROHIBTED from signing alliances, and must accept peace when it is offered for free.
6) Any other war started buy the AI allows use to sign an alliance during the first turn of the war ONLY. As soon as the last alliance expires (20 turns or peace by the AI), then we must accept peace when it is offered for free.
7) We may not declare war except to prevent a very close AI win. This would cover things such as space launch shortly, to close cultural 80K, etc. If you are in doubt if this rule can be used, then ask for my opinion if it falls under this rule.
8) When in doubt about actions please think about the spirit of the game.
meldor Jul 06, 2004, 02:17 PM I see it and will get it asap.
-0blivion- Jul 06, 2004, 02:59 PM Just a note i am unavailable July 6th (today) and July 7th. You can wait a day or two for me, or you can just switch or skip me.
meldor Jul 07, 2004, 11:04 PM 50 AD (0)
I rush the market in Lisbon and the temple in Leira. There is a settler on the coast, that will be a pretty tight city, but I suppose it will be OK, Not my choice. I check and find nothing on the diplo screen except the fact we are at war with the Mayans. I check the turn logs and see we refused a demand, but it dosn't say war was declared.
(I)Lisbon market->temple. Leira temple->market
70 AD (1)
Not much
(I)Carthage finishes the Colossus (as if they needed the money)
90 AD (2)
Again with the yawn.
(I)Nada.
110 AD (3)
Chop some forrest.
(I) We get engineering from Carthage and Persia. Carthage starts Leo's and finishes Sun's.
130 AD (4)
Not much, more forrest, no BG.
(I)Nada
150 AD (5)
Load pike in Galley, waiting for settler. Make peace with the Mayans straight up. They didn't offer, but I took it anyway. I didn't want any suprise landings or sudden alliances. Peace doesn't sit well with our supposedly wimpy population and we have to up lux to 10%.
(I)Nada.
170 AD (6)
Not much, settler moving to boat.
(I)Zip.
190 AD (7)
Nothing.
(I)Carthage demands 22g and I cave.
210 AD (8)
Peace and quiet.
(I)Nope, still nothing.
230 AD (9)'
Settler makes it to boat, boat takes off.
(I)We lose dyes and Ivory.
250 AD (10)
Loss of lux doesn't seem to matter.
I used all the money coming in to rush buildings. Better to spend it now. Don't wnat to look like too juicy a target. ToA in 8 turns or a nice prebuild for what?
http://www.civfanatics.net/uploads7/LK70-250AD.zip
microbe Jul 07, 2004, 11:42 PM (I) We get engineering from Carthage and Persia. Carthage starts Leo's and finishes Sun's.
They must have got an SGL from invention. Are they building Leo with the previous Sun Tzu's city? If yes, we'll probably lose Leo too.
Make peace with the Mayans straight up. They didn't offer, but I took it anyway. I didn't want any suprise landings or sudden alliances. Peace doesn't sit well with our supposedly wimpy population and we have to up lux to 10%.
Why did you worry about it reaching us? Before Astronomy there is no such risk at all. It's a nice way to get extra happiness.
Even that, you can always check it's diplo to see if it gets to know anyone on our continent. It cannot make MA without the contact. Plus the other continent is backward. What woult it offer for an MA?
I'm surprised ToA hasn't been built yet. If Carthage is building Leo with the Sun Tzu prebuild, let's investigate all the ToA city to see if we can get it.
-0blivion- Jul 08, 2004, 01:55 AM OK, i can take it now.
LKendter Jul 08, 2004, 05:50 AM They must have got an SGL from invention. Are they building Leo with the previous Sun Tzu's city? If yes, we'll probably lose Leo too.
While I hate to lose wonders, those aren't what I am worried about. Both of them have low culture value. The next key wonder is Sistine. That is the only early MA wonder I care about.
-------------------------------
Signed up:
LKendter (on deck)
Microbe
Meldor
Sir Len Taft (skip July 1 to July 10)
-0blivion- (currently playing)
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
The variant rules - this is meant to be a semi-passive cultural win game as much as possible.
1) During despotism we must cave to all demands.
2) After despotism we have the right to refuse demands beyond cash / world map. However, our civ dislikes war. Is the item worth fighting over?
3) We may not demand other AI civs leave our territory, except for a clear sneak attack. If the Zulu and Vikings are fighting each other going through our territory we allow it.
4) Once spies arrive, we many only plant spies, and steal techs. I don't want other actions that are designed mainly to encourage war.
5) If the AI starts a war due to a refused demand we are PROHIBTED from signing alliances, and must accept peace when it is offered for free.
6) Any other war started buy the AI allows use to sign an alliance during the first turn of the war ONLY. As soon as the last alliance expires (20 turns or peace by the AI), then we must accept peace when it is offered for free.
7) We may not declare war except to prevent a very close AI win. This would cover things such as space launch shortly, to close cultural 80K, etc. If you are in doubt if this rule can be used, then ask for my opinion if it falls under this rule.
8) When in doubt about actions please think about the spirit of the game.
LKendter Jul 10, 2004, 11:19 AM Signed up:
LKendter (on deck)
Microbe
Meldor
Sir Len Taft (skip July 1 to July 10)
-0blivion- (currently playing) overdue - skip if no moves today
-0blivion- Jul 10, 2004, 12:11 PM Sorry, i cant get it today either. Had some problems at home and at school lately. Next person please take it.
-0blivion- Jul 10, 2004, 12:56 PM On second thoughts, i have found some time. Playing now.
-0blivion- Jul 10, 2004, 02:04 PM Inherited turn: Ugh, Carthage is a monster. Oporto has ToA in 8 turns. We have a settler on a boat heading for the big island. Wow, Persia have real low culture. Gordium, on our borders, has been there long enough to be size 5, but not to have anything cultural!
Lux to 10% so half our Kingdom don't riot next turn.
Turn 1: 260 AD
Monotheism comes in. Will set Oporto to a cathedral once ToA is done.
Jeezus, Greece still doesn't have mathematics :hmm:
Turn 2: 270 AD
Guimares Worker-Worker
Im glad Hannibal is polite, but then i am not glad. I am glad because he has power, but i am not glad because when he is polite it looks like he is leering at you.
Turn 3: 280 AD
Palace expansion. Gordium's culture finally expands!
Persia and Carthage both has Invention, we will get it next turn. Leos will be good if we get ToA snatched away.
Turn 4: 290 AD
Invention comes in. Carthage has Gunpowder.
Lisbon library-cathedral.
Turn 5: 300 AD
With three turns left on ToA, the Mayans snatch it :gripe:
Oporto switches to Leo's in 8. I hope Theology will come before then.
Turn 6: 310 AD
7 Ancient Cavalry come out of Sardis and stop on our borders. O dear. I switch most towns to military builds. Wake troops in quite a few towns that will be able to reach Guimares in time.
Turn 7: 320 AD
As this is an obvious sneak attack, i demand the persians leave. They declare.
Carthage has chivalry.
Turn 8: 330 AD
Two more ACs appear, and an immortal. Our horseman attacks hurt the AC stack, but don't destroy it. Only one horsie left too, but more on the way. I will hold off signing an MA against Persia with Carthage, as it is expensive. Over 30 Gpt.
Turn 9: 340 AD
We kill 3 AC and retreat one on the Interturn. No units lost of ours.
We found Rio Janeiro on the big island.
Turn 10: 350 AD
A lot of Immortals nearby now. Bah. I am very glad i rushed a barracks in Guimares when the AC first appeared, as the one turn healing is very much needed here. I have 3 pikes and a spear in there, along with a few horsies. Another pike rushed this turn. Kill 2 Immortals outside Guimares without loss. One horse promotes to elite. 3 more immortals in sight, and 2 half dead ACs outside Gordium.
LKendter Jul 10, 2004, 02:44 PM What the ?????
Sorry, i cant get it today either. Had some problems at home and at school lately. Next person please take it.
I saw a skip notice from -0blivion- and just wasted my time playing the 10 turns he just played. I don't post a got it when I can complete in less the 24 hours.
This game is on hold. I absouletly don't want to throw away my turns that has NO war and got us Sistines.
LKendter Jul 10, 2004, 02:54 PM I will hold off signing an MA against Persia with Carthage, as it is expensive. Over 30 Gpt.
Please read variant rule #6. We sign an alliance turn 1 or never.
6) Any other war started buy the AI allows use to sign an alliance during the first turn of the war ONLY. As soon as the last alliance expires (20 turns or peace by the AI), then we must accept peace when it is offered for free.
-0blivion- Jul 10, 2004, 02:58 PM Right. Sorry on that one. I didn't sign an alliance anyway, although that may be irrelavant now. I am perfectly happy playing with your turns, i don't mind my turns not being carried on. I enjoyed them anyway.
Sorry for the mixup, please post your turnlog and we will carry on your way.
LKendter Jul 10, 2004, 03:14 PM Due to a recent situation in an LK game I am adding new house rules as listed below:
Standard LK house rules ADDITION:
7) Once you post a skip notice it is irrevocable.
8) If I skip a player to due a missed got it, or over due turn the turn is invalid if the next player has posted a got it.
LKendter Jul 10, 2004, 03:17 PM On the turn mix up - I would like to hear opinions from Microbe, Meldor and any lurkers. I am very biased to keep my turns due to the time invested and can't see this issue from a neutral perspective.
microbe Jul 10, 2004, 03:25 PM I certainly won't argue against getting Sistine and staying in peace, but I don't have a very strong opinion. :)
It would be interesting to know why two different outcomes..
-0blivion- Jul 10, 2004, 03:27 PM Ok, if you don't care Microbe, then just carry on with LKendter's turns. I really enjoyed my set, fighting off immortals and AC is pretty fun. Im really not bothered about my set not being used. I got some fun, edgy wartime turns out of it, so i am happy with that.. ;)
microbe Jul 10, 2004, 03:41 PM -oblivion-, I know war is fun, but this game isn't about war. We ran into a similar issue in LK69 too. So I'd rather go the peaceful route..
LKendter Jul 10, 2004, 03:42 PM I still will wait for more comments. I actually lean toward keeping -0blivion- turns. Switching to my war free turns taints the game IMHO after calming down some.
I suspect the difference was either my earlier troop upgrades or I buy Ivory from Persia for $11/turn to help with misery vs. Lux to 10% so half our Kingdom don't riot next turn.
If I play from his turns a lot will change. Braga needs a harbor, not market for example. I will cancel the workers building another road by Braga in the forest that can't be used.
The number one thing is I will plant the forest that increased the 20K city from 22 to 24 shields.
LKendter Jul 10, 2004, 03:47 PM -oblivion-, I know war is fun, but this game isn't about war. We ran into a similar issue in LK69 too. So I'd rather go the peaceful route..
That scenario was different as my game intent was violated due to my poor writting of the variant rules.
This was simply the AI coming after us. Not much you can do about that. The game was played within the rules. -0blivion- got war thrown at him. If he declared the war, that would be different.
My only issue with -0blivion- was the skip, never mind issue. That is why I changed my house rules. I also helped the screwup by not posting a got it. Once again I am partially to blame for the situation.
Doc Tsiolkovski Jul 10, 2004, 04:42 PM Actually, from a neutral PoV I'd say -oblivion- did make a etiquette mistake by revocing his skip, but since there was no 'Got it', I think I would have done the same.
So my 'vote': Continue with -oblivions- turns. This seems more in line with common sense to me.
Just my 5c :)
LKendter Jul 10, 2004, 05:05 PM I am not happy with throwing away my turn. However, doc makes a got point that that lack of got it partially makes it my fault. I don't have enough to justify alternate history.
LKendter Jul 10, 2004, 07:18 PM 350 AD
20K-Oporto is looking for culture. To hit 20K by 2050AD you need to average 37 culture / turn. We are already up to 30culture / turn. The FP, Coliseum and Hanging Garden still are due to double. We have Engineering, Meldor even mentioned building forest, but we still lack forest by 20K-Oporto. To get use the best shot as wonders every shield counts.
A market in Braga gains us 2 gold. Growing to size 6 gains us 8 gold. I swap Braga to Harbor.
I cancel all the workers building a road in the forest by Braga. The city can never use more then 2 forest. I would actually only use one, as the hill gives more shields.
Leiria and Lagos have enough food. I cancel the workers to get more shields to the area. I refuse to build regular units, so I switch Lagos to courthouse to reduce the corruption.
I upgrade a warrior to MDI.
I really would like Chivalry, but I can't justify $66/turn and spices for it.
I can't justify 20% luxuries to let Lisbon use one water tile. I hire a taxman, and drop luxuries to 10%.
360 AD
Our first bucket earns it worth knocking an hp off an immortal. Despite that our elite horse can't kill the immortal. :mad:
The heroic epic is worth 4 cheap culture points. We lost our only leader potential for the moment.
370 AD
I hate helping the tech leader, but I ship Carthage $272 and $84/turn to get Theology. I change the 20K city to Sistine due next turn. It is a really lousy deal, but I ship Germany Theology for $6/turn and $1. If nothing else, we need to get some other civs caught up to Carthage in tech. I give the Greece a gift of Republic for $10. I hope they can start making more money to offer us a better deal on tech in the future.
I shift troops toward the 20K city area as the new focus of Persia is that area.
380 AD
I lost 2 horses killing off one demonic AC.
I sell the Greeks math for a worker.
(IT) We get gunpowder for free from the GL.
390 AD
Well I know understand why Persia was obsessed with Guimaraes. That city also has saltpeter besides the iron and horses. :D
Carthage lacks salt. I ship it to him for $22 /turn and $20. This is better then risking him demanding it.
War happiness must have worn off. I have to up luxuries to 20%.
If Persia doesn't talk soon then we are in trouble.
400 AD
Since Persia will talk I gamble with our elite horse, but it simply retreats causing some hp damage.
I sign peace with Persia giving them $60. Persia ALSO lacks salt! What is more insane is that Braga is a third source of salt for us.
I then ship them $11/turn to get ivory back. I ship them Monotheism for dyes, $95 and $4/turn.
410 AD
I upgrade a spearman to musket. We need to do anything possible to improve our military rating.
Carthage now has education. They are the run away civ. I know the 20-turns of cash for Theology didn't help that, but Sistine was just too good to pass up.
420 AD
:confused: I can't figure out what Persia is up to. His troops continue to retreat from Evora, but they are moving around the marshes near Arbela.
430 AD
Persia has crossed our borders again, but I think he is heading toward Carthage. I am not going to risk another war at this time.
I ship backwards Greece Construction for $6 and another worker.
440 AD
(IT) We get Chivalry from the GL. Its useful life is probably going to run out soon.
450 AD
I switch the 20K city to Templar due in just 7 turns. It isn't much culture, but we certainly can use the free military.
Summary:
Persia will start another war with us after 20 turns IMHO. When the next war occurs ally with Carthage regardless of the cost. We need Carthage to weaken there military versus Persia.
If we get Templar, then please build a barracks. I don't want regular crusaders.
IMHO the Persians are heading toward Carthage. Leave them alone as long as they continue toward Leiria and the Carthage border.
Signed up:
LKendter
Microbe (currently playing)
Meldor (on deck)
Sir Len Taft
-0blivion-
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
The variant rules - this is meant to be a semi-passive cultural win game as much as possible.
1) During despotism we must cave to all demands.
2) After despotism we have the right to refuse demands beyond cash / world map. However, our civ dislikes war. Is the item worth fighting over?
3) We may not demand other AI civs leave our territory, except for a clear sneak attack. If the Zulu and Vikings are fighting each other going through our territory we allow it.
4) Once spies arrive, we many only plant spies, and steal techs. I don't want other actions that are designed mainly to encourage war.
5) If the AI starts a war due to a refused demand we are PROHIBTED from signing alliances, and must accept peace when it is offered for free.
6) Any other war started buy the AI allows use to sign an alliance during the first turn of the war ONLY. As soon as the last alliance expires (20 turns or peace by the AI), then we must accept peace when it is offered for free.
5/6) NOTE: We can wait to our turn if the peace is offered during the inter-turn.
NEW Clarification.
7) We may not declare war except to prevent a very close AI win. This would cover things such as space launch shortly, to close cultural 80K, etc. If you are in doubt if this rule can be used, then ask for my opinion if it falls under this rule.
8) When in doubt about actions please think about the spirit of the game.
http://www.civfanatics.net/uploads7/LK70-450AD.zip
microbe Jul 10, 2004, 11:26 PM preturn: nothing.
IBT Persia definitely is going to declare next turn as it drops an AC next to Rusaddir.
Carthage starts Copernicus!
(1)460AD: Sell Currency to Greece for 7g. It draws Engineering.
MM Oporto to not work on forests and still get KT in 6 turns, while get 2gpt more.
IBT Maya demands Chivalry. I tell it to go away and it declares. It does share the small islands with us though.
(2)470AD: Persia hasn't declared? The AC just sits there without doing anything.
I drop lux to 0.
(3)480AD: Nothing.
IBT Carthage completes Leo's. Persia cascades to KT!!!
(4)490AD: This sucks. I switch KT to cathedral losing 81shields.
I rush a market.
IBT Oporto starts a market. Carthage starts Copernicus.
(5)500AD: ZZZ
IBT Persia declares on Carthage. Finally.
(6)510AD: ZZZ
IBT We get Education.
(7)520AD: Switch to University and short-rush it due in 5.
IBT Persia razes a city.
(8)530AD: Rush the university by ~300g. Upgrade a musket.
(9)540AD: Nothing.
IBT Our remote city riots..
(10)550AD: Upgrade another pike. Carthage has Banking. Make peace with Maya straight up. Lux back to 10. We can trade spices for silks with Carthage, but we may have to raise lux to 10 anyway. So I'll leave this to next leader. On the other hand AI may just demand it. So if we don't trade we'd better just sell it.
I haven't started any research.
I'm sending a worker to the north island. At some point we should also settle the little island west to Persia - AI wouldn't settle it so we have some time.
Our city is 2308 culture with 47cpt.
Note: I forgot to MM our Oporto city back to max shields, but that shouldn't matter as that would be only 24spt.
LKendter Jul 11, 2004, 12:41 AM Carthage starts Copernicus.
Noooooooooooooooooooooo. That wonder is expansionist and half a GA for us.
Our only hope for a GA in the near future is Magellan's. We can't even build that in the 20K city, so we must control the tech pace to Navigation. I can't find another wonder for expansionist in the future.
We critically need to catch up to Carthage on tech. What is more important is we have NO culture to build. We need ASAP research to a potential wonder. Let us pray Carthage builds Copernicus before another more wonder techs and breaks the cascade.
=============================================
We can trade spices for silks with Carthage
We have to slow Carthage DOWN. Giving them a luxury wouldn't help. My theology trade was a trade off to get a killer culture wonder. However, at this point we must slow Carthage down. I am actually cheering on Persia to kill a few towns before it burns up it troops.
=============================================
Signed up:
LKendter
Microbe
Meldor (currently playing)
Sir Len Taft (on deck)
-0blivion-
meldor Jul 11, 2004, 03:11 AM 550 AD (0)
I swap Guimaraes to a settler due in one. There is a spot on the Carthage border we can grab. Science is set on Music Theory and we can get it in 10 at -10gpt. I will let the market finish and then start the prebuild.
(I) Watch Carthage and Persia exchange losses. It this point it looks as if Persia has the momentum. Guimaraes settler->musket. Coimbra knight->library.
560 AD (1)
Vulture settler on the move, picks up escourt. A deal ended and I up science.
(I) Watch bow retreat a knight and then the knight attacks back and loses. Faro temple->Rax.
570 AD (2)
Settler still moving. I spot an unpopped goodie hut on a swampy island. We are expansionist aren't we? I will pop it with the worker.
(I) The war has moved off into the mist. Lisbon knight->Uni, Evora Aqueduct->Library.
580 AD (3)
Worker pops goodie hut and we get 50g.
(I) Oporto market->palace. Leiria Courthouse->Musket.
590 AD (4)
Load worker back up and continue his journey to the island.
(I)We lose our dyes.
600 AD (5)
Swap luxes with Carthage. Make Carthage increase payments for saltpeter. I was tempted not to sell him it at all but a Carthage Knight and Bow showed up in Persia outside of Guimaraes, better to keep him honest. We found our city and start it on walls.
(I) Persia wants to renegotiate on the Ivory. We give it to him for saltpeter, after all that is only fair. Carthage and Persia make peace and Carthage starts Magellan's.
610 AD (6)
We will have MT in one, but I can only drop Science by 10%.
(I) Maya declares on Germany. We finish MT and go for Banking. Emerita Musket->Musket. Carthage starts Smith's and finishes Cop's.
620 AD (7)
I swap Oporto to Bach's and put it on to starve, this will produce an extra shield and get Bach's in 23. I MM Lisbon and it will finish the Uni in 7. We can get Banking in 7. Make sure to swap the Uni in mid-turn to Smith's. We must keep this one out of thier hands.
(I) Persia and Carthage continue to abuse us to get troops home.
630 AD (8)
Not much. Watching things it make sure cities are covered as troops go by.
(I)Nada.
640 AD (9)
Snooze control.
(I) Guimaraes Musket->Library. Rio Harbor->temple
650 AD (10)
Not much.
Banking due in 3, swap Lisbon to Smith's. We need to keep them from it and hopefully help kill the cascade.
Bach's due in 20 in Oporto. They have plenty of food to keep starving until they secure the wonder.
Culture 2778 at 47cpt. Bach's will add 6cpt. Only 366 turns to go!!!
http://www.civfanatics.net/uploads7/LK70-650AD.zip
-0blivion- Jul 11, 2004, 05:36 AM Nice, very quick, turns all three of you. Carthage has Copernicus's :mad:
Bah. Carthage and Persia at peace too..
Just keep the culture coming, and hope that we are not the next target for Carthage and Persia. If we are, we need to be able to defend Guimares, that seemed to be the focal point of the Persian attack.
LKendter Jul 11, 2004, 09:21 AM Carthage starts Magellan's.
Carthage starts Smith's
We are totally frelled.
A wonder based GA is no longer possible. We had to have Magellans...
The tech leader Carthage with better cash from from Smiths. :eek:
==========================
Make sure to swap the Uni in mid-turn to Smith's. We must keep this one out of thier hands.
Banking due in 3, swap Lisbon to Smith's.
:confused: Smith's comes with Economics. I don't understand this comment.
==========================
Signed up:
LKendter
Microbe
Meldor
Sir Len Taft (currently playing)
He should be back from vacation. I just wonder if he still wants to play as the game has progressed quite far.
-0blivion- (on deck)
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
The variant rules - this is meant to be a semi-passive cultural win game as much as possible.
1) During despotism we must cave to all demands.
2) After despotism we have the right to refuse demands beyond cash / world map. However, our civ dislikes war. Is the item worth fighting over?
3) We may not demand other AI civs leave our territory, except for a clear sneak attack. If the Zulu and Vikings are fighting each other going through our territory we allow it.
4) Once spies arrive, we many only plant spies, and steal techs. I don't want other actions that are designed mainly to encourage war.
5) If the AI starts a war due to a refused demand we are PROHIBTED from signing alliances, and must accept peace when it is offered for free.
6) Any other war started buy the AI allows use to sign an alliance during the first turn of the war ONLY. As soon as the last alliance expires (20 turns or peace by the AI), then we must accept peace when it is offered for free.
5/6) NOTE: We can wait to our turn if the peace is offered during the inter-turn.
NEW Clarification.
7) We may not declare war except to prevent a very close AI win. This would cover things such as space launch shortly, to close cultural 80K, etc. If you are in doubt if this rule can be used, then ask for my opinion if it falls under this rule.
8) When in doubt about actions please think about the spirit of the game.
Doc Tsiolkovski Jul 11, 2004, 11:45 AM A wonder based GA is still possible:
1) Capture any EXP wonder; the next wonder you build will trigger a GA (if you have a SEA wonder as well, of course)
2) SETI is EXP
3) and then, there's always the Internet :)
LKendter Jul 11, 2004, 12:33 PM 1) Capture any EXP wonder; the next wonder you build will trigger a GA (if you have a SEA wonder as well, of course)
Well read the title of semi-passive 20K. We are NOT allowed to start wars, and none of the wonders are close to our borders. Mandatory peace per the variant rules would kick in before we could get any wonders.
================================
I got a chance to look at the game.
We can sell world maps. Let's sell to Maya, Germany, then Carthage. You will really like what Germany will include - a worker!
meldor Jul 11, 2004, 12:39 PM :confused: Smith's comes with Economics. I don't understand this comment.
Sorry, it was 1:00 in the morning and I was not thinking. My bad. :p
LKendter Jul 12, 2004, 05:39 AM Signed up:
LKendter (on deck)
Microbe
Meldor
Sir Len Taft (skipped until reconfirms interest)
-0blivion- (currently playing)
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
The variant rules - this is meant to be a semi-passive cultural win game as much as possible.
1) During despotism we must cave to all demands.
2) After despotism we have the right to refuse demands beyond cash / world map. However, our civ dislikes war. Is the item worth fighting over?
3) We may not demand other AI civs leave our territory, except for a clear sneak attack. If the Zulu and Vikings are fighting each other going through our territory we allow it.
4) Once spies arrive, we many only plant spies, and steal techs. I don't want other actions that are designed mainly to encourage war.
5) If the AI starts a war due to a refused demand we are PROHIBTED from signing alliances, and must accept peace when it is offered for free.
6) Any other war started buy the AI allows use to sign an alliance during the first turn of the war ONLY. As soon as the last alliance expires (20 turns or peace by the AI), then we must accept peace when it is offered for free.
5/6) NOTE: We can wait to our turn if the peace is offered during the inter-turn.
NEW Clarification.
7) We may not declare war except to prevent a very close AI win. This would cover things such as space launch shortly, to close cultural 80K, etc. If you are in doubt if this rule can be used, then ask for my opinion if it falls under this rule.
8) When in doubt about actions please think about the spirit of the game.
-0blivion- Jul 12, 2004, 11:17 AM Got it.
ten
-0blivion- Jul 12, 2004, 12:44 PM Inherited turn: Mayans and Germans are at war. JS Bachs is in 20 turn, and we have 2778 culture at +47 culture per turn. We have banking in 3 at -20 gpt. Shift banking down to 70%, still in 3, at +7 gpt.
Turn 1: 660 AD
Sagres Marketplace - Library
Turn 2: 670 AD
Coimbra Library - University
Evora Library - Temple
Banking in 1, shift science back to 60% and still get it in 1 for an extra 29 gold.
Turn 3: 680 AD
Banking comes in. Helpfully, the Mayans pick up Astronomy this turn to. Trade
banking and 65 gold to them for astronomy. Trade banking to Germany for Navigation and a slave worker. Set research to Printing press in 5 turns at +1 gpt. We can build Carracks now if we need a GA.
Emerita Musket - Musket
Turn 4: 690 AD
Lisbon University - Bank.
Carthage start Bachs in Utica!
Turn 5: 700 AD
Persians and Mayans start Bachs too :(
Hope the cascades from Magellans and Smiths don't take it from us.
Leira Musket - Library
Turn 6: 710 AD
Mayans start Smiths.
Turn 7: 720 AD
Lagos Marketplace - Aqueduct
Switch science waay back and still get PP in 1 at 151 gpt.
I can switch the mined grassland to the mined wheat and still have the same shields without starving Oporto.
Turn 8: 730 AD
PP comes in. Set research to Democracy in 8. Am i right to assume we want Shakes?
Evora Temple - Market
Turn 9: 740 AD
Guimares Library - Bank. Can be vetoed to a university or a military unit.
I am switching some terrain to get Lisbon and Coimbra up to max shields for 24 food.
In other news, the Mayans have taken Berlin.
Turn 10: 750 AD
Emerita Musket - Musket
We still need more military for Guimares. The Persian stack of Immortals (mostly elites) from the Carthaginian war are fortified in the Marshes near Guimares, by Iron hill.
Forbidden Palace culture has doubled, and we are up to 49 cpt. Total culture 3260. Bachs is in 10.
Ankka Jul 12, 2004, 12:48 PM That scenario was different as my game intent was violated due to my poor writting of the variant rules.
And because I was playing it stupidly. :blush:
LKendter Jul 12, 2004, 01:01 PM PP comes in. Set research to Democracy in 8. Am i right to assume we want Shakes?
At 8 cpt this is the number one wonder for 20K. We are now in the culture steam roller and this would save a lot of turns.
The tech picture is improving as I note 4 new techs in 10 turns. The only thing I can't tell is did we trade printing press? If every one had it, we should have bought it from the other continent.
===========================
Of course, I got it...
microbe Jul 12, 2004, 01:19 PM I hope we get Bach's, but maybe we'll lose it. How many turns are left for a palace prebuild? Can we get Free Artistry before it runs out? If not, we shouldn't research toward FA too fast.
-0blivion- Jul 12, 2004, 01:33 PM I don't know about the palace prebuild sorry. Democracy is in 6 now *i think* and Free Artistry wouldn't take very long. We are pretty much on 8 turns for the major techs and 5 turns for the minor techs like PP.
No one else has PP yet, but i didn't trade it away. All i remember is Carthage wouldn't give chemistry for it, and i don't think Maya would give economics for it either..
LKendter Jul 12, 2004, 08:51 PM Sometimes is it better to be lucky, then good.
750 AD
20K-Oporto is looking for culture. To hit 20K by 2050AD you need to average 37 culture / turn. We are already up to 30culture / turn.
I sell printing press to Carthage for Economics, wm, and $75.
I sell printing press to dying Germany for 2 workers and wm. Those workers will go help Sagres.
I sell the backwards Greeks wm for wm and $15.
I sell the Maya wm for wm and $11.
During the diplomatic check I notice the great news that Carthage has lost most of its tech lead versus us. On the other hand Greece and Persia are pathetic.
(IT) The wars increase as Carthage declares war on Persia.
760 AD
I upgrade a galley to Carrack. I would like a chance at a GA.
I pick up $15 from Germany for world map. Every little bit of cash is closer to another unit upgrade.
I get $17 from the Maya for making them aware of Persia.
770 AD
This is getting scary. Persia has lost 2 cities in just 2 turns. :eek:
I pick up $8 and wm from Germany for contact with Persia.
Persia is so desperate for a wm they send us $5 and $6/turn. I don't know if we will even see the full payment.
780 AD
We know have 2 carracks thanks to another upgrade.
I pick up a worker from Persia from Printing Press.
800 AD
I continue the slow grind to improve our military. I upgrade another pikemen to musketman.
(IT) I think Persia will survive 20, so I ship them salt, horses and $4/turn to get dyes and ivory. I made sure to avoid any credit from Persia.
810 AD
We know get an obscene price of $85/turn and silks for salt from Carthage.
We are running luxuries at 0%. :D
I upgrade another pike to musket. We are looking a lot better for defense. We still sorely lack offensive units.
820 AD
I sell Democracy to the Maya for Wines, Chemistry and $12.
Carthage is still the run away tech leader being up Physics and Metallurgy.
We haven't seen that start of Newton's, so we are closing the gap.
I sell Carthage Democracy for a token $119. There is a method to my madness. :satan:
GACK - Carthage didn't revolt as I was hoping.
830 AD
Our only obsolete military is 2 pikes on the other island, and an elite horse. I am finished with the upgrading. :D
840 AD
We have great cash flow now, so I short rush a knight. You know what happens if you are the ONLY civ sharing a continent with an AI.
(IT) We get the key win and know own Bach's. We are up to 57 cpt.
850 AD
I find another spot to short-rush a knight.
Now this is a scary message.
http://www.civfanatics.net/uploads7/LAK-432.jpg
(IT) Maya sign peace with the decimated Germans.
860 AD
2 more knights are short rushed. In case you can't tell the lack of military vs. Carthage scares me.
870 AD
One picture is worth 1000 words. Enjoy your present Microbe.
http://www.civfanatics.net/uploads7/LAK-433.jpg
Summary:
Our win point is now 1950 AD. Shakespeare in 20 turns would make the 1926. We can't afford to miss that one.
The way we can lose is by military. We need to keep short rushing knights to improve our military.
I can't predict the timing of Shakespeare for obvious reasons. Shakespeare is so valuable that we must let the AI have even a slight change. We need to time the pre-build and tech close. After that we must rush to Newton's.
Signed up:
LKendter
Microbe (currently playing)
Meldor (on deck)
Sir Len Taft (skipped until reconfirms interest)
-0blivion-
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
The variant rules - this is meant to be a semi-passive cultural win game as much as possible.
1) During despotism we must cave to all demands.
2) After despotism we have the right to refuse demands beyond cash / world map. However, our civ dislikes war. Is the item worth fighting over?
3) We may not demand other AI civs leave our territory, except for a clear sneak attack. If the Zulu and Vikings are fighting each other going through our territory we allow it.
4) Once spies arrive, we many only plant spies, and steal techs. I don't want other actions that are designed mainly to encourage war.
5) If the AI starts a war due to a refused demand we are PROHIBTED from signing alliances, and must accept peace when it is offered for free.
6) Any other war started buy the AI allows use to sign an alliance during the first turn of the war ONLY. As soon as the last alliance expires (20 turns or peace by the AI), then we must accept peace when it is offered for free.
5/6) NOTE: We can wait to our turn if the peace is offered during the inter-turn.
NEW Clarification.
7) We may not declare war except to prevent a very close AI win. This would cover things such as space launch shortly, to close cultural 80K, etc. If you are in doubt if this rule can be used, then ask for my opinion if it falls under this rule.
8) When in doubt about actions please think about the spirit of the game.
http://www.civfanatics.net/uploads7/LK70-870AD.zip
LKendter Jul 12, 2004, 08:54 PM Turn 3: 680 AD
Trade banking to Germany for Navigation and a slave worker.
Turn 4: 690 AD
Lisbon University - Bank.
We should have switched to Magellan's at 680AD. It is only a 400 shield wonder good for a GA. If we missed we would have only wasted 80 shields at most. A GA is certainly worth gambling 80 shields on.
The difference between 600 AD and 680AD wasn't that much when the AI almost always picks lame cities for coastal wonders, not 24 shield powerhouse capitol like we had. Plus their cities are not shield optimized like the human player does.
I was curious afterwards and found as of 750AD Carthage needed 11 turns. I took 12 turns to complete it.
I think war weariness is the only reason we got the wonder. I showed 14 turns needed at that point. I did save 2 turns with changing irrigation to mines for zero extra food.
microbe Jul 12, 2004, 09:03 PM I sell Carthage Democracy for a token $119. There is a method to my madness.
Hmm? That was awefully cheap, and got Carthage one step further to Shakespear..
Got it. Looks like we have a GA? :D
LKendter Jul 12, 2004, 09:17 PM Hmm? That was awefully cheap, and got Carthage one step further to Shakespear..
I was hoping they would REVOLT to democracy and buy us a couple of turns. My gut feeling said we were very close.
microbe Jul 12, 2004, 11:48 PM preturn: We will get Magellan's next turn. It alone will trigger our GA! :goodjob: It will ensure us getting Shakespear.
Looks like Lee played 12 turns. I'm going to play 12 and next player 11 to fix it up.
Carthage is becoming a monster. It's a real worry for me.
IBT we are in GA. Lisbon -> Bank. Our palace gets its carpet.
(1)880AD: We'll get Shakespear in 11 turns (Smith's in 15), but palace prebuild is going to run out in 9, and FA will come in just in time.
I rush temple in St Paulo to compete for the horsres.
I switch Sagres to bank and Braga to aqueduct.
(2)890AD: nothing.
IBT Germany starts Smith's.
(3)900AD: Maya has Metallury! [dance] We should have something to trade when we get FA in 7 turns.
IBT Maya completes Smith's. [party] It ends cascade. I hope Carthage hasn't got ToG!
(4)910AD: Buy worker+WM+4g from Greece by Priting Press.
(5)920AD: The cascade indeed ended.
IBT our capital now is a 2-turn knight factory. We get the horses in the southern island.
(6)930AD: nothing.
(7)940AD: I buy worker+WM+3gpt+2g from Persia by Economics.
IBT Palace gets 4 towers.
(8)950AD: A very good news: persia captures one of its city back!
(9)960AD: IBT we research FA.
(10)970AD: We have 2 more turns for Shakespear. I'll trade it next turn to shorten even one turn of prebuild. Carthage might be researching FA but it will not get it next turn as it still wants to pay Metallury for FA+spices+1875g.
I fortify about 7 workers next to Oporto to merge in.
(11)980AD: Carthage now wants 2050g in the deal so it is researching FA. Is it how fast it can research every turn? 175g seems too little.
Normally I'd trade FA with gold to get Physics from Carthage and then sell Physics to Maya for Metallury, but this time with more than 4000g in bank I decide to do something unconventional.
1286g to Maya for Metallury.
154gpt to Carthage for Military Tradition. Immediately upgrade 18 cavs. We should be safe military wise now.
I then try a safe steal from Carthage by 1708g. It succeeds. In case it declares, we'll get our payment back and with cavs we wouldn't fear it. In the worst case that we fail but it doesn't declare, we can keep doing it, or do 4-turn research ourselves to still get Physics and ToG in 8 turns.
Physics back to Maya for 1024g.
I then ship 2048g to Carthage to get back 123gpt. I wouldn't want to speed up its research.
FA is only worth 350g for Carthage so it is researching it and will get it next turn, so I sell FA:
FA to Carthage for 19gpt+12g.
FA to Maya for WM+287g (all its gold).
End result, we get 2 monopoly techs from Carthage and only pay it 2036g+12gpt.
IBT Shakespear is completed. It starts Palace prebuild due in 12
(12)990AD: I merge 7 workers in Oporto. Damn, we are making 49spt but I've started converting the last two irrigated tiles to mines so we should be able to build Newton's in 8 turns, just within our GA. Set sci to 40% to get ToG in 8 turns too. Don't forget to use the "Big Picture" to switch the build at that time.
All in all it looks very good.
I started a settler in Luanda. We can settle the island west to Persia, or there is a spot 2 tiles south to our iron once the marsh is cleared.
We have 790g in bank and making +353gpt now. 65cpt in our gorgeous city and soon will be 71cpt.
After ToG we can just research Metallury ourselves or steal again.
meldor Jul 13, 2004, 01:34 AM I have it and will play tomorrow night.
LKendter Jul 13, 2004, 05:53 AM After ToG we can just research Metallury ourselves or steal again.
:confused:
We already have Metallurgy and MT. I don't understand this comment.
================================================== ====
(12)990AD: I merge 7 workers in Oporto.
Nice move - now the only question is are we building a few replacments? Rails aren't that far away.
================================================== ====
Signed up:
LKendter
Microbe
Meldor (currently playing)
Sir Len Taft (skipped until reconfirms interest)
-0blivion- (on deck)
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
The variant rules - this is meant to be a semi-passive cultural win game as much as possible.
1) During despotism we must cave to all demands.
2) After despotism we have the right to refuse demands beyond cash / world map. However, our civ dislikes war. Is the item worth fighting over?
3) We may not demand other AI civs leave our territory, except for a clear sneak attack. If the Zulu and Vikings are fighting each other going through our territory we allow it.
4) Once spies arrive, we many only plant spies, and steal techs. I don't want other actions that are designed mainly to encourage war.
5) If the AI starts a war due to a refused demand we are PROHIBTED from signing alliances, and must accept peace when it is offered for free.
6) Any other war started buy the AI allows use to sign an alliance during the first turn of the war ONLY. As soon as the last alliance expires (20 turns or peace by the AI), then we must accept peace when it is offered for free.
5/6) NOTE: We can wait to our turn if the peace is offered during the inter-turn.
7) We may not declare war except to prevent a very close AI win. This would cover things such as space launch shortly, to close cultural 80K, etc. If you are in doubt if this rule can be used, then ask for my opinion if it falls under this rule.
8) When in doubt about actions please think about the spirit of the game.
LKendter Jul 13, 2004, 07:28 AM Looks like Lee played 12 turns.
Guilty as charged - I was to impatient to see if the Magellan gambit worked. I knew getting it would turn things around. We just got the key break that we needed.
=================================
It ends cascade.
This is the ultimate news. :D
=================================
build Newton's in 8 turns, just within our GA.
Actually we should target ToG for *7* turns. Then swap next turn to Newtons. The human players always gets wonders due in one turn.
=================================
Shakespeare earlier then expected probably shorten the win a turn or two. Newtons saves a few more turns. Our next target is factories. We are hitting the dry spot for new wonders. We should self-research at max toward factories. Suffrage is a nice culture wonder for us.
-0blivion- Jul 13, 2004, 11:04 AM Wow great, sorry about not switching to Magellan's, my mistake. We got Shakespeares, looking in military trim, nearly in the IA :D
Better build a few workers somewhere. Guimares stopped making them at the start of the first Persia war, to rush a barracks, which proved to be life saving in my turns. Sagres is food rich i seem to remember, as well as Guimares.
microbe Jul 13, 2004, 12:52 PM Agree on more workers.
microbe Jul 13, 2004, 12:53 PM We already have Metallurgy and MT. I don't understand this comment.
Sorry I meant Magnetism.
I think we can do 4-turn research with surplus. Maybe we should research Magnetism NOW and then ToG. We just started ToG this turn if I remember correctly so switching wouldn't waste anything.
meldor Jul 14, 2004, 12:50 AM 990 AD (0)
Swap to ToG so we can get Newton's in 9. ToG due in 8.
(I) Maya is back at war with Germany. Greece and Carthage ally against Persia. Lisbon Cav->skim worker. Lagos bank->worker, Leria Bank->worker.
1000 AD (1)
The workers finish the mine at Oporto. I would blend in one more worker, but instead I wait for a native worker.
(I) Have to trade straight up for dyes/ivory. Lisbon worker->Cav, Lagos worker->worker, Sagres Cav->Cav, Coimbra Musket->Uni, Leiria worker->worker, Evora Harbor->Uni
1010 AD (2)
Not much. Persia has lost another city. Maybe it wasn't a good idea to let Carthage have saltpeter. I cancel the deal with him and ship it to Greece instead for cash. Mostly to keep Hannibal from demanding it. Maybe that will slow him down. I really don't want to be the last civ on this island with him owning most of it.
(I) Guimaraes Cav->worker. Lagos worker->rax, Lieria worker->granary.
1020 AD (3)
Pick up silks for 410g from Carthage and Wines to 430 from Maya. Join in last worker into Oporto which is now pulling 50 shields after corruption.
(I)Guimaraes worker->granary, Emerita bank->library. We get a palace expansion.
1030 AD (4)
Not much. Looks like Persia took back its city, so the lack of saltpeter seems to be working. I hope they get back the other two and maybe trim Carthage down a little.
(I) Lisbon Cav->Cav
1040 AD (5)
Not too much. No one else has shown up with ToG so we are a lock for Newton's.
(I) Persia and Carthage make happy. Lagos rax->library. I spoke too soon, Carthage starts Newton's.
1050 AD (6)
ToG due in 1 and the palace in two.
(I)We get ToG, Mag due in 4 at +61gpt Sagres Cav->worker, Braga Aqueduct->Rax
1060 AD (7)
Not too much.
(I) Persia wants to trade WM, ok. Smoke demands TM and 100g, OK. Lisbon Cav->Cav, Oporto Newton's->Bank, Guimaraes granary->Cannon. Sarges worker->Cathedral, Leiria Granary->Library.
1070 AD (8)
Skimming workers and building military. With Newton's we have 71cpt and we can drop science 10% and still get max on Mag.
(I) Our GA ends, Oporto drops to 31spt. Our income drops from +128 to 57gpt.
1080 AD (9)
(I) Emerita Library->Musket.
1090 AD (10)
Not much going on.
(I) Nada
1100 AD (10)
Not much, Mag due in 1 at min science.
We are over 5K for culture.
http://www.civfanatics.net/uploads7/LK70-1100AD.zip
LKendter Jul 14, 2004, 12:55 AM 1100 AD (10)
Not much, Mag due in 1 at min science.
Welcome to the Industrial Age.
How long will rails and factory research take? We need to plan for Suffrage shortly.
========================
Signed up:
LKendter (on deck)
Microbe
Meldor
-0blivion- (currently playing)
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
The variant rules - this is meant to be a semi-passive cultural win game as much as possible.
1) During despotism we must cave to all demands.
2) After despotism we have the right to refuse demands beyond cash / world map. However, our civ dislikes war. Is the item worth fighting over?
3) We may not demand other AI civs leave our territory, except for a clear sneak attack. If the Zulu and Vikings are fighting each other going through our territory we allow it.
4) Once spies arrive, we many only plant spies, and steal techs. I don't want other actions that are designed mainly to encourage war.
5) If the AI starts a war due to a refused demand we are PROHIBTED from signing alliances, and must accept peace when it is offered for free.
6) Any other war started buy the AI allows use to sign an alliance during the first turn of the war ONLY. As soon as the last alliance expires (20 turns or peace by the AI), then we must accept peace when it is offered for free.
5/6) NOTE: We can wait to our turn if the peace is offered during the inter-turn.
7) We may not declare war except to prevent a very close AI win. This would cover things such as space launch shortly, to close cultural 80K, etc. If you are in doubt if this rule can be used, then ask for my opinion if it falls under this rule.
8) When in doubt about actions please think about the spirit of the game.
meldor Jul 14, 2004, 01:19 AM I checked on rails, we could do it in 6 at -140gpt and we have ~2400 cash. Assuming we could get Industrial in 8-9 at least. I would let the bank finish (in 4) and then maybe start the pre-build. It will be slightly behind but the bank will be worth it.
-0blivion- Jul 14, 2004, 02:03 AM Ok, got it..
LKendter Jul 14, 2004, 09:43 AM Note: I will be on vacation from Aug 3 to Aug 9. I will have net access, but will not have any time to play games.
LKendter Jul 15, 2004, 05:49 AM Signed up:
LKendter (on deck)
Microbe
Meldor
-0blivion- (currently playing) OVERDUE
-0blivion- Jul 15, 2004, 10:20 AM Eh?
I'm not overdue, i still have another 15 hours :hmm:
Playing now however..
LKendter Jul 15, 2004, 10:26 AM OK, my bad on that one.
I guess I need to go back to math 101
-0blivion- Jul 15, 2004, 03:29 PM Inherited turn:
Magnetism comes in next turn, with +310 gpt. Oporto is at 71 cpt,
with 5309 culture total. 31 spt.
Turn 1: 1110 AD
Magnetism comes in, and we hit the IA :D
Research at 70% on Steam Power, in 9 turns.
Guimares Cannon-Cannon.
Check our military out, it is in great shape.
Hannibal has nationalism and is showing riflemen
Turn 2: 1120 AD
Lisbon Cav-Cav
Faro Market-Library
Turn 3: 1130 AD
Oporto bank-barracks. Too early for a palace prebuild for Universal Suffrage.
Lagos library-harbour
Evora University-Cavalry
Turn 4: 1140 AD
Guimares Cannon-University
Coimbra University-Frigate
Greece and Persia sign a peace treaty
Germany are a OCC. Ironically it is an island city captured from the Mayans a
couple of turns ago..
Turn 5: 1150 AD
Oporto barracks-cavalry. Still need a few more turns waiting before the palace prebuild as rails will speed it up too much for Suffrage..
Turn 6: 1160 AD
Leira Library-Cannon
Emerita Musket-University
Braga Barracks-Library
Turn 7: 1170 AD
Lisbon Cavalry-Cavalry
Lagos Harbour-University
Start moving workers near Oporto for rails. Assuming we have coal of course..
Mayans hit the IA
Turn 8: 1180 AD
Oporto Cavalry-Palace
Steam power in next turn. Please have coal, please have coal.
Turn 9: 1190 AD
Steam Power comes in. No coal. One coal one tile into Carthagininan borders. One coal one tile inside Persia borders. Bah.
Mayans destroy Germans.
Ring up Carthage about our spice deal for 123gpt a turn. He don't wanna renew it. In fact, he won't give us any gpt, notice no one else will. O goody, somehow ourrep was broken. We weren't shipping anything to the Germans, i checked..
Coimbra Friagte-harbour
Carthage has three coal, Persia has one coal, Maya has one coal.
I have produced a settler in Guimares, with some waste, it is your choice to drop a city on one of the blue dots or not. You can always join it to Guimares if not.
Hanging gardens is obsolete.
http://www.civfanatics.net/uploads7/coal.JPG
http://www.civfanatics.net/uploads7/Coal2.JPG
Turn 10: 1200 AD
Hanging gardens stopping results in one WLTKD down.
microbe Jul 15, 2004, 03:56 PM In fact, he won't give us any gpt, notice no one else will. O goody, somehow ourrep was broken.
From the description I don't see a broken rep. We only have broken rep if AI wouldn't accept our gpt.
-0blivion- Jul 15, 2004, 04:03 PM Ah, good point, methinks i got confused. Maybe they are just broke..
LKendter Jul 15, 2004, 08:29 PM 1200 AD
:confused: Why are we researching Nationalism? The goal is Suffrage and culture. Nationalism gains ZERO culture. We wasted a turn of research. I switch to factories in 8 with a palace pre-build of 11 turns.
Luanda suffers from major corruption, so I switch it to courthouse. I switch Braga back to growth.
I cancel the worker by corrupt Sao Paulo. The only thing worth it with high corruption cities is growth for specialist.
I fix Lisbon to get 20 shields toward 80 shield cavalry. We were wasting a turn on every cavalry with an evil 19 shields.
To keep our luxuries from Persia the price is Metallurgy and horses. What bites is we are overpaying because of other luxuries going away in a couple of turns.
(IT) It is a pain to reconfigure, but Guimaraes is going to be a 2 turn worker factory. With rails, and a lot of cities growing slow we need more workers.
1220 AD
We really need to get those double-strength churches going. We are over dependent on luxuries right now.
I can tell the Maya are a monster is size as they give wines for spices with nothing extra required.
Alcacer do Sal is formed to steal some coal.
1240 AD
Persia's free tech is medicine. The price is obscene, so I pass for now. I would have preferred he drew nationalism or steam. I was Suffrage completed before ToE is available.
(IT) Carthage vs. Persia round 2 begins.
1260 AD
(IT) The next science project is corporation to get stock exchanges, and Wall Street for the 20K city.
I switch the 20K city to factory with a little wastage. I think we will complete Suffrage just as fast, and we have completed the factory in the mean time.
1270 AD
We have a decent military rail-net. It is time to concentrate on the 20K city to save a turn or two.
1275 AD
I get to clear up that ugly pollution by 20K-Oporto.
Summary:
The next science goal should be ToE. Suffrage will complete before we can get the required techs. In the mean time we can hopefully build 5 stock exchanges and Wall Street for 2 cpt. If we complete Suffrage the win years drop to 1870 AD from 1880 AD. I will take the 5 turn savings.
Our 20K city is up to 64 shields. I wonder if we can get 80 shields for a cavalry every turn for the time between culture buildings.
Microbe gets to see the factories complete, and get the stock exchanges built.
Our win point is now 1950 AD.
We will have the debate when to SLOW down research. The game going modern to early is bad news for a 100K target.
Signed up:
LKendter
Microbe (currently playing)
Meldor (on deck)
-0blivion-
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
The variant rules - this is meant to be a semi-passive cultural win game as much as possible.
1) During despotism we must cave to all demands.
2) After despotism we have the right to refuse demands beyond cash / world map. However, our civ dislikes war. Is the item worth fighting over?
3) We may not demand other AI civs leave our territory, except for a clear sneak attack. If the Zulu and Vikings are fighting each other going through our territory we allow it.
4) Once spies arrive, we many only plant spies, and steal techs. I don't want other actions that are designed mainly to encourage war.
5) If the AI starts a war due to a refused demand we are PROHIBTED from signing alliances, and must accept peace when it is offered for free.
6) Any other war started buy the AI allows use to sign an alliance during the first turn of the war ONLY. As soon as the last alliance expires (20 turns or peace by the AI), then we must accept peace when it is offered for free.
5/6) NOTE: We can wait to our turn if the peace is offered during the inter-turn.
7) We may not declare war except to prevent a very close AI win. This would cover things such as space launch shortly, to close cultural 80K, etc. If you are in doubt if this rule can be used, then ask for my opinion if it falls under this rule.
8) When in doubt about actions please think about the spirit of the game.
http://www.civfanatics.net/uploads7/LK70-1275AD.zip
microbe Jul 15, 2004, 08:33 PM We should build a coal plant. It will benefit all the builds: US, stock exchange, Wall Street, ToE and then Hoover. The only downside is pollution, but should be fine with enough workers.
LKendter Jul 15, 2004, 08:53 PM We should build a coal plant. It will benefit all the builds: US, stock exchange, Wall Street, ToE and then Hoover. The only downside is pollution, but should be fine with enough workers.
Is there a got it in there somewhere?
microbe Jul 15, 2004, 08:57 PM I'll probably have to wait until tomorrow, but I have 48 hours.
microbe Jul 16, 2004, 04:06 AM Well I decide to play this one earlier after another intense game.
preturn: switch Oporto to coal plant due next turn. It will pay off in the long run.
Lower science to still get Corporation in 5. Oh we have a lot of money!
MM Lagos to get factory 3 turns earlier with 4fpt instead of 5fpt.
(1)1280AD: coal plant makes US in 10 turns, which takes exactly the same time if we don't build it first. With more rails it's now 9 turns.
(2)1285AD: Carthage has Electricity! :eek:
I raise sci to 90 to get Corporation one turn earilier.
(3)1290AD: chop forests around Oporto: although we cannot use the extra 20 shields for a wonder, it's good to replace it with mine+railroad for extra shields.
Maya has Nationalism too.
IBT Corporation is researched. I shut off research this turn.
(4)1295AD: Neither forest tile is bonus grass, so we gain no more shields. :(
(5)1300AD: ZZZ
(6)1305AD: pollution hit us.
(7)1310AD: ZZZ
(8)1315AD: It seems Carthage is researching Industrialization.
I buy Electricity from Carthage by Industrialization+WM+1174g.
I buy Nationalism from Maya by Steam Power+WM+2501g.
I gift Greece into Indistrial Age and get 8g, he gets Medicine.
I buy Medicine from Greece by Steam+Free Artistry.
Nationalism to Persia for 34gpt+87g to help him fight against Carthage.
Medicine+Industrialization to Maya for 2555g+26gpt.
Medicine to Carthage for 1037g.
Net: get 3 techs + 15g + 60gpt.
Carthage has Communism+Facism.
We can build ToE in 7 turns, plus 2 turns left for US, so I set Sci Method in 9 turns.
Upgrade to a bunch of rifles.
IBT Maya starts Universal Suffrage, too late!
(9)1320AD: Upgrade the remaining muskets/pikes. Disband an MDI.
IBT Persia demands Saltpeter and I give to them. We get Universal Suffrage.
(10)1325AD: Palace prebuild is only 6 turns, same as Sci Meth.
Upgrade remaining muskets and pikes.
Our 20K city is producing 98spt. If we build a palace it would be 101spt, saving one turn for most wonders (which will be only Modern Age wonders), gaining one cpt, with minimal impact on corruption (or even better?).
Our city is making 75cpt now.
It is late so I didn't do much MM. For example, Lagos could use more food now.
LKendter Jul 16, 2004, 05:52 AM If we build a palace it would be 101spt, saving one turn for most wonders
However, we would lose the ability to have pre-builds. I am not ready to give up pre-building for wonders. We don't even have military academy to build 400 shield armies as a pre-build.
=============================
Signed up:
LKendter
Microbe
Meldor (currently playing)
-0blivion- (on deck)
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
The variant rules - this is meant to be a semi-passive cultural win game as much as possible.
1) During despotism we must cave to all demands.
2) After despotism we have the right to refuse demands beyond cash / world map. However, our civ dislikes war. Is the item worth fighting over?
3) We may not demand other AI civs leave our territory, except for a clear sneak attack. If the Zulu and Vikings are fighting each other going through our territory we allow it.
4) Once spies arrive, we many only plant spies, and steal techs. I don't want other actions that are designed mainly to encourage war.
5) If the AI starts a war due to a refused demand we are PROHIBTED from signing alliances, and must accept peace when it is offered for free.
6) Any other war started buy the AI allows use to sign an alliance during the first turn of the war ONLY. As soon as the last alliance expires (20 turns or peace by the AI), then we must accept peace when it is offered for free.
5/6) NOTE: We can wait to our turn if the peace is offered during the inter-turn.
7) We may not declare war except to prevent a very close AI win. This would cover things such as space launch shortly, to close cultural 80K, etc. If you are in doubt if this rule can be used, then ask for my opinion if it falls under this rule.
8) When in doubt about actions please think about the spirit of the game.
-0blivion- Jul 16, 2004, 11:44 AM On the nationalism research, i really don't know what i was thinking. I had prepared the Palace prebuild for Universal Suffrage..
It must have just slipped my mind.
Good turns both of ya.
meldor Jul 16, 2004, 02:17 PM Got it, look like I get to bring in ToE...
meldor Jul 17, 2004, 02:58 AM 1325 AD (0)
Deal for two luxes with Persia is expiring. I would like to keep them around so I ship them MT and horses for the two lux. I then send it to Greece for 13gpt and all his gold. We are at 7443 and 75cpt. Rush factory in Sagres, Library in Braga, Stock Exchange in Lisbon, Rax in Faro and Aqueduct in Faro. We still have over 1900g.
(I) Lisbon Stock Exchange->Rifle, Guimaraes worker->worker (MM'ed back to two turn worker), Lagos Factory->Stock Exchange, Emerita Factory->Stock Exchange, Sagres Factory->Stack Exchange, Coimbra Factory->Cathedral, Luanda Aqueduct->Factory, Braga Library->Factory, Faro Rax->Cathedral
1330 AD (1)
Wrok on the rails.
(I)We get a palace expansion.
1335 AD (2)
More rail work.
(I) Lisbon rifle-rifle, Guimaraes worker->worker
1340 AD (3)
I get to clean up some pollution at Oporto.
(I)Not much.
1345 AD (4)
I rush the Cathedral in Faro.
(I)Lisbon rifle->rifleGuimaraes Worker->worker, Evora Stock Exchange->Cathedral, Faro Cathedral->Bank
1350 AD (5)
More rails.
(I)We get SciMeth and swap palace to ToE due in 2.
1355 AD (6)
Clean Oporto pollution. Turn science completely off.
(I) Lisbon rifle-rifle, Guimaraes worker->worker, Opoto ToE->Hoover's. We start on RP, due in 7.
1360 AD (7)
Working on the rails
(I) Mayans go after the Greeks, good thing the Greeks will have Cav.
1365 AD (8)
More rails.
(I)Lisbon rifle-rifle, Guimaraes worker->worker, Alcacer do Sal Market->Factory, Sagres Stock Exchange->Uni, Coimbra Cathedral->Rifle, Braga Factory->Courthouse.
1370 AD (9)
Work those rails.
(I) Emrita Stock Exchange->Uni. We get wall street message, but will wait.
1375 AD (10)
More rails
8211/84cpt, Hoover's in 6, Wall Street next.
http://www.civfanatics.net/uploads8/LK70-1375AD.zip
microbe Jul 17, 2004, 03:29 AM I think we should shut off research after RP. There is no more culture buildings in IA. Time to slow down the tech pace.
-0blivion- Jul 17, 2004, 03:43 AM Got it. 84 cpt? Has Shakespeare's doubled yet?
LKendter Jul 17, 2004, 09:10 AM Hoover's in 6, Wall Street next.
Excellent, the next run of culture will be ours. :D
====================
There is no more culture buildings in IA.
There is still a junk one - the spy agency. I do want espionage quickly. Beyond that it is waiting for Seti, and UN. That is the big timing challenge to get both of them.
====================
Has Shakespeare's doubled yet?
The game will end at 20K before it doubles.
Signed up:
LKendter (on deck)
Microbe
Meldor
-0blivion- (currently playing)
====================
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
The variant rules - this is meant to be a semi-passive cultural win game as much as possible.
1) During despotism we must cave to all demands.
2) After despotism we have the right to refuse demands beyond cash / world map. However, our civ dislikes war. Is the item worth fighting over?
3) We may not demand other AI civs leave our territory, except for a clear sneak attack. If the Zulu and Vikings are fighting each other going through our territory we allow it.
4) Once spies arrive, we many only plant spies, and steal techs. I don't want other actions that are designed mainly to encourage war.
5) If the AI starts a war due to a refused demand we are PROHIBTED from signing alliances, and must accept peace when it is offered for free.
6) Any other war started buy the AI allows use to sign an alliance during the first turn of the war ONLY. As soon as the last alliance expires (20 turns or peace by the AI), then we must accept peace when it is offered for free.
5/6) NOTE: We can wait to our turn if the peace is offered during the inter-turn.
7) We may not declare war except to prevent a very close AI win. This would cover things such as space launch shortly, to close cultural 80K, etc. If you are in doubt if this rule can be used, then ask for my opinion if it falls under this rule.
8) When in doubt about actions please think about the spirit of the game.
-0blivion- Jul 17, 2004, 01:26 PM Inherited turn:
RP in 4 turns at +59 gpt. Mayans and Greeks at war. Carthage and Persia at war. Culture in Oporto is 8211, at 84 cpt.
Turn 1: 1380 AD
Leira Stock Exchange-University
Lisbon Rifle-Cavalry
Guimares worker-worker
Evora Cathedral-Cavalry
Turn 2: 1385 AD
Persia takes back Antioch.
Turn 3: 1390 AD
Guimares worker-worker
Lagos Stock Exchange-University
Coimbra Rifle-Cannon
Lisbon Cavalry-Cavalry
The Mayans raze Athens.
Turn science back a bit but still get RP next turn.
Turn 4: 1395 AD
Another Greek city razed.
RP comes in. Set to Espionage in 5.
No rubber. Persia has one, Carthage has one, Maya has two.
Carthage has RP too. They are showing infantry.
Turn 5: 1400 AD
Two pollution turns up.
Swap Guimares from the worker factory to a stock exchange, because of the halved worker turns of RP.
Lisbon Rifle-Artillery
Turn 6: 1405 AD
Pollution hits Oporto.
Oporto Hoover Dam-Wall street.
Coimbra Artillery-Artillery
Very annoying. We are one shield off getting Wall Street in 3. No MMing can be done to change this.
Carthage takes Sidon, with Persia's rubber. This leaves a two tile opening next to the rubber, which is in Carthaginian territory. I change Guimares to a settler, and order up a galleon in Lagos, with a few shields waste. I will try and nab the rubber.
Mayans take Corinth and Argos.
Carthage are in anarchy, presumably revolting to Fascism.
Turn 7: 1410 AD
Guimares settler-stock exchange
Lagos galleon-university
Lisbon Artillery-Artillery
Evora Cavalry-Artillery
Greek city razed. Only 2 of theirs on the mainland now.
Turn 8: 1415 AD
Sagres Artillery-Artillery
Pollution hits Emerita.
Land troops near rubber. Turn Science back and still get Espionage next turn.
Mayans capture Mycanae.
Carthage still in anarchy.
Turn 9: 1420 AD
Unit costs are too high. I stop all military builds except for artillery in Lisbon.
Espionage comes in. Research on refining in 9.
Carthage enters Fascism. Last Greek mainland city taken. Greek city on island taken.
Found Guarda by rubber. I need workers to hook it up first though.
Turn 10: 1425 AD
Rush library in Guarda.
Oporto Wall Street-Intelligence agency
LKendter Jul 17, 2004, 01:42 PM Signed up:
LKendter (currently playing)
Probably returning a turn Sunday Night.
Microbe (on deck)
Meldor
-0blivion-
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
The variant rules - this is meant to be a semi-passive cultural win game as much as possible.
1) During despotism we must cave to all demands.
2) After despotism we have the right to refuse demands beyond cash / world map. However, our civ dislikes war. Is the item worth fighting over?
3) We may not demand other AI civs leave our territory, except for a clear sneak attack. If the Zulu and Vikings are fighting each other going through our territory we allow it.
4) Once spies arrive, we many only plant spies, and steal techs. I don't want other actions that are designed mainly to encourage war.
5) If the AI starts a war due to a refused demand we are PROHIBTED from signing alliances, and must accept peace when it is offered for free.
6) Any other war started buy the AI allows use to sign an alliance during the first turn of the war ONLY. As soon as the last alliance expires (20 turns or peace by the AI), then we must accept peace when it is offered for free.
5/6) NOTE: We can wait to our turn if the peace is offered during the inter-turn.
7) We may not declare war except to prevent a very close AI win. This would cover things such as space launch shortly, to close cultural 80K, etc. If you are in doubt if this rule can be used, then ask for my opinion if it falls under this rule.
8) When in doubt about actions please think about the spirit of the game.
microbe Jul 17, 2004, 02:27 PM Please sell the coal plant in Oporto immediately.
That's the first thing we should do after getting Hoover.
-0blivion- Jul 17, 2004, 03:42 PM I did that all ready Microbe :p
Just forgot to mention it..
LKendter Jul 18, 2004, 10:51 PM 1425 AD
I suspect our 20K city lost the tile during a pollution round. I fix the 20K city back to 100 shields and using all of the available tiles for itself.
I see our next worker tasks - city optimizing. A city at size 12 doesn't need extra food until hospitals.
I have no idea why we are building galleons and I cancel them. The nature of this variant means no overseas invasions, and we have a couple of transport ships already.
:confused: Why did we waste cash rushing a factory in Braga? This wasn't justified until size 12 and 7 shields. I won't waste the maintenance, not to mention the pollution risk for one extra shield. The factory is sold for a mere $60.
I ship Replaceable Parts and $125 to the Maya for Communism.
I ship Scientific Method to Carthage for Silks, wm, $128/turn and $351. Our number one goal is to slow down the tech pace and suck money from the AI.
I hate throwing away a turn on research, but hospitals give another small wonder - Battlefield medicine. We may as well get another small wonder built.
(IT) I ship Persia Espionage for the two luxuries. I don't want to risk out rep with shipping him goods at the point.
1430 AD
(IT) Greece and Maya sign a peace treaty.
1435 AD
I upgrade our first 20 rifles to infantry.
I never fails - when you finally give in to research hospitals, and AI civ will get them. The corporation goes to Carthage for Sanitation, wm, $6/turn and $50.
I switch research to Refining at 50% due in 11. We gain nothing from a large tech lead. I don't see high research except for wonder techs. We have six hospitals coming up to allow for Battlefield Medicine shortly.
1440 AD
I continue the troop upgrades.
1445 AD
(IT) Of course the 20K city gets hit by pollution. :rolleyes:
Summary:
Watch the cities - I have a lot of them over irrigated to speed up growth to maximum size. We will need to switch back to mines later.
Our cultural push is done until the modern age. At that point we need the UN, SETI, research lab, internet, cure for cancer, longevity and Apollo. The modern armor path is a waste of time for us.
Our current win date is 1856AD. We really need all those modern wonders to shorten the win time.
Signed up:
LKendter
Microbe (currently playing)
Meldor (on deck)
-0blivion-
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
The variant rules - this is meant to be a semi-passive cultural win game as much as possible.
1) During despotism we must cave to all demands.
2) After despotism we have the right to refuse demands beyond cash / world map. However, our civ dislikes war. Is the item worth fighting over?
3) We may not demand other AI civs leave our territory, except for a clear sneak attack. If the Zulu and Vikings are fighting each other going through our territory we allow it.
4) Once spies arrive, we many only plant spies, and steal techs. I don't want other actions that are designed mainly to encourage war.
5) If the AI starts a war due to a refused demand we are PROHIBTED from signing alliances, and must accept peace when it is offered for free.
6) Any other war started buy the AI allows use to sign an alliance during the first turn of the war ONLY. As soon as the last alliance expires (20 turns or peace by the AI), then we must accept peace when it is offered for free.
5/6) NOTE: We can wait to our turn if the peace is offered during the inter-turn.
7) We may not declare war except to prevent a very close AI win. This would cover things such as space launch shortly, to close cultural 80K, etc. If you are in doubt if this rule can be used, then ask for my opinion if it falls under this rule.
8) When in doubt about actions please think about the spirit of the game.
http://www.civfanatics.net/uploads8/LK70-1475AD.zip
meldor Jul 18, 2004, 11:48 PM The factory in Braga was so it could switch between high food and high shields and not spend an eternity building up. It is a first ring city that has languished too long. I guess it will languish some more.
microbe Jul 19, 2004, 09:32 PM Playing now.
microbe Jul 20, 2004, 12:07 AM preturn:
Drop science to 30% and still get Refining in 1 turn.
Persia and Carthage are STILL at war? And Maya is huge.
Ship Sci Method to Persia for WM+111g+4gpt.
Not sure why Leiria isn't growing while its neighbor cities aren't using coastal tiles, so fix that.
Also hire a few civil engineers when appropriate.
(1)1480AD: Continue with 15-turn research. I sign RoP with Persia and get 7g+1gpt, so it can attack Carthage better.
I rush civil defense in Guarda, our rubber city. I'm worried that someday it will be sneak attacked.
We have two sources of oil. One is at Largos, which is under pressure of Arbela, so I switch Largos to university to make sure we have culture supriosity. The other is at our tundra city Braga.
(2)1485AD: nothing.
(3)1490AD: We found Castelo Branco. Persia is commie and Arbela has been whipped down to 1-hp.
(4)1495AD: After stock exchange Oporto starts pumping out infantry every turn.
(5)1500AD: Carthage has Steel! I don't trade. We are in no hurry to speed up the tech pace. Steel is in 10 turns with 30 sci.
I want to gift Persia Replaceable Parts but it has no rubber. I think Arbela is going to fall soon.
IBT Greece/Carthage MA against Persia.
(6)1505AD: ZZZ
(7)1510AD: I merge 4 workers into Sagres and 3 into Lisbon. Our income jumped ~50gpt.
(8)1515AD: pollution strikes in two tiles.
IBT Maya and Carthage sign MPP. We lost dyes due to pillaging. Lisbon riots and I have to fix all other cities. Maya declares on Persia.
(9)1520AD: I send some cavalry to protect Persia.
Maya has furs for sale, and our spices to wines deal has expired, so I get furs+wines for spices+7gpt.
IBT Palace expansion.
(10)1525AD:
Renew silks from Carthage by 496g. Then I find it has lots of gpt now so Refining for Steel + 552g + 93gpt (full price). Maya would have to do its own research!
We are 93cpt at 10872, 99 turns to go. There are 6 IA techs and 12 MA techs for AI space launch, so we are very safe. We can do full-speed research to get those MA wonders faster. However, do not underestimate Maya - it's huge and currently in Democracy, so do not sell techs cheaply to it.
There is a boat with 3 infantry heading south to reinforce the two towns. We need more troops down there.
We have 6222g in bank, so next player has a lot of money to rush things. I didn't do a lot of rushing myself.
microbe Jul 20, 2004, 12:11 AM We probably should connect the two dyes for Persia.
http://www.civfanatics.net/uploads8/LK70-1525AD.jpg
LKendter Jul 20, 2004, 06:00 AM We have two sources of oil. One is at Largos, which is under pressure of Arbela, so I switch Largos to university to make sure we have culture supriosity. The other is at our tundra city Braga.
It is amazing how cluster our resources are. That is two cities with multiple resouces!
========================================
We can do full-speed research to get those MA wonders faster.
I never thought I would agree with speeding up research in the culture game. However agree with you. We have plenty cash reserve, so can up the research and head toward the UN.
The only way to lose is military at this point, and that is very low with cavalry vs. infantry from Carthage.
========================================
Signed up:
LKendter
Microbe
Meldor (currently playing)
-0blivion- (on deck)
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
The variant rules - this is meant to be a semi-passive cultural win game as much as possible.
1) During despotism we must cave to all demands.
2) After despotism we have the right to refuse demands beyond cash / world map. However, our civ dislikes war. Is the item worth fighting over?
3) We may not demand other AI civs leave our territory, except for a clear sneak attack. If the Zulu and Vikings are fighting each other going through our territory we allow it.
4) Once spies arrive, we many only plant spies, and steal techs. I don't want other actions that are designed mainly to encourage war.
5) If the AI starts a war due to a refused demand we are PROHIBTED from signing alliances, and must accept peace when it is offered for free.
6) Any other war started buy the AI allows use to sign an alliance during the first turn of the war ONLY. As soon as the last alliance expires (20 turns or peace by the AI), then we must accept peace when it is offered for free.
5/6) NOTE: We can wait to our turn if the peace is offered during the inter-turn.
7) We may not declare war except to prevent a very close AI win. This would cover things such as space launch shortly, to close cultural 80K, etc. If you are in doubt if this rule can be used, then ask for my opinion if it falls under this rule.
8) When in doubt about actions please think about the spirit of the game.
meldor Jul 20, 2004, 08:30 AM I see it and will play tonight if at all possible.
meldor Jul 21, 2004, 01:57 AM 1525 AD (0)
Ok, we may be passive but we can be agressive. I swap Evora from galleon to settler. I would like to put a lot of pressure on Arbela. I plant a spy in Carthage. They have bunches of infantry (83), but only 4 Cav and 4 cannon. Looks like they have upgraded everything except the arty. They also have a ridiculous 48 frigates. I rush culture buildings and a market. The temple in Guarda is rushed to put pressure on Antioch. Turn up science to get combustion in 5.
(I)The battle in Persia continues. Oporto Infantry->Infantry, Guimaraes and Lagos Cathedral->Colosseum, Sagres Infantry->Arty, Guarda Temple->Cathedral. Evora Settler->Arty, Luanda Market->Library, Faro Hospital->Uni.
1530 AD (1)
I clean some pollution and short rush the Cathedral in Guarda. Build a city to pressure Antioch and short rush its temple
(I)Lisbon Colosseum->Arty, Oporto inf->inf, Emerita Colosseum->Arty, Guarda Cathedral->Colosseum, Leiria Inf->Colosseum, Badajoz temple->Lib
1535 AD (2)
Sell Xeres RP for cheap to keep him in the game. Carthage get AT for Facism, 35gpt, and 102g.
(I)Oporto Inf->Inf, Sagres, Evora and Coimbra Arty->Arty, Guarda Colosseum->Market, Badajoz Library->Market
1540 AD (3)
Stack up the arty.
(I)Watch a couple of Persian rifles kill 6 inf and retreat 3 Cav and only lost once. Lisbon, Evora and Emerita arty->arty, Oporto inf->inf, Guimaraes Colosseum->Uni, Sao Paulo Civil Defense->Lib.
1545 AD (4)
Stack arty, move inf.
(I) Persia and Greece make happy. Sardis falls. We get Combustion and start Mass Prod due in 4. Oporto Inf->Inf, Lagos Colosseum->Arty, Alcacer do Sal Bank->Lib, Sagres arty->arty, Leiria Colosseum->Arty
1550 AD (5)
Stack arty and move Inf. Get to clean 2 pollution spots.
(I) Lisbon Coimbra and Emerita arty->arty, Oporto Inf->Inf, Castelo Branco Harbor->Rax
1555 AD (6)
I get to refortify the workers.
(I)Oporto Inf->Inf, Sagres Evora and Leiria arty->arty,
1560 AD (7)
Two more pollution to clean.
(I) Watch Carthage pull a leader. Lisbon Emerita and Lagos arty->arty, Oporto Inf->Inf, Alcacer do Sal Library->Courthouse, Luanda Lib->Cathedral.
1365 AD (8)
More pollution.
(I) Smoke demands Combustion, I tell him to blow smoke, he agrees. We get MassProd and start MotTrans due in 6. Oporto Inf->Inf, Guimaraes Uni->Police Station, Sagres Leiria Evora and Coimbra arty->arty
1570 AD (9)
More fun.
(I) Lisbon and Emerita arty->arty, Oporto Inf->Inf,
1575 AD (10)
We have 4 Inf in every border city and two in all but one coastal town. As you can tell, I thought we were very short of arty in case of attack.
11838 and 97cpt.
http://www.civfanatics.net/uploads8/LK70-1575AD.zip
microbe Jul 21, 2004, 02:09 AM Carthage get AT for Facism, 35gpt, and 102g
This is toooo cheap for a monopoly tech (also the most expensive one in the IA). We don't need Facism. I'd rather let AI research it by themselves and slow their space launch as much as possible, while we speed toward modern age wonders.
tofe99 Jul 21, 2004, 03:47 AM I've been watching this thread for a while. You all do a pretty good job here!!!
Looking for upcoming news,
LKendter Jul 21, 2004, 05:49 AM Signed up:
LKendter (on deck)
Microbe
Meldor
-0blivion- (currently playing)
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
The variant rules - this is meant to be a semi-passive cultural win game as much as possible.
1) During despotism we must cave to all demands.
2) After despotism we have the right to refuse demands beyond cash / world map. However, our civ dislikes war. Is the item worth fighting over?
3) We may not demand other AI civs leave our territory, except for a clear sneak attack. If the Zulu and Vikings are fighting each other going through our territory we allow it.
4) Once spies arrive, we many only plant spies, and steal techs. I don't want other actions that are designed mainly to encourage war.
5) If the AI starts a war due to a refused demand we are PROHIBTED from signing alliances, and must accept peace when it is offered for free.
6) Any other war started buy the AI allows use to sign an alliance during the first turn of the war ONLY. As soon as the last alliance expires (20 turns or peace by the AI), then we must accept peace when it is offered for free.
5/6) NOTE: We can wait to our turn if the peace is offered during the inter-turn.
7) We may not declare war except to prevent a very close AI win. This would cover things such as space launch shortly, to close cultural 80K, etc. If you are in doubt if this rule can be used, then ask for my opinion if it falls under this rule.
8) When in doubt about actions please think about the spirit of the game.
-0blivion- Jul 21, 2004, 11:52 AM I got it...
-0blivion- Jul 22, 2004, 01:21 PM Inherited turn:
Everything looking good. We are putting muchos cultural pressure on Antioch and Arbela. Military, good. Oporto has 11838 culture at 97cpt. Motorized transportation in 5 turns, at +58 gpt.
Turn 1: 1580 AD
Carthage take Pasargadae, the dyes city. Mayans land some troops. Lots more coming too. Upon checking the Military advisor, i see Carthage has 51 frigates :hmm:
Evora Arty-Commercial dock
Sagres Arty-Commercial dock
Lagos Arty-Commercial dock
Leira Art-Arty
Oporto Infantry-Infantry
Pollution hits Coimbra and Guimares. Cleaned up.
Turn 2: 1585 AD
Pollution hits Lagos. Cleaned up. Mayans go bombard crazy on the Persian coastal cities.
Coimbra Arty-Commercial Dock
Lisbon Arty-Commercial Dock
Emerita Arty-Arty
Oporto Infantry-Infantry
Sao Paulo Library-Courthouse
Switch Guimares from Police Station (?) to Stock exchange.
Turn 3: 1590 AD
Pollution hits Faro and Alacer de Sol. Cleaned up.
Leira Arty-Arty
Oporto Infantry-Infantry
Faro University-Bank
Sagres Commercial Dock-Arty
Evora Commercial Dock-Arty
Persia and Carthage sign peace treaty. Turn science back, still get MT in 2, with +394 gpt.
Turn 4: 1595 AD
Emerita Arty-Arty
Lagos Commercial Dock-Arty
Coimbra Commercial Dock-Infantry
Lisbon Commercial Dock-Arty
Rio Janeiro Civil Defence-Courthouse
Oporto Infantry-Infantry
Switch Guarda from Marketplace to Aqueduct.
MT in 1, turn science back and still get it next turn at 515 gpt.
Turn 5: 1600 AD
MT comes in. Set research to flight at 70% in 6 turns.
Evora Arty-Tank
Guimares Arty-Arty
Sagres Arty-Tank
Oporto Infantry-Tank
Leira Arty-Tank
Turn 6: 1605 AD
Emerita Arty-Arty
Lisbon Infantry-Tank
Oporto Tank-Tank
Hurry Market in Badajoz and Aqueduct in Guarda, to the tune of about 200 gp.
Everything on Castelo branco island improved, i join the workers. Poke a couple of civil engineers in there.
Turn 7: 1610 AD
Pollution hits Sagres. Cleaned up.
Badajoz Market-Aqueduct
Guarda Aqueduct-Market
Oporto Tank-Tank
Alacer De Sol University-Stock Exchange
Lagos Arty-Arty
Guimares Arty-Tank
Leira Tank-Tank
Coimbra Infantry-Infantry
Rush an aqueduct in Castelo De Branco
Turn 8: 1615 AD
Pollution hits Lisbon and Evora. Cleaned up.
Sagres Tank-Tank
Oporto Tank-Tank
Evora Tank-Tank
Castelo De Branco Aqueduct-Courthourse
Emerita Arty-Arty
Turn 9: 1620 AD
Pollution hits Guimares. Cleaned up.
Mega rifleman in Tyre holds out against 6 mayan cavalry!
Guimares Tank-Tank
Lisbon Tank-Tank
Oporto Tank-Tank
Sao Paulo Market-Hospital
Turn 10: 1625 AD
Renew lux deal with Smokey. Our deal with Carthage for silks and gpt for one of our techs expires. Trade them Electronics for silks, 50gpt, 790 gp and WM.
Oporto Tank-Tank
Lagos Arty-Arty
Emerita Arty-Arty
Coimbra Infantry-Infantry
Flight next turn.
Culture is 13778, at 97 cpt.
LKendter Jul 22, 2004, 01:29 PM Will play this one tonight before trying to finish up the world map monster.
LKendter Jul 23, 2004, 12:00 AM 1625 AD (pre-turn)
We have left Lisbon in excess growth mode. It is already an absurd size 23 and about to grow again. Sitting at exactly 50 shields gives no play room against pollution which is very high risk due to the overly high population. I will start to mine squares. I find the same problem in other cities.
I don't know why Braga keeps using the gold mine square unless the governor is being an idiot during growth.
I start to disband our cavalry into the very low shield cities to speed up the builds. With the amount of tanks coming online we don't need the cavalry any more.
(IT) The loser plan comes together as Greece and Persia sign an MPP.
Greece declares war on the Maya.
1665 AD
(IT) Fission completes and we have just 1 source of Uranium. It is by Guarda, the city built to steal rubber. The resource clustering continues.
Summary:
The UN will complete in 3 turns. We have Manhattan project available, and we can push the path toward Genetics. That gives us 4 more major wonders and research lab. After that the only thing worthwhile is Apollo program.
Our current win date is 1856AD. I expect it to drop some with all the major wonders arriving.
Signed up:
LKendter
Microbe (currently playing)
Meldor (on deck)
-0blivion-
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
The variant rules - this is meant to be a semi-passive cultural win game as much as possible.
1) During despotism we must cave to all demands.
2) After despotism we have the right to refuse demands beyond cash / world map. However, our civ dislikes war. Is the item worth fighting over?
3) We may not demand other AI civs leave our territory, except for a clear sneak attack. If the Zulu and Vikings are fighting each other going through our territory we allow it.
4) Once spies arrive, we many only plant spies, and steal techs. I don't want other actions that are designed mainly to encourage war.
5) If the AI starts a war due to a refused demand we are PROHIBTED from signing alliances, and must accept peace when it is offered for free.
6) Any other war started buy the AI allows use to sign an alliance during the first turn of the war ONLY. As soon as the last alliance expires (20 turns or peace by the AI), then we must accept peace when it is offered for free.
5/6) NOTE: We can wait to our turn if the peace is offered during the inter-turn.
7) We may not declare war except to prevent a very close AI win. This would cover things such as space launch shortly, to close cultural 80K, etc. If you are in doubt if this rule can be used, then ask for my opinion if it falls under this rule.
8) When in doubt about actions please think about the spirit of the game.
http://www.civfanatics.net/uploads8/LK70-1675AD.zip
microbe Jul 23, 2004, 01:51 AM preturn: Sanitation to Persia for WM+17gpt+51g.
I switch Badajoz to Cathedral from Factory, for more culture pressure on Arbela.
Our unit support is too high (~250gpt), so I disband some flaks to speed up build. Also disband our elite horse.
(1)1680AD:
(2)1685AD: Mass Production to Carthage for 1182g (full price).
IBT Maya destroyed Greece. UN completed. Manhattan in 8 turns as a prebuild for SETI. Palace expansion.
(3)1690AD:
(4)1695AD:
(5)1700AD:
(6)1705AD: Carthage gets ironclad. Why it was researching it when it could get Mass Production is beyond me.
IBT Carthage wants to trade ironclad for MT, no thanks.
(7)1710AD: IBT Computers -> Miniaturization.
(8)1715AD: Many research labs are started. I upgrade a few infantry in remote cities, but not the majority. With our overproduction we'd better just build MIs from scratch and disband the old units.
(9)1720AD:
IBT renew spices for furs/wines/WM/2g deal with Maya.
(10)1725AD:
MT to Carthage for WM+540g+ivory+dyes+silks+76gpt.
I cancel RoP with Persia and sell Corporation for 7gpt+36g.
SETI is in 3 turns. After that we build the Internet. We can skip the research lab as Internet will provide one.
We'll finish within 50 turns.
meldor Jul 23, 2004, 03:11 AM I will sneak this one in before finishing off LK65
LKendter Jul 23, 2004, 05:55 AM (2)1685AD: Mass Production to Carthage for 1182g (full price).
Let's watch much more trading to Carthage. I won't bother except every 20 turns for the luxuries. We want to keep competition free for the mondern wonders. I would even like Manhattan.
============================
(8)1715AD: Many research labs are started.
I wouldn't bother as the Internet will give these to use for free.
============================
Signed up:
LKendter
Microbe
Meldor (currently playing)
-0blivion- (on deck)
microbe Jul 23, 2004, 11:53 AM Let's watch much more trading to Carthage. I won't bother except every 20 turns for the luxuries. We want to keep competition free for the mondern wonders. I would even like Manhattan.
We have enough wonders to build. The reason I did the trade was that Carthage would get it probably in one turn anyway, and we can use the cash to raise sci bar. Worth it IMO.
I wouldn't bother as the Internet will give these to use for free.
We simply have nothing else to build. :) We still have about 15 turns to complete Internet and saving a couple of turns in the research is still worth it.
meldor Jul 24, 2004, 12:42 AM 1735 AD (2)
We get the Seti program and start a pre-build.
1750 AD (5)
We get Miniturization and start on Genetics.
15814 104cpt
http://www.civfanatics.net/uploads8/LK70-1760AD.zip
-0blivion- Jul 24, 2004, 05:16 AM Gotcha....
LKendter Jul 24, 2004, 10:11 AM Signed up:
LKendter (on deck)
Microbe
Meldor
-0blivion- (currently playing)
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
The variant rules - this is meant to be a semi-passive cultural win game as much as possible.
1) During despotism we must cave to all demands.
2) After despotism we have the right to refuse demands beyond cash / world map. However, our civ dislikes war. Is the item worth fighting over?
3) We may not demand other AI civs leave our territory, except for a clear sneak attack. If the Zulu and Vikings are fighting each other going through our territory we allow it.
4) Once spies arrive, we many only plant spies, and steal techs. I don't want other actions that are designed mainly to encourage war.
5) If the AI starts a war due to a refused demand we are PROHIBTED from signing alliances, and must accept peace when it is offered for free.
6) Any other war started buy the AI allows use to sign an alliance during the first turn of the war ONLY. As soon as the last alliance expires (20 turns or peace by the AI), then we must accept peace when it is offered for free.
5/6) NOTE: We can wait to our turn if the peace is offered during the inter-turn.
7) We may not declare war except to prevent a very close AI win. This would cover things such as space launch shortly, to close cultural 80K, etc. If you are in doubt if this rule can be used, then ask for my opinion if it falls under this rule.
8) When in doubt about actions please think about the spirit of the game.
-0blivion- Jul 24, 2004, 11:31 AM Turn 4: 1768 AD
The Internet created. Production set to Manhattan project, due in 8.
Turn 5: 1770 AD
Genetics comes in. Set research to Rocketry in 7 turns. Only route to any more culture, Apollo Program. Switch Oporto to Cure for Cancer, 3 cpt instead of Manhattan's 2. Due in 9.
Turn 9: 1778 AD
With Rocketry due in 2 turns, Hannibal gets it.
Trade Fission with him for Amphibious war, 143 gpt, Rocketry, WM and 300 gold. Research on Space Flight in 7 turns. No aluminium.
Turn 10: 1780 AD
Renew Lux deal with Smokey. He isn't for our 1 lux for his 2 anymore, so i throw in Amphibious war. I don't renew the lux deal with Carthage, because i would have to give him computers or a massive lump sum. He starts Manhattan project. Realise i probably shouldn't have given him Fission. Thats competition for a wonder.
Culture is 16896 at 110 cpt. Cure for Cancer is in 4. Longetivity and Manhattan project available. Space Flight in 6, then Apollo will be available. Carthage might nick Manhattan at 2cpt. Longetivity is 3cpt, CoC is 3cpt and Apollo is 2cpt, only 500 shields.
It will take 29 turns from here on in for 20k, but that will go down with the wonders. Last time i will see the game anyway. It will be won on Meldor's turns.
LKendter Jul 24, 2004, 11:38 AM Signed up:
LKendter (currently playing)
Microbe (on deck)
Meldor
-0blivion-
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
The variant rules - this is meant to be a semi-passive cultural win game as much as possible.
1) During despotism we must cave to all demands.
2) After despotism we have the right to refuse demands beyond cash / world map. However, our civ dislikes war. Is the item worth fighting over?
3) We may not demand other AI civs leave our territory, except for a clear sneak attack. If the Zulu and Vikings are fighting each other going through our territory we allow it.
4) Once spies arrive, we many only plant spies, and steal techs. I don't want other actions that are designed mainly to encourage war.
5) If the AI starts a war due to a refused demand we are PROHIBTED from signing alliances, and must accept peace when it is offered for free.
6) Any other war started buy the AI allows use to sign an alliance during the first turn of the war ONLY. As soon as the last alliance expires (20 turns or peace by the AI), then we must accept peace when it is offered for free.
5/6) NOTE: We can wait to our turn if the peace is offered during the inter-turn.
7) We may not declare war except to prevent a very close AI win. This would cover things such as space launch shortly, to close cultural 80K, etc. If you are in doubt if this rule can be used, then ask for my opinion if it falls under this rule.
8) When in doubt about actions please think about the spirit of the game.
LKendter Jul 24, 2004, 03:25 PM 1780 AD (pre-turn)
We already have 37 tanks, 38 mech, and 61 artillery pieces. We are now strong vs. Carthage and still have the option to upgrade infantry. I switch most cities to wealth.
I drop science to have space flight in 13 turns. We have 14 turns just to build the existing wonders. Since we don't plan to launch the ship, we couldn't care less about the lack of Aluminum.
1788 AD
(IT) Cure for cancer complete and our CPT is now 113. Longevity is ordered up next.
Summary:
Signed up:
LKendter
Microbe (currently playing)
Meldor (on deck)
-0blivion-
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
http://www.civfanatics.net/uploads8/LK70-1800AD.zip
microbe Jul 24, 2004, 05:52 PM preturn: Switch Badajoz from factory to hospital. Convert two mines to irrigation.
IBT Space Flight -> Nuclear Power. Carthage completes Manhattan.
(1)1802AD: I wonder why we still cannot build Tactical Nukes, then realize it requires Alluminum.
I shut off research, only min on Superconductor.
(2)1804AD: I start building MIs and disbanding infantry.
(3)1806AD:
(4)1808AD:
IBT Longevity completed.
Persia is obviously planning a sneak attack as it lands a rifle next to Sagres, and 2 guerilla and one infantry enter our land. :lol:
(5)1810AD: I don't understand how dare Persia attack us.
http://www.civfanatics.net/uploads8/LK70-1810AD.jpg
Cleanup the few inferior units in our territory and get two promotion. Some leader finishing wouldn't hurt.
We kill 4 infantry and raze Gordium. We get our second source of incense.
We could actually take out Persia completely if we sign RoP with Carthage, but I have a better plan.
Even with incense we have to pay 150gpt for Alluminum, so i just sell Fission to Maya for it plus 54g and WM instead. Apollo in 5 turns.
(6)1812AD: We lose 5 tanks and capture Bactra.
(7)1814AD: more movement.
(8)1816AD: Our elite tank kills infantry and we get a leader.
http://www.civfanatics.net/uploads8/LK70-1816AD.jpg
It forms an army immediately. I load 3 tanks into it, and kill one infantry, so we can build Heroic Epic and Military Acadamy. It just came in time, as after Apollo in 2 turns we'd run out of culture buildings.
(9)1818AD: We must have a hidden Heroic Epic built somewhere already:
http://www.civfanatics.net/uploads8/LK70-1818AD.jpg
Two leaders in a row. This is, of course, going to rush Military Acadamy next turn.
(10)1820AD: Apollo -> Military Acadamy rushed.
We found two cities this turn. One grabs two ivory from Carthage. The other grabs both rubber and iron. This is the reason why I let Persia live until now, otherwise the spots we just settled would have fallen into Carthage culture borders.
So no reason to let Persia live longer, and we capture Persepolis. It has Zeus.
We could sell Incense to Maya and get Gems+WM+21g, and we could also renegotiate our spices deal with Maya, so I leave to next player.
Also disband all remaining infantry.
We'll win in 8 turns.
-0blivion- Jul 24, 2004, 05:58 PM Great :D
Polish it off Meldor. Glad to see our troops that were taking up 2gpt each finally did something useful :D
Military Academy = ? cpt
LKendter Jul 24, 2004, 07:33 PM Glad to see our troops that were taking up 2gpt each finally did something useful
They were always doing something useful - keeping Carthage from seeing us as weak and starting a war.
:crazyeye: Persia commits suicide against us. :crazyeye:
Signed up:
LKendter
Microbe
Meldor (currently playing)
-0blivion- (on deck, but meaningless)
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
meldor Jul 24, 2004, 09:32 PM 1820 AD (0)
Don't see much to do. I don't see the purpose of building the Tac Nukes, but I will let them continue. I spy Carthage Cav outside one of our cities. I ask them to leave and they tuck their tail between their lags and leave. Guess they didn't want the "Persian" treatment.
(I) The lux deal with Maya expires. We do a 3 for 2 deal and pick up an extra lux. We get the Military Academy and start The Heroic Epic, better late than never.
1822 AD (1)
Pull workers back to clean up big spate of pollution.
(I)Nada
1824 AD (2)
I gleefully rush large items for lots of money.
(I)
1826 AD (3)
We are up to 123cpt.
(I)
1828 AD (4)
Clean pollution
(I)Nada
1830 AD (5)
Clean pollution
(I)Nada
1832 AD (6)
Clean pollution, Save game
(I)We win!
http://www.civfanatics.net/uploads8/LK70-1832AD.zip
microbe Jul 24, 2004, 09:38 PM Great game, and fast! Culture win is always satisfying, but in the end it's mostly waiting. :lol:
LKendter Jul 25, 2004, 12:40 AM Great game, and fast! Culture win is always satisfying, but in the end it's mostly waiting.
All so true. My last turns we a real snore with most cities on wealth.
Seems weird to be down to just 1 LK series game, but I don't want to start anything new until after vacation.
-0blivion- Jul 25, 2004, 04:44 AM Well, that was fun. Got a lot of turns out of that due to a 4 player roster. Bah, just waiting Microbe, you were the one with the bit of fun at the end :D
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