LK79 - Mongols - 5CC Deity.

LKendter

Exterminate, exterminate, exterminate!!!
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Aug 15, 2001
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Difficulty = Deity
Civilization = Mongols
Continents, 60%, warm, wet, 5 million
Sedentary barbs
World Size = Standard


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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.

Mass troop jumping - You can't give away a give a city to transport a large amount of troops to another land mass.


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.
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.
 
I didn't specify a Civ. Looking down the list I see the Mongols haven't been played since LK37, an AWM game. That has been the only Mongols game, so it is about time they see the light of day.

I shifted the Barbs to sedentary, from the typical none. Playing an expansionist civ without huts is just plain painful.


4000 BC
I see no reason not to settle where I am at. A tobacco square isn't enough to justify moving. Since we already have pottery, I see no reason to start any research project.


3550 BC
(IT) Our borders expand and pop the nearby hut. We get Bronze Working as a free tech.


3350 BC
We make first contact with Spain whom is awful close to our capitol. I can't touch Alphabet, but I ship Spain Warrior Code and Pottery for Burial and $35.


3250 BC
This is the big hut popping turn. The first hut gives us $25. The second hut gives us a warrior. What a waste of huts.


3200 BC
A Hittite scout walks over to say hi. We ship them Burial and $28 and get Alphabet.


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

Summary:
No dot map as the fog near the wines needs to be cleared. The wine area is our target for settler #1. If we aren't aggressive Spain will claim it.

Signed up:
LKendter
Microbe (currently playing)
Gozpel (on deck)
Kaiser_Berger
6thGenTexan

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

http://www.civfanatics.net/uploads8/LK79-3000BC.zip
 
Signed up:
LKendter
Gozpel (currently playing)
Kaiser_Berger (on deck)
6thGenTexan
Microbe

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
microbe said:
What's our victory condition? I thought it was Conquest but read again and it's just 5CC.

Our goal is conquest. I tried added the missing "C", but it is to late to change the title.
 
I just PMed Gozpel. I saw got it in other games, but not this one.
 
I'm here. I didn't realize this started already.

So I got it.

Mongols will be....interesting :)
 
Pre-turn - Not much to do. At least we will have enough space for 5 cities, by looking at the map.

2900bc - There are plenty of wines to the SE, I count to 4.

2850bc - Karakorum granary -> settler.

Spain knows Masonry.

2800bc - Spain and Hittites share the knowledge of the Wheel and Masonry now.

2750bc - Worker starts chop forest for barracks.

2670bc - Spain starts Colossus.

We meet England, they only knows the Wheel.

I buy Masonry from Spain for 1gpt and 184g.
Buy Wheel from England for Masonry, 2gpt and 1g.

We have a horse inside the capitols borders and another one near the wines!

Continue the non-research, we won't have enough gold after the settler is done next turn.

2630bc - Karakorum settler -> barracks (worker is chopping)

2590bc - Scout spots green borders.

Lizzy knows IW.

2550bc - We meet the Aztecs, they have 80g and we have Masonry for sale. Next player can do the deal.

Should we research Writing on min? We missed a couple of turns already.

lk_2550bc.jpg
 
Signed up:
LKendter
Gozpel
Kaiser_Berger (currently playing)
6thGenTexan (on deck)
Microbe

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
I will do a dot map up later today.
 
I am stumped for a good dot map for this game. For now I am going to cover the next key city on the wines. The double thick yellow line will be the capitol expansion in 30 turns. The will fill in the single yellow line gap. The biggest problem in a 5CCC is lack of resources. The placement I propose gives us the maximum chance of future resources.
LAK-526.jpg
 
Preturn- We look good.

T3 2430

We pop a goody hut and get Iron Working :clap: We have iron just outside of Karakorum's borders.

T4 2390

We found Ta-Tu, beating a Spanish settler pair by one turn.

T9 2190

Spain poaches a beautiful site by the gold hill. I think we'll want to torch it and build our own city there in the future. It has a gold hill and 6 bg and its on a river.

T10 2150

Our next settler is ready. I'll leave it unmoved as we need to figure out where our next city goes.

Summary

There are new techs abound in the form of Writing, Mysticism, and Horseback Riding. There aren't any deals available yet though.
 
Spain poaches a beautiful site by the gold hill. I think we'll want to torch it and build our own city there in the future. It has a gold hill and 6 bg and its on a river.
This is hard to call at the moment. This would limit us to 4 cities until it is burned. I want to see how cities 3 and 4 play out before making the call. Either way we need to secure the iron.

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

Signed up:
LKendter
Gozpel
Kaiser_Berger
6thGenTexan (currently playing)
Microbe (on deck)

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