LK84 - Civ=Arabia, Deity, 3 city Rubble claimers

LKendter

Exterminate, exterminate, exterminate!!!
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Joined
Aug 15, 2001
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I didn't specify world settings in the invite. I went with small world, 40% land Pangaea, random client, and random barbs.


4000 BC
The game can be really cruel at times. When we can only build 3 natural cities we draw a city site that can probably be a settler factory. :rolleyes:

The hut right next to us pops to give us Warrior Code and shows a flood plains wheat tile.


3700 BC
Settler #2 is covered as we pop one from a hut. What a waste of good luck when quick expansion isn't really needed.


3600 BC
We pop another hut and get boring maps.


3450 BC
We meet our first neighbor that turns out to be Greece. Not an easy neighbor to hurt if we don't have resources. Pottery and Warrior Code gets us Alphabet and $2. Bronze Working is out of reach.


3400 BC
We get a conscript warrior from a hut.


3300 BC
Medina is formed to the grassland wheat tile. I hope some of the nearby hills prove useful.


3150 BC
We meet Japan, but no trades are possible.


3100 BC
We meet the Hittites, but no trades are possible.
The Wheel failed to show any horses, so settler #3 doesn't have a clear direction.



Summary:
The below is the settler that needs a clue where to go. All of the dots are about a wash to me.

LAK-539.jpg



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

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Variant rules - We may build our first 3 cities anywhere. Any city after that must be built on former city rubble. We can be the rubble cause, or the AI. Even if the location is stupid we can't move even one from the rubble. The nature of this variant prohibits the capture of AI cities.

http://www.civfanatics.net/uploads8/LK84-3000BC.zip
 
Can we abandon a city later and build a new one?

If not, that tundra doesn't look too good, luxes or not. Maybe one SW of the lightblue if we go for that area, 4 grass, 3 plains and a hill, plus all luxes inside expanded borders.

Also, you can actually build a city and abandon it immediately -> there's your rubble :lol: I understand that wasn't your intention though.
 
Gozpel showed an uxpected hole in the rules. Please note the new underlined section. No creating future rubble by abandoment!


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

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Variant rules - We may build our first 3 cities anywhere. Any city after that must be built on former city rubble. We can be the rubble cause, or the AI. Even if the location is stupid we can't move even one from the rubble. The nature of this variant prohibits the capture of AI cities. We may NOT claim a rubble site from a city we abandoned.
 
3050 BC (0)
I don't see anything to change. We should probably push military early. Without horses, it looks like archers early and swords when they come (if we have iron). To increase the chances of iron, I think we need to grab as many of those hills to the southeast as we can.

2950 BC (2)
I would have had to raise luxes to 60% to keep Medina happy as it has no MP. Instead I give it a Taxman until its MP completes. I find horse, but they are on the other side of the Japanese.

2900 BC (3)
Meet the Hittites, ubt no trades can be done.

2850 BC (4)
Damascas is founded on the northern spot. It can pull in more hills when it expands and give us a better shot at iron. I hope we have some or this game could get, well gamey...
(I) Medina completes a warrior and starts a Rax. The Taxman is fired, at least until it grows again.

2800 BC (5)
Great, the Japanese have two sources of horses. Medina is size 3 and requires the lux to go to 10%. This make HBR take one more turn.

2670 NC (8)
(I) The Hitties start the Oracle.

2630 BC (9)
(I) Mecca completes its Rax. I decide to build a worker before I begin building Archers and spears.

2590 BC (10)
Nada
 
With sacrificing the badly needed luxuries I will curse the RnG if we don't get iron from Damascus.

Signed up:
LKendter
Meldor
Microbe (currently playing)
Please play 11 turns to get us back even. Please fix the unhappy cities.
The rubble-claiming rule is now in effect

Gozpel (on deck)
Kaiser_Berger

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Variant rules - We may build our first 3 cities anywhere. Any city after that must be built on former city rubble. We can be the rubble cause, or the AI. Even if the location is stupid we can't move even one from the rubble. The nature of this variant prohibits the capture of AI cities. We may NOT claim a rubble site from a city we abandoned.
 
Well I would have thought you would want an excuse to avoid LK79 longer, but I moved you. ;)


Signed up:
LKendter
Meldor
Gozpel (currently playing)
Please play 11 turns to get us back even. Please fix the unhappy cities.
The rubble-claiming rule is now in effect
Kaiser_Berger (on deck)
Microbe


Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Variant rules - We may build our first 3 cities anywhere. Any city after that must be built on former city rubble. We can be the rubble cause, or the AI. Even if the location is stupid we can't move even one from the rubble. The nature of this variant prohibits the capture of AI cities. We may NOT claim a rubble site from a city we abandoned.
 
Ignore my blue dot comment. I just loaded the game and realized I forget about the whale to claim on the other side.
 
The AIs should settle those luxes early and then we can have those cities. However, early we will need the shields more as we will be a 3CC until we can hit Japan.
 
LKendter said:
Ignore my blue dot comment. I just loaded the game and realized I forget about the whale to claim on the other side.
I assume this was intended for the AWE game and not this one...
 
Ignore my ignore comment. :crazyeye:
That was meant for LK83.
 
Pre-turn - The worker by Medina should've started a road before a mine.

Think a bit and up luxtax to 60% for a turn, so we can squeeze out a worker from Medina next turn. We'll lose a turn of research because of this, but we need to improve our lands quickly. Therefore Damascus is switched to worker as well.

Diplo shows that Greece and Hittites are sharing the tech-lead and Japan is behind.

2550bc - Medina got its worker, who is going to chop for barracks.

2510bc - Mecca worker -> archer.

Silly hittites warriors blocks the path for our scout in their territory.

2430bc - Greece starts the Oracle.

Damascus worker -> barracks.

2350bc - We learn HBR and give that and 2g to Japan for BW. Start research on IW at 60% to keep us even economically, it will take 16 turns for now. I don't want to get trapped by demands.

Well, forget that, we meet Rome and give them HBR and CB for IW and a goldpiece! :banana:
We have 2 sources of iron outside Mecca's E borders.

We could get Masonry for all our gold and gpt, I wait and set research on Writing at min.

Mecca archer -> spear.

2190bc - Mecca builds a spear, starts another. Move the spear to Damascus, luxes 30%.

Hittites knows Writing, they and the others are up Masonry and Myst as well.

We really miss those luxuries, maybe a couple of workers soonish to build colonies?

I didn't do any gpt-deals, we're getting close to the support limit already.
 
Signed up:
LKendter
Meldor
Gozpel
Kaiser_Berger (currently playing)
Microbe (on deck)


Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Variant rules - We may build our first 3 cities anywhere. Any city after that must be built on former city rubble. We can be the rubble cause, or the AI. Even if the location is stupid we can't move even one from the rubble. The nature of this variant prohibits the capture of AI cities. We may NOT claim a rubble site from a city we abandoned.
 
Preturn- We look alright.

T6 1910

It trashes our economy, but I get Writing from Rome for 176g and 7gpt. We then get Masonry from the Aztecs and Mathematics and 5g from Greece.


Summary

Not much to do. We have a temple in Mecca to help our happiness. One is due soon in Medina to help pull in two BG. We can't really afford much more for troops right now. I think we need to find a way to hook up the iron nearby, as since we're going to have limited numbers, we need to pack as much punch as possible with what we can support. We also have an an uneeded taxman in Medina, but its the only thing keeping our economy afloat.
 
Signed up:
LKendter (on deck)
Meldor
Gozpel
Kaiser_Berger
Microbe (currently playing)


Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Variant rules - We may build our first 3 cities anywhere. Any city after that must be built on former city rubble. We can be the rubble cause, or the AI. Even if the location is stupid we can't move even one from the rubble. The nature of this variant prohibits the capture of AI cities. We may NOT claim a rubble site from a city we abandoned.
 
LKendter said:
Variant rules - We may build our first 3 cities anywhere. Any city after that must be built on former city rubble. We can be the rubble cause, or the AI. Even if the location is stupid we can't move even one from the rubble. The nature of this variant prohibits the capture of AI cities. We may NOT claim a rubble site from a city we abandoned.
I think that answers your question. Just have a settler or two ready for the first cities.
 
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