LK93 - RaR, 25K again, not OCC

LKendter

Exterminate, exterminate, exterminate!!!
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Joined
Aug 15, 2001
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Difficulty = Deity
Civilization = TBD
Map = Pangaea
Barbs = Roaming
World Size = Small

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

The goal is to try for 25K win. I think it shouldn't be too hard with deity.
While we are allowed to fight the goal is a semi-passive culture game. Fighting is meant for short wars to acquire a critical resource, trim the leader, etc. I don't want this turning into a conquest / domination game.
 
Signed up:
LKendter
Microbe
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@sanabas - I don't recognize the name. I want to confirmed a couple of things:

1) You have the Rise and Rule (RaR) module installed.

2) You have previous deity experience. Are you playing other SG at deity?
 
No worries. I have RaR, I have only started one other SG, it is on Monarch. I have plenty of experience on Deity with RaR, I have also won on Sid with RaR. I can probably find a deity RaR save if you want.
 
Signed up:
LKendter
Microbe
open slot
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sanabas
 
:bump:
Still need more players...
 
Unfortunately, my SG schedule is currently full so I have had to pass on recent games. I would have to wait until LK87, 89, or 90 finished.

Hopefully, you will be able to fill it without me, but if you can't get enough interest now, I would be willing to play when one of the above games is in its last turns.
 
If you're willing to put up with my lack of RaR knowledge, I'd join. I've been picking up on some stuff by lurking the other games. I imagine if I play it slowly and think out every decision I should have few problems.
 
Signed up:
LKendter
Kaiser_Berger
Microbe
open slot
sanabas

I will start this tommorrow even if we don't get a 5th.
 
LK89 turned into an unexpected set of ugly war turns and delayed my other games. I will start this one tomorrow.
 
I almost had a great start until Rome declared. The capitol had 2 food bonuses, incense was nearby along with iron. If a deity civ attacks within the first 30 turns you know your fate.

I will try again.
 
I change the game to standard map. The more I understand RaR, the less I like small maps with it. I am sticking with RaR 1.01 for now. This time I wanted a civ with some cheap culture buildings.

Tibet looks great with Religious and Scientific. However, we can't see any food bonuses. I realize one of our 2 traits will have to been expansionist to see a lot of the food bonus. Russia and Arabia are the only to expansionist civs that also get cheap buildings. Zav1 may be Russia, so we default to Arabia.

Trying again to get a valid start...
 
I think also Acri civs see food bonuses.
 
This is frelling absurd. This is the second great start destroyed by a very early war. I am starting to hate RaR. I almost never have this problem with standard C3C.

LAK-595.jpg
 
3600 BC
We meet India, and the have nothing to give us.


3450 BC
We ship India domestication for Warfare and $21. It was worth waiting 3 turns.


3400 BC
We meet the Sioux after they killed a barb near us. We ship them Domestication and Pottery for Cultivation and $35.
I sell India Cultivation for $29. The extra money doesn't help get the other tech from the Sioux. :(


3300 BC
We pop a hut and get a tribe. :dance:


3250 BC
Medina is formed and we have spices for a luxury.


3150 BC
The price is a bit high, but I give the Sioux Mysticism and $120 for Masonry. We want to build a worker housing.


3050 BC
I ship Mysticism and $8 to India for Scrape Mining.


2850 BC
I ship Alphabet to the Sioux for Boat Building and $60.
I ship Alphabet to India for Sailing and $10.
I sell Sailing to the Sioux for $75.


2630 BC
:wallbash: The Sioux already stole the site with incense and iron. We really need incense to hit 25K.


2430 BC
I ship Writing to the Sioux for Caste System and $30.


2390 BC
We meet up with the Germans. I buy weaving for $75.
I sell the Sioux weaving for $68.
I buy Urbanization from Germany for $115. The last thing I can buy is Fermentation for $65.


2230 BC
We meet the French. They are up 2 techs, and no deals are possible.

Goodie huts also gave us Pottery, Slavery, $25 and Mythology.


2190 BC
Damascus is formed to claim silks and iron.
(IT) Mecca is struck by disease. :mad:


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

Summary:
There are mystery people with Green Borders to meet.
Dynasticism is due in 5. Please revolt immediately. We need to get rid of the chiefdom penalty. This is for both growth in Mecca and extra income. We are running -1 right now with $75. We are pushing our luck.

Mecca is the 25K city. Please get the production improvements completed and lets start building culture.



Signed up:
LKendter
Kaiser_Berger (currently playing)
Microbe (on deck)
Open slot << This slot disappears after Microbe's turn.
Sanabas


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

While there are no specific variant restrictions remember the basic goal is a semi-passive 25K. War should be to trim the leader, stop a launch, or to grab a critical resource.

http://www.civfanatics.net/uploads9/LK93-2150BC.zip
 
I forget some comments:
1) NO more settlers from Mecca. We can't build settlers and culture.
2) Medina has the granary to let us build settlers with escorts.
3) The AI is much more aggressive early on as 2 the failures show. We also have barbs in play. All setters need escort.
4) Gold is a RESOURCE needed for many commercial buildings. Our next settler should claim the gold.
 
/delurk

The RaR/DyP AI is VERY aggressive if it perceives any sort of military weakness, much more so than the normal Civ3 AI. While this occasionally leaves it vulnerable to gross miscalculation when it formulates its foreign policy (even more than usual), especially once fast-moving units and railroads show up, it also makes it more dangerous in the early game. Farmer's gambits are suicidal, and the AI seems to be much more likely to just bury a civ regardless of diplomacy, particularly early on. I would imagine that the free units it gets on deity make the AI even more aggressive, particularly against the human player.
 
Mecca is struck by disease.
look at bed03 game, we planted the capital in a flood plain just like you did. expect to lose heaps of citizens by disease. we lost around 10 I think.
 
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