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Old Mar 30, 2006, 08:02 PM   #141
LKendter
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http://www.civfanatics.net/uploads11/LK119AD-1710.zip


1690 AD
(IT) China throws away a Cho-Ko-Nu.


1694 AD
I kill multiple units at Shanghai for no cost. It holds simply because of a lack of attackers.
(IT) China throws away a knight.


1696 AD
Shanghai is a pile of rubble.


1704 AD
Despite being well stocked with troops, Beijing burns the first round of attack. I didn't lose a single unit. Cannons with city raider infantry is brutal vs. China's obsolete troops.


1710 AD
Guangzhou and newly formed Kaifeng are razed.

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

Summary:
FYI - You don't lose any promotions during the upgrade process. If you had 5 promotions, you still will have 5. What does happen is that your experience level drops back to 10.

I don't expect to see that game back. China is down to 4 cities, and we are next to two of them.

Signed up:
LKendter
Greebley (currently playing)
Jabah (on deck?) (skip Mar 24 to Apr 1)
Maquis
Tatran

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

Win target: Conquest. This is a 6CCC after all.
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Old Mar 30, 2006, 09:41 PM   #142
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Ok, I got it.
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Old Mar 30, 2006, 11:01 PM   #143
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Turn 390 (1710 AD)
Everything looks good.

Turn 391 (1712 AD)
Razed Nanjing
Razed Xian

No units lost. 0ne half the units head north toward Greece and 1/2 continue to attack china. New units head toward Greece from the East.

Turn 392 (1714 AD)
Razed Chengdu
No Units lost. Declare war on Greece and step into his territory in a town near our borders.

Turn 393 (1716 AD)
Razed Herakleia
It was only guarded by a rifle that was easy enough to kill with our Infantry.

Turn 394 (1718 AD)
Capture a worker. We are RR'ing to Greece both from below and above (all workers are involved).

Turn 395 (1720 AD)
Razed Hangzhou
No Losses. China has Been Destroyed!

Turn 396 (1722 AD)
Lose a cannon
Razed Mycenae
Tech learned: Combustion Start on Sci Meth with science turned down.

Turn 397 (1724 AD)
Advance next to Athens

Turn 398 (1726 AD)
Lose a Cannon & kill 7 Rifles + assorted junk.
Razed Athens

Turn 399 (1728 AD)
Advancing on next two towns.

Turn 400 (1730 AD)

Notes:
I would give this game 5-6 turns to the win. We have overwhelming odds. It is merely a matter of getting out troops within range.

The next player will therefore finish it up.

I personally found the game enjoyable but then I enjoy war-monger games (though I do like the occasional peaceful game as well). A lot of tactics and interesting battles.

Here is a picture of the final 3 towns.

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Last edited by Greebley; Apr 11, 2006 at 07:28 PM.
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Old Mar 31, 2006, 03:44 AM   #144
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Signed up:
LKendter
Greebley
Jabah (skip Mar 24 to Apr 1)
Maquis (currently playing)
Tatran (on deck?)

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

Win target: Conquest. This is a 6CCC after all.
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NEW Oct 15, 2012 - Added Civ4 Adv55.
The LK series is back - LK149, world map as Indonesia is in progress
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Old Mar 31, 2006, 03:19 PM   #145
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Got it. I'll if I can finish this off tonight...
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Old Apr 01, 2006, 07:33 AM   #146
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Well, short & sweet... it only took mt 4 turns. Mostly becuase our troops had to walk to Delphi.

Turn 1: Knossos falls. No losses for us.

Turn 2: Sparta falls. Again, no losses.

Turn 4: Our stacks have arrived at Delphi, Alex's final city. Time to mop up.



And that is only one of the stacks. So a couple of quick attacks later...



Again, no losses.


Our score:



And the turnset, in case anyone is interested.

Spoiler:

Turn 400 (1730 AD)
Rome finishes: Infantry
Antium finishes: Infantry
Neapolis finishes: Infantry
Delhi finishes: Infantry

Turn 401 (1732 AD)
Cannon loses to: Greek Rifleman (12.18/14)
Infantry defeats (17.20/20): Greek Rifleman
Infantry defeats (16.80/20): Greek Rifleman
Infantry defeats (16.80/20): Greek Rifleman
War Elephant defeats (8.00/8): Greek Catapult
Captured Knossos (Alexander)
Razed Knossos
Knossos lost
Cumae finishes: Cannon

Turn 402 (1734 AD)
Infantry defeats (20.00/20): Greek Rifleman
Infantry defeats (15.60/20): Greek Rifleman
Infantry defeats (11.00/20): Greek Rifleman
Infantry defeats (11.60/20): Greek Rifleman
Infantry defeats (14.40/20): Greek Catapult
Captured Sparta (Alexander)
Razed Sparta
Sparta lost
Chinook grows: 18

Turn 403 (1736 AD)
Chinook finishes: Infantry

Turn 404 (1738 AD)
Infantry defeats (3.40/20): Greek Rifleman
Infantry defeats (5.00/20): Greek Rifleman
Captured Delphi (Alexander)
Razed Delphi
Delphi lost

Turn 405 (1740 AD)



Well, it was fun, although the endgame was enitirely lopsided. Not sure if that was just because we were playing Rome, but we sure could crank our the military, even with only 6 cities.

And finally, here's the replay:
Attached Files
File Type: civ4replay LK119_AD-1740_8.Civ4Replay (311.5 KB, 27 views)
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Old Apr 01, 2006, 07:45 AM   #147
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Despite 6 cities, once of which was low production, it was absurd how strong we were.

Add another win to the LK series.
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Old Apr 01, 2006, 10:10 AM   #148
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One thing that made us strong was that we kept the AI with less cities than us and we didn't allow them to grow fully. Rome + Pangea made it a strong war mongers game. I am playing another 6CCC Monarch SG that is showing me how hard 6CCC can be. The latter part of the game is really hard as happiness and health are very low once you have attacked everyone. The biggest problem is that the game isn't epic but normal speed. That makes it extremely difficult to finish to win before launch or histographic.

My advice to anyone playing 6CCC is to play an epic game. You need more time to conquer the world in the latter part of the game.

[Edit: So far I got to say that some of the standard civ3 variants just don't seem to work as well in Civ4. Limited city games suffer from the lack of colonies, AW games suffer from unavoidable WW.]
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Old Apr 02, 2006, 03:15 AM   #149
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Back too late in this one as well

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