LK120 - Egypt, Monarchy, Just Win

LKendter

Exterminate, exterminate, exterminate!!!
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It turns out there are only 6 civs left not played in the LK series. I randomly choose between Aztec, Egypt, Inca, Japan, Mali and Persia. The roll is a 2, and we will be Egypt.

The warrior popped a hut on the plains tile and we gained the scout.


Since I had a specific request to post the start, I am doing so. I don't plan to do this on a regular basis as it traps us into the starting position no matter how horrid it turns out. Even this position could turn out to be absolute trash if we don't find some luxuries.


With being creative there is no real need for Stonehenge unless we want an early prophet to hope to get a mid-range religion. Not building cheap temples really plays against our civs attributes.

This is a horrid start for luxuries as the only visible one is dyes, and that requires waiting for calendar. For being a "spiritual" civ I really don't understand why we don't start with mysticism. Looking how choked we are with forest and jungles, and lacking mysticism I feel trapped with only one viable game plan:
Initial build = worker to farm the rice, then plains ASAP.
Tech path = mining, bronze working (need to clear that jungle), animal husbandry (pigs on-line and horses for our UU), and then see what the terrain pushes.
I don't see a rush for pottery, as our initial city is a production city with farms and hills.

I propose building the initial city where the warrior stands as it gets two food bonus to support all those hills.


I will complete the turn Monday as that allows plenty of discussion time.

Image in next post...
 
LAK-1144.jpg
 
lurker comment:

If you settle where the scout stands, you'll have a decent shot at ANY wonder you would ever want, if you can manage the tech. That city could generate an ungodly amount of hammers, with two food bonuses and all those hills.

Being creative, once you get to drama, you're good to go on happiness, as your cheap theaters and colosseums give you a culture slider 2.5 times as powerful as the CivIII lux slider.
 
Bezhukov said:
If you settle where the scout stands, you'll have a decent shot at ANY wonder you would ever want, if you can manage the tech. That city could generate an ungodly amount of hammers, with two food bonuses and all those hills.

This is a case where I will jump on the lurking advice. My new proposed site is where the scout stands - especially since it is a *two* shield hill. :)
 
Lurker(-ish) comment:

Happy tidings indeed on getting the scout from the hut... allways good to have an early scout like that...

I would think to to settle on the spot of the warrior.
On the warrior spot you get 8 hills, 6 of which are grass too.
On the spot of the scout you get 8 hills too, but you would be settling on 1 and picking up what looks like a dessert tile? due E/SE of the Scout? Plus losing 2 turns.

This is lurker(-ish) cause I would love to join one of the Famous LK games, but fear I am way not good enough (noble/prince) for this one. But if you dare having a 'trainee' on the team, I would love too....

If not I will be lurking, hoping to pick up some things ...
 
It think part of what Bezhukov saw it the 8 hill spot includes 3 hills with base 2 production, start the city on a 2 shield spot. I suspect raw production is far strong at the alternate location suggested. I haven't had the time to run the numbers.
 
lurker comment:

Long-term, namliaM is correct. But as in the rest of the Civ series, the short-term is crucial.

I like to settle my capital on a site with two base hammers (in GOTM 4, I got 3 :eek: by finding a marble plains hill), as it gets the inital worker out quicker, not to mention scouts and patrolling warriors.
 
Lurker(-ish) comment:

It does cost 2 turns, offcourse you will be making 3 hammers instead of 2. So after 6 turns you would be even on hammers and the Scout spot would start 'hammering away' from the Warrior spot...

The scout spot may verry well have a second plus going for it... It is on the rivers end and if you want to make this a producing city, one doesnt care much for commerce.

It might just leave room due NW for a commerce city.... Tho on the screeny it looks like coast due NW or is that my poor fog gazing skills?
 
I would suggest warrior spot. We could not be sure about what kind of terran behind scout. Warrior spot has 4 grassland hills+1 plain. More then enogth. It is allways better to make capital a commercial city, in my believe.

Otherwize, I agree with tech plan and with build order. For this start classical worker first probably best.
 
My vote goes for the warrior spot as well - it wastes no turns and has lots of grassland hills, which I like a lot more than plains hills. I'm also a big fan of settling on top of plains hills, but it should only save a couple turns on the first worker, which is what would be wasted moving to the new spot.

Also, we wouldn't have enough food to work all the hills at the scout spot - unless I've made a mistake we'd have 7 excess food from the two food resources (3 from pig and 4 from rice), which is enough to work 1 grassland hill and three plains hills, which is 15 hill hammers. At the warrior spot, this 7 excess food will allow us to work 5 grassland hills AND a plains hill, which is 19 hill hammers.

The warrior spot also has 7 grassland tiles and dyes, which would allow it to become a commerce / specialist powerhouse when it's not building wonders or units.

My main hesitation is the likelihood that there are some resources in the northern fog that we would miss in the warrior spot, and wouldn't be able to get with another city without significant overlap. Settling at the scout would allow another city to pick up the dyes and any other resources lurking in the fog.
 
checking in - I prefer the warrior spot for the city; worker first build. I also agree with the research order.
 
Thyrwyn said:
checking in - I prefer the warrior spot for the city; worker first build. I also agree with the research order.

I don't think we should delay pottery too long, though, as the capital should be a greta hybrid commerce / production site. Grow the city with cottages and stagnate on production, or if we are at h/h limits and want it to function as a commerce city we simply hire a couple scientists and switch some hills to cottages.
 
Double post, sorry.
 
lurker comment:

I see I'm once again as persuasive as a rock. BTW, revealing currently unknown tiles that the capitol could work is a feature, not a bug. There may be even more bonuses in the fog, including resources that have yet to be revealed.
 
Bezhukov said:
I see I'm once again as persuasive as a rock.

You did win my vote. After just playing the turns I am really :mad: I didn't go with the scout location and you will see why after I post some pictures.
 
http://www.civfanatics.net/uploads11/LK120BC-2600.zip


4000 BC
My personal preference is the scout location for the first city, but I will go with the team's request. Research starts on mining.


3760 BC
(IT) Mining is completed, and research starts on Bronze Working.


3720 BC
The scout pops a hut, but just gets money.


3680 BC
Our warrior pops a hut, and the gold parade continues.


3560 BC
(IT) The warrior survives an animal attack.


3440 BC
(IT) Our worker is completed.


3360 BC
The scout pops a hut and we get pottery for free.


3160 BC
Our scout pops another hut and we get free experience, but are sitting next to a lion.
(IT) Our scout is lucky, and is still alive.


3080 BC
I was beginning to wonder if we were alone, but I just contacted Elizabeth.


2800 BC
It is starting to look like ladies night out, as Catherine is the next neighbor we find. She has meet Elizabeth. So far the religions haven't be on our continent. :(


2680 BC
Add Washington to the list of known civs.


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

Summary:

This start *SUCKS*. There is no visible copper, very limited luxuries (we will probably only get the sugar), and an obscene amount of jungle to chop.


Signed up:
LKendter
Mutineer (currently playing)
Please play 15 turns as a one shot deal.

DementedAvenger (on deck)
Thyrwyn
Jabah (skip Mar 24 to Apr 1)


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

Win target: Conquest. This is a 6CCC after all.
 
The mile high view

LAK-1148.jpg
 
Got it, will play tonigth. Personally I do not think our start is bad. In addition, start does not really matter. Monarchy level games winnable from any start.

Oh, and tonight by my time, I live in Japan. So it could be yestarday mogning by your time.
In addition, I want to apologise ahead for my spelling errors. I am not native English speaker, so when I am tied or in hurry I could be bad. :)
 
City site #1:
A whiptastic city with serious commerce potential and some shields.


LAK-1149.jpg
 
Mutineer said:
Got it, will play tonigth. Personally I do not think our start is bad. In addition, start does not really matter. Monarchy level games winnable from any start.


No copper, lousy luxuries, and no sign of religion = suck IMO.

Monarchy games can be lost. Witness the LK117 failure. :cry:


Well I hope you give me enough time to finish posting information...
 
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