Succession LK 20 - Persia, anyone plays

LKendter

Exterminate, exterminate, exterminate!!!
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Aug 15, 2001
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Worker automate is not fair is sucession games - please do not use it.
Also, no long go to orders. Don't fortify ships in the middle of the ocean.
Patch 1.17 required.


Civ = Persia
World = standard, Wet, Warm, 5 Billion, large continents.
Difficulty = Regent
Barbarians = Roaming
# Civs = 8
Diplomatic is disabled.

3950 BC - Persepolis is formed - on a gold mine - by a river.
Start Iron working research - After all, we are the Persians.
3900 BC - Start Iron working research - 29 turn eta.
3500 BC - Border expansion.
3250 BC - Pop a goody hut - The Harappan tribe teachs us Ceremonial Burial.
3100 BC - mm to speed up first settler.
2900 BC - Pop a goody hut - $25.
2850 BC - Settler complete - start worker - with the flood plains coming on line - obvious settler / worker factory.
2710 BC - We finish Iron working - Start wheel to learn the horse sources.
2590 BC - Pasagadae is formed - next to an Iron source - :die!: - temple ordered, I also want the grapes - Pure luck, I was heading this way for the grapes.
2430 BC - We meet the Aztecs, warrior code for Masonry and $30 - quite a deal for a warmonger nation. They have furs - killing them in the future will be nice.
2270 BC - Contact the Zulu - this is getting a crowded world, the nearby nations are also warmongers. We give them Masonry for Pottery and $10.
2190 BC - Wheel is researched - working on Horseback riding. Horses will be within our borders in 22 turns.
Zulu begins the Pyramids.

Summary - When Pasargadae completes temple - barracks, then Immortals asap.
Persepolis is a settler / worker factory.

http://www.civfanatics.net/uploads/LK20-1990BC.zip

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Well LK 19 flew -
Let's get this one going to.

Another Anyone plays game.
 
I'll see when hotrod submits his game to decide whether i'll play tonight or let somebody else play and pick it up tommorrow.
 
(1) 1950BC: Continue road to grapes, Norther Warrior continues north - Southern warrior moving west - iron road completed, immortals now possible

(2) 1910BC: Change Persepolis to Barracks, Pasargadae finishes temple begin Settler

(3) 1870-1790: More exploring to the North nothing but barbarians

(6) 1750 BC: Completed barracks change to Immortal, road to wines finished

(7) 1725 BC: popped a hut for 50 gold - trade 42 to Zulus for Mysticism

(8) 1700 BC: zzzzz

(9) 1675 BC: Horseback Riding began Alphabet

(10) 1650 BC: Spices to the NW

(11) 1625 BC: Warrior is not a vetern

(12) 1600 BC: zzzzz

(13) 1575 BC: Pasargadae completes a settler, begins another. Persepolis completes a vet-immortal

(14) 1550 BC: Warrior approaching another camp to the north

(15) 1525 BC: Disperse for 25 g, Warrior is elite but hurt must rest to regroup

(16) 1500 BC: Susa founded to the West, of Pasargadae. Learn alphabet, began writing

(17-19) 1475-1400 BC: Susa building warrior, workers connecting Susa to capital, workers mining near capital.

(20) 1375BC: Zulu trade Math for 75 gold

Summary: Not much groth but Pasargadae can make settlers quickly and Persepolis can make immortals in I think it was 6 turns and still grow nicely. With Aztecs and Zulus war will not be far off, defense will be necessary to go with the immortals.




http://www.civfanatics.net/uploads/LK20-1375BC.zip
 
Inherited turn:
I keep the need for troops in mind, however, I see that we can get ourselves another two sources of iron, and hopefully those spices in the jungle.
There does seem to be a barb horseman problem though.

(1) 1350BC
Not sure what the worker near Persepolis was planning to do. He's outside the city boundary, so I move him to a shielded grassland to commence mining operations there.

(2) 1325BC
(3) 1300BC
Susa is connected to our trade network.

(4) 1275BC
Our elite warrior manages to heal to four health, then gets killed by a barb horseman with no damage to the barb :(

(5) 1250BC
Persepolis will riot if I let it grow. Set to max production and no growth.
Persepolis completes it's temple. starts spearman.

(6) 1225BC
Persepolis citizen moved to resume city growth.
Parsargdae builds settler, starts barracks. Lee would kill me if I started churning out regular troops!

(7) 1200BC
Aztecs plop down Tlacopan south of Persepolis. Our warrior is caught inside it's boundary.
We discover writing. Literature is ordered.

(8) 1175BC
Our warrior withdraws from Aztec lands.
I fortify our settler in Susa until the spearman completes there. We need escorts with those barbs around.
Persepolis completes spearman, starts immortal.

(9) 1150BC
I fortify the spearman where it stands to allow Persepolis to grow to 6. I rearrange for max food.

(10) 1125BC
Spearman completes at Susa. He will escort the settler. Another spear started.
That idiot Shaka demands 21 gold. We aren't in any real shape to fight, so I cave in.

(11) 1100BC
The Aztecs start the Pyramids.

(12) 1075BC
Our roaming warrior spots a barb horseman. It attacks and promptly dies. Nice horsie.

(13) 1050BC
Spiceland is founded next to the three spices. I start a temple there, fully expecting it to be vetoed by the next leader.

(14) 1025BC
Persepolis pops out an immortal, starts another.
A second barb horsie kills our warrior. I am having no luck with the barbs here.

(15) 1000BC
Persepolis switched to max shields as it has reached size 6.

(16) 975BC
(17) 950BC
Barb horsie appears next to our worker at Persepolis. An immortal is popped out there in the nick of time. Another is started.
Susa completes spear, starts temple.

(18) 925BC
Immortal covers worker outside Persepolis. A second immortal fortifies a worker clearing jungle and building a road to Spiceland.
Barb horsie attacks and dies.

(19) 900BC
(20) 875BC
Our immortal heads out to search for barb camps.


Notes:
Immortal to the East of Persepolis is heading East in search of the horsie-producing barb camp.
Persepolis can churn out an immortal every three turns.
Clear jungle and connect Spiceland to the trade network.


LK20-875BC.zip
 
I have got it.
 
Succession LK 20 -
Pre-turn.
ARGGGGGGGGGGGGGG - Shields wasted on regular spearman.
Problems - way to little workers, lack of vet troops.
Persopolis finishes imortal, starts spearman.

825 BC - Persepolis starts setter - I want a second source of Iron.
800 BC - Parsaragade starts worker - we are to short of these.
775 BC - Research decision - Map Making.
710 BC - Frag a barb camp, plus $25.
670 BC - Arbela is formed - starts temple, will be a second iron source someday.
I pass on building the Great Library - we are way to short of cities to tie Persepolis up for 80 turns.
550 BC - I hate trading sometimes - $40 is all I can get for literature - NO sale.
Susa starts the critcal barracks.
470 BC - LeeVille is formed - I will need jungle cleared, but will be a good city someday.
450 BC - EEEK - The Zulu have an army, empty???, but it is there.

Summary - I disbanded the non-vet spearman.
More cities need to be on the road-net.
Backup iron source on the way.
Immortal to the right of spice land hunting for a barb camp.

http://www.civfanatics.net/uploads/LK20-450BC.zip

No sign ups, simply play
Post you intention to play, and complete your turn within 24 hours.
Your choice, up to 20 turns. You can always play less.
 
What was the problem?

Do I need to repost the game.
 
Preturn: No changes.
(1) 430BC-
(2) 410BC-Immortal finds and destroys barb camp, 25 gold.
(3) 390BC-Pasargadae starts settler.
(4) 370BC-Start researching Philosophy
(5) 350BC-
(6) 330BC-Aztecs are building The Oracle.
(7) 310BC-Persepolis starts spearman.
(8) 290BC-Susa starts worker.
(9) 270BC-Shaka wants to trade his wm for our wm, Literature and 60 gold. I politely decline.
(10) 250BC-
(11) 230BC-Persepolis and Susa start immortals, Pasargadae starts a settler. The Zulu start The Great Wall. Zulu finish the Pyramids in Zimbabwe. Zulus establish an embassy in our capital.
(12) 210BC-Start researching Code of Laws. Aztecs are building The Oracle.
(13) 190BC-
(14) 170BC-
(15) 150BC-Munith founded, temple started.
(16) 130BC-Persepolis starts library. LeeVille switched to temple.
(17) 110BC-
(18) 90BC-
(19) 70BC-Pasargadae starts spearman. Susa starts another immortal. Arbela starts a worker.
(20) 50BC-Spiceland starts a settler.

We are trailing in the histograph, primarily due to our lack of cities. A settler is headed SW of Susa to hopefully take Ibabanago culturally. I tried to balance production between growth, culture and military. We are still weak compared to the Zulus and the Aztecs.
Best of luck to the next leader.

http://www.civfanatics.net/uploads/LK20-50BC.zip
 
I got it. Will play & post soon.
 
Well, in a complete turn of strategy, I focused on military, results of which are debatable.

(1) 30 BC: Persepolis finishes library. Immortals ordered. I decide to let Persepolis grow one more pop point, it will then be producing 10 shields per turn, which means in immortal every 3 turns. Aztecs complete The Oracle. Micromanaged Arbela into getting an extra beaker whilst finishing the worker next turn. Construction in 17 turns.

(2) 10 BC: Ordered another worker in Arbela. We need them desperately.

(3) 10 AD: The Zulu seem to be dispatching quite a few troops towards the Aztecs. Hopefully we will have enough of a military to join in on the fun.

(3) 30 AD: Leeville completes temple, settler ordered. Antioch formed, building temple.

(4) 50 AD: Two immortalses completed. Our people want to build the Forbidden Palace! Maybe we should... Production in Pasargadae switched from spearman to immortals.

(5) 70 AD: We have heard reports of massive barbarian urprising near Spiceland. Hopefully they'll go for the Zulus.

(6) 90 AD: Zululand declares war on Aztecia!! :hammer: Arbela finishes worker. Barracks ordered. Aztec spearman/settler pair enter our lands. I'll wait two more turns and then demand them to leave. If they refuse, we attack :lol: Persepolis grows, now producing 11 shields per turn.

(7) 110 AD: Aztecs are losing battles against the Zulu. Montezuma offers furs for spices. I decline.

(8) 130 AD: Immortal sent to "escort" the Aztecs to the east.

(9) 150 AD: Growing weary of the Aztecs intruders, I politely contact their spearman, asking them to leave. They overreact and declare war! :hammer: Too bad... For them, I mean :lol: Immortal beats Aztec spearman, leaving us with two workers. Our great civilization has entered a Golden Age! Persepolis can get 16 shields of production, which means an immortal every two turns! Defeated 3 jaguar warriors in our territory. Leeville completes settler, sent out to settle east of Munith. No escort, we'll let Arbela build a spearman for it. We have captured another Aztec worker.

(10) 170 AD: Three more immortalses completed. Pasargadae switched to building spearmen. We scare off a jaguar warrior that would have been a potential threat to our retreating Aztec slave.

(11) 190 AD: Aztecs have swordsmen. Suspicios Aztec galley spotted on the east coast. Immortal sent to investigate.

(12) 210 AD: Workers sent out to clear jungle. Still delaying the attacks, waiting for reinforcements. We lose two immortals to Aztec swordsmen, only taking one HP off of two of them (this all happened in a forest!!) :eek:

(13) 230 AD: Immortals wreak havoc upon Tlacopan swordsman, losing not one HP attacking. Revenge shall be ours!


This is where I decided to step back and let someone else take over. War might not have been the best option (probably so), but certainly the most challenging and fun. :lol: We have a total of 12 immortals, 9 of which are at the front line. Persepolis is cranking out immortalses every two turns, Susa every five turns. Three cities are producing spearmen, we could use some garrison(s). There is a settler to the northeast (ready to settle next turn) and one in Spiceland with its move left. The next leader should decide what to do with it. Best of luck!
 
I suppose you could use this: :rolleyes:
 
Go it -

War to soon? or not?

Persia just isn't that strong yet unless a lot a changed since I last played.
 
Pre-turn - LeeVille doesn't have barracks, cancel spearman, start barracks.
Same deal in Spiceland.
Can't fixed it now, but I prefer to clear forest before jungle - +10 shields and quicker.
Start currency research.
Zulu builds the great wall.

250 AD - Tarsus is formed - Needs to clear jungle to be usefull.
:mad: 2 Aztec swordsman kill 2 immortals
260 AD - We do better, and auto-razed Tzin... at no cost.
We captured Atzc...
1 dead swordsman in Tlac...
I really hate Tlac..., the other swordsman comes out and kills another immortal.
270 AD - The dice are really annoying me - Aztecs can kill immortals in forrest, but immortals can't kill swordsman in forest. This is not going good, losing to many expensive immortals.
:mad: this is obscene, the forest swordsman attacks an immortal on a mountain and wins.
290 AD - Gordium is formed.
Lose 1 immortal (attacking!), kill 1 swordsman.
:eek: Zulu start SunTzu, we suck for tech.
300 AD - Aztecs are cleaning our clock, 2 immortals die for nothing - our signle captured city in major danger.
310 AD - THIS SUCKS! Another attacking immortal can't kill the swordsman from hell of the Aztecs on the attack. Lost 3 hp to kill a 1 hp swordsman.
Kill 1 spearman in Tlac losing 3 hp again.
320 AD - The foolish Atzetc turn away from Atzc, the could have taken it.
But the frelling Zulu can land a single swordsman, and auto-raze a city.
330 AD - The price sucks, but I give Zulu Literature and $60 to get Polytheism.
Monotheism for free.
Expensive, but I buy a world map off of the Zulu for $90.
German builds the Great Libary.
Luck disasters continue, a jaguar kills a 1 hp immortal.
340 AD - Tlac falls - stuck at size 1 for a while.
Blasted Jaguar steals precious workers
350 AD - I kill him, but the workers can't be seen. :mad:
370 AD - Dice blow yet again, another dead immortal by a swordsman.
380 AD - Revenge for the immortal.
390 AD - A gracious Zulu threatens - a bluff.
Amazing, an immortal survives a swordman attack!
400 AD - Finnaly, a stack of Immortal doom is formed.
Golden age is over, didn't help much, as 100% army production.
410 AD - The stack of doom takes Tlax..., but loses 2 immortals.
430 AD - The short stack of doom takes Mali at no cost - pick up a couple of workers.
These cities are going to take forever to get out of whipped misery.
Monarchy is learned - I PASS on a revolution, we can't afford a break in production.

Summary - It was horrid during my early turns, but things finally turned around.
Once we can combined another stack of doom, hit the Aztec capital!
If we get a leader, fp in Aztec territory.

http://www.civfanatics.net/uploads/LK20-440AD.zip

No sign ups, simply play
Post you intention to play, and complete your turn within 24 hours.
Your choice, up to 20 turns. You can always play less.
 
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