LK126 - Monarch - Warlords, Celts, Ice map

LKendter

Exterminate, exterminate, exterminate!!!
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Aug 15, 2001
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http://forums.civfanatics.com/uploads/1898/LK126_BC-2500.zip


4000 BC
Bibracte has been founded. The first tech is fishing, as the fish are the best food tile for the capitol.


3910 BC
A hut gives us a decent amount of gold.


3700 BC
We pop a map.


3460 BC
I meet Tokugawa just across the lake.


3370 BC
(IT) We almost lose the exploring scout. He needs 10 turns to heal.


3280 BC
I had to check out the hut before starting to heal. All I get is experience.


3100 BC
We get a bunch of gold from a hut.




=======================
Summary:


Heroic Epic -
Globe Theater -
Wall Street -
Oxford -
Forbidden Palace -
National Epic -
Iron Works -

Planed wars - none.

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

Signed up:
LKendter
Swiss Pauli (currently playing)
Vra379971 (on deck)
Sweetacshon
Asperger


Remember 15 peace / 10 war turns per round. STRICT 24 hours got it, total 48 hours to complete.
 
Our unimpressive starting lands.

lak1216ve7.jpg
 
See it. Got it.

Edit: Played it. Not much doing here, which is handy as I'm a bit short on time the next day or two. The screenshots tell most of the story.

Microed Poly down to 2 turns...

civ4screenshot0012ki2.jpg


and it paid off...

civ4screenshot0013vw6.jpg


but I didn't adopt Hinduism. No need to antagonize Toku when I'm going for a Settler next. Researching Archery in 10.

Here's how things look:

civ4screenshot0014zu6.jpg


Settler will complete next turn and I planned on sending him to city2. Our units and culture have cleared all the fog.

I'm already thinking about a multi-religion culture win using Pacifism to spam Artists, with some stone wonders chucked in for good measure, but it's early days yet!
 
A revised set to clarify the war rule.


The following tactics are PROHIBITED:

There are no exploits that I am aware of at this time.


Standard LK house rules:
1) Worker automation is prohibited.

2) Automation of any kind is strongly discouraged until the game is known better.

3) A go to order is only allowed if you turn summary warns that it is happening and explains why. Sometimes it is just too important to make sure those reinforcements don't get sent to the wrong place.

4) Please complete your turn. At most the next player should have one unmoved unit such as a settler where you are unsure of its direction. A stack that is fortified counts as completed. The game should be sitting ready to hit end of turn with very little left to move.

5) Don't edit your game results into a got it post. There is no notification of new activity. I have had SGs stalled waiting thinking I was waiting for a person to move, when they already did.

6) The use of the auto-logger is prohibited for the body of your report. You may include it as a spoiler tag. SGs are about writing up enough information so that the team understands where you are going. The auto-logger clearly fails in this regard. Knowing the details doesn't show the big picture. SGs need the big picture.

7) SGs are about cooperative team play. If you aren't willing to discuss plans before and / or after your turn, then the LK series isn't for you.

8) Major wars shouldn't be declared without a team consensus. Clear phony wars gain diplomatic favors are ok. The phony war when you declare on an AI on another continent or a last place civ. A war of opportunity to grab one or two cities from an AI getting trashed is OK. Going after the #1 civ unplanned what I want to stop.

9) If you disagree with a dot map plan, comment *before* playing you turn.

10) I reserve the right to refuse players whom IMHO failed to play in the spirit of cooperation. Declaring an unexpected major war is a high risk that you will go on this list. Excessive personal attacks against other players guarantee a ban from the LK series.


I realize rule 10 is a bit harsh, but I can tell too much infighting will put the LK series back on hold.
 
Summary:


Heroic Epic -
Globe Theater -
Wall Street -
Oxford -
Forbidden Palace -
National Epic -
Iron Works -

Planed wars - none.

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

Signed up:
LKendter
Swiss Pauli
Vra379971 (currently playing)
Sweetacshon (on deck)
Asperger


Remember 15 peace / 10 war turns per round. STRICT 24 hours got it, total 48 hours to complete.
 
Toku is up past Fish-Clams-Dyes on the other side of a galley-navigable channel. As the sign shows, Egypt is just out of contact range.

City 2 is a solid city in a safe spot. I'd like to get up to Fish-Clams-Dyes before Toku, but we need to get a couple of archers out first to clear some fog and bust some barbs up there.

Our tech rate is quite slow and is likely to remain so until well after Pottery, as we lack precious metals and riverside tiles. Sailing would be my next tech choice after Bronze, to link cities and give a bit of commerce. The map seems quite a 'snaky continents' type.

After the settler, I'd max hammers for an archer and then train a worker. Conservative, for sure, but no Slavery means no safety net.
 
5) Don't edit your game results into a got it post. There is no notification of new activity. I have had SGs stalled waiting thinking I was waiting for a person to move, when they already did.

The ***only*** reason I realized that Vra379971 played was Asperger post!
 
Summary:


Heroic Epic -
Globe Theater -
Wall Street -
Oxford -
Forbidden Palace -
National Epic -
Iron Works -

Planed wars - none.

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

Signed up:
LKendter
Swiss Pauli
Vra379971
Sweetacshon (currently playing)
Asperger (on deck)


Remember 15 peace / 10 war turns per round. STRICT 24 hours got it, total 48 hours to complete.
 
http://forums.civfanatics.com/uploads/85909/LK126_BC-1300.CivWarlordsSave

I noticed that we had one angry citizen in the capital, so I converted to Hinduism. This may have been futile, because after BW (I selected sailing next), I whipped out a second worker. While one pastured, the other chopped into a settler (while building an archer), and we currently have a half finished settler and a half finished archer, which should be done soon after the capital pops.

In Vienne the wb completed on the last turn, and I chose barracks as a placeholder. It'll be quite a few turns until we can get culture in Vienne (perhaps build a monument, or with sailing in 4, hindu could spread), so the wb is heading around to Egypt to open a trade route.

We could probably use the wheel and pottery after sailing, and could nab Stonhenge after the settler, perhaps, to aid in GProphet points for a shrine.

Lastly, I discovered a barb city with 3 archers just to the north. The warrior is retreating in the hope that it grows and we can steal it. It's not in a bad spot, river, 2 sea resouces and gems. Also, Judaism was founded near the end of the TS.

Highlights:
Spoiler :
BW
civ4screenshot0030xm0.jpg


The barbs
civ4screenshot0031fz6.jpg


Thin log:
Spoiler :
IT 1750

1 - 1720
Convert to Hindu.

2 - 1690

3 - 1660

4 - 1630

5 - 1600
BW > sailing

6 - 1570
worker > worker

7 - 1540
whipped worker 2 pop (overflow settler) > archer

8 - 1510

9 - 1480

10 - 1450

11 - 1420

12 - 1390

13 - 1360
Judaism FIDL

14 - 1330

15 - 1300
wb > barracks
 
Scratch that about the wb, there is ice in the way, so it can't head west. :mad:
 
Summary:


Heroic Epic -
Globe Theater -
Wall Street -
Oxford -
Forbidden Palace -
National Epic -
Iron Works -

Planed wars - none.

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

Signed up:
LKendter (on deck)
Swiss Pauli
Vra379971
Sweetacshon
Asperger (currently playing)


Remember 15 peace / 10 war turns per round. STRICT 24 hours got it, total 48 hours to complete.
 
Had a quick look at the save and the barb city has popped up exactly where I'd have put Fish-Clams-Dyes. Sweet. We should go IW next and hope...

Also, now that 'Egypt' has had a border pop, we can move the sentry scout 1N to meet them. Now that I can see it better, it looks more like the paler yellow of Zulu...

I'd whip in a monument at Vienne and build one in Bibracte: cos we're CHM they give +1 happy!
 
0 1300 BC
Scout meets Shaka. We have Toku and Shaka as neighbours. Where's Monty?
I never delay worker techs like here's the case....Think there are to much half-crap city's planned, after a third city we should think of going north.

1 Whip monument Vienne. Whip settler Bribacte.

4 Sailing > Wheel

5 Found Tolosa south of Bribacte, gets deer and fish.

8 Hinduism spreads to Tolosa.

10 Whip worker in Bribacte, cause our capital has only a few fine tiles.

11 Wheel > Masonry (to get the stone, Great Lighthouse?)

13 Hinduism spreads to Ulundi (zulu)

14 Shaka converts to Hinduism!

15 925 BC save
 

Attachments

  • Shaka hindi.JPG
    Shaka hindi.JPG
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Summary:


Heroic Epic -
Globe Theater -
Wall Street -
Oxford -
Forbidden Palace -
National Epic -
Iron Works -

Planed wars - none.

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

Signed up:
LKendter (currently playing)
Swiss Pauli (on deck)
Vra379971
Sweetacshon
Asperger


Remember 15 peace / 10 war turns per round. STRICT 24 hours got it, total 48 hours to complete.
 
http://forums.civfanatics.com/uploads/1898/LK126_BC-0730.zip


925 BC
It looks like this will be a very quick turn set. All our cities are on long term builds, and the capitol already has been whipped twice recently.


910 BC
(IT) Masonry completes, and research begins on iron working. We really need some type of military resource.


=======================
Summary:

I stopped at turn 118, as it is decision time. With lacking copper and horses, do we want to attempt for the great wall? Stone is connected, and we only need 31 turns before forest chops. That ignores the next turn's growth that will shave time off the build. If not that, do we want the Great Lighthouse?

I left one worker unmoved for potential chopping.


Heroic Epic -
Globe Theater -
Wall Street -
Oxford -
Forbidden Palace -
National Epic -
Iron Works -

Planed wars - none.

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

Signed up:
LKendter
Swiss Pauli (currently playing)
Vra379971 (on deck)
Sweetacshon
Asperger


Remember 15 peace / 10 war turns per round. STRICT 24 hours got it, total 48 hours to complete.
 
I prefer Geat Lighthouse. We don't need extra protection for barbs on our peninsula, we need money. We could whip the lighthouse in Tolusa and build it there as variant.
 
I'd skip the Great Wall for now. We have a choke point up at Harrapan, so if we get a second archer there, we're not in any immediate danger. Let's see how things look after IW is learnt.

EDIT: Looked at the save...don't think we'll be able to get the Great Lighthouse and I'd rather have a barracks and monument at Bibracte than some cash back. It's a poor starting position, but if we get Iron we can think about improving our lot by force. If there's no Iron...well let's not think about that!
 
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