LK132 - BTS, monarch, Bablyon

LKendter

Exterminate, exterminate, exterminate!!!
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Joined
Aug 15, 2001
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4000 BC
With all of our food sources in the sea, going for fishing first is automatic.


3950 BC
I pop a hut and get maps.


3800 BC
(IT) Sometimes tech choices are tough. I finally go with Pottery, as the capitol can use it.


3775 BC
I pop a hut and get low gold.


3700 BC
(IT) The Celts say hello.


3675 BC
I run into Hatty. This follows up my meeting Zara.
This is way different then the game I ran last night. It took forever to make any contacts.


3625 BC
(IT) Blasted bear ate one of our warriors.


3525 BC
(IT) Add Surya to our list of contacts.


3450 BC
(IT) I would like to locate copper, so that next tech project is mining.


3275 BC
(IT) Our warrior beats a barb animal.


3150 BC
(IT) Next up is bronze working.


2850 BC
(IT) A barb animal barely scratches our warrior.


2675 BC
(IT) Our exploring warrior dies to a barb animal.


2550 BC
This is going to be a tough start. There is no easy copper to get to.


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

New Updates
Not much to say at this point. Before Pigswill's turn we will need to figure out our settler location.

Roster
Signed up:
LKendter
Sweetacshon (currently playing)
Pigswill (on deck)
TheLastOne36
Sooooo (skip July 31 to Aug 4th)

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

Win target: open

Planned wars - none at this time
 
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) 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.

3) 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.

4) Don't edit your game results into a previous 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.

5) 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.

6) 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.

7) 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.

8) If you disagree with a dot map plan, discuss *before* playing you turn.

9) 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 9 is a bit harsh, but I can tell too much infighting will put the LK series back on hold.
 
Our initial lands, are two possible city sites.

 
1. Which Celt is it? Brennus or Boudics?
2.
2) 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.

Sorry for my stupidity... but what's a go to order?

Also as for the second city, I like the Yellow dot more, but i'm thinking of maybe putting the city 1 east. It's a river, and we get a hill for production. We also hit an extra flood plain earlier. We loos connection to the sea, but we already have a sea capital, and there is no resources in the sea near the Yellow Dot.

Also i don't know if you know this, but you need Sailing to get trade routes through Rivers. Just throwing it in there.
 
1. Which Celt is it? Brennus or Boudics?
Boudics

2. Sorry for my stupidity... but what's a go to order?
Where you right click a unit an tell it to move for several turns.


Also as for the second city, I like the Yellow dot more, but I'm thinking of maybe putting the city 1 east. It's a river, and we get a hill for production. We also hit an extra flood plain earlier. We loose connection to the sea, but we already have a sea capital, and there are no resources in the sea near the Yellow Dot.
:confused: Please note the clams two to the south. I am totally lost by this comment. :confused:

Also I don't know if you know this, but you need Sailing to get trade routes through Rivers. Just throwing it in there.
I already reviewed the tech chart.
 
My thought would be go go for red dot city first to grab us some territory. I'd put the city 1S of current red dot; in the short term it gives us riverside for health, in the medium term it grabs spices (ok, sugar but I knew it was a resource).
If we're going for red dot then it wouldbe worth whipping the settler to increase the odds of us getting there first.
If we're mucking round in the jungle and have limited military resources then IW before alphabet might be worth doing.
 
OK, no copper but otherwise a nice start. Lots of food and stone soon, pyramids and specialists anyone?

Thoughts on cities:

Red dot is a really bad second or third city. Takes way too many worker turns to make productive at this stage of the game. It had no food either. Would delay this one for a while (or more likely, catpure it from hatty). We really need our first couple of cities to be quickly productive.

Think our first two cities should be yellow dot (or 1S of yellow dot) and 3S, 1W of the stone. Second one should give us nice production.

Did we build a worker? I cannot tell from your report and have no civ access. I presume we did.

So, a possible plan: Build settler until we hit archery, then whip it, overflow into an archer. Send settler to the rice spot, chop a monument when possible. After archery, research mysticism, agriculture, iron working but slot in masonry in time for babylon's second border pop. Second city builds monument, granary, then pyramids when stone hooked and connected by river. Capital grows back to size 4 while building archers, then builds 2 workers and then a settler for yellow dot.

Well, that's just my thoughts and what I would do. Don't want to impose anything on anyone.
 
Red dot is a really bad second or third city. Takes way too many worker turns to make productive at this stage of the game. It had no food either.
The only reason I threw it out was the ivory. I love war elephants.


Did we build a worker? I cannot tell from your report and have no civ access. I presume we did.
Yes, and the flood plain tile by Babylon already has a cottage.
 
Please note the clams two to the south. I am totally lost by this comment.

Oh didn't see that the clams were in the fat cross... lol.

I think the Stone City or the Yellow dot city should be our second city. Red Dot has elephants. But we won't get Elephants till construction.
 
lurkers comment

Rivers still can be used for trade routes and resource hooking before Sailing if all the river between the 2 cities is in your cultural borders ( :confused: too? Not the only one... )

IMHO yellow dot is far better until IW
 
Roster
Signed up:
LKendter
Sweetacshon (currently playing) Overdue, and heading to skip.
Pigswill (on deck)
TheLastOne36
Sooooo (skip July 31 to Aug 4th)

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

Win target: open

Planned wars - none at this time
 
Lurker comment:

Noticed your message in the LK thread. If Sweetacshon is determined to be a no show, I'll be available as a replacement should you need one.
 
Oh right... sorry. I'm concentrating on an assignment, not on the threads.

Got it, and will play in the morning. Sorry, doronron. :)
 
OK, so it was the evening, not the morning.

@sooooo: thanks for the outline - it gives me someone to blame if it all goes wrong! :D

http://forums.civfanatics.com/uploads/85909/LK132_BC-2150.CivBeyondSwordSave

60 - 2500BC
Met Charlemagne, and his scout would parade outside our border for another 14 turns.

65 - 2375BC
Hunting is in. Look at those 'gypo's go!
Spoiler :
Civ4ScreenShot0001.jpg


69 - 2275BC
Our warrior actually wins against a barb warrior.

73 - 2175BC
Archery is in. Whip the settler, overflow to an archer. Now Boudi is in on the action.
Spoiler :
Civ4ScreenShot0002.jpg


74 - 2150BC
I stop 1 turn early, as it's settler decision time (he hasn't moved yet). Red dot is cactus now, and yellow will provide early close borders with Boudi, but it might be an idea to block her. We seem to have all the time in the world to head west.
Spoiler :
Civ4ScreenShot0003.jpg


I started mysticism, but perhaps should have gone straight to masonry, as the border pop is due.

Sorry, I'll resize those images, next time.
 
I say yellow dot. Boudica isn't very aggressive if you have her religion or you gift her a tech every ounce in a while.
 
Hi boudica! AIs are interesting. Three annoying creative civs, an annoying protective civ and a bunny boiler!

Cities: No love for my production city? (3E, 1N of the rice, on the coast).

And do we want pyramids or not? Anyone like specialists or are we all village people?
 
Cities: No love for my production city? (3E, 1N of the rice, on the coast).
I think you mean on the hill. For city number two I don't like the idea of a no food bonus city.


And do we want pyramids or not? Anyone like specialists or are we all village people?
How about cottage economy instead of village people? I really don't like recalling that odd musical group.
We look like we could be squeeze for initial land very quickly. I would rather concentrate on getting a third settler out quickly.
 
:dance: :banana:
Young men, there's no need to feel down
I said, young men, pick yourself off the ground
I said, young men, 'cause you're in a new town
There's no need to be unhappy
:dance: :banana:
Young men, there's a place you can go
I said, young men, when you're short on your dough
You can stay there, and I'm sure you will find
Many ways to have a good time

:dance: :banana:

The production city is fine, but I think yellow first in order to begin an early culture buffer against Boudi. Also pigs and clam (together at last)... will spit out the workers/settlers a bit faster.

Originally Posted by sooooo
Cities: No love for my production city? (3E, 1N of the rice, on the coast).

I think you mean on the hill. For city number two I don't like the idea of a no food bonus city.

I think he meant 2E 1N.. that's what was stated earlier.
 
New Updates
With all these little islands to the north we will want to get an exploring workboat out. If one of them has enough seafood, we could have a nice fishing village to the north.

Looking at the game I will stick with pig / clams city for our second. That is the more likely to get stolen city site.

Roster
Signed up:
LKendter
Sweetacshon
Pigswill (currently playing)
TheLastOne36 (on deck)
Sooooo (skip July 31 to Aug 4th)

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

Win target: open

Planned wars - none at this time
 
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