LK139 - Huayna, Monarchy, Global Highlands

LKendter

Exterminate, exterminate, exterminate!!!
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Joined
Aug 15, 2001
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4000 BC
I send the settler one north so as not to waste visible fish.


3975 BC
Quechua and fishing is the starting path.


3900 BC
We get hunting from a hut. :)


3750 BC
(IT) Research begins on animal husbandry to get the cows on-line.


3525 BC
(IT) Toku says hello. There is someone I never want as a neighbor.


3375 BC
(IT) Wang Kon says hello.


3350 BC
(IT) Research begins on mining.


3325 BC
A hut if popped for a single hostile warrior.
(IT) Against the odds we lost our exploring Quechua.


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New Updates
We are heading toward bronze working.
A worker is due in 6 to improve the cattle.



Roster
Signed up:
LKendter
Refar (currently playing)
Tatran (on deck)
Mighty Dwaarf
Simple Simon

Remember 15 peace (including phony wars) / 10 heavy war turns per round. STRICT 24 hours got it, total 48 hours to complete.

Win target: open.

Planned wars - none
 
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. Example of discussion that is expected:
a) Early game dot map planning
b) Any war against a direct neighbor (except land grab from a civ getting slaughtered)

7) Putting GP asleep is prohibited. Even if you are saving him for a GA leave him awake and hit the space bar. Please try to use the GP ASAP and don't hold him for the end of your turn set.

8) Due to the fact that it destroys the in game log, the use of the BUG mod is *prohibited*.

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.
 
This is the rather unimpressive starting area.
I only played 35 turns so that we can talk about this dreck.
Japan appeared from the south.
Korea appeared near the horses.

 
I got the save but did not take a closer look yet. I will report in again shortly :D
 
the only positive thing about this map as far as we know it: the many bare hills may hold a metal :lol: We'll have lots of production, but for that (mining all the hills) we will have to irrigate a lot, especially for the city that we will found due east later on.

correction: lots woods for chopping - so two positive things :)


I have little experience with these maps, so please forgive me this stupid question: are the AIs typically so close that we will not be able to grab the horses? If we have a chance, then I think we should make sure to give our best. It is a great site up there: pigs and clams for food, mine the hills for prod and cottage the flood plains......

The mountain range NW is a bit annoying in direction and size. Instead of protecting us it splits our core :(
 
I have little experience with these maps, so please forgive me this stupid question: are the AIs typically so close that we will not be able to grab the horses
Since this is my first time playing this map type, I have no clue.
 
I made me a picture of the situation now, i think there is not much to decide, still i will share my 'Plan' before playing...

The research is set by LKender. Its Mining->BW. Makes Sense.

The worker will go make a Pasture on the Cows, after that build a mine on one of the hills. I think a Riverside Grassland giving 1:food: 3:hammers: 1:commerce:.
--- The only real alternative is the Wine Hill. It would be 4:hammers: 1:commerce: but i do not really like 'loosing' ressources, and our capital is not too food-heavy

Production: When the Worker is finished, i think of building another Quechua. There is lots of land to explore. After that i think to start on a second worker.
--- I have been thinking about making Scout instead of Quechua, as he's faster. But: Lots of hills - the scout loose his speed advantage. Also he is toast, as soon as real Barbs appear...

I will play tomorrow at lunch, as outlined above, unless there is a huge "NOOO!!!" outcry :D

By the way - it might be useful to know who lives at what time. I am at GMT+1 so now is 23:55. So when i say "Tomorrow Lunchtime" you can know it's ~12 hours from now.
 
I'll roll a few starts and check :)

Global higlands have a slightly enlarged grid - "To compensate for the tiles "wasted" by peaks". So choosen "Standard" size we have a 26x16 grid - same as Large with other map types.

This said with only 7 civs in play, i think we are save to assume, that the horses are save for quite a while :D.
 
Checking in

As for the map, I dont think its that bad for a highlands map, you are always going to get lots of hills and annoying mountains at least we have some food resources and grassland river to compensate.

Toku as a neighbour is annoying never gives anything.

Good Luck all and BTW I am GMT0 in good old Blighty for the record.
 
Some comments to LK's save.

If we can't share Tokugawa's religion in the future to improve relations,
there's only one solution. He's a bad neighbor.

Our second city should try to claim the horses in the east. The forest plains
above the clam looks like a good spot. It grabs the horses + clam + pigs and
the city is on a riverside needed for levees.

Btw, I don't Korea is in the east.
 
Turns 36 - 50 / 3100 BC - 2750 BC

Turn 36 - Mining is done. Next BW

Turn 40 - Our spy's bring reports, that the Korean Ambassador went nuts during a official diner and offended some ill tempered guy by pulling his strange looking beard. Interesting. We didn't met the Summerains yet, but they are out there somewhere.
civ4screenshot0002zs7.jpg


Turn 41 - The Worker is done, Starts Pasture. City Starts Quechua and will grow in 5 Turns.

Turn 50 - The Quechua is done in Capital.
I - preliminary - set production to a second worker. No hammers has been put into the build yet, so feel free to override.

BW is due in 4 turns. I am really curious to see if we found any copper yet. With all those hills... :mischief:

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The Save
http://forums.civfanatics.com/uploads/57778/LK139_BC-2750.CivBeyondSwordSave

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Notes:

The Quechua must be smelling really tasty, as he's attracting hordes of wild animals. As he needed to heal i did not came to do lots of exploring :cry: On the bright side, he's Woodsman II now, which schould speed up future exploring.

The Quechua is fortified for healing (4 turns) - again :cry:. He should wake up once he's done, but perhaps you check on him just to be sure. He cant get any more experience from fighting animals. But with WoodII and lots of Wooded Hills, he should be able to get some XP again when Barbarian Warriors appear. Our Quechuas already have Combat 1 so with any luck we can make a Warlord-WoodIII+MedicIII-Super-Medic unit from one of them.

I send the newly built Quechua out for now - perhaps he can lift some darknes to the N. But one of them will have to return to the capital soon (or we build another one) to fight the "We fear for our Safety"-:mad:

[EDIT-PS]There is a Archer from Toku stumbling around. I dont think he will make any trouble.

A shot of the Known World:
The spot where our Quechua is healing looks promising - Fresh Water, Sheep (on a plains hill tho), Silk Jumbos.
civ4screenshot0003fa7.jpg


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Roster
LKendter
Refar
Tatran (currently playing)
Mighty Dwaarf (on deck)
Simple Simon
 
We need scouts, so second worker cancelled.
On this type of map the Great Wall surely won't be a waste.

2625 BC (3)
Research : BW is known -> Masonry
Bad news, no visible copper yet.

2550 BC (8)
As suspected, no Korea in the east, but Sumeria.
Well, this the third protective civ. Not very fun on a highlands map.

2475 BC (11)
Research : Masonry is known -> the Wheel
Revolt to slavery.

2425 BC (13)
We've found copper, but is located near Sumeria. :(

The world as we know it.

lkwmlo1.jpg
 
hm, we may have that peninsular for ourselves, and I bet there is iron on it somewhere!
 
All 3 known neighbours beeing protective :crazyeye: Makeas a Quechua Rush rather unlikely. (Left aside the fact that we did not find Toku and Wang-Kon yet, while Gilgamesh is rather far away).

We have chances to witness some Vulture action however :(

GW seems like a good idea - lots of land to spawn Barbs.
 
Phew that moved quickly,

Seems we will have settler during my turns are we at consensus of the spot to get clams, horses and pigs to the east??
Also GW?? Im not personally 100% on this we can use the mountains to screen off the barbs so we only need to defend the narrow passageways between them. But unless I hear other no's then I'll see if I can get it started.
 
So far the Clams/Hores/Pigs site looks to be the best/closest we got. As it is a bit long way to road - and we just thave one worker - perhaps tech Sailing - then the Ressources would be connected to capital without the road.
 
the suggested forest on plain (IIR) for the clams/horse/pigs has my support, too.
 
Played 15

Built
Settler and Great Wall.
Settled on plains hill for horse pig and clams, decided here rather than plains 1S as it meant we traded 3 water tiles for three grass hills and we lost a mountain.

We met Mansa he approached from the west and Bismarck is to our north.
Tech Wheel => Sailing almost complete.
Other than that nothing really happened.

We have a bit of a grassland area to our north currently under jungle with IW we could get a number of cottages up there which will be rare commodity in with this map. Worker is on way to second city to work tiles there.

http://http://forums.civfanatics.com/uploads/105209/LK139_BC-2000.CivBeyondSwordSave
 
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