LK43, Deity, 1.14 patch, Spain

LKendter

Exterminate, exterminate, exterminate!!!
Supporter
Joined
Aug 15, 2001
Messages
20,120
World = my preferred typical:
Continents - 40%, wet, warm and 5 billion years.
Difficulty = Deity
Barbarians = Roaming - I hate barbs
# Civs = 7
NOT culturally linked, NO restarting players.
Civ = Spain

Why Spain? They are one of the 2 civs left I haven't played. GOTM#18 will be the Celts, and they are the other civ I haven't played.

This is intentionaly 1.14.
I don't want to lock out non USA players.

Mandatory requirements
Play The World Expansion
Deity experience is MANDATORY


Signed up:
LKendter
Open
Open
Open
Rowain deWolf

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

We are still playing with the 1.14 patch


The following tactics are PROHIBITED:
RoP Rape - if you have to ask...
RoP Abuse (irrigating all tiles with a city building wonders, denying resources with a RoP, etc.)
Scout resource denial - parking a scout on a resource, as the AI won't ask scouts to leave
False Peace Treaties (must wait for the 20 years to end)
Declaring War to break trade deals including actions like the Demand exploit to force a war, or demanding to leave territory.
False Alliances (ally with several people vs. a civ then peace with that civ), and other actions that completely abuse the AI limited diplomacy ability.
Spy exploit - If you fail to plant a spy, you CAN'T try again. The exploit is: you can infinitely plant a spy until the Civ declares war.
Demand exploit - You may make ONE demand a turn per civ. The exploit is: you can demand to the end of time, and guaranteed to get a civ furious and almost to war.
 
I'd love to join as I've been an avid follower of the LK series, but I've won just the one Deity victory so far (my emperor games thus far have been a breeze). Would you consider me in case you need more players ?
 
@Jack merchant -
You have WON vs. deity, so that means you know how insane this can get.


Signed up:
LKendter
Jack merchant
Rowain deWolf
Open
Open
 
I want delete function back.
 
Good luck!

All I can say about spain is there UU is about as useful as the ManOWar. On deity it will not be a help. Being commercial and religious should.

Hotrod
 
Lee : count me in !

Being in Europe I am not able to play anything on 1.21f : I had to drop out of RBP6 because of this...

May I join ?
 
Signed up:
LKendter
Jack merchant
Rowain deWolf
Skyfish
Open

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

We are still playing with the 1.14 patch

We have just one to go to start this.

Maybe the below teaser will get #5.
LAK-285.jpg
 
Originally posted by Skyfish
Gotta love those foody starts...


Well let's hope one more person loves "foody starts". I can post in ~8 hours the first 30 if we get one more player. Once that deer gets irrigated look out. The best part is we have so much food that we can keep the other square as game and forest for the double shields.
 
Lee, I am interested. I am on 1.21, however. Do you, or anyone else know what is required to switch back and forth? Is it just double clicking on the 1.21 patch in the ptw folder to uninstall it?
 
@Ridgelake -
I have seen comments to click on the 1.21 patch, and it will offer an uninstall option. At that point you can install 1.14.

It was also discusses somewhere until LK42 thread.

If you can confirm it works, then this game starts tonight :)
 
@ Ridgelake: Lee is correct by clicking on the 1.21 patch and it is unistalled. You then have to uninstall 1.14 as well then reapply 1.14. To get back to 1.21 click and install over 1.14.

The key is uninstalling both patches before reapplying the 1.14 patch. I started by unistalling PTW completely but meldor pointed me in the right direction. You will know if you did this correctly by checking the version at startup.

Hope this helps!
 
Originally posted by Rowain deWolf
Thanks Hotrod :)



Rowain

I second that :)

Hotrod, thank you. Even a relative non-techie like me can follow those directions. :goodjob:

Ridge
 
I didn't see this thread 'til now... if you want to cram in one more player, I'd be interested. :)

BTW, those patch directions are 99% spot-on, but one detail: you don't actually have to uninstall 1.21 before reinstalling 1.14. You do, however, have to uninstall 1.21 before you can REinstall 1.21 again. So you may as well remove 1.21 before removing and reinstalling 1.14. If that didn't make sense to anyone, just ignore it. :)
 
@T-hawk - Sorry this one is filled. To many players hurt SG IMHO.

==========================
4000 BC - We get a pretty shield powerful start - **2** games next to us. Of course, one will be irrigated soon enough. It is better when we start the city - all I will say is MOO.

3550 BC - First contact as an English scout appears to the northwest. No trades are possible with them.

3350 BC - An Ottoman warrior appears from the north. He must have NOT meet England, as he still needs alphabet. Alphabet, Burial and $8 go to him. We get Masonry and Warrior Code. Masonry goes to England for Pottery (saves 11 turns), Bronze Working and $10. For a rare moment we are at tech parity. I start a 40-turn gambit on Mathematics. If there is an early tech that favors a good chance for a payoff, math is it.

3150 BC - The Ottoman must have popped a barb camp, so I sell them pottery for $43.

This is who the players are this game.
LAK-284.jpg



Summary - We have a strong start. Both civs have come from the north, so expand that way first.

I have seen plenty of barbs floating around, so keep scouting warriors in front of the settlers.

We have an awesome source for settlers, just a real pain to mm. Blasted governor is to quick to pick forest during growth.


Signed up:
LKendter
Jack merchant
Rowain deWolf
Skyfish
Open

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

We are still playing with the 1.14 patch


http://www.civfanatics.net/uploads4/LK43-2550BC.zip



LAK-285.jpg


Red dot - priority #1
This has gems, river, first ring, and decent amount of grassland.

Yellow dot - priority #2
This has wines in the first culture ring, so the AI can't aggressively settler and take them away.

White dot -
This is not yet scouted, but be another river city claiming more jungle.

Our first to cities will secure 2 luxuries, irrigated wines will get yellow dot to grow quickly, and we have plenty of potential for coal, iron and rubber.
 
Preturn: Change Madrid to work plains instead of wheat to get 1 gold extra and growth in the same turn

2510 BC (1) Barcelona founded, starts worker. Luxes up to 30% as Madrid grows, science down to 10. The English have founded a town directly SE of Madrid, they must have discovered a hut.

2470 BC (2) We meet the Germans, who lack Alphabet but have IW. Alphabet goes their way for 70 gold.

2430 BC (3) Luxes go up to 40% as Madrid grows again. The governor selects a forest to work, I switch it to a lake for one turn.

2390 BC (4) Madrid settler -> settler. Luxes down to 10%.

2350 BC (5) We meet the Russians. All known civs have the wheel, iron working and mysticism on us. Luxes up to 30% again. I buy Iron working from the Ottomans for 140 gold. There is an iron outside of the borders of our proposed 3rd city. The English city to the SE of Istanbul also has an iron.

2310 BC (6) :sleep:

2270 BC (7) Luxes to 40% again, settler due next turn.

2230 BC (8)Madrid settler - warrior. I want an extra scout to explore our surroundings and possibly meet more civs. Luxes down to 10%

2190 BC (9) Two Ottoman workers appear next to our Northern warrior in the jungle. I am ever so tempted to capture them, but since I don't know precisely where the Ottomans are and where their units are floating around, I decide not to. I'd like some feedback on this if possible. Lux up to 20% with some MM.

2150 BC (10) Madrid warrior -> settler. Madrid MM'd to get the settler faster, luxes to 30%.

Our new warrior can scout ahead to the east in case you want the settler there. One settler is next to the proposed third city location. An alternative is to found where it stands and whip a temple as soon as it grows to size 2 to get both the wines and the iron in cultural range. This does risk the AI's grabbing it though. Another settler is moving north in the direction of Lee's proposed 4th city site, but as that turned out to be on a mountain, it can't found in exactly that spot. There is a warrior in the area which can soon cover it.
The AI's are up The Wheel and Mysticism on us, Mathematics is due in 13. Our worker irrigated and roaded the cleared game square, then started building a road on the game forest as we are continually working it. The road will be done next turn.

the save
 
Hotrod, your instructions were perfect. I played a few turns on Jack's save in 1.14. :)
 
Signed up:
LKendter
Jack merchant
Rowain deWolf (currently playing)
Skyfish (on deck)
Rigdelake

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


Two Ottoman workers appear next to our Northern warrior in the jungle. I am ever so tempted to capture them, but since I don't know precisely where the Ottomans are and where their units are floating around, I decide not to. I'd like some feedback on this if possible.


With the military we have this could have been pure suicide. I am glad that you passed.

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

I don't see an easy solution for the iron. I think that city that claims the iron will be a low producing city.


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

We are still playing with the 1.14 patch
 
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