LK55 - True Russian Communists

LKendter

Exterminate, exterminate, exterminate!!!
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Joined
Aug 15, 2001
Messages
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World Size = Small
Land - just 20% - a rarity for me. I figure I am due to try a squeezed land mass.
Continents with mystery climate / temperature / age.

NOT culturally linked, NO restarting players.
Difficulty = Deity
Barbarians = NONE - I really hate barbs and have just to much of them in recent GOTMs.
# Civs = 6 (including us)
Civilization =
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.

Signed up:
LKendter
Open slot
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This is a modified game.
Communism has no pre-reqs and is available to all civs to start.
Police Stations are now available with Espionage.

Other civs are free to go for other governments - we must stay Commie the whole game. We may never own Republic, Monarchy or Democracy. I realize the locks out Hanging Gardens, but it really should not matter at deity.

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

The following tactics are PROHIBITED:

RCP (Ring City Placement) - A new tactic that exploits a hole in the corruption calculation. 3 cities at the same distance from the FP / palace suffer the same amount of lower corruption. I feel this turns the game into a mathematic formula.

RoP Rape - if you have to ask...

RoP Abuse that includes things such as irrigating all tiles with a city building wonders, denying resources with a RoP, putting a unit to block a land bridge, etc.

Scout resource denial - parking a scout on a resource, as the AI won't ask scouts to leave. The same scenario also applies to workers.

False Peace Treaties (must wait for the 20 years to end).

The negative science exploit - you can run a huge deficit (-250 / turn) of negative cash with a token penalty of one lost worker / cheap building. If cash will go below zero, the research level must be dropped.

Ship chaining exploit - you can move a ship, unload troops to another ship, move that ship, etc. This allows you to ship an indefinite distance, and that is why I consider it an exploit.

Resources disconnect / connect exploit - I consider most resource tactics fine. Delaying to hook a resource, trading it away etc is fine. The exploit is to do this every turn. Build a stack of horses, connect saltpeter, upgrade to cavalry, and disconnect.

Palace Jump - You abandon the capital city to move the palace to a new location. If you want to move the palace, build a new palace.


Standard LK house rules:
1) Worker automation of any kind is prohibited.
2) No worker purchases before 1000BC to avoid civ crippling.
3) Declaring war / demanding leave solely for the purpose of getting out of trade deals.
4) Even if not covered under exploits listed, please try not to use tactics that take advantage of holes in the game design.
5) Our trading reputation is golden - please respect it.
 
Signed up:
LKendter
meldor
Open slot
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With 20% land, there's going to be less land here than in the "teeny tiny" Zulu game. :lol:

Lee on 20%? Will that be as much as shocker for him as the first time he played a small map (RBD SG23)? Arg, this I gotta see. And I haven't played with Meldor or Rowain in a long time. OK, sign me up. I can fit in one more small map, low land SG.


- Sirian
 
Never used communism.
Never played with anyone of you.
Actually my last succession game was RBE4 more than a year ago.
Back to a bit CIV3 I would be interested.
 
Signed up:
LKendter
meldor
Rowain (yes, it's been awhile - 5cc arabs the last?)
Sirian (I must admit this is a first with 20%)
Urugharakh (You say back to Civ3 - this it PTW just to clarify)

Well I thought this would not fill at least until I got home tonight. This one will start tonight - hopefully the test game of the scenario won't appear - all plains with no water.
 
Originally posted by Sirian
With 20% land, there's going to be less land here than in the "teeny tiny" Zulu game. :lol:

- Sirian


Well this is all an experiment of how small can I make the game, but still have fun. Just 3 civs the whole game in tiny has made that no fun.

I figured I try 20% and 30% to see if they are tolerable at small.
 
Lee--

FYI--Urugharakh has PTW. He has been playing some of the recent RBCiv Epics, and has also signed up for my game.
 
Wow, this one filled up fast. All of 6 hours. Have fun, guys. :hammer:
 
LAK-351.jpg


What the? Bam1 has infected my pc. :rolleyes: Let us try again. ;)


The second attempt reveals something really bizarre about the editor. I popped Communism from a goody hut! You can have a default government even though you don't have that tech. Adding commie to all civs, and rolling a third attempt.


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

I did change one setting - no barbs with the expansionist trait is crazy. I switch to sedentary barbs.


4000 BC (Game Start) - Well food won't be a problem with flood plains wheat. On the other hand shields will be a challenge. Moscow is formed in the food zone.

3700 BC - We already meet England. No reasonable trades at this time.

3650 BC - Holy #@$!@$ this puppy is crammed as we meet India. Bronze and pottery gets us Alphabet, Burial and $10.

3300 BC - Welcome to the world of disease. :(

3100 BC - I buy warrior code from India for $65.

2710 BC - St. Petersburg is formed.

Our exciting corner of the world:
LAK-352.jpg



Summary:
I case you are wonder why no granary is Moscow - we are very food heavy, and shield light. I didn't want to wait for 60 shields of granary to complete. This map is so crowed we might not have gotten city #2.

LKendter
meldor (currently playing)
Rowain (on deck)
Sirian
Urugharakh



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

http://www.civfanatics.net/uploads5/LK55-2550BC.zip
 
2550 BC (0)
Boy I sure would like to get that dye but those silks look even better for long term trading.
(I) The indians start the Colossus. The settler builds and we start another.

2510 BC (1)
We can only drop the lux tax 10% which give us no savings at all.
(I)

2470 BC (2)
Settler to be in postition in 2 turns. India now has writing and England is up Masonry and the Wheel but we don't have the funding to deal. max I can get even going with a taxman in Moscow is +7gpt, not enough.
(I) The english send out another settler.

2430 BC (3)
Settler in place next turn. I went for the 5 silks rather than the fresh water.
(I)

2390 BC (4)
Settler in place.
(I)

2350 BC (5)
Kiev is founded. There are three english settlers headed for the area. We may be hard pressed to get another city. Kiev starts a warrior.
(I) We hook up the first ivory and connect our first two cites.

2190 BC (9)
(I) Moscow builds a settler and another. We get Iron Working and start on Masonry but this is subject to change pending deals with Iron Working.

2150 BC (10)
The settler move west.

We have an exclusive on iron Working. India has the Wheel and Writing. England has the Wheel, Mysticism, and Masonry. I will leave it to the next person to pull the trigger on the trade.

I intended this settler to go up and steal the dye and wheat from England. We will have a lock on the sils and the Ivory so this should be most good.

There is an English settler in the picture below and another pair east of the silks headed for the Iron. I wouldn't have beaten them to the Iron even if I had known it was there.The Game

LK55-2150BC.JPG
 
LKendter
meldor
Rowain (currently playing)
Sirian (on deck)
Urugharakh

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
3650 BC - Holy #@$!@$ this puppy is crammed as we meet India.


On the contrary . We have astonishing a lot of room. I had 20% games were even the second City was already with heavy overlap from AI-Cities.

With any luck we will have 4 Cities. I intend to switch Moskau to Worker and start building Military in the other Cities.

Comments?

Rowain
 
I agree we need to start on military.
St. Pete should now have a worker or two to improve those plains.

As for Moscow - stay on settler. If nothing else we can squeeze a fishing vilage in the corner near Moscow with 2 whales after culture expansion.
 
We can get one more city in the south and one more to the north.

St. Pete has two workers currently mining an Ivory to get some more shields for Moscow.
 
@Lkendter : Have not seen the Whales on the picture so at least that spot will be worth another Settler.

@Meldor: we will see where the English settle

will try to play tonight

Rowain
 
The one pair is in the picture to the east of our scout. The second pair is east of the silks headed for the mountain with the iron on it.

I didn't notice until just now that there is a second iron SW of Kiev, if I had not been blind to that I would have sent the settler that way first. The iron may prove more important than the third lux.
 
2150BC (0): We have exactly 0 Military so I decide to switch St.Peter to Warrior.

Trading: IW + 82 gold to India for Writing;
IW + Writing + 1 gold to England for Masonry;
Masonry + 11gold to India for Wheel;

On par with India; England has Myst as Monopoly; MinScience on Mathe started.


An Indian Settler-Warrior pair showed up next to St.Peter
Since I have no Chance to settle north I sent the Settler south-east to settle on a hill next to Horses. India settles on the Wheat tile.

1990, 1910BC First Lizzy then Ghandi demand and get 20gold;

1870BC: Buy Myst from India for 25gold and 3gpt;

1750BC: Minsk settled; Both AI have MapMaking;

The Settler is meant to settle between Moskau and Hastings but thats for Sirian to decide.

LK55-1750BC.jpg


The Game

Rowain
 
lurker's comment:

Are my eyes deceiving me, or does the mountain east of Moscow have Iron?

EDIT: Now I'm sure of it:

moscow_iron.jpg


 
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