LK64 - More age of Discovery

LKendter

Exterminate, exterminate, exterminate!!!
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Joined
Aug 15, 2001
Messages
20,063
Difficulty = Emperor
Civilization = France
Let's find the new world and get the needed treasures for the big bucks.



Signed up:
LKendter
open slot
open slot
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With this only being 150 turns, I am going with just 4 players.

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
The following tactics are PROHIBITED:

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 during the first 50 turns 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.
6) Complete your turn. It is frustrating to get a 1/2 completed turn.
 
I already played the first 10 turns, and they went great. :)

I hope I can get the 3 other players to get this started.
 
I would be interested, but I haven't had the guts to make the jump to Emperor .... yet. :)
 
I had actually planned on making the Iroquis version of this game (and I still will make it), but it shouldn't hurt to practice the scenario first :)

Sign me up Master LK!

@SesnOfWthr I, too, do not play emporer that much. But since this game ALREADY comes w/ cities and a great start (according to LK), you should definetly give this a try anyways!
 
Signed up:
LKendter
cizzlewalk
open slot
open slot
With this only being 150 turns, I am going with just 4 players.
 
I'll sign up.

One note on this scenario -- the best way to win is to attack the other European civs first. England is hard to conquer, but if we can kill the Dutch and Spanish early on and force the Portuguese capital to Ceuta... Well, the rest would be a cakewalk.
 
Signed up:
LKendter
cizzlewalk
Cuivienen
open slot
With this only being 150 turns, I am going with just 4 players.
 
Ya, the Dutch are not a problem, but our attack will obviously lead to an attack on North America. We should definetly have at least 2 well-defended North American cities (maybe in south too) for attacks on our enemies. Hopefully LK will have the turns posted soon so we can see what the predicament is like.
 
1490 AD
It is weird to start the game and get notices that the Sistine Chapel is under construction.
The key is colonization to get mining and treasure points. I start printing press that I hope will be lower on the AI priority list. If nothing else, we want the cheaper pop cost units of colonist.

I pass on any large wonders as the game is won in the Americas. I do start the Navigation small wonder for faster ships, and a few free explorers. I suspect failure to build this could let another nation beat us by a couple turns to a win.


1495 AD
Our troops land next to an English settler pair. :wallbash:
We have first contact with the Iroquois. The trading sessions start:
I sell alphabet to the Iroquois for wm and $45.
We can only get wm and $5 from England for the improved world map. :(
Netherlands gives us $10. Spain gives us $11. Portugal gives us $12.
We empty the Iroquois treasury of $105 for writing.


1496 AD
Thanks to the first explorer to the new world we can still make some money on maps.


1498 AD
Our explorer makes first contact with the Aztecs. :D
We sell them Alphabet for wm and $90.
We sell Spain contact Aztecs for wm and $65.
We sell England contact Aztecs for wm and $33.
We sell the Iroquois contact Aztecs for wm and $23. It seems kind of whacked, as they almost have units next to each other.
We sell the Aztecs contact Portugal for $16 as they had more cash then Portugal.
We pick up $35 and $2/turn for selling the newest world map around.
We have all the known gold in the world.


1499 AD
We ship the Aztecs writing and get contact Maya, wm and $9.
The Aztecs suddenly have cash, so I sell them story telling for $89.
I sell contact Maya to the Iroquois for $22 and wm.
I sell contact Maya to Portugal for $5 and $1/turn.
The price is deflating fast, but I sell contact Maya to Netherlands for $1/turn.
I sell contact Spain to Maya for $12, wm.
Once again I get every ounce of gold in the world.


1500 AD
Once again we make a small fortune in map trading. Once we start the new world cities going we are well set for some cash rush-building.


Summary:
Good old fashion selling maps every turn is back. Double dipping rounds net a few bucks.

Avoid the oceans heading to the new world - they cost *2* movement points!

Hopefully LK will have the turns posted soon so we can see what the predicament is like.
I was waiting until all the players signed up before starting this one.

LKendter
cizzlewalk (currently playing)
Cuivienen (on deck)
zurichuk
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.


http://www.civfanatics.net/uploads6/LK64-1500AD.zip
 
Got it. I'll play Wednesday night, anything I should try and accomplish this round (build in America, go for tech, build up army)?
 
ok thanks for taking me

i want revenge in this scenario, last time i played it (on emperor), i lost as the Maya when i was literally cruising to a victory completely oblivious to the fact that medieval infantry can amphibiously attack, some took my capital and although i got it back my cpt was thereafter crippled due to the loss of my temple and sacrificial altar and i lost by just a turn or 2, maybe something to bear in mind for LK63

i have victories as the Portuguese and Spanish but started those games taking a couple more european cities, being careful that they don't get a palace jump into the new world

anyway signing in and looking forward to it

there are also some lovely treasure sites also in south america near the coast roughly where brasilia is, also cuba and the west indies islands
 
I'll keep that in mind zuri, sorry but my game will have to be posted Thursday night (school sucks when you've been sick a day...).
 
*Pre-Turn*
Trade Portugal WM for WM+11 gp
" " Spain WM for WM+7 gp
" " Netherlands WM for WM+ 5 gp
" " Aztecs WM for WM+ 23 gp
" " Iroquis WM for WM+ 25 gp
Man do our cities need work!

ib- Barb archer attacks our pike/settler pair, does no damage.
*Paris settler--settler

turn 1, 1501 ad...
Send the settler to a place inbetween Spain and Iroquis cities (Tobacco be here!), sorry if it's a really bad spot but it makes a good frontal base for attack on Spain/Iroquis. Decide to send two other caravels to South America and Africa. While checking out the land even more, I notice we have Scotland... wow, the designers must have got REAL bored we making this scenario.
One thing is for certain, the caribbean is going to be FULL of resources, but we CAN'T SETTLE ON JUNGLE! So I move settler one space west and our pike barely disbands the enemy barb hut.

ib- nadda.

turn 2, 1502 ad...
Founded Havana --Temple (vetoable, but worker won't come until 20 turns :cringe: )
We meet the Inca, apparently, and trade WM around to net 76 gp and larger map.

ib- Bordeaux riots, WHAT?!

turn 3, 1503 ad...
Push science up 10% (4.6.0), Printing Press in 8 at -15 gpt (925 in treasury!)

ib- Whoa, the Iroquis already have Mounted Warriors, that was a quick snatch-and-build tactic.
PORTUGAL HAS MAGNETISM!!! They won't trade for anything.
*Brest Explorer--Barracks

turn 4, 1504 ad...
Prepare the new explorer for African exploration. I then go about selling the map for a total of 92 gold!

ib- nadda.

turn 5, 1505 ad...
Founded Ville Marie --Temple
Whoa, Printing Press automatically goes down to 1 turn, EVERYONE HAS IT! Only make 17 gold this time.
Notice LK missed something, I decide to sell Paris's Courthouse :rolleye:

ib- Learn Printing Press , begin Gunpowder (hopefully the first to get it!)
*Paris Settler--Trebuchet
*Lyons Pike--MI

The Portugese and Dutch have begun Magellan's.

turn 6, 1506 ad...
Gunpowder in 14 at -33 gpt (1027 gp in treasury), pocket 22 gp from maps.

ib- nadda.

turn 7, 1507 ad...
Raise lux 10%, switch units around for Bordeaux happiness.

ib- nadda.

turn 8, 1508 ad...
All I can say is, we need a military (the Dutch are almost stronger than us :eek: )!

ib- nadda.

turn 9, 1509 ad...
Move units for caravels, 85 gp made from maps.

ib-
*Paris Trebuchet--MI

Portugal Builds Sistine Chapel

turn 10, 1510 ad...
Bordeaux and Paris at that magical 10 spt (Bordeaux can do a LOT more shield output soon).

*Post Thoughts*
Settlers in boats should found in Louisiana and Ivory Coast (tobaccy and ivory, natch).

This map provides for no more productive cities, through peace...
PREPARE AN ARMY!!!! I say take a turn to build MIs and conquer the Dutch (or take 2 cities) and extort a few techs! If we can take out 2 nations (Dutch and Spain), then the game is OVER! Just so you know, we have 100 some VPs and Portugal has over 1000 (due to tech and wonders).Build an Army
 
Did someone say... Dot Map?

bleh.JPG


Take a look at our lands, not to shabby, but a march across the continent would do OH so much more!

homeland3.JPG
 
LKendter
cizzlewalk
Cuivienen (currently playing)
zurichuk (on deck)
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
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