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LK72 - 5 City Conquest - Deity - Ottoman

LKendter

Exterminate, exterminate, exterminate!!!
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Joined
Aug 15, 2001
Messages
19,933
Difficulty = Deity
Civilization = Ottoman
Continents (60%), Warm, Wet, 5 billion
Sedentary barbs
World Size = Small

Signed up:
LKendter
Open slot
Open slot
Open slot
Open slot

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

NOTE: This starts late Aug 8 at the earliest.


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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.

new Mass troop jumping - You can't give away a give to transport a large amount of troops to another land mass.


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. This includes nonsense spying simply to force a war. Stealing techs is fine.
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.
7) Once you post a skip notice it is irrevocable.
8) If I skip a player to due a missed got it, or over due turn the turn is invalid if the next player has posted a got it.
 
microbe said:
Sign me up!

By the way you really want 60% land?

Do you really want 4 1/2 cities? Less then the maximum land and you can get screwed for 5 good cities.

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Signed up:
LKendter
microbe
Open slot
Open slot
Open slot
 
Signed up:
LKendter
microbe
meldor
Open slot
Open slot
 
Signed up:
LKendter
Kaiser_Berger
meldor
gozpel
microbe


The above order (different from signup order, will be the play order).
I put the 2 players I don't know between the 3 heavyweight warmongers.
 
Don't worry about the roster, I'm fine in the place I am and would be happy to be "setup man" for microbe. He's just very humble comparing warring skills :)

I just noticed this: World Size = Small
How many opponents do we have?
 
gozpel said:
I just noticed this: World Size = Small
How many opponents do we have?

Five

(The message you have entered is too short. Please lengthen your message to at least 10 characters.)
 
Good luck.

( Not that you are going to need much with this signup :) )

Grimjack
 
lurker's comment: Are you going to allow armies and lethal bombers? If yes, then I'm sure you will be able to crush the AI with a decent start and a killer civ. We would have attacked Sumeria a lot sooner with a pike or knight army in 5 vs the world part 2. Pillaging at will would have resulted in the collapse of that mighty empire...
 
Aggie said:
lurker's comment: Are you going to allow armies and lethal bombers? If yes, then I'm sure you will be able to crush the AI with a decent start and a killer civ. We would have attacked Sumeria a lot sooner with a pike or knight army in 5 vs the world part 2. Pillaging at will would have resulted in the collapse of that mighty empire...


I hope to have the game pretty much decided in the age of Cavalry. I wonder why I picked the Ottoman? :mischief:
This should have the game in cleanup mode by the time bombers arrive.

I hadn't thought about armies at all.


I will open this issue up for player discussion. I doubt either will show up before I play my turns. I didn't put the restrictions at start up time so I don't feel I can simply declare additional restrictions. However, I will open it up for player vote. My votes are below

1) Allow armies -
LKendter - Yes

1A) Allow limited armies as an alternative - no pilliage?
LKendter - Neutral

2) Allow bombers -
LKendter - No
 
I should make my intentions how to play the 5CC clear -
NOTE: We are never allowed to own a 6th city, not even for a second.
No taking cities for peace if it give us a 6th. If we want to capture an AI city we must abandon one of those BEFORE begining the assault with intent to capture.
 
I think we should definetely allow armies. As far as pillaging goes, maybe we can allow limited army pillaging, but perhaps not a full blown pillage fest. I agree about the bombers, they're overpowered and we should stay away from them.
 
Armies - Yes, as we only can have one :)
Pillaging - Undecided, one tile per turn?
Bombers - No, they are overpowered.
 
I would say that we are going to need the army.
As for pillaging, I say we can allow it. I think we will need the army either for offense and pillaging will would be a bonus at best.
[Edit] To save units, we may want to pillage cities size 7 an dhigher before we attack to get them down below size 7.
 
4000 BC
I start on the critical tech - The Wheel - to locate where the horses are.


3250 BC
I make first contact with Persia. What a waste to meet somebody with the same starting techs.


3050 BC
(IT) We get kicked out of the Persian lands to the other side.


2950 BC
We meet the Russians, and no tech trades are possible.


2750 BC
Edrine is formed. The city will be challenged to be productive, but I have to grab the at least 2 of the incense. I hope to get Burial and a temple to insure the third.


2310 BC
The western march pays of as we meet the Indians. This is weird how all of the opponents we have met are historically nearby. We buy Alphabet for $118 and $3/turn. I ship Persia Alphabet for Warrior Code and $15. We had our first 2 for 1 deal. :D


Summary:
We are suffering the typical early deity hole. We need to find the last two civs to get the tech prices lower.

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Signed up:
LKendter
Kaiser_Berger (currently playing)
Meldor (on deck)
Gozpel
Microbe

Base on the comments I saw, I added a no bombers restriction.

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Game restriction: No bombers.

>> Starting with LK68 the LK series is on patch 1.22.


http://www.civfanatics.net/uploads8/LK72-2150BC.zip
 
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