LK32, World Map, Brazil

LKendter

Exterminate, exterminate, exterminate!!!
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Aug 15, 2001
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The next in the world map series...
Civ = Brazil!
Difficulty = Monarch
All victory conditions are enabled, even the horrid Diplomatic that I consider a loss. However, the only victory condition we will accept is CONQUEST. Domination is NOT possible with the no Tundra city change.

Playing
LKendter
Dark Sheer (needs to confirm)
meldor (needs to confirm)
Jersey Joe (already confirmed)
OPEN SLOT


Don't sign up if you don't have previous experience with HUGH maps


I was able to upgrade Bef to Mech infantry. Wierd game ending - I signed a RoP with Aztes to connect oil in Cananda. America declares war to steal the workers. I then declare war on China to kill a unit that of China that was in the road to build a colony on oil to finish the test. :crazyeye:


I still do want the Jersey_Joe test to finish as a low priority. I am starting another test to see if I fixed the wrong Diplomacy face with Australia and the Industrial age crash.


I really haven't mentioned game playing guidelines with the LK series, but I feel that I am overdue to do so.
The following tactics are NOT allowed in the LK series games: RoP Rape, RoP Abuse (irragating all tiles with a city building wonders), False Peace Treaties (must wait for the 20 years to end), Declaring War to break trade deals, 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.


==========================================
The current history:
V6 - Move Aztecs one square south, slight terrain improvement.
Privateer movement up to 4.
Brazil is not allowed regular infantry.
Fixed crash with Diplomacy and Australia when they are in the Industrial age.



V5 - Playtest showed issue with Tundra. Forest on Tundra = forest.
To limit cities, I must make all Tundra without forest.
Minor improvement to Russian starting position.
The bad thing of stealing a country - I left Brazil with Samuria - switching to regular knights.
Switch America to regular fighter
Added new culure levels: 1.5 to 1 = very impressed, 2.5 to 1 = Great Admirers


V4 - Slightly improved the Greek starting position.
Removed Japan as a civ.
With the elimination of Japan, removed game and 3 goody huts near China.
Added another barb camp near China.
Japna is replaced by Brazil - Industrious and Relgious.
Goverment Leader = Dom Pedro de Alcântara (the emperor when Brazil was recognized as an independent country)
Great Leaders:
Gen. Eurico Gaspar Dutra (ww2 general)
João Baptista de Oliveira Figueredo (Brazilian general and politician, president of Brazil (1979-85)).
Cândido Mariano da Silva Rondon (Brazilian explorer and founder of the Indian Protection Service. A major in the army. The

Brazilian state of Rondônia is named after him.)
Jose Joaquim da Silva Xavier (the leader of the Inconfidência Mineira, a movement against Portuguese rule in late 1780's)
José Bonifácio de Andrada e Silva (known as the "Patriarch of Independence" in Brazil)
Unique Unit = Bef (Brazilian Expeditionary Force) from WWII.
>>>> Cities are NO longer allowed in Tundra . <<<


V3 - Deleted 3 wheat around India to weaken the position.
Deleted 2 cattle around China to weaken the position.
Change the leader of Australia to Menzies and setup as a male.
Middle / Industrial age ship movement up by 1: Caravel, Frigate, Galleon, Ironclad
Modern Era ship movement up by 2: Transport, submarine, destroyer, battleship, Aegis Cruiser, Nuke Sub
Special: Carrier up by 3 - these ships were just as fast as battleships, if not faster.
F15 is removed - new USA unique unit USMC: 10 attack, 8 defense.


V2 - Added Australia. After playtest, improved the Australlian landmass slightly.
Improved the Babylonian position by removing point-blank barb camp, slight terrain improvement.
Placed a horse into America.


V1 - Took a copy of Marla Singer's Map, and cut back on coast squares that are out of reach for the sake of domination.

Removed several Ice only islands.
 
Playing
LKendter
Dark Sheer (needs to confirm) <<<
meldor (already confirmed)
Jersey Joe (already confirmed)
OPEN SLOT

If Dark Sheer confirms shortly, I will post the first turn in 10 hours. I already complete it ;)
 
I would like to get at least 4 people, then I will start this one.
 
[dance]

I will post the game tonight. My turn is already done. 30 turns to get it rolling, and 3 cities built.


Will still accept a 5th player
I now have incentive for the next variation - play as the Moors. Western Africa will have a civ ;) One leader is known - special unit will be a improved knight.
 
I really haven't mentioned game playing guidelines with the LK series, but I feel that I am overdue to do so.
The following tactics are NOT allowed in the LK series games: RoP Rape, RoP Abuse (irragating all tiles with a city building wonders), False Peace Treaties (must wait for the 20 years to end), Declaring War to break trade deals, 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.
 
4000 BC - Salvador is formed.
I begin research on Alphabet a minimum science.

3950 BC - Pop the nearby goody hut before our first military, and we get a conscript warrior.

3700 BC - Pop a goody hut and get $25.

3500 BC - Pop goody hut #3 and angry warriors.
(I) Our conscript survives and becomes a regular.

3350 BC - Pop goody hut #4 and another conscript warrior.

3250 BC - Rio de Janeiro is formed.

3000 BC - Pop goody hut #5 and get maps.
(I) Tacitus most powerful nations rates us #2 - we will have to improve on that ;)

2800 BC - Pop goody hut #5 and more angry barbs. Is free tech to much to ask for?
Scratch 1 barb camp.
(I) The warrior becomes a vet and our palace expands with some nice pretty grass.

2630 BC - Our newly elite warrior frags a barb camp.

2550 BC - Brasilia is formed. It starts a temple to get 2 game squares on line.

-------------------------------------------------

Summary - The warrior in Central America is ready to contact the Aztecs soon.
After that, run through to America / Iroqoius. The faster we can get contacts, the faster to map making and visiting Europe.
Plus, Brazil could afford to buy a few workers ;)

I avoided research on pottery, as we can get it from America / Iroqoius. We want to get to MapMaking ASAP, and get contact

with Europe ASAP. Writing is probably the next tech.


LKendter
Lt. 'Killer' M. (playing)
meldor (on deck)
Jersey Joe


20 turns FIRST ROUND ONLY - 24 hours for got it.
48 hours total.


http://www.civfanatics.net/uploads2/LK32-2550BC.zip


LAK-144.jpg

The begin of our empire. If we irragate the 3 white dots, we can quickly turn Brasilla into a shield powerhouse by getting

the hills on-line ASAP. This should hopefully be the city to build some key wonders line Sun Tzu and Leo's.
 
Oh how I hate cutting down woods next to rivers before railroad..... but i guess it ahs to be done with all that jungle around.... :(


got it!
 
some thoughts on city placing to the south. On a world map, we need strong coastal cities - so i started planning cities from norht to south and from the coast landwards. i tried minimizing overlap (as the worls is large enough), but also unused tiles.

LK32citiessouth1.jpg


red line: border of current cities after 1st expansion

blue dots: new city sites
blue line: borders for planned cities after 1st expansion

yellow dots: wasted tiles

pink dots: overlap tiles.
 
obviously, filler is not a place to settle right now.

Rather, Nos. 1,2,3 should have priority, since they are fast-grwoing locations. Filler will have a relatively high production, but needs serious worker-time investion before it will amount to anything.

I'll stay away from the jungle to the north for the moment.
 
version 2:

LK32version2.jpg



as you can see, this version eliminates the 'filler' problem, but gives two troublespots (red areas). I'll have a go with the first one, even if it misses out on the whale.
 
(1) Salvador builds a Warrior. Growth will be in 7, settler in 8 so a settler is ordered. I'd prefer to granary expansion scheme, but this seems OK, too. Order road to Dyes. We dispense a barb camp down south and get a promotion to regular.

(2) Two barbarian learn the hard way about terrain advantages.

(3) moves

(4) moves

(5) moves

(6) Rio builds a settler. He goes for '1' but will need tha Warrior from Salvador to go along and protet him. Dyes are hooked up at end turn.

(7) find two huts that can be opened next turn and the turn after that.

(8) Hut west of Brasilia gives Barbarians. At least, our warrior is in jungle..... The warrior leaves Brazilia to protect the settler. A border is sighted in the north.

(9) Our Warrior is now elite..... :D Salvador finishes a settler and starts a warrior. I decide not to open the htu and let the warrior heal to full strength.

(10) Alphabet found, Writing @ 10%. Brazilia completes a Temple and starts a Warrior. Contact with the Aztecs is established.
aztecdeal.jpg

I take this deal (though i think the price is a little stiff). They asked for 270 Gold, btw...
the hut fills up our treasury with 25 Gold. :D

(11) Rio finishes a Warrior and starts a settler. I may change that to Granary though. Brazilia switched to Spearman since forest will be cut in 1. Hut discovered down south.

(12) Forest cleared -> non-bonus grassland :( Brazilia will finish Spear in two, then reassign work to cleared tiles to start growth. I will leave 1 forest untouched until a hill is mined.
Barbarians from the hut - what else?

(13) Warrior promoted to elite - when will those albino guys ever learn? :rolleyes: Salvador builds a Warrior (stays as MP) and starts a Granary. Then, we should pump out a few workers.
Brazilia finishes the Spearman. Now, the ciy can use the game/forest tile (which i will leave as is for the present). The Sper stays, the Warrior wanders west to explore and kill white rabbits... ah, white warriors ;)
Sao Paolo fouded in position '1'. Barb camp found - in plains. i already hear the clinks of gold coins.....
Monty asks me to remove our forces. he now has mysticism but won't trade it at all.

(14) nothing but a steady income - another 25 Gold. Our Warrior near Tenochtitlan or whatever that horrible places name is goes north - even if Monty kicks him out he kicks him to the 'right' side now - north! :D

(15) moves

(16) another non-bonus tile freed of forest.

(17) Rio builds a settler (goes south with escort) and starts a worker in 5. order road to gold-hill near Brazilia.

(18) Sao paolo finishes Warrior and starts worker. I decide NOT to pop a hut - after all we have a settler currently....

(19) moves

(20) pop the hut now :( - all around is explored - and get 50(!) Gold :D

Belo Horizonte is founded @ '2'.

State of the empire:

Salvadors bonus tiles can soon be mined by the worker building a road

across the hills from Brazilia and the one close to ready in Rio.
A settler and a warrior are underway, heading for '3'.

Monty is willing to sell either the Wheel or mysticism for a lot of money

- I will leave that decision to the next player (Don't! Make contact

first!!!!)

http://www.civfanatics.net/uploads2/LK321725BC.zip
 
Originally posted by Lt. 'Killer' M.

(10) Alphabet found, Writing @ 10%. Brazilia completes a Temple and starts a Warrior. Contact with the Aztecs is established.
I take this deal (though I think the price is a little stiff). They asked for 270 Gold, btw...
The hut fills up our treasury with 25 Gold. :D

(13) Salvador builds a Warrior (stays as MP) and starts a Granary. Then, we should pump out a few workers.

Monty is willing to sell either the Wheel or mysticism for a lot of money - I will leave that decision to the next player (Don't! Make contact first!!!!)


Turn 10: The price may be a bit high, but we got pottery. This gets us closer to the critical tech of map making. We want to be first to the Caribbean islands, and send at least one settler with escort toward Europe to get the option of buying workers from European Powers.

Turn 13 I agree 100% with Granary and workers for Salvador. We probably want to do the same with Rio. We do want to let Brasilia grow, as this is the best city for wonders. With 2 irrigated game we should have chance that when we make European of a city that can build Sun Tzu which is huge in a military game.

Techs - I agree, contact America / Iroquois first BERFORE more trading. Will drop the price a lot, plus 2 more sources of extra labor. We need every bit of help we can get for labor. Let's hope we can buy a few more workers ;)

We want to get some cities heading up the north coast along with a road net. This is the key to attacking Aztecs and winning the race for northern cities.
 
Thanx LK.... I'd still NOT irrigate the game as long as possible (as long as we are in despotism and the hills do NOT give more production than the forest).. :)

as soon as we go into a higher government form we then can use the forest chopping at an appropriate moment (i.e. when we are NOT building a wonder) and thus get the 2 times 10 prod from it....
 
What I want to do with that town is ASAP growth.
That is why I want the game to be irragated quickly.
4 food from 1 square lets us put 2 hills to work now.
I am trying to get the city large enough to build a wonder by the time we meet Europe.
 
1700 BC (1)
Movement
(I) Rio finishes worker and starts a Granary.

1675 Bc (2)
Frag a barb camp
(I) Sao Paulo finishes a worker, starts a barracks.

1650 BC (3)
Movement
(I) Brasilia finishes the Granary and starts a barracks.

1625-1575 (4-6)
Movement
(I) Salvador completes a Granary and starts a Settler.

1550 BC (7)
Fortaleza founded, starts a temple. Pop goodie hut, get Mysticism.
(I) Nada

1525 BC (8)
Find America, they will trade the wheel for 220g.
(I) Not very nice neighbors, Lincoln asks us to leave.

1500 BC (9)
Movement
(I) Belo Horizonte finishs a spear and starts a settler.

1475 BC (10)
Pop another goodie hut and get barbs.
(I) The Greeks complete the Colossus.

1450 BC (11)
Movement
(I) Salvador completes a settler and starts a Barracks. Brazilia finishes it's Barracks and starts a Spear.

1425-1375 BC (12-14)
Movement
(I) Brazilia finishes a Spear and start another.

1350 BC (15)
Movement, spot Iroquois border.
(I) Nada

1325 BC (16)
Nova Iguacu founded. Meet the Iroquois. Lincoln has been holding out on him. Get the wheel for Alphabet and 2g (all he had). We can now get Horseback Riding for 250g, but since our only horses are still a ways from our nearest city, I pass.
(I) Rio completes a Granary and starts a Settler. Fortaleza finishes a Temple and starts a Worker.

1300 BC (17)
Movement.
(I) Sao Paulo finishes a Barracks and starts a settler.

1275 BC (18)
Movement
(I) Salvador finishes a Barracks and starts a Spear. Fortaleza finishes its Worker and starts a Granary.

1250 BC (19)
Movement
(I) Belo completes a Settler and starts a Barracks.

1225 BC (20)
Movement.

State of the Onion:
Technology - Iroquois are the worst off. They are poor and still need Mysticism. We are next. The Aztecs have Horseback Riding, and the Americans have that and Ironworking. We are 9 turns from Writing and could use this to get both techs.

Cities - Three new ones and a settler moving south. There are two warriors near him to pick up escort.

Military - The two main cities will have two MPs within 2 turns. There is one warrior in Panama blocking the Aztecs (at least until Galleys appear) and a second one on the way up the west coast. When the second one gets there move the block one square west and use both warriors. A third warrior should be sent to move the block farther.

We should continue to expand like minks. The more cities the better. Lots of good food sites to the south, but we also need to spread along the northern coast and get the horses slightly inland. Without these horses we will be in deep doo.

LK32 1225 BC Saved Game
 
Originally posted by Dark Sheer
I am a little slow lately, but is there a chance where I can still be part of it? :)


You are in as #5. Just don't be a "little slow" with moves ;)
This is more encouragement to keep playing with the World Map series. I think we play as the Moors next and there 5-3-2 knights.



LKendter
Lt. 'Killer' M.
meldor
Jersey Joe (playing)
Dark Sheer (on deck)


So far the one disapointment - no workers bought.

I would not build many troops in Salvardor. This city is food heavy, and we can still use more settlers and workers.

Originally posted by meldor
We should continue to expand like minks. The more cities the better. Lots of good food sites to the south, but we also need to spread along the northern coast and get the horses slightly inland. Without these horses we will be in deep doo.

We are 9 turns from Writing and could use this to get both techs.

I agree, we want to stay in mass expansion stage. I would like to snag the carribean islands for just us. Of course, we will need to keep sneaking in workers.

Actually, I would NOT give the AI Writing. The longer we keep them from Map Making the better. I would rather that we broker contact with Europe, rather then the other Americian powers make first contact. The big question: Can we get map making is less then 40 turns? We really want to find Europe.


@meldor :goodjob: Our wonder building city is growing nicely. It should starting pumping our good shields soon, and can be our main military source for the short term.

LAK-146.jpg

My proposal for the next northern city. It starts a temple, and the puts luxuries #2 (gems) in our reach.
 
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