LK100 - Finally ready for regent, Persia, OPEN succession game

I believe the AND between rule 1 and 2 is implied...
 
microbe said:
But more than 2 people played after him already. :hmm:

Please read the second rule.
2) The game has been IDLE for over 48 hours.
Maybe the explicit and wasn't clear enough. I added to the comments.


Repeat player restriction: You may NOT play a second round unless:
1) At least 2 different players in front of you AND
2) The game has been IDLE for over 48 hours.
My goal is to let a ton of people play in this milestone game.
 
Sorry, did not see the "AND", I skimmed the post and thought it was an OR.

I did not see this in time and played some turns, so if someone does not play in the 48 hours since the end of the last session, I assume I can post them then?
 
Ginger_Ale said:
I did not see this in time and played some turns, so if someone does not play in the 48 hours since the end of the last session, I assume I can post them then?

If this is idle for 48 hours, then you can post the turns.
 
(0) 350 - 28/44. NO way to finish in my 10 turns, but we'll see what can be done.

(1) 360 - Not much to do. Too few troops anywhere near the front. Make what progress I can.

(2) 370 - Get tired of Lincoln and declare war on him.

Autoraze St. Louis. Replacement cities will be en route soon. San Francisco also has no culture and only one pop. I need more settlers. They're being produced.

(3) 380 - Capture Chicago.

(4) 390 - Autoraze Buffalo.

(5) 400 - Lose three immortals to take out an archer/settler pair. WOOHOO!

Aztecs are really getting on my nerves. I'm tempted to declare on them, too. In fact, I probably will. They can't really hurt us and we gain more space that way.

(6) 410 - Capture Boston.

(7) 420 - Capture Atlanta. Capture Miami. Just not a whole lot to do, still.

(8) 430 - Declare on Aztecs. We're quite strong. Just a matter of who we fight when. Could ally Mongols against Aztecs to distract them both, if the next player would like.

Raze Tamuin. Off another 4 Aztec settler pairs. They were everywhere...and in the way!

Capture Eboracum (Celts). I'd waited until it grew so I could capture instead of raze. And that destroys the Celts!

(9) 440 - Autoraze Tula. Kill another Aztec settler pair.

Capture Seattle. Capture New York. Capture Houston (though it redlines our army). Capture Washington. (Anybody think America is in trouble?)

(10) 450 - Philadelphia, the last American city, should fall in 2 turns. We're on the border of the Aztecs with quite a few troops. We could go AW at this point and barely blink. I left troops near Hittites and near the Zulus. We're strong on essentially every front. It's just a matter of moving troops into position and declaring the right wars.

Ending domination values: 38/53. That first number will go up a LOT in the next few turns simply from ToA temple expansions. I founded a few cities. More settlers are en route. 20 turns is a reasonable goal. I think it's doable, but it would require some semi-aggressive behavior. If it takes more than 30, people are just being lazy! :)

Arathorn
 

Attachments

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

Repeat player restriction: You may NOT play a second round unless:
1) At least 2 different players in front of you AND
2) The game has been IDLE for over 48 hours.
My goal is to let a ton of people play in this milestone game.



Special Restrictions:
We may NEVER leave the ancient ages. ONE AA tech must be left unresearched so that we **DON'T** get our free tech.
** The game will be terminated and closed if the above rule is violated - period. No replay, and no second chance.
The game MUST be won by domination.
 
IHT: Absolutely nothing.
Turn 1: Hittites start Sun Tzu's. We build the Heroic Epic. Immortal kills archer. Capture Philly
lk-100.jpg

Turn 2: Capture Xochilao. My first loss for ~12 wins is a reg immortal to an archer.
Turn 3: Capture Teotihaucan. Amassing troops on the zulu border and the hittite border.
Turn 4: Build Khandahar. These are mostly regrouping and refocusing our army turns. The lack of engineering is getting qUasi-annoying.
Turn 5: Auto raze Malinanco. Capture another town I can't pronounce.
I only played 5, as I know more people will want to play. I setup the next war, or the next 2 wars with the Zulu and the hittites. There may still be a unit or 2 on goto, but after I started I realized that playing 5 was the sane thing to do, and canceled most of the move tos.
Use cash and forest chops liberally. I like to rush a rax in a newly captured city and have all the units heal overnight.
Now some pictures for everyone.
lk-100-2.jpg

lk-100-3.jpg

lk-100-4.jpg

lk-100-5.jpg

lk-100-6.jpg

http://www.civfanatics.net/uploads9/LK1000-500AD.SAV
 
Recommendations:

- Declare on Zulu/Hittites ASAP. Play defensive for a bit vs. the Hittites (after capturing Harran, of course) but send most of our reinforcements that way.
- On the Zulu front, send the ACav army to Zimbabwe ASAP and capture it, with the Great Wall to make the rest of the offensive easier. Ulundi is on the way and may well be an easy capture, too. The small towns can go right away or wait for the GW capture.
- We should have a few forces in the east, too. Send them north up to Zululand. Leave the Mongols alone for a bit.

Note: The Aztecs have a couple cities NE past the Zulu, so the next player might not get to eliminate them. If 10 turns are taken, though, it might be possible.

Arathorn
 
Got it. (____ ten-character minimum.)
 
wow, did you see our stellar score, that will beat all records :lol:
 
romeothemonk said:


LK1000 ??? When you consider how many years it to get to 100, that is one crazy number.
That would require at least 15 more years. Do you really think Civ7 will come to pass? ;)

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

Repeat player restriction: You may NOT play a second round unless:
1) At least 2 different players in front of you AND
2) The game has been IDLE for over 48 hours.
My goal is to let a ton of people play in this milestone game.



Special Restrictions:
We may NEVER leave the ancient ages. ONE AA tech must be left unresearched so that we **DON'T** get our free tech.
** The game will be terminated and closed if the above rule is violated - period. No replay, and no second chance.
The game MUST be won by domination.
 
1 Crazy number from 1 crazy guy.
Actually I probably just wasn't watching as I was typing on the save name.
You might get to 1000, you never know.
 
I took a look at the game, and things are looking good. 46% of the world is good. What is better is there are city along the Aztec borders still waiting cultural expansion.

The other good news is thanks to ToA we are by far the culture leader. The odds of a flip are much lower.

68 immortals should strike fear into our enemies.
 
500 (0): I cash-rush four Immortals and two barracks near the various fronts.

We declare war on the Hittites and move into our attack positions, capturing two workers on the way.

We also declare war on the Zulus, capturing one of their workers.

No enemy counterattacks.


510 (1): We take Harran, held by two spearmen, without loss (2-0).

We defeat a pikeman in Tarsus, but there's at least one more there (3-0).

We defeat an Aztec swordsman in the open, and a spearman in Calixtlahuaca (5-0).

We take Intombe, garrisoned by three Impis, for the loss of an Immortal, also capturing a settler = two workers on the way in (8-1).

We auto-raze Swazi, held by one Impi, for the loss of an Immortal (9-2).

We lose a spearman to the attack of a Hittite MDI, while defeating the attacks of a Three-Man Chariot and a Zulu archer (11-3).


520 (2): We take Tarsus, held by a pikeman and a spearman (13-3).

An Immortal dies attacking Ankuwa (13-4).

We take Calixtlahuaca, held by one spearman (14-4).

Our AC take Tenochtitlan, held by four spearmen, before our Immortals can reach it (18-4). We capture the Mausoleum and three workers. The Aztec capital moves to Tletelolco.

In the open we pick off an Aztec archer, an Impi, and a Hittite warrior/settler team (21-4).

No counterattacks.


530 (3): Our AC army takes out the first two Impis in Zimbabwe...and they're the whole garrison (23-4). We capture the Great Wall.

We take Tugela, held by two Impis, and capture a worker (25-4).

We take Tlatelolco, held by two spearmen (27-4). The Aztec capital moves to Tlaxcala.

In the open we hunt down three archer/settler teams, two archers, and an MDI (33-4).

An Impi attacks a reasonably well-garrisoned town (spearman and Immortal), rather to my surprise, and dies (34-4).


540 (4): We take Ulundi, held by two Impis, for the loss of an Immortal (36-5).

We found Altin Tepe in the gap near Umma.

In the open we defeat an archer and a 3MC (38-5).

Our stack next to Ugarit defeats the attacks of two MDI (40-5).

We get a palace expansion.


550 (5): We take Tlaxcala, held by three spearmen, and reduce the Aztecs to their enclave in the Zulu lands (43-5).

We destroy an Impi in Umtata, which we're attacking with one very isolated Immortal (44-5).

We take Isandhlwana, held by two Impis (46-5).

We take Ngome, held by two Impis and an archer, at the cost of one Immortal (49-6).

We take Bapedi from its garrison of four Impis, losing two Immortals and capturing a worker (53-8). Hlobane becomes the third Zulu capital.

We auto-raze Ankuwa, held by two spearmen, and capture a worker (55-8).

In the open we destroy two 3MC and two archers, losing an Immortal (59-9).

Six elite victories didn't produce a Great Leader this round.

We're at 75% of the world's population and 56% of its land.
 
Our campaign against the Hittites is going smoothly, but it isn't a rout yet. Our stack next to Ugarit isn't strong enough to attack until it's reinforced, and our stack next to Hattusas might not be either. I wouldn't try the Hattusas attack unless our cats scored a couple of hits, anyway.

As far as the Zulus and Aztecs are concerned, the only remaining problem is crossing the distances involved with our slow Immortals.

The Mongols and the Hittites are building the Great Library. The only thing that could go wrong now would be for a player to capture the city containing the GL, and then forget to raze it. [pimp]

Two units will auto-move next turn because I tried to move them too far this turn, but nothing after that.

LK, warmest congratulations on this landmark game, as you've rightly called it. :hatsoff:
 
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