LK101, Diety, World Map, Civ=TBD

I took a look at the 1540 AD save from Romeo. I don't understand why the settler is ready to build a city in point-blank flip range of India. I though I already proposed a better placement for this.

I am glad to see we Romeo switched a lot of the very low shields cities to courthouses.


I just remember another critical factor on this over-tight city placement. That is the C3C limitation of 512 cities. In a previous world map game we hit this limit and it was causing us major problems trying to wrap up the game. I will be making up showing the towns that are totally unneeded long-term.
 
I have the settlers walking around just for kicks and giggles. I was just thinking of using either city spot.
Here is a question for the team. Should I replant a spy on India? If they declare, we can raze that annoying aluetian Island Indian town. The risk is low, but I am not sure if we want war with India right now.
We can also attempt to steal from the Indians as well.
I have not finished the 1540 turn yet, but am getting close.
 
As I said earlier.. I highly doubt india will declare unless we really tick them off by demanding stuff first..
if it was my own solo game I would have kept doing immediate embassy steals untill I would have gotten tanks before planting spy (you get no flag for failed steals, so you can do it as many times as you like the same turn)
 
I agree we don't need to get rid of the excess cities immediately.
However, I don't want to develop cities that are long-term useless.

What I propose is to rename the cities to ABANDON1, ABANDON2, etc.
The cities with the white X are the long-term dead weight cities.
For now have them build only workers and settlers and don't care if the population drops.
I am repeating myself, but I really don't want to hit the city limit of 512.
The below are the problems on the east coast.

LAK-866.jpg
 
I see we can sell Germany steel for 1336 gold. Might want to pull the trigger on that.

I have our current city count at 145.
 
What I propose is to rename the cities to ABANDON1, ABANDON2, etc.
The cities with the X are the long-term dead weight cities.
The below are the problems on the mid-west.

LAK-867.jpg
 
What I propose is to rename the cities to ABANDON1, ABANDON2, etc.
The cities with the X are the long-term dead weight cities.
The below are the problems on the west.

LAK-868.jpg



This still leaves far more overlap then I like.
However, the other cites do claim enough new tiles that I can tolerate them.
 
Gyathaar said:
As I said earlier.. I highly doubt india will declare unless we really tick them off by demanding stuff first..
if it was my own solo game I would have kept doing immediate embassy steals untill I would have gotten tanks before planting spy (you get no flag for failed steals, so you can do it as many times as you like the same turn)

That's interesting. I thought you always got flagged for a failed steal. Guess I need to re-read Oystein's article. ;)
 
A little teaser for everyone. I am on turn 5 now. Been busy whacking aztecs.
lk101-01.jpg
 
If we now have tanks, we should have the mil academy city exclusively on Armies. Tank armies before there are TOW or Mech Inf will be extremely powerful and cut through our enemies. We can use as many as we can get - I would dedicate all leaders to armies as well.

Edit: I would also put the cities Lee mentions should be disbanded on workers (or settlers). It keeps the cities small and we can always merge in the workers later to make our other cities grow.
 
We already have 4 empty armies, and a total of 4 tanks. I am using the iron works city to pump 1 turn tanks for a few turns, then I will swap it back to armies. A lot of production turns were going into libraries, airports and harbors during my first turns.
As the cities make it up to speed, I am swapping them to military.
I consider up to speed having the following:
Court, market, duct (if needed), harbor (if more than 4 coastal squares), library, temple.
If they have potential to get big, I also throw in a factory and a police station.
 
Don't forget we can disband the obsolote sword / mdi in a city somewhere. 100 shields goes a long way toward something.

The cavalry armies are still quite usefull.

I agree the Iron Works doesn't need to produce just armies. We also need tanks to fill the armies, bombers to hunt down ships, infantry to finish the coastal defense, etc. All the armies in the world are useless empty, and without support. I can't remember how good our artillery force is...
 
Gyathaar said:
67 artillery in 1540AD save (including slave ones)

It sounds like artillery is the one thing that we don't need to build for now. As if tanks, bombers, infantry, and escort ships aren't enough.
 
OUr navy now has ~10 destroyers. Destroyers really rip apart redlined frigates.
I promoted both of our bombers on ships. I swapped most of the bomber builds to tanks, as tanks will be needed more on Greebley's turns.
I am not disbanding armies. I disbanded 1 reg sword on my turns, everything else is a useful MP at least. I am trying to setup an assualt on Hawaii as well, but may not get there, but the transports are staged in California.
I will get rid of the 4 cities LK mentioned. They are already popping settlers quite quickly.
It really feels weird to play consolidator turns.
 
romeothemonk said:
It really feels weird to play consolidator turns.

Well we did rip through North America very fast. Sometimes you just need to catch your breath...
 
Tank armies do not need any support. They can crush infantry defended cities. I think it is attack 32 vs the defense of 10 for infantry for a 4 tank army. Even a metropolis on a hill is only defense of 27.5 if defended by infantry.

BTW I get 32 because with Mil Academy we get 1/4 the sum of the attacks of 4 units. This means an armies attack strength is doubled (works for all 4 unit armies when the Mil Acad exists. Same thing for defense)

We do want support for the non-tank armies though.

If we have 4 armies waiting it sounds like we are well prepared however.
 
IBT: China and india sign peace. Straight up peace resigned with Ghandi. Iros and venezuala ally against china.
Turn 6: sink more shipping. Sell mass production to Hammi for 800 gold and 84 gpt. I know it is cheap, but we will use the money better than the AI.
IBT: Greece and Iro sign peace. Germany and Iro sign embargo against us.
Turn 7: We need more happy help. Our cities are outgrowing our ability to keep them happy, mostly in North America. We capture Natal in the northlands. Kill a zulu frigat that wanted to bombard our coast.
IBT: Reup straight up peace with Hammi. France and germany sign peace. Songhai and aztecs sign peace.
turn 8: We capture Skannayutenate. It takes ~1 minute for the game to register that. I also burned some ships in the harbor. Fix a lot of stuff in the heartland again. We are down 3 of the 4 cities to get rid of.
I averaged a riot a turn, MP's shifting, lots of growth etc.
Pass off to myself one more time. The missing two turns will be added in later.
http://www.civfanatics.net/uploads9/LK101_1565_AD.SAV
 
Sell mass production to Hammi for 800 gold and 84 gpt. I know it is cheap, but we will use the money better than the AI.

I strongly disagree with selling techs to the AI so cheaply unless it's really out dated. We have so much gold and how are you planning to use them?

It takes a lot of time to get to domination and the No.1 to remember is to slow down the tech pace.
 
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