LK102, Deity, RaR, just win.

Heh. Yeah, the point of those pictures is that we survived a couple of turns in the ocean and met the other continent. If they're ahead in tech, we can buy at 3rd (4th, 5th) and sell at monopoly on our continent. :)

I would suspect that the Aztecs and Iros are at war. Not sure what wonders are Ag or Militaristic in this part of the tech tree. Nice to see the AI using 10% lux, but what it probably means is that the non-capital cities really require 20% lux to not have clowns. :lol:
 
We were starting to build longboats which are the first boats that can enter the ocean. Contact was a very good possibility on Romeo's turn. Looks like we have had some success :D

I am not at all suprised we are behind in tech of the other continent.

One other question: It looks like Salamanca has the "Marketplace" happiness. Is that what the Silk Road does? I hadn't realized that.
 
Yes, the Silk Road has a luxury multiplier effect (market place). That ignores the bonus income from Silk Road. ;)
 
Signed up:
LKendter (on deck)
T_McC (skip until May 25)
Greebley
Romeothemonk (currently playing)
OPEN SLOT <-- Is anyone interested?

Remember 10 turns per round - STRICT 24 hours got it, total 48 hours to complete.
 
Signed up:
LKendter
T_McC (skip until May 25)
Greebley
Romeothemonk (currently playing)
Doc Tsiolkovski (on deck)

Remember 10 turns per round - STRICT 24 hours got it, total 48 hours to complete.
 
I took a look at the game. I have a request that we start to bring irrigation from Jenne up to Nguigmi and Tessaoua. With the cash reserves we have we should upgrade all of the slaves we get.

The one thing I fear from the long war is happening. Our GA has us building troops in the core that still have useful buildings needed.
 
Good to be back in the saddle again. And there is even a war for me. :)
Just a note, not sure that it matters in this game, but Greebley and I follow each other and have more of a war-monger leaning, while T_McC and LK are builders. Greebley and I follow each other, perhaps a minor mixup would help?
IHT: Swap Gao to guild hall in 3, instead of HH in 1.
Turn 1: Watch Inti's hurt Sioux and America, but ignore us. We learn Chivalry, Architecture, Astronomy, Banking, Education, Navigation, Physics, Political Philosophy, and something else. Glib is obsolete.
Cancel Alliance with Sioux. Vet HH kills Eagle knight at Paracas, Elite pops a leader, we get the town and some massive gold. Our great galleas sinks an incan Ship. (3-0). Shuffle troops and upgrade stuff.
Turn 2: Moving, no combat, find green borders. Sign ROP with Sioux.
Turn 3: Army wins one and then an elite captures pucara. (We just don't have the pop for raze and replace.) It has forge and guild hall. (5-0). We got a slave in the process. Meet the aztecs. They are more advanced then anyone we know. I lose 1 HH, kill 2 eagle knights and we own Voyage of Discovery. We get a slave in the process.
Turn 4: The Sioux got to Cuzco before we did, by having 1 hp left on their elephant that could take the town. Nuts. Kill a loose inti with an elite. (8-1). Aztecs are well cultured. OUr G.A. ends. We give 20 gold to swap WM's with Monty.
Turn 5: Talk to the Iro's.
Turn 6: It looks like the Sioux want to play rough. Fortunately I was setting up to fight them anyway. We will see what plays out.
Turn 7: Swap luxes with the Iro. They are at war with the Aztecs, which is good. I am really moving troops around to avoid a devestating RoP Rape. They could be moving against the Americans as well, We will have to see. Meet India, the Tech Leader. Trade him Iron and Dyes, get music theory, Absolutism, 120 gold and a WM. Contact greece get gold and gpt from him. He is small. Build 2 new embassies, sell WM for cash. Music Theory gets us 100 gold and Map making from the Sioux. The Sioux are Gracious.
Research to PP, as it could be a monopoly tech. (6-turns) The Sioux get our map for 220 gold. OUr pults all become Trebs, and our defense is battening down.
Turn 8: The Sioux are moving all their troops to the city by our capitol, probably to try and prevent a flip risk. We build the Training camp in Gao, start a Uni.
Turn 9: Start upgrading some of our labor.
Turn 10: Continue upgrading labor. The Sioux have 12 offensive units in Yanktown (By our capitol). They have maybe 10 others total. The Iro cough up 60 gold and thoery of warfare for gold.

I think we are in a good position here. I would decide whether or not to go for the Encyclopedia.
If so, swap Gao to it ASAP. If not, build lots of academies libraries and production boosters in the core. We have ~5 cities that are nearly nice, missing 1 booster or a couple of science buildings. Otherwise we are in good shape. The Sioux have no ponies, and we want to keep it that way.
I personally would try for the encyclopedia, as it gives us great flexibility with whatever we want to do next.
We should also start a prebuild for Smith's, but we are only 2 techs total behind the leaders, and 3 techs from Smiths.
In 3 turns PP should be a monopoly.
We are doing quite nicely here, but should build a few more defenders/attackers as we need them.
Where do we want the summer palace?
lk102-4.jpg

lk102-5.jpg


http://www.civfanatics.net/uploads9/LK102_AD650.SAV
 
Signed up:
LKendter (on deck)
T_McC (skip until May 25)
Greebley
Romeothemonk
Doc Tsiolkovski (currently playing)

Remember 10 turns per round - STRICT 24 hours got it, total 48 hours to complete.
 
Greebley said:
I think I would prefer going for the Encyclopedia - even start a prebuild.

I really hate that crutch, but in this game I agree we are stuck using it. To much effort has been spent on military to take out the Inca.
 
Mali, 650AD

I hate Republic. Cash-rushing is a lot more important in RAR than in unmodded. IMHO Republic is one of the 3 bad Govs (not counting Chiefdom/ Monarchy).
But since we’re in a pop-rush Gov, I cannot understand why we starve captured cities, instead of whipping.

I don’t understand why we haven’t built the Palace Gardens so far; but in 650AD, it’s no longer worth it. I’m not sure why we build a University in the capital, with several cheaper SCI imps missing. But, I’ll keep it as prebuild. Since I cannot speed up production boosters somewhere else, we need to build the Ency here. And yes, we need it.

Flip risk is horrible…move the Trebs out, they don’t help anyway.

Enter.
Sioux show us their Circus Parade, Yankees go home.

Turn 1: 660AD
The other continent knows Jurisprudence.

Turn 2: 670AD
Zzzzzz….
IBT: Incans drop an Inti somewhere.

Turn 3: 680AD
We have a monopoly on PP, fine.
Yeah, great. PP isn’t even worth a full tech. Get JP, WM and 50gp from Aztecs for PP and Wool.
JP and PP to Sioux for Magnetism and Elephants (they are completely useless, but at least they cannot trade them for something else to the other continent).
Iros give Spices and 100gp, Gandhi 330gp.
Alex gives Olives for Chivalry.
Switch Gao to Gutenberg’s. Hope that one doesn’t fall to a Bach’s cascade, 7 turns to Humanism.

Kill that Inti with an elite HH, no luck. Board troops for that Incan island.

Turn 4: 690AD
Whip some stuff. Unload our invasion force.
IBT: Sioux and Incans sign peace treaty.

Turn 5: 700AD
Join 2 Peasants in Gao. We need that, if we want a shot at the Enc.
Capture the first Incan town on that island; great, comes with Barracks and Harbor :D.
IBT: …and we have a Forbidden Palace. And another regular Templar, and Sugar (border expansion).

Turn 6: 710AD
Wow, the FP helps immensely.
Grrr…no way to rush any culture in that island town. Did I already mention I hate Republic?
IBT: America and Incans sign peace treaty.

Turn 7: 720AD
Don’t want to risk a war with America, so I sign them back against Incans for PP and Music. Sioux is ‘It can’t be done.’.

Turn 8: 730AD
Capture the next Incan town.

Turn 9: 740AD
Zzzz…
IBT: Sioux get 37gp and TM.
We learn Humanism, the AI Newtonian.

Turn 10: 750AD
5 turns for the Encyclopede.
We should probably start a Smith’s pb in Jenne or Diffa soon. No beakers invested in Free Artistry. I for one wouldn’t trade Humanism, and pray…
The East India Company is no big risk; the AI rarely builds it that early. Only risk may be a Bach cascade from the Sioux.
Several of our cities have an ugly flip risk to America; we should prepare a war here already (the Incan theatre is slow, but they’re as gassed as they could be.

Our newest cities:
LK102.jpg


The Save
 
But since we’re in a pop-rush Gov, I cannot understand why we starve captured cities, instead of whipping.

Grrr…no way to rush any culture in that island town. Did I already mention I hate Republic?
Do you really want a city that is miserable forever? After 3 or 4 whips it takes an eternity to get that city useful.

Well I hate the higher unit support costs from Democracy. The higher unit cost almost bankrupted us in the RaR 5CCC game.


Several of our cities have an ugly flip risk to America; we should prepare a war here already (the Incan theatre is slow, but they’re as gassed as they could be.
Well don't expect one on my turn. We already wasted on GA on high military and I want get some building turns in.


Signed up:
LKendter (currently playing)
T_McC (skip until May 25)
Greebley (on deck)
Romeothemonk
Doc Tsiolkovski

Remember 10 turns per round - STRICT 24 hours got it, total 48 hours to complete.
 
Do you really want a city that is miserable forever? After 3 or 4 whips it takes an eternity to get that city useful.
2 pop for a Shrine is pretty neutral in terms of happiness. Especially when it pulls in another Lux.
And really, we had a required garrison from like 15 units otherwise...
 
http://www.civfanatics.net/uploads9/LK102-850AD.zip


750 AD
I fire the animators. The only thing I like to animate it combat so I have a clue what is happening.

I have no idea why the FP city is building a courthouse.

I start the pre-build for Smiths in Jenne. Diffa does have a little more shields, but I hate to give up our pike a turn city. We still have way to many cities with HH for defenders. I swap to Mercantilism to head toward Smith's.


770 AD
We beat a 4 unit landing by America and capture Arequipa. We get 2 resistors. This is one of the reasons I prefer raze and replace.
(IT) Our RoP with the Sioux is over.


780 AD
I win the next race and capture Ollantaytambo in front of the Americans.

OUCH - joining 2 workers into Jenne forces luxuries to 20% for one lousy city.


790 AD
Chiripa is captured. I barely got it despite America killing some units.

The human player wins ties on wonders. I give Humanism to the Aztecs for Economics and $115. I give Humanism to the Sioux for Metallurgy, $10 and wm. I sell Humanism to India for $550. I swap Jenne to Smith's due in 16 turns.
(IT) The science cheat is completed.


800 AD
(IT) The first round of science cheat techs is Leadership, and Naval Cannon.


810 AD
(IT) The next free techs are: Cavalry Tactics putting us in the Industrial Age. We also pick up Flintlock, and Steam Power.


820 AD
We have 2 lousy sources of Coal. New Orleans is one, and that has an American citizen. The other is on the island we just took over. We should be a third with the final city to capture.

Well India is totally screwed as they can use our spare coal and iron.
(IT) We get Constitutionalism for free.


830 AD
I generally hate to capture single city islands. However, with Ancon I feel I must due to the coal. This island is going to be a royal pain to defend.


840 AD
(IT) :hmm: War with America, or give them Sugar for 20 turns? I don't feel we are up to another war, so I give them sugar. I suspect some people will be annoyed, but our border towns were way to weak IMO. We didn't have any decent defense on the island.

==========================

Summary:
I didn't revolt, as I didn't want to risk Smith's or East India Company. However, we should pick a new government when Smith's is completed.

Our empire is downright ugly to defend. We are forces to keep that island a viable entity. This is going to be rough until high explosives arrive.

Since we have the science cheat complete please use all the spare cash to upgrade units. I already upgrade a lot of pikes to muskets, and we now have a few cannons.



Signed up:
LKendter
T_McC (skip until May 25)
Greebley (currently playing)
Romeothemonk (on deck)
Doc Tsiolkovski

Remember 10 turns per round - STRICT 24 hours got it, total 48 hours to complete.
 
I concur with Doc on the corruption free cities. If I can, I try to minimize the total corruption in my palace cities. When the corruption that is saved goes through the multipliers, it pays for itself very very quickly.
On the University in Gao, it says that the effect is cumulative with other buildings, while the other buildings we were lacking were not. Also we need either 3 or 5 unis to build a nice SW, and we need a uni to build Newtons, ToE, etc. That is the reason for the Uni.
 
In case of the University, I wasn't critizing; it was really meant as question if there happens to be a special reason I missed (like we aim for Newton/ToE).

About the Rep/Demo topic again: Seriously, I usually short-rush several items/turn. That rarely works in unmodded, since you lack choices - but with RAR offering about any thinkable sp cost...
If you do not sortrush, Republic is fine; but, that is a bit like unmodded Monarchy: Easier to handle, but inferior in the results compared to Republic.
 
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