LK103 - AWM & 20K

IBT
Ottos lost a bomber.

1752 AD (1)
The Ottomans did get Rocketry as their free tech.
Celts and Zululand are also in the MA.
3 Inf + 2 Gue die,Celtic settler captured.
Sink 2 Celtic + 2 Arabic frigates + Zulu galleon.

IBT
Ottos lost 3 bombers.

1754 AD (2)
Sink 3 frigates + galleon,all Ottoman + Celtic transport.

IBT
Ottos lost 2 bombers,Celts lost 1 bomber.
See picture.(Forgot to make an attempt to steal Rocketry. :wallbash: )

Spy_captured.jpg


1756 AD (3)
We know Fission,start Computers in 6 turns,+66 gpt.
We have 3 sources of Uranium.
Sipahi + Gue + Inf + 2 Crusaders die,settler captured.
Sink an Ottoman destroyer + frigate + Zulu galleon.

IBT
Ottos and Celts lost both 2 bombers.

1758 AD (4)
Ottos lost a frigate.

IBT
Ottos and Celts lost both 1 bomber.

1760 AD (5)

IBT
Ottos lost 1 bomber,Celts lost 2 bombers.

1762 AD (6)

United_Nations.jpg


Adrianople starts the Manhattan Project.(Pre-build for a research lab.)
Ottos lost 2 Inf,1 Gue,1 galleon and 3 frigates.

IBT
Ottos and Celts lost both 1 bomber,Ottos lost also a destroyer.

1764 AD (7)
Celts lost a frigate.

Zulu_steal.jpg


Steal_Rocketry.jpg


We control 5 of the 6 Aluminium sources,only Zululand can build a spaceship.:lol:

IBT
Ottos lost 1 bomber.

Ottos_Manhattan.jpg


1766 AD (8)
Arabs lost a caravel + frigate + 2 Cavalry + 1 Inf.
Celts lost 2 frigates.
Ottos lost a transport.

IBT
Ottos lost 2 bombers.

1768 AD (9)
We know Computers,start Miniturization.Adrianople didn't switch to
a research lab,don't want to lose 92 shields.
Ottos lost a destroyer.Celts lost 2 frigates.

IBT
Ottos lost 2 bombers + a destroyer,Celts lost 1 bomber.

1770 AD (10)
Ottos lost 1 destroyer + 1 transport + 3 frigates.
Zululand lost 1 galleon + 1 impi + 1 rifle + 1 Gue.

Our civ 1770 AD

Byzan_1770AD.jpg
 
Well I hope there nobody skips this round. There are just 40 turns to go, and I don't want to see the game back.

Signed up:


LKendter (currently playing)
Sanabas (on deck)
Gyathaar
Tatran
Kaiser_Berger (skipped, must reconfirm)

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

Additional restrictions:
Armies may NOT be used more then 5 tiles from OUR cultural borders.
This is very intentional to discourage armies. The first army is encouraged for the high culture of heroic epic. The preferred use of other leaders is to rush buildings such as heroic epic, forbidden palace, etc. Even a university is good to rushed between wonders.

The goal is to keep the 20K city on wonders and not have to divert to secondary buildings. However, a lot of those buildings will really speed up the end date. Guess what the leaders can help with?

The game MUST be won by 20K - period.

This is the standard LK AW type game with NO initial trading.
 
I should be able to play again on sunday evening.
I assume the build in 20k town is for internet.. that is the most culture per shield (6 cpt I think if you include the free research lab)
 
Gyathaar said:
I should be able to play again on sunday evening.
I assume the build in 20k town is for internet.. that is the most culture per shield (6 cpt I think if you include the free research lab)


:confused:
Does this mean you swapped with Tatran?
Or is this a reference to the next round?
 
http://www.civfanatics.net/uploads10/LK103-1790AD.zip


1770 AD
This is just in waiting to end mode, so I see no reason for a detailed report.


I fix all of our cities to use scientist. I will take 3 beakers over 2 dollars any day of the week. I really don't understand what the taxmen are for. I only use taxmen is very rare circumstances. IMO taxmen are mostly worthless specialist.

I cancel libraries in corrupt cities. Since we aren't going for domination, these serve no purpose.

I will be recalling our workers. Most of the worker actions serve no purpose. Clearing a jungle by a size 12 city with max specialist doesn't make sense.


The Ottomans completed Manhattan Project in 1784 AD. The AIs shouldn't have enough time to develop nukes before we win by culture.

I had a landing outside the normal area by New Vidin.

I killed 32 ships, 17 grounds units and 26 air units. I think I got some loaded transports. I gained 1 leader sitting in Adrianople to rush something.

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

Summary:
You may see some workers on automatic pollution cleanup.

Adrianople is at 17,745 culture points making 112 per turn. The Internet will complete in 2 turns and we have no competition. As of the moment the game needs 21 turns excluding the effects of the Internet and any doubling.


Signed up:

LKendter
Sanabas (currently playing)
Gyathaar (on deck)
Tatran
Kaiser_Berger (skipped, must reconfirm)

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

Additional restrictions:
Armies may NOT be used more then 5 tiles from OUR cultural borders.
This is very intentional to discourage armies. The first army is encouraged for the high culture of heroic epic. The preferred use of other leaders is to rush buildings such as heroic epic, forbidden palace, etc. Even a university is good to rushed between wonders.

The goal is to keep the 20K city on wonders and not have to divert to secondary buildings. However, a lot of those buildings will really speed up the end date. Guess what the leaders can help with?

The game MUST be won by 20K - period.

This is the standard LK AW type game with NO initial trading.
 
LKendter said:
I fix all of our cities to use scientist. I will take 3 beakers over 2 dollars any day of the week.
Did you also manage to speed up Miniaturization?
If not,a lot of the scientists are redundant.
So I prefer taxmen above unnecessary Einsteins.
 
Tatran said:
Did you also manage to speed up Miniaturization?
If not,a lot of the scientists are redundant.
So I prefer taxmen above unnecessary Einsteins.

More scientists automatically speed up miniaturisation. Even if it doesn't cut a turn off, if it reduces the SCI% you need on the last turn from 60 to 50, you'll still make more money. If you're MMing for minimal wastage, then you'll use taxmen on the very last turn of research only, and the profit is even greater. Either way, the scientists are not redundant, and are more efficient than taxmen because 3 beakers is equivalent to 3 gold.

Got it, play shortly.
 
1794: Internet built, + a free research lab. Only culture building for the MGL is a palace, so I test out a theory and rush it.

1796: Theory worked. We build palace, FP stays, we've got one more cpt.

1806: research space flight

1810: Apollo is due next turn, and combined with the rushed palace it will drop the end date by 1 turn. Gyathaar will win in 1828.

http://www.civfanatics.net/uploads10/LK103_1810_AD.SAV
 
Sounds logical,Sanabas.
But I'm an unbeliever and so I tested the beaker fairy-tale.
Used to research Computers in 6 turns.

1)Sanabas' theory.
Research at high speed with only Einsteins.
The slider goes down only the last turn.
Only_Science.jpg


2)Tatran's style.
A mix of beakers and taxmen.
Tax_Science.jpg


3)The slider goes down every turn when possible.Only scientists.
Only the last turn will be a mix of beakers and taxmen.
Science_low_per_turn.jpg


Correction +/- 10 gold.
Conclusion : Sanabas your right.LK,sorry for wasting your time.
 
Signed up:

LKendter
Sanabas
Gyathaar (currently playing and ending the game)
Tatran
Kaiser_Berger (skipped, must reconfirm)

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

Additional restrictions:
Armies may NOT be used more then 5 tiles from OUR cultural borders.
This is very intentional to discourage armies. The first army is encouraged for the high culture of heroic epic. The preferred use of other leaders is to rush buildings such as heroic epic, forbidden palace, etc. Even a university is good to rushed between wonders.

The goal is to keep the 20K city on wonders and not have to divert to secondary buildings. However, a lot of those buildings will really speed up the end date. Guess what the leaders can help with?

The game MUST be won by 20K - period.

This is the standard LK AW type game with NO initial trading.
 
sanabas said:
More scientists automatically speed up miniaturisation. Even if it doesn't cut a turn off, if it reduces the SCI% you need on the last turn from 60 to 50, you'll still make more money. If you're MMing for minimal wastage, then you'll use taxmen on the very last turn of research only, and the profit is even greater. Either way, the scientists are not redundant, and are more efficient than taxmen because 3 beakers is equivalent to 3 gold.
Would it not also depend on your cities' mix of research and commercial improvements? If you have only research improvements then taxmen would be more valuable (I think).
 
Signed up:

LKendter
Sanabas
Gyathaar (currently playing and ending the game) :scan: Over 24 hours and still waiting for got it.
Tatran
Kaiser_Berger (skipped, must reconfirm)

Remember 10 turns per round - STRICT 24 hours got it, total 48 hours to at complete.
 
Sorry, got it.. I still have 3 more turns to play (ran out of battery on laptop yesterday before I could finish it) will finish it asap
 
The first combo variant of the LK series is a win. :D
 
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