LK107, AWE, RaR, 25K

Ya, I will raze those two. We need all the help we can get.

I will avoid the ones that are slow growers, however, with us having the ability to rail, I will judge this on their ability to grow when they are railed rather than their current ability. Otherwise we will be stuck in a catch 22. And of course the 25K city will be off limits for workers.

My order will probably be the basic rail backbone followed by improving the 25K city (If I get that far which I doubt).

As for expansion, I suspect I will only be going for the Japanese cities, and possibly grabbing the dyes for the extra luxury.
 
Greebley said:
My order will probably be the basic rail backbone followed by improving the 25K city (If I get that far which I doubt).

You won't get that far. I was very unhappy with the fact I didn't actually get a single tile of rails down. That was why I started some cities on worker duty and some such as the city with the cereal tile will stay on that duty.
 
Preturn: I kill two more of the injured cavalry using a Line Inf and Rifle.
City Planning in 5.
MM the towns toward food since we need those Laborers.

IBT: Some Persians and Mongol show up. Our 25k city starves to size 18 due to pollution, build Emancip, Rush Nat Lib.

1655 AD: Yowza! I Capture Shantung netting 1722 gold. We also have dyes at least for now.
25k city MM for food.
Lose an Elite Cav attacking a Cavalry
Army heals on Japanese Isle.
At the end of the turn, I check Shantung's defense and decide it is not sufficient vs attacks that it will get being a city. Abandon. I also noticed a settler in the area so we can rebuild.

IBT: Large numbers of Ottoman Adventurers enter our territory. I think the Ottomans were blocked for a while and so are doing a mini-rush. We build Nat Lib. Start on Winter Palace which I can MM to 2 turns at zero growth. At least we have a few food so pollution won't kill us.

1660 AD: Rebuild Dawu on the Dyes.

IBT: We get Motorized Transport.

1665 AD: Bombard and kill the units heading to the city. Try to limit how many can attack. Start to move on Japan.

IBT: Attack Horse Archers won't attack Dawu at least (with the two pike armies). We continue to get a stream of Adventurers from Mongols. Nothing like my last turn though. Finish winter palace and start the Gardens.

1670 AD: Continue to kill units. No leaders yet (Now that we can use them). I decide the last Chinese city was so Lucrative that I may raze the other one nearby.

IBT: Units continue to come at us. The rate is low enough that we are having no trouble controlling it. We get Parks and start auto weapons. 2 techs to the first tanks.

1675 AD: Next to Kyoto. Attack Chinese city but am injured and will need to heal.
Psychology is close so I will continue research. We are ahead in research (by city planning).

IBT: Finish the Gardens and start the Park.

1680 AD: Kyoto is Razed. Spend worker effort gaining 18 shields in Sikkim so we have 150 shields to get Park in 1 turn instead of 2. I could have short rushed, but 150 shields will also be good in the long run (seemed worth the turn it took - mostly Mining). Get a Leader. I will rush War College. We have an Army waiting for Tanks

1685 AD: Raze the Chinese city of Corinth which needs us about 1780 gold and 2 workers.

1690 AD: Not much coming at us. They are blocking one another again.

1695 AD: Raze a Mongol city for workers. Kill a settler for 2 more workers.

IBT: Japan and Rome end their war.

1700 AD: We raze the last Japanese city. Japan is not destroyed. I suspect they will try to land back on their home continent and we can kill them.

Notes:
We are building Artillery because we are almost to Machine Guns and Tanks. Not much point in building Rifles and Cav. We can switch next turn to start some machine guns.

Russia appears strongest now. It is a pain telling Russia and Persia apart.

I increased our worker force by over 400% (8 to 41). This helped our railing pace a good bit. It meant a hit to city size, but with rails we can recover quickly. Note that pretty much every town has a granary to help it grow back. I did try to stay away from cities where growth was problematic.

Sikkem is at 150 shields even. That will increase when we can get the workers to finish improving the lands.

Total culture is a bit over 17000. Sikkem's culture is approaching 15000. We are at 137cpt and growing. I supect the game will end in 60-70 turns.

We still need spies with Rome and China.

Our basic rail backbone is starting to fall into shape. I will try to post a picture.

LK107_AD1700.jpg


LK107_AD1700a.jpg
 
I increased our worker force by over 400% (8 to 41). This helped our railing pace a good bit. It meant a hit to city size, but with rails we can recover quickly.
It sounds like it is now time to *stop* building more workers. We can't sustain this high level of population drain. This was more then I wanted built in just 10 turns.

Signed up:
LKendter
Greebley
ThERat (currently playing)
Cizzlewalk (on deck)


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


Due to the 50K limit we are forced to limit culture. The follow cities will be the exception to no culture outside of Sikkim: Lhasa, Chamdo and Gartokh. We should build no more then minimal culture required to open up small or large wonders.
Our extra targets for culture 2 more museums for another nice small wonder. I have no idea what cities to build these expensive things in.


Additional restrictions:
Armies may NOT be used more then 5 tiles from our cultural borders.


The following leader restriction is in play. A leader may do one of the below:
1) Rush anything in the 25K city.
2) Rush a small wonder anywhere. I expect FP and maybe IP to be about it.
3) Form an army.

The game MUST be won by 25K - period.

This is the standard LK AW type game with NO initial trading.
 
got it

since China is so overly rich, I will try and amphibiously raze some towns, that should get us some more gold
 
We do have a decent gold reserve almost 5k. [Edit: though we can always use more so I am not against the plan either].

Note that several towns are on their last laborer. Llasa is an example. It is maxed out (because Sikkem grabs many of its squares) so popping a laborer makes sense to me. It could also wait until it does grow if you prefer that. We should also let cities grow out before switching to mines.
 
LKendter said:
It sounds like it is now time to *stop* building more workers. We can't sustain this high level of population drain.

Didn't you build Emancipation? I expect you'll actually start to have problems with cities growing to the point of specialists (no available tiles). :)
 
save

Pre-Turn
change some workers, go for more leathernecks

IT Japanese city popped in the fog and created a host of units streaming from it
a big Russian stack is approaching
we get auto weapons, tanks in 5

1.1705AD
we can't attack that Japanese towns just yet since the army is healing

IT lame, Russians retreat since Persia blocks them
a stack of 5 Japanese units appears

2. 1710AD
we raze Shimoniseki
lk1071710.jpg

defeat a few Persians

IT Russians make landfall with many units in former Japan, that spells trouble
5 Cav and 2 rifles and we got nothing much to counter

3. 1715AD
pull a hussar army over to former Japan to help out

IT Russians create havoc and defeat 3 units in Japan

4. 1720AD
manage to raze Kursk on Japanese Island and take all 7 units along, hope this gives us a breather there

5. 1725AD
attack Anyang again and raze it for 1811g but lose one amp infantry
kill some units at choke as usual but nothing spectacular

IT finally get tank warfare, switch off research for 2 turns

6. 1730AD
raze Istakhr for 2 slaves
raze bejing for 1892g, but lose 1 amp inf

IT lose the landed amp inf in China

7. 1735AD
get a MGL just on time to rush small wonder next turn
plant some forrest in the south where we have too much irrigation

IT the Russians are back at the choke with a huge force and also land 3 settler on Japanese Island
we get ToE and with it Total war and machine tools
set research on radio in 5
Sikkim goes for LoN in 3

8. 1740AD
defeat 7 units at the choke, lose 2 obsolete units
lose a Cav but beat 5 units in Japan for 9 settler slaves :)

IT I underestimated how far those motorbikes can go and though wounded 7 enter our territory deep but do no harm

9. 1745AD
defeat those 7 units, complete RR at Sikkim, now pop 20 and makes 183spt

IT due to Persian semi blockage, Russian units are less at the choke (none to be precise)

10. 1550AD
there is a Mongol settler pair on Japanese Island that we take out
this time raze Minsk for 66g, lose one unit, but gain 3 slaves
purposely left Persian rifle unwounded to block choke next turn

Radio is due in 3, LoN next turn, we can MGL rush hospital and a stock exchange

we currently have 16071c and make 141cpt, + 3cpt next turn
 
We may want to make a bait city on the far side of the choke. Every civ will be able to get to it so we get all civs sending units. If they take the city then who cares - or we can abandon and try again after they go away again.

We would want to bombard or pillage a radius 3 around the bait city location so speed 3 units cannot get to it in one turn and have roads around it. Once we have absorbed the initial assaults, the AI will again send trickles and we can decide if we want to expand past the choke. I didn't look to see if there were additional Luxes we could grab.

Alternatively, we can try doing nothing for the 50-60 turns. I would rather try the plan above in case there is some reason we need to do something to the AI (though I don't think it will get to space or UN). Also doing so is less boring. I like to advance.
 
It sounds like the military situation is continuing to improve.

Hard to see how the culture is doing, but LoN is a nice cheap wonder for this time in the game.

Signed up:
LKendter (on deck)
Greebley
ThERat
Cizzlewalk (currently playing)


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


Due to the 50K limit we are forced to limit culture. The follow cities will be the exception to no culture outside of Sikkim: Lhasa, Chamdo and Gartokh. We should build no more then minimal culture required to open up small or large wonders.
Our extra targets for culture 2 more museums for another nice small wonder. I have no idea what cities to build these expensive things in.


Additional restrictions:
Armies may NOT be used more then 5 tiles from our cultural borders.


The following leader restriction is in play. A leader may do one of the below:
1) Rush anything in the 25K city.
2) Rush a small wonder anywhere. I expect FP and maybe IP to be about it.
3) Form an army.

The game MUST be won by 25K - period.

This is the standard LK AW type game with NO initial trading.
 
If we take the number of cities we might have times the number of turns left we get a very small number. That number is the amount of culture the Eifel tower will add. It is a nice wonder to build as it is 3 culture that is fairly cheap.

I think we should build it. The chances of it causing a problem is zero even if we have 100 cities (which we don't).

100 cities x 60 turns = 6000 culture (our current 30? cities would be about 2000. Our current culture is so low outside the 25k that we will easily be 15000 culture away from the losing by 50K Subtract the 2000 (or 6000) and we are easily under the 50k culture win by 13000+ culture.
 
I think what is needed is more support in former Japan, I would like the tank army there, currently filled with only 1 tank
 
Got it.

Tanks in Japan and Marines in China.

SAIGON!! WE'RE IN SAIGON!!
 
Preturn.

o

IT- Lose an amphibious infantry. The Mongols drop a LARGE stack in Japan.
*Sikkim League of Nations-- Eiffel Tower

Turn 1.
Destroy a Mongol Clipper and three of the rifles from their stack.
Kill 3 Russian rifles, 1 adventurer and 1 cav.
Kill 2 Persian rifles and a cav.
Kill 1 Chinese rifle. [13-1]
Rush a tank in Iyekundo.

IT- Hah, our adventurer on mountain kills one of the Mongol cavs. [14-1]

Turn 2.
Kill MotorScout and destory that Mongol city. Kill 2 more Mongol cavs in Japan. We desperately need more units there!
Kill 2 Persian cavs and 1 rifle.
Kill 1 Chinese rifle. [20-1]

IT- 1/3 of all of the Russian rifles are near us... give or take a dead man.
Learn about the Radio, begin Totaltarianism.

Turn 3.
Turn science off to get some money back.
Kill 1 Chinese cav.
Kill 3 Persian Horse Archers and 1 rifle. [25-1]
Our 1st reinforcements have reached Japan.

IT- Knuck if you buck. :)

Turn 4.
Kill 2 Persian cavs.
Kill 2 Russian rifles.
Kill 1 Chinese rifle.
Workers are establishing a kill zone in the north. [30-1]

IT-

o

Turn 5.
Kill 2 Persian Leathernecks and 1 rifle.
Kill 2 Chinese adventurers, but lose our elite adv. vs. a 1 hp one :mad: [35-2]

IT-

o

Got to go now, but I'll return tonight with the rest of the turns. Let's just say things are looking quite promising.
 
Turn 6.
Destroy Persian Frigate and Clipper// 2 rifles, 2 cavs and 1 adventurer [42-2]

IT-

o

Turn 7.
Kill 3 Persian rifles and spearman -- raze Borazjan. Destorying this city freed up our fort and now we have a line of armies that can and have decimated everything that comes near them.
Kill 5 Russian rifles. [51-2]

Turn science back on at 60% to get Totaltarianism in 6 @ -15 gpt. We're getting nothing from the other civs and we NEED fascism *drools*.

IT- Mongols and Rome at peace.

Turn 8.
We finally get an agent in Rome.
No kills this turn, but we're getting surrounded.

IT- LOTS of ships show up in Japan.

Turn 9.
Sorry, use the leader to form a tank army for Japan.
Kill a Mongol rifle.
Kill a Persian cav.
Kill 2 Chinese adventurers and raze Chinan for 1667 gp. o_O [55-2]
I keep the city for a round so as to not lose our unit... makes sense.

IT- Our ships are bombed to hell! All sorts of Russian and Mongolian ships hit us and actually destory one of our Heavy Frigates. [55-3]

Sikkim produces a new army! That makes up for using two in Japan.

Turn 10.
Abandon the city of Chinan.
Kill 4 dropped Mongolian cavs and 3 MotorScouts to steal 3 laborers in Japan, destroy one of their Tong Kangs to get back at the bombardment.
Kill 3 Persian cavs, 2 rifles and 1 adventurer.
Killing one of the cavs nets us a new leader! I send him to Sikkim to rush a small wonder. [69-3]

Build Darlag in Japan after rushing a settler, we then get tobacco online as another luxury.

Aftermath:
-There is an army and leader in Sikkim for our use.

-We NEED fascism! It's perfect for us. The corruption stays the same, but virtually no war weariness, more unit support, great buildings and... most importantly... 200% worker speed! The sooner we get this the BETTER! Plus it has the War Memorial SW, defineatly worthwhile.

-Please, assign a continental city to settler building and fill in Japan faster. Get it filled and send about 4-5 more tanks there to make the island as safe as possible.

-We still need an agent in China, the whole time couldn't get one in their lands because of their federal republic.

-The Eiffel Tower is coming in next, SELL ALL OF OUR MOMUMENTS!

Rinse and Repeat.
 
We NEED fascism! It's perfect for us. The corruption stays the same, but virtually no war weariness, more unit support, great buildings and... most importantly... 200% worker speed! The sooner we get this the BETTER! Plus it has the War Memorial SW, definitely worthwhile.

IMO if it has any WW possibilities, it is worthless.
I will take a look, but I really don't want another revolt. IIRC we get less, if not a total loss of culture during anarchy. I won't do anything that makes this game take longer.


Signed up:
LKendter (currently playing)
Greebley (on deck)
ThERat
Cizzlewalk


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


Due to the 50K limit we are forced to limit culture. The follow cities will be the exception to no culture outside of Sikkim: Lhasa, Chamdo and Gartokh. We should build no more then minimal culture required to open up small or large wonders.
Our extra targets for culture 2 more museums for another nice small wonder. I have no idea what cities to build these expensive things in.


Additional restrictions:
Armies may NOT be used more then 5 tiles from our cultural borders.


The following leader restriction is in play. A leader may do one of the below:
1) Rush anything in the 25K city.
2) Rush a small wonder anywhere. I expect FP and maybe IP to be about it.
3) Form an army.

The game MUST be won by 25K - period.

This is the standard LK AW type game with NO initial trading.
 
LKendter said:
IMO if it has any WW possibilities, it is worthless.
I will take a look, but I really don't want another revolt. IIRC we get less, if not a total loss of culture during anarchy. I won't do anything that makes this game take longer.
I remember reviewing the govs and I believe they were the same war weariness, might have changed?

You make a point with the loss of culture, I was not aware of this. Be that as it may, I figure we didn't want to wait until electricity to make our workers better.... whatever works.
 
http://www.civfanatics.net/uploads10/LK107-1790AD.zip


1770 AD
I am really not sure what we gain by continuing to self-research with owning the Encyclopedia. I understood the interest in tanks. The main reason I leave research on is we have over six thousand dollars on-hand.


It doesn't sit well with me to build a global culture wonder, but the gap between Sikkim and total culture is to small that we will survive it. I hope if RaR comes out for Civ4 that it doesn't have the broken culture limits.

I am not going to bother with detailed reports on casualties.


(IT) I forget to reset animate battles. I don't know how people play without that option. I find things just so confusing.

:lol: Persia and Russia ally vs. Rome.

We complete the Eiffel Tower.


1772 AD
I nail a Russian settler on the home continent.


I suffer a surprise when the AI learned how to land in force in Japan. I wish I had been left a transport to reinforce this continent.

LAK-1022.jpg



I am disappointed to find we have 2 tank armies in Japan. We really should have put a third tank in these armies. I almost lost one because they were too weak with just 2 units.


1774 AD
I auto-razed a newly build Russian city.

Nanking turned into mission impossible, and I give up after losing to many amphib units.


I send a fresh 3 tank army over to Japan. It still might not be enough, as Mongolia landed multiple cavalry. I still need stray tanks to send there to fix the 2 unit armies.
(IT) I am not sure where we will build 3 movie palaces, but Hollywood is a nice wonder to have. I start research on motion pictures.


1778 AD
I raze another Russian city on the former Japanese continent. I am not sure if I have accounted for all of the troops that landed.


1782 AD
Civ just crashed because of a draw buffer error. I have to reload and replay part of this turn.


I get to kill a decent stack of Russians that just landed by Darlag.


1784 AD
After the second round of attack Antioch finally falls. We gain 5 workers and a bucket.


1788 AD
(IT) I get overloaded with cultural border expansion messages.



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

Summary:
We are up to turn 360. The projected end-date in at turn 398. It looks like Greebley will finish the game, unless new culture takes a lot of turns off. I know I will have to play another round.


2 more museums will complete at the same time as Edison's Workshop. I hope we can rush another small wonder.



Signed up:
LKendter
Greebley (currently playing)
ThERat (on deck)
Cizzlewalk


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


Due to the 50K limit we are forced to limit culture. The follow cities will be the exception to no culture outside of Sikkim: Lhasa, Chamdo and Gartokh. We should build no more then minimal culture required to open up small or large wonders.
Our extra targets for culture 2 more museums for another nice small wonder. I have no idea what cities to build these expensive things in.


Additional restrictions:
Armies may NOT be used more then 5 tiles from our cultural borders.


The following leader restriction is in play. A leader may do one of the below:
1) Rush anything in the 25K city.
2) Rush a small wonder anywhere. I expect FP and maybe IP to be about it.
3) Form an army.

The game MUST be won by 25K - period.

This is the standard LK AW type game with NO initial trading.
 
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