LK107, AWE, RaR, 25K

maybe we can explore south a little, the north looks horrible jungle and swamp like, the south seems a little more appealing
 
ThERat said:
maybe we can explore south a little, the north looks horrible jungle and swamp like, the south seems a little more appealing


I agree we should explore south. All that north jungle may be exactly why we haven't met anyone. No one has bothered to come this way to settle garbage locations.
 
Preturn:
*heaves a little 'sigh'*

=-return-=

IT-
*Lhasa Granary--Asian Pioneer
*Sikkim Academy--The Sphinx (One less culture than Hanging Gardens... but it assures NO Golden Age just yet.

Turn 1, 330 B.C.
That academy knocked research down a turn. Yummy :)

IT/Turn 2

...

IT-
*Gartokh Wiseman Tibet--Asian Worker

Turn 3

...Turn 4

IT- learn Classical Education -> Mythology (LOTS of culture down here)

Turn 5

...Turn 6

IT-
*Lhasa Asian Pioneer-- Asian Spearman

Turn 7, 210 B.C.
Settler and Spear are heading for the iron hill to settle ON it (as requested by LK earlier). The archer is now about to reach the south and explore uncharted territory.

IT- learn Mythology, begin Poetry (heading for The Great Library)
*Gartokh Asian Worker-- Monument (w/ no brax to work on... I'm lost. Change this if you want)

Turn 8

...IT10

Turn 10, 150 B.C.
Settler reaches iron hill... prepare for the creation of city four.

Some notes:
I got Sikkim going at 22 spt and the Sphinx is due in *gasp* 5 turns!
Enjoy exploring the south too, the archer barely had a chance to see anything.

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


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.


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. Armies may not leave our cultural borders.

The game MUST be won by 25K - period.

This is the standard LK AW type game with NO initial trading.
 
http://www.civfanatics.net/uploads10/LK107-50AD.zip


150 BC
I swap back to the Hanging Gardens. It is the most culture per shield.
FYI - the Civlopedia is broken on this one. That wonder is really Industrious and Agricultural.


RaR is broken with the 50K limit on total culture. We must avoid useless culture. I swap the monument to another worker as we can use more.


130 BC
Leh is formed, and we have a source of iron.


110 BC
I have found a source of incense. :dance:
(IT) The next science project is 1 turn for boat building so that our coastal cities can build harbors.


90 BC
I have found some spices to the south. We are finally getting a break on resources.
(IT) The next science project is aristocracy. I just saw a boat that stayed visible. We need barracks and better fast units now.


70 BC
We are now at war with 8 city Greece. They have horses, but lack iron.
:eek: The Greek military has the Crossbowman. That means they are in the MA and have invention. :eek:
(IT) The Hanging Gardens are completed. I start up MoM as that is the best wonder per shield.
Rome cascades and completes the Sphinx.

When it rains, it pours. We have contact with a second civ.


50 BC
Japan is the new civ we are fighting. They have iron, but no horses. They have 2 luxuries. The tech level is closer as we beat them in the bottom half of the tech tree. They have 7 cities.
They showed up in the south. There may be more land then we realize that direction.
We now have a killer defense unit, and cheap champs to deal with.

I defeat the champ guarding the hardy clan. (1-0)
We gained 1 new worker.


10 BC
There is now a visible border from Japan.
(IT) The next science project is military training.


30 AD
This is frelling ridiculous. Sikkim was just hit by disease.
I have *NEVER* seen this much disease before in any game.

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

Summary:
The tech path must now go pure military. We need barracks and stronger units NOW. Having a best attack unit of strength 2 won't cut it.

Once the forges are completed we need barracks to have addition cities on military. We have 2 nations worth of unit heading our way soon.

The new city I am planning to build. You can't see it well, but there is a wheat tile underneath the worker. This is the rare city that we do want a border expansion to get the incense and spices. We have a labor shortage at the moment, so I really don't want to sacrifice our only foreign worker.

LAK-987.jpg



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


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.


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. Armies may not leave our cultural borders.

The game MUST be won by 25K - period.

This is the standard LK AW type game with NO initial trading.
 
incense sound great, but 2 enemies all of a sudden and that freaking disease. Is it possible to mod this game so there won't be that much disease?
 
90AD: Chamdo founded

110: Research Mil Training

150: Research Maths, build Mausoleum, trigger GA
Greeks cascade to Leonardo's Workshop :eek:

170: Sikkim builds Slave Market

190: Research Trade, but no silks for us.

210: Kill Jap champion

230: Greek horse archers appear in the north

250: Research Barding
Persia builds Stonehenge, Japan builds Slave Trade, and we have no wonders left to build, so I switch to The Academy, due in 2.
Upgrade 1 horse to cataphract


With the greeks already well into the MA, the 20k part of this game could have some problems, as we're nearly out of culture builds. We're nearly at Heavy Horsemen to give us a unit we can actually attack with, then I think we should be aiming for great library ASAP, both for culture and to catch up on tech.

http://www.civfanatics.net/uploads10/LK107_250_AD.SAV
 
The Great Library is a MUST right now... plus there is virtually no other wondre we can get in AA except Circus Maximus (unless that was built already :/).

BTW, skip me until Sunday evening.
 
How did we go a round without hearing the word disease? :rolleyes:

With the Greeks already well into the MA, the 20k part of this game could have some problems, as we're nearly out of culture builds. We're nearly at Heavy Horsemen to give us a unit we can actually attack with, and then I think we should be aiming for great library ASAP, both for culture and to catch up on tech.
I would like the speed of horse archers. After that, I agree with a beeline to literature. It also opens up 2 more small buildings. While I prefer wonders, I do want to be able to build something with culture.

Connecting the incense is also a high priority. That gives us a temple and some other small buildings. We may run out of small buildings if we don't connect that.

We want to pick a couple of cities that will be the exception of no culture, and build needed culture buildings toward wonders. Temple of Zeus and Chichen Itza tend to not be built by the AI. I would suggest Chamdo and Lhasa also target temples. The AI also fails on Circus Maximus, so we will eventually want 3 arenas.


Signed up:
LKendter
Sanabas
Greebley (currently playing)
ThERat (on deck)
Cizzlewalk (skip until Aug 22)


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.


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. Armies may not leave our cultural borders.

The game MUST be won by 25K - period.

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

I am worried about not going for Lit right away. Missing the GLib would make this a very difficult game. Are the horse archers worth delaying the GLib for? I will look into this, but feel free to venture an opinion.

Lee, I forget - can we use the diplomacy to look and see what techs the AI has or doesn't have? Knowing where the AI is on the Lit path could be useful.
 
I am worried about not going for Lit right away. Missing the GLib would make this a very difficult game. Are the horse archers worth delaying the GLib for? I will look into this, but feel free to venture an opinion.
I am very worried about our troop speed. Between move 2 roads and rivers speed 2 units really lack the mobility we need. It will only get worse as the empire expands.


Lee, I forget - can we use the diplomacy to look and see what techs the AI has or doesn't have? Knowing where the AI is on the Lit path could be useful.
This is perfect legal. I check the MapStat trading tab.
 
I am also worried about the GL, I rather we get that tech and the GL first. We can get the other tech from there pretty fast.
 
:bump:
Very close to expected 48 hours turnaround for moves.
 
Signed up:
LKendter
Sanabas
Greebley (currently playing)
I hope this is a delay due to Internet problems.
However, if nothing within 24 hours he is skipped.

ThERat (on deck)
Cizzlewalk


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.


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. Armies may not leave our cultural borders.

The game MUST be won by 25K - period.

This is the standard LK AW type game with NO initial trading.
 
I apologize for the delay on this. Today was more hectic at work than I was planning and I was unable to run home earlier as I had planned:

Preturn: Everything looks good. I will head for Horse Archery.

IBT: Japan attacks our city amphibiously using a Warrior type unit. Fortunately our Spear holds.

We mostly were attacked by a slow trickle of Horse archers from the north. Their speed 3 makes them a bit annoying to deal with we were in no danger however. I think we did lose one heavy horse.

We get Horse Training, Mounted Archery.

Completed the Academy, Heroic Epic, and Arena, and we are now one turn from building a Theatre.
We connected incense and can start a temple next turn (Edit: we have 2 turns to Lit, IIRC)
After that a library and then the GLib.

We are 2 turns from connecting the spices. I also sent a slave over to build a colony on the Coffee. Our horsemen generate slaves when they win so I don't think we will have a shortage. This will allow us to lower our currently high Lux rate.

Make sure you keep 2 units in coastal towns. Amphibions are out there.
 
I also sent a slave over to build a colony on the Coffee.
Slaves can't build colonies.


The one thing that is really rough is we are running out of culture builds. Temples need to be high priority in #2 and #3 shield cities (Lhasa and Gartokh). That opens up two wonders that the AI tends to not build. We also want arenas in those towns to let us build Circus Maximus. With how bad the tech whole is we need to insure more potential wonders, and a cascade target in case we lose the battle for the GL.
We are still making culture progress as turns to win dropped from 1,032 to 812.


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


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.


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. Armies may not leave our cultural borders.

The game MUST be won by 25K - period.

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

Pre-Turn
we are desperate for more towns, if anything else, swap capital to hardy in 2
also, would like to get Sikkim a little further behind the front lines

IT Sikkim gets a theater, temple next

1. 360AD
since the slave is there, start to road the coffee for a later city

IT Japanese warrior attacks Gartokh from the sea, but dies
we get literature, go for civil engineering and water mills
temple is done, library next in 1

2. 370AD
found Iyekundo in the central plains

IT library done, GL takes 9 turns, that should be doable

3. 380AD
defeat hoplite, but get no slave

IT civil engineering is in, next polytheism

4. 390AD
Sikkim grows to 10 and GL drops to 6 turns :)

IT Romans finish Sun Tzu and Japanese start Shangri La, spot a brown galley

5. 400AD
we meet Russia and declare, they have 13 cities compared to our meagre 6
2 of our horses retreat until a 3rd defeats hoplite
found Kumbum in the east on coast

IT Russian drop off a chariot
we get polytheism, mono next

6. 410AD
horse defeats chariot for a slave :)

7. 420AD
a quiet turn

IT mono in, monasticism next

8. 430AD
zzz

IT a new Civ appears

9. 440AD
declare on 12 city Mongols, send a horse out to explore the north a little

IT we get monasticism, next research doesn't matter since we get the GL
lk107440.jpg

set build for a 1 turn basilica

10. 450AD
all of a sudden there is a Roman town in the north, we didn't meet them yet, I leave it to the team to decide whether to set up an attack
the coffee bean is connected, however we need a town to connect it
I rather would build another town north of Sikkim for protection
Lhasa has built a water mill and makes 33spt at the moment
Sikkim is at 31cpt

we will get many techs next turn and then can decide what to do next
as for military, all costal towns have 2 defenders and we have 3 cats for some arty support

lk107450.jpg
 
Summary:
all of a sudden there is a Roman town in the north, we didn't meet them yet, I leave it to the team to decide whether to set up an attack
We haven't seen what Russia and the Mongols plan to send. I am in no rush for a 5th enemy. Especially when we are aggressively adding cities.


One thing I don't understand is why we are building heavy horseman. Speed 3 units make counter attacks a lot easier.


This 25K picture continues to improve as we dropped from 812 turns to 650 turns to win. While we haven't gotten as many wonders as I wanted from the GA, we have completed a lot of small buildings.
The scary part of 25K is lack of future targets. We only have 2 buildings before we find out what the GL opens up for us.
I don't know how far we get into the MA with techs. Angkor Wat is off-limits. We don't want all the extra culture from the shrines.

I noticed my request for temples in Chamdo and Lhasa hasn't been completed. We want more cheap wonders to build, and 2 temples give us more. Wonders get obscene in price starting in the MA. We really want the last of the cheap AA wonders.


We have a ton of cash. We should upgrade our slaves when possible.


Signed up:
LKendter (on deck)
Sanabas
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.


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. Armies may not leave our cultural borders.

The game MUST be won by 25K - period.

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