LK107, AWE, RaR, 25K

If I recall correctly, we were one tech from the Encyclopedia expiring (unless it had a prereq I didn't notice). I guess the AI haven't researched much in the last 30 odd turns if it hasn't already expired. That is the reason I started researching on my turn at least

Actually, I just looked at the game. 2 civs have psychology and we don't. The Encyc. will expire the next IBT.

Do we have any desire to expand past the choke? I may make some explorations in that direction - the AI will stop boating to Japan if they have a land target I suspect.

Also did we try sinking the boats before they reach Japan? How heavily guarded are they?
 
Greebley said:
Actually, I just looked at the game. 2 civs have psychology and we don't. The Encyc. will expire the next IBT.
IIRC Psychology comes with a great wonder. Please swap over to that one.


Greebley said:
Also did we try sinking the boats before they reach Japan? How heavily guarded are they?
They had several escorts each on the ones I saw. The fleet I had was pretty beat and had to even fight its way back to port.
 
ok with the swap, no issue
 
save


Pre-Turn
we are building a wonder that gives 2 free techs and 2cpt, so a proper analysis is needed, whether we stick to it or change
to 6cpt wonderland (but would need 6 more turns)

check stats:
we need another 6004culture (currently 41turns)

Option1
1790AD: 149cpt
1796AD: Edison (2cpt) 151cpt
1798AD: rushed National History Museum (3cpt) 154cpt + science increase
1800AD: cash rushed Amusement Park (2cpt) 156cpt
1812AD: War Memorial (3cpt) 159cpt
(accumulated 56 more culture until 1812)

Option2
1808AD: wonderland (6cpt) 155cpt
1810AD: rushed National History Museum (3cpt) 158cpt + science increase
1812AD: cash rushed Amusement Park (2cpt) 160cpt
(accumulated 15 more culture until 1812)

decide for option 1 due to higher accumulation and more science earlier + 2 free techs

IT we get psychology

1.1792AD
clear pollution at Sikkim, found Zaqen in Japan
reduce science

IT we get Mil Tradition, switch off research

2. 1794AD
found New Lhasa in Japan
Iron frigatte discovers Mongol landing in Japan in the fog
defeat all 6 units for 3 more slaves

IT China and Russia sign alliance against Rome :)
we get Edison and get fascism and guerilla warfare (most exp)
thermodynamic next in 3

3. 1796AD
rush National History Museum , 5 elite victories and no MGL

IT zzz

4.1798AD
disband tank and partial cash rush amusement park in Sikkim
raze Kunbishev with amphibious attack, lose 1 amp inf

IT we lose an exposed cav but our amp inf survives thanks to Russian blocking the faster Chinese
set Sikkim on war memorial

5. 250BC
defeat another Mongol settler pair
raze Kaifeng for 1545gold lose a amp inf in the process
realize we have no spy in China and succesfully plant one
no leader luck again

IT Rome and Persia sign peace
we lose the amp inf
thermodynamics -> flight

6. 1802AD
defeat some units, no MGL :(

7. 1804AD
get 6 slaves in Japan for killing 2 Russian units
kill 8 Persian units, no promo and no MGL
bombard a Mongol convoy
investigate Nanjing, that has an obscene amount of units, but Xinjian has only 2 defenders
start our journey there with 5 inf and 4 frigattes

IT 2 Mongol convoys land a total of 5 Cavs in Japan

8.1806AD
defeat Mongol intruders
attack Xinjian and gain 2443gold razing it
we also get 5 slaves for the effort

IT our amp inf doesn't even get attacked
we get a storm trooper

9. 1808AD
Chinese just found a new town closeby only defnde by 1 Cav, thanks for the money, another 1552gold :lol:
Chengdu has 3 defenders, will try next turn
get 2 more slaves killing some Persian unit on mainland and get a MGL
now war memorial could be finished in 2 by ourselves
keep MGL and switch to wonderland, after which we can rush war memorial

IT Chinese tank takes out our amp inf
we get flight, next player can decide what to go for
up lux to 20% just to be safe

10. 1810AD
found New Sikkim in Japan
bombard Chengdu and raze it for 2406gold and 6 slaves

the amphibious attacks work very well if supported by frigattes, I built some, but we shoudl build mroe and create havoc
the game is in the bag anyway
I planted some forrest with fishery support, we should do so where it is beneficial

we have now 20535culture, another 29turns at the moment, maybe we can reduce it by 1 turn
 
I am guessing we are not short on cash.
you bet :lol: all kept for you to spend
 
Sounds like we continued to nicely gain culture. I agree this one is in the bag, and it just needs a few more rounds played.


Signed up:
LKendter
Greebley (currently playing)
ThERat (swapped)
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.


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.
 
ThERat said:
you bet :lol: all kept for you to spend

Normally, I am very good at spending money (possibly too good), but I think in this game it would be a challenge even for me to find things to spend it on that would be meaningful.

-------------------------------

This is off topic, but I remember you mentioning you were playing warlords 4, Lee. What did you think of it? I found the combat system too chaotic - the random 12 damage that you do on occasion meant I was losing my leader. I was tending to reload and redo, but that made it unexciting.

Did you manage to find a way around this issue? Am I just not being cautious (or knowledgeable) enough?
 
Greebley said:
This is off topic, but I remember you mentioning you were playing warlords 4, Lee. What did you think of it?

This is one of my secondary games that I play. It is usually behind another game and fills in the gaps. I haven't play enough to give a lot of advice even if I have gotten my warlords a few promotions.
 
lurker's comment: I too have played a little Warlords 4, and have found the original warlords and warlords 2, much superior. With Warlords 4, the random factor does have the warlord very vulnerable to spear vs tank like action. I didn't play the game very often as I really didn't like babysitting my Warlord until he grew up enough to prevent the random loss of the leader.
Just my opinion however, but I played that game less than 1 week, after playing warlords 2 and 3 for over a year each.
 
Preturn: Everything looks good.

IBT: Our landed Amphib Inf is killed.

Early: Decide to build Battleships instead of Frigates (attack 40).
Turn the Leader into an Army. We cannot rush anything for the next 8 turns and I hope to get another leader by then.

Sink a Russian Convoy.
Destroy a landed Russian settler.

Mid: Destroy JinJan and Plant our own City. Raze Haradran (or something like that).

Late: Captured Nanjing (had silk road), Got Leader, built Amphib Army.


Notes:
We have 2 outposts on the far banks. They are mostly to absorb units and damage our foes and to keep the game more interesting than hiding behind the choke.

Culture is 22107 with cpt of 162 (built Wonderland) - 18 turns.
Building Arc-de-Triumph for 2 culture. We can also build 2 small wonders now.
 
Summary:


Signed up:
LKendter (on deck)
Greebley
ThERat (swapped)
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.

The game MUST be won by 25K - period.

This is the standard LK AW type game with NO initial trading.
 
BTW, the captured towns are just to give our army the ability to attack. Don't feel it is necessary to keep them.

In fact the focus of the attacks will probably switch to those so I would get a tank army in whatever one you are keeping (if any). I don't think the AI can kill a tank army at this point.

Also I was sinking boats as they came for the Jap island, but sometimes they could land. Also be aware that we can have the main island units attack on Japan using the transport if it was needed.

For research I was going for better tanks.

Alternatively you can just abandon the forward outposts and sit around for the win.
 
I think I'll keep the cities... war is educational.

Got it.
 
PT- Wow, did we screw over China or what?
Hmm... I notice we're building bi-planes, which are totally useless IMO. Stop building them in place of infrastructure.

IT- learn Quantum Physics, begin Unionization

Turn 1.
Raze Volog..something wait naval assistance.

IT- o

Turn 2.
Our Hussar FINALLY gets a leader! I send him home to rush something later.
Raze Paoting for 1283 gp.

IT- Lose an amphibious infantry, I think I'll just keep the cities so we don't lose our men.
We learn Unionization and go into the modern age! We get fission for free. I set research to communism to get us a nice SW.
Mongols create a city next to our fort in the north.

Turn 3.
Abandon Xianyang... move our infantry along Chinese coast.

IT- o

Turn 4.
Capture Yangchow for a turn and get 1371 gp.

IT- Kill a cav on defense.

Turn 5.
Destroy newly built city of Vitebsk for 106 gp.
Lose an amphib infantry attacking Canton.

IT- We learn Communism and begin Mechanized Warfare
*Sikkim Arc De Triumph-- Steel Foundry :groucho:

Turn 6.
Rush the Steel Foundry with our leader.
Capture Canton and heal units, we get about 2000 gp for our efforts.

IT-
*Sikkim Steel Foundry-- United Nations (Sikkim makes around 250 shields now)

Turn 7.
nm.

IT-o

Turn 8.
Found Marshmellow to close up our gap between China front and choke.
Abandon the city of Canton.

IT-Roman's are building Magellan's... impressive.
Sikkim produces a Storm Trooper.

Turn 9.
Capture Hangchow for 1620 gp, China has NO more coastal cities.

IT- We learn Mechanized Warfare and begin learning Amphibious Warfare

Turn 10.
One of our 1337 MKIVs gets a leader! I send him to Leh to rush the International Port (make it happier and shield stronger).
Abandon Hangchow and send our invasion force back to our one captured Chinese city.

During this time, I decided to send a transport to Rome to make them pay for their early knights they sent us... so...
Raze Lutetia and knock their cultural borders back some. Sorry, that city has been bothering me for the LONGEST time. :D
I've also began upgrading all of our artillery and our vet/leader tanks.

United Nations in 11... too bad.

Enjoy your month long break LK
 
Signed up:
LKendter (currently playing)
Greebley (on deck, if needed)
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.


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.
 
http://www.civfanatics.net/uploads10/LK107-1864AD.zip


1850 AD
The game will end before the UN is completed, so I swap to War Memorial. I doubt it will make a difference.

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

Summary:
This one is a wrap and the final Civ3 game for the LK series is a win.


Time to start uninstalling everything related to civ.
 
Well the game was fairly straightforward, but still interesting. It does show the AI really has troubles with RaR though and Emporer in RaR is easier than in the standard version. This is not suprising - the more complex the harder it is for an AI to handle it. Also civs AI is optimized for the standard version.

See you in Civ 4, Lee. I have enjoyed playing in your games.
 
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