LK112 - Mongols, Noble, Barbarian Havoc

Turn 1:

OK so Monte is next, but we also have infrastructure needs to take care of. I'll try to build up a stack near Turfan while improving our economy. Certainly I'm not going to declare during these ten turns.

I notice Monte has a settler pair that he's probably going to place in those few unused tiles near Turfan. Anyone else think that the sickly green glow that surrounds the Aztec empire is a perfectly accurate reflection of Montezuma's own corrupt desires:

Civ4ScreenShot0000.jpg


Alex's former cities need Hinduism.

Why in William Shatner's name is Samarq building a temple? :smoke: I put it on granary for faster growth (these sea tile towns always have a food surplus but always a small one, so they grow slowly).

Thermop should build a courthouse before library... I change it. Also it should probably not build a library at all until WAY in the future. Instead we should focus it on production... once that copper tile is mined and some of the other hills mined and milled it will be great as a unit pump.

JHC on a popsicle stick we have 15 workers, cool.

I'm going to send the great merchant to Nappy to see if we can get decent gold from any of his cities. If not, I'll probably use it to discover Paper.

Bantu is a promising city but needs hammers... gonna mine those hills.

Athens has enormous potential as a GP factory because of its food surplus. I strongly think that each empire should have a GP factory even if you aren't playing culture - priests, scientists, merchants, engineers are all useful. I'll focus it in that direction. It has only fair-to-middling potential for production.

We have no cities building military... I'd object but we're not in a war, are still on top of the power graph, and need this infrastructure. I'll let these buildings finish then focus some cities on units.

Alex demands we convert to Buddhism. I demand that he go have relations with a large hairy.. err I need not go on. Neither of us leaves satisfied:

Civ4ScreenShot0001.jpg


Turn 2:

:sleep:

Turn 3:

Engineering learned, what next? Macemen for popping longbows! I choose Civil Service.

Building Colossus in Old Sarai, only 10 turns and we have a bunch of water cities.

Ack, we really need courthouses everywhere now. But we need military also; we should have a third of our cities on military at any given time. We should shift production among cities as buildings and units finish in order to spread the love.

In particular, Besh needs forge and courthouse and Kara needs Heroic Epic (since it's tops in production). But for now I put them on military until other cities come online again.

Turn 4:

:sleep:

Turn 5:

I use the merchant to grab 900 gold from Paris. Not spectacular but better than I thought we'd get given our map. Will be good for future upgrades and 'emergencies'. Of course we all know that C.R.E.A.M:

cream_chess_front.jpg


Guys, I think we should make a concerted effort to improve relations with Nappy and Washington, and between them. They could serve as valuable allies while we beat on Monte and Alex (again). The biggest obstacle here is that Nappy hates Washington solely because of differing religion.

There doesn't seem to be an easy solution here because taking OB with Washington with an eye toward converting him to Hinduism might hurt us with Nappy. But I don't see an alternative. Also having OB with the guy who cannot lie would be VERY useful for scouting out the edges of Monte's empire. Therefore I go ahead and sign OB. Our information about Monte's land is horrible and if for this reason only we need to do this.

Turn 6:

:sleep:

Turn 7:

What kind of crack am I smoking today... built a scout but accidently give him two HILL promotions instead of woodsman. Oh well. I send him to scout Washington's land, specifically to get a peek at the Aztecs.

I put one worker with absolutely nothing to do on auto-build trade network (harmless).

Delphi is under some mean cultural pressure so we're basically forced to build a bunch of culture stuff there rather than military. Once we get a border expansion to the NE we can refocus it.

Turn 8:

We get civil service. Yay macemen! Tough decision about what to do next... we can try to grab for Liberalism, or go for Guilds for knights. But jumbos are almost as good, and macemen are going to be our primary ass-kickers anyways, so I go for Paper. A cheap tech needed for the Liberalism path but also useful for map trading.

Turn 9:

:sleep:

Turn 10:

Nappy asks us to turn Christian. Dammit. I of course turn him down. He's now Annoyed. We should SERIOUSLY consider going after this arseclown first before Monte. I can see the Pyramids sitting right there in Paris, ripe for the taking:

Civ4ScreenShot0003.jpg


And he's definitely weaker than Monte:

Civ4ScreenShot0002.jpg


Also would remove a bunch of cultural pressure from our cities.

To next player:

Continue to improve our economy. Keep those cottages worked and built where the tiles can sustain them - they are key. I still like the idea of Athens being a Great Person factory. I suggest building a library there and then the National Epic (right now I have it on barracks because it's so cheap and because all our cities that can muster more than half a dozen shields should be able to serve as emergency backup for building military).

Try to keep at least a third of our empire on military. I'd call it a toss-up on whether to focus on Nappy or Monte. However, I don't see us going to war for at least 15-20 more turns. We'll need stacks consisting of many macemen, pikemen, jumbos, and cats.
 
I put one worker with absolutely nothing to do on auto-build trade network (harmless).

Worker automation is prohibited in the LK series.
Will the next play please locate this worker and kill it - thanks.
 
LKendter said:
Worker automation is prohibited in the LK series.
Will the next play please locate this worker and kill it - thanks.

The penalty for getting automated is DEATH?? :eek: Poor, poor worker. :(

:mischief:

Got it, but didn't I just play yesterday? You guys are too fast for me. :)
 
Oops, forgot about that. Sentence him to 'abeyance' (fans of the La Femme Nikita TV series will know what I mean) and have him build roads all near Monte's border perhaps...
 
Signed up:
LKendter (on deck)
Afpunk
Merzbow
Renata (currently playing)

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

Win target: Domination (preferred), or conquest.
 
Signed up:
LKendter (on deck)
Afpunk
Merzbow
Renata (currently playing) :scan: At 48 hour limit :scan:

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

Win target: Domination (preferred), or conquest.
 
Skip please. I had problems with 1.52, had to install twice, had a crash first time I tried to load the save, then another crash two turns in when I forgot to turn off wonder movies and the Colossus finished. My hard drive took five minutes to stop paging and I have to go fix the virtual memory and run a defrag. I'm out of time -- going away for the weekend and have to get ready.

Nothing important happened in the two turns except that Napoleon cancelled his deals and I traded theology to Washington for compass and a WM when paper finished. I intended to go to Optics next to scout out the Aztec coast, then philosophy (toward liberalism). It's not worth uploading an autosave that covers all of a turn and a half, though, so I won't. Next player can do what he wants.

I'll be back Monday. I'm a bit frustrated; sorry for the lack of turns.
 
Signed up:
LKendter (currently playing)
Afpunk (on deck)
Merzbow
Renata

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

Win target: Domination (preferred), or conquest.
 
http://www.civfanatics.net/uploads10/LK112AD-1500.zip


1400 AD
Beshbalik doesn't suffer from a potential food shortage, so I cancel the windmill in favor of a mine. I personally don't like windmills unless the city is marginal for food.

I give Washington theology for compass and $20.

We really need more culture in the former Greek cities. The citizens are converting to Mongolian to slow for my taste.

I still am whip happy, and the courthouse is whipped in Sparta.

These will be 10 builder turns unless I am forced to do otherwise. We have to many rear cities with just one unit, and that is an obsolete archer.
(IT) This isn't a good sign. Napoleon cancels open borders and wheat for silk.


1410 AD
I ship wheat to crazy Monty for $4/turn.
I ship spices to Washington for $5/turn.
(IT) Research is completed on paper. I start on drama to let us build cheap theaters along the borders.


1420 AD
I get updated maps from America. No one else likes us enough to trade maps. :(
(IT) It won't last long, but we complete the colossus.


1430 AD
(IT) The next research target is divine right. I am really interested in the associated wonders more then founding another religion.


1450 AD
It looks like America may become our favorite trading partner. I trade them paper to get optics.


1470 AD
How do one of these still exist this late in the game?

LAK-1085.jpg



1480 AD
Tabriz is formed. If you are wondering where it is:

LAK-1086.jpg



In case you are wondering why I built it. The red lines are the only tiles that overlap another city. It will be near Athens where am I building the FP. The white circle will be farmed soon so that the city can grow. The 2 blue cities are high commerce tiles that were being wasted. Once we bring water along the yellow line this city will pick up a ton of shields from all of the hills.

LAK-1087.jpg



Can someone explain why a granary in Tabriz need 30 shields, but one in a former Greek city needs 60?
(IT) Our newly built city already celebrates the Hindu ways. :)
Fate is weird sometimes. We discover a new source of iron on the exact tile I stopped the windmill from being built on. This is one of the reasons I dislike windmills except by food poor towns.

LAK-1088.jpg



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


Summary:
I spent a lot of worker actions completing missing roads on our developed tiles. While roads don't give +1 trade like civ3, there are still very useful in war for unit movement.

Washington may turn out to be our best friend this game. I would like to start sending missionaries his way and get him to convert.

Divine right completes in 3 turns, and the Hindu temple completes in Karakorum in 3 turns. This sets us up perfectly to build the Spiral Minaret.

Our first missionary is heading toward America. Keep them coming, and lets home America will convert at some point. I would like to have at least on friend.

I improve the military backline cities around Old Sarai. Bantu still needs a lot of help with the nearby Aztec cities. I would hate to see our gems and spices pillaged during a war. I want to keep building up military, as we will need another war at some point to continue the goal of domination. The only question is France or the Aztecs next.


Signed up:
LKendter
Afpunk (currently playing)
Merzbow (on deck)
Renata

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

Win target: Domination (preferred), or conquest.
 
I say Nappy because he's still weaker than Monte, and he has a much larger border with us, so a backstab from Nappy would be much harder to counter than a backstab from Monte.
 
Merzbow said:
I say Nappy because he's still weaker than Monte, and he has a much larger border with us, so a back stab from Nappy would be much harder to counter than a back stab from Monte.

That is a good point. I would overstock the two cities along the Aztec border as a safety measure. We can then stock Bantu heavy as that would help with the Aztecs and French. I don't like having 2 happy resources at the edge of our empire that aren't well protects. We have the health and happiness to get a large cities, and don't want to screw it up.
 
LKendter said:
Can someone explain why a granary in Tabriz need 30 shields, but one in a former Greek city needs 60?

Sounds weird,but maybe it has something to do with the majority of the
original population (Greek) in that city.I almost never capture enemy cities,
razing is better.
 
I've got it. I should have the turns done late tonight or early tomorrow. I'll see what I can do about setting up/attacking Napoleon.
 
1515AD

Divine Right comes in. New Sarai is the home of Islam. I go for guilds next. Having knights will be quite useful. Karokarum starts on the Spiral Minaret.

1540AD
Guilds come in. I go for Gunpowder next. Having musketmen for defense on the warpath will be very handy.

Summary:
I spent a lot of my turn buliding some infrastructure, including harbors on most of our coastal cities. They have 4 trade routes each, so with even just basic trade routes, these give 4 more commerce to each city already. Since we get them cheap, there's really no reason not to. We also have roads heading towards the heart of France now. I haven't dealt with manipulating troop movement yet, but if France is indeed the target, I would work on getting the army towards their border.

We have a caravel now. Use him to explore a bit in enemy waters.

Only 4 American cities don't have Hinduism: New York, Los Angeles, Atlanta, and the newly founded Houston. As such, Washington has converted to Hinduism on his last turn! He is now pleased with us.

LK112washington.JPG


We only have 4 Hinduism buildings. The Spiral Minaret can help our income a great deal if we make one or two of the fairly cheap buildings in our cities.

Moving ahead I would probably declare on our next target in the next 10 turns. We're leaning towards France, but if you can't get Washington involved in that war, but could get him to move against the Aztecs, that might be a good idea instead. We have a great deal of cash. Use it for troop upgrades on the front lines. Good luck!


Build details and such...
Spoiler :

Turn 210 (1500 AD)
Turfan finishes: Hindu Missionary
New Sarai's borders expand
Samarqand grows: 7
Thermopylae finishes: Granary
Sparta finishes: Theatre

Turn 211 (1505 AD)
Thermopylae begins: Forge
Sparta begins: Forge
Delphi grows: 7

Turn 212 (1510 AD)
Turfan begins: Hindu Missionary
Tech learned: Divine Right
Islam founded in New Sarai
Islam has spread: New Sarai
Karakorum finishes: Hindu Temple
Ning-hsia grows: 14
Bantu grows: 9
Old Sarai finishes: Galley
Athens finishes: Theatre
Thermopylae grows: 8

Turn 213 (1515 AD)
Research begun: Guilds
Karakorum begins: The Spiral Minaret
Ning-hsia begins: Aqueduct
Old Sarai begins: Harbor
Athens begins: Hindu Missionary
Hinduism has spread: Boston (American Empire)
Beshbalik finishes: Forge
Ning-hsia finishes: Maceman
Bantu finishes: Courthouse
Old Sarai grows: 12
New Sarai grows: 12
Sparta grows: 5

Turn 214 (1520 AD)
Beshbalik begins: Courthouse
Bantu begins: Harbor
Islam has spread: Karakorum
Turfan's borders expand
Samarqand finishes: Library
Athens grows: 11
Athens finishes: Hindu Missionary
Delphi finishes: Christian Temple

Turn 215 (1525 AD)
Samarqand begins: Harbor
Athens begins: Hindu Missionary
Delphi begins: Maceman
Hinduism has spread: Chicago (American Empire)
Turfan finishes: Hindu Missionary
Old Sarai finishes: Harbor
Tabriz grows: 2

Turn 216 (1530 AD)
Old Sarai begins: Caravel
New Sarai finishes: Market
Samarqand grows: 8
Athens finishes: Hindu Missionary
Hinduism has spread: Atzcapotzalco (Aztec Empire)

Turn 217 (1535 AD)
Athens begins: Hindu Missionary
New Sarai begins: Harbor
Tech learned: Guilds
Beshbalik finishes: Courthouse
Bantu finishes: Harbor
Sparta's borders expand

Turn 218 (1540 AD)
Research begun: Gunpowder
Beshbalik begins: Longbowman
Bantu begins: Maceman
Hinduism has spread: Washington (American Empire)
New Sarai grows: 13
Athens finishes: Hindu Missionary
Thermopylae grows: 9
Tabriz's borders expand

Turn 219 (1545 AD)
Athens begins: Hindu Missionary
Hinduism has spread: Seattle (American Empire)
Beshbalik finishes: Longbowman
Turfan finishes: War Elephant
Old Sarai finishes: Caravel
Delphi's borders expand

Turn 220 (1550 AD)
Beshbalik begins: Maceman
Old Sarai begins: Knight
Turfan begins: Knight
 
Got it. I notice that Nappy converted back to Hinduism? Odd. We'll he's still next, the geography just works too well. :D Hopefully him being Hindu means we can grab OB and get some intelligence about his forces.

Besides, I kind of like the idea of some sort of apocalyptical battle with Monte to cap off the game in a couple hundred years. I'll spend my turns building up stacks.
 
Signed up:
LKendter
Afpunk
Merzbow (currently playing)
Renata (on deck)

Remember 10 turns per round. STRICT 24 hours got it, total 48 hours to at complete.
 
Pre-turn (220 left):

Wow. Take a look at the power graph - Nappy has outpaced Monte:

CaptureWiz016.jpg


But Nappy has only TWO defenders each in the three cities we can see - Tours and Reims, which are closest to us, and Avignon, deep in his empire. Where are his units? Probably twiddling their thumbs in Paris, I bet. Still no OB so I can't tell.

Heck, we could probably take out Tours and Reims in the next 5 turns with the units we have now. But better safe than sorry. I'll build up the stacks and the next player will knock 'em down.

Good work on buttering up Washington, we have very good relations with him now. I suspect he'll be on the sidelines the whole game watching as we cruise to a domination victory after beheading Monte.

I don't see any trades to make.

I still think Athens should pop GP. It's a shame people didn't let it grow more since my last turn given its obscene food surplus. We could use artists to quickly consolidate captured towns. I micro it from production to growth and hire artists. It's still got more than enough hammers to complete the missionary. Soon I'll put it on forge so we can hire an engineer.

Why is Kara on a Wonder when it's our Heroic Epic city??? This was an extremely bad move. :smoke: This city can pop macemen in 2 turns! The only reason I don't ditch this production now is because it's half-done already (12 turns). But our army is going to be around 2/3 the strength it should be because of this.

Turn 1 (219 left):

Hinduize Athens.

Turn 2 (218 left):

Monte asks us to ditch the Americans, I gleefully tell him to stuff it:

CaptureWiz017.jpg


Turn 3 (217 left):

Building units. Lots of catapults, we are woefully short on them. I want at least 4 in each stack.

Turn 4 (216 left):

Nappy has macemen now. Gonna build some crossbowmen in addition to our macemen.

Turn 5 (215 left):

Gunpowder comes in. This one is a no-brainer - Chemistry in 8. Those grenadiers are gonna be killer. All the AIs are waltzing down the Philosophy/Liberalism path. Screw 'em.

Hinduize New York. That's almost all his towns. Enough for now.

Turn 6 (214 left):

Zzz.

Turn 7 (213 left):

Zzz.

Turn 8 (212 left):

I'm tempted to up the science rate, but I want lots of gold to upgrade stuff to grens when Chemistry comes in.

:whipped: the granary in Tabriz and assign a lighthouse. Production in this city is butt. I see more whippage in its future:

devo2.gif


Turn 9 (211 left):

Nappy asks for OB! I take it and will do some scouting with a knight.

Good thing I checked. Paris is bleeding with Horse Archers. (My screenshot didn't take, but I remember seeing about 5 longbows, 5 horse archers, and 3 macemen, plus some weaker units).

We're going to need some pikes, something I didn't anticipate. I upgrade the two spears in Besh to pikes. I send them to our stacks. I keep a third in Besh to deal with pillagers. I also upgrade the spear in Athens. (These are cheap).

Nappy is calling us friend now. It almost warms my heart of stone:

CaptureWiz018.jpg


Alex is putting insane cultural pressure on Sparta. After cleaning up the French we should swing to the right and finish him.

Turn 10 (210 left):

Washington asks for a straight trade for his world map. Sure. We see a little more detail of Monte's empire:

CaptureWiz019.jpg


Wow he's really bottled up on his peninsula. Only a single tile connects him. The logistics for our eventual attack on him are going to be pretty simple - control that tile.

To next player:

I've built up three ministacks so far - one to the right of Reims and two on either side of Tours. I say just attack. We certainly have enough to take those two cities now. We'll need the units coming online soon in order to move upwards, though, but we'll be fine. And oh yeah, before you attack move that knight back, I'd hate to see him get thrown out onto the ice.

Once Chemistry comes in spend about half our money on upgrades. Keep the other half as an emergency fund (i.e. if Monte attacks we're gonna need to upgrade units in Turfan and Athens ASAP).

Keep at least one town popping pults at 2 turns each; we're gonna need plenty to root out the numerous longbows I saw in Nappy's northern towns.

Oh, and once the Minaret comes in next turn put Kara on units and keep it there. It has the Heroic Epic!

http://nryan.com/Civ4/LK112/Turn01/LK112_AD-1600.Civ4SavedGame
 
EDIT: Bad save. I tried 3 times, and I keep getting told it is zero bytes in length.


Failing behind is science is really bad IMHO in Civ4. Can we please get the science rate back up, and stop upgrading units. I feel the upgrades are so expensive in Civ4 that they aren't worth it.

The problem with keeping Karakorum on pure units is that it is are ONLY city with decent production the last time I looked.

Signed up:
LKendter (on deck)
Afpunk
Merzbow
Renata (currently playing)

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

Win target: Domination (preferred), or conquest.
 
Save is fixed, sorry.

Actually Besh is equally to Kara in production. Several cities are quite close.

It's well worth it to upgrade from macemen/axemen to grens. For one, we'll be able to preserve the city attack promotions you can't give to grens. We'll be seeing 6 turns or so to build a gren from most of our cities, so they're not cheap in hammers. Plus either way we need a pile of cash for emergency situations (Monte invades). 60% is quite reasonable for a large empire preparing for war.
 
Stacks o' Doom ready to go, fun. Revenge for the solo game I started today in which I am getting my butt handed to me.

Got it.
 
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