LK125 - Warlord, Carthage, Oasis, Monarchy

With factories, AssLine should already be in.

I don't know if Industrialism is in or not, I would think we need that to reveal Aluminum before Combustion (Plastics require both Industrialism and Combustion). Plastics is needed for Robotics (Space Elevator), so going Plastics first before Rocketry (Apollo) is perfectly valid.

Ideal teching will be:
- while learning Combustion > Plastics, cities build factories
- while learning Robotics, build 3GG in 2nd prod city
- while learning Rocketry, build SE in 1st prod city
- Once Rocketry is in, hopefully 3GG is completed, start Apollo Program.

This way, once Apollo is done, all cities is ready to start space parts production with the full benefits of Factories, Laboratories, Aluminum, Space Elevator, and 3GG (ideally).

--
 
You're quite right about Assembly, but I'd reckon that it would be better in this particular game to go Apollo first and not Plastics: Utica can build it in less than 30 turns without either a factory or Alu.

My path: research Artillery=>Rocketry. Trade in Railroad, Combustion, Assembly. Research Indy (hope for Alu) while cities finish factories and build coal plants. Then research Refrigeration => Genetics (for +3 health). Trade in Plastics. Then I'm at a situational crossroads: Robotics or longer path to Fission? Probably Robotics and start Space Elevator somewhere (I wonder how this map works for latitudes?).

Then off to Fusion (Fission, Satellites, Fibre Optics). Build lower hammer SS parts in smaller cities, saving the big hammer towns for the large parts. GE from Fusion either puts hammers to SE, or sparks a GA with a G-Man that I've timed for the same time (unless I get lucky and have a second GE :D ).

Then Ecology is all that's left, so it's off to Alpha Centauri!

Seeing as the team win is in the bag, I'll play out from my last set and we can see who launches first. I'll play my team turns properly, of that you can be sure.
 
Got it. Prefer the Grey Fox plan myself but either will work.
 
@Bede - ignore my plan...it's only applicable for my shadow of the actual game. We've gone in a different direction (see Lee's post).
 
Ideal teching will be:
- while learning Combustion > Plastics, cities build factories
- while learning Robotics, build 3GG in 2nd prod city
- while learning Rocketry, build SE in 1st prod city
- Once Rocketry is in, hopefully 3GG is completed, start Apollo Program.
I noticed last night that Satellites is a pre-req for the Elevator, so we should reconsider the tech path.
 
Research started down the Satellites path while Utica works on the Three Gorges. Birthed another engineer who is waiting in Great Person Park with all the other Great People. (There is no tile improvement for swings and roundabouts :hmm: so they are playing "Doctor" and having "you show me..." contests).

No one else is making any progress down the tech path at all, they are just following our lead.

Tried to fiddle the specialists around so we can get either an artist or merchant next to bank for another Golden Age. That second engineer can finish the Elevator if we wish.

Some few towns are building research and we are running Artillery through Satellites at four turns each with a reasonable deficit. Satellites now due in four.

Start Apollo whenever and wherever you wish. It would be nice to have it in hand when the Space Elevator finishes.

And there is no Aluminum on the map, none, nada, zip.
 
Heroic Epic - Utica
Globe Theater - Getoweyo
Wall Street - Ulundi
Oxford - Carthage
Forbidden Palace - Getoweyo
National Epic - Carthage
Iron Works -

Planed wars - None

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

Signed up:
LKendter
Bede
Pigswill (currently playing)
Swiss Pauli (on deck)
GreyFox

Remember 15 peace / 10 war turns per round. STRICT 24 hours got it, total 48 hours to complete.

Win target: Space.
 
Got it.

Ironworks - Ulundi.

Looking good (apart from some health problems).
 
And there is no Aluminum on the map, none, nada, zip.
Let's hope we pop one or it'll be a long coast to victory. I checked Sirian's mapinfo and if there's any it should be in the Oasis region. Can the AI pop one? :eek:
 
Sorry for the delay, working this weekend.

A quiet set consisting of 15 peaceful turns taking us up to 1800. When I looked at the game I was certainly happy with our research and score but somewhat concerned about our low power. If Saladin cancelled DP and attacked us (unlikely, but I'm just paranoid) we would be toast. I also was concerned about mounting health problems.


1770.
Pre-turn. Burned GE on 3GD (1380 hammers). Negotiated a few deals for a few more gpt.

1778.
We discover satellites, decide to divert to refrigeration for healthy supermarkets (3 turns research).
Various villages are drowned and sites of outstanding natural beauty are inundated but that's the price of progress:
ozd10000.jpg


Hadrian orders a review of the economy:
lkc20000.jpg


Left-wing economists persuade him its time for radical reform:
lkc30000.jpg


Three turns of anarchy later the new economic order is in place:
lkc40000.jpg


During this time cities that had previously been devoted to producing commerce were diverted to military builds.

1790.
A Great Merchant from Carthage joins the Illuminati gathered on a hillside to the west of Carthage pondering potential golden ages.
We trade combustion to Roosevelt for miltrad and form a Defensive Pact with him. Mansa doesn't like us enough to sign a DP.

1792 discover refrigeration, research robotics (6 turns).

1800 End of Set. Apollo 15 turns, Robotics 2 turns. We've got 4 GP (GM, GS, GE, Prophet), next GP is 12 turns away. Should get GE from fusion if we bee-line it. That should give us GE for Elevator and 5 GPs for two golden ages.
We're a bit healthier and a bit better defended though we've lost a few turns on research.

lkc50000.jpg


The Save: http://forums.civfanatics.com/uploads/90414/LK125_AD-1800.CivWarlordsSave
 
Summary:

Heroic Epic - Utica
Globe Theater - Getoweyo
Wall Street - Ulundi
Oxford - Carthage
Forbidden Palace - Getoweyo
National Epic - Carthage
Iron Works -

Planed wars - None

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

Signed up:
LKendter
Bede
Pigswill
Swiss Pauli (currently playing)
GreyFox (on deck)

Remember 15 peace / 10 war turns per round. STRICT 24 hours got it, total 48 hours to complete.

Win target: Space.


If you are looking for another game, check out the LK planning thread for LK127
 
Got it. But why Free Religion? Did Sal go that way? If not, you've managed to make him much more likely to cancel the defensive pact by removing the shared religion modifiers (he won't cancel from Friendly)! The extra research is good, but the safety of having Sal at Friendly would let our people sleep easier in their beds. I wouldn't advocate switching back into a religious civic now, but I think we should give into any of Sal's demands for the rest of the game.

I do like the switch to Production civics (USUF, SP), though. It's Miller time for our Empire...
 
Free religion: shared religion with Sally is certainly a diplo safety factor and I did think about this. However FR got us a bit friendlier with Roose which may have been a factor in getting DP with him. Also I wanted to build some military which gets more expensive with pacifism and of course research bonus will help as well.
 
The point against Free Religion is that Sal can't cancel the Pact at Friendly, but seeing he's still at net +8, we'll be fine so long as we're careful.

A short report as I only played 9 turns, but it was a good time to break for a team call on all those G-Men out the back smoking weed. What did I do? Not much. Fixed an irrigation chain at Leptis, burnt a GE on 1410 hammers of the Elevator at Ulundi: it and Apollo will now complete in 6. Fission and Fibre Optics were researched after Robotics was finished on turn 1. Sundry rails and units were also built.

Regarding the G-Men: the Merchant has been sent to Ulundi to chat to his friends there as I would propose to burn our GS and GP on a Golden Age in the after the next G-Man is born (to shave a turn off Apollo/SE), assuming we get a GS (51% chance). Thereafter, Cetoweyo will produce our next G-Man. However, the probabilities there are a mess: 25% GP, 26% GA, 26% GM, 17% GE, 3% GS. I'd suggest to assign max artists (it has Globe) and cross our fingers. Alternatively, we could assign max merchants (and burn the GM and GS next) but I think we can assign more artists than merchants in Cetoweyo. The GE is from Fusion certainly ours, selected as next tech, no beakers invested, and due in 4 turns.
 
I agree we want to pull of GA at this point. I am not sure what is the best combo to try for the next GS.

Summary:

Heroic Epic - Utica
Globe Theater - Getoweyo
Wall Street - Ulundi
Oxford - Carthage
Forbidden Palace - Getoweyo
National Epic - Carthage
Iron Works -

Planed wars - None

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

Signed up:
LKendter (on deck)
Bede
Pigswill
Swiss Pauli
GreyFox (currently playing)

Remember 15 peace / 10 war turns per round. STRICT 24 hours got it, total 48 hours to complete.

Win target: Space.
 
OK, it looks like our G-Men weren't the only ones :smoke: : if we burn the GP and GS, that leaves us a GM, GE (Fusion) and whatever Carthage produces (GS or GA most likely), so we shouldn't need a G-Man from Cetoweyo to spark a second Golden Age. :hammer2:
 
It's distance from the capital, which is why I sent the GM to Ulundi. The GP and GS are 1 tile west of Carthage.
 
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