LK127, Monarch, Vikings, Hub Map

Unfortunately I started playing this morning before Swiss Pauli posted advice on whipping labs and by the time I came back from work to finish off the set our civ was already revolting.

Anyway. 15 turns of peace from 1625 to 1670.

1625.
Whipped grocer in Jelling.
Whipped grocer in Bjorguin.
Whipped rifle in Birka.
Changed build in Nidaros to galleon.
Traded physics to Cyrus for steam power. Two coal deposits in our civ.


1628.
Discover computers, switch to artillery and research to 0%. At the time only railroad was available for trade, I thought I'd let AI catch up techwise and use cash to upgrade our army. Meanwhile had a revolution:
Slavery to Emancipation.
FM to SP
Bureaucracy to Nationalism.
Stayed in HR and FR.

1631.Anarchy.

1634. More anarchy.

1637. The dust settles.
We have a visitor making an insolent demand:
lk127c0000.jpg


1640. The Sisterhood in action:
lk127d0000.jpg


1643-1655 zzzzz

1658. Jules discovers electricity. Other trades become available and are made:
Electric to Cyrus for railroad.
Electric +70gold to Brennus for artillery.
Army has been updated.
Research up to 80%, head for rocketry.

zzzz. Suddenly its 1670.
We're five turns from rocketry. We have an up to date army though power is still low.
Statement of Public Accounts:
lk127e0000.jpg


Nobody hates us!!
lk127g0000.jpg


Trading options are available. I thought I'd leave it to the team to decide if we wanted to trade radio away just yet.
lk127f0000.jpg


Here's the save: http://forums.civfanatics.com/uploads/90414/LK127_AD-1670.CivWarlordsSave
 
Summary:

Heroic Epic -
Globe Theater - Birka
Wall Street -
Oxford -
Forbidden Palace -
National Epic - Mycenian, since with will be our specialist farm.
Iron Works -

Planed wars - None

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

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

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

Win target: Space
 
Slavery to Emancipation.
FM to SP
Bureaucracy to Nationalism.
Stayed in HR and FR.
Not sure of the logic behind State Property at this stage versus Free Market; and Nationalism seems a very negative choice, when compared to BUR or Free Speech. Slavery versus Emancipation is a close call and I think the latter might suit the playstyle of most of the team better.

I like the trades made and we should sell Jules Radio for Assembly Line. I think we'll have to research Industrialism ourselves and that would be my call after Rocketry.

We need to get started on Ironworks somewhere soon. If we want to preserve Birka for Drafting (of Infantry once we get Assembly) then we need to find another city.

I'm a bit worried about Vicky being Cautious - is she still happy to DoW Cyrus and/or Brennus?
 
Diplomatically we're moving towards the HC/Cyrus camp. HC and Cyrus have a DP. Cyrus will offer a DP to us (though HC wont). I'd rather we went defensive and aimed for world peace rather than stir up wars. If we stir up Vicky against Cyrus or Brennus we'd probably lose more diplomatically than we gained. HC still has the largest army by a wide margin so I'd prefer not to antagonise him.

Most likely war scenario is Vicky/Hatty declaring on HC. HC may ask us to join in. I'd agree to it for a faux war (tho we need to complete our rail network for rapid reinforcements).

All cities except Nidaros have a garrison of two rifles. Nidaros contains a stack of 4 cavalry, 6 berserk grenadiers and a handful of cats that are too expensive to upgrade.

Lee was keen on nationalism so that we could quickly draft an army in case of attack. We're in HR primarily to keep HC happy.

SP loses us one trade route per city (tho we still keep three), cuts down on expenses and just as importantly makes workshops and watermills more useful improvements.

We could certainly do with identifying primary production centres as Apollo isn't very far away.

Re tech-trades: we can pick up assembly line and combustion for radio easily enough.
 
Lee was keen on nationalism so that we could quickly draft an army in case of attack.

Pigswill got it right. In addition, our GT city should be able to draft several units a round. That is the best way to use the food from that city.
 
If we stir up Vicky against Cyrus or Brennus we'd probably lose more diplomatically than we gained.
Slight misunderstanding here: I was asking whether she's willing to declare war. If she's got enough on her hands, then our number's up because:
HC still has the largest army by a wide margin so I'd prefer not to antagonise him. [...]
Most likely war scenario is Vicky/Hatty declaring on HC.
the ladies won't likely attack Inca when HC is the most powerful. It'll be us.
Lee was keen on nationalism so that we could quickly draft an army in case of attack.
I'd kinda figured Lee would favour Nationalism: I didn't say it was bad, just negative (a loss-preventing civic and not a winning one).
SP loses us one trade route per city (tho we still keep three), cuts down on expenses and just as importantly makes workshops and watermills more useful improvements.
At this stage, I'd prefer the trade income, especially as we've ditched research boosting legal civics.
 
Vicky and Hatty are both annoyed with HC so that will make a difference. Vicky's cautious with us because we refused to stop trading with HC but given the choice I'd rather upset Vicky than HC particularly because we wouldn't be able to talk to HC for ages.
 
Vicky and Hatty are both annoyed with HC so that will make a difference. Vicky's cautious with us because we refused to stop trading with HC but given the choice I'd rather upset Vicky than HC particularly because we wouldn't be able to talk to HC for ages.
No, HC's military might is the ultimate deterrent, just as our weakness is our biggest concern. It's clear that we had no choice but to decline the ladies' requests; if doing so tipped Vicky into war mode then it was just a bad piece of luck.
 
I'd checked every turn for trades ... but:

lk127-AD1682-JC-refuse-trade.jpg


It was only until I have spent some beakers into AssLine that he finally agrees:

lk127-AD1694-JC-trade.jpg


And I got combustion as well:

lk127-AD1694-cyrus-trade.jpg


We are now 2 turns away from Industrialism, here is the tech situation:

lk127-AD1715-tech-sit.jpg


--

In the other news, I have been happily drafting riflemans every 2 turns until this happens:

lk127-AD1691-no-draft.jpg


I don't understand why the game refuse to let me draft ... is there a limit to the number of drafting you can do apart from 3 units per turn?

Anyway, when we got AssLine, the game let me draft again, so I drafted 2 infantries in the remaining turns. But 2 pop per unit is taking Birka a much longer time to recover.

We got a scientists, which I think is best to save for lightbulbing Fission or golden age later.

lk127-AD1685-scientists.jpg


I have also settled the fishing village, but I wonder what's the point. Without whipping it will takes the city forever to build theatre (for cultural pop, until a religion got spread there) or trading post. However, I still settled that city, and chopped the forest there before settling.

lk127-AD1694-new-city.jpg


Here are my suggestions for Ironworks, Apollo, as well as what to do with our workers now that all mines are railed and all cities connected.

lk127-AD1715-suggest.jpg


>>> The Save (1715AD) <<<

Spoiler Autolog :

Logging by Ruff's Cobbled Mod Pack v2.0.4 (Warlords v2.08) - New Log Entries
----------------------------------------------------------------------------
Turn 360/660 (1670 AD) [14-Mar-2007 21:36:28]
GreyFox: Trade(Hatty): incense for 16gpt > 17gpt
GreyFox: Drafted Birka
GreyFox: Trade(Brennus): gold for 13gpt > 18gpt
GreyFox: Trade(Cyrus): sheep for 10gpt > 13gpt
GreyFox: Worker shhouldn't be grouped -- this waste worker's turns!!!
GreyFox: What is the point of railing a goldmine that is out of any BFC?
Birka grows: 10
Jelling's borders expand
Jelling finishes: Aqueduct

IBT:

Turn 361/660 (1673 AD) [14-Mar-2007 21:53:13]
Jelling begins: Laboratory (32 turns)
Birka finishes: Rifleman
Jelling grows: 13
A Village was built near Jelling
Sigtuna grows: 13

IBT:

Turn 362/660 (1676 AD) [14-Mar-2007 21:57:18]
Birka begins: Artillery (18 turns)
GreyFox: Drafted Birka
Uppsala grows: 15
Birka grows: 10

IBT:

Turn 363/660 (1679 AD) [14-Mar-2007 22:01:59]
Nidaros finishes: Settler
Haithabu grows: 18
Roskilde grows: 14

IBT:

Turn 364/660 (1682 AD) [14-Mar-2007 22:06:29]
Nidaros begins: Laboratory (24 turns)
Tech learned: Rocketry
Francis Bacon (Scientist) (Great Scientist) born in Mycenian

IBT:

Turn 365/660 (1685 AD) [14-Mar-2007 22:10:19]
Research begun: Assembly Line (7 Turns)
Nidaros grows: 17
Birka grows: 10
A Town was built near Jelling
A Town was built near Jelling

IBT:
Attitude Change: Brennus(Celtia) towards Julius Caesar(Rome), from 'Pleased' to 'Cautious'

Turn 366/660 (1688 AD) [14-Mar-2007 22:16:15]
Jelling grows: 14
Sigtuna grows: 14

IBT:

Turn 367/660 (1691 AD) [14-Mar-2007 22:18:48]
Haithabu finishes: Grocer
Roskilde finishes: Grocer
Sigtuna's borders expand

IBT:
Attitude Change: Huayna Capac(Inca) towards Victoria(England), from 'Annoyed' to 'Furious'
Civics Change: Victoria(England) from 'Hereditary Rule' to 'Representation'

Turn 368/660 (1694 AD) [14-Mar-2007 22:21:37]
Haithabu begins: Laboratory (23 turns)
Tech learned: Assembly Line
Tech learned: Divine Right
Research begun: Industrialism (10 Turns)
Tech learned: Combustion
Odense founded
Odense begins: Theatre (75 turns)
Uppsala grows: 16
Birka grows: 11
Sigtuna finishes: Laboratory

IBT:

Turn 369/660 (1697 AD) [14-Mar-2007 22:29:32]
Sigtuna begins: Factory (14 turns)

IBT:

Turn 370/660 (1700 AD) [14-Mar-2007 22:32:57]
GreyFox: Drafted Birka
Birka grows: 10

IBT:

Turn 371/660 (1703 AD) [14-Mar-2007 22:34:49]
A Town was built near Nidaros
A Hamlet was built near Nidaros
Uppsala finishes: Observatory

IBT:

Turn 372/660 (1706 AD) [14-Mar-2007 22:37:14]
Uppsala begins: Machine Gun (15 turns)
Haithabu grows: 19
Jelling grows: 15
Roskilde grows: 15

IBT:
Attitude Change: Cyrus(Persia) towards Huayna Capac(Inca), from 'Pleased' to 'Friendly'

Turn 373/660 (1709 AD) [14-Mar-2007 22:40:07]
Uppsala grows: 17
Birka grows: 11
Sigtuna grows: 15

IBT:

Turn 374/660 (1712 AD) [14-Mar-2007 22:42:01]
A Well was built near Mycenian
Birka finishes: Artillery
Mycenian grows: 16

IBT:

Turn 375/660 (1715 AD) [14-Mar-2007 22:44:23]
Birka begins: Machine Gun (11 turns)
 
There's a way to go but I'm beginning to think that we're in with a chance of winning. Guess its industrialism, plastics, robotics. If we don't trade computers we may have a chance at Elevator. Let's hope we've got aluminium available.
 
@GreyFox: if you steal the farm from Nidaros the Odense can use the extra hammer to build culture and border pop in 8 turns.

That, however, is a minor issue compared to this:

civ4screenshot0235rz8.jpg


The other possible target is Brennus, but he's so far away that I think our number is up.

My suggestion: DefPac with Cyrus and build up military and scout ASAP to find out where Jules invasion force is based. Then calculate target cities and take up defensive positions and hope.
 
@GreyFox: if you steal the farm from Nidaros the Odense can use the extra hammer to build culture and border pop in 8 turns.

GreyFox just played. Are there comments for me?
 
GreyFox was complaining about the border pop time, so it was reply to that comment, but it's equally reasonable for you to use the same tactic, Lee. What do you think of the Jules situation?
 
What do you think of the Jules situation?

I will have to take a close look when I play. I do play to make sure the heavy part of our defense is near the short border. What I can't see is the diplomatic situation and if he really hates another civ...
 
I will play this tomorrow.
 
I will have to take a close look when I play. I do play to make sure the heavy part of our defense is near the short border. What I can't see is the diplomatic situation and if he really hates another civ...
As I mentioned, he doesn't like Brennus. However, if you were Julius, which civ would you attack...
 
As I mentioned, he doesn't like Brennus. However, if you were Julius, which civ would you attack...


Well I have to finish playing tonight, but I haven't found any sign build up along our borders.
 
http://forums.civfanatics.com/uploads/1898/LK127_AD-1750.CivWarlordsSave


1715 AD
I really don't understand the purpose of the Odense fishing village. Without the whip, this city will never have much value.

I immediately draft in Birka, and then fix the governor. This cities goal is food, food and food for drafting. Working the iron slows down the growth rate, and therefore the draft rate. I drop the tech pace to 80&#37; for some emergency upgrades.

I can't find a build to change, but I am continually frustrated with this game and lack of troops. I don't like playing Civ4 with light troops. We are still dead last for soldiers by a significant margin.

I sell coal to Egypt, with the main purpose being to improve relations. I pass on the DP with Cyrus, as is he way to far away to be useful.
(IT) Another bad sign when Caesar adopts theology.


1718 AD
(IT) The next tech is satellites as a prereq to build the Space Elevator.


1721 AD
We are totally screwed. This horrid resource map didn't give us any aluminum.


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

Summary:

Heroic Epic -
Globe Theater - Birka
Wall Street -
Oxford - Nidaros
Forbidden Palace -
National Epic - Mycenian
Iron Works - Sigtuna

Planed wars - None

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

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

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

Win target: Space
 
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