LK135 - Dutch, monarchy, Hemispheres map

125 BC (0)
Whip settler in Utrecht.

95 BC (2)
Whip settler in Amsterdam.

80 BC (3)
Found The Hague :crazyeye:, I won't rename cities again.

50 BC (5)
Rotterdam founded.

10 AD (9)
Research : Currency is known -> Code of Laws

Confucianism hasn't been founded yet. We've a good chance to get it.

wmdutchbk9.jpg
 
I think we have 100% change on confucianism :) With Philosophy slingshot, that's two religions for us.

Can't open the save now. I assume we have catapults on the way to conquer?
 
New Updates
I can't even look at the game for comments for at least 24 hours. I can't play within 48 hours, so I am suggesting a swap.


Roster
LKendter (on deck)
Yena (currently playing)
Meiz
Njorls
Tatran

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

Win target: open

Planned wars - eliminate the Zulu as soon as we have enough troops.
 
As expected we got Confucianism, and I even forgot to take a screenshot. The new faith spread quickly.

dutch08.jpg


After CoL I researched Mysticism and Meditation as discussed before. However, the GS would only lightbulb Alphabet instead of Philosophy, so I had to research this too. Finally I got our reward. Research is now for Metal Casting since it leads us to Optics, and I think it is time we meet the neighbours. However, no beakers have been invested, so this can be changed.

dutch10.jpg


Meanwhile, in Zululand, I moved troops to Ulundi and started destroying its defences. A few archers took the opportunity to leave Nobamba but they didn't bring a settler, so I think this is an advantage for us. The archers are much easier to kill on the open ground.

dutch09.jpg


It took many turns to break the defences at Ulundi, but finally I attacked in my last turn. Two barrage catapults (of which one survived) nicked the archers, and all but two (out of eight) where killed with only one chariot lost. The remaining archers are heavily wounded, and I'm sure Ulundi will fall the next turn.

I built two more catapults that are heading for Nobamba. I also started Markets in Amsterdam and Utrech, and I think they will be ready to whip in a turn or two.
 

Attachments

Nice work at Ulundi and getting those 2 religions.
Priesthood is required to build some temples in Ulundi and to hire 2 priests for those 2 shrines.
I vote for Pacifism to speed up our GPPs.
 
I forgot to mention that we got a Great General in Amsterdam. Since we don't urgently needed any military boost I left him there for the time being. What should we do with him?
 
New Updates
Ugh - this is now my second game to play Sunday night. I may use up the full 48 hours.

Roster
LKendter (currently playing)
Yena (swapped)
Meiz (on deck)
Njorls
Tatran

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

Win target: open

Planned wars - eliminate the Zulu as soon as we have enough troops.
 
I have had it with GP that get wasted due to being asleep. A new LK houserule #9 goes into effect immeidately.


The following tactics are PROHIBITED:

There are no exploits that I am aware of at this time.


Standard LK house rules:
1) Worker automation is prohibited.

2) A go to order is only allowed if you turn summary warns that it is happening and explains why. Sometimes it is just too important to make sure those reinforcements don't get sent to the wrong place.

3) Please complete your turn. At most the next player should have one unmoved unit such as a settler where you are unsure of its direction. A stack that is fortified counts as completed. The game should be sitting ready to hit end of turn with very little left to move.

4) Don't edit your game results into a previous post. There is no notification of new activity. I have had SGs stalled waiting thinking I was waiting for a person to move, when they already did.

5) The use of the auto-logger is prohibited for the body of your report. You may include it as a spoiler tag. SGs are about writing up enough information so that the team understands where you are going. The auto-logger clearly fails in this regard. Knowing the details doesn't show the big picture. SGs need the big picture.

6) SGs are about cooperative team play. If you aren't willing to discuss plans before and / or after your turn, then the LK series isn't for you.

7) Major wars shouldn't be declared without a team consensus. Clear phony wars gain diplomatic favors are ok. The phony war when you declare on an AI on another continent or a last place civ. A war of opportunity to grab one or two cities from an AI getting trashed is OK. Going after the #1 civ unplanned is what I want to stop.

8) If you disagree with a dot map plan, discuss *before* playing you turn.

9) Putting GP asleep is expressly prohibited. The only circumstance that it is allow is when the team has *already* agreed to save the GP for a golden age. GG may never be put to sleep.
In addition, GP aren't to be saved until the next players turn. If you don't know what to do with them, then either pass the game over early, or pause the game and consult the team.


10) I reserve the right to refuse players whom IMHO failed to play in the spirit of cooperation. Declaring an unexpected major war is a high risk that you will go on this list. Excessive personal attacks against other players guarantee a ban from the LK series.

I realize rule 10 is a bit harsh, but I can tell too much infighting will put the LK series back on hold.
 
http://forums.civfanatics.com/uploads/1898/LK135_AD-0385.CivBeyondSwordSave

250 AD
I fire the scientist at 's-Gravenhage. This city is all about production, so I don't want to keep it on GP duty. I also switch to a sword to insure we have enough troops to take out the last of the Zulu.

I don't know why the granary wasn't whipped at Rotterdam.


265 AD
Ulundi has been captured, but the price was high. We lost a sword, and an axe. OTOH I don't argue with 3 more workers.
(IT) Shaka's archer commits suicide against Ulundi.


280 AD
I just stumbled onto the sleeping GG. I am going to send him to 's-Gravenhage to a military instructor. I've had it with losing track of GP, and have instituted a new house rule to stop this.


385 AD
The assault on Nobamba begins. I sacrifice our 3 catapults to weaken the 5 archers. That is sufficient, and Nobamba is captured. With 2 food resources and plenty of hills I didn't want to raze this one.


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

New Updates
We have hit a point I want to *halt* the game for a bit, and come up with a plan that is at least mid-range. With lacking contacts there is a very real danger of falling badly behind in tech. I suffered a loss in the LK series due to an isolated start, and this is effectively just that.

Improving the economy is critical, and I have 3 courts in process to help with that. The biggest danger in being isolated it to stop placing new cities. We must avoid being in a position where we have to stop expansion to long.

I see the following decision needing to be made before proceeding.

1) Normally I don't like to adopt a state religion until I know the world religion situation. However, in this case generating 2 prophets for shrine will take forever. We really need pacifism to generate the GP fast enough, and that needs a state religion. What religion do we want to adopt? I can get a Taoist mission to Zimbabwe the fastest.

2) I normally hate pacifism, but with being isolated this is the rare case I feel it will pay off. 2 shrines will go a long way to offset the lack of trade routes.

3) We need to divert to priesthood to let Zimbabwe build temples for more prophet points. After that I this we must beeline to optics. We need to find the rest of the world. Are there any other techs that are worth delayed badly needed first contact? If you feel there are, what techs and why.


Roster
LKendter
Yena
Meiz (currently playing)
Njorls (on deck)
Tatran

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

Win target: open

Planned wars - eliminate the Zulu as soon as we have enough troops.
 
First of all we should make a dot map that indicates where and in which order cities should be built. Unfortunately I don't have access to the game right now so can't take a look.

Fog busters are also needed so we can focus in expanding.

Pacifism and temples for Great Prophets sounds good. I'll hold my play until we get more comments.
 
I got the GG, and I shouldn't have put him to sleep. Point taken, and it won't be repeated. However, I did note this in a separate post.
 
I had a quick look at the save. Nice to see that the Zulu are gone.

My 2c: I think we should change to Confucianism and Pacifism once we have a few temples built for priest specialists in the biggest cities (e.g. Amsterdam). We should beeline Optics, even if it will take many turns. The specialists will help, though. We need to spread our religions, and build shines. The workers next to Ulundi should build a road to connect the Zulu cities with our core.
 
I think I'll stop making comments, I don't want to sound too negative and spoil
other players game pleasure.
We're losing valuable time by making the wrong decisions and not planning ahead.
 
We're losing valuable time by making the wrong decisions and not planning ahead.
Isn't that exactly why I put a temp halt on the game? Our first objective of taking out the Zulu is complete, and we don't have a clear game plan forward. I very much want more input to a mid-term plan.
 
IMO whole point of SG is to offer critisism so we can all improve our game. Critisism can also be questioned, of cource. Worst thing you can do is stop making comments regarding the game.
 
Aesthetics + Drama would allow for Creative's cheap theatres, which would increase happiness from Dye by 1, and with the slider. With Creative's cheap Coliseums that'd be 2 happiness, +3 with culture slider at 20%.

Monarchy costs the same as either Aesthetics or Drama and would increase happiness with more units. We could research it after Priesthood. *Edit*: It'd be a quick happiness fix but more expensive in the long run due to pacifism.

I think those are 2 other tech paths to consider. I don't have the save open and can't see where we are in relation to the happy cap.

I agree with adopting a religion, pacificsm, Ulundi as GP farm, and getting optics ASAP.
 
How about something along these lines. Finish Metal Casting -> Priesthood -> Monarchy or Aesthetics + Drama -> Compass -> Machinery -> Optics -> Civil Service. Or maybe Civil Service should be researched after Monarchy / Aesthetics + Drama but that would delay caravels.

Change to Confucianism and Pacifism, build missionary for Ulundi. Build two temples and assign two priests there.

Next cities to settle.

Civ4ScreenShot0019.jpg


I'm ready to play but waiting for comments.
 
Back
Top Bottom