LK141 - The lazy Mayans

LKendter

Exterminate, exterminate, exterminate!!!
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4000 BC
I am not sure what to think of UU. Immunity to first strikes isn't great, but if we lack copper at least we can build something better then warriors. OTOH our UB looks very nice in the happiness department.

We definitely have a financial center with this starting point. The problem is our starting techs line up very badly vs. our lands.

I start building our only worker and hope I am right the border expansion to the Oasis will make up the difference between learning animal husbandry and the worker completing.


3825 BC
We get some gold from a hut.


3725 BC
I hate the RnG sometimes. We already lost our exploring warrior to the very first animal we found.


3625 BC
We've made contact with Joao.


3525 BC
We've made contact with Izzy, the founder of Buddhism.


3300 BC
We've made contact with Frederick.


3050 BC
We've made contact with Alexander.


2625 BC
We've made contact with Zara.

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

New Updates
The below is our initial lands. I have our first settler on the way for the noted location. We get horses, another great financial city, and some production. It just needs an initial monument. City #3 will need to be a production city.




Roster
Signed up:

LKendter
Refar (currently playing)
Methos (on deck)
Sweetacshon
Kodii

Variant: The lazy Mayans
We may build exactly ONE worker. After that, we can only get workers via capture / settler kills.


Remember 15 peace (including phony wars) / 10 heavy war turns per round. STRICT 24 hours got it, total 48 hours to complete.

Win target: None

Planned wars - None
 
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. Example of discussion that is expected:
a) Early game dot map planning
b) Any war against a direct neighbor (except land grab from a civ getting slaughtered)

7) Putting GP asleep is prohibited. Even if you are saving him for a GA leave him awake and hit the space bar. Please try to use the GP ASAP and don't hold him for the end of your turn set.

8) Due to the fact that it destroys the in game log, the use of the BUG mod is *prohibited*.

9) 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 9 is a bit harsh, but I can tell too much infighting will put the LK series back on hold.
 
Lurker Comment

Oracle-> Feudalism for Serfdom?
 
Roster
LKendter
Refar (currently playing) :scan: :scan: Looking for a got it ASAP, 24 hours almost up.
Methos (on deck)
Sweetacshon
Kodii

Variant: The lazy Mayans
We may build exactly ONE worker. After that, we can only get workers via capture / settler kills.


Remember 15 peace (including phony wars) / 10 heavy war turns per round. STRICT 24 hours got it, total 48 hours to complete.

Win target: None

Planned wars - None
 
Oh... Did not subscribed it yet so almost missed it :D

Got it now. Plan to play monday.

How do we handle worker stealing ? This stuff kind of requires to declare on someone, which tends to cause diplotaic mess...
 
How do we handle worker stealing ? This stuff kind of requires to declare on someone, which tends to cause diplotaic mess...
Welcome to the headache of this variant. :mischief:
First things first - let's get copper, some axes, and a few cities going...
 
Tasty surroundings...

Keep in mind that if we do an early rush, we may get at most... 1 or 2 workers. I predict we'll be having several wars.
 
Actually unless isolated i rarely make many workers myself (more than one tho, perhaps 3 or 4). But a fair amount of warmongering is necessary... This is basicly why i asked, seeing we are at turn 60 and did not snaged a single one yet :D

Usually i steal one or two workers from the planed target before rushing - slows him down as he has to replace those, speeds me up... then another couple in the rush...
 
The only civ we can see is Izzy, but from the report, it seems Joao is just as close (I suppose everyone is close :)) Do you remember roughly which direction they came from? Who would be most likely to have the most workers early?

Off Topic: LK, is that a rabbit with a pancake hat? :lol:
 
Turns 60 - 75 / 2500BC to 2125BC

Not much to report... Here's the picture of the great Mayan empire instead...
Spoiler :
mayanlandsav3.jpg
Turn 62: - Settler done (:whipped:) and on the move.
- Zara's boarder is 6 plots from ours straight to the West. The Jerk will bury us in crappy cities... :cry:

Turn 64: - Settle Lakamha at the marked spot.

Turn 71: - Writing teched. Set Polytheism towards Priesthood->CoL

Trun 75: - Monument in Lakamha is ready to be whipped
- Worker is unmoved yet. I would move towards Lakamha to improve there once the boarders pop. Roading underway to bring Copper to Lakamha.

The Map
Spoiler :
flatmapob9.jpg
No spot for the mentioned production city sticks out. The red "?"-Mark mighr be acceptable - Some exclusive Hills + 2 it could borrwo from the capital. With the framed FP + some grass it should be feed-able.

Notes
- We are running a bit late for worker stealing. Zara has Chariots already. Zara is pleased towards Izzy.
Right now Alex seems as the best target to snag one - no one is better than Cuatios with him right now, so we might avoid "Declared on a Friend"...
Perhaps the Warrior should continue patroling his boarders and strike when the oportunity arises...
- I seen (and our Brave Warrior killed) a first Barb Warrior. Overall it's crowded so i dont think barbs will be much of a problem however...

The Save
http://forums.civfanatics.com/uploads/57778/LK141_BC-2125.CivBeyondSwordSave
 
New Updates
Let's whip that monument in Lakamha. All the good tiles are in the second ring.

I agree with trying to grab a worker from Greece. We need to start expanding our worker force. I want to whip the axe just to get it next to the Greek borders. We want to make sure we keep the worker.

We are really squeezed in tight this game. I can't see a real good production city. Something with the cow / gold / fp to the SW of Mutal is the only decent site I can see for production. We already see borders for 3 known civs, and the culture view shows a fourth up north (gray color).


Roster
Signed up:

LKendter
Refar
Methos (currently playing and already got it)
Sweetacshon (on deck)
Kodii

Variant: The lazy Mayans
We may build exactly ONE worker. After that, we can only get workers via capture / settler kills.


Remember 15 peace (including phony wars) / 10 heavy war turns per round. STRICT 24 hours got it, total 48 hours to complete.

Win target: None

Planned wars - Greek worker grab.
 
I'm not finished, but I'm curious how the rest of you fill at this option.

LK141_worker_grab_decision.jpg


There's two workers, but we have nothing close by to protect them. If Zara has enough units close by he can get them back and kill our warrior. If he doesn't, we could get them home, but we don't have much of a force if Zara is able to pull off some sort of assault force.

Most of these early wars are over in ten turns with little happening, due to the expansion phase, but due to our current position I thought I'd better bring it before the team before just going for it.

I'll finish my turn tomorrow morning.

Here's the save at the current decision point.
 
If we can't protect the workers, then I don't think they are worth it. We don't have enough map knowledge to see if there is a road to the corn (I suspect yes).
 
Yea i seen 2 stacked workers from Zara as well, and passed out, because he has Chariots... The tile they are on is roaded and flat, so i exect him to retake the workers right next turn :(
 
Lurker Comment

In MP Civ I would take those workers and delete them. Keeping them would be gravy, but denying them to Zara is sweet too.
 
Well, it's already been well stated that we aren't in a particularly good position to pick off those workers successfully (although if we built our UU, we'd handle him easily), so I guess we err on the side of caution. At least we know Zara has a couple for us to steal. Now, let's steal those workers...

;)
 
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