LK141 - The lazy Mayans

(0) - Whip both the monument and ax. Worker heads towards Laka, as she needs him more.
IT- Joao asks for OB. I hesitate, but go ahead and agree. I wish we could look at the map during this so I know where everyone is prior to answering.

(1) - Laka starts on a library and our capital begins on our UU.

I built a Holkam (sp?) and have started another axemen. I think this ax should be swapped with a settler. Zara asked for an OB which I agreed to. Alex doesn't seem to be willing to put any workers out there. Our axemen is now up to five xp btw.

Here's the 1750 BC save.
 
New Updates
I don't understand the wandering axe near Barcelona. A warrior won't let us keep our target of a Greek worker. Can we send the axe to Greece ASAP? Turn 90 with a single worker is bad news.

FYI - Izzy hates Alexander. He looks like the odd man out, so he is THE target of any of our actions.

We are really getting screwed for potential city sites this game. Ethiopia just stole the southern cow and fish area. Frederick is already in range of our second city.

I am not sure why the choice of archery. I didn't find an answer in Methos report. I would like iron working next. We have to be ready to declare war to expand. We need to learn if we are screwed out of iron.

Looking at the map a city south of the stone looks our best bet. Irrigating the floodplain along with the crab should let us work several production tiles.




Roster
Signed up:

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

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.
 
Got em... won't have a chance to play til tomorrow, I suspect.
 

So much to be done... so few workers.


With so little happening, it doesn't seem worth a turn-by-turn. Summary:
Archery finished, and now IW is 1 turn from completion. In the capital, an axe was made and a settler begun, which is whippable now, as is the library in Lakamha (I didn't whip, I didn't think 1 turn would hurt). The horses just need roading. On the worker front, I stole one from cellar dweller Joao...Desperate times calls for desperate measures. The AI is starting to get away from us. He had another nearby which fled when I invaded. There are our 2 axes on the Greek border, but Alex is being cagey and I've seen no sign of workers. We could always go in speculatively, or divert them north to hassle Joao.

Just a note - Zara has no copper, but has an axe, which means he has iron in his northern city.
 
New Updates
Ouch - we took two declared war hits by grabbing a worker from Joao. To make it worse, they are the top two civs in score.
Let's talk about any more grabs from other then Greece. We need to evaluate if the diplomatic damage is worth it. Our position is really weak with just two cities and a warrior defending one of them. We can't afford to many enemies.

I expect this variant to be tougher then the civ3 version, but this is proving far harder then I expected. With our squeezed empire I feel like we are playing at emperor plus. :eek:

I see the settler for our third city, but where is the escort?


Roster
Signed up:

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

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 see the settler for our third city, but where is the escort?
I realise now that he wandered off to look at Zara's cities... he got a bit far from home. The capital is about to break the happiness cap, so the whip could be used there.
 
We're in pretty rough shape for getting workers.

I would suggest that we park some units around Vandal (the barb city to the NW). It's a good city site and we can usually get a couple of workers from them. What do you think?
 
Barbs behave a bit different thna the AI in this respect. They will not send out workers, if our unit is in visible range from they city (This is because the Barbs concider us allways at war...). So to snag something from barbs we need fast unit, that can stay outside visibility, but have enought movement to swing in and take a worker in one turn...
 
Barbs behave a bit different thna the AI in this respect. They will not send out workers, if our unit is in visible range from they city (This is because the Barbs concider us allways at war...). So to snag something from barbs we need fast unit, that can stay outside visibility, but have enought movement to swing in and take a worker in one turn...
I was thinking more on the lines of capturing the city, which will have workers in them.
 
Oh, ok taking a city is allways a good idea :D But that will require a couple of units more, than we currently have... Also i noticed the Barbs sometimes deleting they workers if the city is under siege... So while you got my vote on knoking some Barbs out, we cant rely just on this for Workers...
 
T0 1375BC - I don't want to 1-pop whip Mutal, so I'll leave it for later. Lakamha is at max happy, so I whip the library

T1 1350BC - IW is in. The nearest iron is to our east, in a spot that would make a beautiful city site, but unless we send the settler now, we will most likely not claim it. I set research towards Masonry for our third city's stone.

T3 1300BC - Unable to snag another worker outside of Lisbon, I pillage his iron for 12G and make peace.

T4 1275BC - I pause here because our settler has finished and I would like to claim a spot around here:

Civ4ScreenShot0046.jpg


Our clab/stone city is pretty much guarantee and can be put on hold for a while. The city area that I present, once developed, would be idyllic, especially as it snags iron. It is also nestled in an area that can act as a meeting point for further worker snatches from Joao or Alex. What do you think?

I suggest 1E of iron.
 
Looks good, secures lot's of ressources.

1E from Iron is ok too.
 
Well, it's a fair spot, but will be competing for the food resources with the greek city, which looks to be under the fog. If we are still planning to crush Alex, then it's ok with me. On the plus side, we still have the axes there to help in defence.
 
Hard to say for sure without loading up the game, but we NEED iron to survive this one. We may have to go on a sword rampage razed a few cities to capture enough workers.
 
I'll settle 1E of Iron, then begin building culture buildings. I'm tempted to invade Greece and raze that city with what we have, and hopefully grab a worker too, but I'll keep hoping for those workers to pop up. They most likely will not until that city's borders pop, so that they can hook up the cattle.

Playing now.
 
I played 10 because it was partially a war turnset, but mostly because we should discuss how to continue.

T4 1275BC - Our stone city actually has iron too, but its on a different island, so we can't actually ever connect it. Since we don't need Masonry just yet, I switch over to Agriculture for rice.

T7 1200BC - Chicken Itchy is founded (I hate that cities and wonders have the same name). One of our workers is hooking up our iron.

Civ4ScreenShot0047.jpg


We have both Agriculture and Masonry, and I started Mathematics to get to Construction.

The only chance we will get workers from Alex is if his city expands borders so that he will bring over his workers to connect the cattle and/or the rice. I sent another axeman over, so that we may be able to raze that nasty city. The next axeman from Mutal should check out that barb city.

Also, after that axeman, I would suggest we switch to a Settler, then 2-pop whip it for the stone/crab city.

http://forums.civfanatics.com/uploads/96336/LK141_BC-1125.CivBeyondSwordSave
 
New Updates
T4 1275BC - Our stone city actually has iron too, but its on a different island, so we can't actually ever connect it. Since we don't need Masonry just yet, I switch over to Agriculture for rice.
We *can* connect it - I've done it before. We just need the iron and another tile inside our cultural borders, and then build a fort.


Roster
Signed up:

LKendter (currently playing)
Refar (on deck)
Methos
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 - Greek worker grab.
 
http://forums.civfanatics.com/uploads/1898/LK141_BC-0675.CivBeyondSwordSave


1125 BC
I can't believe the game thinks we are 5th in soldiers. Our military feels pathetic.


750 BC
Stone city has been formed.


700 BC
We cross the borders of Greece killing 2 units, and grabbing two workers. :)
(IT) Greece kills our axe, but we keep the two workers. :dance:


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

New Updates
I went slightly over in turns, but I saw those yummy workers clearing jungle and it was easily to go over then explain my plan two grab both of them. Winning both combat was lucky.
I would sign ASAP peace with Greece. We have accomplished our goal in improving the labor force.

I have Mutal on archer duty, and would like one in every town. The nature of the variant requires a strong military to survive.

I have Lakamha on GP duty. I would build the academy in Lakamha, as it becomes a killing financial city over time.

With two more workers I hope we can connect our cities. We don't even have internal trade routes yet. Plus I would like all cities to have the options of building chariots, swords and access to our happy source of gold.

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 - open to discussion when the workers appear.
 
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