LK141 - The lazy Mayans

Got it. Play scedualed tomorrow (Tuesday) morning.
 
Turns 133 - 145 / 675BC to 425BC

Turn 134: - Alex Phalanx Kills our Axe in Forest :(

Turn 139: - Alex finally snaped out from "Refuses to Talk" and agrees to peace.

Turn 144: - Oracle Build Far Away.

Other than this there is not much to report.

3 of our cities are connected to the Trade network, the last one - Uxmal - is one road-tile away (in progress). I choosen the route that was the cheapest in terms of worker time, using mostly rivers... Not sure if it was good idea, as that connection does not improve our mobility...

Mutal Stayed on military duty, but i chosen Axes over Archers, as i am afraid Archers might be too weak - Alex has Phalanxes and Swords. I think it should keep making Axes for a while.

Also there is a Barb city NW from Lakamha, which micht be worth a shot. A bit far away, but the spot is great.
Spoiler :
vandalmg1.jpg
Two Axes are on GO-TO to Chichen Itza(Our Alex-Boarder-City). Perhaps redirect, towards Vandal ?

The Save
http://forums.civfanatics.com/uploads/57778/LK141_BC-0425.CivBeyondSwordSave
 
Also there is a Barb city NW from Lakamha, which micht be worth a shot. A bit far away, but the spot is great.
Spoiler :
vandalmg1.jpg

I haven't opened the save yet, but just from looking at your pic it looks like a potentially great city. There's two rivers in its fat cross, so lots of extra :commerce: and a cow and a couple of gems. Excellent commerce/science city.
 
Kodii said:
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?

Also there is a Barb city NW from Lakamha, which micht be worth a shot.

Methos said:
I haven't opened the save yet, but just from looking at your pic it looks like a potentially great city.
Did everyone just totally miss what I had said a while back? :lol:

But yes, I think its a great site, which is why I suggested we send some troops that way.
 
New Updates
Military looks like the issue for now. Alexander's stack in Sparta could do some serious damage to us. We aren't getting any more workers from him for now.
In addition, our demographics suck at 7th for soldiers when we've already pissed people off.

Our scientist arrives 1 turn. I still think out best bet is an academy in Lakamha.
Uxmal needs to feel the whip for the monument. We want to get the crabs inside our borders so that city can hit its growth potential.

Roster
Signed up:

LKendter
Refar
Methos (currently playing - 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 - open to discussion when the workers appear.
 
Turn 0 - Uxmal cracks the :whipped:

Turn 1 - Uxmal Monument -> Workboat; Al-Kindi (GS) is born and constructs an Academy in Lama... This shaves one turn off MC, but we lose two turns since I remove the two scientist specialist and push for growth. The two workers (on and near) the gold move to cottage one of the fp tiles near our capital. I hate working the oasis when we could be working on a cottage.
IT- Zara plops another city to our north. It's an odd place to settle, as he will never have any resources in his fat cross. One bad thing is we will be fighting for our second ring with him at Chichen Itza.

Turn 2 - Mutal Axe -> Axe

Turn 3 - Worker starts a quarry
IT-
AlexIzzy_war.jpg


Turn 4 - CI Barracks -> Axe. In all honesty, this city needs to start producing culture to counter Zara's double front. Zara is creative, so he will be pushing. For now though, I believe our host wanted military, so I decide to go with his desire. After growth, Lana... moves the citizen from the corn/wheat(?) back to a scientist. We don't need the extra :food: anymore (max :) ).
IT-
mass_war.jpg


Very interesting. Looks like everyone is ganging up on ole Alex. I'm thinking we should too and grab up some of the soon to be free land. For now I'm going to stop here, as we need to discuss our options. I'll finish my turnset tomorrow, which will give us approx. 24 hours to discuss.

Here's the 350 BC save.
 
Dogpiling looks like the way to go here...

We have some firepower on Alex Boarder - not much, but should be enought to hold the line if he sends units against us (Not likely, as he Declared on Izzy first, so i guess he send a stack there).
Not sure if it will be enought to take a peace of land from him, but in any case declaring on him will give us some Diplo + with 3 other Civs.
 
New Updates
I agree with attacking Greece in 3 or 4 turns. There are two desperately needed workers by Thebes. I would move two units from Chichen to get ready to attack them.
We need to be ready to deal with those 6 units in Sparta. I would pull the two good units from Mutal, and move them that way. I want these reinforcements near the front before the war starts.

I agree that even though we are desperate for military, that Chichen will have to mix in some culture buildings.

If all we can do is grab two more workers from Greece the war will be worth it. We are behind in the tile development curve.
 
I had to work overtime last night, so I wasn't able to play the rest of my turnset. End of month is rough on us. It's up to you LK, either you can call my turnset over and move to the next player, or I can finish my turnset tonight when I get off work. Which is your preference?

Trying to play during the day is tough as I watch our nine month old.
 
If you can play tonight, go ahead. If not, we will call it the end of your turn set.
 
New Updates
I agree with attacking Greece in 3 or 4 turns. There are two desperately needed workers by Thebes. I would move two units from Chichen to get ready to attack them.
We need to be ready to deal with those 6 units in Sparta. I would pull the two good units from Mutal, and move them that way. I want these reinforcements near the front before the war starts.

I agree that even though we are desperate for military, that Chichen will have to mix in some culture buildings.

If all we can do is grab two more workers from Greece the war will be worth it. We are behind in the tile development curve.

It looks like Methos can't play more, so on to Sweetacshon.

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 - open to discussion when the workers appear.
 
It looks like Methos can't play more, so on to Sweetacshon.

Sorry, my version of night and yours differ. I get off at midnight (1 am your time). Sweet hasn't grabbed it yet and I'm just getting ready to finish my turnset, so I'll go ahead and play.
 
CFC's server is still down, meaning I can't ftp in. Looks like the upload pages still work (I forgot how much I hate using Easy Uploads).

Turn 5 - Two axes from Chichen move towards the workers and an axe and UU leave Mutal heading for Chichen. Not having them connected by a road is really hurting us on movement points. I'm hesitant to join the war without Chichen better defended. Granted, I'm expecting either someone else to grab the workers, or for them to run and hide.
IT- Jaoa builds the Great Lighthouse, Sparta gains another sword, and this isn't very good news...
most_powerful.jpg


Turn 6 - In position for the worker grab. I also move another axe from Chichen to our worker on the cow. I :whipped: the axe in Chichen.
IT- Mutal Axe -> Axe; Chichen Axe -> Axe; A sword/phalanxe pair from Sparta leave the city. Not for sure which direction they went.

Turn 7 - That sucks! I was hoping to persuade one of them to give us something to dow on Alex. Oh well. I dow and grab the workers. I doubt we'll get so lucky, but there's a third worker just to the north.
third_worker.jpg


I also switch one of Mutal's citizens off the weakest fp cottage and put him on a :hammers: heavy tile. Currently we need production more and this shaves a turn off the axe. According to the power graph Alex is at the top.
IT- A phalanx moves towards our axe/worker on the cow.

Turn 8 - The third Greek worker doesn't move, so I move the two captured workers and one axe onto the gem to get them into safe territory. I move the other axe to grab the third worker. I'm unsure if we can hold him, as it all depends on whether Alex has any troops nearby. The phalanx adjacent to our axe/worker on the cow is melee heavy and we're no match for him. He's got +10% str and +75% vs. melee. We can get the cow back later and we flee back to Chichen.
IT- The phalanx goes back to Sparta and leaves our cow a lone.

Turn 9 - The workers continue heading into safer territory. My current plan with our workers (old and new) is to build mines and roads.
IT- Research: Metal Casting -> Aesthetics; I went this way for the SoZ. We're not very powerful and quite small, so having the ww bonus will help us a lot IMO.
Mutal Axe -> Sword; Lakahma Barracks -> Axe
Alex sends troops our way...
sparta_attack_force.jpg


Turn 10 - Move our axe over to maintain control of high ground. This exposes our worker, but none of the troops have the movement to reach them. I also move our axe/uu combo adjacent to Sparta. This keeps me one turn from the tile I want to go to and I'm hoping by putting pressure on Sparta Alex's troops will turn around. Doubt it, but I can hope.
IT- That didn't go as I hoped. Alex attacks our axe on a hill. He loses one sword, but finishes off our axe with a phalanx.

I'm going to stop right here, as Chichen is in a bit of a pinch. Here's what we're looking at:

sparta_attack_force_weakened.jpg


chichen_battlefield.jpg


Here's the 260 BC save.
 
New Updates
With a fifth unit arriving during the IT, Chichen can't fall. However, I would still send the workers away from there. I don't think we will be able to accomplish much tile development by Chichen.

I have one of my typical nit picks. Can we please reduce the science rate? I've been burned to many times with negative random events.

We already 3 civs we are gaining MMS points with. I wouldn't sign peace with Greece until all wars are won, or we are forced. 3 units by a city with one archer is the type of situation I would consider forced.

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 - open to discussion when the workers appear.
 
Got it. I agree with staying in the greek war... let's see what we can gain, other than MMS +ves. Point taken about the science rate, it's always good to have 100 + in the bank for such things.
 
I have stopped after only a few turns, and would like an opinion.

156 - 260BC
Wake the workers up and evacuate them from the battle zone, and reduce the science rate. Also annoying is Joao's troops hanging around. Hopefully he won't take us on.

157
The greek stack turns around to go home, luckily.

158
After putting one turn into sailing, poly is traded for it with Fred. It increases trade in each city... but not by as much as I hoped, and perhaps not enough to make up for WFYABTA, but we'll see. Noone has math or MC yet, so we can keep the monopoly for a while longer (ie until we have our wonders wrapped up).

159
160 - 200BC
Joao completes the Kashi Vishwanath. Alex burns some of his surplus troops on our expeditionary force - no losses and XP gained :)
Civ4ScreenShot0010-3.jpg


161
Happiness is a major issue, so it's time to whip some forges, with gold already, and silver and gems soon online, it should do just nicely. Izzy turns up with this. Is it time to choose sides? I'll defer to the team on this one.
Civ4ScreenShot0011-3.jpg
 
I think i would comply.

Izzy and Zara ar both close and both Buddhists. Both are religionus Maniacs, who will value same relgion high. Might result in a good, strong block. Zara also tends to be a good partner to trade some tech (it pains me to admit that, as i hate him very much...)
 
After putting one turn into sailing, poly is traded for it with Fred. It increases trade in each city... but not by as much as I hoped, and perhaps not enough to make up for WFYABTA, but we'll see.
Arg - I really wish we didn't make this trade. I been burned several times by the tech limit, and only actively do the time of trade on a game I expect to be short. I have no idea how we will win this one, but I have no question it will be a long one.


Izzy turns up with this. Is it time to choose sides?
How does Cathy value religion? If she isn't that hot about it I would convert, as Izzy / Zara are #1 and #4 in score. If they were the bottom on the list, the answer would be easy.
 
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