LK143, emperor, perciles, rainforest

LKendter

Exterminate, exterminate, exterminate!!!
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Aug 15, 2001
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4000 BC
A hut is good for some money.
I step off the hill to a plains tile. This spot looks production light, and I don't want to waste the hill.


3725 BC
A hut is good for some money.


3400 BC
We say hello to Mao.


3300 BC
(IT) Our scout survives a barb attack.


3275 BC
(IT) We no longer have a scout, as a second barb hit him injured.

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

New Updates
I played 30 turns, and did the obvious farming of rice. Research is heading toward locating bronze.

With the dead scout and all the jungle, we don't have enough knowledge of our map area.



Roster
LKendter
Sooooo (currently playing)
MyOtherCar (on deck)
Swiss Pauli
Mystyfly

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

Win target: Open

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.
 
I left all map settings on the defaults.
 
I played a test game yesterday (my 1st on emperor) to get a feel for the rainforest map. It's a flat map by default and it also had some lakes/ocean in it (Colossus and Lighthouse were actually built!).
I also found it low in production, so good call on saving that plains hill, Lkendter.
Barbs are quite brutal: I had a woodsman II scout healing in the jungle but he still got killed after 4 consecutive barb attacks.
 
15 turns on epic speed when you have no military to move go quite quickly ...

At size 2 I worked the grass hill over the bananas to get our next scouting warrior out quicker. After he was built I went back to the bananas. I mined the gems next, and when that was done I switched to working the gems. The warrior scouted SE and discovered that we are near the bottom of the map. Production went into another warrior, and when we grew to size 3 I decided to work the rice, gems and grass hill. Our worker had a few turns until BW came in so I pre-farmed the bananas. Then he moved onto the hill, planning to chop another worker out. BW revealed no copper, so I started on archery. Reccommend The Wheel next. Our warrior found a hut and it revealed hostile villagers!



Surely we can't lose our scouting unit again! But thankfully there was only 1 barb warrior and we won.

Next turn a nice event gives all phalanx a free shock promotion! Hmm .. could be useful.



Our warrior is healing, we don't know much more about the world than before.



Save is attached.
 

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Got it.
Will play tonight and see if I can get a report up. I'll try and scout more up to the NW. I think it best to wait for archers before getting a settler out. Will research wheel, Iron working should be a priority soon, I think.

Any suggestions before I start playing are most welcome
 
checking in...

I'd like to see us taking out Mao with our free-shock-promoted phalanxes. But we'd either have to find some copper soon or have to rely on iron. But we aren't that much in a hurry, as our phalanx shouldn't be that afraid of enemy axemen :D (I love these events!).
I'd finish archery first > wheel. We could have Athenes as a strong buerocracy cap as it is no great GP farm (only 1 early food ressource but Gems). This way, I recommend pottery next, followed by IW. Try to get out some archers and another worker before the first settler.

I'm not that sure, but west of the last map, there is 2xpigs and 2xrice nearby. Is there a way to get them all in one huge GP-Farm? Otherwise, we could use pigs + banana + rice + fresh water as a gp-farm.
I think the GP-farm should be our third city.
 
2900 BC
Turn 1 (46)= Warrior finishes, I opt for a scout (in 6), since we really need to explore more. Will mine the Hill, but start with a chop, since I think this way we 'll get our scout faster

2825 BC
Turn 2-5 (47-50). Use our new warrior to explore a bit to the NE. How early do barbs appear on emperor?

2725 BC
Turn 6 (51). Mao has 2 scouts running down in the SE.
Archery finishes, start on the Wheel. Scout finishes, start on an archer.
We are 3d in power! We rule!
Spoiler :


2700 BC
Turn 7 (52). Mao has a scout up north as well. He must be directly North to us.

2675 BC

Turn 8-9 (53-54). But more exploring. Our Warrior in the SE fight off a panther (move to jungled hill first) and is promoted to Woodsman I and is healing.
Panther.jpg
I am a bit worried that Mao's scout can reach our undefended Capital before the archer finishes. But they can only defend right? Right.

2625 BC
Turn 10 (55). Only managed a little bit more exploration. 2 Rice to the NE, Marble up by the Sugar NW. Scout over there can now enter new lands.
Our capital. Archer due in 1, worker finishes mine in 2, Wheel in 1.

2600 BC
Turn 11 (56)
Archer finishes, start up another one due in 13 (8 after the mine finishes). Wheel is in, start on Pottery.
Another event: 18 beakers towards Pottery. Nice but still due in 6.
Spoiler :



2575 BC
Turn 12 (57)
Exploring...

2550 BC
Turn 13 (58)
Worker starts farming the monkey food.
We meet Sitting Bull in the NE. That inspires him to adopt Slavery in the IT.

2525 BC
Turn 14 (59)
Set the governor to work and shave a turn off our archer, City is near health cap anyway.

Our scout defeats a Lion and moves to a jungle hill to heal. He narrowly escapes falling of the edge of the world.
Find copper, in the utmost southeast corner of the map. This could be a production city; I believe production is hard to get on this map. 7 hills, copper, 2 pigs and silk sounds good to me. Maybe later, let's hope iron is more nearby.
To the west there's a fresh water site with forested beavers and plains cows. 1 Happy and 1 health available before IW.

2500 BC
Turn 15 (60)
Find a second copper to the northeast.
Our capital
Spoiler :


Our future lands.

The North
Spoiler :


The South
Spoiler :


Mapped out the two cities I mentioned, but may need to wait for Iron)working) first. Red dot is viable before though.

Regarding research: IW takes 19 turns, AH 8 turns. May drop after Pottery comes in. Maybe a worker next and then either that settler for red city or a granary (we need health, but red city fixes that too).
 
Turn 1 (46)= Warrior finishes; I opt for a scout (in 6), since we really need to explore more. Will mine the Hill, but start with a chop, since I think this way we'll get our scout faster
I am going to ask that we not build any more scouts. This map is almost pure jungle, so scouts won't move at speed two. In addition, the map IIRC is barb heavy, so he will most likely die quickly.
 
New Updates
Cow, forest, and fur looks good for city #2. The trouble is it won't work well until iron working and mysticism. If we want to run any specialists we really need to get to writing for libraries.

Roster
LKendter
Sooooo
MyOtherCar
Swiss Pauli (currently playing)
Mystyfly (on deck)

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

Win target: Open

Planned wars - None
 
Got it. And seeing as we're creative and have Fishing, I might found cow-beaver whilst researching IW, but I'll have a look at the save first, of course.
 
Wow this is a bad map. The spot marked 'production city' might be good at production but the units we would produce there will have to travel for say 6-7 turns until they reach the borders. Early rush seems to be out at least without iron. Still no sign of enemy cultural borders? So we don't really know in which direction to expand (which isn't that much of a problem atm as we don't have any settlers...).
 
With all the jungle, I don't think it's a map where one wants to rush the AI: let him clear the jungle for us then take over improved land. I'm happy to play it peacefully, however.
 
Yep, a phalanx rush is not going to happen, there is no need for it. We have plenty of time to expand, but lack the jungle-chopping technology to do so effectively. This is not a nomal map - there is no need for tactics like REXing (hate that term!) towards an enemy or axe-rushing. I would just build archers and workers and 1 setter to come in when IW is ready. We should really have about 3 workers ready to start chopping jungle when we put our first city down. We probably need about 2-3 workers per city that we make.

Production city is a decent spot, but much too far away for the moment. Let's hope we have iron or horses nearby. Red spot is decent.
 
I am going to ask that we not build any more scouts. This map is almost pure jungle, so scouts won't move at speed two. In addition, the map IIRC is barb heavy, so he will most likely die quickly.

Yes, my bad. I should've realised there are hardly any tiles without vegetation on this map.
 
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