LK15 - India, to the end

Inherited: da Capital tries the impossible, to grab the Great Library this late in the game. ETA, 34 turns. Luxuries upped to 20%, drops ETA to 29 turns. Dehli renamed Crazy Town.

1) 900

2) 875 Yue-chi encampment raided, earning us 25 gold.

3) 850 Coastal Resort founded.

4) 825 Rocky Top founded.

5) 800 People demand the Forbidden Palace. Why would I give it to them if it were forbidden? :crazyeyes

6) 775 Codes of Law researched, philosophy began. Dyes are brought to Da Capital. People are extremely happy with the new fashion statements being made. :cool:

7) 750

8) 730

9) 710 Settlers find an abundance of small pine trees, vow that these would be perfect for decorations in the middle of winter, found Christmasville.

10) 690

11) 670

12) 650 Persian settler spotted, warriors begin running interference.

13) 630 Settlers are put to sleep by boring plains that all look alike, found sleepy town.

14) 610 Philosophy learned, Republic ordered.

15) 590

16) 570

17) 550 Warrior charges into barbarian village, where he is captured and served as the main course. :(

18) 530

19) 510 Our warrior is avenged as the cannablist barbarians are taught the errors of their ways.

20) 490 Rocky Top saddened by being forced to listen to country music all day, riots occur in the streets. A spearman arrives to quell the rioters.

Wow, the persians are being greedy. They refuse to give us a single one of their techs (Wheel, Warrior Code, Iron Working, Mysticism, Map Making) for either of our techs (Philosophy, Literature). The Great Library will be complete in 9 turns, and many barracks are under construction. But they are polite, and our military advisor says we have an average military compared to them. Good thing they count workers in that formula :p
 
Pre-turn
Persia's tech lead scares me.
The big question, where are the other civs?

450 BC - The Persians begin the Oracle.
430 BC - Desert town formed. Long time for growth, but we need size badly.
410 BC - Persia beats us to killing a barb camp :( We could have used the money.
CowTown starts the Colossus - 34 turn eta, but I expect to cut that quickly.
It goes back to size 6 in 1 turn, and I have a worker to improve the area.
390 BC - Barb camp pops up at target zone for next city, settler reverses direction.
370 BC - Low priority is formed. We could have gotten this as a back fill city.
350 BC - Bite ME! Ainu ransack Low Priority one turn before the spearman arrives -$21.
330 BC - [dance] We get the great Libary. We need to contact another civ soon!
310 BC - Persia offers absurd deals, I give him a free territory map and send him on his way.
290 BC - I jerk Persia around, a break a road outside of his borders.
130 BC - Forest Town formed. Want to get what was in it's square?
70 BC - Filler is formed. Some dead squares now covered.

Summary -
1 - Do we flip to Republic without marketplaces?
Of course, we ARE religious. Easy to flip.
2 - Our military is much better, but all spearman.
3 - The Persia army has the Archer :confused: Does this mean he doesn't have Iron?
4 - Our worker force is much better.
5 - Culture builds are going up. I want the border lock. We can get a lot of pressue on Sidon.
6 - Persia prices are still absurd.
7 - Research Iron working next. We need offensive units.
Persepolis looks like a good FP location :flamedevi:
Pray for Iron
8 - I am begining to fear Persia and us are isolated on this island.
Not telling what when find in the rest of the world.

Up next - charliehoke
You are more then welcome to continue silly city names ;)
 
The interesting part -
Check out the histograph!
 
Try # 2
 
hey! i just posted reply... where is it?

oh well - sorry for not saying anything, forgot about this... arg im pretty busy. But yea, as charliehoke said, I will be unavailable until probably monday.
 
Wow, look at the city sizes. I have never seen such large AI cities at this point in the game, usually they are throwing out settlers.
 
I think that we need to try and get the Great Lighthouse. Whenever I have played large continents, there have almost always been 2 continents, and some islands. There might be 3 here, I can't really tell. The 2 reasons I can think of for the AI to have such large cities are they are trapped on an island, and by getting the lighthouse, we can strand them there for awhile, or they or most of them are right on top of each other, boxed in and fighting, or ready to fight, with maybe 1 civ trapped on an island somewhere. We may also be forced into an early war with persia, I can't tell if our continent ends at Antioch/Gordium, or if the land below Gordium is connected to ours. It looks like jungle, which would have caused the persians to expand upwards towards us, so the only way to really tell would be to trade a world map with them. With the prices for techs that Lee and I encountered, that seems like it would be a bit too expensive.
 

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If we were to assume that a second continent where the large purple area is, as has been the case with most of my games, then that leaves the red area as either a third continent, an area of sea with islands, or part of our continent that only persia has access too right now. I am more than willing to bet that it is part of our continent, and no one is on it though. The reason is that it has been my experience that there are 2 large continents, and Persia has no other contacts besides us, so no one is on that land.

The reason for the lighthouse is to cross the sea, find the other continent to get the max benefit from our great library, and the reason for the war is if we let persia have all that land below them, they will have a huge production base, and make a war with them extremely difficult, as we have no allies we can call on to fight them.
 

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LeeKendter
charliehoke (playing) <<
Gojky (on deck)
Exsanguination (skipped - on hold)
shdwlord

Gordium clearly has some land next to it.
I actually wish that border would expand.


As for Persia, war is destinied. The question, can we get the power techs (iron working / horses) and the resources before then. The interesting part - Persia is letting us expand like weeds!
 
I agree that the Lighthouse is a good idea. I'm a little worried about how we will be able to defend ourselves if the Persians attack - I think deterrance is our best bet, whcih means having a large amount of troops. I think I'll try to delay war as long as I can - the more obsolete the Immortals get, the better chance we have.

Also, how many turns are we playing? 10? or 20?
 
As I inherit my turn, I make several decisions. The more I think, the more I agree that the lighthouse is ABSOLUTELY VITAL to our success right now! If we can contact the other civs and make up all this backlog in techs we have it will be a huge help. All we have to do is find one other civ and instantly we will be caught up. So after we research Republic, I plan to revolt immediately and research the Lighthouse. I plan to time it so we can switch the Colossus in Cow Town with 1 turn left and therefore have a good head start on the Lighthouse. Here we go!

1 - 50 BC - Micromanage Hillville a bit - Library 4 turns faster.

2 - 30 BC - Babylonians complete the Oracle. Who are these fellas anyway? I spot at least 2 Persian settlers scampering towards the remaining open territory in the East - looks like they might get it. I change Rocky Top's to settler to try and get another slice of land.

3 - 10 BC - English complete the Great Wall of China! I mean the Great Wall of England! Ahhh... I'm so confused!!! :crazyeyes

4 - 10 AD - Persians found a city up in the Tundra to our west... I bet there is a resource there... The secrets of Republic discovered! A revolution is called!! (We are religious, after all). Starting Map Making!

5 - 30 AD - We are a Republic!!! Unfortunately, our treasury is running at -30/turn, but I can't decrease our luxury tax for fear of massive uprisings, and I don't want to decrease our science rate because we need to discover Map Making before the Colossus is built so we can switch it. Oh well... we'll run at a deficit for 5 turns. (Note - Mapmaking would've taken 8 turns under despotism!)

In other news, the Persians are arbitrarily annoyed! :eek: I did nothing to provoke this - they just want to kill us. Two more cities founded to our west!! Ackkk... A major war is brewing...

6 - 50 AD - Oh no - Persians settle another city - no more room for us - well, there is a little more - I'll try to squeeze another city in yet...

7 - 70 AD - Our last settler is moving in to position, nestled between the Persian cities. Our border is solidifying well, as most of our cities have temples now.

8 - 90 AD - Map Making next turn...

9 - 110 AD - Map Making discovered! Iron working next! Iron working takes 4 turns even at a lower science rate, so Our financial deficit is assuaged, for now. Hill Ville switched to Galley. Coastal Resort switched to Galley. One other town ( I can't remember name) switched to galley. Cow Town switched to Lighthouse - due in 13 turns! :goodjob:

10 - 130 AD - Fortifying all our towns with at least 2 spearmen. I change our Capitol to a no growth arrangement - will go into disorder if I don't.

11 - 150 AD - "Immortal Bait" founded within the midst of the new Persian colonies. Has 3 defenders so starting temple immediately, and I'm moving workers that way to chop down trees to get temple faster.

12 - 170 AD - Hill Ville starts the Colossus - maybe we can still get it? 20 turns... Our first galley produced!

13 - 190 AD - Iron Working discovered! Wheel next... This is such a weird game! :crazyeyes Usually I go for iron working as my first tech! Anyway, we have one source, right near Industrial Metal Works!! Did I call that one or what?? :lol:

In an amazing turn of events, there is another source lying directly on a 1 space neutral zone between us and Persia. Unfortunately, it is only two spaces away from the Persian city and three from ours, so they will probably get it. I think it's their only source though, so if we can deny it to them...

There also doesn't seem to be a sea route to the West of our capitol. It looks like our best bet for finding another civ will be south of Coastal resort.

14 - 210 AD - Two more galleys built - I will position them to explore as soon as lighthouse is done.

15 - 230 - In an Amazing turn of events, there is nothing to report! :eek:

16 - 250 AD - Workers nearing Immortal bait to cut down trees. Wheel discovered - we have one source, already connected, near Rocky Top. The people expand the palace!

17 - We attack a barbarian galley - and win! Our galley promoted to veteran! Persians have two sources of horses.

18 - 270 AD - Iron connected!!!! Da Capitol starts producing swordsmen. Another iron has cropped up in our territory!! :mwaha2: It is close to Desert town! - which is now producing 7 shields! Not bad for a desert town. I wonder who lost their iron?

19 - Almost done...

20 - I can't believe this is my last turn! Light house next turn :cry:

SUMMARY

The lighthouse is coming next turn, and we have 3 galleys ready to go. I strongly suggest that once we make contact, we KEEP the Persians isolated! Don't let anyone talk to them! This will give us the advantage we need to crush them. Once we get caught up in tech with the Lighthouse + Great Library, we should shoot for Chivalry and crush the Persians with War Elephants. This would probably give us enough territory to ensure us a win.

A couple more notes - don't forget to chop down the forests near Immortal Bait. Also notice that the science rate is low just because these old techs only take 4 turns even at these low rates!

A quick pic showing our great wonder and the source of iron that will decide the war:
 

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Sorry about that screwed up pic - here's the game. I envy the next player - it should be fun discovering the rest of the world and catching up on tech!
 
LeeKendter
charliehoke
Gojky (playing)
Exsanguination (skipped - on hold)
shdwlord (on deck)


Gojky gets to have fun. Finally, swordsman and offensive potential.

We may culture steal some Persia towns ;)
 
So much to say, so little time.

0) Inherited turn. No major things to change, establish embassies with Persians and the get a right of passage to vastly improve relations.

1) Great lighthouse is finished and our golden age has started, changed almost every city to courthouse. Check out the picture down below. On the inherited turn we were –6gpt now look. Hehe.

2) Make contact with Russians, they know everybody.

3) The great library shoots out these techs. Warrior code, mystism, horseback riding, currency, construction.

4) As the courthouses start to finish I begin market places. We contact the Babylonians.

5) More library stuff, we get polytheism, monarchy, monotheism and feudalism. I start us on engineering. Da Capital start Sun Tzu’s art of war.

6) Rocky top starts the hanging gardens.

7) Winter Wonder Land formed, Twin Peeks formed. Trade literature and the republic for Persia’s world map and 103 gold.

8) This was the biggest turn of my round?!? The colossus is finished; Christmas Ville starts the forbidden palace, which is probably the best place for it. The Germans are contacted and I now decided to do the big diplomacy trade. I trade to every one our World map and monarchy for their contact, maps, gold and anything else they were willing to trade.

I did not however trade contact between anyone and the Persians as they were all broke and until astronomy no one gets it any way.

I the spent a bucket load of cash establishing embassies, and by the way, London is 44 turns away from the hanging gardens and Moscow is 109 turns away from sun Tzu.

I then went through and sold right of passage and got back almost all of the gold back instantly.

I then finished of the turn by upgrading 14 spearmen. There is still a lot to go but we probably have to wait until sun Tzu comes online.

9) Changed cow town to a harbor so that we can start offloading our luxuries.

10) Fin.
 

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