LK26 - World Map

LK26 world map 20 turns
Preturn:
Changed Brisbane to finish settler in 2 turns.
(civ crashed after my second turn.. it was an alt-tab fiasco)
Sidney finished what ever it was it was making and started galley. Melbourne finished settler starting on settler, and brisbane was abandoned.
(2)950bc
Settler from melbourne moving to dark grey x, brisbane settler moved to forest square.
(I)canberra finishes settler, starts galley
(3)925bc
sending settler to set up red x on top half. Brisbane refounded - set to temple to get whale asap
(I)Adelaide finishes warrior starts warrior
(4)900bc
Hobart founded - set to worker in 10 growth 10, Scout moved into sydney for galley in 3
(5)875bc
(6)850bc
Alice Springs founded - set to worker in 10 growth in 10
(7)825bc
Sydney completes galley starts on settler. Perth Founded - warrior
(8)800bc
adelaide finishes warrior- warrior
(9)775bc
Completed Bronze working started on Masonry in 6 turns. Canberra finishes galley starts on settler. Perth swapped out to spearmen. Scout landed on first island north, tribe taught us Warrior code.
(10)750bc
Melbourne finished settler starts on Spear, Crap i didn't notice Sydney's growth..
Luxury upped to 10%
(11)730bc
Scout poped a consript
(12)710bc
Adelaide finishes warrior settler in 10 growth in 8.
(13)690bc
Sydney finishes settler - settler
(14)670bc
canberra settler - spear, Hobart worker - worker
(I)barbarian galley sunk NNW of our island
(15)650bc
Melbourne Spear - SPear
I hate barbarian galley's - our north galley with scout/ conscript sunk
(16)630bc
Alice springs worker - worker, Broome Founded - temple
(17)610bc
Masonry - Math in 15, Perth Spear - Spear
(18)590bc
Canberra spear - galley
(19)570bc
Sydney settler - settler
(20)550bc
Melbourne spear - settler, Cairns founded - temple to get whale and gems inside, Freemantle Founded - Temple
Our only galley left has a barbarian galley behind him. He is NNW of Austrialia moving through indonesia ( i think that's it ) toward the main land to make contact.

http://www.civfanatics.net/uploads/LK26-550BC.zip
 
Will post some thoughts when i get home from work ( ack im already 5 minutes late )
 
(0) 550BC - The beginning of our empire.
Switch Perth to temple - I HATE non-vet units and it needs the Cow square in its borders.
ARGGGG - 3 Regular spearman have been built - shields wasted.
@ALL - we have NO rush for military - don't waste shields on regular troops
Freemantle to galley - we need to explore the south.
Hobart to galley to expore.

Lee's general rule for workers - mine / irragte before roads.
Clear Jungle / forest BEFORE building roads.

I drop the science slider to 50% - cost 1 turn on math - gains $5/ turn.
(I) I abandon Adelaide to move the city to the great game spot.


(2) 510 BC -
(I) Canberra orders harbor - I want to build VET ships.
Brisbane orders barracks - we need more sources of VET troops.


(3) 490 BC - Begin irragation toward hobart - we want to start using all those plains.


(4) 470 BC - Luxuries to 10% - :smoke: I missed Canberra going into disorder :(
Adelaide is formed - temple is ordered.

[dance] First contact - India.
As I expected - way ahead in tech.
WTH??? - Communication prices are ABSURD! $300 for communications?
I don't see how I could have screwed that up with the mod.
$250 and wm to get contact with Germany.

Map making, wm, $30 to Germany for contact with Greece.
Wm, $5 to Greece for contact with Zulu.
wm to Zulu for tm and contact with France.
wm, $15 to France for contact with Rome and The Wheel.
wm, $5 to Rome for contact with Egypt, mysticism.
wm to Egypt for contact with China, tm, $25.
wm, $20 to China for conact with Persia, Literature, tm.
wm to Persia for contact with Russia, horseback riding, $15.
wm to Russia for contact with Babylon, tm, $31.
wm to Babylon for tm, Code of laws.
$285 to Rome for tm, Philosophy, Iron Working, Polytheism.
I get some of our money back. Polytheism to Germany for tm, math, $43.

Contact price must be a function of known civs - it kept getting better at I located more.

You can tell we are dropping to last civ prices - math went from 3 to 1 turns.
We have achieve Tech Parity!
I begin researching our target goverment - Monarchy @ 10% - additional % doesn't gain much.

I switch Freemantle to granary - I just realized with irragated wheat / cows - another settler factory.
(I) Sydney orders worker to irragted by Sydney.
Germany completes the great library.


(5) 450 BC - Diplo check - no workers, Currency / Construction available.
Despite increasing science rate, the game is still screwed - MA is already here :mad:
We will really have our work cut out.
(I) Melbourne orders worker.
Alice spring orders another worker - needs shields before anything else is worth it.


(6) 430 BC - Get $10 for wm - no workers for sale.
(I) Borders expand, and Brisbane starting to kick butt for shields with whale and cow in use.


(7) 410 BC - Pop a goodie hut - [party] We get currency, was going for ~180.
Joan is becoming my favorite trading babe again - $225 gets construction and tm.
We are slowing building our world knowledge.
Australia enters the middle ages in 410 BC :crazyeye:
(I) Sydney complete worker - orders settler.


(8) 390 BC - +14 for wm, and a couple of updated territory maps - still no workers.
Monotheism is the ONLY tech we don't have.
(I) Melbourne completes worker - orders settler - I will need a new dot-map soon. The south is filled.
Our galley beats two barb galleys - loses 1 hp, but promote to veteran.


(9) 370 BC - Darwin is formed - time to start building the need irragation cities - temple for now.
+10 wm - not having any lucks for workers.
(I) Hobart completes galley - orders another.


(10) 350 BC - Going to every other turn trading.
(I) Our super galley beats another barb galley for no hp loss.
Blast - India got Monarchy - They are building hanging gardens.
 
(11) 330 BC - Derby is formed - overlaps, but it does connect to fresh water - with the lake growth in 10 - worker ordered.
Pop a goody hut - weeeeeeeeeeee - a map of the region. Well maybe, the map trading will be worth more this turn.
$61 for maps, and several revised territory maps.
I know World games well - getting complete world knowledge takes a long time - every tm helps a little when a new city or

border expansion occurs.


(12) 310 BC - Map whore continues to pay - gain another $19 - since we make $34 a turn, that is a 50% boost in income!
I change Darwin to barracks - low growth, but soon to have plenty of shields.


(13) 290 BC - Newcastle if formed - our first overseas city - order worker - this city will supply spices eventually - worker

will be to fast, so I order a temple.
20% luxuries to just help Canberra is a bit much - instead I hire a scientist for the 40 turn move to monarchy.
Blast - Germany can offer contact with Japan :cry:
Wait a minute, some of the other civs DON'T have contact!
I give Germany $35 for contact with Japan.
Net effect - we are ahead $105 thanks to contact trading and wm.
Diplo check every time just paid big time.


(14) 270 BC - Pop a goody hut - plus $50.
We net ~$50 for map trading.
I buy Monotheism from France to $440 - Joan continues to be the cheap source.
Plus, I don't want to help China / Japan.
I love it - we have a tech that some civs don't.
Rome is worth selling to - we get $126 - the other civs are to broke.
Monotheism and $125 to Egypt for wm - Got more mileage from it - we finally have a good map :)
I want to keep some spare cash, but time to start building embassies.
Embassy #1 - India.
Thanks to our revised maps - I net ~$50 again.
(I) Brisbane orders more troops


(15) 250 BC - Only net $12 for maps, oh well, not every turn is good.
Embassy #2 - Persia - there are workers in the capital :confused: - why aren't they for sale?
There must be another rule with trading besides in the capital - WHAT IS IT?
(I) Canberra orders galley - world exploration is paying off well.
Sydney stays in settler factory mode.
Melbourne orders another worker.
Alice springs orders temple - we are weak in culture vs. the world - for know.
Broom orders galley, lets go south.


(16) 230 BC - Nothing of interest with Diplo check.
(I) Our galley heading toward japan down to 1 hp :mad:
This is the contact America group.


(17) 210 BC - Plus 14 for maps - we need some more galleys to improve our world knowledge.
Embassy #3 - Germany - size 6, library, 60% money!
It is taking awhile, but I want to stay above $100 in case of something of interest.


(18) 190 BC - I skip the diplo rounds.
(I) Melbourne to settler again.
Brisbane continues the spearman route.
Freemantle joins the worker / settler factory mode.


(19) 170 BC - Bathurst is formed - another center of the map city - of course, with rails these cities will be nice - temple

is ordered. Plus 12 from map trading.
(I) Hobart continues with the ship building plan.
Adelaide starts harbor.


(20) 150 BC - :MAD: I put a worker in our capital, and is NOT offered for sale. How in the #$~!%@# did worker trading get

screwed by the mod? This positively blows - buying no cost labor really helps us. I know with early testing I got the

option to buy workers - To say I am not happy is an understatement.

Plus 14 from map trading.
Embassy #4 - Russia - :lol: Russia build a courthouse in the capital.
Embassy #5 - China.

Summary - I WANT TO LOCATE AMERICA! Nobody knows of them. I would love to broker communications.
The badly damaged galley is up by Japan.

Settler in Broome, and nearby spearman are to head to the island south of Freemantle.


Sell our world map every turn you can - at least do this every other turn.
We can really use the cash boost. Our biggest strength is turning out to be map broker


Brisbane should stay in 100% spearman mode - we need more defensive troops.
Only change - go to pikeman with Feudalism.
I don't want to get to the point of AI demands - we need to start pushing military.

Try and establish more embassies.

LKendter
meldor (currently playing)
ChrTh (on deck)
Jersey Joe
Dark Sheer
D9phoenix

10 turn rounds starting NOW. My turn was the last 20 move turn.
24 hours for got it.
48 hours total time to complete turn


http://www.civfanatics.net/uploads/LK26-150BC.zip
 
LK: The reason the workers were roading was to get settlers out to there spots quicker and to get that gem hooked up in the NW. That was my main focus on the workers in the NW. The 2 in the south.. well same reason. I wanted that lux to be applied to as many cities as quickly as possible.

As for the Trading worker problem.. You have to have a *VIABLE* trade route. Unfortunately we won't have that ability till
A) We learn navigation or
B) We put a city on the main continent with a harbor
 
You trade route comment makes sense. My testing was done in Europe to get max pushing of science. I suspect B will happen first ;) Priority - get a settler / spearman north to Asia.

We do know where the main land is. My island city is quite close - though that cities purpose was a spice city with 2 nearby game.

The gems are getting close. At the end of my turn, 2 workers were connecting the road net to the town by gems, and temple was getting close.

The good news, we are finally getting cities dedicated to building good military.
 
Originally posted by meldor
I will be out of pocket until Wednesday night as well.....

This was one another thread - so
LKendter
meldor (on deck)
ChrTh (currently playing)
Jersey Joe
Dark Sheer
D9phoenix

I swapped ChrTh and meldor this round to keep the game going. Meldor should hopefully be back wed night.

Go ChrTh - We need to establish overseas cities just as much as local cities. The good location for local cities is running out. That is why the settler to go south of Freemantle. The overseas want harbors quickly to take advantage of our resources. The good news - I have 3 cities that can be worker / settler factories.

Science is intentionally at 1 scientist - we really need cash right now to establish more embassies - these will be critical when a war starts.
 
Originally posted by LKendter

The overseas want harbors quickly to take advantage of our resources.

I don't know your mod and your Map but this will only work when your ships can savely travel between your harbors i.e. coastal for galleys

Rowain
 
@Rowain deWolf

I agree, we will probably at least need astronomy to cross sea tiles. However, I would prefer the harbors to be there by the time that happens. We already have spices to eventually get home.

If we play the islands well we should get additional spices, dyes, silks? and rubber under our control. Luxuries / resources are money in this game, so we want to get them.
 
Lee,

Can you clarify this comment:
"That is why the settler to go south of Freemantle. "
 
100 Broome is building a galley.
200 It completes in 2 turns.
300 A settler is fortified in Broome.
400 A spearman for defense arrives in one turn to Broome.
500 Put both on the new galley, head south to the island visible for Freemantle.
600 Pop the goody hut
700 Locate best city spot.
800 Send galley further south to explore.
 
Update:
Ok, I've played 5 turns. Things are going smoothly, getting between 15-30 gold for WM every other turn and I've gotten us a couple more Embassies.
Goody Huts have been useless.
I'll finish my turn tomorrow night.

@Lee: I missed this line earlier: "Settler in Broome, and nearby spearman are to head to the island south of Freemantle."...which is why I was confused by that other line. Sorry.
 
Enquiring minds want to know -
Is the galley by Japan still alive?
Do we still have a chance for first contact with the American continent?
 
Originally posted by LKendter
Enquiring minds want to know -
Is the galley by Japan still alive?
Do we still have a chance for first contact with the American continent?

Yep...haven't encountered any Barbs over there. If the opportunity arises, do you want me to suicide run him? (that is, if I can't get from Siberia to Alaska via coast)
 
It may take awhile to find it - but you can safely cross ;)
 
Once we find the werstern hemisphere...STOP selling our map. That will keep everyone else from getting contact. We can milk the three civs in the area for all they have got. They will be behind in techs and we can be the brokers. Get lookouts to the cross points and when contact is unstoppable, then sell the info for all it is worth.
 
This is one of the points that have never been clear in the game. Does selling world map let the civs find each other faster?

The big question - can we get more from 12 civs for wm, then 3 civs for tech? My gut feeling says NO. I have noticed a pattern of civs that tend to have cash available - and all 3 from the American continent tend to stay broke.

On the other hand, we can always squeeze a few bucks from civs for wm. If we sell a tech to the new world, and gain their maps then we could bankrupt our side of the world. I think we could gain more cash for the map, then selling techs at 13th Civ prices (very low). I do plan to sell maps my turn - we still have very low cash reserves and lot of embassies to establish.

I agree - DON'T sell contact. If they have cash, we should be able to sell them a few techs. Trouble is after two or three techs they will go broke.
 
I tend to think that having the map does NOT allow contact...in one of the other games I'm in, we know where the Iroquois are...but since it's all in the Fog, we can't make contact with them...
of course, it depends on whether or not the AI has this limitation as well.
 
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