LK35, Monarch, PTW - Always war

LKendter

Exterminate, exterminate, exterminate!!!
Supporter
Joined
Aug 15, 2001
Messages
19,964
World = standard, Wet, Warm, 5 Billion, large continents
Difficulty = Regent
Barbarians = Sedentary.
# Civs = 8
NOT culturally linked, NO restarting players.
Civ = Vikings
All victory conditions are enabled, but I doubt we could win a UN vote :rolleyes:

Signed up:
LKendter
Meldor
NEED MORE PLAYERS

STRICT 24 hours got it, total 48 to complete.

Mandatory requirement - Play The World Expansion
Previous Monarch win a must, previous Emperor win preferred.
 
Just thought of something, always war under PTW may be nastier than before. With the AIs now selling contact with the human with each other, we could get in a lot of trouble early. This one may need to be run on something akin to REX style. More settlers, less city spacing and of course the archer/horseman rushes.
 
Originally posted by meldor
Just thought of something, always war under PTW may be nastier than before. With the AIs now selling contact with the human with each other, we could get in a lot of trouble early. This one may need to be run on something akin to REX style. More settlers, less city spacing and of course the archer/horseman rushes.


:eek: :eek: :eek:
PTW could turn very brutal with always war. I played to limit contact to avoid having to many early enemies.

:cringe:
This is going to be beyond emperor and close to diety with ZERO toleranace for mistakes.
 
EDIT:
FALSE START!

The AI logic appears to be improved for fighting, and the barbarians bypassed our town to charge our worker.

I had a feeling that terrain was to rough of a start.
I am restarting the game WITHOUT barbarians, as the we are getting beat up by just one civ.


I am resetting the difficulty to Regent, until everyone has a better understanding of the new AI fighting abilities.
 
I just located a significant game play change! Read the message above the city!
LAK-187.jpg



Well, maybe it gets better, this certainly helps!

What other heavyweight emperor players want the join this game?
 
According to Soren over on Apolyton, it was in fact possible to pop a city from a hut in vanilla Civ 3. However, it involved a wildly improbable set of factors; one of them being the goody hut had to be on a terrain gold bonus.

In PTW, only expansionist civs can pop a city from a hut. This is in addition to their chance to pop a settler. (And if you think about it, getting a settler is actually better, since then you get to pick the city location.)

BTW, I'm not in here; haven't gotten PTW yet and don't plan to until they get it good and patched.
 
LKendter
Meldor
NEED MORE PLAYERS TO START
 
Well, I've wanted to play every "always war" that has come along but have always been too late. However, with you and Meldor the lineup will be very similar to LK34. If you don't mind, I definitely want to play this.
 
LKendter
Meldor
Mystery13
Need one more player to start
I had a bad feeling with the other attempt to start, the second I start city #1.
This game is definitely a better start ;)
 
I will definitely be watching :). May even shadow a few rounds ;). I was wondering today how an expansionist trait would help in always war. A scout is not necessarily a good thing when you are trying to limit contact. Better odds at huts could be good however.

Hotrod
 
I never posted the always war rules we are playing under:
During first contact you may trade provided no gpt commitments.
Before ending the turn, war must be declared.

--------------------------------------------------------------------------------


4000 BC - Our people for Trondheim where there is plenty of food.
Our leaders want good defense, and begin researching how to use bronze.

3850 BC - Unreal, during the restart we again form Bergen from an advanced tribe, this time the Jutes.

3600 BC - Our scout reports a strange looking border, and runs away. Our army is alerted, and begins heading toward that border in forces.

3500 BC - The ugly border has grown, but no sign of the people who reside there.
No people have appeared at our palace.

3450 BC -
(I) The next science project is The Wheel.

3400 BC - Some ding-dong who calls herself Cathy of the Russia appears, and she can offer nothing of interest.
She won't give us everything she owns to survive, so a war begins. We know have 2 scouting parties.

2800 BC -
(I) Weapons rule, so I begin researching Iron working. We have horses available, near Moscow.

2630 BC - Up to now, just some minor skirmishes. The real event begins, and the assault on Moscow begins. It cost us 2 archers, but we capture Moscow with a working inside it. The size one was because of whipped production. RUSSIA IS DEAD [dance]
Trondheim switches to Settler.


Summary - What a weird start, but we are more then in this one. This is the earliest I think I have ever killed another civ.


LKendter
Meldor (currently playing)
Mystery13 (on deck)
Rowain deWolf (congrats on already getting PTW overseas, I didn't think it made it there yet)
Also welcome back, haven't seen you in a game for a long time.

I would like a 5th player
I had a bad feeling with the other attempt to start, the second I started city #1.
This game is definitely a better start ;)


First round is 20 turns, 2nd and beyond 10 turns per round - STRICT 24 hours got it, total 48 to complete.



http://www.civfanatics.net/uploads2/LK35-2550BC.zip
 
I would like to play if the slot is still open. :king:

EDIT: Rules Question - After war has been declared, may diplomacy be used for "intelligence?" (i.e., to see A.I. gold, techs, etc., or to see how the AI is perceiving the outcome of the war based on what it will demand or give for peace).
 
@Jumbo2002
Welcome aboard for the 5th and final slot.

This is a pure dastardly game, and sending false diplomats to get an idea where civs are with techs, city counts, etc is perfectly valid. Once a war is started, we may NEVER sign a peace treaty. The use of espionage is on the table. All victory conditions are enabled, but we typically try to get a domination / conquest victory.

I know Meldor and Rowian DeWolf have played this format before in a previous LK series game. I don't know how familiar Mystery13 is with the format. I haven't seen your name around here before, so I want to give a brief outline of some key items to watch.

1) A big part of the game is getting leaders, and using them well. This is why I wanted a militaristic civilization.
1A) Leader fishing is very important. Unless the attack is critical, try to save the elite units to kill the 1hp units / weaker units (knight attacking spearmen).
1B) We can only have one leader at a time, so use them ASAP unless a wonder will be available in a turn or two. It is better to have a leader rush the most expensive improvement available (i.e. - marketplace before temple) in a nearby city, then to wait several turns to use him as we could very well get another leader that turn. I actually had an attack that got a leader, used the leader up, and the VERY next attack got another leader :crazyeye: That attack proved that after getting a leader, move that leader next (except if behind enemy lines and taking the city will let us move the leader faster).
1C) Production is at a premium for military units, and this is why the 1B comments. All wonders (including small wonders) should be built from leaders, except maybe Sun Tzu / Leo's since those are SO critical to always war. The revenue / science wonders are worth waiting a turn to rush in a high money city, but Sun Tzu is fine in a corrupt city.
1D) Once we start building armies put the units that already generated leaders into the armies.

2) Troops could be at a premium at times, so avoid attacks into mountains and other good defensive terrain except if it is critical or absurd odds (cavalry vs. longbow).

3) We will be BEHIND in tech, and there is nothing we can do about that. However, we must avoid worthless optional techs like Democracy, Free Artistry, Republic, etc. The Great Library is really valuable in this variant.

4) Troops support will be expensive, so capturing workers is very valuable. We must have workers, but natural workers could really drain our budget.

5) The key is to survive to rails. Once we can build a military rail net, we can't lose the game.

6) Once ironclads appear our coastline will get bombarded to death. If we have a critical resource on the coast, we should build a city on top of it, as that connection would never be broken.
 
2550 BC (Pre-turn)
Not much to change. I don't understand why the worker near Moscow is connecting the horses. We have a long way to go to temples. Of course, maybe we will meet someone else from which to wrench the tech. I will let the worker finish the road anyway.

2510 BC (1)
Native worker starts road.

2470 BC (2)
Settler finished in Trondhiem, set for a worker. Drop luxes to 10%, raise Science to 90%.

2430 BC (3)
Settler moves towards spot near Ivory. There will be some overlap, but that will only matter much later in the game. The spot I have selected won't waste any bonus grass and will leave more room for a city on the coast.

2390 BC (4)
Copenhagen formed. Set to build a spear. Worker at Trondhiem finishes and we start a spear there as well. One worker moves to connect the Ivory, the other moves to irrigate the wheat.

2350-2310 BC (5-6)
Nada
(I) Barracks finishes at Bergen, start a spear.

2270-2230 BC (7-8)
Ivory road completed. Tronhiem finishes its spear and starts a granary. Lux to 0%, Science to 100% gives us IW next turn at a -1g. I take it.

2190 BC (9)
IW was completed and I start Ceremonial Burial in 4 turns at 70%. We have iron in our area but it is just outside of Trondhiem's border. Without a temple, Trondhiem will expand again in 21 turns.

2150 BC (10)
The scout moving due south of Trondhiem reports that the land in that direction is either an isthmus with a good choke pint or a pennisula. Either one is good.

2110 BC (11)
Pennisula it is, and a small one at that. We are in a really good position for this game. With the previous leader taking out the unworthy Russians, we have a lot of good open lush land to bend to our will. On top of that, we will have three native luxes before we are out of the BCs.

2070 BC (12)
With CB due in one turn, I set Science to 60%.
(I) CB comes in and the next one is Alphabet in 9 at 90%, break even. Moscow finishes its barracks and starts a spear.

2030-1990 BC (13-14)
Boredom sets in again.
(I) Copenhagen finishes its spear and starts a worker.

1950 BC (15)
The extra spear drops is to -1gpt, but we will leave it that way for the next several turns as we only have 6 left on Alphabet.

1910 BC (16)
Bergen builds its spear and starts a worker.

1870 BC (17)
Trondhiem starts a settler now that the granary is finished. Once it grows to 6 we will have a good settler factory.

1830 BC (18)
Copenhagen finshed with its worker starts a barracks.

1790 BC (19)
Lux upped to 10% as Trondhiem grows to 6.

1750 BC (20)
Bergen finished with a worker is now working on another spear. Science dropped to 60% as Alphabet is due in 1. A coast is found to the northeast. It appears that three cities (including Moscow can block the AI path into our lands.

Trondhiem is set to produce another settler next turn and can continue to crank them out. Moscow is 3 turns away from a spear, giving us at least one spear in each city, with one in Bergen building for the new city. I would start a tempe next in Moscow to bring the horses on line, but we should also build more archers as well (the upgrade to our UU). With lots of coast showing we may have plenty of uses for our UU sown the line. I kept my explorations to safe directions and therefore gave us time to get spears on line. Isolation will hurt us in the long run though as it will slow our research efforts. Maybe we will be lucky like we were in my last all war and be on a continent with only two other civs.

LK35 1750 BC Saved Game

[EDIT] Corrected link.
 
Lee, maybe a dot map is in order......I would suggest settling the land towards Moscow first and working our way back from there.
 
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