LK41 - Korea, Deity, Space Race

LKendter

Exterminate, exterminate, exterminate!!!
Supporter
Joined
Aug 15, 2001
Messages
20,078
World = my preferred typical:
Continents - 40%, wet, warm and 5 billion years.
Difficulty = Deity
Barbarians = Roaming - I hate barbs
# Civs = 7
NOT culturally linked, NO restarting players.
Civ = Korea - with a space race victory goal.
I haven't done a Deity space race yet.
LK36 was planned military, and LK38 military was clearly the best with Persia huge tech lead.

Why Korea? There UU sucks, and I just don't see them as a strong military power.
Of course, getting a golden age :rolleyes:

Signed up:
LKendter


10 turns per round - STRICT 24 hours got it, total 48 to complete.


Mandatory requirements
Play The World Expansion
Deity experience is MANDATORY , and must be proven for unknown players.

The following tactics are PROHIBITED:
RoP Rape - if you have to ask...
RoP Abuse (irrigating all tiles with a city building wonders, denying resources with a RoP, etc.)
Scout resource denial - parking a scout on a resource, as the AI won't ask scouts to leave
False Peace Treaties (must wait for the 20 years to end)
Declaring War to break trade deals including actions like the Demand exploit to force a war, or demanding to leave territory.
False Alliances (ally with several people vs. a civ then peace with that civ), and other actions that completely abuse the AI limited diplomacy ability.
Spy exploit - If you fail to plant a spy, you CAN'T try again. The exploit is: you can infinitely plant a spy until the Civ declares war.
Demand exploit - You may make ONE demand a turn per civ. The exploit is: you can demand to the end of time, and guaranteed to get a civ furious and almost to war.
 
Don't be so sure. Korea was not a bad civ for our Space Victory on Hot1. We could have dominated but decided mid game to go for space. The military was a factor, we took out 3 civs and could've easily taken 2 more but chose to go for the space victory instead.

Granted, it was on Monarch and we had a few opportune leaders but the "must bomb before attacking the city variant" only slowed down the military machine. Getting our golden age was not a problem on diety that may be another story. It will most likely come from capturing Wonders. Hopefully you won't have to rely on the internet :lol:. I haven't been following Charis Korea game but I image some idea of how Korea stacks up can be found there as well. Good luck!

Hotrod
 
I'd like to sign up. I need something to keep me out of trouble until MoO3 comes along. Space will be relatively new territory for me, I've only launched one space ship ever, and that was waaaaaay back in LK8 (all my other wins have been military or diplo).

And as for Korea, one could assume they're as good for Space victories as Greece is, maybe better since they aren't throwing away their Golden Age so early. Hopefully we can build one of Magellan's or Smith's and then build Theory of Evolution to get a timely golden age in the middle Industrial, or if we miss out on the medieval commercial wonders (likely) we could still build the UN or the Internet and get one in the early modern era.
 
Signed up:
LKendter
Carbon_Copy
 
Signed up:
LKendter
Carbon_Copy
Arizona_Steve
NEED 2 more


Hmm, a nice quiet builder game...
Hopefully - though we may need to blast a capital at the end if the AI doesn't go commie ;)
 
LK, I up for it. I've decided I can play in two SG at a time without overcommitting myself, just some occasional lack of sleep. But we all know sleep is for the weak. This will make a nice contrast to GM1.
 
Signed up:
LKendter
Carbon_Copy
Arizona_Steve
Gothmog

Need JUST 1 more - I may be able to start the game tonight.
 
With the Menagerie game over, I'm up for another one. :)

Scientific isn't all that useful on Deity; it's pretty rare to do your own research after Pottery until you get Theory of Evolution and jump into the lead. Scientific arguably provides more value from the free tech in each era - we all know the Nationalism Slingshot by now.

As for the Golden Age: obviously either Magellan's or Smith's is required, barring a captured Colossus or Lighthouse. The other half for commercial/scientific can come at the Great Library should we happen to get a leader, or Newton's or ToE.
 
Signed up:
LKendter
Carbon_Copy
Arizona_Steve
Gothmog
T-hawk

Will get this one started tonight.
 
LAK-259.jpg


4000 BC - Well I can't ask for a better start, especially with the fish in coastal water for 3 food. I start the mandatory pottery.

3450 BC - We are so shield heavy that I have a bit of a bind. I really don't want more troops as we are already over limit. Pottery is due 10 with -1 per turn. I switch to the fish, and pottery in 7 with barracks pre-build in 14. This is going to be tricky timing for max effect.

3300 BC - First contact with aggressive Rome. Since we found another commercial civ, no chance to trade alphabet.

3250 BC - I hate popping deity huts as I almost always get barbs. I just walk right past, as finding another civ is much more valuable then the hut could give.

3050 BC - We start the standard 40 turns on writing. Seoul switches to granary due in just 4 turns.

2800 BC - A barb appears by our worker, so I have to abandon the road in progress. I switch Seoul to warrior being paranoid.
(I) Well that was a waste of paranoia, as Rome kills the barb. Oh well, back to a settler.

2710 BC - I finally contact another civ. It is Egypt and we give them Alphabet for Masonry and $3. I then sell Rome Masonry for Warrior Code and $10. We have tech parity with Rome, and only behind Egypt by burial.


Summary - CC gets to place our first city.

Signed up:
LKendter
Carbon_Copy (currently playing)
Arizona_Steve (on deck)
Gothmog
T-hawk

Remember, up to 10 turns per round from now on - STRICT 24 hours got it, total 48 to complete.

http://www.civfanatics.net/uploads3/LK41-2550BC.zip
 
Very nice starting location. I assume the fish is in fresh water (for the 3 food)? Love those early brokering oportunities, makes all the difference - much bigger than the hut as you say. The - no barbs from huts - advantage of expansionists is another big one for them. That trait is really growing on me (yes, like a fungus!).
 
I see this one. Expect it either late tonight or tomorrow, I'm calling it a day at 6:30 and there's no telling when that means I will wake up. I'm just flat out exhausted. :sleep:
 
Okay, here's the scoop:

My job sucks, my sleep schedule's off, and I'll be out of the house all night. This turn will not be played today. Handing off to me on Thursday nights are the worst for me, Saturdays as a whole are usually right out, so that just leaves Friday evenings after I'm home from work.

Lee, you have some options here. You can skip me now and Arizona Steve can play and I'll go somewhere else in the rotation, or I can play this one tomorrow. I will definitely have the rest and free time to do it tomorrow, I know that 10 turns this early go by quick but I've been a little sleep deprived this week (okay, a LOT sleep deprived) and don't want that to creep into a decision that we'll have to live with for the rest of the game. Your game, your call. I'll see what the situation is when I drop by tomorrow.
 
LKendter
Carbon_Copy (on deck)
Arizona_Steve (currently playing)
Gothmog
T-hawk

Remember, up to 10 turns per round from now on - STRICT 24 hours got it, total 48 to complete.
 
(0) 2550BC
Lee hasn't left me a dot map, so I guess it's up to my own judgement as to where the current settler needs to be placed. His current position on top of the furs seems to me to be too much like ICS, so I'm going to move him one square to the North, which will also get the game in the forest into the city boudary after the borders expands.
I leave Seoul on it's settler, it's at size 4 and needing luxuries. We will however need to train a warrior to accompany the him before he heads off to found city number 3.

(1) 2510BC
Seoul grows to size 5, so luxuries are increased to 30% to avoid riots. It's already optimally set up, producing 8 shields per turn and requiring 16 to complete the settler, so no changes there.
There's a barb camp next to one of our warriors, however, we would be attacking across a river, so I move our warrior into position to attack next turn.

(2) 2470BC
I decide against settling the city at the current position in favour of founding one square NW. This will give enough room to found another city on the coast to the East of Seoul and maximize the use of land there.
The barbarian camp is dispersed, giving us 25 gold.
We make contact with an Arabian scout. After checking all our contacts, I trade alphabet to Abu for Ceremonial Burial and 40 gold. Caesar has Iron working, but is lacking Ceremonial Burial. Ceremonial Burial + 105 + 1/turn only brings us to 'doubtful' for Iron Working, so I'll hold off and wait until someone else has the tech and allows us to broker. Either way, I want to set up a gold per turn deal with Rome in the hope that their legionaries don't come our way.
Egypt has Mysticism, and wants 105 + 1/turn for it. I don't trade yet, but keep an eye on the tech trading screens for future turns.
Seoul trains a settler, starts a warrior escort.

(3) 2430BC
P'yongyang founded. All three furs are inside our borders. I start a barracks there, as we're going to need something in the way of military to deter Roman legionaries.
I reduce luxuries to 10%
Arabia and Rome have Mysticism now, but this doesn't seem to have reduced the cost to us. Still, I buy it from Egypt for 95 + 1/turn, seeing as we're unlikely to get any more contacts in the near future to reduce the price any further, and the excess cash lying around opens us up to tribute demands.

(4) 2390BC
I begin roading the furs. Normally I'd clear the forest first, but the happiness boost of getting the furs online sooner overrides the increased efficiency of roading the deforested square. I also raise luxuries to 20% as Seoul has grown to 4.
Arabia has discovered The Wheel,and brokered it to Egypt (Arabia is swimming in cash).
Seoul builds a warrior, starts on settler. MM'd Seoul to get it to 8 shields/turn (3 excess food per turn).

(5) 2350BC
I send the settler and warrior out with a mission to claim the silks to the West of Seoul. This means I have to up the luxuries to 30% to avoid disorder.
No change in the tech situation.

(6) 2310BC
Beat up a nasty barbarian warrior.
Rome still has a monopoly on Iron Working. All three civs have The Wheel now.

(7) 2270BC
Our third city, Wonsan, is built in range of the silks. I put it initially on barracks, knowing that this will probably change once I figure out what it's final function will be.
I buy The Wheel from Rome for Ceremonial Burial, 15 + 3/turn. Hopefully the legionaries will go somewhere else.
We have two horses, both just outside our territory.
Rome founds Pompeii in "our" lands.

(8) 2230BC
Everyone now has iron working.
Seoul pops out another settler, starts a warrior escort.

(9) 2190BC
Luxuries back to 10%.
Our workers bring furs into Seoul.

(10) 2150BC
Another barbarian camp is destroyed.
Seoul goes to size 4, but luxuries remain at 10% due to the furs.
Worker moves with the intention of connecting P'yongpang to the furs, and to Seoul.

It looks like we need to get hold of Iron Working at some point. We have virtually no military and will probably be a target for tribute demands.

In the dot map below, I have marked the two highest priority sites with red dots.


LK41_001.jpg



...and the save... LK41_2150BC
 
OUCH - P'yongyang is a cultural suicide city - Rome placement of Pompeii is bad news - it needs to start a temple to have a chance.

LKendter
Carbon_Copy (currently playing)
Arizona_Steve
Gothmog (on deck)
T-hawk

Remember, up to 10 turns per round from now on - STRICT 24 hours got it, total 48 to complete.

Revised dot map:
LAK-260.jpg

We can't afford another cultural suicide city. The revised red dot gets us horses, and the four wines. This is the number one priority city, as it is at high risk of the Romans getting it. It probably should have been built before Wonsan.
 
Cultural suicide? Wouldn't feel that way to me. I once had a city with 5 tiles under the control of world culture leader (India) , it never flipped in ca. 180 turns (gave up), even with just 2 troops as flip suppression and on Deity. You have 2 tiles against the uncultured:hammer: Romans.
Of course, you are the one with about ten boatloads of experience, and I was just very lucky. :rolleyes:
I say just take Pompeii and- oh, right, Deity. :wallbash:
 
Erik - you must remember the culture scaling factor. The romans *will* outculture us (yes Diety), so the two squares have to be multiplied by that factor. But there is also the distance from capital factor, which I assume is in our favor. I wouldn't call it a cultural suicide city, but a flip there would be devistating so a temple is deffinitely in order. Now we will have to fight Rome for it sooner or later.

LK: No 'I got it' from CC yet. I could play now but will need an OK from you within an hour or so.
 
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