LK46, Monarch, 1.21 patch, lazy France variant

LKendter

Exterminate, exterminate, exterminate!!!
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Joined
Aug 15, 2001
Messages
20,063
World Size = Standard
Continents = 40%, wet, warm and 5 billion years.
Difficulty = Monarch
Barbarians = Roaming.
# Civs = 7
NOT culturally linked, NO restarting players.

We are lazy French.
Variant Rules:
We may never employ additional workers. Our people are to lazy to work the fields. Our initial worker is our only natural worker allowed to perform actions. The only reason we may build workers is to transfer population between cities. Those workers can't perform any action except to walk to the target city.

The only way we can obtain additional workers is to let the foreigners get their hands dirty. This means buying workers, and capturing workers via war.
We must be fanatics about worker actions, as we have so few compared to the AI
Forget clearing jungles, and mining mountains. We simply won't have the labor. Do expect critical comments if I find workers working outside of our city radius.

This is the newest patch - 1.21. I have no clue when they will finally give non-USA players 1.21, but I can't stay out of date forever.

Multiple emperor wins are mandatory, as this is WAY HARDER then typical Monarch.

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
We are playing with the 1.21 patch


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.
The negative science exploit - you can run a huge deficit (-250 / turn) of negative cash with a token penalty of one lost worker / cheap building. If cash will go below zero, the research level must be dropped.
 
This is simply too good to pass up. May I join ? (1.21 = no problem ). I have 1 SG and 2 solo deity wins now.

Early war would seem to be mandatory, simply to snatch foreign labour. Also, and I don't know if that is your intention, mass razing of enemy cities.
 
Originally posted by jack merchant
Early war would seem to be mandatory, simply to snatch foreign labour. Also, and I don't know if that is your intention, mass razing of enemy cities.

We will need some limited early wars. We may have a couple of wars to simply kill settler pairs. We may win up in a war that simply raids a fellow civs for workers.

We had better have iron or horses or it will get ugly.

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

Signed up:
LKendter
jack merchant
 
I have been reluctant to sign up because I didn't wan to overload but find myself bored tonight with no games to play :p.

I will join if you need players. I was trying to leave room for GOTM19 but that should move quicker than last month due to the smaller map and less rivals.

Hotrod
 
Ack! This idea was much like the concept I had for my next SG - the thing about never being able to build workers anyway. Oh well, my concept is still a little different, and on a harder level, so I think I'll go ahead with it anyhow :)

-Sirp.
 
Signed up:
LKendter
jack merchant
hotrod0823
Mystery13

Just need one more.
 
4000 BC - We start by two game squares, on a river. I can't argue with that much early shields, and settler factory after clearing a game.

3450 BC - Pottery is completed, and the next research project is writing at 40 turns.

3000 BC - Our first contact is Spain. There capital is awful close to ours for a standard map. I am glad this isn't deity. We ship them Masonry and Pottery and get Bronze Working, Burial and $10.
(I) What a surprise, the most advanced civ is expansionistic Russia.

2900 BC - Well I confirmed that I didn't use culturally linked start. However, our second contact is the English. Is this an all girls' party? We bet England to a hut by one turn, but we only get a warrior. England may be expansionist, but they have nothing to offer.

2710 BC - The nice thing about playing at Monarch is that I am willing to risk popping huts. Of course, I get the standard barb penalty.
(I) We are lucky that are warrior isn't lazy, and he promotes to veteran.

2550 BC - Spain beat us to the cow spot. :(
England finally has a new tech so I send them Masonry for Warrior Code and $25.

Summary:
We have a killer settler factory. Just make sure to mm it well. We get +5 food with granary, which is as good as it gets.

LKendter
Jack merchant (currently playing)
Hotrod0823 (on deck)
Mystery13
Despot

We must be very careful with worker actions!
Check early and often for a possible worker purchase.

I will comment on major :smoke: such as working tiles outside of are city zones.


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


http://www.civfanatics.net/uploads4/LK46-2550BC.zip
 
The first 3 cities that are pretty self-explanatory.
Purple dot will bite until we hire some foreigners.


LAK-304.jpg
 
IHT Move a warrior out of Paris to go South and scout - we don't need the extra MP yet.

2510 BC (1) Orléans founded at red dot, starts barracks. MM Paris to gain 4 shields to the settler (only one food needed to grow this turn)

2470 BC (2) MM Paris back to +5. We meet the Romans to the NW and are ahead of them by masonry, pottery and CB. Southern warrior pops a hut, gets barbs. Luxes to 10%.

IT One barb attacks and loses, one other moves north and the third flees east.

2430 BC (3) Our warrior goes in pursuit of the barb and discovers a wheat to the SW of Madrid.

IT Second barb attacks and loses

2390 BC (4) Luxes to 20% to prevent Paris rioting. Sell CB to the English for 10 gold as they'll likely meet Spain next turn.

2350 BC (5) MM Paris to get growth and settler both in 2.

2310 BC (6) Our warrior kills the third barb. Spain has a worker available and I buy him for 120 gold. Rome has IW and will give it up for masonry, pottery and CB. After some consideration, I take it (and 10 gold). No Iron is visible close by yet.

2270 BC (7) Paris produces settler, MM'd back to +5. Luxes down to 10%. Sell IW to the Spanish for our 120 gold back -we'll want it for later worker purchases.

2230 BC (8) Settler and warrio join up SW of Paris

2190 BC (9) Our warrior near the Romans pops a hut on a mountain and gets more barbs. Perhaps this will force the Romans to hide their worker ? Luxes back to 20%.

2150 BC (10) Our warrior and settler arrive in a good spot for our third city. On further consideration though, one tile due west might be better. As the dotmap shows, yellow dot will have three tiles overlap with Orléans but does make two bonus grass tiles immediately available and leaves room for green dot, which will also be a good city later on (and will require less worker help at first than the plains cities to the north).

LK46-dotmap2.jpg


Note the workers near Orléans. Normally it would make for a great worker factory, but we are too lazy to need one. However, by chopping both game tiles and changing it to a granary we can make it into a good additional settler factory. Third option (and my favoured one under this variant) is to go produce some archers and grab a piece of Spain and their workers.
Having chosen the last option meant I did not go and chop the plains game forest (we can use the extra production), however chopping and irrigating the grassland game forest might still be a good idea. The workers are now placed to bring irrigation to that square.

the save
 
I like Orleans as a military factory. The nation of this variant requires warfare earlier then normal. Some of our expansion will come via conquest as poorly developed AI cities may still be better then ours.

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I like the move to sell IW to recover the cash for another worker purchase, and I am happy to see we got one. :goodjob:

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

Although settling the south go against the grain of expanding toward the AI, with our limited worker force it is the best territory to get next.
 
Just curious: Can a Worker be built for the express purpose of building a Colony, or is that forbidden as well?
 
Originally posted by ChrTh
Just curious: Can a Worker be built for the express purpose of building a Colony, or is that forbidden as well?


Building a colony, airfield, radar tower, etc still requires a worker action. This goes against the premise of 1 native worker that can do something. Short version - NO.
 
LKendter
Jack merchant
Hotrod0823 (currently playing) - Sports delay :rolleyes:
Mystery13 (on deck)
Despot

We must be very careful with worker actions!
Check early and often for a possible worker purchase.

I will comment on major :smoke: such as working tiles outside of are city zones.

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
Originally posted by LKendter



Building a colony, airfield, radar tower, etc still requires a worker action. This goes against the premise of 1 native worker that can do something. Short version - NO.

Ok, I see your point. Normally I just think of a colony as a pseudo-city, so I equate it with a settler building a city, rather than a worker building something else.
 
LK46

2150BC (0): I agree that Orleans needs but on units but we may have to take Barcelona by force to avoid the culture battle. Spain has those cheap temples. No changes.

2110 BC (1): Fortify wounded warrior on a mountain. Seeing Jacks dotmap move the settler West to the new city spot. MM to go 2/2 up lux to 30%. +6gpt. Our next city will have grass wheat and game!

2070 BC (2): Found Lyons and start a warrior. There is still more land to explore. North Scouth spots the orange boarder of England.

2030 BC (3): Paris builds settler starts another. Lux dropped to 20%. Sending to the grass to the south. Nothing happening on the Diplo front.

1990 BC (4): Spot a spanish warrior/settler SE of Barcelona. Things are getting tight in the area. Continue moving the other exploring warriors. Avoiding attacking barbs in the mountains.

1950 BC (5): Units moving one heading South of Rome the other heading further East. Settler is one spot from its new home. England has the Wheel but wants IW and 70 gold. We will get nothing in trade from Rome or Spain so I hold off. Writing is due in 6 turns. Settler in 3/3 Up lux to 30%.

1910 BC (6): Orleans builds Barracks. start spear. Spain founded Seville on the coast.

1870 BC (7): Lyons builds a warrior starts a temple. What it is really crying for is a worker. Found Rheims on the coast start a warrior.

1830 BC (8): Paris builds a settler starts another, lux to 20%. Sending settler West to seal off the NE to Spain.

1790 BC (9): Settler picks up the warrior in Orleans as spear will be built in 2 turns. Start Wood clearing at Orleans on the southern game square. Slave is building roads, 6 turns. Pop a hut right next to Rome and get Barbs.

1750 BC (10): Settler in Paris is due in 3 growth in 3. Settler in the West can be placed as Mystery sees fit. The lake is not fresh water. There are a lot of possibilities for cities and a lot of area to expand.

Here is the save:

http://civfanatics.net/uploads4/LK46-1750BC.zip

lk461750bc.JPG


There were zero workers for sale and I think Spain will fall with a small force of archers. I think forgoing the Temple in Lyon in favor of another barracks may be wise. Take out spain now and hopefully get some much needed workers. Writing is in 1 turn and the only thing we don't know is the Wheel. And her price has actually kept rising. She wants now IW and 120 gold haggle down to 100. That is up from the first time she only wanted 90 and haggle to 70. Is it because we have more gold. Almost 300 in the bank. Or our size. There are no other techs to trade for so I don't think it is worth it.
 
Originally posted by hotrod0823
1870 BC (7): Lyons builds a warrior starts a temple. What it is really crying for is a worker.


Get use to it :D
As the game goes on, the worker situation will get more frustrating.

We will need to acquire more soon somehow :rocket:
Settler pairs sound very tasty.

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

LKendter
Jack merchant
Hotrod0823
Mystery13 (currently playing)
Despot (on deck)

We must be very careful with worker actions!
Check early and often for a possible worker purchase.

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