LK46, Monarch, 1.21 patch, lazy France variant

Go to war ! However, it may depend on where they are going - you may have a couple of turns to find out before you nab them, and in that time, prepare our forces.
 
I would be inclined to wait. Legionary could mean trouble. We really should have pikemen and swords before we go after Rome and without iron hooked up yet and research off who knows when we will get pikes. The toughest thing about legionary is that they are good on defense and we really can't take any out with archers.
 
I hope you waited the 20 turns of peace with the Spain before war to keep our rep intact.

Spain is weak enough to easily beat up. 2 more workers help.

Archers vs. Horseman would be ugly and we will be gambling on peace before the troops arrive. I think we need connected iron and / or horses before playing with Rome.
 
Looks like Jack Made peace the end of his last 10 so we went my ten and Mystery13 ten before declaring again on Spain. ~25 turns is looks like.
 
Yes, I checked to make sure it was after the 20 turn period. I agree that this time we should take it easy and get our iron and horses hooked out first. Swords for good attack units and the Horsemen to do some pillaging. So I'll wait and not engage like the warmonger inside me wants. :)
 
(6) 230 BC-
Nothing much.

IBT-
Wines have been brought into Paris. :)

(7) 210 BC-
Lower lux to 10%
3/3 Warrior takes out a barb camp.
Toulouse is founded.

IBT-
Rome founded Lugdunum with that settler pair.

(8) 190 BC-
Trade 109 GP to Rome for a worker.

(9) 170 BC-
Dial up Spain for Peace we get a Worker, WM, and 44 GP. :)

(10) 150 BC-
Nothing much.

Well we doubled the amount of workers we have this round!! The little Spanish war netted us 3 workers plus the Roman sale. :D

I have a settler to the SE of Tours that is where I want to build our next city. It will allow us to use that beautiful cow and bring in those horses. We are running out of great places to settle. I think the next places to settle would be to the NE of Paris in the Cherbourg pennisula. Another place of interest would be on the forest to the SW of Toulouse to deny the romans access to those two gem sources.

Also the iron by Santiago should be roaded up in another couple turns. If the next leader settles where I have the settler then we can use the worker by Rouen to road in the horse.

I think for the time being we can build up our city improvements...barracks, courthouses, temples, etc...while having a couple of our big cities Orleans and Lyons start pumping out horsies and swords for the inevitable war for Roman labor. Hopefully after 20 turns Spain can build another settler pair for us :lol: ...if the Romans let them last that long.

I'm thinking that the other continent(s) are a couple of ocean squares away from ours so they might be hard to find...

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

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.
 
150 BC (pre-turn) - Well if we had a lot more troops, I might be tempted to search out more workers from England. :flamedevi:

130 BC - Bayonne is formed.

110 BC (I) - We get Philosophy for free.

90 BC - Our clueless warrior can't kill a barb horseman. :(

70 BC - It is time to see what is on the other side of the water by England. So far it looks like a small island.
(I) I smack the domestic advisor for suggesting the fp be built at Rouen. Why would I want the fp to cover mostly ice cities?

50 BC - Lyons barracks is going to start building us some horseman. I love cities at 10 shields a turn.
(I) The GL continues to work giving us Monarchy and Construction.

30 BC - We find new civilizations. [dance]
Babylon gets Code of Laws, and gives us contact with Vikings, $4 (his pathetic treasury) and tm.
Scandinavia gets Monarchy ands gives us contract Russia, tm and $165 (all his money).
England gives us $65 for our new maps. They have too much cash; I need to get more map knowledge.
Russia gets our wm, and gives us contract with Ottomans, tm and her total treasury of $22.
I check back with England and get another $65 for map knowledge.
I give Code of Laws to Ottomans and get wm, $4 back.
I sell the Ottomans our wm and get $40 and $10/turn.
How in the world is there gpt to trade in the ancient times?
It is a boring peaceful world over there, as all city names appear to match their native civs.
I drain another $110 from the English treasury.

I am glad I followed the breadcrumbs. The double deep sea by England caught my eye and that is how I found everyone.

The Russians have started Hanging Gardens, and I decide to do the same. I would prefer to break the cascade to Sun Tzu.
(I) A Roman legion beats us to killing a barb camp.

10 BC - I recover that money by selling him the new wm.
We really can't use the cash the moment, but I do start selling wm to the world for more chump change.

My settler in Cherbourg reverses direction, as I really don't want to settle close to a barb camp that I might not be able to kill before massive uprisings. I don't want $1400 at risk.

10 AD - Our archer kills the barb camp near Cherbourg.


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

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.


http://www.civfanatics.net/uploads4/LK46-50AD.zip
 
Thanks.


One item not mentioned above:
The troops are moving toward Cherbourg in anticpation of barb uprisings. We are almost at the middle ages, so I didn't want a surprise wasting our hugh cash reserve.
 
Great turns, Lee. We finally made contact with the rest of the civs. :)

How does their land look like? (Since I can't see the save right now). Did we connect the iron and horses?
 
I don't have the game in front of me either (stuck "working").

It is a pretty good size land mass.

I know the horses are on-line as I could build horseman.
I continued working on the roads toward the iron, and I think we have just one segment to complete. I also got the gems on-line near the iron.

Maybe Jack should pump out some warriors for upgrade to swords. We have plenty of cash to upgrade with.
 
IHT Change Orléans to swordsman, so the iron is already hooked up. I'm not going to deliberately disconnect it again - that's too cheesy even for me :)

70 AD (1) We have 2 settler pairs running around - I'll have one wait in Paris until we have enough of a screen to venture into the Cherbourg peninsula. The other one goes north to claim some jungle for possible coal. With the uprising soon upon us, I decide to change Paris from settler to horse - we can always settle later.
Horses may be good for a massive upgrade to knights later.

90 AD (2) I send the northern galley back to make sure nobody crosses from one side to the other without us knowing about it.

110 AD (3) Orleans sword - sword. Diplo check reveals we will have currency next turn - our troops are told to brace themselves :D

IT We are in the Middle Ages. Ottomans start Sun Tzu's art of war.

130 AD (4) Rheims harbor - market. Avignon library - market. Several barb horses suicide themselves on our and a Spanish archer in the jungle - I'm thinking we might have actually picked up more workers if barbs had been set to raging. Trickier to defend, but it would force the AI to hide its workers more often too.

150 AD (5) Spot a Roman Legion - no messing with Caesar now.

170 AD (6) Orleans builds sword, starts another. Sell the WM around for 50 gold. Frag a barb camp for another 25.

190 AD (7) Tours courthouse - harbour. Marseilles barracks - horse.

210 AD (8) Chartres harbour - market. Paris horse - horse

IT A Spanish settler pair shows up - and our peace treaty has expired :D

230 AD (9) And the Romans grab the ivory up north, not the English !

IT English start the Great Lighthouse. The Spanish settler pair shamelessly enters our territory.

250 AD (10) Make 25 gold from map sales. Declare war on the Spanish and grab 2 more workers.

Russia and Babylon still lack currency - we might consider gifting it to them to grab their free tech now, but with our underdeveloped lands, a slow tech pace might not be a bad thing. I don't think Spain has any other workers, so we should probably make peace when Izzy is ready to talk - they're a useful buffer between us in the Romans.
Swords are being gathered in Amiens in case the Romans get cute. There are still barbs running around on the Cherbourg peninsula, so I'm not sure if it's safe to send the settler in Paris there yet. The other settler is in the north next to the gems - it may be useful to retain our monopoly on them.

the save
 
How nice of Spain to help out again. ;)


Marseilles barracks - horse.
Glad to see a second city on military. :D
Sooner or later we will have to deal with Rome. We can't have enough military if we are going to go after build mostly units Rome.

Ottomans start Sun Tzu's art of war.
Switch our Hanging Gardens city of Sun Tzu - that is the important wonder.



I suspect Paris wants a few more settlers soon as we may as well claim all of that penisulla even if it will take awhile to go get water to it.

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

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

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.
 
LK46

250 AD (0): Check out the situation and do nothing except send the settler west.

260 AD (1): Kill a spear in Toledo. Found Strasbourg near the jungle gems. 3 spanish units appear from under the fog. Trade Russia currency for chump change, let see what she gets. She gets Feudalism, we can switch to Sun=Zu next turn. Trade Currency to Babylon for 20 gold and Mapas. Babylon gets Engineering, and I am sure we will soon too.

270 AD (2): we learn Feudalism, change to Sun-Zu. Cherbourg builds temple starts market. Paris builds horse, start settler, due in 4/4. Orleans builds horse starts another. Capture Toledo and the Spanish are destroyed. Didn't see the point of letting them stick around. Continue moving settler to a super food city with potential for 4 food bonuses.

280 AD (3): Not much. Upgrade 6 spears to pikes.

290 AD (4): Lose our galley to a barb galley :(! Settler is in position. Upgrade another spear. Engineering is still only held by the Babs.

300 AD (5): Orleans builds horse, starts another. Contiue to shuffle units to get the upgrades done. Found Brest on the super food city. Whip temple in Grenoble.

310 AD (6): Many horses still remain on the Pennisula. Grenobles temple is completed starts courthouse. Kill 2 horses, no promotions. No new techs from the GL. Paris completes a settler starts another.

320 aD (7): Byonne builds temple starts courthouse. Whip temple in Toulouse. Shuffling units for upgrades.

330 AD (8): Republic comes in and I really want to be able to cash rush so I revolt immediately, we are not going to be able to wait for the Sun to complete in 30+ turns. Engineering also comes in. Hire a bunch of taxmen. We draw five turns of Anarchy.

340 aD (9): Babs start sun. Roman settlers approach near our northern cities, tempting but not quite yet. Clear a barb camp 3 horses remain.

350 aD (10): Vikes complete the Great Lighthouse. Babs cascade to the Hanging Gardens. Dijon just revolts as it grew. There are 3 turns left on the Anarchy then we will be a fine republic and have 2300+ gold to spend. We need to consider a FP site as well.

here is the Save:

http://civfanatics.net/uploads4/LK46-350AD.zip
 
Summary:
LKendter
Jack merchant
Hotrod0823
Mystery13 (currently playing)
Despot (on deck)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
Preturn, not much to do until Anarchy is over.

360-370AD nothing doing

(3)380AD We are now a Republic. We need 20% lux to keep everyone
happy. Vikings will trade spices for gems and 100 gold. Seems like
a good deal as even at 20% we are employing entertainers. We fire an
entertainer and go from +24gpt to +29gpt.

(4)390AD not much

(5)400AD With the last settler necessary just built, I take Paris
off settler duty and switch to Pike (looking to get rid of the
regular warriors still on duty).

(6)410AD not much

(7)420AD Rheims to aqueduct. Roman archer and settler pair enter
our territory. Easy pickins, but our military consists of 5 archers,
3 swords and 9 horses spread out all over the place. We need more
than that to take on Rome. They are heading for the unclaimed
peninsula. Our settler will be there in about 15 turns. At that time
the Roman settler pair will be deep in our territory and our forces
in position.

(8)430AD Bescanon from courthouse to aqueduct.

(9)440AD Ok, most extra forces now in either Amiens or Toledo, giving
us a decent front North and South. All offensive units should now
go that way. Barracks should be built next in those towns to upgrade
the warriors...actually, Toledo is still 51 turns from its Temple so
I switch to Barracks and rush it. Amiens finishes its Courthouse in
6 so I let it go.

IT Russia threatens us for Contact...no dice and they withdraw.

(10)450AD Excellent, another Roman settler pair on the way. 4 workers
for the taking. Let them get into our territory a bit and then wack
them. Everything is set to hold against Rome. I doubt we can make
a big attack, but we can probably take the 2 settlers and at least one
city then sue for peace. No contact between the two landmasses yet.

http://www.civfanatics.net/uploads4/LK46-450AD.zip
 
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