LK56, Something Conquest, Demigod

Take the englander out. You just KNOW there is iron on the mountain, and horses on the grass :)

:hammer:

Grimjack
 
Originally posted by LKendter

Well I am already waiting for the graphics mods to appear. I want my pop heads with smiley faces back!

I know! That was one of the first things that hit me. I hadn't realized what a part of the game they had become for me.
 
I see it and will get to it tonight, assuming the game loads ok.
 
An early tentative dot-map

LK56-2550BC-Ridge.jpg


My thought is that red dot gets settled first. I think that we have to risk barbs at this point as England really hemmed us in with that settlement. Incidently, I bet dollars to doughnuts that there are horses in the city range of Hastings, probably in the tiles S or SW of the mountain.

I plan on taking our warrior to pop the goody hut. Assuming all goes well, the settler will follow in due course.

My second proposed site would be the blue dot near the tobacco, south of our capitol. Puppeteer, tobacco and the other new resources were originally designed as luxuries. But it was discovered that three additional luxuries destroyed the happiness balance that currently exists. So they were switched over to bonus resources.

I dont fear a culture flip this close to our capitol.

Additional cities will have to go to the west, hopefully along the river. The little island to the east looks good. It will be first ring. Lets hope we can get it before the Babs do. I believe mapmaking will be required before we can get a settler over there though.

Thats my plan for now. Any comments before I play tonight?
 
I believe mapmaking will be required before we can get a settler over there though.

Actually, I think the new ship has transport capacity.
 
I am pretty sure the Curragh is only a scout ship (no carrying capability) in the standard game, but it can certainly be changed in the editor because some of the scenarios have it as being able to carry one unit.

Rather than risk getting barbs from the hut at the red dot, I would vote settling 1 South of that (forest) and pop the hut when settling the city. As you said, we don't need to worry about flips this close to our capital.
 
I think that you are right on both counts, RJ. From what I understand, the curragh has no transport capacity. It can upgrade to a galley with mapmaking. I would expect that to require a harbor, however. So we will likely have to build a new galley anyway instead of sinking shields into an early harbor and then upgrading.

I also like your suggestion to move the city south 1 square. My initial thought was that we would have to prioritize culture to get the shared territory. But actually, the only square that we would lose from not getting an immediate culture lead is the forest between the two of us. I dont think that will be worth the effort to move away from likely intended military production there.

Settling on the forest square will also be a test to see if we get the extra food for being on a river-grassland tile (Agricultural-trait benefit). I hope the forest is auto-cleared to a grassland so that we do get the food bonus.
 
LK56 – 2550BC

2550BC (0) Look around, we have contact with England and the Babs. England is up the wheel and construction. We are at tech parity with the Babs. Next turn, we should meet a civ with brown borders.

IT England kicks out our warriors.

2510BC (1) Babs now have masonry. I cannot get wheel from England for a 2fer.

Don’t meet the brown civ as we cant see insider their borders. I move the boat around the island.

2430BC (2) Amsterdam grows and auto-allocates to the forest giving us a settler this turn. Order up another warrior for MP.

Send current warrior and settler to the west, as per the revised dotmap.

Lizzie now has Ironworking.

IT 4 barbs come out of the west right at our warrior-settler pair.

2390BC (3) Swap Amst over to a spear.

2350BC (4)

2310BC (5) Spear comes in. Barbs fortify on mountain next to Amst.

2770BC (6) Found Rotterdam on the forest site. We get Masonry from the goody-hut auto-pop. Rax ordered.

With the 4 barbs fortified right next to Amst, sending out an unguarded settler is not advisable. So I will build another boat while one of the scouting warriors returns for guard duty. Another of the scouting warriors did make it south of the English territory and is looking around.

2730BC (7) The brown border is Carthage. We meet a scouting warrior. They are up wheel on us. They have 4 cities to our 2.

2190BC (8)

2110BC (9)

IT Incas finish the Colossus.

2070BC (10) Move boats and scout. The new settler moves south.

A broker opportunity. 8gpt and 57 gold to the babs for IW. IW to Carthage for the wheel and 55 gold.

We have iron on the mountain N-NE of Rotterdam. No horses on our island, but some on the little island next door. I owe someone some money for the lack of horses on the English poach city….

Rotterdam swaped to temple to bring iron in border. It wont hurt our flip chance either for the English city.

I heard that we can get 40 shields from rushing something. Take a look at whipping a temple in Rotterdam.

LK56-2040BC-dotmap.JPG


As for my dot-map. I cannot decide between the 3 red dots for the next settler. The northwest one is on a river, but is a BG. It, and the middle dot, are 3 tiles from Amsterdam which will help defendability. The middle and south red dots are both on the coast. The south one improves our overlap.

Blue dot is perhaps next. It would hem in Hastings. It is on a river (and BG), but it has a ton of BGs to work. The pink dots are for that island. But, again, we will need mapmaking before we can get over there. I would grab the south pink dot first for the horses. The green dots are the next tier of sites.





The Game
 
With the 4 barbs fortified right next to Amst, sending out an unguarded settler is not advisable.
We can't get a break in this one. :rolleyes:

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

LKendter
Ridgelake (vacation Nov 9 to Nov 12)
meldor (currently playing)
Rubberjello (on deck)
hotrod0823
 
I checked the 40 shields from whipping in the epic game already -- it's not true. It might be true for some scenarios/conquests, but in the main epic game, it's still only 20 shields from a whip. Sorry to disappoint.

No breaks in this game, but your tech situation is a lot better than in LotR11.

Arathorn

P.S. My guess on Hastings is a goodie hut situation, one way or another.
 
Originally posted by LKendter
Well I am already waiting for the graphics mods to appear. I want my pop heads with smiley faces back!
I felt the same way and got tired of waiting, so I modded them myself. It was easy; I just took EvanCiv's 8x8 and 15x15 popHead mods and pasted them carefully into Conquests' popheads making sure not to cover up the new specialists with whitespace--er, pinkspace.

Post w/8x8 mood badges

Post w/15x15 mood badges
 
lurker's comment:

New definition of feast mode: up in THREE LK games at the same time! :eek:

 
2070 Bc (0)
Nada.
(I) The English kill off a couple of barbs and the Babs start the Pyramids.

2030 BC (1)
Lots of movement. I am taking the southern most position for the settler. I don't like the river positoin as it has just too much overlap.
(I) The English kill off the last barb fortified on the moutian outside our capital. Amsterdam->Curragh->settler

1990 BC (2)
More movement
(I) The English found Coventry south of where we intended our next city to be.

1950 BC (3)
We found the Hague and someone starts talking about NATO, whatever that might be. The town begins building a worker.
(I) Carthage begins the pyramids.

1910-1870 BC (4-6)
(I)Amsterdam settler->spear.

1830 BC (7)
Settler begins moving to the west. We pop a barb camp in the south and bag 25g. Ther is now a 2-fer available for Mysticism and Math, but Lizzie won't let go of math. We are 3 turns from writing so we will be able to pick it up then.
(I) The English settle Warwick to the west and south of Rotterdam. The AI has definitely learned to settle agressively.

1790-1750 BC (8-9)
Spot blue border south of England.
(I) We finish writing and start on Mapmaking. Establish embassies. London has 27 turns left on the Pyramids pulling 7 shields and 10 food (2 extra). Babylon is building a worker with 3 shields and 6 food (2 extra). One thing they didn't manage to fix is the stupid builds of the AI. The worker is due in 2 turns and Babylon won't grow for 6. Carthage has 127 turns to go ont he Pyramids pulling 2 shields and 5 food (3 extra). Amsterdam spear->settler.

1725 BC (10)
We have an exclusive on writing. Math and Myticism are there to be picked up. It looks like we have the 90 pound canary on our island as England is expanding like crazy. We may have to begin war preps as we are fast running out of save expansion room.

The save
 
LKendter
Ridgelake (vacation Nov 9 to Nov 12)
meldor
Rubberjello (currently playing)
hotrod0823 (on deck)

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

========================
@meldor - OK, maybe a feast. However, 2 of the 3 are done. Of course you save the worst for last. :crazyeye:
 
Got it. Sorry for the delay, but I got into a ping-pong PBEM cycle yesterday afternoon/evening with two games where we ended up playing about 30 turns each. I saw this yesterday, but decided not to play it at 1:00 a.m. when I had to go to work at 7:00!

Hope to complete it soonest.
 
Ewww!!! Nice error messages you get when you accidentally try to load a Conquests file with PTW running. Oopsie.
Pre-turn. Well, Coffee said it all at the end of his turn. Why do we always get the biggest opponent on our continent? :p Sell Wheel to Babylon for 251 gold. The English really value their Mathematics (I wonder if the Statue of Zeus has increased the AI value of the tech?) That aggressive settling of Lizzie's is downright criminal! :mad:

1700 BC (1) Exciting exploring with our teeny, tiny oversized canoes.

1675 BC (2) Exploring.

1650 BC (3) Amsterdam (Settler->Worker) Rotterdam (Temple->Worker) Utrecht founded on Green dot on river and starts Temple. I'm not really sure where to send our next settler, we are out of room already. I head for the Blue dot to surround Hastings.

1625 BC (4) Contact the Mayans.(Blue) They are up Mysticism, Horseback Riding, and Mysticism on us. Lizzie knows him, so the price of Mathematics drops big-time. Writing + 31 gold to Elizabeth for Mathematics. Writing to Carthage for Mysticism and 47 gold. Mysticism to Babylon for 91 gold.

1600 BC (5) Amsterdam (Worker->Barracks) One of our ships barely survives a barb galley attack.

1575 BC (6) The great search for the last Civ continues.

1550 BC (7) England and Babylon start the Oracle. Rotterdam (Worker->Barracks) The Mayans have learned mapmaking, but won't part with it.

1525 BC (8) Find the Pink Incas. They are down Math but up HBR. We take that trade plus 8 gold from them. Incas and Mayans are on the same continent. Sell HBR to England for 120 gold (they would not offer any more for it, though they had it.) Open embassy with the Mayans. Their Cap is size 6 with no infra, but Oracle is due in 2 turns. (They do have Iron hooked up). Embassy with the Incas reveals a size 7 city (they built the Colossus) and they will lose the race for the Oracle.

1500 BC (9) Build Gronigan on the Blue dot and Warrior started.

1475 BC (10) Amsterdam (Barracks->Spearman) Mayans complete Oracle. Hmmm...Everyone except us have huge places to expand to. Go figure! :(
Mayans still have the monopoly on Mapmaking. We cans sell HBR to Carthage and Babylon for some quick cash. Sorry for taking Amsterdam off the 4 turn settler factory, but we really had no place to expand to, and Tundra fishing villages at this stage of the game seem like a waste. We will be at war with England eventually fairly soon, I'd wager.

(I would have taken an extra turn to even up the turns, but the fear of the wrath of Lee quickly brought me to my senses.)

The Save (1475 BC)
 
LKendter (on deck)
Ridgelake (vacation Nov 9 to Nov 12)
meldor
Rubberjello
hotrod0823 (currently playing)

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