LK56, Something Conquest, Demigod

1350 AD (pre-turn) From the LK house rules
6) Complete your turn. It is frustrating to get a 1/2 completed turn.
Why does this continue to get ignored? I found almost no workers moved...


I switch many of the Mayan cities to be taxed to death. We need that population down to lesson the flip risk. I let the leader get marginal Leeds factory on-line. Once we get communism and a police station that will be a decent city. I salvage 3 more shields by employing some policeman. I switch cities building libraries to temples. We may as well save some cash - I do rush a couple temples where possible.

(I) I should have looked closer at the cities. I missed Nottingham building a bank before factory.
ToE completes and we do the standard AT / Electronics. I start 50-turns on Radio. I don't know if well get it first, but I love getting this tech dirt cheap.
The new specialists do pay off - Arnhem is factory is 35 turns. With 2 cops it is 27 turns. With Engineers it is 22 turns. All of a sudden food heavy cities don't seem as bad.


1355 AD
Hoover is due is just 9 turns. We capture the fort by Coba. One choke point is controlled. I begin to ship our elite MDI to the front. With longbows out their, we may as well get as many changes for a leader. The non-elites can help with killing resistance.

Since Babylon is further behind I ship him AT and get Communism, Espionage and Steel. :D
The spy agency is ordered up. I ship AT to Carthage and get Sanitation, $1054 and spices.
(I) The Maya killed and infantry with a longbow. :rolleyes:


1360 AD
Tiwanaku falls to our knight army with artillery support. (Doesn't that sound strange?)
We capture a future artillery piece. That front is now complete.

Lee's Cavalry is formed. Abel Tasman will head home to find a building to rush. The Mayans are so weak we don't need armies. Speeding up infrastructure is better in my opinion.

Size 1 Vitcos is captured.
(I) We get one of those annoying flips - Yaxchilan goes back to the Maya. I hate flips where there is ZERO culture pressure. Unfrelling believable - we get hit with a double flip, and Cuello goes back to Maya. The lost of the 2 infantry is almost as back as the cities.


1365 AD
Abel rushes the factory in Nottingham. Getting those marginally cities up and running will really help when we have to fight the monster named Carthage.

My first goal is accomplished, and all our homeland cities have an infantry guarding them.

Cuello is recaptured after being bombarded down to size 1.


1370 AD
Yaxchilan is recaptured after being bombarded down to size 1.


1375 AD
Dzib... is captured, and I achieve goal #2. We now have just one front to beat the Mayans up on. During that battle Lee's Cavalry #2 was formed, and Jansz comes home and rushes a police station in Whaleburg.


1385 AD
I never realized that entering a fort in enemy territory that you already occupy ends movement. Coba will survive another turn. However, I do kill 2 of the rifleman with the army that was guarding the fort.

1390 AD
We take Coba - I lost an elite infantry trying to kill 1 hp rifle, but promoted 2 more cavalry to elite. We kill 3 1hp pikeman with our MDI, but no leaders. :(

I see the bug Hotrod is talking about - Coba just captured doesn't have a railroad in it!
(I) The spy agency is completed.

1395 AD
Our attempt to spy on the Maya failed.
(I) Hoover Dam is completed.
We catch Carthage trying to spy on us.

1400 AD
We raze the Mayan capitol of Uxmal. :D
Forts are really broken in the game. A fort in NEUTRAL territory stops movement for that turn.


Summary:
I think we should be glad we didn't sit on that leader waiting for Wall Street. :D
We have 3 elite* cavalry, so the next leader should be an army.


LKendter
Ridgelake (currently playing)
meldor (on deck)
Rubberjello
hotrod0823

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

http://www.civfanatics.net/uploads6/LK56-1400AD.zip
 
As far as the workers I was rushing to get the game completed.

I don't quite understand your frustration Lee. Move the workers as you see fit we have plenty around. Most of my turns were spent using the Mayan workers to railroad and the mainland workers to optimize the cities with excess food sources. IF by not moving the workers created a problem it was unnintentional.
 
Got it. Will be Sunday before I can play though.
 
Originally posted by hotrod0823
I don't quite understand your frustration Lee.


I have been asking over and over with different players to not give me incomplete turns. That alone is frustrating me as I feel like nobody is listening to my requests.
 
Meldor told me this a long time ago - If you REALLY want to annoy Lee, leave one worker automated. He'll have so much fun tracking him down, he may even forget to yell at you! ;)
 
Annoying Lee was not my intention. I just ran out of time and at 3:00 am was happy to finish my military moves and get the darn game posted.

Workers are not my strong suit. Seems I can never find anything for them to do in the later stages of the game. :blush: Need to work on that.
 
I finished railing every file in our territory. By the end of my turns most of the workers got fortified. I started waking some up after hospitals completed to get those cities going...
 
LK56 – 1400AD

1400AD(0) Cycle through the cities. Play around with the new specialists. Its interesting that civil engineers near the capitol give 2 shields, while those far away from the capitol don’t seem to help much.

IT Babs and Incans sign an MPP

Lose our gem supply.

1405AD (1) Move troops towards 2 Mayan towns. Trade Electronics to Carthage for Fascism, Refining, and 40 gpt. To the Babs for ironclads, gems, 5 gpt.

We have 2 oils, one on our native soil. Carthage has no oil. He does have combustion @ monopoly. That tech is ridiculously priced, so I sell him excess oil for 89gpt.

Without a native oil, Carthage will not pose a serious threat to us. Tanks, battleships, destroyers, etc. will not be available to him. There is oil on one Bab island (not main), more oil in the Mayan area, and one in Incan land.

IT Nothing

1410AD(2) Bomb down Rusginiae to a 1 hp rifle and a spear. Capture it without loss.
Cav army takes out rifle in Mayapan revealing a pike. Elite cavs kill it and a LB capturing it.

1415AD (3) Wall Street completes. Bomb 2 rifles and a pike that are in the open. Kill the redlined pike with an elite sword. Elite MDI loses 5 straight to a redlined rifle.

Larsa bombed and captured. Arequipa bombed and captured.

1420AD (4) Bomb and capture Ica.

1425AD (5) Have to kick in incense to get Carthage to re-up our furs/dyes for silks/wine/incense +175 gold.

Demand that the Incans leave our territory and they declare.

A steroid-enhanced redlined LB kills 2 elite cavs, but we capture Corihblahblah and destroy the Mayans.

1430AD (6) Capture Ollantayblah from the Incans.

IT we get a leader on defense from an attacking Bab cav near Mayapan.

1435AD (7) Get a ROP with Carthage so that I can attack the Babs easier.

1440AD (8) Bomb and capture Izibia from the Babs, taking with it several boats.

It was defended by about 10 rifles, but Cuzco, aka home of Leo’s Workshop, falls to our mighty armies! It also comes with the Colossus, Lighthouse, Gardens, Police station, market, bank, harbor, rax. Etc!

Do a safe steal from Carthage on Combustion. They have both Mass Prod and Flight beyond it.

1445AD (9) Move units, upgrade some galleys to transports. Start building a navy.

IT Cuzco flips.

1450AD (10) It cost me 2 elite cavs to kill a stupid redlined rifle. But Cuzco is ours again.

Income is up to 1150gpt. Not bad considering it started at about 650gpt.

Right now, we just need more navy. We should first take the eastern Bab island. It has the only other oil which is not under control. After that, we go after motor transport and then remove the Babs and Incans. We may never have to go after Carthage for domination. Time will tell.


Dutch Destruction
 
Originally posted by Ridgelake
Its interesting that civil engineers near the capitol give 2 shields, while those far away from the capitol don’t seem to help much.

That isn't surprising - engineers are still subject to corruption. In far away cities the only help is a lot of cops.

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

LKendter
Ridgelake
meldor (currently playing)
Rubberjello (on deck)
hotrod0823

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
If the Incas fall as easily as the Mayans. And I think they will domination can't be too far away. The Incas are spread out across more islands so travel will be slower but shouldn't be a problem.
 
Originally posted by LKendter


That isn't surprising - engineers are still subject to corruption. In far away cities the only help is a lot of cops.

Well, I played with it some more during my turns. It seems to be a display bug in certain circumstances. At one point, the engineer showed no shield help. I changed the build order and suddenly the engineer showed 2 shields. But even this technique was inconsistent. Very odd.

The cops seemed to do very little. I didn't try them in any town with a police station. I wonder if that would increase their effectiveness.

The railroad bug and the fort-in-neutral territory bugs are extremely annoying.

Good luck, Meldor. You have more of a builder and staging turn ahead of you. It will take some time for us to get our navy into position to move on the Incans and Babs. I should have started that earlier in my turn than I did. Though doing a lot would have been tough as our core was finishing up infra builds. Most of our core is done with that now and can be turned over to military builds again.

I would not renew the oil deal with Carthage. They already built a lot of boats. Given another 10 turns of oil, they could develop a decent force. Lets hope they dont get to tanks before the end of the oil deal.
 
Civil Engineers are NOT subject to corruption. They always provide two shields when their city is building a building and zero shields when it is building a unit. I have not yet experimented to see what happens to their shields if you start building a building and switch to a unit partway, so I don't know what happens in that case. Thus, CEs are very helpful for that initial courthouse/aqueduct that you need built or when you're in food heaven (lots of floodplains) and need to get some buildings up. I am 95% certain this is a design decision and not a bug.

Are forts stopping movement or are they barricades (the new upgraded forts)? I also wonder how it works with manned barricades in neutral territory.....

Arathorn
 
Arathorn, you might have found the answer on the engineers: units versus buildings.

Barricades in neutral territory (occupied by us) was stopping rail movement. It was so frustrating, that I dumped several units into a nearby city to stop resistance so that I could rush culture. Once in your territory, there was no movement hindrance.

BTW, Meldor, you may very well have the chance to do some amphibious assaults. It is funny how some games work out that you get certain types of turns. In this one, I hvae had the pleasure of removing both the English and the Mayans. In RBC1d, it was all defensive and setup for the next player. Timing.
 
I didn't get to finish this last night but will give a smal update.

We didn't have spies anywhere and now we do. Inca are a joke, the Babs are hardly better. Carthage has 4 times the military we do and a whopping 167 Infantry and counting.
 
1450 AD (0)
Ok, we don't have any spies, why not? I fail with Babylon but get an agent in with the Incas and Carthage. The Incan forces consist of 1 warrior, 5 Longbow, 19 Rifles, 1 Caravel and 2 Galleons. Carthage on the other hand has 1 Rifle, 57 Cav, 167 Infantry, 19 Arty, 11 Transports, 17 Destroyers, 2 Bombers and 25 Guerillas. Swap some tiles around in hopelessly corrupt cities like Tulum set to build walls in 9 turns. By putting a single citizen to work on an irrigated grassland the other two become civil engineers and we get the walls in 2 and growth in six. Two irrigated grass gets walls in 3 and growth in two. Thats what we go with. I can see there is a lot of irrigation work to do. You can now build the cities up in the outlying areas.
(I) The Baby land three Cav on our first island and it looks like more are coming. Lose our silks.

1455 AD (1)
Re-up silks for 1255g. Kill the three Bab cav.
(I)

1460 AD (2)
Take out 2 frigates and a Galleon.
(I)The Babs bring three more frigates on top of a galleon. We complete Battlefield Medicine.

1465 AD (3)
I nail the frigates but have nothing to hit the galleon with. We have too much cash so I steal Flight from Carthage. I swap core cities over to airports and pick a city on the otherisland to get one. This will make it easier to mount an assualt from that island. Load up a couple of transports. Fill the army with infantry and load it in a transport.
(I)The Babs continue to bring target bouys, er I mean frigates and Galleons. We complete the pentagon.

1470 AD (4)
I drop off a couple of arty on the island and bombard a frigate and Galleon. They are then sunk. Three frigates and a galleon to go and we have gotten an elite cruiser out of it.The destroyer is in for repairs. I think about a steal but we don't have enough for a safe one yet.
(I) The Babs drop off more Cav. The Frigates and Galleon attempt to take the long way home. Also spot a Bab Destroyer and Frigate off the north shore.

1475 AD (5)
Bomb and then kill the 3 frigates and Galleon. I wake some arty on the mainland and bomb the destroyer. We then take it and the frigate out there. I drop off three armys and other assorted units on the Babs small island. Load four more tansports up fro dispatch next turn.The infantry army does an pillage-move-pillage-move on their main island. Make attempt to steal tech and fail but no declaration.
(I) Not much. The Incans land a longbow

1480 AD (6)
Land a bunch more units. One army kill a marine and snags some workers. The rest of the units move next to the first city. We take out the longbow and bombard the two Incan ships. The pillaging army continues its impression of a hoover vacuum.
(I) The Incans drop off another Longbow and several rifles.

1485 AD (7)
We bombard and then raze Shurrupak nabbing 4 more slaves. Bomb and destroy the longbow and 3 rifles the Incans sent. The pillaging army gets another 2 squares.
(I) Not much.

1590 AD (8)
Advance on the next Bab city. Attempt to steal tech was unsuccessful but went unnoticed. Carthage is building tanks.
(I) Nada

1595 AD (9)
Pillage and move. Ouch, Carthage has 53422 Culture and they only need 80000 to win, they are adding almost 600 per turn.
(I) A Bab cav comes out and dies on our infanry.

1500 AD (10)
We bombard and raze Zariqum. Plant a city on the samll Bab island and start it on a Rax. Steal Mass Prod from the Babs.

http://www.civfanatics.net/uploads6/LK56-1500AD.zip.zip
 
LKendter
Ridgelake
meldor
Rubberjello (currently playing)
hotrod0823 (on deck)

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