LK57, Sengoku Scenario, Demigod

Thanks for the swap. thoughit looks like I may not get to play. If we have the settlers ready when the capitals go, we are all set.
 
LK57

Oct. 1549 AD (0): Soo many options. Okay if we hit the Ichijo capital can I fill up enough galleys to claim the entire Island in a few turns ??? :hmm: or go city by city and take the island slowly. Either way we need a spy. Plant an Ichijo spy. Investigate the city pre war to see what the capital has to offer. There are 20+ units in the capital. I think we are better of population wise if we take cities before the shogun bites it. Will deal with the Tokagowa first however.

Jan 1550 AD (1): Various movement. Continue buildup at Tamashima. Load remaining settler and one other in a caravel awaiting transport to Ichijo island shortly. Rush a caravel in Hagi to make the move toward Tokagowa easier. Oda has RoP but very little roads remain. Spend some gold to get more units next turn. Short/cash rushes. May have to consider Yorki law to cut corruption. Or even imperial decree, not sure if either really works. NO fighting this turn.

Apr. 1550 aD (2): An Oda settler is grabbing the NE spot near the whale. Will have the other 2 this turn. Many MSammis complete starts many more. Rush a couple western settlers to load up for the hit on Tokagowa. We are sitting at 31/28 with 3 new cities to come next couple of turns we may only need worker merges to hit domination coupled with taking out the Tokagowa capital and the Ichijo capital. Land area shouldn't be a problem. Continue to move the stack toward the Tokugawa.

Jul. 1550 aD (3): More units more movement. Found New Hiroshima in the north. Found New Okayama on the Saito capital site. Merge a few workers just to see the effect on % of population and 3 workers merges increased it from 28-29. :hmm: Take out the Ichijo capital and the Tokagowa and I think this game is over. We are at 32% land. I would like to have some fire power before hitting the Ichijo but looks like we have enough units. My only concern is the many galleys they have milling around. There are no less then 9 that can drop units on our southern island.

Oct. 1550 AD (4): Shoe horn New Tokuyama in the old Saito lands. Start a temple will rush it. We are sitting at 33/29 and Now is as good a time as any. Declare on Ichijo and land our SoD on their coast. Captured the Ichijo city of Miyazaki on our Southern island. Unloaded the SoD out side Ozu on a hill. Found New Ube to fill in the gaps on Matsuaga territory.

Jan 1551 AD (5): At a cost of 7 MSammis we captured Ozu a key city for us to get units across to the Ichijo Island. It is at size 19 and I am tempted to keep it because the capital is next on my list but we need more units. I am not confident. I due the safe thing and raze it to be replaced next turn. Ichijo have many units and this may be a long battle. There were 8 units in Ozu and I didn't attack until I bombed it to wound all the units and still took loses. Continue to cash rush units. Mostly MSammis and a few Arques. Grabbed a Ninja. I have a cool idea but will be reluctant to try it. There are 4 barb units just waiting to be enslaved as Samari.

Apr. 1551 AD (6): Found New Shimonoseki on Ozu ruins, cash rush a barracks. Moving Stack outside of the Tokugawa capital and Ichijo capital in the mountains. OUr current position is 34/30.

Jul 1551 Ad (7): Various units are cleanedup. Ichijo is sending a lot of Ninjas. Bombed and kill many. Did bomb capital but not enough. Lost a couple MSammis to the Tokugawa Yamas. Founded A new city on a lux island to the SW and we are over 35 %. I wonder if we can merge our way to 35% poplation along with destroying either of the groups we are at war with. Capture the Ichijo city of Uwajima on our souther island.

Oct. 1551 Ad (8): New leader emerged in a cleanup operation vs. a Ichijo Yama. There are too many units in the capital will focus attention the size 20 city of Saijo. Shuffling units on the Tokagowa front as well. Bombing was weak and damage to units but not all. No reduction in Population. Not ready to send the horses to the glue factory yet. Will hit the other cities before the capital. There are just too many protecting the Soguns.

Jan. 1552 aD (9): Combat Settler founds NEW yonago right outside the Tokagowa capital. Cash rush a barracks in anticipation of a long fight. Another "combat settler" outside the Ichijo capital. Siege Saijo and go for the attack once the wounded units stay ontop. It takes a few MSammis with it but Saijo is ours. I am not concerned about flips as we haven't had any and I really want to see what effect a new size 19 city has on our population number. This may very well be the end. As expected we are at 35/33. A few worker merges from dead civs and our own and we are up to 34. MM every city possible for growth and maybe we win next turn.

Apr. 1552 aD (10): Okay WW is kicking in. We are 1% away from victory. worker merge 4 workers and a couple "combat settlers" and we hit 35%. I up Lux to avoid WW riots but it doesn't matter.

OT: I ended the turn without playing it out. Watch a few battles and click through the riots because of the war Weariness and we get the victory screen. Domination in 82hours, score 10027, turn 300/540.
 
[dance] Another win for the LK series [dance]

Just one game active at the moment - but no clue how much long that one has...

Need to start thinking about more next year.
 
Good game all...It would have been more enjoyable without the gpt bug, then we could have gone for a conquest victory more in line with the mass regicide. All we really needed was a massive Sod to protect a bunch of ninjas, then smack each shogun.
 
Yep. Challenging game. Thanks for the chance to work with a great team! :goodjob:

I would love to say that this is my favorite Conquest, but I'm afraid I can't. I love all the effort put into all the units, buildings, and techs. There are two issues that need to be addressed to make this a more enjoyable play (in my opinion).

Yamabushis must be fixed (down to 1 Movement). These guys are just way unbalancing for their time and their rapaciousness is game-altering.

Something needs to be done to the map to allow more trading (trade routes). Due to the narrow nature of the land mass and narrow Coastal/Sea boundaries, a single enemy can cut off trade routes to 3/4's (or more!) of all potential trading partners. Either more Sea squares need to be added, or allow trade across Ocean squares (not realistic, but will add to the balance.)
 
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