LK57, Sengoku Scenario, Demigod

I just pick our clan by Random. We draw the Mori.

Jan 1450 AD (pre-turn)
I form the capitol where we stand.

Jan 1453 AD (pre-turn)
They weren't kidding about a lot of barbs. I have already spotted **3** camps.

Jan 1454 AD (pre-turn)
Correction, there are 2 camps. Our Ashigaru frags one camp promoting to vet.

Jul 1454 AD (pre-turn)
We pop a hut and you know we get the wonderful bonus barbs.

Jan 1456 AD (pre-turn)
The free support in despotism is now just 2 units.
We make first contact with Urakami. There are no possible trades.

Jul 1456 AD (pre-turn)
The joy of huts continues with more angry barbs.

Jul 1458 AD (pre-turn)
Next time in this scenario I go straight for swordsman. We have already lost our 3 Ashigaru to barbs!


Summary:
This is brutal for barbs. After the settler we had better go military happy. We need to research toward swords ASAP.

LKendter
Rubberjello (currently playing)
meldor (on deck)
6thGenTexan
Open slot

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Remember this is Regicide - lose our king and game over



http://www.civfanatics.net/uploads5/LK57-JUL1459AD.zip
 
Hi!
I think I speak on behalf of the 'rest of the world' - screenshots please and many ( atleast till its 15th when we get the game ).

Happy conquering :)
 
I put two words on here: Saki and Jade for the resources nearby. Look at the cute hat on the "peasant worker"!
lk57-1459ad.jpg
 
Well...kind of a different world here. No starting techs (except road, mining, and irrigation are not techs you have to learn like in a few other scenarios). No Civ traits at all??? No bonuses there.

Is it 20 turns, or 10 for the second round?

Going on the RJ credo of "It's better to seek forgiveness than ask permission", I'll go 20 and Lee can fire me later. :D

Our only known neighbor is up Metal Working.

lk57pic001.jpg


Jul 1460 (2) Produce Settler at same time as learning Pottery. Granary started. Metal-Smithing started, in case this gives us a better deal with the trading the tech. Settler heads SW for ocean/wheat, and away from barbs (hopefully) In a surprising deal (I would think the AI would value Metal Smithing obscenely high), I was able to trade Pottery and 32 gold for Metal Smithing from the Urakami to the North. We can now build Barracks. 40 turn gambit started on Sword-Smithing with science at 10%. (Science at 70% was also 40 turns.)

Jan 1462 (5) Okayama founded, an Ashigaru started.

Jan 1464 (9) Ashigaru completed, another started.
lk57pic002.jpg


Jul 1464 (10) :eek: 2 Barb camps to the South also!

Jul 1465 (12) Nagasaki grows to size 4, lux goes to 30.

Jul 1466 (14) Nagasaki Granary->Settler. Okayama Ashigaru->Ashigaru. Take a risk and actually disperse a barb camp.

Jan 1467 (15) The barb from the next camp over kills ours, full strength, sitting on a mountain! :(

Jan 1468 (17) Barb battle nets us a promotion.

Jul 1468 (18) Okayama Ashi->worker. The Urakmi to the NE have learned Mysticism, but won't trade it for the money we have.

Jan 1469 (19) Nagasaki Settler->Settler. Lux dropped to 10%.

Jul 1469 (20) Settler heading North with escort (vetoable) Brown border suddenly appears on an island to the south. 22 turns to Sword-Smithing.

The game (1469)

lk57pic003.jpg
 
Is it 20 turns, or 10 for the second round?

Uh, what part of Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete. is confusing? LK games are always 10 turns after I start with 20 or 30 depending on the game. :hmm: Do I need to make that flash, big size, and underlined?

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

LKendter
Rubberjello
meldor (currently playing)
6thGenTexan (on deck)
Open slot

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Remember this is Regicide - lose our king and game over
 
Well then, after that sarcastic response I don't think I'll bother 'seeking forgiveness'. :p
 
Lee please swap me as today is my flight t Portland. I should be able to play tomorrow night and this shouldn't slow our progress.
 
LKendter
Rubberjello
meldor (on deck)
6thGenTexan (currently playing)
Open slot

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Remember this is Regicide - lose our king and game over



NOTE:
We still have a slot left. Anyone want it?
 
The map is 140x132 - slightly above large but with lots of water around Japan.
 
LKendter
Rubberjello
meldor (on deck)
6thGenTexan (currently playing)
hotrod0823 (just joined)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Remember this is Regicide - lose our king and game over
 
JUL-1469-0 Look around and see a whole lot of nothing. Going on the known geography of Japan, all attemps on settling should be east. Not that I can do anything now.

Jan-1470-1 Thinking that all of the bad hut luck showed up prior to my turn, I pop the hut to our west and get Mysticism.

Jul-1470-2 Okayama worker-->worker Raise lux tax to 30% for growth. The Urakami have Sword-Smithing.

Jan-1471-3 Able to move Ashigaru to meet the brown neighbor, Ichijo. They have SS but not Pottery. Pottery and 42g for SS. The Urakami now have Alphabet so research started on Invention. Disperse barb camp on western Jade. Tokuyama founded on North coast and starts an Ashigaru. Our Iron is in a mountain by the western Jade. There is a second on the eastern end on the mountain range taht starts north of Hiroshima. The Urakami are settling the southern coast towards us.

Jujl1471-4 ONe worker is roading to Tokuyama and the secont is connecting our incense.

Jan-1472-5 Hiroshima setter-->settler The settler is heading SE to coast by the fish.

Jul-1472-6 Okayama worker-->temple The culture will bring in the wheat, furs and probably the Saki.

Jan-1473-7 Settler also sees a whale in first expanse on location.

Jul-1474-8 Ube founded and starts an ashigaru. We now have one more city than the other 2 clans. I believe the Urakami are at war with their eastern neighbor because there has been a worker in the capital for 3 turns now.

Jan-1474-9 Pulled the Daimyo our of Hiroshima to protect the worker and did not see the pop growth so they rioted. Alphabet is now affordable for all our gold and half our GPT.

Jul-1474-10 Incense is now connected. Lux rate down to 10% and we're making 12GPT. I left one worker with movement. He just connected the incense and I would go ahead and continue roading to Ube.



The Game
 
see the pop growth so they rioted. :wallbash:

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

LKendter
Rubberjello
meldor (currently playing)
6thGenTexan (played out of order)
hotrod0823 (on deck)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Remember this is Regicide - lose our king and game over
 
Jul 1474 AD (0)
Move worker to continue road. Wake up Ashigaru in Tokuyama and send him out to scout. I would like to see if the best spot for the next settler lies to the north or south.
(I) Nada

Jan 1475 AD (1)
The Ashigaru moving north finds a barb camp in the mountains overlooking the goodhut in the area.
(I) Horishima settler->settler

Jul 1475 AD (2)
Settler moves north as the area loos good to block the AI and pick up more resources.
(I) Barb from camp attacks our Ashigaru and dies. Tokuyama Ashigaru->worker

Jan 1476 AD (3)
The goodie hut produces barbs but they move away from us.
(I) The Uramkami kill one of the. They alreay have an elite unit roaming the hills.

Jul 1476 AD (4)
Our Ashigaru fortifies to heal. The settler pauses to pick up its escourt.
(I)Nada.

Jan 1477 AD (5)
We decline to attack the barb camp int he moutain.
(I) The elite Urakami takes the camp out.

Jul 1477 AD (6)
Find another goodie hut and its attendant barb camp in the south.
(I)A barb moves out of the camp in the south over the goodie hut.

Jan 1478 AD (7)
I take out the barb and pop the goodie hut and get barbs again. We do spot another border at the end ot the island.
(I) One barb attack our Ashigaru in the south and he promotes to a grandmaster! Hiroshima settler->rax. Tokuyama worker->temple, Ube-> Ashigaru->temple

Jul 1478 AD (8)
We kill a barb in the north. The settler reaches its spot. The second settler heads north as well. The Ashigaru in the south fortifies to heal.
(I) The barbs around the unit in the south fortify as well. One of them is on another goodie hut. That is the first time I have ever seen two goodie huts in squares one beside the other.

1295 AD (9)
We meet the Miyoshi and get Alphabet from them for 99g. They are still up invention as are the Urakami. I kept waiting for a two-fer but none showed. We then sell it to the Ichijo for 120g.
(I) Our one grandmaster int he south dies as he is defeated by a two hp barb.

1300 AD (10)
Shimonoseki is formed int he north and begins a temple to pull in a fish and whale, not to mention a jade. The second settler is one square away from its intended spot and has an MP that can move on top of it next turn (even though it is hurt). Our ashigaru in the north is moving to cover Shimonoseki.

The save
 
Originally posted by meldor
(I) The barbs around the unit in the south fortify as well. One of them is on another goodie hut. That is the first time I have ever seen two goodie huts in squares one beside the other.

Yes. It is a hand-made map, so we may see lots of things we've never seen before. At least it sounds like these tough barbs are slowing the AI expansion down a little bit also?
Good job!
 
Back
Top Bottom