LK58 - Middle Ages Scenario

LKendter

Exterminate, exterminate, exterminate!!!
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Joined
Aug 15, 2001
Messages
19,860
Difficulty = Demigod
Barbarians = No options
Civilization = By Random - we got France.

Signed up:
LKendter
meldor
hotrod0823
ToddMarshall
Grimjack
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
The following tactics are PROHIBITED:

RoP Rape - if you have to ask...

RoP Abuse that includes things such as irrigating all tiles with a city building wonders, denying resources with a RoP, putting a unit to block a land bridge, etc.

Scout resource denial - parking a scout on a resource, as the AI won't ask scouts to leave. The same scenario also applies to workers.

False Peace Treaties (must wait for the 20 years to end).

The negative science exploit - you can run a huge deficit (-250 / turn) of negative cash with a token penalty of one lost worker / cheap building. If cash will go below zero, the research level must be dropped.

Ship chaining exploit - you can move a ship, unload troops to another ship, move that ship, etc. This allows you to ship an indefinite distance, and that is why I consider it an exploit.

Resources disconnect / connect exploit - I consider most resource tactics fine. Delaying to hook a resource, trading it away etc is fine. The exploit is to do this every turn. Build a stack of horses, connect saltpeter, upgrade to cavalry, and disconnect.

Palace Jump - You abandon the capital city to move the palace to a new location. If you want to move the palace, build a new palace.


Standard LK house rules:
1) Worker automation of any kind is prohibited.
2) No worker purchases before 1000BC to avoid civ crippling.
3) Declaring war / demanding leave solely for the purpose of getting out of trade deals.
4) Even if not covered under exploits listed, please try not to use tactics that take advantage of holes in the game design.
5) Our trading reputation is golden - please respect it.
6) Complete your turn. It is frustrating to get a 1/2 completed turn.
 
843 AD (pre-turn)
We start in Monarchy, so an irrigated wheat tile will set us to +5 food. I switch Paris to granary, so that we can start building more workers / settlers.
We have meet Denmark and Burgundian civs already. The only available trades are a worker, and this clearly violates LK house rules.

I thought this was a full 540 turn game, but it is only 204 turns.
For science, I decide to try 40-turn gambit on Norse Tradition.

846 AD
Our next door neighbor of Denmark is one of the civs with Berserks. :eek:

849 AD
We make first contact with the Celts, and England moves a galley in range of us. Still can't make any trades.

852 AD
We make contact with Germany and Castile. We still can't make a trade.

855 AD
We form an embassy with Denmark - Hedeby is size one building a spearman.
We form an embassy with Celts - Dalriadia is size one, building settler due in 3 with growth to size 2 in 3. Some AI silliness isn't fixed.
We form an embassy with Germany - Regensburg is size three, building a settler.
We form an embassy with Castille - Leon is size one, building a spearman. I note Leon comes with NO pre-build city improvements.

858 AD
We have first contact with Cordova. It looks like everyone starts dead-even with tech in this scenario.

882 AD
This is the turn of massive contact as we meet - Poland, Magyars, and Bulgars.

888 AD
We make first contact with Norway.

Summary:
With 204 turns total, I took 14 turns.

LKendter
Meldor (currently playing)
hotrod0823 (on deck)
ToddMarshall
Grimjack

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


http://www.civfanatics.net/uploads6/LK58-888AD.zip
 
[/lurk] Norse Tadition doesn't really lead anywhere. It is a non-tradable tech between non viking nations. it gives berserks, but I am very sure that non-viking civs can't build berserks. This is what I gained from playing this scenario [/delurk]
 
OUCH - It looks like the Civlopedia needs some work. It didn't say this was a non-tradeable tech.
 
I see it and will correct for the tech problem.

[EDIT] BTW Lee, it is after 1000BC so you could have bought the worker :D :jump:
 
Originally posted by meldor
[EDIT] BTW Lee, it is after 1000BC so you could have bought the worker :D :jump:


Well the real goal is not to buy workers for the first 80 turns. The first 80 haven't passed yet.
 
Norse Tradition is a quite good tech for everyone (though the AI Civs usually do not research the other flavors until very late). While you cannot build the Berserks and Longships, you will be able to build the Viking Saga SM (Heroic Epic + Magellan's), and the Blacksmith (Factory without Pollution) later with access to the Viking branch.
And you should be able to trade for the 2 mandatory 1st era Techs without problems.
Not a bad strategy so far (though I think it's better to head for the 2nd era and grab Norse Tradition and Arab Learning from the HRE Wonder). France btw has easily the best start of all Catholic Civs, so you should do well. Just take care of culture flips...


And 40 turn gambit is the wrong word...you hardly could research the first tech in less time anyway.
 
888 AD (0)
Everything looks good, we are even in tech have extra horses but no iron or stone. Lee has temples building to fix that.
(I)We get asked to leave two different territories.

891 AD (1)
Movement.
(I) Paris settler->settler, Angers temple->rax,Orleans Spear->spear, Bordeaux Rax->spear, Boulogne Temple->Curragh, Clermont Rax->temple

894 AD (2)
More movement.

900 AD (4)
(I) Ghent Rax->Temple

903 AD (5)
(I) Paris settler->Spear

906 AD (6)
Lyons is founded on the coast. Trade Germany horses and 96g for Horseback Riding.
(I) Angers Rax->Spear

912 AD (8)
(I) Paris Spear->Settler

918 AD (10)
Found Rhiems to grab another quarry and some more wine.

The
Save
 
LKendter
Meldor
hotrod0823 (currently playing)
ToddMarshall (on deck)
Grimjack

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Remember this is mass Regicide - lose our kings and game over
 
Just a heads up. I most likely can't play till tues night and likely won't be on till then. So if hotrod posts his turns tonite it might be 36-48 hours before i respond. I WILL play and post the turns tues night though. It will be first "in queue" ahead of RBC3a (allreay on a slow pace) and Maniac1.

-Maniac.
 
If Blacksmiths are the factories, I would suggest we beeline for them, since shields may be at a premium on a cramped map. ( Hanv't actually looked, but meeting som many civs so fast makes it sound like a cramped map. )

Grimjack
 
the map is pretty big IIRC as most tiles are land not water.
 
918 AD (0): At first glance all I can say is wow. We are tight on land already. Danish are on our territory as are the Celtics and we are in a culture war with Burgundian already in the south. Okay spent a while reading the Civilopedia and I am ready to jump in. Rush Temple in Ampurians for 20 gold. Put the taxman in Bordeaux back to work. Rush Lyons temple for 88 gold to fight with the Celts and Vikes for territory.

921 aD (1): Orleans builds a spear starts a temple. I think culture will be the key. Ampurias builds temple starts a curragh. Angers builds a spear starts another. Boulogne builds a curragh starts a barracks. Lyons builds a temple starts a worker. Hurry another temple in Clermont for 68 gold. 2 Castille settler pairs are heading our way.

924 aD (2): Paris builds a settler but I reluctantly start another. Clermont builds a temple starts a spear. Moving settler to the spot Between Bordeaux and Ampurias. Castillian settlers appear to be passing through. Trying to run interferance with a local spearman. Build the English Embassy for 32 gold. Chippenham is building swords, has 5 spears, an army 2 swords and a King. Complete with a barracks, temple and marketplace, horses, tar and ironx2. Workers are building forts :confused: How is that they have a marketplace yet don't have the middle class tech for it?? We have one in paris too.

927 AD (3): We get moved out of Cordova territory. Rush the Temple at Gent in the north for 44 gold. MOving the settler to the southern spot but can double back if we lose out to the Castillians. Still no changes on the tech side.

930 AD (4): Gent builds a temple starts a spear. Bordeaux builds a spear starts a temple. Short rush and archer in Paris and swap back to a settler. City grows to 6 next turn and hope to get the last shield from the new citizen. We need the settler sooner than later. I can't believe how many settlers are around. :eek:

933 aD (5): Sweet I got my settler out of Paris :D! Start on a Swordsman. Angers builds a spear starts a sword. A couple cultural expansions. Moving settler and new spear to the river between Paris and Rhiems. Otto is loaded and the rest are poor like us. No new techs. We lack tar.

936 AD (6): Boulogne builds a barracks starts a spear. Found Tours on the river between Bordeaux and Ampurias. Starts a temple. Contact the Byzantians She has worker but realize a :nono: and pass it up.

939 AD (7): Lyons builds a worker starts a granary. Rush the much needed temple at Rhiems for 64 gold.

942 aD (8): Orleans builds a temple starts a sword. Clermont a spears starts a spear. Rheims a temple starts a barracks. Found Chartres on the river between Orleans and Rhiems. Starts a temple.

945 aD (9): Paris builds a sword starts another. Germans just got a new tech and start bulding the Holy Roman Empire. As do the English. A barb camp just exploded on the Italian Peninsula. Barb horses are Khesiks with 3.2.3. castle building is know my most but not all. Too many to mention them all.

948 aD (10): Angers builds a sword starts a granary. Swordsman is continueing to slowly make his way West. We still cannot affor Casle Building but are only 5 turns from Norse Tradition on the path to the blacksmith. BTW the Bzyantines have a huge lead and the culuture graph is off the charts. We can possibly shoe horn one more city between Claremont and Angers. Started building up swords for what will be a war soon coming. :hammer:

here is the save:

http://civfanatics.net/uploads6/LK58-948AD.zip

 
LKendter
Meldor
hotrod0823
ToddMarshall (currently playing)
Grimjack (on deck)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Remember this is mass Regicide - lose our kings and game over
 
Looks like a lot of blue trourists like our Alps :)

Grimjack
 
Holy cow thats crowded. ALMOST to the point of ICS though it looks like we really didn't have a choice. I got it. I'm exhausted from a l-o-n-g couple of days at work so not sure if i will post today or tomorrow.
 
I'm half done and taking a break because I'm trying to figure out what we need to do here. Norse Trad came in and guess what? It IS non tradable (either that or every civ on the planet got it the same time we did). We can get Castle Building out of Burgundy for a phony war vs Norway, which I may do. Too many options, not enough good ones.
 
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