LK58 - Middle Ages Scenario

Preturn - I spend about an hour reading the civlopeia.

Conclusions: Most units and improvments are like the ones in the main game, at least up until pikes and swis mercs. I note that curraghs have a 1 unit transport ability. The other thing I note is that most of the wonders in this game are REALLY poweful, particularly the Holy Roman Empire wonder, which in hindsight I believe we should have been prebuilding for. It's ToE plus for goodness sakes!

I'm guessing we are mainly playing this for domination victory, though again, I'm not sure. I'm sort of lost as to what is the best approach the next 10 turns. After some thought I settle on military buildup. I'm guessing we are eying all that blue land to our east (both shades of it).

Swap a couple sword/spear builds to eliminate wasted shields, everything else looks dandy except for the fact we SERIOUSLY need workers.

Diplo check doesn't show anything much I didn't know from reading hotrod's summary

Interturn - Izzy demands us out, Byzantium and Burgunday ask us nicely to leave. Burgundy starts HRE.

[1] Boulogne - Spear -> Spear

Paris grows itself unhappy - The tiles arround paris are pretty unimproved. I lower the slider to 0 and hire a scientist.

IT - Germany declares war on burgundy. :)

[2] Paris - Sword -> Worker
Orleans - Spear -> Spear

Diplo: Germany wont offer much for an alliance, Burgundy would give us everything they own for one, but of course we have active deals with the Germans and must pass.

IT - Nothing

[3] Paris - Worker -> Horseman
Ampurias -> Curragh -> Curragh (vetoable)

Diplo - Nothing new

IT - Castile allies with Burgundy vs Germany

[4] Ghent - Sword -> Sword
Bordeaux - Temple -> Sword

IT - Norway allies with Germany against Burgundy an Castile.... This could get ugly.

[5] Orleans - Spear -> Spear
Lyons - Barracks -> Spear

Norse Tradition comes in and it is either NON tradable or every civ on the planet got it the same time we did....... Nope, the Danes have ship building... So aparently that IS tradable where norse trad isnt. I consider my options carefully here... and decide to wait one turn for the German horse deal to expire before making a decision.

IT - Cordova allies with Germany vs Burgundy

[6] Paris -> Horse -> Horse
Bulogne - Spear -> Spear

Seeing no other good option for catching up in tech, I make the following deals.

To Burgundy: Aliance vs Norway for Castle Building and 9g
To Sweeden: Horses for Seafaring and 9g

My plan is this: let Castile get themselves out of position on our turf then declare war on them. If nothing else better presents itself that is.

Tottally unsure of what to research next I choose smithing at min science. We can't get anything in less than 27 turns and even then it is t -5gpt.
Contact is made with Fatima who don't yet have Castle Building

IT - Kievan Rus and Germany ally vs Burgundy

[7] Paris - Worker -> Horse

Diplo - Nothing

IT - Nothing

[8] Orleans -> Spear -> Spear
Rheims -> Barracks -> Spear

Diplo - Nothing

IT - Nothing

[9] Angers - Grainery -> Sword

I end here because the game says this is turn 44 of 204... not sure if somone took an extra turn or what but this gets the years and turns in whack. I was trying to create a stack in tours, to go after Castile, but that won't be my call. We are at a crossroads. We DO need a war soon if only to get mor cities for unit support. The workers near clermont are trying to road up the spare iron so we can trade it. Not sure this was one of my better SG turns, if not, I appologize.

Good Luck to the next player.

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

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
 
Got it.
It will be a couple of hours before I start to play. Anyone got any tips beyond a general buildup of forces, and stay out of the way of Berserks ?

Grimjack
 
LK58, preturn, 975AD. As is prudent in Conquests, I spend a lot of time reading the docs.
I will see if I can continue the build-up of troops by the Castille border, as well as keep up in the tech game.
While pouring over the map, I spot a Norwegian colony in Africa ļ, weird.
I check diplomacy. An awful lot of contacts, and we still have half the map to explore. Byzantine seems to have a monopoly on Code of Laws. And Fatimids are down Castle Building.
We are at war with Norway. I remember the Curragh we have outside canary islands, and the Norwegian longboat there, and I put the warrior on shore leave.
After checking the tech tree I decide it is really weird. I also note that the wonders are on steroids, and as soon as we get blacksmiths, we ought to build at least one or two.
Note that mills in a far away tech is a small factory, increasing shields with 25% .It might be worth pursuing after Blacksmiths.
I build an embassy in Bulgar. This is so that I may sign a RoP and continue exploring. They have a Barracks and a temple. They are building spearmen at size 5 with 7spt. Two iron and a Tar ( I think. Looks like some old shoes. )
Garrison is four spears and a sword + one king.
I pay another 16 gold to get a RoP with them. I hope to get it back by finding a backwards civ I can peddle castlebuilding to.

IBT: The Norwegian longboat ignore our Curragh . Weird. Another Longboat appears from the north. I will shift some forces up here to form a welcoming committee.
Poland goes to war against the Burgundians. It makes me itch to join in. Burgundy has some excellent cities at our borders.
Four barbarian Keshiks attack the Norwegian town in Africa promoting it to elite without a scratch. This is 3.2.3 horsemen. One would think they could take out a lonely spearman. AIs must have enormous bonus against the barbarians. Germans start Holy Roman Empire
Paris completes Horseman->horseman

978 I try my hand at some MM, but there really is not much to do. Earn a gpt and two cities earn a turn on growth. I do move some troops into position near Marseilles. That city has some wines that rightfully belong to the French people. I am hoping the Burgunds are rather busy with the Germans and Polacks.

IBT: No Norwegian zerks land on our shores. A Norwegian longboat is out there outside the coast of Normandy, looking for targets presumably. Chartres completes its temple. I set it on barracks.

981: Troops get into position, and it is possible to strike at Marseille next turn. I will revaluate after checking diplomacy next turn. I also notice we do not have any decent worker factory. I will try to skim workers as much as possible.

IBT: A lone Burgund swordsman enter our lands. Wonder where he think he is going. Angers produce a swordsman, and I set it to worker. Boulogne grows and is set on a zero food surplus but 10 spt diet, and will produce swordsmen. Lyons produce a spearman and is set to produce Granary.

984: Fatimids have somehow acquired castlebuilding. No new techs visible. I guess the Danes threatened Byzantine into granting them Code of Laws, as they are the only ones having it besides the Byzantines. Burgundy seals its fate when I discover they have something we want. I declare war and cross my fingers hoping most of their troops are away bashing the Germans.
I do not sign any alliance, as I hope for a short war.
Hmm, at second look I do NOT declare war against the Burgunds. Discover we have them in an alliance against the Norwegians for another 14 turns. Our troops will redeploy outside the Castile borders.

IBT: Paris Horseman->Horseman, Bordeaux Sword->Sword, Ampurias Barracks->Spear, Angers Worker->Horseman,

987 Movement and exploration. Spot what might be an unknown border in Sardinia. Notice a free island with wines, it is Mallorca. I will have to build a settler in a suitable city to colonize this spot.
I set Bordeaux to settler.
Sweden knows Smithing and Denmark knows Code of Laws. I smell a twofer, but I do not have the resources to buy into this.

IBT: See Burgund swordsmen capture no less than three Cordoban settlers. Cordoba continue to send settlers though.
Ghent Sword->Worker Orleans Spear->Horse

990 The red borders on Sardinia was a Danish colony. Continue to follow the coast of Africa.
Early siegecraft is out. Burgundy is up Early Siegecraft and Code of Laws, Sweden is up Smithing and Code of Laws, Denmark is up Code of Laws and Early Siegecraft, Byzantines is up Early Siegecraft and Code of Laws, Germany is up Monasticism, Cordova is up Code of Laws, Norway is on speaking terms, but I am not prepared to destroy our rep. With our 4 gpt there is not much I can do. All of those nations already have iron. A horse is not enough to get anything from Burgundy. Get doubtful from Denmark who lacks iron with all our gold. Bah.

IBT: This turn Burgunds have a little less luck. They lose two swordsmen against a spearman trying to capture a settler. Boulogne Swordsman->Horseman, Clermont Sword->Sword Rheims Spear->Spear.

993 Movement and exploration. Still a lot of Castillan swords in our territory. I hope they get to where they are supposed to be soon now.
I change Ampurias from spear to worker.
I also decide to spend some of our hard earned cash on rushing a worker out of Bordeaux. Diplomacy is a bit depressing when we fall more and more behind all the time, so I skip it this turn. It is not like we get more money when we build so many troops.

IBT: With all my troops out of position, Celts demand 24 gold. I fold to him, but I will remember this. Paris horse->horse Bordeaux Settler->Spear, Angers Horse->worker, Tours Temple->Worker,

996 I have moved what troops we have into position next to Castillan borders. I am hesitant to strike as long as Castillans are moving 10+ troops through our countryside though. I will continue to gather troops, and let next leader decide on this matter.

IBT. Just as the Castilan troops are closing in on Germany, they sign peace. With our luck, the Castillan swords will be travelling back through our country now. Our African scouting warrior is destroyed by a roaming barbarian cavalry. Angers worker->horseman,

999 Move more troops. Explore some. I do not know what to do. We need to lash out against someone soon, or it will be very tough digging ourselves up out of the hole. We also need to get some Victory points if we want to win, and you do not get many points by being peaceful.

Feels like a good time to leave to next player with a large war around the corner. I think we are in a good position for some warfare. Troops are enough to capture one or two cities in Castille, but we will need reinforcements if we are to vanquish them. We will also need to do something aggressive against the Norwegians somehow. At least appear to uphold our end of the bargain.

Save: Here.
 
Phew. You were scaring me with that Burgundy war!

That alliance got us a free tech for a phony war. At the time I signed it, Burgandy had more ppl on their side vs Germany than vice versa, but the balance shifted a bit later. I'd suggest letting the alliance come to a close, then maybe we can get stuff out of one of their opponents (Germany maybe?) for an alliance vs them :). Castile was one of their major allies so they are probably in toruble now.
 
@Grimjack - Please complete ALL rounds. I got the game with 52 turns played, not 54 as expected. I counted your turns and played an incomplete 8 turns. I would prefer to get the game stuck with a war, then the round incomplete.


999 AD (pre-turn)
Our tech position is pitiful. I hate to help the leader, but I ship Iron and $75 to Sweden for Smithing. I ship Smithing to Denmark for Code of Laws and $40 making sure not to do gpt. :flamedevi:
I ship Code of Laws to the Bulgars for $125. I also send it to England for $189. The good news is we are ahead of some civs in tech not. Our iron got us a net of 2 techs and $279.

All cities get either town halls or blacksmiths depending on corruption level except for a couple of extreme corruption cities. To be honest, we can't afford anymore troops. The good news is we are ahead of some civs in tech not.


1002 AD
Denmark doesn't think giving us Siege Craft for peace is a good idea, so war begins. Our horse goes elite killing a berserk / settler pair. Two more workers :D

1005 AD
We kill a Danish warrior - any kill is good for some victory points.

1008 AD
We make first contact with the filthy rich Abbasids. The bad news is no tech to trade to get their money.
:eek: Major league problems. Danes and Cordovans ally against us. The civs with a ton of units in our territory...

1011 AD
We will be fighting Cordova for awhile, as I sign Castile into an alliance against them.
>>I would like to shoot whoever made those civs colors so close.

Nantes is now a French city like it should be.
We kill a Danish settler pair down in Bulgar land! The trouble is to get those workers home. The Danes have a demon spear by Ghent that eats a sword, and retreats a horse. We kill a couple of Cordova swords to safe guard Ampurias.
(I) Turks declare war on Burgundy.

1014 AD
(I) Norway attacks Nantes from sea, but we are lucky and keep it.

1017 AD
(I) Norway attacks Nantes again - we are down to one defender.
:confused: The Byzantines are building the Doomsday book. :confused:

1020 AD
I am impatiently waiting for those 2 turns of alliance against Norway to end. I can't afford to keep seeing units die in Nantes.
Denmark still won't talk, and we have been on the losing end of this fight. It needs to end now.
(I) What the? Denmark dials up and wants peace. However, despite us taking a city they want us to pay?
Ghent riots due to the lost mp.

1023 AD
Well I simply should have paid Denmark the $180, as the price has going up. Our unit costs are half of what they were at the start of my turns. I sign a more expensive peace of $202 and $5/turn. Ghent could fall next turn, and we are out of troops.

We now have contact with the Turks, but no possible trades.

Summary:
Pretty much a failure turn - I got Nantes, but lost a fortune in troops to Denmark.


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/LK58-1023AD.zip
 
Sorry about the eight turns Lee. I will remember it for next turn.
Grimjack
 
Wow. WTH is up with them wanting so much for peace :(. It really looked like a good turn for the first 3/4 until that happened. I really think we should try to build a wonder somewhere. These wonders in this scenareo are about the most powerful wonders I've seen in any scenareo.
 
I also thought about wonders, but with our best cities stuck on 10 or 11 spt, I didn't think we would get any in time for it to be effective.
Grimjack
 
1023 AD (0)
Swap one clown to taxman in Angers. Get RoP to go with alliance via Cordova. All of our swrods seem to be pulling MP duty and none are ready to go on the offensive.
(I) Norway lands 3 Bezerkers between tow of our workers. Burgundy and Cordova make peace. Paris Blacksmith->sword. Germans start he holy Roman Empire. We lose one source of iron.

1026 AD (1)
Move some swords down to try and start some atack forse to go after Cordova. I guess we will be making horsemen until the deal for our other iron expires.
(I) Norway and Burgundy sign a peace treaty. The three bezerkers advance on Angers, guearded by only a warrior.

1029 AD (2)
I ask the Zerks to leave and they do. They are now between Nantes and Brittany.
(I) The Zerks approach Nantes. boulogne Blacksmith->Spear Clermont Spear->Spear.

1032 AD (4)
The Zerks leave again. I don't know how many more times they will. I am trying to get more units to the town.
(I) The Byzantines demand gold, I tell them off and they declare. Paris Sword->Horse. Lyons Blacksmith->Spear. The Zerks move in again.

1035 AD (5)
Once again the Zerks back down. The reason I ask them to leave is that at least if the declare war when I have the initiative, I can kill one of the Zerks before they attack. Move new sword towards Nantes. Stop Spear in Angers to provide MP.
(I) The Zerks move in again. The Maygars declare war on the Burgundians. The Byznatines get an alliance with the Magyars against us. Ghent Townhall->Spear. Orleans Blacksmith->Spear. Boulogne Spear->Spear.

1038 AD (6)
Once again I ask the Zerks to leave and they do. This time however Brittany's borders have expanded and they zip to the other side of Paris.
(I) The Maygars grab one of our wandering workers. Burgundy and Kievan Rus sign for peace. Paris Horse->Horse. Clermont Spear->Spear. Lyons Spear->Spear. The Zerks move into our territory again.

1041 AD (7)
Get embassy with Norway and sign RoP. Lets see where the Zerks want to go. As long as they don't rape us.
(I) Swedes demade horses and I refuse. They declare war. Man, this is not my turn.

1044 AD (8)
I can get Norway in an alliance agianst the Swedes but they want too much.
(I) Paris Horse->Sword. Angers Blacksmith->Sword. Lyons Spear->Townhall, Rheims Townhall->Settler.

1047 AD (9)
our mini-stack of Swords arrive outside of Valencia.
(I) Germany declares war on the Turks. Ghent Spear->Spear. Boulonge Sword->Sword. Clermont Spear->Spear.

1050 AD (10)
Our swords are now on the hill ready to attack Valencia.

http://www.civfanatics.net/uploads6/LK58-1050AD.zip
 
The Byzantines demand gold, I tell them off and they declare.
This isn't the defiant France. You are allowed to cave in LK games.



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
 
This isn't the defiant France. You are allowed to cave in LK games.
:rotfl:

Actually that one doesnt worry me as much as the one with the Sweedes. Oh well, at least we have resources this time.
 
I had built up our military some and was hoping it was all bluff. I think with 17 Civs on this map everyone is going to have a hair trigger. The Swedes tried to extort horses, it was too much to give up. I think we will be fine. We can bring someone into the war with us. Germany is a candidate as they are already at war with everyone else.
 
I've got it but need to finish what has turned into Always War Japan in LK57 first.
:eek: :eek: :eek:
 
The Conquests are not much for a peaceful builders game, are they :)

Grimjack
 
I can't play tonight but will be able to finish tomorrow. IF Todd can take it by all means go. IF not then I will play tomorrow.

Sorry for the Delay

Hotrod
 
I'm sick as a dog right now. I suspect I've got the lovely flu. It mmay be a couple days before I can play :(
 
I will start tonight sorry for the delay. A bit of civ burn out after two tough rounds in LK56 and 57 I needed to get some sleep ;) and recoup.

Will have the turns up I am sure late tonight.
 
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