LK60 - Slow moving civ

Well I have determined the long-term solution is to reinstall windows reformating the drive. There is some other weird stuff going on not related to civ including some odd actions when civ was NOT running.


Short term solution is I can play by not going on the internet. My modem and video card are sharing the same irq and it can't stand any interent activity when playing civ. If this doesn't qualify for WHAT THE????? I don't know what does.
 
Inherited turn:

Nice micromanagement on the taxman; I probably wouldn't even have thought of it. :goodjob:

But why in the ghod-dhamed friggin world is our cattle tile MINED?! Irrigate that, and with the agricultural trait, our capital is at +5 food/turn! 50% more growth than +4 food! Four-turn settler farm! RJ, were you getting into that tobacco tile a bit early? :smoke: :smoke:

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2510 BC: Worker goes to rectify that cattle problem. Since I hate wasting worker labor moving back and forth across rivers, he goes to road the grassland square west of the city on his way to the cattle. (The worker can then use this road on his way back from the cattle too so it's a double gain.)

I decide to send the current settler north and try to claim the patch of silks. I am not going to touch that barb camp (it's on a hill) until we get archers. Enkidus can defend fine against barb warriors.

2430 BC: Capital Enkidu->Enkidu. English start Colossus. We also have a barb camp to our south.

2390 BC: Capital has 9 shields in the box so building another Enkidu would be wasteful. And I want archers now to take on the barbarians. I pay 118g to England for Warrior Code, and LK's Computer swaps to an archer. Both the other civs have gotten Iron Working.

2350 BC: Worker starts irrigating cattle. We contact a Mongol scout; they are up by a pile of techs too. I can pull a two-fer by buying Masonry from them for 58g + 5/turn and sending that plus 4/turn to England for Alphabet. (Okay, it was about a two-for-one-and-a-half.)

2310 BC: Capital builds archer, starts a worker which should complete in 1 turn by growing and picking up forest shields. Archer moves south towards barbs, protected by an Enkidu.

2270 BC: Capital built worker, starts settler. The city of Lagash is founded on one of the silks tiles to the north.

2150 BC: Hittites took out the northern barb camp for us.

The warrior by Lagash is returning to Sumer because the latter city needs police. The capital is on a two-turn growth cycle. After this settler, build another Enkidu or two for police. Also after this settler, drop lux tax as far as possible and hire a taxman in Sumer until the police gets there.

We are down Wheel, Ceremonial, and Iron Working to all three known civs.

lk60-2150bc.jpg


Here's how I'd dotmap this. I think the current settler should go to red dot. It's cramped, but it's on a river (agricultural food, remember), there's no other way to redeem those wasted coastal squares and fish, and it can share good tiles from the capital and develop quickly. The green dots fill in the rest without wasting tiles or too much overlap.

The workers need to road to Sumer and bring irrigation. Yes, this involves irrigating a bonus-grass at the capital: so be it. Sumer will be choking for food if it doesn't get those plains irrigated.

http://www.civfanatics.net/uploads6/lk60-2150bc.zip
 
:blush:
Well, I DID play that turn at 3:00 a.m., just to get things started, and yes, I did blow it. In fact, about 4 hours later I woke up and said to myself: "Stupid! Why did you mine the cow!!?? I'm gonna be raked over the coals with this crowd!" :spank: :blush:
I must say though - Hotrod was kind enough not to say anything. :lol: But, leave it to T-Hawk to rub your nose in it!
 
I must say though - Hotrod was kind enough not to say anything
Not sure if that was a good thing...
10 more turns of lower growth. That probably cost us a city site.

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LKendter (on deck)
Yes, I can really play! Of course, I will have to drop my dialup connections to do so. :rolleyes:

Rubberjello
hotrod0823
T-hawk
Aggie (currently playing)
 
I was a bit confused :confused: and should've wasted the worker turns earlier to fix the irrigation but used what RJ had left me.

Didn't understand it and should've fixed it [pimp].

I am not one to critique because I make plenty of :smoke: moves myself. I did know better than to allow that to continue though my bad for not fixing it sooner.
 
Originally posted by LKendter

Yes, I can really play! Of course, I will have to drop my dialup connections to do so. :rolleyes:

Just a quick comment. Have you considered getting broadband Lee? It's standard here and works perfect. After getting it I never want dial-up again.

Good luck with this. I'm still getting to grips with Emperor again. Think it's gotten harder, but two wins in three is a good start.

Good luck :-)
 
Have you considered getting broadband Lee?

I have high speed internet at home. However, I am on the road most of the time. Very few hotels gives you high speed access...
 
2110 BC (1) LKC: settler->enkidu. Lux can go to 10% with Sumer on taxman.

2070 BC (2) LKC's growth requires that lux goes up to 20% again. Enkidu arrived in Sumer and the taxman is fired.

2030 BC (3) LKC: Enkidu->enkidu. Lux back to 10% with extra policemen in LKC. Kish founded, starts curragh.

1990 BC (4) LKC grows again. Lux back to 20%.

1950 BC (5) LKC: Enkidu->settler.

1910 BC (6) :sleep:

1870 BC (7) Lagash: Enkidu->worker.

IT: The Hittites demand 20 gold. I give it.

1830 BC (8) :sleep:

1790 BC (9) LKC: settler->settler.The settler goes north to block the Hittites and to show them that the southern lands are Sumerian. Lux tax to 20%.

1750 BC (10) Sumer: barracks->enkidu. Kish: curragh->worker. Our curragh immediately spots land to the west. We appear to be unable to cross it though.

I have one comment on the dotmap. Why wouldn't we try to settle just NE of the cow close to Hittite Hattusas? We won't culture-overlap there.

1750 BC save
 
I missed that that cow was there, that's why. Good catch, Aggie. :) Actually, I think N from the original dot (one S of the cow) is an even better choice than NE from the original dot. That still has no cultural overlap after expansion, clears a jungle for free, doesn't waste the bonus grassland, and has the cow in first-ring to use before expansion.
 
Well I will let you know on the playing of my turns. With no internet the game starts, but I can't even play a single turn without a crash...

Galatic Civ also won't run. :wallbash:
I have no choice but to begin the painfull fresh install of windows. Why did these idiots have to give me a different motherboard...
 
Guys, it really looks bad. Fresh windows install got the machine working right for GalCiv.

However, vanilla civ patched to 1.29 still won't run. I am on infinite skip unless I say otherwise. Unless some of the windows patches I haven't installed fix the problem I can't play Civ on the laptop. The only way to play may be to buy a new machine...
 
I have a totally different video driver. I am attempting to play 10 turns as we speak. I will let you know - the game will at least load now.
 
Game played a whole 2 turns before blue screen of death. I won't say anything more until manage to play any game for 1+ hours.

LKendter (on indefinite skip)
Rubberjello (currently playing)
hotrod0823 (on deck)
T-hawk
Aggie
 
I'm sorry to hear about all the problems Lee. :(
I see it, but I may not be able to play it for another 24 hours - emergency at work and I got called in :( :(
 
I finally found the answer - BAD memory chip. Since removing one of the two chips I haven't had a single strange issue! Civ actually ran for the longest ever since the new motherboard.

However, it is running painfully slow. Once I have the 2nd chip installed and verified I will be back in the loop. Playing the game with just 128K is to annoying.
 
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