LK60 - Slow moving civ

Preturn- Hey!!! Who the heck irrigated the Cow tile!
*stony silence*
Heh-heh! It was just a joke. Ha-ha Hee-hee... *trails off into silence*
*Still more stony silence*
Uhmmm...(tough crowd!)...Right! Let's get on with it, shall we?

1725 (1) Complete our minimum run on Iron Working. Start on Mathematics. We have Iron! (between Sumer and Lagash) No trades available. MM cap city for growth+Settler in 2.

1700 (2) Archer disperses Barb encampment and gets 25 gold.

1675 (3) Cap (Settler->Settler) Make contact with the Ottomans. It doesn't do us any good though, as they know the exact same 3 techs as everyone else. MM capital for Settler+2 growth in 4.

1650 (4) Ottos start Temple of Artemis.

1625 (5) Sumer (Enk->Enk) Kish (Worker->Worker) Found Umma on Jungle tile south of the Cow. It starts barracks for eventual transfer to Temple (whenever we learn CB!) Our -9gpt deal ends. I wait for a turn becaus I see new yellow borders in the distance.

1600 (6) Uhmmm....no new contact yet. The Mongols have a monopoly on Mathematics. No deals possible although we could buy CB straight up.

1575 (7) Cap (Settler->Settler) Lagash (Worker->Barracks) English finish Colossus. Ooops---Yellow borders are only the Mongols. Still no possibility of a 2-fer. MM capital for Settler+2 growth in 4

1550 (8) Barb appears to the East. Found Bad-tibari on Southern peninsula point. Worker started. I buy Ceremonial Burial straight up for 77 gold from the Ottomans. Switch our two border cities over to Temples. Start working on Silks tile to hook up our only Lux.

1525 (9) Kish (Worker->Archer) Spot a Barb camp in the far north.

1500 (10) Sumer (Enk->Enk) Dang! A barb hut is in the spot we wanted to settle! (Green spot near Silks) Note Barb on Mountain near Capital. Vet Enk is nearby for Settler due next turn from Capital.

The game at 1500 BC
 
Lk60

1500 BC (0): We have 1 settler out and another next turn. What to do next. Looks like a few more city sites.

1475 BC (1): Settler completes MM for growth. :uhoh: warrior kills a barb but is redlined over our settler. Move new settler to local eastern spot. Drop lux to 10%.

1450 BC (2): Warrior/settler pair is just sitting tight for now. Continue exploring the west. No new deals out there. still can't afford Math.

1425 BC (3): Change Kish to a barracks if we are going to build archers they may as well be vets. Buy Math now from Ottomans at 4th for 67 gold and 7gpt. Trade Math 5gold and 1gpt to Lizzy for Writing. WoW Mongols are ahead now MM, Wheel, CoL, Myst, and Wheel. Ottmans and Hitties have MM but not lit or CoL. Begin on Philo but a longshot at best.

1400 BC (4): More movement WEST. Kill a horse but one barb still remaing.

1375 BC (5): LK's builds a settler starts on a temple. Sumer a Ekidu warrior and starts on another. Finally take the last barb and the hut. Found town of Agade, start a barracks for now. Begin a 2 turn chop at umma to help the temple.

1350 BC (6): Found Erech to the NE near the silks. Starts on a temple. Lose a warrior from the capital protecting a worker.

1325 BC (7): Buy Lit from the Hitties for 45 gold and 7gpt. Lit to England for Mysticism and 10 gold. Change Umma and Lagash to Libraries as well as Erech.

1300 BC (8): Bad-Tibra builds worker starts library. Wack a barb camp for 25 gold.

1275 BC (9) Continueing to search out West. Moving our last settler to the marshes.

1250 BC (10): Lux to 30%. Warrior head to capital for MP duty. warrior near a barb camp in the West. Settler continues toward the marsh. Many libraries started.

Here is the save:

http://civfanatics.net/uploads6/LK60_1250BC.zip
 
Inherited turn -

Reassign LK's to a forest to get the temple this turn. I plan to build a worker or two out of it next so losing the food doesn't matter. Actually, reassign LK's off the cattle tile and let Kish borrow it.

Where's our current settler going? You can't build cities in marsh.

Anyways, we need IRRIGATION, and we need it bigtime. Water never got through Sumer and up to the north like I planned last time. (By the way, you can now irrigate through city squares on hills like Sumer is.)

Diplo check: nothing to do. Could two-fer a tech with England, but we'd have to lower lux tax to make the payments and we'd go bankrupt.

==========

Between turns, we observe Mongols at war with England, which I don't think anyone mentioned yet.

Early: I decide to swap Kish to granary. We need a second city capable of growth and putting out some workers. The English start the Hanging Gardens :eek:

Middle: LK's has dropped to size 4 but now we have three more workers and it will regrow as it builds a barracks. Since we can't found a city on the marsh, I build Isin on a hill in there. We frag a barb camp, and with a few temporary taxmen, we buy Code of Laws for 87 + 9/turn and resell it to England for The Wheel + 47g.

Late: Philosophy is around so I shut off the minimum science. No contact with the last missing civ yet (F10 says it's China.)

lk60-1000bc.jpg


The two red lines show where we need to keep bringing irrigation.

LK's will grow this turn, auto-pick a forest, and complete the worker. Kish needs MM next turn to grow and finish the library. Kish could build a barracks instead; it's up to the next leader. Either way, it should build a worker or two after that.

http://www.civfanatics.net/uploads6/lk60-1000bc.zip

I'm expecting our first offensive probably won't be until Medieval Infantry. We might want to hook up the iron and start building swords, though.
 
Summary:
LKendter (on deck)
(Close to being able to play – system stable and waiting for 256K more memory)
Rubberjello
Hotrod0823
T-hawk
Aggie (currently playing)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
@ Hotrod. :goodjob: Thanks for swinging some of those tech deals and getting us somewhat out of the bottomless pit of techlessness. I was looking every turn to swing something, but there was nothing to be had on my set of turns.

@ T-Hawk. Sorry about your irrigation plan. I saw what you were doing, but switched the two workers over to getting our lux hooked up when they were close enough to Sumer to not waste a turn traveling. I meant to get them back to irrigating afterwards, but my turn was up by then. :goodjob: in getting our worker phase underway.
 
Dunno if we're *happy*, but I don't see where to put any more. The western corner by the capital doesn't seem worth it; that redeems exactly 2 unused land tiles. I think our "more cities" are currently flying Hittite flags... :hammer:

Remember this is a small map; our peninsula isn't that bad. The Hittites have only as many cities as we do. Remember we have cheap aqueducts, and extra food once out of despotism; our few cities should grow and perform decently.

Oh, and irrigate *all* the plains. Don't mine any. Our cities all need the food they can get. We can mine over a few once they hit size 12, btu that's not for some time.

We have enough for a Forbidden Palace, right? Could Sumer build that right now? It's certainly a decent geographic location.
 
Yep. I don't know where else to expand to except through the Hittites. Fortunately, they got screwed for a starting location and shouldn't be too forbidding to take on...

Then again, taking over the Hittites won't exactly be a big bonus for us in terms of their land - but they are definitly in the way!
 
IHT: Sumer switched from archer to Foreign Palace.

IT: Otto's start Hanging Gardens.

Turn 1 (975 BC) LK's: worker->library. England is in the MA. Our curragh sees pink borders.

Turn 2 (950 BC) Kish: library->barracks. The massive uprisings are reported near Lagash. We meet the Chinese, who also are in the MA, just like the Hittites. Osman lacks Currency. Placing taxmen everywhere giving us 13 gpt income still doesn't make it possible to buy Currency and close the gap towards the MA. So our free MA tech can't come into play yet :( Next turn we get 8 gpt back.

IT: Fighting between the Mongols and the Ottomans.

Turn 3 (925 BC) The Ottomans still lack Currency. The Mongols lack Philosophy and Currency. The others are in the Middle Age and some have the Republic. We now make more money and 16 gpt gives us a 'close to a deal' with China. But the fact that we then still have to get 5 techs to enter the Middle Ages and considering the high prices the AI will ask from us, I decide to NOT make deals.

Turn 4 (900 BC) I just hate to have this window and I do nothing, but I don't think that we can afford it to get broke now with the high cost of Currency. That would push us even further back imho.

Turn 5 (875 BC) LKC, Umma: Library->archer, worker. The Ottomans are in the Middle Ages :mad: Now only the Mongols are backward, but only don't know Philosophy. I now buy Philosophy from the Chinese for 3gpt and 60 gold.
I buy Currency from the Mongols for Philosophy, 8 gpt and 23 gold. We have no money and no income, but are able to build marketplaces. LKC switched to marketplace. I just promoted the last civ to the Middle Ages, while we lack 4 techs.

IT: :lol: Osman demands our 1 gold :lol: I tell him to go away....with that 1 gold ;) Osman is starting Sun Tzu and obviously got Feudalism as free tech.

Turn 6 (850 BC) :sleep:

Turn 7 (825 BC) Luxury goes to 20%. We make 5 gpt. Library in Erech is whipped.

IT: The Chinese start ToA.

Turn 8 (800 BC) Erech: library->barracks.


Turn 9 (775 BC) :sleep:

IT: The Hittites demand 15 gold and get it. The Monogls finish ToA. The Hittites move a sword and a warrior towards Isin. They also start Sun Tzu.

Turn 10 (750 BC) :sleep:

750 BC save
 
Attempting to play this weekend. Unless the replacement memory is bad... (you never know with Dell)
 
750 BC (pre-turn)
I rename our capitol back to Ur. I don't want this game crashing on us...

How in the world did we get this backwards? The Hittite has the Medieval Infantry? I don’t understand why our iron isn’t hooked up.
(I) England completes the Great Library.


710 BC
(I) England demands and gets $16.


610 BC
Lack of luxuries and happy buildings is killing us as luxury tax goes to 40%. The libraries we build are also hurting us big time as we are nowhere close to self-research. I would much rather have temples for another happy face at this point.

570 BC
The Ottomans complete Hanging Gardens.


Summary:
To say we are frelled at moment is an understatement. This feels like a deity hole. Something we really didn’t need with our variant restrictions...

We have $11/turn coming back shortly. I doubt it will be enough for Republic, but I have to hope for miracles. We will never catch up if our economy doesn’t get better. We still have a painful 30 turns to FP. However, once the city hits size 6 and starts using both hills I expect that to drop.

LKendter
Rubberjello (currently playing)
Hotrod0823 (on deck)
T-hawk
Aggie

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.


http://www.civfanatics.net/uploads6/LK60-550BC.zip
 
Hmmm.... "Frelled" is as good a word as any to describe this situation, I suppose. :(

I'm not the strongest player in terms of coming back from an immense Tech deficit, but I'll give it my best shot.
 
Frelled indeed! We have absolutely no chance for 2fers since everybody is in the Middle Ages already. Rather than buying every tech peacemeal at last price, I think LKs plan for going for Republic is pretty good.

Early game: Basically waiting 5 turns until we get our 11gpt back. Some Swords were developed. A couple of Temples completed. First! palace expansion. :p

Mid game: Our Curragh defeats an attacking Barb Galley. Chinese build Pyramids. We can buy Republic from China for 98 gold and 23 gpt. I have enough gold left over for the anarchy period (I think!) Immediately revolt. Redistribute populace for minimum starvation.

Late game: Uhmmm...nothing. Isn't Anarchy grand!?

OK. I miscalculated. But it wasn't a deliberate attempt at the exploit of not paying the AI during Anarchy. I ran out of money and we only have 1 more turn of Anarchy. Hopefully I can be forgiven? :help: :help:
330 BC should see a Sumerian Republic. Hopefully the AI will start pitying us soon and giving us techs. :)



The game. 350 BC
 
LKendter
Rubberjello
Hotrod0823 (currently playing)
T-hawk (on deck)
Aggie

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
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