LK60 - Slow moving civ

LKendter

Exterminate, exterminate, exterminate!!!
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Aug 15, 2001
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World Size = Small
Land - trying 40%.
Pangea with warm, wet, 5 million.
NOT culturally linked, NO restarting players.
Difficulty = Demigod
Barbarians = Roaming.
# Civs = 6 (including us)
Civilization = Sumeria

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 for the first 50 turns of the game.
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.
 
Variant Rules -
Only slow moving units (base speed 1) can leave borders. Infantry armies are valid to leave as the base speed before armies is one.

We can build fast units, but then can't EVER leave our borders. There are not allowed to even jump between two cities if even one square is neutral or enemy controlled. The only use for fast units is to partrol our backyard. The infantry will take the fight to our enemies.

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

LKendter
Rubberjello (can start or wait until Tuesday when I hope to have a working laptop again. That is the only good civ machine).
Aggie
hotrod0823
T-hawk
 
I think I'll wait until Tuesday unless popularly demanded otherwise. It seems pretty traditional that LK start games in the LK series, so I would hate to break the trend.

I disagree about a forgone despotic GA --- depending on the start of course! Agriculture trait in a good location can mean a fairly fast, peaceful expansion.
 
Status Update:

The bad weather stop Dell from fixing it yesterday.
Repair tech being an idiot stopped it from getting fixed today due to failure to bring TWO part boxes. :wallbash:

I hope to finally start it on Thursday.
 
I don't know what is going on with my laptop and C3C. I have sufferred multiple blue screens of death trying to get C3C to work after they installed the new motherboard.

To get this game going I am going to ask RJ to start the game. I have no idea how long this will take to figure out. I don't know if I will be able to continue to play C3C.
 
I suppose you've tried all the usual suspects - update DirectX, update your video drivers, install Windows service packs. If you managed to get C3C installed, you could try editing its .ini file to make it not change the desktop resolution, and skip the video sequence, just in case that's somehow screwing up.
 
I have windows XP. There is no Direct X updated needed.

I took Keepres=1 out of the .ini file and left it in. It fails either way.

I didn't have the time tonight to try much more. I already wasted more time then I could afford tonight. I have 9 A&A / A&AP games most of which are overdue.

I doubt I will have time to figure out civ until Saturday.
 
Don't use netmeeting.
I haven't heard of the second.

I know the new motherboard is not an exact replacement. It includes a different video card. The new video mode is there general area of the problem.
 
Here we go:
Generate a new game according to all the parameters above (I defaulted AI aggressiveness to "Normal")
I took the first start generated:
lk60pic001.jpg

Which is in the middle, southern part of the map.


4000 BC Settle where we are. Ur renamed to LK's Computer (May it rise to conquer worlds again!)
Discover a cow within our expansion borders (10 turns). Head worker to the southern BG tile to mine and road. Start on minimum run on Iron Working - as I expect we'll meet many neighbors soon.

3750 BC Enk Warrior generated. He plods off into the wilds. Another started.

3700 BC From the Mountaintop, we can see Silks close by. MM city.

3650 BC Grow to size 2. Lux upped to 10%. Min Science down to 10%. Mine completed.

3600 BC 2'nd Enk Warrior generated. Heads to the South. I will risk a 3'rd.

3500 BC Borders expand. Warrior generated. Start on Granary. Lux to 0%. Sucked in cow tile and worker moves on that to Mine and road. For a 40% Land Pangeaea, we are surrouned by a lot of water! :(

3400 BC More Silks and a Teal Border sighting to the North.

3350 BC MM city

3300 BC Grow to size 3. Lux to 10%. Meet the Hittites They have started in a painful Marsh/Jungle area, but are up CB, Warrior Code, and Alphabet. No trading opportunities.

3150 BC Pop a hut - get Barbs.

3100 BC Kill 1 Barb. Hittites Kick us off their lands. See Incence beyond.

3050 BC Kill 2'nd Barb. MM city so we get Granary 1 turn before growth.

3000 BC Granary due next turn, Growth to size 4 turn after to get Granary bonus. I can't believe we ended up on a peninsula with these map settings, but we did. (And I triple-checked the settings!) If you guys don't like the start I can do it over.

lk60pic002.jpg



The Game 3000 BC
 
LKendter (no longer in laptop limbo, simply C3C limbo...)
Rubberjello
Aggie (currently playing)
hotrod0823 (on deck)
T-hawk


Variant Rules -
Only slow moving units (base speed 1) can leave borders. Infantry armies are valid to leave as the base speed before armies is one.

We can build fast units, but then can't EVER leave our borders. There are not allowed to even jump between two cities if even one square is neutral or enemy controlled. The only use for fast units is to partrol our backyard. The infantry will take the fight to our enemies.
 
LKendter (no longer in laptop limbo, simply C3C limbo...)
Rubberjello
hotrod0823 (currently playing)
T-hawk (on deck)
Aggie (also in the PC penalty zone - please don't tell me it is a Dell...)


Variant Rules -
Only slow moving units (base speed 1) can leave borders. Infantry armies are valid to leave as the base speed before armies is one.

We can build fast units, but then can't EVER leave our borders. There are not allowed to even jump between two cities if even one square is neutral or enemy controlled. The only use for fast units is to partrol our backyard. The infantry will take the fight to our enemies.
 
Lee, it's not a Dell. My problems aren't very big. I have to establish a connection to the internet and my sound system has to be hooked up. The latter proved to be more difficult than expected. And after that I will download a save file from 'K8-Monster Map' to see how fast the thing is :mischief:

My old PC is still around, so I will normally be able to play after hotrod and T-Hawk.
 
LK60

3000 BC (0): :hmm: not the greatest terrain and it looks like our friends the Hiittites are rather close but this is a small map after all isn't it. Anyway we are wasting buches of shields but will have a granary next turn and growth turn after that so I change nothing.

2950 BC (1): Granary completed and start our first settler. Oh my! The hittites have met someone. We are now down Masonry, Alphabet, Wheel, WC, and CB. All of which we can't afford.

2900 BC (2): MM capital and continue exploring. Spot an orange boarder to the NE. Lux to 20%.

2850 BC (3): No contact yet. MM to go 2/2.

2800 BC (4): Will make contact next turn.

2750 BC (5): Settler completed starts another Enkidu warrior. Sending settler due north to the hills. Contact with England, they are up Alphabet, Wheel, WC and CB. Possible 2 fer but we can't afford Masonry.

2710 BC (6): Nothing to speak of.

2670 BC (7): Complete Enkidu starts another settler.

2630 BC (8): More exploring to the East. Sending another warrior to head west instead of having the northern warrior double back. Lux back to 20%, settler due in 3/3.

2590 BC (9): Found Sumer in the hills due north of the Capital start a barracks but may easily be swapped to another warrior.

2550 BC (10): Worker is in the city and heading for our northern BG. Warriors are out and exploring. Spot another barb hut in the north. This my be a bit silly but pick up 1 extra gold by hiring a taxman and lowering lux without sacrificing growth to size 2 next turn. We can afford everything but Masonry. England has a worker for sale but don't want to get twenty lashes. I think Lee's cutoff IIRC is 1000 BC.

Here is the Save:

http://civfanatics.net/uploads6/LK60_2550BC.zip
 
LKendter (on deck)
Rubberjello
Aggie
hotrod0823
T-hawk (currently playing)

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