LK60 - Slow moving civ

Great job of catch-up, T-Hawk. A slingshot is always fun to play and fun to even read about. :)

With the dogpile on England, I don't think they may survive it. Do we have any settlers standing by in case some cities are razed? (Great call on the Economics research, Hotrod!)
 
So were are backward according to the science advisor :rolleyes: Instead things are going great. Steam is ours in 4 turns and we are in a building phase.

IHT: Lagash MM-ed to get university in 1 and other minor MM-ing.
IT: This IT takes long, because the Ottomans are very busy slaughtering England before my eyes. It's not a petty sight. The Mongols start Newton.

Turn 1 (660 AD) The AI went for ...Nationalism. We should be OK with Steam at first and next up will be Industrialization. Aleppo needs scientist to prevent a riot.

IT: The Ottomans move a lot of troops in our territory :eek: Hoping they take our territory as shortcut to England... The Mongols and China sign a MA vs England.

Turn 2 (670 AD) I am too afraid to cause a war, so I allow the Ottomans to cross our territory... We will have NO chance vs the Ottomans, because we don't have any fast troops.

Science to 60%, Luxury to 10%. Steam still in 2 (+57 gpt).

IT: The Ottomans send the SoD to tiny Norwich.

Turn 3 (680 AD) Science can go to 50% (+95 gpt). We will have steam in 1. No-one has it yet.

IT: We have Steam and start Industrialization. Ottomans complete Shakespeare and a cascade follows, without completion so far.

Turn 4 (690 AD) We have Steam @ first [party]. China offers a lot (210 gpt), but the rest is broke. However, they want to give Nationalism. I decide to wait and get a little lead researching Industrialization. We have it in 10 at 80% science (-34 gpt).

We have two sources of coal :D (near Tarsus and Isin).

IT: England and China sign peace.

Turn 5 (700 AD) All the AI is prepared to give Nationalism for Steam. So Steam is precious to them all. That means no deal.

Turn 6 - 8 (710, 730 AD) All the AI keeps throwing in Nationalism...

IT: [party] China declares war on the Ottomans [party]

Turn 9 (740 AD) England is reduced to London and Dover!! Our rep will suffer I'm afraid, since we have gpt deals with them (for 6 turns still). One of the towns of the English was razed, so settlers are rushed in Hattusas and Aleppo to claim open spots (one has saltpeter).
Industrialization is now in 4. The neighbours still don't have Steam. But the Ottomans now have money to spend. Trading time:

- I sell Steam to England for Nationalism, Chivalry, 19 gold, world map and a worker. All she has :)
- I sell Steam to the Ottomans for 104 gpt and 100 gold.

IT: The Mongols come with a stack of obsolete units (not obsolete for us though :( ). I hope they are after England, in fact I think so.

Turn 10 (750 AD) The English now founded a third city, Leeds. We are trying to claim to free spots to our North East. Within 3 turns we will have Industrialization, I'm sure we'll be the first to get it :) China and the mongols don't have Steam yet, but they probably are too busy fighting and I also guess that the AI is researching Communism, Fascism.

I started railroading around our wonder city, but we don't have enough workers for the rest of our land. I built a few at the start, but then switched to prebuilds for factories.

The war zone:

LK60-750ADwarzone.jpg


Red circle is the new opportunity to settle. Yellow circle is the SoD of the Mongols that probably want to visit England.

750 AD save
 
Dang, it looks like we're going to lose our rep because of the resource sales to England, if we haven't already. I had no idea England was going to collapse like that when I made the deals. Well, we're far enough along now that we can survive it. We're in the research lead; we don't need to be paying gold/turn for tech anymore anyway.

Good turn, especially trading for Nationalism. And our cities are now prebuilding factories, right? :D

Remember we can use knights and cavalry for defense within our own borders. Just can't invade with them.
 
Then we'd better start building cavalry soon to defend ourselves! I was also focussing on prebuilding the factories and training a few workers, so had difficult choices to make.

Regarding trade: T-Hawk, thank you for teaching me something on this subject. It is very useful to know if a civ is researching a tech or not :D
 
750 AD (pre-turn)
This is the worst time for use to fight with muskets fighting cavalry. Unless it is forced, I simply plan 10 buildings turns including getting more upgrades to rifles. At $75 a pop as we still have pikes the upgrades will take awhile.
(I) Mongols and China ally vs. the Ottomans. I would have preferred the other way if China is top dog.
The Ottomans complete Newton's.


760 AD
Our 2 northern cities are hopelessly corrupt, so I rush 2 workers from them. I hope to have enough cash to do it 5 fives during my turns. Our worker force is pitiful.


770 AD
(I) Industry completes, and Electric up next for ToE and replaceable parts.


780 AD
Kisurra is formed. The other site is blocked by an Ottoman worker. :crazyeye:


790 AD
(I) The Ottomans complete Smiths. :(
The Mongols complete Magellan's.


810 AD
I cancel the last deal with England and our rep is safe. I sell the Mongols Steam Power for Furs, $10/turn, $20 and wm. Not a great price for steam, but it is better then shipping the Mongols silks and $15/turn to get the furs.
(I) Ottomans and China sign a peace treaty.
:wallbash: The Ottomans complete Bach's. We had 3 lousy turns to go. We switch to Universal Suffrage due in 10. Since no one has Industry we should at least get that one.


830 AD
(I) Mongols and England sign a peace treaty.


840 AD
Der is formed.


Summary:
We now have a paper-thin military rail-net. Our first factories are coming on-line. Our worker force is still light but those 10 extra workers I rushed help. I suspect the next couple of rounds will be the calm before the storm.

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/LK60-850AD.zip
 
Got it. Building turn - Railroading turn - Increase/maintain tech lead turn. Will do! :D
 
860 (1) Sumer completes Factory and starts prebuild for ToE. I tried to get to a barb hut in the swamps, but our slow foot soldiers are no match for Chinese Cavs! :lol:

870 (2) Ottos get Industrialization. I trade our Ind. around for what we can get. We get 305 gold and 58 gpt from China. 60 gold and 27 gpt from England (they offered Spices, but I didn't want to take the risk as they may be extinct soon. Mongols are broke.

880 (3) Electricty comes in. Start on Scientific Method due in 7. China and Ottos starts Uni. Suffrage. Ours is due in 5. In general, as Factories complete, they either finish out Banks or start producing Rifles. I finally get Ur up to 40 spt for more Rifles. There is a *LOT* of Chinese Cav movement that is making me nervous. We need to finally increase our ground-pounders.

890 (4) Upgrade some more Pikes to Rifles

900 (5) Ditto. Our defense is looking alot better now.

910 (6) All is quiet.

920 (7) I think we have enough workers now. They are costing our poor little republic and arm and a leg.

930 (8) The Mongols demand Coal from us. I tell pock-mock-face to go bite himself. They back down. We have Universal Suffrage! [dance] (Our first Wonder?!) I've been keeping an eye on China's value of our Electricity. It devalues every turn, and this turn it got really low. I decide to get something for it from the Ottos before China sells it. Ottos give us Communism, (police stations) + 91 gpt + 680 gold for Electricity. I upgrade almost all of our remaining pikemen.

940 (9) Upgrade the remaining Pikemen.

950 (10) Scientific Method comes in. Switch Palace Prebuild over to ToE due in 7. Hmmmm...What to research in the meantime? Replaceable Parts in 9. Atomic Theory in 13. We can do Corporation in 7 and get two full boosts from ToE. The next leader can change this if they want to. China and Ottos are only have Fascism over us. We now have 21 Riflemen and are starting to upgrade our Trebs to cannons.


The game at 950 ad
 
I might suggest slowing the ToE build, researching Rep Parts now in 9, and take the usual Electronics jump of course. Start a Hoover prebuild with the Palace as well. (We don't have a lot of rivers - maybe Kish has to do it, or Ur might just have to do it without a prebuild.) That's the fastest way to get all our immediately needed techs in place, then we can save cash to upgrade to infantry and artillery.
 
LKendter
Rubberjello
Hotrod0823 (currently playing)
T-hawk (on deck)
Aggie

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
Lk60

950 AD (0): Following T-Hawks recommendation I begin research on Rep. Parts. and slow the TOE to 9 turns. The combination of a Sumer Scientist and and 80% research we get RP in 8 and ToE in 8. Change Umma from a University to a factory. Rush a Market in Ugarit to keep the locals happy. Will let the rifle of Kish complete then build a coal plant then Prebuild for Hoover. Sell the Ottomans some silks for 149 gold and 13gpt.

INBT: England and ottmans make peace.

960 AD (1): Ur builds a rifles starts another. Urgarit builds a market starts a cannon. Kish builds a rifle and starts a palace as a prebuild for Hooveer. Upgrade 4 Trebuchets.

970 AD (2): Erech completed a bank starts on a cannon. Mined a few plains to improve shields in the short term, until hospitals. Feel we are far enough ahead on ToE I can safely trade SM. SM to Ottomans for 160 gold, 54gpt and Facism. Hold off on trades with the Mongols as they are most likely our next target after England.

980 AD (3): ur continues to pump rifles. Lagash builds a rifle starts another. Bad-Tibira a factory starts a bank. Agade a Factory starts a bank. Ottomans start ToE we are 5 turns away. More mines around Erech and Ur.

990 AD (4): Erech a cannon starts a barracks. With our furs deal with the Mongols due to expire in 2 turns and not wanting to renew it I trade the OCC of Engalnd Facism for spices and 7 gold.

1000 AD (5): ur rifle parade. Harran riots for some unknown reason. Isin builds factory starts a bank.

1010 AD (6): Erech builds a baracks starts a rifle. We lost our furs from the Mongols as expected and I make no attempt to renew. Spending zero cash on improvements saving for what will be a massive upgrade to guerillas and infantry.

1020 AD (7): Ur see every other comment about Ur above. Ugarit a cannon starts another. Lagash a rifle starts a rifle. Umma a factory starts a rifle. Research to 80% RP in 1 turn.

1030 AD (8): Rep Parts comes in and we start you guessed it Atomic Theory. ToE is built in Sumer and we get AT and Electronics and start on corporation over radio figuring we are ahead in tech radio doesn't get us much now and we can use the stock exchanges. Now the bad news we have no rubber period the closest is near the Chinese city of Nottingham. Guess we have a new target. :hammer:. Hoover Dam is due in 17 turns. Well seeing as we will be fighting China and possibly the Mongols in the near future I trade our good friends the Ottomans AT for 120 gold, 120 gpt and Corporation. They all got Rep Parts already too. Start Stock exchanges in Summer, Ur, Lagash, Erech and Umma. Seeing as how Corporation came in begin min science on Radio to build up cash.

1040 AD (9): Spend the gold and upgrade 10 cannons and a trebuchet to artillery. We are pulling in 676 gpt and still have 853 in the bank. Continue improving our cities. With rep parts it goes much faster now :D.

1050 AD (10): :rotfl: Lizzy actually demands saltpeter. Hattusas builds a factory starts a police station. Aleppo riots because of a foolish governor. Agade builds a bank starts a Stock exchange. Upgrade all MDI that aren't elite.

Researching Radio with a lone scientist, 48 turns away. We have no rubber but china has a second source under Nottingham. The Ottomans are paying us major gpt. We upgraded all MDI that weren't vets and all cannons to artillery. There is 719 in the bank with +687 gpt with 5 Stock Exchanges coming online in less than 5 turns. Hoover in Kish is due in 15.

Here is the save:

http://civfanatics.net/uploads6/LK60-1050AD.zip
 
LKendter
Rubberjello
Hotrod0823
T-hawk (currently playing)
Aggie (on deck)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
I didn't realize Kish lacked a coal plant. The idea of having Kish build Hoover was so it could use a prebuild - but now Ur can do it faster from scratch than Kish could with the late prebuild.

Anyways, I see it. Got RBC12 Sid to get through first on Sunday, might not get to this one till Monday.

Are we ready to go after China soon? I think we can, pretty much as soon as we get all the artillery upgraded. No active deals with them, right?
 
Inherited turn:

As discussed, swap Ur to Hoover instead... hey, it can't swap? Must have had a forest chopped. Well, it lacks a coal plant too. Ur can finish that this turn and still finish Hoover sooner than Kish can. As for Kish, it swaps to a palace that will turn into Wall Street within a couple turns.

Our military isn't quite as good as I thought it was. We've got 12 artillery, 28 riflemen, 10 guerillas, and 4 elite MDI. Might not be going to war just yet on my turn; we'll see. I draft a few rifles from maxed-out size-12 cities.

Diplo check: nothing to do.

==========

1090 AD: We've completed Wall Street, and now that our cities are off stock exchanges and building military, I think it's time to go to war.

Even as Slow Moving Civ, it probably won't quite take 20 turns to take all the nearby Chinese cities, but I'll sign all the other civs to alliance anyway. We can't yet face China's full stack, and we can't take a dogpile just yet. Once 20 turns are up, we can make peace, and the other civs will be gassed for us to march to domination.

We declare war on China. I sign alliances... hey, we don't have EMBASSIES?! Ok, establish those. :crazyeye: Istanbul is building a factory, Karakorum a coal plant, each city has six defenders.

Anyways, NOW we buy alliances. The Ottomans cost 23 gpt and the Mongols cost 17. England is brought in too for The Corporation. Since we're committing to 20 turns anyway, I sign RoPs with all those three civs as well to make sure we can get to our targets.

We bombard and redline Nottingham, and move guerillas and MDI in position to capture it.


1100 AD: Dang, Nottingham fully healed. Well, we redline it again (almost; one infantry is left with 2 HP.) The battle to capture it, though, is BRUTAL - we lose five guerillas and two elite MDI.

One elite MDI, however, spawned a leader!

I think I would get hunted down and shot if I did anything with that other than an infantry army. :lol:

We raze Nottingham and Knights Templar, and replace it with a ready settler. I collect all the rifles I can find and upgrade them. Sumer starts prebuilding for Heroic Epic.


1110 AD: Bombard and redline Hastings. Send in the two-move infantry army to attack and get a win. It nearly gives me a heart attack by losing the first 9 HP but eventually it wins.


1120 AD: Capture Hastings at the cost of one infantry. Bombard, attack, and raze Liverpool at the cost of one infantry.

The Ottomans capture Warwick from China, which was going to be our next target...


1130 AD: Build railroads through Mongol territory to line up troops to capture Oxford.

The Mongols capture Oxford from China! That city has Wines, too.


1140 AD: At least we get Brighton, but the city is useless and autorazed.

I'm going to pass off one turn early, since it's late and I'm really not sure what to do now. I grossly underestimated how fast China's outlying cities would fall. (Too much Sid playing. :crazyeye: ) We still have 15 turns left on all the alliances. I'm not sure of the best course to take.

- We could sit tight and build up, filling in infrastructure
- We could try to invade China via RoP through the other civs
- We could try to invade China by sea
- We could just break an alliance and start attacking. I'd probably do that if this was my game, but I know Lee doesn't like to do that.

Hoover is due in Ur in 5. After that, build the Military Academy there. We want our most powerful city to be able to build armies, since we will want to build and use a lot of them. We also might want to start researching something, as we have 3800 gold in the treasury and nothing to spend it on besides rushing more military.

http://www.civfanatics.net/uploads6/lk60-1140ad.zip
 
Looking very good! Got it. I won't play immediately. That said: you are all going to sleep soon while I just started the day.

I will wait for comments and add a few myself in a few hours.

EDIT: Let's see:

- Our military is average to the Chinese
- They can't reach us
- The AI has their territory poorly railed
- We have no war weariness
- We will have poor military at home when we decide to attack China's core
- Our military is strong compared to the Mongols
- Our military is weak compared to the Ottomans

I would wait and hope for the betrayal of the Mongols/English, in order to be able to attack THEM.

EDIT2: I see something odd. Is the wonder vic condition turned on? Won't be any problem of course, since not all wonders will be built :D But what condition are WE going for?

LK60-1150ADvicscreen.jpg
 
I would wait and hope for the betrayal of the Mongols/English, in order to be able to attack THEM.
Sounds like a game plan to me. :D
I suspect we can use more troops and still have unbuilt buildings at home.


But what condition are WE going for?
Domination, what else is there for a military variant. :hammer:
==========================================


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

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