LK65 - Demigod - world map

LK65, World map, In wait of Steam Power

Heh, there are elephants everywhere. Although I suspect the Zulu have more troops inside our borders than we have ourselves.
The Chinese SoD is quite impressive.

I up the research so instead of +100 gpt, we go -30 gpt, and get Rails two turns faster.
I make 100 bucks selling maps. Australia looks really tempting to strike, considering they do not even have longbows. Our fleet is one galleon and one galley though, and that may be just a tad bit to few ships.

I spend some time to familiarize myself while fiddling with our cities, and switch many cities to skimming workers in preparation for the great railing.

IBT: Grance signs up most of south America against the Persians. Ouch, someone left the animations on, and the IBT drags out for a long time. A Babylonian city is captured by the Zulu, and game freezes for 20 minutes trying to recalculate traderoutes.

1280 A couple of pages later in my book, and production is finished as well. :)
I am at somewhat of a loss on what to do with all our Elephants that are littering everywhere. I almost feel for a phoney war, but I will just place them somewhere were next player can use them. Only good targets on the map is China and Zulu, and militarily they are not very good targets at all, considering their troop placements.

IBT: Something happened to our income, and we are at -134 gpt now. I will see if I can sell some outdated techs to fund ourselves. Chinese city of Tsingtao completes Newton’s, and wonder cascade will be lessened with only Magellans out there.

1285 I found two new cities to fill in cultural gaps.
I sell Physics to Babylon for 38 gpt. Not sure how long he lasts though. Sell maps around for some 100 gold. Monarchy to a really behind power for 115 gold.

IBT: Hmm, this could be important. France signs up Australia in the war against the Chinese. I wouldn’t want the Chinese to snag all those Australian cities. We better keep a close watch on this, as I would rather snag Australia from the pikemen of Menzie rather than the Muskets of China. Australia also signs in Germany against the Chinese. Wonder how they managed that, considering they had nothing during my trading round.
Iroq starts Shakes

1290 Found Delhi 2. I am starting to draw workers toward the core, in preparation for railing. Not much is happening, and I am feeling unfocused.
Just checked the victory screen, and we will need to deal with Paris sooner rather than later, as that city already has 5600 culture. Three heavy duty wonders, probably together with the whole brace of culture buildings will rack them points up fast.
Zulus are the top of nation wide culture with 38.000 culture. We travel along at a measly 12.000. We will get more culture as we get more cities though, so 20K city worriees me somewhat.

IBT: My most boring IBT yet. No dealing, just movement. Lots of movement.

1295 Lots more movement. I fortify a couple of workers outside Bombay, in case we get Steam early. I will continue to move workers towards oru core as their current roading projects finish.
I start a settler on a Caravel on course southwards towards a one tile island just north of Australia.

IBT: China signs up Songhai in the campaign against Australia. I do not think Songhai will commit too many troops to the Australian campaign, as they are also signed up against the Germans. All the Songhai troops in our territory that had almost reached the African continent turn right about and start to march back.
Zulu goes to war against China. Sigh, we will have loads of troops inside our borders likely.
Argentine has 15 gpt, Venezuela can offer 10 gpt for Theory of Gravity, and Songhai 250 gold, in case you feel we are poor. I will leave those deals for next leader to contemplate.

1300 More movement. Most of our Trebs are in New Hyderabad. Move them either north or south depending on what you want to do.
Note that I have specialists in some outlying cities only for getting them into WeLoveTheGandhi Day.
Another large part of our army is in Chittagong near the Chinese border.

Hopefully a save here.

Sorry guys no pictures. My DSL modem lost contact with the internet, and I want to make as few bits as possible crawl through the phonelines of our regular modem.

Grimjack
 
Hmm, seems like the transfer will not survive for such a long time as it takes for a 1MB file. I will see if I can tarnsfer from a neighbour or some such.
 
Ok, link works now. A quick tripp was the key to this.

Grimjack
 
LKendter (on deck)
Microbe
Meldor
Grimjack
Rubberjello (current playing)

Remember 5 per round (post-industrial) - STRICT 24 hours got it, total 48 hours for a least a partial update (when turns get slow)
I couldn't disable 100K win. We need to avoid the culture leaders for as long as possible.
 
Got it. Kind of ironic that LK67 and LK65 are on the exact same year. But I think this will take me 2 days to play, whereas LK67 only took me 2 hours. Wonder why? :rolleyes:
 
Pre-turn. Hmmm...I am in the same boat has Grimjack. The only one I really feel like going after is China, and we have 14 turns left on the Peace treaty with them. The Zulu is the next logical choice but they have hordes of units traipsing through our territory on their way to kill the Chinese, so who are we to stop them? Kinda disappointed there is 7 turns left on Steam, looks like I won't get to rail during my set of 5 turns. :( Sell so more maps, and a couple of old techs to laggards. We have heavy trade going on with the Germans and French, so they are out. We even have active deals with the dying Persians and Babylonians. The last choice is the Songhai. We can capture the vital Suez canal area and bottle up Africa. They only have a limited number of units on their way towards Germany through Turkey/Middle East. Wake up most of our forces and have them head West.

1305 (1) Songhai and ZUlu ally against the poor Persians. Still shifing units west. Make a good profit on Maps this turn. Sell ToG to Songhai to a suddenly rich Songhai for 514 gold. Continue skimming workers off size 12 cities. Rush some Temples on fringe cities.

1310 (2) A Privateer sinks our Frigate in the Atlantic. :( Songhai declare on the Zulu. Sounds like a good opportunity for us! Germany can't afford our Gems anymore (-13gpt) French city of Chartres finishes Shakespeares. Magellon's is the only Wonder still in play. Not much on maps this turn.

1315 (3) Privateer sinks our valiant Curragh in the Atlantic. Bryansk (Chinese) falls to the French. I get entertained watching the French, Germans, Songhai, Zulu, and Chinese kill each other. Beijing completes Magellons. Arbela switchs to a Palace pre-build (may last until Suffrage???)
Declare war on the Songhai. Our Tusker armies make quick work of Akkad (3 Muskets defending) and it is renamed to Chokepoint City. I then go about killing the various units scattered around our borders after I asked them to leave (which they disappointedly did after not declaring war.) 4 Muskets, 5 Knights, 3 Pikes, 2 Longbows, and 2 Spears later --- we gained 2 Trebs but not a single promotion! Only one lost oliphaunt though...

1320 (4) Eeeek!!! A stack of doom (14 Songhai Dynia-Knights) come out of the Siberian North suddenly. Where the heck did these guys come from???!!! We might lose a few cities up there. We lost our supply of Spices with Argentina. Found Bangalore 2 on island north of Australia. Kill 3 Dynias with what little Oliphant forces we have up there. Clean up the last of the straggling Songhai forces in and around Turkey.

1325 (5) China declares on the Persians. There sure is a lot of Chinese ships heading down towards Australia. They are holding firm so far (no cities lost on the mainland). We lost New Pune to the Songhai (2 defending Muskets simply rolled over and died on 2 Songhai attacks). The defenders of Madras 2 do much better though, as they defend well and kill 4 Songhai Knights and retreat 3. We did lose one Musket and one Elite Oliphaunt though. :( (Stupid game thought it was our best defender, and made it first victim above Vet Muskets!) 2 Muskets promoted to Elite. Major reinforcements are starting to arrive this turn though, so we shouldn't lose any more cities. Kill 1 Songhai Knight and 2 more wounded ones, (But left one Elephant exposed...sorry!) There are still significant forces left in New Pune...beware!
I think the Songhai are doing well against the Zulu. :D We should try to end the war as soon as possible and help them against the Zulus. Steam still due in 2 turns, despite the best I could do to hurry the process. The tech front did not change at all. I think all the Scientific civs are hurting badly and are behind. We have a ton of workers in our core ready to start RR operations. Our gold situation is dismal. Our full run on Steam Power put a hurt on our economy. (besides our units upkeep.)
One option is to trade ToG to Russia for 30 gold and 20 gpt and see what they get for their free tech. If it is Steam, that might knock our research down, or else let us buy the difference very cheaply. France and China are very rich, and we could make a killing selling off Steam before anyone else. Apologies for the bit of the mess there (some WW has hit).

The Game at 1325
 
1320 (4) Eeeek!!! A stack of doom (14 Songhai Dynia-Knights) come out of the Siberian North suddenly. Where the heck did these guys come from???!!!

Check out the previous turn logs that talk about the Songhai SoD moving north through our territory!

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

We should try to end the war as soon as possible and help them against the Zulus.
I think the Zulu are #1 in culture - they are our insurance at this time from an 100K game. IMHO they are off limits.
=======================

Not what I was planning on. I will go with ASAP peace. We have nothing to gain at this point fighting the Songhai. I had wanted peace until we had rails for the needed mobility.

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

LKendter (current playing)
Microbe (on deck)
Meldor
Grimjack
Rubberjello

Remember 5 per round (post-industrial) - STRICT 24 hours got it, total 48 hours for a least a partial update (when turns get slow)
I couldn't disable 100K win. We need to avoid the culture leaders for as long as possible.
 
The last place I heard mention of it was your turn log where it mentions "heading north towards Russia". No numbers mentioned, and they definitely did not come from former Russian lands. That's over 20 turns ago. In the meantime they've been in a long struggle with Germany. Why did they "hide" up there and do nothing for over 15 turns? Very unusual AI behaviour.
 
During my turns the only Songhai units I saw move through were the ones you booted. When peace was made they turned around and started moving south. I would guess that the Songhai were trying to position them to sneak attack someone and we got the lucky number.

My point of peace until rails was to dump the WW so we could go into a longer Chinese war with both rails and Cav. Fighting the Songhai set back the clock on the WW. We should probably also see if we can switch to Monarchy after Steam comes in to help with the WW and units costs. We used to be able to go the game in Republic, but with the tweaks to WW and the higher level, it looks to be a disadvantage.
 
1325 AD
I review all the worker actions, and I cancel a total of 50 worker actions. These units were mining tiles by total corrupt cities, and mining more hills then Dalandzadgad can ever use even when it food tiles are railed.

I start a shift of our muskets north, as we have empty cities being passed by Zulu troops! :eek:

I can drop science 10% and still get steam in 2. We have a positive cash flow again - a very good thing since we have a lot of upgrading to cavalry coming up. Not to mention a few remote cities that can use quality military / temples. In addition, we have a ton of buckets to upgrade to cannons.

During my diplomatic check I noticed the Greeks are gone. :)

(IT) We get more meaningless alliance notices - I really don't care about alliance across continents. I don't intend to report this nonsense.
Persia and Zululand sign a peace treaty. This isn't good, as the Zulu may look at us for a new target.
North America gets interesting as the Aztecs and Iroquois ally vs. America.


1330 AD
My first elite battle of the turn, and
LAK-394.jpg


I simply formed an empty army - I want to reserve this one for cavalry.

Steam will finish next turn - with all the jungle and mountains we have I will be really annoyed if we don't have coal.

(IT) Germany and France ally vs. Persia.
The Aztecs declare war on Argentina thanks to a stupid alliance with China.
France declares war on the Songhai thanks to a stupid alliance with Australia. :crazyeye:

We get a scientific leader for being the first to Steam. [dance]
Can you say a lock on Suffrage? This is more for denial purpose then anything else.

The good news is we have 3 sources of coal.
The Pentagon is completed, and we can add a fourth elephant to those armies.
 
Great news on the Scientific Leader! Can that Palace Prebuild be rescued for something halfway decent? I seriously doubt it can last until Scientific Method.
 
Since we have such a long prebuild going, could we not save the Scientific leader ?
Scientific leaders do not prevent more leaders from popping up.
( ToE, Hoovers, UN are all high up there in the wanted corner. )

As to the SoD, it was absent during my turns as well. There was a trickle heading southwards during my first turns, and then northwards again, just as they reached our southern border.

As to War Weariness, I was under the impression it was keeping track of WW for every nation separately. Thus our war with SOnghai would not reflect on our later war with China ?

Also as to culture, wouldn't it be the best to always knock a bit on the highest culture nation. Then oscillate whenever it is a new cultural leader. We do not need to keep it up for very long, as we ought to be gaining faster than our opponents right about now, or shortly, with our number of cities.

Hopefully the AIs will mobilize as well, and then get even less culture.

Grimjack
 
Grimjack,

The problem is that we don't want to win via a culture victory! We want to dominate the map. Therefore, we want the AI to be getting lots of culture.

Also, on WW I belive the answer is that it has a WW number for each Civ that gets calculated into the total WW formula. Otherwise WW wouldn't be a problem at all as we have held to all our treaties and waited longer than 20 turns to attack any opponent again. It is the accumulated WW that is hitting us now.
 
Ooo, I thought we were careful to keep at least two cultural nations in order to prevent one of them to win by culture. They are still way above our own culture.

I didn't know there was an accumulated weariness. I suppose it is time to hit the scrolls of wisdom again in the technical forum.

Thanks for the pointers Meldor.
 
Hmmm....Accumulated War Weariness yes...but only for those Civs you actively at war with at the time, right? Has that been changed in some of the latest patches?
 
Saving an SGL doesn't prevent other SGLs from popping, but it does prevent MGLs from popping. The rule is "You can't get an MGL if you have any leader active."

Thus, I doubt it's worth saving that SGL too long, as you want, I'm guessing, ~1000 cavalry armies from MGLs. :) :D

Good luck with everything!
Arathorn
 
Rubberjello said:
Hmmm....Accumulated War Weariness yes...but only for those Civs you actively at war with at the time, right?

Correct. Making peace == no WW. However it takes time for WW to completely disappear from history, so if you are back at war with the same CIV again within X turns, the remaining WW will be back right away (X could be more than 20 turns depending on how serious the original WW was).
 
1335 AD
One of our sources of coal is in southern India. The rest are thanks to our conquests. I've been working on the railroad...

We recover New Pune getting 2 promotions to elite during the process. It takes a while just to capture the city. We are officially in the long turn part of the game.

Calcutta 2 is formed to claim another one square island by Australia.

We have some serious railroading crews. Bombay and Delhi are already connected. I am working on the square to connect Darhan. This is with some of the workers just moving into position, and I am about to link with the work crews down south.

France has a monopoly on Nationalism. I am going to hold of trading rails until such time it isn't.

I agree with Meldor that Republic sucks for us at this point. Since we are religious, I decide to revolt back to Monarchy.

(IT) Russia and China ally vs. the Zulu. I doubt Russia will be a real factor in any war at this point.
North America is going crazy as the Iroquois and Argentina ally vs. the Aztecs. In addition Argentina and the Iroquois ally vs. Venezuela.
The Songhai and Germany sign a peace treaty.


1340 AD
We continue some serious rail building, as 5 more cities are connected to the military rail-net.

We have no luck with leader fishing, but I find a Songhai bucket without and escort and capture it.
(IT) Babylon and Songhai ally vs. Persia.
Germany and the Zulu ally vs. Russia.

The Monarchy of India is formed.


1345 AD
The rail building continues to go well with another 6 cities are connected to the military rail-net.

I see no value in continuing the Songhai war, so I sign peace for a worker, $234 and $4/turn. That cash lets me buy a worker from Germany and to rush another temple near Australia.

(IT) France and Persia sign a peace treaty.
Thanks to the end of the war - we love the king day breaks out all over.


1350 AD
Venezuela has some cash, so I sell them Navigation for $146 and $11/turn. I may as well get something for those junk techs.

I don't know when another AI will get Nationalism, so I give in and sell railroads and get the following deals.
I ship it to France for $775, $350/turn, and Democracy as a throw in. I couldn't get even one more dollar per turn.
I ship it to the Zulu for $62, $193/turn, and Free Artistry as a throw in.
I ship it to China for $580, and $345/turn.
I ship it to the Songhai for $199, and $350/turn.

We can know run at 100% science, and still are netting a large profit for upgrades / rushed buildings.



Summary:
I did leave us a next target - Germany. Microbe should get our rails up to the German borders to prepare for some serious war mongering. They don't have rifles, and shouldn't soon as they still don't have ToG. We have seven settlers already, and I rushed more this turn. Elephants versus Muskets can cause some serious stompage. I would do another raze and replace all core units unless there is a useful wonder.
We have 4 turns left of shipping incense to Germany. Please cancel it before starting the war .

The ships building in the south are to let us ship some muskets to the islands to replace the junk units guarding some cities. I would disband those junk units at this point.

The palace pre-build will get us Suffrage. We already have 274 shields built up.

We need to use up the science leader ASAP to get more military leaders for armies. If cavalry comes up, I would use the SGL to rush the military academy in a high-shield city. Don't use our elites until the SGL is gone. I agree that no more leaders until the SGL we have is gone.


I realize the above is a lot of planning. Even though the factory push is arriving, we have enough troops to perform at least one or two more major wars during the factory push.

Above all please spend our cash. Worker buys, upgrade the buckets, building pushes for the island cities, more settlers, etc.


LKendter
Microbe (current playing)
Meldor (on deck)
Grimjack
Rubberjello

Remember 5 per round (post-industrial) - STRICT 24 hours got it, total 48 hours for a least a partial update
I couldn't disable 100K win. We need to avoid the culture leaders for as long as possible.

http://www.civfanatics.net/uploads7/LK65-1350AD.zip
 
Why didn't we get Mil Trad? I would have to assume at this point it is out there. Can we get it before hitting Germany? Cav vs. Muskets is even better!
 
Military Tradition was not out there during my turns. A most unusual situation. There are just so many wars going on that research by the AIs has really slowed down quite a bit.
 
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