LK68 - More AWE -

LKendter

Exterminate, exterminate, exterminate!!!
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Joined
Aug 15, 2001
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20,064
Difficulty = Emperor
Civilization = Maya
Continents (60%), Warm, Wet, 5 billion
No barbs
World Size = Small

A minimum of previous Demigod military win - prefer Deity military win - to sign up
Signed up:
LKendter
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Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.


This game will have a forced despotism GA due to our UU. However, we should hopefully acquire a large amount of free labor. This will help a lot with early development, and keep units cost down. I hope we don't need too many natural workers for a while.

One question is do we prohibit the building of Zeus? I think was a key part of the LK66 win.
 
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 during the first 50 turns to avoid civ crippling.
3) Declaring war / demanding leave solely for the purpose of getting out of trade deals. This includes nonsense spying simply to force a war. Stealing techs is fine.
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.
 
Signed up:
LKendter
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meldor
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NOTE: This game starts the switch to patch 1.22.
 
Please sign me in.
As to zeus, I would like to have the option that if we do not have horses, we should be allowed to build it.

Not having any mobile units really hamper the warfare in Always war.
 
Signed up:
LKendter
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grimjack
meldor
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Just 2 slots to go. :D
 
Signed up:
LKendter
Open slot
grimjack
meldor
Greebley

Just 1 slots to go. :D :D
 
Warning - I shuffled players around versus the sign up order
Signed up:
LKendter (currently playing)
hotrod0823 (on deck)
grimjack
meldor
Greebley


Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
Well thanks I think! Unfortately I already need a skip as I am heading to AC for the weekend returning on Sunday night.

See you then.

Hotrod
 
Well thanks I think! Unfortately I already need a skip as I am heading to AC for the weekend returning on Sunday night.

Well living in the USA along the east coast I know AC = Altantic City. I wonder how many other players realized what AC meant?


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

3950 BC
I start immediate research on warrior code. I hope not to use the JT too early, but we do want to start building them.


3350 BC
Our next research project is the wheel. I would like to know where the horses are.


3350 BC
Our 2nd city is formed - Copan. This city will be our primary source of settlers and workers. Agricultural along with irrigated game creates a great food source.


3000 BC
(IT) The most powerful nations list shows: Carthage, Germany, Maya, Greeks, Mongols, and Romans. I can't believe we are #3. I don't like the fact that we have 3 civs listed with early UU.


2670 BC
(IT) The next science project is bronze working. I see horses on the map. [Dance]


2190 BC
(IT) The next science project is Iron Working.


2190 BC
Our 3rd city is formed - Palenque.


1910 BC
Tikal is formed

Summary:
I am surprised we still haven't had a first contact. If we can avoid it for another 10 to 20 turns we will have multiple cities that are pumping out military. I hope to have good news about iron sources soon.

I am working toward connecting our furs, and heading toward the ivory source.




Warning - I shuffled players around versus the sign up order
Signed up:
LKendter
hotrod0823
Grimjack (currently playing)
Meldor (on deck)
Greebley


Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.


http://www.civfanatics.net/uploads7/LK68-1750_BC.zip
 
Our initial starting lands:

LAK-398.jpg
 
Got it.

Too bad we do not know where the other players are. It would have been good to prepare for the GA by only roading the bonus grass. As it is, we need the shields to build troops now.

Looks like we can grow quite a bit though.
Grimjack
 
LK68-1750BC Standard build phase, barring exploring.

IBT: The peace and quiet do not last long, as an obnoxious and loutish guy in red comes barging in.

1725 I do not do deals with louts, and war is declared. I laugh in his face when he tells me I can have 10 gold on the side, if I just let him leave with our skills in making bricks.

1700 Trying to head off the loutish roman in the northern pass with our single sentry.

1675 Workers unions demands of higher salaries forces us to lower science tax.

1650 Start moving a settler to claim the horses. First settler laid claim to the ivory.

1625 Furs comes into demand, as well as the knowledge of iron. Good times are ahead.
I tell a couple of young braves to go learn how to use the big animals known as horses in a better way than as meat.

As the louts are due to arrive shortly, I will see what our javelin throwers can do against them.
As expected, they were only full of hot air, and as soon as our javelins start to fly they give up their right to be free to die, and becomes the first of many slaves.

1600 Quiet

1575 Almost too quiet

1550 Still quiet. Wonder if the louts have been booked elsewhere.
our workers are mainly roading, since there is no point in building mines now.

There still remains to be connected some ivory, some horses, and the iron.

1525 As we seem to be somewhat short on warriors, I send the newly arrived settler to fill in the backline, maybe nearby the southern iron.

IBT: our young braves comes back and show how to build a 'saddle' in order to easier stay on top of the infernal horses, and much rejoicing is heard.
It is time we hear what the learned has to say for themselves, and I start to see if some meaning can be derived from the signs of the moons and stars written in knots on lengths of string.

1500 I start roading the iron now, as if the louts are nearby, we might need our mightiest armored warriors.
Tikal is building warriors, so we can relieve the Javelin throwers on MP duty. Also, it could be nice to have a stock of warriors ready for emergency upgrading.
In hindsight, I should probably have used a warrior to dispatch the roman warrior, as we have not needed the GA much. Our outlying cities with only roads are making the best of the GA though,
so it is not a complete loss.

Grimjack

Save attached
 
Since we have started our golden age we might as well take advantage and start a wonder. We have 5 turns on alphabet and our palace build is about 50 turns in tikal (at size 3). That will go down as we grow, but then back up again when our golden age ends. I am thinking we may be able to start the Great Library and go straight for Literature. This would make it very probable we will get it. I think we can get to Literature in time (and can always slow down the build if not) as it is a small map.
 
loutish guy in red comes barging in.
So the Romans are nearby - we us hope they are iron free or it will be hard. You are right to want to get the Iron roaded asap along with horses.

becomes the first of many slaves.
Well that didn't take long. :D

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

Signed up:
LKendter
hotrod0823
Grimjack
Meldor (currently playing)
Greebley (on deck)


Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
 
1500 BC (0)
I cancel the walls at Tikal. The enemy shouldn't make it that deep inside our lands or we are hurting. I decide for another Javelin Thrower. I also swap the capital to the Pyramids. If we are going to be serious about a wonder we need to get hoofing.
(I) Nada

1475 BC (1)
Not much, jack lux up by 10 to keep two towns from rioting.
(I)No sightings.

1450 BC (2)
Boredom.
(I) Yaxchilan Walls->JT

1425 BC (3)
Move a JT on the mountain range. Time to chack out how close the enemy is.
(I)Copan Settler->Settler

1400 BC (4)
Settler now in position to found near the second iron, it never hurts to have reserves. Alphabet due in 1 but science has to stay were it is to get it.
(I)We get Alphabet and since I haven't seen anyone, I go writing instead of math. We should probably do math next. Tikal JT->JT

1375 BC (5)
Find a fortified Roman warrior, wonder if he wants to be a slave? Lagartero is founded to get control of the second iron.
(I) Reg Roman warrior decides not to met us on the open plain and steps away. We get horses and the trade advisor is at least happy about it. Palenque JT->JT

1350 BC (6)
He can run, but he can't hide. He is now a slave.
(I) Not much

1325 BC (7)
Boring
(I)Nada

1300 BC (8)
Found another backfill city.
(I) People want to build the FP. Tikal JT->JT

1275 BC (9)
More exploring to find the Romans. I do not explore to the east, only to the north were the warrior was apparently from. Just for Lee, I swap Tikal to the FP.
(I)Nada

1250 BC (10)
Find another reg Roman warrior. Looks like another slave. There is a settler on the way to claim the wheat next to the river. Place him were you will. Looks like the Romans are indeed to the direct north, past the jungle.

http://www.civfanatics.net/uploads7/LK68_1250BC.zip
 
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