LK69 - Babylon - 80K challenge

microboe said:
Agree. We probably should put more corrupted towns to worker?
For a normal game I would say yes, but for this variant NO. We need to queue up the more expensive churches and schools in the cities.
 
My turns seem to be pretty much cut and dried now.

Trade for Demo as LK said. Leaves us 153g in the bank. I leave all the builds and revolt. MM what I can for growth.

910 ad (1) – Some worker movements, Nippur riots.

920 ad (2) – We’re now a democracy. Shows +93gpt.

930 ad (3) – Join two workers to Nineveh. Size 11, 16 spt with two corrupt.

940 ad (4) – Just watching the workers run around.

950 ad (5) – Rush a couple libraries.

960 ad (6) – Doing some quick math, Nineveh, now size 12 will take about 27 turns to finish Smith’s. We don’t get economics for 37. Bump up to 10% to get it in 32. Still not enough, but 20% gets it in 17 turns. Will have to play with this to make it come out right.

970 ad (7) – I don’t understand how you guys can tell what another civs total culture is. Is it just the main rival form the victory status screen? :hmm:

980 ad (8) – Ragnar wants to renew peace, and I tell him to shove it. :joke:

990 ad (9) – We complete Bach’s in Samarra. Everyone cascades to Magellans.

1000 ad (10) – A bunch of builds complete.

Recap – The Smith’s build and Economics should finish pretty close to each other, I believe it will be LK who gets to do the final finagling.

We gained 2,123 culture this set, including 230 on my last turn. Our total is 12,474 while Aztecs are at 5,054 total. At 230 cpt, we will finish on turn 509, or year 2019. I was able to rush a uni/church every two turns.

Just realized that I forgot about “irrigation line” with all the discussion. I mined a couple tiles that should have been irrigated. :blush:


>>>SAVE<<<
 
sesnofwrth said:
We complete Bach’s in Samarra.
Bach's and Sistines - my favorite happy people combo. :D


microbe said:
We'll finish far earlier than 2019. Maybe some early 19xx?
Now that is the type of news I like to hear. We now hit 80K before the game end. [dance]

The next step is to get that a lot ealier. Need to keep most of the remaining wonders for us.
===============================================

Keep Ashur in pure worker mode. We still have way too much land to develop, and a ton of jungle to clear.

Signed up:
LKendter
Microbe
SesnOfWthr
Ankka (currently playing)
Karasu (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.

The variant rules - this is meant to be a passive cultural win game as much as possible.

1) During despotism we must cave to all demands.

2) After despotism we have the right to refuse demands beyond cash / world map. However, our civ dislikes war. Is the item worth fighting over?

3) We may not demand other AI civs leave our territory, except for a clear sneak attack. If the Zulu and Vikings are fighting each other going through our territory we allow it.

4) Once spies arrive, we many only plant spies, and steal techs. I don't want other actions that are designed mainly to encourage war.

5) We must accept peace once the civ will give it to use for free. We are allowed to take concessions during the peace talks.

6) We are prohibited from signing alliances and MPPs.

7) We may not declare war except for the following reasons:
A) To stop a space launch
B) We hit 80K, but another civ has at least 40K. This still is meant to be a limited war.

8) When in doubt about actions please think about the spirit of the game.
 
Of course I expect to get it much earlier than 2019, was just illustrating the margin for error we now have to work with.

EDIT: Incorrect observation deleted. :)
 
That makes Karasu up..

Now that is the type of news I like to hear. We now hit 80K before the game end.

Note that was just my estimate. :) With double-culture kicks in we'll certainly shorten the time to 2019.
 
LKendter (on deck)
Microbe
SesnOfWthr
Ankka (out Jun 17 to Jun 27)
Karasu (currently playing)

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.

The variant rules - this is meant to be a passive cultural win game as much as possible.

1) During despotism we must cave to all demands.

2) After despotism we have the right to refuse demands beyond cash / world map. However, our civ dislikes war. Is the item worth fighting over?

3) We may not demand other AI civs leave our territory, except for a clear sneak attack. If the Zulu and Vikings are fighting each other going through our territory we allow it.

4) Once spies arrive, we may only plant spies, and steal techs. I don't want other actions that are designed mainly to encourage war.

5) We must accept peace once the civ will give it to use for free. We are allowed to take concessions during the peace talks.

6) We are prohibited form signing alliances and MPPs.

7) We may not declare war except for the following reasons:
A) To stop a space launch
B) We hit 80K, but another civ has at least 40K. This still is meant to be a limited war.

8) When in doubt about actions please think about the spirit of the game.
 
Pre-turn
Sell Chemistry to Caesar for all his gold: 38 gp + 7 gpt (little money, but better in our pockets than in another AI's).
Aztecs and Mongols are up Navigation, Physics and Metallurgy.
Vikings and Zulus are up Navigation and Metallurgy.
:ack: Our military advisor says that the Aztec army has Cavalry units.

Engage in some map trading with the known civs.
Press Enter

The Vikings discover Free Artistry and start Shakespeare.

Turn 1 - 1010 AD
The AIs are no more than two techs from the Industrial Age, and we are starting to fall behind badly; no matter how many Medieval Infantry and Pikemen we build, it will be game over as soon as they begin arriving with Cavalries and Riflemen.

There is another reason why we need to catch up in tech: if we cannot start wars between AIs, they will keep on researching and trading techs the way they have been doing, and we won't have a chance to slow down the tech pace.
The best way to do that that I can think of right now, is to stay one-two techs ahead of them and keep them broke by judicious selling of those techs.

Our only chance to catch up now is to take advantage of the passing of age and of our scientific trait. So, I set research on Economics to the maximum sustainable level (that is, deficit research without going negative with the treasury).

Move some units around.

Turn 2 - 1020 AD
I think we can still squeeze at least three more cities in the jungle area and in the forsaken lands between Larsa and Ashur. Three cities will mean at least 45 culture points per turn after rushing some buildings... So I set Ashur back to Settler.

Turn 3 - 1030 AD
Rush Cathedral in Eridu

Turn 4 - 1040 AD
Rush University in Samarra

Turn 5 - 1050 AD
Larsa: Aqueduct - Marketplace (can also be switched to University)

Turn 6 - 1060 AD
Mongols have completed Magellan

Turn 7 - 1070 AD
Mongols reached the Industrial Age.
Aztecs started Smith!

Let's hope it isn't too late. We simply haven't got enough gpt to afford buying all those techs.
Incidentally, wasn't it unlucky that the Vikings researched Free Artistry, the Mongols ToG and the Aztecs Economics in parallel...

Luckily, the Aztecs haven't sold Economics to anyone.
Start some trading:

Sell Democracy to Rome for 26 gp + 3 gpt (all they have)
Sell Economics to Vikings for Free Artistry and 22 gp
Sell Economics + Free Artistry + 122 gp + 45 gpt to Zulus for Physics and Metallurgy
Sell Economics + 41 gpt to Mongols for Magnetism
Sell Magnetism to Zulus for 30 gpt + 39 gp

There is no way to buy Theory of Gravity at monopoly price from Temujin. Luckily, a havy gpt deal we have with them is expiring in three turns, which will allow us either to speed up our own research on ToG, or to buy it directly.
I set research at zero for these turns.

Yuk. In all this mess I hadn't noticed that we got a Scientific Leader! The first one I ever see :yeah:
I switch the prebuild in Nineveh to Shakespeare, due in nine turns.
I leave the leader alone, for the moment.

Rush university in Telloh.

Turn 8 - 1080 AD
Vikings reach IA too. This may actually help us, lowering the cost of ToG.

Found New Nineveh - Temple

Turn 9 - 1090 AD
Rush University in Akkad

Our culture is 14794


Turn 10 - 1100 AD
The gpt deal we had been paying to Mongols expires.

So ends our trading round started in 1070 AD (I know, it's my last turn, but I had been waiting so eagerly for this... :D ):

We can now buy Theory of Gravity for merely Ivory, Dyes, WM, 66 gp and 51 gpt.
We get Nationalism as our free tech.
Sell Nationalism to Mongols for Military Tradition, Navigation, WM, 86 gp, 154 gpt (all they have)
Sell Nationalism to Vikings for Horses :yeah: WM, 78 gp, 101 gpt

There is another deal we may make with Zulus: they have Saltpeter to sell, and we could buy it for ToG and money, or that + money for ToG + Nationalism.
I don't know about this one -we may want to build a few horses and then upgrade, or buy Saltpeter and go straight for Cavalries. Team's call.

We are now on tech par with everyone, and making 300+ gpt at zero science.
And everyone else is broke (except the Zulus, that are making around 30ish gpt).

Our culture: 15067 (273 cpt from last turn)

Two settlers are being produced, and I had these locations in mind for them, but that's of course subject to collective agreement.

LK69-1100AD.jpg


Notes
- I set research to Medicine, but as we started this turn we can change to Steam Power freely. I also left the slider at 0% science -we may want to raise it to reach Scientific Method first.
- I haven't made any deal with the Zulus, but we may want to get that saltpeter.
- I haven't done anything with the leader. There are three wonders available at the moment -Shakespeare, Adam Smith and Newton. We can probably build Shakespeare first (it is only six turns away), and then choose one of the remaining two. The third one will be lost in the cascade.
I didn't rush anything with the leader just because of the cascade risk -my idea was to wait for Shakespeare to be ready and use the leader on the same turn.
- For our military, I would mainly build Trebuchets/cannons and horses/cavalries. If we upgrade our Pikemen, we probably won't need to build more defensive units. In this sense, the build orders in some of our cities will have to be reviewed: I have left some Aqueducts and Marketplaces around that may be changed, and in the confusion of all this trading I have probably overlooked some builds.

-- Here is the save --
 
Signed up:
LKendter (currently playing)
Microbe (on deck)
SesnOfWthr
Ankka (out June 17th to June 27th)
Karasu

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.

The variant rules - this is meant to be a passive cultural win game as much as possible.

1) During despotism we must cave to all demands.

2) After despotism we have the right to refuse demands beyond cash / world map. However, our civ dislikes war. Is the item worth fighting over?

3) We may not demand other AI civs leave our territory, except for a clear sneak attack. If the Zulu and Vikings are fighting each other going through our territory we allow it.

4) Once spies arrive, we many only plant spies, and steal techs. I don't want other actions that are designed mainly to encourage war.

5) We must accept peace once the civ will give it to use for free. We are allowed to take concessions during the peace talks.

6) We are prohibited from signing alliances and MPPs.

7) We may not declare war except for the following reasons:
A) To stop a space launch
B) We hit 80K, but another civ has at least 40K. This still is meant to be a limited war.

8) When in doubt about actions please think about the spirit of the game.
 
1100 AD (pre-turn)
Karasu did the right move to take advantage of the science slingshot. After a long debate I decide on Steam at maximum. Rails will insure that we can't lose much in the next war. I don't want to keep science full to long. We can only suck a large block of GPT from the AI civs every 20 turns. They will be stopped for a while, as they go for the expensive government techs.

I ship ToG to the Zulu for a joke, so that I can use Nationalism to get Saltpeter.


1110 AD
I use the SGL to rush Smith's. Of the 3 wonders available I want that the most for the economic help.


1140 AD
Another aggressive city is built by the Zulu - New Ashur.


1160 AD
(IT) We build the ultimate culture wonder - Shakespeare.
The cascade results in the Vikings completing Newton's. We really cut it close!


1170 AD
:wallbash: All that frelling jungle and we have NO coal source :wallbash:
What is it with the LK series recently, and getting crappy resource distribution?
I can find 5 sources on the map, one for every civ except us. Unless a civ takes out Rome we will never have coal!

I take Ashur off of worker duty. Without coal, our workers will run out of useful tasks soon enough.

(IT) We have another war with the Vikings. We lose our source of Horses. Elba AND Mari falls to Berserkers.

1180 AD
This is really going to get ugly. I can't buy horses anywhere else. The Vikings already have a nasty looking amount of units heading our way, and


1190 AD
We have a stack of 8 Berserks, 1 knight and 3 pikes by New Babylon. We knock the stack down to 4 Berserks and retreat the knight. However, we lost 3 irreplaceable AC, and 1 MDI.

Summary:
We survived the worst turn. The trouble is we have too few cavalry. I stopped research to let 100% of our cash be used for rushing. I have barracks in the two border towns. I have started upgrading pikes to rifles. We need to improve our military rating or the wars won't stop.

We are up to 17,925 culture making 285/turn despite the 2 city loss. We need another long 218 turns excluding city doubling. The trouble is we are running out of culture to build, and we haven't gotten a single flip so far.


Signed up:
LKendter
Microbe (currently playing)
SesnOfWthr (on deck)
Ankka (out June 17th to June 27th)
Karasu

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.

The variant rules - this is meant to be a passive cultural win game as much as possible.

1) During despotism we must cave to all demands.

2) After despotism we have the right to refuse demands beyond cash / world map. However, our civ dislikes war. Is the item worth fighting over?

3) We may not demand other AI civs leave our territory, except for a clear sneak attack. If the Zulu and Vikings are fighting each other going through our territory we allow it.

4) Once spies arrive, we many only plant spies, and steal techs. I don't want other actions that are designed mainly to encourage war.

5) We must accept peace once the civ will give it to use for free. We are allowed to take concessions during the peace talks.

6) We are prohibited from signing alliances and MPPs.

7) We may not declare war except for the following reasons:
A) To stop a space launch
B) We hit 80K, but another civ has at least 40K. This still is meant to be a limited war.

8) When in doubt about actions please think about the spirit of the game.

http://www.civfanatics.net/uploads7/LK69-1200AD.zip
 
(IT) We have another war with the Vikings. We lose our source of Horses. Elba AND Mari falls to Berserkers.

Was it a sneak attack or a refused tribute demand?

Bad luck on coals, but it may appear any time in the future. So we are not dead yet!

Will try to play tonight.
 
Was it a sneak attack or a refused tribute demand?
Sneak attack - based on the troop time I think the attack was decided when we got rails first.

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

Bad luck on coals, but it may appear any time in the future.
Don't hold you breath waiting on that. I can't remember the last time I saw a resource depletion. It seems to have gone away somewhere along the line.
 
preturn: fix riot in Akkad.

(1)1210AD: Elite AC kills a zerk, upgrade pike to rifle in New Babylon.

(2)1220AD: Enter Roman territory and kill 4 zerks and one knight.

(3)1230AD: Lose one cav we take back Mari. No way to capture Ebla except hoping for a flip. Mongols has got Facism but wouldn't trade with Steam.

IBT Aztecs declares on Mongols - this is very good news, AI finally starts fighting each other!

(4)1240AD: I rush library in Mari. Upgrade 4 pikes. Rush library in New Nineveh.

Oops, we have exactly zero gold. :lol:

(5)1250AD: Aztecs/Mongols/Zulu have Steam Power and Facism now.

IBT Two zerks attack Mari. One fails and the other kills our rifle.

(6)1255AD: I rush a wall in Mari. Unload another rifle into it.

IBT zerk loses to our rifle in Mari, and..

LK69-1255AD.jpg


(7)1260AD: Sign peace with Vikings and get 6g+WM. Vikings has Communism + Facism.

I rush bank in Nineveh. I'll start a prebuild next turn.

(8)1265AD: Rush two temples and a library.

We can buy horses from Mongols, but that would be very expensive. I decide not to do it. We'll just build rifles.

I don't know why we still keep lux at 10%. Drop to 0. I suspect I should have done so at the beginning of my turns..

(9)1270AD: Keep rushing..our culture is 20628. But Mongols is 10295! It's catching up!

(10)1275AD: Our culture is 20960, Mongols is still 10295? Hmm, it's in anarchy, probably revolting to Facism now. We are 332cpt. That's culture win in 1916.

We can buy two workers from Zulu by some lux. I'll leave to next player.

Note: The culture of both Mongols/Aztecs is rising (but seems to decline recently) in the culture histograph. We need to keep rushing culture. We should be OK as we have double the number of cities.

Note rushing order should be library, temple, university and cathedral.

There is a settler going south to settle on the following spot.

LK69-1275AD.jpg


SAVE
 
Yay! A culture flip.

I could have sworn I started the settler for that spot during my last turns. :hmm:

This is my got it, but there won't be any turns till late Tuesday.
 
:ack: No coal, ho horses, no saltpeter... we surely are not swimming in resources...

Too bad the Vikings declared again -they probably had to pay some more gpt and declared to break the trade agreement with us. The risk is going to be there any time we sell them a tech for all their gold.
Well done surviving their attack! :thumbsup:
That's clearly another good reason to improve our military rating at all costs now...

Have we got a prebuild for Theory of Evolution somewhere?
 
Have we got a prebuild for Theory of Evolution somewhere?
Actually right now the prebuild will be for Suffrage. Even a few more cpt will help.

After are 2 wars we still have no army and the right to build hero epic. :(

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

We'll just build rifles.
Actually, I would push cannons until the Zulu saltpeter is gone. We may as well get a few bombard units onto the map. As long as we start the cannon before we lose the saltpeter it will finish. Since we don't need barracks for cannons, we can build them anywhere.

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

Signed up:
LKendter
Microbe
SesnOfWthr (currently playing)
Ankka (out June 17th to June 27th)
Karasu (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.

The variant rules - this is meant to be a passive cultural win game as much as possible.

1) During despotism we must cave to all demands.

2) After despotism we have the right to refuse demands beyond cash / world map. However, our civ dislikes war. Is the item worth fighting over?

3) We may not demand other AI civs leave our territory, except for a clear sneak attack. If the Zulu and Vikings are fighting each other going through our territory we allow it.

4) Once spies arrive, we many only plant spies, and steal techs. I don't want other actions that are designed mainly to encourage war.

5) We must accept peace once the civ will give it to use for free. We are allowed to take concessions during the peace talks.

6) We are prohibited from signing alliances and MPPs.

7) We may not declare war except for the following reasons:
A) To stop a space launch
B) We hit 80K, but another civ has at least 40K. This still is meant to be a limited war.

8) When in doubt about actions please think about the spirit of the game.
 
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