LK69 - Babylon - 80K challenge

Pre turn – Umm, not much doing yet. We know no one and have two cities.

Hit enter.

Ivory is connected. Warrior wins and promotes vs barb. Babylon temple -> warrior.

2510 bc (1) – Looks like some nice land we have here.

2470 bc (2) – Have to turn warrior around as barb appears near Nineveh.

IT – Babylon warrior -> warrior.

2430 bc (3) – Looks like no landbridge to the east.

IT – Nineveh warrior -> warrior.

2390 bc (4) – Turn NE warrior due north.

IT – Babylon warrior -> settler.

2350 bc (5) – Not much doing.

2310 bc (6) – Barbs are just camped out on the mountains east of Nineveh.

2270 bc (7) – We meet Shaka. Trade him Masonry for WC and 5g. He’s still up The Wheel.

2230 bc (8) – Our NW explorer pops some barbs, big surprise.

IT – Nineveh warrior -> worker. We lose a warrior to barbs.

2190 bc (9) – No landbridge west, either. Shaka now has alphabet and IW, but he’s not interested in dealing.

2150 bc (10) – Nothing noteworthy.

I have left the barbs alone intentionally, as they just seem to be sitting there. There are 2 Zulu warriors near the dyes. Couple more barbs running around to the NW. Settler due next turn in Babylon. Worker in Nineveh due in 4.

>>>SAVE<<<

And our lands:
LK.JPG
 
So Zulu is in the north, and west is all ours. :eek:

Looks like expanding to the north first and get the settler factory up asap.

Too bad we cannot make more contacts and buy Alphabet yet. Should we raise sci bar and research it ourselves? I don't think we can buy it anytime soon, considering Zulu also doesn't have it.

EDIT: which tech enables curragh? We should build one asap.
 
Alphabet is the one need for Curraghs.
I would certainly like to know what to offshore land masses are. Are they simple little islands, or another continent. Even little islands are important targets for us - every possible city brings us closer to 80K.

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.

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 attack civ will give it to use for free. We are allowed to take concessions during the peace talks. This pretty much rules out alliances and MPPs.

6) 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.

7) When in doubt about actions please think about the spirit of the game.
 
I agree, even those one or two tile islands are needed.


Oh dear, Why am I always up in all of my SG's at the same time? I am sorry but I need a skip. 2 SG's for one day is enough, and propably I will be playing the other one tomorrow as well.
 
LKendter (on deck)
Microbe
SesnOfWthr
Ankka (skipped)
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.

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 attack civ will give it to use for free. We are allowed to take concessions during the peace talks. This pretty much rules out alliances and MPPs.

6) 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.

7) When in doubt about actions please think about the spirit of the game.
 
Ok. I got it.

From what I understood of our discussion, I will move the settler towards the settler factory site, and try to speed up Alphabet.

Any other comments before I start playing (most likely later tonight)?
 
We culd build the SoZ... but I doubt we'll need it and it'll only slow down our settling and getting more culture so I doubt it would be a clever choice to build it.

Map Makng will be important, so we'll get cities onto those little islands... we'll want every city possible.
 
microbe said:
Settling is more important than wonders. We are going for 80K, not 20K. First more cities. Culture wise those wonders aren't much better than an early temple or library.

I can't agree more - a temple + library is a good as most wonders. Once double it beats more wonders.

I will have to dig out me sheet talking about the per shield culture gain of the various buildings.
 
The culture value to us

Temple = 2 cpt for 30 shields - 15 shields per cp.
Library = 3cpt for 40 shields - 13.33 shields per cp.
University = 4 cpt for 100 shields - 25 shields per cp.
Coliseum = 2 cpt for 100 shields - 50 shields per cp.
Heroic Epic = 4 cpt for 200 shields - 50 shields per cp.
Great Library = 6 cpt for 400 shields - 66 shields per cp. This has the advantage of a block of NO research to rush culture. It has a lot of hidden value.
Statue of Zeus = 4 cpt for 200 shields - 50 shields per cp. However, the value of the massive amount of ancient cavalry can't be ignored.

As you can see from the above chart the most culture bang for the buck is temples / libraries. Coliseums SUCK for culture and should be the last choice to build. In fact I would push for a wonder from a heavy shield city before I waste my time on coliseums
 
Pre-turn
Give a look around, set research slider to max (Alphabet due in 8 at -1 gpt) and press Enter.
Shaka has got Alphabet but won't trade it. He is also up The Wheel and Iron Working

Babylon: Settler - Barracks

Turn 1 - 2110 BC
Northern warrior (Alvar) scouts north
Western warrior (Boris) moves back towards our settlements

Turn 2 - 2070 BC
More scouting.
Settler leaves Nineveh accompanied by Carmen

IT
Nineveh: Worker - Temple

Turn 3 - 2030 BC
Settler moves with its escort. Workers follow. Barbarians follow too... :hmm:

Turn 4 - 1990 BC
Settler moves; Workers follow; the three Barbs previously fortified near Nineveh are faced by Carmen and Dorothy. Two more coming from the east will find Boris on their way.

IT
Carmen and Dorothy easily fend off the Barb attack. Carmen promotes to veteran.
Boris is slayed by a single barb warrior.

Turn 5 - 1950 BC
Alphabet is now due in six turns at 70% science, 0 gpt.

Ok. I am going to pause here for some discussion.
I *think* that a 4-turns settler factory is possible between city sizes 4 and 6 by settling 1a, 1b or 1c below and working the "X" tiles; if it isn't because of not enough shields, it will work between size 5 and 7 I guess, with an additional irrigated plain (assuming no wasted shields... :hmm: ).

At this point, we could use the remaining flood plains. For instance, a 5-turns worker factory could be available with a city in 2a or 2b working two flood plains and a plains tile.

This is the first thing that came to my mind, at least -there will probably be better possibilities.
Besides, it will probably only work if we build the Palace or the Forbidden Palace over there.

Right now, I would favour settling 1a and 2b -I don't care too much for placing cities on Flood Plains. Moreover, 1a has immediate access to both BGs without requiring border expansion.
If we go for this solution, I would consider settling 2b first, and start roading and improving towards 1a while Nineveh builds another settler.
1b and 2a also look good. Instructions?

Options_LK69.jpg


BTW, there are also cathedrals in the list above, at 160 shields (80 for us) for 3 culture point, giving 26.6 shields per culture :)
 
From what I see 1B is the best. However, due to the corruption with despotism this will NOT be a 4 turn settler factory. Now it might be able to get use a few badly need workers. ;)
 
my vote would go to 1b as well, and I would push 2a either one, or maybe even two tiles NW.

As far as factory or not, isn't that a cattle under the NW "x"? Couldn't we make a factory by irrigating the cow, irrigating the wheat, and working some forest? I'm at work so i can't really see everything properly....
 
The issue isn't the food - the issue is 2nd ring corruption under despost.
 
Sorry I wasn't clearer. I understood the corruption problem, but I was wondering if we could produce enough shields to work it even with the corruption.

Then I realized that even if it could work for a cycle or two (hypothetically), any new cities close to babylon would raise corruption again making it a no go.
 
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