LK69 - Babylon - 80K challenge

I am going to need a skip this weekend, as I'm moving. Net will be set up at the new place on Thurs, but I won't be in till Monday. So for the four days, if I come up either skip me, or I can swap if appropriate.
 
LKendter (on deck)
Microbe
SesnOfWthr (skip Jun 3 to Jun 6)
Ankka
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.
 
LKendter (on deck)
Microbe
SesnOfWthr (skip Jun 3 to Jun 6)
Ankka (June 5th to June 8th)
Karasu (currently playing)

We have a rough few days for players...

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 rest of the story...

Turn 6 - 1910 BC
Settler moves towards his destination; workers and warriors follow. More barbs approach

IT

Turn 7 - 1870 BC
More movements. A barb camp appears southeast of Babylon.

IT

Turn 8 - 1830 BC
Ashur founded. Temple.

IT

Turn 9 - 1790 BC
Move workers

IT

Turn 10 - 1750 BC
We discover Alphabet. The Zulus never wanted to sell it, not even when we were only one turn from discovering it.
Set research to Writing, due in 23 turns at 50% science (it is still possible to accelerate running a small deficit.

Notes
The temple in Nineveh can be switched to a Settler if we want -both would be due in 3 while pop growth is in 4.
Babylon is 1 turn from reaching pop 2 and 5 from Barracks; it cannot be switched to Curragh now without loosing shield.

Our world:

LK69-1750BC.jpg


--- And the save ---
 
LKendter (currently playing)
Microbe (on deck)
SesnOfWthr (skip Jun 3 to Jun 6)
Ankka (June 5th to June 8th)
Karasu

We have a rough few days for players...

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.
 
Either Babylon or Nineveh should become a military town.
Both can help out. To keep our expansion going both cities will have to supply an settler at times. The floodplain wheat city will stay on only settlers / workers. It has no other use. I would even avoid the temple for awhile in that city. 80K requires a lot of cities, and we can't afford that city to be tied up for a temple.

-------------------------------------

1750 BC
Where are the other civs? We are up to 4 luxuries on our continent.

Switching to the boat would waste 12 shields, so I will finish the barracks. We do need military help. We badly need more workers, so I switch Ashur to worker.


1725 BC
(IT) The Zulu help us out by killing the barb by Ashur.


1650 BC
(IT) Two barbs attack our warriors, and we kill both with one promotion to veteran.


1550 BC
We get another contact - Rome. They have the same techs as the Zulu, so we have nothing to trade.

1500 BC
Two barbs are killed in the southern camp.


Summary:
AVOID literature for science in the near future. The Great Library is a huge boast for letting us cash rush culture. At the moment our empire is too small to allow us to tie up a city on wonder building. We need to expand at the moment.

It is a lousy location, but I suggest the next settler head for the dyes. The Zulu are coming south toward us. That is the luxury most at risk.



Signed up:
LKendter
Microbe (currently playing)
SesnOfWthr (skip Jun 3 to Jun 6)
Ankka (skip June 5th to June 8th)
Karasu (on deck)


We have a rough few days for players...

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/LK69-1500BC.zip

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.
 
preturn: hmm, I decide to buy Writing from Rome for 42g. It's almost the same cost for self-research. I then go full speed on Philosophy in 10 turns. Worth a try?

(1)1475BC: Bomman clears barb camp and promotes to elite.

IBT Nineveh settler->settler. We get a palace expansion.

(2)1450BC: move settler.

IBT Rome kicks us out.

(3)1425BC: movement

IBT Babylon bowman->bowman.

(4)1400BC: Curragh spots a purple border.

(5)1375BC: We meet Vikings. He has Wheel and IW, so no trading available. He has also a worker for sale but we cannot afford.

With a mine completed Ninevsh is going to build settler one turn before pop grows, so I switch it to rax for now.

Babylon builds bowman starts another curragh.

(6)1350BC: movement

(7)1325BC: send curragh to west. Need to explore what's between Vikings and Romans.

I'm kinda lost what to build in Babylon, so I set to settler.

(8)1300BC: Ellipi is founded on the dyes. I start a temple for now.

(9)1275BC: more exploration.

IBT barb loses to our curragh. We are the first to Philosophy! [party] I choose Code of Law and start min on Republic.

(10)1250BC:
Philosophy to Rome for Mysticism+35g.
Philosophy+Mysticism to Zulu for Wheel+107g.
Philosophy+Mysticism+68g to Vikings for Iron Working + HBR.

We are up CoL for everybody.

There is iron at the far east which we want asap. We do not have horses.

I have moved our military to the north, but then I realize we have a settler due in the south which needs an escort. You probably want to build a warrior in Babylon after the settler, and use the existing warrior as escort.

We do need to keep producing military - AI may demand techs. Rome has legions already. :(
 
Idea on which spot to settle first?

My thinking is that the settler from Ashur should go NW to seal our land. The tile which is 3 or 4 tile NW to Ashur looks like a nice spot. It would also bring more shields to Ashur without the need of a temple.

The settler from Babylon should go east to settle on furs. Next settler should go to claim the iron.

Ashur should probably build a worker before next settler.
 
Or, ,as I think better, I don't. Just give me some ideas on what to do here...
 
Babylon and Neneveh could oscilate b/t settler and military.
This is the perfect plan. It might be two troops per settler to help the other cover the other heavy food cities.


Idea on which spot to settle first?
I think we also have the wheat near Babylon not claimed. We do need all those resources, but we need cities that can grow and supply settlers.

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

Signed up:
LKendter
Microbe
SesnOfWthr (skip Jun 3 to Jun 6)
Ankka (currently playing) (skip June 5th to June 8th)
Karasu (on deck)

We have a rough few days for players...

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.
 
Ok, I played the turns...:


1250BC [Preturn]: Check stuff to see where we are going.. Reset personal prefs.
Press enter.

IBT: Ashur settler > settler.

1225BC [1]: The settler rom Ashur moves NW, and I will settle it on the plains 3 NW from Ashur.

IBT: Babylon settler > warrior.

1200BC [2]: Setler from Babylon moves East and is accompanied by a warrior escort.

The curraghs explore around...


The Zulus and Vikings now have Map Making, trade CoL to the Vikings for Map Making + 118 gold.

The Zulus and Romans are quite poor, so I don't think trading is a good idea.

1175BC [3]: Settle Akkad > temple. When the border reveals some area, it also reveals a Zulu warrior... on our side. :rolleyes: Well, I guess it can't do that much harm.

More exploring with the curraghs.

IBT: A barb warrior approaches Ashur.

The Zulu warrior comes into our borders, but seems like it's only on it's way home...

Babylon warrior > warrior. We could use some military...

1150BC [4]: The barb is in a place where it can't be reached this turn.. next turn then.

IBT: The Zulus have another warrior there too...:rolleyes:

Nineveh barracks > warrior.

1125BC [5]: Elite bowman kills barbarian easily.

Some exploring with curraghs...

IBT: Looks like the Zulu warrior isn't heading immidiately out of our area... let's see what happens.

Babylon warrior > galley. We need a ship to transport a settler to the nearby island.

1100BC [6]: Build Uruk on the more Northern furs. > temple.

IBT: One of our curraghs is attacked by a barb galey, but we win & get a promotion to veteran.

Nineveh warrior > warrior. Nineveh would build settler one turn before growth, so I decide to do this.

1075BC [7]: Exploring...

IBT: Doesn't look like the Zulu are withdrawing their forces... I block them with a warrior.

1050BC [8]: We meet the Aztecs!

They are a big nation, lot's of cities, but we have got Philo and CoL over them. They are poor though, so no trading...

Adjust lux to 30% to prevent Ashur from rioting.

IBT: Nieveh warrior > settler.

1025BC [9]: Nothing really...

IBT: Looks like the Zulu warrior just did some barb- hunting... the other one goes back towards home.

1000BC [10]: Nothing really. You may want to switch Babylon to a settler, but I though it would be too much production lost if it went back to size 1 again for a while...
 
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