LK69 - Babylon - 80K challenge

Nice to see you sorted out. :)

I once more apologise for the messing up I did.



LKendter said:
On the game:
Why is there a Zulu settler / impi pair next to Nippur that is being ignored? Kill the settler and get us two workers.


That was because we only had a reg bowman and two wounded vet bowmen around there IIRC and I didn't trust my RNG on attacking the Impi in a jungle.
 
Theology was my oops. I figured that we would like to have Sistine's, so I set it to that at a slow pace.

I agree we would really like Sistine. However, there is no sense researching it without a prebuild ready. We have NO prebuild.

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That was because we only had a reg bowman and two wounded vet bowmen around there IIRC and I didn't trust my RNG on attacking the Impi in a jungle.

Pain is what gets better, faster peace terms. A dead settler is pain, and workers for us. :D

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

Signed up:
LKendter (on deck)
Microbe
SesnOfWthr
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.

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 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.
 
I apologize for contributing to this mess with my suggestion of an alliance.
It came almost automatic; I honestly didn't even stop to think whether it would be against the spirit of the variant or not.

I am glad to see that we decided to carry on with the game -imho it is still very interesting, and we *can* play it passively :)

Btw, I got it and will play tonight.

And:
- Get that Zulu settler
- Peace with Zulus and dear Caesar, thanks a lot for your help but sorry...
- Slow down research (I am not sure that the time is right to freeze a city on a prebuild for Sistine yet).
- Where do we want to settle the new cities?
 
BTW, remember that we are in a Golden Age now, we got a bowman win. It should be used to the max. We can get lots of gpt if we turn research to 0%. We should try and get the Zulu city that's in the middle of our lands before we make peace... I think it will fall with an AC and a couple of bowmen, at least. Shouldn't be hard...


Good luck, Karasu.
 
I see I cross- posted.

-I think we can get 3 or 4 cities on the small Western landarea, we have 2 settlers there now.
-You could also build cities on the two small islands SW from Babylon, there's even a boat waiting there.
-In the East there's nice area, 3 oasis' etc. some cities can be added there.
-If you make peace there are some holes in the North which can be filled, one is straight to the East from Eridu, the other one West. A tight build is good there, the cities are hopelessly corrupt.
 
Slow down research (I am not sure that the time is right to freeze a city on a prebuild for Sistine yet).
There is NO better time then now. We are in a GA. The best possible time to build wonders is during our GA. I would find our strongest shield city to put on a palace prebuild right now. We have plenty of military to survive the Zulu until peace comes. If fact we are building to much and to many regulars. We need markets to pay for the culture, and more culture. Our closet Rival is the Zulu - and they have throw away cutlure with ToA.

The 80K variants means that we will build Churches. It would be crazy not to get a double happy effect from it.
 
We have 2 good shield cities - Babylon, which is making 17spt (IIRC), and Uruk, the FP city, which is making 20spt, but 3 of them are lost due corruption.
 
Uruk, the FP city, which is making 20spt, but 3 of them are lost due corruption.

Switch Uruk to a palace prebuild. During our GA we only need 35 turns to build Sistine. Keep developing Uruk and get it to grow more. As I said - Sistine with having to build churches - is just to good to pass up.

We want theology to finish close to the palace prebuild running out. The AI will get feudalism first giving us a good start.
 
I mean, things are back in track now: we are at peace with everyone and in a relatively good situation.

The 'problem', so to speak, is that the Zulus made peace with Rome before I had a chance to talk to them.

Anyway, here what happened.


Pre-turn
Switch Uruk to Palace (due in 24) and set science to 30% (Theology comes in 21 turns). We are now making 24 gpt.

Attack Zulu Impi, redline it and capture their settler. The two workers are ordered to build a road under the protection of our bowman.

Switch Eulbar and Samarra to Libraries, Babylon to Marketplace.
Upgrade warrior to sword in Ellipi.

There are still some remains of a barb uprising. I count six horsemen south of Samarra. Move a warrior from Babylon in its direction (may be too late).

Check Zulus, but they won't talk. Ok, let's go...

Zulus attack and conquer Pisae with only one unit lost. They move towards Nippur with five Swords, one Archer and two Impis

Turn 1 - 70 AD
I retreat our troops from Nippur towards Eridu. Our two swordsmen converge there too.
I choose not to disband the city in the (faint) hope that we can retake it or that it will eventually flip to us.

IT
Zulus move into Nippur. Many more swordsmen and archers come from Pisae. Lots of Swordsmen... maybe I should have abandoned Nippur...

Turn 2 - 90 AD
Move troops towards Eridu. Rush walls in Eridu.
Two bowmen and a Cav are going to take Umfolozi. When was it built? I'll have to wait for its border to expand before we can take it (one advantage of their having the ToA at least...).

IT
Several Zulu units advance towards Eridu.

Nineveh: Marketplace - Swordsman
Samarra: Library - Aqueduct

A barb horseman comes out of its hut (as if we hadn't got enough trouble already!)
Our little curragh is chased by a barb galley

Turn 3 - 110 AD
Ebenezer comes out of Uruk and kills the barb horse.
Three Babylonian warriors attack the crowded barb camp south of Samarra.

We have eight Bowmen fortified behind the walls of Eridu, and two Swordsmen arriving next turn. Let the Zulu come!

IT
This is strange. The Zulu attack force does not attack Eridu and goes back to Nippur.
Feudalism is around, everyone starts building Sun Tzu.

We get another Ancient Cavalry. I like this wonder :)

Turn 4 - 130 AD
Our warriors keep on attacking the barb camp.
Found Sippar in the western peninsula.
Wait at the gates of Umfolozi.
Workers approach Eulbar to start irrigating
The Zulu won't talk

IT
Strau Zulu impi moves towards Ashur. The Ancient Cavalry is waiting for him.
A Scandinavian galley appears along our coasts.

Turn 5 - 150 AD
Disperse two barb camps in our southern region.
Dispatch the wandering Impi, but the Ancient Cav is redlined.

IT
Babylon: Marketplace - Library
Nineveh: Swordsman - Cathedral (vetoable)
Umfolozi finally gets border expansion

Turn 6 - 170 AD
Attack Umfolozi: another super-Impi kills our Ancient Cavalry single-handed and blindfolded. But the bowman takes revenge and captures the city - Temple.

The Zulus won't talk peace yet.
I do not see Zulu troops around Eridu, and decide to send our forces towards Nippur.

IT
Nothing happens

Turn 7 - 190 AD
Approach Nippur. There *are* Zulu Swordsmen in the area!

IT
Zulu units swarm around us outside Nippur

Turn 8 - 210 AD
Our little stack reaches the gates of Nippur. Zulu Swordsmen are outside the city, Impis defend it.
They seem to have quite a lot of units -I am not sure I will attack, I'll probably have to wait for Shaka to hear our plea for peace...

IT
We are attacked by Zulus, who loose at least six Swordsmen for no losses on our side. Hey, Bows in forest defend themselves well!

Zulus sign peace with Rome!

Turn 9 - 230 AD
Shaka would take peace now, but as things are I am inclined to try and retake Nippur: we do not like war, but we do not like to leave our cities in enemy hands either!
Attack Nippur, and loose three Bowmen and one Swordsman against two Impis. But the city is taken back, and we capture a Zulu settler

Make peace with Zulus, we get Umtata far north in the deal.
Aztecs will talk too, and peace is signed.

Umtata starts building a Temple

IT
Zariqum: Library - Marketplace (vetoable)

Turn 10 - 250 AD
Mari founded on the little island in front of Babylon
Larsa founded among the oases
Nimrud founded east of Eridu

LK69-250AD.jpg



Notes
This is the situation. I'm fine with proceeding any way you like.

A few misc notes about play:
- There is a Scandinavian Archer-settler pair that just entered our territory. We have plenty of time to settle our free areas before they arrive.
- I should have probably started an Aqueduct in Uruk before the prebuild. As things are, we can keep it at size 6 until Sistine comes, or switch to Aqueduct wasting about four turns worth of shields.
- I have left science at 20%. We are making 68 gpt and Theology is coming in 16 turns.
- Zulus and Rome lack Monotheism and could sell us Feudalism. Aztecs are up Feudalism and Engineering. I didn't start any deal.


--- Here is the save ---
 
Nice job there, and good thing Rome broke the alliance and not us. :D


Should we build a city on the 1- tile island a little SW from the new city on the bigger island?
Looks like we have space for 4 cities with a fairly loose build, or more with a tighter one...
 
Signed up:
LKendter (currently playing)
Microbe (on deck)
SesnOfWthr
Ankka
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 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.
 
I meant to ask this before, but forgot, so I ask now. Where did you get those borders, LKendter? I haven't so far found those in the Graphics modpacks section... They look very nice, and I have started to dislike my clanky ones which are well visile but not so neat.
 
Where did you get those borders, LKendter?
I edited the border files myself. You won't find them anywhere.

It is the same thing for the thick black lined roads.
 
250 AD
I send Monotheism and $275 to Rome and we get Feudalism.

I switch Ashur to courthouse and partial rush with the cash left.

The area I am very unhappy with is our military. It is still mostly warriors. We have zero defense units. We have very little is useful offensive units either.

260 AD
(IT) The Aztecs complete the <insert wonder here> Tenochtitlan. That city is becoming a cultural monster.


270 AD
(IT) The Mongols complete the Great Wall. This is actually good news as the cascade is breaking.

310 AD
(IT) The Vikings complete the Great Lighthouse.


320 AD
(IT) Our GA has ended. :(
We suffer a single city riot - the bad part is it is our settler city.


330 AD
Zamua is formed. It claims a junk jungle area.
We destroy a barb camp.

We have a trade route with the Vikings. I ship them $41/turn for Engineering. To not put out rep as risk I ship them Dyes for $6/turn, Ivory for $7/turn, and Furs for $7/turn recovering a lot of our gpt.


350 AD
I rush some temples.


Summary:
Our current total is 2,531 vs. the Zulu 1,451. We gained 680 over 10 turns, while the Zulu gained just 339. When you consider a lot of that comes from ToA it looks good so far. The trick is the second we can get education we must give it the Zulu. ToA expires with education.

We still need a lot more culture to win. At this current growth rate we need over 1,000 turns to win. The rate will be improving as many cities are barely through the cheap temples. We still need more cities, libraries, churches, and the later wonders.

At some point we will want to chase the high culture wonders - Bach's, Shakespeare, and the big economy help of Smith's.

The better part is that our economy handles it much better then the last time I saw the game.

We have some cities that are free to build military because they already have churches. We still need coliseums, but at just 2 cp for 100 shields they are a lower priority. We are weak vs. every one except the Romans.

Signed up:
LKendter
Microbe (currently playing)
SesnOfWthr (on deck)
Ankka
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/LK69-350AD.zip
 
The two dot maps below are additions cities we want.

The 3 dots below are all LOW priority. They are inside our current borders. White will need the marsh cleared. Some of these are aggressive, but we need more cities. A flip or two would help our position.
LAK-412.jpg



I just realized how horrible the placement of Uruk was. The white line shows the massive wastage of tiles. I marked where Uruk should have been. It is way too late to fix this, as it contains the FP, and an early temple. Not to mention the pre-build for Sistine. I really don't like yellow dot, but it is the best way to reclaim the wasted land.

Outside of yellow dot, the below dot's are the priority cities. The AI will be most likely to go after the junk grey dot, so let us claim that first.
LAK-413.jpg


These 9 cities still will probably still not be enough to win, but it gets us a lot closer.
 
preturn: nothing to change.

IBT Nippur completes a temple but riots.

(1)360AD: We irrigated a tile that no one can use? :hmm:

(2)370AD: Aztecs has Theology! We then get it in one turn. :lol: I buy it for 11g. I then buy Invention from Mongols with Theology+183g.

Min research to Printing Press. Switch Sun Tzu's to Sistine Chapel.

IBT Aztecs demands 26g, I cave.

(3)380AD: Zulu gets Chivalry but not Engineering/Theology, so I give him Engineering for Chivalry+40g+2gpt. I didn't give Theology, although it is closer to Education, I don't want it to cascade to Sistine.

(4)390AD: Not sure how this settler factory works in Ashur, now it grows to size 7 in one turn and settler due in 3 turns. I short-rush settler and make it grow to size 7 and builds a settler in 2 turns.

(5)400AD: There is a Viking settler/archer pair in our territory. I move units to block it.

(6)410AD: I think we should start prebuild for Copernicus? I set Samanrra to Knights Templar for now.

(7)420AD: Found Khorsabad. Disband a reg warrior.

(8)430AD: Disease hits Eridu. I rush library in it. I'm going to build a worker next. We need a lot more of them.

IBT Mongols builds KT.

(9)440AD: ZZ

IBT Palace expansion.

(10)450AD: Culture wise we have 102cpt, and Zulu has 35cpt in last turn. We are almost triple it. ;) Total culture is 3456 vs 1801. I don't think we need to give Education to Zulus anymore.

We are short of workers. After all spots are settled we need to build more workers. Maybe one of them can switch to worker now.

450AD
 
About the yellow dot, how about one of the following?

EDIT: Lee's yellow dot will utilize all the 8 tiles marked by the white line. The following two will still waste 2 or 3 tiles..so I think Lee's one is still better. So to avoid confusion I remove the image, but the link is here.
 
I like the blue better, but it's a shame to miss the river by a tile ....
 
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