LK69 - Babylon - 80K challenge

OK, I think I got it now. Thanx. :)
 
LKendter said:
It also requires a larger city. You can't draft out of size 2 cities. I forget of the top of my head if the city needs 6 or 7 pop to draft.

Hm, I always forget this one. It needs to be at least size 7 I think.
 
It’s very late here, so I’m gonna try to keep this short and sweet.

I need to keep rushing culture, upgrade what I can, and draft a few units when possible. I’ll try to note drafts for happiness purposes. (it does take size 7, minimum)

Now I KNOW that I tried to address this during my last turns, but we still have coastal cities with no/obsolete defenders. We don’t need MP, so why do we have defenders inland?

Looking around, I realize that the number of cities that fit the requirements of being mostly corrupt, and size seven for drafing is pretty low. Like 2 or 3. I draft in Nina, Tell Wilaya, Eridu, and Ellipi.

1480 ad (1) – Roman/Viking trade embargo ends.

1485 ad (2) – Rush a uni in Nimrud.

1490 ad (3) – Rush a uni here, upg a pike there.

1495 ad (4) – I’d like to upg some of these MDI’s, but 150g seems a bit steep. Cancel the salt deal with the Zulu since we have no horses anyhow.

1500 ad (5) - Upgrade our last pike.

1505 ad (6) – Zulu complete US. Some deal or other ends, as we now make 512 gpt.

1510 ad (7) – AFAIK, every tile is now improved.

1515 ad (8) – Aztecs and Vikings sign peace.

1520 ad (9) – Rushing around.

1525 ad (10) – see above

Not much to recap here, just tried to stick with the basic plan. I was able to build another dozen or so infantry.

Culture numbers: Us: 42183, 514 last turn. Zulu (now second): 18075, 215 last turn.


>>>SAVE<<<
 
1500 ad (5) - Upgrade our last pike.
Now that is good news :) :)


1510 ad (7) – AFAIK, every tile is now improved.
Well as much as we can. We still painfully need coal.


Overall a quite turn which is good since we lack a rail-net, and fast troops.

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

Signed up:
LKendter (on deck)
Microbe
SesnOfWthr
Ankka (out June 17th to June 27th)
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 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.
 
I also meant to mention that there are several trades available, but none that seemed like a good value for us. Besides, many of them include Electronics, which we may want to keep under wraps for a few more turns. I think we have about a dozen turns left on Hoover's. However, when the Zulu completed US there was no cascade, so anybody tring to beat us to it would have to do so from scratch -- not very likely.
 
However, when the Zulu completed US there was no cascade, so anybody tring to beat us to it would have to do so from scratch -- not very likely.
There is always the risk of a science leader. I have see the AI start and complete a wonder in 1 turn. :eek:
I would continue to hog Electronics until Hoover is at ONE turn away. The human wins ties, and the AI pays more when the wonder is available. See what Music Theory sells for after Bach's is complete.
 
No, you're absolutely right, I was just thuinking that we might end up losing out monopoly, and therefore some of the value of the tech.

Incidentally, it looks like we're now about 74 turns to victory. Microbe's calculation showed that we had 93 turns to victory when I picked it up. If we can keep up the pace, we may finish in another round or so. :)

Although we are running out of culture to rush (a good problem to have IMO). I think most cities were rushed up to unis, now we have some churches to rush, and then it's just collosseums.
 
Here I come :)

There were not many events during my turns. I am posting a summary of the main things below.

Trades:
Sell Ivory to Vikings for 60 gp and 8 gpt
Sell Furs to Mongols for 93 gold and 6 gpt.
Sell Industrialization to Rome for Sanitation, 23 gold and 5 gpt (all he has).

Our deal with Aztecs expire. We gain a little less money and we have no more Incense.
We can sell Atomic Theory to Vikings or Mongols, but they cannot pay gpt right now.


Military: We now have at least two Infantries for each coastal cities, plus a few spare units. Therefore I started building mainly artilleries.


Politics: we renew the peace deal with Rome (1540 AD)
Aztecs and Mongols sign a peace treaty (1545 AD); Zulus and Aztecs ally against Rome (1545 AD). Aztecs make peace with Rome (1550 AD). They surely have been busy... :crazyeye:


Buildings: Start Military Academy in Uruk, due in a few turns now.
Rush culture buildings as usual wherever possible, but also set quite some cities on Marketplace -> Bank -> Stock Exchange. Wall Street wouldn't hurt...


Culture: In 1575 AD we have 47637 culture points, +558 from last turn (and I have just rushed a University)
The Zulus are at 20251, +223 from last turn.

And the save!
 
Zulus and Aztecs ally against Rome
Time to check if we can finally vulture the Roman coal, or buy some from the Zulu

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

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.
 
LKendter said:
Time to check if we can finally vulture the Roman coal, or buy some from the Zulu

I agree. I hoped to see a roman city razed by the Zulus in that area, but nothing happened that I could take advantage of.

Btw, I forgot to build one or two settlers in case that happens.
 
Well, if we're guessing, then I'd probably be surprised if Karasu gets another turn.

Call it 36?
 
Microbe - do you really think we're THAT inept?

I was trying to predict the ACTUAL # of turns to victory.
 
1575 AD (pre-turn)
Why does Akkad have civil engineers when we are building military? I hire some cops and shave 2 turns off the artillery being built.
(IT) Rome is truly toasted. The Vikings and Zulu sign an alliance against them.


1580 AD
It is one turn to Hoovers, so it is time to trade.
I ship the Zulu Electronics @ monopoly, for Steel @ monopoly and $550.
I ship the Viking Electronics for Refining and $286. No sense in getting GPT from this loser.
I ship the Mongols Electronics for Communism and $25.

I check the map and find we have Oil on grassland by Izbia. This must have been one of the marsh squares we cleared.

We actually have a tech over some of the civs as I find nothing worth trading steel for. Will the Vikings get an attitude again?


1605 AD
(IT) Rome is official killed by the rampaging Zulu forces.


1610 AD
The Zulu borders expand to well, and I can't find a spot to vulture coal with. :(


1615 AD
The price is obscene, but we get coal for furs, ivory and $60/turn.

I ahve played my last turn. We have 53366 culture earning 582/turn. That leave a max of 45 turns. There UN is the only modern wonder we may build.


Summary:
Thanks to Replaceable parts and Democracy we already have a decent amount of the military rail net built.

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/LK69-1625AD.zip
 
Mostly boring turns. I mostly rushed some colloseums and kept railroading. Next player should keep railroading before doing other worker stuff like converting irrigation to mines.

Preturn: I hire one scientist to continue the min research on ironclad. 36 gold for an optional tech is still worthwhile. :)

Seems we are out of culture buildings except colosseums.

(1)1630AD:
IBT Zulu and Vikings sign MPP.

(2)1635AD:
IBT Mongols declare on Aztecs. We caught Zulu spy.

(3)1640AD:
IBT Wall Street is completed. Start Pentagon prebuild.

(4)1645AD:

(5)1650AD:

Renew rubber deal with Aztecs by Dyes+Steel+35gpt.

(6)1655AD:

(7)1660AD:

IBT Vikings and Mongols sigh MPP. Vikings then declare on Mongols.

(8)1665AD:

IBT Zulu declare on Aztecs. Good, the more AI fight each other the safer we are. MPP certainly messes things up.

(9)1670AD:

Mongols also get Combustion.

(10)1675AD: Vikings also have Combustion. We can buy it from Vikings by furs+30gpt+1751g, or from Mongols by furs+34gpt+1754g.

We can wait for Aztecs to get it too, but I don't think it will be much cheaper. I leave it to next player to decide.

Our culture is 59383 with 628cpt. Culture win in 33 turns. I won't see this game anymore. Great job everyone.

Next turn we'll have our third army and then we can switch Palace to Pentagon.
 
Nice job, both. :)


I will be away from tomorrow until Sunday. I won't either see this game anymore.
 
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