LK69 - Babylon - 80K challenge

Signed up:
LKendter (thought he had no more turns)
Microbe (may see it again)
SesnOfWthr (currently playing)
Ankka (Out to July 4)
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.
 
Well, I see it, and I'll play through my last set tonight.

I guess my 36 turns was far too optimistic, huh? looks like Ankka's 55 was much closer.
 
Pre turn – rush a couple collosseums, just because.

1680 ad (1) – Army comes in. Switch palace to pentagon in 1. Nice timing whomever is responsible.

1685 ad (2) – Pentagon comes in.

1690 ad (3) – our workers have run out of things to do.

1715 ad (8) – get ironclads, start combustion. Start Battlefield Medicine.

1725 ad (10) – My last turn. Culture 65109, 642 cpt. Victory in 23.

It has been a pleasure, all. :)


>>>SAVE<<<
 
1690 ad (3) – our workers have run out of things to do.
Have we optimized our cities for Max shields? Probably doesn't matter, but that is something to keep the workers busy.

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

LKendter (on deck)
Microbe
SesnOfWthr
Ankka (Out to July 4)
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.
 
No, I'm sure the cities could be optimized for shields. For that matter, we could also join some of the native workers back into the smaller cities.

But, as you said, it probably won't matter. :)

FYI - we have two (or three) empty armies in our MA city. Can't remember the name of it right now, but it's a central location in the south, the city should have a hospital finishing this turn.
 
For that matter, we could also join some of the native workers back into the smaller cities.

I would keep the workers. All we need is a pollution to hit multiple mountains the same turn, and we would be stretched to clean it up.
 
I just took a look at the game as of 1725AD. The Zulu are MODERN AGE! We still have 20+ turns to go to win. There is still a risk of loss by UN especially when the Vikings hate us, and haven't fought the Zulu. We need to work our way toward the Modern Age so that we can build the UN.
 
Yes, the risk is there. I checked the wonders screen, and if I wasn't already sleeping when I did, they haven't started the UN yet.

So I kept my fingers crossed and quietly went on rushing the three-four colosseums we still lacked, and went on building Artilleries.
If things take a turn for the worse, we still have the option of buying/stealing our way into the Modern Age or capturing the Zulu city before they build the UN.

Our culture at 1760 AD is 72326 (+ 667 from last turn). If we get some more doubling, we might even reach 80,000 in 10 turns...

Just a note: our Rubber deal expired in 1750. I didn't renew it but traded some luxuries instead.


Here is the save
 
If things take a turn for the worse, we still have the option of buying/stealing our way into the Modern Age or capturing the Zulu city before they build the UN.

Please reread rule #7. I didn't put a provision in the game for the UN. :cringe:
We have no ability to stop it.

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.

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

Signed up:
LKendter (currently playing)
Microbe (on deck)
SesnOfWthr
Ankka (Out to July 4)
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.
 
1760 AD (pre-turn)
I adjust some specialist, but not much else changes.

I ship the Vikings furs and $98/turn and get Combustion. I ship the Vikings ivory and $115/turn and get Flight.

Zulu is the only civ to have Mass Production and Motorized Transport. I ship the Zulu $350/turn and get Mass Production. I ship Mass Production to the Vikings for $105/turn.
The other Civs has nothing to offer for Mass Production. I ship the Zulu $276/turn and $1300 and get Motorized Transportation.

Our free tech is Computers. I ship it to the Zulu for $375/turn, $3922 and amphibious warfare.

The good news is the Zulu don't have the ability to build the UN, and we can get it if needed.

I start the SETI program as a UN standby. I think the game will end before then, but paranoia can't hurt.


1782 AD

LAK-424.jpg



LAK-425.jpg



LAK-426.jpg


http://www.civfanatics.net/uploads7/LK69-1782AD.zip
 
Great game :thumbsup: To be honest, I was not sure at all we would be able to pull a cultural win off this easily (so to speak) with a passive approach. Great learning experience (now, if I also managed to remember the rules... :D ).
 
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