LK70 - Semi-passive 20K city, emperor, Portugal

Our boat makes it and we met the Mayans.
Now we hope we can broker between the conitnents at some point. :D


I start us on Philosophy due in 13 at -2gpt.
I hope we have a decent cash reserve. Going to zero because of a demand and having the game sell of the temple in 20K would be a major setback.

Pyramids due in 17.
Looking good - we shaved another 3 turns of the ETA. The 20K city is doing great.


Signed up:
LKendter (on deck)
Microbe
Meldor
Sir Len Taft (skip July 1 to July 10)
-0blivion- (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 semi-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) If the AI starts a war due to a refused demand we are PROHIBTED from signing alliances, and must accept peace when it is offered for free.

6) Any other war started buy the AI allows use to sign an alliance during the first turn of the war ONLY. As soon as the last alliance expires (20 turns or peace by the AI), then we must accept peace when it is offered for free.

7) We may not declare war except to prevent a very close AI win. This would cover things such as space launch shortly, to close cultural 80K, etc. If you are in doubt if this rule can be used, then ask my intention if it falls under this rule.

8) When in doubt about actions please think about the spirit of the game.
 
Turn 1: 1475 BC

Not much. Mining finished at Lisbon, moves to work tiles for Oporto.

Turn 2: 1450 BC

Carthage and Persia both up Mathematics. Scout finds Spices up north.

Turn 3: 1425 BC

Nothing

Turn 4: 1400 BC

Oporto hits 100 culture. Mine completes, Pyramids in 12.
Greece now has Polytheism. Won't trade it for anything.
Switch Emerita to Warrior from Spearman.

Turn 5: 1375 BC

Incense hooked up. Lux down to 40%. Emerita Warrior to Barracks.

Turn 6: 1350 BC

Not much.

Turn 7: 1325 BC

Philo comes in. Get Literature as free tech. Set research to CoL @-1 gpt,
in 17 turns. Mayans now have map-making. They're are two-fers available.

Trade Philo for Math and 31 gp with Carthage (want to keep our evil neighbours Persia backward, and they have no gold)
Trade Math + Philo with Maya for Map Making and 15 gp.

Turn 8: 1300 BC

Persia found Gordium by Incense.

Turn 9: 1275 BC

Oporto grows to Size 9. Lux to 50%, -2 gpt. Pyramids in 7.

Turn 10: 1250 BC

Lisbon Barracks to Settler. Growth in 5, settler in 5.
 
Signed up:
LKendter (currently playing)
Microbe (on deck)
Meldor
Sir Len Taft (skip July 1 to July 10)
-0blivion-


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 semi-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) If the AI starts a war due to a refused demand we are PROHIBTED from signing alliances, and must accept peace when it is offered for free.

6) Any other war started buy the AI allows use to sign an alliance during the first turn of the war ONLY. As soon as the last alliance expires (20 turns or peace by the AI), then we must accept peace when it is offered for free.

7) We may not declare war except to prevent a very close AI win. This would cover things such as space launch shortly, to close cultural 80K, etc. If you are in doubt if this rule can be used, then ask my intention if it falls under this rule.

8) When in doubt about actions please think about the spirit of the game.
 
1250 BC
My only change is to switch Lagos to worker.


1175 BC
:wallbash: Carthage completes the Pyramids when we had just two turns to go. :wallbash:


1150 BC
Well this is why you have a fallback position. I switch to the Great Library due in one.

I drop research to 0%. We have the Great Library locked.
(IT) I doubt we can get the Mausoleum of Mausollos. I decide to build a regular library due in 7.


1125 BC
(IT) We get Polytheism for free.


1050 BC
(IT) We got our first palace expansion.


1025 BC
Sagres is formed, and we have claimed the spices.



Summary:
We shouldn't have lost the Pyramids. Developing Guimaraes with the 2 mines was a mistake that cost us the wonder.

We get a library in one turn for more culture. After that the only thing we can try for one of the available wonders, although the odds are bad. I hope by the time they are all build we can get a chance for the Great Wall or preferably Hanging Gardens.



Signed up:
LKendter
Microbe (currently playing)
Meldor (on deck)
Sir Len Taft (skip July 1 to July 10)
-0blivion-


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 semi-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) If the AI starts a war due to a refused demand we are PROHIBTED from signing alliances, and must accept peace when it is offered for free.

6) Any other war started buy the AI allows use to sign an alliance during the first turn of the war ONLY. As soon as the last alliance expires (20 turns or peace by the AI), then we must accept peace when it is offered for free.

7) We may not declare war except to prevent a very close AI win. This would cover things such as space launch shortly, to close cultural 80K, etc. If you are in doubt if this rule can be used, then ask my intention if it falls under this rule.

8) When in doubt about actions please think about the spirit of the game.

http://www.civfanatics.net/uploads7/LK70-2150BC.zip
 
I am glad we got Philosophy first, and then Literature anyway. Always good to have a fallback. I did wonder at the mine on the horses in Guimares. I should have switched the worker irrigating the FP wheat to Oporto most probably.

Not the worker roading the incense though, he was vital, lux tax was killing us for Oporto. Get the spices roaded ASAP also, but only relegate one worker to the task. The others should work Oporto.
 
On the save situation. He may have accidently put 2150BC in there, because it looks similar to 1250BC. Or he may have made a mistake when typing.
 
preturn: whip temple to get the iron faster.

I establish embassy with Persia. MoM in 13 turns.

I establish embassy with Maya, MoM in 6 turns.

We can only build it in 10 turns so we'll lose it.

(1)975BC: Library compelted and I set to MoM for now. Hopefully we can switch to Great Wall.

(2)950BC: ZZZ

IBT we get HBR from GLib.

(3)925BC: We meet Germany. He is down Writing, Math and HBR.

(4)900BC: ZZZ

(5)875BC: IBT Maya completes MoM.

(6)850BC: Maya demands HBR. I would have refused if not for the variant rule. Persia starts Zeus. :eek:

(7)825BC: ZZZ

(8)800BC: ZZZ

(9)775BC: Carthage will settle on the silks in the south.

(10)750BC: ZZZ

We found an extra city which I forgot to mention.

We have accumulated 129 shields in our 20K city.

Carthage expands really fast - it has 12 cities now. But we have the highest culture and score.
 
Signed up:
LKendter
Microbe
Meldor (currently playing)
Sir Len Taft (skip July 1 to July 10)
-0blivion- (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 semi-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) If the AI starts a war due to a refused demand we are PROHIBTED from signing alliances, and must accept peace when it is offered for free.

6) Any other war started buy the AI allows use to sign an alliance during the first turn of the war ONLY. As soon as the last alliance expires (20 turns or peace by the AI), then we must accept peace when it is offered for free.

7) We may not declare war except to prevent a very close AI win. This would cover things such as space launch shortly, to close cultural 80K, etc. If you are in doubt if this rule can be used, then ask my intention if it falls under this rule.

8) When in doubt about actions please think about the spirit of the game.
 
I will give you the chioce Lee, you can swap me out and let me work on LK65 or I can fit this one in tomorrow. Let me know. I will work on LK65 tonight though.
 
LK65 is always know to be last priority based on the comminent. Please due this one tomorrow.
 
750 BC (0)
MM Guimaraes to get the settler in two. Looking at the cities building the ToA, it looks like they are all size 2 or three. The only problem would be cascades. We can't see the Mayan city that is building nor the Greek city, which is their capital. Maybe it is time to build some embassies. I build the embassy with the Greeks and their capital is size 2 pulling 5 shields. I think they have been building settlers! It isn't on a river and so will require a pause to build an Aqueduct. More importantly, they have 80 turns to complete ToA. The Mayan city in question is not thier capital so we can't investigate it as we having "seen" it yet. We can guess it is probably less than size 6 as a quick peek at the map shows the Mayan'swith the most land at 8% and Carthage right behind us in population. I think the ToA should be a lock, the only question is, can we finish it before another wonser tech comes in? Not likely, but it would be nice to have a shot at a third early wonder. Looks like we can fit one more city in the north, a fishing village northwest of Oproto and a couple more in the jungle. I would assume that Carthage has taken the spots with resources so we can build a couple of long term worker factories.
(I) Nada.

730 BC (1)
Well, after the long winded opening, we get to do some MM and relax.
(I) We get contruction and have another wonder in play. Lisbon spear->spear, Guimaraes Settler=>settler, The Germans begin ToA. The Persians start the Great Wall and complete the Statue of Zues (Isn't that lovely!!!).

710 BC (2)
The workers finish the last tile we need for Oporto. I merge one of them into the city to get it to size twelve now, and the other two make for the whaeat to mine it and bring in another shield.
(I)Nada, except the Carthage warrior touring our lands.

690 BC (3)
Putting another MP in Oporto doesn't allow us to drop lux so I send it on to Guimaraes. Better to discourage the nieghbors.
(I)Lisbon spear->spear

670 BC (4)
Yawn. Separ heads to Sagres. Establish an embassy with Carthage. They are building the Great Lighthouse and it will complete in 13 turns. Build embassy with German (mainly to get rid of cash that will be demanded). Berlin is size 3 building an archer. I think the Mayans and Germans should be having fun. However, looking at the trade screen revels a peaceful world. Just wait until the land is all gone.
(I)Crap, Carthage is sending a settler to the spot in the jungle I was headed for and they will beat us there. I will have to take the second best spot. The Germans start the Hanging Gardens.

650 BC (5)
Not much, switch the spot the settler/warrior was heading for.
(I)Emerita spear->spear.

630 BC (6)
OK, this spear will be the seond MP at Oporto. Finish minig Oporto and shave another turn off of the ToA. I wish we could plant forests as there are still two extra food and we could use the shield instead of the food. This will have to occur as soon as it is available. For now, I will set the two workers to building a better road system in case things get ugly. Having to cross so many rivers so many times is a big no-no.
(I)Nada.

610 BC (7)
Spices are connected and we can't drop lux. The second MP should allow it though we will have to watch when the food box fills that it doesn't cause trouble. I will also send a worker to start hooking up the iron, we need swords to discourage the two neighbors. Carthage is looking like the 800 pound canary on our landmass.
(I)We get Monarchy. Lisbon spear->spear.

590 BC (8)
The second MP does allow the lux to drop. It sure would be nice to get the FP or a courthouse in Oporto, we are losing 5spt right now.
(I)Nada

570 BC (9)
Not much.
(I)We get Code of Laws from Carthage and Maya. Carthage starts the Hanging Gardens.

550 BC (10)
Not much. I only shaved a single turn off, so the ToA is due in 13 turns.

We need to hook up the iron and build swords to deter agression as the expansion phase is coming to a close. We need to continue to build military for the same reason. Peace through might.

We have several options open for the next build:
Hanging Gardens at 4cpt and 3 happy faces until steam. (300 shields/17spt = 17.6 turns)
FP at 2cpt but increased shields but drops corruption. (200 Shields/17spt = 11.8 turns)
Great Wall at 2cpt but good for defense early. (300 Shields/17spt = 17.6 turns)
Colosseum at 2cpt and 2 happy faces. (120 shields/17spt = 7.1 turns)
If we get the FP first and risk one of the others, then we could pull in those 3 shields to get us to twenty and cut three turns off of the bigger projects. Most likely start one as a pre-build and hope we get the best. It would be nice to get HG and then FP and Colloseum all before the MA wonder rush starts.
Not to mention that we need to switch governments to something better.

We have 460 culture at 13cpt needing another 1500 turns to win!!!!

http://www.civfanatics.net/uploads7/LK70-550BC.zip
 
We have 460 culture at 13cpt needing another 1500 turns to win!!!!
I know it always looks lousy at the beginning. Don't forget the 6cpt great library will double, and the 3 cpt library will double.


I took a look at the game. Arteminis and Hanging are both 4cpt. We can switch to Hanging and get it next turn. This guarantees another ancient wonder and another early doubled wonder. It also let's us drop the killer luxury tax.

From there I say Colosseum for another quick 2 to double and drop luxury tax. We really need to get rid of this killer luxury tax.

After that I would say the FP mainly to gain help more on the future wonders, and help our overall economy.

I am open to suggestions from the team. My number one this is the Hanging Gardens to guarenteed another 4 cpt now. That gets use two good ancient wonders. :D

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

a fishing village northwest of Oproto
I agree with that. That was my proposed city from an old dot map. It will claim a few grassland, so it is a bit more then a fishing village.

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

Signed up:
LKendter (on deck)
Microbe
Meldor
Sir Len Taft (skip July 1 to July 10)
-0blivion- (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 semi-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) If the AI starts a war due to a refused demand we are PROHIBTED from signing alliances, and must accept peace when it is offered for free.

6) Any other war started buy the AI allows use to sign an alliance during the first turn of the war ONLY. As soon as the last alliance expires (20 turns or peace by the AI), then we must accept peace when it is offered for free.

7) We may not declare war except to prevent a very close AI win. This would cover things such as space launch shortly, to close cultural 80K, etc. If you are in doubt if this rule can be used, then ask my intention if it falls under this rule.

8) When in doubt about actions please think about the spirit of the game.
 
Turn 0: 550 BC

Switch Oporto to Hanging Gardens, due next turn. Everyone else is waay behind on tech.
Two Civs don't even know writing yet. Maybe i am just shocked because i have come from my first Demigod game :hmm:

Turn 1: 530 BC

Lisbon Spearman - Spearman
Oporto completes Hanging Gardens.
FP message pops up. Start FP in Oporto, due in 12.
Lux goes down from 40% to 20% due to Hanging Gardens. Income at +26 gpt.

Turn 2: 510 BC

Guimares builds settler. Sets to worker. MM to growth in 5, worker in 5.
Settler goes to fishing spot NW of Oporto.

Turn 3: 490 BC

Lisbon Spearman - Horseman. We need a little offensive mobile punch if we need it.
Hannibal demands Literature. Had to give it to him of course. Doesn't really harm us anyway. Not a required tech and we have the Glib.

Turn 4: 470 BC

Emerita Spearman - Horseman. Lagos has growth in 6, settler in 6.

Turn 5: 450 BC

Nothing

Turn 6: 430 BC

Lisbon Horseman - Horseman. Carthage starts Collosus.
Evora founded NW of Oporto.

Turn 7: 410 BC

Guimares is a nice 5 turn worker factory if you switch from the Iron to the forest after the last worker completes. Guimares worker- worker.

Turn 8: 390 BC

Workers busy connecting iron.

Turn 9: 370 BC

Lisbon Horseman - Horseman. GPT is now +30.
Iron will be hooked up in two turns.

Turn 10: 350 BC

Lagos Settler - Settler
Leira Worker - Worker
FP in three turns. Culture at 630, +17 per turn.
 
Great job, you knocked it down from 1500 turns to go to only 1140!!!

(Tax, title and dealer prep not included, Your miliage may very, turns left model does not include optional doubling at 1000 years on all models, see dealer for full details)
 
350 BC
My big goal is to get the workers helping the core cities. The capitol is working undeveloped tiles.
(IT) The Great Lighthouse is completed by Carthage. The only cascade is a swap to the Colossus.


310 BC
I buy a worker from Carthage. We can use the help, and I don't mind slowing him down.
(IT) The FP is completed. We are up to 19 cpt. We have 11 culture points that will double early. Thanks to the FP we have 21 useful shields.


270 BC
(IT) Carthage is definitely the running away civ as they start Sun Tzu. :eek:


230 BC
I don't know where the Maya is getting its cash from, but I ship them Literature for $61 and $4/turn.


210 BC
This isn't the exact spot I wanted, but Braga is formed. I don't want to lose out to the Carthage settler.

Persia is finally the first civ with Republic. Now if just one more civ would get it.
(IT) Persia completes the Great Wall.


150 BC
We have Republic and order a revolt. We draw six turns of anarchy.

I ship Literature and $170 to Persia for two luxuries. This should make it a lot easier to handling the anarchy period. If it wasn't for the anarchy we wouldn't even need these luxuries as we were down to 10% luxury tax.



Summary:
Carthage is definitely the monster Civ. As soon as the anarchy is over we need to continue a heavy military push. I hope some other civs will catch up to Carthage soon. We really want a good shot at Sistine Chapel.

Signed up:
LKendter
Microbe (currently playing)
Meldor (on deck)
Sir Len Taft (skip July 1 to July 10)
-0blivion-


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 semi-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) If the AI starts a war due to a refused demand we are PROHIBTED from signing alliances, and must accept peace when it is offered for free.

6) Any other war started buy the AI allows use to sign an alliance during the first turn of the war ONLY. As soon as the last alliance expires (20 turns or peace by the AI), then we must accept peace when it is offered for free.

7) We may not declare war except to prevent a very close AI win. This would cover things such as space launch shortly, to close cultural 80K, etc. If you are in doubt if this rule can be used, then ask for my opinion if it falls under this rule.

8) When in doubt about actions please think about the spirit of the game.

http://www.civfanatics.net/uploads7/LK70-150_BC.zip
 
preturn: Looks like I'm left a 6-turn anarchy. Not much to do then.

(1)130BC: Persia gets Currency.

IBT Maya demands 45g, now I get a chance to refuse. We enter Middle Ages. We draw Feudalism as our free tech..nope, we get Feudalism as Persia drew it as free tech. :lol:

(2)110BC: I upgrade 4 spears to pikes by 120g.

(3)90BC: I disband our scout. I ship Persia our only horses plus 70g for 2 workers. We'll connect another horses next couple of turns. No fear for Persia getting horses, as immortals are better units, plus it has AC anyway.

(4)70BC: ZZZ

(5)50BC: buy a Persian worker again.

IBT We are a Republic.

(6)30BC: Carthage has Engineering.

We are making 63gpt.

I switch Lisbon to temple.

(7-10): ZZZ

The curragh is going to Sagres to upgrade. Then we should think about settling those nice islands in the north. Don't know if there is a safe route though, but the risk is worth it.

I am surprised no one has built ToA yet. Not sure if we can build Sun Tzu's. We probably will lose to Carthage. Maybe we should gift Currency to Germany to speed up the tech pace a bit?

Our cities are built quite sparsely. We should be able to fill in more cities.
 
Back
Top Bottom