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

1200 AD
:confused: Why are we researching Nationalism? The goal is Suffrage and culture. Nationalism gains ZERO culture. We wasted a turn of research. I switch to factories in 8 with a palace pre-build of 11 turns.

Luanda suffers from major corruption, so I switch it to courthouse. I switch Braga back to growth.

I cancel the worker by corrupt Sao Paulo. The only thing worth it with high corruption cities is growth for specialist.

I fix Lisbon to get 20 shields toward 80 shield cavalry. We were wasting a turn on every cavalry with an evil 19 shields.

To keep our luxuries from Persia the price is Metallurgy and horses. What bites is we are overpaying because of other luxuries going away in a couple of turns.
(IT) It is a pain to reconfigure, but Guimaraes is going to be a 2 turn worker factory. With rails, and a lot of cities growing slow we need more workers.



1220 AD
We really need to get those double-strength churches going. We are over dependent on luxuries right now.

I can tell the Maya are a monster is size as they give wines for spices with nothing extra required.

Alcacer do Sal is formed to steal some coal.


1240 AD
Persia's free tech is medicine. The price is obscene, so I pass for now. I would have preferred he drew nationalism or steam. I was Suffrage completed before ToE is available.
(IT) Carthage vs. Persia round 2 begins.


1260 AD
(IT) The next science project is corporation to get stock exchanges, and Wall Street for the 20K city.

I switch the 20K city to factory with a little wastage. I think we will complete Suffrage just as fast, and we have completed the factory in the mean time.


1270 AD
We have a decent military rail-net. It is time to concentrate on the 20K city to save a turn or two.


1275 AD
I get to clear up that ugly pollution by 20K-Oporto.



Summary:
The next science goal should be ToE. Suffrage will complete before we can get the required techs. In the mean time we can hopefully build 5 stock exchanges and Wall Street for 2 cpt. If we complete Suffrage the win years drop to 1870 AD from 1880 AD. I will take the 5 turn savings.

Our 20K city is up to 64 shields. I wonder if we can get 80 shields for a cavalry every turn for the time between culture buildings.

Microbe gets to see the factories complete, and get the stock exchanges built.

Our win point is now 1950 AD.

We will have the debate when to SLOW down research. The game going modern to early is bad news for a 100K target.


Signed up:
LKendter
Microbe (currently playing)
Meldor (on deck)
-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.

5/6) NOTE: We can wait to our turn if the peace is offered during the inter-turn.

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/LK70-1275AD.zip
 
microbe said:
We should build a coal plant. It will benefit all the builds: US, stock exchange, Wall Street, ToE and then Hoover. The only downside is pollution, but should be fine with enough workers.


Is there a got it in there somewhere?
 
Well I decide to play this one earlier after another intense game.

preturn: switch Oporto to coal plant due next turn. It will pay off in the long run.

Lower science to still get Corporation in 5. Oh we have a lot of money!

MM Lagos to get factory 3 turns earlier with 4fpt instead of 5fpt.

(1)1280AD: coal plant makes US in 10 turns, which takes exactly the same time if we don't build it first. With more rails it's now 9 turns.

(2)1285AD: Carthage has Electricity! :eek:

I raise sci to 90 to get Corporation one turn earilier.

(3)1290AD: chop forests around Oporto: although we cannot use the extra 20 shields for a wonder, it's good to replace it with mine+railroad for extra shields.

Maya has Nationalism too.

IBT Corporation is researched. I shut off research this turn.

(4)1295AD: Neither forest tile is bonus grass, so we gain no more shields. :(

(5)1300AD: ZZZ

(6)1305AD: pollution hit us.

(7)1310AD: ZZZ

(8)1315AD: It seems Carthage is researching Industrialization.

I buy Electricity from Carthage by Industrialization+WM+1174g.
I buy Nationalism from Maya by Steam Power+WM+2501g.
I gift Greece into Indistrial Age and get 8g, he gets Medicine.
I buy Medicine from Greece by Steam+Free Artistry.
Nationalism to Persia for 34gpt+87g to help him fight against Carthage.
Medicine+Industrialization to Maya for 2555g+26gpt.
Medicine to Carthage for 1037g.

Net: get 3 techs + 15g + 60gpt.

Carthage has Communism+Facism.

We can build ToE in 7 turns, plus 2 turns left for US, so I set Sci Method in 9 turns.

Upgrade to a bunch of rifles.

IBT Maya starts Universal Suffrage, too late!

(9)1320AD: Upgrade the remaining muskets/pikes. Disband an MDI.

IBT Persia demands Saltpeter and I give to them. We get Universal Suffrage.

(10)1325AD: Palace prebuild is only 6 turns, same as Sci Meth.

Upgrade remaining muskets and pikes.

Our 20K city is producing 98spt. If we build a palace it would be 101spt, saving one turn for most wonders (which will be only Modern Age wonders), gaining one cpt, with minimal impact on corruption (or even better?).

Our city is making 75cpt now.

It is late so I didn't do much MM. For example, Lagos could use more food now.
 
If we build a palace it would be 101spt, saving one turn for most wonders
However, we would lose the ability to have pre-builds. I am not ready to give up pre-building for wonders. We don't even have military academy to build 400 shield armies as a pre-build.

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

Signed up:
LKendter
Microbe
Meldor (currently playing)
-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.

5/6) NOTE: We can wait to our turn if the peace is offered during the inter-turn.

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.
 
On the nationalism research, i really don't know what i was thinking. I had prepared the Palace prebuild for Universal Suffrage..
It must have just slipped my mind.

Good turns both of ya.
 
1325 AD (0)
Deal for two luxes with Persia is expiring. I would like to keep them around so I ship them MT and horses for the two lux. I then send it to Greece for 13gpt and all his gold. We are at 7443 and 75cpt. Rush factory in Sagres, Library in Braga, Stock Exchange in Lisbon, Rax in Faro and Aqueduct in Faro. We still have over 1900g.
(I) Lisbon Stock Exchange->Rifle, Guimaraes worker->worker (MM'ed back to two turn worker), Lagos Factory->Stock Exchange, Emerita Factory->Stock Exchange, Sagres Factory->Stack Exchange, Coimbra Factory->Cathedral, Luanda Aqueduct->Factory, Braga Library->Factory, Faro Rax->Cathedral

1330 AD (1)
Wrok on the rails.
(I)We get a palace expansion.

1335 AD (2)
More rail work.
(I) Lisbon rifle-rifle, Guimaraes worker->worker

1340 AD (3)
I get to clean up some pollution at Oporto.
(I)Not much.

1345 AD (4)
I rush the Cathedral in Faro.
(I)Lisbon rifle->rifleGuimaraes Worker->worker, Evora Stock Exchange->Cathedral, Faro Cathedral->Bank

1350 AD (5)
More rails.
(I)We get SciMeth and swap palace to ToE due in 2.

1355 AD (6)
Clean Oporto pollution. Turn science completely off.
(I) Lisbon rifle-rifle, Guimaraes worker->worker, Opoto ToE->Hoover's. We start on RP, due in 7.

1360 AD (7)
Working on the rails
(I) Mayans go after the Greeks, good thing the Greeks will have Cav.

1365 AD (8)
More rails.
(I)Lisbon rifle-rifle, Guimaraes worker->worker, Alcacer do Sal Market->Factory, Sagres Stock Exchange->Uni, Coimbra Cathedral->Rifle, Braga Factory->Courthouse.

1370 AD (9)
Work those rails.
(I) Emrita Stock Exchange->Uni. We get wall street message, but will wait.

1375 AD (10)
More rails

8211/84cpt, Hoover's in 6, Wall Street next.

http://www.civfanatics.net/uploads8/LK70-1375AD.zip
 
Meldor said:
Hoover's in 6, Wall Street next.
Excellent, the next run of culture will be ours. :D

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

Microbe said:
There is no more culture buildings in IA.
There is still a junk one - the spy agency. I do want espionage quickly. Beyond that it is waiting for Seti, and UN. That is the big timing challenge to get both of them.

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

-0blivion- said:
Has Shakespeare's doubled yet?
The game will end at 20K before it doubles.

Signed up:
LKendter (on deck)
Microbe
Meldor
-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.

5/6) NOTE: We can wait to our turn if the peace is offered during the inter-turn.

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.
 
Inherited turn:
RP in 4 turns at +59 gpt. Mayans and Greeks at war. Carthage and Persia at war. Culture in Oporto is 8211, at 84 cpt.

Turn 1: 1380 AD

Leira Stock Exchange-University
Lisbon Rifle-Cavalry
Guimares worker-worker
Evora Cathedral-Cavalry

Turn 2: 1385 AD

Persia takes back Antioch.

Turn 3: 1390 AD

Guimares worker-worker
Lagos Stock Exchange-University
Coimbra Rifle-Cannon
Lisbon Cavalry-Cavalry

The Mayans raze Athens.
Turn science back a bit but still get RP next turn.

Turn 4: 1395 AD

Another Greek city razed.
RP comes in. Set to Espionage in 5.

No rubber. Persia has one, Carthage has one, Maya has two.
Carthage has RP too. They are showing infantry.

Turn 5: 1400 AD

Two pollution turns up.
Swap Guimares from the worker factory to a stock exchange, because of the halved worker turns of RP.

Lisbon Rifle-Artillery

Turn 6: 1405 AD

Pollution hits Oporto.
Oporto Hoover Dam-Wall street.
Coimbra Artillery-Artillery

Very annoying. We are one shield off getting Wall Street in 3. No MMing can be done to change this.

Carthage takes Sidon, with Persia's rubber. This leaves a two tile opening next to the rubber, which is in Carthaginian territory. I change Guimares to a settler, and order up a galleon in Lagos, with a few shields waste. I will try and nab the rubber.

Mayans take Corinth and Argos.

Carthage are in anarchy, presumably revolting to Fascism.

Turn 7: 1410 AD

Guimares settler-stock exchange
Lagos galleon-university
Lisbon Artillery-Artillery
Evora Cavalry-Artillery

Greek city razed. Only 2 of theirs on the mainland now.

Turn 8: 1415 AD

Sagres Artillery-Artillery
Pollution hits Emerita.
Land troops near rubber. Turn Science back and still get Espionage next turn.
Mayans capture Mycanae.
Carthage still in anarchy.

Turn 9: 1420 AD

Unit costs are too high. I stop all military builds except for artillery in Lisbon.
Espionage comes in. Research on refining in 9.
Carthage enters Fascism. Last Greek mainland city taken. Greek city on island taken.

Found Guarda by rubber. I need workers to hook it up first though.

Turn 10: 1425 AD

Rush library in Guarda.
Oporto Wall Street-Intelligence agency
 
Signed up:
LKendter (currently playing)
Probably returning a turn Sunday Night.

Microbe (on deck)
Meldor
-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.

5/6) NOTE: We can wait to our turn if the peace is offered during the inter-turn.

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.
 
1425 AD
I suspect our 20K city lost the tile during a pollution round. I fix the 20K city back to 100 shields and using all of the available tiles for itself.

I see our next worker tasks - city optimizing. A city at size 12 doesn't need extra food until hospitals.

I have no idea why we are building galleons and I cancel them. The nature of this variant means no overseas invasions, and we have a couple of transport ships already.

:confused: Why did we waste cash rushing a factory in Braga? This wasn't justified until size 12 and 7 shields. I won't waste the maintenance, not to mention the pollution risk for one extra shield. The factory is sold for a mere $60.

I ship Replaceable Parts and $125 to the Maya for Communism.

I ship Scientific Method to Carthage for Silks, wm, $128/turn and $351. Our number one goal is to slow down the tech pace and suck money from the AI.


I hate throwing away a turn on research, but hospitals give another small wonder - Battlefield medicine. We may as well get another small wonder built.
(IT) I ship Persia Espionage for the two luxuries. I don't want to risk out rep with shipping him goods at the point.


1430 AD
(IT) Greece and Maya sign a peace treaty.


1435 AD
I upgrade our first 20 rifles to infantry.

I never fails - when you finally give in to research hospitals, and AI civ will get them. The corporation goes to Carthage for Sanitation, wm, $6/turn and $50.

I switch research to Refining at 50% due in 11. We gain nothing from a large tech lead. I don't see high research except for wonder techs. We have six hospitals coming up to allow for Battlefield Medicine shortly.


1440 AD
I continue the troop upgrades.


1445 AD
(IT) Of course the 20K city gets hit by pollution. :rolleyes:


Summary:
Watch the cities - I have a lot of them over irrigated to speed up growth to maximum size. We will need to switch back to mines later.

Our cultural push is done until the modern age. At that point we need the UN, SETI, research lab, internet, cure for cancer, longevity and Apollo. The modern armor path is a waste of time for us.

Our current win date is 1856AD. We really need all those modern wonders to shorten the win time.


Signed up:
LKendter
Microbe (currently playing)
Meldor (on deck)
-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.

5/6) NOTE: We can wait to our turn if the peace is offered during the inter-turn.

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/uploads8/LK70-1475AD.zip
 
The factory in Braga was so it could switch between high food and high shields and not spend an eternity building up. It is a first ring city that has languished too long. I guess it will languish some more.
 
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