LK77 - Samurai Pride, Deity variant.

BTW, I don't know if alliances should be allowed. If we do have alliances, then we better have enough extra troops to play border patrol and keep ally units out.
 
I got it and will play tonight.

I agree that alliances could cause problems, dunno if we should allow them.
 
Pre-turn - Nothing to do. 7 turns left on a couple of deals, we get 7gpt back then.

1725bc - Edo founded -> warrior.

Switch Tokyo to barracks, send workers to chop spice-forest.

1675bc - Osaka barracks -> archer.

1650bc - Watch an Aztec monster-warrior kill a Chinese archer, then defend against 2 invisible units.

Tokyo barracks -> warrior.

1600bc - Kyoto settler -> settler.
Edo warrior -> worker.

China establish embassy with us.

1575bc - Maya completes the Pyramids.

Workers mined the second spice, but didn't road it.

1550bc - China and Aztecs are building the Great Wall, Hittites the Lighthouse.

We got our gpt back, we have 54g and make 10gpt atm.

Interesting, 2 german archers are heading for Bonampak, the Mayan iron-city N of us.

1525bc - Yep, Germany are definitely heading for that town, 2 swords and 2 archers are near.

Germany completes Colossus.

Tokyo warrior -> warrior.

Switch Osaka to settler, due in 4t. Bonampak is pop 1 and will be razed.

1500bc - Germany completes SoZ.

China, Aztecs and Maya knows Poly, we might swing a deal soon. 10gpt and 70g is doubtful.
Germany and Hittites doesn't have it and would possibly trade Writing and Maths for it.

Horses will be connected next turn.

Hopefully the german units raze the mayan town, settler due in 3 turns. We should settle N of the cow. We can also squeeze in a town SE of the warrior on the hill.

LK77_1500bc.jpg
 
Hopefully the german units raze the mayan town, settler due in 3 turns. We should settle N of the cow. We can also squeeze in a town SE of the warrior on the hill.
I can't look at or dot map till about another 12 hours. I can't offer comment until then.

Workers mined the second spice, but didn't road it.
Why? This is very wastefull of worker turns.

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

One thing I am VERY worried about. This game will hit heaving fighting in the middle ages, yet we are building almost ZERO troops. Grabbing that iron is needed, but greatly increases the chances of German wars cutting accross our borders. That requires more troops to stop border crossing.

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

Signed up:
LKendter (on deck)
Kaiser_Berger
Meldor
Gozpel
Microbe (currently playing)

Our general game plan:
1) I am treating this like AW and targeting cities 3 apart.
2) Avoid a city that sticks out, as the will trip the demand territory rule and add more wars.

The below are the variant rules.
1) No restrictions occur in the Ancient Ages.
2) Upon entry in to the Middle Ages we most head to Chivalry ASAP. Any trades must be for Chivalry or the mandatory techs. No trading for other techs hoping to pull off a 2 for 1 deal. If we can't buy the techs we must researching at the fastest possible positive cash flow rate toward Chivalry.
3) If we don't have iron to build Samurai we must make the effort go buy iron / acquire a source of our own.
4) After our first Samurai is built / upgraded to the defiance rules kick in.
• We must refuse all demands.
• We won't sign any RoPs.
• We must demand that Civ leave our borders except in the case of cutting a corner.
• We won't accept any peace treaty that requires US to pay. Note: It is fine to pay for a tech at a clear discount. It is only valid to pay for a tech if straight up peace was already offered available.
• We are not obliged to sign peace treaties.

OPEN QUESTION What should the alliance rules be? We could wind up in a situation of having to demand our "ally" leave our borders and start yet another war.


Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
Kyoto should NOT be building a settler. The settler will complete before the city hits size 3. We should have squeezed in a barracks to get the city larger.

I will go exactly with Gozpel's plans. The latest dot map is below.
LAK-507.jpg



Yellow and gray dot will end our expansion phase until we can deal with Germany for the other dots. The focus needs to be on preparing for the inevitable wars and get military built.
 
preturn: switch Kyoto to rax due in 3 turns.

IBT Germany razes the town.

(1)1475BC: Nada. IBT connect horses.

IBT Hitties demand 23g. I cave.

(2)1450BC: I raise sci to 60% for Poly - we anyway want to buy it.

IBT Aztecs builds Great Wall.

(3)1425BC: Settler moves to the razed town.

IBT I see Aztec JW kills an American warrior! [party]

(4)1400BC:

(5)1375BC:

(6)1350BC: we found the town.

(7)1325BC: IBT Maya declares on China!

(8)1300BC: We can buy Poly from China by 11gpt+60g so I make the deal.

Poly to Hitties for Writing+42g. Poly+47g to Germany for Math+HBR. We have 6g left and making 1gpt. Barely made the deal. Both Germany and Hitties have Construction and Map Making. Other AIs are more advanced.

Shut off research for now but we may consider doing min on Lit.

(9)1275BC: With another settler built we are making -1gpt with 7g. MM to make it even.

But Germany razed another Maya town, and there is an iron in the north that we may grab. Do we go for that or just settle nearby? I can see Maya has no resources now, and if we could get an extra iron it would be great. We can settle the red dot in 8 turns.

I'll pause here for more comments.
 
So many choices. Good work on the anticipated deal though. :thumbsup:

I would rather build offensive units, warriors to upgrade? We need to attack Germany in a fairly near future. The problem with them is that they have hoardes of swords and worse now.

I wonder if we can afford to continue building towns. I like the idea, but as Lee said before, we really need some offense. I vote warriors and swords when the iron is connected.

But geez, 2 towns and 2 cows up there, it is a difficult one.
 
gozpel said:
I vote warriors and swords when the iron is connected.
Don't bother with warriors. We won't have the spare cash to upgrade many. My vote is catapults, 1 spear per city with a couple spares, horses and swords.

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

Microbe said:
But Germany razed another Maya town, and there is an iron in the north that we may grab. Do we go for that or just settle nearby?
I think the variant rule We must demand that Civ leave our borders except in the case of cutting a corner. isn't being thought about. If we grab those additional cities every war that involves Germany will have other civs cut accross out borders. Is an extra iron worth several more wars? I would have rejected the town above the cows if it wasn't for the iron.

We are going to have enough problems over refused demands. Why make things worse?
 
I agree with Lee on this, a city up there right now will likely give us lots of hell later. With this variant, a lot of poorly protected cities isn't going to be as good as a lesser amount that we can defend properly.
 
1225 BC
Nara is formed, and the expansion phase is done until we can raze those German cities.


1150 BC
(IT) Our $11 is thrown down the drain to the Aztecs.


1125 BC
At least the $11 went to go use as the Aztecs establish an embassy with us.


1075 BC
(IT) The Hittites complete the Oracle.


1000 BC
The Hittites have connected to our road network. I ship them Spices, $13 and $1/turn for Philosophy. I can't do anything more with Philosophy, but I can't argue with spending just $23 total for a tech.

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

Summary:


Signed up:
LKendter
Kaiser_Berger (currently playing)
Meldor (on deck)
Gozpel
Microbe

Our general game plan:
1) I am treating this like AW and targeting cities 3 apart.
2) Avoid a city that sticks out, as the will trip the demand territory rule and add more wars.

The below are the variant rules.
1) No restrictions occur in the Ancient Ages.
2) Upon entry in to the Middle Ages we most head to Chivalry ASAP. Any trades must be for Chivalry or the mandatory techs to get it. No trading for other techs hoping to pull off a 2 for 1 deal. If we can't buy the techs we must researching at the fastest possible positive cash flow rate toward Chivalry.
3) If we don't have iron to build Samurai we must make the effort go buy iron / acquire a source of our own.
4) After our first Samurai is built / upgraded to the defiance rules kick in.
• We must refuse all demands.
• We won't sign any RoPs.
• We must demand that Civ leave our borders except in the case of cutting a corner.
• We won't accept any peace treaty that requires US to pay. Note: It is fine to pay for a tech at a clear discount. It is only valid to pay for a tech if straight up peace was already offered available.
• We are not obliged to sign peace treaties.

OPEN QUESTION What should the alliance rules be? We could wind up in a situation of having to demand our "ally" leave our borders and start yet another war.


Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.

http://www.civfanatics.net/uploads8/LK77-1000BC.zip
 
Well, I'm an idiot as I had this done last night but forgot to post, and lost the turnlog in the process. From what I recall, nothing major happened. I basically built some more military and a couple of temples in cities that have high flip risk. Since I have no log, I'll provide a screenshot.

The Save
 

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Signed up:
LKendter
Kaiser_Berger
Meldor (currently playing)
Gozpel (on deck)
Microbe

Our general game plan:
1) I am treating this like AW and targeting cities 3 apart.
2) Avoid a city that sticks out, as the will trip the demand territory rule and add more wars.

The below are the variant rules.
1) No restrictions occur in the Ancient Ages.
2) Upon entry in to the Middle Ages we most head to Chivalry ASAP. Any trades must be for Chivalry or the mandatory techs to get it. No trading for other techs hoping to pull off a 2 for 1 deal. If we can't buy the techs we must researching at the fastest possible positive cash flow rate toward Chivalry.
3) If we don't have iron to build Samurai we must make the effort go buy iron / acquire a source of our own.
4) After our first Samurai is built / upgraded to the defiance rules kick in.
• We must refuse all demands.
• We won't sign any RoPs.
• We must demand that Civ leave our borders except in the case of cutting a corner.
• We won't accept any peace treaty that requires US to pay. Note: It is fine to pay for a tech at a clear discount. It is only valid to pay for a tech if straight up peace was already offered available.
• We are not obliged to sign peace treaties.

OPEN QUESTION What should the alliance rules be? We could wind up in a situation of having to demand our "ally" leave our borders and start yet another war.


Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
Just looking at the picture remindes me of something I didn't mention with my report. We need to chop a forest north of Osaka and get water to our northern cities.
 
@Meldor - do you need a swap in this one?
 
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