LK77 - Samurai Pride, Deity variant.

Lee, I looked at the save and we have a choice here. We can get Monarchy or Republic for what we have, meaning we would give away our only iron to Hittites.

They are the only civ that would trade any gov-tech "cheaply"

I won't play until you have a chance to look at the save and make a decision.

Normally, if it was my own game I would give iron and spices away for 20 turns, we still have horses. But this isn't my game and I can't make a decision, since I don't know what Gov we should have and what is more important: Currency or Construction.

There are way to many variables in how we proceed here, that I want a team decision before I move on. We can use taxmen to get Construction too etc.

Germany is becoming a monster and China is going down.

So Hittites are the only good civ we can trade with, and besides, they really want our iron and would give a lot for it.

I'm waiting. :)
 
I can't even look at the game until possibly tomorrow.

My gut feeling says Monarchy with the amount of fighting that I see happening. I would like to hear other comments.

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

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

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.
 
One thing to watch. All our cities are under size 7. We are going to take a major GPT hit after swapping to Monarchy. Under size 7 has 2 more gpt being a despot. Make sure we have spare GPT before trading.
 
We are religous, meaning we can revolt again. So what can give us better immediate benefit then go for it. I would imagine that we could get both techs anyway when we get to the point of Chivalry? My gut feeling is Republic for now. We'll get initial war happiness in this variant and we can always make peace.
 
Pre-turn - We buy Monarchy, Currency and 2 g from Hittites for iron and spices.
Revolt immidiately and hire some clowns and taxmen.

510bc - We are a Monarchy.

450bc - Hittites completes Sun Tzu. They also ally with Aztecs against China.

430bc - Germany declare on China too.

390bc - Germany start Leo's.

370bc - Maya joins the pile on China.

Our unit-support is becoming problematic as always. Disbanded a couple of reg warriors, when horses were built.

1 turn left on the 10gpt-deal with China.

lk-unitsupport.jpg
 
Our unit-support is becoming problematic as always. Disbanded a couple of reg warriors, when horses were built.
We have to be very careful with unit disbanding. Due to the nature of this variant we may need the warriors to blockade a AI trying to cross our borders.

----------------------------------------

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 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.
 
preturn: I switch Kyoto to temple as it has happiness problem. Tokyo from horseman to market.

(1)330BC: raise sci to 20 and Map Making in 15 turns (the scientist itself is worth 5 turns). IBT Hitties start Leo's.

(2)310BC:

(3)290BC: We are 14 turns to Map Making but we can already buy Map Making by all our gold and almost all gpt. I decide to self-research.

(4)270BC:

(5)250BC:

(6)230BC: IBT Hitties start Knights Templar.

(7)210BC:

(8)190BC:

(9)170BC:

(10)150BC: We can get Map Making in 2 turns, but we now can get Map Making+Construction+884g from Hitties by Spices+iron. Man aren't they worth a lot? I leave it to the next player.

At the beginning of my turns we were making +10gpt and now +16gpt, but we really can't have more military if we want to catch up. So I've been building markets.

LK75-150BC.jpg
 
Signed up:
LKendter (currently playing)
Kaiser_Berger (on deck)
Meldor
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.
 
I have completed the game, but I am NOT posting. I really feel the alliance situation need to be voted on before our Samurai are built. I see one of 3 options:

1) We can sign alliances with RoPs. The second the alliance is done we must eject the troops.

2) We can sign alliances. We need to blockade our borders to keep our allies out.

3) We can't sign alliances.

My preferences in order are: 2, 3, 1

Please list from best to worst what you feel the best answer is.
 
I thought the defiance started after we got samurais?

4) After our first Samurai is built / upgraded to the defiance rules kick in.

Until then, normal alliances should be allowed, as well as trespassing or ROP's.

We're still far from getting Chivalry, so we have a fair bit of time being "nice" neighbours. Well, if you didn't do any magic trades there, Lee?

If you got Feud, Mono and Chivalry during your turns, I find an old hat to eat.
 
gozpel said:
I thought the defiance started after we got samurais?
It does, but Samurais should appear before my next turn. I wanted to get the issue settled while I could delay the game to decide.

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

I have completed the game, but I am NOT posting. I really feel the alliance situation need to be voted on before our Samurai are built. I see one of 3 options:

1) We can sign alliances with RoPs. The second the alliance is done we must eject the troops.

2) We can sign alliances. We need to blockade our borders to keep our allies out.

3) We can't sign alliances.

My preferences in order are: 2, 3, 1

Please list from best to worst what you feel the best answer is.

The answers aren't real clear on your preferences. I interpret the comments as:
Meldor - 2,?,?
Microbe - 2,?,?
Gozpel - ?,?,? (no clue on the alliance issue)
Kaiser_Berger - No answer
 
The answers aren't real clear on your preferences. I interpret the comments as:
LKendter - 2,3,1
Meldor - 2,3,1
Microbe - 2,?,?
Gozpel - ?,?,? (no clue on the alliance issue)
Kaiser_Berger - No answer
 
The answers aren't real clear on your preferences. I interpret the comments as:
LKendter - 2,3,1
Meldor - 2,3,1
Microbe - 2,?,?
Gozpel - ?,?,? (no clue on the alliance issue)
Kaiser_Berger - 2,?,?
 
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