LK77 - Samurai Pride, Deity variant.

LKendter - 2,3,1
Meldor - 2,3,1
Microbe - 2,?,?
Gozpel - ?,?,? (no clue on the alliance issue)
Kaiser_Berger - 2,3,1

I will wait for the rest, but it looks like straight alliances and blockading our borders to avoid our "allies" invading our territory.
 
:confused: What happened to our exploring warriors? The map knowledge was well worth upkeep on the warriors.

I agree with Microbe that our economy needs markets to survive our unit costs. I don't see much happening these turns.


150 BC
I dial up the Hittites and ship them spices and iron. In return I get Construction, Map Making, Republic, Literature and $150.
The variant rule #2 has kicked in. Rule #3 applies as of the arrival of Chivalry

I dial up China and ship them $200 and $2/turn and get two workers. I start the MANDATORY research toward Feudalism due in 41 turns. I hope that rate can be improved after getting some markets for more cash.


110 BC
(IT) Aztecs and China sign a peace treaty.
The Aztecs start building Sistine Chapel.
I see Hittite muskets wandering around. :(


30 BC
(IT) Germany completes Leo's Workshop.


30 AD
(IT) The defiance rules haven't kicked in yet. I give Germany his $20 for now.

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

Summary:
Read rule #3. Now that the Middle Ages have arrived we must be very careful with trading our iron around. We need it to build Samurai with.


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.
• We may sign alliances without RoPs. However, we must still refuse to allow our allies inside our borders.


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

http://www.civfanatics.net/uploads8/LK77-50AD.zip
 
Preturn- We look alright.

IT- zzz

70 AD

Explore with galley.

IT- zzz

90

Not much. I change the taxman in Kyoto to a scientist and shave two turns off of Feudlism.

IT- Hittites complete Knights Templar

110

Not much.

IT- zz

130

Nothing

IT- zzz

150

Nada

IT- Germany and China sign peace.

170

Nothing of interest.

IT-zzz

190

Nada

IT- The Hittites have destroyed the Chinese. Hittites also start Copernicus.

210

Nothing new.

IT- zzz

230

Nothing

IT- Hittites start Magellan's

250

Again not much new.


Summary

We are fives turns from Feudalism. Our economy hasn't improved much. There is a stream of Hittite units coming through our territory to get the their one isolated city. Nothing much else to report. We have our iron and spices back now , and we can pick up a good deal of tech for them.
 
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.
• We may sign alliances without RoPs. However, we must still refuse to allow our allies inside our borders.


Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
250 AD (0)
We can't do much. Still have 3 techs to complete and at least 50 turns till we get Sammi's. We are supposed to make it happen as fast as possible. I trade of our iron and spices for Engineering, Monotheism, Feudalism and 153g. I set us to get Chivalry in 20 at 50% science. It takes one scientist to get 20 turns at -12gpt so it might have to drop to 21. In either case, we will have our iron back just in time.
(I) Germany asks us to move our boat.

260 AD (1)
Nada.
(I) Kyoto horse->horse. Tokyo and Edo Aqueduct->Horse.

280 AD (3)
The Germans have parked a pike and MDI in our land. I have a feeling they are planning something. Good news is that with 2 new citizens, we are down to -10gpt with 137g, but 16 turns to go.
(I)Osaka Aqueduct->Horse. The Hittites build an embassy in our capital. The Germans start Cop's and the Aztecs complete Sistine.

290 AD (4)
(I)The Hittites complete Magellan's and start Cops. The Germans complete Cop's

300 AD (5)
(I) The Hittites declare on the Germans. Kyoto Horse->Horse

310 AD (6)
(I)Edo horse->horse, Nara Courthouse->horse.

320 AD (7)
(I) The Germans grab Alaca Huyak and that expands our borders, which means more problems. Osaka horse->horse.

330 AD (8)
(I)Tokoyo Horse->horse

340 AD (9)
I swap Kyoto to a harbor, I don't want to lose our rep if the Germans grab all of the land routes.
(I)Kyoto harbor->horse.

350 AD (10)
Ok, we are at 10 turns to Chivalry at -6gpt and we have 48g. You do the math.
 
(I) The Hittites declare on the Germans.
Well we better get our borders blockaded ASAP or we will get stuck with 2 wars the second Samurai appear.

EDIT: Just looked at the game and Meldor already cover this. :goodjob:

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

We are supposed to make it happen as fast as possible.
Ok, we are at 10 turns to Chivalry at -6gpt and we have 48g. You do the math.

The requirement is If we can't buy the techs we must researching at the fastest possible positive cash flow rate toward Chivalry.
Negative research is very risky. If we get a AI demand for our cash we will have to sacrifice a worker and barracks to pay for our deficit, or start a war earlier then planned.

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

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.
• We may sign alliances without RoPs. However, we must still refuse to allow our allies inside our borders.

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
The Germans are going around us at the moment. Since they own a string of cities down the middle, it is fasater for them to go around and slower to go across. The war is in the south right now so the Hittites aren't sending units (except a musket to pillage) across us either.
 
Pre-turn - Re-arrange some tiles, Satsuma's aqueduct from 6 to 5 turns, Kagoshima's market from 3 to 2 turns. MM Kyoto to 10 shields/turn. Find 2g by working river tiles, so deficit is only 4gpt.

360AD - Nara horse -> aqueduct.

Osaka grows to 7 and gets a taxman.

370ad - Kagoshima market -> aqueduct.

Germany move around a lot of units.

380AD - A couplle of more taxmen hired as we grow, +3 gpt atm.

390AD - Nothing.

400AD - Aztecs demand 19g and TM, np.

Satsuma aqueduct -> market.

A scientist changed to taxman, Chivalry in 5t, we make 4gpt.

410AD - Maya joins Hittites against Germany. Here I almost wants to join Germans against Maya, they only have 4 visible cities and our military is average against them. But we get Samurais in 4 turns, so next player can make the choice then. Btw, we don't even have embassy with germans, so nothing to worry about now.

420AD - Time to let our cities grow again, luxtax 10%.

430AD - Aztecs are building Smiths and Shakespears.

440AD - One turn left on Chivalry, buy it from Germany for WM. (They valued WM at a few g before)

Research at zero -> +26 gpt.

450AD - Hittites starts Shakes too and drags Aztecs in to the war against Germany!

40g and 27gpt.

Decision time, Germany is fighting all 3 civs.
 
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.
• We may sign alliances without RoPs. However, we must still refuse to allow our allies inside our borders.


Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
I think we do need a discussion.

Some facts I observed:

1. Germany is losing. Hitties and Aztecs are growing. Slowly.

2. With all those muskets we definitely need some sams before we could attack, so all those horses aren't very useful.

3. Our economy sucks and only makes 27gpt without paying anything to the AI.

4. The only thing we have valuable is iron. It could get us almost two techs now from Hittie. But we need it to build sams. Tough call.

5. There is a Hittie longbowman sitting in our territory and we *probably* will have to ask it to leave in 3 turns.

So what do we do now? Prepare war against Hitties, or wish us good luck and focus on Germany? Our horses are positioned to attack Germany.

I'll try to upgrade some spears too. We can do one per turn.

I think if we have to ask Hitties to leave, we need to make the iron deal first. But if it does leave, we'll probably have about only 3 sams to attack Germany. I just hope Germany kills that longbowman for us.
 
That LB killed of a german LB and a knight, didn't report on that since we have no Sams yet.

I would go for Germany as they are dogpiled and we can get a couple of cities to expand our territory. We will lose a few horses, but I never cared about that in my own games, so why should I care now?

We really need more cities and the best option is Germany, another source of iron to trade and luxes. They've got it all and it is rightfully ours.
 
The war against Germany could be quite short, we only need a couple of towns for now and their iron and spices.

But as you said, our troops are very weak right now and horses against muskets is slaughter. And then our borders would be widened and we will have problems with trespassers. I see what you mean.

Why not give Maya a go then? They are average with us and soon weak when we get Sams. But that would mean more borders to protect.

No, we have to go for Germany and get those resources, I can't find a better way to deal with it. We have to learn more techs as well, or we will be left behind for good and only iron and luxes can get us there right now. If we wait a few turns until we have a handful of Sams, we can still use the majority of our horses to block stuff...that's all I can think of now.
 
preturn: Our economy really sucks. We aren't paying any money and making a pitiful 27gpt. How are we going to fix this? I think by war only.

We'll get our first sam in 3 turns, and then we may want to capture Munich. I like the silks.

IBT Hitties are building Smith's.

(1)460AD: there is a Hittie longbow in our territory and I don't quite like it, but it will leave our territory into German's next turn.

We have an extra source of spices to sell, so why wait for AI demand? I get 291g from Hitties. It turns polite.

IBT the LBM is killed. :)

(2)470AD: I upgrade 5 spears to pike.

(3)480AD: Another Hitties LBM enters our territory! I upgrade two horses to sam and buy Invention+Theology+534g from Hitties by iron+28gpt.

Maya has only PP, Gunpowder but not Education.

I then kindly ask Hitties to leave, and it declares.

I use all the gold to upgrade 4 horses and 2 spears.

Horse loses to longbow and promotes it, second horse finishes it off.

IBT we lose a horse to knight, but no city is attaked. It seems if we do not expose units we'll get no attack.

(4)490AD: 4 cats redline the knight and sam kills it flawlessly. We enter GA! Income jumped to 89gpt.

Upgrade a cat to treb.

I am nervous about have an extra spice not to trade, so I sell spices+WM+38gpt+2g to Germany for Education. Education+27gpt+4g to Maya for Gunpowder - it's probably researching it.

Of course we do not have saltpeter. The nearest source is just outside Kagoshima. If we found a town aggressively we'll get it. The other source is at Chengdu, also not very far away. Both Germany and Aztecs show only one source of saltpeter.

So I switch Kagoshima immediately to settler. The money is well-spent if we could grab the saltpeter.

The 3-tile city placement really shows value.

IBT no attack as we do not expose any units.

(5)500AD: We have a stack of 9 sams next to Aleppo. Hope it will work! Horse kills another LBM in the east.

(6)510AD: Ohahaha, the Germany saltpeter jumps into our territory! :lol: No need to settle it now. And Hitties captured Chengdu back from Germany. Now Germany has no saltpeter or horses. :eek:

4 cats and 1 treb take off 1hp from 3 muskets, and there is still a reg musket showing.

vet sam 4/2 loses to musket and promotes it.
vet sam 3/0 retreats.
vet sam 4/0 loses without a scratch.
vet sam 2/3 kills musket.
vet sam 1/2 kills musket and promotes.
vet sam 3/0 retreats.
vet sam 3/2 kills musket.
vet sam 3/0 retreats.
vet sam 3/0 retreats.
I have no other choice but vet horse 1/2 kills musket and we raze Aleppo with Magellan's Voyage. We get 5 slaves.

IBT Knight kills a blocking horse.

(7)520AD: Aztec musket in our territory. I ask it to leave and it agrees.

Sam kills elite knight and promotes.

Horse kills LBM and promotes.

(8)530AD: Our border expands. More Hittie units enter our territory. Still wouldn't talk. Aztec musket is lost inside our territory and since it's clearly just trying to walk around, I don't need to demand it to leave.

Upgrade 3 cats to trebs.

IBT Germany and Hitties fight A LOT.

(9)540AD: the aztec musket is still in our territory trying to get out. Not sure if we have to or it's considered "cut-cornor" but I boost it anyway, and it does so.

I found Nagoya and start temple. Upgrade another cat.

Elite horse kills another LBM in the west.

I regroup our blocking units to use our cities to block. This way I don't think AI will try to trespass our territory unless it's planning a sneak attack.

Bombard and kill a musket.

IBT Germany kills more Hitties units. A Hittie cavalry comes out and kills our horse! We get the FP message. I start it in Kagoshima in 17 turns.

(10)550AD: We kill the cav. Elite sam kills pike. Still no leader.

Hitties willing to talk and pay a small amount of gold. It would be good if we can capture Chengdu though. We may be able to manage Chengdu if we don't have an expanded border.

I fortified two small stacks of workers as we can't use them to work on anything this turn anyway. Maybe we should merge some native workers in the new town?

Most of our sams are in Osaka. You could capture Chengdu and then sign peace.

Adana has some muskets in it and I didn't get a chance to take it. It sends a LBM to us every few turns so we just use it as leader fishing maybe?

Germany and Hitties are really beating each other to death. We should quickly make peace IMO. If we gather a stack of about 10 sams we may take Chengdu in 3 turns, and I think it's worth the risk.

Hitties is rich and may drag Aztecs into the war.

In the GA we probably should build some cathedrals.

Sorry to have made deal with Germany, but the 2-fer window was narrow. It was important to know where saltpeter is and we couldn't afford to wage two wars anyway. Plus we can always lure Germany into our territory and demand it to leave. Plus Germany is still very strong and we'd better get more sams built.
 
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