LK77 - Samurai Pride, Deity variant.

Pink routes show how to attack Chengdu. Light blue shows the jump of saltpeter.

Also, Nagoya probably shouldn't be building a temple as we do not really want a border expansion..

LK77-550AD.jpg
 
I would say: Well done mate. :)

Some entertaining turns, compared to the last ones.
 
upgrade two horses to sam and buy Invention+Theology+534g from Hitties by iron+28gpt.

From the houserules -
3) If we don't have iron to build Samurai we must make the effort go buy iron / acquire a source of our own.

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

I am putting this game on hold while I decide what should be done. Trading away our only iron is a failure to follow rule #3.
 
I clarified the corner cutting rule. That Aztec unit should have been booted at least one turn, and maybe two turns ago.

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

The below was my intent for the iron trading rule. If the Hittites did leave our territory we I doubt Germany would have sold us iron for just $27/turn. I have no idea how we would have met the rule.

3) If we don't have iron to build Samurai we must make the effort go buy iron / acquire a source of our own. We may NOT trade away our only source of iron. This rule expires upon the arrival of cavalry.

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

Now I have to figure out what can be done to correct this. With the bad wording of the rule Microbe did follow the rule as written. I can't expect people to mind read intent. I can't declare this turn has invalid due to rules violation.

However, I now have a game where several techs are in our hands that shouldn't be due to the trading. I don't know how to resolve this. I don't want to continue the game this state. My intent was Samurai pride would be to never give up the ability to build Samurai, but Microbe move risked just that.

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

Signed up:
LKendter - deciding what to do.
(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. We may NOT trade away our only source of iron.
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. Cutting a corner is when the unit is exactly one tile inside our borders. The unit must have a different square to exit out nation that is outside of our borders. If a nation enters our borders any other way we must boot them.
• 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.
 
LKendter said:
I clarified the corner cutting rule. That Aztec unit should have been booted at least one turn, and maybe two turns ago.

One turn only. I demanded it to leave in turn 7 and 9, but not turn 8. I doubt it would make any difference. I can replay from turn 8 if you want.

For the iron rule, I thought we only needed it to build our first sam not to delay the kick-in of the defiant rule. I think I was confused by rule #4 starting with "after our first sam is built.." In any case, I could have demanded tribute from hitties before demanding it to leave. With its power it almost certainly would declare. But again, I was also surprised that Aztecs didn't declare on us.

EDIT: following was the situation of aztec musket. I didn't demand it to leave in the middle turn. I blocked the way to make sure it would leave us asap, but it seems it didn't have an immediate square to exit due to the Hittie longbow, and our blocking horse was killed so it went even deeper in our territory next turn, at which point I boosted it.

LK77-520AD.jpg
 
microbe said:
One turn only. I demanded it to leave in turn 7 and 9, but not turn 8. I doubt it would make any difference. I can replay from turn 8 if you want.
Based one what I saw turn 9 clearly a boot being two tiles from the border. Turn 8 wasn't clear from my rules. I plan to create a couple pictures for what I meant.

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

microbe said:
For the iron rule, I thought we only needed it to build our first samurai not to delay the kick-in of the defiant rule.
That was the primary goal. The secondary goal was that we become obsessed with the way of the defiant Samurai. Giving up iron goes against the spirit.

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

I now officially have it and will play tonight.

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

The problem now is what to do with the LK series in the future with variants. A pure AWE series would be very boring. However, I don't have a solution to avoid this problem in the future at this time.
 
550 AD
One thing I find scary only +29/turn to spare. It may get ugly when the GA is over.

I can get peace with the Hittites at any time as they will pay for it.

We are clearly behind in tech with Germany trading maps, and Microbe's report of Cavalry.

I ship Germany horses, and get $465 and his territory map. We have 4 more Samurai available. I am surprised that Saltpeter is worth less, but I ship it to Germany for $225 and a complete world map. This lets me add even 2 more Samurai.

With all of the upgrades I switch our cities to churches to help long-term with our people being happy.

(IT) The Germans and Hittites are doing an excellent job of killing each other.


560 AD
I kill 1 MDI and 3 longbows.

My very first attack and I get the message below.
LAK-512.jpg


Lee's Samurai army is already victorious and Kyoto will complete the Heroic Epic in 9 turns.
(IT) We lost a Samurai in Satsuma to a Hittite cavalry. Our galley beats the attacking Hittite galley.


570 AD
I kill 1 cavalry, 3 muskets, and 1 crusader. I promoted 1 samurai. I lost 3 samurai and 1 horseman. Adana holds with a 1 hp musket showing.
(IT) It could have been worse, but I still don't like the news that the Maya and Hittites ally against us. We did at least get out of a $27/turn payment.

We lost 2 exposed horsemen including an elite horseman.


580 AD
I kill 1 musket and 1 cavalry. I lost 2 samurai and 2 horsemen. 3 of these losses were to a defending cavalry in Adana and the city holds again. :mad:

The Hittite cities just got the industrial look. :(

We can longer sign peace with the Hittites as they want $185 for peace.

War happiness went away and I have to buy Silks from Germany for $7/turn.
(IT) We lost our exploring galley.
The Hittites land 2 units by Tokyo.


590 AD
I kill 1 musket and 2 longbows. I actually promote a horseman. The landing is cleared.
(IT) It is now getting ugly as the Cavalry in Adana kills another pikeman. We also lost a pike and horseman near Nagoya. This turn it felt like the main Hittite push was against us.


600 AD
I kill 2 muskets and 1 cavalry. I lost 1 samurai. I promoted 1 samurai.
I raze Adana to the ground for $68 and 4 workers. That extra pain didn't reduce the price for peace enough.
(IT) Once again the Hittites focus solely on us. We lost 2 pikes, and a samurai
We get our first palace expansion.
The Hittites complete Shakespeare.

The Aztecs take Bremen.


610 AD
I kill 2 cavalry.

I hate wasting shields, but Nagoya switches to walls.
Izumo is built on the ruins of Adana.
(IT) I lost 1 musket. I killed 1 longbow and 1 crusader.
We get another palace expansion.


620 AD
I kill 1 MDI, 1 cavalry, 1 crusader, 1 musket and 1 longbow. I promoted 1 Samurai. The lopsided losses dropped the price for peace by $3/turn! If I can just get a couple good more kill ratio turns.

The Aztecs just got the Industrial look.
(IT) I lost 1 samurai. I killed 1 cavalry.

We get our 3rd palace expansion. I wonder what is tripping the massive palace expansions during my turn.


630 AD
I killed 1 cavalry, 2 longbows and 1 musket. I lost 1 horseman to a 1 hp cavalry.
(IT) The walls in Nagoya paid as 2 cavalry committed suicide attacking the city.


640 AD
I kill 4 longbows and 3 muskets. The loss ratio is really helping. The peace price has dropped to $80.

LAK-513.jpg


(IT) I lost 2 samurai. I killed to 2 cavalry. The attacks on Nagoya won't stop.

650 AD
I kill 1 cavalry.


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

Summary:
The high level of losses is really going to kill our ability to blockade our borders. Horses were not worth much to attack with, but they are fine for border patrols.

Our GA is almost over. Don't commit any GPT until it is done. I suspect our GPT is going to nosedive.

I think we will have to raze another Hittite city to get peace.

The reason why I didn't take Chengdu was the absurd amount of Hittite troops in that area. In addition, we would have gained borders that we couldn't defend.

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) If we don't have iron to build Samurai we must make the effort go buy iron / acquire a source of our own. We may NOT trade away our only source of iron.
2) 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. Cutting a corner is when the unit is exactly one tile inside our borders. The unit must have a different square to exit out nation that is outside of our borders. If a nation enters our borders any other way we must boot them.
• 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/LK77-650AD.zip
 
Wow, looks like very brutal turns. Is Germany not attacking Hitties now? During my turns it killed a lot of units for us.

Maya declaring on us is a good thing. We got out of the payment early and they won't hurt us much I guess?

But now we have two armies. That would be very useful.
 
Is Germany not attacking Hitties now? During my turns it killed a lot of units for us.
You missed the following from my report - The Aztecs take Bremen. That ended the German / Hittite fighting.
 
Preturn- We look good.

IT- Germans fight with Aztecs and Hittites.

T1 660

I kill a Hittite cav. Not much else.

IT- Hittites bring the wood, bringing 5 cavs and a crusader in near Nagoya.

T2 670

Hittite troops are killed, promoting two Sams and losing two.

IT- Aztecs and Hittites sign trade embargo against us. More units enter our territory.

T3 680

Most imminent threats killed. Not much else. Hittites price for peace has dropped to 20g.

IT- Oh boy. Hittites sign in the Aztecs against us. We're one civ away from AWD.

T4 690

Kill some Mayan units. Not much else.

IT- Hittites come out of nowhere with several cavs, and come within 1hp of capturing Kagoshima. That was far too close. Also, our GA ends.
Our gpt goes from 113 to 43.

T5 700

The price for peace with the Hittites has jumped back up to 100g. I kill off three Hittite cavs. I reinforce Kagoshima with one of the Sam armies.

IT- We lose two exposed Sams. There is a disgusting array of various colored troops all over our territory.

T6 710

I kill an Aztec cav, and redline and kill a Hittite cav.

IT- Good news: We get our FP. Bad news: There is a crapload of cavalry ready to whomp on us next turn, and we're running really low on Sams.

T7 720

We do as much damage to the cavalry force as we can, but its not all that much. Next turn could be tricky.

IT- We nearly lose Osaka to the Aztecs. There are seven Hittite cavs in the middle of our territory.

T8 730

I bash the cavalry with trebs. I kill one with an MDI. I kill another Hittite cav with a Sam army. And another. I kill another with an elite Sam. It continues on like this until there is only one cav left. Hittites still won't settler for peace, as they require 4g and 1gpt now.

IT- Not as intense as others recently. A German knight ends up in our territory, but only because it killed an Aztec unit. I figure this is fairly close to the corner cutting rule, so it has until next turn to get out.

T9 740

Two Hittite cavs killed. Still can't get peace.

IT- We lose two Sams. German knight is killed off.

T10 750

We kill off three cavs. For some reason, the price for peace with the Hittites shot from 20g up to around 126g and 11gpt. I have no idea what caused that.


Summary

These were intense turns. We came really close to breaking apart, but we've held on by a string. I just noticed that there is a German musket in our northen border, and since I cut them slack last turn, we should boot them this turn. I'll leave the booting to the next palyer though, just in case we think differently for whatever reason.
 
This variant is turning out rougher then I even thought. I have felt less pressure playing AWE. :eek:

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

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) If we don't have iron to build Samurai we must make the effort go buy iron / acquire a source of our own. We may NOT trade away our only source of iron.
2) 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. Cutting a corner is when the unit is exactly one tile inside our borders. The unit must have a different square to exit out nation that is outside of our borders. If a nation enters our borders any other way we must boot them.
• 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.
 
750 AD (0)
Not much to do. Move some blocking workers that are within range of an Aztec Cav. The Germans promise to remove the musket.
(I) The Aztecs Cav tries to kill our MDI on the iron and makes it elite, however a Hittite Cav then kills it. The Mayans want peace for 60g, I give it to them. We build a Sammi. The Mayan's start Smith's.

760 AD (1)
We have 4 Hittite Cav and a Crusader with 2 Aztec Cav next to Nagoya. There is the 1Hp Cav next to Kagoshima and a Hittite Cav cutting the Corner. The Germans didn't remove the musket, so it gets the autoboot. I kill off the 1 HP Cav. At Nagoya, I take out the Crusader and 2 Hittite Cav as well as 1 Aztec Cav. The cost of Hittite peace went from us paying them 11gpt to them giving us money...strange. The Hittites get peace to Banking and 44gpt. Was the Mayan alliance making it expensive? The Aztecs still won't talk.
(I) The Aztec seem to be trying to get across us to get at Germany. Izumo temple->Rax

770 AD (2)
The peace deal with the Hittites seem to break the logjam with the Aztecs, we get peace with them straight up.
(I)The Aztecs complete Smith's.

780 AD (3)
Cancel silks deal with Germany and have to raise lux. Get both Sam armies to the other side. Get units to block all road access from the west.
(I)STrange indeed. The Germans demand spices and when I refuse, they declare.

790 AD (4)
We kill 3 Muskets and a 1HP Cav to raze Munich. We only get 11g but we get 6 workers and a treb. Silks are already in our borders, so I lower lux back down. Kill a stray German Longbow and pull all the workers off the German border. We will have to block the other border.
(I)Maya and Aztecs ally against Germany. Germany completes Bach's in Berlin.

800 AD (5)
Rest the armies and get the settler in place.
(I)Lots of units moving into German territory.

810 AD (6)
The city of Nagasaki is founded.
(I)After dragging the Mayans into the war, the Aztecs make happy with the Germans.

820 AD (7)
The armies advance on Heidleberg. They will attack next turn.
(I)A German Cav comes out of nowhere and captures Satsuma.

830 AD (8)
We kill a musket, 2 pikes and a longbow to raze Berlin. We gain 5 workers and a treb. Found the city of Yokohama on the silks.
(I) We get a palace expansion.

840 AD (9)
We take Satsuma back.
(I) Not much.

850 AD (10)
The first musket in Bonn chew up our army, so we wait for re-enforcements.
 
The Germans demand spices and when I refuse, they declare.
Whom is now receiving our excess spices? I don't want another demand coming our way!

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

The Mayans want peace for 60g,
They paid us for peace? When I looked at the game they wanted us to pay!

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

The cost of Hittite peace went from us paying them 11gpt to them giving us money...strange. The Hittites get peace to Banking and 44gpt. Was the Mayan alliance making it expensive?
Yes. The number of wars you are in directly affect the price of peace. It also think it affects the price of alliances against you.

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

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) If we don't have iron to build Samurai we must make the effort go buy iron / acquire a source of our own. We may NOT trade away our only source of iron.
2) 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. Cutting a corner is when the unit is exactly one tile inside our borders. The unit must have a different square to exit out nation that is outside of our borders. If a nation enters our borders any other way we must boot them.
• 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 Mayans want peace for 60g, I give it to them.
The more I read it, the more this sounds like a violation of the variant rules. Please read the below:

We won't accept any peace treaty that requires US to pay.

I am going to test this later, but If we have to pay Meldor's turn is invalid and must be redone. I can't see anyway that rule could have confusion.
 
Since the peace treaty occurred during the inter-turn I ran a test and got a screen shot of the peace proposal.

LAK-514.jpg


Per the defiance rules: We won't accept any peace treaty that requires US to pay.

I have no choice but to declare Meldor's turn invalid.

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

Signed up:
LKendter
Kaiser_Berger
Meldor (can replay, or skip to the next player) (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) If we don't have iron to build Samurai we must make the effort go buy iron / acquire a source of our own. We may NOT trade away our only source of iron.
2) 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. Cutting a corner is when the unit is exactly one tile inside our borders. The unit must have a different square to exit out nation that is outside of our borders. If a nation enters our borders any other way we must boot them.
• 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.
 
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