LK77 - Samurai Pride, Deity variant.

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 kills our MDI on the iron. A German Cav then kills it. We build a Sammi at Edo.

760 AD (1)
We have 3 Hittite Cav and a Crusader with 2 Aztec Cav next to Nagoya. A Hittite Cav is cutting the corner at Kagoshima. The Germans didn't remove the musket, so it gets the autoboot. At Nagoya, I take out the Crusader and 2 Hittite Cav as well as 1 Aztec Cav. The Hitties want money. 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 cost of Hittite peace went from us paying them 11gpt to them giving us money...strange. The Hittites get peace to Banking and 44gpt. The Mayan's pay us 80gpt. The Aztecs still want 20g for peace, so lets kill a few more units and see what happens. Kill two Aztec cavs sitting on our iron (including an elite). Peace witht he Aztecs drops to straight up. I kill off another Cav, but it still doean't change the deal. I take peace with the Aztecs straight up. Now, just so there is no qustion of the spices, we can only trade spices with Germany and I don't want any deals with them when the current deal ends. I begin to switch the worker wall from one side to the other.
(I)The Hittites start Bach's, The Aztecs complete Smith's

780 AD (3)
I cancel the deal witht he Germans for their silks. Move the Sammuri armies towards the German borders.If they don't declare, I will.
(I) Not much.

790 AD (4)
I declare on the Germans and move the Sammuri armies next to Munich. The workers are in place to block any intrusion from the west.
(I)The Hittites take out a musket at Munich, thanks! The Germans take a LB out of Munich to retreat an Aztec Cav. The Germans complete Bach's.

800 AD (5)
We raise Muinch, but both of the armies are in the red so I put a musket on top of them. We got 4 workers and a Treb.
(I)Not much.

810 AD (6)
We found the first city.
(I)The Germans and Hitties make peace. The hittites astart Newtons.

820 AD (7)
I get the second settler in place. The armies are still healing. Sell silks to Maya for 54g.
(I)

830 AD (8)
The armies move on Heidleberg.
(I)An MDI in Heidleberg tries to kill a Sammuri and fails.

840 AD (9)
The armies take out Heildeberg and we get 5 workers. We then use a Sammuri ato grab two more workers just on the other side. Move a settler up to stake out some land.
(I)Germany come begging for peace. The are almost willing to pay us Chemistry for 24gpt and our cash. That would be great. They Mayans don't have Chemistry, this would be a 2fer deal if we can swing it. Although the Mayans may be researching it.

850 AD (10)
Found the city to grab the second iron. The Mayan's will give tech for this iron. I leave it to the next person if they want to make this dela or deal with Germany and try to swing two techs from Maya.
 
Signed up:
LKendter
Kaiser_Berger
Meldor
Gozpel (currently playing) Note: Gozpel appears out of the loop for a bit. I am giving him a strict 24 hours before skipping
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.
 
I've been busy fixing stuff and cleaning up after a 30 minute freak-storm we got last week, and need to be skipped for a few days until things are sorted out here.
 
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) 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.
 
Preturn: I switch Kyoto to bank in 10 turns. 28gpt isn't an impressive income.

(1)860AD: healing.

(2)870AD: IBT Aztec/Hittie embargo ended.

(3)880AD: Two armies kill two muskets and raze Bonn. We capture 2 trebs and 5 slaves. Aztecs also captured Hannover.

I sell silks+spices to Hitties for 544g.

(4)890AD: healing.

(5)900AD: movement.

(6)910AD: army kills one musket in Cologne but wait for more reinforcement. Found Matsuyama.

IBT Hitties declare on Aztecs. :lol:

(7)920AD: two armies kill two vet muskets but one conscript rifle shows up. Our 9hp army drops to 2hp but kills it and promotes. We gain another 5 slaves.

(8)930AD: armies heal. Maya already has Chemistry. I buy it with iron+632g. Germany is willing to give us Metallurgy for peace+254g+10gpt, so we still have a chance at 2fer.

(9)940AD: more movement. Found Sapporo.

(10)950AD: movement.

We have a SoD next to Konigsburg (most likely has 2 rifles). If you are bold you can also move the other healing army to it this turn (which is not fully healed but has 11hp).

We can make peace with Germany and take Metallurgy with some small gpt payment, and trade for Astronomy with Maya.

We are making +51gpt now.
 
microbe said:
IBT Hitties declare on Aztecs. :lol:
Wrong smiley, the correct one is [dance]. #1 and #2 civs start beating each other up it the best possible news for us. We are now at #3 and our position is getting even stronger. :D

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

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) 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.
 
950 AD
I will see how far I can push the German campaign. The trouble is our homeland is paper-thin for defense, and working mostly on critical buildings.

I get a pleasant surprise when the Maya pay $65 for our world map.
(IT) While I understand why Satsuma built the settler, it is painful seeing a city with church, market and aqueduct at size 3.


970 AD
I kill 3 riflemen and 1 longbow to raze Konigsberg for $1 and 7 free workers. The armies are badly beat and need resting time.
(IT) The Hittites renew our peace for free.


990 AD
(IT) The Hittites and the Maya ally against Germany. I doubt the Hittites will send many units toward Germany.


1000 AD
(IT) The Hittites complete Newton's.


1010 AD
I kill 2 riflemen and raze Hanover. We only gain 1 more worker.

Metallurgy is now close to a deal.

Hakodate is formed simply to claim more land.


1020 AD
(IT) Hittites and the Aztecs sign peace. :(


1030 AD
Ise is formed simply to claim more land.

I ship the Aztecs silks and $26/turn and pick up astronomy. The bad news is the Maya don't have Physics for a potential 2 for one deal. Of course, by the time peace is signed with Germany they may very well have it.


1040 AD
One of our armies backtracks to kill a stray rifleman the Germany landed by Ise. It is sad that one lousy rifleman dropped it to 5hp.

Toyama is formed simply to claim more land. I am building a chain of supporting cities along the coast toward Germany.


1050 AD
The Maya complete Metallurgy. The good news is Physics from Germany is only ~$175. My opinion is peace to make the two way deal now. The Maya will be researching Physics next, so its value will be going down every turn.

The alternative is to try and take Berlin along with destroy every nearby city for Leo's and Bach's. The trouble is we can't kill the rifles in Berlin with just 2 armies.

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

Summary:
We are paper-thin for homeland defense. If another war starts from the Aztecs or Hittites it will get ugly fast and immediate peace with be needed with Germany to get the armies home before the front falls.

Once the banks finish we badly need more military.

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/LK77-1050AD.zip
 
My feeling is to sign peace now and come back once we have cavs, and wipe Germany out of this planet.

We may raze more cities, but we don't have enough settlers to fill in. And it is hard to avoid flips if we want to keep wonder cities.

Considering Hitties and Aztecs made peace, we might be more of a target if we are at war.
 
Preturn- Ahhh, this looks much better than last time around. I make peace with Germany and get Physics for 152g. Physics and 270g convinces the Maya to give us Metallurgy.

IT- We get booted out by Germany. Aztecs and Germans sign peace.

T1 1060

Fukushima founded. Armies head home.

IT- zzz

T2 1070

Not much.

IT- zzz

T3 1080

Nothing.

IT- zzz

T4 1090

Not much to tell.

IT- zzz

T5 1100

Still not much. It would be nice if the Maya would get one of the techs left so we could pull a 2fer.

IT- Aztecs declare war on the Hittites :clap:

T6 1110

Nothing new.

IT- zzz

T7 1120

Nothing of importance.

IT- The Maya pick up Military tradition. Hopefully Mag or ToG will come next.

T8 1130

I upgrade 17 trebs to cannons.

IT- zzz

T9 1140

Nothing new.

IT- zzz

T10 1150

Still uneventful.


Summary

It was nice to have quiet turns for a change. We can buy both of the remaining required techs from the Hittites for our iron, all our gold and around 50gpt. We could then trade one of them to the Maya for Military Tradition. Or, we can sit back and wait for a Mayan twofer. Either works nicely.
 
I would get Military Tradition now and save for some knight upgrades. Then prepare to take Germany in 10 turns. With some cavs we finally can do some serious wars. I don't think AI is too far into Industrial Ages yet by those wars. We'll make it. :)
 
1150 AD (0)
For trade the Hittites Iron, Silks, Spices, 868g and 6gpt for Magnetism and Theory of Gravity.
The Mayans get Magnetism, Theory of Gravity and 6gpt for Navigation and Military Tradition.
Our first Cav is due in 4 and we have 89gpt to devote to upgrades.
(I) We get the Military Academy message.

1160 AD (1)
Nada.
(I)Nada

1170 AD (2)
Nada
(I)Nada

1180 AD (3)
Nada
(I)

1190 AD (4)
We get our first two Cav.
(I) Maya and the Hittites sign an MPP. Maya declares war on the Aztecs. I think the pressure on German just eased up.

1200 AD (5)
Nada.
(I)We get a palace expansion.

1210 AD (6)
Not much
(I)Nada.

1220 AD (7)
Nada.
(I)The Hittites and Germans sign peace. If the Mayans doen't make happy, it won't last long.

1230 AD (8)
(I)The Hittites are back at war with Germany.

1240 AD (9)
(I)I pulled a Sammi out of Matsuyama and forgot to check the happiness. It riots.

1250 AD (10)
Not much.

OUr deal with Germany is over this turn and you have 17 Cav to do with as you will. Have fun.

Besides upgrading the non-elite Sammis, I also rushed some Raxs, a couple of Banks and some Muskets. We are up to 121gpt.
 
I shouldn't barge in like this and say I'm able to play, but I am just about ready.

I know microbe would love to play these turns, so Lee, for all fairness, flip a coin for a swap. :)

I'm not fussed, you guys has done the job so far (even if I worked harder on my side)

I say tails. If I win the toss, I can play tomorrow night my time. :lol:
 
Looks like next 10 turns will be fun. I wonder if gozpel can take it tomorrow night, if not I'll take it.

If I ever heard a beggar...:mischief:

Ah well, consider this I've got it then. I love meldor's setups :)
 
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