1350 AD
We are painfully short of defenders, and many cavalry are being wasted as defenders. I swap all build orders from Cavalry to muskets.
I wish we had razed Hamburg and Nuremburg. We are probably going to be stuck with a citizen griping about wars with the mother country. I realize Nuremburg is the coal source, and I hate having a 2.5% flip chance for this critical resource.
(IT) Resistance weakens in some of the cities.
1355 AD
I establish and embassy with the Maya so that I can attempt a steal. I spend $920 and the attempt fails.
1360 AD
I kill an Aztec cavalry that landed by Lazapa, but I lost a cavalry in the process.
I sign peace with the Aztecs and get Industry for $105/turn. The only tech they would almost give us was Music Theory. I then ship $88/turn, $100, coal and silks and pick up The Corporation. We can at least build stock exchanges. Electric power was out of our purchase range.
All build orders in quality cities are switched to factories.
1370 AD
We are finally done with resisting citizens.
The Maya send a settler pair across our borders that can't be considered "cutting a corner". I demand they leave, and war begins with the Maya. That ends my playing some "quiet" turns. We have 2 more workers.
1375 AD
During the capture of Copan the following news arrives. Considering this may be my only elite attack, I can't argue.
Yet another army is formed. I am hoping the Maya will vaporize quickly, and actually capture Copan. I snag 3 workers from the area.
(IT) This is why I *hate* capturing cities.
Did I mention our rail-net is screwed as it went through Hamburg?
1380 AD
Chichen Izta is captured with the Pyramids, 4 workers and 2 buckets. They Maya have been destroyed. There is now no danger of a UN loss with just 3 civs left.
I ship the Aztecs Iron for $1155. After a bit of a debate I decide to attempt a steal with the money and it works. [dance]
My options are: Medicine, Electric Power, Rifles and Refining. I am surprised to NOT see Steel. I decide to take Electric Power to get one just one step from Infantry. It also gets us closer to ToE that neither AI is building! I would gladly trade shields to get 2 more techs.
(IT) The palace is expanded.
1390 AD
The Hamburg flip just hit us again. The Hittites are 2 inside OUR territory trying to move on Hamburg. I can only order a withdraw request, and they agree. I quickly move blockading troops to stop another incursion.
1400 AD
I ship the Hittites iron and get $1290. I ship spices for $275. I ship Silks for $340.
I take that money and attempt a steal from the Aztecs. The Aztecs declare war.
I send the Hittites coal and $168 and get replaceable parts. We have no source of rubber, but some sits just outside Hamburg. An emergency colony is formed to claim the rubber now. I upgrade 19 muskets to infantry.
I raze the traitor city of Hamburg to the ground. One army scared me dropping to just 3 hp left. Izumi is formed near the rubble. Getting rid of this Aztec city eliminates a reason for the Hittites to come our way.
==========================
Summary:
The AI isn't building ToE. Please head toward that goal. I would be very happy to get 2 free techs.
We still don't have a viable military rail-net. It is much better then the start of my turns, but there are still cities that aren't connected.
We must reinforce the former Mayan lands next turn of we will lose the Pyramids. The Aztec war should be a pure defensive war with ASAP peace. We aren't ready to make much of a move at this time.
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.
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 and leave our territory. 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/LK77-1400AD.zip