LK79 - Mongols - 5CC Deity.

A coastal city would be nice, a couple of curraghs and some crossed fingers to find the remaining civs?
 
A coastal city would be nice,
Since this is continent, a coastal city is critical! Hard to invade the other side of the world without any ships.
 
2150BC-0 Send settler and warrior SSW to settle on a coastal hill. That would put the iron eqidistant form Karakorum, Ta-Tu and new town.

IBT Isabella establishes an embassy with us.

2110BC-1 Isabella is friendlier now but we still cannot get writing. (Montezuma is lacking it.)

IBT

2070BC-2 Karakorum warrior-->warrior

2030BC-3 See an English border east of the Aztecs but our scout is stuck behind a train of 5 warriros and an archer.

IBT Confirm the English are at war with the Aztecs. English finish The Colossus in London.

1990BC-4 Karakorum warrior-->settler. Ta-Tu worker-->temple

IBT English learn literature.

1950BC-5 Kazan founded and starts a worker.

1910BC-6 Build roads and explore.

IBT Hittites ask us to leave their territory.

1870BC-7 Prior deals end but we do not have enough for Writing.

IBT English ask us to leave.

1830BC-8 Wines connected.

1790BC-9 Karakorum settler-->temple. Settler will head due north to settle near the edge of the Tundra on the river.

1750BC-10 Now that Monte knows writing, all of our income is close to buying it. Settler pair and workers have not moved this turn. Karakorum can produce our 5th settler now if we want it to. Kazan can switch to a curragh if the workers move to connect the town. I did see a pair of Jaguar Warriors so Monte may soon be in his GA. I have sent the Conscript warrior back home.


http://www.civfanatics.net/uploads8/LK79-1750BC.SAV
 
Signed up:
LKendter (on deck)
Gozpel
Kaiser_Berger
6thGenTexan
Microbe (currently playing)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
Preturn: building temple in capital? Switch to spear. Will start settler afterwards. We need to settle our 5 cities asap.

Not sure what to research, but with everyone knowing Writing I set to min on Math.

1700BC: Spain starts GL.

1650BC: Found Almarikh. It's not next to river, but we avoid the tundra.

IBT England starts Hanging Gardens.

1625BC: Math is known, so I shut off research.

I buy Math from England by 11gpt+142g.

We cannot get Writing but we get HBR+47g. We can eventually build horsemen.

Min started on Currency.

Math is worth nothing to Spain and we could only get 16g, so no trade.

IBT Hitties demand 21g, sure.

1575BC: Vikings build Pyramids.

1550BC: Spain builds Oracle.

1525BC: We can pop a hut. It will give us Writing, Mysticism, or Construction. I think it's worth to throw away a few turns of min research on Currency, so I set it to Mysticism. It gives us Writing.

I think it's better to not research, so leave it on Mysticism.

It seems England is at war with someone as I see battle around Canterbury.

The settler is going to settle the last city. If you do not want any overlap, settle on the BG.
 
LK79-1500BC.jpg
 
Signed up:
LKendter (currently playing)
Gozpel (on deck)
Kaiser_Berger
6thGenTexan
Microbe

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
1500 BC
I change nothing for builds or city management. With $1 in spare GPT there will be no trading until some deals expire.


1450 BC
Our final city of Tabriz is formed.
(IT) The Aztecs get $20 of our gold, for now.


1400 BC
(IT) Now it is Spain stealing $18. I can't wait until we have some military.


1350 BC
The English complete the Great Library and the Hanging Gardens. There is no question we are in a serious tech hole.


1325 BC
The Hittites complete the Great Wall. We are around a half age behind. :(


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

Summary:
This was a very quite turn. I started working toward a stronger military.


Signed up:
LKendter
Gozpel (currently playing)
Kaiser_Berger (on deck)
6thGenTexan
Microbe

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

http://www.civfanatics.net/uploads8/LK79-1250BC.zip
 
Pre-turn - I play with incurable optimists here. :) Irrigated wines on plains? And mining a wine on hill before fixing the BG's?

Salamanca is in a rotten spot and will probably steal one of our horses one day.

1200bc - We build a couple of barracks and a spear, gpt down to 3.

1175bc - Hittites completes the Lighthouse.

1150bc - Spain completes MoM.

Horses are connected.

1125bc - We got back 11gpt form the deal with England.

1000bc - I saved up 123g and we make 17gpt. Karakorum grew to pop 6 this turn and needed 10% luxtax. Gems will be connected in a couple of turns and the people will be happy again.

We can buy CoL for most of our gold and trade with Spain, which is the only civ lacking that tech. England and Hittites knows Currency, but won't trade it away of course.

We are up to our 20 unit limit, so disband the scouts.

Should we try a few suicide boats if we can afford it. Mapmaking?

Our might army got 3 horses now :)
 
We have a curragh somewhere to the west. I started another one, which could go eastwards soon.
 
We are up to our 20 unit limit, so disband the scouts.
Does this mean you did, or think we should. IMO as long as their is unmapped terrain we should keep them alive.
Signed up:
LKendter
Gozpel
Kaiser_Berger (currently playing)
6thGenTexan (on deck)
Microbe

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
We are up to 20 now, so when next horse or whatever is built, then we should disband the scouts. They have seen what is to be seen.
 
gozpel said:
We are up to 20 now, so when next horse or whatever is built, then we should disband the scouts. They have seen what is to be seen.
We will have to agree to disagree. IMO as long as there is any block of unexplored terrain we should keep them alive.
 
Looking for one black tile here and there for the cost of 1gpt each?

I have no problems with that, I'm just concerned of getting as much gold as possible. We are deep down tech-wise.

But I understand your curiousity of probable knowledge of resources.
 
Preturn- We look alright

IT- zzz

T1 975

Not much. Our curragh takes a leap of faith from the western side.

IT- curragh survives

T2 950

Well, our curragh survived and saw borders, so it will most certainly die during the IT.

IT- I hate being right.

T3 925

Not much.

IT- Persia completes SoZ. I pity the fool that started next to them.

T4 900

Not much.

IT- Hitties start Sun Tzu.

T5 875

Nothing new.

IT- zzz

T6 850

Nothing new.

IT-zzz

T7 825

Same stuff.

IT- zzz

T8 800

Nothing.

IT- zzz

T9 775

Still nothing.

IT- zzz

T10 750

Not much new.


Summary

I disbanded one scout sine it was trapped in Aztec lands and had no further purpose. We have another curragh headed towards where the last one left from. I suggest going again. We have to survive just two turns to gain precious contacts. We have a mighty six horses now, and Karakorum is at 10spt, pumping them out every three turns. The other cities are coming along.
 
Signed up:
LKendter
Gozpel
Kaiser_Berger
6thGenTexan (currently playing)
Microbe (on deck)

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