LK79 - Mongols - 5CC Deity.

Signed up:
LKendter (on deck)
Gozpel
Kaiser_Berger
6thGenTexan
Microbe (currently playing) OVERDUE - skip in 24 hours
 
preturn: I start researching Sanitation in 26 turns. I hate seeing us doing zero research. Hopefully we can get it the first. We need this tech anyway.

Wait, Spain already agrees to give Steam Power! But we'll continue the war hoping to get a leader.

Kazan switches to library.

IBT Persia MA Aztecs against us. We lose the saltpeter colony to longbows!

(1)1160AD: Aztecs longbow stack enters our territory.

Kill a spear, longbow and knight.

IBT See English infantry.

(2)1170AD: renew lux deal with Korea. 3 elite cavs raze Pamplona without loss. We get 5 slaves.

I make peace with Spain and get Steam Power + Democracy + WM. We have no coal and none have extra. There seems to be only ONE coal on our continent under England control, but it's pretty close to us. I would forsee a dogpile on it soon.

Keshik army and cav kill two infantry and raze Santander of the Persia and get 351g! :lol: There is another Persian town across the channel so I switch Tabriz to galleon.

Almost cleanup the Aztec longbow stack. No leaders though.

I sell horses to Vikings for saltpeter, to help it fight against Persia.

(3)1180AD: England founds a town which will get the horses. Persia completes ToE. :( This makes it get Sanitation.

We kill two spearmen and capture Vitoria from Aztecs, and gift it to Korea since there are Korean units around.

England has established beachhead on the other continent as I see two towns there.

(4)1190AD: Persia founds another town on our continent. England completes Universal Suffrage.

(5)1200AD: I guess Persia used its cash to propaganda Kazan.

(6)1210AD: Cav kills infantry and we raze Herat getting 281g. This is really nice. Please found more towns!

IBT Spain and Vikings MA vs Hitties. Hitties and Persia MA vs us. We lose a cav to Aztec knight out of the fog and kill two knights. Hitties and Korea MA vs us. Kazan undergoes propaganda again.

(7)1220AD: I sign RoP with England. I intended to raze Pyongsong but misclicked so I gift it to Spain. It has horses so might be better to gift instead of letting England get it.

IBT another Persia settler pair shows up. Our military plan is stolen.

(8)1230AD:

(9)1240AD: Persia captured 3 more cities from Vikings. :(

(10)1250AD: nothing. Horse town we gifted to Spain is captured by Aztecs. This is better than England getting it.

Note:

In the west there is a Persian infantry/settler pair. Do not attack it. Let it found the town and raze it so we can get the gold.

In the south we have a stack next to Teruel and the coal. Let the army heal a bit and head for Ankuwa another Persian town.

We have a galleon and a frigate in Tabriz, and we are building anther frigate. Pull them into Kazan and land some cavs to take out Alalah.

I suggest we make peace with Aztecs now and with Hitties later. We should seriously consider attacking England.

Our workers should keep roading our entire territory.
 
We kill two spearmen and capture Vitoria from Aztecs, and gift it to Korea since there are Korean units around.
Although I didn't specifically post the 5CC rules to this thread, I have played with you can't own six cities - not even for a second.
Game must be replayed from the auto save of this turn reposted


I intended to raze Pyongsong but misclicked so I gift it to Spain.
If a misclick occurs the city must be abandoned.
 
I did check the rule but found no reference to "strict 5CC" and I don't remember the old games as I played both rules before (and mostly not strict).

Replayed. Nothing major changed except we razed the two cities in question instead of gifting except:
1. Persia didn't MA with Hitties against us
2. We razed Jaen which Aztecs captured from Spain
3. England founded a town in the west
 
That is a boo-boo in LK games, I don't remember where I read it. I saw the report yesterday, but stayed the heck out of it. :lol:

Good sport, replaying the game without comments, microbe.

I think we can live with the different outcome.
 
microbe said:
I did check the rule but found no reference to "strict 5CC" and I don't remember the old games as I played both rules before (and mostly not strict).
I agree that was a mistake by me. This is another reason why I at least temp halted the LK series. I had the same problems with lack of clarity in the LK Japan defiance game. My focus on clear direction isn't as good as it was. LK80 really could have used a dot map from me.




Signed up:
LKendter (currently playing)
Gozpel (on deck)
Kaiser_Berger
6thGenTexan
Microbe
 
1250 AD
I noticed that we never built and embassy with Korea. Building the embassy shows Seoul is pathetic and just building a bank, lacks most happy buildings, and the best defender is a pikeman.
(IT) We have discovered a new source of coal. [dance] [dance] [party] [party]


1255 AD
I have no idea why 6 workers were clearing jungle by our silks colony, but I cancel their orders.
(IT) The Vikings agree to give us wm and $10 to embargo the Hittites. I would never trade with the Hittites anyhow as they are a lost rep guarantee.


1260 AD
The Aztecs were nice enough to bring a spear / settler pair into range for another 2 workers. We are working on the railroad.
I kill a stray Aztec musket with an elite cavalry.
(IT) The Aztecs declare war on the Vikings.
I agree to embargo Spain with Korea. They give us wm, $9 and $1/turn.


1270 AD
I kill several Aztec units. They lost 2 longbows, 3 muskets, and 1 settler. I lost 1 elite cavalry.


1275 AD
(IT) I kill 1 cavalry, and lost 1 cavalry to the Aztecs.

Sometimes you get a demand that is really hard to decide on. England comes along and demands wines. I don't feel ready to fight them, yet I don't want to help them. In a 51 to 49 decision the vote is bite me Elizabeth and a war begins.

1280 AD
I sign peace with the Aztecs. I build the missing embassy and find the Aztecs are a joke as the only things they have built are barracks and marketplace. No wonder they are falling behind in the tech race. I send them Medicine to ally with us vs. England. I take Music Theory simple as a throw in.

I send Korea $22/turn to ally vs. the English.

I kill 1 English infantry. I find the Bristol is defended by a lone rifleman and raze it for $82.
(IT) A 1 hp elite cavalry beats a healthy English cavalry. Our cavalry that razed Bristol beats an attacking Persian infantry. Once in a while the RnG actually likes you.

England signs peace with the OCC Hittites.

Somebody wastes money sabotaging the University in Kazan.



1285 AD
(IT) Our 2 muskets defending the Silks colony are overrun, but they killed 3 infantry and 1 crusader before dying.

Spain is suicidal and allies with England against us.
Korea and the Hittites sign an MPP.


1290 AD
Karatepe is razed for $31 and 2 workers. I lost 1 cavalry during the attack while killing 2 infantry and 1 cavalry.

LAK-535.jpg


(IT) The cavalry that created the leader is killed. 2 English cavalry also died.

:eek: The English are building Hoover Dam. :eek:


1295 AD
I rush the Military Academy in the capitol. I did so for the following reasons:
1) It will make the army we do have stronger.
2) If we lose our army we have the option to create another one.
3) If we ever see tanks, this insures a tank army.

I kill the 2 pikes in Asturias and get $573 and 4 workers.
Spain has been destroyed

(IT) English steals the 4 Spanish workers and appears to have killed them in neutral territory. The Keshik by them was killed. With Spain being the only dead civ I really hate losing the potential workers to merge.


1300 AD
I cost 1 cavalry, but I razed Manchester for $31 and 2 workers.

I get a decent deal out of Sanitation. I ship it along with wines, $985 and $21/turn to the Viking and get the right to build factories.

I ship Korea Sanitation, horses, $49/turn and get Corporation.

I decide to press my luck due to very high unit costs, and my first cavalry gets lucky and kills the infantry in Dakyanus and nets us $216.

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

Summary:
More Persian cities are showing up, so please raze them for the big bucks first. That is why I have been ignoring the Persian infantry / settler pair. All of this cash is helping us to push forward in tech with supporting deficit financing.

Before I get accused of :smoke: with 30% science on Nationalism. My goal is to get a partial credit built up, and when the Aztecs get Nationalism I hope that Steam Power will get it with some beakers into Nationalism. We should be able to up the research rate more after razing a few more Persian cities. The worst case is that we research it ourselves. We still need the tech to allow us to mobilize when all buildings are done.

We now have too many buildings to build with hospitals, factories and stock exchanges for the badly needed Wall Street.

Make sure to merge our last 2 natural workers after a hospital completes. This will save unit cost, and increase our revenue.


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/LK79-1300AD.zip
 
I'm just a humble builder, but I'll do my best :)

Play this tomorrow.
 
My server has been down for a day, or I would've posted the save yesterday. Sorry about that.

Pre-turn - I don't think I can do much war-mongering with 19 cavs and some stray units, I will take care of persian towns and other invaders.

Swap builds in 3 cities to factories.

1305AD - We lose an elite cav to persian ianfanry and kill english cav on defense IT.

Destroy Leicester including a galleon and get 29g for the trouble.

1310AD - A couple of deals are up for renewal.

Horses to Scandinavia for saltpeter, WM and 233g.
Wines, WM and 25g to Korea for spices.

Keshik-army goes 2/14 against a reg infantry and we aze Pyongsang (English) and gain 35g and 2 slaves. That was their only horses I believe.

Kill a couple of English infantries and we get a leader!

Cut some rails to slow down the English.

1315AD - Korea and Scandinavia sign MPP, Korea declare on Aztecs and Persia.

We lose our only MI, but kill 3 english infantries on defense.

We raze Bampur (Persia) and get 196g, no losses.

Disband keshik-army in Karakorum and build a new cav-army with the leader.

Hittites knows Nationalism, but won't trade for Steam and all our gold. Sucks.

1320AD - We catch Xerxes attempting to plant a spy.

We build our first factory in Karakorum.

How pathetic, 14 cannons and treb is needed to get one infantry down to one hp. :(
Oh well, I won't whinge as our elite kesik won another leader.

Rush Stock Exchange in Karakorum, to give us some more gold.

1325AD - Quiet turn, kill englsih inf.

1330AD - Scandinavia and Hittites declare on England!

Lose keshik to englsih cav IT.

Kill 2 persian inf. on pillaging mission.
Kill the offending cav.

Destroy the persian town Tureng Pepe and get 149g.

Finally a break, we give Hittites alliance against England, Steam and 58gpt for Nationalism. (They are OCC, so I hope this wasn't cheesy?)

No other deals possible, as our gpt is down to 31.

1335AD - Production sabotaged in Almarikh.

Rotten Aztecs sign alliance with Persia against us.

Raze Ixtlasomething (Aztec).
Raze Merv (Persia) get 49g.

1340AD - Propaganda in Tabriz.

Karakorum got its hospital and I join our 2 native workers.

This game is really annoying, I haven't seen such a weird AI in a long time. Stalemate :)

Well, I make another cheesy deal. Industialization to Hittites for 524g and alliance against Aztecs. Use that gold to rush the 3 remaining factories, we need to start moving in the right direction. Especially against England, they are way to big and strong.

Upgrade our 11 muskets to rifles for 660g.

1345AD - England completes Hoovers!

Vikings destroy Hittites.

1350AD - Destroy Ipswich for 21g.

Army and 11 cavs are ready to give Toledo a go next turn.

I couldn't do much more than finish the factories and starting hospitals (3 to go)

We can expect tanks soon and we are far behind techwise.
 
We can expect tanks soon and we are far behind techwise.
I know the tech picture sucks. We did at least get Nationalism and the right to mobilize. That is a big help. Getting 11 riflemen helps our defense.

The trouble is it sounds like we have to little GPT left to buy a tech, or to self-research.


I couldn't do much more than finish the factories and starting hospitals
We did get rid of a few more junk AI cities, and now have a cavalry army.

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

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.
 
Preturn- We look alright.

IT- We gain a new source of saltpeter right next to Kazan.

T1 1355

I decide to have a go at Toledo. Cav army is taken down to one hp, doing only 2hp damage to the defending Infantry. Absolutely sickening. The rest of our cav do suprisingly well and Toledo burns with no losses.

I move our army back home under the guard of riflemen.

IT- England and Korea sign peace.

T2 1360

War weariness has hit, so i offset it with Ivory from Scandanavia fro 175g. Some troop movement, not much else.

IT- zzz

T3 1365

Very quiet. I'm bringing our SoD together while the army heals.

IT- zzz

T4 1370

This blasted jungle really sucks. Moving our cannons around is quite a chore with a lot of it being unroaded. We'll take on Teruel next turn.

IT- zzz

T5 1375

Our army is knocked down to 3hp but Teruel burns. I move our SoD to Ugarit.

IT- I had our weakened army covered by as many rifles as could be spared, but an English counterattack killes the rifles and the army.

T6 1380

Our cannons prove mostly useless at Ugarit, hitting just one time. Considering its on a hill, I'll wait to attack it.

IT- We lose the two rifles defending our SoD due to English infantry attacks.

T7 1385

Bombardment reveals there are 5 vet infantry guarding Ugarit. That isn't going to happen with out current military. We also have English infantry encroaching on our cities. We may need some peace soon to restock our military.

IT- In a great reversal of RNG luck, we get a leader from a defending cavalry. Hot damn [party]
After a few stock exchanges complete, we get the Wall Street message.

T8 1390

Our new army is locked and loaded. I start Karakorum on Wall Street.

IT- WW kicks up again, causing Karakorum to riot. Others are prevented.

T9 1395

I solve our happiness problems by founding a silks colony. I move our troops home to reorganize.

IT- zzz

T10 1400

Our army and other cav strike at Gloucester and raze it.


Summary

Our economy has improved, as we're making +278gpt now. We should be able to swing some deals for techs soon. Or perhaps just work some steals. Stealing from the Vikings would seem fairly safe. I think Electricity should be our goal so we can get to Replaceable Parts, as we will need arty to make any significant dent into England. Cannons just don't seem to do enough damage against their infantry.

England is devouring the Aztecs, and Persia is happily chipping away at the Vikings. If we ever get our continent secure the other one is going to be a real blast if Persia controls it all.
 
Our best chance to catch up is stealing techs. I would preferably to do so from our enemies with spies so that we don't risk more wars. We can research espionage in just 11 turns, and I would highly suggest doing so. I would even try and pre-build for the spy agency. We have Wall Street in 4, so we very much want to keep our cash about $1,000 and should avoid negative research.

After that our number one priority is infantry. We can't win with better defenders and artillery.

I think our workers should be woken up, and rail the rest of our lands. We don't know where the rubber might show up.
 
Send slaves to road our native forrests. Since Rangor is Gracious, he gets Horses, Saltpeter and 125g for Espionage. That will help him with Persia. Karakorum will have the Intelligence agency in 6 while Almarikh will have Wall Steet in 7.

IBT Six Infantry pass our Salt colony.

1405AD Send injured units home to heal and hit the approaching infantry. The rest head to Santiago.

IBT Our salt colony falls quickly while our silk colony kills two english infantry before falling. Kill anouther infatry attacking our cannon/cav stack.

1410AD Loss of silks causes rioting. Ta-Tu cav-->rifle Send rifles to Kazan to protect against the approaching Kazan.

IBT Ten infantry are now outside of Kazan. We have one of our horses pillaged.

1415AD Kazan rifle-->rifle Tabriz cav-->rifle We can get about 680 from England for peace. I'll see how much damage I can do first. Drop the three infantry in Santiago to 1hp. Thre cavs go 3/0 with one promoting to capture 17g and 2 slaves. Take two infanty in the field down to 2hp. First dies to promote our cav but the second retreats two more cavs. Our frigates in Kazan hit one infantry.
At Kazan:
Our army loses 11hp but kilks four infantry.
E cav retreats 2/4
E cav dies 3/5
E cav dies 1/5
E cav dies 2/5
V cav retreats 0/3
V cav retreats 1/3
V cav retreats 1/3
V cav wins and protes to 2hpE
E cav retreats 2/4
V cav retreats 1/4
Four rifles (and a stack of 1hp infantry) are now defending Kazan from 5 inf with 4 at 2hp and the last at 1hp. Liz is up to 720 for peace. We can hold for another turn.

IBT Aztecs and Korea stop fighting. A cave is promoted to elite on defense. English troops pull back from Kazan and head to Ta-Tu.

1420AD Ta-tu grows and riots. Kill two infantry trying to bring our cannons home.

IBT We lose 4 cannons, the two slaves and 5 cavs for two infantry as our forces were retruning home.

1425AD Ta-Tu rifle-->rifle 40 english me will be in range of Ta-Tu over the next three turns and our 10 cannons are alone. Last attack before peace with England. The army only kills one infantry. Chase down the 5 injured infantry and kill all getting a promotion and a leader. Cannons injure all they can reach. Capture a slave but lose and E cav. Have two more cavs retreat and that is our war with England. To keep her honest, I send here 150GPT fro Electricity. That is about 75GPT discount. Renew Spice deal with Korea to get Refining for Electicity, Horses and 680g. Replace Salt colony.

IBT English troops continue north.

1430AD Kazan Rifle-->Battlefield Medicine.

IBT Two Aztec cavs arrive to destroy our salt colony.

1435AD Kazan BM-->rifle Almarikh WS-->rifle Tabriz rifle-->rifle Send army to take care of Aztecs and reestablish the colony. Destroy the tundra city of Charsadda for 31g.

1440AD Karakorum IA-->cav Army destroys defenders of Bunyan including a Flak destroying an ironclad and taking 34g. We have a spy with the Aztecs but our agent was killed by Xerxes.

IBT Aztecs take a cave from our cannon escort.

1445AD Ta-Tu, Almarikh rifle-->cav notice Tabriz never built a courthouse, it will be done next turn. Our stack of cannons has to stop at the salt colony while the english get out of our way. Promote a cav on an Aztec. Kill a stack of 4 longbows on our silks and another Aztec cav. Plant a spy in Persia. We are 3 turns to having enough to steel Immediately and have 1000g in the bank.

1450AD Karakorum cav-->cav Tabriz court-->cav East wing of palace built. Cannons and 2 cavs remove threat to our salt colony. Do not see any more Aztecs. I have a stack of slaves in position to build a road between our silks and the closest source of oil. We still need to build our coal plants.

The Game
 
:wow: That was a couple of sweaty turnsets!

Since I didn't play them myself, I can only say: Good on you! :)

I'm a bit worried about all losses though, we really have to replenish our military ASAP.
 
defenders of Bunyan including a Flak
:eek:
We don't even have infantry, and the AI has flight.

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

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.
 
I think the AI have worked through the top of the tech tree to get to Flight. As Fascists, their research shold be ending soon.

I did not mention our cannons are at our Salt colony.
 
Signed up:
LKendter (on deck)
Gozpel
Kaiser_Berger
6thGenTexan
Microbe (currently playing) OVERDUE - heading toward skip

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