LK81 - Exploring RaR, Monarchy, a new civ

Signed up:
LKendter
Rrau
Pfeffersack
Meldor (currently playing)
Microbe (on deck)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
Signed up:
LKendter
Rrau
Pfeffersack
Meldor (currently playing) Overdue for got it, heading toward skip
Microbe (on deck)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
850 AD (0)
OK, I swap capital to univercity and dump 110 shields. It will start ToE next turn. No one can pay top dolar for Steam so I decline to sell at this time.
(I) We finish ToE and start on Nationalism due in 3. Aksum Uni->ToE (15 turns). The Americans start the Encyclopedia.

860 AD (1)
Instead of shifting the units to the core just yet, I move them north to keep an eye on a large stack of American troops moving through our lands.
(I) Zeila Bank_>Town Clock, Dergouah Rax->Laborer, Hawzien Forge->Rax

870 AD (2)
I am going to peal some laborers off of our maxed cities to help improvements.
(I) America and Carthage ally against Germany. Ashur Water Mill->Toll House, Gabaza Town Clock->Toll House. Henzat Forge->Laborer, Maryam Wind Mill->Town Clock

880 AD (3)
Turn down Science to 50%. Lots of worker moves. A lot of American units moving through. IF Carthage look to be in trouble, we may jump on the band wagon and snag some land.
(I)Nationalism->Industrialization (due in 4). People want a National Monument to Meldor built, we will see, it sounds good. Degum Laborer->Forge, Samidi Guild Hall->Town Clock, Gabaza Tool House->National Monument, Qohayto Win Mill->Town Clock, Tekondo Forge->Laborer, Etchmara Qater Mill->Towm Clock, Haghero-Deragweh Wind Mill->Town Clock, Yeha Major Port->Wind Mill, Anza Laborer->Forge. The Germans start the Encyclopedia.

890 AD (4)
Carthage Nationalism for Federalism, 332g and 43gpt.
Egypt Nationalism for Spices, WM, 240g and 22gpt.
Egypt Federalism for 33gpt. That cleans them out and they would have bought it anyway.
No one else can pay anything.
This gives us 206gpt income with science maxed at 70%
I will continue with major infrastructure build while we are still in GA. With the extra income, I upgrade 9 pikes and 5 muskets to Line Infantry. I will have to start rotating troops to get the front line defenses up to what they should be. We have way too many Javs still hanging around.
(I) Matara East Indian Trade Company->Guild Hall, Ashur Toll House->Rax, Derougah Laborer->Aqueduct.

900 AD (5)
I catch Koloe in time and switch the Aqueduct to a Wind Mill, I will then build its harbor, port, ect.
(I) Zeila Town Clock->Toll House, Sabat Wind Mill->Town Clock, Koloe Wind Mill->Harbor, Hawzein Rax->Laborer

910 AD (6)
Not much but worker stuff.
(I) Ashur Rax->Guild Hall, Gulo-Makada Win Mill->Harbor, Buto Labaorer->Colonist, Edfu Forge->Port. The Germans complete the Great Library

920 AD (7)
Carthage gets Steam Power for 471g and 71gpt.
Zulu gets Steam Power for 179g and 47gpt
(I)

930 AD (8)
Science down to 40%
(I) Complete Industrialization start Steam Engine (due in 4). Samidi Twon Clock->Factory, Henzat Laborer->Aqueduct, Hawzien Laborer->Major Port

940 AD (9)
More worker movement.
(I) Matara Guild Hall->Factory, Adulis Military Academy->Factory, Zala-Bet-Makada Summer Palace->Forge, Etchmara Town Clock->Guild Hall, Degum Laborer->Rax, Koloe Harbor->Port, Tekondo Laborer->Port. The folks want to build the Summer Gardens, Gulo-Makada Harbor->Port, Lisht Laborer->Rax.

950 AD (10)
Move the workers around.

Steam Engine is due in 2 at +463gpt. ToE is due in 6. Might want to Switch Gabaza to a Factory.
 
preturn: I would not have tried to build ToE yet. AI is usually slow at it and later techs are more expensive to pick up. I want to switch it to Newton but it'd lose more than 100 shields, so I have to live with it.

Switch Zeila from shakespear to factory.

We are paying 117 raw gpt for lux, and we need to fix that.

I think next natural target is America. There is a very nice choke as the front. In the next 20 turns we may want to build up a force. Our military is quite weak.

I can't believe Zulu still hasn't got the Banana into its border. Maybe a colony would be good to have.

I suggest we revolt into Federal Republic after the GA.

We could buy a lux from America but we need more than one happy faces to lower lux rate.

We are building forge in Ur with 2spt, sorry, switch to line infantry (as it got a rax).

Koloe maxed out in pop so MM to have higher shields (50% more).

Pithom is so hopelessly corrupt, switch courthouse to colonist.

IBT Germany completes Copernicus. My favorite wonder.

(1)960AD: upgrade some javs and workers.

IBT Steam Engine -> High Explosives.

(2)970AD: Carthage and Germany make peace.

IBT renew 3 for 2 lux from America. Anyway we are not going to fight it within 20 turns. Let it burn its troops with Egypt and we need to build up our forces.

Lost a turn somewhere

(4)990AD: create banana colony. Not enough to lower lux, though.

I find that wr are building National Monument. Useless. Switch to Taj Mahal which doubles shrine happiness. Although Angkor Wat is going to expire soon, this wonder doesn't expire.

(5)1000AD:

IBT Zulu demands dyes, sure. It also gets Constitionalism. It just once again proves that AI tend to demand when it gets a new tech.

(6)1010AD: we get High Explosives, complete ToE, pick up Electricity and Replaceable parts, start railroading.

I get Constitutionalism + 48g from Egypt by Steam Power + Elephant + Gold + Olive Oil, and set research to Social Darwinism.

Note, we'll want Modern Legal Systems. Superme Court is a very cheap wonder that provides a local courthouse in every city, but we need to build 3 district courthouses. So I start them in 3 decent cities due in about 7 turns.

IBT Germany and Zulu make peace.

(7)1020AD: upgrade 15 line infantry to riflemen.

(8)1030AD:

(9)1040AD: Found Malao to fill the gap. Zulu and Egypt make peace. Renew peace with Egypt. Our GA ended.

(10)1050AD: Edison's Workshop is a prebuild for Superme Court.

Do we want to revolt into Federal Republic? It allows faster workers and 100% research.

Anyway we should start to push for military. We have 12 turns deal left with America.

After Modern Legal System let's research Repeating Rifles, and beeline to Tanks.

I would also try to build cheap happiness improvements in our core and eliminate the lux rate. Temples/markets can be built in one turn for those cities. Angkor Wat will expire with Mass Production too, so we should rebuild the shrine too if needed, as its effect is doubled by Taj Mahal (in 2 turns).

We need more workers too. We probably should set some remote towns into them. Another way is to just get them through war.

We have no rubber, but America does.
 
Signed up:
LKendter (currently playing)
Rrau (on deck)
Pfeffersack
Meldor
Microbe

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
microbe said:
Then fix the civilopedia :)
It's being worked on but it's a lot of work. :p
Until it is fixed, I would suggest you don't trust it. Check the .biq file in the editor.
 
1050 AD
My main goal will be getting the railroading crews together, and a better rail-net. Once the cities are connected I should be able to upgrade more troops.


1060 AD
(IT) The next research project is steel. That will open up commercial docks and yet move revenue.
Not sure how much we will gain, but the Taj Mahal completes.


1090 AD
I ship Steam Engine to Carthage for wm, Grand Strategy and $2008.
The monopoly is broken, so I ship it to America for wm, $566 and $18/turn.


1100 AD
(IT) Carthage and Egypt sign a peace treaty.


1110 AD
(IT) The next research project is corporation to head toward refining.


1120 AD
I give up the secrets of Electricity to the Zulu for wm, Medicine, $990 and $15/turn. Hospitals are another source of a production boast.


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

Summary:
Even with cash rushing several laborers in our corrupt cities we are still way short. I also skimmed some out of our maxed out cities. I got most of the major cities on the rail-net, but there are still gaps. I haven't even starting trying to rail our core cities.

We have a massive wonder push in progress - Universal Suffrage (ww help), Supreme Court (free courthouses), and Newton's (science boast).
In addition, we want to get Edison's for the free techs, Crystal Palace (need to build some power plants) and I suspect a few more.




Signed up:
LKendter
Rrau (currently playing)
Pfeffersack (on deck) Can I get a playing status update?
Meldor
Microbe

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

http://www.civfanatics.net/uploads8/LK81-1150AD.zip
 
Sadly, I'm still not able to play (online from my parents, which computer is way to slow to run CivIII) and I have still no clue what is wrong with my own computer.
 
Signed up:
LKendter
Rrau (currently playing)
Pfeffersack (skipped)
Meldor (on deck)
Microbe

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
LKendter said:
We have a massive wonder push in progress - Universal Suffrage (ww help), Supreme Court (free courthouses), and Newton's (science boast).

Let's not build Universal Suffrage. It's expensive and gives very little benefit.

Newton is good, but just for one city and I'd rather spend shields on military.

Supreme Court, yes, but I am surprised we haven't built it yet as I have started prebuild for it! (if the civilopedia is right about the cost of 560 shields)

So, are we going for domination or not? This mod has endless buildings, so if we want to build everything, there is no time for military.
 
So, are we going for domination or not? This mod has endless buildings, so if we want to build everything, there is no time for military.
We are going for domination. I upgrade all our weak defenders to rifles. We have a defensive rail-net almost completed. Some of our cities are starting to run out of buildings are will go on pure military soon. At this point our best attacker is weaker then the best defender out there. A military push doesn't make sense until we have a better attacking unit to build.
 
got it........
 
preflight (1150ad)

I am keeping Newton's in our capital. It will increase beakers by 100%.
Rush Factory is Gabaza for 608g - I want this to start building Clausowitz for 1/2 price upgrades

ibt:

America and Egypt signed a peace treaty
Start learning Sanitation to build sewers
Gabaza factory => Clausewitz's On War

turn 1 (1160ad)

railroading

turn 2 (1170ad)

railroading
Upgraded Last Javalineer.

ibt:

America want to renew lux trades, agree
Supreme Court completes

turn 3 (1180ad)

railroading

turn 4 (1190ad)

railroading

ibt:

Learn Sanitation, start Refrigeration

turn 5 (1200ad)

railroading

ibt:

Completed Newton's => sewer
Zulu start Edison's

turn 6 (1210ad)

disband a rifle in Aksum then rush sewer for 2200g

turn 7 (1220ad)

railroading

turn 8 (1230ad)

railroading

ibt:

America and Germany signed peace treaty
we built an army

turn 9 (1240ad)

Aksum has a cereal 2 - I don't think I've ever seen a RaR city with so many food bonuses
Fortified army in Adulis
railroading
Investigated Zimbabwe (see screenie). They have 40 turns to go on Edison's.

turn 10 (1250ad)

Railroading

notes:

Rail line to last city should be done on this ibt

Some of the higher shield cities are partially railroaded to boost production

Researching refining towards mass production

Aksum is MM's for shields, not food. Might want to MM it more when it's closer to finishing Edison's so it corresponds with learning a tech

I think we have an odd number of foreign laborors (might be wrong). Consider joining them to Aksum.
 
I want this to start building Clausowitz for 1/2 price upgrades

I wouldn't spend shields on it. All wonders are good, huh? Kill the addiction please. We have enough gold.

I would start military now. Even if we want to use tanks to conquer the world, some cannons upgrading to artillery would be good. In this mod arti is way overpowered - they move 2 tiles, and soon 3 tiles per turn, and usually one is enough to redline a rifleman.
 
Rrau said:
I think we have an odd number of foreign laborors (might be wrong). Consider joining them to Aksum.
NO! I don't want a war and having to deal with people rioting because we are fighting the mother country. I realize they aren't as fast, but why give up the free workers.
We have a ton of rails left to build. Why slow down the rail building.

Rrau said:
disband a rifle in Aksum then rush sewer for 2200g
IMO this was a mistake. We only gain a few more food only tiles from the Sewer. We won't make that back up for the rest of the game. If we are going to rush it must give a clear gain. My laborer rushes were to speed up the rail-net, and were clearly worth it. This was money down the draw.

Microbe said:
I wouldn't spend shields on it. All wonders are good, huh? Kill the addiction please. We have enough gold.
I agree with Microbe. We are so cash rich that Clausowitz doesn't gain us that much. The upgrades to rifles are completed already. I would cancel that build and swap to National Gallery to get back to more important things.


Microbe said:
I would start military now.
I agree with Microbe. With the cash we have we should at least build some cannons for future upgrade.


Signed up:
LKendter
Rrau
Pfeffersack (skipped)
Meldor (currently playing)
Microbe (on deck)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
I just meant join the one odd worker. Unless you want to work that one by them selves at the edges of the empire, it's wasted worker turns.
 
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