LK81 - Exploring RaR, Monarchy, a new civ

1250 AD (0)
I swap Clausowitz to the National Gallery.
(I) Samidi Hospital->Hussar, Gabaza National Gallery->Hussar, Buto Laborer->Laborer, Maryam Kedih Factory->Rax. We are the happiest nation in the world.

1255 AD (1)
(I) Ur Laborer->Laborer, Maryam Kedih Rax->Hussar

1260 AD (2)
(I)Refining->Repeating Rifle, due in three at -194gpt. Matara Fishery->Hussar, Ashur Factory->Hussar, Samidi Hussar->Hussar, Gabaza Hussar->Hussar, Lisht Laborer->Laborer

1265 AD (3)
(I) Koloe Town Clock->Factory

1270 AD (4)
(I) Matara Hussar->Hussar, Samidi Hussar->Hussar, Gabaza Hussar->Hussar, Haghero-Deragweh Factory->Rax, Maryam Kedih Hussar->Hussar

1275 AD (5)
(I)Repeating Rifle->Internal Combustion. Zeila Sewer System->Cavalry, Adulis Universal Sufferage->Army, Lisht Laborer->Laborer, Yeha Bazaar->Rax

1280 AD (6)
Spend a couple of grand upgrading 19 units to Cav.
(I) Matara Cav->Cav, Ashur Cav->Cav, Gabaza Cav->Cav, Sabat Factory->Cav, Gulo-Makada African Rifle->Factory, Haghero-Deragweh Rax->Cav, Anza Rifle->Rifle

1285 AD (7)
(I) Zeila Cav->Cav, Samidi Cav->Cav, Malao Laborer->Laborer, Buto Laborer->Laborer, Kedih Cav->Cav, Hawzien Guild Hall->Factory

1290 AD (8)
(I)Internal Combustion->Screw Propeller, due in 4 with Edison's. Matara Cav->Cav, Gabaza Cav->Cav, Zala-Bet-Makada Factory->Rax, Etchmara Factory->Cav, Lisht Laborer->Laborer, Yeha Rax->Rifle

1295 AD (9)
(I) Carthage and America signs an MPP. Zeila Cav->Cav, Adulis Army->Army, Zala-Bet-Makada Rax->Cav, Edfu Guild Hall->Factory. The Germans start Clausewitz's.

1300 AD (10)
There are 28 Cav and two empty armies to start you off. Have fun!
 
:hmm: Reading that building list you know Meldor want the :hammer:
I would have thrown some cannons into that mix. Cannons are more powerful then the regular game as they can hit MULTIPLE times!


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

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
We have enough production and cash that we could get a decent stack pretty quickly. I didn't think they would be able to keep up with the Cav, but they could still help.

If extra cash is needed we could make several deals to increase income more. I didn't pull the trigger on any to allow Microbe to pick any target.
 
meldor said:
We have enough production and cash that we could get a decent stack pretty quickly. I didn't think they would be able to keep up with the Cav, but they could still help.

If extra cash is needed we could make several deals to increase income more. I didn't pull the trigger on any to allow Microbe to pick any target.

I agree they can be to slow on the offensive. I tend to like a least a decent stack for holding the homeland. Artillery type units are great with rails to slaugther anything that dares to cross our borders and keep the loss ratio to almost zero.
 
We'll have tanks soon (probably by end of my turns).

The problem is Carthage and America have MPP, so there are several options:
1. Wait for it to expire then hit America or Carthage
2. MPP with Carthage and declare on America
3. Declare on Zulu and MA with Carthage/America

This affects whether we want to renew lux deal with America.

Also, I would like to build some happiness improvements to get rid of the lux (it would give more than 150gpt to us), but it needs some turns. Another thing is we haven't built Central Bank yet (the Wall Street equivalent), but we need 5 markets/banks.

So all things considered, either we directly go to war now (probably to Zulu), or we wait until tank and in the mean time build up happiness and Central Bank.

About artillery: if we research Advanced Artillery, we can build arti which moves at speed 2, as fast as tanks. But with tanks we don't really need it anyway.
 
Why not ally with the the Zulu against the Americans and Carthage. If nothing else, we can kill the American units coming down the choke while we put the hurt to Carthage and then push through America when done.
 
preturn: I am disappointed in seeing we still have lux. I lower it to 0, hire clowns and switch many cities to Arena and other happiness improvement. We get over 150gpt more in income. I then raise sci to get Screw Propeller in 2.

I sell Electricity to Egypt for spices+WM+20g. All other AIs have this tech anyway.

I'm glad to see a huge stack of cavs next to capital. However, America and Carthage have MPP..we need to wait for it to end I guess. Then maybe we take on Zulu.

I can't believe our banana colony is still alive!

(1)1305AD: note, if you clear mined forests or jungles, and there is grassland underneath, change mines to irrigation as mines don't work on grasslands.

(2)1310AD: shut off research.

Shut off research this turn.

I guess you folks don't know there is Central Bank that works like Wall Street right? But we need 5 banks for that. And we need 5 markets first. It'd take a while.

Temporarily raise lux this turn as our lux deal with America will expire.

IBT do not renew lux from America. Edison is completed and we take Mass Production and Motorized Transportation. Angkor Wat is obsolete. We still get one riot.

(3)1315AD: have to keep lux at 10 for now, but start to rebuild shrines. Automatic Weapons in 4 turns.

Carthage has Realpolitik.

(4)1320AD: Zeila is building a university and I switch it to Clausewitz in 13 turns. Yeah I know I said I wouldn't build it, but switching to any unit would lose quite some shields. It's not a bad wonder anyway, and we have enough cities on military.

IBT Zulu demands wines, and we are at war. We lose our banala colony.

(5)1325AD: We MA with America, getting 1736g and giving elephant+dyes+olive oil+cottom+50gpt.

I also sign RoP with America, and can get rubber for free! :eek:
I give Sanitation+Saltpeter+olive oil to Carthage and get Realpolitik+61gpt.
Sanitation+gold to America for silks+tobacco+37gpt.

With the war happiness we lower lux to 0.

We can build Pentagon and Central Bank now. I set Gabaza to Central Bank in 6 turns. We can also build Winter Palace and it's cheap. I rush Water Mill in Henzat and will build it there.

I start some cannons.

IBT Zulu and Germany MA vs America. Carthage declares on Zulu due to MPP. Zulu units leave the border probably going after America. No attack.

(6)1330AD: we kill two units and autoraze lbabanago + 73g.

I stop a worker tring to clear forest at our capital - we need shields.

IBT we lose one rifle. Automatic Weapons in, start Tank Warfare in 3 turns.

(7)1335AD: I selectively upgrade some riflemen.

We control the choke mountain between us and Zulu.

(8)1340AD: no attack. Those jungles are a pain to cross.

(9)1345AD: sign RoP with Carthage so it moves faster.

IBT Carthage declares on Germany. Carthage retreats units to fight Germany.

(10)1350AD: Tank Warfare in! All military build switches to MKIV.

Our cannon redline two rifles and we easily capture it (size-2). It even comes with rax and garrison. We also capture a slave which I upgrade right away.

I set research to Advanced Artillery to have faster bombardment units.

Note:

Try railroading toward the front. Our fortified trenchers don't seem to get attacked.

I haven't loaded any armies. We have 4 and are building one every 4 turns. Some MKIV armies would do serious damage.

Feel free to switch Clausewitz to Pentagon, but I personally would continue with it and hope for a leader to rush Pentagon. 2-MKIV armies are powerful enough.

There is a Zulu galley on the coastline. I would put two defenders in cities it could reach. I'm building some navy too.
 
LK81-1350AD.jpg
 
I lower it to 0, hire clowns
That is a phrase I never want to hear. I hope you are talking a handful in our remote villages.

I guess you folks don't know there is Central Bank that works like Wall Street right? But we need 5 banks for that. And we need 5 markets first. It'd take a while.
I am very much aware of it. In fact in CZ4 I start the push for it. I don't think I even had the option on my last turn.

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

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
LKendter said:
That is a phrase I never want to hear. I hope you are talking a handful in our remote villages.

It was in a few core cities. They all maxed out in pop and this didn't affect production. It gave us more than 150gpt. Clowns removed after finishing some happiness improvements.
 
1350 AD
We already have 4 empty armies. I am stopping army production until the Pentagon is done as 2 unit armies aren't that strong. I swap Clausewitz's on War to the Pentagon.

Aksum is our best shield city and is swapped to Crystal Palace. This will give our civ a huge production boast.

I wake up as many cavalry as possible in Isipezi as and move them out. I won't leave that many units at flip risk.


1355 AD
(IT) Germany and Zululand sign an MPP. It looks like we are going to be fighting Germany shortly.
We suddenly lose our supplies of 2 luxuries. This appears to be because America lost another city to the Zulu.


1360 AD
I notice Germany is already fighting Carthage. I doubt we will see any German troops.

I capture Umfolozi for $72 and 2 workers that will be immediately upgraded.
(IT) Parks are a great way to fight pollution, so the next research project is City Planning.


1365 AD
Our tank dies against a rifleman. :(


1370 AD
Our elite tank takes a beating, but Dallas is captured for $74.

I just learned how powerful move 2 artillery are. I cross the border, bombard Tugela, and the cavalry razed it for $113 and 4 workers. The city was just too large to capture.
(IT) The Zulu failed to attack an exposed 1 hp unit cavalry. The Zulu are gassed big time.


1375 AD
Zunguin is captured for $78.
Bapedi is captured for $80 and 4 frelling resistors.


1380 AD
Our tank army takes Mpondo easily for $87.
Cannon having a defensive factor sucks. You can't capture enemy artillery anymore. It was painful to simply kill 2 Zulu cannon. :(
I capture Hlobane with artillery and cavalry for $90 and a worker.
(IT) I have no idea what the War College is, but our people want to build it.
The foolish Zulu complete Clausewitz. Well it looks like I want to capture Zimbabwe.


1385 AD
Little Bighorn is captured for $93.
(IT) Carthage and Germany sign a peace treaty.

The American city of Detroit joins our empire as they overthrown there oppressors.
Did you know the city was built on rubber? :D :D :D


1390 AD
Our navy gets its first battle by sinking a galley.
We lost an elite cavalry to a 1hp rifleman. :cry:
Bear Butte is captured for $97, 1 worker, and 2 frelling resistors.
Two tank armies can't even kill everything in the Zimbabwe even after killing several units last turn. I throw a cavalry against a one cavalry army and tank the city. We get $152, 2 more workers, and Clausewitz. We also get the Slave Trade wonder and half our empire goes miserable. :mad:
Luxuries are back to 10%.

The RnG is really crazy as I know get a leader from the Zimbabwe assault right after losing the elite cavalry. We are already building armies like crazy, and I don't really see the need for war college and yet more armies. I finally decide on rushing battlefield medicine in Malao.
(IT) I cancel our sale of dyes to Carthage. I don't know what civ will be the next target.
We get a free army the same turn we build an army. :crazyeye:


1395 AD
I capture Isandhlwana for $150, no workers, and the obsolete Voyage of Discovery.
(IT) I still research on emancipation to kill the unwanted slave markets.
Well it was inevitable. The Zulu city of Bear Butte flips back to them. They shouldn't be around long enough for this to happen again.

Why in the #@$@#$#@ did the game switch cities to building amphibious infantry?


1400 AD
Ulundi is captured for $103 and 2 more workers.
Bear Butte is recovered for $108.

It may be a mistake, but I capture size 7 Swazi for $171 and 6 resistors.
The tank armies let us take Intombe for $117.




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

Summary:
This is simply smash the AI time. Tank armies, brutal artillery and lots of cavalry are eating the Zulu alive. The biggest slowdown was lack of DEFENSE to keep the workers safe that were trying to connect all of the new cities and get the units to the front. The other issue is almost no workers have been able to improve the core as they have been tied up railing to the front.

My city production has been military along with the occasional building in the core cities. My buildings are shrines and temples to fix happy problems, and parks to stop pollution.

Kill the luxury tax after the slave markets are gone.

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

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

http://www.civfanatics.net/uploads8/LK81-1400AD.zip
 
Aksum is our best shield city and is swapped to Crystal Palace. This will give our civ a huge production boast.

If I remember correctly, you pay for the improvement it puts in every city, even in very corrupt towns, so it does hurt the economy a lot and more so as we grow. So I usually don't build it. We have enough shields.
 
microbe said:
If I remember correctly, you pay for the improvement it puts in every city, even in very corrupt towns, so it does hurt the economy a lot and more so as we grow. So I usually don't build it. We have enough shields.
:hmm: That could be possible. Since this is only my second RaR to get past the middle ages that could be a mistake. Time will time - we are gaining a lot of cities. :D

The Zulu may not make it past RRau's turn.


I am sure Doc will pop in with a comment on this on. ;)
 
microbe said:
If I remember correctly, you pay for the improvement it puts in every city, even in very corrupt towns, so it does hurt the economy a lot and more so as we grow. So I usually don't build it. We have enough shields.
Any wonder that grants a building to every city, or every city on the continent, does so maintenance free.
That's hard coded into the game engine. :)
 
Let's wait for Doc then.

The Civilopedia says the following:

Crystal Palace puts a free Assembly Plant to every city.

But for the Assembly Plant it says:

It cannot be built, but is granted for free to the creator of the Crystal Palace Wonder. Note that each Assembly Plant costs money to maintain, so make sure you have a healthy economy before building the wonder.

So the Civilopedia is kinda self-contradictory. It says "free" but also "costs money".

But the maintenance cost is just 1g, so I guess it's still worth..
 
Cool.

Do you plan to fix the doc in the next release? :) I think I found a few such problems and if you don't mind I can bother you with the bug report.

For example, one thing I found was some SS parts costs are not consistent with the Civilopedia.
 
Still on skip, sorry.I think it is very unlikely that I will be able to check here in again before you all have won the game...the problem seems to be hardware related, which is the reason why it takes so long.Maybe I will buy a new PC, if repairing my old one is too expensive.
 
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