LK93 - RaR, 25K again, not OCC

Preturn- We look good.

IT- Chichen Itza is finished, Start on Temple of Zeus.

T1 70

Not much.

IT- We learn Physics. I decide to go for Matchlock so we can work toward Shakes.

T2 90

Again nothing much exciting.

IT- zzz

T3 110

1 turn till ToZ.

IT- ToZ completed, decide that Heroic Epic offers a cheap 2 culture points so we go with that.

T4 130

Nothing new. Matchlock next turn.

IT- Korea demands gems. Part of me wants to tell him to stuff it because of a potentially unsafe trade route, but the thought of the Sioux being brought in against us is not good. I cave.

We learn Matchlock, set for Absolutism once we get Nav through Trade.

T5 150

Matchlock to Sioux for Horses, Tea, and TM. Matchlock and 50g to Japan for Navigation. Matchlock and 375g to Korea for Magnetism. Magnetism and 150g to Sioux for Map Making. Matchlock to England for Printing Press and 130g. Matchlock to India for Music Theory and 100g.

I set Damascus to build some Ansar Warriors to bolster our military since we now have horses.

IT- We get HE, start on Royal Tournament.

T6 170

Not much new to do.

IT- zzz

T7 190

Nothing new.

IT- sss

T8 210

Several civs now have Absolutism, we get it next turn.

IT- Learn Absolutism, head towards Humanism. Complete Royal Tournament, start Training Camp.

T9 230

Nothing new.

IT- zzz

T10 250

Nothing much.


Summary

We have Training Camp due in 2, Humanism in 3. We are at 47cpt. Lots of production boosters finished. Hopefully we're the first to Humanism, should be great trade bait.
 
preturn: Training Camp is not urgent to build and I doubt we'll ever build it. I switch to Leonard. It doesn't have the highest culture but very useful.

IBT: England starts Newton.

260AD: I sell Currency to France for WM. England is building Newton in Coverntry, size 7, and it has some shields, pretty competitive.

IBT Sioux starts Newton too.

280AD: We get Humanism the first.

Sell Humanism to Korea for Newtonian Synthesis+330g.
Humanism+silks to India for Metallurgy+46g.
Humanism+spices+WM+171g to Sioux for Juris Prudence.
Humanism+473g to England for Mercantilism.

I sell Banking to Germany for WM+12g+2 workers.

I then switch to Encyclopedie in 7 turns.

Our capital is making 119spt, just one shield off 120g otherwise we'd be able to build it in 6 instead of 7 turns. I starve it a bit to get it in 6 turns.

300AD: AI have Theory of Warfare. I buy with 18g. Set to Social Contract in 4 turns.

330AD: We build Encyclopedie.

340AD: Start university then we go for Newton?

Sell Social Contract to Korea for 1317g.
Sell Social Contract+gems to Sioux for worker+704g.
Sell Social Contract+gems+4g to England for incense.

Shut off research.

IBT we learn Economics, Leadership, Naval Cannon, Ship Building.

350AD: Sell Social Contract to India for WM+90g+6gpt.

Note: We can build Shakespear in 6 turns if we choose to do so (self-research Free Artistry). But we may want to build Guild Hall first.
 

Attachments

Signed up:
LKendter (on deck)
Kaiser_Berger
Microbe
Sanabas (currently playing)

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

While there are no specific variant restrictions remember the basic goal is a semi-passive 25K.
War should be to trim the leader, stop a launch, or to grab a critical resource.
 
Lurker comment:

"Complete Royal Tournament"

:confused:

Will be interesting to see if you get any units for your investment of 2 gpt for the rest of the game...
 
lurker's comment:
Training Camp/Royal Tournament are a waste of shields for most games.
They do make sense if you can build them very early (lots of MGLs), or in OCCs (again, build them early) - since you can upgrade the mediocre units, you do indeed save production turns here.
But, they expire - and once they expire, all they do is costing upkeep. Unlike Great Wonders, obsolete Small Wonders/Improvements don't produce culture...
 
Kaiser_Berger said:
Chalk it up to my RaR inexperience, I suppose. Didn't know the culture would expire.

Kaiser, it's not just about expiration of culture. There are many nice great wonders to grab (I love those scientific ones, and JS Bach/Sistine have high culture too).

* Training Camp would have expired as soon as it was completed (I switched)
* This is a passive game, so HE isn't useful.
* ToZ already expired when you built it.

These wouldn't be my choices. Consulting to Civiloperia would be good to do. Although it often has errors, I've never seen one in culture/expiration.

In a word, if you want cheap buildings with culture, build universities, cathedrals, etc, otherwise go for great wonders. Small wonders, unless they are really good, skip them.
 
350AD: All looks good. Outside of Mecca, I built a few pikemen & dragoons during my turns, I was aiming for at least 2-3 pikes per city, so we have a bit more chance of repelling an invasion if it happens. Pushed research to 70%, we will get Free Artistry in 4 turns.

380AD: London builds Sistine Chapel, our golden age ends, we get Cav Tactics, Flintlock & Medicine from Encyclopedie, and are now in the IA.

390AD: England build Leonardo's. Research Free Artistry, switch Research back off. England & Korea both have FA, we didn't need to research ourselves. :mad: Cross fingers that they don't build Shake's first. Lose our tea & horse supply, buy Tea off the Sioux for 200gold & WM. We now have horses connected somewhere in our borders, so no need to buy them.

400AD: Tokyo builds Circus Maximus, Encyc gives Constitutionalism & Steam Power.

410AD: Delhi builds Gutenberg's Bible, Encyc gives Federalism. We now have Federal Republic & Const Monarchy available, I'm not sure if it's worth switching, I don't think the lower corruption will offset the increased unit support cost with our empire so small.

430AD: We build Shakespeare's Theater!!

440AD: Encyc gives Grand Strategy, Mecca builds Artist Guild

450AD: Mecca builds Guild Hall.

We still have Basilica, Cathedral & Uni to build in Mecca, we also have a good small wonder available now. National Gallery (I think. might have been national library) 800 shields and 3cpt, doesn't expire, it's a good fallback that lets us aim for a wonder. Mecca is now at 66cpt. We also have a spare gems we can trade somewhere, or gift to anyone looking threatening.
 
Signed up:
LKendter (currently playing)
Kaiser_Berger (on deck)
Microbe
Sanabas

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

While there are no specific variant restrictions remember the basic goal is a semi-passive 25K.
War should be to trim the leader, stop a launch, or to grab a critical resource.
 
450 AD
I saw Microbes comments about Newton. However, there are already 3 civs building it. We lack the needed university. I don't think we can get this one.
(IT) We get Naval Tactics for free.


460 AD
(IT) We get Nationalism for free. Another culture building is now available - National Monument (3 culture points).


470 AD
England declares war on Japan.
(IT) We get Modern Legal System for free. With our small empire I am not sure if Supreme Court will matter that much.

England completes Newton's before we can even finish the university.


490 AD
(IT) We get Grand War for free.


500 AD
(IT) Germany declares war on Japan due to an MPP with England.


510 AD
I sell Germany Free Artistry for wm, 2 workers and $59.
(IT) We get Theory of Evolution for free.


520 AD
(IT) We get Industrialization for free.


540 AD
(IT) We get Social Darwinism for free.

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

Summary:

This will be the only semi-passive 25K game I run. Any more culture games won't have any restrictions on warring. With RaR passive is more boring then standard C3C. I am not sure why.

There is no clear path on the culture buildings. I just snuck in anything I could find including the university that is a prerequisite for some wonders.

Signed up:
LKendter
Kaiser_Berger (currently playing)
Microbe (on deck)
Sanabas

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

While there are no specific variant restrictions remember the basic goal is a semi-passive 25K.
War should be to trim the leader, stop a launch, or to grab a critical resource.

http://www.civfanatics.net/uploads9/LK93-550AD.zip
 
Signed up:
LKendter
Kaiser_Berger (currently playing) OVERDUE for got it - heading to skip.
Microbe (on deck)
Sanabas

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

While there are no specific variant restrictions remember the basic goal is a semi-passive 25K.
War should be to trim the leader, stop a launch, or to grab a critical resource.
 
Preturn- We look alright.

IT- zzz

T1 560

Nothing.

IT- Lots of people gang up on Japan. India completes Bachs.

T2 570

Nothing.

IT- We learn Steel. Sioux complete East India. We complete Opera house, start on Clausewitz, will see if we can get it.

T3 580

Nothing of interest.

IT- zzz

T4 590

Nichts.

IT- zzz

T5 600

Nothing new.

T8 630

We learn Marxism and Corporation. Siouz complete Clausewitz, so we switch to ToE for kicks.

T9 640

Siouz demand and get silks.



Summary

Our cpt in Mecca is going up. Not really sure of much else, as this game is fairly foreign to me. It will be a while before I sign up for any more RaR SGs.
 
Kaiser_Berger said:
It will be a while before I sign up for any more RaR SGs.
Sorry to hear that. I know the LK series will be going heavy RaR.


Signed up:
LKendter
Kaiser_Berger
Microbe (currently playing)
Sanabas (on deck)

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

While there are no specific variant restrictions remember the basic goal is a semi-passive 25K.
War should be to trim the leader, stop a launch, or to grab a critical resource.
 
We now can win via 25K. It will happen within 260 turns. A lot of buildings will still double taking some of the time off of the date. However, that date will most likely have problems with an AI launching on us.

The good news is there are still 3 small wonders as standby for culture along with a Museum. We are close to the 750 AD cutoff for good doubling. I would avoid the factory until after 750AD.

Signed up:
LKendter
Kaiser_Berger
Microbe (currently playing)
Sanabas (on deck)

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

While there are no specific variant restrictions remember the basic goal is a semi-passive 25K.
War should be to trim the leader, stop a launch, or to grab a critical resource.
 
preturn: switch from ToE to National Gallery with higher culture. We don't need ToE.

I buy two luxes from Japan by 22gpt, and sell Grand Stratery+Constitutionalism to Japan for WM£«74gpt+67g. I do it in two trades so we wouldn't lose gpt if its resources are pillaged.

I lower lux to 10.

Interesting, we are building newspaper? I wouldn't worry about propaganda! Switch to Guild Hall.

I also switch hospitals to factories - calculate the cost/benefit ratio.

IBT we learn Steam Engine.

670AD: National Gallery -> Museum in 5 turns (2cpt). Notice the 80% cap so raise lux to 20 again..

690AD: lose cotton from Japan. Sioux completes Magellan's.

700AD: England researches fast..it has Electricity+Registration. It starts Edison's Workshop.

710AD: We learn Electricity. Museum due -> National Monument in 8 turns (3cpt). It will finish a little after 750AD but is still worth a lot.

IBT we learn Espionage and Refrigeration.

740AD: Germany and England MA vs Japan.

Note: we should build factory and hospital after National Monument.

Or if we want Smith more than culture, switch to it and we probably could get it in about 8 turns.

We are 88cpt with just over 5K.

Japan is dying. If not for the passive rule I'd launch a dogpile on England..
 

Attachments

Signed up:
LKendter (on deck)
Kaiser_Berger
Microbe
Sanabas (currently playing)

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

While there are no specific variant restrictions remember the basic goal is a semi-passive 25K.
War should be to trim the leader, stop a launch, or to grab a critical resource.
 
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