LK93 - RaR, 25K again, not OCC

got it. posting this from uni, so won't download the save until I get home tonight, won't be able to play until tomorrow sometime.
 
750AD - All good. Switch Mecca to factory, as our next culture build won't happen until 800AD, not much use for doubling. Fustat is right on the edge happiness-wise, so switch it to Temple. Also turn up research and switch to Military Tradition, due in 3 turns, we should get a monopoly on it.

760AD- Factory due next turn, and High Explosives should appear soon, so buy coal & dyes off england for 865 gold so we can build coal plant & railroad.

770AD - Lux down to 10%, Mecca builds Factory

780AD - Research Military Tradition, start researching Screw Propeller
Sel Mil Trad to England for WM & 1770 gold, sell to Korea for 208 gold & 34 gpt.

790AD - Mecca builds Coal Plant, H.Ex & railroads due next turn

800AD - Mecca builds Hospital, start on Taj Mahal. It's useful and 3 cpt, so build it before the small wonders.
We get High Explosives, start railroading
fur deal expires, Sell Espionage to India for WM, 48 gold, 11 gpt & furs

810AD - Pollution in mecca, cleaned immediately

820AD - Pollution in Medina, cleaned immediately
Sell H.Ex to Korea for WM, 129 gold & 39 gpt

830AD - Research Screw Propeller, switch research off again, as I'm not confident of monopolisong any of the available techs
Sell Screw to Eng for WM, 2900 gold
Sell to Sioux for 33 gold & 72 gpt
Sell to Korea for 27 gold & 42 gpt

840, 850 - zzzzz.

Replaceable Parts & Riflemen are due next turn, we can afford to immediately upgrade all our pikemen. Most of the workers around Mecca are split into 2 teams of 8 each, (with foreign ones counting as 1/3), so each team can railroad 1 tile per turn. 1 team is split up due to cleaning pollution not needing a whole team. We can consider changing govt to increase worker speed, probably still not worth the extra cost, we'll have enough surplus workers to deal with pollution when we finish railroading. Mecca is still at 88cpt, now at 176 spt, that should finish above 200 when railroading & a mine or 2 is finished.
 
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.
 
850 AD
(IT) We get Replaceable Parts for free.
Taj Mahal is added to our list of wonders. The wonder list is so pathetic that I go for National Monument next.


870 AD
(IT) The Sioux and Korea sign a MPP.


880 AD
(IT) France and Japan sign a peace treaty.


890 AD
(IT) We complete Smith's. :dance:


910 AD
(IT) We get refining for free. We actually have oil.
Mecca is going off culture for a few turns. I want to build bank, stock exchange and district courthouse to get us closer to more culture buildings.


920 AD
(IT) Korea and Japan sign a peace treaty.


940 AD
(IT) Japan and England sign a peace treaty.

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

Summary:
We want to get 5 banks, and then 5 stock exchanges. This gives us two more small wonders to build.
No AI has build supreme court, so we also want to build 3 district courthouses to build the Supreme Court.

I upgrade a decent number of units to rifles. Please continue the process.

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/LK93-950AD.zip
 
750AD - All good. Switch Mecca to factory, as our next culture build won't happen until 800AD, not much use for doubling.

It would double at 1800AD!

When do we expect to win? I have no idea with RaR but in normal games 1800AD is still a while from 20K.
 
microbe said:
It would double at 1800AD!

When do we expect to win? I have no idea with RaR but in normal games 1800AD is still a while from 20K.

At our current pace we're looking at approx 1850AD (turn 400) for 25k. With the buildings we still have to double, and the culture buildings we still have available, I expect we'll win before 1800.
 
Preturn- We look alright.

IT- Korea takes our silks. I think I've had our silks demanded away on every single turn set I've had :lol:

T1 960

Not much. Get coal back from India for a tech. Continue RR.

T4 990

We learn Thermodynamics.

T6 1010

We get Repeating Rifle and Supreme Court finishes in Mecca.

T9 1040

We get Sanitation.

T10 1050

We complete Central Bank.


Summary

Fairly boring turns. We're at 103cpt now.
 
Fairly boring turns. We're at 103cpt now.
As long as that number keeps improving I will be happy.

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

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: I switch to Edison's Workshop for the 100% sci boost. It's still worth it although taking 2 turns more. Then we should go ToE. Arc De Triomphe is the last choice.

India gets Thermodynamics for furs+WM+10g. I lower lux to 10 and keep sci at 10.

AGAIN, why are we building newspapers? I've pointed this out and we are still repeating this mistake! I switch to hospital.

IBT Japan and Germany make peace. We learn City Planning.

(1)1060AD: I keep 10% sci on Compulsory Education.

(2)1070AD: England completes Arc De Triomphe.

(3)1080AD: IBT we learn Realpolitik.

(4)1090AD:

(5)1100AD: make Baghdad a 2-turn worker pump. We are seriously short of workers.

I sell Realpolitik to Korea for WM+188g+57gpt.

(6)1110AD: we learn Internal Combustion.

(8)1130AD: Pollution delays Edison by one turn. :mad:

IBT we build Edison's Workshop. We learn Compulsory Education and Flight. Shangri La is obsolete. Next up is Park for the pollution. It even has 1 culture.

England starts Crystal Palace!

(9)1140AD: raise lux back to 20..

IBT we learn Emancipation. Slave Trade then becomes obsolete.

(10)1150AD: Oddly England doesn't have Compulsory Education. I sell to it for 3029g+11gpt.

We can built Crystal Palace in 11 turns. We should be able to get it. I research Mass Production in 6 turns and start prebuild on ToE. Make sure to switch ToE to Crystal Palace. EDIT: we could also use Emacipation Prolamtion as prebuild in 9, and slow down research.

We are 111cpt with 8921 in total.

I have Medica pump cavalry. The only way we could lose is military.
 

Attachments

got it. Full speed ahead for crystal palace & big production boost. Don't think you've said anything about newspapers in this thread., but yeah, there's no point to us building them.
 
1150 - all good

1160 - coal deal expires, sell emancipation to India for coal & WM

1170 - Encyc gives Advanced Metallurgy

1180 - zzz

1190 - Korea builds Theory of Evolution

1200 - Research Mass Production, Encyc gives Theory of Relativity, Angkor Wat is obsolete, switch research back off, lux to 20%

1210 - zzz

1220 - England declare war on India
Buy rubber off england, aluminium off sioux, both for 1 gold.

1230 - France allies with England against India
Korea build Universal Sufferage

1240 - zzz

1250 - Encyc gives motorised transportation
Fur deal expires, Refrigeration to India for furs & 12 gold. We can do silks for furs, but I don't want to risk the rep hit if India's war kills the deal.

Other cities kept on pumping Cavalry & Artillery. Crystal Palace is due next turn, Eiffel tower & Wall St should be our next targets, we need to make sure we get league of nations which will be available soon. Mecca is now at 10051 culture, 113 cpt, our latest possible 25k win is now turn 372 (1824?).
 
:scan: Looking for the save. :scan:

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.
 
@Sanabas, I am still trying to find the save. Can you please post it.
 
Oops, sorry. I shouldn't post reports as a break from uni work, as apparently I forget to switch my brain on for them. Save is now attached.
 
http://www.civfanatics.net/uploads9/LK93-1300AD.zip

1250 AD
(IT) The Crystal Palace is completed. We now make 315 shields a turn in Mecca.
England completes Emancipation Proclamation.
We get Quantum Physics for free.


1255 AD
(IT) England completes Eiffel Tower. :cry:


1260 AD
I swap to Einstein's Lab and hope we get that.
(IT) This is NOT want I wanted to see. The monster Sioux allies with science leader England against India.


1265 AD
(IT) The only reason I don't tell Lizzie to shove her $100 demand is the fear the Sioux would join the fight.
Our border with the English got larger because they took Bangalore.


1270 AD
(IT) India will be the odd-man out. Germany and the Sioux ally against them.
We caught England trying to plant a spy.


1275 AD
England is a runaway science leader. I saw an English tank.
(IT) Japan and India sign peace.
Korea and Germany ally vs. India.


1280 AD
Renewing our coal deal cost an obscene $1400 from England. I normally hate up front payments, but I don't want to give England more GPT.
(IT) The Sioux and England sign an MPP.
We get Submarine Warfare for free.


1285 AD
(IT) We get Automatic Weapons for free.
We complete Einstein's Lab to double research in Mecca. We also gain a couple more culture points. There are NO large wonders for the moment, so I decide to build Wall Street.

The English have conquered Karachi, and we now have access to Saltpeter.
The English start Spirit of St. Louis. The means they have researched Aviation and are probably close to entering the Modern Ages.


1290 AD
(IT) The Sioux destroys India.

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

Summary:
I pushed our cities for missing cheap buildings (libraries, shrines, temples, toll house, etc.). I don't know how much longer the Encyclopedia will last and I want to be in a position to self-research. England has the biggest potential for 50K win so we need every piece of cheap culture possible.

We may have to consider the war to trim the leader provision soon. England really needs to lose some cities.

We need 5 skyscrapers for another wonder. Please work toward building 5 of them. I have 4 of them in progress. Mecca will need to build the 5th. Empire State is a great boast to income with +1 commerce to every tile, +50% to revenue and 2 more culture points. After the Skyscrapers we need to push toward a better military again. We could use some machine gunners for better city defense.

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.
 
Signed up:
LKendter
Kaiser_Berger (currently playing)
Heading toward skip - Microbe please take if no word within 12 hours of this post
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.
 
Sorry to stop this one up so long, but I've got to ask for a skip on this one. Thought I could play it this weekend, but have no accesss to a computer with RaR installed, and have no chance to play until Sunday. My apologies.
 
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