LK93 - RaR, 25K again, not OCC

Preturn- We look alright.

IT- Eight barbarina riders end up on the mountain next to Medina. Yipee...I'd be worried if these were C3C barbs, let alone these beasts :lol:

T1 975

Not much to do. Brace for the worst from barbs. I decide to use some of our money in case the barbs decide to take it on the IT. We get Military training from Germany for 220g. Military Training and 40g go to Sioux for Barding.

IT- Medina really takes it up the bum from the barbs, drops all the way back to size one.

T2 950

Not much new.

IT- zzz

T3 925

Nothing new still.

IT- We get Great Wall. Set to Silk Road due in 8 turns.

T4 900

Lower research by 10%.

IT- We get drama. Not sure what to research, finally decide on Dark Ages, due in 7 turns. Korea completes Stonehenge.

T5 875

Found Kufah on the horses.

IT- zzz

T6 850

Not much new.

IT- zzz

T7 825

Mecca hits 50spt.

IT- India declares war on the English.

T8 800

Not much to report.

IT- zzz

T9 775

Lower science a bit.

IT- We get Dark Ages, start us towards Theology, due in seven.

T10 750

Nothing new.


Summary

Mecca is no wat 54spt, due to increase a bit more. Silk Road due in 2 turns.
 
IT- We get drama. Not sure what to research, finally decide on Dark Ages, due in 7 turns.
The literature path would have be better. There is still a lot of ancient age culture to go for.

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.
 
I'm not sure, but I think that Lit may have already been picked up by several AI, we could easily acquire it once we want to get those buildings, I do believe.
 
I took a look at the game. There is still land to the north unclaimed. We need to claim more land to win this one. Our empire is too small. We need to build some more settlers.

We are religious, so monuments and shrines cost the same. Under normal cases we should build shrines. However, Medina building a monument is the CORRECT move. Damascus also has a monument. That is 2 of the 3 required monuments to build The Pyramids.

The Pyramids will complete the Religious requirement to trip our GA. With a 25K game you can't have the GA to early.

Silks Road completes in 2. We build the monument in the capitol, and we can start the Pyramids. We have NO wonders to go for at the moment, so this is a great time to build the Pyramids.
 
preturn: I establish some embassies:

Sioux: size 8, 40% sci with 12 beakers. Elephant, incense, horses. 2 lux. 8spt building elephants. It has Heroic Epic and Hanging Gardens. It has 7cpt, only 2 less than ours. We simply need more culture.

Germany: size 8, 30% with 7 beakers. gold and incense. 1 lux. 2 clowns. 3spt building Wiseman German. 3 garrison. It knows everyone except Sioux.

I switch Baghdad to granary and work on the iron to get it in 6 turns. Raise sci to get Theology in 5 turns.

Almost hit enter, but there is actually a brokerage opportunity!

Drama+35g to India for Theology.
Theology+Drama to England for Invention+40g.
Theology to Japan for Horse Breeding.
Drama to Sioux for 107g.

AI is up Milling. Set research to Vassalage in 5 turns.

IBT Korea completes Colossus.

730BC: Give Sioux 28g. Give Korea Horse Breeding. We build Silk Road and start Monument.

Medina is a great 2-turn worker factory, so set to worker. England starts Sun Tzu and Pyramids. England completes Sun Tzu!

710BC: Pyramids in 6 turns. I starve it a bit and get it to 5 turns. :D

IBT Japan gets 25g. India starts Ankor Wat.

670BC: oops, we can lower lux to 0. Wasted some money.

650BC: We get Vassalage the first.

Before selling monopoly tech, better to establish embassis.

Establish embassy with Korea:
size-8, gold/horses, 1 lux, 4spt building Chariot. Has stonehenge. 1 clown. 2fpt grow in 3. It doesn't know England.

Establish embassy with Korea: size 7, gold/horses, 2 lux, 3spt building Training Camp in 17. 1fpt. 1 clown. No improvements. 2 garrison. It knows everyone.

I decide to sell to Germany and Sioux first.
To Sioux: get Milling+202g.
To Germany: get Fundamentalism and we add 10g.
To England: 204g.
To India: 197g.

England has monopoly on Clockworks.

I set research to Warrior Code in 4, although someone is likely researching it already.

IBT Kafhu riots..

630BC: Sioux starts Great Lighthouse.

610BC: I switch Pyramids to Angkor Wat. Better wonder and both may trigger GA for religious civs. It just delays one more turn.

590BC: Shoot..our scout meets barb horses at Japan..

I decide to switch Medine to Poineer in 4.

IBT India and England make peace. :( AI lose 2 units to those barb horses and our scout is ignored. We build Angkor Wat start Wind Mill.

570BC: We again get Warrior Code the first. Our scout flees away from the barbs.

AI has Literature already.

Since England doesn't know Korea, sell to them first.

Warrior Code to England for 495g.
Warrior Code + 9g to Korea for Clockworks + Naval Spirit.
Naval Spirit + Warrior Code + 18g to Germany for Literature + worker.
Warrior Code to India for 207g.
Warrior Code to Japan for 180g.
Warrior Code to Sioux for Athletics.

I switch Wind Mill to Library. The added Wind Mill or Town Clock won't shorten the build of library so build it first. After library, we should build a Wind Mill to make us over 60spt and then build Great Library in 6 turns. Then it should build Town CLock and then go for other culture buildings.

Feudalism in 5 turns which enables faster workers.

I upgrade two units by 150g.

We'll have a settler next turn. A camel rider is due in 2 turns and should be able to catch up with the settler. Settler should go north of Kufah to found on the hills.

Capital is 17cpt now. With the library/GL it will add another 4cpt.
 

Attachments

610BC: I switch Pyramids to Angkor Wat. Better wonder and both may trigger GA for religious civs. It just delays one more turn.
As long as we got the religious half the GA I am happy. Now to get the expansionist wonder...


Feudalism in 5 turns which enables faster workers.
Just don't forget we will need to officially upgrade them.


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.
 
sanabas said:
got it. won't get to play until this arvo.

What is arvo? I don't recognize that as an English word.
 
I took a look at the game. Keep pushing research for Crop Rotation even if we get the GL. Irrigation will be the key to get Mecca to 15 pop points. Not to mention to grow our other cities. After Crop Rotation I would go minimum research if we get the GL.

England is building the Pyramids, so we lost that one. :(

We can now upgrade our workers to peasant at no cost. That will increase our worker speed.
 
Yeah, arvo = afternoon. Sorry, I try to avoid posting in Australian, sometimes I forget and/or don't notice.

We don't need irrigation to grow Mecca to 15, we do need to irrigate a little bit once we reach 15 to maximise shields. I chose to ignore Great Library as we simply don't need it, and it is too expensive for the 2 cpt it provides.

550BC: All good, change damascus to a pioneer for growth.

530BC: Mecca builds Library ---> Academy, cash rush part to complete in 1 turn
Medina Pioneer ---> Pikeman
Damascus Pioneer ---> Pikeman

510BC: Mecca builds Academy ----> Theater, cash rush part to complete in 1 turn
Most of the world now has Feudalism, I buy it from India for 11 gold, then sell Feudalism to Korea for Stirrup & Lateen Sail
Unfortunately Feudalism makes our worker housing expire, which was providing extra shields and a content face to Mecca. I cash rush another 10 shields to keep Theater completing in 1, and push lux to 20 to avoid disorder.
Set research to Engineering, it is most likely of the available techs for us to reach with a monopoly.

490BC: Mecca builds Theater ----> Wind Mill, cash rush part to complete in 1 turn
Basra founded ----> Peasant
Upgrade 1 worker
Kufah now has access to grassland & quicker growth, I change it to a Hardy Pioneer

470BC: Mecca builds Wind Mill ----> The Academy
Most of world has Scientific Method
Upgrade 5 workers
Khurasan founded -----> peasant

450BC: World has Monasticism & Crop Rotation
Upgrade 2 workers

430BC: Research Engineering ----> Castle Building. (After trades I was deciding between Scholasticism & Castle as to which had most chance of a monopoly, I guessed Castle)
World has Alchemy. Trade time.
We give Engineering to India for Alchemy, Crop Rotation & 180 gold
We give Engineering & Alchemy to Germany for Mounted Archery, Scientific Method, Monasticism & 5 gold
We give Engineering to England for 330 gold
We give Engineering to Japan for 300 gold
We give Engineering to Korea for 300 gold.
Net result, we have gained 5 techs and 1115 gold. I love monopolies.

410BC: Baghdad builds Hardy Pioneer ---->Pikeman
World has Heraldry, I buy Heraldry & 18 gold off the Sioux for Alchemy.
Upgrade 1 worker.
England has a warrior and a longbow at our borders, they might be invading

IBT: Nope, they were just exploring, they have moved away

390BC: Mecca builds The Academy ----> Arena, cash rush part to complete in 1 turn
World has Usury

IBT: England builds the Pyramids

370BC: Research Castle Building ----> Scholasticism (aiming for Copernicus' Observatory and our GA)
Mecca builds Arena ----> Town Clock, cash rush part to complete in 1 turn
Medina builds Pikeman ---->Pikeman
Rest of the world has Castle Building too, I guessed wrong. :(
Mecca has an Arena now, I set lux back to 10

IBT: England extort 33 gold

350BC: Mecca builds Town Clock ----> Leonardo's Workshop (as a Copernicus prebuild. 640 shields for Copernicus will complete in 8 or 9 turns, we should do the research in 6 to 8.)
Oops, didn't check Medina when I set the lux back, it is in disorder.
Ansar founded ----> Forge
Upgrade 2 workers.


The only culture building we now have available is philosopher's school, which is only 1 cpt and expires as soon as we change govt again, so it's fairly pointless. We currently have a base shields of 31 in Mecca, with 125% bonus making 69spt. We grow to size 15 in 3 turns, we will obtain maximum shields by irrigating 3 tiles and mining both mountains, that will produce 45 food and a base shields of 40, with the bonus leaving us on 90spt. When we hit our GA the base will increase by 13-16 depending what gets irrigated, which will put us over 120spt. Mecca is now at 25cpt.
 
I chose to ignore Great Library as we simply don't need it, and it is too expensive for the 2 cpt it provides.

This is deity. I don't understand why "we simply don't need it". Cash can be used to rush buildings *and* settlers. I definitely would go for it asap. (do we have SGL enabled? If not, more reasons to do so) You can also do research and sell to AI, but instead of getting techs you get gold only.

It's also only 360 shields. Where is "too expensive" coming from?
 
Too expensive at 180 shields per culture point, making it the most expensive culture we had available. Not suggesting it's not useful, just that we can keep up without it, despite being on Deity. I thought about building it instead of The Academy, I decided to take academy and then arena, town clock, etc to reach the GA asap. We can build the great library in 5 turns from our current position, (I think. We can do the 72 spt by adjusting 1 tile, but I haven't checked when other civs will finish it), at the cost of delaying our GA those 5 turns, and possibly a lot longer if we miss Copernicus'. I'd aim for copernicus, I have no problem if whoever's up aims for GL instead. No idea if we have SGLs enabled or not.
 
sanabas said:
Too expensive at 180 shields per culture point, making it the most expensive culture we had available.

Wonders get more and more expensive anyway. It's a very cheap wonder in my book.

We go for GL not for the culture, but for the extra cash which then speeds up culture building. There was definitely no rush for The Acadamy as it's a small wonder.
 
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.
 
I just went and had a look at the game again, and Great Library is worth more culture than I thought, so I'm definitely talking out my bum calling it too expensive. I should have built it instead of the academy, and I'd lean towards building it now before starting copernicus', especially as we can switch if someone beats us to GL. I suspect I probably cost us maybe 1000 gold for a few extra culture points. Which is a bit expensive. My bad.
 
Our empire really sucks. We can't even build the FP, and that with having our cities to crammed together. We also lack a fresh water port, and that makes trade routes weaker.

350 BC
We have no open trade routes, so I cancel the worker on the spare iron. With no harbors our trade network going to be weak and I don't want iron demand by a far away civ and the have our rep ruined.
I switch Medina to barracks as it is time to stop building regular troops.

I swap to the GL. I would like to turn research to minimum allows by the rate caps and use cash to rush more needed buildings.


330 BC
I rush a monument in Anjar to get even more culture in that city. I want US to maintain the control of the salt.


290 BC
(IT) The Sioux complete Voyage of Discovery.


270 BC
(IT) The Great Library is completed. :dance:

We get Chivalry, Siege Warfare, Guilds, and Usury from the GL.


230 BC
I cash rush a peasant from Basra and Anjar. We are really short of them, and I would hate to waste our GA with undeveloped tiles.
(IT) I hate to give away techs, but when France demands them you know you are way to weak. I give here Iron Working.


210 BC
(IT) We get banking from the GL.
Korea builds the Great Lighthouse.


190 BC
(IT) We get Architecture from the GL.


170 BC
(IT) The GL is already expired as we get Education. I still think it was worth it for several techs and more culture now.


130 BC
Now here is a really good deal for us:
LAK-615.jpg


We are nowhere close to a military build up, so I sell horses and silks to India for $745. We haven't even build token defenders and still need many of the production multipliers. Some of the cash is spent to rush a courthouse in Khurasan in anticipation of the GA.

110 BC
(IT) Copernicus is completed and our GA begins. :dance:


70 BC
Fustat is formed, and that is it for cities for the moment.


30 BC
I buy 2 workers from The Sioux for $250. I immediately do the peasant upgrade for $0.
(IT) We add Shangri La (3 culture points and happy help) to our wonders list.
The Sioux cascade and complete Knights Templar.


10 AD
(IT) Until we have an offensive force I will bow to the AI. Japan gets $61.


30 AD
I give Korea Gunpowder and $235 for Political Philosophy.
I give England Gems and $50 for 2 workers (upgraded to peasant).



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

Summary:
Our next big push needs to be towards Shakespeare, the best culture wonder in RaR. It gives *8* culture points and a free sewer system to get beyond size 15.

We will need to push for a better military soon. However, we should use the GA to get production boosters and happy help.

Chichen Itza is due in one for 2 culture points and free courthouses for a short time frame. I think we can also get Statue of Zeus. We want to snag a lot of the cheap wonders now.


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/LK93-50AD.zip
 
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