LK94 - RaR, 25K blood fest

Are you aware of that camel is resource, which might disappear and trash our rep?

Sure am. Risk of that particular resource disappearing sometime in the next twenty turns is extremely low though. No idea exactly what chance, but back of the envelope says well under 1%. If we don't take that chance, we go broke. Easy choice.
 
sanabas said:
Sure am. Risk of that particular resource disappearing sometime in the next twenty turns is extremely low though. No idea exactly what chance, but back of the envelope says well under 1%. If we don't take that chance, we go broke. Easy choice.
Well I disagree with "easy choice". I really don't like risking our rep like this. This is far to earlier in the game to have a destroyed rep.

If our economy sucks this bad we really need to concentrate builds to improve our economy.

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

Signed up:
LKendter (on deck)
Romeothemonk
Zavior (status unknown)
Sanabas
Meldor (currently playing)

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


Remember the variant rules:
I don't want to give cities to the AI just to get more workers.
We must build a city known as sacrifice. That city must build a sacrificial alter, and no other culture buildings.
We may never acquire Monasticism and may not build the GL, Encyclopedia or anything else that puts us at risk of getting Monasticism.
Foreign slaves and workers may NOT perform any tasks except to walk to the sacrificial alter.
All AI cities must be razed to generate sacrifices.
 
I did notice a few key things.
1) I don't know where it happened, but somehow we are now seriously behind in tech. I have a feeling pointy-stick is now forced as part of the tech strategy. Even in a heavy war game that isn't a position I like.

2) We are an old fashioned monarchy from the ancient age. The rate cap is 60%, rampant corruption, and each city civs 2 free units. Absolute Monarchy will give us a 90% work cap. This alone is huge. The corruption drops to Problematic. Cities (size 8 to 15) will now give 4 free units. This revolt alone will do wonders for the economy.

3) Our number one problem IMHO is lack of workers. 25K sacrifice is working *4* undeveloped tiles. Allegheny is working *6* undeveloped tiles. Several other cities are just as bad.
We need to build more workers - period. 14 cities with just 12 workers is downright horrible.
This seems happen to often in games with no free labor.

4) Bazaars and marketplaces need to take priority over units. Both of them boast income and luxury spending. Marketplaces have the bonus of one content face. Marketplaces allow for banks and the central bank small wonder (interest like Wall Street in the standard game).

5) We need to have more than one older unit defending the 25K city. The loss of that city would be a major disaster. Can we get a few more pikeman down south?

6) Are the Celts the next target? We need more luxuries. We need the better units from Saltpeter. Notice something interesting along the English border?
LAK-646.jpg
 
I would smackdown the English soon. If you don't feel comfortable with the war, just build a few units, and leav it to me to really pound them.
I agree with Lee, we need a major infra push, and more than that we desperately need a better form of government.
A mid-tirm goal would be keeping a force of horse type units around, and getting us to cavalry before the AI gets Automatic weapons. If this can occur, We can really lay down the hammer.
 
romeothemonk said:
A mid-tirm goal would be keeping a force of horse type units around, and getting us to cavalry before the AI gets Automatic weapons. If this can occur, We can really lay down the hammer.
We have 12 cavliers in the capitol right now. We are getting in position for another smack-down.



romeothemonk said:
I agree with Lee, we need a major infra push,
Now there is something I never thought I would hear. ;) ;)
 
LKendter said:
Well I disagree with "easy choice". I really don't like risking our rep like this. This is far to earlier in the game to have a destroyed rep.

I think we different views of what's an acceptable risk. I'd put risk of resource disappearing at a similar level to risk of someone else starting a war that cuts off our trade route. If I'm not prepared to run that risk, I wouldn't trade any of my resources or luxes ever.

If our economy sucks this bad we really need to concentrate builds to improve our economy.

Agreed. It wasn't possible to improve the economy fast enough without circumventing the rate cap, which definitely is against the spirit of having a rate cap. Bazaar and marketplace in salamanca improved it some, extra wool will improve it more, and Absolutism will be a big help. In 20 turns we should still be getting 29gpt from Persia with no risk of a rep hit as well.
 
350 AD (0)
I wake up the Cavaliers and move them towards England. I notice we don't have an embassy with them so I build one. They have 1 gold, 1 incense, 2 saltpeter, 1 iron and 1 horse. Unfortunately, the horse are way to the south and the second salt is well into their lands. Their is a lot of jungle between us and the first city so we might take a hit. I would also like to get some defenders on top of our silver as well and protect the front line cities. I may not get it done before the end of this set, if not Romeo will thank me. Lower Science.
(I) WE get Absolutism and the Only tech we have a chance of getting a monoploly on is Music Theory. Having looled over things before the IT, I decide to revolt now. We draw 4 turns. We get a riot and I scroll ahead to settle the other cities.

360 AD (1)
We trade the Aztecs 349g and 22gpt for Theory of Warfare. ToW and 8gpt goes to Babylon for Magnetism. Swap research to Leadership as a number of AIs now have Music Theory.
(I)

370 AD (2)
Worker moves.
(I)

380 AD (3)
More of the same.
(I)

390 AD (4)
One last time around the block.
(I)

400 AD (5)
We are an absolute monarchy. I re-arrange things and Leadership is due in 10 at 40% science. We have lux at 10% and we have an excess of 19gpt.
(I) The Mali demand and get 22g. Salamanca Pike->Bank, Tonawanda Bazaar->Halberdier, St Regis Bazaar->Pike, Centralia WaterMill->Harbor

410 AD (6)
Swap Caughnawaga to a Harbor.
(I)Cattaraugus Cavalier->Bazaar, Mauch Chunk Pike->TownClock, Caughnawaga Harbor->Port, PigTown Cavalier->GuildHall

420 AD (7)
(I) Allegheny GuildHall->Laborer, Centralia Harbor->Port, Tyendenaga Port->MajorPort.

430 AD (8)
(I)Tonawanda Halberdier->GuildHall, St Regis Pike->Pike, Akwesasne Cavalier->Forge

440 AD (9)
(I) Salamanca Bank->EstatesGeneral, Cattaraugus Bazaar->Market, Oil Springs Bazaar->TownClock

450 AD (10)
I did mostly builder turns. We need to decide where we want to build the Summer Palace.

15 Cavaliers and 1 Templar waiting to go after England.
There is at least one up to date defender in the frontline cities.

Three turns to Leadership, the Babys still don't have it, we should be able to trade it.

Have fun Romeo.
 
Actually Meldor, Lee is up. He can kick off some warring first, or use that special builder talent he has.
This one is looking pretty now.
 
sanabas said:
I think we different views of what's an acceptable risk. I'd put risk of resource disappearing at a similar level to risk of someone else starting a war that cuts off our trade route.
I will agree we have a different view of acceptable risk. If some deal burns me, and I have been burned with depletion, I tend to be very leery of using it in the future.


Romeothemonk said:
Actually Meldor, Lee is up. He can kick off some warring first, or use that special builder talent he has.
This one is looking pretty now.
A lot will depend if we completed the road to England and have settlers on standby. I would really hate to clear the sugar and salt just to give it to another AI.

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

Signed up:
LKendter (currently playing)
Romeothemonk (on deck)
Zavior (status unknown)
Sanabas
Meldor

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


Remember the variant rules:
I don't want to give cities to the AI just to get more workers.
We must build a city known as sacrifice. That city must build a sacrificial alter, and no other culture buildings.
We may never acquire Monasticism and may not build the GL, Encyclopedia or anything else that puts us at risk of getting Monasticism.
Foreign slaves and workers may NOT perform any tasks except to walk to the sacrificial alter.
All AI cities must be razed to generate sacrifices.
 
http://www.civfanatics.net/uploads9/LK94-550AD.zip

This is just plain crazy. In the game where we can't build the Pyramids, the AI stilled haven't build this AA wonder.


450 AD
I drop the science rate by 10%. We have a ton of peasants to upgrade to laborer. We need to speed up worker tasks.
(IT) Babylon doesn't have much time to live. Persia and Mali ally against them.


460 AD
I ship wool to Persia for Leadership and $75. Babylon finished researching Leadership, so we can't get a 2 for 1 deal. :(
I start research on Cavalry Tactics due in 12 turns, as that is the ONLY tech I can find Babylon missing. 12-turn research at this point in the game is horrid. The Celts are also missing Cavalry Tactics.
(IT) The Aztecs complete Temple of Zeus that is already obsolete. :crazyeye:


490 AD
The Celts know Cavalry Tactics. There goes one potential trade.


510 AD
They haven't crossed our borders, but 2 Aztecs cavaliers next to our silver hill makes me nervous.


520 AD
Our economy is so screwed. Our research rate is downright horrid. I feel force to play depletion roulette and give camels to Persia for Cavalry Tactics, $38 and tm. You know how much I hate this of deal.

I ship Cavalry Tactics and $45 for Map Making and wm.

I start research on Mercantilism heading toward Smith's. If we even have an outside shot I have to try.

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

Summary:
We are in deep trouble with the economy. If we can pull of Smith's it would really help. Salamanca is working on the economy boasting Estates General. We want to be size 15 for the maximum effect. I started irrigating the flood plains to get growth.

I have been upgrading peasants to laborers as we get $60 to spare. That extra movement point makes then a lot more powerful.

Romeothemonk can have fun with England.

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

Signed up:
LKendter
Romeothemonk (currently playing)
Zavior (on deck?)
Status unknown - I can't tell if he still wants to play.

Sanabas
Meldor

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


Remember the variant rules:
I don't want to give cities to the AI just to get more workers.
We must build a city known as sacrifice. That city must build a sacrificial alter, and no other culture buildings.
We may never acquire Monasticism and may not build the GL, Encyclopedia or anything else that puts us at risk of getting Monasticism.
Foreign slaves and workers may NOT perform any tasks except to walk to the sacrificial alter.
All AI cities must be razed to generate sacrifices.
 
Woohoo. I love setups like this.
England shall feel my wrath.
This may be like LK88, where we have to wait until the late industrial to breakout. I will do my dangedest to get us some territory ASAP though.
Will try to play tomorrow.
 
IHT: Not much, declare war on England.
IBT: catarangus, market to library.
Turn 1: Advance on liverpool. Set military builds to pikes.
IBT: Lose a pike to an english cavalier. WE NEED ROUNDHEADS. Hehe. Mali build the encyclopedia.
Turn 2: Lose 1 templar and 2 elite braves, but raze Liverpool. (We killed 2 line infantry and a cavalier. The wounded cav killed both our elite braves.) IT gives us 2 walking culture bombs.
IBT: We lose a Mameluk to a dragoon.
Turn 3: Oka is founded. Templar kills musket, Knight kills dragoon. we have several retreats, but no losses as we kill 2 line infantry, a hussar, and a cannon and raze hastings. We get another 80 culture for doing so, and a great leader.
Lk94leader.jpg


The questions:
What do we want the leader to do? I am thinking rush the Military academy in Oka, as there is little cultural pressure there, and 1 expanion should eliminate all pressure.
How far into the English should I go? I think I can pretty dang near exterminate them in 10 turns.
Can I sign massive gpt deals linked with Alliances against Babylon or is this an exploit? I could get us either a buttload of gold, or a few techs, similar as Microbe pulled off in LK88.
Will resume playing this evening.
 
Pre-Got it. This time I'll give it time it deserves ..
 
Zavior said:
Pre-Got it. This time I'll give it time it deserves.
Please include a zoom to city when selecting builds. I found this really helped me with to decide if a city needs a happy building next. The issue that stood out from last turn was lack of watching happy problems.


Romeothemonk said:
What do we want the leader to do? I am thinking rush the Military academy in Oka, as there is little cultural pressure there, and 1 expansion should eliminate all pressure.
I love that fact that once again an out of to date unit generates the elite. ;)

It will be a long time before the Pentagon and 3 unit armies. The early 2 unit armies are weak and will be hit by the AI.

I would much rather see International Port in Caughnawaga. The reasons are:
1) Our economy still sucks. The IP gives extra commerce for all those water tiles. With a border expansion from the port that city gets *9* water tiles.
2) All the extra food from the IP will let us work 4 hills, and 2 mountains. When you combine that with the shield bonus from the water tiles the city will be a shield powerhouse.
3) With the high income we have another killer science city. This would be a great place for future income boasters along with the capitol.

I see NO logical city for the Summer Palace, so I am in no mood to rush that.


Romeothemonk said:
How far into the English should I go? I think I can pretty dang near exterminate them in 10 turns.
It sounds like I didn't give you enough settlers. ;)
I definitely would raze and replace York. I would hold of the razing until we have another settler nearby. My goals were:
1) Saltpeter, and we have already secured that.
2) Sugar, and we are in a position to secure it.
3) Spice would be a nice bonus. Based on your comments we get the bonus.
4) Beat some techs out of them.

I don't think we want them dead yet, as I don't want the #1 threat of the Aztecs to get stronger. It is your call how much to destroy, but I want them alive enough to give us techs. Pointy stick will really help us out. To many of the killer wonders such as Supreme Court is coming up, and we need to catch up on tech to increase the odds of getting them.

Romeothemonk said:
Can I sign massive gpt deals linked with Alliances against Babylon or is this an exploit?
At this time I have NOT ruled this an exploit. Our GPT payments to Babylon should be gone at this point. I would make Mercantilism the #1 goal, as Smith's is a killer economic wonder. That would save a lot of maintenance cost for us.

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

Signed up:
LKendter
Romeothemonk (currently playing, and finishing up)
Zavior (on deck)
Sanabas
Meldor

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


Remember the variant rules:
I don't want to give cities to the AI just to get more workers.
We must build a city known as sacrifice. That city must build a sacrificial alter, and no other culture buildings.
We may never acquire Monasticism and may not build the GL, Encyclopedia or anything else that puts us at risk of getting Monasticism.
Foreign slaves and workers may NOT perform any tasks except to walk to the sacrificial alter.
All AI cities must be razed to generate sacrifices.
 
meldor said:
Did we clear out the English city that was up near the Mali?
The troop stack was all by the English core. I suspect that oddball city is still there.
 
Second the call for International Port with the MGL. 1000 shields worth, and more benefit than some great wonders. Should go in the city that works the most water, and if that city isn't very close to salamanca, it will be a good site for forbidden/summer palace.
 
meldor said:
Did we clear out the English city that was up near the Mali?
I like the confidence others have in my ability. I will probably leave that as the only English city, as the Mali are the cultural giants this game, and that city site would be a flip risk extroadinare.
Good thinking with the IP. I knew there was a reason I should ask.
I now have doubts about taking out all of England, but I think I will revise my goals a bit.
1) Take out the Spices as well.
2) Knock the English out of Federal Republic
3) Extort a few techs.
4) Get granaries in our core. Very important and not done yet.
5) Get Smiths started.
6) Leave a Decent Military in case someone wants a piece of us.
7) Use gold to get our peasants to laborers.
I forgot to note that the Persians built Sistene's and everyone swapped to Bach's and Clauswitz's.
Oka was built on Gold, so we have another native source, or a native source, I cannot remember. Anyway the English are down 1 gold source.
The good news compared to LK 88 is that our Tech Hole is less deep and we have about double the cities on a smaller map.
The Bad news is we have less than 1000 culture in our 25k city. We might actually hit 50k before we can hit 25k. We are neck and neck with the leading civs in culture.
 
Turn 3: NOt much just moving stuff around
Turn 4: We build the estates general. Salamaca to library.
Turn 5: Celts and Babs sign peace. Lots of builds to Academies and libraries. Make a deal with the Mali. We declare on Babylon, give 110 gpt and sugar, and get flintlock, juris prudence, and newtonian synthesis.
Turn 6: Get Mercantilism, set for economics. Celts get Bachs, Persians get Newtons. Salamanca starts a slave market. Kill an English Musket near 25k. Reset counter (1-0). Lose 1 cavalier, kill 3 line infantry and Raze York. (4-1) Get 6 Walking pieces of culture. They will look good in our mueseum in 25k, if we could build one. The English will not even cough up Econ for peace.
Turn 7: Caunewaga builds the IP. I set Salamanca on a court, so it can build a prison. Ditto with Catarangus. Cities will need extensive MM when their current builds finish next turn set. A English hussar dies to our templar in the IBT. (5-1). Set up for an assualt on the next English town, also with Saltpeter.
Turn 8: Our troops forget what retreat is and lose 3 cavaliers at Newcastle killing nothing. Get peace with the English getting 2 workers and perspective for 35 gold. I have all the captured workers on GoTo to 25k. (5-4). I am sorry about that snafu. I spread units all over the open area so we can settle it.
Turn 9: We are in a semisever techhole now as Aztecs start Taj Mahal. I am building mass infra.
Turn 10: Malinese finally whack the Babs. We can now do 3-4 turn research. We can sell SUGAR and Should do it.
The next war should start in 5-7 turns and should be on the Celts. we have 2 city spots availible. We can build on the rubble over the spices next turn and have another settler on the way. I think he should settle under our Dragoon on the flood plains.
lk94_New_lands.jpg


http://www.civfanatics.net/uploads9/LK94-650AD.SAV
 
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