LK98 - Deity, RaR, 25K sacrifice - take 2, large map

LKendter

Exterminate, exterminate, exterminate!!!
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Aug 15, 2001
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Difficulty = Deity
Civilization = TBD (I am thinking militaristic for one of the traits)
Map = Pangaea
Barbs = Roaming
World Size = Large

Signed up:
LKendter
Sanabas
Meldor
Doc Tsiolkovski
Open slot




Remember the variant rules:
The goal is to try for 25K via worker sacrifices ONLY.
I don't want to give cities to the AI just to get more workers.
A city will be designated as 25K. That city may NOT build any culture generating buildings. It must build a sacrificial alter.
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 must head toward the sacrificial alter. The only task they may do is to lay a road to the sacrificial alter using road to.
All AI cities must be razed to generate sacrifices.

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
The following tactics are PROHIBITED:

RoP Abuse Tactics - Denying resources, blocking key tiles, RoP rape, or other ways to screw-up a civ via the RoP. A scout in AI territory has an explicit RoP and is subject to this rule.

Peace Treaty abuse - If you get concessions from the AI you must wait for the 20 turns to end before declaring another war.

Resource abuse - You can't disconnect / reconnect a resource every turn for the sake of building cheap units to upgrade with excess cash.

Ship chaining exploit - you can move a ship, unload troops to another ship in the same square not using any movement, move that ship, etc. This allows you to ship an indefinite distance, and that is why I consider it an exploit.

The negative science exploit - you can run a huge deficit (-250 / turn) of negative cash with a token penalty of one lost worker / cheap building. If cash will go below zero, the research level must be dropped.

Palace Jump - You abandon the capital city to move the palace to a new location. If you want to move the palace, build a new palace.

Mass troop jumping - You can't give away a give a city to transport a large amount of troops to another landmass.

Worker baiting - You can't spread around and sacrifice workers to an oncoming attack. This is often done to avoid losing real units or cities. This takes advantage of the AI failure to prioritize targets.


Standard LK house rules:
1) Worker automation of any kind is prohibited.

2) Worker blockades are prohibited. This prevents things such as fortifying workers along the coast to stop invasions, blocking troops from going through your territory with workers, etc. Workers activity doing something along the coast is fine. The workers must be actively doing something.

3) You may not declare war on a civ if you are currently shipping cash and / or goods to the civ.

4) Even if not covered under exploits listed, please try not to use tactics that take advantage of holes in the game design.

5) Our reputation is golden - please respect it.

6) Self-research is highly preferred, if it is viable. I would rather invest money in beakers to toward science, then waste it on demands. Minimum research is discouraged unless we have no viable alternatives. This may happen at times such as going for republic early on, or late game to insure we get nationalism.

7) As you probably know barbs are screwed up in C3C. It is preferred that you add the following line to your Civ3 .ini file - noAIpatrol=0. Adding "noAIpatrol=0" to the .ini file turns the annoying patrolling back on for the AIs, but also restores movement to the barbarians.
 
lurker's comment: Just tagging it. It should be interesting to follow :)
 
I would suggest that all early slaves be held until they can be upgraded to give the full 40cps and that this upgrade be allowed.

I would like us to go after the Civs early to pick off settlers. If we can hit 2-3 settlers and escorts with units that can enslave, we could get 7 to 12 quick slaves and then fight defensively until we can gain peace. Early on this seems the best for getting slaves. We would need a couple of roving wolf packs in the areas where settlers are coming in. See my early fight vs. the Celts in the last game.
 
I will wait at least a couple of days to get a 5th.

These will be on 1.04 if the installer is ever completed.
 
:bump: #1
 
@Doc Tsiolkovski - any news on the 1.04 installer?

@team - if it still is unavailable, are you willing to go through the manual install?
 
Manual Install is fine, should only have to tell it to install in the right directory and to put the files in the zipped file paths.
 
Signed up:
LKendter
Sanabas
Meldor (manual OK)
Doc Tsiolkovski
Open slot
 
Odd that the last slot hasn't been nabbed yet, considering the general power of LK games to draw players. Anyway, I guess I'll take the last spot. Fine with the manual 1.04 install, as I might end up deciding to do that for the RaR game that I was starting.
 
Holy cow! Almost to LK100. :eek: When that happens, will the numbers roll over and go back to LK00? :cool:

(Not a sign up. Good luck, though.)


- Sirian
 
Sirian said:
Holy cow! Almost to LK100. :eek: When that happens, will the numbers roll over and go back to LK00? :cool:

Nope - It will be LK100, LK101, etc.


Signed up:
LKendter
Sanabas
Meldor
Doc Tsiolkovski
Bed Head7

I will start this one soon. The manual install information is in the DocT discussion thread.

I am open to suggestions for a civ.
 
I am open to suggestions for a civ.
This depends a bit if we're willing to spent some time in Theocracy. In that case, we may want a REL Civ.
Note if a Blood temple would be allowed as lone cpt city improvement, we should be able to win this one a standard map...

Also, a useful UU with enslavement may be nice:
Ansars, Mali HH, Keshiks; Gallics and the other swords as well as the MW are second tiers in my eyes. War Elephants are pretty nice, since we cannot get screwed for resources, and it's a nice upgrade from Elephant Riders.

So:
1) India - COM would also help with the corruption in Theocracy
2) Celts
3) Mongols

(In fact, Arabs would be the very best choice, but we've played them already)
 
Manually installed it, and everything looks fine. Of course, we'll find out for sure once I need to use one of the new unit animations.
 
The wonder is no problem; it simply spawns the Priest unit (enslavement to 'Temple Virgins'; = worker with double shield cost, thus giving twice as much culture). And as such, it doesn't need to be in that city. It's only that Theocracy is a horrible gov otherwise ;).
The TSI (Blood Temple) is another Sacrificial Altar, and those improvements are cumulative; that's why it would make winning on a standard size map possible.
 
Doc Tsiolkovski said:
It's only that Theocracy is a horrible gov otherwise ;).
Uh, just HOW horrible?


Doc Tsiolkovski said:
Note if a Blood temple would be allowed as lone cpt city improvement, we should be able to win this one a standard map...
This really goes against the spirit of the game. I hate exception rules like no culture, except for this one building...
 
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