LK99, RaR - 5CCC+, Deity

I nearly built the Granary myself. It keeps the size higher. I decided against it but it was not an easy decision. The increase in size offsets the maint cost. I don't think it a bad decision even though we will only build 5 cities. Getting our capitol large faster will benefit us.

Tlatelolco would be the best city for a granary when we get dyn. It will grab more BG and which is +2 shields during our GA.

Glad to here we have iron. I totally missed that in the report. I was a bit rushed when I read it.

Agree on the 5th city site.
 
I posted the wrong order. I edited the old post to show Sanabas up, but I wanted to make sure this isn't missed.


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


Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Previous players credit toward city #6: 0


We must count the number of cities we raze. When the number of razed cities exceeded the number of cities we have we may build another city. After that the razed city count resets to zero.
For example:
We razed 6 cities. We build our 6th city. We must then raze another 7 cities (total of 13) for the right to build the 7th city.
NOTE: We can't capture cities! All cities must be native built.
Our city count can't ever exceed the amount allowed for even a millisecond.
 
I have mentioned multiple times how during my early solo RaR games I had very early losses due to empty cities. I took a look at game and I find us building a clan that will have no escort.

I am very unhappy with the loss record in the LK series recently. Why do we continue to gamble with naked cities and an early war?
 
microbe said:
We are building a JW due only one turn later than the clan, but it moves faster, so there will NOT be an empty city.

I agree with you. I didn't even think of the jag as to me that is an offensive unit. I was looking for a quality defender of spearman.
 
1500BC: All good

1400: Meet the zulu, they're at war with England, start the Jags marching home

1325: Russia demands all our gold, I refuse and they declare war
Research Urbanisation--->Dyna

1250: This time Ottomans demand all our gold, they're a bit closer so I cave.
France & Russia embargo against us.

The 4th clan is in place to settle next turn, and has Olive Oil, the 5th clan will be built next turn and has an escort. There are 2 jags that have reached Russia on the march home, we can trigger our GA now if we want, I think we should hold off until after we revolt. We want to connect up the silks and get silk road built once the 5th city is founded.
 
1325: Russia demands all our gold, I refuse and they declare war
we can trigger our GA now if we want, I think we should hold off until after we revolt.
I would really like to understand why. We are trying to avoid a chiefdom GA, but you are risking it. In addition, we don't even have cities with barracks yet to produce troops. Even your second quote admits this risk.

This is probably the area I have the most problem with in SGs. I don't understand the need for defiance when you are in a weak military position.


We want to connect up the silks and get Silk Road built once the 5th city is founded.
Now this is where I agree with you 100%. Our problem is the best spot for it is the capitol, our only source of vet troops with a war going.

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


Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Previous players credit toward city #6: 0


We must count the number of cities we raze. When the number of razed cities exceeded the number of cities we have we may build another city. After that the razed city count resets to zero.
For example:
We razed 6 cities. We build our 6th city. We must then raze another 7 cities (total of 13) for the right to build the 7th city.
NOTE: We can't capture cities! All cities must be native built.
Our city count can't ever exceed the amount allowed for even a millisecond.
 
LKendter said:
I would really like to understand why. We are trying to avoid a chiefdom GA, but you are risking it. In addition, we don't even have cities with barracks yet to produce troops. Even your second quote admits this risk.

This is probably the area I have the most problem with in SGs. I don't understand the need for defiance when you are in a weak military position.

The 50% cap meant we were really struggling for money, as I think our military is over the limit until the 4th & 5th cities are founded, and 50% tax was varying between -1 & +1 gpt. Giving up all our cash would have made us bankrupt on the next turn, and the russians are a long way from our cities, so having them declare wasn't going to hurt us & is only a pseudo-war. There are 2 jags marching home that are near the russians, they can trigger the GA if they want to, there is almost no risk of it accidentally triggering as the jags can run away through the jungle, or even be disbanded. It was a very low risk to defy them, and the benefit of avoiding bankruptcy was worth it. If we weren't broke I would have caved in, if the russians were closer I would have caved in (as I did with the Ottomans)
 
Giving up all our cash would have made us bankrupt on the next turn, and the Russians are a long way from our cities, so having them declare wasn't going to hurt us & is only a pseudo-war.

I just learned a trick that makes this a non-issue. During the diplomacy screen you can click on the advisors face and get access to all the advisors and fix going bankrupt.



We are getting some good luck with luxuries. The 2 olive oil tiles will make the canal city a lot stronger.

I agree with the Silk Roads comment said recently. With only 5 cities extra revenue is a really good thing. That will clearly make the capitol the super science city. I think we need another worker to connect those silks ASAP.

I think we should also sneak in the palace gardens soon for the tourism.

CORRECTED
Signed up:
LKendter (on deck)
Greebley
Microbe
Sanabas
ThERat (currently playing)
 
waiting at home for the aircon people to service, maybe I can slot this in between now
 
save

Pre-Turn
see our 2 jags near Russian land, better don't start to fight. We will have a clan but no escort, and we want more of everything in the capital, ain't going to work so soon
change tile assignment so that we can increase science a notch for this turn

IT Zulu's give us the boot

1.1225BC
send out the settler along with a spear from the capital. start to build another one ready in 3. found 4th city (Canal City)

IT Ottoman and Russia sign trade embargo versus us

2.1200BC
research drops to 3

3. 1175BC
nth

IT a few wonders get done and cascades arise

4. 1150BC
nth

IT we get dynasticism, will wait one turn to revolt to get another worker out of the captial

5. 1125BC
Russia would talk peace for a town :eek: . we are a ton behind in techs

IT we get another worker and a forge in Teotihuacan
France establishes an embassy with us, thanks

6. 1100BC
5th town (Silk Town) founded 1 tile west of horses
revolt and draw 2 turns anarchy
MM for growth

7. 1075BC
anarchy

IT Germany demands all our gold (3g) and we become a monarchy
btw research set to philo since this is the only tech besides trade that is not known by a few Civ's

8. 1050BC
Tenochtitlan starts a palace garden in 13
Canal city build is set to a wall (debatable)
at Russia attack an archer since we need that badly IMHO



philo drops to 6, garden now in 8

9.1025BC
zzz

10.1000BC
philo is still not known by 3 Civ's
we will get it in 4
btw the Russian towns are defended by spears (defense 3, our jags will have a hard time0
kill another archer and promote elite
the French have all the money in the world (culture monsters are French and India)
we can only pray that we get that tech with other behind as well, would strongly suggest to go the bottom path of techs
we will get the sheep in 8 turns due to border expansion, currnetly roading the olives as well, one worker connects to the west
we might want some more of them

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


Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Previous players credit toward city #6: 0


We must count the number of cities we raze. When the number of razed cities exceeded the number of cities we have we may build another city. After that the razed city count resets to zero.
For example:
We razed 6 cities. We build our 6th city. We must then raze another 7 cities (total of 13) for the right to build the 7th city.
NOTE: We can't capture cities! All cities must be native built.
Our city count can't ever exceed the amount allowed for even a millisecond.
 
http://www.civfanatics.net/uploads9/LK99-750BC.zip


975 BC
GACK - Our jag fails to kill an archer, and we went from cash for peace to city for peace. With 4 Russians approaching Canal City we need peace NOW.
(IT) When France makes a demand your military SUCKS. Joan rips off our $14.


950 BC
(IT) Germany and Russia embargo us.


925 BC
Our jag kills an archer and gets a slave deep in Russian territory that I have no clue how it will get home. That drops the price 1 gpt, but I need it lower.

I give Philosophy to Zululand for Mythology and $54. We still need to hand way too much GPT to get peace. I am forced to gamble that 3 warriors and a TG will die against TG and jag in Canal City behind walls to lower the price of peace.
(IT) We complete the palace gardens.
2 Russian warriors commit suicide at Canal City.


900 BC
Our jag enslaves another unit deep inside Russian territory.
We get a slave killing the warrior next to Canal City.
This drops the price of peace to $20, and I gladly sign peace. The cost is probably a wash with the refused cash. However, Russia is now more likely to start another war.


825 BC
(IT) Germany completes the Pyramids.
The France is building Angkor Wat. :eek:
We already have civ well into the Middle Ages. :(
We get a free embassy from Russia.


775 BC
(IT) The Russia / France trade embargo ends.
Russia completes the Colossus.


750 BC
Poetry continues to be my favorite monopoly tech. A massive trading session begins with us getting Code of Laws, Boat Building, The Wheel, Polytheism, English worker, Sailing, Riding, Monotheism, Trade, Aristocracy, Monasticism, Naval Warfare, Bronze Working, Construction, Iron Working, and Seafaring.

We lost some cash and committed $2/turn, but I think it was worth it. Research begins on Drama that should also give us a monopoly tech, or at least good trade value.


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

Summary:
It looks bad for Silk Road with the Ottomans already building it. :(

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


Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Previous players credit toward city #6: 0


We must count the number of cities we raze. When the number of razed cities exceeded the number of cities we have we may build another city. After that the razed city count resets to zero.
For example:
We razed 6 cities. We build our 6th city. We must then raze another 7 cities (total of 13) for the right to build the 7th city.
NOTE: We can't capture cities! All cities must be native built.
Our city count can't ever exceed the amount allowed for even a millisecond.
 
With 4 Russians approaching Canal City we need peace NOW.
good thing we built walls there, I thought already that sooner or later a Russian SOD would turn up. great trading and great going for peace. let's hope we can continue to catch up.
 
I thought there was a game I was up in. I got it.

Question: If we lose a city can we freely rebuild it? In other words, if we have credit to own 6 cities and we lose one/abandon one, ect. are we still at 6 cities in terms of credit? The rules seem to read this way, but I wanted to make sure.
 
A question before I play:

I thought the whole point was to do a Jaguar rush, but we are building Academies. I take it we changed our game plan? Should I just build infra or set up an attack. If I do one thing and the next player does another it will be pointless.

So: When are we planning war? A lot later? A bit later so I should start building when the current builds finish? I am guessing switching all builds to Military isn't the game plan.

I am fine with any of these provided we have a consistant plan that we are working towards.
 
Greebley said:
So: When are we planning war?

I haven't thought about the timing. However, watching a lousy 4-unit stack scare me told me we are NOT ready for a war short term. The jag rush came to late with spears in place before we had a decent number of jags.

I am trying to use the GA in get us in shape for war. I would try to get the production boosters in place, and then start on military. I think the capitol as a limited number of useful things it can do. Once that is done it can start on pikes followed by offensive units.


Greebley said:
Question: If we lose a city can we freely rebuild it?
Let me think about that one and I will answer later. This question never came up before in the 5CCC+ games.
 
Preturn: Nothing changed.

IBT: Zulu ship is coming around to grab lands near us.

730 BC: Move another unit south to the choke.

IBT: France declares war on the Ottomans! That makes me more willing to go to war. Not yet though of course. We need units.

710 BC: Our towns seem to be doing well on happiness. I am going to build slave markets.

690 BC:

IBT: Egypt plants a city between ours.

670 BC:

650 BC:

630 BC:

IBT: Our gold is demanded away

610 BC: Capitol is set to silk road. It will probably need to switch to The Acedemy or some such. Switch some builds to Bazaar. We will otherwise have to cut research.

590 BC: The Drama gambit works.
Drama->97g, Currency from France
Drama, 52 g->Mil Tradition from Russia
Currency, Mil Tradition->Civil Engineering, 2 gold from England.
Drama, 42 g, 1 gpt->Barding from Germany
Drama, 13g->6gpt from India (I am really worried about Maint cost when our GA expires this will help).
Barding, Drama->Republic from England.

Ottomans land another city behind our lands.

Set research for Lit. Our capitol is building a water mill to try for the GLib. We can't do a prebuild for the GLib (just the Lib).
We have republic which I think we should switch to when the GA is over. That will solve the income problem, so I am building Water Mills in our towns.

570 BC:

IBT: The Ottomans are dying.

550 BC:

Notes:
We should go to war with the Ottomans soon. We have sufficient troops to hold them off already. After we build 3-5 Capharact, we should be able to declare war and take out the two cities behind our lines and maybe even the one past the choke, though France will probably grab it first. That is only 2 or 3 razes, but probably a good start.

I am researching Lit at Max. Lit is in 6 turns, if we start a library prebuild, we can build the Lib the turn after getting Lit and start in on the Great Library. With 40 odd shields in our capitol and a head start, we have a decent chance for the GLib. The AI may not demand or research Lit right away. If someone else gets it we may want to buy it. We have a decent chance of being first though.

Building the Mines near the capitol would also help with the GLib.

The Ottomans built Mugla right next to our capitol. I assume if it flips we have to reject it? (I think it more likely we will raze it before then).

We can switch to republic, but I want to get the GLib first.

We may need Bazaars when the GA goes. We have so many buildings.

Getting the GLib and Razing some Otto cities will be a good start I think. We can raze cities in our lands until we fill them. Only french cities are a problem on that score (until we have better Military).

Note that if Istanbul holds, it means we have longer to build up Military. If Istanbul falls, then the Ottomans are not going to be a threat. We just need to plan the war right. I think the military build up worthwhile for vultering off a dying civ. If we can get the GLib we do not need enhancements so much.

The one piece of infra we may need is Bazaars.



Edit: I thought a bit more and think the two Barracks need to be switched to Bazaars. We are break-even gold in the GA which means we can be break even in Republic. The problem is that we won't want to switch govts if it lessens our GLib chance.
 
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