LK99, RaR - 5CCC+, Deity

We were short and Zulu was asking more.
I don't understand why this was an issue.
When we didn't have enough GPT hit the advisor head.
You get the F4 screen and can go to F1.
Switch to F1 and lower the science rate to get more GPT.
4 turns of railing lost. :( :(

LAK-791.jpg



This is what you get next.
LAK-792.jpg
 
We have 3k in the bank and the Intelligence Agency is a turn away.
With going down this gamble path we had better get banks in all cities, along with stock exchanges, sky scrappers and the small wonders that boast.


I would have chosen to rush Battle Field Medicine, but Int Port isn't a bad choice, so I rush that as Lee asked.
I guess I should have been more specific. :(
I wanted it in Atzcapotzalco to try and give that low shield city some value.
 
There are single laborers on mountains in case we lose Coal again.
Do you know how useless that is in RaR? I suspect you don't. Take a look at the number of turns left.

LAK-793.jpg
 
Looking at the game I am curious why our precious additional workers from France have no escorts. Our labor situation still sucks and we can't afford to lose those. We are in the age of very fast units such as adventurers that move 6 tiles with ATAR.

Why are we railing tiles that will become ZULU tiles after a border expansion? IMHO we should not be trying to rail outside our territory until our core is completed. We already have 2 pollution causing specialist in the capitol and not enough workers planting forest to get back down to the correct size.


With taking the steal path we need banks that require GOLD. Please try to get the missing ones built in the next 16 turns.

Signed up:
LKendter (on deck)
Greebley
Microbe (currently playing)
Sanabas (indefinite skip)
ThERat (skip May 5 to May 22)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Previous players credit toward city #8: 3
Credit toward city #8: Paris, Uskudar, and Bayonne.
Final credit toward city #8: 6


We may initially build a maximum of 5 cities. After that the plus rules take effect.
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 out 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.
The right to the number of cities is never reduced. If we lose city #7, we can rebuild city #7. Remember - we can't capture cities including our own if lost.
 
Hmm... 70 turns is a bit long to be worthwhile. Guess I needed to only use our laborers which would be 24 - long but not forever.

The workers have a good chance of making it safe enough to get home. Best would be for a new Cavalry or two to join them. We had nothing to guard them with. They could have stayed under the War stack, but that seemed pointless waste when they can be headed home. Also any guards would get punted out of Zulu land. They need to cross Zulu alone. If they do get capture then take them back again. When they were guarded they were still captured. France won't disband.

I feel we need town 8 more than we need 6 workers. The alternative of using our whole force to escort them home seemed a bad idea.

If need be we can get an ROP (or war) with the Zulu. The Riflemen we are making now can't get to the fronts fast enough other wise.

As stated I would peel off laborers from cities especially the capitol

Agree that slipping in Banks is a good idea. Steals seemed the better deal. Techs are about 12-15 turns while the cash for a careful steal was 5 turns. We can also time steals for trading purposes.

[Edit: Sorry on the wrong city. I think you are right about the weaker one being better.
 
preturn: looks like we are going to steal our way.

You know why I don't like Aztecs? The city names are god damn too long. I'll use acronyms instead. Tlate switches to cavalry from riflemen.

I wake up laborers and group them again.

I wake up workers railing outside our territory. We need them at home much more badly.

IBT we lose a rifle to French amphibious attack! Gotta be careful about that.

Intelligence Agency is built. I start Stock Exchange in capital.

1355AD: Tough luck. We fail to plant spies on France and Germany. But I plant on India and Russia. I don't dare to try Zulu.

Capital starts a laborer since it already maxed out.

IBT Russia and India MA vs France.

1360AD: Kill 3 units and raze Lyons with Shangri La. Where to found our next city? Maybe the Aluminum or Rubber.

IBT our unescorted workers are lost on the way. :cry:

1370AD: Fail to plant on Germany again but got it for France. Immediately steal Psychology from France. Plus 675g and get Motorized Transportation from Zulu. Two techs plus 178g and get Realpoltik from Russia.

Germany is now the only advanced AI. France and India are only up Advanced Metallurgy and Radio.

1375AD: Raze Chartres.

Now let's discuss where to put the next city. Three choices:

1. NE to our capital (with some overlap but could be productive)
2. claim the rubber or aluminum shown in the screenshot
3. take out Tours and claim the oil (could take a while)

I'm kinda inclined to 2.

We can research Unionization in 12 turns with some deficit. This tech is not known. Should we start self-research again or keep trying our luck with Germany?
 
I like 2 as well. Expanding outward to get resources seems almost necessary to me. We have to pay huge prices for all the resources we don't have. It looks like we can have both the Rubber and Aluminum in our Radius. I say we do that. I would like to continue to settle toward the oil near France. We maybe able to claim that as town 9 or 10 (possibly after driving the Zulu back).

If we do go with 2, I would immediately sacrifice a worker if we can get one.

BTW, did Germany or France grab the workers? if France we can probably get them back.

Also do we have the Jungle clearing tech yet? We may need it.

---------------------------------------

Note that if we go for 1 its not a bad thing as that jungle stinks. It does mean shelling out nearly 100 gpt for Rubber and Aluminum unless we can trade tech for it. However, that means we are trading our techs for resources rather than other techs. We are already one tech less than we could have been if we hadn't needed to trade for resources. As we grow bigger, I would like to become more self sufficient.

Oh, I forgot to mention - On the 4 turn loss of coal - We would have put our attempt at Thermodynamics at risk by slowing it down. That is the primary reason I didn't want to renew the coal immediately. Its one reason I switched to stealing - If we have to shell out hundreds of gpt for resources, then science starts taking too long.

I wouldn't be adverse to Unionization. A tech at first place is more valuable than a stolen one. Plus if we fail and everyone knows it then the tech will only take 7 or so turns to research.
 
microbe said:
IBT we lose a rifle to French amphibious attack! Got to be careful about that.
It is now official that the AI uses the amphibious abilities in RaR. We NEED 2 get rifles per coastal city.


microbe said:
IBT our unescorted workers are lost on the way. :cry:
My fears come true. This sucks for how slow we are railing the interior.

I am curious what type of unit got them.


microbe said:
I start Stock Exchange in capital.
Let's try and get three. That will allow us to build Wall Street. It boasts taxes and science in the city that builds it. It follows up with the dirt-cheap brokerage firm for another tax boast. We want these in the capitol to take advantage of Estates General to the maximum.


microbe said:
2. claim the rubber or aluminum shown in the screenshot.
I vote for this putting the city on the rubble. We can rail to the one tile a time using rifles to guard the workers. While I would like another short-term productive city we NEED to become more self-reliant for resources. We still need to get the expensive coal and oil.


Greebley said:
Also do we have the Jungle clearing tech yet? We may need it.
Building rails and clearing jungle both come from high explosives.
 
I would go for choice 2 as well. We need those resources.

By the way, great job that you guys got us back into the tech race. However, I would not do self research in 11 turns unless we need a tech badly and the AI's do not research that, but at the moment I can't see such a tech.

It is now official that the AI uses the amphibious abilities in RaR
they have always used that even in the eraly game. Anyone who doesn't believe it, try and leave a town empty :lol:
 
One other nice thing about the jungle rubble as the location is that a single border expansion connects it to our existing border.

If France took those workers, I suspect we will get them back if we continue the war vs France. They will be in some city. If they stayed with the army they would still be useless now, so if we get them back it will make only a few turns difference on when they get home as compared to sticking with the Army.

I think france is much less likely to disband since they are French Citizens. I have seen the AI disband all the non-natives in a stack. They are much less likely to disband their own people.
 
Send cavs over to occupy the rubber spot. Unbelievable, we take the worker stack back from France (it was captured by a cavalry). Short rush a settler.

1380AD: I settle one tile south to rubber and it's also next to river. Start a shrine, but will sacrifice a worker immediately too. Sign RoP with Zulu.

IBT India and Russia make peace with Germany. We get Crystal Palace. Zulu builds Edison's Workshop.

1385AD: India gets Unionization and Flight. Good thing we didn't try to self-research. I MA with India again by 24gpt+8g. MA with Russia by Olive Oil+15gpt+8g.

IBT Zulu completes Eiffel Tower.

1390AD: just move.

IBT India and Zulu make peace. Russia is going to have trouble.

1395AD: We get a leader and raze Avignon.

LK99-1390AD.jpg


I send the leader home. I guess we can create an army as there is no small wonders worth rushing.

We finally plant a spy in Germany. With so much bad luck I try a safe steal and take Automatic Weapon from Germany. It gets us below 100g but we'll soon get the money back.

Automatic Weapon + 383g to India for Unionization.
Automatic Weapon to Zulu for Radio + 835g + MA vs Germany. It would cost a lot of gpt to get 2 techs from Zulu.

1400AD: renew lux deal with India.

I upgrade 4 rifles to trenchers in our coastal cities.

We have two stacks heading toward Edrine and Marseilles. I suggest we raze all French cities but Tours, and take Tours out once we can claim the oil.

Our next target might be Zulu. Zulu has formidable military though as I see lots of riflemen running around, but we only need to defend Rubber Town well (we need to rail road over there). The problem is our coal deal is up in 7 turns and we might not be able to finish the roads before then.

Another possibility is Russia, but we have MA deal with it for 17 turns. And it's not as good a target as Zulu as it's too far and too weak to worth hitting.

We have a leader in Rubber Town. We should create a cav army I guess so that we could build Military Acadamy (does it require a victorous army?).

Next project is Empire State Building in capital once the 3rd Skyscraper is built (Wall Street could be a prebuild).
 

Attachments

I send the leader home. I guess we can create an army as there are no small wonders worth rushing.

I hate the RaR armies until we get to oil, pentagon, 3 unit armies and tanks. Before then the AI will rip them to shreds. If I have a choice almost small wonder is better. 2 unit TANK armies are OK until such time we get the Pentagon built. FYI - The armies are cheaper to build then a lot of the small wonders. Once we get the ability to build armies we are better of building them by hand and saving the leaders to expensive buildings.


Signed up:
LKendter (currently playing)
Greebley (on deck)
Microbe
Sanabas (indefinite skip) I hope back for this round.
ThERat (skip May 5 to May 22)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Previous players credit toward city #8: 6
Credit toward city #8: Lyons, and Chartres
Final credit toward city #8: 8 - We can build city #9
Credit toward city #9: Avignon
Final credit toward city #9: 1


We may initially build a maximum of 5 cities. After that the plus rules take effect.
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 out 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.
The right to the number of cities is never reduced. If we lose city #7, we can rebuild city #7. Remember - we can't capture cities including our own if lost.
 
There are things you can only get with a Army victory in RaR, IIRC, but I don't remember what they are.

I feel starting Cav Armies is good. Also 2 Cav Armies can lessen losses. It can kill the first unit when the bombardment isn't fully sufficient. We wil armies withl 3 Cavalry eventually. Do we need 3 Armies for something?

In any case, I would like to not wait until we have the ability to make the pentagon and then start hoping for a leader.
 
Greebley said:
In any case, I would like to not wait until we have the ability to make the pentagon and then start hoping for a leader.

I formed an empty army waiting to be loaded with tanks. 2 tanks armies aren't to bad.
 
http://www.civfanatics.net/uploads9/LK99-1450AD.zip


1400 AD
(IT) France and Germany ally vs. the Zulu. We will be lucky to raze many more French cities.


1405 AD
I formed an empty army. I have no plans to waste it on an army with 2 cavalry when tanks are close.


1410 AD
I perform an immediate steal on Germany and we steal Tank Warfare.
India gives us Flight and $475 for it. Zululand gives us Advanced Metallurgy, $15 and wm.

What really bites is there is NO spare oil to even try to buy.


1415 AD
Marseilles is razed for $6 and some more labor. Edrine is also razed for $6 and 4 workers.


1420 AD
Our supply of wines disappears, and we suffer a city riot because of it. This hit unexpectedly and appears that India lost a source the other luxury they were giving us as they now have just 1 luxury available.


1430 AD
I try an immediate steal from Germany. I take Machine Tools. India gives us Theory of Relativity and $455. Zululand suddenly has Oil. We take Incense, Gold, Oil, wm and $10 from them. Our first tank is ordered up.


1435 AD
Well the gods are nice to me.
LAK-800.jpg


I razed Amatikulu for $0 and 3 workers. Orleans is toasted for $0 and *12* workers.
(IT) Germany and Russia sign a peace treaty. There is so little left of Russia I won't even bother getting a new alliance.
Russia and France sign peace. This really won't matter.

We complete Empire State Building. Our spare income goes from $602 to $734.


1445 AD
I upgrade 8 French workers.
(IT) Zululand and Russia sign a peace treaty.


1450 AD
We now have a victorious army. Civ celebrates this by locking up and requiring me to restart the game. :crazyeye:

The leader finally made it back to create a second tank army. One more and we get build the Pentagon and get real armies.

Tours is toasted for $5 and 3 workers. Iznik is turned into rubble for $15 and 6 workers.



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

Summary:
IMHO Germany is the bigger threat at the moment over Zululand. Our next objective should be to take out the German cities that they took from Russia.

Keep building machine gunners to become our primary defense unit. They upgrade to the very hard to kill tow infantry. We also have a new tank arriving every turn.

The capitol should build all the revenue boasters between us having Estates General and Empire State Building. The Spirit of St. Louis can be built once we steal the needed tech to create a revenue monster in the capitol.

Signed up:
LKendter
Greebley (currently playing)
Microbe (on deck)
Sanabas (indefinite skip) I am still waiting for a back playing notice.
ThERat (skip May 5 to May 22)

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Previous players credit toward city #9: 1
Credit toward city #9: Marseilles, Edrine, Amatikulu, Orleans, Tours and Iznik.
Final credit toward city #9: 7


We may initially build a maximum of 5 cities. After that the plus rules take effect.
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 out 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.
The right to the number of cities is never reduced. If we lose city #7, we can rebuild city #7. Remember - we can't capture cities including our own if lost.
 
microbe said:
You guys really need to slow it down a bit. I can't keep up! :crazyeye:

Actually, what we need is for Sanabas (indefinite skip) I am still waiting for a back playing notice to end. I got the impression he would have been back already. I wonder if the move is going worse then expected?
 
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