LK99, RaR - 5CCC+, Deity

I think we need to pound away on France, but also kill any other country that places cities near us.
That was exactly why I went after that stray Russian city. I was shocked how fast those troops arrived.
 
preturn: hard to see what to do..raise sci a bit to get Espionage in 17 turns.

IBT AI start Arc De Triomphe.Don't know what it is, don't care.

(1)860AD: I fins some native laborers. Please upgrade foreign workers only as we'll be merging natives back to city some day.

IBT Zulu and Russia MA vs France. This is good news.

(3)880AD: Starve capital a bit to complete factory one turn faster.

(5)900AD: cancel lux deal with France, and sell Olive Oil to India for Wine+Tea. Sell Wool to Germany for 194g.

(6)910AD: Germany completes Newton.

(9)940AD: Zulu completes Shakespear.

(10)950AD: Espionage in 4 turns and might be a monopoly. We now have 3 pretty strong city. Teotihuacan is on hospital to become a 2-turn Hussar factory, and capital is currently on a lab but could switch to military. Tlatelolco can focus on military now (but I put it on Heroic Epic).

Peace with France expires in 9 turns and we could try to declare.

By the way, can we break straight up peace if France forces us to renew?
 

Attachments

You can break peace deals if they were straight up. This one was. In fact, we have already waited the 20 turns. I think it popped up to be renewed on my turn (someone did a gpt trade previous). We are on our 30th turn of peace.

Esp at Monopoly will be be key if we can get it. I would keep an eye on the tech - If one civ gets it first we may still be able to trade.

I am not sure the hospital is needed with rails so close. It may be more cost effective to start building units right away.

I think we should upgrade our workers to Laborers. It is a huge number of turns until we will want to merge back in our laborers - rails take forever. We may even finish the game before railing all our territory.
 
Signed up:
LKendter (currently playing)
Greebley (on deck)
Microbe
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: 0
Credit toward city #8:
Final credit toward city #8: 0


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.
 
http://www.civfanatics.net/uploads9/LK99-1050AD.zip


950 AD
One turn could be the difference for an espionage monopoly, so I leave the science rate negative. This will continue the difficulty of upgrading our labor. I swap Teot to guildhall as it gives the same production boast as hospital in 3 fewer turns. I don't think we need the granary effect for a city that will be size 15. We can badly use the 50% tax increase.
(IT) India and Germany sign an MPP.


960 AD
(IT) Germany is building Crystal Palace. :cry:
The tech deficit is worse then I realized.


970 AD
I give the Zulu $8/turn for sugar.


980 AD
France and Russia sign a peace treaty.
(IT) Germany completes Arc De Triomphe.


990 AD
The tech gods gift us with a monopoly tech of Espionage.
We didn't have much time left as France places a lower value on it. Zululand also has a slightly lower value.

I give Germany Espionage for Steam Engine, Steel and $615.
I give Steel to Zululand for Grand Strategy and wm.
I give India Espionage and $345 for High Explosives.
I give Zululand Espionage and High Explosives for Coal and Social Darwinism. I take Naval Tactics as an extra throw in since we have the credits.
I give France Espionage for Federalism, $16 and wm. We have one of the 3 needed techs for Supreme Court. I don't know if we will pull it off this game.
I give Russia Espionage, Social Darwinism and Steam Engine for Constitutionalism, Saltpeter, $16 and wm. We have 2 of the needed techs for Supreme Court.

I start research on Sanitation, as that is the ONLY possible monopoly tech.

I upgrade some of our labor force.
(IT) India and France sign a peace treaty.


1000 AD
I missed one and give Russia High Explosives for Modern Legal System along with a throw in of Ship Building and $19.


1010 AD
(IT) India declares war on France.


1040 AD
We get our GPT back and I can crank up science to 70% saving 2 turns on Sanitation. Another monopoly tech would do use wonders for catching up.


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

Summary:
Peasants and workers have the SAME upgrade cost. However, the workers are level 1 units. The Peasants are level 2. Please upgrade plain workers first.

Please build Supreme Court next in the capitol. The corruption reduction isn't great for us, but we really need to deny the AI getting additional production.

I have the start of a military rail-net in progress.

We need to decide on attacking Germany or France sooner. I have a few more units down there, and the canal city line is better fortified.


Signed up:
LKendter (currently playing)
Greebley (on deck)
Microbe
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: 0
Credit toward city #8:
Final credit toward city #8: 0


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.
 
Preturn: I wouldn't have gone for supreme court. The cost in shields is 1440 including the district. With seven cities it helps us little now - we have little corruption. Long term it may be worth it. I am more worried about the now. 1440 shields would be better off as units. They could have provided us the benefit of +1 city which seems stronger to me. This is especially true in that we might miss it and lose the 900 spent shields in district courts we don't want.

We are, however, far enough along that it would be a waste to not get it, so I will continue.

For war I wake up a speed 3 unit to look at the nearby German town. It is guarded by Machine Gunner! That is 9 techs ahead of us and 2 techs from Tanks. France only has rifles. Still, I think I like the idea of a German attack with alliances. I would rather hurt them than France at this point. We have 5 more turns on a wool deal though with Germany.

On the other hand, we can go to war with France right away. Maybe France and then Germany? France will become a non-entity/eliminated if we attack. This may happen anyway though.

Raise science to get Sanitation faster. We really gain alot if we can get it first.

IBT: Our exploring units are told to leave.

1060 AD: Supreme court in 5 turns.

We will want some artillery units (cannon).

1070 AD: Declare war on France.

1080 AD: Move next to the french city.

IBT: Because the French use one of their units to attack our stack, the two German Cavalry can take the town. I am not sure why the attacked a defense 4 stack (ours over the German Cavalry).

1090 AD: Now we have to go through German territory to get to France. I am seriously thinking of switching targets.

IBT: France owns city again. Going to try attack again.

1100 AD: We get Sanitation first.
Trade Sanitation, wool, and 17 gpt to India for Screw Propeller and Electricity.
Trade Sanitation to germany for 1029 gold and 5 gpt (Cancelled german deal)
Trade Sanitation and Screw Propeller for Rep Parts, gold and Incense.
Trade Russia San, Screw Prop, Rep Parts, Olive Oil for Marxism, Grand War, and Social Contract.

For important techs we are down Corp and Repeating Rifle to India and Germany (we know we are down 4 techs past those to Germany).

We are essentially caught up to the other civs (Can't check France, but they can't be doing well).

Going to try a run on city planning. We have the best shot of getting that first since it is dependent on Sanitation.

1110 AD: France will talk. They are more advanced than I gave them credit for.

Units next to France again.

1120 AD: Raze French City of Konya

1130 AD: Head back for German war. Somewhere around here we get the Supreme court.

We are pretty much forced to go after Germany now

1140 AD: Get an MPP with India and declare war on Germany (India and Germany have an MPP so we have to do it this way. Don't like it much though).

IBT: German Blimp attacks. MPP is initiated.

1150 AD: Ally Russia vs Germany as well.

Notes:
Next player gets to do the war vs Germany. I just started moving our stack.

Remember that the Artillery units cannot move through Marsh. It makes the attack on the German town a turn longer to do.

I hope the MPP with India doesn't turn out troublesome. I really wanted the two tech leaders fighting though and not trading techs so I though it worth the risk.

Accidentally, set that poor french worker to work. He will probably be lost in the IBT.

Sold the District Court in the capitol but not the other two cities. They are both at or near 120 gpt and I didn't want to drop below that. I wanted Riflemen for defense 5. Noticed Teotihuacam has no Courtouse. It should build one After it is built the District Court may be sellable.

LK99_AD1150.JPG
 
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: 0
Credit toward city #8: Konya
Final credit toward city #8: 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.
 
I took a look at the game. I noticed we are building an iron frigate. This is a pangaea. I am curious why the naval unit.

I am happy to see a big chunk of the labor force has been upgraded to laborers. :D
One turn Hussars from the capitol is nice. That will help with the military situation a lot.

If we get a leader I would like to rush the international port in Atzcapotzalco. The chance to rush the National Gallery or National Monument in the capitol for the money help would be nice to. While I agree with the military push, I think the rushed buildings would be a lot more useful then an army that holds 2 units. We really need help in the economy despite Smith's.

Of course what will help the most is city #8. All the workers from razing would really help the rail net.
 
preturn: renew lux deal with India and get 46g more. Fire a clown.

1160AD: move.

IBT some big missles hit our stack!

1170AD: I start Sewer System in capital. We need to grow.

IBT France declares on Russia. Germany razes the Russian town close to us.

1180AD: France make peace with Zulu and India.

1190AD: 50gpt to renew coal from Zulu. Redline two machine gunners and raze Rheims.

I swap some builds to infra.

IBT Zulu demands TM+70g and I give to him.

1200AD: I see AV7 guarding German cities! India captures a German town.

1210AD: India completes Emancipation Proclamation.

1220AD: Kill AV7 and flak and raze Besancon.

Raise sci to get City Planning in 3 turns. It would run a bit below 1000 but is worth it.

1230AD: I have to make a decision to move our stack to hit France or Germany. I decide to go after France simply they have more cities and slaves.

I sign RoP with India.

IBT I have my first casualty: a rifleman is killed by French cav.

1240AD: Kill 2 cavs.

1250AD: We build Heroic Epic. Get City Planning the first.

City Planning to India for Corporation+1725g.
City Planning+286g to Russia for Refining.

We have no oil, but Russia has one for sale.

City Planning+866g to Zulu for Repeating Rifle.

Russia and Zulu could be our trading partners as they are only 5 techs up on us (only one mandatory). We could pound on France and get some techs for concession.

Our biggest challenge is to get oil. It's simply the most important resources before spaceship.

Capital is no longer 1-turn hussar so I start hospital. I think we can push on infra a bit.

We still need more workers..

Our stack is a bit slow. We have far more units than artillery could support so it's a waste. We may consider building more cannons and split it up to two stacks (but we'd need to buy saltpeter).
 

Attachments

Signed up:
LKendter (currently playing)
Greebley (on deck)
Microbe
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: 1
Credit toward city #8: Rheims, Besancon,
Final credit toward city #8: 3


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.
 
http://www.civfanatics.net/uploads9/LK99-1300AD.zip


1250 AD
(IT) We lost a rifle and an exposed Hussar.


1255 AD
I upgrade 8 workers.

Paris may not break. Every cannon we had still left 100% healthy defenders. I will try again next turn and see if I have better results. With the palace giving a 25% defense bonus that give must have at least yellow-lined units.


1260 AD
Once again I don't do enough with the cannons. If I can't break Paris, then the rest of France is out of range. I will see how lucky I can get.
I killed 7 infantry types. Our horse archer got a slave. :crazyeye:
I lost 1 hussar, 3 cavaliers, 1 halberdier, and 1 dragoon. The bad news is almost every unit left is at 1 hp.
(IT) Russian wants us to waste $360 on music theory.
We lost 1 hussar.


1265 AD
I see no choice but to retreat to Indian territory and to heal. We are to beat.
(IT) We lost 1 eagle knight and 1 cavalier while retreating.

India completes Universal Suffrage.


1265 AD
I upgrade the German worker that finally made it home.
(IT) I lost another fast unit trying to heal on the mountain.


1280 AD
I hate to be blocked from building gold-based buildings, but I don't think it is worth renewing the deal at this time.
I get an elite cavalry for killing the French cavalry that has been harassing us.


1285 AD
I kill 3 French cavalry and 1 leatherneck.


1295 AD
I kill another French cavalry and a foot soldier.
I cancel the MPP with India to save $22/turn. As long as they are fighting Germany I see no reason to give them money.


1300 AD
We get a break and the Zulu lack Internal Combustion. I hate to lose any interest, but I give the Zulu Internal Combustion and $405 for Refrigeration. I have got to take any possible tech deal.
I give wool to India for $240 to get our interest back to the max.
I start research on Thermodynamics as only one civ has it. I think Compulsory Education tends to get ignored by the AI, and offers a good tradable tech after that.

Scratch one French rifleman. I start marching the stack on Paris again. This time I leave some rifles on the mountain as that is the staging point for the new cavalry. We can't afford to have France keep killing the new units. I hope this time the attack goes better as attack 8 cavalry will be part of the attackers.

I cancel the alliance with Russia against Germany. We need every dollar possible.

Tlacopan just got a 2nd level cattle tile. :dance:

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

Summary:
Even though we still need stock exchanges, Wall Street, and other goodies I have our top 3 cities on military. 2 of them are giving every turn cavalry, and the third every turn rifles. At some point I would like to get 2 better quality defenders in our coast cites and to disband the eagle knights. IMHO the war will only pay off if we can get our eighth city.

A possible site when we can finally build city #8. The white circle is *7* natural food that can go up to nine. Once the city is up to size we plant several forest and will have a decent city.
LAK-786.jpg



We better make some good military progress soon as we are really screwing our long-term economy. We have no change in the modern age without a better economy.

My 10 turns were a waste from the military perspective.

If we get a leader - please rush the international port. The armies in RaR suck with just 2 units before tanks.

The next worker good is to rail by canal city so that we can put some more shield heavy tiles in use.



Signed up:
LKendter
Greebley (currently playing)
Microbe (on deck)
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:
Final credit toward city #8: 3


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.
 
Is there a preferred win for this game? (I am fairly sure it is not domination :D - that would be forever.

Conquest? Or is space as good?

Game looks good. We are well on our way to the 8th city. I am thinking we want to settle outside the choke towards some resource we would like to have. I think we want to keep our lands connected.
 
5CCC+ = 5 city Conquest challenge plus.

Is there a got is somewhere? :scan:
 
Another set of needed workers actions is to start planting forest by the capitol. Tanks need more then 160 shields, and the capitol is way to food heavy.
 
Preturn: Looks good.

1305 AD: Gather troops for Paris assault
1310 AD: India and Zulu go to war.
1315 AD: Attack Paris. It takes every single unit in the large stack, but I Raze Paris. We lost several units taking it (3 Cav and assorted other units).
1320 AD: Healing. Coal deal has dried up. We were short and Zulu was asking more. When I looked to renew it was gone. I think Russia got the deal. Germany has an extra when we make peace. We get a leader against a random French unit
1325 AD: Cavalry Charge the Machine guns in Uskadar. We lose two but Uskadar is Razed (German)
IBT: France stupidly declares war on India.
1330 AD: Trade Thermo and 57 gpt for Mass Production.
Trade Thermo and Mass Prod for some resources from the Zulu (they still don't have the coal or Oil). Can build Cannon again.
Trade Russia the two techs for some gold and a few trash techs.
1335 AD: I would have chosen to rush Battle Field Medicine, but Int Port isn't a bad choice, so I rush that as Lee asked.
Going for Cash. Want to try a steal instead.
IBT: India and Russia MA vs the Zulu. Yay!
1340 AD: 64 gpt for Coal from the Zulu
Raze Bayonne (German) It costs us 2 Cavalry (we weren't very lucky).
1345 AD: Our southern stack finally is healed enough to start moving (some units need one more turn)
1350 AD: Advance into French Territory.

Notes:
I investigated the only competitor to getting the Crystal Palace. It builds in 14 turns compared to our 7 turns!

Getting south was getting too hard so I have a second stack to the northeast

There are single laborers on mountains in case we lose Coal again. The laborer will continue until the rails are done.

I did some Grasslands to roads. It may be better to just build Laborers in our capitol. Every turn we need coal is 64 gold. Pop Laborers off as we get over 19 population. We can finish the forests when we get tanks.

We have 3k in the bank and the Intelligence Agency is a turn away. Stealing from Germany and trading to other civs seems to be reasonable way to go.

LK99_AD1350.JPG
 
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