View Full Version : Who-6 "The Great Game"
Whomp Jan 23, 2007, 10:28 AM It's 1895 and the colonial powers are entreched all throughout the globe. The major European countries have colonized nearly all of Africa, most of the Caribbean, the Asian Sub-Continent, Indochina, Indonesia, parts of China, and large tracts of the Pacific. The Middle East is controlled by the "Sick Man of Europe" (Ottoman Empire) but is vulnerable and decaying. Mexico and the other Central American nations have weak economies but are definitely growing.
The Great Game, a term usually attributed to Arthur Conolly, was used to describe the rivalry and strategic conflict between the British Empire and the Tsarist Russian Empire for supremacy in Central Asia. The term was later popularized by British novelist Rudyard Kipling in his work, Kim.
http://upload.wikimedia.org/wikipedia/en/f/f9/Kim_cover.jpg
The classic "Great Game" period is generally regarded as running from the Napoleonic era to the Anglo-Russian Convention of 1907, the Bolshevik Revolution of 1917 and beyond. The broad arena of the Middle East could be the battleground of Britain's struggle to protect the road to India from its traditional allies and rivals France and Russia. In this game the grand 19th-century contest, the chessboard of the "Great Game", we have great colonial powers British, French, and Russians attempting to exert greater influence along with a lot of bit players and an emerging America.
Then there's the forgotten ones....
The German Empire! Our empire has colonial possessions in West Africa, Southwest Africa, East Africa, and the South Pacific. Parts of Poland, Alsace, and Prussia are also under their control. The Austro-Hungarians lack colonial holdings but are a sturdy and industrious civ and are aligned with Germany. Germany wants to win “The Great Game”! Our job is to accomplish this and rewrite history.
Rarely have we seen an SG that was a mod other than RAR. The will give you a chance to play some more modern units and in particular exert naval superiority.
El Justo and I have discussed playing a SG with his mod. The game will require a download (if you haven't already) but should give us a taste of one of the finest mods on this board.
Linky for Age of Imperialism; 1895-1919, Deluxe Version (http://forums.civfanatics.com/showthread.php?t=95741)
let's go w/ Germany - i like them the best actually in the mod since they're perhaps the most challenging in terms of geography. however, they've got some really great "toys" to build from the mid-game onwards.
the actual in-game ability to ally w/ another civ isn't unlocked until about mid-way through the 1st era (1st of 3 eras). but yeah, we could hold off if that's desired. the German position is locked together w/ the Austro-Hungarians though. so we would have to declare war if it is declared upon them just another twist for the German position (and mirrors RL). this is the only locked alliance in the whole game.
let's see, the 'SHORT' file is roughly 150 turns. the 'MEDIUM' is about 300 or so and the 'FULL' is about 450 iirc.
the 'SHORT' one runs through the 1st era only, the 'MEDIUM' through the 2nd, and the 'FULL' through the 3rd one.
does IT mean in-between-turn-times? if so, they're like 30-45 seconds for the first 100 turns. after that, they're roughly a minute or 2. later on, they'll get up to 3 minutes+...all very digestable imo. i mean, i've played hundreds of turns w/ dozens of different civs.
this one runs faster than any other scenario of its size and scope, guaranteed
and every single position is very, very playable for this scenario. we spent many months getting it right. and i had an army of testers when it was in beta. iow, this hog is imo the most polished c3c scenario on the boards.
5 turns each sound good.
and remember, i can kick some knowledge with regard to strategy, what to look out for, game mechanics, nuances, etc, etc. there's some real generic strategies to follow regarding offense, defense, naval convoys, and naval projection. don't be overwhelmed w/ it all though. i mean, it will seem like alot at the start. however, i urge everyone to remember that each and every unit in the game has a real purpose and that they're not all added in there for fluff. In other words, there's a tactical element involved. the CivP file is where most info can be found (outside of me of course).
Signups
El Justo
Whomp
SimpleMonkey (a big fat maybe)
Tank Guy #3
Glenmetz
Cubsfan6506
Everything else is up for discussion.
Oh and in traditional Whomp fashion. Bring a drum. Here's standard Whomp equipment.
http://www.civfanatics.net/uploads9/orchestore1_1844_608376.gif
El Justo Jan 23, 2007, 10:42 AM i'm in :D
this should be alot of fun - and as always, i am at everyone's disposal wrt game mechanics, best laid strategies, etc.
we will need to decide which AoI file to play with though.
here are the options:
26 civs or 30
the file w/ the 30 civs has 4 additional postions added to the original file, namely, Tibet, Ethiopia, Cuban Rebels, and Philippine Rebels
there's also the 'SHORT', 'MEDIUM', and 'FULL' files. i probably would suggest the 'FULL' file. but whichever is fine by me. we just need to decide which one to use and DL the appropriate one.
and this isn't a war-mongering scenario perse. it's more of an empire building one and has CYA elements to it (cover your ass).
expansion is one element of the scenario but it certainly isn't the primary one. i would suggest to anyone who may be interested to read through the first few posts in the scenario thread for more details.
lastly - i had some problems w/ the large upload folder at the site which houses the files. specifically, they did not update the folder when i had asked them to. as a result, they left out 2 small folders which are needed to prevent a crash. i will provide all w/ those 2 folders upon launching of the SG.
SimpleMonkey Jan 23, 2007, 11:08 AM Please put me on the could-be list. You may get far more qualified primates than myself. But this looks like more fun than a helium and whisky party.
Whomp Jan 23, 2007, 11:10 AM Yay it's the funny Monkey on the could be list. :D
El J should I post this in the AOI thread in case some of the regular players of the mod would be interested?
El Justo Jan 23, 2007, 12:45 PM SimpleMonkey,
everyone is qualified mate. while the file may seem intimidating on its surface, it is really rather simplistic in strategy :)
Whomp,
sure. you'll probably be able to hook some in :D
PS-i just posted in the AoI thread w/ the 'patch' file i mentioned earlier. follow the simple instructions and we'll be good to go.
http://forums.civfanatics.com/showpost.php?p=5017121&postcount=2603
pat4 Jan 23, 2007, 01:05 PM I don't want to join but I will look on with interest.
Tank_Guy#3 Jan 23, 2007, 01:11 PM So basically we just play as normal, and when we save we post the savegame here I take it? Kind of like a Play By EMail only without the email?
If so, then........I guess I'm in.
My personal opinion is 30, but whichever the group decides is fine by me.
I may be kind of the on and off player, but I will play. Some of my classes require quite a bit of my time (namely Network Operating System [basically learning Linux], Network Administration Intermediate, and Psychology).
Whomp Jan 23, 2007, 01:26 PM No probs Tank Guy. I'd like max civs too and don't anticipate a problem with that.
I'm sure we'll be flexible with your schedule and just let us know when things are too tight.
Generally, SG protocol says 24 hours to say "got it" and 48 hours to "play it". There's no problems skipping turns. RL and all. Saves will be posted here but simply attaching the save.
Welcome to the lurker lounge Pat4. :salute:
*Ahem*muffled drum thing..
pat4 Jan 23, 2007, 01:29 PM Psssst! Don't tell El Justo but I'm actually stalking him. Honestly I've posted about 50 questions on his scenarios.
Tank_Guy#3 Jan 23, 2007, 01:37 PM Psssst! Don't tell El Justo but I'm actually stalking him. Honestly I've posted about 50 questions on his scenarios.
I've noticed this, and I'm sure El Justo has also. Well, at least you haven't been shooting PM's his way nearly nonstop for a couple months.
Also, though I talk a good game, I'm rather pathetic at Civ. That said, I'd be screwed if the difficulty level is set too high, and "too high" isn't very high at all. But I pray to god not everyone finds out about this.
@ Whomp: wasn't it you a couple years ago that was asking for advice designing your back porch/deck/etc or something? If so, how'd that go?
Whomp Jan 23, 2007, 01:38 PM Psssst! Don't tell El Justo but I'm actually stalking him. Honestly I've posted about 50 questions on his scenarios.
:nono: I'm sure El J will more than kindly answer your (normal) questions in the AOI thread.
Also, though I talk a good game, I'm rather pathetic at Civ. That said, I'd be screwed if the difficulty level is set too high, and "too high" isn't very high at all. But I pray to god not everyone finds out about this.
@ Whomp: wasn't it you a couple years ago that was asking for advice designing your back porch/deck/etc or something? If so, how'd that go?
In a SG there's a fair amount of learning that goes on too because a big part of this is discussion, planning and even mm'ing.
Yes Tank Guy that was me. It looks awesome. We're regular green thumbs now and I'll post some picture when things are back in bloom.
El Justo Jan 23, 2007, 01:40 PM ok - i have a tendency to ramble on a little. so bare w/ me gents :)
here's what i think we should focus on as we fire up the first turns:
judiciously mix our Father Land city builds to include both infantry type units as well as production boosting city improvements. the set-up for AoI is to pay attention to your production rates as the starting rate for all but the biggest of cities is relatively weak.
now - onto the War Dept:
infantry units are the bread & butter of our military. they have the best HP allotment and for the time being, they have the best defensive rating (until the machine guns come along - i'll get into that when the time is right - not yet though). so building them early and relatively often will behoove us i think :)
the cavalry units are similar to the standard civ3 cav units in that they have extra movement points (3 altogether - the infantry have 2) in comparison to their non-saddled/dismounted bretheren. however, they have (i think) a better attack value (only the first generation of infantry units though [2 generations in sum]) and they also have the blitz flag which allows them to 'mop up' rather effectively. so keeping several of these on-hand will be important.
artillery - this is perhaps the most important part of our military. i say this b/c it was intended to sort of simulate the era's heavy reliance on direct and later on, indirect fire support for the boots on the ground. plus, once we start matching up against enemy machine gun (MG) units, we'll thank our lucky stars for our artillery men.
now, there's 4 types of arty in AoI:
mountain artillery - light & mobile but doesn't pack much of a punch, can keep up w/ the cav units though (3 mvmt).
field guns - medium arty and semi-mobile, can keep up w/ the infantry units (2 mvmt)
howitzers - heavy arty and only 1 mvmt point, not buildable from the outset but introduced some time in the 1st era i think
rail guns - built later (mid 2nd era maybe?) and restircted to tiles which have either a road or rail on it, excellent bombardment no's due to their high caliber and range
a sidenote:
Germany has perhaps the best arty pieces in the game, especially late-game. iirc, the 'Big Bertha' howitzer and the 'Paris Gun' are at our disposal :)
a note from the Colonies:
the colonial set-up for AoI is what makes it unique. by this i mean that due to the 'isolated city builds', we'll only be able to build colonial troops in our colonies (same goes for all civs). the 2 colonial troops: Schutztrupp Infantry and the Schutztrupp Cavalry units (the term schutztrupp was given to all of Germany's overseas/colonial troops). so there won't be immediate needs to build ground units and ship them out to the colonies. iow, we'll be able to build colonial troops. however, they're more like 'light infantry' type units and as such, they have slightly lower stats (A/D values & HPs) than their regular troop cousins. one key to a good static defense in the colonies though is to build MG units in the Father Land and ship them out to the colonies since MGs can't be built abroad.
more on the colonies:
there is a complete set of colonial city builds. by that i mean that we can't simply build factories, silent film theaters, and universities in the colonies. instead, we'll be able to build stuff like gold or silver mines (assuming the resource is w/in a respective city's radius), rubber plantations (same), colonial army barracks, colonial school systems, and even missionaries and colonial postal service buildings :) refer to the CivP for a complete description and bonuses.
i'll post more of this type of info as time permits. i mean, i think it'd be helpful for the guys who aren't all that familiar w/ the game mechanics...
El Justo Jan 23, 2007, 01:57 PM pat4,
it's no sweat dude. i mean, that's what i'm here for is to help you guys and answer questions relating to my scenarios. plus, you're from Ireland which earns extra points w/ me :D
glenmetz Jan 23, 2007, 02:10 PM I'm So In!!!
El Justo Jan 23, 2007, 02:13 PM alright - i figured it'd be best to simply arrange all of the tips, player guides, etc into one big post:
my account of each civ - a sort of poor man's player's guide (http://forums.civfanatics.com/showpost.php?p=2059840&postcount=3)
an awesome guide written by my civ buddy Klyden - he was a tester, too (http://forums.civfanatics.com/showpost.php?p=4427455&postcount=1659)
fuller description regarding the VP conditions (http://forums.civfanatics.com/showpost.php?p=2059835&postcount=2)
a fuller description of the different unit classes in AoI (http://forums.civfanatics.com/showpost.php?p=2059849&postcount=5)
El Justo Jan 23, 2007, 02:24 PM I'm So In!!!
nice :)
here's some more info on the key twist for AoI:
Scenario info:
This version of AoI is vastly different from previous versions. The entire scope has been greatly enhanced. And most importantly, the race for the 'raw materials from the colonies' has been implemented for v3.0 and it introduces a radical departure from the simplistic empire building/land grab tactics associated with most civ3 games. These 'raw materials' are flag units which are autproduced by a unique colonial city improvement called 'Colonial Govt Building' (these are all pre-placed for the applicable civs--see below) every thirteen (13) turns. The gist is to ship these units back home, 'secure' them with an existing land unit and send it to your lone Victory Point location (your capital unless you capture another civ's capital). The idea is to maintain a 'merchant fleet' of sorts (transport units) and find ways to ship these flag units from the colonial outposts and back to the mother lands. Gain enough VPs (1 pt for VP occupations and 2 for returning the 'raw materials' units) and you win.
Tank_Guy#3 Jan 23, 2007, 02:37 PM ok - i have a tendency to ramble on a little. so bare w/ me gents
here's what i think we should focus on as we fire up the first turns:
judiciously mix our Father Land city builds to include both infantry type units as well as production boosting city improvements. the set-up for AoI is to pay attention to your production rates as the starting rate for all but the biggest of cities is relatively weak.
I generally start out building 1 infantry unit for that extra little boost in defence of my cities, and then switch over completely to building city improvements. Once all the available improvements are built, I then proceed to either create more units, or generate wealth.
now - onto the War Dept:
infantry units are the bread & butter of our military. they have the best HP allotment and for the time being, they have the best defensive rating (until the machine guns come along - i'll get into that when the time is right - not yet though). so building them early and relatively often will behoove us i think
My last game I dabbled a little bit with the Americans. I found that though they couldn't move as fast as the cavalry, they definitely managed to outfight them. While it could possibly pertain to the enemies I was fighting (Mexico, Central Americans, etc), I still think we'd fair better building infantry as opposed to cavalry.
the cavalry units are similar to the standard civ3 cav units in that they have extra movement points (3 altogether - the infantry have 2) in comparison to their non-saddled/dismounted bretheren. however, they have (i think) a better attack value (only the first generation of infantry units though [2 generations in sum]) and they also have the blitz flag which allows them to 'mop up' rather effectively. so keeping several of these on-hand will be important.
I find that they very generally get massacred whenever I use them. I use them in a strange means, I send them out front to capture workers, guard the workers, and then retreat back behind the lines and act as a garrison for the cities my units capture.
artillery - this is perhaps the most important part of our military. i say this b/c it was intended to sort of simulate the era's heavy reliance on direct and later on, indirect fire support for the boots on the ground. plus, once we start matching up against enemy machine gun (MG) units, we'll thank our lucky stars for our artillery men.
I use artillery extensively in many of my games. I generally set it up so that my land based artillery stays away from the coast and focuses on the landlocked cities. I use my navy to bombard the hell out of coastal cities.
NAVY:
On the subject of the navy, I've found that in every single game I play as the Germans, the English attack me, and wreak havoc in the Orient. That said, I think we should send a good host of weaker or a smaller number of stronger naval units to go and defend our colonial interests in the Far East, lest they be taken by the evil English. I also build up a large transport fleet so as to carry my "raw materials" back to the homeland. I also like to secure certain waterways, in particular the English Channel, so my transports don't have to go around England.
POLITICS:
I make right of passage agreements with the majority of the other civs ASAP, so my units can move freely. Mainly with civs in areas like the Panama Canal, the Suez Canal, the Straights of Gibraltar, English Channel, etc.
DEFENSE OF THE HOMELAND: I tend to go overboard here, I devote a certain number of workers for, quite litereally, fortifying the border. Meaning building fortifications on every border square (and railroads for faster troop deployment).
cubsfan6506 Jan 23, 2007, 02:52 PM Sign me up.
Phaedo Jan 23, 2007, 03:00 PM I'd love to play although I'm not familar with the mod at all. I'm in if there's still space and you'll have me:)
Whomp Jan 23, 2007, 03:09 PM Welcome aboard Flubsfan6506. :D
If my passive aggressive needling gets under your skin just tell me. Most of my friends have your strange affliction as well. ;)
OK we have a roster. If our Monkeydude can't play we'll reopen the roster for one more player.
Roster
El Justo
Whomp
SimpleMonkey (a big fat maybe)
Tank Guy #3
Glenmetz
Cubsfan6506
Alternate: Phaedo if SimpleMonkey can't play.
Let's discuss play level. SG's tend to play a level or two higher than your used to. I'm a proficient deity player so I'm flexible here.
Playing turns. Usually a SG is 20 turns for the first player then 10 turns for everyone after that until the industrial age when players will sometimes reduce it to 5 turns. I thought it would be a good idea to run 5 turns apiece so we can prepare a good game plan. El J and Tank Guy have some experience so that will help develop a sound strategy.
Victory condition? How should we win? Victory points or domination?
Any other variants we should consider? (IE no alliances)
El Justo Jan 23, 2007, 03:24 PM i agree that we should play at a higher level than what we're used to...
now, note that i greatly reduced the starting units associated w/ the different difficulty levels. this is primarily b/c we didn't want a civ to get overrun in the first few turns (as it was happening during testing).
anyway - i say demi-god or deity (1 or 2 in front of Sid) on the 31 civ 'FULL' file.
5 turns apiece sounds good.
as for a path to victory...i would say that we try for both w/ a greater focus on accumulating VPs via the 'raw materials'. now, once we're on a good footing to wage war, i think we can start to look at conquest. it'll be damn hard though to attain a conquest victory.
another area to consider is to try and pinpoint which neighboring civ to knock out first. traditionally, the Jerries usually steamroll over the poor Dutch and Belgians. the french are always an inviting target as well and will always be our traditional enemy :) we will certainly need more coastal cities and especially ones w/ have the 'Industrialization' resource (ie all of western europe).
other minor stuff:
my first thought is to outlaw city razing by us human players. the AI will raze some but not nearly as much as we're all accustomed to since i plugged in roughly 160 'phony wonders' (no real city bonuses but flagged as a wonder - the AI is terribly reluctant to raze a city w/ a wonder in it) to stunt the AI razing problems associated w/ civ3. it still occurs but w/ much less frequency and almost never to the main cities on the map.
lastly - please advise if anyone has trouble DL'ing and installing. i am more than happy to assist :)
soul_warrior Jan 23, 2007, 03:36 PM :scan: missed :gripe: will watch from the sidelines. i expect the next 3 months to be heavy school nights
glenmetz Jan 23, 2007, 03:40 PM I say we play for Victory Points, as thats a good feature of this mod and the shipping lanes attribute of it as well.
cubsfan6506 Jan 23, 2007, 04:31 PM I say we play on a the second hardest level. Why because i dont want to see one of those stupid globe dominating empires. Also Phaedo can have all my turns over the weekend as i won't be here.
Also i would consider changing the name. Because the great game only refers to the area around central asia between the british and the russians.
Also heres my general strategy for AOI neve ally with the british. they will turn into a juggernaut with the help of a human player i found this out my first game. In my one game as the germans on turn five i invaded the jerry mainland and all of it fell in two wars. Then it was on to central america and canada but you need both.
Also i think we should bump up the turns up to 1000 and victory points 7104 preportiantly.
El Justo Jan 23, 2007, 05:41 PM glenmetz,
agreed :)
cubsfan,
i totally agree about not allying w/ the brits (the french, too, to a lesser degree).
1000 turns :eek: i don't think i've ever got that far in 1 game before!
btw - a few guys have recently posted in the thread that they acheived the VP win in SP mode :)
Tank_Guy#3 Jan 23, 2007, 05:43 PM I say we play on a the second hardest level. Why because i dont want to see one of those stupid globe dominating empires. Also Phaedo can have all my turns over the weekend as i won't be here.
Not quite at that level. We need to make major domination attainable, not next to impossible. And besides, I'm not good at maintaining a strong economy. I see a surplus and I blow it on the military or rushing things. If we do set it here, I suggest we don't get into any wars, my laissez-faire on steroids capitalism along with insane military spending will probably get us tanked very quickly.
Also heres my general strategy for AOI neve ally with the british. they will turn into a juggernaut with the help of a human player i found this out my first game. In my one game as the germans on turn five i invaded the jerry mainland and all of it fell in two wars. Then it was on to central america and canada but you need both.
I try to ally myself with every other nation save the one I'm going to attack, that way I'll only have 1 enemy, and 28 or 29 allies. Which is extremely costly, so I sometimes align myself with nations that I deem a threat should war break out.
FINANCIALS: I vote we set the science funding on the lowest level possible to maintain the 5 turns for research advancement (unless this changes with difficulty) and use only 10 or 20% for luxuries. On the levels I usually play at, this leaves a large surplus allowing me to spend like mad on my military.
I started my last game as Germany before I had those unit fixes, so it crashed after I had achieved my most successful AoI game ever. Wish there was some way to fix the savegame.
cubsfan6506 Jan 23, 2007, 06:48 PM glenmetz,
agreed :)
cubsfan,
i totally agree about not allying w/ the brits (the french, too, to a lesser degree).
1000 turns :eek: i don't think i've ever got that far in 1 game before!
btw - a few guys have recently posted in the thread that they acheived the VP win in SP mode :)
me neither thats the point that is how long games go. I just dont want it to end. Also el j if you do do victory points for standard points its the same as what i suggested because i cross multiplied it. To be honest im much more of a math guy than a history guy.
Whomp Jan 23, 2007, 06:53 PM El J is the whole download on the OP? Does civassist or mapstat work with the mod?
I'm a mm'er so if our cities have more happy than sad then no lux. My tendency is not run clowns at all possible cost. I presume food is still power? I also prefer not to feed the AI luxs unless they're small and I want them to get bigger. Why would we not want a tech advantage by running hot on research?
On the name of the game I realize what "the Great game" was but it's simply a name that fits the era and the type of game I anticipate. ;)
Ansar Jan 23, 2007, 07:05 PM Good luck gang!
Seems like this SG will be interesting. I will most certainly be watching. :cooool:
As per house rules, please always post a picture with the turnlog unless there was no changes during your turn or the picture isn't needed. :)
cubsfan6506 Jan 23, 2007, 07:31 PM I cant post pics. Also when are we starting.
Whomp Jan 23, 2007, 07:46 PM Have you ever used imageshack?
I think we can have El J give us a start and Cubsfan can follow since he'll be out of town. It may also help to break up players based on their typical comfort level playing civ. I've run with Monkey before so I know he has skills. :D
Here's our roster again.
El Justo Up
Cubsfan6506 on deck
Whomp
SimpleMonkey (a big fat maybe)
Tank Guy #3
Glenmetz
Phaedo (sub)
Lurker Hotel
Pat4
Soul Warrior
Ansar
cubsfan6506 Jan 23, 2007, 08:38 PM Is el J starting it also just tell me when we are starting. Also thank for arranging it for my convience.
El Justo Jan 23, 2007, 09:21 PM Whomp,
i never tried civassist or the mapstat. however, i'd be interested to see if they'd work. i don't see why they wouldn't. what type of info do those programs calculate anyway?
for easy access, here is the link for the large DL:
http://www.3ddownloads.com/Strategy/Civilization%203/Mods/Age%20of%20Imperialism/AoI.zip
here is the link for the biq file:
http://forums.civfanatics.com/uploads/43728/AoI_v3.0_31civs.zip
both files ought to be in the following directory:
Civilization III/Conquests/Scenarios
lastly, here is the small patch for the errant unit files:
http://forums.civfanatics.com/showpost.php?p=5017121&postcount=2603
follow the short instructions in the above linked post. and i apologize for the need to DL and install the 'patch' as i try to avoid extra DLs. however, it is very small and takes only a hot second :D
see my notation on luxuries below for a more detailed explanation of how they work in AoI. you'll see that you won't have to worry too much about the clowns/jokers/jesters in the cities. so that part is good i guess.
food is power i guess...to a certain extent. i mean, it certainly helps boost the city sizes which in turn boosts tax revenue, shields, defenisive bonuses granted by citiy and metro sizes, etc. however, pop isn't a part of the victory conditions.
we could feed luxuries only to our neighbors we think ought to grow. i mean, we'll have a few left over in the resource boxes to do so :D
i also would want to run hot on science - at least in the beginning when our science boosting base is very low (i'll have to check to see what the exact min/max times are for the techs - something tells me it's 6min/16max). once we ramp it up w/ a few Universities and then later, Colonial School Systems, we'll be able to pull off the science throttle a bit and allot our scratch to other endeavors.
i like the name of the thread actually :p i mean, it is certainly a flurry of diplomacy and an almost endless game of cat and mouse and trying to keep our rivals off our ass :)
i'll start up the file tommorow night as i'm not at home right now...but i hope to crank out the first 5 and post the save no later than 5:30 pm EST (US).
and yes! imageshack is your friend! as least Thunderfall would say so!
a few important details not covered thus far:
i will have to open up the file to tell you all exacts as far as how many total turns - but it's something in the neighborhood of 450-500 for the 'FULL' file. and i am almost positive that the VP condition is 4,000 even.
VPs are accumulated 2 ways:
~ one (1) pt awarded each turn for the occupation of a victory location. these locations are pre-placed in each civ's capital. each civ has only one (1) location.
~ two (2) pts awarded for the successful return of each 'raw material' unit to your capital (or another victory location assuming we take an enemy captial). also, 25 gold is awarded for each successful return.
the base amount of HPs for all units is four (4) instead of the standard civ3conquest three (3).
standard worker units, known as Civil Engineers in-game, are not buildable in the scenario. instead, they are autopro'd by the Capital (aka Palace) every 10 turns (i think - it might be a little higher - i'll have to check to be 100% sure - but i ain't at home right now). so guarding our worker units is a must. and capturing enemy worker units is a neat little spoil of war.
there is however a Colonial Conscript Worker unit and it can be built but only in the overseas holdings (or where the 'Colonialism' resource is avaialble). their worker rate capacity is a fraction of the Civil Engineer unit though.
Settler units can not be built or spawned.
regarding the map - it is a 180x180 world map made by Rhye i think. it has an 'oversized Europe' w/ shorter oceans. i did a good deal of small revisions though in certain areas to enhance gameplay and ensure proper food and shield distributions. i also placed all of the cities and resources, too. actually - i did a good bit of research on the resources and found some good sources for RL resource placement. so if there was gold in northern siberia, the ruskies have it. rubber plantations in brazil, tin deposits near Rangoon, coal mines near Philly, etc etc.
there's no scientific GLs nor are there any Golden Ages.
army units are not buildable. instead, they're spawned automatically when we win one of those lucky elite unit battles. so there's no standard GLs either. the purpose of this is to limit the appearance of what i think is a gamebreaker at times: the army units. however, if we pop one of these, it'll be a HUGE asset to us our any potential war plans be it in Europe, Africa, China, or in the Pacific.
Barracks city improvements can only be built in the colonies - and not until the last era. however, the Military Academy sm wonder, which can be built in our capital only, will produce vet ground units. the intent of this is to rely moreso on combat achievements to garner that extra HP as it is very valuable. the second generation infantry units (the WW1 variants and available at the very end of the 2nd era) offer a nice jump in HPs and A/D values. check the CivP for more info if you wish :)
happiness issues are sort of minimalized in AoI. luxuries certainly play a role in the scenario. however, not to the extent of the default civ3conquests. the key w/ the luxury resources is that cities w/in the radius of them are afforded exclusive city imp's like gold mines, tin mines, copper mines, rubber plantations, etc etc. luxury resources can be traded (air and sea trade is disabled for AoI - it reduces turn times by about 700%*) but only to a civ which we have a road network leading to their capital. so in our case w/ Germany, we have several which we can trade with (all of europe save for Great Britain).
*this large reduction for the in-between-turn times is noticable pretty much throughout the scenario but primarily in the mid and late game stages.
only the Marine units (some UU marines and a generic one for everone else) have the amphibious attack flag. however, there are no 1 tile island cities on the map to encourage AI landings. and to be honest, i've probably seen more 'smart' AI amphibous landings in AoI than in any other civ3 file. so we should be ready for this :cool:
all of the pre-placed sea units on the map are named. this means that our ships will be SMS -name- -followed by the class abbreviation-. british ships have the HMS prefix, America has the USS moniker, etc. i propose that we name the ships as they are built or arrange to do so upon initiating sea unit builds :) that would be cool.
as for my mgmt style - well, i usually go the route of production/shield enhancment in combination w/ city growth + defensive minded units. and once i feel comfortable w/ my defenses, i'll begin assembling a combined group of offensive type units. by 'combined' i mean that i have a nice mix of infantry, arty pieces (usually 1 for every 3-4 inf [give/take]), cav units, and sometimes workers. one general rule of thumb i usually follow is to keep my cities in the 'white' by drafting citizens when they go 'yellow' or 'red'. of course, i am open to any style really. i mean, that is the intrigue i think about these type of games. but again, i'm open to any MM'ing that is suggested :D
cubsfan6506 Jan 23, 2007, 09:37 PM El j i will be home at 5:30 eastern so i will probaly get mine out by 6:30 eastern. Also i propose we go right for industrialization one tech. It provides so many advances. Also ive never gotten out of the second era in his great mod.
Whomp Jan 23, 2007, 10:22 PM I'm all dl'd up. I'm going to open it tomorrow just to look around. :dance:
Phaedo Jan 24, 2007, 04:15 AM I'm so sorry but it looks like I'm going to have to bow out and just lurk. After a faculty meeting today, it doesn't look like I'll have much free time on the next few weekends and the next month is going to be killer. I was so pumped to play this with you guys but I feel I shoudl give the free time that I will have to the SGs I've already signed up for. I truely appologize but I figure it's beter not to put myself in a position where I might have to default.
Good luck all! It looks like it's going to be a lot of fun
glenmetz Jan 24, 2007, 06:43 AM I need to download those tonight and make sure they work.
Lets get this rolling.
Tank_Guy#3 Jan 24, 2007, 10:24 AM Civilization assistance? El Justo? How do those have any connection? He is the Emperor of Civ (definitely of scenarios, not to take anything away from the other great scenario makers here though :D).
Game: 31 Civs
Victory Style: Victory Point (VP)
Difficulty: Median (taking in my skill, well, lack there of, and other players skill)
Nation: Germany
Path to Greatness: Preferrably peaceful empire building, but if conflicted out...
Diplomacy: Peace, Trade, no alliances with England or France.
Did I hit the nail on the head, or should I change things up a bit?
Also, are the downloads posted above different than the ones on the official AoI thread (just for clarification)?
-------------------------------
all of the pre-placed sea units on the map are named. this means that our ships will be SMS -name- -followed by the class abbreviation-. british ships have the HMS prefix, America has the USS moniker, etc. i propose that we name the ships as they are built or arrange to do so upon initiating sea unit builds that would be cool.
I have a simple naming convention for the transport ships (so as to more easily manage them): name by the sector they are from, and then number them.
Example: Oceania 1, 2, 3....
as for my mgmt style - well, i usually go the route of production/shield enhancment in combination w/ city growth + defensive minded units. and once i feel comfortable w/ my defenses, i'll begin assembling a combined group of offensive type units. by 'combined' i mean that i have a nice mix of infantry, arty pieces (usually 1 for every 3-4 inf [give/take]), cav units, and sometimes workers. one general rule of thumb i usually follow is to keep my cities in the 'white' by drafting citizens when they go 'yellow' or 'red'. of course, i am open to any style really. i mean, that is the intrigue i think about these type of games. but again, i'm open to any MM'ing that is suggested
My style (I stated a bit of it above): start off building 1 defence unit for each city (build 1 German Infantry first), then switch over to city improvements hard core. Start with factories and such to boost productivity, then building that allow for the city to grow. Followed by buildings that reduce pollution (I really recall this being a problem, but problems do arise when least expected). Once all city improvements currently available have been built, then begin to produce either military units or start to generate wealth. Try to bolster the defenses of the colonies, it is a regular thing (in every AoI game I've played, regardless of which civ I am) to have the English attack Germany without reason early in the game. It has even occured when I was bribing them with 2 gold per turn, right of passage, and paid them about 150 in a lump sum (broken up in groups of 25 gold per gift). They still attacked. Now that is asinine on their part, but do take note of their stupidity.
Like El Justo I do have a slightly varied military. However, unlike El Justo I try to have 3-4 artillery pieces per infantry unit, and keep the cavalry to a minimum used only for capturing enemy workers and then escorting them back to build up terrain improvements.
All the while my workers are building roads, railroads, mines, irrigation, etc.
In Review:
1. Build 1 infantry unit to defend the city it was made in.
2. Build all the cities improvements currently available.
3. Build up your military or generate wealth (do both if you can).
4. Constantly improve terrain. An idle worker is a worthless worker, you might as well not have him if you don't use him.
cubsfan6506 Jan 24, 2007, 12:41 PM -------------------------------
I have a simple naming convention for the transport ships (so as to more easily manage them): name by the sector they are from, and then number them.
Example: Oceania 1, 2, 3....
.
How do you change names.
Whomp Jan 24, 2007, 12:56 PM How do you change names.
Shift-N
I will simply quote Scoutsout regarding my style of play.
I am actually a builder at heart.
Seriously, I like to build stuff:
I like to build cities, so that I may build an empire...
I like to build barracks, so I can build veteran units.
I like to build roads, to connect my trade network, make some gold, and move some units.
I like to build markets, for happiness, gold, and unit support.
I like to build libraries, so I can learn to build better units.
I like to build MORE cities, for more unit support
I like to build railroads, so I can move my units really fast.
I like to build factories, so I can build units faster
I like to build things that throw rocks and drop bombs, so I can ... kill other civs' units!
I like to build universities and banks... (see "libraries" and "markets")
I like to build airfields, so I can move units around really, REALLY fast.
Aabraxan Jan 24, 2007, 12:59 PM I believe that quote from scoutsout may be the most oft-quoted bit on this site. . . and I laugh every time I see it.
El Justo Jan 24, 2007, 02:21 PM very nice fellas :lol:
ok, i played the first 5 turns :)
Commodore level (aka Deity)
Week 1 1895
set Berlin to build "The Gold Standard" sm wonder. it offers the +5% to treasury bonus as well as +1 prod
set science/happiness at 10%/10% since it didn't make a difference (yet) wrt how many turns until "Field Guns I" is discovered. i set us on the path to discover "The Maxim Gun" tech. it is the deefinitive defensive unit in the game imho. of course, i'm open to all ideas regarding which science path to follow. i guess indicating what type of discovery/attribute (in civ terms) to focus on would be the best way to pinpoint have an alternative path...assuming "The Maxim Gun" isn't the route we collectively want to take.
http://img257.imageshack.us/img257/8558/aoi189519047fx.jpg
ps-this is an older image of the tech tree i had on my HD. specifically, we already 'know' "Colonial Admin I" since we have the scientific civ trait.
i set most of the colonial builds w/ either +prod or +culture.
Week 5 1895
nopthing happened really...
Week 9 1895
the Russians moved a few of their protected cruisers (PCs) out of the Port Arthur area. in tow was a single TR also.
Week 13 1895
nada
Week 17 1895
a single Scandinavian worker crossed the Danish/German border into Germany. it is presumably there to construct a road network w/ our capital via NW Russia (finnish russia and sweden are not connected). no harm no foul i s'pose :)
i spotted a few Royal Navy (RN) PCs and a TR approaching our station in the Caroline Islands. i reckon that they're just passing through.
i tried to end my 5 turns w/ most cities having a 'clear slate'. by that i mean that when cubsfan starts up, he'll have a host of new city builds to chose from. i presume that this is generally the SG courtesy?
i spent roughly 1,700 in gold on pop-rushes of city imp's. there's 800+ left over.
i sent our 2 pre-placed Civil Engineers to build roads on the 2 last remaining tiles which didn't have them.
i passed on building "The Theory of Relativity" great wonder in Munich b/c the cost outweighs the benefits (+prod & science boost), for now at least :) if someone wants to build it when production is boosted some (w/in 5,10,15 turns), that's fine, too.
the best way to ship the 'raw materials' (RMs) units back to Berlin is usually to wait until you have the four (4) 'raw material' units ready at once to load into a TR (eg our east africa holdings). another way is to 'pick up' our goods along the way. RMs are popped every 13 turns. so if you see that there's a TR there for you and there's enough to fill it, ship 'em out! of course, escort duty is usually pertinent. i did not, however, send any of our home fleet out to the colonies as many civers like to do in the opening turns as Germany. maybe cubsfan can send out some '6 mvmt' cruisers? either way is fine...
oh - i think that we should try to avoid war at all costs w/in the first few dozen turns. i've routinely paid off the AI just to push off a possible war.
to those of you who've never played AoI before:
turn up the volume on your computer when you first fire it up. you might be a little surpised :)
one more thing for cubsfan-
i forgot to hit 'enter' after my last turn. so when you fire it up, hit space or enter and then that is your first turn (week 21).
here's a screeny of how i left it:
http://img256.imageshack.us/img256/2466/aoisg24jan2ir.jpg
and lastly - here's the file:
http://forums.civfanatics.com/uploads/43728/Wilhelm_II_of_the_Germans_Week_17_1895_AD.SAV
ps-it seems that the .sav game files are too large to post w/out zipping it up or using the 'easy upload' function. we'll have to devise a convenient way to get around this (or more aptly, to not fill the cfc server up too fast etc). any advice here would be nice :)
cubsfan6506 Jan 24, 2007, 03:03 PM Hey el J when i tried to load it up it couldn't find the stadium pix. I think this might not work someone else try. Also el J it looks like your running it in debug mode. Whats aoi named on your scenario section. That could be it.
Whomp Jan 24, 2007, 03:20 PM El J there's not a need to finish a city build before the next player. It is courtesy for the next player to either ask why you decided that path in this thread rather than make wholesale changes during their turns. The key is continuity through discussion and have a good big picture plan. I think we're on our way.
When there's a file greater than 500kb like this one uploading to CFC's server has not been a problem. If you guys think it would be better to send by email rather than using TF's server that's fine too.
cubsfan6506 Jan 24, 2007, 03:32 PM How do u get it to work if anybody can get it to work ill just trade turns with them.
Whomp Jan 24, 2007, 03:35 PM How do u get it to work if anybody can get it to work ill just trade turns with them.
I don't understand.
You tried loading the save in your conquests saves file?
I'll be home in an hour to try and load it...
El Justo Jan 24, 2007, 04:10 PM Hey el J when i tried to load it up it couldn't find the stadium pix. I think this might not work someone else try. Also el J it looks like your running it in debug mode. Whats aoi named on your scenario section. That could be it.
this is a common error.
find the extracted file named AoI. click inside of it and you'll find yet another file named AoI. 'Cut' the one on the inside and 'Paste' it into the following directory:
Civilization III/Conquests/Scenarios
overwrite any other file.
the game won't run if you have leave the 'folder within a folder' as is. iow, you need to c&p it. this is all from the zipped up file i'm afraid...and is a common error for all scenarios.
Whomp,
noted on the protocol. and emailing the file seems easier to me...
Red Door Jan 24, 2007, 04:12 PM Add me to the lurker list. :mischief:
cubsfan6506 Jan 24, 2007, 04:27 PM this is a common error.
find the extracted file named AoI. click inside of it and you'll find yet another file named AoI. 'Cut' the one on the inside and 'Paste' it into the following directory:
Civilization III/Conquests/Scenarios
overwrite any other file.
the game won't run if you have leave the 'folder within a folder' as is. iow, you need to c&p it. this is all from the zipped up file i'm afraid...and is a common error for all scenarios.
Whomp,
noted on the protocol. and emailing the file seems easier to me...
No it works fine when i run your scenario file normally. Im a regular player of it. I think the game is mistaking the file for normal save game.
El Justo Jan 24, 2007, 04:35 PM did you put the .sav file into the Saves folder?
cubsfan6506 Jan 24, 2007, 05:15 PM Figured it out i had changed the name of the folder from AoI to c for my convienince.
Here is the save.
http://forums.civfanatics.com/uploads/101788/Wilhelm_II_of_the_Germans_Week_37_1895_AD.SAV895_A D.SAV
And my journal of course.
Week 20 1895
A massive industrialization begins throughout the empire. We adopt the gold
Standard railroad terminals are built in Germany. Coaling stations are built throughout the
colonial holdings. More military units are built to prevent russian invasion. Work begins on
feild guns.
Week 25 1985
Nothing of interest happens. I hurry german infantry for 678 gold.
O and El justo reading your previous post I believe regular infantry is better than ones produced be the maxim gun.
Week 29
I order the scandinavians to withdraw there worker. German infantry built in Dussledorf
Week 33 Berlin builds stock exchange
End of my turn,
I Issue a ultimatum to Scandinavia demanding four gold they accept. Also i finish up most of
my projects. Two more infantry and a stock exchange.
cubsfan6506 Jan 24, 2007, 08:45 PM Whos next.
Whomp Jan 24, 2007, 08:51 PM OK I got it. I'm not exactly sure what our tech path should be so I might be back as I acclimate myself to the game. Any thoughts or advice is appreciated.
El Justo-- Led us off and started the big guns.
Cubsfan6506-- just went and gave a boot order early. :eek:
Whomp up
SimpleMonkey (a big fat maybe on deck?)
Tank Guy #3 possibly on deck
Glenmetz
Sub?
Lurker Hotel
Pat4
Soul Warrior
Ansar
AlCosta
Phaedo
El Justo Jan 24, 2007, 09:35 PM cubsfan is right - to a certain extent - about the infantry units vs the MG units (for defense). the infantry unit has the 2 extra HP (+3 if built in Berlin w/ the forthcoming Military Academy sm wonder). the MG unit is 4A/12D 0hp bonus. however, vet MG units, whether garnered through battle or built in Berlin, are extremely sturdy and they have the ZoC tag w/ a defensive bombardment rating. and once they're elite (not uncommon at all once war rages), they are the creme de la creme of the defensive units...imho at least :) especially the later generations of machine gun units. however, we can absolutely never go wrong w/ the infantry units.
ok - i think we as a group ought to decide exactly which tech path to take.
here's a brief rundown of our immediate and near immediate options:
Pre-Dreds I will unlock the Kaiser I class pre-dred. a nice sturdy ship w/ a poor fire control system and not very sea worthy (in the blue water sense). great for coastal defense though.
the cruiser techs are so-so. the best is perhaps "Armored Cruisers II" as it unlocks the Prinz Heinrich class CA and its 6 mvmt rate (same as the TRs - ie ideal for heavy escort duties).
a developer's note on our German sea units stats:
generally speaking, our German sea units have a de facto movement point malus since in real life, their ship yards produced ships that were fairly inferior wrt to sea worthiness, especially in comparison to British ships of the era (the benchmark for naval technology). however, our shipbuilding improves gradually over time and by mid-game, our ships have some of the best (if not the best) fire control systems in the scenario (fire control systems = bombardment stats, RoF, and A/D values). so we should keep this in mind as we move along :)
additionally, we spent approximately 3 months just doing research on all of the different ship classes in AoI. things like fire control, sea worthiness, crew capabilities, gun calibers, total # of guns, total # of torpedo tubes (when applicable), size of the tubes, total displacement, armor belts (near the waterline), and even how many bulkhead compartments inside the hulls of the ships. iow, alot of thought and revision went into the sea unit stats.
also - total HPs on the sea units are generally awarded as follows:
1 total HP for every 2500 tons of displacement. so if a ship displaced 10,000 tons, it has a total HP of 4 (as a regualr).
the "Agricultural Refining" tech grants a host of +prod city imp's like sawmills, rubber plantations, sugar refineries, and wineries, etc etc.
"Industrializtion I" grants a host of 'homeland' +prod city imp's and is one of the most valuable techs of the 1st era.
"20th Century Medicine" allows for the 'heals in enemy territory' bonus.
the "Colonial Admin" techs unlock one colonial city imp at a time. II unlocked our Shutztrupp Cav unit.
let me know what all of you guys think and we can plot out our course.
oh and the min/max times for techs:
5min/9max (i thought it was higher :blush:)
more general settings type stuff:
movement along roads = 4 (3 is the standard for c3c)
food consuption per citizen = 1 (2 for the standard c3c)
city sizes: town-1 to 19 ~ city-20 to 49 ~ metro-50+
as a result, pollution is greatly minimized due to the high thresholds. i leanred this trick by accident actually :)
Whomp Jan 24, 2007, 09:50 PM OK a few things off the top since this is a completely new experience...and I'm mesmorized by the tunes. :thumbsup:
So my questions before I play (which will be tomorrow)
Is there any reason to not sign ROPs with far away countries?
Many of them will pay their bank for it.
Shouldn't we run max research (at 60% with all taxmen and probably less with geeks) to get 5 turn protected cruisers instead of 9 turns?
Do we want Theory of Relativity wonder in Munchen? I'm not used to building any wonders since my preference in epic is to just take them.
Do we want to move our ships out into the channel? ROP with the Brits?
cubsfan6506 Jan 24, 2007, 10:09 PM No rop with brits until a inteligence agency. You may want to provoke a war with them.
glenmetz Jan 25, 2007, 06:21 AM I think we should work on techs that would help us boost our production 1st, then work on the naval upgrades. Gettng production as high as possible will help us in the long run. Also, we have 52 turns before we'll have 4 colonial resources ready to bring back to the mainland. We can get 7-10 techs in that time if we research max.
Whomp Jan 25, 2007, 08:50 AM Ramping up production seems to make sense before any wars are started imo. It seems to me that starting a fight with the Brits would be difficult since they have warships all over the place. If we're starting a fight I'd rather have it on our terms and and a land based attack would make more sense.
It doesn't look like we have any beakers in cruiser tech so should I shift to a production tech?
Remind me...how can I tell when a colonial resource is ready? Does it just pop up after a certain number of turns? Should I be shipping out escorts?
El Justo Jan 25, 2007, 08:51 AM the tunes are, for the most part, period pieces. and there really ain't nothin like unleashing our mighty naval guns to the sound of Mahler, Wagner, Debussy et als :)
here's my take on RoPs:
i will usually initiate an RoP w/ another civ only when i need to schlepp through their territory to get our RM's back home. so if we don't have to move through British territory at any point to do this then i see no real tangible reason to negotiate w/ them. now, at the same time, we'll have other civs approaching us for RoPs and the like. i'll usually oblige if the price is right and the civ in question is not on our immediate doorstep (eg the ruskies or the french). for the more far flung civs, i'll generally try to extort them. i mean, if they really want an RoP then they're gonna have to pay :)
cubsfan - i think we ought to be passive somewhat in the opening turns. and even if we do sign an RoP w/ the Tommies and they go on to sneak us, their rep will take a hit in-game. and rep hits, as in the standard c3c game, will have quite an impact when we are able to coerce other civs into decalring war against our enemies.
also - i'm even a bit leery about demanding scratch from other civs right now. i mean, if they say no and declare war, we're gonna get smooshed this early. i'd wait until we at least have a half decent garrison in the Father Land before we start puffing out our chest :) i mean, we're playing on Deity level and all...
Whomp - i really like your method w/ the science. i say we go for it as it appears to me that it's the most efficient MM'ing :)
i agree about the wonders. and i don't know if i mentioned it earlier but the Lowlands civ (holland & belgium) initiated "The Theory of Relativity" sm wonder. so i think that we can indeed take this from them when we decide to grab land :)
we could move some ships out into the channel i s'pose. however, as was the issue w/ the battle of jutland, the tommies (and our other potential enemies) want for us to be 'drawn out of our harbors' like that. of course, we're not at war right now so that does really apply.i do think, however, that we ought to ship out some cruisers to the colonies to act as escorts. now, the only problem w/ this is that our cruisers (the pre-placed ones) are shafted a smidge on mvmt pts (5) and we'll be slowing down the escort process (TRs mvmt pts = 6). no biggie i guess...
as for down the road - we can build light cruisers (CLs) which have 8 mvmt. these are great b/c they can pull both escort and scouting duties for us. they're pretty bunk on stats but it's all in the mvmt pts when the escort duties are examined.
glenmetz,
agreed 100% :) and btw, each and every 'colonial' city on the map (be it ours and everyone else's) has the 'Colonial Govt Building' pre-placed. now, these city imp's are the ones that pop the RM units and it is every 13 turns for each colonial city. so they'll start adding up as the turns progress.
ADDIT:
Whomp,
yeah - a production tech makes sense i think. we have 2 options here: the "Agricultural Refining" tech is dedicated primarily to the colonial cities while the "Industrialization I" tech is more for the homeland cities. either-or is fine by me :)
glenmetz Jan 25, 2007, 09:03 AM Just my 2 cents, lets go for Industrialization I for the homeland. Our strongest enemies are right on our doorstep (literally) and getting the mother country fortified should be the 1st priority.
Have I mentioned, I love playing this as Germany, I get to throw around terms like mother country and really mean it (being primarily of German descent).
El Justo Jan 25, 2007, 09:05 AM yes glen, i agree. i, too, get to do the same as i have German-Alsatian blood :)
cubsfan6506 Jan 25, 2007, 09:47 AM Also forgot to mention the austro's are building theory of relativitoy if it changes anyone mind.
Also el J in my experiance with playing aoi with the germans. I captured the british homeland on turn ten. My next game with germany i tried that on turn 100 and got slaughtered. I think we should push our advantage early. To boost our production. Im thinking the netherlands.
glenmetz Jan 25, 2007, 10:34 AM I captured the british homeland on turn ten.
Just plain sick
El Justo Jan 25, 2007, 10:37 AM yeah, the Lowlands (LL) civ is generally the most enticing target for us i think once we're ready for the offensive. however, we need to keep in mind that the LL civ borders us in africa and in new guinea. so we'll need to consider these areas as well (for both offense & defense).
engaging GB worries me a little - even in these opening turns. i'd like to hear what others feel about his :)
cubsfan - i'd bet that you weren't playing on Deity when you did that to the brits :p
Tank_Guy#3 Jan 25, 2007, 11:23 AM yeah, the Lowlands (LL) civ is generally the most enticing target for us i think once we're ready for the offensive. however, we need to keep in mind that the LL civ borders us in africa and in new guinea. so we'll need to consider these areas as well (for both offense & defense).
engaging GB worries me a little - even in these opening turns. i'd like to hear what others feel about his :)
cubsfan - i'd bet that you weren't playing on Deity when you did that to the brits :p
I get to engage in warfare with the Brits regardless of whether or not I want to. It always seems that they attack me within the first 10-15 turns no matter what our relationship is. Let's avoid a war with England if at all possible. Also, though this was quite a bit later on, the Dutch also attacked me. But colonially speaking they didn't move any military units to try and attack my colonial holdings, they just sat in their cities and waited for me. I tried attacking them in New Guinea, and they repulsed me every time. So I just sat outside the city and bombarded it. I overran them in Africa, and took one city in Europe. They aren't that aggressive during wartime, offensively they have no spine. But my Schutzgruppe didn't stand a chance against Dutch Colonial Infantry (in New Guinea anyway, in Africa we owned).
Also, my naval planning (i.e. choke the English Channel with ships) made the capture of Amsterdam (I believe) effortless. Brussels was another story entirely however.
Just my 2 cents, lets go for Industrialization I for the homeland. Our strongest enemies are right on our doorstep (literally) and getting the mother country fortified should be the 1st priority.
Have I mentioned, I love playing this as Germany, I get to throw around terms like mother country and really mean it (being primarily of German descent).
I agree. We should focus on defense for the first turns of everyone. If we lose the homeland, we are effectively screwed and may as well hand our colonial holdings over to another nation.
----------------------------------------------------
Also, if Whomp or SimpleMonkey post the savegame tonight and I don't reply, it's because my home internet connection, for lack of a better word, sucks. Its been giving me all sorts of problems lately (especially with the Easy Upload, it really doesn't like that for some reason).
So I would have to download it tomorrow (Friday) or else if you manage to post it before I leave today I can DL it and have it back to you by tomorrow.
How do you change names.
As Whomp said, Shift+N or if you look down by all the unit actions icons (build whatever for workers, fortify, etc) there should be one with "ABC" in it, click that and you can rename it there.
If it's not, then open up the options and there should be an option where you can choose to show more of them.
cubsfan6506 Jan 25, 2007, 11:24 AM COngo is incredibly weak You don't really need defenders in the bismark Archipalageo and the carolin islands.
El Justo Jan 25, 2007, 11:28 AM i remember one time playing as the Germans and i had the Chinese declare against me and...well...long story short...they must've sent hundreds of units at Tsingtao over a dozen turns or so :crazyeye: and i was able to hold it!
congo defenses are indeed weak. however, we ought not take anything for granted...
cubsfan6506 Jan 25, 2007, 11:57 AM Just plain sick
No the entire thing just london. It kind of reminded me of Germanys advance into france into ww2. Now only if Britain would lye over on their belly and complettely surrender i would be :king: Entire thing by turn twenty. Ireland by turn twenty two. Canada by turn 56. Then central america for industrialization by turn 70. But the brits did take away my entire empire except for Caroline Islands. So i then liberated french west africa from the brits and captured jamaica and egypt.
Theryman Jan 25, 2007, 02:39 PM Lurker'd. I wanna see what happens here...
El Justo Jan 25, 2007, 07:04 PM who's up btw?
cubsfan6506 Jan 25, 2007, 07:20 PM Whomp is up
Whomp Jan 25, 2007, 07:28 PM I'm playing now. Be back in a bit.
Red Door Jan 25, 2007, 08:22 PM What turn are you guys on?
Tank_Guy#3 Jan 25, 2007, 08:49 PM @ AlCosta: Think we should be approaching Turn 15.
Hope I'm not an enemy Whomp, if so you may have to kill me :p
Whomp Jan 25, 2007, 10:46 PM Pre-turn: We're sitting on 1008g putting out 691gpt at 0% lux (we don't need lux). Start by signing a bunch of meaningless ROPs for cash.
Tibet gives 34g and 6gpt
New Granada 85g
Central America 63g
Argentina 65g
Mexico 45g
Hispanola 105g
Cuba 59g and 3gpt
Phillipines 48g
Chile 49g
Uruguay 43 and 2 gpt
La Plata 65g
That brings our gold to 1669 and an extra 11gpt to 702gpt at zero science. Hire enough geeks to get ag refining in 5 turns at 40% doing +318gpt. Not bad.
Stettin get a fish so it can grow in 1 instead of 2 because Konisberg doesn't need it to grow.
Since we're growing in all cities I set the governor to production so the new citizen will work the highest production tile. Send out four Brandenburg class ships SMS Oldenbur,b Baden Friedricch, Brandenburg and Wilhelm landing in British territory.
Short rush a home guard for 48g in Breslau and take a turn off the factory.
Hurry a colonial conscript in Tsing Tao for 76g instead of rushing the colonial sentry for 96g and will get the project done next turn.
Hit enter...
IT Brits ask us to leave their territory and I agree.
1Week 41, 1939 Our Brandenburgs are blockaded from getting out of the Channel by France and Spain.
http://img329.imageshack.us/img329/3375/aoi1pc9.jpg
I'll give it a turn and see what happens.
Short rush a Law enforcement in the capital for 96g which takes off a turn from infantry which will finish next turn. Luderitz short rushes a coastal fortress 48g and will finish the coaling station next turn, same in Kilwa for 84g and knock off 3 turns to finish in 2. Public library is finished for 52g at Mwanza. MM Kilwa to get the coal station next turn.
IT Nada. No boot order or anything.
2 Week 45 The Spanairds are nice enough to move out of our way but are now blocking at Brest.
Cut a ROP deal with Abyssinia for 46g and 2gpt.
IT French ask us to move.
3 Week 49 We move our Brandenburgs into the Atlantic. It's pretty crowded in there.
http://img262.imageshack.us/img262/6018/aoi2atlanticnz2.jpg
Even the Italians have a presence. Hurry the library in Yaounde for 56g and Douala's coaling station for 96g.
IT Japan asks us to leave and a ROP will cost money. I'll wait till they have the big boot order. Raw material is produced everywhere.
4 Week 1, 1896 Rush a lib in Tsingtao for 96g.
IT This comes in...
http://img329.imageshack.us/img329/277/aoinavalacaded4.jpg
5 Week 5 Research on Ag techs comes in and set to cruisers again. We're running over 700gpt so some additional rushing is possible. I'm not sure I did this right. I leave some transports in ports because I'm not sure whether it's wise to send them out by themselves. There's a lot of shipping out there.
Summary The Russians have completely blockaded Tsingtao. I'm not sure what to do there. Our Brandenburgs are headed south to Africa. My turns took a little bit because there's a lot of moving parts out there....in particular ships! :eek: This is a wild one El J. Tank Guy I'm sending the save by email now.
A picture for our lurkers so they understand how many ships are in our neighborhood.
http://img403.imageshack.us/img403/8207/aoinelcy5.jpg
and the roster
El Justo-- Led us off and started the big guns.
Cubsfan6506-- gave a boot order early.
Whomp-- just went and signed a pile of ROPs.
Tank Guy #3-- up
Glenmetz-- on deck
SimpleMonkey (a big fat maybe on deck?)
Open slot if SimpleMonkey doesn't show up.
Lurker Hotel
Pat4
Soul Warrior
Ansar
AlCosta
Phaedo
Theryman
glenmetz Jan 26, 2007, 06:10 AM It looks like one could walk across the sea from ship to ship and never set a toe in the water.
El Justo Jan 26, 2007, 07:48 AM :) dude, that's great stuff Whomp :)
i really like the way you've MM'ed the cities and stuff. this will be a neat learning experience for most of us. well done bud :thumbsup:
and the apparent clutter of all those sea units will subside a little as the turns move along. but yes, it is quite a sight the first time one sees it all :D
as for the TRs - my experience w/ this would probably suggest that the TR units are safe so long as we're not at war w/ anyone.
wrt the dastardly Russians - give it a turn or 2 to see if they move out. they usually do unless they've got a hidden agenda.
oh, and the Naval Academy sm wonders allows for vet sea units and it also autopro's a Naval Infantry unit every dozen or so turns :cool: these units are the only ones w/ the 'amphibious attack' flag. their stats are a little weak though - as their role is primarily relegated to light infantry. however, they can come in handy if we've got our big guns firing and we wish to 'fire-attack-sieze' all in one stroke.
again, well done w/ that report. the screenies really bring it to life!
Whomp Jan 26, 2007, 09:09 AM Thanks El J.
Be patient with my turnaround time on saves since I tend to be a bit deliberate in my turnplay (and even more with a new game). I try to make sure every city has enough food to grow or if it had too much allow it to share some of the excess. I was also flipping geeks to taxmen for the extra coin when it didn't impact tech speed. For those that have not short rushed it is a very effective technique to manage cash and shield overruns. There are times when you can finish a build by rushing an item that cost less but will still complete your objective. The key is to have some shields in the box since the cost is double if you do not (8 gold per shield vs. 4 gold per shield).
Our transports are ready to be moved still so sending them on their way as long as we don't have a lot of risk.
My sense tells me that having a land war versus some combination of Copenhagen, Dutch/Flemish and possibly the French is key to grab ports.
I built some arty support to knock off hps because I felt it might help our charging infantry. Would some cav units make sense too? They can act like matadors by hitting weak units and running underneath slower moving infantryman.
With the continental CE's. I was building roads on the mainland since it didn't seem like there were any tiles to improve.
Tank_Guy#3 Jan 26, 2007, 11:16 AM I don't know if you got my Email Whomp, but the overzealous security that I have blocked the savegame from being sent to me. So you can PM it, post it here, or just possibly change the file extension on it to like something BS like [Savegame Name].12x or something.
It will ask if you want to do this, as it may corrupt the data, but from what I've seen, it hasn't corrupted any of the files I've done that to. A little subversion of your AV software :evil:
El Justo Jan 26, 2007, 12:44 PM you can create a folder on your PC, paste a copy of the save into in, zip it up, and then post it. this way, the file will be compressed and therefore, smaller :) (ie under the limit)
Tank_Guy#3 Jan 26, 2007, 12:59 PM I haven't gotten the savegame yet. My email "security" doesn't allow for that kind of attachment. So I got a text document saying that and "it is now quarantined", however, it fails to mention where. So I have yet to recieve it. So I would need you to re-send it Whomp.
Man, technology really does suck when it does what you don't want it to. But I had better get used to it with my choice of careers.
Whomp Jan 26, 2007, 01:28 PM I won't be home for a few hours so I can forward the save to your email when I get home. I'll try to zip it and post here too.
Tank_Guy#3 Jan 26, 2007, 01:52 PM I won't be home for a few hours so I can forward the save to your email when I get home. I'll try to zip it and post here too.
That works, and I'm curious as to whether or not changing the extension will allow you to bypass the AV (anti-virus) software.
Whomp Jan 26, 2007, 02:00 PM That works, and I'm curious as to whether or not changing the extension will allow you to bypass the AV (anti-virus) software.
My assumption is your AV is not allowing unwanted attachments. If you were pbem'ing then you'd know. I'll try to zip it and post in this thread.
Whomp Jan 26, 2007, 06:06 PM It seems the zipped file was too big for the manage attachments.
The Save (http://forums.civfanatics.com/uploads/53958/Wilhelm_II_of_the_Germans_Week_5_1896_AD.SAV)
Tank_Guy#3 Jan 26, 2007, 09:53 PM Not much happened within the noble empire of the Kaiser.
Several riflemen just completed basic training and are now defenders of the homeland. Upon completion, the noble Kaiser in his great wisdom, ordered the cities to create sawmills. However, upon completion of units in coastal cities, the Kaiser ordered the building of coastal fortresses.
Diplomatically speaking, the Kaiser has done quite well. He has just recently signed two right of passage agreements with both the Dutch and the Portuguese. And the Kaiser was rather surprised when the Sultan of the Ottomans saw fit to declare war on the Czar. Perhaps glorious Germany may gain something through this?
And reports are coming in that the cultural influence of Dresden has expanded! Most exciting news for all within the empire!
Here you are Glenmetz, for the Glory of the Fatherland! Do not bring shame to it :p
http://forums.civfanatics.com/uploads/46733/Wilhelm_II_of_the_Germans_Week_5_1896_AD.SAV
El Justo Jan 26, 2007, 09:58 PM ahh - that means at least 20 more turns before we sneak the Lowlands ;)
Whomp,
did you ever run the AoI file through those utility programs? :)
glenmetz Jan 27, 2007, 09:25 AM How many turns should I be playing???
El Justo Jan 27, 2007, 09:59 AM 5 :)
.
Whomp Jan 27, 2007, 10:17 AM El J I tried using mapstat but it didn't work and I haven't dl'd civassistII (which looks very cool btw).
I wonder if Ainwood (civassist II)and Dianthus (mapstat) still support these utilities. I'd think it could be a simple change that internet immigrants like me don't understand.
glenmetz Jan 27, 2007, 10:37 AM Civassist II does work with the game. I tried it the other night.
I've got it, and will get to this over the weekend.
Whomp Jan 27, 2007, 10:51 AM Civassist II does work with the game. I tried it the other night.
I've got it, and will get to this over the weekend.
Awesome. My advice is everyone should dl civassist II in the utilities section. Managing a large number of civs like we are will be extremely useful in viewing the diplo situation very quickly amongst a number of other neat informational tabs. These programs can be checked every turn for opportunities that pop up. They really enhance the civ experience imo.
El Justo Jan 27, 2007, 11:15 AM i look forward to seeing the results gents :D
IroquoisPlisken Jan 27, 2007, 04:47 PM Wow, this game is looking really interesting. Always loved the huge maps with tons of civs.
Good luck, everyone!
SimpleMonkey Jan 27, 2007, 07:12 PM Put the Monkey in on rotation, if there's still room, Whomp! I'm still reading through you and Zerkees and Buce's magnificant near-finish in GOZ-12 (can't believe that I was actually in the first incarnation of that team), so I still need time to shift through all the posts here (who knows, you may have closed the roster and I missed it), and I also have to play through my turnset tonight in Apacalypse Now. (I also have to go figure out what went wrong with my last attempt to play AW on a huge pangaea map as Germany. Having neither iron nor horses might have played a part.) But as soon as I can download and understand this mod, I'd love to take a swing at it.
Whomp Jan 27, 2007, 07:30 PM Thanks Mr. Monkeyb'ness it's been one of my all time favorite SG's I've played in.
You're on board and we have a firm roster!
El Justo-- Led us off and started the big guns.
Cubsfan6506-- gave a boot order early.
Whomp-- just went and signed a pile of ROPs.
Tank Guy #3-- moved some stuff and ROP'd
Glenmetz--up
SimpleMonkey a firm on deck
El Justo Jan 27, 2007, 08:42 PM SimpleMonkey,
welcome aboard :)
holler if i can be of any assistance or answe any questions w/ the mod :cool:
Tank_Guy#3 Jan 27, 2007, 10:02 PM ahh - that means at least 20 more turns before we sneak the Lowlands ;)
Deferred gratification, El J, deferred gratification.
Also, we're not going to be sitting idly by whilst this is occuring, we'll be training units so as to overwhelm the puny Lowlanders. We should increase the size of our North Seas Fleet as well. It makes taking the Lowland capital easier. We could bombard from land, but the ships will give us more of a dominance at sea (obviously) which is very important.
glenmetz Jan 28, 2007, 11:05 AM Week 17 1896 (1)
Switch a couple of beakers back to taxmen, still Protected Cruisers 1 in 2+861
We have 5 Raw Materials in Tanga and 3 more in Lome, moving Navy that way to bring it back
Rush the 4 Saw Mill builds in the motherland for 2968, we still have 1892
IBT
Victoria is turning out to be one rotten wench
http://forums.civfanatics.com/uploads/84973/Victoria_Demands_Gold.JPG
I give it to her, its only 100 gold anyways
Konigsberg Coastal Fortress->Railroad Corporation
Hamburg Saw Mill->Railroad Terminal
Dusseldorf Saw Mill->Stock Exchange
Berlin Saw Mill->Railroad Terminal
Stettin Saw Mill->Stock Exchange
Breslau Saw Mill->Stock Exchange
Strassburg Railroad Terminal->Stock Exchange
Week 21 1896 (2)
All beakers in colonies are now on taxmen, a bunch of other beakers moved to tax. Protected Cruisers 1 in 1+972
Nothing else much, just bringing some resources back to the mainland
IBT
Protected Cruiser 1 in->Colonial Admin 2 in 5+317
Tsingtao Colonial Sentry->Colonial Conscript Worker (we may need a theatre here as well because all of the working citizens are contempt, but there are plenty or unimproved tiles here)
Luderitz Colonial Sentry->Colonial Conscript Worker
Week 25 1896 (3)
We have 7 beakers in Hamburg
Rush a Schutztruppe Infantry in Kilwa for 756 and Tanga (804)
Rush Coal Station in the Marshall Islands for 192 and Caroline Islands (248)
Rush Saw Mill in Windhoek for 940
IBT
Kaiser-Wilhelmland Colonial Sentry->Colonial Conscript Worker
Lome Colonial Sentry->Colonial Conscript Worker
Berlin Railroad Terminal->C96 Field Gun
Tanga/Kilwa Schutztroope Infantry->Colonial Conscript Worker
Marshall Islands/Caroline Islands Coaling Station->Steam Transport
Windhoak Saw Mill->Colonial Conscript Worker
Week 29 1896 (4)
Hamburg down to 6 beakers, Colonial Admin II still in 4
Rush Colonial Conscript Worker in Luderitz and Tsingtao(624 total)
IBT
Tsingtao Colonial Conscript Worker->Schutztruppe Infantry
Luderitz/Mwanza Colonial Conscript Worker->Hospital
Dusseldorf Stock Exchange->C96 Field Gun
Berlin C96->C96
Dresden German Infantry->Saw Mill
Week 33 1896 (5)
Science down to 70 Colonial Admin II in 3+499, we have beakers in Hamburg, Berlin, and Stettin
Rush Colonail Conscript Worker in Kaiser-Wilhelmland and Kilwa (672 total)
Thats all for me. I might be wrong about the hospitols for cities going past 24. It might not be a bad idea to try and rush them in some of our Colonies.
Here is the Save (http://forums.civfanatics.com/uploads/84973/Wilhelm_II_of_the_Germans_Week_33_1896_AD.SAV)
El Justo Jan 28, 2007, 11:30 AM nice report glenmetz :D and nice mgmt of our assets.
iirc, hospitals do indeed allow for the 25+ size cities.
glenmetz Jan 28, 2007, 11:49 AM Thats what I thought with only 1 food needed per citizen. The next player may want to look at rushing Hospitols in our colonies then. I believe most of those cities are over 20 size and growing quickly.
Whomp Jan 28, 2007, 12:17 PM Nice round Glenmetz. Our economy seems to be getting on track. I think we're getting close to some action. :D
Out of curiousity were there opportunities to short rush instead of full rush?
El Justo-- Led us off and started the big guns. on deck
Cubsfan6506-- gave a boot order early.
Whomp-- just went and signed a pile of ROPs.
Tank Guy #3-- moved some stuff and ROP'd
Glenmetz--The Brits needed a loan.
SimpleMonkeyUP
SimpleMonkey Jan 28, 2007, 12:51 PM Gimmie 24 to get a handle on this one, and you will have a monkey at the helm. God help us all.
glenmetz Jan 28, 2007, 01:36 PM I did not rush anything that didn't have some shields already
cubsfan6506 Jan 28, 2007, 04:35 PM I say we need to militarize and go after the ruskis.
Adler17 Jan 29, 2007, 12:25 AM Hi, folks. Am I able to join this game, too, as I just now got it to know?
Adler
Whomp Jan 29, 2007, 09:38 AM Sounds good to me. I've always enjoyed your writings Adler. Is anyone opposed to expanding the roster?
El Justo Jan 29, 2007, 12:39 PM not at all!
Adler would be an excellent addition!
Adler17 Jan 29, 2007, 01:55 PM Great! Thanks alot!
Adler
cubsfan6506 Jan 29, 2007, 05:08 PM I oppose this sorry adler. Becasue there are other people in linr ahead of him.
Whomp Jan 29, 2007, 06:57 PM I oppose this sorry adler. Becasue there are other people in linr ahead of him.Who's ahead of him? Lurkers--are any of you interested in playing?
SimpleMonkey Jan 29, 2007, 08:17 PM To not hold things up, I'm gonna have to pass this up to El Justo. There's more to absorb here than I thought. Sorry. :blush: But please keep me in rotation. Monkey brain will be up to speed in a few more days.
Tank_Guy#3 Jan 29, 2007, 08:22 PM Hi, folks. Am I able to join this game, too, as I just now got it to know?
Adler
Do you have to ask? (Of course not).
I vote add Adler. Should spice up the storyboard aspect of things, that's for damn sure. And after reading many a post by Adler, it would seem that our efforts would be greatly aided by such an ally.
Whomp Jan 29, 2007, 08:25 PM No probs Monkey. Here's the roster.
El Justo-- Led us off and started the big guns. on deck
Cubsfan6506-- gave a boot order early.
Whomp-- just went and signed a pile of ROPs.
Tank Guy #3-- moved some stuff and ROP'd
Glenmetz--The Brits needed a loan.
SimpleMonkey needs a skip
Adler UP
Adler17 Jan 30, 2007, 04:46 AM I have problems in loading the save game. It seems Civ III thinks it is a standard save, not the save of a scenario. At first I have copied and pasted the neccessary files into the standard civ directory. That worked. It loaded but then the game crashed just when the loading was completed. And that a few times. Can anyone help me?
Adler
cubsfan6506 Jan 30, 2007, 07:25 AM I have problems in loading the save game. It seems Civ III thinks it is a standard save, not the save of a scenario. At first I have copied and pasted the neccessary files into the standard civ directory. That worked. It loaded but then the game crashed just when the loading was completed. And that a few times. Can anyone help me?
Adler
This happened to me. Im guessing that you changed the name of the AoI folder. Simply change it to AoI exactly how i spelled it with caps. Also sorry about my previous comments I was wrong.
El Justo Jan 30, 2007, 08:00 AM Adler,
be sure that the save file is placed into the appropriate directory (Civilization III/Conquests/Saves).
also - the actaul biq file is the "31 civs - FULL" file. so if you don't have that version, you'll need to DL it and plug it in :)
soul_warrior Jan 30, 2007, 08:44 AM adler is more than welcome...
id would, as a lurker here, like to play sometimes, BUT:
im having troubles loading it too.
and i need to get my sealegs wet with it.
maybe i will be able to sub sometimes.
El Justo Jan 30, 2007, 09:01 AM soul warrior,
what type of technical issues are you having? i can help you to get it running you know :)
soul_warrior Jan 30, 2007, 09:10 AM on loading it had a file error.
i presume i did something wrong, so:
* downloading again (to eliminate DL probs)
* DL the following 3 files:
222MB AoI file.
Biq zip (contains 3 biq files - small, med, large)
small patch (contains british and spanish cavs and german inf)
* extract Small Patch into the AoI folder.
* put the AoI folder into C:\Program Files\Atari\Civilization III Complete\Conquests\Scenarios
* put biq's into same folder.
* lock and load.
that is the right thing to do, right?
will advise on outcome.
El Justo Jan 30, 2007, 09:42 AM yeah soul warrior. that's the exact procedure.
one thing though:
once you've extracted the large AoI folder, be sure to cure the 'folder within a folder' issue by 'cutting' that 'folder within a folder' and pasting it into the appropriate directory (ie the compression process forms one folder named AoI and then inside of that is yet another one named AoI). i'm not sure why this happens when compressing files. however, the game will definitely crash/lock up if you don't make sure that there's no 'folder within a folder' after extracting.
it sounds complicated but it takes only a hot second. giv'er a look-see and let me know if i can help you any more :)
Adler17 Jan 30, 2007, 10:49 AM Thanks. Now I got it! My "mistake" was I usually play my scenarios under the conquest folder and not the scenario folder of conquest! I would never got that!
Adler
Adler17 Jan 30, 2007, 11:00 AM A remark for naming German ships:
Generally destryoer and Torpedoboats were named after the yards building them. S was for example Schichau in Elbing, G Germaniawerft, Ww Imperial Yard Wilhelmshaven, V Vulkan yard, Stettin, H Howaldtswerke, Kiel, B Blohm und Voss in Hamburg.
Light cruiser were named (mainly) after German cities or female figures from the Greek mythology.
Armoured cruiser and battlecruiser after famous people, who were no ruler of states.
Battleships after German states, rulers or figures from the Nordic mythology, partly also battle places of victorious battles.
A source for naming them: www.german-navy.de (most of the ships from 1890 to 1818; only some light cruiser are missing).
Adler
pat4 Jan 30, 2007, 11:45 AM If your desperate I can play.
Adler17 Jan 30, 2007, 11:58 AM Bericht Kanzler Fürst Chlodwig zu Hohenlohe-Schillingsfürst (the guy was really named so!) an Kaiser Wilhelm II:
Week 37:
München and Straßburg are ordered to build law enforcement systems, Kilwa a colonial conscript worker and Kaiser Wilhelmland a Theatre (I suppose that as otherwise we can get trouble because of a shift of territory to the evil Dutch!). Also I suggest to keep the main fleet at home and only send some more potent vessels as the Brandenburg class away. The Kaiser I class for example. Nevertheless the ships are sent further to the colonies. I also suggest to name each transport ship after the region it comes from. Also if Tsingtao is attacked, the ship there, SMS Irene is far too small to survive the attack or even repell it! So she got order to come back to German Oceania.
Week 41:
Stettin builds now Winery, Breslau Infantry, and the Marshall islands a coastal fortress.
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!! These damn Dutch build in Amsterdam the Theory of Relativity!!! Therefore Königsberg switches to Law enforcements system and München to railroad corporation.
Nothing further happens, except Lüderitz is hurrying hospital.
Week 45:
Lüderitz builds now a theatre as well as Tanga, Königsberg infantry, the Caroline islands a library. Kilwa hospital is rushed.
Nothing more happens.
Week 49:
Pre dreadnoughts I is to be developed. Dar-Es-Salaam builds factory, Düsseldorf infantry, München law enforcements system, Kilwa Theatre. Mwanza hospital is hurried.
Week 1:
Mwanza builds now Theatre like Windhuk, Straßburg infantry. Tanga is hurried the theatre to build a new TR next turn to bring the new generated raw materials home. Several TR set sail home. SS Oceania II is awaiting new coal at the carolines to drive to the Marshall islands and then back home to Germany.
And here the save game is: http://forums.civfanatics.com/uploads/32491/Wilhelm_II_of_the_Germans_Week_1_1897_AD.SAV
Have fun!
Adler
soul_warrior Jan 30, 2007, 01:55 PM El J, works now :D
loaded for awhile, but upped.
then i lookseed and panicked ;)
will dig deep over the weekend....
El Justo Jan 30, 2007, 02:29 PM nice Adler :thumbsup:
soul warrior,
good news :D playing the mod a little would definitely help some...but the general premises of AoI do not differ that greatly from the standard epic games (city mgmt, prod, cult, etc).
one point i don't thinki mentioned along the way here:
there are no culture flips in AoI
also - Adler, that is actually good news that the puny Dutch built the Theory of Relativity. i mean, it's good that the rat-fink Austrians didn't b/c we'd never be able to capture it!
i hope to play the turns in the coming hours...
glenmetz Jan 30, 2007, 03:06 PM Next Target!!!! The dutch and thier red light district and coffee shops. Yummy, brownies!!!!!
glenmetz Jan 30, 2007, 03:14 PM I don't know if we want to build the law enforcement centers as they only add 1 shield and cut corruption. Most of the cities building them are pretty uncorrupt. Just my thoughts.
Whomp Jan 30, 2007, 03:18 PM I don't know if we want to build the law enforcement centers as they only add 1 shield and cut corruption. Most of the cities building them are pretty uncorrupt. Just my thoughts.
That makes sense to me. In the colonies those would seem to make more sense. I think a switch to units so we can stop the corruption in Amsterdam makes sense. :satan:
Tank_Guy#3 Jan 30, 2007, 07:24 PM Week 37:
München and Straßburg are ordered to build law enforcement systems, Kilwa a colonial conscript worker and Kaiser Wilhelmland a Theatre (I suppose that as otherwise we can get trouble because of a shift of territory to the evil Dutch!). Also I suggest to keep the main fleet at home and only send some more potent vessels as the Brandenburg class away. The Kaiser I class for example. Nevertheless the ships are sent further to the colonies. I also suggest to name each transport ship after the region it comes from. Also if Tsingtao is attacked, the ship there, SMS Irene is far too small to survive the attack or even repell it! So she got order to come back to German Oceania.
I have made mention, many a time, that the English are not to be trusted, and they have an inhuman level of naval superiority in the Orient. While I do like the keeping the majority of the fleet stationed in the North Sea, we MUST send a good host to the Oceanian Front. If it consists of Torpedo boats, destroyers, and a few cruisers, I think we should hold out. Also, I suggest we clog up certain essential waterways, to slow the enemy from acquiring VP's, and allowing our ships to pass through them unhindered. The main ones are the English Channel, the Red Sea, and Panama. Gibraltar was never really a problem for me.
And Adler and I are in agreement on the naming convention of transports (Oceania 1, 2, 3.... East Africa 1, 2, 3....). But I also think we should name some great ships after the great players at the helm :D (SMS Adler, SMS Tank, SMS El Justo, SMS Glenmetz, SMS Cubsfan, SMS Simple Monkey, SMS Whomp, etc).
Some may say this would bring dismal luck, but I dismiss those pessimistic naysayers. We are warriors, and a warrior determines his own fate. And I would have to rethink mine a bit. After looking at them, it appears mine is the only one that kinda sucks. I personally like how SMS Glenmetz and SMS Adler sound, but that's just me.
I hope my right of passage has given us enough time to build up the forces required to push aside the measley Dutch with one fell swoop.
----------------------------------
El Justo UP
Cubsfan6506 on deck
El Justo Jan 30, 2007, 10:53 PM played my turns but not enough time right now to post results.
a screenie though - the ruskies have been busy :eek:
http://img259.imageshack.us/img259/425/aoiwk211897zi1.jpg
and the save (http://forums.civfanatics.com/uploads/43728/Wilhelm_II_of_the_Germans_Week_21_1897_AD.SAV)
Adler17 Jan 31, 2007, 01:49 AM Okay, some hints from me:
At first I think we should build up enough MG gunner to defend the colonies really. I propose 4 MG gunners for Tsingtao and Togo each, 2 each for Cameroon and German South West Africa, and 1 for all cities in the Pacific (4). 8 further should be send to German East Africa. A war also with the Dutch should be avoided until at least the African colonies and the areas in the Pacific got one.
As for the ships send out, I suggest to take CL and DD. 1 cruiser and 12 DD for each station should be okay at first, perhaps twice of them in the Pacific.
Concerning the law enforcements systems: I built them as indeed later in the game they atre also needed in that towns I built them. Perhaps this could have been done then, I admit.
To see an SMS El Justo or an SMS Adler, why not? Who said that this is making unlucky?
As for the next turns I think we should build up armies in Europe, Africa and on New Guinea to attack the Dutch.
Adler
glenmetz Jan 31, 2007, 06:12 AM Instead of the the SMS Glenmetz, just the Metz would be better.
Adler17 Jan 31, 2007, 06:19 AM But that would be only a light cruiser... ;)
Adler
El Justo Jan 31, 2007, 07:53 AM Week 5 1897
~ moved some stuff around
~ sent some TRs around the tip of the Orkney Islands (homeward bound) near northern Scotland
~ sent the SMS Baden and SMS Friedrich Wilhelm BBs to loiter off the coast of the Belgian Congo
Week 9
~ rushed some stuff
~ Scandinavia asks me to leave their territory (a lone TR heading home). i oblige and voila! i'm a tile closer to Hamburg (in the sea tiles which no civ owns :))
~ the English ask me to leave their territory, too (nr Scotland). again, i oblige. for kicks and giggles though, i inquire about a possible RoP w/ them just to see what they'd want: 47 gold/turn + 43 gold (yeah right!)
~ the french ask me to leave and i do (a TR near the ivory coast)
Week 13
~ the Brits send a colonial infantry unit through our territory in W Africa. i do nothing
~ a slew of civs approach me for RoPs and i go on an extortion mission to raise some scratch for our coffers :)
-- Filipinos: 66 gold
-- Mexicans: 25 gold
-- Hispaniola: 80 gold
-- Tibet: 6/turn
-- Cuba: 3/turn
-- New Granada: 3/turn
-- Chile: 25 gold
-- Uruguay: 2/turn
-- La Plata: 2/turn
-- Argentina: 45 gold
-- C America: 2/turn
~ Spain asks me to leave and i do.
Week 17
~ gained a tile from a culture bump in E Africa
~ drafted 2 sentries in Douala & Yaoundé
~ rushed the Factory in Dar Es Salaam
~ Italy demands 43 gold - i oblige
~ Brits declare war against the Russians!
Week 21
~ pop some stuff in the homeland
__________________________________________________ _______________
VP race:
Russia 84
France 80
Spain 74
Germany 68
Portugal 66
Italy 64
Great Britain 62
science update:
we discovered Pre-Drednoughts I on my watch and i set it to The Maxim Gun which'll be discovered in 6 more turns (unless science is adjusted which i think it probably should be...)
i think we should avoid any wars at this point. i mean, an unwanted war in this scenario, especially early, can be devastating imho. once we've got a good footing though - that's an entirely different matter altogether.
i also think we should ship out some MG units to the colonies once we discover them.
i also set a city build or 2 in the homeland to produce some regular army cav units. despite what many may think, these units have a great deal of value b/c they have the 'blitz' flag and three (3) moves. so they're extremely effective at mopping up and swift deployment. i've noticed in the past where these units were most effective in combination w/ arty fire (soften 'em up some). of course, we don't need a whole army of these fellas. just 1 or 2 for every 4 or 5 infantry units (or thereabouts). remember - this mod is reliant on combined arms tactics (inf+arty+cav+naval gunfire support).
Tank_Guy#3 Jan 31, 2007, 08:49 AM I'm for adjusting the science techs so as to hurry the development of machine guns. It will aid us greatly in defending the homeland and the territories abroad. I agree with Adler and El J, send some Machine gunners to each of the colonies. I am still wondering as to whether or not we should create "transport choke points" as I call them. Also, it hasn't been that many turns since the Russkies declared war on the Ottomans, that happened on my turn. Maybe we should keep them on our good side.
Starting to think that we may need to form a new organization A(oI)A. Age of Imperialism Anonymous.
I've found myself mulling over/thinking aloud about possible strategies on my drive to and from school every day. Roughly a 30-40 minute drive.
@ Adler: We could at least make Glenmetz a Scharnhorst class. We needn't be extremely stringent on the rules.
El Justo Jan 31, 2007, 08:52 AM heh - you've got no idea dude how much i've 'thought' about AoI :lol: far too much time i reckon!
it's all good though - i mean, we enjoy it, so...
glenmetz Jan 31, 2007, 09:51 AM I bet the Brits are going to try and walk right through our territory to get at the Ruskies. This could be good or bad. If they have a prolonged war and the rushians are able to hold but are severly weakened, it may open up a good oppurtunity for us to pounce in thier weakened state.
Now, if England takes them out and starts taking city after city from them, we'll be hemmed in by those blimy brits. That could get real, real ugly, and probably put a big hamper on us reaching a VP win.
Whomp Jan 31, 2007, 10:08 AM I'm for adjusting the science techs so as to hurry the development of machine guns. It will aid us greatly in defending the homeland and the territories abroad. I agree with Adler and El J, send some Machine gunners to each of the colonies. I am still wondering as to whether or not we should create "transport choke points" as I call them. Also, it hasn't been that many turns since the Russkies declared war on the Ottomans, that happened on my turn. Maybe we should keep them on our good side.I'd think max science while we're at peace is the order of business. The Russians could be gassed from their wars with the "sick man" and now their naval fleet must be under duress in the east along with the Brits. I'd guess their shipbuilding will be a focus along with unit generation. When it's time for war we should keep them focused on continuing their imperialist ways and away from economics.
Starting to think that we may need to form a new organization A(oI)A. Age of Imperialism Anonymous.
I've found myself mulling over/thinking aloud about possible strategies on my drive to and from school every day. Roughly a 30-40 minute drive.
heh - you've got no idea dude how much i've 'thought' about AoI :lol: far too much time i reckon!
it's all good though - i mean, we enjoy it, so...
Welcome to the world of SGs! :D
The beauty of this is the learning, discussion and focus on the big picture.
Cubsfan is up
I'm on deck
A quick thought on players. One thing we could do is leave an open roster spot for lurkers to play. The good thing is it will give people an opportunity to play the mod. The bad thing would be they are not quite as engaged in the game versus those of us who are playing every round.
Just a thought.
cubsfan6506 Jan 31, 2007, 10:36 AM http://forums.civfanatics.com/uploads/101788/Wilhelm_II_of_the_Germans_Week_45_1897_AD.SAV
Week 21: Britian declares war on the ruskis.
Week 25. Take out a 650 Dollar loan from portugal for 43 per turn. I hurry colonial Infantry
In german west africas to cities. Austria declares war on the ruskis. Russia attacks Austro
Hungaria. We declare war on them. Are entire civil engineer core is destroyed.
Week 29 I mobilize for war. Hurry a infantry in Munchen and Bruslue
. I also destroy to cossacks into our territory.Two citizens drafted in Tsintao
Ta
Week 33. I bombard Tallin and prepare for a assualt. Tallin is captured. Russia counter
assualts but fails to take the city.
Week 37 It looks like scandinavia is preparing for war. I will give them some gold.
Week 41 I prepare to assualt warsaw. I capture Warsaw.
pat4 Jan 31, 2007, 10:41 AM Lurkers comment: I feel theres no need as long as I can get my hands on a few saves.
Whomp Jan 31, 2007, 10:50 AM Oh my. It seems we've got war on our hands.
Can you explain the loan? 32% interest seems pretty steep to me unless they declare war on us.
Just an aside if this comes up. My style has always been to honor all agreements unless someone backs out on us. I don't think it's necessary to exploit the AI by screwing them on gpt deals or ROP rapes. Any thoughts on this?
Adler17 Jan 31, 2007, 10:53 AM That are good and bad news! A war so early can severe blow Russia's ability to build up large forces, but we may lose too many resources for our current game. Nevertheless if we can gain some cities more we have the chance to build up larger forces. However: We did not start the war, but we will end it!
Pro Gloria et Patria! Auf, Kameraden, aufs Pferd!
Adler
glenmetz Jan 31, 2007, 11:17 AM That didn't take long, looks like Russia is on a suicide mission. Poor, poor Russia, now at war with 4 countries. OOOPS
Tank_Guy#3 Jan 31, 2007, 11:26 AM A quick thought on players. One thing we could do is leave an open roster spot for lurkers to play. The good thing is it will give people an opportunity to play the mod. The bad thing would be they are not quite as engaged in the game versus those of us who are playing every round.
Just a thought.
Well, I'm sort of against this notion. Having someone just jump in and play could kind of throw a major wrench into our strategy. I am not for this. I vote Nay.
Just an aside if this comes up. My style has always been to honor all agreements unless someone backs out on us. I don't think it's necessary to exploit the AI by screwing them on gpt deals or ROP rapes. Any thoughts on this?
I hold agreements sacred and try to keep the terms identical every time the issue arises. However, I do test my limits with nations I don't really like by asking for more cash on deals.
That are good and bad news! A war so early can severe blow Russia's ability to build up large forces, but we may lose too many resources for our current game. Nevertheless if we can gain some cities more we have the chance to build up larger forces. However: We did not start the war, but we will end it!
Pro Gloria et Patria! Auf, Kameraden, aufs Pferd!
Adler
War with Russia. This is quite troublesome, but we cannot back out (locked alliance and honorably) and abandon our Austrian allies. Alliances are sacred, and should be broken under only the most heinous of acts.
I suggest we muster the army, and drive these evil cossack invaders back to the gates of hell from whence they have spawned!
But I must admit, at this point in time, an alliance with England is looking very appealing. Though I will not pursue it, should it be voted down. But if Germany comes under major attack, I may be forced to. I vote to leave this option open as a very last resort.
Illegitimi non carborundum, frater. Technically speaking that is mock Latin, but it still conveys the proper message. Though I'm not entirely sure the last word is correct, I used an online translator to find it.
Adler17 Jan 31, 2007, 11:50 AM An alliance with Britain early in the game could be good. In Africa they are good to attack the French- if we are fast, we could gain there a massive empire without dealing many frog eaters. It is risky but at the very moment an alliance would be not bad. Until we have enough forces to deal with them! So I would agree to an alliance, if the other think, it is okay.
Adler
Whomp Jan 31, 2007, 11:54 AM I'm inclined to ally with the Brits to slow them down too. Let them crank out military if we're cranking out military.
cubsfan6506 Jan 31, 2007, 01:02 PM I only suggest allying with the brits if they wont benefit. There is very little of a chance for them to benefit. Also watch the dutch they are furious with us. I did double the military and artillary corps. Also womp are u a bears fan.
El Justo Jan 31, 2007, 01:52 PM oh man :eek: i go to class and lunch and the shiz-niq hits the fan!
i am also curious of the "loan" we entered into...did you at least shop around cubsfan?
wrt letting other step in:
absolutely. i mean, i'd defer my turn to someone if they wished to jump into the fray for a slot or 2. the fact of the matter is that i've played so many damn turns of this scenario (in the thousands!) that the actual playing isn't an issue for me. after all, it is the comraderie, the stories, the strategy, and even the Q&As that i enjoy. so on that note, if any of the lurkers feel like jumping in, please do :) i'd step aside for a turn or 2 if that would need to be the case.
re RoPs
i will never ever rape a civ i have an RoP with. it hurts our in-game rep, too much. i've seen it and i strongly advise we adhere to our diplomatic agreeements.
at this juncture - i think it'd be very reasonable to enter into an rop w/ the British. first of all - it gives us a better chance of them not attacking us (the AI clearly weighs this when declaring war w/ a civ which it has an RoP). of course, i'd only do it out of necessity or if we had or can afford the scratch (you know they're gonna rape us on gold etc).
one other note i failed to mention earlier:
RoPs w/ Britain or France sometimes have a good side effect in that we can schlep our colonial good to north africa, then across the Med, and into, say Italy or the Balcans and then through A-H. now, this seems very convoluted. however, it chops off mad turns on the shipment of these goods back to Germany. i've used this method continuously when playing w/ the German position. just some food for thought :)
Whomp Jan 31, 2007, 01:59 PM Cubsfan You may have seen me at Brookfield zoo the other day when I took off my panda suit.
http://www.chicagotribune.com/media/photo/2007-01/27629463.jpg
I will grab this tonight and likely come back if I have questions.
I'm still curious whether there were better options on the loan. Managing cash is a big piece of our long term strategy and why I was short rushing instead of full rushing. Can we run full steam on science with that gpt payment?
cubsfan6506 Jan 31, 2007, 02:05 PM Oh so thats how it is.
Tank_Guy#3 Jan 31, 2007, 04:02 PM re RoPs
i will never ever rape a civ i have an RoP with. it hurts our in-game rep, too much. i've seen it and i strongly advise we adhere to our diplomatic agreeements.
I do so quite frequently in AoI. Because if I don't do it, another Civ does it to me. So hurt them before they hurt us. It also aids us VP wise, if the English and French choke up the channel with warships, we have to send our ships all the way around England. I don't generally accept RoP's with France. And I hate their whiney attitude about it "get out of our territory, boo hoo, boo hoo". Don't look at it as "RoP rape", look at it as "RoP tactical advantage".
one other note i failed to mention earlier:
RoPs w/ Britain or France sometimes have a good side effect in that we can schlep our colonial good to north africa, then across the Med, and into, say Italy or the Balcans and then through A-H. now, this seems very convoluted. however, it chops off mad turns on the shipment of these goods back to Germany. i've used this method continuously when playing w/ the German position. just some food for thought :)
Yes I do this. I send my "raw material" through AH all the time.
USE THE ROP TACTICAL ADVANTAGE, BEFORE ITS USED ON US!!!!!
cubsfan6506 Jan 31, 2007, 05:01 PM I have found out civs wil declare war on you for faster sea routs. One time i occupied the panama canal. 5 turns later to have mexico, the U.S, and Britian declared war on me. At this point i controlled La Plata, New Granada, and Central america and Chile. THey Ran Over me taking New Granada And central america.
Whomp Jan 31, 2007, 08:49 PM I had a problem with the save. I was able to load a previous save so I wonder if this one is corrupted. Someone may want to try to load it but I couldn't. I had already dl'd the patch that El J gave us and wonder if Cubsfan is missing it.
Here's the message.
http://img258.imageshack.us/img258/3535/16771009tl8.jpg
El Justo Jan 31, 2007, 09:26 PM Whomp,
hmph :confused: strange :)
try going into the following directory:
Civilization III/Conquests/Scenarios/AoI/Art/Units
and then 'List' all of the files alphabetically. look for the Spanish Cavalry folder and open it up. the error message is actually telling you that the ini file inside of the Spanish Cavalry folder is incorrect or missing. i'm not sure why b/c that patch was supposed to cure it. anyway - look inside that folder and if the ini ain't named "Spanish Cavalry", rename it as such (it needs to identically match the name of the unit folder). let me know if you have any issues as it's clearly the unit folder and not a corrupted save :)
Whomp Jan 31, 2007, 09:52 PM Fixed. I didn't move the file into the correct directory. :blush:
I'm too tired to play tonight but will have it up tomorrow night.
Adler17 Feb 01, 2007, 04:04 AM I have to make some, well, suggestion: Do not build colonial sentrys or othe militia kind guards. They are way too weak. Instead I suggest to wait a few turns more and build a real infantry. Of course, if the situation is that desperate...
Adler
Adler17 Feb 01, 2007, 04:06 AM Also if an army appears we shall fill it with cavalry Then we have a potetent unit to attack and to defend.
Adler
Adler17 Feb 01, 2007, 07:27 AM Also: We need new workers. So we have to import them from the colonies when war is over.
Adler
Tank_Guy#3 Feb 01, 2007, 11:36 AM Also if an army appears we shall fill it with cavalry Then we have a potetent unit to attack and to defend.
Adler
I believe we would be better off filling it with German Infantry. I find that my cavalry always gets annihilated. Badly.
Also: We need new workers. So we have to import them from the colonies when war is over.
Adler
El Justo would be against it, but you can burn Russian cities to get workers. I'm against it also, but that is a possibility. War effort first. Forget development for the time being. The Schutzegruppe infantry did do quite well for me, but that could be because of some of the easier difficulty settings.
cubsfan6506 Feb 01, 2007, 11:51 AM I dont like imports either. There not even that good. I suggest we import troops. The british do it. Also are colonial troops are as strong as russia infantry. Perhaps an assualt on port arthur from Tsingtoa. Also i suggest we beline for industrialization.
Adler17 Feb 01, 2007, 01:14 PM At first the cavalry in an army is faster, stronger and has a better defense. With full of cavalry the army is not anhiliated so soon. Also cavalry should be used to attack already damaged units and only attack cities if it is elite. An army should attck, not defend. Also I suggest to play with the patched version of Skyer 2 to avoid razings (it works). PM your mail adress to me, if you have problems, and I send you the patched file.
Also I said importing workers when the war is over. Not now. But I am against taking infantry away from the colonies. We will need them badly there!!! (Congo!)
Adler
Whomp Feb 01, 2007, 01:22 PM Any cavalry attack should be supported with infantry/arty cover. I will never leave them (or injured infantry units) unguarded since I value each and every unit to play for another day.
Tank_Guy#3 Feb 01, 2007, 07:54 PM I will have to skip my upcoming turn. Lots of stuff starting to come up.
El Justo Feb 01, 2007, 08:44 PM maybe one of the lurkers can step in :)
cubsfan6506 Feb 01, 2007, 08:55 PM Whos turn is it.
Whomp Feb 01, 2007, 09:54 PM I'm up and playing now. Lots of RL so I should be done tonight or tomorrow.
Whomp Feb 01, 2007, 10:54 PM OK a couple turns in and we've taken Minsk and Smolensk. Novograd next. :D
I have a question though. I unloaded some raw material in the capital but didn't get a pop up. Do I have to wait a turn? I've never tried VPs before. :blush:
I figured it out. :D
Whomp Feb 02, 2007, 01:12 AM Pre turn: Notice I have units ready to roll. Send our C96's to the front at Minsk and notice they're still available to shoot.
Bombard the city and hit 4 units. Send in two vet units and kill 2 of the healthiest infantry then take the redlined city guard and the unfortified infantry. Then take four more home guard units and get 3 promotions from regs to vet and Minsk is ours.
http://img484.imageshack.us/img484/456/greatgame1ag2.jpg
No losses. Fortify 7 reg infantry on the road to Smolensk which will fall next. Destroy the coastal battery at Heisingfors.
Get science rate to 0% and +1450gpt with maxim gun due next.
IT lose an infantry on the counter at Minsk but take another cossack. Machine guns come in and set to armoured cruisers.
1Week 49. 1897Bah the C96s weren't on a road. Smolensk will have to wait. Kill two cossacks.
Buy hiring all scientists in our cities from Yaounde on down (based on shields) we're able to run science on Armoured cruisers to 0%.
IT nada
2Week 1, 1898 Destroy the naval academy at St. Petersburg. Bombard Smolensk and take 4 units and gain a vet but lose a vet taking the city. I'm going to head towards Novograd to solidify the line and head for the capital.
IT The Russians dial us up. I thought this was hilarious so I thought I show you.
http://img470.imageshack.us/img470/237/greatgame2nb0.jpg
They offer 52g and 10gpt reparations. I shut that program down with Novograd and the capital on the way down.
3Week 5, 1898 Bombard Novograd. Lose a cav but promote another to elite along with two infantry to vet and take the city. Their capital is cut off from their rails. Promote a cav hitting a injured city guard at St. Petersburg. The infantry and C96s move to the capital. Redline but promote our Naval infantry to vet status by taking a infantry and conscript home guard at Port Arthur. Drop off two schutztruppe and a cav next to the city.
The Tsar is willing to make peace for 25gpt and 10g now.
IT The Lowlands come for 100g and I cave in since I want to take St. Petersburg.
4Week 9, 1898 Exact massive pain from our naval bombardment at St. Petersburg crushing four units. Take 5 units but come up short. Promoted a reg infantry to vet but lose one cav. Take 3 units at Port Arthur but lose a schutztruppe.
IT
5 Week 13 1898Promote 2 infantry to elite and our third infantry unit takes St. Petersburg.
http://img484.imageshack.us/img484/1407/greatgame3pr2.jpg
Heisinforgs falls easily after that and includes another vet promotion. Move the elites to Jonesuu but will probably need C96s to take the city
Take out 7 units at Moscow and retreat with another. Not enough for this turn without risking our C96s. Konigsberg starts a prebuild for a cruiser.
Summary
The Russians are reeling. Keep the pressure on till we decide they've had enough. I've set up a prebuild in Konigsberg for a new ship. Some machine guns and cavs are being built for the double whammy. Looking good folks.
Since I'm not sure who's taking Tank Guy's spot here's the save.
The Save (http://forums.civfanatics.com/uploads/53958/Wilhelm_II_of_the_Germans_Week_13_1898_AD.SAV)
Adler17 Feb 02, 2007, 04:15 AM Wow. Such a successful attack I thought to be not possible so early! I just saw the save game. Oh, someone should send two guards from Königsberg to Tallin to avoid a civil uprising there!
Concerning the next strategy I strongly suggest to take at first Moscow, Joensuu and Tula, but then concentrate on an assault south to take the Ukraine before the Ösis (Austrians) do that. Therefore I would have also delayed the attack on St. Petersburg, but it seems no danger comes from them at the moment.
Oh, for naming the Kaiser I class:
Historical names:
SMS Kaiser Friedrich III.
SMS Kaiser Wilhelm II.
SMS Kaiser Wilhelm der Große
SMS Kaiser Karl der Große
SMS Kaiser Barbarossa
Following Wittelsbach class
SMS Wittelsbach
SMS Wettin
SMS Zähringen
SMS Schwaben
SMS Mecklenburg
Adler
Adler17 Feb 02, 2007, 04:17 AM To avoid DoW of other nations I also suggest not to close the Panama channel!
Adler
Adler17 Feb 02, 2007, 04:22 AM Who is next?
Adler
El Justo Feb 02, 2007, 08:37 AM wow! very impressive run there Whomp :) very impressive indeed.
the scotch and cigar blurb was inspired by my days behind the bar :)
and all of those wonders that we're capturing are the 'phony wonders'. these are in there so that when or if an AI civ takes these cities that they don't raze them. we did this to ensure that there weren't blank spots on the map.
lastly - i'm not sure if i mentioned this but if you click on the 'Description' section of the CivP entries for our sea units, you'll see all of the real life ships of that class and their names...assuming one wants to name them historically of course. either - or though :D
Whomp Feb 02, 2007, 08:56 AM Thanks for the heads up on the Panama Canal Adler. I hadn't thought we'd have war declarations if we bottlenecked the inlet. Moscow should fall rather easily however our front will expand considerably. Though I didn't see cossacks on the last few turns we should take care to consolidate the front. The citizens in the conquered cities are quite angry so make sure you check those every turn for enough happy faces. I wasn't sure what to name the ships so I'll leave that to the next player. I also thought about naming the units after our players (IE El J's 8th infantry) but forgot to do that. El J your sense of humor is apparent in this mod. :D Thanks.
Here's the roster.
El Justo--
Cubsfan6506--
Whomp-- just went.
Tank Guy #3-- needs a skip
Glenmetz--UP.
SimpleMonkey--on deck
Adler17--
Lurker turns?
Tank_Guy#3 Feb 02, 2007, 10:59 AM I have a question though. I unloaded some raw material in the capital but didn't get a pop up. Do I have to wait a turn? I've never tried VPs before.
You need to have a unit "carry" or "escort" them when you enter a city with a VP. Then you will get the pop-up. I have yet to recieve a declaration of war for stopping up the English Channel. And it helps by allowing our ships to pass through all the way into Germany.
Or else we could get an RoP with Portugal, Spain, and France, and land our Raw Materials (coming from Asia and Oceania) in Iberia and immediately escort them to the capital. These countries generally have railroads all the way to the coast and rarely block the Pyrenees. This shaves 3-4 turns off the time it takes to acquire the the VP's. Just a thought :). But it does open our doors to anyone from these countries just marching in. Should probably way the pros and cons of this first.
I don't generally block the Panama Canal, I play nice there. I also suggest we attack Hispaniola before we try to take the Dutch. It's a pushover, and it gives us a base over in the Carribean (in case we want to spread the benevolent leadership of the Kaiser to other realms).
I also stop up the Red Sea. Before that I stationed ships at each end (allowing others to pass through). Nobody ever went through there. Not even the Ottomans.
Tank_Guy#3 Feb 02, 2007, 11:08 AM lastly - i'm not sure if i mentioned this but if you click on the 'Description' section of the CivP entries for our sea units, you'll see all of the real life ships of that class and their names...assuming one wants to name them historically of course. either - or though :D
And if I ever get my act together and stop procrastinating they won't be. They will be in a separate document.
Strangely enough I prefer Vodka and Mountain Dew. I'm only 19, so this could change. I feel I can drink for this reason: if I can buy porn, tobacco products, vote, buy lottery tickets, drive a car, get married, have sex (legally), buy guns, and get drafted and potentially killed, I feel I deserve the right to drink alchohol.
And I have many adults that agree with me already, so I won't feel insulted if you disagree. BTW Whomp, when married people in Chicago want to get separated, do they get a davorce :mischief: ?
Similar but not identical to the one listed here:
http://www.drinksmixer.com/drink9607.html
---------------------------------------------------------------
One final note: maybe we should just post all the savegames here, so if the general public wants to play along, they can.
cubsfan6506 Feb 02, 2007, 11:12 AM We need real infantry in tallin.
cubsfan6506 Feb 02, 2007, 11:15 AM BTW Whomp, when married people in Chicago want to get separated, do they get a davorce .
No they just walk out on each other without saying anything.
glenmetz Feb 02, 2007, 12:04 PM I GOT IT!!!!!
I will try to make a little more headway on the Russian front.
If the newly captured cities are unhappy, would it be against the spirit of the mod to starve them off? I think historically it makes lots of sense. When a city was captured and occupied, the military would generally take all of the best food for themselves, and a mass exodus from the city would occur. Everyone in agreement that its ok with them?
Adler17 Feb 02, 2007, 12:36 PM Hmm, no. You can always use the new population. Also it is only for the time of being newly conquered that they are so rioting. Also we need new units.
Adler
cubsfan6506 Feb 02, 2007, 12:51 PM It would take to long to get the pop back.
Whomp Feb 02, 2007, 01:47 PM A few items....
If I didn't mention it we have a ROP with the Brits.
Why do we need anything but conscript home guards to quell resistors in Tallin? There's no way the AI can reach it.
Glenmetz--many of the conquered cities are quite productive if you simply run clowns and use conscripts to quell resistors. I don't see the need to starve these cities unless there's flip risk. You can always dial up the lux slider since we're running massive positive gpt even with 5 turn research (at 0% science :D ).
There's plenty of home guards that can be switched around to accomplish this. I was keeping a infantry on the French front just in case.
Tank_Guy#3 Feb 02, 2007, 03:15 PM A few items....
If I didn't mention it we have a ROP with the Brits.
Right now it's probably for the best.
Why do we need anything but conscript home guards to quell resistors in Tallin? There's no way the AI can reach it.
Perhaps keep 1 or 2 German Infantry there, just in case.
You can always dial up the lux slider since we're running massive positive gpt even with 5 turn research (at 0% science :D ).
If we can afford to, why not? End the rioting and increase productivity is a must. Especially during times of war. I'm for this.
There's plenty of home guards that can be switched around to accomplish this. I was keeping a infantry on the French front just in case.
We should keep it this way, keep some good troops stationed there. Don't put all your eggs in one basket :goodjob: .
glenmetz Feb 02, 2007, 04:57 PM Alright, I'm home and playing now, I'll have a post up in a bit with the update.
glenmetz Feb 02, 2007, 09:15 PM Preturn
Just moving all beakers to Konigsberg, Berlin, Hamburn, and Stettin. Protected cruisers in 1+1545
IBT
Protected Cruisers in, science set to Destroyers I
Munchen German Calvary->Maxim MG Btln
Tallinn German Infantry->German Infantry
Resistance in Hesingfors and St. Pete ends, and they riot (add a couple clowns)
Berlin German Cavalry->Maxim MG Btln
Dresden German Cavalry->German Infantry
Week 17 1898AD (1)
Elite Infantry falls to Russian Infantry at Joensuu (0-1)
Elite Infantry kills Russian Infantry at Joensuu (1-1)
Calvary kills Russian Home guard at Moscow (x4) (5-1)
German Infantry kills Russian Home Guard at Moscow (x2) (7-1) and Moscow falls (production to German Infantry)!!!!!!
http://forums.civfanatics.com/uploads/84973/Moscow_Falls.JPG
Science set to 30 Destroyers in 5+1320 (beakers now in Berlin, Stettin, and Konigsberg)
IBT
USA Demands 100gold, I give it to them
A Schutztroope Infantry kills a Russian Cav (8-1)
Resistance ends in Moscow and it riots (add clowns)
Warsaw German Infantry->German Infantry
Windhoek Schutztroope Cavalliere->Colonial Conscript Worker
Week 21 1898AD (2)
Move Field Guns towards Gomel in anticipation of upcoming seige
2 German Infantry kill Russian Infantry in Gomel (10-1)
3 German Infantry kill Russian Home Guards and Gomel falls (13-1)
http://forums.civfanatics.com/uploads/84973/Gomel_Falls.JPG
IBT
Konigsberg Kaiser I Class BB->German Infantry
Stettin German Infantry->German Infantry
Tanga Schutztruppe Kavellerie->Same
Kilwa C96 Field Gun Battery->Steam Transport
Resistance in Gomel ends, they riot, add clowns
Marshall Islands Colonial Sentry->Colonial Sentry
Week 25 1898AD (3)
German Infantry falls to Russian Infantry at Kiev (13-2)
German Infantry kills Russian City Guard (14-2)
German Infantry kills Russian City Guard (15-2)
Cav kills Redlines Russian Infantry (16-2)
Cav falls to Home Guard (16-3)
Cav kills Home Guard (17-3)
3 Infantry kill Home Guards (20-3) and Kiev Falls
http://forums.civfanatics.com/uploads/84973/Kiev_Falls.JPG
IBT
Resistance in Kiev ends, suprise, they riot, give em some clowns
Tsingtao Schutzetroppe Infantry->Steam Transport
Kilwa Steam Transport->Steam Transport
Minsk German Infantry->German Infantry
Week 29 1898AD (4)
13 Field Guns to a total of 2 HPs of damage :mad:
The Battle for Kharkiv:
Infantry falls to City Guard (20-4)
Infantry kills City Guard (21-4)
Infantry kills an Infantry (22-4) and PRESTO!!!!!!!!!!!!!!!!!!
http://forums.civfanatics.com/uploads/84973/General_Metz.JPG
Infantry falls to an Infantry (22-5)
Infantry kills an Infantry (23-5)
Cavalry kills 2 Home Guards (25-5) and Kharkiv Falls
http://forums.civfanatics.com/uploads/84973/Kharkiv_Falls.JPG
Rush an Infantry in Stettin (856)
Rush an Infantry in Dresden (420)
Rush a MB Battalion in Strasburg (432)
Buy a Colonial Conscript Worker in Windhoek (252)
Rush a Schutztroppe Infantry in Yaounde (256)
Rush a German Infantry in Warsaw (840)
Science to 20, Destroyers in 2+1458
IBT
Tsingtao Steam Transport->Schutztroppe Infantry
Yaounde Schutztroppe Infantry->Colonial Conscript Worker
Strassburg/Dusseldoft Maxim MG Btln->Same
Smolensk/Stettin/Warsaw/Dresden German Infantry->German Infantry
Kilwa Steam Transport->C96
Windhoek Colonial Conscript Worker->C96
Week 33 1898AD (5)
2 Cavalry kill Russian Cavs (27-5)
Infantry Army kills a Russian Home Guard and Infantry (29-5)
Infantry kills an Infantry (30-5)
Cavalry kills a Home Guard (31-5)
Infantry kills a Cavalry (32-5)
Cavalry kills a Cavalry (33-5)
A FULL FREAKING HEALTHY ELITE INFANTRY FALLS TO A HOME GUARD WITH 1 HP (33-6)
AND THEN IT HAPPENS AGAIN (33-7)
Infantry kills a home guard (x2) (35-7) and Odessa Falls
http://forums.civfanatics.com/uploads/84973/Odessa_Falls.JPG
And thats all she wrote. Whoever picks this up, may want to cycle through every city because I've been taking citizens off of food only tiles if the city is set to grow next turn as not to waste the food. I got 5 cities in 5 turns and the russsians have yet to counterattack. I filled the Army with Infantry because I think in general they kick ass in this game. We could probably attempt to take them out, but the forces are getting spread kind of quick. The best method of attack, bombard, infantry take on the big boys, and let the cavs whip out the city guards. The 2 attacks is great for that. I think thats all, except for:
The Save (http://forums.civfanatics.com/uploads/84973/Wilhelm_II_of_the_Germans_Week_33_1898_AD.SAV)
glenmetz Feb 02, 2007, 09:16 PM And, thats like 4 hours of my life I'm never getting back either.
El Justo Feb 02, 2007, 09:29 PM heh - that might be the best play report i've ever seen! sweet! :D
and we got an army unit! :banana:
cubsfan6506 Feb 02, 2007, 10:13 PM Great turn but wow four hours for five turns. Also you left the homeland to undefended.
cubsfan6506 Feb 02, 2007, 11:17 PM Preturn
A FULL FREAKING HEALTHY ELITE INFANTRY FALLS TO A HOME GUARD WITH 1 HP (33-6)
[/Wilhelm_II_of_the_Germans_Week_33_1898_AD.SAV"]The Save[/URL]
That reminds me of this.:spear:
El Justo Feb 02, 2007, 11:31 PM :lol: spearman v tank shall never escape us! :lol:
Adler17 Feb 03, 2007, 01:16 AM Wow! Great job! :goodjob:, Glenmetz. Hopefully there is something left ot conquer for me.
Adler
Adler17 Feb 03, 2007, 03:26 AM War with Russia runs great, but we should discuss the end of the war. We have soon enough Hinterland to dominate Europe. But we need to make peace, soon, as here the game will not be decided, but in Africa and the colonies. Also we should not forget that there is still France. So suggest to take Joensuu, Yaroslavl, Kazan, Tula, Saratow and Rostow. Perhaps we could add Murmansk, Archangelsk, Baku and Tblissi. That are ten more cities and that should be enough. Even if we can take only the first 6 it is enough.
Continuing the war over that is dangerous. The danger of being too overstretched is too far.
Mukden I left open, as it is yet another city to defend and not connected to any other of our cities. However it could be a good base for the far east. Especially we could use it to buy MG gunner and other equipment to defend that position, once we have peace with Russia.
I am not convinced in any case here.
Adler
glenmetz Feb 03, 2007, 07:59 AM I wouldn't say that the homeland is undefended. Once I noticed the russians weren't counter attacking, I pulled most units out of russian cities leaving 2 behind for defense. I also agree that we can think about peace at this point. I was concerned with capturing Odessa and giving us a presense on the Mediterranian (that is a totally butchered spelling)
Whomp Feb 03, 2007, 11:50 AM I agree. Getting a presence on the mediterrean should be out last goal and then move onto the French and Lowlands for more coastals. I'm not sure we need mobilization with the depth of our army.
El Justo--
Cubsfan6506--
Whomp--
Tank Guy #3--
Glenmetz-- just went and got us an army!
SimpleMonkey--up
Adler17-- on deck If we don't hear from SimpleMonkey by tomorrow then Adler's up.
Are we adding lurker turns?
SimpleMonkey Feb 03, 2007, 01:30 PM Got. Yes. Playing my other SG this evening, this one tomorrow or Monday, depending on how much strategy I need help with. Looks like short-term is to consolidate the Russian real estate and bulk up pop for cranking up production. We can short-rush, right? I can't remember at the moment. Also, I'll need the save reposted, as I'm not getting it on this page where it should be. :(
Whomp Feb 03, 2007, 01:35 PM Got. Yes. Playing my other SG this evening, this one tomorrow or Monday, depending on how much strategy I need help with. Looks like short-term is to consolidate the Russian real estate and bulk up pop for cranking up production. We can short-rush, right? I can't remember at the moment. Also, I'll need the save reposted, as I'm not getting it on this page where it should be. :(
You can short rush however since we're in mobilization there's less to use for short rushes.
IMHO I think we need to gain some coastals and then take their reparations. Next is preparing to take out the Lowlands and French.
glenmetz Feb 03, 2007, 02:11 PM Have you gotten the save yet? I was able to download it just fine a minute ago.
SimpleMonkey Feb 03, 2007, 06:08 PM Nope, I still need a repost. For some reason my computer kinks sometimes and won't show the link no matter how many times I reload the page. WTF? So I'll pick it up whenever you resend. Thanks.
Whomp Feb 03, 2007, 06:57 PM Can you see any of these?
http://forums.civfanatics.com/uploads/84973/Wilhelm_II_of_the_Germans_Week_33_1898_AD.SAV
The Save (http://forums.civfanatics.com/uploads/84973/Wilhelm_II_of_the_Germans_Week_33_1898_AD.SAV)
SimpleMonkey Feb 03, 2007, 08:53 PM Nope. Hate it when this happens. :mad: I think I had the same problem in GMA01, the Treehuggers. I can get it if it comes as an attachment.
Whomp Feb 03, 2007, 09:04 PM I can email it to you if you pm your email.
glenmetz Feb 04, 2007, 10:29 AM The file cannot be attached, its too big. Send me your email at glenmetz (at) gmail (dot) com
SimpleMonkey Feb 04, 2007, 05:59 PM Just PM'd Whomp with my email addy. Should be able to play my five late Monday.
Anything special the team would like to see done?
madviking Feb 04, 2007, 07:28 PM You guys can upload it on the easy upload?
subcribe post... :)
Adler17 Feb 05, 2007, 12:33 AM Simple Monkey, we are just as war with Russia and the war runs good. However soon we should make peace with them. But before let us grab Joensuu, Yaroslavl, Kazan, Tula, Saratov and Rostov. Perhaps Murmansk, Archangelsk, Baku and Tiflis and in the Far East Port Arthur. Then we have a good position in the East and the Russians are unable to attack our cities in their first turn. We should then build up forces for our conquest of the Dutch cities. Therefore we will need peace. However when taking the first 6 cities we really KOed Russia. That's outstanding and a great chance!
Oh, as we lost 4 of our worker we should import some from the colonies if peace rules again.
Adler
SimpleMonkey Feb 05, 2007, 05:30 AM Just 10 more cities? I'll see what I can do. :devil:
Tank_Guy#3 Feb 05, 2007, 12:22 PM Simple Monkey, we are just as war with Russia and the war runs good. However soon we should make peace with them. But before let us grab Joensuu, Yaroslavl, Kazan, Tula, Saratov and Rostov. Perhaps Murmansk, Archangelsk, Baku and Tiflis and in the Far East Port Arthur. Then we have a good position in the East and the Russians are unable to attack our cities in their first turn. We should then build up forces for our conquest of the Dutch cities. Therefore we will need peace. However when taking the first 6 cities we really KOed Russia. That's outstanding and a great chance!
Adler
Grab the cities? Are the Russkies that low on defenders that we should be able to walk through their lands without any problems? Though if we really need to, we could just have Glenmetz handle that. Sounds like he knows how to deal with them.
glenmetz Feb 05, 2007, 12:41 PM I think I need a new nickname:
Glen the Impaler???
Glen the Conquearor???
Glen the Imperialist???
Adler17 Feb 05, 2007, 02:13 PM In old Rome during the Triumph drives a servant stood behind the victorious general and whispered: You're mortal! ;)
Adler
SimpleMonkey Feb 05, 2007, 08:04 PM Minor progress report:
Haven't sunk any ships or lost too much major territory yet, but I'm feeling my way through this mod, and it takes a while. Should have something to report before the Europeans on this team are ready to go to bed tomorrow, i.e. American east coast Tuesday late morning.
cubsfan6506 Feb 05, 2007, 09:17 PM I think I need a new nickname:
Glen the Impaler???
Glen the Conquearor???
Glen the Imperialist???
glen the metz
Hey adler can i ask u something. since your german do you consider prussian and german to be differant
Adler17 Feb 06, 2007, 01:25 AM Well, Prussian and German is someway equal and different. As German all Germans are to be called. So not only the Prussians, but also the Bavarians, the Saxons, the Swabians and so on. But from the mentality there are differences, which are partly difficult to explain. That might be comparable with people in the US living in NY or LA or Dallas. The reason herefor is still the tribal structure of the ancients/ early medievel times. That the Germanic tribes united (well not only Germanic tribes as indeed Slavic and Baltic tribes were assimilated or joined Germany resp.) lead to a strong federal character of the Holy Roman Empire. However as the emperor was unable to completely govern the Reich and he having many problems with the other princes and the pope, a central power could not evolve like in France. That lead to a time when the princes had much power and could even lead wars against the Reich (not that the Kaiser either was only caring of the interests of the Reich but his own dynastical interests). In 1806, after Napoleon constructed the Rheinbund, the Reich ceased to exist. After the Wars of Liberation the Reich was not refounded but a confederation was made, the German Federation (Deutscher Bund). An attempt to make a united state during the revolution of 1848 failed. Bismarck however was able to unite Germany later, but keeping the character of a federal state. Until the Nazis came. But that was changed quickly after the Nazis lost the power. Only the 5 German states under Soviet occupation were dissolved in the 1950s. In 1990 however they were reinstalled.
That is a very short history.
Adler
Tank_Guy#3 Feb 06, 2007, 10:58 AM Glenmetz El Campeador
Those of you who know something about the Reconquista should know that (or those) adjective(s).
We need nicknames for everyone:
Adler - Cattle Prod (i.e. Holstein breed of cattle, his location is Schleswig-Holstein, and his AoI prowess prods the enemy to retreat).
Whomp - [Need more information to make a decision on this, job, etc.] Or maybe what a classmate says "Goofywhompus".
El Justo - [Trying to narrow down the list]
Cubsfan6506 - [Could tie in something with the Super Bowl, but that would potentially generate some animosity]
SimpleMonkey - Grape Ape.
Tank Guy#3 - "Shut up you a$$ hole!" (that will probably be unanimous after this post gets seen by everyone :lol:).
----------------------------------
For those that have my email (when the file gets to big to post here) just change the extension on the savegame to (dot)123 or something (ex [savegame name].123). This could potentially corrupt it, but in my experiences, it has never corrupted anything. Had to do this hundreds of times with Microsoft Access files (change the .mdb to .123 or whatever). FYI, it blocks Access files because of supposed macros in them. Even if there are none.
This will allow the file to bypass my AV software (which I cannot control the settings of).
cubsfan6506 Feb 06, 2007, 05:19 PM What super bowl. Supid colts. Maybe dumbo will kill Peyton manning than hell be sorry.
SimpleMonkey Feb 06, 2007, 11:06 PM Well, that was exciting. I don't think I've felt that out of my depth since the days when I wondered why my two warriors couldn't take out that Greek city, or why all my unconnected jungle cities were rioting. :eek:
Okay, quick report. 3 turns played, 5 cities taken: Joensuu, Yaroslavl, Kazan, Tula, and Saratov. Rostov has some fresh troops parked outside to give it some pain next turn. Still can't figure out how to get fresh troops to Port Arthur to make it German. Total losses -- three infantry.
Glen the Mad Metz made it easy. :salute:
Debate may ensue as to the value of pushing on into Turkish territory. WW is getting a bit troublesome, and I have some cities rioting (mostly new aquisitions) despite pushing the lux slider up to 10%. The Russians are reduced to throwing their few remaining cossaks into our machine gun fire. Some colonial goodies have been unloaded with more on the way.
Hope I haven't done too much damage here. Sorry I didn't grab a pic, but mostly it would have shown a map that the Wehrmacht would have loved to have seen -- German territory bordering on the Ural mountains.
I'll gladly hand over my last two turns to the next best primate to play. Here, my fellow empire builders, is the >>SAVE<< (http://forums.civfanatics.com/uploads/42605/Wilhelm_II_of_the_Germans_Week_41_1898_AD.SAV)
Adler17 Feb 07, 2007, 03:18 AM :salute:
Thank you, Civ King Kong ;). And now flies the Prussian Eagle.
Meine Herren, the situation:
http://forums.civfanatics.com/uploads/32491/AoI_1.jpg
http://forums.civfanatics.com/uploads/32491/AoI_2.jpg
I brought some of the guards to cities without protection. I strongly recommend not to leave a city without guard unit.
To the situation. We are deep in Russian territory but now I think we should try to take as well Turkey as the Russians have it. It would be an outstanding addition. I am going to take them. Also I think I am allowed by our gorilla ;) to play 7 instead of five turns. However if not I will make 2 saves, one after 5 the next after 7 turns to make it clear.
Adler
P.S.: Sorry for the second picture. There went something wrong.
SimpleMonkey Feb 07, 2007, 06:31 AM Thank you, Feldmarchall Adler. One thing I neglected to point out was that taking Saratov moved the Tsar's capitol to the other side of Asia. If culture flipping was going to be an issue, it's less of one now.
I suspect we shall see Prussian discipline imposed upon the Turkish pesantry in short order.
glenmetz Feb 07, 2007, 07:46 AM 3 turns, 5 cities, you did darn good. Is it to the point where we want to finish off the Russian presense in Asia? How many cities do they have left in thier motherland?
madviking Feb 07, 2007, 08:08 AM Time for 1890s style Operation Blau! (except... no... Stalingrad...)
El Justo Feb 07, 2007, 08:56 AM sheesh! :lol: you guys are beasts! :lol:
sooner or later, we'll have to start consolidating our gains i think and focus on capturing mostly VP cities and colonial cities so that we can get the RMs. i mean, once we're finished w/ russia and all...
so i would think that a trip down into the caucuses and a swing westwards into anatolia would be in the offing. no? there's the 'Industrialism' resource in turkey as well as the VP. just some thoughts...
anyone know what the VP race looks like now? i'd bet we're about to or have already punched a hole in russia's ability to generate points.
Adler17 Feb 07, 2007, 09:49 AM IBT:
I prolonged our RoP with several nations. I got some money.
Russian attacks were reported on Nowgorod and Moscow, but twice our MG gunner mowed the cavalry down. The cossacks had no chance. One survivor is to be taken out in the next turn.
München: New MG gunner ordered
Douala, Lüderitz, Dar Es Salam: Steam TR
Yaundé: worker
Windhuk: C96 battery
Dodoma, Mwanza: Schutztruppe Infantry
Week 45, 1908:
Ships renamed:
Kaiser I class: BB SMS Kaiser Wilhelm der Große, Kaiser Wilhelm II., Kaiser Friedrich III.
Rostow taken. 2 invading cossacks beaten, but 1 cavalry was lost. (6:1)
Some infantry was hurried for the campaign in the Caucasus.
IBT:
Our forces at Port Arthur were destryoed by the Russians. (6:3)
Düsseldorf: MG gunner
Stettin: Victoria Louise PC
Königsberg: Kaiser I class BB
Dresden, Tallin, Moscow, Kiew: Infantry
Douala, Lüderitz, Dar-Es-Salam: Schutztruppe infantry
Kilwa: C96 battery
Week 49:
Russian cossack near Rostow killed (7:3). 22 units sent into Caucasus (13 guns, 2 cavalry, 7 infantry). Schutztruppe infantry in Tsingtao hurried. Our Seebattailion at Tsingtao makes an naval assault on Port Arthur killing 2 guards and becoming elite.
IBT:
Russian cossack attack on Rostow failed due to our infantry, which is now elite.
Tsingtao: Schutztruppe Infantry
Breslau: Infantry
IBT:
Nothing happened.
New tech to look for: Predreadnoughts II
Helsingfors: Deep Water harbour
Berlin: MG gunner
Stettin: Kaiser I class BB
Minsk: Infantry
Windhuk: C96 guns
Week 5, 1899
Again Port Arthur was attacked via sea. One defending infantry and another guard killed. The same fate met a naval infantry in my territory neat Kazan. (10:3)
Baku is now ours. 2 defenders were killed. However amazingly the whole artillery (13 guns) were not able to hit ONCE! We should exchange the commander of the artillery!
New ships: BB SMS Kaiser Karl der Große, PC SMS Victoria Luise
Rushed infantry at Tsingtao.
IBT:
The Turkish fleet (sic!) bombed Murmansk to pieces. 1 people left.
Tsingtao: Schutztruppe infantry
Lomé: C96 gun
Königsberg: Kaiser I class BB (SMS Wettin)
Kharkow: Infantry
Week 9:
Another assault on Port Arthur leads to the killing of another two guards. (12:3)
4 invaders were also killed (3 cossacks and a guard). (16:3)
Murmansk has also switched the sides (18:3). And so did Tiflis (20:3).
IBT:
Argentina at war with Britain.
Odessa: Type 1892 class TB
Smolensk, Joensuu: Infantry
Tanga: Schutztruppe infantry
Kilwa: C96 gun
Week 13:
4 raw materials from the Pacific arrived at Hamburg.
Near Tiflis a Russian fortress unit is destroyed (21:3).
3 Infantries landed near Port Arthur.
IBT:
New RoP treaty with Scandinavia. Instead of paying 39 gpt we got 100 gold and get 8 gpt.
Hamburg: Kaiser I class BB
Dresden: Infantry
Tsingtao: Schutztruppe Infantry
Massive uprisings throughout the empire because of war weariness. I strongly suggest to take Anatolia as fast as possible and then make peace. We also have to develope our cities!
Week 17:
Trabzon is ours. There a Russian corps with a single cossack was killed by an infantry. The infantry is elite and the commander credited with the Pour le Mérite (23:3).
I did not believe it, but I took finally Port Arthur! 5 guards as defender were left.(28:3)
Archangelsk is now flying the German ensing, too. (30:3)
IBT:
A cossack killed one of the defenders of Port Arthur. (30:4)
Königberg, Stettin: Kaiser I class
Düsseldorf, München: MG gunner
Breslau: Infantry
Windhuk: C96 gun
Week 21:
Angora is also no longer Russian (31:4). Aslo Constantinople fell (33:5), but one of our infantry, too. Therefore 3 invading cossacks, one of them at Port arthur, were killed as well (36:5).
New ships names: BB SMS Kaiser Barbarossa, BB SMS Wittelsbach.
Three other Kaiser I class BB are in production. Proposed names: SMS Zähringen, SMS Schwaben, SMS Mecklenburg.
The Russians lost Petropawlowsk, Magadan, Nikolajewsk and Olekminsk to the British.
I am suggesting to take Antalya and making peace with Russia. Also look into the rioting cities as I might forgot to change them.
http://forums.civfanatics.com/uploads/32491/sg.rar
For all: There is a patched exe in this file. The patch is using Skyer's no raze patch. I recommend to use it to prevent razes. But be aware and make a copy of the old exe!
Adler
Adler17 Feb 07, 2007, 09:51 AM El Justo: It is your turn. Cubsfan, be on deck.
Adler
Adler17 Feb 07, 2007, 10:22 AM Some last thoughts: We should at first keep our fleet together and retreat our forces from the North Sea and Baltic. Otherwise they are to vulnerable to enemy attacks. Also as having so many uprisings we need peace. Also to build enough buildings in the other cities. So Antalya and that's it.
Adler
glenmetz Feb 07, 2007, 10:48 AM Dang, we are rolling through the Russians. We should have enough territory now, we should make peace. We need to do the following in my opinion:
-Secure our borders
-Improve our infrastructure
-Get a seaworthy force together to launch an overseas attack for more raw materials
Whomp Feb 07, 2007, 11:30 AM Awesome work you two!!
I'm on board with making peace with the Russians once we've accomplished our mission. Since war weariness is country specific we can continue to press on to our next target without pressing the lux slider.
I would suggest we get out of mobilization first since it doesn't seem necessary to wage another war. We can still create units in our outlying cities but ramp up our core economically (in preparation for the big one). I don't think any of the lower level countries (Turkey, Lowlands) can stop our rampaging army.
The roster:
El Justo-- up
Cubsfan6506-- on deck
Whomp--
Tank Guy #3--
Glenmetz--
SimpleMonkey--
Adler17--
Adler17 Feb 07, 2007, 12:51 PM I agree. We have enough. The last city to take, Antalya is over to El Justo. That he can't say we did not leavy him anything funny to do ;). Then we should build up an infrastructure. Also we have to ship at first some MG gunner to the colonies. I already mentioned that a while ago. I mean two to four MG gunner per city (Togo and Tsingtao and Port Arthur). The Pacific islands except perhaps New Guinea should get one. Then we should have in the colonies enough native forces to attack the Belgians. Gaining Belgish Congo give us a good base to attack France. But that's much more distant. Also we should not forget to build some artillery in Europe. Now we face only Russian infantry, i.e. not a great unit, but when we do so with MG gunner we need more and better artillery. Or our mighty army is soon killed.
Also we should send some destroyer to the colonies. I suggest a dozen for each colony (West Africa, East Africa, Oceania and at least South West Africa).
Adler
Tank_Guy#3 Feb 07, 2007, 01:13 PM I suggest we take out Haiti (I believe Hispaniola in game). They are generally weak and it will give us a toe hold in the Caribbean. We need only a few coastal ships, about 8 infantry (well, that's what I used anyway) and maybe 3 or 4 artillery to take them.
Half dozen destroyers to each colony and a couple regular cruisers (when they're available) and maybe 1 dreadnought each, for that extra little bit of emphasis.
cubsfan6506 Feb 07, 2007, 03:43 PM I think we should go for turkey and Hispalniola
SimpleMonkey Feb 07, 2007, 05:32 PM I would say that the Turkey is just about basted and cooked already. Warm tropical islands look like an awfuly inviting place to visit next.
El Justo Feb 08, 2007, 08:41 AM i played 2 of the 5 turns last night but had to stop there to go to bed :)
i'll play the remaining turns this afternoon/evening. some interesting turn of events, too :D
Adler17 Feb 08, 2007, 08:47 AM Erm, hopefully there was no invasion of Aliens... ;)
Adler
Whomp Feb 08, 2007, 08:50 AM i played 2 of the 5 turns last night but had to stop there to go to bed :)
i'll play the remaining turns this afternoon/evening. some interesting turn of events, too :DNow that's just rude. No details of these events that have me twisted in a bundle? :p
El Justo Feb 08, 2007, 09:04 AM yes :D that was the intention :p
soul_warrior Feb 08, 2007, 11:22 AM yes :D that was the intention :p
vile. utterly and whole heartedly vile! :goodjob: :D
pat4 Feb 08, 2007, 11:30 AM How do you do them lurker comments?
Tank_Guy#3 Feb 08, 2007, 11:39 AM Now that's just rude. No details of these events that have me twisted in a bundle? :p
That's how them New Englander's think :mischief:
Plans:
Dispatch defense fleets to the colonies.
Send several machine guns to each colonial city.
Plan a final assault on the Russians.
[Optional, but highly recommended] Build up for an attack on Hispaniola.
Whomp Feb 08, 2007, 11:45 AM How do you do them lurker comments?
Without the dot (or is it stop in Ireland?) [.delurk][/delurk]
Tank Guy--If we take Hispaniola it gives us Panama Canal, correct?
What's the downside?
America? Logisitcs?
Would it make sense to control both canals?
cubsfan6506 Feb 08, 2007, 12:44 PM I think i might go for iran.
That will be a big shortcut.
cubsfan6506 Feb 08, 2007, 12:47 PM Also adler i beleive you played far to many turns.
El Justo Feb 08, 2007, 01:16 PM cubsfan,
Adler picked up the final 2 turns from SimpleMonkey. so i don't think he played too many. he just finished out Mr. Monkey's slot, that's all :D
Whomp,
no, Hispaniola is only the Dominican Rep and Haiti. the panama canal zone is part of the Central America civ. controlling the canal zone is ok but not essential i think. i mean, it could help w/ the goods coming from the pacific but the isthmus is 'open' (ie it's a coast tile w/ no city on it - iow, 'open').
Whomp Feb 08, 2007, 01:20 PM Also adler i beleive you played far to many turns.No worries. Simple Monkey played 3 and Adler played 7.
Whomp,
i think. i mean, it could help w/ the goods coming from the pacific but the isthmus is 'o
no, Hispaniola is only the Dominican Rep and Haiti. the panama canal zone is part of the Central America civ. controlling the canal zone is ok but not essential pen' (ie it's a coast tile w/ no city on it - iow, 'open').OK then could it be said that it's less critical than the lowlands and Turkey which will open up a lot of trade routes, Mr. Ruuuuuuuuude?
btw excellent use of the "power takeaway". :thumbsup:
cubsfan6506 Feb 08, 2007, 02:19 PM IBT:
New RoP treaty with Scandinavia. Instead of paying 39 gpt we got 100 gold and get 8 gpt.
THats just because i was afraid of them. and they were building up forces. How do you cancel rops anyways.
El Justo Feb 08, 2007, 02:39 PM you can't cancel them. they expire after 20 turns or are 'broken' when a sneak attack in the midst of an RoP occurs.
Adler17 Feb 08, 2007, 03:18 PM At first, Iran can only be taken by an amphibious landin, as the mountains inbetween are impassable. Nevertheless controlling Hispaniola seems okay, but not a top priority.
Adler
El Justo Feb 08, 2007, 10:20 PM Berliner Tageblatt, Freitag, 4.10.1899
Der Krieg sein rüber! Feier in dem Reich!
however - prior to my turns, i tried to decide what and where to go based onthe ideas put forward earlier regarding cesation of the war etc. so i saw the massive numbers we had on the expanding eastern front. and quite frankly, i was surprised that we had such numbers. so i shifted a large group of our surplus dudes and our nasty army unit commanded by none other than our own Glen Arthur Metz (armies should almost always be on the offensive imo) a few clicks east of the Urals to possibly capture the 2 cites that lye due east of that mtn chain. also, once i knocked the Russians out of asia minor, i had quite a surplus there, too. so i sent the guns and about a dozen surplus infantry to capture the Caspian Sea cites still under Russian control. all were moved into place (or were sent there to arrive in 2-3 turns) in the opening turns...
Week 21: the IBT before i began my 5 :)
i noticed that our ratfink allies, the Austrians, vicked Thessaloníki from probably Russia and before that the Otttomans.
Week 25:
the Brits approached me for a renewal of our RoP. so i try to see if i can squeeze even a hay penny from 'em in return :) nope. they won't budge. however, i accept anyway and notice that their attitude towrds us is "polite".
Pre-Drednoughts II is discovered. i switch it to Industrialization I.
i set several of the new Russian and Ukraine cites we now control to build C96 field guns.
i also went on a shopping spree w/ the $12K in scratch that you guys left me with :) thanks for that!
Week 29:
Antayla (in turkey) captured w/ no losses. our field guns softened 'em pretty good and i didn't even lose a single HP off of my dudes :) (1:0)
the Russians send in a single cossack which i try to ambush but lose an infantry doing so (2:1).
the assault on Yekaterinburg begins! i attack w/ Metz's brave warriors and knock out a defending Russian Inf (3:1). no more moves left for the army unit nor are the trailing infantry units able to attack in this turn. however, they're down to a Home Guard unit which means easy pickin's on the next turn.
lots of IBT action:
Austria-Hungary signs a peace treaty with the Russians! :eek: thus our march for the ages is halted due to our slimy allies to the south. throughout the biergartens in Germany, it is whispered that the only thing good to have ever come out of Austria is the rich and thunderous music of Gustav Mahler - and that's about it :)
talk about takin' the friggin' wind out my sails :p sheesh...i was ready to control the entire Caspian Sea locale as well as the prime Ural area. iow, that would've pretty much put the kabosh on the Ruskies. and quite frankly, i think we had plenty of manpower to not only take these positions but the hold them, broker a peace, and then ship the surplus units back west to shore up our western front (which i later did - more on that later).
then france demands 100 gold and i oblige. their attitude towards us: "annoyed". whatever :rolleyes:
our diplomats catch a Peruvian spy in our capital. our attache in Lima asks for a meeting w/ the head of the Peruvian state dept. it is said that "the Kaiser is not pleased..."
Week 33
'We Love the Kaiser' day is celebrated all throughout the empire. even the peoples in the colonies rejoice at the cessation of the hostilities. the folks in the War Dept however are not too pleased. but we shall not be greedy. we now control Russia's entire European empire as well as Asia Minor and that is definitely something we should be proud of :D i mean, we smashed them back like that all in the course of, what, 10 turns? very impressive any way you look at it...and i say that both as the creator of the scenario and as a "Great Game" team member :banana:
most of the troops that were on the Ural and Caspian doorsteps were pulled back and split up somewhat. Kiev, Saratov, and Rostov now house our brave (and several elite!) troops. also, all 3 of those loactions are connected by rail to our western homelands as well as to the actual front against the Russians.
i orgainzed 12 infantry units plus the army unit into a 5 unit convoy out of Hamburg (4 TRs + a 6 mvmt pt PC - can't recall the name or class). i moved them out into the North Sea but did not set out a final destination for them yet. so cubsfan will have to set it on his turns. but i strongly recommend that the convoy head to the African colonies b/c we will need the firepower there once we decide that we're tired of Dutch windmills and Belgian white ale :)
Week 37
not much happening now that the war has ended. i pop some stuff and adjust the citizens in a bunch of cites to tax dudes (excess entertainers from the war were converted - not all but a good deal of them in certain colonial spots).
i saw a pretty large Royal Navy presence in the eastern Atlantic. a stack or 2 of Majestic class BBs, Canopus class BBs, and a bunch of Diadem class CAs - all pulling escort duty w/ some TRs. iow, the Brits are building ships and lots of 'em.
i continued the handful of raw material TRs on their way back home. cubsfan will probably be the one to unload a few of them.
Week 41:
we just lost 2 coastal tiles between Copenhagen and Stettin :mad: this'll have an adverse impact on both food and shields for our northern German cities.
i began my turns w/ a +947/turn gold revenue but ended it at 1,485/turn w/out adjusting the sliders at all :) nothin' better than a 50% spike in the economy!
one last note: i sent roughly 1 infantry unit back west towrds Germany to cover the cities which were real light. i mean, some of our German cities had only a few home guards and that's it. that's like dancing w/ the devil imo and we need to ramp up our garrisons on the western front b/c sooner or later...we're going to need to shore up.
here's the save cubsdude :)
http://forums.civfanatics.com/uploads/43728/Wilhelm_II_of_the_Germans_Week_41_1899_AD.SAV
Tank_Guy#3 Feb 09, 2007, 07:58 AM Without the dot (or is it stop in Ireland?) [.delurk][/delurk]
Tank Guy--If we take Hispaniola it gives us Panama Canal, correct?
What's the downside?
America? Logisitcs?
Would it make sense to control both canals?
Not control of the canal. It gives up a base of operations in the area. And depending on how quick you are, we can wipe them out before anyone else attacks us. Get an RoP with Hispaniola, station a good number of troops and artillery there (a few ships to bombard also helps), and choose to not extend the RoP, and it has been my experience that they won't tell you to leave. And as soon as their turn is over, bombard the hell out of them, then send in the troops.
Suez and the Red Sea would be the most important canal (and seaway) IMO. But we don't really need to capture the territory around them, RoP's work.
I used 12 infantry (8 did the trick in finishing both cities, and I just sent the others to prepare for my next invasion). Not too tough logistically planning.
El Justo Feb 09, 2007, 09:56 AM updated my previous post w/ my turn results :D
Adler17 Feb 09, 2007, 09:56 AM Nice! And yes, I agree concerning the Austrians. Anyway, we just got what we wanted and now can buld up our forces for the struggle in the west.
We made a huge mistake in several cities not to build more culture producing buildings. Especially in Africa and North German hurts that. Slightly in New Guinea, too. We should avoid that in future.
To send these units to Africa is not bad and also strongly recommended. But to lead a war there we need at first MG gunner in the colonies. Before that I would do nothing offensive. Also we need more ships.
And at last a small lesson in German:
1. Der Krieg ist vorrüber. Sein is the infinive of ist.
Sein- to be
ich bin- I am
du bist- you are
er/sie/es ist- he/she/it is
wir sind- we are
ihr seid- you are
sie sind- they are
2. Feiern im (in + dem is preferrably added to im) Reich (as long as you did not want to say that the whole nation is a single party...;) )
Yes, I am today a bit teacher like :p ;)
Adler
Tank_Guy#3 Feb 09, 2007, 11:10 AM Let us quickly skewer the Haitians and then shift everything over to Africa and the Far East for our war with the Dutch.
I believe it will take less than 3 turns to remove them from the map. And 12 pretty veteran (I believe) infantry and an army would be able to do this quite easily. Send a dozen ships down there, bombard like mad, land, run them through, and then shift our forces to Africa.
I am STRONGLY for taking Hispaniola before attacking the Dutch. Don't the Dutch have colonies in South America?
a 6 mvmt pt PC - can't recall the name or class
Madgeburg Class? I used those A LOT before my game crapped out (because of MY incompetence in not fixing up the units straight away).
--------------------------------
Correction, it doesn't appear that they do have colonies in SA. I'm at school though and I can only check the mini-map posted by El J in the original thread (very small).
But there are several other weak nations, ripe for the picking there should be establish ourselves in the area.
I know a particular Austrian that gave it a bad aura, but wouldn't Sieg Heil (Hail Victory?????) be a statement that could be added as a closing statement? Or am I incorrect in the translation of it? If so, by all means let me know.
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