View Full Version : BNH01- Conquesting Emperor


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jb1964
Sep 26, 2004, 11:28 AM
Units in a city will lower the chance of a flip but if the city flips you obviously lose them. A what point does the benefit of detering a flip get outweighed by the chance of loss?

[1] 1330 AD - Dialing up Shaka. Buy Democracy + Gems for Incense + Magnetism + ToG + 530 gold. Then sell Nationalism to Zulus for Free Artistry + WM + 533 gold + 2 gpt.
Why is Democracy and Free Artistry of any value to us? It seems the Zulu got Mag, ToG and Nationalism for a very low price.

MM cities; With 0% tax, we don't need money-makers. Banks and markets are cancelled; courts, libs and granaries queued.
Isn't the value of banks and markets to increase capitol that increases our rate of research?

Rik Meleet
Sep 26, 2004, 11:47 AM
1 - The flip risk is too big; we'd need 30+ units. And I can't rush culture in small cities in Commie. So I moved units out to save them in case the cities do flip.

2 - I wanted Shakes to allow Lissabon to get past size 12 and to kill the wonder-cascade. I failed ...
But the Zulu trade was good. If we didn't sell the techs, someone else would and we'd get nothing. Zulus are a barier and an ally in an upcoming Spain war.

3 - research is 100% and we still make 600+ gpt. Banks and markets only give extra money if we have at least 10% tax. At 0% they don't do anything (markets do give happyness, which we don't need with all luxes).

jb1964
Sep 26, 2004, 12:15 PM
1 - The flip risk is too big; we'd need 30+ units. And I can't rush culture in small cities in Commie. So I moved units out to save them in case the cities do flip.
Yes, I checked on this and it seemed that either you had a few units to mke the odds low or you needed many to make it zero. Keeping a few units in to keep the odds low while keeping a contingency force outside is a good idea.

2 - I wanted Shakes to allow Lissabon to get past size 12 and to kill the wonder-cascade. I failed ...
But the Zulu trade was good. If we didn't sell the techs, someone else would and we'd get nothing. Zulus are a barier and an ally in an upcoming Spain war. True.

3 - research is 100% and we still make 600+ gpt. Banks and markets only give extra money if we have at least 10% tax. At 0% they don't do anything (markets do give happyness, which we don't need with all luxes).
Didn't think about the benefits only applying to taxes, which you mentioned in the first note.

SJ Frank
Sep 26, 2004, 03:39 PM
1. Any out dated troops can be brought in via the railnetwork to suppress the locals. Cavs should be healing 1) just outside cities or 2) in cities that have 20+ troops stationed.

2. I think it was a good trade. I have no problem with giving some techs to the lower tier civs. By the time we get to tackle the Zulus, they would probably have gotten Nationalism on their own anyways. Now, we simply want to get to them before replacable parts.

3. I'd prefer to keep building the marketplaces. I haven't seen the game yet, but if it could get the smaller cities to WLTKD, then it would help hurrying the other buildings.

SJ Frank
Sep 27, 2004, 11:49 PM
MMoW (Much Movement of Workers)

Turn 0 1350 AD

MM Cities

Drop some units into resisting cities where the railroad could reach them.

Checking dilopmacy: many lux deals are due next turn. Spain still has 101gpt remaining.

Starting getting some transports.

IBT:
Some Incan and Zulu ships sail by
2 English cavs show up, plus a few other troops

Turn 1 1355 AD

Workers focus on RR irrigated tile of cities that need growth. Some cities need RR on mined tiles to reach good break points, but I'll do that after those cities finish their current projects.

Build the RR to the front.

Electricity due in 2, lower science, up lux to 10%, allowing me to pull some core defenders out to the front line.

Form a line of cavs in the pennisula with Spainish cities, that allows me to pull the cav defenders from those cities as well.

Privateers shadow an Incan caravel.

Takes care of exposed English troops. Elite Cavs win both of their battles, but no leader.

Use the armies to take Nottingham. Pile as many troops as I can into hastings and Nottingham.

IBT: Oops, I forgot to renew the lux deals. The AI's come-a-knocking mid-turn. Zulus sneak attack us! They capture an exposed cannon.

Turn 2 1360 AD

Privateers sink the Incan Caravel.
Army takes the English city of Brighton.
Cav kills offending Zulu Impi.
Our carracks see some action. The first one loses to a Zulu Caravel, but the second one wins and becomes elite.

IBT: not much happening

Turn 3 1365 AD

Electricity->Scientic Method, in 5.
Army takes London.
Army almost take Coventry.
Shuffle MP's to maintain WLTKD in some cities.

Turn 4 1370 AD

The Blitz turn:

Army takes Coventry
Cavs take New castle.
Two evil vet Rifles in York redlines two army, but we take the city none the less.
Fortify 4 hurt armies and about 40 units in York. Hopefully the town won't flip.

IBT: Oops, a pair of Zulu cavs comes out of Spainish land to capture Tsetser.
Madrid completes Shakespeare's.

Turn 5 1375 AD

Take Tsetser back.
Slow science to 90%, raise lux to 10%.
Rest the army this turn.

NOTE:
- We should make peace with the Zulus ASAP, and get that Gem back.
- With the ToE, I propose that we take Atomic Theory and Industrialization. We can then research Replacable Parts before Electronics, the reason being we have no pre-build for Hoovers. Also, change all current builds to Police Station as factory pre-builds if you choose to do this.
- The bulk of our army is healing in York, but there is one army and a bunch of cavs available to you in Newcastle.
- I've been improving cities in a south to north sweep. I think most of our core cities that can be are at 20spt now. Smokes, I think, can use a little more help though.
- These are not my best set of turns.

The 1375 AD Save (http://www.civfanatics.net/uploads8/BNH01-1375AD.SAV)

jb1964
Sep 28, 2004, 08:25 AM
MMoW (Much Movement of Workers)
IBT: Oops, I forgot to renew the lux deals. The AI's come-a-knocking mid-turn. Zulus sneak attack us! They capture an exposed cannon.
Aiyeeee! All is lost. :(

IBT: Oops, a pair of Zulu cavs comes out of Spainish land to capture Tsetser.OK, Now I'm ticked. Shaka must die!

- We should make peace with the Zulus ASAP, and get that Gem back. Can we please just kill him and take the gems? :)


- With the ToE, I propose that we take Atomic Theory and Industrialization. We can then research Replacable Parts before Electronics, the reason being we have no pre-build for Hoovers. Also, change all current builds to Police Station as factory pre-builds if you choose to do this.
Yep, this is a good approach. Agreed.

Hey, you might not be real excited about these set of turns but they certainly work for me. Good job. :goodjob:

Oh, BTW, I'm up. Will d/l this evening after Boy Scouts.

jb1964
Sep 28, 2004, 10:09 PM
Turn 0, 1375 AD
Shaka’s not interested in talking.
Nottingham needs some happiness or it’ll riot. We fire the cop and pull in another entertainer.

IBT: Korea not interested in extending our agreement and not much interested in anything else. The Iroquois sign up w/ the Zulu for an embargo against us.
Queue up police stations as factory pre-builds except for coastal cities building fleet ships.

Turn 1, 1380 AD
Elite crusader and cavalry kill off two English cavalry. No GL’s.
Elite cavalry kills off another English cavalry and we get….
http://www.civfanatics.net/uploads8/shot11.jpg
Leader is used to build yet another army.
Vet rifle in Canterbury redlines an army. Forth army to attack takes the city. (1)
Carlisle is ours w/ no losses. (2)
Exeter is ours w/ no losses. (3) Elite win, no GL.

Isabella’s willing to pay 8800+ gold for electricity and TechCalc puts its value at 7000g. Well, she’s certainly not hurting for income. Interestingly she will not give us a penny more that what she’s offering right now so I’m guessing that this would tap her out. Hmmmm, wait for more parties to sell to or strike a deal while it’s hot?

JB fingers the trigger and begins to squeeze........ nope.

IBT: England signs up Arabia for an embargo.

Turn 2, 1385 AD
Shaka’s still not talking.
Birmingham’s ours w/ no losses (4)
Warwick’s ours w/ the efforts of one fine army (5)
Leeds is ours. (6) No losses.
Railing to the front.
Sci Meth in 1.

Saltpeter to Korea for WM, 23gpt and 90g
Hannibal will only give us pocket change for iron so we pass.
Cities in resistance but nothing on the verge of rioting.

IBT: Spain and Russia sign an MPP. Smart move Isabella.
The genius Zulu land an Impi. We immediately resign the game due to paralyzing fear.

Turn 3, 1390 AD
Gloucester captured and renamed Glucose. (7)
Manchester captured. (8)
The English are down to a single city, Richmond. It’s ours next turn. However, next turn is going to have to be tomorrow.

Palace switched over to ToE, 4 turns. :) Research pushed down to 0%.

Cats is now our Hoovers pre-build location with 24spt and 48 banked. It’s 3 turns from growth to size 12 and then can be maximized for shields. Alternately we could rush a factory and then set to building Hoovers.

IBT: Nothing. Really.

Turn 4, 1395 AD
We take Richmond and discover the English island city of Portsmouth off of our West coast.
We found Salty and take ownership of one of Russia’s saltpeter resources. Ha!
Units are healing. This is their day of rest.

IBT: English bomb the snot out of a roaded hill. Many “resistance has ended” messages.

Game locked up. Had to kill the process but auto-save seems to have saved me.

Turn 5, 1400 AD
Four privateers take out two Man-o-War but a third is still sailing South w/ a galleon in tow. We have a single privateer on the West coast in the port of Cats. I think.
We have a galleon of cavalry sitting off a Zulu city, New Ulundi, with two more galleons headed up the coast w/ cavalry.
Another cavalry galleon is sailing towards Portsmouth undefended.

OK, I’m home waiting for a doctor’s appointment and they call and cancel. I hope you all don’t mind but I’m frustrated by this and have time to kill so I’m going to play out 10 turns.

IBT: Zulu ask for peace. Sure. We’ll purchase the gems next turn.

Turn 6, 1405 AD
Can’t get the gems. No trade route. Hmmmm. Oh yes, they signed an embargo against us. How do you go about breaking that? My F4 is not showing embargos. Something’s still wrong with this game on my machine.
Man, how I would like combustion so we could transport our armies into Spanish territory. Well, we pumped an army this turn so we can load that on a boat.
Korea and Spain have Facism but both remain a democracy. Will check that again next turn.
Place healed armies in cities still in resistance.

IBT: We get ToE and take AT and Industrialization. Next step, Replaceable Parts while pre-build grows.
Agree to a RoP w/ the Zulu.
Spanish are building US.

Turn 7, 1410 AD
Worker actions galore.
Draft citizens from across our lands and disband them in Cats to rush factory.
Switch all police stations to factories.
Land 4 cavalry next to Portsmouth that is guarded by a spear. Say adios to Lizzy.
Some cities whipped to kill off malcontents and build markets to make the remaining populace happy to still be alive. Now shut up!

IBT: Isabella wants us out of her territory. Sure, we’ll head in that general direction.

Turn 8, 1415 AD
Rats, Portsmouth has more units than I thought. They rush a regular rifle, which kills one of our cavalry and then an MI kills the next. This goes badly. Then next two cavalry score kills w/ only the loss of one hp.
Cats is up to 65spt.

IBT: Nothing

Turn 9, 1420 AD
Two more units killed off from Portsmouth.
Moving two privateers to give the returning galleon from Portsmouth some cover.
Mining over some irrigated tiles in size 12 cities.
It sucks to be the Aztecs. What a crappy little island.
Replaceable parts in 4 turns.
Korea and Spain are still down Electricity.

IBT: Nothing

Turn 10, 1425 AD
http://www.civfanatics.net/uploads8/shot12.jpg
http://www.civfanatics.net/uploads8/lizzy.jpg
The embargos against us have come to a mysterious end. :D
The embargo against us w/ the Zulu is a deal w/ the Iroquois. When do we get marines?
Shaka signs up for an embargo against Hiawatha but that doesn’t break the first deal. Can we declare against the Iroquois and just bomb their one tile island country silly for fun?
Massive worker actions.
Next!

SJ Frank
Sep 28, 2004, 10:56 PM
I say wait. I'm not even sure we have 20 turns before the attack on Spain commences :satan:

Rik Meleet
Sep 29, 2004, 02:25 AM
Nice advisor; a relative of yours ???
Don't trade; the gold seems nice; but what are we going to do with it? Cashrushing is not possible in Communism, we have huge positive tax on 0% and we've upgraded all upgradable units. We have all embassies etc.
Don't be greedy, be smart. Competitors not having techs is far more important to us now then 8000 gold.

jb1964
Sep 29, 2004, 07:47 AM
Nice advisor; a relative of yours ???
Not quite the advisor's Rik's used to. This advisor calls me "dad". This is a shot lifted out of a picture after an event at a swim meet this summer.

I didn't make the deal. The only point would have been to deprive Spain of cash that we can't use.

jb1964
Sep 29, 2004, 09:15 PM
Turns are over and posted below. I took 10 because I had the time thanks to a cancelled doctor's appointment.

Here's the save...

The save... 1425 AD (http://www.civfanatics.net/uploads8/BNH01_1425AD.SAV)

Rik Meleet
Sep 30, 2004, 07:04 AM
So that's me again.
I got it, not sure when I can play.

Rik Meleet
Sep 30, 2004, 05:43 PM
IHT: Status check: Hmmm I'm not happy with going to Rep parts. I'd preferred Sanitation and then Electronics. Reason = that the AI will go for Rep parts quickly, so it is tradable. But OTOH, double speed workers and a way to use our gold is good. Not to mention the AI is nowhere near going for it.

First priority: Culture in the England and Mongol lands. This will also help our total culture to help us preventing flips.
Second priority: Getting industrialized.
Third priority: Conquest of Sumeria as it is closest to our core. But this will be later.

Checking every city. Cancel all markets, cavs, galleons and other non-culture, non production buildqueues. Pop rush in high food cities.

Korean huge deal + Spanish minor deal end next turn.

IBT:
Lissabon finishes Factory. It has nothing further to build, so I let it build galleons.
Lots of (whipped) granaries, temples, courts and harbors finish.

[1] 1430 AD - Sell Electricity to Korea for WM and 13 gold. Sell electricity to Spain for WM + 102 gold.

Set workers out to irrigate. Send fleet to group at Gands. It has a harbor, so we can upgrade and is close to Spain, Zulu, Sumeria, Iroquois. Leave some galeons near Dalandz.

Oh yeah; we also got some gpt in the Electricty sale; Korea 581, Spain 241. = 822 gpt.

IBT: Spain wants to buy our incense for 47 gpt. I refuse; It is good to not make Spain more productive because of happyness. We loose our Spices. Sumeria wants to renegotiate the Spice trade. Buy it of them for Magnetism + 10 gpt. No more luxury sales to the opponents. But of course we do need luxes.

[2] 1435 AD - Cancel the Ivory for 19 gpt deal with Spain. No more luxuries (or strategic resources) to competitors.

IBT: We learn Replacable parts. Next tech: Electronics (Hoover). Due in 8.
Braga has produced every building it needs. Goes to fulltime Infantry production.

[3] 1440 AD - I love replacable parts workers.

IBT: Iroquois want to talk. They want to trade WM. no.
Nottingham riots - must have missed it.

[4] 1445 AD - Spain has the Corporation at monopoly. No trading for it yet, we can always buy it after Electronics. Spain will probably trade it to Korea, and perhaps Korea gets a different tech. Wouldn't want to spoil a good 2fer.

IBT: nothing

[5] 1450 AD - Mass upgrade riflemen, cannons, swords and MDI. Pop-rushing in food heavy cities.

IBT: Inca declares on Korea. Carthage and Spain sign MPP. Sumerians want to talk; TM-trade ? nope.
Faro completes his factory and goes back to Army-production. Hesitantly start some markets again.

[6] 1455 AD - Workers keep improving our lands in record time. Spain still holds a monopoly on The Corp. Cancel the Incense for Incan Furs + Dyes. Trade Industrialization for Furs + Dyes + WM. Cancel Incense + Ivory for Wines deal with Byz. Sell Byz steam for Wines + WM + 21 gold. Cancel Iron + incense for Silks deal with China. Sell them Democracy for Silks + 2 gpt + 40 gold.
We are now only exporting to Korea.

IBT: Guimarães has finished all it can build, it goes to Infantry production.

[7] 1460 AD - Workers work. Ships move to collection point. Up lux to 10% to prevent some cities from riotting and putting others into WLTK.

[8] 1465 AD - Korea now also has The Corp. No trading.

IBT: Carthage wants to talk. TM trade ? nope.

[9] 1470 AD - Moving workers to long term projects on mountains, poluted tiles and swamps. Electronics in 2. Inca now also has Electricity. Trading next turn.

[10] 1475 AD - Dial up the Inca's. Trade Electricty for The Corp + WM + 2 gold. No one has advanced in techs; we are the undisputed tech leader. Spain is closest, lacking -only- Sci Meth en Rep parts. We are down Fascism, but who cares ?

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

Electronics in 1. Cats is on a Hoover prebuild; could get it in 1 turn. I downed the sci-slider. I did not MM the cities this turn. Some high food cities are eager to riot; probably due to dislike of the whip ;).

There are 19 galleons to be upgraded; Lissabon builds a Galleon each turn.

I chose to not sell our luxuries any more. We don't need the gold and it forces the other nations to invest in lux-slider and entertainers.

All our armies are fortified on a Railroaded hill. They can be loaded into transports. But I'd wait till tanks.

Who to strike first ? I'd say Sumeria. We are strong compared to them; they are close, have nice lands with nice luxuries, and lack Nationalism.

Good luck.

The save 1475 AD <zipped> (http://www.civfanatics.net/uploads8/BNH01-1475AD.zip)

SJ Frank
Sep 30, 2004, 11:30 PM
Who to strike first?

I need to take a look at the map first. Rubber will be a very important factor in the decision.

I was thinking Spain will be the next target. Part of my thinking when I recommended researching RP, was that we take Spain out next. I also want to get to them before Infantry. (The other main reason of why I wanted RP, was that over half of our cities are minimally improved, I want to improve those cities to core city status ASAP.)

Got it.

Rik Meleet
Oct 01, 2004, 02:47 AM
Unlike coal (of which we have limited resources) we are swimming in Rubber. I wouldn't know how it is distributed accross the globe; but I'd say there is plenty for all.

SJ Frank
Oct 01, 2004, 07:36 PM
I have taken about 6.5 turns, and I will finish 3.5 more tonight.

I did go after the Summerians. Making slow progress so far.

Spain has 1 rubber, which can be disconnected on the 2nd turn of war if we wish. But they got RP pretty soon into my turn, so I think we should put off the Spanish attack until transports, and maybe even tanks.

SJ Frank
Oct 02, 2004, 02:12 AM
A long set of turns, and a long report

Turn 0 1475 AD
- First thing first, raise lux by another 10%. What's money good for anyways?
- MM cities. I'm not a big fan of culture. Many of Rik's cathedrals are turned into infantry, cavs, and Universities, sorry. :( A few other cities that already has culture sees their temples turned into marketplaces. Granaries are already being built in the right places. Nice!
- I find where the Spanish rubber is -- it's on their nothern coast, and I'm dispatch an empty army and some infantry in that direction right away.

http://www.civfanatics.net/uploads8/BNH01-1474AD-Spain-Rubber1.jpg

IBT: Good news, the Zulu embargo ends. An Iroquois galley attack our privateer... and we get a new privateer out of it.

- Electronics! I scoll ahead to complete Hoovers in Cats, but where is the option? :lol: there is no river in Cats. I really did "laugh out loud". In a game well in hand, we make a silly little mistake like this.
- On the plus side, we're the proud owner of Universal Suffrage.
- I'm going to build a power plant in Lisbon first, then Hoovers.

Turn 1 1480 AD
- Those good'o regular guerillas, disbanding three of them and the coal plant of Lisbon will complete next turn.
- Zulus get Industrialization for gems.
- Most cities are happy, hire a few civil engineers in those cities that aren't. - Those unhappy cities are all building marketplaces BTW, and all should finish their marketplaces before the next growth.
- Research is set to Refining, due in 7 turns.
- I see that our native and slave worker gangs are mixed again. I don't know about you, but I always like to keep them separated, and also keep them in nice little units of 6, 4 or 3, depending on job at hand.
- You know, for such a large nation, we really don't have a lot of workers.
- Some AI's have a few gpts, I take them by signing some RoPs.

- Now, to answer the question of who to go after next... I think Summeria is right. If we want to fight someone, and if we want to fight some one right now, it has to be Summeria, before they get to Rifles.
- Regardless of whom we fight, before transports (3 more teches away), our existing armies can not get into the field. Fighting with cavs, infantry and artillerty, I'd rather take on the muskets of Summeria.
- I'm loading troops this turn. Quite a few cities are left unguarded. Our homeland defense is left in the hands of our 6 cav armies :D

Turn 2 1485 AD
- Lisbon: coal plant->Hoover's in 11.
- Oporto: at 40 spt, goes on 2 turn cav production
- Emerita: is at 39 spt, I'll see what I can do for it. (courthouse)
- A few towns riot, I guess I missed them at the round-end check-up.
- Time to Refining drops by a turn. I check the AI's, nothing. Must be from city growth.
- Checking to make sure that there are no MPP's involved... declare war. :hammer:
- That means we lose the spice lux, some cities have to hire more specialists. Many are going to lose WLKTD.
- Land one stack on top of their only horse.
http://www.civfanatics.net/uploads8/BNH01-1474AD-stack-horse.jpg
- Land the other stack near spice.
http://www.civfanatics.net/uploads8/BNH01-1474AD-stack-spice.jpg

IBT: Koreans can't afford the Saltpeter deal anymore
Lose a privateer to Summerians.

Turn 3 1490 AD
- Attack Babil, the spice town: arti redlines all defenders, and 3 cavs do the job.
- Attack New Lagash: arti redlines defenders, cav charge in.
- Dabrum is an important city, because it has harbor. We take it, but the harbor is destroyed :( We'd have to pacify the citizend before shipping the Spice home.
- Nagsu, the horse city is also taken.
- Land based artillery fires at the Summerian ship but misses, our privateers will have to wait in dock.
- Gayagaahe is renamed to Embarkment Point. This is the city where our galleons can make one turn trip to the Summerian beach head.
- I transport 3 more boat load of troops to the beach head city. That city and the spice town (renamed to Spiceville) are the ones heavily garrisoned.
- Spain has Replaceable Parts now, our pillaging army will be in position next turn.

IBT: 3 Summerian cavs show up, but they end their turn just outside of our cities.
There are about 5 of their Frigates in the water.

Turn 4 1495 AD
- Nah, I was wrong, most of those Frigates are actually Spanish.
- kill the summerian cavs.
- advance SoD on the next set of Summerian cities.

IBT: More Summerian units show up. Cavs, Knights, MDI, Sword, Pike, Horse, and don't forget Enkidu. It's a marching military museume.

Turn 5 1500 AD
- Rush the harbor in Spiceville.
- Capture Apisala, move about 15 units in.
- Clean up the exposed Summerian units.

IBT: Inca and Spain sign MPP. :mad:
Spain Declare war on Korea.

... to be continued...

SJ Frank
Oct 02, 2004, 02:15 AM
... told you, long report ...

Turn 6 1505 AD
- Okay, now the Summerians are sending mostly horses at us. Arti, Cav and Infrantry takes care of them.
- Refining due in 1, lux to 10%.
- Transport some workers over to the Summerian continent, railroading begines.
- Lose a privateer and kill a frigate.

IBT: Korea and Inca signs peace.
Spain get Aztecs to fight the Koreans

Turn 7 1510 AD
- Refining->steel in 5 at 100%
- Amazingly, we have only 1 source of Oil.
- Oh-oh, Summerians have Rifles. No matter, we bombard them down to 1 hp, and cavs take New Ur with perfect combat result. There is a sizable Byzantine stack next to New Ur.
- One of our artillery stack is in position already, but the Summerian stacks are blocking the road to the city. So the artillery bombards the Summerian road blocks. Cavs then charge in the finish off all but 1 unit in that stack.
- I'm setting a Continental Rally Point at Embarkment Point.
- About 6 elite attacks this turn, but no leader luck.

IBT: What is this, Byzantines sneak attack New Ur. There goes the wine and the carefully micro-managed WLKTD's. :cry:
- Byzantine attack take two HP's from our infantry defender.
- A Summerian Cav kills the infantry defender in New Ur, but no other attack reach the city this turn.

Turn 8 1515 AD
- Okay, checking diplomacy: the only wine out there is from Spain. No, we can do without it for a while.
- Zulus, Spain and Inca has Sanitation and Espionage. Korean, by the way, has fallen behind.
- Spain has the most spending money, at about 480gpt.
- Zulu is behind the other two leaders by RP, since they have no Rubber, I'm going to pull this trade:
Replaceable Parts + WM for Sanitation and Espionage.
- I'm going to start 5 hosipitals in selected cities.
- Cat's will get the SPHQ in 2 turns.
- Of the core cities, Sao has the most shields accumulated, so it goes on a palace pre-build for Battlefield Medicine.
- I'm going to save the Intelligence Agency as a second pre-build. We're probably not going to need to spy in this game -- there is only 1 research path left in the Industrial Age, and we're on it.

- Back to the battle field, since there is such a large enemy stack near New Ur. I'm going to take care of that first. I don't want roads around it to be pillaged.

IBT: Spain is building a coalition of the willing ;) , they sign up Germany against Korean.
Summerians march more foot soilders towards the front. There is 1 lone cav mixed somewhere in there.

Turn 9 1520 AD
- Take Kisurra with no loses, but the city will have to be defended by cavs this turn due to culture borders interfaring with movement.
- Ouch, lost an elite Cav trying to take out the Summerian cav.

IBT: I clicked on the wrong button and renewed the Ivory sell to Korea, my bad.
Lose 2 cavs defending Kisurra.
Summerians shift target from New Ur to Apisala.

Turn 10 1525 AD
- Steel due in 2, lower science and up lux to 20%.
- Cats finishes SPHQ, it has exactly 80spt and start hospital.

The city of Kua, now there is a tough nut to crack. It is a size 12 city defended by 5 vet rifles, a few swords and MDI's and 4 long bows.
- Arti could only yellowline the rifles. 4 Cavs were lost, 4 more retreated, and still 2 rifles remain.
- At last, an elite cav promotes to "The Conqueror of Kua", I form a cav army of healing cavs from backline cities. The army had roughly 10 hp to start with, but manages to take out a rifle and a sword.
- After using up all healthy cavs on the Summerian continent, the city was still stubbornly defended by regiments of Long Bows. I had to resort to pulling even more garrison cavs from the Mainland. At the turn's end, with 2 cavs to spare, I'm happy to report that Kua is ours.

http://www.civfanatics.net/uploads8/BNH01-1525AD-front.jpg

NOTES:
- There are Summerian fleet out about, don't expose our ferry boats. Let them end their turn in Beach Head, and sent the back the next turn.
- There is a fleet carrying infantry and an army off the Spanish Coast next to their only Rubber.
- Our cav armies are FORTIFIED on the penisula with all the Spanish cities.
- There is an empty army in Lisbon.
- There is a continental Rally Point at Embarkment Point, all newly produced units are sent there after you cycle through all other units :p .
- There is 1 more turn left on the big payment from Korea and Spain. We would like to take on Spain soon, but they have a MPP with Inca, who is suppling us with 2 lux's.
- The palace in Sao Mamede is a pre-build for Battlefield Medicine.
- For a big, bad communist empire, we sure have a lot of undefended cities. :lol: Guard the railroad access points.

Workers:
- slave worker stack of 3 are road builders.
- slave worker stack of 6 are rail-road and mine builders.
- slave worker stack of 9 are working the mountains (1 turn road, 2 turn RR and mine).
- native worker stack of 3 are rail road and mine builders.
- native worker stack of 2 are mostly irrigators, I think there aren't that many of them.
- there are also some lumber jack teams of 2 native workers. They cut the forrest in 1 turn, and road it next turn, then leave and let the miners finish off the job.

- Worker projects in the Portugues core are done.
- Former Iroquois land is almost done, there are still some mountains to mine.
- Former England needs a lot of mining.
- Former Mongol could use some lumber jacking.
- The former southern Mongol is the area that needs the irrigation teams.

Here is the 1525 AD Save (http://www.civfanatics.net/uploads8/BNH01-1525AD.zip)

Rik Meleet
Oct 02, 2004, 09:39 AM
- Electronics! I scoll ahead to complete Hoovers in Cats, but where is the option? :lol: there is no river in Cats. I really did "laugh out loud". In a game well in hand, we make a silly little mistake like this. :eek: I, and probably you all, was so convinced Hoovers could be build near a lake as well. This is indeed a :smoke: move !!!
Well recovered, BTW !! :goodjob:

Tip: We only have 1 source of Oil. There is a second well in our lands, but not in our cultural borders. I'd advise to place 1 worker on top of that to build a colony if needed. Oil is so vital.

The big money from the tech sale to Korea and Spain is about to end. Incense sale to Korea can end as well. Do we want to sign a tech deal again ? If so; do we get Spanish wines or go for the Sumeria source ?

What about Intelligence agency in Cats ?

There is a Sumerian city on our continent. I'm surprised it is still safe from Portuguese attacks. We do have 6 cav armies in our land; perhaps they could capture it....

jb1964
Oct 02, 2004, 09:54 AM
A thousand pardons for that pre-build. To be completely honest, I never gave the loacation a single thought. That's one mistake I'll never make again.

Got it.

IBT: More Summerian units show up. Cavs, Knights, MDI, Sword, Pike, Horse, and don't forget Enkidu. It's a marching military museume. :lol:

SJ Frank
Oct 03, 2004, 04:11 AM
Good call on the oil colony. Just fortify a slave worker on the oil, so that it can be connected if necessary.

Tech sale? Sure. Let's focus on the Summerian's, then the Zulus (gems), and in 20 turns, come back to the Spanish when we already control half of their continent.

There is a Sumerian city on our continent. I'm surprised it is still safe from Portuguese attacks. We do have 6 cav armies in our land; perhaps they could capture it....
Using our mighty army for such a puny little town? :lol:

Actually, I didn't want to spend the worker turns to build a road through that jungle, or to spend extra garrison to hold the town after we capture it. The town is just a little fishing village under heavy culture pressure from Spain, it ain't worth 3 gold pieces in my book :p

jb1964
Oct 04, 2004, 08:52 AM
A revised save was added on 10/6. I didn't see an "I got it." so I scoured the map for some extra units and we took two more Byzantine cities.

Turn 0, 1525 AD
Wow, there’s a lot of activity here.
I see an infantry placed on a railed, unclaimed tile preventing the rapid movement of a Sumerian archer and E-warrior. I’m tempted to move him to help guard the stack of arty but this placement is so subtly clever I just can’t do it. Nice job.
We bring a guerilla to the mountain above New Kish so he can hose down the E-warrior with a stream of lead next turn.

IBT:
Koreans cannot afford our incense any longer.
Carthage and Spain sign an alliance against Korea. I’m getting the idea that Korea’s getting dog-piled.
Sumerians go on a naval bombardment spree.
Zulu want an embargo against the Iroquois. Sure, why not.
Many “We Love JB Days” celebrated.

Turn 1, 1530 AD
Cleaning up many Sumerian units.
Guerilla kils E-warrior but is redlined and will retreat to a baracks city.

IBT: Nothing

Turn 2, 1535 AD
We take Anshan and kill a lot of Sumerian units. We lose a single cavalry unit to a 2hp knight.

IBT: Hoover’s is built. Cat’s can now pop an infantry in a single turn.
Byzantines move in more than a few knights for us to kill.

Turn 3, 1540 AD
Pre-build set to BatMed in 3 turns.
Combustion in 4. Can’t wait to start building destroyers to sink all of these annoying Sumerian ships.
We kill 14 Byzantine knights, a LB and a few other stays and take Ani which earns us 7 slaves.

IBT: Nothing

Turn 4, 1545 AD
Get a GL that immediately becomes a cavalry army and takes Isin.
Take Kutallu at the cost of a few cavalry.
One cavalry that went into Kutallu nets us another GL fighting back out of the city.
Ha! Killed a Byzantine GL.
Combustion in 3 at 90%. Running 10% entertainment just because we can.
The only tech out there for us to purchase is Fascism.

IBT: Nothing orher that the Sumerians and Byzantines moving in more units for us to kill off.

Turn 5, 1550 AD
Newest Army takes Tutub. Should be renamed Hottub.

IBT: Pachadoofus demands rubber. Nope! He goes quietly.
Sumeria has signed up w/ Spain against Korea. Now the Zulu join the fun.
Sumerians land a lone cavalry next to our undefended capitol. He's dead.
BatMed comes in.
We lost our supply of silks, furs, and dyes.

Turn 6, 1555 AD
Mao gets Medicine for silks and change.
Pachadoofus gives us the furs, dyes and Fascism for Atomic Theory.
Army take Kuara.
We take Marad.
Temple whipped in Kua.

IBT: Theodora’s forces are composed almost entirely of pikes and rifles. Then again, we did kill off a few score of her knights.
We have Combustion. Mass Production in 4 turns.

Turn 7, 1560 AD
Set many cities to making destroyers.
Take Kuara.
Upgrade to transports. The Sumerian continent gets 5 cavalry armies next turn.

IBT: Monty wants to trade WM’s. Nope, I just give it to him out of extreem pity for his sadly backwards country.
The Koreans nuke the Zulu! :eek: Just kidding. ;)

Turn 8, 1565 AD
Two cavalry armies attack Erech. The first army is seriously redlined by a vet rifle. The second army wipes out the remaining four defenders.
We ran out of armies to attack Akshak when it was certainly down to a lone LB defender. Cavalry were unable to reach and attack due to the landscape. During mop-up operations we get another GL, create and load another army and take Akshak. Woohoo!
A stack of cavalry just transported from the homeland take Ur (Sumerian capitol).
Transport more workers over to work on rails.

IBT: The entirety of the Sumerian offensive was the bombing of coastal cities from their fleet.

Turn 9, 1570 AD
The capture of New Sumer has provided us another source of oil.
Sumer and Umma are now ours.

IBT: Russia now has been brought into the fray against Korea.

Turn 10, 1575 AD
Three Sumerian frigates and a galley are killed. We killed the galley w/ a transport.
Edessa, Ancyra, Lagash, Trebizond, Bad-tibira, Amorium, Varna and Smyrna are ours. :hammer:

There are a number of worker teams that railed to the next front covered by infantry so the map looks a bit messy. Many cavalry finished out in the open picking off stray units and are also covered by at least one infantry.

Revised save.. 1575 AD (http://www.civfanatics.net/uploads8/BNH01_1575AD1.SAV)
Notes:
I made no attempt to MM any city.
Lux deal w/ Spain (wines) is redundant. We now have our own supply.
Mass Production next turn so you can probably bring down the research slider from 100%.
Sumeria's down to 5 cities.

jb1964
Oct 06, 2004, 11:32 AM
Screenshots...

http://www.civfanatics.net/uploads8/henry1.jpg

http://www.civfanatics.net/uploads8/henry2.jpg

Former Sumerian lands...
http://www.civfanatics.net/uploads8/henry3.jpg

jb1964
Oct 06, 2004, 12:02 PM
The deal for gems w/ the Zulu is about to end. If you look over the map you'll see that the Zulu have an unconnected gem on the edge of their territory next to open swampland. If the next leader is motivated to take a few transports of workers, a settler and some units to rush a harbor we could avoid giving Shaka the next tech (Steel or Atomic Theory). Alternatively we could buy it for a lump sum.

Rik Meleet
Oct 07, 2004, 03:24 AM
I guess that would be me.
so I got it.

jb1964
Oct 08, 2004, 12:10 PM
Given the cost of Motorized Transportation and our economy you should be able to make tanks on turn 5.

So do we go Flight or Amphibious after that? I really want to remove the Iroquois from this game so I'm voting for AA out of spite. :p

Rik Meleet
Oct 08, 2004, 12:50 PM
I've already played some turns; Motorized Transportation can be researched in 4 turns. I'd go for Marines; not only to kill the Iro's, but also other island nations. ;)

Rik Meleet
Oct 08, 2004, 07:52 PM
IHT:
There are still armies with movement in Sumerian lands. But I'll leave them healing. Round of F4; nothing interesting.
MM Cats a little bit and start Intelligence Agency there.
I spot some cities building units and having a completely useless civil engineer (only helps building buildings, not units). I conclude we have sufficient units for now and I start hospitals and factories.

Check all cities. Make in error in London; whip a colosseum and then accidently switch to a coastal fortress; loosing 6 citizens.

I see we have no empty armies at hand. I would have liked some empty armies to be filled by tanks immediately. Lower science.

IBT:
We learn Mass Production and start to research Motorized Transportation. Due in 4 at 100%. We loose Gems.

[1] 1580 AD - Mixing all workers again great works are ahead; mining, jungle clearing, pollution cleaning, railroading etc. We are Communists, so we all do it together.
I focus on Byzantium first; Sumeria is in hard terrain to go through.
Captured: Iconium, Zabalam, Sardica, Dyrrachium, Nicomedia, Prilep, Adrianople.

IBT: Inca and Spain MA Vs Korea. The Chinese ROP (gaining us 25 gpt) ends. Your loss Mao. There is no 'real' Sumerian or Byz counterattack.

[2] 1585 AD - giving damaged armies a moment to heal. Our Destroyers blockade the Sumerian ships in port. We capture Ceasarea with nearly intact armies. Capture Naissus, Chalcedon. Down sci to 90%. Starving all cities with resistors.

IBT: China and Korea MA Vs Korea.

[3] 1590 AD - Change all cav-builds to infs. Infs are still useful, cavs not as much with tanks just around the corner. Capture: Taormina, Constantinople (Byz capital with Mausoleum and Great Lighthouse), Heraclea, New Constantinople and attack the new capital Nicaea. Do a complete round of the cities, starving every city with a resistor.

Spain offers WM + 694 gpt + 1410 gold for Steel + Electronics. Of course I refuse. We have 20k gold, making -345 gpt. If we ever need Spain's cash; we'll come and get it from them with our armies.
I do buy Zulu Gems; they are equal in science to Spain, but lack Atomic. Better that we sell it than Spain. We get for Atomic: Gems + WM + 103 gpt + 192 gold.
IBT:
Byz actually land a SoD in our (previously their) lands. Intelligence agency finishes. Faro build army, starts another.

[4] 1595 AD - more of the same. Failed to plant a spy in Byz lands. Also failed in Sumeria. Captured Nicaea, Der (Sumerian Capital), Susa (next Sumerian Capital), Kutha,

I've won so many elite battles that it is hardly surprising we -finally- get a MGL. Magellan's Cavalry. I send him to safe Kisurra to become an army and to wait for tanks to be filled.

And then my game crashed, without saving when the leader appeared .... I did save a few times each turn, but I have to recapture the Sumerian cities. Replaying the turn the day after.

[4] 1595 AD - repeated - More of the same ;). Succesfully plant a spy in Byz lands ... And succesfully in Sumeria. Capture Nicaea -again- ; capture Der again. Same with Susa. And Kutha. No Leader this time. Capture Brusa. Every resisting city gets all scientists and is starving, while building temples. Sci to 70%.

The Byz capital is no longer in their former lands, but on a 1 tile island, south of Portsmouth.

IBT:
Due to a stupidity of me Sumeria recaptures 9 workers. But since the nationality is Sumerian they aren't disbanded. Motorised Transportation comes in. Amphibioius next, 4 turns at 70% sci. Move ahead to change many inf builds to tanks.

[5] 1600 AD - Start building more transports and battleships for transport protection. create a tank army. Capture Agade. The only remaining Sumerian city is on our continent. :lol:
Capture Ohrid. Recapture our lost workers. Capture Vidin, New Kish and the Sumerians are gone.
Giving yellow lined armies a well earned rest. Green lined armies move towards the last Byz units and city on our new continent.
Our arty's and cavs get target practice at a Byz SoD of 2 rifles, 2 pikes, 2 MDI and 1 knight. Nothing hard for a 50 stack of Arty's. Many galleons and a dromon are also redlined. Magellan's Cavalry rejoins us. I immediately save the game. Send him to Kissura to form an army. A transport goes to pick him up in Beach Head.
The last Byz city on our lands will be captured next turn. Sending unneeded damaged, but still greenlined armies to supress flipping and to kill resistors. Doing a complete round through all cities. Resisting cities get Civil Engineers and starve.
Talk to Byz; they'll give up all their cities, except the Capital. I take it.
One of them; empty; is next to barbarians ... Sell off the improvements and gift it to the Aztecs.
Queue a transport in Constantinople after its temple; to reinforce the islands.

Sending troops towards the Zulu border. It can't be our next target in a few turns; we have a 18 turn deal with them that I signed. :wallbash:
So Spain is our next big target. They have an MPP with Inca, Carthage. And we are importing Inca Dyes and furs for 11 more turns, as well as Spanish wines (and 119 gpt for 8 turns)...
Germany perhaps ? -=> no deals and they have no MPP. But they are far away.

So I prefer the Zulu next. We'll be breaking a deal with them soon, by eliminating the Iro's soon. Who cares about our Rep anyway ?

IBT: Aztecs and Korea sign peace.

[6] 1605 AD - Privateer sinks Spanish Galleon and we now have an extra privateer. Building some banks and Stock Exchanges for Wall street.

IBT: Zulu Rop ends. I'm not going to extent it.

[7] 1610 AD - working, and moving troops. Next turn: war on Zululand.

IBT: pollution is getting irritating.

[8] 1615 AD - First order of business: demand Zulu troops to leave. They leave. Declare war on Zululand.
Capture Amatikulu. Sending the fleet north of Spain south to invade Zululand Gem area.

IBT: Zulus land next to undefended island city of Septum. And move 7 cavs to our border.
Amphibious war is learned, next tech: flight.

[9] 1620 AD - Battle of New Ulundi. Captured for no losses and 1 elite tank.
Capture Bapedi, Umtata (hard nut, 3 armies badly hurt by 3 infs and cavs also hurt badly. I even checked mid-war if I had seen it correctly that the city was not on a hill or across a river). Can't use the workerstack of 106 workers efficiently as the roads go through Zulu territory. Placing them all on a jungle tile, so I can connect it on the west side instead of the east.

Spy plant attempt in Zululand Succeeds. They have 41 infs and that's about it. Sell buildings in Septum and gift it to the Koreans (Zulu are in war with the Koreans). Cancel Ivory sales to Korea. The Koreans are loosing the Multiple nations MA's on them. That will make the Inca's too strong. Time to help Korea. Gift them Rep parts. Their Rubber city is just captured, so gift them Rubber and 4 luxuries. And 5000 gold for upgrades. That will keep the Inca, Spain, Zulu (and other insignficant nations) busy.

IBT: Umtata riots because the resistance has ended. Have I told you that I hate this ....

[10] 1625 AD - Battle for New Zimbabwe costs us 5 tanks. The remaining 2 are redlined. Complete the Railroad to our new lands. Isipezi captured, but it cost us huge damage to the armies. Infs realy suck. Tugela captured.

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

We are far Dominant over the Zulu; we have more native workers then they have units in total. There are 6 fully healed armies ready to attack Swazi and Ngome next turn. In 2 turns we could have taken gems and their Capital (if lucky) and in no more than 5 turns they are dead. At least; if we can take their city on our continent; that might be the hardest of all.
After them; Spain. That will mean war with Spain, Inca and Carthage. Perhaps wait till the deals have ended.

Cats is on growth now. We'll very soon be able to build Wall Street. Cats back on shields is a goo site for that.

Some marines are being build. In 3 turns Faro completes another army; It should continue building armies. A Marine army has the Amphibious ability. Creating a Marine army might be very wise for the -many- 1 tile island cities.

I have not MM-ed the cities this turn.

Treat Korea well; they keep many of our foes busy. I have supplied them with techs for defensive units, luxuries and gold. Korea could very well be the chain that binds our strongest opponents.

And don't be greedy; Selling techs for gpt is signing a non-war pact and we don't want a "no-war" situation with nearly all civs. I only helped Aztecs and Koreans.

Good Luck !!

The Save 1625 AD (http://www.civfanatics.net/uploads8/BNH01-1625AD.SAV)

jb1964
Oct 08, 2004, 09:23 PM
As usual, very well done.

SJ Frank
Oct 08, 2004, 10:33 PM
Turns from Rik Meleet are always productive :)


Mixing all workers again great works are ahead; mining, jungle clearing, pollution cleaning, railroading etc. We are Communists, so we all do it together.


Ha, so that where the great worker mixing starts (kind of fits the communist theme though, "laborers of all nations unite!"). I'm neat freak, an organizational nut. I know that on roaded tiles mixing workers wastes at most 1 slave worker turn, but I can't even stand that. :crazyeye:


Due to a stupidity of me Sumeria recaptures 9 workers. But since the nationality is Sumerian they aren't disbanded.


I'm not 100% on this, but I believe that the decision to disband is based on proximity to their land. If the AI believes that it can get those workers back home safely, then it will do so. Otherwise, those workers captured deep in our territory are always disbanded.

I have never seen AI's keep workers that are more than 1 turn into enemy land.


Capture Agade. The only remaining Sumerian city is on our continent. :lol:


Yeah, we were saving that city for you. :mischief:


Sending troops towards the Zulu border. It can't be our next target in a few turns...
So Spain is our next big target. They have an MPP with Inca, Carthage. And we are importing Inca Dyes and furs for 11 more turns, as well as Spanish wines (and 119 gpt for 8 turns)...


My feelings exactly. I imagine we don't need the Spanish wines anymore, but keeping the Dye and the Fur would be nice...

One more thing, I read in there some where that you have a staving city with Civil Engineers. My understanding is that it doesn't work. Because the game calculates food first, then production, the specialists are lost when the governer re-arranges the citizens after starvation.

There are conflicting reports about wither taxmen or scientists work. With out any testing, that remains up in the air.

I got it. And I'm playing right now.

SJ Frank
Oct 10, 2004, 04:39 PM
Turn 0 1625 AD

MM cities:
- sell the barracks in the Byzantine tundra towns.
- change temple build in some Byzantine towns to libraries, takes longer, but more useful.
- our core cities are fine.

IBT: Korea use our gift money to sign Byzantines against china.
Inca and Aztecs sign a MPP.
A Zulu cav and a Zulu inf show up.

Turn 1 1630 AD
- Cats starts wall street.
- Flight in 2, lux to 10%.
- Using cav armies to take Ngome, but due to Zulu culture borders, the town is still cut off from our road net.
- Bombard New Simbabwe with destroyers, going 1 for 4. We actually lost a tank attacking that city. A cav deals the final blow and we clean off Zulu presence on our continent.

I'm going to do something that I hope you guys don't mind. I'm signing a RoP with Spain, and I'm bundling it with an alliance against Zulu. This way, when the Zulus are eliminated, the RoP is canceled, and we can attack Spain.
- RoP + alliance for 3 lux's and 320 cash. Tur rep is already trashed, they won't take our gpt in the deal.

"We accept your fair offer", says Izzy, and she is a polite lady again.

Of course I find some units to block off all RR access to the Spaniards. Crusaders seem to be the right fit for the job :)

Blitz time!

Ibadanago is the tough nut, a size 15 city guarded by inf.
- cav army redlines and wins against vet inf.
- cav army wins against vet inf.
- the same cav army retreats against reg inf, you don't see an army retreat often.
- cav army redlines but wins against reg inf, a 2hp reg inf is now on top.
- cav army takes city, this time loses only 7 out of 18 hp's.

Umfolozi is the gem city, and it's only size 7.
- two tank armies get first crack at it, killing 2 vet inf's without much hassle.
- a cav army kills one more vet inf, and we take the city, and gems :)

Actually, that's it for the Blitz -- we're out of army. I'm not senting cavs into that mess.

Mpondo would be the next target, but it's another metro. I bring up the arty stack, all 53 of them.

Cavs go into Ibabango both as suppression force and attackers of Mpondo next turn.

Tanks advance next to Mpondo for a front row seat. Let's go Spain.

Armies go heal.

IBT: Korea signs Iroquois against China. All 1CC's in the world unit against China.
Korea signs Arabs against China, Zulus and Spain, at least Abbu has 4 cities.
Arabs then sign Iroquois against Zulus. I'm not going to list all the alliancese that followed, but I think Korea has started a coalition of all the really weak civs against the Zulus.

Spain sends troops into Zulu territory, I don't think they attacked anything this turn (took a few workers with conquistadors). They are smart, they are going after Intombe, which is only size 10.

Zulu counter attack kills all the conquistadors.

Turn 2 1635 AD
Good news, Spain is now Fascist!

Let's start things off by bombarding Mpondo. After redlining all 4 defenders, the tanks change in. They all win with at least 2hps to spare. This is much better than watching cav armies lose 13 hps in a row.

Zulus have just 18 infantries left.

And there is at least one Spanish Conquistador left. He is elite.

Bring rest of the arty stack on Swazi: just yellow-line them is enough, we have a full health tank army here. The army take the 2 healthier infantries. An elite cav finishes off the last redlined infantry and takes the city.

Bring rest of the arty stack to Zimbabwe. There are still 19 arties left. They handily redline all defenders. I decide to use cavs for this one. Losing 4 cavs, and having to use a cav army for a inf that promoted, we take the city.

The other Zulu cities require 4 movements to attack, and we still have 6 healthy cav armies left, let's see what else we can take this turn. Hlobane is a good target. It has wine. At only size 10, its infantry defenders can not stand up to our armies. 4 cav armies take the city.

I use another army to block the way of the Spanish cavs. They were heading towards Intombe. Intombe has only Rifle defenders, it would otherwise fall to the Spanish stack of... about 30 vet cavs.

Time for consolidation, and more railroad blocking.

Back home, the newly produced army is waiting for more Marines.

IBT: Inca and Korea sign peace, good.

Turn 3 1640 AD
We learn Flight, and become modern. Research is set to Computer, due in 6 at 100%.
I start some bombers for the next player to play with.
We can finish the Zulus off this turn.

Cav army attack Intombe. 3 attacks, 3 dead riflemen, we take the city.

Next up, Ulundi. I use the Tank armies first, they do their job killing 2 infantries. A cav army kills an infantry and a drafted rifle, leaving a cav guarding the city. What should I use? An elite cav takes the city.

The last Zulu city, this is also going to cancel the RoP and alliance with Spain. I withdraw all my troops in Spanish territory first. Humm, probably should reinforce those two former Zulu towns at the tip of the Spanish pennisula too.

I can bombard this city with artillery, I do so. I now have 6 fully healed cav armies to choose from. The 2nd one finishes the Zulus.

... no wait, the Zulus are not dead yet, they have another city... I use the find-city function for the first time... on the island off our west coast. Time to bring out the Marine Army.

Smoke switches to a transport.

I do put the next phase of the plan in motion, I want to trap Spain's troops here in Zululand. So I form a wall with spare troops, leaving just a little opening through a roadless mountain region... the trap is set.

The carrack fleet that was wondering the north seas finally docks. They army it carries immediately forms a tank army.

Turn 4 1645 AD
Quite turn, try to separate the Spanish infantry and cav stacks.
Create the marine army and load it into transport.

IBT: Spain captures the Arab city of Aydab on our continent.

Turn 5 1650 AD
Cats finishes the Wall Street.

Well, I can only find time to play 5 turns this round.

In former Zululand, if you leave the wall where it is, by next turn, the Spanish cavs will be on the mountain tile where their one cav is right now, and their foot units will be on flat ground right next to the mountain. I think we can simply trap them here by fortifying infantries around them. I don't think they will attack us. I could be wrong though.

There is a marine army in the transport next to Zulu's last city. After Zulus are gone, you should be freed to attack Spain.

Cats is on palace pre-build for the Internet.

I have left the military units active, so that you know where they are.

It may be time for another round of spy planting. I didn't do any during my turn, so the flag hopfully is erased already.

The Incan lux deal is due soon. I don't see any MPP's in the F4 screen, so I think you're safe to renew the deal. The Incans are also the only one with real money now.

The 1650 AD Zip File (http://www.civfanatics.net/uploads8/BNH01-1650AD.zip)

Rik Meleet
Oct 10, 2004, 06:27 PM
Korea is loosing the war with the Inca's. And they are down to 388 gold. And in Fascism. We'll soon see a powerful Incan Empire.

The Chinese and Incan lux buying will end next turn. Better not forget it ...

I hope 1 marine army is enough to take Zunquin.

I suggest taking out the Zulu, then the Iro's then go for Spain and then (after 10 turn peacedeal with Byz ends) take out Byz in the meantime. (Marine army is in that area anyway). Then conquer Azteca and Russia.
Take out Carthage and China and Germany.
Last step: Incan Continent.

jb1964
Oct 10, 2004, 08:05 PM
In the midsts of turn 7. Have had two fatal errors this session.

Zulu are dead.
Iroquois are dead.
Spain was the sole target of our wrath until...
Sneak attacked by the Inca. (Lost dyes and furs.) :(
The stacks of Spanish guerilla/infantry no longer exist.
We have Computers and are researching Miniaturization.
Upgrading infantry.
Sinking ships. Spain has combustion and a few destroyers. :mad:
Removing pollution.


I just want to declare on the world and expand our boarders, or burn our neighbor's, in all directions at once.

jb1964
Oct 14, 2004, 01:47 AM
The Save, 1700 AD... (http://www.civfanatics.net/uploads8/BNH01_1700AD.SAV)

Turn 0, 1650 AD
We are Prince Henry. Resistance is futile.
Ulundi is unhappy. We starve them.
Our military advisor says that we get 1002 units for free.
Spain has two impressive SoD’s each mixed with cavalry and infantry.
I could cycle through all the units but there’s nothing to do with them except backstab the Spanish. It’s almost a shame to have all these armies with nothing to attack. For goodness sakes! We’re communists!

IBT:
Spanish move units as predicted. The cavalry and infantry have been separated.
Carthage wants to talk. Trade TM’s. Nope, TM for WM and two pieces of gold.
Silks, Dyes and Furs deals come to an end.

Turn 1, 1655 AD
Combustion to the Inca for the luxuries, gold, etc.
Banking, Physics and 1490g to Hannibal for silks.
Our marine army is greeted by a vet infantry and is taken down 10hp before winning. A regular infantry is the next target but not this turn.
Zimbabwe is unhappy and summarily starved.

IBT: OK, everyone is declaring on the Zulu. Not that they can do anything about it.

Turn 2, 1660 AD
Sending a few more marines out to the Zulu. The marine army is resting in a barracks city. Bombers can just reach the Zulu.
The Inca have Ironclads! I’m excited.

IBT: Nothing much.

Turn 3, 1665 AD
The Zulu are dead at our hands.
We plant a spy on the Iroquois. They have 6 spears, a sword and an archer.
I declare them scum. One dead spear and one elite marine.
I can’t wait to kill the Spanish. Try to plant a spy and that doesn’t go over too well.
Time to declare and level their units.
Bomb a small stack of infantry and guerillas.
Generate a GL attacking w/ cavalry.
Bombing the massive stack of cavalry. Can’t hit all of them.
All cavalry killed w/ cavalry and 10 cavalry armies.
Now we have ~30 guerillas and 60 infantry to deal with. Can’t kill ‘em all so I guess we reinforce and bring the arty back on line next turn.
Two cavalry armies take Lograno after killing off 4 infantry.
Tanks take Cadiz.
OK, I think we’re ready for the reprisal.

IBT: The infantry’s running. Our army’s taking pot shots as they pass by. Hardly a reprisal.

Turn 4, 1670 AD
We take Leon and Burgos.
We take New Madrid and raze the city.
One stack of infantry roughed up by arty despite poor hit ratio.
Making an attempt to start cleaning up all our pollution.

IBT:
Swazi was captured thanks to me leaving it undefended. I took the infantry to a barracks city for an upgrade and a conquistador found the hole that I didn’t see.

Turn 5, 1675 AD
Take back Swazi.
MGL picking off cavalry. Tank army.
Smaller stack of units eliminated w/ arty, cav armies and cavalry to clean up.
Grinding up another stack and the program gets buggy. Can’t save. Crap!
Damn, lost a lot of ground.

Restart…
No MGLthis time. :mad: Push cavalry armies hard against fleeing infantry and have one retreat. One wins leaving it w/ a single hp.
Finally got an army killed. Second infantry in Valencia took it out.
Next army kills last two defenders and takes the city.
Single infantry in Santander takes a 18hp army down to one forcing a retreat.
Now I accidentally trigger then end of the turn. We have a stack of arty that could be captured this turn.

IBT: Spain moves units around and makes a few feeble attacks but are arty is safe.
Many pollution warnings.
Interestingly, the Inca land a cavalry on our home soil. Looks sneaky. :mischief:

Turn 6, 1680 AD
Well, if our cavalry friend wants to move he has some Mech Infantry to get through.
We manage to plant a spy in the Incan capitol.
A single infantry in Santander takes out a 17hp cav army. Next cavalry Army takes the city and wins an artillery piece.
MGL from tank battle.
Spain’s SoD’s are wiped out.
We take New Seville.

IBT: We lose our dies and furs when the Inca launch a crippling sneak attack on us w/ the single, yet very vicious, cavalry. :eek: I think his horse has rabis.
Many cities riot due to the loss of the two luxuries.
Aztecs declare war on us due to MPP w/ Inca.
We crank up entertainment by 20% and bring down research to 70%. We’ll still have Miniaturization in two turns.

Turn 7, 1685 AD
I just noticed that the Byzantines are an island nation. We need to bring the marines back.
Sank some ships and made troop movements and got another fatal error. :aargh:

OK, back on track
Barcelona’s next. First two armies take out two infantry but the next army goes down to the next infantry in line.
We killed scores of infantry but it would seem Spain has retained plenty for defense.
We take Barcelona and get Bach’s in the deal.
Jaen’s next. Cavalry takes out first infantry but the next infantry kills off the army.
Tank army kills off infantry and elite cavalry takes out last defender. No GL.
We take Vigo.
We capture New Barcelona and kill a Spanish GL! Ha!
From the boarders of Jaen Madrid is in reach of our arty. They’re about to get bombed silly. Three elite kills in Madrid but no GL’s.
We take Madrid and get Shakespeare’s.

IBT: Nothing of real note.

Turn 8, 1690 AD
Take Aydab. A size two city that cost us three vet tanks.
We take Seville and Murcia.
We grind four infantry off of Toledo and take the current Spanish capitol.
Resting armies, moving arty into position, picked off a few more infantry.
Miniaturization will come in next turn and then we’ll have to tighten our belt because our treasury will be down to ~200g.
15 cities are in resistance.
The number of pollution tiles is down to four.

IBT: We’re getting dog-piled but we just don’t care.

Turn 9, 1695 AD
We take Vitoria and Pamplona.
We take Palma down to a single defender but not other units can reach. That is until we get another GL picking off a passing infantry. We build a cavalry army because it’s the only thing that can reach. We take Palma.
We take Cordoba and it's rich corinthian leather.
We declare on Theodora and then let her kill our marine expeditionary force. No matter. The army’s a turn away w/ a transport transfer.
We capture Arturias and kill yet another GL!
We capture Alicante.
We sell Steel to Korea for all the cash they can spare at the moment.

IBT: More dog-piling We lost another luxury due to war and are getting quite a few riots.

Turn 10 – 1700 AD
Theodora and her stinking civilization is no more.
Sell Feudalism to Germany for some minor coin.
We take Teruel and Merida.
We take Hadrumentum from the Carthaginians.

OK, There’s some stacks of tanks (36), cavalry (3) and tank (6) armies, arty (56) and a few cavalry and mechanized infantry around the cities or Ali and Astro. (See last image on next post)
Because of the terrain (forested tundra and hills) none of Spain’s remaining five cities, noen bigger than size 9, can be reached this turn.
Internet finishes in two turns.

jb1964
Oct 14, 2004, 02:13 AM
http://www.civfanatics.net/uploads8/henry11.jpg
http://www.civfanatics.net/uploads8/henry21.jpg
http://www.civfanatics.net/uploads8/henry31.jpg
http://www.civfanatics.net/uploads8/henry4.jpg

SJ Frank
Oct 14, 2004, 02:29 AM
JB:
By fatal error, I though you had gotten us killed :lol: . Nice progress.

Rik:
I'm going to be away for this weekend, so you can take your time with this game.

Rik Meleet
Oct 14, 2004, 02:41 AM
JB:
By fatal error, I though you had gotten us killed :lol: . Nice progress.Now what on earth could that have been then ?? IIRC only Conquest victory is on, so it has to give a Conquest victory to one of the others. Abandon or gift all cities .... ?? ........ That's not an error, that is sabotage.
Rik:
I'm going to be away for this weekend, so you can take your time with this game.I'll play when I have time.

Rik Meleet
Oct 14, 2004, 05:01 PM
If you don't mind I'm considering Shift-A (automating) the workers. It will reduce the playtime and there is no way we will loose because of it.

And who cares if don't do the best worker tasks at this moment ?

Any objections ?

SJ Frank
Oct 15, 2004, 02:29 AM
If you don't mind I'm considering Shift-A (automating) the workers. It will reduce the playtime and there is no way we will loose because of it.

And who cares if don't do the best worker tasks at this moment ?

Any objections ?

Sure, go ahead. This is only on the continents that we completely own, right?

Rik Meleet
Oct 15, 2004, 04:08 AM
I was thinking of doing that on our continent and Portuguese Byzantium, Portuguese Sumeria, Portuguese Zululand and Portuguese Spain.

In the lands we are about to conquer I won't automate workers. And I won't automate all workers; I like to have a team of some Portuguese workers for emergency tasks.

BTW: this is my plan:
Build transports in Portuguese England and Portuguese Iroquois lands and have all unit producing cities produce Marines. After we conquer Portuguese Spain completely, sail the bulk of the army back home so that in can board the transports that are being build. Then sail to Medina (Furs and Sistines) and invade the Inca's currently occupying Portuguese Incaland with Marines and when we Liberate Medina put all units in there to repel the counterattack. Rush an Airport and conquer Portuguese Incaland from there, while the unit producing cities go back to Modern Armor.

jb1964
Oct 15, 2004, 08:40 AM
I wanted to automate them as well but was afraid of ridicule.

It could actually add a little humor to the game as we watch the AI send workers into a swamp one turn, presumably to road, and the pull them out the next. The algorithm used when you select "shift-A" is seriously flawed.

Automate away!

"The plan"
I like the labeling of the territories, "Portuguese Incaland, etc."
Throw in a second marine army for kicks.
Can I please launch a few nukes?

Please cleanse the seas of any ship capable of hauling a settler. My last "conquest only" game ended with me building a naval dragnet to find two galleons w/ settlers wandering the high seas. Very, very anti-climactic

Rik Meleet
Oct 15, 2004, 10:15 AM
Can I please launch a few nukes?Fine by me. But I'm not a nuke fan myself. But the times that I have nuked I did it usually against a stronger foe. I'd select a smaller section of land, nuked a 3 x 15 (5 nukes) area of land so that I could safely conquer the cities on my side of the nuclear border.

Please cleanse the seas of any ship capable of hauling a settler. My last "conquest only" game ended with me building a naval dragnet to find two galleons w/ settlers wandering the high seas. Very, very anti-climacticIf that happens, just abandon some cities on each landmass so the galleons will go there as that is seen as "lands to settle". Don't hunt; trap them !!

Rik Meleet
Oct 15, 2004, 10:28 PM
IHT: Science queue: Ecology -> Synthtic fibres -> Rocketry. Our big gold supply has vanished. Going low sci for a couple of turns to build it back up. Just 1 request; do NOT fortify damaged units in cities; just <enter> is enough; it is such a pain to track down those units when you need them.
Join native workers into Cats, Lissabon, Centralia & Bat.

I see many temples I started never finished. Starting many many many temples, cathedrals and collosseums. I want the Lux-slider down. Every 10% is costing us 400 gpt. Ecology in 13, +589 gpt.

IBT: Germany joins the Axis of Evil and MA with Inca.

[1] 1705 AD - Lugo, Elche, Alcorcon, Oea captured. Automating workers in Portuguese Byzantium, Portuguese Sumeria, Portuguese Zululand and Portuguese Spain. Joining natives on our mainland to big cities with food-surplus.
Shift-A many workers. use spare units to quel resistance. MM all cities. Down lux to 10%, gainig us nearly 350 gpt (after hiring some clowns).

IBT: We finish the Internet.

[2] 1710 AD - Move many boats to Portuguese-England, where our invasion fleet is goin to start off. Capture Valladolid with 9 workers. Almeria and the SPanish core is now known as Portuguese Spain. Marine army attacks Carthaganian Sabratha, killing 2 Num wars and capturing it. Workers run around.
Quelling resistance. Down lux to 10%, gaining us 350 gpt (after clowning). Sci to 50 %.

IBT: Aztecs declare on Arabs.

[3] 1715 AD - workers run around. Suwon & Zamora captured. Bombing Incan dyes. In the battle of New Toledo, MGL Dinis appears. I pressed enter accidentaly; couldn't MM cities.

IBT: Spain makes peace with Korea.

[4] 1720 AD - Capture New Toledo. Dinis send to Zunquin.
BAttle for Hippo: Marine army wins twice, but too many defenders present. Transport the bulk of our forces to the Reading area to embark onto transports in due time. Create Marine army. I leave 1 cav army behind,. for security reasons. In Vitoria.

IBT: Arabias and Carthago make peace.

[5] 1725 AD - bombing Incan land to kingdom come. Dinis rushes offshore platform in Zunquin.

IBT: Germany sign peace with Arabia and Korea. Incans try to spy on us.

[6] 1730 AD - army is completely transported back to our mainland. I need a really big amount of transports to bring them all. Most cities are busy building neglected buidings (cathedrals, banks etc.).

IBT: Korea and Germany sign trade embargo. :lol: their loss...
China and Arabia sign peace. Arabia and Spain too. Korea and China as well.
We learn Ecology. Synthtic Fibres in 6.
Starting Mass transits.

[7] 1735 AD - Autorazed undefended New Varna. Sending all but 1 transports automatically to Reading (13 turns). We won't invade China in 20 turns. And China has no MPP's signed. And China has luxuries. Sign Peace with China, we pay 40 gold. Buy Silks for Electricity + The Corp. We get WM + 228 gold as well. Fire many clowns. @ -620 gpt we get Syntethic Fibres in 4.

IBT: Focussing on markets, banks, mass transportation and other production stuff.

[8] 1740 AD - workers run. Bombers Bomb. etc.

IBT: Russia and Inca sign embargo against us.

[9] 1745 AD - working, bombing etc.

IBT: Russia and Inca MA Vs Korea. Some trade Embargo ends. The Koreans are destroyed by Incan forces.

[10] 1750 AD - zzz

------

Just wait for the transports to arrive and have a field day in Portuguese Incaland.

Our army is here:

http://www.civfanatics.net/uploads8/Reading_area.JPG

The save, 1750 AD. (http://www.civfanatics.net/uploads8/BNH01_1750AD.SAV)

SJ Frank
Oct 16, 2004, 01:34 AM
[10] 1750 AD - zzz

That's it? After the incredible triple build-up? ;)

I got it. Expect me to finish it on Monday.

jb1964
Oct 18, 2004, 07:13 AM
IHT: Science queue: Ecology -> Synthtic fibres -> Rocketry. Our big gold supply has vanished. Going low sci for a couple of turns to build it back up. Just 1 request; do NOT fortify damaged units in cities; just <enter> is enough;

I thought you had to fortify injured units in cities w/ a barracks to get them to heal. Is that not the case?

Rik Meleet
Oct 18, 2004, 07:26 AM
No that is not the case. Units heal in cities if they are on full movement points thus they "don't do anything" that turn. Fortifying counts as "not doing anything", but so does skip by a spacebar-hit.
You can use a damaged unit to move over railroads (no movement) and end in a city and it will heal. If you've used a roaded, but not railroaded tile the unit doesn't have full movement anymore and it won't heal that turn, regardless of fortifying.
So fortifying has no influence on healing time.

jb1964
Oct 18, 2004, 12:56 PM
No that is not the case. Units heal in cities if they are on full movement points thus they "don't do anything" that turn. Fortifying counts as "not doing anything", but so does skip by a spacebar-hit.

Thanks. Learned something new today. I've been the main culprit forting units to heal so I'll stop that practice. Then again, I thought once they reached full health they woke from their slumber but I thought I have noticed that that's not the case either.

Anyway, no more forting units to heal. Scouts honor. :salute:

SJ Frank
Oct 19, 2004, 02:45 AM
Turn 0 1750 AD

MM Cities:
- Rik wants infrastructure. Sure, I'm going to keep most of them. :p Only a few Mass Transits in small cities were vetoed. My only complaint about the infra push is that -- when do I get to build those shiny toys with pointy sticks :lol:
- all taxmen that I encountered were switched to policemen. Not that I have anything personal against the tax collectors :rolleyes: , but cops are better under communism.
- Wow, cats has exactly 120spt :)

I'm not going to bother with the Spain continent. It's too big.

Loading up the invasion force. I'm going after the lux's. I think that capturing the city will be the easy part, the hard part is holding it. So I construct a force mostly out of Mechs. I think I had 2 tank armies, 2 boat loads of Mechs, and 1 boat load of artilleries.

Our Spainish cities are unhappy because their native country is still alive. I'll see if I can put an end to it quickly. I rush a destroyer and a transport in the nearest port, sending a tank army their way.

Turn 1 1752 AD

Synthetic Fibers->Rocketry in 4.

Land 5 transport loads of troops next to the fur city.

IBT: 2 Incan bombers bombard us. That's it for their reaction. As everyone knows, AI don't attack armies in the open. What a silly feature.
Global warming turns a Gem Jungle into grassland, now if global warming could do something about the wetlands around it, then we could actually claim that gem...

Turn 2 1754 AD

In Incan land, attack Medina! Arty bombardment shows that it has 5 inf defenders. Oops, I miss counted, there are only 4, and a tank army ends up defending the city by mistake. Let's hope that it doesn't cost us an army. I move 14 more Mechs in the city.

We do control Sistines. The harbor was destroyed, so Fur will have to wait.

Tank army and a mech lands next to Spanish Capital.

Bombers rebase to Medina.

Wake some automated workers. I want to MM some cities to 60spt.

IBT: Watch the Incan's throw their kitchen sink at Medina. It's not nearly enough. We had healthy defenders to deal with all but 2 of their attacks, and there were quite a few 4hp elite mechs left at the end. A defensive leader arises out of the rubble. Defender of Sistine's he is.

In a last ditch effort, a Spanish destroyer sinks our destroyer guarding the transport that just made the drop.

Turn 3 1756 AD

Cats finishes SETI, start a badly needed Mass Transit.

Disband troop in Medina to get an airport next turn.

Leader becomes an empty army.

Tanks armies razes Basura, I just want some slave workers to build airfields. Mission accomplished.

Tank army attacks, but I can't kill the Spanish this turn, too many troops in that city.

IBT: Medina is NOT attacked. Giving up already?

Turn 4 1758 AD

Finally, the spanish are gone. Trade Embargo with Russia ends.

Airport In Medina completes. Rush lib by disbanding artillery -- with MA coming next turn. These maybe the most useless units we have left. Continue to starve down that city.

Get ready to take Bagdad.

All tank armies are now either already across or on transport, starting with the cav armies now.

IBT: Carthage sign China against us. We lose silk :(
With their kitchen sink already gone, here comes the bath tub. Inca sends roughly 80 units into tiles around Medina.

http://www.civfanatics.net/uploads8/BNH01-Medina.jpg

Turn 5 1760 AD

Rocketry->Fission, but turn down research to 10% first to get some upgrade money.

Upgrade about 70 MA now, leaving 1K gold in the bank.

The attackers around Medina has 6 attack, while our defenders have roughly 30 defense (18 * (25% + 10% + 50%). They need a 5 to 1 numerical advantage to crack us. There are 19 Mechs in Medina, so we should be safe. Besides, not all AI units will attack, and not all of them will get to attack either.

Raze Bagdad with tank armies.

Killing the smaller stacks around Medina.

Attack Hippo, the Carthagian silk city with marine army, killing 2 muskets, city stands for one more turn.

Create 6 airstrips on the deserts around Salty. Start air lifting units.

IBT: Chinese cavs kill a Mech near Hippo, leading me to believe that we need more troops to hold that city.
In Medina, we lost 1 mech, and had 2 streaks of 30 or more straight wins.
Rest of Inca's stack pillages and leaves.

[/b]Turn 6 1762 AD[/b]

In Inca land, with help of bombers, take Tiwanaku.

Take Najan with cav armies, taking away all culture pressure on Medina.

Sending 2 more armies in the direction of the Chinese.

Raise science to 70%, Fission due in 4.

MM to take care of some happiness issues.

Fortify 5 mechs in each new city. Armies heal outside of cities.

Lifting MA's into Medina.

IBT: no new attacks.

Turn 7 1764 AD

Advancing in the direction of Dye. Create a MA Army in Medina, with bomber help, take New Tiwanaku.

Start killing Incan stack in the open. A MA lost 2 hp against a spearmen, and spawn a leader. The leader becomes another empty army.

IBT: More Incan attacks, and another defensive leader in Medina.
Russians destroy the Arabs.
An Incan destroyer sinks one of our empty transports in the shipping lane. 2 more destroyers are lurking in the area.
China makes a landing on one of our islands.

Turn 8 1766 AD

Marine army and tank takes care of the Chinese landing. Bombers and destroyers in the area punish their navy.

Arty, bomber, and navy combine to kill 3 Incan destroyers around our shipping lane.

Create 3 MA armies in Medina this turn. :hammer:

- Bombers leading the way, start attacking Damascus. 1 MA army and 1 MA later, we take the city.
- 3 MA Armies take Kufah and its Dye.
- 3 Tank armies take Fustat.
- 2 Cav armies take advantage of its 4 movements and take Bukhara. This allows me to seal off the southern rail road with a single army.

Attack the Incan SE penisulla.
- MA's kill 2 Numidian Merc and take Cirta from the Carthaginians.
- 2 MA's kill 3 infantry and Mansura in taken.
- Took 3 MA's to kill 3 infantry in Muscat (1 MA retreated).
- After build 1 tile of RR with slave workers, 2 MA's take Fez, the last enemy city on the SE penisulla.

One last attack of this turn, a MA takes Aden, which was defended by only 1 Guerilla. Interestingly, there are a pair of Privateers parked next to the city.

They Dye city Kufah is the one that I don't want to see flip, so I put my spare units in there.

That's modern blitz warfare for ya, 9 cities in one turn. Could have been more too, I'm resting 7 armies this turn.

IBT: Aden is Inca's new favorite target, unfortunatly for them, all of their units end their turn just out side the the city.

Turn 9 1768 AD

Taking the Incan capital Cuzco with 4 tank armies, but cultual border prevents us from reinforcing the city, so we need to blitz some the cities to the NE of it this turn.

- Taking Yamama with 2 MA's.
- Taking New Cori with 2 MA's.
- Taking Andahuaylas with 1 Tank Army and 2 MA's, redlining all three units.
That clears the way to Cuzco.

Now, let's take care of the other targets.
- Kill all cavs outside of Aden.
- Taking Anjar with 4 cav armies -- that city was only size 5, so cav armies can take care of it.

We still have 4 MA armies, so let's see what else we can take this turn.
- Machu Picchu is size 17. 2 MA armies yellowlines while killing 2 infantries each. 1 MA redlines before kills the last infantry.
- Arequipa is another size 17 city. 2 MA armies once again kill the top 4 infantries. The first MA retreats, but the second does the job.
- Taking Vitcos would cut the Incan nation in half. It is size 9, on a hill. The first MA loses, 2nd wins, 3rd retreats without doing damage, 4th loses, 5th and 6th both win to take the city.
- We have enough MA's to blitz one more city this turn. Ollantaytambo is size 12. Taking it would relieve culture pressure from Cuzco. 3 straight easy victories is enough to take the city.

That's 9 more cities this turn. Good enough for me.

Setup defense for the newly acquired cities.

The big fleet of transports finally arrives. All waiting MA's and marines take to the seas.

IBT: lost 2 destroyers in the transport lane.

Turn 10 1770 AD

Fission->Space flight

Cats: switches to Manhattan Project.

Marine action!

- Taking the Incan island city of Merw. There is an enemy desctroyer in the area, so transport go hide in the city.
- Attacking the Aztec city of Tlateloco, its still guarded by spearmen. Marines should have no problems here... but 4 boat loads of marines could not kill all the units in one city!

Search out the Incan destroyers, destroy them with our air power.

On Incan mainland:

- With arty support, capture Chuito with 2 MAs.
- Huamanga is size 26! A MA army kills 2 inf, elite MA retreats, Tank army wins, Elite MA wins, and a vet MA finally kills a cav and takes the city.
- Incan capital jumps to the south. I attack Vilcabamba to get close to it, but culture border once again interfares.

Let's try the southern route:

- Take Pusan with arty and 2 MA's
- Take New Machu.
- Scap togetter the last few healthy MA's and take Chonju.

We should be ready to blitz those size 19 Incan cities next turn.

NOTES:
On the Chinese front, I think we should raze Kaifen and Leptis Minor, and hold those choke points with armies. This should allow us to take and hold Hippo without having to face attacks.

I have left 2 MA's active, to show you where the airfields are.

The Armies and injured units on the front line are fortified. I think most armies are outside of cities, so they should wake up after they're healed. Hopfully you won't have too much trouble finding them.


The 1770 AD Save (http://www.civfanatics.net/uploads8/BNH01-1770AD.SAV)

SJ Frank
Oct 19, 2004, 03:00 AM
Inca Land North:

http://www.civfanatics.net/uploads8/BNH01-1770AD-Inca-North.jpg

Inca Land South:

http://www.civfanatics.net/uploads8/BNH01-1770AD-Inca-South.jpg

China / Carthage Front:

http://www.civfanatics.net/uploads8/BNH01-1770AD-Silk-Region.jpg

The Shipping Lane and the Air Fields:

http://www.civfanatics.net/uploads8/BNH01-1770AD-Shipping-Lane.jpg

jb1964
Oct 19, 2004, 08:27 AM
Very nice. :goodjob:

I'll d/l and take a look this evening but I doubt you'll see any posts until next week. We're heading out to Washington D.C. for a little family vacation on Thursday and not returning until late Monday. I'll have access to the forum but not C3C as it's a big no-no to load it on my company laptop.

jb1964
Oct 20, 2004, 09:16 PM
Turn log posted below.

Rik Meleet
Oct 22, 2004, 01:06 PM
When can you finish your turns ??
This weekend is ideal for me to play 10 turns in a long game, during the week and the upcoming weekends it is hard for me.

jb1964
Oct 25, 2004, 11:09 PM
Abstract: Captured or razed ~55 cities with only only 24 enemy cities left. Fourteen belong to China. Three of the remaining five civs should be dead within two turns.

The save, 1780 AD (http://www.civfanatics.net/uploads8/BNH01-1780AD.SAV)

Turn 0 – 1770 AD
Zunguin’s unhappy. We hire an entertainer and starve the populace.
I see that the Incans are divided into nice equal parts for easier digestion.

IBT:
Russia signs an MPP w/ the Inca so we’ll now be at war with the entire world.
Chinese ironclad comes out to attack our destroyer and sinks after redlining our unit.
Germany’s spooking me w/ a couple of galleys. Might be a LB in ‘em. Pffft!
Pretty much opted for units and not infrastructure.

Turn 1 – 1772 AD
We take Hippo w/ marine army, a bit of overkill after the cavalry army knocks off all but a LB, and get the silks but the harbor is destroyed.
Other marine army bumps off two rifles in Kaifen.
Take Aztec capitol w/ beat up marines. Get a GL. Rename capitol Teno.
Take and raze second Aztec city.
Modern Armor and cavalry army takes first Russian city, Kazan, guarded by pikes BTW. :lol:
Cavalry takes Orenburg from the Russians. We lose an elite cavalry in the process.
Take Incan Atico and Ica.
Take Incan city, renamed Chuck.

MA blitzes Inch’on and takes it. Seoul falls next.
Program begins to misbehave. Not sure if this is going to save. Bombed out. Crap!
{Very little backtracking}
Take Pyongyang, Wonsan, Hyangsan, Ulsan, Cheju, Pyongsong, Taejon, and Manp’o
Destroy Russadir.
Take Nasca w/ 2 tank armies and 2 MA armies. Take Vilcas.
Reading needs a mine on the mountain to the north to get to 60spt.

IBT: German galleys all over. Aztec archer makes a marine elite. Inca take back undefended Nasca. Russians running out units to certainly die next turn.
We have 21 polluted tiles.

Turn 2 – 1774 AD
First things first…Nasca retaken.
Bomb Incan capitol, soon to be renamed Cory, silly. I love lethal bombard. We take “Cory”.
Take Juli, Riobamba and Kaesong.
Take Smolensk.
Raise Kaifeng.
Raise Talaxopan and Tlaxcala.

IBT: Lost Fustat again to total absence of defense.

Turn 3 – 1776 AD
Fustat retaken.
Leptis Minor razed.
Take Tamboccoca, Huanuco Pampa, and Sausa from the Inca.
We put in a dozen airports in Portuguese Inca-land because we’re going to want to lift out plenty of material shortly. Later added more airstrips to lift hardware.

Take Teotehuacan, Xochicalco, and Calixtlahuaca leaving the Aztecs Texcoco as their last city.

IBT: We learn Space Flight and set our sights on Nuclear Power. :scan:

Turn 4 – 1778 AD
Take Huaca, the last Incan city in the north of what was their continent.
Take Tambo Colorado after bombers kill all defenders. Bring in mech infantry to clear workers off of tracks.
Take New Cuzco, Caxamalca, Balkh, Mosul, and Samosata (renamed Sammy Sosa).
Bring in numerous tanks to capture scads of workers clearing jungles.

There are at least 30 units garrisoning, Texcoco, the last Aztec city. They have 32 archers and 29 spears left. Captured worker is sacrificed to make an airstrip and we lift in a few units that might be able to crack this nut a bit quicker.
We transport an elite crusader to the Aztec isle and he earns us a GL! :king: On the downside an elite marine takes a shot from an archer and then impales himself on a spear. Yuck!

Take Yaroslavl, Moscow, Yakutsk, Novgorod, and Vladivostok.

Take Konigsburg. The downfall of the German empire has begun. More units floated over and unloaded in Konigsburg and rumble south to beat on Leipzig’s door.

Hippo’s populace is tossed into the sea to make a harbor and now all our realm has silks. City renamed Silky. Many bombers stationed in Silky.

OK, this game’s not going to last much longer so let’s go over build orders. Nevermind, we’re getting 4-5 turn techs and we have more hardware than we know what to do with so build orders are pretty much left alone.

IBT: Every AI take’s their turn dashing their crap units against our forces. However, the Germans did manage to redline a modern armor w/ horses and the Aztecs killed a marine in open ground, which was our only loss.
Cats finishes the Manhattan Project :nuke: and gets to work on Apollo.
I hit return a hundred time taking whatever build is suggested figuring I’ll adjust en mass at the end of the turn.

Turn 5 – 1780 AD
A modern armor blows away two spears and a horse to take Leipzig. A captured worker is transformed into an airfield. Airlifted units make it invulnerable to capture.

Bombers sink ~12 Incan ships including a transport.

An elite destroyer attacks a German galley and takes a hit. That’s just plain stupid.

Many, many Chinese units (rifles and LB) get caught in the treads of our modern armor. We take Ningpo, the only Chinese city on Portuguese-Inca-land.

Aztecs ran many units out of their capitol to mount some sort of counter-offensive. Marines and a few MA kill off the last nine defenders and the Aztecs are dead and gone. :clap:

New Oilyblahblahblah falls to a MA and is auto-razed. Six mechanized infantry are dropped off at New Huamanga, one of two Incan cities left on the map. :D

Units move in to kill off Russia next turn. An investigation of Bayt Ras shows it has a single LB defender. A little creative transportation later and one of our marines fills the LB with lead and takes the island.

Summary:
Inca – 2 cities, could fall next turn
Carthage – 3 cities, transport of 6 MA to the north, see note about airstrip.
Russia – 3 cities, all should fall next turn.
Germany – 2 cities, will take 2 turns due to lack of harbor and workers to rail to the front. Kill 'em in one turn and I'll buy you a beer. :beer:
China – 14 cities

Note: There are ~60 bombers and MA on the airstrip between the Chinese and the Carthaginians.

Transports north of Germany, in port, should come in handy moving armies to the western end of China’s territory. Armies are parked in the area.

I will not get a chance to launch nukes.

Good game gang.

Rik Meleet
Oct 27, 2004, 12:55 PM
I'm involved in a crisis-situation somewhere on the CFC-forum. The previous 5 days have been the most difficult of my moderator-ship and it is bound to get far worse soon. I've had to do over 13 hours of work on this forum because of it and the crisis is by no means over, far from it. My time is already limited (I have a full-time job), so 13 hours of my spare time is a lot.
Without going into details I can say that I have very little time for SG's at the moment.

SJ Frank
Oct 27, 2004, 05:48 PM
I'm involved in a crisis-situation somewhere on the CFC-forum. The previous 5 days have been the most difficult of my moderator-ship and it is bound to get far worse soon. I've had to do over 13 hours of work on this forum because of it and the crisis is by no means over, far from it. My time is already limited (I have a full-time job), so 13 hours of my spare time is a lot.
Without going into details I can say that I have very little time for SG's at the moment.

Alright, let me take this game and finish it then. My civ time is also limited by RL, so we'll take it slow in the other games as well.

jb1964
Oct 28, 2004, 03:10 PM
Well, the Inca, Russians and Germans will all fold next turn. The Cartheginians will probably take two. How fast can you kill China? That's the new goal!

SJ Frank
Oct 29, 2004, 12:14 PM
Well, the Inca, Russians and Germans will all fold next turn. The Cartheginians will probably take two. How fast can you kill China? That's the new goal!

Goal accomplished. Carthage lasted just one turn, barely. China took 3 turns, double-barely, using the last bit of luck left in the RNG.

Turn 0 1780 AD

Planting spies in Germany in Carthage. I want to know if they have any settlers.

Now that we have agents in all remaining nations, only China has 2 settlers.

If any body knows how to satisfy her, please let me know.

http://www.civfanatics.net/uploads8/BNH01-1780AD-trade-advisor.jpg

IBT: Germans and Incans both dropped off some invaders.

Turn 1 1782 AD

Rather than trying to find the invaders over a huge map (I really have no idea where they landed), let's just kill them instead.

MA's capture Berlin, then goes on the Humberg. Our glorious MA army kills the last defender in Humberg -- a horse, anyone care to calculate the odds of us losing that battle :lol:

... and Germany is gone.

Bombers red-line the inf in the Incan island city, leaving a Flak on top. Should I use the next bomber? Nah, the mechs can do it instead. The city has only 2 defenders, and it is razed.

One last Incan city left, a MA army yellowlines while kills 2 vet inf defenders. The Incans are gone.

JB left me with THE set up in the Russian front -- MA's at the door steps of very Russian city.

Unlike the real city, St. Petersburg falls against our armors.

MA's finish off the other 2 Russian cities.

On the island, I have just enough MA's to finish off Carthage. 4 down, 1 to go. The F4 screen is becoming a lonely place.

Take 2 Chinese cities with MA's and bombers. Build a new airstrip, this time on the newly captured rail-net.

Massive air lifting.

Raise lux to 30%. This is the end, I want our people to celebrate along with me.

IBT: Mao counters with 2 rifles.

Turn 2 1784 AD

Take Tatung, Shanghai, Shantung.
Setup to take Beijing, Tsingtao.
Land a MA army in China's back country to create a 2nd front.

Turn 3 1786 AD

Spend 1K gold to steal Mao's military plans.

Take Beijing, Tsingtao, Chinan, Tientsin, Canton, Chengdu, Hangchow. Killing the all important 2 Chinese settlers.

The last 2 Chinese cities take 4 movements to reach, and I have 3 MA armies and 1 cav army.I can kill all the defenders in Anyang with bombers, but Macao is out of reach. There are 4 defenders in Macao, meaning that I'm exactly 1 army short of winning the game this turn.

What really need is another army, and wouldn't you know it, on the very last possible attack, we get a leader.

http://www.civfanatics.net/uploads8/BNH01-1780AD-last-leader.jpg

He forms an army.

Our cav army take the empty Anyang.

I driver our 4 MA armies next to Macao, and save the game. It's been a great game, and I had a great time playing with you guys, now let's end this thing. In typical Huge Map/Emperor/Conquest fashion, our 4 Modern Armor armies slaughter 4 hapless riflemen.

Press Enter.

http://www.civfanatics.net/uploads8/BNH01-1788AD-end-time.jpg

Our score is 9830, the best score in my C3C HoF by a wide margin. :D

There is the Final Save in 1786 AD. Take the last city with the 4 MA armies, then end turn.

>>> 1786 AD Save <<< (http://www.civfanatics.net/uploads8/BNH01-1786AD-End-Game.zip)

jb1964
Oct 29, 2004, 02:34 PM
If any body knows how to satisfy her, please let me know.
lmaorotf!

That's worth a screenshot of the day.

Thanks for the save. I'll add this to my "Civ" mantle.

Great game guys. It's been a fun working with you.

Rik Meleet
Oct 29, 2004, 03:22 PM
Great !!
My top score as well; my previous recorded topscore was 3k+
But then again; I never play for scores.

Thanks team.