Always War 2 -- Immortal Trial

Alex has high attack courage so he's more willing to suicide units (unlike say, Gandhi). Looks good otherwise - so our two main concerns are diplo (which should soon be under control) and space. Somebody mentioned that Lisbon is coastal - any idea about whether Washington is coastal as well? Joao and Roos are the only guys I see finishing an SS before we mop them up.
 
Hmm, we good! Very well done, ungy :D

@shyuhe

Looking now at the map it looks Roosy is locked in the north part of the south continent. The only good capitol location is near the clams and fishes, river+2 clams+1 or 2 fishes (2 if on the plain hill, goodness what a capital, 1 on the grassland). If Washington ain't there, I'd be totally clueless but I bet there.

...
The southern part looks like there are one and half good positions for Joao, near the pig/corn/uranium/gold. There is one worse site near the horse/cow/wheat, a bit west of the river but then it won't be coastal and it's sure Lisbon is at coast (the great lighthouse).

Soon we will know but I am over 95% certain we would be able to take the capitals down in case of a launch.
So the biggest threat for now should be the nukes.

btw, i'd built one more city over the aluminum on the west coast, there is fish to grow (and help w/ UN nonsense)
 
Pretty good, ungy.

Clearly if we go for space race, then it's should be an easy end. -- Start build science buildings, Apollo project and then build parts.

On the other hand, if we go domination, then imo it remains challenging. Start to build carriers, transports, Marines. What's your opinions?

Those 2 island cities which are short of hammers can run some citizens to finish forge 1st.
 
I'd vote for dom.
Seems like space is pretty well in the bag as I don't think Joao will get all the other votes for diplo.
 
Roster:

Ungy-- just played
Shyuhe -- UP
Obsolete -- On deck
Pauliskhan
Duckweed
Dirk
Bestsss
 
I'd prefer domination since it'd be not boring.
If we go that route who should be the 1st target. Washington looks like a juicy target w/ so many shinys inside. Roosevelt doesn't have aluminum since there is only a single source on the south continent and Joao has no coal in his land (gets it from Roosy).
Lisbon has the Statue of Zeus, but in 8 turns we get fascism via internet and zero war weariness.


btw i noticed Mining Inc has been founded by Heron in Alex's lands.
 
Ok, I'll play in the next day or two. It sounds like people want domination for the excitement. I'll try to build an invasion fleet. Who is our first target? Do we want to try to cut Roos and Joao's uranium first? They're the most likely to get nukes in a reasonable amount of time.
 
If I am right about the location of the capitals, taking Washington+Lisbon would cut the uranium altogether.
Indeed I'd prefer the south continent since a successful invasion will seal the game.
 
I'm in favour of preparing an invasion force to deal with the southern continent. I think we're all in agreement that space race would be too easy from here.

What sort of balance do we want for our troops?
I wouldn't mind a heavy naval/air presence to take care of the bombarding and top defender damage. Since I rarely play continent style maps it's not something I get a chance to do very often.
 
I dont think there is any other way but heavy air.
I'd expect at least 15 battleships from Joao. There is a good chance to catch him w/ pants down in some city knowing how dumb the AI is when it comes to navy.
Upgrade transport, carriers to navigation II, right? Hopefully we also get refrigeration before we set off.
 
Invade Roosevelt 1st sounds good to me.

Suggestion for 1st wave Invasion force:

10 Battleships, 10 carriers with 30 jet fighters, and 10~15 transports.
10 level 3 defensive units, marines (major attacking and cleaning units) and gunships (to cut down railroad to the new conquered city.

Reinforcements can be airlifted. Each new conquered city need 4 bombers. Some extra jet fighters are also needed for the lost on carriers.

Attacking from ships is preferred to taking cities.

HE city would be better to produce level 3 defensive land units.

We can start to accumulate cash to upgrade some veterans.

BTW, we need a couple of Woodman III units.
 
I played to the completion of the internet + 1 turn.

Civ4ScreenShot0232.jpg


I say ban them if we get the chance (unlikely). I was mostly building ships and playing with jet fighters. Joao's teching has appeared to slow considerably - not really sure why. He has robotics though, so it'll be an ugly battle against him.

We also got a really nice event:

Civ4ScreenShot0230.jpg


No idea what Joao's doing with these:

Civ4ScreenShot0233.jpg


Techs:

Civ4ScreenShot0234.jpg


And demo:

Civ4ScreenShot0235.jpg


We had EP to burn, so I put in enough to see the graphs for everyone else. We have almost 40% world pop, so diplo is no longer a threat.
 

Attachments

The good news is that Alex doesn't like Roosvelt who will build the UN and diplo vote is secured. Actually, I guess most likely we need very few votes to become UN secretary.

As for Joao's tech. rate I suppose he has started building sensible stuff not research (like SS components). For some odd reasons all AIs love to build research.
 
I have done a quick look-over now, and I must say I am not liking this idea for sending some GAMBIT invasion down south.

There are two southern continents, and what worries me is that they are connected to each other by at least 1 tile. Obviously, the 2 most advanced AI's will have that entire area railroaded over. Now look at their combined power. They will hit us with immense power. We are taking a relatively small invasion stack from our power, and shipping it all the way down there... and then hoping for the best?

It will take forever to re-supply that, and we will be losing units super fast, if not over-night. Even a little bit of seige by the AI will always hurt us. This just looks like a hope-ful gambit. It may work, and it may not.

When I look at the largest continent, it is true there will be more cities, etc. however the AI's are relatively backward. The Greeks for example, are still defending with a lot of longbows and cats even still! But more importantly, we can re-supply very fast, as we should. I suggest we land in 2 seperate stages. The first is the defensive wave. We land one great stack of pillbox specialists. And i's sole purpose is to hold a captured city and slaughter all the units the AI's will rush over. We got a great tech advantage on them now... as I said the Greeks are still sitting with catapults and a few cannons!

Our other follow-up waves will be CR tanks, etc. And we are going to get modern-armours soon which will lead to speedy city captures. I'd much rather use them there, against these three weak AI's, instead of shipping all the way down to big-bad-pappa (and his vassal), who is going to have a ton of perfect counter units ready to hit at a whim.

We don't NEED to go south at all. Everything we need, (pop and landmass) is right to the East of us. We only need to take over a specific percentage of that continent.

Please think on this some more...
 
The guys on the northern continent have no chance of winning. The southern guys may actually reach nukes, which will make the game significantly more difficult. We can always raze coastal cities too.

Also, Roos has no military whatsoever. I think landing on the Monty/Alex front will be too costly, as the AI will slam large numbers of outdated units against us. The southern front will encounter fewer more advanced troops. Plus, we should have aerial superiority so I'm not too concerned.

edit: also, gunships will cut all the railroads.
 
Can we win Dom with just the northern landmass?

-edit- yes. Let's do it! Roose has virtually no army but Joao looks to have plenty to throw at us and even if we took him and Roose we'd still have to take territory on the northern landmass anyway wouldn't we?
 
The southern guys may actually reach nukes, which will make the game significantly more difficult.

Both Monte AND Churchill are capable of researching fission at the moment as well. To make things worse, they are so close they can move out their ships AND nuke in the same turn. Furthermore, Oxford is pillage-proof. There is no way we can cut off that uranium resource since it is on a city tile.

The AI likes to focus more on tacticals than ICBMs. If Joao/vassal tries to hit us, they will have to leave their ships vulnerable to our interception as they comes toward us. I'd much rather block the closer guys from getting their jumps on us, but it will have to be a group decision here...
 
I will try to comment more however if we dont take the city w/ UN (no raze either) and leave it to Roosy (who is building it, no doubt) Alex will not vote for him and we will win the diplo vote, I think we need more than 40% of the pop on our own, though. Then we can ban the nukes and feel safe.

The AIs north dont have rocketry. So there is enough time I think do kill Roosy (w/o the UN) and Joao and ban the nukes.

I think we can even launch 2 front, only defense on the north and CG3 mech infantry in a city w/ some air support and cut off railroad should make Alex/Churchil produce mostly units and not think about anything. I'd prefer to take Oxford w/ the uranium there.
 
btw, i review the code about banning the nukes. Unless someone manages to get nukes and defies it (there is a chance for), it's almost sure passing. It depends on unit prob, and warmonger respect and if SDI is available, plus having your own nukes.

Spoiler :

Code:
if (GC.getVoteInfo(eVote).isNoNukes())
{
	int iVoteBanThreshold = 0;
	iVoteBanThreshold += GET_TEAM(getTeam()).getNukeInterception() / 3;
	iVoteBanThreshold += GC.getLeaderHeadInfo(getPersonalityType()).getBuildUnitProb();
	iVoteBanThreshold *= std::max(1, GC.getLeaderHeadInfo(getPersonalityType()).getWarmongerRespect());
	if (GC.getGameINLINE().isOption(GAMEOPTION_AGGRESSIVE_AI))
	{
		iVoteBanThreshold *= 2;
	}

	bool bAnyHasSdi = false;
	for (iI = 0; iI < MAX_TEAMS; iI++)
	{
		if (GET_TEAM((TeamTypes)iI).isAlive() && iI != getTeam())
		{
			if (GET_TEAM((TeamTypes)iI).getNukeInterception() > 0)
			{
				bAnyHasSdi = true;
				break;
			}
		}
	}

	if (!bAnyHasSdi && GET_TEAM(getTeam()).getNukeInterception() > 0 && GET_TEAM(getTeam()).getNumNukeUnits() > 0)
	{
		iVoteBanThreshold *= 2;
	}

	bValid = (GC.getGameINLINE().getSorenRandNum(100, "AI nuke ban vote") > iVoteBanThreshold);
	
	if (AI_isDoStrategy(AI_STRATEGY_OWABWNW))
	{
		bValid = false;
	}
	else if ((GET_TEAM(getTeam()).getNumNukeUnits() / std::max(1, GET_TEAM(getTeam()).getNumMembers())) < (GC.getGameINLINE().countTotalNukeUnits() / std::max(1, GC.getGameINLINE().countCivPlayersAlive())))
	{
		bValid = false;
	}
	if (!bValid && AI_getNumTrainAIUnits(UNITAI_ICBM) > 0)
	{
		if (GC.getGame().getSorenRandNum(AI_isDoStrategy(AI_STRATEGY_OWABWNW) ? 2 : 3, "AI Erratic Defiance (No Nukes)") == 0)
		{
			bDefy = true;
		}
	}
}

{keeping it here for future references}, so if we get 50% pop we can certainly ban the nukes if no one has in production ICBMs
 
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