Role Play Challenge, The Next Generation: Sid Meier, The Civilized Tyrant

Airships are replaced by fighters,and fighers by jet fighers , right? When a unit is replaced by other that requires a resource, the cutout of the resource will force you to use the latest unit of that line that can be built with the resources still in hand... As most of the units lines of the game start needing resources and stop needing them in the long run ( almost all the melee units ->gunpowder units is the paramount example ), need the same resource along the line ( most of the mounted units ( except phant based ones )) or are resourceless all the way ( most of the archery units -> Gunpowder units ) , people tend to forget that, but there are some good examples:

Cut metals -> you can start building warriors again instead of maces, swords, spear and pikes ( unless you have a resourceless melee UU, like the Jag, the Holkan or Dog warrior )

Cut iron-> You can build trebs and catapults instead of cannons ( note, this until you have artilery )

Cut oil and uranium -> You can build the latest ships you have the resources for instead of destroyers: ironclads if you have iron and coal, frigates if you have iron , privateers if you have copper and ships of the line if you have iron ( and the techs ) ... oh and galleons and caravels :D

And last but not least ... cut the oil and you can start making airships instead of more advanced air units

Note that all of this is trade group based, so you can have part of your empire ( normally a backround city ) still able to do the outteched versions of the units in question ( this obviously does not apply to coastal cities after astro ). And also note that all the examples I gave actually were used atleast once in posted games in the CFC except the cannons one AFAIK ( the warriors one to produce :) under HR from cheap warriors , the destroyers one to get privateers again ( KMadCandy FTW :lol: ) and the airships one exactly because of what i sugested to mad: they are the units that can spot subs better ... after all, it is the only aerial unit that can spot them )

Now ... disconnecting the oil in itself might be a impossible task since you can't pillage your own roads :p
 
^^
You could always nuke the oil location.
This is a game, and unlike Real Life, you can get away with it.
 
Sid Meier, The Civilized Tyrant: The Apocolyptic Intermission

The Inevitable has occurred as the entire world declares war on Sid. Highly disappointing as Sid never did anything wrong to Zara (YET!) however better now than later. As Korea was terminated last segment the evil Ethiopian League Of Remaining Enemies (ELORE for short) got first shot at us, however we are fortunate that no nukes were used this turn (Later they were).

Sid and his Civfanatic advisors gathered and acknowledged that casualties would be high and civil unrest high, thus Police State was adopted. On the good side is only average citizans would perish while Sid and his Merry Band of Fanatics continued along their way wrecking havok,

Yet a plan was needed. The only city on Ethiopian lands is under heavy assault and cannot survive, thus it's citizans were left to kill as many Ethiopians as possible while the opgverning Civfanatic was flown to safty to return later. Our armada's are far away from enemy lands and need retrooping thus we are limited to simply exterminating the Mongol, Ottomans, Celts, and Celts.

The army due against Brennus

SidY0000.jpg


For some reason Brennus did not nuke this (or it got shot down) and we were able to run over Celtic lands after find brief resistance

For the Ottomans and Mongol we simply used the well promoted troops from the Zulu wars

SidY0001.jpg


I will spare you all screenshots of the same redundent images. The Mongols fell easily leaving a lone island off-shore in the middle of the continent. This proved a cataclysmic showdown later. The Ottomans had little fight and I cleared the eastern portion of them. Celts and Ethiopians had taken some of Suliman's cities which I liberated and placed a Civfanatic in charge.

However we ran across a VERY interesting item in the artic circle area between former Zulu and Ethiopia lands.

SidY0008.jpg


You can ignore the troops at the bottom, they are only one of my armadas, but look at the top folks. THAT is one mean Ethiopian fleet of death which is heading towards the former zulu empire. There is no transports, but it has a scarey number of troop.

Sid abandonds all other plans and send every ship he has to those water including two armadas (there is a thrid that is still heading towards the Dutch). If we can manage to catch that fleet and slowly cut it apart we can weaken it.

Here is one of the armadas we sent although I removed the transports to increase speed.

SidY0009.jpg


As we took the last Ethiopian city on Shaka's former continent we see the Ethiopian Fleet come nearby, probably as reinforcements.

SidY0010.jpg


The number of land troops we have here are near 200 and we keep them in-land in case Zara has a few tactical nukes. But where is that fleet heading??? Not south.

The Dutch proved easy to subdue and was a nice launchign pad to hurt the English, Zara's only decent allie. We also managed to liberate DMOC from the clutches of the evil and silent Dutch leader.

SidY0012.jpg


The war against the Celts went slowly but consistently as our massive Korea Veterans made a beeline for the capital and then split up to take all his cities.

SidY0013.jpg


Interestingly, the Ethioipian Fleet apparently headed towards the last remaining island nation of Kublai and while Zara may have been arrogant with it's power, our resources are vast and they are in enemy waters. Soon we set and spring a trap for the Ethiopian fleet.

SidY0016.jpg


We cared little for losses. MAssive numbers of Stealth bombers struck at the fleet (well near 100 units) with many lost but enough successful. We then sent many lone wolf Missle Cruissers (minimal cambat IV) to attack, inflicting additional collateral damage.

All units surrounded the fleet to prevent it's withdrawl. The fleet to the left are my reinforcements that were used to attack once the Ethiopian Navy was weakened. Jets were used to eliminate Zara's defending airforce, all guided missles launched to crush the strongest defenders, and our crussiars/destroyers attacked with greater than 99% odds. THe waters in this area ran brown for decades because of all the ship tonage at the bottom of the sea.

Finally

SidY0018.jpg


Zara's massive fleet is utterly destroyed! Definitely the LARGEST Naval battle I have played in Civ IV. The remaining ships healed and a few troops were used to kill off the last Mongol city. A major victory although and while we have MAJOR naval supremacy, Ethiopia is a tough nut to crack. TActical Nukes are a major issue and we lost one good armada to them.

The ar against Celtia goes well and I was planning on waging war from the south by land

SidY0021.jpg


Unfortunately thiose forts are there for a reason, there is a mountain blocking any land movement into Ethiopia, BLAST!!!!

At this point I started a war of harrassment on the Ethiopian eastern coast, killing as many troops with a smallish force then retreating for healthy replacements.

SidY0023.jpg


It's called attritian and did not work that well, as we took a southern city only to lose it. A New plan was needed.

Menwhile the last Celtic city is captured

SidY0024.jpg


And Brennus is dead, Leaving Victoria, Lincoln, and Ragnar as the only Ethiopian allies, and only Victoira really able to fight.

We launched an attack against Victoria in the south, taking York

SidY0025.jpg


Landed a decent number of troops and proceeded to terminate the last Viking.

SidY0026.jpg


The beauty of this is that we now have an armada handy to quickly transport the Veteran Korea/Celtic army arround that pesky mountain.

SidY0027.jpg


We managed to take one coastal city and land the remaining army. Now as Zara had his major land army in the south retaking a city (and getting pounded by Civfanatic stealths) we agressively landed another force to the north.

SidY0028.jpg


PAris is taken and actuallty held off the first counter attack. As we say a scarey number of gunships approaching our army of largely modern armor, we decided to

SidY0030.jpg


Land replacements with alot of mobile SAMs (at elast I think they are, maybe artillery???). Anyway a very larger army on the east coast just as we landed a large army on the west coast and slowly moving into English lands (which is physically attached to Zara's conitnent, no mountain block!).

I saved here as the final battle will need two segments. Right now we have a major naval blockade of Zara's conitnent

SidY0031.jpg


The Korea/Celtic veterans

SidY0032.jpg


And the blockade on the western ocean

SidY0033.jpg


Zara can only get subs outside the blockade via the artic seas which I am attampting to also block off.

Now folks, it is time to end this! Zara cannot handle BOTHa rmies and will decimate his researves against one of them. He is building 2 tactical Nukes, both I can likely reach before he finishes them. The English will require some reinforcements but the City of York is secure (Need to find more Cibfanatic names) and needs to be only reinforced for a few turns. Linclon is in the core of the WEthiopian empire and will fall once Zara does.
 
I see a game map and I want to paint it Orange...
No colors anymore 'cause nothing rhymes with Orange.

Great segment Mad, do you know how many units were actually in Zara's Armada? What was he trying to take with it anyway?

I love how big some of these numbers are though, running a 50% econ (culture) your losing almost 300gpt, but then you go 40% econ and bang over 2000gpt. :crazyeye:
 
I see a game map and I want to paint it Orange...
No colors anymore 'cause nothing rhymes with Orange.

Great segment Mad, do you know how many units were actually in Zara's Armada? What was he trying to take with it anyway?

I love how big some of these numbers are though, running a 50% econ (culture) your losing almost 300gpt, but then you go 40% econ and bang over 2000gpt. :crazyeye:

he had 30 destroyers, 15 air craft carrieers (all loaded), presumeably alot of stealth destroyers (never got a read but killed alot), about 40 cruissers. No subs or transports.
 
When a unit is replaced by other that requires a resource, the cutout of the resource will force you to use the latest unit of that line that can be built with the resources still in hand... And last but not least ... cut the oil and you can start making airships instead of more advanced air units
Wow! That has some interesting implications for some special cases. I'm trying to get my head around how you could plan on using this feature in advance. Keeping one little production center isolated from your trade network -- it'd lack any health/happy resources not in its immediate vicinity.

Why would you nuke your own oil when you can pillage it?
I think r_rolo1 answered this:
Now ... disconnecting the oil in itself might be a impossible task since you can't pillage your own roads :p
I imagine you can't pillage your oil, either. But you could pillage roads around an about-to-be-conquered city, and mad has lots of those!
 
Well, you could start naming them after near-lurkers like me (maybe 5 posts total in RPC games).

I think you got a city already.
 
Start over when you run out of names, but with a "New " before; "New Mad Scientist" and so on.
 
That naval battle must have been epic! How many ships were actually in there ? (You never gave us a screenshot of the fleet with your mouse over it)
 
That naval battle must have been epic! How many ships were actually in there ? (You never gave us a screenshot of the fleet with your mouse over it)

see post #567
madscientist said:
he had 30 destroyers, 15 air craft carrieers (all loaded), presumeably alot of stealth destroyers (never got a read but killed alot), about 40 cruissers. No subs or transports.
 
Mad, I just want to say that during all the time that I have been lurking these forums, I have enjoyed your Role Play Challenges immensely.

This is one of the best games that I have ever followed, and I eagerly await its conclusion.
 
I've lurked through almost all your RPCs, and I'd also like to add to the chorus of thanks for a brilliant series and an insane conclusion. I'm going to get the popcorn in for the final showdown :lol:
 
I think it's fitting that Zara Yaqob is the last real power left, even though he is nothing compared to you.

Zara always combines great economy with zealous warring, it makes for a 'wurzee adverzaree'.

Can't wait to see the big finale :D
 
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