The People's Republic - A Communist Succession Game

As promised my log:

turn 1 (1788 AD) : Barbs capture Oxford, Romans government to Communism, Babylonians at war with Romans, Romans capture our city Anglo-Salzburg (lose 19 g and Tactics), Germans acquire Combustion, Aztecs acquire Leadership and Feudalism

We have more then 17M citizens

turn 2 (1790 AD): Cease-Fire with English (war with Romans, Aztecs and Germans are enough for me....), Germans change to Communism, Babylonians at war with Aztecs, Aztecs change to Communism

turn 3 (1792 AD): Romans and Babylonians change to Republic

We have more then 18M citizens

turn 4 (1794 AD): nothing special

turn 5 (1796 AD): Romans get Combustion, Germans get Tactics, Babylonians get Leadership, Indians get Combustion

We discover Automobile and start with Mass Production

turn 6 (1798 AD) Indians get Automobile, Romans get Chemistry and Babylonians get Tactics (Romans and Babylonians sign peace treaty). Aztecs get Monotheism

We have more then 19M citizens

turn 7 (1800 AD) Babylonians get Refrigeration, Aztecs get Tactics (Babylonians and Aztecs sign peace treaty).

I get offer of Genetic Engineering from Aztecs (not sure if my notes are correct because we're still at war) and take it. More then 20M citizens, bribed Angelo-Salzburg back (39 g). It took me longer then thought, because my first spy was crushed suddenly (without knowing where enemy was). Build Sydney South

Turn 8 (1802 AD) Aztecs get Automobile, Indians get Tactiscs.

We discover Mass Production and start Computers. Build South Beijing.

Turn 9 (1804 AD) Romans discover Amphibious Warfare.

We have more then 21M citizens

Turn 10 (1806) Babylonians get Amphibious Warfare, Romans get Automobile, Germans get Automobile, Aztecs get Steel.
Aztecs change to Republic.

Did not move units because we're close to discover Computers and I will leave this to the next player to decide what is best to do.

Chengdu is IIRC almost finishing a colloseum....next choise can be university or marketplace
Tientsin Hills still needs Marketplace IIRC
Turin is not size 8 (almost)....could be set on max shields.

Straybow and Naples are building Superhighways....they can be changed to Mass Transit to control pollution....

We still need a few freights for building SETI wonder.
I hope I did not forget things to mention....
 

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Alright!! Good turns guys. I will play this week; but, it won't be quick as this thing has become a beast to watch over.

I have a few questions for everyone...
--How long have the ceasefires been holding??
--Are they attacking our cities with their ships?? No one has made any coastal forts. Don't they make sense for some of our island cities in the South??

And a few comments/considerations...
--We have about 21 techs to get before the tree is cleared, although we probably will get Future Tech as a choice before all are done.
--We have 85 cities and ~ 3/4 of them are building white goods--even if they won't be needed for quite some time (eg: a size 8 city making a Sewer). This is very wasteful due to maintenance costs.
--Pretty soon we will have Tanks, then Howies. Let's wrap up the white goods building and shift to Barracks/Guns. Libraries are an exception: along with SETI they will keep our research pace high.
--We don't need Super Highways (they won't help in this no trade/no celebration game) and probably won't need Colosseums. It is better to build 3 units or a Temple first, or hire Elvi.
--I think it is time to stop making new cities, except in very special cases. Even then, consideration must be given to how long the new city will be vulnerable to AI capture. Use Eng'rs to develop existing cities and/or build into them to make them bigger. Factory cities need to have Eng'rs around in case of pollution.
--Instead of 2x(Irr) where there is not yet a SuperMarket, linking RRs might be a better way to go.
--Why are Eng'rs Transforming (O function) when they could much faster Irr trees??

One big standout is that we are a long way (timewise) from being able to go hunting and the AI is very close to us techwise. I think we will need Sams and SDI in our cities and wouldn't be surprised if we hear that big BOOM alert that someone has built a Bomb. Definitely getting interesting, lads.

Monk
 
Cease Fire is from my seccond turn (1790 AD).
I had no attacks on a city with a ship. They only attacked a few units with ships (Romans and Aztecs).
In a normal game coastal defence should not really be neccessary but now with the rules not to attack on our own it might be something to consider but I still don't think we need them a lot. So some island (as you mentioned) can use them...

IIRC building a sewersystem was chosen because the city was growing very fast. It needs only a few turns to get to size 12. But perhaps the time is near to start building up an army. I do however think that most units are not good enough to attack with. Howtizer is the best ground unit to attack with and in combination with some bombers it's very easy to defeat the enemy. Perhaps building units (guns as you mentioned) for some defence is the best option right now. And barracks for veteran units make sense also.

I started only two superhighways because mass transit was not available at that time. I doubted if the superhighway could give a little boost to our science but we have no trade routes... and because pollution is a little trouble in Straybow and soon in Naples we should build mass transit in those two cities.

A that was what I could not remember. I pressed the wrong letter and forgot to change it to I (irrigate)...please change it to I....
 
Don't barracks get sold off when tanks are discovered? or am I confusing it when another tech gets discovered. I don't usually build them, but as I remember, they are sold off twice during the game.
 
Cease Fire is from my seccond turn (1790 AD). I had no attacks on a city with a ship. They only attacked a few units with ships (Romans and Aztecs).

Thanks, that's good to know.


A that was what I could not remember. I pressed the wrong letter and forgot to change it to I (irrigate)...please change it to I....

No problem, then; I'll change their task.

CharlieChuck said:

Don't barracks get sold off when tanks are discovered? or am I confusing it when another tech gets discovered. I don't usually build them, but as I remember, they are sold off twice during the game.

Bloody Monk said:

--Pretty soon we will have Tanks, then Howies. Let's wrap up the white goods building and shift to Barracks/Guns.

So yes, Tanks (Mob War) obsolete all Barracks. (It also negates SunTzu. The first selloff comes with Muskets.) I put the Tank sentence before the Barrack sentence for that reason. I really think attacking (or defending) with Vets will be necessary. The AI will have fortified Alpines, maybe Mech Infantry, mostly behind Walls by the time we can unleash our guns (Tanks & Howies).

21 Techs means ~ 100 turns before Future Tech. Long before we can mount an offensive the post 1750's AI will have jumped on us regularly. I'd like to have them fail against our Vet Tanks. So I will build some Barracks after Mob War and start making Tanks.

This line of thinking also informed my opinion that I'd rather build up old cities (to make them more productive) than build new cities that will not contribute to the War economy I envision.

Monk
(...who is looking forward to the "times" for which he was named...hehe)
 
--Are they attacking our cities with their ships?? No one has made any coastal forts. Don't they make sense for some of our island cities in the South??

It happened to me a couple of times; I think a Roman frigate actually made things difficult for me on an island. My focus at the time was to actually get a defender in the city first, especially since fortified alpine troops have a decent chance against the ships our enemies have at the moment.

--We have 85 cities and ~ 3/4 of them are building white goods--even if they won't be needed for quite some time (eg: a size 8 city making a Sewer). This is very wasteful due to maintenance costs.

We don't have that many options for build orders without being able to trade, so city improvements are generally the only option at the moment for a lot of our cities, at least until we can build the modern complement of military equipment. Also, plenty of cities have relatively high food production and relatively low shield production, so improvements that seem unnecessary at the moment might not be so once they are completed (though I do notice that Hamburg ought probably to build a temple and rifleman before a sewer). Rushing is more or less out of the question, because we don't have any source of money; we can't trade, all the huts have been explored, the computer would sooner slit its throat than pay us tribute at this point in the game, and we can't get gold by capturing cities.

--We don't need Super Highways (they won't help in this no trade/no celebration game) and probably won't need Colosseums. It is better to build 3 units or a Temple first, or hire Elvi.

I agree about the highways, but disagree about the colosseums. We should, of course, build 3 units and a temple before the colosseum, but an entertainer is a worse deal than a colosseum. A colosseum makes 4 citizens content for 4 gold. An entertainer makes 1 citizen content for a price of 3 gold (the base value of a tax-man, which is the opportunity cost of an entertainer). The proportional increase in entertainer value from marketplaces and banks also increase the related value of the taxman by the same amount.

If you don't want to do colosseums at all, our cities should be smaller and we ought not to be making farmland everywhere. Personally, I think that a city using 17 squares of land is the most preferable option.

This line of thinking also informed my opinion that I'd rather build up old cities (to make them more productive) than build new cities that will not contribute to the War economy I envision.

I more or less agree with this assesment. I personally would fill in the continents (or parts of continents) that we now controll with cities rather shortly first, and then build them all up (this recomendation is in part to avoid a barb uprising that could cause us a lot of trouble). Also, small to medium size cities are vulnerable to bribe by the AI, and it could be a bit of a mess to lose advanced flight or mobile warfare to a random bribe.

A note on Fort North:

We may want to consider irrigating the silk into wheat; the city won't have very much trade even with the silk, but food from wheat would allow it to work a lot of mines.
 
It happened to me a couple of times; I think a Roman frigate actually made things difficult for me on an island. My focus at the time was to actually get a defender in the city first, especially since fortified alpine troops have a decent chance against the ships our enemies have at the moment.

Thanks. Alpines are cheap and will be needed to defend a fort in any case.


We don't have that many options for build orders without being able to trade.... Rushing is more or less out of the question, because we don't have any source of money; we can't trade, all the huts have been explored, the computer would sooner slit its throat than pay us tribute at this point in the game, and we can't get gold by capturing cities.

ROFLMAO!! Well said. I love that second sentence, Professor.

As for the first sentence, Capitalization is always an option. Completing an Aqua at size 6, with no Eng'r ,and few pre-Irr tiles makes no sense to me. Sorry, it just doesn't. The 2g Maint. cost might accrue for 20 or more turns before the city grows to size 9. Even 5g/turn Capitalization for much of that time is far better...especially as to the point you so eloquently made at the end.


I agree about the highways, but disagree about the colosseums. We should, of course, build 3 units and a temple before the colosseum, but an entertainer is a worse deal than a colosseum. A colosseum makes 4 citizens content for 4 gold. An entertainer makes 1 citizen content for a price of 3 gold (the base value of a tax-man, which is the opportunity cost of an entertainer). The proportional increase in entertainer value from marketplaces and banks also increase the related value of the taxman by the same amount.

If you don't want to do colosseums at all, our cities should be smaller and we ought not to be making farmland everywhere. Personally, I think that a city using 17 squares of land is the most preferable option.

Firstly, I blanked on the word Specialist and threw in Elvi. My bad. Hope that is more acceptable.

Secondly, you could be right in this analysis but I think differently. I would argue against working 17 squares and would rather load up with Specialists, either Tax or Geek depending on the Improvements there. I think we could get Chendu, for example, to size 23 or greater without any more happiness improvements, as long as they are made Specialists (change to Elvi on the 'grow' turn to avoid possibility of disorder). This saves the 4g Maint cost forever.

I thought this was the rational for SuperMarkets in the first place. Grow them up and employ Specialists.


I more or less agree with this assessment. I personally would fill in the continents (or parts of continents) that we now control with cities rather shortly first, and then build them all up (this recommendation is in part to avoid a barb uprising that could cause us a lot of trouble). Also, small to medium size cities are vulnerable to bribe by the AI, and it could be a bit of a mess to lose advanced flight or mobile warfare to a random bribe.

A note on Fort North:

We may want to consider irrigating the silk into wheat; the city won't have very much trade even with the silk, but food from wheat would allow it to work a lot of mines.

Good ideas.

Monk
 
As for the first sentence, Capitalization is always an option. Completing an Aqua at size 6, with no Eng'r ,and few pre-Irr tiles makes no sense to me. Sorry, it just doesn't. The 2g Maint. cost might accrue for 20 or more turns before the city grows to size 9. Even 5g/turn Capitalization for much of that time is far better...especially as to the point you so eloquently made at the end.

I can't believe it didn't occure to me to use capitalization as a way of delaying the start of an improvement. I was thinking of it more as a deliberate decision of "I think money is more important than whatever I could build here."

Secondly, you could be right in this analysis but I think differently. I would argue against working 17 squares and would rather load up with Specialists, either Tax or Geek depending on the Improvements there. I think we could get Chendu, for example, to size 23 or greater without any more happiness improvements, as long as they are made Specialists (change to Elvi on the 'grow' turn to avoid possibility of disorder). This saves the 4g Maint cost forever.

I think you may be correct about this. It will get us speciallists sooner, as well, to work in the city. Perhaps when the food surplus diminishes after employing several specialists, we could then build the colosseum and work the ocean (or not, depending on how things go). If we remove a citizen from working the ocean, we shouldn't have to worry about disorder when the city grows; that would only leave the fish worked, and it might be beneficial to sell off the harbour in that case.
 
I have made good progress in my turns but overdid things a bit. "One more turn", as insidious as Swine Flu, kept me up past 3am, and today I am fried. Today will be for recharge and finish tomorrow or Sat. I thought I would record some of my thoughts about the organizing I did before starting.

Some of these points are Logistical (like where are the transports) and some are more Philosophical (some of this I covered
already). First the more Logistical considerations.

Renaming some Cities

It is very confusing to have multiple cities with the same names or to remember where they are and how they are grouped.
So I made a few changes that are helpful for me. If anyone objects, feel free to change them again. For example, I followed
the lead of the far northern city, Greenland, and renamed the similar city above Turin to Arctic Oil (there is Oil & it is near the
Pole). Also, the growing cluster of Island-cities on the "27" landmass was renamed with a "27" suffix after the original city
name. So, SouthPaoting became Paoting27. With this change it is easier to think of the needs of the entire Island group -- at least to me.

Boats

I tried to find out where our boats were and if they were not busy, I brought them back to the "home area". The Capital ships,
I set to picket duty in the Aztec Sea and to scout the English in the Western Sea. The Transports that were available were stationed in our Port cities that might later be jumping off points after Future Tech. We will need more of both classes of ships. I would like to see some of the Factory Cities build Port Facilities so they can make Vet "Gunboats."

Here are the locations of the Transports (loosely by area)...
Shantung, Shanghai
Hangchow, Salamis
Wuhan, Chino-Salamis (paired to shuttle 'tween continents)
Port Genoa, Sydney, HangCanal
3 others are loosely posted: near Oxford (Barb), LittleFish, and Turin

Hope that helps you locate our Navy.

Disorder Indicator

Maybe you guys knew this already but I just picked up on this thing to watch. Of course, I am presuming you are as dedicated to micro managing as I am. :) I hate to have a surprise disorder because a city grew and I didn't have enough Martial Law, etc. The thing to watch for is in the Happiness Screen. If, at the bottom of the list, "Wonders" is listed, then the next time the foodbox fills and
the city grows, disorder probably will occur. (This is JS Bach) You will need to employ an Elvi, build a Temple, or another unit.

Shield Sinks

We have an ideal situation with some cities. Straybow Canal, for example, yields 40+ shields per turn. To keep this in effect, when it builds a Tank, for instance, we should rehome the unit to another city so Stray can continue production in 2 turns. So some cities will become rehome, or shield sinks, for the Factories. Right now I have in mind, Melbourne, Salzburg, and New Nanking on the main Island.

Research Plan

Mob War ........ Robotics ......... Amph War (T)
Flight .............. Radio ................ Ad. Flight***
Atom*** .......... Rockets ......... Nuc Fiss
Nuc Pow ........ SpaceFlt .......... Laser
Plastics .......... GuerWar (T) ... Super Conduct
Stealth ............ Labor Un ........ Fusion
Recycle .......... Fundy (T) ....... CombArms
Environ ........... FT

--We probably will get FT before the entire list is complete, IIRC.
--(T) Trade may be possible IF WE CAN RISK IT, as these are being researched by AI already. Will only work,if at all, with Allies.
--*** indicates Joker Techs...Top of the Alphabetical List remaining

More later,
Monk
 
Shield Sinks continued

Keep in mind that the cost of a Temple is the same as a Rifleman. For the Rehome cities, making a Temple when it needs more Happiness
control will allow an additional unit to be rehomed there before it runs out of free shields.

Related to this point, at least somewhat, is the subject of new Engineers. Some cities need more tile work and the rail lines need to be completed. But even more is that they will play a much needed role in the endgame, especially if Nukes start flying, but especially to rail the way for our Howies. Right now, my thinking is that the excess food tiles in the Shield sink cities can be mined to trees to support more units.


Log

Took a long time to get the feel of the game again and then plan and play the turns. Not much happened beyond building a lot of improvements.

(0) 1806 Made some build order changes, redirected the Navy and hustled the Diplomats to get Ceasefire agreements with all the at-war AI. The price was giving them Mass Production which I didn't mind trading to keep them quiet. This means the C/F's will have been in place for 10 turns when Charlie begins.
Built ~ 7 Improvements. Computers --> Mobil War

(1) 1808 Found the English city of Richmond on the now Barb owned Oxford landmass. Built ~ 8 Improvements.

(2) 1810 Built ~ 5 Improvements. Built SETI

(3) 1812 ~ 7 Improvements

(4) 1814 Used Navy to turn back a loaded Aztec Frigate, discouraging them from landing. This will need doing frequently. The Germans use ships to attack the Indian city of Bangalore. ~ 7 Improvements. Mob War --> Robotics

(5) 1816 Trade techs with our Bab Ally, Computers for Amphib. War. ~ 7 Improvements.

(6) 1818 ~ 4 Improvements

(7) 1820 Babs finish Mob War; Indians lose Bangalore to the Germans; Aztec complete Guer War. ~ 12 Improvements. Rob --> Flight

(8) 1822 Found Shanghai27 to work Silk and many shield-grass. (I have a Spy walking back and forth on the end of the Island to watch for AI and keep the Barbs at bay) ~ 11 Improvements

(9) 1824 ~ 12 Improvements

(10) 1826 ~ 9 Improvements. Send Transport w/ 2 Tanks to Salamis in case the Aztecs get frisky again.

Monk
 
I had to rush these turns a bit, I'm off on holiday from tomorrow. I've only played 9 turns as well, ran out of time.

log


1828 enter
1830 flight -> Radio
1832 Germans Atom theory,
1834 DublinCanton founded
1836 Radio -> Adv Flight, South Kong founded
1838 romans want miniture give, aztecs want computers say no, cease fire ends, they sneak attack, babs & indians declare war aztecs
1840 taxes to 60% to pay costs,
1842 germans break cease fire, transport + 2 howies lost, indians declare war on germans,Adv Flight -> Atom theory, RB hong kong transport & king kong spy
1844 Babs capture Texcoco,
1846 King kong spy steals Atom theory from Germans & was captured

We're nearly there, however we're spending too much gold on improvements each turn to increase science anymore. We could do with more marketplaces, but it's too late to build them. Maybe we couild sell off some supermarkets?

I've started to build some non-vet howies, from previous experience non vet howitzers kill almost everything anyway. We need more transports, but apart from that it's just a waiting game for another 12 or so techs.

As I said, I had to rush these turns, so you may find some odd production orders & engineer orders. see you in 2 weeks.
 

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Research Plan

Mob War ........ Robotics ......... Amph War (T)
Flight .............. Radio ................ Ad. Flight***
Atom*** .......... Rockets ......... Nuc Fiss
Nuc Pow ........ SpaceFlt .......... Laser
Plastics .......... GuerWar (T) ... Super Conduct
Stealth ............ Labor Un ........ Fusion
Recycle .......... Fundy (T) ....... CombArms
Environ ........... FT

--We probably will get FT before the entire list is complete, IIRC.
--(T) Trade may be possible IF WE CAN RISK IT, as these are being researched by AI already. Will only work,if at all, with Allies.
--*** indicates Joker Techs...Top of the Alphabetical List remaining

(0) 1846: Inherited treasury of 475 gold. Sell off underused supermarkets and harbours. In some cases, I took workers off the ocean (usually into specialist capacity) to reduce ocean work. I simply decided that some cities would remain smaller (eg Chinan Lake) (or the harbours can be built back later). I reduced the number of harbours from 49 to 28 and the number of supermarkets from 45 to 38; supermarkets were built where there was little or no farmland. Expenses per turn dropped from 586 to 544. Treasury now at 2295. Will run deficit for a few turns to get more science; revenue at 40% is 476; science production is 1285.
(1) 1848: Babylonians make peace with Aztecs. Begin Rocketry. LisNorth Granary. Xin on the Jian Market. Prague Barracks. Rocketry, begin Nuclear Fission.
(2) 1850: Indians establish a fundamentalist government. Notice 2 German Battleships. Milano27 Granary. Crete27 harbour. DublinBurb Barracks. Cannae-E Marketplace. EnglishPeat Barracks. ArcticOil Barracks. Ningpo Factory. Tientsin Temple. Germans: refuse to give advanced flight; war continues. English demand conscription, refused. Cease-fire expires.
(3) 1851: English sneak attack. German Battleship destroys riflemen in Hong Kong. German Cavalry captures and razes South Kong, takes advanced Flight. Other Canton Marketplace. Nuclear Fission, begin Nuclear Power. Sell Hong Kong Aqueduct; make decision not to defend “Kong Island” on grounds that it will be too expensive to rush-buy adequate defences.
(4) 1852: Largest Civs in order: Chinese, English, Romans, Germans, Indians, Aztecs, Babylonians. Aztecs Take Indian City of Karachi; they conclude a peace treaty. Port Genoa marketplace. English Silk factory. Yangchow Temple. Tientsin Marketplace. Sell Hong Kong Harbour. Build Tsingtao27. Build Xinjian27. Determine that techs cost 2888 beakers.
(5) 1853: Indians demand Advanced Flight; I refuse and they cancel the alliance. Germans develop Mobile Warfare. German Cavalry take empty Hong Kong, 28g and Rocketry. I give the Germans Radio (relatively harmless, I thought) for a cease-fire. IssusFishus2* marketplace. SpiceKaif Harbor; I sell it off (not very useful; I must have missed it earlier). Naples3* Port Facility. Nuclear Power, begin Space Flight.
(6) 1854: Indians Liberate Bangalore from Germans, take Advanced Flight. TunisIs-B Granary. EnglishSilk marketplace. Upper Tibet marketplace. Rush to 100 shields in People’s Rome for 130g, switch to airport.
(7) 1855: Babylonians get Advanced Flight from Indians for Mobile Warfare. Beijing27 Harbour. Venice27 granary. Space Flight, begin the Laser. Investigate Hastings and Canterbury, defended with 4 musketeers. Sell Turin Aqueduct.
(8) 1856: Notice German Sub south of “Kong Island.” Aztecs get Advanced Flight; Aztecs and Indians form an alliance.
(9) 1857: Aztecs develop flight. Little Beijing factory. Toronto Aqueduct. Techs cost 2964, science production is 1385.
(10) 1858: Spotted at least 2 Babylonian and 1 Roman submarines. Germans break cease-fire at King Kong, destroy alpine troops, but don’t attack any shipping. The Laser, begin Plastics. Turin Island aqueduct. Disorder in Yangchow (due to an error on my part; also switch scientists to taxmen next turn). Transport arrives next to King Kong; unload units into city. Come across damaged German Battleship (yellow) with AEGIS Cruiser escorting transport. Sabotage 3 times (spies all escape to South Chengdu), cruiser destroys ship.

Notes:

Growth and Finances:
At the start of my turn set, I essentially decided that most cities would remain at or near their present size for the rest of the game, and sold off supermarkets and harbours accordingly. Also, I cancelled/didn’t start aqueduct construction in a lot of cities for the same reason. “Growth cities” were chosen if they had the necessary improvements already (especially to the surrounding terrain). A number of cities that I determined merited aqueducts in the analysis won’t merit sewers; but they had enough food surplus to justify building an aqueduct to support a few specialists. I noticed that a lot of cities had supermarkets with little or no farmland; other cities had some farmland, but were not even building a supermarket (prime example is Sydney).

With financial prudence we should be able to maintain 40% taxes until we complete our research.

Engineers:
Further to the sale/cancelling of supermarkets, I have actually noticed that without the task of making lots of farmland, we now seem to have a surplus of engineers in some areas (especially since only 2 can be put to work on a single job). Unless growth projects are again undertaken, I would recommend building some of the engineers into deserving cities (eg Tientsin Hills and Fort North) and sending most of the rest to the combat zones along with troops.

Military:
In general, I have been building Armor in cities with Barracks and Howitzers in cities without them, on the grounds that Armor need the vet status more than Howitzers. I’ve been sending most military units south because it is farther away than the Aztecs or the English. Also, the waters in the south will only continue to get more dangerous. The Germans now have rocketry, and at least 1 battleship in commission (probably more) and possibly a number of submarines. I would suggest stacking every loaded transport behind both an AEGIS cruiser and a battleship, if it is possible, or at least behind a cruiser. The have not yet attacked me with cruise missiles, but we’ve only been at war for 1 turn since they have had rocketry.

The safest sea lane south at the moment is from Port Genoa to Sydney South; we are still allied with the Babylonians and the English haven’t been the most advanced when it comes to navy techs. The sea-lane between Babylon and India is probably moderately safe.

Several civilizations have advanced flight, meaning we might want to look into building a few fighters, although it will probably be best to simply wait until stealth and build stealth fighters. With a carrier or a couple of airbases, we should be able to send stealth fighters south from our industrial cities.

I chose People’s Rome as the site for an airport in the south (the only Rushing I did during my turns), and it will be completed in 4 turns. An Airport is also planned in Straybow Canal to be finished at the same time, though, as construction is not started, a different city could be chosen. The Airport link will be the fastest way between the north and south (unless we establish a ship-chain).

The next player can take Hong Kong this turn if they like; the military units are still active; also, getting Guerrilla Warfare from the Germans is perfect timing at this point.

Science:
I’ve been following Bloody Monk’s Tech path outline, reproduced above. Hopefully the Babylonians will have researched recycling by the time we need it. At 60% science, we are within a couple hundred beakers to 2 turns/tech, so we should get techs in 2 turns fairly frequently.

Foreign Policy:
The Indians cancelled our alliance, so they can sneak attack whenever they want to. My humble advice is not to talk with anyone; they will just demand something from you, probably space flight. Maintaining the Babylonian alliance will keep the seas a little safer.

Miscellaneous:
There is ferry service between Tsingtwo and Bergen.
A number of units are sleeping if you want to do anything with them, also several transports are active (in cities) if you want to start moving units.
Venice is building a bomber, to be used against Richmond when the time comes.
Hamburg needs 3 units in the city to maintain order.
 

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Alright!! Way to go guys.

Charlie--
The city you nicked Atom from...was it Konigsberg?? Also, looks like the transport that the Germans sank was carrying 2 Tanks, not Tubes ... maybe?? Have a great holiday!!

Professor--
Super ideas, I really like where this is going. We don't need to build much more for food, etc ... a few cities need either Temple or Rifle, and a few airports might be good to airlift units. I think also that we will need extra transports building in the wings to replace the losses that are sure to come.

Curious though. Why do we need a Bomber for Richmond ... which, btw, will fall to that ever increasing Barb hoard any turn now. What am I missing??

Apart from the Spy attack (we need more Spies, too) on the Battleship, were there any other engagements we were involved in with the AI??

Magic--
Retaking one of our cities is allowed so take back Hong Kong. There are plenty of units in King Kong. Also, I noticed in the Attitude Screen that Taibei has grown and will pop into disorder overnight w/o another unit or you could lose the Geek for an Elvis.



Tutorial needed--
It's been forever since I went to war with Bombers. How do we use them??

I think we have, at the very least, created a game where the AI have a chance Tech-wise to compete with us. By the time we can go to War, they look to have most of the same techs we do. Not just from their tech trading and alliances among themselves, but from picking off some of our many weak, undefendable outlying island cities. This will be fun.

Monk
 
Curious though. Why do we need a Bomber for Richmond ... which, btw, will fall to that ever increasing Barb hoard any turn now. What am I missing??

You are missing 2 things: the behaviour of barbarian units and the 50% penalty barbs get when attacking the computer. Barbarians don't move into squares with other barbarians, so they haven't attacked Richmond with more than 1 or 2 cavalry per turn. Now 2 partisans have fortified near Richmond, effectively protecting it from cavalry attack. Richmond also has a marine defending the city, and combined with the barbarian attack penalty I think it is unlikely that Richmond will fall from the Barbarians, at least without a little help from us.

Apart from the Spy attack (we need more Spies, too) on the Battleship, were there any other engagements we were involved in with the AI??

There were a few things. A number of English ships were sunk, a few I attacked with a cruiser, and others that attacked the cruiser (now recovering in Dublin). I think I sunk an Aztec transport as well. There were also a few english and Aztec units I attacked; in the case of the Aztecs, they have brought out artillery before, so I left a howitzer with the alpine troops near Salamis.

Tutorial needed--
It's been forever since I went to war with Bombers. How do we use them??

Basically, be sure to stack them with a defensive unit, hopefully on decent defensive terrain, if the enemy has flight. In any case, I don't recomend using bombers on any large scale; I only started one for use against richmond because it was a single city that could be reached in 1 turn via bomber, instead of assembling a few units and a transport for attacking that city.
 
@Bloody Monk...best tactics with bombers is to mass attack with them so that there are no free squares for partisans...look at our previous succession game...we used the same tactic.

Now we already have howitzers it will be a lot easier and normally we will win easy...but we will see.

Thanks, M_G. This is the tactic I usually use with Stealth Fighters so it is familiar to me.


You are missing 2 things: the behaviour of barbarian units and the 50% penalty barbs get when attacking the computer. Barbarians don't move into squares with other barbarians, so they haven't attacked Richmond with more than 1 or 2 cavalry per turn. Now 2 partisans have fortified near Richmond, effectively protecting it from cavalry attack. Richmond also has a marine defending the city, and combined with the barbarian attack penalty I think it is unlikely that Richmond will fall from the Barbarians, at least without a little help from us.

That's seriously devious of you, Professor; quite the "twicky manure". We will be assisting our temporary ally, the Barbs. I love it!!


There were a few things. A number of English ships were sunk, a few I attacked with a cruiser, and others that attacked the cruiser (now recovering in Dublin). I think I sunk an Aztec transport as well. There were also a few english and Aztec units I attacked; in the case of the Aztecs, they have brought out artillery before, so I left a howitzer with the alpine troops near Salamis.

Thanks. That's good to know. Do you remember what Aztec city you (I think it was you) stole Combustion from??


Basically, be sure to stack them with a defensive unit, hopefully on decent defensive terrain, if the enemy has flight. In any case, I don't recomend using bombers on any large scale; I only started one for use against richmond because it was a single city that could be reached in 1 turn via bomber, instead of assembling a few units and a transport for attacking that city.

Okay, thanks for the ideas.

Monk
 
Thanks. That's good to know. Do you remember what Aztec city you (I think it was you) stole Combustion from??

It was very probably Tenochitlan.
 
Finally played my turns. I'm happy to pronounce that we are finally on fighting terms......

preturn 1858AD capture Hongkong back (132g and Guerilla Warfare)
turn 1 1859AD Indians destroy german transporter with 7 units. Romans break cease fire. Babs will assist with war against Romans. Romans get Corporation form Babs…???. To keep alliance gave Space Fligh. Germans develop Combined Arms. Germans attack us in Hongkong with bombers. Germans get Machine Tools from Romans. Romans get Advanced Flight and Radio from Germans. We develop Plastics (set science high to get to FT1 quick). Start learning Super Conductor. More then 42M citizens.
turn 2 1860AD English develop Conscription. Indians destroy Roman and German ship. Roman destroy 1 armor of us. Indians get Flight from Aztecs. Build Chengdu-B
turn 3 1861AD Indians get Miniaturization from Aztecs / Babylonians start Apollo Program / Aztecs try attacking us on their main island with bombers and armor. Lost 1 unit. We develop Superconductor. Start learning Fusion Power to get earlier to FT. More then 44M
turn 4 1862AD Babylonians attack several Roman units. Aztecs develop Labor Union.
turn 5 1863AD Romans get Rocketry from Germans. We develop Fusion Power…start learning Union Labor (we can steal it from Aztecs). More then 45M citizens. We steal Labor Union…spy escapes.
turn 6 1864AD Indians get Amphibious Warfare from Aztecs. We start with Recycling.
turn 7 1865AD Romans develop Theory of Gravity. Germans develop Flight. Big attack of Aztecs…lost cruiser and transport with several units…. We discover Recycling. Start learning FUTURE TECHNOLOGY!!!! More then 46M citizens.
turn 8 1866AD Babylonians almost complete Apollo Program. More then 47M citizens. Attacked new barbarian stack near Warwick. Destroyed 76 units…
turn 9 1867AD English develop Leadership. Babylonians build Apollo Program. Romans get Flight from Germans. WE DISCOVER FUTURE TECH 1…..LET START WAR!!!! Start learning Combined Arms. Start attacking Richmond. Captured Konigsberg(250g+ Combined Arms) + Frankfurt (128g)+Hamburg(290g)+Berlin(Pyramids+297g)+Leipzig(Cure for Cancer+Great Library+133g). Capture Byzantium (52g)+Cumae(85g)+Pompeii(77g)+Veii (70g)+offered Cease Fire which I accepted. Capture Exeter(50g)+Reading (57g)+Cambridge(37g)+Norwich(27g)+Dover(52g)+Birmingham(59g)+Warwick(56g)+Brighton(38g)+cease fire with English..bribed Leeds(2xgold..44g)....cease fire with English expire. Captured Karachi (74g+Fundy).

Last turn cost me a lot of time so I let the next player play instead of playing 10th turn. Perhaps know only 5 turns a player????
I think we can finish this game quickly right now. Need some transports with settlers, armor and howitzer to the Aztecs. I RB two (Pisa and Hangchow). Pisa transport can then move them to southeast for islandcity of Aztecs. Germans only have a few cities left. English also. Transport is heading to London with some units but I think more units could go to there.
Romans have lost some cities but is not down yet…..they have a lot of units in their cities. Indians and Babylonians are still friendly to us. The could be saved as the last two civs to knock down.

There are a few units left to move around. Also airlift from Straybow is possible IIRC. Now we have Pyramids we can sell some granaries….I let the next do that. Already solt a lot of cityimprovements of captured cities.

For the next player I can only say could luck and have some fun with this nice war….Perhaps discovering Stealth is an option for some fighters/bombers but I think it's not needed.
 

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