Acid_04: The final frontier

> Well, things are stabilized.
Congragulations. You're "in to win!" :D
 
Ok if we'r going to loose let's at least get those Toku's cities and loose with dignity. Powergraphs are out of this world.
Is Alex still locked in red?
 
Any chance of eeking out a diplo victory? If you can buy peace with toku he should still like you because you didn't declare on him. If you can keep him and alex happy and then defend against Shaka...?
 
Great defence Mark.

I have to find a mouse that doesn't randomly doubleclick sometimes for no reason, so a couple of questions before I play:

1) Who drew these hideous city fat crosses on the map and how do I get rid of them? :p

2) Can I switch from rocketry to electricity? I doubt we can win the space race from this position, this war and the last have cost us a lot in terms of research potential. But we could attempt to win by UN after we push Toku back and make peace, or try to take out Shaka with nukes.

3) Is the extended time the AI spend having "too much time on their hands" a bug with the AI mod? Alex ought to have attacked someone by now really.
 
3) i dont think its bug, "too much time on their hands" could also mean he is chasing some type of victory rather than is about to attack someone (tho much less likely, but it did happen in some of my games). Im not really sure about some things after this game have to be honest.
2) Yes UN is better than space race, i tought we said we'r going after UN
 
Don't know how to remove the cross. I think they are Blake's. I went for rocketry not for space but for gunships. I thought Toku had Mass Media for awhile already so will build the UN before us. I was thinking we might go all out military to get bigger by taking on Shaka again. We have Alex in the bag but that is not enough for the win I don't think. If you think it is then OK but elect, radio and MM will take quite awhile.
 
I think we need flight for gunships too, I could be wrong though. I was actually thinking of going for Industrialism off electricity, but maybe it's best to go for Combustion first since we need oil for all the good modern units anyway.
 
Turn 0 (1770) - ok we have some unmoved units on map, kill Toku infantry near Philadelphia, also Ise is "defended" by 2 cavs which looks like a good use for our obsolete rifles so in they go! The city is autorazed. Switch elephantine to theatre. Switch research to combustion. Alex - trade wheat for fish. Haithabu - whip coal plant. New York - draft. I decide to go right for Visigoth at this stage.

Turn 1 (1775) - some more of our unhealthy citizens decide to get fit by joining the infantry. Theatre whipped in elephantine. Our 20 random units approach Visigoth which is defended by 2 infantry and an artillery.

Turn 2 (1780) - Pyongyang revolts again, this is stupid, but only for 2 turns this time. We recaptured Visigoth easily, and random vassal troops attacked Hakodate but failed to take it. Yes our vassal actually did something useful by softening up the city!! Toku has a small stack heading to Washington, it will die easily. We don't need to draft more now, we can easily deal with invasion. Revolt to free speech. I will spam artillery though and start stockpiling them in Uppsala in case Shaka attacks.

Turn 3 (1785) - Toku drops 8 units near Visigoth including 5 tanks, respond by stuffing CG2 infantry in it. Capture Hakodate



Turn 4 (1790) - Toku's tanks do surprisingly well against the CG2 infantry but the city easily holds. Another 9 tanks and 3 marines dropped at Visigoth, take a page out of the AI strategy book and hit them with lots of siege followed by infantry and cav, killing them

Turn 5 (1795) - Toku out of tanks for now. We lead in population, but have health problems. I guess the coal plants I built didn't help with that either.

Turn 6 (1800) - Great Engineer born at Thebes, we have 2 now. Whip more cultural buildings in Elephantine (library, university) Toku drops off another 16 units on our west coast. Ouch.

Turn 7 (1802) - More transports drop off stuff. Civ 4 was really not designed for fighting with this number of units, I think I am getting WW myself. Destroy 15 tanks or so + assorted marines and artillery. The scary thing is this is hardly making a dent in Toku's power graph and he can happily sit in universal suffrage despite us having killed an insane amount of tanks. We have draft weariness, but can go back into nationalism.

Turn 8 (1804) - Combustion in. No one has flight (13 turns), and gunships might be useful so go for that.

Turn 9 (1806) - Pyongyang is in revolt, AGAIN. So is Khangela. I let a 2 arty and 2 tanks attack one of our cities and we lost 4 units, make a mental note not to do that. We spawn a great general in New York which builds Military Academy in Boston. Culture pushing regains corn at Elephantine and we will whip Hermitage there shortly to lock it in. Toku dropped 8 more units and I killed them. I know I said I was planning to stockpile artillery at the Zulu front earlier, but it is more or less vacated right now because I have to keep sending fresh units against Japan. I thought Toku's invasion was done when he had 2-3 units holding his cities on our continent, and wasn't expecting that huge tank army to show up.

Turn 10 (1808) - Start construction of forbidden palace in Boston. New York is finishing up Oxford. Haha.

Turn 11 (1810) - Finished on a round number. Toku is out of troops for now and we should be able to handle anything he drops. I killed about 40 of his tanks this turn, so probably we are actually fine without Flight and gunships as far as the Toku war goes... We have 2 GE available to rush the UN or Manhattan project or whatever.

Note: I just checked wonders. Hollywood is still unclaimed, so Toku might not actually have mass media at all as we had assumed! Maybe we should rush there ourselves after all, as trading flight for electricity could trigger some 'traded with worst enemies' penalties which we don't need for UN victory. Shaka is temporarily ahead of us in population until we sort that health thing out (probably after the war finishes and we can reopen trade with Toku)
 

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Nice stuff guys. Hope you can eek out a diplo win. It would be a shame to see you guys lose after some great play and bad luck so far.

Question: Do you think that Hatty's relative lack of late game power is contributing a bit to your situation? I mean she's great early with solid UU and creative is nice early on. But later in the game spir-cre doesn't really give you that much especially when going domination imo. Spir is obviously a great support trait in that you have no anarchy, so that's all good. But since the power of creative really tapers off pretty early combined with an early outdated UU I'm wondering if you're feeling the lack of some late-game power right now? I don't play at this level, so this is just a question :) Thks
 
Ok, just wanted to see what you think :) I figured you'd think that early game > late game, but I was just wondering if the lack of late game traits was felt at all here.
 
Frankly spiritual was so great in this game that other trait couldn't come close to it really. And late game is not about traits its about land, your diplomacy, etc, it has less to do with traits. Take our position and replace creative with any other trait, wouldn't make much difference.
Thats why traits that give early adventage are usually better than the one that come late, same goes for UU and UB. Tho, Egyptian UB is the one that come too early../
 
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