aCK-1 Behaving Ourselves

Great turns mate! Hilarious about Egypt. That trade with India was about the best you were going to get... better than giving up commie and arty like what I saw!

In general, What a liq does with screens is use an old old old version of fraps (there's prolly open source versions of screen capture proggies) which results in a nice crisp .png (as opposed to.jpg). I also use an old version of photoshop ps2 to fine tune the pictures and then jpg them at level 8 typically.

Anyway game almost over so Unless someone wants to grab it soon, liq can push some troops around.

Cheers!
-Liq
 
Preturn: 1794 AD
Ok great turns by Struick..
1794addominationpercent.jpg

got the population for dom, need ~15% more land.. ok!

1794adbyenets.jpg

Notice the east coast of the new lands got their nets nuked and omar or wtfever in the south is about to get his shredded too. np, easy to buy.


1794adscore.jpg

The military strengths are hilarious.

Lets Roll!

[1]1796 AD
So Entire IBT I see Wang swapping troops back and forth from Wonsan to Seoul as the troops pile up to take out the Zeus. half his troops will not have any fortified bonus thankfully.

In more entertaining news, Rammy's galleon leave polar crab nets alone and moves next to the plodding ironclad... free exp.

Also spot a Rammy frigate near krazy so El punk that too.have a screen for it but meh, imagine a yellow ship sinking.

Notice we have a great general indeed so move him towards Rostov to embed. 3x gg's + pentagon = 11 exp for ground troops so will nab that easily as imperial earns GG's like crazy.

[2]1798 AD
ok entertaining turn.

First a Toku Knight dashes for a Sid's Worker (was baiting him hehe) and so free exp for a rifle.

Then the real entertainment starts
1798adevents.jpg

Yeah dow to lose a town, What was France thinking?

Kurt and his buddies are poking around Toku's garrison in the north.

1796adforest.jpg

Forest grew on one of those NO IMPROVEMENT tiles!

So battle for Seoul as wang has sunk most of his troops in there... spy induces revolt then gets caught hah. In the arty go!

1st arty is CR2 so time to die mate. Less than 40% odds but scores major damage talking the lead rifle to 3.9 strength and collateral on 7 effing units, wow.
2nd Arty takes his rifle to 4.5 and 6x collateral, good deal.
3rd Arty is up against a Machine gun and well he barely gets dented taking that trash out.
4th arty is 98% odds so time to lower this crap to a fine paste. flawless.
5th flawless too and no more fun for the arty!!! boooo
Rifle one is henpecked from effing airships but eff it, he goes in glowing blue and powns the lead leftovers.
1796adbazooka.jpg

Exp an anti tank just to see the bazookas in action hehehe.
So endless flood of glowing blue rifles and anti tank swarm seoul and even Cao Cao the long bow gets some exp, going flawless for 25/26 exp.
1796adfirstkill.jpg


We now own Broadway, the uber sistine and the broken statue of Zeus huzzah... And spy hut!!!!!!
Spoiler :
1796adseoul.jpg

Nice prize.

So looking at Wang's remaining two (real) towns and notice the loser doesn't have any more air ships... cool. 4.55 strength now, really messed him up taking out that stack.

Northern Troops are stalled a bit healing with no Super Medic hehe.

With Seoul out of the running for greatest town...
Spoiler :
1798adtop5.jpg


Turn off EP's on wang as we can investigate all of his remaining towns hehe.

[3]1800 AD
Walking wounded can heal the turn we bombard Wonsan... maybe. Onward!

Concentrating on railing up the new world btw.

Oh our air ship harasses a random rifle!

Wang will cap now but eff that.

[4]1802 AD
A surprising number of troops are converging on the Egyptian town of Heliopolis

WTH? Built another air ship for unknown reasons hehe.

[5]1804 AD
Bio comes in and Moscow is on fire!
1804adbio.jpg

Moscow grows in 2!

Silver says we must have Fascism for Rushmore and Liq agrees. 6 turns lazy like.

pop in a 17ish turn national park in Big Sur, will speed that up building a few lumber mills.

This is too funny..
1804adNukedot.jpg

Yeah pos nuke dot is AI approved... it's name is Voronezh or something. hmm spell check didn't geek on whatever I typed so that might just be the Correct name!

Ok so beating down walls in the north(Egypt) and south(Korea) like a good boy.


[6]1806 AD
Wang counter attacks our stack killing a rifle and beating down a arty bad hehe. whatever. Any damage done is healed next turn.

Egyptian revolt in that pos Korea town near Thebes... no idea how but well oh well hehe. 6 turns of no maint on the guy.

So lets see... Egypt first. 2% culture left so zing that away.
Arty in first, one dies, one takes serious damage, rest exp. all the defenders are ground beef so clean up is easy.
1806adhelio.jpg

Nothing special about that town other than its spy hut!!! dial up a granary.

Our two southern stacks finally meet at Wonsan but only one has movement... hmm lets see, not enough units to take all that trash out this turn but lets see what damage we can do!

Lead off arty promotes CR one and beats 37% odds at half effing health!. good show.
Next has like 85% odds against an mg so it's just entertainment for cao cao coming up!
hmm no infantry so promote an anti tank combat two to take the lead defender AT gun. 83% odds and does the job np. the rest is beat but good.
Cao cao gets 2 exp from 95% odds for some reason so all good. he promotes Morale next turn.
I leave one beat up arty in the town because nothing left to garrison the town hehe.

Oh seems that fun netted us another gg. hmm must consult the silver oracle as to WTH to do with this guy and the GG coming from Fascism hehe. "Settle? lolz" yeah ok thanks silver. Going to settle it in Rostov for guilt free military spam.

[8]1808 AD
Hehe an Egyptian rifle comes out of nowhere and kills a Rifle in that rioting pos korean town, no breaks for this joint. I rail over two infantry to that town and bomb the rifle with a blimp for giggles.

Thebes must have come out of revolt, we just gained like +120 gold per turn and are suddenly making cash at 50% haha. Dial up a bank in 13 there as that and Wall street are the only cash buildings missing. Science to 0%, Going to buy that shizzle.

So time is up for Wonsan as a rifle walks in np.
1808adwonsan.jpg

Nice town with surviving infra and lots of mature cottages. will be productive the turn it comes out of revolt. Has a priest embedded.

Major arty are beat to hell So the wounded (plus a few rifles garrison and one of the medics) chill in Wonsan proper while the rest of the troops bear down on Nampo.

[9]1810 AD
What horrible luck hehe.
1810adRIPKurt.jpg

First Kurt has 99.2% odds and loses, then when I clean up, Bam: 4x uber protective aggressive rifles pop...
1810adpartisans.jpg

sigh, re-base the blimps at Big Sur hehe. Would take me the rest of the turn set to take those things out as they migrated east to poorly defended Meh Dot.

I call upon the Power of the Mighty Kremlin and buy both the Bank in Thebes and the National park in Big Sur to make up for all that BS. Another turn of 0% science to get some volcano money back.

[10]1812 AD
So all those uber rifles of Toku's ignore my troops and putter about.. right.. lets retreat and come back with a ton of infantry!

Ok so seems Wong managed to nab combustion from someone and just pulled a ship into Nampo to get upgraded to dessie... ERK!!!!! Best to take that pos town out before it gets back into open water hehe.

So 3 arty lower defense to 0% and 2 are up for suicide vs the icecube on the hill. They do a good job beating down the riles before dying.

So uh yeah ugly 30% odds and we win a few amazingly!
Spoiler :
1812adevents.jpg

That's the event listing hehe.. most of those odds were horrible haha.

Nampo is a trash town but 3 workers are a rail team!

So time to say hi to Alexandria!
4x rifles a few cannon, VS. lots of angry arty! Not much around to actually like kill crap as there's only like 3 infantry and a knight or something silly.

ok yeah, left 3x 2.1 health rifles in there for next turn.


[11]1814 AD
So time is up for Alexandria..
Bored Arty just stack attack the riles + knight back to minimum hp and the infantry+ knight enjoy the free exp haha.
1814adAlexandria.jpg

Has an embedded priest and almost no infra. Dial up a granary.

Have half the Wang stack run around though German lands to nail Memphis while the rest run East towards gold dot. Liq managed to send most of the arty north haha.


[12]1816 AD
Enough banks are done so Start a 29ish turn Wall street in Thebes.. right. Going to sink a few turns worth of hammers into that, then buying it.

Rest of the time is moving troops.

[13]1818 AD
Woot!
1818adrushin.jpg

fascism in for the free GG.

I place medicine in in 9ish on account we need hospitals badly. I place a 3 turn Rushmore into Pete as WW is just Killing us in the towns missing jails.

Since we can use the roads in Germany, getting to Memphis is a breeze as the stack slides up and nukes it's defences all in the same turn.

[14]1820 AD
Whee
1820adthepentigon.jpg

Time to really spam troops!

ok maybe time is up for Memphis, troops are pretty beat up so let us see!
first arty 60% odds and is almost flawless... really messing that stack up.
Ok well 99% odds on last arty so time to exp some troops.

Spoiler :
1820adMemphis.jpg

LOL! Didn't notice that "killer" Egypt stack were mostly jew misses and workers haha.

Nothing like a bazooka one shotting a knight lol.
1820adMemphiswin.jpg

Town is nothing to write home about but 5x Rammy workers!

[15]1822 AD
Ok so By this point who cares if crap dies eh?
First up is Gold dot on a hill... ugly so kill 2 arty and get bad roll, killing one of our anti tank squads hehe.
1822adgolddot.jpg

5x wang workers and Dial a Granary.

So in the north I run out of crap to shoot at with the bored arty so the infantry clean up the last town of rammy's on the mainlands hehe. it's like target practice as the rifles just stand there shooting into whatever the arty left.
http://i31.photobucket.com/albums/c379/liquidated/aCK-1/1822adPi-WTH.jpg
Natasha has the honors.

So Egypt will not give electricity + vassal so screw this, buy out some infantry at krazy and ship over some arty as I had a galleon follwing the stack all this time hehe. We gonna raze us some island town!

[16]1824 AD
A Wang Dessie comes and shreds Seoul's nets.. meh nothing we can do.

[17]1826 AD
Moving troops around and WW is getting ugly.. That Wang Dessie punks an ironclad near the deer town in the south.. wasn't even in the bfc haha.

[18]1828 AD
Hmm lone surviving arty lowers Wang off fishie dot town to 24% and an infantry has 60% odds .. lol ok well got the troops to kill off so here goes!!
First wins spawning yet another great general haha. Rostov is already spitting out 11 xp ground so embed it in Moscow for giggles.

Hehe next infantry is 30% odds so lets hold off. Will have fresh new arty from those yek towns to help soon.


[19]1830 AD
Ok! Times up for Giza!!! Arty first to take em down to 2.1 and the infantry are all over that.
lol! look, free exp!
1830adGizaexp.jpg

Those partisans all die immediately.

Rammy won't give us electricity So I say eff chasing this fool down and just vassalize him. As far as I am concerned, if yearning becomes an issue, we can just buy the globe theatre in Thebes (the only Egyptian town that matters) and be done with the unhappy.

So notice we can investigate every effing town except a few in germany... push 290 eps a turn on Fred then and 95 on the rest that matter.

1830adpskov.jpg

Oh and pop a new town for those floodz we missed between pete and nova.

Finally hunt down the last of the effing toku partisans. They ran all the way to effing meh dot via the woods haha!

[20]1832 AD
Effing monsoon kills the granary and forge in new novo. eff, why not a customs house or something.

1832admedicine.jpg

So we get Medicine and well hehe 5 turn combustion as well because we are pushing just under 1300 beakers per turn while making good cash....

Liq spams MASS hospitals all over the place as half our towns are sick or at cap.

Ok lets see if I can raze pos dot and spawn Wang partisans.
Wounded arty takes out last 8% defences
First infantry is 60% and he wins for nice exp.
Second is 64% and nice exp as well.
Opps seems liq failed... never attacked with the arty hehe. ok now he does.
1832adjumbo.jpg

Now the CG1 infantry can take out the defensive Jumbo.
and an AT gun take the honors...

and of course razing that earned us partisans...except that I cannot seem to find any effing wang partisans.

Continent is now 100% Egypt and Korea free!

No techs from Korea so take peace with Korea plus one of his remaining 2 towns .. well WTH was liq thinking?
1832poswhaletown.jpg

Actually it found the fish!!!! Pays for itself actually, kinda scary.

But liq is going to whore ONE(or three) MORE TURN(s) as it's time to abuse the Kremlin for wall street 23ish turns early.. yeah this should actually pay for itself haha.

[21]1834 AD
Wow just missed nailing wall street, hehe science back to 60% at 1321 beakers per turn. Lots of Wang town borders popped so likely new cottages getting worked.

Rostov is officially pushing out 11 exp ground troops btw haha. That's 3 promos out the gate so CR3 arty?

[22]1836 AD
And finally!
1836adkremlinabuse.jpg

hehe Kremlin abuse. Almost pays for itself!

keep gaining beakers per turn. 1360 now hehe.

ok one more turn on account I want to see the damage wall street does.

[23]1838 AD
1838adwallstreet.jpg

Sexah..


Leaving science at 50% as we are gaining 400ish gold a turn to recover from that wall street.

Oh and France made peace with Germany finally.

Ok so the game is won in 4% more land. I'd say just attack France on account they are French (not to mention seriously backwards hehe).

Two ways to go about this.. slog around with massed infantry+artillery like Liq and Struick have been doing all this time lolz OR lazily stall to grab tanks (needs Combustion Electricity and Industrialism) for lame overkill.

Whatever, we are effing 3.4 strength compared to France and we haven't even really TRIED to build up a military as it's bloody impossible for liq not to whore out infra like QVC hawking cheap knife sets. I count 32 rifles 46 infantry 11 antitank and 21 artillery just glancing at the Military Adviser.

IMO finish Combustion (spam a good number of dessies from the new world especially!) and kill off flight as Air Ports mean the new lands can help spit out land troops. In general, anything with insane mobility (dessies + planes) can be spammed with impunity from the new lands.

Might as well kill off a 6ish turn Red cross in Moscow btw as Rostov spits out endless 11 exp arty that can promote CR3 right out of the gate. Arty (and wishlist paratroopers) can pick up the free medic promo from red cross which are coming out of the gate at 7 exp. The beauty of free medic btw is that March is one promo away. March troops with a super medic in stack is just EVIL. Rest of the old world towns can hammer out whatever tickles your fancy as I made sure to spam rails everywhere I could. Rammy's land is devoid of rails as I just liberated that land.

Troops are scattered all over the place just getting done healing. Seems France has a few airships so sigh, more anti tanks until we can get flight in for fighter coverage haha.

Since Big Sur bought its national park, balance Lumber Mills with preserves. building wise, aim for useful slots to place specs hehe.

Could stand to kill off a 15ish turn rebuild/reformation set I guess considering the new lands were crippled by WW all this time haha. That and we could give a bloody eff about score. Whatever... Liq says just group up and bash France.

Cheers!
-Liq
 

Attachments

So the options are:

A) attack the french and win now.
B) waste time until we're (probably) researching future tech just to make sure we have all the fun units to play with and have built all the wonders we're missing.

hmmmmmm.......
 
Good stuff Liq.

I thought while I was reading it that you might have finished it during your set.
Pretty darn close though. Less than 4% left.

Yeah the obvious choice is to finish this one off with a crushing of France.
If I'm being honest, I think the hardest part will be to gather up all the extra military scattered around the map. :)

How pathetic to declare on someone and lose a city in the same turn. Funny stuff.

And todays special value is this beautiful Wall Street.
Perfect for the holy city in your empire.
It can be yours for the one time low price of 2393 gold.
Or choose easypay and have it in 15 turns.
(My parents are QVCers) :D

Who is gonna clean this one up team?
 
Whoever wants to go can go!!!!

aCk-2 awaits!

have 10ish free anti tank and to be honest 5x of those per stack is enough to take out the air ships hehe. The hardest one to get to civilization is near off fishie dot as pushing rails in ice take a while :lol:

Cheers!
-Liq
 
I'll grab the save and finish the rollover tomorrow if no one wants it.

One thing first though as this game is wrapping up an endless REXing :crazyeye:. Who's onboard for aCK-2? If we get mostly the same crew back, I'll bump it up to Monarch. If everyone wants to play something more interesting and less convoluted :lol: no problem there either.
 
So to recap roughly about this game...

Sadly the choice of Terra and the resulting map really effed over the game as we were in rapid expansion 95% of the game. Basic Map choice, combined with our relatively isolated start, resulted in the lack of warfare (that would normally be required to expand) that entertains. :mischief:

City Placement:
Spoiler :
Number one resource ALL towns need to survive is food. Overall, though we had a lot of land to expand into, the food in our half of the Old world was pretty dry as the jungle strip was water.:cry:

Thankfully the rivers were long and plentiful (our first three towns were all along the same central river) and hence we had a lot of flood plains to revel in. Abusing floods as farms was relied upon more in this game than I can recall in any other sg's.

At the start, The Capital was moved north expressly as the default city location was a pretty suboptimal location food wise. Once there, it was clear the town had barely enough food to balloon to happy cap and enough hills and river land to take us to Bio with hammers still to expand into. An amazing town once one realizes it was destined to play the role of hammer and that Cathy's traits play to hammering out settlers. Moscow was the Eternal Star who had amazing hammers at size 7 and really blew up with bio.

First town out the gate was supposed to be yellow dot, which would have both blocked Rammy (desert and wang to the south, mountains to the north) which would have been a commercial powerhouse on par with our second town. Alas it chased useless cows and so instead it had to become a hybrid capital type town just in order to beat back thebe's culture, which it shared tiles with. There's a reason that's the number one town in the game; so much effort was placed to make sure Saint Pete didn't drown in Egyptian culture it didn't have time to do anything else. Thankfully Rammy is a puddy cat when it comes to hostilities such that us being 3 tiles away from his capital didn't earn us a life long enemy. After 4,000 years of cultural battling, Pete is barely second to Moscow in base hammers (once Thebes was tamed) and quite decent commerce. More capital looking than Moscow but the issue here we weren't looking for a capital town.

Second town was Nova, star jewel of our Science as it had the trees to build us our Great library and enough hammers to kill off oxford in a decent amount of time. Nova and yellow dot could have easily swapped between cash and science btw depending on where confusion went. Alas that wasn't to be, so Nova was the one carrying our research for a long time. Every Empire needs a town like Nova.

Third Town was a belated Rostov (bad timing on scout death hehe). Rostov was not only to make sure Rammy didn't expand north of nova but expressly was designed as a port/HE town. Overall hammers of almost any port town aren't the best in the world, but the very reason the HE goes into one is to turn a decent town (lesser than Rostov) into a guiltless military pump that can form a navy too. Since the game was so peaceful, Rostov was never relied upon, but well it was a monster at spitting out an endless flood of garrison troops! :lol: Every map that's continent based needs a town like Rostov.

The rest of the towns were too food poor to be stellar but for the most part designed to secure land and resources. The two gems that really stood out were Vlad, who acted as an amazing port town leading to the New Lands, and the quiet Orenburg, whose Cottages kicked in just in time to race liberalism. The rest of the towns were all pretty nice, even when yek yak yar and ywtf were more suited to hammering out the endless flood of crap we were sending over to the new lands rather than earn us beakers.

The New Lands had some amazing Cities, a shame there wasn;t enough time to mature them properly.

Remember, you need 6ish buildings for those pivotal National Wonders like Wall Street and Oxford, three stellar towns alone will only get you halfway. Try and secure enough food for a town to thrive and don;t try and force it into something it isn't meant to be.



Diplomacy:
Spoiler :
Ok well if there's one thing ack did well, it was stalling hostilities using diplomacy :lol:

The AI leaders were all 100% not attacking at pleased and they all had their worst enemies pointing at Fred and De Gaul due to Relgion. Religion is a dangerous weapon diplomatically as many leaders are complete zealots about same/different religions. That we chose not to pick any religion at all (even confusion) was calculated since we Didn;t need the happy nor the religious civics.

Had we gone any region, going Jew would have prolly avoided the fake war Baud pulled Wang into (morons), but that choice would have really cheesed off Germany France and BK.

Now eff France but Fred was a good trade partner and BK was our constant trade partner all game. Actually if one looks into BK's towns every single trade route the guy has is with Russia:D Those over seas trade routes really helped us get to state property as we were balancing New World properties with not tanking our economy in those years leading up to Communism :lol:

Key to dip was to *Not* take the easy Jew route and instead use open borders, resource trades and lopsided trades to inch our way to a bulletproof pleased. late game civics really pleased Fred and Gandhi btw but by then we didn't care. Not getting into any Major wars btw meant we could stay in ForverRex all game. Yay? :D


Wonders:
Spoiler :
Biggest Wonder for us btw was The Great Wall. that we had stone in our BFC made the wonder easy but the real reason we wanted that bit of stonework was because we were so isolated for so long. Amazing amounts of barb activity were all set to interrupt our ForeverRex (that's how the game balances starting out with room to expand) had it not been for that wonder. The Wall's aspect of an early spy (+12 ep per turn is just amazing at 2000 BC) were waylaid on account we needed to shrine confusion to keep Pete afloat in the culture war. You saw what early communism did for our Ep's though, so just take that 3k years prior and you get an idea of what a BC great spy is about.
Lesser Wonders..
  • Oracle was expressly to land confusion in Pete plus, well early courthouses really helped our economy and EP's.
  • Stone Amplified Mids was better off being lost as that was a really sweet amount of cash.
  • Great library was major in helping us nab liberalism and communism.
  • The gold amplified SP was a nice prize as free religion early was welcome and Angkor Wat was stone amplified Culture in Pete more than the hammers for priest specs.:lol:

All told, the Wall was the Wonder that really mattered. Rex in peace!



Buildings:
Spoiler :
Key to any Town's life cycle is to hammer/whip out it's core setup and then build into it's decided role. Low commerce towns do not need +science +cash buildings unless they have nothing else to do and trade routes are doing well. For the endless flood of yak towns, it was all about core + barracks = Time to be productive pushing our workers and garrison lol.

Now what is core? These buildings are universally required and rarely change.
  • Food: Granary and Lighthouse (if the town works even one water tile)
  • Hammers: Forge
  • Costs: Courthouse

Factories can never really be considered a core building simply because they add a whopping 5 unhealth to any town that pops one. Any town pushing hammers needs one but along with the Factory, hammer towns need to build the health to go along with it.

Courthouses were dropped from the core list only after State Property came in and we no longer needed the cash that badly. With all the towns we have, each costs us 6 gold before getting halved by a courthouse. The commerce new land towns are getting from domestic trade alone is all 12-15 commerce, never mind whatever commerce they get from tiles; that alone pays their bills when we run 50% science. Btw, we are making well over 500 Raw commerce in domestic trade, never mind any multipliers present :eek:

Harbors are a quasi core building for coastal towns as they add 50% to base trade and are a cheap source of health.. very popular for New Land towns as they are all going hammers.


Tech:
Spoiler :
How tech plays out is really heavily dependent on overall difficulty. At prince we couldn't hop from one trade tech to the next, using brokering to both back fill missed techs and grab cash to fuel the next tech.

Path is normally as so...
  • Tech to improve your lands and defend.
  • Tech to build a sustainable economy.
  • Tech to maintain security or attack if must to expand.
  • Tech to liberalism to get the free tech

Worker techs are whatever you need to improve your initial capital +3 towns. Defense comes in the form of horses, metal or archery. Since Animal Husbandry and Bronze working are both critical techs for more than just defense, they get hammered out first normally. Depending on copper/horses close by and game difficulty, you might just be forced to sink beakers into archery (as Archers and Longbows are really crap for defense if you are not protective) as IW is normally a bit too far away to rely upon as your only form of defense. Really depends on game difficulty as barbs enter the game earlier as you move up.

From there it's economy time. The standard route is early writing to get started running scientists and then math/alphabet-> currency -> code of laws. Math vs alphabet is complicated hehe. math empowers chops and is cheaper but alphabet opens tech trades and allows one to convert hammers into beakers if you REALLY crashed your economy (see boff6 :sad:) and are desperately trying to crawl to currency.

Currency is wealth, the ability to monkey with gold trades, your first extra trade route and your first gold multiplier in the market. Markets btw make getting calendar much more useful as they turn plantation resources into extra happy.

Code of Laws is two things really, Confusion (Liq's favorite religion!:crazyeye:) and the all important Courthouse (if one isn't Sumerian). Liq has spammed endlessly about how critical this building is so will lay off:lol:

Code of laws is actually gate way to Liberalism as well as Phil is a quick Great scientist bulb away and Civil service leads to paper ->Education->Liberalism.

Advanced military is roughly construction (and hope you have elephants) btw as maces xbows and pikes are a long long way off if not brokering for them.

In ack1, we got to optics + liberalism before being able to broker techs around. Par for the course, Prince Difficulty.


Wars:
Spoiler :
ack1 wasn't a very good showcase of warfare which we'll try and address in ack 2. Basically there's two kinds of wars; Offensive and Defensive.

When one is neighbors with a lunatic like oh montyraggynappy and shaka, nothing you do will prevent these fools from attacking somebody. When pne of these fools attacks you, you fend them off then decide if you can go on a counter offensive to punish that Civ for DOWing on you. Helps if the person you are war with is close by and not protective and if you have enough offensive military to take advantage of the dip free hostilities.

In our case, only Wang was close enough and he had tech parity, strength parity, and was protective. Bad combination. Only reason he even declared on us btw was baud bribing him. 100% of his power rating were in the form of protective longbows. Wasn't worth our while to attack that fool as we were too busy trying to keep up with garrison quotas much less hammer out a war machine.

For Offensive Wars pick your target carefully, weighing the diplomatic situation and use overwhelming forces. The target will enlist the help of any allies it can and if you don;t achieve your goals quickly, War Weariness mounts and there's always the risk of your target becoming the vassal of someone else. Honest, liq doesn't make this up, just read some of the other games on this board, Boff-01 included.

Us declaring on Wang was only done after we teched an advantage and had two turn sets of buildup (number one mfg in action!) and array troops. That he enlisted the help of Rammy (no longer pleased due to close borders) was obvious and just what we wanted as each dow is grievous dip penalties for more than just the target.


Anyway, great game and would be glad to see all three of you up for aCK-2

Cheers!
-PedantLiq
 
Excellent summary Liq!
Good read!

I reread the City Placement tab because when I attempted city specialization on the Petey game I realized what a waste NY was as our second city. Getting off to a good start is key and choosing good spots for the first 2 or 3 cities can make a HUGE difference.

I am definitely ready for some ACK-2 so sign me up!

I would like to see us on some kind of continents map.
Somewhere between the rectangle continents of boffo4 and the serpentine continents of boffo5.
Just not sure what mapscript would give us the best chance for that.

Also I have never ran a corporation. Ok I did this one time...it was standard ethanol (lame) and it was a stupid conquest victory condition (never do that again :)) so I was in permamopup mode and didn't honestly care about it anyways.

I realize its harder to do a corporation being as its more of a late game situation but just throwing it out there.
 
Sign me up for aCK-2!
Continents or another map type that'll let us put a beatdown on the AI. As long as it's not another forever-REX. And we'll just have to do our best to stop a one religion hippy-love fest :crazyeye:
 
1838AD (429):

Well, the game is basically over, just need to finish rolling over enemy civs. Not sure why we want to attack De Gaulle, as we have no contiguous land with him. Germany is next as Berlin is killing Memphis culture-wise, and there's basically a lot of land that we can snap up there.

Anyways, MM is not really necessary at this stage, yet S.ilver will still implusively go in and fiddle with our million cities. Won't write about it though, as probably no one is interested in reading about MMed factories and BS like that.

Suffice to say that I did waste like 10 minutes looking through the cities and microing them despite the fact that is doesn't really matter, lol.

Combustion in 3 at a lazy 50% science, whatever...

Note that Burger King is easily paid off to attack people that we don't like. Hm. Well, ok will look at that in a bit.

A bunch of our troops still have move, so wake them up and move them towards Memphis, which has the possibility to flip, thanks to Berlin's crushing culture.

Liq is utterly hilarious btw....

set6kaesongtroops.jpg


So half of Wang's army is stuck on that ice sheet, and a boat can't even get them out! :p

1840AD (430):

Bam! A ton of builds finish down the side of my screen, so not really going to detail everything.

Fred enters Free Speech, so that's going to be annoying on the borders for sure. I guess we get more incentive to kill him faster.

Speaking of Fred, I notice something strange. What on earth would compell an AI to do this???

set6munichstarving.jpg


Wha...??? I can only speculate that he's out of his mind.

So founding the New Crap Fishy Dot...

set6newcrapfishydot.jpg


What kind of city name is that? Uh, ok. Dial Granary.

Well, moving troops up and going to make two stacks, one for Berlin, and one for Munich.

Military Sit-Rep screen says that Fred no longer willing to DoW on Boud, oh well.

1841AD (431):

Turn increment change, yay...

Well important thing happening is that Moscow can FIVE-turn Red Cross. Facisnating... Meh...

Buyout Kaesong's garrison in case anything fishy is happening.

1842AD (432):

set6combustion.jpg


Flight is 9 turns, and we win a Great Spy. I send him to Nova for a possible settling. Can cut flight to 8 turns by dialing science up 10%, so do that. Meh, we are winning soonish anyways.

A bunch of new world towns finishing stuff, so spamming some courthouses.

1843AD (433):

More stuff building, slowly moving troops up to the front.

1844AD (434):

Ghandi wants Assembly Line for Electricity and a pittance in cash. No thanks, we'll hang on to our infantry and factories for now.

A volcano nukes some towns belonging to Boud, and it appears Boud is not as dumb as Wang!!!

set6boudfish.jpg


1845AD (435):

LOL!

set6fredstarvingevent.jpg


Well first of all Fred, maybe you shouldn't have been forcibly starving your city to begin with! Secondly, why did it choose Yaro, which is in the middle of our friggen empire, to cart food to Munich?

Anyways, Munich can starve for all I care. It's building the Spiral Minaret for some reason, so less troops for us to fight later.

1846AD (436):

Boud enters anarchy as she adopts a bunch of civics this turn, including Sufferage, so relations bound to increase.

Fred gets a Great Engineer, so probably going to rush the Minaret.

Red Cross finishes in Moscow, so going to get to massed crazy arties soonish :p. Needs health first so dialing Liq's favourite monorail!

Fred gets Electricity next turn, and BK gets it the turn after, so will try and grab that. Again, not that it matters.

1847AD (437):

Peace ends with Wang.

OMG!

set6mininginc.jpg


Need to raze Munich now!!!

1848AD (438):

A forest grows near Big Sur! Yeah!

Burger King gets Electricity, so let's see what HAVOC we can cause!

set6bkelectricity.jpg


Yes, you are not reading that wrong, it does say WAR with Wang.

So we bag all that fun stuff and get BK fighting Wang. Wang has one city, so hopefully that means we won't have to deal with his annoying culture soon.

In other news...

set6fredwar.jpg


Stacks are on the move.

Fred loses 2 turns on Assembly Line due to loss of trade. We don't feel the loss at all :p.

1849AD (439):

We get bombed by Airships in the Inturn! Oh but one of our antitanks shot down an airship, lol.

Alright, well at least Fred was smart enough to put Apollo on hold in the capital to build an artillery. Not that that helps him much.

It appears Fred has a Knight and a WE on the new continent, sigh... Have to rally troops to kill them.

1850AD (440):

Rammy is clearly :smoke: something powerful. He offers us Horses for our crabs. Uh, we already have a ton of each?

set6flight.jpg


Nice. Industrialism in 7.

Another German airship gets pwned in the inturn by our Anti-Tank.

Didn't notice a bunch of German Frigates hanging around, so buyout Ironclads to Destroyers. Overpriced!

We kill off the War Elephant on the other continent. Annoying! Knight still left to die next turn.

Dial up a ton of airports this turn.

1851AD (441):

Pingpong's Sheep Pasture gets blown up by Fred's spies. Snooze.

Germany takes out the nets near Alexandria, but Dessies are on the way.

Fred's knight decided to do nothing, so it just gets killed by the same infantry who took out the WE.

I hit the bombard button and take out all of Berlin's defenses with 6 arties. Ok, nice. Will wait until next turn so everyone can XP (and heal minor airship damage).

A bunch of towns finish unit builds, so more airports all around!

1852AD (442):

The dessies mop up some more enemy frigates. Fred's remaining ships are fleeing towards Berlin. Too bad Berlin will be ours.

So Berlin is shelled out, and we'll start our attack. Lowest XP Artilleries are 5XP, so good for CR2.

64% odds against the top rifle eh? Well, we die, oh well.
Next Artillery is 85% against a SAM, and runs away. Yay!
Quickly turning into XP the troops, as next rifle is also 85% and we withdraw.
Oh, whoops, I missed the 2XP arty. Damn, should've used it first to die. It withdraws.
We are now arty vs arty for 93% odds on us. We abuse our promos and they don't! lol. Went flawless too.
Next Arty vs Arty also goes flawless.
Boo, we lose a 93% arty. Bad roll there.
Next arty takes down the blue glowing enemy arty that was clearly just built!
Ok, glowing blue machine gun up now! Arty has 95% odds. Withdraws.
Next up is that victorious rifle, which gets shelled and we withdraw flawless.
Another rifle is up for a beatdown, and we only do collateral to 2 units now.
Anti Tank vs our Artillery and we are just collecting XP.
Last Arty up is our fresh 11XP Arty from Rostov!!! Slap CR3 on it and we go flawless beating down the enemy.

Ok, so problem coming up that we may not actually have enough real units to take the city this turn, lol :p. We'll see.

First up is Trotsky, who needs 1XP and cleans up flawlessly.
Next is a C2 infantry who kills an Anti-Tank. Earns C3 for next turn.
Another C2 infantry cleans up a rifle.
C2 infantry vs a knight goes flawless.
Another C2 = another Dead Knight.
Beat rifle gets handled by yet another C2 Infantry.
Low XP C1 Infantry next, kills an artillery.
Another C1 Infantry also pounds off an arty.
Oh boy! Anti Tank next to kill a SAM infantry.
Another Anti-Tank kills a rifle.

We are out of troops, and the GG only has 95% odds, so not going to bet against that :p. We'd lose. Fred still has 5 defenders and an airship in the town!

Ok, bleh. We shell out Munich too. Should be much easier, so we'll take both cities next turn (raze that blighter with Mining Inc!)

Fred takes a power plunge, but we don't really notice it :p.


(cont...)
 
1853AD (443):

We catch some German spies who would have undoubtedly caused some random troubles in former Wang territory.

Our ATs blow up more German airships. So that means no more German airships! Indeed I can't see any more around.

Ok, so Fred parked more defenders in Berlin, and his ships fled there. Time to die then!

Enemy troops healed in the in turn, so the artillery celebrate MORE XP! So send in half a dozen Artillery, and the entire city stack is beat. Ok, nice.

So we clean out Berlin!

set6berlin.jpg


Of course, that does nothing to help our territory until we bomb Munich to pieces.

So getting started there, our first arty only has 50% odds against the SAM, but withdraws. Good going, almost died!
Next Arty has 86% odds vs a SAM and also withdraws.
Next defender is a Machine Gun. We easily pound it and withdraw.
Another machine gun is up to be eaten alive by the artillery, and we go flawless this time.
Last 5XP arty is up against a rifle, snooze... Flawless.

OK! Have 5 11XP arties, let's see what damage we can do!

First arty promotes CR3 and smokes a Rifle.
Next Arty is clearly bored as it beats down a Knight.

City garrison is completely beat down by 7 arties, so now trivial to clean out.
C2 infantry owns a machine gun.
Another C2 Infantry up. Another dead machine gun!

Timur the GG pops in St. Petes, so sending him to Moscow to embed. Arg, kind of difficult to find St. Petes now. Before I could just look for the big red culture bubble surrounded by ugly yellow and teal. Now it doesn't look like anything special!

Ok, so moving on at Munich...

Next infantry is boring and unpromoted, so I give him Drill 2 for giggles. Helps him go flawless against a SAM.
Ok, well another D2 infantry beats down a SAM flawless.
Next D2 Infantry goes flawless against a rifle. Snooze...
Lousy 3XP Infantry gets D1, still manages to eek out a flawless victory against a Rifle.
Ok, enemy knight is the last defender and I want to raze this POS. Cao Cao has 2 move and 99% odds, so run over the enemy.

set6munichburned.jpg


Raze that POS and a bunch of SAM infantry spawn. Ok, well nothing to take them out with, so sitting tight. Mining Inc is dead 6 turns after founding with no Execs ever built. communism yay! :p

At 63.41% land, so victory soonish. Need like 9 more land tiles.

Fred Frigates are still harassing Alexandria, so the bored dessies get some work.

Wake up the reinforcements hanging in Memphis and move them up...

Fred loses like 6 turns on Assembly Line from us sacking those towns.

1854AD (444):

The partisans are fleeing towards Hamburg. Both stacks are on the move again driving at Hamburg. The Berlin stack is almost completely healed (except for 2 artillery) thanks to that evil supermedic :p.

St. Petes popped a Great Prophet this turn. I could start a Golden Age, since I left the spy alone in Nova, but I'll send the Prophet to Wonsan, where the Tao shrine is not yet built.

1855AD (445):

Burger King spams a town somewhere, and Rammy wants OB. Meh. We don't need OB with our vassal.

Spam the Dai Miao. That wins us like 7 gpt, whoo...

set6diamiao.jpg


In more important news, Irk's airport is up and running, so Paras will be rapidly shipped back to the main continent.

1856AD (446):

In the inturn, Fred dares to collateral our stack that is sitting on a hill. Trotsky handles the Arty flawless, and I think ONE unit took collateral. LOL, thanks for the free XP Fred!

I move the two stacks on top of each other for a moment and it LAGS!

Need 6 more tiles for domination. In all honestly there are more than 6 tiles free in the New World if we wanted them :p.

TankTime's Galleon got upgraded into a Transport last turn because a Fred Frigate showed up. This turn we PUNK the frigate with the transport, lol!

BK seems to be ignoring Wang, what a bum! Wang is about to finish an Anti-Tank in his one city :p. Ok, well buy out a transport so we can go take him out ourselves.

1857AD (447):

set6industrialism.jpg


As if we need tanks to finish this thrashing, heh. Dial for Fridge in 5 turns because I feel like it! A bunch of Aluminum popped but I wasn't really paying attention to it.

So we arrive at Hamburg with some troops, and we have almost 20 artillery, so shell the place out. Like 10 arties can still attack, so just going to go for it now and end this ASAP.

Lead off Arty has only 38% odds against a Guerilla 2 Rifle, and we die. We do collateral to 7 units though, so all good.
Next CR2 arty has 64% odds, does collateral to 8 units, and withdraws! What a star!
Ok, well try out a March Arty for fun and it flops with 61% odds, bleh :p Should've gone CR2.
Next Arty is up against a SAM and has 94% odds. Flawless.
93% odds against an enemy artillery, so no idea why it didn't defend first.
99% odds against an enemy SAM. Whee... Snooze...
Another SAM gets beat down by our arty...
Ok, well 3 hurt arties left, so sending them in too. First one has 99% odds and doesn't take further damage. Nice.
Next one beats down another rifle. Zzz...
Last one pounds a SAM into the ground.

Trotsky leads off the real attackers against an Anti-Tank and cleans up.
C2/Pinch Infantry mops up a SAM with no issues.
Next C2/Pinch takes out an Anti Tank.
A rifle is next to die to our C2 infantry.
A SAM is up and gets shredded by our infantry, flawless!
More boring Generic C2 infantry. Bigmen are all on the other continent so bleh. We go flawless against a Rifle.
11XP rifle, so we buy Drill 3 for fun, and go in. Flawlessly kill a rifle.
Another 11XP D3 infantry smacks a SAM flawless. These must be from Rostov.
Have a slightly damaged infantry that must've taken the collateral hit. Meh, promote C2, and go in mopping up the SAM with no problems.
Artillery gets flawlessly beat down by an infantry.
Last up is a SAM and it gets shot to pieces by an Infantry.

set6hamburg.jpg


Going to take a bit of time for borders to pop I think, so troops heading for Frankfurt. Eh, we might win from border pops from Crap Fishy Dot... We'll see.

Can build Tanks now, so get that started, heh.

1858AD (448):

Fred attacks Berlin with a SAM infantry and dies. lol

We get a border pop and need THREE more tiles.

set6volcano.jpg


The volcano nukes the plantation and the workshop on the grass, boo. Well, workers are around there anyways, so no big deal.

1859AD (449):

Fred now attacks Hamburg with another SAM and... you know... dies...

Troops pull up beside Frankfurt this turn. And French culture covers the landscape south of Hamburg as Essen assumes control of the tiles.

Some Random AT unit is standing around Hamburg scaring my new tank, so a Paratrooper with Pinch takes him out.

1860AD (450):

Our Tank gets bombed by an Airship. lol. Plenty more tanks on the way as 4 finished this turn. Going to get airlifted in.

Wang makes peace with BK. Bleh. I guess we do it ourselves.

set6wangwar.jpg


Take Pyongsong down to 8% with our dessies.

Frankfurt is easily reduced by 4 artillery. We go in.

Leadoff Arty has 85% chances and withdraws.
Next arty is at 99% chances and goes flawless.
Last arty also 99% chances, and withdraws.

Only 3 arties to attack? Frankfurt has 4 units in garrison, and one of them is an Airship!

So yeah, first two rifles die to Infantry.
For the last one, I crack out our brand new tank!

set6tankvsrifle.jpg


set6frankfurt.jpg


2 more tiles needed. I hope I get to kill Wang first.

Meh, have to reboot the game as it LAGS! Memory leaks...

---

Ok, yeah much better. Workers don't lag when I click them now, just the mega stacks, lol.

I buyout an airport for like 1000 gold at Davy Crockett Dot so we can airlift tanks to kill Toku.

1861AD (451):

set6largestcivs.jpg


Thanks for the obvious Lord McCauley!

So yeah, airlifted a Tank to Kaesong too to kill those Wang troops.

set6tankkillknightwang.jpg


LOL!

Wang's last town gets shelled out by arties, and I kill half the garrison this turn. Stay tuned next turn for the mop up!

1862AD (451):

Some Random Caravel of ours was killed by a Wang dessie. WTH? We still had a caravel?

set6fridge.jpg


Toku gets a Golden Age from that stupid soldier who runs way too far to warn of our invasion :p.

Radio in 6 turns. We are so not lasting 6 turns. We'll probably win by next turn as we still need only 2 tiles, and we're going to grab 2 cities this turn.

First up, we finish with everyone's favourite pansy, Wang! Natasha gets the honours (despite being an awful CR1/CG1 infantry. Who's idea was that?).

set6wangatdies.jpg


set6wangdead.jpg


And we use Tanks to Blitz Toku's town for the last tile we need.

set6tokutown.jpg


Since we win next turn, and Cologne will still be German, we'll get our extra vassals now.

set6fredcapitulate.jpg


set6ghandicapitulate.jpg


Toku doesn't want to surrender, so whatever...

Boud is in WHEOOH, and hates Rammy, so by extension us. That's a far cry from when Rammy and Boud were best buds. Ah, what a little war does to diplomacy.

1863AD (453):

Of course the AI can't let us win in peace, as Fred tries to make some ludicrous trade with us.

Interestingly, another gold pops at St. Petes. That town has it going for gold.

set6domination.jpg


The trio on the river made the top 5.

set6top5towns.jpg


And that's probably the highest score I've seen in a long time :p.

set6finalscore.jpg


Previous turn's save attached so everyone can get a look at the replay and the SPAM of towns on the new world.

----

Posting aCK-2 soonish, just going to roll up the starts.
 

Attachments

Well Silver very nice mopup job there...were you purposely stalling to field a tank in the end???
J/K

Very exciting...my first SG victory! Great job team!

Looking forward to ACK=2 and beating down some fools with our fearless leader....Satan!
 
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