AK3 Cleo Emperor

Where should I send the secret police? I was thinking Bede's Hill, losing 8 shields and 7 commerce to corruption. Remember the different waste effects in Communism. Also, since it can be built from scratch quickly, is there a need to use the MGL there?
 
viper275 said:
Where should I send the secret police? I was thinking Bede's Hill, losing 8 shields and 7 commerce to corruption. Remember the different waste effects in Communism. Also, since it can be built from scratch quickly, is there a need to use the MGL there?


How quickly?
 
Then build another army I guess.
 
Preturn- I give Bismarck Scientific Method and Replaceable Parts to get my own copy of Das Kapital and The Communist Manifesto, then hold a revolution.
1
Read up on our new books to prepare for the new government.
IBT- Congratulations, Comrade! We have revolted to Communism!
2
Research on the Atomic Theory has not started much, so I decided to change to Espionage to get the Secret Police immediately. Change most of those Courthouse builds to more important stuff considering the new waste.
3
Nothing
IBT-Mendes and Krasnarosk riot due to the fact that we just lost Furs.
6
Nothing
IBT- Espionage==>Atomic Theory
10
Zzzz....
IBT- England and the Vikings make peace. We lose Ivory and Spices. Over half of our empire riots, raise lux to 10% then hire a clown in a couple places that are really bad. Got to decrease science to keep up with this spending. on the plus side, I think all of the tiles in our empire have been improved. You may see the total chaos caused in the save from these riots. Also, I didn't use the leader yet. If we want an army from him I think it would be worth it to wait for tanks.

Since AK is autoskipped, it looks like Bede is up, and Kaiser Berger on deck.
 
Got it.

Will carry on carrying on.
 
Boats, where are the boats, we got no boats. Oh, we have three boats.

Troops, where are the troops, we got no troops, oh they are on the boats....but we need MP garrisons in a Communist government, so how many cities do we have, oh have 54 cities, and we have 29 effectives, so that's a little over 2 cities per regiment...hmm that doesn't add up...and , oh, there are three cities on islands without any garrison at all, how do you say "target" in German?

So distribute some cavalry to various size 12 cities, load some cannon and infantry onto the three(?) boats and set sail to the islands.

Make some deals for luxuries to get everybody back to work, then cycle through half the towns changing build orders and reassigning citizens. We're going to need banks to fuel the research machine, marketplaces to keep the boyars happy, towns that are long food hire cops and tax collectors, towns with less then 15 spt are shifted from factories to banks and so on, we have coastal towns without harbors, so I order some of those, we're going to need the gold.

1360
Took a while but I think the core cities are tuned about right...there was a lot of terrain trimming and fieled swapping to do...mining desert, irrigating food bonuses, fiddling with the fields to try to get balanced output.

There is still a lot of work to do in the outlands....

1365
Still working the outlands.

1370
Germans are sailing the undefended islands, draft an infantryman at Busiris and then cut a gpt and silks deal with Otto for Democracy and hope he leaves us alone.

1375
Germans land a cavalryman on Busiris, defended by two conscript infantry. Now let's see if he declares...

First he signs a peace treaty with Ragnar...and attacks, we lose our spice and ivory but he gives up a bunch of coin..

German cavalryman kills one conscript at Busiris...


1380
Busiris is now German blue...

Relief force is on the way.

Theory of Evolution is built in Thebes and we learn Electronics and the Corporation.

The MGL builds the Intelligence Agency in Bede's Hill.

1385-1390
Shipping troops, attempt to plant a spy in Berlin fails.

Upgrade a passel of cannons.

German frigate sinks an unescorted galleon on the west coast.

1395
Shipping troops. Invite the Viking and the English to fight the Germans.

1400-1415
Relief force is not big enough to take back Busiris.

Staging a German invasion at Zaragoza.

1415-1450
Land an invasion force on the German peninsula north of England. ENgland has rails thanks to some coal we sent her so crossing to Germany will be easy when the time comes. Sign an RoP with Elizabeth. Take my time attacking first German town as I want a settler in place to close the neck between Germany and England before the town falls.

Found on the neck and take the German town. No losses. The home island is being restive so for the time being all new troops are used for MP duty.

Lots of boats in place to start ferrying trrops for the German invasion. Treasury is healthy and research is 5 turns on anything heading for tanks. We have a couple of towns capabale of 50 spt with power plants.

Germans have landed on the near island, but I think there is enough force there to keep the towns.

Finish off the German peninsula, get Hoover's built and then build a bunch of tanks. Citizen assignments are pretty optimal right now. Build five hospitals in towns that have no growth potential for Battlefield Medicine if you can buy Sanitation from somebody.

Have fun.

AK3_1450.jpg
 
What on earth are we going to do with all the gold. We have more banks than Switzerland :)
 
Buy friends, run 5 turn research, provide circuses for the citizens?
 
Preturn- As I expected, Bede leaves things in order.

IT- zzz

T1 1455

Seeing as all our home continent is fully improved, I hit shift-A and put our workers on pollutions clean up duty.

IT- zzz

T2 1460

We take New Hamburg.

T4 1470

We take Brandenburg.

T5 1475

We capture Hastings.

T9 1495

We capture New Berlin.

Hoover completes.

T10 1500

We learn Flight. Wall Street completes. I notice that our palace is very...ummm....multicultural...:lol:


Summary

This one is in the bag. Bombers will make it go even quicker.
 
Got it!

<gripe>don't bash my MM if you revolt to communism and change all the math</gripe>

Ok, all better now, let's kick some butt...
 
Played the first 4 turns, and things look good. I did switch all the bomber production to infantry (we didn't have any airports, while almost every city had a barracks) and I switched a few cities to airports (as long as they're not wasting barracks). We need a lot of every kind of unit, so I might as well take maximum advantage of existing improvements.

The English are losing cities fast, but I'm taking them right back. I gave them and the Vikings Replaceable Parts so they can put up more of a fight. German infantry are EVERYWHERE. I'm so glad it's not Panzers :]
 
1500. Kill 2 infantries and get a leader, who forms a new infantry army.

IT. Kill 2 cavs. Don't they know not to attack fortified infantry?

1505. Kill 5 infantries and take Farsund. England needs help, so give them Replcable Parts. Notice they don't have rubber and we don't have a trade route, so we can't give it to them. Oh well. Sell RP to Vikings for 345g.

IT. Kill 2 inf, 1 cav. English lose Canterbury.

1510. Kill 5 inf, 3 cav taking Liverpool and Bighton.

IT. Germany sues for peace. Hah! We're just getting started. English lose Newcastle. They're losing cities as fast as we can take them. That's an acomplishment in itself.

1515. Kill 2 inf, 1 cav, taking Newcastle and Risor. Kill galleon with a frigate. Kill 2 inf and 2 cav in and around Cnterbury and take it.

IT. Lose 3 inf to German cavs. First losses come in a nasty cluster around Canterbury.

1520. Kill 1 cav and 2 inf, taking Bodo. Kill 1 cav and 2 inf in the open. Mass Production coming in 1 with 50% research and a few scientists.

IT. Kill 1 cav.

1525. Mass Production => Motorized Transport. Kill 1 inf. Hey, we can build cruisers! No more wooden ships, folks.

IT. Germans drop 1 inf on small island.

1530. Bombers rebased last turn are finally in action, helping to extend the reach of our attacks past the movement rate of artillery. Kill 2 inf, 1 cav, getting a leader (new cav army) and take New Leipzig.

IT. Kill 1 inf.

1535. Build Pentagon with palce prebuild. Waste a lof of shields, but we don't really need anything else in this game, do we? We'll win by domination pretty soon. Start joining inf/cav to armies. Kill 1 cav, 2 inf, take Warwick. Cruisers sink 2 frigates, continue chasing the convoy that dropped 1 inf on small island.

IT. Kill 1 cav.

1540. Kill 5 inf in and around Dortmund and take it. Build city of German Choke, cutting Germany in half and making a shipping channel through the continent. Tile is heavily reinforced with about 15 inf, 5 arty, 5 cav, 1 bomber, and an empty army. Plan is to take out cities N and S to relieve cultural pressure next turn. Both cities are in range of arty. Cruisers finish off last 2 ships in German convoy. Kill 2 German infs out in the open. Pillaging stack with 2 inf and 2 arty pillage and bombard around Munich. They can follow a mountain path all the way to Berlin, pillaging and moving every other turn (inf pillage, arty bombard).

1545. Kill 4 inf and lose 2 inf taking Hamburg. It has Newton's University, but we raze it anyway. Kill 2 inf and lose 2 inf razing Nuremberg. Kill 1 cav in the open. Heavy bombing and arty fire makes it easy to kill 3 inf and 1 cav taking London.

The northern invasion force is making good progress. Bombers are based in the middle of the Northern half of the continent and can reach most of it. The new city of German Choke is probably not even necessary, but it's a great place to connect waterways and base newly produced bombers. There are frigates and cruisers loitering around German shores bombing rail lines, making it less and less likely that German cavs will ever have enough movement points to strike behind our lines. The Southern pillagers are basically adding insult to injury.

On the home continent, lots of cities are producing infantry, arty, cruisers, and bombers. There are 4 airfields that can send infantry to an airfield in the Northern half of Germany, making the North that much easier to overrun. We need another airfield around German Choke as soon as some more workers arrive. We have a few transports that can go back and forth so fast most of our galleons can be disbanded for shields instead of bothering to upgrade them. We're running a deficit to get tanks faster, so we can use the cash.

Hve fun!
 
viper275 said:
Got it. Tanks in 1 more turn!


Yeah... but I doubt you'll need them. The Germans are kaput and we're on our way to a domination win during your turns, before you can ship a significant number of tanks over the puddle :)
 
Well done, danz.

Bring us home viper.
 
I'm at 60% world area (started at 54%) and am well above the required population. Huge stack of doom will attack Berlin in a couple turns, some tanks are going to get a city that flipped, and I think I can manage Konigsberg with a couple more tanks, so that should get me to at least 61% in a couple of turns. It seems like we'll need to attack the Vikings in the end to get the final few percents of land. So, should I finish this off? I've played 10 turns so far. I'm not sure how much longer it will be, but it probably could go to the next person up and have them get in a few turns.
 
Go ahead and finish 'em off.

Could probably get the territory needed by whipping culture in the captured towns.

Nice job, you guys, recovering from our behind hand start.
 
Yep, nice job team, despite the absence of the game founder and our spiritual leader the Admiral. I can hear a faint voice whispering in my ear: "more boats... we need more cute wooden boats..."

And I concur on the culture, a temple here and there plus what's left of Germany should do the trick. I'd like to see the Vikings survive at least one Civ game where they are not controlled by a human player or a team. Ornery bastages always get their bearded heads handed to them on a platter.
 
Back
Top Bottom