ALC Game #23: America/Lincoln

The minuteman would be a more useful American UU, but on the other hand, ANY modern unit would probably a good candidate for an American UU.

I actually think that a better candidate for moving up an era or two would be the UB. Any building that would reflect the American growth as a nation due to the abundance of resources seems like a good idea. It would most likely be taking the Grocer and adding a bonus of some sort. I could see making it +1 food with access to Wheat, Cows, and Corn. Same idea could apply to the market, where it would give another bonus with access to additional resources. (In other words, take the concept of the American UB but move it forward in the game.)

Another idea would be to take the barracks and give it the viking lighthouse treatment, but tie it to a resource. For example, Gunpowder units produced in a city with a Barracks (Bootcamp?) and access to coal + iron get an automatic combat 1 promotion.

Anyway.... I digress as I wait for news from the front.
 
I know we're off topic...but c'mon the waiting is killing me!

There are two ideas for the American minuteman UU based off of the Rifleman that I've liked:

(a) Two free drill promos to reflect that Americans were expert marksmen/snipers, OR

(b) Drafting via Nationhood only requires one pop. Might be overpowered but it would be fun.
 
Drill? Why not Woodsmen 1 + Drill 1? We hid behind the rocks and trees and everywhere when we went on the attack...
 
Guerilla I/Woodsmen I Muskets would be kind of cool, but I'd rather it not be a Rifle replacement. I don't think America had a tech edge on Britain during the revolutionary war, or even tech parity for that matter. They were too busy researching Democracy. :)
 
Yes, it'd be much more sensible to try to peacefully coexist with an Immortal Monty when you're his only land neighbour...

That you're his only land neighbour doesn't mean he'll only and constantly target you until the end of time. Also doesn't mean you have to wipe him out completely to stop him being a threat.

It's not about what's sensible or successful. But these games aren't supposed to be just about winning and losing. And he does usually follow the same approach in his games, which is part of the reason why he doesn't always get to showcase the uniques (another is often the setup, maybe someone should generate the maps for him). To do that, he'd have to deviate from his approach more often. And to not decide the game early if he wants to showcase late game uniques with good reason.
 
That you're his only land neighbour doesn't mean he'll only and constantly target you until the end of time. Also doesn't mean you have to wipe him out completely to stop him being a threat.

Are we talking about the same Montezuma here? :lol:
 
I don't think so.;)
 
Guerilla I/Woodsmen I Muskets would be kind of cool, but I'd rather it not be a Rifle replacement. I don't think America had a tech edge on Britain during the revolutionary war, or even tech parity for that matter. They were too busy researching Democracy. :)

Indeed, since it was mostly American British fighting each other, the tech situation was pretty much even. What made the revolution successful was a decided advantage in tactics. The loyalists still clung to wearing bright red uniforms and marching in nice, big targets, while the revolutionaries decided where to shove "dignity" and "honor" and hid in the woods taking snipe shots.

Re: Monty: Does he ever make a rational decision NOT to suicide an entire stack into hopeless odds? In a recent game I had, he marched on one of my cities with a stack of 47 units (mostly swords and maces), which would easily have taken out my defenses ... if I didn't have a huge reserve of gold to upgrade all my warriors and archers to rifleman and longbows right before his attack. Yet, he still attacked with every single unit, managing to kill a grand total of 1 longbow. In just one turn his power rating was cut nearly in half and his WW was at 5:mad: in his capital. Once that happened, all his neighbors were easy to bribe into a dogpile, and Monty was no more ...
 
Ah, sacrificing "dignity" and "honor" Tis the American way!
 
Round 9: 1772 AD to 1903 AD (97 turns)

Okay, I think that's now the longest ALC round ever. But as you'll see, there wasn't really much point in stopping once things got rolling.

I began the round in a peacenik mood, deciding to go after a diplomatic victory as several of you suggested. I knew I had the Buddhist bloc's votes. (well, except for Hatshepsut, unfortunately--again, too bad Zara didn't build both the AP and the UN in this game. Oh well.) Just to try to ensure my victory, I used my Great Artist and Great Scientist to begin a golden age, then I changed civics:



The main change there was to Theocracy, the favoured civic of both Zara and Saladin, as fortune would have it. That raised them both to Pleased from Cautious immediately. Would it be enough to earn their votes for a diplomatic win?

Er... no.



Darn! So near, yet so far away. And I'd gone into growth mode too, putting many of my specialists back to work on food tiles to try to ensure myself of a pop/vote bump. But to no avail.

Well, I stuck with Theocracy, figuring that the shared favourite civic bonus would grow over time. Maybe one of them would come by asking for a free tech, and I'd be able to oblige. Or better still, maybe Zara's WHEOOHRN was because he was planning on attacking his one-time vassal, Julius Caesar. Then I could join in the fun and get some mutual military struggle points.

At the same time, however, I got some disturbing news:



Granted, Zara was only two slots above me, but my lack of espionage points meant I had no visibility into how big the military gap between us was. Since Ceasar was the one breathing down my neck, the gap could be quite large. And with my nearest neighbour in WHEOOHRN mode, lacking power was worrying. So I set about ramping up my military, producing more units and upgrading existing ones. Just in case.

Meanwhile, I was following Plan B: if I couldn't get a diplomatic win, I'd go for space race. To do that, I pursued the Internet project.



I began building it right away in Portland, the Ironworks city.

My next technology was also one for the space race:



Laboratories to accelerate research and space ship production--and I can build SS Thrusters.

Just when I was hoping to try for the diplo win again and avoid the long haul of building the space ship, Zara went and declared war.

On Hatshepsut.

Which, thanks to the Defensive Pacts and vassal relationships that were in place, meant that Hatty, Hammy, and I were now at war with Zara, Saladin, and Charlemagne.



Sigh. So much for a peaceful diplomatic win!

Zara's main target appeared to be Hatty rather than me, which was a bit surprising, since she was at the top of the power chart. Then again, maybe the AI calculated that at that point she had the greatest chance of winning. In any event, he managed to capture one of her cities, and he had plethora of modern boats which did in my navy PDQ and pillaged my seafood. However, he never did launch a ground invasion against me. I had a pretty good number of Tanks and SEALs read in case he did, but that never happened.

Of course, he might have been intending to invade me, but just never got the chance. Because once again, I used the diplomatic brownie points I'd been building up all game.





I could have persisted with the war, but frankly, I didn't want to. With the diplomatic win out the window, I was now focused on the space race, and war--any war--was a distraction.

The war between Zara, Sally, Charlie, Hatty, and Hammy went on for most of the round, however, and this served to distract some of my main competitors from pursuing their victory conditions. My only real competition for the space race, in fact, turned out to be Gilgamesh--who, because he didn't have a DP with Hatty, was sitting out this particular slugfest.

At long last, I finally finished my first wonder (well, project, same diff) of the game:



I immediately obtained Refrigeration, Flight, Fission, and Mass Media from it. Before the end of the round, I gleaned several more techs from it, including a significant one, as you'll see.

With the war out of the way, I sought to restore some of the balance of power that had been in place before it.



Even if Zara's main target had been Hatty instead of me, that's a useful trick I'll try to remember for future games: when facing a multi-pronged DP coalition, declare war on the civ with the fewest DPs, even if that's not your main target.

Then, thanks to Philosophical, I earned a surprise GP in Kansas City:



I was at a bit of a loss for how to use the Great Engineer, though. I mean, I'd been beaten to every wonder (including the Three Gorges Dam) and none were left. Or were there? I was about to settle him when I wisely checked the tech tree and saw that there was, indeed, one more wonder as yet unclaimed. I wasn't researching its enabling tech, but I had the Internet, so I might get it for free. I put the GE to rest in Portland and waited.

Heh. I love the Internet.



So I started building the Space Elevator in Portland, figured out when to use the GE to maximum effect to hurry it, and went on my merry way.

Around this time, with a comfortable tech lead, several space ship parts being built, and the diplomatic situation being stable, I made a civics change.



US for the additional hammers from my towns, and OR for the enhanced production though yes, I know SS parts don't benefit from it. Normally I would have changed to Free Religion by now, but I wanted to keep all that Buddhist good will flowing. That way the DPs would remain in place and I would likely retain control of the UN.

I was building Malls to help with happiness and wealth. I was also building units when I wasn't building space ship parts, and this helped close the power gap, which I could now see thanks to devoting some of the slider to espionage.



I figured I had a big enough force to deter Zara. Just in case, I built several Transports in case I had to mount a SEAL-led invasion to convince him that attacking America was a non-starter.

As I said, my main competitor for the space race was Gilgamesh, who had a head start on me:



Here I was all proud of my first SS part being completed, then I saw that Gilly had several of them built already. I was going to need the Space Elevator to catch up.

Good thing I had that Great Engineer to hurry it along.




And as luck would have it, I had yet another Great Scientist produced by the GP farm, Washington; another Great Engineer for researching Fusion first; and this guy.



Three different GPs and I'm in a tight late game space race. Hmmm, what to do, what to do...

Golden Age! Duh. If I'd known things would work out this way, I would have waited on the earlier civics change, but there was no guarantee I'd have 3 different GPs in time.

So thanks to the Space Elevator, laboratories, aluminum, and a late Golden Age, I was able to launch a few turns later.



And yes, I beat Gilgamesh into space. As usual, the AI was unfocused on its victory condition (good thing I never am... ahem). Gilly went after a lot of techs he didn't need.

I was pretty much safe from AI incursion for the rest of the game:



Yes, I could have launched an invasion, but what was the point? Besides, the war against Monty wore me out this time. It was easier to just add things to my cities' build queues and keep hitting ENTER.

So, in 1903...



Not bad for my first crack at Immortal. Many thanks to all the people here who helped it happen!

(Oh yes, and look at the cultural pressure poor Tiwanaku was under! It experienced an Egyptian revolt and I had to move several units there. Given Hatty's slow tech rate compared to earlier, I assume she was going after a cultural win and had jacked the culture slider--now way I could compete with that!)

A post-mortem post will follow.
 

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Post Mortem

First off, the tale of the tape, starting with the score graph for the whole game:



You can see my meteoric rise (how do meteors rise, by the way? ah, never mind...) began with Montezuma's fall and my post-war rebuilding phase.

Mesousa, I will grant that I often do this--war to win--because it works. Yes, the point of the ALCs is to leverage the starting techs, traits, and UU/UB... but the point of doing all of that is to win the game. I could have very easily wound up in a different situation where the late game UU would have seen some action; indeed, that happened in the Frederich of Germany game. But, the risk of a late game unique element is that there always will be a chance that you don't wind up using it. I would say that I made heavy use of the other characteristics, especially both traits, and the starting techs as well. Frankly, it's a fact of Civ that the game is often won early on or half-way through if it's won at all.

GNP:



I never really did lead here--not too surprising, especially since I was running a SE, or at least a hybrid.

Production:



But this is another story. I keep proving my point, that this game is all about hammers, not gold.

Power:



Hammy was quite the monster, wasn't he? I can't fathom why Zara took on him and Hatty. Go figure.

Power over the last 100 turns:



My production levels certainly helped here, allowing me to considerably elevate my rating. Looks like I was right to be concerned early in the round!

Demographics:



Top 5 cities/wonders:



No American city made the top 5... but do I really care, since I won the game?

Statistics:



And, finally, score:



Like I said, not too shabby for my first Immortal game! Of course, I had a lot of help. My handful of off-line attempts at Immortal all ended in dismal failure, so kudos to the whole ALC crowd on this shared victory.

Now, to assess things.

Well, to my mind, a lot of what I did in this game was dictated by the map and the neighbours. Montezuma in particular--too far away to be rushed first, but too close for comfort, especially since I was the only civ for him to conveniently attack. If I'd had almost anyone else on my western flank, the game would have been very different, but that wasn't the case. If nothing else, I proved that you can defy the AP over and over again. :crazyeye: Looking back, there are a few thing's I'd do differently now, but overall, the main events of the game would remain the same. I still think rushing Huayna first was a good idea; the shrine income was very helpful.

Char/Phi is a very powerful combo and I don't know if I would have won my first Immortal game with any other traits. Having highly-promoted and highly-effective units in both wars made a big difference. And once the GPs started coming, I was able to use them to fuel a couple of tech-trading frenzies that kept me in the game.

As for the American UU/UB... well, as I said, they come so late that there's a chance they won't have much impact. Sadly, the SEALs never did see any action in this game. The Malls, however, got built, and while they may not have been game-breakers, they were very welcome. Having a late game building that increases health, and happiness, and wealth, was very, very handy, allowing my cities to grow larger and my citizens to remain productive.

So even with the late UU/UB, the traits alone, as many of you asserted, make Lincoln one of the most powerful leaders in the game, I think.

So now, over to you and your take on this, the first Immortal-level ALC.
 
Congratulations on your first ALC immortal win. :goodjob:

The cards fell your way to some extent. However you also did the hard work both in terms of warring, and suffered the consequences of defying the AP :eek:, and on the diplo front so you definitely deserve the win.

Mind you it would be helpful if you can manage to get the american UU & UB into action in a future ALC. :mischief:

EDIT: X-Post with Post Mortem. I realise I missed the UB being built and used. :blush:
 
I have a question. Looking at your statistics screen you built 20 barracks. I tend to only build a barracks in a city that will produce units. Depending on the map I may 2-5 unit production cities. Is there any particular reason you built so many?
 
:hatsoff:

Nice win.... and I couldn't agree more that BtS AI is clearly unfocused it terms of SS win ( BTW managed to win my first Immortal game as well today ;) ... in fact the end was much alike your game: Internet, Robotics, Space Elevator ). Tech path in the end was Fiber optics, Fusion, Genetics, right ?

Anyway, let Hammurabi come ;)
 
I have a question. Looking at your statistics screen you built 20 barracks. I tend to only build a barracks in a city that will produce units. Depending on the map I may 2-5 unit production cities. Is there any particular reason you built so many?
I usually build barracks in almost every city with only a few exceptions such as the GP farm. I tend to alternate builds in those cities: civilian, military, civilian, military. When I have a relatively small empire, it's the only way to ensure I am able to build a military. Also, when I do a queue build/civics switch, it ensures that every city can contribute to the massive build-up.
Tech path in the end was Fiber optics, Fusion, Genetics, right ?
Er, something like that, yeah--I can't remember. Someone wanna check the game log?
 
That must be why Zara attacked Hatshepsut. She was going for the cultural win, and he took it upon himself to stop her for you. :)

Very impressive. Maybe when you do a Roosevelt game you'll get to use that Seal for something . . .
 
Very well played, and beautifully written as always.

The war against Monty was a great lesson in that "focus on the lock" thing you mentioned in the Gilgamesh game. You've been criticised in the past for taking your eye off the ball, but you certainly can't be accused of that here.

Congratulations on the milestone victory, and thanks for all the time and effort you continue to devote to entertaining and educating the rest of us. :hatsoff:
 
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