Always War Deity on Standard Pangaea

I have a full military rail net right now, from core to front, and to all areas of the landmass so that I can respond to any threat immediately (with, if necessary, some additional railing that can be done in a single turn). After the discovery of Steam Power, it only took a few turns to construct the most essential part of the rail net (from the Verbotene Stadt area towards the front at the time (wines area)).

I think this game was over some time ago. I'd say the point where I no longer had any fear of suffering a military loss was around 750AD, when I had razed the French cities that controlled their saltpeter source and cleared their last big stacks. Even before that, cutting their saltpeter road was essential in keeping the French manageable. At the same time, the northern front narrowed, so even if all AIs had made peace right then, I would have been able to hold on, even without railroads. If the French had been able to research Military Tradition sooner, or if they had been able to protect their saltpeter source better, I would probably have had a lot more trouble defeating them.

Right now, the AI isn't throwing much at me at all, not even the civs that seem to be at peace with everyone else. I'm almost through the jungle on the eastern half of the pangaea, so there's not much to slow me down. Depending on how much armies get depleted in attacks and have to be taken out of action to heal, I estimate this game will be over in 10 to 15 turns (44 cities left to raze).

I don't have much time to spend on civ these days, so it could be a while before I finish this game. I've been playing the monarchy universe only these last few sets, but I will definitely continue the communism universe after I finish the monarchy version, and present my thoughts on that.
 
Reading this log it seems so easy to defeat Diety. I'm sure the reality is very different, at least the first time.

:goodjob:
 
This was very inspirational. Kudos to you for winning deity on this hard variant.
 
I think it your win on AW Diety is even more impressive than the various Sid AW threads because you played on a Pangaea and took a rather average start rather than restarting thousands of times until you got 2 cattle on grassland. I've defintely learned a lot from you writings on tactics, kill zones, and micro-management.

I vote that you will do better in Monarchy than Communism in this game, but only by a little. If there were more AI remaining and you were not in such a steamroller position I would say that Communism would quickly make up for 5-8 turns of anarchy over the next 20-30 turns.
 
At last a little time to play some more. I have decided to use some combat settlers to speed things up a bit.

IT
Three roading crews are lost.

Turn 229 - 1140AD

The second fight of this turn(set) and the sixth elite victory since the last leader gives me:

backtobusinesshu4.jpg


One combat settler and two armies later:

mump6kadeshtn6.jpg


See that longbowman near Combat 1? I use the last ancient attacker I have, and I'll finally be able to upgrade this guy:

mump6lasthorsemanfy8.jpg


Another combat settler and four armies allows us to do this:

mump6hieraconpolisqu9.jpg


19 units killed this turn, 8 with elites, no losses.

IT
An Egyptian cavalry kills a 7hp cavalry army and retakes Hierancopolis. I also lose a crusader to an Egyptian cavalry.

We get another two palace expansions.

Turn 230 - 1150AD

A single army suffices to retake Hierancopolis:

mump6hieraconpolis2xn0.jpg


One combat settler and two armies:

mump6abydoswy5.jpg


Just two armies required for the next city in line:

mump6memphisdb0.jpg


Another two armies get us to the coast:

mump6elamarnava2.jpg


And yet another army to round off the first part of this turn:

mump6avarisfw8.jpg


You can see Thebes in one of the screenshots, and Heliopolis is between there and Avaris. I have a healthy army next to another Egyptian town. Those three should fall next turn. The Egyptians will only have 2 cities left after that. They should be gone in two turns.

Passau and Rosenheim are founded behind the Flaschenhals line.
 
Turn 230 - 1150AD - continued

I kill some more units and try to cover vulnerable spots. There are plenty of ways through though, so I'm mostly counting on the AIs being gassed.

German forces killed 23 units this turn, 4 kill were by elites, and we incurred no losses.

I found two additional towns in the north: Bottrop and Wuppertal.

IT
We suffer some shore bombardment, but see no actual combat. The people give me another palace expansion.

Turn 231 - 1160AD
An army kills 2 cavalry and takes some more gold in Pi-Ramesses:

mump6piramessescz8.jpg


Two armies suffice to take out the garrison of 4 riflemen in the Egyptian capital:

mump6thebesyt0.jpg


Two armies take out 3 riflemen and a cavalry in Heliopolis:

mump6heliopolisev4.jpg


I take a little break to clear out some units, and get a leader again (7th elite victory since last leader):

mump6sunnycavalryzu3.jpg


I use the fresh army and a veteran cavalry to take out two musketmen, and take:

mump6krasnoyarskzv1.jpg


You can see our first explorer at the top of the picture above, scouting the location of the last two Egyptian settlements.

I abandon Heliopolis and found Combat 4 one tile in. One army then suffices to take Byblos:

mump6byblosau4.jpg


I quickly grab all the yellow workers you can see above. Then I settle Combat 5 a bit closer to Alexandria, and so it goes:

mump6alexandriahy1.jpg


... and ...

mump6egyptgonevg9.jpg


I rush an army in Wiesbaden. With 7719 gold still in the kitty, I'll be repeating that investment for a few turns to come.
 
With the Egyptians gone, I'll suddenly be facing a lot of Russians (they were obviously at war with Egypt until now; you can see a wounded rifleman in the picture below, and I didn't do that). As far as the conquest goes, I'll concentrate a bit on the Hittites first probably.

Here's an overview of the current front, with the approximate location of the remaining foes:



Stay tuned ;)
 
Turn 231 - 1160AD - continued

We kill some of the Russian units within reach, and ping a few more.

Total kill count this turn: 32. Elite victories: 6. Losses: 0.

We found more towns in the north, behind the choke area: Neuss, Hagen, Witten. Some more settlers are in place to found next turn.

IT
We lose 2 pikemen that captured Egyptian workers last turn, and a frigate. We kill a rifleman and sink two frigates, with ours promoting to elite.



Turn 232 - 1170AD

Alaca Huyuk is size 21 and on a hill. Still, the five defending riflemen are no match for our fully healed cavalry armies, and we burn the glorious city to the ground:



Another two armies take Harran:



From there we can reach Tyrana:



There is a stronger defense in Atzcapotzalco than expected, and it takes two armies before we can burn it down:



Finally, we also take some of the cultural pressure off Krasnoyarsk:



Killed 33 units this turn, 8 with elites, no losses.

Found Bochum, Emden, Wilhelmshaven, and Bremerhaven.

IT

A rifleman defends against an attacking Hittite rifleman in Kadesh and promotes to elite. A worker stack I forget to cover is lost there.

Turn 233 - 1180AD

I start by sinking a fleet of three Hittite ships off the shore of our core area. It does cost us a 4hp privateer.

The Hittite riflemen also turn out to be well trained. Each of them take a lot out of the armies attacking Tarsus, so it takes three armies to capture it:



We are now within striking range of two more Hittite cities. A single army suffices to take out three riflemen in Adana:



With a lot of armies still resting from the Egyptian campaign, we don't have sufficient forces to press on with the Hittites. I can take a small Russian town:



Killed only 20 units this turn, 4 with elites, 1 ship lost.

Flensburg is founded in the north.

IT

Two cities are attacked by the Russians and Hittites; we defeat 3 units and lose none. Tyrana deposes us, with a rifleman and an elite cavalry inside.

Turn 234 - 1190AD

Two elite cavalry retake Tyrana, with 20 gold as a bonus.

I stop building armies because I have plenty of them already, I'm due another leader any time now, and I don't have sufficient numbers of cavalry to fill all these armies.

We have 12 healthy armies at our disposal this turn. Let's wreak some havoc. First, we take this nice prize:



A round of barracks sales ensues. After that it's right back to business, and onto the Hittite capital:



From there, our explorer locates two more cities:



and



From there, there's a natural path south that an army can follow. We find and take Aleppo:



I then locate all Hittite workers I can capture, because the next city assault should be the last:



I expect two notifications from my military advisor, but get only one: the Hittites are not dead. I look all over the map, but the settler is not to be found. It must be on a ship. Great.

Anyway, the Russians are next:



Because the Hittites didn't go poof, I have to make some unanticipated kills, and I lose an elite rifleman on a redlined rifleman on flat land.

Total kill count for this turn: 43. Elite victories: 8. Losses: 1.
 
The Hittites are all but gone. If they have the kindness to reveal their settler soon, the game should be finished in about 5 turns.

I've cut the Aztecs' saltpeter and have two knight armies at work already. There are some small mountain ranges in their lands, which might slow me down just a bit. I can see 6 of their 9 remaining cities.



The Russians seem to have compact lands. I can see 5 of their remaining 8 cities, and I estimate they too will be handled in 3 turns at most.

 
Ready for the final stretch. Play is pretty straightforward now, as it has been for a while: rail a bit, move in armies, capture, rail some more. Armies are resting in Berlin mostly, although in the later turns below, I also used them to quell resistance (since every city has barracks now).

Turn 235 - 1200AD

Two cities fall in fast succession:



and



Moscow is a very tough nut to crack, with 7 riflemen and 1 longbowman inside, but it still falls, with great rewards:



Moscow is also home to the Pyramids.

There is still some culture getting in the way from Yakutsk, so even though I don't have enough healthy armies, I press on there:



I lose a 4hp named elite MDI, a 3hp elite cavalry, and two healthy veteran cavalry on redlined riflemen.

On the Aztec front, a knight army takes care of a pikeman and a longbowman and takes:



Killed 37 units this turn, 9 with elites, lost 4.

IT

The Aztecs finally enter the industrial age. We lose an elite pikeman to a Russian longbowman. After that horrid last turn (worst turn since 860AD) and IT, we obviously get another palace expansion. :crazyeye:

Turn 236 - 1210AD

I had put a lot of artillery in place last turn, so Smolensk falls easily:



Two armies suffice to take Rostov, and I'll get a nice boost for all those cathedrals I've been building. ;)



The small settlement of Vladivostok way south falls easily as well:



The last Russian city hasn't been garrisoned fully yet, so 2 armies suffice to capture it:



Again, I don't get notification of the utter destruction of the Russians. More settlers to track down. I do have a galleon of theirs in sight, so I'm hoping that'll be it.

While clearing an Aztec landing, I find this at last:



I bombard those ships from the shore, and as you can see, I have 2 frigates close by, so they'll soon be history.

On to the Aztec cities, we capture three:







Killed 33 units this turn, 6 with elites, lost none.

IT

Hurray! A privateer gets attacked by a Russian frigate and enslaves it (I've been "privateer-farming" for a long time without any success). Our cavalry near Teotihuacan is attacked by a longbowman and wins.



Turn 237 - 1220AD

We sink two of the Hittite ships, but unfortunately they didn't move, so they are out of range of a third ship of ours. The Russian galleon has stayed away from shore, so I can't sink him either.

I compensate by crushing the Aztecs:







I also find more Hittite ships:



The last two Aztec cities fall:





No unpleasant surprises this time:



Killed 19 units this turn, 3 with elites, lost 2 cavalry.

I found our last town: Siegburg.

Turn 238 - 1230AD

I sink a Hittite galleon without effect.

I sink a Russian galleon, and:



IT

The delay caused by having to chase the last Hittites and Russian has one advantage: I was able to finish this wonder



That gets me



It doesn't matter what techs I pick, but then again, it didn't matter that I built the ToE either, so I pick the logical ones:





Turn 239 - 1240AD

I sink another Hittite galleon, and at last:



Turn 240 - 1250AD

I win:

 
Around 3850BC, all great civilizations of this world have settled their first city.



By the time we have founded our second city, very early, by 3050BC, each of our enemies already has three cities in place.



In 1525BC, we have just founded München to control our first source of iron. We have 6 cities, while the other civilizations have 9 to 12 cities.



By 750BC, we can see how the seeds are sown for conflict on the eastern half of the landmass. The Aztecs have founded three cities in between other civilizations. The Arabs are the first to cross over to the other side of the choke area. On our side, the Mongols have become firmly established, while the French are catching up.



In 350BC, there are even more settlements that can be called "out of place". If you look closely, you can see the Egyptian town of Lisht directly south of Germany. The Aztecs and the Hittites both have a settlement on the west side too.



We move into the ADs, and take out the first Mongol town to make some room for ourselves. The entire German peninsula is now settled. The Mongols have captured Lisht, and the pressure on our borders is rising.



Luckily for us, the AIs are fighting among themselves. While looking at the replay, there is evidence of fighting pretty early on. In the 340AD picture below, you can see that the both the Hittites and the Egyptians have taken an Arab city. The northernmost Egyptian city that still existed in 350BC was razed.

The AI wars allow us to push out, and raze Ta-Tu.



In 530AD, the table has been turned completely on the Mongols. In the north they have lost a city to the Aztecs, while we have captured their ancient capital.



In 570AD, the French have also declared war on the Mongols. We have continued our expansion and are filling up the gaps.



A mere 130 years later, the world has changed completely. The Egyptians have become very strong, and have taken most of the outlying settlements of the Aztecs. The Hittites have also profited, taking both Aztec and Arab cities. Meanwhile, the Germans continue to pound the Mongols, to reduce cultural pressure as quickly as possible.



The Germans start looking at the French, because they want to keep them from building cavalry. By 860AD, the French empire is only half as big as it used to be at its high point.



80 years later, the Mongols are defeated. Their lands are quickly settled by the Germans, who also continue to push back the French. The nations on the eastern half of the pangaea seem to have reached a stalemate.



In the year 1000AD, the French have been eradicated, and the western half of the pangaea is completely under German control.



By 1080AD, the choke area has been settled by Germany, to ensure that no land-based offensive can get through. But that really doesn't matter, because the German offensive precludes any counter-attack.



In only 20 years, the entire Arab civilization is wiped out.



It takes 60 more years to cut Egypt in half, and to establish a strong foothold towards the Hittite empire. Only the Russians have not met with the true power of the German military.



During the 70 years that follow, more conquering is done by the Germans than in the 200 years that came before. In the end, only German cities remain.









 
Many thanks to all who have been reading and cheering me on.

This was not only my first story here, but also the first time I beat AWD (obviously) and the first time I beat Deity in a solo game (maybe not so obvious). It was nice to see that a lot of people were reading along.

Now what about that communism track?

Since I made the split between monarchy and communism, it took me 36 turns to finish. Since the turn I could have discovered communism, 18 turns. I'm pretty sure I'll get 8 turns of anarchy in that alternate universe. I spent the last 4 turns in this version chasing ships, not sure that would happen in the other realm. That gives me 6 clean turns of communist rule to play with. Because my empire is totally geared towards monarchy, I'm sure that production will be lower during the first few turns of that period. Furthermore, I can't cash rush four armies like I did in the monarchy version. So the conclusion is that in this case, monarchy was definitely the way to go.

Therefore, I won't replay these last 40 or so turns entirely. Instead, I'll make peace with everyone in the communism universe, get through the anarchy, and then see where production and research is at. I'll make a comparison with the situation in monarchy (I still have saves for every turn), and present my findings to you. I hope that isn't too disappointing after the whole "power of Mumpulus" thing I set up. ;)
 
Great read and a great game.

To succeed such settings, a map with a choke is needed, I think. Nevertheless, great execution :goodjob:
 
To succeed such settings, a map with a choke is needed, I think.

I fully agree. The single most helpful aspect in this game was the geography. When I saw the coast upon founding my third town real early (on turn 18), I knew I stood a chance. If I hadn't found that, I would probably not have played on with that start. Add to that the additional choke in the middle of the landmass and the AI wars, and this game really played comparatively easy. I'll definitely try another AWD with a less favorable world. (And of course an AWS after that...)

My next solo game (and story) will be something else though: it will be AW again, but I'll try to take away everything that worked in my favor this game:
- I'll select a large pangaea so there are more opponents to fight
- I'll reduce AI aggression to the minimal value, in hopes of seeing less AI-AI wars (that should work, right?)
- I'll select a civ without early spears and archers
- I'll look for a start in the middle of the map, so that I'm immediately surrounded
- The above settings will imply that I'm not going to try for the GLib

I've already been testing that concept, and I may even have found my start already. But I'll first wrap up this game with the communism investigation.

Thanks again to everyone for your kind remarks, and I hope to find you all again reading my next game.
 
Awesome victory. You are one of the true civ III champs, I can't even beat emperor =/
 
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