bed_09 - Random RaR Deity

http://www.civfanatics.net/uploads9/bed09_1400AD.SAV

Wow, was what romeo said about Gayagaahe ever an understatement. It took until 1380! for that demon city to fall. After that, I started encountering cities with 1-2 defenders. Why dozens in one city, and next to nothing in the rest? I would have ignored Gayagaahe, but the Iroquois were so stuck on that one city that they weren't doing the generally reckless things done by the AI like leaving their MKIVs out in the open. The terrain being what it was, the Iroquois were in effect forcing us to attack Gayagaahe (by the way, no idea on the spelling - I know mine isn't right, but I don't think romeo's is either) unless we were willing to take heavy losses. It was some of the greatest "intelligence" I have ever seen from another civ in this game. Of course, they still did things like fail to attack our poorly defended artillery stack. And as soon as Gaya fell, things returned to normal, and I managed to take a few cities very quickly, despite St. Regis flipping.

Let's see. We now have Armor and heavy artillery, which also speeds things up greatly. Einstein's still hasn't finished in Karakorum, thus we still haven't started Spirit of St. Louis. I haven't heard of it being started elsewhere.

An apology/warning to ThERat. The workers are not logically grouped in all cases. I needed to get some rail laid fast to get Salamanca in my last turn, so I stole some workers from groups here and there. One thing about RaR I definitely haven't mastered is tile improvement costs, so there is probably some inefficieny because of weariness on my part tonight. We may have a few workers in reach of Iroquois units as well this turn, but I don't think so since I pushed the lines back. And Catarragaus has a really really high flip risk, but I acidentally upgraded units stationed there (I used shift-U), so I didn't abandon it. Maybe it should be. Anyway, this is probably one of the sloppiest handoffs I've done recently. Amazing that someone on the other side of the world (sort of) will be suffering because I'm sick.

bed09_1400AD.jpg
 
Signed up:
ThERat (currently playing)
Dmanakho (indefinite skip)
LKendter (on deck)
Romeothemonk
Bed_head7
 
save

Pre-Turn
wow we got some happiness problem here. need to go for 30% lux and still Miami isn't happy
with the amount of money we have we can afford some negative cash research
our unit support is 340gpt, that's a lot
want to check all our deals and the program crashes, restart, so have no big tech deals for gpt
start Boston on a prebuild for UN
Tatu will build Hoover, so start another prebuild there
rush a settler in Kiohero

IT Ethiopia and Iro sign peace
we lose 1 arty and 1 trencher to a tank

1.1405AD
use some worker sacrifices to expand borders for easier war
attack Niagra and with a wounded Cav army, manage to raze it (no wonder of interest). nets us 15 slaves
capture Akwesasne, raze Allegnhy for another 6 slaves, capture Tydenaga
capture Oil springs with Wonderland, 8 cities left

IT we lose 2 armor on counter

2.1410AD
capture Oiogouen , their last town in the west
capture Cuaghnawaga, Kahnawake, Gandasetaigon, the key town for taking out the rest
set up attack for next round to take the rest

IT lose a bunch of workers due to :smoke: on my part
we get fission, radar next for electronics
Karakorum gets Einstein
built a few transports since we want to invade next

3. 1415AD
more unhappiness, time to get rid of Iro's
throw everything we have at them, first Oka falls
then
bed91415.jpg


Boston changes to UN in 9, Karakorum to Spirit of St Louis in 13

guess Ethiopia will be our next target, shift transports there, but e have a deal for 7 more turns

4. 1420AD
RR

IT iron versus lux deal with ethiopia ends, we don't renew
one of our transports is almost taken out by a pirate ship

5. 1425AD

IT radar -> electronics

6. 1430AD
our research at 3 turns is quite costly
trade radar to Tibet for submarine war, 100gpt and cotton

7. 1435AD
zzzz

8. 1440AD
RR and merging our native workers to save cost

IT electronics -> mass media

9.1445AD
start upgrading our labor force which costs us a bomb
change Tatu to Hoover ready in 3

IT complete Pentagon in Washington

10.1450BC
the last deal with Ethiopia ends, so I stop here to let the next player start another war. we do have now 3 armor armies. Troops are in position to take out those 3 towns on our continent, left the unmoved
then fill transports and conquer the other continent. I'd say we go for conquest
As for wonders, Hoover in 2, Spirit of St Louis in 6, UN in 2

bed91450.jpg



EDIT: by the way, have been buildind tax builds and courts in former Iro land
do not forget to sell our expensive coal plants once we have Hoover
 
Signed up:
ThERat
Dmanakho (indefinite skip)
LKendter (currently playing)
Romeothemonk (on deck)
Bed_head7
 
Since we own Smith's I would like to get some airports in our core. They are cheaper now, and will let us build veteran strategic "cheat codes".
The Airliftability is also nice, but not necessary with the total bulking up of transports.
We will probably want to build Battlefield medicine at some point, if we haven't already.
I would use an MGL for the Atomic Weapons test, then for any remaining small wonders.
I have never used a nuke in RaR and wouldn't mind trying 1 or 6 out.
 
Is attacking Ethiopia that intelligent? We may want to take on Tibet for the gold and hamstringing the leader. Ethiopia has a huge army, and we might want to cut our teeth on the smaller tibet.
I am not saying Ethiopia could stand up to us, but I like toasting the leaders first, then taking out the trash.
 
Tibet? just struck a deal with them some turns ago. Might have to plant spies to make them declare. I rather fight Ethiopia since they own some luxes we might want. With currently 5 armies (and another being built every 3 turns), we might just want to steamroll. Don't think that Iro was easy, they had quite a few units, but our arty and armor combination simply was too much for them.
I didn't get a single MGL, that seems to be reserved for LK. I was building up some courts, markets, banks to improve our cash situation. But, actually we don't really need fast research now, maybe just for those 'cheat codes' strategic bombers.
 
by the way, we have 3 transports, but in 1.04 they have a huge capacity of 24 each. Should be sufficient for a start, building airfields will help.

I started to build some naval force, but we still have only 3 battleships.
 
http://www.civfanatics.net/uploads9/BED9-1500AD.zip

1450 AD
It takes me awhile just to figure out our real troops strength. Once rails are in place I prefer all offensive troops in one area. I start upgrading the strays. I will be starting the final war with Ethiopia. Taking them out should be enough to give us domination, or very close to it.

I am surprised the Echelon for the free police stations hasn't been started.

I make a few build changes that may not appear to make sense on the surface. Even though Salamanca is unhappy, I swap from temple the courthouse. I think enough money will be recovered to give at least one more entertainment dollar. With having East India trade office and bazaar we should get just as much happy help, and recover shields.

One of the things slowing down my war is lack of settlers. While I will capture for the most part, I prefer to have the beach head city native owned. In addition, I noticed a couple of gaps in our territory that will get us closer to domination. The other is lack of defensive units as to many armor are wasted in city defense.


1455 AD
I find stray laborers that haven't been upgraded to engineers. I take care of that issue.

Batshireet is formed to claim a decent gap on our landmass.

I should have looked more closely at our builds. I didn't realize the cities building battleships lacked shipyards, so I built regular battleships. :(

I just noticed an interesting gap in the Ethiopian territory. I will begin unloading our first round of troops just outside of where I see the permanent landing zone.
(IT) The Hoover Dam is completed. :D
We also completed the UN.


1470 AD
LAK-760.jpg


This movement looks very interesting. I think Ethiopia is about to declare on US! This way going to be the war declare turn, but now I think I will wait as I would prefer to start with war happiness.
(IT) We complete Spirit of St. Louis.


1475 AD
All I can do is to order Ethiopia to leave our borders. I will declare next turn no matter what.


1480 AD
This is just plain annoying. I can still only order a leave our borders. I simply declare war even though war weariness will hit sooner then I want.

Anza is captured and the lousy size 1 city has a resistor.
Maryam Kedih is captured with 6 resistors.
Zariqum is razed after killing 10+ units.
Choyr is formed to replace the city and we now have a beachhead city. I don't want to wait 10 turns for a border expansion, so I sacrifice a worker. I disband a unit to get an immediate harbor. We need to be able to build rails on this continent to maximize our take over.
I plant a spy in Ethiopia. I am not impressed with there military. I see no tanks and only 23 cavalry.
(IT) Since I was forced to declare, I am going to build war monuments in the larger cities.


1485 AD
I have to clean up 7 Ethiopian troops that landed including 2 decent armies.

Hawzien is auto-razed clearing Ethiopia from our continent.
Yeha is captured.
Lagash is weaker then I expected, and I capture it this turn.
(IT) I didn't realize how far a motorized scout could go. We lost a settler and 2 captured workers. The good news is Ethiopia didn't disband them, so I will get them back. We really need a lot more labor in Ethiopia as their rail net sucks.


1490 AD
LAK-761.jpg


This is gives some war weariness help as I rush the tomb of the Unknown Soldier.

Sabat is captured. I sacrifice one worker, and upgrade the other 3.
Eridu is captured. I really can't wait for those additional workers to arrive. I don't want to waste armies on defensive duty.


LAK-762.jpg

(IT) Rocketry completes and it is getting harder to pick the next tech. I finally decide on civil liberties to have the option for another nice production booster.


1495 AD
Shuruppak is captured.
(IT) I suffer my first flip as Yeha goes back to Ethiopia. At least we only lose 2 infantry.


1500 AD
Etchmara is captured.
Adulis is captured and we own the out of date Mausoleum.

Ulaangom is formed solely to claim more territory.


==========================

Summary:
I have switched our production toward war only. I am building units, parks or production boosters (including courthouses). The only exception is a couple of wonders an a few stray happy helps that is needed. IMO we no longer need to improve our revenue or science. This game is over, and it just needs to be told so.

Echelon will complete in 2 turns. This will help with productivity and potential war weariness.

I have no question I have played my last turn. Romeo may end this on turn. It will definitely be over by the end of bed_head7 turn. I got it up to 49% territory and 62% population. There is no question that territory will be the stopper.

>>> I left a lot of the troops fortified so that Romeo can decide the next target.


Signed up:
ThERat
Dmanakho (indefinite skip)
LKendter
Romeothemonk (currently playing)
Bed_head7 (on deck)
 
I've gots it in my hands. My precious!! All mine!!!
I want to try out commie. Any objections??
It all looks cool and I really want to play with all the different govs in SG's and see the power of each, or lack thereof.
 
Sure, go for it. And I know you like war more than I, so go ahead and play a couple extra to finish it off if you want.
 
romeothemonk said:
I want to try out commie. Any objections??

The game is almost over. Is testing out a new government worth 8 turns of anarchy in a game that may have 15 turns left. IMO this is a waste as it stops the pipeline of new troops.
 
If romeo is playing those turns, does it really matter? I don't really want to see the game again in cleanup mode, but if romeo is playing it doesn't make a difference to me.
 
It will probably take until Sat night or Sunday morning for me to play anyway.
 
IHT: USe some battleships to whack some Ethiopian Navy. I kill 3 iron frigates. I do something I have never had to do after taking an LK handoff, upgrade troops. We now have ToW's. Swap rush a movie palace so we can build HollyWood.
IBT: Kill an ethiopian army with a MG.
Turn 1: Kill 3 more Ethiopian ships. BB's rule the waves. Get an elite and start the Naval academy. Capture Yeha. YEEHAW! Kill an ethiopian army with cavs and Motorcylces. I won't announce cleaning up the riffraff, just cities now. Capture Haghero-Dagewah, get three new heavy arties. Capture Dera wougahe. Capture Aksum. Cpature Matara, lose my first unit, an armor to a motorcycle.
Turn 2: Not much happened in the IBT. Capture Samidi, and Bal-el amkeda. Capture Zelia. Capture Gula-Makeda.
Turn 3: Reall naval battles as BB's attack Dreads. We win. Yay!! We sink 3 dreadnaughts and a tranny. Capture Gakeda. Capture Ham. I can spell that. Capture Kish. Dang jungle bottleneck city it was. I had to road to it so we could capture it. Capture Quhayoto.
Turn 4: Capture Koloe. Most of these builds look like a newb took over for me, I just selected the first free upkeep building as I think this game has less then 10 left. Autoraze Degum. Capture Babylon. Ethiopia is an OCC.
Turn 5: We build the naval academy. (I personally would like it to give shipyard effects). Riots in former Eithiopia as we quell resistors. Take Ashur and eliminate our fliprisks. Most of our military is fortified for the next player to deal with.

I only played 5 as that is all I have time for. Next player has pretty free reign to win us the game.
This games was lots of fun. I didn't realize how close we were to plowing over everyone, so I didn't revolt.
Now some pictures
bed9-01.jpg

bed9-02.jpg

bed9-03.jpg

Did you know that you can build the atomic weapons long before you can bild nukes? I couldn't even build nukes. I was depressed or something. We have the atomic weapons test.
http://www.civfanatics.net/uploads9/BED9-1525AD.SAV
 
romeothemonk said:
I do something I have never had to do after taking an LK handoff, upgrade troops. We now have ToW's.
:confused: What upgrades to Tow? It must be different from the C3C path.


:hmm: Do we even need another war, or simply need to wait for border expansions?

ThERat (on deck)
Dmanakho (indefinite skip)
LKendter
Romeothemonk
Bed_head7 (currently playing)
 
Well, I didn't feel like fighting. Rushed some culture in key places and some settlers to fill some holes, and finished in 1540 AD. Sorry I forgot save from turn before. I can post it tomorrow if anyone really wants it. Nothing really changed from romeo's save though, and it isn't like this game can go in your personal HoF.

bed09_1540AD_youwin.jpg


bed09_1540AD_vss.jpg


Enjoyed the game, and the fast pace was great. And no major blunders by me, so a big improvement over the last RaR game I hosted.
 
I'd like to hear some comments on 1.04 ;).

Do you think Feudal Monarchy can be useful now?
Happen to face any AA action?

About the AI:
Did they go overboard with building Blimps and the Explorer line units?
Did you see AI ships (there is a comment about Dreadnoughts, that sounds good)?
Did you see Tibet building Gurkhas, btw?
 
Doc, these are my thoughts.
I have played a few 1.04 games now. The AI builds too many explorer class units and uses them as defenders, not as worker grabs/pillagers. That is not a bad idea with adventurers, but it is a bad idea with motorcycle scouts.
As humans, I liked the ships and used them a lot, but I would like the naval academy to produce veteran naval units. BB's are very nice. The AI was building ships, but seems to always keep around a canoe or raft or something really ********. I would possibly consider making the Canoes not carry units to prevent this. The AI fleet is not offensive, purely a defensive fleet for its transport ships.
The AI also builds a lot of blimps, but they use them effectively, much more so than arty. If anything I would beef blimps up a bit so that the Human is forced to deal with AA stuff.
Haven't seen tibet build ghurka's, but with their wonder builds, I am sure they had a GA.
My commment on Feudal monarchy is that it is improved, but manors should be supported by smiths.
Facism is a better government now, but commie is still the better choice. If you know you are fighting a lot though absolute monarchy is better than both.
I have found that you can effectively run huge wars in con Monarchy, but federal rebulic with Smiths is my ideal government. Ask more thoughts when I am more coherent.
 
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