[C2C] Ramkhamhaeng of the Incas

36 more to go ;)

Looks right to me. One thing about the city count on the scoreboard is that for a civilization that you are at war with, it only shows you the cities you can SEE. This is one reason why I include a scout unit (with as many +Sight Range promotions as I can get) in every stack; if an AI builds a new city after I declare war, it can hang on while I scour the globe for the last city.
 
Great Scientist Claude Bernard joins the sleeping Great People. Great Scientists are a bit of a problem in the endgame because Academy is obsolete far before the end of the game as compared to regular BTS. I could still build it, but it would only provide Culture, which I don't really need.

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Centers for Disease Control national wonder. This is pretty strong for a National Wonder.

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The Fourth Army circles around the eastern Korean island and burns P'yongyang. I'm using amphibious attacks to save time, but when the enemy units are as overmatched as they are right now, the amphibious penalty doesn't help them at all.

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The 2nd Flying Squadron burns the Dutch city of Birmingham.

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The 6th Flying Squadron razes Warwick.

Also of note: I'm not sure how this happened, but a Barbarian War Elephant got to raze a Maglev train. I think I dealt with the Elephant as soon as I saw that.

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Bridgekeeper: What is your name?
Katrianna: I am Katrianna, President of the Incas.
Bridgekeeper: What is your quest?
Katrianna: To conquer the world.
Bridgekeeper: What is the capital of Assyria?
Katrianna: Whatever it was - I flattened it.

Assyria is gone.

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Artificial Life technology. This offers the Auxiliary Body Exchange. It is only available if you are running the Superhuman civic, but it offers +5 health and +5 happiness and +2 XP for new Gunpowder and Hi-Tech units and +5 XP for Clone units, at the cost of +5% maintenance and -25% military unit production. With the Fusion Plant going, I don't care about reduced military production.

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Artificial Life also generates a free Great Scientist. This time: Nicolaus Copernicus. I have an observatory with his name on it. (Really. I built it back in the Renaissance: http://forums.civfanatics.com/showpost.php?p=11061021&postcount=207. I think this is why Civ4's Wonders don't have personal names. C2C has since re-added all of them.)

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From Artificial Life, I cascade over into Metamaterials. Artificial Life is at the very beginning of the Galactic Era. Metamaterials is only Transhuman Era. I have enough overflow from finishing Artificial Life to grab Metamaterials on the same turn.

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The 5th Flying Squadron burns Manchester, and finishes off the Mayans. This one was complex because of the Fort next to it that exerted a Zone of Control. I also wanted to knock off Julius's Warlord Captain before taking out his city, because a defeated Warlord Captain turns into a Great Captain. Great Captains are worth +2 XP per unit when upgraded to a Great Colonel or Great Commander and settled in a city. As Captains, they are only worth 1 XP.

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The 3rd Flying Squadron finally finishes cutting through Norwich's defenders. This is the first Native American city to fall.

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I have enough Modern Marines left to move out and take Cahokia on the same turn. I'll swing the ships past on the next turn and pick up the Modern Marine I left behind.

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The 1st Flying Squadron takes out Satsuma. Another Japanese city toasted.

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Then, it moves south to finish off the Greek-held city of Oxford, which the 6th Flying Squadron had already attacked. Several times I have found that one Flying Squadron just isn't enough. The 6th's escort gets separated from the transport because I don't have Open Borders with Montezuma. I think I have Right of Passage, which lets non-combatant units through. Transports can't attack, so they are fine, but warships are barred. The square I was using to launch the attack reverted to Ottoman control once the city was gone.

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The 5th Flying Squadron burns Leeds, which is in Dutch hands.

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The 2nd Flying Squadron gets to burn Yokohama. The AI's have Riflemen and Grenadiers now, which I used successfully back during the Babylonian War. 700 years ago.

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Next time: Casualties of war.
 
All these Civs are a lot more peaceful when you are finished with them.
 
heres a story idea: Katrianna is a time traveler, a time traveler from the original timeline (this being where the game crashed). someone somewhere who was a citizen of a nation who you were at war with, but didn't get the peace memo activated a device that caused civilization to end. however, it didn't instantly do it. in-universe 300 years or so remained until humanity went extinct along with everything else. in that time the incans developed time travel and perfected anti-aging). they sent Katrianna to stop the end. that was 10000 (each the full 21 turns/10 years 6 months, so about 215,000 years) cycles ago or something. each one resulted in something interrupting her, but never did the war option come to her. this was when war came to her. partly because insanity is setting in. she was using a combination of drugs, therapy and hobbies to somehow stay sane throughout the whole thing, but its taking its toll. so she says," screw it im going just conquer this world completely and move it so only i know where it is and destroy it in a way it doesn't destroy us all." also, its a different nation each time, as each iteration will come out different per quantum mechanics.
 
Invisibility technology is the key to my late-game garrisons. The Special Infantry is one of my primary endgame garrison units, and I plan to build many of them once I finish conquering the world and transporting all my captured Warlord units back to Chuito for use as Military Instructors.

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Invisibility is one of the technologies that comes with a free Great Spy. Great Spies and Doctors are the two rarest Great People in my playing. Great Generals used to be rare, but since I switched to the Barbarian Generals option (allowing Great General points to be earned fighting animals and barbarians), I can usually get 2 Great Generals before the end of the Prehistoric era -- they make great Field Commanders once they get experience from hunting animals.

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The 5th Flying Squadron burns Nagoya.

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The 1st Army had to slow down because it was moving through Japanese-controlled land, but it finally reaches Osaka, which falls quickly. Osaka is size 68 along with being the Jewish holy city, so I spare it.

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The 4th Army gets back on its ships and moves to the other Korean island. Wonsan falls first.

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Shimonoseki is a tiny Japanese city built on the ruins of Rome. The 5th Squadron takes it and levels it.

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The 2nd Army moves on to conquer Tokyo.

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Tokyo has the Butchers Master Guild headquarters, which is worth saving to me.

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My main technology goals for the moment are achieved. Until the war is over and I'm certain the game will not crash, I'm clicking technologies once per turn and sweeping up whatever I can that won't ask for too much building on my part.

I start with Nuclear Power, which is a Modern Age technology. This is a semi-odd technology because it's not really required for anything other than Nuclear Pulse Propulsion in the Galactic Era. At this time, it was an OR prerequisite with Paleontology for Ecology. Nuclear Power is now required for Ecology, patching a very long prerequisite line.

The real problem I have with Nuclear Power is that I am not sure how nasty meltdowns are. I have had some bad experiences with repeated meltdowns in the past, so I reflexively avoid building anything that may melt down - and I hate when the AI repeatedly recommends those buildings.

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The 5th Flying Squadron finishes off the Ethiopians by destroying Gondar and Aksum.

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The 2nd Army takes advantage of the collapsing Japanese borders to rush through unowned territory and capture York. York has Abu Simbel, which functions as an additional Palace. C2C has several Palace wonders: not only the Forbidden Palace and Versailles, but also Abu Simbel (available at Monarchy and Sculpture) and the House of Parliament (a National Wonder, only available when running the Parliament civic).

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Even with the overwhelming technological superiority I have at this point in the game, it's still possible to lose individual battles. One of my Modern Marines dies at the hands of a Warlord Colonel (base Strength 40, and this one had Combat II) while attacking Brighton. The only upgrade for the Modern Marine is the Dropship, which isn't available to me just yet.

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I also lose a second Modern Marine to Japanese Militia units while it was sitting alone after burning Satsuma. I learned from this to always drop a second unit as a guard after taking a city with an amphibious attack.

Militia units can form spontaneously if you are running the Charity welfare civic. Why it's tied to Charity, I do not know. I rarely run Charity because I prefer Public Works and its excellent Workhouses (+15% hammers in exchange for -1 happy and -1 healthy) until they go obsolete at Industrialism, then switch to Socialized or Subsidized until Superhuman rolls around in the Transhuman era.

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The 3rd Flying Squadron also destroys a civilization's last city by burning Cambridge. This ends the Native Americans.

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Next time: Search and destroy.
 
Meanwhile in Russia...

Cathy: those incans make Lenin look docile. their communist crusade is unbelievably efficient and devastating. They have time to conquer, control, exterminate unwanted peoples, commit a few genocides, hold what is left behind, then move on to taking the next 6 places, all in the same turn...
Peter: granted, i havent seen Lenin all game. (looks at diary) uh-oh...
Putin: what...
Peter: Lenin left to go to Inca over 12793 years ago...he's their military commander...
Gorbachev:...
Stalin...
Putin:...
Cathy:... Great... we are going to be conquered by Lenin...
 
I research Homo Superior next. This gives the excellent Super Soldier units, except for the problem that they are terrible defenders. Since they can't defend against units that can't see them, they are pure offense -- and very good at it, with a base Strength of 190 and ignoring building defense. The Dog unit in this screenshot is the Canis Superior, the last Trained Dogs unit.

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The 3rd Army, with a little help from assorted tanks, takes Nottingham. This destroys the Greek civilization.

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I put off declaring war on Montezuma until I had units in place to hit him hard. War Weariness has been a killer for me at some points, so no sense adding to it. Now I do have to declare war on him.

I've dispatched the Flying Squadrons across the globe to hunt down the remaining AI cities. The 4th Flying Squadron burns Ankara.

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The 2nd Flying Squadron takes out Istanbul, which was actually built on part of the former Babylonian islands.

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I swing back to the Modern Era to pick up Radio Astronomy. It's uncommonly cheap for a Modern tech, but it doesn't really do much except for SETI Program (along with Computers). It's gotten a little better with revamps to the Tech Tree.

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The 1st Army captures Moscow. This finishes off the French -- a few turns early for my own 1812 Overture, but I don't have the time to play around.

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Brighton pays for killing off one of my Modern Marines by being burnt to the ground by the 1st Flying Squadron. (I would have razed it anyway, but this gives me a good excuse.)

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The 5th Flying Squadron takes out the Japanese city of Nara.

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The wandering 3rd Squadron finds and burns Edirne, another lonely island city.

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Submarine Warfare. I don't really need subs, but it is nice to have.

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The 3rd Flying Squadron continues its rampage by burning the barbarian city of Sakae. It does have a little bit of time, since there aren't that many cities left on the planet.

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Coals to Newcastle? How about coals of Newcastle? The 1st and 5th Flying Squadrons team up to take this city down.

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The 6th Flying Squadron finds Amsterdam on an island in my home hemisphere and destroys it. This takes care of the Dutch civilization.

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The 2nd Army and tank support take London, which was in Sumerian hands. There aren't any Sumerian hands any more... or arms... or shoulders... or any other body part.

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The attack on Montezuma's Turkish mainland begins.

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The 5th Army burns Canterbury, while the 2nd and 3rd Armies move in on Hastings.

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Superstrong Alloys technology has a couple essential uses -- the Extraction Facility improvement to tap undersea resources, and the SS Casing. The Spaceship parts have been moved back even further, to the end of the Galactic Era, but for a Mastery victory, the spaceship just adds to the point total.

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Between two field armies plus additional tank support, Hastings doesn't have a chance. Turkey is destroyed.

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I keep Hastings because it has the Grocers Master Guild.

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Finally, the 2nd Flying Squadron burns Nagasaki. No more Japanese.

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Suddenly, the world is a much quieter place.

Next time: Coming full circle.
 
Meanwhile in Russia...

Cathy: those incans make Lenin look docile. their communist crusade is unbelievably efficient and devastating. They have time to conquer, control, exterminate unwanted peoples, commit a few genocides, hold what is left behind, then move on to taking the next 6 places, all in the same turn...
Peter: granted, i havent seen Lenin all game. (looks at diary) uh-oh...
Putin: what...
Peter: Lenin left to go to Inca over 12793 years ago...he's their military commander...
Gorbachev:...
Stalin...
Putin:...
Cathy:... Great... we are going to be conquered by Lenin...

Actually, when I get around to another story, it will star Catherine -- or at least her traits. I have many Wonder ideas I want to implement first, so that will be a long time from now. I'd also like to wait until the multi-maps and nomadic Prehistoric Era are working. There is still a ways to go on this story.
 
Have you ever had a challenging late game?
 
2... 2... I really want to see what you will do to 'resolve' the empty world problem ;)
 
Have you ever had a challenging late game?

Not really. The few games that I have played to completion generally settle out long before the late game. The late game is for discovery and managing the entire world. I think the biggest factor is actually the power rating on the scoreboard - when I can see that, I can tell when it's a good idea to go to war with another civilization and when I need to build more military forces. I build way more military than I used to thanks to being able to see that rating. Usually I build 4-6 defensive units per city and then stacks of 30 units for offensive armies.
 
In Soviet Russia, KGB is scared of Vokarya. they are going to destroy us in like 2 turns.

The KGB would be scared - the Incan Intelligence Agency had a few years of unfettered access to the Chuito Fusion Plant shortly before the Great War began. (I had Chuito build Espionage for a couple of turns). That level of power gives me enough information to probably know what every single citizen had for breakfast three years ago.
 
plus they probably stored like 90% if the energy for later, so they still probably know what everyone is eating. Um, maybe you should declare yourself head of IIA, as its clear there probably equal in power to that of the military. in Fact, make sure your head of both.
 
but he won't be missed,
Mythical Frederick
doesn't exist.


When I get through with him, he'll definitely be mythical. (For those who haven't read the story all the way through, Frederick is the Russian leader. I like Unlimited Leaders.)

The last target is Russia. In the area, I have two field armies and one transport fleet. The 4th Army is onboard the fleet, and the 1st Army is waiting just south of the Russian lands. This is the map of the area just as I declare war on Frederick. The question is: how do I hit both cities as fast as possible? Units that board or leave transports can't attack on the same turn.

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The answer is the square northeast of Novgorod. It's a coastal square. I declare war, drop the 4th Army and swing the fleet around to embark the 1st.

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On the next turn, I discover Ecology.

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I generate a Great Prophet: Mencius.

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The 4th Army captures Novgorod.

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In what I can only regard as a poetic capstone to the whole endeavor, the same 1st Army that I used to launch the Portuguese War against Gilgamesh finishes the Great War by burning Yekaterinburg. Some of those units have been upgraded eight times (Light Swordsman - Swordsman - Heavy Swordsman - Musketman - Rifleman - Infantry - Modern Infantry - Mechanized Infantry - Tesla Infantry) and of course the army needed some restocking between campaigns, but the Great General and some of the units are the ones I built so long ago.

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Two turns to spare.

So what am I going to do next?

Going to Disneyland is not an option in this version of C2C. (I added it myself to a later version, complete with a National Sports League championship "He's going to Disneyland!" event. I wanted to do something with Animation technology.)

There are, however, some things I can do:
  • Resettle the world.
  • Complete the Tech Tree.
  • Take the Grand Tour of religions.
  • Launch the spaceship.

Next time: All systems go.
 
Have you checked if it works past that turn yet? (please please please please oh please say yes, it works :please:)
 
Wait.. So what will you do? Spread every religion to every city, or what?
Ridiculous shrine incomes.
 
I say let your nation fall apart :D
 
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