cMM 1 - Deity 5CC Conquest

cMM1 - 5 ... 4 ... 3 ... 2 ... 1

1450 AD (0)
First of all, the diplomatic situation: War with Wang and Monte. We're soon to fell the pinch of WW. We are shipping Biz Iron for Coal. We owe Liz 168 gpt for peace for the next 17 turns. Who has what? I think the Byz can wait, they'll offer us Dyes, 21 gpt and a little cash for Sci. Meth. Tempting. The Germans would off all they have for Mass Prod. But not enough. I pay Biz 50 gold for a WM swap, this had better be good! Liz is definitely researching Motorized Transport. I pay her 225 for Ivory, although I am very tempted to trade her Oil. Let's see how close her nearest Oil is ... nowhere even close to her. She'll have to fight the Byz for it, so I won't trade her any Oil. The lux buy only extends our Peace for 3 additional turns.

I half expect to attack the Germans on this turn. Blitz him before he can build Tanks. (BTW, Otto does have Oil and Rubber. I think getting while the getting is good is in order.) Cancel our Iron for Coal deal. I'm not inclined to build any Ironclads. Otto will give us all of his gpt for Iron, though.

Monte will trade Flight for Scientific Method if we stop hitting him, but I pass. A few more smacks and we'll get it for free.

Should we Mobilize? Antioch makes 24 spt, with mobilization that jumps to ... crap. The city didn't have a Coal plant yet. Gordium makes 24 spt, with Mobilization that would be 36, for a net of 72 spt. Bactra makes 30 spt, mobilizing bumps that to 42 for a net of 84. Meaning a Cav --> Tank per turn. Persepolis makes 38 spt. With mobilization that would be 51 spt or Tank/turn. Arbela makes 27 spt, bumped to 37 spt with the mobilization. So another 74 spt guy. Beats paying to upgrade Cannons.

OK. Plant colony on the Coal that was in Ottoman territory and swap Antioch to a Tank. Spend 200 gold to rush that, then swap to a Coal Plant and disband a Cannon so it completes in 1 turn. After that, we mobilize.

Hmmm ... we're trading at monopoly and Liz doesn't have any Oil. She is definitely researching Motorized Transport, so I take 2625 in cash from her for the tech. Then I slam research to 100% on Sanitation. Due in 11 at -422 gpt. Hopefully the Byz get some money for us soon.

Leader stays put, we'll form the Tank Army next turn.

Then move a single Infantry to capture an Aztec worker and build another Coal colony on the spot.

IT - Hordes of Aztec Cavalry enter the killing zone.

1455 AD (1)
Disband Cav Army (in Gordium as 1/2 payment on Battleship), form Tank Army. Coal Plant in Antioch completed, flip the switch to Mobilize.

As a result of Mobilization, build at Gordium switched to Cruiser that completes next turn.

Six Aztec Cavs meet their maker without loss or leader. The Artillery goes back to the front!

Hmmm. One of our cities can turn Cannons into Tanks. I think I'll do that. All non-freebie Cannons will be disbanded on these turns. I'll build new Artillery to replace them.

Start moving stuff to the front (Tenochtitlan). We seem to be really short on Cavs and Tanks. Where did I put them?

IT - Good Lord. I've been playing to ~2 hours and I'm only here! Left the wrong spot vacated and the Aztecs pour in with Cavs. Not really a problem because we still have enough Artillery around. And we get 4 new Tanks this turn. Byz settle in a spot that may eventually overlap a pair of our fortresses, necessitating a butt-kicking.

1460 AD (2)
Kill three Aztec Cavs and move troops on to Tenochtitlan. I think we can attack next turn, but it might be 2 turns.

Plant a colony on a Silk. We needed that.

Did you know that Artillery doesn't get the Mobilization bonus?

Disband a couple of Cavs and Cannons. We'll get 4 more Tanks next turn.

IT - Lose 8 workers because we made the railnet complete. Now we only have about 3,678 left.

1465 AD (3)
Take some potshots at Tenochtitlan. Burn Chalco to the ground at the cost of 1 Tank. :( We get 15 gold and 5 more slaves.

Red-line 8 Aztec units in our territory and kill all 8 with a loss of 1 HP and a promotion, so we came out even.

Burn Chiconautia to the ground without loss. Gain 10 gold and 3 more slaves. I'm kind of torn about completely eliminating the Aztecs.

IT - Aztecs appear to be on crack.

1470 AD (4)
Very Superstitious. Capt. Wonder's boys appear to have Reached a Higher Ground as they red-line all defenders save 1 at Tenochtitlan.

Lead with the Tank Army and take 7 HP of damage while killing 2 defenders. Lose a single Cav while killing 6 more defenders and ...

cMM1_Monte.JPG


we pick up 18 slaves in the process.

Unforunately his capital went to Seoul, which is in a very nice location. Just have to burn some more. :devil2:

Try (and fail) to plant a spy on Monte.

Position troops for a hard attack up the left flank.

IT - Blow off Monte. Byz declare war on Germany. This should be interesting.

1475 AD (5)
Why don't Transports get the Mobilization bonus? What do you expect me to do with them?

Lose a Tank and 2 Cavs, but burn Salamanca to the ground. Monte will now give us Flight for Peace. I'll burn another couple of his cities and jump on Otto.

IT - Byz move into position to found a city that would disperse our Silks colony. They are really starting to make me angry.

1480 AD (6)
Burn some size 11 Aztec city down. Can't remember which. Cost us a Tank.

Kill 4 Aztec Cavs that wandered down. Position to try to take out two Aztec cities next turn. Monte will now give us Flight + all his money for peace.

IT - I am trying hard not to just declare on the Byz out of spite.

1485 AD (7)
Burn Xochicalco and Texcoco at a cost of 2 Tanks and a Cav.

Kill 2 Aztec Cavs in our land, then a bunch of Infantry. We lose a Tank.

Current military: 39 Infantry, 22 Tanks, 33 Artillery. 4 Cannons, 1 Cavalry, 1 Immortal.

I think it is time for the Germans to leave. We don't need them with Panzers.

IT - It appears as though German Cavs are running the wrong way.

1490 AD (8)
Got one last turn of Mobilization. Now make Peace with Aztecs. Peace for Flight and 453 gold. He had no gpt.

We are back at non-mobilized. Three turns to Sanitation, then we can build Hospitals and re-mobilize (if necessary).

There are only 6 WoW remaining. :lol: Won't declare on Biz until next turn. One more turn of healing should give us enough forces to maybe whack three cities on the first try.

IT - This is actually a hard decision. Are the Byz or Germans next? Each is researching Motorized Transport. Each has its core intact. But the Germans are already Fascist and the Byz have an Anarchy coming. They're a Democracy, and will be losing plenty of units attacking German Infantry.

1495 AD (9)
The Germans have 51 Infantry and 10 Cavs as we start this turn.

Time for a chat with Otto ... hoo boy, that didn't go well. War is on!

Elite Tank razes Stuttgart. Bonn goes bye-bye. The @$##&* Byz have settled another city that cuts our rail link to the German front. The German Campaign should only take about 7 turns, and then it is DEFINITELY Theodora's turn next. I amuse myself by loading a transport with 5 Tanks and setting sail for the Korean Island. Otto is not getting out of this alive.

IT - Germans lose 3 Infantry attacking one of our Tanks.

1500 AD (10)
Bad logistics thanks to the Byz. They seem to be getting in the way everywhere I turn. I think I should have attacked them first, just for my own sanity. :crazyeye:

Final Notes:
Sanitation comes in next turn. No city will complete anything next turn, so all builds can be treated as Hospital pre-builds. The next leader should rush Battlefield Medicine once we get our 5 Hospitals built.

Happiness isn't a problem. We can buy Incense from the Aztecs if we feel we won't be attacking them in the next 20 turns.

carlosMM should be able to assemble a rather nice SOD outside of Nuremberg. Freakin' Byz Infantry kept it from being assembled this turn. I have lots of Infantry trying to hold our place on the rail lines. This may not be necessary for more than another couple of turns. Most of our offensive forces are already in or near German territory.
 
Picture of the German front. The two Pink Circles can be combined to an SOD. There are assorted other units in that jagged green line, and 4 Tanks + some Artillery hanging around in our core.

I figure the SOD can go Nuremberg - Leipzig - Berlin. I don't expect us to make peace with Otto.
 
Again a very strong set of turns! I agree with killing the Grmans first and then turn our attention to the Byzantines (the others with the possibility to build tanks). Only reason not to completely destroy the Germans is a possible free essential tech imho. Highly unlikely.

England and the Aztecs don't have oil. So they can be saved for last.

We have quite a few Spanish and Ottoman slaves that could and should join our cities when we have hospitals. Probably not enough to get all cities to 20 but I haven't counted them. I know that carlosMM knows this but still: don't joimn the slaves of the still living civs! They will cause unhapiness!
 
Hmmm ... I think the Aztecs do have oil. Look at the save and check out the current Aztec empire. A perfectly centered Palace (in Seoul), about 10 cities, and all the resources except for coal. That was why I was thinking about finishing them off first, then going for the Germans. But since the Aztecs are already fighting the English, I figured those two would just waste units on each other.

I might be a little leery of jumping to size 20 right away. We may have happiness issues due to all of our fighting. Maybe jump to 16 and see if we're making more money that we were at size 12, even if we're running a lux tax? Good news is that as we start to eliminate people we should have an easier time holding on to our lux colonies.

Other thing is to optimize for shields once we do hit size 20.
 
Nice turns :) One thing though.. We should start setting up 2 or 3 width rails to the front to avoid those pesky infantries getting in the way
 
Size 20 or even size 16 cities aren't even a need right now. You can do it two ways. Get them large enough that you are making tanks 1 or 2 turns. Or just bump each town to size 13 for the metropolis bonus.

Continuing against the aztecs or killing the germans are both good ideas. The way the land is with the aztecs now, they have lost ground, but are still doing good. The germans, like said before will have the resources for panzers. There is a reason why German is and has always been a late game threat and that is panzers.

I don't think we should be letting anyone live now. They are spreading like wild fire and building in every possible spot. Germany only has 10 cities which should take maybe 15 turns to burn. If you do leave Germany, leave Hanover and place 2-3 units outside its border to create a closed choke point. They can build ships to get around it, but this will slow them down a lot.

To aggie: don't worry about your turns. I am sure we are all unhappy with at least one of our turns. Remember when I moved my troops into aztec territory and then declared war on them when we captured the GLB and refounded our town. Well, I sure as heck wasn't happy with what I did, but there is nothing you can do about it.

By the way, do you guys want to create a funnel?
 
I'm not to worried about my turns, but I want to acknowledge mistakes. Getting our cities to size 16 - 20 can be done without any effort (apart from building hospitals). We only have to merge slaves of nations we killed. So there's no reason, apart from having to up the lux tax, not to do it.

Regarding killing the enemies: sure, we are in the endgame. But if we can limit the Germans to three cities without options to build panzers AND get a tech for peace (Atomic Theory), then I think we should go for that tech. Germany will not be able to recover and we can pick another victim. I think that we can only focus on one foe per war. As long as we fight one the others can grow, especially when they are at peace (which should be avoided where we can of course!).

edit: I hate this old keyboard at work :mad:
 
Yea, but what about research? If you have to up the lux rate, then we will be relying on pure-pointy stick. At this time in the game, we can raze ten cities and still have to pay A LOT for a tech. Hmm, actually, I am not sure what we would want to research, but I would rather have our cities grow naturally then have to up lux to 40-50%.
 
First of all: our people are happy now. Seconly I meant to say that getting more people in the city might NOT be worth it when we have to up the lux tax. It was a reason to stop it at a certain point. But as far as I can see we can keep the lux tax at 0% with 16 people in every city.

Regarding research: Atomic Theory and Electronics are not exactly the techs we need. I think we better pointy stick them. This is actually my first game where the absence of the Radio tech plays a vital role. The tank will be the killer unit for quite a long time in this game.

I assume that we are NOT going to build bombers? Because they are too unbalancing?
 
Carlos' first post says no bombers, but fighters are okay. Since we have flight now, building a few flak would be a good idea.

I haven't looked at the save because I too am also at work Aggie. I was just remembering back to my turns when it was 5 happy 5 unhappy and 2 content for most cities.
 
neat! the slaughter is on (has been on for a while actually) and I actually get to do part of it :D
 
Our people are currently quite happy because we have no WW (and maybe some war happiness) from the Germans, and we have 5 lux. Three lux are native, one was bought from Liz (10 more turns), and one was colonized. Since we're going to build Hospitals I suggest we buy the available lux from Monte. It's cheap (225 gold) and we get 3 Happy Faces from it. It would only extend our peace with him by 3 turns.

I think we've hit the stage where we can't research any longer. Even a cheap tech like Sanitation took 11 turns @100%. We'll get much more bang from stealing to broker. Pointy-stick may also be just about over. Yeah we got Flight+ from Monte, but we had to burn ~20 cities to get it.

I'm not even sure we need any more tech. No one else should be allowed to build Tanks for very long. We don't need Mech Inf vs. foot soldiers. And we are too many techs (5) from MA for that to be a reasonable goal. We have Tanks and Artillery, all shall bow down before us.

Biz has a city on the Korean island, so we can toast all of his continental possessions. There is a boat with Tanks on it heading that way. The Battleship escort is lagging, so a Cruiser is coming back from the island to cover the transport. I haven't seen any German or Korean boats, so I feel the transport is safe.

After throwing a little math at the problem: At size 20 in Republic at max WW, we would have 39 unhappies. Temple + Colosseum + Cathedral takes away 6, Police Stations 5 more. Down to 28. If we can hold 5 lux, that accounts for another 9. So there are 19 unhappies to account for. At size 12 our cities generate (roughly) 30 trade. Each citizen added after 12 generates at least 2 trade, so at size 20 we'd have >45 raw trade. To keep our populace in order would require ~40% lux with no specialists. That would leave us with ~30 raw trade for either science or taxes. So I believe that at max WW (worst case scenario) we would break even on money relative to where we are without Hospitals. We would essentially be getting all additional shields for free. If we secure a 6th lux or don't have max WW, we come out ahead on trade as well.

Just be careful not to merge workers from civs that are still alive. We should still have a bunch of Spanish slaves, but probably not enough to jump our cities to 20 immediately. Nothing wrong with working large food tiles to let our cities grow a little naturally. (Tip: Most cities have full food boxes. Let the 12 --> 13 transition occur naturally since it automatically empties the food box. Then add slaves. :) )

Yeah, we didn't have sufficient rails to the front built when I started on Germany. I thought the road to the front was clear by heading for Azteca and hanging a left, but the Byz have built 3 cities that poached a lux colony and a couple of rail junctions. (The Aztec Cavs found our neutral territory rails quite useful, hence the appeal of junctions where if we occupied the tile they had to get off of our rails.) Then between their wandering units and the Aztec workers mining tiles 3 rings from any of their cities ...
 
(1) - 1505 AD: Faschism is in, research goes to zero.
11 bombards, 4 of which fail, redline the defenders of Nurenberg and the Tank army razes it.
whacka few out-and-about German inf with arty and tanks. no losses, no promos. Hospitals in 2 everywhere.

(2) - 1510 AD: I split our attack into two forces. Reasons: we will not need all arty for one town except for capitals. 15 or so do a nice job of ruining a town down to attackable. If we keep one stack, most arty will sit around unused. Two stacks makes better use of them: while one stack bomnbards, the rest can move for another town.
3HP elite Tank kills 1 HP German Cav and leader under it :D

(3) - 1515 AD: I left a tank exposed at 3 HP and an Inf kills it :mad:
Byz and Korea signa trade embargo.
Hospitals all over, start Flak everywhere. 2 per city plus a few fighters should defend us well.
Frankfurt redlined and razed, no losses.
all cities set to grow next turn.
we have 34 workers we can add right now.
Battlefield Med should be rushed with enxt leader.

(4) - 1520 AD: Bzy land a large stack next to our Dyes colony :( It includes a settler.....
I can boost all but on cities by 7 workers each, makign them all size 20. Guess what?
I buy incense from Monty for 18 per turn straihgt.

(5) - 1525 AD: 13 bombards with 4 misses reduce Leipzig to red and 11. It costs us a tank :mad: and it is full of healing Cavs. I can't get it this zturn, brought too few tanks in thats tack :aargh:

(6) - 1530 AD: no more Korea! Monty sends them off to the graves. SCrollahead prevents all but persepolis from rioting due to lsot war happines.
horrible bombard results, but yellow-lining is enough. We raze Leipzig and that other town, gaining 2 arty.

(7) - 1535 AD: nothing much, troops move, partly home for healing, partly towards German towns. I intend to stop with germany @ 2 towns, Hannover and Konigsberg, as they are tiny and just take too much time to take now. Rather, I want to cut the Byz down asap!

(8) - 1540 AD: wohoa! Germany has captured a town, Ancyra. Let's see if we can get it!
Hm, the Bzy have a leader exposed. I'd love to kill him, too.....
Kaesong is gone.
I pay the English coal for an ROP. Not that it matters for them, but we can get at Ancyra and also the Enligh will rail their lands now for us. It is really nice to ba able to move tanks home without using moves, thus they are healed the next round.
Ancyra? what is Ancya? Is it edible?

(9) - 1545 AD: again the tank problem: Ancyra took too many to take down which now can't reach Cologne. Nex turn though.... And Hamburg has a stack next to it, too :D

(10) - 1550 AD: Colone is taken car off, Battelfield medicine is rushed, Hambrg razed as well.
we lost our IVORY!

next player must decide to either up lux or buy Ivory!

SUGGESTIONS: raze Berlin and Munich, then make peace and attakc the Bzy with all we have. The small cities should go quickly, and Septum (size 10), too.

http://www.civfanatics.net/uploads8/cMM1-1550AD.SAV
 
The Byzantines settled all around us! What an insult. I agree that they have to go. It's the biggest empire and they will be dangerous with tanks. They haven't got them yet, so I agree with razing Berlin and Munchen and then crippling the Byzantines.
 
btw, there's a good chance we can get one fo the last two German towns in peace, abandon it, then the Ais take car of the last one ;)
 
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