cz4: RaR ()==[];,;,;,;,;,;> The Hitlist

IIRC, you also have a second RaR game going, Lee. Do you think anyone there might be interested in joining?
The word second is confusing as I only have one LK series game going. I have no idea if any of those plays want in. As is it, I have one player on indefinite skip. :(


Greebley (on deck)
Macdandee
Keiji
LKendter (currently playing)
Cizzlewalk (indefinite skip)
 
Macdandee said:
It would be a lot worse without you joining Lkendter, thanks again.
Well be glad the 3 people rotation wasn't know at that time. I never would have signed up for this if had known. I play in to many games to deal with a game coming back this quick.
 
I'd be willing to play if you want, but I warn you that my experience of emporer level is very limited. I've been playing in Doc4 and that has had very little warfare so far (nor is it likely too :( )
 
I certainly would be willing to have you join. I think players can play tougher levels than they would single player since they have the advice from the team. I suspect you will be able to handle it fine.

So providing the rest of the team agrees, I would say welcome :)
 
Rules question - can we build the spy agency? All we allowed to steal techs?
 
1550 AD
Our defensive military still needs help. We still have a troubadour as a coastal city defending with colonial marines in play. There are still EMPTY American cities.

I can believe we still don't have railroads.

I can a lot of builds such as Bursa building shrine with 5 happy people and a monument for border expansion. This is swapped to forge as this city has decent productivity. Cahauchi is building a temple with 7 happy people and no miserable people.


The alliances with Polynesia have ended and I gladly cancel them. I cancel the alliances with the Arabs.

I sign peace with the all but dead Greece for $5 and wm.
I sign straight up peace with Germany.
I sign peace with Siam for $277.
Luxuries go to 10% due to the loss of "war happiness". That is the game concept I hate, as it is really hard to tell when it is in effect.

One of my goals will be to get the interests bearing Central Bank at least in progress.

(IT) We continue to get luxuries from Tibet by shipping them refining. In return we get Tea, Coffee and $49/turn.
The nearest option tech is Subs, so I go for the intermediate step of Mass Production.


1555 AD
(IT) The Arabs and Siam sign a peace treaty.


1565 AD
(IT) Tibet and Greece sign a peace treaty.
Germany and Siam ally vs. Polynesia.

This is why I hate taking large cities. Nahkon flips away costing us furs and several units. I caught the excess units in the other city, but missed these. :(


1570 AD
Silks, Cotton and $4/turn get us Tobacco from Arabia.
Silks and $8/turn get us Gems from Polynesia.
It is annoying that after these deals I still have to up luxury tax to 20%.


1575 AD
(IT) The Arabs and Germany make happy.
The Arabs and Greece make happy.
Polynesia completes Arc De Triomphe.


1585 AD
It cost us a Dragoon, but Lakota (Sioux) is razed to the ground.
(IT) The last easy to get optional tech is Motion Pictures. I start the needed prerequisite.


1590 AD
Sub warfare and $2198 gets us High Explosives from Siam. I've been working on the railroad. :dance:
(IT) The Sioux and Germany sign a peace treaty.


1595 AD
(IT) The tech leader Siam completes Theory of Evolution. This wasn't the civ we wanted getting two free techs.
They also complete the Eiffel Tower for free monuments. This is more bad news as the number one culture civ gets more culture.


1600 AD
We auto-raze Yanktonai (Sioux).




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

Summary:
Parks are great for pollution reduction. Please get them in all of our high pollution cities.

NOTE: After Motion Pictures the optional techs rules don't matter for this age all that much. The last remaining option techs require that we research most of the mandatory techs.

DON'T RENEW the luxury deal with Polynesia. After 15 turns the Sioux should be all but dead.
I may have screwed up with even signing this one. We may be forced to trash our rep. :(

http://www.civfanatics.net/uploads8/CZ4-1600AD.zip
 
Good work grabbing us High Explosives. One of the hardest things about this variant is that you can't go after irrigation or High Explosives early. In fact both are required techs with no optional techs based on them, so if you can't trade for them, you are in real trouble as they are close to dead last in our research path.

I don't see any reason we can't steal techs (We just need to steal the optional ones first). So I think it should be allowed. The optional tech rule will "expire" soon. There are no optional techs in the modern age.

Disenfrancised,
You willing to take the next turn? If I put you at the end, then you are up.

Note that the main rules you need to know are:
1) We must stay at war with the Sioux until they are dead at which point we declare war on Polynesia (it is at the top of the list of civs when you hit shift-D) after the Sioux are destroyed.

2) Research towards the closest optional techs. One way to do this is to click on the optional techs and see how many techs it requires. The one with the lowest number is the one to research towards. If they are tied, pick your favorite (or the one with the fewest number of turns if it is only one tech away).

Greebley (on deck)
Macdandee
LKendter
Disenfrancised (up)

Cizzlewalk - skip until he checks in
 
Welcome Disenfrancised, nice to have you with us.

Glad to see that you got high explosives, I second Greebley's pain over what this variant does to the normal tech progression. Stealing techs should be fine, if we follow in the spirit of the variant when we do it.

Kept meaning to upgrade that troubador, but obviously never got to it. The adventurer's make good second defenders with the added bonus of being able to quickly reinforce threatened towns. Home defense is something I let slide too much. Thought I had all of the coastal American cities garrisoned, do the none coastal ones tempt the computer that much?

Macdandee
 
do the none coastal ones tempt the computer that much?
There is a marine unit already in play. We even have a few. I prefer not to tempt fate. In addition, I find that the AI is more likely to land troops by empty cities.

Homeland defense should start getting easier as the rail-net gets better.
I didn't mention this in my report, but we need MORE laborers. I would even consider cash rushing some in former America out of the shield poor cities. The faster we have a military rail-net, the less of a danger landings are.
 
Got it. Will play tonight.

Priorities
- Railroads and labourers to build them.
- Defense in each coastal city plus mobile defense force.
- Parks in every city with pollution.
- continue attacking Sioux - colonies first? raze and replace?
- Research motion pictures then towards facism or communism

any I missed?
 
When a civ is nearly dead I keep cities, you probably do want to Raze and Replace at first, so we do need settler type units too of course.

Since we are going for a complete kill of the Sioux, you can also capture all cities, and keep a single unit in them. If they flip you have to backtrack, but it saves draining our cities of population and gives us larger cites. I often do this when I am destroying a civ. Other people hate flips so much they raze everything.
 
Sioux - colonies first?
I already took care of two really small cities (colonies). I don't suspect much is left in small cities to deal with.


It also depends on city locations. My razed city was to avoid keeping an awkward city as the only city we owned on the island.

Another factor is how do those cities keep aligned with our plans for the next enemy. It doesn't make sense to keep a far away city as the only city we own on a landmass.

I would learn toward razing to get more free labor. The captures from the razing can get home and help a lot toward improving the rail-net after being upgraded to the current units.
 
In RaR you have a lot of cash buildings, so I don't see the cost of workers being a problem.

I guess it depends on how many free workers we get. For smaller towns (size 6 or less), I doubt we would get enough workers to help.

Completely agree on the "lone city on the island". Too hard to defend given the variant.

[Edit: So our above discussion translates to:
Raze Isolated and large cities.
Keep the smaller non-isolated ones.
 
Well as it turned out razing cities wasn't much of an Issue :(

Turn Log - Cz4 start 1600ad

Turn 0 (1600AD)

Okay, first thing - find and sell the 3 district courthouses. they cost 8 gpt and the corruption reduction isn't necessary in the cities they are in.

Okay we have about 46 laborers

set 5 or so smaller cities to laborers

Change a few builds mainly bazaars to ports in coastal cities.
How can Iznik have a major port but no port?

Turn 1 (1605AD)

Polynesia Kick our troops out.
Germany and Sioux sign a trade embargo against us.

Edrine Laborer>>Laborer[10]
Chan Chan Cavalry>>Cavalry[2]
Izmit Laborer>>Laborer[3]
Pikillacta Laborer>>Laborer[5]
Antalya Courthouse>>
Chimbote Laborer>>Laborer[5]
Cupisnique Bank>>Central Bank[9] (micromanaged to -1fpt)
Paracas Cannon>>Coal Plant[5]
Huari Marketplace>>Rifleman
Pachacamac Commerical Port>>East India Company[8]
Paramonga Dreadnaught>>Coal Plant [4]
Supe >>Cav [6]
Arequipa Town Clock>>Laborer[5]
Ollantaytambo Laborer>>Laborer[5]
Chavin De Huantar Laborer>>Laborer[15] what a crap city
Cerro Sechin Laborer>>Forge[10]

Polynesians are building the Taj Mahal

Our ottoman territories are really undefended considering Polynesia is next on the Hitlist!

Turn 2 (1610AD)

Learn Radio, Start Motion Pictures [4 @ 60%] -97gpt

Pucara Guild Hall>>Rifleman [4]
Cajamarquilla Bank>>Rifleman [4]

Move assult force to Sioux home continent - only 3 cities left now thanks to the Marauding Polynesians

Turn 3

Cuzco Bank>>Rifleman [2]
Bursa Forge>>Courthouse [15]
Quito Guildhall>>Laborer [2]
Chan Chan Cav>>Cav[2]
Huari Rifleman>>Rifleman[2]
Ancon Transport>>TRansport [4]

Bombard Oglala (sioux)
Kill a ship and wound the 2 defending riflemen
Send in the Leathernecks and Oglala is taken.
I keep it, Start on Shrine [40]

Turn 4

Transfer those 4 cavelry in the north of the core island to the Ottoman Colonies

Greece and Sioux sign a trade embargo against us

Iznik Port>>Rifelman[20]
Izmit Laborer>>Rifleman[10]
San Francisco Libary>>Port[10]
Huamachuchu Forge>>Laborer [3]

Resistance in Oglala ends

Move all but 2 line Infantry and leathernecks out of Oglala
Would move and attack Little bighorn but 2 Polynesian Out riggers are in the way!

Turn 5 (1625AD)

Germany and Polynesia Sign Peace

Cuzco Rifleman>>Port[1]
Washington Windmill>>Laborer [5]
Quito Laborer>>Laborer[2] (grows in 1)
Chan Chan Cav>>Cav[2]
Oglala Shrine(rushed)>>Baracks [20]
Huari Rifle>>Rifle[2]
Paramonga Coal Plant>>Crystal Palace [19]
Moche Courthouse>>Barracks[3]

Take Little Big horn - size 2 plus saltpeter in radius so will keep it.

There are 9 Polynesian Leathernecks in the area - these cities may be tough to keep.

Turn 6 (1630AD)

Arabs and Sioux sign a peace treaty

Motion Pictures come in. Start Research on Realpolitik[4] @50%
with +119gpt

Cuzco Port>>Hospital[6] (3 of these for battlefield medicience should come in handy)
Philadelphia Town Clock>>Cannon[7]
PUcara Rifleman>>Marketplace [6]
Pikillacta Laborer>>Laborer [6]
Chimbote Laborer>>Marketplace[26]
Paracas Coal Plant>>Sewer system [5]
Seattle Port>>Major port[8]
Cajamarquilla Rifleman>>Laetherneck[4]
Arequipa Laborer>>Marketplace[26]
Ollantaytambo Laborer>>Laborer[15]

Damn it! Nan (small Island near Siam) Flips to Siam. not much it it though, still it the principle of the thing!

Siam Try to steal our world map.

Cavalry boat arrives at ottoman land. don't unload them just yet.

Turn 7 (1635AD)

Sioux and Rome ally against Greece

Quito laborer>>Laborer[2] will grow in 2
Chan Chan Cav>>Cav[2]
Huari Leatherneck>>Leatherneck [2]
Huston Forge>>Port [9]
Supe Cav>>Marketplace[8]
Ancon Transport>>Dreadnaught [6]
Lauricocha Guild hall>>Factory [23]
Cajamara Courthouse>>Forge[5]
Huamachuchu Laborer>>Laborer[4]

Turn 8 (!640AD)

Cahuachi Factory >>
Buffalo Port >> Major Port [7]
Moche Barracks >> Harbor [5]

I building up forces before taking out the Sioux as the Polynesians are powerful.

Turn 9 (1645AD)

Polynesia and greece sign peace

Quito LAborer>>Marketplace[9]
Chan Chan Cavalry>>Cav [2]
Huari Leatherneck>>Leatherneck [2]

Pachacamac East India Company >>Dreadnaught [3]

Ocucaje Guild hall>>Shipyard [2]
Chanchan port>>Major port [8]

Siamese complete Edisons Workshop.

They are up
Advanced Metallurgy, Automatic weapons, Flight, Motorised transportation, Psychology, Realpolitik and Refrigeration

They don't have Motion pictures and are willing to part with Spices, realpoltitik WM and 2210 gp for it. I'll wait till next turn for Realpoltik to come in.

We can sell tibet radio for realpolitik,Wm 30gp and 29gpt. go for it.

East India company helps us reduce Lux to 10% Unionization in [4] at 60% with +120gpt

Turn 10

Greeks destroy the Sioux - that was Unexpected.
Get Winter Palace Pop up.

Washington Laborer>>Port
Cupnisnique Central Bank>>Hospital[6]
Miami Hospital >> Rifleman [4]
Cajamarquilla Leatherneck>>Leatherneck [4]
Tihuanaco Factory>>Park [3]

Lose our supply of Tea, Coffee

Notes
The Rail Net on the Core Island is now complete, the one On the American island includes all but the 2 southermost cities.

I built 16 laborers, you might not need that much more.

Contact Polynesia (down Mass production and Real Poltick) - declare War.

I'll leave It to the next player to set up allances and so on. There are a couple of units with move left. there are 4 Cavalry in Chan Chan.
 
How can Iznik have a major port but no port?
It was a captured city. With captured cities, you never know what will survive. It is the same thing like having a bank with no marketplace.

Cupisnique Bank>>Central Bank
This is good news as we now we earn some interest. Make sure we keep enough cash to earn it.


Damn it! Nan (small Island near Siam) Flips to Siam. not much in it though, still it the principle of the thing!
I am not surprised. Unless I plan to eliminate a civ I prefer razing for this reason.



Contact Polynesia (down Mass production and Real Poltick) - declare War.
Sorry team, I really screwed up with the luxury deal. I hope the rep damage isn't too bad.
 
Preturn: We can't get a tech with Motion pictures so I go for gold from Siam and Tibet.
Raise science to get the next tech in two turns.
Also switch our best shield city to build the Intelligence Agency. I want to be able to steal techs.

IBT: We spot a Polynesian Cavalry.

1655 AD: Place our units defensively as we can near the Polynesian lands. The enemy will get some attacks. Rush a Garrison. Also land on the nearest Island to our capitol. That is good land for us as the corruption will be lower.

IBT: We kill one cavalry on defense. They kill two line Infantry.
Get Unionization and start on Automatic Weaponry.

1660 AD: Capture Tokelau. Sacrifice 1 worker for the border expansion. I trade Unionization for a 5337 gold. Again we can't get one of the techs we want. Instead I will research techs in 2 turns. I would try a steal, but it makes more sense to wait for spies.

IBT: We retreat and win vs an attacking cavalry (on a mountain). The win gets us a Leader! We lose happiness. Not sure why. Loss of war happiness?

1665 AD: Kill 2 Cavalry and 2 Leathermen. Form a Cavalry Army.

IBT: No attacks. Get Automated Weaponry, start Moterized Transport.

1670 AD: Land some more troops on the main island. May be able to advance - no cavalry have been seen recently.

IBT: Watch Siam and Polynesia fight. Siam got those wines.

1675 AD: Attack and Capture Tuka Niua. The blood flows and we get a border expansion.

IBT: See several Polynesian Cavalry. Wonder why they suddenly appeared after nothing for so long. Perhaps the were dealing with Siam on another part of the island?

1680 AD: Attack and Capture Bear Butte. Once again the blood flows for our border expansion. May not hold it depending on the Cavalry Situation.

IBT: Bear Butte Holds with no loss.

1685 AD: Consolidating forces.

IBT: See some movement, but nothing close yet.

1690 AD: Capture Tematagi on the island near our shores (more blood).

IBT: No Attacks.

1695 AD: Capture Hunkpapa on the main Polynesian Island.

IBT: I lose an Amphibious Infantry on defense vs a Cavalry. Two more Cavalry are in range. We get the Intelligence Agency.

1700 AD: Mostly healing. Plant Spies with Siam and Polynesia

Accidentally end the turn by hitting the space bar:

IBT: Crystal Palace is built.
No attacks.

Notes:
I would switch immediately to the League of Nations when we get Total War. The Diplo victory isn't used in this game, but I would like to play as if it was and grab it. To do so we need to switch to it before we get Totalitarianism (according to DocT). This is the NEXT tech we need to research which means we may have as few as 3 turns to switch. I started a build in Cupisnique for it. If we fail to switch we cannot build it (I guess you cannot start obsolete wonders)

If we do get total war before Siam we may want to trade it for flight. Getting units across the water is a pain.

We also have enough cash for a steal if you feel inclined. A careful/safe one might be a good idea.

No units are moved for turn 1705 AD. Sorry about skipping your preturn.
 
Greebley
Macdandee (currently playing)
LKendter (on deck)
Disenfranchised


Keiji (indefinite skip)
Cizzlewalk (indefinite skip)
 
Back
Top Bottom