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

Greebley,

I am curious about your reasoning on League of Nations if diplomacy is turned off. Not saying it won't get done, just curiousity on my part.

Macdandee

I am on turn two, have finished total war, but am unable to build League of Nations, any idea of the cause or if there is a unmentioned prerequisite?
 
I usually play with all victory conditions on. Because of this, it is instructive to go after the League of Nations so that if I play a second game, I will understand what I need to do to get it and not lose because of it. If we just ignore it, I won't have an improved understanding on what to do when I do need to get it.

So it wastes effort for this game, but improves our future games.
 
Turn 1(1705ad) - Look around and change a couple of things, Siam is just getting further and further ahead! Still have that reserve force of cav off of the coast of our ottoman island, I am going to land a couple and get the rest into the fight.
Trade Tibet Automatic weapons+silks+camels for advanced metallurgy+24gpt+94g and an alliance vs Polynesia. Upgrade cannons to artillery.

IBT - Get Total War - flight(in 3), trade total war to siam for refrigeration+585g. Either tech would have taken 3 turns, but he wanted a lot more for flight. Siam moves a single amphib infantry into our territory.

Turn 2(1710ad) - I am unable to build League of Nations, may be a prereq I am missing, or may not be available with the diplo option turned off. Hussar does some successful leader fishing. I am tempted to rush the winter palace with it. Think I will build a tank army instead, the early tanks can use the mobility boost.

IBT - Looks as if Siam is after the last city on the island just north of our main, the amphib infantry is moving that way, and they just dropped off a tank beside it.

Turn 3(1715ad) - Take and raze Aratika (island south of the poly main island).

IBT - Poly's sally and take out our motercycle scout. The Siamese soften up Taenga on the island (north of main) for us though - that's two defenders gone.

Turn 4(1720ad) - The Polynesians also snuck some additional troops into Taenga, no taking it this turn. Massed artillery is almost unfair, take and raze Dakota. Form up the tank army. Trade Germany TOE for wm+9gpt+55g.

IBT - Tibet lands troops next to Taenga. Learn Flight - machine tools in 4.

Turn 5(1725ad) -

IBT - Tibet loses both riflemen attacking Taenga. Poly and Siam sign a peace treaty. Finish building an army in P, start the pentagon.

Turn 6(1730ad) - Land 3 tanks near Taenga, they are proving to be a tough nut. Found Pacasmayo south of the Poly main island. Silks+dyes to siam for alliance vs the Polynesians+125g.

IBT -

Turn 7(1735ad) - Take Taenga, losing an elite cav. The tanks did the trick nicely. Raze Delphi on the polynesian main island. Attempt a safe steal from Siam and succeed, gaining Theory of Relativity. Bah, missed that they'd already built Einstein's.

IBT - Beat off a Polynesian counterattack, losing an elite cav.

Turn 8(1740ad) - sorry to pass it off in mid turn, but RL is butting in here for a few days. I should be available when it gets back to me. Save
 
Signed up:
Greebley
Macdandee
LKendter (currently playing)
Disenfranchised (on deck)

Keiji (indefinite skip)
Cizzlewalk (indefinite skip)
 
1740 AD
Why in the world do we have unescorted transports close to Polynesia whom we are fighting? IMO this is a mistake.

:confused: Why are we building monuments in cities that have a border expansion?
(IT) The optional tech rules forces me to Totalitarianism on the way to Communism.


1745 AD
This is a turn of consolidating our troops.


1750 AD
The Polynesian island city of Niau is razed. The 8 workers will be shipped to the main Polynesian island that is short of help.
One-city islands are the worst things to try and hold IMO.

I send Tibet refrigeration for Tea, Coffee, Furs, $81 and wm. This solves the happy problems in our marginal cities.
(IT) Rome and Polynesia sign a peace treaty.
Siam completes Emancipation Proclamation.


1752 AD
I should have listened to my gut feeling that trying to Emancipation Proclamation was a lost clause. It is pretty much impossible to beat an AI with a large head start. Siam is to far ahead in tech to fight over wonders.

I switch to Battlefield Medicine flushing 240 shields and a turn of production.

I kill a few stray Polynesian troops.
(IT) The next science project is optional Communism.


1754 AD
I notice that Siam is NOT building Echelon. This is good for free police stations (less corruption and less ww) in EVERY city we own. We now have 3 police stations due in 2 turns. Paramonga is on a palace pre-build.

I slaughter another round of Polynesian troops.
(IT) Greece and Siam ally vs. Polynesia. I really doubt Greece will be much help.


1758 AD
I destroy isolated Motane for $1 and a worker.


1760 AD
I don't know what Polynesian is after, but I kill several more troops approaching our cities. I get a leader during this slaughter. The leader simply needs to head home for something to rush.
(IT) Communism is completed. The last optional tech is fascism. I start researching the needed prerequisite.
I now see the leader rush target - Steel Foundry. This will double a cities shields. :)
We can also build Wall Street.


1762 AD
Tank armies are just too powerful, and Corinth is razed to the ground. We have another 6 workers. We are still lacking enough troops on the main island to capture any more cities IMO.
(IT) Siam and Polynesia sign a peace treaty. I will try to fix that.


1764 AD
I actually get to make a tech trade. I ship Tibet Theory of Relativity and get Psychology. This lets us work on the final optional tech of fascism.

Cotton and Wool gets Siam and Polynesia fighting again.

Hikueru is razed and the isolated Polynesian cities continue to burn.
The Amphibious Infantry do there job and we capture Hereheretua. I don't think the AI will be clever enough to bombard enough to kill a couple of defenders.
(IT) Germany and Greece sign an MPP.
Germany declares war on Polynesia.


1766 AD
The last junk Polynesia city is razed on the southern island. We can now concentrate on the main front. :)

We capture the city of Tatakoko.
(IT) The winter palace is completed. That city now needs production boasters.


1768 AD
This turn was so boring that I slept through it.


1770 AD
Tonga is captured.


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

Summary:
We need to decide if domination or conquest is the goal. IMO trying to maintain a lot of awkward islands makes domination a pain. If we want domination we have to concentrate on the large islands that are easier to defend. I personally will burn all small islands.

IMO Paramonga should start pumping out armies soon for 3 tank armies. That are just to powerful for the AI to handle Just make sure we don't build them faster then we can fill them.

Siam has tanks in the field. They will be rough to flight.

We are starting to get enough units to start steamrolling. :)


http://www.civfanatics.net/uploads8/CZ4-1770AD.zip


Signed up:
Greebley (on deck)
Macdandee
LKendter
Disenfranchised (currently playing)

Keiji (indefinite skip)
Cizzlewalk (indefinite skip)
 
Here we go...

Turn 0 (1770AD)

Everything looks fine.

Turn 1 (1772AD)

3 Polynesia Cav's come out of north and capture a worker.

Chan Chans Steel foundary allows tanks in [2] :)

Tatakoko flips to the Polynesians - lose machine gunner.
Retake it with the Cav army. 3 resistors

Two move artillary is quite possibly the best thing ever. No enemey within 2 squares of our railnet is safe!

Move Tanks up to Akikaki

Turn 2 (1774AD)

Echelon completes (what is or was the Echelon anyway?)

Raze Akikaki. will rebuild a city next turn to claim the gems

ELite cav beats redline cav - Only small wonder of value I see is the War memorial... A Tank Army will serve us better I think.

With a decison of which direction to go I decide to head south as a RR spine up the continent will speed up our reinforcements considerably.

Turn 3 (1776AD)

lose the Elite* Cav to 2 Cav's out of the north.

Turn 4 (1778AD)

Guerilla Warfare comes in start on Quantum Physics [3]

Wall Street in Cuzco>>Brokerage firm [1]

Raze Polynesias saltpeter and horses city.

build Pampa de Paijan

Start on Prison [3] in Pachacamac so it can build MkIV's in 2 turns


Turn 5 (1780)

Greece and Polynesians sign peace

Move Small assult force from Core to southern most tip of Polynesia (includes newly made Tank Army)

Advance to Hiva

Turn 6 (1782)

Raze and replace Fata Huka on southern tip - it was size 15. unfortunatley that means we miss out on the benefits of the Cicus Maximus ;)

Capture Hiva, Keeping it by mistake. size 6, 3 resistors

Move on to the Polynesian Capital.

Turn 7 (1784)

Quantum Physics comes in, Avaition in [3]. We have two sources of Uranium - one in our newly conquered polynesian land, the other on the small island between polynesian and arabia.

See loads of Polynesian troop movements mainly Leathernecks from the north

Greece declares war on Polynesia.

Raze Haraiki and replace it.

Now seems a good place to stop my time is limited at the moment.
The 5 Tank armies (another next turn :) should be enough to deal with the main Polynesian Island. the 3 by Atmao should probably head north after healing as the two in the south can likly handle things.
 
Echelon completes (what is or was the Echelon anyway?)
I don't know what it is outside of RaR. However, in RaR it is free police stations everywhere. :D

Chan Chans Steel foundary allows tanks in [2]
That is what I was hoping for, or at least a MG every turn.

----------------------------------

Signed up:
Greebley (currently playing)
Macdandee (on deck)
LKendter
Disenfranchised

Keiji (indefinite skip)
Cizzlewalk (indefinite skip)
 
Preturn: Use one of the settlers.

1786 AD:
Capture Manihi, Argos, Nakota.

Note: Tundra with a mine is 0 food and 2 shields. If you plant a forest and mine, then it is 4 shields and 1 food. We definitely want to build forests on all (usable) tundra squares. I assumed we already have RR for those numbers. Otherwise it is 0/1 vs 1/3

IBT: Get Aviation and start on Mech Warfare (for Armor).

1788 AD:
Capture Thermopylae, Hao. I attack several others
Build Airports for transportation of units.

IBT: Trade a tech to get the 3 Lux from Tibet again.

1790 AD: Capture Knossus, Sparta, Ahe, Tikei
Get a Leader which will become an Armor Army when we get Armor in two turns.

1792 AD: Capture Santee and Pharsalos. The Polynesians have been cleared off their initial continent.

I think I will eliminate one city Greece while I am nearby. They have an MPP with Germany who is also weak. No deals with either so I declare war on Greece.

Land on the continent with four Polynesian cities still remaining.


IBT: We get Mech Warfare. This also gives us Heavy Artillery with a range of 3
MPP makes Germany declare war.

1794 AD: Kill 3 polynesian units in the city we landed next to (Hatutu). Land 2 armies.
Capture Athens and Greece is destroyed. The capitol was guarded 2 hopolites. No match for our MKIV army.

Our capitol is at 153 shields which is a bit short (need 320 shield for Armor). I plant a forest so we have 165 shields and can get Armor in 2 turns instead of 3.

IBT: Hiva deposes us. Will be easy to get back.

1796 AD: Raze Hatutu for the workers (need airport).

1798 AD: Capture Frankfurt. Two Polynesian towns left. I have been trying to prepare for the Siamese war of course.

1800 AD: Capture Tahuata.

1802 AD: Capture Hamburg and Polynesia has been Destroyed. Declare war on Siam
Raze Surin and Ta Khli - Siamese cities on the Polynesian homland. We now own the whole continent.
Land some troops.

IBT: Germany Captures Hamburg

1804 AD: Capture Piasae on the island off Siams main continent. Capture Ban Sang and Raze Eupheusus
Capture Hamburg back and also capture Berlin. Germany has 2 cities.

IBT: Didn't intend to play another turn, but I hit space by accident. Since we are short anyway, I will play the whole turn.
Siam signs MPP with Tibet and Rome who both declare war on us.


1806 AD: I ally with the Arabs vs Siam so Siam can't buy them into the war too.
I capture Raeo. We may want to Raze?? For now I captured to push back the borders.

I siphoned off some defenders in our center this turn. I mismoved and had to cover some units on Siam's island. We are going to lose a worker that went totally the wrong way. Must have been drunk.

Notes:
We need more units on Rome's homeland. Their units are weak, but we don't have sufficient units to hold the cities and attack. There is an airport there to ship units to.

There is a pre-build for Hoover in Paramonga or the Capitol Make sure you switch next turn. I was unsure if Hoover can be built in Paramonga. If not we can always use the War Memorial it is building. I think it can actually build it even though it looks far from a river.

I was alternating between science buildings and Armor in our main cities. I want to keep up in tech with Siam.

Germany has one more city off on an island so won't be destroyed when his capitol falls.
 
I want to keep up in tech with Siam.
All we have to do is :hammer: enough of Siam's cities and there research pace will stop. ;)

Signed up:
Greebley
Macdandee (currently playing)
LKendter (on deck)
Disenfranchised

Keiji (indefinite skip)
Cizzlewalk (indefinite skip)
 
Very true. For that reason I built more military than science. I probably could have built no science, but I also wanted to speed us to getting Armor for the Siam wars. After I got that I was running more surplus of gold to upgrade our artillery and MKIV.

I am guessing that was my last turn to play. I think it likely we will have won in 30 turns. If I do play it will be mop-up.
 
Got it, probably tomorrow before I can actually start up though.

Macdandee

Update: through 5 turns so far, should finish tomorrow. Rome and Germany are just about done now, expect landings on the main Siamese island next turn.
 
Preturn - changed a few builds around, primarily from barracks in low shield towns.

IBT - Romans defeat a lone artillery in Berlin and takes it. Think one of our tank armies damaged half a dozen cav's that moved by. Rome also landed a cav and a settler near Hunkpapa (ex Souix). Rome also grabbed that worker, just put a cav out for us to destroy. Tibet and Siam allied vs the Arabs. Electronics comes in, to Miniaturization in 4. Switch Paramonga to Hoover Dam (in 8)

Turn 1 (1808ad) - Found Huanco and sacrifice a worker to expand the borders at once. Destroy the Romans landed near Hunkpapa. The pikeman and spearman in Konigsberg got smashed by a tank army, only one German city left. Take and raze Cuma. Take and hold Ban Na San and Phuket.

IBT - Tibet brings a load of marines that retake Reao, land a full load including a rifleman army. Roman horse archers try to take out damaged MKIVs on defense---bad day to be an archer.

Turn 2 (1810ad) - Found Jauja. Retake Reao, taking out two armies. Raze Buriram (Siam).

IBT -

Turn 3 (1812ad) - Raze Antium, Barga, capture Neapolis (razing larger cities, keeping size 3 or lower), Shiraz, and Khlung.

IBT - Tibet attacks Reao, but the garrison holds. They land two infantry beside the town. Siam wants peace, thanks no (they are up amphib war, fission, and pesticides - we are up mech war and radar.)

Turn 4 (1814ad) - Capture Rome, raze Luteria, capture Mycenae, Pompeii, and Berlin. Rome is down to one city on their home island. Found Urubamba. I've slowed down our tech for one additional turn just for upgrade money, can't see it hurting our chances in this one.

IBT -

Turn 5 (1816ad) - prep work for coming invasions. Land a couple armies on the island with the last of the Germans and most of the remainder of the Romans.

IBT - Finish miniaturization - advanced flight in 4.

Turn 6 (1818ad) - Take Veii, the romans are off of their starting island. Take Heidelberg and the Germans are done. Land next to Sara Buri on the Siamese home island.

IBT - No attacks on our landing force.

Turn 7 (1820ad) - Raze Sara Buri (killing an unfilled army) destroying the Voyage of Discovery, gaining 7 workers. Found Ayacucho beside the former city site. Take Hua Hin (size one). Raze Kalasin, clearing the island two east of our home island and gain a leader. Take Viroconium, Rome down to one city.

IBT - Finish Hoover dam. Sell off the coal plants on the home island.

Turn 8 (1822ad) - Use the leader to rush the war memorial in Ban Na San. RAze Phet Buri and Nakhon Sawan, destroying Shangri La.

IBT - Finish Advanced Flight - Rocketry in 4.

Turn 9 (1824ad) - Raze Gao, and Tak.

IBT -

Turn 10 (1826ad) - Take and raze Bangkok (with ToE), Khon Kaen (with Newton's), and Jenne. Take Lugdunum, which is destroyed, and the Romans are gone. Take out a commando and get a leader.

I'll leave a few units with movement available. All of the fighting for the turn should be done. Sorry it took so long to get the turns done, but there was a lot to do on this one. Have fun LKendter, let me know if I've done any more silly builds. I know I still have a bunch to learn.

1826 save
 
Signed up:
Greebley
Macdandee
LKendter (currently playing) Probably can't play until Sunday It all depends how bad tomorrow's snow storm is.
Disenfranchised (on deck)

Keiji (indefinite skip)
Cizzlewalk (indefinite skip)
 
I'll leave a few units with movement available.
I really wish you hadn't. It always takes me a long time to figure out what to do with the troop.



:mad: Well I will have time to play today as the SNOW cancelled my all day plans. :mad:

:confused: Last time I played I intentionally played extra to get us back to ending the game at a turn ending in zero. How is the game 2 turns short again?

I don't understand why we have lone ships floating around. Last time I played the game I consolidated the fleet, and once again the fleet is scattered all over. I will consolidate the fleet again.
 
I don't know if DocT reads this thread. I noticed some of our captured cities have German Wiseman. Do these do us any good?
 
1826 AD
I swap the Partisans to Motorized Infantry. Tanks are better attackers, and Motorized Infantry are better defenders. I see no use for the Partisans. I think RaR has a specialized unit trapped that Macdandee fell into. It is a question of play style, but I am happy with one good defensive, and one good offensive unit and artillery support.

I have no clue what to do with the scattered fleet and simply start it all toward the homeland. Macdandee's play style and mine are out of sync. I am very much for a few strong fleets. Why do I have UNESCORTED transports again? An AI battleship would eat them alive. I left the game last time with well-organized transports and strong escorts.

Tilcara is formed to continue the push to domination.

IMO we are in the finally domination push. I change almost every non-military build in the homeland to military.
(IT) We lose one artillery piece that was undefended.


1828 AD
You know we are in the end game when I plan to capture larger cities.

I capture Zinder for $44. I capture Chiang Mai for $69. Diffa is captured for $70. Ratchathani is captured for $72 and we own Bach's. However, it is pretty useless on this continent.

Talca is formed to simply claim more land.


1830 AD
Pisac is formed to simply claim more land.

I capture Timbuktu for $33, 4 workers and claim Taj Mahal. We may get some benefit from double the shrines for happy value. I captured Hat Yai for $34 and claim the useless Wonderland.


1832 AD
Nguigmi is captured for $56. Rayong is captured for $58.
We have cleared Siam from this landmass.
We now hit the delay to heal troops and get ready for the next big attack.


To be continued...
 
1834 AD
Vitcos is formed.


1836 AD
I catch Siam trying to sneak a settler onto the cleared landmass and destroy it.


1838 AD
New Cuzco, New Quito, New Chan Chan and New Machu Picchu are formed.
(IT) We suffer a flip and Zinder goes back to Siam.


1840 AD
Zinder is recovered and in our hands again.
(IT) The AI completely ignores our landing?


1842 AD
Landing Zone is formed. The next island invasion shall begin.
Chumphon is captured from Siam for $106. Barkhal is captured from Tibet for $3. Cozhe is captured from Tibet for $3. Golmud is captured from Tibet for $3.

We get a leader whom will simply form an army. This late in the game I don't see much worth rushing.


1844 AD
Chamdo is captured from Tibet for $4, 1 worker and the Sistine Chapel. Since we didn't build a lot of churches, I don't think we gained much. Gartokh is captured for $4 and we control the obsolete Chichen Itza. Lhari is taken from Tibet for $4.

My leader drought ends as I get another one. :crazyeye:


1846 AD
Iyekundo is captured from Tibet. Kumbum is captured from Tibet for $1.
Size 18 is too much for my taste, so Lampang is razed for $469 from Siam.
(IT) More headaches happen as Hat Yai flips back to 2CC Siam. I left an army on standby on the continent to cover this possibility.
We suffer another flip with Lhari to Tibet.


1848 AD
Lhari is ours again. Leh is captured from Tibet for $6. Gerze is captured from Tibet for $6.
Hat Yai is ours again along with $321.

New Pucara is formed.
(IT) The flips continue as Gartokh and Kumbum go back to Tibet. This will stop shortly as Tibet and Siam both have less then 10 turns to live.


1850 AD
New Chimbote is formed to simply claim more land.

Gartokh is our again. Oma is captured from Tibet for $4. The Tibetan capitol of Lhasa is burnt to the ground. We gain another 6 workers for our troubles. Sikkim is captured from Tibet for $4. Nyima is captured from Tibet for $6.




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

Summary:
The transports near Barkhal, along with the Amphibious Infantry are to take Rutog. After that they can load up enough troops to take out Nan.

I gained 9% in land during this turns. I got a decent amount of monuments built. I would be shocked if I see another turn.


http://www.civfanatics.net/uploads8/CZ4-1850AD.zip


Signed up:
Greebley (on deck)
Macdandee
LKendter
Disenfranchised (currently playing)

Keiji (indefinite skip)
Cizzlewalk (indefinite skip)
 
The two turns short was my fault I think. I stopped early as I didn't have any free time for a couple of days - being still at work at 2am is one of the most depressing things ever :crazyeye:

also - got it.
 
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