D+2: "The wisdom of life consists in the elimination of non-essentials."

I'm off on holiday tomorrow morning so I'll miss my next turn. I'll let you know when I'm back and jump back it.
 
No rush from me -- tonight & tomorrow I'm putting my last minute finishing touches with the GOTM -- have $24K to spend & have yet to fire a shot.
 
By God! This is one hell of a game I've been missing out on.
Keep up the good work!:goodjob:

Come tomorrow, I hit the road. Heading from Chicago to Portland, by way of my old turf, Colorado Springs. Been a bit rough dodging those "slings and arrows" of late; but I hope to borrow a computer while I'm in the Springs and check in on this game. My Civ2 CD is in the "essentials" road kit, sandwiched between Shosty's 5th and Beethoven's 9th -- worthy company!(And God only knows where my Civ3 disk is
:lol: :lol: :lol: !)

I think my essential strategy at this point is: build lots of spies and nukes; and a lot of engineers to clean up the inevitable mess.
(Just kidding ...)
 
Oh boy, once Fundy gets going to the AI's I can see where they could end up with some serious cash. Not that they know how to use it in any way shape or form, but it will make for some fun-filled capital chasing if we're looking to ground an enemy spaceship at some point.

Looking forward to seeing these turns!
 
AD 1842 – (0)
480 gold for demanded Dye
474 gold for demanded Gems
Zulus want to meet. Senate signs a cease fire.

Set-up troops for ship chaining on Project ‘Russian Tee’.

Lots of rush buying done. Mostly markets to help keep people happy and give us more cash during this high tax phase.

Greeks develop Explosives
Greeks acquire Steel from Vikings
2 Greek Calvary die attacking our troops on Mountains.
Mongol destroyer dies attacking Macao.
Russians change to Fundamentalist
Russians acquire Steel from Zulus
Zulus acquire Fundamentalism from Russians
Russian Destroyer dies attacking Cruiser
Russian Alpine lands near Roma
Zulus acquire Espionage from Russians
Russians acquire The Corporation from Zulus
Vikings develop Theory of Gravity

Spanish request audience:
They threaten us then leave.

The general plan for these turns is to:

Establish a focal point of action between the Greeks and Russians
Continue the reduce the Zulus
Expand our cities capacity and growth with the plan to allow a faster rebuild once new technology gives us better weapons to work with.


AD 1844 – (1)
Cruiser kills two stacks of Vikings. Spy unloaded and runs around the Viking continent on rails to get updated reports on what they have.

Mongols change to Communism
Russians acquire Machine Tools from Greeks
Greeks acquire Fundamentalism from Russians
Spanish acquire Machine Tools from Vikings
Mongols acquire Machine Tools from Spanish


AD 1846 – (2)
Stack of Greek units killed. Stack of Russian naval units killed. Multiple Shore bombings happen to the Vikings. Spies on passing boats are used to Sabotage Spanish ships. Even though we have a cease-fire with them it is allowed and doesn’t hurt our rep. If they survive the ship is damaged to 50% and the Spy is made Vet.

A special force is sent to try and recapture Blenheim Palace.

All injured Artillery are left to rebuild in a nearby Barracks.

203 Gold for local Oil delivery
1260 for demand Dye to Russians (even though they are in Fundy)

A quick check of the Russians cities nearby shows that each has around 7 defenders, basically every city improvement built and the cities were all building Cruisers.

To try and establish superiority in the seas around the Russians a Battleship is IPRB in the city closest to them. Many marketplaces rush built. Some Freight IPRB.

Several attacks by the Greeks are repulsed.

Russians develop Guerilla Warfare. Russian Cruiser ends turn right next to city that just rushed our Battleship. :D

The Zulus want to meet. They swear to drive out our Armies. Zulus change governments. They then break the Cease-fire and attack a stack of units in a fort on a hill. Attacking Calvary kills Calvary. Attacking Cannon dies to Rifleman.

Vikings develop Fundamentalism

Spanish develop Democracy

We discover Mass Production
Flight
Genetic Engineering
Mobile Warfare
Recycling


AD 1848 – (3)
Battleship kills Russian Cruiser and becomes Vet.

Zulus cities of Isipezi, Isandhlwana, and Bapedi are emptied. Two Artillery are lost in the assault. Bapedi is not occupied because the crude terrain (no roads) will not allow us to occupy any spots that Partisans may appear. Isipezi and Isandhlwana are liberated and talks with the Zulus have been refused with no Senate interference.

784 gold for demanded Oil. Some other non-demanded goods delivered for a couple thousand gold and enough to get us our advance next turn.

Greek Alpine Trooper bought for Southern flank of that front. He becomes a nice NONE veteran unit.

A hut we spotted last turn provides 100 gold. I realized I shouldn’t have even popped the hut since Barbs up there would have wiped out the lone city we have there. :undecide:

3000 gold worth of rush buying provides many needed city improvements and freight.

The Greeks throw more units to their death in attacks.
The Mongols attack Andu’s Forest with a Destroyer and die.
The Russians find our battleship with a Destroyer and run away.
The Greeks acquire TOG from the Vikings.

We discover Genetic Engineering
Flight
Guerrilla Warfare
Miniaturization
Nuclear Fission


AD 1850 – (4)
A Greek Calvary is bribed on the Southern flank when a Stack of units topped with Artillery is spotted next to it. The Calvary attacks, the Artillery defends and dies. 2 units killed.

More Vikings shore bombed.
Russian Destroyed killed by Cruiser.

Greeks change to Fundamentalism and acquire Medicine from the Vikings
More Greeks die attacking our troops.

Vikings develop Atomic Theory.

Our cease fire with the Spanish ends. They sneak attack us and kill a couple units in a fort. :( But, that’s what they were there for; to draw the Spanish to attack us. Then they steal Refining from us.


AD 1851 – (5)
Various attacks are done to Spanish ships to rid the seas of their influence. Two Spanish ships are sent to the bottom of the sea and spies further cripple any other known ships.

Russian Tee is founded to act as a gateway to the backside of the Greek continent as well as a trade/distribution center for the region. A unit is disbanded in the city to give it starting shields and a Coastal Fortress is rush built. The Russians may bounce ships off of this city for a while since they are building them almost every turn.

A Russian Cruiser is sunk near Spanish Outlook. Our Battleship stays put for some minor repairs and to stay in position since Novgorod has built a ship the last three turns and recent scouting shows another is in the queue.


Notes:

I focused on getting Marketplaces into most of our cities since they will help fund the war effort. Russian Tee was meant to be the staging area for trade deliveries to the Russians, but then they changed to Fundy. This last turn I started sending some freight towards the Vikings since they went back to a Republic at some point. The Russian cities are much larger, but I’m not sure if that compensates for them being in Fundy. If the Russians ever get back to Republic, we should be able to make thousands of gold per turn in deliveries.

The supply chain for Russian Tee is from Genoa, to a transfer ship in between it and Spanish Overlook. Currently the ships next to Spanish Overlook go around through Romanov and then transfer again to Russian Tee. Launch Point was built to act as a, well, launch point to Russian Tee. So, once the rail is completed, the ships can go from Genoa to Spanish Overlook, along the rail to Launch Point to Russian Tee.

I would suggest that the Overlook cities continue to build Alpine troopers to reinforce the Russian Tee area. The Russians have tons of cash and have rush bought units in their cities every turn.

The area around the Overlook cities has been cleared of any known ships. Hopefully it is fairly safe now. Be aware that the Russians have been sending ships way up North to Aurora Borealis. You can also see that the Russian cities near Russian Tee have been scouted, as well as the Zulu cities along the rail. I have just kept empting Bapedi until the main Artillery group gets healed. I had a hell of a time getting the Zulus to fight me when the round first started, so not much progress has been made with them.

Lastly, I started to try and get some freight from our external cities built to be delivered to our main continent.

And the save
 
Very nice! That is a lot of money coming in now.

I really like the Russian Tee city. Very nice strategic location. I would make sure it's secure ASAP. It's probably worth rushbuilding from an empty production box (rushing a temple first, then switching) for a few turns to get it built up (walls, Barracks, ATs) to withstand any onslaught. I think the size of the Russian cities, combined with the distance should make most Russian deliveries worthwhile. With 13000+g, those russian cities are probably going to start building Battleships every turn instead of cruisers once they get Auto. We need to be secured by then.

I also like the Greek Shipping city. Connecting that area to the main continent will give it a nice boost.

Good work managing the Zulus without getting the Partisans. I think it's safe to say they're no longer a real threat for a significant counterattack, so we can just grind away at them. As I said last turn, the senate is going to present a challenge as we try to take these civs out.
:goodjob:
 
I downloaded the save & will look at it carefully as soon as practical -- (company arrived last night & may stay for a couple of days -- this may take me more than my ususal one day turnaround.)

I wonder if we can get into a four or five front war. :eek:

Great work Duke!

(But I'm kind of surprised at the passby of Mobile Warfare -- was GE that exciting?)

Hmmm -- remind me -- no purchases of foreign cities (but units are for sale) Stay spotless; & the recommendation is to stay out of Fundy due to bribe considerations...
 
Nice maneuvering, Duke. We should be well placed to make a huge push once robotics is discovered. While the AI is becoming quite wealthy and producing units at alarming rates, the fact that they're in Fundy should at least mean their ability to get to fission and rocketry for nukes will be slowed as well as the spaceship part techs.

The problem that could arise is when one dopey civ (like the Vikes right now) goes demo or republic and does the tech discovering for the whole rest of the world.

So is Old & Slow up now? I'm looking forward to my 30-minute turns!

Upon edit - I guess O&S is up next given his email before mine. :crazyeye:
 
I went for GE over Mobile Warfare partly becasue we had a city building 100 shileds a turn and I wanted to give it something to do and when I first took over happiness with many units in the field was a slight concern, so the extra happy person should help a bit. Plus, Armor really isn't all that great for what we need. If we have enemy troops out in the open, Calvary can usually take care of them, otherwise we need Artillery (and hopefully soon Howitsers).

I held off on build tons of troops just so that we can try and get a fresh wave of troops once we discover the needed techs. The one thing I wish I had built more of was Alpine Troopers. SInce they treat all squares as roads, they are ideal for surrounding a city to avoid partisans.

The biggest problem I had was that none of the Civs would make peace with us. So we had to stay at a cease-fire. You can't demand they remove their troops in a cease-fire. :( That's why I just kept empting The Zulu city. The next turn I would have run engineers out to build rail to The city NE of Bapedi and empty that one as well. Then just keep emptying them and include more of their cities into the mix each time. Then, once they are all emptied, capture them all on the same turn. Otherwise an automatic cease-fire could delay us for quite a few turns after capturing one city.

Russian Tee should have it's Coastal Fortress done this turn so it should be safe from ships after that. I love that we can hit the AI's ships on the other side and then pull back into the city. :) And, the moutain facing the Russians should be able to hold up against Artillery as long as the Alpine troopers are Vets. I was tempted to even sacrifice a couple engineers just to try and connect parts of the Russians rail network to allow us access to more cities and ultimately to capture the UN. . ?
 
AH, yes, the UN! How nice would it be to have that wonderful wonder? It allows for peace with each cease-fire and can help the 'hawks' in the Senate to move us along. May not be a bad target to go for sooner rather than later if we plan on democracy.

Don't forget that it is land-units that cause the conversation. I'm not sure if it only works when you have the UN, but I've found that using Andu's diplo-idea is very nice. In essence, I can surround the city by putting units only in the squares that touch the city and then take an empty city with a 2-move unit or take it along rail lines. Partisans will still pop up on the outside square, but the unit the just took the city is the one blinking (i.e. active). Since there are no partisans right next to the city, there is no contact right away. At this point, contact the civ whose city you just took and you'll get the message "blah blah blah begone with you". Now, if land units are next to each other, it does not trigger the automatic response.

If I'm short on units, when I take the city it shows the 'internal' screen when you do. At this time, click on the unit that just took the city and fortify it. This way, when you exit the screen it won't be blinking/active. Hence, no speaking (though you have to be sure the next unit in line to be active is not near an enemy unit as well). Same deal here.

Again, I do not know if either works without the UN.

I've never been a communism player, so I'm not sure as to the diplomacy points. I'm assuming that there without a "Senate" there is no forced cease fires, so once in a war we can remain in a war. Will there be the same issues regarding the cease-fire (can't tell the AI to get out)? I imagine so. I'm thinking that sneak attacks would be allowed in communism without senate interference, but that will not be an issue in this "spotless" variant. Anything else?
 
This would happen even with the UN.

However, if you are able to call on the civ before any land units meet, you'd get the "BEGONE" note and then land units would not cause there to be a dialogue when they meet later in the turn (unless yet another city is taken).

That's the part that may not work without the UN.
 
As far as the tech tree goes, it looks like we can get computers, then mobile warfare followed by robotics -- the goal for true city offense.
 
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