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

Originally posted by Kev
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.

That's what I meant. IIRC, that only happens if you have the UN.
 
Make friends

D+2_War.jpg


Watch them grow

D+2_Growth.jpg



Teasers: contact with one foe causes a war to downgrade to cease-fire; contact with another does not.

Significant tech growth -- how much?

Significant population growth -- how much?

War dominates the news -- losses on all sides

Write-up in detail (and saved game) to follow
 
Looks like some fairly hungry people there in Bapedi. Looks like those Russians are chock-full of money too. Fun to be had.
 
Originally posted by Old n Slow
War dominates the news -- losses on all sides
Uh-oh! do you mean losses by our side and their side? or do you mean losses by us on all of our fronts?
 
Status -- at war with everyone -- but only one enemy on our primary shore.

Goals --

1) Gain the military techs for success.

2) Win the fight(s).

Pre - 1852 -- moved a few citizens & bought a few aqueducts.

(Mongols gain Exp (Spain later gets & gives Power & Demo to Mongols)

We lose a Cavalry, Rifle & Eng vs. the Russians & Zulus. The Vikes lose a Cruiser & the Spanish an Arty, both making the Alpines vets.

Discover Mini, opt for Computers over Flight, GW, MW, NF (we figure that if we do the tech right, we can get MW next & Robotics right afterwards.)

Build just over a dozen markets. Pop = 55M

1852 (5 Skulls) The Zulus are Receptive in this war, so we figure that at best we'll only get one city & we'll be forced to stop. Take Bapedi anyway -- Partisans spring up everywhere (Ok, ok, we kind of figured that.) They want to talk (we don't answer) and the senate says...............nothing. (Huh?) OK, the war is still on & now we have a mess of partisans to clean up. A dozen are available for 692 each. Smack a nearby marine & all but two of the partisans.

Further along the highway, we properly surround Hlobane & lose a couple of non-vet Artys (as well as two rifles cleaning up some of the Bapedi leftovers) as we take it out (+179). Talk? (no)
Senate?...................nothing; war continues. Surround Zimbabwe, use only vet Artys & it is ours (Hmmm the fanatic in the fort disappears, but is replaced by a partisan.) Talk? (no) Senate? nothing; war continues. We buy up the three partisans in sight for a more reasonable 297 each, and two cavalry (397 each) as well.

On the other fronts, there is action but much less dramatic. We buy a Greek marine (657), sniff along the Viking coast & land a boatload of units in Mongolia (we're not sure why they are here, but having 5 Artys in a lone transport (along with a Rifle, Eng & spy) are either begging for action or begging to be sunk.

In peeking around in Russia our vet spy sees that they have GW -- and now so do we! We love free techs. ....................................(or DO we? DOH! This means we won't get MW and Rob as planned -- another tech will have to be looked at first. Argh! Hard to overcome those automatic reflexes. To add insult, we lose our vet spy.)

status -- we have 95 cities, Russia has 24 & twice our population; Vikes & Greeks are of a similar size & the Mongols are not far behind. Spain has only 9 & the Zulus were cut in half from 6 to 3. As far as techs go, Greeks & Mongols have 51 each, We have 69 & the rest range from 56-61.

On the domestic front, we deliver freight, mostly earning between 200& 350, but a Naples to Xin oil nets 870!

(During the ai turns, the Greeks lose 2 Cav & a marine vs our heroes, Sapin loses a cav as well. the Russians nab one of our Alpines. Vikes go to Fundy.)

We discover Computers & opt for Labor Union over Flight & NF. (I like Jeeps -- especially when they are towing my Howies. Oh well, maybe this wasn't as bad a tech SNAFU as it could have been.) Badlands blows up, & Bapedi has a lot of hungry Elvi.....now they have a bunch of hungry Einsteins. pop = 63M

1853 (6 Skulls -- we actively clean up after ourselves as best as we can -- often leaving an eng on the rough terrain to road it for the future.) Switch the wonder to SETI (I want the 95 extra research labs please.)

Send a lone cruiser up to Minsk & the central Russian coast -- smack an Arty +1 there. Long range plan is to scout around & be a nuisance for a while -- if there is no response, they maybe we can land two boats of forces, take a port & then Moscow (the UN)...with the Pyramids being a bonus. Am leaving a
transport in the mid waters & another in the nearby port. Something for the next player to consider.

The forces battling the Zulus retreat for healing. Smack a Viking
destroyer, Arty +1; Spanish Arty, Truck & Arty.

In Mongolia, the temptation was too much. We take Blenheim Palace (what no partisans?...but the Mongols are now in Commy, so maybe this was once our city from before?); the Mongols want to talk, but we don't...the Senate calls for a cease-fire anyway.

On the domestic front we rename Prague to Calgary & Naples to Vancouver (we'd like some help remembering the general locations of our cities) and deliver freight (best payoffs were 486 & 488). Buy some stuff (like more trucks).

(Greeks develop GW, Russia Develops Refining, Vikings develop Econ. Russian destroyer kills an engineer, Greek destroyer dies vs. our Alpine. Vikes & Greeks go to war.)

Discover Labor Union, opt for Mobile Warfare over Flight, NF, Recycling. Pop = 66M

1854 (6 Skulls -- still breaking even)

Our cruiser near Moscow smacks an Arty & 2 trucks. Smack a Vike Arty+1, Cav+1 (making our Cruiser a vet) smack a Spanish Marine & 3 Artys (making a cannon & Rifle vets, but unfortunately we lose them on the counterstrike.) Nab a Zulu rifle (the rest of the forces rest & heal.)

Best trade payoff = 385 (still domestic trade only for a while.)

(Zulus gain MT & Refining from Russia (so the cannon in process now, becomes an Arty...argh. they take out an Alpine & a Cavalry of ours. Russia loses a destroyer (taking ours into the deep red) & a cavalry. Greeks lose a destroyer & cavalry as well. War between the Zulus & Vikings (did anybody notice?) finally ends.

Discover Mobile Warfare, opt for Robotics over Flight & Recycling.

Build SETI. Pop = 69M)

1855 (7 Skulls)

Take Tugela (minus three Arty, smacked eleven defenders, +988) and Hlobane (smacked four defenders, +125; Intombe remains with three defenders) no partisans due to surround service (tm) Still at war with the Zulus. Lost the aforementioned rifle & cannon, but the Russians & Greeks lost a couple units each as well.

(Discover Robotics, opt for NF over Flight. Mongols go Fundy)

1856 (9 Skulls -- but we caught up on the clean activity all Ok by end of turn.)

Rather quiet. Delivered some freight, but not enough at the current science rate. Next player may want to adjust that for the tech on the turn. Smacked a few units -- no more than a couple here & there, all minor stuff. Barracks are now in Russian Tee, Barcelona, Vancouver, & Duchy of China & will appear next turn in Shanghai & Bapedi (both with units to be healed.)

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

Notes for the next player -- there is a Barracks paid for in Blenheim Palace (the Mongolian outpost) currently there is a rifle, spy & five Artys facing a few cavalry with one of their engineers building something at our front door. I'm expecting a Mongol sneak attack soon (now that they are Fundy), so we might be better off with a Mech Inf instead of the barracks.

Only Intombe left on the Zulu front -- last city won't generate partisans -- I think that they have 3-4 defenders -- two are fanatics.

On the Viking Front, Jarrow has Women's Suffrage & is only a few paces away from our coast. On the other hand, I recall a number of units milling around near there. The Viking front has been relatively quiet compared to the other fronts....but we're in a Democracy & that wonder might be worth a little action.

We have a few trucks heading up north -- hoping to reach markets in Russia -- might be worth an extra boat to send them there. Most of my later freights have been domestic deliveries & in the 150-250 range of late as I've decided not to invest in the escort services to guarantee delivery to uncertain destinations. We may want to open up that capability in the near future.
 
I haven't loaded the game but based on your description things are looking very good!!

Who's next? Jayne said she was out until the 25th, so would Kev go next?
 
Overall we are doing great and the Zulus should be gone within two turns :goodjob:

Some things I ran into:

We have discovered robotics but despite this we do not have 20+ cities cranking out howitzers (actually no city).

Several size 8/12 cities are celebrating without aqueduct/sewer and some need harbors.

There are too many coastal cities for my taste without any units at all which is not very fun if the AI visits us. Examples are Kaifeng, Moo Shi, Anyang, Kung Pao, Sydney and more cities.

We need many more engineers to build farmland (and clean up the mess once we get nukes :D).

Shortly we will have stealth fighters and nukes. Should be fun :satan: :nuke:
 
I will be happy to play my turns and let Jayne jump in next if she's ready. Looks like this game is just about in hand... Nice job!
 
Yup, we could use more units -- both howies & defensive units. More spies as well, and the white goods mentioned would be appretiated, too. More engineers, (I'm forever short of those guys) -- always nice.

Ah, well -- so many priorities -- just never seems enough $$ to go around.
 
Originally posted by Kev
Sorry for the delay. I will play and post no later than Saturday.
Turns taking a bit longer than planned? ;)

It's takes forever playing with that many cities and units (But it sure is fun!)

By the way, can someone tell if we're getting close to either the city limit or, with the AI having nothing better to do, the unit limit?
 
Sorry all. I've played the turns but didn't have the heart last night to write it all up. As it is, I'll likely be bad about the details - I'm very macro and my attention to detail is always pretty iffy.

To keep with tradition:

** One civ is no more - it isn't us thankfully
** Battles on the water have become more intense - how do we fare?
** An enemy capital has fallen - whose? Did it move?
** ALL civs but ours are in the same form of government. Can you guess which? You might be surprised....
** Howies enter the fray....
 
Some wild guesses:

*The Zulus have been eliminated
*We had a nice navy so we should be able to rule the seas
*Madrid or Moscow has been captured (I name Moscow because getting the UN is extremely tempting and IIRC it's there). This is unless the Zulus had a capital.
*Everyone should be in fundamentalism unless the "surprise" means everyone has switched to something else. If that's the case I can't imagine what.
*Howies: The fun has started !!

Looking forward to seeing the savefile and knowing if the above guesses are completely wrong.
 
Originally posted by Kev
Sorry all. I've played the turns but didn't have the heart last night to write it all up. As it is, I'll likely be bad about the details - I'm very macro and my attention to detail is always pretty iffy.

To keep with tradition:

** One civ is no more - it isn't us thankfully
** Battles on the water have become more intense - how do we fare?
** An enemy capital has fallen - whose? Did it move?
** ALL civs but ours are in the same form of government. Can you guess which? You might be surprised....
** Howies enter the fray....
Oh, I love quizzes....
- Agree with Viking about the Zulus being gone That seems obvious.
- I'm actually guessing that we might have found some heavy numbers of Boats with Bad Intentions bottled up on the north side of Russia. Some enemy battleships could have done some damage as well. Of course I still expect the situation to be under control!
- The Spanish capital seems the most logical choice as it would not take much to get the offensive units there after taking care of the zulus. It would be very tough to mobilize all the way up to Russia in 5 turns, and I seem to recall Moscow not being at a very defensible position. My second guess would actually be Trondheim.
- I would be very surprised if everyone else were not in Fundamentalism.
- Artillery good. Howies better. MUCH Better.
 
OK, as forewarned, my lack of detail will be appalling to some. I have never been a very good micromanager at this late stage of the game. The way I see it, we now have big guns and we¡¦re going to blast the enemies back to the Stone Age.

Very well ¡V now that you have lowered your expectations, on with the Reader¡¦s Digest version of my five turns.

1856 (0):

All seems to be well, but since it¡¦s early in my turn I actually take a tour through some cities to see what¡¦s doing. I notice that in general we have a lack of engineers and that pollution is now starting to be a problem in many places. Many, many cities are building freight, but let¡¦s face it: we¡¦re way ahead in the techs, and now that we have robotics the beginning of the end is nigh. A few more techs with some freight and our excellent democracy will allow us to get some decent strategic deals like radio for airports and nuclear power for ship movements and the like. Still, not much more is needed so many cities are changed from freight or spies to engineers. Also, many cities are started on mass transit to help the growing pollution problem.

Foreign response: The Greeks gleefully send fully five destroyers against the coastal fortress at Russian Tee and find them all dead. The Russians, doomed to repeat history for not having learned from it, also send two destroyers to the bottom. The Russians are able to sink a helpless transport waiting around Launch Point. The Mongols warn us not to attack Issus. We¡¦re in a cease-fire with them, we¡¦ll have to tweak them as we go.

1857 (1):

Spies sent to Intombe and the second one dies while blowing up the city walls. Cavalry and artillery attack after combat engineers put a rail line to the city gates. A few whimpers from the Zulus and they are gone. Intombe can now be a staging point for the many units that are now healing in barracks cities.

Change around some cities to build howitzers and even rush a few to send to Intombe next turn. With some extra money, some additional engineers are rushed along with a few mass transits, aqueducts, and sewers as needed. A mech infantry is rushed at Russian Tee.

Basically, the forces near Russian Tee as well as those on the Spanish mainland kill some straggler Russian and Spanish units respectively all in a carnival-like atmosphere.

Starting to get some transports together to ship some units from the home mainland for some killing abroad. Have to decide which civ to kill first.

Foreign response: The Greeks, doomed because their Navy leaders are idiots, send more ships to die at Russian Tee. The Russians, not to be outdone, send more ships as well ¡V including the senseless destruction of their expensive cruiser. The Mongols change their government to Fundy and all civs are now Fundamentalists. Thought I could trick you all in the ¡¥teaser¡¦ section by saying ¡¥you¡¦d be surprised¡¦. Apparently the ruse did not work. The Vikings have stepped up their cruiser activity and kill one of our vet cruisers with one of theirs. Some of their cities must have port facilities.

1858 (2): More and more engineers are entering play and I have very little patience for the micromanaging of these guys. How boring. Still, won¡¦t ever DARE with the ¡¥auto¡¦ engineers! The setup to move a great deal of artillery, a spy, some engineers and a few howies over to the Spanish mainland. I figure we can make quick work of the Spanish, set up a nice defensive area where the Mongols and Spanish territories meet, and then concentrate on the lovely Russians. Still more mass transits hit the cities as pollution is becoming a royal pain.

Foreign response:

Greek ships die as part of tradition. Mongols and Russians get combustion ¡V this could be a real pain with 10,000,000 subs in the water. Valiant engineers complete the rail line into Russian lands to aid our exploration and later battles there. More and more Viking cruisers making things difficult to transport anything unless it moves and then moves back.

1859 (3):

Tweaking the Mongols does the trick, and we take the city of Cannae. Before we can set our sights on Issus, another cease fire is foisted upon us.

Two transports leave Intombe and meet with two more in the oceans. The Landing at Port of Spain is great and even though our engineers cannot complete the rail line in time, we still take the city of Toledo off the Spanish hands. Partisans about as I did not want to leave a huge amount of units outside the city to block them, so many are killed off as our forces enter the newly-taken city. Yes, the senate allowed our troops to carry on.

Around the cities near the Greeks, the city of NoLoki is founded. Can¡¦t go through a set of turns without settling ONE city at least. ƒº

Buying a bunch of stuff including a raw rush-buy of barracks in Toledo. The units rest and get ready for another run. Transports headed back to Intombe.

We discover Fission. Decision time: go nuclear for extra ship movements (and no meltdowns) or for flight. I made a choice that may not be popular and went with flight. I want to get to radio and start airports in our cities so we can stop relying on shipping so much. We may even decide to give some of the AI¡¦s the technology of radio because 1. it could help us with trade if they build airports and 2. as we take cities some airports may survive and allow for more airlifting. We can get NP after radio ¡V should only take a few turns.

Foreign response:

Greeks die, Russians die, Spanish die. A battleship sent to protect a transport is taken down by a Viking destroyer and THREE Viking cruisers. The waters between our mainland and Vikingland is very dangerous, and I¡¦m not all that interested in too many ships right now. I want HOWIES. More are coming off the line as I write.

1860 (4):

Forces are setting up for a run at Madrid, the Spanish capital. The Spanish have been so poor at rail lines that our own engineers can¡¦t complete the line. Close enough for next turn.

More engineers take the field and we¡¦re starting to get a grip on pollution. Looking at what we know in Spanish and Russian lands, they are very underdeveloped and some combat engineers will be needed.

Many valuable freights are delivered to Russian cities from the Greek area. Very lucrative. More units loaded at Intombe, but I screwed up and was off by one with a transport. That¡¦s gonna mess things up. Dang.

Foreign response: Russian subs kill our freight transport near their lands AND the cruiser escort. The Vikings capture the Greek city of Megara ¡V nice to know that there¡¦s fighting going on elsewhere. The Vikes also kill a transport and badly wound the escorting battleship with several cruisers. More are spotted. The Spanish just walk around dazed.

1861 (5):

We discover flight and go for radio. It will be nice to airlift and not deal with the whole shipping thing soon.

More forces land in Spanish land while some are stuck 1/2 ¡Vway there. Still, the attack on Madrid goes without a hitch and the Spanish capital falls ¡V but then moves to Seville. As figured, a cease fire is forced upon us. No worries, we¡¦ll be back to killing in no time.

The city of Tsingtao ¡V the silly city built on a hill ¡V completes its 8TH wonder with the Cure for Cancer. It starts a mass transit system as it produces pollution every turn. Of the top five cities, Tsingtao is #1 ¡V but 2-5 are ALL RUSSIAN CITIES!

Foreign response: Unknown until next player.

Notes:

1. The land development in the Spanish area is so bad that blocking partisans was not even an option. So, there are likely a bunch around and we¡¦ll have to blow them up too. Ah well. More howies are being built.
2. I searched about the Russian Tee area, and while the nearby cities are rail-connected, the rest are not. Some engineers will be needed for proper movement.
3. There are some troops in a transport that includes 6 howies. They should be fine and can reach Port of Spain next turn.
4. With the troop transport, I¡¦ve been lax with the freight. There are a bunch in Genoa waiting for some transportation.
5. That¡¦s about it. We can start making several howies every turn with some partial rushing and with some ultra cities like Tsingtao making them every turn. Remember, Tsingtao has Shakes so unhappiness won¡¦t be a problem here.
6. Kill

Now we¡¦ll see if I can zip a file properly on my new computer! Let me know if there's a problem.
 
Yes, Tim.. In all I think that #6 there will be getting the most play in the upcoming turns! :)

Must be the word program I use, but what's with all those dopey symbols where there should be apostrophies and dashes and stuff? Looks like I'm typing with my face.

Welcome back Jayne. Hope you enjoyed your time off and you're ready to .... well.... KILL.
 
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