deity aw 3

@dirk
ESP rate is so low because I did not really specialize cities enough. AW is much different than regular cavstomp or cannon draft games, and I'm still trying to get used to it. I also completely forgot about castles for EP.

GGs were settled in blockers because normally my blockers whip very often, but I don't think I will settle in blockers anymore. Instead I will focus on 1-2 early hero units, and then 10 xp units out of one city. I need to whip blockers less so they are actually usable once I have representation.

@obsolete
I seem to lose alot of GG. I think it is because I dont have enough drill 4 guys, so wounded hero gets picked over some low exp guy.
I chose col oracle over gw because I thought the religion might be useful with early happy and theocracy later on. I realize now GW is going to be much better for AW newb, with better units and small setup cost compared to early CH+spy specialist.

Where would you have placed the cities? Im guessing GAO 1sw, a blocker on incense hill to redirect dutch forces away from djenne. Walata could have been placed better to work cap cottages, but then it loses the 3 hammer city tile which is very good because it has poor food.

I will go through all the deity AW threads again to refresh my memory, I'm sure it will help some.
 
I tend to settle one GG in blocker city for 5xp units. Often blocker city is is responsible for a lot of skirmishers as whipping is the only sensible thing to do there (can't improve land for some time) and the city never gets unhappy under HR. Representation is close to worthless in an AW game. We run esp not science so the 3 science from specs don't do much. And 3 happy isn't much, i have 6-8 units in capital for happiness in AW3. After going on offensive police state is a good civic to check war unhappiness.

It's good tactics especially in the early game when AI troop sizes are not too big to train units. If there are not too many attackers i take units out of the blocker city when they have DrillIV CGIII GuerillaII which are the essential defensive promotions. Sometimes also after DrillIV CGIII or only DrillIV. In this way inexperienced defenders get to take the heat. I found that later on this gets more difficult as it's harder to estimate how many defenders are needed.

GW vs Oracle is hard. GW is easier, no barbs and less of a strain on the economy. I think the religion + Col > extra GG though. If set up right the religion can help with esp. If you don't get your religion from oracle you'll need to research/bulb philo which is expensive or go without.
 
@ west45:

most things have already been said by obs and dirk, but here we go:

1. you dont have enough spypoints. looking at your cities, you prefere running engineers over spies -> you need to run spies in all cities asap to keep up in tech

2. switching to caste system for a workshop based production empire is a good thing, but you need to adapt your empire right from the start to do so. taking your watala as exemple: you have even food at size 9 and 5-6 cottaged tiles (mainly brown) you cant work, while the city is working some grown cottages and mines + windmills. you need to better specialize your cities, meaning next time only build farms and mines in a city like watala and whip it under slavery. then, before you switch to caste, plug down 4-5 ws and the city will have enough prod to spit out a lb every 2 turns (i see 20 base-hammers there)
now, looking at your capital, which should be cottaged fully, you are building ws there and are missing grown cottages... ...plan ahead and cottage down capital only (maybe capital + another city), for the rest go food, then prod.
you might look again at some screens around 1000 AD from my deity aw2 fred, there i posted some screens from helper cities under caste-system + ws (producing welth to keep research up for cottaged oxford capital)

3.ggs:
get like 4-6 gg heroes early you try to promote all up to fs4 cg1 str3-4 (i now tend to pick str. over guerilla because it increases base-strength and therefore increases the strengh of the fs. using 1 early gg to get a city to produce 5xp units might also be an idea (but i dont do it if i can avoid it, because i tend to spread the gg xps on various units to get them to 10 xpm so i dont care about their innitial xps)
settle the rest of the ggs all in 1 city and build the he there to get 10xp units out every turn

4. oracle vs gw:
i always would pick the oracle over the gw. it simply opens up faster col and therefore faster spoints on the long rund + the reli boni on all the spying stuff which is huge
...

there rest isnt looking that bad. a bit more specialization and optimazion and you will get there:goodjob:
 
@ dirk:

1.
why didnt you upgrade your cr3 maces to grens and not to rifles? i usually upgrade them all to rifles because of the higher base strength (cr3 cannons do the same as cr3 grens... ...or am i missing something?)

2.
why didnt you sabotage the buildings in your steal city? if i can get the ai to have such a great (=crappy) city without ressources and any food at all, i usually sabotage his first building, the granary, whenever he finishes it (say, all 30 turns or so)... ...then the ai keeps whipping pop2-pop1 forever and the city stays small and useless and whithout any buildings

3.
in my opinion it was a big mistake to NOT send spies ahead of your amry. it is very risky to go into the black with that many units. sending 2-3 spies ahead really helps you seeing what might come onto you or where the other ai cities are (helps in deciding if you raze or keep)

4.
without any additional info (see above), i think i would have razed addisxy... ...it will drain lots of units if it gets under attack and will cut your stack from your reinforcements (even if some other ai takes it, since they will send units there like mad once they control the city)

5. you have stacked really losts of spoints already and are going for more. i tend to selfresearch crucial warfare techs around this time (like steel). having steel really speeds up things (cr3 cannons are beasts)

6. i have mentioned it before, but i would have seperated even more my productioin cities from cottage cities (only cottages for 1 or 2 cities, rest only farms +ws, not a single cottage)

7. im really missing lots and lots (and lots) of drafting penalties in your cities... ...drafting rifles has the best pop/hammer ratio ever and it is THE time in the game when you really can push hard towards expansion and cripple the ais quite a bit. without heavy drafting it might happen that your offence is running out of steam sooner then later (i had about 100 units operating offensively, not counting the defenders, around the same time in deity aw2)

8. you are defended very, very lightly in your blocking city... ...get units there and get them there quickly... ...it the ai bombards a bit more it would be better for you since right now, if im estimating correctly, you dont have enough rifles to hold against that obscene amount of cavs out there and would take lots of losses (draft more... ...rifles rule)

9.
having said this, besides these smallish stuff, i really like the setup of your empire and the overall situation. i guess you are in a winning position here... ...keep pushing on the green guy (try to get some more units towards the front quickly to speed up things), steal rr (mgs) and whatch the ai suicide forever against your mg while you keep pushing on bit by bit.
 
1
Grens have 50% attack against rifles. CR3 units have no relevant defense whatsoever so that is not a factor. Cannons would have been better for pure city attack after sacking 2. I was very scared of flank casualties though. I think i was right there, i lost 4 units when my stack was in the open, trebs would have been murdered , cannons heavily damaged delaying the attack and exposing the stack to more assaults.

2
i haven't checked if it has many buildings but it costs a spy/building. I prefer tech. Moreover the city is still crap almost all units there are from Zulu home country. He has no security buro of course.

3
I had a spy in Native American Snaketown (it's still there) so i knew there were no Celts coming at that time. I reckoned Natives and Ethiopians wouldn't hit me hard enough. Still you're right it would have been best to scout out the whole area there to be doubly sure. As it was i could see most of the tiles but not all.

4
I hope to keep Addis as it is a good shelter and it's not totally useless. The Celt stack in the 1570 AD save is indeed big but the other AIs haven't been able to field anything substantial for some time.I can easily defend against them. And i can choose where to defend as the cities are in 1 move distance, Celts have to take their pick as they've done in the 1570 AD save. It was a tough decision, i decided on keeping when i realized i could give it up if needed. I figured i can always retake it before i lose my culture there, then raze the city. Also my attack stack has to heal and even in a city in revolt CG promotions still count.

5
Research is hopeless now with the way i set up the empire. Researching steel breaking even costs me 15 turns right now. I can steal it for 2555 esp points from Zulu's next turn however. It's what i learned from the Oxford try, forget about research after rifles. Indeed i need cannons now that i'm going deeper into Ethiopian lands.

6
Only the capital and it's southern helper are heavily cottaged. Walata has 3 cottages as i couldn't farm there early. You didn't do anything with those tiles early game but that's a bit of a waste imo especially being financial. Now it's a draft city but i can still work those cottages. Gao has 2 fp's.I almost always cottage those especially with such a food surplus. But i have 100% separated cottage cities (the east) from production cities (Mid/West) of empire. Iirc you had a mix of cottages/farms near Djenne?

Actually i'm a bit worried about our going without cottages in AW4 try. Cottages are being frowned upon sometimes as being the newbies tool. In AW you really need them i feel, there's virtually no other source of commerce and it takes some time before the esp multiplier buildings and the workshop multiplier techs are researched.

7
Maybe it's best but i don't like to cripple good production/commerce by extreme drafting/whipping. In hindsight i might have drafted Vandal and Awlil more heavily. But only for a few turns as they would have been below 6 then. I could have drafted ~30 extra rifles from my commerce core, the price would have been high of course. Drafting the workshop cities for 5 xp rifles can't be good i feel, they build > 10 xp cavs in 2 turns. Cavs as multi purpose units >> rifles. In AW2 you had at least double, maybe triple my city count by 1570 AD so i'm not surprised you had more units there. Game was over by then.

8.
Celts haven't brought any siege, don't know why. I can actually get 50 units in that city, granted not all of those are good. Celts have ~15 cavs which are dangerous. Those 20 rifles of his will have a hard time i think and those 20 grens just lose to the muskets and longbows i have.

9
It's still a long way. Once Natives get RR and Celts come with cannons/artillery i'll need superb defense. I need more cities, that's why i thought i couldn't delay the offense any longer despite the risks involved.
 
I see i cottaged the FP's near Djenne as well. But that seems logical to me, great commerce boost in early game especially. And they're on the safe side of Djenne, the other side of Djenne is a bit risky as an occasional pillage can happen.
 
Great thread folks, I've enjoyed lurking from the start.

A quick question: If you haven't been producing cannons or other units that require iron for such a long stretch, would it have been helpful to pillage your metals so you could build warriors as cannonfodder to soak up collateral damage?
 
I used skirms for that, not that much more expensive and much better defenders even this stage of the game with their huge bonuses. Useless units that cost maintenance don't have much appeal. Building warriors after workshops will cost anyway as the overflow is capped at the 15 H that a warrior costs. Pillaging iron now doesn't help as i can't build melee anymore, even if i could i don't think it would be good for reasons mentioned above. I have enough units to soak up collateral atm.
 
@obsolete
I seem to lose alot of GG.

Yes it will happen, that's just sh!ty when it happens. But if you have enough and play things right, you can really turn the tables on the SoDs.

Here's quick run on your map...

sargon.jpg
 
Hey West,

I gave a try on your map, have not played Emperor for a while but played with extra caution.

Here is to 350AD

Spoiler :


Took no chances on the GW and Oracle (sling COL). First GP was a prophet, built Shrine, I really wanted a GSpy for the Scotland Yard, so whipped courthouse and ran a spy; that was enough to give me a GSpy who I am using to scout the lands.

5 cities ATM, blocking city has cow and decent prod, 1 GG here to produce 2 promo Skirms. the Wheat/Ivory city is perfect for HE. Capital is commerce. 2 Gem cities. 1 more will take the Northern stone. Building a small navy to settle the island down south. with Currency the island cities will help more.

Research went GW techs, then Oracle techs, then beeline Civ Serv. Next currency, Lit, then Feudal, Mint.

2nd GG attached to the Woods3 warrior/Axe. Trying to slowly build it to a W3/M3 super healer.

next GG will prob attach to the best Skirm. Will need better defenders soon when the HAs are coming.

Attached save, feel free to ask any questions.



 
@snaaty
Engineers were only run for last few turns while working on longbows. I was running some spies before, I do know how efficient they are :).
Avoiding cottage on non river plains is probably something carrying over from normal games when not playing financial. I will work on specialization more.
Lots of early GG units sounds interesting, I will have to try it. How many GG do you have born on deity by 1000AD? I have about 6.

After playing another game the other day, I think I will try both GW oracle.


Yes it will happen, that's just sh!ty when it happens. But if you have enough and play things right, you can really turn the tables on the SoDs.

Here's quick run on your map...

http://img33.imageshack.us/img33/96/sargon.jpg

Of course I know the power of GG units.. its great to watch them smack down a dozen units per turn without breaking a sweat.
If you could post a save it might help for me to examine it.


@ABigCivFan
Interesting positioning of walata here. I like how you can easily move units between the cities (1 turn with engineering). Gilgamesh will likely send his units there once he settles the sheepgold city.

Your tech choice is interesting. Im curious as to why you don't have alpha yet, with spies in position. Even if you had a 2nd prophet made, you could still have stolen monarchy and a 2nd tech shortly after.
 
I self-resesearched Civ Service early becase:

1. Burea is the biggest early econ boost for an AW game.
2. Needed chain-irrigation for all cities to grow and whip
3. AIs are slow to CS, so self-research is the fastest to get it early.

AI stacks were weak, so I can afford to delay Alphabet/Monarchy/Feudal. Instead, I researched all those econ and hammer boosting techs right after CS: Metal Casting, Currency and literature.

Updates to 1230AD

Spoiler :


Defense had been uneventful, had 1 LB gg with full defensive promotions. 1 more lower GG heading to the Western city. Dutch is attacking the Western front. 9 cities total including 3 island cities. Lost a lot of naval battles to barbs and Maya. Wasted a lot of hammers there.

Infrustructures are well in place, core cities have Forge/Courthouses/Markets. Since Tech-trading turned on, AIs were ahead in techs. But I had over 3300 EP on Viking, tons of spies and going full out Esp war.

some screen shots:

1. Empire



2. HE city



3. EE Capital



4. Defenses. 1 super defense GG + 1 medic GG, 3rd GG defender heading West.



 
West, your map looks like it could be a good practice-map for people in AW situations. I'm wondering if it's possible to change the civ and/or rules for the 4000BC autosave though.
 
updates to 1710AD

Spoiler :


1340AD: EE in full swing, stole Guilds and Engineering in the same turn.






1580AD: Empire. stole all techs leading to Mil Tradition. building highly promoted Curis and waiting to upgrade to cavs. Stole Representation for Jail to boost EE. 532 EP per turn.




1610AD: Road is very important for EE, you need to get the spies to the target cities ASAP since I lose a lot of spies doing missions. So that means I had to build roads in enemy territories some times to quickly replace the lost spies lol :goodjob:




1645AD: Stole Rifling.

1680AD: went 100 gold for a few turns, upgraded bunch of knights/curis to Cavs. Besides the high base strength the Cav has, the best thing I like them is their innate 30% withdraw chance. when you need to quickly capture cities, spy revolt + Flank2 cavs(~60% withdraw chance) + Combat 3 cavs are the best combo.

Here is my invasion stack ready to attack the top AI. I included a couple 2 move super GGs, one is a rifle GG that does EVERYTHING, one M3/Wood3 super medic Mace.




1690AD: first major viking city captured




1710AD: Battle Niadros. He had 4 infantry.



1710AD: Niadros loot.

Now viking dropped from top spot to 2nd to last.



1710AD: Statistics. Lost some mounted and ships.
Still had a lot of work to do like building a navy, catching up on more techs, attack the next top AI. But my econ is in solid shape for tech stealing, defense is much more capable than AI's offense, and the infra for aggression is also well set up. so I call it a game here.



 
Back to the main game, until 1720 AD

Spoiler :

Remember there was a big Celt stack before Kumbi? I got some 50 units to defend, they did well....









As you can see from the screenshots i wasn't hid that badly. Good RNG? Probably but i don't think he could really have hurt me without siege. Unfortunatly he didn't sac
everything as can be seen from the last screenshot so i still need to watch out for this stack later.

1575 Steal Steel/Edu Begin spamming cannons in military cities

1605 Steal SP/Lib

I could have stolen communism this turn, i don't remember why i went with SP first. Probably i was getting fed up with my sea food getting pillaged constantly.
Bad decision because i don't have Astro yet so no clads. Levee is nice of course but still... Doesn't matter that much because i'll get comm 2 turns later anyway.

1610
My units are healed and with some added cannons i think i can risk invading Ethiopia now. My biggest worry is not success with the invasion. As in sStandard deity
with 38 good units and some spies in place i should have enough to succeed. Defense in my 2 block cities is my main concern but i think i I have enough backup in Kumbi and Addis now to defend there.

1615 Steal communism
And revolt to SP immed of course for maintenance reduction and a very nice extra food on all those workshops. I also revolt to slavery this turn. Maybe surprising because i lose that precious hammer on the workshops. However,

I'd like to have the IC's asap in all cities
38 units are on their way (finally) to conquer Ethiopia. I really need slavery to get the conquered cities productive soon.
Happiness is a problem, having the ability to whip away some folks will help
And of course Slavery rules for instant production

1620 On the move



1630 Capture Gondar, Basically the end of Ethiopia.



Defense at this point, i can ship units from one city to another in 1 turn. It's quiet atm.





1635 Compass

1660 RR nice because i have coal. AL is close but i like the MG's for now as well.

1665 Capture Aksum Capital of Ethiopia, they're as good as dead now

1685 I attack and capture Native American Snaketown. Raze it and resettle on a nearby hill same turn, This city will draw most of the AI attention from now on.

1695 Economics and corporation Capture Yeha.

1700 AL, and Optics :goodjob:

1720 So here we are. Things have gone well for me the past 30 turns. Ethiopia mostly gone and some nice cities added to the empire. Once Charlie's finished i'll have 20 cities which is usually enough to win on deity other things being equal, of course other things are not equal here but still.....Now that i removed Snaketown the cities behind can finally begin to florish. I'm advanced as well as i can keep up easily now with help of IC's and Zulu's.

I miss Astro/physics/combustion compared to Zulu's. Astro/physics compared to Celts but i have steel/RR on them. The rest is backward. I have 17 cities and there are more to come, i would feel quite confident but for this.....



Culture try? Probably after Industrialization or plastics. Combustion is an important tech now. All my seafood is gone atm just as i'm building coal plants.And i have no good way to get it back right now. Destroyers will change that. If Zulu's are going culture soon i really need one his culture cities to be coastal or i'll have a very difficult task ahead. Another good tech here is Physics to build airships and see what the Ais are doing. Especially when Natives get RR i need to know in advance where every thing is. Also with destroyers/battleships moving around you need this info before venturing out on the open oceans yourself. Esp is maxed out at 1280 esp/turn now. I'ts 860 roughly breaking even so i won't have much difficulty stealing those techs. If Zulu's go cultural i'll need to switch esp to Celts and i'll lose some discount.

I need to get rid of that Ethiopian culture



New Block city, i have backup units in Kumbi (HR police) and Addis








 

Attachments

Nice game so far Dirk. But the Celts is very dangerous.

He has huge chunk of land, large pop, and once the railroad is built in the AI land, you will expect constant streams of Infantry/Arti/Cavs. And this is also the stage Deity AIs enjoy huge boosts from cottage/factories/SP and etc. Hope you can keep up with the hammers and get enough Infantry/Arty to push toward the Celts/Zulu before it becomes hopeless. tough roads ahead...
 
West, your map looks like it could be a good practice-map for people in AW situations. I'm wondering if it's possible to change the civ and/or rules for the 4000BC autosave though.

As long as you can make a world builder save then yup you can change all that. Well you can't add in goody huts but I doubt you'd want to :)
 
Until 1946 AD...Almost there

Spoiler :

Time to wrap it up, i could write a lot more about this game but i feel it's time to move on.

It cost me a lot of time to get the necessary infra in. Need to build factories/coalplants and IC's + some health buildings.Needed to keep on building units too. It won't do to defend with only rifles now the enemies are coming with infantry/cannons/artillery

1730 Astro

1735 Physics

1765 Artillery

1800 Capture Qohaito

I took out Qohaito 1800 AD 16 turns after finishing the Ethiopian core. This frees Aksum from cultural oppression. It's a good city in itself too with 2 water resources. There's no way to make any progress against the other ais atm, i will need to have flight/radio and Indsutrialism first for fighter/bomber/tank combo. Any other slow stack will be shot to pieces before it reaches it's goal. So for now i need to focus on destroying the rest of the Ethiopian nation and keep the other Ais off my back.

1802 Combustion

Can build destroyers now to finally get some seafood back and defend it. For the rest of the game this was a tedious battle with me attacking with fighters/bombers
then cleaning up with destroyers/battleships only to find that i either had overlooked some destroyer or that the especially the Celts were able to field many more.
Slowly but surely i won this battle though and as i got more and more ships i was able to defend by just lodging ships on the seafood itself.

1822 Electricity and flight

1836 Radio

From here on i'm involved in many air battles. I'm able to win most of them in the end. Being a bit rusty in modern game combat i thought to go with bombers against fighters in the beginning thinking what the heck. It didn't work so i read up on the topic.

Air combat is somewhat complicated. There's actually 2 things you really need to keep in mind.

1.
Don't ever go up with bombers against fighters, you can see enemy fighters on intercept circling above enemy cities.

2.
Promote fighters along the combat line to have maximum chance in fighter-fighter battles.

1846 AD The cultural thread from Zulu's get's real as he stops research.



And Cathy has RR as ABCF said this spells problems.



1862

I had sent a sub to investigate the Zulu situation and he brings good news, i'm already under way. Looks i have time to spare...








But...

1866

He popped a GA :cry:.



Only 2 turns left, i'm just in time. I think i could have taken him on inland too without the GA. GA + not coastal might have proved too much. I use Cr3 tanks for the task, i gathered they have a better chance than marines. Sure there's that 50% penalty but it's outweighted by CR3 70 city attack and extra base strength. Of course Marines could get pinch + 2 x combat but they'll always suffer from the-25% from infantry. It's not often mentioned on the forum but i think marines suck big time especially since they come with the same tech as tanks.

Para's are not the world either but i can think of use for them chuting in to defend where tanks are more vulnerable. Marines, very hard to think of something useful that tanks don't do better. Maybe attacking and then defending the city but that won't work since the attacking marines will be near death so you still need extra defenders and infantry does the job better.

I also bring artillery :blush:. Didn't know they can't do amphi.



Still NP i lose only 3 units to defeat the cultural threat. Zulu's out of the game now Natives and of course the powerful celts the only contenders.


1872
Bantu is useless for stealing now but it'll be a reasonable city for me so i take it 1872. This'll help Agades and Kumbi as well. You can easily live with a city like this in the heart of your empire but it is annoying as you usually can't work the surrounding plots safely.

I succeed in bringing the units back home save, from this moment i was able to defend at sea a lot better with the 10 destroyers/battles that return.After healing my ground units it's time to get rid off the trash. So....

1894 Take Labilela

1898 Capture Debre Berham

1901 Raze Adulis, Ethiopians are dead now and my Ethiopian cities are much happier.

Look what i've done near Labilela and other cities to negate the AI RR's.



I bombed all the improvements near Labilela and Debre. Roads can't be bombed so i used spies + some to expendable knights to pillage them. I can't stress how essential this is. if i hadn't done it the empire would have been indefensible at this point. Now it's as it always is, Celts have to take their pick first and since i have lots of artillery i often manage to destroy their stacks before they even get a shot in.I don't have screenshots of that anymore unfortunately but i slaughtered stacks > 30 units at a cost of ~3 siege and ~3 units often. I do this to get rid of these stacks, sure i can let him attack but often only half of the stack attacks killing the odd defender, the rest retreats to heal and wait for me to get out in the open.

I'm not sure if barrage is still broken with siege, i tended to go with FS3 this game for open field battles, it really made quite a difference in survival rate of my siege.Only with almost no chance at all i fielded barrage 3. But i often got 30-40% with my first FS3 artillery, more on the second of course.

I have 0.87 of Celt power now, was ~0.6 after setting spies on him. Celts are progressing in science fairly fast, i can't 100% keep up with him now my esp advantages are gone, i pay about full price for every tech now so a esp rate of ~1500 falls a bit short. Doesn't matter i only need

Plastics
Satellites
Advanced flight
Laser -> the tech that's going to win me the game. I can ignore the rest.

New spies are settled in Celtic cities






I begin attacking the Natives
1904 Nahih Wayna destroyed

Despite enemy railroads i can field sufficiently big stacks now covered by air power to go on offense against the Native cities. These cities aren't placed very well, only Cahokia is really great and it's on a hill, i feel if i can take and hold that city the game's won.

I need to be on the look out for the really big Celt stacks of course. His stacks aren't as big relative to mine as they used to and the power balance is shifting.

1908
Mesa destroyed



1910 Cahokia captured ! But i need to ship in infantry and they need a turn through Native culture, scary but i managed without losing much units.

Defenses in my other blockcity are up to par now.



1911 Plastics

Continue against the Natives....

1915 Mound city destroyed

1918 Pov Point destroyed

Turns from 1846 AD to here cost an enormous amount of time, from here on it got easier......

1920 Laser stolen

Finally. Although i won most air battles i lost countless fighters against the natives since i needed to bomb the cities. I didn't always have enough bombers/fighters left to get a real strike in so i often had to attack with tanks against nearly full strength infantry. I can now compose a 2 move force composed of units (Tank/mobile artillery/mobile Sam) that have a counter against everything except Modern armor.Mobile Sam can defend cities adequately.

1922 Chaco Canyon razed

1928 Advanded flight making my forces impenetrable to Modern armor as well. I also use my gunships now to cut off lines to my cities as i demonstrated with Labilela and Debre. They're perfect units for this, move->pillage->pillage->move back to safety. With AF you can negate the power of enemy RR's. As i said before you should
always do that in a tight modern war either with fighters/spies/2 move obsolete (no pun :)) units but even better with gunships.

It's knife through butter now, since i got more and more cities my stacks are getting bigger fast, i only need to keep an eye out on the Celts, the rest is completely irelevant now.

1929 NogacDoches razed

1931 Moundville razed Natives dead

1932 Get Bio, nice but this tech isn't that important with my setup.

1935 Spiro razed, rebuild something there

1937 Orleans captured

I finally reach the annoying french and take my revenge. I'm strong enough to keep his cities.

1939 Rheims captured

1941 Paris captured.

1946 I'm nearing domination limits, i have ~1.5 power of Celts now.It's game over but playing out will still be a bit tedious. 31 cities now.















Just in case i need to take down his capital...Don't think it's necessary



 

Attachments

Dirk, awesome game. Great tactics and determination against multiple Deity AIs. Rarely see such large scale modern warfare at this level.
 
This one was gruesome to play between 1840 AD and 1920 AD. One turn could easily cost 15 minutes. Cutting railroads immediately after capturing the Ethiopian border cities was a winning tactic, it definitely made it easier to defend the whole border.
 
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