Deity Game

The AI doesn't like to attack armies. It assesses battles on a one-on-one basis. They can have 1000 cavalry and you just one cavalry army and they still will not attack, because they just see what odds one of their cavalry units has against your one army. The biggest risk you were running was the flip chance of your city.

Perhaps this was a misconception from the stories I was reading, but I thought they would impale themselves on my infantry army if it was in a city - something about the city makes them suicidal. The enemy cavalry certainly did this. But the infantry and guerillas would just hang around and pillage tiles. So I wonder if I would have been better off just stocking the city with infantry. Sure, I would lose some to the RNG, but it would make the mop up easier. The majority would die via impalement, my defensive units would promote to elite and maybe pick up some GL while my armies terrorize the countryside.

On the other hand, I was bombarding them with my artillery and few units were left at full health even at the beginning. It wasn't long before every unit that step next to the city was redlined immediately.

Another thing I learned previous to this was the AI will go after radar towers much like towns. In the past I've put a cav army on top of a radar tower thinking the AI would avoid attacking. Nope.

An interesting observation is that the AI would bomb armies in the open field via artillery (if I was close enough to a city with an artillery piece) or with bombers. But they never even attempted to bomb an army in a city with their bombers. I know the AI is horrible with bombarding units, which is a natural advantage for the human player. But they didn't even bother to try a bombing run. I know from past experience that bombers pick 'high value' targets like luxuries and resources, even if I have dozen more like it back home. You would think the AI would prioritize a landing city instead and send at least one bomber in that direction.

Lastly - you mention the chance of a flip. I did worry about this, which is why I asked how fast the average player moves out from the initial landing. If one of those initial cities had flipped, it would have seriously hampered or even destroyed the landing.
 
Perhaps this was a misconception from the stories I was reading, but I thought they would impale themselves on my infantry army if it was in a city - something about the city makes them suicidal.
I must have been wrong then. War was never my strongest point, and it's about a year ago that I last picked up the game or engaged in this forum, and here it probably shows. :blush:
In the open field an army stands less chance of being attacked than in a city. What also could make a difference - I think - is whether you've already taken a city of theirs. I believe that makes them more aggressive.
On intercontinental invasions I'm weak, but if I had a town with a flip chance I wouldn't like to leave armies in there. 1% flip chance is already 20% over 20 turns, and Ta-tu Beach might have had more. That is a concern, but others could probably offer better advice than me, I was never much of a warmonger.
 
Armies that are in cities will get attacked, but I think only offensive units are guaranteed to impale themselves. Defensive units, like infantry, have a different set of priorities. I think guerillas have both offensive and defensive flags set, so they also have something better to do than suicide. I expect the funnel of doom will still suck them in, though, so you might try that.
 
1% flip chance is already 20% over 20 turns

1-(0.99^20) = 18.21% I think ;)
But I agree with your advice not to risk leaving Armies in towns that have any flip risk worth mentioning. In general, I don't sweat flip risk, and will happily capture towns, and let units heal there / try to suppress resistors, even at this level. But leaving an Army, (or a large proportion of your fighting force) in a risky town is taking too much of an all-or-nothing gamble for my liking.
 
18.21%! I realize that if I keep playing at this level I will need to look up some articles on flip chances so I can calculate them. The city never flipped - I took out the closest city rather quick, though they planted a new city close pretty quick. I've been settling very close to enemy cities with combat settlers - sometimes staying in place for a long, long time. My culture is about half of the Arabians and the Arabians are about 3/5th that of the Celts. I raze native towns and plant my own unless I am capturing a wonder. I haven't had a flip yet. It seems to me it should be happening. I thought I turned off the cultural conversion setting (I never do this, but it seemed odd to me) but it was selected. I don't know how to explain that I haven't had a flip?

This leads to my current conundrum. I can't kill Arabia or the Celts - if I kill either, or unbalance either quick enough, the other may win a 100k. I have 57k - which means both of them must be over 100k. I actually worried that I had put the Celts on the path to victory when I took out the Arabian core. Now I am allied with the Arabians (most of the time) and I have whittled away at the Celts. I figure I could go for a space launch victory, but I want to trigger the domination limit at this point. I have vaulted ahead by score; I'm some 600 points ahead of the Celts and pulling away. I'm still worried about Celtic culture - I fear every round will come with a defeat message.

One thing that struck me as a learning point was that it really pays to pour over the map when a new strategic resource is discovered. Of course I want to know what I have, but I want to know what the other guy has - or lacks. In this game, the Celts had only one small island resource of oil. I took the island and - no more oil. Suddenly it was a walk in the park. I signed Arabian into an alliance against the Celts for a while. After a while I felt that Arabia was getting shaky and I signed them to an embargo (they had two sources of oil). Arabia made peace with the Celts and my big mistake was not giving them whatever they wanted to get back into the war. They suddenly declared on me and that broke the embargo. And suddenly the Celts had oil - and mechs & MA and the going bogged down again. I've since reversed this problem but that damage was done and I lost a lot of time. I also 'cheated' a bit. When I signed peace with Arabia, I signed them to an MPP. I made peace with the Celts at the same time and traded techs and collected all of their gold. Since my rep was already busted, I declared the same round and put a sacrificial unit in place. The Celts took the bait, killed the unit and Arabia declared, ending the oil deal.

I think the game will be won soon - if not spectacularly. The turn log is just too long to post, I'll probably post a word doc at the end. One part that was great:
Spoiler :

1880 AD – most units are 1/4 or 2/4. Turn the guns on Niagara Falls.
Arty vs Niagara – destroy 1 citizen, banks, cathedral, university.

5/5 tank vs 2/4 marine – win, -3hp.
5/5 tank vs 2/4 marine – flawless win
5/5 tank vs 2/4 marine – flawless win and GL. Build army. :)
5/5 tank vs 2/4 marine – flawless win.
5/5 MA vs 2/4 marine – flawless win.
5/5 MA vs 2/4 marine – flawless win.
5/5 MA vs 2/4 marine – flawless win.
5/5 MA vs 1/4 marine – flawless win.
5/5 MA vs 1/4 marine – win, -1hp and GL. Build army. :D
5/5 MA vs 1/4 marine – flawless win.
5/5 MA vs 1/4 marine – flawless win.
5/5 MA vs 1/4 marine – flawless win.
5/5 MA vs 1/4 marine – flawless win and GL. Build army. I’ve never produced 3 GLs in 1 round before! :lol:
5/5 MA vs 1/5 marine – win, -1hp.

Never managed 3 GLs in one turn before - that was pretty incredible.

And here are some pictures at 1880AD.
 

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This leads to my current conundrum. I can't kill Arabia or the Celts - if I kill either, or unbalance either quick enough, the other may win a 100k. I have 57k - which means both of them must be over 100k. I actually worried that I had put the Celts on the path to victory when I took out the Arabian core. Now I am allied with the Arabians (most of the time) and I have whittled away at the Celts. I figure I could go for a space launch victory, but I want to trigger the domination limit at this point. I have vaulted ahead by score; I'm some 600 points ahead of the Celts and pulling away. I'm still worried about Celtic culture - I fear every round will come with a defeat message.

If both Arabia and the Celts are over 100,000 cp, then someone will need over 200,000 cp to win by 100K culture. They don't have to have twice your culture, but twice anyone's culture. Just make sure that they both survive - gift a protected city if you need to.
 
If both Arabia and the Celts are over 100,000 cp, then someone will need over 200,000 cp to win by 100K culture. They don't have to have twice your culture, but twice anyone's culture. Just make sure that they both survive - gift a protected city if you need to.

Absolutely, but if I eliminate either foe entirely, then it will automatically trigger a 100K (maybe better to say a cultural VC?) for the survivor. In addition (and I should have posted the culture grid, sorry about that), I am definately less than 1/2 Celts - and if I am at 57K, they are over the limit needed to win. Arabia is what is keeping them in check - but only just. So if I elimintate Arabia, the Celts will definately win. And if I do enough damage to Arabia, the Celts could pull ahead and still win - since Arabia has about 3/5 the culture of the Celts.

So, I suddenly had to reverse course on my attack on Arabia and turned on the Celts. Now I think the situation is stablizing. I think I am at better than 1/2 of Arabian culture, so I can now elminate the Celts. My main goal, however, was to stablize the culture issue - so long as Arabia maintains a 60% culture ratio to the Celts - or gains, I'm good. There is no way that either of us could overtake the Celts by the end of the game (short of elimination). I will trip the domination limit before I get around to eliminating the Celts entirely, though, so I just want to maintain the cultural status quo.

Anyway, I think that makes sense. :crazyeye:
 
Yes. I thought you meant that both Arabia and the Celts had over 100K.

CRp MapStat does a pretty good job of estimating total culture of your rivals. (It counts pixels on the culture screen, so it isn't exact, but it also doesn't tell you anything you couldn't figure out for yourself.)

Another option for avoiding 100K losses at high levels is to gift cities to the culture runner-up, as they will quickly build cultural buildings in them. Of course, since you want a domination win, that would be counter-productive for you here.
 
Another option for avoiding 100K losses at high levels is to gift cities to the culture runner-up, as they will quickly build cultural buildings in them. Of course, since you want a domination win, that would be counter-productive for you here.

That's a really good idea though. Better to delay a win then to lose quickly! I thought all was going well - my score was going up, up, up and my 'power' ranking was looking nice. I flipped to the culture screen, which I rarely bother with in most games, and :eek: If I had started in on the Celts instead of Arabia, I probably would have been okay, at least for a while. Bad tactics on my part and Deity is just not that forgiving of fools.
 
I realize that if I keep playing at this level I will need to look up some articles on flip chances so I can calculate them.
Can you run CivAssist? http://forums.civfanatics.com/showthread.php?t=118540
CivAssist or Mapstat (mentioned by CKS) are almost must-run programs if you want to play Civilization at a decent level. It categorizes a lot of info for you, so that you don't need to browse through so many maps and screens to look it up yourself. It takes a lot of pain out of the game.
CivAssist also works on Play The World, but it's not compatible with every operating system. It still doesn't work on a Mac, as far as I know. Windows XP is easiest. For Vista or Windows 7 you might need to install an older version of Framework or something if I remember right - the CivAssist thread will give better details on this.
 
I've always run 'program free', using the old (and sometimes dusty) brain to do all the number crunching. But I'm starting to feel that if I am going to have a decent chances at an open game of Deity, I'll need a little help.

As it turns out I tripped the domination limit in 1900AD on Friday evening. I was so fried I immediately started a regent game to breeze through. I'll post a final picture and the game after the turn of victory when I get home tonight, as well as the turn log which is a lot of - this unit killed this unit, etc.

One thing I like about playing at this level is that I am finally beginning to 'see' the tech picture. Well, maybe 'glance' at it. Trying to make sense out of what path the AI takes is interesting and very important. Even at Emperor it only required a basic understanding.

Thanks for all the help everyone! I've only got 21 days for GOTM112 so I'll need to get started and we'll see if I learned anything! :lol:
 
Hmmmm. Couldn't load last night. Server said it was busy - at 2am in the morning. Got to wonder what everyone was doing at 2am . . .

So, here is the moment I've been dreaming about:

Spoiler :


At the end when I got a little impatient I decided to use a few of the nukes I was saving up as a deterrent. My thought was that the Celts might try to sneak a nuke via sub and drop it on my core. I have only built nukes in one other game, and that was out of curiosity. This time I built them as a deterrent in case the Celts got any ideas or irradiating all my food - and citizens. As it turns out, that never happened. As I have only used a nuke in one other game - when I was a newbie and had no idea that and ICBM was actually a nuke - I decided - what the heck? I'm not winning this one by diplomacy anyway - so I turned the Celtic western coastline a nice shade of orange. And let me say that is one tough radar tower. The nice thing is that the Celtic cavalry now have horses that glow in the dark.

Spoiler :


And a few other pictures. I just can't seem to load the log, so I'll break it up and post it in a few responses.

Log 1700AD-1800AD
Spoiler :

IBT – a tank takes out a Sipahi army – I guess the age of the invincible Sipahi army is gone. Lose a stack of workers, 3 Arabian tanks (1 is redlined) and 2 marines step up.

1705 AD – arty redlines all units within range. All invaders destroyed though sipahi are having a hard time with tanks. No casualties. I put two tank armies across the choke point this time to stop the tanks from rolling to Umfolozi’s defense.

Arty bombs Yamama – destroy 6 citizens, library, courthouse, harbor, bank, cathedral.

IBT – Four tanks go after infantry army in walled city – all four fail, 2 are destroyed outright and the other two are redlined and trapped at the city gates.

1710 AD – arty bombs Umfolozi – destroys 7 citizens, barracks, temple, marketplace, library, cathedral, university, colosseum. All defenders are redlined. Decide to take them out with Sipahi armies.
Sipahi army (17hp) vs 1/4 infantry – win, -2hp.
Sipahi army (15/17hp) vs. 1/4 infantry – win, -1hp.
Sipahi army (17hp) vs 1/4 infantry – flawless win.
Sipahi army (17hp) vs 1/4 infantry – win, -4hp.
Umfolozi is razed. 4 slaves.
Elite Sipahi vs. 1/4 infantry guarding radar tower – win, -2hp.
Tank army (12/13) vs marine guarding radar tower – win, -5hp. That was some marine!

Both redlined tanks destroyed by elite sipahi. Fill army with 3 tanks. I have 4 more tanks coming next round.
Sipahi army (17hp) vs. 2/4 infantry on hill guarding a radar tower – win, -8hp.

Set up tank trap by New Tokat – they will approach the city and gain a hill – but the 2- movement units will be stuck there for artillery to kill.

IBT – battleship near New Tokat. 5 tanks fall into tank trap. One battleship retreats from coast towards western island (Swazi).

1715 AD – battleship and all 5 tanks are redlined by arty. Decide to use up sipahi on redlined tanks – and it works. All 5 are destroyed, 2 elite promotions, no losses.

Arty bombs Yamama again – destroy 7 citizens, university, colosseum. City is now size 6 and infantry are wounded (3/4, 3/4, 2/4, 2/4 if I counted right). Terrain is plains. Decide to use Sipahi armies to try to break it.

Sipahi army (16hp) vs 3/4 infantry – win, -1hp.
Sipahi army (16/17hp) vs. 3/4 infantry – win, -1hp.
Sipahi army (14/17hp) vs. 2/4 infantry – win, -3hp.
Sipahi army (13/17hp) vs 2/4 infantry – win, -1hp.
Yamama is destroyed, 2 slaves. Muscat is next.

Celts have overtaken Arabia in score. I’m gaining on them.

IBT – 3 tanks and 1 marine fall into tank trap.

1720 AD – all units are redlined. Use sipahi to attack. 3rd attack yields a leader. Convert to leader. I’ve 14 armies and I can have 21 total. No losses, all units killed. Arty and sipahi seem to be an effective combinations, even with the tanks stopped on a hill.

Arty fires on Muscat and destroyed 6 citizens, stock market, barracks, granary, temple,

IBT - 3 tanks enter tank trap.

1725 AD – all invaders redlined, send in Sipahi.

Arty fires on Muscat and destroyed 6 citizens, marketplace, hydro plant, police station.
Use tank armies to kill all 4 infantry defenders – only a tank left.

IBT – I lose a transport to a battleship – transport was empty. Conscript infantry appears in Muscat – Muscat is now size 11 city. 2 tanks enter tank trap. 2 battleships roll up.

1730 AD – redline all units with arty. There appears to be 3 conscripts in Muscat. Will use rested Sipahi armies to dig them out.

Sipahi army (17hp) vs 1/2 infantry – flawless win.
Sipahi army (17hp) vs 1/2 infantry – win, -2hp.
Sipahi army (17hp) vs 1/2 infantry – win, -7hp.
Musket is razed. 5 slaves and 4 artillery captured.

IBT – celt battleship sinks Arabian battleship. 2 tanks enter the tank trap. New battleship shows up.

1735 AD – all units redlined. Sipahi have no trouble taking out the tanks.

Arty fires on Hlobane – destroy 3 citizens, stock exchange, barracks, granary, temple, marketplace, library, courthouse.

IBT – 4 tanks enter tank trap.

1740 AD – redline all tanks – 2nd sipahi creates a leader – build army. Army also builds back on mainland. Now have 17 armies. Load first army up with tanks.

Arty fires on Hlobane – destroy 3 citizens, bank, cathedral, colosseum. All defenders are redlined. City is size 16 support by radar. I have 4 healthy tank armies I can use to kill the 4 defenders.

Tank army (16hp) vs. 1/4 infantry – win, -2 hp.
Tank army (16hp) vs. 1/4 infantry – win, -2 hp.
Tank army (16hp) vs. 1/4 infantry – win, -7 hp.
Tank army (16hp) vs. 1/4 infantry – win, -5 hp.
Hlobane is no more. Capture 7 slaves and 1 artillery.

IBT – 5 tanks invade. Supported by a battleship.

1745 AD – invasion of Swazi island begins – vet tank vs. 3/5 rifleman on mountain- lose, tank dies. Hmm. Sipahi army (17hp) vs. Vet MDI – win, -1hp, radar tower destroyed.

All invading units redlined. Vet Sipahi dies vs. 1/4 tank – first loss in a long time. Also running out of Sipahi. Most are elite*, a few elite, and some vets. Got many on MP duty throughout the world.
All remaining redlined units dies without casualties.

Land 6 tanks and 1 infantry on island to take Swazi. Also move ORN-Hawthrone battleship w/escorts to New Tokat to finally sink those annoying Arabian battleships.

IBT – This is odd – Arabia bombs its own rails – insides its own cultural boarders – and there is nothing on that tile. ??? Then, a 3/4 cav attacks my 16/17 cav army that is forted on a mountain???
2 tanks invade and battleship bombards near Tokat.

1750 AD – arty opens up on Swazi – destroys library, Position tanks to take city from defending rifleman. He’ll probably be an infantry by the time I can attack.

Invaders are redlined. 2nd elite sipahi produces a GL. Build an army. Send a Sipahi army back to the mainland for offensive against Celts. I need to take them down or they may make a cultural win. I also think they only have 1 source of oil . . . Swap Darhan’s build for a transport. Swap Kafa’s build for a transport.

IBT – invade by two tanks. Mystery solved – it’s the celts bombing nothing. Last time it happened so fast I didn’t see the colors. Tank army covering settler is bombed by arty to 14/16.

1752 AD – Pick up fission – I have a prebuild swap to UN – due in 1 round. Start on computers to grab Seti. Also want internet. Celts also pick up Fission, which is actually okay because I don’t want them coming up with Computers before me. I don’t mind the slower tech pace. I’ll be at war with them soon and at peace with Arabia.

Swazi still has a 4/5 rifleman vs. 6 vet tanks. I don’t think the odds are looking good. Arty kills a citizen.
Vet tank vs. 4/5 rifleman in city size 2 on a hill – win, -2hp, promotes to elite.
Vet tanks vs. 3/3 rifleman – win, -1hp.
3/4 tanks vs. 3/3 rifleman – win, -2hp, promotes to elite.
Vet tanks vs. 3/3 rifleman – win but redlined.
Swazi is no more. Ottoman settler moves to old city foundations and builds Not Swazi (just for fun).

Transport empty army back to mainland to make tank army for use against celts. Load it with tanks that were waiting for arrival.

Redline invaders and elite sipahi kill them without loss.

Found Iznik 2 for arty post. Wait 42 arty pieces and send them to outside Iznik covered by 16/16 tank army. Baghdad and Najran are both targets that can be reached. Arty smacks and vet infantry guarding a radar tower – the most dangerous job in the world other than an Arabian sailor.

Vet Sipahi vs. 1/4 infantry – wins, -1hp, promotes to elite. Radar destroyed.
Move 17hp tank army to investigate other radar tower. Arabia has a lot of pollution all over the place. They should clean this place up. Tank army cannot attack this round.

Arty vs Baghdad – destroy 0 citizens, marketplace – that’s got to hurt a city size 25!, coal plant (receive thank you letter from green peace), bank, courthouse, coliseum. All defenders are wounded to 2/4 infantry (4 units) in size 22 city with radar tower support on plains. I have 4 tanks armies and 3 sipahi armies. I decide to take down Baghdad.

Tank army (16hp) vs. 2/4 infantry – lose -1hp to arty, win.
Tank army (16hp) vs. 2/4 infantry – win, -1hp.
Sipahi Army (17hp) vs. 2/4 infantry – win, -9hp.
Sipahi Army (17hp) vs. 2/4 infantry – win, -13hp. Baghdad destroyed, 10 slaves, 1 arty piece.

Arty vs. Najran – destroy stock exchange. I need to be careful here. I want to capture Najran because it has Magellan’s and I want the extra movement for my ships. Next few cities will be tricky because I want to capture them, not destroy them. I have also nearly eliminated my native worker populations – I have only 15 native workers left. The rest are slaves and plenty of them.

IBT – lose infantry army to tank assault. It was a risk. Battleship appears near New Tokat again. Arabians rebuild Muscat. Never give up I guess.

1754 AD – pick up UN from pre-build. Start SETI prebuild. Rush walls all over the place.

Arty redlines battleship, ORN Hawthorne sinks it without damage.

Sipahi Army (17hp) vs 4/4 infantry guarding radar tower – win, -5hp.

Arty bombs Najran – destroy 8 citizens, barracks, granary, temple. Wound all defenders – some are redlined. Tank armies create a wall to prevent Arabian attack until walls can build.

Computer crashes, managed to reload at 1756. Lost IBT notes but 4 tanks invade and fall into trap – they are stuck 1 tile away from Iznik 2. Battleship bombards tile by Iznik 2.

Celts move 2 battleships into my waters – pick a fight and tell them to leave. Celts agree but don’t leave.

1756 AD – arty punishes invading tanks. Sipahi move to clear them out – elite sipahi taken them out without loss and few wounds.

Arty vs. Najran – destroy 9 citizens, marketplace, university, library, courthouse, bank. City is size 10.
Vet tank vs. vet infantry on radar tower – lose, infantry -1hp.
Vet tank vs. 3/4 infantry on radar tower – lose, infantry -2 hp but promotes.
Screw this – Tank army (16hp) vs. 2/5 infantry on radar tower – flawless victory. Radar destroyed.

IBT – 3 tanks, 1 infantry and 1 settler fall into trap. Battleships bombards again.

Arty redlines all invaders – 1st elite sipahi spawns leader. Create army. All other units destroyed without loss.

Arty vs. Najram – destroy 8 citizens, cathedral, coliseum, harbor, factory. City is size 1. Defenders are healthy, however.

Create tank army. Send it against Najran.
Tank army (16hp) vs. 4/4 infantry – win, -1hp.
Tank Army (15/16hp) vs. 4/4 infantry – win, -3hp but top tank promotes.
Tank army (16hp) vs. 3/4 infantry – win, -2hp.
Tank army (16hp) vs. 2/4 infantry – win, -4hp.
Tank army (17hp) vs. 3/3 tank – flawless win.
Capture Najran & Magellan & 2 artillery. Create defensive barrier around Najran. Destroy bomber and battleship in city.

Mecca is next target.

IBT – Arabian battleship sinks Celt battleship. Arabian ship is close enough to bombard – sucker! 1 tank invades. I think Arabia is about done. I need to start a fight with the Celts, though it will hurt my luxury tax.

1760 AD – arty redlines battleship. ORN Resolute sallies out of Hovd puts sends her to the bottom with all hands and makes port in New Van.

Threaten celts for world map – and they buckle. Threaten for 2000gp, they refuse. They are still polite towards me.

I make peace with Arabia while collecting all their gold (1183gp) and WM. I have no intention of keeping the peace but I want to break my pact with the Celts and might as well get paid by the Arabians. I declare on the Celts. I lose 1 luxury, they lose 3 luxuries. I check my cities and I’m still good on happiness.

Wake all 11 arty on old Japan and bomb Sequsio to dust. Destroy temple, library, harbor, redline one defender and 2/3 the second infantry.

5/5 tank vs. 2/3 infantry – win, -3hp.
4/4 tank vs. 1/3 infantry -

Arty redlines celt battleship – ORN-Victory sends it to the bottom, win, -2hp.

Give Japan Steel for WM, 1gpt, 65gp.

IBT – Celts have a nice size navy. This will be fun. And lots of bombers. Mostly just pests. Tank army bombed to 11/16.

1762 AD – arty bombs Nemausus – destroy 3 citizens. City is size 5 protected by infantry with a radar tower. Arabia has computers. I trade them fission and ecology. Set for miniaturization in 19t at +22gpt. SETI to build in 10t but I’ll have to back this off at the very end to avoid losing growth.
4/4 tank vs 4/4infantry – retreat, infantry 2/4.
4/4 tank vs. 3/3 infantry – win, redline, promotes.
4/4 tank vs. 3/4 infantry – win, redlines.
Tank army (11/16) vs. 4/4 tank – win, -2hp.
Tank army (9/16) vs 2/4 infantry – win, Nemausus falls – I install a new governor. I will quell resisters, rush workers and be ready to retake if it flips. Seems worth the price for the captured barracks, marketplace, courthouse, aqueduct and harbor. This should be part of my productive core.

Redline much of the Celt navy including their carrier. Leave some of the navy nearest my naval base intact so that they won’t flee and I can sink a few more.
ORN-Repulse sends a redlined battleship into the drink and promotes to elite.
ORN-Citadel sends a battleship to the depths, -1hp. Both retreat to New Sivas.

I try to sign up Arabia in a trade embargo but they won’t do it for anything. Instead I sign them up in a MPP – it costs me nothing but the deal.

All damage done by bombers is fixed by idle workers.

IBT – a bit of bombing. No action. See a Celtic transport heading south.

1766 – repair all damage. Nothing else.

IBT – Celts build Manhattans. Celt battleship and transport come into view.

1768 – Nothing much. Bombard nearby ships but can’t reach them.

IBT – lose a battleship in open water.

1770 AD – Redline battleship. ORN-Dominator sinks the battleship, -1hp, heads toward port at New Sivas.

IBT – a lot of navy shows up – 9 battleships, 1 destroyer. All in range of arty, 2 battleships and 1 destroyer in range of arty & navy.

1772 AD – arty redlines a lot of navy.

ORN-Victory vs 1/4 battleship – wins, -1hp. Heading back to port.
ORN-Stalker vs 1/4 battleship – flawless loss. Whatever.
5/5 destroyer vs 1/4 battleship – win, -2hp.
5/5 destroyer vs. 1/4 destroyer – flawless win.
5/5 ironclad vs 1/4 ironclad – flawless win. See 4/4 battleship out of the fog.
ORN-Redoubt vs 1/4 battleship – flawless win, promote to elite. ORN-Dominator & ORN-Protector joins Redoubt. Invasion for Celt mainland is on very soon. Waiting for Mech infantry to build for army and then I will begin landings.

IBT – lose ironclad & destroyer to Celts but leaves Celt battleship vulnerable. Most redlined navy retreats, 2 more battleships show up. Japan attacks Arabia and MPP draws us into war against Japan. That’s okay.

1774 AD – ORN Victory goes back and sinks battleship that arty redlines. Bombard other navy units in range.

IBT – Battleship & transport wander close to New Sivas my naval base.

1776AD – Happy revolution day! Arty bombs battleship & transport into the red.

ORN-Citadel vs. 1/4 battleship - flawless victory – back to base.
ORN-Dominator vs. 1/4 transport – win, -1hp – back to base. Bunch of Celts swimming off the coast.

Notice a battleship & transport combo off New Tunceli – arty redlines them.
ORN-Renegade vs. 1/5 battleship – win, -3hp.
ORN- Vengeance vs 1/4 transport – flawless win – full transport re-enacts the Titanic.

Transports drop invasion near Oka. Invasion is Mech Army (16 hp), Tank Army (17hp), combat settler, 2 arty, 1 tank, 1 mech infantry. Convoy is 2 transports protected by 3 battleships – ORN Redoubt, Dominator, Protector. All are 4/4 battleships.

Upgrading some infantry to mech infantry.

IBT – bombers show up again. My landing goes unchecked?

1778 AD – Small movements. Arty bombs infantry covering radar tower by Chondote. Celts have synthetic fibers – that’s not good. Modern armor is coming to the battlefield.
4/4 tank vs. 2/4 infantry – win, -1hp.
All convoy ships return to Darham for reloading with next wave. 3rd & 4th transports are on the way to Darham to speed up the landing.

Give Arabia silks for 3gpt.

IBT - a lot of annoying bombardment.

1780 AD – send 2nd wave of invaders – 4 mech infantry, 5 tanks, 2 sipahi, 1 combat settler, 11 arty pieces. Convoy is now 3 transports and three battleships. Another transport and battleship are on the way to Darham. Repair all bombardment damage.

IBT – ORN-Monarch is attacked, but wins – never see attacker. What does that mean? Transport #110 is bombarded to red but nothing follows up the attack. Put into port for repairs.

Japan asks for peace, I give it to them for 48gp and alliance vs. Celts. It’s nice to have friends.

1782 AD – get RoP with Japan.
Arty vs. Chondote – destroy 2 citizens – city is size 6 now, supported by a radar tower.
4/4 tank vs 4/4 tank – flawless victory.
4/4 tank vs 2/3 infantry - flawless loss.
4/4 tank vs 2/3 infantry – lose again, -1hp but promotes.
4/4 tank vs. 2/4 infantry – lose again -1hp but promotes.
4/4 tank vs. 2/4 infantry- flawless win, promotes to elite.
5/5 tank vs. 2/5 infantry – win, -1hp.
5/5 tank vs 1/3 infantry – win, -3 hp.
Chondote is destroyed, fighter destroyed with it, 2 slaves. Settle Invasion Beach – my transports can make it in 6 moves. Disband a slave for 2 shields and then rush walls. Swap up to put my mech army & other mechs in the city. Tank army covers arty in Japan’s land.

Where are the attack units?

IBT – well that answers that – I didn’t count them all, but about 20 tanks impale themselves on my Mech Infantry. Almost lose my army – lose 3 mechs and 1 elite tanks. But Invasion beach holds – and the defenders produce a GL!

Celts destroy Japan.

1784 AD – walls build. Build SETI. Start Prebuild for Internet.
Ship over mech army & other mechs & tanks. Disband other Celt slave and rush barracks. Clear infantry from blocking road with vet tank – win, -2hp. Move arty into city and begin bombarding all targets into the red. If they sent all their tanks, they’re in trouble. Use leader to make army load with mech infantry (15/17). I now have 3 mech armies in the city with a wall. On is 16hp, one 15/17, one is 3/18. Kill all remaining targets in the area.

Use Sipahi to pillage tiles – trying to cut off some of the approaches to my landing site.

Give Arabia all luxuries & iron for a worker. Arabia is no threat to me now and I want them to keep up the fight against the Celts.

Pray and hit enter.

IBT – 8 tanks impale themselves on my armies – arty knocks 1hp off just about everything that approaches, mech armies behind a wall massacre tanks. Bombers destroy a lot of tiles, but mostly just annoying. 1 infantry appears near Invasion Beach.

1786 AD – barracks builds – mech armies are now (16/17, 15/17, 7/18). I don’t think 8 tanks at a time are going to do the trick. Start library, disband celt slave, rush – celts culture is weak in this area.

Arty bombs 3/3 infantry. 5/5 tank vs 1/3 infantry – win, -2hp.
Arty vs. Gandasetaigon – wound defenders only – 3 infantry – 1 is redlined. Also redline infantry guarding radar tower. Decide to take Gandasetigon out.

Sipahi army (17hp) vs. 1/3 infantry on mountain w/radar – flawless victory. Cover with a mech infantry.
4/4 tank vs 2/4 infantry – win, -1hp.
5/5 tank vs 2/4 infantry – win, -3hp.
4/4 tank vs 1/4 infantry – flawless win.
Gandasetigon destroyed – destroy 2 fighters and 1 bomber. Capture 5 slaves.

Reinforce with 2 mech infantry and 6 arty. Stop producing Navy, start producing some fighters.

IBT - lose 1 tank to tank, 7 tanks impale themselves on city defenses. Mech armies got beat up that time. Current (13/17, 13/18, 11/18) total count is only down -1hp for overall army count. Battleships and transports come out of the fog near invasion beach and New Sivas. Are they dumb? May arty and navy are all there?

1788 AD – Arty redlines destroyer/transport by New Sivas – Repulse & Horizon sink them without damage.

Art bombs 4/4 infantry on radar tower to 1/4 infantry – 4/4 sipahi attacks – flawless victory.
Arty bombs Xochicalco – reduce to size 1 city, defenders mildly wounded.
4/4 tank vs. 3/4 infantry – lose, infantry -2hp.
4/4 tanks vs 2/4 infantry – flawless victory.
4/4 tankvs 1/4 infantry – flawless victory.
Xochicalco is no more – destroy 3 bombers in base.

Arty redlines navy by Invasion Beach (battleship & transport). ORN-Dominate sinks battleship. ORN-Monarch sinks transport. Monarch makes port. Dominate is one tile from Darhan.

Sent reinforcements – tank army, 2 tanks, 1 mech infantry.

IBT – 8 tanks – all die at Invasion Beach. No bombers?

1790 AD – zzz. Move units. Reinforce with 3 mechs, 1 tank, 4 arty. Base 2 fighter wings at Invasion Beach. All roads are now blocked – Celts will need to stop before attacking – that means leader fishing!

IBT- left a gap and my mech armies got hammered – 12 tanks destroyed but armies are at (9/18, 7/18, 8/18). Close gap. Put fighters on air superiority. Reinforce with 3 mechs and 2 tanks.

Miniaturization in 5 turns. But pre-build is 15 turns out.

IBT – 8 tanks step into Invasion Beach trap. Celts also manage to land 7 tanks and 1 cav by New Sivas. Ah, something to do! Leader fishing! A 4/4 sub tries to sink my 4/4 sub – I win, -3hp. I will need to produce some subs to watch the water ways.

1792 AD – culture at Invasion Beach makes boundaries expand. Note that Arabia has no rubber – so no infantry, mech infantry, tanks or modern armor for them. They’ll be a walk over in short order.

Stack by Invasion beach is reduce to three 2/4 and five 1/4 tanks. Aside from 3 tanks armies (two 16hp, one 17hp) and 3 mech armies (11/18, 12/18, 13/18), I have nine 4/4 tanks, 2 5/5 tanks, seven 4/4 mechs, and four 4/4 sipahi for flavor.

4/4 tank vs 2/4 tank – win, -1hp, promotes to elite.
4/4 tank vs 2/4 tank – flawless win.
4/4 tank vs 2/4 tank – win, -1 hp.
5/5 tank vs 1/4 tank – flawless win.
5/5 tank vs 1/4 tank – win, -2 hp.
5/5 tank vs 1/4 tank – win, -2 hp.
4/4 tank vs 1/4 tank – flawless win, promotes.
4/4 tank vs 1/4 tank - flawless win.
Stack destroyed, no losses, 2 promotions.

Stack in old Arabian/Zulu lands – I have 31 arty to go around for 8 units, that’s about 4 arty per unit but I’d like to save some for the destroyer and transport that dropped them off – at least the destroyer. I don’t mind if they drop a few more victims off. Everything is redlined and I still have arty to spare.

4/4 tank vs 1/4 tank – win, -2hp.
4/4 tank vs 1/4 tank – win, -1hp, promotes to elite.
4/5 tank vs 1/4 tank – flawless win.
4/4 tank vs 1/4 tank – flawless win.
4/4 tank vs 1/4 tank – flawless win, promotes to elite.
4/4 tank vs 1/4 tank – flawless loss.
Out of tanks for attack.
Sipahi Army (17hp) vs 1/4 tank – win, -2hp.
Sipahi Army (17hp) vs 1/4 tank – win, -1hp.
5/5 Sipahi vs 1/4 cav – flawless win.
ORN-Horizon vs 1/4 destroyer – flawless win. Back to port.
ORN-Repulse vs 1/4 transport – win, -1hp. Back to port.

Body count – Celts are down 15 tanks, 1 cav, 1 destroyer, 1 transport. I lost 1 tank. No GLs but 4 tanks promote to elite.

IBT – 12 tanks and 1 infantry fall into Invasion Beach trap – stop 1 tile short of the city.

1796 AD – Mech armies are almost completely healed. Moving a fleet to take what I think is the Celt’s only oil?

Arty vs tank stack – Not enough arty to do the damage I wanted – left with five 3/4, five 2/4, two 1/4. Also redline infantry 1/3. Hmm. Cant let them go, though it may mean some casualties.

4/4 tank vs 3/4 tank – win but redlines.
5/5 tank vs 3/4 tank – flawless win.
5/5 tank vs 3/4 tank – win, -1hp.
4/4 tank vs 3/4 tank – flawless win, promotes.
5/5 tank vs 3/4 tank – flawless win.
4/4 tank vs 2/4 tank – win but redlines.
4/4 tank vs 2/4 tank – win -1hp.
4/4 tank vs 2/4 tank – win, -2hp but promotes.
4/4 tank vs 2/4 tank – win, -2hp.
Out of fresh tanks.
4/5 tank vs 2/4 tank – win, -1 hp.
Land reinforcements – 2 tanks, 1 mech, 2 settlers.
4/4 tank vs 1/4 tank – flawless win.
4/4 tank vs 1/4 tank – win, -1hp.
4/4 mech vs 1/4 infantry – win -2hp, promotes.

IBT – 11 tanks invade by Invasion beach. Bombers don’t like my mech on a mountain overlooking Tyendenga. They make a lot of runs, manage to hit one mech to 3/4.

1798 – army builds. Start building more arty to get that front moving. Create mech army and ship to Invasion Beach. After atry, stack is left with five 2/4 tanks and six 1/4 tanks.

4/4 tank vs 2/4 tank – win, -3hp.
4/4 tank vs 2/4 tank – win, -2hp but promotes.
5/5 tank vs 2/4 tank – win, -1hp.
4/4 tank vs 2/4 tank – win, -1hp.
5/5 tank vs 2/4 tank – win, -1hp.
4/5 tank vs 1/4 tank – flawless loss.
4/5 tank vs 1/4 tank – flawless victory.
4/5 tank vs 1/4 tank – flawless victory.
4/5 tank vs 1/4 tank – flawless victory.
5/5 tank vs 1/4 tank – flawless victory.
5/5 tank vs 1/4 tank – win, -1hp.
4/4 sipahi vs 1/4 tank – win, -1hp but promotes to elite.
All are dead at the cost of one elite tank. Most tanks are wounded, however. Might let the next stack attack healed mech infantry to give tanks time to heal.

MM and go from +78gpt to +133gpt.

IBT – 8 tanks roar in. Miscalculate and 2 slaves are taken – but not disbanded. AI doesn’t even try to protect them or disband them?

1800 AD – okay, time to rethink my attack. I am going to reposition my army to make advances. I have enough mech at Invasion Beach with traps and arty I can kill anything incoming. Time for a renewed attack against Celt strength.

All invaders are redlined and I recapture my workers.
4/5 tank vs 1/4 tank – win, -1hp.
5/5 tank vs 1/4 tank – win -1hp.
4/5 tank vs 1/4 tank – win, -3hp, redlined.
5/5 tank vs 1/4 tank – flawless victory.
5/5 tank vs 1/4 tank – flawless victory.
4/5 tank vs 1/4 tank – flawless victory.
4/5 tank vs 1/4 tank – flawless victory.
4/4 tank vs 1/4 tank -
No GLs. I think I’m due.

Settle Riza 2 – and I see their carrier group! Stock Riza 2 with 2 battleships – the carrier is protected by 1 battleship – and they are in range of arty!

IBT – lots of bombing – fighters intercept 2 bombers and send them crashing down. 9 tanks invade.

 

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Log 1802AD - 1850AD

Spoiler :
1802 AD – Grab miniaturization and start rocketry.
Battleship & Carrier are redlined.
ORN-Monarch vs 1/4 battleship – flawlessly win, promotes.
ORN-Dominate vs 1/4 carrier (w at least 2 bombers on board) – flawless win.

Beat up the stack of invading tanks but left with two 3/4 tanks, five 2/4 tanks, three 1/4 tanks. I also see that the Celts have Modern Armor. I see a unit in Tyendenga.

4/4 tank vs 3/4 tank – win, -2hp, promote to elite.
4/4 tank vs 3/4 tank – win, -2hp, promote to elite.
4/4 tank vs 2/4 tank – flawless win, promote to elite.
5/5 tank vs 2/4 tank – win, -2hp.
4/4 tank vs 2/4 tank – flawless victory.
4/4 tank vs 2/4 tank – win, -1hp, promotes to elite.
5/5 tank vs 2/4 tank – win, -1hp.
4/5 tank vs 1/4 tank – win, -1hp.
5/5 tank vs 1/4 tank – flawless win.
5/5 sipahi vs 1/4 tank – flawless victory.
All units removed.

IBT – Modern armor shows up – destroy two mech infantry on a mountain, 2 more die to mech armies. Mech armies down by 2hp overall, but if more pour in, this could be a big problem.

1804 AD - Arabia has rocketry now – good deal. Give them miniaturization for rocketry, WM and 221gp – all they have.

Arty has nothing to do, so I pillage all tiles within reach that doesn’t have an army on it to slow down the MA as it comes in.

IBT – Celts offer peace but I tell them to shove off. Celts move in 8 MA and a battleship and carrier come into view by Riza 2. Arabian bombers redline both!

1806 AD – ORN-Dominate sinks 1/4 battleship flawlessly but is left at sea. Might lose it next round. ORN-Monarch sinks 1/4 aircraft carrier flawlessly. Arty redlines Celt ironclad.

Ship over 8 shiny new arty pieces to help with MA problem. All MA are redlined. Now the real work begins. Tank attack of 16 against MA defense of 16.
5/5 tank vs 1/4 MA – win, -1hp.
5/5 tank vs 1/4 MA – win, -1hp.
5/5 tank vs 1/4 MA – win, -1hp.
5/5 tank vs 1/4 MA – win, -1hp.
5/5 tank vs 1/4 MA – flawless victory.
5/5 tank vs 1/4 MA – flawless victory.
5/5 tank vs 1/4 MA – flawless victory.
5/5 tank vs 1/4 MA – win, -1hp.
I actually think I did better against MA then against the tanks! But still no GLs. I’m due I’ve had 36 Elite wins and no GLs.

IBT – movements, mild bombing, nothing serious. ORN-Dominate survives. 10 MA roll up on Invasion Beach. A Celt battleship shows up to the north, out of reach of my navy.

1808 AD – Left with a few 2/4 MA. Not enough arty. Move 8 pieces from east to west. All MA redlined.
5/5 tank vs 1/4 MA – flawless loss.
5/5 tank vs 1/4 MA – win, -3hp.
5/5 tank vs 1/4 MA – flawless loss.
5/5 tank vs 1/4 MA – flawless win.
5/5 tank vs 1/4 MA – win, -1hp.
5/5 tank vs 1/4 MA – flawless win.
5/5 tank vs 1/4 MA – win, -1hp.
4/4 tank vs 1/4 MA – win, -2hp.
4/4 tank vs 1/4 MA – win, -2hp.
4/4 tank vs 1/4 MA – flawless win.
4/4 tank vs 1/4 MA – flawless win, promotes.
4/4 tank vs 1/4 MA – flawless win, promotes.

Total score, celts -10 MA, Ottomans -2 vet tanks. I’m now at 41 elite wins without a GL.

IBT – 2 bombers left out of Oka. 5 MA. Tide is a little thin?

1810 AD – all 5 invaders are redlined with no problems.

5/5 tank vs 1/4 MA – win, -1hp.
5/5 tank vs 1/4 MA – flawless win.
5/5 tank vs 1/4 MA – win, -2hp.
5/5 tank vs 1/4 MA – flawless win.
5/5 tank vs 1/4 MA – win, -2hp. – and finally! A GL.
I’m only 5 turns from the Internet. Investigate Mecca and see they are 8 turns away. I use the leader to create an army. I create a mech army. At the moment I am allowed 27 armies. I have 23 armies.

IBT – 10 MA invade – 2 bombers appear again.

1812 AD – Settle Zonguldak 2 – I’m within bombarding range of Tyendenaga. Swap some builds for jets.
Arty all used up – all but 1 MA redlined.

5/5 tank vs 2/4 MA – flawless win.
5/5 tank vs 1/4 MA – flawless win.
5/5 tank vs 1/4 MA – flawless win.
5/5 tank vs 1/4 MA – win, -1hp.
5/5 tank vs 1/4 MA – win, -1hp.
5/5 tank vs 1/4 MA – flawless win.
5/5 tank vs 1/4 MA – flawless win.
5/5 tank vs 1/4 MA – flawless win.
5/5 tank vs 1/4 MA – win, -1hp.
4/4 tank vs 1/4 MA – flawless win.

That was a good round, even if no GL.
I am staging invasion of central Celt Island – former Arabian island.

IBT – 10 MA invade, bombing that has no effect. I missed an Ironclad, it bombs and then runs away. Coward.

1814 AD – Begin invasion of Lapurdum – the only source of Celt oil I can see. Land 1 mech infantry, Sipahi Army (17hp), 8 tanks, 1 sipahi and 1 settler. Fleet is 2 battleships (ORN-Hawthorne & Resolute), 2 transports, a destroyer, 3 ironclads and a frigate.

All units redlined. Arty bombs Tyendenaga – destroy 1 citizen, stock exchange.

5/5 tank vs 1/4 MA – win, -1hp and GL! Nice but timing could be better. I turn it into an army. I will need to start disbanding my old Sipahi armies to make space for modern armies. I move the 2nd Armored Corps into Zonguldak 2 and disband to hurry library build – Celt culture remains weak in this area.
5/5 tank vs 1/4 MA – flawless win.
5/5 tank vs 1/4 MA – win, -1hp.
5/5 tank vs 1/4 MA – flawless win.
5/5 tank vs 1/4 MA – win, -2hp.
5/5 tank vs 1/4 MA – flawless win.
5/5 tank vs 1/4 MA – win, -3hp.
5/5 tank vs 1/4 MA – flawless loss.
5/5 tank vs 1/4 MA – win, -1hp.
4/5 tank vs 1/4 MA – win, -1hp.
4/4 tank vs 1/4 MA – flawless win, promotes to Elite.

IBT – more bombing. 8 MA invade.

1816AD – I have a jet in place in Zonguldak 2 – set for air superiority – hopefully we can take down a few bombers. Also build library and set for walls.

Main front – all units redlined. Infantry covering radar tower reduced to 1/3. Arty bombs Tyendenaga – destroy 1 citizen, barracks, harbor.

5/5 tank vs 1/4 MA – win, -2hp.
5/5 tank vs 1/4 MA – win, -1hp.
5/5 tank vs 1/4 MA – win, -1hp.
5/5 tank vs 1/4 MA – flawless win – and a GL! Make an army.
4/4 tank vs 1/4 MA – win, -2hp but promotes.
4/4 tank vs 1/4 MA – win, -1hp.
4/4 tank vs 1/4 MA – flawless victory & promote.
4/4 tank vs 1/4 MA – win, -1hp, promotes.
5/5 Sipahi vs 1/3 infantry on radar tower – flawless win – radar tower is gone.

Lapurdum – modern armor appears. Tank assaults 1/3 infantry on radar tower – wins, -1hp.
4/4 tank vs 4/4 MA – lose, -3hp to MA but promotes.
4/4 tank vs 3/3 infantry – win, -1hp.
4/4 tank vs 2/5 MA – win, -2hp.
4/4 tank vs 2/2 infantry – flawless retreat.
4/4 tank vs 2/2 infantry – win, -1hp.
4/4 tank vs 1/4 infantry - flawless win, sink at least 1 Celt battleship.
Lapurdum is no more, no slaves captured from size 6 city? Settle Karabuk 2 and fill 3 tile island. I check displomacy and, what do you know, the Celts need oil! I quickly sign Arabia to an embargo against the Celts. Arabia has no rubber.

IBT – lots of bombing – for the first time I see an interceptor get shot down. 4 whole MA invade but take new route – as if that is going to save them.

1818 AD – I get the internet. Good times for all. Research jumps up and more gpt! All 4 invaders are redlined.

5/5 tank vs 1/4 MA – flawless loss.
5/5 tank vs 1/4 MA – flawless win.
5/5 tank vs 1/4 MA – win, -3hp.
5/5 tank vs 1/4 MA – flawless win.
5/5 tank vs 1/4 MA – flawless win.

Arty bombs Tyendenaga – destroy 10 citizens, temple, marketplace, library, courthouse.

Disband frigate at Karabuk 2 to hurry library then rush.

IBT – invaded by 6 MA, 2 marines and 1 infantry. I’ve seen the end of mechanized units from the Celts!

1820 AD – all MA redlined. I leave the marines and infantry alone for now.

5/5 tank vs 1/4 MA – win, -1hp.
5/5 tank vs 1/4 MA – win, -4hp.
5/5 tank vs 1/4 MA – flawless win.
5/5 tank vs 1/4 MA – flawless loss – MA promotes and arty drops it again
5/5 tank vs 1/4 MA – win, -1hp.
5/5 tank vs 1/4 MA – win, -3hp.
5/5 tank vs 1/4 MA – flawless win.
5/5 tank vs 1/4 MA – win, -1hp.
5/5 tank vs 1/5 MA – win, -4hp.

Arty bombs Tyendenaga – destroy 1 citizen, bank. Hurt many defenders.
Battle for Tyendenaga (size 9 city w/radar tower):
4/4 tank vs 2/4 infantry- hammered by arty, then destroyed, -1hp. All defenders are redlined.
4/4 tank vs 1/3 infantry – win, -2hp, promotes.
4/4 tank vs 1/4 infantry – win, -1hp.
4/4 tank vs 1/4 infantry – flawless loss, infantry promotes.
4/4 tank vs 2/5 infantry – flawlessly retreats.
Move in Tank Army (16hp) vs 2/5 infantry – win, -2hp. City falls. Grab 1 arty, 4 slaves.

IBT – drop 2 bombers this round – they must be running out of those with no oil. A nice stack of MA shows up – probably the last round? 9 MA, 3 marines, 2 infantry. All MA redlined, most others are redlined or wounded.

4/4 tank vs 1/4 MA – win, -1hp, promotes.
4/5 tank vs 1/4 MA – win, -3 hp.
5/5 tank vs 1/4 MA – flawless win.
5/5 tank vs 1/4 MA – win, -1hp.
5/5 tank vs 1/4 MA – flawless loss.
5/5 tank vs 1/4 MA – win, -2hp & GL. Make Army. Change army build in Istanbul to Bank, no loss of shields.
4/5 tank vs. 1/4 MA – flawless loss.
Tank Army (14/16) vs 1/4 MA – win -3hp – send to barracks.
4/4 tank vs 1/4 MA – win, -1hp.
4/4 tank vs 1/4 MA – win, -2hp.
Sipahi Army (17hp) vs. 1/4 MA – flawless win.
5/5 Sipahi vs. 1/4 marine – flawless win.

Send a few mechs to block retreat of invading units.

Send all units that generated GL to mainland to disband to hurry other builds.


IBT – 6 marines invade. 1 bomber is dropped from the sky. No more tanks.

1824 AD – Arty redlines all invaders.

5/5 tank vs 1/3 infantry – flawless win.
5/5 tank vs 1/4 infantry – win, -2hp.
5/5 Sipahi vs 1/3 marine – flawless win.
4/4 Sipahi vs 1/4 marine – win, -1hp.
5/5 tank vs 1/4 marine – win, -1hp.
4/5 tank vs 1/4 marine – win, -2hp.
5/5 tank vs 1/4 marine – win, -3hp.
5/5 tank vs 1/4 marine – flawless win.
5/5 tank vs 1/4 marine – flawless win.
5/5 tank vs 1/4 marine – win, -1hp.
All invaders are dead.

4/4 sipahi vs 1/4 infantry on radar tower – wins but is redlined.

Invade Lindum – 2 marines, 4 tanks, 1 mech and 1 settler – there is only a worker guarding the radar tower. Marine wins (haha). Transport lands all other units.
ORN-Monarch vs 1/4 ironclad - flawless victory – back to port.
Send ORN Eliminate, Unsinkable and Redoubt to bombard Lindum.

IBT – I’m invaded by 2 marines, 2 MA.

5/5 tank vs 1/4 MA – win, -1hp.
5/5 tank vs 1/4 MA – flawless win.
4/4 tank vs 1/4 marine – win, -1hp.
4/5 tank vs 1/4 marine – flawless loss.
4/4 tank vs 1/4 marine – win, -1hp.

Battle for Lindum (size 6 city)
4/4 tank vs 3/3 infantry – flawless victory – promotes.
4/4 tank vs 3/4 infantry – flawless victory.
5/5 tank vs 4/4 marine – win, -1hp.
4/4 tank vs 2/2 infantry –flawless win, promotes.
Lindum sacked. Moving settler to replace. Move transport to pick up marines for next invasion.

Arty vs Oka – only has 2/2 infantry? Nothing to gain from bombardment.

IBT – invaded by 4 marines.

1828 AD – all invaders redlined.

5/5 tank vs 1/4 marine – win -1hp.
4/5 tank vs 1/4 marine – win -3hp.
5/5 tank vs 1/4 marine – win -1hp.
4/5 tank vs 1/4 marine – win -3hp.

Battle for Oka (size 6 city w/radar tower support)
4/4 tank vs 2/2 infantry – lose, -1hp but infantry promotes.
4/4 tank vs 2/2 infantry- win but redline.
4/4 tank vs 2/3 infantry – win, -1hp.
4/4 tank vs 2/2 infantry- win, -1hp.
4/4 sipahi vs 3/3 marine – win, -1hp.
Oka is burnt to the ground along with a fighter based there. 1 slave.

IBT – Celts show up with 2 MA and 6 marines. The MA did not attempt to attack. Not sure about that?

1830 AD - Arty redlines all invaders.

5/5 tank vs 1/4 MA – flawless victory.
5/5 tank vs 1/4 MA – flawless victory.
5/5 tank vs 1/4 marine – flawless victory.
5/5 tank vs 1/4 marine – flawless victory.
5/5 tank vs 1/4 marine – flawless victory – and GL! Build army. I can no longer build armies. I’m maxed out.
5/5 tank vs 1/4 marine – flawless victory.
4/4 tank vs 1/4 marine – win, -1hp.
5/5 sipahi vs 1/4 marine – win, -1hp.

4/4 tank takes out 1/4 infantry on radar tower.
Arty vs Calixtlahuaca – destroy 1 citizen, barracks, temple.

ORN-Dominate vs. 3/4 carrier – win, -2hp.
Leave 1/4 escort battleship alone – see another battleship coming and any unit that attacks will be exposed. Decide I can wait because they can’t replace losses.

Battle for Curovernum (city size 3 on a hill)

4/4 tank vs 3/3 infantry – win but redlined, promotes.
4/4 tank vs 3/3 infantry – flawless loss, infantry promotes.
4/4 tank vs 4/4 infantry – flawless win.
City burnt with a destroyer in port. 1/4 battleship has nowhere to heal.

I found a few more cities and see an army is available again. Also, first modern armors build. Upgrade a few tanks for cheap (40gp each). I decide to go after Genetics on the cheap – 26t at +306gpt. I plant a spy with Arabia to watch its space race, not that I think they are capable of much. I’ll also put one with the Celts. Space Flight isn’t available yet, but I don’t think it will long.

IBT – lots of pollution. 8 marines invade. Source of oil exhausted – I fear it is Celt hands but a diplo check shows it is not – there really isn’t any terrain in Celt lands for it to appear.

1832 AD – all invaders redlined.

5/5 tank vs 1/4 marine – flawless win.
5/5 tank vs 1/4 marine – flawless win.
5/5 tank vs 1/4 marine – win, -1hp.
5/5 tank vs 1/4 marine – flawless win.
5/5 tank vs 1/4 marine – flawless win.
5/5 tank vs 1/4 marine – flawless win.
4/4 MA vs 1/4 marine – flawless win.
4/4 MA vs 1/4 marine – flawless win.

Create 2 MA armies.

Arty vs Calixtlahuaca – destroy 4 citizens, marketplace, library, cathedral, university,
Send MA Army (16hp) to clean out radar tower guarded by 4/4 infantry that is out of range. Win, -1hp, Radar tower destroyed. Calixtlahuaca is a size 18 city on grassland.

MA Army (16hp) vs 4/4 infantry – win, - 8hp. Not good.

Send MA 4/4 to clear out a 4/4 infantry on a radar tower – retreats, -1hp to infantry.
4/4 MA vs 3/4 infantry – win, -2hp.

I goofed and didn’t leave any arty to bomb battleship & transport.

IBT – battleship bombards useless tile. 7 marines invade. Celts and Arabia sign peace deal, but I still have a trade embargo in effect. Battleship & transport group sail right into the middle of my naval forces and start fishing.

1834 AD – I don’t forget to bombard the battleship this time. Battleship & transport redlined. I’ve got 6 battleships within striking range.

ORN-Protector vs 1/4 battleship – flawless win.
ORN-Courage vs 1/4 transport – win, -1hp.

Build 2 MA Armies. 1 empty army left.


All invaders redlined.
5/5 tank vs 1/4 marine – win, -1hp.
4/5 tank vs 1/4 marine – flawless win.
5/5 tank vs 1/4 marine – flawless win.
5/5 tank vs 1/4 marine – flawless win.
5/5 tank vs 1/4 marine – flawless win.
5/5 tank vs 1/4 marine – flawless win.
5/5 tank vs 1/4 marine – flawless win.

Arty vs Calixtlahuaca – destroy 4 citizens, coliseum.

MA army (16hp) vs 3/3 infantry – win, -5hp.
MA army (11/16hp) vs 3/3 infantry – win, -4hp but promotes.
MA army (16hp) vs 2/4 infantry – win, -2hp.
MA army (14/16hp) vs 2/2 infantry –flawless win, promotes.
Calixtlahuaca is destroyed. 6 slaves captured.

MM up to +351gpt.

IBT -3 brave marines step into the kill zone.

1836 AD – I don’t need the money anymore so I put research back up to 60%, genetics due in 14t @ +11gpt.

Arty redlines everything.
5/5 tank vs 1/4 marine – win, -1hp.
4/5 tank vs 1/4 marine – win, -2hp.
5/5 tank vs 1/4 marine – flawless win.

Create MA Army – last army available.

IBT – long lost Celts navy shows up sinks 2 of my battleships up north- (ORN-Hawthorne & Resolute) – must have used subs because I can’t see the attackers. 10 marines invade.

1838 AD – send battleships to face off against new battleship fleet. (ORN Monarch, Dominate & Redoubt sent to eliminate threat.

Remaining Fleet outside Karabuk is pulled into the city to protect from subs. I don’t intend to fight with them, I just want to hold the island.

Arty redlines all invades. Redlines 2 battleships. I decide to leave the others alone so that they hang around for my battleships next round.

Arty vs Caughnawaga – destroy 2 citizens.

5/5 tank vs 1/4 marine – flawless win.
5/5 tank vs 1/4 marine – flawless win.
5/5 tank vs 1/4 marine – win, -1hp.
4/5 tank vs 1/4 marine – flawless win.
5/5 tank vs 1/4 marine – flawless win.
5/5 tank vs 1/4 marine – flawless win.
4/4 MA vs 1/4 marine – win, -1hp.
3/4 MA vs 1/4 marine – flawless win.
4/4 MA vs 1/4 marine – win, -1hp.
3/4 MA vs 1/4 marine – win, -1hp.

Disband 1st Armored Core in Iskenderun to build a barracks.

Send Sipahi army (17hp) to take out 1/3 infantry on radar tower, win, -6hp.
I take stock and I have 4 MA armies standing around looking for work (three 16hp, one 16/17). It would appear that Caughnawaga is just not meant to stand. It is a size 11 city on grassland without radar support.

MA army (16hp) vs 4/4 infantry – win, -3hp.
MA army (13/16hp) vs 3/3 infantry – win, -2hp but promotes.
MA army (16hp) vs 3/4 infantry – win, -2hp.
MA army (14/16hp) vs 2/4 infantry – flawless win, promotes.
MA army (16hp) vs 4/4 marine – win, -1hp.
Caughnawaga is gone w/1 fighter. Pick up 5 slaves.

IBT – I’m invaded by 9 marines and a small group of battleships. Someone should have told the Celts that they don’t have oil and those battleships are a non-renewable resource. They shouldn’t be wasted bombarding the coastal tiles around hopelessly corrupt cities.

It also looks like Arabia is staging their own invasion. They’ve decided they want their rubber back and they have landed 3 mechs, 1 MA, 2 cavs and 2 guerillas behind my lines. I think I’ll ask them to leave and see what happens . . .

1840 AD - What a surprise – they declare! I think the military advisor should have mentioned the 66 tanks, 71 mechs, 43 MA, 92 arty, 93 Sipahi and 28 armies I have at my disposal to kick his butt. Oh, and thanks for the war happiness. Luxy back down to 0% and I’m about to grab my 7th local luxury in old Celt lands. Lets see, Mecca has a lot of good wonders for me to capture. I think I’ll put them at the top of the list. Also note that Arabia has finally hooked up another source of rubber. War also breaks my embargo against the Celts, which means they’ll have oil again soon. Arabia has at least 2 sources.

Arabian front – I ship over my Celt reinforcement to the east instead – 2 arty and 5 MA.

4/4 MA vs 1/3 mech – win, -1hp.
4/4 MA vs 1/4 mech – flawless win.
4/4 MA vs 1/4 mech – win, -1hp, promotes.
4/4 MA vs 1/4 MA – flawless win.
4/4 MA vs 3/4 cav (that’s not even fair) – flawless win – promotes.
5/5 tank vs 3/4 cav – flawless win.
5/5 tank vs 1/4 guerilla – flawless win – GL! Create Army, fill with MA.
3/4 MA vs 1/4 guerilla – win, -1hp, promotes.
Invasion eliminated. Thanks for the GL!

Move combat settler under the cover of tank army. Send sipahi to pillage 1 tile to make a 3 move trap for Arabia and open the door. Arty pounds a mech covering a radar and redlines the Arabian navy. You would think those sailors would remember the shellacking they got last time they tangled with Ottoman ships-of-the-line. Send to battleships to help with clean up.

Celts front – arty punishes everything in range – even Tonawanda, which loses 3 citizens.

5/5 tank vs 1/4 marine – flawless win.
5/5 tank vs 1/4 marine – flawless win.
5/5 tank vs 1/4 marine –win, -2hp.
5/5 tank vs 1/4 marine –win, -1hp.
4/5 tank vs 1/4 marine –win, -1hp – and another GL! Build an army and fill it with MA. I check and I can still build armies so I am keeping up with city production.
5/5 sipahi vs 1/4 marine – flawless win.
I’m out of 5’s
4/4 MA vs 1/4 marine – flawless win.
4/4 MA vs 1/4 marine – win, -1hp, promotes.
4/4 MA vs 1/4 marine – flawless win.
ORN-Dominate vs 1/4 battleship – win, -1hp. Monarch and Redoubt follow to port. They are in position to inflict heavy losses on the Celtic fleet.

All invaders are dead.

4/4 MA vs 1/4 infantry on radar tower- wins but is redlined. Radar tower is destroyed.
Tonawanda is naked – size 14 city on plains, no radar support, manned by infantry. Will probably be mech next round after Arabian/Celt round of trades. I can devote 5 MA armies and 1 tank army to take the city. Take the city and I can take the Northern chokehold and the luxury.

Battle for Tonawanda (size 14 city on the plains):

MA army (17hp) vs 4/4 infantry – win, -2hp.
MA army (15/17hp) vs 3/4 infantry – win, -3hp.
MA army (16/17hp) vs 3/4 infantry – win, -6hp.
MA army (10/17hp) vs 3/4 infantry – win, -2hp.
MA army (15/17hp) vs 4/4 marine – win, -2 hp.
Tonawanda destroyed – size 14 city and no slaves? Destroy at least 1 fighter and 1 battleship that was in port.
Claim 7th luxury with settler.
Tank army (16hp) vs 4/4 infantry on radar tower – win, -12hp. Wow.
I set up the choke point and open a 3 move gap trap.

I start a pre-build for Cure/longevity. I want Cure, I will grab longevity if it falls in my lap.

IBT – Celts are pretty unimaginative – 5 marines & 1 infantry invade. Battleships bomb, 1 can’t retreat.

Arabia is more productive. Lead army is hit by 3 cruise missiles for -5hp (11/16). 1 mech and 3 guerillas pillage in the west while 1 mech and 2 MA exploit the opening to the east and fall into the trap. As I predicted, Arabia gave the Celts oil, so that front will be heating up.

1842 AD – Lots of fun for everyone!

Celtic front: Arty redlines Celt navy – ORN-Monarch vs 1/4 battleship – flawless win and back to port.
Arty redlines all would-be invaders (they didn’t even make it in my lands).

5/5 tank vs 1/4 infantry – flawless win.
5/5 tank vs 1/4 marine – flawless win.
5/5 tank vs 1/4 marine – win, -1hp.
4/5 tank vs 1/4 marine – flawless win.
5/5 tank vs 1/4 infantry – flawless win.
5/5 sipahi vs 1/4 marine – flawless win.

Cleared. Move settler covered by mech army to begin attack on Kahnawake.

Arabian front – all invaders redlined with plenty of arty to spare. Send in 5 more MA reinforcements – put one in the MA army to give it full strength. Also send new battleship ORN-Hawthorne II to help.

5/5 MA vs 1/4 MA – flawless win.
4/4 MA vs 1/4 MA – flawless win.
4/4 MA vs 1/4 mech – win, -1hp.
5/5 tank vs 1/4 guerilla – flawless win.
4/4 MA vs 1/4 mech – win, -3hp.
5/5 MA vs 1/4 guerilla – flawless win.
4/4 MA vs 1/4 guerilla – win, -2hp, promotes.
4/4 MA vs 1/4 guerilla – flawless win.

Arty vs Mecca – destroy 3 citizens, airport.

Push science up to 70% for genetics in 9t, MM to +36gpt.

IBT – Celts are boring – battleships pillage a few tiles. 8 marines are coming to get me. Arabia is much more active with lots of bombers. I will start making a few more jets to take care of that problem. No invasion, though, or cruise missiles. They must be done for.

1844 AD

Celtic front – arty redlines all invaders. Slaves repair damages.
Arty vs Kahnawake – destroy 2 citizens, barracks. City size 14 on plains, no radar. It is stocked with Mechs now, though, as I predicted. I have 4 MA armies I can use to crack the city.

5/5 tank vs 1/4 marine – win, -1hp.
4/5 tank vs 1/4 marine – flawless win.
5/5 tank vs 1/4 marine – flawless win.
5/5 tank vs 1/4 marine – flawless win.
5/5 sipahi vs 1/4 marine – win, -4hp.
5/5 tank vs 1/4 marine – flawless win – and GL! Build army , army is still available in the queue.
5/5 MA vs 1/4 marine – flawless win.
5/5 MA vs 1/4 marine – flawless win.
I now have 5 MA armies to attack Kahnawake.

Battle for Kahnawake (size 14 city on the plains, no radar):

MA army (17hp) vs 4/4 mech – win, -7hp.
MA army (16hp) vs 3/4 mech - win, -9hp.
MA army (16/17) vs 3/4 mech – win, -2hp.
MA army (14/17) vs 2/4 mech – win, -5hp.
Kahnawake is gone. No slaves again? Destroy at least 1 fighter in the city.

Celt front is looking good. Cattaraugus is next target on this side. Set up next turn, attack turn after.

Arabian front – no invaders to redline. Only 1 battleship in sight. Move my battleships closer to the navy action. Arty beats up on battleships but they are not my main goal since I can’t sink them anyway.

Arty vs Mecca – destroy 3 citizen and civil defense, hydro plant,
Use 4/4 MA to clear out 1/4 infantry on radar/mountain - win, -2hp. Cover with mech.
4/4 MA vs 1/4 mech on radar tower – flawless win, promotes to elite.
4/4 MA vs 3/3 infantry on hill w/radar – win, -1hp. Reveal two more battleships.
Send ORN Horizon and Repulse up north to support naval efforts.

IBT – Celts are sending 2 nuke subs into my waters. I only have 1 sub on station – sending some battleships (Warmonger and Danger) to help the lone sub patrolling the those waters. Will use arty to turn them around if I can.

Arabia does better – they are trying to sneak in a nuke sub but it is between two naval bases – I’ve got 4 battleships within striking range and 1 sub. They also manage to destroy the 2 MA and 1 Mech I left exposed, but otherwise nothing else happens but some bombing. Putting jets on station to stop that.

1846 AD – Celt front – arty redlines both nuke subs. 4/4 sub vs 1/4 nuke sub – flawless win.
All invaders redlined.

5/5 tank vs 1/4 marine – flawless win – and GL! Build an army and send it to the eastern (Arabian) front.
5/5 tank vs 1/4 marine – flawless win.
5/5 tank vs 1/4 marine – flawless win.
4/5 tank vs 1/4 marine – flawless win.
5/5 tank vs 1/4 marine – flawless win.
5/5 tank vs 1/4 marine – flawless win.
5/5 tank vs 1/4 marine – win, -1hp.
5/5 MA vs 1/4 marine – flawless win – and GL! Build an army and put Elite MA into Army to start. Ship to the East. Army is no longer a build option. I’m at my limit.

ORN-Invasion engages 4/4 nuke sub – flawless win. It’s a toss up if the Celt’s armored corps, marine corps or navy is the most dangerous job in the world – second only to the Arabian navy.

Arabian front – build new MA army around 1st GL from Celtic lands. I have no more 4/4 MA at the moment.

Arty vs Mecca – destroy 9 citizens, stock exchange, barracks, granary, police station, temple and pepper defenders with damage.

IBT - Celts – nuke sub sinks one of my picketing subs. An impressive 6 marines and 2 MA fall into my trap.

Arabia – more annoying bombers. 2 MA invade and that’s it. They also leave a Battleship exposed to arty & navy.

1848 AD – Celtic front – redline all invaders and infantry protecting radar.

5/5 MA vs 1/4 MA – win, -1hp.
5/5 MA vs 1/4 MA – win, -1hp.
4/4 MA vs 1/4 marine – flawless win.
4/4 MA vs 1/4 marine – flawless win, promotes.
4/4 Sipahi vs 1/4 marine – flawless win.
4/4 Sipahi vs 1/4 marine – flawless loss.
4/4 Sipahi vs 1/4 marine – flawless win.
4/5 tank vs 1/4 marine – flawless win.
5/5 tank vs 1/4 marine – flawless win.
All invaders dead.
Tank army (16hp) vs 1/4 infantry guarding radar tower – win, -1hp but promote. Tower destroyed.

Found New Bolu 2 and reset trap.

Arty vs Cattaraugus – damaged defenders – that’s all.

Arabian front – redline invaders & navy. ORN-Citadel vs 1/4 battleship – flawless win – see 2 more battleships – make it back to port.

5/5 MA vs 1/4 MA – flawless win.
5/5 MA vs 1/4 MA – flawless win.

Arty vs Mecca – destroy 4 citizens, marketplace, library, courthouse (in the capital? Good choice for a build!). Mecca should fall next round, then its all over.

New MA Army created from 2nd GL in the west.

IBT – interesting things happening – Arabia bombs like crazy – they lose a bomber, I lose a fighter. Arabia invades with 3 MA, 1 mech and 1 guerilla. Should have left those in Mecca, guys. Celt perfectly fall into my trap with 5 MA and 5 marines.

1850 AD – Celtic front – I’m sort on units, I’ll need to use some armies to clean up Celtic invaders. Redline all invaders.

5/5 MA vs 1/4 MA – flawless win.
5/5 MA vs 1/4 MA – win, -1hp.
MA army (15/16hp) vs 1/4 MA – flawless, promotes.
MA army (16/17hp) vs. 1/4 MA – win, -1hp.
MA Army (16hp) vs 1/4 MA – win, -1hp.
5/5 tank vs 1/4 marine - flawless win.
5/5 tank vs 1/4 marine - win, -1hp.
5/5 tank vs 1/4 marine - flawless win.
5/5 tank vs 1/4 marine - flawless win.

Arty vs Cattaraugus – destroy 0 citizens, barracks.
Settle a few more cities and – viola, an army is the queue.

Arabian front – all invaders redlined.

5/5 MA vs 1/4 MA – win, -1hp.
4/5 MA vs 1/4 MA – win, -1hp.
5/5 MA vs 1/4 MA – win, -3hp.
5/5 MA vs 1/4 Mech – flawless win.
5/5 tank vs 1/4 guerilla – win, -1hp.

Arty vs Mecca – destroy 4 citizens, cathedral. I had to use a lot of arty on the invading MA that were being a pain. Arty missed a LOT.

IBT – Celts invade with 7 MA. Battleships continue to be a nuisance. Celts pull a surprise and land 5 MA & 3 Cav over at the Eastern front via a transport. What did I do to deserve this present? The land a hill, but they also land next to my radar tower. Arabia invades with one very scary MA. This is really just a nuisance, but it will put my bombardment of Mecca back at least 1 turn.

 
Log 1852AD - 1900AD (victory)

Spoiler :
1852 AD – Celt front – all units redlined.

Arty vs. Cattaraugus – destroy 1 citzen, temple, marketplace, library,

5/5 MA vs 1/4 MA – flawless win.
5/5 MA vs 1/4 MA – flawless win.
5/5 MA vs 1/4 MA – flawless win.
5/5 MA vs 1/4 MA – win, -1hp.
MA Army (15/17hp) vs 1/4 MA – win, -2hp.
MA Army (13/17hp) vs 1/4 MA – flawless win.
5/5 tank vs 1/4 MA – win, -1hp.


Arabian front – all units redlined, nothing left for Mecca this round. There is a nuke sub I didn’t touch. I have a Battleship nearby, though. ORN-Stronghold vs 4/4 nuke sub – win, -1hp.

4/4 MA vs 1/4 MA – win, -1hp.
4/4 MA vs 1/4 MA – flawless win.
4/4 MA vs 1/4 MA – win, -1hp & promotes.
4/4 MA vs 1/4 MA – win, -2hp.
4/4 MA vs 1/4 MA – flawless win.
5/5 MA vs 1/4 MA – win, -1hp.
4/5 MA vs 2/4 cav – flawless win.
5/5 MA vs 1/4 cav – flawless win.
5/5 MA vs 1/5 cav – flawless win.
ORN-Horizon vs 1/4 battleship – flawless win.
ORN-Repulse vs 1/4 empty transport – flawless win.
Invasion put down.

Next wave of MA reinforcements to the west.

IBT – 1 bomber shot down, Arabia invades with 3 MA and 1 Mech. Celts invade with a more impressive 6 MA. A nuke sub takes down a ironclad protecting a sentry sub. I’m really not all the impressed. Celt leave 2 battleships exposed. Celt nuke sub also seen.

1854 AD – An interesting year. Sink 2 nuke subs at sea.

Celtic Front - all invaders redlined.

5/5 MA vs 1/4 MA – flawless win.
5/5 MA vs 1/4 MA – win, -1hp.
5/5 MA vs 1/4 MA – win, -1hp.
4/5 MA vs 1/4 MA – win, -2hp.
4/4 MA vs 1/4 MA – flawless win.
4/4 MA vs 1/4 MA – win, -1hp, promotes.

Use some arty to redline a pair of battleships. ORN-Dominate sinks one flawlessly. ORN Redoubt does the same.

Arty vs. Cattaraugus – destroy 0 citizens, bank. Arty royally sucked this round.

Arabian Front – all invaders redlined.

5/5 MA vs 1/4 MA – flawless win.
5/5 MA vs 1/4 MA – win, -4hp.
5/5 MA vs 1/4 MA – win, -1hp.
5/5 MA vs 1/4 mech – win, -1hp.

Arty vs Mecca – destroy 7 citizens, university, colosseum, research lab, factory. Mecca is size 1.
Arty vs Medina – destroy 0 citizens, bank,

Time to take Mecca (size 1 city on grassland)
MA Army (16/17hp) vs 4/4 infantry - win, -7hp. What?
MA Army (16hp) vs 4/4 infantry – win, -7hp. What are they making these mechs out of?
Obviously can’t take Mecca now.

IBT – sink 2 nuke subs. Some bombers. No movement by Arabia. Celts put 3 battleships within range and invade with 8 MA.

1856 AD – Celts know spaceflight. Figured they were going there. Not going to panic – Celt front is going better than Arabian front.

Celtic Front – sink all 3 exposed battleships. That should slow them down. My spy tells me they only have 1 battleship left. It takes all my arty to hit the defenders and there are a few 2/4 left in the stack.

5/5 MA vs 2/4 MA – flawless win.
5/5 MA vs 2/4 MA – -1hp & GL. Genetics in 4 turns – send GL back to mainland for Cancer. Longevity prebuild due in 6t. Looks like I get both.
4/4 MA vs 1/4 MA – win, -2hp.
4/4 MA vs 1/4 MA – flawless win.
4/4 MA vs 1/4 MA – flawless win, promotes.
MA armies kill the rest flawlessly.

Arabian Front – Arty vs. Mecca – destroy mass transit. Arty misses – A LOT. There are 5 defenders. Decide arty is better used wearing down Medina a bit.
Arty vs. Medina – destroy 1 citizens, police station, stock exchange, barracks, Arty just sucks again.

Stalemate.

IBT – I lose a tank army to battleship bombardment and MA on the eastern front. Celts invade with 5 MA. Taking a breather?

1858 AD – Celt invaders are redlined.

4/4 MA vs 1/4 MA – flawless win.
4/4 MA vs 1/4 MA – win, -1hp, promotes.
4/4 MA vs 1/4 MA – flawless win.
4/4 MA vs 1/4 MA – flawless win, promotes.

Arty vs. Cattaraugus – kill 1 citizen. This is crap.
I’m out of patience.
MA Army (17hp) vs 4/4 mech – win, -7hp.
MA Army (16hp) vs 3/3 mech - win, -5hp, promotes.
MA Army (17hp) vs 3/4 mech – flawless win.
MA Army (17hp) vs 3/4 mech – win, -3hp.
Cattaraugus falls. Destroy fighter jets. 7 slaves and 1 arty.

Arabian front – arty destroys tiles around Mecca. I’m going to disconnect the capital to end the trade with the Celts. Kinda feels like cheating, but I want this game over.

Arty vs. Medina – destroy 1 citizens, university, granary,

IBT – 9 Celt MA invade. Shot down 4 bombers, lose 1 jet. Never seen a jet get shot down before.

1860 AD – Celtic Front – arty redlines all invaders. Positioning next combat settler. Six new 4/4 MA arrive.

4/4 MA vs 1/4 MA – flawless win.
4/4 MA vs 1/4 MA – win, -1hp, promotes.
4/4 MA vs 1/4 MA – flawless win.
4/4 MA vs 1/4 MA – win, -1hp, promotes.
4/4 MA vs 1/4 MA – win, -1hp.
4/4 MA vs 1/4 MA – win, -1hp.
4/4 MA vs 1/4 MA – win, -2hp.
4/4 MA vs 1/4 MA – flawless win.
4/4 MA vs 1/4 MA – win, -1hp, promotes.

Arabian Front – Time to get back to work on Mecca – my MA armies are healed and ready for another shot. All my arty knocks 1 hp off all 5 defenders. What a waste.

MA Army (17hp) vs 3/4 mech – win, -6hp.
MA Army (16hp) vs 3/4 mech – win, -2hp.
Take a risk and send MA Army (11/17) vs 3/4 mech – win -2hp.
MA Army (16hp) vs 3/4 mech – win, -3hp.
MA Army (13/16hp) vs 2/4 mech – win, -1hp.
Mecca falls, smith’s is not Ottoman wonder. Maintenance vastly improves! Also pick up 6 arty. Use the Arty to redline a couple of nearby battleships. I see Arabia only has 2 bombers left. Stop jet fighter production. What I have now should be able to keep up with them.
Finally! Some progress!

IBT – Arabian MA destroy weakened MA Army in Mecca. City is still mine, though. Jets drop another bomber. Relentless Celts move 5 MA into the trap, most are severely damaged on the way in by armies. Medina is suddenly size 17 – must have whipped a lot of slaves!

1862 AD – Celtic Front – Invaders redlined with ease.

4/4 MA vs 1/4 MA – flawless win.
4/4 MA vs 1/4 MA – flawless win, promotes.
4/4 MA vs 1/4 MA – win, -1hp.
4/4 MA vs 1/4 MA – win, -2hp.
4/4 MA vs 1/4 MA – win, -1hp.
MA Army (17hp) vs 1/3 infantry in the open – flawless victory.

Set up new trap.
Arty vs Akwesane – destroy 0 citizens, barracks, temple, marketplace,


Arabian front - Arty vs. Medina – destroy 7 citizens, temple, marketplace, library, colosseum, courthouse, cathedral, factory, hydro plant, research lab. Medina is now a size 10 city.

4/4 MA vs 1/4 MA on hill – win, -1hp.

IBT – Celts are back with 9 MA. Gain genetics, set for Nuclear power due in 10 turns. Arabia sends two 2/2 mech infantry onto a mountain near Mecca. Hmm. I’m scared.

1864 AD – all invaders are redlined. Use leader to rush Cancer. Change prebuild to Longevity. Cancer is due in 1t, Longevity in 2t.

Arabian Front – Arty vs. Medina – destroy 2 citizens, mass transit. Arabia is no threat to me and I need them generating culture against the Celts. I decide not to take Medina. I will make peace with them this round and tie them to a MPP that the Celts will violate, ending their oil trade.

5/5 MA vs 1/2 mech – flawless victory.
5/5 MA vs 1/2 mech – win, -2hp and a GL already. Immediately send GL to make an army because I have more leader fishing to do.

Celtic Front – 9 candidate for leader generation.

5/5 MA vs 1/4 MA – flawless win.
5/5 MA vs 1/4 MA – win, -2hp.
5/5 MA vs 1/4 MA – flawless win.
5/5 MA vs 1/4 MA – win, -4hp.
5/5 MA vs 1/4 MA – flawless win and GL! Two in one round. Now things are moving along! Turn it into an army. Queue shows an army is still available.
5/5 MA vs 1/4 MA – flawless win.
5/5 MA vs 1/4 MA – flawless win.
5/5 MA vs 1/4 MA – flawless win.
5/5 MA vs 1/4 MA – flawless win.

I have 3 MA armies ready to go. I put them in the ‘line’ to wound incoming Celtic attacks.

Okay, now the underhanded trick. My rep is already busted, so I make peace with the Celts and trade them Genetics for Space Flight, 1911gp and WM. I retreat my units to my side of the boarder. To Arabia I offer a peace treaty and a MPP. I Offer Arabia Genetics for WM and 130gp – all they’ve got. I demand dyes just for fun. I declare war on the Celts and we are back at war. I move my MA armies back into position. I find a use for an old archer I was using as MP. I put him as the sacrafical lamb for the MA assault that is coming. When the Celts attack the archer, it will trigger a war between the Celts and Arabia and end their trade deal for oil.

IBT – Dirty trick works. Brave archer dies for the Ottoman Monarchy and Arabia declares on the Celts. Celts invade with 6 MA. Arabia demands I leave their lands and I naturally agree.

1866 AD – Cure for Cancer builds. Longevity in 1 turn. Redline all invaders. I ship some arty from Arabia to west front – I don’t think we’ll be at war over there anymore. Load up mech army and put it on duty. Other mech army is also healed and put it on boarder patrol.

Celts – all units redlined with ease.

5/5 MA vs 1/3 MA – flawless win.
5/5 MA vs 1/4 MA – flawless win.
5/5 MA vs 1/4 MA – flawless win.
5/5 MA vs 1/4 MA – flawless win.
5/5 MA vs 1/4 MA – flawless win.
5/5 MA vs 1/5 MA – win, -1hp.

Arty vs Akwesane – destroy 8 citizens, library, harbor, bank, cathedral, university.
Assault against Akwesane (size 9 city on plains, no radar tower. Probably has civil defense). I have 17 MA armies to execute the attack. Top defender is a 3/3 mech.

MA Army (17hp) vs 3/3 infantry – win, -5hp.
MA Army (17hp) vs 3/4 infantry – win, -4hp.
MA Army (17hp) vs 3/4 infantry – win, -1hp.
MA Army (16/17hp) vs 3/4 infantry – win, -5hp.
Akwesane is gone, 4 slaves.

Turn down science to nuclear power in 13t, +418gpt. I don’t care to speed up the tech pace any. Sending over more settlers to Celtic lands. Centraila is the next target. I should be able to attack next round and take the city down. Celtic core is covered with pollution.

IBT - Celts invade with 1 MA and 11 Marines. Things are going to move fast now.

1868 AD – Start Apollo. Building nukes and nuke subs, just in case. Redline most invaders, decide the marines at 2/4 will be easy enough pickings.

5/5 MA vs 1/5 MA – flawless loss.
5/5 MA vs 1/5 MA – flawless win.
5/5 MA vs 2/4 marine – flawless win.
5/5 MA vs 2/4 marine – win, -1hp.
4/5 MA vs 2/4 marine – flawless win.
5/5 MA vs 1/4 marine – flawless win.
5/5 MA vs 1/4 marine – flawless win.
5/5 MA vs 1/4 marine – flawless win.
5/5 MA vs 1/4 marine – flawless win.
5/5 MA vs 1/4 marine – win, -4hp.
5/5 MA vs 1/4 marine – flawless win.
5/5 MA vs 1/4 marine – flawless win.
5/5 MA vs 1/4 marine – win, -1hp.

Set up new trap. Redline Infantry guarding a radar tower.
Give Arabia gems for an embargo against the Celts.

IBT - invaded by 4 marines – spy reports that the celts are out of MA.

1870 AD – invades redlined along with two infantry covering radar towers.

Arty vs Centraila – destroy 4 citizens, barracks, harbor, stock exchange, temple, marketplace. Stop bombing – Centraila is size 4 on a hill. Top defender is 2/4 and I only saw 3 other defenders – all of which are 1/3 or 2/3.

Tank army (17hp) vs infantry on radar on hill – win, -4hp.
MA army (17hp) vs 2/4 mech – win, -2hp.
MA army (15/17hp) vs 1/3 mech – win, -2hp.
MA army (17hp) vs 1/3 mech – win, -2hp.
Centraila is no more. Gather 1 slave and 2 artillery.

5/5 MA vs 2/4 marine – win, -1hp.
4/5 MA vs 2/4 marine – flawless win.
5/5 MA vs 1/4 marine – flawless win.
5/5 MA vs 1/4 marine – flawless win.
4/4 MA vs 1/4 infantry on radar tower – flawless win.

IBT – zzz. 8 marines show up to die.

1872 – all invaders redlined.

5/5 MA vs 1/4 marine – flawless win.
5/5 MA vs 1/4 marine – flawless win.
5/5 MA vs 1/4 marine – win, -1hp.
4/5 MA vs 1/4 marine – win, -1hp.
5/5 tank vs 1/4 marine – flawless win.
5/5 tank vs 1/4 marine – flawless win.
5/5 tank vs 1/4 marine – win, -1hp.
5/5 MA vs 1/4 marine – flawless win.

Arty vs Salamanca (Salamanca has the pyraminds, so I need to capture it, not destroy it).
Destroy 6 citizens, police station, stock exchange, barracks, temple, bank, marketplace, library.
Rush army back home because I have lots of money to spend and nothing else to spend it on for the moment.

IBT - Celts offer peace – tell them to take a hike. 6 marines are invading. They are persistent.

1874 AD – all invaders redlined.

5/5 tank vs 1/4 marine – flawless win.
5/5 tank vs 1/4 marine – flawless win.
5/5 tank vs 1/4 marine – flawless win.
5/5 MA vs 1/4 marine – flawless win.
5/5 MA vs 1/4 marine – flawless win.
5/5 MA vs 1/4 marine – win, -1hp.

Arty vs Salamanca – destroy 0 citizens, cathedral, colosseum, university, factory, hydro plant,

IBT – 6 marines invade. A nuke sub since an ironclad.

1876 AD – all invaders redlined. Load a nuke on a sub and send it towards Celtic mainland.

5/5 tank vs 1/4 marine – flawless win.
5/5 tank vs 1/4 marine – flawless win.
5/5 tank vs 1/4 marine – flawless win.
5/5 tank vs 1/4 marine – flawless win.
5/5 MA vs 1/4 marine – flawless win – generate leader. Convert to army. Load with MA.

Arty vs Salamanca – destroy 9 citizens, most defenders are heavily damaged – top mech is 3/4.
Battle for Salamanca (size 3 city on grassland, no radar) -

MA army (17hp) vs 3/4 mech – win, -1hp.
MA army (16/17hp) vs 2/4 mech – win, -8hp.
MA army (17hp) vs 2/4 mech – win, -2hp.
MA army (17hp) vs 1/3 mech – flawless win.
MA army (17hp) vs 3/3 marine – flawless win.
Salamanca falls, the pyraminds are mine. I destroy a jet fighter on base and capture 2 arty. Also pick up 8th luxury.

Oil Springs will fall next turn. Then Niagara Falls.

IBT – zzzz, lot of pollution all around.

1878 AD – arty vs. oilsprings – destroy 7 citizens, barracks, temple, bank. Stop bombarding. I have 5 MA armies for the assault.
Battle for oilsprings (size 1 city, radar tower, grassland).

MA army (17hp) vs 3/3 mech – win, -6hp.
MA army (17hp) vs 3/3 mech – flawless win.
MA army (17hp) vs 2/4 mech – flawless win.
MA army (16hp) vs 4/4 marine – flawless win.
Oilsprings is gone, destroy 1 fighter on base. No slaves.
4/4 MA vs 4/4 infantry on radar tower & hill – win, -1hp.
5/5 MA vs 1/4 infantry on radar tower – flawless win & GL. Make army – fill with MA.

Arty vs Niagara Falls – destroy 0 citizens, temple, barracks, harbor, marketplace, library,

Disband a bunch of old units – archers, swordsmen, Mid Infantry, longbows. No longer needed for MPs.

IBT – invaded by 15 marines, most are wounded just walking past my armies.

1880 AD – most units are 1/4 or 2/4. Turn the guns on Niagara Falls.
Arty vs Niagara – destroy 1 citizen, banks, cathedral, university.

5/5 tank vs 2/4 marine – win, -3hp.
5/5 tank vs 2/4 marine – flawless win
5/5 tank vs 2/4 marine – flawless win and GL. Build army.
5/5 tank vs 2/4 marine – flawless win.
5/5 MA vs 2/4 marine – flawless win.
5/5 MA vs 2/4 marine – flawless win.
5/5 MA vs 2/4 marine – flawless win.
5/5 MA vs 1/4 marine – flawless win.
5/5 MA vs 1/4 marine – win, -1hp and GL. Build army.
5/5 MA vs 1/4 marine – flawless win.
5/5 MA vs 1/4 marine – flawless win.
5/5 MA vs 1/4 marine – flawless win.
5/5 MA vs 1/4 marine – flawless win and GL. Build army. I’ve never produced 3 GLs in 1 round before!
5/5 MA vs 1/5 marine – win, -1hp.

******************************

IBT – invaded by 5 marines.

1882 AD – all units redlined.

5/5 tank vs 1/4 marine – flawless win
5/5 tank vs 1/4 marine – flawless loss, marine promotes.
5/5 MA vs 2/5 marine – flawless win – and GL again! Load the last 4 * units (tank upgraded to MA last round) for an 18/19 MA army. GL rushed to city – and I can’t make an army. I rush a sipahi army to Nemauses and disband to hurry along a factory build that is not really needed, but what the heck. Convert GL to army.
5/5 MA vs 1/5 marine – flawless win – and another GL! Great, what do I do with this one? No more leader fishing for this round. I leave the leader as is. Apollo builds next round. Maybe I’ll rush a spaceship piece - though that hardly seems necessary. Disband another Sipahi Army? Probably. Need more 4/4 MA –I don’t have enough units to fill armies.
4/4 MA vs 1/4 marine – flawless win.
4/4 MA vs 1/4 marine – flawless win, promotes.

Arty vs. Niagara Falls – destroy 5 citizens, colosseum. Arty just sucks this round. 49 arty and 6 hits? Some damage to defenders too, but not much. Niagara is a size 16 city on a hill with a radar tower and it probably has civil defense. That makes the mech a defense of . . . 58.5? I’ve got 6 MA armies to take down 4 defenders. Top is 3/4, but at least one is a 1/3. I decide to go for it.

MA Army (17hp) vs 3/4 mech – win, -1hp. Wasn’t expecting that.
MA Army (16/17hp) vs 3/4 mech – win -1hp. Sudden stroke of luck? 5 GL in 2 turns and a run on Niagara?
MA Army (17hp) vs 2/3 mech – win -1hp.
MA Army (16/17hp) vs 1/3 mech – win, -1hp.
MA Army (17hp) vs 3/3 marine – win, flawless.
Niagara has the GLH but it is worthless now. I burn the city down, capture 2 workers and convert the city to 8 bonus slaves. Also destroyed at least 1 fighter on base.

MA Army (17hp vs 4/4 infantry on radar tower – win, -5hp. Go figure.

Rush a bunch of settlers – I think I’ll need them soon to populate old Celt lands.

IBT – invaded by 4 marines. Oh where have all the great fishing spots gone?

1884 AD – run 16/18 mech army into 4/4 marine by mistake –opps. These things happen. Win, -2hp. All remaining invaders redlined.

5/5 tank vs 1/4 marine – flawless win
5/5 MA vs 1/4 marine – flawless win.
5/5 MA vs 1/4 marine – flawless win.
Realize I forgot to use GL first – have enough cities to covert to army.

4/4 MA vs 1/3 infantry on hill guarding radar tower on the approach to Grand River. Flawless win. I’ve got 7 MA Armies and 40 arty. Grand River is toast.

Arty vs Grand River – Destroy 9 citizens, barracks, temple, marketplace, cathedral, library, university, solar plant. Stop bombing – City size 1, top defender is 2/4 mech, I’ve redlined at least 2 other defenders. Time to send in the tanks!

Battle for Grand River (size 1 city, grassland, radar, probably civil defense):
MA army (17hp) vs 2/4 infantry – win, -5hp. Top unit is now 4/4 marine.
MA army (17hp) vs 4/4 marine – flawless win.
MA army (17hp) vs 1/4 mech – flawless win.
MA army (16hp) vs 1/4 mech – win, -6hp.
Grand River is gone. Destroy 1 fighter. No slaves.

4/4 MA vs 1/4 infantry guarding a radar tower in old Grand River Land – win, -1hp,

IBT - invaded by 3 marines. Arabia built Apollo and are building their first part. I have 2 parts building, though I don’t intend to use them.

1886 AD – redline invaders.

4/4 MA vs 1/3 infantry on mountain w/radar – flawless win, promote.
5/5 tank vs 1/4 marine- flawless win.
5/5 tank vs 1/4 marine- flawless win.
5/5 MA vs 1/4 marine- flawless win.
4/4 MA vs 1/4 infantry on hill w/radar – win, -1hp.

Arty vs Allegheny – destroy 2 citizens, cathedral, barracks, temple. Stop bombarding. Alegheny is size 10, on grassland, top defender is 3/3 mech. I’ve got 9 MA armies.

Battle for Allegheny (size 10, grassland, civil defense?):

MA Army (16hp) vs 3/3 mech – win, -7hp.
MA Army (17hp) vs 3/4 mech – flawless win.
MA Army (17hp) vs 1/3 mech – win, -2hp. Uncover a . . . 2/2 rifleman?
MA Army (9/16hp) vs 2/2 rifleman – flawless win.
Allegheny is gone. 4 slaves.

Set up new cities. I can hit Gergovia and Ratae Coritanorm from here. Neither has a wonder, so they are history. Gergovia is the first target.

Arty vs Gergovia – destroy 1 citizen, stock exchange, temple, marketplace, library, bank, cathedral, university, colosseum, Hmm, still size 13, on a hill with radar and civil defense? Defenders were not harmed. I have 8 MA armies. Decide to go for it.

MA army (19hp) vs 4/4 mech – win, -4hp.
MA army (15/19hp) vs 4/4 mech – win, -8hp.
MA army (17hp) vs 4/4 mech – win, -10hp.
MA Army (17hp) vs 3/3 mech – win, -1hp, reveal 4/4 marine.
MA Army (15/17hp) vs 4/4 marine – win, -1hp.
Gergovia is gone. 6 slaves.

IBT – zzz

1888 AD –

4/4 MA vs 1/4 infantry covering radar on a mountain – flawless win.
4/4 MA vs 1/3 infantry covering radar on a mountain – flawless loss, infantry promotes.
4/4 MA vs 1/4 infantry covering radar on a mountain – flawless win.

Arty vs Ratae Coritanorm – destroy 5 citizens, barracks, library, solar plant, harbor, stock exchange, temple, marketplace, bank, cathedral, university, colosseum, factory.

Battle for Ratae Coritanorm (size 11 city, plains, civil defense?) most defenders are redlined, top defender is 2/4 mech.

MA Army (17hp) vs 2/4 mech – win, -1hp, reveal 4/4 marine.
MA Army (16/17hp) vs 4/4 marine – win, -1hp.
MA Army (17hp) vs 1/4 mech – win, -1hp.
MA Army (16/17hp) vs 1/4 mech - flawless win.
MA Army (17hp) vs 1/4 mech - flawless win.
Ratae Coritanorm is no more. 5 slaves.

IBT- invaded by 6 marines. All are redlined by arty.

5/5 MA vs 1/4 marine – flawless win.
5/5 MA vs 1/4 marine – flawless win.
5/5 MA vs 1/4 marine – flawless win.
5/5 MA vs 1/4 marine – win, -2hp.
5/5 MA vs 1/4 marine – win, -1hp.
4/5 MA vs 1/4 marine – flawless win.

4/4 MA vs 1/4 infantry guarding radar tower – flawless victory.

Arty vs Lugdunun – destroy 4 citizens, stock exchange, barracks, temple, marketplace,

IBT – invaded by 6 marines. Arabia asks for TM. I give them gems for 14gp.

1892 AD – Invaders redlined.

Arty vs Lugdunun – destroy 9 citizens, library, bank, cathedral, university, colosseum,

5/5 tank vs 1/4 marine- flawless win.
5/5 tank vs 1/4 marine- flawless win.
5/5 MA vs 1/4 marine- win, -1hp.
5/5 MA vs 1/4 marine- win, -1hp.
4/4 MA vs 1/4 marine – flawless win.
4/4 MA vs 1/4 marine – flawless win, promotes.

Ludunun is a size 12 city on grassland, backed by a radar tower, probably civil defense. 4 defenders I think, a few wounded to 3/4. I’ve got 11 MA armies on standby. Decide to take Ludunun down.

MA army (17hp) vs 4/4 mech – loss, -2hp to mech. Hmm.
MA army (17hp) vs 4/4 mech – win, -6hp.
MA army (17hp) vs 3/3 mech – win -2hp.
MA army (17hp) vs 3/4 mech – win, -3hp.
MA army (17hp) vs 3/4 mech – win, -4hp.
MA army (17hp) vs 3/4 mech – flawless win.
MA army (17hp) vs 2/4 mech – win, -8hp to same mech that killed the 1st army.
Ludunun falls. Leo’s is now Ottoman wonder- not that I have any use for it now. Maybe upgrade to radar arty if it lasts that long- don’t think so.

4/4 MA vs 2/4 infantry on hill covering radar tower – flawless win.
4/4 MA captures a worker trying to clear up pollution all by himself. How sad. I’ll give him something better to do – like standing in a stack with all of the rest of his buddies.

IBT – Invaded by 3 marines.

1894 AD – pick up nuclear power. Start on laser due in 13t. Found Cankiri 3 and take away Celt’s Uranium. Poor Celts. Now they can’t build nuclear weapons. It’s not easy being green. Agedincum is the next target.

Arty vs Agedincum – destroy 10 citizens, stock exchange, barracks, temple, marketplace, library, bank, harbor. Now a size 14 city on grassland, probably civil defense. Radar tower is exposed and infantry is 1/4.Top defender is a 3/4 mech – I think there are only 3 defenders?

5/5 tank vs 2/4 marine – flawless win.
5/5 tank vs 2/4 marine – flawless win.
5/5 MA vs 2/4 marine – flawless win.
5/5 MA vs 1/4 infantry – flawless win – radar tower destroyed.

Battle for Agedincum –

MA army (17hp) vs 3/4 mech – lost another army – mech -2hp.
MA army (17hp) vs 3/4 mech – win, -2hp.
MA army (17hp) vs 3/4 mech – win, -4hp.
MA army (16hp) vs 2/4 mech – win, -2hp, promotes.
MA army (16hp) vs 1/4 mech (that killed 1st army) – win, -2hp.
City falls, fighter destroyed, 6 slaves.

Invade central island. Use MA army (17hp), 5 MA (4/4), 2 mech (4/4), 4 arty – but I see the cities are guarded by infantry – and they have no means to upgrade. This should be a quick walkover.

Also sending 3 nuke subs carrying nukes towards Celt’s core. Not sure I want to use them, but why not be ready?

IBT – invaded by 3 marines. My landing on Central Island (CI) is unopposed.

1896 AD – all invaders redlined and shot.

5/5 tank vs 1/4 marine – win, -1hp and GL. Create army.
5/5 tank vs 1/4 marine – win, -1hp.
5/5 MA vs 1/4 marine – flawless win.

CI battle – drop of MA army (16hp), 2 MA (4/4) and a settler.
Arty redlines tank on radar.
Arty vs Aden - destroys library.

4/4 MA vs 1/4 tank on radar tower – win but redlined.
MA army (17hp) vs 3/3 infantry – win, -2hp.
MA army (15/17hp) vs 3/3 infantry – win, -3hp.
4/4 MA vs 1/2 infantry – win, -1hp.
Aden is destroyed. 4 slaves.

IBT – 1 marine invades on CI front. Nothing on main front. Nothing? Only good thing that happens for the Celts is that Lugdunum flips. There is a lonely looking infantry standing there surrounded by Ottoman armies. The city was empty when it flipped, so it didn’t take anything with it.

1898 AD – bomb lugdunum to kill some citizens and redline the few units that the Celts rushed.

5/5 MA vs 1/2 infantry – win, -1hp.
4/5 MA vs 1/2 infantry- flawless win.
5/5 MA vs 1/3 infantry – flawless win.
Lugdunum is now Ottoman again – city is size 5 now.

I have armies and artillery that can hit Entremont and Eboracum.

Arty vs Entremont – destroy 1 citizen, stock exchange, barracks, granary, temple, marketplace, library, courthouse (in the capital, nice). It will be rough for 26 citizens with no marketplace . . .

5/5 MA vs 1/4 infantry on radar tower – win, -1hp.
Send MA army (17hp) after radar tower at the back of Entremont – 4/4 infantry on radar – win, -3hp.

CI front – found CI Port. Transports can make round trips to resupply. Disband a Celt slave at CI Port and rush harbor. Unload MA army, 3 mechs and 2 settlers. I have 3 loaded nuke subs of the Celtic western seaboard. No real need to use them. I do it just for fun. 3 large cities reduced to rubble. Kill many citizens, disconnect their iron, sink their last nuke sub that I saw lurking at the coast. (7c-7d save). Start building replacement nukes.

4/4 MA vs 1/4 marine – flawless win. See 3/3 mech in Isipezi.
MA army (16hp) vs 3/3 infantry in Isipezi – win, -6hp.

IBT – 2 marines attack and die.

1900 AD – Domination Victory.
 
Are you going to try Deity pangea in PtW?) Size, rivals and other things are standard.
As for me - I also wanted to win Deity and had only PtW. I did it once on Tiny pangea map, but with 2 or 3 reloads (espesially when cities full of my forces flipped), My is noobish, but i wanted to do Deity in Civ 3 with minimal knowleges (as it possible in Civ1 and 2). After that a read a lot here.
Now i'm trying to win standard pangea with usual rules. Just for my checkbox)
 
Are you going to try Deity pangea in PtW?) Size, rivals and other things are standard.
As for me - I also wanted to win Deity and had only PtW. I did it once on Tiny pangea map, but with 2 or 3 reloads (espesially when cities full of my forces flipped), My is noobish, but i wanted to do Deity in Civ 3 with minimal knowleges (as it possible in Civ1 and 2). After that a read a lot here.
Now i'm trying to win standard pangea with usual rules. Just for my checkbox)

Not completely sure what all you are asking here - but I am playing the GOTM 112 - which is a pangea deity game for PTW (I only have PTW, not C3C). You can jump over there to see how I am doing and how it matchs up to the other more experienced players - sorry, no spoiler info here. If you have the inclination (and it is a shameless plug, I know), join the GOTM and see how you match up against the other players. It is a friendly competition and a great way to see how someone else plays the exact same game. The games range from Warlord to Deity.

I don't think you can really gloss over the rules and beat Deity. Even with reloads, I think there is a certain points that no amount of reloading will save you if you haven't planned well.

I admit I like larger boards - I fell constricted on small boards and I dislike early wars, though on Deity I am getting use to it as a given. My issue is that I am a builder at heart, not a warmonger. I do like the war part of the game, but I LOVE moving workers and building my empire/CIV. I used the governor for a while and after I played a gain with the governor off, there was no going back.

The level of detail in this game is amazing. So amazing that even though I have Civ4 complete and Civ 5, I have never played either (other than Civ4Col). Now that I have started to beat Deity, I may move on to give the others a shot. I think my next step is consider some HOF games.
 
Just a quick word of congratulations to you Raliuven!! :goodjob: I still haven't dipped my toe in the Diety pool as the Emporer level is about as much stress as I can handle, but it's great seeing someone taking it to the AI!
 
Just a quick word of congratulations to you Raliuven!! :goodjob: I still haven't dipped my toe in the Diety pool as the Emporer level is about as much stress as I can handle, but it's great seeing someone taking it to the AI!

Thanks for the encouragement! I've actually found that playing a pan board is easier than the islands board I chose as my test game. I still have limited experience, but based on my 2nd pending deity victory, the second time around has been a much, much smoother experience.

The things that I have taken away from the overall experience is - early warring is almost a must. Nearly every build is military from the start. Everything else is a luxury you can afford after you have an army or two in the field for crowd control and a strong second core set up (PTW). Someone earlier mentioned 'consuming' a nearby civ earlly on to double your size. So far that has held true for me - and it is also true for the AI - but the MA or IA there are about 1/2 the number of AI Civs as at the start. So rapid expansion, including by force of arms seems critical to success (though saying 'necessary for success' may be pushing it a little). Being on a pan board makes early neighbor invasion much easier.

And another that was mentioned that I found to be true is - get used to playing from behind. I struggled in this game for tech pariety with the AI even into the Modern Age. I think it is important to get them fighting right away to limit their tech trading opportunities and to give you a nitch for the tech trading. I didn't get ahead (or on par) with tech trading in this game until the AI had consumed their neighbors and then starting fighting with each other. In my current game I asserted tech dominance by the IA.

One last thing - Monarch vs. Republic. I went monarchy because it was confortable and 'risk free'. But 'risk free' is also 'opportunity free' to some extent.

Biggest continuing concern - killing the AI before their culture rages out of control.
 
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