DGIT # 2-Krafty Koreans

With the Celtic-Spanish war coming to an end, there really is no threat to the Celts or Persians other than us or each other. The Romans are pathetic. The Vikings - hah. Japan is over an age back and broke. The dogpile that exists is us.

I doubt Spain will be eliminated as they have a couple of island cities including two on the island they share with us. In that city of ours, I built a library to at least get a little culture there before the Spanish capital moves there.

I gave the Celts Steam Power for some luxuries and gpt, so we probably have at least 15 turns left in a deal with them. Medicine went to Persia (hoping they research Sanitation for us) for a lot of gold and some luxuries. Around 17 turns left on that deal as well.

But yes, I think a war to weaken the Celts would be fun, although likely unnecessary. We're too far ahead. In my 10 turns, Persia self researched Nationalism. Spain and the Celts researched only Free Artistry for whatever reason. We learned 3 techs in that time frame.

In 15 turns or so, we should be able to research Combustion, Flight, and Mass Production. Build a navy and airforce. Ally the Persians against the Celts, and provide shore bombardment and air support for Persia. They'll beat each other up pretty good and we can have fun bombing their lands to smithereens. Send in some tanks too to pillage all the lands. We don't need the cities, but we can make the Celts non-factors and later switch on Persia as well. I wouldn't want to involve Rome only because they'll likely fall no matter what we do.
 
Checking in guys, looking good :)
 
Hey guys, just a little update... Oblivion posted in another thread that he's computer is down until thursday or so. I don't think there's much to discuss... we're getting to the point where I'd suggest maybe taking 5 turns instead of 10 to help speed up the progress of turns. You can still take 10 if you'd like, but hte option to go to 5 should be there. Anyone want to make Marines or Paratroopers, or weird units no one ever builds and go pick a civ to use them against?;)
 
alerum68 said:
Hey guys, just a little update... Oblivion posted in another thread that he's computer is down until thursday or so. I don't think there's much to discuss... we're getting to the point where I'd suggest maybe taking 5 turns instead of 10 to help speed up the progress of turns. You can still take 10 if you'd like, but hte option to go to 5 should be there. I don't see much to discuss in this game... Anyone want to make Marines or Paratroopers, or weird units no one ever builds and go pick a civ to use them against?;)
Both ideas sound great.
I can play again now (got back from the big exam an hour ago, t'was a breeze :D) but I still have some more exams this summer so I don't think I could manage ten turns... Five sounds good.
 
Using little used units sounds fun, but I wouldn't want to take too much time doing so. This game is pretty much a forgone conclusion. I'd rather bring it to its rightful end and get going on an emperor game. :D

As for 5 or 10 turns. Let's leave it optional. Since we aren't fighting wars at this point, 10 turns still doesn't seem too bad for myself. And we'll be close to finishing our rails, so our worker usage is going to reduce withing the next 30 turns or so. I say play what you can (5 or 10) and lets finish this baby up!
 
On a bit of a side note, would anyone here be interesting in joining a SG midstream. SuBI1 is progressing really, really slow due to most players, including the game starter, being unable to play. Currently only Oblivion, myself and a possible third are still making any progress.

Its a Monarch variant game - Korea as well. Wang Kon is hell bent on domination, but he has an obsession with naval units, techs and improvements. There is no strict naval rule to the game besides needing a large navy, and needing to research toward all naval techs first - optional or not. Its taken a bit of an interesting turn, as we are warring toward domination, but as the AI's try and keep up in tech, we can't research toward tanks and infantry without learning Combustion, Mass Production, and Amphibious War first. Oh, and we're a large civ, but can't switch to Communism, as is preferred, because we can't research towards it! :crazyeye: Its a little wacky, but fun. Hopefully some fresh blood would revive the game a bit.

Anyhow, if you're interested in some war on Monarch, post over in SuBI1 and I'll slot you after Oblivion and before myself. We're waiting on Gogf to play right now. What can be more fun than trying to keep straight two different Korean SG's? Hope to see a few of you over there. Check out the link in my sig. :D
 
EDIT: the original message was deleted because I forgot that Oblvion's computer was down. Wow, my teenage years coming back to haunt me it seems. Anyway, ignore this, and we'll just wait til Weds for Oblivion to let us know his computer is down for another month.:p
 
Saw Oblivions note over in Race Wars 1. Not sure he's aware he's up... Sooo...

Oblivion's up!

1)SolarKnight
2)SandrockLQ
3))SpikeIt <== Just Played
4)-Oblivion- <== Up
5)alerum68 <== On Deck
6)Smellincoffee
7)Blasphemous
 
Inherited Turn: Jesus, Isabella might as well plan her own funeral.
Have a 19 turn deal with Persia and a 16 turn deal with the Celts.
Persia is paying us major moolah.

Turn 1: 1752 AD

Barcelona falls. The Musketmen of Madrid kick ass! My ships saw them
fend off 7 celtic attacks this turn. A pike in there won three battles
promoting from regular to elite. Lots of build orders. Our iron works
city is sweet! Bank in three turns. Bloody hell we do have a lot of
workers

Turn 2: 1754 AD

Madrid holds again. See three celtic cavalry able to strike next turn.
One of them has produced a leader! Wonder if they made an army? So many
workers. Various build orders

Turn 3: 1756 AD

Madrid still stands! We have lots of money so i conducted an investigation
out of interest. After three turns of attacks, still has three muskets, four
conscript rifles, a pike and a longbow. Is drafting a rifle every turn and
produces a rifle every three turns. Has five wonders. Go Madrid!

Turn 4: 1758 AD

COmbustion --> Flight
Madrid still there, a lot of cavalry attacks in the interturn though.
Start Wall Street, due in 8 turns.

Turn 5: 1760 AD

Madrid, the last bastion of all that is right in the world, falls to the
Celts. In the end, the victorious celtic unit is a longbow. It is sad that the
Musketmen, Pikemen and Riflemen lasted 8 years of attacks from enemy cavalry, then were defeated by a longbow.
In other news, Rome and the Celts sign an MPP.

Turn 6: 1762 AD

Not much apart from the usual builds and worker movements. Wonsan has built everything it needs so is building infantry to disband elsewhere for shields.

Turn 7: 1764 AD

Loads of cities have no more build options. Some train infantry to disband. Coastal cities train destroyers for our fleet. Shakespeare's completes.

Turn 8: 1766 AD

Flight --> Mass Production
Running at 4 turns a tech :D

Turn 9: 1768 AD

Just worker movements

Turn 10: 1770 AD

Universal Suffrage completes. More worker movements.

END.

Thoughts:
We have built everything of any use in some of our cities. They are either building infantry or bombers. Infantry are to be taken up north and disbanded in cities still building early improvements, like banks or universities. They are great for this, bringing in 22 shields for one infantry. Bombers are coast defense. Ongoing deals at the moment with Persia and the Celts.
 
Nice job there. Madrid held on as long as possible. Oh well. I'm glad you enjoyed the view from my spectator ship I ferried over there. ;) I assume the Spanish capital moved to our shared island with them?

The era of the MPP has begun... I'm waiting for a Persian-Celtic war. That should be fun to watch.

I wouldn't hold your breath for any AI armies. I believe that has been a major C3C bug. The Celts have at least 2 leaders. They're probably using them to rush temples. :lol:


Alerum68 - you're up! I imagine you may find other places to ship infantry to... :rolleyes:

1)SolarKnight
2)SandrockLQ
3))SpikeIt
4)-Oblivion- <== Played
5)alerum68 <== UP
6)Smellincoffee <== On deck
7)Blasphemous
 
I think now is the perfect time to build our Doomsday Fleet of Continental Defense (DFCD). ;)
Once we have it set up properly, we should declare war on everybody else and let them waste their money and shields trying to break through our defenses. By the time they are anywhere near done, we will have launched our spacheship, and they will still be struggling to master the secrets of Computers and Fusion and stuff. :D
 
The spanish capital is actually on a three tile island just northeast of us. The spanish are annoyed with us as well. I don't think their new capital has a harbour, so the saltpeter we were shipping them stopped, and the game computes it as 'us' breaking the deal :shakehead
 
Me? Use Infantry? I'm a builder my friends, a builder... I just recently learned how to put a hurt on someone with a unit besides Modern Armor.;) Consider this my got it... I've been waiting to play these turns for almost 2 months now... I hope it's as much of a pain in the butt to report as I think it will be.:p Oblivion, how long did these turns take?;)
 
Gah! :eek: You've got to be kidding! The Spanish capital went to their 1 city island?! :lol: That's too amusing. If our rep is ruined, it wasn't just because of the saltpeter. We were shipping them some luxes from Sandrocks turns before as well. Figures. I was even building a harbor on "our" island to connect those Spanish cities if they didn't build first. Turns out they did so I switched to a library. Oh well...

Hmmm. We may just have to use the pointy stick method to get future deals. :hammer:
 
Yeah, them moving to that little island ruined our rep. Still shouldn't trade with them since the capitol is all alone without a harbor, even though we're connect to one of their cities... humm.. didn't try, but CAN we trade with them? Anyway, here's my report...

Turn 0 (1770AD)
Whoa! Turn sci WAAAY down, pulling 740 GPT instead of lossing 55 and still getting Mass Production in 2 turns.
Can trade Incense to the Celts, but we don't need it... in fact, we don't really need the gems, just marketplaces in a few scattered cities.
Since I want to clean things up a bit, and we have a LOT of gold, I'm going to upgrade our Middle Age units.:p I don't think reg/vet matters, I just don't like having all these outdated units.
I start with Pikeman. Upgrade all of them (25) for 2250 gold. Leave us 500 in the bank, but we don't need it for anything but rushes, and I think our inf building should be fine for that.
1620 to get our Musketmen upgrade. Will have that in 2 turns.
125 workers... all active... wow.
We have way to much irigation going on for cities that are stuck at size 12. I'm going to be switching some of these to mines.
Upgrade our Galleons to Transports.
Hurry the Harbor in Haeju. This poor city has been disconnected from the Empire for ages.
Hoover Dam completes in 3 in Seoul.:)
Wall Street comes in 1 in P'yongyang

IBT
Lost our Silks. I wait and see how our cities act before I renew the deal. He wants Ivory + Furs + Chem + Demo for it.
Celts want TM for TM
Celts found a new city in the old Roman lands. Notice a celt cav arrive on the Spanish Isles.
Spain wants WM for WM
We loose all our WLTKD celebrations. Going to see if I can work out a better lux deal.

Turn 1(1772AD)
Call up the Celts and trade them Medicine and 200 gold for Incense + TM. Was the best deal around, and they're already Polite to us... plus, I was thinking of taking out the Isle of Japan if we do decided to go to war... :) Then we can just take the Silks from them.
See we have MGL named Chu-Mong just sitting around... and while I'm hitting a button the computer crashes... damn it... try and get it back to the same point...
(moans at all the lost worker moves)
Change a few things from irigation to mines... we're already maxxed out on size in most size, and they don't need it. Are we going to build hospitals, or would that be to much of a headache for something we wouldn't need besides in the core?
Disband all but 1 of our H'wacha, which I plan on moving back to the capitol. Is only in case we want to trigger our GA that way. This allows 3 cities to build improvments next turn instead of 4 turns away.

IBT
Nothing much. Roman ship moves.
Mass Production comes in, set to Motorized Transportation, due in 4 pulling 354 per turn.
Start seeing some WLTKDs coming back.
Wall Street builds in P'yongyang...

Turn 2 (1774AD)
Mainly worker moves. I change 2 cities form banks to settlers... these are 2 of our heavy food cities, and I see at least 2 spots I want to settle up in the north, maybe a 3rd, depending on placement with mountains. They'll build next turn, with a city building the turn after that.;)
Lot of Stock Exchange builds, and again I go back ot building courthouses and police stations in cities that don't have them... just because I want as corrupt free nation as we can have.


IBT
Celts take one of Spain's last 2 cities.
Hoover Dam comes in!

Turn 3 (1776AD)
Decide to build 1 more city, so set Chalcadon to a settler again.
Move 2 settlers I build last turn into position, as well as sending an inf for each city.


IBT
Persians wanna chat. TM for TM again.
See Celts load up a ship with some Cav, and decided to try and send some privateers to take out the galleon.


Turn 4 (1778AD)
I just keep skipping the bombers turns, and theres only 1 city building destroyers now... I'm just moving them off the coast... I suck at air/naval so you're going to have to teach me what y'all are going to do with these units... I'd prefer to switch to inf and just take the shields...:p

Vet Privateer vs Reg Celt galleon. Privateer dies, but redllines galleon.
Vet Privateer takes out reg roman galley.
Another Persian Galley pops into view... I don't think I can do much to save the spanish.
Taegu is formed in the North.
Chinje is founded in the North.
Use some Inf around, and decide after the next round of bomber builds to switch to Inf. I'll let you guys build the bombers.;)
Upgrade our Muskets to Inf. 885 to upgrade all our rifles. Should take 2 turns.
Build an Embassy with the Viks after 1000 years of knowing them.:p It's about time! They're not even worth taking a screen-shot off... building a uni, and can't grow above size 7... Be glad that wasn't us stuck on the island.
Change some cities to happiness builds... if we do jsut a few more temples we can have a nation in WLTKD.;)

IBT
Celt galleon returns home to heal.

Turn 5 (1780AD)
mine... road... railroad... mine... road... railroad... mine... road... railroad...
That's about all I did. Moved some inf to the remote cities.

IBT
Celt Galley moves.
We loose Dyes. To keep WLTKD going I try and work things out... Lost our Spices too.... Looks like we gave them a tech for some GPT and Dyes and Spices. Try and redo it, and they're going broke... only have 5GPT plus 48 gold to give us for Communism... we have furs and ivory but he doesn't really care about those... I give him Communism plus furs for Dyes, Spices, 5 GPT and 48 gold...

Get Motor Transport, and enter the Modern Ages!!!
I don't think we pulled a free tech?

Turn 6 (1782AD)
Worker turns.
Vet Privateer vs reg galleon. Privateer wins, and enslaves a unit.
Looks like the Celts are revolting to Communisum.
Sitting here, all I can think is that we could have already won about every other victory condition by this time.:p

IBT
Celt Galleon leaves port again. I have a Privateer ready to intercept him before he enters spanish land.
Lot of Inf builds... I think I'm putting out something like 15 units per a turn, which is almost 400 shields that we're sending to the northern cities. This is the best way to rush units since we can't use cash... wealth isn't much use to us except for running a sci deficent or upgrading... I'm upgrading now, but that's almost done... we can run a deficet it just won't last very long. btw - we have 687 going to maintenance... we're a bunch of friggin builders!!!

Turn 7 (1784AD)
Worker turns, and moving some units around for MP reasons. There isn't really much to report. We should probably get some kind of plan for the other civs put together... Celts are gaining ground... slowly, but surely.

IBT
Celt Galleon goes right in between our three privateers. one is injured, but the other 2 will take him out for sure.
Was alot of builds this turn. Trying to produce Unis in more cities.

Turn 8 (1786AD)
Time to take on the Celtic Galleon and maybe give the spanish another chance at living....
Vet Privateer vs reg galleon. Dies, but redlines Galleon. Galleon promotes.:(
Reg slave Privateer vs 2hp vat galleon. Take out galleon, which had some units in it, and only looses 1hp. No promotion. send Privateers back to heal a few turns. Sorry if they're on autopilot.
Found Tokch'on near Der and Trebizond. Wow, with the inf I had on hand I rushed a courthouse. Should probably have forted one, but then wouldn't have had enough to get the court.;)
While going through the units I notice that one of the 2 ancient cavs that are left produced the GL that's sitting outside of Seoul. I really want to keep this unit because Ramerka was one of my old names on-line.;)


IBT
lots of military builds this time. It's a bit ironic but I'm going to use these to rush some unis around the nation.;)

Turn 9 (1788AD)
just more worker turns. We've gotten most cities fully improved. What's left are the northern cities, and then filling in the gaps with railroad. I like to have railroads on every square that is completely under our control. I don't want the AI landing somewhere and not having a tile roaded because a city won't used it, and not being able to destroy them that turn.
Both the Viks and Japan are in Anarchy... wonder what governments they're going into. Celts are now Commie's like us.
Oh yeah, everyone of our cities over size 6 is in WLTKD. Lose a luxury and you'll see how much it's helping!
Deal between us and Persia ends. It's Gems and Wine for our Ivory and Iron. I redo the deal for Electrcity for Gems + Wine, and all their gold... 152pt, 65g. Is not as nice as I'd like but this will speed up the tech rate hopefully. And takes away their Iron.;)

IBT
Nothing major.

Turn 10 (1790AD)
Just doing more worker actions and use some infantry to speed up some of the northern builds.
Wake the Privateers we have just sitting in our cities, and send them toward Haeju. They're on a long auto pilot, so ignore them. What they're for is to help protect Pamplona. I don't want the Celts to wipe the Spanish out... Vitoria probably can't be saved, but I think Pamplona can be protected long enough for them to make peace with the Celts... who knows.;)


Notes:
We really need to find all cities that are making more then 24 FPT and change irigation to mines. I don't see us getting our cities beyond size 12.. and if we do go that way, it's very easy to irigate back to whatever we'd need. Almost every city we have can be reworked to allow 24 food for size 12 cities, and be a LOT more productive. I suggest the next leader work on those cities since the empire as a whole is pretty much done, exluding the far nothern cities and we'd be able to boost productivity since all their pops are maxxed at 12... There was 1 city I did that must have gained 20 shields and still could have grown to size 13.

Don't forget to send all inf we build up to those cities to help them grow faster. I already got all of our military updated, but we still have alot of weird units.:p I promoted 9 Guerilla's from MDI.

Anyone want to build Flak?

What are we going to do with that Military Leader just sitting around our Capitol? Tank Army?

Was going to post picture, but it's just way to late...
 
First of all, Alerum, please re-upload the save in .zip form.
In BLA1 it turns out the original starting save was corrupted because I uploaded it as a .sav... Zip retains the file's integrity.

Second of all, I think what we should do now is have a nice little world war.
We should start by making ourselves invincible.
This means creating an enormous fleet built of strike forces, with each strike force including 3-5 Destoyers or Cruisers or both, and 0-2 Carriers, each with one Fighter and three Bombers.
We set up these strike forces so that every square of our border at sea is covered by at least two groups, and nothing can get in. We also make sure to have some extra strike forces that we will use to go and bomb enemy shores.
Back at home, each city has three land defenders (or however many we can use for MP), and cities close to the sea also get a Flak/SAM, a Fighter, and a Bomber, so tehy can intercept any seaborne attack before damage is done to us.
In island cities (how many do we even have?) close to the enemy mainland, we must have much much more than that. These cities need airports, so we can fortify them with about 5-10 land defenders and a nice large group of Bombers, Fighters, and Flak/SAMs.
Then we declare war on half the world and possibly get an MPP with one of the superpowers so that they fight eachother as well.
Basically, we have nothing to lose from war because we're stinkin' commies and we're way ahead of the rest in tech so we don't need to trade. What we gain from this war is that they loose focus on the tech race and instead bother themselves with getting killed by us.
:)
 
Good set. Yeah, those luxuries are pretty valuable and you really feel it when those reassuring WLTK days all end. Strategic trading of techs will keep us set with luxes. Heuju not connectedt? It was connected through the Spanish city with the Harbor next door. I wonder what happened.

I hope on the trades, you tried trading around to the other civs. When you traded the Celts Communism, did you trade it to Persia? Did you try Persia first as they've had the most gold so far? I'd hate to think the Celts took the Persian gold instead. But a good tech choice. We want the AI to research some of the optional techs like Espionage and Sanitation for us.

Agree 100% about replacing some irrigation with mines. :goodjob: I did this a couple of times on my shifts for the really valuable ex-Sumerian cities I was trying to boost quickly. But there are many ex-Mongolian and ex-Sumerian cities that are so overloaded in irrigation, its just sad. Let's get these cities somewhat productive.

As much as I need practice in modern wars, and naval wars to boot, I don't think this is the game for it. Let's just finish this one up. We're home free at this point and ready to up the level in our next game. Maybe a reasonable war sets us up better.

As for the naval strategy of surrounding our land. Heck, with our might, if we were to pursue this, I say we surround the other continent with these fleets instead. Why let them get close to us? Two deep all around seems a bit over the top. Especially for civs who can only fight with rifles and cavs currently.

Let's just build a nice naval/air patrolling fleet to keep the other continent under control. We want to know if any boats are coming our way so we can react accordingly. Our best defensive terrain right now is our oceans.
 
Blas@ We can only support 400 units for free. Right now we have over 300. What you're talking about is another 300 units on top of that. We can't afford that and I don't really see much of a need for it. The AI is so far away, that we only need to send units to take out the landings and that's it. This military build up your describing would be counter productive to what our goals are, especially when we went over our limit. I can see going to war with Japan. Is the only civ I see that's worth taking that won't cause of a major headache.

Oblivion@Persia already had communisum when I made the trade. In fact Celts we're the only nation that could buy it from us, as only the Celts and Persia are in the IA. The AI is pretty broke as it is, and we have everything we need, so didn't sell our techs around. I am half tempted to bring everyone into the IA, but don't know how much it'll speed up the tech pace.

Actually the cities that were overloaded with irigation was a good idea... allowed for a very fast boost in population... especially with the granaries... I normally do this on my solo games, but they were left on irigation for to long is the reason why it's so overbalanced. One city was pulling 40FPT... imagine all those wasted shields if we build mines!

And yes, we don't need much more military.... this game is over, we just have to go through the motions. I think we already have enough for a culuture victory.... just need those 10 little pieces that gives us space.

how about for our next game, we make it a warmongers delight? Maybe AWR?;) sorry Blas but a world war in this game just wouldn't make much sense... I want to get to space ASAP and start another game... We didn't do the best job we could have on this game, and I'm eager to fix our mistakes.
 
That's cool re Persia already having Communism. Just didn't want to think we overlooked an opportunity. ;)

I wouldn't bother bringing the other AI's up to speed. At this point, I don't think the AI could trade enough to even come close to catching up. Most are just too broke.

Okay. What's AWR? Always War ?? :confused:
 
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