DH03-Empire of Blood and Iron

Due to RL I won't be able to get to this until Wednesday. Sorry guys, just real busy all of a sudden. Looks like it hit most of us at the same time! :lol:

Well, I suggest the first person who manages to get enough free time to play just post an 'I got it' and start playing. If no one has got it by Wednesday night I'll play it, and state that I am.
 
Though i could say i got it, i am unsure whether it is a good idea for the same player to post back to back (total of 20 turns).
 
I'm curious if the interest is still here to play this game out? A lot of times when the team leader exits the game the players tend to lose interest. Would people prefer to just drop this game and let it die? I ask as it appears this game is coming to a crawl (I'm at fault on this too).

I'll try and play my turns tonight if the consensus is we wish to continue.
 
It wasn't the team leader dropping out, it was a mass convergence of interruptions. I'll take the next 10 turns tonight.
 
Our war against Victoria continues. Most of her resources and food have been pillaged, even though our pillage squads have been destroyed. I set most of our builds to Factory/Infantry and sent in another pillage squad of Infantry & Cossacks.

Fascism & Scientific Method learned, Communism in 4. After that, we should go Democracy (we'll need Emancipation to take the Happiness hit from dropping Representation), then Steel>Railroads (cannons & railroads).

Zhou also popped a Great Scientist who'd give us +1849 to Physics; I've put him to sleep in Zhou. I've also set 3 workers to sleep north of Zhou. Put them to work once we learn Railroads.

We're almost there, people. Let the Cossacks run rampant!
 
Once Communism was learned I switched to State Property, Police State, and Vassalage. I felt the +16 free units from Vassalage would be worth dropping Beauracracy.

Have been building more cats and attempting to position troops around cities we can raze/capture. Right now aiming for two smaller cities as we don't yet have our military built up.

Rosevelt (sp?) demanded we drop our deals with the Chinese. At that time Rosy was pleased with us (and the top score) and the Chinese were cautious with us. We also only had Open Borders with the Chinese so I agreed to his demands.

Now that we have our desired civics and can move forward in this war, I'm regaining my interest in this game. The constant holding Vicky off without being able to do anything other than pillage was slowly drawing on me.
 
Update: sorry for the delay. Was too wiped today to pay attention to much of anything, and I'd rather not screw up the game for the rest of you. I'll try to play it tomorrow.
 
Well, I've finally gotten it played. We're doing good for the moment, but our tech pace is not what I'd like it to be. Darn financial civs...

T0:
Most of the empire is unhappy and/or unhealthy. Oh, and we really don't want a fight with the Americans. Destroyers, ugh. Set our workers to building watermills and a few workships now that we're under State Property. Watermills are actually better than farms for us currently.

T1:
Moscow: Cossack -> Infantry. St. Pete: Catapult -> Catapult (they suck at this point, but they can bombard). Move some troops around. We'll need overwhelming force to take Vicky's cities, considering the number of City Garrison promotions on her Redcoats.

Begin bombardment of Warwick:



T2:
Vicky demands Assembly Line in exchange for peace. Arrogant one, isn't she. Yekat: Factory -> Grocier (a Coal Plant directly would push the city into starvation from health problems). In international news, Shanghai falls to American troops. Kill some English Grenadiers near Yaro.

T3:
Steel is in. Set course for Railroad for increase production and lightning fast transport. Moscow Infantry -> Cannon. Rostov Forge -> Observatory (face it, it's a commerce city - the forge has boosted production to a mighty 5 hpt, which is about as much as possible even with max improvements). I've continued pillaging through all of this, by the way.

T4:
Moscow Cannon -> Cannon (this city can really crank out troops!). Zhou Cossack -> Observatory (we really need help with research, or FDR will be out of reach by the time we need to take him out). In a fluke result, lose a Cossack to a Grenadier on open ground near London. Finish the job with an Infantry. I also decide to storm Warwick this turn. Suicide the three cats and take the city with no further losses by killing two Redcoats.

T5:
Lose an Infantry and Cossack to combat outside London, but kill two attacking Redcoats in defense and another on our counterattack. St. Pete Cannon -> Infantry. Novgorod Aqueduct -> Observatory. Yakutsk Jail -> Market (needs happiness).

T6:
With our pillaging squads decimated, Vicky is now rushing troops to the front lines. Moscow Cannon -> Infantry. Yaro Cannon -> Infantry. Troops from both sides are congregating around our next target: Oxford (I've envisioned a strategy of nabbing the three cities on our front line, Warwick being the first, and then smashing London with the full power of our industry).

T7:
Mao asks us to commit suicide (declaring on the Americans). No. Moscow Infantry -> Infantry. yekat Grocier -> Coal Plant. Warwick comes out of resistance and starts a Courthouse. Vicky is going after Warwick, it seems. I redeploy troops to reinforce the city.

T8:
St. Pete Infantry -> Cossack (we could use some quick-response units). Kill a lone Grenadier that separated from the main stack near Warwick.

The situation at the front:



T9:
Beat off an assault on Warwick; killed a couple units without loss. Moscow Infantry -> Infantry. Vicky sends a Grenadier out from Xian, threatening the area around Yaro. Unfortunately, I've stripped the area to provide pillagers and fuel the main attack to the northeast. With regret, I whip an Infantry at Yaro at the cost of three pop points. MM for maximum food production, hoping it won't take too long to grow back.

Back on the main front, I order the assault on Oxford. Our Cannon retreats, but we lose a Cossack and Grenadier to the two Redcoats defending the city before we break in. I opt to keep the city rather than burn it down; not sure that this is the right choice considering how bad the location is, but it does work the stone and several grassland plots (future cottages?) that are otherwise unclaimed.

T10:
Vicky attacks Warwick again, and this time I annihalate her stack during my counterattack. Zhou Observatory -> Buddhist Temple (we badly need the happy face right now, and it's only two turns to build). Yaro Infantry -> Infantry (feel free to veto; I just didn't know what to build).

Summary:
We've captured two cities, one of which may actually be good later. We're marching on a third, but will probably require a few more units to take it. We also have a couple pillaging pairs in English territory, which seem to do a good job of keeping Vicky sitting in her cities. In short, we're winning but have not yet delivered the deathblow. I anticipate a showdown at London, so we'd better have our troops ready.

If Vicky gets Infantry too soon, it'll be a lot tougher. Our troops outclass her Redcoats by a slim margin, and our Cossacks murder her Grenadiers and Catapults (though she has about five billion cats inside London that can probably hose any stack that approaches).

Railroad is due in 6, and we should start railroading our mines and lumbermills ASAP. We could actually use a few more workers, as much of Vicky's territory is a wasteland and will need a lot of postwar attention to become profitable again. Plus there's the issue to building rails to the front.

I also haven't done anything with the great scientist at Zhou. I'm just not sure what we'd want to do with him yet. We haven't started on Physics and we don't have the great people for a golden age (which would be nice to crank out factory-produced troops).

On the international front, things are stable. America signed peace with Mao late in my turnset, so I think we're the last war still going. Unfortunately, we have nothing to trade to FDR while none of those behind us are willing to trade us tech for fears that we "will become too advanced." We may find ourselves in a hole before too long.

On that same note, I suggest going for Combustion next, or perhaps Physics and then Electricity for the windmill/watermill commerce bonus.

The save:
 
Back
Top Bottom