Fox10 - The Real Thing

I can replay the last turn , but it was exactly like I said: I played the turn 451
but exited the game without saving to post ( having serious shortage of RAM ATM... just waiting for the weekend to install more ( the prices will drop tomorrow ;) ) and only noticed that I didn't posted the right stuff when Fox told me.... :hammer2: ...i believe that it is better for you to play it anyway because I can't play until +/- 22 h pm GMT ( I'll pretend that I wanted to discuss what to research instead of Plastics :lol: )

Bout India: Those Airships have to go, or you'll be tormented by them until Gandhi feels strong enough to tackle our stack... after that I would suggest to move to Gilga's northern cities ,where it can be more easily reinforced.

But I still think that we need to have some care about Shaka SoD.... but with Airships recon we have a 2 turns warning... when it comes out we need IMHO to jump ASAP over him and to attack Shaka's cities ASAP, just to take advantage of the loss of units... maybe even using the persian stack for it.
 
No use to reply your last turn Ricardo :p
I will go ahead from your save, taking Vanarasi and going toward north Sumer while pillaging stuff with the Indian stack. Otherwise, I'll follow the general lines outlined above(or below depending on your view :D).
Couldn't play this morning (RL-issues), I'll try to stick the game somewhere during the next few hours.
 
Ten turns of quiet and happy pillaging and airship annoyance :mad:

On the inherited (full :D) turn, I moved India guys toward Varanasi to go for those Airships.
Mr r_r has left me with a nice thing to do, so without much more waiting I did it at no losses:



I switched Cuzco to Anti-Tank, and with the GG (Bellisarius) born on the occasion, I performed that on the next turn:



I also sunk some incoming boats throughout the turn set, nothing breath taking.

The persia stack has healed a little bit, then went on pillaging the coutryside, lurking for all those mature towns around :p Yummy! Between 75 and ~120 gold each :D
On the last turn it's on Tarsus doorstep - leaving the fun for Cable and his mighty waffers ;)

Varanasi is bombarded to 3%, then I have to wage something. After two arties attack, there still is a CG1 Guerilla 2 Rifle unwounded. Two remaining Combat 3 & 4 arties have less then 40% so I decide against the attack. Btw, airships have left the sieged city for another location - first time I see the AI act that wise :thumbsup:

I leave Varanasi and head north, to the coast and Sumer border to get in touch with the remainings of the Sumer stack (happy pillaging the neighborhood too) and the reinforcements.

The latter will never come. Following a heavy airships activity (4 or 5 per IBT), between turns 457 and 458 it got ambushed near Uruk to the Sumer SoD... :mad: (it always happens to me :sad:) The guy took serious risks and lost some stuff too, but our wounded rifles were no heavy defenders.

Anyway, Shaka is still sitting in his hole, so Persia stack continues after Cyrus, and as I said is about to attack Tarsus.

Home situation, with some reminders popped:



And the India/Sumer situation (beware - frigates and galls are being hit by Sumer Airships - send them another route back):



Plastics due in 10, then happy times with nice navy and tanks [party]

Valentine's Day special joke - get your chocolates/perfumes if you don't have them yet ;) :

Spoiler :

One day this girl was talking to her friend and she said to her, "My boyfriend bought me flowers for Valentines day this year so I guess I have to open my legs in the air for that.", and her friend replied, "Why? Don't you have a vase?"
 
Seems like a good turnset :thumbsup: Too bad abt the Summeria stack though.

The navy stack in your last screenie, IMHO, they should not go another route. They are already pretty injured. I suggestion rushing for a landing at the dye site besides Umma, and move the original stack closer to group them faster.

Cabledawg is UP
 
I got it, but i dont understand it.

The India stack is about to be reinforced with some marines and a Medic. That stack has 4 artillery and a medic, which is only 6xp away from being able to heal 25%....why does it need another medic and why didnt you send artillery?

Shoudnt the medic be with either the Persian stack...which by the way has some weird Guerrila 3 morale GG. That stack doesnt have a decent Medic. Its got a medic that can heal 10%...woopdefriggindo. Why not attach the GG to a unit and make a decent medic instead of that Guerilla 3 freakazoid.
 
Agree with GFox
The persian stack is self sufficient - the other one urgently needs more troops. Additional medic won't hurt given the airship strikes.
 
Greyfox and pawelo.....I am shocked and amazed that both of yall agree that an additional medic will help the stack. Did i miss a new feature in the game where medics stack? ie......a 15% medic and a 25% medic does not equal 35% healing.

Tell me im missing something here. I dont see the point of having 2 medics in 1 stack. Id rather have more artillery in that stack than another medic who cant do squat.

Unless Ive missed something, that medic should go somewhere useful, and the india stack should get some artillery.
 
I agree with Dawg to a certain extent: Indian stack really needs more arties... but given our small prob basis ( It is a OCC ,after all ) , I would not had done a medic now.... but it is done, so it should go to the Persian stack ( it does not need it now, but Shaka can remember anytime of moving his stack to Persia )

So ,my points would be:
- Build arties until Combustion
- Ship them to Indian stack
- Railroad city
- Build destroyers/battleships ( any will do )
- Get a counter to airships ( SAMs )
 
We should research Flight and build us some nice Fighters. Load them onto a Carrier and patrol our stacks - that will end any Airship air raids quickly and will pick up free XP...

The freakazoid Guerilla Morale guy was my creation. I thought that a hill attacker would be needed in the persian stack. I really don't get all those ramblings about units. Those things won't cost us the game by all account...

Imhotep
 
Medic3 does stack with wood3 but it's not very useful at that point. I agree with cable that artillery would have been more useful. However since they're enroute, we might as well use them. Pinch marines should be able to eat grenadiers and rifles for breakfast.
 
Preturn--->I start by hiring all merchants and turning up the slider. I still get Plastics in 10 turns. I change the marine build to Artillery. Ill be building Artillery for the indian stack.

Turn 461--->1871AD
I press enter and a machine gun in the Indian stack gets killed by a flanking Cavalry. I take out the Cavalry with Woodie.
Civ4ScreenShot61.jpg


Tarsus gets razed.
Civ4ScreenShot60.jpg


462--->I cant make an arty in 1 turn, so Ill go ahead and make the workboat for the oil platform. I drop off the jarheads at the Indian stack. I dont drop off the Antitank GG. Im not sure if This flotilla will make it back, but Ill send them into open waters to heal for a few turns.
Civ4ScreenShot62.jpg


465--->Shyuhe said that pinch marines will eat grennys and rifles for breakfast.....Artillery does a much better job because of CR. Both the marine and artillery are wounded, but the arty still comes out on top.
Civ4ScreenShot63.jpg

Civ4ScreenShot64.jpg


466--->Razed an Indian city and Woody will promote next turn for 25% healing
Civ4ScreenShot65.jpg


467--->Susa is razed

468--->Freakazoid is due for a promotion, unsure what to give him. Ill wait till he needs it. Next person will prolly be the one to promote him anyway.
Civ4ScreenShot66.jpg


Ive got Artillery heading to the Indian stack. Im gonna move the Indian stack along the coast so itll be easier to drop off the arty.
Civ4ScreenShot67.jpg


470--->Plastics comes in....its party time :banana:
So many choices. I mull this over for quite some time...in the end, I go with Flight for the reasons that Imhotep mentioned.
Civ4ScreenShot68.jpg


I like the idea of Fighters and Carriers attacking coastal cities and protecting our stacks from those pesky airships. I turn research off. We have 2 blitz units that are 1 away from another promotion and since an upgraded unit reverts back to 10XP, Ill get it promoted before the upgrade.

472--->Woohoo, finally something good
Civ4ScreenShot69.jpg


473--->Razed a city and have enough cash for another upgrade.
Civ4ScreenShot70.jpg


474--->How did Shaka get these extra promotions? He gets C1 from being agg, C2 from a barracks, and mobility from an Impi upgrade. Is it possible that he went to war with the persians before we met him?
Civ4ScreenShot71.jpg


Vjjain gets razed
Civ4ScreenShot72.jpg


475--->Our first tank rolls off the line.
Civ4ScreenShot73.jpg


We get this event, but since we have an academy, our drydocks gets +2:commerce:
Civ4ScreenShot74.jpg


476--->I drop the artillery off at the Indian stack.
Civ4ScreenShot75.jpg


Ive got some units including the Antitank medic heading to the persian stack.
Civ4ScreenShot77.jpg


Ive got a battleship at the persian stack helping with the bombardment. 2 Battleships would prolly be even better.
Civ4ScreenShot76.jpg


The save
http://forums.civfanatics.com/uploads/97311/Fox10_AD-1886.CivBeyondSwordSave

Something to mull over. There are 274 turns left....are we gonna run outta time before the AI is eliminated? How many turns should be left before we start worrying about that.....100?....75? When we hit that point, what do we do? Do we just raze the largest cities and hope our score will win this?

I didnt revolt to police state.....I prolly should have. Allmost everything is taking 2 turns now. I hesitated because I have no idea how the loss of representation will affect our research....can someone do the numbers? Im not totally sure if Police State will still allow 1 turn units, but itll be closer than it is now. Its a durn shame we have no way to power our factory...maybe someone will get lucky and pop uranium.
 
Excellent play ... but I think we should pillage more. I can see some towns in no-man-land in the screenies.

We should have turned off time victory, one of the OCC-AW game in the MM series, we lost by time (score-wise), which we could certainly win given (a lot) more time..

I think Police State should be the way to go, we don't really need Flights (although the airships are sure irritating pests) ... but we do need a lot more units to hasten the demise of the AIs. Lost of representation is gonna reduce our research capability by at least one-third (most probably more than half), but can't be helped. We need units more than beakers now that we have Plastics.

And yes, we should probably concentrate on the high pop city of the AIs whose scores are above us (Gandhi, Gilgamesh, Shaka, Churchill).

Shyuhe is UP
 
One of the things i was doing was whenever either stacked moved, the morale unit allways had an extra move, I used him for pillaging. If i moved onto a hill, then the guerilla unit could do the pillaging. I think its difficult to have 1 or 2 units to do nothing but pillaging unless its a unit that has multiple moves....like a tank, but right now, Id rather have a tank in 1 of our stacks.

As far as Rep or police state....Ill vote for Police State either now or after Flight comes in.
 
Agreed, within enemy territory, pillaging is more difficult (slow down units). But if units need healing, then those with march or those that need no healing could pillage. So try to move stacks along enemy towns. But I was actually referring to towns in no-man land ;)

Since there is roughly 11 more turns to flight, I suppose we could wait til flights is in before revolting. One thing I disagree with is the airplanes/carrier/jets. We don't really need them, rather spend the hammers on arties/marines/tanks than carrier and planes. The sole purpose of flight, to me, is SAM.

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Sam infantry requires Rocketry and thats alot of turns. What Im imagining with Flight is a flotilla of 2 battleships, 2-3 Destroyers, 1 Carrier, 3 Fighters, 2-3 transports filled with 1 woodsman3 medic, and a mixture of tanks and Marines. The Ships could bombard down the defenses in 1 turn, the fighters could act as the artillery and wound defenders, then the other units could attack.
 
Argghhh.... I forgot abt Rocketry ... thought it was Flight :hammer2:

Then I suggest immediately switching to Police State -- IMHO, the Sirian Doctrine (i.e. a carrier + destroyers + marines battlegroup) isn't worth it in this game due to the Partisan annoyance. CR3 arties could injure troops more than the fighters since defenders are at most riflemans.

If we still want to use the Sirian Doctrine, we could adapt it but I see no point in planes. Just a group of marines + tanks + machine gun + destroyers is good enough. The destroyers would bombard down the defenses, the marines will take out any rifleman defenders, and the tanks follow with mop up (at strength 28, a CR3 tank could actually attack first ... the CR3 bonus will cancel off the amphibious attack penalty). We need MG and tank to defend the last attacker from Partisans. No point in having woodsman 3 medic, since transports should be promoted to medic.

As you see, planes are not needed. So I recommend forget abt Flight and go Police State immediately.

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