Goz-12 - 5CC - Large map - Space Race

Looks good to me. Losing a few lux is an annoyance more than anything. So besides the Celts are all the AI lined up with us against Germany?

I have some other plans for tonight but I might have to change them so I can get started on this.
 
Looks good to me. Losing a few lux is an annoyance more than anything. So besides the Celts are all the AI lined up with us against Germany?

To be honest, there are no others in any useful sense; Iroquois are just a nuisance, filling no-mans land with new cities (we lost a good few resources that way), Aztecs nearly dead, and Babylon is a 4CC. Celts have some good territory still but are only fielding infantry.

The hardest thing for you to solve is the Oil crisis; neither ourselves nor Germany have native Oil so we've being fighting over Oil colonies since the war started. Currently, we have it, they don't. However, our Colony has an Iroquois Settler hovering close.

I have some other plans for tonight but I might have to change them so I can get started on this.

Yeah, what the hell - there will be other Wedding Anniversaries. :lol:
 
It was bound to happen and we are that much closer to our mission!! Rails on empty land make the fog of war so much more treacherous. The way I see it the last sabotage mission destroys any chance Germany has of slowing us down! We can handle some WW for awhile. Nice job Buce!
 
Would it be worth our while to build a city on oil and give up one?
I'd say it's still cheaper to lose one slave and a pile of mechs than lose all the culture, factories, 1 or 2 turn units etc. Since we don't lose what's in the queue I don't see the reason to do that. What could be done is pillage all the rails around the oil sources (and others if necessary) and reduce them to road access only.
 
zerksees turn summary:

Germans start with 313 units, end with 317 (they peaked at 405!). We start with 101 and end with 129 (excluding free arty and workers)
Germans start with 96 cities, end with 87

We gain several lux and coal. Never lost aluminum or oil. The Germans did manage to get oil – for 1 turn.

Signed MA against Germany with Iro and Aztecs on pre-flight and Babs on turn 3, (also peace with Babs and Aztecs)
Peace with Hittites giving navigation (try to thwart ww), though they MPP with Germany and redeclare on turn 6
Aztecs make peace with Germans and DOW us in turn 7 or 8 – never saw a unit
No AI wiped out yet.

Best I can tell we lost 14 units. Almost half were bombers being hit by German bombers
Germans lost 184 units, including all their bombers and all but 5 of their MA.
Oh and they lost 9 cities. Each one paying between 21 and 31 gold.

We ran 60% lux most of the time, cut to 50% in turn 10 with addition of furs and ivory

All the alliances really got the Germans off our back, and the Germans cleared out some of those annoying AI replacement cities.

Pillaged a bunch of tiles on the border to limit entry points of the AI mostly on turns 1-3. Put a mobile SAM with the dye colony to get German bombers off our back – and that worked nicely.

There was a big surge of TOW infantry in turn 4 (over 50!) after the oil was cut off. They surged into our territory along with modern armors when I “accidentally” left Bouncing Bucket undefended :mischief: (Safe from German marines since they have no transports). We did not have enough artillery – I was concerned we might get overrun - so I just kept picking at the stacks. Very rarely did an attacking unit have to attack something that was not redlined with arty/bombers. And using bombers on enemy units in our territory was a nice plus.

Took a bunch of German workers doing improvements in the free zone and on the border of their territory – probably 15 or so, and also found a stack of 12 artillery in the jungle unescorted, which of course I promptly recovered! All in all I think we added at least 20 artillery by acquisition.

I took New Berlin in turn 1 to move our borders. After that I fought the TOW infantry surge. The rest of the cities came later: the second was east of our territory (name escapes me) on turn 6, Bryansk in turn 7, Rostov in turn 8, Nottingham, Coventry and York in turn 9, and London and Warwick in turn 10. Only Bryansk had more than 4 defensive units in it.

On the tech front the Germans researched advanced flight. I wanted the radar towers so I stole it on turn 7 and that really helped. Gave it to the other AI for whatever I could get so they could defend against Germany.

I think it is safe to say the Germans are gassed. It will take a while but we can take all their cities.

We built bombers, arty, mech inf and modern armor. Lost a cav or two so I built a couple to pillage and steal workers with. Upgraded the guerilla to TOW

What’s next:

Watch the oil west of dyes. The Germans may try to colonize it again.

My vote is to kill them all! In the short term, we can take 2-3 cities per turn of non-culture expanded cities, starting with the cities closest to their capital or strategic resources. This will cut their power base. Once those are knocked down we can go after the core, and maybe the other AI. With 87 cities they don’t have 4 units per city left. Some are out attacking still so cities will probably have 3-4 units in them. Should be a piece of cake for real this time.

We could convert to communism and just keep up the fighting until the AI has one city left. Then we could go all out on research. Once we go commie we also benefit from military police, and could probably start our own research 20-30 turns from now.

http://forums.civfanatics.com/uploads/27707/goz12_1770AD.SAV

Whomp you are up
 
Here is where the Germans were in the middle of their great invasion. the prior turn there were over 50 in one stack. Here they were starting the "divide and be conquered" though some of the other stacks you see were still pretty big. After they took a big pounding, some of them retreated.
goz12_1760AD.jpg
 
Hah. Nice. I'd like to play this today so I have 100% focus on Da Bears game tomorrow. The question is whether we'll speed to a space victory faster by keeping the german research rate up or research ourselves? Is commie necessary? WW?
 
Well it might take longer if we wreck down the Germans, but I think letting up on them only sets us up to get killed if we get caught spying after they have had time to build up a stack of units.

There are only three techs to research. Debt free and 100% research that should be about 20 turns each. If we start lone scientist on nuclear power, it will be done in 50 while we wreck the Germans. Not to mention the end turns will go a lot faster.

Don't thinks we need commie yet? Well WW is 55% say give peace a chance. It might not get worse but at 50% lux I am sure we can make more money at 10 or 0% lux and commie than we are making now. I suppose we can go a little longer in republic - maybe it won't get worse.

I know we can beat them if we keep up the war. If we make peace we take a chance they overrun us.

Regardless of the end, I think 10 more turns of war will do us more good than harm.
 
We still have quite a few turns on our MAs so I'll continue on. I'll run a scientist on nuke power too.
 
OK I decided to do the turn log after all

Pre-flight

We have no current military alliances, so I have options

Aztecs give peace, 112 gold, 2gpt, alliance vs Germany
Iros give alliance vs Germany and furs, we give gems and 40 gpt
Hittites give peace for navigation. Apparently their aim is low

IBT
Shot down a bomber and wreck two attacking MA, losing two mech inf [3-2]. Lost two workers at Pyong
Nice. The alliances must have helped as we don’t have many invaders. Some are actually leaving.
Nampo: MA -> MI.

Turn 1: 1752 AD

Attack New Berlin. Redline two MI and a TOW, then finish them off. City is razed, +26 gold, +1 arty + 2 workers [6-2,+1C,+1A,+0W] (should I count the arty?)

Lose MI attacking a redline TOW – duh use bombers to finish it
Took a modern armor defending an airport

Attack Allegheny. Defeat one MI and the city is razed [9-3,+2c+1a+2w] Oops forgot this one in the summary

Clear the barb camp up north. Fill all tiles with workers so no new camps or cities will form – just to save the nuisance.

It is at this point that I realize Germany has no transports. No worries about amphibious attacks.

IBT

Germany wants to talk. I bet they do. They will give 500 gold for peace. I will not take it.
Here come the Germans. They are moving toward Bouncing Bucket – 50+ TOW and 5 MA
Defeat attacking MA, marine and 2 TOW inf. They are attacking our colonies. Lost a cav [13-4]. Oops left workers uncovered and they took them. They are in the middle of our territory so where are they going to go?

Germans kill Iro TOW and settler, saving us our oil colony.
Seoul: MA -> MA
Pyong: MA -> MI
Rojo: MA -> cav
BB: MA -> bomber. Sorry did not record the builds for the rest of the turns

Turn 2: 1754 AD

OK better get to work. First thing I need to do is cut down the entrance points. Pillage some roads around the south and west. If they want to come in they will use movement to cross the no-mans land, or enter where I want

Use the rest of the arty and bombers to work on invading units and MA anywhere in reach. Defeat 8 MA, 2 TOW and 1 marine. No losses. [24-5]
Recover lost workers.

There is a stack of workers and an arty I am try to get clear of German territory, and IIRC it got free this turn.

IBT

Hittites MA with Germany vs Iroquois. It is clear who the puppets are.
Defeat attacking TOW and marine, lost a MI [26-5]

Turn 3: 1756 AD

Yikes just discovered we are at war with Babylon. They have been shelling us with one ironclad. Make peace with them collecting alliance vs Germany, 1 worker and 4 gold

Uses some bombard power to help defeat two MA, two TOW and a marine costing us one MA but creating a leader! [31-6]
Attacking the invading stacks with our arty and bombers, but doesn’t seem like much of a dent. They have split in two but I can’t penetrate. Put some units in BB to see if I can change their mind. Lucky for me the MA move further and were not hidden under these stacks. I have some concern, but I can’t just throw our MA at it, they will get killed. Hope I can get them to splinter more or get them to attack fortified positions

Changing builds to arty and bombers

My pillaging brings about 9 German workers to the border to fix a bombed out tile – undefended. I acquire them with a cav and use MI to protect the stack on the border

IBT
Lost an MA and defeat one [32-7]

Turn 4: 1758 AD

Germans complete research of advanced flight. They have 390 units including 148 TOW – they have quite a TOW factory going there.

OK the stacks split up enough and we had enough bombard power to redline one of them. Defeat 12 TOW and 9 marines. Did not bother redlining marines as our MA eat them alive. No losses.[52-7] Catch and disband two German slaves – love those cavalry raids.

I think I put the mobile SAM in the dyes colony this turn

IBT
No attacks

Turn 5: 1760 AD

Germany has more MA than last turn. Where is the oil? After some looking I find it in the free zone west of our dyes. It is undefended. Finish the job by pillaging the road.

OK now we are starting to reduce the invading stack. Defeat 16 TOW, a MA and 4 marines. No losses. Arty, bombers to redline or kill followed by modern armor is a wicked combination. Used mech inf on attacks in a few cases.

Searching the free zone I come across 12 unguarded artillery in the woods between two German cities west of dyes! The Germans have 405 units – could not spare a few to protect the arty apparently. Bring the army over to protect. Used a cav to acquire, and everyone came out of the woods to hide under the army. [73-7+2c+13a+2w]

Germans have 405 units

IBT
Hittites sucked in to MPP with Germany. I want to crush them because they are so stupid.
Shot down 5 bombers with mobile SAMs. I think we lost two [78-9]

Turn 6: 1762 AD

I want those radar towers, so I steal adv flight from Germany carefully for 3600 gold.

OK time to go on the offensive. I want to clear the northeast sector near our aluminum. Pick city east of our border, redline units inside then defeat them: 1 MI, 1 TOW and 4 bombers destroyed. Gain 21 gold and a couple workers. Hittites DOW on their MPP [84-9+3c+13a]

Attack the invading stack – take a marine and 18 more TOW infantry. Again no losses [103-9]

Germans have 384 units, incl single digit bomber count

IBT
Shot down a couple bombers. Lost track of bomber inventory but guess two were lost [105-11]
Germans are leaving our territory. Even the pixel warriors know they don’t want to be killed by mighty zerksees.

Turn 7: 1764 AD

Decide to help the other AI defend against Germany by selling advanced flight.
Iro pay 24 gpt +245 gold
Babs have 44 gold, Aztecs 44, Celts 9. All provide update WM in the trade

Attack Bryansk. Some of the escapees were holed up there. Used arty to redline then took out 7 TOW and 2 MI. Razed two bombers and the city.

There is a small arty stack just off the border. So part of the 10 TOW and 4 MI I defeated were defending these 4 free artillery pieces. 15 more TOW are boxed in and will wait for another turn [128-11+4c+17a]

Germans have 357 units

IBT

No attacks again

Turn 8: 1766 AD

Take out 3 MI with arty the MA and Rostov is razed. 5 more workers
Take another 10 loose TOW and a MI. No losses [142-11+5c+17a]

Germans have 343 units

IBT
Lone German bomber tries a pillage run but fails

Turn 9: 1768 AD

Now there are very few invaders, so we go on offensive again. Trying to pick non-culture expanded cities near their core so as to cut down on their production capacity. Oh and getting furs colony and coal colony was also good. Looks like one MI is enough to have our colonies left alone ATM

Nottingham: defeat a TOW and 3 MI and the city falls netting 1 arty, 5 worker and 31 gold. Lost a MA
Coventry: defeat 3 MI raze a bomber, get 5 worker and 31 gold
York: Defeat MA under radar tower, 3 MI. get another arty, 5 worker and 31 gold. Lost another MA

Clear up 9 more TOW in the free zone and our territory [162-13+8c+19a]

Germans have 327 units

IBT
Aztecs make peace with Germany and declare war on us. More puppetry.

No attacks again

Turn 10: 1760 AD

I can put all the arty in one stack for two city assault

London: Defeat a Tow, 3 MI and take another arty, 5worker and 31 gold
Warwick: Defeat 3 MI and a marine costing a MA, again 5 worker and 31 gold

A few more in the open: 1 marine and 6 TOW. [177-14+10c+20a] My counts in the summary were off because I counted arty in the victories column.

I was able to cut the lux to 50% this turn. Added ivory colony after that but did not look like we could cut to 40%. I suspect Whomp may be able to secure a few more luxuries.

We still have 17000+ gold left but are barely running a surplus. Not sure it matters if we kill em all.

Germans end with 317 units: 5 MA, 203 MI, 21 marine, 14 arty and 81 TOW. No bombers or ships of any kind, no oil and not ship parts. Game, set, match – ka-chow!

Did I mention I was up til 3 AM playing this last night, then up again at 7 to finish it
 
Halfway through and it's a rout. The Germans have lost their oil and uranium....then they finished Manhattan. No rockets launched on my turns but they'll be available for Buce. I'll be finished tomorrow.
 
:dance: We're going to the Super Bowl!!!

Ok I digress...
Pre-turn: Check around to see what we need to reduce our lux at 50%. We have furs, gems, dyes and ivory.
Here's the Germans military situation.

goz1germmilitary8bl.jpg


Check the wonder screen and see Manhattan and Internet being built.
Cash is not great at 17912 +74gpt but investigate Leipzig for 416g. As you can see they have Manhattan due in five however they only have 2 uranium resources.

goz2leigzig1lt.jpg


Sabotage will cost 8092 so I decide to find their uranium sources. See them at Niagra Falls, Skannasomething and Franfurt. That's weird it only shows two in the box.

My plan is to sweep through our east to gooble up resources and luxs and such. I'll need to clear some roads. Find a few stacks that I avoid for now

goz3units8fb.jpg


Whack a TOW, injured MA and create some rails between two Iroquois cities for free movement. By disbanding one slave to the capital we can get 1 turn MA.

IT lose a slave to a TOW.
1772 Objective is to reestablish our dominance in the east, eliminate both uranium sources and reestablish luxs. Germans have 4 MAs, 204 MI 15 marines and 81 TOWs to start. Here we go...

Bombard both units in Niagra Falls. Raze it. Take out a MA on the uranium. On to Skannuketate. Bombard a MI and a MA sitting on the uranium and take them both. On to Tzintuzten for wines. Take two more units. Find anoter MA on a airfield and take it back. They're down to 1 MA.

See an infantry in Aztec Jilozingo and raze it so we can grab silks. Establish colonies on wines, silks and incense. Find another Aztec city with oil so I raze it and capture a second oil source. Notice Salamanca is within striking distance and four wonders. Two valuable ones with Hoovers and Hanging Gardens. Take a stack of 8 TOWs but lose 2 MA in the process. Build an airfield on a mountain to hit the other uranium source and all their frontline cities. Lower lux to 20% with some clowns and a scientist on nuclear power. Germans lost 5 mechs, 3 MA, 10 TOW and 2 marines to our 2 MA losses. Not a bad beatdown.

IT Lose a mech to a marine on a counter but take another.
1774 Germans gain 11 Tows they're back to 82 TOWs, 1 MA, 14 Marines and 199 Mechs.

Objective is to destroy the uranium resource at Frankfurt and cut the Germans in half through Salamanca, Grand River, Akwesasne, and Oka. Start by searching and find the last elite MA on an airfield and destroy it.

Bombard a TOW and the uranium tile and destroy them. Nice, they're out of uranium.

goz4leipzig29cr.jpg


Babs have some at Elippi and Ebla. Celts have some but I can't find it so maybe they're getting it from the Babs.

Start with Grand River and capture 2 arty.
At Akwesasne and another arty.
They're cut off.
Come back around to Oka and take it.
Bombard Salamanca but don't have enough since they have 5 units inside.
Germans at 192 Mechs, 78 TOWs and 13 marines. No losses.

IT Iroquois and Hits peace and later redeclare. Aztecs send out a settler. Germans send 16 TOWs and 3 Marines right outside our border.
1776Germans add 5 TOWs. 83 TOWs, 190 Mechs, 14 marines.
Bombard Salamanca. Raze it with a pile of Wonders.
Come back around to the west and bombard Zamua and raze it.
Then Canterbury along with some arty.
Take out Ramrod (sp?) but redline to 1 our army doing it.\
Bombard the stack outside our borders.
Germans at 62 TOWs, 184 Mechs and 10 Marines. Lost 2 MAs

IT
1778
184 Mechs, 66 TOWs and 11 Marines. They've added a nuclear sub.
Take New Konigsberg, Verulamium Ixtapalluca, Alesia, Glanum and Entremont along with a bunch more Wonders.
Forget to take a count

IT Lose a couple units and take a couple.

goz5manhattan6gj.jpg


1780
167 Mechs, 72 TOWs and 11 Marines. Starts some nukes. :satan:
Take Frankfurt, Mauch Chunk, Eboracum, Tepetlaoxtoc, lose 2 at Cattaraugus but take the city.
Germans left with 155 mechs, 59 TOWs and 8 marines.

IT Lose an injured MA to a TOW. They're running into our territory with a pile of units. Cancel MA vs. Germans with Celts.
1782
Germans 155 mechs, 65 TOWs and 8 Marines. My plan is to take spices at Chicago.
Take Miami, Cincinnati and of all places I raze Chicago. Plant a colony on the spices and now we have 8.
Take Teotihuacan and Universal Suffrage is burnt to the ground. Texcoco falls. Move some units into the German core at Salzburg.
Lux drops to 20%.
Germans at 145 mechs, 52 TOWs and 5 Marines.

IT Cancel ROP with Celts.
1784 Germans get genetics. That's not much help since both wonders are worthless imo.
They have 145 Mechs, 55 TOWs and 7 Marines.
Detroit, Philly, Dyrrachium (lose a MA). Bombard Salzburg and destroy one mech and 2/4 two others. We take them and a marine and there goes a core German city. DC goes down along with Smiths, Seattle and New York.
They have 128 mechs, 52 TOWs and 6 marines.

IT
1786
Germans 127 Mechs, 55 TOWs and 8 Marines.
Take Sardica, Atlanta, Naisussus, Trezibond, Caesarea, Heraclea and Tepexpan.
German 111 Mechs, 53 TOWs and 8 Marines.

IT Riot since our spices are lost due to Aztecs planting near our spices.
1788
Germans 111 Mechs, 57 TOWs and 7 Marines
Tyendenaga, Kahnawake and Chalco. We've cleared the east of German cities with rails.
Here's our eastern colonies...
gozcolonies15uu.jpg


and

gozcolonies26qj.jpg


and

gozcolonies37ll.jpg

Take Aztecs Tlapanloya.

IT Celts and Hits make peace and then redeclare on them. UN elections come up and deny them. Don't renew our ROP with the Iroquois but we can if the next player wants. Forgot to get a headcount.
1790 Need to notch up lux to 30% again.
Germans 102 Mechs, 55 TOWs and 6 Marines.
Take Dortmund on the south of the empire.
Decide to rail into the remaining Southeast German cities.
Take Nicacea, Adrianople and Chalcedon. Run out of arty so blockade the two others.
Finish with 93 Mechs, 53 TOWs and 6 Marines.

Summary
It was a rout. The Germans are a shell of their once mighty empire. They lost the majority of their empire 101 Mechs, 18 less TOWs and 9 Marines than at the start with less than ten losses on our behalf. We have plenty of luxs and resources now so all we need is the Germans to research the right techs. We have nukes next turn but I'm not sure we need to use them. We still have 3 turns left on our alliance with the Babs. I'm not sure what we can do from here to get a faster finish other than have the Germans research for us. The risk is they gain access to uranium or oil. I'm pretty sure the Babs are selling the Celts uranium since I see two in Bab land but none in Celt land.
Here's a picture of the minimap and military situation for our lurkers.

gozminimap8iq.jpg
 

Attachments

Awesome, Whomp. :clap:

I don't see how we can ever give Germany peace now Mannhattan is built; they would only need Uranium for a moment to give us big worries.

Maybe we should DOW Babylon once our MA is done, and acquire theirs too.

Well done da Bears!
 
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