GR15 - AWE on Ultra Huge Map

Yes, this was what I figured would be the case with regards to the crossings. We're currently taking the long way. The southwest tip travelling west-northwest is the quicker commute. Maybe a combination of a disbanded infantry and a cash rush could generate a galleon. Do that about 10 turns in a row then add in some frigates and Convoy 3 could set sail. maybe disband one of those pop 1-2 Korean towns and build one on the coast in the area of the mentioned crossing point.

http://forums.civfanatics.com/uploads/43630/gr1760_route.JPG
 
One issue with that route is it is right in the teeth of all the firgates, so we will have to be sure to cover them with plenty of escorts. Also they have to stay out of harbors or the bombardment will sink some.
 
Was the save posted or you still playing ThERat? Just wanted to see what was new lay of the land.
 
I am still playing, just wanted to update you guys. This part is now the more boring of the game (in fact I think the MOST boring part). There is very little fighting and a lot of MM in order to maximse scientist etc. I went through all cities every round. The border expansions really screw up the citizen placements and you find many clowns all of a sudden.

I did what you suggested, M60. I used infantry disbands and cashrushed frigates and galleons. But, we do not have any city or raods near the shortest point. I did found 2 cities west of Moscow and started to road there. We will land the first bigger wave near Zulu land soon. This is where I suggest a city placement first once we have flight.

Subsequent naval invasions should be started from the west.
 
save

Pre-Turn
MM our capital, let it starve but Hoover will be done one turn earlier
fire all those clowns and engineers that do nothing
rush some naval units in the west

IT some bombardment, we get espionage
Paegam deposes us losing an infantry

1.1752AD
take back Paegam
take Chonju, raze another Korean city and we are short of 1 unit to take out Korea

found More naval units in the west

MM again and we can get corporation easily in 4 with a big surplus of money (1000gpt)

IT Hoover is in

2.1754AD
raze Sariwon and we are alone on our continent
found West Moscow, we should fill the west there anyway to be able to establish a nice transport zone

try to get a MGL klling 2 landings, no luck
change target and raze Mpondo killing a mere 2 unit inside :)
found Winefine on our continent

rush again some stuff in the west, we really need to build a naval force there

3.1756AD
start to attack Zimbabwe

4.1758AD
raze Zulu's capital after defeating 4 units inside
found West Front
attack Karatepe and after defeating 7 units get a MGL, but we do not capture town....

IT corporation and the IA are in

5.1760AD
decided to disband the MGL since we beat 4 more units and the enemy is continuing to reinforce the city
promptly get a MGL killing a stack of landed units...

manage to steal a world map
MM and we get refining in 4

6.1762AD
the next stack finally makes a landfall
kill another 6 units in Karatepe, it still won't fall...
get another MGL attacking a landing, it's formed into the 2nd empty army, I think we might want to fill them with tanks

7.1764AD
get another army defeating those landings
fill those armies overseas and go for the first Zulu city, hope it will fall next turn

8.1766AD
Karatepe will be hopeless as it is reinforced with plenty of units
defeat 16 units and finally take Bapedi, too many units nearby, abandon it
manage to raze Ibanbanago as well with our 2 armies that were there
found San Diego and San Andreas on our west coast

rush harbors there so we can get a fleet up soon

IT one of our frigates in the west gets sunk, the waters are dangerous there and we need quite a stack I believe
refining is in, steel next

9.1768AD
swap prebuild in Entremont to Wall Street as we have a few stock exchanges now
Zulus have knights and pikes meanwhile
9 kills in Ulundi have no effect...fail to plant a spy there

10.1770AD
defeat 16 units in Ulundi, no help..this is insane so far really

next turn we will get another 50gpt due to Wall Street
we do have an armada coming back, one stack that is back already
we also have 2 armies on the way to Zulu/Hittites
we are starting to gather forces in the west, Greebley should be able to send some stuff over

I reckon we need to plant a town over there to get the AI to come out of their towns...nothing else will work here I think

I stacked all units next to our capital, stacks of Cavs, infantry, artillery and settlers + 3 empty armies

Zulu nightmare land...
gr1770.jpg
 
Are you thinking of letting the AI attack a city over? If so maybe we should flll 2 armies with infantry to kill off those attackers.

Is there a location on a hill that has limited approach? We could set up a guantlet of armies as they come in and take a shot at them before they can attack.
 
I love the 4-turn science at 30% and 400+ gpt. With the continued addition of science farms, we should be able to do this straight to modern armor. We actually may not be building tanks all that long with just 3 advances from MT to synthetic fibers if we keep up the science rate.
 
I love the 4-turn science at 30% and 400+ gpt. With the continued addition of science farms, we should be able to do this straight to modern armor. We actually may not be building tanks all that long with just 3 advances from MT to synthetic fibers if we keep up the science rate.
That's the reason I did not splurge our nice kitty fund...we should keep it for the more expensive techs where we need more than 30%. I only used the money to partially rush some naval forces in the west. Use infantry, disband and then rush them.
 
I have gotten to 1784. Flight will require 80% tech rate or so (I haven't MMed) to get it in 4. I probably want to upgrade some galleons so I think it may take 5 turns for some of the final 3 techs. Note that I spent some money planting spies

The modern techs will be beyond our ability to get in 4 turns I think.
 
For my comment above - we can do the final techs in 4 after I MMed a lot. I didn't think I would be able to make it but we got the 100 odd scientists we were short.

Preturn: Things look good. There are two towns with only 50% corruption that are science towns. They have courthouses and all. I change them into real towns and will probably switch over the irrigation to mines. We have fewer towns that can build units so I think we should keep all we can. They do need Markets (and probably Cathedrals) which they can build very quickly and then can start building units. I may also get Syracuse building boats - it being the least corrupt west coast town.

IBT: Bombardment in Russian lands and near Berlin. Looks like landings will be in the Southwest.
We get Wall Street.
A Cavalry is dropped off near Bonus Grass.

1772 AD: Bombard the ships and Cavalry near Bonus Grass.
Bombard 2 Spear in Kanesh to 1 HP. Army kills both spears and the city is Razed.
Plant spies in about 1/2 the other civs.
Switch some towns to Galleons - They can upgraded to Transports but Frigates cannot upgrade to Destroyers.
I fill one army with Elite* Cav, one with Infantry, and find another Army with only 3 units to send off My thought is to send these units to a spot to possibly build a town to lure enemies into no-mans land. Not sure yet - in any case 3 more armies are going across. I also included 2 cav, 1 inf and a settler.

Other armies:
France has 48 Cav and 109 Rifles.
Iroquois have 111 Cav and 309 Rifles.
India has 36 Cav and 91 Rifles.
Zulu have 157 Impi, 2 Knight, 7 Pike.
Arabia has 32 Rifles - mostly longbow for offense and pike for defense.
Portugal has 2 Rifles, 140 Muskets, 24 Cav, 25 Knights.
Ottomans, Hittites, Persia, Carthage - Unknown
Chinese are unmet.

Raze Umfolozi. Other Armies heal. Build town.

I am not going to disband Infantry to build more Frigates - we are close to Destroyers so Frigates aren't worth it at this point.

IBT: Another landing
Several Horsemen attack our Armies.

1774 AD: Investigate Ulundi before attacking it. It has 9 defenders only 2 are pikes. I kill them and raze the City. Raze Itombe as well. Kill landing and Bombard boats. MM steel to 1 turn again. Build 2 new towns.

IBT: We are starting to catch spies.
We go 0 for 2 in Frigate battles near Moscow (4 stack of Frigates).

1776 AD: Have trouble getting to the next Zulu city as there are too many units in the way.
Kill the 2 Frigates that attacked us after bombarding.
We get Steel. I have to raise science to 50% to get Combustion in 4 turns (MM as well).
I switch towns to Artillery. They can be switched back to settlers as we need more. Right now we have too many.

IBT: Random units continue attacking our Armies - Not very many, but some.

1778 AD: Reach next Zulu Towns.

IBT: This time our Army with the Cannon doesn't do so good. I am still not sure why the Hittites are attacking it - it is Def 12 in the Forest. In any case they have overwhelming odds and finally kill it capturing all our Canon - I guess we needed 2 armies there. The Zulu are also attacking with some of their Horses a stack of 5 Armies all mostly healthy.

1780 AD: Hloblane is razed after killing 12 units and town is replaced.
Bombard boats. Try to sink one but cannot do a HP to it.

IBT: Another landing.

1782 AD: Bombard and attack 5 1 HP boats losing once.

IBT: No landing - bombardment. Zulu chase some workers.
We get Combustion and start on Flight since that seemed to be the consensus.

1784 AD: Tugela is attacked and razed ( City built).
Use up some Infantry (mostly) to rush Destroyers and Transports.
Massive MM (every city) and we can get flight in 4 turns at 50% science instead of 90%. Most civ engineers are fired to do this with town growth from 3-5 for the most part.

IBT: Bombardment. Zulu attack some Armies.

1786 AD: Armies in Zulu lands rest. First destroyers built - sink 2 Frigate. Put Armies and Artillery into Transports. Spend gold (down to 2K) on upgrading galleons.
I am going to switch to drafting if I want to rush any more destroyers or transports.

IBT: Bombardment is getting less. Attempts to send back the enemy ships is working and now we are sinking them.

1788 AD: Start setting up the Transports with units. They can leave next turn. Upgrade the rest of the Galleons. We end up at 1025 gold

Smyrna and ??? (I thought I wrote down the name but have now forgot) are razed - Both Zulu.

1790 AD: Raze and replace Caesarea

Notes:
Flight next turn is MM'ed exactly. Make sure you don't make a small change that puts it to 2 turns.
Note that there are several civil engineers that could be switched.

We have launched a west and east coast fleet - They have just started across. They are transports guarded by 2 destroyers.

There is 2 Armies and a bunch of workers in the mountains near Zulu. This is in preparation for building an Airfield there (also needs a road). The site is completely surrounded by mountain so no enemy can get there in 1 turn. We can then send over big stacks of Infantry to guard it. I am assuming we are going to use workers to build airfields as soon as we can

Most Artillery is on the way toward the Zulu or Hittite. We will want to build more for bombarding boats. We don't quite have enough to red line every boat.

There is hopefully a settler in case we want to build a town.

Upgraded the Galleons and sent everyone over that I could. There are still armies not on boats yet - Knight and GS.

Zulu have 10 cities left.

I think we will be able to get the rest of the Ind techs in 4 turns, but it will take more to get the modern ones. Remember we want to have 1000 gold for wall street.

Units are stacked near the Capitol

Apologies if any unit is on moveto. I think I may have misclicked and sent a unit or two going stupid places. I tried to catch any but it is difficult.

GR15_AD1790.jpg


The save (AD1790)
 
I suspect that the attacks on the armies are just due to the large number of units on patrol. Once they stumble into an army and do some damge, then it is shark feeding time.

You are brave using only 2 destroyers as escorts.
 
I will not be able to play before Saturday. If that is ok I'll take it, otherwise I need a swap.
 
I suspect that the attacks on the armies are just due to the large number of units on patrol. Once they stumble into an army and do some damge, then it is shark feeding time.

You are brave using only 2 destroyers as escorts.

The AI only has Frigates. Two destroyers is better protection than the 4-5 frigates we had before.

We can also use frigates as additional protection, but that will slow them getting across the sea (speed 6 vs speed 7).
 
I agree with Greebley that 2 destroyers should be fine at the moment. remember transports are also harder to sink
 
IBT : flight -> mass production

1) 1792AD : sink a iroq convoy and several other ships at our coasts

begin to set up airfields on our continent

build the airfield in the mountains

IBT : Oh, everybody is very curious to see what the Celtic engineers set up in those mountains. Rumors say huge birds land in those mountains now.
Massive troop movements from our enemies towards this outpost.

2) 1794AD : more foreign ships are sunk

raze Dyrrachium and Adrianople

found New Entremont and New Alesia

IBT : uh, France and Arabia sign a mutual protection pact

Shaka sends horsemen to attack our infantries guarding our airfield producing a leader on defense
Shaka even orders his impis to attack the airfield

Joan sends a good number of cavs towards our airfield

Our first bomber is finished !

3) 1796AD : still more foreign frigates enter our territories

raze Varna and Nicaea

found New Lugdunum and New Camoludunum

IBT : I did not count, but Shaka and Joan suicided a LOT units on the airfield and we did not lose a single infantry.

Will continue tomorrow.
 
Nice of them to die so peacefully. Large stacks of cavs will not go down so easily though.
 
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