GR29 - AWM vs 30 civs, Pangea

Here are some pics and the save file. I can't do more turns for now:

Spoiler :
The West:

1625ADwest.jpg


The East:

1625ADeast.jpg


And the far East with the new front line:

1625ADfareastfrontline.jpg
 

Attachments

Some remarks:

- Next turn The Corporation will finish.
- Next turn ToE will complete.
- The attacks on all fronts are far less than at the beginning of my set. Our armies can go and capture/raze enemy cities without leaving our territory undefended.
- According to the teams plan the two free techs should be Replaceable Parts and Atomic Theory.
- Some armies still have movement to attack this turn, if the next players want to. But I would let the enemy units approach further to continue fishing for MGLs.
 
Tremendous progress. :thumbsup:

I've got it. I don't expect to get through many turns, but we should take a good number of cities.

I like the SD references. :cool:
 
M60, excuse me; I didn't mean to displace you without discussing it, if you were planning to play after Calis. If you'd like to take over now, just speak up; I haven't done much yet.
 
No problem, if you started, please continue. I only had looked at the save and can play after you if that works for everyone.
 
OK, I'll carry on; thanks.
 
Greebley are you doing beta for Civ5, is that the reason you have not come up with a CD for III? I know you can't say at this time. I am just wondering if that is why you have been so quite of late.

I wish I was a beta-tester but I am not.

I am just finding it hard to comment when I can't load the game.
 
Lurkers comment:

Greebly, Civ3 complete is only 5-10 bucks on steam if you can't get find your disk in case you weren't aware of that.
 
It took me a few days to get going on this, but I'm making good progress now. Since I've finally got some momentum, I'd like to play a little longer. So I'll probably post on Friday afternoon, if that's all right with everyone.
 
I don't think any of us minds. Civ 3 seems to be on a wind down for some time now.

I am still playing CCM as it is really a great mod.

By the way, anyone of you going to purchase Civ 5? Would any of us 'old-timers' be willing to play a SG for the new game once the dust has settled a bit (we don't get the game til 24th Sep anyway)
 
Lurker:

I have ordered it. No idea if it will be fun for me or not. I burned out on IV in a month.
 
1625 (0): There are still three AI civs we haven't met yet. Where are they hiding?

We switch twenty-one cities to factory builds. This will leave us with just a dribble of cav and inf production from the towns that already have factories, but it should be enough.

Pasadena begins pre-building Hoover.

We haven't been very systematic about getting our cheap universities built in our core. It may be too late to matter now, but I'll try to fit a few in.

We pick off another two enemies in the east (2-0).

Our enemies don't attack.

Mr. Peppermint completes THEORY OF EVOLUTION, bringing us AT and RP, as agreed.

We have plenty of rubber, of course.

Electronics due in nine turns at 100%.


1630 (1): We take Bangalore, held by four riflemen and a cav (7-0). We gain 1179 gold and capture Sistine Chapel.

We abandon the ice town of Coyotepec to get under the city limit.

We found the tactical town of Miracle Man to gain access to Calakmul.

We storm Calakmul, held by three musketmen (10-0).

We abandon the ice town of Zit.

We found the tactical town of No Dancing to bring us closer to Tikal.

We seize Tikal, held by three musketmen and a longbowman (14-0).

We abandon the ice towns of Chiconaut and False Alarm and found the tactical towns of Blame It On Cain and Alison.

We capture the Mayan capital of Chichen Itza, held only by four musketmen (18-0).

We take Palenque, held by three musketmen (21-0).

Returning to the Indian front, we storm the new Indian capital of Indus, held by three riflemen (24-0). We collect 1221 gold.

Outside cities we smite twenty-one enemies in the east, and five in light skirmishing in the west (50-0).

We begin upgrading cannon to artillery and musketmen to infantry—not always the right policy, but in this case we have Leonardo, and we’re taking a lot of gold off the Indians.

We repel one Indian cav attack on Indus (51-0).

Egyptian cav find a clever route to Alison, and cost us two musketmen (51-2). Now that we have inf we shouldn’t need to expose musketmen again.

We settler-abandon Dry Gulch and Fight the Gauls, desert towns in our core which just make better places more corrupt. We also settler-abandon two ice towns.

Thessalonica completes its courthouse--and reaches 40 spt, Calis will be glad to hear. ;)


1635 (2): We found the tactical towns of Sneaky Feelings, Red Shoes, and Less Than Zero.

We storm Yaxchilan, held by four musketmen and one LB (56-2).

We seize Piedras Negras, held by five musketmen (61-2).

We capture Lagartero, held by three musketmen (64-2).

Good—we can see the last two Mayan towns, so we’ll be able to keep their cities.

We take Copan, held by four musketmen (68-2).

We storm Lagartero, held by three musketmen, and eliminate the “Glorious Maya” (71-2).

Still on the eastern front, we get started against the French by seizing Poitiers, held just by two Musketeers (73-2).

We capture Rouen, held by two Musketeers and a pikeman (76-2).

We take Grenoble, held by two Musketeers, a pikeman, and a cav (80-2).

In the east we trample twenty-one units outside cities, gaining our first Leader/army of the round (101-2).

In the west we strike down ten enemies, losing a cav (111-3).

We abandon Bangalore and Indus, which have flip risk.

We found Mystery Dance, Pay It Back, and Poison Moon to keep the world at the city limit.

Our enemies don’t attack.


1640 (3): We storm Cherbourg, held by two Musketeers and a cav (114-3).

We seize Chartres, held by two Musketeers (116-3).

We abandon Chartres and Arbela 2, and found the tactical towns of This Year’s Girl and The Beat, giving us access to Paris and Marseilles.

We capture Paris, held by six Musketeers, and gain control of the Pyramids. (122-3).

We take Marseilles, held by three Musketeers (125-3).

We abandon Sneaky Feelings and found the TT of Pump It Up, giving us access to Rheims.

We storm Rheims, held by two Musketeers and a pikeman (128-3).

We seize Amiens, held just by two Musketeers (130-3).

We capture Orleans, held by three Musketeers (133-3).

We take Lyons, held by three Musketeers (136-3).

We storm Besancon, held by three Musketeers (139-3).

In taking Besancon we reach the east coast of the pangaea continent.

We seize Avignon, held by three Musketeers, and sink at least one ship in port (143-3).

We capture Tours, held by three Musketeers (146-3).

We take Dijon, held by four Musketeers (150-3). This is the final French town, but we don’t eliminate the French, a surprising and maddening outcome when the world is at the city limit.

Outside cities we shatter nineteen enemies (along with a Roman settler) in the east, and six in the west (175-3)

Our position is a bit loose after our exertions to eliminate (as we thought) the French, but our enemies don’t attack.

Tula flips to the Aztecs. It was empty.

Pee-wee’s Playhouse completes a factory, and Chalcedon a university.

We settler-abandon three more tundra towns.


1645 (4): Turning our attention to the Indians in the northeast, we found the TT of Little Triggers, giving us access to Madras.

We storm Madras, held by three riflemen and a cav (179-3). We gain 1391 gold.

We re-take Tula, held by one rifleman (180-3).

We found the TT of Hand In Hand, giving us access to Kolhapur.

We seize Kolhapur, held by four riflemen and a cav (185-3). We steal 1461 gold.

We capture Karachi, held by three riflemen and a cav (189-3). We collect 1551 gold.

We take Pune, held by three riflemen and a cav (193-3). We acquire 1681 gold.

We storm Hyderabad, held by three riflemen (196-3). We gain 1892 gold.

We’re having bad luck with finishing off our enemies. The Indians are down to one city, but we can’t see it.

In the southeast we get started against the Vikings, seizing Odense (garrison of three musketmen; 199-3).

Also in the southeast, we capture El-Amarna from the Egyptians to straighten out our line (held by two musketmen; 201-3).

Outside cities we cudgel twenty-three enemies in the east, and eight in the west (232-3).

We found Lip Service to consolidate our line in the southeast.

We abandon Mayan Mirage and New Ura Tyube and found Night Rally and Radio Radio, pushing our line forward on the central eastern front.

The Russians attack Amiens with Cossacks, losing two while costing us an inf (234-4).

Sidon completes a university.


1650 (5): We’ve pushed forward farther in the northeast (against the Indians) and the southeast (against the Maya and French) than in the centre of the eastern front, so our goal this turn will be to shorten our line by advancing in the centre.

We abandon Sinop, another ice town, and found the TT of Lipstick Vogue, giving us access to Cumae and Ravenna.

We capture Cumae, held by two riflemen, a musketman, and a cav (236-4).

We take Ravenna, held by three musketmen (241-4).

We storm Veii, held by a rifleman, two musketeers, and a cav (245-4).

We abandon Cumae and found the TT of Accidents Will Happen, giving us access to Viroconium.

We seize Viroconium, held by three musketmen (248-4).

Having reduced the northern/Roman half of the central bulge, we get started against the southern/Chinese half, founding the TT of Senior Service (we first abandon Radio Radio) to gain access to Hangchow and Anyang.

We capture Hangchow, held by two musketmen (250-4).

We take Anyang, held by three musketmen (253-4).

We abandon Hangchow and found the TT of Big Boys, giving us access to Macao and Chinan.

We storm Macao, held by three musketmen (256-4).

We seize Chinan, held by three musketmen and a Rider (260-4).

We capture Xinjian, held by three musketmen (263-4). Xinjian is adjacent to Viroconium, so our pincer movement in the centre of the eastern front is complete. We now hold a relatively straight line running the width of the continent in the east, though there’s also a short subsidiary front in the southeast where we face the Vikings and Egyptians.

We abandon Xinjian and found Green Shirt, giving us access to Tatung.

We capture Tatung, held by three musketmen (266-4). In the process we gain just our second Leader/army of the round, on our fifty-first elite victory.

We abandon Viroconium and found the TT of Party Girl, giving us access to Neapolis.

We take Neapolis, held by three musketmen and a cav (270-4).

We storm Rome, held only by four musketmen (274-4).

We seize Palmyra, held by a rifleman and two musketmen (277-4).

We capture Pompeii, held by two musketmen (279-4).

Outside cities we expunge thirty-seven enemies in the east (as well as an Arab settler) and six in the west, gaining our third Leader/army of the round (322-4).

Six enemy cav attacks, at Pompeii, Avignon, and El-Amarna, produce two fatalities and four redline-and-retreats (324-4).

Thessalonica completes a university.


1655 (6): We abandon Miracle Man and found the TT of Goon Squad, giving us access to Antium and Jerusalem.

We take Antium, held by three musketmen (327-4).

We storm Caesaraugusta, held by three musketmen and a cav (331-4).

We abandon New Zohak and found the TT of Busy Bodies, giving us access to Brundisium.

We seize Brundisium, held by two riflemen and a musketman (334-4).

We capture Jerusalem, held by two musketmen (336-4).

We abandon Jerusalem and Persepolis 2 and found the tactical towns of Sunday’s Best and Moods For Moderns, giving us access to Pisae, Syracuse, and Seleucia.

We take Pisae, held by three muskemen (339-4).

We storm Hispalis, held by a rifleman and two musketmen (342-4).

We seize Lutetia, held by a rifleman and a musketman (344-4).

We abandon Pompeii and found the TT of Chemistry Class, giving us access to…

We capture Byzantium, the latest Roman capital, held by three musketmen (347-4).

We take Syracuse, held by two musketmen (349-4).

We abandon Alison and found Two Little Hitlers to consolidate our line in the Roman lands.

We storm Seleucia, held by two musketmen and a cav (352-4).

We abandon Sunday’s Best and found King Horse, mostly to consolidate our line against the Romans.

Outside cities in the east we extirpate forty-seven enemy units, fifteen of them from a fairly substantial Russian force, long bypassed by our fast advance, now approaching Night Rally (399-4). We gain our fourth and fifth Leaders/armies of the round. We also destroy one Egyptian and four Arab settlers, which is a bit odd with the world at the city limit.

The west remains quiet as we cut down five enemies (404-4). Even some of our Immortal armies here contribute to our attacks in the east and then return home by rail.

Seventy-five elite victories this round produced five Great Leaders, with a late run of three Leaders in eight battles bringing our results almost up to expectation after a bad start.
 
We can take about ten cities a turn now, even with minimal military production as we wait for factories. In ten turns or so we’ll have Hoover and most of our factories, and with that level of production we’ll overwhelm our enemies completely. With no pause for crossing oceans, since we’re on a pangaea, this game shouldn’t reach modern armour. A huge artillery force and a lot of combat settlers will be necessary if there’s a long cav-armies-versus-inf era.

The Romans still have fourteen cities, but they’re mostly Spanish foundations (hence smaller cultural radii) or worthless holes in the desert. We should be able to finish them off—or given our luck recently, reduce them to one invisible city or settler :rolleyes:—in two turns, or with ideal play and good luck even in one.

We’re holding a lot of cities subject to flipping, since we haven’t been able to finish off the Indians (one city left) and the French (presumably a houseboat civ). I decided to be stubborn about this, since with cav armies and rails flips are just an inconvenience, as long as we don’t leave armies in towns at risk. But if the next player wants to replace enemy cities en masse, that’s fine; I’m leaving plenty of settlers. There’s probably less reason to replace French cities, since they don’t have a capital and that seems to reduce flip risk.

We’re under no pressure in the west. I’ve just been holding our line there with a few Immortal armies while we attack in the east. We do need to send units up the rail line north of Printemps every turn to make sure no enemies are sneaking through in that area.

We’re holding our front-line cities either with armies (only in the turn before flip risk, of course) or with small stacks of inf, often just two. This isn’t ideal technique, but the enemies we’re fighting at the moment don’t seem to have the large cav stacks to make us pay for it.

There are still some bypassed enemy stacks in the gaps in our position (W of Night Rally and SE of Delhi, basically), but as far as I can tell they’re all slow units—the fast ones have already reached our lines and been destroyed—and they shouldn’t give much trouble. It may just be necessary to clear them off our rail lines before we do anything else in a given turn.

We haven’t put down any combat settlers for next turn, since we’re so close to Roman cities in several places that it’s unnecessary. But if the next player wants to strike hard against the Chinese next turn, he could drop a settler two tiles N of Amiens and cover it with an army before hitting Enter.

We have an empty army next to the capital, since with our minimal production being devoted to inf recently we’re almost out of non-elite cav.

The only enemy landing this round was by one Indian musketman NE of Merv.

We’ll be settler-abandoning New Borazjan this interturn, so we’ll need to found at least one city next turn just to stay at the limit.

I’ve left a couple of cav with their movement to show the next player where the stacks are.

Pasadena is pre-building Hoover with the palace.

When Sidon completes its harbour in three turns we can mine three of its irrigated tiles for increased production.
 
One for three:

GR29-1635AD.jpg


The pincer movement of 1650--before and after:

GR29-1645AD.jpg


GR29-1650ADi.jpg


The northeast now:

GR29-1655ADii.jpg


GR29-1655ADi.jpg
 
Just because I am easily confused:

Roster
Northern Pike: just played
M60A3TTS: UP!
ThERat: on deck
CommandoBob:
Calis:

Greebley: injured reserve
 
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