GR6 - Persia II - AW Demigod.

While we make over $500/turn, we are drowning in unit support. Do we want to think about disbanding some cannons / buckets to speed up getting some more quality bombardments units (artillery)?
 
If we're going to build bombardment units, why not build Bombers? Those should give us a lot more flexibility and speed with our Armies, and we don't have to boat them to the front.

I suspect the Celts are done with landing troops on our soil, so agree that any remaining Cannons/Trebs on the main island are useless. In ex-Arabia we should probably station a couple of Bombers before we ditch all the Trebs and Cannons. Unless the Ottomans have given up trying to land troops there and are running the entirety of their force towards the beachhead.
 
Massed bombers would get shot down at a completely unacceptable rate against the Celts, who have a lot of SAM units.

I wouldn't disband our cannons. We could compromise by getting rid of the trebuchets.
 
agree with NP, disband only the trebs. By the way, Ottoman have 2 aluminum (one on a small island), most likely they don't know that yet. however, we should make sure they will never trade it with Celts and disconnect at least 1 source. We could of course take that small island. As far as I could see, England got no rubber nor aluminum.
 
I agree on the shooting down problem - we suffered heavy losses during my turns - though one reason for this is that I was going for eliminating Celt bombers which were often in cities with SAM units and fighters. We have eliminated all the Celt Bombers, but they have 10 fighters and lots of SAM making about 1/2 the stacks non-attackable.

We have two bombers for taking out non-destroyers in the background, and maybe 2 bombers in Beachhead city.

I also agree on going through our units disbanding the Trebs at the very least. We have 124 gpt in unit support. We also have some galleons when we have plenty of Transports. In fact we now have too many transports since we can airlift units across.
 
1820 AD
We are already at 64% of world population. I really don't understand the push with civil engineers to get more buildings for larger sized cities. We don't need the ability to grow the corrupt cities to win. IMO the 100% corrupt cities should simply stay on maximum taxmen. I also fix a lot of cities at maximum size that can hire more taxmen. Even the cities with 2 or 3 shields won't get useful before the game is over. This gained almost $100/turn. :D

I get the sense that Greebley was so tied up on the big picture with the Celts that city MM took a back seat.

I won't build any more cities during my turn, but I will leave the settlers around. Looking at some of the recently added cities it feels too much like abusive ICS just to get some more armies.

I really don't want to see what Greebley's earlier handoff would have been, as it took awhile to figure things out in 1820 AD.
(IT) A frigate dies attacking ours, and a random guerilla dies attacking a tank army. (2-0)


1822 AD
I screwed up in the city review, and didn't realize we building a regular tank. :(

I agree with T_McC and disband a lot of the old buckets and cannons.


I killed 3 tow, 3 guerillas and 1 ship. (7-0)

I auto-razed size 1 Lezoux for $10. This gets the stack closer to Burdigala building the UN.
(IT) A random tow attacks an army and dies. (8-0)


1824 AD
Bombers and artillery are a very bad combination for AI shipping. I sink a frigate that got to close to our shores. I also nailed a MOW. (10-0)
I kill 3 tows and a settler to prevent the Celts from blocking the path to Burdigala. (13-0)
I wipe out a lame 1 cavalry landing in Egypt from England. (14-0)
I lost a bomber to an AA gun. (14-1)
I killed more random stuff: 2 riflemen, 1 tow and 3 infantry. (20-1)
At least I did promote that regular tank to veteran. :D
(IT) 2 tows and 2 guerillas randomly attack our armies and die. (24-1)
:confused: I don't know what is causing this to happen.


1826 AD
I wiped out a 2 infantry landing by the Ottomans in Egypt giving us an elite tank. (26-1)
I killed an infantry and settler trying to build a city near beachhead2. (27-1)
I kill 2 frigates that got to close to beachead2, and 1 galleon near Egypt. I also hit 1 galleon (hopefully loaded) and 1 frigate escort near Persia. (32-1)
I kill 10 rifles in the Celtic city whose name I can't read, but the city is still alive. (42-1)
(IT) Pollution overload hits us, but no AI attacks.
I watch 50+ units run toward Beachead2 trying to catch those 2 workers. :crazyeye:


1828 AD
I continue the shipping assault. This is the best way to end all landings. I killed 1 MOW. I lost a bomber to ship based AA from the Celtic Battleship. It looks like the bombers will have to concentrate on obsolete junk from now on. (42-2)

I killed 7 Sipahi, 2 Guerillas and 3 infantry near beachhead2. I lost 1 tank. (54-3)
I killed 7 more rifles in the town that won't die. (61-3)
That pretty much wiped out the Ottomans Sipahi force.

I attempt a careful steal from the Celts and we now have fission. :dance: :dance:
In six more turns the UN threat will be over. I hope we can wrap this up before space becomes a threat.
(IT) We must have done something right, as I got a palace expansion.

We lost and exposed frigate. 3 random tows commit suicide against our armies. (64-4)

To be continued, I just wanted to publish the good news.
 
LKendter said:
In six more turns the UN threat will be over. I hope we can wrap this up before space becomes a threat.
The Celts have no Aluminum = No Apollo (they also lack Uranium), and the Ottomans are behind us in tech and Fascist. If anyone starts building a spaceship we have really screwed up.
 
The civil engineers were me. You are correct that the taxmen are better though. The game seemed much farther from the win at the start of my turn than the end - what with us able to kill of landings before they happened and no bombers. Going after the Celtic oil allowed us to win this game. If they could still build bombers (and had tanks), they would have built the UN.

And ya, things were a bit of a mess in 1816 AD. :mischief: :D

You are correct in saying all my focus was on getting the UN stopped and other things suffered for it.

Great to hear we successfully got Fission. Agree that the UN is the last real threat of loss. Mopping up may take a bit, but I think the end will be very fast when it does happen (one advantage of taking on the Celts and Ottomans head-on)

-------------------

I had an idea.

Put infantry/tank armies on a mountain with TOW/Infantry to support. Build an airfield on the square.

Everything will attack it. The Infantry army has a defense of 45 fortified on the mountain and will slaughter even TOW. We could quickly kill most of the Ottomans forces doing this and probably the Celts as well.

If we include workers we can switch the airfield to a barracade (Or just move) if we are injured enough in any given round.
 
1830 AD
Burdigala needs 10 turns for the UN. I don't see how they can make up the difference. I still hope to raze it before the 10 turns are up.

I kill 3 frigates, 1 galleon, 1 battleship, and 2 destroyers. (71-4)
I killed 3 guerillas and 1 infantry. (75-4)
(IT) It seems like the AI isn't do much anymore.


1832 AD
I killed 3 frigates, and 1 transport. (78-4)
I killed 2 tow, 6 infantry, 2 rifles and 1 guerilla. (89-4)

Rutupiae is no longer the town that wouldn't die. We get $28 and 5 Celtic workers that were hiding in the town.

I attempt a careful steal of the Ottoman map to get a better idea what is out there and succeed. There are no gaps in the ocean, and I don't think I found any more islands.
(IT) Another 4 random tows attack our rubber defense army. (93-4)

We get another palace expansion.


1834 AD
I killed 1 ironclad, 3 MOW, and 2 galleons. (96-4)

I killed 1 cavalry, 1 infantry, 11 tow, 14 riflemen, and 2 guerillas. I lost 2 tanks at Burdigala. (124-4)
I don't think the Celts can survive this bleed rate on tow. They only have 7 cities above size 6, and only have 3 luxuries for happiness.

Burdigala, the city building the UN, is razed for $50, 8 workers and an artillery piece. :D

I auto-razed Arausio for $25 and an undermined number of sunken ships. I at least destroyed the LAST of the Celtic transport ships. :D
To bad I saw the AI move a fleet into this town during the IT. :satan:

At this point we need no more tech to win IMO. It is expensive, but I upgrade 3 immortals to TOW. I really want a few more TOW on the Celtic lands.
(IT) I was hoping the Celts would burn the small tow stack near beachead2, but only 1 attacks our TOW in the fort. (125-4)
The Celts start the UN up again. :crazyeye:

To be continued...
I just wanted to report more good news.
I think I am going to take Greebley's lead and play 15 to complete what I hope will be a slaughter zone.
 
(IT) 2 tows and 2 guerillas randomly attack our armies and die. (24-1)
I don't know what is causing this to happen.
recently we found out that if you fix the NoAIpatrol, the army would be randomly attacked by units. We last a knight army to arhers that way since it got injured.
So, actually it makes a difference which setting you have. I guess, you changed the default setting

anyway, nice progress
 
1836 AD
The naval attacks continue as 1 frigate, and 1 MOW dies. (127-4)
I killed 10 TOW, 3 rifles, and 3 sam. I lost 2 tanks to 1 hp TOW. (143-6)

Deva is razed for $30 and 1 worker.
Axima is razed for $31.


LAK-859.jpg


We are at the army limit. I go over to Egypt and disband the army with mostly knights in a city with barracks and just 1 shield built up. IMO the tank is just as good as a mostly knight army.
I wonder what even I can do with a tow army?

I upgrade 2 buckets and 2 cannon in Egypt.

I achieve a very nice objective this turn in that I have merged our forces.
(IT) We have completed Hoover Dam. [party]
We again get the notice about the Celts building the UN. :crazyeye:

Our Celtic spy was captured. :cry:


1838 AD
I killed 2 ironclads. It seems like I am running out of naval targets. (145-6)
I get brutal on the Celts and kill 27 tows. I also kill 2 infantry, 1 guerilla, 1 cavalry and 2 settlers.
The AI just won't give up trying to build new cities. They must be burning a lot of pop points.

I get lucky and replace the Celtic spy the first try.


LAK-860.jpg


I swap Beachhead2 to an airport and disband a cavalry army in it. With a harbor and airport the odds of losing the luxury drop to almost 0. Of course, with the AIs having almost no navy...
(IT) Well I just learned a new item that takes away army immunity - a colony. I speed up building the death trap point by starting with a colony, the built the barricade. I didn't even get a change to fortify many of the units. The good news is we lost nothing, while killing approximately 5 infantry, 3 Sipahi, 9 guerillas, 1 longbow, 3 rifles, 5 TOW and 1 cavalry. (171-6)

We complete the UN. We can no longer lose that way.
I really don't think I want to hold a vote.
I lost an exposed cavalry army. (171-7)
 
madviking said:
LK, you spelled 'army' wrong in the last pic. :lol:

Do you have nothing better to do then this? :gripe: :gripe: :gripe:
 
it seems, after our last very intense rounds, this game is fully into mop up mode now. Are we going for conquest, I guess we could steal or research amphibious warfare as well to get those Islands. I for once would really prefer a conquest now.
 
1840 AD
I killed 1 ironclad, 1 galleon, and 3 MOW. (174-7)
I killed off a 3 cavalry landing in Egypt. (177-7)
I killed 1 infantry, 1 Sipahi, 10 TOW, and 5 rifles. (194-7)
I killed yet another settler trying to claim the lands.

The newly formed Ottoman city of Iskenderun is auto-razed.
Durocortorum is auto-razed for $33.


==========================

Summary:
I didn't bother with the extra turns as I achieve my goals faster then expected.

I really concentrated on killing AI ships. The best way to end the landings is for the AI to be unable to ship anything over.

The momentum has totally shifted. I am now getting slowed down by lack of rails, rather then lack of units.

I think NP will need to decide where to build some settlers. I already shipped the spares from Arabia to the Celtic continent. There is still one trapped in Egypt.

I don't think it is now possible to lose. Our culture is almost at 1/2 of the Celts and we are growing faster. 68,000 is still quite a ways from a win. We are only at turn 385. The number of large razed cities has crippled the tech leading Celts.

I hope NP sees several very bloody inter-turns against our uranium colony. A few of those should really burn down the AI offensive troops. We have already hit the point of being stronger then the Celts. :D


A few pictures from the front:
1) The uranium death trap.

LAK-861.jpg



2) The northern front with some commentary.

LAK-862.jpg



3) The latest mini-map with a visible section of destruction.

LAK-863.jpg
 
Fine work. :goodjob: Got it.

I haven't looked at the save yet, but I strongly suspect I'll need the full 48 hours.
 
Greebley said:
I am guessing this game will not last much longer.
If the AI keeps going like the last IT with suiciding 27 units on the death trap spot, the AI will probably be gassed by the end of NPs turn.

I suspect a lot more than 27 will hit in the future as I saw a lot of Ottoman stacks near beachhead2 leave. I suspect there are heading toward death trap. :D

If we are thinking conquest, we may want to self-research marines. It may not cost much more then a steal. The MA techs are the ones that reall need the steals for cost efficiency.
 
Here's a partial report. I'll try to post the save within 24 hours, whether I've completed ten turns or not.

I'm playing for the conquest win, BTW. We could probably already have domination.


1840 (0): As some of you have said, this shouldn't take many more turns, though RL playing time may be another matter. ;) We can conduct a real offensive against the Celts now, instead of just dealing with crises.

I adjust our builds to produce seven more settlers immediately.

I position a settler to give us access to Verulamium next turn.

We shoot down a Celtic interceptor in the course of a bombing run against the Ottomans (1-0).

Oops, our position on the mountain uranium looks too strong to the AI now, and it isn't attacked. Perhaps it's the TOW army?

A tank in an exposed position defeats the attack of one TOW, then falls to the next (2-1).


1842 (1): We found Greebley Kabir so that we can bombard Verulamium, and then take the town from its garrison of just three TOW, destroying a fighter and capturing four artillery on the way in (6-1).

Hmm, the Celts have 38 of their 44 remaining riflemen in Noviomagus. In an epic battle, or maybe just a long one :lol:, we take the town (also garrisoned by two TOW) for the loss of three tanks (46-4), generating two Great Leaders/armies in the process.

We sink two Ottoman ironclads and three Men-o-War (51-4).

Even with the TOW army removed, no one's interested in attacking our uranium mountain.

The Ottomans have an RoP with the Celts, clearly. Three Sipahis attack us in unexpected locations, but all retreat.

We foil a Celtic attempt to expose our spy.


1844 (2): We found Leeopolis to give us access to Richborough and Augustodurum.

We take Richborough from its garrison of eight TOW, capturing two artillery, two workers, and Magellan (59-4).

I have to use a lot of firepower disposing of Ottoman units which have moved into the middle of our Celtic campaign (using rails and the RoP), so we don't attack any other cities. In all we defeat 12 Ottoman inf, 8 Ottoman guerrillas, three Sipahis, five Celtic riflemen, two Ottoman ironclads, and an Ottoman frigate outside cities (90-4), also capturing an Ottoman settler. In the process we get our third Great Leader/army of the round.

Again, no attacks on the uranium mountain. I'll disperse the stack there now.

Four Sipahis and a Celtic TOW die attacking our cities. We lose a TOW (95-5).


1846 (3): There are about eighty Ottoman and Celtic units next to Richborough. I'd rather take cities this turn than defend Rich. by attacking, so I abandon it. I'm not interested in cramming Rich. with units and letting our enemies die attacking it because of the flip risk, of course.

We steal Amphibious War from the Celts (safe steal, 3324 gold).

We take Augustodurum, held by four TOW, and capture an artillery (99-5).

We found Ratabad to give us access to Lapurdum and then take the latter, held by three TOW. We capture an artillery and sink a carrier on the way in (103-5).

We take Monguntiacum from its garrison of two TOW, destroying a fighter when we enter the town. We lose a tank (106-6).

We found Troy to give us access to Gergovia, then take the latter from its garrison of four TOW. We lose two bombers and destroy a fighter when we enter the city (111-8).

We found Bedpur, as our first step towards Alesia.

Outside cities we pick off two Ott inf, an Ott guerrilla, and a Celtic rifleman (115-8).

We lose an exposed tank to the attack of a Sipahi (115-9).


1848 (4): We found Pikeyan, Vxma Tepe, and Arbela 2 to give us access to the remaining Celtic cities.

We take Agedincum, held by two TOW, and destroy two fighters on entering the town (119-9). We raze the city on tactical grounds, gaining two workers.

We auto-raze Segusio, held by two TOW, and capture eight workers (121-9).

We take Alesia, held by seven TOW, capturing three artillery, a worker, and Shakespeare (128-9). We generate our fourth Leader/army of the round.

We take Ratae Coritanorum, first destroying a galleon with bombers, then defeating the garrison of ten TOW (139-9). We capture an artillery and Copernicus. So:
 
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