GR8 - Phoenix Rising

1575 (0): I turn off research. The game shouldn't last long enough for us to get MA to the other continent, and I'd rather have the gold for rushing.

Our armies are somewhat depleted, but we still have a lot of unused artillery, so we declare war on Persia without delay.

We take the eight outlying Persian cities--Kafa, Balkh, Zohak, Jinjan, Istakhr, Mecca, Medina, and Baghdad--most of which we later abandon. We destroy 17 inf, 3 cav, and a rifleman, losing a cav and a tank (21-2). We capture two artillery and a worker. In the process we found two tactical cities.

Outside cities we destroy four Persian cav and five inf, while capturing a settler and five workers (30-2).

We defeat two barb warriors and collect 25 gold (32-2).

We sink a Persian galleon and whatever was on it, along with a frigate (34-2).

The Persians hardly counterattack--one cav redlines and retreats.


1580 (1): We take ten of the Persians' remaining eleven cities: Sidon, Arbela, Hamadan, Sardis, Persepolis, Pasargadae, Antioch, Tyre, Gordium, and Samaria. We destroy 43 inf and three cav, losing two cav and two tanks (80-6). We capture four artillery and two workers. We found five tactical towns, replacing several Persian cities immediately.

We steal the Persians' plans (756 gold, safe) and find that they have four settlers at sea, in three well-escorted stacks far away from any of our ships. They may survive as long as the Celts. :rolleyes: I let the Persians retain their last city, Bactra, so that we can keep stealing their plans until we've tracked down all their settlers.

We disperse a Nubian camp, held by two warriors, and collect 25 gold (82-6).

We found another two tactical towns so that we can rush naval units near the Persian settlers.

Outside cities we destroy a Persian cav and two inf, sink two frigates, and lose a destroyer (87-7).


1585 (2): We sink one of the Persian settler convoys--two destroyers and a transport carrying five combat units and a settler (95-7).

We declare war on the Celts. We could RoP-rape them, but I'd rather burnish our achievement by finishing the game off cleanly.

We take nine outlying Celtic cities: Nemausus, Lindum, Ratae Coritanorum, Tolosa, Argos, Corinth, Gergovia, Lapurdum, and Troy. We defeat 41 inf and six cav, losing five tanks (142-12). We capture four artillery, three cannon, a catapult, and two workers. We found four tactical towns.

Ourside cities we destroy three Celtic and three Persian inf, losing two inf (148-14).

One Celtic inf dies counterattacking (149-14).

Samaria flips back to the Persians, and we lose an inf.


1590 (3): We sink a Persian transport containing two settlers and four combat units (153-15).

We sink a destroyer and an ironclad in the last Persian settler convoy, finally exposing the transport (155-15).

We disperse a Libyan camp, held by two warriors, for 25 gold (157-15).

Outside cities we destroy ten Celtic cav, two Celtic inf, a Persian cav, and a Persian inf, losing a cav (171-16).

We take back Samaria, held by two Persian inf (173-16).

On the larger Celtic island we take Axima, held by an inf, a guerrilla, and a rifleman (176-16).

In the Celts' eastern lands we capture Delphi, Thessalonica, Ephesus, Artemisium, Pergamon, and Rutipiae, leaving them only Miletos. We defeat seventeen inf, two cav, and a guerrilla, losing nothing (196-16). We found four tactical towns and capture an artillery.

We strike along the coast into the Celtic heartland, storming Burdigala, Lugdunum, Eboracum, Richborough, Agedincum, and Augustodurum. We defeat eighteen inf, capturing three cannon and an artillery while losing nothing (214-16). We found four tactical towns.

The Celts don't counterattack, though we were spread pretty thin after this turn's conquests.

The Persians land their final settler, just as we were closing in on it by sea.


1595 (4): We auto-raze Deva, held by one rifleman, on the larger Celtic island (215-16).

We take Isca, held by two inf and a guerrilla, on the smaller Celtic island (218-16).

We wipe out a Persian stack of two inf, three cav, and a settler (223-16), finally generating our first Great Leader of the round, on our forty-first elite victory.

Now we can attack Bactra (held by three inf; 226-16) without worrying about stray settlers, and we eliminate the "Glorious Persians". Three Persian naval units disappear from the map.

We take Miletos in the east, and the Celts are down to four core cities (two inf; 228-16).

We take Camoludnum (three inf; 231-16), capturing two arty and a worker.

We capture Alesia, held by four inf (235-16).

I wanted to take Entremont last for the style points, but its cultural border is interfering with our approach to Verulamium. So, we storm the Celtic capital of Entremont, held by just four inf and a rifleman (240-16).

Thus, we eliminate the "Glorious Celts" in an anticlimactic battle at the tundra town of Verulamium, capturing an artillery (two inf; 242-16). About fifteen assorted Celtic units come off the map.

We trample two Bantu warriors and take 25 gold from their camp (244-16).

We founded four tactical towns during this turn's operations.

Forty-two elite victories this round generated one Great Leader.

Congratulations to the whole team for a fine comeback win, and to Greebley for a clever variant which played as intended, which isn't always the case. :clap: :dance: :banana: :hatsoff: I think the final refinement of the Phoenix idea would be to require the player(s) to play AW until 10 AD and then after 1500 AD. That way dealing with the last three or four rival civs would involve some real pressure, rather than being a routine mop-up operation.
 
The Phoenix soars:

GR8-1595ADi.JPG
 
Congrats to the whole team. The phoenix idea did work out nearly perfectly - I was very glad we could declare peace in 10 AD - it looked like it was about to get very ugly. I am pretty sure we would not have lasted 10 turns and were 1-3 turns of losing a city. The rise was also more rapid than I suspected - a combination of good play and luck in terms of AI wars.

I do agree that the variant would be better with something to make the end game a bit more exciting. Your idea of going back to AW would work well I think.
 
Amazing game. It's a nice feat to beat it on deity and this one did it much more. I really didn't think it would be done.
 
congratulation, nice game and the variant played out so nicely. Our wall of EW is one of the more memorable moments of C3C for me.

I do hope this won't be the end for C3C SG's. There are sometimes great ideas popping up. And this was one of those, thanks to Greebley :)
 
Cheers, every one! :) :king: :beer:

The most enjoyable part is the Enkidu wall, which is as tactical as "tunnel of doom" or offensive settler. However, it's of limited use, -- maybe just to this variant as Sumeria! :D

It's always either never win or easy win. If we postpone peace several more turns after 10 AD, we could already be defeated. Our bad luck about iron prevented us from achieving much early. But when we hang on with extreme small force and got invention, we at least get the ability to catch opportunity, -- and amazingly the opportunity came exactly at that time!

Thank you all team comrades and lurkers, and thank Greebley again for this interesting idea! This is my first SG, and fortunately it's of great fun! I'm looking forward to meet you from time to time in SGs, -- maybe civ 4? :)
 
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