GR8 - Phoenix Rising

lurker's comment: Wow, last I checked on your progress you were pretty small civ against two large AI's. Now you practically own continent. Great job.
 
Leha said:
lurker's comment: Wow, last I checked on your progress you were pretty small civ against two large AI's. Now you practically own continent. Great job.

Yeah, we have been growing more quickly than I would have guessed we would.
 
Decide to trade Persia Electronics for 123 gold and Ironclads (very close to full price). I don't mind strengthening them since they are fighting the Celts and I don't want the Celts to get all their land.

MM for science. They are more efficient than taxmen.

1400 AD: Let the Armies heal.

1405 AD: Ask the Aztecs to leave and they Declare War. No real Suprise.
We Raze Seoul and Hyangsan. We lose 6! knights vs 1 hp Infantry We lose a healthy Army vs a 3 HP Infantry. This is why I want Tanks ASAP.
We get a leader to build an Army to replace the one we lost.

IBT: Otto declares war on celts. Our cities are well enough protected - the Aztec Cavs head into our territory without attacking.

1410 AD:
We lose an Elite Cav vs a 2 hp Cav and another Cav vs a 1 hp Infantry (note that I am not killing a lot of units here - the RNG is being atrocious).

Hmm... The Hittites did have rubber. They just hadn't connected it.

I take out the 3 disconnected Aztec cities to the far East (Cheju, Wonsan, Kaesong)

IBT: More units enter our Territory.

1415 AD: Continue to lose Cavalry to 1 hp Infantry - even on flat.
Raze Inch'on, Chonju, Pyongyang (NE Aztec Cities) This gives us a straight front with the Aztecs for the first time all game.

GR8_AD1415.jpg


IBT: We get Refining and start on Combustion.
Aztecs send no Cavalry - They have horses and Saltpeter, so I am not quite sure why.
First Iron Clads and Galleons built for later upgrade.

1420 AD:
Raze Atzcapotzalco and Tzinzuntzen for the horrific crime of being hard to spell No more will our people have to suffer trying to spell those names. All Sumer rejoices.

Raze Aarus and Tamuin and Tlaxcala
We get level 1 War Weariness.

1425 AD:
Capture Xochicalco

IBT: Ottomans declare war on us. They capture 2 junk cities to the S (had Sapahi just sitting around).

1430 AD: Capture back the cities and destroy all the Sapahi
Capture and rename Calixtalhuaca to Jungle Town. Capture Huexotla, Tlacopan, and Teayo in the South

1435 AD: WW is getting pretty bad...
Capture Tlatelolco with Leo's, Tenochtitlan with Smith and MoM. Capture Teotihuacan with Aztec's last Rubber and Tula.

1440 AD: Take out the final Aztec towns to the far east. The Aztecs are not destroyed They must have a settler somewhere. I make peace with the Aztecs War weariness is too severe - especially with the lost Luxuries. It is straight up peace so we can redeclare war at any time.

I try to plant a spy in Persia, but it fails and they decare war. Defend ourselves vs Persian attacks..

1445 AD: We take out the final Persian Cities. We now completely own our continent

1450 AD: Clean up an Ottoman landing.

Notes:
There are a lot of units near our capitol including an empty army waiting for tanks and our Artillery.

I started the boats. We can upgrade Galleons to Transports and Ironclads to Destroyers. We have 4 Galleons and 4 Ironclads so far.

We have WW from the Ottoman war - primarily due to losing the cities in the beginning. I would make peace with them, but keep the war with the Persians going to get a spot on the other continent.

I would go for Tanks before Flight. Cavalry just don't cut it vs even 1 hp Infantry. We suffered a number of losses of Cavalry taking out the Aztecs (Actually, I think the RNG was pretty bad for us). We could just use the Cav Armies and Artillery, but those have to be boated across so flight doesn't help us get units across. We could just build bombers, attacking with many bombers seems more boring than Tanks and Tank Armies.

We get combustion next turn.

I am starving the Aztec cities since they didn't die. If a city flips, be aware that declaring war will get us a lot of WW. It may be better to track down the settler first, so we can kill quickly. I see no problems with declaring war at any time since we didn't take anything for peace.

GR8_AD1450.jpg


Roster:
Greebley - Just Played
ThERat - On Deck
Heroes
Northern Pike -
Obormot - Are you able to take it next or would you prefer a skip?

The Save
 
Greebley said:
Raze Atzcapotzalco and Tzinzuntzen for the horrific crime of being hard to spell No more will our people have to suffer trying to spell those names. All Sumer rejoices.

:rotfl:

Fine round. :goodjob: Cav and artillery versus infantry should always work, but the player is at the mercy of the RNG as regards casualties.
 
Leha said:
lurker's comment: Wow, last I checked on your progress you were pretty small civ against two large AI's. Now you practically own continent. Great job.

Thanks. :cool: As long as the human player has an adequate productive base, once he gets artillery it's pretty well all over, regardless of how much larger the AI civs may be.
 
Some people say that you can plant spy to a no-city civ, then steal plan to see where is their settler and boat! :D
 
I think I looked into that, but there was some problem. The next player can try again though. I don't remember what the problem was.

[Edit: If we can't find the settler, I think we should starve the cities. We have more culture so we have a decent chance of getting no flips. If we don't get a flip, then we don't care as much if they live. If we do get a flip we can then definitely plant a spy and steal plans. I think we should also attack if we find a city/settler on our island.

Check towns for resistance. I needed all units for the war (literally - I even upgraded our Enkidu) since so many cities were within Cav range. I tried to move units back to finish suppressing resistance in Hittite cities. I may have missed one and some cities are not yet fully suppressed (most Aztec towns are though - I wanted reduce flip chances). In any case check for resistance to see if I missed any cities.
 
I checked the save, we do have a spy but we can't steal plans. as long as they don't have a city, this should be the reason.
 
Got it and will start playing in a couple of hours. I don't think we need to starve them, we have more culture and the distance to our capital is smaller then to theirs (since they don't have one) so teh risk should be fairly low. I'll just quell the resistors to put them to work. I don't know if we have WW, if we don't we can just stay at war and leave some forces to recapture those cities in case of a flip. To get to dom limit we'll propably have to fight the ottomans, so i think i'll sign RoP with celts and start transporting forces while building more ships. After we have enough forces we can sign alliance with celts against Osman. Celtic culture is not a threat any more, so i think this plan is safe.
 
Heroes said:
Some people say that you can plant spy to a no-city civ, then steal plan to see where is their settler and boat! :D
lurker's comment: In SGOTM, I had the same problem where there was a settler out there. I already had a spy, but I couldn't use it to steal military plans until the Nation once again had a city (in my case by a flip)

The point being, I don't think that this will work. They need a place for you to steal their plans from.
 
lurker's comment: What if you gifted them a crappy city so you could steal their plans? Then you could take it back with ease b/c they would even get a free unit like when it flips.
 
pre-flight:
- Went through all cities, all captured cities are building libs to cover the territory with culture. At first i wanted to switch them to settlers because ICS gives faster growth = more scientists in the long term, but i decided that in this game there is not "long term" and left libs because they can be built quickly with civil engineers (I hired them in some towns). Some minor build changes, rushed several settlers. The capital is building armies at 66spt which is terrible because we waste 62 shields and there is no way we can get the city to 67spt at size 12 :( I think short-rushing artillery (80 shields) after first 66 shields is teh way to go. I think i was a bit overzealous with grabbing domination tiels because combustion dropped to 2 turns now and i used up the gold to rush settlers. But this allows me to lower science to 20% and have +276 gpt.
- Shift units to quell resistance most effectively. There are not many resisting towns left though.

IBT
- One aztec town flips.

1455AD
- I didn't have enough money for a safe steal of aztec military plans, so i attempeted a carefull steal and failed :( We are at peace with the aztecs and still have 18 turns left. I'm afraid this may cause a flip chain reaction, but i don't think it matters much. We can recapture everything after those 18 turns are over easily.
- Founded several new cities on teh coast, more settlers are heading to new sites.

IBT
- Combustion comes in. I decide to switch research for a while. We have HUGE army, but only 4 galeons and most of our good cities are away from coast. I would rather hurry more transports then get to tanks/bombers quickly. We still get Mass Production in 19 turns due to army of scientists and we'll have even more once libs are built and engineers turned to scientists.

1460AD - 1500AD
- Same stuff. Rushed some settlers, rushed some ships.

1480AD
- First group of transports heads to the other continent.

1490AD
- Aztecs unload their evil settler on our continent, I immidiately found a city there. We can finally wipe them out when the peace treaty ends.
- Unload 4 armies and a stack of artillery+infantry in celtic territory after signing RoP with celts. Meanwhile the celts were loosing the war against persia and ottomans. Ottomans are now getting 3 times more cpt then the celts.

1495AD
- Capture Halicarnassus (Ottoman)

IBT
- Loose an infantry in Halicarnassus to a Sipahi. Kill another one and retreat one more. The 2 exposed sipahis are then killed by teh celts. We might wand an infantry army (armies) to deal with these.
- We are hit by WW and seevral cities riot. So soon?

1500AD
- Kill some persian infantry. I brought some workers to build rails and soem settlers to fill empty land (there are some razed cities). The workers refuse to build rails though. I don't know why, the celts have a harbour. Maybe it is blocked and the problem can be fixed by rushing a harbour in the beachead town. I a ccidentaly joined 2 workers (they were mixed with arty and i was pressing "B" for bombarding). We can transport some more forces to the other continent this turn. We may use ship-chaining to speed things up by a turn, but i don't know whether it is allowed, so i didn't do it yet. Mass Production is due in 5 turns at 0% research. We may turn science back on now that we have some ships. None of teh AI knoq anything usefull and Persia and Ottomans researched Electronics.

Our continent is pretty much covered by our culture, there are only a few minor gaps left. This gives us 50% land (we had 34% 10 turns ago). The minimap:
GR8-1500AD_1.jpg


Our army now:
GR8-1500AD_2.jpg


The situation on the other continent:
GR8-1500AD_3.jpg


The save:
http://www.civfanatics.net/uploads10/GR8-1500AD.SAV
 
ship chaining? I think it's one of those things we don't do in SG

Are we going for conquest or domination only?

got it btw.
 
The game is in the bag already and the turns are getting quite long so i think domination makes more sense. But i propably won't need to play another turnset in any case :)
 
ThERat said:
ship chaining? I think it's one of those things we don't do in SG

Are we going for conquest or domination only?

Well, we don't ship-chain in Greebley's SG's, but it's not a universal taboo, so perhaps Obormot didn't know.

I always prefer the more definitive conquest victory in an SG, since it's easier for five players to do the necessary work than one.
 
playing already, am into turn 4 (we have another public holiday here and I am still civ4-less)

turns do take long, however, once we have tanks and later flight, we can easily take out the AI. I am all for conquest. I only bother to settle spots that gain us some lux.
 
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