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Handy 22 Always War C4 Noble

I suspect if you own 40% of the world, then you have enough votes to block a UN win. IIRC, you need more than half the world to vote for you to win. I read that in Sulla's game?? I think.

One nice thing about population vs area, is that it is possible to get bigger cities and push your % up.
 
lurker's comment: For anyone looking to turn this into a science, it should be noted that I have never seen a candidate not vote for themselves, so you can subtract one of the candidate's population percentages from the amount required to deny a victor.

Practically, I think this only applies for the case where there are two nations more populous than you and you didn't build the U.N., which is recipe for an AW loss.
 
I could only play one turn. The game crashed during the first IBT, after that i replyed the first turn, saved and tried pressing enter, but it crashes always. Here is the save, maybe it will work on anothe computer.
 
Obormot said:
I could only play one turn. The game crashed during the first IBT, after that i replyed the first turn, saved and tried pressing enter, but it crashes always. Here is the save, maybe it will work on anothe computer.

Bummer - Greebley is up I think.

Roster
1. Greebley -
2. Mark1031 -
3. Handy -
4. ThERat -
5. Sir Bugsy -
6. Obormot - PC crach issues :(
 
I tested the save, works fine with me though slow, but no crash. Hmm, in another SG one person had the same issue that the save would always lead to CTD...wonder what it is
 
FWIW I got an immediate crash from it. I had not had any crashes since 1.09 and my new video card right after the patch came out.

I got past the checking stuff and then got the microsoft send box.
 
I successfully played. I want to do a write up of the current situation for the next player, so I won't post the turn until this evening.

We have 95 turns left which I think is doable. However, I think future AW games really should be epic games. Combat is slower in Civ4.
 
Greebley said:
I successfully played. I want to do a write up of the current situation for the next player, so I won't post the turn until this evening.

We have 95 turns left which I think is doable. However, I think future AW games really should be epic games. Combat is slower in Civ4.


What is the difference between normal and epic?

Do you get a larger turn count, or do builds take more shields?
Does it take more beakers to research?
Etc.

1. Greebley -
2. Mark1031 - up
3. Handy -
4. ThERat -
5. Sir Bugsy -
6. Obormot - crash issues
 
Hi,

handy900 said:
What is the difference between normal and epic?
The game has more turns, all tech/building costs are increased, you need more GPPs to generate great persons, and cities grow slower. Essentially, it "feels" the same: You will build the same number of units while researching a tech, you will generate the same number of GPPs during the whole game etc. The only difference is that you get to move your units more often, and you can fight more with existing units before a new tech will be discovered, etc.

Edit: This also means it takes longer to replace killed units...

-Kylearan
 
I’m sorry guys but RL issues and holidays mean I have to drop my games. Good luck.
 
Preturn: Didn't change anything. I haven't played with all this modern newfangled stuff yet.

IBT: Lose a Tank

1937 AD: Looking at our position in more detail, I think we are missing two vital techs. Democracy will give our towns +6 happiness at the cost of one specialist by switching to emancipation. Additionally, we don't have biology which is a huge tech - it gives all farms +1 food. These two techs will allow our towns to reach their full potential.

I also didn't see many Airports nor any indicator of which towns have them. Via inspection, I see that Rome has one, but see no others (one is being built). Hopefully, I didn't miss one. I order one in the capitol

I notice that airplanes can only bombard units to 50% - something to remember.

Whoops, we cannot airlift tanks. That means my tanks all went in the wrong direction. I guess that explains the lack of Airports - they are simply not very useful. [Edit: Later another tank does have an airlift symbol and it can be airlifted. This is very confusing.

IBT: Some units advance.

1938 AD: Wow! Recon mode is really useful. One plane and a big area of the map becomes visible. I can now see incoming troops towards our town.

I decide to Capture ghangzhou. It may provide a useful base of operations. I am also curious to see if the AI responds.

1939 AD: Now I cannot Airlift a tank to Ghangzhou, but I can to the other town on the other continent? The airlift icon did not show up last time, but it does now? This is very confusing. I wish they had put an "airlift" tab under game concepts. Anyone know if someone has posted the rules on airlifting (or know the rules)? I am getting confused. I know the tank commanders are grumbling mightally about going back and forth ("Idiots in command center don't they know what they are doing?" Answer: no)

1940 AD: 100 turns left notice.
We get Democracy and start on Biology. I switch 3 civics. I go for Merchantilism instead of Free trade. I would rather have 1 more specialist than one more trade route. The

A worker doesn't have the airlift symbol. Do you need full movement perhaps? worth checking.

Hey, I just noticed some clams we never grabbed. We have been running at -1 to -2 health for who knows how long. Argh!

I did end up with a plane in ghangzhou? I am confusier and confusier.

1941 AD: Capture Tianjin. For bombers and fighters vs towns it seems best to bomb the town to lower defense before your stack gets there, but do an Air strike on the turn they do get there (with cannon lowering the rest of the way if any). Obvious, I guess, but it just occurred to me. Air striking the units is more effective that bombarding the walls.

It appears that you need full movement to airlift! That solves one mystery. I wish they displayed the airlift button greyed out our something.

1942 AD: Anarchy ends. Happiness is better. I am trying an attack on Chicago. We will have to see how it goes.

1943 AD: Americans retaliate
1944 AD: Capture Hangzhou
1945 AD: Healing

For the American front I do not like our position. Our tanks are hiding out in forests along the path. They may want to fall back in some cases. I wasn't fully aware of the "Kicking the bee's nest" part of AI strategy, so wasn't fully prepared. (those aren't really American Tanks, they are 12 foot long Piranha Bees).



Over in the chinese lands we got a modest attack on Shanghai with 1 Tank and 2 Infantry next to the city. We will want to bombard the defense and then use air strikes to bring the units to 1/2 hp. That would be a 9 strength machine gun and 2 3 strenght longbows (which the tank and infantry can handle). Our main stack is injured and in Hangzhou - mostly healing.



When we get biology next turn, we really should go through all towns to adjust them and plan worker actions. We will now be able to build farms that are unconnected (they get 1 food compared to the connected farms 2 food). I think we may be able to change windmills to Mines (+2 shields, -2 gold, -1 food).

We are over 40% populations so we do not fear the UN. In fact we will be at 50% soon.

I only had a single landing on my turns. Our fleet seems superior and should be able to sink any enemies.

I put the work boat for the clams on automatic move to If you don't like that, then go turn it off ( east side of our lands). It is a case though where there is only one spot to go.

My advise is to keep cities. That way we can advance our bombers - bombers allow us to not lose our units.
 
Very good investigative reporting. I nominate you for a Pulitzer. The very heavy fog surrounding this game lifts ever so slightly.
 
I think the Stats screen shows all the building you have, so you can tell how many barracks or airorts you have. I would ope they bring back the icons for barracks/harbors and airports.
 
so, I guess handy is up since Mark withdrew...
Good call on biology and democracy, these are pretty important techs.

I think the Stats screen shows all the building you have, so you can tell how many barracks or airorts you have. I would ope they bring back the icons for barracks/harbors and airports.
I think harbors are not needed since their purpose now has changed, it should be dry docks, but I agree that there has to be easier help.
Same goes for units, I find it very tough to take over turns in the late game and start to figure out what's going on. With the mil advisor being no existent, it's pretty tough. Any mod for that nice advisor?
 
Oh I forgot to mention this in my report.

The following towns have Airports:
Rome, Grumpus Prime, and Tabriz?? - it is half way between rome and grumpus.
AFAIK, these are the only 3 that have one.

[Edit: One thing I do like about civ4 is you can select a unit type in the list and see all instances of that unit. Great for tracking down all settlers for example (so the advisor isn't entirely useless).

BTW, I think the implementation of Air Power may be my favorite Civ 4 feature. Air power is definitely powerful (like I feel it should be), but it is not useful unless one also has ground troops. The way air and ground work together came out well. I wish they had been able to do this better with ground-ground. The 1 vs 1 unit battles just don't seem to be "ground troops working together" for me.

Note that I didn't get to test Anti-air on my turns, so not sure how well that works.
 
Things look good. Chipping away at America's Stack. A little pressed for time here, but here is a log of the first 5 turns.


IBT
Turn 335 (1945 AD)
Tech learned: Biology
Beshbalik grows: 19
Old Sarai grows: 13
Samarqand finishes: Destroyer
Tabriz finishes: Fighter
Otrar finishes: Battleship
Kazan grows: 16
Confucianism has spread: Grumpus Beach
Almarikh's borders expand
Hovd finishes: Library
Darhan finishes: Barracks
Nagoya finishes: Barracks
Tank defeats (16.80/28): American Navy SEAL
Tank loses to: American Navy SEAL (20.40/24)
Tank loses to: American Gunship (13.60/20)

1
Turn 336 (1946 AD)
Research begun: Rocketry
Tabriz begins: Fighter
Hovd begins: Carrier
Darhan begins: Carrier
Nagoya begins: Tank
Guangzhou begins: Machine Gun
Tank defeats (21.28/28): Chinese Machine Gun
Infantry defeats (17.80/20): Chinese Longbowman
Tank defeats (15.68/28): Chinese Longbowman
Taoism has spread: Shanghai
Captured Shanghai (Mao Zedong)
Cavalry loses to: Chinese Rifleman (0.84/14)
Cavalry defeats (15.00/15): Chinese Rifleman
Tank defeats (10.08/28): Chinese Cavalry
Tank defeats (22.96/28): Chinese Cavalry
Tank promoted: Pinch
Destroyer promoted: Combat I
Battleship promoted: Combat I
Battleship promoted: Combat I
Darhan begins: Bomber
New Sarai begins: Bomber
Tianjin begins: Marine
Grumpus Prime finishes: Bomber
Antium finishes: Tank
Rome finishes: Tank
New Sarai finishes: Fighter
Tiflis grows: 16
Tiflis finishes: Bomber
Foothold grows: 4
Guangzhou's borders expand

2
Turn 337 (1947 AD)
Grumpus Prime begins: Bomber
Antium begins: Tank
Rome begins: Tank
Tiflis begins: Bomber
Infantry promoted: Pinch
Tank promoted: Combat I
Destroyer promoted: Combat II
Tank promoted: Combat I
Tank promoted: Combat II
Tank promoted: Ambush
Battleship promoted: Combat II
Battleship promoted: Combat III
Tank promoted: Combat I
Karakorum finishes: Marine
New Sarai grows: 14
Samarqand grows: 8
Tabriz finishes: Fighter
Hovd grows: 14
Foothold finishes: Lighthouse

3
Turn 338 (1948 AD)
Karakorum begins: Tank
Tabriz begins: Fighter
Foothold begins: Machine Gun
Nagoya begins: Courthouse
Marine promoted: Combat II
Marine promoted: Combat III
Marine promoted: Ambush
Tank promoted: Combat II
Tank promoted: Ambush
Rome grows: 18
Ning-hsia finishes: Settler
Old Sarai finishes: Artillery
Tiflis finishes: Bomber
Kazan finishes: Library
Ulaanbaatar grows: 12
Frozenandzadgad finishes: Lighthouse

4
Turn 339 (1949 AD)
Ning-hsia begins: Bomber
Old Sarai begins: Bomber
Tiflis begins: Bomber
Kazan begins: Courthouse
Artillery promoted: Combat I
Artillery promoted: Combat II
Tank defeats (24.08/28): Japanese Tank
Tank defeats (21.84/28): Aztec Infantry
Tank defeats (17.36/28): Aztec Longbowman
Infantry defeats (16.80/20): Aztec Longbowman
Turfan begins: Lighthouse
Grumpus Prime finishes: Bomber
Rome finishes: Tank
Beshbalik grows: 20
Otrar finishes: Colosseum
Sanchu finishes: Battleship
Kazan grows: 17
Almarikh finishes: Theatre
Dalandzadgad grows: 3
Dalandzadgad finishes: Granary
Tianjin's borders expand
Infantry defeats (12.80/20): American Tank
Tank defeats (5.60/28): American Tank
Infantry defeats (6.00/20): American Artillery
Infantry loses to: American Tank (18.48/28)
Tank defeats (28.00/28): American Tank
Tank loses to: American Tank (24.08/28)
Tank defeats (3.36/28): American Navy SEAL
Tank loses to: American Gunship (13.60/20)

5
Turn 340 (1950 AD)
Grumpus Prime begins: Tank
Rome begins: Tank
Otrar begins: Tank
Sanchu begins: Tank
Dalandzadgad begins: Worker
Almarikh begins: Bank
Battleship promoted: Combat I
Battleship promoted: Combat II
Tank promoted: Combat II
Artillery defeats (11.16/18): Aztec Infantry
Artillery defeats (16.20/18): Aztec Longbowman
Cavalry defeats (15.00/15): Aztec Spearman
Judaism has spread: Calixtlahuaca
Captured Calixtlahuaca (Montezuma)
Razed Calixtlahuaca
Judaism has spread: Calixtlahuaca
Calixtlahuaca lost
Tank defeats (11.48/28): Japanese Tank
Tank promoted: Ambush
Tiflis begins: The Eiffel Tower
Rome begins: The Eiffel Tower
Turfan finishes: Factory
Ning-hsia grows: 13
New Sarai finishes: Bomber
Tabriz finishes: Fighter
Darhan grows: 7
Machine Gun defeats (18.00/18): American Tank
Tank defeats (11.20/28): American Navy SEAL
Tank loses to: American Navy SEAL (5.76/24)

Finish up Friday
 
A little pressed for time here, but here is a log of the first 5 turns.
take your time handy, no rush needed. I hope you don't mind, but I always feel those datalogger reports contain no soul...and actually don't really say much about the bigger picture...but I am sure it's because you were rushing...so take your time tomorrow... :)
 
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