JB1 - Generic Random Deity

TMcC,
I think we can build armies in 3 turns without Mobilization. I don't think Susa has a power plant yet. Build Hoover, get Sanitation, and then pile in workers until it is over 133 production. With mobilization we should be able to get it up to 200 shields I would think.

This all assumes I am correct about the lack of a power plant. I looked at it but I might have gotten confused. If it already has a power plant then it will still be over 100 without mobilization. Getting it to 133 would require mobilization though.

I would get Sanitiation right away via trading atomic theory. We might even be able to 1 turn rush a hospital in Suza before hoover (using the trick of rushing a worker first) if we save our money.
 
@Greebley (really @all) - Don't know about Susa's power plant, if it doesn't have one, then it will pull 100 shields/turn without mobilizing, and 133/turn w/mobilizing. [At size 12] The argument of Army vs. n cavs/infantry becomes more complicated as n gets smaller. 4 Infantry or 1 Army? Take the Infanty. 1 Army or 2 Infantry? Now the Army might be better. 3 Infantry ... ? Hard to say. For this game, it doesn't matter. Our only needs for armies are to defend cities from counter-attack or to attack cities when we don't have sufficient artillery support available. We should be able to crank out enough units that neither situation will be very troubling in this game. If we choose not to mobilize, and Susa can build an Army in 2 or 3 turns, it may be worthwhile just for the shield transfer. (A disbanded, empty army instantly completes a Temple or a Library in a new city.)

On a more general note: If we want get sanitation and grow our cities larger than 12, we need to build Cathedrals. Susa at size 20 generates a load of shields, but it's counterproductive if we have to run 30% lux tax to keep it happy.

If I were playing the next turns, I would just build 1-turn units out of Susa until it became apparent we needed more armies. I would also forego hospitals unless it was necessary to get a city into the unit-a-turn rotation. (We had to build our core so tight, there are a few cities that can't get larger than size 12.) I don't think the AI will ever get to attack our core cities, so the metropolis defense bonus is pretty much moot. Might as well keep it simple and build all military, and fight until the game quits.
 
No worker farms! No changing 20 food and 10 shields into 60 food! It's abusive and exploitive! (Have we had this discussion before?)
Edit: Let's pretend like I said that a little more diplomatically. "Could we please not be merging Workers to jack our population above 13? We discussed worker-farms once before and I had hoped that we could avoid such 'gray area' uses of that particular unit. We've done a few merges into cities, which I'm only leery of, but using them to blast cities into Metropolis-land really starts to break the system."

And I do believe that I never had a chance to build a power plant in Susa.

In any event, I don't see a Hospital being a terribly worthwhile investment. It's a little handier if you're planning on cranking Modern Armor for a while, but I'd rather just have the Cavalry for now. But do as seems best on your turn, as always.
 
Ben,
Is the worker farm comment aimed at my comment about making Susa grow?

Whats your definition of a worker farm? Merging some pre-existing workers into a single town to get its production up is not a worker farm. Having one or more towns remaining small and spewing out workers for the sole purpose of building up big cities - that is a worker farm as far as I understand the definition. I don't think anyone suggested doing that.

I guess I am trying to understand your terminology. I am willing to play by your rules, but then what is the rule?

1) No merging workers into towns (disbanding only)?
2) No merging workers into metropolises (size 13 cities)?
3) No worker farms as defined above?

As far as I know the first two are not considered exploits - it is the third case that is. The difference is more one of intent and there are shades of grey here. But to me adding workers to get Suza up to 134 shields and then stopping is strategy not exploit. However if you want to play with 1 or 2 thats ok too. I just need to know so I don't do it.
 
Inherited turn: Settler from Bejing goes N. We buy furs from the Iroquois for 238 gold and 32 gpt.

IT: Our luxuries deal with the Koreans expires, but the loss of happiness is compensated by our furs deal with the Iroquois. Thanks JB! :D

960 AD (1):
Nanking: Factory -> bank
Antioch: Settler -> factory
Uruk: Worker -> worker
Shantung founded. Worker movement.

970 AD (2):
Tatung: Courthouse -> factory
Gordium: Marketplace -> factory
Tientsin: Coal plant -> bank
Hangchow: Marketplace -> bank
Worker movement

IT: Polution hits Susa. This will delay the production of ToE by one turn :(

980 AD (3):
Shanghai: Factory -> infantry
Akkad: Aquaduct -> factory
Macao: Marketplace -> courthouse
Worker movement

990 AD (4):
Tarsus: Marketplace -> courthouse
Worker movement

1000 AD (5):
Persepolis: Factory -> artillery
Susa: ToE-> Hoover Dam (after picking Atomic theory and Electronics) MM to get Hoover dam in 9 turns instead of 10, but we lose 3 food per turn in Susa now. This doesn¡'t matter, cause we can keep this up for 13 turns, without losing population.
Shanghai : infantry -> artillery
Pisae: worker -> settler
Canton: Heroic Epic -> bank
Tientsin: Bank -> artillery
Anyang: Worker -> worker
Trading round:
Rome: Scientific method for WM, economics and 461 gold.
Iroquois: Atomic theory for WM, 560 gold and 125 gpt.
America: Atomic theory for 983 gold, WM, corporation and navigation.
Korea: Atomic theory for free artistry, 359 gold, WM and sanitation.
England: Scientific method for WM and 20 gold.
Worker movement. We use the gold for a massive unit upgrade

IT: Korea eliminates Rome.

1010 AD (6):
Bejing: Bank -> infantry
Xinjian: Granary -> factory
Shantung: Temple -> marketplace
We assemble all nearly all our units in Canton, preparing for the strike against Korea. Only our border cities have garrisons now.

1020 AD (7):
Nanking: Bank -> artillery
Arbela: Courthouse -> marketplace
Elippi: Bank -> artillery
Shanghai: Artillery -> artillery
Pisae: Settler -> marketplace
Tientsin: Artillery -> artillery
We declare war on Korea! :evil:
We pay the Iroquois 27 gpt for an alliance against Korea.
We pay America 14 gpt for an alliance against Korea
We give the English industrialization for an alliance against Korea.
We capture the Korean city Ravenna. Chinan and Kaifeng founded.

1030 AD (8):
Tsingtao: Courthouse -> bank
Ashur: Temple -> aquaduct
Bactra: Temple -> courthouse
We capture Hispalis.

1040 AD (9):
Bejing: Infantry -> artillery
Nanking: Artillery -> artillery
Shanghai: Artillery -> artillery
Sidon: Factory -> artillery
Tientsin: Artillery -> artillery
We capture Pompeii

IT: Washington completes US

1050 AD (10):
Elippi: Artillery -> artillery
Shanghai: Artillery -> artillery
Canton: Bank -> artillery
Troops positioned to assault Canton the next turn.

We now make 433 gpt, which allows us to rush some artillery each turn. We are making slow, but steady progress against the Koreans, who are utterly unable to mount any counter assault whatsoever. The domination limit for this map is 759 according to mapstat, and we now control 469 tiles. 290 tiles to go people....

The save:
http://www.civfanatics.net/uploads5/JB01-1050AD.zip
 
@Darkness - Nice progress, and good job initiating the dogpile. It seems we will only have to conquer Wang and Abe to trigger domination.

However ...

Originally posted by T_McC

(c) War with Rome, immediately moving to war with US, hoping to transition to war with England. Bluntly, this was the only way we could lose the game. Our economy was such that we couldn't control the Alliance cascade after the fall of Rome. We had less than 1 unit/city in our productive core. Pre-rails that is a recipe for disaster. (Post rails its not such a great idea either). The Koreans would have only needed a stack of 6 cavs and some RNG luck to devastate us. Oh, and almost all of our offensive forces would have been farther from our core than our opponents would be!

Maybe I'm just an unfrozen caveman chemical engineer, but I have some real issues with the way the Korean war is being prosecuted. I just don't understand the fascination with not defending your own cities. Excluding Pompeii, our frontline cities are defended by a single cavalry each, and we have two infantry and a cav army guarding our core cities. ALL OF THEM COMBINED!! I guess this explains the turnlogs in some play-by-email games, which have statements like "I broke through his one fortress city and rode his rails to capture another 20 on the same turn". Yeah, I doubt the AI can figure out a proper strategy for dealing with this, but why take the chance? Yeah, the only city the Koreans can reach has mulitple defenders (albeit injured cavs), but I don't see the logic behind putting ourselves at risk of losing based on a hellish pRNG round. We're not in a hurry. A couple of more turns of patience would have eliminated any possibility of losing.

Next leader should check the build orders relative to our current military. I think we are getting a little artillery rich and cavalry/infantry poor. Also examine Perseopolis' build in light of us almost assuredly completing the Hoover Dam. We are so poor culturally that I think we have to raze and replace the Korean cities, just to avoid having to capture them twice (or thrice), so make sure the settlers keep coming.

It would also be nice to have Nationalism so we could draft and end my rantings about city defense.

I don't mean to be overly negative. This is just a clash of playstyles. Obviously myself (and possibly Ben) are the conservative players on the team. The game is going fine and it would take something really weird to stop us now. In fact, it is entirely possible that the game will end before my turn. [~290 tiles in only about 12 cities w/border expansions, I think we can do 1 city every other turn from here on out.]
 
Kinda funny. I briefly looked at the save and my thought was "wouldn't it be a good idea to use the army in the assault?".

It is true I didn't look closely at defense. A few infantry guards might not be a bad idea. Kuningas will probably look into it. I don't think we need a lot of defenders though. Once rails exist, 4-5 is probably the most you need for inner cities, though sometimes I like a defender in all coastal ones. I don't think we need that here though.
 
Got it.
I usually don't play with many artilleries. As I rarely start wars in the IA.

I'll post results tomorrow.
 
The fun game to play with artillary is to see how few losses you can get. In other words, try to minimize losses and not worry about how fast you are progressing. It is an educational "game" I have been trying out recently. I tend to rush my attacks too much and lose too many units.
 
Your objectives when using artillery should be two-fold:
(1) Reduce enemy cities to smaller than size 6, to remove the defensive bonus. (Artillery shots will kill population)
(2) Red-line all defensive units

A side-effect of achieving these objectives is that often you will wipe out any infrastructure the enemy has in the city. Since we intend to raze and replace, this in no big deal.

The key is to be patient. There usually isn't any reason to attack a city larger that size 6, or with full-strength defenders (everybody down to 2 hp is usually good enough to reduce your troop losses to negligible). Feel free to bomb a city for multiple rounds.

As a side note, you should probably shuffle another infantry on top of our northern artillery stack. We didn't build those things so Korea could use them. As it stands, I believe there is only 1 defensive unit on ~12 artillery.

Progress will be slow, but inevitable. On your turn you should be able to attack 4-5 Korean cities. By the end of your turn we may have enough artillery to attack two cities simultaneously. No rush, and it is pungent :smoke: to just charge into full-health infantry with cavalry.
 
1. On Worker Farms
I'm not even going to clarify or justify my position on this Worker merge issue. I failed to be clear about this at the beginning of the game, so we'll just say that whatever any individual player feels about this topic is the way he should be playing in this game. I just don't want to expound/discuss/argue about it anymore; the middle of an SG-in-progresss is just the wrong forum for that.

2. On Defense
Defending cities with Infantries = Good
Defending cities with Infantry = Satisfactory
Defending cities with Cavalry = Bad

3. On Nationalism
How did we not get this off of ToE? By which of course I mean our ToE trades. Rome has this tech; won't they take AT for it? It's okay to chip in cash for this technology; Mobilizing will get us oodles of shields, surely worth a thousand or two gold, which we'd just spend rush-building anyway.

4. On Artillery
Yes, Artillery are cool. TMcC just explained everything anyone could ever need to know about them. But do let's keep more than a single Infantry guarding our stacks. ;)

Happy hunting! :sniper:
 
0 - 1050AD
Trade with English: The corporation and atomic theory for Nationalism.
England, America, Iroquois have communism and espionage.

1 - 1060AD
Beijing Artillery ->Infantry
Nanking Cavalry ->Settler
Tientsin Artillery ->Settler

No casulties ->Pusan razed.

2 - 1070AD
Persepolis coal plant ->Infantry
Nanking Settler ->Artillery
Tarsus Temple ->Courthouse
Shanghai Infantry ->Artillery
Sidon Artillery ->Bank
Tientsin Settler ->Cavalry
Anyang Temple ->Settler

Ningpo founded.
Paoting founded.

Korean galley+frigate sailing. Iroquois deals with gems is expiring. I trade Coal and 1gpt for Gems.
3 - 1080AD
Tatung Bank ->Settler
Ellipi Cavalry ->Artillery
Canton Artillery ->Infantry
Viroconium Temple ->Courthouse
Chinan Temple ->Artillery
Kaifeng Temple ->Settler

4 - 1090AD
Beijing Infantry ->Infantry
Hoover Dam ->Hospital
Shanghai Artillery ->Stock Exchange
Uruk Temple ->Settler
Tientsin Cavalry ->
Paoting Temple ->Worker

Cheju razed - lose: 4 infrantry

Yangchow founded. (aggressive city wines and bombing range to Seoul and Ulsan.)

Korea and Iroquois signed peace.
5 - 1100AD
Persepolis Infantry ->Infantry
Tatung Settler ->Granary
Ningpo Temple ->Artillery

Trading Electronics:
America: Electronics for Refining, Communism, 110 gold and 18 gpt.

6 - 1110AD
Susa Hospital ->Cavalry
Arbela riots
Ellipi Artillery ->Artillery
Hispalis Temple ->Aqueduct
Akkad Factory ->Infantry
Uruk Settler ->Settler
Anyang Settler ->courthouse

Ulsan razed.

New Beijing founded.

7 - 1120AD
Susa Cavalry ->Cavalry
Arbela Marketplace ->Artillery
Gordium Factory ->Infantry
New Beijing Temple ->Settler
Bactra Marketplace ->Courthouse

8 - 1130AD
Persepolis Infantry ->Infantry
Susa Cavalry ->Cavalry
Shanghai Stock Exchange ->Infantry
Canton Stock Exchange ->Infantry
Kaifeng Settler ->Artillery

Neopolis razed.

Seoul razed and GL appeared :goodjob:
Inch'on razed

9 - 1140AD
Beijing Stock Exchange ->Cavalry
Tatung Granary ->Artillery
Ellipi Artillery ->Infantry
Yangchow Temple ->Artillery
Gordium Infantry ->Infantry
Akkad Infantry ->Infantry
Sidon Bank ->Artillery
Tientsin Stock Exchange ->Cavalry
Susa Cavalry ->Wall Street

New Shanghai founded

10 - 1150AD
Nanking Cavalry ->Cavalry
Shanghai Infantry ->Infantry
Canton Infantry ->Infantry
Viroconium Marketplace ->Courthouse
New Shanghai Temple ->Artillery


--------------------------------------------
I slowly advanced further. Koreans have 3 cities left.

Next player may accomplish the palace jump by using the GL.
 
1150AD save
zip.gif


jb01-1150ad.zip
 
jb01_1150mil.jpg


Very nice to see such a large slab of Korean territory in our hands. Cheers.

If you squint you can count up the little white dots in the big smear of light purple in the MilMiniMap. If you're mathematically inclined, you may notice that this number is significantly larger than the number next to our line of Infantry. This is not necessarily a Bad Thing (tm), but it's also not terribly good. In spite of my desire to blitz through this game, we really should take a breather after the Korean war and build some Infantry. If nothing more, it's good to at least have some sort of strategic reserve to call on if things don't go as planned on the front lines.

After said re-armament period, I think the Americans should be next on the chopping block. The Iroquois have some old Roman holdings that jut awkwardly into our territory, but Washington has Smith's Trading Company, the Pyramids, Bach's Cathedral, and Universal Suffrage. Compare that to the best the Iroquois can offer -- Rome with Leo's, Magellan's Voyage, the Theater, and Newton's University. With Korean territory under our control, Washington will be in easy striking distance.

Some micromanagement is needed. I know Persepolis at least still has a Coal Plant. We may be able to skim some Conscripts off of high-food cities, though I neglected to check that -- extra Infantry would be very nice to have right about now.

Who has thoughts about Mobilization? We're almost at the end of 1 war, so we'd only be taking a short break from Temples -- but what about future wars?

Roster:
JustBen
Darkness
Kuningas
Greebley (up next)
T_McC (on deck)
 
Re: nationalism: In my turns only Korea was willing to trade nationalism for atomic theory, but that required a gpt payment with it. Which I of course refused. SO I had to settle for other techs, as I didn't want to trade electronics (to be absolutely sure about Hoover).

Re: City defense: The reason I moved all our units to the front is fourfold
1- Undefended cities are a beacon to AI units, and any units they send by see weaken their core defense.
2- The terrain along the frontline was rugged enough to prevent AI access to our lands by land.
3- After railroads you can get anywhere in your teritory in the same turn, so you don't need any city defense (MP's not needed in republic/democracy)
4- Like I said, I couldn't get nationalism without a gpt payment to Korea, so I couldn't draft.

It's just a difference in playstyle, I guess...
 
Good playing Kuningas. It didn't seem we had much in the way of casualties. Greebley gets to kill off the Koreans.

The next target should definitely be the US. The rubber-less US. I do agree with Ben's thought that we should try to keep Washington if we can. I think we are going to have more of a problem with hitting the population limit for domination than the territory limit, so the Pyramids would be nice. Shouldn't be too difficult to hold for the 2-3 turns that will be required to finish the Americans after Washington falls. When we do go to war with the Americans, pay the Iroquois off to join us. We have a really long and awkward border with the Iro, and I'd like to keep them otherwise occupied.

If we do want to jump the palace (and I think that would be more useful than another army), Tientsin or Perseopolis are the best candidates. Since the game has so few turns remaining, all we're aiming for with the jump is to reduce corruption in our already developed towns.

If I'm reading things correctly, we only need to conquer the US to achieve domination. If we don't, England is certainly a soft target.

Oh, and just be sure to play your turns in PTW. I could open the save in Conquests, but a few things didn't look right to me. In particular the Army conforms to Conquest rules, not PTW rules.
 
I have done wars the same way darkness. Given our narrow front line and slow terrain along it we don't actually need many units to defend our core. It is pretty effective agains the AI, though it is a good idea not to have any ROP's :) As you say a different style of play.

Speaking of different styles of play; I have never used mobilization or drafting. What with the mobilization bug and the fact it isn't in GOTM's, I really haven't had the opportunity to try mobilization. As for drafting, I just have never gotten around to using it or learning the rules (Really dumb questions Do you need to be mobilized to draft? Does drafting work the same way as whipping in terms of happiness?).

I will play this tonight or tomorrow night.
 
Blech; I always forget about the mobilization bug. I use it so rarely. It's really sweet to get a baby golden age, but the cost is high.

Drafting can be done any time, as long as you have at least 7 population in the city. This one is definitely not to be overlooked. At the very least, you should use this in the same way you "peel" Workers off of size 12 cities that have a full food box. Conscripts are great for trivial core garrisons, suppressing flips, and putting down resistors.

I mostly like to keep all of my cities with units in them to discourage those random declarations of war. We could handle being at war with the whole world, but for now I'd really rather import luxuries from the Iroquois. The concern is not what we're doing with the units we have but rather how many of them we have to do stuff with. But we're working on that as fast as possible, I know. ;)
 
This difference in play styles is the difference between "Always Forward" [Greebley and Darkness] and "Never Backwards" [Troy and Ben]. They can both be effective, but they're usually not compatible. In a blowout like this, your way gets things done faster. In a game with a competitive AI, the choice is often not as obvious.

Drafting gives 20-turn unhappiness, like whipping, but it seems to be at a lower level. You do not have to be mobilized.

You might want to try mobilizing when the Koreans have 1 city remaining. (We'll return to normalcy when Korea is eliminated) If mobilizing means some cities go from 2 to 1 turn per unit (or 3 to 2) it may be worth re-mobilizing to attack the Americans. Eyeballing the save, I can't whether it is worth it or not. (Going from, say, 50 shields to 76 isn't really of any use.)
 
Preturn: Mostly look at everything to refamiliarize myself with our position. Our economy is a bit stronger than when I last played. I do trade communism for espianage, 8gpt and some small change with england.

America doesn't have iron, coal, oil, or rubber. Cavalry and riflemen - no infantry. They sound like they have a target painted on their backsides.

We have 7 turns of Alliance vs the Koreans. So we will be fighting them for a bit.
23 infantry, 28 artillary, 15 cavalry. Sounds reasonable to me boss.

Iroquois are the ones to avoid. They have a huge army. (Note to self: The Iroquois are a much bigger threat than the Koreans, so I should fortify any city they can reach). I suspect we shouldn't have any troubles getting domination without attacking them, though they may attack us. Hmmm... they are furious too. Our forces along the front could use some shoring up. Since the team has suggested drafting, it seems a reasonable to do this. I go through all size 12 cities (except Susa) and draft. Oooh I could build a 6 hp army! Nah. 9 fine defenders now guard against Iroquois atrocities.

I don't think I want to try mobilization yet as I have things to build that may not be military. I will have to think about it.

As for the leader, I suspect an army is best. We are currently in the wonder free era that is the end of the industrial age. The only other alternative is a palace, but it seems late in the game for that.

We now have all techs. I decide I like the intelligence agency more than wallstreet so Susa is switched.

No units seem in danger... Okies, time to start.

Our furs deal with the Iroquois runs out. I renew for 2 lux's and some cash. I don't think I need to worry about what they will do with the luxuries.

IBT: Some random movement. I may need to turn sound effects back on. Silent battles is just too freaky. Mostly America. and Korea fighting each other. Korea lands next to an undefended city.

Beijing: Cavalry->Artillary
Persepolis: Infantry->Infantry.
Gordium: Infantry->Infantry (MM Gordium for growth).
Tienstin: Cavalry->Infantry (sell a coal plant)
Notice Xinjian has no harbor. Switch it to harbor as it needs one.

1160 AD: Turn on sounds. If TMcC likes them off, I can turn them off at the end of my turn. Will probably try to remember to do so for the music.

Build a road [Edit: near the new towns] so I can get my artillary back and forth better.
Bombard the Korean intruders in our backlands. Damage their boats.
Attack first intruding infantry with an elite infantry and win.
Attack second intruding infantry with a Veteran (no healthy elite) and win. Invasion repulsed.
Bombard Wonsan with limited success
Build army with leader. Going for cavalry for the speed.

The govenor of Susa being open minded and enlightened decide to reward the people of civilizations of the past who have been toiling for hundreds of years for the Chinese nation. These peoples are given a place to live within Susa making Susa a melting pot of cultures and ideas. Unfortunately, the govenor fails to take into account the natural tensions between the peoples and the luxuries need to be raised as a result. The emporer has words with the govenor.

(Sorry guys, I thought it a cute way to make both Ben and me happy (merge only foreign workers) and got carried away. On the plus side we are generating 141 shields a turn - on the minus side I forgot to take into account that the city wouldn't be very happy without a cathedral and such. I have done this same silly error before; you would think I would have learned it by now. Lux only needs to be 20 thank goodness).

Rush a few artillery and switch a few builds to artillery (I need more for these big towns) and rush a few courthouses on the borders.

IBT: America and Korea fight a bit. England and Korea make peace.
Tatung, Nanking, Arbella, Canton, Sidon: Artillery->Artillery
Tsingtao: Bank->Cavalry
Ellipi, Shanghai, Akkad: Infantry->Infantry
Bactra, Tyre, Macao: Courthouse->Artillery

1170 AD: Bombard Wonsan down to size 3 with 2 hp guards [Edit: I attack and take Wonsan]. Also attack random infantry intruder. Sustain a total loss of 2 infantry.

Beijing and Tatung draft and fortify Wonsan.

IBT: America and Korea make peace. Minor movement from korea
Suza: Intelligence Agency->Colloseum
Antioch: Factory->Cavalry
Tienstin: Infantry->Cavalry

Another palace expansion.

1180 AD: Pound Hyangsan knocking defenders down to 1 hp. Attack city and take it with no losses. Kill two random infantry.

Fortify the cities on the border some more.

Rush a few libaries in newer cities

IBT: An infantry is attacked by an infantry. We win and promote to elite.
Beijing has pollution.
Beijing: Artillary->Cavalry
Persepolis: Infantry->Infantry
Nanking: Artillery->Artillery
Susa: Colloseum->Military Academy
Shanghai: Infantry->Infantry
Yangchow: Library->Wall
Canton: Artillery->Artillary
Chengdu: Courthouse->Cavalry

Another palace expansion????

1190 AD: Change to and rush an ironclad in new beijing to get rid of a pestiferous ironclad.
Attack on Pyongyang: Bombard to size 1
It is well defended and I cannot take it this turn. "An army that cannot hit" nearly loses to a 2 hp infantry. It survives with 1 hp (it had around 10-11 to start I think).

IBT: Korea does little.
Ellipi: Infantry->Cavalry
Other things were built but my record was lost

1200 AD: Bombard defenders of pyongyang to 1 hp and take the city.
Bombard Nampo injuring the defenders, but don't hurt the pop much.

IBT: A Korea infantry attacks our infantry and loses
Shanghai: Infantry->Infantry
Pompeii: Temple->Artillery
Canton: Artillery->Artillery
Sidon: Artillery->Artillery

1210 AD: Bombard Nampo from size 15 to 5 and units down to 2 hp, but it proves resistant and I do not take it. I do kill some units and lose a cavalry and an infantry (got a lot of retreats this round).

IBT: Korea infantry attacks an infantry in a city and loses.
Beijing: Cavalry->Cavalry
Persepolis: Infantry->Infantry
Pyongyang flips a few infantry lost.
Susa: Mil Academy->Army
Yangchow:Walls->Courthouse
Gordium: Infantry->Infantry
Tienstin: Cavalry->Cavalry
Chengdu: Cavalry->Cavalry

1220 AD: Bombard Pyongyang to 1 hp defender and retake.
Bombard Nampo to two 1 hp defenders and take. Korea destroyed. [Edit: America declared peace with Korea shortly before this. I don't know how I missed recording that]

We have a strong military vs America and some units have move left.
I plant a spy in America and steal their plans. successfully :)
26 rifles, 12 cavalry, 1 artillary. Yep - its a go. No suprise. War declared.

Bombard Philadelphia and attack with Cavalry and take city.
Pick off a few other units and workers

Hit space to see what the US can do back to us....

IBT: A bunch of attacks. Two conscript infantry become elite. One infantry and one cavalry killed. And somehow a very lost artillery is taken??? I am not sure how it got on the square that it was taken on.

Tatung: Artillery->Artillery
Nanking: Cavalry->Cavalry
Ellipi: Cavalry->Cavalry
Shanghai: Infantry->Infantry
Canton:Artillery->Artillery
Bactra: Artillery->Artillery
Akkad: Infantry->Infantry

1230 AD: America has 9 cavalry, 24 riflemen, and 2 artillery
We have 45 infantry, 41 artillery, and 21 cavalry

Bombard of Chicago gets it down to 2 hp defenders and size 10.
Start moving artillery into range of washington (31 of them)
Kill 5 of america's cavalry

IBT: America kills a cavalry.
Xinjian: Barracks->Cavalry
Shangtung:Marketplace->Artillery
Tsingtao: Cavalry->Cavalry
Nampo joins the americans. A bit annoying as there were 4-5 defenders. To much pressure from the border. Nothing major though. A bit ironic as it had no American citizens while Philadelphia is full of resistors. [Edit: It turned out a bigger deal than I thought due to the city being founded on rubber, but there was nothing we could do about this. Poor Nampo is surrounded on 3 sides by Americian culture. Just bad luck]
Gordion: Infantry->Infantry
Tientstin:Cavarly->Cavalry
Chengdu:Cavalry->Cavalry

1240 AD: Bombard Nampo until the unit has 1 hp and take it back. The saddest part is Nampo was founded on rubber so now there are infantry in american cities. Sigh.
Kill a rifleman
Advance washington SOD.
A few rushes

IBT: Attack on Nampo promotes a conscript to regular infantry.
Beijing: Cavalry->Cavalry
Persopolis: Infantry->Infantry
Pyongyang: Temple->Walls
Tatung: Artillery->Artillery
Nanking: Cavalry->Cavalry
Susa: Army->Pentagon
Ningpo: Settler->Barracks
Ellipi: Cavalry->Cavalry
Shanghai: Infantry->Infantry
Canton: Artillery->Artillery
Bactra: Artillery->Artillery
Hispalis:Artillery->Artillery
Akkad: Infantry->Infantry
Macao: Artillery->Artillery

1250 AD:
I try an attack on chicago but it goes poorly. I risk an army and get unlucky and lose it. This was a error on my part; I should have waited until it was size 6 or less.

The one turn Nampo flipped, America upgraded all its rifles to infantry. The flip couldn't have had worse timing.

I would be curious to know how many squares we are from domination.

I stayed up way too late playing this and which made this report less than ideal. It is not really complete I forgot to write some small stuff down. I am also too tired to MM at all so TMcC, things may not be optimal

Our final numbers are 48 infantry, 48 artillery, and 24 cavalry. America has 6 cavalry, 7 riflemen, and 15 infantry.

We should be able to kill them and win I would think.

I never did mobilize. TMcC, I leave that to you if you want to. Not sure we need it.

A picture from my steal plans. Don't often get to see this:

JB01-USunits.JPG


The final result differs in that we own Philadelphia.

The Save

Good lord it is 3:37 am. It wasn't supposed to be THAT late. :arrow:

Edit: I forgot to turn off the music.]

[Edit: Some more comments now I am rested:

Susa is building the Pentagon. Be aware that if you switch to something else you will NOT be able to build the pentagon. An army died on the last turn leaving us with 2. Only switch away if you don't want it at all

There are two big stacks of artillery. One is currently bombarding washington down to reasonable size. Washington had 8 defenders when I stole plans. It may require more than the 30 odd artillary bombarding it to get the defenders hp down. The second is working on Chicago.

For population growth, we need hospitals. When America looked easy picking with rifleman my throught was to just cut through them and not worry about much else. Now it will be not so easy to take them out, it could be worth a short delay to build hospitals so we can continue to grow.

I think that TMcC can finish this game on his turn if he so desires. Or you can take it slower. Up to you. I can't see it going past Ben unless we decide on a different victory condition. Domination should be fairly easy to acchieve.

One argument against mobilization is that building temples to expand borders will shorten the game. If we mobilize we can't do that. I don't know that we need it. Most of our main towns make infantry in 2 and probably won't make infantry in 1 mobilized.

Our workers are fairly useless right now. I gave them random things to do, but they are unneccessary for the most part. I didn't merge them into towns due to lack of hospitals, but this is something we could do if we wanted. They could have some use switching mines-irrigation in our core - though I don't think we need to spend the time doing this to win.

I did more culture rushes than my record indicates. For some reason, recording this was the thing that got left out most often. It may be worthwhile going through the towns and seeing if we need anything to get more squares under our control.

The luxury rate is higher than it need be. In part this was due to no real need for money or science and the fact WLTKD lowers corruption. I did not adjust it the last few tlurns. It might be worth looking into whether raising it to get more cities under WLTKD or lowering it (keep an eye on Susa) makes sense.
 
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