JB2 - Neo-Fascists (C3C Deity)

When I checked right before they attacked, the only ones not attacking the Mayans were the Americans. They attacked us with 3 other nations pounding on them!

I didn't check things at the end of my turns so it may have changed a bit. Definitely, the Aztecs and Mayans had been fighting recently & exchanging cities. If they are no longer fighting, then at least it should be cheaper to ally them in. I wasn't sure I wanted to commit to 20 turns of war though.

I forgot to mention that I think we also got Chivalry (another Zulu freebie), though we no longer have horses to take advantage of it as I traded them away (I wasn't expecting a war).

I am thinking we should also consider using our troops to clear the island of Greeks and Aztecs. We are getting serious flip risks as the amount of culture the Greeks have is very large compared to ours - possibly 10x.

[edit:
Madbax, your arguments for PP do make sense. The problem I had was I was needing to kick in 24 gpt to make the deal which didn't seem worth it. You are right though that if PP hadn't cost us then having the option for going for democracy would be not a bad thing. It is possible that the Zulu were researching banking and so the value was going down and that is why it cost so much.

Oh I meant to check - it was mentioned that there was a size 15 city. My guess was that the city had shakespeares theatre, but I forgot to check.

Only 4 more techs for the industrial age!

[Another Edit]

I just realized I did something that could have been really stupid during my turns. When trading for the tech right before the Mayans declared, I took an MPP to be able to afford the tech. My thought was that if they attack the MPP is broken and if they don't we have a strong ally and can clear out our continent.

But this could have backfired horribly if the Mayans had gone last. Then the other three AI's at war would have all attacked the Mayans and we would be at war with them and then when the Mayans attacked us, we could have been at war with all but the Americans. We probably would have survived, due to our living on our own island, but it could have cost us. Because I got lucky, I didn't even notice it. It was a weed move non-the-less.

A question occurred to me. Is there a way to know the order of the AI when they take their turns? If so, I could have actually checked rather than relying on pure chance, which would make all the difference between a weed vs a clever ploy.
 
Got it. Don't know exactly when I'll get to it, though.

@Greebley: I think the only way is to watch the IT and see which colored units move before/after the next color's unit. Maybe the order of the listing when you hit Shift-D is significant?

I don't want to get dragged into 20 turns of war if I can help it. It's not like we're a sleeping giant or just waiting for last little bits of infrastructure to complete. We're seriously, sadly weak and we don't even have horses anymore.

Of course, saving a few cities is small comfort if the Mayans consequently win it all. You've got at least 12 hours before I touch it, and probably more like 24. Please discuss whether or not the MA is worth its price in blood.
 
Without looking at the save (being at work), I am guessing that the Mayans are at war with sufficient number of civs so that an MA is not needed.

If anyone actually has access to the save and can check this hypothesi, it would be of interest to know which civs are at war in the current save.

I guess the biggest issue with making an MA with the Greeks or Aztecs is that I think we might want a mini-war with them to remove the threat of culture flips.

The Americans have our horse deal and only 1 harbor, so sending them to war with the powerhouse seems less attractive (it is pretty well defended and there is also a route through the Aztecs, so a war wouldn't be a huge risk unless they end up fighting the Mayans alone)

The Zulu are pointless.

So I am thinking an MA is only worth it if the Mayans are showing signs of grabbing additional cities and becoming stronger.
 
This game is a great read. I especially enjoy the randomness of the set up, which I personally think makes the game much more tough than many of the "AI giants! (with Achilles' heel)" games that you already know how the AI is going to eventually unravel and lose before it even starts. Setting the barbs at random would have been kind of nice too, but I suppose that if they fell to raging that might have been too brutal. Instead of just the relatively normal, crazy brutal situation you all found yourselves in.

One question about MAs: are they cheaper when there is already a dogpile in progress? You may not want to commit to twenty turns of war, but I think you may need that amount of time to build up enough troops to push either the Greeks or the Aztecs from your home in your mini campaign. Just my know- nothing two cents.

Anyway, thanks for the highly entertaining thread. I would wish you good luck, but to be truthful, I don't think this team needs anything more than just an average roll.
 
Glad you are enjoying reading it. It is certainly interesting to play...

Remember we can have only MA's with 1 Civ by the rules!

I keep forgetting this myself and have to re-remind myself. We cannot ally the whole world against the Mayans and should take this into account in our planning.

Ya, MA's are cheaper for dogpiles in my experience. You can also make good money by allying with someone already at war with a civ as well.
 
I came in expecting a terrible dance of death with Mayan cavalry. Instead I watched their ships sail around a little, burnt one with Greek fire, then got peace for cheap (100 gold!). So I sent all our MedInf to the north to get a great view of that Aztec rifleman.

We're still poor, we're still backward, and we're still weak. We do, however, have all of our cities and great access to jungle for potential coal.

AD 750 (Inherited Turn)
Not exactly the turn I'd hoped to inherit. I move a couple sleeping horsemen to positions a turn's ride from any possible landing by the visible Mayan ship. Nicomedia's Market vetoed for a Courthouse. Everything else is as good as it's going to get.

IT: Aztecs declare war on Americans.

AD 760 (1)
Constantinople Pike > Pike (15 spt even)
Adrianople MedInf > MedInf (22 spt)
Caesarea Pike > Pike
Niaea Aqueduct > Trebuchet
Chalcedon Aqueduct > Courthouse
No hostilities.

IT: Greeks & Mayans make peace.

AD 770 (2)
Heraclea Bank > Granary
Maintenance, still no landing.

AD 780 (3)
Constantinople Pike > Pike
Adrianople MI > MI
Caesarea Pike > Pikeman
Naissus Market > Courthouse
Amorium C'house > Worker
The Mayan ships sail around threateningly, but no landings still.

AD 790 (4)
No new builds, no new events. Mayan "fleet" creeps southward, our MI struggle to keep up.

AD 800 (5)
Constantinople Pike > Pike
Adrianople MI > MI
Caesarea Pike > Pike
Nicaea Treb > Treb
Varna Bank > Courthouse
Trebizond Courthouse > Market
Amorium Worker > Granary
Mayan ship vanishes from view; MI continued to be shuffled around. Renegotiate a deal with Al. Now Greece sends us 7 gpt & furs for ivory.

AD 810 (6)
Nicaea vetoed to Aqueduct
Zulus down to their last city!

AD 820 (7)
Constantinople Pike > Pike
Adrianople MI > MI
Caesarea Pike > Pike
Our mighty Dromon sinks a Mayan frigate. I never knew the Dromon looked so cool in a fight! I wish we could build more. After that, Smoke-Jaguar was willing to take peace for 100 gold. Bravo on the defense of our core; that war could have gone a lot worse. In 2 turns, payments to the Aztecs run out and they're fair game. I will move the MI up there. Apparently this cost us some war happiness, since I had to turn up lux after peace.

IT: Aztecs vanquish the Zulu.

AD 830 (8)

AD 840 (9)
Constantinople Pike > Courthouse
Adrianople MI > MI
Caesarea Pike > C'house
From a hilltop, we spot a Rifleman guarding the Aztec town we want. Bad news.

AD 850 (10)
Varna C'house > Granary
Heraclea Granary > Barracks

Dromon is unmoved. I didn't want to try poaching to the south, but if you feel ambitious maybe you can still some mainland area.

Roster:
Ben
Improviser (up next!)
Kuningas (on deck)
TedJackson
Mad-Bax
Greebley

Run, Theodora, Run!
 
Glad to know that the Mayans were ineffective. They could have been a hassle. I don't think it is possible for us to lose by conquest, but they could have landed enough troops to raze a town or two. Given that they were already at war with someone they could more easily get to (Greece), I am not entirely suprised by their lack of force.

Looking at the save I see we have 7 MDI which might be enough if the city is only guarded by 2 regular riflemen. If it is quarded by more, we can build some more trebuchet and/or go for Metallurgy and get cannon. They will upgrade to Artillery which we will definitely need if we want to do a serious assault on the AI (which is also likely as we may need to stop space ships). (i.e. MDI are more of a dead end unit than Trebuchets).

That along with our 7 MDI should be able to take out one city.

I strongly suggest we spend some small money and Investigate the Aztec City!

(A technique it is sometimes hard to remember exists, but is very useful in a case like this).

Watch out for the GA ending. I think this is the turn it will occur. When I look at the save the amounts don't add up. For example, the number of shields displayed by citizens is 15 if you add them up individually but the total given is 25. I think I have gotten riots because of this due to the loss of gold when the GA ends and the new gold is computed (before computing whether riots occur). I would raise Lux by 10 or 20% for a single turn to prevent this.

[Edit:
We also have an opportunity to settle a city on the far continent. An Aztec city was razed and we have a dromon and a settler in Varna. We may want to try to grab it.
]
 
Sorry team, I'll have to ask for a skip. It's extremely busy here, as my cousin just got married, and there are 5 other people staying in the house, which includes them staying in the computer room... so there's no time at all for civ 3 for a few days.

Improviser
 
Originally posted by Greebley

I strongly suggest we spend some small money and Investigate the Aztec City!

(A technique it is sometimes hard to remember exists, but is very useful in a case like this).
It has something to do with checking the price to sabotage each turn to decipher how many turns are left. I'm pretty sure you would have had to check when they first started building to have a base number that you could then calculate from. Cracker outlined it to us in our GOTM24 redux when we wanted to find out how long it would be until UN would complete.
 
I won't be able to play before tomorrow evening so...

mad-bax if you can play before then feel free to take it and I'll pick it up after you.


Ted
 
Barbslinger, that sounds like an interesting strategy, and one I never thought of before.

I don't know if it was clear, but I was talking about the much easier - before you go to war:

1) Go to espianage.

2) pick the city(s) on our continent, investigate it for a small amount of money.

3) Count the number of defenders.

4) Plan your attack accordingly.

5) Hope the AI doesn't land a bunch of troops in the city before you attack it - it throws off "precision kill counts". This has happened to me much to my dismay.
 
Sorry but I can't play tonight either. I'd just play tomorrow Ted, it's soon enough I think :)
 
Got it

Playing in about 8 hours.


Ted
 
Greebley: Once you have investigated a city you know how many shields there are in the bin, and you know how many shields will be in the bin on the next turn. If you know how much it costs to sabotage production on the turn you investigate, and you check how much it costs to sabotage production on the next turn you can work out at any time how many shields are in that cities bin, and how many shields the city is making every turn for free. Obviously then, when a city is building a wonder (maybe you are also building the same wonder) then you can work out how many turns are left in the race for free.

It is not often useful, but I have used it in 20K games and one or two tight Space Races.
 
Hi guys,

I had an unexpected free hour this morning so I had a look at our position. Here's the situation at Teayo:
JB2-850AD-Teayo.jpg


Looking at Teayo I don't feel happy about going to war until we have a sizeable force of MDI supported by enough Trebuchet/Cannon to make a decisive strike.

We only have 1 Trebuchet presently and the bombard strength of 6 isn't going to be very successful against the Rifle's effective defense of 8.

As we only have ~30% chance of an MDI defeating a fortified Rifle (reg) then an initial assault force of 9 or more MDI seems called for.

Another problem is going to be the draft rate. Under Fascism it's possible to draft 2 Citizens per turn which, unless we manage to declare & take Teayo in the same turn (impossible with MDI/Trebuchet), means that the Aztecs will have at least 1 drafting round probably resulting in 2 reg Rifles & 2 Conscripts.

However MDI vs Rifles is the best shot we're going to get until Replaceable Parts comes along and that's too far down the road. We need to grab that last Ivory ASAP and exploit the monopoly as it's our ticket to the future.

So I plan to keep my head down and build some more Trebuchets & MDI ready for the next player unless one of you has a brilliant idea or sees something I've overlooked/mis-calculated :)

Still not playing until this evening so comments welcome.


Ted
 
Oh that could be nasty. We would need a lot more troops in that case.

With several boats in the city, I would also cover the possibility of offensive troops existing in a boat (I don't think it would display units within a boat. Our towns within 3 of the border should have several Pikes to handle a small number of cavalry, just to be safe.
 
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