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Jheronimus leader of Germany - for everyone SG

Discussion in 'Civ4 - Succession Games' started by Jheronimus, Feb 22, 2006.

  1. Wreck

    Wreck Prince

    Joined:
    Jan 4, 2006
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    There's a post on the boards somewhere here about how it works. In short, there's either a medic in range of a given injured unit, or there is not. If there is, the unit heals an extra amount. Having multiple medics (of either type, range 0 or range 1) makes no difference at all.

    There is an upside though, given the promos are there, we can now promote with March. Ordinarily I don't do that, as I'd prefer two "attack strength" promos. However, once you've got Medic, I love the March thing because it means those units never have to stop. It significantly increases their power.

    March means a unit can do anything in its turn, and still heal. If a medic is around (at the end of the turn; actually healing happens at the start of the next turn), there's more healing (as per above). If a unit lacks March, it basically has to sit still during its turn to heal.
     
  2. Wreck

    Wreck Prince

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    I don't think the Incas or Aztecs have done much, but not certain. Our explorer has walked through the Inca empire and seen most of it. So Jeroen should finish his look-around and he should be heading back into the jungle to have a look at the Aztecs' area. And also to pop that hut, if it's still there.

    Regarding the Indians' island, I already took and razed the smaller of the two cities, as it only had 20% defense and longbows. The other city Jeroen should be able to take in about two turns; I've got two frigates there working on the walls, and shortly some fresh cavs coming down (and a galleon there to ferry them over).
     
  3. Wreck

    Wreck Prince

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    As for slavery... well, the reason I am "whipping away" pop is to deal with unhappiness, but also to increase production. There's just no way a specialist can touch the production on the land... i.e. an Engineer versus a plains hill, mined. 2P vs 4P. Or a scientist (0F, +6 science, in representation) versus a town (7 commerce, in Free Speech, plus a hammer from Universal Suffrage, plus two food). There's only one downside (if you want to call it that) to using towns vs specialists: you have to use the food somehow. Darn, bedeviled by all that production! But usually that's not hard to do; just convert some farms into towns. Or... whip.

    Early on the GPP are worth quite a bit, at least in one city. But they rapidly decline in value as the GPs come.

    In any case, I agree with you re: Mannheim, but perhaps different reasons. We'll end up running a lot of specialist there when not warring, because there simply is no way to use up all that food. With zero farms, it has a huge food surplus. Thus, specialists. But during war time, they'll mostly go unhappy. And if we were still in Slavery, I'd whip 'em to increase production. :)
     
  4. TCGTRF

    TCGTRF Warlord

    Joined:
    Jan 3, 2006
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    298
    The value of Great People change over the course of the game. In the Early game, they are invaluable for finishing wonders, providing the Academy and building Holy Buildings, of which I believe we still only have one or two.

    In the Middle Game, they get you techs off of your main tech beeline. You don't have to stop to research the side chains, just get them from GPs.

    In wartime, you create a series of Great Artists. They allow you to INSTANTLY quell rebellion in large captured cities and claim empires without having to build tons of little cities like we are having to in the old Mongol territories. After all, we don't NEED the cities we're building, our science rate is through the roof. The only reason we're building them is to get the resources.

    We have an army that's about twice the size we need. All the excess production that we did *could* have gone into making GPs instead. The "excess" population that was whipped away could have been made happy simply by creating a 3-production turn longbowman in the city per unhappy face allowing us to get bigger and bigger with more excess food, and, you guessed it, more specialists. Coupled with Pacifism in the period before creating one's army, you would have an endless stream of GPs to use for whatever purpose you wished.

    Tom
     
  5. Jheronimus

    Jheronimus Warlord

    Joined:
    Feb 22, 2006
    Messages:
    182
    Location:
    Netherlands, Velp & Groningen
    Ok, finally done my turns, thanks for waiting guys:

    Turn 0 1910 AD: Hired 2 priests in Mannheim, since the people are growing angry.

    Turn 1 1912 AD: Did some exploring in the rival territory and some building, but nothing special.

    Turn 2 1914 AD: Captured Delhi after attacking it with 3 cats to reduce the strenght of the carrisoned units. Discovered Steam power > Steal.

    Turn 3 1916 AD: One granadier is destroyed by a granadier (Asoka's)... Captured Madras and Calcutta the city on the island.

    Turn 4 1918 AD: Discovered Steal > Railroad. We can now build the ironworks, but I decide you guys may choose the city in wich we should build it, so I wait with it. I've destroyed Assyrian a city from the barbs.

    Turn 5 1920 AD: Did nothing special really.

    Turn 6 1922 AD: We've captured Jaipur and defeated the Indian civ, well done guys, only 2 civs to go!

    Turn 7 1924 AD: Mencius a great Prophet has been born inside Berlin, I decide to send him towards Tecklenbourg and construct the church of Nativity there.

    Turn 8 1926 AD: We've discovered the Railroad > Combustion. Managed to consturct the church of Nativity inside Tecklenbourg.

    Turn 9 1928 AD: Hooked up the coal we are now able to construct railroads, great!

    Turn 10 1930 AD: We discover Combustion > Physics.

    Over these turns I also builded some new cities at the A,B,C,... spots, not all yet but some. I've also send all our troops currently in the southern regions towards Mannheim to step there on board of a Galleon and ship them towards the new world from there. I've send the slow moving cats to a nearby city, who'll construct a Galleon in one turn to ship the cats earlier.

    Ok, Tom's turn now, I've attached the savegame below;
     
  6. TCGTRF

    TCGTRF Warlord

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    Quick question, Jher, did you build us a base city in the New World? Is there still a spot where we can plant one open? I'm at work. It'll probably be tomorrow night before I can get to this, have homework and a short class tomorrow night.

    Tom
     
  7. Wreck

    Wreck Prince

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    I'm sure there'll be a spot over there, since there was a lot of jungle unsettled and the AIs don't seem to be very keen to use jungle. I have the feeling they won't have changed much.
     
  8. Jheronimus

    Jheronimus Warlord

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    Location:
    Netherlands, Velp & Groningen
    No, I've not yet builded a city in the new world.
     
  9. TCGTRF

    TCGTRF Warlord

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    OK, finished my turn, I can't do details at the moment, perhaps not until late tomorrow or Saturday. You can wait if you wish, or just continue.

    Wreck, I've got some scientists running in Berlin and some merchants in other cities. I've got nothing else to do with the population except set them up as citizens, which give us one hammer. Since we're in US, I figure you can use the money to finance things we want to build.

    We're one turn from Electricity and beyond that, Tanks are very close. I've hooked up an oil well and already upgraded two galleons to transports.

    I've founded three cities and sent one to the New World to provide a place to put an airport so we can start airlifting new units there--probably the cannons in old India first. Frigates are on their way to the New World.

    You can probably start the war against HC any time now.

    Saved game:
     
  10. TCGTRF

    TCGTRF Warlord

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    Play by play:

    Interturn, 1930AD--Oh my. No one's hooked up any oil yet. Will do that immediately. Given the opportunity, I'll build three more cities in the mainland and one for the New World. As far as tech goes, it's Flight, Assembly Line and Industrialization next for Airports for the invasion, Infantry and Tanks, as well as planes. Fiddled a bit with MM cities.

    Turn 1--1932AD. We've still got barbarians around the edges in 1932! I guess this goes along with the fast game speed. It's the latest I've ever seen them in a game, actually. Huyana's got a settler on our continent. I'm going to let them found a city, he's not in a bad place. We can just send over a couple cav to take it when the war starts. Don't want a premature war.

    Turn 2--1934AD

    Turn 3--1936AD--Pop Great Scientist. Added to Berlin. Making Settler for New World.

    Turn 4--1938AD--Send a load of cats to the New World

    Turn 5--1940AD. Explorer killed trying to pop hut in New World. Sending Cav over towards it--mainly for curiosity's sake. Be interesting to get a tech at this point.

    Turn 6--1942AD. Flight comes in, start Corporation

    Turn 7--1944AD.

    Turn 8--1946AD HC wants to trade! Sure, why not? Trading gold for Pigs and cows for 12 gold/turn. Building airports in many cities for troop transport.

    Turn 9--1948AD. Assembly Line comes in. Oil well finished. Upgrade two Galleons to Transports. Built banks, grocers and markets in newly captured cities. Money is pouring in. Start Electricity, to be followed by Industrialization for Panzers.

    Turn 10--1950AD. Lots of Cav have been delivered to the New World. Some cities now have airports. There are three new cities and enough income to buy whatever you need in one or two turns while keeping Science at 90%. Queued up Pentagon in Teklenburg. I am forced by the size of our cities to either use citizens or specialists, since they're so big. I'm putting Scientists in Berlin and Merchants in most other places. Wreck, you can shuffle them around as you will or just use citizens for a hammer if you want. Building a Factory followed by a Coal Plant in a production city. Everything looks pretty good.

    Tom
     
  11. Wreck

    Wreck Prince

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    Hammers are wasteful so long as the Kremlin is not obsolete. So, sounds like you're doing the right thing.

    I'll be playing tonight or tomorrow; not sure about my schedule yet.
     
  12. Wreck

    Wreck Prince

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    Got the turn... looking. Seems like we've got the force to take on Incas now. I'll use the galleons over there to advance my forces onto a siege-spot, wooded hill, while frigates pound down the walls. Then we take Huamanga... and see how much counterattack happens. I figure it will be fairly savage. However, I'll pillage the outer area so slow them down, then see how it shapes up. Also I can upgrade the riflemen to infantry, which should make their attacks fairly futile. After a few turns, there'll be an airport in place so we can start zooming in reinforcements.

    In our civ, things look OK though there is plenty to buy using the Kremlin, so I am cranking down science for a bit. In particular I want the Pentagon built next turn so that our infantry wave is all starting w/ 2 promos.
     
  13. Wreck

    Wreck Prince

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    1950: one other thing... I ask Huayna for his maps please. Thanks! Ooh, he's got an island south of Aztecs.

    1951: Electricity completes, next is Industrialism for Marines. War imminent. Woops, forgot to flash the Pentagon until I spent too much. Well, next turn then. I jack science down to zero - need cash to do lots of things. Building airports, lots of other buildings, and the big P. And a few military units (don't want Incan caravels damaging our nets). Also for upgrading galleons to transports. I think it is safe to leave Frigates.

    1952: We flash the Pentagon for just under $1300. Call up Huayna... hi, your head would look nice on a stick. Well then. We take the Incas small new city on our continent easily.

    Stack of death lands next to Huamanga. Let's see what they can muster. I doubt we'll see much - he'll be busy this turn upgrading all his old units to riflemen. Next few turns may get painful though.

    Lots of other airports, banks, and other money-buildings flashed. Broadway is queued to flash, but I used up all the cash flashing things. Maybe next turn. Don't need the happies yet anyway.

    1953: Kill all 9 defenders w/o casualties. Huamanga falls. Flash Broadway. Next turn will probably resume research.

    1954: Cavalry is sealifted up coast to Tiwanaku. Urg... 80% walls, and not on sea. So have to drop them the hard way... or just swarm 'em and take the hit. Both are possible; only 4 defenders.

    1955: No more D shows up. One defender is a rifleman; other three are obsolete. So, I go for it. Two cavs lost, then city is taken without further losses.

    Stacks move out south. Transports lay new stack of doom next to Machu Picchu, which has a fairly substantial defense.

    Settler and worker dropped off near Aztec lands. They'll make a new city next turn to start moving forces to for that attack.

    1956: 5 units attack out of Machu Picchu. I lose 1. Looks like it may fall this turn. We'll see. Hmm, no. All my guys are weakened, so, a turn of healing is needed while fresh units pile in.

    I found the new city Bochum (?) near the Aztecs. Start airlifting in troops. On the Incan island, I catch a worker unattended and grab it.

    I get units onto 2 of his 3 iron. One pillaged.

    1957: Industrialism completes. We can get Fascism in a turn, and so I set course there because WW is starting to become a problem. Panzers go into a number of queues.

    Machu Picchu falls. Moving on Ollan and Cori.

    1958: Fascism complete, decide to go for Plastics to build 3 Gorges. This will increase production nicely since we've got a lot of unpowered factories.

    1959: Ollan taken.

    1960: Hurry Mt Rushmore for 132 gold. Took Vitkos.
     
  14. Wreck

    Wreck Prince

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    Here's the game. I almost decided to raise culture to 10%, but I think next turn (this turn we're flashing Mt Rushmore, so next turn WW should be less). You may or may not need it next turn, but soon.

    Keep pushing, and keep airlifting in a unit per city in the new world. Oh, and do be sure to build and flash 3 gorges, since it will increase our production a lot.

    Game: View attachment 120123
     
  15. Jheronimus

    Jheronimus Warlord

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    Location:
    Netherlands, Velp & Groningen
    Ok done my game:

    Turn 1 1961AD: We research Plastics > Biology. Captured Carihuagrachina.

    Turn 2 1962AD: We've captured Cuzco and Arequipa.

    Turn 3 1963AD: We've discovered Biology > Radio. Captured Andahuayas.

    Turn 4 1964AD: We've captured Vilcabamba and Ica.

    Turn 5 1965AD: We've discovered Radio > Fission. We've completed West point! Declared war to Montezuma.

    Turn 6 1966AD: Dortmund completed the Eiffel tower. We've captured Vilcas the last remaining city of the Incas! The incas are now history too. Only one more civ to go.

    Turn 7 1967AD: We've discovered Fission > Artillery.

    Turn 8 1968AD: Discovered Artillery > Rocketry. Builded the three Gorges Dam in Berlin, now we've boosted our production even more, we're invincible!:D Captured Tlaxcala.

    Turn 9 1969AD: Done nothing special.

    Turn 10 1970AD: Discovered Rocketry > Sattilites. Captured Calixtlahuaca and Teotihuacan. I decide to finish the game while I'm only a view turns away from victory, so I continue...

    Turn 11 1971AD: Done nothing special.

    Turn 12 1972AD: Discovered Sattelites > Composites. Captured Tenochtitlan, Texcoco, Tlatelolco and ruduced the last civ standing to nothing more than rubble! We've done it guys we've defeated them all!
    [party] [party] :band: :beer: :clap: :clap: :dance: :beer:

    We are Victorious, we came, we saw and we conquered!






    Ok, Wreck and Tom thanks for your cooperation, I've learned a lot from you, thanks a lot, it was a nice time to have been playing with both of you. Greets!

    --END OF GAME--

    mission accomplished, eliminated all 4 civs.
     
  16. TCGTRF

    TCGTRF Warlord

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    Congrats guys, learned quite a bit myself. Once the new patch comes out, I'll host the next one--Monte Raps!!!

    Tom
     
  17. autocon

    autocon Deus da Guerra

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    1st sg i followed, very nice game :)
     
  18. TCGTRF

    TCGTRF Warlord

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    Thanks, autocon, one of us will post the next one in the Registry sometime fairly soon.

    Tom
     

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