JJ02-The Mystery Variants

At last word had reached her of the demise of Saladin, who had proved a far worthier opponent than she had expected, despite his ridiculous Beard.

So with the war on her North Western front the time had come to pay the ridiculous Russian a visit and start down the road of completing domination of the known world.

1forces.jpg


Her Army looked sufficient to take down the impudent Russian, particularly as some of his forces were occupied with dealing with the threat of her Greek Paramour, what a useful cats paw he had proven to be. As to what Alex’s final fate would be she remained undecided. Anyway the first priority was to get ready for her own little Barbarossa

Turn 1-3 : coffee: and assembling forces on the Russian front. Plan was simple hold onto Kolhapur and Madras and push forward from Bombay and Delhi to take Novgorod and St Petersburg

Turn 4 Launch the war with 2 stacks of Redcoats and Cannons up towards Novgorod. As scientific method comes in start research on Assembly line, though of course upgrading Redcoats to Infantry is quite :smoke: as it costs money and only makes them marginally more effective versus Gunpowder Units couldn’t find anything better to Research!!

Turn 5 Novgorod falls, 8 Redcoats and a stack of Cannons tends to do that to a city.

1novgorod.jpg

Turn 6 sweep up pillaging Cossacks who can be a threat versus Redcoats. Peter looks like he is going to attack Kolhapur with a stack of Cossacks and Cannons but for some reason chickens out!!

Turn 7-8 Stack heals and moves onto siege St Petersburg

Turn 9-10 St Petersburg falls and move some forces onto siege Rostov.

1stpetes.jpg


EOT

We are in cleaning up mode here, move forces onto Rostov then advance North to Moscow , rinse and repeat as required.

1cleanup.jpg


One thing to notice is Peter has a stack of Cannons and Cossack sitting outside Kolhapur doing absolutely nothing, really cant work out what he is playing at as he isn’t even bombarding down the defences yet. As soon as some reinforcements arrive there we can deal with it. In our distant cities I have been building up a bit of a navy as we are exposed to sneak sea attacks, luckily the AI is crap at that sort of tactic.

Left some troops on goto orders to get to the Russian Front , cancel the Goto if you wish and have also left some workers automatically building a rail network.

http://www.civfanatics.net/uploads12/JJ02_AD-1830.zip
 
Got it. Let's beat up the orange army. There's a hunk of developed land which doesn't show as anyone's territory and no-one's willing to update our map. Might check it out.
 
Already its 1840. Karl Marx has been hiding out in the British Library and has produced the first copy of Das Kapital! Communism. Man is born free but everywhere is in chains. Opium is the religion of the masses. Proletariat vs Bourgouise. Stirring stuff. So stirring that there's a revolution! 2 turns before anarchy transforms into State Property which should help out our finances.
In a flurry of bourgois energy all cities have been building improvements. Railways appear automatically.

In a slight change of history England invades Russia. Rostov has fallen. The english armies are at the gates of Moscow and have battered flat its walls though many of England's regiments are bearing wounds. Satisfactory kill ratio so far.
Other news: Peter and Alex declared peace in 1833. Qin and Alex went to war in 1838. Qin cancelled the gold-fish deal in 1835.
The stackette of cossacks and cannon outside Kolpahar have been buried with full military honours. We have a great artist debating where he should create his Great Work, currently in St Petes.
www.civfanatics.net/uploads12/JJ02_AD-1840.Civ4SavedGame
 
ngraner is up. Looks like we just need to do a little cleaning up. Do you think we will have enough land for Domination after we take out Peter.
 
Nothing terribly exciting. Continued the war against Peter. It should be close but with settling a couple new cities at the edge of Russian land we may be able to get victory without another war. Or we can attack Qin as payback for declaring war on us back in 535BC :D .

JJ03 1840.JPG

T1. Healed up for a turn. I think I have enough forces to attack Moscow:

Attack on Moscow.JPG

T2. Came out of anarchy set culture to 90%. St Pete went into revolt. I could have used a great artist last turn, but was saving him for the last Russian city. Lost 2 Cannon and a Redcoat while capturing Moscow.
T3. zzz.
T4. Peter sneaks a pillaging Cavalry behind our lines.
T5. I kill off the Cavalry unit.
T6. zzz.
T7. Another Great Artist is born so I use one in Rostov. The attack on Yaroslavl begins.
T8. zzz.
T9. Yaroslavl is taken with the loss of one cannon.
T10. zzz. Wh have gained 3% of the land:

JJ02 1850.JPG

http://www.civfanatics.net/uploads12/JJ02_AD-1850.Civ4SavedGame
 
Took Corinth pretty easily, though it had a Machine Gun. Our suicide cats had better odds than our redcoats, to start!

Made peace with Peter and founded Warwick right next to Qin's territory to claim more land. I thought we might need more war, but a Culture Bomb in Warwick did a huge amount of damage.

GWinwarwick0000.JPG

Victory in 1860. Good game guys!

endjj02score0000.JPG endjj02graph0000.JPG Civ4ScreenShot0073.JPG

View attachment JJ02_AD-1860_13.Civ4Replay
 
Enjoyed joining you for the end game.

Must admit the final war made me understand why Redcoats have been toned down a bit in Warlords.

Ralph
 
It would be nice to hear everyone's variants.

Mine were:

1. Promote happiness, avoiding unhappy faces. This was easy, since I usually do this anyway. The one piece of trouble I had, was being over aggressive trying to grab the beaver resources during the war with Qin.

2. Reduce science rate by at least 40%. This was easy too, since the next player could up the rate to 100%, though I did spend some of the extra money for troop upgrades, that I would have otherwise spent on research.

3. Sell techs to anyone who would give 20% value. I did this multiple times, but it never seemed to hurt us.
 
My (inherited variants)
1) Workers only build roads or railroads
2) Never build a modern unit
3) Revolution/Anarchy each turnset for naff civic.
 
Well I had to interpret mine from Rex's notes intially and decided to stick with them even after Sprite contacted me to let me know his origainal ones. They were:-

1. Always mess up one screenshot (usually I misrpresensted were the troops were)
2. Facial Hair is so 70's you can never do something psotive with Qin, Sallie or Peter and must always have a war with one of them during your turnset.
3. Garrisons are for Wimps... When a city is out of resistance throw your troops into the front line. Only caused me grief with Saladin as he kept re-taking cities!!

Ralph
 
1. Allergy to rice. Cannot stand on or connect rice.

2. Must promote units to Medic, Medic II and March. I sometimes forgot about this one and ended up not promoting the units at all, but I never promoted them to the wrong thing. My war turns were mostly healing anyway.

3. Fear of Forests. Cannot enter forests.
 
well heres mine shame i got back late but GG.

(Easy) Chicken Little
The sky is falling! No, you stupid chicken, those are B17s. Build SAMs. Build lots and lots of SAMs. No city may have fewer than two SAMs. No strategic resource may go unprotected from the vile air forces of the world. (You may never have the opportunity to play this one out, but maybe some role-playing at the beginning could be fun?)

Pholkhero edit: -- not too good for the first 400 turns fo the game. Maybe at least half of their cities must be producing siege weapons during their turn-sets (w/all relevant build orders changed at turn 0).

Rex comment: Okay, no fun. How 'bout you take the Chicken Little theme to mean that you're a panicky sort of fellow. You must always build defense in 1/3 of your cities? (emphasize SAMs late game)

(Medium) There're No Such Things as Barbarians

La, la, la…I'm not listening! You refuse to recognize the existence of barbarians. You must ignore them*. Troops that die in combat to barbarians are misplaced. Troops injured in barbarian combat are mysteriously injured. Any XP gained in barbarian combat may not be used by you (can't promote them).

*or at least "seem" to ignore them. Any odd "rushing back to the capital" must be accompanied by a thorough and believable explanation that does not include barbarians.

(Hard) The Path Most Traveled

If God wanted us to trounce through rough terrain, he wouldn't have given us roads! Only your workers may travel where a road ain't been built. One exception: your initial warrior/scout may go wherever you please.

Should you inherit a unit stupid enough to find himself not on a road, you must leave him where he is. (I'll make an exception for an emergency defensive transport, but you should come up with some relevant price to pay.)

and the whole list
Official List of Variants
 
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